;変数使用表
;　 1 = 
;　 2 = 勝利ポーズ変更
;☆ 3 = 落下速度
;☆ 4 = 七星ゲージ
;　 5 = 強弱ボタン判定
;　 6 = 通常攻撃ボイス、乱数指定
;　 7 = 
;☆ 8 = カウンター
;☆ 9 = グレイブシュート判定
;☆10 = プレイヤーの向き設定
;☆11 = バニシングストライク判定
;☆12 = KOサウンド
;  13 = 勝利判定
;  14 = 攻撃力
;☆15 = ハイジャンプ
;☆16 = ブーストゲージ
;☆17 = ダメージ補正に使用
;  18 = 攻撃値の保存
;  19 = 
;  20 = 
;☆21 = テーレッテー
;  22 = 透明化
;☆23 = ブーストゲージ減少フラグ
;  24 = ?
;☆25 = グレイブシュート判定
;☆26 = ネバリ補正
;  34 = 無想確認フラグ
;  40 = 無想転生開始
;  41 = 無想転生回数
; 30 = AI判定(にしたいな…)

; f(1) = 攻撃補正
; f(2) = 通常ダメージ補正
; f(3) = グレイブシュートダメージ補正
; f(4) = バニシングストライクダメージ補正
; f(5) = 連続技補正

; channel = 4	
; channel = 5	イントロ

; 体力ゲージ　192
; オーラゲージ　約130
; ブーストゲージ　約74

[Data]
  ;体力ゲージの初期値
life = 1000
  ;攻撃力（これ以上に設定すると強くなる）
power = 2000
  ;オーラゲージの最大数（デフォルトは2000）
attack = 100
  ;防御力（これ以上に設定すると強くなる）
defence = 100
  ;コンボをくらっている時にあがる防御力
fall.defence_up = 50
  ;倒れてから起上がるまでのフレーム数
liedown.time = 20
  ;空中でどれだけコンボが繋がるか（高くすると無限コンボになるので注意）
airjuggle = 15
  ;hitdefで設定していない時の基本ヒットスパークナンバー
sparkno = 2
  ;設定してない時のガードナンバー
guard.sparkno = 40
  ;KOした時に声にエコーをかけるか（１でＯＮ）
KO.echo = 0
 volume = 150
  IntPersistIndex = 0
FloatPersistIndex = 40

[Size]
xscale = 1           ;水平方向の縮尺（通常１）
yscale = 1           ;垂直方向の縮尺（通常１）
ground.back = 10     ;キャラの幅(後方,地上)
ground.front = 10    ;キャラの幅(前方,地上)
air.back = 6        ;キャラの幅(後方,空中)
air.front = 6       ;キャラの幅(前方,空中)
height = 60          ;キャラの高さ
attack.dist = 320    ;攻撃をした時相手がガード体制に入る最低距離
proj.attack.dist = 320;攻撃をした時相手がガード体制に入る最低距離（飛び道具）
proj.doscale = 0     ;上で設定した縮尺を飛び道具にも適用するか（１でＯＮ）   
head.pos = 5, -111   ;頭の大体の座標
mid.pos = -7, -77    ;体の中心の大体の座標
shadowoffset = 0     ;影の垂直方向のオフセット
draw.offset = 0,0    ;使用しない

[Velocity]
walk.fwd  = 2.2      ;前進の速度
walk.back = -2.2     ;後退の速度
run.fwd  = 4.3130434, 0    ;前ダッシュの速度（ホップする時はyを-にする）
run.back = -4.5,-4.1 ;後ダッシュの速度（ホップする時はyを-にする）
jump.neu = 0,-11.5    ;垂直ジャンプの速度
jump.back = -3.55,1    ;後ジャンプの速度
jump.fwd = 3.5,1       ;前ジャンプの速度
runjump.back = -2.55,-8.1 ;後ダッシュしながらのジャンプ速度(オプション)
runjump.fwd = 4,-8.1      ;前ダッシュしながらのジャンプ速度(オプション)
airjump.neu = 0,-8.1      ;２段ジャンプ以降の垂直ジャンプの速度(オプション)
airjump.back = -2.55      ;２段ジャンプ以降の後ジャンプの速度(オプション)
airjump.fwd = 2.5         ;２段ジャンプ以降の前ジャンプの速度

[Movement]
airjump.num = 2      ;空中でジャンプする回数
airjump.height = 35  ;空中でジャンプする最低限の高さ
yaccel = .54         ;重力
stand.friction = .85  ;立ち状態の摩擦係数
crouch.friction = .82 ;屈み状態の摩擦係数

;---------------------------------------------------------------------------
; Stand
[Statedef 0]
type = S
physics = S
sprpriority = 0

[state a]
type = posset
trigger1 = time = 0
y = 0

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

[State 0, 1]
type = ChangeAnim
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

[State 0, 2]
type = VelSet
trigger1 = Time = 0
y = 0

[State 0, 3] ;Stop moving if low velocity or 4 ticks pass
type = null;VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

[State 0, 4] ;Are you dead?
type = ChangeState
trigger1 = !alive
value = 5050


;---------------------------------------------------------------------------
; ジャンプ開始
[Statedef 40]
type    = S
physics = S
anim = 40
ctrl = 0
;velset = 0,0
sprpriority = 1

[state 40,AI用]
type = changestate
triggerall = var(59) && roundstate = 2
trigger1 = p2statetype != L && p2movetype = H && p2stateno != [150,155]
trigger1 = prevstateno != 210 && prevstateno != 215 && prevstateno != 230 && prevstateno != 410 && prevstateno != 440
trigger1 = prevstateno != 300 && prevstateno != 801 && prevstateno != 851 && prevstateno != 1300
value = 0
ctrl = 1

[state a]
type = null;statetypeset
trigger1 = prevstateno = 1300
value = A

[state a]
type = posset
trigger1 = time = 0
trigger1 = prevstateno != 1300
y = 0

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

[state a]
type = velset
trigger1 = prevstateno = 1300
x = 0

[state a];ブーンループ用ジャンプキャンセル
type = statetypeset
trigger1 = prevstateno = 1300
value = A

[state a];ブーンジャンプキャンセル垂直落下
type = ctrlset
trigger1 = prevstateno = 1300
value = 1

[State 40, 1]
type = VarSet
trigger1 = Time = 0
trigger1 = !var(59);AI用
trigger2 = var(59);
trigger2 = prevstateno != 210 && prevstateno != 215 && prevstateno != 230 && prevstateno != 410 && prevstateno != 440;
trigger2 = prevstateno != 300 && prevstateno != 801 && prevstateno != 851 && prevstateno != 1300 && prevstateno != 1520;
trigger2 = random = [0,333];
sysvar(1) = 0

[State 40, 2]
type = VarSet
trigger1 = command = "holdfwd"
trigger1 = !var(59);AI用
trigger2 = var(59);
trigger2 = prevstateno = 210 || prevstateno = 215 || prevstateno = 230 || prevstateno = 300 || prevstateno = 410 || prevstateno = 440 || prevstateno = 801 || prevstateno = 851 || prevstateno = 1300 || prevstateno = 1520 || random = [333,666];
sysvar(1) = 1

[State 40, 3]
type = VarSet
trigger1 = command = "holdback"
trigger1 = !var(59);AI用
trigger2 = var(59);
trigger2 = prevstateno != 210 && prevstateno != 215 && prevstateno != 230 && prevstateno != 410 && prevstateno != 440;
trigger2 = prevstateno != 300 && prevstateno != 801 && prevstateno != 851 && prevstateno != 1300 && prevstateno != 1520;
trigger2 = random = [666,999];
sysvar(1) = -1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; Jump Land
[Statedef 52]
type    = S
physics = S
ctrl = 0
velset = 0,0
anim = 47

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

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

[State 52, 3]
type = CtrlSet
trigger1 = Time = 3
value = 1

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

;---------------------------------------------------------------------------
; 空中ジャンプ開始
[Statedef 45]
type    = A
physics = N
ctrl = 0
velset = 0,0

[State 45, 1]
type = ChangeAnim
trigger1 = SelfAnimExist(44)
value = 44

[State 45, 2]
type = ChangeAnim
trigger1 = !SelfAnimExist(44)
value = 41

[State 45, 3]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 45, 4]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 45, 5]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 45, 6]
type = VelSet
trigger1 = Time = 2
x = ifelse(sysvar(1)=0, const(velocity.airjump.neu.x), ifelse(sysvar(1)=1, const(velocity.airjump.fwd.x), const(velocity.airjump.back.x)))
y = const(velocity.airjump.y)

[State 00]
type = PlaySnd
trigger1 = time = 0
value = 40, 1

[State 45, 7]
type = ChangeState
trigger1 = Time = 2
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; 着地
[Statedef 52]
type    = S
physics = S
ctrl = 0
anim = 47

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

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

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

;---------------------------------------------------------------------------
;ダッシュ
[Statedef 100]
type    = S
physics = N
anim = 100
sprpriority = 1
ctrl = 1

[State 100, 2]
type = Explod
trigger1 = numexplod(6001) <= 6
trigger1 = Timemod = 8,0
anim = 6001
id = 6001
pos = 0,5
ownpal = 1
ignorehitpause = 1
persistent = 1
sprpriority = 4
scale = 0.5,0.5

[State 00]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 6
trigger3 = animelem = 8
value = 100, 0

[State 01]
type = VelSet
trigger1 = time = 0
x = const(velocity.run.fwd.x)

[state a]
type = veladd
trigger1 = vel x <= 10
x = 0.1

[State 02] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 03] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 04]
type = ChangeState
trigger1 = command != "holdfwd"
value = 101


;---------------------------------------------------------------------------
;ダッシュ終了
[Statedef 101]
type    = S
physics = S
anim = 101
sprpriority = 1
ctrl = 1

[State 02] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 03] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 04]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 空中ダッシュ
[Statedef 110]
type    = A
physics = N
anim = 110
sprpriority = 1
velset = 0,0
ctrl = 1

[State 01]
type = VelSet
trigger1 = animelem = 2
x = 6
y = 0

[State 02] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 03] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 04]
type = ChangeState
trigger1 = time = 20
value = 111

;---------------------------------------------------------------------------
; 空中バックダッシュ
[Statedef 115]
type    = A
physics = N
anim = 115
sprpriority = 1
velset = 0,0
ctrl = 1

[State 01]
type = VelSet
trigger1 = time = 0
x = -6
y = 0

[State 02] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 03] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 04]
type = ChangeState
trigger1 = time = 20
value = 111

;---------------------------------------------------------------------------
; 空中ダッシュ終了
[Statedef 111]
type    = A
physics = A
anim = 111
sprpriority = 1
ctrl = 1

[State 03] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn


; フロントステップ・着地
[Statedef 101]
type    = S
physics = S
anim = 101
sprpriority = 1
ctrl = 1

[State 00]
type = PlaySnd
trigger1 = animelem = 3
value = 40, 0

[State explod];着地エフェクト
type = Explod
trigger1 = animelem = 3
anim = 6003
id = 6040
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
scale = 0.5,0.5

[State 02] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 03] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 04]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; バックステップ
[Statedef 105]
type    = S
physics = N
ctrl = 0
anim = 105
velset = 0,0


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

[state a]
type = posset
trigger1 = time = 0
y = 0

[State 00]
type = PlaySnd
trigger1 = animelem = 2
value = 40, 1

[State 01]
type = VelSet
trigger1 = animelem = 2
x = -7
y = -3


[state a]
type = veladd
trigger1 = animelem = 2,>=0
y = 0.45

[State 00]
type = ChangeState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 106


; バックステップ・着地
[Statedef 106]
type    = S
physics = S
anim = 106
sprpriority = 1
velset = 0,0
ctrl = 1

[state a]
type = posset
trigger1 = time = 0
y = 0

[State 00]
type = PlaySnd
trigger1 = animelem = 1
value = 40, 0

[State explod];着地エフェクト
type = Explod
trigger1 = animelem = 1
anim = 6003
id = 6040
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
scale = 0.5,0.5
ownpal = 1

[State 02] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 03] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 04]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; タイムオーバーで負けた時
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 00];
type = PlaySnd
trigger1 = time = 1
value = 170,0


[State 00]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; 勝った動作
[Statedef 180]
type = S


[State 01];
type = ChangeState
trigger1 = prevstateno = 2550
trigger2 = prevstateno = 182
value = 182

[State 01];
type = ChangeState
trigger1 = 1
value = 181



;---------------------------------------------------------------------------
; 勝った動作1[]
[Statedef 181]
type = A
ctrl = 0
anim = 181
velset = 0,0
physics = N

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

[State 00];
type = PlaySnd
trigger1 = animelem = 1
value = 181,0+(random%4)
channel = 2

[State 00];貴様にくれてやるには惜しい技だ
type = PlaySnd
trigger1 = animelem = 1
trigger1 = var(21) = 1
value = 2500,2
channel = 2

[State 185,win]
type = Helper
trigger1 = time = 150
id = 185
name = "win"
pos = 0,0
postype = left
stateno = 185
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
size.xscale = .5
size.yscale = .5
ignorehitpause = 1 ;硬直無視
persistent = 0

[state a, 0]
type = playsnd
trigger1 = time = 150
value = 2300,7 

[State 186,perfect]
type = Helper
trigger1 = time = 280
trigger1 = WinPerfect
id = 186
name = "perfect"
pos = 0,0
postype = left
stateno = 186
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
size.xscale = .5
size.yscale = .5
ignorehitpause = 1 ;硬直無視
persistent = 0

[state a, 0]
type = playsnd
trigger1 = time = 280
trigger1 = WinPerfect
value = 2300,8

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

[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,600]
flag = roundnotover

;---------------------------------------------------------------------------
; 勝った動作1[]
[Statedef 182]
type = A
ctrl = 0
velset = 0,0
physics = N

[state a]
type = ctrlset
trigger1 = prevstateno = 2550
value = 1

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

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

[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,190]
flag = roundnotover


;---------------------------------------------------------------------------
; 通常登場
[Statedef 190]
type = S
ctrl = 0
anim = 190
velset = 0,0

[state a]
type = playsnd
trigger1 = time = 150
trigger1 = enemy,name = "CHENSHIROU"
value = 191,0

[state a]
type = playsnd
trigger1 = time = 60
trigger1 = enemy,name = "toki hakurei"
value = 193,0

[State a];
type = PlaySnd
trigger1 = time = 0
trigger1 = enemy,name = "JagiMeirin"
value = 194,0

[State a];
type = PlaySnd
trigger1 = time = 155
trigger1 = enemy,name = "JagiMeirin"
value = 194,1

[state a]
type = playsnd
trigger1 = time = 0
trigger1 = enemy,name = "ikusan_juda"
value =  195,0

[State a];
type = PlaySnd
trigger1 = time = 60
trigger1 = !enemy,name = "toki hakurei"
trigger1 = !enemy,name = "JagiMeirin"
trigger1 = !enemy,name = "CHENSHIROU"
trigger1 = !enemy,name = "ikusan_juda"
value = 190,(random%2)

[state a]
type = changeanim
trigger1 = time = 155
trigger1 = enemy,name = "JagiMeirin"
value = 191

[state a]
type = changeanim
trigger1 = time = 150
trigger1 = enemy,name = "CHENSHIROU"
value = 191

[state a]
type = changeanim
trigger1 = time = 60
trigger1 = !enemy,name = "JagiMeirin"
trigger1 = !enemy,name = "CHENSHIROU"
value = 191

[State a] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[State a] 
type = ChangeState
trigger1 = anim = 191
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; 挑発の動作
[Statedef 199]
type = S
ctrl = 0
anim = 199
velset = 0,0
movetype = I
physics = S
sprpriority = 1


[State 191, 3];
type = PlaySnd
trigger1 = animelem = 1
value = 199,0

[State 195, 1]
type = null;CtrlSet
trigger1 = animelem = 10
value = 1

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
; 遠距離立ち・弱・パンチ・の動作
[Statedef 200]
type    = S
movetype= A
physics = S
juggle  = 0
;velset = 0,0
ctrl = 0
anim = 200
poweradd = 0

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

[state a]
type = posset
trigger1 = time = 0
y = 0


[State 200, 1]
type = HitDef
trigger1 = animelem = 3
attr = S, NA
damage = 36, 0
getpower = 62,62
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
SparkNo = -1
Guard.SparkNo = -1
hitsound = s400, 0+(random%2)
guardsound = s120, 0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
airguard.velocity = -1.9,-2
air.type = high
air.velocity = -2,-4
air.hittime = 12
air.fall = 1
fall.recovertime = 12
yaccel = 0.45 + (var(3) - 1)*0.15
ID = 200
nochainID = 9999

[State 200, 2];小ヒットエフェクト
Type = Explod
Trigger1 = MoveHit
Anim = 6005
Pos = -3, -45
PosType = p2
facing = -1
SprPriority = 9
Ownpal = 1
Ontop = 1
PauseMoveTime = 99999
SuperMoveTime = 99999
SuperMove = 1
bindTime = 1
persistent = 0
IgNoreHitPause = 1
Scale = 0.5,0.5

[State 200, 2];小ガードエフェクト
Type = Explod
Trigger1 = MoveGuarded
Anim = 6015
Pos = -3, -45
PosType = p2
facing = -1
SprPriority = 9
Ownpal = 1
Ontop = 1
PauseMoveTime = 99999
SuperMoveTime = 99999
SuperMove = 1
bindTime = 1
persistent = 0
IgNoreHitPause = 1
Scale = 0.5,0.5

[State 200, 1];
type = PlaySnd
trigger1 = animelem = 2
value = 300, 0

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 2
value = 200,0+(random%4)


[state a];ブースト
type = veladd
trigger1 = command = "z"
trigger1 = animelem = 3,<=0
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
x = 14

[State a];ブースト
type = palfx
trigger1 = command = "z"
trigger1 = animelem = 3,<=0
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
time = 5
add = 255,255,2556
color = 1

[state a];ブーストゲージ減少
type = varadd
trigger1 = command = "z"
trigger1 = animelem = 3,<=0
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
v = 16
value = -20

;---------------------[ブーストゲージ増加]
[state a]
type = varadd
trigger1 = movecontact = 1
trigger1 = var(23) = 0
v = 16
value = 5
ignorehitpause = 1
persistent = 0


[state a]
type = changestate
trigger1 = movecontact
trigger1 = command = "holdup"
trigger1 = !var(59);AI用
value = 40

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

;---------------------------------------------------------------------------
;近距離立ち・弱・パンチ・の動作
[Statedef 205]
type    = S
movetype= A
physics = S
juggle  = 0
;velset = 0,0
ctrl = 0
anim = 205
poweradd = 0

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

[state a]
type = posset
trigger1 = time = 0
y = 0


[State 200, 1]
type = HitDef
trigger1 = animelem = 3
attr = S, NA
damage = 47, 0
getpower = 46,46
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
SparkNo = -1
Guard.SparkNo = -1
hitsound = s400, 0+(random%2)
Guard.SparkNo = -1
guardsound = s120, 0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
airguard.velocity = -1.9,-2
air.type = high
air.velocity = -2,-4
air.hittime = 12
air.fall = 1
fall.recovertime = 10
yaccel = 0.45 + (var(3) - 1)*0.15
ID = 200
nochainID = 9999

[State 200, 2];小ヒットエフェクト
Type = Explod
Trigger1 = MoveHit
anim = 6005
Pos = -5, -45
PosType = p2
facing = -1
SprPriority = 9
Ownpal = 1
Ontop = 1
PauseMoveTime = 99999
SuperMoveTime = 99999
SuperMove = 1
bindTime = 1
persistent = 0
IgNoreHitPause = 1
Scale = 0.5,0.5

[State 200, 2];小ガードエフェクト
Type = Explod
Trigger1 = MoveGuarded
anim = 6015
Pos = -5, -45
PosType = p2
facing = -1
SprPriority = 9
Ownpal = 1
Ontop = 1
PauseMoveTime = 99999
SuperMoveTime = 99999
SuperMove = 1
bindTime = 1
persistent = 0
IgNoreHitPause = 1
Scale = 0.5,0.5

[State 200, 1];
type = PlaySnd
trigger1 = animelem = 2
value = 300, 0

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 2
value = 200,0+(random%4)


[state a];ブースト
type = veladd
trigger1 = command = "z"
trigger1 = animelem = 3,<=0
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
x = 14

[State a];ブースト
type = palfx
trigger1 = command = "z"
trigger1 = animelem = 3,<=0
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
time = 5
add = 255,255,2556
color = 1

[state a];ブーストゲージ減少
type = varadd
trigger1 = command = "z"
trigger1 = animelem = 3,<=0
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
v = 16
value = -20

;---------------------[ブーストゲージ増加]
[state a]
type = varadd
trigger1 = movecontact = 1
trigger1 = var(23) = 0
v = 16
value = 3
ignorehitpause = 1
persistent = 0


[state a]
type = changestate
trigger1 = movecontact
trigger1 = command = "holdup"
trigger1 = !var(59);AI用
value = 40

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

;---------------------------------------------------------------------------
; 遠距離立ち・強・パンチ・の動作
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 0
;velset = 0,0
ctrl = 0
anim = 210
poweradd = 0

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

[state a]
type = posset
trigger1 = time = 0
y = 0

[State 200, 1]
type = HitDef
trigger1 = animelem = 4
attr = S, NA
damage = 89, 0
getpower = 108,108
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 15, 15
sparkno = -1;s7000+(random%8)
sparkxy = -1;5, -220/2
hitsound = s500, 2
Guard.SparkNo = -1
guardsound = s120, 0
ground.type = high
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -7
airguard.velocity = -1.9,-2
air.type = high
air.velocity = -4,-4
air.hittime = 12
air.fall = 1
fall.recovertime = 26
yaccel = 0.45 + (var(3) - 1)*0.17
ID = 200
nochainID = 9999

[state 斬撃]
type = Helper
trigger1 = movehit
id = 6006
stateno = 6006
name = "hit"
pos = -9 , -42
postype = p2
sprpriority = 5
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = 0.47
size.yscale = 0.27
facing = ifelse(random%2=1,1,-1)
supermovetime = 999999
pausemovetime = 999999

[state 斬撃]
type = Helper
trigger1 = movehit
id = 6007
stateno = 6007
name = "hit"
pos = 0 , -60
postype = p2
sprpriority = 5
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0
facing = ifelse(random%2=1,1,-1)
ownpal = 1
size.xscale = 0.3
size.yscale = 0.3
supermovetime = 999999
pausemovetime = 999999

[State 200, 2];小ガードエフェクト
Type = Explod
Trigger1 = MoveGuarded
anim = 6015
Pos = -5, -45
PosType = p2
facing = -1
SprPriority = 9
Ownpal = 1
Ontop = 1
PauseMoveTime = 99999
SuperMoveTime = 99999
SuperMove = 1
bindTime = 1
persistent = 0
IgNoreHitPause = 1
Scale = 0.5,0.5

[State 200, 1];
type = PlaySnd
trigger1 = animelem = 2
value = 300, 1

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 2
value = 210,0+(random%3)


[state a];ブースト
type = veladd
trigger1 = command = "z"
trigger1 = animelem = 4,<=0
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
x = 15

[State a];ブースト
type = palfx
trigger1 = command = "z"
trigger1 = animelem = 4,<=0
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
time = 5
add = 255,255,2556
color = 1

