;===============================================================================
;EN ESTA SECCION SE ENCUENTRABN TODOS LOS MOVIMIETOS SUPERS E HYPERS
;DEL CHAR LA MODIFICACION SIN AUTORIZACION PUEDE SIGNIFICAR
;UNA FALLA TOTAL EN EL MISMO
;===============================================================================
;-------------------------------------------------------------------------------
[Statedef 2000]
type     = S
movetype = A
physics  = S
juggle   = 11
velset   = 0,0
anim     = 2000
ctrl     = 0
sprpriority = 2
facep2   = 1

;-------------------------------------------------------------------------------
;Super Cancel Effect
[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 1750
trigger2 = prevstateno = 1260
trigger3 = prevstateno = 1810
anim = f7500
pos = 0,75
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 9
ownpal = 1

[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 1750
trigger2 = prevstateno = 1260
trigger3 = prevstateno = 1810
anim = f7510
pos = 0,73
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 8
trans = addalpha
alpha = 256, 135
ownpal = 1
;-------------------------------------------------------------------------------

[State 2000, SuperPause]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -1000
movetime = 35
time = 35

[State 1000, Helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal
name = "Atraccion"
ID = 2051
stateno = 2051
pos = 0,0
postype = p1
facing = 1
supermove = 1
pausemove = 1

[State 2041, 2]
type = Afterimage
trigger1 = AnimElem = 7
time = 2
length = 10
FrameGap = 3
PalBright = 0,0,0
palcolor = 1
PalContrast = 170,170,255
PalAdd = 0,0,0
PalMul = 1,1,1
trans = none

[State 2041, 2]
type = Afterimagetime
trigger1 = time%2 = 0 && time >= 0
time = 2

[State 1000, HitBy]
type = HitBy
trigger1 = time = [0,40]
value = SA,HA,HP,NT,ST,HT,SP,SA

[State 700,]
type = palfx
triggerall = time = 0
trigger1 = prevstateno = 1260
trigger2 = prevstateno = 1310
trigger3 = prevstateno = 1750
trigger4 = prevstateno = 1810
time = 5
add = 230,230,230

[State 2000]
type = Explod
trigger1 = time = 5
anim = 4022
pos = 5,-110
sprpriority = -5
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 5
anim = 4021
pos = 5,-110
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,35]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 7
value = s3,0

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s10,0

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s20,56

[State 3000, 軸位置移動]
type = VelSet
trigger1 = AnimElem = 7,>=0
x = 9

[State 1950]
type = HitDef
trigger1 = Time = 0
attr = S,HA
getpower = 0
damage = 0,0
numhits = 0
animtype = Hard
hitflag = MAF
guardflag = M
priority = 5
pausetime = 2,2
sparkno = s4020
sparkxy = -30,-40
hitsound = s0,17
guardsound = s8,1
guard.sparkno = s4040
guard.velocity = -5
ground.type = High
ground.slidetime = 10
ground.hittime = 25
ground.velocity = 0,0
air.velocity = 0,0
p2facing = 1
p1stateno = 2510
p2stateno = 2020

[State 3000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = MoveGuarded
value = 2005
;---------------------------------------------------------------------------
;kaze
[Statedef 941]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 941
poweradd = -1000
ctrl     = 0

;-------------------------------------------------------------------------------
;Super Cancel Effect
[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 1750
trigger2 = prevstateno = 1260
trigger3 = prevstateno = 1810
anim = f7500
pos = 0,75
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 9
ownpal = 1

[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 1750
trigger2 = prevstateno = 1260
trigger3 = prevstateno = 1810
anim = f7510
pos = 0,73
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 8
trans = addalpha
alpha = 256, 135
ownpal = 1
;-------------------------------------------------------------------------------

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 15

[State 2000, BGPalFX]
type = BGPalFX
trigger1 = time = 0
time = 35
add = 0,0,0
mul = 0,0,0
invertall = 0
color = 1

[State 3100, 4]
type = SuperPause
trigger1 = time = 0
time = 35
movetime = 0
anim = -1
sound = s10,0

[State 1000, Explod]
type = Explod
trigger1 = time = 0
anim = 4021
pos = -21,-102
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
pausemove = 1
sprpriority = 9

[State 1000, Explod]
type = Explod
trigger1 = time = 0
anim = 4022
pos = -21,-102
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
pausemove = 1
sprpriority = -1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 4
anim = 944
pos = -16,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 5
removeongethit = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 11
anim = 945
pos = -16,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 5
removeongethit = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S20,2

[State 2510, BGPalFX]
type = BGPalFX
triggerall = MoveHit
trigger1 = AnimElem = 5
trigger2 = animelem = 13
time = 2
add = 255,255,255

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = animelem = 12
value = S18,1

[State 1000, Helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal
name = "Colicion De Fuego Azul"
ID = 951
stateno = 951
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 0

[State 1000, HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = S, HA
getpower = 0
damage = 45,10
animtype = Hard
hitflag = MAF
guardflag = M
priority = 3, Hit
pausetime = 5,20
sparkno = s4034
guard.sparkno = s4040
sparkxy = -10,floor(-75+(enemynear, pos y))
hitsound = s18,0
guardsound = s8,1
ground.type = Low
ground.slidetime = 12
ground.hittime = 30
ground.velocity = 0
air.velocity = -1,-2
palfx.time = 35
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1
kill = 0

[State 1000, HitDef]
type = HitDef
trigger1 = AnimElem = 13
attr = S, HA
getpower = 0
damage = 45,10
animtype = diagup
hitflag = MAF
guardflag = M
priority = 3, Hit
pausetime = 2,7
sparkno = s4034
guard.sparkno = s4040
sparkxy = -10,floor(-75+(enemynear, pos y))
hitsound = s18,0
guardsound = s8,1
ground.type = Low
ground.slidetime = 30
ground.hittime = 15
ground.velocity = -1,-13
air.recover = 0
air.juggle = 0
fall = 1
fall.recover = 0
air.velocity = -1,-13
yaccel = .5
air.velocity = -1,-10
palfx.time = 30
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1
kill = 0

[State 1000, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
Id = 951

[State 941, ChangeState]
type = ChangeState
triggerall = Movehit
trigger1 = Animelem = 16
value = 942

[State 941, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
[Statedef 942]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 942
ctrl     = 0
sprpriority = 2

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 14
value = S20,3

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 16
value = s18,2

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 16
value = s5,3

[State 810,]
type = EnvShake
trigger1 = AnimElem = 16
ampl = 10
freq = 120
time = 25

[State 2510, BGPalFX]
type = BGPalFX
trigger1 = AnimElem = 16
time = 2
add = 255,255,255

[State 942]
type = Projectile
trigger1 = AnimElem = 16
projID = 2300
projanim = 2310
projremove = 0
projpriority = 10
projhitanim = -1
projremanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 36
getpower = 0
ownpal = 0
offset = 53,0
velocity = 0,0
attr = S, HP
animtype = Hard
damage = 150,15
hitflag = MAF
guardflag = M
hitsound = s9,0
guardsound = s8,1
pausetime = 0,6
sparkno = s4034
guard.sparkno = s4040
sparkxy = 20,-100
ground.type = High
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -2.4,-10
air.juggle = 8
air.velocity = -2.4,-10
fall = 1
palfx.time = 70
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1
p2stateno = 2320
p2facing = 1

[State 942, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[StateDef 951]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 951
poweradd = 0

[state 1000]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state 1000]
type = hitby
trigger1 = 1
value = SCA,NP,SP
time = -1

[state 1000]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP
stateno = 951

[state 1000, destroyself]
type = destroyself
Trigger1 = animtime = 0
trigger2 = parent,movetype = H
;---------------------------------------------------------------------------
;Freeze yamibarai
[StateDef 902]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 902
poweradd = -1000

;-------------------------------------------------------------------------------
;Super Cancel Effect
[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 1750
trigger2 = prevstateno = 1260
trigger3 = prevstateno = 1810
anim = f7500
pos = 0,75
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 9
ownpal = 1

[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 1750
trigger2 = prevstateno = 1260
trigger3 = prevstateno = 1810
anim = f7510
pos = 0,73
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 8
trans = addalpha
alpha = 256, 135
ownpal = 1
;-------------------------------------------------------------------------------

[State 902, Explod]
type = Explod
trigger1 = time = 0
anim = 907
postype = P1
pos = -11,-93
sprpriority = 7
bindtime = -1
removetime = -1
ownpal = 1
removeongethit = 1
supermove = 1
ID = 900

[State 1600, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S7,21
channel = -1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S10,0
channel = -1

[State 902, superpause]
type = SuperPause
trigger1 = Time = 0
time = 34
movetime = 0
anim = -1

[State 2000, BGPalFX]
type = BGPalFX
trigger1 = time = 0
time = 34
mul = 0,0,0

[State 902, Explod]
type = Explod
trigger1 = time = 0
anim = 4021
pos = -11,-86
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
pausemove = 1
sprpriority = 9

[State 902, Explod]
type = Explod
trigger1 = time = 0
anim = 4022
pos = -11,-86
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove =1
pausemove = 1
sprpriority = -1

[State 902, 3]
type = ChangeState
triggerall = var(50) != 0
trigger1 = animelem = 2
value = 937

[State 902, 3]
type = ChangeState
triggerall = AnimElemtime(2) > 1
trigger1 = time = 200
trigger2 = command != "hold_y"
value = 937
;---------------------------------------------------------------------------
[StateDef 937]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 937
poweradd = 0
sprpriority = 2

[State 937, RemoveExplod]
type = RemoveExplod
trigger1 = Animelem = 1
id = 900

[State 937, Explod]
type = Explod
trigger1 = animelem = 1
anim = 930
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removeongethit = 1
removetime = -2
sprpriority = 5

[State 937, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 4
value = S20,1

[State 1100, Explod]
type = Explod
trigger1 = AnimElem = 4
persistent = 0
anim = 1650
postype = P1
pos = -10,5
sprpriority = 3
removetime = 20
bindtime = -1

[State 10000, Helper]
type = Helper
triggerall = numhelper(1000) <= 0
trigger1 = animelem = 6
helpertype = normal
name = "Freeze Yamibarai"
ID = 1000
stateno = 954
pos = 25,1
postype = p1
facing = 1
keyctrl = 0
ownpal = 1

[State 1000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
[StateDef 954]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 2040
poweradd = 0
sprpriority = 2

[State 1000, AfterImage]
type = AfterImage
trigger1 = time = 0
trans = add
PalContrast =  250, 250, 250
PalBright = 0,0,0
time    =  -1
length  = 13
TimeGap = 1
FrameGap = 1

[State 1000, VelAdd]
type = Velset
trigger1 = 1
x = 7

[State 1000,HitBy]
type = HitBy
trigger1 = 1
value = SCA, NP, SP, HP, HA

[State 1000, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA, NP, SP, HP, HA
stateno = 954

[State 1000, ChangeState]
type = ChangeState
trigger1 = p2bodydist X < 10
value = 953
;-------------------------------------------------------------------------------
;Freeze Yamibarai 2
[StateDef 906]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 906
poweradd = -1000
sprpriority = 2

;-------------------------------------------------------------------------------
;Super Cancel Effect
[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 1750
trigger2 = prevstateno = 1260
trigger3 = prevstateno = 1810
anim = f7500
pos = 0,75
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 9
ownpal = 1

[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 1750
trigger2 = prevstateno = 1260
trigger3 = prevstateno = 1810
anim = f7510
pos = 0,73
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 8
trans = addalpha
alpha = 256, 135
ownpal = 1
;-------------------------------------------------------------------------------

[State 700, Explod]
type = Explod
trigger1 = time = 0
anim = 907
postype = P1
pos = -11,-93
sprpriority = 7
bindtime = -1
removetime = -1
removeongethit = 1
supermove = 1
ID = 900

[State 1600, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S7,21
channel = -1

[State 906, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S10,0
channel = -1

[State 906, superpause]
type = SuperPause
trigger1 = Time = 0
time = 34
movetime = 1
anim = -1

[State 2000, BGPalFX]
type = BGPalFX
trigger1 = time = 0
time = 34
add = 0,0,0
mul = 0,0,0
invertall = 0
color = 1

[State 902, Explod]
type = Explod
trigger1 = time = 0
anim = 4021
pos = -11,-86
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
pausemove = 1
sprpriority = 9

[State 902, Explod]
type = Explod
trigger1 = time = 0
anim = 4022
pos = -11,-86
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove =1
pausemove = 1
sprpriority = -1

[State 902, 3]
type = ChangeState
triggerall = var(50) != 0
trigger1 = animelem = 2
value = 936

[State 200, 3]
type = ChangeState
triggerall = AnimElemtime(2) > 1
trigger1 = time = 200
trigger2 = command != "hold_x"
value = 936
;---------------------------------------------------------------------------
;Soltar
[StateDef 936]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 936
poweradd = 0
sprpriority = 2

[State 936, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 900

[State 1100, Explod]
type = Explod
trigger1 = AnimElem = 1
persistent = 0
anim = 931
postype = P1
pos = 0,0
sprpriority = -1
removetime = -2
removeongethit = 1
bindtime = -1

[State 1100, Explod]
type = Explod
trigger1 = AnimElem = 4
persistent = 0
anim = 1650
postype = P1
pos = 11,3
sprpriority = -1
removetime = 20
bindtime = -1

[State 936, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 6
value = S20,1

[State 10000, Helper]
type = Helper
triggerall = numhelper(1000) <= 0
trigger1 = animelem = 6
helpertype = normal
name = "Freeze Yamibarai"
ID = 1000
stateno = 2040
pos = 25,1
postype = p1
facing = 1
keyctrl = 0
ownpal = 1

[State 906, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
[StateDef 2040]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 2040
poweradd = 0
sprpriority = 2

[State 1000, AfterImage]
type = AfterImage
trigger1 = time = 0
trans = add
PalContrast =  250, 250, 250
PalBright = 0,0,0
time = -1
length  = 13
TimeGap = 1
FrameGap = 1

[State 1000, VelAdd]
type = Velset
trigger1 = 1
x = 4

[State 1000,HitBy]
type = HitBy
trigger1 = 1
value = SCA, NP, SP, HP, HA

[State 1000, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA, NP, SP, HP, HA
stateno = 2040

[State 1000, ChangeState]
type = ChangeState
trigger1 = time = 30
trigger2 = p2bodydist X < 10
value = 953
;-------------------------------------------------------------------------------
;Impacto
[StateDef 953]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 953
poweradd = 0
sprpriority = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S10,12

[State 1000, EnvColor]
type = EnvColor
trigger1 = time = 0
value = 255,255,255
time = 1
under = 1
ignorehitpause = 1

[State 1000, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 20
freq = 90
ampl = -6
phase = 90
ignorehitpause = 1

[State 1000, Explod]
type = Explod
trigger1 = time = 0
anim = 981
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 9

[State 1000, Helper]
type = Helper
trigger1 = movehit
helpertype = normal
name = "Efecto Freeze"
ID = 2625
stateno = 2625
pos = 0,0
postype = p2
ownpal = 1
persistent = 0

;KO Flash Effect
[State 1000, Sp Finish]
type = Explod
triggerall = numexplod(9910) <= 0
trigger1 = winKo = 1 && movehit
anim = 9910
removetime = -2
id = 9910
sprpriority = -9
pos = 0,0
postype = left
bindtime = -1
ignorehitpause = 1
ownpal = 1

[State 3402, 1.1]
type = hitdef
trigger1 = time = 0
attr = S, HP
hitflag = MA
guardflag = M
damage = 220,10
animtype = Hard
priority = 4,Hit
guard.pausetime = 0, 1
sparkno = s4034
guard.sparkno = s4040
sparkxy = 10, -44
hitsound = s18,2
guardsound = s8,1
ground.type = Low
air.type = Low
guard.slidetime = 18
guard.hittime = 19
guard.velocity = -10
air.hittime = 0
guard.ctrltime = 15
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
p2stateno = 2620
p2facing = 1
p2getp1state = 1
persistent = 0

[State 1000, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
;-------------------------------------------------------------------------------
[Statedef 2625]
type    = S
physics = N
movetype= I
anim = 2632
ctrl = 0
velset = 0,0

