;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;基本技
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;===========================================================================
; 地上技
;===========================================================================
;---------------------------------------------------------------------------
;立ちa

[statedef 200] 
type = s        
movetype = a
physics = s
anim = 200
ctrl = 0

[state -1, 音を鳴らす]
type = playsnd
trigger1 = time = 1
value = 0, 0

[state -1, ヒット定義]
type = hitdef
triggerall = var(6) = 0
trigger1 = animelemtime(3) = 0
attr = s,na
guardflag = ma
animtype = light
air.animtype = back
priority = 1,hit
damage = 25*fvar(0)
pausetime = 6,6
hitsound = s5 ,0
guardsound = s10, 0
ground.type = high
ground.slidetime = 20
guard.slidetime = 20
ground.hittime = 12
air.hittime = 12
guard.ctrltime = 20
yaccel = .48
ground.velocity = -6, 0
guard.velocity = -6
air.velocity = -2.5 ,ifelse(var(4) = 1 ,-.5 ,-5.5)
airguard.velocity = -3, -2
ground.cornerpush.veloff = -7
airguard.ctrltime = 20
fall = 0
fall.yvelocity = -3
fall.recover = 0
air.fall = 1
down.velocity = -2.5, 0
down.hittime = 10
air.fall = 1
getpower = 40, 40
givepower = 20, 20

[state -1, ヒットスパーク]
type = helper
triggerall = numenemy > 0
trigger1 = movehit
stateno = 6000
id = 6000
name = "hit_spark"
pos = enemy,const(size.mid.pos.x),enemy,const(size.mid.pos.y)
postype = p2
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0

[state -1, var(5)ヒット数追加]
type = varadd
trigger1  = movehit = 1
var(5) = 1

[state -1, ステート変更]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;立ちb

[statedef 210] 
type = s        
movetype = a
physics = s
anim = 210
ctrl = 0
sprpriority = 0

[state -1, 速度]
type = veladd
trigger1 = time = 0
x = 4

[state -1, 音を鳴らす]
type = playsnd
trigger1 = animelemtime(4) = 0
value = 0, 1

[state -1, 静止]
type = velset
trigger1 = vel x < 0
x = 0

[state -1, ヒット定義]
type = hitdef
triggerall = var(6) = 0
trigger1  = animelemtime(4) = 0
attr = s,na
guardflag = ma
animtype = medium
air.animtype = back
priority = 2,hit
damage = 25*fvar(0)
pausetime = 8,8
hitsound = s5 ,1
guardsound = s10, 0
ground.type = high
ground.slidetime = 20
guard.slidetime = 20
ground.hittime = 16
air.hittime = 16
guard.ctrltime = 20
yaccel = .48
ground.velocity = -4, 0
guard.velocity = -4
air.velocity = -3 ,ifelse(var(4) = 1 ,-1 ,-3)
airguard.velocity = -2, -2
ground.cornerpush.veloff = -4
airguard.ctrltime = 20
fall.yvelocity = -3
fall.recover = 0
air.fall = 1
getpower = 50, 50
givepower = 25, 25

[state -1, ヒットスパーク]
type = helper
triggerall = numenemy > 0
trigger1 = movehit
stateno = 6001
id = 6001
name = "hit_spark"
pos = enemy,const(size.mid.pos.x),enemy,const(size.mid.pos.y)
postype = p2
vel = 0, 0
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0

[state -1, var(0)ビートエッジ用]
type = varadd
trigger1 = time = 0
var(1) = 1

[state -1, var(5)ヒット数追加]
type = varadd
trigger1  = movehit = 1
var(5) = 1

[state -1, ステート変更]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;立ちc

[statedef 220]
type = s
movetype = a
physics = s
anim = 220
ctrl = 0
sprpriority = 0


[state -1, var(0)ビートエッジ用]
type = varadd
trigger1 = time = 0
var(2) = 1

[state -1, ステート変更]
type = changestate
trigger1 = (command != "holdc") && animelemtime(2) > 3
value = 221

[state -1, 音を鳴らす]
type = playsnd
trigger1 = animelemtime(2) = 30
value = 22, 0

[state -1, エフェクト]
type = explod
trigger1 = animelemtime(2) = 35
anim = 227
id = 227
pos = -6, -65
postype = p1
bindtime = -1
ontop = 1
ownpal = 1
ignorehitpause = 1
superpausemovetime = 99999
pausemovetime = 99999


[state -1, ステート変更]
type = changestate
trigger1 = (command = "holdc") && (animelemtime(2) > 45)
value = 223

;***********************************
;立ちc
[statedef 221]
type = s
movetype = a
physics = s
anim = 221

[state -1, 音を鳴らす]
type = playsnd
trigger1 = animelemtime(3) = 0
value = 0, 2

[state -1, ヒット定義]
type = hitdef
triggerall = var(6) = 0
trigger1  = animelemtime(3) = 0
attr = s,na
guardflag = ma
animtype = hard
air.animtype = back
priority = 3,hit
damage = 55*fvar(0)
pausetime = 9,9
hitsound = s5 ,2
guardsound = s10, 0
ground.type = high
ground.slidetime = 20
guard.slidetime = 20
ground.hittime = 20
air.hittime = 20
guard.ctrltime = 20
yaccel = .48
ground.velocity = -5, 0
guard.velocity = -3
air.velocity = ifelse(var(4) = 1 ,-3.5 ,-8.5) ,ifelse(var(4) = 1 ,-2.5 ,-.1)
airguard.velocity = -3, -3
ground.cornerpush.veloff = -5
airguard.ctrltime = 20
p2stateno = ifelse(p2statetype = a ,(ifelse(var(4) = 1 ,901 ,900)) , 901)
fall.yvelocity = -3
fall.recover = 0
air.fall = 1
down.velocity = -3, 0
down.hittime = 10
air.fall = 1
getpower = 100, 100
givepower = 50, 50
envshake.time = 10
envshake.freq = 60
envshake.ampl = -5

[state -1, ヒットスパーク]
type = helper
triggerall = numenemy > 0
trigger1 = movehit
stateno = 6002
id = 6002
name = "hit_spark"
pos = enemy,const(size.mid.pos.x),enemy,const(size.mid.pos.y)
postype = p2
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0

[state -1, var(5)ヒット数追加]
type = varadd
trigger1  = movehit = 1
var(5) = 1

[state -1, 攻撃エフェクト]
type = helper
trigger1 = time = 0
stateno = 222
id = 222
name = "atackeffect"
pos = -25,-83
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 99999
pausemovetime = 99999

[state -1, ステート変更]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;***********************************
;攻撃エフェクト中
[statedef 222]
type = a
movetype = i
physics = n
anim = 225
velset = 0,0
ctrl = 0
sprpriority = 1

[state -1, 無敵]
type = nothitby
trigger1 = 1
value = sca
time = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 影の消去]
type = assertspecial
trigger1 = 1
flag = noshadow

[state -1, 食らい上書き]
type = hitoverride
trigger1 = 1
attr = sca,na,sa,ha,np,sp,hp,nt,st,aa,at,ap
stateno = 999
ignorehitpause = 1

[state -1, ヘルパー消去]
type = destroyself
trigger1 = animtime = 0
ignorehitpause = 1

;***********************************
;立ちc（ホールド）
[statedef 223]
type = s
movetype = a
physics = s
anim = 222

[state -1, 音を鳴らす]
type = playsnd
trigger1 = animelemtime(3) = 0
value = 0, 2

[state -1, ヒット定義]
type = hitdef
triggerall = var(6) = 0
trigger1  = animelemtime(3) = 0
attr = s,na
guardflag =
animtype = hard
air.animtype = back
priority = 3,hit
damage = 120*fvar(0)
pausetime = 10,10
hitsound = s5 ,2
guardsound = s10, 0
ground.type = high
ground.slidetime = 20
guard.slidetime = 20
ground.hittime = 20
air.hittime = 20
yaccel = .48
ground.velocity = -8.5, -.1
air.velocity = ifelse(var(4) = 1 ,-3.5 ,-8.5) ,ifelse(var(4) = 1 ,-2.5 ,-.1)
ground.cornerpush.veloff = -8
sprpriority = 1
p2stateno = 900
fall = 1
fall.yvelocity = -3
fall.recover = 0
air.fall = 1
down.velocity = -3, 0
down.hittime = 10
getpower = 180, 180
givepower = 90, 90
envshake.time = 10
envshake.freq = 60
envshake.ampl = -7

[state -1, ヒットスパーク]
type = helper
triggerall = numenemy > 0
trigger1 = movehit
stateno = 6002
id = 6002
name = "hit_spark"
pos = enemy,const(size.mid.pos.x),enemy,const(size.mid.pos.y)
postype = p2
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0

[state -1, var(5)ヒット数追加]
type = varadd
trigger1  = movehit = 1
var(5) = 1

[state -1, 攻撃エフェクト]
type = helper
trigger1 = time = 0
stateno = 226
id = 226
name = "atackeffect"
pos = 0,-63
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0
size.xscale = 0.5
size.yscale = 0.5

[state -1, ステート変更]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;***********************************
;攻撃エフェクト大
[statedef 226]
type = a
movetype = i
physics = n
anim = 226
velset = 0,0
ctrl = 0
sprpriority = 1

[state -1, 無敵]
type = nothitby
trigger1 = 1
value = sca
time = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 影の消去]
type = assertspecial
trigger1 = 1
flag = noshadow

[state -1, 食らい上書き]
type = hitoverride
trigger1 = 1
attr = sca,na,sa,ha,np,sp,hp,nt,st,aa,at,ap
stateno = 999
ignorehitpause = 1

[state -1, ヘルパー消去]
type = destroyself
trigger1 = animtime = 0
ignorehitpause = 1

;---------------------------------------------------------------------------
;6c

[statedef 230]
type = s
movetype = a
physics = s
anim = 230
ctrl = 0
sprpriority = 0

[state -1, 速度]
type = veladd
trigger1 = time = 0
x = 10

[state -1, 音を鳴らす]
type = playsnd
trigger1  = animelemtime(6) = 0
value = 0,2

[state -1, 物理的なキャラの幅]
type = width
trigger1 = time > 0
trigger1  = animelemtime(6) < 0
edge = 30,-105

[state -1, ヒット定義]
type = hitdef
triggerall = var(6) = 0
trigger1 = animelemtime(6) = 0
attr = s,na
hitflag = maf
guardflag = ma
animtype = hard
air.animtype = back
priority = 3,hit
damage = 50*fvar(0)
pausetime = 9,9
hitsound = s5 ,2
guardsound = s10, 0
ground.type = high
ground.slidetime = 20
guard.slidetime = 20
ground.hittime = 15
air.hittime = 30
guard.ctrltime = 20
yaccel = .48
ground.velocity = -1.5, 0
guard.velocity = -3
air.velocity = -4.5 ,ifelse(var(4) = 1 ,-2.5 ,-10)
airguard.velocity = -3, -3
ground.cornerpush.veloff = -15
airguard.ctrltime = 20
p2stateno = ifelse(p2statetype = a ,(ifelse(var(4) = 1 ,901 ,950)) , 901)
fall.yvelocity = -3
fall.recover = 0
air.fall = 1
down.velocity = -2, 0
down.hittime = 10
getpower = 100, 100
givepower = 50, 50
envshake.time = 10
envshake.freq = 60
envshake.ampl = -5

[state -1, ヒットスパーク]
type = helper
triggerall = numenemy > 0
trigger1 = movehit
stateno = 6002
id = 6002
name = "hit_spark"
pos = enemy,const(size.mid.pos.x),enemy,const(size.mid.pos.y)
postype = p2
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0

[state -1, var(5)ヒット数追加]
type = varadd
trigger1  = movehit = 1
var(5) = 1

[state -1, var(0)ビートエッジ用]
type = varadd
trigger1 = time = 0
var(2) = 10

[state -1, ステート変更]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;bb

[statedef 240]
type = c
movetype = a
physics = c
anim = 240
ctrl = 0
sprpriority = 0

[state -1, 音を鳴らす]
type = playsnd
trigger1  = animelemtime(3) = 0
value = 500,1

[state -1, 攻撃エフェクト]
type = helper
trigger1 = animelemtime(3) = 0
stateno = 241
id = 241
name = "atackeffect"
pos = 60,0
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0
size.xscale = 1
size.yscale = 1

[state -1, 攻撃エフェクト]
type = helper
trigger1 = animelemtime(3) = 0
stateno = 242
id = 242
name = "atackeffect"
pos = 60,0
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0
size.xscale = .25
size.yscale = .25

[state -1, ヒット定義]
type = hitdef
triggerall = var(6) = 0
trigger1 = animelemtime(4) = 0
attr = a,na
hitflag = mafd
guardflag = ma
animtype = medium
air.animtype = back
priority = 2,hit
damage = 35*fvar(0)
pausetime = 8, 8
hitsound = s6 ,7
guardsound = s10, 0
ground.type = low
air.type = low
ground.slidetime = 20
guard.slidetime = 20
ground.hittime = 20
air.hittime = 20
guard.ctrltime = 20
yaccel = .48
ground.velocity = -.5, 0
guard.velocity = -.5
air.velocity = 0,-4.5
airguard.velocity = -2, -3
ground.cornerpush.veloff = 0
airguard.ctrltime = 20
fall.yvelocity = -3
fall.recover = 0
air.fall = 1
down.velocity = 0, -3
down.hittime = 10
down.bounce = 0
getpower = 40, 40
givepower = 20, 20
envshake.time = 10
envshake.freq = 60
envshake.ampl = -2

