-;======================================================================
;Ultimate Sula
;By Crucifix
;
;CNS 1

[Data]
life = 1000
attack = 100
defence = 200
fall.defence_up = 50
liedown.time = 1
airjuggle = 10
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 250
IntPersistIndex = 40,55
FloatPersistIndex = 40

[Size]
xscale = 1
yscale = 1
ground.back = 15
ground.front = 16
air.back = 12
air.front = 12
height = 60
attack.dist = 160
proj.attack.dist = 160
proj.doscale = 0
head.pos = -5, -90
mid.pos = -5, -60
shadowoffset = 0
draw.offset = 0,0

[Velocity]
walk.fwd   =  3.5;3
walk.back  = -3.5;3
run.fwd    =  8.3, 0
run.back   = -6,-6
jump.neu   =  0,-8.8
jump.fwd   =  3.3
jump.back  = -3.3
runjump.back = -4,-8
runjump.fwd = 4,-8
airjump.neu = 0,-8
airjump.back = -3
airjump.fwd = 3

[Movement]
airjump.num = 1       ;Number of air jumps allowed (opt)
airjump.height = 40   ;Minimum distance from ground before you can air jump (opt)
yaccel = .3;.5         ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching

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

[State 0, LifeAdd]
type = LifeAdd
trigger1 = 1
value = 2

[State 0, 1]
type = PowerAdd
trigger1 = (p2name = "seph") || (p4name = "seph")
trigger2 = (p2name = "ayu tukimiya") || (p4name = "ayu tukimiya")
trigger3 = (p2name = "Broly 'le cauchemar' super saiyen nv3") || (p4name = "Broly 'le cauchemar' super saiyen nv3")
trigger4 = (p2name = "son Goku by FRS games") || (p4name = "son Goku by FRS games")
trigger5 = (p2name = "Reaper Isabeau") || (p4name = "Reaper Isabeau")
trigger6 = (p2name = "Gogeta-SSJ4 by Pocket_Danyell") || (p4name = "Gogeta-SSJ4 by Pocket_Danyell")
trigger7 = (p2name = "Goku super saiyajin 5") || (p4name = "Goku super saiyajin 5")
trigger8 = (p2name = "SSJ2-GOKU by BARDOCK") || (p4name = "SSJ2-GOKU by BARDOCK")
trigger9 = (p2name = "Legendary Ryu") || (p4name = "Legendary Ryu")
trigger10 = NumHelper(777) = 1
value = 3000

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

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim = 0
trigger1 = animelem = 6
value = 666,18
volume = 0
channel = 2
freqmul = 1.0
loop = 0
pan = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = pos y >= 10
value = 50
ctrl = 1

[State 0, Explod]
type = Explod
triggerall = anim = 0
trigger1 = animelem = 10
anim = 706
ID = 1
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 999999
ontop = 1
ownpal = 1

[State 0, Explod]
type = Explod
triggerall = anim = 0
trigger1 = animelem = 25
anim = 707
ID = 1
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 999999
ontop = 1
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim = 0
trigger1 = animelem = 10
trigger2 = animelem = 25
value = 666,30

[State 0, 1]
type = PowerAdd
trigger1 = (p2name = "seph") || (p4name = "seph")
trigger2 = (p2name = "ayu tukimiya") || (p4name = "ayu tukimiya")
trigger3 = (p2name = "Broly 'le cauchemar' super saiyen nv3") || (p4name = "Broly 'le cauchemar' super saiyen nv3")
trigger4 = (p2name = "son Goku by FRS games") || (p4name = "son Goku by FRS games")
trigger5 = (p2name = "Reaper Isabeau") || (p4name = "Reaper Isabeau")
trigger6 = (p2name = "Gogeta-SSJ4 by Pocket_Danyell") || (p4name = "Gogeta-SSJ4 by Pocket_Danyell")
trigger7 = (p2name = "Goku super saiyajin 5") || (p4name = "Goku super saiyajin 5")
trigger8 = (p2name = "SSJ2-GOKU by BARDOCK") || (p4name = "SSJ2-GOKU by BARDOCK")
trigger9 = (p2name = "Legendary Ryu") || (p4name = "Legendary Ryu")
value = 3000

[State 0, 1]
type = LifeAdd
triggerall = (p2name = "seph") || (p4name = "seph")
triggerall = (p2name = "ayu tukimiya") || (p4name = "ayu tukimiya")
triggerall = (p2name = "Broly 'le cauchemar' super saiyen nv3") || (p4name = "Broly 'le cauchemar' super saiyen nv3")
triggerall = (p2name = "son Goku by FRS games") || (p4name = "son Goku by FRS games")
triggerall = (p2name = "Reaper Isabeau") || (p4name = "Reaper Isabeau")
triggerall = (p2name = "Gogeta-SSJ4 by Pocket_Danyell") || (p4name = "Gogeta-SSJ4 by Pocket_Danyell")
triggerall = (p2name = "Goku super saiyajin 5") || (p4name = "Goku super saiyajin 5")
triggerall = (p2name = "SSJ2-GOKU by BARDOCK") || (p4name = "SSJ2-GOKU by BARDOCK")
triggerall = (p2name = "Legendary Ryu") || (p4name = "Legemdary Ryu")
trigger1 = 1
value = 10

[State 0, PowerAdd]
type = PowerAdd
trigger1 = animelem = 10
trigger2 = animelem = 25
value = 150

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

[State 0, 3]
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0
 
[State 0, normal bg]
type = BGPalfx
trigger1 = time = 0
trigger1 = prevstateno = 3102 || prevstateno = 3203
persistent = 0
invertall = 0
mul = 255,255,255
ignorehitpause = 1
time = 2

;===============================================================================
; 99 jumping system
[Statedef 40]
type    = S
physics = S
anim = 40
ctrl = 0
velset = 0,0,0

[State 40, jumpsnd]
type = PlaySnd
trigger1 = anim = 40 && animtime = 0
value = 40,0
channel = 7
persistent = 0

[State 40, turn]
type = turn
trigger1 = time = 0 && P2dist X < 0

[State 40, 0]
type = VarSet
trigger1 = Time = 0
var(8) = 0

[State 40, 1]
type = VarSet
trigger1 = command = "holdfwd"
trigger1 = var(8) != 2
var(8) = 1

[State 40, 2]
type = VarSet
trigger1 = command = "holdback"
trigger1 = var(8) != -2
var(8) = -1

[State 40, 3]
type = VarSet
triggerall = Time = 0
triggerall = command = "holdfwd"
trigger1 = command = "longjump"
trigger2 = prevstateno = 100
var(8) = 2

[State 40, 4]
type = VarSet
trigger1 = Time = 0
trigger1 = command = "holdback"
trigger1 = command = "longjump"
var(8) = -2

[State 40, 5]
type = Afterimage
trigger1 = prevstateno = 100
trigger1 = sysvar(1) = 1
time = 15
length = 6
PalBright = 0, 0, 0
PalContrast = 128,128,128
PalAdd = 0, 0, 0
PalMul = 1,1,1
FrameGap = 4
Trans = Add1

[State 40, 6]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = var(8) != 0
trigger1 = var(8) != 1
trigger1 = var(8) != -1
trigger1 = command = "holdup"
trigger2 = command != "holdup"
value = 2041

[State 40, 7]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(var(8)=0, const(velocity.jump.neu.x), ifelse(var(8)>0, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1


;---------------------------------------------------------------------------
; JUMP_UP (short)
[Statedef 2041]
type    = A
physics = A
velset = 0, -6.4
ctrl = 1

[State 2041, 0]
type = StopSnd
triggerall = Time = 0
trigger1 = var(8) = -2
trigger2 = var(8) = 2
channel = 7

[State 2041, 2]
type = PlaySnd
triggerall = Time = 0
trigger1 = var(8) = -2
trigger2 = var(8) = 2
value = 2041,0
persistent = 0

[State 2041, 3] ; Shadows
type = Afterimage
triggerall = Time = 0
trigger1 = var(8) = -2
trigger2 = var(8) = 2
time = 17
length = 9
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
FrameGap = 3
Trans = Add1

[State 2041, 4]
type = Afterimage
trigger1 = Time = 14
time = 0

[State 2041, 5]
type = VelSet
trigger1 = Time = 0
trigger1 = command = "holdup"
y = -8.8

[State 2041, 6]
type = VelSet
trigger1 = Time = 0
trigger1 = Var(8) = 1
x = 3

[State 2041, 7]
type = VelSet
trigger1 = Time = 0
trigger1 = Var(8) = 2
x = 5

[State 2041, 8]
type = VelSet
trigger1 = Time = 0
trigger1 = Var(8) = -1
x = -3

[State 2041, 9]
type = VelSet
trigger1 = Time = 0
trigger1 = Var(8) = -2
x = -5

[State 2041, 10]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Vel X = 0
trigger1 = command = "holdup"
value = 41

[State 2041, 11] ;Short
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Vel X = 0
trigger1 = command != "holdup"
value = 2041

[State 2041, 12]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Vel X > 0
trigger1 = command = "holdup"
value = 42

[State 2041, 13] ;Short
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Vel X > 0
trigger1 = command != "holdup"
value = 2042

[State 2041, 3.1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Vel X < 0
value = 43

[State 2041, 13] ;Short
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Vel X < 0
trigger1 = command != "holdup"
value = 2043

;--------------
; Jump Landing
[Statedef 52]
type    = S
physics = S
velset = 0,0
;anim = 47
anim = 1061
ctrl = 1

[State 312, 3]
type = changestate
trigger1 = Time = 0
trigger1 = var(41) = 1
value = 1061

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

[State 52, envshake]
type = envshake
trigger1 = Time = 0
time = 30
freq = 100
ampl = 6

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 973;974
ID = 1
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 0.5,0.5
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 52, 1]
type = Playsnd
trigger1 = Time = 0
value = 2150, 1
persistent = 0

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

;---------------------------------------------------------------------------
[Statedef 100]
type = S
physics = S
ctrl = 0
velset = 0,0,0
anim = 100

[State 100,1]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 2]
type = velset
trigger1 = time >= 3
x = const(velocity.run.fwd.x)

[State 100, 2]
type = PlaySnd
trigger1 = Time = 3
value = 100,0
loop = 1
channel = 8

[State 100, 3]
type = ChangeState
trigger1 = (command = "holdup") && (time >= 4)
value = 40
ctrl = 0

[State 100, 3]
type = ChangeState
trigger1 = (command != "holdfwd") && (time >= 13)
value = 101
ctrl = 0

;---------------------------------------------------------------------------
;  101 slide
[Statedef 101]
type = S
physics = S
anim = 101
ctrl = 0
velset = 0,0

[State 101, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 0


;----------------------------
; hopback - start
[Statedef 105]
type = S
movetype = I
physics = S
anim = 105
velset = 0
ctrl = 0

[State 105, 1]
type = PlaySnd
trigger1 = time = 0
value = 105,0
persistent = 0

[State 105, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 106

; hopback in air
[Statedef 106]
type = A
movetype = I
physics = N
anim = 106
velset = -11.69019607843,-4.12549019608

[State 106, 1]
type = velmul
trigger1 = 1
x = 0.9137254902

[State 106, 2]
type = VelAdd
trigger1 = Time >= 0
y = 0.524

[State 106, 3]
type = ChangeState
trigger1 = (Vel y > 0) && (Pos y >= -4)
value = 107

; hopback landing
[Statedef 107]
type = S
movetype = I
physics = S
anim = 107
velset = 0,0

[State 107, 0]
type = Playsnd
trigger1 = Time = 0
value = 47,0
persistent = 0

[State 107, 0]
type = velset
trigger1 = time = 0
y = 0

[State 107, 0]
type = velset
trigger1 = time >= 1
x = 0

[State 107, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 107, 2]
type = ctrlset
trigger1 = animtime = 0
value = 1

[State 107, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;=========================================
; Guards overwrite
;=========================================
;Helper Ice Wall stand
[Statedef 123]
movetype = I
velset = 0,0
sprpriority = -1

[State 123, 0]
type = BindToParent
trigger1 = 1 && anim != 143
pos = 0,0

[State 123, 0]
type = ChangeAnim
trigger1 = (time = 0) && (parent, stateno = 130)
value = 133
persistent = 0

[State 123, 0]
type = ChangeAnim
trigger1 = (time = 0) && (parent, stateno != 130)
value = 123
persistent = 0

[State 123, end]
type = destroyself
triggerall = parent, anim != 120
trigger1 = parent, Statetype != S
trigger2 = parent, stateno != 130
trigger3 = parent, Movetype = H
ignorehitpause = 1
persistent = 0




;Helper Ice Wall crouch
[Statedef 124]
movetype = I
velset = 0,0
sprpriority = -1

[State 124, 0]
type = BindToParent
trigger1 = 1 && anim != 144
pos = 0,0

[State 124, 0]
type = ChangeAnim
trigger1 = (time = 0) && (parent, stateno = 131)
value = 134
persistent = 0

[State 124, 0]
type = ChangeAnim
trigger1 = (time = 0) && (parent, stateno != 131)
value = 124
persistent = 0

[State 124, end]
type = destroyself
triggerall = parent, anim != 121
trigger1 = parent, Statetype != C
trigger2 = parent, Stateno != 131
trigger3 = parent, Movetype = H
ignorehitpause = 1
persistent = 0




;Helper Ice Wall air
[Statedef 125]
type = U
movetype = I
physic = N
sprpriority = -1

[State 125, 0]
type = BindToParent
trigger1 = 1 && anim != 145
pos = 0,0

[State 125, 0]
type = ChangeAnim
trigger1 = (time = 0) && (parent, stateno = 132)
value = 135
persistent = 0

[State 125, 0]
type = ChangeAnim
trigger1 = parent, stateno = 51
value = 145
persistent = 0

[State 125, 0]
type = ChangeAnim
trigger1 = (time = 0) && (parent, stateno != 132)
value = 125
persistent = 0

[State 125, end]
type = destroyself
triggerall = parent, anim != 152
triggerall = parent, stateno != [154,155]
trigger1 = anim = 145 && animtime = 0
trigger2 = parent, Statetype != A
trigger3 = parent, movetype = A
trigger4 = parent, Movetype = H
ignorehitpause = 1
persistent = 0






;=====================================
; lose by timeover
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0
sprpriority = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = 1600, 0

[State 170, 2]
type = assertspecial
trigger1 = time = [0,200]
flag = roundnotover


;=====================================
; Win Decider
[Statedef 180]
type = S

[State 180, 1]
type = VarRandom
trigger1 = Time = 0
v = 58
range = 1,2

[State 190, 2]
type = ChangeState
trigger1 = MatchOver = 1
value = 182

[State 180, 8]
type = ChangeState
trigger1 = var(58) = 1
value = 181

[state 184]
type = changestate
trigger1 = var(58) = 2
value = 183

;======================================
; pre intro decider
[Statedef 190]
type = S
ctrl = 0
velset = 0,0

[State 0, VarRandom]
type = VarRandom
trigger1 = time = 0
v = 58
range = 1,3

[State 191, 1]
type = ChangeState
triggerall = Time = 0
trigger1 = (p2name = "oda nobunaga") || (p4name = "oda nobunaga")
trigger2 = (p2name = "ella 2.5") || (p4name = "ella 2.5")
trigger3 = (p2name = "Ranmaru Mori") || (p4name = "Ranmaru Mori")
trigger4 = (p2name = "Phantom Ryu") || (p4name = "Phantom Ryu")
trigger5 = (p2name = "Mai_K") || (p4name = "Mai_K")
trigger6 = (p2name = "o-rugal") || (p4name = "o-rugal")
trigger7 = (p2name = "isabeau") || (p4name = "isabeau")
trigger8 = (p2name = "mizuchi") || (p4name = "mizuchi")
value = 192

[State 191, 1]
type = ChangeState
triggerall = Time = 0
trigger1 = (p2name = "seph") || (p4name = "seph")
trigger2 = (p2name = "ayu tukimiya") || (p4name = "ayu tukimiya")
trigger3 = (p2name = "Broly 'le cauchemar' super saiyen nv3") || (p4name = "Broly 'le cauchemar' super saiyen nv3")
trigger4 = (p2name = "son Goku by FRS games") || (p4name = "son Goku by FRS games")
trigger5 = (p2name = "Reaper Isabeau") || (p4name = "Reaper Isabeau")
trigger6 = (p2name = "Gogeta-SSJ4 by Pocket_Danyell") || (p4name = "Gogeta-SSJ4 by Pocket_Danyell")
trigger7 = (p2name = "Goku super saiyajin 5") || (p4name = "Goku super saiyajin 5")
trigger8 = (p2name = "SSJ2-GOKU by BARDOCK") || (p4name = "SSJ2-GOKU by BARDOCK")
trigger8 = (p2name = "Legendary Ryu") || (p4name = "Legemdary Ryu")
value = 777666

[State 191, 1] ;zoom intro
type = ChangeState
triggerall = var(58) = 1
trigger1 = time = 0
value = 1402

[State 190, 1] ;normal intro
type = ChangeState
triggerall = var(58) >= 2
trigger1 = Time = 0
value = 191

;-------------------
; Intro Estaca by Ex-Inferis (patched for Ultimate Sula)
[Statedef 191]
type = A
ctrl = 0
movetype = I
anim = 8230
velset = 0,0

[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = time >= 1 && time <= 200
flag  = Intro
flag2 = nobardisplay

[State 100, invert] ;BG preto
type = BGPalfx
trigger1 = time = 0
time = 235
sinadd = 20,30,22,20
add = -130,-130,-130
ignorehitpause = 1


[State 3000, 9]  ;explod Protetora
type = explod
trigger1 = time = 0
anim = 83000
pos = -60,2
postype = p1
bindtime = 1
sprpriority = -5
supermove = 1
ownpal = 1


[State 3000, 9]  ;explod power mao inicio
type = explod
trigger1 = time = 30
anim = 7302
pos = -100,-180
postype = p1
scale = .3,.3
bindtime = 1
sprpriority = 2
supermove = 1
ownpal = 1


[State 3000, 9]  ;explod power mao protetora
type = explod
trigger1 = time = 80
removetime = 110
anim = 7310
pos = -100,-180
postype = p1
scale = .3,.3
bindtime = 1
sprpriority = 2
supermove = 1
ownpal = 1

[State 3000, 9]  ;explod power mao fim
type = explod
trigger1 = time = 190
anim = 7320
pos = -100,-180
postype = p1
scale = .3,.3
bindtime = 1
sprpriority = 2
supermove = 1
ownpal = 1


[State 200, Speciais] ;fala protetora
type = PlaySnd
trigger1  = time = 10
value = 666, 4
volume = 6666
channel = 1


[State 200, Speciais] ;fala protetora
type = PlaySnd
trigger1  = time = 80
value = 666, 5
volume = 6666
channel = 1


[State 200, Speciais]
type = PlaySnd
trigger1  = time = 50
trigger2  = time >= 50 && timeMOd = 30,1 && time <= 130
value = 666, 1
channel = 2


[State 100, 666]
type = EnvShake
trigger1 = time = 150
time = 40
ampl = -3
freq = 100
phase = 80


[State 100, pegaFogo]   ;cor de fogo
type = palFX
trigger1 = time = 150
ID = 6565
add = 250,80,0 
sinadd = 250,80,20,20
color = 256
time = 60


[State 3000, 9]  ;explod fogos
type = explod
trigger1 = time >= 150 && TimeMod = 3,1 && time <= 180
ID = 6012
anim = 6012
random = 30, 120
pos = -20,-90
postype = p1
bindtime = 1
sprpriority = 5
supermove = 1
ownpal = 1

[State 200, Speciais]  ;som da explosao peqs
type = PlaySnd
trigger1 = time >= 150 && TimeMod = 4,1 && time <= 180
value = 666, 3
channel = 2

[State 3000, 9]  ;explod fogos grand
type = explod
trigger1 = time = 180
anim = 7060
pos = 0,-60
postype = p1
bindtime = 1
sprpriority = 5
supermove = 1
ownpal = 1

[State 3000, 9]  ;explod fogos grand tras
type = explod
trigger1 = time = 178
anim = 7060
pos = 0,-90
postype = p1
bindtime = 1
sprpriority = -5
supermove = 1
ownpal = 1


[State 3000, 9]  ;explod fogos grand
type = explod
trigger1 = time = 184
anim = 7060
pos = 0,-20
postype = p1
bindtime = 1
sprpriority = 5
supermove = 1
ownpal = 1


[State 200, Speciais]  ;som da explosao grands
type = PlaySnd
trigger1 =  time = 180
value = 666, 2
channel = 3

[State 191, 1]
type = ChangeAnim
trigger1 = time = 180
value = 202020


[State 200, Speciais] ;voz
type = PlaySnd
trigger1 = time = 190
value = 666, 6
volume = 6666

[State 191, 1]
type = ChangeAnim
trigger1 = animelem = 35
value = 0

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim = 0
trigger1 = animelem = 6
value = 666,18

[State 0, Explod]
type = Explod
triggerall = anim = 0
trigger1 = animelem = 10
anim = 706
ID = 1
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 999999
ontop = 1
ownpal = 1

[State 0, Explod]
type = Explod
triggerall = anim = 0
trigger1 = animelem = 25
anim = 707
ID = 1
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 999999
ontop = 1
ownpal = 1

[State 200, Speciais]
type = PlaySnd
trigger1 = time = 200
persistent = 2
value = 666, 12
volume = 6666

[State 3000, 9]  ;explod escudo bola
type = null ;explod
trigger1 = time = 200
anim = 7600
pos = 8,15
postype = p1
bindtime = 1
sprpriority = 10
supermove = 1
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim = 0
trigger1 = animelem = 10
trigger2 = animelem = 25
value = 666,30


;-------------------
; 192 ＶＳフリズ
[Statedef 192]
type = S
movetype = I
physics = S
velset = 0
anim = 192
ctrl = 0

[State 0, Explod]
type = Explod
triggerall = anim = 192
trigger1 = animelem = 2
trigger2 = animelem = 15
anim = 781
ID = 781
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 2,1
ownpal = 1

[State 0, Explod]
type = Explod
triggerall = anim = 192
trigger1 = animelem = 13
anim = 810
ID = 810
pos = 10,-93
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = -2
scale = 1,1
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 15
value = 666, 7

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim = 192
trigger1 = animelem = 13
value = 666, 26

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim = 192
trigger1 = animelem = 15
value = 666, 29

[State 193, 2]
type = Helper
trigger1 = Time = 5
ID = 10192
postype = p1
pos = -140,-70
stateno = 10192
helpertype = normal
ownpal = 0
keyctrl = 0

[State 193, 2]
type = Helper
trigger1 = Time = 0
ID = 10191
postype = p1
pos = -140,-85
stateno = 10191
helpertype = normal
ownpal = 1
keyctrl = 0

[State 2050, shougeki]
type = Explod
trigger1 = time = 5
anim = F2
postype = p1
pos = -65,-105
sprpriority = 3
supermove = 1
bindtime = 1
ownpal = 1

[State 191, 0]
type = PlaySnd
triggerall = anim = 192
trigger1 = AnimElem = 1
value = 300,8
persistent = 0
channel = 1

[State 191, 0]
type = PlaySnd
triggerall = anim = 192
trigger1 = AnimElem = 1
value = 240,0
persistent = 0
channel = 2

[State 191, 0]
type = PlaySnd
triggerall = anim = 192
trigger1 = AnimElem = 1,15
value = 10191,0
persistent = 0
channel = 4

[State 191, 0]
type = PlaySnd
triggerall = anim = 192
trigger1 = AnimElem = 2
value = 2150,1
persistent = 0
channel = 2

[State 191, 0]
type = Envshake
triggerall = anim = 192
trigger1 = AnimElem = 2
freq = 100
ampl = 20
time = 90

[State 191, 0]
type = PlaySnd
triggerall = anim = 192
trigger1 = AnimElem = 2
value = 666,6
persistent = 0
channel = 1

[State 901, 4]
type = EnvShake
triggerall = anim = 192
trigger1 = AnimElem = 15
freq = 150
ampl = 50
time = 50

[State 191, 0]
type = PlaySnd
triggerall = anim = 192
trigger1 = AnimElem = 15
value = 2150, 0
persistent = 0
channel = 2

[State 191, 0]
type = PlaySnd
triggerall = anim = 192
trigger1 = AnimElem = 15
value = 666, 11
persistent = 0
channel = 3

[State 0, Explod]
type = Explod
triggerall = anim = 192
trigger1 = animelem = 15
anim = 1110
ID = 1110
pos = 50,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
ownpal = 1

[State 0, Explod]
type = Explod
triggerall = anim = 192
trigger1 = animelem = 15
anim = 1109
ID = 1109
pos = -50,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
ownpal = 1

[State 0, Explod]
type = Explod
triggerall = anim = 192
trigger1 = animelem = 15
anim = 781
ID = 781
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 2,1
ownpal = 1

[State 0, Explod]
type = Explod
triggerall = anim = 192
trigger1 = animtime = 15
anim = 811
ID = 811
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
sprpriority = 9999999
removetime = -2
scale = 1,1

[State 191, envcolor]
type = envcolor
triggerall = anim = 192
trigger1 = AnimElem = 15
time = 5
value = 240,240,240

[State 191, 0]
Type = PowerAdd
triggerall = anim = 192
trigger1 = AnimElem = 15
value = 5000

[State 191, 0]
type = PlaySnd
triggerall = anim = 192
trigger1 = AnimElem = 27
value = 666, 12
persistent = 0
channel = 2

[State 191, 2]
type = AssertSpecial
trigger1 = Time = [0,400]
flag = Intro

[State 0, VarSet]
type = VarSet
trigger1 = animtime = 0
v = 55
value = 1

[State 191, 4]
type = Changeanim
trigger1 = AnimTime = 0
value = 0

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim = 0
trigger1 = animelem = 6
value = 666,18

[State 0, Explod]
type = Explod
triggerall = anim = 0
trigger1 = animelem = 10
anim = 706
ID = 1
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 999999
ontop = 1
ownpal = 1

[State 0, Explod]
type = Explod
triggerall = anim = 0
trigger1 = animelem = 25
anim = 707
ID = 1
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 999999
ontop = 1
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim = 0
trigger1 = animelem = 10
trigger2 = animelem = 25
value = 666, 30


[Statedef 10192];スーラキック
type = A
movetype = I
physics = N
anim = 10192
velset = 5,0

[State 10010, 2]
type = VelAdd
trigger1 = Time >= 0
Y = 0.2

[State 10010, 9]
type = DestroySelf
trigger1 = Pos Y >= 5

[Statedef 10191];名も無きＫシリーズ
type = A
movetype = I
physics = N
anim = 10191
velset = 9,-7
sprpriority = 2

[State 10010, 2]
type = VelAdd
trigger1 = Time >= 0
Y = 0.3

[State 10010, 9]
type = DestroySelf
trigger1 = Pos Y >= 0 

;---------------------------------------------------------------------------
; Taunt 1
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 195, 0]
type = PlaySnd
trigger1 = animelem = 4
value = 666, 12
persistent = 0

[State 195, 1]
type = CtrlSet
trigger1 = AnimElemTime(10) >= 12
value = 1

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


;===========================================================
; Standing light punch
[Statedef 200]
type = S
movetype = A
physics = S
anim = 200
velset = 0
ctrl = 0

-------------------------
[State 200, 0]
type = ChangeState
trigger1 = time = 0
trigger1 = p2bodydist X < 35
value = 960
--------------------------

[State 200, 0]
type = PlaySnd
trigger1 = Time = 0
value = 200,1
persistent = 0

[State 200, 0]
type = PlaySnd
trigger1 = random <= 699
trigger1 = Time = 0
value = 300,2
persistent = 0

[State 200, 3]
type = HitDef
trigger1 = var(3) != 0
trigger1 = AnimElem = 3
persistent = 0
hitflag = MAF
attr = S, NA
animtype  = Light
damage    = 30
getpower = 60,20
givepower = 20,20
guardflag = M
pausetime = 11,12
sparkno = 1
sparkxy = 6,-78
hitsound   = S200,0
guardsound = S150,0
ground.type = Low
ground.slidetime = 9+(var(5)||var(6))*9
ground.hittime  = 9+(var(5)||var(6))*9
ground.velocity = -6
ground.cornerpush.veloff = -8
ground.cornerpush = 1
yaccel = 0.6
air.velocity = -3,-8
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
air.hittime = 17

[State 200, 3]
type = HitDef
trigger1 = var(3) = 0
trigger1 = AnimElem = 3
persistent = 0
hitflag = MA
attr = S, NA
animtype  = Light
damage    = 30
getpower = 60,20
givepower = 20,20
guardflag = M
pausetime = 11,12
sparkno = 1
sparkxy = 6,-78
hitsound   = S200,0
guardsound = S150,0
ground.type = Low
ground.slidetime = 9+(var(5)||var(6))*9
ground.hittime  = 9+(var(5)||var(6))*9
ground.velocity = -6
ground.cornerpush.veloff = -8
ground.cornerpush = 1
yaccel = 0.6
air.velocity = -3,-8
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
air.hittime = 17

[State MovetypeReset]
type = statetypeset
trigger1 = animelemtime(4) >= 0
movetype = I

[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


; standing light kick
[Statedef 210]
type = S
movetype = A
physics = S
anim = 210
velset = 0,0
ctrl = 0

-------------------------
[State 200, 0]
type = ChangeState
trigger1 = time = 0
trigger1 = p2bodydist X > 20
value = 961
--------------------------

[State 210, 0]
type = PlaySnd
trigger1 = Time = 0
value = 200,2
persistent = 0

[State 210, 0]
type = PlaySnd
trigger1 = random <= 699
trigger1 = Time = 0
value = 300,2
persistent = 0

[State 210, 0]
type = posadd
triggerall = !Var(6);||(Helper(10000),Time>12)
trigger1 = animelem = 11, = 0
trigger2 = animelem = 18, = 0
x = 7