[state a];ブーストゲージ減少
type = varadd
trigger1 = command = "z"
trigger1 = animelem = 4,<=0
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
v = 16
value = -20

;---------------------[ブーストゲージ増加]
[state a]
type = varadd
trigger1 = movecontact = 1
trigger1 = var(23) = 0
v = 16
value = 11
ignorehitpause = 1
persistent = 0


[state a]
type = changestate
trigger1 = movecontact
trigger1 = command = "holdup"
trigger1 = !var(59);AI用
trigger2 = var(59);
trigger2 = movehit;
trigger2 = !var(11);
trigger2 = p2statetype = A;
value = 40

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


;---------------------------------------------------------------------------
; 近距離立ち・強・パンチ・の動作
[Statedef 215]
type    = S
movetype= A
physics = S
juggle  = 0
;velset = 0,0
ctrl = 0
anim = 215
poweradd = 0

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

[state a]
type = posset
trigger1 = time = 0
y = 0

[State 200, 1]
type = HitDef
trigger1 = animelem = 3
attr = S, NA
damage = 99, 0
getpower = 108,108
animtype = up
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 15, 15
sparkno = -1;s7000+(random%8)
sparkxy = -1;5, -228/2
hitsound = s500, 2
guardsound = s120, 0
Guard.SparkNo = -1
ground.type = high
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -1.5,-10.0
air.type = high
air.velocity = -1.5,-9.5
air.hittime = 12
fall = 1
fall.recovertime = 26
yaccel = 0.65 + (var(3)-1)*0.17
ID = 200
nochainID = 9999

[state 斬撃]
type = Helper
trigger1 = movehit
id = 6006
stateno = 6006
name = "hit"
pos = -9 , -42
postype = p2
sprpriority = 5
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = 0.47
size.yscale = 0.27
facing = ifelse(random%2=1,1,-1)
supermovetime = 999999
pausemovetime = 999999

[state 斬撃]
type = Helper
trigger1 = movehit
id = 6007
stateno = 6007
name = "hit"
pos = 0 , -60
postype = p2
sprpriority = 5
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0
facing = ifelse(random%2=1,1,-1)
ownpal = 1
size.xscale = 0.3
size.yscale = 0.3
supermovetime = 999999
pausemovetime = 999999

[State 200, 2];小ガードエフェクト
Type = Explod
Trigger1 = MoveGuarded
anim = 6015
Pos = -5, -45
PosType = p2
facing = -1
SprPriority = 9
Ownpal = 1
Ontop = 1
PauseMoveTime = 99999
SuperMoveTime = 99999
SuperMove = 1
bindTime = 1
persistent = 0
IgNoreHitPause = 1
Scale = 0.5,0.5


[State 200, 1];
type = PlaySnd
trigger1 = animelem = 2
value = 300, 1

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 2
value = 210,0+(random%3)


[state a];ブースト
type = veladd
trigger1 = command = "z"
trigger1 = animelem = 4,<=0
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
x = 16

[State a];ブースト
type = palfx
trigger1 = command = "z"
trigger1 = animelem = 4,<=0
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
time = 5
add = 255,255,2556
color = 1

[state a];ブーストゲージ減少
type = varadd
trigger1 = command = "z"
trigger1 = animelem = 4,<=0
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
v = 16
value = -20

;---------------------[ブーストゲージ増加]
[state a]
type = varadd
trigger1 = movecontact = 1
trigger1 = var(23) = 0
v = 16
value = 11
ignorehitpause = 1
persistent = 0


[state a]
type = changestate
trigger1 = movecontact
trigger1 = command = "holdup"
trigger1 = !var(59);AI用
trigger2 = var(59);
trigger2 = movehit;
value = 40

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


;---------------------------------------------------------------------------
;遠距離立ち・弱・キック
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
;velset = 0,0
anim = 230
sprpriority = 1

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

[state a]
type = posset
trigger1 = time = 0
y = 0

[State 200, 1];
type = PlaySnd
trigger1 = animelem = 2
value = 300, 0

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 2
value = 200,0+(random%4)

[State 230, 2]
type = HitDef
trigger1 = animelem = 3
attr = S, NA
animtype  = light
damage    = 36,0
priority = 4, Hit
getpower = 92,92
guardflag = MA
pausetime = 12,12
sparkno = -1;s7000+(random%8)
sparkxy = -1;-15,-190/2
hitsound   = s400,0+(random%2)
guardsound = s120,0
Guard.SparkNo = -1
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -1.5,-3.5
yaccel = 0.45 + (var(3)-1)*0.15
air.fall = 1
fall.recovertime = 24
ID = 200
nochainID = 9999

[State 200, 2];小ヒットエフェクト
Type = Explod
Trigger1 = MoveHit
anim = 6005
Pos = -5, -25
PosType = p2
facing = -1
SprPriority = 9
Ownpal = 1
Ontop = 1
PauseMoveTime = 99999
SuperMoveTime = 99999
SuperMove = 1
bindTime = 1
persistent = 0
IgNoreHitPause = 1
Scale = 0.5,0.5

[State 200, 2];小ガードエフェクト
Type = Explod
Trigger1 = MoveGuarded
anim = 6015
Pos = -5, -25
PosType = p2
facing = -1
SprPriority = 9
Ownpal = 1
Ontop = 1
PauseMoveTime = 99999
SuperMoveTime = 99999
SuperMove = 1
bindTime = 1
persistent = 0
IgNoreHitPause = 1
Scale = 0.5,0.5

[state a];ブースト
type = veladd
trigger1 = command = "z"
trigger1 = animelem = 3,<=0
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
x = 14

[State a];ブースト
type = palfx
trigger1 = command = "z"
trigger1 = animelem = 3,<=0
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
time = 5
add = 255,255,2556
color = 1

[state a];ブーストゲージ減少
type = varadd
trigger1 = command = "z"
trigger1 = animelem = 3,<=0
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
v = 16
value = -20

;---------------------[ブーストゲージ増加]
[state a]
type = varadd
trigger1 = movecontact = 1
trigger1 = var(23) = 0
v = 16
value = 8
ignorehitpause = 1
persistent = 0

[state a]
type = changestate
trigger1 = movecontact
trigger1 = command = "holdup"
trigger1 = !var(59);AI用
trigger2 = var(59);
trigger2 = moveguarded;
value = 40

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;近距離立ち・弱・キック
[Statedef 235]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
;velset = 0,0
anim = 235
sprpriority = 1

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

[state a]
type = posset
trigger1 = time = 0
y = 0

[State 200, 1];
type = PlaySnd
trigger1 = animelem = 2
value = 300, 0

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 2
value = 200,0+(random%4)

[State 230, 2]
type = HitDef
trigger1 = animelem = 3
attr = S, NA
animtype  = light
damage    = 47,0
priority = 4, Hit
getpower = 62,62
guardflag = MA
pausetime = 10,10
sparkno = -1;s7000+(random%8)
sparkxy = -1;5,-110/2
hitsound   = s400,0+(random%2)
guardsound = s120,0
Guard.SparkNo = -1
ground.type = low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -6
air.velocity = -1.5,-3.5
yaccel = 0.45 + (var(3)-1)*0.15
air.fall = 1
fall.recovertime = 12
ID = 200
nochainID = 9999

[State 200, 2];小ヒットエフェクト
Type = Explod
Trigger1 = MoveHit
anim = 6005
Pos = -5, -25
PosType = p2
facing = -1
SprPriority = 9
Ownpal = 1
Ontop = 1
PauseMoveTime = 99999
SuperMoveTime = 99999
SuperMove = 1
bindTime = 1
persistent = 0
IgNoreHitPause = 1
Scale = 0.5,0.5

[State 200, 2];小ガードエフェクト
Type = Explod
Trigger1 = MoveGuarded
anim = 6015
Pos = -5, -25
PosType = p2
facing = -1
SprPriority = 9
Ownpal = 1
Ontop = 1
PauseMoveTime = 99999
SuperMoveTime = 99999
SuperMove = 1
bindTime = 1
persistent = 0
IgNoreHitPause = 1
Scale = 0.5,0.5

[state a];ブースト
type = veladd
trigger1 = command = "z"
trigger1 = animelem = 3,<=0
trigger1 = var(16) >= 20
x = 14

[State a];ブースト
type = palfx
trigger1 = command = "z"
trigger1 = animelem = 3,<=0
trigger1 = var(16) >= 20
time = 5
add = 255,255,2556
color = 1

[state a];ブーストゲージ減少
type = varadd
trigger1 = command = "z"
trigger1 = animelem = 3,<=0
trigger1 = var(16) >= 20
v = 16
value = -20

;---------------------[ブーストゲージ増加]
[state a]
type = varadd
trigger1 = movecontact = 1
trigger1 = var(23) = 0
v = 16
value = 5
ignorehitpause = 1
persistent = 0


[state a]
type = changestate
trigger1 = movecontact
trigger1 = command = "holdup"
value = 40

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;遠距離立ち・強・キック
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
;velset = 0,0
anim = 240
sprpriority = 1

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

[state a]
type = posset
trigger1 = time = 0
y = 0

[State 200, 1];
type = PlaySnd
trigger1 = animelem = 4
value = 300, 1

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 2
value = 240,0+(random%3)

[state a]
type = veladd
trigger1 = animelem = 3
x = 6

[State 230, 2]
type = HitDef
trigger1 = animelem = 5
attr = S, NA
animtype  = Medium
damage    = 89,0
priority = 2, Hit
getpower = 123,123
guardflag = MA
pausetime = 15,17
sparkno = -1;s7000+(random%8)
sparkxy = -1;5,-164/2
hitsound   = s400,2
guardsound = s120,0
Guard.SparkNo = -1
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -11
air.velocity = -1.5,-7
yaccel = 0.6 + (var(3)-1)*0.17
air.fall = 1
fall.recovertime = 30

[State 200, 2];小ヒットエフェクト
Type = Explod
Trigger1 = MoveHit
anim = 6010
Pos = -5, -30
PosType = p2
facing = -1
SprPriority = 9
Ownpal = 1
Ontop = 1
PauseMoveTime = 99999
SuperMoveTime = 99999
SuperMove = 1
bindTime = 1
persistent = 0
IgNoreHitPause = 1
Scale = 0.5,0.5

[State 200, 2];小ガードエフェクト
Type = Explod
Trigger1 = MoveGuarded
anim = 6020
Pos = -5, -30
PosType = p2
facing = -1
SprPriority = 9
Ownpal = 1
Ontop = 1
PauseMoveTime = 99999
SuperMoveTime = 99999
SuperMove = 1
bindTime = 1
persistent = 0
IgNoreHitPause = 1
Scale = 0.5,0.5

[state a];ブースト
type = veladd
trigger1 = command = "z"
trigger1 = animelem = 5,<=0
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
x = 15

[State a];ブースト
type = palfx
trigger1 = command = "z"
trigger1 = animelem = 5,<=0
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
time = 5
add = 255,255,2556
color = 1

[state a];ブーストゲージ減少
type = varadd
trigger1 = command = "z"
trigger1 = animelem = 5,<=0
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
v = 16
value = -20

;---------------------[ブーストゲージ増加]
[state a]
type = varadd
trigger1 = movecontact = 1
trigger1 = var(23) = 0
v = 16
value = 14
ignorehitpause = 1
persistent = 0

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;近距離立ち・強・キック
[Statedef 245]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
;velset = 0,0
anim = 245
sprpriority = 1

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

[state a]
type = posset
trigger1 = time = 0
y = 0

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 2
value = 240,0+(random%3)

[State 200, 1];
type = PlaySnd
trigger1 = animelem = 2
value = 300, 2

[State 240, 2]
type = HitDef
trigger1 = animelem = 3
attr = S, NA
animtype  = hard
damage    = 47,0
priority = 6, Hit
getpower = 123,123
guardflag = MA
pausetime = 15,17
sparkno = -1;s7000+(random%8)
sparkxy = -1;5,-60/2
hitsound   = s400,3
guardsound = s120,0
Guard.SparkNo = -1
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
guard.velocity = -10
ground.velocity = -9
air.velocity = -2,-5.2
yaccel = 0.6 + (var(3)-1)*0.17
air.fall = 1
fall.recovertime = 30
ID = 200
nochainID = 9999

[State 200, 2];小ヒットエフェクト
Type = Explod
Trigger1 = MoveHit
anim = 6010
Pos = -5, -30
PosType = p2
facing = -1
SprPriority = 9
Ownpal = 1
Ontop = 1
PauseMoveTime = 99999
SuperMoveTime = 99999
SuperMove = 1
bindTime = 1
persistent = 0
IgNoreHitPause = 1
Scale = 0.5,0.5

[State 200, 2];小ガードエフェクト
Type = Explod
Trigger1 = MoveGuarded
anim = 6020
Pos = -5, -30
PosType = p2
facing = -1
SprPriority = 9
Ownpal = 1
Ontop = 1
PauseMoveTime = 99999
SuperMoveTime = 99999
SuperMove = 1
bindTime = 1
persistent = 0
IgNoreHitPause = 1
Scale = 0.5,0.5

[state a]
type = changestate
trigger1 = movecontact
trigger1 = command = "holdup"
trigger1 = !var(59);AI用
trigger2 = var(59);
trigger2 = movehit;
trigger2 = p2statetype = A;
value = 40

[state a];ブースト
type = veladd
trigger1 = command = "z"
trigger1 = animelem = 2,<=0
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
x = 15

[State a];ブースト
type = palfx
trigger1 = command = "z"
trigger1 = animelem = 2,<=0
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
time = 5
add = 255,255,2556
color = 1

[state a];ブーストゲージ減少
type = varadd
trigger1 = command = "z"
trigger1 = animelem = 2,<=0
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
v = 16
value = -20

;---------------------[ブーストゲージ増加]
[state a]
type = varadd
trigger1 = movecontact = 1
trigger1 = var(23) = 0
v = 16
value = 14
ignorehitpause = 1
persistent = 0

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;特殊技その１
[Statedef 250]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
;velset = 0,0
anim = 250
sprpriority = 1

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

[state a]
type = posset
trigger1 = time = 0
y = 0

[State 200, 1];
type = PlaySnd
trigger1 = animelem = 4
value = 300, 1

[State 200, 5];あぁ！
type = PlaySnd
trigger1 = AnimElem = 2
value = 250,0


[State 230, 2]
type = HitDef
trigger1 = animelem = 5
attr = S, NA
animtype  = Medium
damage    = 104,0
priority = 4, Hit
getpower = 108,108
guardflag = HA
pausetime = 15,17
sparkno = -1;s7000+(random%8)
sparkxy = -1;5,-100/2
hitsound   = s400,2
guardsound = s120,0
Guard.SparkNo = -1
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1.5,-4
guard.velocity = -11
air.velocity = -1.5,-4
yaccel = 0.6 + (var(3)-1)*0.17
fall = 1
fall.recovertime = 26

[State 200, 2];小ヒットエフェクト
Type = Explod
Trigger1 = MoveHit
anim = 6010
Pos = -5, -45
PosType = p2
facing = -1
SprPriority = 9
Ownpal = 1
Ontop = 1
PauseMoveTime = 99999
SuperMoveTime = 99999
SuperMove = 1
bindTime = 1
persistent = 0
IgNoreHitPause = 1
Scale = 0.5,0.5

[State 200, 2];小ガードエフェクト
Type = Explod
Trigger1 = MoveGuarded
anim = 6020
Pos = -5, -45
PosType = p2
facing = -1
SprPriority = 9
Ownpal = 1
Ontop = 1
PauseMoveTime = 99999
SuperMoveTime = 99999
SuperMove = 1
bindTime = 1
persistent = 0
IgNoreHitPause = 1
Scale = 0.5,0.5

[state a];ブースト
type = veladd
trigger1 = command = "z"
trigger1 = animelem = 5,<=0
trigger1 = var(16) >= 20
x = 15

[State a];ブースト
type = palfx
trigger1 = command = "z"
trigger1 = animelem = 5,<=0
trigger1 = var(16) >= 20
time = 5
add = 255,255,2556
color = 1

[state a];ブーストゲージ減少
type = varadd
trigger1 = command = "z"
trigger1 = animelem = 5,<=0
trigger1 = var(16) >= 20
v = 16
value = -20

;---------------------[ブーストゲージ増加]
[state a]
type = varadd
trigger1 = movecontact = 1
trigger1 = var(23) = 0
v = 16
value = 11
ignorehitpause = 1
persistent = 0

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ガードキャンセル攻撃
[Statedef 290]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= -1000
ctrl = 0
velset = 0,0
anim = 290
sprpriority = 1

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 20
movetime = 20
darken = 0
anim = -1

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

[State a];
type = palfx
trigger1 = time = 0
time = 5
add = 255,255,2556
color = 1

;-------------[]
[State 210, 1];シャオ
type = PlaySnd
trigger1 = animelem = 1
value = 290, 0+(random%2)

[State 200, 1];
type = PlaySnd
trigger1 = animelem = 2
value = 300, 2

;-------------[速度]
[state a]
type = velset
trigger1 = animelem = 2
x = 7

;-------------[]
[State 410, 2]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
damage    = 52,0
priority = 7, Hit
animtype  = hard
guardflag = MA
pausetime = 17,17
guard.pausetime = 15,15
getpower = 123,123
sparkno = -1;s7010+(random%8)
sparkxy = -1;0,-100
Guard.SparkNo = -1
hitsound   = s400,3
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10
guard.velocity = -12.5
air.velocity =-10,0
yaccel = 0.45 + var(3)*0.45;(enemy,gethitvar(hitcount)-1)*0.05
fall = 1
fall.recover = 0
kill = 0

[State 200, 2];小ヒットエフェクト
Type = Explod
Trigger1 = MoveHit
anim = 6010
Pos = -5, -40
PosType = p2
facing = -1
SprPriority = 9
Ownpal = 1
Ontop = 1
PauseMoveTime = 99999
SuperMoveTime = 99999
SuperMove = 1
bindTime = 1
persistent = 0
IgNoreHitPause = 1
Scale = 0.5,0.5

[State 200, 2];小ガードエフェクト
Type = Explod
Trigger1 = MoveGuarded
anim = 6020
Pos = -5, -40
PosType = p2
facing = -1
SprPriority = 9
Ownpal = 1
Ontop = 1
PauseMoveTime = 99999
SuperMoveTime = 99999
SuperMove = 1
bindTime = 1
persistent = 0
IgNoreHitPause = 1
Scale = 0.5,0.5

;---------------------[ブーストゲージ増加]
[state a]
type = varadd
trigger1 = movecontact = 1
trigger1 = var(23) = 0
v = 16
value = 14
ignorehitpause = 1
persistent = 0

;-------------[]
[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;屈み・弱・パンチ
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 0
poweradd= 0
ctrl = 0
anim = 400
sprpriority = 1

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

[state a]
type = posset
trigger1 = time = 0
y = 0

[State 200, 1];
type = PlaySnd
trigger1 = animelem = 2
value = 300, 0

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 2
value = 200,0+(random%4)

[State 400, 2]
type = HitDef
trigger1 = animelem = 3
attr = C, NA
damage    = 31,0
priority = 4, Hit
animtype  = Light
hitflag = MAF
guardflag = M
getpower = 62,62
pausetime = 10,10
sparkno = -1;s7000+(random%8)
sparkxy = -1;0,-53
hitsound   = s400,0+(random%2)
guardsound = s120,0
Guard.SparkNo = -1
ground.type = low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -2.5,-3
air.fall = 1
fall.recovertime = 12
ID = 200
nochainID = 9999

[State 200, 2];小ヒットエフェクト
Type = Explod
Trigger1 = MoveHit
anim = 6005
Pos = -5, -15
PosType = p2
facing = -1
SprPriority = 9
Ownpal = 1
Ontop = 1
PauseMoveTime = 99999
SuperMoveTime = 99999
SuperMove = 1
bindTime = 1
persistent = 0
IgNoreHitPause = 1
Scale = 0.5,0.5

[State 200, 2];小ガードエフェクト
Type = Explod
Trigger1 = MoveGuarded
anim = 6015
Pos = -5, -15
PosType = p2
facing = -1
SprPriority = 9
Ownpal = 1
Ontop = 1
PauseMoveTime = 99999
SuperMoveTime = 99999
SuperMove = 1
bindTime = 1
persistent = 0
IgNoreHitPause = 1
Scale = 0.5,0.5

[state a]
type = changestate
trigger1 = movecontact
trigger1 = command = "holdup"
value = 40

[state a];ブースト
type = veladd
trigger1 = command = "z"
trigger1 = animelem = 2,<=0
trigger1 = var(16) >= 20
x = 15

[State a];ブースト
type = palfx
trigger1 = command = "z"
trigger1 = animelem = 2,<=0
trigger1 = var(16) >= 20
time = 5
add = 255,255,2556
color = 1

[state a];ブーストゲージ減少
type = varadd
trigger1 = command = "z"
trigger1 = animelem = 2,<=0
trigger1 = var(16) >= 20
v = 16
value = -20

;---------------------[ブーストゲージ増加]
[state a]
type = varadd
trigger1 = movecontact = 1
trigger1 = var(23) = 0
v = 16
value = 5
ignorehitpause = 1
persistent = 0

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


;---------------------------------------------------------------------------
;屈み・強・パンチ
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 0
poweradd= 0
ctrl = 0
anim = 410
sprpriority = 1

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

[state a]
type = posset
trigger1 = time = 0
y = 0

[State 200, 1];
type = PlaySnd
trigger1 = animelem = 4
value = 300, 1

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 2
value = 210,0+(random%3)

[State 400, 2]
type = HitDef
trigger1 = animelem = 4
attr = C, NA
damage    = 83,0
priority = 5, Hit
animtype  = Medium
hitflag = MAF
guardflag = M
getpower = 108,108
pausetime = 15,15
sparkno = -1;s7000+(random%8)
sparkxy = -1;0,-64
hitsound   = s400,2
guardsound = s120,0
Guard.SparkNo = -1
ground.type = high
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = -6
air.velocity = -2.5,-5
air.fall = 1
fall.recovertime = 26
ID = 200
nochainID = 9999

[State 200, 2];小ヒットエフェクト
Type = Explod
Trigger1 = MoveHit
anim = 6010
Pos = -5, -15
PosType = p2
facing = -1
SprPriority = 9
Ownpal = 1
Ontop = 1
PauseMoveTime = 99999
SuperMoveTime = 99999
SuperMove = 1
bindTime = 1
persistent = 0
IgNoreHitPause = 1
Scale = 0.5,0.5

[State 200, 2];小ガードエフェクト
Type = Explod
Trigger1 = MoveGuarded
anim = 6020
Pos = -5, -15
PosType = p2
facing = -1
SprPriority = 9
Ownpal = 1
Ontop = 1
PauseMoveTime = 99999
SuperMoveTime = 99999
SuperMove = 1
bindTime = 1
persistent = 0
IgNoreHitPause = 1
Scale = 0.5,0.5

[state a]
type = changestate
trigger1 = movecontact
trigger1 = command = "holdup"
trigger1 = !var(59);AI用
trigger2 = var(59);
trigger2 = movehit;
trigger2 = !var(11);
trigger2 = p2statetype = A;
value = 40