[state -1, ヒットスパーク]
type = helper
triggerall = numenemy > 0
trigger1 = movehit
stateno = 6006
id = 6006
name = "hit_spark"
pos = enemy,const(size.mid.pos.x),enemy,const(size.mid.pos.y)
postype = p2
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0

[state -1, ヒットスパーク]
type = helper
triggerall = numenemy > 0
trigger1 = movehit
stateno = 6006
id = 6006
name = "hit_spark"
pos = enemy,const(size.mid.pos.x),enemy,const(size.mid.pos.y)
postype = p2
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0

[state -1, var(5)ヒット数追加]
type = varadd
trigger1  = movehit = 1
var(5) = 1

[state -1, ステート変更]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;***********************************
;攻撃エフェクト
[statedef 241]
type = a
movetype = a
physics = n
anim = 241
velset = 0,-10
ctrl = 0
sprpriority = 1

[state -1, 無敵]
type = nothitby
trigger1 = 1
value = sca
time = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 影の消去]
type = assertspecial
trigger1 = 1
flag = noshadow

[state -1, 食らい上書き]
type = hitoverride
trigger1 = 1
attr = sca,na,sa,ha,np,sp,hp,nt,st,aa,at,ap
stateno = 999
ignorehitpause = 1

[state -1, 重力]
type = veladd
trigger1 = 1
y = .52


[state -1, angledraw]
type = angledraw
trigger1 = 1

[state -1, 回転]
type = angleadd
trigger1 = 1
value = 30

[state -1, angledraw]
type = trans
trigger1 = 1
trans = add

[state -1, ヘルパー消去]
type = destroyself
trigger1 = pos y > 0
ignorehitpause = 1

;***********************************

[statedef 242]
type = a
movetype = a
physics = n
anim = 242
velset = 0,-10
ctrl = 0
sprpriority = 2

[state -1, 無敵]
type = nothitby
trigger1 = 1
value = sca
time = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 影の消去]
type = assertspecial
trigger1 = 1
flag = noshadow

[state -1, 食らい上書き]
type = hitoverride
trigger1 = 1
attr = sca,na,sa,ha,np,sp,hp,nt,st,aa,at,ap
stateno = 999
ignorehitpause = 1

[state -1, 重力]
type = veladd
trigger1 = 1
y = .52


[state -1, angledraw]
type = angledraw
trigger1 = 1

[state -1, 回転]
type = angleadd
trigger1 = 1
value = 30

[state -1, ステート変更]
type = changestate
trigger1 = pos y > 0
value = 243

;***********************************

[statedef 243]
type = s
movetype = i
physics = n
anim = 242
velset = 0,0
ctrl = 0
sprpriority = 2
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 影の消去]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 無敵]
type = nothitby
trigger1 = 1
value = sca
time = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 食らい上書き]
type = hitoverride
trigger1 = 1
attr = sca,na,sa,ha,np,sp,hp,nt,st,aa,at,ap
stateno = 999
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, var(1)設定]
type = varset
trigger1 = time = 0
var(1) = 256

[state -1, var(1)減少]
type = varadd
trigger1 = var(1) > 0
var(1) = -32

[state -1, 透過処理]
type = trans
trigger1 = 1
trans = addalpha
alpha = var(1),256-var(1)

[state -1, ヘルパー消去]
type = destroyself
trigger1 = var(1) <= 0

;===========================================================================
; しゃがみ技
;===========================================================================
;---------------------------------------------------------------------------
;2a

[statedef 400]
type = c
movetype = a
physics = c
anim = 400
ctrl = 0
sprpriority = 0

[state -1, 音を鳴らす]
type = playsnd
trigger1  = animelemtime(2) = 0
value = 0,0

[state -1, ヒット定義]
type = hitdef
triggerall = var(6) = 0
trigger1 = animelemtime(2) = 0
attr = c,na
hitflag = mafd
guardflag = m
animtype = light
air.animtype = back
priority = 1,hit
damage = 25*fvar(0)
pausetime = 6,6
hitsound = s5 ,0
guardsound = s10, 0
ground.type = low
ground.slidetime = 20
guard.slidetime = 20
ground.hittime = 12
air.hittime = 12
guard.ctrltime = 20
yaccel = .48
ground.velocity = -3.5, 0
guard.velocity = -3.5
air.velocity = -3 ,ifelse(var(4) = 1 ,-.5 ,-4)
ground.cornerpush.veloff = -7
airguard.ctrltime = 20
fall.yvelocity = -3
fall.recover = 0
air.fall = 1
down.velocity = -3, -.5
down.hittime = 10
getpower = 35, 35
givepower = 17, 17

[state -1, ヒットスパーク]
type = helper
triggerall = numenemy > 0
trigger1 = movehit
stateno = 6000
id = 6000
name = "hit_spark"
pos = enemy,const(size.mid.pos.x),-20
postype = p2
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0

[state -1, var(5)ヒット数追加]
type = varadd
trigger1  = movehit = 1
var(5) = 1

[state -1, ステート変更]
type = changestate
trigger1 = animtime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;2b

[statedef 410]
type = c
movetype = a
physics = c
anim = 410
ctrl = 0
sprpriority = 0

[state -1, 速度]
type = veladd
trigger1 = time = 0
x = 7

[state -1, 音を鳴らす]
type = playsnd
trigger1  = animelemtime(5) = 0
value = 0,1

[state -1, ヒット定義]
type = hitdef
triggerall = var(6) = 0
trigger1 = animelemtime(5) = 0
attr = c,na
hitflag = mafd
guardflag = l
animtype = hard
air.animtype = back
priority = 2,hit
damage = 40*fvar(0)
pausetime = 8,8
hitsound = s5 ,5
guardsound = s10, 0
ground.type = low
ground.slidetime = 20
guard.slidetime = 20
ground.hittime = 16
air.hittime = 16
guard.ctrltime = 20
yaccel = .48
ground.velocity = -4, 0
guard.velocity = -4
air.velocity = -1,ifelse(var(4) = 1 ,-.5 ,-5)
airguard.velocity = -1, 0
ground.cornerpush.veloff = -5
airguard.ctrltime = 20
air.fall = 1
fall.yvelocity = -3
fall.recover = 0
down.velocity = -1.5,-3
down.hittime = 10
getpower = 60, 60
givepower = 30, 30

[state -1, ヒットスパーク]
type = helper
triggerall = numenemy > 0
trigger1 = movehit
stateno = 6001
id = 6001
name = "hit_spark"
pos = enemy,const(size.mid.pos.x),-20
postype = p2
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0

[state -1, var(5)ヒット数追加]
type = varadd
trigger1  = movehit = 1
var(5) = 1

[state -1, var(0)ビートエッジ用]
type = varadd
trigger1 = time = 0
var(1) = 10

[state -1, ステート変更]
type = changestate
trigger1 = animtime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;2c

[statedef 420]
type = c
movetype = a
physics = c
anim = 420
ctrl = 0
sprpriority = 0

[state -1, 音を鳴らす]
type = playsnd
trigger1  = animelemtime(5) = 0
value = 600,0

[state -1, ヒット定義]
type = hitdef
triggerall = var(6) = 0
trigger1 = animelemtime(5) = 0
attr = c,na
hitflag = mafd
guardflag = la
animtype = back
air.animtype = back
priority = 3,hit
damage = 50*fvar(0)
pausetime = 9,9
hitsound = s5 ,2
guardsound = s10, 0
ground.type = trip
ground.slidetime = 20
guard.slidetime = 20
ground.hittime = 20
air.hittime = 20
guard.ctrltime = 20
yaccel = .48
ground.velocity = 0, -5
guard.velocity = -3
air.velocity = -2.5, ifelse(var(4) = 1 ,-4 ,-6)
airguard.velocity = -3, -2.5
ground.cornerpush.veloff = -6
airguard.ctrltime = 20
fall = 1
air.fall = 1
fall.yvelocity = -3
fall.recover = 0
down.velocity = 0, -3
down.hittime = 10
getpower = 95, 95
givepower = 47, 47
envshake.time = 10
envshake.freq = 60
envshake.ampl = -5

[state -1, ヒットスパーク]
type = helper
triggerall = numenemy > 0
trigger1 = movehit
stateno = 6002
id = 6002
name = "hit_spark"
pos = enemy,const(size.mid.pos.x),-20
postype = p2
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0

[state -1, var(5)ヒット数追加]
type = varadd
trigger1  = movehit = 1
var(5) = 1

[state -1, var(0)ビートエッジ用]
type = varadd
trigger1 = time = 0
var(2) = 100

[state -1, 攻撃エフェクト]
type = helper
trigger1 = animelemtime(5) = 0
stateno = 421
id = 421
name = "atackeffect"
pos = 60,0
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0
size.xscale = 0.6
size.yscale = 0.6
supermovetime = 99999
pausemovetime = 99999


[state -1, ステート変更]
type = changestate
trigger1 = animtime = 0
value = 11
ctrl = 1

;***********************************
;攻撃エフェクト
[statedef 421]
type = a
movetype = i
physics = n
anim = 421
velset = 0,0
ctrl = 0
sprpriority = 1

[state -1, 無敵]
type = nothitby
trigger1 = 1
value = sca
time = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 影の消去]
type = assertspecial
trigger1 = 1
flag = noshadow

[state -1, 食らい上書き]
type = hitoverride
trigger1 = 1
attr = sca,na,sa,ha,np,sp,hp,nt,st,aa,at,ap
stateno = 999
ignorehitpause = 1

[state -1, ヘルパー消去]
type = destroyself
trigger1 = animtime = 0
ignorehitpause = 1

;===========================================================================
; 空中技
;===========================================================================
;---------------------------------------------------------------------------
;空a

[statedef 600]
type = a
movetype = a
physics = a
anim = 600
ctrl = 0
sprpriority = 0

[state -1, 音を鳴らす]
type = playsnd
trigger1  = animelemtime(2) = 0
value = 0,0

[state -1, ヒット定義]
type = hitdef
triggerall = var(6) = 0
trigger1 = animelemtime(2) = 0
attr = a,na
hitflag = mafd
guardflag = ma
animtype = light
air.animtype = back
fall.animtype = diagup
priority = 1,hit
damage = 25*fvar(0)
pausetime = 6,6
hitsound = s5 ,0
guardsound = s10, 0
ground.type = high
air.type = high
ground.slidetime = 20
guard.slidetime = 20
ground.hittime = 10
air.hittime = 15
guard.ctrltime = 20
yaccel = .48
ground.velocity = -2, 0
air.velocity = -2, ifelse(var(4) = 1 ,-1 ,-4.5)
airguard.velocity = -1, 1
ground.cornerpush.veloff = -2
airguard.ctrltime = 6
fall.yvelocity = -3
fall.recover = 0
air.fall = 1
down.velocity = -1, -1
down.hittime = 3
getpower = 30, 30
givepower = 15, 15

[state -1, ヒットスパーク]
type = helper
triggerall = numenemy > 0
trigger1 = movehit
stateno = 6000
id = 6000
name = "hit_spark"
pos = enemy,const(size.mid.pos.x),enemy,const(size.mid.pos.y)
postype = p2
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0

[state -1, var(5)ヒット数追加]
type = varadd
trigger1  = movehit = 1
var(5) = 1

[state -1, 攻撃エフェクト]
type = explod
trigger1 = time = 0
anim = 601
pos = 24,-42
postype = p1
vel = 5, 5
scale = 0.5, 0.5
sprpriority = 1
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1

[state -1, コントロール変更]
type = ctrlset
trigger1 = animelemtime(8) = 0
value = 1

[state -1, movetype変更]
type = StateTypeSet
trigger1 = animelemtime(8) = 0
movetype = I

;---------------------------------------------------------------------------
;空b

[statedef 610]
type = a
movetype = a
physics = a
anim = 610
ctrl = 0
sprpriority = 0

[state -1, 音を鳴らす]
type = playsnd
trigger1  = animelemtime(3) = 0
value = 100,4

[state -1, ヒット定義]
type = hitdef
triggerall = var(6) = 0
trigger1 = animelemtime(3) = 0
attr = a,na
hitflag = mafd
guardflag = ha
animtype = medium
air.animtype = back
fall.animtype = diagup
priority = 2,hit
damage = 40*fvar(0)
pausetime = 8,8
hitsound = s5 ,1
guardsound = s10, 0
ground.type = high
air.type = high
ground.slidetime = 20
guard.slidetime = 20
ground.hittime = 18
air.hittime = 18
guard.ctrltime = 20
yaccel = .48
ground.velocity = -2.5, 0
air.velocity = -2.5, ifelse(var(4) = 1 ,-2 ,-6)
airguard.velocity = -1.5, -2
ground.cornerpush.veloff = -3
airguard.ctrltime = 20
fall.yvelocity = -3
fall.recover = 0
air.fall = 1
down.velocity = -1.5, -2
down.hittime = 7
getpower = 70, 70
givepower = 35, 35

[state -1, 画面を揺らす]
type = envshake
trigger1 = animelemtime(3) = 0
time = 10
freq = 60
ampl = -3

[state -1, ヒットスパーク]
type = helper
triggerall = numenemy > 0
trigger1 = movehit
stateno = 6001
id = 6001
name = "hit_spark"
pos = enemy,const(size.mid.pos.x),enemy,const(size.mid.pos.y)
postype = p2
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0