[State 210, 3]
type = HitDef
triggerall = var(3) != 0
trigger1 = AnimElem = 8
trigger2 = AnimElem = 16
hitflag = MAF
attr = S, NA
animtype  = Light
damage    = 30
getpower = 60,20
givepower = 20,20
guardflag = M
pausetime = 11,12
sparkno = 1
sparkxy = -3,-52
hitsound   = S210,0
guardsound = S150,0
ground.type = Low
ground.slidetime = 9+(var(5)||var(6))*9
ground.hittime  = 9+(var(5)||var(6))*9
ground.velocity = -6
ground.cornerpush.veloff = -8
ground.cornerpush = 1
yaccel = 0.6
air.velocity = -3,-8
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
air.hittime = 17

[State 210, 3]
type = HitDef
triggerall = var(3) = 0
trigger1 = AnimElem = 8
trigger2 = AnimElem = 16
hitflag = MA
attr = S, NA
animtype  = Light
damage    = 30
getpower = 60,20
givepower = 20,20
guardflag = M
pausetime = 11,12
sparkno = 1
sparkxy = -3,-52
hitsound   = S210,0
guardsound = S150,0
ground.type = Low
ground.slidetime = 9+(var(5)||var(6))*9
ground.hittime  = 9+(var(5)||var(6))*9
ground.velocity = -6
ground.cornerpush.veloff = -8
ground.cornerpush = 1
yaccel = 0.6
air.velocity = -3,-8
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
air.hittime = 17

[State MovetypeReset]
type = statetypeset
trigger1 = animelemtime(17) >= 0
movetype = I

[State 210, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;近距離弱パンチ-------------------------
[Statedef 960]
type = S
movetype = A
physics = S
anim = 960
velset = 0
ctrl = 0

[State 200, 0]
type = PlaySnd
trigger1 = Time = 0
value = 200,1
persistent = 0

[State 200, 0]
type = PlaySnd
trigger1 = random <= 699
trigger1 = Time = 0
value = 300,2
persistent = 0

[State 200, 3]
type = HitDef
trigger1 = var(3) != 0
trigger1 = AnimElem = 3
persistent = 0
hitflag = MAF
attr = S, NA
animtype  = Light
damage    = 30
getpower = 60,20
givepower = 20,20
guardflag = M
pausetime = 11,12
sparkno = 1
sparkxy = 6,-78
hitsound   = S200,0
guardsound = S150,0
ground.type = Low
ground.slidetime = 9+(var(5)||var(6))*9
ground.hittime  = 9+(var(5)||var(6))*9
ground.velocity = -6
ground.cornerpush.veloff = -8
ground.cornerpush = 1
yaccel = 0.6
air.velocity = -3,-8
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
air.hittime = 17

[State 200, 3]
type = HitDef
trigger1 = var(3) = 0
trigger1 = AnimElem = 3
persistent = 0
hitflag = MA
attr = S, NA
animtype  = Light
damage    = 30
getpower = 60,20
givepower = 20,20
guardflag = M
pausetime = 11,12
sparkno = 1
sparkxy = 6,-78
hitsound   = S200,0
guardsound = S150,0
ground.type = Low
ground.slidetime = 9+(var(5)||var(6))*9
ground.hittime  = 9+(var(5)||var(6))*9
ground.velocity = -6
ground.cornerpush.veloff = -8
ground.cornerpush = 1
yaccel = 0.6
air.velocity = -3,-8
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
air.hittime = 17

[State MovetypeReset]
type = statetypeset
trigger1 = animelemtime(4) >= 0
movetype = I

[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
------------------------------------------


;遠距離弱キック-------------------------
[Statedef 961]
type = S
movetype = A
physics = S
anim = 961
velset = 0
ctrl = 0

[State 200, 0]
type = PlaySnd
trigger1 = Time = 0
value = 200,1
persistent = 0

[State 200, 0]
type = PlaySnd
trigger1 = random <= 699
trigger1 = Time = 0
value = 300,2
persistent = 0

[State 1552, hitdef]
type = Hitdef
trigger1 = var(3) != 0
trigger1 = time = 0
persistent = 0
hitflag = MAF
guardflag = MA
attr = S, SA
sparkxy = 0,-48
damage = 60,4 ;125,20
animtype = Hard
getpower = 60,20
givepower = 20,20
pausetime = 5,14
sparkno = 2
hitsound = S240,0
guardsound = S150,1
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -6,-8
ground.cornerpush.veloff = 0
guard.velocity = -8
airguard.velocity = -4,-5
yaccel = 0.64
fall = 1
fall.recover = 0
air.velocity = -6,-8
air.fall = 1
air.recover = 0
fall.recover = 0
air.animtype = Back
;palfx.time = 39
;palfx.mul = 220,220,255
;palfx.sinadd = 64,48,48,32
;palfx.add = 184,184,200
;palfx.color = 8
envshake.time = 12
envshake.ampl = 3

[State 1552, hitdef]
type = Hitdef
trigger1 = var(3) = 0
trigger1 = time = 0
persistent = 0
hitflag = MA
guardflag = MA
attr = S, SA
sparkxy = 0,-48
damage = 60,4 ;125,20
animtype = Hard
getpower = 60,20
givepower = 20,20
pausetime = 5,14
sparkno = 2
hitsound = S240,0
guardsound = S150,1
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -6,-8
ground.cornerpush.veloff = 0
guard.velocity = -8
airguard.velocity = -4,-5
yaccel = 0.64
fall = 1
fall.recover = 0
air.velocity = -6,-8
air.fall = 1
air.recover = 0
fall.recover = 0
air.animtype = Back
;palfx.time = 39
;palfx.mul = 220,220,255
;palfx.sinadd = 64,48,48,32
;palfx.add = 184,184,200
;palfx.color = 8
envshake.time = 12
envshake.ampl = 3

[State MovetypeReset]
type = statetypeset
trigger1 = animelemtime(6) >= 0
movetype = I

[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
------------------------------------------

;--------------
; Standing strong punch (far)
[Statedef 220]
type = S
movetype = A
physics = S
anim = 220
velset = 0
ctrl = 0

[State 220, 0]
type = PlaySnd
trigger1 = Time = 0
value = 200,1
persistent = 0

[State 220, 0]
type = PlaySnd
trigger1 = random <= 699
trigger1 = Time = 0
value = 300,0
persistent = 0

;[State 220, 0]
;type = posadd
;triggerall = !Var(6)||(Helper(10000),Time>12)
;trigger1 = animelem = 1, = 0
;trigger2 = animelem = 2, = 0
;trigger3 = animelem = 3, = 0
;trigger4 = animelem = 4, = 0
;x = 8

;[State 220, 0]
;type = posadd
;triggerall = !Var(6)||(Helper(10000),Time>12)
;trigger1 = animelem = 13, = 0
;trigger2 = animelem = 14, = 0
;trigger3 = animelem = 15, = 0
;trigger4 = animelem = 17, = 0
;x = -8

[State 220 , 1]
type = HitDef
trigger1 = var(3) != 0
trigger1 = time = 0
hitflag = MAF
persistent = 0
attr = S, NA
animtype = Med
getpower = 120,20
givepower = 20,20
damage = 80
guardflag = M
hitflag = MAF
pausetime = 11,12
sparkno = 2
sparkxy = -1,-76
hitsound = S220,0
guardsound = S150,1
ground.type = Low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -10
ground.cornerpush = 1
ground.cornerpush.veloff = -14
guard.velocity = -5
airguard.velocity = -5,-1
yaccel = 0.6
air.velocity = -3,-8
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
air.hittime = 10

[State 220 , 1]
type = HitDef
trigger1 = var(3) = 0
trigger1 = time = 0
hitflag = MA
persistent = 0
attr = S, NA
animtype = Med
getpower = 120,20
givepower = 20,20
damage = 80
guardflag = M
hitflag = MAF
pausetime = 11,12
sparkno = 2
sparkxy = -1,-76
hitsound = S220,0
guardsound = S150,1
ground.type = Low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -10
ground.cornerpush = 1
ground.cornerpush.veloff = -14
guard.velocity = -5
airguard.velocity = -5,-1
yaccel = 0.6
air.velocity = -3,-8
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
air.hittime = 10

[State MovetypeReset]
type = statetypeset
trigger1 = animelemtime(10) >= 0
movetype = I

[State 220, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


; Standing strong kick
[Statedef 230]
type = S
movetype = A
physics = S
anim = 230
velset = 0
ctrl = 0

-------------------------
[State 200, 0]
type = ChangeState
trigger1 = time = 0
trigger1 = p2bodydist X < 25
value = 963
--------------------------

[State 230, 0]
type = PlaySnd
trigger1 = Time = 0
value = 200,2
persistent = 0

[State 230, 0]
type = PlaySnd
trigger1 = random <= 699
trigger1 = Time = 0
value = 300,8
persistent = 0

[State 230, 1]
type = HitDef
trigger1 = var(3) != 0
trigger1 = AnimElem = 3
hitflag = MAF
persistent = 0
attr = S, NA
animtype = Med
getpower = 120,20
givepower = 20,20
damage = 60
guardflag = M
hitflag = MAF
pausetime = 7,8
sparkno = 2
sparkxy = -4,-68
hitsound = S230,0
guardsound = S150,1
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = 0
ground.cornerpush.veloff = 0
guard.velocity = -3
yaccel = 0.6
air.velocity = -3,-8
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
air.hittime = 17

[State 230, 1]
type = HitDef
trigger1 = var(3) = 0
trigger1 = AnimElem = 3
hitflag = MA
persistent = 0
attr = S, NA
animtype = Med
getpower = 120,20
givepower = 20,20
damage = 60
guardflag = M
hitflag = MAF
pausetime = 7,8
sparkno = 2
sparkxy = -4,-68
hitsound = S230,0
guardsound = S150,1
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = 0
ground.cornerpush.veloff = 0
guard.velocity = -3
yaccel = 0.6
air.velocity = -3,-8
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
air.hittime = 17

[State 230, 1]
type = HitDef
trigger1 = var(3) != 0
trigger1 = AnimElem = 8
hitflag = MAF
persistent = 0
attr = S, NA
animtype = Med
getpower = 120,20
givepower = 20,20
damage = 60;-(movehit)*40
guardflag = M
hitflag = MAF
pausetime = 11,12
sparkno = 2
sparkxy = -4,-68
hitsound = S230,0
guardsound = S150,1
ground.type = Low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -10
ground.cornerpush.veloff = -14
guard.velocity = -5
yaccel = 0.6
air.velocity = -3,-8
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
air.hittime = 17

[State 230, 1]
type = HitDef
trigger1 = var(3) = 0
trigger1 = AnimElem = 7
hitflag = MA
persistent = 0
attr = S, NA
animtype = Med
getpower = 120,20
givepower = 20,20
damage = 60;-(movehit)*40
guardflag = M
hitflag = MAF
pausetime = 11,12
sparkno = 2
sparkxy = -4,-68
hitsound = S230,0
guardsound = S150,1
ground.type = Low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -10
ground.cornerpush.veloff = -14
guard.velocity = -5
yaccel = 0.6
air.velocity = -3,-8
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
air.hittime = 17

[State MovetypeReset]
type = statetypeset
trigger1 = animelemtime(9) >= 0
movetype = I

[State 230, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------------------
;bloody hands attack

[StateDef 221]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1510
poweradd = 20
sprpriority = 2

[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 193
ID = 2
pos = 0,-70
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 999999999
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 6
time = 50
freq = 60
ampl = -4
;phase = 90
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 200,3
volume = 0
channel = 2
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 6
trigger2 = time = 14
trigger3 = time = 18
value = 666,17
volume = 0
channel = 1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 34
value = 666,16
volume = 0
channel = 3
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 245, 1]
type = HitDef
trigger1 = AnimElem = 4
persistent = 0
attr = S, NA
hitflag = MA
animtype = Med
getpower = 0,0
givepower = 20,20
damage = 150
priority = 7
guardflag = M
hitflag = MA
pausetime = 11,12
sparkno = 2
sparkxy = 4,-64
hitsound = 666, 17
guardsound = 666,17
yaccel = 0.6
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -5.5,-7
ground.cornerpush.veloff = 0
fall = 1
fall.xvelocity = -2
guard.velocity = -5
air.velocity = -5.5,-7
airguard.velocity = -4,-1
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 1
fall.recover = 1

[State 245, 1]
type = HitDef
trigger1 = AnimElem = 6
persistent = 0
attr = S, NA
hitflag = MA
animtype = Med
getpower = 0,0
givepower = 20,20
damage = 150
priority = 7
guardflag = M
hitflag = MA
pausetime = 11,12
sparkno = 2
sparkxy = 4,-64
hitsound = 666, 17
guardsound = 666,17
yaccel = 0.6
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -5.5,-7
ground.cornerpush.veloff = 0
fall = 1
fall.xvelocity = -2
guard.velocity = -5
air.velocity = -5.5,-7
airguard.velocity = -4,-1
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 1
fall.recover = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = animelem = 11
value = 0
ctrl = 1
;anim =
;ignorehitpause =
;persistent =


;近距離強キック
[Statedef 963]
type = S
movetype = A
physics = S
anim = 963
velset = 0
ctrl = 0

[State 230, 0]
type = PlaySnd
trigger1 = Time = 0
value = 200,2
persistent = 0

[State 230, 0]
type = PlaySnd
trigger1 = random <= 699
trigger1 = Time = 0
value = 300,0
persistent = 0

[State 230, 1]
type = HitDef
trigger1 = var(3) != 0
trigger1 = AnimElem = 4
hitflag = MAF
persistent = 0
attr = S, NA
animtype = Med
getpower = 120,20
givepower = 20,20
damage = 60
guardflag = M
hitflag = MAF
pausetime = 7,8
sparkno = 2
sparkxy = -4,-68
hitsound = S230,0
guardsound = S150,1
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = 0
ground.cornerpush.veloff = 0
guard.velocity = -3
yaccel = 0.6
air.velocity = -3,-8
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
air.hittime = 17

[State 230, 1]
type = HitDef
trigger1 = var(3) = 0
trigger1 = AnimElem = 4
hitflag = MA
persistent = 0
attr = S, NA
animtype = Med
getpower = 120,20
givepower = 20,20
damage = 60
guardflag = M
hitflag = MAF
pausetime = 7,8
sparkno = 2
sparkxy = -4,-68
hitsound = S230,0
guardsound = S150,1
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = 0
ground.cornerpush.veloff = 0
guard.velocity = -3
yaccel = 0.6
air.velocity = -3,-8
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
air.hittime = 17

[State 230, 1]
type = HitDef
trigger1 = var(3) != 0
trigger1 = AnimElem = 6
hitflag = MAF
persistent = 0
attr = S, NA
animtype = Med
getpower = 120,20
givepower = 20,20
damage = 60;-(movehit)*40
guardflag = M
hitflag = MAF
pausetime = 11,12
sparkno = 2
sparkxy = -4,-68
hitsound = S230,0
guardsound = S150,1
ground.type = Low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -10
ground.cornerpush.veloff = -14
guard.velocity = -5
yaccel = 0.6
air.velocity = -3,-8
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
air.hittime = 17

[State 230, 1]
type = HitDef
trigger1 = var(3) = 0
trigger1 = AnimElem = 6
hitflag = MA
persistent = 0
attr = S, NA
animtype = Med
getpower = 120,20
givepower = 20,20
damage = 60;-(movehit)*40
guardflag = M
hitflag = MAF
pausetime = 11,12
sparkno = 2
sparkxy = -4,-68
hitsound = S230,0
guardsound = S150,1
ground.type = Low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -10
ground.cornerpush.veloff = -14
guard.velocity = -5
yaccel = 0.6
air.velocity = -3,-8
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
air.hittime = 17

[State MovetypeReset]
type = statetypeset
trigger1 = animelemtime(7) >= 0
movetype = I

[State 230, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1






;===========================================================
; Standing CD attack
[Statedef 240]
type = S
movetype = A
physics = S
anim = 444
velset = 0
ctrl = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 300,8
persistent = 0

[State 240, 0]
type = PlaySnd
trigger1 = Time = 0
value = 200,2
persistent = 0

[State 240, 0]
type = PlaySnd
trigger1 = random <= 599
trigger1 = Time = 0
value = 300,1
persistent = 0

[State 240, 1]
type = HitDef
trigger1 = var(3) != 0
trigger1 = AnimElem = 8
persistent = 0
attr = S, NA
hitflag = MAF
animtype = Med
getpower = 120,20
givepower = 20,20
damage = 90
guardflag = M
hitflag = MAF
pausetime = 11,12
sparkno = 2
sparkxy = 4,-64
hitsound = S240,0
guardsound = S150,1
yaccel = 0.6
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -5.5,-7
ground.cornerpush.veloff = 0
fall = 1
fall.xvelocity = -2
guard.velocity = -5
air.velocity = -5.5,-7
airguard.velocity = -4,-1
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 1
fall.recover = 1

[State 240, 1]
type = HitDef
trigger1 = var(3) = 0
trigger1 = AnimElem = 9
persistent = 0
attr = S, NA
hitflag = MA
animtype = Med
getpower = 120,20
givepower = 20,20
damage = 90
guardflag = M
hitflag = MAF
pausetime = 11,12
sparkno = 2
sparkxy = 4,-64
hitsound = S240,0
guardsound = S150,1
yaccel = 0.6
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -5.5,-7
ground.cornerpush.veloff = 0
fall = 1
fall.xvelocity = -2
guard.velocity = -5
air.velocity = -5.5,-7
airguard.velocity = -4,-1
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 1
fall.recover = 1

[State MovetypeReset]
type = statetypeset
trigger1 = animelemtime(6) >= 0
movetype = I

[State 240, 4]
type = varset
trigger1 = Time > 16
var(2) = 0

[State 240, 4]
type = ChangeState
trigger1 = var(2) != 0
trigger1 = time = [11,16]
value = var(2)
ctrl = 0

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

[State 52, envshake]
type = envshake
trigger1 = animelem = 11
time = 30
freq = 100
ampl = 6

[State 52, 1]
type = Playsnd
trigger1 = animelem = 11
;value = 47,0
value = 2150, 1
persistent = 0


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




;===========================================================
; Standing CD attack during guard
[Statedef 245]
type = S
movetype = A
physics = S
anim = 245
velset = 0
ctrl = 0
poweradd = -1000

[State 245, flash]
type = explod
trigger1 = time = 0
persistent = 0
anim = 820
bindtime = 1
pos = 7,-77
postype = P1
sprpriority = 3
ownpal = 1
supermove = 1

[State 245, ice-crash(S)]
type = explod
trigger1 = time = 0
persistent = 0
anim = 143
bindtime = 1
pos = 0,0
postype = P1
sprpriority = 3
ownpal = 1
shadow = 64,64,64
supermove = 1

[State 245, flash]
type = envcolor
trigger1 = time = 0
value = 240,240,240
under = 1
time = 4
supermove = 1

[State 245, 0]
type = superpause
trigger1 = time = 0
time = 12
movetime = 12
sprpriority = -1
anim = -1
darken = 0

[State 245, 0]
type = PlaySnd
trigger1 = Time = 0
value = 200,2
persistent = 0

[State 245, 0]
type = PlaySnd
trigger1 = Time = 0
value = 300,1
persistent = 0

[State 245, 1]
type = HitDef
trigger1 = AnimElem = 4
persistent = 0
attr = S, NA
hitflag = MA
animtype = Med
getpower = 0,0
givepower = 20,20
damage = 90
priority = 7
guardflag = M
hitflag = MA
pausetime = 11,12
sparkno = 2
sparkxy = 4,-64
hitsound = S240,0
guardsound = S150,1
yaccel = 0.6
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -5.5,-7
ground.cornerpush.veloff = 0
fall = 1
fall.xvelocity = -2
guard.velocity = -5
air.velocity = -5.5,-7
airguard.velocity = -4,-1
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 1
fall.recover = 1

[State Muteki]
type = Nothitby
trigger1 = animelemtime(9) < 0
value = SCA

[State MovetypeReset]
type = statetypeset
trigger1 = animelemtime(9) >= 0
movetype = I

[State 245, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;------------------------------------------------------------------------------
;self-activated cd attack
[StateDef 246]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 444
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 300,8
persistent = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 2041,0
volume = 0
channel = -1
freqmul = 1.0
loop = 0
pan = 0

[State 0, VelAdd]
type = VelAdd
trigger1 = animelem = 3
x = 10

[State 245, 1]
type = HitDef
trigger1 = AnimElem = 8
persistent = 0
attr = S, NA
hitflag = MA
animtype = Med
getpower = 50,50
givepower = 0,0
damage = 50
priority = 7
guardflag = M
hitflag = MA
pausetime = 11,12
sparkno = 2
sparkxy = 6, -78
hitsound = S240,0
guardsound = S150,1
yaccel = 0.6
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -5.5,-7
ground.cornerpush.veloff = 0
fall = 1
fall.xvelocity = -2
guard.velocity = -5
air.velocity = -5.5,-7
airguard.velocity = -4,-1
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 1
fall.recover = 1

[State MovetypeReset]
type = statetypeset
trigger1 = animelemtime(9) >= 0
movetype = I

[State 245, 4]
type = ChangeState
trigger1 = Animtime = 0
value = 550
ctrl = 1


;===========================================================
; Standing close hard punch
[Statedef 270]
type = S
movetype = A
physics = S
anim = 270
velset = 0
ctrl = 0

[State 270, 0]
type = PlaySnd
trigger1 = Time = 0
value = 200,1
persistent = 0

[State 270, 0]
type = PlaySnd
trigger1 = random <= 799
trigger1 = Time = 0
value = 300,0
persistent = 0

[State 270 , 1]
type = HitDef
trigger1 = var(3) != 0
trigger1 = AnimElem = 2
persistent = 0
hitflag = MAF
attr = S, NA
animtype = Med
getpower = 120,20
givepower = 20,20
damage = 70
guardflag = M
pausetime = 11,12
sparkno = 2
sparkxy = 2,-80
hitsound = S220,0
guardsound = S150,1
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = 0
ground.cornerpush.veloff = 0
guard.velocity = -3
yaccel = 0.6
air.velocity = -3,-8
airguard.velocity = -5,-1
air.cornerpush.veloff = 0
air.animtype = Back
air.hittime = 17
air.fall = 0
fall.recover = 0 

[State 270 , 1]
type = HitDef
trigger1 = var(3) = 0
trigger1 = AnimElem = 2
persistent = 0
hitflag = MA
attr = S, NA
animtype = Med
getpower = 120,20
givepower = 20,20
damage = 70
guardflag = M
pausetime = 11,12
sparkno = 2
sparkxy = 2,-80
hitsound = S220,0
guardsound = S150,1
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = 0
ground.cornerpush.veloff = 0
guard.velocity = -3
yaccel = 0.6
air.velocity = -3,-8
airguard.velocity = -5,-1
air.cornerpush.veloff = 0
air.animtype = Back
air.hittime = 17
air.fall = 0
fall.recover = 0 

[State 270 , 1]
type = HitDef
trigger1 = AnimElem = 7
persistent = 0
hitflag = MA
attr = S, NA
animtype = Med
getpower = 60,20
givepower = 20,20
damage = 50;-(movehit)*30
guardflag = M
pausetime = 11,12
sparkno = 2
sparkxy = -4,-60
hitsound = S220,0
guardsound = S150,1
ground.type = Low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -9
ground.cornerpush.veloff = -16
guard.velocity = -3
yaccel = 0.6
air.velocity = -3,-8
airguard.velocity = -5,-1
air.cornerpush.veloff = 0
air.animtype = Back
air.hittime = 17
air.fall = 0
fall.recover = 0 

[State MovetypeReset]
type = statetypeset
trigger1 = animelemtime(8) >= 0
movetype = I

[State 270, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;-------------------
; 300 One Inch
[Statedef 300]
type = S
movetype = A
physics = S
anim = 300
velset = 0
ctrl = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 706
ID = 1
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 32
supermove
pausemove
scale = 1,1
sprpriority = 99999999
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 781
ID = 781
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = 24
scale = 2,1
sprpriority = 0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 707
ID = 1
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 32
supermove
pausemove
scale = 1,1
sprpriority = 9999999
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[State 300, 0]
type = PlaySnd
trigger1 = Time = 0
value = 200,1
persistent = 0

[State 300, 0]
type = PlaySnd
trigger1 = Time = 7
value = S7530, 1
persistent = 0

[State 300, 0]
type = envshake
trigger1 = animelem = 5, = 0
time = 10
freq = 120

[State 300, 0]
type = Envcolor
trigger1 = animelem = 5
time = 7
value = 240, 240, 240
;value = 0, 0, 0

[State 300, 0]
type = Lifeadd
trigger1 = animelem = 5
value = 25

[State 300, 3]
type = HitDef
trigger1 = var(3) != 0
trigger1 = AnimElem = 5
persistent = 0
hitflag = MAF
attr = S, NA
animtype  = Hard
damage    = 60
getpower = 120,20
givepower = 20,20
guardflag = M
pausetime = 11,12
sparkno = 2
sparkxy = -10,-56
hitsound   = S240,0
guardsound = S150,1
ground.type = Low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5.4,-5
ground.cornerpush.veloff = -8
ground.cornerpush = 1
yaccel = 0.64
fall = 1
fall.recovery = 0
air.velocity = -5.4,-5
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
air.hittime = 17
P2stateno = 305

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 5
time = 20
freq = 75
ampl = 3

[State 300, 3]
type = HitDef
trigger1 = var(3) = 0
trigger1 = AnimElem = 5
persistent = 0
hitflag = MA
attr = S, NA
animtype  = Hard
damage    = 60
getpower = 120,20
givepower = 20,20
guardflag = M
pausetime = 11,12
sparkno = 2
sparkxy = -10,-56
hitsound   = S240,0
guardsound = S150,1
ground.type = Low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5.4,-5
ground.cornerpush.veloff = -8
ground.cornerpush = 1
yaccel = 0.64
fall = 1
fall.recovery = 0
air.velocity = -5.4,-5
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
air.hittime = 17
P2stateno = 305

[State MovetypeReset]
type = statetypeset
trigger1 = animelemtime(6) >= 0
movetype = I

[State 300, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------
; 301 One Inch Cancel
[Statedef 301]
type = S
movetype = A
physics = S
anim = 301
velset = 0
ctrl = 0

[State 301, 0]
type = PlaySnd
trigger1 = Time = 0
value = 200,1
persistent = 0

[State 301, 0]
type = PlaySnd
trigger1 = Time = 0
value = 300,7
persistent = 0

[State 301, 0]
type = envshake
trigger1 = animelem = 5, = 0
time = 10
freq = 120

[State 301, 3]
type = HitDef
trigger1 = var(3) != 0
trigger1 = AnimElem = 5
persistent = 0
hitflag = MAF
attr = S, NA
animtype  = Medium
damage    = 40
getpower = 120,20
givepower = 20,20
guardflag = M
pausetime = 11,12
sparkno = 2
sparkxy = -10,-56
hitsound   = S240,0
guardsound = S150,1
ground.type = Low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10
ground.cornerpush.veloff = -14
yaccel = 0.6
air.velocity = -3,-8
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
air.hittime = 17

[State 301, 3]
type = HitDef
trigger1 = var(3) = 0
trigger1 = AnimElem = 5
persistent = 0
hitflag = MA
attr = S, NA
animtype  = Medium
damage    = 40
getpower = 120,20
givepower = 20,20
guardflag = M
pausetime = 11,12
sparkno = 2
sparkxy = -10,-56
hitsound   = S240,0
guardsound = S150,1
ground.type = Low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10
ground.cornerpush.veloff = -14
yaccel = 0.6
air.velocity = -3,-8
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
air.hittime = 17

[State MovetypeReset]
type = statetypeset
trigger1 = animelemtime(6) >= 0
movetype = I

[State 301, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1








;-------------------------------
; 305 been hit by normal one inch
[statedef 305]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 305, 0]
type = changeanim2
trigger1 = time = 0
value = 305

[State 305, 0]
type = ChangeState
trigger1 = hitshakeover = 1
value = 306

;part2
[Statedef 306]
type = A
movetype= H
physics = N
ctrl = 0

[State 306, 1]
type = VelAdd
trigger1 = 1
y = ifelse( GetHitVar(yaccel)!=0 , GetHitVar(yaccel) , 0.45)

[State 306, 0]
type = changeanim2
trigger1 = time = 0
value = 306

[State 306, 0]
type = HitVelSet
trigger1 = time = 0
x = 1
y = 1

[State 306, 10]
type = changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 5
value = 307

;slide in ground
[Statedef 307]
type = S
movetype = H
physics = N
velset = -6+(p2dist x < 0)*12,0
ctrl = 0

[State 307, 1]
type = changeanim2
trigger1 = time = 0
value = 307

[State 307, 0]
type = posset
trigger1 = time = 0
y = 0

[State 307, veladd]
type = veladd
trigger1 = time >= 0
trigger1 = time <= 14
x = 0.32-(p2dist X < 0)*0.64

[State 307, veladd]
type = velset
trigger1 = animelem = 2
x = 0

[State 307, self]
type = selfstate
trigger1 = alive
trigger1 = animtime = 0
value = 5120

[State 307, self]
type = selfstate
trigger1 = !alive
trigger1 = animtime = 0
value = 5150




;--------------------------------------------------------
; dodge forward 350
[Statedef 350]
type    = S
movetype= I
physics = S
velset = 0,0,0
ctrl = 0
anim = 350
sprpriority = -1

[State 350, 0]
type = PlaySnd
trigger1 = Time = 0
value = 300,2
persistent = 0

[State 350, 0]
type = Afterimage
trigger1 = time = 4
time = 17
length = 7
PalBright = 0, 0, 0
PalContrast = 160,160,160
PalAdd = 0, 0, 0
PalMul = 1,1,1
framegap = 3
Trans = Add1

[State 350, Vel Y]
type = VelSet
trigger1 = (animelemtime(3) >= 0) && (animelemtime(6) <= 0)
x = 5

[State 350, 1]
type = NotHitBy
trigger1 = AnimElemTime(6) < 0
value = SCA, AA, AP
time = 1

[State 350, 3]
type = VelSet
trigger1 = animelem = 6, = 1
x = 0

[State 350, 4]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 350, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1





