
;=================================================================================================
;		閃鞘・鷽薙
;=================================================================================================

[StateDef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 110]
Type = PlaySnd
Trigger1 = AnimElem = 6
value = 1000,15
Channel = 15

[State 310]
Type          = Reversaldef
Trigger1      = Anim = 195
Reversal.attr = SCA,AA,AT,AP
Damage　　　　= 0
PauseTime     = 0,ifelse(PalNo<=6,0,(256*256*256))
SparkNo       = S6032
SparkXY       = 0,0
P1StateNo     = IfElse(var(12)=1||PalNo>=7,ifelse(roundno>=3||PalNo>=7,ifelse(life<=500||PalNo>=7,3197,196),196),196)
P2StateNo     = IfElse(var(12)=1||PalNo>=7,ifelse(roundno>=3||PalNo>=7,ifelse(life<=500||PalNo>=7,ifelse(PalNo>=7,999999,3198),1020),1020),1020)

[State 110]
Type = Selfstate
Trigger1 = AnimElem = 11
Value = 0
Ctrl = 1


[Statedef 196]
Type     = S
Movetype = A
Physics    = N
Velset     = 0,0
PowerAdd   = 5
Anim       = 196

[State 600]
Type = ChangeAnim
TriggerAll = Anim != 197
Trigger1 = AnimElemTime(1) = 1
Trigger1 = P2Dist X <= 0
value = 197

[State 110]
Type = StopSnd
Trigger1 = AnimElem = 1
Channel = 15

[State 110]
Type = PlaySnd
Trigger1 = AnimElemTime(1) = 1
value = 17,11

[State 110]
Type = PlaySnd
Trigger1 = AnimElemTime(1) = 1
value = 1,8

[State ]
Type = TargetLifeAdd
Trigger1 = time = 0
value = -150

[State 110]
Type = VelAdd
Trigger1 = AnimElemTime(1) = 3
x = 3

[State 110]
Type = VelMul
Trigger1 = AnimElemTime(3) = 2
x = -1

[State 110]
Type = VelSet
Trigger1 = AnimElemTime(7) = 0
x = 0

[State 110]
Type = SelfState
Trigger1 = !AnimTime
Value = 0
Ctrl = 1



;===========================
;　専用やられの記述
;===========================
;------------------------------------
;ワイヤー吹っ飛び
;------------------------------------
[Statedef 1020]
type     = A
movetype = H
physics  = N
velset   = 0,0
ctrl = 0

[State 1020]
type = Velset
trigger1 = time >= 0
;trigger1 = HitPauseTime = 0
trigger1 = HitShakeOver = 1
x = -11

[State ヘルパー消去]
Type = DestroySelf
Trigger1 = 1
ignorehitpause = 1

[State 1020]
type = ChangeAnim2
Trigger1 = !Time
value = 1020

[State 1020]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 1020]
type = PlayerPush
trigger1 = 1
value = 0

[State 1020]
type = VelAdd
trigger1 = time >= 5
x = -0.5

[State 1020, Change]
type = ChangeState
trigger1 = BackEdgeDist <= 5
value = 1021

;--------------------------------------------
;ワイヤー吹っ飛び・壁衝突
;--------------------------------------------
[Statedef 1021]
type    = A
movetype= H
physics = N
ctrl = 0

[State 1021, P2Anim]
type = ChangeAnim2
Trigger1 = Time = 0
value = 5030

[State 1021, Scroll]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 1021, Speed]
type = posadd
trigger1 = Time = 0
x = -20

[State 1021, Speed]
type = VelSet
trigger1 = Time >= 0
x = 0
y = 0

[State 1021, Shake]
type = EnvShake
trigger1 = time = 0
time  = 15
ampl  = 6
freq  = 100
phase = 100

[State 1021]
type = PlaySnd
Trigger1 = Time = 0
value = f2,2

[State 1021]
type = ChangeState
trigger1 = Time = 10
value = 1022

;--------------------------------------------
;落下
;--------------------------------------------

[Statedef 1022]
type    = A
movetype= H
physics = N
ctrl = 0

[State 5050, 4] ;Recover near ground
type = selfstate
triggerall = time >= 18
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 5050, 5]; Recover in mid air
type = selfstate
triggerall = time >= 20
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 1022]
type = turn
trigger1 = time = 0

[State 1022]
type = ChangeAnim2
trigger1 = Time = 0
value = 1021

[State 1022]
type = VelSet
trigger1 = time = 0
x = -1.5
y = -5

[State 1022]
type = VelAdd
trigger1 = time >= 0
y = 0.38

[State 1022]
type = SelfState
trigger1 = ((Time > 0) && (Pos Y >= 0))
value = 5100


;=================================================================================================
;		閃鞘・八点衝
;=================================================================================================
;八点衝・弱
;=============================

[StateDef 1800]
Type = S
Physics = S
MoveType = A
Ctrl = 0
Anim = 1800
SprPriority = 1
FaceP2 = 1

[State 2134,0]
Type = Turn
Trigger1 = !Time
Trigger1 = P2BodyDist X < -20
value = 1

[State 2134,0]
Type = PosSet
Trigger1 = !Time
Y = 0

[State -1]
Type = VelSet
Trigger1 = !Time*!(Vel X)
Y = 0

[State 1101,ps]
Type = PlaySnd
Trigger1 = (AnimElem=8)+(AnimElem=9)+(AnimElem=11)+(AnimElem=13)+(AnimElem=15)+(AnimElem=17)
Value = s0,3

[State 1101, 2]
Type = HitDef
Trigger1 = PalNo <= 10
Trigger1 = Time%2<1
Attr = S, SA
AnimType = Medium
Damage = 5,1
Priority = 1,Hit
GetPower = 8
GuardFlag = MA
PauseTime = 0,4
Guard.SparkNo = S8030
SparkNo = S6040+Random%5
SparkXY = -30+Random%20,-50
HitSound = s1,9
GuardSound = s2,10
Ground.Type = High
Ground.SlideTime = 19-5*(Time=32)
Ground.HitTime = 19-3*(Time=32)
Ground.Velocity = -4.0-6.0*(Time=32)
Air.Velocity = -4.0,-4.0
Guard.SlideTime = 16
Guard.HitTime = 16
Guard.Velocity = -4.0
AirGuard.Velocity = -4.0,-4.0
Ground.CornerPush.VelOff = -20.0*(Time=32)
Air.HitTime = 17
Guard.Kill = 0
ID = 1800

[State 1101,s0]
Type = Explod
Trigger1 = (AnimElem=7)+(AnimElem=12)
Anim = 16701
PosType = P1
Pos = 50, 0
SprPriority = 2
SuperMove = 1
BindTime = -1
Vel = 0,0
OwnPal = 0

[State 1101,s1]
Type = Explod
Trigger1 = (AnimElem=8)+(AnimElem=13)
Anim = 16700
PosType = P1
Pos = 50, 0
SprPriority = 2
SuperMove = 1
BindTime = -1
Vel = 0,0
OwnPal = 0

[State 1101,s2]
Type = Explod
Trigger1 = (AnimElem=9)+(AnimElem=14)
Anim = 16702
PosType = P1
Pos = 50, 0
SprPriority = 2
SuperMove = 1
BindTime = -1
Vel = 0,0
OwnPal = 0

[State 1101,s2]
Type = Explod
Trigger1 = (AnimElem=10)+(AnimElem=15)
Anim = 16704
PosType = P1
Pos = 50, 0
SprPriority = 2
SuperMove = 1
BindTime = -1
Vel = 0,0
OwnPal = 0

[State 1101,s2]
Type = Explod
Trigger1 = (AnimElem=11)+(AnimElem=16)
Anim = 16705
PosType = P1
Pos = 50, 0
SprPriority = 2
SuperMove = 1
BindTime = -1
Vel = 0,0
OwnPal = 0

[State 1101,s2]
Type = Explod
Trigger1 = (AnimElem=12)+(AnimElem=17)
Anim = 16706
PosType = P1
Pos = 50, 0
SprPriority = 2
SuperMove = 1
BindTime = -1
Vel = 0,0
OwnPal = 0

[State 1101,s2]
Type = Explod
Trigger1 = (AnimElem=8)+(AnimElem=13)
Anim = 16707
PosType = P1
Pos = 50, 0
SprPriority = 2
SuperMove = 1
BindTime = -1
Vel = 0,0
OwnPal = 0

[State 1101,s2]
Type = Explod
Trigger1 = (AnimElem=9)+(AnimElem=14)
Anim = 16708
PosType = P1
Pos = 50, 0
SprPriority = 2
SuperMove = 1
BindTime = -1
Vel = 0,0
OwnPal = 0

[State 1101,s2]
Type = Explod
Trigger1 = (AnimElem=10)+(AnimElem=15)
Anim = 16703
PosType = P1
Pos = 50, 0
SprPriority = 2
SuperMove = 1
BindTime = -1
Vel = 0,0
OwnPal = 0

[State 1101,s2]
Type = Explod
Trigger1 = (AnimElem=7)+(AnimElem=16)
Anim = 16709
PosType = P1
Pos = 30, 0
SprPriority = 2
SuperMove = 1
BindTime = -1
Vel = 0,0
OwnPal = 0

[State 1101,s2]
Type = Explod
Trigger1 = (AnimElem=7)+(AnimElem=16)
Anim = 16710
PosType = P1
Pos = 40, 0
SprPriority = 2
SuperMove = 1
BindTime = -1
Vel = 0,0
OwnPal = 0

[State 1101,s2]
Type = Explod
Trigger1 = (AnimElem=7)+(AnimElem=16)
Anim = 16711
PosType = P1
Pos = 40, 0
SprPriority = 2
SuperMove = 1
BindTime = -1
Vel = 0,0
OwnPal = 0

[State 1101,s2]
Type = Explod
Trigger1 = (AnimElem=7)+(AnimElem=16)
Anim = 16712
PosType = P1
Pos = 40, 0
SprPriority = 2
SuperMove = 1
BindTime = -1
Vel = 0,0
OwnPal = 0

[State 1101,Vel]
Type = VelSet
Trigger1 = (Abs(Vel X)=1.5)*!(Command="holdfwd")*!(Command="holdback")*(Time=[12,33])
X = 0

[State 1101,Vel]
Type = VelSet
Trigger1 = (Time=[12,33])*((Command="holdfwd")^^(Command="holdback"))
X = IfElse((Command="holdfwd"),1.5,-1.5)

[State 1101,3]
Type = ChangeState
Trigger1 = !AnimTime
Value = 0
Ctrl = 1

;=================================================================================================
;八点衝・強
;=============================

[StateDef 1850]
Type = S
Physics = S
MoveType = A
Ctrl = 0
Anim = 1850
SprPriority = 1
FaceP2 = 1

[State 2134,0]
Type = Turn
Trigger1 = !Time
Trigger1 = P2BodyDist X < -20
value = 1


[State 2134,0]
Type = PosSet
Trigger1 = !Time
Y = 0

[State VelSet]
Type = VelSet
Trigger1 = !Time*!(Vel X)
Y = 0

[State 1101,ps]
Type = PlaySnd
Trigger1 = ((Time-17)%22%4=1)*(Time=[18,53])*!(Time%2)
Value = s0,3

[State 1101, 2]
Type = HitDef
Trigger1 = PalNo <= 10
Trigger1 = Time%2<1;(Time=[18,53])*!(Time%2)
Attr = S, SA
AnimType = Medium
Damage = 8,1
Priority = 1,Hit
GetPower = 8
GuardFlag = MA
PauseTime = 0,4
Gurad.PauseTime = 0,3
Guard.SparkNo = S8030
SparkNo = S6040+Random%5
SparkXY = -30+Random%20,-50
HitSound = s1,9
GuardSound = s2,10
Ground.Type = High
Ground.SlideTime = 17+(Time=52)
Ground.HitTime = 17+(Time=52)
Ground.Velocity = -4.0-3.0*(Time=52)
Air.Velocity = -4.0,-4.0
Guard.SlideTime = 15+(Time=52)
Guard.HitTime = 15+(Time=52)
Guard.Velocity = -5.2
AirGuard.Velocity = -5.2,-5.2
Ground.CornerPush.VelOff = -20.0*(Time=52)
Air.HitTime = 17+(Time=52)
Guard.Kill = 0
ID = 1850

[State 1101,s0]
Type = Explod
Trigger1 = (AnimElem=7)+(AnimElem=12)+(AnimElem=18)
Anim = 16701
PosType = P1
Pos = 50, 0
SprPriority = 2
SuperMove = 1
BindTime = -1
Vel = 0,0
OwnPal = 0

[State 1101,s1]
Type = Explod
Trigger1 = (AnimElem=8)+(AnimElem=13)+(AnimElem=19)
Anim = 16700
PosType = P1
Pos = 50, 0
SprPriority = 2
SuperMove = 1
BindTime = -1
Vel = 0,0
OwnPal = 0

[State 1101,s2]
Type = Explod
Trigger1 = (AnimElem=9)+(AnimElem=14)+(AnimElem=20)
Anim = 16702
PosType = P1
Pos = 50, 0
SprPriority = 2
SuperMove = 1
BindTime = -1
Vel = 0,0
OwnPal = 0

[State 1101,s2]
Type = Explod
Trigger1 = (AnimElem=10)+(AnimElem=15)+(AnimElem=21)
Anim = 16704
PosType = P1
Pos = 50, 0
SprPriority = 2
SuperMove = 1
BindTime = -1
Vel = 0,0
OwnPal = 0

[State 1101,s2]
Type = Explod
Trigger1 = (AnimElem=11)+(AnimElem=16)+(AnimElem=22)
Anim = 16705
PosType = P1
Pos = 50, 0
SprPriority = 2
SuperMove = 1
BindTime = -1
Vel = 0,0
OwnPal = 0

[State 1101,s2]
Type = Explod
Trigger1 = (AnimElem=12)+(AnimElem=17)+(AnimElem=23)
Anim = 16706
PosType = P1
Pos = 50, 0
SprPriority = 2
SuperMove = 1
BindTime = -1
Vel = 0,0
OwnPal = 0

[State 1101,s2]
Type = Explod
Trigger1 = (AnimElem=8)+(AnimElem=13)+(AnimElem=19)
Anim = 16707
PosType = P1
Pos = 50, 0
SprPriority = 2
SuperMove = 1
BindTime = -1
Vel = 0,0
OwnPal = 0

[State 1101,s2]
Type = Explod
Trigger1 = (AnimElem=9)+(AnimElem=14)+(AnimElem=20)
Anim = 16708
PosType = P1
Pos = 50, 0
SprPriority = 2
SuperMove = 1
BindTime = -1
Vel = 0,0
OwnPal = 0

[State 1101,s2]
Type = Explod
Trigger1 = (AnimElem=10)+(AnimElem=15)+(AnimElem=21)
Anim = 16703
PosType = P1
Pos = 50, 0
SprPriority = 2
SuperMove = 1
BindTime = -1
Vel = 0,0
OwnPal = 0

[State 1101,s2]
Type = Explod
Trigger1 = (AnimElem=7)+(AnimElem=16)+(AnimElem=18)
Anim = 16709
PosType = P1
Pos = 30, 0
SprPriority = 2
SuperMove = 1
BindTime = -1
Vel = 0,0
OwnPal = 0

[State 1101,s2]
Type = Explod
Trigger1 = (AnimElem=7)+(AnimElem=16)+(AnimElem=18)
Anim = 16710
PosType = P1
Pos = 40, 0
SprPriority = 2
SuperMove = 1
BindTime = -1
Vel = 0,0
OwnPal = 0

[State 1101,s2]
Type = Explod
Trigger1 = (AnimElem=7)+(AnimElem=16)+(AnimElem=18)
Anim = 16711
PosType = P1
Pos = 40, 0
SprPriority = 2
SuperMove = 1
BindTime = -1
Vel = 0,0
OwnPal = 0

[State 1101,s2]
Type = Explod
Trigger1 = (AnimElem=7)+(AnimElem=16)+(AnimElem=18)
Anim = 16712
PosType = P1
Pos = 40, 0
SprPriority = 2
SuperMove = 1
BindTime = -1
Vel = 0,0
OwnPal = 0

[State -1]
Type = VelSet
Trigger1 = (Abs(Vel X)=1.5)*!(Command="holdfwd")*!(Command="holdback")*(Time=[18,53])
X = 0

[State -1]
Type = VelSet
Trigger1 = (Time=[18,53])*!(Time%2)*((Command="holdfwd")^^(Command="holdback"))
X = IfElse((Command="holdfwd"),1.5,-1.5)

[State -1]
Type = ChangeState
Trigger1 = !AnimTime
Value = 0
Ctrl = 1


;=================================================================================================
;八点衝・EX
;=============================

[StateDef 2800]
Type = S
Physics = S
MoveType = A
Ctrl = 0
Anim = 2800
SprPriority = 1
FaceP2 = 1

[State 2134,0]
Type = Turn
Trigger1 = !Time
Trigger1 = P2BodyDist X < -20
value = 1

[State 2800]
Type = NotHitBy
Trigger1 = (PrevStateNo = [900,921])
value = SCA
time = 1 * (StateNo = 2800)

[State 2134,0]
Type = PosSet
Trigger1 = !Time
Y = 0

[State 2138]
Type = SuperPause
Trigger1 = Time = 4
Darken = 1
Time = 35
Anim = -1
Sound = S3,1
PowerAdd = -1000
Pos = 0,0
P2DefMul = 1.0
MoveTime = 5

[State -1]
Type     = Explod
Trigger1 = Time = 4
anim  = 9010
Pos      = 0,240
scale = 0.5,0.5
postype  = back
OwnPal   = 1
SprPriority = -6
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State -1]
Type     = Explod
Trigger1 = Time = 4
anim  = 6015
Pos      = 0,-90
OwnPal   = 1
sprpriority = 3
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State -1]
Type     = Explod
Trigger1 = Time = 4
anim  = 6019
Pos      = 0,-90
OwnPal   = 1
sprpriority = 3
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 210, 1]
Type = PlaySnd
Trigger1 = MoveHit
Value = 7, 15
Channel = 0

[State 1101,ps]
Type = PlaySnd
Trigger1 = (AnimElem=8)+(AnimElem=9)+(AnimElem=11)+(AnimElem=13)+(AnimElem=15)+(AnimElem=17)
Value = s0,3

[State VelSet]
Type = VelSet
Trigger1 = !Time*!(Vel X)
Y = 0

[State 1101, 2]
Type = HitDef
Trigger1 = PalNo <= 10
Trigger1 = (Time=[12,65])*!(Time%2)
Attr = S, SA
AnimType = Medium
Damage = 18,2
Priority = 3,Hit
GetPower = 0
GuardFlag = MA
PauseTime = 4*(PalNo<=10),10
Gurad.PauseTime = 0,10
Guard.SparkNo = S8030
SparkNo = S6040+Random%5
SparkXY = -30+Random%20,-50
HitSound = s1,9
GuardSound = s2,10
Ground.Type = High
Ground.SlideTime = 18
Ground.HitTime = 18
Ground.Velocity = -4.0-3.0*(Time=64)
Air.Velocity = -4.0,-4.0
Guard.SlideTime = 15
Guard.HitTime = 15
Guard.Velocity = -4.0
AirGuard.Velocity = -4.0,-4.0
Ground.CornerPush.VelOff = -20.0*(Time=64)
Air.HitTime = 17
Guard.Kill = 0
Fall = 1
Fall.RecoverTime = 25
ID = 2800

[State 12900]
type = Explod
trigger1 = Animelem = 7
trigger1 = NumExplod(16700) = 0
anim = 16700
ID = 16700
postype = p1
pos = 40, 0
sprpriority = 3
bindtime = -1
ownpal = 1

[State 12900]
type = Explod
trigger1 = Animelem = 7
trigger1 = NumExplod(16701) = 0
anim = 16701
ID = 16701
postype = p1
pos = 40, 0
sprpriority = 3
bindtime = -1
ownpal = 1