[state -1, var(5)ヒット数追加]
type = varadd
trigger1  = movehit = 1
var(5) = 1

[state -1, var(0)ビートエッジ用]
type = varadd
trigger1 = time = 0
var(1) = 100

[state -1, 攻撃エフェクト]
type = helper
trigger1 = animelemtime(3) = 0
stateno = 611
id = 611
name = "atackeffect"
pos = 50,-50
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0
size.xscale = 1.2
size.yscale = 1.2
supermovetime = 99999
pausemovetime = 99999

[state -1, movetype変更]
type = StateTypeSet
trigger1 = animelemtime(11) = 0
movetype = I

;***********************************

[statedef 611]
type = a
movetype = i
physics = n
velset = 0,0
ctrl = 0
anim = 611
sprpriority = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 影の消去]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 無敵]
type = nothitby
trigger1 = 1
value = sca
time = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 食らい上書き]
type = hitoverride
trigger1 = 1
attr = sca,na,sa,ha,np,sp,hp,nt,st,aa,at,ap
stateno = 999
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999


[state -1, エフェクト]
type = helper
trigger1 = time = 0
stateno = 612
id = 612
name = "hiteffect"
pos = 0,0
postype = p1
ownpal = 1
keyctrl = 0
sprpriority = 8
ignorehitpause = 1
persistent = 0
size.xscale = 1
size.yscale = 1


[state -1, var(0)設定]
type = varset
trigger1 = time = 0
var(0) = 256

[state -1, var(0)減少]
type = varadd
trigger1 = var(0) > 0
var(0) = -16

[state -1, 透過処理]
type = trans
trigger1 = 1
trans = addalpha
alpha = var(0),256


[state -1, fvar(0)設定]
type = varset
trigger1 = time = 0
fvar(0) = .5

[state -1, fvar(0)増加]
type = varadd
trigger1 = 1
fvar(0) = .1

[state -1, サイズ変更]
type = angledraw
trigger1 = 1
scale = fvar(0),(fvar(0) * .3)

[state -1, var(10)設定]
type = varrandom
trigger1 = time = 0
v = 10
range = 359

[state -1, 角度設定]
type = angleset
trigger1 = time = 0
value = var(10)



[state -1, ヘルパー消去]
type = destroyself
trigger1 = var(0) <= 0

;***********************************

[statedef 612]
type = a
movetype = i
physics = n
velset = 0,0
ctrl = 0
anim =1021
sprpriority = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 影の消去]
type = assertspecial
trigger1 = 1
flag = noshadow

[state -1, 無敵]
type = nothitby
trigger1 = 1
value = sca
time = 1

[state -1, 食らい上書き]
type = hitoverride
trigger1 = 1
attr = sca,na,sa,ha,np,sp,hp,nt,st,aa,at,ap
stateno = 999

[state -1, 透過処理]
type = trans
trigger1 = 1
trans = addalpha
alpha = (parent,var(0)),256

[state -1, ヘルパー消去]
type = destroyself
trigger1 = (parent,var(0)) <= 0

;---------------------------------------------------------------------------
;空c

[statedef 620]
type = a
movetype = a
physics  = a
anim = 620
ctrl = 0
sprpriority = 0

[state -1, 音を鳴らす]
type = playsnd
trigger1  = animelemtime(6) = 0
value = 400,0
volume = -128

[state -1, ヒット定義]
type = hitdef
triggerall = var(6) = 0
trigger1 = animelemtime(6) = 0
attr = a,na
hitflag = mafd
guardflag = ha
animtype = haed
air.animtype = back
fall.animtype = diagup
priority = 3,hit
damage = 50*fvar(0)
pausetime = 9,10
hitsound = s5 ,2
guardsound = s10, 0
ground.type = high
air.type = high
ground.slidetime = 25
guard.slidetime = 20
ground.hittime = 20
air.hittime = 10
guard.ctrltime = 20
yaccel = .48
ground.velocity = -3.5, -10
air.velocity = -3.5, ifelse(var(4) = 1 ,-3 ,-8.5)
airguard.velocity = -4, -2
ground.cornerpush.veloff = -5
airguard.ctrltime = 20
fall = 1
fall.yvelocity = -3
fall.recovertime = 40
air.fall = 1
down.velocity = -2, -3
down.hittime = 10
getpower = 110, 110
givepower = 55, 55
envshake.time = 10
envshake.freq = 60
envshake.ampl = -3

[state -1, ヒットスパーク]
type = helper
triggerall = numenemy > 0
trigger1 = movehit
stateno = 6002
id = 6002
name = "hit_spark"
pos = enemy,const(size.mid.pos.x),enemy,const(size.mid.pos.y)
postype = p2
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0

[state -1, var(5)ヒット数追加]
type = varadd
trigger1  = movehit = 1
var(5) = 1

[state -1, var(0)ビートエッジ用]
type = varadd
trigger1 = time = 0
var(2) = 1000

[state -1, 攻撃エフェクト]
type = helper
trigger1 = animelemtime(6) = 0
stateno = 621
id = 621
name = "atackeffect"
pos = 50,-50
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0
size.xscale = 1
size.yscale = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, movetype変更]
type = StateTypeSet
trigger1 = animelemtime(10) = 0
movetype = I

;***********************************

[statedef 621]
type     = a
movetype = a
physics  = n
anim     = 621
velset = 4,0
ctrl     = 0
sprpriority = 1

[state -1, 減速]
type = veladd
trigger1 = vel x > 0
x = -.2

[state -1, 影の消去]
type = assertspecial
trigger1 = 1
flag = noshadow

[state -1, 無敵]
type = nothitby
trigger1 = 1
value = sca
time = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 食らい上書き]
type = hitoverride
trigger1 = 1
attr = sca,na,sa,ha,np,sp,hp,nt,st,aa,at,ap
stateno = 999
ignorehitpause = 1

[state -1, ヘルパー消去]
type = destroyself
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;空2c

[statedef 625]
type = a
movetype = a
physics = a
anim = 625
ctrl = 0
sprpriority = 0

[state -1, 音を鳴らす]
type = playsnd
trigger1  = animelemtime(3) = 0
value = 0,0

[state -1, ヒット定義]
type = hitdef
triggerall = var(6) = 0
trigger1 = animelemtime(3) = 0
attr = a,na
hitflag = mafd
guardflag = ha
animtype = light
air.animtype = back
fall.animtype = diagup
priority = 2,hit
damage = 55*fvar(0)
pausetime = 5,5
hitsound = s5 ,2
guardsound = s10, 0
ground.type = high
air.type = high
ground.slidetime = 25
guard.slidetime = 20
ground.hittime = 30
air.hittime = 30
guard.ctrltime = 20
yaccel = .48
ground.velocity = -3, 0
air.velocity = -3, 10
airguard.velocity = -1, -3
ground.cornerpush.veloff = -4
airguard.ctrltime = 20
fall.yvelocity = -3
fall.recover = 0
air.fall = 1
down.velocity = -3, 0
down.hittime = 10
getpower = 120, 120
givepower = 60, 60
envshake.time = 10
envshake.freq = 60
envshake.ampl = -5
sprpriority = 0

[state -1, ヒットスパーク]
type = helper
triggerall = numenemy > 0
trigger1 = (hitcount = 1) && (movehit)
stateno = 6002
id = 6002
name = "hit_spark"
pos = enemy,const(size.mid.pos.x),enemy,const(size.mid.pos.y)
postype = p2
sprpriority = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0

[state -1, var(0)ビートエッジ用]
type = varadd
trigger1 = time = 0
var(2) = 10000

[state -1, 攻撃エフェクト]
type = explod
trigger1 = animelemtime(3) = 0
anim = 626
pos = 18,-16
postype = p1
bindtime = -1
scale = .6,.6
sprpriority = 1
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1

[state -1, movetype変更]
type = StateTypeSet
trigger1 = animelemtime(8) = 0
movetype = I

;---------------------------------------------------------------------------
;空4c

[statedef 630]
type = a
movetype= a
physics = a
ctrl = 0
anim = 630

[state -1, 音を鳴らす]
type = playsnd
trigger1 = animelemtime(5) = 0
value = 900,2

[state -1, 射撃制限用]
type = varset
trigger1 = animelemtime(5) = 0
var(22) = 60

[state -1, 攻撃ヘルパー]
type = helper
trigger1 = animelemtime(5) = 0
helpertype = normal
name = "atack"
id = 635
pos = 41,-52
postype = p1
stateno = 635
keyctrl = 0
ownpal = 1
size.xscale = .5
size.yscale = .5

[state -1, 攻撃ヘルパー]
type = helper
trigger1 = animelemtime(5) = 0
helpertype = normal
name = "atack"
id = 636
pos = 41,-52
postype = p1
stateno = 636
keyctrl = 0
ownpal = 1
size.xscale = .5
size.yscale = .5

[state -1, 攻撃エフェクト]
type = helper
trigger1 = animelemtime(5) = 0
helpertype = normal
name = "effect"
id = 631
pos = 41,-52
postype = p1
stateno = 631
keyctrl = 0
ownpal = 1

[state -1, var(0)ビートエッジ用]
type = varadd
trigger1 = time = 0
var(2) = 100000

[state -1, movetype変更]
type = StateTypeSet
trigger1 = animelemtime(6) = 0
movetype = I

[state -1, コントロール変更]
type = ctrlset
trigger1 = animelemtime(6) = 0
value = 1

;***********************************

[statedef 631]
type = a
movetype = i
physics = n
velset = 0,0
ctrl = 0
anim =631
sprpriority = 1

[state -1, 影の消去]
type = assertspecial
trigger1 = 1
flag = noshadow

[state -1, 無敵]
type = nothitby
trigger1 = 1
value = sca
time = 1

[state -1, 食らい上書き]
type = hitoverride
trigger1 = 1
attr = sca,na,sa,ha,np,sp,hp,nt,st,aa,at,ap
stateno = 999


[state -1, var(0)設定]
type = varset
trigger1 = time = 0
var(0) = 256

[state -1, var(0)減少]
type = varadd
trigger1 = var(0) > 0
var(0) = -16

[state -1, 透過処理]
type = trans
trigger1 = 1
trans = addalpha
alpha = var(0),256


[state -1, fvar(0)設定]
type = varset
trigger1 = time = 0
fvar(0) = .01

[state -1, fvar(0)増加]
type = varadd
trigger1 = 1
fvar(0) = .05

[state -1, サイズ変更]
type = angledraw
trigger1 = 1
scale = fvar(0),fvar(0)


[state -1, ヘルパー消去]
type = destroyself
trigger1 = var(0) <= 0

;===========================================================================
; 投げ技
;===========================================================================
;---------------------------------------------------------------------------
;地上投げ（開始・前）

[statedef 800]
type    = s
movetype= a
physics = s
juggle  = 0
ctrl = 0
anim = 800
sprpriority = 2

[state -1, ヒット定義]
type = hitdef
triggerall = var(6) = 0
trigger1 = animelemtime(1) = 0
attr = s, nt
hitflag = ma-
guardflag = 
priority = 4, miss
damage = 20*fvar(0)
hitsound = s5 ,0
ground.velocity = -12, -.1
air.velocity = -12, -.1
ground.hittime = 120
p1sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 810
p2stateno = 820
fall = 1
fall.yvelocity = -3
fall.recover = 0
air.fall = 1
getpower = 0,0
givepower = 0,0
kill = 0

[state -1, ステート変更]
type = changestate
trigger1 = animtime = 0
value = 0
anim = 0
ctrl = 1

;***********************************
;地上投げ（開始・後）
[statedef 801]
type    = s
movetype= a
physics = s
juggle  = 0
ctrl = 0
anim = 800
sprpriority = 2

[state -1, ヒット定義]
type = hitdef
triggerall = var(6) = 0
trigger1 = animelemtime(1) = 0
attr = s, nt
hitflag = ma-
guardflag = 
priority = 4, miss
damage = 20*fvar(0)
hitsound = s5 ,0
ground.velocity = -12, -.1
air.velocity = -12, -.1
ground.hittime = 25
p1sprpriority = 1
p1facing = -1
p2facing = 1
p1stateno = 810
p2stateno = 820
guard.dist = 0
fall = 1
fall.yvelocity = -3
fall.recover = 0
air.fall = 1
getpower = 0,0
givepower = 0,0
kill = 0

[state -1, ステート変更]
type = changestate
trigger1 = animtime = 0
value = 0
anim = 0
ctrl = 1

;***********************************
;地上投げ成功（自分）
[statedef 810]
type = s
movetype = a
physics = n
anim = 810
velset = 0,0
poweradd = 60

[state -1, 無敵]
type = nothitby
trigger1 = 1
value = sca
time = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 物理的なキャラの幅]
type = width
trigger1 = time = 0
edge = 60,0

[state -1, 相手の固定]
type = targetbind
triggerall = numenemy > 0
trigger1 = (animelemtime(1) >= 0) && (animelemtime(5) < 0)
pos = 50, -57 - enemy,const(size.mid.pos.y)

[state -1, 音を鳴らす]
type = playsnd
trigger1 = animelemtime(5) = 0
value = 6,7

[state -1, 攻撃エフェクト]
type = explod
trigger1 = animelemtime(5) = 0
anim = 811
pos = 40,-57
postype = p1
bindtime = 600
vel = 3, 3
scale = 1,1
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1

[state -1, 攻撃エフェクト]
type = helper
trigger1 = time = 0
stateno = 812
id = 812
name = "atackeffect"
pos = 40,-57
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0
size.xscale = 2
size.yscale = 2

