
;---------------------------------------------------------------------
; 基本設定
[Data]
life              = 1000   ;ライフ最大値
power             = 5000   ;パワーゲージ最大値
attack            = 100    ;攻撃力
defence           = 100     ;防御力
fall.defence_up   = 50     ;横に倒れている時に一時的に加える防御力（％）
liedown.time      = 60     ;横に倒れている時間（フレーム）
airjuggle         = 99     ;ジャグルポイント限界値
sparkno           = -1      ;デフォルトのヒットスパーク
guard.sparkno     = -1     ;デフォルトのガードスパーク
KO.echo           = 0      ;ＫＯ時の音声（11,0）にエコーを掛けるか否か（0=掛けない,1=掛ける）
volume            = 100    ;キャラの標準の音量（最小-255・最大255）
IntPersistIndex   = 21,59   ;Varを次のラウンドへ持ち越しが可能 (最小=0, 最大=59)
FloatPersistIndex = 10,30   ;FVarを次のラウンドへ持ち越しが可能 (最小=0, 最大=39)

[Size]
xscale           = 0.5       ;キャラの横の大きさ（絶対値・float）
yscale           = 0.5       ;キャラの縦の大きさ（絶対値・float）
ground.back      = 11      ;地上にいる時の「後方の物理的な幅」
ground.front     = 11     ;地上にいる時の「前方の物理的な幅」
air.back         = 10      ;空中にいる時の「後方の物理的な幅」
air.front        = 10      ;空中にいる時の「前方の物理的な幅」
height           = 60      ;キャラの物理的な高さ（高いほど相手は飛び越しにくくなる）
attack.dist      = 160     ;相手がガード態勢に入る最低の距離
proj.attack.dist = 90      ;自分の「Projectile」に対して相手がガード態勢に入る最低の距離
proj.doscale     = 0       ;xscaleとyscaleを「Projectile」にも影響させるか否か（0=させない・1=させる）
head.pos         = 0,-96  ;キャラの標準の頭の座標（Bind系で適用fされる）
mid.pos          = 0,-60  ;キャラの標準の体中心の座標（Bind系で適用される）
shadowoffset     = 0       ;影のＹ軸方向の位置座標
draw.offset      = 0,0     ;キャラの表示座標（Ｘ軸,Ｙ軸）

[Velocity]
walk.fwd     = 3.1         ;前進速度（Ｘ軸・[Statedef 20]に適用される）
walk.back    = -2.2        ;後退速度（Ｘ軸・[Statedef 20]に適用される）
run.fwd      = 6,15       ;前方に走る速度（Ｘ軸,Ｙ軸・[Statedef 100]に適用される）
run.back     = -5.3,-2   ;後方に走る速度（Ｘ軸,Ｙ軸・[Statedef 105]に適用される）
jump.neu     = 0,-10     ;垂直ジャンプの速度（Ｘ軸,Ｙ軸・[Statedef 40]に適用される）
jump.back    = -2.5      ;後方ジャンプの速度（Ｘ軸・[Statedef 40]に適用される）
jump.fwd     = 2.5        ;前方ジャンプの速度（Ｘ軸・[Statedef 40]に適用される）
runjump.back = -2.65,-8.1  ;後方に走ってからのジャンプ速度（Ｘ軸,Ｙ軸・[Statedef 40]に適用される）
runjump.fwd  = 4,-10      ;前方に走ってからのジャンプ速度（Ｘ軸,Ｙ軸・[Statedef 40]に適用される）
airjump.neu  = 0,-10      ;空中垂直ジャンプ速度（Ｘ軸,Ｙ軸・[Statedef 45]に適用される）
airjump.back = -2.5       ;空中後方ジャンプ速度（Ｘ軸・[Statedef 45]に適用される）
airjump.fwd  = 2.5         ;空中前方ジャンプ速度（Ｘ軸・[Statedef 45]に適用される）

[Movement]
airjump.num     = 0        ;空中ジャンプが出来る回数
airjump.height  = 35       ;空中ジャンプが出来る最低の高度（Ｙ軸）
yaccel          = .51      ;Ｙ軸加速度（重力）
stand.friction  = .85      ;立っている時の摩擦係数（ステートのPhysicsが「S」の時）
crouch.friction = .82      ;しゃがんでいる時の摩擦係数（ステートのPhysicsが「C」の時）


;===========================================================================
; 基本行動のステート
;===========================================================================
;---------------------------------------------------------------------------
;タイムオーバー（負けた時）
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 170, 無敵]
type = NotHitBy
trigger1 = 1 ;トリガーを何も書かず「1」にする事により、『無条件で常に実行させる命令』になる。
value = SCA
time = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;勝利ポーズ分岐
[Statedef 180]
type = S

[State 180, ステート変更]
type = ChangeState
trigger1 = Time = 0
trigger1 = Var(15) = 0
value = 181

[State 180, ステート変更]
type = ChangeState
trigger1 = Time = 0
trigger1 = Var(15) = 1
value = 182


;---------------------------------------------------------------------------
;勝利ポーズ
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

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

[state a]
type = varset
trigger1 = time = 0
v = 1
value = random%2

[State 191, 1];ボイス
type = PlaySnd
trigger1 = AnimElem = 4
trigger1 = Var(14) = 0
trigger1 = Var(13) = 0
trigger1 = Var(1) = 0
value = 180,1
channel = 1

[State 191, 1];ボイス
type = PlaySnd
trigger1 = AnimElem = 4
trigger1 = Var(14) = 0
trigger1 = Var(13) = 0
trigger1 = Var(1) = 1
value = 180,2+random%3
channel = 1

[State 191, 1];ボイス
type = PlaySnd
trigger1 = AnimElem = 4
trigger1 = Var(14) = 1
trigger1 = Var(13) = 0
value = 180,5
channel = 1

[State 191, 1];ボイス
type = PlaySnd
trigger1 = AnimElem = 4
trigger1 = Var(13) = 1
value = 3500,4
channel = 1

;対政宗
[State 181, 2]
type = PlaySnd
triggerall = animelem = 4
triggerall = matchover
triggerAll = Var(14) = 0
triggerAll = Var(13) = 0
trigger1 = enemynear,Name = "Date Masamune"
trigger2 = enemynear,Name = "DokuganP"
value = 180, 6
channel = 1

;対幸村
[State 181, 2]
type = PlaySnd
triggerall = animelem = 4
triggerall = matchover
triggerAll = Var(14) = 0
triggerAll = Var(13) = 0
trigger1 = enemynear,Name = "Sanada Yukimura"
value = 180, 7
channel = 1

;対慶次
[State 181, 2]
type = PlaySnd
triggerall = animelem = 4
triggerall = matchover
triggerAll = Var(14) = 0
triggerAll = Var(13) = 0
trigger1 = enemynear,Name = "Maeda Keiji"
trigger2 = enemynear,Name = "Keiji"
value = 180, 8
channel = 1

;対元親
[State 181, 2]
type = PlaySnd
triggerall = animelem = 4
triggerall = matchover
triggerAll = Var(14) = 0
triggerAll = Var(13) = 0
trigger1 = enemynear,Name = "Chosokabe Motochika"
trigger2 = enemynear,Name = "Chousokabe Motochika"
value = 180, 9
channel = 1

;対毛利
[State 181, 2]
type = PlaySnd
triggerall = animelem = 4
triggerall = matchover
triggerAll = Var(14) = 0
triggerAll = Var(13) = 0
trigger1 = enemynear,Name = "Mouri Motonari"
value = 180, 10
channel = 1

;対秀吉
[State 181, 2]
type = PlaySnd
triggerall = animelem = 4
triggerall = matchover
triggerAll = Var(14) = 0
triggerAll = Var(13) = 0
trigger1 = enemynear,Name = "Toyotomi Hideyoshi"
value = 180, 11
channel = 1

;対信長
[State 191, 1]
type = PlaySnd
triggerall = animelem = 4
triggerall = matchover
triggerAll = Var(14) = 0
triggerAll = Var(13) = 0
trigger1 = enemynear,Name = "Oda Nobunaga"
trigger2 = enemynear,Name = "Nobunaga"
value = 180,12
channel = 1

;対お市
[State 191, 1]
type = PlaySnd
triggerall = animelem = 4
triggerall = matchover
triggerAll = Var(14) = 0
triggerAll = Var(13) = 0
trigger1 = enemynear,Name = "oichi"
value = 180,13
channel = 1

;対忠勝
[State 181, 2]
type = PlaySnd
triggerall = animelem = 4
triggerall = matchover
triggerAll = Var(14) = 0
triggerAll = Var(13) = 0
trigger1 = enemynear,Name = "Honda Tadakatsu"
value = 180, 14
channel = 1

;対小十郎
[State 181, 2]
type = PlaySnd
triggerall = animelem = 4
triggerall = matchover
triggerAll = Var(14) = 0
triggerAll = Var(13) = 0
trigger1 = enemynear,Name = "Katakura Kojuro"
value = 180, 15
channel = 1

;対半兵衛
[State 191, 1]
type = PlaySnd
triggerall = animelem = 4
triggerall = matchover
triggerAll = Var(14) = 0
triggerAll = Var(13) = 0
trigger1 = enemynear,Name = "Takenaka Hambe"
trigger2 = enemynear,Name = "takenaka hanbee"
value = 180,16
channel = 1

[State 191, 1]
type = PlaySnd
trigger1 = time = 52
value = 180,0

[state 1005, ひかり]
type = explod
trigger1 = AnimElem = 10
anim = 4000
id = 4000
sprpriority = 7
postype = p1
pos = 3,0
ownpal = 1
keyctrl = 0
bindtime = -1
removeongethit = 1
scale = 0.5,0.5

[state 1005, ひかり]
type = explod
trigger1 = AnimElemtime(11) = 16
anim = 4001
id = 4001
sprpriority = 7
postype = p1
pos = 4,-22
ownpal = 1
keyctrl = 0
Vel = 0,0.3
removeongethit = 1
scale = 0.5,0.5

[state 1005, うつくしきひかり]
type = Helper
trigger1 = AnimElemtime(11) = 24
id = 4010
name = "hikari"
sprpriority = 7
pos = -10,-30
postype = p1
stateno = 4010
helpertype = normal
pausemovetime = 0
size.xscale = 0.4
size.yscale = 0.4
keyctrl = 1

[state 1005, うつくしきひかり]
type = Helper
trigger1 = AnimElemtime(11) = 27
id = 4010
name = "hikari"
sprpriority = 7
pos = 30,-50
postype = p1
stateno = 4010
helpertype = normal
pausemovetime = 0
size.xscale = 0.4
size.yscale = 0.4
keyctrl = 1

[state 1005, うつくしきひかり]
type = Helper
trigger1 = AnimElemtime(11) = 30
id = 4010
name = "hikari"
sprpriority = 7
pos = -15,-50
postype = p1
stateno = 4010
helpertype = normal
pausemovetime = 0
size.xscale = 0.4
size.yscale = 0.4
keyctrl = 1

[state 1005, うつくしきひかり]
type = Helper
trigger1 = AnimElemtime(11) = 33
id = 4010
name = "hikari"
sprpriority = 7
pos = 15,-60
postype = p1
stateno = 4010
helpertype = normal
pausemovetime = 0
size.xscale = 0.4
size.yscale = 0.4
keyctrl = 1

[state 1005, うつくしきひかり]
type = Helper
trigger1 = AnimElemtime(11) = 36
id = 4010
name = "hikari"
sprpriority = 7
pos = 5,-70
postype = p1
stateno = 4010
helpertype = normal
pausemovetime = 0
size.xscale = 0.4
size.yscale = 0.4
keyctrl = 1

[state 1005, うつくしきひかり]
type = Helper
trigger1 = AnimElemtime(11) = 39
id = 4010
name = "hikari"
sprpriority = 7
pos = -5,-90
postype = p1
stateno = 4010
helpertype = normal
pausemovetime = 0
size.xscale = 0.4
size.yscale = 0.4
keyctrl = 1

[state 1005, うつくしきひかり]
type = Helper
trigger1 = AnimElemtime(11) = 42
id = 4010
name = "hikari"
sprpriority = 7
pos = 10,-90
postype = p1
stateno = 4010
helpertype = normal
pausemovetime = 0
size.xscale = 0.4
size.yscale = 0.4
keyctrl = 1

[state 1005, うつくしきひかり]
type = Helper
trigger1 = AnimElemtime(11) = 45
id = 4010
name = "hikari"
sprpriority = 7
pos = -15,-80
postype = p1
stateno = 4010
helpertype = normal
pausemovetime = 0
size.xscale = 0.4
size.yscale = 0.4
keyctrl = 1

[state 1005, うつくしきひかり]
type = Helper
trigger1 = AnimElemtime(11) = 48
id = 4010
name = "hikari"
sprpriority = 7
pos = 20,-100
postype = p1
stateno = 4010
helpertype = normal
pausemovetime = 0
size.xscale = 0.4
size.yscale = 0.4
keyctrl = 1

[state 1005, うつくしきひかり]
type = Helper
trigger1 = AnimElemtime(11) = 53
id = 4010
name = "hikari"
sprpriority = 7
pos = -20,-110
postype = p1
stateno = 4010
helpertype = normal
pausemovetime = 0
size.xscale = 0.4
size.yscale = 0.4
keyctrl = 1

[state 1005, うつくしきひかり]
type = Helper
trigger1 = AnimElemtime(11) = 56
id = 4010
name = "hikari"
sprpriority = 7
pos = 20,-110
postype = p1
stateno = 4010
helpertype = normal
pausemovetime = 0
size.xscale = 0.4
size.yscale = 0.4
keyctrl = 1

[state 1005, うつくしきひかり]
type = Helper
trigger1 = AnimElemtime(11) = 59
id = 4010
name = "hikari"
sprpriority = 7
pos = 5,-120
postype = p1
stateno = 4010
helpertype = normal
pausemovetime = 0
size.xscale = 0.4
size.yscale = 0.4
keyctrl = 1

[State 180, 特殊効果]
type = AssertSpecial
trigger1 = Time = [0,400]
flag = RoundNotOver

[State 180, 特殊効果]
type = AssertSpecial
triggerall = matchover
triggerall = Time = [0,500]
trigger1 = enemynear,Name = "Chosokabe Motochika"
trigger2 = enemynear,Name = "Chousokabe Motochika"
trigger3 = enemynear,Name = "Takenaka Hambe"
trigger4 = enemynear,Name = "takenaka hanbee"
flag = RoundNotOver

[State 182, 特殊効果]
type = AssertSpecial
triggerall = matchover
triggerall = Time = [0,620]
trigger1 = enemynear,Name = "Date Masamune"
trigger2 = enemynear,Name = "DokuganP"
trigger3 = enemynear,Name = "Toyotomi Hideyoshi"
trigger4 = enemynear,Name = "Honda Tadakatsu"
trigger5 = enemynear,Name = "Katakura Kojuro"
flag = RoundNotOver

;---------------------------------------------------------------------------
;援軍アシスト勝利
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0

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

[state a]
type = varset
trigger1 = time = 0
v = 1
value = random%2

[State 191, 1];ボイス
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = Var(1) = 0
value = 180,17
channel = 1

[State 191, 1];ボイス
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = Var(1) = 1
value = 180,18
channel = 1

[State 180, 特殊効果]
type = AssertSpecial
trigger1 = Time = [0,400]
flag = RoundNotOver

;----------------------------------------------------------------------------
;(HELPER)うつくしきひかり
[Statedef 4010]
type = A
ctrl = 0
anim = 4010
velset = 0,0
movetype = I
physics = N
sprpriority = 7

[state a]
type = Trans
trigger1 = 1
trans = add

[state a]
type = velset
trigger1 = time = 0
y = 0.5

[State 181, 4]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = destroyself
trigger1 = time = 20


;---------------------------------------------------------------------------
;イントロ（試合開始前の登場演出アクション）
[Statedef 191]
type = S
ctrl = 0
velset = 0,0

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

[State 200, 1]
type = PlaySnd
trigger1 = Time%10 = 7
value = s50, 0

[State 200, 1]
type = PlaySnd
trigger1 = Time%10 = 9
value = s50, 0

[State 200, 1]
type = PlaySnd
trigger1 = Time%10 = 10
value = s50, 0

[State 191, 1];ボイス
type = PlaySnd
trigger1 = AnimElem = 30
value = 190,1+random%4
channel = 1

;対政宗
[State 191, 1]
type = PlaySnd
triggerAll = AnimElem = 30
trigger1 = enemynear,Name = "Date Masamune"
trigger2 = enemynear,Name = "DokuganP"
value = 190,5
channel = 1

;対幸村
[State 191, 1]
type = PlaySnd
trigger1 = AnimElem = 30
trigger1 = enemynear,Name = "Sanada Yukimura"
value = 190,6
channel = 1

;対慶次
[State 191, 1]
type = PlaySnd
triggerAll = AnimElem = 30
trigger1 = enemynear,Name = "Maeda Keiji"
trigger2 = enemynear,Name = "Keiji"
value = 190,7
channel = 1

;対元親
[State 191, 1]
type = PlaySnd
triggerAll = AnimElem = 30
trigger1 = enemynear,Name = "Chosokabe Motochika"
trigger2 = enemynear,Name = "Chousokabe Motochika"
value = 190,8
channel = 1

;対毛利
[State 191, 1]
type = PlaySnd
trigger1 = AnimElem = 30
trigger1 = enemynear,Name = "Mouri Motonari"
value = 190,9
channel = 1

;対秀吉
[State 191, 1]
type = PlaySnd
trigger1 = AnimElem = 30
trigger1 = enemynear,Name = "Toyotomi Hideyoshi"
value = 190,10
channel = 1

;対信長
[State 191, 1]
type = PlaySnd
triggerAll = AnimElem = 30
trigger1 = enemynear,Name = "Oda Nobunaga"
trigger2 = enemynear,Name = "Nobunaga"
value = 190,11
channel = 1

;対お市
[State 191, 1]
type = PlaySnd
trigger1 = AnimElem = 30
trigger1 = enemynear,Name = "oichi"
value = 190,12
channel = 1

;対忠勝
[State 191, 1]
type = PlaySnd
trigger1 = AnimElem = 30
trigger1 = enemynear,Name = "Honda Tadakatsu"
value = 190,13
channel = 1

;対小十郎
[State 191, 1]
type = PlaySnd
trigger1 = AnimElem = 30
trigger1 = enemynear,Name = "Katakura Kojuro"
value = 190,14
channel = 1

;対半兵衛
[State 191, 1]
type = PlaySnd
triggerAll = AnimElem = 30
trigger1 = enemynear,Name = "Takenaka Hambe"
trigger2 = enemynear,Name = "takenaka hanbee"
value = 190,15
channel = 1

;対魔王
[State 181, 5]
type = PlaySnd
triggerAll = AnimElem = 30
trigger1 = enemynear,Name = "raigu's dracula"
trigger2 = enemynear,Name = "Maou"
trigger3 = enemynear,Name = "Dabura"
trigger4 = enemynear,Name = "jedah"
trigger5 = enemynear,Name = "Nanoha_Takamachi"
value = 190, 16
channel = 1

;対女謙信
[State 191, 1]
type = PlaySnd
triggerAll = AnimElem = 30
trigger1 = enemynear,Name = "uesugi kensin"
trigger1 = enemynear,authorName = "minoo"
value = 190,17
channel = 1

[State 191, ステート変更]
type = ChangeState
trigger1 = anim = 190
trigger1 = AnimTime = 0
value = 192


;---------------------------------------------------------------------------
;イントロ２
[Statedef 192]
type = S
ctrl = 0
velset = 0,0
anim = 191

[state a]
type = ChangeAnim
triggerall = time = 0
trigger1 = enemynear,Name = "Sanada Yukimura"
trigger2 = enemynear,Name = "Maeda Keiji"
trigger3 = enemynear,Name = "Toyotomi Hideyoshi"
value = 8191

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

[State 200, 1]
type = PlaySnd
trigger1 = Animelem = 5
value = 190, 0

[State 191, ステート変更]
type = ChangeState
trigger1 = anim = 191
trigger1 = AnimTime = 0
trigger2 = anim = 8191
trigger2 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
;特殊イントロ
[Statedef 193]
type = S
ctrl = 0
velset = 0,0

[state a]
type = ChangeAnim
triggerall = time = 0
trigger1 = enemynear,Name = "Sanada Yukimura"
value = 8190

[state a]
type = ChangeAnim
triggerall = time = 0
trigger1 = enemynear,Name = "Maeda Keiji"
value = 8192

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

[State 200, 1]
type = PlaySnd
trigger1 = Time%10 = 7
value = s50, 0

[State 200, 1]
type = PlaySnd
trigger1 = Time%10 = 9
value = s50, 0

[State 200, 1]
type = PlaySnd
trigger1 = Time%10 = 10
value = s50, 0

;対幸村
[State 191, 1]
type = PlaySnd
trigger1 = AnimElem = 107
trigger1 = enemynear,Name = "Sanada Yukimura"
value = 190,6
channel = 1

;対慶次
[State 191, 1]
type = PlaySnd
trigger1 = AnimElem = 151
trigger1 = enemynear,Name = "Maeda Keiji"
value = 190,7
channel = 1

[State 191, ステート変更]
type = ChangeState
trigger1 = anim = 190
trigger1 = AnimTime = 0
trigger2 = anim = 8190
trigger2 = AnimTime = 0
trigger3 = anim = 8192
trigger3 = AnimTime = 0
value = 192



;---------------------------------------------------------------------------
;挑発
[Statedef 195]
type = S
movetype = A
physics = N
ctrl = 0
anim = 195
velset = 0,0
sprpriority = 2

[state a]
type = ChangeAnim
trigger1 = time = 0
trigger1 = Var(10) = 1
value = 8195

[state 7000,]
type = varadd
trigger1 = animelem = 5
trigger1 = life<200
fvar(30) = 0.02
persistent = 0

[State 191, 1];ボイス
type = PlaySnd
trigger1 = AnimElem = 1
value = 199,0
channel = 1

[State 191, 1]
type = PlaySnd
trigger1 = AnimElem = 9
value = 180,0

[state 1005, うつくしきばら]
type = Helper
trigger1 = AnimElem = 10
id = 196
name = "bara"
sprpriority = 7
pos = 50,-100
postype = p1
stateno = 196
helpertype = normal
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
keyctrl = 0

[State 195, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------------
;(HELPER)うつくしきばら
[Statedef 196]
type = A
ctrl = 0
movetype = A
physics = N
anim = 196
velset = 3,-4.3
sprpriority = 6
hitcountpersist = 1

[State 320, 6];コンボ数加算
type = ParentVaradd
Trigger1 = movecontact
var(20) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[state a]
type = veladd
trigger1 = 1
y = .5

[State 3010, ヒット定義] 
type = HitDef
trigger1 = parent,var(33) = 0
attr = S, SP
animtype  = Light
damage    = 1, 0
priority = 3
hitflag = MAF
guardflag = MA
pausetime = 0,13
sparkno = -1
guard.sparkno = S-1
sparkxy = -2, -94
hitsound = s400, 4
guardsound = s120, 0
ground.type = low
ground.slidetime = 10+parent,var(41)
ground.hittime  = 10+parent,var(41)
ground.velocity = -1
air.velocity = -1,-3*parent,fvar(15)
fall.recover = ifelse(parent,var(10),0,1)
fall.recovertime = 18
fall.yvelocity = -1
fall.envshake.time = 9
air.fall = 1
yaccel = .51
ID = 1000

[State 3010, カウンター] 
type = HitDef
trigger1 = parent,var(33) >= 1
attr = S, SP
animtype  = Light
damage    = 1, 0
priority = 3
hitflag = MAF
guardflag = MA
pausetime = 0,26
sparkno = -1
guard.sparkno = S-1
sparkxy = -2, -94
hitsound = s400, 4
guardsound = s120, 0
ground.type = low
ground.slidetime = 10+parent,var(41)
ground.hittime  = 10+parent,var(41)
ground.velocity = -1
air.velocity = -1,-3*parent,fvar(15)
fall.recover = ifelse(parent,var(10),0,1)
fall.recovertime = 18
fall.yvelocity = -1
fall.envshake.time = 9
air.fall = 1
yaccel = .51
ID = 1000

[state a];ヒットエフェクト
type = Helper
trigger1 = movehit
trigger1 = numtarget(1000)
id = 7000
name = "hit"
pos = Ceil(P2Dist X/2+15), -5-Ceil(P2BodyDist Y)
postype = p2
stateno = 7000
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1

[state a];ガードエフェクト
type = Helper
trigger1 = moveguarded
trigger1 = numtarget(1000)
id = 7020
name = "hit"
pos = Ceil(P2Dist X/2+15), -5-Ceil(P2BodyDist Y)
postype = p2
stateno = 7020
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1

[State Help,1]
Type = Helper
Trigger1 = MoveHit
trigger1 = numtarget(1000)
trigger1 = parent,var(33)
StateNo = 9920
Pos = 0,0
PosType = back
IgNoreHitPause = 1
Persistent = 0
Ownpal = 1

[State counter]
Type = playsnd
Trigger1 = MoveHit
trigger1 = numtarget(1000)
trigger1 = parent,var(33)
value = 9920,0
IgNoreHitPause = 1
Persistent = 0

[State 10000, 1];殴られたり投げられたりしないように設定
type = NotHitBy
trigger1 = 1
value = SCA, NP, SP, HP, AP, NA, SA, HA, NT, ST, HT

[State 10000, 1];殴られたり投げられたりしないように設定
type = HitBy
trigger1 = 1
value = SCA, NP, SP, HP, AP

[state a]
type = changestate
trigger1 = moveguarded
trigger2 = movetype = H
trigger3 = movehit
trigger4 = time >= 400
value = 197
ignorehitpause = 1

[State 196, 1]
type = destroyself
trigger1 = time = 23

;----------------------------------------------------------------------------------------
[Statedef 197];ばらきえる
type    = A
movetype= A
physics = N
anim = 196
sprpriority = 6
velset = 0,0
juggle  = 0

[State 197, 2]
type = AssertSpecial
trigger1 = time >= 0
flag = noshadow

[State 197, 2]
type = destroyself
trigger1 = time = 0

;---------------------------------------------------------------------------
[Statedef 200]
type    = S
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 200
sprpriority = 1

[state a]
type = ChangeAnim
trigger1 = time = 0
trigger1 = Var(10) = 1
value = 8200

[state 1000]
type = Varadd
trigger1 = Movehit = 1
trigger1 = Var(10) = 1
V = 18
value = 1
persistent = 0
ignorehitpause = 1

[State 100, 1]
type = Velset
trigger1 = !var(5)
trigger1 = time = 0
trigger1 = Vel X <= 3.1
x = 0

[State 100, 1]
type = Velmul
trigger1 = !var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.9

[State 100, 1]
type = Velmul
trigger1 = var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.98

[State 100, 2]
type = Velset
trigger1 = time >= 1
trigger1 = Vel X <= 0.01
x = 0

[State 200, 0];コンボ数加算
type = Varadd
trigger1 = movecontact
var(22) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 320, 6];コンボ数加算2
type = Varadd
Trigger1 = movecontact
var(20) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 191, 1];ボイス
type = PlaySnd
trigger1 = AnimElem = 4
trigger1 = random<= 400
value = 200,random%2
channel = 1
lowpriority = 2

[State 191, Snd 1];振り
type = PlaySnd
trigger1 = AnimElem = 3
value = 300,0

[State -3, re];相殺	
type = ReversalDef
TriggerAll = MoveContact = 0
Trigger1 = P2MoveType = A
attr = s,sa
NumHits = 0
reversal.attr = sca,na,sa,ha
pausetime = 16,16
hitsound = s200,10
sparkno = S-1
ID = 201
ignorehitpause = 0

[State 1540, 1];相殺エフェクト
type = helper
trigger1 = Numtarget(201) = 1
ID = 9930
postype = p2
ignorehitpause = 1
persistent = 0
pos = Ceil(P2Dist X/2-5), -75-Ceil(P2BodyDist Y)
priority = 2
stateno = 9930
ownpal = 1
supermove = 1
pausemovetime = 999999
supermovetime = 999999


[State 200, ヒット定義]
type = HitDef
trigger1 = animelem = 3
trigger1 = var(33) = 0
attr = S, NA
damage  = ceil(27*fvar(6)), 0
animtype = Light
guardflag = MA
hitflag = MAF
pausetime = 11, 11
sparkno = -1
guard.sparkno = S-1
sparkxy = -2, -96
hitsound = s400, 4
guardsound = S120, 0
ground.type = low
ground.slidetime = 12+var(41)
ground.hittime  = 12+var(41)
ground.velocity = -5.6* fvar(14)
air.velocity = -3.1* fvar(14),-5.2*fvar(15)
fall.recover = ifelse(var(10),0,1)
fall.recovertime = 21
air.fall = 1
fall.yvelocity = -1
fall.envshake.time = 9
yaccel = .51
getpower = ceil(40*fvar(30)*fvar(6)), 20
ID = 200

[State 200, カウンター] 
type = HitDef
trigger1 = animelem = 3
trigger1 = var(33) >= 1
attr = S, NA
animtype  = Light
damage    = 31, 0
hitflag = MAF
guardflag = MA
pausetime = 11, 22
sparkno = -1
guard.sparkno = S-1
sparkxy = -2, -94
hitsound = s400, 4
guardsound = s120, 0
ground.type = low
ground.slidetime = 16+var(41)
ground.hittime  = 16+var(41)
ground.velocity = -5.6*fvar(14)
air.velocity = -3*fvar(14),-5.2*fvar(15)
fall.recover = ifelse(var(10),0,1)
fall.recovertime = 45
air.fall = 1
air.hittime  = 20
fall.yvelocity = -1
fall.envshake.time = 9
yaccel = .51
getpower = ceil(40*fvar(30)*fvar(6)), 20
palfx.time = 5
palfx.add = 205,-50,-50
envshake.time = 11
ID = 200

[state a];ヒットエフェクト
type = Helper
trigger1 = movehit
trigger1 = numtarget(200)
id = 7000
name = "hit"
pos = Ceil(P2Dist X/2-37), -75-Ceil(P2BodyDist Y)
postype = p2
stateno = 7000
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[state a];ガードエフェクト
type = Helper
trigger1 = moveguarded
trigger1 = numtarget(200)
id = 7020
name = "hit"
pos = Ceil(P2Dist X/2-37), -75-Ceil(P2BodyDist Y)
postype = p2
stateno = 7020
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[State Help,1]
Type = Helper
Trigger1 = MoveHit
trigger1 = numtarget(200)
trigger1 = var(33)
StateNo = 9920
Pos = 0,0
PosType = back
IgNoreHitPause = 1
Persistent = 0
Ownpal = 1

[State counter]
Type = playsnd
Trigger1 = MoveHit
trigger1 = numtarget(200)
trigger1 = var(33)
value = 9920,0
IgNoreHitPause = 1
Persistent = 0

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


;---------------------------------------------------------------------------
[Statedef 210]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,0
anim = 210
sprpriority = 1

[state a]
type = ChangeAnim
trigger1 = time = 0
trigger1 = Var(10) = 1
value = 8210

[state 1000]
type = Varadd
trigger1 = Movehit = 1
trigger1 = Var(10) = 1
V = 18
value = 1
persistent = 0
ignorehitpause = 1

[State 100, 1]
type = Velset
trigger1 = !var(5)
trigger1 = time = 0
trigger1 = Vel X <= 3.1
x = 0

[State 100, 1]
type = Velmul
trigger1 = !var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.9

[State 100, 1]
type = Velmul
trigger1 = var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.98

[State 100, 2]
type = Velset
trigger1 = time >= 1
trigger1 = Vel X <= 0.01
x = 0

[State 210, 0];コンボ数加算
type = Varadd
trigger1 = movecontact
var(22) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 320, 6];コンボ数加算2
type = Varadd
Trigger1 = movecontact
var(20) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 191, 1];ボイス
type = PlaySnd
trigger1 = AnimElem = 6
trigger1 = random<= 400
value = 200,2+random%2
channel = 1
lowpriority = 2

[State 191, Snd 1];振り
type = PlaySnd
trigger1 = AnimElem = 6
value = 300,2

[State 191, Snd 1]
type = PlaySnd
trigger1 = AnimElem = 10
value = 190,0

[State -3, re];相殺	
type = ReversalDef
TriggerAll = MoveContact = 0
Trigger1 = P2MoveType = A
attr = s,sa
NumHits = 0
reversal.attr = sca,na,sa,ha
pausetime = 16,16
hitsound = s200,10
sparkno = S-1
ID = 201
ignorehitpause = 0

[State 1540 , 1];相殺エフェクト
type = helper
trigger1 = Numtarget(201) = 1
ID = 9930
postype = p2
ignorehitpause = 1
persistent = 0
pos = Ceil(P2Dist X/2-30), -65-Ceil(P2BodyDist Y)
priority = 2
stateno = 9930
ownpal = 1
supermove = 1
pausemovetime = 999999
supermovetime = 999999


[State 210, ヒット定義]
type = HitDef
trigger1 = animelem = 6
trigger1 = var(33) = 0
attr = S, NA
animtype  = Medium
damage    = ceil(58*fvar(6)), 0
priority = 5
guardflag = MA
hitflag = MAF
pausetime = 13,13
sparkno = -1
guard.sparkno = S-1
sparkxy = -2,-94
hitsound   = s400, 2
guardsound = s120, 1
ground.type = low
ground.slidetime = 13+var(41)
ground.hittime  = 13+var(41)
ground.velocity = -6* fvar(14)
air.velocity = -3.7* fvar(14),-5.2*fvar(15)
fall.recover = ifelse(var(10),0,1)
fall.recovertime = 32
air.fall = 1
fall.yvelocity = -1
fall.envshake.time = 9
yaccel = .51
getpower = ceil(60*fvar(30)*fvar(6)), ceil(20*fvar(30)*fvar(6))
ID = 200

[State 210, カウンター] 
type = HitDef
trigger1 = animelem = 6
trigger1 = var(33) >= 1
attr = S, NA
animtype  = medium
damage    = 64, 0
priority = 5
hitflag = MAF
guardflag = MA
pausetime = 13,26
sparkno = -1
guard.sparkno = S-1
sparkxy = -2, -94
hitsound = s400, 10
guardsound = s120, 1
ground.type = low
ground.slidetime = 18+var(41)
ground.hittime  = 18+var(41)
ground.velocity = -6*fvar(14)
air.velocity = -3.7*fvar(14),-5.2*fvar(15)
fall.recover = ifelse(var(10),0,1)
fall.recovertime = 46
fall.yvelocity = -1
fall.envshake.time = 9
air.fall = 1
yaccel = .51
getpower = ceil(100*fvar(30)*fvar(6)),ceil(20*fvar(30)*fvar(6))
palfx.time = 5
palfx.add = 205,-50,-50
envshake.time = 11
ID = 200

[state a];ヒットエフェクト
type = Helper
trigger1 = movehit
trigger1 = numtarget(200)
id = 7000
name = "hit"
pos = Ceil(P2Dist X/2-50), -65-Ceil(P2BodyDist Y)
postype = p2
stateno = 7003
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[state a];ガードエフェクト
type = Helper
trigger1 = moveguarded
trigger1 = numtarget(200)
id = 7021
name = "hit"
pos = Ceil(P2Dist X/2-50), -65-Ceil(P2BodyDist Y)
postype = p2
stateno = 7020
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999


[State Help,1]
Type = Helper
Trigger1 = MoveHit
trigger1 = numtarget(200)
trigger1 = var(33)
StateNo = 9920
Pos = 0,0
PosType = back
IgNoreHitPause = 1
Persistent = 0
Ownpal = 1

[State counter]
Type = playsnd
Trigger1 = MoveHit
trigger1 = numtarget(200)
trigger1 = var(33)
value = 9920,0
IgNoreHitPause = 1
Persistent = 0

[State 210, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
[Statedef 220]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 220
sprpriority = 2

[state a]
type = ChangeAnim
trigger1 = time = 0
trigger1 = Var(10) = 1
value = 8220

[state 1000]
type = Varadd
trigger1 = Movehit = 1
trigger1 = Var(10) = 1
V = 18
value = 1
persistent = 0
ignorehitpause = 1

[State 100, 1]
type = Velset
trigger1 = !var(5)
trigger1 = time = 0
trigger1 = Vel X <= 3.1
x = 0

[State 100, 1]
type = Velmul
trigger1 = !var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.9

[State 100, 1]
type = Velmul
trigger1 = var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.98

[State 100, 2]
type = Velset
trigger1 = time >= 1
trigger1 = Vel X <= 0.01
x = 0

[State 100, 2]
type = Veladd
trigger1 = AnimElem = 4
X = 16.4

[State 100, 2]
type = Veladd
trigger1 = AnimElem = 5
X = -14

[State 220, 0];コンボ数加算
type = Varadd
trigger1 = movecontact
trigger1 = numtarget(200)
var(22) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 320, 6];コンボ数加算2
type = Varadd
Trigger1 = movecontact
var(20) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 191, 1];ボイス
type = PlaySnd
trigger1 = AnimElem = 5
trigger1 = random<= 400
value = 200,4+random%2
channel = 1
lowpriority = 2

[State 191, Snd 1];振り
type = PlaySnd
trigger1 = AnimElem = 5
value = 300,1

[State 191, Snd 1]
type = PlaySnd
trigger1 = AnimElem = 11
value = 190,0

[State -3, re];相殺	
type = ReversalDef
TriggerAll = MoveContact = 0
Trigger1 = P2MoveType = A
attr = s,sa
NumHits = 0
reversal.attr = sca,na,sa,ha
pausetime = 16,16
hitsound = s200,10
sparkno = S-1
ID = 201
ignorehitpause = 0

[State 1540, 1];相殺エフェクト
type = helper
trigger1 = Numtarget(201) = 1
ID = 9930
postype = p2
ignorehitpause = 1
persistent = 0
pos = Ceil(P2Dist X/2-25), -70-Ceil(P2BodyDist Y)
priority = 2
stateno = 9930
ownpal = 1
supermove = 1
pausemovetime = 999999
supermovetime = 999999

[State 220, ヒット定義]
type = HitDef
triggerall = var(33) = 0
trigger1 = animelem = 5
attr = S, NA
animtype  = Hard
damage    = ceil(95*fvar(6)), 0
priority = 5
guardflag = MA
hitflag = MAF
pausetime = 14,14
sparkno = -1
guard.sparkno = S-1
sparkxy = -2,-94
hitsound   = s400, 2
guardsound = s120, 1
ground.type = low
ground.slidetime = 15+var(41)
ground.hittime  = 15+var(41)
ground.velocity = -6.3* fvar(14)
air.velocity = -3.8* fvar(14),-5.2*fvar(15)
fall.recover = ifelse(var(10),0,1)
fall.recovertime = 35
air.fall = 1
fall.yvelocity = -1
fall.envshake.time = 9
yaccel = .51
getpower = ceil(40*fvar(30)*fvar(6)), ceil(10*fvar(30)*fvar(6))
ID = 200

[State 220, カウンター] 
type = HitDef
trigger1 = animelem = 5
trigger1 = var(33) >= 1
attr = S, NA
animtype  = hard
damage    = 105, 0
priority = 5
hitflag = MAF
guardflag = MA
pausetime = 14,28
sparkno = -1
guard.sparkno = S-1
sparkxy = -2, -94
hitsound = s400, 2
guardsound = s120, 1
ground.type = low
ground.slidetime = 22+var(41)
ground.hittime  = 22+var(41)
ground.velocity = -6.5*fvar(14)
air.velocity = -4*fvar(14),-5.2*fvar(15)
fall.recover = ifelse(var(10),0,1)
fall.recovertime = 52
fall.yvelocity = -1
fall.envshake.time = 9
air.fall = 1
yaccel = .51
getpower = ceil(65*fvar(30)*fvar(6)),ceil(20*fvar(30)*fvar(6))
palfx.time = 5
palfx.add = 205,-50,-50
envshake.time = 11
ID = 200

[state a];ヒットエフェクト
type = Helper
trigger1 = movehit
trigger1 = numtarget(200)
id = 7000
name = "hit"
pos = Ceil(P2Dist X/2-50), -70-Ceil(P2BodyDist Y)
postype = p2
stateno = 7003
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[state a];ガードエフェクト
type = Helper
trigger1 = moveguarded
trigger1 = numtarget(200)
id = 7021
name = "hit"
pos = Ceil(P2Dist X/2-50), -70-Ceil(P2BodyDist Y)
postype = p2
stateno = 7020
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[State Help,1]
Type = Helper
Trigger1 = MoveHit
trigger1 = numtarget(200)
trigger1 = var(33)
StateNo = 9920
Pos = 0,0
PosType = back
IgNoreHitPause = 1
Persistent = 0
Ownpal = 1

[State counter]
Type = playsnd
Trigger1 = MoveHit
trigger1 = numtarget(200)
trigger1 = var(33)
value = 9920,0
IgNoreHitPause = 1
Persistent = 0

[State 220, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;立ち→中
[Statedef 250]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 250
sprpriority = 2

[state 1000]
type = Varadd
trigger1 = Movehit = 1
trigger1 = Var(10) = 1
V = 18
value = 1
persistent = 0
ignorehitpause = 1

[State 100, 1]
type = Velset
trigger1 = !var(5)
trigger1 = time = 0
trigger1 = Vel X <= 3.1
x = 0

[State 100, 1]
type = Velmul
trigger1 = !var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.9

[State 100, 1]
type = Velmul
trigger1 = var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.98

[State 100, 2]
type = Velset
trigger1 = time >= 1
trigger1 = Vel X <= 0.01
x = 0

[State 250, 0];コンボ数加算
type = Varadd
trigger1 = movecontact
var(22) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 320, 6];コンボ数加算2
type = Varadd
Trigger1 = movecontact
var(20) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 191, 1];ボイス
type = PlaySnd
trigger1 = AnimElem = 7
trigger1 = random<= 400
value = 200,4+random%2
channel = 1
lowpriority = 2

[State 191, Snd 1];振り
type = PlaySnd
trigger1 = AnimElem = 7
value = 5100,1

[State 191, Snd 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 41,0

[State -3, re];相殺	
type = ReversalDef
TriggerAll = MoveContact = 0
Trigger1 = P2MoveType = A
attr = s,sa
NumHits = 0
reversal.attr = sca,na,sa,ha
pausetime = 16,16
hitsound = s200,10
sparkno = S-1
ID = 201
ignorehitpause = 0

[State 1540, 1];相殺エフェクト
type = helper
trigger1 = Numtarget(201) = 1
ID = 9930
postype = p2
ignorehitpause = 1
persistent = 0
pos = Ceil(P2Dist X/2+0), -13-Ceil(P2BodyDist Y)
priority = 2
stateno = 9930
ownpal = 1
supermove = 1
pausemovetime = 999999
supermovetime = 999999

[state 190]
type = Explod
trigger1 = AnimElem = 7
id = 555
anim = 555
pos = 50,0
postype = p1
sprpriority = 1
scale = const(size.xscale),const(size.yscale)

[state 7000]
type = Explod
trigger1 = AnimElem = 7
id = 568
anim = 568
pos = 42,-10
postype = p1
vel = -.4,-4.5
accel = 0,.4
ignorehitpause=1
persistent=0
ownpal = 1
sprpriority = 5
scale = .75,.75
pausemovetime = 9999
supermovetime = 9999

[state 7000]
type = Explod
trigger1 = AnimElem = 7
id = 566
anim = 566
pos = 52,-10
postype = p1
vel = .4,-4.5
accel = 0,.4
ignorehitpause=1
persistent=0
ownpal = 1
sprpriority = 5
scale = .75,.75
pausemovetime = 9999
supermovetime = 9999

[state 7000]
type = Explod
trigger1 = AnimElem = 7
id = 567
anim = 567
pos = 52,-10
postype = p1
vel = .8,-4.5
accel = 0,.4
ignorehitpause=1
persistent=0
ownpal = 1
sprpriority = 5
scale = .75,.75
pausemovetime = 9999
supermovetime = 9999

[state 7000]
type = Explod
trigger1 = AnimElem = 7
id = 568
anim = 568
pos = 42,-10
postype = p1
vel = -1.5,-3.75
accel = 0,.4
ignorehitpause=1
persistent=0
ownpal = 1
sprpriority = 5
scale = .75,.75
pausemovetime = 9999
supermovetime = 9999

[state 7000]
type = Explod
trigger1 = AnimElem = 7
id = 569
anim = 569
pos = 42,-10
postype = p1
vel = -2.0,-3.0
accel = 0,.4
ignorehitpause=1
persistent=0
ownpal = 1
sprpriority = 5
scale = .75,.75
pausemovetime = 9999
supermovetime = 9999

[state 7000]
type = Explod
trigger1 = AnimElem = 7
id = 566
anim = 566
pos = 52,-10
postype = p1
vel = 2.0,-3.0
accel = 0,.4
ignorehitpause=1
persistent=0
ownpal = 1
sprpriority = 5
scale = .75,.75
pausemovetime = 9999
supermovetime = 9999

[State 1400, 1]
type = Veladd
trigger1 = animelem = 1
x = 5.8
y = -8.5

[State 1400, 1]
type = Veladd
trigger1 = animelem = 4
y = 7.4

[State 1400, 1]
type = Veladd
trigger1 = animelem = 5
y = 11.3

[State 1400, 1]
type = Velset
trigger1 = animelem = 7
x = 0
y = 0

[State 100, 2]
type = StateTypeSet
trigger1 = AnimElem = 1
statetype = A

[State 100, 2]
type = StateTypeSet
trigger1 = AnimElem = 7
statetype = S

[State 250, ヒット定義]
type = HitDef
triggerall = var(33) = 0
trigger1 = animelem = 7
attr = S, NA
animtype  = Hard
damage    = ceil(60*fvar(6)), 0
priority = 3
guardflag = HA
hitflag = MAFD
pausetime = 15,15
sparkno = -1
guard.sparkno = S-1
sparkxy = -2,-94
hitsound   = s400, 3
guardsound = s120, 2
ground.type = Trip
ground.slidetime = 14+var(41)
ground.hittime  = 14+var(41)
ground.velocity = -2.2* fvar(14),-4.8*fvar(15)
guard.velocity = -10
air.velocity = ifelse(p2statetype = L,-9,-2.2*fvar(14)),ifelse(p2statetype = L,-.5,-4.8*fvar(15))
ground.cornerpush.veloff = ifelse(p2statetype = L,-35,-2.2*fvar(14))
fall.recover = ifelse(var(10),0,1)
fall.recovertime = 39
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = ceil(60*fvar(30)*fvar(6)), ceil(20*fvar(30)*fvar(6))
ID = 200
persistent = 0