;KO Flash Effect
[State 1000, Sp Finish]
type = Explod
triggerall = numexplod(9910) <= 0
trigger1 = winKo = 1
anim = 9910
removetime = -2
id = 9910
sprpriority = -9
pos = 0,0
postype = left
bindtime = -1
ignorehitpause = 1
ownpal = 1

[State 3410, 1]
type = Explod
trigger1 = time = 0
ID = 2625
anim = 2625
pos = 10,floor(-p2bodydist y-pos y)
postype = p2
bindtime = -1
removetime = -1
ontop = 0
ownpal = 1

[State 3410, 2]
type = Explod
trigger1 = p2stateno != 2620
anim = 2631
pos = 10,floor(-p2bodydist y-pos y)
postype = p2
ontop = 0
ownpal = 1

[State 3410, 4]
type = changestate
trigger1 = p2stateno != 2620
value = 2632
ignorehitpause = 1
;-------------------------------------------------------------------------------
[Statedef 2632]
type    = S
physics = N
movetype= I
anim = 2632
ctrl = 0
velset = 0,0

[State 1000, Removeexplod]
type = Removeexplod
trigger1 = time = 0
ID = 2625

[State 1000, destroyself]
type = destroyself
trigger1 = animtime = 0
ignorehitpause = 1
;-------------------------------------------------------------------------------
[Statedef 2620]
movetype= H
velset = 0,0
ctrl = 0

[State 700,]
type = Palfx
trigger1 = time = 0
trigger2 = time = 10
trigger3 = time = 20
trigger4 = time = 30
trigger5 = time = 40
trigger6 = time = 50
trigger7 = time = 60
trigger8 = time = 70
trigger9 = time = 80
trigger10 = time = 90
trigger11 = time = 100
trigger12 = time = 110
trigger13 = time = 120
trigger14 = time = 130
trigger15 = time = 140
trigger16 = time = 150
trigger17 = time = 160
trigger18 = time = 170
trigger19 = time = 180
trigger20 = time = 190
trigger21 = time = 200
trigger22 = time = 210
trigger23 = time = 220
trigger24 = time = 230
trigger25 = time = 240
trigger26 = time = 250
trigger27 = time = 260
trigger28 = time = 270
trigger29 = time = 280
trigger30 = time = 290
time = 10
add = 0,-50,80
sinadd = 50,50,50,15
color = 1
invertall = 1

[State 1000, Pause]
type = Pause
trigger1 = winko = 0
trigger1 = time = [0,25]
trigger1 = timemod = 2,0
time = 1
movetime = 0

[State 2620, lifeadd]
type = lifeadd
trigger1 = timemod = 30,0
trigger1 = time >= 1
Trigger1 = time <= 290
value = -15

[State 52, 1]
type = VelSet
trigger1 = time >= 0
x = 0
y = 0

[State 6000, 3]
type = StateTypeSet
trigger1 = Pos Y = 0
statetype = S

[State 6000, 3]
type = StateTypeSet
trigger1 = Pos Y != 0
trigger2 = AnimTime = 0
statetype = A

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2635

[State 1830]
type = ChangeState
trigger1 = Animtime = 0
trigger2 = life = 0
value = 2630
;---------------------------------------------------------------------------
;吹っ飛び
[Statedef 2630]
type = A
movetype= H
physics  = N
ctrl = 0

;KO Flash Effect
[State 1000, Sp Finish]
type = Explod
triggerall = numexplod(9910) <= 0
trigger1 = life = 0
anim = 9910
removetime = -2
id = 9910
sprpriority = -9
pos = 0,0
postype = left
bindtime = -1
ignorehitpause = 1
ownpal = 1

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

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = -4
y = -6

[State 52, 1]
type = Veladd
trigger1 = time >= 0
y = .4

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 5050

[State 1830]
type = SelfState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100
;----------------------------------------------------------------------------
;Extintion
[StateDef 922]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 922
poweradd = -2000

;-------------------------------------------------------------------------------
;Super Cancel Effect
[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 1750
trigger2 = prevstateno = 1260
trigger3 = prevstateno = 1810
anim = f7500
pos = 0,75
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 9
ownpal = 1

[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 1750
trigger2 = prevstateno = 1260
trigger3 = prevstateno = 1810
anim = f7510
pos = 0,73
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 8
trans = addalpha
alpha = 256, 135
ownpal = 1
;-------------------------------------------------------------------------------

[State 910, BGPalFX]
type = BGPalFX
trigger1 = time = 0
time = 60
mul = 0,0,0

[State 2300, Explod]
type = Explod
trigger1 = animelem = 12
anim = 934
pos = -36,58
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 9

[State 922, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = S10,2

[State 922, Explod]
type = Explod
trigger1 = animelem = 8
anim = 4024
pos = -24,-72
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
pausemove = 1
scale = 1,1
sprpriority = 9

[State 922, Explod]
type = Explod
trigger1 = animelem = 8
anim = 4025
pos = -24,-72
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
pausemove = 1
scale = 1,1
sprpriority = -1

[State 973, 1]
type = SuperPause
trigger1 = time = 0
time = 50
anim = -1
sound = -1
movetime = 22

[State 922, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S20,33

[State 922, PlaySnd]
type = PlaySnd
trigger1 = animelem = 11
value = S20,34
channel = 7
lowpriority = 9
persistent = 9

[State 922, PlaySnd]
type = PlaySnd
trigger1 = animelem = 15
trigger2 = animelem = 17
trigger3 = animelem = 19
trigger4 = animelem = 21
trigger5 = animelem = 25
trigger6 = animelem = 27
trigger7 = animelem = 29
value = S5,1

[State 1000, EnvShake]
type = EnvShake
trigger1 = AnimElem = 15
ignorehitpause = 1
freq = 120
ampl = 5
phase = 120
time = 70

[State 3000, Projectile]
type = Projectile
trigger1 = time = 30
projID = 2500
projanim = 2310
projremove = 0
projpriority = 8
projhitanim = -1
projremovetime = 36
ownpal = 1
offset = 50,0
velocity = 0
attr = A, HA
animtype = up
damage = 80 ,10
hitflag = MAF
guardflag = M
hitsound = s9,0
guardsound = s8,1
pausetime = 0,5
sparkno = s4034
guard.sparkno = s4040
sparkxy = 40,floor(-75+(enemynear, pos y))
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -5
palfx.time = 25
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
air.velocity = -8, -5
fall.recover = 0
fall = 1
getpower = 0,0

[State 3000, Projectile]
type = Projectile
trigger1 = time = 40
projID = 2500
projanim = 2310
projremove = 0
projpriority = 8
projhitanim = -1
projremovetime = 36
ownpal = 1
offset = 100,0
velocity = 0
attr = A, HA
animtype = up
damage = 75 ,10
hitflag = MAF
guardflag = M
hitsound = s9,0
guardsound = s8,1
pausetime = 0,5
sparkno = s4034
guard.sparkno = s4040
sparkxy = 40,floor(-75+(enemynear, pos y))
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -5
palfx.time = 25
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
air.velocity = -8, -5
fall.recover = 0
fall = 1
getpower = 0,0

[State 3000, Projectile]
type = Projectile
trigger1 = time = 50
projID = 2500
projanim = 2310
projremove = 0
projpriority = 8
projhitanim = -1
projremovetime = 36
ownpal = 1
offset = 150,0
velocity = 0
attr = A, HA
animtype = up
damage = 75 ,10
hitflag = MAF
guardflag = M
hitsound = s9,0
guardsound = s8,1
pausetime = 0,5
sparkno = s4034
guard.sparkno = s4040
sparkxy = 40,floor(-75+(enemynear, pos y))
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -5
palfx.time = 25
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
air.velocity = -8, -5
fall.recover = 0
fall = 1
getpower = 0,0

[State 3000, Projectile]
type = Projectile
trigger1 = time = 60
projID = 2500
projanim = 2310
projremove = 0
projpriority = 8
projhitanim = -1
projremovetime = 36
ownpal = 1
offset = 200,0
velocity = 0
attr = A, HA
animtype = up
damage = 75 ,10
hitflag = MAF
guardflag = M
hitsound = s9,0
guardsound = s8,1
pausetime = 0,5
sparkno = s4034
guard.sparkno = s4040
sparkxy = 40,floor(-75+(enemynear, pos y))
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -5
palfx.time = 25
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
air.velocity = -8, -5
fall.recover = 0
fall = 1
getpower = 0,0

[State 3000, Projectile]
type = Projectile
trigger1 = time = 70
projID = 2500
projanim = 2310
projremove = 0
projpriority = 8
projhitanim = -1
projremovetime = 36
ownpal = 1
offset = 250,0
velocity = 0
attr = A, HA
animtype = up
damage = 75 ,10
hitflag = MAF
guardflag = M
hitsound = s9,0
guardsound = s8,1
pausetime = 0,5
sparkno = s4034
guard.sparkno = s4040
sparkxy = 40,floor(-75+(enemynear, pos y))
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -5
palfx.time = 25
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
air.velocity = -8, -5
fall.recover = 0
fall = 1
getpower = 0,0

[State 3000, Projectile]
type = Projectile
trigger1 = time = 80
projID = 2500
projanim = 2310
projremove = 0
projpriority = 8
projhitanim = -1
projremovetime = 36
ownpal = 1
offset = 300,0
velocity = 0
attr = A, HA
animtype = diagup
damage = 75 ,10
hitflag = MAF
guardflag = M
hitsound = s9,0
guardsound = s8,1
pausetime = 0,5
sparkno = s4034
guard.sparkno = s4040
sparkxy = 40,floor(-75+(enemynear, pos y))
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -5
palfx.time = 25
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
air.velocity = -8, -5
fall.recover = 0
fall = 1
getpower = 0,0

[State 922, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------------------------------------------------------------
;orochi
[Statedef 916]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = -3000
velset   = 0,0
anim     = 916
ctrl     = 0
sprpriority = 2

[State 916, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S16,1

[State 916, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
trigger2 = animelem = 17
trigger3 = animelem = 29
value = S20,25

[State 1000, Explod]
type = Explod
trigger1 = animelem = 6
trigger2 = animelem = 17
trigger3 = animelem = 29
anim = 921
id = 920
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 5
removeongethit = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 6
trigger2 = animelem = 17
trigger3 = animelem = 29
anim = 923
id = 920
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 5
removeongethit = 1

[State 1000, ReversalDef]
type = ReversalDef
trigger1 = 1
attr = S, ST
reversal.attr = SAC,NA,SA,HA,NP,SP,HP
sparkxy = 10,0
sparkno = s4040
pausetime = 2,5
hitsound = s8,1
p1stateno = 918

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
;Orochi Target Hit
[Statedef 918]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
anim     = 918
ctrl     = 0
sprpriority = 2

[State 1000, BGPalFX]
type = BGPalFX
trigger1 = time = 0
time = 28
mul = 0,0,0

[State 916, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 28
sound = s10,1
movetime = 1
anim = -1

[State 947, Explod]
type = Explod
trigger1 = time = 0
anim = 4029
pos = 7,-69
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
pausemove = 1
sprpriority = 9

[State 916, Explod]
type = Explod
trigger1 = time = 0
anim = 4023
pos = 7,-69
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
pausemove = 1
sprpriority = -1

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 920

[State 918, Helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal
name = "light"
ID = 915
stateno = 915
pos = 0,0
postype = back
facing = 1
keyctrl = 0
ownpal = 0

[State 1112, Helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal
name = "colicion"
ID = 915
stateno = 920
pos = 0,0
postype = back
facing = 1
keyctrl = 0
ownpal = 0

[State 1000, Explod]
type = Explod
trigger1 = animelem = 3
anim = 917
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
pausemove = 1
sprpriority = 9
removeongethit = 1

[State 918, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S20,22

[State 918, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S20,27

[State 918, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 2040, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 3544, 3]
type = DestroySelf
trigger1 = animtime = 0
id = 915
;----------------------------------------------------------------------------
;Light
[StateDef 915]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 915
poweradd = 0

[State 1112, HitDef]
type = HitDef
trigger1 = animelem = 1
attr = S, HP
animtype = diagup
getpower = 0
damage = 700,10
priority = 9
pausetime = 2,10
guardflag = M
sparkno = s4034
guard.sparkno = s4040
sparkxy = -10,floor(-75+(enemynear, pos y))
hitsound = s20,24
guardsound = s8,1
pausetime = 1,1
ground.hittime = 15
ground.type = low
ground.slidetime = 20
ground.velocity = -15,-15
air.velocity = -6,-7
air.juggle = 10
fall = 1
fall.recover = 0
air.juggle = 10
palfx.time = 70
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1
envshake.ampl = -14
envshake.time = 30
envshake.phase = 90
envshake.freq = 90
p2stateno = 2320
p2facing = 1
yaccel = .5

;KO Flash Effect
[State -2, Sp Finish]
type = Explod
triggerall = numexplod(9910) <= 0
trigger1 = winKo = 1 && movehit
anim = 9910
removetime = -2
id = 9910
sprpriority = -9
pos = 0,0
postype = left
bindtime = -1
ignorehitpause = 1
ownpal = 1

[State 3544, 3]
type = DestroySelf
trigger1 = animtime = 0
;-------------------------------------------------------------------------------
;Colocion
[StateDef 920]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 920
poweradd = 0

[state 1000]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state 1000]
type = hitby
trigger1 = 1
value = SCA,NP,SP
time = -1

[state 1000]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP
stateno = 920

[state 1000, destroyself]
type = destroyself
Trigger1 = animtime = 0
trigger2 = parent,movetype = H
;-------------------------------------------------------------------------------
;dragon
[Statedef 910]
type = S
movetype = A
physics = S
anim = 910
poweradd = 0
juggle = 0
velset = 0
ctrl = 0

;-------------------------------------------------------------------------------
;Super Cancel Effect
[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 1750
trigger2 = prevstateno = 1260
trigger3 = prevstateno = 1810
anim = f7500
pos = 0,75
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 9
ownpal = 1

[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 1750
trigger2 = prevstateno = 1260
trigger3 = prevstateno = 1810
anim = f7510
pos = 0,73
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 8
trans = addalpha
alpha = 256, 135
ownpal = 1
;-------------------------------------------------------------------------------

[State 910, BGPalFX]
type = BGPalFX
trigger1 = animelem = 1
time = 30
add = 0,0,0
mul = 0,0,0
color = 0

[State 910, Explod]
type = Explod
trigger1 = animelem = 12
anim = 934
pos = -36,58
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 9

[State 910, Explod]
type = Explod
trigger1 = animelem = 1
anim = 4024
pos = 10,-72
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
pausemove = 1
sprpriority = 9

[State 910, Explod]
type = Explod
trigger1 = animelem = 1
anim = 4025
pos = 10,-72
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
pausemove = 1
sprpriority = -1

[State 3009, pause]
type = SuperPause
trigger1 = Animelem = 1
time = 30
anim = -1
movetime = 1
poweradd = -2000
darken = 0
p2defmul = 1

[State 1000, dm sound]
type = Playsnd
trigger1 = AnimElem = 1
value = s10,2

[State 1000, dm sound]
type = Playsnd
trigger1 = AnimElem = 2
value = s20,18

[State 1000, dm sound]
type = Playsnd
trigger1 = AnimElem = 14
value = s20,22

[State 2000, 51]
type = Helper
trigger1 = animelem = 2
helpertype = normal
name = "DRAGON 1"
id = 911
postype = p1
pos = -30,0
stateno = 911
keyctrl = 0
ownpal = 1
facep2 = 1

[State 2000, 51]
type = Helper
trigger1 = animelem = 2
helpertype = normal
name = "DRAGON 2"
id = 912
postype = p1
pos = -30,0
stateno = 912
keyctrl = 0
ownpal = 1
facep2 = 1

[State 2000, 51]
type = Helper
trigger1 = animelem = 2
helpertype = normal
name = "DRAGON 2"
id = 913
postype = p1
pos = -30,0
stateno = 913
keyctrl = 0
ownpal = 1
facep2 = 1

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

[Statedef 911]
type = A
movetype = A
physics = N
anim = 911
poweradd = 0
juggle = 0
velset = 0
ctrl = 0
sprpriority = 3