[state -1, ヒットスパーク]
type = helper
triggerall = numenemy > 0
trigger1 = animelemtime(5) = 0
stateno = 6007
id = 6007
name = "hit_spark"
pos = enemy,const(size.mid.pos.x),enemy,const(size.mid.pos.y)
postype = p2
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0

[state -1, 敵ライフ減少]
type = targetlifeadd
trigger1 = animelemtime(5) = 0
value = -50*fvar(0)
kill = 1
absolute = 1

[state -1, ゲージ増加]
type = poweradd
trigger1 = animelemtime(5) = 0
value = 120

[state -1, 画面を揺らす]
type = envshake
trigger1 = animelemtime(5) = 0
time = 10
freq = 60
ampl = -5

[state -1, 掴んだ相手のステート変更]
type = targetstate
trigger1 = animelemtime(5) = 0
value = 910


[state -1, ステート変更]
type = changestate
trigger1 = animtime = 0
value = 0
anim = 0
ctrl = 1

;***********************************
;エフェクト
[statedef 812]
type = a
movetype = i
physics = n
ctrl = 0
anim = 812
sprpriority = -1

[state -1, 無敵]
type = nothitby
trigger1 = 1
value = sca
time = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 食らい上書き]
type = hitoverride
trigger1 = 1
attr = sca,na,sa,ha,np,sp,hp,nt,st,aa,at,ap
stateno = 999
ignorehitpause = 1

[state -1, 影の消去]
type = assertspecial
trigger1 = 1
flag = noshadow

[state -1, rootに固定]
type = bindtoroot
trigger1 = 1
time = 1
pos = 40,-57


[state -1, var(0)設定]
type = varset
trigger1 = time = 0
var(0) = 256

[state -1, var(0)減少]
type = varadd
triggerall = animelemtime(9) > 0
trigger1 = var(0) > 0
var(0) = -8

[state -1, var(0)設定]
type = varset
trigger1 = var(0) <= 0
var(0) = 0

[state -1, 透過処理]
type = trans
trigger1 = 1
trans = addalpha
alpha = var(0),256


[state -1, ヘルパー消去]
type = destroyself
trigger1 = var(0) <= 0

;***********************************
;地上投げ成功（相手１）
[statedef 820]
type    = a
movetype= h
physics = n
velset = 0,0
sprpriority = 0

[state -1, 無敵]
type = nothitby
trigger1 = 1
value = sca
time = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state 820, 相手のアニメ変更]
type = changeanim2
trigger1 = time = 0
value = 820

[state -1, 相手ステートに戻す]
type = selfstate
trigger1 = !gethitvar(isbound)
value = 5030

;***********************************
[statedef 821]
type    = a
movetype= h
physics = n
velset = 0,0

[state -1, 食らい中の速度]
type = hitvelset
trigger1 = 1
x = 1
y = 1

[state -1, 相手ステートに戻す]
type = selfstate
trigger1 = time = 1
value = 5035

;---------------------------------------------------------------------------
;空中投げ（開始・前）

[statedef 850]
type    = a
movetype= a
physics = a
juggle  = 0
ctrl = 0
anim = 850
sprpriority = 2

[state -1, ヒット定義]
type = hitdef
triggerall = var(6) = 0
trigger1 = animelemtime(1) = 0
attr = a, nt
hitflag = af
guardflag = 
priority = 4, miss
damage = 20*fvar(0)
hitsound = s5 ,0
air.velocity = -5, 10
ground.hittime = 20
air.hittime = 20
p1sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 860
p2stateno = 870
guard.dist = 0
fall = 1
fall.yvelocity = -3
fall.recover = 0
air.fall = 1
down.hittime = 10
getpower = 0,0
givepower = 0,0
kill = 0

[state -1, コントロール変更]
type = ctrlset
trigger1 = animelemtime(9) = 0
value = 1

;***********************************
;空中投げ（開始・後）
[statedef 851]
type    = a
movetype= a
physics = a
juggle  = 0
ctrl = 0
anim = 850
sprpriority = 2

[state -1, ヒット定義]
type = hitdef
triggerall = var(6) = 0
trigger1 = animelemtime(1) = 0
attr = a, nt
hitflag = af
guardflag = 
priority = 4, miss
damage = 20*fvar(0)
hitsound = s5 ,0
air.velocity = -5, 10
ground.hittime = 20
air.hittime = 20
p1sprpriority = 1
p1facing = -1
p2facing = 1
p1stateno = 860
p2stateno = 870
guard.dist = 0
fall = 1
fall.yvelocity = -3
fall.recover = 0
air.fall = 1
down.hittime = 10
getpower = 0,0
givepower = 0,0
kill = 0

[state -1, コントロール変更]
type = ctrlset
trigger1 = animelemtime(9) = 0
value = 1

;***********************************
;空中投げ成功（自分）
[statedef 860]
type = a
movetype = a
physics = n
anim = 860
ctrl = 0
velset = 0,0
poweradd = 60

[state -1, 無敵]
type = nothitby
trigger1 = 1
value = sca
time = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 位置変更]
type = posadd
trigger1 = time = 0
x = 0
y = -94

[state -1, 物理的なキャラの幅]
type = width
trigger1 = time = 0
edge = 60,0

[state -1, 音を鳴らす]
type = playsnd
trigger1 = time = 1
value = 25,0

[state -1, 相手の固定]
type = targetbind
trigger1 = (animelemtime(1) >= 0) && (animelemtime(7) < 0)
pos = 20, 45

[state -1, 音を鳴らす]
type = playsnd
trigger1 = animelemtime(7) = 0
value = 6,7

[state -1, 攻撃エフェクト]
type = helper
trigger1 = animelemtime(7) = 0
stateno = 862
id = 862
name = "atackeffect"
pos = 20, 45
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0
size.xscale = 1
size.yscale = 1

[state -1, 攻撃エフェクト]
type = helper
trigger1 = time = 0
stateno = 863
id = 863
name = "atackeffect"
pos = 20, 45
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0
size.xscale = 2
size.yscale = 2

[state -1, ヒットスパーク]
type = helper
triggerall = numenemy > 0
trigger1 = animelemtime(7) = 0
stateno = 6007
id = 6007
name = "hit_spark"
pos = enemy,const(size.mid.pos.x),enemy,const(size.mid.pos.y)
postype = p2
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0

[state -1, 敵ライフ減少]
type = targetlifeadd
trigger1 = animelemtime(7) = 0
value = -50*fvar(0)
kill = 1
absolute = 1

[state -1, ゲージ増加]
type = poweradd
trigger1 = animelemtime(7) = 0
value = 130

[state -1, 画面を揺らす]
type = envshake
trigger1 = animelemtime(7) = 0
time = 10
freq = 60
ampl = -5

[state -1, 掴んだ相手のステート変更]
type = targetstate
trigger1 = animelemtime(7) = 0
value = 871

[state -1, ステート変更]
type = changestate
trigger1 = animtime = 0
value = 861

;***********************************

[statedef 861]
type = a
movetype = i
physics = a
anim = 861
velset = 0,0
poweradd = 60

[state -1, コントロール変更]
type = ctrlset
trigger1 = time = 0
value = 1

;***********************************
;攻撃エフェクト
[statedef 862]
type = a
movetype = i
physics = n
ctrl = 0
anim = 862
sprpriority = 1

[state -1, 無敵]
type = nothitby
trigger1 = 1
value = sca
time = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 食らい上書き]
type = hitoverride
trigger1 = 1
attr = sca,na,sa,ha,np,sp,hp,nt,st,aa,at,ap
stateno = 999
ignorehitpause = 1

[state -1, 透過処理]
type = trans
trigger1 = 1
trans = add

[state -1, 影の消去]
type = assertspecial
trigger1 = 1
flag = noshadow

[state -1, 角度変更]
type = angledraw
trigger1 = 1

[state -1, 角度設定]
type = angleset
trigger1 = time = 0
value = -60

[state -1, ヘルパー消去]
type = destroyself
trigger1 = animtime = 0

;***********************************
;エフェクト
[statedef 863]
type = a
movetype = i
physics = n
ctrl = 0
anim = 863
sprpriority = -1

[state -1, 無敵]
type = nothitby
trigger1 = 1
value = sca
time = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 食らい上書き]
type = hitoverride
trigger1 = 1
attr = sca,na,sa,ha,np,sp,hp,nt,st,aa,at,ap
stateno = 999
ignorehitpause = 1

[state -1, 影の消去]
type = assertspecial
trigger1 = 1
flag = noshadow

[state -1, rootに固定]
type = bindtoroot
trigger1 = 1
time = 1
pos = 20, 45


[state -1, var(0)設定]
type = varset
trigger1 = time = 0
var(0) = 256

[state -1, var(0)減少]
type = varadd
triggerall = animelemtime(10) > 0
trigger1 = var(0) > 0
var(0) = -8

[state -1, var(0)設定]
type = varset
trigger1 = var(0) <= 0
var(0) = 0

[state -1, 透過処理]
type = trans
trigger1 = 1
trans = addalpha
alpha = var(0),256


[state -1, ヘルパー消去]
type = destroyself
trigger1 = var(0) <= 0

;***********************************
;地上投げ成功（相手１）
[statedef 870]
type    = a
movetype= h
physics = n
ctrl = 0
velset = 0,0

[state -1, 相手のアニメ変更]
type = changeanim2
trigger1 = time = 0
value = 870

[state -1, 無敵]
type = nothitby
trigger1 = 1
value = sca
time = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 相手ステートに戻す]
type = selfstate
trigger1 = !gethitvar(isbound)
value = 5030

;***********************************

[statedef 871]
type    = a
movetype= h
physics = n

[state -1, 食らい中の速度]
type = hitvelset
trigger1 = 1
x = 1
y = 1

[state -1, 相手ステートに戻す]
type = selfstate
trigger1 = time = 1
value = 5035

;===========================================================================
; 吹っ飛び関連
;===========================================================================
;---------------------------------------------------------------------------
;水平吹っ飛び → 壁たたきつけ → ダウン

[statedef 900]
type    = a
movetype= h
physics = n
velset = 0,0

[state -1, 相手のアニメ変更]
type = changeanim
trigger1 = 1
value = 5030

[state -1, ステート変更]
type = changestate
trigger1 = hitshakeover = 1 ;ヒット硬直が解けたら
value = 910

;***********************************
;吹っ飛ばない用
[statedef 901]
type = u
movetype= h
physics = n
velset = 0,0

[state -1, 相手ステートに戻す]
type = selfstate
trigger1 = time = 0
trigger1 = statetype = s
value = 5000

[state -1, 相手ステートに戻す]
type = selfstate
trigger1 = time = 0
trigger1 = statetype = c
value = 5010

[state -1, 相手ステートに戻す]
type = selfstate
trigger1 = time = 0
trigger1 = statetype = a
value = 5020


;***********************************
;吹っ飛び
[statedef 910]
type    = a
movetype= h
physics = n

[state -1, 食らい中の速度]
type = hitvelset
trigger1 = 1
x = 1

[state -1, 移動速度]
type = velset
trigger1 = time = 0
y = -.1

[state -1, ステート変更];壁に激突するステートへ
type = changestate
trigger1 = backedgebodydist < 16
trigger2 = frontedgebodydist < 16
value = 920

[state -1, 相手ステートに戻す]
type = selfstate
trigger1 = (vel y > 0) && (pos y >= 0)
value = 5100

;***********************************
;壁に激突
[statedef 920]
type    = a
movetype= h
physics = n
velset = 0,0

[state -1, 振り返る]
type = turn
trigger1 = (time = 0) && (frontedgebodydist <= 30)

[state -1, 画面を揺らす]
type = envshake
trigger1 = time = 0
time = 10
freq = 60
ampl = -5

[state -1, 軸位置移動]
type = posadd
trigger1 = time = 0
x = 15 - backedgebodydist

[state -1, 相手のアニメ変更]
type = changeanim2
trigger1 = 1
value = 900

[state -1, ステート変更]
type = changestate
trigger1 = time = 1
value = 930

;***********************************
;壁からのバウンド
[statedef 930]
type    = a
movetype= h
physics = n


[state -1, 振り返る]
type = turn
trigger1 = time = 0

[state -1, 移動速度]
type = velset
trigger1 = time = 0
x = -1
y = -5

[state -1, 重力加速]
type = veladd
trigger1 = 1
y = .4

[state 1028, アニメ変更]
type = changeanim
trigger1 = time = 0
trigger1 = !selfanimexist(5052)
value = 5050

[state 1028, アニメ変更]
type = changeanim
trigger1 = time = 0
trigger1 = selfanimexist(5052)
value = 5052

[state 1028, 相手ステートに戻す]
type = selfstate
trigger1 = (vel y > 0) && (pos y >= 0)
value = 5100

;---------------------------------------------------------------------------
;吹っ飛び → 床たたきつけ → バウンド → ダウン

[statedef 950]
type    = a
movetype= h
physics = n
velset = 0,0

[state -1, 相手のアニメ変更]
type = changeanim
trigger1 = 1
value = 5030

[state -1, ステート変更]
type = changestate
trigger1 = hitshakeover = 1
value = 960

;***********************************
;吹っ飛び
[statedef 960]
type    = a
movetype= h
physics = n