;--------------------------------------------------------
; 351 dodge forward during guard 
[Statedef 351]
type    = S
movetype= I
physics = S
velset = 0,0,0
ctrl = 0
anim = 351
sprpriority = -1
poweradd = -1000

[State 351, flash]
type = explod
trigger1 = time = 0
persistent = 0
anim = 820
bindtime = 1
pos = 7,-77
postype = P1
sprpriority = 3
ownpal = 1
supermove = 1

[State 351, ice-crash(S)]
type = explod
trigger1 = time = 0
persistent = 0
anim = 143
bindtime = 1
pos = 0,0
postype = P1
sprpriority = 3
ownpal = 1
shadow = 64,64,64
supermove = 1

[State 351, 0]
type = superpause
trigger1 = time = 0
time = 12
movetime = 12
sprpriority = -1
anim = -1
darken = 0

[State 351, flash]
type = envcolor
trigger1 = time = 0
value = 240,240,240
under = 1
time = 4
supermove = 1

[State 351, 0]
type = PlaySnd
trigger1 = Time = 0
value = 300,2
persistent = 0

[State 351, 0]
type = Afterimage
trigger1 = time = 8
time = 17
length = 9
framegap = 3
Trans = Add1
PalContrast = 0,160,255

[State 351, Vel Y]
type = VelSet
trigger1 = (animelemtime(4) >= 0) && (animelemtime(7) <= 0)
x = 7

[State 351, 1]
type = NotHitBy
trigger1 = AnimElemTime(7) <= 0
value = SCA

[State 351, 3]
type = VelSet
trigger1 = animelem = 7, = 1
x = 0

[State 351, 4]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 351, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1





;--------------------------------------------------------
; dodge backward 360
[Statedef 360]
type    = S
movetype= I
physics = S
velset = 0,0,0
ctrl = 0
anim = 360
sprpriority = -1

[State 360, 1]
type = PlaySnd
trigger1 = Time = 0
value = 300,2
persistent = 0

[State 360, 0]
type = Afterimage
trigger1 = time = 4
time = 17
length = 7
PalBright = 0, 0, 0
PalContrast = 160,160,160
PalAdd = 0, 0, 0
PalMul = 1,1,1
framegap = 3
Trans = Add1

[State 360, Vel Y]
type = VelSet
trigger1 = (animelemtime(3) >= 0) && (animelemtime(5) <= 0)
x = -7

[State 360, 1]
type = NotHitBy
trigger1 = animelemtime(5) < 0
value = SCA, AA, AP
time = 1

[State 360, 3]
type = VelSet
trigger1 = animelem = 5, = 1
x = 0

[State 360, 4]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 360, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




;--------------------------------------------------------
; 361 dodge backward during guard
[Statedef 361]
type    = S
movetype= I
physics = S
velset = 0,0,0
ctrl = 0
anim = 361
sprpriority = -1
poweradd = -1000

[State 361, flash]
type = explod
trigger1 = time = 0
persistent = 0
anim = 820
bindtime = 1
pos = 7,-77
postype = P1
sprpriority = 3
ownpal = 1
supermove = 1

[State 361, ice-crash(S)]
type = explod
trigger1 = time = 0
persistent = 0
anim = 143
bindtime = 1
pos = 0,0
postype = P1
sprpriority = 3
ownpal = 1
shadow = 64,64,64
supermove = 1

[State 361, flash]
type = envcolor
trigger1 = time = 0
value = 240,240,240
under = 1
time = 4
supermove = 1

[State 361, 0]
type = superpause
trigger1 = time = 0
time = 12
movetime = 12
sprpriority = -1
anim = -1
darken = 0

[State 361, 1]
type = PlaySnd
trigger1 = Time = 0
value = 300,2
persistent = 0

[State 361, 0]
type = Afterimage
trigger1 = time = 8
time = 17
length = 9
PalContrast = 0,160,255
framegap = 3
Trans = Add1

[State 361, Vel Y]
type = VelSet
trigger1 = (animelemtime(4) >= 0) && (animelemtime(6) <= 0)
x = -7

[State 361, 1]
type = NotHitBy
trigger1 = animelemtime(6) < 0
value = SCA

[State 361, 3]
type = VelSet
trigger1 = animelem = 6, = 1
x = 0

[State 361, 4]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 361, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1





;===============================
; Crouching light punch
[Statedef 400]
type = C
movetype = A
physics = C
anim = 400
velset = 0
ctrl = 0

[State 400, 0]
type = PlaySnd
trigger1 = Time = 0
value = 200,2
persistent = 0

[State 400, 0]
type = PlaySnd
trigger1 = random <= 699
trigger1 = Time = 0
value = 300,2
persistent = 0

[State 400 , 3]
type = HitDef
trigger1 = var(3) != 0
trigger1 = AnimElem = 3
attr = C, NA
damage    = 30
animtype  = Light
getpower = 60,20
givepower = 20,20
hitflag = MAF
guardflag = M
pausetime = 11,12
sparkxy = 4,-48
sparkno = 1
hitsound   = S210,0
guardsound = S150,0
ground.type = Low
ground.slidetime = 9+(var(5)||var(6))*9
ground.hittime  = 9+(var(5)||var(6))*9
ground.velocity = -6
ground.cornerpush.veloff = -6
air.velocity = -2,-3
air.animtype = Back
down.velocity = -4,0
down.hittime = 20
air.fall = 0
fall.recover = 0 

[State 400 , 3]
type = HitDef
trigger1 = var(3) = 0
trigger1 = AnimElem = 3
attr = C, NA
damage    = 30
animtype  = Light
getpower = 60,20
givepower = 20,20
hitflag = MA
guardflag = M
pausetime = 11,12
sparkxy = 4,-48
sparkno = 1
hitsound   = S210,0
guardsound = S150,0
ground.type = Low
ground.slidetime = 9+(var(5)||var(6))*9
ground.hittime  = 9+(var(5)||var(6))*9
ground.velocity = -6
ground.cornerpush.veloff = -6
air.velocity = -2,-3
air.animtype = Back
down.velocity = -4,0
down.hittime = 20
air.fall = 0
fall.recover = 0 

[State MovetypeReset]
type = statetypeset
trigger1 = animelemtime(4) >= 0
movetype = I

[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11+(command != "holddown")
ctrl = 1


;---------------------------------------------------------------------------
; Crouching light kick
[Statedef 410]
type = C
movetype = A
physics = C
anim = 410
velset = 0
ctrl = 0

-------------------------
[State 200, 0]
type = ChangeState
trigger1 = time = 0
value = 962
--------------------------

[State 410, 0]
type = PlaySnd
trigger1 = Time = 0
value = 200,2
persistent = 0

[State 410, 0]
type = PlaySnd
trigger1 = random <= 699
trigger1 = Time = 0
value = 300,2
persistent = 0

[State 410, 3]
type = HitDef
trigger1 = var(3) != 0
trigger1 = AnimElem = 2
attr = C, NA
damage    = 30
getpower = 60,20
givepower = 20,20
hitflag = MAF
animtype = light
guardflag = L
pausetime = 11,12
sparkno = 1
sparkxy = 2,-12
hitsound   = S210,0
guardsound = S150,0
ground.type = Low
ground.slidetime = 9+(var(5)||var(6))*9
ground.hittime  = 9+(var(5)||var(6))*9
ground.cornerpush.veloff = -7
ground.velocity = -6
air.velocity = -2,-3
air.animtype = Back
guard.velocity = -5
air.fall = 0
fall.recover = 0 

[State 410, 3]
type = HitDef
trigger1 = var(3) = 0
trigger1 = AnimElem = 2
attr = C, NA
damage    = 30
getpower = 60,20
givepower = 20,20
hitflag = MA
animtype = light
guardflag = L
pausetime = 11,12
sparkno = 1
sparkxy = 2,-12
hitsound   = S210,0
guardsound = S150,0
ground.type = Low
ground.slidetime = 9+(var(5)||var(6))*9
ground.hittime  = 9+(var(5)||var(6))*9
ground.cornerpush.veloff = -7
ground.velocity = -6
air.velocity = -2,-3
air.animtype = Back
guard.velocity = -5
air.fall = 0
fall.recover = 0 

[State MovetypeReset]
type = statetypeset
trigger1 = animelemtime(4) >= 0
movetype = I

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11+(command != "holddown")
ctrl = 1

;新しゃがみ弱キック
[Statedef 962]
type = C
movetype = A
physics = C
anim = 962
velset = 0
ctrl = 0

[State 410, 0]
type = PlaySnd
trigger1 = Time = 0
value = 200,2
persistent = 0

[State 410, 0]
type = PlaySnd
trigger1 = random <= 699
trigger1 = Time = 0
value = 300,2
persistent = 0

[State 410, 3]
type = HitDef
trigger1 = var(3) != 0
trigger1 = AnimElem = 2
attr = C, NA
damage    = 30
getpower = 60,20
givepower = 20,20
hitflag = MAF
animtype = light
guardflag = L
pausetime = 11,12
sparkno = 1
sparkxy = 2,-12
hitsound   = S210,0
guardsound = S150,0
ground.type = Low
ground.slidetime = 9+(var(5)||var(6))*9
ground.hittime  = 9+(var(5)||var(6))*9
ground.cornerpush.veloff = -7
ground.velocity = -6
air.velocity = -2,-3
air.animtype = Back
guard.velocity = -5
air.fall = 0
fall.recover = 0 

[State 410, 3]
type = HitDef
trigger1 = var(3) = 0
trigger1 = AnimElem = 2
attr = C, NA
damage    = 30
getpower = 60,20
givepower = 20,20
hitflag = MA
animtype = light
guardflag = L
pausetime = 11,12
sparkno = 1
sparkxy = 2,-12
hitsound   = S210,0
guardsound = S150,0
ground.type = Low
ground.slidetime = 9+(var(5)||var(6))*9
ground.hittime  = 9+(var(5)||var(6))*9
ground.cornerpush.veloff = -7
ground.velocity = -6
air.velocity = -2,-3
air.animtype = Back
guard.velocity = -5
air.fall = 0
fall.recover = 0 

[State MovetypeReset]
type = statetypeset
trigger1 = animelemtime(4) >= 0
movetype = I

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11+(command != "holddown")
ctrl = 1
-------------------------------------------

; Crouching hard punch
[Statedef 420]
type = C
movetype = A
physics = C
anim = 420
velset = 0
ctrl = 0

[State 420, 0]
type = PlaySnd
trigger1 = Time = 0
value = 200,1
persistent = 0

[State 420, 0]
type = PlaySnd
trigger1 = random <= 699
trigger1 = Time = 0
value = 300,0
persistent = 0

[State 1552, hitdef]
type = Hitdef
trigger1 = var(3) != 0
trigger1 = time = 0
persistent = 0
hitflag = MAF
guardflag = MA
attr = S, SA
sparkxy = 0,-48
damage = 60,4 ;125,20
animtype = Hard
getpower = 60,20
givepower = 20,20
pausetime = 5,14
sparkno = 2
hitsound = S240,0
guardsound = S150,1
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -6,-8
ground.cornerpush.veloff = 0
guard.velocity = -8
airguard.velocity = -4,-5
yaccel = 0.64
fall = 1
fall.recover = 0
air.velocity = -6,-8
air.fall = 1
air.recover = 0
fall.recover = 0
air.animtype = Back
;palfx.time = 39
;palfx.mul = 220,220,255
;palfx.sinadd = 64,48,48,32
;palfx.add = 184,184,200
;palfx.color = 8
envshake.time = 12
envshake.ampl = 3

[State 1552, hitdef]
type = Hitdef
trigger1 = var(3) = 0
trigger1 = time = 0
persistent = 0
hitflag = MA
guardflag = MA
attr = S, SA
sparkxy = 0,-48
damage = 60,4 ;125,20
animtype = Hard
getpower = 60,20
givepower = 20,20
pausetime = 5,14
sparkno = 2
hitsound = S240,0
guardsound = S150,1
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -6,-8
ground.cornerpush.veloff = 0
guard.velocity = -8
airguard.velocity = -4,-5
yaccel = 0.64
fall = 1
fall.recover = 0
air.velocity = -6,-8
air.fall = 1
air.recover = 0
fall.recover = 0
air.animtype = Back
;palfx.time = 39
;palfx.mul = 220,220,255
;palfx.sinadd = 64,48,48,32
;palfx.add = 184,184,200
;palfx.color = 8
envshake.time = 12
envshake.ampl = 3


[State MovetypeReset]
type = statetypeset
trigger1 = animelemtime(5) >= 0
movetype = I

[State 420, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11+(command != "holddown")
ctrl = 1




; Crouching hard kick
[Statedef 430]
type = C
movetype = A
physics = C
anim = 4255
velset = 0
ctrl = 0

[State 430, 0]
type = PlaySnd
trigger1 = Time = 0
value = 200,2
persistent = 0

[State 430, 0]
type = PlaySnd
trigger1 = random <= 699
trigger1 = Time = 0
value = 300,0
persistent = 0

[State 430 , 3]
type = HitDef
trigger1 = var(3) != 0
trigger1 = AnimElem = 3
attr = C, NA
hitflag = MAF
damage    = 80
animtype = Med
getpower = 120,20
givepower = 20,20
hitflag = MA
guardflag = L
pausetime = 11,12
sparkxy = -2,-10
sparkno = 2
hitsound   = S230,0
guardsound = S150,1
ground.type = Trip
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-8
yaccel = 0.64
air.velocity = -3,-9
air.animtype = Back
guard.velocity = -5
fall = 1
fall.recover = 0
fall.animtype = back
fall.yvelocity = -3

[State 430 , 3]
type = HitDef
trigger1 = var(3) = 0
trigger1 = AnimElem = 3
attr = C, NA
hitflag = MA
damage    = 80
animtype = Med
getpower = 120,20
givepower = 20,20
hitflag = MA
guardflag = L
pausetime = 11,12
sparkxy = -2,-10
sparkno = 2
hitsound   = S230,0
guardsound = S150,1
ground.type = Trip
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-8
yaccel = 0.64
air.velocity = -3,-9
air.animtype = Back
guard.velocity = -5
fall = 1
fall.recover = 0
fall.animtype = back
fall.yvelocity = -3

[State MovetypeReset]
type = statetypeset
trigger1 = animelemtime(4) >= 0
movetype = I

[State 430, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11+(command != "holddown")
ctrl = 1





;--------------------
; 440 sliding kick
[Statedef 440]
type = C
movetype = A
physics = C
anim = 440
velset = 0,0
ctrl = 0

[State 440, 0]
type = PlaySnd
trigger1 = Time = 0
value = 300,0
persistent = 0

[State 440, posset]
type = posset
trigger1 = time = 0
y = 0

[State 440, 0]
type = posadd
triggerall = !Var(6);||(Helper(10000),Time>12)
trigger1 = animelem = 3
trigger2 = animelem = 4
x = 8

[State 440, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 441
ctrl = 0



[Statedef 441]
type = C
movetype = A
physics = N
anim = 441
velset = 9
ctrl = 0

[State 441, 0]
type = PlaySnd
trigger1 = Time = 0
value = 1000,3
persistent = 0

[State 441, 0]
type = veladd
trigger1 = 1
x = -0.45

[State 441 , 3]
type = HitDef
trigger1 = var(3) != 0
trigger1 = time = 0
persistent = 0
attr = C, SA
hitflag = MAFD
damage    = 50
animtype = Hard
getpower = 120,20
givepower = 20,20
guardflag = L
pausetime = 11,12
sparkxy = -3,-12
sparkno = 2
hitsound   = S230,0
guardsound = S150,1
ground.type = Low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-9
ground.cornerpush.veloff = 0
yaccel = 0.6
air.velocity = -3,-9
air.animtype = Back
guard.velocity = -5
fall = 1
fall.recover = 0
fall.animtype = back
envshake.time = 12
envshake.anpl = 2

[State 441 , 3]
type = HitDef
trigger1 = var(3) = 0
trigger1 = time = 0
persistent = 0
attr = C, SA
hitflag = MAFD
damage    = 50
animtype = Hard
getpower = 60,20
givepower = 20,20
guardflag = L
pausetime = 11,12
sparkxy = -3,-12
sparkno = 2
hitsound   = S230,0
guardsound = S150,1
ground.type = Low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4.5,-7
ground.cornerpush.veloff = 0
yaccel = 0.6
air.velocity = -4.5,-7
air.animtype = Back
guard.velocity = -5
fall = 1
fall.recover = 0
fall.animtype = back
envshake.time = 12
envshake.anpl = 2

[State 441, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 442
ctrl = 0





;--------------end
[Statedef 442]
type = C
movetype = I
physics = C
anim = 442
velset = 0,0
ctrl = 0

[State 442, 0]
type = posadd
triggerall = !Var(6);||(Helper(10000),Time>12)
trigger1 = animelem = 1
x = 11

[State 442, 0]
type = posadd
triggerall = !Var(6);||(Helper(10000),Time>12)
trigger1 = animelem = 2
trigger2 = animelem = 3
x = 8

[State 442, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11+(command!= "holddown")
ctrl = 1


;------------------
; Air light punch
[Statedef 600]
type = A
movetype = A
physics = A
anim = 600
ctrl = 0

[State 600, 0]
type = PlaySnd
trigger1 = Time = 0
value = 200,1
persistent = 0

[State 600, 0]
type = PlaySnd
trigger1 = random <= 699
trigger1 = Time = 0
value = 300,2
persistent = 0

[State 600, 3]
type = HitDef
trigger1 = var(3) != 0
trigger1 = time = 0
attr = A, NA
animtype = light + (var(5)||var(6))*2
hitflag = MAF
damage = 30
getpower = 60,20
givepower = 20,20
guardflag = HA
pausetime = 11,12
sparkxy = 2,-30
hitsound   = S200,0
guardsound = S150,0
ground.type = low
ground.slidetime = 9 + (var(5)||var(6))*9
ground.hittime = 9 + (var(5)||var(6))*9
ground.velocity = -5
ground.cornerpush.veloff = -10
yaccel = 0.6
air.velocity = -3,-8
air.hittime = 17
air.animtype = Back
air.cornerpush.veloff = 0
airguard.velocity = -4,-4
air.fall = 0
fall.recover = 0 

[State 600, 3]
type = HitDef
trigger1 = var(3) = 0
trigger1 = time = 0
attr = A, NA
animtype = light
hitflag = MA
damage = 30
getpower = 60,20
givepower = 20,20
guardflag = HA
pausetime = 11,12
sparkxy = 2,-30
hitsound   = S200,0
guardsound = S150,0
ground.type = low
ground.slidetime = 9 + (var(5)||var(6))*9
ground.hittime = 9 + (var(5)||var(6))*9
ground.velocity = -5
ground.cornerpush.veloff = -10
yaccel = 0.6
air.velocity = -3,-8
air.hittime = 17
air.animtype = Back
air.cornerpush.veloff = 0
airguard.velocity = -4,-4
air.fall = 0
fall.recover = 0 

[State MovetypeReset]
type = statetypeset
trigger1 = animelemtime(6) >= 0
movetype = I


;------------------
; Air light kick
[Statedef 610]
type = A
movetype = A
physics = A
anim = 615
ctrl = 0

[State 610, 0]
type = PlaySnd
trigger1 = Time = 0
value = 200,2
persistent = 0

[State 610, 0]
type = PlaySnd
trigger1 = random <= 699
trigger1 = Time = 0
value = 300,2
persistent = 0

[State 610, 3]
type = HitDef
trigger1 = var(3) != 0
trigger1 = AnimElem = 4
attr = A, NA
animtype = light
hitflag = MAF
damage = 30
getpower = 60,20
givepower = 20,20
guardflag = HA
pausetime = 11,12
sparkxy = -3,-40
hitsound   = S210,0
guardsound = S150,0
ground.type = low
ground.slidetime = 9+(var(5)||var(6))*9
ground.hittime = 9+(var(5)||var(6))*9
ground.velocity = -5
ground.cornerpush.veloff = -10
yaccel = 0.6
air.velocity = -3,-8
air.hittime = 17
air.animtype = Back
air.cornerpush.veloff = 0
airguard.velocity = -4,-4
air.fall = 0
fall.recover = 0 

[State 610, 3]
type = HitDef
trigger1 = var(3) = 0
trigger1 = AnimElem = 4
attr = A, NA
animtype = light
hitflag = MA
damage = 30
getpower = 60,20
givepower = 20,20
guardflag = HA
pausetime = 11,12
sparkxy = -3,-40
hitsound   = S210,0
guardsound = S150,0
ground.type = low
ground.slidetime = 9+(var(5)||var(6))*9
ground.hittime = 9+(var(5)||var(6))*9
ground.velocity = -5
ground.cornerpush.veloff = -10
yaccel = 0.6
air.velocity = -3,-8
air.hittime = 17
air.animtype = Back
air.cornerpush.veloff = 0
airguard.velocity = -4,-4
air.fall = 0
fall.recover = 0 

[State MovetypeReset]
type = statetypeset
trigger1 = animelemtime(7) >= 0
movetype = I



;------------------
; Air hard punch
[Statedef 620]
type = A
movetype = A
physics = A
anim = 620
ctrl = 0

[State 620, 0]
type = PlaySnd
trigger1 = Time = 0
value = 200,1
persistent = 0

[State 620, 0]
type = PlaySnd
trigger1 = random <= 799
trigger1 = Time = 0
value = 300,0
persistent = 0

[State 620 , 3]
type = HitDef
trigger1 = var(3) != 0
trigger1 = time = 0
persistent = 0
hitflag = MAF
attr = A, NA
damage    = 80
animtype  = Med
getpower = 120,20
givepower = 20,20
guardflag = HA
priority = 5
pausetime = 11,12
sparkxy = 2,-30
sparkno = 2
hitsound   = S220,0
guardsound = S150,1
ground.type = low
ground.slidetime = 9+(var(5)||var(6))*9
ground.hittime  = 9+(var(5)||var(6))*9
ground.velocity = -5
ground.cornerpush.veloff = -12
yaccel = 0.6
air.hittime = 17
air.velocity = -3,-8
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
fall.recover = 0 

[State 620 , 3]
type = HitDef
trigger1 = var(3) = 0
trigger1 = time = 0
persistent = 0
hitflag = MA
attr = A, NA
damage    = 80
animtype  = Med
getpower = 120,20
givepower = 20,20
guardflag = HA
priority = 5
pausetime = 11,12
sparkxy = 2,-30
sparkno = 2
hitsound   = S220,0
guardsound = S150,1
ground.type = low
ground.slidetime = 9+(var(5)||var(6))*9
ground.hittime  = 9+(var(5)||var(6))*9
ground.velocity = -5
ground.cornerpush.veloff = -12
yaccel = 0.6
air.hittime = 17
air.velocity = -3,-8
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
fall.recover = 0 

[State MovetypeReset]
type = statetypeset
trigger1 = animelemtime(6) >= 0
movetype = I



;------------------
; Air hard kick
[Statedef 630]
type = A
movetype = A
physics = A
anim = 630
ctrl = 0

[State 630, 0]
type = PlaySnd
trigger1 = Time = 0
value = 200,2
persistent = 0

[State 630, 0]
type = PlaySnd
trigger1 = random <= 799
trigger1 = Time = 0
value = 300,0
persistent = 0

[State 630 , 3]
type = HitDef
trigger1 = var(3) != 0
trigger1 = time = 0
persistent = 0
hitflag = MAF
attr = A, NA
damage    = 80
animtype  = Med
getpower = 120,20
givepower = 20,20
guardflag = HA
priority = 5
pausetime = 11,12
sparkxy = -3,-40
sparkno = 2
hitsound   = S230,0
guardsound = S150,1
ground.type = low
ground.slidetime = 9+(var(5)||var(6))*9
ground.hittime  = 9+(var(5)||var(6))*9
ground.velocity = -5
ground.cornerpush.veloff = -12
yaccel = 0.6
air.hittime = 17
air.velocity = -3,-8
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
fall.recover = 0 

[State 630 , 3]
type = HitDef
trigger1 = var(3) = 0
trigger1 = time = 0
persistent = 0
hitflag = MA
attr = A, NA
damage    = 80
animtype  = Med
getpower = 120,20
givepower = 20,20
guardflag = HA
priority = 5
pausetime = 11,12
sparkxy = -3,-40
sparkno = 2
hitsound   = S230,0
guardsound = S150,1
ground.type = low
ground.slidetime = 9+(var(5)||var(6))*9
ground.hittime  = 9+(var(5)||var(6))*9
ground.velocity = -5
ground.cornerpush.veloff = -12
yaccel = 0.6
air.hittime = 17
air.velocity = -3,-8
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
fall.recover = 0 

[State MovetypeReset]
type = statetypeset
trigger1 = animelemtime(4) >= 0
movetype = I




;------------------
; Air CD attack
[Statedef 640]
type = A
movetype = A
physics = A
anim = 640
ctrl = 0

[State 640, 0]
type = PlaySnd
trigger1 = Time = 0
value = 200,2
persistent = 0

[State 640, 0]
type = PlaySnd
trigger1 = random <= 599
trigger1 = Time = 0
value = 300,1
persistent = 0

[State 640, 1]
type = HitDef
trigger1 = var(3) != 0
trigger1 = AnimElem = 7
persistent = 0
attr = S, NA
animtype = Med
getpower = 120,20
givepower = 20,20
damage = 90
guardflag = M
hitflag = MAF
pausetime = 11,12
sparkno = 2
sparkxy = 4,-64
hitsound = S240,0
guardsound = S150,1
yaccel = 0.7
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -5.5,-7
ground.cornerpush.veloff = -14
fall = 1
fall.xvelocity = -2
guard.velocity = -5
air.velocity = -5,-7
airguard.velocity = -4,-4
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 1
fall.recover = 1

[State 640, 1]
type = HitDef
trigger1 = var(3) = 0
trigger1 = AnimElem = 7
persistent = 0
attr = S, NA
animtype = Med
getpower = 120,20
givepower = 20,20
damage = 90
guardflag = M
hitflag = MA
pausetime = 11,12
sparkno = 2
sparkxy = 4,-64
hitsound = S240,0
guardsound = S150,1
yaccel = 0.7
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -5.5,-7
ground.cornerpush.veloff = -14
fall = 1
fall.xvelocity = -2
guard.velocity = -5
air.velocity = -5,-7
airguard.velocity = -4,-4
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 1
fall.recover = 1

[State MovetypeReset]
type = statetypeset
trigger1 = animelemtime(8) >= 0
movetype = I





;================================
; Normal Throws　強パンチ投げ
;================================
; 700 ICE COFFIN
[Statedef 700]
type = S
movetype = A
physics = S
velset = 0,0
anim = 700
ctrl = 0

[State 700 , 1]
type = HitDef
Trigger1 = AnimElem = 1
;trigger1 = P2movetype != H && P2statetype != A
;trigger1 = time = 0
persistent = 0
hitflag = M-
attr = S, NT
priority = 1, Miss
sparkno = 2
sparkxy = -10,-70
sprpriority = 1
p2facing = 1
p1stateno = 900
p2stateno = 901
guard.dist = 0
snap = 28,0,0,1
fall = 1
ground.type = Low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4.4,-8
ground.cornerpush = 1
yaccel = 0.64
air.velocity = -4.4,-8
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
air.hittime = 17

[State 700, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; 投げ成功（モーション）
[Statedef 900]
type = S
movetype = A
physics = S
anim = 900
velset = 0,0

[State 702, muteki]
type = nothitby
trigger1 = 1
time = 25
value = SCA

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value =S900,0

[State 901, 0]
type = TargetBind
trigger1 = Time = (0, 1)
pos = 25,0;0

[State 901, 0]
type = TargetBind
trigger1 = Time = (1, 7)
pos = 25,-75

[State 901, 1]
type = TargetBind
trigger1 = Time = (7, 13)
pos = 0,-90

[State 901, 2]
type = TargetBind
trigger1 = Time = (13, 17)
pos = 0,-80


[State 901, 3]
type = PlaySnd
trigger1 = animelem = 4
value = S300,0

[State 901, 3]
type = PlaySnd
trigger1 = animelem = 4
value = S200,5
channel = 2

;[State 901, 4]
;type = EnvShake
;trigger1 = Time = 43
;time = 10

[State 901, 3]
type = PlaySnd
trigger1 = Time = 25
value = S1600,0

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 25
time = 10
freq = 75
ampl = 3

[State 0, Explod]
type = Explod
trigger1 = time = 25
anim = 781
ID = 1
pos = 0,0
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
ownpal = 1



;--------------------------------
;[State 310]
;type = ChangeState
;triggerall = Animelem = 8
;trigger1 = Command = "hold_x"
;trigger2 = Command = "hold_y"
;value = 1605
;ctrl = 0
;--------------------------------

;[State 752, 2]
;type = turn
;trigger1 = animtime = 0
;persistent = 0

[State 901, 5]
type = Changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 相手側
[Statedef 901]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0, 0 

[State 902, 2]
type = Changeanim2
trigger1 = Time = 0
value = 901

[State 902, 3]
type = LifeAdd
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -10
value = -90

[State 902,2]
type = Veladd
trigger1 = Time = 19
x = -3
y = 15

[State 901, 4]
type = EnvShake
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -10
time = 10

;[State 902, 4]
;type = changestate
;trigger1 = Vel Y > 0
;trigger1 = Pos Y >= -10
;value = 902
;ctrl = 0

[State 2050, shougeki]
type = Explod
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -10
anim = F61
postype = p1
pos = -20,0
sprpriority = 2
supermove = 1
bindtime = 1
ownpal = 1

[State 902,ChangeAnim]
type = ChangeAnim
trigger1 = Anim = 901
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -10
value = ifelse(SelfAnimExist(5101) = 1,5101,5160)

[State 902, 4]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -10
trigger1 = Anim = 5101 || Anim = 5160
value = 5101


[Statedef 902]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0,0 

[State 310, 2]
type = posset
trigger1 = Time = 0
y = 0
[State 310, 2]
type = posadd
trigger1 = Time = 0
x = -30

