;===============================================================================
;EN ESTA SECCION SE ENCUENTRABN TODOS LOS MOVIMIETOS ESPACIALES DEL CHAR
;LA MODIFICACION SIN AUTORIZACION PUEDE SIGNIFICAR UNA FALLA TOTAL
;EN EL MISMO
;===============================================================================
;-------------------------------------------------------------------------------
[Statedef 1600]
type     = S
movetype = A
physics  = S
juggle   = 3
poweradd = 100
velset   = 0,0
anim     = 1600
ctrl     = 0
sprpriority = 3

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s20,1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s10,10

[State 3000]
type = Projectile
trigger1 = AnimElem = 4
projID = 1600
projanim = 2040
projremove = 1
projpriority = 1
projhitanim = 2041
projremanim = 2041
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 0
ownpal = 0
offset = 25,1
velocity = 4, 0
attr = S, SP
animtype = Hard
damage = 90 ,10
hitflag = MAF
guardflag = M
hitsound = s18,0
guardsound = s8,1
pausetime = 0,12
sparkno = s4034
guard.sparkno = s4040
sparkxy = 20,-45
ground.type = Low
ground.hittime = 15
ground.slidetime = 23
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
palfx.time = 25
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1

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

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;--------------------------------------------------------------------------
;SENKA2
[StateDef 935]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 935
poweradd = 20

[State 935, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S20,2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s20,1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 11
value = s20,1

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

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 11
persistent = 0
anim = 1650
postype = P1
pos = -10,5
sprpriority = 1
removetime = 20
bindtime = -1

[State 3000]
type = Projectile
trigger1 = AnimElem = 4
projID = 1600
projanim = 2040
projremove = 1
projpriority = 1
projhitanim = 2041
projremanim = 2041
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 0
ownpal = 0
offset = 25,1
velocity = 5, 0
attr = S, SP
animtype = Hard
damage = 90 ,10
hitflag = MAF
guardflag = M
hitsound = s18,0
guardsound = s8,1
pausetime = 0,12
sparkno = s4034
guard.sparkno = s4040
sparkxy = 20,-45
ground.type = Low
ground.hittime = 15
ground.slidetime = 23
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
palfx.time = 25
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1

[State 3000]
type = Projectile
trigger1 = AnimElem = 11
projID = 1600
projanim = 2040
projremove = 1
projpriority = 1
projhitanim = 2041
projremanim = 2041
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 0
ownpal = 0
offset = 25,1
velocity = 5, 0
attr = S, SP
animtype = Hard
damage = 90 ,10
hitflag = MAF
guardflag = M
hitsound = s18,0
guardsound = s8,1
pausetime = 0,12
sparkno = s4034
guard.sparkno = s4040
sparkxy = 20,-45
ground.type = Low
ground.hittime = 15
ground.slidetime = 23
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
palfx.time = 25
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1

[State 935, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;--------------------------------------------------------------------------
;flash1
[Statedef 932]
type = S
movetype = I
physics = S
ctrl = 0
anim = 932
velset = 0,0

[State 932,sn ]
type = PlaySnd
trigger1 = animelem = 1
value = s0,16

[State 932,sn ]
type = PlaySnd
trigger1 = animelem = 5
value = s0,15

[State 2100, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(7) < 0
x = 10

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

[State 932,state ]
type = ChangeState
trigger1 = AnimTime = 0
value = 933
ctrl = 0
;-------------------------------------------------------------------------------
;Fin
[Statedef 933]
type = S
movetype = I
physics = S
ctrl = 0
anim = 933
velset = 0,0

[State 2100, VelSet]
type = VelSet
trigger1 = AnimElem = 12
x = 0

[State 1301, pos]
type = PosSet
trigger1 = time = 0
x = enemy,pos X
y = 0

[State 1301, pos]
type = PosAdd
trigger1 = time = 1
x = 80

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

[State 932,state ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
;flash2
[Statedef 952]
type = S
movetype = I
physics = S
ctrl = 0
anim = 952
velset = 0,0