[state -1, 食らい中の速度]
type = hitvelset
trigger1 = 1
x = 1

[state -1, 移動速度]
type = velset
trigger1 = 1
y = 10

[state -1, ステート変更]
type = changestate
trigger1 = pos y > 0
value = 970

;***********************************
;床に激突
[statedef 970]
type    = a
movetype= h
physics = n

[state -1, 画面を揺らす]
type = envshake
trigger1 = time = 0
time = 10
freq = 60
ampl = -5

[state -1, 相手のアニメ変更]
type = changeanim
trigger1 = time = 0
value = 5160

[state -1, ステート変更]
type = changestate
trigger1 = time = 1
value = 980

;***********************************
;床からのバウンド
[statedef 980]
type    = a
movetype= h
physics = n

[state -1, 食らい中の速度]
type = hitvelset
trigger1 = time = 0
y = 1

[state -1, 重力加速]
type = veladd
trigger1 = 1
y = .48

[state 1028, 相手ステートに戻す]
type = selfstate
trigger1 = time = 1
value = 5035

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;必殺技
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;===========================================================================
; サマーレッド
;===========================================================================
;---------------------------------------------------------------------------
;地上aサマーレッド
[statedef 1000]
type = s
movetype= a
physics = s
velset = 0,0
ctrl = 0
anim = 1000

[state -1, リバーサルアタック]
type = nothitby
trigger1 = time = 0
trigger1 = PrevStateNo = 5120
value = sca
time = 6

[state -1, リバーサルアタックエフェクト]
type = helper
trigger1 = time = 0
trigger1 = PrevStateNo = 5120
helpertype = normal
name = "myhelper"
id = 6023
pos = const(size.mid.pos.x),const(size.mid.pos.y)
postype = p1
stateno = 6023
ownpal = 1
ignorehitpause = 1
persistent = 0
supermovetime = 99999

[state -1, 音を鳴らす]
type = playsnd
trigger1 = animelemtime(8) = 0
value = 200,1

[state -1, コマンド判別]
type = varset
trigger1 = time = 0
var(20) = 1

[state -1, ヘルパー]
type = helper
trigger1 = animelemtime(8) = 0
helpertype = normal
name = "summer_red"
id = 3000
pos = 40,-55
postype = p1
stateno = 3000
keyctrl = 0
ownpal = 1

[state -1, 攻撃エフェクト]
type = explod
trigger1 = animelemtime(8) = 0
anim = 1005
pos = 30,-55
postype = p1
vel = 0, 0
bindtime = 1000
sprpriority = 6
ownpal = 1
removeongethit = 1

[state -1, movetype変更]
type = StateTypeSet
trigger1 = animelemtime(6) = 3
movetype = I

[state -1, ステート変更]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;地上bサマーレッド
[statedef 1010]
type = s
movetype= a
physics = s
velset = 0,0
ctrl = 0
anim = 1001

[state -1, リバーサルアタック]
type = nothitby
trigger1 = time = 0
trigger1 = PrevStateNo = 5120
value = sca
time = 6

[state -1, リバーサルアタックエフェクト]
type = helper
trigger1 = time = 0
trigger1 = PrevStateNo = 5120
helpertype = normal
name = "myhelper"
id = 6023
pos = const(size.mid.pos.x),const(size.mid.pos.y)
postype = p1
stateno = 6023
ownpal = 1
ignorehitpause = 1
persistent = 0
supermovetime = 99999

[state -1, 音を鳴らす]
type = playsnd
trigger1 = animelemtime(8) = 0
value = 200,1

[state -1, コマンド判別]
type = varset
trigger1 = time = 0
var(20) = 2

[state -1, ヘルパー]
type = helper
trigger1 = animelemtime(8) = 0
helpertype = normal
name = "summer_red"
id = 3000
pos = 40,-55
postype = p1
stateno = 3000
keyctrl = 0
ownpal = 1

[state -1, 攻撃エフェクト]
type = explod
trigger1 = animelemtime(8) = 0
anim = 1005
pos = 30,-55
postype = p1
vel = 0, 0
bindtime = 1000
sprpriority = 6
ownpal = 1
removeongethit = 1

[state -1, movetype変更]
type = StateTypeSet
trigger1 = animelemtime(8) = 3
movetype = I

[state -1, ステート変更]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;地上exサマーレッド

[statedef 2020]
type = s
movetype= a
physics = s
velset = 0,0
ctrl = 0
anim = 1002

[state -1, リバーサルアタック]
type = nothitby
trigger1 = time = 0
trigger1 = PrevStateNo = 5120
value = sca
time = 6

[state -1, リバーサルアタックエフェクト]
type = helper
trigger1 = time = 0
trigger1 = PrevStateNo = 5120
helpertype = normal
name = "myhelper"
id = 6023
pos = const(size.mid.pos.x),const(size.mid.pos.y)
postype = p1
stateno = 6023
ownpal = 1
ignorehitpause = 1
persistent = 0
supermovetime = 99999

[state -1, ex演出]
type = superpause
trigger1 = animelemtime(6) = 0
time = 50
anim = -1
sound = s20,0
movetime = 0
poweradd = -1000
darken = 0

[state -1, exエフェクト]
type = helper
trigger1 = animelemtime(6) = 0
stateno = 6010
id = 6010
name = "ex_effect"
pos = 23,-54
postype = p1
ownpal = 1
keyctrl = 0
sprpriority = 8
ignorehitpause = 1
persistent = 0
supermovetime = 99999

[state -1, 背景暗転]
type = bgpalfx
trigger1 = animelemtime(6) = 0
time = 50
mul = 64,64,128
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999


[state -1, 音を鳴らす]
type = playsnd
trigger1 = animelemtime(8) = 0
value = 200,1

[state -1, ヘルパー]
type = helper
trigger1 = animelemtime(8) = 0
helpertype = normal
name = "ex_summer_red"
id = 3000
pos = 40,-55
postype = p1
stateno = 3010
keyctrl = 0
ownpal = 1
size.xscale = 2
size.yscale = 2


[state -1, 攻撃エフェクト]
type = explod
trigger1 = animelemtime(8) = 0
anim = 1005
pos = 30,-55
postype = p1
vel = 0, 0
bindtime = 1000
sprpriority = 6
ownpal = 1
removeongethit = 1

[state -1, movetype変更]
type = StateTypeSet
trigger1 = animelemtime(8) = 3
movetype = I

[state -1, ステート変更]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;空中aサマーレッド

[statedef 1050]
type = a
movetype= a
physics = a
ctrl = 0
anim = 1050

[state -1, 音を鳴らす]
type = playsnd
trigger1 = animelemtime(3) = 0
value = 200,1

[state -1, ヘルパー]
type = helper
trigger1 = animelemtime(3) = 0
helpertype = normal
name = "summer_red"
id = 3050
pos = 35,10
postype = p1
stateno = 3050
keyctrl = 0
ownpal = 1

[state -1, 攻撃エフェクト]
type = helper
trigger1 = animelemtime(3) = 0
helpertype = normal
name = "effect"
id = 1055
pos = 15,-10
postype = p1
stateno = 1055
keyctrl = 0
ownpal = 1

[state -1, movetype変更]
type = StateTypeSet
trigger1 = animelemtime(3) = 3
movetype = I

;---------------------------------------------------------------------------
;空中bサマーレッド

[statedef 1060]
type = a
movetype= a
physics = a
ctrl = 0
anim = 1051

[state -1, 速度設定]
type = velset
trigger1 = (animelemtime(1) >= 0) && (animelemtime(3) < 0)
x = 0
y = 0

[state -1, 速度設定]
type = veladd
trigger1 = animelemtime(3) = 0
x = -3
y = -6


[state -1, 音を鳴らす]
type = playsnd
trigger1 = animelemtime(3) = 0
value = 200,1

[state -1, ヘルパー]
type = helper
trigger1 = animelemtime(3) = 0
helpertype = normal
name = "summer_red"
id = 3050
pos = 35,10
postype = p1
stateno = 3050
keyctrl = 0
ownpal = 1

[state -1, 攻撃エフェクト]
type = helper
trigger1 = animelemtime(3) = 0
helpertype = normal
name = "effect"
id = 1055
pos = 15,-10
postype = p1
stateno = 1055
keyctrl = 0
ownpal = 1

[state -1, movetype変更]
type = StateTypeSet
trigger1 = animelemtime(3) = 3
movetype = I

;---------------------------------------------------------------------------
;攻撃エフェクト

[statedef 1055]
type = a
movetype = i
physics = n
ctrl = 0
anim =1005
sprpriority = 6
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 透過処理]
type = trans
trigger1 = 1
trans = add

[state -1, 影の消去]
type = assertspecial
trigger1 = 1
flag = noshadow

[state -1, 無敵]
type = nothitby
trigger1 = 1
value = sca
time = 1

[state -1, 食らい上書き]
type = hitoverride
trigger1 = 1
attr = sca,na,sa,ha,np,sp,hp,nt,st,aa,at,ap
stateno = 999

[state -1, 縮尺の変更]
type = angledraw
trigger1 = 1

[state -1, 角度設定]
type = angleset
trigger1 = time = 0
value = -45

[state -1, ヘルパー消去]
type = destroyself
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;空中exサマーレッド

[statedef 2070]
type = a
movetype= a
physics = a
ctrl = 0
anim = 1051


[state -1, ex演出]
type = superpause
trigger1 = animelemtime(2) = 0
time = 50
anim = -1
sound = s20,0
movetime = 2
poweradd = -1000
darken = 0

[state -1, exエフェクト]
type = helper
trigger1 = animelemtime(2) = 0
stateno = 6010
id = 6010
name = "ex_effect"
pos = 6,-44
postype = p1
ownpal = 1
keyctrl = 0
sprpriority = 0
ignorehitpause = 1
persistent = 0
supermovetime = 99999

[state -1, 背景暗転]
type = bgpalfx
trigger1 = animelemtime(2) = 0
time = 50
mul = 64,64,128
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999


[state -1, 速度設定]
type = velset
trigger1 = (animelemtime(1) >= 0) && (animelemtime(3) < 0)
x = 0
y = 0

[state -1, 速度設定]
type = veladd
trigger1 = animelemtime(3) = 0
x = -3
y = -6


[state -1, 音を鳴らす]
type = playsnd
trigger1 = animelemtime(3) = 0
value = 200,1


[state -1, ヘルパー]
type = helper
trigger1 = animelemtime(3) = 0
helpertype = normal
name = "ex_summer_red"
id = 3060
pos = 35,10
postype = p1
stateno = 3060
keyctrl = 0
ownpal = 1
size.xscale = 2
size.yscale = 2

[state -1, 攻撃エフェクト]
type = helper
trigger1 = animelemtime(3) = 0
helpertype = normal
name = "effect"
id = 1055
pos = 15,-10
postype = p1
stateno = 1055
keyctrl = 0
ownpal = 1

[state -1, movetype変更]
type = StateTypeSet
trigger1 = animelemtime(3) = 3
movetype = I

;===========================================================================
; スタティックグリーン
;===========================================================================
;---------------------------------------------------------------------------
;aスタティックグリーン

[statedef 1100] 
type = s        
movetype = a
physics = s
anim = 1100
ctrl = 0

[state -1, 無敵]
type = nothitby
trigger1 = 1
value = sca
time = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, リバーサルアタック]
type = nothitby
trigger1 = time = 0
trigger1 = PrevStateNo = 5120
value = sca
time = 6

[state -1, リバーサルアタックエフェクト]
type = helper
trigger1 = time = 0
trigger1 = PrevStateNo = 5120
helpertype = normal
name = "myhelper"
id = 6023
pos = const(size.mid.pos.x),const(size.mid.pos.y)
postype = p1
stateno = 6023
ownpal = 1
ignorehitpause = 1
persistent = 0
supermovetime = 99999

[state -1, 防御距離]
type = attackdist
trigger1 = 1
value = 9999

[state -1, 防御距離]
type = attackdist
trigger1 = 1
value = 9999

[state -1, エフェクト]
type = helper
trigger1 = animtime = 0
helpertype = normal
name = "whirlwind_spring"
id = 1101
pos = const(size.mid.pos.x), const(size.mid.pos.y)
postype = p1
facing = 1
stateno = 1101
ownpal = 1
size.xscale = .5
size.yscale = .5

[state -1, ヒット定義]
type = hitdef
triggerall = var(6) = 0
trigger1 = animelemtime(9) = 0
attr = s,sa
hitflag = mafd
guardflag = ma
animtype = back
air.animtype = back
priority = 4,hit
damage = 120*fvar(0)
hitsound = s5 ,2
guardsound = s10, 0
ground.type = high
air.type = high
ground.slidetime = 20
guard.slidetime = 20
ground.hittime = 20
air.hittime = 20
guard.ctrltime = 20
yaccel = .48
ground.velocity = 0, -4
guard.velocity = 0
air.velocity = 0, -4
airguard.velocity = -0, -4
ground.cornerpush.veloff = 7
airguard.ctrltime = 20
down.velocity = 0, -9
fall = 1
fall.yvelocity = -3
fall.recover = 0
air.fall = 1
getpower = 0, 0
givepower = 0, 0

[state -1, ヒットスパーク]
type = helper
triggerall = numenemy > 0
trigger1 = movehit = 1
stateno = 6002
id = 6002
name = "hit_spark"
pos = enemy,const(size.mid.pos.x),enemy,const(size.mid.pos.y)
postype = p2
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0