[State 12900]
type = Explod
trigger1 = Animelem = 8 || AnimElem = 15
trigger1 = NumExplod(16702) = 0
anim = 16702
ID = 16702
postype = p1
pos = 40, 0
sprpriority = 3
bindtime = -1
ownpal = 1

[State 12900]
type = Explod
trigger1 = Animelem = 8 || AnimElem = 15
trigger1 = NumExplod(16703) = 0
anim = 16703
ID = 16703
postype = p1
pos = 40, 0
sprpriority = 3
bindtime = -1
ownpal = 1

[State 12900]
type = Explod
trigger1 = Animelem = 9 || AnimElem = 16
trigger1 = NumExplod(16704) = 0
anim = 16704
ID = 16704
postype = p1
pos = 40, 0
sprpriority = 3
bindtime = -1
ownpal = 1

[State 12900]
type = Explod
trigger1 = Animelem = 9 || AnimElem = 16
trigger1 = NumExplod(16704) = 0
anim = 16704
ID = 16704
postype = p1
pos = 40, 0
sprpriority = 3
bindtime = -1
ownpal = 1

[State 12900]
type = Explod
trigger1 = Animelem = 10 || AnimElem = 17
trigger1 = NumExplod(16705) = 0
anim = 16705
ID = 16705
postype = p1
pos = 40, 0
sprpriority = 3
bindtime = -1
ownpal = 1

[State 12900]
type = Explod
trigger1 = Animelem = 10 || AnimElem = 17
trigger1 = NumExplod(16706) = 0
anim = 16706
ID = 16706
postype = p1
pos = 40, 0
sprpriority = 3
bindtime = -1
ownpal = 1

[State 12900]
type = Explod
trigger1 = Animelem = 11
trigger1 = NumExplod(16707) = 0
anim = 16707
ID = 16707
postype = p1
pos = 40, 0
sprpriority = 3
bindtime = -1
ownpal = 1

[State 12900]
type = Explod
trigger1 = Animelem = 12
trigger1 = NumExplod(16708) = 0
anim = 16708
ID = 16708
postype = p1
pos = 40, 0
sprpriority = 3
bindtime = -1
ownpal = 1

[State 12900]
type = Explod
trigger1 = Animelem = 12
trigger1 = NumExplod(16709) = 0
anim = 16709
ID = 16709
postype = p1
pos = 40, 0
sprpriority = 3
bindtime = -1
ownpal = 1

[State 12900]
type = Explod
trigger1 = Animelem = 13
trigger1 = NumExplod(16710) = 0
anim = 16710
ID = 16710
postype = p1
pos = 40, 0
sprpriority = 3
bindtime = -1
ownpal = 1

[State 12900]
type = Explod
trigger1 = Animelem = 13
trigger1 = NumExplod(16711) = 0
anim = 16711
ID = 16711
postype = p1
pos = 40, 0
sprpriority = 3
bindtime = -1
ownpal = 1

[State 12900]
type = Explod
trigger1 = Animelem = 14
trigger1 = NumExplod(16712) = 0
anim = 16712
ID = 16712
postype = p1
pos = 40, 0
sprpriority = 3
bindtime = -1
ownpal = 1

[State 12900]
type = Explod
trigger1 = Animelem = 14
trigger1 = NumExplod(16700) = 0
anim = 16700
ID = 16700
postype = p1
pos = 40, 0
sprpriority = 3
bindtime = -1
ownpal = 1

[State 1101,Vel]
Type = VelSet
Trigger1 = (Abs(Vel X)=1.5)*!(Command="holdfwd")*!(Command="holdback")*(Time=[12,65])
X = 0

[State 1101,Vel]
Type = VelSet
Trigger1 = (Time=[12,65])*((Command="holdfwd")^^(Command="holdback"))
X = IfElse((Command="holdfwd"),1.5,-1.5)

[State 1101,3]
Type = ChangeState
Trigger1 = !AnimTime
Value = 0
Ctrl = 1


;=================================================================================================
;		閃鞘・六鷹
;=================================================================================================
;六鷹・弱／発生〜飛び
;=============================
[Statedef 1200]
type    = U
movetype= A
physics = U
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1200
sprpriority = 2

[State 410, 4]
type = Statetypeset
trigger1 = StateType = A
statetype = A
physics =  N

[State 410, 4]
type = Statetypeset
trigger1 = StateType != A
statetype = S
physics =  S

[State 410, 4]
type = VelSet
trigger1 = StateType = A
trigger1 = time = 0
X = 0
Y = 0

[State 1100, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 10

[State 410, 4]
type = posadd
trigger1 = Anim = 1200
trigger1 = Animelem = 1
x = 1

[State 410, 4]
type = posadd
trigger1 = Anim = 1200
trigger1 = Animelem = 3
x = 3

[State 410, 4]
type = posadd
trigger1 = Anim = 1200
trigger1 = Animelemtime(4) >= 0
trigger1 = Animelemtime(5) <= 6
x = 2

[State 410, 4]
type = velset
trigger1 = Anim = 1200
trigger1 = Animtime = 0
x = 1.9
y = -9.4

[State 1000, 3]
type = Velmul
trigger1 = time >= 21
trigger1 = Vel X >= 0.5
x = 0.6

[State 1000, 3]
type = Velset
trigger1 = time >= 22
trigger1 = Vel X <= 0.5
x = 0

[State 101,vel]
type = changeanim
trigger1 = anim = 1200
trigger1 = animtime = 0
value = 1210

[State 210, 1]
type = PlaySnd
trigger1 = time = 8
value = 10, 8

[State 210, 1]
type = PlaySnd
trigger1 = Anim = 1210
trigger1 = animelem = 1
value = 0, 4

[State 410, 4]
type = Statetypeset
trigger1 = Anim = 1210
statetype = A
physics =  A

[State 410, 2]
type = HitDef
trigger1 = palno <= 10
trigger1 = AnimElem = 2||AnimElem = 3 ||AnimElem = 4 || AnimElem = 5
attr = A,SA
damage    = 10
animtype  = low
hitflag = MAFD
guardflag = M
pausetime = 11*(PalNo<=10),15
guard.sparkno = S8030
sparkno = S6030+random%5 
sparkxy = -10,-42
hitsound   = S1,6
guardsound = S2,10
ground.type = low
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -1.1,-6
air.cornerpush.veloff = 0
air.velocity = -1.1,-6
down.velocity = -0.1,0.1
fall = 1
fall.recover = 0

[State power]
type = PowerAdd
trigger1 = movehit = 1
value = 100
ignorehitpause = 1
persistent = 0

[State 1100, wind]
type = Explod
trigger1 = Anim = 1210
trigger1 = Animelem = 1
anim = 16100
scale = 1,1
postype = p1
pos = 10,30
bindtime = -1
sprpriority = 4
supermove = 0
ownpal = 1
removeongethit = 1

[State 920]
type = ChangeState
triggerall = Anim = 1210
trigger1 = movecontact
value = 1205
ctrl = 0

[State 920]
type = ChangeState
triggerall = Anim = 1210
triggerall = vel y > 0 && pos y >= 0
trigger1 = animelem = 10
value = 119
ctrl = 1

;=================================================================================================
;六鷹・弱／ヒット〜落ちる
;=============================

[Statedef 1205]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= 0
ctrl = 0
anim = 1220
sprpriority = 2

[State 1000, 3]
type = Velset
trigger1 = movecontact = 1
y = -5
x = -3

[State 1100, wind]
type = Explod
trigger1 = Animelem = 6
anim = 16101
scale = 1,1
postype = p1
pos = 15,0
bindtime = -1
sprpriority = 4
supermove = 0
ownpal = 1
removeongethit = 1

[State 210, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 10, 2

[State 620, 3]
type = HitDef
trigger1 = palno <= 10
trigger1 = AnimElem = 7
attr = A, NA
damage    = 13
guardflag = MHA
hitflag = MAFDPL
priority = 4
pausetime = 12*(PalNo<=10),15
guard.sparkno = S8030
sparkno = S6030+random%5 
sparkxy = -10,-20
hitsound   = S1,6
guardsound = S2,10
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.cornerpush.veloff = 0
air.velocity = -12,9
fall.yvelocity = 0
air.fall = 1
fall.recover = 0

[State power]
type = PowerAdd
trigger1 = movehit = 1
value = 100
ignorehitpause = 0
ignorehitpause = 1
persistent = 0

[State end]
type = ChangeState
trigger1 = AnimElem = 17
value = 119
ctrl = 1

;=================================================================================================
;六鷹・強／発生〜飛び
;======================================================

[Statedef 1210]
type    = U
movetype= A
physics = U
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1210
sprpriority = 2

[State 410, 4]
type = Statetypeset
trigger1 = StateType = A
trigger1 = Time = 0
statetype = A
physics =  N

[State 410, 4]
type = Statetypeset
trigger1 = StateType != A
statetype = S
physics =  S

[State 410, 4]
type = VelSet
trigger1 = StateType = A
trigger1 = time = 0
X = 0
Y = 0

[State 410, 4]
type = Statetypeset
trigger1 = StateType = A
trigger1 = Anim = 1210
trigger1 = animelem >= 5
physics =  A

[State 210, 1]
type = PlaySnd
trigger1 = time = 8
value = 10, 7

[State 410, 4]
type = posadd
trigger1 = Anim = 1200
trigger1 = Animelem = 1
x = 2

[State 410, 4]
type = posadd
trigger1 = Anim = 1200
trigger1 = Animelem = 3
x = 6

[State 410, 4]
type = posadd
trigger1 = Anim = 1200
trigger1 = Animelemtime(4) >= 0
trigger1 = Animelemtime(5) <= 2
x = 2

[State 1100, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 13

[State 210, 1]
type = PlaySnd
trigger1 = Anim = 1210
trigger1 = animelem = 1
value = 0, 4

[State 410, 4]
type = velset
trigger1 = Anim = 1210
trigger1 = Animelem = 1
x = 3.5
y = -11.8

[State 410, 4]
type = velset
trigger1 = Anim = 1210
trigger1 = movehit
trigger1 = Animelemtime(1) = 1
x = 2.1
y = -9.9

[State 410, 4]
type = Statetypeset
trigger1 = Anim = 1210
trigger1 = animelem = 1
statetype = A
physics =  A

[State 1000, 3]
type = Velmul
trigger1 = time >= 21
trigger1 = Vel X >= 0.5
x = 0.5

[State 1000, 3]
type = Velset
trigger1 = time >= 22
trigger1 = Vel X <= 0.5
x = 0

[State 410, 2]
type = HitDef
triggerall = palno <= 10
trigger1 = AnimElem = 2||AnimElem = 3 ||AnimElem = 4 || AnimElem = 5
attr = A, SA
damage    = 14
animtype  = low
hitflag = MAFD
guardflag = M
pausetime = 11*(PalNo<=10),11
guard.sparkno = S8030
sparkno = S6030+random%5 
sparkxy = -10,-42
hitsound   = S1,6
guardsound = S2,10
ground.type = low
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -1.1,-9
air.cornerpush.veloff = 0
air.velocity = -1.1,-9
down.velocity = -0.1,0.1
fall = 1
fall.recover = 0

[State 1100, wind]
type = Explod
trigger1 = Anim = 1210
trigger1 = Animelem = 1
anim = 16100
scale = 1,1
postype = p1
pos = 10,30
bindtime = -1
sprpriority = 4
supermove = 0
ownpal = 1
removeongethit = 1

[State power]
type = PowerAdd
trigger1 = movehit = 1
trigger1 = var(45) = 0
value = 100
ignorehitpause = 1
persistent = 0

[State power]
type = PowerAdd
trigger1 = movehit = 1
value = 100
ignorehitpause = 1
persistent = 0

[State 920]
type = ChangeState
triggerall = Anim = 1210
triggerall = animelem = 5
trigger1 = movecontact
value = 1215
ctrl = 0

[State 920]
type = ChangeState
triggerall = Anim = 1210
triggerall = vel y > 0 && pos y >= 0
trigger1 = animelem = 10
value = 119
ctrl = 1

;=================================================================================================
;六鷹・強／ヒット〜落ちる
;================================

[Statedef 1215]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= 0
ctrl = 0
anim = 1220
sprpriority = 2

[State 1000, 3]
type = Velset
trigger1 = movecontact = 1
y = -5
x = -3

[State 1100, wind]
type = Explod
trigger1 = Animelem = 6
anim = 16101
scale = 1,1
postype = p1
pos = 18,0
bindtime = -1
sprpriority = 4
supermove = 0
ownpal = 1
removeongethit = 1

[State 210, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 10, 3

[State 620, 3]
type = HitDef
trigger1 = palno <= 10
trigger1 = Animelem = 7
attr = A, NA
damage    = 15
guardflag = HA
hitflag = MAFDPL
priority = 4
pausetime = 12*(PalNo<=10),12
guard.sparkno = S8030
sparkno = S6030+random%5 
sparkxy = -10,-20
hitsound   = S1,6
guardsound = S2,10
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.cornerpush.veloff = 0
air.velocity = -12,9
fall.yvelocity = 0
air.fall = 1

[State power]
type = PowerAdd
trigger1 = movehit = 1
value = 100
ignorehitpause = 1
persistent = 0

[State down]
type = ChangeAnim
trigger1 = Anim = 1220
trigger1 = AnimElem = 17
value = 55

[State ctrl]
type = ctrlset
trigger1 = Anim = 55
value = 1

;=================================================================================================
;六鷹・ＥＸ／発生〜一発目
;======================================================
[Statedef 2200]
type    = U
movetype= A
physics = U
juggle  = 0
ctrl = 0
anim = 2200
sprpriority = 2

[State 410, 4]
type = Statetypeset
trigger1 = StateType = A
statetype = A
physics =  N

[State 410, 4]
type = Statetypeset
trigger1 = StateType != A
statetype = S
physics =  S

[State 410, 4]
type = VelSet
trigger1 = StateType = A
trigger1 = time = 0
X = 0
Y = 0

[State 1100, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 17

[State 2000]
type = superpause
trigger1 = Time = 2
darken = 1
time = 35
anim = -1
sound = S3,1
poweradd = -1000
pos = 0,0
movetime = 3

[State -1]
Type     = Explod
Trigger1 = Time = 2
anim  = 9010
Pos      = 0,240
scale = 0.5,0.5
postype  = back
OwnPal   = 1
SprPriority = -6
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State -1]
Type     = Explod
Trigger1 = Time = 2
anim  = 6015
Pos      = -8,-74
OwnPal   = 1
sprpriority = 3
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State -1]
Type     = Explod
Trigger1 = Time = 2
anim  = 6019
Pos      = -8,-74
OwnPal   = 1
sprpriority = 3
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 70, 2

[State 410, 4]
type = posadd
trigger1 = Anim = 2200
trigger1 = Animelem = 1
x = 1

[State 410, 4]
type = posadd
trigger1 = Anim = 2200
trigger1 = Animelem = 3
x = 3

[State 410, 4]
type = posadd
trigger1 = Anim = 2200
trigger1 = Animelemtime(4) >= 0
trigger1 = Animelemtime(5) <= 2
x = 2

[State 410, 2]
type = HitDef
trigger1 = palno <= 10
trigger1 = animelem = 4
attr = A, SA
damage    = 10
animtype  = diagup
hitflag = MAF
guardflag = M
pausetime = 31*(PalNo<=10),29
guard.sparkno = S8030
sparkno = S6030+random%5 
sparkxy = -10,-42
hitsound   = S1,6
guardsound = S2,10
ground.type = low
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -1.1,-9
air.cornerpush.veloff = 0
air.velocity = -1.1,-9
down.velocity = -0.1,0.1
fall = 1
fall.recover = 0

[State 920]
type = ChangeState
trigger1 = Animtime = 0
value = 2205
ctrl = 1

;=================================================================================================
;六鷹・EX／蹴り抜く〜失敗落ち
;================================

[Statedef 2205]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 0
ctrl = 0
velset = 4.5,-10.8
anim = 1210
sprpriority = 2

[State 1100, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 9

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 100, 2

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 0, 4

[State 410, 4]
type = velset
trigger1 = Animelem = 1
x = 3.9
y = -10.8

[State 1000, 3]
type = Velmul
trigger1 = time >= 8
trigger1 = Vel X >= 0.5
x = 0.7

[State 1000, 3]
type = Velset
trigger1 = time >= 11
trigger1 = Vel X <= 0.5
x = 0

[State 410, 2]
type = HitDef
trigger1 = palno <= 10
trigger1 = animelem = 1
attr = A, SA
damage    = 8
animtype  = low
hitflag = MAF
guardflag = MA
pausetime = 31*(PalNo<=10),31
guard.sparkno = S8030
sparkno = S6030+random%5 
sparkxy = -10,-42
hitsound   = S1,6
guardsound = S2,10
ground.type = low
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -1.1,-9
air.cornerpush.veloff = 0
air.velocity = -1.1,-9
down.velocity = -0.1,0.1
fall = 1
fall.recover = 0

[State 410, 2]
type = HitDef
trigger1 = palno <= 10
trigger1 = animelem = 2
attr = A, SA
damage    = 8
animtype  = low
hitflag = MAF
guardflag = MA
pausetime = 6*(PalNo<=10),6
guard.sparkno = S8030
sparkno = S6030+random%5 
sparkxy = -10,-42
hitsound   = S1,6
guardsound = S2,10
ground.type = low
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -1.1,-9
air.cornerpush.veloff = 0
air.velocity = -1.1,-9
down.velocity = -0.1,0.1
fall = 1
fall.recover = 0

[State 410, 2]
type = HitDef
trigger1 = palno <= 10
trigger1 = animelem = 3
attr = A, SA
damage    = 8
animtype  = low
hitflag = MAF
guardflag = MA
pausetime = 6*(PalNo<=10),6
guard.sparkno = S8030
sparkno = S6030+random%5 
sparkxy = -10,-42
hitsound   = S1,6
guardsound = S2,10
ground.type = low
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -1.1,-9
air.cornerpush.veloff = 0
air.velocity = -1.1,-9
down.velocity = -0.1,0.1
fall = 1
fall.recover = 0

[State 410, 2]
type = HitDef
trigger1 = palno <= 10
trigger1 = animelem = 4
attr = , SA
damage    = 8
animtype  = low
hitflag = MAF
guardflag = MA
pausetime = 6*(PalNo<=10),6
guard.sparkno = S8030
sparkno = S6030+random%5 
sparkxy = -10,-42
hitsound   = S1,6
guardsound = S2,10
ground.type = low
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -1.1,-9
air.cornerpush.veloff = 0
air.velocity = -1.1,-3
down.velocity = -0.1,0.1
fall = 1
fall.recover = 0

[State 410, 2]
type = HitDef
trigger1 = palno <= 10
trigger1 = animelem = 5
attr = A, SA
damage    = 8
animtype  = low
hitflag = MAF
guardflag = MA
pausetime = 12*(PalNo<=10),12
guard.sparkno = S8030
sparkno = S6030+random%5 
sparkxy = -10,-42
hitsound   = S1,6
guardsound = S2,10
ground.type = low
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -1.1,-9
air.cornerpush.veloff = 0
air.velocity = -1.1,-3
down.velocity = -0.1,0.1
fall = 1
fall.recover = 0

[State 1100, wind]
type = Explod
trigger1 = Animelem = 1
anim = 16100
scale = 1,1
postype = p1
pos = 10,30
bindtime = -1
sprpriority = 4
supermove = 0
ownpal = 1
removeongethit = 1

[State 920]
type = ChangeState
trigger1 = animelem = 6
trigger1 = movehit
value = 2210
ctrl = 0

[State 920]
type = ChangeAnim
trigger1 = animelem = 10
trigger1 = !movehit
value = 55

[State ctrl]
type = ctrlset
trigger1 = anim = 55
value = 1

;=================================================================================================
;六鷹・ＥＸ／ラスト〆〜落ちる
;================================

[Statedef 2210]
type    = A
movetype= A
physics = A
juggle  = 5
poweradd= 0
ctrl = 0
anim = 1220
sprpriority = 2