[State 933,sn ]
type = PlaySnd
trigger1 = animelem = 1
value = s0,16

[State 933,sn ]
type = PlaySnd
trigger1 = animelem = 3
value = s0,15

[State 2100, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(11) < 0
x = 10

[State 2100, VelSet]
type = VelSet
trigger1 = AnimElem = 12
x = 0

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

[State 933,state ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;--------------------------------------------------------------------------

[Statedef 1650]
type     = S
movetype = A
physics  = S
juggle   = 3
poweradd = 100
velset   = 0,0
anim     = 1610
ctrl     = 0
sprpriority = 3

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s5,6

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s10,10

[State 3000]
type = Projectile
trigger1 = AnimElem = 4
projID = 1600
projanim = 2040
projremove = 1
projpriority = 1
projhitanim = 2041
projremanim = 2041
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 0
ownpal = 0
offset = 25,1
velocity = 7, 0
attr = S, SP
animtype = Hard
damage = 90 ,10
hitflag = MAF
guardflag = M
hitsound = s18,0
guardsound = s8,1
pausetime = 0,12
sparkno = s4034
guard.sparkno = s4040
sparkxy = 20,-45
ground.type = Low
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
palfx.time = 25
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 = 4
persistent = 0
anim = 1650
postype = P1
pos = -10,5
sprpriority = 10
removetime = 20
bindtime = -1

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;--------------------------------------------------------------------------
;yagami
[Statedef 1000]
type     = S
movetype = A
physics  = S
juggle   = 4
poweradd = 100
velset   = 0,0
anim     = 1000
ctrl     = 0
sprpriority = 3

[State 1000, yagami]
type = PlaySnd
trigger1 = AnimElem = 7
value = s14,0

[State 1000, yagami]
type = PlaySnd
trigger1 = AnimElem = 7
value = s7,4

[State 1000]
type = Projectile
trigger1 = AnimElem = 5
projID = 1010
projanim = 1010
projremove = 0
projpriority = 13
projsprpriority = 13
projshadow = 0,0,0
projremovetime = 19
getpower = 0
ownpal = 0
offset = 0, -15
velocity = 4, 0
attr = S, SP
animtype = Hard
air.animtype = up
damage = 90 ,10
hitflag = MAF
guardflag = M
hitsound = s0,1
guardsound = s8,1
pausetime = 0,10
sparkno = s4070
guard.sparkno = s4040
sparkxy = 40,-70
ground.type = High
ground.hittime = 30
ground.slidetime = 30
ground.velocity = -11
air.juggle = 8
air.velocity = -5, -3.2
air.fall = 1
fall.recover = 0

[State 1000,]
type = Velset
trigger1 = ProjHit1010 = 1
trigger1 = frontedgebodydist <= 80
x = -5

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

;---------------------------------------------------------------------------
;yagami2
[Statedef 1050]
type     = S
movetype = A
physics  = S
juggle   = 4
poweradd = 100
velset   = 0,0
anim     = 1050
ctrl     = 0
sprpriority = 3

[State 1000,yagami2]
type = PlaySnd
trigger1 = AnimElem = 7
value = s14,0

[State 1000, yagami2]
type = PlaySnd
trigger1 = AnimElem = 7
value = s7,4

[State 3000]
type = Projectile
trigger1 = AnimElem = 5
projID = 1010
projanim = 1020
projremove = 0
projpriority = 13
projsprpriority = 13
projshadow = 0,0,0
projremovetime = 22
getpower = 0
ownpal = 0
offset = 0, -15
velocity = 5, 0
attr = S, SP
animtype = Hard
air.animtype = up
damage = 100 ,11
hitflag = MAF
guardflag = M
hitsound = s0,1
guardsound = s8,1
pausetime = 0,12
sparkno = s4070
guard.sparkno = s4040
sparkxy = 40,-70
ground.type = High
ground.hittime = 32
ground.slidetime = 32
ground.velocity = -12
air.juggle = 8
air.velocity = -5, -3.2
air.fall = 1
fall.recover = 0