[State 1000, dm sound]
type = Playsnd
trigger1 = AnimElem = 1
value = s20,48

[State 911, vel]
type = Velset
trigger1 = animelem = 8, >= 0
trigger1 = animelem = 12, <= 0
x = 4

[State 911, vel]
type = Velset
trigger1 = animelem = 12, >= 0
x = 8

[State 200, hit]
type = HitDef
trigger1 = AnimElem = 8
attr = A, HP
damage = 30,5
animtype = light
hitflag = MAF
guardflag = M
sparkno = s4020
guard.sparkno = s4040
sparkxy = 0,-90
hitsound = S20,17
guardsound = S8,1
pausetime = 7,5
ground.hittime = 9
ground.type = hard
ground.slidetime = 9
ground.velocity = -4,-5
air.velocity = -4,-5
yaccel = .5
fall = 1
fall.recover = 0

[State 200, hit]
type = HitDef
trigger1 = AnimElem = 9
attr = A, HP
damage = 30,5
animtype = light
hitflag = MAF
guardflag = M
sparkno = s4020
guard.sparkno = s4040
sparkxy = 0,-27
hitsound = S20,17
guardsound = S8,1
pausetime = 7,5
ground.hittime = 9
ground.type = hard
ground.slidetime = 9
ground.velocity = -4,-5
air.velocity = -4,-5
yaccel = .5
fall = 1
fall.recover = 0

[State 200, hit]
type = HitDef
trigger1 = AnimElem = 10
attr = A, HP
damage = 30,5
animtype = light
hitflag = MAF
guardflag = M
sparkno = s4020
guard.sparkno = s4040
sparkxy = 0,-26
hitsound = S20,17
guardsound = S8,1
pausetime = 7,5
ground.hittime = 9
ground.type = hard
ground.slidetime = 9
ground.velocity = -4,-5
air.velocity = -4,-5
yaccel = .5
fall = 1
fall.recover = 0

[State 200, hit]
type = HitDef
trigger1 = AnimElem = 11
attr = A, HP
damage = 30,5
animtype = up
hitflag = MAF
guardflag = M
sparkno = s4020
guard.sparkno = s4040
sparkxy = 0,-19
hitsound = S20,17
guardsound = S8,1
pausetime = 7,7
ground.hittime = 9
ground.type = hard
ground.slidetime = 9
ground.velocity = -4,-5
air.velocity = -4,-5
yaccel = .5
fall = 1
fall.recover = 0

;KO Flash Effect
[State 1000, Sp Finish]
type = Explod
triggerall = numexplod(9910) <= 0
trigger1 = winKo = 1 && movehit
anim = 9910
removetime = -2
id = 9910
sprpriority = -9
pos = 0,0
postype = left
bindtime = -1
ignorehitpause = 1
ownpal = 1

[State 911, destroy]
type = Destroyself
trigger1 = animtime = 0

[Statedef 912]
type = A
movetype = A
physics = N
anim = 912
poweradd = 0
juggle = 0
velset = 0
ctrl = 0
sprpriority = 3


[State 1000, dm sound]
type = Playsnd
trigger1 = AnimElem = 1
value = s20,48

[State 911, vel]
type = Velset
trigger1 = animelem = 8, >= 0
trigger1 = animelem = 11, <= 0
x = 5

[State 911, vel]
type = Velset
trigger1 = animelem = 11, >= 0
x = 10

[State 200, hit]
type = HitDef
trigger1 = AnimElem = 8
attr = A, HP
damage = 45,10
animtype = light
hitflag = MAF
guardflag = M
sparkno = s4020
guard.sparkno = s4040
sparkxy = 0,-108
hitsound = S20,17
guardsound = S8,1
pausetime = 7,5
ground.hittime = 9
ground.type = hard
ground.slidetime = 9
ground.velocity = -4,-5
air.velocity = -4,-5
yaccel = .5
fall = 1
fall.recover = 0

[State 200, hit]
type = HitDef
trigger1 = AnimElem = 9
attr = A, HP
damage = 45,10
animtype = light
hitflag = MAF
guardflag = M
sparkno = s4020
guard.sparkno = s4040
sparkxy = 0,-72
hitsound = S20,17
guardsound = S8,1
pausetime = 7,5
ground.hittime = 9
ground.type = hard
ground.slidetime = 9
ground.velocity = -4,-5
air.velocity = -4,-5
yaccel = .5
fall = 1
fall.recover = 0

[State 200, hit]
type = HitDef
trigger1 = AnimElem = 10
attr = A, HP
damage = 45,10
animtype = light
hitflag = MAF
guardflag = M
sparkno = s4020
guard.sparkno = s4040
sparkxy = 0,-72
hitsound = S20,17
guardsound = S8,1
pausetime = 7,5
ground.hittime = 9
ground.type = hard
ground.slidetime = 9
ground.velocity = -4,-5
air.velocity = -4,-5
yaccel = .5
fall = 1
fall.recover = 0

[State 200, hit]
type = HitDef
trigger1 = AnimElem = 11
attr = A, HP
damage = 45,10
animtype = up
hitflag = MAF
guardflag = M
sparkno = s4020
guard.sparkno = s4040
sparkxy = 0,-77
hitsound = S20,17
guardsound = S8,1
pausetime = 7,7
ground.hittime = 9
ground.type = hard
ground.slidetime = 9
ground.velocity = -4,-5
air.velocity = -4,-5
yaccel = .5
fall = 1
fall.recover = 0

;KO Flash Effect
[State 1000, Sp Finish]
type = Explod
triggerall = numexplod(9910) <= 0
trigger1 = winKo = 1 && movehit
anim = 9910
removetime = -2
id = 9910
sprpriority = -9
pos = 0,0
postype = left
bindtime = -1
ignorehitpause = 1
ownpal = 1

[State 911, destroy]
type = Destroyself
trigger1 = animtime = 0

[Statedef 913]
type = A
movetype = A
physics = N
anim = 913
poweradd = 0
juggle = 0
velset = 0
ctrl = 0
sprpriority = 3


[State 1000, dm sound]
type = Playsnd
trigger1 = AnimElem = 1
value = s20,48

[State 911, vel]
type = Velset
trigger1 = animelem = 9, >= 0
trigger1 = animelem = 11, <= 0
x = 6

[State 911, vel]
type = Velset
trigger1 = animelem = 12, >= 0
x = 12

[State 200, hit]
type = HitDef
trigger1 = AnimElem = 9
attr = A, HP
damage = 45,10
animtype = light
hitflag = MAF
guardflag = M
sparkno = s4020
guard.sparkno = s4040
sparkxy = 0,-116
hitsound = S20,17
guardsound = S8,1
pausetime = 7,5
ground.hittime = 9
ground.type = hard
ground.slidetime = 9
ground.velocity = -4,-5
air.velocity = -4,-5
yaccel = .5
fall = 1
fall.recover = 0

[State 200, hit]
type = HitDef
trigger1 = AnimElem = 10
attr = A, HP
damage = 45,10
animtype = light
hitflag = MAF
guardflag = M
sparkno = s4020
guard.sparkno = s4040
sparkxy = 0,-92
hitsound = S20,17
guardsound = S8,1
pausetime = 7,5
ground.hittime = 9
ground.type = hard
ground.slidetime = 9
ground.velocity = -4,-5
air.velocity = -4,-5
yaccel = .5
fall = 1
fall.recover = 0

[State 200, hit]
type = HitDef
trigger1 = AnimElem = 11
attr = A, HP
damage = 45,10
animtype = light
hitflag = MAF
guardflag = M
sparkno = s4020
guard.sparkno = s4040
sparkxy = 0,-89
hitsound = S20,17
guardsound = S8,1
pausetime = 7,5
ground.hittime = 9
ground.type = hard
ground.slidetime = 9
ground.velocity = -4,-5
air.velocity = -4,-5
yaccel = .5
fall = 1
fall.recover = 0

[State 200, hit]
type = HitDef
trigger1 = AnimElem = 12
attr = A, HP
damage = 55,10
animtype = up
hitflag = MAF
guardflag = M
sparkno = s4020
guard.sparkno = s4040
sparkxy = 0,-90
hitsound = S20,17
guardsound = S8,1
pausetime = 7,7
ground.hittime = 9
ground.type = hard
ground.slidetime = 9
ground.velocity = -4,-5
air.velocity = -4,-5
yaccel = .5
fall = 1
fall.recover = 0

;KO Flash Effect
[State 1000, Sp Finish]
type = Explod
triggerall = numexplod(9910) <= 0
trigger1 = winKo = 1 && movehit
anim = 9910
removetime = -2
id = 9910
sprpriority = -9
pos = 0,0
postype = left
bindtime = -1
ignorehitpause = 1
ownpal = 1

[State 911, destroy]
type = Destroyself
trigger1 = animtime = 0
;---------------------------------------------------------------------------

[Statedef 2050]
type     = S
movetype = A
physics  = S
juggle   = 11
velset   = 0,0
anim     = 2050
ctrl     = 0
sprpriority = 2
facep2   = 1

;-------------------------------------------------------------------------------
;Super Cancel Effect
[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 1750
trigger2 = prevstateno = 1260
trigger3 = prevstateno = 1810
anim = f7500
pos = 0,75
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 9
ownpal = 1

[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 1750
trigger2 = prevstateno = 1260
trigger3 = prevstateno = 1810
anim = f7510
pos = 0,73
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 8
trans = addalpha
alpha = 256, 135
ownpal = 1
;-------------------------------------------------------------------------------

[State 2000, SuperPause]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -1000
movetime = 36
time = 36

[State 1000, Helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal
name = "Atraccion"
ID = 2051
stateno = 2051
pos = 0,0
postype = p1
facing = 1
supermove = 1
pausemove = 1

[State 2041, 2]
type = Afterimage
trigger1 = AnimElem = 7
time = 2
length = 10
FrameGap = 3
PalBright = 0,0,0
palcolor = 1
PalContrast = 170,170,255
PalAdd = 0,0,0
PalMul = 1,1,1
trans = none

[State 2041, 2]
type = Afterimagetime
trigger1 = time%2 = 0 && time >= 0
time = 2

[State 1000, HitBy]
type = HitBy
trigger1 = time = [0,40]
value = SA,HA,HP,NT,ST,HT,SP,SA

[State 700,]
type = palfx
triggerall = time = 0
trigger1 = prevstateno = 1260
trigger2 = prevstateno = 1310
trigger3 = prevstateno = 1750
trigger4 = prevstateno = 1810
time = 5
add = 230,230,230

[State 2000]
type = Explod
trigger1 = time = 0
anim = 4022
pos = 5,-110
sprpriority = -5
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 0
anim = 4021
pos = 5,-110
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,36]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 7
value = s3,0

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s10,0

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s7,14

[State 3000, 軸位置移動]
type = VelSet
trigger1 = AnimElem = 7,>=0
x = 7.5

[State 1950]
type = HitDef
trigger1 = Time = 0
attr = S,HA
getpower = 0
damage = 0,0
numhits = 0
animtype = Hard
hitflag = MAF
guardflag = M
priority = 5
pausetime = 2,2
sparkno = s4020
sparkxy = -30,-40
hitsound = s0,17
guardsound = s8,1
guard.sparkno = s4040
guard.velocity = -5
ground.type = High
ground.slidetime = 10
ground.hittime = 25
ground.velocity = 0,0
air.velocity = 0,0
p2facing = 1
p1stateno = 2515
p2stateno = 2020

[State 3000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = MoveGuarded
value = 2005

;---------------------------------------------------------------------------
; 八稚女ダッシュ終了

[Statedef 2005]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2005
ctrl     = 0
sprpriority = 2

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

[State 3000, 軸位置移動]
type = VelSet
trigger1 = time = [0,20]
x = 4

[State 3000, 軸位置移動]
type = VelSet
trigger1 = AnimElem = 4
x = 0

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

;---------------------------------------------------------------------------
;相手動作(上段やられ)
[Statedef 2020]
type    = A
movetype= H
physics = N
velset = 0,0

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2020

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
;Atraccion
[Statedef 2051]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 2051

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[State 3110, 2]
type = BindToParent
trigger1 = time >= 0
facing = ifelse(parent, p2bodydist x <= 0, -1, 1)
pos = 0,0

[State 1000, 0]
type = PlayerPush
trigger1 = 1
value = 1

[state a]
type = destroyself
trigger1 = root,stateno != 2000
trigger1 = root,stateno != 2050
trigger1 = root,stateno != 3100
;-------------------------------------------------------------------------------
;相手動作(下段やられ)
[Statedef 2030]
type    = A
movetype= H
physics = N
velset = 0,0

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2030

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Target
[Statedef 2510]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2511
ctrl     = 0
sprpriority = 5

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

[State 2510, BGPalFX]
type = BGPalFX
trigger1 = AnimElem = 1
trigger2 = AnimElem = 5
trigger3 = AnimElem = 9
trigger4 = AnimElem = 13
trigger5 = AnimElem = 20
trigger6 = AnimElem = 28
trigger7 = AnimElem = 34
trigger8 = AnimElem = 41
trigger9 = AnimElem = 52
time = 1
add = 255,255,255

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 60,0

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 8
value = s7,24

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 26
value = s7,25

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 41
value = s7,26

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 47
value = s13,1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 52
value = s9,0

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 810, 1]
type = TargetBind
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(46) <= 12
pos = 47,0

[State 810, 1]
type = TargetBind
trigger1 = AnimElemtime(47) >= 0 && AnimElemtime(52) <= 0
pos = 30,0

[State 1000, Pause]
type = Pause
trigger1 = winko = 0
trigger1 = AnimElem = 55,>=0
trigger1 = AnimElem = 55,<15
trigger1 = timemod = 2,0
time = 1
movetime = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
attr = S, HA
getpower = 0
damage = 12,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,10
sparkno = s4020
sparkxy = -15,-55
hitsound = s0,17
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2030
kill = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 9
attr = S, HA
getpower = 0
damage = 12,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,10
sparkno = s4020
sparkxy = -25,-55
hitsound = s0,17
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2030
kill = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 13
attr = S, HA
getpower = 0
damage = 22,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,10
sparkno = s4070
sparkxy = -20,-65
hitsound = s0,14
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2020
kill = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 20
attr = S, HA
getpower = 0
damage = 22,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,12
sparkno = s4070
sparkxy = -25,-55
hitsound = s0,14
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2030
kill = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 28
attr = S, HA
getpower = 0
damage = 27,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,12
sparkno = s4070
sparkxy = -25,-65
hitsound = s0,14
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2020
kill = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 34
attr = S, HA
getpower = 0
damage = 22,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,12
sparkno = s4070
sparkxy = -25,-65
hitsound = s0,17
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2030
kill = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 41
attr = S, HA
getpower = 0
damage = 32,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,12
sparkno = s4070
sparkxy = -25,-65
hitsound = s0,14
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2020
kill = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 52
attr = S, HA
getpower = 0
damage = 80,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 10,7
sparkno = -1
sparkxy = -20,-60
hitsound = s0,14
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -5,-5.5
air.velocity = -5,-5.5
fall = 1
fall.recover = 0
envshake.time = 12
envshake.ampl = 18
envshake.freq = 100

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 52
persistent = 0
anim = 4050
postype = P1
pos = 45,-55
sprpriority = 10
supermove = 1

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 52
persistent = 0
anim = 4060
postype = P1
pos = 45,-55
sprpriority = 10
supermove = 1

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 52
persistent = 0
anim = 4070
postype = P1
pos = 45,-55
sprpriority = 10
supermove = 1

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 52
persistent = 0
anim = 4071
postype = P1
pos = 45,-55
sprpriority = 10
supermove = 1

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 47
persistent = 0
anim = 4080
postype = P1
pos = 25,-73
sprpriority = 10

[State 2100,]
type = Envcolor
trigger1 = AnimElem = 52
time = 2
value = 255,255,255
under = 1

[State 1000,]
type = ChangeState
triggerall = power >= 1000
triggerall = p2life > 0
trigger1 = command = "豺華『真』"
trigger1 = AnimElemtime(52) > 1 && AnimElemtime(54) < 15
value = 20002