[State 1000, 3]
type = Velset
trigger1 = movecontact = 1
y = -5
x = -0.2

[State 1100, wind]
type = Explod
trigger1 = Animelem = 6
anim = 16101
scale = 1,1
postype = p1
pos = 18,0
bindtime = -1
sprpriority = 4
supermove = 0
ownpal = 1
removeongethit = 1

[State 1000, 3]
type = Velmul
trigger1 = time >= 2
trigger1 = Vel X >= 0.5
x = 0.8

[State 620, 2]
type = PlaySnd
trigger1 = Animelem = 4
value = 70, 3

[State 620, 3]
type = HitDef
trigger1 = palno <= 10
trigger1 = Animelem = 7
attr = , NA
damage    = 10
guardflag = HA
hitflag = MAFD
priority = 4
pausetime = 12*(PalNo<=10),12
guard.sparkno = S8030
sparkno = S6030+random%5 
sparkxy = -10,-20
hitsound   = S1,6
guardsound = S2,10
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.cornerpush.veloff = 0
p2stateno = 2970
air.velocity = -1,-5
fall = 1
fall.recover = 0

[State down]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 55

[State ctrl]
type = ctrlset
trigger1 = anim = 55
value = 1


;=================================================================================================
;六鷹・相手喰らい
;================================

[Statedef 2970]
type     = A
movetype = H
physics  = N
velset   = 0,0

[State 1020]
type = posadd
trigger1 = animelem = 10
y = -27

[State 1020]
type = Velset
trigger1 = time >= 0
;trigger1 = HitPauseTime = 0
trigger1 = HitShakeOver = 1
y = 11

[State 1020]
type = ChangeAnim2
trigger1 = time = 0
value = 2970

[State 1020]
type = PlayerPush
trigger1 = 1
value = 0

[State 1020, Change]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 2971


;=================================================================================================
;六鷹・地面とおともだち
;================================

[Statedef 2971]
type    = A
movetype= H
physics = N

[State 5110, 6]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5050, 1] ;Change anim when done with transition
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0     ;If no transition anim
trigger2 = Anim != 5035+var(0)*10000
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090 ;Not if hit off ground anim
value = 5050+var(0)*10000

[State 5050, 2] ;Coming down anim
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 1021, Scroll]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

;[State 1021, Speed]
;type = posadd
;trigger1 = Time = 0
;y = -20

[State 1021, Speed]
type = VelSet
trigger1 = Time = 0
y = -8

[State 1021, Speed]
type = Veladd
trigger1 = Time >= 0
y = 0.32

[State 1021, Shake]
type = EnvShake
trigger1 = time = 0
time  = 15
ampl  = 6
freq  = 100
phase = 100

[State 1021]
type = selfstate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;=================================================================================================
;		閃鞘・一咲
;=================================================================================================
;一咲・弱
;=============================

[Statedef 1600]
Type = A
MoveType = A
Physics = A
Juggle = 0
VelSet = 0,0
Ctrl = 0
Anim = 1600
SprPriority = 2

[State 600]
Type = VarAdd
Trigger1 = Anim = 1600
TriggerAll = PrevStateNo != 410 || PrevStateNo != 420
Trigger1 = var(5) < 2
Trigger1 = AnimElem = 1
var(5) = 1

[State 600]
Type = PlaySnd
Trigger1 = Anim = 1600
trigger1 = AnimElem = 6
value = 0,4

[State -1]
Type = VelSet
Trigger1 = Anim = 1600
Trigger1 = AnimElemTime(1) = 1
X = 0
Y = 0

[State 1100, wind]
type = Explod
Trigger1 = Anim = 1600
trigger1 = Animelem = 7
anim = 16101
scale = 1,1
postype = p1
pos = 15,0
bindtime = -1
sprpriority = 4
supermove = 0
ownpal = 1
removeongethit = 1

[State 620, 3]
Type = HitDef
Trigger1 = Anim = 1600
trigger1 = palno <= 10
Trigger1 = AnimElem = 5
trigger1 = var(5) = 1
Attr = A, SA
Damage = 15,5
GivePower = 15
GuardFlag = MA
Priority = 3
PauseTime = 4*(PalNo<=10),6
Guard.SparkNo = S8030
SparkNo = S6030+Random%5 
SparkXY = -10,-20
HitSound = S1,6
GuardSound = S2,10
AnimType = Hard
Ground.Type = High
Ground.SlideTime = 32
Ground.HitTime = 52
Ground.Velocity = -2.8
Guard.HitTime = 10
Air.CornerPush.VelOff = 0
Air.Velocity = -4,10.5
AirGuard.Velocity = -2.5,-5
Air.Fall = 1
Fall.Recover = 0
Guard.Kill = 0
EnvShake.Time = 9
EnvShake.Freq = 70
EnvShake.Ampl = 9
ID = 1600

[State 620, 3]
type = HitDef
Trigger1 = Anim = 1600
trigger1 = palno <= 10
trigger1 = Animelem = 7
trigger1 = var(5) = 2
attr = A, NA
damage    = 11
guardflag = HA
hitflag = MAFD
priority = 4
pausetime = 12,15
guard.sparkno = S8030
sparkno = S6030+random%5 
sparkxy = -10,-20
hitsound   = S1,6
guardsound = S2,10
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
air.cornerpush.veloff = 0
air.velocity = -3,20
p2stateno = 2970
fall = 1
fall.recover = 0
ID = 1670
NoChainID = 1670

[State 1000, 0]
Type = VelSet
Trigger1 = Anim = 1600
Trigger1 = AnimElem = 6
Y = 15
X = 2

[State 1000, 0]
Type = VelSet
Trigger1 = var(5) = 1
Trigger1 = Anim = 1600
Trigger1 = AnimElem = 7
Trigger1 = MoveContact
Y = 0

[State 1000, 代入演算]
Type = VelSet
Trigger1 = var(5) = 1
Trigger1 = AnimElem = 8
Trigger1 = MoveContact
Y = -7
X = -0.4

[State 600]
Type = VarSet
Trigger1 = MoveContact
Trigger1 = Anim = 1600
Trigger1 = var(5) = 2
var(5) = 0

[State Down]
Type = ChangeState
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 0
Value = 0
Ctrl = 1

[State Down]
Type = ChangeAnim
Trigger1 = Anim = 1600
Trigger1 = !AnimTime * !(Anim = 55)
Value = 55

[State Ctrl+varリセット]
Type = CtrlSet
Trigger1 = Anim = 55
Trigger1 = Var(6):=0||1
value = 1

;=================================================================================================
;一咲・強
;=============================

[Statedef 1650]
Type = A
MoveType = A
Physics = A
Juggle = 0
VelSet = 0,0
Ctrl = 0
Anim = 1650
SprPriority = 2

[State 600]
Type = PlaySnd
Trigger1 = Anim = 1650
trigger1 = AnimElem = 6
value = 0,4

[State -1]
Type = VelSet
Trigger1 = Anim = 1650
Trigger1 = AnimElemTime(1) = 1
X = 0
Y = 0

[State 1100, wind]
type = Explod
Trigger1 = Anim = 1650
trigger1 = Animelem = 7
anim = 16101
scale = 1,1
postype = p1
pos = 15,0
bindtime = -1
sprpriority = 4
supermove = 0
ownpal = 1
removeongethit = 1

[State 1650]
Type = HitDef
trigger1 = palno <= 10
Trigger1 = Anim = 1650
Trigger1 = (AnimElemTime(6)=[1,11])
Attr = A, SA
Damage = 18,5
GetPower = 15,1
GivePower = 2,2
GuardFlag = MA
HitFlag = MAF
Priority = 3,Hit
PauseTime = 9,9
Guard.PauseTime = -5,2
Guard.SparkNo = S8030
SparkNo = S6030+Random%5
SparkXY = -10,-20
HitSound = S1,6
GuardSound = S2,10
AnimType = diagup
Ground.Type = High
Ground.SlideTime = 22
Ground.HitTime = 22
Ground.Velocity = -4,10.5
Ground.Velocity = -1**(Time<41)*5
Guard.HitTime = 2**(Time>40)*13
Air.CornerPush.VelOff = 0
Air.Velocity = -4,10.5
AirGuard.Velocity = -2.5,-5
Fall = 1
Air.Fall = 1
Fall.Recover = 0
Guard.Kill = 0
EnvShake.Time = 6
EnvShake.Freq = 50
EnvShake.Ampl = 6
ID = 1650
NoChainID = 1650,1670

[State 1000, 0]
Type = VelSet
Trigger1 = Anim = 1650
Trigger1 = AnimElem = 6
Y = 13
X = 3

[State Down]
Type = ChangeState
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 0
Value = 0
ctrl = 1

[State Down]
Type = ChangeAnim
Trigger1 = !AnimTime * !(Anim = 55)
Value = 55


;=================================================================================================
;一咲・EX
;=============================

[Statedef 1655]
Type = A
MoveType = A
Physics = A
Juggle = 0
VelSet = 0,0
Ctrl = 0
Anim = 1655
SprPriority = 2

[State 600]
Type = PlaySnd
Trigger1 = Anim = 1655
Trigger1 = Time = 5
value = 1140,0

[State 2138]
Type = SuperPause
Trigger1 = Anim = 1655
Trigger1 = Time = 5
Darken = 1
Time = 35
Anim = -1
Sound = S3,1
PowerAdd = -1000
Pos = 0,0
P2DefMul = 1.0
MoveTime = 0

[State -1]
Type     = Explod
Trigger1 = Time = 5
anim  = 9010
Pos      = 0,240
scale = 0.5,0.5
postype  = back
OwnPal   = 1
SprPriority = -6
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State -1]
Type     = Explod
Trigger1 = Anim = 1655
Trigger1 = Time = 5
anim  = 6015
Pos      = -7,-22
postype  = p1
OwnPal   = 1
sprpriority = 3
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State -1]
Type     = Explod
Trigger1 = Anim = 1655
Trigger1 = Time = 5
anim  = 6019
Pos      = -7,-22
postype  = p1
OwnPal   = 1
sprpriority = 3
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 1100, wind]
Type = Explod
Trigger1 = Anim = 1656
trigger1 = AnimElem = 2
Anim = 16717
ID = 16717
Scale = 1,1
PosType = P1
Pos = 0,0
BindTime = -1
SprPriority = 4
SuperMove = 1
OwnPal = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
ReMoveOnGetHit = 1

[State 600]
Type = PlaySnd
Trigger1 = Anim = 1655
trigger1 = AnimElem = 6
value = 0,4

[State 1100, wind]
type = Explod
Trigger1 = Anim = 1655
trigger1 = Animelem = 7
anim = 16101
scale = 1,1
postype = p1
pos = 15,0
bindtime = -1
sprpriority = 4
supermove = 0
ownpal = 1
removeongethit = 1

[State 1650]
Type = HitDef
triggerall = palno <= 10
Triggerall = Anim = 1655
Triggerall = !MoveHit
Trigger1 = AnimElem = 6
Trigger2 = AnimElem = 7
Trigger3 = AnimElem = 8
Trigger4 = AnimElem = 9
Attr = A, SA
HitFlag = MAFDP
Damage = 35,5
GetPower = 15,1
GivePower = 2,2
GuardFlag = MA
Priority = 3,Hit
PauseTime = 26,26
Guard.SparkNo = S8030
SparkNo = S6030+Random%5 
SparkXY = -10,-20
HitSound = S1,6
GuardSound = S2,10
AnimType = High
Ground.Type = High
Ground.SlideTime = 20
Ground.HitTime = 20
Ground.Velocity = -5
Air.CornerPush.VelOff = 0
Air.Velocity = -3,5
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = 0

[State 1650]
Type = HitDef
triggeeall = palno <= 10
Triggerall = Anim = 1656
Trigger1 = AnimElem = 1
Trigger2 = AnimElem = 2
Trigger3 = AnimElem = 3
Attr = A, SA
Damage = 25,5
GuardFlag = MA
HitFlag = MAFDP
Priority = 4,Hit
PauseTime = 4,4
Guard.SparkNo = S8030
SparkNo = S6030+Random%5 
SparkXY = -10,-20
HitSound = S1,7
GuardSound = S2,10
AnimType = High
Ground.Type = High
Ground.SlideTime = 30
Ground.HitTime = 30
Ground.Velocity = -2,-5
Air.Velocity = -2,-5
Air.HitTime = 35
Air.CornerPush.VelOff = 0
Fall.YVelocity = 0
Fall = 1
Air.Fall = 1
Fall.Recover = 0
Down.hittime = 55

[State 1000, 0]
Type = VelSet
Trigger1 = Anim = 1655
Trigger1 = AnimElem = 7
Y = 13
X = 3

[State 1000, 0]
Type = VelSet
Trigger1 = Anim = 1655
Trigger1 = AnimElem = 1
Trigger2 = Anim = 1656
Trigger2 = AnimElem = 1
Y = 0
X = 0

[State 1000, 0]
Type = VelSet
Trigger1 = Anim = 1656
Trigger1 = AnimElem = 3
Trigger1 = Movehit
X = -4
Y = 7

[State end]
type = ChangeAnim
Trigger1 = Anim = 1655
trigger1 = MoveHit
value = 1656

[State end]
type = ChangeState
Trigger1 = Anim = 1656
trigger1 = !AnimTime
value = Ifelse(Pos Y > 0 ,199 ,0)
ctrl = 1

;=================================================================================================
;		閃鞘・八穿
;=================================================================================================

[Statedef 1100]
type    = S
movetype= I
physics = S
juggle  = 4
poweradd= 0
anim = 1100
ctrl = 0
sprpriority = 2

[State 1100]
type = Varset
trigger1 = AnimElem = 7
var(4) = 1

[State 100,sound]
type = PlaySnd
trigger1 = AnimElem = 7
value = 3, 0

[State 100,sound]
type = PlaySnd
trigger1 = AnimElem = 7
value = 0, 8

[State 1105, 1]
type = Velset
trigger1 = animelem = 7
x = 15

[State 1100, wind]
type = Explod
trigger1 = animelem = 7
anim = 6000
scale = 1,1
postype = p1
pos = 40,0
sprpriority = 4
supermove = 0
ownpal = 1

[State 1100, wind]
type = Explod
trigger1 = animelemtime(7) = 0
anim = 6019
scale = 1,1
postype = p1
pos = -27,-49
sprpriority = 4
supermove = 0
ownpal = 1
removeongethit = 1

[State 1010, 8]
type = Changestate
triggerall = animelemtime(4) >= 2
triggerall = animelemtime(6) <= 18
trigger1 = command != "holda"
value = 1101

[State 1100, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1130


;---------------------------------------------------------------------------
;溜めなし発動
;--------------------------------------------------------

[Statedef 1101]
type    = S
movetype= I
physics = S
juggle  = 4
poweradd= 0
anim = 1105
ctrl = 0
sprpriority = 2

[State 100,sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 8

[State 1105, 1]
type = Velset
trigger1 = animelem = 2
x = 15

[State 1100, wind]
type = Explod
trigger1 = animelem = 2
anim = 6000
scale = 1,1
postype = p1
pos = 40,0
sprpriority = 4
supermove = 0
ownpal = 1

[State 1100, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1130


;--------------------------------------------------------
;移動中
;--------------------------------------------------------

[Statedef 1130]
type    = S
movetype= I
physics = N
velset = 0,0
juggle  = 1
anim = 1130
hitdefpersist = 1

[State 210, 3]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 1105, 1]
type = posadd
trigger1 = time = 0
x = -80

[State 1105, 1]
type = Velset
trigger1 = 1
x = 11

[State 100,sound]
type = PlaySnd
trigger1 = AnimElem = 9
value = 1100, 0

[State 1105, 通常]
type = ChangeState
trigger1 = P2BodyDist X < 0
trigger1 = var(4) = 0
value = 1110

[State 1105, 溜め発動]
type = ChangeState
trigger1 = P2BodyDist X < 0
trigger1 = var(4) = 1
value = 1111

[State 1105, 失敗]
type = ChangeState
trigger1 = time >= 23
value = 1310


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

[Statedef 1110]
type    = A
movetype= A
physics = N
juggle  = 0
velset = 2.6,-5
ctrl = 0
anim = 1110
sprpriority = 2

[State 210, 1]
type = playerpush
trigger1 = AnimElemtime(9) <= 1
value = 0

[State 1000, 3]
type = posset
trigger1 = time = 0
y = -70

[State 210, 1]
type = veladd
trigger1 = time >= 0
y = 0.4

[State 210, 1]
type = PlaySnd
trigger1 = AnimElem = 3 
value = 110, 8

[State 240, 2]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = palno <= 10
attr = A, NA
animtype  = hard
damage    = 40
guardflag = HA
hitflag = MAF
pausetime = 0,5
guard.sparkno = S8030
sparkno = S6040+random%5 
sparkxy = 8,-40
hitsound   = S1,9
guardsound = S2,10
ground.type = Low
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -0.1,-6.4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.velocity = -0.1,-6.4
down.velocity = -0.1,0.1
air.fall = 1
fall = 1
Fall.recovertime = 45

[State 1100, wind]
type = Explod
trigger1 = time = 0
anim = 16800
ID = 6060
scale = 1,1
postype = p1
pos = 20,-100
bindtime = 1
sprpriority = 4
supermove = 0
ownpal = 1
removeongethit = 1

[State 800, 2]
type = turn
Trigger1 = Animelem = 7
value = 1

[State 800, 2]
type = ctrlset
Trigger1 = Animelem = 9
value = 1

[State 920]
type = ChangeState
trigger1 = vel y > 0 && pos y >= 0
value = 52
ctrl = 0


;--------------------------------------------------------
;溜め発動
;--------------------------------------------------------

[Statedef 1111]
type    = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1111
sprpriority = 2

[State 1100]
type = Varset
trigger1 = Time = 0
var(4) = 0

[State 10000]
type = helper
trigger1 = palno <= 10
trigger1 = time = 0
name = "genei"
id = 21122
pos = 0,0
postype = P2
stateno = 21122
helpertype = normal
ownpal = 1
keyctrl = 0

[State 210, 1]
type = playerpush
trigger1 = AnimElemtime(9) <= 1
value = 0

[State 1000, 3]
type = posset
trigger1 = time = 1
y = -50

[State 210, 1]
type = velset
trigger1 = animelemtime(2) = 0
x = 2.6
y = -5

[State 1100, wind]
type = Explod
trigger1 = animelemtime(2) = 0
anim = 16800
ID = 6060
scale = 1,1
postype = p1
pos = 20,-100
bindtime = 1
sprpriority = 4
supermove = 0
ownpal = 1
removeongethit = 1

[State 210, 1]
type = veladd
trigger1 = animelemtime(2) >= 0
y = 0.4

[State 210, 1]
type = PlaySnd
trigger1 = AnimElem = 4 
value = 10, 3

[State 240, 2]
type = HitDef
triggerall = palno <= 10
trigger1 = P2MoveType != H
attr = A, NA
animtype  = hard
damage    = 40
guardflag = HA
hitflag = MAF
pausetime = 3,5
guard.sparkno = S8030
sparkno = S6040+random%5 
sparkxy = 8,-40
hitsound   = S1,9
guardsound = S2,10
ground.type = Low
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -0.1,-6.4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.velocity = -0.1,-6.4
down.velocity = -0.1,0.1
air.fall = 1
fall = 1
Fall.recovertime = 45

[State 800, 2]
type = turn
Trigger1 = Animelem = 8
value = 1

[State 800, 2]
type = ctrlset
Trigger1 = Animelem = 9
value = 1

[State 920]
type = ChangeState
trigger1 = vel y > 0 && pos y >= 0
value = 52
ctrl = 0



;--------------------------------------------------------
;七夜の幻影
;--------------------------------------------------------

[Statedef 21122]
type    = C
movetype= A
physics = S
juggle  = 0
velset = 12,0
ctrl = 0
anim = 1122
sprpriority = -3