[State 250, カウンター] 
type = HitDef
triggerall = var(33) >= 1
trigger1 = animelem = 7
attr = S, NA
animtype  = Hard
damage    = 62, 0
priority = 3
hitflag = MAFD
guardflag = HA
pausetime = 15,30
sparkno = -1
guard.sparkno = S-1
sparkxy = -2, -94
hitsound = s400, 3
guardsound = s120, 2
ground.type =Trip
ground.slidetime = 20+var(41)
ground.hittime  = 20+var(41)
ground.velocity = -2.2* fvar(14),-4.8*fvar(15)
guard.velocity = -10
air.velocity = ifelse(p2statetype = L,-9,-2.2*fvar(14)),ifelse(p2statetype = L,-.5,-4.8*fvar(15))
ground.cornerpush.veloff = ifelse(p2statetype = L,-35,-2.2*fvar(14))
fall.recover = ifelse(var(10),0,1)
fall.recovertime = 57
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower =ceil(100*fvar(30)*fvar(6)),ceil(20*fvar(30)*fvar(6))
palfx.time = 5
palfx.add = 205,-50,-50
envshake.time = 11
ID = 200
persistent = 0

[state a];ヒットエフェクト
type = Helper
trigger1 = movehit
trigger1 = numtarget(200)
id = 7000
name = "hit"
pos = Ceil(P2Dist X/2-35), -20-Ceil(P2BodyDist Y)
postype = p2
stateno = 7002
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[state a];ガードエフェクト
type = Helper
trigger1 = moveguarded
trigger1 = numtarget(200)
id = 7021
name = "hit"
pos = Ceil(P2Dist X/2-35), -20-Ceil(P2BodyDist Y)
postype = p2
stateno = 7020
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999


[State Help,1]
Type = Helper
Trigger1 = MoveHit
trigger1 = numtarget(200)
trigger1 = var(33)
StateNo = 9920
Pos = 0,0
PosType = back
IgNoreHitPause = 1
Persistent = 0
Ownpal = 1

[State counter]
Type = playsnd
Trigger1 = MoveHit
trigger1 = numtarget(200)
trigger1 = var(33)
value = 9920,0
IgNoreHitPause = 1
Persistent = 0

[State 250, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;立ち→強
[Statedef 260]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 260
sprpriority = 2

[state 1000]
type = Varadd
trigger1 = Movehit = 1
trigger1 = Var(10) = 1
V = 18
value = 1
persistent = 0
ignorehitpause = 1

[State 100, 1]
type = Velset
trigger1 = !var(5)
trigger1 = time = 0
trigger1 = Vel X <= 3.1
x = 0

[State 100, 1]
type = Velmul
trigger1 = !var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.9

[State 100, 1]
type = Velmul
trigger1 = var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.98

[State 100, 2]
type = Velset
trigger1 = time >= 1
trigger1 = Vel X <= 0.01
x = 0

[State 100, 2]
type = Veladd
trigger1 = AnimElem = 6
X = 15

[State 100, 2]
type = Veladd
trigger1 = AnimElem = 12
X = 0

[State 260, 0];コンボ数加算
type = Varadd
trigger1 = movecontact
trigger1 = numtarget(200)
var(22) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 260, 0];コンボ数加算
type = Varadd
trigger1 = movecontact
trigger1 = numtarget(199)
var(22) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 260, 0];コンボ数加算
type = Varadd
trigger1 = movecontact
trigger1 = numtarget(198)
var(22) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 260, 0];コンボ数加算
type = Varadd
trigger1 = movecontact
trigger1 = numtarget(197)
var(22) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 260, 0];コンボ数加算
type = Varadd
trigger1 = movecontact
trigger1 = numtarget(196)
var(22) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 320, 6];コンボ数加算2
type = Varadd
Trigger1 = movecontact
trigger1 = numtarget(200)
var(20) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 320, 6];コンボ数加算2
type = Varadd
Trigger1 = movecontact
trigger1 = numtarget(199)
var(20) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 320, 6];コンボ数加算2
type = Varadd
Trigger1 = movecontact
trigger1 = numtarget(198)
var(20) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 320, 6];コンボ数加算2
type = Varadd
Trigger1 = movecontact
trigger1 = numtarget(197)
var(20) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 320, 6];コンボ数加算2
type = Varadd
Trigger1 = movecontact
trigger1 = numtarget(196)
var(20) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 191, 1];ボイス
type = PlaySnd
trigger1 = AnimElem = 6
trigger1 = random<= 500
value = 200,4+random%2
channel = 1
lowpriority = 2

[State 191, Snd 1];振り
type = PlaySnd
trigger1 = AnimElem = 6
value = 100,0

[State 100 , 0]
type = Explod
trigger1 = AnimElem = 12
anim = 6011
postype = p1
pos = 20,6
sprpriority = 8
bindtime = 1
ownpal = 1
facing = 1
scale = 0.5,0.5
ID = 6011

[State -3, re];相殺	
type = ReversalDef
TriggerAll = MoveContact = 0
Trigger1 = P2MoveType = A
attr = s,sa
NumHits = 0
reversal.attr = sca,na,sa,ha
pausetime = 16,16
hitsound = s200,10
sparkno = S-1
ID = 201
ignorehitpause = 0

[State 1540 , 1];相殺エフェクト
type = helper
trigger1 = Numtarget(201) = 1
ID = 9930
postype = p2
ignorehitpause = 1
persistent = 0
pos = Ceil(P2Dist X/2-25), -56-Ceil(P2BodyDist Y)
priority = 2
stateno = 9930
ownpal = 1
supermove = 1
pausemovetime = 999999
supermovetime = 999999

[state 1005, はしるやいば]
type = explod
trigger1 = AnimElem = 7
anim = 4026
id = 4026
sprpriority = 6
postype = p1
pos = 76,-60
ownpal = 1
keyctrl = 0
bindtime = -1
removeongethit = 1
IgNoreHitPause = 0
scale = 0.75,0.5

[state 1005, はしるやいば]
type = explod
trigger1 = AnimElem = 7
anim = 4027
id = 4027
sprpriority = 6
postype = p1
pos = 76,-15
ownpal = 1
keyctrl = 0
bindtime = -1
removeongethit = 1
IgNoreHitPause = 0
scale = 0.75,0.5

[state 1005, はしるやいば]
type = explod
trigger1 = AnimElem = 7
anim = 4028
id = 4028
sprpriority = 6
postype = p1
pos = 76,-105
ownpal = 1
keyctrl = 0
bindtime = -1
removeongethit = 1
IgNoreHitPause = 0
scale = 0.75,0.5

[State 260, ヒット定義１]
type = HitDef
triggerall = var(33) = 0
trigger1 = animelem = 7
attr = S, NA
animtype  = Hard
damage    = ceil(30*fvar(6)), 0
priority = 2
guardflag = MA
hitflag = MAF
pausetime = 0,0
sparkno = -1
guard.sparkno = S-1
sparkxy = -2,-94
hitsound   = s400, 2
guardsound = s120, 1
ground.type = high
ground.slidetime = 13+var(41)
ground.hittime  = 13+var(41)
guard.velocity = -4
air.velocity = -4.2* fvar(14),-5.3*fvar(15)
fall.recover = ifelse(var(10),0,1)
fall.recovertime = 18
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
air.fall = 1
yaccel = .61
getpower = ceil(30*fvar(30)*fvar(6)), ceil(10*fvar(30)*fvar(6))
ID = 200
persistent = 0

[State 260, カウンター１] 
type = HitDef
triggerall = var(33) >= 1
trigger1 = animelem = 7
attr = S, NA
animtype  = Hard
damage    = 38, 0
priority = 2
hitflag = MA
guardflag = MAF
pausetime = 0,0
sparkno = -1
guard.sparkno = S-1
sparkxy = -2, -94
hitsound = s400, 2
guardsound = s120, 1
ground.type = high
ground.slidetime = 19+var(41)
ground.hittime  = 19+var(41)
guard.velocity = -4
air.velocity = -4.2* fvar(14),-5.3*fvar(15)
fall.recover = ifelse(var(10),0,1)
fall.recovertime = 30
fall.yvelocity = -1
fall.envshake.time = 9
air.fall = 1
yaccel = .61
getpower = ceil(30*fvar(30)*fvar(6)), ceil(20*fvar(30)*fvar(6))
palfx.time = 5
palfx.add = 205,-50,-50
envshake.time = 11
ID = 200
persistent = 0

[State 260, ヒット定義２]
type = HitDef
triggerall = var(33) = 0
trigger1 = animelem = 8
attr = S, NA
animtype  = Hard
damage    = ceil(30*fvar(6)), 0
priority = 2
guardflag = MA
hitflag = MAF
pausetime = 0,0
sparkno = -1
guard.sparkno = S-1
sparkxy = -2,-94
hitsound   = s400, 2
guardsound = s120, 1
ground.type = high
ground.slidetime = 13+var(41)
ground.hittime  = 13+var(41)
guard.velocity = -4
air.velocity = -4.2* fvar(14),-5.3*fvar(15)
fall.recover = ifelse(var(10),0,1)
fall.recovertime = 18
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
air.fall = 1
yaccel = .61
getpower = ceil(30*fvar(30)*fvar(6)), ceil(10*fvar(30)*fvar(6))
ID = 199
persistent = 0

[State 260, カウンター２] 
type = HitDef
triggerall = var(33) >= 1
trigger1 = animelem = 8
attr = S, NA
animtype  = Hard
damage    = 38, 0
priority = 2
hitflag = MA
guardflag = MAF
pausetime = 0,0
sparkno = -1
guard.sparkno = S-1
sparkxy = -2, -94
hitsound = s400, 2
guardsound = s120, 1
ground.type = high
ground.slidetime = 19+var(41)
ground.hittime  = 19+var(41)
guard.velocity = -4
air.velocity = -4.2* fvar(14),-5.3*fvar(15)
fall.recover = ifelse(var(10),0,1)
fall.recovertime = 30
fall.yvelocity = -1
fall.envshake.time = 9
air.fall = 1
yaccel = .61
getpower = ceil(30*fvar(30)*fvar(6)), ceil(20*fvar(30)*fvar(6))
palfx.time = 5
palfx.add = 205,-50,-50
envshake.time = 11
ID = 199
persistent = 0

[State 260, ヒット定義３]
type = HitDef
triggerall = var(33) = 0
trigger1 = animelem = 9
attr = S, NA
animtype  = Hard
damage    = ceil(30*fvar(6)), 0
priority = 2
guardflag = MA
hitflag = MAF
pausetime = 0,0
sparkno = -1
guard.sparkno = S-1
sparkxy = -2,-94
hitsound   = s400, 2
guardsound = s120, 1
ground.type = high
ground.slidetime = 13+var(41)
ground.hittime  = 13+var(41)
guard.velocity = -4
air.velocity = -4.2* fvar(14),-5.3*fvar(15)
fall.recover = ifelse(var(10),0,1)
fall.recovertime = 18
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
air.fall = 1
yaccel = .61
getpower = ceil(30*fvar(30)*fvar(6)), ceil(10*fvar(30)*fvar(6))
ID = 198
persistent = 0

[State 260, カウンター３] 
type = HitDef
triggerall = var(33) >= 1
trigger1 = animelem = 9
attr = S, NA
animtype  = Hard
damage    = 38, 0
priority = 2
hitflag = MA
guardflag = MAF
pausetime = 0,0
sparkno = -1
guard.sparkno = S-1
sparkxy = -2, -94
hitsound = s400, 2
guardsound = s120, 1
ground.type = high
ground.slidetime = 19+var(41)
ground.hittime  = 19+var(41)
guard.velocity = -4
air.velocity = -4.2* fvar(14),-5.3*fvar(15)
fall.recover = ifelse(var(10),0,1)
fall.recovertime = 30
fall.yvelocity = -1
fall.envshake.time = 9
air.fall = 1
yaccel = .61
getpower = ceil(30*fvar(30)*fvar(6)), ceil(20*fvar(30)*fvar(6))
palfx.time = 5
palfx.add = 205,-50,-50
envshake.time = 11
ID = 198
persistent = 0

[State 260, ヒット定義４]
type = HitDef
triggerall = var(33) = 0
trigger1 = animelem = 10
attr = S, NA
animtype  = Hard
damage    = ceil(30*fvar(6)), 0
priority = 2
guardflag = MA
hitflag = MAF
pausetime = 0,0
sparkno = -1
guard.sparkno = S-1
sparkxy = -2,-94
hitsound   = s400, 2
guardsound = s120, 1
ground.type = high
ground.slidetime = 13+var(41)
ground.hittime  = 13+var(41)
guard.velocity = -4
air.velocity = -4.2* fvar(14),-5.3*fvar(15)
fall.recover = ifelse(var(10),0,1)
fall.recovertime = 18
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
air.fall = 1
yaccel = .61
getpower = ceil(30*fvar(30)*fvar(6)), ceil(10*fvar(30)*fvar(6))
ID = 197
persistent = 0

[State 260, カウンター４] 
type = HitDef
triggerall = var(33) >= 1
trigger1 = animelem = 10
attr = S, NA
animtype  = Hard
damage    = 38, 0
priority = 2
hitflag = MA
guardflag = MAF
pausetime = 0,0
sparkno = -1
guard.sparkno = S-1
sparkxy = -2, -94
hitsound = s400, 2
guardsound = s120, 1
ground.type = high
ground.slidetime = 19+var(41)
ground.hittime  = 19+var(41)
guard.velocity = -4
air.velocity = -4.2* fvar(14),-5.3*fvar(15)
fall.recover = ifelse(var(10),0,1)
fall.recovertime = 30
fall.yvelocity = -1
fall.envshake.time = 9
air.fall = 1
yaccel = .61
getpower = ceil(30*fvar(30)*fvar(6)), ceil(20*fvar(30)*fvar(6))
palfx.time = 5
palfx.add = 205,-50,-50
envshake.time = 11
ID = 197
persistent = 0

[State 260, ヒット定義５]
type = HitDef
triggerall = var(33) = 0
trigger1 = animelem = 11
attr = S, NA
animtype  = Hard
damage    = ceil(30*fvar(6)), 0
priority = 2
guardflag = MA
hitflag = MAF
pausetime = 0,0
sparkno = -1
guard.sparkno = S-1
sparkxy = -2,-94
hitsound   = s400, 2
guardsound = s120, 1
ground.type = high
ground.slidetime = 13+var(41)
ground.hittime  = 13+var(41)
guard.velocity = -4
air.velocity = -4.2* fvar(14),-5.3*fvar(15)
fall.recover = ifelse(var(10),0,1)
fall.recovertime = 18
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
air.fall = 1
yaccel = .61
getpower = ceil(30*fvar(30)*fvar(6)), ceil(10*fvar(30)*fvar(6))
ID = 196
persistent = 0

[State 260, カウンター５] 
type = HitDef
triggerall = var(33) >= 1
trigger1 = animelem = 11
attr = S, NA
animtype  = Hard
damage    = 38, 0
priority = 2
hitflag = MA
guardflag = MAF
pausetime = 0,0
sparkno = -1
guard.sparkno = S-1
sparkxy = -2, -94
hitsound = s400, 2
guardsound = s120, 1
ground.type = high
ground.slidetime = 19+var(41)
ground.hittime  = 19+var(41)
guard.velocity = -4
air.velocity = -4.2* fvar(14),-5.3*fvar(15)
fall.recover = ifelse(var(10),0,1)
fall.recovertime = 30
fall.yvelocity = -1
fall.envshake.time = 9
air.fall = 1
yaccel = .61
getpower = ceil(30*fvar(30)*fvar(6)), ceil(20*fvar(30)*fvar(6))
palfx.time = 5
palfx.add = 205,-50,-50
envshake.time = 11
ID = 196
persistent = 0

[state a];ヒットエフェクト
type = Helper
trigger1 = movehit
trigger1 = numtarget(200)
id = 7000
name = "hit"
pos = Ceil(P2Dist X/2-45), -80-Ceil(P2BodyDist Y)
postype = p2
stateno = 7003
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[state a];ガードエフェクト
type = Helper
trigger1 = moveguarded
trigger1 = numtarget(200)
id = 7020
name = "hit"
pos = Ceil(P2Dist X/2-45), -80-Ceil(P2BodyDist Y)
postype = p2
stateno = 7020
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[state a];ヒットエフェクト
type = Helper
trigger1 = movehit
trigger1 = numtarget(199)
id = 7000
name = "hit"
pos = Ceil(P2Dist X/2-45), -70-Ceil(P2BodyDist Y)
postype = p2
stateno = 7003
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[state a];ガードエフェクト
type = Helper
trigger1 = moveguarded
trigger1 = numtarget(199)
id = 7020
name = "hit"
pos = Ceil(P2Dist X/2-45), -70-Ceil(P2BodyDist Y)
postype = p2
stateno = 7020
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[state a];ヒットエフェクト
type = Helper
trigger1 = movehit
trigger1 = numtarget(198)
id = 7000
name = "hit"
pos = Ceil(P2Dist X/2-45), -60-Ceil(P2BodyDist Y)
postype = p2
stateno = 7003
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[state a];ガードエフェクト
type = Helper
trigger1 = moveguarded
trigger1 = numtarget(198)
id = 7020
name = "hit"
pos = Ceil(P2Dist X/2-45), -60-Ceil(P2BodyDist Y)
postype = p2
stateno = 7020
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[state a];ヒットエフェクト
type = Helper
trigger1 = movehit
trigger1 = numtarget(197)
id = 7000
name = "hit"
pos = Ceil(P2Dist X/2-45), -50-Ceil(P2BodyDist Y)
postype = p2
stateno = 7003
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[state a];ガードエフェクト
type = Helper
trigger1 = moveguarded
trigger1 = numtarget(197)
id = 7020
name = "hit"
pos = Ceil(P2Dist X/2-45), -50-Ceil(P2BodyDist Y)
postype = p2
stateno = 7020
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999


[state a];ヒットエフェクト
type = Helper
trigger1 = movehit
trigger1 = numtarget(196)
id = 7000
name = "hit"
pos = Ceil(P2Dist X/2-45), -40-Ceil(P2BodyDist Y)
postype = p2
stateno = 7003
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[state a];ガードエフェクト
type = Helper
trigger1 = moveguarded
trigger1 = numtarget(196)
id = 7020
name = "hit"
pos = Ceil(P2Dist X/2-45), -40-Ceil(P2BodyDist Y)
postype = p2
stateno = 7020
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[State Help,1]
Type = Helper
Trigger1 = MoveHit
trigger1 = numtarget(200)
trigger1 = var(33)
StateNo = 9920
Pos = 0,0
PosType = back
IgNoreHitPause = 1
Persistent = 0
Ownpal = 1

[State counter]
Type = playsnd
Trigger1 = MoveHit
trigger1 = numtarget(200)
trigger1 = var(33)
value = 9920,0
IgNoreHitPause = 1
Persistent = 0

[State Help,1]
Type = Helper
Trigger1 = MoveHit
trigger1 = numtarget(199)
trigger1 = var(33)
StateNo = 9920
Pos = 0,0
PosType = back
IgNoreHitPause = 1
Persistent = 0
Ownpal = 1

[State counter]
Type = playsnd
Trigger1 = MoveHit
trigger1 = numtarget(199)
trigger1 = var(33)
value = 9920,0
IgNoreHitPause = 1
Persistent = 0

[State Help,1]
Type = Helper
Trigger1 = MoveHit
trigger1 = numtarget(198)
trigger1 = var(33)
StateNo = 9920
Pos = 0,0
PosType = back
IgNoreHitPause = 1
Persistent = 0
Ownpal = 1

[State counter]
Type = playsnd
Trigger1 = MoveHit
trigger1 = numtarget(198)
trigger1 = var(33)
value = 9920,0
IgNoreHitPause = 1
Persistent = 0

[State Help,1]
Type = Helper
Trigger1 = MoveHit
trigger1 = numtarget(197)
trigger1 = var(33)
StateNo = 9920
Pos = 0,0
PosType = back
IgNoreHitPause = 1
Persistent = 0
Ownpal = 1

[State counter]
Type = playsnd
Trigger1 = MoveHit
trigger1 = numtarget(197)
trigger1 = var(33)
value = 9920,0
IgNoreHitPause = 1
Persistent = 0

[State Help,1]
Type = Helper
Trigger1 = MoveHit
trigger1 = numtarget(196)
trigger1 = var(33)
StateNo = 9920
Pos = 0,0
PosType = back
IgNoreHitPause = 1
Persistent = 0
Ownpal = 1

[State counter]
Type = playsnd
Trigger1 = MoveHit
trigger1 = numtarget(196)
trigger1 = var(33)
value = 9920,0
IgNoreHitPause = 1
Persistent = 0

[State 260, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;(ENEMY)吹き飛ばし攻撃・ヒットストップ
[Statedef 261]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[state a]
type = turn
trigger1 = p2dist x < 0
trigger1 = time = 0

[state a]
type = playerpush
trigger1 = 1
value = 0


[State 820, 1]
type = ChangeAnim2
Trigger1 = 1
value = 550

[state a]
type = changeanim
triggerall = 1
trigger1 = (name = "REI" || name = "REI")&& authorname = "ahuron"
trigger2 = (name = "JAGI" || name = "JAGI")&& authorname = "ahuron"
trigger3 = (name = "JUDA" || name = "JUDA")&& authorname = "ahuron"
trigger4 = (name = "SHIN" || name = "SHIN")&& authorname = "ahuron"
trigger5 = (name = "THOUTHER" || name = "THOUTHER")&& authorname = "ahuron"
trigger6 = (name = "Mr.HEART" || name = "Mr.HEART")&& authorname = "ahuron"
trigger7 = (name = "Keiji" || name = "Keiji")&& authorname = "ahuron"
trigger8 = (name = "Date Masamune" || name = "Date Masamune")&& authorname = "Neat Unsou"
trigger9 = (name = "Mouri Motonari" || name = "Mouri Motonari")&& authorname = "Neat Unsou"
trigger10 = name = "Katakura kojuro"&& authorname = "Neat Unsou"
trigger11 = (name = "Sanada Yukimura" || name = "Sanada Yukimura")&& authorname = "syouga"
trigger12 = (name = "Maeda Keiji" || name = "Maeda Keiji")&& authorname = "syouga"
trigger13 = (name = "Toyotomi Hideyoshi" || name = "Toyotomi Hideyoshi")&& authorname = "kuri"
trigger14 = (name = "Uesugi Kensin" || name = "Uesugi Kensin")&& authorname = "syouga"
trigger15 = (name = "Chosokabe Motochika" || name = "Chosokabe Motochika")&& authorname = "Neat Unsou"
trigger16 = (name = "Nobunaga" || name = "Nobunaga")&& authorname = "Ahuron"
trigger17 = (name = "Oda Nobunaga" || name = "Oda Nobunaga")&& authorname = "五右衛門"
value = 560

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

[state a]
type = changestate
trigger1 = HitShakeOver
value = 262

[State 1000, 0]
type = null;HitOverride
trigger1 = enemy,stateno != 291
attr = SCA,NA,SA,HA
slot = 0
stateno = 550
time = 1


;---------------------------------------------------------------------------
;(ENEMY)吹き飛ばし攻撃・吹き飛び
[Statedef 262]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

;---------------------[速度]
[state a]
type = velset
trigger1 = time = 0
x = -14
y = -7.3

[state a]
type = velset
trigger1 = time = 1
trigger1 = GetHitVar(chainid) = 1000
x = -14
y = -6.3

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

;---------------------[アニメーション]
[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 550

[state a]
type = changeanim
triggerall = time = 0
trigger1 = (name = "REI" || name = "REI")&& authorname = "ahuron"
trigger2 = (name = "JAGI" || name = "JAGI")&& authorname = "ahuron"
trigger3 = (name = "JUDA" || name = "JUDA")&& authorname = "ahuron"
trigger4 = (name = "SHIN" || name = "SHIN")&& authorname = "ahuron"
trigger5 = (name = "THOUTHER" || name = "THOUTHER")&& authorname = "ahuron"
trigger6 = (name = "Mr.HEART" || name = "Mr.HEART")&& authorname = "ahuron"
trigger7 = (name = "Keiji" || name = "Keiji")&& authorname = "ahuron"
trigger8 = (name = "Date Masamune" || name = "Date Masamune")&& authorname = "Neat Unsou"
trigger9 = (name = "Mouri Motonari" || name = "Mouri Motonari")&& authorname = "Neat Unsou"
trigger10 = name = "Katakura kojuro"&& authorname = "Neat Unsou"
trigger11 = (name = "Sanada Yukimura" || name = "Sanada Yukimura")&& authorname = "syouga"
trigger12 = (name = "Maeda Keiji" || name = "Maeda Keiji")&& authorname = "syouga"
trigger13 = (name = "Toyotomi Hideyoshi" || name = "Toyotomi Hideyoshi")&& authorname = "kuri"
trigger14 = (name = "Uesugi Kensin" || name = "Uesugi Kensin")&& authorname = "syouga"
trigger15 = (name = "Chosokabe Motochika" || name = "Chosokabe Motochika")&& authorname = "Neat Unsou"
trigger16 = (name = "Nobunaga" || name = "Nobunaga")&& authorname = "Ahuron"
trigger17 = (name = "Oda Nobunaga" || name = "Oda Nobunaga")&& authorname = "五右衛門"
value = 560


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

[state a]
type = playerpush
trigger1 = 1
value = 0

;---------------------[ステート移行]
[state a]
type = changestate
trigger1 = BackEdgeDist <= 10
trigger2 = time = 200
trigger3 = frontEdgeDist <= 10
value = 263

[state a]
type = selfstate
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

[State 1000, 0]
type = null;HitOverride
trigger1 = 1;enemy,stateno != 291
attr = SCA,NA,SA,HA
stateno = 550
time = 1


;---------------------------------------------------------------------------
;(ENEMY)吹き飛ばし攻撃・壁ヒット
[Statedef 263]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1


;---------------------[アニメーション]
[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 551

[state a]
type = changeanim
triggerall = time = 0
trigger1 = (name = "REI" || name = "REI")&& authorname = "ahuron"
trigger2 = (name = "JAGI" || name = "JAGI")&& authorname = "ahuron"
trigger3 = (name = "JUDA" || name = "JUDA")&& authorname = "ahuron"
trigger4 = (name = "SHIN" || name = "SHIN")&& authorname = "ahuron"
trigger5 = (name = "THOUTHER" || name = "THOUTHER")&& authorname = "ahuron"
trigger6 = (name = "Mr.HEART" || name = "Mr.HEART")&& authorname = "ahuron"
trigger7 = (name = "Keiji" || name = "Keiji")&& authorname = "ahuron"
trigger8 = (name = "Date Masamune" || name = "Date Masamune")&& authorname = "Neat Unsou"
trigger9 = (name = "Mouri Motonari" || name = "Mouri Motonari")&& authorname = "Neat Unsou"
trigger10 = name = "Katakura kojuro"&& authorname = "Neat Unsou"
trigger11 = (name = "Sanada Yukimura" || name = "Sanada Yukimura")&& authorname = "syouga"
trigger12 = (name = "Maeda Keiji" || name = "Maeda Keiji")&& authorname = "syouga"
trigger13 = (name = "Toyotomi Hideyoshi" || name = "Toyotomi Hideyoshi")&& authorname = "kuri"
trigger14 = (name = "Uesugi Kensin" || name = "Uesugi Kensin")&& authorname = "syouga"
trigger15 = (name = "Chosokabe Motochika" || name = "Chosokabe Motochika")&& authorname = "Neat Unsou"
trigger16 = (name = "Nobunaga" || name = "Nobunaga")&& authorname = "Ahuron"
trigger17 = (name = "Oda Nobunaga" || name = "Oda Nobunaga")&& authorname = "五右衛門"
value = 562

;---------------------[速度]
[state a]
type = posadd
trigger1 = time = 0
y = -15

[state a]
type = velset
trigger1 = animelem = 2
x = 2.3
y = -6.5

[state a]
type = velset
trigger1 = animelem = 2
trigger1 = GetHitVar(chainid) = 1000
x = 1.2
y = -3.5

[state a]
type = veladd
trigger1 = animelem = 2,>=0
y = 0.5

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

[State 1020, 4]
type = EnvShake
trigger1 = time = 0
time = 10
ampl = -4
freq = 95
phase = 95

;---------------------[ステート移行]
[state a]
type = changestate
trigger1 = animtime = 0
value = 264


;---------------------------------------------------------------------------
;(ENEMY)吹き飛ばし攻撃・落下
[Statedef 264]
type    = A
movetype= H
physics = N
;velset = 0,0
sprpriority = 1

;---------------------[アニメーション]
[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

[state a]
type = changeanim
triggerall = time = 0
trigger1 = (name = "REI" || name = "REI")&& authorname = "ahuron"
trigger2 = (name = "JAGI" || name = "JAGI")&& authorname = "ahuron"
trigger3 = (name = "JUDA" || name = "JUDA")&& authorname = "ahuron"
trigger4 = (name = "SHIN" || name = "SHIN")&& authorname = "ahuron"
trigger5 = (name = "THOUTHER" || name = "THOUTHER")&& authorname = "ahuron"
trigger6 = (name = "Mr.HEART" || name = "Mr.HEART")&& authorname = "ahuron"
trigger7 = (name = "Keiji" || name = "Keiji")&& authorname = "ahuron"
trigger8 = (name = "Date Masamune" || name = "Date Masamune")&& authorname = "Neat Unsou"
trigger9 = (name = "Mouri Motonari" || name = "Mouri Motonari")&& authorname = "Neat Unsou"
trigger10 = name = "Katakura kojuro"&& authorname = "Neat Unsou"
trigger11 = (name = "Sanada Yukimura" || name = "Sanada Yukimura")&& authorname = "syouga"
trigger12 = (name = "Maeda Keiji" || name = "Maeda Keiji")&& authorname = "syouga"
trigger13 = (name = "Toyotomi Hideyoshi" || name = "Toyotomi Hideyoshi")&& authorname = "kuri"
trigger14 = (name = "Uesugi Kensin" || name = "Uesugi Kensin")&& authorname = "syouga"
trigger15 = (name = "Chosokabe Motochika" || name = "Chosokabe Motochika")&& authorname = "Neat Unsou"
trigger16 = (name = "Nobunaga" || name = "Nobunaga")&& authorname = "Ahuron"
trigger17 = (name = "Oda Nobunaga" || name = "Oda Nobunaga")&& authorname = "五右衛門"
value = 563

;---------------------[速度]
[state a]
type = veladd
trigger1 = 1
y = 0.5

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

;---------------------[ステート移行]
[state a] 
type = changeanim
triggerall = Vel Y > 0
triggerall = Pos Y >= 0
trigger1 = (name = "REI" || name = "REI")&& authorname = "ahuron"
trigger2 = (name = "JAGI" || name = "JAGI")&& authorname = "ahuron"
trigger3 = (name = "JUDA" || name = "JUDA")&& authorname = "ahuron"
trigger4 = (name = "SHIN" || name = "SHIN")&& authorname = "ahuron"
trigger5 = (name = "THOUTHER" || name = "THOUTHER")&& authorname = "ahuron"
trigger6 = (name = "Mr.HEART" || name = "Mr.HEART")&& authorname = "ahuron"
trigger7 = (name = "Keiji" || name = "Keiji")&& authorname = "ahuron"
trigger8 = (name = "Date Masamune" || name = "Date Masamune")&& authorname = "Neat Unsou"
trigger9 = (name = "Mouri Motonari" || name = "Mouri Motonari")&& authorname = "Neat Unsou"
trigger10 = name = "Katakura kojuro"&& authorname = "Neat Unsou"
trigger11 = (name = "Sanada Yukimura" || name = "Sanada Yukimura")&& authorname = "syouga"
trigger12 = (name = "Maeda Keiji" || name = "Maeda Keiji")&& authorname = "syouga"
trigger13 = (name = "Toyotomi Hideyoshi" || name = "Toyotomi Hideyoshi")&& authorname = "kuri"
trigger14 = (name = "Uesugi Kensin" || name = "Uesugi Kensin")&& authorname = "syouga"
trigger15 = (name = "Chosokabe Motochika" || name = "Chosokabe Motochika")&& authorname = "Neat Unsou"
trigger16 = (name = "Nobunaga" || name = "Nobunaga")&& authorname = "Ahuron"
trigger17 = (name = "Oda Nobunaga" || name = "Oda Nobunaga")&& authorname = "五右衛門"
value = 5051

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


;---------------------------------------------------------------------------
;吹き飛ばし攻撃・発動
[Statedef 290]
type    = S
movetype= I
physics = N
juggle  = 0
ctrl = 0
anim = 290
poweradd = 0
sprpriority = 1

;---------------------[変数]
[state a]
type = varset
trigger1 = time = 0
trigger1 = var(5) != 2
v = 5
value = 1

[state a]
type = varset
trigger1 = prevstateno = 3900
trigger1 = time = 0
trigger1 = var(5) = 2
v = 5
value = 1

[state a]
type = varset
trigger1 = time = 74
v = 5
value = 2

[state a]
type = varset
trigger1 = time = 0
v = 49
value = ifelse(command = "c",1,2)
;---------------------[移動]
[State 100, 1]
type = Velset
trigger1 = time = 0
trigger1 = Vel X <= 3.1
x = 0

[State 100, 1]
type = Velmul
trigger1 = !var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.9

[State 100, 1]
type = Velmul
trigger1 = var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.98


[State 100, 2]
type = Velset
trigger1 = time >= 1
trigger1 = Vel X <= 0.01
x = 0
;---------------------[演出]
[State a];
type = palfx
trigger1 = time = 74
time = 10
;add = 255,255,255
mul = 255,255,255
sinadd = 255,255,255,20
color = 255

;----------------------[ヘルパー]
[state a];溜めエフェクト
type = Helper
trigger1 = time >= 15
trigger1 = time%4 = 0
id = 6025
name = "tame"
pos = -40 , 0
postype = p1
stateno = 6025
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


;---------------------[ステート移行]
[State 200, 7]
type = ChangeState
triggerall = time >= 12
triggerall = var(10) = 0
trigger1 = var(59)<=0
trigger1 = command != "holdS"&&var(49)=2
trigger1 = command != "holdZ"&&var(49)=2
trigger2 = var(59)<=0
trigger2 = command != "holdC"&&var(49)=1
value = 291

[State 200, 7]
type = ChangeState
triggerall = time >= 15
triggerall = var(10) = 0
trigger1 = var(49)=0
trigger1 = var(59)<=0
trigger2 = time > 124
value = 291

[State 200, 7]
type = ChangeState
triggerall = time >= 6
triggerall = var(10) = 1
trigger1 = var(59)<=0
trigger1 = command != "holdS"&&var(49)=2
trigger1 = command != "holdZ"&&var(49)=2
trigger2 = var(59)<=0
trigger2 = command != "holdC"&&var(49)=1
value = 291

[State 200, 7]
type = ChangeState
triggerall = time >= 7
triggerall = var(10) = 1
trigger1 = var(49)=0
trigger1 = var(59)<=0
trigger2 = time > 90
value = 291

;---------------------------------------------------------------------------
;吹き飛ばし攻撃・攻撃
[Statedef 291]
type    = S
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 291
poweradd = 0
sprpriority = 3

[state a]
type = ChangeAnim
trigger1 = time = 0
trigger1 = Var(10) = 1
value = 8291

[state 1000]
type = Varadd
trigger1 = Movehit = 1
trigger1 = Var(10) = 1
V = 18
value = 1
persistent = 0
ignorehitpause = 1

[State 320, 6];コンボ数加算
type = Varadd
Trigger1 = movecontact
var(22) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 320, 6];コンボ数加算2
type = Varadd
Trigger1 = movecontact
var(20) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

;---------------------[効果音]
[State 191, Snd 1];ボイス
type = PlaySnd
trigger1 = AnimElem = 3
value = 200,6
channel = 1
ignorehitpause = 1

[State 191, Snd 1];振り
type = PlaySnd
trigger1 = AnimElem = 3
value = 300,1
ignorehitpause = 1

[State 200, 1]
type = PlaySnd
trigger1 = Animelem = 12
value = 190, 0

;---------------------[速度]
[State 100, 1]
type = Velset
trigger1 = time = 0
trigger1 = Vel X <= 3.1
x = 0

[State 100, 1]
type = Velmul
trigger1 = !var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.9

[State 100, 1]
type = Velmul
trigger1 = var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.98

[State 100, 2]
type = Velset
trigger1 = time >= 1
trigger1 = Vel X <= 0.01
x = 0

[state a]
type = velset
trigger1 = time = 0
trigger1 = prevstateno = 20
x = 0

[state 1205, こおりのお]
type = explod
trigger1 = AnimElem = 3
anim = 4040
id = 4040
sprpriority = 7
postype = p1
pos = 40,-55
ownpal = 1
keyctrl = 0
bindtime = -1
IgNoreHitPause = 0
scale = 0.5,0.5

[state 1205, こおりのお]
type = explod
trigger1 = AnimElem = 4
anim = 4041
id = 4041
sprpriority = 2
postype = p1
pos = 40,-55
ownpal = 1
keyctrl = 0
bindtime = -1
IgNoreHitPause = 0
scale = 0.5,0.5

[state 1205, こおりのお]
type = explod
trigger1 = AnimElem = 5
anim = 4042
id = 4042
sprpriority = 2
postype = p1
pos = 40,-55
ownpal = 1
keyctrl = 0
bindtime = -1
IgNoreHitPause = 0
scale = 0.5,0.5

[state 1205, こおりのお]
type = explod
trigger1 = AnimElem = 6
anim = 4043
id = 4043
sprpriority = 2
postype = p1
pos = 40,-55
ownpal = 1
keyctrl = 0
bindtime = -1
IgNoreHitPause = 0
scale = 0.5,0.5

;---------------------[攻撃]
[State 200, 1]
type = HitDef
trigger1 = animelem = 3
trigger1 = var(5) = 1
attr = S, NA
damage = ceil(68*fvar(6)), 0
getpower = 72,72
animtype = hard
guardflag = M
hitflag = MAF
priority = 5, Hit
pausetime = ifelse(var(5) = 1,14,15), ifelse(var(5) = 1,14,15)
sparkno = s-1
sparkxy = 0, 0
hitsound = s400, 2
guard.sparkno = s-1
guardsound = s120, 1
ground.type = low
ground.slidetime = ifelse(var(5) = 1,17,20)
ground.hittime  = ifelse(var(5) = 1,17,20)
ground.velocity = -8,-6
air.type = high
air.velocity = -8,-6
air.hittime = ifelse(var(5) = 0,20,24)
fall = 1
fall.recover = ifelse(var(10),0,1)
fall.recovertime = 35
yaccel = 0.5
ID = 291

[State 200, 1]
type = HitDef
trigger1 = animelem = 3
trigger1 = var(5) = 2
attr = S, NA
damage = ceil(60*fvar(6)), 0
getpower = 72,72
animtype = hard
guardflag = N
hitflag = MAF
priority = 5, Hit
pausetime = ifelse(var(5) = 1,14,15), ifelse(var(5) = 1,14,15)
sparkno = s-1
sparkxy = 0, 0
hitsound = s400, 2
guard.sparkno = s-1
guardsound = s120, 1
ground.type = low
ground.slidetime = ifelse(var(5) = 1,17,20)
ground.hittime  = ifelse(var(5) = 1,17,20)
ground.velocity = -8,-6
air.type = high
air.velocity = -8,-6
air.hittime = ifelse(var(5) = 0,20,24)
fall = 1
fall.recover = ifelse(var(10),0,1)
fall.recovertime = 39
fall.yvelocity = -1
fall.envshake.time = 9
yaccel = 0.5
ID = 291

;---------------------[相手制御]
[state a]
type = targetstate
trigger1 = var(5) = 1
trigger1 = movehit
trigger1 = enemy,stateno != 550
trigger1 = enemy,prevstateno != [550,569]
value = 550
ignorehitpause = 1
persistent = 0


[state a]
type = targetstate
trigger1 = var(5) = 2
trigger1 = movehit
trigger1 = enemy,stateno != 550
trigger1 = enemy,prevstateno != [550,569]
value = 555
ignorehitpause = 1
persistent = 0

;---------------------[ヘルパー]
[state a];ヒットエフェクト
type = Helper
trigger1 = movehit
id = 7000
name = "hit"
pos = Ceil(P2Dist X/2-45), -65-Ceil(P2BodyDist Y)
postype = p2
stateno = 7003
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1

[state 7000,]
type = varadd
trigger1 = movehit
fvar(30) = 0.02
persistent = 0

[state a];ガードエフェクト
type = Helper
trigger1 = moveguarded
id = 7021
name = "hit"
pos = Ceil(P2Dist X/2-45), -65-Ceil(P2BodyDist Y)
postype = p2
stateno = 7020
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1

;---------------------[ステート移行]
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;ブーストダッシュ
[Statedef 3900]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 300
velset = ifelse(var(5)=1,9.5,12),0


[State 100, 1]
type = Velmul
trigger1 = var(5)=2
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.995

;---------------------[変数]
;---------------------[音]
[State 00]
type = PlaySnd
trigger1 = time = 0
value = 301, 0

[State 00]
type = PlaySnd
trigger1 = time%30 = 1
value = 50, 0

;---------------------[演出]
[State a];
type = palfx
trigger1 = time = 0
time = 10
;add = 255,255,255
mul = 255,255,255
sinadd = 255,255,255,20
color = 255

[State a]
type = AfterImage
trigger1 = 1
time = 24
trans = add1
timegap = 1
framegap = 3
length = 12
palbright = 0,0,0
palcontrast = 200,200,200
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 0.7,0.7,0.7
persistent = 24
;---------------------[ヘルパー]
[state a];ブーストエフェクト
type = Helper
trigger1 = time = 0
id = 6030
name = "hit"
pos = 0 , -80
postype = p1
stateno = 6030
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1

;---------------------[]
[State 00]
type = ChangeState
trigger1 = !var(59)
trigger1 = command = "holdup"
triggerall = time <= 2
triggerall = var(5)=1
value = 40
ctrl = 1


[State 00]
type = ChangeState
trigger1 = command = "holddown"
trigger1 = time = 30
value = 10
ctrl = 1

[State 00]
type = ChangeState
trigger1 = time = 30
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;(ENEMY)吹き飛ばし攻撃・ヒットストップ
[Statedef 550]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[state a]
type = turn
trigger1 = p2dist x < 0
trigger1 = time = 0

[state a]
type = playerpush
trigger1 = 1
value = 0


[State 820, 1]
type = ChangeAnim2
Trigger1 = 1
value = 550

[state a]
type = changeanim
triggerall = 1
trigger1 = (name = "REI" || name = "REI")&& authorname = "ahuron"
trigger2 = (name = "JAGI" || name = "JAGI")&& authorname = "ahuron"
trigger3 = (name = "JUDA" || name = "JUDA")&& authorname = "ahuron"
trigger4 = (name = "SHIN" || name = "SHIN")&& authorname = "ahuron"
trigger5 = (name = "THOUTHER" || name = "THOUTHER")&& authorname = "ahuron"
trigger6 = (name = "Mr.HEART" || name = "Mr.HEART")&& authorname = "ahuron"
trigger7 = (name = "Keiji" || name = "Keiji")&& authorname = "ahuron"
trigger8 = (name = "Date Masamune" || name = "Date Masamune")&& authorname = "Neat Unsou"
trigger9 = (name = "Mouri Motonari" || name = "Mouri Motonari")&& authorname = "Neat Unsou"
trigger10 = name = "Katakura kojuro"&& authorname = "Neat Unsou"
trigger11 = (name = "Sanada Yukimura" || name = "Sanada Yukimura")&& authorname = "syouga"
trigger12 = (name = "Maeda Keiji" || name = "Maeda Keiji")&& authorname = "syouga"
trigger13 = (name = "Toyotomi Hideyoshi" || name = "Toyotomi Hideyoshi")&& authorname = "kuri"
trigger14 = (name = "Uesugi Kensin" || name = "Uesugi Kensin")&& authorname = "syouga"
trigger15 = (name = "Chosokabe Motochika" || name = "Chosokabe Motochika")&& authorname = "Neat Unsou"
trigger16 = (name = "Nobunaga" || name = "Nobunaga")&& authorname = "Ahuron"
trigger17 = (name = "Oda Nobunaga" || name = "Oda Nobunaga")&& authorname = "五右衛門"
value = 560

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

[state a]
type = changestate
trigger1 = HitShakeOver
value = 551

[State 1000, 0]
type = null;HitOverride
trigger1 = enemy,stateno != 291
attr = SCA,NA,SA,HA
slot = 0
stateno = 550
time = 1


;---------------------------------------------------------------------------
;(ENEMY)吹き飛ばし攻撃・吹き飛び
[Statedef 551]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

;---------------------[速度]
[state a]
type = velset
trigger1 = time = 0
x = -10.5
y = -7.2

[state a]
type = velset
trigger1 = time = 1
trigger1 = GetHitVar(chainid) = 1000
x = -12
y = -6.0

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

;---------------------[アニメーション]
[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 550

[state a]
type = changeanim
triggerall = time = 0
trigger1 = (name = "REI" || name = "REI")&& authorname = "ahuron"
trigger2 = (name = "JAGI" || name = "JAGI")&& authorname = "ahuron"
trigger3 = (name = "JUDA" || name = "JUDA")&& authorname = "ahuron"
trigger4 = (name = "SHIN" || name = "SHIN")&& authorname = "ahuron"
trigger5 = (name = "THOUTHER" || name = "THOUTHER")&& authorname = "ahuron"
trigger6 = (name = "Mr.HEART" || name = "Mr.HEART")&& authorname = "ahuron"
trigger7 = (name = "Keiji" || name = "Keiji")&& authorname = "ahuron"
trigger8 = (name = "Date Masamune" || name = "Date Masamune")&& authorname = "Neat Unsou"
trigger9 = (name = "Mouri Motonari" || name = "Mouri Motonari")&& authorname = "Neat Unsou"
trigger10 = name = "Katakura kojuro"&& authorname = "Neat Unsou"
trigger11 = (name = "Sanada Yukimura" || name = "Sanada Yukimura")&& authorname = "syouga"
trigger12 = (name = "Maeda Keiji" || name = "Maeda Keiji")&& authorname = "syouga"
trigger13 = (name = "Toyotomi Hideyoshi" || name = "Toyotomi Hideyoshi")&& authorname = "kuri"
trigger14 = (name = "Uesugi Kensin" || name = "Uesugi Kensin")&& authorname = "syouga"
trigger15 = (name = "Chosokabe Motochika" || name = "Chosokabe Motochika")&& authorname = "Neat Unsou"
trigger16 = (name = "Nobunaga" || name = "Nobunaga")&& authorname = "Ahuron"
trigger17 = (name = "Oda Nobunaga" || name = "Oda Nobunaga")&& authorname = "五右衛門"
value = 560


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

[state a]
type = playerpush
trigger1 = 1
value = 0

;---------------------[ステート移行]
[state a]
type = changestate
trigger1 = BackEdgeDist <= 10
trigger2 = time = 200
trigger3 = frontEdgeDist <= 10
value = 552

[state a]
type = selfstate
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

[State 1000, 0]
type = null;HitOverride
trigger1 = 1;enemy,stateno != 291
attr = SCA,NA,SA,HA
stateno = 550
time = 1


;---------------------------------------------------------------------------
;(ENEMY)吹き飛ばし攻撃・壁ヒット
[Statedef 552]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1