[state a];ブースト
type = veladd
trigger1 = command = "z"
trigger1 = animelem = 5,<=0
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
x = 15

[State a];ブースト
type = palfx
trigger1 = command = "z"
trigger1 = animelem = 5,<=0
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
time = 5
add = 255,255,2556
color = 1

[state a];ブーストゲージ減少
type = varadd
trigger1 = command = "z"
trigger1 = animelem = 5,<=0
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
v = 16
value = -20

;---------------------[ブーストゲージ増加]
[state a]
type = varadd
trigger1 = movecontact = 1
trigger1 = var(23) = 0
v = 16
value = 11
ignorehitpause = 1
persistent = 0

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



;---------------------------------------------------------------------------
;屈み・弱・キック
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 0
poweradd= 0
ctrl = 0
anim = 430
sprpriority = 1

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

[state a]
type = posset
trigger1 = time = 0
y = 0

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 2
value = 200,0+(random%4)

[State 430, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 300, 0

[State 430, 2]
type = HitDef
trigger1 = animelem = 3
attr = C, NA
damage    = 31,0
priority = 4, Hit
animtype  = Light
hitflag = MAFLD
guardflag = L
getpower = 92,92
pausetime = 10,13
sparkno = -1;s7000+(random%8)
sparkxy = -1;0,-30
hitsound   = s400,0
guardsound = s120,0
Guard.SparkNo = -1
ground.type = Low
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20
air.fall = 1
fall.recovertime = 24
ID = 200
nochainID = 9999

[State 200, 2];小ヒットエフェクト
Type = Explod
Trigger1 = MoveHit
anim = 6005
Pos = -5, -5
PosType = p2
facing = -1
SprPriority = 9
Ownpal = 1
Ontop = 1
PauseMoveTime = 99999
SuperMoveTime = 99999
SuperMove = 1
bindTime = 1
persistent = 0
IgNoreHitPause = 1
Scale = 0.5,0.5

[State 200, 2];小ガードエフェクト
Type = Explod
Trigger1 = MoveGuarded
anim = 6015
Pos = -5, -5
PosType = p2
facing = -1
SprPriority = 9
Ownpal = 1
Ontop = 1
PauseMoveTime = 99999
SuperMoveTime = 99999
SuperMove = 1
bindTime = 1
persistent = 0
IgNoreHitPause = 1
Scale = 0.5,0.5

[state a]
type = changestate
trigger1 = movecontact
trigger1 = command = "holdup"
trigger1 = !var(59);AI用
value = 40

[state a];ブースト
type = veladd
trigger1 = command = "z"
trigger1 = animelem = 3,<=0
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
x = 15

[State a];ブースト
type = palfx
trigger1 = command = "z"
trigger1 = animelem = 3,<=0
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
time = 5
add = 255,255,2556
color = 1

[state a];ブーストゲージ減少
type = varadd
trigger1 = command = "z"
trigger1 = animelem = 3,<=0
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
v = 16
value = -20

;---------------------[ブーストゲージ増加]
[state a]
type = varadd
trigger1 = movecontact = 1
trigger1 = var(23) = 0
v = 16
value = 8
ignorehitpause = 1
persistent = 0

[State 430, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;屈み・強・キック
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 0
poweradd= 0
ctrl = 0
anim = 440
velset = 0,0
sprpriority = 1

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

[state a]
type = posset
trigger1 = time = 0
y = 0

[State 440, 2]
type = PlaySnd
trigger1 = animelem = 4
value = 300, 1

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 2
value = 240,0+(random%3)


[State 440, 3]
type = HitDef
trigger1 = animelem = 5
attr = C, NA
damage    = 68
priority = 6, Hit
hitflag = MAF
guardflag = L
pausetime = 15,15
sparkno = s7000+(random%8)
getpower = 1;23,123
sparkxy = -1;5,-21
hitsound   = s400,2
guardsound = s120,0
Guard.SparkNo = -1
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-9
guard..velocity = -11
air.velocity = -4,-4
guard.velocity = -5
fall = 1
fall.recovertime = 30
ID = 400
nochainID = 9999

[State 200, 2];小ヒットエフェクト
Type = Explod
Trigger1 = MoveHit
anim = 6010
Pos = -5, -5
PosType = p2
facing = -1
SprPriority = 9
Ownpal = 1
Ontop = 1
PauseMoveTime = 99999
SuperMoveTime = 99999
SuperMove = 1
bindTime = 1
persistent = 0
IgNoreHitPause = 1
Scale = 0.5,0.5

[State 200, 2];小ガードエフェクト
Type = Explod
Trigger1 = MoveGuarded
anim = 6020
Pos = -5, -5
PosType = p2
facing = -1
SprPriority = 9
Ownpal = 1
Ontop = 1
PauseMoveTime = 99999
SuperMoveTime = 99999
SuperMove = 1
bindTime = 1
persistent = 0
IgNoreHitPause = 1
Scale = 0.5,0.5

[state a]
type = changestate
triggerall = movecontact
trigger1 = command = "holdup"
trigger2 = var(59);AI用
value = 40

[state a];ブースト
type = veladd
trigger1 = command = "z"
trigger1 = animelem = 5,<=0
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
x = 15

[State a];ブースト
type = palfx
trigger1 = command = "z"
trigger1 = animelem = 5,<=0
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
time = 5
add = 255,255,2556
color = 1

[state a];ブーストゲージ減少
type = varadd
trigger1 = command = "z"
trigger1 = animelem = 5,<=0
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
v = 16
value = -20

;---------------------[ブーストゲージ増加]
[state a]
type = varadd
trigger1 = movecontact = 1
trigger1 = var(23) = 0
v = 16
value = 14
ignorehitpause = 1
persistent = 0

[State 440, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;空中・弱・パンチ
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 600
sprpriority = 1

[State 200, 1];
type = PlaySnd
trigger1 = animelem = 2
value = 300, 0

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 2
value = 200,0+(random%4)

;---------------------[エフェクト]
[State 600, 2]
type = HitDef
trigger1 = animelem = 3
attr = A, NA
damage    = 31,0
animtype  = Light
priority = 4, Hit
getpower = 62,62
guardflag = HA
pausetime = 10,10
sparkno = -1;s7000+(random%8)
sparkxy = -1;0,-80
hitsound   = s400,0
guard.sparkno = -1;s7100
guardsound = s120,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -6
air.velocity = ifelse(var(9) = 0,-2.3,0),-4
yaccel = 0.45 + (var(3) - 1)*0.1
air.fall = 1
fall.recovertime = 12
ID = 600
nochainID = 9999

[State 200, 2];小ヒットエフェクト
Type = Explod
Trigger1 = MoveHit
anim = 6005
Pos = -5, -55
PosType = p2
facing = -1
SprPriority = 9
Ownpal = 1
Ontop = 1
PauseMoveTime = 99999
SuperMoveTime = 99999
SuperMove = 1
bindTime = 1
persistent = 0
IgNoreHitPause = 1
Scale = 0.5,0.5

[State 200, 2];小ガードエフェクト
Type = Explod
Trigger1 = MoveGuarded
anim = 6015
Pos = -5, -55
PosType = p2
facing = -1
SprPriority = 9
Ownpal = 1
Ontop = 1
PauseMoveTime = 99999
SuperMoveTime = 99999
SuperMove = 1
bindTime = 1
persistent = 0
IgNoreHitPause = 1
Scale = 0.5,0.5

[state a]
type = ctrlset
trigger1 = animelem = 5
value = 1

[state a];ブースト
type = veladd
trigger1 = command = "z"
trigger1 = animelem = 3,<=0
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
x = 15

[State a];ブースト
type = palfx
trigger1 = command = "z"
trigger1 = animelem = 3,<=0
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
time = 5
add = 255,255,2556
color = 1

[state a];ブーストゲージ減少
type = varadd
trigger1 = command = "z"
trigger1 = animelem = 3,<=0
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
v = 16
value = -20

;---------------------[ブーストゲージ増加]
[state a]
type = varadd
trigger1 = movecontact = 1
trigger1 = var(23) = 0
v = 16
value = 5
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
;空中・強・パンチ
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 610
sprpriority = 1

[State 200, 1];
type = PlaySnd
trigger1 = animelem = 2
value = 300, 1

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 2
value = 210,0+(random%3)

[State 610, 3]
type = HitDef
trigger1 = animelem = 3
attr = A, NA
damage = 73,0
priority = 6, Hit
guardflag = HA
getpower = 108,108
pausetime = 12,12
sparkno = -1;s7000+(random%8)
sparkxy = -1;0,-119
hitsound   = s500,2
guard.sparkno = -1;s7100
guardsound = s120,0
animtype = hard
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-11
air.velocity = ifelse(var(9) = 0,-2.3,0),-7
yaccel = 0.55 + (var(3) - 1)*0.1
fall = 1
fall.recovertime = 30
ID = 600
nochainID = 9999

[state 斬撃]
type = Helper
trigger1 = movehit
id = 6006
stateno = 6006
name = "hit"
pos = -9 , -42
postype = p2
sprpriority = 5
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = 0.47
size.yscale = 0.27
facing = ifelse(random%2=1,1,-1)
supermovetime = 999999
pausemovetime = 999999

[state 斬撃]
type = Helper
trigger1 = movehit
id = 6007
stateno = 6007
name = "hit"
pos = 0 , -60
postype = p2
sprpriority = 5
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0
facing = ifelse(random%2=1,1,-1)
ownpal = 1
size.xscale = 0.3
size.yscale = 0.3
supermovetime = 999999
pausemovetime = 999999

[State 200, 2];小ガードエフェクト
Type = Explod
Trigger1 = MoveGuarded
anim = 6015
Pos = -5, -55
PosType = p2
facing = -1
SprPriority = 9
Ownpal = 1
Ontop = 1
PauseMoveTime = 99999
SuperMoveTime = 99999
SuperMove = 1
bindTime = 1
persistent = 0
IgNoreHitPause = 1
Scale = 0.5,0.5

[state a]
type = ctrlset
trigger1 = animelem = 9
value = 1

[state a];ブースト
type = veladd
trigger1 = command = "z"
trigger1 = animelem = 3,<=0
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
x = 15

[State a];ブースト
type = palfx
trigger1 = command = "z"
trigger1 = animelem = 3,<=0
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
time = 5
add = 255,255,2556
color = 1

[state a];ブーストゲージ減少
type = varadd
trigger1 = command = "z"
trigger1 = animelem = 3,<=0
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
v = 16
value = -20

;---------------------[ブーストゲージ増加]
[state a]
type = varadd
trigger1 = movecontact = 1
trigger1 = var(23) = 0
v = 16
value = 11
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
;空中・弱・キック
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 630
sprpriority = 1

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 2
value = 200,0+(random%4)

[State 630, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 300, 0

[State 630, 2]
type = HitDef
trigger1 = animelem = 2
attr = A, NA
damage = 31,0
priority = 4, Hit
getpower = 62,62
guardflag = HA
pausetime = 10,10
sparkno = -1;s7000+(random%8)
sparkxy = -1;5,-70
hitsound   = s400,1
guard.sparkno = -1;s7100
guardsound = s120,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -6
air.velocity = ifelse(var(9) = 0,-3.3,0),-5
yaccel = 0.45 + (var(3) - 1)*0.1
air.fall = 1
fall.recovertime = 24
ID = 600
nochainID = 9999

[State 200, 2];小ヒットエフェクト
Type = Explod
Trigger1 = MoveHit
anim = 6005
Pos = -5, -45
PosType = p2
facing = -1
SprPriority = 9
Ownpal = 1
Ontop = 1
PauseMoveTime = 99999
SuperMoveTime = 99999
SuperMove = 1
bindTime = 1
persistent = 0
IgNoreHitPause = 1
Scale = 0.5,0.5

[State 200, 2];小ガードエフェクト
Type = Explod
Trigger1 = MoveGuarded
anim = 6015
Pos = -5, -45
PosType = p2
facing = -1
SprPriority = 9
Ownpal = 1
Ontop = 1
PauseMoveTime = 99999
SuperMoveTime = 99999
SuperMove = 1
bindTime = 1
persistent = 0
IgNoreHitPause = 1
Scale = 0.5,0.5

[state a]
type = ctrlset
trigger1 = animelem = 5
value = 1

[state a];ブースト
type = veladd
trigger1 = command = "z"
trigger1 = animelem = 3,<=0
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
x = 15

[State a];ブースト
type = palfx
trigger1 = command = "z"
trigger1 = animelem = 3,<=0
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
time = 5
add = 255,255,2556
color = 1

[state a];ブーストゲージ減少
type = varadd
trigger1 = command = "z"
trigger1 = animelem = 3,<=0
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
v = 16
value = -20

;---------------------[ブーストゲージ増加]
[state a]
type = varadd
trigger1 = movecontact = 1
trigger1 = var(23) = 0
v = 16
value = 8
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
;空中・強・キック
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 640
sprpriority = 1

[State 640, 2]
type = PlaySnd
trigger1 = animelem = 4
value = 300, 2

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 2
value = 240,0+(random%3)

[State 640, 3]
type = HitDef
trigger1 = animelem = 4
attr = A, NA
damage    = 73,0
priority = 6, Hit
guardflag = HA
getpower = 123,123
pausetime = 15,15
sparkno = -1;s7001
sparkxy = -1;0,-45
hitsound   = s400,2
guard.sparkno = -1;s7100
guardsound = s120,0
animtype = hard
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -8
air.velocity = ifelse(var(9) = 0,-3.3,0),-5
yaccel = 0.45 + (var(3) - 1)*0.1
air.fall = 1
fall.recovertime = 30
ID = 600
nochainID = 9999

[State 200, 2];小ヒットエフェクト
Type = Explod
Trigger1 = MoveHit
anim = 6010
Pos = -5, -55
PosType = p2
facing = -1
SprPriority = 9
Ownpal = 1
Ontop = 1
PauseMoveTime = 99999
SuperMoveTime = 99999
SuperMove = 1
bindTime = 1
persistent = 0
IgNoreHitPause = 1
Scale = 0.5,0.5

[State 200, 2];小ガードエフェクト
Type = Explod
Trigger1 = MoveGuarded
anim = 6020
Pos = -5, -55
PosType = p2
facing = -1
SprPriority = 9
Ownpal = 1
Ontop = 1
PauseMoveTime = 99999
SuperMoveTime = 99999
SuperMove = 1
bindTime = 1
persistent = 0
IgNoreHitPause = 1
Scale = 0.5,0.5

[state a]
type = ctrlset
trigger1 = animelem = 9
value = 1

[state a];ブースト
type = veladd
trigger1 = command = "z"
trigger1 = animelem = 4,<=0
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
x = 15

[State a];ブースト
type = palfx
trigger1 = command = "z"
trigger1 = animelem = 4,<=0
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
time = 5
add = 255,255,2556
color = 1

[state a];ブーストゲージ減少
type = varadd
trigger1 = command = "z"
trigger1 = animelem = 4,<=0
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
v = 16
value = -20

;---------------------[ブーストゲージ増加]
[state a]
type = varadd
trigger1 = movecontact = 1
trigger1 = var(23) = 0
v = 16
value = 14
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
;特殊技その２
[Statedef 650]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 650
sprpriority = 1

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

[state a]
type = veladd
trigger1 = animelem = 4
x = 2.5

[state a]
type = veladd
trigger1 = animelem = 4,>=0
y = 0.52


[State 640, 2]
type = PlaySnd
trigger1 = animelem = 4
value = 300, 2

[State 200, 5];ﾄﾞｺｦﾐﾃｲﾙ
type = PlaySnd
trigger1 = AnimElem = 2
value = 650,0

[State 640, 3]
type = HitDef
trigger1 = animelem = 5
attr = A, NA
damage    = 104,0
priority = 6, Hit
guardflag = HA
getpower = 108,108
pausetime = 15,15
sparkno = -1;s7001
sparkxy = -1;0,-100/2
hitsound   = s400,2
guard.sparkno = -1;s7100
guardsound = s120,0
animtype = hard
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -8
air.velocity = ifelse(var(9) = 0,-3.3,0),-5
yaccel = 0.45 + (var(3) - 1)*0.1
air.fall = 1
fall.recovertime = 26

[State 200, 2];小ヒットエフェクト
Type = Explod
Trigger1 = MoveHit
anim = 6010
Pos = -5, -55
PosType = p2
facing = -1
SprPriority = 9
Ownpal = 1
Ontop = 1
PauseMoveTime = 99999
SuperMoveTime = 99999
SuperMove = 1
bindTime = 1
persistent = 0
IgNoreHitPause = 1
Scale = 0.5,0.5

[State 200, 2];小ガードエフェクト
Type = Explod
Trigger1 = MoveGuarded
anim = 6020
Pos = -5, -55
PosType = p2
facing = -1
SprPriority = 9
Ownpal = 1
Ontop = 1
PauseMoveTime = 99999
SuperMoveTime = 99999
SuperMove = 1
bindTime = 1
persistent = 0
IgNoreHitPause = 1
Scale = 0.5,0.5

[state a];ブースト
type = veladd
trigger1 = command = "z"
trigger1 = var(16) >= 20
x = 8

[State a];ブースト
type = palfx
trigger1 = command = "z"
trigger1 = var(16) >= 20
time = 5
add = 255,255,2556
color = 1

[state a];ブーストゲージ減少
type = varadd
trigger1 = command = "z"
trigger1 = var(16) >= 20
v = 16
value = -20

;---------------------[ブーストゲージ増加]
[state a]
type = varadd
trigger1 = movecontact = 1
trigger1 = var(23) = 0
v = 16
value = 11
ignorehitpause = 1
persistent = 0

;---------------------[立ちステートに戻る]
[state a]
type = changestate
trigger1 = movecontact
value = 651

[state a]
type = changestate
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 50

;---------------------------------------------------------------------------
; 特殊技その２・ヒット
[Statedef 651]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
anim = 651
sprpriority = 1
ctrl = 0

;---------------------[効果音]
;-------------[速度]
[state a]
type = velset
trigger1 = time = 0
x = -2
y = -5

[state a]
type = veladd
trigger1 = animelem = 1,>=0
y = 0.4

[state a]
type = ctrlset
trigger1 = animelem = 3
value = 1

;---------------------[立ちステートに戻る]
[state a]
type = changestate
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 50

;---------------------------------------------------------------------------
;胸に七つの傷の男
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 1

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
Trigger1 = p2stateno != 150 && 151 && 152 && 153 && 130 && 131 && 140
attr = S, NT          ;ｓ：立ち　ｎ：通常　ｔ：投げ
hitflag = M-          ;コンボの途中から投げが入らないよう設定してある
priority = 1, Miss    ;１は優先順位が低いので技がでないかミスするという設定
sparkno = -1          ;-をつければスパークエフェクトは無い
sprpriority = 1       ;２Ｐより上にカンフーマンが表示される
p1facing = 1 ;前を押したらターンする設定
p2facing = 1          ;？
p1stateno = 801
p2stateno = 805       ;投げが成功した場合の移動する２Ｐのステート
;hitsound = S800,0
fall = 1              ;落ちる力を２Ｐにかけるか
nochainID = 600,9999


[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;
[Statedef 801]
type    = S
movetype= A
physics = N
anim = 801
juggle  = 8
sprpriority = 2

;---------------------[]
[State explod];掴み
type = Explod
trigger1 = animelem = 8
anim = 6010
id = 3000
sprpriority = 5
postype = p1
pos = 20,-55
bindtime = 1
supermove = 0
ownpal = 1
ignorehitpause = 0
under = 0
scale = 0.5,0.5

;---------------------[サウンド]
[State 810, Grab Sound];ん・・・？七つの傷が無い・・・
type = PlaySnd
trigger1 = animelem = 1
value = 800, 0
channel = 3

[State 00];貴様が七つの傷の男か！！
type = PlaySnd
triggerall = animelem = 1
trigger1 = (p2name = "JAGI" || p4name = "JAGI")
trigger2 = (p2name = "KENSHIROU" || p4name = "KENSHIROU")
trigger3 = (p2name = "kuroko" || p4name = "kuroko")
value = 800,1
channel = 3

[State 810, Grab Sound];斬り
type = PlaySnd
trigger1 = animelem = 4
value = 500, 2

[State 810, Grab Sound];蹴り
type = PlaySnd
trigger1 = animelem = 7
value = 300, 3

[State 810, Grab Sound];ヒット
type = PlaySnd
trigger1 = animelem = 8
value = 400, 3


;---------------------[相手制御]
[State 801, 2]
type = TargetBind
trigger1 = animelem = 1
pos = 40,0

[State 801, 2]
type = Targetstate
trigger1 = animelem = 1
value = 805

[State 801, 2]
type = Targetstate
trigger1 = animelem = 4
value = 806


[State 801, 2];専用
type = Targetstate
triggerall = animelem = 4
trigger1 = (name = "REI" || name = "REI")&& authorname = "ahuron"
trigger2 = (name = "JAGI" || name = "JAGI")&& authorname = "ahuron"
trigger3 = (name = "JUDA" || name = "JUDA")&& authorname = "ahuron"
trigger4 = (name = "SHIN" || name = "SHIN")&& authorname = "ahuron"
trigger5 = (name = "THOUTHER" || name = "THOUTHER")&& authorname = "ahuron"
trigger6 = (name = "Mr.HEART" || name = "Mr.HEART")&& authorname = "ahuron"
value = 807


[State 801, 2]
type = Targetstate
trigger1 = animelem = 8
value = 808




[State 801, 2]
type = Targetlifeadd
trigger1 = animelem = 8
value = -146

[state a]
type = poweradd
trigger1 = animelem = 8
value = 108

;:::

[State 210, Width];画面端の押し戻し判定
type = Width
trigger1 = time = 0
edge = 80,0

;---------------------[ブーストゲージ増加]
[state a]
type = varadd
trigger1 = animelem = 8
v = 16
value = 11
ignorehitpause = 1
persistent = 0

[state a]
type = changestate
triggerall = animelem = 10,>=0
trigger1 = command = "holdup"
trigger2 = var(59);AI用
value = 40

[State 821, 3] 
type = changeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;(ENEMY)掴まれ
[Statedef 805]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State 700, 2];無敵の状態を作る
type = NotHitBy
trigger1 = 1
value = SCA

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 805

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


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

;---------------------------------------------------------------------------
;(ENEMY)斬られ１
[Statedef 806]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State 700, 2];無敵の状態を作る
type = NotHitBy
trigger1 = 1
value = SCA

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 806

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


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

;---------------------------------------------------------------------------
;(ENEMY)斬られ２
[Statedef 807]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State 700, 2];無敵の状態を作る
type = NotHitBy
trigger1 = 1
value = SCA

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 807

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


;---------------------------------------------------------------------------
;(ENEMY)蹴られ１
[Statedef 808]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State 700, 2];無敵の状態を作る
type = NotHitBy
trigger1 = 1
value = SCA

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 808

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

[State 821, 3] 
type = changeState
trigger1 = time = 6
value = 809


;---------------------------------------------------------------------------
;(ENEMY)蹴られ2
[Statedef 809]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

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

[state a]
type = velset
trigger1 = time = 0
x = -2
y = -8

[State 821, 1] ;これは重力これは毎フレーム事に0.4の力が加わります
type = VelAdd
Trigger1 = 1
y = .46

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

;---------------------------------------------------------------------------
;人の皮を被った悪魔め
[Statedef 850]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 850
sprpriority = 1