[State ]
type = changestate
trigger1 = !ishelper
value = 0
ctrl = 1

[State 210, 1]
type = posset
trigger1 = 1
y = 0

[State Turn]
Type = Turn
Trigger1 = AnimElem = 1
Trigger1 = Root,P2Dist X >= 10

[State 1100]
type = Varset
trigger1 = Time = 0
var(3) = -10

[State 1100]
type = Varadd
trigger1 = animelemtime(5) >= 0
var(3) = -20

[State 1100,00]
type = Palfx
trigger1 = animelemtime(5) >= 0
add = var(3),var(3),var(3)
time = 1

[State 1100, wind]
type = Explod
trigger1 = animelem = 1
anim = 16040
scale = 1,1
postype = p1
pos = 0,0
bindtime = -1
sprpriority = 4
supermove = 0
ownpal = 1
removeongethit = 1

[State 210, 1]
type = velset
trigger1 = AnimElemtime(3) <= 1
x = 13

[State 210, 1]
type = playerpush
trigger1 = AnimElemtime(9) <= 1
value = 0

[State 240, 2]
type = HitDef
trigger1 = ishelper
trigger1 = !MoveContact
attr = C, NP
animtype  = hard
damage    = 40
guardflag = L
hitflag = MAF
pausetime = 0,5
guard.sparkno = S8030
sparkno = S6040+random%5 
sparkxy = 0,-20
hitsound   = S1,9
guardsound = S2,10
ground.type = low
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -0.1,-4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.velocity = -0.1,-4
down.velocity = -0.1,0.1
air.fall = 1
fall = 1     
Fall.recovertime = 45

[State 1201,end]
type = Destroyself
trigger1 = animtime = 0


;=================================================================================================
;		閃鞘・七夜
;=================================================================================================

[Statedef 1150]
type    = S
movetype= I
physics = S
juggle  = 4
poweradd= 0
anim = 1100
ctrl = 0
sprpriority = 2

[State 1100]
type = Varset
trigger1 = AnimElem = 1
var(4) = 0

[State 1100]
type = Varset
trigger1 = AnimElem = 7
var(4) = 1

[State 100,sound]
type = PlaySnd
trigger1 = AnimElem = 7
value = 3, 0

[State 100,sound]
type = PlaySnd
trigger1 = AnimElem = 7
value = 0, 8

[State 1105, 1]
type = Velset
trigger1 = animelem = 7
x = 15

[State 1100, wind]
type = Explod
trigger1 = animelem = 7
anim = 6000
scale = 1,1
postype = p1
pos = 40,0
sprpriority = 4
supermove = 0
ownpal = 1

[State 1100, wind]
type = Explod
trigger1 = animelemtime(7) = 0
trigger1 = var(0) >= 1
anim = 6019
scale = 1,1
postype = p1
pos = -27,-49
sprpriority = 4
supermove = 0
ownpal = 1
removeongethit = 1

[State 1010, 8]
type = Changestate
triggerall = animelemtime(4) >= 2
triggerall = animelemtime(6) <= 18
trigger1 = command != "holdb"
value = 1151

[State 1100, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1155


;---------------------------------------------------------------------------
;溜めなし発動
;--------------------------------------------------------

[Statedef 1151]
type    = S
movetype= I
physics = S
juggle  = 4
poweradd= 0
anim = 1105
ctrl = 0
sprpriority = 2

[State 100,sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 8

[State 1105, 1]
type = Velset
trigger1 = animelem = 2
x = 15

[State 1100, wind]
type = Explod
trigger1 = animelem = 2
anim = 6000
scale = 1,1
postype = p1
pos = 40,0
sprpriority = 4
supermove = 0
ownpal = 1

[State 1100, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1155


;--------------------------------------------------------
;移動中
;--------------------------------------------------------

[Statedef 1155]
type    = S
movetype= I
physics = N
velset = 0,0
juggle  = 1
anim = 1130
hitdefpersist = 1

[State 210, 3]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 1105, 1]
type = posadd
trigger1 = time = 0
x = -80

[State 1105, 1]
type = Velset
trigger1 = 1
x = 11

[State 1105, 3]
type = ChangeState
trigger1 = P2BodyDist X < 20
trigger1 = P2BodyDist Y = 0
trigger1 = var(4) = 0
value = 1160

[State 1105, 3]
type = ChangeState
trigger1 = P2BodyDist X < 20
trigger1 = var(4) = 1
value = 1161

[State 1105, 3]
type = ChangeState
trigger1 = time >= 23
value = 1310


;--------------------------------------------------------
;七夜
;--------------------------------------------------------

[Statedef 1160]
type    = C
movetype= A
physics = S
juggle  = 0
velset = 12,0
ctrl = 0
anim = 1120
sprpriority = -3

[State 1100, wind]
type = Explod
trigger1 = animelem = 1
anim = 16040
scale = 1,1
postype = p1
pos = 0,0
bindtime = -1
sprpriority = 4
supermove = 0
ownpal = 1
removeongethit = 1

[State 210, 1]
type = velset
trigger1 = AnimElemtime(3) <= 1
x = 13

[State 210, 1]
type = playerpush
trigger1 = AnimElemtime(9) <= 1
value = 0

[State 210, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1010, 2

[State 240, 2]
type = HitDef
triggerall = palno<=10
trigger1 = AnimElem = 2
attr = C, NA
animtype  = hard
damage    = 40
guardflag = L
hitflag = MAFDP
pausetime = 1,5
guard.sparkno = S8030
sparkno = S6040+random%5 
sparkxy = 0,-20
hitsound   = S1,9
guardsound = S2,10
ground.type = low
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -0.1,-8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.velocity = -0.1,-8
down.velocity = -0.1,0.1
air.fall = 1
fall = 1
fall.RecoverTime = 48

[State 800, 2]
type = ChangeState
Trigger1 = AnimElem = 14
value = 0
ctrl = 1


;--------------------------------------------------------
;溜め七夜
;--------------------------------------------------------

[Statedef 1161]
type    = C
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1121
sprpriority = -3

[State 1100]
type = Varset
trigger1 = Time = 0
var(4) = 0

[State 10000]
type = helper
trigger1 = palno <= 10
trigger1 = time = 0
name = "genei"
id = 21112
pos = 0,0
postype = p1
stateno = 21112
helpertype = normal
ownpal = 1
keyctrl = 0

[State 1100, wind]
type = Explod
trigger1 = animelem = 2
anim = 16040
scale = 1,1
postype = p1
pos = 0,0
bindtime = -1
sprpriority = 4
supermove = 0
ownpal = 1
removeongethit = 1

[State 210, 1]
type = velset
trigger1 = AnimElemtime(2) >= 0
trigger1 = AnimElemtime(3) <= 1
x = 13

[State 210, 1]
type = playerpush
trigger1 = AnimElemtime(9) <= 1
value = 0

[State 210, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1010, 2

[State 240, 2]
type = HitDef
triggerall = palno<=10
trigger1 = AnimElem = 2
attr = C, NA
animtype  = hard
damage    = 40
guardflag = L
hitflag = MAF
pausetime = 2,30
guard.sparkno = S8030
sparkno = S6040+random%5 
sparkxy = 0,-20
hitsound   = S1,9
guardsound = S2,10
ground.type = low
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -0.1,-8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.velocity = -0.1,-8
down.velocity = -0.1,0.1
air.fall = 1
fall = 1          
fall.RecoverTime = 48

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

;--------------------------------------------------------
;閃鞘・八穿の幻影
;--------------------------------------------------------

[Statedef 21112]
type    = A
movetype= A
physics = N
juggle  = 0
velset = 2.6,-5
ctrl = 0
anim = 1112
sprpriority = 2

[state ]
type = changestate
trigger1 = !ishelper
value = 0
ctrl = 1

[State 1100]
type = Varset
trigger1 = Time = 0
var(3) = -10

[State 1100]
type = Varadd
trigger1 = animelemtime(5) >= 0
var(3) = -20

[State 1100,00]
type = Palfx
trigger1 = animelemtime(5) >= 0
add = var(3),var(3),var(3)
time = 1

[State 210, 1]
type = playerpush
trigger1 = AnimElemtime(9) <= 1
value = 0

[State 1000, 3]
type = posset
trigger1 = time = 0
y = -70

[State 210, 1]
type = veladd
trigger1 = time >= 0
y = 0.4

[State 240, 2]
type = HitDef
trigger1 = Ishelper
trigger1 = AnimElem = 2
attr = A, NP
animtype  = hard
damage    = 40
guardflag = HA
hitflag = MAFDP
pausetime = 0,35
guard.sparkno = S8030
sparkno = S6040+random%5 
sparkxy = 8,-40
hitsound   = S1,9
guardsound = S2,10
ground.type = Low
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -0.1,-3.4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.velocity = -0.1,-3.4
down.velocity = -0.1,0.1
air.fall = 1
fall = 1          

[State 1100, wind]
type = Explod
trigger1 = time = 0
anim = 16800
ID = 6060
scale = 1,1
postype = p1
pos = 20,-100
bindtime = 1
sprpriority = 4
supermove = 0
ownpal = 1
removeongethit = 1

[State 800, 2]
type = turn
Trigger1 = Animelem = 7
value = 1

[State 1201,end]
type = Destroyself
trigger1 = Animelem = 11

;=================================================================================================
;		閃鞘・一風
;=================================================================================================

[Statedef 1180]
type    = S
movetype= I
physics = S
juggle  = 4
poweradd= 0
anim = 1100
ctrl = 0
sprpriority = 2

[State 1100]
type = Varset
trigger1 = AnimElem = 1
var(4) = 0

[State 1100]
type = Varset
trigger1 = AnimElem = 7
var(4) = 1

[State 100,sound]
type = PlaySnd
trigger1 = AnimElem = 7
value = 3, 0

[State 100,sound]
type = PlaySnd
trigger1 = AnimElem = 7
value = 0, 8

[State 1105, 1]
type = Velset
trigger1 = animelem = 7
x = 15

[State 1100, wind]
type = Explod
trigger1 = animelem = 7
anim = 6000
scale = 1,1
postype = p1
pos = 40,0
sprpriority = 4
supermove = 0
ownpal = 1

[State 1100, wind]
type = Explod
trigger1 = animelemtime(7) = 0
anim = 6019
scale = 1,1
postype = p1
pos = -27,-49
sprpriority = 4
supermove = 0
ownpal = 1
removeongethit = 1

[State 1010, 8]
type = Changestate
trigger1 = animelemtime(4) >= 2
trigger1 = animelemtime(6) <= 18
trigger1 = command != "holdc"
value = 1181

[State 1100, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1185


;---------------------------------------------------------------------------
;溜めなし発動
;---------------------------------------------------------------------------

[Statedef 1181]
type    = S
movetype= I
physics = S
juggle  = 4
poweradd= 0
anim = 1105
ctrl = 0
sprpriority = 2

[State 100,sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 8

[State 1105, 1]
type = Velset
trigger1 = animelem = 2
x = 15

[State 1100, wind]
type = Explod
trigger1 = animelem = 2
anim = 6000
scale = 1,1
postype = p1
pos = 40,0
sprpriority = 4
supermove = 0
ownpal = 1

[State 1100, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1185


;--------------------------------------------------------
;移動中
;---------------------------------------------------------------------------

[Statedef 1185]
type    = S
movetype= I
physics = N
velset = 0,0
juggle  = 1
anim = 1130
hitdefpersist = 1

[State 210, 3]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 1105, 1]
type = posadd
trigger1 = time = 0
x = -80

[State 1105, 1]
type = Velset
trigger1 = 1
x = 11

[State 100,sound]
type = PlaySnd
trigger1 = AnimElem = 9
value = 1100, 0

[State 1105, 3]
type = ChangeState
trigger1 = P2BodyDist X < 0
trigger1 = var(4) = 0
value = 1190

[State 1105, 3]
type = ChangeState
trigger1 = P2BodyDist X < 0
trigger1 = var(4) = 1
value = 1191

[State 1105, 3]
type = ChangeState
trigger1 = time >= 23
value = 1310


;---------------------------------------------------------------------------
;投げ
;---------------------------------------------------------------------------

[Statedef 1190]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 1180
sprpriority = 2

[state ]
type = changestate
trigger1 = palno >= 11
value = 1160

[State 1100]
type = Varset
trigger1 = AnimElem = 1
var(4) = 0

[State 1000, 3]
type = velset 
trigger1 = time = 0
x = 1

[State 1000, 3]
type = VarRandom
trigger1 = time = 0
v = 5
range = 0,1

[State 800, 1]
type = HitDef
Trigger1 = palno <= 10
attr = S, NT
hitflag = -MAFDP
priority = 3, Miss
guard.sparkno = S8030
sparkno = S6030+random%5 
sparkxy = -25,-50
sprpriority = 1
p1stateno = 810
p2stateno = 820+var(0)*10000
guard.dist = 0
fall = 1

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


;---------------------------------------------------------------------------
;投げ
;------------------------------------------------------------------

[Statedef 1191]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 1181
sprpriority = 2

[state ]
type = changestate
trigger1 = palno >= 11
value = 1160

[State 1100]
type = Varset
trigger1 = AnimElem = 1
var(4) = 0

[State 1000, 3]
type = velset 
trigger1 = time = 0
x = 1

[State 1000, 3]
type = VarRandom
trigger1 = time = 0
v = 5
range = 0,1

[State 10000]
type = helper
trigger1 = palno <= 10
trigger1 = time = 0
name = "isi"
id = 1192
pos = -60,-3
postype = p1
stateno = 1192
size.xscale = .1
size.yscale = .1
helpertype = normal
ownpal = 1
keyctrl = 0

[State 800, 1]
type = HitDef
Trigger1 = AnimElem = 2
Trigger1 = Palno <= 10
attr = S,NT          ;Attributes: Standing, Normal Throw
hitflag = MAFDP
priority = 1
guard.sparkno = S8030
sparkno = S6030+random%5 
sparkxy = -25,-50
sprpriority = 1       ;Draw in front of p2
p1stateno = 810       ;On success, KFM changes to state 810
p2stateno = 820       ;If hit, p2 changes to state 820 in KFM's cns
guard.dist = 0        ;This prevents p2 from going into a guard state if close
fall = 1              ;Force p2 into falling down

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


;------------------------------------------------------------------
;石
;------------------------------------------------------------------

[Statedef 1192]
type = A
movetype = A
physics = N
anim = 1182
ctrl = 0
sprpriority = 1

[state ]
type = changestate
trigger1 = !ishelper
value = 0
ctrl = 1

[State 1100, wind]
type = Explod
trigger1 = time = 0
anim = 6017
scale = 0.3,0.3
postype = p1
pos = 0,3
sprpriority = 4
supermove = 0
ownpal = 1

[State 758, Gravity]
type = playsnd
trigger1 = time = 0
value = s0,1

[State 758, Velocity]
type = VelSet
trigger1 = Time = 0
x = 4
y = -6.3

[State 410, 2]
type = HitDef
trigger1 = IsHelper
trigger1 = time >= 0
attr = S, SP
damage    = 4
animtype  = low
hitflag = MA
guardflag = M
pausetime = 11,20
guard.sparkno = S8030
sparkno = S6030+random%5 
sparkxy = 0,0
hitsound   = S1,4
guardsound = S2,10
ground.type = low
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -1.1
air.cornerpush.veloff = 0
air.velocity = -1.1,0
kill = 0

[State 758, Gravity]
type = VelAdd
trigger1 = 1
y = 0.3

[State 758, 2]
type = AngleSet
trigger1 = Time = 0
value = 0

[State 758, 3]
type = AngleAdd
trigger1 = Time >= 0
trigger1 = GameTime % 2 = 0
value = 40

[State 758, 4]
type = AngleDraw
trigger1 = Pos Y <= 10

[State 758, Hit ground]
type = changeState
trigger1 = movecontact = 1
value = 1194

[State 758, Hit ground]
type = changeState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 1193

;------------------------------------------------------------------
;石
;------------------------------------------------------------------

[Statedef 1193]
type = A
movetype = I
physics = N
anim = 1182
ctrl = 0
sprpriority = 1

[State 758, Velocity]
type = VelSet
trigger1 = Time = 0
x = 2
y = -1

[State 758, Gravity]
type = VelAdd
trigger1 = 1
y = 0.13

[State 758, 2]
type = AngleSet
trigger1 = Time = 0
value = 0

[State 758, 3]
type = AngleAdd
trigger1 = Time >= 0
trigger1 = GameTime % 2 = 0
value = 30

[State 758, 4]
type = AngleDraw
trigger1 = Pos Y <= 10

[State 1201,end]
type = Destroyself
trigger1 = (Vel y > 0) && (Pos y >= 0)


;------------------------------------------------------------------
;石
;------------------------------------------------------------------

[Statedef 1194]
type = A
movetype = I
physics = N
anim = 1182
ctrl = 0
sprpriority = 1

[State 758, Velocity]
type = VelSet
trigger1 = Time = 0
x = -2
y = -3

[State 758, Gravity]
type = playsnd
trigger1 = time = 0
value = s0,0

[State 758, Gravity]
type = VelAdd
trigger1 = 1
y = 0.3

[State 758, 2]
type = AngleSet
trigger1 = Time = 0
value = 0

[State 758, 3]
type = AngleAdd
trigger1 = Time >= 0
trigger1 = GameTime % 2 = 0
value = 30

[State 758, 4]
type = AngleDraw
trigger1 = Pos Y <= 10

[State 1201,end]
type = Destroyself
trigger1 = (Vel y > 0) && (Pos y >= 0)

;=================================================================================================
;		閃鞘失敗／閃鞘・水月Ａ終了
;=================================================================================================

[Statedef 1310]
type    = S
movetype= I
physics = N
velset = 4,0
juggle  = 1
anim = 1340
hitdefpersist = 1

[State 1300, 1]
type = NotHitBy
trigger1 = animelemtime(6) <= 0
value = SCA
time = 1

[State 1105, 1]
type = PosSet
trigger1 = !Time
y = 0

[State 1105, 1]
type = Veladd
trigger1 = time <= 9
x = -0.2

[State 100,sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 5

[State 1105, 3]
type = Ctrlset
trigger1 = animelem = 6
value = 1

[State 1105, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;=================================================================================================
;		閃鞘・水月
;=================================================================================================

;--------------------------------------------------------
;閃鞘・水月A 始動
;--------------------------------------------------------

[Statedef 1300]
type    = S
movetype= I
physics = S
juggle  = 4
poweradd= 0
anim = 1700
ctrl = 0
sprpriority = 2

[State 100,sound]
type = PlaySnd
trigger1 = AnimElem = 7
value = 0, 8

[State 1100, 5]
type = ChangeState
trigger1 = animTime = 0
value = 1310

;--------------------------------------------------------
;閃鞘・水月B 始動
;--------------------------------------------------------

[Statedef 1330]
type    = S
movetype= I
physics = S
juggle  = 4
poweradd= 0
anim = 1700
ctrl = 0
sprpriority = 2

[State 1100]
type = Varset
trigger1 = command = "22C"
trigger1 = time = 0
var(4) = 1

[State 100,sound]
type = PlaySnd
trigger1 = AnimElem = 7
value = 0, 8

[State 1100, 5]
type = ChangeState
trigger1 = var(4) = 0
trigger1 = animTime = 0
value = 1320

[State 1100, 5]
type = ChangeState
trigger1 = var(4) = 1
trigger1 = animTime = 0
trigger2 = PalNo >= 11
trigger2 = var(59) = 1
value = 1061

;--------------------------------------------------------
;閃鞘・水月B 終了
;--------------------------------------------------------

[Statedef 1320]
type    = A
movetype= I
physics = N
velset = 0,0
juggle  = 1
anim = 1320
hitdefpersist = 1

[State 1100]
type = posset
trigger1 = Time = 5
y = -95

[State 1100]
type = Veladd
trigger1 = Time >= 7
y = 0.2

[State 1100]
type = Varset
trigger1 = Time = 0
var(7) = -255

[State 1100]
type = Varadd
trigger1 = Time >= 8
var(7) = 25

[State 3000,00]
type = Palfx
trigger1 = time <= 16
add = var(7),var(7),var(7)
time = 1