[State 1000,]
type = ChangeState
triggerall = power >= 1000
triggerall = p2life > 0
trigger1 = command = "豺華『偽』"
trigger1 = AnimElemtime(52) > 1 && AnimElemtime(54) < 15
value = 20000

[State 1000,]
type = ChangeState
triggerall = power >= 1000
triggerall = p2life > 0
trigger1 = command = "Extintion"
trigger1 = AnimElemtime(52) > 1 && AnimElemtime(54) < 15
value = 924

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
;Extintion de Seguir Especial
[StateDef 924]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 922
poweradd = -1000

[State 910, BGPalFX]
type = BGPalFX
trigger1 = time = 0
time = 60
mul = 0,0,0

[State 2300, Explod]
type = Explod
trigger1 = animelem = 12
anim = 934
pos = -36,58
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 9

[State 922, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = S10,2

[State 922, Explod]
type = Explod
trigger1 = animelem = 8
anim = 4024
pos = -24,-72
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
pausemove = 1
scale = 1,1
sprpriority = 9

[State 922, Explod]
type = Explod
trigger1 = animelem = 8
anim = 4025
pos = -24,-72
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
pausemove = 1
scale = 1,1
sprpriority = -1

[State 1000, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 50
anim = -1
sound = -1
movetime = 22

[State 922, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S20,50

[State 922, PlaySnd]
type = PlaySnd
trigger1 = animelem = 11
value = S20,51

[State 3000, Projectile]
type = Projectile
trigger1 = time = 30
projID = 2500
projanim = 924
projremove = 0
projpriority = 9
projhitanim = -1
projremovetime = 17
ownpal = 1
offset = 50,0
velocity = 0
attr = A, HA
animtype = up
damage = 50 ,10
hitflag = MAF
guardflag = M
hitsound = s20,53
guardsound = s8,1
pausetime = 0,5
sparkno = s4034
guard.sparkno = s4040
sparkxy = 40,floor(-75+(enemynear, pos y))
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -5
palfx.time = 25
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
air.velocity = -3, -3
fall.recover = 0
fall = 1
getpower = 0,0

[State 3000, Projectile]
type = Projectile
trigger1 = time = 40
projID = 2500
projanim = 924
projremove = 0
projpriority = 9
projhitanim = -1
projremovetime = 17
ownpal = 1
offset = 50,0
velocity = 0
attr = A, HA
animtype = up
damage = 70 ,10
hitflag = MAF
guardflag = M
hitsound = s20,53
guardsound = s8,1
pausetime = 0,5
sparkno = s4034
guard.sparkno = s4040
sparkxy = 40,floor(-75+(enemynear, pos y))
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -5
palfx.time = 25
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
air.velocity = -3, -3
fall.recover = 0
fall = 1
getpower = 0,0

[State 3000, Projectile]
type = Projectile
trigger1 = time = 50
projID = 2500
projanim = 924
projremove = 0
projpriority = 9
projhitanim = -1
projremovetime = 17
ownpal = 1
offset = 90,0
velocity = 0
attr = A, HA
animtype = up
damage = 50 ,10
hitflag = MAF
guardflag = M
hitsound = s20,53
guardsound = s8,1
pausetime = 0,5
sparkno = s4034
guard.sparkno = s4040
sparkxy = 40,floor(-75+(enemynear, pos y))
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -5
palfx.time = 25
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
air.velocity = -3, -3
fall.recover = 0
fall = 1
getpower = 0,0

[State 3000, Projectile]
type = Projectile
trigger1 = time = 60
projID = 2500
projanim = 924
projremove = 0
projpriority = 9
projhitanim = -1
projremovetime = 17
ownpal = 1
offset = 110,0
velocity = 0
attr = A, HA
animtype = up
damage = 50 ,10
hitflag = MAF
guardflag = M
hitsound = s20,53
guardsound = s8,1
pausetime = 0,5
sparkno = s4034
guard.sparkno = s4040
sparkxy = 40,floor(-75+(enemynear, pos y))
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -5
palfx.time = 25
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
air.velocity = -3, -3
fall.recover = 0
fall = 1
getpower = 0,0

[State 3000, Projectile]
type = Projectile
trigger1 = time = 70
projID = 2500
projanim = 924
projremove = 0
projpriority = 9
projhitanim = -1
projremovetime = 17
ownpal = 1
offset = 130,0
velocity = 0
attr = A, HA
animtype = up
damage = 50 ,10
hitflag = MAF
guardflag = M
hitsound = s20,53
guardsound = s8,1
pausetime = 0,5
sparkno = s4034
guard.sparkno = s4040
sparkxy = 40,floor(-75+(enemynear, pos y))
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -5
palfx.time = 25
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
air.velocity = -3, -3
fall.recover = 0
fall = 1
getpower = 0,0

[State 3000, Projectile]
type = Projectile
trigger1 = time = 80
projID = 2500
projanim = 2310
projremove = 0
projpriority = 9
projhitanim = -1
projremovetime = 36
ownpal = 1
offset = 150,0
velocity = 0
attr = A, HA
animtype = diagup
damage = 50 ,10
hitflag = MAF
guardflag = M
hitsound = s9,0
guardsound = s8,1
pausetime = 0,5
sparkno = s4034
guard.sparkno = s4040
sparkxy = 40,floor(-75+(enemynear, pos y))
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -5
palfx.time = 25
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
air.velocity = -7, -9
fall.recover = 0
fall = 1
getpower = 0,0

[State 1000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------

[Statedef 2515]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2510
ctrl     = 0
sprpriority = 5

[State 2510, BGPalFX]
type = BGPalFX
trigger1 = AnimElem = 1
trigger2 = AnimElem = 5
trigger3 = AnimElem = 9
trigger4 = AnimElem = 13
trigger5 = AnimElem = 20
trigger6 = AnimElem = 28
trigger7 = AnimElem = 34
trigger8 = AnimElem = 41
trigger9 = AnimElem = 52
time = 1
add = 255,255,255

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 60,0

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 12
value = s7,15

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 34
value = s7,16

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 48
value = s7,17

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 47
value = s13,1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 52
value = s7,18

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 810, 1]
type = TargetBind
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(46) <= 12
pos = 47,0

[State 810, 1]
type = TargetBind
trigger1 = AnimElemtime(47) >= 0 && AnimElemtime(52) <= 0
pos = 30,0

[State 1000, Pause]
type = Pause
trigger1 = winko = 0
trigger1 = AnimElem = 55,>=0
trigger1 = AnimElem = 55,<15
trigger1 = timemod = 2,0
time = 1
movetime = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
attr = S, HA
getpower = 0
damage = 15,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,10
sparkno = s4020
sparkxy = -15,-55
hitsound = s0,17
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2030
kill = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 9
attr = S, HA
getpower = 0
damage = 15,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,10
sparkno = s4020
sparkxy = -25,-55
hitsound = s0,17
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2030
kill = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 13
attr = S, HA
getpower = 0
damage = 25,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,10
sparkno = s4070
sparkxy = -20,-65
hitsound = s0,14
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2020
kill = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 20
attr = S, HA
getpower = 0
damage = 25,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,12
sparkno = s4070
sparkxy = -25,-55
hitsound = s0,14
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2030
kill = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 28
attr = S, HA
getpower = 0
damage = 30,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,12
sparkno = s4070
sparkxy = -25,-65
hitsound = s0,14
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2020
kill = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 34
attr = S, HA
getpower = 0
damage = 25,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,12
sparkno = s4070
sparkxy = -25,-65
hitsound = s0,17
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2030
kill = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 41
attr = S, HA
getpower = 0
damage = 35,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,12
sparkno = s4070
sparkxy = -25,-65
hitsound = s0,14
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2020
kill = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 52
attr = S, HA
getpower = 0
damage = 80,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 10,7
sparkno = -1
sparkxy = -20,-60
hitsound = s18,4
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -5,-5.5
air.velocity = -5,-5.5
fall = 1
fall.recover = 0
envshake.time = 12
envshake.ampl = 18
envshake.freq = 100
palfx.time = 40
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 47
persistent = 0
anim = 4080
postype = P1
pos = 25,-73
sprpriority = 10

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 52
persistent = 0
anim = 2520
postype = P1
pos = 40,-70
sprpriority = 10
supermove = 1

[State 2100,]
type = Envcolor
trigger1 = AnimElem = 52
time = 2
value = 255,255,255
under = 0

[State 1000,]
type = ChangeState
triggerall = power >= 1000
triggerall = p2life > 0
trigger1 = command = "豺華『真』"
trigger1 = AnimElemtime(52) > 1 && AnimElemtime(54) < 15
value = 20002

[State 1000,]
type = ChangeState
triggerall = power >= 1000
triggerall = p2life > 0
trigger1 = command = "豺華『偽』"
trigger1 = AnimElemtime(52) > 1 && AnimElemtime(54) < 15
value = 20000

[State 1000,]
type = ChangeState
triggerall = power >= 1000
triggerall = p2life > 0
trigger1 = command = "Extintion"
trigger1 = AnimElemtime(52) > 1 && AnimElemtime(54) < 15
value = 924

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 裏参百拾六式・豺華(追い討ちver)『偽』

[Statedef 20000]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 20000
ctrl     = 0

[State 910, BGPalFX]
type = BGPalFX
trigger1 = animelem = 1
time = 30
add = 0,0,0
mul = 0,0,0
color = 0

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -1000
movetime = 32
time = 32

[State 1500,]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2000]
type = Explod
trigger1 = time = 3
anim = 4024
pos = 5,-100
sprpriority = 9
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 3
anim = 4025
pos = 5,-100
sprpriority = -1
ownpal = 1
bindtime = 1
supermove = 1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s10,2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s20,52

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = s5,5

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 6
attr = S, HA
getpower = 0
damage = 10, 0
animtype = Hard
hitflag = MAF
priority = 5, Hit
pausetime = 1, 40
sparkno = s4070
sparkxy = 0, -95
hitsound = s0,14
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -2
air.type = High
air.velocity = -2,-5
air.hittime = 60
air.cornerpush.veloff = 0
fall = 1
fall.recover = 0
envshake.time = 25
envshake.ampl = 10
envshake.freq = 90
p2stateno = 20020
kill = 0

[State 1000, ステート変更]
type = ChangeState
triggerall = Movehit
trigger1 = AnimElem = 9
value = 20001

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 20001]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 20001
ctrl     = 0
sprpriority = 3

[State 2510, BGPalFX]
type = BGPalFX
trigger1 = AnimElem = 4
time = 2
add = 255,255,255

[State 2510, BGPalFX]
type = BGPalFX
trigger1 = AnimElem = 7
time = 2
add = 255,255,255

[State 20001, Explod]
type = Explod
trigger1 = animelem = 25
anim = 934
pos = -36,58
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 9

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s5,5

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 31
value = s18,2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 32
value = s5,3

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = s7,20

[State 810,]
type = EnvShake
trigger1 = AnimElem = 31
ampl = 10
freq = 120
time = 25

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
attr = S, HA
getpower = 0
damage = 15, 0
animtype = Hard
hitflag = MAF
priority = 5, Hit
pausetime = 5, 3
sparkno = s4070
sparkxy = 0,-100
hitsound = s0,17
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4
air.type = High
air.velocity = -4,-4
air.hittime = 20
air.cornerpush.veloff = 0
fall = 1
fall.recover = 0
p2stateno = 20021
kill = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 7
attr = S, HA
getpower = 0
damage = 25, 0
animtype = diagup
hitflag = MAF
priority = 5, Hit
pausetime = 2, 15
sparkno = s4034
sparkxy = 0, -100
hitsound = s0,14
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5
air.type = High
air.velocity = 0,-8
air.hittime = 20
air.cornerpush.veloff = 0
yaccel = .25
fall = 1
fall.recover = 0
palfx.time = 90
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1
envshake.time = 15
envshake.ampl = 12
envshake.freq = 90
p2stateno = 20022
kill = 0

[State 3000]
type = Projectile
trigger1 = AnimElem = 31
projID = 2300
projanim = 2310
projremove = 0
projpriority = 10
projhitanim = -1
projremanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 36
getpower = 0
ownpal = 0
offset = 53,0
velocity = 0,0
attr = S, HP
animtype = Hard
damage = 210,10
hitflag = MAF
hitsound = s9,0
pausetime = 0,6
sparkno = s4034
sparkxy = 40,-100
ground.type = High
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -5,-10
air.juggle = 0
air.velocity = -5,-10
fall = 1
palfx.time = 70
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1
p2stateno = 2320
p2facing = 1

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 裏参百拾六式・豺華(追い討ちver)『真』

[Statedef 20002]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 20002
ctrl     = 0

[State 910, BGPalFX]
type = BGPalFX
trigger1 = animelem = 1
time = 30
add = 0,0,0
mul = 0,0,0
color = 0

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -1000
movetime = 30
time = 30

[State 1500,]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2000]
type = Explod
trigger1 = time = 3
anim = 4024
pos = 25,-105
sprpriority = 9
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 3
anim = 4025
pos = 25,-105
sprpriority = -1
ownpal = 1
bindtime = 1
supermove = 1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,2

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,5

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s7,19

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = s5,5

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
attr = S, HA
getpower = 0
damage = 15, 0
animtype = Hard
hitflag = MAF
priority = 5, Hit
pausetime = 1, 40
sparkno = s4070
sparkxy = 0, -95
hitsound = s0,14
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -2
air.type = High
air.velocity = -2,-5
air.hittime = 60
air.cornerpush.veloff = 0
fall = 1
fall.recover = 0
envshake.time = 25
envshake.ampl = 10
envshake.freq = 90
p2stateno = 20020
kill = 0

[State 1000, ステート変更]
type = ChangeState
triggerall = Movehit
trigger1 = AnimElem = 9
value = 20003

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 20003]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 20003
ctrl     = 0
sprpriority = 3

[State 2510, BGPalFX]
type = BGPalFX
trigger1 = AnimElem = 3
time = 2
add = 255,255,255

[State 2510, BGPalFX]
type = BGPalFX
trigger1 = AnimElem = 6
time = 2
add = 255,255,255

[State 2510, Explod]
type = Explod
trigger1 = animelem = 21
anim = 934
pos = -36,58
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 9

[State 2000, PlaySnd]
type = PlaySnd
trigger1 = animElem = 1
value = S10,11

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s5,5

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 25
value = s18,2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 30
value = s5,3

[State 810,]
type = EnvShake
trigger1 = AnimElem = 25
ampl = 10
freq = 120
time = 25

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
attr = S, HA
getpower = 0
damage = 15, 0
animtype = Hard
hitflag = MAF
priority = 5, Hit
pausetime = 5, 3
sparkno = s4070
sparkxy = 0,-120
hitsound = s0,17
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4
air.type = High
air.velocity = -4,-4
air.hittime = 20
air.cornerpush.veloff = 0
fall = 1
fall.recover = 0
p2stateno = 20021
kill = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 6
attr = S, HA
getpower = 0
damage = 25, 0
animtype = diagup
hitflag = MAF
priority = 5, Hit
pausetime = 2, 15
sparkno = s4034
sparkxy = 0, -100
hitsound = s0,14
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5
air.type = High
air.velocity = 0,-8
air.hittime = 20
air.cornerpush.veloff = 0
yaccel = .25
fall = 1
fall.recover = 0
palfx.time = 90
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1
envshake.time = 15
envshake.ampl = 12
envshake.freq = 90
p2stateno = 20022
kill = 0

[State 3000]
type = Projectile
trigger1 = AnimElem = 25
projID = 2300
projanim = 2310
projremove = 0
projpriority = 10
projhitanim = -1
projremanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 36
getpower = 0
ownpal = 0
offset = 53,0
velocity = 0,0
attr = S, HP
animtype = Hard
damage = 215,10
hitflag = MAF
hitsound = s9,0
pausetime = 0,6
sparkno = s4034
sparkxy = 40,-100
ground.type = High
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -5,-10
air.juggle = 0
air.velocity = -5,-10
fall = 1
palfx.time = 70
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1
p2stateno = 2320
p2facing = 1

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;相手動作
[Statedef 20020]
type    = A
movetype= H
physics = S
velset = 0,0