[State 800, 1]
type = HitDef
Trigger1 = animelem = 4
Trigger1 = enemy,stateno != 150 && 151 && 152 && 153 && 130 && 131 && 140
trigger1 = enemy,statetype = S
attr = S, NT          ;ｓ：立ち　ｎ：通常　ｔ：投げ
hitflag = M-          ;コンボの途中から投げが入らないよう設定してある
priority = 1, Miss    ;１は優先順位が低いので技がでないかミスするという設定
sparkno = -1          ;-をつければスパークエフェクトは無い
sprpriority = 1       ;２Ｐより上にカンフーマンが表示される
p1facing = 1 ;前を押したらターンする設定
p2facing = 1          ;？
p1stateno = 851
p2stateno = 855
;hitsound = S800,0
fall = 0              ;落ちる力を２Ｐにかけるか
nochainID = 600,9999

[state a];ブースト
type = veladd
trigger1 = command = "z"
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
x = 15

[State a];ブースト
type = palfx
trigger1 = command = "z"
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
time = 5
add = 255,255,2556
color = 1

[state a]
type = veladd
trigger1 = animelem = 2
x = 7


[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;人の皮を被った悪魔め
[Statedef 851]
type    = S
movetype= A
physics = N
anim = 851
juggle  = 0
velset = 0,0
sprpriority = 2
poweradd= 123


;---------------------[ブーストゲージ増加]
[state a]
type = varadd
trigger1 = time = 0
trigger2 = animelem = 5
v = 16
value = 14

[state a]
type = varadd
trigger1 = animelemtime(7) = 0
trigger2 = animelemtime(7) = 2
v = 16
value = 11


;---------------------[七星ゲージ]
[state a]
type = varadd
trigger1 = time = 0
v = 4
value = 1

;---------------------[]
[State explod];掴み
type = Explod
trigger1 = animelem = 1
anim = 6010
id = 3000
sprpriority = 5
postype = p1
pos = 30,-60
bindtime = 1
supermove = 0
ownpal = 1
ignorehitpause = 0
under = 0
scale = 0.5,0.5

[State explod];斬り
type = Explod
trigger1 = animelem = 5
anim = 859
id = 3000
sprpriority = 5
postype = p1
pos = -10,30
bindtime = -1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1
scale = 0.5,0.5


;---------------------[サウンド]
[State 810, Grab Sound];掴み
type = PlaySnd
trigger1 = animelem = 1
value = 400, 3

[State 810, Grab Sound];人の皮を被った悪魔め！
type = PlaySnd
trigger1 = animelem = 1
value = 850, 0

;---------------------[速度]

;---------------------[攻撃]
[State 240, 2]
type = HitDef
trigger1 = animelem = 5
attr = S, NA
animtype  = hard
damage    = 42,0
priority = 6, Hit
getpower = 123,123
guardflag = M
pausetime = 4,4
sparkno = -1;s7010+(random%8)
sparkxy = -1;5,0
hitsound   = s500,2
guard.sparkno = -1;s7101
guardsound = s121,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2
air.velocity = ifelse(var(9) = 0,-3,0),-5
yaccel = 0.45
air.fall = 1
fall.recover = 0
nochainID = 9999
kill = 0

[State 240, 2]
type = HitDef
trigger1 = animelem = 7
attr = S, NA
animtype  = hard
damage    = 84,0
priority = 6, Hit
getpower = 215,215
guardflag = M
pausetime = 4,4
sparkno = -1;s7010+(random%8)
sparkxy = -1;5,-238/2
hitsound   = s500,2
guard.sparkno = -1;s7101
guardsound = s121,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1.3,-11
air.velocity = ifelse(var(9) = 0,-3,0),-5
yaccel = 0.45
fall = 1
fall.recover = 0
nochainID = 9999

[state 斬撃]
type = Helper
trigger1 = movehit
id = 6006
stateno = 6006
name = "hit"
pos = -9 , -42
postype = p2
sprpriority = 5
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = 0.47
size.yscale = 0.27
facing = ifelse(random%2=1,1,-1)
supermovetime = 999999
pausemovetime = 999999

[state 斬撃]
type = Helper
trigger1 = movehit
id = 6007
stateno = 6007
name = "hit"
pos = 0 , -60
postype = p2
sprpriority = 5
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0
facing = ifelse(random%2=1,1,-1)
ownpal = 1
size.xscale = 0.3
size.yscale = 0.3
supermovetime = 999999
pausemovetime = 999999


;---------------------[相手制御]
[State 801, 2]
type = Targetstate
trigger1 = time = 0
value = 855

[State 801, 2]
type = Targetstate
trigger1 = animelem = 2
value = 856

[State 801, 2]
type = TargetBind
trigger1 = animelem = 1
pos =30,-60
time = 60

[State 801, 2]
type = TargetBind
trigger1 = animelem = 2
pos = 60,0

;:::

[State 210, Width];画面端の押し戻し判定
type = Width
trigger1 = animelem = 1
edge = 60,0

[state a]
type = changestate
triggerall = animelem = 9,>=0
trigger1 = command = "holdup"
trigger1 = !var(59);AI用
trigger2 = var(59);
trigger2 = var(4) < 7;
value = 40


[State 821, 3] 
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;(ENEMY)投げられ
[Statedef 855]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State 700, 2];無敵の状態を作る
type = NotHitBy
trigger1 = 1
value = SCA

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 855

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

;---------------------------------------------------------------------------
;(ENEMY)投げられ
[Statedef 856]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 856

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


;---------------------------------------------------------------------------
;(ENEMY)投げられ２
[Statedef 855]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[state a]
type = sprpriority
trigger1 = animelem = 5
value = 5

[State 700, 2];無敵の状態を作る
type = NotHitBy
trigger1 = 1
value = SCA

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 855

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

[state a]
type = velset
trigger1 = animelem = 7
x = -9
y = 6

[State 821, 1] ;これは重力これは毎フレーム事に0.4の力が加わります
type = VelAdd
Trigger1 = animelem = 7,>=0
y = .4

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


;---------------------------------------------------------------------------
;空中投げ
[Statedef 870]
type    = A
movetype= A
physics = N
juggle  = 0
;velset = 0,0
ctrl = 0
anim = 800
sprpriority = 1

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
Trigger1 = p2stateno != 150 && 151 && 152 && 153 && 130 && 131 && 140
attr = A, NT          ;ｓ：立ち　ｎ：通常　ｔ：投げ
hitflag = A-          ;コンボの途中から投げが入らないよう設定してある
priority = 1, Miss    ;１は優先順位が低いので技がでないかミスするという設定
sparkno = -1          ;-をつければスパークエフェクトは無い
sprpriority = 1       ;２Ｐより上にカンフーマンが表示される
p1facing = 1 ;前を押したらターンする設定
p2facing = 1          ;？
p1stateno = 871
p2stateno = 875       ;投げが成功した場合の移動する２Ｐのステート
;hitsound = S800,0
fall = 1              ;落ちる力を２Ｐにかけるか
nochainID = 600,9999

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 610

;---------------------------------------------------------------------------
;
[Statedef 871]
type    = A
movetype= A
physics = N
anim = 871
juggle  = 0
velset = 0,0
sprpriority = 2

[state a]
type = posadd
trigger1 = animelem = 2
x = 70

;---------------------[サウンド]
[State 810, Grab Sound];ふんっ！
type = PlaySnd
trigger1 = animelem = 1
value = 870, 0
channel = 3


[State 810, Grab Sound];斬り
type = PlaySnd
trigger1 = animelem = 6
value = 500, 2


[State explod];斬り
type = Explod
trigger1 = animelem = 6
anim = 872
id = 3000
sprpriority = 5
postype = p1
pos = -5,-45
bindtime = 1
removetime = 11
supermove = 0
ignorehitpause = 1
under = 0
scale = 0.67,0.68

;---------------------[相手制御]
[State 801, 2]
type = TargetBind
trigger1 = animelem = 1
pos = 27,-30

[State 801, 2]
type = Targetstate
trigger1 = animelem = 1
value = 875

[State 801, 2]
type = Targetstate
trigger1 = animelem = 6
value = 876


;---------------------[攻撃]
[State 240, 2]
type = HitDef
trigger1 = animelem = 6
attr = A, NA
animtype  = up
damage    = 104,0
priority = 6, Hit
getpower = 108,108
guardflag = M
pausetime = 8,8
sparkno = -1;s7010+(random%8)
sparkxy = -1;5,-238/2
hitsound   = s400,3
guard.sparkno = -1;s7101
guardsound = s121,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1.0,-8
air.velocity = ifelse(var(9) = 0,-2,0),-8
yaccel = 0.45
fall = 1
fall.recover = 0
nochainID = 9999

[state 斬撃]
type = Helper
trigger1 = movehit
id = 6006
stateno = 6006
name = "hit"
pos = -9 , -42
postype = p2
sprpriority = 5
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = 0.47
size.yscale = 0.27
facing = ifelse(random%2=1,1,-1)
supermovetime = 999999
pausemovetime = 999999

[state 斬撃]
type = Helper
trigger1 = movehit
id = 6007
stateno = 6007
name = "hit"
pos = 0 , -60
postype = p2
sprpriority = 5
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0
facing = ifelse(random%2=1,1,-1)
ownpal = 1
size.xscale = 0.3
size.yscale = 0.3
supermovetime = 999999
pausemovetime = 999999

;---------------------[七星ゲージ]
[state a]
type = varadd
trigger1 = movehit = 1
v = 4
value = 1

;:::

[State 210, Width];画面端の押し戻し判定
type = Width
trigger1 = time = 0
edge = 60,0

;---------------------[ブーストゲージ増加]
[state a]
type = varadd
trigger1 = movecontact = 1
trigger1 = var(23) = 0
v = 16
value = 11
ignorehitpause = 1
persistent = 0


[state a]
type = statetypeset
trigger1 = animelem = 8
physics = A

[state a]
type = ctrlset
trigger1 = animelem = 9
value = 1


[State 821, 3] 
type = null;changeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;(ENEMY)掴まれ
[Statedef 875]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 875

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


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

;---------------------------------------------------------------------------
;(ENEMY)掴まれ
[Statedef 876]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 876

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


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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;特殊技
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;グレイブシュート
[Statedef 300]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
;velset = 0,0
anim = 300
sprpriority = 1

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

[state a]
type = posset
trigger1 = time = 0
y = 0

;-------------[効果音]
[State 210, 1];飛べ
type = PlaySnd
trigger1 = animelem = 2
value = 301, 0

[State 200, 1];シャキン
type = PlaySnd
trigger1 = animelem = 4
value = 301, 1

;-------------[速度]
[state a]
type = velset
trigger1 = animelem = 3
x = 7

;-------------[攻撃]
[State 410, 2]
type = HitDef
trigger1 = animelem = 6
attr = S, NA
damage    = 104
priority = 6, Hit
animtype  = diagup
hitflag = MAFLD
guardflag = MA
pausetime = 17,17
guard.pausetime = 15,15
getpower = 108,108
sparkno = -1;s7000+(random%8)
sparkxy = -1;0,-80
hitsound   = s500,2
guard.sparkno = -1;s7100
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0,-14
guard.velocity = -12.5
air.velocity =0,-14
down.velocity = -8,-5
yaccel = 0.45 + var(3)*0.45;(enemy,gethitvar(hitcount)-1)*0.05
fall = 1
fall.recovertime = 26
ID = 410
nochainID = 9999

[state 斬撃]
type = Helper
trigger1 = movehit
id = 6006
stateno = 6006
name = "hit"
pos = -9 , -42
postype = p2
sprpriority = 5
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = 0.47
size.yscale = 0.27
facing = ifelse(random%2=1,1,-1)
supermovetime = 999999
pausemovetime = 999999

[state 斬撃]
type = Helper
trigger1 = movehit
id = 6007
stateno = 6007
name = "hit"
pos = 0 , -60
postype = p2
sprpriority = 5
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0
facing = ifelse(random%2=1,1,-1)
ownpal = 1
size.xscale = 0.3
size.yscale = 0.3
supermovetime = 999999
pausemovetime = 999999

[State 200, 2];小ガードエフェクト
Type = Explod
Trigger1 = MoveGuarded
anim = 6020
Pos = -5, -55
PosType = p2
facing = -1
SprPriority = 9
Ownpal = 1
Ontop = 1
PauseMoveTime = 99999
SuperMoveTime = 99999
SuperMove = 1
bindTime = 1
persistent = 0
IgNoreHitPause = 1
Scale = 0.5,0.5

;-------------[エフェクト]
[State explod];切り裂き
type = Explod
trigger1 = animelem = 4
anim = 301
id = 3000
sprpriority = 2
postype = p1
pos = -10,-40
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
scale = 0.5,0.5


;-------------[]
[state a];ブースト
type = veladd
trigger1 = command = "z"
trigger1 = animelem = 6,<=0
trigger1 = var(16) >= 20
x = 15

[State a];ブースト
type = palfx
trigger1 = command = "z"
trigger1 = animelem = 6,<=0
trigger1 = var(16) >= 20
time = 5
add = 255,255,2556
color = 1

[state a];ブーストゲージ減少
type = varadd
trigger1 = command = "z"
trigger1 = animelem = 6,<=0
trigger1 = var(16) >= 20
v = 16
value = -20

;---------------------[ブーストゲージ増加]
[state a]
type = varadd
trigger1 = movecontact = 1
trigger1 = var(23) = 0
v = 16
value = 11
ignorehitpause = 1
persistent = 0


[state a]
type = changestate
trigger1 = movehit
trigger1 = command = "holdup"
value = 40
ignorehitpause = 1

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;へヴィーストライク
[Statedef 310]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
;velset = 0,0
anim = 310
sprpriority = 1


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

[state a]
type = posset
trigger1 = time = 0
y = 0

;-------------[]
[State 210, 1];へヴィーストライク
type = PlaySnd
trigger1 = animelem = 1
value = 350, 0

[State 210, 1];もらった
type = PlaySnd
trigger1 = animelem = 1
value = 310, 0

[State 200, 1];
type = PlaySnd
trigger1 = animelem = 6
value = 300, 2

;-------------[速度]
[state a]
type = velset
trigger1 = animelem = 5
x = 18


;-------------[]
[State 410, 2]
type = HitDef
trigger1 = animelem = 7
attr = S, NA
damage    = 31,0
priority = 7, Hit
animtype  = hard
guardflag = N
pausetime = 17,17
guard.pausetime = 15,15
getpower = 73,73
sparkno = -1;s7010+(random%8)
sparkxy = -1;0,-90
hitsound   = s500,2
guard.sparkno = -1;s7100
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10
guard.velocity = -12.5
air.velocity =-3,-9
p2stateno = 350
yaccel = 0.45 + var(3)*0.45;(enemy,gethitvar(hitcount)-1)*0.05
air.fall = 1
fall.recovertime = 26
ID = 410
nochainID = 9999

[State 200, 2];小ヒットエフェクト
Type = Explod
Trigger1 = MoveHit
anim = 6010
Pos = -5, -55
PosType = p2
facing = -1
SprPriority = 9
Ownpal = 1
Ontop = 1
PauseMoveTime = 99999
SuperMoveTime = 99999
SuperMove = 1
bindTime = 1
persistent = 0
IgNoreHitPause = 1
Scale = 0.5,0.5

;---------------------[ヘルパー]
[state a];
type = Helper
trigger1 = time = 0
id = 3000
name = "ef"
sprpriority = 2
pos = -26,-101
postype = p1
stateno = 311
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

;---------------------[七星ゲージ]
[state a]
type = varadd
trigger1 = movehit = 1
v = 4
value = 1

;---------------------[ブーストゲージ増加]
[state a]
type = varadd
trigger1 = movecontact = 1
trigger1 = var(23) = 0
v = 16
value = 11
ignorehitpause = 1
persistent = 0

;-------------[]
[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;(HELPER)発動エフェクト
[Statedef 311]
type = S
ctrl = 0
anim = 6040
velset = 0,0
movetype = I
physics = N
sprpriority = 5

[state a]
type = AssertSpecial
trigger1 = time = 0
flag = invisible

;---------------------[エフェクト]
;[state a]
;type = PalFX
;trigger1 = time = 0
;time = 75
;add = 5,25,5
;mul = 206,200,155
;color = 0

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256, 50
;---------------------[]
[state a]
type = varset
trigger1 = time = 0
v = 2
value = 0

[state a]
type = varadd
trigger1 = time >= 18
v = 2
value = 5

;---------------------[拡縮]
[state a]
type = angleset
trigger1 = time = 0
value = 90

[State 1000, 0]
type = AngleDraw
trigger1 = 1
scale = 0.5, 0.5

;---------------------[]



;---------------------[]
[state a]
type = destroyself
trigger1 = time = 36


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;秘孔やられ・よろけ
[Statedef 350]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[state a]
type = changestate
trigger1 = time = 0
trigger1 = (anim = [350,369]) || (anim = 5300)
trigger2 = pos y < 0
trigger3 = lose = 1
value = 352

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 350

[state a]
type = changeanim
triggerall = time = 0
trigger1 = (name = "REI" || name = "REI")&& authorname = "ahuron"
trigger2 = (name = "JAGI" || name = "JAGI")&& authorname = "ahuron"
trigger3 = (name = "JUDA" || name = "JUDA")&& authorname = "ahuron"
trigger4 = (name = "SHIN" || name = "SHIN")&& authorname = "ahuron"
trigger5 = (name = "THOUTHER" || name = "THOUTHER")&& authorname = "ahuron"
trigger6 = (name = "Mr.HEART" || name = "Mr.HEART")&& authorname = "ahuron"
;trigger7 = (name = "Toki Hakurei" || name = "Toki Hakurei")
value = 360

[state a]
type = changestate
trigger1 = animtime = 0
value = 351

;---------------------------------------------------------------------------
;秘孔やられ・気絶
[Statedef 351]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 5300

[state a]
type = changeanim
triggerall = time = 0
trigger1 = (name = "REI" || name = "REI")&& authorname = "ahuron"
trigger2 = (name = "JAGI" || name = "JAGI")&& authorname = "ahuron"
trigger3 = (name = "JUDA" || name = "JUDA")&& authorname = "ahuron"
trigger4 = (name = "SHIN" || name = "SHIN")&& authorname = "ahuron"
trigger5 = (name = "THOUTHER" || name = "THOUTHER")&& authorname = "ahuron"
trigger6 = (name = "Mr.HEART" || name = "Mr.HEART")&& authorname = "ahuron"
;trigger7 = (name = "Toki Hakurei" || name = "Toki Hakurei")
value = 361

[state a]
type = selfstate
trigger1 = time = 180
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;秘孔やられ・吹き飛び
[Statedef 352]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 352

[state a]
type = changestate
trigger1 = time = 15
value = 353


;---------------------------------------------------------------------------
;秘孔やられ・吹き飛び
[Statedef 353]
type    = S
movetype= H
physics = N
velset = -4,-7
sprpriority = 1

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

[State 821, 1] ;これは重力これは毎フレーム事に0.4の力が加わります
type = VelAdd
Trigger1 = 1
y = .4

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


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;バニシングストライク・チャージ
[Statedef 320]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
;velset = 0,0
anim = 320
sprpriority = 1


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

[state a]
type = posset
trigger1 = time = 0
y = 0

;-------------[変数初期化、変更]
[state a]
type = varset
trigger1 = time = 0
v = 5
value = 0

[state a]
type = varset
trigger1 = time >= 34
v = 5
value = 1

;-------------[]
[state a];ブースト
type = veladd
trigger1 = command = "z"
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
x = 15

[State a];ブースト
type = palfx
trigger1 = command = "z"
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
time = 5
add = 255,255,2556
color = 1

[state a];ブーストゲージ減少
type = varadd
trigger1 = command = "z"
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
v = 16
value = -20


[State 410, 4]
type = ChangeState
triggerall = time >= 12
trigger1 = command != "おしっぱなしy" && command != "おしっぱなしb"
trigger1 = !var(59);AI用
trigger2 = time >= 38
trigger3 = var(59);AI用
trigger3 = prevstateno != 440
value = 321


;---------------------------------------------------------------------------
;バニシングストライク・攻撃
[Statedef 321]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 321
sprpriority = 1

;-------------[]
[State 210, 1];へヴィーストライク
type = PlaySnd
trigger1 = animelem = 1
trigger1 = var(5) = 1
value = 350, 0

[State 210, 1];シャオ
type = PlaySnd
trigger1 = animelem = 1
value = 240, 1

[State 200, 1];
type = PlaySnd
trigger1 = animelem = 1
value = 300, 2

;-------------[速度]
[state a]
type = velset
trigger1 = animelem = 1
x = 7+var(5)*8

;-------------[]
[State 410, 2]
type = HitDef
trigger1 = animelem = 2
trigger1 = var(5) = 0
attr = S, NA
damage    = 104,0
priority = 7, Hit
animtype  = hard
guardflag = MA
pausetime = 17,17
guard.pausetime = 15,15
getpower = 108,108
sparkno = -1;s7010+(random%8)
sparkxy = -1;0,-100
hitsound   = s400,3
guard.sparkno = -1;s7100
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10
guard.velocity = -12.5
air.velocity =-10,0
yaccel = 0.45 + var(3)*0.45;(enemy,gethitvar(hitcount)-1)*0.05
fall = 1
fall.recover = 1

[State 410, 2]
type = HitDef
trigger1 = animelem = 2
trigger1 = var(5) = 1
attr = S, NA
damage    = 104,0
priority = 7, Hit
animtype  = hard
guardflag = N
pausetime = 17,17
guard.pausetime = 15,15
getpower = 108,108
sparkno = -1;s7010+(random%8)
sparkxy = -1;0,-100
hitsound   = s400,3
guard.sparkno = -1;s7100
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10
guard.velocity = -12.5
air.velocity =-10,0
yaccel = 0.45 + var(3)*0.45;(enemy,gethitvar(hitcount)-1)*0.05
fall = 1
fall.recover = 1
;---------------------
[State 200, 2];小ヒットエフェクト
Type = Explod
Trigger1 = MoveHit
anim = 6010
Pos = -5, -50
PosType = p2
facing = -1
SprPriority = 9
Ownpal = 1
Ontop = 1
PauseMoveTime = 99999
SuperMoveTime = 99999
SuperMove = 1
bindTime = 1
persistent = 0
IgNoreHitPause = 1
Scale = 0.5,0.5

[State 200, 2];小ガードエフェクト
Type = Explod
Trigger1 = MoveGuarded
anim = 6020
Pos = -5, -50
PosType = p2
facing = -1
SprPriority = 9
Ownpal = 1
Ontop = 1
PauseMoveTime = 99999
SuperMoveTime = 99999
SuperMove = 1
bindTime = 1
persistent = 0
IgNoreHitPause = 1
Scale = 0.5,0.5

;---------------------[ヘルパー]
[state a];
type = Helper
trigger1 = time = 0
trigger1 = var(5) = 1
id = 3000
name = "ef"
sprpriority = 2
pos = -52/2,-202/2
postype = p1
stateno = 311
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

;---------------------[七星ゲージ]
[state a]
type = varadd
trigger1 = movehit = 1
trigger1 = var(11) = 0
v = 4
value = 1