[State 902, 2]
type = Changeanim2
trigger1 = Time = 0
value = 902

[State 1101]
type = VelAdd
trigger1 = animelem = 2
x = -2
y = -2

[State 1101]
type = VelAdd
trigger1 = time > 5
y = .2

[State 902,ChangeAnim]
type = ChangeAnim
trigger1 = Anim = 902
trigger1 = Vel Y > 0
trigger1 = time > 10
trigger1 = Pos Y >= 0
value = ifelse(SelfAnimExist(5081) = 1,5081,5160)

[State 902, 4]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = time > 10
trigger1 = Pos Y >= 0
trigger1 = Anim = 5081 || Anim = 5160
value = 5081
ctrl = 0


;強キック投げ
;=====================
; 750 Behind Slash
[Statedef 750]
type = S
movetype = A
physics = S
velset = 0,0
anim = 700
ctrl = 0

[State 750 , 1]
type = HitDef
trigger1 = P2movetype != H && P2statetype != A
trigger1 = time = 0
persistent = 0
hitflag = M-
attr = S, NT
priority = 1, Miss
sparkno = 2
sparkxy = -10,-50
sprpriority = 1
;p2facing = 1
p1stateno = 905
p2stateno = 906
guard.dist = 0
snap = 24,0,0,1
fall = 1
ground.type = Low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 6,-8
ground.cornerpush = 1
yaccel = 0.64
air.velocity = 6,-8
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 1
air.hittime = 17

[State 750, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; 投げ成功（モーション）
[Statedef 905]
type = S
movetype = A
physics = S
anim = 905
velset = 0,0

[State 702, muteki]
type = nothitby
trigger1 = 1
value = SCA

[State 752, 2]
type = posadd
trigger1 = animelem = 6
x = 4

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value =S230,0

[State 901, 0]
type = TargetBind
trigger1 = Time = (0, 4)
pos = 25,0;0

[State 901, 0]
type = TargetBind
trigger1 = Time = (4, 6)
pos = 25,-20;0

[State 901, 1]
type = TargetBind
trigger1 = Time = (6, 12)
pos = 15,-65;-80

[State 901, 2]
type = TargetBind
trigger1 = Time = (12, 32)
pos = 30,-130;-140

[State 901, 3]
type = TargetBind
trigger1 = Time = (32, 35)
pos = -5,-120;-80

[State 901, 3]
type = TargetBind
trigger1 = Time = (35, 38)
pos = -50,-80;-60

[State 901, 3]
type = PlaySnd
trigger1 = animelem = 6
value = S300,0

[State 901, 3]
type = PlaySnd
trigger1 = animelem = 6
value = S200,5
channel = 2

;[State 901, 4]
;type = EnvShake
;trigger1 = Time = 43
;time = 10

;-------------------------------------
;[State 752, 2]
;type = turn
;triggerall = animelem = 10
;trigger1 = Command = "hold_x"
;trigger2 = Command = "hold_y"
;persistent = 0

;[State 310]
;type = ChangeState
;triggerall = Animelem = 10
;trigger1 = Command = "hold_x"
;trigger2 = Command = "hold_y"
;value = 1605
;ctrl = 0
;-------------------------------------

[State 752, 2]
type = turn
trigger1 = animtime = 0
persistent = 0

[State 901, 5]
type = Changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 相手側
[Statedef 906]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0, 0 

[State 902, 2]
type = Changeanim2
trigger1 = Time = 0
value = 906

[State 902, 3]
type = LifeAdd
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = -90

[State 901, 4]
type = EnvShake
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
time = 10

[State 902,2]
type = Veladd
trigger1 = Time = 39
x = 2
y = 14

[State 902, 4]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100
ctrl = 0







;=================================================
; Special Attacks 必殺技
;=================================================
;---------------
; ブーストジャンプ
[Statedef 1060]
type = A
movetype = A
physics = N
velset = 6,-6
anim = 1060
ctrl = 1

[State 312, 3]
type = VarSet
trigger1 = Time = 0
var(41) = 1

;[State 48, 0]
;type = Width
;trigger1 = 1
;edge = 20,0
;player = 10,0

;[State 45, 0]
;type = posadd
;triggerall = !Var(6);||(Helper(10000),Time>12)
;trigger1 = time = 0
;x = 3

;[State 45, 0]
;type = posadd
;triggerall = !Var(6);||(Helper(10000),Time>12)
;trigger1 = AnimElemTime(3) = 0
;x = 3

[State 45, 0]
type = veladd
trigger1 = 1
x = 0.1
y = 0.5;372

[State 45, 0]
type = PlaySnd
trigger1 = animelem = 1
value = 2041,0
persistent = 0

[State MovetypeReset]
type = statetypeset
trigger1 = animelemtime(4) >= 0
movetype = I

[State 45, 0]
type = ChangeState
trigger1 = (Pos Y >= -4) && (Vel Y > 0)
value = 1061;52
ctrl = 0

; キャンセルジャンプ
[Statedef 1062]
type = A
movetype = A
physics = N
velset = 1.5,-6.5
anim = 1060
ctrl = 0

[State 45, 0]
type = veladd
trigger1 = 1
x = 0.1
y = 0.5;372

[State 45, 0]
type = PlaySnd
trigger1 = animelem = 1
value = 2041,0
persistent = 0

[State MovetypeReset]
type = statetypeset
trigger1 = animelemtime(4) >= 0
movetype = I

[State 45, 0]
type = ChangeState
trigger1 = (Pos Y >= -4) && (Vel Y > 0)
value = 52
ctrl = 0

; ブーストジャンプ＆エアジャンプ着地
[Statedef 1061]
type    = S
physics = S
velset = 0,0
anim = 1061
ctrl = 1

[State 48, 0]
type = Width
trigger1 = 1
edge = 40,0
player = 30,0

[State 48, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 48, 1]
type = Playsnd
trigger1 = Time = 0
;value = 47,0
value = 2150, 1
persistent = 0

[State 52, envshake]
type = envshake
trigger1 = Time = 0
time = 30
freq = 100
ampl = 6

[State 48, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;目にも止まらぬタックル 弱　ダッシュ
[Statedef 1000]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 100
ctrl = 0
velset = 0,0,0
anim = 1000

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 978
ID = 1
pos = -20,-5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 99999999
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[State 1551, Muteki]
type = nothitby
trigger1 = time = 5
value = SCA
time = 8

[State 500, 2]
type = PlaySnd
trigger1 = Time = 0
value = 1000,0
channel = 2

[State 240, 3]
type = VelSet
trigger1 = AnimElem = 2
x = 12

[State 1260, 4]
type = ChangeState
trigger1 = p2bodydist X < 20
trigger1 = time > 8
value = 1001

[State 1260, 4]
type = ChangeState
trigger1 = time = 11
value = 1001

;目にも止まらぬタックル 弱　攻撃
[Statedef 1001]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0,0
anim = 1001

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 1110
ID = 1
pos = 15,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
ownpal = 1
sprpriority = 999

[State 500, 1]
type = PlaySnd
trigger1 = animelem = 2;6
value = 300,1

[State 500, 2]
type = PlaySnd
trigger1 = animelem = 9;13
value = 47,0

[State 500, 2]
type = HitDef
trigger1 = AnimElem = 3;7
attr = S, SA
animtype  = hard
damage    = 40
getpower  = 45
givepower = 22
hitflag = MA 
guardflag = H
pausetime = 15,20
sparkxy = -10,-70
sparkno = 3
hitsound   = S240,0
guardsound = S150,1
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6
airguard.velocity = -4.0,-3.0
air.velocity = -4,-5
air.juggle = 1 + var(12)
air.fall = 1
air.recover = 0
fall.recover = 0 
air.animtype = Back
envshake.time = 12 
envshake.ampl = 3

[State 240, 3]
type = VelSet
trigger1 = AnimElem = 1;5
x = 8

[State 1000, 2]
type = VarSet
trigger1 = movehit
var(40) = 1

[State 1000]
type = ChangeState
trigger1 = time < 9
triggerall = command = "holdfwd" && command = "a" || command = "holdfwd" && command = "x"
trigger1 = Enemy,Alive = 1
trigger1 = var(40) = 1
value = 1010
ctrl = 0

[State 1000]
type = ChangeState
trigger1 = time < 9
triggerall = command = "holdfwd" && command = "b" || command = "holdfwd" && command = "y"
trigger1 = Enemy,Alive = 1
trigger1 = var(40) = 1
value = 1020
ctrl = 0

[State 1000, 2]
type = VarSet
trigger1 = animtime = 0
var(40) = 0

[State 1302, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;オマケだ受け取れ！巨漢もふっ飛ぶ必殺の肘！
[Statedef 1010]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 100
ctrl = 0
velset = 0,0,0
anim = 1010

[State 500, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 300,8

[State 300, 3]
type = HitDef
trigger1 = AnimElem = 4
persistent = 0
hitflag = MAF
attr = S, NA
animtype  = Hard
damage    = 40
getpower = 120,20
givepower = 20,20
guardflag = M
pausetime = 11,12
sparkno = 2
sparkxy = -10,-56
hitsound   = S240,0
guardsound = S150,1
ground.type = Low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5.4,-5
ground.cornerpush.veloff = -8
ground.cornerpush = 1
yaccel = 0.64
fall = 1
fall.recovery = 0
air.velocity = -5.4,-5
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
air.hittime = 17
envshake.time = 14 
envshake.ampl = 3
P2stateno = 305

[State 1000, 2]
type = VarSet
trigger1 = animtime = 0
var(40) = 0

[State 1302, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;オマケだ受け取れ！大空へ誘う必殺の蹴り！
[Statedef 1020]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 100
ctrl = 0
velset = 0,0,0
anim = 1020

[State 0, NotHitBy]
type = NotHitBy
trigger1 = stateno = 1020
value = SCA
time = 2

[State 500, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 300,8

[State 500, 1]
type = posadd
trigger1 = animelem = 2
x = 10

[State 500, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
animtype  = hard
damage    = 25
getpower  = 45
givepower = 22
hitflag = MA 
guardflag = H
pausetime = 6,15
sparkxy = -10,-70
sparkno = 3
hitsound   = S240,0
guardsound = S150,1
ground.type = Low
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -1.5,-10
airguard.velocity = -4.0,-3.0
air.velocity = -1.5,-10
air.juggle = 1 + var(12)
air.fall = 1
air.recover = 0
fall.recover = 0 
air.animtype = Back
envshake.time = 14 
envshake.ampl = 3
P2stateno = 1021

[State 1000, 2]
type = VarSet
trigger1 = animtime = 0
var(40) = 0

[state air]
Type = varset
Trigger1 = movehit
var(19) = 0

[State 1302, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;追加蹴り　相手
[Statedef 1021]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 1021, 0]
type = ChangeAnim2
trigger1 = hitshakeover = 0
value = 1021

[State 1021, 0]
type = ForceFeedBack
trigger1 = hitshakeover = 0
time = 1
waveform = square

[State 1021, 0]
type = ChangeState
trigger1 = hitshakeover = 1
value = 1022

;part2
[Statedef 1022]
type = A
movetype= H
physics = N
ctrl = 0

[State 1022, 0]
type = changeanim2
trigger1 = time = 0
value = 1021

[State 1022, 2]
type = ChangeAnim
trigger1 = anim = 1021
trigger1 = animtime = 0
trigger1 = AnimExist(5035)
value = 5030

[State 1022, 2]
type = ChangeAnim
trigger1 = anim = 5030
trigger1 = animtime = 0
trigger1 = AnimExist(5035)
value = 5035

[State 1022, 2]
type = ChangeAnim
triggerall = Anim = 5030 || Anim = 5035
trigger1 = AnimTime = 0
trigger1 = AnimExist(5050)
value = 5050

[State 1022, 2]
type = ChangeAnim
triggerall = Anim = 5050
trigger1 = AnimTime = 0
trigger1 = AnimExist(5060)
value = 5060

[State 1022, 0]
type = HitVelSet
trigger1 = time = 0
x = 1
y = 1

[State 1022, 1]
type = VelAdd
trigger1 = 1
y = ifelse( GetHitVar(yaccel)!=0 , GetHitVar(yaccel) , 0.45)

[State 1022, 10]
type = selfstate
trigger1 = Vel Y > 0
trigger1 = Pos Y > 15
value = 5100

;目にも止まらぬタックル 強　ダッシュ
[Statedef 1050]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 100
ctrl = 0
velset = 0,0,0
anim = 1050

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 978
ID = 1
pos = -20,-5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 99999999
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[State 1551, Muteki]
type = nothitby
trigger1 = time = 7
value = SCA
time = 16

[State 500, 2]
type = PlaySnd
trigger1 = Time = 0
value = 1000,0
channel = 2

[State 240, 3]
type = VelSet
trigger1 = AnimElem = 2
x = 24

[State 1260, 4]
type = ChangeState
trigger1 = p2bodydist X < 20
trigger1 = time > 12
value = 1051

[State 1260, 4]
type = ChangeState
trigger1 = time = 21
value = 1051


;目にも止まらぬタックル 強　攻撃
[Statedef 1051]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0,0
anim = 1051

[State 0, Explod]
type = Explod
trigger1 = time = 5
anim = 1110
ID = 1
pos = 15,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
ownpal = 1
sprpriority = 999

[State 500, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 300,1

[State 500, 2]
type = PlaySnd
trigger1 = animelem = 9
value = 47,0

[State 500, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
animtype  = hard
damage    = 60
getpower  = 45
givepower = 22
hitflag = MA 
guardflag = H
pausetime = 15,20
sparkxy = -10,-70
sparkno = 3
hitsound   = S240,0
guardsound = S150,1
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6
airguard.velocity = -4.0,-3.0
air.velocity = -4,-5
air.juggle = 1 + var(12)
air.fall = 1
air.recover = 0
fall.recover = 0 
air.animtype = Back
envshake.time = 12 
envshake.ampl = 3

[State 240, 3]
type = VelSet
trigger1 = AnimElem = 1
x = 8

[State 1000, 2]
type = VarSet
trigger1 = movehit
var(40) = 1

[State 1000]
type = ChangeState
trigger1 = time < 12
triggerall = command = "holdfwd" && command = "a" || command = "holdfwd" && command = "x"
trigger1 = Enemy,Alive = 1
trigger1 = var(40) = 1
value = 1010
ctrl = 0

[State 1000]
type = ChangeState
trigger1 = time < 12
triggerall = command = "holdfwd" && command = "b" || command = "holdfwd" && command = "y"
trigger1 = Enemy,Alive = 1
trigger1 = var(40) = 1
value = 1020
ctrl = 0

[State 1000, 2]
type = VarSet
trigger1 = animtime = 0
var(40) = 0

[State 1302, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1













;=======================================
; 1300 Ray Spin B
[Statedef 1300]
type = S
movetype = A
physics = S
velset = 0,0
anim = 40
poweradd = 64
ctrl = 0

[State 1300, Muteki]
type = nothitby
trigger1 = 1
value = SCA

[State 1300, 0]
type = ChangeState
trigger1 = animtime = 0
value = 1301
ctrl = 0



[Statedef 1301]
type = A
movetype = A
physics = N
velset = 3.6,-6
anim = 1300
ctrl = 0

;[State 1301, 0]
;type = varset
;trigger1 = time = 0
;var(2) = 0

;[State 1301, 0]
;type = varset
;trigger1 = (time = [0,24]) && (command = "holdfwd" && command="b")
;var(2) = 1310

;[State 1301, 0]
;type = varset
;trigger1 = (time = [0,24]) && (command = "holdfwd" && command="y")
;var(2) = 1320

[State 1301, 0]
type = veladd
trigger1 = Var(6)=0;||(Helper(10000),Time>12)
y = 0.56

[State 1301, 0]
type = Playsnd
trigger1 = animelem = 4, = 0
persistent = 0
value = 200,2

[State 1301, hitdef]
type = hitdef
trigger1 = var(1) != 2
trigger1 = var(3) != 0
trigger1 = time = 0
persistent = 0
hitflag = MAF
guardflag = MA
attr = A, SA
sparkxy = 0,-56
damage = 70,4 ;125,20
animtype = Hard
getpower = 60,20
givepower = 20,20
pausetime = 11,12
sparkno = 2
hitsound = S240,0
guardsound = S150,1
ground.type = Low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -8,0
ground.cornerpush.veloff = 0
guard.velocity = -8
airguard.velocity = -4,-5
yaccel = 0.6
fall = 0
fall.recover = 0
air.velocity = -4,-8
air.fall = 1
air.recover = 0
fall.recover = 0 
air.animtype = Back
envshake.time = 12 
envshake.ampl = 3

[State 1301, hitdef]
type = hitdef
trigger1 = var(3) = 0
trigger1 = time = 0
persistent = 0
hitflag = MA
guardflag = MA
attr = A, SA
sparkxy = 0,-56
damage = 70,4 ;125,20
animtype = Hard
getpower = 60,20
givepower = 20,20
pausetime = 11,12
sparkno = 2
hitsound = S240,0
guardsound = S150,1
ground.type = Low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -8,0
ground.cornerpush.veloff = 0
guard.velocity = -8
airguard.velocity = -4,-5
yaccel = 0.6
fall = 0
fall.recover = 0
air.velocity = -4,-8
air.fall = 1
air.recover = 0
fall.recover = 0 
air.animtype = Back
envshake.time = 12 
envshake.ampl = 3

[State 1321, 0]
type = varset
trigger1 = movehit
var(3) = 30
ignorehitpause = 1
persistent = 0

[State MovetypeReset]
type = statetypeset
trigger1 = animelemtime(8) >= 0
movetype = I

;[State 1301, 0]
;type = ChangeState
;trigger1 = ((Pos Y>=-4)&&(Vel Y>0))&&(var(2)=1310)
;value = 1310
;ctrl = 0

;[State 1301, 0]
;type = ChangeState
;trigger1 = ((Pos Y>=-4)&&(Vel Y>0)) && (var(2)=1320)
;value = 1320
;ctrl = 0

[State 1301, 0]
type = ChangeState
trigger1 = (Pos Y>=-4)&&(Vel Y>0)
value = 1302
ctrl = 0



[Statedef 1302]
type = S
movetype = I
physics = S
velset = 0,0
anim = 1503
ctrl = 0

[State 1302, 0]
type = Playsnd
trigger1 = Time = 0
value = 47,0
persistent = 0

[State 1302, 0]
type = posset
trigger1 = time = 0
y = 0

[State 1302, 0]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1





;------------------
; 1310 -> + B
[Statedef 1310]
type = S
movetype = A
physics = S
velset = 0,0
anim = 1310
poweradd = 64
ctrl = 0

[State 1310, 0]
type = Playsnd
trigger1 = Time = 0
value = 47,0
persistent = 0

[State 1310, 0]
type = PlaySnd
trigger1 = Animelem = 5, = 0
persistent = 0
value = 300,5

[State 1310, 0]
type = varset
trigger1 = time = 0
var(2) = 0

[State 1310, posset]
type = posset
trigger1 = time = 0
y = 0

[State 1310, explod]
type = explod
trigger1 = animelemtime(5) = 0
persistent = 0
anim = 1121
pos = 8,1
bindtime = 1
sprpriority = 3
ignorehitpause = 0
ownpal = 1

[State 1310, hitdef]
type = Projectile
trigger1 = enemy, pos y > 0
trigger1 = animelemtime(6) = 1
persistent = 0
ProjAnim = 1131
ProjHitAnim = 1140
ProjID = 1111
projshadow = 64,64,64
offset = 48,-37
velocity = 12,0
hitflag = MAP
guardflag = MA
attr = S, SP
sparkno = 2
sparkxy = 0,-40
damage = 50,4 ;125,20
animtype = Hard
getpower = 120,20
givepower = 20,20
pausetime = 0,12
hitsound = S1000,1
guardsound = S150,1
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -3.2,-9.4
ground.cornerpush.veloff = 0
guard.velocity = -8
airguard.velocity = -4,-5
yaccel = 0.64
fall = 1
fall.recover = 0
air.velocity = -3.2,-9.4
air.fall = 1
air.recover = 0
fall.recover = 0 
air.animtype = Back
palfx.time = 39
palfx.mul = 220,220,255
palfx.sinadd = 64,48,48,32
palfx.add = 184,184,200
palfx.color = 8

[State 1310, hitdef]
type = Projectile
trigger1 = enemy, pos y <= 0
trigger1 = animelemtime(6) = 1
persistent = 0
ProjAnim = 1131
ProjHitAnim = 1140
ProjID = 1111
projshadow = 64,64,64
offset = 48,-37
velocity = 12,0
hitflag = MAFP
guardflag = MA
attr = S, SP
sparkno = 2
sparkxy = 0,-40
damage = 50,4 ;125,20
animtype = Hard
getpower = 120,20
givepower = 20,20
pausetime = 0,12
hitsound = S1000,1
guardsound = S150,1
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -3.2,-9.4
ground.cornerpush.veloff = 0
guard.velocity = -8
airguard.velocity = -4,-5
yaccel = 0.64
fall = 1
fall.recover = 0
air.velocity = -3.2,-9.4
air.fall = 1
air.recover = 0
fall.recover = 0 
air.animtype = Back
palfx.time = 39
palfx.mul = 220,220,255
palfx.sinadd = 64,48,48,32
palfx.add = 184,184,200
palfx.color = 8

[State MovetypeReset]
type = statetypeset
trigger1 = animelemtime(10) >= 0
movetype = I

[State 1310, 0]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1






;--------------------
; 1320 sliding kick after ray spin
[Statedef 1320]
type = C
movetype = A
physics = C
anim = 1320
velset = 0,0
poweradd = 64
ctrl = 0

[State 1320, 0]
type = Playsnd
trigger1 = Time = 0
value = 47,0
persistent = 0

[State 1320, 0]
type = varset
trigger1 = time = 0
var(2) = 0

[State 1320, 0]
type = PlaySnd
trigger1 = Time = 0
value = 300,0
persistent = 0

[State 1320, posset]
type = posset
trigger1 = time = 0
y = 0

[State 1320, 0]
type = posadd
triggerall = !Var(6);||(Helper(10000),Time>12)
trigger1 = animelem = 3
trigger2 = animelem = 4
x = 8

[State 1320, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 1321
ctrl = 0


;-----sliding
[Statedef 1321]
type = C
movetype = A
physics = N
anim = 1321
velset = 9
ctrl = 0

[State 1321, 0]
type = PlaySnd
trigger1 = Time = 0
value = 1000,3
persistent = 0

[State 1321, 0]
type = veladd
trigger1 = 1
x = -0.45

[State 1321 , 3]
type = HitDef
trigger1 = time = 0
persistent = 0
attr = C, SA
hitflag = MAF
damage    = 50,4
animtype = Med
getpower = 60,20
givepower = 20,20
hitflag = MA
guardflag = L
pausetime = 11,12
sparkxy = -3,-12
sparkno = 2
hitsound   = S230,0
guardsound = S150,1
ground.type = Low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3.2,-12.8;-10.4
ground.cornerpush.veloff = 0
yaccel = 0.64 ;0.6
air.velocity = -3.2,-12.8;-10.4
air.animtype = Back
guard.velocity = -5
fall = 1
fall.recover = 0
fall.animtype = back

[State 1321, 0]
type = varset
trigger1 = movehit
var(3) = 100
ignorehitpause = 1
persistent = 0

[State 1321, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 1322
ctrl = 0





;--------------end
[Statedef 1322]
type = C
movetype = I
physics = C
anim = 1322
velset = 0,0
ctrl = 0

[State 1322, 0]
type = posadd
triggerall = !Var(6);||(Helper(10000),Time>12)
trigger1 = animelem = 1
x = 11

[State 1322, 0]
type = posadd
triggerall = !Var(6);||(Helper(10000),Time>12)
trigger1 = animelem = 2
trigger2 = animelem = 3
x = 8

[State 1322, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11+(command!= "holddown")
ctrl = 1








;=======================================
; 1350 Ray Spin D
[Statedef 1350]
type = S
movetype = A
physics = S
velset = 0,0
anim = 40
poweradd = 64
ctrl = 0

[State 1350, Muteki]
type = nothitby
trigger1 = 1
value = SCA

[State 1350, 0]
type = ChangeState
trigger1 = animtime = 0
value = 1351
ctrl = 0


;air
[Statedef 1351]
type = A
movetype = A
physics = N
velset = 3.6,-8.0
anim = 1350
ctrl = 0

;[State 1351, 0]
;type = varset
;trigger1 = time = 0
;var(2) = 0

;[State 1351, 0]
;type = varset
;trigger1 = (time = [0,28]) && (command = "holdfwd" && command="b")
;var(2) = 1310

;[State 1351, 0]
;type = varset
;trigger1 = (time = [0,28]) && (command = "holdfwd" && command="y")
;var(2) = 1320

[State 1351, 0]
type = veladd
trigger1 = Var(6)=0;||(Helper(10000),Time>12)
y = 0.48

[State 1351, 0]
type = Playsnd
trigger1 = animelem = 5, = 0
value = 200,2
persistent = 0

[State 1351, hitdef]
type = hitdef
trigger1 = animelem = 7
persistent = 0
hitflag = MAF
guardflag = MA
attr = A, SA
sparkxy = 0,-56
damage = 60,4 ;125,20
animtype = Hard
getpower = 60,20
givepower = 20,20
pausetime = 11,12
sparkno = 2
hitsound = S240,0
guardsound = S150,1
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -3,-8
ground.cornerpush.veloff = 0
guard.velocity = -8
airguard.velocity = -4,-5
yaccel = 0.64
fall = 1
fall.recover = 0
air.velocity = -3,-8
air.fall = 1
air.recover = 0
fall.recover = 0 
air.animtype = Back
envshake.time = 12 
envshake.ampl = 3

[State 1351, 0]
type = Playsnd
trigger1 = animelem = 13, = 0
persistent = 0
value = 200,2

[State 1351, hitdef]
type = hitdef
trigger1 = animelem = 15
persistent = 0
hitflag = MAF
guardflag = MA
attr = A, SA
sparkxy = 0,-56
damage = 60;-(movehit)*30,4 ;125,20
animtype = Hard
getpower = 60,20
givepower = 20,20
pausetime = 11,12
sparkno = 2
hitsound = S240,0
guardsound = S150,1
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -4,-8
ground.cornerpush.veloff = 0
guard.velocity = -8
airguard.velocity = -4,-5
yaccel = 0.6
fall = 1
fall.recover = 0
air.velocity = -4,-8
air.fall = 1
air.recover = 0
fall.recover = 0 
air.animtype = Back
envshake.time = 12 
envshake.ampl = 3

[State MovetypeReset]
type = statetypeset
trigger1 = animelemtime(16) >= 0
movetype = I

;[State 1351, 0]
;type = ChangeState
;trigger1 = (Pos Y >= -4 && Vel Y > 0) && (var(2)=1310)
;value = 1310
;ctrl = 0

;[State 1351, 0]
;type = ChangeState
;trigger1 = (Pos Y >= -4 && Vel Y > 0) && (var(2)=1320)
;value = 1320
;ctrl = 0

[State 1351, 0]
type = ChangeState
trigger1 = Pos Y >= -4 && Vel Y > 0
value = 1352
ctrl = 0



; landing
[Statedef 1352]
type = S
movetype = I
physics = S
velset = 0,0
anim = 1503
ctrl = 0

[State 1352, 0]
type = Playsnd
trigger1 = Time = 0
value = 47,0
persistent = 0

[State 1352, 0]
type = posset
trigger1 = time = 0
y = 0

[State 1352, 0]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1








;=======================================
; 1500 Crow Bite
; launch
[Statedef 1500]
type = S
movetype = A
physics = S
velset = 0,0
anim = 1500
poweradd = 80
ctrl = 0

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 978
ID = 1
pos = -20,-5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 99999999
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[State 1500, 0]
type = PlaySnd
trigger1 = Time = 0
value = 1000,0

[State 1500, 0]
type = PlaySnd
trigger1 = Time = 0
value = 300,1

[State 1500, 0]
type = posadd
triggerall = !Var(6);||(Helper(10000),Time>12)
trigger1 = animelem = 1, = 0
trigger2 = animelem = 2, = 0
x = 4

[State 1500, Muteki]
type = nothitby
trigger1 = 1
value = SCA

[State 1500, 0]
type = ChangeState
trigger1 = animtime = 0
value = 1501
ctrl = 0


;----------------
; ground
[Statedef 1501]
type = S
movetype = A
physics = S
velset = 0,0
anim = 1501
ctrl = 0

[State 1501, Muteki]
type = nothitby
trigger1 = time = 0
value = SCA
time = 4

[State 1501, varset]
type = varset
trigger1 = time = 0
var(1) = 0

[State 1501, 0]
type = PlaySnd
trigger1 = movehit
value = 270,0
persistent = 0

[State 1501, hitdef]
type = Hitdef
trigger1 = var(3) != 0
trigger1 = time = 0
persistent = 0
hitflag = MAF
guardflag = MA
attr = S, SA
sparkxy = 5,-48
damage = 80,4 ;125,20
animtype = Hard
getpower = 80,20
givepower = 20,20
pausetime = 11,12
sparkno = 2
hitsound = S240,0
guardsound = S150,1
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -2,-12
ground.cornerpush.veloff = 0
guard.velocity = -8
airguard.velocity = -4,-5
yaccel = 0.64
fall = 1
fall.recover = 0
air.velocity = -2,-12
air.fall = 1
air.recover = 0
fall.recover = 0 
air.animtype = Back
;palfx.time = 50
;palfx.mul = 220,220,255
;palfx.sinadd = 64,48,48,32
;palfx.add = 184,184,200
;palfx.color = 8
envshake.time = 12 
envshake.ampl = 3