[State 1000,]
type = Velset
trigger1 = ProjHit1010 = 1
trigger1 = frontedgebodydist <= 80
x = -5

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Gancho Corto
[Statedef 1700]
type     = A
movetype = A
physics  = S
juggle   = 10
poweradd = 100
velset   = 0,0
anim     = 1700
ctrl     = 0
facep2   = 1
sprpriority = 5

[State 1120, 全身無敵]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 15

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

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s7,7

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = s2,0

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

[State 210, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemTime (2) >= 0 && AnimElemTime (4) <= 0
value = 10,0

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 3
x = 30

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 5
x = 3

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 6
y = -6

[State 1000, 軸位置移動]
type = VelAdd
trigger1 = AnimElemtime(6) > 0
y = .8

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

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 5
persistent = 0
anim = 1750
id = 1760
id = 1700
postype = P1
pos = 15,0
sprpriority = 10

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

[State 200, ヒット定義]
type = HitDef
triggerall = moveguarded
trigger1 = animelem = 4
trigger2 = animelem = 5
trigger3 = animelem = 6
attr = S, SA
damage = 92,8
animtype = up
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 15,15
sparkno = s4020
guard.sparkno = s4040
sparkxy = -25, -60
hitsound = s0,1
guardsound = s8,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3.2,-10.5
air.velocity = -3.2,-10.5
air.type = High
air.hittime = 12
fall = 1
palfx.time = 50
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 92,8
animtype = up
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = s4034
guard.sparkno = s4040
sparkxy = -25, -60
hitsound = s0,1
guardsound = s8,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3.2,-10.5
air.velocity = -3.2,-10.5
air.type = High
air.hittime = 12
fall = 1
palfx.time = 50
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 8
value = s18,1

[State 1000,]
type = TargetVeladd
trigger1 = Movehit
y = .2

[State 1000, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1120

[Statedef 1120]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1120
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 1
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

;---------------------------------------------------------------------------
;Gancho Largo
[Statedef 1750]
type     = A
movetype = A
physics  = S
juggle   = 10
poweradd = 100
velset   = 0,0
anim     = 1710
ctrl     = 0
facep2   = 1
sprpriority = 5

[State 1120, 全身無敵]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 20

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

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s7,7

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = s2,0

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

[State 210, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemTime (2) >= 0 && AnimElemTime (4) <= 0
value = 10,0

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 3
x = 30

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 5
x = 5

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 6
y = -8.5

[State 1000, 軸位置移動]
type = VelAdd
trigger1 = AnimElemtime(6) > 0
y = .5

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 6
statetype = A

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 5
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 = 10
persistent = 0
anim = 1760
postype = P1
pos = 0,0
sprpriority = 10

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 28,3
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,15
sparkno = s4034
guard.sparkno = s4040
sparkxy = -25, -55
hitsound = s0,1
guardsound = s8,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,0
air.velocity = -3,-7
air.type = High
air.hittime = 12
air.fall = 1
palfx.time = 30
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
damage = 28,3
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,15
sparkno = s4034
guard.sparkno = s4040
sparkxy = -25, -55
hitsound = s0,1
guardsound = s8,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6,0
air.velocity = -3,-7
air.type = High
air.hittime = 12
air.fall = 1
palfx.time = 30
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
damage = 47,5
animtype = up
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = s4034
guard.sparkno = s4040
sparkxy = -25, -60
hitsound = s0,1
guardsound = s8,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3.2,-9
air.velocity = -3.2,-9
air.type = High
air.hittime = 12
fall = 1
palfx.time = 60
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 8
value = s18,1

[State 1000, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1160

;-------------------------------------------------------------------------------
[Statedef 1160]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1160
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 1
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

;---------------------------------------------------------------------------
[Statedef 1800]
type     = S
movetype = A
physics  = S
juggle   = 5
poweradd = 100
velset   = 0,0
anim     = 1800
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s3,0
channel = 4