;---------------------[ブーストゲージ増加]
[state a]
type = varadd
trigger1 = movecontact = 1
trigger1 = var(23) = 0
v = 16
value = 11
ignorehitpause = 1
persistent = 0

;---------------------[相手制御]
[state a]
type = targetstate
trigger1 = movehit = 1
trigger1 = enemy,stateno != 550
;trigger1 = var(11) = 0
value = 550

[state a]
type = varset
trigger1 = movehit = 1
v = 11
value = 1



;-------------[]
[State 410, 4]
type = varset
trigger1 = movehit
trigger1 = command = "holdfwd" || var(59);AI用に変更
trigger1 = var(16) <= 100
v = 16
value = 100

[State 410, 4]
type = ChangeState
trigger1 = movehit
trigger1 = command = "holdfwd" || var(59);AI用に変更
value = 500

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; ブースト
[Statedef 500]
type    = S
physics = N
anim = 500
sprpriority = 1
ctrl = 0

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

[State 1000, 0]
type = MoveHitReset
trigger1 = 1
ignorehitpause =1

[State 3000, 0]
type = Explod
trigger1 = time = 0
anim = 7200
ID = 7200
pos = 0,-26
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = -0.9,0
accel = -0.12,0
removetime = -2
supermovetime = 9999999999
pausemovetime = 9999999999
scale = 0.5,0.5
sprpriority = 5
ownpal = 1
;ignorehitpause = 
;persistent = 

[state a]
type = veladd
trigger1 = time = 0
x = 8
;IgnoreHitPause = 1

[state a]
type = veladd
trigger1 = vel x < 8
x = 0.2


[State a];
type = palfx
trigger1 = time = 0
time = 5
add = 255,255,2556
color = 1

;-------------[]
[State 210, 1];
type = PlaySnd
trigger1 = time = 0
value = 110, 0

;-------------[状態関係]
[state a]
type = statetypeset
trigger1 = pos y < 0
value = A

[state a]
type = veladd;gravity
trigger1 = Statetype = A
y = 0.45

[state a]
type = statetypeset
trigger1 = pos y >= 0
value = S

[state a]
type = posset
trigger1 = Statetype = S
y = 0

[state a]
type = ctrlset
trigger1 = time = 40
value = 1

[state a]
type = velset
trigger1 = Pos Y >= 0
y = 0

[State 04]
type = posset
trigger1 = Pos Y > 0
y = 0
;-------------[]
[state a]
type = varadd
trigger1 = time = 0
v = 16
value = -20

[state a]
type = varset
trigger1 = time = 0
v = 23
value = 1

;-------------[]
[State 02] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 03] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 04]
type = ChangeState
trigger1 = time = 90
trigger1 = statetype = S
value = 0
ctrl = 1

[State 04]
type = ChangeState
trigger1 = time = 90
trigger1 = statetype = A
value = 111
ctrl = 1




;---------------------------------------------------------------------------
;(ENEMY)へヴィストライク、吹き飛び
[Statedef 550]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

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

[state a]
type = velset
trigger1 = time = 0
x = -12

[state a]
type = posadd
trigger1 = time = 0
trigger1 = enemy,stateno = 321
y = -20

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


[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 550

[state a]
type = changeanim
triggerall = time = 0
trigger1 = (name = "REI" || name = "REI")&& authorname = "ahuron"
trigger2 = (name = "JAGI" || name = "JAGI")&& authorname = "ahuron"
trigger3 = (name = "JUDA" || name = "JUDA")&& authorname = "ahuron"
trigger4 = (name = "SHIN" || name = "SHIN")&& authorname = "ahuron"
trigger5 = (name = "THOUTHER" || name = "THOUTHER")&& authorname = "ahuron"
trigger6 = (name = "Mr.HEART" || name = "Mr.HEART")&& authorname = "ahuron"
value = 560

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

[state a]
type = changestate
trigger1 = BackEdgeDist <= 10
trigger2 = time = 200
trigger3 = frontEdgeDist <= 10
value = 552

;---------------------------------------------------------------------------
;(ENEMY)へヴィストライク、弱吹き飛び
[Statedef 551]
type    = A
movetype= H
physics = N
velset = -12,0
sprpriority = 1

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

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 550

[state a]
type = changeanim
triggerall = time = 0
trigger1 = (name = "REI" || name = "REI")&& authorname = "ahuron"
trigger2 = (name = "JAGI" || name = "JAGI")&& authorname = "ahuron"
trigger3 = (name = "JUDA" || name = "JUDA")&& authorname = "ahuron"
trigger4 = (name = "SHIN" || name = "SHIN")&& authorname = "ahuron"
trigger5 = (name = "THOUTHER" || name = "THOUTHER")&& authorname = "ahuron"
trigger6 = (name = "Mr.HEART" || name = "Mr.HEART")&& authorname = "ahuron"
value = 560

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

[state a]
type = changestate
trigger1 = BackEdgeDist <= 10
value = 552

;---------------------------------------------------------------------------
;(ENEMY)へヴィストライク、壁ヒット
[Statedef 552]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 552

[state a]
type = changeanim
triggerall = time = 0
trigger1 = (name = "REI" || name = "REI")&& authorname = "ahuron"
trigger2 = (name = "JAGI" || name = "JAGI")&& authorname = "ahuron"
trigger3 = (name = "JUDA" || name = "JUDA")&& authorname = "ahuron"
trigger4 = (name = "SHIN" || name = "SHIN")&& authorname = "ahuron"
trigger5 = (name = "THOUTHER" || name = "THOUTHER")&& authorname = "ahuron"
trigger6 = (name = "Mr.HEART" || name = "Mr.HEART")&& authorname = "ahuron"
value = 562

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

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

[state a]
type = posadd
trigger1 = time = 0
trigger1 = prevstateno = 550
y = -10

[state a]
type = posadd
trigger1 = time = 0
trigger1 = prevstateno = 551
y = 5


[state a]
type = changestate
trigger1 = animtime = 0
value = 553

;---------------------------------------------------------------------------
;(ENEMY)へヴィストライク、落下
[Statedef 553]
type    = A
movetype= H
physics = N
velset = 0.4,0
sprpriority = 1

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

[state a]
type = changeanim
triggerall = time = 0
trigger1 = (name = "REI" || name = "REI")&& authorname = "ahuron"
trigger2 = (name = "JAGI" || name = "JAGI")&& authorname = "ahuron"
trigger3 = (name = "JUDA" || name = "JUDA")&& authorname = "ahuron"
trigger4 = (name = "SHIN" || name = "SHIN")&& authorname = "ahuron"
trigger5 = (name = "THOUTHER" || name = "THOUTHER")&& authorname = "ahuron"
trigger6 = (name = "Mr.HEART" || name = "Mr.HEART")&& authorname = "ahuron"
value = 563

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

[state a]
type = veladd
trigger1 = time >= 3
y = 0.45

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


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;必殺技
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 南斗狂鶴翔舞
[Statedef 1000]
type    = A
movetype= A
physics = N
juggle  = 7
poweradd= 0
velset = 0,0
anim = 1000
sprpriority = 1
ctrl = 0

;---------------------[]


;---------------------[効果音]
[state a];ふううぅぅぅ
type = playsnd
trigger1 = animelem = 1
value = 1000,0

[state a];
type = playsnd
trigger1 = animelem = 6
value = 301,1

;-------------[速度]
[state a]
type = velset
trigger1 = animelem = 6
x = 0
y = -4

[state a]
type = veladd
trigger1 = animelem = 6,>=0
y = 0.35

[state a]
type = ctrlset
trigger1 = animelem = 12
value = 1

;---------------------[ヘルパー]
[state a];バリアエフェクト1
type = Helper
trigger1 = animelem = 6
id = 1005
name = "baria"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 1005
helpertype = normal
pausemovetime = 11
keyctrl = 0 
ownpal = 1

[state a];バリアエフェクト2
type = Helper
trigger1 = animelem = 6
id = 1006
name = "baria"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 1005
helpertype = normal
pausemovetime = 11
keyctrl = 0 
ownpal = 1

[state a];攻撃
type = Helper
trigger1 = animelem = 6
id = 1010
name = "baria2"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 1010
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

;---------------------[]
[state a];ブースト
type = veladd
trigger1 = command = "z"
trigger1 = animelem = 6,<=0
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
x = 10

[State a];ブースト
type = palfx
trigger1 = command = "z"
trigger1 = animelem = 6,<=0
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
time = 5
add = 255,255,2556
color = 1



[state a];ブーストゲージ減少
type = varadd
trigger1 = command = "z"
trigger1 = animelem = 6,<=0
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
v = 16
value = -20

;---------------------[立ちステートに戻る]
[state a]
type = changestate
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 50


;---------------------------------------------------------------------------
;(HELPER)回転エフェクト
[Statedef 1005]
type = A
ctrl = 0
anim = 1005
velset = 0,0
movetype = I
physics = N
sprpriority = 5

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = bindtoroot
trigger1 = 1
pos = 0,-80

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

;---------------------[変数]
[state a]
type = varset
trigger1 = time = 0
v = 1
value = 15

[state a]
type = varadd
trigger1 = var(1) != 0
v = 1
value = -1

;---------------------[拡縮]
[state a]
type = angleset
trigger1 = ishelper(1006)
trigger1 = time = 0
value = 90

[State 1000, 0]
type = AngleAdd
trigger1 = ishelper(1005)
value = -12

[State 1000, 0]
type = AngleAdd
trigger1 = ishelper(1006)
value = 12

[State 1000, 0]
type = AngleDraw
trigger1 = ishelper(1005)
scale = 1.0,1.0;1.8+var(1)*0.05,2.0+var(1)*0.05



[State 1000, 0]
type = AngleDraw
trigger1 = ishelper(1006)
scale = 1.0,1.0;1.6+var(1)*0.05,1.8+var(1)*0.05



;---------------------[]
[state a]
type = changestate
trigger1 = root,numhelper(1010) = 0
value = 1006


;---------------------------------------------------------------------------
;(HELPER)回転エフェクト消滅
[Statedef 1006]
type = A
ctrl = 0
velset = 0,0
movetype = I
physics = N
sprpriority = 5


[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = bindtoroot
trigger1 = 1
pos = 0,-80

[state a]
type = AssertSpecial
trigger1 = time = 0
flag = invisible


;---------------------[変数]
[state a]
type = varset
trigger1 = time = 0
v = 1
value = 0

[state a]
type = varadd
trigger1 = 1
v = 1
value = -2

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

;---------------------[拡縮]
[State 1000, 0]
type = AngleAdd
trigger1 = ishelper(1005)
value = -12

[State 1000, 0]
type = AngleAdd
trigger1 = ishelper(1006)
value = 12

[State 1000, 0]
type = AngleDraw
trigger1 = ishelper(1005)
scale = 1.0,1.0;1.8+var(1)*0.05,2.0+var(1)*0.05



[State 1000, 0]
type = AngleDraw
trigger1 = ishelper(1006)
scale = 1.0,1.0;1.6+var(1)*0.05,1.8+var(1)*0.05

;---------------------[]
[state a]
type = destroyself
trigger1 = time > 16



;---------------------------------------------------------------------------
;(HELPER)攻撃
[Statedef 1010]
type = A
ctrl = 0
anim = 1010
velset = 0,0
movetype = A
physics = N
sprpriority = 2

;---------------------[]
[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = bindtoroot
trigger1 = 1
pos = 0,0

[state a]
type = pause
trigger1 = movecontact
time = 17
ignorehitpause = 0



;---------------------[]
[State 1000, 0]
type = HitDef
trigger1 = time = 0
attr = S, SP
animtype  = hard
damage    = 36,6
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = -1;s7010+(random%8)
getpower = 85,85
sparkxy = -1;0,0
hitsound   = s500,2
guardsound = s121,0
guard.sparkno = -1;s7101
ground.type = high
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = -8
guard..velocity = -11
air.velocity = -4,-4
guard.velocity = -5
fall = 0
air.fall = 1
fall.recovertime = 26
ID = 9999
nochainID = 9999
scale = 1.0,1.0

[state 斬撃]
type = Helper
trigger1 = movehit
id = 6006
stateno = 6006
name = "hit"
pos = -9 , -42
postype = p2
sprpriority = 5
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = 0.47
size.yscale = 0.27
facing = ifelse(random%2=1,1,-1)
supermovetime = 999999
pausemovetime = 999999

[state 斬撃]
type = Helper
trigger1 = movehit
id = 6007
stateno = 6007
name = "hit"
pos = 0 , -60
postype = p2
sprpriority = 5
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0
facing = ifelse(random%2=1,1,-1)
ownpal = 1
size.xscale = 0.3
size.yscale = 0.3
supermovetime = 999999
pausemovetime = 999999

[State 200, 2];小ガードエフェクト
Type = Explod
Trigger1 = MoveGuarded
anim = 6020
Pos = -5, -50
PosType = p2
facing = -1
SprPriority = 9
Ownpal = 1
Ontop = 1
PauseMoveTime = 99999
SuperMoveTime = 99999
SuperMove = 1
bindTime = 1
persistent = 0
IgNoreHitPause = 1
Scale = 0.5,0.5

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

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

[state a]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1011

;---------------------[七星ゲージ]
[state a]
type = parentvaradd
trigger1 = movehit = 1
trigger1 = root,var(9) = 1
v = 4
value = 1

[state a];カウンターヒット
type = parentvaradd
trigger1 = movehit = 1
trigger1 = root,var(8) = 1
v = 4
value = 1
IgnoreHitPause = 1
persistent = 0

;---------------------[ブーストゲージ増加]
[state a]
type = parentvaradd
trigger1 = movecontact = 1
trigger1 = root,var(23) = 0
v = 16
value = 8
ignorehitpause = 1
persistent = 0

;---------------------[]
[state a]
type = changestate
trigger1 = movecontact
trigger2 = root,movetype = H
trigger3 = root,statetype != A
value = 1011


;---------------------------------------------------------------------------
;(HELPER)消滅
[Statedef 1011]
type = A
ctrl = 0
anim = 9999
velset = 0,0
movetype = I
physics = N
sprpriority = 2

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[]
[state a]
type = destroyself
trigger1 = animtime = 0

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 飛燕流舞
[Statedef 1100]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
anim = 1100
sprpriority = 1
ctrl = 0

;---------------------[コマンド判定]
[state a]
type = varset
trigger1 = time = 0
v = 5
value = 0

[state a]
type = varset
triggerall = time = 0
trigger1 = command = "x"
v = 5
value = 0

[state a]
type = varset
triggerall = time = 0
trigger1 = command = "a"
trigger1 = !var(59) || !var(11);AI用
v = 5
value = 1


;---------------------[効果音]
[state a];飛燕流舞
type = playsnd
trigger1 = animelem = 1
value = 1100,(random%2)

[state a];
type = playsnd
trigger1 = animelem = 5
value = 1100,3

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

[state a]
type = velset
trigger1 = animelem = 6
y = -2

[state a]
type = veladd
trigger1 = animelem = 6,>=0
y = 0.33

[state a]
type = ctrlset
trigger1 = animelem = 12
value = 1

;---------------------[ヘルパー]
[state a];斬りエフェクト1
type = Helper
trigger1 = animelem = 5
id = 1105
name = "kiri"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 1105
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];斬りエフェクト2
type = Helper
trigger1 = animelem = 5
id = 1106
name = "kiri"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 1105
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];弾
type = Helper
trigger1 = animelem = 5
trigger1 = var(5) = 0
id = 1110
name = "hien"
sprpriority = 2
pos = 2,4/2
postype = p1
stateno = 1110
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


[state a];弾
type = Helper
trigger1 = animelem = 5
trigger1 = var(5) = 1
id = 1111
name = "hien"
sprpriority = 2
pos = 2,4/2
postype = p1
stateno = 1110
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

;---------------------[]
[state a];ブースト
type = veladd
trigger1 = command = "z"
trigger1 = animelem = 6,<=0
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
x = 6

[State a];ブースト
type = palfx
trigger1 = command = "z"
trigger1 = animelem = 6,<=0
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
time = 5
add = 255,255,2556
color = 1

[state a];ブーストゲージ減少
type = varadd
trigger1 = command = "z"
trigger1 = animelem = 6,<=0
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
v = 16
value = -20

;---------------------[立ちステートに戻る]
[state a]
type = changestate
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 50

;---------------------------------------------------------------------------
;(HELPER)斬りエフェクト
[Statedef 1105]
type = A
ctrl = 0
velset = 0,0
anim = 1105
movetype = I
physics = N
sprpriority = 5


[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(1105)
value = 1105

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(1106)
value = 1106

;---------------------[変数]
[state a]
type = varset
trigger1 = time = 0
v = 1
value = 0

[state a]
type = varadd
trigger1 = 1
v = 1
value = -43

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256+var(1),256

;---------------------[拡縮]
[State 1000, 0]
type = AngleDraw
trigger1 = 1
scale = 0.5,0.5

;---------------------[]
[state a]
type = destroyself
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;(HELPER)弾A
[Statedef 1110]
type = A
ctrl = 0
anim = 1110
velset = 0,0
movetype = A
physics = N
sprpriority = 2

;var(1) = 弾の角度
;var(2) = 拡縮

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[弾の角度、発射速度]
[state a]
type = varset
trigger1 = time = 0
v = 1
value = 2


[state a]
type = velset
trigger1 = ishelper(1110)
trigger1 = time = 0
x = 2
y = 6

[State 1000, 0]
type = Angleset
trigger1 = ishelper(1110)
trigger1 = time = 0
value = 10



[state a]
type = velset
trigger1 = ishelper(1111)
trigger1 = time = 0
x = 3
y = 5.5

[State 1000, 0]
type = Angleset
trigger1 = ishelper(1111)
trigger1 = time = 0
value = 15







[state a]
type = varset
trigger1 = time = 0
v = 2
value = 10

[state a]
type = varadd
trigger1 = var(2) > 0
v = 2
value = -1

;---------------------[効果音]
[state a];
type = playsnd
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger2 = ishelper(1110)
trigger2 = Vel Y < 0
trigger2 = Pos Y <= -240
trigger3 = vel Y != 0
trigger3 = Pos X >= 160
trigger4 = vel Y != 0
trigger4 = Pos X <= -160
value = 500,2


;---------------------[反射]
[State 1000, 0]
type = Angleadd
triggerall = ishelper(1110)
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger2 = Vel Y < 0
trigger2 = Pos Y <= -240
value = 180

[State 1000, 0]
type = Angleset
triggerall = ishelper(1111)
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 90

[state a]
type = velset
triggerall = ishelper(1111)
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
x = 6
y = 0

[state a]
type = turn
trigger1 = ishelper(1110)
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger2 = ishelper(1110)
trigger2 = Vel Y < 0
trigger2 = Pos Y <= -240
trigger3 = vel Y != 0
trigger3 = Pos X >= 160
trigger4 = vel Y != 0
trigger4 = Pos X <= -160

[state a]
type = velset
triggerall = ishelper(1110)
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger2 = Vel Y < 0
trigger2 = Pos Y <= -240
y = -vel y

[state a]
type = velset
triggerall = vel Y != 0
trigger1 = Pos X >= 160
trigger2 = Pos X <= -160
x = -vel x

;---------------------[]
[State 440, 3]
type = HitDef
trigger1 = time = 0
attr = S, SP
animtype  = hard
damage    = 115,6
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1;s7010+(random%8)
getpower = 38,38
sparkxy = -1;0,0
hitsound   = s400,3
guardsound = s121,0
guard.sparkno = -1;s7101
ground.type = high
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = -8
guard.velocity = -11
air.velocity = -4,-4
fall = 0
air.fall = 1
fall.recovertime = 10
ID = 9999
nochainID = 9999

[State 440, 3]
type = HitDef
;trigger1 = ishelper
trigger1 = vel y < 0
attr = S, SP
animtype  = hard
damage    = 115,6
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1;s7010+(random%8)
getpower = 38,38
sparkxy = -1;0,0
hitsound   = s400,3
guardsound = -1;s121,0
guard.sparkno = s7101
ground.type = high
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = 8
guard.velocity = 11
air.velocity = 4,-4
fall = 0
air.fall = 1
fall.recovertime = 10
ID = 9999
nochainID = 9999

[state 斬撃]
type = Helper
trigger1 = movehit
id = 6006
stateno = 6006
name = "hit"
pos = -9 , -42
postype = p2
sprpriority = 5
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = 0.47
size.yscale = 0.27
facing = ifelse(random%2=1,1,-1)
supermovetime = 999999
pausemovetime = 999999

[state 斬撃]
type = Helper
trigger1 = movehit
id = 6007
stateno = 6007
name = "hit"
pos = 0 , -60
postype = p2
sprpriority = 5
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0
facing = ifelse(random%2=1,1,-1)
ownpal = 1
size.xscale = 0.3
size.yscale = 0.3
supermovetime = 999999
pausemovetime = 999999

[State 200, 2];小ガードエフェクト
Type = Explod
Trigger1 = MoveGuarded
anim = 6020
Pos = -5, -10
PosType = p2
facing = -1
SprPriority = 9
Ownpal = 1
Ontop = 1
PauseMoveTime = 99999
SuperMoveTime = 99999
SuperMove = 1
bindTime = 1
persistent = 0
IgNoreHitPause = 1
Scale = 0.5,0.5

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 255, 255

;---------------------[拡縮]
[State 1000, 0]
type = AngleDraw
trigger1 = 1
scale = 0.5,0.5;1+var(2)*0.1,1

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

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

[state a]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1115

;---------------------[七星ゲージ]
[state a]
type = parentvaradd
trigger1 = movehit = 1
trigger1 = root,var(9) = 1
v = 4
value = 1

[state a];カウンターヒット
type = parentvaradd
trigger1 = movehit = 1
trigger1 = root,var(8) = 1
v = 4
value = 1
IgnoreHitPause = 1
persistent = 0

;---------------------[ブーストゲージ増加]
[state a]
type = parentvaradd
trigger1 = movecontact = 1
trigger1 = root,var(23) = 0
v = 16
value = 3
ignorehitpause = 1
persistent = 0

;---------------------[]
[state a]
type = changestate
trigger1 = movecontact
trigger2 = ishelper(1110)
trigger2 = Vel Y < 0
trigger2 = pos y <= -120
trigger3 = Pos X >= 180
trigger4 = Pos X <= -180
value = 1115


;---------------------------------------------------------------------------
;(HELPER)弾消滅
[Statedef 1115]
type = A
ctrl = 0
anim = 1115
velset = 0,0
movetype = A
physics = N
sprpriority = 2

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[効果音]
[state a];
type = playsnd
trigger1 = time = 0
value = 500,2

;---------------------[拡縮]
[State 1000, 0]
type = null;Angleset
trigger1 = time = 0
value = var(1)

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

[state a]
type = varadd
trigger1 = 1
v = 2
value = -1



[State 1000, 0]
type = AngleDraw
trigger1 = 1
scale = 0.5,0.5;1+var(2)*0.1,1+var(2)*0.1

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 255, 255

;---------------------[]
[state a]
type = destroyself
trigger1 = time = 10


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 南斗迅襲嘴斬
[Statedef 1200]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
anim = 1200
sprpriority = 1
ctrl = 0

;---------------------[コマンド判定]
[state a]
type = turn
trigger1 = time = 0
trigger1 = command = "holdback"
trigger1 = !var(59);AI用