;---------------------[アニメーション]
[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 551

[state a]
type = changeanim
triggerall = time = 0
trigger1 = (name = "REI" || name = "REI")&& authorname = "ahuron"
trigger2 = (name = "JAGI" || name = "JAGI")&& authorname = "ahuron"
trigger3 = (name = "JUDA" || name = "JUDA")&& authorname = "ahuron"
trigger4 = (name = "SHIN" || name = "SHIN")&& authorname = "ahuron"
trigger5 = (name = "THOUTHER" || name = "THOUTHER")&& authorname = "ahuron"
trigger6 = (name = "Mr.HEART" || name = "Mr.HEART")&& authorname = "ahuron"
trigger7 = (name = "Keiji" || name = "Keiji")&& authorname = "ahuron"
trigger8 = (name = "Date Masamune" || name = "Date Masamune")&& authorname = "Neat Unsou"
trigger9 = (name = "Mouri Motonari" || name = "Mouri Motonari")&& authorname = "Neat Unsou"
trigger10 = name = "Katakura kojuro"&& authorname = "Neat Unsou"
trigger11 = (name = "Sanada Yukimura" || name = "Sanada Yukimura")&& authorname = "syouga"
trigger12 = (name = "Maeda Keiji" || name = "Maeda Keiji")&& authorname = "syouga"
trigger13 = (name = "Toyotomi Hideyoshi" || name = "Toyotomi Hideyoshi")&& authorname = "kuri"
trigger14 = (name = "Uesugi Kensin" || name = "Uesugi Kensin")&& authorname = "syouga"
trigger15 = (name = "Chosokabe Motochika" || name = "Chosokabe Motochika")&& authorname = "Neat Unsou"
trigger16 = (name = "Nobunaga" || name = "Nobunaga")&& authorname = "Ahuron"
trigger17 = (name = "Oda Nobunaga" || name = "Oda Nobunaga")&& authorname = "五右衛門"
value = 562

;---------------------[速度]
[state a]
type = posadd
trigger1 = time = 0
y = -15

[state a]
type = velset
trigger1 = animelem = 2
x = 1.2
y = -6.5

[state a]
type = velset
trigger1 = animelem = 2
trigger1 = GetHitVar(chainid) = 1000
x = 1.2
y = -3.5

[state a]
type = veladd
trigger1 = animelem = 2,>=0
y = 0.5

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

[State 1020, 4]
type = EnvShake
trigger1 = time = 0
time = 10
ampl = -4
freq = 95
phase = 95

;---------------------[ステート移行]
[state a]
type = changestate
trigger1 = animtime = 0
value = 553


;---------------------------------------------------------------------------
;(ENEMY)吹き飛ばし攻撃・落下
[Statedef 553]
type    = A
movetype= H
physics = N
;velset = 0,0
sprpriority = 1

;---------------------[アニメーション]
[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

[State 5050, 4] ;Recover near ground
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = time > 1
triggerall = CanRecover
trigger1 = Command = "recover"
value = 5210 ;HITFALL_RECOVER

[state a]
type = changeanim
triggerall = time = 0
trigger1 = (name = "REI" || name = "REI")&& authorname = "ahuron"
trigger2 = (name = "JAGI" || name = "JAGI")&& authorname = "ahuron"
trigger3 = (name = "JUDA" || name = "JUDA")&& authorname = "ahuron"
trigger4 = (name = "SHIN" || name = "SHIN")&& authorname = "ahuron"
trigger5 = (name = "THOUTHER" || name = "THOUTHER")&& authorname = "ahuron"
trigger6 = (name = "Mr.HEART" || name = "Mr.HEART")&& authorname = "ahuron"
trigger7 = (name = "Keiji" || name = "Keiji")&& authorname = "ahuron"
trigger8 = (name = "Date Masamune" || name = "Date Masamune")&& authorname = "Neat Unsou"
trigger9 = (name = "Mouri Motonari" || name = "Mouri Motonari")&& authorname = "Neat Unsou"
trigger10 = name = "Katakura kojuro"&& authorname = "Neat Unsou"
trigger11 = (name = "Sanada Yukimura" || name = "Sanada Yukimura")&& authorname = "syouga"
trigger12 = (name = "Maeda Keiji" || name = "Maeda Keiji")&& authorname = "syouga"
trigger13 = (name = "Toyotomi Hideyoshi" || name = "Toyotomi Hideyoshi")&& authorname = "kuri"
trigger14 = (name = "Uesugi Kensin" || name = "Uesugi Kensin")&& authorname = "syouga"
trigger15 = (name = "Chosokabe Motochika" || name = "Chosokabe Motochika")&& authorname = "Neat Unsou"
trigger16 = (name = "Nobunaga" || name = "Nobunaga")&& authorname = "Ahuron"
trigger17 = (name = "Oda Nobunaga" || name = "Oda Nobunaga")&& authorname = "五右衛門"
value = 563

;---------------------[速度]
[state a]
type = veladd
trigger1 = 1
y = 0.5

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

;---------------------[ステート移行]
[state a] 
type = changeanim
triggerall = Vel Y > 0
triggerall = Pos Y >= 0
trigger1 = (name = "REI" || name = "REI")&& authorname = "ahuron"
trigger2 = (name = "JAGI" || name = "JAGI")&& authorname = "ahuron"
trigger3 = (name = "JUDA" || name = "JUDA")&& authorname = "ahuron"
trigger4 = (name = "SHIN" || name = "SHIN")&& authorname = "ahuron"
trigger5 = (name = "THOUTHER" || name = "THOUTHER")&& authorname = "ahuron"
trigger6 = (name = "Mr.HEART" || name = "Mr.HEART")&& authorname = "ahuron"
trigger7 = (name = "Keiji" || name = "Keiji")&& authorname = "ahuron"
trigger8 = (name = "Date Masamune" || name = "Date Masamune")&& authorname = "Neat Unsou"
trigger9 = (name = "Mouri Motonari" || name = "Mouri Motonari")&& authorname = "Neat Unsou"
trigger10 = name = "Katakura kojuro"&& authorname = "Neat Unsou"
trigger11 = (name = "Sanada Yukimura" || name = "Sanada Yukimura")&& authorname = "syouga"
trigger12 = (name = "Maeda Keiji" || name = "Maeda Keiji")&& authorname = "syouga"
trigger13 = (name = "Toyotomi Hideyoshi" || name = "Toyotomi Hideyoshi")&& authorname = "kuri"
trigger14 = (name = "Uesugi Kensin" || name = "Uesugi Kensin")&& authorname = "syouga"
trigger15 = (name = "Chosokabe Motochika" || name = "Chosokabe Motochika")&& authorname = "Neat Unsou"
trigger16 = (name = "Nobunaga" || name = "Nobunaga")&& authorname = "Ahuron"
trigger17 = (name = "Oda Nobunaga" || name = "Oda Nobunaga")&& authorname = "五右衛門"
value = 5051

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


;---------------------------------------------------------------------------
;(ENEMY)吹き飛ばし攻撃・壁張り付き・ヒットストップ
[Statedef 555]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[state a]
type = turn
trigger1 = p2dist x < -1
trigger1 = time = 0

[state a]
type = playerpush
trigger1 = 1
value = 0

[state a]
type = velset
trigger1 = pos y <= -10
y = 0.0

[State 820, 1]
type = ChangeAnim2
Trigger1 = 1
value = 550

[state a]
type = changeanim
triggerall = 1
trigger1 = (name = "REI" || name = "REI")&& authorname = "ahuron"
trigger2 = (name = "JAGI" || name = "JAGI")&& authorname = "ahuron"
trigger3 = (name = "JUDA" || name = "JUDA")&& authorname = "ahuron"
trigger4 = (name = "SHIN" || name = "SHIN")&& authorname = "ahuron"
trigger5 = (name = "THOUTHER" || name = "THOUTHER")&& authorname = "ahuron"
trigger6 = (name = "Mr.HEART" || name = "Mr.HEART")&& authorname = "ahuron"
trigger7 = (name = "Keiji" || name = "Keiji")&& authorname = "ahuron"
trigger8 = (name = "Date Masamune" || name = "Date Masamune")&& authorname = "Neat Unsou"
trigger9 = (name = "Mouri Motonari" || name = "Mouri Motonari")&& authorname = "Neat Unsou"
trigger10 = name = "Katakura kojuro"&& authorname = "Neat Unsou"
trigger11 = (name = "Sanada Yukimura" || name = "Sanada Yukimura")&& authorname = "syouga"
trigger12 = (name = "Maeda Keiji" || name = "Maeda Keiji")&& authorname = "syouga"
trigger13 = (name = "Toyotomi Hideyoshi" || name = "Toyotomi Hideyoshi")&& authorname = "kuri"
trigger14 = (name = "Uesugi Kensin" || name = "Uesugi Kensin")&& authorname = "syouga"
trigger15 = (name = "Chosokabe Motochika" || name = "Chosokabe Motochika")&& authorname = "Neat Unsou"
trigger16 = (name = "Nobunaga" || name = "Nobunaga")&& authorname = "Ahuron"
trigger17 = (name = "Oda Nobunaga" || name = "Oda Nobunaga")&& authorname = "五右衛門"
value = 560

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

[state a]
type = changestate
trigger1 = HitShakeOver
value = 556

;---------------------------------------------------------------------------
;(ENEMY)吹き飛ばし攻撃・壁張り付き・吹き飛び
[Statedef 556]
type    = A
movetype= H
physics = N
sprpriority = 1

;---------------------[速度]
[state a]
type = velset
trigger1 = time = 0
x = -12.5

[state a]
type = velset
trigger1 = time = 0
trigger1 = GetHitVar(chainid) = 2000
y = 5.0

[state a]
type = velset
trigger1 = pos y <= -10
y = 0.0

;---------------------[アニメーション]
[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5012

[state a]
type = changeanim
triggerall = time = 0
trigger1 = (name = "REI" || name = "REI")&& authorname = "ahuron"
trigger2 = (name = "JAGI" || name = "JAGI")&& authorname = "ahuron"
trigger3 = (name = "JUDA" || name = "JUDA")&& authorname = "ahuron"
trigger4 = (name = "SHIN" || name = "SHIN")&& authorname = "ahuron"
trigger5 = (name = "THOUTHER" || name = "THOUTHER")&& authorname = "ahuron"
trigger6 = (name = "Mr.HEART" || name = "Mr.HEART")&& authorname = "ahuron"
trigger7 = (name = "Keiji" || name = "Keiji")&& authorname = "ahuron"
trigger8 = (name = "Date Masamune" || name = "Date Masamune")&& authorname = "Neat Unsou"
trigger9 = (name = "Mouri Motonari" || name = "Mouri Motonari")&& authorname = "Neat Unsou"
trigger10 = name = "Katakura kojuro"&& authorname = "Neat Unsou"
trigger11 = (name = "Sanada Yukimura" || name = "Sanada Yukimura")&& authorname = "syouga"
trigger12 = (name = "Maeda Keiji" || name = "Maeda Keiji")&& authorname = "syouga"
trigger13 = (name = "Toyotomi Hideyoshi" || name = "Toyotomi Hideyoshi")&& authorname = "kuri"
trigger14 = (name = "Uesugi Kensin" || name = "Uesugi Kensin")&& authorname = "syouga"
trigger15 = (name = "Chosokabe Motochika" || name = "Chosokabe Motochika")&& authorname = "Neat Unsou"
trigger16 = (name = "Nobunaga" || name = "Nobunaga")&& authorname = "Ahuron"
trigger17 = (name = "Oda Nobunaga" || name = "Oda Nobunaga")&& authorname = "五右衛門"
value = 560


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

[state a]
type = playerpush
trigger1 = 1
value = 0

;---------------------[ステート移行]
[state a]
type = changestate
trigger1 = BackEdgeDist <= 10
trigger2 = time = 200
value = 557

;---------------------------------------------------------------------------
;(ENEMY)吹き飛ばし攻撃・壁張り付き・壁ヒット
[Statedef 557]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1


;---------------------[アニメーション]
[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 551

[state a]
type = changeanim
triggerall = time = 0
trigger1 = (name = "REI" || name = "REI")&& authorname = "ahuron"
trigger2 = (name = "JAGI" || name = "JAGI")&& authorname = "ahuron"
trigger3 = (name = "JUDA" || name = "JUDA")&& authorname = "ahuron"
trigger4 = (name = "SHIN" || name = "SHIN")&& authorname = "ahuron"
trigger5 = (name = "THOUTHER" || name = "THOUTHER")&& authorname = "ahuron"
trigger6 = (name = "Mr.HEART" || name = "Mr.HEART")&& authorname = "ahuron"
trigger7 = (name = "Keiji" || name = "Keiji")&& authorname = "ahuron"
trigger8 = (name = "Date Masamune" || name = "Date Masamune")&& authorname = "Neat Unsou"
trigger9 = (name = "Mouri Motonari" || name = "Mouri Motonari")&& authorname = "Neat Unsou"
trigger10 = name = "Katakura kojuro"&& authorname = "Neat Unsou"
trigger11 = (name = "Sanada Yukimura" || name = "Sanada Yukimura")&& authorname = "syouga"
trigger12 = (name = "Maeda Keiji" || name = "Maeda Keiji")&& authorname = "syouga"
trigger13 = (name = "Toyotomi Hideyoshi" || name = "Toyotomi Hideyoshi")&& authorname = "kuri"
trigger14 = (name = "Uesugi Kensin" || name = "Uesugi Kensin")&& authorname = "syouga"
trigger15 = (name = "Chosokabe Motochika" || name = "Chosokabe Motochika")&& authorname = "Neat Unsou"
trigger16 = (name = "Nobunaga" || name = "Nobunaga")&& authorname = "Ahuron"
trigger17 = (name = "Oda Nobunaga" || name = "Oda Nobunaga")&& authorname = "五右衛門"
value = 562

;---------------------[速度]
[state a]
type = velset
trigger1 = time = 0
y = 0

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

[State 1020, 4]
type = EnvShake
trigger1 = time = 0
time = 10
ampl = -4
freq = 95
phase = 95

;---------------------[ステート移行]
[state a]
type = changestate
trigger1 = animtime = 0
value = 558

;---------------------------------------------------------------------------
;(ENEMY)吹き飛ばし攻撃・壁張り付き・落下
[Statedef 558]
type    = A
movetype= H
physics = N
;velset = 0,0
sprpriority = 1

;---------------------[アニメーション]
[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

[State 5050, 4] ;Recover near ground
type = selfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = time > 10
triggerall = CanRecover
trigger1 = Command = "recover"
value = 5210 ;HITFALL_RECOVER

[state a]
type = changeanim
triggerall = time = 0
trigger1 = (name = "REI" || name = "REI")&& authorname = "ahuron"
trigger2 = (name = "JAGI" || name = "JAGI")&& authorname = "ahuron"
trigger3 = (name = "JUDA" || name = "JUDA")&& authorname = "ahuron"
trigger4 = (name = "SHIN" || name = "SHIN")&& authorname = "ahuron"
trigger5 = (name = "THOUTHER" || name = "THOUTHER")&& authorname = "ahuron"
trigger6 = (name = "Mr.HEART" || name = "Mr.HEART")&& authorname = "ahuron"
trigger7 = (name = "Keiji" || name = "Keiji")&& authorname = "ahuron"
trigger8 = (name = "Date Masamune" || name = "Date Masamune")&& authorname = "Neat Unsou"
trigger9 = (name = "Mouri Motonari" || name = "Mouri Motonari")&& authorname = "Neat Unsou"
trigger10 = name = "Katakura kojuro"&& authorname = "Neat Unsou"
trigger11 = (name = "Sanada Yukimura" || name = "Sanada Yukimura")&& authorname = "syouga"
trigger12 = (name = "Maeda Keiji" || name = "Maeda Keiji")&& authorname = "syouga"
trigger13 = (name = "Toyotomi Hideyoshi" || name = "Toyotomi Hideyoshi")&& authorname = "kuri"
trigger14 = (name = "Uesugi Kensin" || name = "Uesugi Kensin")&& authorname = "syouga"
trigger15 = (name = "Chosokabe Motochika" || name = "Chosokabe Motochika")&& authorname = "Neat Unsou"
trigger16 = (name = "Nobunaga" || name = "Nobunaga")&& authorname = "Ahuron"
trigger17 = (name = "Oda Nobunaga" || name = "Oda Nobunaga")&& authorname = "五右衛門"
value = 563

;---------------------[速度]
[state a]
type = veladd
trigger1 = time >= 3
y = 0.5

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

;---------------------[ステート移行]
[state a] 
type = changeanim
triggerall = Vel Y > 0
triggerall = Pos Y >= 0
trigger1 = (name = "REI" || name = "REI")&& authorname = "ahuron"
trigger2 = (name = "JAGI" || name = "JAGI")&& authorname = "ahuron"
trigger3 = (name = "JUDA" || name = "JUDA")&& authorname = "ahuron"
trigger4 = (name = "SHIN" || name = "SHIN")&& authorname = "ahuron"
trigger5 = (name = "THOUTHER" || name = "THOUTHER")&& authorname = "ahuron"
trigger6 = (name = "Mr.HEART" || name = "Mr.HEART")&& authorname = "ahuron"
trigger7 = (name = "Keiji" || name = "Keiji")&& authorname = "ahuron"
trigger8 = (name = "Date Masamune" || name = "Date Masamune")&& authorname = "Neat Unsou"
trigger9 = (name = "Mouri Motonari" || name = "Mouri Motonari")&& authorname = "Neat Unsou"
trigger10 = name = "Katakura kojuro"&& authorname = "Neat Unsou"
trigger11 = (name = "Sanada Yukimura" || name = "Sanada Yukimura")&& authorname = "syouga"
trigger12 = (name = "Maeda Keiji" || name = "Maeda Keiji")&& authorname = "syouga"
trigger13 = (name = "Toyotomi Hideyoshi" || name = "Toyotomi Hideyoshi")&& authorname = "kuri"
trigger14 = (name = "Uesugi Kensin" || name = "Uesugi Kensin")&& authorname = "syouga"
trigger15 = (name = "Chosokabe Motochika" || name = "Chosokabe Motochika")&& authorname = "Neat Unsou"
trigger16 = (name = "Nobunaga" || name = "Nobunaga")&& authorname = "Ahuron"
trigger17 = (name = "Oda Nobunaga" || name = "Oda Nobunaga")&& authorname = "五右衛門"
value = 5051

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

;-------------------------------------------------------------------------
[Statedef 400]
type    = C
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 400
sprpriority = 2

[state a]
type = ChangeAnim
trigger1 = time = 0
trigger1 = Var(10) = 1
value = 8400

[state 1000]
type = Varadd
trigger1 = Movehit = 1
trigger1 = Var(10) = 1
V = 18
value = 1
persistent = 0
ignorehitpause = 1

[State 100, 1]
type = Velset
trigger1 = !var(5)
trigger1 = time = 0
trigger1 = Vel X <= 3.1
x = 0

[State 100, 1]
type = Velmul
trigger1 = !var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.9

[State 100, 1]
type = Velmul
trigger1 = var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.98

[State 100, 2]
type = Velset
trigger1 = time >= 1
trigger1 = Vel X <= 0.01
x = 0

[State 200, 0];コンボ数加算
type = Varadd
trigger1 = movecontact
var(22) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 320, 6];コンボ数加算2
type = Varadd
Trigger1 = movecontact
var(20) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 191, 1];ボイス
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = random<= 400
value = 200,random%2
channel = 1
lowpriority = 2

[State 191, Snd 1];振り
type = PlaySnd
trigger1 = AnimElem = 3
value = 300,0

[State -3, re];相殺	
type = ReversalDef
TriggerAll = MoveContact = 0
Trigger1 = P2MoveType = A
attr = s,sa
NumHits = 0
reversal.attr = sca,na,sa,ha
pausetime = 16,16
hitsound = s200,10
sparkno = S-1
ID = 201
ignorehitpause = 0

[State 1540 , 1];相殺エフェクト
type = helper
trigger1 = Numtarget(201) = 1
ID = 9930
postype = p2
ignorehitpause = 1
persistent = 0
pos = Ceil(P2Dist X/2+20), -15-Ceil(P2BodyDist Y)
priority = 2
stateno = 9930
ownpal = 1
supermove = 1
pausemovetime = 999999
supermovetime = 999999

[State 400, ヒット定義]
type = HitDef
trigger1 = animelem = 3
trigger1 = var(33) = 0
trigger1 = var(21) = 0
attr = S, NA
animtype  = Light
damage    = ceil(21*fvar(6)), 0
hitflag = MAFD
guardflag = L
pausetime = 8,8
sparkno = -1
guard.sparkno = S-1
sparkxy = -2, -94
hitsound = s400, 4
guardsound = s120, 0
ground.type = low
ground.slidetime = 10+var(41)
ground.hittime  = 10+var(41)
ground.velocity = -4.5* fvar(14)
air.velocity = ifelse(p2statetype = L,-9,-4.5*fvar(14)),ifelse(p2statetype = L,-.5,-5.2*fvar(15))
ground.cornerpush.veloff = ifelse(p2statetype = L,-35,-4.5*fvar(14))
fall.recover = ifelse(var(10),0,1)
fall.recovertime = 21
fall.yvelocity = -1
fall.envshake.time = 9
air.fall = 1
yaccel = .51
getpower = ceil(40*fvar(30)*fvar(6)),ceil(20*fvar(30)*fvar(6))
ID = 200

[State 400, カウンター]
type = HitDef
trigger1 = animelem = 3
trigger1 = var(33) >= 1
trigger1 = var(21) = 0
attr = S, NA
animtype  = Light
damage    = 27, 0
hitflag = MAFD
guardflag = L
pausetime = 8,16
sparkno = -1
guard.sparkno = S-1
sparkxy = -2, -94
hitsound = s400, 4
guardsound = s120, 0
ground.type = low
ground.slidetime = 15+var(41)
ground.hittime  = 15+var(41)
ground.velocity = -4.5* fvar(14)
air.velocity = -4.5*fvar(14),-5.2*fvar(15)
down.velocity = -13.2,0
fall.recover = ifelse(var(10),0,1)
fall.recovertime = ceil(34*fvar(6))
fall.yvelocity = -1
fall.envshake.time = 9
air.fall = 1
air.hittime  = 31
yaccel = .51
getpower = ceil(40*fvar(30)*fvar(6)),ceil(20*fvar(30)*fvar(6))
palfx.time = 5
palfx.add = 205,-50,-50
envshake.time = 11
ID = 200

[State 400, ヒット定義]
type = HitDef
trigger1 = animelem = 3
trigger1 = var(33) = 0
trigger1 = var(21) = 1
attr = S, NA
animtype  = Light
damage    = ceil(21*fvar(6)), 0
hitflag = MAFD
guardflag = HA
pausetime = 8,8
sparkno = -1
guard.sparkno = S-1
sparkxy = -2, -94
hitsound = s400, 4
guardsound = s120, 0
ground.type = low
ground.slidetime = 10+var(41)
ground.hittime  = 10+var(41)
ground.velocity = -4.5* fvar(14)
air.velocity = ifelse(p2statetype = L,-9,-4.5*fvar(14)),ifelse(p2statetype = L,-.5,-5.2*fvar(15))
ground.cornerpush.veloff = ifelse(p2statetype = L,-35,-4.5*fvar(14))
fall.recover = ifelse(var(10),0,1)
fall.recovertime = 21
fall.yvelocity = -1
fall.envshake.time = 9
air.fall = 1
yaccel = .51
getpower = ceil(40*fvar(30)*fvar(6)),ceil(20*fvar(30)*fvar(6))
ID = 200

[State 400, カウンター]
type = HitDef
trigger1 = animelem = 3
trigger1 = var(33) >= 1
trigger1 = var(21) = 1
attr = S, NA
animtype  = Light
damage    = 27, 0
hitflag = MAFD
guardflag = HA
pausetime = 8,16
sparkno = -1
guard.sparkno = S-1
sparkxy = -2, -94
hitsound = s400, 4
guardsound = s120, 0
ground.type = low
ground.slidetime = 15+var(41)
ground.hittime  = 15+var(41)
ground.velocity = -4.5* fvar(14)
air.velocity = -4.5*fvar(14),-5.2*fvar(15)
down.velocity = -13.2,0
fall.recover = ifelse(var(10),0,1)
fall.recovertime = ceil(34*fvar(6))
fall.yvelocity = -1
fall.envshake.time = 9
air.fall = 1
air.hittime  = 31
yaccel = .51
getpower = ceil(40*fvar(30)*fvar(6)),ceil(20*fvar(30)*fvar(6))
palfx.time = 5
palfx.add = 205,-50,-50
envshake.time = 11
ID = 200

[state a];ヒットエフェクト
type = Helper
trigger1 = movehit
trigger1 = numtarget(200)
id = 7000
name = "hit"
pos = Ceil(P2Dist X/2-25), -15-Ceil(P2BodyDist Y)
postype = p2
stateno = 7000
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1

[state a];ガードエフェクト
type = Helper
trigger1 = moveguarded
trigger1 = numtarget(200)
id = 7020
name = "hit"
pos = Ceil(P2Dist X/2-25), -15-Ceil(P2BodyDist Y)
postype = p2
stateno = 7020
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1

[State Help,1]
Type = Helper
Trigger1 = MoveHit
trigger1 = numtarget(200)
trigger1 = var(33)
StateNo = 9920
Pos = 0,0
PosType = back
IgNoreHitPause = 1
Persistent = 0
Ownpal = 1

[State counter]
Type = playsnd
Trigger1 = MoveHit
trigger1 = numtarget(200)
trigger1 = var(33)
value = 9920,0
IgNoreHitPause = 1
Persistent = 0

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

;---------------------------------------------------------------------------
;しゃがみ中
[Statedef 410]
type    = C
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 410
sprpriority = 2

[state a]
type = ChangeAnim
trigger1 = time = 0
trigger1 = Var(10) = 1
value = 8410

[state 1000]
type = Varadd
trigger1 = Movehit = 1
trigger1 = Var(10) = 1
V = 18
value = 1
persistent = 0
ignorehitpause = 1

[State 100, 1]
type = Velset
trigger1 = !var(5)
trigger1 = time = 0
trigger1 = Vel X <= 3.1
x = 0

[State 100, 1]
type = Velmul
trigger1 = !var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.9

[State 100, 1]
type = Velmul
trigger1 = var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.98

[State 100, 2]
type = Velset
trigger1 = time >= 1
trigger1 = Vel X <= 0.01
x = 0

[State 200, 0];コンボ数加算
type = Varadd
trigger1 = movecontact
var(22) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 320, 6];コンボ数加算2
type = Varadd
Trigger1 = movecontact
var(20) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 191, 1];ボイス
type = PlaySnd
trigger1 = AnimElem = 8
trigger1 = random<= 400
value = 200,2+random%2
channel = 1
lowpriority = 2

[State 191, Snd 1];振り
type = PlaySnd
trigger1 = AnimElem = 8
value = 300,2
ignorehitpause = 1

[State 191, Snd 1]
type = PlaySnd
trigger1 = AnimElem = 14
value = 190,0

[State -3, re];相殺	
type = ReversalDef
TriggerAll = MoveContact = 0
Trigger1 = P2MoveType = A
attr = s,sa
NumHits = 0
reversal.attr = sca,na,sa,ha
pausetime = 16,16
hitsound = s200,10
sparkno = S-1
ID = 201
ignorehitpause = 0

[State 1540 , 1];相殺エフェクト
type = helper
trigger1 = Numtarget(201) = 1
ID = 9930
postype = p2
ignorehitpause = 1
persistent = 0
pos = Ceil(P2Dist X/2-15), -77-Ceil(P2BodyDist Y)
priority = 2
stateno = 9930
ownpal = 1
supermove = 1
pausemovetime = 999999
supermovetime = 999999


[State 410, ヒット定義] 
type = HitDef
trigger1 = animelem = 8
trigger1 = var(33) = 0
attr = S, NA
animtype  = medium
damage    = ceil(54*fvar(6)), 0
priority = 3
hitflag = MAFD
guardflag = M
pausetime = 13,13
sparkno = -1
guard.sparkno = S-1
sparkxy = -2, -94
hitsound = s400, 2
guardsound = s120, 1
ground.type = high
ground.slidetime = 14+var(41)
ground.hittime  = 14+var(41)
ground.velocity = -6.8* fvar(14)
air.velocity = ifelse(p2statetype = L,-9,-3*fvar(14)),ifelse(p2statetype = L,-.5,-4.6*fvar(15))
ground.cornerpush.veloff = ifelse(p2statetype = L,-25,-5.5*fvar(14))
fall.recover = ifelse(var(10),0,1)
fall.recovertime = 32
fall.yvelocity = -1
fall.envshake.time = 9
air.fall = 1
yaccel = .51
getpower = ceil(50*fvar(30)*fvar(6)),ceil(20*fvar(30)*fvar(6))
ID = 200

[State 410, カウンター] 
type = HitDef
trigger1 = animelem = 8
trigger1 = var(33) >= 1
attr = S, NA
animtype  = medium
damage    = 62, 0
priority = 7
hitflag = MAFD
guardflag = M
pausetime = 13,26
sparkno = -1
guard.sparkno = S-1
sparkxy = -2, -94
hitsound = s400, 2
guardsound = s120, 1
ground.type = high
ground.slidetime = 20+var(41)
ground.hittime  = 20+var(41)
ground.velocity = -6.8* fvar(14)
air.velocity = -3*fvar(14),-4.6*fvar(15)
down.velocity = -13.2,0
fall.recover = ifelse(var(10),0,1)
fall.yvelocity = -1
fall.envshake.time = 9
fall.recovertime = 43
yaccel = .51
getpower = ceil(80*fvar(30)*fvar(6)),ceil(30*fvar(30)*fvar(6))
palfx.time = 5
palfx.add = 205,-50,-50
envshake.time = 11
ID = 200

[state a];ヒットエフェクト
type = Helper
trigger1 = movehit
trigger1 = numtarget(200)
id = 7000
name = "hit"
pos = Ceil(P2Dist X/2-47), -95-Ceil(P2BodyDist Y)
postype = p2
stateno = 7003
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1

[state a];ガードエフェクト
type = Helper
trigger1 = moveguarded
trigger1 = numtarget(200)
id = 7021
name = "hit"
pos = Ceil(P2Dist X/2-47), -95-Ceil(P2BodyDist Y)
postype = p2
stateno = 7020
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1

[State Help,1]
Type = Helper
Trigger1 = MoveHit
trigger1 = numtarget(200)
trigger1 = var(33)
StateNo = 9920
Pos = 0,0
PosType = back
IgNoreHitPause = 1
Persistent = 0
Ownpal = 1

[State counter]
Type = playsnd
Trigger1 = MoveHit
trigger1 = numtarget(200)
trigger1 = var(33)
value = 9920,0
IgNoreHitPause = 1
Persistent = 0

[State 410, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; しゃがみ強溜め
[Statedef 420]
type    = C
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 420
sprpriority = 2

[State 100, 1]
type = Velset
trigger1 = !var(5)
trigger1 = time = 0
trigger1 = Vel X <= 3.1
x = 0

[State 100, 1]
type = Velmul
trigger1 = !var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.9

[State 100, 1]
type = Velmul
trigger1 = var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.98

[state a];溜めエフェクト
type = Helper
trigger1 = time >= 4
trigger1 = time%4 = 0
id = 6025
name = "tame"
pos = 10 , 0
postype = p1
stateno = 6025
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[State 1000, 7] 
type = ChangeState
triggerall = time > 4
triggerall = time < 25
trigger1 = command != "holdZ"
value = 421

[State 1000, 7]
type = ChangeState
trigger1 = time >= 25
trigger1 = command != "holdZ"
trigger2 = time >= 31
value = 422


;---------------------------------------------------------------------------
; しゃがみ強
[Statedef 421]
type    = C
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 421
sprpriority = 2

[state a]
type = ChangeAnim
trigger1 = time = 0
trigger1 = Var(10) = 1
value = 8421

[state 1000]
type = Varadd
trigger1 = Movehit = 1
trigger1 = Var(10) = 1
V = 18
value = 1
persistent = 0
ignorehitpause = 1

[State 100, 1]
type = Velset
trigger1 = !var(5)
trigger1 = time = 0
trigger1 = Vel X <= 3.1
x = 0

[State 100, 1]
type = Velmul
trigger1 = !var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.9

[State 100, 1]
type = Velmul
trigger1 = var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.98

[State 100, 2]
type = Velset
trigger1 = time >= 1
trigger1 = Vel X <= 0.01
x = 0

[State 100, 2]
type = Veladd
trigger1 = AnimElem = 1
X = 15.5

[State 100, 2]
type = Veladd
trigger1 = AnimElem = 3
X = -13.8

[State 200, 0];コンボ数加算
type = Varadd
trigger1 = movecontact
var(22) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 320, 6];コンボ数加算2
type = Varadd
Trigger1 = movecontact
var(20) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 191, 1];ボイス
type = PlaySnd
trigger1 = AnimElem = 6
trigger1 = random<= 500
value = 200,4+random%2
channel = 1
lowpriority = 2

[State 191, Snd 1];振り
type = PlaySnd
trigger1 = AnimElem = 6
value = 300,1

[State 191, Snd 1]
type = PlaySnd
trigger1 = AnimElem = 18
value = 190,0

[State -3, re];相殺	
type = ReversalDef
TriggerAll = MoveContact = 0
Trigger1 = P2MoveType = A
attr = s,sa
NumHits = 0
reversal.attr = sca,na,sa,ha
pausetime = 16,16
hitsound = s200,10
sparkno = S-1
ID = 201
ignorehitpause = 0

[State 1540 , 1];相殺エフェクト
type = helper
trigger1 = Numtarget(201) = 1
ID = 9930
postype = p2
ignorehitpause = 1
persistent = 0
pos = Ceil(P2Dist X/2-25), -10-Ceil(P2BodyDist Y)
priority = 2
stateno = 9930
ownpal = 1
supermove = 1
pausemovetime = 999999
supermovetime = 999999

[State 420, ヒット定義]
type = HitDef
triggerall = var(33) = 0
trigger1 = animelem = 6
attr = S, NA
animtype  = Hard
damage    = ceil(60*fvar(6)), 0
priority = 3
hitflag = MAFD
guardflag = L
pausetime = 15,15
sparkno = -1
guard.sparkno = S-1
sparkxy = -2, -94
hitsound = s400, 2
guardsound = s120, 1
ground.type = Trip
ground.slidetime = 14+var(41)
ground.hittime  = 14+var(41)
ground.velocity = -2.2* fvar(14),-5.4*fvar(15)
guard.velocity = -10
air.velocity = ifelse(p2statetype = L,-9,-2.2*fvar(14)),ifelse(p2statetype = L,-.5,-5.4*fvar(15))
ground.cornerpush.veloff = ifelse(p2statetype = L,-35,-2.2*fvar(14))
fall.recover = ifelse(var(10),0,1)
fall.recovertime = 39
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = ceil(70*fvar(30)*fvar(6)),ceil(25*fvar(30)*fvar(6))
ID = 200
persistent = 0

[State 420, カウンター] 
type = HitDef
triggerall = var(33) >= 1
trigger1 = animelem = 6
attr = S, NA
animtype  = Hard
damage    = 67, 0
priority = 3
hitflag = MAFD
guardflag = L
pausetime = 15,30
sparkno = -1
guard.sparkno = S-1
sparkxy = -2, -94
hitsound = s400, 2
guardsound = s120, 1
ground.type = Trip
ground.slidetime = 20+var(41)
ground.hittime  = 20+var(41)
ground.velocity = -2.2* fvar(14),-5.4*fvar(15)
guard.velocity = -10
air.velocity = -2.2* fvar(14),-5.4*fvar(15)
down.velocity = -13.2,0
fall.recover = ifelse(var(10),0,1)
fall.recovertime = 58
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = ceil(100*fvar(30)*fvar(6)),ceil(40*fvar(30)*fvar(6))
palfx.time = 5
palfx.add = 205,-50,-50
envshake.time = 11
ID = 200
persistent = 0

[state a];ヒットエフェクト
type = Helper
trigger1 = movehit
trigger1 = numtarget(200)
id = 7000
name = "hit"
pos = Ceil(P2Dist X/2-35), -10-Ceil(P2BodyDist Y)
postype = p2
stateno = 7003
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1

[state a];ガードエフェクト
type = Helper
trigger1 = moveguarded
trigger1 = numtarget(200)
id = 7021
name = "hit"
pos = Ceil(P2Dist X/2-35), -10-Ceil(P2BodyDist Y)
postype = p2
stateno = 7020
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1

[State Help,1]
Type = Helper
Trigger1 = MoveHit
trigger1 = numtarget(200)
trigger1 = var(33)
StateNo = 9920
Pos = 0,0
PosType = back
IgNoreHitPause = 1
Persistent = 0
Ownpal = 1

[State counter]
Type = playsnd
Trigger1 = MoveHit
trigger1 = numtarget(200)
trigger1 = var(33)
value = 9920,0
IgNoreHitPause = 1
Persistent = 0

[State 420, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 420, ステート変更]
type = ChangeState
trigger1 = ctrl || fvar(0)
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; しゃがみ強最大溜め
[Statedef 422]
type    = C
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 422
sprpriority = 2

[state a]
type = ChangeAnim
trigger1 = time = 0
trigger1 = Var(10) = 1
value = 8422

[state 1000]
type = Varadd
trigger1 = Movehit = 1
trigger1 = Var(10) = 1
V = 18
value = 1
persistent = 0
ignorehitpause = 1

[State 100, 1]
type = Velset
trigger1 = !var(5)
trigger1 = time = 0
trigger1 = Vel X <= 3.1
x = 0

[State 100, 1]
type = Velmul
trigger1 = !var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.9

[State 100, 1]
type = Velmul
trigger1 = var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.98

[State 100, 2]
type = Velset
trigger1 = time >= 1
trigger1 = Vel X <= 0.01
x = 0

[State 100, 2]
type = Veladd
trigger1 = AnimElem = 7
X = 16

[State 100, 2]
type = Veladd
trigger1 = AnimElemTime(7) = 2
X = -13.8

[State 200, 0];コンボ数加算
type = Varadd
trigger1 = movecontact
var(22) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 320, 6];コンボ数加算2
type = Varadd
Trigger1 = movecontact
var(20) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 191, 1];ボイス
type = PlaySnd
trigger1 = AnimElem = 7
trigger1 = random<= 500
value = 200,4+random%2
channel = 1
lowpriority = 2

[State 191, Snd 1];振り
type = PlaySnd
trigger1 = AnimElem = 7
value = 300,1

[State 191, Snd 1]
type = PlaySnd
trigger1 = AnimElem = 7
value = 420,0
volume = 255

[State 191, Snd 1]
type = PlaySnd
trigger1 = AnimElem = 20
value = 190,0

[State -3, re];相殺	
type = ReversalDef
TriggerAll = MoveContact = 0
Trigger1 = P2MoveType = A
attr = s,sa
NumHits = 0
reversal.attr = sca,na,sa,ha
pausetime = 16,16
hitsound = s200,10
sparkno = S-1
ID = 201
ignorehitpause = 0

[State 1540 , 1];相殺エフェクト
type = helper
trigger1 = Numtarget(201) = 1
ID = 9930
postype = p2
ignorehitpause = 1
persistent = 0
pos = Ceil(P2Dist X/2-25), -10-Ceil(P2BodyDist Y)
priority = 2
stateno = 9930
ownpal = 1
supermove = 1
pausemovetime = 999999
supermovetime = 999999

[State 420, ヒット定義]
type = HitDef
triggerall = var(33) = 0
trigger1 = animelem = 7
attr = S, NA
animtype  = Hard
damage    = ceil(85*fvar(6)), 0
priority = 3
hitflag = MAFD
guardflag = L
pausetime = 15,15
sparkno = -1
guard.sparkno = S-1
sparkxy = -2, -94
hitsound = s400, 2
guardsound = s120, 1
ground.type = Trip
ground.slidetime = 14+var(41)
ground.hittime  = 14+var(41)
ground.velocity = -2.2* fvar(14),-6.1*fvar(15)
guard.velocity = -10
air.velocity = ifelse(p2statetype = L,-9,-2.2*fvar(14)),ifelse(p2statetype = L,-.5,-6.1*fvar(15))
ground.cornerpush.veloff = ifelse(p2statetype = L,-35,-2.2*fvar(14))
fall.recover = ifelse(var(10),0,1)
fall.recovertime = 39
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = ceil(70*fvar(30)*fvar(6)),ceil(25*fvar(30)*fvar(6))
ID = 200
persistent = 0

[State 420, カウンター] 
type = HitDef
triggerall = var(33) >= 1
trigger1 = animelem = 7
attr = S, NA
animtype  = Hard
damage    = 93, 0
priority = 3
hitflag = MAFD
guardflag = L
pausetime = 15,30
sparkno = -1
guard.sparkno = S-1
sparkxy = -2, -94
hitsound = s400, 2
guardsound = s120, 1
ground.type = Trip
ground.slidetime = 20+var(41)
ground.hittime  = 20+var(41)
ground.velocity = -2.2* fvar(14),-6.1*fvar(15)
guard.velocity = -10
air.velocity = -2.2* fvar(14),-6.1*fvar(15)
down.velocity = -13.2,0
fall.recover = ifelse(var(10),0,1)
fall.recovertime = 58
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = ceil(100*fvar(30)*fvar(6)),ceil(40*fvar(30)*fvar(6))
palfx.time = 5
palfx.add = 205,-50,-50
envshake.time = 11
palfx.time = 5
palfx.add = 205,-50,-50
ID = 200
persistent = 0

[state a];ヒットエフェクト
type = Helper
trigger1 = movehit
trigger1 = numtarget(200)
id = 7000
name = "hit"
pos = Ceil(P2Dist X/2-55), -10-Ceil(P2BodyDist Y)
postype = p2
stateno = 7003
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1

[state a];ガードエフェクト
type = Helper
trigger1 = moveguarded
trigger1 = numtarget(200)
id = 7021
name = "hit"
pos = Ceil(P2Dist X/2-55), -10-Ceil(P2BodyDist Y)
postype = p2
stateno = 7020
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1

[State Help,1]
Type = Helper
Trigger1 = MoveHit
trigger1 = numtarget(200)
trigger1 = var(33)
StateNo = 9920
Pos = 0,0
PosType = back
IgNoreHitPause = 1
Persistent = 0
Ownpal = 1

[State counter]
Type = playsnd
Trigger1 = MoveHit
trigger1 = numtarget(200)
trigger1 = var(33)
value = 9920,0
IgNoreHitPause = 1
Persistent = 0

[state 1005, こおりのしぶき]
type = Helper
trigger1 = AnimElem = 7
id = 4020
name = "shibuki"
sprpriority = 7
pos = 210,-15
postype = p1
stateno = 4020
helpertype = normal
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
keyctrl = 0

[state 1005, こおりのしぶき]
type = Helper
trigger1 = AnimElem = 7
id = 4020
name = "shibuki"
sprpriority = 7
pos = 200,-30
postype = p1
stateno = 4020
helpertype = normal
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
keyctrl = 0

[state 1005, こおりのしぶき]
type = Helper
trigger1 = AnimElem = 7
id = 4020
name = "shibuki"
sprpriority = 7
pos = 190,-45
postype = p1
stateno = 4020
helpertype = normal
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
keyctrl = 0

[state 1005, こおりのしぶき]
type = Helper
trigger1 = AnimElem = 7
id = 4020
name = "shibuki"
sprpriority = 7
pos = 160,-35
postype = p1
stateno = 4020
helpertype = normal
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
keyctrl = 0

[state 1005, こおりのしぶき]
type = Helper
trigger1 = AnimElem = 7
id = 4020
name = "shibuki"
sprpriority = 7
pos = 150,-25
postype = p1
stateno = 4020
helpertype = normal
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
keyctrl = 0

[state 1005, こおりのしぶき]
type = Helper
trigger1 = AnimElem = 7
id = 4020
name = "shibuki"
sprpriority = 7
pos = 140,-15
postype = p1
stateno = 4020
helpertype = normal
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
keyctrl = 0

[state 1005, こおりのしぶき]
type = Helper
trigger1 = AnimElem = 7
id = 4020
name = "shibuki"
sprpriority = 7
pos = 130,-30
postype = p1
stateno = 4020
helpertype = normal
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
keyctrl = 0

[state 1005, こおりのしぶき]
type = Helper
trigger1 = AnimElem = 7
id = 4020
name = "shibuki"
sprpriority = 7
pos = 125,-40
postype = p1
stateno = 4020
helpertype = normal
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
keyctrl = 0

[state 1005, こおりのしぶき]
type = Helper
trigger1 = AnimElem = 7
id = 4020
name = "shibuki"
sprpriority = 7
pos = 120,-45
postype = p1
stateno = 4020
helpertype = normal
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
keyctrl = 0

[state 1005, こおりのしぶき]
type = Helper
trigger1 = AnimElem = 7
id = 4021
name = "shibuki"
sprpriority = 7
pos = 200,-15
postype = p1
stateno = 4021
helpertype = normal
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
keyctrl = 0

[state 1005, こおりのしぶき]
type = Helper
trigger1 = AnimElem = 7
id = 4021
name = "shibuki"
sprpriority = 7
pos = 190,-30
postype = p1
stateno = 4021
helpertype = normal
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
keyctrl = 0

[state 1005, こおりのしぶき]
type = Helper
trigger1 = AnimElem = 7
id = 4021
name = "shibuki"
sprpriority = 7
pos = 180,-45
postype = p1
stateno = 4021
helpertype = normal
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
keyctrl = 0

[state 1005, こおりのしぶき]
type = Helper
trigger1 = AnimElem = 7
id = 4021
name = "shibuki"
sprpriority = 7
pos = 150,-35
postype = p1
stateno = 4021
helpertype = normal
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
keyctrl = 0

[state 1005, こおりのしぶき]
type = Helper
trigger1 = AnimElem = 7
id = 4021
name = "shibuki"
sprpriority = 7
pos = 140,-25
postype = p1
stateno = 4021
helpertype = normal
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
keyctrl = 0

[state 1005, こおりのしぶき]
type = Helper
trigger1 = AnimElem = 7
id = 4021
name = "shibuki"
sprpriority = 7
pos = 130,-15
postype = p1
stateno = 4021
helpertype = normal
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
keyctrl = 0

[state 1005, こおりのしぶき]
type = Helper
trigger1 = AnimElem = 7
id = 4021
name = "shibuki"
sprpriority = 7
pos = 120,-30
postype = p1
stateno = 4021
helpertype = normal
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
keyctrl = 0

[state 1005, こおりのしぶき]
type = Helper
trigger1 = AnimElem = 7
id = 4021
name = "shibuki"
sprpriority = 7
pos = 115,-40
postype = p1
stateno = 4021
helpertype = normal
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
keyctrl = 0

[state 1005, こおりのしぶき]
type = Helper
trigger1 = AnimElem = 7
id = 4021
name = "shibuki"
sprpriority = 7
pos = 110,-45
postype = p1
stateno = 4021
helpertype = normal
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
keyctrl = 0