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 9
value = s12,0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s7,8

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElemtime(4) > 0 && AnimElemtime(8) < 2
x = 9

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

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimElemtime(4) > 0 && AnimElemtime(9) < 0
trigger1 = p2bodydist X < 50
value = 1810

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

;---------------------------------------------------------------------------
[Statedef 1810]
type     = S
movetype = A
physics  = S
juggle   = 4
poweradd = 10
ctrl     = 0
velset   = 0,0
anim     = 1310
sprpriority = 5

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 1
x = 9

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
damage = 20, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8,12
sparkno = s4020
guard.sparkno = s4040
sparkxy = -15, -60
hitsound = s0,1
guardsound = s8,1
ground.type = Low3
ground.slidetime = 17
ground.hittime  = 18
ground.velocity = -5
airguard.velocity = -2.3,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12
air.fall = 1

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

[State 210, ステート変更]
type = ChangeState
trigger1 = Movecontact
value = 1820

[State 210, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
[Statedef 1820]
type     = S
movetype = A
physics  = S
juggle   = 4
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 1820
sprpriority = 5

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 2
x = 5

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = S, ST
damage = 0, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0,0
sparkno = s4020
guard.sparkno = s4040
sparkxy = -35, -60
hitsound = s13,0
guardsound = s8,1
ground.type = High
ground.slidetime = 17
ground.hittime  = 18
ground.velocity = -5
air.type = High
air.velocity = -3,-3
air.hittime = 12
air.fall = 1
p1stateno = 1825
p2stateno = 1830
p2facing = 1

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 1

[State 210, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
[Statedef 1825]
type     = S
movetype = A
physics  = S
juggle   = 4
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 1810
sprpriority = 5

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 50,0

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

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 2
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 = AnimElem = 4
persistent = 0
anim = 1890
postype = P1
pos = 70,-10
sprpriority = 10
scale = 0.8,0.8

[State 810, 3]
type = TargetBind
trigger1 = AnimElem = 1
pos = 68, -60

[State 810, 3]
type = TargetBind
trigger1 = AnimElem = 2
pos = 67, -25

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

[State 810, 1]
type = TargetLifeAdd
trigger1 = AnimElem = 4
value = -100

[State 810,]
type = EnvShake
trigger1 = AnimElem = 2
ampl = 8
freq = 120
time = 12

[State 810,]
type = EnvShake
trigger1 = AnimElem = 4
ampl = 10
freq = 120
time = 18

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

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 7, 9

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 18, 2

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

;---------------------------------------------------------------------------
[Statedef 1850]
type     = S
movetype = A
physics  = S
juggle   = 5
poweradd = 100
velset   = 0,0
anim     = 1850
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s3,0
channel = 4

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 15
value = s12,0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s7,8

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElemtime(4) > 0 && AnimElemtime(14) < 2
x = 9

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

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimElemtime(4) > 0 && AnimElemtime(15) < 0
trigger1 = p2bodydist X < 50
value = 1811

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
[Statedef 1811]
type     = S
movetype = A
physics  = S
juggle   = 4
poweradd = 10
ctrl     = 0
velset   = 0,0
anim     = 1310
sprpriority = 5

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 1
x = 9

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
damage = 20, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8,12
sparkno = s4020
guard.sparkno = s4040
sparkxy = -15, -60
hitsound = s0,1
guardsound = s8,1
ground.type = Low3
ground.slidetime = 17
ground.hittime  = 18
ground.velocity = -5
airguard.velocity = -2.3,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12
air.fall = 1

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

[State 210, ステート変更]
type = ChangeState
trigger1 = Movecontact
value = 1821

[State 210, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
[Statedef 1821]
type     = S
movetype = A
physics  = S
juggle   = 4
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 1820
sprpriority = 5