[State 52, 1]
type = VelSet
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(2) < 0
x = 0
y = 0

[State 52, 1]
type = Veladd
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(2) < 0
x = 0
y = 0

[State 52, 1]
type = VelSet
trigger1 = AnimElem = 2
x = -2
y = -5

[State 52, 1]
type = Veladd
trigger1 = AnimElemtime(2) >= 0
y = .4

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 20020

[State 1830]
type = SelfState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
;相手動作
[Statedef 20021]
type    = A
movetype= H
physics = S
velset = 0,0

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 52, 1]
type = VelSet
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(2) < 0
x = 0
y = 0

[State 52, 1]
type = Veladd
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(2) < 0
x = 0
y = 0

[State 52, 1]
type = VelSet
trigger1 = AnimElem = 2
x = -4
y = -4

[State 52, 1]
type = Veladd
trigger1 = AnimElemtime(2) >= 0
y = .4

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 20021

[State 1830]
type = SelfState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
;相手動作
[Statedef 20022]
type    = A
movetype= H
physics = S
velset = 0,0

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 52, 1]
type = Veladd
trigger1 = time = 0
x = 0
y = 0

[State 52, 1]
type = VelSet
trigger1 = time = 15
x = 0
y = -11

[State 52, 1]
type = Veladd
trigger1 = time >= 15
y = .24

[State 1830]
type = ChangeAnim
Trigger1 = Time = 0
value = 5052

[State 1830]
type = SelfState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------

[Statedef 2300]
type     = S
movetype = A
physics  = S
juggle   = 3
poweradd = 0
velset   = 0,0
anim     = 2300
ctrl     = 0
sprpriority = 3

;-------------------------------------------------------------------------------
;Super Cancel Effect
[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 1750
trigger2 = prevstateno = 1260
trigger3 = prevstateno = 1810
anim = f7500
pos = 0,75
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 9
ownpal = 1

[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 1750
trigger2 = prevstateno = 1260
trigger3 = prevstateno = 1810
anim = f7510
pos = 0,73
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 8
trans = addalpha
alpha = 256, 135
ownpal = 1
;-------------------------------------------------------------------------------

[State 2300, Explod]
type = Explod
trigger1 = animelem = 10
anim = 934
pos = -36,58
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 9

[State 2000,SuperPause]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -1000
movetime = 36
time = 36

[State 1500,]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 41

[State 910, BGPalFX]
type = BGPalFX
trigger1 = animelem = 1
time = 35
add = 0,0,0
mul = 0,0,0
color = 0

[State 2000]
type = Explod
trigger1 = time = 6
anim = 4022
pos = -15,-80
sprpriority = -5
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 6
anim = 4021
pos = -15,-80
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 4
value = s10,0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 15
value = s7,18

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 13
value = s18,2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 13
value = s5,3

[State 810,]
type = EnvShake
trigger1 = AnimElem = 13
ampl = 10
freq = 120
time = 25

[State 3000]
type = Projectile
trigger1 = AnimElem = 13
projID = 2300
projanim = 2310
projremove = 0
projpriority = 10
projhitanim = -1
projremanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 36
getpower = 0
ownpal = 0
offset = 53,0
velocity = 0,0
attr = S, HP
animtype = Hard
damage = 250,14
hitflag = MAF
guardflag = M
hitsound = s9,0
guardsound = s8,1
pausetime = 0,6
sparkno = s4034
guard.sparkno = s4040
sparkxy = 20,-100
ground.type = High
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -2.4,-10
air.juggle = 8
air.velocity = -2.4,-10
fall = 1
palfx.time = 70
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1
p2stateno = 2320
p2facing = 1

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;相手動作(上方回転吹き飛び)
[Statedef 2320]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 1500,]
type = NotHitBy
trigger1 = 1
value = SCA

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = -2.4
y = -14

[State 52, 2]
type = Veladd
trigger1 = time >= 2
y = .5

[State 810,]
type = EnvShake
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
ampl = 10
freq = 120
time = 10

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2320

[State 1830]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100
;ctrl = 0

;---------------------------------------------------------------------------
; 弱血の暴走

[Statedef 2100]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2100
ctrl     = 0
sprpriority = 3

;-------------------------------------------------------------------------------
;Super Cancel Effect
[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 1750
trigger2 = prevstateno = 1260
trigger3 = prevstateno = 1810
anim = f7500
pos = 0,75
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 9
ownpal = 1

[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 1750
trigger2 = prevstateno = 1260
trigger3 = prevstateno = 1810
anim = f7510
pos = 0,73
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 8
trans = addalpha
alpha = 256, 135
ownpal = 1
;-------------------------------------------------------------------------------


[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -1000
movetime = 34
time = 34

[State 2100, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA, NA, SA

[State 700,];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = 1260
trigger2 = prevstateno = 1310
trigger3 = prevstateno = 1750
trigger4 = prevstateno = 1810
time = 5
add = 230,230,230

[State 2000]
type = Explod
trigger1 = time = 5
anim = 4022
pos = 5,-50
sprpriority = -5
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 5
anim = 4021
pos = 5,-50
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,34]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s10,0

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 19
value = s2,1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 5
value = s7,22

[State 52, 1]
type = VelSet
trigger1 = AnimElemtime(19) > 0
x = 3

[State 52, 1]
type = VelSet
trigger1 = AnimElem = 19
y = -10

[State 52, 1]
type = Veladd
trigger1 = AnimElemtime(19) > 0
y = .7

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 19
statetype = A

[State 1000, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 2105

;---------------------------------------------------------------------------
; 強血の暴走

[Statedef 2150]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2100
poweradd = -1000
ctrl     = 0
sprpriority = 3

;-------------------------------------------------------------------------------
;Super Cancel Effect
[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 1750
trigger2 = prevstateno = 1260
trigger3 = prevstateno = 1810
anim = f7500
pos = 0,75
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 9
ownpal = 1

[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 1750
trigger2 = prevstateno = 1260
trigger3 = prevstateno = 1810
anim = f7510
pos = 0,73
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 8
trans = addalpha
alpha = 256, 135
ownpal = 1
;-------------------------------------------------------------------------------


[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 34
time = 34

[State 1119, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA, NA, SA

[State 700,];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = 1260
trigger2 = prevstateno = 1310
trigger3 = prevstateno = 1750
trigger4 = prevstateno = 1810
time = 5
add = 230,230,230

[State 2000]
type = Explod
trigger1 = time = 5
anim = 4022
pos = 5,-50
sprpriority = -5
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 5
anim = 4021
pos = 5,-50
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,34]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s10,0

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 19
value = s2,1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 5
value = s7,22

[State 52, 1]
type = VelSet
trigger1 = AnimElemtime(19) > 0
x = 12

[State 52, 1]
type = VelSet
trigger1 = AnimElem = 19
y = -6

[State 52, 1]
type = Veladd
trigger1 = AnimElemtime(19) > 0
y = .7

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 19
statetype = A

[State 1000, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 2105

;---------------------------------------------------------------------------
; 血の暴走着地

[Statedef 2105]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2105
ctrl     = 0
sprpriority = 3

[State 2105, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA, NA, SA

[State 1000, 軸位置移動]
type = Posset
trigger1 = time = 0
y = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, HT
damage = 0,0
animtype = Hard
hitflag = M
priority = 3, Hit
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
hitsound = -1
ground.type = Low
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
p1stateno = 2110
p2stateno = 2120
p2facing = 1

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = 2,4

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

;---------------------------------------------------------------------------
; 血の暴走発動

[Statedef 2110]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2110
ctrl     = 0
sprpriority = 3

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = AnimElem = 6
edge = 100,0

[State 1000, 軸位置移動]
type = Posset
trigger1 = time = 0
y = 0

[State 810,]
type = TargetBind
trigger1 = time = 0
pos = 40, 0

[State 810,]
type = TargetBind
trigger1 = AnimElem = 7
pos = -70, 0

[State 810,]
type = TargetBind
trigger1 = AnimElem = 11
pos = -80, 0

[State 810,]
type = TargetBind
trigger1 = AnimElem = 16
pos = 60, 0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 5,0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 7
value = 15,0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 12
value = 15,0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 16
value = 15,0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 26
value = 7,23

[State 2100,]
type = AssertSpecial
trigger1 = AnimElemtime(6) > 0 && AnimElemtime(20) < 0
flag = noshadow

[State 2100,]
type = Envcolor
trigger1 = AnimElem = 7
time = 18
value = 210,0,0
under = -1

[State 2100,]
type = Envcolor
trigger1 = AnimElem = 11
time = 20
value = 210,0,0
under = -1

[State 2100,]
type = Envcolor
trigger1 = AnimElem = 16
time = 11
value = 210,0,0
under = -1

[State 2100,]
type = AssertSpecial
trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(24) < 0
flag = noBG

[State 810, 1]
type = TargetLifeAdd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 12
trigger3 = AnimElem = 16
value = -90
kill = 0

[State 810, 1]
type = TargetLifeAdd
trigger1 = AnimElem = 26
value = -30

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

;---------------------------------------------------------------------------
[Statedef 2120]
type    = S
movetype= H
physics = N
velset = 0,0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 2100,]
type = AssertSpecial
trigger1 = AnimElemtime(2) > 6 && AnimElemtime(12) < 0
flag = noshadow

[State 2100,]
type = Palfx
trigger1 = AnimElemtime(2) = 7
add = -255,-255,-255
time = 132

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2120

[State 1830]
type = SelfState
trigger1 = Animtime = 0
trigger1 = loseko
value = 5150

[State 210, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = alive = 1
value = 2125
ctrl = 0

;-------------------------------------------------------------------------------
[Statedef 2125]
type    = S
movetype= H
physics = N
velset = 0,0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2125

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 5120
;---------------------------------------------------------------------------
; 裏参百拾壱式・析爪櫛

[Statedef 2400]
type     = S
movetype = A
physics  = S
juggle   = 8
velset   = 0,0
anim     = 2400
ctrl     = 0
sprpriority = 2

;-------------------------------------------------------------------------------
;Super Cancel Effect
[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 1750
trigger2 = prevstateno = 1260
trigger3 = prevstateno = 1810
anim = f7500
pos = 0,75
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 9
ownpal = 1

[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 1750
trigger2 = prevstateno = 1260
trigger3 = prevstateno = 1810
anim = f7510
pos = 0,73
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 8
trans = addalpha
alpha = 256, 135
ownpal = 1
;-------------------------------------------------------------------------------

[State 2000, superpause]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -1000
movetime = 30
time = 30

[State 1500,]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 40

[State 700,];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = 1260
trigger2 = prevstateno = 1310
trigger3 = prevstateno = 1750
trigger4 = prevstateno = 1810
time = 5
add = 230,230,230

[State 2000]
type = Explod
trigger1 = time = 0
anim = 4022
pos = 5,-80
sprpriority = -5
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 0
anim = 4021
pos = 5,-80
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,0

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 2
value = s7,21

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 5
value = s2,0

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
x = 20

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElemtime(5) > 0
x = 7

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 5
y = -4

[State 1000, 軸位置移動]
type = Veladd
trigger1 = AnimElemtime(5) > 0
y = .35

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 5
statetype = A

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 9
persistent = 0
anim = 14000
postype = P1
pos = 100,-50
sprpriority = 10
removetime = 23

[State 1950]
type = HitDef
trigger1 = Time = 0
attr = A,HA
getpower = 0
damage = 0,0
numhits = 0
animtype = Hard
hitflag = MAF
guardflag = H
priority = 5
pausetime = 2,2
sparkno = s4020
sparkxy = -30,-40
hitsound = s0,3
guardsound = s8,1
guard.sparkno = s4040
guard.velocity = -4
ground.type = High
ground.slidetime = 10
ground.hittime = 25
ground.velocity = 0,0
air.velocity = 0,0
p2facing = 1
p1stateno = 2410
p2stateno = 2420

[State 1000, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 2405

;---------------------------------------------------------------------------
;着地

[Statedef 2405]
type     = S
movetype = A
physics  = S
juggle   = 4
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 2405
sprpriority = 2

[State 1000, 軸位置移動]
type = Posset
trigger1 = time = 0
y = 0

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 1
x = 4

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 3
x = 0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 2,4

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

;---------------------------------------------------------------------------
;発動

[Statedef 2410]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 2410
sprpriority = 2

[State 1500,]
type = NotHitBy
trigger1 = 1
value = SCA

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = AnimElem = 1
edge = 110,0

[State 810,]
type = EnvShake
trigger1 = AnimElem = 3
ampl = 12
freq = 120
time = 15

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 1
persistent = 0
anim = F62
postype = P1
pos = 70,0
sprpriority = -1
bindtime = 1

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(2) < 0
pos = 40, -55

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) < 0
pos = 38, -25

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) < 0
pos = 35, 0

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) < 0
pos = 33, 2

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
pos = 20, -2

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(7) < 0
pos = 17, -2

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemTime(7) >= 0 && AnimElemTime(8) < 0
pos = 5, -50

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemTime(8) >= 0 && AnimElemTime(9) < 0
pos = 15, -95

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemTime(9) >= 0 && AnimElemTime(10) < 0
pos = 25, -120

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemTime(10) >= 0 && AnimElemTime(11) < 0
pos = -10, -125

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemTime(11) >= 0 && AnimElemTime(12) < 0
pos = -25, -120

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemTime(12) >= 0 && AnimElemTime(13) < 0
pos = -25, -120

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemTime(13) >= 0 && AnimElemTime(14) < 0
pos = -17, -120

[State 810, 3]
type = TargetBind
Trigger1 = AnimElem = 14
pos = -5, -120

[State 810, 3]
type = TargetBind
Trigger1 = AnimElem = 15
pos = 55, 0

[State 1000, 軸位置移動]
type = Posset
trigger1 = time = 0
y = 0

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 1
x = 0

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 3
x = 0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = 2,4

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 9,0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 9
value = 2,0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemtime(3) = 20
value = 7,27
channel = 10

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 14
value = 7,7
channel = 10

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 15
value = 18,0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 9
trigger2 = AnimElem = 15
value = s5,4

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
x = 20

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 7
x = 30

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 9
x = 6

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 9
y = -7.5

[State 1000, 軸位置移動]
type = Veladd
trigger1 = AnimElemtime(9) > 0
y = .3

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 9
statetype = A

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 9
trigger2 = AnimElem = 15
persistent = 0
anim = 1750
id = 1700
postype = P1
pos = 20,0
sprpriority = 10

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 14
trigger2 = AnimElem = 20
persistent = 0
anim = 1760
postype = P1
pos = 0,0
sprpriority = 10

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 15
persistent = 0
anim = 2450
postype = P1
pos = 50,-80
sprpriority = 10

[State 810, 1]
type = TargetLifeAdd
trigger1 = AnimElem = 3
value = -50
kill = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 15
trigger2 = AnimElem = 16
trigger3 = AnimElem = 17
trigger4 = AnimElem = 18
trigger5 = AnimElem = 19
attr = A, HA
damage = 40,0
getpower = 0
animtype = diagup
hitflag = MAF
priority = 3, Hit
pausetime = 2,14
sparkno = s4034
guard.sparkno = s4040
sparkxy = -25, -60
hitsound = s18,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5.3,-7.8
air.velocity = -5.3,-7.8
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 90
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1

[State 2100,]
type = Envcolor
trigger1 = AnimElem = 15
trigger2 = AnimElem = 16
trigger3 = AnimElem = 18
time = 1
value = 255,255,255
under = 1

[State 1000, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 2412

;---------------------------------------------------------------------------
;着地
[Statedef 2412]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2412
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = s2,4

[State 1000,]
type = Posset
trigger1 = time = 0
y = 0

[State 1000, 軸位置移動]
type = Velset
trigger1 = time = 0
x = 0
y = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;相手動作
[Statedef 2420]
type    = A
movetype= H
physics = S
velset = 0,0

[State 192,]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2120]
type = null;ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 820, 1]
type = SprPriority
trigger1 = AnimElem = 1
value = -5