[state 1005, うつくしきやいば]
type = explod
trigger1 = AnimElem = 7
anim = 4025
id = 4025
sprpriority = 6
postype = p1
pos = 110,-35
ownpal = 1
keyctrl = 0
bindtime = -1
removeongethit = 1
IgNoreHitPause = 0
scale = 1.6,1.6

[State 420, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 420, ステート変更]
type = ChangeState
trigger1 = ctrl || fvar(0)
value = 0
ctrl = 1

;----------------------------------------------------------------------------
;(HELPER)こおりのしぶき・いち
[Statedef 4020]
type = A
ctrl = 0
anim = 4020+random%4
velset = 3-random%3,-5+random%5
movetype = A
physics = N
sprpriority = 7

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 230-time*1,230

[state a]
type = veladd
trigger1 = 1
y = .41

[State 3010, 1]
type = Angleadd
trigger1 = time = 0
value = 120-random%240

[state 3010, 2]
type = angledraw
trigger1 = 1

[State 181, 4]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = destroyself
trigger1 = time = 15

;----------------------------------------------------------------------------
;(HELPER)こおりのしぶき・に
[Statedef 4021]
type = A
ctrl = 0
anim = 4020+random%4
velset = -3+random%3,-5+random%5
movetype = A
physics = N
sprpriority = 7

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 230-time*1,230

[state a]
type = veladd
trigger1 = 1
y = .41

[State 3010, 1]
type = Angleadd
trigger1 = time = 0
value = 120-random%240

[state 3010, 2]
type = angledraw
trigger1 = 1

[State 181, 4]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = destroyself
trigger1 = time = 15

;---------------------------------------------------------------------------
;ジャンプ弱
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 600
sprpriority = 2

[state a]
type = ChangeAnim
trigger1 = time = 0
trigger1 = Var(10) = 1
value = 8600

[state 1000]
type = Varadd
trigger1 = Movehit = 1
trigger1 = Var(10) = 1
V = 18
value = 1
persistent = 0
ignorehitpause = 1

[State 100, 1]
type = Veladd
trigger1 = prevstateno = 101
trigger1 = time = 0
X = -4
Persistent = 0
ignorehitpause = 1

[State 100, 1]
type = Velset
trigger1 = var(8)
Trigger1 = MoveHit
trigger1 = numtarget(200)
Y = -5
Persistent = 0
ignorehitpause = 1

[State 200, 0];コンボ数加算
type = Varadd
trigger1 = movecontact
var(22) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 320, 6];コンボ数加算2
type = Varadd
Trigger1 = movecontact
var(20) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 191, 1];ボイス
type = PlaySnd
trigger1 = AnimElem = 4
trigger1 = random<= 400
value = 200,random%2
channel = 1
lowpriority = 2

[State 191, Snd 1];振り
type = PlaySnd
trigger1 = AnimElem = 4
value = 300,4

[State -3, re];相殺	
type = ReversalDef
TriggerAll = MoveContact = 0
Trigger1 = P2MoveType = A
attr = s,sa
NumHits = 0
reversal.attr = sca,na,sa,ha
pausetime = 16,16
hitsound = s200,10
sparkno = S-1
ID = 201
ignorehitpause = 0

[State 1540 , 1];相殺エフェクト
type = helper
trigger1 = Numtarget(201) = 1
ID = 9930
postype = p2
ignorehitpause = 1
persistent = 0
pos = Ceil(P2Dist X/2+5), -76-Ceil(P2BodyDist Y)
priority = 2
stateno = 9930
ownpal = 1
supermove = 1
pausemovetime = 999999
supermovetime = 999999

[State 600, ヒット定義]
type = HitDef
trigger1 = animelem = 4
trigger1 = var(33) = 0
attr = A, NA
animtype  = Light
damage    = ceil(23*fvar(6)), 0
hitflag = MAFD
guardflag = HA
pausetime = ifelse(var(8),11,12),12
sparkno = -1
guard.sparkno = S-1
sparkxy = -2, -94
hitsound = s400, 4
guardsound = s120, 0
ground.type = High
ground.slidetime = 12+var(41)
ground.hittime  = 12+var(41)
ground.velocity = -4.4* fvar(14)
air.velocity = -3* fvar(14),-4.5*fvar(15)
down.velocity = -13.2,0
fall.recover = ifelse(var(10),0,1)
fall.recovertime = 22
fall.yvelocity = -1
fall.envshake.time = 9
air.fall = 1
yaccel = .51
getpower = ceil(40*fvar(30)*fvar(6)),ceil(20*fvar(30)*fvar(6))
ID = 200

[State 600, カウンター]
type = HitDef
trigger1 = animelem = 4
trigger1 = var(33) >= 1
attr = A, NA
animtype  = Light
damage    = 28, 0
hitflag = MAFD
guardflag = HA
pausetime = ifelse(var(8),11,12),24
sparkno = -1
guard.sparkno = S-1
sparkxy = -2, -94
hitsound = s400, 4
guardsound = s120, 0
ground.type = High
ground.slidetime = 18+var(41)
ground.hittime  = 18+var(41)
ground.velocity = -4.4*fvar(14)
air.velocity = -3* fvar(14),-4.5*fvar(15)
down.velocity = -13.2,0
fall.recover = ifelse(var(10),0,1)
fall.recovertime = 35
fall.yvelocity = -1
fall.envshake.time = 9
air.fall = 1
yaccel = .51
getpower = ceil(40*fvar(30)*fvar(6)),ceil(20*fvar(30)*fvar(6))
palfx.time = 5
palfx.add = 205,-50,-50
envshake.time = 11
ID = 200

[state a];ヒットエフェクト
type = Helper
trigger1 = movehit
trigger1 = numtarget(200)
id = 7000
name = "hit"
pos = Ceil(P2Dist X/2-18), -79-Ceil(P2BodyDist Y)
postype = p2
stateno = 7000
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1

[state a];ガードエフェクト
type = Helper
trigger1 = moveguarded
trigger1 = numtarget(200)
id = 7020
name = "hit"
pos = Ceil(P2Dist X/2-18), -79-Ceil(P2BodyDist Y)
postype = p2
stateno = 7020
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1

[State Help,1]
Type = Helper
Trigger1 = MoveHit
trigger1 = numtarget(200)
trigger1 = var(33)
StateNo = 9920
Pos = 0,0
PosType = back
IgNoreHitPause = 1
Persistent = 0
Ownpal = 1

[State counter]
Type = playsnd
Trigger1 = MoveHit
trigger1 = numtarget(200)
trigger1 = var(33)
value = 9920,0
IgNoreHitPause = 1
Persistent = 0

[State 440, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;ジャンプ中
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 610
sprpriority = 2

[state a]
type = ChangeAnim
trigger1 = time = 0
trigger1 = Var(10) = 1
value = 8610

[state 1000]
type = Varadd
trigger1 = Movehit = 1
trigger1 = Var(10) = 1
V = 18
value = 1
persistent = 0
ignorehitpause = 1

[State 100, 1]
type = Veladd
trigger1 = prevstateno = 101
trigger1 = time = 0
X = -4
Persistent = 0
ignorehitpause = 1

[State 100, 1]
type = Velset
trigger1 = var(8)
Trigger1 = MoveHit
trigger1 = numtarget(200)
Y = -5
Persistent = 0
ignorehitpause = 1

[State 200, 0];コンボ数加算
type = Varadd
trigger1 = movecontact
var(22) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 320, 6];コンボ数加算2
type = Varadd
Trigger1 = movecontact
var(20) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 191, Snd 1];ボイス
type = PlaySnd
trigger1 = AnimElem = 6
trigger1 = random<= 600
value = 200,2+random%2
channel = 1
lowpriority = 2

[State 191, Snd 1];振り
type = PlaySnd
trigger1 = AnimElem = 6
value = 300,2
ignorehitpause = 1

[State -3, re];相殺	
type = ReversalDef
TriggerAll = MoveContact = 0
Trigger1 = P2MoveType = A
attr = s,sa
NumHits = 0
reversal.attr = sca,na,sa,ha
pausetime = 16,16
hitsound = s200,10
sparkno = S-1
ID = 201
ignorehitpause = 0

[State 1540 , 1];相殺エフェクト
type = helper
trigger1 = Numtarget(201) = 1
ID = 9930
postype = p2
ignorehitpause = 1
persistent = 0
pos = Ceil(P2Dist X/2-35), -60-Ceil(P2BodyDist Y)
priority = 2
stateno = 9930
ownpal = 1
supermove = 1
pausemovetime = 999999
supermovetime = 999999

[State 610, ヒット定義]
type = HitDef
triggerall = var(33) = 0
trigger1 = animelem = 6
attr = A, NA
animtype  = medium
damage    = ceil(45*fvar(6)), 0
hitflag = MAF
guardflag = HA
pausetime = ifelse(var(8),11,13),13
sparkno = -1
guard.sparkno = S-1
sparkxy = -2, -94
hitsound = s400, 1
guardsound = s120, 2
ground.type = High
ground.slidetime = 14+var(41)
ground.hittime  = 14+var(41)
ground.velocity = -5.46* fvar(14)
air.velocity = -3.4* fvar(14),-5.7*fvar(15)
fall.recover = ifelse(var(10),0,1)
fall.recovertime = 32
fall.yvelocity = -1
fall.envshake.time = 9
air.fall = 1
yaccel = .51
getpower = ceil(50*fvar(30)*fvar(6)),ceil(20*fvar(30)*fvar(6))
ID = 200
persistent = 0

[State 610, カウンター]
type = HitDef
triggerall = var(33) >= 1
trigger1 = animelem = 6
attr = A, NA
animtype  = medium
damage    = 50, 0
hitflag = MAF
guardflag = HA
pausetime = ifelse(var(8),11,13),26
sparkno = -1
guard.sparkno = S-1
sparkxy = -2, -94
hitsound = s400, 1
guardsound = s120, 2
ground.type = High
ground.slidetime = 20+var(41)
ground.hittime  = 20+var(41)
ground.velocity = -3*fvar(14)
air.velocity = -3.4* fvar(14),-5.7*fvar(15)
fall.recover = ifelse(var(10),0,1)
fall.recovertime = 46
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
air.fall = 1
yaccel = .51
getpower = ceil(60*fvar(30)*fvar(6)),ceil(20*fvar(30)*fvar(6))
palfx.time = 5
palfx.add = 205,-50,-50
envshake.time = 11
ID = 200
persistent = 0

[state a];ヒットエフェクト
type = Helper
trigger1 = movehit
trigger1 = numtarget(200)
id = 7000
name = "hit"
pos = Ceil(P2Dist X/2-54), -59-Ceil(P2BodyDist Y)
postype = p2
stateno = 7002
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1

[state a];ガードエフェクト
type = Helper
trigger1 = moveguarded
trigger1 = numtarget(200)
id = 7021
name = "hit"
pos = Ceil(P2Dist X/2-54), -59-Ceil(P2BodyDist Y)
postype = p2
stateno = 7020
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1

[State Help,1]
Type = Helper
Trigger1 = MoveHit
trigger1 = numtarget(200)
trigger1 = var(33)
StateNo = 9920
Pos = 0,0
PosType = back
IgNoreHitPause = 1
Persistent = 0
Ownpal = 1

[State counter]
Type = playsnd
Trigger1 = MoveHit
trigger1 = numtarget(200)
trigger1 = var(33)
value = 9920,0
IgNoreHitPause = 1
Persistent = 0

[State 440, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;ジャンプ強
[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 620
sprpriority = 2

[state a]
type = ChangeAnim
trigger1 = time = 0
trigger1 = Var(10) = 1
value = 8620

[state 1000]
type = Varadd
trigger1 = Movehit = 1
trigger1 = Var(10) = 1
V = 18
value = 1
persistent = 0
ignorehitpause = 1

[State 100, 1]
type = Veladd
trigger1 = prevstateno = 101
trigger1 = time = 0
X = -4
Persistent = 0
ignorehitpause = 1

[State 100, 1]
type = Velset
trigger1 = var(8)
Trigger1 = MoveHit
trigger1 = numtarget(200)
Y = -5
Persistent = 0
ignorehitpause = 1

[State 200, 0];コンボ数加算
type = Varadd
trigger1 = movecontact
var(22) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 320, 6];コンボ数加算2
type = Varadd
Trigger1 = movecontact
var(20) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 191, Snd 1];ボイス
type = PlaySnd
trigger1 = AnimElem = 5
trigger1 = random <= 500
value = 200,4+random%2
channel = 1
lowpriority = 2

[State 191, Snd 1];振り
type = PlaySnd
trigger1 = AnimElem = 5
value = 300,1
ignorehitpause = 1

[State 191, Snd 1]
type = PlaySnd
trigger1 = AnimElem = 9
value = 190,0

[State -3, re];相殺	
type = ReversalDef
TriggerAll = MoveContact = 0
Trigger1 = P2MoveType = A
attr = s,sa
NumHits = 0
reversal.attr = sca,na,sa,ha
pausetime = 16,16
hitsound = s200,10
sparkno = S-1
ID = 201
ignorehitpause = 0

[State 1540 , 1];相殺エフェクト
type = helper
trigger1 = Numtarget(201) = 1
ID = 9930
postype = p2
ignorehitpause = 1
persistent = 0
pos = Ceil(P2Dist X/2), -26-Ceil(P2BodyDist Y)
priority = 2
stateno = 9930
ownpal = 1
supermove = 1
pausemovetime = 999999
supermovetime = 999999

[State 620, ヒット定義]
type = HitDef
triggerall = var(33) = 0
trigger1 = animelem = 5
attr = A, NA
animtype  = hard
damage    = ceil(68*fvar(6)), 0
hitflag = MAF
guardflag = HA
pausetime = ifelse(var(8),11,14),14
sparkno = -1
guard.sparkno = S-1
sparkxy = -2, -94
hitsound = s400, 2
guardsound = s120, 1
ground.type = high
ground.slidetime = 17+var(41)
ground.hittime  = 17+var(41)
ground.velocity = -6.5* fvar(14)
air.velocity = -4.3* fvar(14),-6*fvar(15)
fall.recover = ifelse(var(10),0,1)
fall.recovertime = 33
fall.yvelocity = -1
fall.envshake.time = 9
air.fall = 1
yaccel = .51
getpower = ceil(60*fvar(30)*fvar(6)),ceil(20*fvar(30)*fvar(6))
ID = 200
persistent = 0

[State 240, 6] ;カウンター
type = HitDef
triggerall = var(33) >= 1
trigger1 = animelem = 5
attr = A, NA
animtype  = hard
damage    = 72, 0
hitflag = MAF
guardflag = HA
pausetime = ifelse(var(8),11,14),24
sparkno = -1
guard.sparkno = S-1
sparkxy = -2, -94
hitsound = s400, 2
guardsound = s120, 1
ground.type = high
ground.slidetime = 24+var(41)
ground.hittime  = 24+var(41)
ground.velocity = -6.5*fvar(14)
air.velocity = -4.3* fvar(14),-6*fvar(15)
fall.recover = ifelse(var(10),0,1)
fall.recovertime = 47
fall.yvelocity = -1
fall.envshake.time = 9
air.fall = 1
yaccel = .51
getpower = ceil(100*fvar(30)*fvar(6)),ceil(30*fvar(30)*fvar(6))
palfx.time = 5
palfx.add = 205,-50,-50
envshake.time = 11
ID = 200
persistent = 0

[state a];ヒットエフェクト
type = Helper
trigger1 = movehit
trigger1 = numtarget(200)
id = 7000
name = "hit"
pos = Ceil(P2Dist X/2-25), -30-Ceil(P2BodyDist Y)
postype = p2
stateno = 7003
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1

[state a];ガードエフェクト
type = Helper
trigger1 = moveguarded
trigger1 = numtarget(200)
id = 7021
name = "hit"
pos = Ceil(P2Dist X/2-25), -30-Ceil(P2BodyDist Y)
postype = p2
stateno = 7020
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1

[State Help,1]
Type = Helper
Trigger1 = MoveHit
trigger1 = numtarget(200)
trigger1 = var(33)
StateNo = 9920
Pos = 0,0
PosType = back
IgNoreHitPause = 1
Persistent = 0
Ownpal = 1

[State counter]
Type = playsnd
Trigger1 = MoveHit
trigger1 = numtarget(200)
trigger1 = var(33)
value = 9920,0
IgNoreHitPause = 1
Persistent = 0

[State 440, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; エリアルスパイク
[Statedef 650]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 650
sprpriority = 2

[state 1000]
type = Varadd
trigger1 = Movehit = 1
trigger1 = Var(10) = 1
V = 18
value = 1
persistent = 0
ignorehitpause = 1

[State 100, 1]
type = Velset
trigger1 = var(8)
Trigger1 = MoveHit
trigger1 = numtarget(200)
Y = -5.2
Persistent = 0
ignorehitpause = 1

[State 200, 0];コンボ数加算
type = Varadd
trigger1 = movecontact
var(22) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 320, 6];コンボ数加算2
type = Varadd
Trigger1 = movecontact
var(20) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 191, Snd 1];ボイス
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = random <= 400
value = 200,4+random%2
channel = 1
lowpriority = 2

[State 191, Snd 1];振り
type = PlaySnd
trigger1 = AnimElem = 3
value = 300,3
ignorehitpause = 1

[State 191, Snd 1]
type = PlaySnd
trigger1 = AnimElem = 7
value = 190,0

[State -3, re];相殺
type = ReversalDef
TriggerAll = MoveContact = 0
Trigger1 = P2MoveType = A
attr = s,sa
NumHits = 0
reversal.attr = sca,na,sa,ha
pausetime = 16,16
hitsound = s200,10
sparkno = S-1
ID = 201
ignorehitpause = 0

[State 1540 , 1];相殺エフェクト
type = helper
trigger1 = Numtarget(201) = 1
ID = 9930
postype = p2
ignorehitpause = 1
persistent = 0
pos = Ceil(P2Dist X/2-25), -30-Ceil(P2BodyDist Y)
priority = 2
stateno = 9930
ownpal = 1
supermove = 1
pausemovetime = 999999
supermovetime = 999999

[State 650, ヒット定義] 
type = HitDef
triggerall = var(33) = 0
trigger1 = animelem = 3
attr = S, NA
animtype  = hard
damage    = ceil(17*fvar(6)), 0
hitflag = MAF
guardflag = HA
pausetime = 14,14
sparkno = -1
guard.sparkno = S-1
sparkxy = -2, -94
hitsound = s400, 2
guardsound = s120, 1
ground.type = low
ground.slidetime = 17+var(41)
ground.hittime  = 17+var(41)
ground.velocity = -10.5* fvar(14)
air.velocity = -4.6* fvar(14),14.2*fvar(15)
fall.recover = 0
fall.recovertime = 34
fall.yvelocity = -5
fall.envshake.time = 9
air.fall = 1
yaccel = .51
getpower = 40, 20
ID = 200
persistent = 0

[State 650, カウンター] 
type = HitDef
triggerall = var(33) >= 1
trigger1 = animelem = 3
attr = S, NA
animtype  = hard
damage    = 20, 0
hitflag = MAF
guardflag = HA
pausetime = 12,24
sparkno = -1
guard.sparkno = S-1
sparkxy = -2, -94
hitsound = s400, 2
guardsound = s120, 1
ground.type = low
ground.slidetime = 24+var(41)
ground.hittime  = 24+var(41)
ground.velocity = -10.5*fvar(14)
air.velocity = -4.6* fvar(14),14.2*fvar(15)
fall.recover = 0
fall.recovertime = 49
fall.yvelocity = -5
fall.envshake.time = 9
air.fall = 1
yaccel = .51
getpower = 40, 20
palfx.time = 5
palfx.add = 205,-50,-50
envshake.time = 11
ID = 200
persistent = 0

[state a];ヒットエフェクト
type = Helper
trigger1 = movehit
trigger1 = numtarget(200)
id = 7000
name = "hit"
pos = Ceil(P2Dist X/2-25), -20-Ceil(P2BodyDist Y)
postype = p2
stateno = 7003
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1

[state 7000,]
type = varadd
trigger1 = movehit
trigger1 = numtarget(200)
fvar(30) = 0.05
persistent = 0
ignorehitpause = 1

[state a];ガードエフェクト
type = Helper
trigger1 = moveguarded
trigger1 = numtarget(200)
id = 7021
name = "hit"
pos = Ceil(P2Dist X/2-25), -20-Ceil(P2BodyDist Y)
postype = p2
stateno = 7020
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1

[State Help,1]
Type = Helper
Trigger1 = MoveHit
trigger1 = numtarget(200)
trigger1 = var(33)
StateNo = 9920
Pos = 0,0
PosType = back
IgNoreHitPause = 1
Persistent = 0
Ownpal = 1

[State counter]
Type = playsnd
Trigger1 = MoveHit
trigger1 = numtarget(200)
trigger1 = var(33)
value = 9920,0
IgNoreHitPause = 1
Persistent = 0

[State 440, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; グレイヴシュート
[Statedef 850]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 850
sprpriority = 2

[state a]
type = ChangeAnim
trigger1 = time = 0
trigger1 = Var(10) = 1
value = 8850

[state 1000]
type = Varadd
trigger1 = Movehit = 1
trigger1 = Var(10) = 1
V = 18
value = 1
persistent = 0
ignorehitpause = 1

[State 100, 1]
type = Velset
trigger1 = !var(5)
trigger1 = time = 0
trigger1 = Vel X <= 3.1
x = 0

[State 100, 1]
type = Velmul
trigger1 = !var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.9

[State 100, 1]
type = Velmul
trigger1 = var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.98
[State 100, 2]
type = Velset
trigger1 = time >= 1
trigger1 = Vel X <= 0.01
x = 0

[State 200, 0];コンボ数加算
type = Varadd
trigger1 = movecontact
var(22) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 320, 6];コンボ数加算2
type = Varadd
Trigger1 = movecontact
var(20) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 191, Snd 1];ボイス
type = PlaySnd
trigger1 = AnimElem = 5
trigger1 = random <= 800
value = 200,2+random%4
channel = 1
lowpriority = 1

[State 191, Snd 1];振り
type = PlaySnd
trigger1 = AnimElem = 5
value = 300,2

[State 191, Snd 1]
type = PlaySnd
trigger1 = AnimElem = 13
value = 190,0

[State -3, re];相殺	
type = ReversalDef
TriggerAll = MoveContact = 0
Trigger1 = P2MoveType = A
attr = s,sa
NumHits = 0
reversal.attr = sca,na,sa,ha
pausetime = 16,16
hitsound = s200,10
sparkno = S-1
ID = 201
ignorehitpause = 0

[State 1540 , 1];相殺エフェクト
type = helper
trigger1 = Numtarget(201) = 1
ID = 9930
postype = p2
ignorehitpause = 1
persistent = 0
pos = Ceil(P2Dist X/2-25), -66-Ceil(P2BodyDist Y)
priority = 2
stateno = 9930
ownpal = 1
supermove = 1
pausemovetime = 999999
supermovetime = 999999

[State 850, オワタグレイヴ] 
type = HitDef
TriggerAll = var(20) <= 20;31ヒット以上
triggerall = var(33) = 0
TriggerAll = !movecontact
trigger1 = animelem = 5
attr = S, NA
animtype  = Diagup
damage    = ceil(65*fvar(6)), 0
priority = 3
hitflag = MAFD
guardflag = M
pausetime = 14,14
sparkno = -1
guard.sparkno = S-1
sparkxy = -2, -94
hitsound = s400, 2
guardsound = s120, 1
ground.type = hard
ground.slidetime = 20+var(41)
ground.hittime  = 20+var(41)
ground.velocity = 0,-9.8
guard.velocity = -7
air.velocity = ifelse(p2statetype = L,-9,0*fvar(7)),-9.8
ground.cornerpush.veloff = ifelse(p2statetype = L,-35,0)
fall.recover = ifelse(var(10),0,1)
fall.recovertime = 38
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = ceil(90*fvar(30)*fvar(6)),ceil(60*fvar(30)*fvar(6))
ID = 190
persistent = 0

[State 850, ヒット定義] 
type = HitDef
TriggerAll = var(20) > 20;31ヒット未満
triggerall = var(33) = 0
Triggerall = !movecontact
trigger1 = animelem = 5
attr = S, NA
animtype  = Diagup
damage    = ceil(65*fvar(6)), 0
priority = 3
hitflag = MAFD
guardflag = M
pausetime = 14,14
sparkno = -1
guard.sparkno = S-1
sparkxy = -2, -94
hitsound = s400, 2
guardsound = s120, 1
ground.type = hard
ground.slidetime = 20+var(41)
ground.hittime  = 20+var(41)
ground.velocity = 0,-12.5*fvar(15)
guard.velocity = -7
air.velocity = ifelse(p2statetype = L,-9,0*fvar(14)),ifelse(p2statetype = L,-.5,-10*fvar(15))
ground.cornerpush.veloff = ifelse(p2statetype = L,-35,0)
fall.recover = ifelse(var(10),0,1)
fall.recovertime = 38
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = ceil(90*fvar(30)*fvar(6)),ceil(60*fvar(30)*fvar(6))
ID = 200
persistent = 0

[State 850, カウンター] 
type = HitDef
triggerall = var(33) >= 1
Triggerall = !movecontact
trigger1 = animelem = 5
attr = S, NA
animtype  = Diagup
damage    = 72, 0
priority = 3
hitflag = MAFD
guardflag = M
pausetime = 14,14
sparkno = -1
guard.sparkno = S-1
sparkxy = -2, -94
hitsound = s400, 2
guardsound = s120, 1
ground.type = hard
ground.slidetime = 27+var(41)
ground.hittime  = 27+var(41)
ground.velocity = 0,-12.5*fvar(15)
guard.velocity = -10
air.velocity = ifelse(p2statetype = L,-9,-0*fvar(14)),ifelse(p2statetype = L,-.5,-10*fvar(15))
ground.cornerpush.veloff = ifelse(p2statetype = L,-35,0)
fall.recover = ifelse(var(10),0,1)
fall.recovertime = 51
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = ceil(210*fvar(30)*fvar(6)),ceil(60*fvar(30)*fvar(6))
palfx.time = 5
palfx.add = 205,-50,-50
envshake.time = 11
ID = 200
persistent = 0

[state a];ヒットエフェクト
type = Helper
triggerAll = movehit
trigger1 = numtarget(200)
Trigger2 = numtarget(190)
id = 7000
name = "hit"
pos = Ceil(P2Dist X/2-25), -66-Ceil(P2BodyDist Y)
postype = p2
stateno = 7003
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1

[state 7000,]
type = varadd
trigger1 = movehit
fvar(30) = 0.02
persistent = 0

[state a];ガードエフェクト
type = Helper
triggerAll = moveguarded
trigger1 = numtarget(200)
Trigger2 = numtarget(190)
id = 7021
name = "hit"
pos = Ceil(P2Dist X/2-25), -66-Ceil(P2BodyDist Y)
postype = p2
stateno = 7020
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1

[State var]
Type = varset
TriggerAll = MoveHit
trigger1 = numtarget(200)
Trigger2 = numtarget(190)
var(8) = 1
IgNoreHitPause = 1

[State Help,1]
Type = Helper
TriggerAll = MoveHit
triggerAll = var(33)
trigger1 = numtarget(200)
Trigger2 = numtarget(190)
StateNo = 9920
Pos = 0,0
PosType = back
IgNoreHitPause = 1
Persistent = 0
Ownpal = 1

[State counter]
Type = playsnd
TriggerAll = MoveHit
triggerAll = var(33)
trigger1 = numtarget(200)
Trigger2 = numtarget(190)
value = 9920,0
IgNoreHitPause = 1
Persistent = 0

[State 1500 , 0]
type = ChangeState
TriggerAll = MoveHit
trigger1 = numtarget(200)
trigger1 = command = "holdup"
trigger2 = numtarget(190)
trigger2 = command = "holdup"
value = 40

[State 850, 7] ;終了
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; デッドアングルガーキャン
[Statedef 910]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 900
sprpriority = 2

[state 1000]
type = Varadd
trigger1 = Movehit = 1
trigger1 = Var(10) = 1
V = 18
value = 1
persistent = 0
ignorehitpause = 1

[State 2030,1]
type = poweradd
trigger1 = time = 0
value = -1000

[State 900]
type = NotHitBy
trigger1 = time <= 14
value = SCA,NA,SA,HA,NP,SP,HP
time = 1

[State 191, Snd 1];GC
type = PlaySnd
trigger1 = time = 0
value = 299,1

[State --4]
type = palfx
trigger1 = time = 0
time = 8
mul = 255,255,255
sinadd = 255,255,255,13
color = 255

[State 100, 1]
type = Velset
trigger1 = !var(5)
trigger1 = time = 0
trigger1 = Vel X <= 3.1
x = 0

[State 100, 1]
type = Velmul
trigger1 = !var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.9

[State 100, 1]
type = Velmul
trigger1 = var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.98
[State 100, 2]
type = Velset
trigger1 = time >= 1
trigger1 = Vel X <= 0.01
x = 0

[State 200, 0];コンボ数加算
type = Varadd
trigger1 = movecontact
var(22) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 320, 6];コンボ数加算
type = Varadd
Trigger1 = movecontact
var(20) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 191, Snd 1];振り
type = PlaySnd
trigger1 = AnimElem = 5
value = 300,1
ignorehitpause = 1

[State 191, Snd 1]
type = PlaySnd
trigger1 = AnimElem = 13
value = 190,0

[State -3, re];相殺	
type = ReversalDef
TriggerAll = MoveContact = 0
Trigger1 = P2MoveType = A
attr = s,sa
NumHits = 0
reversal.attr = sca,na,sa,ha
pausetime = 16,16
hitsound = s200,10
sparkno = S-1
ID = 201
ignorehitpause = 0

[State 1540 , 1];相殺エフェクト
type = helper
trigger1 = Numtarget(201) = 1
ID = 9930
postype = p2
ignorehitpause = 1
persistent = 0
pos = Ceil(P2Dist X/2-25), -66-Ceil(P2BodyDist Y)
priority = 2
stateno = 9930
ownpal = 1
supermove = 1
pausemovetime = 999999
supermovetime = 999999

[State 900, ヒット定義] 
type = HitDef
triggerall = var(33) = 0
trigger1 = animelem = 5
attr = S, NA
animtype  = Hard
damage    = ceil(40*fvar(6)), 0
priority = 3
hitflag = MAF
guardflag = HA
pausetime = 15,15
sparkno = -1
guard.sparkno = S-1
sparkxy = -2, -94
hitsound = s400, 2
guardsound = s120, 1
ground.type = Trip
ground.slidetime = 20+var(41)
ground.hittime  = 20+var(41)
ground.velocity = -2.2* fvar(14),-1.8*fvar(15)
guard.velocity = -10
air.velocity = -2.2* fvar(14),-1.8*fvar(15)
fall.recover = ifelse(var(10),0,1)
fall.recovertime = 39
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 40, 20
ID = 200
persistent = 0

[State 900, カウンター] 
type = HitDef
triggerall = var(33) >= 1
trigger1 = animelem = 5
attr = S, NA
animtype  = Hard
damage    = 45, 0
priority = 3
hitflag = MAF
guardflag = HA
pausetime = 15,30
sparkno = -1
guard.sparkno = S-1
sparkxy = -2, -94
hitsound = s400, 2
guardsound = s120, 1
ground.type = Trip
ground.slidetime = 27+var(41)
ground.hittime  = 27+var(41)
ground.velocity = -2.2* fvar(14),-1.8*fvar(15)
guard.velocity = -10
air.velocity = -2.2* fvar(14),-1.8*fvar(15)
fall.recover = ifelse(var(10),0,1)
fall.recovertime = 58
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 40, 20
palfx.time = 5
palfx.add = 205,-50,-50
envshake.time = 11
ID = 200
persistent = 0

[state a];ヒットエフェクト
type = Helper
trigger1 = movehit
trigger1 = numtarget(200)
id = 7000
name = "hit"
pos = Ceil(P2Dist X/2-25), -66-Ceil(P2BodyDist Y)
postype = p2
stateno = 7003
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1

[state a];ガードエフェクト
type = Helper
trigger1 = moveguarded
trigger1 = numtarget(200)
id = 7021
name = "hit"
pos = Ceil(P2Dist X/2-25), -66-Ceil(P2BodyDist Y)
postype = p2
stateno = 7020
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1

[State Help,1]
Type = Helper
Trigger1 = MoveHit
trigger1 = numtarget(200)
trigger1 = var(33)
StateNo = 9920
Pos = 0,0
PosType = back
IgNoreHitPause = 1
Persistent = 0
Ownpal = 1

[State counter]
Type = playsnd
Trigger1 = MoveHit
trigger1 = numtarget(200)
trigger1 = var(33)
value = 9920,0
IgNoreHitPause = 1
Persistent = 0

[State 900, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 投げ
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 802
sprpriority = 2

[State 800]
type = HitDef
Trigger1 = Animelem = 2
attr = S, NT          ;攻撃属性: これは Standing, Normal Throw（立ち通常投げ）
hitflag = M-          ;相手がやられ状態ではない地上の時でしか掴む事が出来ません
priority = 1, Miss    ;投げなので優先度を低く、かつmissかdodgeの属性でなければなりません
sparkno = -1          ;-1にすればヒットスパークが表示しなくなります
sprpriority = 1       ;攻撃が当たった時に画像表示優先度を1に出来ます
p1facing = ifelse(command = "holdfwd", 1, -1) ;攻撃が当たった時の自分の向き
p2facing = 1 ;攻撃が当たった時の相手の向き
p1stateno = 810       ;自分のステート変更
p2stateno = 820       ;相手を制御するステートに行かせる
guard.dist = 0        ;相手がガード状態に移行出来る距離（現在は0なのでガード不可）
fall = 1              ;1にすれば相手がダウン状態になる


[State 810, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(5) < 0
edge = 30,0

[State 800, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 810]
type    = S
movetype= A
physics = N
anim = 800
poweradd = ceil(70*fvar(30))
sprpriority = 7

[State 810, 効果音]
type = PlaySnd
trigger1 = AnimElem = 1
value = 180,0

[State 810, Snd 1];ボイス
type = PlaySnd
trigger1 = AnimElem = 1
value = 800,0
channel = 1
lowpriority = 2

[State 810, 効果音]
type = PlaySnd
trigger1 = AnimElem = 11
value = 420,0

[State 810, 掴んだ相手の位置１]
type = TargetBind
trigger1 = Time = 0
pos = 33, 0

[State 810, 掴んだ相手の位置１]
type = posadd
trigger1 = 1
y = 0

[state a];ヒットエフェクト
type = Helper
trigger1 = AnimElem = 11
id = 7000
name = "hit"
pos = Ceil(P2Dist X/2+35), -65-Ceil(P2BodyDist Y)
postype = p2
stateno = 7003
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[state 1005, こおりのばら]
type = explod
trigger1 = AnimElemtime(1) = 1
anim = 4030
id = 4030
sprpriority = 0
postype = p1
pos = -20,-110
ownpal = 1
keyctrl = 0
bindtime = -1
removeongethit = 1
scale = 0.83,0.83

[state 1005, こおりのばら]
type = explod
trigger1 = AnimElemtime(1) = 1
anim = 4030
id = 4030
sprpriority = 7
postype = p1
pos = 20,-80
ownpal = 1
keyctrl = 0
bindtime = -1
removeongethit = 1
scale = 0.8,0.8

[state 1005, こおりのばら]
type = explod
trigger1 = AnimElemtime(1) = 1
anim = 4030
id = 4030
sprpriority = 0
postype = p1
pos = -20,-34
ownpal = 1
keyctrl = 0
bindtime = -1
removeongethit = 1
scale = 0.7,0.7

[state 1005, こおりのばら]
type = explod
trigger1 = AnimElemtime(1) = 1
anim = 4030
id = 4030
sprpriority = 7
postype = p1
pos = 19,-20
ownpal = 1
keyctrl = 0
bindtime = -1
removeongethit = 1
scale = 0.55,0.55

[state 1005, こおりのひかり]
type = explod
trigger1 = AnimElemtime(1) = 1
anim = 4031
id = 4031
sprpriority = 8
postype = p1
pos = -30,-140
ownpal = 1
keyctrl = 0
bindtime = -1
removeongethit = 1
scale = 0.8,0.8

[state 1005, こおりのひかり]
type = explod
trigger1 = AnimElemtime(1) = 2
anim = 4032
id = 4031
sprpriority = 8
postype = p1
pos = -38,-127
ownpal = 1
keyctrl = 0
bindtime = -1
removeongethit = 1
scale = 0.8,0.8

[state 1005, こおりのひかり]
type = explod
trigger1 = AnimElemtime(1) = 3
anim = 4033
id = 4031
sprpriority = 8
postype = p1
pos = -10,-135
ownpal = 1
keyctrl = 0
bindtime = -1
removeongethit = 1
scale = 0.8,0.8

[state 1005, こおりのひかり]
type = explod
trigger1 = AnimElemtime(1) = 1
anim = 4031
id = 4031
sprpriority = 8
postype = p1
pos = -15,-122
ownpal = 1
keyctrl = 0
bindtime = -1
removeongethit = 1
scale = 0.8,0.8

[state 1005, こおりのひかり]
type = explod
trigger1 = AnimElemtime(1) = 2
anim = 4032
id = 4031
sprpriority = 8
postype = p1
pos = -40,-110
ownpal = 1
keyctrl = 0
bindtime = -1
removeongethit = 1
scale = 0.8,0.8

[state 1005, こおりのひかり]
type = explod
trigger1 = AnimElemtime(1) = 3
anim = 4033
id = 4031
sprpriority = 8
postype = p1
pos = -19,-100
ownpal = 1
keyctrl = 0
bindtime = -1
removeongethit = 1
scale = 0.8,0.8

[state 1005, こおりのひかり]
type = explod
trigger1 = AnimElemtime(1) = 1
anim = 4031
id = 4031
sprpriority = 8
postype = p1
pos = -12,-110
ownpal = 1
keyctrl = 0
bindtime = -1
removeongethit = 1
scale = 0.8,0.8

[state 1005, こおりのひかり]
type = explod
trigger1 = AnimElemtime(1) = 2
anim = 4032
id = 4031
sprpriority = 8
postype = p1
pos = -30,-95
ownpal = 1
keyctrl = 0
bindtime = -1
removeongethit = 1
scale = 0.8,0.8

[state 1005, こおりのひかり]
type = explod
trigger1 = AnimElemtime(1) = 3
anim = 4033
id = 4031
sprpriority = 8
postype = p1
pos = 0,-100
ownpal = 1
keyctrl = 0
bindtime = -1
removeongethit = 1
scale = 0.8,0.8

[state 1005, こおりのひかり]
type = explod
trigger1 = AnimElemtime(1) = 1
anim = 4031
id = 4031
sprpriority = 8
postype = p1
pos = -5,-77
ownpal = 1
keyctrl = 0
bindtime = -1
removeongethit = 1
scale = 0.8,0.8

[state 1005, こおりのひかり]
type = explod
trigger1 = AnimElemtime(1) = 2
anim = 4032
id = 4031
sprpriority = 8
postype = p1
pos = 10,-90
ownpal = 1
keyctrl = 0
bindtime = -1
removeongethit = 1
scale = 0.8,0.8

[state 1005, こおりのひかり]
type = explod
trigger1 = AnimElemtime(1) = 3
anim = 4033
id = 4031
sprpriority = 8
postype = p1
pos = 42,-90
ownpal = 1
keyctrl = 0
bindtime = -1
removeongethit = 1
scale = 0.8,0.8

[state 1005, こおりのひかり]
type = explod
trigger1 = AnimElemtime(1) = 1
anim = 4031
id = 4031
sprpriority = 8
postype = p1
pos = 30,-93
ownpal = 1
keyctrl = 0
bindtime = -1
removeongethit = 1
scale = 0.8,0.8

[state 1005, こおりのひかり]
type = explod
trigger1 = AnimElemtime(1) = 2
anim = 4032
id = 4031
sprpriority = 8
postype = p1
pos = 20,-75
ownpal = 1
keyctrl = 0
bindtime = -1
removeongethit = 1
scale = 0.8,0.8

[state 1005, こおりのひかり]
type = explod
trigger1 = AnimElemtime(1) = 3
anim = 4033
id = 4031
sprpriority = 8
postype = p1
pos = 40,-60
ownpal = 1
keyctrl = 0
bindtime = -1
removeongethit = 1
scale = 0.8,0.8

[state 1005, こおりのひかり]
type = explod
trigger1 = AnimElemtime(1) = 1
anim = 4031
id = 4031
sprpriority = 8
postype = p1
pos = 35,-20
ownpal = 1
keyctrl = 0
bindtime = -1
removeongethit = 1
scale = 0.8,0.8

[state 1005, こおりのひかり]
type = explod
trigger1 = AnimElemtime(1) = 2
anim = 4032
id = 4031
sprpriority = 8
postype = p1
pos = 18,-35
ownpal = 1
keyctrl = 0
bindtime = -1
removeongethit = 1
scale = 0.8,0.8

[state 1005, こおりのひかり]
type = explod
trigger1 = AnimElemtime(1) = 3
anim = 4033
id = 4031
sprpriority = 8
postype = p1
pos = 10,-14
ownpal = 1
keyctrl = 0
bindtime = -1
removeongethit = 1
scale = 0.8,0.8

[state 1005, こおりのひかり]
type = explod
trigger1 = AnimElemtime(1) = 1
anim = 4031
id = 4031
sprpriority = 8
postype = p1
pos = 30,-10
ownpal = 1
keyctrl = 0
bindtime = -1
removeongethit = 1
scale = 0.8,0.8

[state 1005, こおりのひかり]
type = explod
trigger1 = AnimElemtime(1) = 2
anim = 4032
id = 4031
sprpriority = 8
postype = p1
pos = -10,-45
ownpal = 1
keyctrl = 0
bindtime = -1
removeongethit = 1
scale = 0.8,0.8

[state 1005, こおりのひかり]
type = explod
trigger1 = AnimElemtime(1) = 3
anim = 4033
id = 4031
sprpriority = 8
postype = p1
pos = -30,-50
ownpal = 1
keyctrl = 0
bindtime = -1
removeongethit = 1
scale = 0.8,0.8

[state 1005, こおりのひかり]
type = explod
trigger1 = AnimElemtime(1) = 1
anim = 4031
id = 4031
sprpriority = 8
postype = p1
pos = -40,-20
ownpal = 1
keyctrl = 0
bindtime = -1
removeongethit = 1
scale = 0.8,0.8

[state 1005, こおりのひかり]
type = explod
trigger1 = AnimElemtime(1) = 2
anim = 4032
id = 4031
sprpriority = 8
postype = p1
pos = -30,-25
ownpal = 1
keyctrl = 0
bindtime = -1
removeongethit = 1
scale = 0.8,0.8

[state 1005, こおりのひかり]
type = explod
trigger1 = AnimElemtime(1) = 3
anim = 4033
id = 4031
sprpriority = 8
postype = p1
pos = -40,-40
ownpal = 1
keyctrl = 0
bindtime = -1
removeongethit = 1
scale = 0.8,0.8

[state 1005, こおりのひかり]
type = explod
trigger1 = AnimElemtime(1) = 1
anim = 4031
id = 4031
sprpriority = 8
postype = p1
pos = -14,-20
ownpal = 1
keyctrl = 0
bindtime = -1
removeongethit = 1
scale = 0.8,0.8

[state 1005, きょだいなこおり]
type = explod
trigger1 = AnimElem = 11
anim = 4034
id = 4034
sprpriority = 8
postype = p1
pos = -50,5
ownpal = 1
keyctrl = 0
bindtime = -1
removeongethit = 1
scale = 0.7,0.7

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = Animelem = 1
edge = 100,0 ;前方の画面端を押す幅のみを変えています

[State 810, 掴んだ相手の体力ゲージの増減]
type = TargetLifeAdd
trigger1 = AnimElem = 11
value = -85
absolute = 1

[State 810, 掴んだ相手のステート変更]
type = TargetState
trigger1 = AnimElem = 11
value = 821

[State 810, 加速度]
type = VelSet
trigger1 = AnimElem = 2
x = 5.7

[State 810, 加速度]
type = VelSet
trigger1 = AnimElem = 6
x = 0

[State 810, ステート変更]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 相手側の投げられモーション１

[Statedef 820]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 2

[State 820, 制御した相手のアニメ変更]
type = ChangeAnim2
Trigger1 = Time = 0
value = 820

[State 810, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 821
ctrl = 0

;---------------------------------------------------------------------------
; 相手側の投げられモーション２

[Statedef 821]
type    = A
movetype= H
physics = N
velset = 2.5,-5.8
poweradd = 40

[State 821, 速度加算]
type = VelAdd
Trigger1 = 1
y = .5

[State 821, 制御した相手のアニメ変更]
type = ChangeAnim2
Trigger1 = Time = 0
value = 5050

[State 821, 制御解除して相手のステートに戻す]
type = SelfState
trigger1 = time >= 6
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;common1.cns参照

;---------------------------------------------------------------------------
;神雫・地
[Statedef 1000]
type    = S
movetype = A
physics = N
juggle  = 0
anim = 1000
ctrl = 0
sprpriority = 2

[State 100, 1]
type = Velset
trigger1 = !var(5)
trigger1 = time = 0
trigger1 = Vel X <= 3.1
x = 0
[State 100, 1]
type = Velmul
trigger1 = !var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.9

[State 100, 1]
type = Velmul
trigger1 = var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.98
[State 100, 2]
type = Velset
trigger1 = time >= 1
trigger1 = Vel X <= 0.01
x = 0

[State 191, Snd 1];ボイス
type = PlaySnd
trigger1 = AnimElem = 2
value = 1000,0
channel = 1

[State 191, Snd 1];ボイス
type = PlaySnd
trigger1 = AnimElem = 2
value = 1000,1

[State 191, Snd 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 190,0

[State 1051, 0];しずく
type = helper
trigger1 = AnimElem = 3
ID = 1010
helpertype = normal
postype = p1
persistent = 0
pos = 40,-85
stateno = 1010
ownpal = 1
size.xscale = 0.8
size.yscale = 0.8

[State 1000, 7] ;終了
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------------------------
[Statedef 1010];しずく
type    = A
movetype= A
physics = S
anim = 1010
sprpriority = 6
juggle  = 0

[state 1000]
type = ParentVaradd
trigger1 = Movehit = 1
trigger1 = Var(10) = 1
V = 18
value = 1
persistent = 0
ignorehitpause = 1

[State 200, 0];コンボ数加算
type = parentVaradd
trigger1 = movecontact
var(22) = ifelse(movehit,-8,8)
persistent = 0
ignorehitpause = 1