[State 1100]
type = Ctrlset
trigger1 = Time = 14
value = 1

[State 1105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 1



;=================================================================================================
;=================================================================================================
;=================================================================================================
;		           閃走集
;=================================================================================================
;=================================================================================================
;=================================================================================================

;=================================================================================================
;		閃走／始動
;=================================================================================================

[Statedef 1000]
type    = S
movetype= I
physics = S
juggle  = 4
poweradd= 0
anim = 1000
ctrl = 0
sprpriority = 2

[State 210, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 1105, 1]
type = velSet
trigger1 = !time
y = 0

[State 1100]
type = Varset
trigger1 = command = "421C"
trigger1 = time = 0
var(4) = 1

[State 1100]
type = Varset
trigger1 = Time = 0
var(7) = 10

[State 1100, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 3

[State 100,sound]
type = PlaySnd
trigger1 = AnimElem = 9
value = 0, 6

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 100, 4

[State 1105, 1]
type = Velset
trigger1 = animelem = 9
x = -25
y = -12

[State 1100, wind]
type = Explod
trigger1 = animelem = 8
anim = 6000
facing = -1
scale = 1,1
postype = p1
pos = 40,0
sprpriority = 4
supermove = 0
ownpal = 1

[State 1100]
type = Varadd
trigger1 = animelemtime(9) >= 0
var(7) = -40

State 1100,00]
type = Palfx
trigger1 = animelemtime(9) >= 0
trigger1 = animelemtime(9) <= 4
add = var(7),var(7),var(7)
time = 1


[State 1100, 5]
type = turn
trigger1 = AnimTime = 0
value = 1

[State 1100, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1005


;=================================================================================================
;		閃走・三斧
;=================================================================================================

[Statedef 1010]
type    = S
movetype= I
physics = S
juggle  = 4
poweradd= 0
posset = ,0
anim = 1010
ctrl = 0
sprpriority = 2

[State 210, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 1105, 1]
type = velSet
trigger1 = !time
y = 0

[State 1100]
type = Varset
trigger1 = Time = 0
var(7) = 10

[State 1100, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 3

[State 100,sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 100, 4

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 7
value = 0, 6

[State 1105, 1]
type = Velset
trigger1 = animelem = 7
x = 25
y = -12

[State 1100, wind]
type = Explod
trigger1 = animelem = 6
anim = 6000
scale = 1,1
postype = p1
pos = 40,0
sprpriority = 4
supermove = 0
ownpal = 1

[State 1100]
type = Varadd
trigger1 = animelemtime(9) >= 0
var(7) = -40

[State 1100,00]
type = Palfx
trigger1 = animelemtime(7) >= 0
trigger1 = animelemtime(7) <= 4
add = var(7),var(7),var(7)
time = 1

[State 1100, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1005

;=================================================================================================
;		閃走／移動中
;=================================================================================================

[Statedef 1005]
type    = A
movetype= A
physics = N
juggle  = 6
anim = 1005
hitdefpersist = 1

[State 1105, 1]
type = posadd
trigger1 = time = 0
y = -30

[State 210, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 1105, 1]
type = Velset
trigger1 = 1
x = 18
y = -4

[State 1100]
type = Varset
trigger1 = Time = 0
var(7) = -250

[State 100,sound]
type = PlaySnd
trigger1 = AnimElem = 9
value = 1100, 0

[State 240, 2]
type = HitDef
triggerall = PalNo <= 10
triggerall = time = 0
triggerall = Var(4) = 0
trigger1 = command = "holda"
trigger2 = command = "holdb"
trigger3 = command = "holdc"
attr = S, NA
animtype  = up
damage    = 25
guardflag = MA
hitflag = MAF
pausetime = 0,15
guard.sparkno = S8030
sparkno = S6040+random%5 
sparkxy = 0,0
hitsound   = S1,9
guardsound = S2,10
ground.type = Low
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = 0,-7.4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.velocity = 0,-7.4
air.fall = 1
fall = 1
fall.recover = 0

[State 1105, 3]
type = ChangeState
trigger1 = FrontEdgeDist <= -60
trigger1 = PalNo <= 10
value = 1050

[State 1105, 3]
type = ChangeState
trigger1 = PalNo >= 11
trigger1 = FrontEdgeDist <= 60
value = 1050

[State 1105, 3]
type = ChangeState
trigger1 = time >= 15
value = 1030

;=================================================================================================
;		閃走／距離切れ
;=================================================================================================

;-----------------------------------
;           距離切れ１
;-----------------------------------

[Statedef 1030]
type    = A
movetype= I
physics = A
juggle  = 1
anim = 1030
hitdefpersist = 1

[State 1105, 1]
type = Velset
trigger1 =time = 0
x = 13
y = -1

[State 117, pos XY = 0]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

;-----------------------------------
;           距離切れ２
;-----------------------------------

[Statedef 1055]
type    = A
movetype= I
physics = A
juggle  = 1
anim = 1080
ctrl = 1

[State 1105, 1]
type = turn
trigger1 =time = 0
value = 1

[State 1105, 1]
type = Velset
trigger1 =time = 0
x = 1
y = -1

[State 117, pos XY = 0]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

;-----------------------------------
;           距離切れ３
;-----------------------------------

[Statedef 1065]
type    = A
movetype= I
physics = A
juggle  = 1
anim = 1063
ctrl = 0

[State 1105, 1]
type = posadd
trigger1 = animelem = 3
y = 110

[State 1105, 1]
type = ctrlset
trigger1 = animelem = 4
value = 1

[State 1105, 1]
type = Velset
trigger1 = time <= 3
y = 0

[State 117, pos XY = 0]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

;=================================================================================================
;		閃走／側面壁張り付き中
;=================================================================================================

[Statedef 1050]
type    = A
movetype= I
physics = N
velset = 0,-0.1
juggle  = 1
anim = 1050
hitdefpersist = 1

[State 1100]
type = Varset
triggerall = power >= 1000 || var(12) = 1
trigger1 = command = "c"
trigger2 = enemy,movetype = A
trigger2 = P2BodyDist X > 180
var(4) = 1

[State 1105, 1]
type = posset
trigger1 = time >= 0
trigger1 = backEdgeDist >= 0
trigger1 = facing = 1
x = 323

[State 1105, 1]
type = posset
trigger1 = time >= 0
trigger1 = backEdgeDist >= 0
trigger1 = facing = -1
x = -323

[State 1105, 1]
type = posadd
trigger1 = time = 0
y = 20

[State 1002, 0-pos]
type = PosFreeze
trigger1 = time >= 0

[State 1100]
type = velset
trigger1 = Time >= 0
x = 2

[State 1300, 1]
type = NotHitBy
trigger1 = animelemtime(6) <= 0
value = SCA
time = 1

[State 100,sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 0

[State 1105, 3]
type = ChangeState
triggerall = time >= 7
trigger1 = command = "holdback"
trigger1 = command = "holdup"
trigger1 = command != "holddown"
value = 1051
ctrl = 0

[State 1105, 3]
type = ChangeState
triggerall = time >= 13
trigger1 = command = "holdback"
trigger1 = command != "holdup"
trigger1 = command = "holddown"
value = 1053
ctrl = 0

[State 1105, 3]
type = ChangeState
triggerall = time >= 8
trigger1 = command = "holdback"
trigger1 = command != "holdup"
trigger1 = command != "holddown"
value = 1052
ctrl = 0

[State 1105, 3]
type = ChangeState
triggerall = time >= 8
trigger1 = var(4) = 1
value = 1051
ctrl = 0

[State 1105, 3]
type = ChangeState
triggerall = time >= 8
trigger1 = command != "holdback"
trigger1 = command != "holdup"
trigger1 = command != "holddown"
trigger1 = command = "holdfwd"
value = 1080
ctrl = 0

[State 1105, 3]
type = ChangeState
triggerall = time >= 9
trigger1 = var(12) = 1
trigger1 = command = "z"
value = 14005
ctrl = 0

[State 1105, 3]
type = ChangeState
trigger1 = animtime = 0
value = 1055
ctrl = 0

;=================================================================================================
;		閃走／前飛び
;=================================================================================================

[Statedef 1052]
type    = A
movetype= I
physics = A
juggle  = 1
anim = 1070
ctrl = 0

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value =  0, 6

[State 1100, wind]
type = Explod
trigger1 = animelem = 2
anim = 6020
scale = 1,1
facing = 1
postype = p1
pos = -30,-30
sprpriority = 4
supermove = 0
ownpal = 1

[State 100,sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 5

[State 1105, 1]
type = turn
trigger1 = time = 0
value = 1

[State 1105, 1]
type = Velset
trigger1 = time = 0
x = 8
y = -4

[State 1105, 1]
type = ctrlset
trigger1 = time = 9
value = 1

[State 117, pos XY = 0]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

;=================================================================================================
;		閃走／還り
;=================================================================================================

[Statedef 1053]
type    = A
movetype= I
physics = N
juggle  = 1
anim = 1090
ctrl = 0

[State 1100, wind]
type = Explod
trigger1 = animelem = 2
anim = 6020
scale = 1,1
facing = 1
postype = p1
pos = 40,-70
sprpriority = 4
supermove = 0
ownpal = 1

[State 100,sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 1

[State 1105, 1]
type = Velset
trigger1 = time = 2
x = -12
y = 13

[State 117, pos XY = 0]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

;=================================================================================================
;		閃走・四包
;=================================================================================================

[Statedef 1051]
type    = A
movetype= I
physics = N
juggle  = 4
poweradd= 0
anim = 1060
ctrl = 0
sprpriority = 2

[State 1100]
type = Varset
trigger1 = Time = 0
var(7) = 10

[State 1100, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 3

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 6

[State 1105, 1]
type = Velset
trigger1 = animelem = 2
x = 25
y = -12

[State 1100, wind]
type = Explod
trigger1 = animelem = 2
anim = 6020
scale = 1,1
facing = 1
postype = p1
pos = 20,0
sprpriority = 4
supermove = 0
ownpal = 1

[State 1100, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1060

;=========================
;閃走・四包／移動中
;=========================

[Statedef 1060]
type    = A
movetype= A
physics = N
juggle  = 6
anim = 1002

[State 210, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 1105, 1]
type = turn
trigger1 = time = 0
value = 1

[State 210, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 1105, 1]
type = Velset
trigger1 = 1
x = 13
y = -10

[State 1100]
type = Varset
trigger1 = Time = 0
var(7) = -250

[State 100,sound]
type = PlaySnd
trigger1 = AnimElem = 9
value = 1100, 0

[State 240, 2]
type = HitDef
triggerall = palno <= 10
triggerall = time = 0
triggerall = var(48) = 0
trigger1 = command = "holda"
trigger2 = command = "holdb"
trigger3 = command = "holdc"
attr = S, NA
animtype  = up
damage    = 25
guardflag = MA
hitflag = MAF
pausetime = 0,30
guard.sparkno = S8030
sparkno = S6040+random%5 
sparkxy = 8,0
hitsound   = S1,9
guardsound = S2,10
ground.type = Low
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = 0,-7.4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.velocity = 0,-7.4
air.fall = 1
fall = 1
fall.recover = 0

[State 1105, 3]
type = ChangeState
trigger1 = screenpos y <= -1
trigger1 = palno <= 10
value = 1061

[State 1105, 3]
type = ChangeState
trigger1 = screenpos y = [0,239]
trigger1 = palno >= 11
value = 1061

[State 1105, 3]
type = ChangeState
trigger1 = time >= 30
value = 1030

;=================================
;閃走・四包／場所移動確認ヘルパー
;=================================

[Statedef 1066]
type = A
movetype = I
physics = N
anim = 9999
ctrl = 0
sprpriority = 1

[State 1100, 1]
type = parentvarset
trigger1 = time >= 0
var(3) = Pos Y

[State 1100, 1]
type = posadd
trigger1 = time >= 1
trigger1 = screenpos y >= 0
y = -7

[State 1100, 1]
type = velset
trigger1 = time >= 1
trigger1 = screenpos y <= -1
y = 0

[State 758, Hit ground]
type = Destroyself
trigger1 = time = 200
trigger2 = parent,stateno != 1061

;=================================================================================================
;		閃走・四包／天井張り付き
;=================================================================================================

[Statedef 1061]
type    = A
movetype= I
physics = N
velset = 0,0
juggle  = 1
anim = 1061
hitdefpersist = 1

[State 水月Ｃリセット用]
type = VarSet
trigger1 = time = 0
trigger1 = prevstateno = 1330
var(4) = 0

[State 1100, wind]
type = Helper
trigger1 = palno <= 10
trigger1 = time = 0
name = "kakunin"
stateno = 1066
scale = 1,1
pos = 0,0
ownpal = 1
pausemovetime = 1000
supermovetime = 1000

[State 600,***]
type = null;posadd
trigger1 = screenpos y >= -5
y = -5

[State 1002, 通常専用]
type = Posset
trigger1 = PrevStateNo != 1330
trigger1 = time >= 2
y = var(3)

[State 1002, 凶悪専用]
type = Posset
trigger1 = PrevStateNo != 1330
trigger1 = time >= 2
trigger1 = PalNo >= 11
y = -200
x = -20

[State 1002, 水月Ｃ専用]
type = Posset
trigger1 = PrevStateNo = 1330
y = -200

[State 210, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 1300, 1]
type = NotHitBy
trigger1 = animelemtime(6) <= 0
value = SCA
time = 1

[State 100,sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 0

[State 1105, 3]
type = ChangeState
triggerall = time >= 10
trigger1 = command != "holdback"
trigger1 = command != "holdfwd"
trigger1 = command = "holddown"
value = 1070
ctrl = 0

[State 1105, 3]
type = ChangeState
triggerall = time >= 16
trigger1 = command = "holdfwd"
trigger1 = command = "holddown"
value = 1062
ctrl = 0

[State 1105, 3]
type = ChangeState
triggerall = time >= 16
trigger1 = command = "holdback"
trigger1 = command = "holddown"
value = 1063
ctrl = 0

[State 1105, 3]
type = ChangeState
triggerall = time >= 16
trigger1 = command = "holddown"
value = 1070
ctrl = 0

[State 1105, 3]
type = ChangeState
triggerall = power >= 1000
trigger1 = time >= 16
trigger1 = command = "c"
trigger2 = var(4) = 1
value = 2000
ctrl = 0

[State 1105, 3]
type = ChangeState
triggerall = var(12) = 1
trigger1 = time >= 16
trigger1 = command = "z"
value = 14005
ctrl = 0

[State 1105, 3]
type = ChangeState
trigger1 = animtime = 0
value = 1065
ctrl = 0

;=================================================================================================
;		閃走・九識
;=================================================================================================

[Statedef 1062]
type    = A
movetype= I
physics = N
juggle  = 4
poweradd= 0
anim = 1062
ctrl = 0
sprpriority = 2

[State 210, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 1100]
type = Varset
trigger1 = Time = 0
var(7) = 10

[State 1100, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 3

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 6

[State 1105, 1]
type = Velset
trigger1 = animelem = 2
x = 12
y = 12

[State 1100, wind]
type = null;Explod
trigger1 = animelem = 2
anim = 6020
scale = 1,1
facing = 1
postype = p1
pos = 20,0
sprpriority = 4
supermove = 0
ownpal = 1

[State 1100, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1064

;=================================================================================================
;		閃走・九槍
;=================================================================================================

[Statedef 1063]
type    = A
movetype= I
physics = N
juggle  = 4
poweradd= 0
anim = 1062
ctrl = 0
sprpriority = 2

[State 210, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 1100]
type = turn
trigger1 = animelem = 2
value = 1

[State 1100]
type = Varset
trigger1 = Time = 0
var(7) = 10

[State 1100, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 3

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 6

[State 1105, 1]
type = Velset
trigger1 = animelem = 2
x = 7
y = 7

[State 1100, wind]
type = null;Explod
trigger1 = animelem = 2
anim = 6020
scale = 1,1
facing = 1
postype = p1
pos = 20,0
sprpriority = 4
supermove = 0
ownpal = 1

[State 1100, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1064

;=================================================================================================
;		閃走・九識／移動中
;=================================================================================================

[Statedef 1064]
type    = A
movetype= A
physics = N
juggle  = 1
anim = 1002

[State 210, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 1105, 1]
type = Velset
trigger1 = 1
x = 13
y = 11

[State 1100]
type = Varset
trigger1 = Time = 0
var(7) = -250

[State 100,sound]
type = PlaySnd
trigger1 = AnimElem = 9
value = 1100, 0

[State 240, 2]
type = HitDef
triggerall = palno <= 10
triggerall = time = 0
trigger1 = command = "holda"
trigger2 = command = "holdb"
trigger3 = command = "holdc"
attr = S, NA
animtype  = up
damage    = 25
guardflag = MA
hitflag = MAF
pausetime = 0,30
guard.sparkno = S8030
sparkno = S6040+random%5 
sparkxy = 0,30
hitsound   = S1,9
guardsound = S2,10
ground.type = Low
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = 0,-7.4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.velocity = 0,-7.4
air.fall = 1
fall = 1

[State 117, pos XY = 0]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -10
value = 52
ctrl = 0

;=================================================================================================
;		閃走・零螺
;=================================================================================================

[Statedef 1070]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 0
anim = 1125
ctrl = 0
sprpriority = 2

[State 210, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 1100]
type = Varset
trigger1 = Time = 0
var(7) = 10

[State 1100, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 3

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 6

[State 1105, 1]
type = Velset
trigger1 = animelem = 1
y = 0

[State 1105, 1]
type = Velset
trigger1 = animelem = 3
y = 35

[State 240, 2]
type = HitDef
triggerall = palno <= 10
triggerall = !MoveHit
trigger1 = command = "holda"
trigger2 = command = "holdb"
trigger3 = command = "holdc"
attr = S, NA
animtype  = up
damage    = 25
guardflag = MA
hitflag = MAFDPL
pausetime = 0,30
guard.sparkno = S8030
sparkno = S6040+random%5 
sparkxy = 0,30
hitsound   = S1,9
guardsound = S2,10
ground.type = Low
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = 0,-7.4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.velocity = 0,-7.4
air.fall = 1
fall = 1

[State 1100, wind]
type = null;Explod
trigger1 = animelem = 3
anim = 6020
scale = 1,1
facing = 1
postype = p1
pos = 20,0
sprpriority = 4
supermove = 0
ownpal = 1

[State 1100, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1071

;=================================================================================================
;		閃走・零螺／移動中
;=================================================================================================

[Statedef 1071]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 0
anim = 1005
ctrl = 0
sprpriority = 2

[State 210, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 1100]
type = Varset
trigger1 = Time = 0
var(7) = 10

[State 1100, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 3

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 6

[State 1105, 1]
type = Velset
trigger1 = animelem = 2
y = 24

[State 240, 2]
type = HitDef
triggerall = palno <= 10
triggerall = !MoveHit
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
attr = A, NA
animtype  = up
damage    = 25
guardflag = MA
hitflag = MAFDPL
pausetime = 0,30
guard.sparkno = S8030
sparkno = S6040+random%5 
sparkxy = 0,30
hitsound   = S1,9
guardsound = S2,10
ground.type = Low
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = 0,-7.4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.velocity = 0,-7.4
air.fall = 1
fall = 1

[State 1100, wind]
type = null;Explod
trigger1 = animelem = 2
anim = 6020
scale = 1,1
facing = 1
postype = p1
pos = 20,0
sprpriority = 4
supermove = 0
ownpal = 1

[State 1100, 5]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -10
value = 52
ctrl = 0

;=================================================================================================
;		閃走・五扇
;=================================================================================================

[Statedef 1080]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 0
anim = 1051
ctrl = 0
sprpriority = 2

[State 2000]
Type = PlaySnd
Trigger1 = animelem = 2
value = 0,6

[State 1010, 8]
type = ChangeState
trigger1 = anim = 1051
trigger1 = animtime = 0
value = 1081
ctrl = 0

;==============================================
;移動中
;===============================================

[StateDef 1081]
Type = A
MoveType = A
physics = N
velset = 0,0
ctrl = 0
anim = 14006
hitdefpersist = 1