[state -1, var(5)ヒット数追加]
type = varadd
trigger1  = movehit = 1
var(5) = 1

[state -1, 瞬間移動]
type = posadd
trigger1 = animtime = 0
x = 200

[state -1, 音を鳴らす]
type = playsnd
trigger1 = animtime = 0
value = 400, 1

[state -1, 縮尺変更]
type = angledraw
trigger1 = animtime = 0
scale = .5,1.5

[state -1, ステート変更]
type = changestate
trigger1 = animtime = 0
value = 1102

;***********************************
[statedef 1101] 
type = s        
movetype = i
physics = n
anim = 1111
sprpriority = 1

[state -1, 影の消去]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 無敵]
type = nothitby
trigger1 = 1
value = sca
time = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 食らい上書き]
type = hitoverride
trigger1 = 1
attr = sca,na,sa,ha,np,sp,hp,nt,st,aa,at,ap
stateno = 999
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, var(0)設定]
type = varset
trigger1 = time = 0
var(0) = 256

[state -1, var(0)減少]
type = varadd
trigger1 = var(0) > 0
var(0) = -16

[state -1, 透過処理]
type = trans
trigger1 = 1
trans = addalpha
alpha = var(0),256

[state -1, fvar(0)設定]
type = varset
trigger1 = time = 0
fvar(0) = 1

[state -1, fvar(0)増加]
type = varadd
trigger1 = 1
fvar(0) = .4

[state -1, サイズ変更]
type = angledraw
trigger1 = 1
scale = fvar(0),fvar(0)

[state -1, 角度設定]
type = angleadd
trigger1 = 1
value = 10

[state -1, ヘルパー消去]
type = destroyself
trigger1 = var(0) <= 0

;---------------------------------------------------------------------------
;aスタティックグリーン移動後

[statedef 1102] 
type = s        
movetype = i
physics = s
anim = 1120
velset = 0,0
ctrl = 0

[state -1, 縮尺変更]
type = angledraw
trigger1 = time = 0
scale = .5,1.5

[state -1, 無敵]
type = nothitby
trigger1 = time = [0,3]
value = sca

[state -1, エフェクト]
type = explod
trigger1 = time = 1
anim = 1110
id = 0
pos = 0, 0
postype = p1
bindtime = -1
scale = .5, .5
ontop = 1
ownpal = 1
removeongethit = 0

[state -1, ステート変更]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;bスタティックグリーン

[statedef 1110] 
type = s        
movetype = a
physics = s
anim = 1101
ctrl = 0

[state -1, リバーサルアタック]
type = nothitby
trigger1 = time = 0
trigger1 = PrevStateNo = 5120
value = sca
time = 6

[state -1, リバーサルアタックエフェクト]
type = helper
trigger1 = time = 0
trigger1 = PrevStateNo = 5120
helpertype = normal
name = "myhelper"
id = 6023
pos = const(size.mid.pos.x),const(size.mid.pos.y)
postype = p1
stateno = 6023
ownpal = 1
ignorehitpause = 1
persistent = 0
supermovetime = 99999

[state -1, 防御距離]
type = attackdist
trigger1 = 1
value = 9999

[state -1, エフェクト]
type = helper
trigger1 = animtime = 0
helpertype = normal
name = "whirlwind_spring"
id = 1101
pos = const(size.mid.pos.x), const(size.mid.pos.y)
postype = p1
facing = 1
stateno = 1101
ownpal = 1
size.xscale = .5
size.yscale = .5

[state -1, ヒット定義]
type = hitdef
triggerall = var(6) = 0
trigger1 = animelemtime(9) = 0
attr = s,sa
hitflag = mafd
guardflag = ma
animtype = back
air.animtype = back
priority = 4,hit
damage = 90*fvar(0)
hitsound = s5 ,2
guardsound = s10, 0
ground.type = high
air.type = high
ground.slidetime = 20
guard.slidetime = 20
ground.hittime = 20
air.hittime = 20
guard.ctrltime = 20
yaccel = .48
ground.velocity = 0, ifelse(var(4) = 1 ,-2 ,-10)
guard.velocity = 0
air.velocity = 0, ifelse(var(4) = 1 ,-2 ,-10)
airguard.velocity = -0, -4
ground.cornerpush.veloff = 7
airguard.ctrltime = 20
down.velocity = 0, -9
fall = 1
fall.yvelocity = -3
fall.recover = 0
air.fall = 1
getpower = 0, 0
givepower = 0, 0

[state -1, ヒットスパーク]
type = helper
triggerall = numenemy > 0
trigger1 = movehit = 1
stateno = 6002
id = 6002
name = "hit_spark"
pos = enemy,const(size.mid.pos.x),enemy,const(size.mid.pos.y)
postype = p2
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0

[state -1, var(5)ヒット数追加]
type = varadd
trigger1  = movehit = 1
var(5) = 1

[state -1, 瞬間移動]
type = posadd
trigger1 = animtime = 0
x = 200

[state -1, 音を鳴らす]
type = playsnd
trigger1 = animtime = 0
value = 400, 1

[state -1, 縮尺変更]
type = angledraw
trigger1 = animtime = 0
scale = .5,1.5

[state -1, ステート変更]
type = changestate
trigger1 = animtime = 0
value = 1111

;---------------------------------------------------------------------------
;bスタティックグリーン移動後

[statedef 1111] 
type = s        
movetype = i
physics = s
anim = 1121
velset = 0,0
ctrl = 0

[state -1, 縮尺変更]
type = angledraw
trigger1 = time = 0
scale = .5,1.5

[state -1, 無敵]
type = nothitby
trigger1 = time = [0,3]
value = sca

[state -1, エフェクト]
type = explod
trigger1 = time = 1
anim = 1110
id = 0
pos = 0, 0
postype = p1
bindtime = -1
scale = .5, .5
ontop = 1
ownpal = 1
removeongethit = 0

[state -1, ステート変更]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;exスタティックグリーン

[statedef 2150] 
type = s        
movetype = a
physics = s
anim = 1150
ctrl = 0

[state -1, リバーサルアタック]
type = nothitby
trigger1 = time = 0
trigger1 = PrevStateNo = 5120
value = sca
time = 6

[state -1, リバーサルアタックエフェクト]
type = helper
trigger1 = time = 0
trigger1 = PrevStateNo = 5120
helpertype = normal
name = "myhelper"
id = 6023
pos = const(size.mid.pos.x),const(size.mid.pos.y)
postype = p1
stateno = 6023
ownpal = 1
ignorehitpause = 1
persistent = 0
supermovetime = 99999

[state -1, 防御距離]
type = attackdist
trigger1 = 1
value = 9999

[state -1, ex演出]
type = superpause
trigger1 = animelemtime(5) = 0
time = 50
anim = -1
sound = s20,0
movetime = 0
poweradd = -1000
darken = 0

[state -1, exエフェクト]
type = helper
trigger1 = animelemtime(5) = 0
stateno = 6010
id = 6010
name = "ex_effect"
pos = 6,-44
postype = p1
ownpal = 1
keyctrl = 0
sprpriority = 2
ignorehitpause = 1
persistent = 0
supermovetime = 99999

[state -1, 背景暗転]
type = bgpalfx
trigger1 = animelemtime(5) = 0
time = 50
mul = 64,64,128
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 無敵]
type = nothitby
trigger1 = 1
value = sca

[state -1, エフェクト]
type = helper
trigger1 = animtime = 0
helpertype = normal
name = "ex_whirlwind_spring"
id = 1101
pos = const(size.mid.pos.x), const(size.mid.pos.y)
postype = p1
facing = 1
stateno = 1101
ownpal = 1
size.xscale = .5
size.yscale = .5

[state -1, 瞬間移動]
type = posadd
trigger1 = animtime = 0
x = p2dist x -20

[state -1, 縮尺変更]
type = angledraw
trigger1 = animtime = 0
scale = .5,1.5

[state -1, ステート変更]
type = changestate
trigger1 = animtime = 0
value = 2151

;---------------------------------------------------------------------------
;exスタティックグリーン移動後

[statedef 2151]
type = s
movetype = a
physics = s
anim = 1151
velset = 0,0
ctrl = 0

[state -1, 縮尺変更]
type = angledraw
trigger1 = time = 0
scale = .5,1.5

[state -1, 音を鳴らす]
type = playsnd
trigger1 = time = 0
value = 400, 1


[state -1, エフェクト]
type = explod
trigger1 = time = 1
anim = 1110
id = 1110
pos = 0, 0
postype = p1
bindtime = -1
scale = .5, .5
ontop = 1
ownpal = 1
removeongethit = 0

[state -1, ヒット定義]
type = hitdef
triggerall = var(6) = 0
trigger1 = time = 1
attr = s,sa
hitflag = mafd
guardflag = ma
animtype = back
air.animtype = back
priority = 4,hit
damage = 50*fvar(0)
hitsound = s5 ,2
guardsound = s10, 0
ground.type = high
air.type = high
ground.slidetime = 20
guard.slidetime = 20
ground.hittime = 20
air.hittime = 20
guard.ctrltime = 20
yaccel = .48
ground.velocity = 0, -9
guard.velocity = 0
air.velocity = 0, ifelse(var(4) = 1 ,-4 ,-11.5)
airguard.velocity = -0, -4
ground.cornerpush.veloff = 7
airguard.ctrltime = 20
down.velocity = 0, -9
fall = 1
fall.yvelocity = -3
fall.recover = 0
air.fall = 1
getpower = 0, 0
givepower = 0, 0

[state -1, ヒットスパーク]
type = helper
triggerall = numenemy > 0
trigger1 = movehit = 1
stateno = 6002
id = 6002
name = "hit_spark"
pos = enemy,const(size.mid.pos.x),enemy,const(size.mid.pos.y)
postype = p2
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0

[state -1, var(5)ヒット数追加]
type = varadd
trigger1  = movehit = 1
var(5) = 1

[state -1, 音を鳴らす]
type = playsnd
trigger1  = (movecontact = 1)
value = 400,3

[state -1, ステート変更]
type = changestate
trigger1 = animtime = 0
value = 2152

;***********************************

[statedef 2152]
type = s
movetype = a
physics = s
anim = 1152
velset = 0,0
ctrl = 0

[state -1, 無敵]
type = nothitby
trigger1 = time = [0,7]
trigger1 = time < 73
value = sca

[state -1, 音を鳴らす]
type = playsnd
trigger1 = time = 0
value = 100,7

[state -1, エフェクト]
type = helper
trigger1 = time = 0
stateno = 2155
id = 2155
name = "hiteffect"
pos = 27,-103
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0

[state -1, エフェクト]
type = explod
trigger1 = time = 6
anim = 1161
id = 1161
facing = -1
pos = 60, 0
postype = p1
bindtime = 1
scale = 1, 2
ontop = 1
ownpal = 1

[state -1, エフェクト]
type = explod
trigger1 = time = 5
anim = 1161
id = 1161
pos = 10, 10
postype = p1
bindtime = 1
scale = 1, 2
ontop = 1
ownpal = 1

[state -1, エフェクト]
type = explod
trigger1 = time = 5
anim = 1161
id = 1161
pos = -10, -10
facing = -1
postype = p1
bindtime = 1
scale = 1, 2
sprpriority = -1
ownpal = 1

[state -1, エフェクト]
type = explod
trigger1 = time = 6
anim = 1161
id = 1161
pos = -60, 0
postype = p1
bindtime = 1
scale = 1, 2
ontop = 1
ownpal = 1

[state -1, 音を鳴らす]
type = playsnd
trigger1 = time = 5
value = 100,8

[state -1, ヒット定義]
type = hitdef
triggerall = var(6) = 0
trigger1 = time = 6
attr = s,na
hitflag = mafd
guardflag = ma
animtype = back
air.animtype = back
priority = 4,hit
damage = 190*fvar(0),10
pausetime = 0, 15
hitsound = s5 ,2
guardsound = s10, 0
ground.type = high
air.type = high
ground.slidetime = 20
guard.slidetime = 20
ground.hittime = 50
air.hittime = 50
guard.ctrltime = 20
yaccel = .48
ground.velocity = 0, -7.5
guard.velocity = 0
air.velocity = 0, ifelse(var(4) = 1 ,-2 ,-7.5)
airguard.velocity = -3, -7.5
ground.cornerpush.veloff = 0
airguard.ctrltime = 20
sprpriority = 1
fall = 1
fall.yvelocity = -3
fall.recover = 0
air.fall = 1
down.velocity = 0, -2
down.hittime = 10
getpower = 0, 0
givepower = 0, 0
envshake.time = 10
envshake.freq = 60
envshake.ampl = -10

[state -1, movetype変更]
type = StateTypeSet
trigger1 = time = 10
movetype = I

[state -1, ヒットスパーク]
type = helper
triggerall = numenemy > 0
trigger1 = movehit = 1
stateno = 6002
id = 6002
postype = p2
pos = enemynear,const(size.mid.pos.x) ,enemynear,const(size.mid.pos.y)
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[state -1, 音を鳴らす]
type = playsnd
trigger1  = movehit = 1
value = 6,8

[state -1, var(5)ヒット数追加]
type = varadd
trigger1  = movehit = 1
var(5) = 1

[state -1, アニメ変更]
type = changeanim
trigger1 = time = 45
value = 1153

[state -1, ステート変更]
type = changestate
trigger1 = anim = 1153
trigger1 = animtime = 0
value = 0
ctrl = 1