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 240-time*1,240

[State 3010, 1]
type = Angleadd
trigger1 = 1
value = -1.3

[state 3010, 2]
type = angledraw
trigger1 = 1

[State 100, 2]
type = veladd
trigger1 = time = 0
x = 13

[State 100, 2]
type = AssertSpecial
trigger1 = time >= 0
flag = noshadow

[State 240, ヒット定義]
type = HitDef
trigger1 = parent,var(33) = 0
attr = S, SP
animtype  = medium
damage    = ceil(52*parent,fvar(6)), 0
priority = 3
hitflag = MAF
guardflag = MA
pausetime = 0,13
sparkno = -1
guard.sparkno = S-1
sparkxy = -2, -94
hitsound = s420, 0
guardsound = s120, 0
ground.type = low
ground.slidetime = 14+parent,var(41)
ground.hittime  = 14+parent,var(41)
ground.velocity = -7.5*parent,fvar(14)
air.velocity = -3.7*parent,fvar(14),-5.2*parent,fvar(15)
fall.recover = ifelse(parent,var(10),0,1)
fall.recovertime = 16
fall.yvelocity = -1
fall.envshake.time = 9
air.fall = 1
yaccel = .51
getpower = 40, 20
ID = 1000

[State 240, カウンター] 
type = HitDef
trigger1 = parent,var(33) >= 1
attr = S, SP
animtype  = medium
damage    = 58, 0
priority = 7
hitflag = MAF
guardflag = MA
pausetime = 0,26
sparkno = -1
guard.sparkno = S-1
sparkxy = -2, -94
hitsound = s420, 0
guardsound = s120, 0
ground.type = low
ground.slidetime = 20+parent,var(41)
ground.hittime  = 20+parent,var(41)
ground.velocity = -7.5*parent,fvar(14)
air.velocity = -3.7*parent,fvar(14),-5.2*parent,fvar(15)
fall.recover = ifelse(parent,var(10),0,1)
fall.recovertime = 30
fall.yvelocity = -1
fall.envshake.time = 9
air.fall = 1
yaccel = .51
getpower = 40, 20
ID = 1000

[State 1000, 3];必殺ヒットエフェクトマーク
type = helper
trigger1 = movehit
trigger1 = P2MoveType = H
id = 7000
postype = p2
ignorehitpause = 1
persistent = 0
pos = 8,-Ceil(P2BodyDist Y)
priority = 2
stateno = 7005
ownpal = 1
supermove = 1
pausemovetime = 999999
supermovetime = 999999
size.xscale = 0.5
size.yscale = 0.5

[state a];ガードエフェクト
type = Helper
trigger1 = moveguarded = 1
trigger1 = P2MoveType = H
id = 7022
name = "hit"
pos = 9,-Ceil(P2BodyDist Y)
postype = p2
stateno = 7020
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5

[State Help,1]
Type = Helper
Trigger1 = MoveHit
trigger1 = numtarget(1000)
trigger1 = parent,var(33)
StateNo = 9920
Pos = 0,0
PosType = back
IgNoreHitPause = 1
Persistent = 0
Ownpal = 1

[State counter]
Type = playsnd
Trigger1 = MoveHit
trigger1 = numtarget(1000)
trigger1 = parent,var(33)
value = 9920,0
IgNoreHitPause = 1
Persistent = 0

[State 10000, 1];殴られたり投げられたりしないように設定
type = NotHitBy
trigger1 = 1
value = SCA, NP, SP, HP, AP, NA, SA, HA, NT, ST, HT

[State 10000, 1];殴られたり投げられたりしないように設定
type = HitBy
trigger1 = 1
value = SCA, NP, SP, HP, AP

[State 15000, Override]
type = HitOverride
trigger1 = Time = 0
time = -1
attr = SCA, NP, SP, HP, AP, NA, SA, HA, NT, ST, HT
slot = 0
stateno = 1011

[State 3000, 00]
type = changestate
trigger1 = moveguarded
trigger2 = movetype = H
trigger3 = movehit
trigger4 = time >= 180
value = 1011
ignorehitpause = 1

;----------------------------------------------------------------------------------------
[Statedef 1011];しずくきえる
type    = A
movetype= A
physics = N
anim = 1010
sprpriority = 6
velset = 0,0
juggle  = 0

[State 1011, 2]
type = AssertSpecial
trigger1 = time >= 0
flag = noshadow

[State 1011, 2]
type = destroyself
trigger1 = time = 0

;---------------------------------------------------------------------------
;神雫・天
[Statedef 1050]
type    = S
movetype = A
physics = N
juggle  = 0
anim = 1050
ctrl = 0
sprpriority = 2

[State 100, 1]
type = Velset
trigger1 = !var(5)
trigger1 = time = 0
trigger1 = Vel X <= 3.1
x = 0

[State 100, 1]
type = Velmul
trigger1 = !var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.9

[State 100, 1]
type = Velmul
trigger1 = var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.98
[State 100, 2]
type = Velset
trigger1 = time >= 1
trigger1 = Vel X <= 0.01
x = 0

[State 191, Snd 1];ボイス
type = PlaySnd
trigger1 = AnimElem = 4
value = 1000,0
channel = 1

[State 191, Snd 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1000,1

[State 191, Snd 1]
type = PlaySnd
trigger1 = AnimElem = 7
value = 190,0

[State 1051, 0];しずく
type = helper
trigger1 = AnimElem = 4
ID = 1010
helpertype = normal
postype = p1
persistent = 0
pos = 45,-120
stateno = 1060
ownpal = 1
size.xscale = 0.8
size.yscale = 0.8

[State 1000, 7] ;終了
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------------------------
[Statedef 1060];しずく
type    = A
movetype= A
physics = S
anim = 1010
sprpriority = 6
juggle  = 0

[state 1000]
type = ParentVaradd
trigger1 = Movehit = 1
trigger1 = Var(10) = 1
V = 18
value = 1
persistent = 0
ignorehitpause = 1

[State 200, 0];コンボ数加算
type = parentVaradd
trigger1 = movecontact
var(22) = ifelse(movehit,-8,8)
persistent = 0
ignorehitpause = 1

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 240-time*1,240

[State 3010, 1]
type = Angleadd
trigger1 = 1
value = -1.3

[state 3010, 2]
type = angledraw
trigger1 = 1

[State 100, 2]
type = velset
trigger1 = time <= 13
x = 4.5
y = -4.5

[State 100, 2]
type = velset
trigger1 = time = 13
x = 0
y = 0

[State 100, 2]
type = AssertSpecial
trigger1 = time >= 0
flag = noshadow

[State 240, ヒット定義]
type = HitDef
trigger1 = parent,var(33) = 0
attr = S, SP
animtype  = medium
damage    = ceil(52*parent,fvar(6)), 0
priority = 3
hitflag = MAF
guardflag = MA
pausetime = 0,13
sparkno = -1
guard.sparkno = S-1
sparkxy = -2, -94
hitsound = s420, 0
guardsound = s120, 0
ground.type = low
ground.slidetime = 14+parent,var(41)
ground.hittime  = 14+parent,var(41)
ground.velocity = -7.5*parent,fvar(14)
air.velocity = -3.7*parent,fvar(14),-5.2*parent,fvar(15)
fall.recover = ifelse(parent,var(10),0,1)
fall.recovertime = 16
fall.yvelocity = -1
fall.envshake.time = 9
air.fall = 1
yaccel = .51
getpower = 40, 20
ID = 1000

[State 240, カウンター] 
type = HitDef
trigger1 = parent,var(33) >= 1
attr = S, SP
animtype  = medium
damage    = 58, 0
priority = 7
hitflag = MAF
guardflag = MA
pausetime = 0,26
sparkno = -1
guard.sparkno = S-1
sparkxy = -2, -94
hitsound = s420, 0
guardsound = s120, 0
ground.type = low
ground.slidetime = 20+parent,var(41)
ground.hittime  = 20+parent,var(41)
ground.velocity = -7.5*parent,fvar(14)
air.velocity = -3.7*parent,fvar(14),-5.2*parent,fvar(15)
fall.recover = ifelse(parent,var(10),0,1)
fall.recovertime = 30
fall.yvelocity = -1
fall.envshake.time = 9
air.fall = 1
yaccel = .51
getpower = 40, 20
ID = 1000

[State 1000, 3];必殺ヒットエフェクトマーク
type = helper
trigger1 = movehit
trigger1 = P2MoveType = H
id = 7000
postype = p2
ignorehitpause = 1
persistent = 0
pos = 8,-Ceil(P2BodyDist Y)
priority = 2
stateno = 7005
ownpal = 1
supermove = 1
pausemovetime = 999999
supermovetime = 999999
size.xscale = 0.5
size.yscale = 0.5

[state a];ガードエフェクト
type = Helper
trigger1 = moveguarded = 1
trigger1 = P2MoveType = H
id = 7022
name = "hit"
pos = 9,-Ceil(P2BodyDist Y)
postype = p2
stateno = 7020
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5

[State Help,1]
Type = Helper
Trigger1 = MoveHit
trigger1 = numtarget(1000)
trigger1 = parent,var(33)
StateNo = 9920
Pos = 0,0
PosType = back
IgNoreHitPause = 1
Persistent = 0
Ownpal = 1

[State counter]
Type = playsnd
Trigger1 = MoveHit
trigger1 = numtarget(1000)
trigger1 = parent,var(33)
value = 9920,0
IgNoreHitPause = 1
Persistent = 0

[State 10000, 1];殴られたり投げられたりしないように設定
type = NotHitBy
trigger1 = 1
value = SCA, NP, SP, HP, AP, NA, SA, HA, NT, ST, HT

[State 10000, 1];殴られたり投げられたりしないように設定
type = HitBy
trigger1 = 1
value = SCA, NP, SP, HP, AP

[State 15000, Override]
type = HitOverride
trigger1 = Time = 0
time = -1
attr = SCA, NP, SP, HP, AP, NA, SA, HA, NT, ST, HT
slot = 0
stateno = 1011

[State 3000, 00]
type = changestate
trigger1 = moveguarded
trigger2 = movetype = H
trigger3 = movehit
trigger4 = time >= 180
value = 1011
ignorehitpause = 1

;---------------------------------------------------------------------------
;神反・地
[Statedef 1100]
type    = S
movetype= I
physics = N
juggle  = 0
ctrl = 0
anim = 1100
sprpriority = 1

[State 100, 1]
type = Velset
trigger1 = !var(5)
trigger1 = time = 0
trigger1 = Vel X <= 3.1
x = 0

[State 100, 1]
type = Velmul
trigger1 = !var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.9

[State 100, 1]
type = Velmul
trigger1 = var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.98

[State 100, 2]
type = Velset
trigger1 = time >= 1
trigger1 = Vel X <= 0.01
x = 0

[State 191, Snd 1];振り
type = PlaySnd
trigger1 = Animelem = 4
value = 1100,0

[State 1205, Velocity]
type = Veladd
trigger1 = AnimElem = 4
x = 22

[State 1205, Velocity]
type = Veladd
trigger1 = AnimElemtime(4) = 3
x = -11

[State 1205, Velocity]
type = Velset
trigger1 = AnimElemtime(5) = 5
x = 0

[State 1300, 0]
type = HitOverride
trigger1 = AnimelemTime(4)>=0
trigger1 = AnimelemTime(5)<=43
attr = C,NA,SA,HA
slot = 0
stateno = 1150 ;当身へ
time = 1              
forceair = 0
;ignorehitpause = 
;persistent = 

[State 1000, 7] 
type = ChangeState
trigger1 = time > 14
trigger1 = command != "holdP"
trigger2 = time >= 43
value = 1101

;---------------------------------------------------------------------------
;神反・地終了
[Statedef 1101]
type    = S
movetype= I
physics = N
juggle  = 0
ctrl = 0
anim = 1101
sprpriority = 1

[State 100, 1]
type = Velset
trigger1 = !var(5)
trigger1 = time = 0
trigger1 = Vel X <= 3.1
x = 0

[State 100, 1]
type = Velmul
trigger1 = !var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.9

[State 100, 1]
type = Velmul
trigger1 = var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.98

[State 100, 2]
type = Velset
trigger1 = time >= 1
trigger1 = Vel X <= 0.01
x = 0

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

;---------------------------------------------------------------------------
;神反・地(定置)
[Statedef 1105]
type    = S
movetype= I
physics = N
juggle  = 0
ctrl = 0
anim = 1105
sprpriority = 1

[State 100, 1]
type = Velset
trigger1 = !var(5)
trigger1 = time = 0
trigger1 = Vel X <= 3.1
x = 0

[State 100, 1]
type = Velmul
trigger1 = !var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.9

[State 100, 1]
type = Velmul
trigger1 = var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.98

[State 100, 2]
type = Velset
trigger1 = time >= 1
trigger1 = Vel X <= 0.01
x = 0

[State 191, Snd 1];振り
type = PlaySnd
trigger1 = Animelem = 4
value = 1100,0

[State 1300, 0]
type = HitOverride
trigger1 = AnimelemTime(4)>=0
trigger1 = AnimelemTime(6)<=0
attr = C,NA,SA,HA
slot = 0
stateno = 1150 ;当身へ
time = 1              
forceair = 0
;ignorehitpause = 
;persistent = 

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

;---------------------------------------------------------------------------
;神反・天
[Statedef 1110]
type    = S
movetype= I
physics = N
juggle  = 0
ctrl = 0
anim = 1110
sprpriority = 1

[State 100, 1]
type = Velset
trigger1 = !var(5)
trigger1 = time = 0
trigger1 = Vel X <= 3.1
x = 0

[State 100, 1]
type = Velmul
trigger1 = !var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.9

[State 100, 1]
type = Velmul
trigger1 = var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.98

[State 100, 2]
type = Velset
trigger1 = time >= 1
trigger1 = Vel X <= 0.01
x = 0

[State 191, Snd 1];振り
type = PlaySnd
trigger1 = Animelem = 3
value = 1100,0

[State 1205, Velocity]
type = Veladd
trigger1 = AnimElem = 3
x = 22

[State 1205, Velocity]
type = Veladd
trigger1 = AnimElemtime(3) = 3
x = -11

[State 1205, Velocity]
type = Velset
trigger1 = AnimElemtime(4) = 5
x = 0

[State 1300, 0]
type = HitOverride
trigger1 = AnimelemTime(3)>=0
trigger1 = AnimelemTime(4)<=43
attr = SA,NA,SA,HA
slot = 0
stateno = 1151 ;当身へ
time = 1              
forceair = 0
;ignorehitpause = 
;persistent = 

[State 1300, 0]
type = HitOverride
trigger1 = AnimelemTime(3)>=0
trigger1 = AnimelemTime(4)<=43
attr = SCA,NP,SP,HP
slot = 1
stateno = 1152 ;反射へ      
time = 1                    
forceair = 0
;ignorehitpause = 
;persistent = 

[State 1000, 7] 
type = ChangeState
trigger1 = time > 14
trigger1 = command != "holdS"
trigger2 = time >= 43
value = 1111

;---------------------------------------------------------------------------
;神反・天終了
[Statedef 1111]
type    = S
movetype= I
physics = N
juggle  = 0
ctrl = 0
anim = 1111
sprpriority = 1

[State 100, 1]
type = Velset
trigger1 = !var(5)
trigger1 = time = 0
trigger1 = Vel X <= 3.1
x = 0

[State 100, 1]
type = Velmul
trigger1 = !var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.9

[State 100, 1]
type = Velmul
trigger1 = var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.98

[State 100, 2]
type = Velset
trigger1 = time >= 1
trigger1 = Vel X <= 0.01
x = 0

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

;---------------------------------------------------------------------------
;神反・天(定置)
[Statedef 1115]
type    = S
movetype= I
physics = N
juggle  = 0
ctrl = 0
anim = 1115
sprpriority = 1

[State 100, 1]
type = Velset
trigger1 = !var(5)
trigger1 = time = 0
trigger1 = Vel X <= 3.1
x = 0

[State 100, 1]
type = Velmul
trigger1 = !var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.9

[State 100, 1]
type = Velmul
trigger1 = var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.98

[State 100, 2]
type = Velset
trigger1 = time >= 1
trigger1 = Vel X <= 0.01
x = 0

[State 191, Snd 1];振り
type = PlaySnd
trigger1 = Animelem = 3
value = 1100,0

[State 1300, 0]
type = HitOverride
trigger1 = AnimelemTime(3)>=0
trigger1 = AnimelemTime(5)<=0
attr = SA,NA,SA,HA
slot = 0
stateno = 1151 ;当身へ
time = 1              
forceair = 0
;ignorehitpause = 
;persistent = 

[State 1300, 0]
type = HitOverride
trigger1 = AnimelemTime(3)>=0
trigger1 = AnimelemTime(5)<=0
attr = SCA,NP,SP,HP
slot = 1
stateno = 1152 ;反射へ      
time = 1                    
forceair = 0
;ignorehitpause = 
;persistent = 

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

;---------------------------------------------------------------------------
;神反・地当身
[Statedef 1150]
type    = S
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 1150
poweradd = 0
sprpriority = 1

[State 200, 0];コンボ数加算
type = Varadd
trigger1 = movecontact
var(22) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 320, 6];コンボ数加算2
type = Varadd
Trigger1 = movecontact
var(20) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State snd]
type = playsnd
trigger1 = time = 0
value = 190,0

[State 191, Snd 1];ボイス
type = PlaySnd
trigger1 = time = 0
value = 1100,2+random%5
channel = 3

[State snd]
type = playsnd
trigger1 = Animelem = 11
value = 1100,1

[state 1005, せんこう]
type = explod
trigger1 = AnimElem = 11
anim = 1160
id = 1160
sprpriority = 7
postype = p1
pos = 0,-50
ownpal = 1
keyctrl = 0
bindtime = -1
removeongethit = 1
scale = 1.8,1.8

[state 1005, せんこう]
type = explod
trigger1 = AnimElem = 11
anim = 1161
id = 1161
sprpriority = 7
postype = p1
pos = 0,-50
ownpal = 1
keyctrl = 0
bindtime = -1
removeongethit = 1
scale = 4,1.5

[State 4]
type = Pause
trigger1 = time = 0
time = 49
movetime = 49

[State -2 ,2]
type = varset
trigger1 = movehit
v = 10
value = 1
ignorehitpause = 1

[State 100, 1]
type = Velset
trigger1 = !var(5)
trigger1 = time = 0
trigger1 = Vel X <= 3.1
x = 0

[State 100, 1]
type = Velmul
trigger1 = !var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.9

[State 100, 1]
type = Velmul
trigger1 = var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.98

[State 100, 2]
type = Velset
trigger1 = time >= 1
trigger1 = Vel X <= 0.01
x = 0

[State 1205, Velocity]
type = Velset
trigger1 = time = 0
x = 0

[State 1100, ヒット定義]
type = HitDef
trigger1 = animelem = 11
attr = S, NA
damage = ceil(80*fvar(6)), 0
getpower = 92,92
animtype = hard
guardflag = M
hitflag = MAFD
priority = 7, Hit
pausetime = 15,15
sparkno = s-1
sparkxy = 0, 0
hitsound = s400, 2
guard.sparkno = s-1
guardsound = s120, 1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0,-12
down.velocity = -13.2,0
air.type = high
air.velocity = 0,-12
air.hittime = ifelse(var(5) = 0,20,24)
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
fall.recover = 0
yaccel = 0.5
ID = 200

[State 1000, 3];必殺ヒットエフェクトマーク
type = helper
trigger1 = movehit
trigger1 = numtarget(200)
id = 7000
postype = p2
ignorehitpause = 1
persistent = 0
pos = Ceil(P2Dist X/2-50), -55-Ceil(P2BodyDist Y)
priority = 2
stateno = 7005
ownpal = 1
supermove = 1
pausemovetime = 999999
supermovetime = 999999
size.xscale = 0.5
size.yscale = 0.5

[state a];ガードエフェクト
type = Helper
trigger1 = moveguarded = 1
trigger1 = numtarget(200)
id = 7022
name = "hit"
pos = Ceil(P2Dist X/2-25), -71-Ceil(P2BodyDist Y)
postype = p2
stateno = 7020
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

;---------------------[ステート移行]
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;神反・天当身
[Statedef 1151]
type    = S
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 1151
poweradd = 0
sprpriority = 1

[State 200, 0];コンボ数加算
type = Varadd
trigger1 = movecontact
var(22) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 320, 6];コンボ数加算2
type = Varadd
Trigger1 = movecontact
var(20) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State snd]
type = playsnd
trigger1 = time = 0
value = 190,0

[State 191, Snd 1];ボイス
type = PlaySnd
trigger1 = time = 0
value = 1100,2+random%5
channel = 3

[State snd]
type = playsnd
trigger1 = Animelem = 11
value = 1100,1

[state 1005, せんこう]
type = explod
trigger1 = AnimElem = 11
anim = 1160
id = 1160
sprpriority = 7
postype = p1
pos = 0,-50
ownpal = 1
keyctrl = 0
bindtime = -1
removeongethit = 1
scale = 1.8,1.8

[state 1005, せんこう]
type = explod
trigger1 = AnimElem = 11
anim = 1161
id = 1161
sprpriority = 7
postype = p1
pos = 0,-50
ownpal = 1
keyctrl = 0
bindtime = -1
removeongethit = 1
scale = 4,1.5

[State 4]
type = Pause
trigger1 = time = 0
time = 49
movetime = 49

[State -2 ,2]
type = varset
trigger1 = movehit
v = 10
value = 1
ignorehitpause = 1

[State 100, 1]
type = Velset
trigger1 = !var(5)
trigger1 = time = 0
trigger1 = Vel X <= 3.1
x = 0

[State 100, 1]
type = Velmul
trigger1 = !var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.9

[State 100, 1]
type = Velmul
trigger1 = var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.98

[State 100, 2]
type = Velset
trigger1 = time >= 1
trigger1 = Vel X <= 0.01
x = 0

[State 1205, Velocity]
type = Velset
trigger1 = time = 0
x = 0

[State 1100, ヒット定義]
type = HitDef
trigger1 = animelem = 11
attr = S, NA
damage = ceil(80*fvar(6)), 0
getpower = 92,92
animtype = hard
guardflag = M
hitflag = MAFD
priority = 7, Hit
pausetime = 15,15
sparkno = s-1
sparkxy = 0, 0
hitsound = s400, 2
guard.sparkno = s-1
guardsound = s120, 1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0,-12
down.velocity = -13.2,0
air.type = high
air.velocity = 0,-12
air.hittime = ifelse(var(5) = 0,20,24)
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
fall.recover = 0
yaccel = 0.5
ID = 200

[State 1000, 3];必殺ヒットエフェクトマーク
type = helper
trigger1 = movehit
trigger1 = numtarget(200)
id = 7000
postype = p2
ignorehitpause = 1
persistent = 0
pos = Ceil(P2Dist X/2-50), -55-Ceil(P2BodyDist Y)
priority = 2
stateno = 7005
ownpal = 1
supermove = 1
pausemovetime = 999999
supermovetime = 999999
size.xscale = 0.5
size.yscale = 0.5

[state a];ガードエフェクト
type = Helper
trigger1 = moveguarded = 1
trigger1 = numtarget(200)
id = 7022
name = "hit"
pos = Ceil(P2Dist X/2-25), -71-Ceil(P2BodyDist Y)
postype = p2
stateno = 7020
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

;---------------------[ステート移行]
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;神反・天反射
[Statedef 1152]
type    = S
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 1115
poweradd = 0
sprpriority = 1

[State 100, 1]
type = Velset
trigger1 = !var(5)
trigger1 = time = 0
trigger1 = Vel X <= 3.1
x = 0

[State 100, 1]
type = Velmul
trigger1 = !var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.9

[State 100, 1]
type = Velmul
trigger1 = var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.98

[State 100, 2]
type = Velset
trigger1 = time >= 1
trigger1 = Vel X <= 0.01
x = 0

[State 1205, Velocity]
type = Velset
trigger1 = 1
x = 0


[State 1051, 0];かえすしずく
type = helper
trigger1 = !time
ID = 1160
helpertype = normal
postype = p1
persistent = 0
pos = 20,-65
stateno = 1160
ownpal = 1
size.xscale = 0.8
size.yscale = 0.8

[State 200, 7]
type = ChangeState
trigger1 = Time
value = 1115

;----------------------------------------------------------------------------------------
[Statedef 1160];かえすしずく
type    = A
movetype= A
physics = S
anim = 1010
sprpriority = 6
juggle  = 0

[State 200, 0];コンボ数加算
type = parentVaradd
trigger1 = movecontact
var(22) = ifelse(movehit,-8,8)
persistent = 0
ignorehitpause = 1

[State 320, 6];コンボ数加算2
type = parentVaradd
Trigger1 = movecontact
var(20) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 240-time*1,240

[State 3010, 1]
type = Angleadd
trigger1 = 1
value = -1.3

[state 3010, 2]
type = angledraw
trigger1 = 1

[State 100, 2]
type = velset
trigger1 = time >= 0
x = 6.8

[State 100, 2]
type = AssertSpecial
trigger1 = time >= 0
flag = noshadow

[State 240, ヒット定義]
type = HitDef
trigger1 = parent,var(33) = 0
attr = S, SP
animtype  = medium
damage    = ceil(52*parent,fvar(6)), 0
priority = 3
hitflag = MAF
guardflag = MA
pausetime = 0,13
sparkno = -1
guard.sparkno = S-1
sparkxy = -2, -94
hitsound = s420, 0
guardsound = s120, 0
ground.type = low
ground.slidetime = 14+parent,var(41)
ground.hittime  = 14+parent,var(41)
ground.velocity = -7.5*parent,fvar(14)
air.velocity = -3.7*parent,fvar(14),-5.2*parent,fvar(15)
fall.recover = 1
fall.recovertime = 16
fall.yvelocity = -1
fall.envshake.time = 9
air.fall = 1
yaccel = .51
getpower = 40, 20
ID = 1000

[State 240, カウンター] 
type = HitDef
trigger1 = parent,var(33) >= 1
attr = S, SP
animtype  = medium
damage    = 58, 0
priority = 7
hitflag = MAF
guardflag = MA
pausetime = 0,26
sparkno = -1
guard.sparkno = S-1
sparkxy = -2, -94
hitsound = s420, 0
guardsound = s120, 0
ground.type = low
ground.slidetime = 20+parent,var(41)
ground.hittime  = 20+parent,var(41)
ground.velocity = -7.5*parent,fvar(14)
air.velocity = -3.7*parent,fvar(14),-5.2*parent,fvar(15)
fall.recover = 1
fall.recovertime = 30
fall.yvelocity = -1
fall.envshake.time = 9
air.fall = 1
yaccel = .51
getpower = 40, 20
ID = 1000

[State 1000, 3];必殺ヒットエフェクトマーク
type = helper
trigger1 = movehit
trigger1 = P2MoveType = H
id = 7000
postype = p2
ignorehitpause = 1
persistent = 0
pos = 8,-Ceil(P2BodyDist Y)
priority = 2
stateno = 7005
ownpal = 1
supermove = 1
pausemovetime = 999999
supermovetime = 999999
size.xscale = 0.5
size.yscale = 0.5

[state a];ガードエフェクト
type = Helper
trigger1 = moveguarded = 1
trigger1 = P2MoveType = H
id = 7022
name = "hit"
pos = 9,-Ceil(P2BodyDist Y)
postype = p2
stateno = 7020
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5

[State Help,1]
Type = Helper
Trigger1 = MoveHit
trigger1 = numtarget(1000)
trigger1 = parent,var(33)
StateNo = 9920
Pos = 0,0
PosType = back
IgNoreHitPause = 1
Persistent = 0
Ownpal = 1

[State counter]
Type = playsnd
Trigger1 = MoveHit
trigger1 = numtarget(1000)
trigger1 = parent,var(33)
value = 9920,0
IgNoreHitPause = 1
Persistent = 0

[State 10000, 1];殴られたり投げられたりしないように設定
type = NotHitBy
trigger1 = 1
value = SCA, NP, SP, HP, AP, NA, SA, HA, NT, ST, HT

[State 10000, 1];殴られたり投げられたりしないように設定
type = HitBy
trigger1 = 1
value = SCA, NP, SP, HP, AP

[State 15000, Override]
type = HitOverride
trigger1 = Time = 0
time = -1
attr = SCA, NP, SP, HP, AP, NA, SA, HA, NT, ST, HT
slot = 0
stateno = 1011

[State 3000, 00]
type = changestate
trigger1 = moveguarded
trigger2 = movetype = H
trigger3 = movehit
trigger4 = time >= 400
value = 1161
ignorehitpause = 1

;----------------------------------------------------------------------------------------
[Statedef 1161];かえすしずくきえる
type    = A
movetype= A
physics = N
anim = 1010
sprpriority = 6
velset = 0,0
juggle  = 0

[State 1011, 2]
type = AssertSpecial
trigger1 = time >= 0
flag = noshadow

[State 1011, 2]
type = destroyself
trigger1 = time = 0


;---------------------------------------------------------------------------
;神翔
[Statedef 1200]
type    = S
movetype = A
physics = N
juggle  = 0
anim = 1200
ctrl = 0
sprpriority = 2

[state 1000]
type = Varadd
trigger1 = Movehit = 1
trigger1 = Var(10) = 1
V = 18
value = 1
persistent = 0
ignorehitpause = 1

[State 170, 1]
type = NotHitBy
trigger1 = time < 11
value = SCA
time = 1

[State 200, 0];コンボ数加算
type = Varadd
trigger1 = movecontact
var(22) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 320, 6];コンボ数加算2
type = Varadd
Trigger1 = movecontact
var(20) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 1200, snd 1];ボイス
type = PlaySnd
trigger1 = AnimElem = 11
value = 1200,0
channel = 1

[State 1200, 効果音]
type = PlaySnd
trigger1 = AnimElem = 11
value = 300,4

[State 1200, 効果音]
type = PlaySnd
trigger1 = AnimElem = 12
value = 41,1

[State 1205, Velocity]
type = VelSet
trigger1 = AnimElem = 1
x = 0

[State 1205, Velocity]
type = VelSet
trigger1 = AnimElem = 11
x = 6.5

[State 1205, Velocity]
type = VelSet
trigger1 = AnimElemTime(12) = 0
y = -9.2

[State 1205, Gravity]
type = Veladd
trigger1 = AnimElemTime(12) >= 0
y = .56

[State 1205, Velocity]
type = Velset
trigger1 = AnimElem = 14
x = 0

[State 100, 2]
type = StateTypeSet
trigger1 = AnimElem = 11
statetype = A

[State -3, re];相殺	
type = ReversalDef
TriggerAll = MoveContact = 0
Trigger1 = P2MoveType = A
attr = s,sa
NumHits = 0
reversal.attr = sca,na,sa,ha
pausetime = 16,16
hitsound = s200,10
sparkno = S-1
ID = 201
ignorehitpause = 0

[State 1540, 1];相殺エフェクト
type = helper
trigger1 = Numtarget(201) = 1
ID = 9930
postype = p2
ignorehitpause = 1
persistent = 0
pos = Ceil(P2Dist X/2-15), -60-Ceil(P2BodyDist Y)
priority = 2
stateno = 9930
ownpal = 1
supermove = 1
pausemovetime = 999999
supermovetime = 999999

[State 1250, ヒット定義]
type = HitDef
trigger1 = var(33) = 0
trigger1 = animelem = 11
attr = S, NA
animtype = Hard
hitflag = MAF
guardflag = MA
damage  = ceil(70*fvar(6)), 7
pausetime = 10, 10
sparkno = -1
guard.sparkno = S-1
sparkxy = -2, -96
hitsound = s400, 3
guardsound = S120, 2
ground.type = low
ground.slidetime = 14+var(41)
ground.hittime  = 14+var(41)
ground.velocity = -10.1* fvar(14),-8.3*fvar(15)
air.velocity = -10.1* fvar(14),-8.3*fvar(15)
guard.velocity = -7
airguard.velocity = -7
fall.recover = ifelse(var(10),0,1)
fall.recovertime = 35
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = ceil(60*fvar(30)*fvar(6)),ceil(30*fvar(30)*fvar(6))
ID = 200

[State 1250, カウンター]
type = HitDef
trigger1 = var(33) >= 1
trigger1 = animelem = 11
attr = S, NA
animtype = Hard
hitflag = MAF
guardflag = MA
damage  = 77, 7
pausetime = 10, 20
sparkno = -1
guard.sparkno = S-1
sparkxy = -2, -96
hitsound = s400, 3
guardsound = S120, 2
ground.type = low
ground.slidetime = 20+var(41)
ground.hittime  = 20+var(41)
ground.velocity = -10.1* fvar(14),-8.3*fvar(15)
guard.velocity = -7
airguard.velocity = -7
air.velocity = -10.1* fvar(14),-8.3*fvar(15)
fall.recover = ifelse(var(10),0,1)
fall.recovertime = 45
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
palfx.time = 5
palfx.add = 205,-50,-50
getpower = ceil(100*fvar(30)*fvar(6)),ceil(40*fvar(30)*fvar(6))
ID = 200

[State 1000, 3];必殺ヒットエフェクトマーク
type = helper
trigger1 = movehit
trigger1 = numtarget(200)
id = 7000
postype = p2
ignorehitpause = 1
persistent = 0
pos = Ceil(P2Dist X/2-15), -55-Ceil(P2BodyDist Y)
priority = 2
stateno = 7005
ownpal = 1
supermove = 1
pausemovetime = 999999
supermovetime = 999999
size.xscale = 0.5
size.yscale = 0.5

[state a];ガードエフェクト
type = Helper
trigger1 = moveguarded = 1
trigger1 = numtarget(200)
id = 7022
name = "hit"
pos = Ceil(P2Dist X/2-15), -55-Ceil(P2BodyDist Y)
postype = p2
stateno = 7020
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[State Help,1]
Type = Helper
trigger1 = movehit=1
trigger1 = enemynear,gethitvar(fall.recovertime)=45
StateNo = 9920
Pos = 0,0
PosType = back
IgNoreHitPause = 1
Persistent = 0
Ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[State counter]
Type = playsnd
trigger1 = movehit=1
trigger1 = enemynear,gethitvar(fall.recovertime)=45
value = 9920,0
IgNoreHitPause = 1
Persistent = 0

[State 1205, 7] ;終了
type = ChangeState
trigger1 = time > 14
trigger1 = pos y >= 0
value = 1210
ctrl = 0

;---------------------------------------------------------------------------
;空中神翔
[Statedef 1250]
type    = A
movetype = A
physics = N
juggle  = 0
anim = 1250
ctrl = 0
sprpriority = 2

[state 1000]
type = Varadd
trigger1 = Movehit = 1
trigger1 = Var(10) = 1
V = 18
value = 1
persistent = 0
ignorehitpause = 1

[State 170, 1]
type = NotHitBy
trigger1 = time < 3
value = SCA
time = 1

[State 200, 0];コンボ数加算
type = Varadd
trigger1 = movecontact
var(22) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 320, 6];コンボ数加算2
type = Varadd
Trigger1 = movecontact
var(20) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 1200, snd 1];ボイス
type = PlaySnd
trigger1 = AnimElem = 3
value = 1200,0
channel = 1

[State 1200, 効果音]
type = PlaySnd
trigger1 = AnimElem = 3
value = 300,4

[State 1200, 効果音]
type = PlaySnd
trigger1 = AnimElem = 4
value = 41,1

[State 1205, Velocity]
type = VelSet
trigger1 = AnimElem = 1
x = 0
y = 0

[State 1205, Velocity]
type = VelSet
trigger1 = AnimElem = 3
x = 6.5

[State 1205, Velocity]
type = VelSet
trigger1 = AnimElemTime(4) = 0
y = -9.2

[State 1205, Gravity]
type = Veladd
trigger1 = AnimElemTime(4) >= 0
y = .56

[State 1205, Velocity]
type = Velset
trigger1 = AnimElem = 6
x = 0

[State -3, re];相殺	
type = ReversalDef
TriggerAll = MoveContact = 0
Trigger1 = P2MoveType = A
attr = s,sa
NumHits = 0
reversal.attr = sca,na,sa,ha
pausetime = 16,16
hitsound = s200,10
sparkno = S-1
ID = 201
ignorehitpause = 0

[State 1540, 1];相殺エフェクト
type = helper
trigger1 = Numtarget(201) = 1
ID = 9930
postype = p2
ignorehitpause = 1
persistent = 0
pos = Ceil(P2Dist X/2-15), -60-Ceil(P2BodyDist Y)
priority = 2
stateno = 9930
ownpal = 1
supermove = 1
pausemovetime = 999999
supermovetime = 999999

[State 1250, ヒット定義]
type = HitDef
trigger1 = var(33) = 0
trigger1 = animelem = 3
attr = S, NA
animtype = Hard
hitflag = MAF
guardflag = MA
damage  = ceil(70*fvar(6)), 7
pausetime = 10, 10
sparkno = -1
guard.sparkno = S-1
sparkxy = -2, -96
hitsound = s400, 3
guardsound = S120, 2
ground.type = low
ground.slidetime = 14+var(41)
ground.hittime  = 14+var(41)
ground.velocity = -10.1* fvar(14),-6.3*fvar(15)
air.velocity = -10.1* fvar(14),-6.3*fvar(15)
guard.velocity = -7
airguard.velocity = -7
fall.recover = ifelse(var(10),0,1)
fall.recovertime = 35
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = ceil(60*fvar(30)*fvar(6)),ceil(30*fvar(30)*fvar(6))
ID = 200

[State 1250, カウンター]
type = HitDef
trigger1 = var(33) >= 1
trigger1 = animelem = 3
attr = S, NA
animtype = Hard
hitflag = MAF
guardflag = MA
damage  = 77, 7
pausetime = 10, 20
sparkno = -1
guard.sparkno = S-1
sparkxy = -2, -96
hitsound = s400, 3
guardsound = S120, 2
ground.type = low
ground.slidetime = 20+var(41)
ground.hittime  = 20+var(41)
ground.velocity = -10.1* fvar(14),-6.3*fvar(15)
guard.velocity = -7
airguard.velocity = -7
air.velocity = -10.1* fvar(14),-6.3*fvar(15)
fall.recover = ifelse(var(10),0,1)
fall.recovertime = 45
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
palfx.time = 5
palfx.add = 205,-50,-50
getpower = ceil(100*fvar(30)*fvar(6)),ceil(40*fvar(30)*fvar(6))
ID = 200

[State 1000, 3];必殺ヒットエフェクトマーク
type = helper
trigger1 = movehit
trigger1 = numtarget(200)
id = 7000
postype = p2
ignorehitpause = 1
persistent = 0
pos = Ceil(P2Dist X/2-15), -55-Ceil(P2BodyDist Y)
priority = 2
stateno = 7005
ownpal = 1
supermove = 1
pausemovetime = 999999
supermovetime = 999999
size.xscale = 0.5
size.yscale = 0.5

[state a];ガードエフェクト
type = Helper
trigger1 = moveguarded = 1
trigger1 = numtarget(200)
id = 7022
name = "hit"
pos = Ceil(P2Dist X/2-15), -55-Ceil(P2BodyDist Y)
postype = p2
stateno = 7020
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[State Help,1]
Type = Helper
trigger1 = movehit=1
trigger1 = enemynear,gethitvar(fall.recovertime)=54
StateNo = 9920
Pos = 0,0
PosType = back
IgNoreHitPause = 1
Persistent = 0
Ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[State counter]
Type = playsnd
trigger1 = movehit=1
trigger1 = enemynear,gethitvar(fall.recovertime)=54
value = 9920,0
IgNoreHitPause = 1
Persistent = 0

[State 1205, 7] ;終了
type = ChangeState
trigger1 = time > 14
trigger1 = pos y >= 0
value = 1210
ctrl = 0

;---------------------------------------------------------------------------
;神翔着地
[Statedef 1210]
type    = S
physics = N
ctrl = 0
anim = 1210

[State 52, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 52, 1]
type = posset
trigger1 = Time = 0
y = 0

;---------------------[効果音]
[State 191, Snd 1];着地
type = PlaySnd
trigger1 = time = 0
value = 47,0

;---------------------[ヘルパー]
[state a];着地エフェクト
type = Helper
trigger1 = time = 0
id = 6005
name = "land"
pos = 0 , 0
postype = p1
stateno = 6005
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;神陣
[Statedef 1300]
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1300
sprpriority = 2

[State 100, 1]
type = Velset
trigger1 = !var(5)
trigger1 = time = 0
trigger1 = Vel X <= 3.1
x = 0

[State 100, 1]
type = Velmul
trigger1 = !var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.9

[State 100, 1]
type = Velmul
trigger1 = var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.98

[State 100, 2]
type = Velset
trigger1 = time >= 1
trigger1 = Vel X <= 0.01
x = 0

[state a];溜めエフェクト
type = Helper
trigger1 = time >= 4
trigger1 = time%4 = 0
id = 6025
name = "tame"
pos = 0 , 0
postype = p1
stateno = 6025
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[State 170, 1]
type = NotHitBy
trigger1 = time <= 4
value = SCA
time = 1

[State 1000, 7] 
type = ChangeState
triggerall = time > 4
triggerall = time < 37
trigger1 = command != "holdZ"
value = 1310

[State 1000, 7] 
type = ChangeState
triggerall = time >= 37
triggerall = time < 67
trigger1 = command != "holdZ"
value = 1320

[State 1000, 7] 
type = ChangeState
trigger1 = time >= 67
value = 1330

;---------------------------------------------------------------------------
;神陣一段階
[Statedef 1310]
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1310
sprpriority = 2

[State 100, 1]
type = Velset
trigger1 = !var(5)
trigger1 = time = 0
trigger1 = Vel X <= 3.1
x = 0

[State 100, 1]
type = Velmul
trigger1 = !var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.9

[State 100, 1]
type = Velmul
trigger1 = var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.98

[State 100, 2]
type = Velset
trigger1 = time >= 1
trigger1 = Vel X <= 0.01
x = 0

[state 1000]
type = Varadd
trigger1 = Movehit = 1
trigger1 = Var(10) = 1
V = 18
value = 1
persistent = 0
ignorehitpause = 1

[State 200, 0];コンボ数加算
type = Varadd
trigger1 = movecontact
var(22) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 320, 6];コンボ数加算2
type = Varadd
Trigger1 = movecontact
var(20) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 170, 1]
type = NotHitBy
trigger1 = time <= 6
value = SCA
time = 1

[State 1200, snd 1];ボイス
type = PlaySnd
trigger1 = AnimElem = 1
value = 1300,0
channel = 1

[State 1051, 0];こおりのはしら
type = helper
trigger1 = AnimElem = 9
ID = 1350
helpertype = normal
postype = p1
persistent = 0
pos = 77,3
stateno = 1350
name = "hashira"
ownpal = 1
size.xscale = 0.58
size.yscale = 0.63

[State -3, re];相殺	
type = ReversalDef
TriggerAll = MoveContact = 0
Trigger1 = P2MoveType = A
attr = s,sa
NumHits = 0
reversal.attr = sca,na,sa,ha
pausetime = 16,16
hitsound = s200,10
sparkno = S-1
ID = 201
ignorehitpause = 0

[State 1540, 1];相殺エフェクト
type = helper
trigger1 = Numtarget(201) = 1
ID = 9930
postype = p2
ignorehitpause = 1
persistent = 0
pos = Ceil(P2Dist X/2-5), -20-Ceil(P2BodyDist Y)
priority = 2
stateno = 9930
ownpal = 1
supermove = 1
pausemovetime = 999999
supermovetime = 999999

[State 1300, ヒット定義]
type = HitDef
trigger1 = animelem = 9
trigger1 = var(33) = 0
attr = S, SP
damage = ceil(90*fvar(6)), 10
animtype  = up
guardflag = MA
hitflag = MAFD
priority = 5
pausetime = 12,12
sparkno = s-1
sparkxy = -2, -96
hitsound = s400, 3
guard.sparkno = s-1
guardsound = s120, 2
ground.type = high
ground.slidetime = 24+var(41)
ground.hittime  = 24+var(41)
ground.velocity = -1.8* fvar(14),-10*fvar(15)
air.velocity = ifelse(p2statetype = L,-9,-1.8*fvar(14)),ifelse(p2statetype = L,-.5,-10*fvar(15))
ground.cornerpush.veloff = ifelse(p2statetype = L,-35,-2.2*fvar(14))
fall.recover = ifelse(var(10),0,1)
fall.recovertime = 42
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = ceil(60*fvar(30)*fvar(6)),ceil(30*fvar(30)*fvar(6))
ID = 1000

[State 1300, カウンター]
type = HitDef
trigger1 = animelem = 9
trigger1 = var(33) >= 1
attr = S, SP
damage = 100, 10
animtype  = up
guardflag = MA
hitflag = MAFD
priority = 5
pausetime = 12,24
sparkno = s-1
sparkxy = -2, -96
hitsound = s400, 3
guard.sparkno = s-1
guardsound = s120, 2
ground.type = high
ground.slidetime = 30+var(41)
ground.hittime  = 30+var(41)
ground.velocity = -1.8* fvar(14),-10*fvar(15)
air.velocity = ifelse(p2statetype = L,-9,-1.8*fvar(14)),ifelse(p2statetype = L,-.5,-10*fvar(15))
ground.cornerpush.veloff = ifelse(p2statetype = L,-35,-2.2*fvar(14))
fall.recover = ifelse(var(10),0,1)
fall.recovertime = 58
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
palfx.time = 5
palfx.add = 205,-50,-50
getpower = ceil(100*fvar(30)*fvar(6)),ceil(30*fvar(30)*fvar(6))
ID = 1000

[State 1000, 3];必殺ヒットエフェクトマーク
type = helper
trigger1 = movehit
trigger1 = numtarget(1000)
id = 7000
postype = p2
ignorehitpause = 1
persistent = 0
pos = Ceil(P2Dist X/2-50), -25-Ceil(P2BodyDist Y)
priority = 2
stateno = 7005
ownpal = 1
supermove = 1
pausemovetime = 999999
supermovetime = 999999
size.xscale = 0.5
size.yscale = 0.5

[state a];ガードエフェクト
type = Helper
trigger1 = moveguarded = 1
trigger1 = numtarget(1000)
id = 7022
name = "hit"
pos = Ceil(P2Dist X/2-25), -41-Ceil(P2BodyDist Y)
postype = p2
stateno = 7020
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[State Help,1]
Type = Helper
Trigger1 = MoveHit
trigger1 = numtarget(1000)
trigger1 = var(33)
StateNo = 9920
Pos = 0,0
PosType = back
IgNoreHitPause = 1
Persistent = 0
Ownpal = 1

[State counter]
Type = playsnd
Trigger1 = MoveHit
trigger1 = numtarget(1000)
trigger1 = var(33)
value = 9920,0
IgNoreHitPause = 1
Persistent = 0

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

;---------------------------------------------------------------------------
;神陣二段階
[Statedef 1320]
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1320
sprpriority = 2

[State 100, 1]
type = Velset
trigger1 = !var(5)
trigger1 = time = 0
trigger1 = Vel X <= 3.1
x = 0

[State 100, 1]
type = Velmul
trigger1 = !var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.9

[State 100, 1]
type = Velmul
trigger1 = var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.98