[State 1501, hitdef]
type = Hitdef
trigger1 = var(3) = 0
trigger1 = time = 0
persistent = 0
hitflag = MA
guardflag = MA
attr = S, SA
sparkxy = 5,-48
damage = 80,4 ;125,20
animtype = Hard
getpower = 80,20
givepower = 20,20
pausetime = 11,12
sparkno = 2
hitsound = S240,0
guardsound = S150,1
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -2,-12
ground.cornerpush.veloff = 0
guard.velocity = -8
airguard.velocity = -4,-5
yaccel = 0.64
fall = 1
fall.recover = 0
air.velocity = -2,-12
air.fall = 1
air.recover = 0
fall.recover = 0 
air.animtype = Back
;palfx.time = 50
;palfx.mul = 220,220,255
;palfx.sinadd = 64,48,48,32
;palfx.add = 184,184,200
;palfx.color = 8
envshake.time = 12 
envshake.ampl = 3

[State 1501, varset]
type = varset
trigger1 = movehit
var(1) = 1

[State 1501, 0]
type = varset
trigger1 = movehit
var(3) = 0
ignorehitpause = 1
persistent = 0

[State 1501, 0]
type = posadd
triggerall = !Var(6);||(Helper(10000),Time>12)
trigger1 = animelem = 2, = 0
x = 5

[State 1501, 0]
type = posadd
triggerall = !Var(6);||(Helper(10000),Time>12)
trigger1 = animelem = 3, = 0
trigger2 = animelem = 4, = 0
x = 2

[State 1501, 0]
type = ChangeState
trigger1 = animtime = 0
value = 1502
ctrl = 0


;---------------
; Air
[Statedef 1502]
type = A
movetype = A
physics = N
velset = 3.45,-4.36
anim = 1502
ctrl = 0

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 1110
ID = 1
pos = 15,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
ownpal = 1
sprpriority = 999

[State 1502, 0]
type = posadd
triggerall = !Var(6);||(Helper(10000),Time>12)
trigger1 = time = 0
x = 3

[State 1502, 0]
type = posadd
triggerall = !Var(6);||(Helper(10000),Time>12)
trigger1 = AnimElemTime(3) = 0
x = 3

[State 1502, 0]
type = veladd
trigger1 = 1
x = -0.01
y = 0.372

[State 1502, 0]
type = PlaySnd
trigger1 = movehit
value = 270,0
persistent = 0

[State 1502, hitdef]
type = Hitdef
trigger1 = var(3) != 0
trigger1 = var(1) = 0
trigger1 = time = 0
persistent = 0
hitflag = MAF
guardflag = MA
attr = S, SA
sparkxy = -5,-68
damage = 80,4 ;125,20
animtype = Hard
getpower = 80,20
givepower = 20,20
pausetime = 5,14
sparkno = 2
hitsound = S240,0
guardsound = S150,1
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -4,-8
ground.cornerpush.veloff = 0
guard.velocity = -8
airguard.velocity = -4,-5
yaccel = 0.64
fall = 1
fall.recover = 0
air.velocity = -4,-8
air.fall = 1
air.recover = 0
fall.recover = 0 
air.animtype = Back
;palfx.time = 39
;palfx.mul = 220,220,255
;palfx.sinadd = 64,48,48,32
;palfx.add = 184,184,200
;palfx.color = 8
envshake.time = 12 
envshake.ampl = 3

[State 1502, hitdef]
type = Hitdef
trigger1 = var(3) = 0
trigger1 = var(1) = 0
trigger1 = time = 0
persistent = 0
hitflag = MA
guardflag = MA
attr = S, SA
sparkxy = -5,-68
damage = 80,4 ;125,20
animtype = Hard
getpower = 80,20
givepower = 20,20
pausetime = 5,14
sparkno = 2
hitsound = S240,0
guardsound = S150,1
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -4,-8
ground.cornerpush.veloff = 0
guard.velocity = -8
airguard.velocity = -4,-5
yaccel = 0.64
fall = 1
fall.recover = 0
air.velocity = -4,-8
air.fall = 1
air.recover = 0
fall.recover = 0 
air.animtype = Back
;palfx.time = 39
;palfx.mul = 220,220,255
;palfx.sinadd = 64,48,48,32
;palfx.add = 184,184,200
;palfx.color = 8
envshake.time = 12 
envshake.ampl = 3

[State MovetypeReset]
type = statetypeset
trigger1 = animelemtime(4) >= 0
movetype = I

[State 1502, 0]
type = ChangeState
trigger1 = (Pos Y >= -4) && (Vel Y > 0)
value = 1503
ctrl = 0




;----------------
; landing
[Statedef 1503]
type = S
movetype = I
physics = S
anim = 1503
velset = 0,0
ctrl = 0

[State 1503, 0]
type = PlaySnd
trigger1 = time = 0
value = 47,0
persistent = 0

[State 1503, 0]
type = posadd
triggerall = !Var(6);||(Helper(10000),Time>12)
trigger1 = time = 0
x = 2

[State 1503, 0]
type = posset
trigger1 = time = 0
y = 0

[State 1503, 0]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1






;============================
; 1510 Ice piller
[Statedef 1510]
movetype = I
physics = N
anim = 1510
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1510, ice]
type = explod
trigger1 = animelemtime(3) = 1
persistent = 0
anim = 1140
pos = -17,26
bindtime = 1
sprpriority = 3
ignorehitpause = 0
ownpal = 1

[State 1510, ice]
type = explod
trigger1 = animelemtime(6) = 1
persistent = 0
anim = 1140
pos = 35,-20
bindtime = 1
sprpriority = 3
ignorehitpause = 0
ownpal = 1

[State 1510, ice]
type = explod
trigger1 = animelemtime(9) = 1
persistent = 0
anim = 1140
pos = 55,-77
bindtime = 1
sprpriority = 3
ignorehitpause = 0
ownpal = 1



[State 1510, 0]
type = destroyself
trigger1 = animtime = 0




;=======================================
; 1550 Crow Bite C
; launch
[Statedef 1550]
type = S
movetype = A
physics = S
velset = 0,0
anim = 1550
poweradd = 80
ctrl = 0

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 978
ID = 1
pos = -20,-5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 99999999
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[State 1550, 0]
type = PlaySnd
trigger1 = Time = 0
value = 1000,0

[State 1550, 0]
type = PlaySnd
trigger1 = Time = 0
value = 300,1

[State 1550, 0]
type = posadd
triggerall = !Var(6);||(Helper(10000),Time>12)
trigger1 = time = 0
x = 16

[State 1550, Muteki]
type = nothitby
trigger1 = 1
value = SCA
time = 2

[State 1550, 0]
type = ChangeState
trigger1 = animtime = 0
value = 1551
ctrl = 0


;----------------
; ground
[Statedef 1551]
type = S
movetype = A
physics = S
velset = 0,0
anim = 1551
ctrl = 0

[State 1551, Muteki]
type = nothitby
trigger1 = time = 0
value = SCA
time = 4

[State 1551, 0]
type = posadd
triggerall = !Var(6);||(Helper(10000),Time>12)
trigger1 = time = 0
x = 15

[State 1551, 0]
type = posadd
triggerall = !Var(6);||(Helper(10000),Time>12)
trigger1 = AnimElemTime(1) = 1
x = 7

[State 1551, 0]
type = posadd
triggerall = !Var(6);||(Helper(10000),Time>12)
trigger1 = AnimElemTime(2) = 0
x = 14

[State 1551, 0]
type = posadd
triggerall = !Var(6);||(Helper(10000),Time>12)
trigger1 = AnimElemTime(3) = 0
trigger2 = AnimElemTime(4) = 0
x = 13

[State 1551, 0]
type = posadd
triggerall = !Var(6);||(Helper(10000),Time>12)
trigger1 = AnimElemTime(4) = 1
x = 4

[State 1551, 0]
type = PlaySnd
trigger1 = movehit
value = 270,0
persistent = 0

[State 1551, hitdef]
type = Hitdef
trigger1 = var(3) != 0
trigger1 = time = 0
persistent = 0
hitflag = MAF
guardflag = MA
attr = S, SA
sparkxy = 5,-48
damage = 40,4 ;125,20
animtype = Hard
getpower = 60,20
givepower = 20,20
pausetime = 11,12
sparkno = 2
hitsound = S240,0
guardsound = S150,1
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -6
ground.cornerpush.veloff = 0
guard.velocity = -8
airguard.velocity = -4,-5
yaccel = 0.64
fall = 0
fall.recover = 0
air.velocity = -4,-8
air.fall = 1
air.recover = 0
fall.recover = 0 
air.animtype = Back
;palfx.time = 36
;palfx.mul = 220,220,255
;palfx.sinadd = 64,48,48,32
;palfx.add = 184,184,200
;palfx.color = 8
envshake.time = 12 
envshake.ampl = 3

[State 1551, hitdef]
type = Hitdef
trigger1 = var(3) = 0
trigger1 = time = 0
persistent = 0
hitflag = MA
guardflag = MA
attr = S, SA
sparkxy = 5,-48
damage = 40,4 ;125,20
animtype = Hard
getpower = 60,20
givepower = 20,20
pausetime = 11,12
sparkno = 2
hitsound = S240,0
guardsound = S150,1
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -6
ground.cornerpush.veloff = 0
guard.velocity = -8
airguard.velocity = -4,-5
yaccel = 0.64
fall = 0
fall.recover = 0
air.velocity = -4,-8
air.fall = 1
air.recover = 0
fall.recover = 0 
air.animtype = Back
;palfx.time = 36
;palfx.mul = 220,220,255
;palfx.sinadd = 64,48,48,32
;palfx.add = 184,184,200
;palfx.color = 8
envshake.time = 12 
envshake.ampl = 3

[State 1551, 0]
type = varset
trigger1 = movehit
var(3) = 36
ignorehitpause = 1
persistent = 0

[State 1551, 0]
type = ChangeState
trigger1 = animtime = 0
value = 1552
ctrl = 0


;---------------
; Air
[Statedef 1552]
type = A
movetype = A
physics = N
velset = 4,-10.1
anim = 1552
ctrl = 0

[State 1552, 0]
type = posadd
triggerall = !Var(6);||(Helper(10000),Time>12)
trigger1 = time = 0
x = 12

[State 1552, 0]
type = posadd
triggerall = !Var(6);||(Helper(10000),Time>12)
trigger1 = AnimElemTime(2) = 0
x = 1

[State 1552, 0]
type = posadd
triggerall = !Var(6);||(Helper(10000),Time>12)
trigger1 = AnimElemTime(3) = 0
x = 2

[State 1552, 0]
type = veladd
trigger1 = 1
y = 0.44

[State 1552, 0]
type = PlaySnd
trigger1 = movehit
value = 270,0
persistent = 0

[State 1552, hitdef]
type = Hitdef
trigger1 = var(3) != 0
trigger1 = time = 0
persistent = 0
hitflag = MAF
guardflag = MA
attr = S, SA
sparkxy = 0,-48
damage = 60,4 ;125,20
animtype = Hard
getpower = 60,20
givepower = 20,20
pausetime = 5,14
sparkno = 2
hitsound = S240,0
guardsound = S150,1
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -6,-8
ground.cornerpush.veloff = 0
guard.velocity = -8
airguard.velocity = -4,-5
yaccel = 0.64
fall = 1
fall.recover = 0
air.velocity = -6,-8
air.fall = 1
air.recover = 0
fall.recover = 0
air.animtype = Back
juggle = 1
envshake.time = 12
envshake.ampl = 3

[State 1552, hitdef]
type = Hitdef
trigger1 = var(3) = 0
trigger1 = time = 0
persistent = 0
hitflag = MA
guardflag = MA
attr = S, SA
sparkxy = 0,-48
damage = 60,4 ;125,20
animtype = Hard
getpower = 60,20
givepower = 20,20
pausetime = 5,14
sparkno = 2
hitsound = S240,0
guardsound = S150,1
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -6,-8
ground.cornerpush.veloff = 0
guard.velocity = -8
airguard.velocity = -4,-5
yaccel = 0.64
fall = 1
fall.recover = 0
air.velocity = -6,-8
air.fall = 1
air.recover = 0
fall.recover = 0
air.animtype = Back
juggle = 1
envshake.time = 12
envshake.ampl = 3

[State 1552, 0]
type = varset
trigger1 = movehit
var(3) = 0
ignorehitpause = 1
persistent = 0

[State MovetypeReset]
type = statetypeset
trigger1 = animelemtime(4) >= 0
movetype = I

[State 1552, 0]
type = ChangeState
trigger1 = (Pos Y >= -4) && (Vel Y > 0)
value = 1553
ctrl = 0


;----------------
; landing
[Statedef 1553]
type = S
movetype = I
physics = S
anim = 1553
velset = 0,0
ctrl = 0

[State 1553, 0]
type = PlaySnd
trigger1 = time = 0
value = 47,0
persistent = 0

[State 1553, 0]
type = posadd
triggerall = !Var(6);||(Helper(10000),Time>12)
trigger1 = time = 0
x = 2

[State 1553, 0]
type = posset
trigger1 = time = 0
y = 0

[State 1553, 0]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1






;===========================================================
; 2000 launch counter mode!!
[Statedef 2000]
type = S
movetype = A
physics = S
anim = 2000
velset = 0
ctrl = 0
poweradd = -3000

[State 2000, 0]
type = PlaySnd
trigger1 = animelemtime(3) = 0
value = 2000,2
persistent = 0

[State 2000, flash]
type = explod
trigger1 = animelemtime(3) = 0
persistent = 0
anim = 830
bindtime = 1
pos = 0,-0
postype = P1
sprpriority = 3
ownpal = 1
supermove = 1

[State 2000, flash]
type = envcolor
trigger1 = animelemtime(3) = 0
value = 0,0,0
under = 1
time = 18
supermove = 1

[State 2000, 0]
type = superpause
trigger1 = animelemtime(3) = 0
time = 18
movetime = 18
sprpriority = -1
anim = -1
darken = 0

[State 2000, CMBarP1]
type = explod
trigger1 = var(0) = 1
trigger1 = time = 20
anim = 2100
ID = 2000
pos = 8,212
postype = left
bindtime = -1
removetime = -1
ignorehitpause = 1
sprpriority = 8
ownpal = 1
supermove = 1

[State 2000, blackbarP1]
type = explod
trigger1 = var(0) = 1
trigger1 = animtime = 0
anim = 2500
ID = 2500
pos = 100,224
postype = left
bindtime = -1
removetime = -1
ignorehitpause = 1
sprpriority = 9
ownpal = 1
scale = 0,1
supermove = 1

[State 2000, CMBarP2]
type = explod
trigger1 = var(0) = 2
trigger1 = time = 20
anim = 2300
ID = 2000
pos = -104,212
postype = right
bindtime = -1
removetime = -1
ignorehitpause = 1
sprpriority = 8
ownpal = 1
supermove = 1

[State 2000, blackbarP2]
type = explod
trigger1 = var(0) = 2
trigger1 = animtime = 0
anim = 2510
ID = 2500
pos = -101,224
postype = right
bindtime = -1
removetime = -1
ignorehitpause = 1
sprpriority = 9
ownpal = 1
scale = 0,1
supermove = 1

[State 2000, 1]
type = HitDef
trigger1 = time = 0
persistent = 0
attr = S, SA
hitflag = MA
animtype = Med
givepower = 20,60
damage = 90
priority = 7
guardflag = M
hitflag = MA
pausetime = 11,12
sparkno = 2
sparkxy = 4,-64
hitsound = S240,0
guardsound = S150,1
yaccel = 0.6
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -5.5,-7
ground.cornerpush.veloff = 0
fall = 1
fall.xvelocity = -2
guard.velocity = -5
air.velocity = -5.5,-7
airguard.velocity = -4,-1
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 1
fall.recover = 1

[State Muteki]
type = Nothitby
trigger1 = 1
value = SCA

[State 2000, 0]
type = varset
trigger1 = animtime = 0
var(5) = 928
ignorehitpause = 1

[State 2000, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1






;===========================================================
; 2600 launch armor mode!!
[Statedef 2600]
type = S
movetype = A
physics = S
anim = 2000
velset = 0
ctrl = 0
poweradd = -3000

[State 2600, 0]
type = PlaySnd
trigger1 = animelemtime(3) = 0
value = 2000,2
persistent = 0

[State 2600, flash]
type = explod
trigger1 = animelemtime(3) = 0
persistent = 0
anim = 840
bindtime = 1
pos = 0,-0
postype = P1
sprpriority = -2
ownpal = 1
supermove = 1

[State 2600, flash]
type = envcolor
trigger1 = animelemtime(3) = 0
value = 0,0,0
under = 1
time = 18
supermove = 1

[State 2600, 0]
type = superpause
trigger1 = animelemtime(3) = 0
time = 18
movetime = 18
sprpriority = -1
anim = -1
darken = 0

[State 2600, AMBarP1]
type = explod
trigger1 = var(0) = 1
trigger1 = time = 20
anim = 2200
ID = 2001
pos = 8,212
postype = left
bindtime = -1
removetime = -1
ignorehitpause = 1
sprpriority = 8
ownpal = 1
supermove = 1

[State 2600, blackbarP1]
type = explod
trigger1 = var(0) = 1
trigger1 = animtime = 0
anim = 2500
ID = 2501
pos = 100,224
postype = left
bindtime = -1
removetime = -1
ignorehitpause = 1
sprpriority = 9
ownpal = 1
scale = 0,1
supermove = 1

[State 2600, AMBarP2]
type = explod
trigger1 = var(0) = 2
trigger1 = time = 20
anim = 2400
ID = 2001
pos = -104,212
postype = right
bindtime = -1
removetime = -1
ignorehitpause = 1
sprpriority = 8
ownpal = 1
supermove = 1

[State 2600, blackbarP2]
type = explod
trigger1 = var(0) = 2
trigger1 = animtime = 0
anim = 2510
ID = 2501
pos = -101,224
postype = right
bindtime = -1
removetime = -1
ignorehitpause = 1
sprpriority = 9
ownpal = 1
scale = 0,1
supermove = 1

[State 2600, 1]
type = HitDef
trigger1 = time = 0
persistent = 0
attr = S, SA
hitflag = MA
animtype = Med
givepower = 20,60
damage = 90
priority = 7
guardflag = M
hitflag = MA
pausetime = 11,12
sparkno = 2
sparkxy = 4,-64
hitsound = S240,0
guardsound = S150,1
yaccel = 0.6
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -5.5,-7
ground.cornerpush.veloff = 0
fall = 1
fall.xvelocity = -2
guard.velocity = -5
air.velocity = -5.5,-7
airguard.velocity = -4,-1
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 1
fall.recover = 1

[State Muteki]
type = Nothitby
trigger1 = 1
value = SCA

[State 2600, 0]
type = varset
trigger1 = animtime = -13
var(6) = 928
ignorehitpause = 1

[State 2600, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1







;貧乳言うな！着痩せスーラのボディアタック！　弱　開始----------------------------------
[Statedef 1600]
type    = S
movetype= A
physics = S
anim = 1600
ctrl = 0
;juggle  = 5
velset = 0,0
sprpriority = 1

[State 1100]
type = ChangeState
trigger1 = AnimTime = 0
value = 1601

;貧乳言うな！着痩せスーラのボディアタック！　強　開始
[Statedef 1603]
type    = S
movetype= A
physics = S
anim = 1600
ctrl = 0
;juggle  = 5
velset = 0,0
sprpriority = 1

[State 1100]
type = ChangeState
trigger1 = AnimTime = 0
value = 1604

;貧乳言うな！着痩せスーラのボディアタック！　弱　空中
[Statedef 1601]
type    = A
movetype= A
physics = N
anim = 1601
ctrl = 0
;juggle  = 10
velset = 4,-14
poweradd = 100
sprpriority = 1

[State 310, 2]
type = posset
trigger1 = Time = 0
y = -60

[State 3000, 1]
type = NotHitBy
trigger1 = animelem = 2
value = SCA
time = 10

[State 1101, 2]
type = PlaySnd
trigger1 = animelem = 1
value = 300,1
channel = 1

[State 1101, 2]
type = PlaySnd
trigger1 = animelem = 1
value = 2041,0
channel = 2

[State 1101]
type = VelAdd
trigger1 = 1
y = 1

[State 1203, 5]
type = HitDef
trigger1 = anim = 1601
trigger1 = time = 0
persistent = 0
attr = S, HA
animtype = Hard
damage = 80,10
givepower = 30
sparkno = 2
sparkxy = 0,0
priority = 6
pausetime = 10,14
hitflag = MA
guardflag = MA
hitsound = S230,0
guardsound = S150,1
ground.slidetime = 10
ground.hittime = 20
ground.velocity = -2.5,-5
air.velocity = -3,-6
;air.juggle = 9
air.animtype = Back
envshake.time = 12
envshake.anpl = 2
fall = 1
fall.recover = 0

[State 1101]
type = Changestate
trigger1 = pos Y>=-10&&Vel Y>0
value = 1602

;貧乳言うな！着痩せスーラのボディアタック！　強　空中
[Statedef 1604]
type    = A
movetype= A
physics = N
anim = 1604
ctrl = 0
;juggle  = 10
velset = 6,-16
poweradd = 100
sprpriority = 1

[State 310, 2]
type = posset
trigger1 = Time = 0
y = -60

[State 3000, 1]
type = NotHitBy
trigger1 = animelem = 2
value = SCA
time = 10

[State 1101, 2]
type = PlaySnd
trigger1 = animelem = 1
value = 300,1
channel = 1

[State 1101, 2]
type = PlaySnd
trigger1 = animelem = 1
value = 2041,0
channel = 2

[State 1101]
type = VelAdd
trigger1 = 1
y = 1

[State 1203, 5]
type = HitDef
trigger1 = anim = 1604
trigger1 = time = 0
persistent = 0
attr = S, HA
animtype = Hard
damage = 80,10
givepower = 30
sparkno = 2
sparkxy = 0,0
priority = 6
pausetime = 10,14
hitflag = MA
guardflag = MA
hitsound = S230,0
guardsound = S150,1
ground.slidetime = 10
ground.hittime = 20
ground.velocity = -2.5,-5
air.velocity = -3,-6
;air.juggle = 9
air.animtype = Back
envshake.time = 12
envshake.anpl = 2
fall = 1
fall.recover = 0

[State 1101]
type = Changestate
trigger1 = pos Y>=-10&&Vel Y>0
value = 1602

;貧乳言うな！着痩せスーラのボディプレス！　開始
[Statedef 1605]
type    = S
movetype= A
physics = S
anim = 1605
ctrl = 0
;juggle  = 5
velset = 0,0
sprpriority = 1

[State 1100]
type = ChangeState
trigger1 = AnimTime = 0
value = 1606

;貧乳言うな！着痩せスーラのボディプレス！　空中
[Statedef 1606]
type    = A
movetype= A
physics = N
anim = 1606
ctrl = 0
;juggle  = 10
velset = 6,-5
poweradd = 100
sprpriority = 1

[State 310, 2]
type = posset
trigger1 = time = 0
y = -60

[State 3000, 1]
type = NotHitBy
trigger1 = animelem = 2
value = SCA
time = 10

[State 1101, 2]
type = PlaySnd
trigger1 = animelem = 1
value = 300,1
channel = 1

[State 1101, 2]
type = PlaySnd
trigger1 = animelem = 1
value = 2041,0
channel = 2

[State 1101]
type = VelAdd
trigger1 = 1
y = .7

[State 1203, 5]
type = HitDef
trigger1 = anim = 1606
trigger1 = time = 0
persistent = 0
attr = S, HA
animtype = Hard
damage = 60,10
givepower = 30
sparkno = 2
sparkxy = 0,0
priority = 6
pausetime = 10,14
hitflag = MAD
guardflag = MA
hitsound = S230,0
guardsound = S150,1
ground.slidetime = 10
ground.hittime = 20
ground.velocity = -2.5,-5
air.velocity = -3,-6
;air.juggle = 9
air.animtype = Back
envshake.time = 12
envshake.anpl = 2
fall = 1
fall.recover = 0

[State 1101]
type = Changestate
trigger1 = pos Y>=-20&&Vel Y>0
value = 1602

;貧乳言うな！着痩せスーラのボディアタック！　着地
[Statedef 1602]
type    = S
movetype= A
physics = N
anim = 1602
ctrl = 0
velset = 0,0
sprpriority = 1

[State 2050, shougeki]
type = Explod
trigger1 = time = 0
anim = F61
postype = p1
pos = 0,0
sprpriority = 2
supermove = 1
bindtime = 1
ownpal = 1

[State 310, 2]
type = posset
trigger1 = Time = 0
y = 0

[State 901, 4]
type = EnvShake
trigger1 = Time = 0
time = 10
ampl = 4

[State 1203, 5]
type = HitDef
trigger1 = anim = 1602
trigger1 = time = 0
persistent = 0
attr = S, HA
animtype = Hard
damage = 100,10
givepower = 30
sparkno = 3
sparkxy = 0,0
priority = 6
pausetime = 10,14
hitflag = FD
guardflag = MA
hitsound = S240,0
guardsound = S150,1
ground.slidetime = 10
ground.hittime = 20
ground.velocity = 0,0
air.velocity = 0,0
;air.juggle = 9
air.animtype = Back
envshake.time = 30
envshake.anpl = 2
fall = 1
fall.recover = 0

[State 1251, 2]
type = PlaySnd
trigger1 = animelem = 1
value = 1600,0
channel = 3

[State 1251, 2]
type = turn
trigger1 = animtime = 0

[State 1300]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;不運が…上段
[Statedef 1700]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 60
velset = 0,0
anim = 1700
ctrl = 0

[State 1700, 1]
type = NotHitBy
trigger1 = animelem = 1
value = SCA
time = 5

[State 1700, 1]
type = Playsnd
trigger1 = Time = 1
value = 300,5

[State 1700, 2]
type = ReversalDef
trigger1 = AnimElem = 2
reversal.attr = SA, AA
pausetime = 50,60
p1stateno = 1710

[State 2200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;不運が…下段
[Statedef 1705]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 60
velset = 0,0
anim = 1705
ctrl = 0

[State 1700, 1]
type = NotHitBy
trigger1 = animelem = 1
value = SCA
time = 5

[State 1700, 1]
type = Playsnd
trigger1 = Time = 1
value = 300,5

[State 1700, 2]
type = ReversalDef
trigger1 = AnimElem = 2
reversal.attr = SC, AA
pausetime = 50,60
p1stateno = 1710

[State 2250, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;来蹴ッ！
[Statedef 1710]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 1710
velset = 0,0

[State 1710, 1]
type = PlaySnd
trigger1 = time = 0
value =S200,5

[State 1710, 2]
type = PlaySnd
trigger1 = time = 1
value =S300,4

[State 1710, 3]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage   = 100
animtype = diagup
priority = 8
guardflag = MA
pausetime = 15,20
sparkno = 2
sparkxy =  0,-50
;guard.sparkno = S4005
hitsound   = S240,0
guardsound = S150,1
ground.type = High
ground.velocity = -0.5,-14
air.velocity = -0.5,-10
fall = 1
fall.recover = 0
envshake.time = 30
envshake.ampl = 3
envshake.freq = 160
fall.envshake.ampl = 6 
fall.envshake.freq = 180
fall.envshake.time = 15
;mindist = 50,-100 
;maxdist = 100,-10
yaccel = 0.6

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 970
ID = 1
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 9999999999
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[State 1710, envcolor]
type = envcolor
trigger1 = animelem = 4
time = 2
value = 240,240,240

[State 1710, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;ただひたすらに打つべし打つべし。流星的マッハパンチ！-------------------------
[Statedef 1400]
type = S
movetype = A
physics = S
anim = 1400
velset = 0
ctrl = 0

[State 200, 0]
type = PlaySnd
trigger1 = Time = 0
value = 200,1
persistent = 0

[State 200, 0]
type = PlaySnd
trigger1 = random <= 699
trigger1 = Time = 0
value = 300,2
persistent = 0

[State 200, 3]
type = HitDef
trigger1 = AnimElem = 3
persistent = 0
hitflag = MAF
attr = S, NA
animtype  = Light
damage    = 18,2
getpower = 60,20
givepower = 20,20
guardflag = M
pausetime = 11,12
sparkno = 1
sparkxy = 6,-78
hitsound = S230,0
guardsound = S150,1
ground.type = Low
ground.slidetime = 9+(var(5)||var(6))*9
ground.hittime  = 9+(var(5)||var(6))*9
ground.velocity = -6
ground.cornerpush.veloff = -8
ground.cornerpush = 1
yaccel = 0.6
air.velocity = -3,-8
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
air.hittime = 17

[State 200, 3]
type = HitDef
trigger1 = AnimElem = 6
persistent = 0
hitflag = MA
attr = S, NA
animtype  = Light
damage    = 18,2
getpower = 60,20
givepower = 20,20
guardflag = M
pausetime = 11,12
sparkno = 1
sparkxy = 11,-83
hitsound = S230,0
guardsound = S150,1
ground.type = Low
ground.slidetime = 9+(var(5)||var(6))*9
ground.hittime  = 9+(var(5)||var(6))*9
ground.velocity = -6
ground.cornerpush.veloff = -8
ground.cornerpush = 1
yaccel = 0.6
air.velocity = -3,-8
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
air.hittime = 17

[State 200, 3]
type = HitDef
trigger1 = AnimElem = 9
persistent = 0
hitflag = MAF
attr = S, NA
animtype  = Light
damage    = 18,2
getpower = 60,20
givepower = 20,20
guardflag = M
pausetime = 11,12
sparkno = 1
sparkxy = 2,-73
hitsound = S230,0
guardsound = S150,1
ground.type = Low
ground.slidetime = 9+(var(5)||var(6))*9
ground.hittime  = 9+(var(5)||var(6))*9
ground.velocity = -6
ground.cornerpush.veloff = -8
ground.cornerpush = 1
yaccel = 0.6
air.velocity = -3,-8
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
air.hittime = 17

[State 200, 3]
type = HitDef
trigger1 = AnimElem = 12
persistent = 0
hitflag = MA
attr = S, NA
animtype  = Light
damage    = 18,2
getpower = 60,20
givepower = 20,20
guardflag = M
pausetime = 11,12
sparkno = 1
sparkxy = 11,-78
hitsound = S230,0
guardsound = S150,1
ground.type = Low
ground.slidetime = 9+(var(5)||var(6))*9
ground.hittime  = 9+(var(5)||var(6))*9
ground.velocity = -6
ground.cornerpush.veloff = -8
ground.cornerpush = 1
yaccel = 0.6
air.velocity = -3,-8
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
air.hittime = 17