;---------------------[効果音]
[state a];そこだ
type = playsnd
trigger1 = animelem = 2
value = 1200,0

[state a];突進
type = playsnd
trigger1 = animelem = 4
value = 1200,1

;-------------[速度]
[state a]
type = velset
trigger1 = animelem = 4
x = 10
y = 1.5

[state a]
type = veladd
trigger1 = animelem = 4,>=0
y = 0.3

;---------------------[ヘルパー]
[state a];突進エフェクト
type = Helper
trigger1 = animelem = 4
id = 1220
name = "kiri"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 1220
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


;---------------------[立ちステートに戻る]
[State 640, 3]
type = HitDef
trigger1 = animelem = 4
attr = A, SA
damage    = 115,6
priority = 6, Hit
guardflag = HA
getpower = 108,108
pausetime = 17,17
guard.pausetime = 15,15
sparkno = -1;s7010+(random%8)
sparkxy = -1;0,-45
hitsound   = s400,2
guard.sparkno = -1;s7101
guardsound = s121,0
animtype = hard
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-7
guard.velocity = -11
air.velocity = ifelse(var(9) = 0,-2,0),-5
yaccel = 0.45 + (var(3) - 1)*0.1
fall = 1
fall.recovertime = 26
ID = 600
nochainID = 9999

[State 200, 2];小ヒットエフェクト
Type = Explod
Trigger1 = MoveHit
anim = 6095
Pos = -5, -45
PosType = p2
facing = -1
SprPriority = 9
Ownpal = 1
Ontop = 1
PauseMoveTime = 99999
SuperMoveTime = 99999
SuperMove = 1
bindTime = 1
persistent = 0
IgNoreHitPause = 1
Scale = 0.5,0.5

[State 200, 2];小ガードエフェクト
Type = Explod
Trigger1 = MoveGuarded
anim = 6020
Pos = -5, -45
PosType = p2
facing = -1
SprPriority = 9
Ownpal = 1
Ontop = 1
PauseMoveTime = 99999
SuperMoveTime = 99999
SuperMove = 1
bindTime = 1
persistent = 0
IgNoreHitPause = 1
Scale = 0.5,0.5

;---------------------[]
[state a];ブースト
type = veladd
trigger1 = command = "z"
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
x = 6

[State a];ブースト
type = palfx
trigger1 = command = "z"
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
time = 5
add = 255,255,2556
color = 1

[state a];ブーストゲージ減少
type = varadd
trigger1 = command = "z"
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
v = 16
value = -20

;---------------------[七星ゲージ]
[state a]
type = varadd
trigger1 = movehit = 1
trigger1 = var(9) = 1
v = 4
value = 1
IgnoreHitPause = 1
persistent = 0

[state a];カウンターヒット
type = varadd
trigger1 = movehit = 1
trigger1 = var(8) = 1
v = 4
value = 1
IgnoreHitPause = 1
persistent = 0

;---------------------[ブーストゲージ増加]
[state a]
type = varadd
trigger1 = movecontact = 1
trigger1 = var(23) = 0
v = 16
value = 11
ignorehitpause = 1
persistent = 0

;---------------------[立ちステートに戻る]
[state a]
type = changestate
trigger1 = movehit
value = 1210

[state a]
type = changestate
trigger1 = moveguarded
value = 1211


[state a]
type = changestate
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1205


;---------------------------------------------------------------------------
;南斗迅襲嘴斬・着地
[Statedef 1205]
type = S
movetype = A
physics = S
poweradd= 0
ctrl = 0
anim = 1205
sprpriority = 2
velset = 0,0

[state a]
type = posset
trigger1 = time = 0
y = 0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = 40, 0

[State explod];着地エフェクト
type = Explod
trigger1 = time = 0
anim = 6003
id = 6040
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
scale = 0.5,0.5


;---------------------[立ちステートに戻る]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; 南斗迅襲嘴斬・ヒット
[Statedef 1210]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
anim = 1210
sprpriority = 1
ctrl = 0

;---------------------[効果音]
;-------------[速度]
[state a]
type = veladd
trigger1 = animelem = 4,>=0
y = 0.3

[state a]
type = ctrlset
trigger1 = animelem = 4
value = 1

;---------------------[]
[state a];ブースト
type = veladd
trigger1 = command = "z"
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
x = 7

[State a];ブースト
type = palfx
trigger1 = command = "z"
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
time = 5
add = 255,255,2556
color = 1

[state a];ブーストゲージ減少
type = varadd
trigger1 = command = "z"
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
v = 16
value = -20

;---------------------[立ちステートに戻る]
[state a]
type = changestate
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 50

;---------------------------------------------------------------------------
; 南斗迅襲嘴斬・ガード
[Statedef 1211]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = -3,-6
anim = 1211
sprpriority = 1
ctrl = 0

;---------------------[効果音]
;-------------[速度]

[state a]
type = veladd
trigger1 = 1
y = 0.45
;---------------------[]


;---------------------[立ちステートに戻る]
[state a]
type = changestate
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1205

;---------------------------------------------------------------------------
;(HELPER)突進エフェクト
[Statedef 1220]
type = A
ctrl = 0
anim = 1220
velset = 0,0
movetype = I
physics = N
sprpriority = 5


[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = bindtoroot
trigger1 = 1
pos = 61,0

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

;---------------------[変数]
;---------------------[拡縮]
[state a]
type = angleset
trigger1 = time = 0
value = -40

[State 1000, 0]
type = AngleDraw
trigger1 = 1
scale = 1.0,1.0



;---------------------[]
[state a]
type = changestate
trigger1 = root,stateno != 1200
value = 1221


;---------------------------------------------------------------------------
;(HELPER)突進エフェクト消滅
[Statedef 1221]
type = A
ctrl = 0
velset = 0,0
movetype = I
physics = N
anim = 1221
sprpriority = 5

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[変数]
[state a]
type = varset
trigger1 = time = 0
v = 1
value = 0

[state a]
type = varadd
trigger1 = 1
v = 1
value = -2

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

;---------------------[拡縮]
[state a]
type = angleset
trigger1 = time = 0
value = -40

[State 1000, 0]
type = AngleDraw
trigger1 = 1
scale = 2.0+var(1)*0.1,2.0+var(1)*0.1

;---------------------[]
[state a]
type = destroyself
trigger1 = animtime = 0

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; ⊂二二（　＾ω＾）⊃
[Statedef 1300]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
anim = 1300
sprpriority = 1
ctrl = 0

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

;---------------------[効果音]
[state a];しねぇい
type = playsnd
trigger1 = animelem = 2
value = 1300,0

[state a];突進
type = playsnd
trigger1 = animelem = 5
value = 1200,1

;-------------[速度]
[state a]
type = velset
trigger1 = animelem = 5,>=0
trigger1 = animelem = 9,<=0
x = 9
y = 0

[state a]
type = velset
trigger1 = animelem = 9
x = 5
y = 1

[state a]
type = veladd
trigger1 = animelem = 9,>=0
y = 0.45

;---------------------[ヘルパー]
[state a];突進エフェクト
type = Helper
trigger1 = animelem = 4
id = 1305
name = "kiri"
sprpriority = -1
pos = 0,0
postype = p1
stateno = 1305
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];爪エフェクト1
type = Helper
trigger1 = animelem = 5
id = 1310
name = "tume"
sprpriority = -1
pos = 0,0
postype = p1
stateno = 1310
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];爪エフェクト2
type = Helper
trigger1 = animelem = 5
id = 1311
name = "tume"
sprpriority = -1
pos = 0,0
postype = p1
stateno = 1310
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1



;---------------------[立ちステートに戻る]
[State 640, 3]
type = HitDef
trigger1 = animelem = 5
attr = A, SA
damage    = 115,6
priority = 6, Hit
guardflag = HA
getpower = 123,123
pausetime = 20,20
guard.pausetime = 18,18
sparkno = -1;s7010+(random%8)
sparkxy = -1;0,-75
hitsound   = s500,2
guard.sparkno = -1;s7101
guardsound = s121,0
animtype = hard
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-11
guard.velocity = -11
air.velocity = ifelse(var(9) = 0,-2,0),-10
yaccel = 0.7 + (var(3) - 1)*0.12
fall = 1
fall.recovertime = 40
ID = 600
nochainID = 9999

[state 斬撃]
type = Helper
trigger1 = movehit
id = 6006
stateno = 6006
name = "hit"
pos = -9 , -42
postype = p2
sprpriority = 5
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = 0.47
size.yscale = 0.27
facing = ifelse(random%2=1,1,-1)
supermovetime = 999999
pausemovetime = 999999

[state 斬撃]
type = Helper
trigger1 = movehit
id = 6007
stateno = 6007
name = "hit"
pos = 0 , -60
postype = p2
sprpriority = 5
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0
facing = ifelse(random%2=1,1,-1)
ownpal = 1
size.xscale = 0.3
size.yscale = 0.3
supermovetime = 999999
pausemovetime = 999999

[State 200, 2];小ガードエフェクト
Type = Explod
Trigger1 = MoveGuarded
anim = 6020
Pos = -5, -50
PosType = p2
facing = -1
SprPriority = 9
Ownpal = 1
Ontop = 1
PauseMoveTime = 99999
SuperMoveTime = 99999
SuperMove = 1
bindTime = 1
persistent = 0
IgNoreHitPause = 1
Scale = 0.5,0.5

;---------------------[]
[state a];ブースト
type = veladd
trigger1 = command = "z"
trigger1 = movecontact = 0
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
x = 6

[State a];ブースト
type = palfx
trigger1 = command = "z"
trigger1 = movecontact = 0
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
time = 5
add = 255,255,2556
color = 1

[state a];ブーストゲージ減少
type = varadd
trigger1 = command = "z"
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
v = 16
value = -20

;---------------------[七星ゲージ]
[state a]
type = varadd
trigger1 = movehit = 1
trigger1 = var(9) = 1
v = 4
value = 1
IgnoreHitPause = 1
persistent = 0

[state a];カウンターヒット
type = varadd
trigger1 = movehit = 1
trigger1 = var(8) = 1
v = 4
value = 2
IgnoreHitPause = 1
persistent = 0

;---------------------[ブーストゲージ増加]
[state a]
type = varadd
trigger1 = movecontact = 1
trigger1 = var(23) = 0
v = 16
value = 14
ignorehitpause = 1
persistent = 0

;---------------------[立ちステートに戻る]
[state a]
type = ctrlset
trigger1 = animelem = 12
value = 1


[state a]
type = changestate
triggerall = movecontact
trigger1 = command = "holdup"
trigger2 = var(59);AI用
value = 40

[state a]
type = changestate
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 50


;---------------------------------------------------------------------------
;(HELPER)突進エフェクト
[Statedef 1305]
type = A
ctrl = 0
anim = 1305
velset = 0,0
movetype = I
physics = N
sprpriority = 2


[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = bindtoroot
trigger1 = 1
pos = 0,60

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

;---------------------[]
[state a]
type = sprpriority
trigger1 = animelem = 2
value = -2


;---------------------[拡縮]
[State 1000, 0]
type = AngleDraw
trigger1 = 1
scale = 0.5,0.5



;---------------------[]
[state a]
type = destroyself
trigger1 = root,animelem = 9
trigger2 = root,stateno != 1300 && root,stateno != 2200

;---------------------------------------------------------------------------
;(HELPER)爪エフェクト
[Statedef 1310]
type = A
ctrl = 0
anim = 1310
velset = 0,0
movetype = I
physics = N
sprpriority = -1


[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = bindtoroot
trigger1 = ishelper(1310)
pos = -10,-50

[state a]
type = bindtoroot
trigger1 = ishelper(1311)
pos = 15,-55

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

;---------------------[]
[state a]
type = varset
trigger1 = time = 0
v = 1
value = 0

[state a]
type = varadd
trigger1 = 1
v = 1
value = 1


;---------------------[拡縮]
[State 1000, 0]
type = AngleDraw
trigger1 = 1
scale = 0.5,0.5;0.1+var(1)*0.05,1.0



;---------------------[]
[state a]
type = destroyself
trigger1 = root,animelem = 9
trigger2 = root,stateno != 1300 && root,stateno != 2200


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 南斗撃星嚇舞・地上
[Statedef 1400]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
anim = 1400
sprpriority = 1
ctrl = 0


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

[state a]
type = posset
trigger1 = time = 0
y = 0

;---------------------[コマンド判定]
[state a]
type = varset
trigger1 = time = 0
v = 5
value = 0

[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "x"
v = 5
value = 0

[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "y"
trigger1 = !var(59);AI用
v = 5
value = 1

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 1401

;---------------------[効果音]
[state a];うりゃ！
type = playsnd
trigger1 = animelem = 2
value = 1400,0

[state a];昇龍
type = playsnd
trigger1 = animelem = 3
value = 1400,1

;-------------[速度]
[state a]
type = statetypeset
trigger1 = animelem = 4
value = A

[state a]
type = velset
trigger1 = var(5) = 0
trigger1 = animelem = 4
x = 2
y = -8

[state a]
type = velset
trigger1 = var(5) = 1
trigger1 = animelem = 4
x = 2.4
y = -11

[state a]
type = veladd
trigger1 = vel x > 0
x = -0.07


[state a]
type = veladd
trigger1 = animelem = 4,>=0
y = 0.45 + var(5)*0.07

;---------------------[ヘルパー]
[state a];昇龍エフェクト１
type = Helper
trigger1 = animelem = 3
id = 1410
name = "kiri"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 1410
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];昇龍エフェクト２
type = Helper
trigger1 = animelem = 4
id = 1411
name = "kiri"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 1411
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];昇龍エフェクト３
type = Helper
trigger1 = animelem = 4
id = 1412
name = "kiri"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 1412
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


;---------------------[弱攻撃]
[State 640, 3]
type = HitDef
triggerall = var(5) = 0
trigger1 = animelem = 3
attr = A, SA
damage    = 57,6
priority = 6, Hit
guardflag = M
getpower = 92,92
pausetime = 14,14
guard.pausetime = 12,12
sparkno = -1;s7010+(random%8)
sparkxy = -1;0,-85
hitsound   = s400,2
guard.sparkno = -1;s7101
guardsound = s121,0
animtype = up
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-11
guard.velocity = -11
air.velocity = ifelse(var(9) = 0,-2,0),-10
yaccel = 0.65 + (var(3) - 1)*0.1
fall = 1
fall.recovertime = 45
ID = 600
nochainID = 9999

[State 200, 2];小ガードエフェクト
Type = Explod
Trigger1 = MoveGuarded
anim = 6020
Pos = -5, -55
PosType = p2
facing = -1
SprPriority = 9
Ownpal = 1
Ontop = 1
PauseMoveTime = 99999
SuperMoveTime = 99999
SuperMove = 1
bindTime = 1
persistent = 0
IgNoreHitPause = 1
Scale = 0.5,0.5

[State 640, 3]
type = HitDef
triggerall = var(5) = 0
trigger1 = movecontact = 6
trigger1 = hitcount = 1
attr = A, SA
damage    = 57,6
priority = 6, Hit
guardflag = M
getpower = 108,108
pausetime = 17,17
guard.pausetime = 15,15
sparkno = -1;s7010+(random%8)
sparkxy = -1;0,-95
hitsound   = s400,2
guard.sparkno = -1;s7101
guardsound = s121,0
animtype = up
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-9
guard.velocity = -11
air.velocity = ifelse(var(9) = 0,-2,0),-9
yaccel = 0.55
fall = 1
fall.recovertime = 45
ID = 600
nochainID = 9999

;---------------------[強攻撃]
[State 640, 3]
type = HitDef
triggerall = var(5) = 1
trigger1 = animelem = 3
attr = S, SA
damage    = 26,6
priority = 6, Hit
guardflag = M
getpower = 92,92
pausetime = 14,14
guard.pausetime = 12,12
sparkno = -1;s7010+(random%8)
sparkxy = -1;0,-85
hitsound   = s400,2
guard.sparkno = -1;s7101
guardsound = s121,0
animtype = up
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-11
guard.velocity = -11
air.velocity = ifelse(var(9) = 0,-2,0),-10
yaccel = 0.65 + (var(3) - 1)*0.1
fall = 1
fall.recovertime = 30
ID = 600
nochainID = 9999

[State 200, 2];小ガードエフェクト
Type = Explod
Trigger1 = MoveGuarded
anim = 6020
Pos = -5, -55
PosType = p2
facing = -1
SprPriority = 9
Ownpal = 1
Ontop = 1
PauseMoveTime = 99999
SuperMoveTime = 99999
SuperMove = 1
bindTime = 1
persistent = 0
IgNoreHitPause = 1
Scale = 0.5,0.5

[State 640, 3]
type = HitDef
triggerall = var(5) = 1
trigger1 = animelem = 5
trigger2 = animelem = 7
trigger3 = animelem = 9
trigger4 = animelem = 11
trigger5 = animelem = 13
attr = A, SA
damage    = 26,6
priority = 6, Hit
guardflag = M
getpower = 108,108
pausetime = 10,10
guard.pausetime = 8,8
sparkno = -1;s7010+(random%8)
sparkxy = -1;0,-95
hitsound   = s400,2
guard.sparkno = -1;s7101
guardsound = s121,0
animtype = up
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-8
guard.velocity = -11
air.velocity = ifelse(var(9) = 0,-2,0),-8
yaccel = 0.6 + (var(3) - 1)*0.02
fall = 1
fall.recovertime = 30
ID = 600
nochainID = 9999

[State 200, 2]
type = Explod
trigger1 = UniqHitCount = 1    
anim = 6095;+(random%3)
pos = -5, -50
Postype = p2
facing = 1
sprpriority = 5
random = 35,35
ownpal = 1
ontop = 1
pausemovetime = 9999999999
supermovetime = 9999999999
supermove = 1
bindtime = 1
scale = 0.5,0.5
ignorehitpause = 1
persistent = 0

[State 1400, 2]
type = Explod
trigger1 = UniqHitCount = 2  
anim = 6095+(random%3)
pos = -5, -50
Postype = p2
facing = 1
sprpriority = 5
random = 35,35
ownpal = 1
ontop = 1
pausemovetime = 9999999999
supermovetime = 9999999999
supermove = 1
bindtime = 1
scale = 0.5,0.5
ignorehitpause = 1
persistent = 0

[State 200, 2]
type = Explod
trigger1 = UniqHitCount = 3   
anim = 6095+(random%3)
pos = -5, -50
Postype = p2
facing = 1
sprpriority = 5
random = 35,35
ownpal = 1
ontop = 1
pausemovetime = 9999999999
supermovetime = 9999999999
supermove = 1
bindtime = 1
scale = 0.5,0.5
ignorehitpause = 1
persistent = 0

[State 200, 2]
type = Explod
trigger1 = UniqHitCount = 4    
anim = 6095+(random%3)
pos = -5, -50
Postype = p2
facing = 1
sprpriority = 5
random = 35,35
ownpal = 1
ontop = 1
pausemovetime = 9999999999
supermovetime = 9999999999
supermove = 1
bindtime = 1
scale = 0.5,0.5
ignorehitpause = 1
persistent = 0

[State 200, 2]
type = Explod
trigger1 = UniqHitCount = 5    
anim = 6095+(random%3)
pos = -5, -50
Postype = p2
facing = 1
sprpriority = 5
random = 35,35
ownpal = 1
ontop = 1
pausemovetime = 9999999999
supermovetime = 9999999999
supermove = 1
bindtime = 1
scale = 0.5,0.5
ignorehitpause = 1
persistent = 0

[State 200, 2];小ガードエフェクト
Type = Explod
Trigger1 = MoveGuarded
anim = 6020
Pos = -5, -55
PosType = p2
facing = -1
SprPriority = 9
Ownpal = 1
Ontop = 1
PauseMoveTime = 99999
SuperMoveTime = 99999
SuperMove = 1
bindTime = 1
persistent = 0
IgNoreHitPause = 1
Scale = 0.5,0.5

;---------------------[]
[state a];ブースト
type = veladd
trigger1 = command = "z"
trigger1 = animelem = 4,<=0
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
x = 6

[State a];ブースト
type = palfx
trigger1 = command = "z"
trigger1 = animelem = 4,<=0
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
time = 5
add = 255,255,2556
color = 1

[state a];ブーストゲージ減少
type = varadd
trigger1 = command = "z"
trigger1 = animelem = 4,<=0
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
v = 16
value = -20

;---------------------[七星ゲージ]
[state a]
type = varadd
trigger1 = movehit = 1
trigger1 = var(9) = 1
v = 4
value = 1
IgnoreHitPause = 1
persistent = 0

[state a];カウンターヒット
type = varadd
trigger1 = movehit = 1
trigger1 = var(8) = 1
v = 4
value = 1
IgnoreHitPause = 1
persistent = 0

;---------------------[ブーストゲージ増加]
[state a]
type = varadd
trigger1 = movecontact = 1
trigger1 = var(23) = 0
trigger1 = animelem = 3,<=3
v = 16
value = 8
ignorehitpause = 1
persistent = 0

[state a]
type = varadd
trigger1 = movecontact = 1
trigger1 = var(23) = 0
trigger1 = var(5) = 0
trigger1 = animelem = 4,>=0
v = 16
value = 11
ignorehitpause = 1
persistent = 0

[state a]
type = varadd
trigger1 = movecontact = 1
trigger1 = var(23) = 0
trigger1 = var(5) = 1
trigger1 = animelem = 4,>=0
v = 16
value = 11

;---------------------[立ちステートに戻る]
[state a]
type = changestate
trigger1 = var(5) = 0 && time >= 26
trigger2 = var(5) = 1 && animtime = 0
value = 1402


;---------------------------------------------------------------------------
; 南斗撃星嚇舞・降下
[Statedef 1402]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
;velset = 0,0
anim = 1402
sprpriority = 1
ctrl = 0

;-------------[速度]
[state a]
type = velset
trigger1 = time = 0
x = 0.2


[state a]
type = veladd
trigger1 = 1
y = 0.52

;---------------------[ヘルパー]
[state a];下りエフェクト１
type = Helper
trigger1 = animelem = 1
id = 1413
name = "kiri"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 1413
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

;---------------------[立ちステートに戻る]
[state a]
type = changestate
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1405

;---------------------------------------------------------------------------
;南斗撃星嚇舞・着地
[Statedef 1405]
type = S
movetype = A
physics = S
poweradd= 0
ctrl = 0
anim = 1405
sprpriority = 2
velset = 0,0

[state a]
type = posset
trigger1 = time = 0
y = 0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = 40, 0

[State explod];着地エフェクト
type = Explod
trigger1 = time = 0
anim = 6003
id = 6040
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
scale = 0.5,0.5


;---------------------[立ちステートに戻る]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;(HELPER)昇龍エフェクト１
[Statedef 1410]
type = A
ctrl = 0
anim = 1410
velset = 0,0
movetype = I
physics = N
sprpriority = 2

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = bindtoroot
trigger1 = 1
pos = -20,20

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

;---------------------[拡縮]
[State 1000, 0]
type = AngleDraw
trigger1 = 1
scale = 0.5,0.5

;---------------------[]
[state a]
type = destroyself
trigger1 = root,animelem = 4,>=0
trigger2 = root,stateno != [1400,1499]