[State 100, 2]
type = Velset
trigger1 = time >= 1
trigger1 = Vel X <= 0.01
x = 0

[State 100, 2]
type = Velset
trigger1 = time >= 1
trigger1 = Vel X <= 0.01
x = 0

[state 1000]
type = Varadd
trigger1 = Movehit = 1
trigger1 = Var(10) = 1
V = 18
value = 1
persistent = 0
ignorehitpause = 1

[State 200, 0];コンボ数加算
type = Varadd
trigger1 = movecontact
var(22) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 320, 6];コンボ数加算2
type = Varadd
Trigger1 = movecontact
var(20) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 170, 1]
type = NotHitBy
trigger1 = time <= 6
value = SCA
time = 1

[State 1051, 0];こおりのはしら
type = helper
trigger1 = AnimElem = 9
ID = 1350
helpertype = normal
postype = p1
persistent = 0
pos = 78,3
stateno = 1351
name = "hashira"
ownpal = 1
size.xscale = 0.63
size.yscale = 0.77

[State 1200, snd 1];ボイス
type = PlaySnd
trigger1 = AnimElem = 1
value = 1300,0
channel = 1

[State -3, re];相殺	
type = ReversalDef
TriggerAll = MoveContact = 0
Trigger1 = P2MoveType = A
attr = s,sa
NumHits = 0
reversal.attr = sca,na,sa,ha
pausetime = 16,16
hitsound = s200,10
sparkno = S-1
ID = 201
ignorehitpause = 0

[State 1540, 1];相殺エフェクト
type = helper
trigger1 = Numtarget(201) = 1
ID = 9930
postype = p2
ignorehitpause = 1
persistent = 0
pos = Ceil(P2Dist X/2-5), -25-Ceil(P2BodyDist Y)
priority = 2
stateno = 9930
ownpal = 1
supermove = 1
pausemovetime = 999999
supermovetime = 999999

[State 1300, ヒット定義]
type = HitDef
trigger1 = animelem = 9
trigger1 = var(33) = 0
attr = S, SP
damage = ceil(120*fvar(6)), 14
animtype  = up
guardflag = MA
hitflag = MAFD
priority = 5
pausetime = 12,12
sparkno = s-1
sparkxy = -2, -96
hitsound = s400, 3
guard.sparkno = s-1
guardsound = s120, 2
ground.type = high
ground.slidetime = 24+var(41)
ground.hittime  = 24+var(41)
ground.velocity = -1.9* fvar(14),-11*fvar(15)
air.velocity = ifelse(p2statetype = L,-9,-1.9*fvar(14)),ifelse(p2statetype = L,-.5,-11*fvar(15))
ground.cornerpush.veloff = ifelse(p2statetype = L,-35,-2.2*fvar(14))
fall.recover = ifelse(var(10),0,1)
fall.recovertime = 46
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = ceil(60*fvar(30)*fvar(6)),ceil(30*fvar(30)*fvar(6))
ID = 1000

[State 1300, カウンター]
type = HitDef
trigger1 = animelem = 9
trigger1 = var(33) >= 1
attr = S, SP
damage = 132, 14
animtype  = up
guardflag = MA
hitflag = MAFD
priority = 5
pausetime = 12,24
sparkno = s-1
sparkxy = -2, -96
hitsound = s400, 3
guard.sparkno = s-1
guardsound = s120, 2
ground.type = high
ground.slidetime = 30+var(41)
ground.hittime  = 30+var(41)
ground.velocity = -1.9* fvar(14),-11*fvar(15)
air.velocity = ifelse(p2statetype = L,-9,-1.9*fvar(14)),ifelse(p2statetype = L,-.5,-11*fvar(15))
ground.cornerpush.veloff = ifelse(p2statetype = L,-35,-2.2*fvar(14))
fall.recover = ifelse(var(10),0,1)
fall.recovertime = 62
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
palfx.time = 5
palfx.add = 205,-50,-50
getpower = ceil(100*fvar(30)*fvar(6)),ceil(30*fvar(30)*fvar(6))
ID = 1000

[State 1000, 3];必殺ヒットエフェクトマーク
type = helper
trigger1 = movehit
trigger1 = numtarget(1000)
id = 7000
postype = p2
ignorehitpause = 1
persistent = 0
pos = Ceil(P2Dist X/2-50), -25-Ceil(P2BodyDist Y)
priority = 2
stateno = 7005
ownpal = 1
supermove = 1
pausemovetime = 999999
supermovetime = 999999
size.xscale = 0.5
size.yscale = 0.5

[state a];ガードエフェクト
type = Helper
trigger1 = moveguarded = 1
trigger1 = numtarget(1000)
id = 7022
name = "hit"
pos = Ceil(P2Dist X/2-25), -41-Ceil(P2BodyDist Y)
postype = p2
stateno = 7020
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[State Help,1]
Type = Helper
Trigger1 = MoveHit
trigger1 = numtarget(1000)
trigger1 = var(33)
StateNo = 9920
Pos = 0,0
PosType = back
IgNoreHitPause = 1
Persistent = 0
Ownpal = 1

[State counter]
Type = playsnd
Trigger1 = MoveHit
trigger1 = numtarget(1000)
trigger1 = var(33)
value = 9920,0
IgNoreHitPause = 1
Persistent = 0

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

;---------------------------------------------------------------------------
;神陣三段階
[Statedef 1330]
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1330
sprpriority = 2

[State 100, 1]
type = Velset
trigger1 = !var(5)
trigger1 = time = 0
trigger1 = Vel X <= 3.1
x = 0

[State 100, 1]
type = Velmul
trigger1 = !var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.9

[State 100, 1]
type = Velmul
trigger1 = var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.98

[State 100, 2]
type = Velset
trigger1 = time >= 1
trigger1 = Vel X <= 0.01
x = 0

[state 1000]
type = Varadd
trigger1 = Movehit = 1
trigger1 = Var(10) = 1
V = 18
value = 1
persistent = 0
ignorehitpause = 1

[State 200, 0];コンボ数加算
type = Varadd
trigger1 = movecontact
var(22) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 320, 6];コンボ数加算2
type = Varadd
Trigger1 = movecontact
var(20) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 170, 1]
type = NotHitBy
trigger1 = time <= 6
value = SCA
time = 1

[State 1200, snd 1];ボイス
type = PlaySnd
trigger1 = AnimElem = 1
value = 1300,0
channel = 1

[State 1051, 0];こおりのはしら
type = helper
trigger1 = AnimElem = 9
ID = 1350
helpertype = normal
postype = p1
persistent = 0
pos = 90,3
stateno = 1352
name = "hashira"
ownpal = 1
size.xscale = 0.75
size.yscale = 0.9

[State -3, re];相殺	
type = ReversalDef
TriggerAll = MoveContact = 0
Trigger1 = P2MoveType = A
attr = s,sa
NumHits = 0
reversal.attr = sca,na,sa,ha
pausetime = 16,16
hitsound = s200,10
sparkno = S-1
ID = 201
ignorehitpause = 0

[State 1540, 1];相殺エフェクト
type = helper
trigger1 = Numtarget(201) = 1
ID = 9930
postype = p2
ignorehitpause = 1
persistent = 0
pos = Ceil(P2Dist X/2-5), -25-Ceil(P2BodyDist Y)
priority = 2
stateno = 9930
ownpal = 1
supermove = 1
pausemovetime = 999999
supermovetime = 999999

[State 1300, ヒット定義]
type = HitDef
trigger1 = animelem = 9
trigger1 = var(33) = 0
attr = S, SP
damage = ceil(150*fvar(6)), 20
animtype  = up
guardflag = MA
hitflag = MAFD
priority = 5
pausetime = 12,12
sparkno = s-1
sparkxy = -2, -96
hitsound = s400, 3
guard.sparkno = s-1
guardsound = s120, 2
ground.type = high
ground.slidetime = 24+var(41)
ground.hittime  = 24+var(41)
ground.velocity = -2* fvar(14),-12.5*fvar(15)
air.velocity = ifelse(p2statetype = L,-9,-2*fvar(14)),ifelse(p2statetype = L,-.5,-12.5*fvar(15))
ground.cornerpush.veloff = ifelse(p2statetype = L,-35,-2.2*fvar(14))
fall.recover = ifelse(var(10),0,1)
fall.recovertime = 50
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = ceil(60*fvar(30)*fvar(6)),ceil(30*fvar(30)*fvar(6))
ID = 1000

[State 1300, カウンター]
type = HitDef
trigger1 = animelem = 9
trigger1 = var(33) >= 1
attr = S, SP
damage = 165, 20
animtype  = up
guardflag = MA
hitflag = MAFD
priority = 5
pausetime = 12,24
sparkno = s-1
sparkxy = -2, -96
hitsound = s400, 3
guard.sparkno = s-1
guardsound = s120, 2
ground.type = high
ground.slidetime = 30+var(41)
ground.hittime  = 30+var(41)
ground.velocity = -2* fvar(14),-12.5*fvar(15)
air.velocity = ifelse(p2statetype = L,-9,-2*fvar(14)),ifelse(p2statetype = L,-.5,-12.5*fvar(15))
ground.cornerpush.veloff = ifelse(p2statetype = L,-35,-2.2*fvar(14))
fall.recover = ifelse(var(10),0,1)
fall.recovertime = 64
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
palfx.time = 5
palfx.add = 205,-50,-50
getpower = ceil(100*fvar(30)*fvar(6)),ceil(30*fvar(30)*fvar(6))
ID = 1000

[State 1000, 3];必殺ヒットエフェクトマーク
type = helper
trigger1 = movehit
trigger1 = numtarget(1000)
id = 7000
postype = p2
ignorehitpause = 1
persistent = 0
pos = Ceil(P2Dist X/2-50), -25-Ceil(P2BodyDist Y)
priority = 2
stateno = 7005
ownpal = 1
supermove = 1
pausemovetime = 999999
supermovetime = 999999
size.xscale = 0.5
size.yscale = 0.5

[state a];ガードエフェクト
type = Helper
trigger1 = moveguarded = 1
trigger1 = numtarget(1000)
id = 7022
name = "hit"
pos = Ceil(P2Dist X/2-25), -41-Ceil(P2BodyDist Y)
postype = p2
stateno = 7020
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[State Help,1]
Type = Helper
Trigger1 = MoveHit
trigger1 = numtarget(1000)
trigger1 = var(33)
StateNo = 9920
Pos = 0,0
PosType = back
IgNoreHitPause = 1
Persistent = 0
Ownpal = 1

[State counter]
Type = playsnd
Trigger1 = MoveHit
trigger1 = numtarget(1000)
trigger1 = var(33)
value = 9920,0
IgNoreHitPause = 1
Persistent = 0

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

;----------------------------------------------------------------------------
;(HELPER)こおりのはしら
[Statedef 1350]
type = A
ctrl = 0
anim = 1350
velset = 0,0
movetype = I
physics = N
sprpriority = 5

[State 1200, snd 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 420, 0

[State 1200, snd 1]
type = PlaySnd
trigger1 = time = 24
value = 1300, 1

[state 1005, こおりのはしら]
type = explod
trigger1 = AnimElem = 1
anim = 1351
id = 1350
sprpriority = 6
postype = p1
pos = -25,0
ownpal = 1
keyctrl = 0
IgNoreHitPause = 0
scale = 0.31,0.31

[state 1005, こおりのはしら]
type = explod
trigger1 = AnimElem = 1
anim = 1350
id = 1350
sprpriority = 6
postype = p1
pos = 37,0
ownpal = 1
keyctrl = 0
IgNoreHitPause = 0
scale = 0.35,0.35

[state 1005, くだけるはしら]
type = explod
trigger1 = AnimElem = 4
anim = 1360
id = 1360
sprpriority = 7
postype = p1
pos = 6,-53
ownpal = 1
keyctrl = 0
IgNoreHitPause = 0
scale = 0.7,0.7

[state 1005, くだけるはしら]
type = explod
trigger1 = AnimElem = 4
anim = 1360
id = 1360
sprpriority = 7
postype = p1
pos = -8,0
ownpal = 1
keyctrl = 0
IgNoreHitPause = 0
scale = 0.7,0.7

[state 1005, くだけるはしら]
type = explod
trigger1 = AnimElem = 4
anim = 1361
id = 1360
sprpriority = 7
postype = p1
pos = 12,0
ownpal = 1
keyctrl = 0
IgNoreHitPause = 0
scale = 0.7,0.7

[state 1005, くだけるはしら]
type = explod
trigger1 = AnimElem = 4
anim = 1361
id = 1360
sprpriority = 7
postype = p1
pos = 14,-82
ownpal = 1
keyctrl = 0
IgNoreHitPause = 0
scale = 0.7,0.7

[State 181, 4]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = destroyself
trigger1 = Animtime = 0

;----------------------------------------------------------------------------
;(HELPER)こおりのはしら
[Statedef 1351]
type = A
ctrl = 0
anim = 1350
velset = 0,0
movetype = I
physics = N
sprpriority = 5

[State 1200, snd 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 420, 0

[State 1200, snd 1]
type = PlaySnd
trigger1 = time = 24
value = 1300, 1

[state 1005, こおりのはしら]
type = explod
trigger1 = AnimElem = 1
anim = 1351
id = 1350
sprpriority = 6
postype = p1
pos = -26,0
ownpal = 1
keyctrl = 0
bindtime = -1
IgNoreHitPause = 0
scale = 0.31,0.31

[state 1005, こおりのはしら]
type = explod
trigger1 = AnimElem = 1
anim = 1350
id = 1350
sprpriority = 6
postype = p1
pos = 39,0
ownpal = 1
keyctrl = 0
bindtime = -1
IgNoreHitPause = 0
scale = 0.35,0.35

[state 1005, くだけるはしら]
type = explod
trigger1 = AnimElem= 4
anim = 1360
id = 1360
sprpriority = 7
postype = p1
pos = 7,-57
ownpal = 1
keyctrl = 0
IgNoreHitPause = 0
scale = 0.8,0.8

[state 1005, くだけるはしら]
type = explod
trigger1 = AnimElem = 4
anim = 1360
id = 1360
sprpriority = 7
postype = p1
pos = -4,0
ownpal = 1
keyctrl = 0
IgNoreHitPause = 0
scale = 0.8,0.8

[state 1005, くだけるはしら]
type = explod
trigger1 = AnimElem = 4
anim = 1361
id = 1360
sprpriority = 7
postype = p1
pos = 13,0
ownpal = 1
keyctrl = 0
IgNoreHitPause = 0
scale = 0.8,0.8

[state 1005, くだけるはしら]
type = explod
trigger1 = AnimElem = 4
anim = 1361
id = 1360
sprpriority = 7
postype = p1
pos = 16,-92
ownpal = 1
keyctrl = 0
IgNoreHitPause = 0
scale = 0.8,0.8

[State 181, 4]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = destroyself
trigger1 = Animtime = 0

;----------------------------------------------------------------------------
;(HELPER)こおりのはしら
[Statedef 1352]
type = A
ctrl = 0
anim = 1350
velset = 0,0
movetype = I
physics = N
sprpriority = 5

[State 1200, snd 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 420, 0

[State 1200, snd 1]
type = PlaySnd
trigger1 = time = 24
value = 1300, 1

[state 1005, こおりのはしら]
type = explod
trigger1 = AnimElem = 1
anim = 1351
id = 1350
sprpriority = 6
postype = p1
pos = -40,0
ownpal = 1
keyctrl = 0
bindtime = -1
IgNoreHitPause = 0
scale = 0.31,0.31

[state 1005, こおりのはしら]
type = explod
trigger1 = AnimElem = 1
anim = 1350
id = 1350
sprpriority = 6
postype = p1
pos = 48,0
ownpal = 1
keyctrl = 0
bindtime = -1
IgNoreHitPause = 0
scale = 0.35,0.35

[state 1005, くだけるはしら]
type = explod
trigger1 = AnimElem = 4
anim = 1360
id = 1360
sprpriority = 7
postype = p1
pos = 4,-77
ownpal = 1
keyctrl = 0
IgNoreHitPause = 0
scale = 0.9,0.9

[state 1005, くだけるはしら]
type = explod
trigger1 = AnimElem = 4
anim = 1360
id = 1360
sprpriority = 7
postype = p1
pos = -17,0
ownpal = 1
keyctrl = 0
IgNoreHitPause = 0
scale = 0.9,0.9

[state 1005, くだけるはしら]
type = explod
trigger1 = AnimElem = 4
anim = 1361
id = 1360
sprpriority = 7
postype = p1
pos = 20,0
ownpal = 1
keyctrl = 0
IgNoreHitPause = 0
scale = 0.9,0.9

[state 1005, くだけるはしら]
type = explod
trigger1 = AnimElem = 4
anim = 1361
id = 1360
sprpriority = 7
postype = p1
pos = 16,-107
ownpal = 1
keyctrl = 0
IgNoreHitPause = 0
scale = 0.9,0.9

[State 181, 4]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = destroyself
trigger1 = Animtime = 0

;---------------------------------------------------------------------------
;神速準備
[Statedef 1400]
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1400
sprpriority = 2

[State 100, 1]
type = Velset
trigger1 = !var(5)
trigger1 = time = 0
trigger1 = Vel X <= 3.1
x = 0

[State 100, 1]
type = Velmul
trigger1 = !var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.9

[State 100, 1]
type = Velmul
trigger1 = var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.98

[State 100, 2]
type = Velset
trigger1 = time >= 1
trigger1 = Vel X <= 0.01
x = 0

[state a];溜めエフェクト
type = Helper
trigger1 = time >= 9
trigger1 = time%4 = 0
id = 6025
name = "tame"
pos = -5 , 0
postype = p1
stateno = 6025
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1
pausemovetime = 999999
supermovetime = 999999

[State 1400]
type = palfx
trigger1 = time = 68
time = 20
mul = 220,255,220
sinadd = 235,255,235,65
color = 255
ignorehitpause = 1

[State 1000, 7] 
type = ChangeState
triggerall = time > 9
triggerall = time < 27
trigger1 = command != "holdZ"
value = 1410

[State 1000, 7] 
type = ChangeState
triggerall = time >= 27
triggerall = time < 88
trigger1 = command != "holdZ"
value = 1411

[State 1000, 7] 
type = ChangeState
trigger1 = time >= 88
value = 1440

;---------------------------------------------------------------------------
;神速
[Statedef 1410]
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1410
sprpriority = 2

[State 100, 1]
type = Playsnd
trigger1 = time = 0
Value = 1400,0

[State 100, 1]
type = Velset
trigger1 = time = 0
x = 9.8

[State 100, 1]
type = Veladd
trigger1 = Animelem = 2
x = -3.5

[State 100 , 0]
type = Explod
trigger1 = AnimElem = 1
anim = 6010
postype = p1
pos = -20,6
sprpriority = 8
bindtime = 1
ownpal = 1
facing = 1
scale = 0.5,0.5
ID = 6010

[State 100, 1]
type = Velset
trigger1 = Animelem = 4
trigger2 = command = "x"
trigger3 = command = "y"
x = 0

[State 1000, 7] 
type = ChangeState
trigger1 = command = "x"
value = 1420

[State 1000, 7] 
type = ChangeState
trigger1 = command = "y"
value = 1430

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

;---------------------------------------------------------------------------
;神速２
[Statedef 1411]
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1411
sprpriority = 2

[State 100, 1]
type = Playsnd
trigger1 = time = 0
Value = 1400,0

[State 100, 1]
type = Velset
trigger1 = time = 0
x = 15

[State 100, 1]
type = Veladd
trigger1 = Animelem = 2
x = -6.5

[State 100 , 0]
type = Explod
trigger1 = AnimElem = 1
anim = 6010
postype = p1
pos = -20,6
sprpriority = 8
bindtime = 1
ownpal = 1
facing = 1
scale = 0.5,0.5
ID = 6010

[State 100, 1]
type = Velset
trigger1 = Animelem = 4
trigger2 = command = "x"
trigger3 = command = "y"
x = 0

[State 1000, 7] 
type = ChangeState
trigger1 = command = "x"
value = 1420

[State 1000, 7] 
type = ChangeState
trigger1 = command = "y"
value = 1430

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

;---------------------------------------------------------------------------
;神斬
[Statedef 1420]
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1420
sprpriority = 2

[State 100, 1]
type = Velset
trigger1 = !var(5)
trigger1 = time = 0
trigger1 = Vel X <= 3.1
x = 0

[State 100, 1]
type = Velmul
trigger1 = !var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.9

[State 100, 1]
type = Velmul
trigger1 = var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.98

[state 1000]
type = Varadd
trigger1 = Movehit = 1
trigger1 = Var(10) = 1
V = 18
value = 1
persistent = 0
ignorehitpause = 1

[State 200, 0];コンボ数加算
type = Varadd
trigger1 = movecontact
var(22) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 320, 6];コンボ数加算2
type = Varadd
Trigger1 = movecontact
var(20) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 100, 1]
type = Velset
trigger1 = time = 0
x = 40

[State 100, 1]
type = Velset
trigger1 = time = 3
x = 0

[State 100, 1];ボイス
type = Playsnd
trigger1 = time = 0
Value = 1400,1
channel = 1
lowpriority = 0

[State 100, 1]
type = Playsnd
trigger1 = time = 0
Value = 1100,1

[State 191, Snd 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 190,0

[State 100 , 0]
type = Explod
trigger1 = time = 12
anim = 6011
postype = p1
pos = 20,6
sprpriority = 8
bindtime = 1
ownpal = 1
facing = 1
scale = 0.5,0.5
ID = 6011

[state 1005, せんこう]
type = explod
trigger1 = AnimElem = 1
anim = 1161
id = 1420
sprpriority = 7
postype = p1
pos = 0,-40
ownpal = 1
keyctrl = 0
removeongethit = 1
scale = 2.7,1.3

[state 1005, くだけるはしら]
type = explod
trigger1 = AnimElem = 1
anim = 1421
id = 1420
sprpriority = 7
postype = p1
pos = -20,-60
ownpal = 1
keyctrl = 0
IgNoreHitPause = 0
scale = 0.6,0.6

[state 1005, くだけるはしら]
type = explod
trigger1 = AnimElem = 1
anim = 1422
id = 1420
sprpriority = 7
postype = p1
pos = 20,-60
ownpal = 1
keyctrl = 0
IgNoreHitPause = 0
scale = 0.6,0.6

[State 1000,0]
type = PlayerPush
trigger1 = 1
value = 0

[State -3, re];相殺	
type = ReversalDef
TriggerAll = MoveContact = 0
Trigger1 = P2MoveType = A
attr = s,sa
NumHits = 0
reversal.attr = sca,na,sa,ha
pausetime = 16,16
hitsound = s200,10
sparkno = S-1
ID = 201
ignorehitpause = 0

[State 1540, 1];相殺エフェクト
type = helper
trigger1 = Numtarget(201) = 1
ID = 9930
postype = p2
ignorehitpause = 1
persistent = 0
pos = Ceil(P2Dist X/2-5), -30-Ceil(P2BodyDist Y)
priority = 2
stateno = 9930
ownpal = 1
supermove = 1
pausemovetime = 999999
supermovetime = 999999

[State 1300, ヒット定義]
type = HitDef
trigger1 = animelem = 1
trigger1 = var(33) = 0
attr = S, NA
damage = ceil(78*fvar(6)), 10
animtype  = up
guardflag = MA
hitflag = MAF
priority = 5
pausetime = 0,0
sparkno = s-1
sparkxy = -2, -96
hitsound = s400, 2
guard.sparkno = s-1
guardsound = s120, 1
ground.type = high
ground.slidetime = 12+var(41)
ground.hittime  = 12+var(41)
ground.velocity = 0,-8*fvar(15)
air.velocity = 0,ifelse(p2statetype = L,-.5,-8*fvar(15))
fall.recover = 0
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = ceil(60*fvar(30)*fvar(6)),ceil(30*fvar(30)*fvar(6))
ID = 1000

[State 1300, カウンター]
type = HitDef
trigger1 = animelem = 1
trigger1 = var(33) >= 1
attr = S, NA
damage = 86, 10
animtype  = up
guardflag = MA
hitflag = MAF
priority = 5
pausetime = 0,10
sparkno = s-1
sparkxy = -2, -96
hitsound = s400, 2
guard.sparkno = s-1
guardsound = s120, 1
ground.type = high
ground.slidetime = 20+var(41)
ground.hittime  = 20+var(41)
ground.velocity = 0,-8*fvar(15)
air.velocity = 0,ifelse(p2statetype = L,-.5,-8*fvar(15))
fall.recover = 0
fall.recovertime = 48
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
palfx.time = 5
palfx.add = 205,-50,-50
getpower = ceil(100*fvar(30)*fvar(6)),ceil(30*fvar(30)*fvar(6))
ID = 1000

[State 1000, 3];必殺ヒットエフェクトマーク
type = helper
trigger1 = movehit
trigger1 = numtarget(1000)
id = 7000
postype = p2
ignorehitpause = 1
persistent = 0
pos = Ceil(P2Dist X/2-50), -30-Ceil(P2BodyDist Y)
priority = 2
stateno = 7005
ownpal = 1
supermove = 1
pausemovetime = 999999
supermovetime = 999999
size.xscale = 0.5
size.yscale = 0.5

[state a];ガードエフェクト
type = Helper
trigger1 = moveguarded = 1
trigger1 = numtarget(1000)
id = 7022
name = "hit"
pos = Ceil(P2Dist X/2-50), -30-Ceil(P2BodyDist Y)
postype = p2
stateno = 7020
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[State Help,1]
Type = Helper
Trigger1 = MoveHit
trigger1 = enemynear,gethitvar(fall.recovertime)=48
StateNo = 9920
Pos = 0,0
PosType = back
IgNoreHitPause = 1
Persistent = 0
Ownpal = 1

[State counter]
Type = playsnd
Trigger1 = MoveHit
trigger1 = enemynear,gethitvar(fall.recovertime)=48
value = 9920,0
IgNoreHitPause = 1
Persistent = 0

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

;---------------------------------------------------------------------------
;神燕
[Statedef 1430]
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1430
sprpriority = 2

[State 100, 1]
type = Velset
trigger1 = !var(5)
trigger1 = time = 0
trigger1 = Vel X <= 3.1
x = 0

[State 100, 1]
type = Velmul
trigger1 = !var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.9

[State 100, 1]
type = Velmul
trigger1 = var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.98

[state 1000]
type = Varadd
trigger1 = Movehit = 1
trigger1 = Var(10) = 1
V = 18
value = 1
persistent = 0
ignorehitpause = 1

[State 200, 0];コンボ数加算
type = Varadd
trigger1 = movecontact
var(22) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 320, 6];コンボ数加算2
type = Varadd
Trigger1 = movecontact
var(20) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 1205, Velocity]
type = Velset
trigger1 = AnimElem = 2
x = 8.5

[State 1205, Velocity]
type = Veladd
trigger1 = AnimElem = 5
x = 5.3

[State 1205, Velocity]
type = Velset
trigger1 = AnimElem = 8
x = 5.5

[State 1205, Velocity]
type = Veladd
trigger1 = AnimElem = 2
y = -8.5

[State 1205, Gravity]
type = Veladd
trigger1 = AnimElemTime(2) >= 0
y = .56

[State 100, 2]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A

[State 100, 1];ボイス
type = Playsnd
trigger1 = AnimElem = 4
Value = 151,2
channel = 1
lowpriority = 0

[State 100, 1]
type = Playsnd
trigger1 = AnimElem = 4
Value = 1100,1

[State 191, Snd 1]
type = PlaySnd
trigger1 = AnimElem = 8
value = 190,0

[State 100 , 0]
type = Explod
trigger1 = AnimElem = 2
anim = 6010
postype = p1
pos = 20,6
sprpriority = 8
bindtime = 1
ownpal = 1
facing = 1
scale = 0.5,0.5
ID = 6010

[state 1005, こおりのやいば]
type = explod
trigger1 = AnimElem = 4
anim = 1432
id = 1432
sprpriority = 7
postype = p1
pos = 75,-65
ownpal = 1
keyctrl = 0
scale = 0.5,0.5

[state 1005, こおりのつぶて]
type = Helper
trigger1 = AnimElem = 4
id = 1433
name = "tubute"
sprpriority = 7
pos = 15,-55
postype = p1
stateno = 1433
helpertype = normal
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
keyctrl = 0

[state 1005, こおりのつぶて]
type = Helper
trigger1 = AnimElem = 4
id = 1433
name = "tubute"
sprpriority = 7
pos = 45,-35
postype = p1
stateno = 1433
helpertype = normal
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
keyctrl = 0

[state 1005, こおりのつぶて]
type = Helper
trigger1 = AnimElem = 4
id = 1433
name = "tubute"
sprpriority = 7
pos = 30,-65
postype = p1
stateno = 1433
helpertype = normal
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
keyctrl = 0

[state 1005, こおりのつぶて]
type = Helper
trigger1 = AnimElem = 4
id = 1433
name = "tubute"
sprpriority = 7
pos = 60,-45
postype = p1
stateno = 1433
helpertype = normal
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
keyctrl = 0

[state 1005, こおりのつぶて]
type = Helper
trigger1 = AnimElem = 4
id = 1433
name = "tubute"
sprpriority = 7
pos = 70,-28
postype = p1
stateno = 1433
helpertype = normal
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
keyctrl = 0

[state 1005, こおりのつぶて]
type = Helper
trigger1 = AnimElem = 4
id = 1433
name = "tubute"
sprpriority = 7
pos = 75,-70
postype = p1
stateno = 1433
helpertype = normal
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
keyctrl = 0

[state 1005, こおりのつぶて]
type = Helper
trigger1 = AnimElem = 4
id = 1433
name = "tubute"
sprpriority = 7
pos = 23,-80
postype = p1
stateno = 1433
helpertype = normal
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
keyctrl = 0

[state 1005, こおりのつぶて]
type = Helper
trigger1 = AnimElem = 4
id = 1433
name = "tubute"
sprpriority = 7
pos = 0,-90
postype = p1
stateno = 1433
helpertype = normal
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
keyctrl = 0

[state 1005, こおりのつぶて]
type = Helper
trigger1 = AnimElem = 4
id = 1433
name = "tubute"
sprpriority = 7
pos = 43,-63
postype = p1
stateno = 1433
helpertype = normal
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
keyctrl = 0

[state 1005, こおりのひかり]
type = explod
trigger1 = AnimElem = 4
anim = 1435
id = 1435
sprpriority = 8
postype = p1
pos = 74,-42
ownpal = 1
keyctrl = 0
scale = 0.5,0.5

[state 1005, こおりのひかり]
type = explod
trigger1 = AnimElem = 4
anim = 1435
id = 1435
sprpriority = 8
postype = p1
pos = 37,5
ownpal = 1
keyctrl = 0
scale = 0.5,0.5

[state 1005, こおりのひかり]
type = explod
trigger1 = AnimElem = 4
anim = 1435
id = 1435
sprpriority = 8
postype = p1
pos = 53,-17
ownpal = 1
keyctrl = 0
scale = 0.5,0.5

[state 1005, こおりのひかり]
type = explod
trigger1 = AnimElem = 4
anim = 1435
id = 1435
sprpriority = 8
postype = p1
pos = 105,5
ownpal = 1
keyctrl = 0
scale = 0.5,0.5

[State 1000,0]
type = PlayerPush
trigger1 = 1
value = 0

[State -3, re];相殺	
type = ReversalDef
TriggerAll = MoveContact = 0
Trigger1 = P2MoveType = A
attr = s,sa
NumHits = 0
reversal.attr = sca,na,sa,ha
pausetime = 16,16
hitsound = s200,10
sparkno = S-1
ID = 201
ignorehitpause = 0

[State 1540, 1];相殺エフェクト
type = helper
trigger1 = Numtarget(201) = 1
ID = 9930
postype = p2
ignorehitpause = 1
persistent = 0
pos = Ceil(P2Dist X/2-5), -50-Ceil(P2BodyDist Y)
priority = 2
stateno = 9930
ownpal = 1
supermove = 1
pausemovetime = 999999
supermovetime = 999999

[State 1300, ヒット定義]
type = HitDef
trigger1 = animelem = 4
trigger1 = var(33) = 0
attr = S, NA
damage = ceil(60*fvar(6)), 7
animtype  = low
guardflag = M
hitflag = HA
priority = 5
pausetime = 12,12
sparkno = s-1
sparkxy = -2, -96
hitsound = s400, 2
guard.sparkno = s-1
guardsound = s120, 1
ground.type = high
ground.slidetime = 12+var(41)
ground.hittime  = 12+var(41)
ground.velocity = -3.7*fvar(14),-5.9*fvar(15)
air.velocity = -3.7*fvar(14),-5.9*fvar(15)
fall.recover = 0
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = ceil(60*fvar(30)*fvar(6)),ceil(30*fvar(30)*fvar(6))
ID = 1000

[State 1300, カウンター]
type = HitDef
trigger1 = animelem = 4
trigger1 = var(33) >= 1
attr = S, NA
damage = 66, 7
animtype  = low
guardflag = M
hitflag = HA
priority = 5
pausetime = 12,26
sparkno = s-1
sparkxy = -2, -96
hitsound = s400, 2
guard.sparkno = s-1
guardsound = s120, 1
ground.type = high
ground.slidetime = 20+var(41)
ground.hittime  = 20+var(41)
ground.velocity = -3.7*fvar(14),-5.9*fvar(15)
air.velocity = -3.7*fvar(14),-5.9*fvar(15)
fall.recover = 0
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
palfx.time = 5
palfx.add = 205,-50,-50
getpower = ceil(100*fvar(30)*fvar(6)),ceil(30*fvar(30)*fvar(6))
ID = 1000

[State 1000, 3];必殺ヒットエフェクトマーク
type = helper
trigger1 = movehit
trigger1 = numtarget(1000)
id = 7000
postype = p2
ignorehitpause = 1
persistent = 0
pos = Ceil(P2Dist X/2-50), -50-Ceil(P2BodyDist Y)
priority = 2
stateno = 7005
ownpal = 1
supermove = 1
pausemovetime = 999999
supermovetime = 999999
size.xscale = 0.5
size.yscale = 0.5

[state a];ガードエフェクト
type = Helper
trigger1 = moveguarded = 1
trigger1 = numtarget(1000)
id = 7022
name = "hit"
pos = Ceil(P2Dist X/2-50), -50-Ceil(P2BodyDist Y)
postype = p2
stateno = 7020
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[State Help,1]
Type = Helper
Trigger1 = MoveHit
trigger1 = numtarget(1000)
trigger1 = var(33)
StateNo = 9920
Pos = 0,0
PosType = back
IgNoreHitPause = 1
Persistent = 0
Ownpal = 1

[State counter]
Type = playsnd
Trigger1 = MoveHit
trigger1 = numtarget(1000)
trigger1 = var(33)
value = 9920,0
IgNoreHitPause = 1
Persistent = 0

[State 195, 2]
type = ChangeState
trigger1 = time > 12
trigger1 = pos y >= 0
value = 52
ctrl = 0

;----------------------------------------------------------------------------
;(HELPER)こおりのつぶて
[Statedef 1433]
type = A
ctrl = 0
anim = 1433+random%2
velset = 0,2.5
movetype = A
physics = N
sprpriority = 7

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 230-time*1,230

[State 3010, 1]
type = Angleadd
trigger1 = 1
value = -5

[state 3010, 2]
type = angledraw
trigger1 = 1

[State 181, 4]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = destroyself
trigger1 = time = 20

;---------------------------------------------------------------------------
;神速最大溜め
[Statedef 1440]
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1440
sprpriority = 2

[State 100, 1]
type = Velset
trigger1 = !var(5)
trigger1 = time = 0
trigger1 = Vel X <= 3.1
x = 0

[State 100, 1]
type = Velmul
trigger1 = !var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.9

[State 100, 1]
type = Velmul
trigger1 = var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.98

[state 1000]
type = Varadd
trigger1 = Movehit = 1
trigger1 = Var(10) = 1
V = 18
value = 1
persistent = 0
ignorehitpause = 1

[State a];
type = Allpalfx
trigger1 = Movehit = 1
time = 60
;add = 255,255,255
mul = 255,255,255
sinadd = 0,0,0,0
color = 255
invertall = 1
ignorehitpause = 1

[State 3000, 2]
type = Pause
trigger1 = Movehit = 1
time = 60
movetime = 60
anim = -1

[state 1000]
type = Varadd
trigger1 = Movehit = 1
trigger1 = Var(10) = 1
V = 18
value = 1
persistent = 0
ignorehitpause = 1

[State 200, 0];コンボ数加算
type = Varadd
trigger1 = movecontact
var(22) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 320, 6];コンボ数加算2
type = Varadd
Trigger1 = movecontact
var(20) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 100, 1]
type = Velset
trigger1 = time = 0
x = 110

[State 100, 1]
type = Velset
trigger1 = time = 3
x = 0

[State 100, 1];ボイス
type = Playsnd
trigger1 = time = 0
Value = 1100,3
channel = 1
lowpriority = 0

[State 100, 1]
type = Playsnd
trigger1 = time = 0
Value = 1100,1

[State 191, Snd 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 190,0

[state 1005, せんこう]
type = explod
trigger1 = AnimElem = 1
anim = 1161
id = 1420
sprpriority = 7
postype = p1
pos = 0,-40
ownpal = 1
keyctrl = 0
removeongethit = 1
pausemovetime = 999999
supermovetime = 999999
scale = 2.7,1.3

[state 1005, くだけるはしら]
type = explod
trigger1 = AnimElem = 1
anim = 1421
id = 1420
sprpriority = 7
postype = p1
pos = -20,-60
ownpal = 1
keyctrl = 0
IgNoreHitPause = 0
pausemovetime = 999999
supermovetime = 999999
scale = 0.6,0.6

[state 1005, くだけるはしら]
type = explod
trigger1 = AnimElem = 1
anim = 1422
id = 1420
sprpriority = 7
postype = p1
pos = 20,-60
ownpal = 1
keyctrl = 0
IgNoreHitPause = 0
pausemovetime = 999999
supermovetime = 999999
scale = 0.6,0.6

[State 1000,0]
type = PlayerPush
trigger1 = 1
value = 0

[State -3, re];相殺	
type = ReversalDef
TriggerAll = MoveContact = 0
Trigger1 = P2MoveType = A
attr = s,sa
NumHits = 0
reversal.attr = sca,na,sa,ha
pausetime = 16,16
hitsound = s200,10
sparkno = S-1
ID = 201
ignorehitpause = 0

[State 1540, 1];相殺エフェクト
type = helper
trigger1 = Numtarget(201) = 1
ID = 9930
postype = p2
ignorehitpause = 1
persistent = 0
pos = Ceil(P2Dist X/2-5), -30-Ceil(P2BodyDist Y)
priority = 2
stateno = 9930
ownpal = 1
supermove = 1
pausemovetime = 999999
supermovetime = 999999

[State 1300, ヒット定義]
type = HitDef
trigger1 = animelem = 1
trigger1 = var(33) = 0
attr = S, NA
damage = ceil(210*fvar(6)), 25
animtype  = up
guardflag = MA
hitflag = MAF
priority = 5
pausetime = 0,0
sparkno = s-1
sparkxy = -2, -96
hitsound = s400, 2
guard.sparkno = s-1
guardsound = s120, 1
ground.type = high
ground.slidetime = 12+var(41)
ground.hittime  = 12+var(41)
ground.velocity = 0,-15*fvar(15)
air.velocity = 0,ifelse(p2statetype = L,-.5,-15*fvar(15))
fall.recover = 0
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = ceil(60*fvar(30)*fvar(6)),ceil(30*fvar(30)*fvar(6))
ID = 1000

[State 1300, カウンター]
type = HitDef
trigger1 = animelem = 1
trigger1 = var(33) >= 1
attr = S, NA
damage = 230, 25
animtype  = up
guardflag = MA
hitflag = MAF
priority = 5
pausetime = 0,0
sparkno = s-1
sparkxy = -2, -96
hitsound = s400, 2
guard.sparkno = s-1
guardsound = s120, 1
ground.type = high
ground.slidetime = 20+var(41)
ground.hittime  = 20+var(41)
ground.velocity = 0,-15*fvar(15)
air.velocity = 0,ifelse(p2statetype = L,-.5,-15*fvar(15))
fall.recover = 0
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
palfx.time = 5
palfx.add = 205,-50,-50
getpower = ceil(100*fvar(30)*fvar(6)),ceil(30*fvar(30)*fvar(6))
ID = 1000

[State 1000, 3];必殺ヒットエフェクトマーク
type = helper
trigger1 = movehit
trigger1 = numtarget(1000)
id = 7000
postype = p2
ignorehitpause = 1
persistent = 0
pos = Ceil(P2Dist X/2-50), -30-Ceil(P2BodyDist Y)
priority = 2
stateno = 7005
ownpal = 1
supermove = 1
pausemovetime = 999999
supermovetime = 999999
size.xscale = 0.5
size.yscale = 0.5

[state a];ガードエフェクト
type = Helper
trigger1 = moveguarded = 1
trigger1 = numtarget(1000)
id = 7022
name = "hit"
pos = Ceil(P2Dist X/2-50), -30-Ceil(P2BodyDist Y)
postype = p2
stateno = 7020
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[State Help,1]
Type = Helper
Trigger1 = MoveHit
trigger1 = numtarget(1000)
trigger1 = var(33)
StateNo = 9920
Pos = 0,0
PosType = back
IgNoreHitPause = 1
Persistent = 0
Ownpal = 1

[State counter]
Type = playsnd
Trigger1 = MoveHit
trigger1 = numtarget(1000)
trigger1 = var(33)
value = 9920,0
IgNoreHitPause = 1
Persistent = 0

[State 195, 2]
type = ChangeAnim
Trigger1 = movehit = 1
trigger1 = numtarget(1000)
value = 1441

[State 195, 2]
type = ChangeAnim
Trigger1 = moveguarded = 1
trigger1 = numtarget(1000)
value = 1442

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

;---------------------------------------------------------------------------
;神鏡
[Statedef 3000]
type    = S
movetype= A
physics = N
juggle  = 0
anim = 3000
ctrl = 0
sprpriority = 2
poweradd = -1000

[State 100, 1]
type = Velset
trigger1 = !var(5)
trigger1 = time = 0
trigger1 = Vel X = [-3.1,3.1]
x = 0
[State 100, 1]
type = Velmul
trigger1 = !var(5)
trigger1 = time >= 0
trigger1 = Vel X != 0
x = 0.9

[State 100, 1]
type = Velmul
trigger1 = var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.98

[State 100, 2]
type = Velset
trigger1 = time >= 1
trigger1 = Vel X = [-0.01,0.01]
x = 0

[State 191, Snd 1];ボイス
type = PlaySnd
trigger1 = animelem = 1
value = 3000,0
channel = 1


[State 191, Snd 1]
type = PlaySnd
trigger1 = animelem = 3
value = 300,0

[State 191, Snd 1]
type = PlaySnd
trigger1 = AnimElem = 12
value = 190,0

;---------------------[BASARA技]
[state a];BASARA技発動エフェクト
type = Helper
trigger1 = time =1
id = 6100
name = "BASARA"
pos = 0 , -62
postype = p1
stateno = 6100
helpertype = normal
pausemovetime = 999
keyctrl = 0 
ownpal = 1

[State 3000, 2]
type = Pause
trigger1 = time =1
time = 35
movetime = 35
anim = -1

[State a]
type = NotHitBy
trigger1 = time <= 34
value = SCA
time = 1

[State 100 , 0];きらめくけんせん
type = Explod
trigger1 = AnimElem = 7
anim = 3034
postype = p1
pos = 53,-90
sprpriority = 7
bindtime = -1
ownpal = 1
facing = 1
removeongethit = 1
IgNoreHitPause = 0
scale = 0.75,0.55
ID = 3030

[State 1300, 0]
type = HitOverride
trigger1 = AnimelemTime(2)>=0
trigger1 = AnimelemTime(6)<=0
attr = SAC,NA,SA,HA
slot = 0
stateno = 3050 ;当身へ
time = 1              
forceair = 0
;ignorehitpause = 
;persistent = 

[state 1000]
type = Varadd
trigger1 = Movehit = 1
trigger1 = Var(10) = 1
V = 18
value = 1
persistent = 0
ignorehitpause = 1

[State 200, 0];コンボ数加算
type = Varadd
trigger1 = movecontact
var(22) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 320, 6];コンボ数加算2
type = Varadd
Trigger1 = movecontact
var(20) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State -3, re];相殺	
type = ReversalDef
TriggerAll = MoveContact = 0
Trigger1 = P2MoveType = A
attr = s,sa
NumHits = 0
reversal.attr = sca,na,sa,ha
pausetime = 16,16
hitsound = s200,10
sparkno = S-1
ID = 201
ignorehitpause = 0

[State 1540, 1];相殺エフェクト
type = helper
trigger1 = Numtarget(201) = 1
ID = 9930
postype = p2
ignorehitpause = 1
persistent = 0
pos = Ceil(P2Dist X/2-5), -50-Ceil(P2BodyDist Y)
priority = 2
stateno = 9930
ownpal = 1
supermove = 1
pausemovetime = 999999
supermovetime = 999999

[State 1300, ヒット定義]
type = HitDef
trigger1 = animelem = 8
trigger1 = var(33) = 0
attr = S, HA
damage = ceil(95*fvar(6)), 10
animtype  = low
guardflag = MA
hitflag = MAF
priority = 4
pausetime = 10,10
sparkno = s-1
sparkxy = -2, -96
hitsound = s400, 2
guard.sparkno = s-1
guardsound = s120, 1
ground.type = high
ground.slidetime = 14+var(41)
ground.hittime  = 14+var(41)
ground.velocity = -4.6*fvar(14),-6.2*fvar(15)
air.velocity = -4.6*fvar(14),-6.2*fvar(15)
fall.recover = 0
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = ceil(60*fvar(30)*fvar(6)),ceil(30*fvar(30)*fvar(6))
ID = 1000

[State 1300, カウンター]
type = HitDef
trigger1 = animelem = 8
trigger1 = var(33) >= 1
attr = S, HA
damage = 104, 10
animtype  = low
guardflag = MA
hitflag = MAF
priority = 4
pausetime = 10,20
sparkno = s-1
sparkxy = -2, -96
hitsound = s400, 2
guard.sparkno = s-1
guardsound = s120, 1
ground.type = high
ground.slidetime = 22+var(41)
ground.hittime  = 22+var(41)
ground.velocity = -4.6*fvar(14),-6.2*fvar(15)
air.velocity = -4.6*fvar(14),-6.2*fvar(15)
fall.recover = 0
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
palfx.time = 5
palfx.add = 205,-50,-50
getpower = ceil(100*fvar(30)*fvar(6)),ceil(30*fvar(30)*fvar(6))
ID = 1000

[State 1000, 3];必殺ヒットエフェクトマーク
type = helper
trigger1 = movehit
trigger1 = numtarget(1000)
id = 7000
postype = p2
ignorehitpause = 1
persistent = 0
pos = Ceil(P2Dist X/2-50), -40-Ceil(P2BodyDist Y)
priority = 2
stateno = 7005
ownpal = 1
supermove = 1
pausemovetime = 999999
supermovetime = 999999
size.xscale = 0.5
size.yscale = 0.5