[State 200, 3]
type = HitDef
trigger1 = AnimElem = 15
persistent = 0
hitflag = MA
attr = S, NA
animtype  = Light
damage    = 18,2
getpower = 60,20
givepower = 20,20
guardflag = M
pausetime = 11,12
sparkno = 1
sparkxy = 1,-88
hitsound = S230,0
guardsound = S150,1
ground.type = Low
ground.slidetime = 9+(var(5)||var(6))*9
ground.hittime  = 9+(var(5)||var(6))*9
ground.velocity = -6
ground.cornerpush.veloff = -8
ground.cornerpush = 1
yaccel = 0.6
air.velocity = -3,-8
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
air.hittime = 17

[State 200, 3]
type = HitDef
trigger1 = AnimElem = 18
persistent = 0
hitflag = MAF
attr = S, NA
animtype  = Light
damage    = 18,2
getpower = 60,20
givepower = 20,20
guardflag = M
pausetime = 11,12
sparkno = 1
sparkxy = 10,-70
hitsound = S230,0
guardsound = S150,1
ground.type = Low
ground.slidetime = 9+(var(5)||var(6))*9
ground.hittime  = 9+(var(5)||var(6))*9
ground.velocity = -6
ground.cornerpush.veloff = -8
ground.cornerpush = 1
yaccel = 0.6
air.velocity = -3,-8
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
air.hittime = 17

[State 200, 3]
type = HitDef
trigger1 = AnimElem = 21
persistent = 0
hitflag = MA
attr = S, NA
animtype  = Light
damage    = 18,2
getpower = 60,20
givepower = 20,20
guardflag = M
pausetime = 11,12
sparkno = 1
sparkxy = 12,-76
hitsound = S230,0
guardsound = S150,1
ground.type = Low
ground.slidetime = 9+(var(5)||var(6))*9
ground.hittime  = 9+(var(5)||var(6))*9
ground.velocity = -6
ground.cornerpush.veloff = -8
ground.cornerpush = 1
yaccel = 0.6
air.velocity = -3,-8
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
air.hittime = 17

[State 200, 3]
type = HitDef
trigger1 = AnimElem = 24
persistent = 0
hitflag = MA
attr = S, NA
animtype  = Light
damage    = 18,2
getpower = 60,20
givepower = 20,20
guardflag = M
pausetime = 11,12
sparkno = 1
sparkxy = 11,-83
hitsound = S230,0
guardsound = S150,1
ground.type = Low
ground.slidetime = 9+(var(5)||var(6))*9
ground.hittime  = 9+(var(5)||var(6))*9
ground.velocity = -6
ground.cornerpush.veloff = -8
ground.cornerpush = 1
yaccel = 0.6
air.velocity = -3,-8
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
air.hittime = 17

[State 200, 3]
type = HitDef
trigger1 = AnimElem = 27
persistent = 0
hitflag = MAF
attr = S, NA
animtype  = Light
damage    = 18,2
getpower = 60,20
givepower = 20,20
guardflag = M
pausetime = 11,12
sparkno = 1
sparkxy = 2,-73
hitsound = S230,0
guardsound = S150,1
ground.type = Low
ground.slidetime = 9+(var(5)||var(6))*9
ground.hittime  = 9+(var(5)||var(6))*9
ground.velocity = -6
ground.cornerpush.veloff = -8
ground.cornerpush = 1
yaccel = 0.6
air.velocity = -3,-8
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
air.hittime = 17

[State 200, 3]
type = HitDef
trigger1 = AnimElem = 30
persistent = 0
hitflag = MA
attr = S, NA
animtype  = Light
damage    = 18,2
getpower = 60,20
givepower = 20,20
guardflag = M
pausetime = 11,12
sparkno = 1
sparkxy = 11,-78
hitsound = S230,0
guardsound = S150,1
ground.type = Low
ground.slidetime = 9+(var(5)||var(6))*9
ground.hittime  = 9+(var(5)||var(6))*9
ground.velocity = -6
ground.cornerpush.veloff = -8
ground.cornerpush = 1
yaccel = 0.6
air.velocity = -3,-8
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
air.hittime = 17

[State 200, 3]
type = HitDef
trigger1 = AnimElem = 33
persistent = 0
hitflag = MA
attr = S, NA
animtype  = Light
damage    = 18,2
getpower = 60,20
givepower = 20,20
guardflag = M
pausetime = 11,12
sparkno = 1
sparkxy = 1,-88
hitsound = S230,0
guardsound = S150,1
ground.type = Low
ground.slidetime = 9+(var(5)||var(6))*9
ground.hittime  = 9+(var(5)||var(6))*9
ground.velocity = -6
ground.cornerpush.veloff = -8
ground.cornerpush = 1
yaccel = 0.6
air.velocity = -3,-8
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
air.hittime = 17

[State 200, 3]
type = HitDef
trigger1 = AnimElem = 36
persistent = 0
hitflag = MAF
attr = S, NA
animtype  = Light
damage    = 18,2
getpower = 60,20
givepower = 20,20
guardflag = M
pausetime = 11,12
sparkno = 1
sparkxy = 10,-70
hitsound = S230,0
guardsound = S150,1
ground.type = Low
ground.slidetime = 9+(var(5)||var(6))*9
ground.hittime  = 9+(var(5)||var(6))*9
ground.velocity = -6
ground.cornerpush.veloff = -8
ground.cornerpush = 1
yaccel = 0.6
air.velocity = -3,-8
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
air.hittime = 17

[State 200, 3]
type = HitDef
trigger1 = AnimElem = 39
persistent = 0
hitflag = MA
attr = S, NA
animtype  = Light
damage    = 18,2
getpower = 60,20
givepower = 20,20
guardflag = M
pausetime = 11,12
sparkno = 1
sparkxy = 12,-76
hitsound = S230,0
guardsound = S150,1
ground.type = Low
ground.slidetime = 9+(var(5)||var(6))*9
ground.hittime  = 9+(var(5)||var(6))*9
ground.velocity = -6
ground.cornerpush.veloff = -8
ground.cornerpush = 1
yaccel = 0.6
air.velocity = -3,-8
air.cornerpush.veloff = 0
air.animtype = Back
air.fall = 0
air.hittime = 17

[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1






;=================================================
; Super Moves　超必殺技
;=================================================
;イクぜ必殺とっておき。見えない速さのフラッシュパイル！
[Statedef 2050]
type	= S
movetype= A
physics = S
poweradd = -1000
ctrl = 0
velset = 0,0,0
anim = 2050

[State 2050]
type = PlaySnd
trigger1 = animelem = 3
value = 1000,1
channel = 2

[State 2050, hitdef]
type = Projectile
trigger1 = animelem = 3
persistent = 0
ProjAnim = 2060
ProjHitAnim = 2060
ProjRemove = 0
ProjRemoveTime = 6
ProjID = 1000
projshadow = 64,64,64
offset = 14,-72
velocity = 0,0
hitflag = MAP
guardflag = MA
attr = S, SP
damage = 250,4 ;125,20
animtype = Hard
getpower = 120,20
givepower = 20,20
pausetime = 0,20
sparkno = -1
sparkxy = 0,-80
guard.sparkno = -1
hitsound = S1000,10
guardsound = S150,1
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -4,-9.4
ground.cornerpush.veloff = 0
guard.velocity = -8
airguard.velocity = -4,-5
yaccel = 0.64
fall = 1
fall.recover = 0
air.velocity = -4,-9.4
air.fall = 1
air.recover = 0
fall.recover = 0 
air.animtype = Back
envshake.time = 30
envshake.ampl = 3
envshake.freq = 160
fall.envshake.ampl = 6 
fall.envshake.freq = 180
fall.envshake.time = 15
;mindist = 50,-100 
;maxdist = 100,-10
yaccel = 0.4

[State 2050, envcolor]
type = envcolor
trigger1 = animelem = 3
time = 1
under = 1
value = 240,240,240

[State 2050, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;earth slam
[Statedef 2150]
type	= S
movetype= A
physics = S
poweradd = -1000
ctrl = 0
velset = 0,0,0
anim = 2150

[State 2050]
type = PlaySnd
trigger1 = time = 1
value = 2000,2

[State 2050]
type = PlaySnd
trigger1 = animelem = 6
value = 300,3
channel = 2

[State 2050, flash1]
type = Explod
trigger1 = time = 0
anim = 800
postype = p1
pos = 10,-70
sprpriority = -2
supermove = 1
bindtime = 1
ownpal = 1

[State 2050, flash2]
type = Explod
trigger1 = time = 0
anim = 810
postype = p1
pos = 10,-70
sprpriority = 9999999
supermove = 1
bindtime = 1
ownpal = 1

[State 2050, BGcolor]
type = envcolor
trigger1 = time = 1
time = 39
under = 1
value = 0, 0, 0

[state 2050]
type = superpause
trigger1 = time = 1
anim = -1
movetime = 39
time = 39

[State 2150]
type = HitDef
Trigger1 = Time = 0
;Trigger1 = p2stateno != [120,169]
numhits = 0
attr = S, HT
hitflag = M
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 2151
p2stateno = 2160
guard.dist = 0
fall = 1

[State 2050, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;パワープレス　成功
[Statedef 2151]
type	= S
movetype= A
physics = S
ctrl = 0
velset = 0,0,0
anim = 2151

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 168

[State 2050, shougeki]
type = Explod
trigger1 = time = 40
anim = F1
postype = p2
pos = 0,-50
sprpriority = 2
supermove = 1
bindtime = 1
ownpal = 1

[State 2050]
type = PlaySnd
trigger1 = time = 40
value = 900,0

[State 2050]
type = PlaySnd
trigger1 = time = 0
value = 2000,2

[State 2050, flash2]
type = Explod
trigger1 = time = 0
anim = 810
postype = p1
pos = 10,-70
sprpriority = 9999999
supermove = 1
bindtime = 1
ownpal = 1

[State 2050, flash1]
type = Explod
trigger1 = time = 0
anim = 800
postype = p1
pos = 10,-70
sprpriority = -2
supermove = 1
bindtime = 1
ownpal = 1

[State 2050, BGcolor]
type = envcolor
trigger1 = time = 0
time = 40
under = 1
value = 0, 0, 0

[state 2050]
type = superpause
trigger1 = time = 0
anim = -1
movetime = 40
time = 40

[State 901, 0]
type = TargetBind
trigger1 = Time = (40, 41)
pos = 25,0;0

[State 901, 0]
type = TargetBind
trigger1 = Time = (41, 47)
pos = 25,-75

[State 901, 1]
type = TargetBind
trigger1 = Time = (47, 53)
pos = 0,-90

[State 901, 2]
type = TargetBind
trigger1 = Time = (53, 57)
pos = 0,-80

[State 901, 2]
type = TargetBind
trigger1 = Time = (57, 60)
pos = 5,-60

[State 901, 2]
type = TargetBind
trigger1 = Time = (60, 64)
pos = 10,-30

[State 901, 3]
type = PlaySnd
trigger1 = animelem = 4
value = S300,1

[State 901, 3]
type = PlaySnd
trigger1 = animelem = 12
value = S300,8
channel = 3

[State 901, 3]
type = PlaySnd
trigger1 = animelem = 4
value = S200,5
channel = 2

[State 901, 3]
type = PlaySnd
trigger1 = Time = 68
value = S1600,0

[State 901, 3]
type = PlaySnd
trigger1 = animelem = 15
value = S2150,0
channel = 1

[State 3001, 4]
type = HitDef
trigger1 = anim = 2151
trigger1 = time = 0
;numhits = 0
persistent = 0
attr = S, HA
animtype = hard
damage = 150,0
givepower = 0
sparkno = 3
sparkxy = 0,0
priority = 6
pausetime = 30,30
guard.pausetime = 0,10
hitflag = MAFD
hitsound = S2150,1
guardsound = S150,1
ground.slidetime = 10
ground.hittime = 20
ground.velocity = -1,-18
air.velocity = -1,-18
fall = 1
fall.recover = 0
p2stateno = 2161
envshake.time = 80
envshake.ampl = 6
envshake.freq = 160
fall.envshake.ampl = 6
fall.envshake.freq = 180
fall.envshake.time = 15
yaccel = 0.5

[State 2050, shougeki]
type = Explod
trigger1 = animelem = 15
anim = F62
postype = p2
pos = 0,0
sprpriority = 3
supermove = 1
bindtime = 1
ownpal = 1

[State 2050, shougeki]
type = Explod
trigger1 = animelem = 15
anim = F61
postype = p2
pos = 0,0
sprpriority = 2
supermove = 1
bindtime = 1
ownpal = 1


[State 901, 5]
type = Changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; パワープレス　相手側
[Statedef 2160]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0, 0

[State 902, 2]
type = Changeanim2
trigger1 = Time = 0
value = 2160

[State 902,2]
type = posset
trigger1 = animelem = 12
y = 0

[State 901, 4]
type = EnvShake
trigger1 = animelem = 12
time = 10

[State 902,2]
type = posadd
trigger1 = animelem = 12
x = -30

[State 2050, shougeki]
type = Explod
trigger1 = animelem = 12
anim = F62
postype = p1
pos = 0,0
sprpriority = 3
supermove = 1
bindtime = 1
ownpal = 1

[State 2050, shougeki]
type = Explod
trigger1 = animelem = 12
anim = F61
postype = p1
pos = 0,0
sprpriority = 2
supermove = 1
bindtime = 1
ownpal = 1


[State 901, 4]
type = EnvShake
trigger1 = animelem = 12
time = 10

[State 902, 4]
type = SelfState
trigger1 = animtime = 0
value = 5100
ctrl = 0

;パワープレス　相手ふっ飛び
[Statedef 2161]
type = A
movetype = H
physics = N
ctrl = 0
anim = 5100

[State 3010, 1]
type = turn
trigger1 = time = 0
value = 1

[State 3010, 1]
type = DefenceMulSet
trigger1 = time = 0
value = 1

[State 3010, 2]
type = NotHitBy
trigger1 = time >= 0
value = SCA

;[State 3010, 4]
;type = EnvShake
;trigger1 = time = 0
;;trigger2 = (Anim = 3603) && (Vel Y > 0) && (Pos Y >= 0)
;time = 20
;ampl = 5

[State 3010, 5]
type = PosFreeze
trigger1 = HitShakeOver = 0

[State 3010, 6]
type = ForceFeedBack
trigger1 = HitShakeOver = 0
time = 1
waveform = square

[State 3010, 7]
type = posadd
trigger1 = HitShakeOver = 1
persistent = 0
y = -35

[State 3010, 8]
type = EnvColor
trigger1 = (time = 0) && (life > 0)
time = 3
value = 240,240,240
under = 1
ignorepausetime = 1

[State 3010, 9]
type = ChangeAnim2
trigger1 = HitShakeOver = 1
persistent = 0
value = 2161

[State 3010, 10]
type = HitVelSet
trigger1 = HitShakeOver = 1
persistent = 0
x = 1
y = 1

[State 3010, 11]
type = VelAdd
trigger1 = HitShakeOver = 1
y = 0.7

[State 3010, 12]
type = SelfState
triggerall = Anim = 2161
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 5100



;=============================================
; Max Super Moves　ＭＡＸ超必殺技
;=============================================

;最後の切り札｢神風特攻｣、だけど逝くのはお前だけ。
[Statedef 3000]
type    = A
movetype= I
physics = S
anim = 3000
ctrl = 0
poweradd = 3000
velset = 0,0,0

[State 3000, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 44

[State 3000, 1] ;flash sound
type = PlaySnd
trigger1 = time = 1
value = 2000,2
volume = -50

[State 3000, 1]
type = PlaySnd
trigger1 = time = 1
value = 3000,1
channel = 2

[State 3000, 2]
type = SuperPause
trigger1 = animelem = 1
anim = -1
movetime = 40
time = 40
darken = 0

[State 3000, 4]
type = Explod
trigger1 = animelem = 1
anim = 810
postype = p1
pos = 2, -84
sprpriority = 99999999
supermove = 1
bindtime = 1
ownpal = 1

[State 3000, 4]
type = Explod
trigger1 = animelem = 1,6
anim = 800
postype = p1
pos = 2,-84
sprpriority = -2
supermove = 1
bindtime = 1
ownpal = 1

[State 3000, 3]
type = envcolor
trigger1 = animelem = 1
time = 44
under = 1
value = 0, 0, 0

[State 3002, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 300,4
channel = 1

[State 3000]
type = ChangeState
trigger1 = animtime = 0
value = 3001
ctrl = 0

;神風　降下
[Statedef 3001]
type    = A
movetype= A
physics = S
anim = 3001
ctrl = 0
velset = 12,6

[State 3001]
type = veladd
trigger1 = animelem = 2
x = 8.5
y = 2

[State 3001, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 4

[State 3001, 4]
type = HitDef
trigger1 = anim = 3001
trigger1 = time = 0
persistent = 0
attr = S, HA
animtype = diagup
damage = 500,0
givepower = 0
sparkno = 3
sparkxy = 0,0
priority = 6
pausetime = 30,30
guard.pausetime = 0,10
hitflag = MAF
hitsound = S240,0
guardsound = S150,1
ground.slidetime = 10
ground.hittime = 20
ground.velocity = -2,-20
air.velocity = -2,-20
fall = 1
fall.recover = 0
p2facing = 1
envshake.time = 50
envshake.ampl = 7
envshake.freq = 160
fall.envshake.ampl = 6 
fall.envshake.freq = 180
fall.envshake.time = 15
yaccel = 0.4

[State 3001]
type = ChangeState
trigger1 = Pos Y>=0&&Vel Y>0
value = 3002
ctrl = 0

;神風　着地
[Statedef 3002]
type    = S
movetype= I
physics = S
anim = 3002
ctrl = 0
velset = 0,0
sprpriority = 1

;p[State 3002]
;type = BGPalfx
;trigger1 = time = 0
;persistent = 0
;invertall = 1
;mul = 212,212,220
;ignorehitpause = 1
;time = 31
;color = 128 ; 64

[State 901, 4]
type = EnvShake
trigger1 = Time = 0
time = 20
ampl = 3

[State 3002, 2]
type = posset
trigger1 = Time = 0
y = 0

[State 3002, 1]
type = VelSet
trigger1 = animelem = 1
x = 4

[State 3002, 1]
type = VelSet
trigger1 = animelem = 1,10
x = 3

[State 3002, 1]
type = PlaySnd
trigger1 = time = 1
value = 666, 12
channel = 1

[State 3002, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 5000,2

[State 3002, 1]
type = PlaySnd
trigger1 = time = 1
value = 3000,2
channel = 3

[State 3002, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1600,0
channel = 3

[State 3002]
type = EnvShake
trigger1 = Animelem = 4
ampl = 4
time = 8

[State 3002, 1]
type = lifeadd
trigger1 = AnimElem = 1
value = -300
kill = 0

[State 3002]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1





;===========================================================================
;---------------------------------------------------------------------------
; HIT_TRIP2 (fall through air)
[Statedef 5071]
type    = A
movetype= H
physics = N

[State 5071, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5071, 2] ;Acceleration
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5071, 3] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -2
type = ChangeState
value = 5100




;---------------------------------------------------------------------------
; HIT_BOUNCE (bounce into air)
[Statedef 5101]
type    = L
movetype= H
physics = N

[State 5101, 1] ;Coming hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160

[State 5101, 2] ;Coming hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)

[State 5101, 3]
type = HitFallVel
trigger1 = Time = 0

[State 5101, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5101, 5] ;Acceleration
type = VelAdd
trigger1 = 1
y = .4

[State 5101, 6] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -8
type = ChangeState
value = 5110



;---------------------------------------------------------------------------
; HIT_FALLRECOVER (still falling)
[Statedef 5200]
type    = S
movetype= H
physics = N

[STate 5200, 0]
type = posset
trigger1 = time >= 0
y = 0

[State 5200, 3]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5201

;---------------------------------------------------------------------------
; HIT_FALLRECOVER (on the ground)
[Statedef 5201]
type    = S
movetype= H
physics = S
anim = 5200
ctrl = 0

[State 5201, 0]
type = PlaySnd
trigger1 = Time = 0
value = 300,3

[State 5201, 1] ;Turn if not facing opponent
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < -5

[State 5201, 2]
type = VelSet
trigger1 = Time = 0
x = -10
y = 0

[State 5201, 3]
type = PosSet
trigger1 = Time >= 0
y = 0

[State 5201, 4]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5201, 5]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1






;==================================================
; Projectile Section -2
;==================================================
[Statedef -2]
;エアジャンプ条件
[state air]
Type = varadd
Trigger1 = movehit
var(19) = 1

[state air]
Type = varset
Trigger1 = P2Movetype != H
var(19) = 0



[State -2, Left or Right] ;detect P1
type = VarSet
trigger1 = Var(0) = 0
trigger1 = facing = 1
var(0) = 1

[State -2, Left or Right] ;detect P2
type = VarSet
trigger1 = Var(0) = 0
trigger1 = facing = -1
var(0) = 2

[State -2, lifeadd]
type = targetlifeadd
trigger1 = projhit3199 = 1
value = -60
absolute = 1

[State -2, lifeadd]
type = targetlifeadd
trigger1 = projhit3000 = 1
value = -180
absolute = 1

[State -2, lifeadd]
type = targetlifeadd
trigger1 = projhit3099 = 1
value = -160
absolute = 1

[State -2, sparkxy]
type = explod
trigger1 = ProjHit1000 = 1
trigger2 = ProjHit3000 = 1
trigger3 = ProjHit3099 = 1
trigger4 = ProjHit3199 = 1
trigger5 = ProjHit3200 = 1
persistent = 0
anim = F3
bindtime = 1
pos = 0,-60
postype = P2
sprpriority = 2
ownpal = 1
persistent = 0

[State -2, sparkxy]
type = explod
trigger1 = ProjGuarded1000 = 1
trigger2 = ProjGuarded3000 = 1
trigger3 = ProjGuarded3099 = 1
trigger4 = ProjGuarded3199 = 1
trigger5 = ProjGuarded3200 = 1
persistent = 0
anim = F42
bindtime = 1
pos = 0,-40
postype = P2
sprpriority = 2
ownpal = 1
persistent = 0

[State -2, juggle]
type = varset
trigger1 = Projhit1000 = 1
trigger2 = Projhit1111 = 1
var(3) = 42
ignorehitpause = 1
persistent = 0

[State -2, juggle]
type = varset
trigger1 = Projhittime(1111) = [0,42]
var(1) = 2
ignorehitpause = 1
persistent = 0

[State -2, juggle]
type = varadd
trigger1 =  var(3) > 0
v = 3
value = -1
ignorehitpause = 1




;======================================
;Armor Mode
;======================================
[State AM-Helper]
type = Helper
triggerall = var(6) != 0
trigger1 = NumHelper(10000) = 0
ignorehitpause = 1
name = "Armor Mode"
stateno = 10000
pausemovetime = 999999999
supermovetime = 999999999
id = 10000
size.ground.back = 15
size.ground.front = 16
size.air.back = 12
size.air.front = 12

[State Damage]
type = LifeAdd
triggerall = var(6) != 0
trigger1 = Helper(10000),GetHitVar(damage) != 0
value = -Helper(10000),GetHitVar(damage)

[State NotHitBy]
type = NotHitBy
;triggerall = var(6) != 0
trigger1 = NumHelper(10000) > 0
trigger1 = movetype = A
ignorehitpause = 1
value = ,AA,AP

[State PalFX]
type = PalFX
triggerall = var(6) != 0
trigger1 = Helper(10000),Time > 12
trigger1 = Helper(10000),TimeMod = 2,0
ignorehitpause = 1
time = 1
add = 128,128,0
color = 0

[State PalFX]
type = PalFX
triggerall = var(6) != 0
trigger1 = Helper(10000),Time <= 12
trigger1 = StateNo != 2600
ignorehitpause = 1
time = 1
add = 240,240,240
color = 0

[State Anim Freeze]
type = ChangeAnim
triggerall = var(6) != 0
trigger1 = Helper(10000),Time <= 12
trigger1 = StateNo != 2600
trigger1 = movetype = A
ignorehitpause = 1
value = Anim
elem = AnimElemNo(0)

[State VelFreeze]
type = VelSet
trigger1 = var(6) != 0
trigger1 = Helper(10000),Time <= 12
x = FVar(0)
y = FVar(1)
ignorehitpause = 1

[State PrevVelX]
type = VarSet
trigger1 = 1
ignorehitpause = 1
fvar(0) = Vel X

[State PrevVelY]
type = VarSet
trigger1 = 1
ignorehitpause = 1
fvar(1) = Vel Y

[State PosFreeze]
type = PosFreeze
trigger1 = var(6) != 0
trigger1 = Helper(10000),Time <= 12
ignorehitpause = 1
;trigger1 = ctrl = 0


;======================================
; State -3
;超必殺背景消去
[state -3,120]
type = modifyexplod
trigger1 = stateno != 4000
bindtime = 0
removetime = 0
ID = 13203
persistent = 0

;超必殺背景消去
[state -3,120]
type = modifyexplod
trigger1 = stateno != 7500
trigger1 = stateno != 7510
bindtime = 0
removetime = 0
ID = 13202
persistent = 0


[State -3, 3]
type = VarSet
trigger1 = stateno = 0
var(41) = 0

;==============================================

; 1122 EX
[Statedef 1122]
type = S
movetype = A
physics = S
anim = 430
velset = 0
ctrl = 0

[state 1122, 0]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 23, 0 
animtype = Light
pausetime = 8,8
guardflag = MA
hitflag = MAF
ground.type = Low
ground.hittime = 27
ground.velocity = -9

[state 1122, 0]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 23, 0 
animtype = Light
pausetime = 8,8
guardflag = MA
hitflag = MAF
ground.type = Low
ground.hittime = 27
ground.velocity = -9

[state 1122, 0]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 23, 0 
animtype = midium
pausetime = 8,8
guardflag = MA
hitflag = MAF
ground.type = High
ground.hittime = 27
ground.velocity = -1,-5
air.hittime = 50
fall = 1

[State 1122, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;-------オリジナル1---------------------------------
[statedef 1133]
type = S
movetype = A
physics = S
anim = 4256
velset = 0
ctrl = 0
poweradd = -1000



[State 1133, flash]
type = envcolor
trigger1 = animelemtime(2) = 0
value = 0,0,0
under = 1
time = 38
supermove = 1

[State 1133, flash]
type = explod
trigger1 = animelemtime(2) = 0
anim = 800
postype = p1
pos = -5,-68
sprpriority = -2
ignorehitpause = 0
ownpal = 1
supermove = 1

[State 1133, EnvSahke]
type = EnvShake
trigger1 = AnimElem = 6, = 1
time = 25
freq = 90
ampl = -5

[State 3000, flash]
type = explod
trigger1 = animelemtime(3) = 8
anim = 800
postype = p1
pos = -5,-68
sprpriority = -2
ignorehitpause = 0
removeongethit = 1
ownpal = 1
supermove = 1

[State 2000, flash]
type = explod
trigger1 = animelemtime(3) = 0
persistent = 0
anim = 830
bindtime = 1
pos = 0,-0
postype = P1
sprpriority = 3
ownpal = 1
supermove = 1


;[state 1122, 0]
;type = HitDef
;trigger1 = AnimElem = 3
;attr = S, NA                     ;Attribute: Standing, Normal Attack
;damage = 123, 0 
;animtype = heavy
;pausetime = 8,8
;guardflag = MA
;hitflag = MAF
;ground.type = high
;ground.hittime = 430
;ground.velocity = -15  ;-0.38,-18.245

[State 1133, 7]
type = superpause
trigger1 = time = 1
time = 56
movetime = 56
pos = 5, -73
sprpriority = -1
anim = -1
darken = 0


;[state 1133, 0]
;type = ChangeState
;trigger1 = AnimTime = 0
;value = 11333
;ctrl = 1

[state 1133, 0]
type = ChangeState
trigger1 = AnimTime = 0
value = 9899
ctrl = 1





[statedef 11333]
type = C
movetype = A
physics = S
anim = 11333
velset = 0
ctrl = 0


[State 11333, hitdef]
type = Projectile
trigger1 = var(3) = 0
trigger1 = animelemtime(5) = 1
persistent = 0
ProjAnim = 3010
ProjHitAnim = 3010
ProjRemove = 0
ProjRemoveTime = 19
ProjID = 3000
ProjPriority = 7
ProjsprPriority = 3
projshadow = 64,64,64
offset = 32,0
velocity = 0,0
hitflag = MAP
guardflag = MA
attr = S, HP
damage = 0,10 ;125,20
animtype = UP
givepower = 20,60
pausetime = 0,12
sparkno = -1
guard.sparkno = -1
hitsound = S1000,1
guardsound = S150,1
ground.type = Hard
ground.slidetime = 9
ground.hittime = 9
ground.velocity = -2,-12
ground.cornerpush.veloff = 0
guard.velocity = -8
airguard.velocity = -4,-5
yaccel = 0.64
fall = 1
fall.recover = 0
air.velocity = -2,-12
air.fall = 1
air.recover = 0
fall.recover = 0 
air.animtype = Up
palfx.time = 50
palfx.mul = 220,220,255
palfx.sinadd = 64,48,48,32
palfx.add = 184,184,200
palfx.color = 8


[State 113333, flash]
type = envcolor
trigger1 = animelemtime(5) = 0
value = 0,0,0
under = 1
time = 18
supermove = 1

[State 11333, flash]
type = envcolor
trigger1 = animelemtime(6) = 0
value = 255,145,0
under = 1
time = 1
supermove = 1

[State 11333, EnvSahke]
type = EnvShake
trigger1 = AnimElem = 6, = 1
time = 15
freq = 90
ampl = 3

[state 11333, 0]
type = ChangeState
trigger1 = AnimTime = 0
value = 1503
ctrl = 1





;ラ☆カチョーラ
[Statedef 968]
type    = S
movetype= A
physics = S
poweradd = -2000
ctrl = 0
velset = 0,0,0
anim = 968
sprpriority = 2