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 2
x = 5

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = S, ST
damage = 0, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0,0
sparkno = s4020
guard.sparkno = s4040
sparkxy = -35, -60
hitsound = s13,0
guardsound = s8,1
ground.type = High
ground.slidetime = 17
ground.hittime  = 18
ground.velocity = -5
air.type = High
air.velocity = -3,-3
air.hittime = 12
air.fall = 1
p1stateno = 1815
p2stateno = 3121
p2facing = 1

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 1

[State 210, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
[Statedef 1815]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 1815
sprpriority = 5

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 30
value = S7,18

[State 810, ]
type = Width
trigger1 = time = 0
edge = 50,0

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

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = f7,0

[State 1100, ]
type = Explod
trigger1 = AnimElem = 1
persistent = 0
anim = F61
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 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, HA
damage = 150,0
animtype = up
hitflag = MAF
priority = 3, Hit
pausetime = 3,3
sparkno = s1890
sparkxy = -10,-80
hitsound = s18,4
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
palfx.time = 60
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1

[State 210, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
[Statedef 3121]
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 = 1816

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 5300


;-------------------------------------------------------------------------------
[Statedef 1830]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1830

[State 1000, 軸位置移動]
type = Velset
trigger1 = Animtime = 0
x = -5

[State 1000, ]
type = Palfx
trigger1 = AnimElem = 4
time = 50
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

[State 820, 1]
type = SelfState
trigger1 = Animtime = 0
value = 5100

;---------------------------------------------------------------------------
; 弱百弐拾七式・葵花
; CNS レベル: 中級

[Statedef 1200]
type     = S
movetype = A
physics  = S
juggle   = 6
poweradd = 20
velset   = 0,0
anim     = 1200
ctrl     = 0
sprpriority = 5

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s5,5
channel = 4

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s7,10

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 3
x = 9

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 7
x = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
damage = 32,3
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 7,9
sparkno = s4020
guard.sparkno = s4040
sparkxy = -20, -65
hitsound = s0,3
guardsound = s8,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6
air.velocity = -4,-4
air.type = High
air.hittime = 12
air.fall = 1

[State 1000,]
type = ChangeState
trigger1 = command = "弱百弐拾七式・葵花" || command = "強百弐拾七式・葵花"
trigger1 = AnimElemtime(5) > 1 && AnimElemtime(8) < 2
value = 1210

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


;弱葵花　二段目

[Statedef 1210]
type     = S
movetype = A
physics  = S
juggle   = 4
poweradd = 20
velset   = 0,0
anim     = 1210
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s5,5

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s7,11

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

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 1
x = 10

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

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 32,3
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 7,9
sparkno = s4020
guard.sparkno = s4040
sparkxy = -20, -65
hitsound = s0,1
guardsound = s8,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4,-6
air.velocity = -4,-6
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0

[State 1000,]
type = ChangeState
trigger1 = command = "弱百弐拾七式・葵花" || command = "強百弐拾七式・葵花"
trigger1 = AnimElemtime(4) > 1 && AnimElemtime(7) < 2
value = 1220

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


;弱葵花　三段目

[Statedef 1220]
type     = A
movetype = A
physics  = S
juggle   = 5
poweradd = 20
velset   = 0,0
anim     = 1220
ctrl     = 0
sprpriority = 3

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s5,5

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s7,12

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

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

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 1
y = -5

[State 1000, 軸位置移動]
type = VelAdd
trigger1 = time > 0
y = .5

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 35,3
animtype = up
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 4,5
sparkno = s4020
guard.sparkno = s4040
sparkxy = -25, -60
hitsound = s9,0
guardsound = s8,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -7,15
airguard.velocity = -2.3,-1.8
air.velocity = -7,15
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
fall.envshake.ampl = 6
fall.envshake.freq = 100
fall.envshake.time = 12

[State 1000, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1230


;弱葵花　着地

[Statedef 1230]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1230
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 1
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

;---------------------------------------------------------------------------
; 強百弐拾七式・葵花
; CNS レベル: 中級

[Statedef 1250]
type     = S
movetype = A
physics  = S
juggle   = 6
poweradd = 20
velset   = 0,0
anim     = 1250
ctrl     = 0
sprpriority = 5