;***********************************
;エフェクト
[statedef 2155]
type = a
movetype = i
physics = n
velset = 0,0
ctrl = 0
anim = 1155
sprpriority = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 影の消去]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 無敵]
type = nothitby
trigger1 = 1
value = sca
time = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 食らい上書き]
type = hitoverride
trigger1 = 1
attr = sca,na,sa,ha,np,sp,hp,nt,st,aa,at,ap
stateno = 999
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 透過処理]
type = trans
trigger1 = 1
trans = add

[state -1, fvar(0)設定]
type = varset
trigger1 = time = 0
fvar(0) = 1

[state -1, fvar(0)増加]
type = varadd
trigger1 = 1
fvar(0) = -.1

[state -1, fvar(1)設定]
type = varset
trigger1 = time = 0
fvar(1) = 0

[state -1, fvar(0)増加]
type = varadd
trigger1 = 1
fvar(1) = .5

[state -1, サイズ変更]
type = angledraw
trigger1 = 1
scale = fvar(0),fvar(1)

[state -1, ヘルパー消去]
type = destroyself
trigger1 = fvar(0) <= 0

;===========================================================================
; ウィンターエレメント
;===========================================================================
;---------------------------------------------------------------------------
;aウィンターエレメント設置

[statedef 1200]
type = s
movetype= i
physics = s
velset = 0,0
ctrl = 0
anim = 1200

[state -1, リバーサルアタック]
type = nothitby
trigger1 = time = 0
trigger1 = PrevStateNo = 5120
value = sca
time = 6

[state -1, リバーサルアタックエフェクト]
type = helper
trigger1 = time = 0
trigger1 = PrevStateNo = 5120
helpertype = normal
name = "myhelper"
id = 6023
pos = const(size.mid.pos.x),const(size.mid.pos.y)
postype = p1
stateno = 6023
ownpal = 1
ignorehitpause = 1
persistent = 0
supermovetime = 99999

[state -1, 設置／発動]
type = varset
trigger1 = time = 0
var(21) = 1

[state -1, 音を鳴らす]
type = playsnd
trigger1 = animelemtime(6) = 0
value = 300, 0

[state -1, ヘルパー]
type = helper
triggerall = numhelper(3200) = 0
trigger1 = animelemtime(6) = 0
helpertype = normal
name = "winter_element"
id = 3200
pos = 50,0
postype = p1
stateno = 3200
keyctrl = 0
ownpal = 1

[state -1, movetype変更]
type = StateTypeSet
trigger1 = animelemtime(6) = 3
movetype = I

[state -1, ステート変更]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ウィンターエレメント発動

[statedef 1201]
type = s
movetype= a
physics = s
velset = 0,0
ctrl = 0
anim = 1200

[state -1, リバーサルアタック]
type = nothitby
trigger1 = time = 0
trigger1 = PrevStateNo = 5120
value = sca
time = 6

[state -1, リバーサルアタックエフェクト]
type = helper
trigger1 = time = 0
trigger1 = PrevStateNo = 5120
helpertype = normal
name = "myhelper"
id = 6023
pos = const(size.mid.pos.x),const(size.mid.pos.y)
postype = p1
stateno = 6023
ownpal = 1
ignorehitpause = 1
persistent = 0
supermovetime = 99999

[state -1, 設置／発動]
type = varset
trigger1 = animelemtime(6) = 0
var(21) = 0

[state -1, 音を鳴らす]
type = playsnd
trigger1 = animelemtime(6) = 0
value = 300, 0

[state -1, movetype変更]
type = StateTypeSet
trigger1 = animelemtime(6) = 3
movetype = I

[state -1, ステート変更]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;bウィンターエレメント設置

[statedef 1210]
type = s
movetype= i
physics = s
velset = 0,0
ctrl = 0
anim = 1200

[state -1, リバーサルアタック]
type = nothitby
trigger1 = time = 0
trigger1 = PrevStateNo = 5120
value = sca
time = 6

[state -1, リバーサルアタックエフェクト]
type = helper
trigger1 = time = 0
trigger1 = PrevStateNo = 5120
helpertype = normal
name = "myhelper"
id = 6023
pos = const(size.mid.pos.x),const(size.mid.pos.y)
postype = p1
stateno = 6023
ownpal = 1
ignorehitpause = 1
persistent = 0
supermovetime = 99999

[state -1, 設置／発動]
type = varset
trigger1 = time = 0
var(21) = 1

[state -1, 音を鳴らす]
type = playsnd
trigger1 = animelemtime(6) = 0
value = 300, 0

[state -1, ヘルパー]
type = helper
triggerall = numhelper(3200) = 0
trigger1 = animelemtime(6) = 0
helpertype = normal
name = "winter_element"
id = 3200
pos = 0,0
postype = p2
stateno = 3200
keyctrl = 0
ownpal = 1

[state -1, movetype変更]
type = StateTypeSet
trigger1 = animelemtime(6) = 3
movetype = I

[state -1, ステート変更]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;cウィンターエレメント設置

[statedef 2250]
type = s
movetype= i
physics = s
velset = 0,0
ctrl = 0
anim = 1200

[state -1, リバーサルアタック]
type = nothitby
trigger1 = time = 0
trigger1 = PrevStateNo = 5120
value = sca
time = 6

[state -1, リバーサルアタックエフェクト]
type = helper
trigger1 = time = 0
trigger1 = PrevStateNo = 5120
helpertype = normal
name = "myhelper"
id = 6023
pos = const(size.mid.pos.x),const(size.mid.pos.y)
postype = p1
stateno = 6023
ownpal = 1
ignorehitpause = 1
persistent = 0
supermovetime = 99999

[state -1, 設置／発動]
type = varset
trigger1 = time = 0
var(21) = 1

[state -1, 音を鳴らす]
type = playsnd
trigger1 = animelemtime(6) = 0
value = 300, 0

[state -1, ex演出]
type = superpause
trigger1 = animelemtime(3) = 0
time = 50
anim = -1
sound = s20,0
movetime = 0
poweradd = -1000
darken = 0

[state -1, exエフェクト]
type = helper
trigger1 = animelemtime(3) = 0
stateno = 6010
id = 6010
name = "ex_effect"
pos = -6,-68
postype = p1
ownpal = 1
keyctrl = 0
sprpriority = 2
ignorehitpause = 1
persistent = 0
supermovetime = 99999

[state -1, 背景暗転]
type = bgpalfx
trigger1 = animelemtime(3) = 0
time = 50
mul = 64,64,128
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, ヘルパー]
type = helper
triggerall = numhelper(3200) < 3
trigger1 = animelemtime(6) = 0
helpertype = normal
name = "ex_winter_element"
id = 3200
pos = 0,0
postype = p2
stateno = 3200
keyctrl = 0
ownpal = 1

[state -1, ヘルパー]
type = helper
triggerall = numhelper(3200) < 3
trigger1 = animelemtime(6) = 0
helpertype = normal
name = "ex_winter_element"
id = 3200
pos = -70,0
postype = p2
stateno = 3200
keyctrl = 0
ownpal = 1

[state -1, ヘルパー]
type = helper
triggerall = numhelper(3200) < 3
trigger1 = animelemtime(6) = 0
helpertype = normal
name = "ex_winter_element"
id = 3200
pos = 70,0
postype = p2
stateno = 3200
keyctrl = 0
ownpal = 1

[state -1, movetype変更]
type = StateTypeSet
trigger1 = animelemtime(6) = 3
movetype = I

[state -1, ステート変更]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;===========================================================================
; エメラルドシティ
;===========================================================================
;---------------------------------------------------------------------------
;aエメラルドシティ

[statedef 1300]
type = s
movetype= a
physics = s
velset = 0,0
ctrl = 0
anim = 1300

[state -1, リバーサルアタック]
type = nothitby
trigger1 = time = 0
trigger1 = PrevStateNo = 5120
value = sca
time = 6

[state -1, リバーサルアタックエフェクト]
type = helper
trigger1 = time = 0
trigger1 = PrevStateNo = 5120
helpertype = normal
name = "myhelper"
id = 6023
pos = const(size.mid.pos.x),const(size.mid.pos.y)
postype = p1
stateno = 6023
ownpal = 1
ignorehitpause = 1
persistent = 0
supermovetime = 99999

[state -1, 無敵]
type = nothitby
trigger1 = (animelemtime(1) >= 0) && (animelemtime(5) <= 0)
value = sca

[state -1, 音を鳴らす]
type = playsnd
trigger1 = animelemtime(4) = 0
value = 600, 0

[state -1, ヒット定義]
type = hitdef
triggerall = var(6) = 0
trigger1 = animelemtime(4) = 0
attr = s,sa
hitflag = mafd
guardflag = ma
animtype = hard
air.animtype = back
priority = 6,hit
damage = 100*fvar(0)
pausetime = 0,0
hitsound = s5 ,2
guardsound = s10, 0
ground.type = low
ground.slidetime = 20
guard.ctrltime = 20
yaccel = .48
ground.velocity = ifelse(var(4) = 1 ,-3 ,-4), ifelse(var(4) = 1 ,-1 ,-6)
guard.velocity = 0
air.velocity = ifelse(var(4) = 1 ,-3 ,-4), ifelse(var(4) = 1 ,-1 ,-6)
airguard.velocity = -2, -2
ground.cornerpush.veloff = 0
airguard.ctrltime = 20
fall = 1
fall.yvelocity = -3
fall.recover = 0
air.fall = 1
down.velocity = -3, 6
down.hittime = 5
down.bounce = 0
getpower = 120, 120
givepower = 60, 60
envshake.time = 10
envshake.freq = 60
envshake.ampl = -5

[state -1, 攻撃エフェクト]
type = helper
trigger1 = animelemtime(4) = -1
stateno = 1311
id = 1311
name = "atack_effect"
pos = 12,0
postype = p1
ownpal = 1
keyctrl = 0
sprpriority = 1
ignorehitpause = 1
persistent = 0
size.xscale = .35
size.yscale = .35

[state -1, ヒットスパーク]
type = helper
triggerall = numenemy > 0
trigger1 = movehit
stateno = 6002
id = 6002
name = "hit_spark"
pos = enemy,const(size.mid.pos.x),enemy,const(size.mid.pos.y)
postype = p2
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0

[state -1, movetype変更]
type = StateTypeSet
trigger1 = animelemtime(4) = 3
movetype = I

[state -1, var(5)ヒット数追加]
type = varadd
trigger1  = movehit = 1
var(5) = 1

[state -1, ステート変更]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;bエメラルドシティ

[statedef 1301]
type = s
movetype= a
physics = s
velset = 0,0
ctrl = 0
anim = 1301

[state -1, リバーサルアタック]
type = nothitby
trigger1 = time = 0
trigger1 = PrevStateNo = 5120
value = sca
time = 6

[state -1, リバーサルアタックエフェクト]
type = helper
trigger1 = time = 0
trigger1 = PrevStateNo = 5120
helpertype = normal
name = "myhelper"
id = 6023
pos = const(size.mid.pos.x),const(size.mid.pos.y)
postype = p1
stateno = 6023
ownpal = 1
ignorehitpause = 1
persistent = 0
supermovetime = 99999

[state -1, 無敵]
type = nothitby
trigger1 = (animelemtime(1) >= 0) && (animelemtime(5) <= 0)
value = sca

[state -1, 音を鳴らす]
type = playsnd
trigger1 = animelemtime(4) = 0
value = 600, 0

[state -1, ヒット定義]
type = hitdef
triggerall = var(6) = 0
trigger1 = animelemtime(4) = 0
attr = s,sa
hitflag = mafd
guardflag = ma
animtype = hard
air.animtype = back
priority = 6,hit
damage = 150*fvar(0)
pausetime = 0,0
hitsound = s5 ,2
guardsound = s10, 0
ground.type = low
ground.slidetime = 20
guard.ctrltime = 20
yaccel = .48
ground.velocity = ifelse(var(4) = 1 ,-4 ,-6), ifelse(var(4) = 1 ,-2 ,-8)
guard.velocity = 0
air.velocity = ifelse(var(4) = 1 ,-4 ,-6), ifelse(var(4) = 1 ,-2 ,-8)
airguard.velocity = -2, -2
ground.cornerpush.veloff = 0
airguard.ctrltime = 20
fall = 1
fall.yvelocity = -3
fall.recover = 0
air.fall = 1
down.velocity = -4, -2
down.hittime = 5
down.bounce = 0
getpower = 200, 200
givepower = 100, 100
envshake.time = 10
envshake.freq = 60
envshake.ampl = -7

[state -1, 攻撃エフェクト]
type = helper
trigger1 = animelemtime(4) = -1
stateno = 1311
id = 1311
name = "atack_effect"
pos = 30,0
postype = p1
ownpal = 1
keyctrl = 0
sprpriority = 1
ignorehitpause = 1
persistent = 0
size.xscale = .4
size.yscale = .4

[state -1, ヒットスパーク]
type = helper
triggerall = numenemy > 0
trigger1 = movehit
stateno = 6002
id = 6002
name = "hit_spark"
pos = enemy,const(size.mid.pos.x),enemy,const(size.mid.pos.y)
postype = p2
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0

[state -1, var(5)ヒット数追加]
type = varadd
trigger1  = movehit = 1
var(5) = 1

[state -1, movetype変更]
type = StateTypeSet
trigger1 = animelemtime(4) = 3
movetype = I

[state -1, ステート変更]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;exエメラルドシティ

[statedef 2350]
type = s
movetype= a
physics = s
velset = 0,0
ctrl = 0
anim = 1350