;---------------------------------------------------------------------------
;(HELPER)昇龍エフェクト２
[Statedef 1411]
type = A
ctrl = 0
anim = 1411
velset = 0,0
movetype = I
physics = N
sprpriority = 2

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = bindtoroot
trigger1 = 1
pos = -10,70

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

;---------------------[拡縮]
[State 1000, 0]
type = AngleDraw
trigger1 = 1
scale = 0.5,0.5

;---------------------[]
[state a]
type = destroyself
trigger1 = root,anim != 1400 && root,anim != 1401 && root,anim != 1420 && root,anim != 1421
trigger2 = root,stateno != [1400,1499]

;---------------------------------------------------------------------------
;(HELPER)昇龍エフェクト３
[Statedef 1412]
type = A
ctrl = 0
anim = 1412
velset = 0,0
movetype = I
physics = N
sprpriority = 2

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = bindtoroot
trigger1 = 1
pos = -10,70

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

;---------------------[拡縮]
[State 1000, 0]
type = AngleDraw
trigger1 = 1
scale = 0.5,0.5

;---------------------[]
[state a]
type = destroyself
trigger1 = root,anim != 1400 && root,anim != 1401 && root,anim != 1420 && root,anim != 1421 
trigger2 = root,stateno != [1400,1499]

;---------------------------------------------------------------------------
;(HELPER)下りエフェクト
[Statedef 1413]
type = A
ctrl = 0
anim = 1413
velset = 0,0
movetype = I
physics = N
sprpriority = 2

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = bindtoroot
trigger1 = time = 0
pos = -10,70

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

;---------------------[拡縮]
[State 1000, 0]
type = AngleDraw
trigger1 = 1
scale = 0.5,0.5

;---------------------[]
[state a]
type = destroyself
trigger1 = animtime = 0



;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 南斗撃星嚇舞・空中
[Statedef 1420]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
anim = 1420
sprpriority = 1
ctrl = 0

;---------------------[コマンド判定]
[state a]
type = velset
trigger1 = time = 0
v = 5
value = 0

[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "x"
v = 5
value = 0

[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "y"
v = 5
value = 1

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 1401

;---------------------[効果音]
[state a];うりゃ！
type = playsnd
trigger1 = animelem = 2
value = 1400,0

[state a];昇龍
type = playsnd
trigger1 = animelem = 3
value = 1400,1

;-------------[速度]
[state a]
type = velset
trigger1 = var(5) = 0
trigger1 = animelem = 4
x = 2
y = -8.5

[state a]
type = velset
trigger1 = var(5) = 1
trigger1 = animelem = 4
x = 2.4
y = -11.5

[state a]
type = veladd
trigger1 = vel x > 0
x = -0.07


[state a]
type = veladd
trigger1 = animelem = 4,>=0
y = 0.45 + var(5)*0.07

;---------------------[ヘルパー]
[state a];昇龍エフェクト１
type = Helper
trigger1 = animelem = 3
id = 1410
name = "kiri"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 1410
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];昇龍エフェクト２
type = Helper
trigger1 = animelem = 4
id = 1411
name = "kiri"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 1411
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];昇龍エフェクト３
type = Helper
trigger1 = animelem = 4
id = 1412
name = "kiri"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 1412
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


;---------------------[弱攻撃]
[State 640, 3]
type = HitDef
triggerall = var(5) = 0
trigger1 = animelem = 3
attr = A, SA
damage    = 57,6
priority = 6, Hit
guardflag = M
getpower = 92,92
pausetime = 14,14
guard.pausetime = 12,12
sparkno = -1;s7010+(random%8)
sparkxy = -1;0,-85
hitsound   = s400,2
guard.sparkno = -1;s7101
guardsound = s121,0
animtype = up
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-11
guard.velocity = -11
air.velocity = ifelse(var(9) = 0,-2,0),-10
yaccel = 0.65 + (var(3) - 1)*0.1
fall = 1
fall.recovertime = 35
ID = 600
nochainID = 9999

[State 640, 3]
type = HitDef
triggerall = var(5) = 0
trigger1 = movecontact = 6
trigger1 = hitcount = 1
attr = A, SA
damage    = 57,6
priority = 6, Hit
guardflag = M
getpower = 108,108
pausetime = 17,17
guard.pausetime = 15,15
sparkno = -1;s7010+(random%8)
sparkxy = -1;0,-95
hitsound   = s400,2
guard.sparkno = -1;s7101
guardsound = s121,0
animtype = up
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-9
guard.velocity = -11
air.velocity = ifelse(var(9) = 0,-2,0),-9
yaccel = 0.55
fall = 1
fall.recovertime = 35
ID = 600
nochainID = 9999

;---------------------[強攻撃]
[State 640, 3]
type = HitDef
triggerall = var(5) = 1
trigger1 = animelem = 3
attr = A, SA
damage    = 26,6
priority = 6, Hit
guardflag = M
getpower = 92,92
pausetime = 14,14
guard.pausetime = 12,12
sparkno = -1;s7010+(random%8)
sparkxy = -1;0,-85
hitsound   = s400,2
guard.sparkno = -1;s7101
guardsound = s121,0
animtype = up
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-11
guard.velocity = -11
air.velocity = ifelse(var(9) = 0,-2,0),-10
yaccel = 0.65 + (var(3) - 1)*0.1
fall = 1
fall.recovertime = 30
ID = 600
nochainID = 9999

[State 640, 3]
type = HitDef
triggerall = var(5) = 1
trigger1 = animelem = 5
trigger2 = animelem = 7
trigger3 = animelem = 9
trigger4 = animelem = 11
trigger5 = animelem = 13
attr = A, SA
damage    = 26,6
priority = 6, Hit
guardflag = M
getpower = 108,108
pausetime = 10,10
guard.pausetime = 8,8
sparkno = -1;s7010+(random%8)
sparkxy = -1;0,-95
hitsound   = s400,2
guard.sparkno = -1;s7101
guardsound = s121,0
animtype = up
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-8
guard.velocity = -11
air.velocity = ifelse(var(9) = 0,-2,0),-8
yaccel = 0.6 + (var(3) - 1)*0.02
fall = 1
fall.recovertime = 30
ID = 600
nochainID = 9999

[State 200, 2]
type = Explod
trigger1 = movehit
anim = 6095
pos = -5, -50
Postype = p2
facing = 1
sprpriority = 5
random = 35,35
ownpal = 1
ontop = 1
pausemovetime = 9999999999
supermovetime = 9999999999
supermove = 1
bindtime = 1
scale = 0.5,0.5
ignorehitpause = 1
persistent = 0

[State 200, 2]
type = Explod
trigger1 = UniqHitCount = 2  
anim = 6095+(random%3)
pos = -5, -50
Postype = p2
facing = 1
sprpriority = 5
random = 35,35
ownpal = 1
ontop = 1
pausemovetime = 9999999999
supermovetime = 9999999999
supermove = 1
bindtime = 1
scale = 0.5,0.5
ignorehitpause = 1
persistent = 0

[State 200, 2]
type = Explod
trigger1 = UniqHitCount = 3   
anim = 6095+(random%3)
pos = -5, -50
Postype = p2
facing = 1
sprpriority = 5
random = 35,35
ownpal = 1
ontop = 1
pausemovetime = 9999999999
supermovetime = 9999999999
supermove = 1
bindtime = 1
scale = 0.5,0.5
ignorehitpause = 1
persistent = 0

[State 200, 2]
type = Explod
trigger1 = UniqHitCount = 4    
anim = 6095+(random%3)
pos = -5, -50
Postype = p2
facing = 1
sprpriority = 5
random = 35,35
ownpal = 1
ontop = 1
pausemovetime = 9999999999
supermovetime = 9999999999
supermove = 1
bindtime = 1
scale = 0.5,0.5
ignorehitpause = 1
persistent = 0

[State 200, 2]
type = Explod
trigger1 = UniqHitCount = 5    
anim = 6095+(random%3)
pos = -5, -50
Postype = p2
facing = 1
sprpriority = 5
random = 35,35
ownpal = 1
ontop = 1
pausemovetime = 9999999999
supermovetime = 9999999999
supermove = 1
bindtime = 1
scale = 0.5,0.5
ignorehitpause = 1
persistent = 0

[State 200, 2];小ガードエフェクト
Type = Explod
Trigger1 = MoveGuarded
anim = 6020
Pos = -5, -55
PosType = p2
facing = -1
SprPriority = 9
Ownpal = 1
Ontop = 1
PauseMoveTime = 99999
SuperMoveTime = 99999
SuperMove = 1
bindTime = 1
persistent = 0
IgNoreHitPause = 1
Scale = 0.5,0.5

;---------------------[]
[state a];ブースト
type = veladd
trigger1 = command = "z"
trigger1 = animelem = 4,<=0
trigger1 = var(16) >= 20
x = 6

[State a];ブースト
type = palfx
trigger1 = command = "z"
trigger1 = animelem = 4,<=0
trigger1 = var(16) >= 20
time = 5
add = 255,255,2556
color = 1

[state a];ブーストゲージ減少
type = varadd
trigger1 = command = "z"
trigger1 = animelem = 4,<=0
trigger1 = var(16) >= 20
v = 16
value = -20

;---------------------[七星ゲージ]
[state a]
type = varadd
trigger1 = movehit = 1
trigger1 = var(9) = 1
v = 4
value = 1
IgnoreHitPause = 1
persistent = 0

[state a];カウンターヒット
type = varadd
trigger1 = movehit = 1
trigger1 = var(8) = 1
v = 4
value = 1
IgnoreHitPause = 1
persistent = 0

;---------------------[ブーストゲージ増加]
[state a]
type = varadd
trigger1 = movecontact = 1
trigger1 = var(23) = 0
trigger1 = animelem = 3,<=3
v = 16
value = 8
ignorehitpause = 1
persistent = 0

[state a]
type = varadd
trigger1 = movecontact = 1
trigger1 = var(23) = 0
trigger1 = var(5) = 0
trigger1 = animelem = 4,>=0
v = 16
value = 11
ignorehitpause = 1
persistent = 0

[state a]
type = varadd
trigger1 = movecontact = 1
trigger1 = var(23) = 0
trigger1 = var(5) = 1
trigger1 = animelem = 4,>=0
v = 16
value = 11


;---------------------[立ちステートに戻る]
[state a]
type = changestate
trigger1 = var(5) = 0 && time >= 26
trigger2 = var(5) = 1 && animtime = 0
value = 1402

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 南斗虎破龍
[Statedef 1500]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
;velset = 0,0
;anim = 1500
sprpriority = 1
ctrl = 0


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

[state a]
type = posset
trigger1 = time = 0
y = 0

[state a]
type = varset
trigger1 = time = 0
v = 6
value = 0

[state a]
type = null;varset
trigger1 = command = "南斗虎破龍"
trigger1 = time >= 2
v = 6
value = 1
ignorehitpause = 1

;---------------------[コマンド判定]
[state a]
type = varset
trigger1 = time = 0
trigger1 = anim != 1500
v = 5
value = 2


[state a]
type = varset
trigger1 = time = 0
trigger1 = anim = 1500
v = 5
value = 1


;---------------------[効果音]
[state a];行くぞ！
type = playsnd
trigger1 = time = 0
trigger1 = anim != 1500
value = 1500,0


;---------------------[コマンド判定]
[state a]
type = changeanim
trigger1 = time = 0
trigger1 = anim != 1500
value = 1500


;-------------[速度]


;---------------------[ヘルパー]
[state a];オーラエフェクト１
type = Helper
trigger1 = animelem = 2
id = 1510
name = "o-ra"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 1510
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];オーラエフェクト２
type = Helper
trigger1 = animelem = 2
id = 1511
name = "o-ra"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 1511
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];オーラエフェクト２
type = Helper
trigger1 = animelem = 2
id = 1512
name = "o-ra"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 1511
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];オーラエフェクト２
type = Helper
trigger1 = animelem = 2
id = 1513
name = "o-ra"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 1511
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];オーラエフェクト２
type = Helper
trigger1 = animelem = 2
id = 1514
name = "o-ra"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 1511
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1
;---------------------[]
[state a];ブースト
type = veladd
trigger1 = command = "z"
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
x = 6

[State a];ブースト
type = palfx
trigger1 = command = "z"
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
time = 5
add = 255,255,2556
color = 1

[state a];ブーストゲージ減少
type = varadd
trigger1 = command = "z"
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
v = 16
value = -20


;---------------------[立ちステートに戻る]
[state a]
type = changestate
trigger1 = animtime = 0
value = 1501


;---------------------------------------------------------------------------
; 南斗虎破龍・突進
[Statedef 1501]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 7,0
;anim = 1501
sprpriority = 1
ctrl = 0

;---------------------[コマンド判定]
[state a]
type = varset
trigger1 = command = "南斗虎破龍"
trigger1 = !var(59);AI用
trigger2 = var(59);
trigger2 = p2statetype = A || var(16) < 20
v = 6
value = 1
ignorehitpause = 1

;---------------------[コマンド判定]
[state a]
type = varset
trigger1 = time = 0
trigger1 = anim = 1501
v = 5
value = 1

;---------------------[効果音]
[state a];南斗虎破龍
type = playsnd
trigger1 = time = 0
trigger1 = anim != 1501
value = 1500,1+(random%2)

[state a];攻撃
type = playsnd
trigger1 = time = 0
trigger1 = anim != 1501
value = 1500,3

;---------------------[コマンド判定]
[state a]
type = changeanim
trigger1 = time = 0
trigger1 = anim != 1501
value = 1501

;---------------------[攻撃]
[State 640, 3]
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 3
attr = S, SA
damage    = 36,6
priority = 7, Hit
guardflag = M
getpower = 108,108
pausetime = 17,17
guard.pausetime = 15,15
sparkno = -1;s7010+(random%8)
sparkxy = -1;0,-87
hitsound   = s500,2
guard.sparkno = -1;s7101
guardsound = s121,0
animtype = hard
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6
guard.velocity = -11
air.velocity = ifelse(var(9) = 0,-2,0),-5
yaccel = 0.55 + (var(3) - 1)*0.1
air.fall = 1
fall.recovertime = 26
ID = 600
nochainID = 9999

[state 斬撃]
type = Helper
trigger1 = UniqHitCount = 1  
id = 6006
stateno = 6006
name = "hit"
pos = -9 , -42
postype = p2
sprpriority = 5
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = 0.47
size.yscale = 0.27
facing = ifelse(random%2=1,1,-1)
supermovetime = 999999
pausemovetime = 999999

[state 斬撃]
type = Helper
trigger1 = UniqHitCount = 1  
id = 6007
stateno = 6007
name = "hit"
pos = 0 , -60
postype = p2
sprpriority = 5
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0
facing = ifelse(random%2=1,1,-1)
ownpal = 1
size.xscale = 0.3
size.yscale = 0.3
supermovetime = 999999
pausemovetime = 999999

[state 斬撃]
type = Helper
trigger1 = UniqHitCount = 2  
id = 6006
stateno = 6006
name = "hit"
pos = -9 , -42
postype = p2
sprpriority = 5
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = 0.47
size.yscale = 0.27
facing = ifelse(random%2=1,1,-1)
supermovetime = 999999
pausemovetime = 999999

[state 斬撃]
type = Helper
trigger1 = UniqHitCount = 2  
id = 6007
stateno = 6007
name = "hit"
pos = 0 , -60
postype = p2
sprpriority = 5
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0
facing = ifelse(random%2=1,1,-1)
ownpal = 1
size.xscale = 0.3
size.yscale = 0.3
supermovetime = 999999
pausemovetime = 999999

[State 200, 2];小ガードエフェクト
Type = Explod
Trigger1 = MoveGuarded
anim = 6020
Pos = -5, -45
PosType = p2
facing = -1
SprPriority = 9
Ownpal = 1
Ontop = 1
PauseMoveTime = 99999
SuperMoveTime = 99999
SuperMove = 1
bindTime = 1
persistent = 0
IgNoreHitPause = 1
Scale = 0.5,0.5

;---------------------[ヘルパー]
[state a];残エフェクト１
type = Helper
trigger1 = animelem = 1
id = 1515
name = "kiri"
sprpriority = -1
pos = -10,0
postype = p1
stateno = 1515
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];残エフェクト２
type = Helper
trigger1 = animelem = 2
id = 1516
name = "kiri"
sprpriority = -1
pos = -10,0
postype = p1
stateno = 1515
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];残エフェクト３
type = Helper
trigger1 = animelem = 3
id = 1517
name = "kiri"
sprpriority = -1
pos = -10,0
postype = p1
stateno = 1515
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

;---------------------[]
[state a];ブースト
type = veladd
trigger1 = command = "z"
trigger1 = animelem = 1,<=0
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
x = 6

[State a];ブースト
type = palfx
trigger1 = command = "z"
trigger1 = animelem = 1,<=0
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
time = 5
add = 255,255,2556
color = 1

[state a];ブーストゲージ減少
type = varadd
trigger1 = command = "z"
trigger1 = animelem = 1,<=0
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
v = 16
value = -20

;---------------------[七星ゲージ]
[state a]
type = varadd
trigger1 = movehit = 1
trigger1 = var(9) = 1
v = 4
value = 1
IgnoreHitPause = 1
persistent = 0

[state a];カウンターヒット
type = varadd
trigger1 = movehit = 1
trigger1 = var(8) = 1
v = 4
value = 1
IgnoreHitPause = 1
persistent = 0

;---------------------[ブーストゲージ増加]
[state a]
type = varadd
trigger1 = movecontact = 1
trigger1 = var(23) = 0
v = 16
value = 11

;---------------------[立ちステートに戻る]
[state a]
type = changestate
trigger1 = animtime = 0
trigger1 = var(6) = 1
value = 1520

[state a]
type = changestate
trigger1 = animtime = 0
value = 1502


;---------------------------------------------------------------------------
; 南斗虎破龍・終了
[Statedef 1502]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
velset = 3,0
anim = 1502
sprpriority = 1
ctrl = 0

;---------------------[立ちステートに戻る]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;(HELPER)オーラエフェクト
[Statedef 1510]
type = A
ctrl = 0
anim = 1510
velset = 0,0
movetype = I
physics = N
sprpriority = -1


[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = bindtoroot
trigger1 = 1
pos = 0,0

;---------------------[]
[state a]
type = varset
trigger1 = time = 0
v = 1
value = 0

[state a]
type = varadd
trigger1 = time >= 8
v = 1
value = -32

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256+var(1),256

;---------------------[拡縮]
[State 1000, 0]
type = AngleDraw
trigger1 = 1
scale = 1.0,1.0



;---------------------[]
[state a]
type = destroyself
trigger1 = root,animelem = 3
trigger2 = root,stateno != 1500

;---------------------------------------------------------------------------
;(HELPER)オーラエフェクト2
[Statedef 1511]
type = A
ctrl = 0
anim = 1511
velset = 0,-2
movetype = I
physics = N
sprpriority = -2


[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = bindtoroot
trigger1 = ishelper(1511)
trigger1 = time = 0
pos = -46/2,-80

[state a]
type = bindtoroot
trigger1 = ishelper(1512)
trigger1 = time = 0
pos = -10/2,-80

[state a]
type = bindtoroot
trigger1 = ishelper(1513)
trigger1 = time = 0
pos = 34/2,-80

[state a]
type = bindtoroot
trigger1 = ishelper(1514)
trigger1 = time = 0
pos = 66/2,-80

;---------------------[]
[state a]
type = varset
trigger1 = time = 0
v = 1
value = 0

[state a]
type = varadd
trigger1 = time >= 8
v = 1
value = -32

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256+var(1),256

;---------------------[拡縮]
[State 1000, 0]
type = AngleDraw
trigger1 = 1
scale = 1.0,1.0



;---------------------[]
[state a]
type = destroyself
trigger1 = root,animelem = 3
trigger2 = root,stateno != 1500

;---------------------------------------------------------------------------
;(HELPER)攻撃エフェクト
[Statedef 1515]
type = A
ctrl = 0
anim = 1515
velset = 1,0
movetype = I
physics = N
sprpriority = -1

[state a]
type = changeanim
trigger1 = ishelper(1516)
trigger1 = time = 0
value = 1516

[state a]
type = changeanim
trigger1 = ishelper(1517)
trigger1 = time = 0
value = 1517

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[]
[state a]
type = varset
trigger1 = time = 0
v = 1
value = 0

[state a]
type = varadd
trigger1 = time >= 8
v = 1
value = -32

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256+var(1),256

;---------------------[拡縮]
[State 1000, 0]
type = AngleDraw
trigger1 = 1
scale = 1.0,1.0

;---------------------[]
[state a]
type = destroyself
trigger1 = time = 16

;---------------------------------------------------------------------------
; 南斗虎破龍・追加攻撃
[Statedef 1520]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
velset = 14,0
anim = 1520
sprpriority = 1
ctrl = 0

;---------------------[]
[State explod];
type = Explod
trigger1 = animelemtime(3) = 1
anim = 1525
id = 3000
sprpriority = 5
postype = p1
pos = -45,20
bindtime = -1
supermove = 0
ignorehitpause = 0
scale = 0.5,0.5
under = 0

;---------------------[攻撃]
[State 640, 3]
type = HitDef
trigger1 = animelem = 4
attr = S, SA
damage    = 36,6
priority = 7, Hit
guardflag = M
getpower = 123,123
pausetime = 17,17
guard.pausetime = 15,15
sparkno = -1;s7010+(random%8)
sparkxy = -1;0,-87
hitsound   = s500,2
guard.sparkno = -1;s7101
guardsound = s121,0
animtype = diagup
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0,-14
guard.velocity = -12.5
air.velocity =0,-14
yaccel = 0.45 + var(3)*0.45;(enemy,gethitvar(hitcount)-1)*0.05
fall = 1
air.fall = 1
fall.recovertime = 30
ID = 600
nochainID = 9999

[state 斬撃]
type = Helper
trigger1 = movehit
id = 6006
stateno = 6006
name = "hit"
pos = -9 , -42
postype = p2
sprpriority = 5
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = 0.47
size.yscale = 0.27
facing = ifelse(random%2=1,1,-1)
supermovetime = 999999
pausemovetime = 999999

[state 斬撃]
type = Helper
trigger1 = movehit
id = 6007
stateno = 6007
name = "hit"
pos = 0 , -60
postype = p2
sprpriority = 5
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0
facing = ifelse(random%2=1,1,-1)
ownpal = 1
size.xscale = 0.3
size.yscale = 0.3
supermovetime = 999999
pausemovetime = 999999

[State 200, 2];小ガードエフェクト
Type = Explod
Trigger1 = MoveGuarded
anim = 6020
Pos = -5, -45
PosType = p2
facing = -1
SprPriority = 9
Ownpal = 1
Ontop = 1
PauseMoveTime = 99999
SuperMoveTime = 99999
SuperMove = 1
bindTime = 1
persistent = 0
IgNoreHitPause = 1
Scale = 0.5,0.5

;---------------------[ヘルパー]
[state a]
type = changestate
triggerall = movehit
trigger1 = command = "holdup"
trigger2 = var(59);AI用
value = 40
ignorehitpause = 1

;---------------------[]
[state a];ブースト
type = veladd
trigger1 = command = "z"
trigger1 = animelem = 4,<=0
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
x = 6