[state a];ガードエフェクト
type = Helper
trigger1 = moveguarded = 1
trigger1 = numtarget(1000)
id = 7022
name = "hit"
pos = Ceil(P2Dist X/2-50), -50-Ceil(P2BodyDist Y)
postype = p2
stateno = 7020
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[State Help,1]
Type = Helper
Trigger1 = MoveHit
trigger1 = numtarget(1000)
trigger1 = var(33)
StateNo = 9920
Pos = 0,0
PosType = back
IgNoreHitPause = 1
Persistent = 0
Ownpal = 1

[State counter]
Type = playsnd
Trigger1 = MoveHit
trigger1 = numtarget(1000)
trigger1 = var(33)
value = 9920,0
IgNoreHitPause = 1
Persistent = 0

[state 1005, ちらばるこおり]
type = Helper
Trigger1 = MoveHit = 1
trigger1 = numtarget(1000)
id = 3040
name = "koori"
sprpriority = 7
pos = 30,-110
postype = p2
stateno = 3040
helpertype = normal
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
keyctrl = 0

[state 1005, ちらばるこおり]
type = Helper
Trigger1 = MoveHit = 1
trigger1 = numtarget(1000)
id = 3040
name = "koori"
sprpriority = 7
pos = 40,-100
postype = p2
stateno = 3040
helpertype = normal
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
keyctrl = 0

[state 1005, ちらばるこおり]
type = Helper
Trigger1 = MoveHit = 1
trigger1 = numtarget(1000)
id = 3040
name = "koori"
sprpriority = 7
pos = 10,-95
postype = p2
stateno = 3040
helpertype = normal
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
keyctrl = 0

[state 1005, ちらばるこおり]
type = Helper
Trigger1 = MoveHit = 1
trigger1 = numtarget(1000)
id = 3040
name = "koori"
sprpriority = 7
pos = 20,-80
postype = p2
stateno = 3040
helpertype = normal
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
keyctrl = 0

[state 1005, ちらばるこおり]
type = Helper
Trigger1 = MoveHit = 1
trigger1 = numtarget(1000)
id = 3040
name = "koori"
sprpriority = 7
pos = 35,-60
postype = p2
stateno = 3040
helpertype = normal
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
keyctrl = 0

[state 1005, ちらばるこおり]
type = Helper
Trigger1 = MoveHit = 1
trigger1 = numtarget(1000)
id = 3040
name = "koori"
sprpriority = 7
pos = -30,-110
postype = p2
stateno = 3041
helpertype = normal
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
keyctrl = 0

[state 1005, ちらばるこおり]
type = Helper
Trigger1 = MoveHit = 1
trigger1 = numtarget(1000)
id = 3040
name = "koori"
sprpriority = 7
pos = -40,-100
postype = p2
stateno = 3041
helpertype = normal
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
keyctrl = 0

[state 1005, ちらばるこおり]
type = Helper
Trigger1 = MoveHit = 1
trigger1 = numtarget(1000)
id = 3040
name = "koori"
sprpriority = 7
pos = -10,-95
postype = p2
stateno = 3041
helpertype = normal
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
keyctrl = 0

[state 1005, ちらばるこおり]
type = Helper
Trigger1 = MoveHit = 1
trigger1 = numtarget(1000)
id = 3040
name = "koori"
sprpriority = 7
pos = -20,-80
postype = p2
stateno = 3041
helpertype = normal
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
keyctrl = 0

[state 1005, ちらばるこおり]
type = Helper
Trigger1 = MoveHit = 1
trigger1 = numtarget(1000)
id = 3040
name = "koori"
sprpriority = 7
pos = -35,-60
postype = p2
stateno = 3041
helpertype = normal
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
keyctrl = 0

[State 1000, 3]
type = VarSet
trigger1 = winko
v = 14
value = 1

[State 3000] ;終了
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;神鏡・当身
[Statedef 3050]
type    = S
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 3050
poweradd = 0
sprpriority = 2

[State snd]
type = playsnd
trigger1 = time = 0
value = 190,0

[State snd]
type = playsnd
trigger1 = Animelem = 25
value = 190,0

[State 191, Snd 1];ボイス
type = PlaySnd
trigger1 = time = 0
value = 3000,1
channel = 1

[State 4]
type = Pause
trigger1 = time = 0
time = 34
movetime = 34

[State 100, 1]
type = Velset
trigger1 = !var(5)
trigger1 = time = 0
trigger1 = Vel X <= 3.1
x = 0

[State 100, 1]
type = Velmul
trigger1 = !var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.9

[State 100, 1]
type = Velmul
trigger1 = var(5)
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.98

[State 100, 2]
type = Velset
trigger1 = time >= 1
trigger1 = Vel X <= 0.01
x = 0

[State 100 , 0];きらめくけんせん
type = Explod
trigger1 = AnimElem = 8
anim = 3035
postype = p1
pos = 65,-70
sprpriority = 7
bindtime = -1
ownpal = 1
facing = 1
removeongethit = 1
IgNoreHitPause = 0
pausemovetime = 999999
supermovetime = 999999
scale = 0.5,0.5
ID = 3030

[State 100 , 0];きらめくけんせん
type = Explod
trigger1 = AnimElem = 13
anim = 3036
postype = p1
pos = 60,-65
sprpriority = 7
bindtime = -1
ownpal = 1
facing = 1
removeongethit = 1
IgNoreHitPause = 0
pausemovetime = 999999
supermovetime = 999999
scale = 0.5,0.5
ID = 3030

[State 100 , 0];きらめくけんせん
type = Explod
trigger1 = AnimElem = 18
anim = 3037
postype = p1
pos = 80,-70
sprpriority = 7
bindtime = -1
ownpal = 1
facing = 1
removeongethit = 1
IgNoreHitPause = 0
pausemovetime = 999999
supermovetime = 999999
scale = 0.5,0.5
ID = 3030

[State 1300, ヒット定義]
type = HitDef
trigger1 = animelem = 8
attr = S, HA
hitflag = MAF
priority = 7,HIT
sparkno = s-1
sparkxy = -2, -96
p1facing = 1
p2facing = 1
p1stateno = 3051
p2stateno = 3052
guard.dist = 0
fall = 1

;---------------------[ステート移行]
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;神鏡・当身２
[Statedef 3051]
type    = S
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 3051
poweradd = 0
sprpriority = 2

[State 100 , 0];きらめくけんせん
type = Explod
trigger1 = AnimElem = 6
anim = 3036
postype = p1
pos = 60,-65
sprpriority = 7
bindtime = -1
ownpal = 1
facing = 1
removeongethit = 1
IgNoreHitPause = 0
pausemovetime = 999999
supermovetime = 999999
scale = 0.5,0.5
ID = 3030

[State 100 , 0];きらめくけんせん
type = Explod
trigger1 = AnimElem = 11
anim = 3037
postype = p1
pos = 80,-70
sprpriority = 7
bindtime = -1
ownpal = 1
facing = 1
removeongethit = 1
IgNoreHitPause = 0
pausemovetime = 999999
supermovetime = 999999
scale = 0.5,0.5
ID = 3030

[State 1000, 3];必殺ヒットエフェクトマーク
type = helper
trigger1 = time = 0
id = 7000
postype = p2
ignorehitpause = 1
persistent = 0
pos = 0, -50
priority = 2
stateno = 7005
ownpal = 1
supermove = 1
pausemovetime = 999999
supermovetime = 999999
size.xscale = 0.5
size.yscale = 0.5

[State 1000, 3];必殺ヒットエフェクトマーク
type = helper
trigger1 = time = 10
id = 7000
postype = p2
ignorehitpause = 1
persistent = 0
pos = 0, -50
priority = 2
stateno = 7005
ownpal = 1
supermove = 1
pausemovetime = 999999
supermovetime = 999999
size.xscale = 0.5
size.yscale = 0.5

[State 1000, 3];必殺ヒットエフェクトマーク
type = helper
trigger1 = time = 20
id = 7000
postype = p2
ignorehitpause = 1
persistent = 0
pos = 0, -50
priority = 2
stateno = 7005
ownpal = 1
supermove = 1
pausemovetime = 999999
supermovetime = 999999
size.xscale = 0.5
size.yscale = 0.5

[state 1005, ちらばるこおり]
type = Helper
trigger1 = time = 0
trigger2 = time = 10
trigger3 = time = 20
id = 3040
name = "koori"
sprpriority = 7
pos = 30,-110
postype = p2
stateno = 3040
helpertype = normal
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
keyctrl = 0

[state 1005, ちらばるこおり]
type = Helper
trigger1 = time = 0
trigger2 = time = 10
trigger3 = time = 20
id = 3040
name = "koori"
sprpriority = 7
pos = 40,-100
postype = p2
stateno = 3040
helpertype = normal
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
keyctrl = 0

[state 1005, ちらばるこおり]
type = Helper
trigger1 = time = 0
trigger2 = time = 10
trigger3 = time = 20
id = 3040
name = "koori"
sprpriority = 7
pos = 10,-95
postype = p2
stateno = 3040
helpertype = normal
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
keyctrl = 0

[state 1005, ちらばるこおり]
type = Helper
trigger1 = time = 0
trigger2 = time = 10
trigger3 = time = 20
id = 3040
name = "koori"
sprpriority = 7
pos = 20,-80
postype = p2
stateno = 3040
helpertype = normal
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
keyctrl = 0

[state 1005, ちらばるこおり]
type = Helper
trigger1 = time = 0
trigger2 = time = 10
trigger3 = time = 20
id = 3040
name = "koori"
sprpriority = 7
pos = 35,-60
postype = p2
stateno = 3040
helpertype = normal
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
keyctrl = 0

[state 1005, ちらばるこおり]
type = Helper
trigger1 = time = 0
trigger2 = time = 10
trigger3 = time = 20
id = 3040
name = "koori"
sprpriority = 7
pos = -30,-110
postype = p2
stateno = 3041
helpertype = normal
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
keyctrl = 0

[state 1005, ちらばるこおり]
type = Helper
trigger1 = time = 0
trigger2 = time = 10
trigger3 = time = 20
id = 3040
name = "koori"
sprpriority = 7
pos = -40,-100
postype = p2
stateno = 3041
helpertype = normal
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
keyctrl = 0

[state 1005, ちらばるこおり]
type = Helper
trigger1 = time = 0
trigger2 = time = 10
trigger3 = time = 20
id = 3040
name = "koori"
sprpriority = 7
pos = -10,-95
postype = p2
stateno = 3041
helpertype = normal
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
keyctrl = 0

[state 1005, ちらばるこおり]
type = Helper
trigger1 = time = 0
trigger2 = time = 10
trigger3 = time = 20
id = 3040
name = "koori"
sprpriority = 7
pos = -20,-80
postype = p2
stateno = 3041
helpertype = normal
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
keyctrl = 0

[state 1005, ちらばるこおり]
type = Helper
trigger1 = time = 0
trigger2 = time = 10
trigger3 = time = 20
id = 3040
name = "koori"
sprpriority = 7
pos = -35,-60
postype = p2
stateno = 3041
helpertype = normal
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
keyctrl = 0

[State snd]
type = playsnd
trigger1 = time = 0
trigger2 = time = 10
trigger3 = time = 20
value = 400,2

[State snd]
type = playsnd
trigger1 = Animelem = 18
value = 190,0

[state 7000,]
type = varadd
trigger1 = time = 0
trigger2 = time = 10
trigger3 = time = 20
trigger4 = time = 66
fvar(30) = 0.02
persistent = 0
ignorehitpause = 1

[State 3031, 1]
type = HitAdd
trigger1 = time = 10
trigger2 = time = 20
trigger3 = time = 66
value = 1

[State 810, 相手の体力ゲージの増減]
type = targetLifeAdd
trigger1 = time = 0
trigger2 = time = 10
trigger3 = time = 20
value = -40
Kill = 0

[State 810, 相手の体力ゲージの増減]
type = targetLifeAdd
trigger1 = time = 66
value = -130

[State 1000, 3]
type = VarSet
trigger1 = winko
v = 14
value = 1

;---------------------[ステート移行]
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;相手制御１
[Statedef 3052]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 2

[State 820, 制御した相手のアニメ変更]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3052

[State 810, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 3053
ctrl = 0

;---------------------------------------------------------------------------
;相手制御２
[Statedef 3053]
type    = A
movetype= H
physics = N
velset = -5.2,-7.8

[State 821, 速度加算]
type = VelAdd
Trigger1 = 1
y = .5

[State 821, 制御した相手のアニメ変更]
type = ChangeAnim2
Trigger1 = Time = 0
value = 5050

[State 821, 制御解除して相手のステートに戻す]
type = SelfState
trigger1 = time >= 6
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;common1.cns参照

;----------------------------------------------------------------------------
;(HELPER)ちらばるこおり・いち
[Statedef 3040]
type = A
ctrl = 0
anim = 3040+random%4
velset = 1-random%1,-4+random%4
movetype = I
physics = N
sprpriority = 7

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 230-time*1,230

[state a]
type = veladd
trigger1 = 1
y = .41

[State 3010, 1]
type = Angleadd
trigger1 = 1
value = -5

[state 3010, 2]
type = angledraw
trigger1 = 1

[State 181, 4]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 181, 4]
type = destroyself
trigger1 = time = 20

;----------------------------------------------------------------------------
;(HELPER)ちらばるこおり・に
[Statedef 3041]
type = A
ctrl = 0
anim = 3040+random%4
velset = -1+random%1,-4+random%4
movetype = I
physics = N
sprpriority = 7

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 230-time*1,230

[state a]
type = veladd
trigger1 = 1
y = .41

[State 3010, 1]
type = Angleadd
trigger1 = 1
value = -5

[state 3010, 2]
type = angledraw
trigger1 = 1

[State 181, 4]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 181, 4]
type = destroyself
trigger1 = time = 20

;---------------------------------------------------------------------------
;神烈
[Statedef 3100]
type    = S
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 3100
poweradd = -1000
sprpriority = 2

[state 1000]
type = Varadd
trigger1 = Movehit = 1
trigger1 = Var(10) = 1
V = 18
value = 1
persistent = 0
ignorehitpause = 1

[State 191, Snd 1];ボイス
type = PlaySnd
trigger1 = animelem = 1
value = 3100,0
channel = 1

;---------------------[BASARA技]
[state a];BASARA技発動エフェクト
type = Helper
trigger1 = animelem = 3
id = 6100
name = "BASARA"
pos = 0 , -62
postype = p1
stateno = 6100
helpertype = normal
pausemovetime = 999
keyctrl = 0 
ownpal = 1

[State 3000, 2]
type = Pause
trigger1 = animelem = 3
time = 35
movetime = 35
anim = -1

[State a]
type = NotHitBy
trigger1 = time <= 35
value = SCA
time = 1

[State 100, 1]
type = Velset
trigger1 = time = 0
trigger2 = animelem = 11
x = 0

[State 100, 1]
type = Velset
trigger1 = animelem = 5
x = 14.9

[State 100 , 0]
type = Explod
trigger1 = AnimElem = 5
anim = 6010
postype = p1
pos = -20,6
sprpriority = 8
bindtime = 1
ownpal = 1
facing = 1
scale = 0.5,0.5
ID = 6010

[State 3100, ヒット定義]
type = HitDef
trigger1 = 1
attr = S, HA
animtype  = Hard
damage    = 0, 0
priority = 7,HIT
hitflag = MAF
guardflag = MA
pausetime = 2,2
ground.type = high
sparkno = -1
guard.sparkno = S-1
sparkxy = -2, -94
guardsound = s120, 2
p1stateno = 3101
fall.recover = 0
ID = 1000
persistent = 0

[state a];ガードエフェクト
type = Helper
trigger1 = moveguarded = 1
trigger1 = numtarget(1000)
id = 7022
name = "hit"
pos = Ceil(P2Dist X/2-50), -30-Ceil(P2BodyDist Y)
postype = p2
stateno = 7020
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

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

;---------------------------------------------------------------------------
;神烈・命中
[Statedef 3101]
type    = S
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 3101
poweradd = 0
sprpriority = 2

[State 191, Snd 1];ボイス
type = PlaySnd
trigger1 = numhelper(2000)
trigger1 = helper(2000),stateno= [2250,2251]
value = 3100,2
channel = 1
lowpriority = 0
persistent = 0
ignorehitpause = 1

[state 7000,test]
type = Explod
trigger1 = numhelper(2000)
trigger1 = helper(2000),stateno= [2250,2251]
anim = 2057
pos = 0,0
postype = back
ontop=1
bindtime = -1
removetime = -2
ownpal = 1
scale = 0.5,0.5
ignorehitpause = 1
persistent = 0
supermovetime = 999999
pausemovetime = 999999

[state 1000]
type = Varadd
trigger1 = Movehit = 1
trigger1 = Var(10) = 1
trigger1 = numtarget(1000)
V = 18
value = 1
persistent = 0
ignorehitpause = 1

[state 1000]
type = Varadd
trigger1 = Movehit = 1
trigger1 = Var(10) = 1
trigger1 = numtarget(999)
V = 18
value = 1
persistent = 0
ignorehitpause = 1

[state 1000]
type = Varadd
trigger1 = Movehit = 1
trigger1 = Var(10) = 1
trigger1 = numtarget(998)
V = 18
value = 1
persistent = 0
ignorehitpause = 1

[state 1000]
type = Varadd
trigger1 = Movehit = 1
trigger1 = Var(10) = 1
trigger1 = numtarget(997)
V = 18
value = 1
persistent = 0
ignorehitpause = 1

[state 1000]
type = Varadd
trigger1 = Movehit = 1
trigger1 = Var(10) = 1
trigger1 = numtarget(996)
V = 18
value = 1
persistent = 0
ignorehitpause = 1

[state 1000]
type = Varadd
trigger1 = Movehit = 1
trigger1 = Var(10) = 1
trigger1 = numtarget(995)
V = 18
value = 1
persistent = 0
ignorehitpause = 1

[state 1000]
type = Varadd
trigger1 = Movehit = 1
trigger1 = Var(10) = 1
trigger1 = numtarget(994)
V = 18
value = 1
persistent = 0
ignorehitpause = 1

[state 1000]
type = Varadd
trigger1 = Movehit = 1
trigger1 = Var(10) = 1
trigger1 = numtarget(993)
V = 18
value = 1
persistent = 0
ignorehitpause = 1

[state 1000]
type = Varadd
trigger1 = Movehit = 1
trigger1 = Var(10) = 1
trigger1 = numtarget(992)
V = 18
value = 1
persistent = 0
ignorehitpause = 1

[state 1000]
type = Varadd
trigger1 = Movehit = 1
trigger1 = Var(10) = 1
trigger1 = numtarget(991)
V = 18
value = 1
persistent = 0
ignorehitpause = 1

[state 1000]
type = Varadd
trigger1 = Movehit = 1
trigger1 = Var(10) = 1
trigger1 = numtarget(990)
V = 18
value = 1
persistent = 0
ignorehitpause = 1

[State 200, 0];コンボ数加算
type = Varadd
trigger1 = movecontact
trigger1 = numtarget(1000)
var(22) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 200, 0];コンボ数加算
type = Varadd
trigger1 = movecontact
trigger1 = numtarget(999)
var(22) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 200, 0];コンボ数加算
type = Varadd
trigger1 = movecontact
trigger1 = numtarget(998)
var(22) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 200, 0];コンボ数加算
type = Varadd
trigger1 = movecontact
trigger1 = numtarget(997)
var(22) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 200, 0];コンボ数加算
type = Varadd
trigger1 = movecontact
trigger1 = numtarget(996)
var(22) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 200, 0];コンボ数加算
type = Varadd
trigger1 = movecontact
trigger1 = numtarget(995)
var(22) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 200, 0];コンボ数加算
type = Varadd
trigger1 = movecontact
trigger1 = numtarget(994)
var(22) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 200, 0];コンボ数加算
type = Varadd
trigger1 = movecontact
trigger1 = numtarget(993)
var(22) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 200, 0];コンボ数加算
type = Varadd
trigger1 = movecontact
trigger1 = numtarget(992)
var(22) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 200, 0];コンボ数加算
type = Varadd
trigger1 = movecontact
trigger1 = numtarget(991)
var(22) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 200, 0];コンボ数加算
type = Varadd
trigger1 = movecontact
trigger1 = numtarget(990)
var(22) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 320, 6];コンボ数加算2
type = Varadd
Trigger1 = movecontact
trigger1 = numtarget(1000)
var(20) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 320, 6];コンボ数加算2
type = Varadd
Trigger1 = movecontact
trigger1 = numtarget(999)
var(20) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 320, 6];コンボ数加算2
type = Varadd
Trigger1 = movecontact
trigger1 = numtarget(998)
var(20) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 320, 6];コンボ数加算2
type = Varadd
Trigger1 = movecontact
trigger1 = numtarget(997)
var(20) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 320, 6];コンボ数加算2
type = Varadd
Trigger1 = movecontact
trigger1 = numtarget(996)
var(20) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 320, 6];コンボ数加算2
type = Varadd
Trigger1 = movecontact
trigger1 = numtarget(995)
var(20) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 320, 6];コンボ数加算2
type = Varadd
Trigger1 = movecontact
trigger1 = numtarget(994)
var(20) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 320, 6];コンボ数加算2
type = Varadd
Trigger1 = movecontact
trigger1 = numtarget(993)
var(20) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 320, 6];コンボ数加算2
type = Varadd
Trigger1 = movecontact
trigger1 = numtarget(992)
var(20) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 320, 6];コンボ数加算2
type = Varadd
Trigger1 = movecontact
trigger1 = numtarget(991)
var(20) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 320, 6];コンボ数加算2
type = Varadd
Trigger1 = movecontact
trigger1 = numtarget(990)
var(20) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[state 7000,]
type = varadd
trigger1 = movehit = 1
fvar(30) = 0.01
persistent = 0
ignorehitpause = 1

[State 3031, 1]
type = HitAdd
trigger1 = animelem = 1
value = -1

[State 100, 1]
type = Velset
trigger1 = time = 0
trigger2 = animelem = 27
x = 0

[State 100, 1]
type = Velset
trigger1 = animelem = 23
x = 14

[State 191, Snd 1];ボイス
type = PlaySnd
trigger1 = animelem = 23
value = 200,2
channel = 1

[State 100 , 0]
type = Explod
trigger1 = AnimElem = 23
anim = 6010
postype = p1
pos = -20,6
sprpriority = 8
bindtime = 1
ownpal = 1
facing = 1
scale = 0.5,0.5
ID = 6010

[State 100 , 0];しんそくのけんせん
type = Explod
trigger1 = AnimElem = 1
anim = 3150
postype = p1
pos = 0,0
sprpriority = 7
bindtime = -1
ownpal = 1
facing = 1
removeongethit = 1
IgNoreHitPause = 0
scale = 0.6,0.6
ID = 3150

[State 100 , 0];つらぬくけんせん
type = Explod
trigger1 = AnimElem = 23
anim = 3151
postype = p1
pos = 88,-55
sprpriority = 4
bindtime = -1
ownpal = 1
facing = 1
removeongethit = 1
IgNoreHitPause = 0
scale = 0.8,0.8
ID = 3151

[State 100 , 0]
type = Explod
trigger1 = AnimElem = 23
anim = 3153
postype = p1
pos = -60,4
sprpriority = 5
bindtime = -1
ownpal = 1
facing = 1
removeongethit = 1
IgNoreHitPause = 0
scale = 1.3,0.7
ID = 3151

[state 1005, くだけるはしら]
type = explod
trigger1 = AnimElemtime(23) = 1
anim = 1360
id = 3152
sprpriority = 7
postype = p1
pos = 0,0
ownpal = 1
keyctrl = 0
pausemovetime = 999999
supermovetime = 999999
scale = 1.2,1.1

[state 1005, くだけるはしら]
type = explod
trigger1 = AnimElemtime(23) = 1
anim = 1361
id = 3152
sprpriority = 7
postype = p1
pos = 0,0
ownpal = 1
keyctrl = 0
pausemovetime = 999999
supermovetime = 999999
scale = 1.2,1.1

[state 1005, くだけるはしら]
type = explod
trigger1 = AnimElemtime(23) = 1
anim = 1360
id = 3152
sprpriority = 7
postype = p1
pos = 0,-50
ownpal = 1
keyctrl = 0
pausemovetime = 999999
supermovetime = 999999
scale = 0.8,1

[state 1005, くだけるはしら]
type = explod
trigger1 = AnimElemtime(23) = 1
anim = 1361
id = 3152
sprpriority = 7
postype = p1
pos = 0,-50
ownpal = 1
keyctrl = 0
pausemovetime = 999999
supermovetime = 999999
scale = 0.8,1

[state 1005, くだけるはしら]
type = explod
trigger1 = AnimElemtime(23) = 1
anim = 1360
id = 3152
sprpriority = 7
postype = p1
pos = 50,0
ownpal = 1
keyctrl = 0
pausemovetime = 999999
supermovetime = 999999
scale = 1.2,1.1

[state 1005, くだけるはしら]
type = explod
trigger1 = AnimElemtime(23) = 1
anim = 1361
id = 3152
sprpriority = 7
postype = p1
pos = 50,0
ownpal = 1
keyctrl = 0
pausemovetime = 999999
supermovetime = 999999
scale = 1.2,1.1

[state 1005, くだけるはしら]
type = explod
trigger1 = AnimElemtime(23) = 1
anim = 1360
id = 3152
sprpriority = 7
postype = p1
pos = 50,-50
ownpal = 1
keyctrl = 0
pausemovetime = 999999
supermovetime = 999999
scale = 0.8,1

[state 1005, くだけるはしら]
type = explod
trigger1 = AnimElemtime(23) = 1
anim = 1361
id = 3152
sprpriority = 7
postype = p1
pos = 50,-50
ownpal = 1
keyctrl = 0
pausemovetime = 999999
supermovetime = 999999
scale = 0.8,1

[state 1005, くだけるはしら]
type = explod
trigger1 = AnimElemtime(23) = 1
anim = 1360
id = 3152
sprpriority = 7
postype = p1
pos = 100,0
ownpal = 1
keyctrl = 0
pausemovetime = 999999
supermovetime = 999999
scale = 1.2,1.1

[state 1005, くだけるはしら]
type = explod
trigger1 = AnimElemtime(23) = 1
anim = 1361
id = 3152
sprpriority = 7
postype = p1
pos = 100,0
ownpal = 1
keyctrl = 0
pausemovetime = 999999
supermovetime = 999999
scale = 1.2,1.1

[state 1005, くだけるはしら]
type = explod
trigger1 = AnimElemtime(23) = 1
anim = 1360
id = 3152
sprpriority = 7
postype = p1
pos = 100,-50
ownpal = 1
keyctrl = 0
pausemovetime = 999999
supermovetime = 999999
scale = 0.8,1

[state 1005, くだけるはしら]
type = explod
trigger1 = AnimElemtime(23) = 1
anim = 1361
id = 3152
sprpriority = 7
postype = p1
pos = 100,-50
ownpal = 1
keyctrl = 0
pausemovetime = 999999
supermovetime = 999999
scale = 0.8,1

[state 1005, くだけるはしら]
type = explod
trigger1 = AnimElemtime(23) = 1
anim = 1360
id = 3152
sprpriority = 7
postype = p1
pos = 150,0
ownpal = 1
keyctrl = 0
pausemovetime = 999999
supermovetime = 999999
scale = 1.2,1.1

[state 1005, くだけるはしら]
type = explod
trigger1 = AnimElemtime(23) = 1
anim = 1361
id = 3152
sprpriority = 7
postype = p1
pos = 150,0
ownpal = 1
keyctrl = 0
pausemovetime = 999999
supermovetime = 999999
scale = 1.2,1.1

[state 1005, くだけるはしら]
type = explod
trigger1 = AnimElemtime(23) = 1
anim = 1360
id = 3152
sprpriority = 7
postype = p1
pos = 150,-50
ownpal = 1
keyctrl = 0
pausemovetime = 999999
supermovetime = 999999
scale = 0.8,1

[state 1005, くだけるはしら]
type = explod
trigger1 = AnimElemtime(23) = 1
anim = 1361
id = 3152
sprpriority = 7
postype = p1
pos = 150,-50
ownpal = 1
keyctrl = 0
pausemovetime = 999999
supermovetime = 999999
scale = 0.8,1

[State 191, Snd 1]
type = PlaySnd
trigger1 = animelem = 32
value = 190,0

[State -3, re];相殺	
type = ReversalDef
TriggerAll = MoveContact = 0
Trigger1 = P2MoveType = A
attr = s,sa
NumHits = 0
reversal.attr = sca,na,sa,ha
pausetime = 16,16
hitsound = s200,10
sparkno = S-1
ID = 201
ignorehitpause = 0

[State 1540, 1];相殺エフェクト
type = helper
trigger1 = Numtarget(201) = 1
ID = 9930
postype = p2
ignorehitpause = 1
persistent = 0
pos = Ceil(P2Dist X/2-5), -50-Ceil(P2BodyDist Y)
priority = 2
stateno = 9930
ownpal = 1
supermove = 1
pausemovetime = 999999
supermovetime = 999999

[State 1300, ヒット定義]
type = HitDef
triggerAll = var(33) = 0
trigger1 = animelem = 1
attr = S, HA
damage = ceil(40*fvar(6)), 2
animtype  = hard
guardflag =
hitflag = MAF
priority = 5
guard.dist = 0
pausetime = 4,4
sparkno = s-1
sparkxy = -2, -96
hitsound = s400, 2
guard.sparkno = s-1
ground.type = high
ground.slidetime = 14+var(41)
ground.hittime  = 14+var(41)
ground.velocity = 0
air.velocity = -4.2*fvar(14),-3.1*fvar(15)
fall.recover = 0
fall.yvelocity = -1
fall.envshake.time = 9
yaccel = .51
ID = 1000

[State 1300, カウンター]
type = HitDef
triggerAll = var(33) >= 1
trigger1 = animelem = 1
attr = S, HA
damage = 45, 2
animtype  = hard
guardflag =
hitflag = MAF
priority = 5
guard.dist = 0
pausetime = 4,4
sparkno = s-1
sparkxy = -2, -96
hitsound = s400, 2
guard.sparkno = s-1
ground.type = high
ground.slidetime = 20+var(41)
ground.hittime  = 20+var(41)
ground.velocity = 0
air.velocity = -4.2*fvar(14),-3.1*fvar(15)
fall.recover = 0
fall.yvelocity = -1
fall.envshake.time = 9
yaccel = .51
palfx.time = 5
palfx.add = 205,-50,-50
ID = 1000

[State 1300, ヒット定義]
type = HitDef
triggerAll = var(33) = 0
trigger1 = animelem = 3
attr = S, HA
damage = ceil(40*fvar(6)), 2
animtype  = hard
guardflag =
hitflag = MAF
priority = 5
guard.dist = 0
pausetime = 4,4
sparkno = s-1
sparkxy = -2, -96
hitsound = s400, 2
guard.sparkno = s-1
ground.type = high
ground.slidetime = 14+var(41)
ground.hittime  = 14+var(41)
ground.velocity = 0
air.velocity = -4.2*fvar(14),-3.1*fvar(15)
fall.recover = 0
fall.yvelocity = -1
fall.envshake.time = 9
yaccel = .51
ID = 999

[State 1300, カウンター]
type = HitDef
triggerAll = var(33) >= 1
trigger1 = animelem = 3
attr = S, HA
damage = 45, 2
animtype  = hard
guardflag =
hitflag = MAF
priority = 5
guard.dist = 0
pausetime = 4,4
sparkno = s-1
sparkxy = -2, -96
hitsound = s400, 2
guard.sparkno = s-1
ground.type = high
ground.slidetime = 20+var(41)
ground.hittime  = 20+var(41)
ground.velocity = 0
air.velocity = -4.2*fvar(14),-3.1*fvar(15)
fall.recover = 0
fall.yvelocity = -1
fall.envshake.time = 9
yaccel = .51
palfx.time = 5
palfx.add = 205,-50,-50
ID = 999

[State 1300, ヒット定義]
type = HitDef
triggerAll = var(33) = 0
trigger1 = animelem = 5
attr = S, HA
damage = ceil(40*fvar(6)), 2
animtype  = hard
guardflag =
hitflag = MAF
priority = 5
guard.dist = 0
pausetime = 4,4
sparkno = s-1
sparkxy = -2, -96
hitsound = s400, 2
guard.sparkno = s-1
ground.type = high
ground.slidetime = 14+var(41)
ground.hittime  = 14+var(41)
ground.velocity = 0
air.velocity = -4.2*fvar(14),-3.1*fvar(15)
fall.recover = 0
fall.yvelocity = -1
fall.envshake.time = 9
yaccel = .51
ID = 998

[State 1300, カウンター]
type = HitDef
triggerAll = var(33) >= 1
trigger1 = animelem = 5
attr = S, HA
damage = 45, 2
animtype  = hard
guardflag =
hitflag = MAF
priority = 5
guard.dist = 0
pausetime = 4,4
sparkno = s-1
sparkxy = -2, -96
hitsound = s400, 2
guard.sparkno = s-1
ground.type = high
ground.slidetime = 20+var(41)
ground.hittime  = 20+var(41)
ground.velocity = 0
air.velocity = -4.2*fvar(14),-3.1*fvar(15)
fall.recover = 0
fall.yvelocity = -1
fall.envshake.time = 9
yaccel = .51
palfx.time = 5
palfx.add = 205,-50,-50
ID = 998

[State 1300, ヒット定義]
type = HitDef
triggerAll = var(33) = 0
trigger1 = animelem = 7
attr = S, HA
damage = ceil(40*fvar(6)), 2
animtype  = hard
guardflag =
hitflag = MAF
priority = 5
guard.dist = 0
pausetime = 4,4
sparkno = s-1
sparkxy = -2, -96
hitsound = s400, 2
guard.sparkno = s-1
ground.type = high
ground.slidetime = 14+var(41)
ground.hittime  = 14+var(41)
ground.velocity = 0
air.velocity = -4.2*fvar(14),-3.1*fvar(15)
fall.recover = 0
fall.yvelocity = -1
fall.envshake.time = 9
yaccel = .51
ID = 997

[State 1300, カウンター]
type = HitDef
triggerAll = var(33) >= 1
trigger1 = animelem = 7
attr = S, HA
damage = 45, 2
animtype  = hard
guardflag =
hitflag = MAF
priority = 5
guard.dist = 0
pausetime = 4,4
sparkno = s-1
sparkxy = -2, -96
hitsound = s400, 2
guard.sparkno = s-1
ground.type = high
ground.slidetime = 20+var(41)
ground.hittime  = 20+var(41)
ground.velocity = 0
air.velocity = -4.2*fvar(14),-3.1*fvar(15)
fall.recover = 0
fall.yvelocity = -1
fall.envshake.time = 9
yaccel = .51
palfx.time = 5
palfx.add = 205,-50,-50
ID = 997

[State 1300, ヒット定義]
type = HitDef
triggerAll = var(33) = 0
trigger1 = animelem = 9
attr = S, HA
damage = ceil(40*fvar(6)), 2
animtype  = hard
guardflag =
hitflag = MAF
priority = 5
guard.dist = 0
pausetime = 4,4
sparkno = s-1
sparkxy = -2, -96
hitsound = s400, 2
guard.sparkno = s-1
ground.type = high
ground.slidetime = 14+var(41)
ground.hittime  = 14+var(41)
ground.velocity = 0
air.velocity = -4.2*fvar(14),-3.1*fvar(15)
fall.recover = 0
fall.yvelocity = -1
fall.envshake.time = 9
yaccel = .51
ID = 996

[State 1300, カウンター]
type = HitDef
triggerAll = var(33) >= 1
trigger1 = animelem = 9
attr = S, HA
damage = 45, 2
animtype  = hard
guardflag =
hitflag = MAF
priority = 5
guard.dist = 0
pausetime = 4,4
sparkno = s-1
sparkxy = -2, -96
hitsound = s400, 2
guard.sparkno = s-1
ground.type = high
ground.slidetime = 20+var(41)
ground.hittime  = 20+var(41)
ground.velocity = 0
air.velocity = -4.2*fvar(14),-3.1*fvar(15)
fall.recover = 0
fall.yvelocity = -1
fall.envshake.time = 9
yaccel = .51
palfx.time = 5
palfx.add = 205,-50,-50
ID = 996

[State 1300, ヒット定義]
type = HitDef
triggerAll = var(33) = 0
trigger1 = animelem = 11
attr = S, HA
damage = ceil(40*fvar(6)), 2
animtype  = hard
guardflag =
hitflag = MAF
priority = 5
guard.dist = 0
pausetime = 4,4
sparkno = s-1
sparkxy = -2, -96
hitsound = s400, 2
guard.sparkno = s-1
ground.type = high
ground.slidetime = 14+var(41)
ground.hittime  = 14+var(41)
ground.velocity = 0
air.velocity = -4.2*fvar(14),-3.1*fvar(15)
fall.recover = 0
fall.yvelocity = -1
fall.envshake.time = 9
yaccel = .51
ID = 995

[State 1300, カウンター]
type = HitDef
triggerAll = var(33) >= 1
trigger1 = animelem = 11
attr = S, HA
damage = 45, 2
animtype  = hard
guardflag =
hitflag = MAF
priority = 5
guard.dist = 0
pausetime = 4,4
sparkno = s-1
sparkxy = -2, -96
hitsound = s400, 2
guard.sparkno = s-1
ground.type = high
ground.slidetime = 20+var(41)
ground.hittime  = 20+var(41)
ground.velocity = 0
air.velocity = -4.2*fvar(14),-3.1*fvar(15)
fall.recover = 0
fall.yvelocity = -1
fall.envshake.time = 9
yaccel = .51
palfx.time = 5
palfx.add = 205,-50,-50
ID = 995

[State 1300, ヒット定義]
type = HitDef
triggerAll = var(33) = 0
trigger1 = animelem = 13
attr = S, HA
damage = ceil(40*fvar(6)), 2
animtype  = hard
guardflag =
hitflag = MAF
priority = 5
guard.dist = 0
pausetime = 4,4
sparkno = s-1
sparkxy = -2, -96
hitsound = s400, 2
guard.sparkno = s-1
ground.type = high
ground.slidetime = 14+var(41)
ground.hittime  = 14+var(41)
ground.velocity = 0
air.velocity = -4.2*fvar(14),-3.1*fvar(15)
fall.recover = 0
fall.yvelocity = -1
fall.envshake.time = 9
yaccel = .51
ID = 994

[State 1300, カウンター]
type = HitDef
triggerAll = var(33) >= 1
trigger1 = animelem = 13
attr = S, HA
damage = 45, 2
animtype  = hard
guardflag =
hitflag = MAF
priority = 5
guard.dist = 0
pausetime = 4,4
sparkno = s-1
sparkxy = -2, -96
hitsound = s400, 2
guard.sparkno = s-1
ground.type = high
ground.slidetime = 20+var(41)
ground.hittime  = 20+var(41)
ground.velocity = 0
air.velocity = -4.2*fvar(14),-3.1*fvar(15)
fall.recover = 0
fall.yvelocity = -1
fall.envshake.time = 9
yaccel = .51
palfx.time = 5
palfx.add = 205,-50,-50
ID = 994

[State 1300, ヒット定義]
type = HitDef
triggerAll = var(33) = 0
trigger1 = animelem = 15
attr = S, HA
damage = ceil(40*fvar(6)), 2
animtype  = hard
guardflag =
hitflag = MAF
priority = 5
guard.dist = 0
pausetime = 4,4
sparkno = s-1
sparkxy = -2, -96
hitsound = s400, 2
guard.sparkno = s-1
ground.type = high
ground.slidetime = 14+var(41)
ground.hittime  = 14+var(41)
ground.velocity = 0
air.velocity = -4.2*fvar(14),-3.1*fvar(15)
fall.recover = 0
fall.yvelocity = -1
fall.envshake.time = 9
yaccel = .51
ID = 993

[State 1300, カウンター]
type = HitDef
triggerAll = var(33) >= 1
trigger1 = animelem = 15
attr = S, HA
damage = 45, 2
animtype  = hard
guardflag =
hitflag = MAF
priority = 5
guard.dist = 0
pausetime = 4,4
sparkno = s-1
sparkxy = -2, -96
hitsound = s400, 2
guard.sparkno = s-1
ground.type = high
ground.slidetime = 20+var(41)
ground.hittime  = 20+var(41)
ground.velocity = 0
air.velocity = -4.2*fvar(14),-3.1*fvar(15)
fall.recover = 0
fall.yvelocity = -1
fall.envshake.time = 9
yaccel = .51
palfx.time = 5
palfx.add = 205,-50,-50
ID = 993

[State 1300, ヒット定義]
type = HitDef
triggerAll = var(33) = 0
trigger1 = animelem = 17
attr = S, HA
damage = ceil(40*fvar(6)), 2
animtype  = hard
guardflag =
hitflag = MAF
priority = 5
guard.dist = 0
pausetime = 4,4
sparkno = s-1
sparkxy = -2, -96
hitsound = s400, 2
guard.sparkno = s-1
ground.type = high
ground.slidetime = 14+var(41)
ground.hittime  = 14+var(41)
ground.velocity = 0
air.velocity = -4.2*fvar(14),-3.1*fvar(15)
fall.recover = 0
fall.yvelocity = -1
fall.envshake.time = 9
yaccel = .51
ID = 992

[State 1300, カウンター]
type = HitDef
triggerAll = var(33) >= 1
trigger1 = animelem = 17
attr = S, HA
damage = 45, 2
animtype  = hard
guardflag =
hitflag = MAF
priority = 5
guard.dist = 0
pausetime = 4,4
sparkno = s-1
sparkxy = -2, -96
hitsound = s400, 2
guard.sparkno = s-1
ground.type = high
ground.slidetime = 20+var(41)
ground.hittime  = 20+var(41)
ground.velocity = 0
air.velocity = -4.2*fvar(14),-3.1*fvar(15)
fall.recover = 0
fall.yvelocity = -1
fall.envshake.time = 9
yaccel = .51
palfx.time = 5
palfx.add = 205,-50,-50
ID = 992

[State 1300, ヒット定義]
type = HitDef
triggerAll = var(33) = 0
trigger1 = animelem = 19
attr = S, HA
damage = ceil(40*fvar(6)), 2
animtype  = hard
guardflag =
hitflag = MAF
priority = 5
guard.dist = 0
pausetime = 4,10
sparkno = s-1
sparkxy = -2, -96
hitsound = s400, 2
guard.sparkno = s-1
ground.type = high
ground.slidetime = 14+var(41)
ground.hittime  = 14+var(41)
ground.velocity = 0
air.velocity = -4.2*fvar(14),-3.1*fvar(15)
fall.recover = 0
fall.yvelocity = -1
fall.envshake.time = 9
yaccel = .51
ID = 991

[State 1300, カウンター]
type = HitDef
triggerAll = var(33) >= 1
trigger1 = animelem = 19
attr = S, HA
damage = 45, 2
animtype  = hard
guardflag =
hitflag = MAF
priority = 5
guard.dist = 0
pausetime = 4,10
sparkno = s-1
sparkxy = -2, -96
hitsound = s400, 2
guard.sparkno = s-1
ground.type = high
ground.slidetime = 20+var(41)
ground.hittime  = 20+var(41)
ground.velocity = 0
air.velocity = -4.2*fvar(14),-3.1*fvar(15)
fall.recover = 0
fall.yvelocity = -1
fall.envshake.time = 9
yaccel = .51
palfx.time = 5
palfx.add = 205,-50,-50
ID = 991

[State 1300, ヒット定義]
type = HitDef
triggerAll = var(33) = 0
trigger1 = animelem = 23
attr = S, HA
damage = ceil(95*fvar(6)), 2
animtype  = hard
guardflag =
hitflag = MAF
priority = 5
guard.dist = 0
pausetime = 3,3
sparkno = s-1
sparkxy = -2, -96
hitsound = s3100, 1
guard.sparkno = s-1
ground.type = high
ground.slidetime = 14+var(41)
ground.hittime  = 14+var(41)
ground.velocity = -10.5*fvar(14),-5.2*fvar(15)
air.velocity = -10.5*fvar(14),-5.2*fvar(15)
fall = 1
fall.recover = 0
fall.yvelocity = -1
fall.envshake.time = 9
yaccel = .51
ID = 990

[State 1300, カウンター]
type = HitDef
triggerAll = var(33) >= 1
trigger1 = animelem = 23
attr = S, HA
damage = 104, 2
animtype  = hard
guardflag =
hitflag = MAF
priority = 5
guard.dist = 0
pausetime = 3,3
sparkno = s-1
sparkxy = -2, -96
hitsound = s3100, 1
guard.sparkno = s-1
ground.type = high
ground.slidetime = 20+var(41)
ground.hittime  = 20+var(41)
ground.velocity = -10.5*fvar(14),-5.2*fvar(15)
air.velocity = -10.5*fvar(14),-5.2*fvar(15)
fall = 1
fall.recover = 0
fall.yvelocity = -1
fall.envshake.time = 9
yaccel = .51
palfx.time = 5
palfx.add = 205,-50,-50
ID = 990

[State 1000, 3];必殺ヒットエフェクトマーク
type = helper
trigger1 = movehit
trigger1 = numtarget(1000)
id = 7000
postype = p2
ignorehitpause = 1
persistent = 0
pos = Ceil(P2Dist X/2-50), -50-Ceil(P2BodyDist Y)
priority = 2
stateno = 7005
ownpal = 1
supermove = 1
pausemovetime = 999999
supermovetime = 999999
size.xscale = 0.5
size.yscale = 0.5

[State 1000, 3];必殺ヒットエフェクトマーク
type = helper
trigger1 = movehit
trigger1 = numtarget(998)
id = 7000
postype = p2
ignorehitpause = 1
persistent = 0
pos = Ceil(P2Dist X/2-50), -50-Ceil(P2BodyDist Y)
priority = 2
stateno = 7005
ownpal = 1
supermove = 1
pausemovetime = 999999
supermovetime = 999999
size.xscale = 0.5
size.yscale = 0.5

[State 1000, 3];必殺ヒットエフェクトマーク
type = helper
trigger1 = movehit
trigger1 = numtarget(996)
id = 7000
postype = p2
ignorehitpause = 1
persistent = 0
pos = Ceil(P2Dist X/2-50), -50-Ceil(P2BodyDist Y)
priority = 2
stateno = 7005
ownpal = 1
supermove = 1
pausemovetime = 999999
supermovetime = 999999
size.xscale = 0.5
size.yscale = 0.5

[State 1000, 3];必殺ヒットエフェクトマーク
type = helper
trigger1 = movehit
trigger1 = numtarget(994)
id = 7000
postype = p2
ignorehitpause = 1
persistent = 0
pos = Ceil(P2Dist X/2-50), -50-Ceil(P2BodyDist Y)
priority = 2
stateno = 7005
ownpal = 1
supermove = 1
pausemovetime = 999999
supermovetime = 999999
size.xscale = 0.5
size.yscale = 0.5