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s5,5
channel = 4

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s7,10

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
x = 10.80

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 7
x = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
damage = 36,3
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8,10
sparkno = s4020
guard.sparkno = s4040
sparkxy = -20, -65
hitsound = s0,3
guardsound = s8,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6
air.velocity = -4,-4
air.type = High
air.hittime = 12
air.fall = 1

[State 1000,]
type = ChangeState
trigger1 = command = "弱百弐拾七式・葵花" || command = "強百弐拾七式・葵花"
trigger1 = AnimElemtime(5) > 1 && AnimElemtime(8) < 2
value = 1260

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


;強葵花　二段目

[Statedef 1260]
type     = S
movetype = A
physics  = S
juggle   = 4
poweradd = 20
velset   = 0,0
anim     = 1260
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s5,5

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s7,11

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

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
x = 11

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

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 36,3
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8,10
sparkno = s4020
guard.sparkno = s4040
sparkxy = -20, -65
hitsound = s0,1
guardsound = s8,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4,-6
air.velocity = -4,-6
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0

[State 1000,]
type = ChangeState
trigger1 = command = "弱百弐拾七式・葵花" || command = "強百弐拾七式・葵花"
trigger1 = AnimElemtime(4) > 1 && AnimElemtime(7) < 2
value = 1270

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


;強葵花　三段目

[Statedef 1270]
type     = A
movetype = A
physics  = S
juggle   = 5
poweradd = 20
velset   = 0,0
anim     = 1270
ctrl     = 0
sprpriority = 3

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s5,5

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s7,12

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

[State 1000, 軸位置移動]
type = Velset
trigger1 = time > 1
x = 5

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 1
y = -5.5

[State 1000, 軸位置移動]
type = VelAdd
trigger1 = time > 0
y = .5

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 38,3
animtype = up
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 4,5
sparkno = s4020
guard.sparkno = s4040
sparkxy = -25, -60
hitsound = s9,0
guardsound = s8,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6,15
airguard.velocity = -2.3,-1.8
air.velocity = -6,15
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
fall.envshake.ampl = 6
fall.envshake.freq = 100
fall.envshake.time = 12

[State 1000, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1280


;強葵花　着地

[Statedef 1280]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1280
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 1
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

;---------------------------------------------------------------------------
;相手やられ(上段)

[Statedef 1460]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1460

[State 820, 1]
type = SelfState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;相手やられ(下段)

[Statedef 1470]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1470

[State 820, 1]
type = SelfState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 弱参百拾壱式・爪櫛
; CNS レベル: 中級

[Statedef 1400]
type     = S
movetype = A
physics  = S
juggle   = 7
poweradd = 100
velset   = 0,0
anim     = 1400
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s20,7

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 10
value = s5,2

[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 = 10

[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 = .5

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

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 10
persistent = 0
anim = 14000
postype = P1
pos = 60,-55
sprpriority = 10
removetime = 23
bindtime = -1

[State 1000, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1410

;---------------------------------------------------------------------------
; 弱参百拾壱式・爪櫛　着地

[Statedef 1410]
type     = S
movetype = A
physics  = S
juggle   = 4
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 1410
sprpriority = 2

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

[State 1000, 軸位置移動]
type = Posadd
trigger1 = time = 0
x = 10

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

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 90,8
animtype = Hard
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 2, 12
sparkno = s4034
guard.sparkno = s4040
sparkxy = -20, -60
hitsound = s0,1
guardsound = s8,1
ground.type = Low
ground.slidetime = 21
ground.hittime  = 22
ground.velocity = -7.5
airguard.velocity = -3.3,-1.8
air.type = High
air.velocity = -3.5,-3
air.hittime = 12
air.fall = 1
palfx.time = 22
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 2
value = s18,1

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

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

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

;---------------------------------------------------------------------------
; 強参百拾壱式・爪櫛
; CNS レベル: 中級