[State 820, 1]
type = SprPriority
trigger1 = AnimElem = 4
value = 5

[State 820, 1]
type = SprPriority
trigger1 = AnimElem = 11
value = -5

[State 820, 1]
type = SprPriority
trigger1 = AnimElem = 14
value = 5

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2420

[State 820, 1]
type = ChangeAnim
trigger1 = Animtime = 0
value = 5052

;---------------------------------------------------------------------------
[Statedef 3000]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 3000
ctrl     = 0
sprpriority = 2

;-------------------------------------------------------------------------------
;Super Cancel Effect
[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 1750
trigger2 = prevstateno = 1260
trigger3 = prevstateno = 1810
anim = f7500
pos = 0,75
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 9
ownpal = 1

[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 1750
trigger2 = prevstateno = 1260
trigger3 = prevstateno = 1810
anim = f7510
pos = 0,73
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 8
trans = addalpha
alpha = 256, 135
ownpal = 1
;-------------------------------------------------------------------------------
;Dream Cancel Effect
[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 2510
trigger2 = prevstateno = 2515
anim = f7530
pos = 0,75
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 9
ownpal = 1

[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 2510
trigger2 = prevstateno = 2515
anim = f7535
pos = 0,73
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 8
trans = addalpha
alpha = 256, 135
ownpal = 1
;-------------------------------------------------------------------------------

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 1
value = s7,20

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1000, SuperPause]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -2000
movetime = 28
sound = s10,2
time = 28

[State 1000, BGPalFX]
type = BGPalFX
trigger1 = time = 0
time = 28
mul = 0,0,0

[State 2000, Explod]
type = Explod
trigger1 = time = 0
anim = 4024
pos = -2,-60
sprpriority = 9
ownpal = 1
bindtime = 1
supermove = 1

[State 2000, Explod]
type = Explod
trigger1 = time = 0
pos = -2,-60
anim = 4025
sprpriority = -1
ownpal = 1
bindtime = 1
supermove = 1

[State 1000, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 3001
ctrl = 0
;-------------------------------------------------------------------------------
[Statedef 3001]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 3001
ctrl     = 0
sprpriority = 2

[State 1000, HitBy]
type = HitBy
trigger1 = time = [0,10]
value = SA,HA,HP,NT,ST,HT,SP,SA

[State 1000, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 20
trans = add1
timegap = 2
framegap = 2
length = 6
palbright = 12,12,12
palcontrast = 220,220,220
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[State 1000, VelAdd]
type = VelAdd
trigger1 = time = [0,17]
x = 5

[State 1000, VelSet]
type = VelSet
trigger1 = animelem = 6
x = 0

[State 1950]
type = HitDef
trigger1 = time = 0
attr = S,HT
getpower = 0
damage = 0,0
animtype = Hard
hitflag = MAF
guardflag = M
priority = 5
pausetime = 0,0
sparkno = s4020
guard.sparkno = s4040
sparkxy = -15,-65
hitsound = s0,1
guardsound = s8,1
ground.type = High
ground.slidetime = 10
ground.hittime = 25
ground.velocity = 0,0
air.velocity = 0,0
p2facing = 1
p1stateno = 3010
p2stateno = 3020

[State 1000, ChangeState]
type = ChangeState
trigger1 = moveguarded
value = 2005
ctrl = 0

[State 1000, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Target
[Statedef 3010]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 3010
ctrl     = 0
sprpriority = 5

[State 810, ]
type = Width
trigger1 = time = 0
edge = 150,0

[State 1000, ]
type = Velset
trigger1 = time = 0
x = 0

[State 1100, ]
type = Explod
trigger1 = AnimElem = 1
persistent = 0
anim = F62
postype = P1
pos = 70,0
sprpriority = -1
bindtime = 1

[State 810, 3]
type = TargetBind
trigger1 = AnimElem = 1
pos = 65, -25

[State 810, 3]
type = TargetBind
trigger1 = AnimElem = 2
pos = 70, -10

[State 810, 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 75, -13

[State 810, 3]
type = TargetBind
trigger1 = AnimElem = 4
pos = 75, -30

[State 810, 3]
type = TargetBind
trigger1 = AnimElem = 5
pos = 75, -50

[State 810, 3]
type = TargetBind
trigger1 = AnimElem = 6
pos = 72, -70

[State 810, 3]
type = TargetBind
trigger1 = AnimElem = 7
pos = 72, -90

[State 810, 3]
type = TargetBind
trigger1 = AnimElem = 8
pos = 90, -108

[State 810, 3]
type = TargetBind
trigger1 = AnimElem = 9
pos = 90, -110

[State 810, 3]
type = TargetBind
trigger1 = AnimElem = 10
pos = 85, -118

[State 810, 3]
type = TargetBind
trigger1 = AnimElem = 45
pos = 62, -25

[State 810, 1]
type = TargetLifeAdd
trigger1 = AnimElem = 1
value = -120
kill = 0

[State 810, 1]
type = TargetLifeAdd
trigger1 = AnimElem = 17
value = -30
kill = 0

[State 810,]
type = EnvShake
trigger1 = AnimElem = 1
ampl = 12
freq = 120
time = 15

[State 810,]
type = EnvShake
trigger1 = AnimElem = 17
ampl = 3
freq = 100
time = 5

[State 810,]
type = EnvShake
trigger1 = AnimElem = 20
ampl = 3
freq = 100
time = 10

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 15
value = 5,0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 45
value = 9,0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 45
value = 15,0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 45
value = 5,1

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 7,13

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 17
value = 17,0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 17
value = 7,27
channel = 5

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 45
value = 7,23
channel = 5

[State 2100,]
type = AssertSpecial
trigger1 = AnimElemtime(15) > 0 && AnimElemtime(53) < 0
flag = noshadow

[State 2100,]
type = Envcolor
trigger1 = AnimElem = 15
time = 148
value = 210,0,0
under = -1

[State 2100,]
type = AssertSpecial
trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(24) < 0
flag = noBG

[State 2100]
type = Hitadd
trigger1 = AnimElem = 17
value = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 45
attr = S, HA
damage = 450,0
animtype = up
hitflag = MAF
priority = 3, Hit
pausetime = 0,30
sparkno = -1
hitsound = -1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4,-7
air.velocity = -4,-7
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
envshake.time = 26
envshake.ampl = 14
envshake.freq = 80

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 3020]
type    = S
movetype= H
physics = N
velset = 0,0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 2120]
type = ScreenBound
trigger1 = 1
movecamera = 0,0

[State 2100,]
type = AssertSpecial
trigger1 = AnimElemtime(11) > 30
flag = noshadow

[State 2100,]
type = Palfx
trigger1 = time = 85
add = -100,-255,-255
time = 130

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3020

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 5130

;---------------------------------------------------------------------------
[Statedef 3100]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 3005
ctrl     = 0
sprpriority = 2

;-------------------------------------------------------------------------------
;Super Cancel Effect
[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 1750
trigger2 = prevstateno = 1260
trigger3 = prevstateno = 1810
anim = f7500
pos = 0,75
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 9
ownpal = 1

[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 1750
trigger2 = prevstateno = 1260
trigger3 = prevstateno = 1810
anim = f7510
pos = 0,73
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 8
trans = addalpha
alpha = 256, 135
ownpal = 1
;-------------------------------------------------------------------------------

[State 3000, HitBy]
type = HitBy
trigger1 = Time = [0,28]
value = SA,HA,NP,HP,NT,ST,HT

[State 1000, Helper]
type = Helper
trigger1 = animelem = 1
helpertype = normal
name = "Atraccion"
ID = 2051
stateno = 2051
pos = 0,0
postype = p1
facing = 1
supermove = 1
pausemove = 1

[State 3000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S20,0

[State 1100, ]
type = Explod
trigger1 = AnimElem = 6
persistent = 0
anim = 14000
postype = P1
pos = 85,-60
sprpriority = 10
removetime = 23

[State 910, BGPalFX]
type = BGPalFX
trigger1 = time = 0
time = 32
add = 0,0,0
mul = 0,0,0
color = 0

[State 2000, SuperPause]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -3000
movetime = -1
time = 32
sound = s10,1

[State 2000]
type = Explod
trigger1 = time = 0
anim = 4029
pos = 19,-83
sprpriority = 9
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 0
anim = 4023
pos = 19,-83
sprpriority = -1
ownpal = 1
bindtime = 1
supermove = 1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 5
value = s5,5

[State 1000, PosAdd]
type = Posadd
trigger1 = animelem = 3
trigger2 = animelem = 4
trigger3 = animelem = 5
x = 20

[State 1950]
type = HitDef
trigger1 = AnimElem = 6
attr = S,HT
getpower = 0,10
damage = 5,10
animtype = Hard
guardflag = M
priority = 9
pausetime = 0,0
sparkno = s4020
sparkxy = -15,-65
hitsound = s0,1
guardsound = s8,1
guard.sparkno = s4040
ground.type = High
ground.slidetime = 10
ground.hittime = 25
ground.velocity = 0,0
air.velocity = 0,0
p2facing = 1
p1stateno = 3110
p2stateno = 3120

[State 1000, ChangeState]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Target
[Statedef 3110]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 3100
ctrl     = 0
sprpriority = 5

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = time = 0
edge = 150,0

[State 1000, 軸位置移動]
type = Velset
trigger1 = time = 0
x = 0

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 1
persistent = 0
anim = F62
postype = P1
pos = 70,0
sprpriority = -1
bindtime = 1

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElemtime(10) = 1
persistent = 0
anim = 3150
postype = P1
pos = 79,0
sprpriority = 10

[State 1100, エフェクト表示]
type = Explod
trigger1 = animelem = 52
persistent = 0
anim = 3151
postype = P1
pos = 79,0
scale = 1.2,1.2
sprpriority = 11

[State 1100, Explod]
type = PlaySnd
trigger1 = animelem = 52
value = 20,24

[State 810, 3]
type = TargetBind
trigger1 = AnimElem = 1
pos = 65, -25

[State 810, 3]
type = TargetBind
trigger1 = AnimElem = 2
pos = 70, -10

[State 810, 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 75, -13

[State 810, 3]
type = TargetBind
trigger1 = AnimElem = 4
pos = 75, -30

[State 810, 3]
type = TargetBind
trigger1 = AnimElem = 5
pos = 75, -50

[State 810, 3]
type = TargetBind
trigger1 = AnimElem = 6
pos = 72, -70

[State 810, 3]
type = TargetBind
trigger1 = AnimElem = 7
pos = 72, -90

[State 810, 3]
type = TargetBind
trigger1 = AnimElem = 8
pos = 90, -108

[State 810, 3]
type = TargetBind
trigger1 = AnimElem = 9
pos = 90, -110

[State 810, 3]
type = TargetBind
trigger1 = AnimElem = 10
pos = 85, -118

[State 810, 3]
type = TargetBind
trigger1 = AnimElem = 56
pos = 62, -25

[State 810, 1]
type = TargetLifeAdd
trigger1 = AnimElem = 1
value = -60
absolute = 1
kill = 0

[State 1000, EnvShake]
type = EnvShake
trigger1 = AnimElem = 14
time = 100
freq = 210
ampl = 5
persistent = 9

[State 810, 1]
type = TargetLifeAdd
trigger1 = AnimElem = 14
trigger2 = AnimElem = 16
trigger3 = AnimElem = 19
trigger4 = AnimElem = 21
trigger5 = AnimElem = 24
trigger6 = AnimElem = 26
trigger7 = AnimElem = 29
trigger8 = AnimElem = 31
trigger9 = AnimElem = 34
trigger10 = AnimElem = 36
trigger11 = AnimElem = 39
trigger12 = AnimElem = 41
trigger13 = AnimElem = 44
trigger14 = AnimElem = 46
trigger15 = AnimElem = 49
trigger16 = AnimElem = 51
trigger17 = AnimElem = 54
value = -22
kill = 0

[State 810,]
type = EnvShake
trigger1 = AnimElem = 1
ampl = 12
freq = 120
time = 15

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 9,0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 11
value = 7,27
channel = 5

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 10
value = 18,5

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 56
value = 18,6

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 10
value = s20,55
channel = 8
loop = 1

[State 2100,]
type = AssertSpecial
trigger1 = AnimElemtime(10) > 0 && AnimElemtime(56) < 0
flag = noshadow

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 56
attr = A, HA
damage = 220,0
animtype = Diagup
numhits = 0
hitflag = MAF
priority = 3, Hit
pausetime = 0,5
sparkno = -1
hitsound = -1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4.5,-8
air.velocity = -4.5,-8
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 50
palfx.add = 50,-40,-140
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1
EnvShake.time = 20
EnvShake.ampl = -10
EnvShake.freq = 210

[State 2100,]
type = Envcolor
trigger1 = time = 48
trigger2 = time = 55
trigger3 = time = 65
trigger4 = time = 70
trigger5 = time = 75
trigger6 = time = 78
trigger7 = time = 82
trigger8 = time = 86
trigger9 = time = 92
trigger10 = time = 102
trigger11 = time = 110
trigger12 = time = 115
trigger13 = time = 123
trigger14 = time = 128
trigger15 = time = 135
time = 1
value = 255,255,255
under = 1

[State 2100,]
type = Envcolor
trigger1 = time = 138
trigger2 = time = 140
trigger3 = time = 142
trigger4 = time = 144
time = 1
value = 255,255,255
under = 1

[State 1000, StopSnd]
type = StopSnd
trigger1 = time = 138
channel = 8

[State 1000, BGPalFX]
type = BGPalFX
trigger1 = time = 0
time = 140
mul = 256,0,0

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 3120]
type    = S
movetype= H
physics = N
velset = 0,0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 2120]
type = ScreenBound
trigger1 = 1
movecamera = 0,0

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3110

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 5300
;-------------------------------------------------------------------------------
;Hyper Extinction
[Statedef 970]
type = A
movetype = A
physics = N
anim = 970
velset = 0,0
juggle = 0
poweradd = -3000
ctrl = 0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S20,44

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S7,20

[State 947, Explod]
type = Explod
trigger1 = animelem = 1
anim = 4029
pos = -10,-106
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
pausemove = 1
sprpriority = 9

[State 947, Explod]
type = Explod
trigger1 = animelem = 1
anim = 4023
pos = -10,-106
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
pausemove = 1
sprpriority = -1

[State 2000, BGPalFX]
type = BGPalFX
trigger1 = animelem = 1
time = 40
add = 0,0,0
mul = 0,0,0
invertall = 0
color = 1

[State 3100, 4]
type = SuperPause
trigger1 = animelem = 1
time = 40
movetime = 0
anim = -1
sound = s10,1

[State 1170, HitBy]
type = HitBy
trigger1 = Time = [0,35)
value = SA,HA,NP,HP,NT,ST,HT

[State 2201, VelAdd]
type = VelAdd
trigger1 = animelem = 2
x = -1
y = -1

[State 2200, Helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal
name = "Poder"
ID = 971
stateno = 971
pos = 98,-9
postype = p1
facing = 1
keyctrl = 0
ownpal = 0

[State 1000, 軸位置移動]
type = VelAdd
trigger1 = AnimElemtime(6) > 0
y = .7

[State 1000, ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1160
;-------------------------------------------------------------------------------
;Rayo
[Statedef 971]
type = A
movetype = A
physics = N
anim = 971
velset = 0,0
juggle = 0
poweradd = 0
sprpriority = 9
ctrl = 0

[State 1000, ]
type = Velset
trigger1 = time >= 0
x = 12
y = 15

[State 200, HitDef]
type = HitDef
trigger1 = time = 0
getpower = 0,10
attr = S, HP
hitflag = MAF
guardflag = M
damage = 23,10
animtype = up
priority = 3, Hit
pausetime = 0,0
sparkno = s4027
guard.sparkno = s4040
sparkxy = 0,-20
hitsound = s18,0
guardsound = s8,1
ground.type = High
ground.slidetime = 8
ground.hittime  = 10
ground.velocity = -4.5,-4.5
airguard.velocity = -4.5,-4.5
air.animtype = up
air.type = Low
air.velocity = -1.4,-3
air.hittime = 12
fall = 0

[State 1000, ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 972
;-------------------------------------------------------------------------------
;Expancion
[Statedef 972]
type = A
movetype = A
physics = N
anim = 972
velset = 0,0
juggle = 0
poweradd = 0
sprpriority = 9
ctrl = 0