[State 1105, 1]
Type = Turn
Trigger1 = !Time
Value = 1

[State 210, 3]
Type = ScreenBound
Trigger1 = 1
Value = 0

[State 1105, 1]
Type = VelSet
Trigger1 = 1
X = 24

[State 240, 2]
type = HitDef
triggerall = palno <= 10
triggerall = !MoveContact
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
attr = A, NA
animtype  = up
damage    = 25
guardflag = MA
hitflag = MAFDPL
pausetime = 0,30
guard.sparkno = S8030
sparkno = S6040+random%5 
sparkxy = 0,30
hitsound   = S1,9
guardsound = S2,10
ground.type = Low
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = 0,-7.4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.velocity = 0,-7.4
air.fall = 1
fall = 1

[State 1105, 3]
Type = ChangeState
Trigger1 = FrontEdgeDist <= -60
Value = 1082

[State 1105, 3]
Type = ChangeState
Trigger1 = Time > 30
Value = 1030

;=================================================================================================
;		閃鞘･五扇用壁張り付き
;=================================================================================================

[StateDef 1082]
Type = A
MoveType = I
Physics = N
VelSet = 0,0
Juggle = 1
Anim = 1052

[State 1100]
Type = VarSet
Trigger1 = (Power/1000)*!Var(59)*(Command="c")
V = 18
Value = 1

[State 1105, 1]
Type = PosSet
Trigger1 = BackEdgeDist >= 0
X = 323*Facing

[State 1105, 1]
Type = Null
Trigger1 = !Time
Y = 20

[State 1002, 0-Pos]
Type = PosFreeze
Trigger1 = 1

[State 1100]
Type = VelSet
Trigger1 = 1
X = 2

[State 1300, 1]
Type = NotHitBy
Trigger1 = 1
Value = SCA
Time = 1

[State 100,Sound]
Type = PlaySnd
Trigger1 = AnimElem = 2
Value = 0, 0

[State 1105, 3]
type = ChangeState
triggerall = time >= 7
trigger1 = command = "holdback"
trigger1 = command = "holdup"
trigger1 = command != "holddown"
value = 1051
ctrl = 0

[State 1105, 3]
type = ChangeState
triggerall = time >= 13
trigger1 = command = "holdback"
trigger1 = command != "holdup"
trigger1 = command = "holddown"
value = 1053
ctrl = 0

[State 1105, 3]
type = ChangeState
triggerall = time >= 8
trigger1 = command = "holdback"
trigger1 = command != "holdup"
trigger1 = command != "holddown"
value = 1052
ctrl = 0

[State 1105, 3]
type = ChangeState
triggerall = time >= 8
trigger1 = var(4) = 1
value = 1051
ctrl = 0

[State 1105, 3]
type = ChangeState
triggerall = time >= 8
trigger1 = command != "holdback"
trigger1 = command != "holdup"
trigger1 = command != "holddown"
trigger1 = command = "holdfwd"
value = 1080
ctrl = 0

[State 1105, 3]
type = ChangeState
triggerall = time >= 9
trigger1 = var(12) = 1
trigger1 = command = "z"
value = 14005
ctrl = 0

[State 1105, 3]
Type = ChangeState
Trigger1 = !AnimTime
Value = 1055
Ctrl = 0

;=================================================================================================
;		閃走・百合手折
;=================================================================================================

[Statedef 2000]
type    = A
movetype= I
physics = N
velset = 0,0
juggle  = 1
anim = 1062
hitdefpersist = 1

[State 0]
type = turn
trigger1 = time = 0
trigger1 = P2bodydist X < -20
value = 1

[State 2138]
Type = SuperPause
Trigger1 = Time = 0
Darken = 1
Time = 35
Anim = -1
Sound = S3,1
PowerAdd = -1000
Pos = 0,0
P2DefMul = 1.0
MoveTime = 0

[State -1]
Type     = Explod
Trigger1 = Time = 0
anim  = 9010
Pos      = 0,240
scale = 0.5,0.5
postype  = back
OwnPal   = 1
SprPriority = -6
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State -1]
Type     = Explod
Trigger1 = Time = 0
anim  = 6015
Pos      = 34,41
postype  = p1
OwnPal   = 1
sprpriority = 3
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State -1]
Type     = Explod
Trigger1 = Time = 0
anim  = 6019
Pos      = 34,41
postype  = p1
OwnPal   = 1
sprpriority = 3
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 1100]
type = Varset
trigger1 = time = 1
var(4) = 0

[State 0-Pos]
Type = PosSet
Trigger1 = !Time
Y = -200

[State 0-Pos]
Type = PosFreeze
Trigger1 = 1

[State 210, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 1100]
type = velset
trigger1 = Time >= 0
y = -4

[State 1300, 1]
type = NotHitBy
trigger1 = animelemtime(6) <= 0
value = SCA
time = 1

[State 100,sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 8

[State 1105, 3]
type = ChangeState
trigger1 = animtime = 0
value = 2010
ctrl = 0

;--------------------------------------------------------
;閃走・百合 移動中
;--------------------------------------------------------

[Statedef 2010]
type    = A
movetype= A
physics = N
juggle  = 1
anim = 1002

[State 210, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 1105, 1]
type = Velset
trigger1 = 1
x = 13
y = 11

[State 1100]
type = Varset
trigger1 = Time = 0
var(7) = -250

[State 100,sound]
type = PlaySnd
trigger1 = AnimElem = 9
value = 1100, 0

[State 240, 2]
type = HitDef
trigger1 = palno <=10
trigger1 = !MoveContact
attr = A, HA
animtype  = up
damage    = 5
guardflag = H
hitflag = AMF
pausetime = 0,13
guard.sparkno = S8030
sparkno = S6030+random%5 
sparkxy = 0,30
hitsound   = S1,7
guardsound = S2,10
ground.type = Low
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = 0,-7.4
air.velocity = 0,-7.4
p2facing = 1
p1stateno = 2020
p2stateno = 5620
air.fall = 1
fall = 1

[State 1105, 1]
type = posset
trigger1 = movehit = 1
y = 0

[State 117, pos XY = 0]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -10
value = 52
ctrl = 0


;--------------------------------------------------------
;閃走・百合手折
;--------------------------------------------------------

[Statedef 2020]
type    = S
movetype= A
physics = S
juggle  = 1
anim = 2050
sprpriority = 1

[State -1]
Type = TargetState
Trigger1 = AnimElem = 4
value = 5621

[State 1105, 1]
type = posset
trigger1 = time <= 4
y = 0

[State 1105, 1]
type = bindtotarget
trigger1 = time > 4
trigger1 = time < 30
pos = 30,0

[State 1105, 1]
type = velset
trigger1 = animelem = 1
x = 7

[State 1105, 1]
type = velset
trigger1 = !time
y = 0

[State 100,sound]
type = PlaySnd
trigger1 = AnimElem = 10
value = 0,4

[State 100,sound]
type = PlaySnd
trigger1 = AnimElemTime(14) = 30
value = 1,9

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 10
value = s32, 0

[State -1]
Type = TargetState
Trigger1 = AnimElemTime(14) = 30
value = 5622

[State 2000]
type = ALLPalfx
trigger1 = animelem = 10
add = 255,0,0
mul = 255,0,0
time = 3

[State 2000]
type = bgPalfx
trigger1 = animelemtime(10) = 3
add = -250,-250,-250
time = 40

[State 1100, wind]
type = Explod
trigger1 = animelem = 10
anim = 16025
ID = 6060
scale = 1,1
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 4
supermove = 0
ownpal = 1
removeongethit = 1

[State 1100, wind]
type = Explod
trigger1 = AnimElemTime(14) = 30
anim = 6040+random%5 
ID = 6060
scale = 1,1
postype = p1
pos = 57,-10
bindtime = 1
sprpriority = 4
supermove = 0
ownpal = 1
removeongethit = 1

[State 117]
type = ChangeState
trigger1 = AnimElem = 15
value = 108
ctrl = 0

;--------------------------------------------------------
;切断される
;--------------------------------------------------------

[Statedef 5620]
type    = A
movetype= H
physics = N

[State 1105, 1]
type = posset
trigger1 = time <= 4
y = 0

[State 5110, 6]
type = changeanim2
trigger1 = Time = 0
value = 5620

[State ミス]
type = selfstate
trigger1 = time = 100
value = 5110

;--------------------------------------------------------
;切断される2
;--------------------------------------------------------

[Statedef 5621]
type    = A
movetype= H
physics = N

[State 1105, 1]
type = posset
trigger1 = time <= 4
y = 0

[State 5110, 6]
type = changeanim2
trigger1 = Time = 0
value = 5621

[State 2000]
type = bgPalfx
trigger1 = time >= 3
add = -250,-250,-250
time = 2

[State 1021]
type = selfstate
trigger1 = time = 80
value = 5110

;--------------------------------------------------------
;切断される3
;--------------------------------------------------------

[Statedef 5622]
type    = A
movetype= H
physics = N

[State 1105, 1]
type = posset
trigger1 = time <= 4
y = 0

[State 1000, 1]
type = Pause
trigger1 = time < 20
trigger1 = GameTime % 2 = 0
time = 0

[State 210, 1]
type = lifeadd
trigger1 = time = 0
value = -235

[State 5110, 6]
type = changeanim2
trigger1 = Time = 0
value = 5622

[State 1021]
type = selfstate
trigger1 = time = 30
value = 5110


;=================================================================================================
;		閃鞘・迷獄沙門【 始動 】
;=================================================================================================

[Statedef 13005]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= -2000
anim = 13005
ctrl = 0
sprpriority = 1

[State -2,残像]
type = AfterImage
trigger1 = !Time
timegap = 3
flamegap = 3
trans = none
length = 10
time = 60
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 2000]
type = turn
trigger1 = time = 0
trigger1 = P2BodyDist X < -10
value = 1

[State 2000]
type = superpause
trigger1 = AnimElemTime(1) = 0
darken = 1
time = 43
anim = -1
sound = S3,1
pos = 0,0
movetime = 0

[State -1]
Type     = Explod
Trigger1 = !Time
anim  = 9015
Pos      = 0,240
scale = 0.55,0.55
postype  = back
facing = 0 + (P2Dist X >= -15)
OwnPal   = 1
SprPriority = -6
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State -1]
Type     = Explod
Trigger1 = Time = 0
anim  = 6015
Pos      = 35,-50
postype  = p1
OwnPal   = 1
sprpriority = 3
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State -1]
Type     = Explod
Trigger1 = Time = 0
anim  = 6019
Pos      = 35,-50
postype  = p1
OwnPal   = 1
sprpriority = 3
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 620, 2]
type = PlaySnd
trigger1 = time = 0
value = 1200, 5

[State 920]
Type = ChangeState
triggerall = animelem >= 8
trigger1 = P2Dist X <= 70
trigger1 = P2Dist X >= 0
trigger1 = P2Dist Y >= -70
value = 13100
ctrl = 0

[State 920]
Type = ReversalDef
Trigger1 = AnimElem >= 8
Reversal.Attr = SCA,AA,AP,AT
PauseTime = 0,0
P1StateNo = 13100
P2StateNo = 13200
priority  = 7,hit
SparkNo = -1
SparkXY = 0, 0
NumHits = 0
P2getP1State = 0
IgnoreHitPause = 1

[State 620, 2]
type = PlaySnd
trigger1 = animelemtime(1) = 0
value = 3, 1

[State 620, 2]
type = PlaySnd
trigger1 = animelemtime(1) = 0
value = 5, 1

[State 620, 2]
type = velset
trigger1 = animelemtime(4) = 1
x = 1.1

[State 620, 2]
type = velset
trigger1 = animelemtime(10) = 2
x = 3.8
y = -2.8

[State 620, 2]
type = veladd
trigger1 = animelemtime(10) >= 2
y = .2

[State 620, 2]
type = veladd
trigger1 = animelemtime(21) >= 3 
y = 0.5

[State 920]
type = ChangeState
trigger1 = animelemtime(19) = 0
value = 13010
ctrl = 0

;=================================================================================================
;		閃鞘・迷獄沙門 【 空中 】
;=================================================================================================

[Statedef 13010]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
anim = 13010
ctrl = 0
sprpriority = -1

[State 620, 2]
type = posadd
trigger1 = time = 0
x = 43

[State 620, 2]
type = velset
trigger1 = 1
x = 6

[State 620, 2]
type = veladd
trigger1 = 1
y = 0.5

[State 920]
type = ChangeState
trigger1 = P2Dist X <= 70
trigger1 = P2Dist X >= 0
trigger1 = P2Dist Y >= -70
value = 13100
ctrl = 0

[State 920]
Type = Reversaldef
Trigger1 = Stateno = 13010
Reversal.Attr = SCA,AA,AT,AP
PauseTime = 0,0
P1StateNo = 13100
priority  = 7,hit
SparkNo = -1
SparkXY = 0, 0
NumHits = 0
P2getP1State = 0
IgnoreHitPause = 1

[State 920]
type = ChangeState
trigger1 = vel y > 0 && pos y >= 0
value = 13020
ctrl = 0


;=================================================================================================
;		閃鞘・迷獄沙門【 斬 】
;=================================================================================================

[Statedef 13100]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
velset = 0,0
anim = 13100
ctrl = 0
sprpriority = 1

[State 2000]
type = BGPalfx
trigger1 = PalNo <= 10
trigger1 = stateno = 13100
add = -255,-255,-255
time = 1 * (StateNo = 13100)
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State -2,残像持続時間]
type = AfterImageTime
trigger1 = !time
time = 0
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State PalNo11以上はアンダーフロウ即死]
type = TargetLifeadd
trigger1 = AnimElem = 3
value = ifelse(PalNo <= 10,-340 ,-9999999999)
SuperMoveTime = 9999999999999999999
PauseMoveTime = 9999999999999999999
ignorehitpause = 1

[State 永続ターゲット(死亡飛ばし用タゲ確保)]
Type = Reversaldef
Trigger1 = Stateno = 13100
Reversal.Attr = SCA,AA,AT,AP
PauseTime = 0,0
priority  = 7,hit
SparkNo = -1
SparkXY = 0, 0
NumHits = 0
P2getP1State = 0
IgnoreHitPause = 1

[State 4050, 1]
type = posset
trigger1 = Time = 0
y = 0

[State 4050, 1]
type = posadd
trigger1 = P2BodyDist X > -160
trigger1 = AnimElemtime(2) <= 0
trigger1 = anim = 13100
x = 40

[State explod]
type = Explod
trigger1 = AnimElemtime(2) = 0
trigger1 = anim = 13100
anim = 16202
supermove = 1
pausemovetime = 99999
pos = 0,0
postype = back
bindtime = -1
sprpriority = 3
ownpal = 1

[State explod]
type = Explod
trigger1 = AnimElemtime(2) = 0
trigger1 = anim = 13100
anim = 16351
supermove = 1
pausemovetime = 99999
pos = -65,-65
postype = back
bindtime = -1
sprpriority = 3
ownpal = 1

[State Allpal]
Type = AllPalFx
Trigger1 = PalNo >= 11
Trigger1 = AnimElemTime(3) = 0
invertall = 1
color = 0
time = 10

[State explod]
type = Explod
trigger1 = !Enemy,Alive
trigger1 = !NumExplod(16630)
anim = 16630
ID = 16630
supermove = 9999
pausemovetime = 99999
scale = 1.5,1.5
pos = 0,-75
postype = P2
bindtime = -1
sprpriority = 3
ownpal = 1
persistent = 0

[State explod]
type = Explod
trigger1 = !Enemy,Alive
trigger1 = !NumExplod(16631)
anim = 16631
ID = 16631
supermove = 9999
pausemovetime = 99999
scale = 1.5,1.5
pos = 0,-75
postype = P2
bindtime = -1
sprpriority = 3
ownpal = 1
persistent = 0

[State explod]
type = Explod
trigger1 = !Enemy,Alive
trigger1 = NumExplod(16630)
trigger1 = NumExplod(16631)
trigger1 = !NumExplod(16680)
anim = 16680
supermove = 1
pausemovetime = 99999
pos = 0,0
postype = back
bindtime = -1
sprpriority = 3
ownpal = 1
persistent = 0

[State 1000]
type = AssertSpecial
trigger1 = animelem = 6
trigger1 = RoundState = 3
flag = noautoturn

[State 0]
type = Playsnd
trigger1 = StateNo = 13100
trigger1 = AnimElem = 2
value = 0,4

[State 0]
type = Playsnd
trigger1 = movehit
trigger2 = PalNo >= 11
trigger2 = AnimElem = 2
value = 5,2
persistent = 0

[State 0]
type = Playsnd
trigger1 = movehit
trigger2 = PalNo >= 11
trigger2 = AnimElem = 2
value = 5,3
persistent = 0

[State 0]
type = Playsnd
trigger1 = movehit
value = 1,9
persistent = 0

[State 920]
type = hitdef
trigger1 = palno <= 10
trigger1 = AnimElem = 2
attr = ,AT
animtype  = hard
damage    = 0
getpower  = 0
priority  = 7
numhits = 17
hitflag = MAFDPL
guardflag = 
pausetime = 0,15
guard.sparkno = S8030
sparkno = -1
sparkxy = -10,-60
guardsound = S2,10
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0,-9
guard.velocity = -5
air.cornerpush.veloff = 0
air.velocity = 0,-9
airguard.velocity = 0, -4
p2stateno = 13200
fall = 1
fall.recover = 0
kill = 1

[State Proj削り特大当たり判定]
type = Projectile
trigger1 = palno >= 11
projanim = 27001
projID = 6666
projremove = 0
projremovetime = 1
projsprpriority = -1
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
attr = SCA,AA,AP,AT
hitflag = MAFDPL
animtype = back
ground.type = trip
priority = 7, hit
projriority = 9999999999999
damage = 100
givepower = powermax
yaccel = 9999999999999
fall = 1
fall.recover = 0
fall.damage = 50
sparkno = -1
guard.sparkno = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State こちら側の5150を読み込ませる]
Type = TargetState
Trigger1 = !target,alive
value = 5150

[State リセット]
type = varSet
trigger1 = animelem = 8
trigger1 = RoundState = 3
var(14) = 1

[State 1010, 8]
type = changeanim
trigger1 = animelem = 8
trigger1 = RoundState = 3
value = 13110

[State 920]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;=================================================================================================
;		閃鞘・迷獄沙門【 失敗着地 】
;=================================================================================================

[Statedef 13020]
type    = S
movetype= I
physics = S
juggle  = 0
poweradd= 0
anim = 13020
velset = 0.1,0
ctrl = 0
sprpriority = 1

[State -2,残像持続時間]
type = AfterImageTime
trigger1 = !Time
time = 0
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 620, 2]
type = posset
trigger1 = animelemtime(1) = 0
y = 0

[State 620, 2]
type = PlaySnd
trigger1 = animelemtime(1) = 0
value = 0, 0

[State 1010, 8]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;=================================================================================================
;		直死･塵殺【 始動 】
;=================================================================================================

[Statedef 23005]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= -2000
anim = 13005
ctrl = 0
sprpriority = 1

[State 1000, 1]
Type = Pause
Trigger1 = AnimElemTime(1) >= 0
Trigger1 = GameTime % 2 = 0
Time = 2
MoveTime = 0

[State -2,残像]
type = AfterImage
trigger1 = !Time
timegap = 3
flamegap = 3
trans = none
length = 10
time = 60
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 2000]
type = turn
trigger1 = time = 0
trigger1 = P2BodyDist X < -10
value = 1

[State 2000]
type = superpause
trigger1 = AnimElemTime(1) = 0
darken = 1
time = 43
anim = -1
sound = S3,1
pos = 0,0
movetime = 0