[State a];ブースト
type = palfx
trigger1 = command = "z"
trigger1 = animelem = 4,<=0
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
time = 5
add = 255,255,2556
color = 1

[state a];ブーストゲージ減少
type = varadd
trigger1 = command = "z"
trigger1 = animelem = 4,<=0
trigger1 = var(16) >= 20
trigger1 = !var(59);AI用
v = 16
value = -20

;---------------------[七星ゲージ]
[state a]
type = varadd
trigger1 = movehit = 1
trigger1 = var(9) = 1
v = 4
value = 1
IgnoreHitPause = 1
persistent = 0

[state a];カウンターヒット
type = varadd
trigger1 = movehit = 1
trigger1 = var(8) = 1
v = 4
value = 1
IgnoreHitPause = 1
persistent = 0

;---------------------[ブーストゲージ増加]
[state a]
type = varadd
trigger1 = movecontact = 1
trigger1 = var(23) = 0
v = 16
value = 14
ignorehitpause = 1
persistent = 0

;---------------------[立ちステートに戻る]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; HIT_BOUNCE (hit ground)
[Statedef 5100]
type    = L
movetype= H
physics = N

[State 5100, 1]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1

[State 5100, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 5100, Var] ;Save fall velocity
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)

[State 5100, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 5100, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)


[State 5100, 3] ;バニシングストライクヒット
type = ChangeAnim
trigger1 = time = 0
trigger1 = prevstateno = 553
;trigger1 = anim = 563
trigger1 = SelfAnimExist(5101)
value = 5101

[State 5100, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100, 5]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5100, 6] ;Reduce speed
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 5100, 7]
type = ChangeState
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 5110 ;HIT_LIEDOWN

[State 5100, 8]
type = GameMakeAnim
trigger1 = Time = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 5100, 9]
type = HitFallDamage
trigger1 = Time = 3

[State 5100, 10]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5100, 11]
type = PosFreeze
trigger1 = 1

[State 5100, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 5101

[State 5100, 13]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 128,-3,-.2,.005
time = 20

;---------------------------------------------------------------------------
; HIT_LIEDEAD
[Statedef 5150]
type    = L
movetype= H
physics = N
sprpriority = -3

[State 5150, 1] ;Normal anim
type = ChangeAnim
triggerall = Time = 0
triggerall = SelfAnimExist(5140)
trigger1 = (anim != [5111,5119]) && (anim != [5171,5179])
trigger2 = !SelfAnimExist(5140 + (anim % 10))
value = 5140

[State 5150, 3] ;Hit up type anim
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (anim = [5111,5119]) || (anim = [5171,5179])
trigger1 = SelfAnimExist(5140 + (anim % 10))
value = 5140 + (anim % 10)

[State 5150, 4] ;Match over anim
type = ChangeAnim
persistent = 0
;trigger1 = Time = 0
trigger1 = MatchOver = 1
trigger1 = Anim = [5140,5149]
trigger1 = SelfAnimExist(anim+10)
value = anim+10

[State 5150, 5] ;Switch to 5110 if liedead anim does not exist
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Anim != [5140,5159]
trigger1 = Anim != [5110,5119]
value = 5110

[State 5150, 5] ;ユダ（飛翔白麗）
type = ChangeAnim
trigger1 = Time = 0
trigger1 = prevstateno = 2560
value = 2561

[State 5150, 6] ;Friction
type = VelMul
trigger1 = 1
x = 0.85

[State 5150, 7] ;Friction
type = VelSet
trigger1 = Vel x < .05
persistent = 0
x = 0

[State 5150, 8]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; Varのラウンド持ち越し
[Statedef 5900]
type = S

[state a]
type = varadd
trigger1 = time = 0
v = 4
value = -1


[state a]
type = varset
trigger1 = var(21) = 1
v = 4
value = 0

[state a]
type = varset
trigger1 = time = 0
v = 19
value = 0

[state a]
type = varset
trigger1 = time = 0
v = 21
value = 0

[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = roundsexisted = 0
farst = 2
last = 59
value = 0

[State 5900, 2] ;Clear all float variables
type = null;VarRangeSet
trigger1 = roundsexisted = 0
fvalue = 0

[State 5900, 3] ;Intro for round 1
type = ChangeState
trigger1 = roundno = 1
value = 190

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



;---------------------------------------------------------------------------
; ここから下に新しいステートを書くと分かりやすくていいと思います
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; ここは-2のステートを書いてください、ヘルパー関係です
;---------------------------------------------------------------------------
[Statedef -2]

[state -2, a];右向き設定
type = varset
trigger1 = var(10) = 0
trigger1 = facing = 1
v = 10
value = 1

[state -2, a];左向き設定
type = varset
trigger1 = var(10) = 0
trigger1 = facing = -1
v = 10
value = 2

[State -2, 1];ダッシュの音止め
type = stopSnd
trigger1 = stateno != 100
channel = 1


[State -2, 3]
type = stopSnd
trigger1 = MoveType = H
channel = 2




[State -2, 4];ハイジャンプ判定
type = varadd
trigger1 = 1
v = 15
value = -1



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;::::::::変数設定(多分ダメージ関係が殆ど)
[state a]
type = varset
trigger1 = movetype = H
v = 13
value = 0

;::::::::ボイス変更の乱数
[State 180, 1]
type = null;VarRandom
trigger1 = 1
v = 6
range = 0,2

;::::::::カウンターヒット設定
[state a]
type = varset
trigger1 = enemy,movetype != A
v = 8
value = 0

[state a]
type = varset
trigger1 = enemy,movetype = A
v = 8
value = 1


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;ダメージ時のエフェクト、サウンドの消去
;//////////////////////////////////////////////////////////////////////////
;ダッシュ終了時のエフェクトの消去
[State 1];ブレスレットのエフェクト消去、主に通常動作
type = removeexplod
trigger1 = MoveType = H && stateno != [120,159]
ID = 3000


[State 1]
type = removeexplod
trigger1 = stateno != 101
ID = 102


[state a]
type = removeexplod
trigger1 = MoveType = H
id = 1860

;ダメージ時のサウンドの消去
[state a]
type = stopsnd
trigger1 = MoveType = H
channel = 1

;ダメージ時のサウンドの消去
[state a]
type = stopsnd
trigger1 = MoveType = H
channel = 4

;ダメージ時の残像の消去
[state a];
type = afterimagetime
trigger1 = MoveType = H
time = 0

;///////////////////////////////////////////////////////////////////////
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;コンボによるダメージ補正
;//////////////////////////////////////////////////////////////////////////
; 
;---------------------[連続技補正（レイ）]
[state a]
type = varset
trigger1 = enemy,gethitvar(hitcount) = 0
trigger2 = enemy,gethitvar(hitcount) = 1
fvar(5) = 1.0

[state a]
type = varset
trigger1 = enemy,gethitvar(hitcount) = 2
fvar(5) = 0.8

[state a]
type = varset
trigger1 = enemy,gethitvar(hitcount) = 3
fvar(5) = 0.7

[state a]
type = varset
trigger1 = enemy,gethitvar(hitcount) = 4
fvar(5) = 0.6

[state a]
type = varset
trigger1 = enemy,gethitvar(hitcount) = 5
fvar(5) = 0.5

[state a]
type = varset
trigger1 = enemy,gethitvar(hitcount) = 6
fvar(5) = 0.4

[state a]
type = varset
trigger1 = enemy,gethitvar(hitcount) = 7
fvar(5) = 0.25

[state a]
type = varset
trigger1 = enemy,gethitvar(hitcount) = 8
fvar(5) = 0.2

[state a]
type = varset
trigger1 = enemy,gethitvar(hitcount) = 9
fvar(5) = 0.1

[state a]
type = varset
trigger1 = enemy,gethitvar(hitcount) = 10
fvar(5) = 0.09

[state a]
type = varset
trigger1 = enemy,gethitvar(hitcount) = 11
fvar(5) = 0.08

[state a]
type = varset
trigger1 = enemy,gethitvar(hitcount) = 12
fvar(5) = 0.07

[state a]
type = varset
trigger1 = enemy,gethitvar(hitcount) = 13
fvar(5) = 0.06

[state a]
type = varset
trigger1 = enemy,gethitvar(hitcount) = 14
fvar(5) = 0.05

[state a]
type = varset
trigger1 = enemy,gethitvar(hitcount) >= 15
fvar(5) = 0.05
;---------------------[連続技補正（グレイブシュート）]
[state a]
type = varset
trigger1 = enemy,gethitvar(hitcount) >= 0
trigger1 = enemy,gethitvar(hitcount) <= 3
fvar(3) = 0.8

[state a]
type = varset
trigger1 = enemy,gethitvar(hitcount) > 3
trigger1 = enemy,gethitvar(hitcount) <= 5
fvar(3) = 0.7

[state a]
type = varset
trigger1 = enemy,gethitvar(hitcount) = 6
fvar(3) = 0.6

[state a]
type = varset
trigger1 = enemy,gethitvar(hitcount) >= 7
fvar(3) = 0.5

;---------------------[連続技補正（バニシングストライク）]
[state a]
type = varset
trigger1 = enemy,gethitvar(hitcount) >= 0
trigger1 = enemy,gethitvar(hitcount) <= 3
fvar(4) = 0.5

[state a]
type = varset
trigger1 = enemy,gethitvar(hitcount) > 3
trigger1 = enemy,gethitvar(hitcount) <= 6
fvar(4) = 0.4

[state a]
type = varset
trigger1 = enemy,gethitvar(hitcount) > 6
fvar(4) = 0.3


;---------------------[]
[state a]
type = varset
trigger1 = enemy,movetype != H
fvar(3) = 1.0

[state a]
type = varset
trigger1 = enemy,movetype != H
fvar(4) = 1.0

[state a]
type = varset
trigger1 = enemy,movetype != H
fvar(5) = 1.0

;ネバリ補正関係
[state a];第一段階
type = varset
trigger1 = enemy,life >= 500
v = 26
value = 0

[state a];第二段階
type = varset
trigger1 = enemy,life <= 499 && enemy,life >= 334
v = 26
value = 1

[state a];第三段階
type = varset
trigger1 = enemy,life <= 333 && enemy,life >= 250
v = 26
value = 2

[state a];第四段階
type = varset
trigger1 = enemy,life <= 249
v = 26
value = 3


[state a]
type = varset
trigger1 = 1
fvar(0) = 1.0

[state a]
type = varset
trigger1 = 1
fvar(2) = 0.0

[state a]
type = varset
trigger1 = var(14) >= 1
fvar(2) = 0.1

[state a];補正
type = varset
trigger1 = enemy,movetype = H
;trigger1 = enemy,gethitvar(hitcount) > 1
fvar(0) = fvar(5);((100.0-(25.0+(enemy,gethitvar(hitcount)/2.0)*5.0))/100.0)


[state a];補正
type = varset
trigger1 = stateno = [2000,2999]
trigger1 = fvar(5) <= 0.4
fvar(0) = 0.4


[state a];補正・グレイブシュート
type = varset
trigger1 = enemy,movetype = H
trigger1 = var(9) >= 1
fvar(0) = fvar(5)*fvar(3);((100.0-(25.0+(enemy,gethitvar(hitcount)/2.0)*5.0))/100.0)


[state a];補正・バニシングストライク
type = varset
trigger1 = enemy,movetype = H
trigger1 = var(11) >= 1
fvar(0) = fvar(5)*fvar(4)



[state a];ねばり補正
type = attackmulset
trigger1 = var(26) = 0
value = fvar(0)

[state a];ねばり補正
type = attackmulset
trigger1 = var(26) = 1
value = fvar(0)*0.85

[state a];ねばり補正
type = attackmulset
trigger1 = var(26) = 2
value = fvar(0)*0.8

[state a];ねばり補正
type = attackmulset
trigger1 = var(26) = 3
value = fvar(0)*0.75

[state a]
type = DefenceMulSet
trigger1 = var(14) = 1
value = 1



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;勝利時のサウンドストップ
;//////////////////////////////////////////////////////////////////////////
;
[State 1]
type = AssertSpecial
;triggerall = Win
trigger1 = var(21) = 1
flag = nomusic
ignorehitpause = 1

[State 1]
type = varset
;triggerall = Win
trigger1 = RoundState != 2
v = 26
value = 0

[state a]
type = stopsnd
trigger1 = RoundState = 2
channel = 2
ignorehitpause = 1

[state a];イントロ時ボイスの消去
type = stopsnd
trigger1 = RoundState = 2
channel = 5
ignorehitpause = 1


[state a]
type = playsnd
trigger1 = loseko
trigger1 = RoundState = 3
trigger1 = var(12) = 0
IgnoreHitPause = 1
persistent = 0
value = 12,0+(random%2)

[state a]
type = varset
trigger1 = RoundState = 3
IgnoreHitPause = 1
v = 12
value = 1

[state a]
type = varset
trigger1 = RoundState = 2
IgnoreHitPause = 1
v = 12
value = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
;//////////////////////////////////////////////////////////////////////////
[State -2, a];タイムカウントテスト用
type = null;palfx
trigger1 = var(25) >= 1
trigger1 = var(20) >= 1
trigger1 = var(21) >= 1
trigger1 = var(24) >= 1
time = 1
add = 126,126,0
;mul = 126,126,0
color = 1
ignorehitpause = 1

[State -2, a];グレイブシュートテスト
type = null;palfx
trigger1 = var(9) != 0
time = 1
add = 126,126,0
;mul = 126,126,0
color = 1

[State -2, a];バニシングストライクテスト
type = null;palfx
trigger1 = var(11) != 0
time = 1
add = 0,126,126
;mul = 126,126,0
color = 1


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;相手落下速度
;//////////////////////////////////////////////////////////////////////////
[state a]
type = varset
trigger1 = enemy,movetype != H
v = 3
value = 0

[state a]
type = varadd
trigger1 = movecontact = 1
trigger1 = enemy,statetype = A
v = 3
value = 1


;///////////////////////////////////////////////////////////////////////
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;///////////////////////////////////////////////////////////////////////
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[state a];七星ゲージ
type = Helper
trigger1 = numhelper(4000) = 0
id = 4000
name = "sichisei"
sprpriority = 10
pos = -50,-160
postype = front
stateno = 4000
helpertype = normal
pausemovetime = 0
bindtime = -1
keyctrl = 0 
ownpal = 1


[state a]
type = varset
trigger1 = var(4) <= 0
v = 4
value = 0

[state a]
type = varset
trigger1 = var(4) >= 7
v = 4
value = 7


[state a];ブーストゲージ
type = Helper
trigger1 = numhelper(4100) = 0
id = 4100
name = "boost"
sprpriority = 10
pos = 50,-160
postype = back
stateno = 4100
helpertype = normal
pausemovetime = 0
bindtime = -1
keyctrl = 0 
ownpal = 1


[state a]
type = varset
trigger1 = var(16) <= 0
v = 16
value = 0

[state a]
type = varset
trigger1 = var(16) >= 300
v = 16
value = 300


[state a]
type = varadd
triggerall = gametime%2
triggerall = var(23) = 1
trigger1 = var(16) < 300 && var(16) >= 201
trigger2 = var(16) < 200 && var(16) >= 101
trigger3 = var(16) < 100 && var(16) >= 1
v = 16
value = -1

[state a];ブーストテスト用デバッグ
type = null;varset
trigger1 = stateno = 11
v = 16
value = 300

[state a];ゲージ減少フラグ
type = varset
trigger1 = var(16) = 300
trigger2 = var(16) = 200
trigger3 = var(16) = 100
trigger4 = var(16) = 0
v = 23
value = 0

;無想転生-----------------------------------------
[State -2, 0];初期化
Type = VarSet
trigger1 = RoundState = 0||RoundState = 1||var(41) = 0;
trigger1 = 1
v = 40
value = 0

[State -2, pal];デバック用わかりやすいように
Type = PalFX
Trigger1 = var(40) > 0
Time = 1
add = 10+ceil(cos(gameTime/12.0)*25),10+ceil(cos(gameTime/12.0)*25),70+ceil(cos(gameTime/12.0)*25) 
mul= 256,256,256
invertall = 0
color = 256
IgNoreHitPause = 1

;★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
;無想転生当身[共通]

[State -2];var(35)の初期化-1
Type = VarSet
Trigger1 = var(34) >= 20
var(35) = 0

[State -2];var(35)の初期化-2
Type = VarSet
Trigger1 = var(36) >= 20
var(35) = 0

;★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
;無想転生当身[立ち]

[State -2];var(34)の初期化
Type = VarSet
Trigger1 = var(34) >= 20
var(34) = 0

[State -2];入力したことを認識させる[立ち]
Type = VarSet
TriggerAll=var(40)=1
TriggerAll=!var(34)
Trigger1 = !var(59)
Trigger1 = Command="無想転生"
Trigger1 = command != "holddown"
Trigger1 = Command != "holdup"
var(34) = 1

[State -2];毎フレーム実行されるらしい[立ち]
Type = VarAdd
Trigger1 = Var(34) > 0
var(34) = 1
IgNoreHitPause = 1

[State -2];当身判定の延長用[立ち]
Type = VarSet
Trigger1 = var(34)=[1,6] 
Trigger1 = !var(59)
Trigger1 = command != "holddown"
Trigger1 = command != "holdup"
Trigger1 = command != "holdfwd"
Trigger1 = command != "holdback"
var(35) = 1

[State -2];Stateの飛ばす処理[立ち]
Type = HitOverride
TriggerAll=StateType != A && Ctrl = 1
Trigger1 = Var(34) = [1,6]
Trigger2 = (Var(34) = [7,10]) && var(35)=1
Trigger3 = var(59)
Trigger3 = var(40)
Trigger4 = fvar(39)
slot = 0
StateNo = 2600
Attr = SCA,NA,SA,HA,NP,SP,HP
Time = 1

;---------------------------------------------------------------------------
; ここから下は-3のステートを書いてください、ここに書いたものはゲーム中
; に条件が成立すればいつでも開始するステートです。
;---------------------------------------------------------------------------

[Statedef -3]
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
;//////////////////////////////////////////////////////////////////////////
;
;ゲーム中に常にいつでも開始したいステート、ここでは「着地音」に使用しています
;下の条件は「52か106のステートに移動して１フレーム目に」と言う事です。
;52と106はバックステップとジャンプの着地のステートです。
[State -3];ﾃｰﾚｯﾃｰ用
type = varadd
Trigger1 = 1
var(57) = 1

[state a]
type = posset
trigger1 = time = 0
trigger1 = prevstateno = 500
trigger1 = statetype != A
y = 0

[state a]
type = velset
trigger1 = time = 0
trigger1 = prevstateno = 500
trigger1 = statetype != A
y = 0



[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 
trigger2 = stateno = 107 
trigger3 = stateno = 103 
value = 40, 0


[State explod];着地エフェクト
type = Explod
triggerall = time = 1
trigger1 = stateno = 52 
anim = 6003
id = 6040
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
scale = 0.5,0.5


[State -3, 2];ジャンプ音
type = PlaySnd
triggerall = time = 1
trigger1 = stateno = 40 
trigger1 = var(15) <= 0
value = 40, 1
channel = 3

[State -3, 2];ジャンプ音
type = PlaySnd
triggerall = time = 1
trigger1 = stateno = 40 
trigger1 = var(15) > 1
value = 40, 2
channel = 3

[State explod];ジャンプエフェクト
type = Explod
triggerall = time = 1
trigger1 = stateno = 40 
trigger1 = pos y = 0
anim = 6002
id = 6040
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
scale = 0.5,0.5

[State -3, Landing Sound]:
type = PlaySnd
triggerall = Time = 1
;trigger1 = stateno = 100 
trigger1 = stateno = 105 
value = 105, 0

;ダメージ時のエフェクトの消去
[State 1]
type = removeexplod
trigger1 = MoveType = H
ID = 2405

;ダメージ時のエフェクトの消去
[State 1]
type = removeexplod
trigger1 = MoveType = H
ID = 1000

[state a];残像消去
type = afterimagetime
trigger1 = movetype = H
time = 0


[State 210, Width];画面端の押し戻し判定
type = Width
trigger1 = 1
edge = 5,0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[state a];虎破龍アーマー１
type = changestate
trigger1 = movetype = H
trigger1 = prevstateno = 1500
trigger1 = var(5) = 2
value = 1500

[state a];虎破龍アーマー２
type = changestate
trigger1 = movetype = H
trigger1 = prevstateno = 1501
trigger1 = var(5) = 2
value = 1501

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; ハイジャンプ処理
[State -3, 5];ハイジャンプ判定
type = varset
trigger1 = stateno = 10
trigger1 = time = 0
;trigger2 = stateno = 100
v = 15
value = 20

[State -3, 5];ハイジャンプ消去
type = varset
trigger1 = stateno = 52
trigger1 = time = 0
v = 15
value = 0


[State -3, 5]
type = velset
trigger1 = stateno = 50
trigger1 = anim = 42
trigger1 = time = 1
trigger1 = var(15) >= 1
x = 5
;y = -9


[State -3, 5]
type = velset
trigger1 = stateno = 50
trigger1 = anim = 43
trigger1 = time = 1
trigger1 = var(15) >= 1
x = -5
;y = -9

[State -3, 5]
type = velset
trigger1 = stateno = 50
trigger1 = time = 1
trigger1 = var(15) >= 1
y = -15

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[State -3, 5];グレイブシュート判定
type = varset
triggerall = var(11) = 0
triggerall = stateno = 40
trigger1 = prevstateno = 300
trigger2 = prevstateno = 1520
v = 9
value = 1

[State -3, 5];グレイブシュート判定
type = varset
trigger1 = enemy,movetype != H
trigger2 = stateno = 0
trogger3 = stateno = 52
v = 9
value = 0

[state a]
type = varset
trigger1 = var(9) >= 1
v = 11
value = 0


[State -3, 5];グレイブシュート判定
type = varset
trigger1 = stateno = 52
v = 9
value = 0

[state a];エリアルジャンプ速度
type = velset
trigger1 = stateno = 50
trigger1 = time = 1
trigger1 = var(9) = 1
y = -14.5



[State -3, 5];グレイブシュート攻撃ヒット
type = velset
trigger1 = movecontact = 1
trigger1 = var(9) != 0
trigger1 = statetype = A
y = -4.0


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[State -3, 5];バニシングストライク判定
type = varset
trigger1 = enemy,movetype != H
trigger2 = enemy,stateno = 5100
v = 11
value = 0

[state a]
type = varset
trigger1 = var(11) >= 1
v = 9
value = 0

[state a];相手吹き飛ばし
type = targetstate
trigger1 = movehit = 1
trigger1 = var(11) = 1
value = 550

[state a];弱攻撃吹き飛ばし
type = targetstate
triggerall = movehit = 1
triggerall = var(11) = 1
trigger1 = stateno = 200
trigger2 = stateno = 205
trigger3 = stateno = 400
trigger4 = stateno = 230
trigger5 = stateno = 235
trigger6 = stateno = 430
value = 551

[state a]
type = veladd
trigger1 = enemy,stateno = 550
trigger1 = movehit = 1
trigger1 = movetype = A
x = -1.0 - var(3)*0.8
persistent = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[state a];ブースト
type = varset
trigger1 = command = "z"
trigger1 = movetype != H
trigger1 = var(16) >= 20
v = 23
value = 1