[State 1000, sombra]
type = AfterImage
trigger1 = time = 0
trans = add
PalContrast =  255, 255, 255
PalBright = 0,0,0
time = -1
length  = 18
TimeGap = 1
FrameGap = 2

[State 1000, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Colisi"
ID = 973
stateno = 973
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 0

[State 1000, EnvColor]
type = EnvColor
trigger1 = time = 0
value = 255,255,255
time = 2

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S20,45

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S20,46

[State 1000, PosSet]
type = PosSet
trigger1 = time = 0
y = -5

[State 10000, AssertSpecial]
type = AssertSpecial
trigger1 = time = 0
flag = noshadow

[State 1000, ScreenBound]
type = ScreenBound
trigger1 = time = 0
value = 1
movecamera = 0,0

[State 3200, 14]
type = HitDef
trigger1 = Time = 0
getpower = 0,10
attr = S, HP
hitflag = MAF
guardflag = M
damage = 700,10
sparkno = s4034
guard.sparkno = s4040
sparkxy = -15,-35 + (floor(p2bodydist Y))
hitsound = s20,24
guardsound = s8,1
animtype = diagup
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0
air.velocity = -9,-10
air.juggle = 8
guard.pausetime = 0,15
guard.slidetime = 18
guard.hittime = 36
guard.ctrltime = 36
air.animtype = diagup
envshake.ampl = -5
envshake.time = 32
envshake.phase = 60
envshake.freq = 80
palfx.time = 25
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1
p2stateno = 2320
p2facing = 1
air.fall = 1
fall.recover = 0
air.recover = 0
fall = 1

[State 3544, 3]
type = DestroySelf
trigger1 = animtime = 0
;-------------------------------------------------------------------------------
;Colisi
[StateDef 973]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 973
poweradd = 0

[State 1000, PosSet]
type = PosSet
trigger1 = time = 0
y = -5

[state 1000]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state 1000]
type = hitby
trigger1 = 1
value = SCA,NP,SP
time = -1

[state 1000]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP
stateno = 973

[state 1000, destroyself]
type = destroyself
Trigger1 = animtime = 0
;-------------------------------------------------------------------------------
[Statedef 2621]
movetype= H
velset = 0,0
ctrl = 0

[State 700,]
type = Palfx
trigger1 = time = 0
trigger2 = time = 10
trigger3 = time = 20
trigger4 = time = 30
trigger5 = time = 40
trigger6 = time = 50
trigger7 = time = 60
trigger8 = time = 70
trigger9 = time = 80
trigger10 = time = 90
trigger11 = time = 100
trigger12 = time = 110
trigger13 = time = 120
trigger14 = time = 130
trigger15 = time = 140
trigger16 = time = 150
trigger17 = time = 160
trigger18 = time = 170
trigger19 = time = 180
trigger20 = time = 190
trigger21 = time = 200
trigger22 = time = 210
trigger23 = time = 220
trigger24 = time = 230
trigger25 = time = 240
trigger26 = time = 250
trigger27 = time = 260
trigger28 = time = 270
trigger29 = time = 280
trigger30 = time = 290
time = 10
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

[State 52, 1]
type = VelSet
trigger1 = time >= 0
x = 0
y = 0

[State 6000, 3]
type = StateTypeSet
trigger1 = Pos Y = 0
statetype = S

[State 6000, 3]
type = StateTypeSet
trigger1 = Pos Y != 0
trigger2 = AnimTime = 0
statetype = A

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2635

[State 1830]
type = ChangeState
trigger1 = Animtime = 0
value = 2630
;-------------------------------------------------------------------------------
;Super Freeze Yamibarai
[StateDef 974]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 974
poweradd = -2000

;-------------------------------------------------------------------------------
;Super Cancel Effect
[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 1750
trigger2 = prevstateno = 1260
trigger3 = prevstateno = 1810
anim = f7500
pos = 0,75
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 9
ownpal = 1

[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 1750
trigger2 = prevstateno = 1260
trigger3 = prevstateno = 1810
anim = f7510
pos = 0,73
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 8
trans = addalpha
alpha = 256, 135
ownpal = 1
;-------------------------------------------------------------------------------
;Dream Cancel Effect
[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 2510
trigger2 = prevstateno = 2515
anim = f7530
pos = 0,75
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 9
ownpal = 1

[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 2510
trigger2 = prevstateno = 2515
anim = f7535
pos = 0,73
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 8
trans = addalpha
alpha = 256, 135
ownpal = 1
;-------------------------------------------------------------------------------

[State 947, Explod]
type = Explod
trigger1 = time = 0
anim = 4024
pos = -12,-91
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
pausemove = 1
sprpriority = 9

[State 947, Explod]
type = Explod
trigger1 = time = 0
anim = 4025
pos = -12,-91
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
pausemove = 1
sprpriority = -1

[State 2000, BGPalFX]
type = BGPalFX
trigger1 = time = 0
time = 35
mul = 0,0,0

[State 3100, 4]
type = SuperPause
trigger1 = time = 0
time = 34
movetime = -1
sound = s10,2
anim = -1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S7,21

[State 10000, Explod]
type = Explod
trigger1 = time = 0
anim = 907
ID =  977
pos = -11,-93
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -1
sprpriority = 5
supermove = 1
removeongethit = 1

[State 902, 3]
type = ChangeState
triggerall = var(50) != 0
trigger1 = animelem = 2
value = 975

[State 700, Explod]
type = Explod
trigger1 = time = 6
anim = 939
postype = P1
pos = 10,0
sprpriority = 7
bindtime = -1
removetime = -1
removeongethit = 1
supermove = 1
ID = 977

[State 1000, ChangeState]
type = ChangeState
triggerall = AnimElemtime(2) > 1
trigger1 = Time = 400
trigger2 = command != "hold_x"
trigger3 = command != "hold_y"
value = 975
ctrl = 0
;-------------------------------------------------------------------------------
;Soltar Doble
[StateDef 975]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 975
poweradd = 0

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 977
ignorehitpause = 1

[State 936, Explod]
type = Explod
trigger1 = time = 0
anim = 940
pos = 11,0
postype = p1
removeongethit = 1
sprpriority = 7

[State 1100, Explod]
type = Explod
trigger1 = AnimElem = 4
persistent = 0
anim = 1650
postype = P1
pos = -10,5
sprpriority = 5
removetime = 20
bindtime = -1

[State 10000, Explod]
type = Explod
trigger1 = time = 0
anim = 978
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 5
removeongethit = 1

[State 1000, Helper]
type = Helper
triggerall = numhelper(1000) <= 0
trigger1 = animelem = 4
helpertype = normal
name = "Explosiones"
ID = 1000
stateno = 976
pos = 45,0
postype = p1
facing = 1
ownpal = 1

[State 1000, ChangeState]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
;doble Avansando
[StateDef 976]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 980
poweradd = 0
sprpriority = 2

[State 1000,NotHitBy]
type = Nothitby
trigger1 = 1
value = SCA

[State 1000, Helper]
type = Helper
trigger1 = animelem = 7, = 1
trigger1 = frontedgedist  >= 10
helpertype = normal
name = "Explosiones"
ID = 976
stateno = 976
pos = 40,0
postype = p1
facing = 1
ownpal = 1

[State 1000, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "colicion"
stateno = 983
Id = 983
pos = 0,0
postype = p1
facing = 1
ownpal = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S20,49

[State 1000, EnvColor]
type = EnvColor
trigger1 = movehit
value = 255,255,255
time = 1
under = 1
ignorehitpause = 1
persistent = 0

[State 1000, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 10
ampl = -9
phase = 120
freq = 120

[State 1000, Explod]
type = Explod
triggerall = p2stateno = 2620
trigger1 = time = 0
anim = 981
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 9

[State 1000, Helper]
type = Helper
trigger1 = movehit
helpertype = normal
name = "Efecto Freeze"
ID = 2625
stateno = 2625
pos = 0,0
postype = p2
ownpal = 1
persistent = 0

[State 3402, Hitdef]
type = hitdef
trigger1 = time  = 0

attr = S, HP
hitflag = MA
guardflag = M
damage = 100,10
animtype = Hard
priority = 4,Hit
guard.pausetime = 0, 1
sparkno = s4034
guard.sparkno = s4040
sparkxy = 10, -44
hitsound = s18,2
guardsound = s8,1
ground.type = Low
air.type = Low
guard.slidetime = 18
guard.hittime = 19
guard.velocity = -10
air.hittime = 0
guard.ctrltime = 15
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
p2stateno = 2620
p2facing = 1
p2getp1state = 1
persistent = 0

[State 1000, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
;-------------------------------------------------------------------------------
;Colicion
[StateDef 983]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 983
poweradd = 0

[state 1000]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state 1000]
type = hitby
trigger1 = 1
value = SCA,NP,SP
time = -1

[state 1000]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP
stateno = 983

[state 1000, destroyself]
type = destroyself
Trigger1 = animtime = 0
trigger2 = parent,movetype = H
trigger3 = parent,time = 17
;-------------------------------------------------------------------------------
[StateDef 947]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 947
poweradd = -3000
;-------------------------------------------------------------------------------
;Super Cancel Effect
[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 1750
trigger2 = prevstateno = 1260
trigger3 = prevstateno = 1810
anim = f7500
pos = 0,75
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 9
ownpal = 1

[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 1750
trigger2 = prevstateno = 1260
trigger3 = prevstateno = 1810
anim = f7510
pos = 0,73
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 8
trans = addalpha
alpha = 256, 135
ownpal = 1
;-------------------------------------------------------------------------------

[State 947, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S7,14

[State 947, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S10,1

[State 947, Explod]
type = Explod
trigger1 = animelem = 3
anim = 4029
pos = -1,-117
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
pausemove = 1
sprpriority = 9

[State 947, Explod]
type = Explod
trigger1 = animelem = 3
anim = 4023
pos = -1,-117
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
pausemove = 1
sprpriority = -1

[State 2000, BGPalFX]
type = BGPalFX
trigger1 = animelem = 3
time = 35
add = 0,0,0
mul = 0,0,0
invertall = 0
color = 1

[State 3100, 4]
type = SuperPause
trigger1 = animelem = 3
time = 34
movetime = 0
anim = -1

[State 947, ChangeState]
type = ChangeState
trigger1 = animelem = 5
value = 948
ctrl = 0
;----------------------------------------------------------------------------
[StateDef 948]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 948
poweradd = 0

[State 948, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 948]
type = HitDef
trigger1 = Time = 0
attr = S,HA
getpower = 0
damage = 0,0
numhits = 0
animtype = Hard
hitflag = MAF
guardflag = M
priority = 5
pausetime = 2,2
sparkno = s4020
sparkxy = -30,-40
hitsound = s0,0
guardsound = s8,1
guard.sparkno = s4040
guard.velocity = -5
ground.type = High
ground.slidetime = 10
ground.hittime = 25
ground.velocity = 0,0
air.velocity = 0,0
p2facing = 1
p1stateno = 943
p2stateno = 2020

[State 948, VelSet]
type = VelSet
trigger1 = AnimElem = 5,<=1
x = 15

[State 948, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = MoveGuarded
value = 2005
;------------------------------------------------------------------------------
;Hyper
[Statedef 943]
type     = S
movetype = A
physics  = S
juggle   = 3
poweradd = 0
velset   = 0,0
anim     = 943
ctrl     = 0
sprpriority = 9

[State 52, 1]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = 1
y = 0

[State 1000, PosFreeze]
type = PosFreeze
trigger1 = 1
value = 1

[State 810, 1]
type = TargetBind
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(89) <= 12
pos = 47,0

[State 1000, EnvColor]
type = EnvColor
trigger1 = AnimElem = 5
trigger2 = AnimElem = 9
trigger3 = AnimElem = 13
trigger4 = AnimElem = 20
trigger5 = AnimElem = 28
trigger6 = AnimElem = 34
trigger7 = AnimElem = 41
trigger8 = AnimElem = 46
trigger9 = AnimElem = 53
trigger10 = AnimElem = 61
trigger11 = AnimElem = 69
trigger12 = AnimElem = 72
trigger13 = AnimElem = 75
trigger14 = AnimElem = 79
trigger15 = AnimElem = 83
trigger16 = AnimElem = 91
trigger17 = AnimElem = 93
trigger18 = AnimElem = 96
trigger19 = AnimElem = 98
trigger20 = AnimElem = 100
trigger21 = AnimElem = 102
trigger22 = AnimElem = 104
trigger23 = AnimElem = 135
value = 255,255,255
time = 1
under = 1

[State 1000, EnvShake]
type = EnvShake
trigger1 = AnimElem = 111
time = 50
freq = 90
ampl = -5

[State 1000, EnvShake]
type = EnvShake
trigger1 = AnimElem = 93
trigger2 = AnimElem = 96
trigger3 = AnimElem = 98
trigger4 = AnimElem = 100
trigger5 = AnimElem = 102
trigger6 = AnimElem = 104
time = 15
freq = 190
ampl = 7

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 96
trigger2 = AnimElem = 98
trigger3 = AnimElem = 100
trigger4 = AnimElem = 102
trigger5 = AnimElem = 104
value = S18,2

[State 1000, Explod]
type = Explod
trigger1 = animelem = 110
anim = 954
pos = 67,5
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 5

[State 1000, Explod]
type = Explod
trigger1 = animelem = 135
anim = 982
pos = 85,5
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 8

[State 1000, Explod]
type = Explod
trigger1 = animelem = 135
anim = 982
pos = 75,5
postype = p1
facing = -1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 7

[State 1000, BGPalFX]
type = BGPalFX
trigger1 = animelem = 106
time = 85
mul = 0,0,0
persistent = 9

[State 943, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
value = S7,15

[State 943, PlaySnd]
type = PlaySnd
trigger1 = animelem = 40
value = S7,16

[State 943, PlaySnd]
type = PlaySnd
trigger1 = animelem = 70
value = S7,17

[State 943, PlaySnd]
type = PlaySnd
trigger1 = animelem = 89
value = S7,18

[State 943, PlaySnd]
type = PlaySnd
trigger1 = animelem = 93
value = S13,1

[State 943, PlaySnd]
type = PlaySnd
trigger1 = animelem = 125
value = S20,23

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
attr = S, HA
getpower = 0
damage = 12,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,10
sparkno = s4020
sparkxy = -15,-55
hitsound = s0,1
ground.type = Low
ground.slidetime = 10
ground.hittime = 20
ground.velocity = 10
p2stateno = 2030
kill = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 9
attr = S, HA
getpower = 0
damage = 17,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,10
sparkno = s4020
sparkxy = -25,-55
hitsound = s0,1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 10
p2stateno = 2030
kill = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 13
attr = S, HA
getpower = 0
damage = 27,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,10
sparkno = s4070
sparkxy = -20,-65
hitsound = s0,14
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 10
p2stateno = 2020
kill = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 20
attr = S, HA
getpower = 0
damage = 27,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,12
sparkno = s4070
sparkxy = -25,-55
hitsound = s0,14
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 10
p2stateno = 2030
kill = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 28
attr = S, HA
getpower = 0
damage = 32,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,12
sparkno = s4070
sparkxy = -25,-65
hitsound = s0,14
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 10
p2stateno = 2020
kill = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 34
attr = S, HA
getpower = 0
damage = 27,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,12
sparkno = s4020
sparkxy = -25,-65
hitsound = s0,1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 10
p2stateno = 2030
kill = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 41
attr = S, HA
getpower = 0
damage = 37,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,12
sparkno = s4070
sparkxy = -25,-65
hitsound = s0,14
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 10
p2stateno = 2020
kill = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 46
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,10
sparkno = s4020
sparkxy = -15,-55
hitsound = s0,1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2030
kill = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 53
attr = S, HA
getpower = 0
damage = 31,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,12
sparkno = s4070
sparkxy = -25,-65
hitsound = s0,14
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2020
kill = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 61
attr = S, HA
getpower = 0
damage = 31,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 7,10
sparkno = s4070
sparkxy = -25,-65
hitsound = s0,14
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2020
kill = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 69
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 7,10
sparkno = s4020
sparkxy = -15,-55
hitsound = s0,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2030
kill = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 72
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 7,10
sparkno = s4020
sparkxy = -15,-55
hitsound = s0,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = 0
p2stateno = 2030
kill = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 75
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 7,10
sparkno = s4020
sparkxy = -15,-55
hitsound = s0,1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = 15
p2stateno = 2020
kill = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 79
attr = S, HA
getpower = 0
damage = 12,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 9,10
sparkno = s4020
sparkxy = -15,-55
hitsound = s0,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 10
ground.velocity = 10
p2stateno = 2030
kill = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 83
attr = S, HA
getpower = 0
damage = 12,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 10,15
sparkno = s4020
sparkxy = -15,-55
hitsound = s9,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 10
ground.velocity = 10
p2stateno = 2020
kill = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 135
attr = A, HA
damage = 220,0
animtype = Diagup
numhits = 0
hitflag = MAF
priority = 3, Hit
pausetime = 0,5
sparkno = -1
hitsound = s20,24
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -2.5,-15
fall = 1
fall.recover = 0
palfx.time = 70
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1
EnvShake.time = 30
EnvShake.ampl = 15
EnvShake.freq = 280