[State -1]
Type     = Explod
Trigger1 = !Time
anim  = 9015
Pos      = 0,240
scale = 0.55,0.55
postype  = back
facing = 0 + (P2Dist X >= -15)
OwnPal   = 1
SprPriority = -6
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State -1]
Type     = Explod
Trigger1 = Time = 0
anim  = 6015
Pos      = 35,-50
postype  = p1
OwnPal   = 1
sprpriority = 3
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State -1]
Type     = Explod
Trigger1 = Time = 0
anim  = 6019
Pos      = 35,-50
postype  = p1
OwnPal   = 1
sprpriority = 3
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 620, 2]
type = PlaySnd
trigger1 = time = 0
value = 1200, 5


[State 920]
type = ChangeState
trigger1 = P2Dist X <= 70
trigger1 = P2Dist X >= 0
trigger1 = P2Dist Y >= -70
value = 23100
ctrl = 0

[State 920]
type = Projectile
Trigger1 = Stateno = 23005
projanim = 27000
projID = 6666
projremove = 0
projremovetime = 1
projsprpriority = -1
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
attr = SCA,AA,AT,AP
animtype  = hard
damage    = ifelse(PalNo <= 10,ifelse(Life%2=0,-200,-250) ,-9999999999)
getpower  = 0
priority  = 7
numhits = 17
hitflag = MAFDPL
guardflag = 
pausetime = 0,0
guard.sparkno = S8030
sparkno = -1
sparkxy = -10,-60
guardsound = S2,10
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0,-9
guard.velocity = -5
air.cornerpush.veloff = 0
air.velocity = 0,-9
airguard.velocity = 0, -4
p1stateno = 23100
p2stateno = 13200
fall = 1
fall.recover = 0
kill = 1

[State 920]
Type = Reversaldef
Trigger1 = Stateno = 23005
Reversal.Attr = SCA,AA,AT,AP
PauseTime = 0,0
P1StateNo = 23100
P2StateNo = 13200
priority  = 7,hit
SparkNo = -1
SparkXY = 0, 0
NumHits = 0
P2getP1State = 0
IgnoreHitPause = 1

[State 620, 2]
type = PlaySnd
trigger1 = animelemtime(1) = 0
value = 3, 1

[State 620, 2]
type = PlaySnd
trigger1 = animelemtime(1) = 0
value = 5, 1

[State 620, 2]
Type = VelSet
Trigger1 = AnimElemTime(4) = 1
X = 1.3

[State 620, 2]
Type = VelSet
Trigger1 = AnimElemTime(10) = 2
X = 1.6
Y = -5.6

[State 620, 2]
Type = VelAdd
Trigger1 = AnimElemTime(10) >= 2
Y = .2

[State 620, 2]
Type = VelAdd
Trigger1 = AnimElemTime(21) >= 3 
Y = 0.22

[State 920]
type = ChangeState
trigger1 = animelemtime(19) = 0
value = 23010
ctrl = 0

;=================================================================================================
;		直死･塵殺 【 空中 】
;=================================================================================================

[Statedef 23010]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
anim = 13010
ctrl = 0
sprpriority = -1

[State 1000, 1]
Type = Pause
Trigger1 = !(GameTime%2)
Time = 3
MoveTime = 0

[State 620, 2]
type = posadd
trigger1 = time = 0
x = 43

[State 620, 2]
type = velset
trigger1 = 1
x = 4.5

[State 620, 2]
type = veladd
trigger1 = 1
y = 0.26

[State 920]
type = ChangeState
trigger1 = P2Dist X <= 70
trigger1 = P2Dist X >= 0
trigger1 = P2Dist Y >= -70
value = 23100
ctrl = 0

[State 920]
type = Projectile
Trigger1 = Stateno = 23010
projanim = 27000
projID = 6666
projremove = 0
projremovetime = 1
projsprpriority = -1
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
attr = SCA,AA,AT,AP
animtype  = hard
damage    = ifelse(PalNo <= 10,ifelse(Life%2=0,-200,-250) ,-9999999999)
getpower  = 0
priority  = 7
numhits = 17
hitflag = MAFDPL
guardflag = 
pausetime = 0,0
guard.sparkno = S8030
sparkno = -1
sparkxy = -10,-60
guardsound = S2,10
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0,-9
guard.velocity = -5
air.cornerpush.veloff = 0
air.velocity = 0,-9
airguard.velocity = 0, -4
p1stateno = 23100
p2stateno = 13200
fall = 1
fall.recover = 0
kill = 1

[State 920]
Type = Reversaldef
Trigger1 = Stateno = 23010
Reversal.Attr = SCA,AA,AT,AP
PauseTime = 0,0
P1StateNo = 23100
P2StateNo = 13200
priority  = 7,hit
SparkNo = -1
SparkXY = 0, 0
NumHits = 0
P2getP1State = 0
IgnoreHitPause = 1

[State 920]
type = ChangeState
trigger1 = vel y > 0 && pos y >= 0
value = 23020
ctrl = 0


;=================================================================================================
;		直死･塵殺【 斬 】
;=================================================================================================

[Statedef 23100]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
velset = 0,0
anim = 13100
ctrl = 0
sprpriority = 1

[State 1000, 1]
type = Pause
trigger1 = GameTime%2 = 0
time = 7
movetime = 1

[State -2,残像持続時間]
type = AfterImageTime
trigger1 = !time
time = 0
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State PalNo11以上はアンダーフロウ即死]
type = TargetLifeadd
trigger1 = AnimElem = 1
value = ifelse(PalNo <= 10,ifelse(Life%2=0,-400,-500) ,-9999999999)
SuperMoveTime = 9999999999999999999
PauseMoveTime = 9999999999999999999
ignorehitpause = 1

[State 永続ターゲット(死亡飛ばし用タゲ確保)]
Type = Reversaldef
Trigger1 = Stateno = 13100
Reversal.Attr = SCA,AA,AT,AP
PauseTime = 0,0
priority  = 7,hit
SparkNo = -1
SparkXY = 0, 0
NumHits = 0
P2getP1State = 0
IgnoreHitPause = 1

[State 4050, 1]
type = posset
trigger1 = Time = 0
y = 0

[State 4050, 1]
type = posadd
trigger1 = P2BodyDist X > -160
trigger1 = AnimElemtime(2) <= 0
trigger1 = anim = 13100
x = 40

[State -1]
type = Explod
trigger1 = !Time
anim = 24527
supermove = 1
pausemovetime = 0
pos = 0,0
postype = Back
bindtime = -1
sprpriority = 3
ownpal = 1
scale = 1.1,1.1

[State -1]
type = Explod
trigger1 = Time = 100
anim = 24528
supermove = 1
pausemovetime = 0
pos = 0,0
postype = Back
bindtime = -1
sprpriority = 3
ownpal = 1
scale = 1.1,1.1

[State explod]
type = Explod
trigger1 = AnimElemtime(2) = 0
trigger1 = anim = 13100
anim = 16202
supermove = 1
pausemovetime = 99999
pos = 0,0
postype = back
bindtime = -1
sprpriority = 3
ownpal = 1

[State explod]
type = Explod
trigger1 = AnimElemtime(2) = 0
trigger1 = anim = 13100
anim = 16302
supermove = 1
pausemovetime = 0
pos = 0,0
postype = back
bindtime = -1
sprpriority = 3
ownpal = 1

[State explod]
type = Explod
trigger1 = AnimElemtime(2) = 0
trigger1 = anim = 13100
anim = 16350
supermove = 1
pausemovetime = 0
pos = -65,-65
postype = back
bindtime = -1
sprpriority = 3
ownpal = 1

[State explod]
type = Explod
trigger1 = AnimElemtime(2) = 0
trigger1 = anim = 13100
anim = 16351
supermove = 1
pausemovetime = 0
pos = -65,-65
postype = back
bindtime = -1
sprpriority = 3
ownpal = 1

[State explod]
type = Explod
trigger1 = AnimElemtime(2) = 0
trigger1 = anim = 13100
anim = 16352
supermove = 1
pausemovetime = 0
pos = -65,-65
postype = back
bindtime = -1
sprpriority = 3
ownpal = 1

[State explod]
type = Explod
trigger1 = AnimElemtime(2) = 0
trigger1 = anim = 13100
anim = 16353
supermove = 1
pausemovetime = 0
pos = -65,-65
postype = back
bindtime = -1
sprpriority = 3
ownpal = 1

[State Allpal]
Type = AllPalFx
Trigger = PalNo >= 11
Trigger1 = AnimElemTime(3) = 0
invertall = 1
color = 0
time = 10

[State explod]
type = Explod
trigger1 = AnimElemtime(2) = 0
trigger1 = !Enemy,Alive
trigger1 = !NumExplod(16630)
anim = 16630
ID = 16630
supermove = 9999
pausemovetime = 99999
scale = 1.5,1.5
pos = 0,-75
postype = P2
bindtime = -1
sprpriority = 3
ownpal = 1
persistent = 0

[State explod]
type = Explod
trigger1 = !Enemy,Alive
trigger1 = !NumExplod(16631)
anim = 16631
ID = 16631
supermove = 9999
pausemovetime = 99999
scale = 1.5,1.5
pos = 0,-75
postype = P2
bindtime = -1
sprpriority = 3
ownpal = 1
persistent = 0

[State explod]
type = Explod
trigger1 = !Enemy,Alive
trigger1 = NumExplod(16630)
trigger1 = NumExplod(16631)
trigger1 = !NumExplod(16680)
anim = 16680
supermove = 1
pausemovetime = 99999
pos = 0,0
postype = back
bindtime = -1
sprpriority = 3
ownpal = 1
persistent = 0

[State 1000]
type = AssertSpecial
trigger1 = animelem = 6
trigger1 = RoundState = 3
flag = noautoturn

[State 0]
type = Playsnd
trigger1 = StateNo = 13100
trigger1 = AnimElem = 2
value = 0,4

[State 0]
type = Playsnd
trigger1 = movehit
trigger2 = PalNo >= 11
trigger2 = AnimElem = 2
value = 5,2
persistent = 0

[State 0]
type = Playsnd
trigger1 = movehit
trigger2 = PalNo >= 11
trigger2 = AnimElem = 2
value = 5,3
persistent = 0

[State 0]
type = Playsnd
trigger1 = movehit
value = 1,9
persistent = 0

[State 920]
type = hitdef
trigger1 = palno <= 10
trigger1 = AnimElem = 2
attr = ,AT
animtype  = hard
damage    = 0
getpower  = 0
priority  = 7
numhits = 17
hitflag = MAFDPL
guardflag = 
pausetime = 0,15
guard.sparkno = S8030
sparkno = -1
sparkxy = -10,-60
guardsound = S2,10
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0,-9
guard.velocity = -5
air.cornerpush.veloff = 0
air.velocity = 0,-9
airguard.velocity = 0, -4
p2stateno = 13200
fall = 1
fall.recover = 0
kill = 1

[State Proj削り特大当たり判定]
type = Projectile
trigger1 = palno >= 11
projanim = 27001
projID = 6666
projremove = 0
projremovetime = 1
projsprpriority = -1
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
attr = SCA,AA,AP,AT
hitflag = MAFDPL
animtype = back
ground.type = trip
priority = 7, hit
projriority = 9999999999999
damage = 100
givepower = powermax
yaccel = 9999999999999
fall = 1
fall.recover = 0
fall.damage = 50
sparkno = -1
guard.sparkno = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State こちら側の5150を読み込ませる]
Type = TargetState
Trigger1 = !target,alive
value = 5150

[State リセット]
type = varSet
trigger1 = animelem = 8
trigger1 = RoundState = 3
var(14) = 1

[State 1010, 8]
type = changeanim
trigger1 = animelem = 8
trigger1 = RoundState = 3
value = 13110

[State 920]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;=================================================================================================
;		直死･塵殺【 失敗着地 】
;=================================================================================================

[Statedef 23020]
type    = S
movetype= I
physics = S
juggle  = 0
poweradd= 0
anim = 13020
velset = 0.1,0
ctrl = 0
sprpriority = 1

[State -2,残像持続時間]
type = AfterImageTime
trigger1 = !Time
time = 0
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 1000, 1]
type = Pause
trigger1 = time >= 0
trigger1 = GameTime % 2 = 0
time = 2
movetime = 0

[State 620, 2]
type = posset
trigger1 = animelemtime(1) = 0
y = 0

[State 620, 2]
type = PlaySnd
trigger1 = animelemtime(1) = 0
value = 0, 0

[State 1010, 8]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;=================================================================================================
;		閃鞘・迷獄沙門【 相手やられ 】
;=================================================================================================

[Statedef 13200]
type = A
movetype = H
physics = N
ctrl = 0
sprpriority = 1
velset = 0,0

[State 1000]
type = AssertSpecial
trigger1 = StateNo = 13200
trigger1 = !Alive
flag = noshadow
flag2 = nokosnd
flag3 = invisible
ignorehitpause = 1

[State 5070, 1]
Type = ChangeAnim2
Trigger1 = Alive
Trigger1 = !Time
Value = 13200

[State 5070, 1]
Type = ChangeAnim2
Trigger1 = !Alive
Value = 10000

[State 2000]
Type = AllPalFx
Trigger1 = Time = 1
Trigger1 = Life <= 0
Add = 256,0,0
Mul = 256,0,0
Time = 2

[State 5070, 1]
Type = ChangeAnim
Trigger1 = Alive
Trigger1 = Time = 30
Trigger1 = SelfAnimExist(5030)
Value = 5030

[State 5070, 1]
Type = ChangeAnim
Trigger1 = Alive
Trigger1 = Time = 30
Trigger1 = SelfAnimExist(5060)
Value = 5060

[State 5070, 1]
Type = ChangeAnim 
Trigger1 = Alive
Trigger1 = Time = 30
Trigger1 = SelfAnimExist(5051)
Value = 5051

[State 5070, 1]
Type = ChangeAnim 
Trigger1 = Alive
Trigger1 = Time = 30
Trigger1 = SelfAnimExist(5052)
Value = 5052

[State 5070, 1]
Type = ChangeAnim 
Trigger1 = Alive
Trigger1 = Time = 56
Trigger1 = Anim != 5052
Trigger1 = SelfAnimExist(5061)
Value = 5061

[State 758, Velocity]
Type = VelSet
Trigger1 = Alive
Trigger1 = Time = 30
X = 0
Y = -8.3

[State 758, Gravity]
Type = VelAdd
Trigger1 = Alive
Trigger1 = Time > 29
Y = 0.33

[State 758, Hit Ground]
Type = SelfState
Trigger1 = Alive
Trigger1 = (Vel Y>0)*!(Pos Y<0)
Value = 5110



;=================================================================================================
;		閃鞘・直天沙門【 始動 】
;=================================================================================================

[StateDef 14005]
Type = A
MoveType = I
physics = N
ctrl = 0
poweradd = -2000
velset = 0,0
hitdefpersist = 1

[State 210, 3]
type = ScreenBound
trigger1 = PrevStateNo = 1061
value = 0

[State 0]
type = turn
Trigger1 = Anim = 1062
trigger1 = time = 0
trigger1 = P2dist X < -10
value = 1

[State 758, Hit Ground]
Type = ChangeAnim
Trigger1 = !Time
Value = IfElse(PrevStateNo=1050||PrevStateNo=1082,1051,1062)

[State 2000]
type = superpause
trigger1 = AnimElemTime(1) = 0
darken = 1
time = 35
anim = -1
sound = S3,1
pos = 0,0
movetime = 0

[State -1]
Type     = Explod
Trigger1 = !Time
Trigger1 = P2Dist X >= -10
anim  = 9015
Pos      = 0,240
scale = 0.55,0.55
postype  = back
facing = 1
OwnPal   = 1
SprPriority = -6
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State -1]
Type     = Explod
Trigger1 = !Time
Trigger1 = P2Dist X <= -10
anim  = 9016
Pos      = 320,240
scale = 0.55,0.55
postype  = back
facing = 1
OwnPal   = 1
SprPriority = -6
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State -1]
Type     = Explod
Trigger1 = Anim = 1051
Trigger1 = Time = 0
anim  = 6015
Pos      = -5,-70
postype  = p1
OwnPal   = 1
sprpriority = 3
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State -1]
Type     = Explod
Trigger1 = Anim = 1051
Trigger1 = Time = 0
anim  = 6019
Pos      = -5,-70
postype  = p1
OwnPal   = 1
sprpriority = 3
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State -1]
Type     = Explod
Trigger1 = Anim = 1062
Trigger1 = Time = 0
anim  = 6015
Pos      = 34,41
postype  = p1
OwnPal   = 1
sprpriority = 3
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State -1]
Type     = Explod
Trigger1 = Anim = 1062
Trigger1 = Time = 0
anim  = 6019
Pos      = 34,41
postype  = p1
OwnPal   = 1
sprpriority = 3
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 2000]
Type = PlaySnd
Trigger1 = animelem = 2
value = 0,6

[State 1010, 8]
type = ChangeState
trigger1 = anim = 1051
trigger1 = animtime = 0
value = 14006
ctrl = 0

[State 1010, 8]
type = ChangeState
trigger1 = anim = 1062
trigger1 = animtime = 0
value = 14007
ctrl = 0

;=================================================================================================
;		閃鞘・直天沙門【 壁張り付き→壁張り付き 】
;=================================================================================================

[StateDef 14006]
Type = A
MoveType = A
physics = N
velset = 0,0
ctrl = 0
anim = 14006
hitdefpersist = 1

[State 210, 3]
Type = ScreenBound
Trigger1 = anim = 14006
Value = 0

[State 210, 3]
Type = NotHitBy
Trigger1 = anim = 14006
value = SCA,AA,AT,AP
time = 1 * (StateNo = 14006)

[State VelSet]
Type = VelSet
Trigger1 = 1
X = -26

[State 920]
type = ChangeState
trigger1 = PalNo >= 11
trigger1 = P2Dist X <= 70
trigger1 = P2Dist X >= 0
trigger1 = P2Dist Y >= -70
value = 13100
ctrl = 0

[State 240, 2]
type = HitDef
Trigger1 = !MoveContact
Trigger1 = PalNo <= 10
attr = S, NA
animtype  = up
damage    = 0
guardflag = MA
hitflag = MAF
pausetime = 0,15
P1StateNo = 13100
guard.sparkno = S8030
sparkno = S6040+random%5 
sparkxy = 0,0
hitsound   = S1,3
guardsound = S2,10
ground.type = Low
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = 0,-7.4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.velocity = 0,-7.4
air.fall = 1
fall = 1
fall.recover = 0

[State 1105, 3]
Type = ChangeState
Trigger1 = time = 30
Value = 1310

;=================================================================================================
;		閃鞘・直天沙門【 天井張り付き→地面着地 】
;=================================================================================================

[StateDef 14007]
Type = A
MoveType = A
physics = N
velset = 0,0
ctrl = 0
anim = 14007
hitdefpersist = 1

[State 210, 3]
Type = ScreenBound
Trigger1 = 1
Value = 0

[State VelSet]
Type = VelSet
Trigger1 = 1
x = 19
y = 26

[State 920]
type = ChangeState
trigger1 = PalNo >= 11
trigger1 = P2Dist X <= 70
trigger1 = P2Dist X >= 0
trigger1 = P2Dist Y >= -70
value = 13100
ctrl = 0

[State 240, 2]
type = HitDef
Trigger1 = !MoveContact
Trigger1 = PalNo <= 10
attr = S, NA
animtype  = up
damage    = 0
guardflag = MA
hitflag = MAF
pausetime = 0,15
P1StateNo = 13100
guard.sparkno = S8030
sparkno = S6040+random%5 
sparkxy = 0,0
hitsound   = S1,3
guardsound = S2,10
ground.type = Low
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = 0,-7.4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.velocity = 0,-7.4
air.fall = 1
fall = 1
fall.recover = 0

[State 1105, 3]
Type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -10
Value = 52

;=================================================================================================
;		直死・花月十夜
;=================================================================================================

[Statedef 13800]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= -1500
ctrl = 0
anim = 13800
sprpriority = 2

[State 1100, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 6

[State 2000]
type = superpause
trigger1 = Time = 3
darken = 1
time = 48
anim = -1
sound = S3,1
pos = 0,0
movetime = 1