[Statedef 1450]
type     = S
movetype = A
physics  = S
juggle   = 7
poweradd = 100
velset   = 0,0
anim     = 1450
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = s2,0
channel = 4

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s6,2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 10
value = s5,2

[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 = 6

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 5
y = -4.5

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

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

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 10
persistent = 0
anim = 14000
postype = P1
pos = 68,-56
sprpriority = 10
removetime = 23

[State 1000, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1411
;---------------------------------------------------------------------------
; 強参百拾壱式・爪櫛　着地

[Statedef 1411]
type     = S
movetype = A
physics  = S
juggle   = 4
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 1411
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, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 98,9
animtype = Hard
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 2, 12
sparkno = s4034
guard.sparkno = s4040
sparkxy = -20, -60
hitsound = s0,1
guardsound = s8,1
ground.type = Low
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -7.5
airguard.velocity = -3.3,-1.8
air.type = High
air.velocity = -3.5,-3
air.hittime = 12
air.fall = 1
palfx.time = 23
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 2
value = s18,1
[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 2,4

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

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 7,4

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

[Statedef 1460]
type     = S
movetype = A
physics  = S
juggle   = 4
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 1461
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, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 98,9
animtype = Hard
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 2, 12
sparkno = s4034
guard.sparkno = s4040
sparkxy = -20, -60
hitsound = s0,1
guardsound = s8,1
ground.type = Low
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -7.5
airguard.velocity = -3.3,-1.8
air.type = High
air.velocity = -3.5,-3
air.hittime = 12
air.fall = 1
palfx.time = 23
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 2
value = s18,1
[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 2,4

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

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 7,4

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

;---------------------------------------------------------------------------
;屑風

[Statedef 1500]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 1500
sprpriority = 4

[State 1500,]
type = NotHitBy
trigger1 = time = 0
value = SCA, NT, ST
time = 6

[State 1322]
type = velset
trigger1 = AnimElem = 1
x = 3

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 6,0

[State 800, ヒット定義（投げ用）]
type = HitDef
trigger1 = Time = 0
attr = S, ST
hitflag = M-
numhits = 0
priority = 1, Miss
sparkno = s4080
sparkxy = -20,-80
p1sprpriority = 1     ;攻撃が当たった時に自分の画像表示優先度を1にします
p2sprpriority = 0     ;攻撃が当たった時に相手の画像表示優先度を0にします
p2facing = 1
p1stateno = 1510
p2stateno = 1520
guard.dist = 0
;fall = 1

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

;-----------------------------------------------------------------------------
[Statedef 1510]
type    = S
movetype= A
physics = N
anim = 1510

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

[State 901, 1]
type = turn
trigger1 = time = 0

[State 901, 2]
type = Width
trigger1 = time <= 44
edge = 20,30

[State 901, 4.1]
type = sprpriority
trigger1 = time > 35
value = 1

[State 901, 4.2]
type = sprpriority
trigger1 = time <= 34
value = 3

[State 901, 5.1]
type = TargetBind
trigger1 = time >= 0
trigger1 = time <= 2
pos = -29,0

[State 901, 5.2]
type = TargetBind
trigger1 = time >= 3
trigger1 = time <= 6
pos = -41,0

[State 901, 5.3]
type = TargetBind
trigger1 = time >= 7
trigger1 = time <= 10
pos = -42,0

[State 901, 5.4]
type = TargetBind
trigger1 = time >= 11
trigger1 = time <= 19
pos = -39,0

[State 901, 5.5]
type = TargetBind
trigger1 = time >= 20
trigger1 = time <= 23
pos = -30,0

[State 901, 5.6]
type = TargetBind
trigger1 = time >= 24
trigger1 = time <= 27
pos = -29,0

[State 901, 5.7]
type = TargetBind
trigger1 = time >= 28
trigger1 = time <= 31
pos = -27,0

[State 901, 5.8]
type = TargetBind
trigger1 = time >= 32
trigger1 = time <= 35
pos = -24,0