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 90
persistent = 0
anim = 4080
postype = P1
pos = 35,-73
sprpriority = 10

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 93
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 7,10
sparkno = s4080
sparkxy = -15,-55
hitsound = -1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = 15
p2stateno = 3122
kill = 0

[State 1000, Explod]
type = Explod
trigger1 = AnimElem = 96
trigger2 = AnimElem = 98
trigger3 = AnimElem = 100
trigger4 = AnimElem = 102
trigger5 = AnimElem = 104
anim = 2520
pos = 66,-10
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 0.75,0.75
sprpriority = 5

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 111
value = S20,35

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 108
value = S20,57

[State 1000, TargetBind]
type = TargetBind
trigger1 = animelem = 93
pos = 67,-5

[State 1000, TargetBind]
type = TargetBind
trigger1 = animelem = 94
trigger1 = animelem = 95
pos = 70,-5

[State 810, 3]
type = TargetBind
trigger1 = AnimElem = 106
pos = 75, -30

[State 810, 3]
type = TargetBind
trigger1 = AnimElem = 107
pos = 75, -50

[State 810, 3]
type = TargetBind
trigger1 = AnimElem = 108
pos = 72, -70

[State 810, 3]
type = TargetBind
trigger1 = AnimElem = 109
pos = 72, -90

[State 810, 3]
type = TargetBind
trigger1 = AnimElem = 110
pos = 90, -108

[State 810, 3]
type = TargetBind
trigger1 = AnimElem = 111
pos = 90, -110

[State 810, 3]
type = TargetBind
trigger1 = AnimElem = 112
pos = 85, -118

[State 1000, EnvColor]
type = EnvColor
trigger1 = time = 309
trigger2 = time = 313
trigger3 = time = 320
trigger4 = time = 324
trigger5 = time = 327
trigger6 = time = 331
trigger7 = time = 333
trigger8 = time = 338
trigger9 = time = 349
trigger10 = time = 352
value = 255,255,255
time = 1
under = 1

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 3122]
type    = S
movetype= H
physics = N
velset = 0,0

[State 1000, PalFX]
type = PalFX
trigger1 = animelem = 3
trigger2 = animelem = 5
trigger3 = animelem = 7
trigger4 = animelem = 9
trigger5 = animelem = 11
time = 10
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

[State 1000, LifeAdd]
type = LifeAdd
trigger1 = animelem = 3
trigger2 = animelem = 5
trigger3 = animelem = 7
trigger4 = animelem = 9
trigger5 = animelem = 11
value = -25
kill = 0
absolute = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 2120]
type = ScreenBound
trigger1 = 1
movecamera = 0,0

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3112

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 5300
;-------------------------------------------------------------------------------
;yamibarai hyper
[StateDef 925]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 925
poweradd = -3000

;-------------------------------------------------------------------------------
;Super Cancel Effect
[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 1750
trigger2 = prevstateno = 1260
trigger3 = prevstateno = 1810
anim = f7500
pos = 0,75
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 9
ownpal = 1

[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 1750
trigger2 = prevstateno = 1260
trigger3 = prevstateno = 1810
anim = f7510
pos = 0,73
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 8
trans = addalpha
alpha = 256, 135
ownpal = 1
;-------------------------------------------------------------------------------

[State 1000, HitBy]
type = HitBy
trigger1 = Time = [0,30]
value = SA,HA,NP,HP,NT,ST,HT

[State 1000, Helper]
type = Helper
trigger1 = animelem = 4
trigger2 = animelem = 12
trigger3 = animelem = 20
helpertype = normal
name = "Yamibarai"
ID = 926
stateno = 926
pos = 30,0
postype = p1
facing = 1
ownpal = 1

[State 1100, Explod]
type = Explod
trigger1 = animelem = 4
trigger2 = animelem = 20
anim = 1650
postype = P1
pos = -10,5
sprpriority = 5
removetime = -2
bindtime = -1
removeongethit = 1

[State 1100, Explod]
type = Explod
trigger1 = animelem = 12
anim = 1650
postype = P1
pos = -10,5
sprpriority = -1
removetime = -2
bindtime = -1
removeongethit = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 11
trigger3 = animelem = 19
value = S5,5

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
trigger2 = animelem = 12
trigger3 = animelem = 20
value = S5,6

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S20,38

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 61
value = S5000,2

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 260
trigger2 = time = 270
trigger3 = time = 280
trigger4 = time = 290
trigger5 = time = 300
trigger6 = time = 310
value = s18,2

[State 1000, BGPalFX]
type = BGPalFX
trigger1 = time = 0
time = 28
mul = 0,0,0

[State 916, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 28
movetime = -1
sound = s10,1
anim = -1

[State 947, Explod]
type = Explod
trigger1 = time = 0
anim = 4029
pos = -21,-102
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
pausemove = 1
sprpriority = 9

[State 916, Explod]
type = Explod
trigger1 = time = 0
anim = 4023
pos = -21,-102
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
pausemove = 1
sprpriority = -1

[State 937, Explod]
type = Explod
trigger1 = animelem = 9
anim = 979
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removeongethit = 1
removetime = -2
sprpriority = -1

[State 937, Explod]
type = Explod
trigger1 = animelem = 1
trigger2 = animelem = 17
anim = 978
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removeongethit = 1
removetime = -2
sprpriority = 5

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 220
value = S20,18

[State 3000, Projectile]
type = Projectile
trigger1 = time = 260
projID = 2500
projanim = 2310
projremove = 0
projpriority = 8
projhitanim = -1
projremovetime = 36
ownpal = 1
offset = 50,0
velocity = 0
attr = A, HA
animtype = up
damage = 30,10
hitflag = MAF
guardflag = M
hitsound = s9,0
guardsound = s8,1
pausetime = 0,5
sparkno = s4034
guard.sparkno = s4040
sparkxy = -10,floor(-75+(enemynear, pos y))
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -5
palfx.time = 25
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1
envshake.time = 15
envshake.ampl = -10
envshake.freq = 90
air.velocity = -8, -5
air.type = Low
fall.recover = 0
fall = 1
getpower = 0,0

[State 3000, Projectile]
type = Projectile
trigger1 = time = 270
projID = 2500
projanim = 2310
projremove = 0
projpriority = 8
projhitanim = -1
projremovetime = 36
ownpal = 1
offset = 100,0
velocity = 0
attr = A, HA
animtype = up
damage = 30,10
hitflag = MAF
guardflag = M
hitsound = s9,0
guardsound = s8,1
pausetime = 0,5
sparkno = s4034
guard.sparkno = s4040
sparkxy = -10,floor(-75+(enemynear, pos y))
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -5
palfx.time = 25
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1
envshake.time = 15
envshake.ampl = -10
envshake.freq = 90
air.velocity = -8, -5
air.type = Low
fall.recover = 0
fall = 1
getpower = 0,0

[State 3000, Projectile]
type = Projectile
trigger1 = time = 280
projID = 2500
projanim = 2310
projremove = 0
projpriority = 8
projhitanim = -1
projremovetime = 36
ownpal = 1
offset = 150,0
velocity = 0
attr = A, HA
animtype = up
damage = 30,10
hitflag = MAF
guardflag = M
hitsound = s9,0
guardsound = s8,1
pausetime = 0,5
sparkno = s4034
guard.sparkno = s4040
sparkxy = -10,floor(-75+(enemynear, pos y))
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -5
palfx.time = 25
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1
envshake.time = 15
envshake.ampl = -10
envshake.freq = 90
air.velocity = -8, -5
air.type = Low
fall.recover = 0
fall = 1
getpower = 0,0

[State 3000, Projectile]
type = Projectile
trigger1 = time = 290
projID = 2500
projanim = 2310
projremove = 0
projpriority = 8
projhitanim = -1
projremovetime = 36
ownpal = 1
offset = 200,0
velocity = 0
attr = A, HA
animtype = up
damage = 30,10
hitflag = MAF
guardflag = M
hitsound = s9,0
guardsound = s8,1
pausetime = 0,5
sparkno = s4034
guard.sparkno = s4040
sparkxy = -10,floor(-75+(enemynear, pos y))
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -5
palfx.time = 25
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1
envshake.time = 15
envshake.ampl = -10
envshake.freq = 90
air.velocity = -8, -5
air.type = Low
fall.recover = 0
fall = 1
getpower = 0,0

[State 3000, Projectile]
type = Projectile
trigger1 = time = 300
projID = 2500
projanim = 2310
projremove = 0
projpriority = 8
projhitanim = -1
projremovetime = 36
ownpal = 1
offset = 250,0
velocity = 0
attr = A, HA
animtype = up
damage = 30,10
hitflag = MAF
guardflag = M
hitsound = s9,0
guardsound = s8,1
pausetime = 0,5
sparkno = s4034
guard.sparkno = s4040
sparkxy = -10,floor(-75+(enemynear, pos y))
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -5
palfx.time = 25
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1
envshake.time = 15
envshake.ampl = -10
envshake.freq = 90
air.velocity = -8, -5
air.type = Low
fall.recover = 0
fall = 1
getpower = 0,0

[State 3000, Projectile]
type = Projectile
trigger1 = time = 310
projID = 2500
projanim = 2310
projremove = 0
projpriority = 8
projhitanim = -1
projremovetime = 36
ownpal = 1
offset = 300,0
velocity = 0
attr = A, HA
animtype = diagup
damage = 30,10
hitflag = MAF
guardflag = M
hitsound = s9,0
guardsound = s8,1
pausetime = 0,5
sparkno = s4034
guard.sparkno = s4040
sparkxy = -10,floor(-75+(enemynear, pos y))
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -5
palfx.time = 25
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1
envshake.time = 15
envshake.ampl = -10
envshake.freq = 90
air.velocity = -8, -5
air.type = Low
fall.recover = 0
fall = 1
getpower = 0,0

[State 1000, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
[StateDef 926]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 2040
poweradd = 0
sprpriority = 2

[State 1000, AfterImage]
type = AfterImage
trigger1 = time = 0
trans = add
PalContrast =  250, 250, 250
PalBright = 0,0,0
time = -1
length  = 13
TimeGap = 1
FrameGap = 1

[State 1000, VelAdd]
type = Velset
trigger1 = 1
x = 4

[State 1000,HitBy]
type = HitBy
trigger1 = 1
value = SCA, NP, SP, HP, HA
time = 1
ignorehitpause = 1

[State 1000, HitOverride]
type = HitOverride
trigger1 = time = 0
attr = SCA, NP, SP, HP, HA
stateno = 926
time = -1

[State 1000, ChangeState]
type = ChangeState
trigger1 = p2bodydist X < 10
value = 927
;-------------------------------------------------------------------------------
;Impacto
[StateDef 927]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 927
poweradd = 0
sprpriority = 2

[State 1000, PosAdd]
type = PosAdd
trigger1 = time = 0
x = 30

[State 1000 , Helper]
type = Helper
trigger1 = time = 0
trigger2 = time = 80
helpertype = normal
name = "Yamibarai Freeze"
id = 2570
postype = p1
pos = -30,0
stateno = 928
sprpriority = 5
keyctrl = 0
ownpal = 0

[State 1000 , Helper]
type = Helper
trigger1 = time = 10
trigger2 = time = 90
helpertype = normal
name = "Yamibarai Freeze"
id = 2570
postype = p1
pos = -15,0
stateno = 928
sprpriority = 5
keyctrl = 0
ownpal = 0

[State 1000 , Helper]
type = Helper
trigger1 = time = 150
helpertype = normal
name = "Yamibarai Freeze"
id = 2578
postype = p1
pos = 0,0
stateno = 928
sprpriority = 5
keyctrl = 0
ownpal = 1

[State 1000 , Helper]
type = Helper
trigger1 = time = 20
trigger2 = time = 100
helpertype = normal
name = "Yamibarai Freeze"
id = 2570
postype = p1
pos = 0,0
stateno = 928
sprpriority = 5
keyctrl = 0
ownpal = 0

[State 1000 , Helper]
type = Helper
trigger1 = time = 30
trigger2 = time = 110
helpertype = normal
name = "Yamibarai Freeze"
id = 2570
postype = p1
pos = 15,0
stateno = 928
sprpriority = 5
keyctrl = 0
ownpal = 0

[State 1000 , Helper]
type = Helper
trigger1 = time = 40
trigger2 = time = 120
helpertype = normal
name = "Yamibarai Freeze"
id = 2570
postype = p1
pos = 30,0
stateno = 928
sprpriority = 5
keyctrl = 0
ownpal = 0

[State 1000 , Helper]
type = Helper
trigger1 = time = 50
trigger2 = time = 130
helpertype = normal
name = "Yamibarai Freeze"
id = 2575
postype = p1
pos = 15,0
stateno = 928
sprpriority = -2
keyctrl = 0
ownpal = 0

[State 1000 , Helper]
type = Helper
trigger1 = time = 60
helpertype = normal
name = "Yamibarai Freeze"
id = 2575
postype = p1
pos = 0,0
stateno = 928
sprpriority = -2
keyctrl = 0
ownpal = 0

[State 1000 , Helper]
type = Helper
trigger1 = time = 70
helpertype = normal
name = "Yamibarai Freeze"
id = 2575
postype = p1
pos = -15,0
stateno = 928
sprpriority = -2
keyctrl = 0
ownpal = 0

[State 1000, DestroySelf]
type = DestroySelf
trigger1 = time = 80
;-------------------------------------------------------------------------------
;Explocion
[StateDef 928]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 928
poweradd = 0
sprpriority = 2

[state 1000]
type = nothitby
trigger1 = 1
value = SCA

[state 1000]
type = hitby
trigger1 = 1
value = SCA,NP,SP

[state 1000]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP
stateno = 928

[State 1000, Helper]
type = Helper
trigger1 = movehit
helpertype = normal
name = "Efecto Freeze"
ID = 2625
stateno = 2625
pos = 0,0
postype = p2
ownpal = 1
persistent = 0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S18,3

[State 1000, EnvColor]
type = EnvColor
trigger1 = time = 0
value = 255,255,255
time = 1
under = 1
ignorehitpause = 1

[State 1000, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 20
freq = 90
ampl = -6
phase = 90
ignorehitpause = 1

[State 1000, Explod]
type = Explod
trigger1 = time = 0
anim = 946
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 1

[State 3402, 1.1]
type = hitdef
trigger1 = time = 0
attr = S, HP
hitflag = MA
guardflag = M
damage = 25,5
animtype = Hard
priority = 4,Hit
guard.pausetime = 0, 1
sparkno = s4034
guard.sparkno = s4040
sparkxy = -5 + FrontEdgeDist - Ceil(FrontEdgeDist - p2BodyDist X), -60
hitsound = s18,2
guardsound = s8,1
ground.type = Low
air.type = Low
guard.slidetime = 18
guard.hittime = 19
guard.velocity = -10
air.hittime = 0
guard.ctrltime = 15
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
p2stateno = 2620
p2facing = 1
p2getp1state = 1
persistent = 0
kill = 0

[State 1000, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
;-------------------------------------------------------------------------------