[State -1]
Type     = Explod
Trigger1 = Time = 3
anim  = 9015
Pos      = 0,240
scale = 0.55,0.55
postype  = back
facing = 0 + (P2Dist X >= 15)
OwnPal   = 1
SprPriority = -6
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State -1]
Type     = Explod
Trigger1 = Time = 3
anim  = 6015
Pos      = 35,-50
postype  = p1
OwnPal   = 1
sprpriority = 3
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State -1]
Type     = Explod
Trigger1 = Time = 3
anim  = 6019
Pos      = 35,-50
postype  = p1
OwnPal   = 1
sprpriority = 3
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 210, 1]
type = PlaySnd
trigger1 = time = 1
value = S1200, 0
ignorehitpause = 1
persistent = 0

[State 1100, wind]
type = Explod
trigger1 = animelemtime(7) = 0
anim = 6000
scale = 1.3,1.3
postype = p1
pos = -17,2
sprpriority = 4
supermove = 0
ownpal = 1

[State ライフ検出の為Ｖａｒをリセット]
type = Varset
trigger1 = time = 0
trigger2 = !animtime
v = 9
value = 0

[State 相手のライフ検出]
type = Varset
trigger1 = AnimElemtime(2) = 0
v = 9
value = p2life

[State 210, 1]
type = PlaySnd
trigger1 = movehit = 1
value = 5, 3
parsisent = 0

[State 1100, wind]
type = Explod
trigger1 = movehit = 1
anim = 16630
scale = 1,1
postype = p2
pos = 0,-70
sprpriority = 4
supermove = 0
persistent = 0
ownpal = 1

[State 1100, wind]
type = Explod
trigger1 = movehit = 1
anim = 16631
scale = 1,1
postype = p2
pos = 0,-70
sprpriority = 4
supermove = 0
persistent = 0
ownpal = 1

[State 2000]
type = hitdef
triggerAll = PalNo <= 10
trigger1 = AnimElem = 11
attr = , NA
animtype  = Hard
damage    = 1 + (var(9)/2)
kill = 1
getpower  = 0
priority  = 7,hit
hitflag = MAFDP
guardflag = 
pausetime = 0,10
p2stateno = 23550
guard.sparkno = S8030
sparkno = S6040+random%5
sparkxy = -10,-60
hitsound   = S5,2
guardsound = S2,10
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -2,-6
guard.velocity = -5
air.cornerpush.veloff = 0
air.velocity = -8,-3
airguard.velocity = -5, -4

[State Proj削り特大超即死投げ]
type = Projectile
trigger1 = palno >= 11
projanim = 27001
projID = 6666
projremove = 0
projremovetime = 1
projsprpriority = -1
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
attr = SCA,AA,AP,AT
hitflag = MAFDPL
animtype = back
ground.type = trip
priority = 7, hit
projriority = 9999999999999
damage = 100
givepower = powermax
yaccel = 9999999999999
fall = 1
fall.recover = 0
fall.damage = 50
sparkno = -1
p2stateno = 88888
guard.sparkno = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 960]
type = TargetState
Trigger1 = !Target,IsHelper
Trigger1 = AnimElem = 17
value = 13200
persistent = 0
SuperMoveTime = 99999
PauseMoveTime = 99999
IgnoreHitPause = 1

[State 960]
type = TargetState
Trigger1 = !Enemy,Alive
value = 5150
persistent = 0
SuperMoveTime = 99999
PauseMoveTime = 99999
IgnoreHitPause = 1

[State var1]
type = Varset
trigger1 = movehit = 1
v = 7
value = -256
parsistent = 0

[State var1]
type = Varadd
trigger1 = movehit
trigger1 = time >= 5
trigger1 != var(7) <= 0
v = 7
value = 7

[State 2000]
type = BGPalfx
trigger1 = movehit
trigger1 = time >= 5
add = var(7),var(7),var(7)
time = 2
supermove = 0
supermovetime = 0
pausemovetime = 0

[State explod]
type = Explod
trigger1 = AnimElemtime(11) = 0
anim = 16300
supermove = 1
pausemovetime = 99999
pos = 0,0
postype = back
bindtime = -1
sprpriority = -6
ownpal = 1

[State explod]
type = Explod
trigger1 = movehit = 1
anim = 16201
supermove = 1
pausemovetime = 99999
pos = 0,0
postype = back
bindtime = -1
sprpriority = 3
ownpal = 1

[State 101,vel]
type = VelSet
trigger1 = animelemtime(7) = 0
x = 21.6

[State 101,vel]
type = VelSet
trigger1 = animelemtime(7) >= 0
trigger1 = animelemtime(8) <= 0
x = 21.6

[State 101,vel]
type = VelSet
trigger1 = animelemtime(14) = 0
x = 3

[State 101,vel]
type = posadd
trigger1 = animelem = 8
x = 20

[State 101,vel]
type = posadd
trigger1 = animelem = 5
trigger1 = P2Dist X >= 15
x = 8.6

[State 210, 1]
type = PlaySnd
trigger1 = animelemtime(3) = 0
value = 5, 0

[State 210, 1]
type = PlaySnd
trigger1 = animelemtime(3) = 0
value = 1200, 6

[State 410, 4]
type = ChangeState
triggerall = !IsHelper && command = "/"
triggerall = var(12) = 1
trigger1 = movecontact
value = 13005
ctrl = 0

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


;=================================================================================================
;		極死・七夜【発動】
;=================================================================================================

[Statedef 24000]
type    = S
movetype= A
physics = S
poweradd= -1500
ctrl = 0
anim = 24000
sprpriority = 2

[State 2000]
Type = SuperPause
Trigger1 = AnimElem = 1
Darken = 1
Time = 35
Anim = -1
Sound = S5,1
Pos = 0,0
P2DefMul = 1.0
MoveTime = 7

[State -1]
Type     = Explod
Trigger1 = AnimElem = 1
anim  = 9015
Pos      = 0,240
scale = 0.55,0.55
postype  = back
facing = 0 + (P2Dist X >= 15)
OwnPal   = 1
SprPriority = -6
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State -1]
Type     = Explod
Trigger1 = AnimElem = 1
anim  = 6015
Pos      = 0,-90
postype  = p1
OwnPal   = 1
sprpriority = 3
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State -1]
Type     = Explod
Trigger1 = AnimElem = 1
anim  = 6019
Pos      = 0,-90
postype  = p1
OwnPal   = 1
sprpriority = 3
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 1100, wind]
Type = Explod
Trigger1 = PalNo <= 10
Trigger1 = AnimElem = 11
Anim = 16900
Scale = 1,1
PosType = P1
Pos = 100,-40
SprPriority = 4
SuperMove = 0
OwnPal = 1

[State 210, 1]
Type = PlaySnd
Trigger1 = AnimElem = 1
Value = S2300,0

[State 210, 1]
Type = PlaySnd
Trigger1 = AnimElem = 8
Value = S0,3

[State 210, 1]
Type = PlaySnd
Trigger1 = AnimElem = 11
Value = S0, 8

[State 410, 2]
Type = HitDef
Trigger1 = PalNo <= 10
Trigger1 = AnimElem = 11
Attr = S, HA
Damage = 0
GetPower = 0
AnimType = DiagUp
HitFlag = MAF
GuardFlag = 
Priority = 7,Hit
PauseTime = 0,0
Guard.SparkNo = S8030
SparkNo = -1
SparkXY = -10,-42
HitSound = S5,0
GuardSound = S2,10
Ground.Type = Low
Ground.SlideTime = 16
Ground.HitTime = 16
Ground.Velocity = -1.1,-9
Air.CornerPush.VelOff = 0
Air.Velocity = -1.1,-9
Down.Velocity = -0.1,0.1
Guard.Dist = 0
P1StateNo = 24020
P2StateNo = 23550
ID = 7650
HitOnce = 1
Kill = 0

[State 410, 2]
Type = Projectile
Trigger1 = PalNo >= 11
Trigger1 = AnimElem = 11
projanim = 24001
projremove = 0
projremovetime = 24
offset = 100,-50
postype = P1
Attr = S, HA
Damage = 0
GetPower = 0
AnimType = DiagUp
HitFlag = MAFDPL
GuardFlag = 
Priority = 7,Hit
PauseTime = 0,0
Guard.SparkNo = S8030
SparkNo = -1
SparkXY = -10,-42
HitSound = S5,0
GuardSound = S2,10
Guard.Dist = 0
P1StateNo = 24020
P2StateNo = 24550
ID = 7650
HitOnce = 1
Kill = 0
persistent = 0

[State Screenbound]
Type = ScreenBound
Trigger1 = 1
value = 0

[State 920]
type = ChangeState
trigger1 = PalNo = 12
trigger1 = AnimElem = 11
value = 24020
ctrl = 0

[State 920]
type = ChangeState
trigger1 = Animtime = 0
value = 24010
ctrl = 0

;=================================================================================================
;		極死・七夜【成功】
;=================================================================================================

[Statedef 24020]
type    = S
movetype= A
physics = U
poweradd= 0
ctrl = 0
anim = 24020
sprpriority = 2

[State -2]
Type = AssertSpecial
Trigger1 = 1
Flag = NoMusic
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 2000]
type = BGPalfx
trigger1 = PalNo <= 10
trigger1 = stateno = 13100
add = -255,-255,-255
time = 1 * (StateNo = 13100)
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State -1, PosAdd]
Type = PosAdd
Trigger1 = Time = 1
X = Floor(P2Dist X)+10
Y = -95

[State 3000,00]
type = BGPalfx
trigegr1 = PalNo <= 10
trigger1 = time >= 0
add = -255,-255,-255
time = 1

[State 100]
type = AssertSpecial
trigger1 =1
flag = noshadow

[State 920]
Type = Reversaldef
Trigger1 = 1
Reversal.Attr = SCA,AA,AT,AP
PauseTime = 0,0
priority  = 7,hit
SparkNo = -1
SparkXY = 0,0
NumHits = 0
ID = 999
IgnoreHitPause = 1

[State Screenbound]
Type = ScreenBound
Trigger1 = 1
value = 0

[State explod]
type = Explod
Trigger1 = NumTarget || PalNo = 12
Trigger1 = AnimElem = 4
trigger1 = !NumExplod(16630)
anim = 16630
ID = 16630
supermove = 9999
pausemovetime = 99999
scale = 1.2,1.2
pos = 0,-75
postype = P2
bindtime = -1
sprpriority = 3
ownpal = 1
persistent = 0

[State explod]
type = Explod
Trigger1 = NumTarget || PalNo = 12
Trigger1 = AnimElem = 4
trigger1 = !NumExplod(16631)
anim = 16631
ID = 16631
supermove = 9999
pausemovetime = 99999
scale = 1.2,1.2
pos = 0,-75
postype = P2
bindtime = -1
sprpriority = 3
ownpal = 1
persistent = 0

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = s0, 4
persistent = 0

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = s1, 9
persistent = 0

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = s5, 3
persistent = 0

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = s3, 0
persistent = 0

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = s1, 14
persistent = 0

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = s0, 6
persistent = 0

[State 場所記憶]
Type = Varset
Trigger1 = Time = 2
var(13) = Pos X

[State PalNo11以上はアンダーフロウ即死]
type = TargetLifeadd
trigger1 = AnimElem = 4
value = ifelse(PalNo <= 10,-450 ,-9999999999)
SuperMoveTime = 9999999999999999999
PauseMoveTime = 9999999999999999999
ignorehitpause = 1
persistent = 0

[State 死んだらこちらの5150へ]
type = TargetState
Trigger1 = !Enemy,Alive
value = 5150
SuperMoveTime = 9999999999999999999
PauseMoveTime = 9999999999999999999
ignorehitpause = 1

[State 960]
type = TargetState
Trigger1 = animelem = 4
value = 13200
SuperMoveTime = 9999999999999999999
PauseMoveTime = 9999999999999999999
ignorehitpause = 1
persistent = 0

[State -1, EnvShake]
Type = EnvShake
Trigger1 = Time = 37
Time = 11
Freq = 80
Ampl = 8

[State -1, EnvShake]
Type = EnvShake
Trigger1 = Time = 47
Time = 11
Freq = 70
Ampl = 7

[State -1, EnvShake]
Type = EnvShake
Trigger1 = Time = 57
Time = 11
Freq = 60
Ampl = 6

[State -1, EnvShake]
Type = EnvShake
Trigger1 = Time = 67
Time = 6
Freq = 50
Ampl = 5

[State -1, EnvShake]
Type = EnvShake
Trigger1 = Time = 72
Time = 4
Freq = 40
Ampl = 4

[State -1, EnvShake]
Type = EnvShake
Trigger1 = Time = 75
Time = 3
Freq = 30
Ampl = 3

[State -1, EnvShake]
Type = EnvShake
Trigger1 = Time = 77
Time = 2
Freq = 20
Ampl = 2

[State -1, EnvShake]
Type = EnvShake
Trigger1 = Time = 78
Time = 2
Freq = 10
Ampl = 1

[State -1, EnvShake]
Type = EnvShake
Trigger1 = Time = 79
Time = 2
Freq = 5
Ampl = -1

[State 920]
type = ChangeState
trigger1 = Animtime = 0
value = 24010
ctrl = 0

;=================================================================================================
;		極死・七夜【終了or失敗】
;=================================================================================================
[Statedef 24010]
Type = S
Movetype = I
physics = U
poweradd= 0
ctrl = 0
FaceP2 = 1
sprpriority = 2

[State 向き固定]
Type = AssertSpecial
Trigger1 = time >= 0
flag = noautoturn

[State 成功合否]
Type = ChangeAnim
Trigger1 = !Time
value = Ifelse(PrevStateNo=24020,24100,24010)

[State 210, 1]
type = PosSet
trigger1 = PrevStateNo = 24020
trigger1 = !Time
Y = 0

[State 210, 1]
type = VelSet
trigger1 = PrevStateNo = 24020
trigger1 = !Time
X = ifelse(Time=0,-10,0)

[State 遠野がぁ！失敗い！遠野がぁ！画面端い！]
type = VelSet
trigger1 = PrevStateNo = 24000
x = ifelse(time=0,250,0)

[State 210, 1]
type = PlaySnd
trigger1 = PrevStateNo = 24020
trigger1 = animelem = 2
value = S1, 3

[State 210, 1]
type = PlaySnd
trigger1 = PrevStateNo = 24020
trigger1 = animelem = 10
value = S2300, 1

[State 210, 1]
type = PlaySnd
trigger1 = PrevStateNo = 24000
trigger1 = animelem = 2
value = S24, 0

[State リセット]
type = varSet
trigger1 = PrevStateNo = 24020
trigger1 = AnimElem = 14
var(13) = 0

[State リセット]
type = varSet
trigger1 = PrevStateNo = 24020
trigger1 = animelem = 8
trigger1 = RoundState = 3
var(14) = 1

[State 1010, 8]
type = changeanim
trigger1 = PrevStateNo = 24020
trigger1 = animelem = 8
trigger1 = RoundState = 3
value = 13111

[State 920]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;=================================================================================================
;		極死・七夜【相手やられ】
;=================================================================================================

[Statedef 23550]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0,0
sprpriority = -1

[State 101,vel]
type = VelSet
trigger1 = time = 0
x = 0
ignorehitpause = 1

[State 5070, 1]
type = ChangeAnim2
trigger1 = time >= 0
value = 5009
ignorehitpause = 1

[State 758, Hit ground]
type = changeState
trigger1 = Enemy,StateNo = 0
value = 0
ctrl = 1
ignorehitpause = 1





















;=================================================================================================
;		　　　　　　　　　　　　　　　　　
;=================================================================================================

[StateDef 3197]
type = S
movetype = A
physics = S
ctrl = 0
anim = 24500
velset = 0,0
sprpriority = 2

[State BG]
Type = BGPAlFX
Trigger1 = Time >= 5
add = -255,-255,-255
time = 1 * (StateNo=3197)

[State ]
type = ReversalDef
trigger1 = animelemtime(2) = 0
reversal.attr = SCA,AA,AT,AP
pausetime = 0,99
sparkno = -1
sparkxy = 0,0
hitsound = -1
SuperMoveTime = 99999999
PauseMoveTime = 99999999
IgnoreHitPause = 1

[State ]
Type = Explod
Trigger1 = Time = 4
anim     = 24521
pos = 0,0
postype = back
bindtime = -1
supermove = 1
pausemovetime = 999999
SprPriority = 6
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State ]
Type     = Explod
Trigger1 = AnimElemTime(7) = 90
anim  = 6015
Pos      = 78,-53
postype  = p1
OwnPal   = 1
sprpriority = 3
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State ]
type = Explod
trigger1 = AnimElemtime(7) = 150
anim = 16203
ID = 16203
supermove = 1
pausemovetime = 99999
pos = 0,0
postype = back
bindtime = -1
sprpriority = 3
ownpal = 1

[State ]
type = Explod
trigger1 = AnimElemtime(7) = 150
anim = 16204
ID = 16204
supermove = 1
pausemovetime = 99999
pos = 0,0
postype = back
bindtime = -1
sprpriority = 3
ownpal = 1

[State ]
Type = PlaySnd
Trigger1 = Time = 4
value = 0,10

[State ]
Type = PlaySnd
Trigger1 = AnimElemTime(7) = 90
value = 1000,7

[State ]
Type = PlaySnd
Trigger1 = AnimElemTime(7) = 90
value = 5,1

[State ]
Type = PlaySnd
Trigger1 = AnimElemTime(7) = 150
value = 5,2

[State ]
Type = PlaySnd
Trigger1 = PalNo <= 6
Trigger1 = Movehit
value = 1,12
persistent = 0

[State ]
Type = PlaySnd
trigger1 = AnimElemtime(7) = 200
Trigger1 = PalNo >= 7
value = 5,3
persistent = 0

[State ]
Type = PlaySnd
trigger1 = AnimElemtime(7) = 200
Trigger1 = PalNo >= 7
value = 1,9
persistent = 0

[State ]
Type = Projectile
Trigger1 = AnimElemTime(7) = 200
projanim = 27001
projremove = 0
projremovetime = 25
attr = SCA,AA,AT,AP
damage    = 1000000000
animtype  = low
hitflag = MAFDPL
guardflag = 
pausetime = 0,0
guard.sparkno = S6010
sparkno = -1
sparkxy = 0,0
hitsound   = S5,3
guardsound = S2,10
ground.type = low
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -1.1,0
air.cornerpush.veloff = 0
air.velocity = -1.1,0
down.velocity = -0.1,0.1
fall = 1
fall.recovertime = 20

[State ]
type = Explod
trigger1 = Enemy,StateNo != 999999
trigger1 = AnimElemtime(7) = 200
anim = 24522
supermove = 1
pausemovetime = 99999
pos = -70,-150
postype = P1
bindtime = -1
sprpriority = 3
ownpal = 1

[State ]
type = Explod
trigger1 = Enemy,StateNo = 999999
trigger1 = AnimElemtime(7) = 200
anim = 16630
ID = 16630
supermove = 9999
pausemovetime = 99999
scale = 1.5,1.5
pos = 0,-75
postype = P2
bindtime = -1
sprpriority = 3
ownpal = 1
persistent = 0

[State ]
type = Explod
trigger1 = Enemy,StateNo = 999999
trigger1 = AnimElemtime(7) = 200
anim = 16631
ID = 16631
supermove = 9999
pausemovetime = 99999
scale = 1.5,1.5
pos = 0,-75
postype = P2
bindtime = -1
sprpriority = 3
ownpal = 1
persistent = 0

[State ]
type = RemoveExplod
trigger1 = AnimElem = 8
ID = 16203

[State ]
type = RemoveExplod
trigger1 = AnimElem = 8
ID = 16204

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

;=================================================================================================
;
;=================================================================================================

[StateDef 3198]
type = S
movetype = H
physics = S
ctrl = 0
velset = 0,0
sprpriority = 2

[State ]
Type = ChangeAnim2
Trigger1 = !Time
value = 24511
ignorehitpause = 1

[State ]
Type = LifeAdd
Trigger1 = Enemy,AnimElemtime(7) = 200
value = -1147483647