[State 9899, BGcolor]
type = envcolor
trigger1 = time = 0
time = 60
under = 1
value = 0, 0, 0


[state 4100 , playsnd]
type = PlaySnd
trigger1 = Time = 0
value = 300,10
persistent = 0

[State 4100, playsnd]
type = PlaySnd
trigger1 = Time = 0
value = 9989,5  ;max sound
channel = 9
volume = 0
persistent = 0

[State 4100, 2]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 60
time = 60
darken = 0

[State 4100, 2]
type = Explod
trigger1 = AnimElem = 1
anim = 800
postype = p1
pos = 0,-90
sprpriority = -2
supermove = 1
bindtime = 1
ownpal = 1

[State 4100, 2]
type = Explod
trigger1 = AnimElem = 1
anim = 810
postype = p1
pos = 0,-90
sprpriority = 99999999
supermove = 1
bindtime = 1
ownpal = 1

[State 3290, muteki]
type = nothitby
trigger1 = animelem = 11
value = SCA
time = 20

[state 4100 , playsnd]
type = PlaySnd
trigger1 = animelem = 11
value = 2041,0
persistent = 0

[State 3290, muteki]
type = nothitby
trigger1 = animelem = 17
value = SCA
time = 20

[STate 968]
type=VelSet
trigger1=Animelem=11
x=6
y=-9

[STate 968]
type=Veladd
trigger1=Animelem=11,>=0
x=.6

[STate 968]
type=Veladd
trigger1=Animelem=11,>=0
y=.4

[STate 968]
type=Veladd
trigger1=Animelem=18,>=0
y=.5

[STate 968]
type=statetypeset
trigger1=Animelem=11
value=A

[STate 968]
type=statetypeset
trigger1=Animelem=11&&enemy,Movetype=H
movetype=I

[State 968]
type = HitDef
trigger1 = animelem=16
trigger2 = animelem=17
attr = A, HT
animtype  = hard
damage    = 0,0
priority=1,miss
hitflag=M
guardflag = 
pausetime = 0,0
;guard.pausetime=0,12
sparkno = -1
;guard.sparkno=S2007         
;sparkxy = 10,-40
;hitsound   = s1,56
;guardsound = s1,16
ground.type = high
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
air.velocity = -2.2,-4.2
p2stateno= 967
;p2facing=1

[State 969]
type = ChangeState
trigger1 = movehit
value = 970

[State 968]
type = ChangeState
trigger1 = pos Y>=0&&vel Y>0
value = 969

;着地
[Statedef 969]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 969
poweradd = 0
sprpriority = 2  

[STate 969]
type=POsSet
trigger1=time=0
y=0

[state 4100 , playsnd]
type = PlaySnd
trigger1 = time = 0
value = 47,0
persistent = 0

[State 969]
type = ChangeState
trigger1 =animtime=0
value = 0
ctrl=1


;相手
[Statedef 967]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0, 0

[state 3810]
type = changeanim2
trigger1 = time = 0
value = 967

[State 3200,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 966


[Statedef 966]
type    = A
movetype= H
physics = N
poweradd= 0
ctrl = 0
velset = -5,-7
sprpriority = -2
anim = 966

[State 3110,2]
type=changeanim2
trigger1=time=0
value=966

[State 3115,4]
type=veladd
trigger1=1
y=.4

[State 3110,1]
type=selfstate
trigger1=pos Y>=0&&Vel Y>0
value=5100


[Statedef 970]
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0,0
anim = 970
sprpriority = 2  

[State 970]
type=BindToTarget
trigger1=animelem=1,>=0
trigger1=animelem=32,<=0
pos=0,0,head

[State 3800, 1]
type = explod
;trigger1 = facing = 1
trigger1 = time = 1
ID = 13202
pos = 0,0
postype = LEFT
anim = 13202
bindtime = 235
removetime = 200
sprpriority = -3
ownpal = 1
removeongethit = 1
supermove = 1
supermovetime = 999
scale = 1.09,1.09


;↓ダイアナ
[state 970]
type = explod
trigger1 = animelem = 1,10
anim = 972
postype = p2
pos = -44,4
removetime = 205
sprpriority = 3

[state 4100 , playsnd]
type = PlaySnd
trigger1 = animelem = 1,10
value = 190,5
persistent = 0

[state 4100 , playsnd]
type = PlaySnd
trigger1 = time = 198
value = 190,5
persistent = 0

;↓Ｋ’
[state 970]
type = explod
trigger1 = animelem = 1,10
anim = 980
postype = p2
pos = 12,4
removetime = 200
sprpriority = 4

;↓ウィップ
[state 970]
type = explod
trigger1 = animelem = 1,10
anim = 990
postype = p2
pos = 40,0
removetime = 206
sprpriority = 3

[state 4100 , playsnd]
type = PlaySnd
trigger1 = animelem = 3
value = 9989,1
persistent = 0

[state 4100 , playsnd]
type = PlaySnd
trigger1 = animelem = 8
value = 9989,1
persistent = 0

[state 4100 , playsnd]
type = PlaySnd
trigger1 = animelem = 12
value = 9989,2
persistent = 0

[state 4100 , playsnd]
type = PlaySnd
trigger1 = animelem = 23
value = 9989,1
persistent = 0

[state 4100 , playsnd]
type = PlaySnd
trigger1 = animelem = 28
value = 9989,1
persistent = 0

[State 969]
type = ChangeState
trigger1 =animtime=0
value = 971


[Statedef 971]
type    = S
movetype= A
physics = N
poweradd = 0
ctrl = 0
velset = -3,-6
anim = 971
sprpriority = 2  

[State 3115,4]
type=veladd
trigger1=1
y=.4

[STate 3410]
type=targetlifeadd
trigger1= animelem = 1
value = -300

[STate 3410]
type=targetpoweradd
trigger1= animelem = 1
value = -1500

[State 971]
type = ChangeState
trigger1 = pos Y>=0;&&vel Y>0
value = 969



;ヘヴンズドライブ
[Statedef 3340]
type	= S
movetype= A
physics = S
poweradd = -1000
ctrl = 0
velset = 0,0,0
anim = 3340
juggle = 4 + var(13)

[State 13501]
type = PlaySnd
trigger1 = time = 0
value = 2000,2

[State 13501]
type = PlaySnd
trigger1 = time = 0
value = 3000,0
channel = 2

[State 13501]
type = PlaySnd
trigger1 = animelem = 3
value = 300,0
channel = 2

[State 13501]
type = PlaySnd
trigger1 = animelem = 13
value = 300,1
channel = 2

[State 9989, flash1]
type = Explod
trigger1 = time = 0
anim = 810
postype = p1
pos = 0,-60
sprpriority = 999999
supermove = 1
bindtime = 1
ownpal = 1

[State 9989, flash2]
type = Explod
trigger1 = time = 0
anim = 800
postype = p1
pos = 0,-60
sprpriority = -2
supermove = 1
bindtime = 1
ownpal = 1

[State 9899, BGcolor]
type = envcolor
trigger1 = time = 0
time = 40
under = 1
value = 0, 0, 0

[state 13501]
type = superpause
trigger1 = time = 0
anim = -1
movetime = 40
time = 40

[State 1503, 0]
type = PlaySnd
trigger1 = animelem = 5
value = 1000,3
persistent = 0

[State 1503, 1]
type = HitBy
trigger1 = Time = 3
value = SCA, SA,HA,AP
time = 13

[State 1500, burn]
type = varset
trigger1 = movehit
var(3) = 1

[State 1270, 6]
type = VelSet
trigger1 = animelem = 3
x = 2
[State 1270, 6]
type = VelSet
trigger1 = animelem = 4
x = 2
[State 1270, 6]
type = VelSet
trigger1 = animelem = 5
x = 2
[State 1270, 6]
type = VelSet
trigger1 = animelem = 6
x = 2
[State 1270, 6]
type = VelSet
trigger1 = animelem = 7
x = 2
[State 1270, 6]
type = VelSet
trigger1 = animelem = 8
x = 2
[State 1270, 6]
type = VelSet
trigger1 = animelem = 9
x = 2
[State 1270, 6]
type = VelSet
trigger1 = animelem = 10
x = 2
[State 1270, 6]
type = VelSet
trigger1 = animelem = 11
x = 2
[State 1270, 6]
type = VelSet
trigger1 = animelem = 12
x = 2
[State 1270, 6]
type = VelSet
trigger1 = animelem = 13
x = 2

[State 1503, 2]
type = PosAdd
trigger1 = AnimElemtime(14) = 0
trigger2 = AnimElemtime(15) = 0
x = 8

[State 1503, 2]
type = PosAdd
trigger1 = AnimElemtime(15) = 1
x = 7

[State 1503, 2]
type = PosAdd
trigger1 = AnimElemtime(16) = 0
trigger2 = AnimElemtime(16) = 1
x = 4

[State 1000, 0]
type = PlaySnd
trigger1 = movehit
value = 1000,1
persistent = 0

[State 1503, 3]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4 && !movecontact
attr = S, SA
animtype = Medium
damage = 42,9
getpower = 63
guardflag = M ; MA
sparkno = 1
sparkxy = -10,-55
pausetime = 6,8
hitsound = S220,0
guardsound = S150,1
ground.type = Low
ground.slidetime = 18
ground.hittime = 24
ground.velocity = -5   ;,-6   no Y velocity on firsrt hit
air.velocity = -5,-6
air.animtype = Back
fall.recover = 0
palfx.time = 18
palfx.mul = 220,220,255
palfx.sinadd = 64,48,48,32
palfx.add = 184,184,200
palfx.color = 8

[State 1503, 3]
type = HitDef
trigger1 = AnimElem = 14
trigger2 = AnimElem = 15 && !movecontact
attr = S, SA
animtype = Medium
damage = 42,9
getpower = 63
guardflag = M ; MA
sparkno = 1
sparkxy = -10,-55
pausetime = 6,8
hitsound = S220,0
guardsound = S150,1
ground.type = Low
ground.slidetime = 18
ground.hittime = 24
ground.velocity = -5   ;,-6   no Y velocity on firsrt hit
air.velocity = -5,-6
air.animtype = Back
fall.recover = 0
palfx.time = 18
palfx.mul = 220,220,255
palfx.sinadd = 64,48,48,32
palfx.add = 184,184,200
palfx.color = 8

[State 1503, 3]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
animtype = Medium
damage = 42,9
getpower = 63
guardflag = M ; MA
sparkno = 1
sparkxy = -10,-55
pausetime = 6,8
hitsound = S220,0
guardsound = S150,1
ground.type = Low
ground.slidetime = 13
ground.hittime = 24
ground.velocity = -5 ; X -4 Y  -6
air.velocity = -5,-6
air.animtype = Back
fall = 0
fall.recover = 0
palfx.time = 60
palfx.mul = 220,220,255
palfx.sinadd = 64,48,48,32
palfx.add = 184,184,200
palfx.color = 8

[State 1503, 3]
type = HitDef
trigger1 = AnimElem = 16
attr = S, SA
animtype = Medium
damage = 42,9
getpower = 63
guardflag = M ; MA
sparkno = 1
sparkxy = -10,-55
pausetime = 6,8
hitsound = S220,0
guardsound = S150,1
ground.type = Low
ground.slidetime = 13
ground.hittime = 24
ground.velocity = -5 ,-10 ; X -4 Y  -6
air.velocity = -4,-3
air.animtype = Back
fall = 1
fall.recover = 0
palfx.time = 60
palfx.mul = 220,220,255
palfx.sinadd = 64,48,48,32
palfx.add = 184,184,200
palfx.color = 8

[State 1503, 5]
type = Explod
trigger1 = animelem = 5, = 1
anim = 1510
postype = p1
pos = 0,0
ID = 1500
shadow = 64,64,64
sprpriority = 2
ignorehitpause = 0
bindtime = 22
ownpal = 1

[State 1503, 5]
type = Explod
trigger1 = animelem = 16
anim = 1510
postype = p1
pos = 0,0
shadow = 64,64,64
sprpriority = 2
ignorehitpause = 0
bindtime = 1
ownpal = 1

[state 3901 ,shake]
type = envshake
trigger1 = animelem = 3
trigger2 = AnimElem = 4 && !movecontact
trigger1 = movehit
ampl = -2
time = 5

[state 3901 ,shake]
type = envshake
trigger1 = animelem = 5
trigger1 = movehit
ampl = -2
time = 15

[state 3901 ,shake]
type = envshake
trigger1 = animelem = 14
trigger2 = AnimElem = 15 && !movecontact
trigger1 = movehit
ampl = -2
time = 5

[state 3901 ,shake]
type = envshake
trigger1 = animelem = 16
trigger1 = movehit
ampl = -3
time = 20

[State 3280, envcolor]
type = envcolor
triggerall = movehit
trigger1 = animelem = 4
trigger2 = animelem = 5
trigger3 = animelem = 15
trigger4 = animelem = 16
time = 1
under = 1
value = 240,240,240

[State 1504, 0]
type = PlaySnd
trigger1 = animelem = 5
trigger1 = movehit
value = 1000,8

[State 1504, 0]
type = PlaySnd
trigger1 = animelem = 16
trigger1 = movehit
value = 1000,8

[State 1503, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 3350


[Statedef 3350]
type = A
movetype = A
physics = N
anim = 3350
velset = 3, -10
juggle = 2

[State 1504, 1]
type = VelAdd
trigger1 = Time > 0
y = 0.55

[State 1500, burn]
type = varset
trigger1 = movehit
var(3) = 1

;[State 1504, 0]
;type = PlaySnd
;trigger1 = movehit
;value = 1000,7
;persistent = 0

[State 1504, var-reset]
type = varset
trigger1 = time = 0
var(2) = 0

[State 1504, 4]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
animtype = Hard
damage = 40,9
getpower = 63
sparkno = 2
sparkxy = 0,-60
pausetime = 6,8
guardflag = MA
hitsound = S220,0
guardsound = S150,1
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -2,-7
air.velocity = -4,-4
air.animtype = Back
fall = 1
fall.recover = 0
palfx.time = 60
palfx.mul = 220,220,255
palfx.sinadd = 64,48,48,32
palfx.add = 184,184,200
palfx.color = 8

[State 3280, envcolor]
type = envcolor
triggerall = movehit
trigger1 = animelem = 2
time = 1
under = 1
value = 240,240,240

[State 1504, 4]
type = ChangeState
trigger1 = movehit
value = 3360
ctrl = 0

[State 1505 , 10]
type = ChangeState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 312
ctrl = 0

;--------------------
;1505 fwd_D in air
[Statedef 3360]
type = A
movetype = A
physics = N
anim = 3360
poweradd = 42
juggle = 2

[State 1505 , 4]
type = VelAdd
trigger1 = Time > 0
y = 0.45

[State 1500, burn]
type = varset
trigger1 = movehit
var(3) = 1

[State 1505 , 5]
type = explod
trigger1 = animelem = 8
Anim = 313
pos = -50,-10
sprpriority = 2
shadow = 64,64,64
postype = p2
bindtime = 1
ownpal = 1
scale = 0.8,0.8

[State 1505 , 6]
type = HitDef
trigger1 = AnimElem = 9
;trigger2 = (AnimElem = 5) && (!movecontact)
;trigger3 = (AnimElem = 6) && (!movecontact)
attr = A, SA
animtype = Hard
damage = 60,9
getpower = 42
sparkno = 2
guardflag = MA
sparkxy = 0,-60
pausetime = 20,22
hitsound = S240,0
guardsound = S150,1
ground.slidetime = 15
ground.hittime = 15
ground.velocity = 0,7
air.velocity = -3,10
air.animtype = Back
air.hittime = 30
fall = 1
fall.recover = 0
palfx.time = 36
palfx.mul = 220,220,255
palfx.sinadd = 64,48,48,32
palfx.add = 184,184,200
palfx.color = 8

[State 1504, 0]
type = PlaySnd
trigger1 = animelem = 8
value = 1000,6
channel = 2

[State 1504, 0]
type = PlaySnd
trigger1 = animelem = 8
value = 1000,7
channel = 3

[state 3901 ,shake]
type = envshake
trigger1 = animelem = 8
ampl = -5
time = 40

[state 3901 ,shake]
type = envshake
trigger1 = animelem = 10
ampl = -2
time = 40

[State 3280, envcolor]
type = envcolor
trigger1 = animelem = 8
time = 3
under = 1
value = 240,240,240

[State 1505 , 10]
type = ChangeState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 312
ctrl = 0

; 312 knees kick landing
[Statedef 312]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 312
velset = 0,0,0

[State 312 , 3]
type = posset
trigger1 = time = 0
y = 0

[State 312, 3]
type = VarSet
trigger1 = AnimTime = 0
var(2) = 0

[State 312 , 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;C ice 
[Statedef 964]
type = S
movetype = A
physics = S
anim = 964
velset = 0
ctrl = 0

[State 300, 0]
type = PlaySnd
trigger1 = Time = 0
value = 200,1
persistent = 0

[State 300, 0]
type = PlaySnd
trigger1 = Time = 0
value = 300,7
persistent = 0

[State 300, 0]
type = PlaySnd
trigger1 = Time = 10
value = 1000,8
channel = 3

[State 300, 1]
type = explod
trigger1 = animelem = 5
anim = 314
bindtime = 26
pos = 0,0
postype = P1
sprpriority = 3
ownpal = 1
supermove = 1

[State 300, 3]
type = HitDef
trigger1 = AnimElem = 6
trigger2 = AnimElem = 8
persistent = 2
hitflag = MAF
attr = S, NA
animtype  = Hard
damage    = 20
getpower = 120,20
givepower = 20,20
guardflag = MA
pausetime = 0,4
sparkno = 1
guard.sparkno = S65
sparkxy = -10,-56
hitsound   = S1000,1
guardsound = S150,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -11.2
guard.velocity = -11.2
ground.cornerpush.veloff = 0
yaccel = 0.7
air.velocity = -3.2,-6

[State 300, 3]
type = HitDef
trigger1 = AnimElem = 11
trigger2 = AnimElem = 14
trigger3 = AnimElem = 15
persistent = 0
hitflag = MAF
attr = S, NA
animtype  = Hard
damage    = 20
getpower = 120,20
givepower = 20,20
guardflag = MA
pausetime = 0,4
sparkno = 1
guard.sparkno = S65
sparkxy = -10,-56
hitsound   = S1000,1
guardsound = S150,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -6,-6
guard.velocity = -11.2
ground.cornerpush.veloff = -15
yaccel = 0.7
fall = 1
fall.recovery = 0
air.velocity = -6,-6
P2stateno = 305
fall.animtype = back
fall.yvelocity = -3

[state 3901 ,shake]
type = envshake
trigger1 = animelem = 6
trigger1 = movehit
trigger2 = animelem = 11
trigger2 = movehit
ampl = -2
time = 40

[State MovetypeReset]
type = statetypeset
trigger1 = animelemtime(16) >= 0
movetype = I

[State 300, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1












;エアコフィン　弱
[Statedef 1150]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0,0
anim = 1150
sprpriority = 2

[State 1504, 0]
type = PlaySnd
trigger1 = animelem = 8
value = 300,0

[State 1504, 0]
type = PlaySnd
trigger1 = animelem = 7
value = 1000,8
channel = 2

[State 1504, 0]
type = PlaySnd
trigger1 = animelem = 7
value = 1000,5
channel = 3

[STate 968]
type=VelSet
trigger1=Animelem=8
x=-4
y=-5

[STate 968]
type=Veladd
trigger1=Animelem=8,>=0
x=-.4

[STate 968]
type=Veladd
trigger1=Animelem=8,>=0
y=.2

[STate 968]
type=Veladd
trigger1=Animelem=10,>=0
y=.3

[STate 968]
type=statetypeset
trigger1=Animelem=8
value=A

[State 1505 , 5]
type = explod
trigger1 = animelem = 7
Anim = 1110
pos = 15,-20
sprpriority = 3
shadow = 64,64,64
postype = p1
bindtime = 15
ownpal = 1

[State 1010, 5]
type = Projectile
trigger1 = AnimElem = 8
ProjAnim = 1152
projcancelanim = 1153
projremanim = 1153
ProjID = 1020
offset = 48,-25
velocity = 4,5
accel = 0, 0
attr = S, SP
projshadow = 68,68,68
damage = 100,10
animtype = Hard
getpower = 42
givepower = 50
hitflag = MAFD
guardflag = MA,L
pausetime = 0,8
guard.pausetime = 0,7
sparkno = 2
sparkxy = -1
hitsound = S1000,1
guardsound = S150,1
ground.type = High
ground.slidetime = 19
ground.hittime = 19
ground.velocity = -9
guard.velocity = -8 ; -4
airguard.velocity = -4.0,-3.0
air.velocity = -2.5,-5.5
air.juggle = 1 ;+ var(12)
air.animtype = Back
air.recover = 0
fall.recover = 0 
palfx.time = 19
palfx.mul = 220,220,255
palfx.sinadd = 64,48,48,32
palfx.add = 184,184,200
palfx.color = 8

[State 968]
type = ChangeState
trigger1 = pos Y>=0&&vel Y>0
value = 312


;エアコフィン　強
[Statedef 1151]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0,0
anim = 1151
sprpriority = 2

[State 1504, 0]
type = PlaySnd
trigger1 = animelem = 8
value = 300,0

[State 1504, 0]
type = PlaySnd
trigger1 = animelem = 7
value = 1000,8
channel = 2

[State 1504, 0]
type = PlaySnd
trigger1 = animelem = 7
value = 1000,5
channel = 3

[STate 968]
type=VelSet
trigger1=Animelem=8
x=-4
y=-5

[STate 968]
type=Veladd
trigger1=Animelem=8,>=0
x=-.4

[STate 968]
type=Veladd
trigger1=Animelem=8,>=0
y=.2

[STate 968]
type=Veladd
trigger1=Animelem=10,>=0
y=.3

[STate 968]
type=statetypeset
trigger1=Animelem=8
value=A

[State 1505 , 5]
type = explod
trigger1 = animelem = 5,1
Anim = 1110
pos = 15,-20
sprpriority = 3
shadow = 64,64,64
postype = p1
bindtime = 15
ownpal = 1

[State 1010, 5]
type = Projectile
trigger1 = AnimElem = 8
ProjAnim = 1152
projcancelanim = 1153
projremanim = 1153
ProjID = 1020
offset = 48,-25
velocity = 8,4
accel = 0, 0
attr = S, SP
projshadow = 68,68,68
damage = 120,10
animtype = Hard
getpower = 42
givepower = 50
hitflag = MAFD
guardflag = MA,L
pausetime = 0,8
guard.pausetime = 0,7
sparkno = 2
sparkxy = -1
hitsound = S1000,1
guardsound = S150,1
ground.type = High
ground.slidetime = 19
ground.hittime = 19
ground.velocity = -9
guard.velocity = -8 ; -4
airguard.velocity = -4.0,-3.0
air.velocity = -2.5,-6.5
air.juggle = 1 ;+ var(12)
air.animtype = Back
air.recover = 0
fall.recover = 0 
palfx.time = 19
palfx.mul = 220,220,255
palfx.sinadd = 64,48,48,32
palfx.add = 184,184,200
palfx.color = 8

[State 968]
type = ChangeState
trigger1 = pos Y>=0&&vel Y>0
value = 312




;=============================================
; Max2 Super Moves　ＭＡＸ２超必殺技
;=============================================
;=================================================
;撃って撃って撃ちまくり。光の速さのコメットパイル！！
;comets
[Statedef 4000]
type	= S
movetype= A
physics = S
ctrl = 0
velset = 0,0,0
anim = 4000


[State 4000, 1]
type = PowerAdd
trigger1 = Time = 0
value = -2000

;[State 4000, 1]
;type = NotHitBy
;trigger1 = Time = 0
;value = SCA
;time = 200

[State 3000, 1] 
type = PlaySnd
trigger1 = time = 0
value = 2000,2

[State 3000, 1]
type = PlaySnd
trigger1 = time = 0
value = 3000,1
channel = 2

[State 4000]
type = PlaySnd
trigger1 = animelem = 4
trigger2 = animelem = 7
trigger3 = animelem = 10
trigger4 = animelem = 13
trigger5 = animelem = 16
trigger6 = animelem = 19
trigger7 = animelem = 22
trigger8 = animelem = 25
trigger9 = animelem = 28
trigger10 = animelem = 31
trigger11 = animelem = 34
trigger12 = animelem = 37
trigger13 = animelem = 40
trigger14 = animelem = 43
trigger15 = animelem = 46
trigger16 = animelem = 49
trigger17 = animelem = 52
trigger18 = animelem = 55
trigger19 = animelem = 58
trigger20 = animelem = 61
trigger21 = animelem = 64
value = S1000,1
channel = 2

[State 3000, 4]
type = Explod
trigger1 = animelem = 1
anim = 810
postype = p1
pos = 0,-75
sprpriority = 999999999999
supermove = 1
bindtime = 1
ownpal = 1

[State 3000, 4]
type = Explod
trigger1 = animelem = 1,6
anim = 800
postype = p1
pos = 0,-75
sprpriority = -2
supermove = 1
bindtime = 1
ownpal = 1

[State 4000, BGcolor]
type = envcolor
trigger1 = time = 0
time = 40
under = 1
value = 0, 0, 0

[state 4000]
type = superpause
trigger1 = time = 0
anim = -1
movetime = 40
time = 40
darken = 0

;[State 4000]
;type = VelSet
;trigger1 = (animelemtime(3) >= 0) && (animelemtime(25) < 0)
;x = -0.3

[State 4000]
type = VelSet
trigger1 = (animelemtime(25) >= 0) && (animelemtime(49) < 0)
x = -0.3

[State 4000]
type = VelSet
trigger1 = animelemtime(49) >= 0
x = -0.6


[State 4000, 6]
type = Explod
trigger1 = animelem = 59
sprpriority = 999999999
pos = 0, -72
anim = 810
;scale = 0.5,0.5

[State 4000, hitdef]
type = Projectile
trigger1 = animelem = 4
persistent = 0
ProjAnim = 2060
ProjHitAnim = 2060
ProjRemove = 0
ProjRemoveTime = 6
ProjID = 1000
projshadow = 64,64,64
offset = 10,-78
velocity = 0,0
hitflag = MAF
guardflag = MA
attr = S, SP
damage = 10,5
animtype = Hard
getpower = 0,20
givepower = 5,20
pausetime = 0,20
sparkno = -1
sparkxy = 0,-80
guard.sparkno = -1
hitsound = S1000,10
guardsound = S150,1
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -4,-9.4
ground.cornerpush.veloff = 0
guard.velocity = -8
airguard.velocity = -4,-5
yaccel = 0.64
;fall = 1
fall.recover = 0
air.velocity = -4,-9.4
air.fall = 1
air.recover = 0
fall.recover = 0 
air.animtype = Back
envshake.time = 30
envshake.ampl = 3
envshake.freq = 160
fall.envshake.ampl = 6 
fall.envshake.freq = 180
fall.envshake.time = 15
;mindist = 50,-100 
;maxdist = 100,-10
yaccel = 0.4

[State 4000, hitdef]
type = Projectile
trigger1 = animelem = 7
persistent = 0
ProjAnim = 2060
ProjHitAnim = 2060
ProjRemove = 0
ProjRemoveTime = 6
ProjID = 1000
projshadow = 64,64,64
offset = 16,-62
velocity = 0,0
hitflag = MAF
guardflag = MA
attr = S, SP
damage = 10,5
animtype = Hard
getpower = 0,20
givepower = 5,20
sparkno = -1
sparkxy = 0,-80
guard.sparkno = -1
hitsound = S1000,10
guardsound = S150,1
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -4,-9.4
ground.cornerpush.veloff = 0
guard.velocity = -8
airguard.velocity = -4,-5
yaccel = 0.64
;fall = 1
fall.recover = 0
air.velocity = -4,-9.4
air.fall = 1
air.recover = 0
fall.recover = 0 
air.animtype = Back
envshake.time = 30
envshake.ampl = 3
envshake.freq = 160
fall.envshake.ampl = 6 
fall.envshake.freq = 180
fall.envshake.time = 15
;mindist = 50,-100 
;maxdist = 100,-10
yaccel = 0.4

[State 4000, hitdef]
type = Projectile
trigger1 = animelem = 10
persistent = 0
ProjAnim = 2060
ProjHitAnim = 2060
ProjRemove = 0
ProjRemoveTime = 6
ProjID = 1000
projshadow = 64,64,64
offset = 10,-78
velocity = 0,0
hitflag = MAF
guardflag = MA
attr = S, SP
damage = 10,5
animtype = Hard
getpower = 120,20
givepower = 20,20
pausetime = 0,20
sparkno = -1
sparkxy = 0,-80
guard.sparkno = -1
hitsound = S1000,10
guardsound = S150,1
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -4,-9.4
ground.cornerpush.veloff = 0
guard.velocity = -8
airguard.velocity = -4,-5
yaccel = 0.64
;fall = 1
fall.recover = 0
air.velocity = -4,-9.4
air.fall = 1
air.recover = 0
fall.recover = 0 
air.animtype = Back
envshake.time = 30
envshake.ampl = 3
envshake.freq = 160
fall.envshake.ampl = 6 
fall.envshake.freq = 180
fall.envshake.time = 15
;mindist = 50,-100 
;maxdist = 100,-10
yaccel = 0.4

[State 4000, hitdef]
type = Projectile
trigger1 = animelem = 13
persistent = 0
ProjAnim = 2060
ProjHitAnim = 2060
ProjRemove = 0
ProjRemoveTime = 6
ProjID = 1000
projshadow = 64,64,64
offset = 16,-62
velocity = 0,0
hitflag = MAF
guardflag = MA
attr = S, SP
damage = 10,5
animtype = Hard
getpower = 0,20
givepower = 5,20
pausetime = 0,20
sparkno = -1
sparkxy = 0,-80
guard.sparkno = -1
hitsound = S1000,10
guardsound = S150,1
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -4,-9.4
ground.cornerpush.veloff = 0
guard.velocity = -8
airguard.velocity = -4,-5
yaccel = 0.64
;fall = 1
fall.recover = 0
air.velocity = -4,-9.4
air.fall = 1
air.recover = 0
fall.recover = 0 
air.animtype = Back
envshake.time = 30
envshake.ampl = 3
envshake.freq = 160
fall.envshake.ampl = 6 
fall.envshake.freq = 180
fall.envshake.time = 15
;mindist = 50,-100 
;maxdist = 100,-10
yaccel = 0.4