[State 901, 5.9]
type = TargetBind
trigger1 = time >= 36
trigger1 = time <= 39
pos = -6,0

[State 901, 5.10]
type = TargetBind
trigger1 = time >= 40
trigger1 = time <= 43
pos = -5,0

[State 901, 5.11]
type = TargetBind
trigger1 = time = 44
pos = 0,0

[State 810, 1]
type = PlaySnd
Trigger1 = time = 0
value = s13,0

[State 810, 1]
type = PlaySnd
Trigger1 = AnimElem = 10
value = s7,13

[State 810, 1]
type = PlaySnd
Trigger1 = AnimElem = 10
value = s12,0

[State 901, 7]
type = posadd
trigger1 = animtime = 0
x = -17

[State 901, 8]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;p2 Estados De Agarre
[Statedef 1520]
type    = S
physics = N
movetype= H
ctrl = 0
velset = 0,0

[State 910, 1]
type = Changeanim2
trigger1 = time = 0
value = 1520

[State 910, 2]
type = turn
trigger1 = animelem = 10

[State 910, 3.1]
type = Velset
trigger1 = time = 44
x = -22

[State 910, 3.2]
type = Velmul
trigger1 = time >= 44
x = .82

[State 901, 4.1]
type = sprpriority
trigger1 = time > 35
value = 2

[State 901, 4.2]
type = sprpriority
trigger1 = time <= 34
value = 1

[State 910, 5]
type = Width
trigger1 = time <= 44
value = -30,-30

[State 910, 6]
type = Selfstate
trigger1 = time = 75
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
;Gancho Doble
[Statedef 1715]
type     = A
movetype = A
physics  = S
juggle   = 10
poweradd = 100
velset   = 0,0
anim     = 1715
ctrl     = 0
facep2   = 1
sprpriority = 5

[State 1120, 全身無敵]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 15

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

[State 1000, ReversalDef]
type = ReversalDef
trigger1 = 1
reversal.attr = SA,NA,SA
numhits = 0
pausetime = 12,13
sparkno = s4040
hitsound = s8,1

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage = 28,3
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,15
sparkno = s4034
guard.sparkno = s4040
sparkxy = -25, -55
hitsound = s0,1
guardsound = s8,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,0
air.velocity = -3,-7
air.type = High
air.hittime = 12
air.fall = 1
palfx.time = 30
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1

[State 1000, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 1716
ctrl = 0
;-------------------------------------------------------------------------------
[Statedef 1716]
type     = A
movetype = A
physics  = S
juggle   = 10
poweradd = 20
velset   = 0,0
anim     = 1716
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 1
trigger2 = animelem = 8
value = s5,4
channel = 4

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s7,7

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s2,0

[State 1000, Explod]
type = Explod
trigger1 = animelem = 1
trigger2 = animelem = 8
anim = 1750
pos = 6,5
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 5

[State 1000, Explod]
type = Explod
trigger1 = animelem = 4
trigger2 = animelem = 10
anim = 1760
pos = 4,-15
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = -1

[State 1000, 軸位置移動]
type = Posadd
trigger1 = animelem = 1
x = 20

[State 210, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemTime (3) >= 0 && AnimElemTime (4) <= 0
edge = 30,0

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 3
x = 3.8
y = -7.5

[State 1000, 軸位置移動]
type = VelAdd
trigger1 = AnimElemtime(5) > 0
y = .42

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 1
statetype = A

[State 200, ヒット定義]
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 3
trigger3 = animelem = 5
trigger4 = animelem = 7
trigger5 = animelem = 9
attr = S, SA
damage = 30,5
animtype = up
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 3,3
sparkno = s4034
guard.sparkno = s4040
sparkxy = -25, -60
hitsound = s0,1
guardsound = s8,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3.2,-10.5
air.velocity = -3.2,-10.5
air.type = High
air.hittime = 12
fall = 1
palfx.time = 50
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 4
trigger2 = animelem = 10
value = s18,1

[State 1000, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1120