[state -1, リバーサルアタック]
type = nothitby
trigger1 = time = 0
trigger1 = PrevStateNo = 5120
value = sca
time = 6

[state -1, リバーサルアタックエフェクト]
type = helper
trigger1 = time = 0
trigger1 = PrevStateNo = 5120
helpertype = normal
name = "myhelper"
id = 6023
pos = const(size.mid.pos.x),const(size.mid.pos.y)
postype = p1
stateno = 6023
ownpal = 1
ignorehitpause = 1
persistent = 0
supermovetime = 99999

[state -1, 無敵]
type = nothitby
trigger1 = (animelemtime(1) >= 0) && (animelemtime(5) <= 0)
value = sca

[state -1, 音を鳴らす]
type = playsnd
trigger1 = animelemtime(4) = 0
value = 600, 0

[state -1, ex演出]
type = superpause
trigger1 = animelemtime(3) = 0
time = 50
anim = -1
sound = s20,0
movetime = 0
poweradd = -1000
darken = 0

[state -1, exエフェクト]
type = helper
trigger1 = animelemtime(3) = 0
stateno = 6010
id = 6010
name = "ex_effect"
pos = -25,-53
postype = p1
ownpal = 1
keyctrl = 0
sprpriority = 2
ignorehitpause = 1
persistent = 0
supermovetime = 99999

[state -1, 背景暗転]
type = bgpalfx
trigger1 = animelemtime(3) = 0
time = 50
mul = 64,64,128
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999


[state -1, ヒット定義]
type = hitdef
triggerall = var(6) = 0
trigger1 = animelemtime(4) = 0
attr = s,ha
hitflag = mafd
guardflag = m
animtype = hard
air.animtype = back
priority = 6,hit
damage = 240*fvar(0)
pausetime = 0,0
hitsound = s5 ,2
guardsound = s10, 0
ground.type = low
ground.slidetime = 20
guard.ctrltime = 20
yaccel = .48
ground.velocity = ifelse(var(4) = 1 ,-4 ,-8), ifelse(var(4) = 1 ,-4 ,-12)
guard.velocity = 0
air.velocity = ifelse(var(4) = 1 ,-4 ,-8), ifelse(var(4) = 1 ,-2 ,-12)
airguard.velocity = -2, -2
ground.cornerpush.veloff = 0
airguard.ctrltime = 20
fall = 1
fall.yvelocity = -3
fall.recover = 0
air.fall = 1
down.velocity = -4, -2
down.hittime = 5
down.bounce = 0
getpower = 0, 0
givepower = 0, 0
envshake.time = 10
envshake.freq = 60
envshake.ampl = -10

[state -1, 攻撃エフェクト]
type = helper
trigger1 = animelemtime(5) = 0
stateno = 1310
id = 1310
name = "atack_effect"
pos = -20,0
postype = p1
ownpal = 1
keyctrl = 0
sprpriority = 1
ignorehitpause = 1
persistent = 0
size.xscale = .5
size.yscale = .5

[state -1, 攻撃エフェクト]
type = helper
trigger1 = animelemtime(5) = 0
stateno = 1311
id = 1311
name = "atack_effect"
pos = 20,0
postype = p1
ownpal = 1
keyctrl = 0
sprpriority = 1
ignorehitpause = 1
persistent = 0
size.xscale = .5
size.yscale = .5

[state -1, ヒットスパーク]
type = helper
triggerall = numenemy > 0
trigger1 = movehit
stateno = 6002
id = 6002
name = "hit_spark"
pos = enemy,const(size.mid.pos.x),enemy,const(size.mid.pos.y)
postype = p2
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0

[state -1, var(5)ヒット数追加]
type = varadd
trigger1  = movehit = 1
var(5) = 1

[state -1, movetype変更]
type = StateTypeSet
trigger1 = animelemtime(5) = 3
movetype = I

[state -1, ステート変更]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;攻撃エフェクト

[statedef 1310]
type = a
movetype = i
physics = n
ctrl = 0
anim =1310
sprpriority = 6

[state -1, 影の消去]
type = assertspecial
trigger1 = 1
flag = noshadow

[state -1, 無敵]
type = nothitby
trigger1 = 1
value = sca
time = 1

[state -1, 食らい上書き]
type = hitoverride
trigger1 = 1
attr = sca,na,sa,ha,np,sp,hp,nt,st,aa,at,ap
stateno = 999


[state -1, fvar(0)設定]
type = varset
trigger1 = time = 0
fvar(0) = 0

[state -1, fvar(0)減少]
type = varadd
trigger1 = fvar(0) < 1
fvar(0) = .5

[state -1, 縮尺の変更]
type = angledraw
trigger1 = 1
scale = 1, fvar(0)


[state -1, var(0)設定]
type = varset
trigger1 = time = 0
var(0) = 256

[state -1, var(0)減少]
type = varadd
trigger1 = (var(0) > 0) && (time > 15)
var(0) = -32

[state -1, 透過処理]
type = trans
trigger1 = 1
trans = addalpha
alpha = var(0),256

[state -1, ヘルパー消去]
type = destroyself
trigger1 = var(0) <= 0

;***********************************

[statedef 1311]
type = a
movetype = i
physics = n
ctrl = 0
anim =1311
sprpriority = 6

[state -1, 影の消去]
type = assertspecial
trigger1 = 1
flag = noshadow

[state -1, 無敵]
type = nothitby
trigger1 = 1
value = sca
time = 1

[state -1, 食らい上書き]
type = hitoverride
trigger1 = 1
attr = sca,na,sa,ha,np,sp,hp,nt,st,aa,at,ap
stateno = 999


[state -1, fvar(0)設定]
type = varset
trigger1 = time = 0
fvar(0) = 0

[state -1, fvar(0)減少]
type = varadd
trigger1 = fvar(0) < 1
fvar(0) = .5

[state -1, 縮尺の変更]
type = angledraw
trigger1 = 1
scale = 1, fvar(0)


[state -1, var(0)設定]
type = varset
trigger1 = time = 0
var(1) = 256

[state -1, var(0)減少]
type = varadd
trigger1 = (var(1) > 0) && (time > 15)
var(1) = -32

[state -1, 透過処理]
type = trans
trigger1 = 1
trans = addalpha
alpha = var(1),256

[state -1, ヘルパー消去]
type = destroyself
trigger1 = var(1) <= 0

;===========================================================================
; フォールスラッシャー
;===========================================================================
;---------------------------------------------------------------------------
;地上aフォールスラッシャー

[statedef 1400]
type = s
movetype= a
physics = s
velset = 0,0
ctrl = 0
anim = 1400

[state -1, リバーサルアタック]
type = nothitby
trigger1 = time = 0
trigger1 = PrevStateNo = 5120
value = sca
time = 6

[state -1, リバーサルアタックエフェクト]
type = helper
trigger1 = time = 0
trigger1 = PrevStateNo = 5120
helpertype = normal
name = "myhelper"
id = 6023
pos = const(size.mid.pos.x),const(size.mid.pos.y)
postype = p1
stateno = 6023
ownpal = 1
ignorehitpause = 1
persistent = 0
supermovetime = 99999

[state -1, ヘルパー]
type = helper
trigger1 = animelemtime(5) = 0
helpertype = normal
name = "fall_slasher"
id = 3400
pos = 200,0
postype = p1
stateno = 3400
keyctrl = 0
ownpal = 1
size.xscale = .75
size.yscale = .75

[state -1, movetype変更]
type = StateTypeSet
trigger1 = animelemtime(5) = 3
movetype = I

[state -1, ステート変更]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;地上bフォールスラッシャー

[statedef 1410]
type = s
movetype= a
physics = s
velset = 0,0
ctrl = 0
anim = 1400

[state -1, リバーサルアタック]
type = nothitby
trigger1 = time = 0
trigger1 = PrevStateNo = 5120
value = sca
time = 6

[state -1, リバーサルアタックエフェクト]
type = helper
trigger1 = time = 0
trigger1 = PrevStateNo = 5120
helpertype = normal
name = "myhelper"
id = 6023
pos = const(size.mid.pos.x),const(size.mid.pos.y)
postype = p1
stateno = 6023
ownpal = 1
ignorehitpause = 1
persistent = 0
supermovetime = 99999

[state -1, ヘルパー]
type = helper
triggerall = numenemy > 0
trigger1 = animelemtime(5) = 0
helpertype = normal
name = "fall_slasher"
id = 3410
pos = 0+(p2dist x)+enemynear,const(size.mid.pos.x),0+(p2dist y)+enemynear,const(size.mid.pos.y)
postype = p1
stateno = 3410
keyctrl = 0
ownpal = 1
size.xscale = .75
size.yscale = .75

[state -1, movetype変更]
type = StateTypeSet
trigger1 = animelemtime(5) = 3
movetype = I

[state -1, ステート変更]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;地上exフォールスラッシャー
[statedef 2420]
type = s
movetype= a
physics = s
velset = 0,0
ctrl = 0
anim = 1420

[state -1, リバーサルアタック]
type = nothitby
trigger1 = time = 0
trigger1 = PrevStateNo = 5120
value = sca
time = 6

[state -1, リバーサルアタックエフェクト]
type = helper
trigger1 = time = 0
trigger1 = PrevStateNo = 5120
helpertype = normal
name = "myhelper"
id = 6023
pos = const(size.mid.pos.x),const(size.mid.pos.y)
postype = p1
stateno = 6023
ownpal = 1
ignorehitpause = 1
persistent = 0
supermovetime = 99999

[state -1, ex演出]
type = superpause
trigger1 = animelemtime(4) = 0
time = 50
anim = -1
sound = s20,0
movetime = 0
poweradd = -1000
darken = 0

[state -1, exエフェクト]
type = helper
trigger1 = animelemtime(4) = 0
stateno = 6010
id = 6010
name = "ex_effect"
pos = 20,-95
postype = p1
ownpal = 1
keyctrl = 0
sprpriority = 2
ignorehitpause = 1
persistent = 0
supermovetime = 99999

[state -1, 背景暗転]
type = bgpalfx
trigger1 = animelemtime(4) = 0
time = 50
mul = 64,64,128
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 無敵]
type = nothitby
trigger1 = time >= 30
trigger1 = time < 80
value = sca

[state -1, 攻撃ヘルパー]
type = helper
trigger1 = animelemtime(5) = 0
helpertype = normal
name = "ex_fall_slasher"
id = 3450
pos = 0+(p2dist x)+enemynear,const(size.mid.pos.x),0+(p2dist y)+enemynear,const(size.mid.pos.y)
postype = p1
stateno = 3450
keyctrl = 0

[state -1, movetype変更]
type = StateTypeSet
trigger1 = animelemtime(5) = 3
movetype = I

[state -1, ステート変更]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;空中aフォールスラッシャー

[statedef 1450]
type = a
movetype= a
physics = a
ctrl = 0
anim = 1450

[state -1, ヘルパー]
type = helper
trigger1 = animelemtime(5) = 0
helpertype = normal
name = "fall_slasher"
id = 3400
pos = 200,0
postype = p1
stateno = 3400
keyctrl = 0
ownpal = 1
size.xscale = .75
size.yscale = .75

[state -1, movetype変更]
type = StateTypeSet
trigger1 = animelemtime(5) = 3
movetype = I

;---------------------------------------------------------------------------
;空中bフォールスラッシャー

[statedef 1460]
type = a
movetype= a
physics = a
ctrl = 0
anim = 1450

[state -1, ヘルパー]
type = helper
triggerall = numenemy > 0
trigger1 = animelemtime(5) = 0
helpertype = normal
name = "fall_slasher"
id = 3410
pos = 0+(p2dist x)+enemynear,const(size.mid.pos.x),0+(p2dist y)+enemynear,const(size.mid.pos.y)
postype = p1
stateno = 3410
keyctrl = 0
ownpal = 1
size.xscale = .75
size.yscale = .75

[state -1, movetype変更]
type = StateTypeSet
trigger1 = animelemtime(5) = 3
movetype = I

;---------------------------------------------------------------------------
;空中exフォールスラッシャー
[statedef 2470]
type = a
movetype= a
physics = a
ctrl = 0
anim = 1470

[state -1, 速度設定]
type = velset
trigger1 = (animelemtime(1) >= 0) && (animelemtime(10) < 0)
x = 0
y = 0

[state -1, ex演出]
type = superpause
trigger1 = animelemtime(4) = 0
time = 50
anim = -1
sound = s20,0
movetime = 0
poweradd = -1000
darken = 0

[state -1, exエフェクト]
type = helper
trigger1 = animelemtime(4) = 0
stateno = 6010
id = 6010
name = "ex_effect"
pos = 20,-95
postype = p1
ownpal = 1
keyctrl = 0
sprpriority = 2
ignorehitpause = 1
persistent = 0
supermovetime = 99999

[state -1, 背景暗転]
type = bgpalfx
trigger1 = animelemtime(4) = 0
time = 50
mul = 64,64,128
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 無敵]
type = nothitby
trigger1 = time >= 30
trigger1 = time < 80
value = sca

[state -1, 攻撃ヘルパー]
type = helper
trigger1 = animelemtime(5) = 0
helpertype = normal
name = "ex_fall_slasher"
id = 3450
pos = 0+(p2dist x)+enemynear,const(size.mid.pos.x),0+(p2dist y)+enemynear,const(size.mid.pos.y)
postype = p1
stateno = 3450
keyctrl = 0

[state -1, movetype変更]
type = StateTypeSet
trigger1 = animelemtime(5) = 3
movetype = I