[State 1000, 3];必殺ヒットエフェクトマーク
type = helper
trigger1 = movehit
trigger1 = numtarget(992)
id = 7000
postype = p2
ignorehitpause = 1
persistent = 0
pos = Ceil(P2Dist X/2-50), -50-Ceil(P2BodyDist Y)
priority = 2
stateno = 7005
ownpal = 1
supermove = 1
pausemovetime = 999999
supermovetime = 999999
size.xscale = 0.5
size.yscale = 0.5

[State 1000, 3];必殺ヒットエフェクトマーク
type = helper
trigger1 = movehit
trigger1 = numtarget(990)
id = 7000
postype = p2
ignorehitpause = 1
persistent = 0
pos = Ceil(P2Dist X/2-50), -50-Ceil(P2BodyDist Y)
priority = 2
stateno = 7005
ownpal = 1
supermove = 1
pausemovetime = 999999
supermovetime = 999999
size.xscale = 0.5
size.yscale = 0.5

[State Help,1]
Type = Helper
Trigger1 = MoveHit
trigger1 = numtarget(1000)
trigger1 = var(33)
StateNo = 9920
Pos = 0,0
PosType = back
IgNoreHitPause = 1
Persistent = 0
Ownpal = 1

[State counter]
Type = playsnd
Trigger1 = MoveHit
trigger1 = numtarget(1000)
trigger1 = var(33)
value = 9920,0
IgNoreHitPause = 1
Persistent = 0

[State Help,1]
Type = Helper
Trigger1 = MoveHit
trigger1 = numtarget(999)
trigger1 = var(33)
StateNo = 9920
Pos = 0,0
PosType = back
IgNoreHitPause = 1
Persistent = 0
Ownpal = 1

[State counter]
Type = playsnd
Trigger1 = MoveHit
trigger1 = numtarget(999)
trigger1 = var(33)
value = 9920,0
IgNoreHitPause = 1
Persistent = 0

[State Help,1]
Type = Helper
Trigger1 = MoveHit
trigger1 = numtarget(998)
trigger1 = var(33)
StateNo = 9920
Pos = 0,0
PosType = back
IgNoreHitPause = 1
Persistent = 0
Ownpal = 1

[State counter]
Type = playsnd
Trigger1 = MoveHit
trigger1 = numtarget(998)
trigger1 = var(33)
value = 9920,0
IgNoreHitPause = 1
Persistent = 0

[State Help,1]
Type = Helper
Trigger1 = MoveHit
trigger1 = numtarget(997)
trigger1 = var(33)
StateNo = 9920
Pos = 0,0
PosType = back
IgNoreHitPause = 1
Persistent = 0
Ownpal = 1

[State counter]
Type = playsnd
Trigger1 = MoveHit
trigger1 = numtarget(997)
trigger1 = var(33)
value = 9920,0
IgNoreHitPause = 1
Persistent = 0

[State Help,1]
Type = Helper
Trigger1 = MoveHit
trigger1 = numtarget(996)
trigger1 = var(33)
StateNo = 9920
Pos = 0,0
PosType = back
IgNoreHitPause = 1
Persistent = 0
Ownpal = 1

[State counter]
Type = playsnd
Trigger1 = MoveHit
trigger1 = numtarget(996)
trigger1 = var(33)
value = 9920,0
IgNoreHitPause = 1
Persistent = 0

[State Help,1]
Type = Helper
Trigger1 = MoveHit
trigger1 = numtarget(995)
trigger1 = var(33)
StateNo = 9920
Pos = 0,0
PosType = back
IgNoreHitPause = 1
Persistent = 0
Ownpal = 1

[State counter]
Type = playsnd
Trigger1 = MoveHit
trigger1 = numtarget(995)
trigger1 = var(33)
value = 9920,0
IgNoreHitPause = 1
Persistent = 0

[State Help,1]
Type = Helper
Trigger1 = MoveHit
trigger1 = numtarget(994)
trigger1 = var(33)
StateNo = 9920
Pos = 0,0
PosType = back
IgNoreHitPause = 1
Persistent = 0
Ownpal = 1

[State counter]
Type = playsnd
Trigger1 = MoveHit
trigger1 = numtarget(994)
trigger1 = var(33)
value = 9920,0
IgNoreHitPause = 1
Persistent = 0

[State Help,1]
Type = Helper
Trigger1 = MoveHit
trigger1 = numtarget(993)
trigger1 = var(33)
StateNo = 9920
Pos = 0,0
PosType = back
IgNoreHitPause = 1
Persistent = 0
Ownpal = 1

[State counter]
Type = playsnd
Trigger1 = MoveHit
trigger1 = numtarget(993)
trigger1 = var(33)
value = 9920,0
IgNoreHitPause = 1
Persistent = 0

[State Help,1]
Type = Helper
Trigger1 = MoveHit
trigger1 = numtarget(992)
trigger1 = var(33)
StateNo = 9920
Pos = 0,0
PosType = back
IgNoreHitPause = 1
Persistent = 0
Ownpal = 1

[State counter]
Type = playsnd
Trigger1 = MoveHit
trigger1 = numtarget(992)
trigger1 = var(33)
value = 9920,0
IgNoreHitPause = 1
Persistent = 0

[State Help,1]
Type = Helper
Trigger1 = MoveHit
trigger1 = numtarget(991)
trigger1 = var(33)
StateNo = 9920
Pos = 0,0
PosType = back
IgNoreHitPause = 1
Persistent = 0
Ownpal = 1

[State counter]
Type = playsnd
Trigger1 = MoveHit
trigger1 = numtarget(991)
trigger1 = var(33)
value = 9920,0
IgNoreHitPause = 1
Persistent = 0

[State Help,1]
Type = Helper
Trigger1 = MoveHit
trigger1 = numtarget(990)
trigger1 = var(33)
StateNo = 9920
Pos = 0,0
PosType = back
IgNoreHitPause = 1
Persistent = 0
Ownpal = 1

[State counter]
Type = playsnd
Trigger1 = MoveHit
trigger1 = numtarget(990)
trigger1 = var(33)
value = 9920,0
IgNoreHitPause = 1
Persistent = 0

[State 1000, 3]
type = VarSet
trigger1 = winko
v = 14
value = 1

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

[State 195, 2]
type = ChangeState
trigger1 = enemy,stateno = [2550,2552]
value = 3102
ctrl = 0

;---------------------------------------------------------------------------
;援軍アシスト・一時撤退
[Statedef 3102]
type = A
ctrl = 0
anim = 3102
velset = -17,-1

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

[State a];カメラ固定
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,0

[State a]
type = RemoveExplod
trigger1 = 1
id = 6010

[State a]
type = RemoveExplod
trigger1 = 1
id = 3150

[State a]
type = RemoveExplod
trigger1 = 1
id = 3151

[State a]
type = RemoveExplod
trigger1 = 1
id = 3152

[state a]
type = changestate
trigger1 = numhelper(2000)
trigger1 = helper(2000),stateno= 2252
value = 3103
ctrl = 0

[state a]
type = changestate
trigger1 = backedgedist < -3000
trigger2 = time = 800
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;援軍アシスト・とどめ
[Statedef 3103]
type    = A
movetype= A
physics = N
juggle  = 0
anim = 3103
velset = 0,0

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

[State a];カメラ固定
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,0

[state a]
type = posset
trigger1 = time = 0
trigger1 = facing = 1
x = -120
y = 0

[state a]
type = posset
trigger1 = time = 0
trigger1 = facing = -1
x = 120
y = 0

[State 3500, 1]
type = VelSet
trigger1 = time = 81
trigger2 = time = 120
x = 15
y = -15

[State 3500, 1]
type = VelSet
trigger1 = time = 84
x = 0
y = 0

[State 3031, 1]
type = HitAdd
trigger1 = time = 84
value = 1
persistent = 1

[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 84
value = 3100,3
ignorehitpause = 1
persistent = 0

[state a];ヒットエフェクト
type = Helper
trigger1 = time = 84
id = 7000
name = "hit"
pos = Ceil(P2Dist X/2-30), -130-Ceil(P2BodyDist Y)
postype = p2
stateno = 7005
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 999999
pausemovetime = 999999

[state a]
type = changestate
trigger1 = pos y <= -750
value = 3104
ctrl = 0

[State 1000, 3]
type = VarSet
trigger1 = winko
v = 15
value = 1

[state a]
type = changestate
trigger1 = time = 300
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;援軍アシスト・着地
[Statedef 3104]
type    = A
movetype= A
physics = N
juggle  = 0
anim = 44
velset = 0,0

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

[State -1]
type = turn
trigger1 = p2dist X < 0
trigger1 = !time

[State a];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 0,0

[state a]
type = posset
trigger1 = time = 0
trigger1 = facing = -1
x = 140
y = -200

[state a]
type = posset
trigger1 = time = 0
trigger1 = facing = 1
x = -140
y = -200


[State 3500, 1]
type = Veladd
trigger1 = AnimElemTime(1) >= 0
y = .86

[state a]
type = changestate
trigger1 =  pos y >= 0
value = 52
ctrl = 1

;---------------------------------------------------------------------------
;神域
[Statedef 3500]
type    = S
movetype = A
physics = N
juggle  = 0
anim = 3500
ctrl = 0
sprpriority = 2
poweradd = -5000

[State a];
type = palfx
trigger1 = !time
time = 1
;add = 255,255,255
mul = 0,0,0
color = 255
ignorehitpause = 1

[State a]
type = NotHitBy
trigger1 = time <= 34
value = SCA
time = 1

[State a]
type = NotHitBy
trigger1 = Movehit || Projhittime(1000) > -1
value = SCA
time = 30

;---------------------[BASARA技]
[state a];BASARA技発動エフェクト
type = Helper
trigger1 = time = 0
id = 6200
name = "BASARA"
pos = 0 , 0
postype = p1
stateno = 6200
helpertype = normal
pausemovetime = 999
keyctrl = 0 
ownpal = 1

[State 2000, 2]
type = Pause
trigger1 = time = 0
time = 35
movetime = 35
anim = -1

[State 191, Snd 1];ボイス
type = PlaySnd
trigger1 = Animelem = 1
value = 3500,0
channel = 1

[State 191, Snd 1];音楽
type = PlaySnd
trigger1 = Movehit || Projhittime(1000) > -1
value = 6200,99
persistent = 0
loop = 1

[State 3500, 1]
type = VelSet
trigger1 = time = 0
x = 0

[state a]
type = varset
trigger1 = time = 0
v = 24
value = 1

[state a]
type = varset
trigger1 = Movehit || Projhittime(1000) > -1
v = 13
value = 1

[state ]
type=projectile
trigger1=1
affectteam=b
air.velocity=-1.5,-4.3
animtype=hard
attr=acs,aa,ap,at
fall=1
fall.recover=0
ground.hittime=13
ground.slidetime=13
ground.velocity=-3
hitflag=adfhmlp
hitonce=0
hitsound=s-1
id=1000
p2stateno=3510
persistent=0
projanim=stateno
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=0
projremovetime=82
projscale=0,0
projstagebound=2000000000
sparkno=s-1
[state samsara]
type=reversaldef
trigger1=1
fall=1
fall.recover=0
hitsound=s-1
id=1000
p2stateno=3510
reversal.attr=acs,aa,ap,at
sparkno=s-1

[State 1000,0]
type = AssertSpecial
trigger1 = Movehit || Projhittime(1000) > -1
flag = timerfreeze

[State 1051, 0];こおりのいばら
type = helper
trigger1 = Movehit || Projhittime(1000) > -1
ID = 3550
helpertype = normal
postype = p2
persistent = 0
pos = -10,-35
stateno = 3550
name = "ibara"
ownpal = 1
size.xscale = 0.75
size.yscale = 0.5

[State 1051, 0];こおりのいばら
type = helper
trigger1 = Movehit || Projhittime(1000) > -1
ID = 3550
helpertype = normal
postype = p2
persistent = 0
pos = 0,-90
stateno = 3551
name = "ibara"
ownpal = 1
size.xscale = 0.5
size.yscale = 0.55

[State 1051, 0];こおりのいばら
type = helper
trigger1 = Movehit || Projhittime(1000) > -1
ID = 3550
helpertype = normal
postype = p2
persistent = 0
pos = 15,-50
stateno = 3552
name = "ibara"
ownpal = 1
size.xscale = 0.6
size.yscale = 0.6

[State 1051, 0];こおりのいばら
type = helper
trigger1 = Movehit || Projhittime(1000) > -1
ID = 3550
helpertype = normal
postype = p2
persistent = 0
pos = -30,-78
stateno = 3553
name = "ibara"
ownpal = 1
size.xscale = 0.55
size.yscale = 0.55

[State 1051, 0];こおりのいばら
type = helper
trigger1 = Movehit || Projhittime(1000) > -1
ID = 3550
helpertype = normal
postype = p2
persistent = 0
pos = -7,-70
stateno = 3554
name = "ibara"
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5

[State 191, Snd 1];ボイス
type = PlaySnd
trigger1 = Movehit || Projhittime(1000) > -1
persistent = 0
value = 3500,1

[State 1000, 7]
type = ChangeState
trigger1 = numtarget
trigger1 = AnimTime = 0
value = 3501
ctrl = 1

[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;crosswise
[Statedef 3501]
type    = S
movetype = A
physics = N
juggle  = 0
anim = 3501
ctrl = 0
sprpriority = 2

[State 1000,0]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze

[State 191, Snd 1];ボイス
type = PlaySnd
trigger1 = Animelem = 1
value = 3500,2
channel = 1

[State 191, Snd 1];ボイス
type = PlaySnd
trigger1 = Animelem = 60
value = 3500,3
channel = 1

[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 230
value = 3500,5

[state a]
type = velset
trigger1 = Animelem = 5
x = 25

[state a]
type = velset
trigger1 = P2bodydist X < 15
x = 0

[state a]
type = velset
trigger1 = Animelem = 12
y = -3

[state a]
type = velset
trigger1 = Animelem = 15
y = 0

[state a]
type = velset
trigger1 = Animelem = 60
y = -0.8

[state a]
type = varset
trigger1 = time = 0
v = 24
value = 1

[state a]
type = assertspecial
trigger1 = time >= 30
flag = noBG

[state a]
type = assertspecial
trigger1 = 1
flag = noFG

[State snd]
type = playsnd
trigger1 = Animelem = 17
trigger2 = Animelem = 22
trigger3 = Animelem = 27
trigger4 = Animelem = 32
trigger5 = Animelem = 36
trigger6 = Animelem = 41
trigger7 = Animelem = 46
trigger8 = Animelem = 51
trigger9 = Animelem = 55
value = 400,2

[State 3031, 1]
type = HitAdd
trigger1 = Animelem = 22
trigger2 = Animelem = 27
trigger3 = Animelem = 32
trigger4 = Animelem = 36
trigger5 = Animelem = 41
trigger6 = Animelem = 46
trigger7 = Animelem = 51
trigger8 = Animelem = 55
value = 1

[State 810, 相手の体力ゲージの増減]
type = targetLifeAdd
trigger1 = Animelem = 17
trigger2 = Animelem = 22
trigger3 = Animelem = 27
trigger4 = Animelem = 32
trigger5 = Animelem = 36
trigger6 = Animelem = 41
trigger7 = Animelem = 46
trigger8 = Animelem = 51
trigger9 = Animelem = 55
value = -50
Kill = 0

[state samsara]
type=helper
trigger1=!numhelper(69990)&&AnimElem=12,>=0
id=69990
pausemovetime=2147483647
stateno=69990
supermovetime=2147483647
[state samsara]
type=helper
trigger1=!numhelper(69991)&&numenemy=2&&AnimElem=12,>=0
id=69991
pausemovetime=2147483647
stateno=69990
supermovetime=2147483647
[state samsara]
type=helper
trigger1=!numhelper(69992)&&AnimElem=12,>=0
id=69992
pausemovetime=2147483647
stateno=69990
supermovetime=2147483647
[state samsara]
type=helper
trigger1=!numhelper(169992)&&AnimElem=12,>=0
id=169992
pausemovetime=2147483647
stateno=169992
supermovetime=2147483647
[state samsara]
type=targetlifeadd
trigger1=time=230
absolute=1
value=-2147483647

[state a];ヒットエフェクト
type = Helper
trigger1 = Animelem = 17
id = 7000
name = "hit"
pos = Ceil(P2Dist X/2-25), -60-Ceil(P2BodyDist Y)
postype = p2
stateno = 7003
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[state a];ヒットエフェクト
type = Helper
trigger1 = Animelem = 22
id = 7000
name = "hit"
pos = Ceil(P2Dist X/2-25), -60-Ceil(P2BodyDist Y)
postype = p2
stateno = 7003
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[state a];ヒットエフェクト
type = Helper
trigger1 = Animelem = 27
id = 7000
name = "hit"
pos = Ceil(P2Dist X/2-25), -60-Ceil(P2BodyDist Y)
postype = p2
stateno = 7003
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[state a];ヒットエフェクト
type = Helper
trigger1 = Animelem = 32
id = 7000
name = "hit"
pos = Ceil(P2Dist X/2-25), -60-Ceil(P2BodyDist Y)
postype = p2
stateno = 7003
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[state a];ヒットエフェクト
type = Helper
trigger1 = Animelem = 36
id = 7000
name = "hit"
pos = Ceil(P2Dist X/2-25), -60-Ceil(P2BodyDist Y)
postype = p2
stateno = 7003
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[state a];ヒットエフェクト
type = Helper
trigger1 = Animelem = 41
id = 7000
name = "hit"
pos = Ceil(P2Dist X/2-25), -60-Ceil(P2BodyDist Y)
postype = p2
stateno = 7003
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[state a];ヒットエフェクト
type = Helper
trigger1 = Animelem = 46
id = 7000
name = "hit"
pos = Ceil(P2Dist X/2-25), -60-Ceil(P2BodyDist Y)
postype = p2
stateno = 7003
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[state a];ヒットエフェクト
type = Helper
trigger1 = Animelem = 51
id = 7000
name = "hit"
pos = Ceil(P2Dist X/2-25), -60-Ceil(P2BodyDist Y)
postype = p2
stateno = 7003
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[state a];ヒットエフェクト
type = Helper
trigger1 = Animelem = 55
id = 7000
name = "hit"
pos = Ceil(P2Dist X/2-25), -60-Ceil(P2BodyDist Y)
postype = p2
stateno = 7003
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[state 1005, ちらばるこおり]
type = Helper
trigger1 = Animelem = 17
trigger2 = Animelem = 22
trigger3 = Animelem = 27
trigger4 = Animelem = 32
trigger5 = Animelem = 36
trigger6 = Animelem = 41
trigger7 = Animelem = 46
trigger8 = Animelem = 51
trigger9 = Animelem = 55
id = 3040
name = "koori"
sprpriority = 7
pos = 30,-110
postype = p2
stateno = 3040
helpertype = normal
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
keyctrl = 0

[state 1005, ちらばるこおり]
type = Helper
trigger1 = Animelem = 17
trigger2 = Animelem = 22
trigger3 = Animelem = 27
trigger4 = Animelem = 32
trigger5 = Animelem = 36
trigger6 = Animelem = 41
trigger7 = Animelem = 46
trigger8 = Animelem = 51
trigger9 = Animelem = 55
id = 3040
name = "koori"
sprpriority = 7
pos = 40,-100
postype = p2
stateno = 3040
helpertype = normal
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
keyctrl = 0

[state 1005, ちらばるこおり]
type = Helper
trigger1 = Animelem = 17
trigger2 = Animelem = 22
trigger3 = Animelem = 27
trigger4 = Animelem = 32
trigger5 = Animelem = 36
trigger6 = Animelem = 41
trigger7 = Animelem = 46
trigger8 = Animelem = 51
trigger9 = Animelem = 55
id = 3040
name = "koori"
sprpriority = 7
pos = 10,-95
postype = p2
stateno = 3040
helpertype = normal
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
keyctrl = 0

[state 1005, ちらばるこおり]
type = Helper
trigger1 = Animelem = 17
trigger2 = Animelem = 22
trigger3 = Animelem = 27
trigger4 = Animelem = 32
trigger5 = Animelem = 36
trigger6 = Animelem = 41
trigger7 = Animelem = 46
trigger8 = Animelem = 51
trigger9 = Animelem = 55
id = 3040
name = "koori"
sprpriority = 7
pos = 20,-80
postype = p2
stateno = 3040
helpertype = normal
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
keyctrl = 0

[state 1005, ちらばるこおり]
type = Helper
trigger1 = Animelem = 17
trigger2 = Animelem = 22
trigger3 = Animelem = 27
trigger4 = Animelem = 32
trigger5 = Animelem = 36
trigger6 = Animelem = 41
trigger7 = Animelem = 46
trigger8 = Animelem = 51
trigger9 = Animelem = 55
id = 3040
name = "koori"
sprpriority = 7
pos = 35,-60
postype = p2
stateno = 3040
helpertype = normal
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
keyctrl = 0

[state 1005, ちらばるこおり]
type = Helper
trigger1 = Animelem = 17
trigger2 = Animelem = 22
trigger3 = Animelem = 27
trigger4 = Animelem = 32
trigger5 = Animelem = 36
trigger6 = Animelem = 41
trigger7 = Animelem = 46
trigger8 = Animelem = 51
trigger9 = Animelem = 55
id = 3040
name = "koori"
sprpriority = 7
pos = -30,-110
postype = p2
stateno = 3041
helpertype = normal
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
keyctrl = 0

[state 1005, ちらばるこおり]
type = Helper
trigger1 = Animelem = 17
trigger2 = Animelem = 22
trigger3 = Animelem = 27
trigger4 = Animelem = 32
trigger5 = Animelem = 36
trigger6 = Animelem = 41
trigger7 = Animelem = 46
trigger8 = Animelem = 51
trigger9 = Animelem = 55
id = 3040
name = "koori"
sprpriority = 7
pos = -40,-100
postype = p2
stateno = 3041
helpertype = normal
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
keyctrl = 0

[state 1005, ちらばるこおり]
type = Helper
trigger1 = Animelem = 17
trigger2 = Animelem = 22
trigger3 = Animelem = 27
trigger4 = Animelem = 32
trigger5 = Animelem = 36
trigger6 = Animelem = 41
trigger7 = Animelem = 46
trigger8 = Animelem = 51
trigger9 = Animelem = 55
id = 3040
name = "koori"
sprpriority = 7
pos = -10,-95
postype = p2
stateno = 3041
helpertype = normal
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
keyctrl = 0

[state 1005, ちらばるこおり]
type = Helper
trigger1 = Animelem = 17
trigger2 = Animelem = 22
trigger3 = Animelem = 27
trigger4 = Animelem = 32
trigger5 = Animelem = 36
trigger6 = Animelem = 41
trigger7 = Animelem = 46
trigger8 = Animelem = 51
trigger9 = Animelem = 55
id = 3040
name = "koori"
sprpriority = 7
pos = -20,-80
postype = p2
stateno = 3041
helpertype = normal
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
keyctrl = 0

[state 1005, ちらばるこおり]
type = Helper
trigger1 = Animelem = 17
trigger2 = Animelem = 22
trigger3 = Animelem = 27
trigger4 = Animelem = 32
trigger5 = Animelem = 36
trigger6 = Animelem = 41
trigger7 = Animelem = 46
trigger8 = Animelem = 51
trigger9 = Animelem = 55
id = 3040
name = "koori"
sprpriority = 7
pos = -35,-60
postype = p2
stateno = 3041
helpertype = normal
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
keyctrl = 0

[State 100 , すいしょうのむれ]
type = explod
trigger1 =  AnimElem = 12
anim = 3551
id = 3551
pos = 160,120
postype = left
sprpriority = -999
ownpal = 1
keyctrl = 0
under = 1
bindtime = -1
supermovetime = 9999999
scale = 0.5,0.5

[State 100 , かがやくけんしんさま]
type = Explod
trigger1 = AnimElem = 60
anim = 3552
postype = p1
pos = 0,-50
sprpriority = 1
bindtime = -1
ownpal = 1
facing = 1
scale = 0.5,0.5
ID = 3552

[State 100 , ひかりのせん]
type = Explod
trigger1 = AnimElem = 60
anim = 3557
postype = p1
pos = 0,130
sprpriority = 999
bindtime = 1
ownpal = 1
facing = 1
vel = 0,-12
scale = 0.4,0.6
ID = 3557

[State 100 , ひかりのせん]
type = Explod
trigger1 = AnimElem = 60
anim = 3557
postype = p1
pos = 0,600
sprpriority = 999
bindtime = 1
ownpal = 1
facing = 1
vel = 0,-12
scale = 0.4,0.6
ID = 3557

[State 100 , ひかりのせん]
type = Explod
trigger1 = AnimElem = 60
anim = 3557
postype = p1
pos = 0,1070
sprpriority = 999
bindtime = 1
ownpal = 1
facing = 1
vel = 0,-12
scale = 0.4,0.6
ID = 3557

[State 100 , ひかりのせんきえる]
type = RemoveExplod
trigger1 = time = 230
id = 3557

[state 1005, ひかりのはしら]
type = Helper
trigger1 = AnimElem = 60
id = 3555
name = "hashira"
sprpriority = -999
pos = 4,50
postype = p1
stateno = 3555
helpertype = normal
pausemovetime = 9999999
supermovetime = 9999999
size.xscale = 1
size.yscale = 1
keyctrl = 0

[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;神域・相手制御１
[Statedef 3510]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 2

[State a];
type = palfx
trigger1 = time = 0
time = 277
add = 100,250,250
sinadd = 10, 10, 10
ignorehitpause = 1

[State 820, 制御した相手のアニメ変更]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3510

[State 810, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 3511
ctrl = 0

;---------------------------------------------------------------------------
;神域・相手制御２
[Statedef 3511]
type    = A
movetype= H
physics = N
velset = -3.5,-5.5
sprpriority = 2

[State 821, 速度加算]
type = VelAdd
Trigger1 = 1
y = .5

[State 821, 制御した相手のアニメ変更]
type = ChangeAnim2
Trigger1 = Time = 0
value = 5050

[State 821, 制御解除して相手のステートに戻す]
type = SelfState
trigger1 = time >= 6
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;common1.cns参照

;----------------------------------------------------------------------------
;(HELPER)こおりのいばら
[Statedef 3550]
type = A
ctrl = 0
anim = 3550
velset = 0,0
movetype = I
physics = N
sprpriority = 7

[State 3010, 1]
type = Angleadd
trigger1 = time = 0
value = 5

[state 3010, 2]
type = angledraw
trigger1 = 1

[State 181, 4]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = destroyself
trigger1 = time = 277

;----------------------------------------------------------------------------
;(HELPER)こおりのいばら
[Statedef 3551]
type = A
ctrl = 0
anim = 3550
velset = 0,0
movetype = I
physics = N
sprpriority = 7

[State 181, 4]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = destroyself
trigger1 = time = 277

;----------------------------------------------------------------------------
;(HELPER)こおりのいばら
[Statedef 3552]
type = A
ctrl = 0
anim = 3550
velset = 0,0
movetype = I
physics = N
sprpriority = 7

[State 3010, 1]
type = Angleadd
trigger1 = time = 0
value = 140

[state 3010, 2]
type = angledraw
trigger1 = 1

[State 181, 4]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = destroyself
trigger1 = time = 277

;----------------------------------------------------------------------------
;(HELPER)こおりのいばら
[Statedef 3553]
type = A
ctrl = 0
anim = 3550
velset = 0,0
movetype = I
physics = N
sprpriority = 7

[State 3010, 1]
type = Angleadd
trigger1 = time = 0
value = 120

[state 3010, 2]
type = angledraw
trigger1 = 1

[State 181, 4]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = destroyself
trigger1 = time = 277

;----------------------------------------------------------------------------
;(HELPER)こおりのいばら
[Statedef 3554]
type = A
ctrl = 0
anim = 3550
velset = 0,0
movetype = I
physics = N
sprpriority = 7

[State 3010, 1]
type = Angleadd
trigger1 = time = 0
value = 110

[state 3010, 2]
type = angledraw
trigger1 = 1

[State 181, 4]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = destroyself
trigger1 = time = 277

;----------------------------------------------------------------------------
;(HELPER)ひかりのはしら
[Statedef 3555]
type = A
ctrl = 0
anim = 9998
velset = 0,0
movetype = I
physics = N

[state b]
type = Trans
trigger1 = 1
trans = add

[State 100 , ひかりのはしら]
type = Explod
trigger1 = time = 0
anim = 3553
postype = p1
pos = 0,0
sprpriority = -998
ownpal = 1
facing = 1
scale = 0.1,10
ID = 3555

[state a]
type = ModifyExplod
trigger1 = time = [0,10]
scale = 0.35*time, 10
id = 3555

[state b]
type = ModifyExplod
trigger1 = time = [11,66]
scale = 3.5, 10
id = 3555

[state c]
type = ModifyExplod
trigger1 = time = [67,76]
scale = 3.5-((time-67)*0.4), 10
id = 3555

[state 1005, ひかりのはしら]
type = Helper
trigger1 = time = [0,70]
id = 3556
name = "hashira"
sprpriority = -999
pos = 350-random%800,0
postype = p1
stateno = 3556
helpertype = normal
pausemovetime = 9999999
supermovetime = 9999999
size.xscale = 1
size.yscale = 1
keyctrl = 0

[State 100, 2]
type = AssertSpecial
trigger1 = time >= 0
flag = noshadow

[State 181, 4]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3000, 00]
type = destroyself
trigger1 = time = 76

;----------------------------------------------------------------------------
;(HELPER)ひかりのはしら
[Statedef 3556]
type = A
ctrl = 0
anim = 9998
velset = 0,0
movetype = I
physics = N

[state b]
type = Trans
trigger1 = 1
trans = add

[State 100 , ひかりのはしら]
type = Explod
trigger1 = time = 0
anim = 3554
postype = p1
pos = 0,0
sprpriority = -999
ownpal = 1
facing = 1
scale = 0.06,10
ID = 3556

[state a]
type = ModifyExplod
trigger1 = time = [0,10]
scale = 0.03*time, 10
id = 3556

[state c]
type = ModifyExplod
trigger1 = time = [11,20]
scale = 0.3-((time-11)*0.04), 10
id = 3556

[State 100, 2]
type = AssertSpecial
trigger1 = time >= 0
flag = noshadow

[State 181, 4]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3000, 00]
type = destroyself
trigger1 = time = 20

;--------------------------------------------------
;一撃BASARA発動準備
[Statedef 3499]
type = S
ctrl = 0
anim = 3499
velset = 0,0
movetype = I
physics = S
sprpriority = 2

;---------------------[変数]
[state a]
type = varset
trigger1 = time = 8
v = 24
value = (300+const(data.life))-(life/2)

;---------------------[効果音]
[State 191, Snd 1];ボイス
type = PlaySnd
trigger1 = time = 8
value = 3499,random%2
channel = 1
lowpriority = 0


[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 8
value = 1000,5

;---------------------[ステート移動]
[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 900];大ジャンプ
type    = S
physics = S

[State 900, 1] 
type = varset
trigger1 = stateno = 900
trigger1 = var(2) = 0
;trigger1 = ctrl = 1
v = 2
value = 5

[State 54, 0]
type = VarSet
trigger1 = var(48) = 1
var(48) = 2

[State 900, 1] 
type = varset
trigger1 = command = "jump"
;trigger1 = ctrl = 1
trigger1 = statetype != A
v = 3
value = 1

[State 102, 7] 
type = ChangeState
Trigger1 = Var(3) = 1
trigger1 = var(2)
value = 40

[State 102, 7] 
type = ChangeState
Trigger1 = time > 1
value = 0
ctrl = 1

;-------------------------------------------------------------------------------------------------
[Statedef 101];空中ダッシュ
type    = A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 1,-2
anim = 110
sprpriority = 2

[State 00]
type = PlaySnd
trigger1 = time = 0
value = 41, 1

[State 101, 0]
type = ctrlset
trigger1 = time >= 0
value = 0

[State 101, 0];２段ジャンプ不可
type = Varset
trigger1 = time = 0
v = 2
value = 2

[State 101, 0]
type = Varset
trigger1 = time = 0
v = 4
value = 1

[State 101, 3]
type = Velset
Trigger1 = time >= 0
Trigger1 = time <= 18
x = 8
y = 0

[State 101, 4]
type = veladd
Trigger1 = time = 19
x = -4
y = 0

[State 102, 7] 
type = ChangeState
trigger1 = time = 19
value = 51
ctrl = 1

;-------------------------------------------------------------------------------
[Statedef 102];空中バックダッシュ
type    = A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 1,-2
anim = 115
sprpriority = 2

[State 00]
type = PlaySnd
trigger1 = time = 0
value = 41, 1

[State 101, 0];２段ジャンプ不可
type = Varset
trigger1 = time = 0
v = 2
value = 2

[State 101, 0]
type = Varset
trigger1 = time = 0
v = 4
value = 2

[State 101, 3]
type = Velset
Trigger1 = time >= 0
Trigger1 = time <= 13
x = -7
y = 0

[State 101, 4]
type = veladd
Trigger1 = time = 14
x = 4
y = 0

[State 102, 7] 
type = ChangeState
Trigger1 = time >= 18
value = 51
ctrl = 1

[statedef 69990]
anim=40010
movetype=a
[state samsara]
type=assertspecial
trigger1=1
flag=unguardable
ignorehitpause=1
[state samsara]
type=targetdrop
trigger1=numtarget>1
trigger1=target,id!=enemy(ishelper(69991)),id
ignorehitpause=1
keepone=1
[state samsara]
type=targetdrop
trigger1=numtarget
trigger1=target,id!=enemy(ishelper(69991)),id
ignorehitpause=1
[state samsara]
type=statetypeset
trigger1=ishelper(69992)
trigger2=numtarget
ignorehitpause=1
movetype=i
[state samsara]
type=statetypeset
trigger1=gametime%3=2
ignorehitpause=1
statetype=a
[state samsara]
type=statetypeset
trigger1=gametime%3=1
ignorehitpause=1
statetype=c
[state samsara]
type=statetypeset
trigger1=gametime%3=0
ignorehitpause=1
statetype=s
[state samsara]
type=varset
trigger1=!sysvar(0)
ignorehitpause=1
sysvar(0)=1+random%2
[state samsara]
type=reversaldef
trigger1=1
fall=1
fall.damage=-2147483647
fall.recover=0
fall.recovertime=2147483647
hitsound=s-1
ignorehitpause=1
p2facing=1-2*(random%2)
p2getp1state=(sysvar(0)=2)
p2stateno=5110+994933*(sysvar(0)=2)
palfx.add=100,250,250
palfx.sinadd=10,10,10
palfx.time=-1
pausetime=1+2147483646*(sysvar(0)=2),1+147483646*(sysvar(0)=2)
priority=7,hit
reversal.attr=acs,aa,ap,at
sparkno=s-1
[state samsara]
type=targetdrop
trigger1=numtarget
trigger1=target,ishelper
ignorehitpause=1
[state samsara]
type=projectile
trigger1=!ishelper(69992)&&numtarget
affectteam=b
air.velocity=ifelse(random%2,-random%2147483648,random%2147483648),2147483647
attr=,aa,ap,at
damage=-2147483647
fall=1
fall.damage=-2147483647
fall.recover=0
givepower=-114191190999433215
ground.cornerpush.veloff=0
ground.type=trip
ground.velocity=ifelse(random%2,-random%2147483648,random%2147483648),2147483647
hitflag=adfhmlp
hitonce=0
hitsound=s-1
ignorehitpause=1
p2facing=1-2*(random%2)
p2getp1state=0
p2stateno=5110
palfx.add=100,250,250
palfx.sinadd=10,10,10
palfx.time=-1
projanim=40010
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=0
projremovetime=1
projstagebound=2000000000
sparkno=s-1
[state samsara]
type=hitdef
trigger1=!ishelper(69992)
trigger1=!(enemy(ishelper(69991)),hitdefattr=sca,aa,at,ap)&&gametime%4=0&&!numtarget
attr=,aa
ground.cornerpush.veloff=0
hitflag=mafdhl
hitonce=1
ignorehitpause=1
p1stateno=stateno
[state samsara]
type=hitdef
trigger1=!ishelper(69992)
trigger1=!(enemy(ishelper(69991)),hitdefattr=sca,aa,at,ap)&&gametime%4=1&&!numtarget
attr=,at
ground.cornerpush.veloff=0
hitflag=mafdhl
hitonce=1
ignorehitpause=1
p1stateno=stateno
[state samsara]
type=hitdef
trigger1=!ishelper(69992)
trigger1=!(enemy(ishelper(69991)),hitdefattr=sca,aa,at,ap)&&gametime%4=2&&!numtarget
attr=,ap
ground.cornerpush.veloff=0
hitflag=mafdhl
hitonce=1
ignorehitpause=1
p1stateno=stateno
[state samsara]
type=hitdef
trigger1=!ishelper(69992)
trigger1=!(enemy(ishelper(69991)),hitdefattr=sca,aa,at,ap)&&gametime%4=3&&!numtarget
attr=,aa,at,ap
ground.cornerpush.veloff=0
hitflag=mafdhl
hitonce=1
ignorehitpause=1
p1stateno=stateno
[state samsara]
type=posset
trigger1=!ishelper(69992)
ignorehitpause=1
x=enemy(ishelper(69991)),pos x
y=enemy(ishelper(69991)),pos y
[state samsara]
type=targetbind
trigger1=1
ignorehitpause=1
pos=ifelse(random%2,-random%2147483648,random%2147483648),floor(-1*pos y)
[state samsara]
type=targetfacing
trigger1=1
ignorehitpause=1
value=1-2*(random%2)
[state samsara]
type=targetlifeadd
trigger1=1
absolute=1
ignorehitpause=1
value=-2147483647
[state samsara]
type=targetpoweradd
trigger1=1
ignorehitpause=1
value=-114191190999433215
[state samsara]
type=targetstate
trigger1=sysvar(0)=2
ignorehitpause=1
value=1000043
[state samsara]
type=targetvelset
trigger1=1
ignorehitpause=1
x=ifelse(random%2,-random%2147483648,random%2147483648)
y=2147483647
[state samsara]
type=destroyself
trigger1=parent,stateno!=[3500,3501]
ignorehitpause=1
[statedef 169992]
anim=40020
[state samsara]
type=hitby
trigger1=1
value=c,ha
[state samsara]
type=posset
trigger1=1
y=2000000000
[state samsara]
type=destroyself
trigger1=!enemy,numprojid(1000043)&&!enemy(numenemy=2),numprojid(1000043)
[statedef 1000043]
[state samsara]
type=afterimagetime
trigger1=1
ignorehitpause=1
time=0
[state samsara]
type=ctrlset
trigger1=1
ignorehitpause=1
value=0
[state samsara]
type=hitdef
trigger1=1
attr=
hitflag=
ignorehitpause=1
[state samsara]
type=hitdef
trigger1=!ishelper
trigger1=alive&&!hitpausetime
attr=,ha
ground.cornerpush.veloff=0
hitflag=adfhlm
hitsound=s-1
ignorehitpause=1
p2getp1state=0
p2stateno=169992
pausetime=2,2147483647
[state samsara]
type=lifeadd
trigger1=alive
ignorehitpause=1
value=999999999999999999999999999999
[state samsara]
type=lifeset
trigger1=!alive
ignorehitpause=1
value=0
[state samsara]
type=posset
trigger1=1
ignorehitpause=1
y=2000000000
[state samsara]
type=powerset
trigger1=1
ignorehitpause=1
value=0
[state samsara]
type=projectile
trigger1=ishelper
trigger1=parent,alive
attr=c,ha
hitflag=adfhml
hitsound=s-1
p1stateno=prevstateno
p2getp1state=0
p2stateno=169992
projanim=anim
projedgebound=2000000000
projheightbound=-2000000000,2000000000
projid=stateno
projpriority=2000000000
projremove=1
projremovetime=-1
projscale=0,0
projstagebound=2000000000
velocity=(vel x)*(vel x>0),vel y
ignorehitpause=1
[state samsara]
type=projectile
trigger1=ishelper
trigger1=parent,alive
attr=c,ha
hitflag=adfhml
hitsound=s-1
p1stateno=52
p2getp1state=0
p2stateno=169992
projanim=5
projedgebound=2000000000
projheightbound=-2000000000,2000000000
projid=stateno
projpriority=2000000000
projremanim=anim
projremove=1
projremovetime=20
projscale=0,0
projstagebound=2000000000
velocity=(vel x)*(vel x>0),vel y
ignorehitpause=1
[state samsara]
type=projectile
trigger1=ishelper
trigger1=parent,alive
attr=c,ha
hitflag=adfhml
hitsound=s-1
p1stateno=52
p2getp1state=0
p2stateno=169992
projanim=10
projedgebound=2000000000
projheightbound=-2000000000,2000000000
projid=stateno
projpriority=2000000000
projremanim=anim
projremove=0
projremovetime=20
projscale=0,0
projstagebound=2000000000
velocity=(vel x)*(vel x>0),vel y
ignorehitpause=1
[state samsara]
type=projectile
trigger1=ishelper
trigger1=parent,alive
attr=c,ha
hitflag=adfhml
hitsound=s-1
p1stateno=52
p2getp1state=0
p2stateno=169992
projanim=20
projedgebound=2000000000
projheightbound=-2000000000,2000000000
projid=stateno
projpriority=2000000000
projremanim=anim
projremove=0
projremovetime=20
projscale=0,0
projstagebound=2000000000
velocity=(vel x)*(vel x>0),vel y
ignorehitpause=1
[state samsara]
type=changeanim2
trigger1=1
ignorehitpause=1
value=40011
[state samsara]
type=destroyself
trigger1=1
ignorehitpause=1
[state samsara]
type=removeexplod
trigger1=1
ignorehitpause=1
[state samsara]
type=statetypeset
trigger1=1
ignorehitpause=1
movetype=i
physics=n
statetype=c
[state samsara]
type=statetypeset
trigger1=!ishelper
trigger1=alive&&!hitpausetime
ignorehitpause=1
movetype=a
[state samsara]
type=velset
trigger1=1
ignorehitpause=1
x=0
y=0
[state samsara]
type=changestate
trigger1=!ishelper
trigger1=alive&&hitpausetime
ignorehitpause=1
persistent=256
value=stateno+1
[statedef 1000044]
[state samsara]
type=changestate
trigger1=!alive
ignorehitpause=1
persistent=256
value=stateno-1
[state samsaranull 2]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 3]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 4]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 5]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 6]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 7]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 8]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 9]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 10]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 11]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 12]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 13]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 14]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 15]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 16]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 17]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 18]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 19]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 20]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 21]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 22]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 23]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 24]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 25]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 26]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 27]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 28]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 29]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 30]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 31]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 32]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 33]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 34]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 35]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 36]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 37]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 38]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 39]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 40]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 41]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 42]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 43]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 44]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 45]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 46]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 47]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 48]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 49]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 50]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 51]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 52]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 53]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 54]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 55]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 56]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 57]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 58]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 59]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 60]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 61]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 62]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 63]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 64]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 65]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 66]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 67]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 68]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 69]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 70]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 71]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 72]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 73]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 74]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 75]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 76]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 77]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 78]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 79]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 80]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 81]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 82]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 83]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 84]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 85]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 86]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 87]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 88]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 89]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 90]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 91]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 92]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 93]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 94]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 95]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 96]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 97]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 98]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 99]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 100]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 101]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 102]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 103]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 104]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 105]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 106]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 107]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 108]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 109]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 110]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 111]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 112]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 113]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 114]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 115]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 116]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 117]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 118]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 119]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 120]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 121]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 122]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 123]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 124]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 125]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 126]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 127]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 128]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 129]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 130]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 131]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 132]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 133]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 134]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 135]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 136]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 137]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 138]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 139]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 140]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 141]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 142]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 143]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 144]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 145]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 146]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 147]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 148]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 149]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 150]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 151]
type=null
trigger1=1
ignorehitpause=1
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trigger1=1
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[state samsaranull 444]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 445]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 446]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 447]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 448]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 449]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 450]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 451]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 452]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 453]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 454]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 455]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 456]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 457]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 458]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 459]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 460]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 461]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 462]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 463]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 464]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 465]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 466]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 467]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 468]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 469]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 470]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 471]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 472]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 473]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 474]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 475]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 476]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 477]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 478]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 479]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 480]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 481]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 482]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 483]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 484]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 485]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 486]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 487]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 488]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 489]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 490]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 491]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 492]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 493]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 494]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 495]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 496]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 497]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 498]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 499]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 500]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 501]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 502]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 503]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 504]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 505]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 506]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 507]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 508]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 509]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 510]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 511]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 512]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 513]
type=null
trigger1=1
[state samsaranull 514]
type=null
trigger1=1
[state samsaranull 515]
type=null
trigger1=1
[state samsaranull 516]
type=null
trigger1=1
[state samsaranull 517]
type=null
trigger1=1
[state samsaranull 518]
type=null
trigger1=1
[state samsaranull 519]
type=null
trigger1=1
[state samsaranull 520]
type=null
trigger1=1
[state samsaranull 521]
type=null
trigger1=1
[state samsaranull 522]
type=null
trigger1=1
[state samsaranull 523]
type=null
trigger1=1
[state samsaranull 524]
type=null
trigger1=1
[state samsaranull 525]
type=null
trigger1=1
[state samsaranull 526]
type=null
trigger1=1
[state samsaranull 527]
type=null
trigger1=1
[state samsaranull 528]
type=null
trigger1=1
[state samsaranull 529]
type=null
trigger1=1
[state samsaranull 530]
type=null
trigger1=1
[state samsaranull 531]
type=null
trigger1=1
[state samsaranull 532]
type=null
trigger1=1
[state samsaranull 533]
type=null
trigger1=1
[state samsaranull 534]
type=null
trigger1=1
[state samsaranull 535]
type=null
trigger1=1
[state samsaranull 536]
type=null
trigger1=1
[state samsaranull 537]
type=null
trigger1=1
[state samsaranull 538]
type=null
trigger1=1
[state samsaranull 539]
type=null
trigger1=1
[state samsaranull 540]
type=null
trigger1=1
[state samsaranull 541]
type=null
trigger1=1
[state samsaranull 542]
type=null
trigger1=1
[state samsaranull 543]
type=null
trigger1=1
[state samsaranull 544]
type=null
trigger1=1
[state samsaranull 545]
type=null
trigger1=1
[state samsaranull 546]
type=null
trigger1=1
[state samsaranull 547]
type=null
trigger1=1
[state samsaranull 548]
type=null
trigger1=1
[state samsaranull 549]
type=null
trigger1=1
[state samsaranull 550]
type=null
trigger1=1
[state samsaranull 551]
type=null
trigger1=1
[state samsaranull 552]
type=null
trigger1=1
[state samsaranull 553]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 554]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 555]
type=null
trigger1=1
ignorehitpause=1
[state samsaranull 556]
type=null
trigger1=1
ignorehitpause=1
[state samsara]
type=changestate
trigger1=1
ignorehitpause=1
persistent=256
value=stateno