[State 4000, hitdef]
type = Projectile
trigger1 = animelem = 16
persistent = 0
ProjAnim = 2060
ProjHitAnim = 2060
ProjRemove = 0
ProjRemoveTime = 6
ProjID = 1000
projshadow = 64,64,64
offset = 10,-78
velocity = 0,0
hitflag = MAF
guardflag = MA
attr = S, SP
damage = 10,5
animtype = Hard
getpower = 0,20
givepower = 5,20
pausetime = 0,20
sparkno = -1
sparkxy = 0,-80
guard.sparkno = -1
hitsound = S1000,10
guardsound = S150,1
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -4,-9.4
ground.cornerpush.veloff = 0
guard.velocity = -8
airguard.velocity = -4,-5
yaccel = 0.64
;fall = 1
fall.recover = 0
air.velocity = -4,-9.4
air.fall = 1
air.recover = 0
fall.recover = 0 
air.animtype = Back
envshake.time = 30
envshake.ampl = 3
envshake.freq = 160
fall.envshake.ampl = 6 
fall.envshake.freq = 180
fall.envshake.time = 15
;mindist = 50,-100 
;maxdist = 100,-10
yaccel = 0.4

[State 4000, hitdef]
type = Projectile
trigger1 = animelem = 19
persistent = 0
ProjAnim = 2060
ProjHitAnim = 2060
ProjRemove = 0
ProjRemoveTime = 6
ProjID = 1000
projshadow = 64,64,64
offset = 16,-62
velocity = 0,0
hitflag = MAF
guardflag = MA
attr = S, SP
damage = 10,5
animtype = Hard
getpower = 0,20
givepower = 5,20
pausetime = 0,20
sparkno = -1
sparkxy = 0,-80
guard.sparkno = -1
hitsound = S1000,10
guardsound = S150,1
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -4,-9.4
ground.cornerpush.veloff = 0
guard.velocity = -8
airguard.velocity = -4,-5
yaccel = 0.64
;fall = 1
fall.recover = 0
air.velocity = -4,-9.4
air.fall = 1
air.recover = 0
fall.recover = 0 
air.animtype = Back
envshake.time = 30
envshake.ampl = 3
envshake.freq = 160
fall.envshake.ampl = 6 
fall.envshake.freq = 180
fall.envshake.time = 15
;mindist = 50,-100 
;maxdist = 100,-10
yaccel = 0.4

[State 4000, hitdef]
type = Projectile
trigger1 = animelem = 22
persistent = 0
ProjAnim = 2060
ProjHitAnim = 2060
ProjRemove = 0
ProjRemoveTime = 6
ProjID = 1000
projshadow = 64,64,64
offset = 10,-78
velocity = 0,0
hitflag = MAF
guardflag = MA
attr = S, SP
damage = 10,5
animtype = Hard
getpower = 0,20
givepower = 5,20
pausetime = 0,20
sparkno = -1
sparkxy = 0,-80
guard.sparkno = -1
hitsound = S1000,10
guardsound = S150,1
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -4,-9.4
ground.cornerpush.veloff = 0
guard.velocity = -8
airguard.velocity = -4,-5
yaccel = 0.64
;fall = 1
fall.recover = 0
air.velocity = -4,-9.4
air.fall = 1
air.recover = 0
fall.recover = 0 
air.animtype = Back
envshake.time = 30
envshake.ampl = 3
envshake.freq = 160
fall.envshake.ampl = 6 
fall.envshake.freq = 180
fall.envshake.time = 15
;mindist = 50,-100 
;maxdist = 100,-10
yaccel = 0.4

[State 4000, hitdef]
type = Projectile
trigger1 = animelem = 25
persistent = 0
ProjAnim = 2060
ProjHitAnim = 2060
ProjRemove = 0
ProjRemoveTime = 6
ProjID = 1000
projshadow = 64,64,64
offset = 16,-62
velocity = 0,0
hitflag = MAF
guardflag = MA
attr = S, SP
damage = 10,5
animtype = Hard
getpower = 0,20
givepower = 5,20
pausetime = 0,20
sparkno = -1
sparkxy = 0,-80
guard.sparkno = -1
hitsound = S1000,10
guardsound = S150,1
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -4,-9.4
ground.cornerpush.veloff = 0
guard.velocity = -8
airguard.velocity = -4,-5
yaccel = 0.64
;fall = 1
fall.recover = 0
air.velocity = -4,-9.4
air.fall = 1
air.recover = 0
fall.recover = 0 
air.animtype = Back
envshake.time = 30
envshake.ampl = 3
envshake.freq = 160
fall.envshake.ampl = 6 
fall.envshake.freq = 180
fall.envshake.time = 15
;mindist = 50,-100 
;maxdist = 100,-10
yaccel = 0.4

[State 4000, hitdef]
type = Projectile
trigger1 = animelem = 28
persistent = 0
ProjAnim = 2060
ProjHitAnim = 2060
ProjRemove = 0
ProjRemoveTime = 6
ProjID = 1000
projshadow = 64,64,64
offset = 10,-78
velocity = 0,0
hitflag = MAF
guardflag = MA
attr = S, SP
damage = 10,5
animtype = Hard
getpower = 0,20
givepower = 5,20
pausetime = 0,20
sparkno = -1
sparkxy = 0,-80
guard.sparkno = -1
hitsound = S1000,10
guardsound = S150,1
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -4,-9.4
ground.cornerpush.veloff = 0
guard.velocity = -8
airguard.velocity = -4,-5
yaccel = 0.64
;fall = 1
fall.recover = 0
air.velocity = -4,-9.4
air.fall = 1
air.recover = 0
fall.recover = 0 
air.animtype = Back
envshake.time = 30
envshake.ampl = 3
envshake.freq = 160
fall.envshake.ampl = 6 
fall.envshake.freq = 180
fall.envshake.time = 15
;mindist = 50,-100 
;maxdist = 100,-10
yaccel = 0.4

[State 4000, hitdef]
type = Projectile
trigger1 = animelem = 31
persistent = 0
ProjAnim = 2060
ProjHitAnim = 2060
ProjRemove = 0
ProjRemoveTime = 6
ProjID = 1000
projshadow = 64,64,64
offset = 16,-62
velocity = 0,0
hitflag = MAF
guardflag = MA
attr = S, SP
damage = 10,5
animtype = Hard
getpower = 0,20
givepower = 5,20
pausetime = 0,20
sparkno = -1
sparkxy = 0,-80
guard.sparkno = -1
hitsound = S1000,10
guardsound = S150,1
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -4,-9.4
ground.cornerpush.veloff = 0
guard.velocity = -8
airguard.velocity = -4,-5
yaccel = 0.64
;fall = 1
fall.recover = 0
air.velocity = -4,-9.4
air.fall = 1
air.recover = 0
fall.recover = 0 
air.animtype = Back
envshake.time = 30
envshake.ampl = 3
envshake.freq = 160
fall.envshake.ampl = 6 
fall.envshake.freq = 180
fall.envshake.time = 15
;mindist = 50,-100 
;maxdist = 100,-10
yaccel = 0.4

[State 4000, hitdef]
type = Projectile
trigger1 = animelem = 34
persistent = 0
ProjAnim = 2060
ProjHitAnim = 2060
ProjRemove = 0
ProjRemoveTime = 6
ProjID = 1000
projshadow = 64,64,64
offset = 10,-78
velocity = 0,0
hitflag = MAF
guardflag = MA
attr = S, SP
damage = 10,5
animtype = Hard
getpower = 0,20
givepower = 5,20
pausetime = 0,20
sparkno = -1
sparkxy = 0,-80
guard.sparkno = -1
hitsound = S1000,10
guardsound = S150,1
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -4,-9.4
ground.cornerpush.veloff = 0
guard.velocity = -8
airguard.velocity = -4,-5
yaccel = 0.64
;fall = 1
fall.recover = 0
air.velocity = -4,-9.4
air.fall = 1
air.recover = 0
fall.recover = 0 
air.animtype = Back
envshake.time = 30
envshake.ampl = 3
envshake.freq = 160
fall.envshake.ampl = 6 
fall.envshake.freq = 180
fall.envshake.time = 15
;mindist = 50,-100 
;maxdist = 100,-10
yaccel = 0.4

[State 4000, hitdef]
type = Projectile
trigger1 = animelem = 37
persistent = 0
ProjAnim = 2060
ProjHitAnim = 2060
ProjRemove = 0
ProjRemoveTime = 6
ProjID = 1000
projshadow = 64,64,64
offset = 16,-62
velocity = 0,0
hitflag = MAF
guardflag = MA
attr = S, SP
damage = 15,5
animtype = Hard
getpower = 0,20
givepower = 5,20
pausetime = 0,20
sparkno = -1
sparkxy = 0,-80
guard.sparkno = -1
hitsound = S1000,10
guardsound = S150,1
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -4,-9.4
ground.cornerpush.veloff = 0
guard.velocity = -8
airguard.velocity = -4,-5
yaccel = 0.64
;fall = 1
fall.recover = 0
air.velocity = -4,-9.4
air.fall = 1
air.recover = 0
fall.recover = 0 
air.animtype = Back
envshake.time = 30
envshake.ampl = 3
envshake.freq = 160
fall.envshake.ampl = 6 
fall.envshake.freq = 180
fall.envshake.time = 15
;mindist = 50,-100 
;maxdist = 100,-10
yaccel = 0.4

[State 4000, hitdef]
type = Projectile
trigger1 = animelem = 40
persistent = 0
ProjAnim = 2060
ProjHitAnim = 2060
ProjRemove = 0
ProjRemoveTime = 6
ProjID = 1000
projshadow = 64,64,64
offset = 10,-78
velocity = 0,0
hitflag = MAF
guardflag = MA
attr = S, SP
damage = 15,5
animtype = Hard
getpower = 0,20
givepower = 5,20
pausetime = 0,20
sparkno = -1
sparkxy = 0,-80
guard.sparkno = -1
hitsound = S1000,10
guardsound = S150,1
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -4,-9.4
ground.cornerpush.veloff = 0
guard.velocity = -8
airguard.velocity = -4,-5
yaccel = 0.64
;fall = 1
fall.recover = 0
air.velocity = -4,-9.4
air.fall = 1
air.recover = 0
fall.recover = 0 
air.animtype = Back
envshake.time = 30
envshake.ampl = 3
envshake.freq = 160
fall.envshake.ampl = 6 
fall.envshake.freq = 180
fall.envshake.time = 15
;mindist = 50,-100 
;maxdist = 100,-10
yaccel = 0.4

[State 4000, hitdef]
type = Projectile
trigger1 = animelem = 43
persistent = 0
ProjAnim = 2060
ProjHitAnim = 2060
ProjRemove = 0
ProjRemoveTime = 6
ProjID = 1000
projshadow = 64,64,64
offset = 16,-62
velocity = 0,0
hitflag = MAF
guardflag = MA
attr = S, SP
damage = 20,5
animtype = Hard
getpower = 0,20
givepower = 5,20
pausetime = 0,20
sparkno = -1
sparkxy = 0,-80
guard.sparkno = -1
hitsound = S1000,10
guardsound = S150,1
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -4,-9.4
ground.cornerpush.veloff = 0
guard.velocity = -8
airguard.velocity = -4,-5
yaccel = 0.64
;fall = 1
fall.recover = 0
air.velocity = -4,-9.4
air.fall = 1
air.recover = 0
fall.recover = 0 
air.animtype = Back
envshake.time = 30
envshake.ampl = 3
envshake.freq = 160
fall.envshake.ampl = 6 
fall.envshake.freq = 180
fall.envshake.time = 15
;mindist = 50,-100 
;maxdist = 100,-10
yaccel = 0.4

[State 4000, hitdef]
type = Projectile
trigger1 = animelem = 46
persistent = 0
ProjAnim = 2060
ProjHitAnim = 2060
ProjRemove = 0
ProjRemoveTime = 6
ProjID = 1000
projshadow = 64,64,64
offset = 10,-78
velocity = 0,0
hitflag = MAF
guardflag = MA
attr = S, SP
damage = 20,5
animtype = Hard
getpower = 0,20
givepower = 5,20
pausetime = 0,20
sparkno = -1
sparkxy = 0,-80
guard.sparkno = -1
hitsound = S1000,10
guardsound = S150,1
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -4,-9.4
ground.cornerpush.veloff = 0
guard.velocity = -8
airguard.velocity = -4,-5
yaccel = 0.64
;fall = 1
fall.recover = 0
air.velocity = -4,-9.4
air.fall = 1
air.recover = 0
fall.recover = 0 
air.animtype = Back
envshake.time = 30
envshake.ampl = 3
envshake.freq = 160
fall.envshake.ampl = 6 
fall.envshake.freq = 180
fall.envshake.time = 15
;mindist = 50,-100 
;maxdist = 100,-10
yaccel = 0.4

[State 4000, hitdef]
type = Projectile
trigger1 = animelem = 49
persistent = 0
ProjAnim = 2060
ProjHitAnim = 2060
ProjRemove = 0
ProjRemoveTime = 6
ProjID = 1000
projshadow = 64,64,64
offset = 16,-62
velocity = 0,0
hitflag = MAF
guardflag = MA
attr = S, SP
damage = 25,5
animtype = Hard
getpower = 0,20
givepower = 5,20
pausetime = 0,20
sparkno = -1
sparkxy = 0,-80
guard.sparkno = -1
hitsound = S1000,10
guardsound = S150,1
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -4,-9.4
ground.cornerpush.veloff = 0
guard.velocity = -8
airguard.velocity = -4,-5
yaccel = 0.64
;fall = 1
fall.recover = 0
air.velocity = -4,-9.4
air.fall = 1
air.recover = 0
fall.recover = 0 
air.animtype = Back
envshake.time = 30
envshake.ampl = 3
envshake.freq = 160
fall.envshake.ampl = 6 
fall.envshake.freq = 180
fall.envshake.time = 15
;mindist = 50,-100 
;maxdist = 100,-10
yaccel = 0.4

[State 4000, hitdef]
type = Projectile
trigger1 = animelem = 52
persistent = 0
ProjAnim = 2060
ProjHitAnim = 2060
ProjRemove = 0
ProjRemoveTime = 6
ProjID = 1000
projshadow = 64,64,64
offset = 10,-78
velocity = 0,0
hitflag = MAF
guardflag = MA
attr = S, SP
damage = 25,5
animtype = Hard
getpower = 0,20
givepower = 5,20
pausetime = 0,20
sparkno = -1
sparkxy = 0,-80
guard.sparkno = -1
hitsound = S1000,10
guardsound = S150,1
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -4,-9.4
ground.cornerpush.veloff = 0
guard.velocity = -8
airguard.velocity = -4,-5
yaccel = 0.64
;fall = 1
fall.recover = 0
air.velocity = -4,-9.4
air.fall = 1
air.recover = 0
fall.recover = 0 
air.animtype = Back
envshake.time = 30
envshake.ampl = 3
envshake.freq = 160
fall.envshake.ampl = 6 
fall.envshake.freq = 180
fall.envshake.time = 15
;mindist = 50,-100 
;maxdist = 100,-10
yaccel = 0.4

[State 4000, hitdef]
type = Projectile
trigger1 = animelem = 55
persistent = 0
ProjAnim = 2060
ProjHitAnim = 2060
ProjRemove = 0
ProjRemoveTime = 6
ProjID = 1000
projshadow = 64,64,64
offset = 16,-62
velocity = 0,0
hitflag = MAF
guardflag = MA
attr = S, SP
damage = 30,5
animtype = Hard
getpower = 0,20
givepower = 5,20
pausetime = 0,20
sparkno = -1
sparkxy = 0,-80
guard.sparkno = -1
hitsound = S1000,10
guardsound = S150,1
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -4,-9.4
ground.cornerpush.veloff = 0
guard.velocity = -8
airguard.velocity = -4,-5
yaccel = 0.64
;fall = 1
fall.recover = 0
air.velocity = -4,-9.4
air.fall = 1
air.recover = 0
fall.recover = 0 
air.animtype = Back
envshake.time = 30
envshake.ampl = 3
envshake.freq = 160
fall.envshake.ampl = 6 
fall.envshake.freq = 180
fall.envshake.time = 15
;mindist = 50,-100 
;maxdist = 100,-10
yaccel = 0.4

[State 4000, hitdef]
type = Projectile
trigger1 = animelem = 58
persistent = 0
ProjAnim = 2060
ProjHitAnim = 2060
ProjRemove = 0
ProjRemoveTime = 6
ProjID = 1000
projshadow = 64,64,64
offset = 10,-78
velocity = 0,0
hitflag = MAF
guardflag = MA
attr = S, SP
damage = 30,5
animtype = Hard
getpower = 0,20
givepower = 5,20
pausetime = 0,20
sparkno = -1
sparkxy = 0,-80
guard.sparkno = -1
hitsound = S1000,10
guardsound = S150,1
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -4,-9.4
ground.cornerpush.veloff = 0
guard.velocity = -8
airguard.velocity = -4,-5
yaccel = 0.64
;fall = 1
fall.recover = 0
air.velocity = -4,-9.4
air.fall = 1
air.recover = 0
fall.recover = 0 
air.animtype = Back
envshake.time = 30
envshake.ampl = 3
envshake.freq = 160
fall.envshake.ampl = 6 
fall.envshake.freq = 180
fall.envshake.time = 15
;mindist = 50,-100 
;maxdist = 100,-10
yaccel = 0.4


[State 2050, hitdef]
type = Projectile
trigger1 = animelem = 62
persistent = 0
ProjAnim = 2060
Projscale = 2.4,2.4
ProjHitAnim = 2060
ProjRemove = 0
ProjRemoveTime = 6
ProjID = 1000
projshadow = 64,64,64
offset = 8,-74
velocity = 0,0
hitflag = MAF
guardflag = MA
attr = S, SP
damage = 200,4 ;125,20
animtype = Hard
getpower = 0,20
givepower = 5,20
pausetime = 0,20
sparkno = -1
sparkxy = 0,-80
guard.sparkno = -1
hitsound = S1000,10
guardsound = S150,1
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -4,-9.4
ground.cornerpush.veloff = 0
guard.velocity = -8
airguard.velocity = -4,-5
yaccel = 0.64
fall = 1
fall.recover = 0
air.velocity = -4,-9.4
air.fall = 1
air.recover = 0
fall.recover = 0 
air.animtype = Back
envshake.time = 60
envshake.ampl = 4
envshake.freq = 160
fall.envshake.ampl = 6 
fall.envshake.freq = 180
fall.envshake.time = 15
;mindist = 50,-100 
;maxdist = 100,-10
yaccel = 0.4

[State 45, 0]
type = PlaySnd
trigger1 = animelem = 61,12
value = 2150,0
persistent = 0
channel = 3


[State 4000, envcolor]
type = envcolor
trigger1 = animelem = 4
trigger2 = animelem = 7
trigger3 = animelem = 10
trigger4 = animelem = 13
trigger5 = animelem = 16
trigger6 = animelem = 19
trigger7 = animelem = 22
trigger8 = animelem = 25
trigger9 = animelem = 28
trigger10 = animelem = 31
trigger11 = animelem = 34
trigger12 = animelem = 37
trigger13 = animelem = 40
trigger14 = animelem = 43
trigger15 = animelem = 46
trigger16 = animelem = 49
trigger17 = animelem = 52
trigger18 = animelem = 55
trigger19 = animelem = 56
time = 2
;under = 1
value = 240,240,240

[State 4000, envcolor]
type = envcolor
trigger1 = animelem = 59
time = 4
;under = 1
value = 240,240,240

;超必殺背景消去
[state -3,120]
type = modifyexplod
trigger1 = AnimTime = 0
bindtime = 0
removetime = 0
ID = 13202
persistent = 0

[State 4000, 4]
type = ChangeState
trigger1 = animtime = 0
value = 4001
ctrl = 0

;ふっとび
[Statedef 4001]
type = A
movetype = A
physics = N
velset = -6,-7.5
anim = 4001
ctrl = 0

[State 4000, envcolor]
type = envcolor
trigger1 = animelem = 1
time = 3
;under = 1
value = 240,240,240

[State 45, 0]
type = veladd
trigger1 = 1
x = 0.1
y = 0.5;372

[State 45, 0]
type = PlaySnd
trigger1 = animelem = 1
value = 666, 12
persistent = 0

[State 45, 0]
type = ChangeState
trigger1 = (Pos Y >= 20) && (Vel Y > 0)
value = 4002
ctrl = 0


[Statedef 4002]
type    = S
movetype= I
physics = N
anim = 4002
ctrl = 0
velset = 0,0
sprpriority = 1

[State 0, AI flyby]
type = ChangeState
triggerall = pos y = 0
triggerall = var(59) = 1
trigger1 = time = 0
value = 22115
ctrl = 0

[State 170, 1]
type = NotHitBy
trigger1 = animelem <= 7
value = SCA
time = 1

[State 2050, shougeki]
type = Explod
trigger1 = time = 0
anim = F61
postype = p1
pos = 0,0
sprpriority = 2
supermove = 1
bindtime = 1
ownpal = 1

[State 310, 2]
type = posset
trigger1 = Time = 0
y = 0

[State 901, 4]
type = EnvShake
trigger1 = Time = 0
time = 10
ampl = 4

[State 45, 0]
type = PlaySnd
trigger1 = animelem = 1
value = 5000,2
persistent = 0
channel = 2

[State 1251, 2]
type = PlaySnd
trigger1 = animelem = 1
value = 1600,0
channel = 3

[State 1300]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
;空の果てまでブッ飛バシ。ゴジ○も真っ青口からビーム！！
[statedef 7500]
type = S
movetype = A
anim  = 7500
poweradd = -3000
ctrl = 0
velset = 0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = stateno = 7500
flag = timerfreeze

[State 7500, 1]
type = Envcolor
trigger1 = animelem = 15
time = 3
value = 240, 240, 240

[State 0, Explod]
type = Explod
trigger1 = animelem = 15
anim = 212121
ID = 1
pos = 50,8
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 9999
ownpal = 1

[State AssertSpecial]
type = AssertSpecial 
trigger1 = time >= 25
flag = noFG
ignorehitpause = 1

[State 7500, 1] 
type = PlaySnd
trigger1 = time = 25
value = 2000, 2

[State 7500, BGcolor]
type = envcolor
trigger1 = time = 25
time = 40
under = 1
value = 0, 0, 0

[State 7500, 2]
type = assertspecial
trigger1 = time = 25
time = 425
flag = noshadow

[state 7500]
type = superpause
trigger1 = time = 25
anim = -1
movetime = 40
time = 40

[State 2050, flash2]
type = Explod
trigger1 = time = 25
anim = 800
postype = p1
pos = -17,-86
sprpriority = -2
supermove = 1
bindtime = 1
ownpal = 1

[State 2050, flash2]
type = Explod
trigger1 = time = 25
anim = 810
postype = p1
pos = -17,-86
sprpriority = 999999
supermove = 1
bindtime = 1
ownpal = 1

[State 7500, 5]
type = Helper
trigger1 = animelem = 13
helpertype = normal
name = "BEAM"
postype = p1
pos = 44,-73
stateno = 7520
keyctrl = 0
ownpal = 1
facing = 1

[State 7500, 5]
type = Helper
trigger1 = time = 400
helpertype = normal
name = "BEAM"
postype = p1
pos = 44,-73
stateno = 7521
keyctrl = 0
ownpal = 1
facing = 1

;[State 0, PowerAdd]
;type = PowerAdd
;trigger1 = time = 400
;value = 3000
;ignorehitpause =
;persistent =

[State 2004]
type = pause
trigger1 = Enemy,Alive = 1
trigger1 = Animelem = 12 >= 0
trigger1 = Timemod = 3,0
time = 2

;超必殺背景
[state -3,120]
type = explod
trigger1 = animelem = 8
anim = 13202
postype = LEFT
pos = 0,0
sprpriority = -5
bindtime = 250
removetime = 240
supermove = 1
supermovetime = 999
ownpal = 1
ID = 13202
scale = 1.2,1.2
under = 1

[State 7500, 6]
type = ChangeState
trigger1 = time = 400
value = 7510

;---------------------------------------------------------------------------
;空の果てまでブッ飛バシ。ゴジ○も真っ青口からビーム！！ 終了
[Statedef 7510]
type = S
movetype = A
physics = S
anim = 7510
velset = 0
ctrl = 0
poweradd= 0

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim = 7510
trigger1 = animelem = 13
value = 666, 25

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 978
ID = 1
pos = 50,8
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 99999
ownpal = 1

[State 2004]
type = pause
trigger1 = Enemy,Alive = 1
trigger1 = Animelem = 1 >= 0
trigger1 = Timemod = 3,0
time = 2

;超必殺背景消去
[state -3,120]
type = modifyexplod
trigger1 = Animelem = 7
bindtime = 0
removetime = 0
ID = 13202
persistent = 0

[State 7510, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;空の果てまでブッ飛バシ。ゴジ○も真っ青口からビーム！！ ビーム１
[Statedef 7520]
type = A
movetype = A
physics = N
anim = 7520
velset = 0
sprpriority = 9999999

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = stateno = 7520
flag = noshadow
flag2 = unguardable

[State 0, SprPriority]
type = SprPriority
trigger1 = time = 1
value = 999999

[State 7520, 1]
type = PlaySnd
trigger1 = animelem = 1
value = S666,9
persistent = 1
channel = 2

[State 7520, 2]
type = HitDef
trigger1 = time > 0
trigger1 = hitcount <= 620
attr = S, HP
animtype = light
getpower = 0,0
damage = 20,5
guardflag = M
pausetime = 1,10
priority = 7
hitflag = MAFDP
guard.pausetime = 1,4
guard.velocity = 0
sparkxy = 0,0
hitsound = S7500, 0
guardsound = S7500,0
ground.slidetime = 18
ground.hittime = 1
ground.velocity = -4,-11.4    
air.velocity = -4,-11.4
guard.velocity = -3
fall = 1
fall.recover = 0
envshake.time = 60
envshake.ampl = 9
envshake.freq = 125
fall.envshake.ampl = 6 
fall.envshake.freq = 180
fall.envshake.time = 15
yaccel = 0.5
palfx.time = 100
palfx.add = 0,0,0
palfx.mul = 0,0,220
palfx.sinadd = 50,50,50,10
kill = 0

[State AssertSpecial] 
type = AssertSpecial 
trigger1 = anim = 7520
flag = noFG
ignorehitpause = 1

[State 7520, 3]
type = destroyself
trigger1 = time > 325


;---------------------------------------------------------------------------
;空の果てまでブッ飛バシ。ゴジ○も真っ青口からビーム！！ ビーム２
[Statedef 7521]
type = A
movetype = A
physics = N
anim = 7520
velset = 0
sprpriority = 2

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = stateno = 7521
flag = noshadow
flag2 = unguardable

[State 7520, 1]
type = PlaySnd
trigger1 = animelem = 1
value = S666, 9
channel = 2

[State 7520, 2]
type = HitDef
trigger1 = time > 0
trigger1 = hitcount <= 7
attr = S, HP
animtype = diagup
damage = 100,100
guardflag = M
pausetime = 1,20
priority = 7
hitflag = MAFDP
guard.pausetime = 1,4
guard.velocity = 0
sparkxy = 0,0
sparkno = S957
;hitsound = S2150,0
guardsound = S150,1
ground.slidetime = 18
ground.hittime = 1
ground.velocity = -4,-11.4    
air.velocity = -4,-11.4
guard.velocity = -3
fall = 1
fall.recover = 0
envshake.time = 60
envshake.ampl = 9
envshake.freq = 200
fall.envshake.ampl = 6 
fall.envshake.freq = 180
fall.envshake.time = 15
;mindist = 50,-100 
;maxdist = 100,-10
yaccel = 0.5
palfx.time = 100
palfx.add = 0,0,0
palfx.mul = 0,0,220
palfx.sinadd = 50,50,50,10

;[State 4000, envcolor]
;type = envcolor
;trigger1 = movehit = 1
;time = 4
;;under = 1
;value = 240,240,240

[State 7520, 3]
type = destroyself
trigger1 = time > 20


;=============================================
;celestial desecration
[Statedef 7600]
type	= S
movetype= A
physics = S
poweradd = -3000
ctrl = 0
velset = 0,0,0
anim = 7600

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = stateno = 7600
flag = timerfreeze

[State 2050]
type = PlaySnd
trigger1 = time = 1
value = 7530,2

[State 2050]
type = PlaySnd
trigger1 = animelem = 2
value = 2150,0
channel = 2

[State 2050, flash2]
type = Explod
trigger1 = time = 0
anim = 800
postype = p1
pos = 4,-90
sprpriority = -2
supermove = 1
bindtime = 1
ownpal = 1

[State 2050, flash2]
type = Explod
trigger1 = time = 0
anim = 810
postype = p1
pos = 4,-90
sprpriority = 99999999
supermove = 1
bindtime = 1
ownpal = 1

[State 2050, BGcolor]
type = envcolor
trigger1 = time = 1
time = 50
under = 1
value = 0, 0, 0

[state 2050]
type = superpause
trigger1 = time = 1
anim = -1
movetime = 50
time = 50


[State 500, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
numhits = 0
animtype  = hard
damage    = 0
getpower  = 0
givepower = 0
hitflag = MA 
guardflag = H
pausetime = 15,20
sparkxy = -10,-70
sparkno = 3
hitsound   = S240,0
guardsound = S150,1
ground.type = Low
ground.slidetime = 12
ground.hittime  = 1
ground.velocity = -6
airguard.velocity = -4.0,-3.0
air.velocity = -4,-5
air.juggle = 1 + var(12)
air.fall = 1
air.recover = 0
fall.recover = 0 
air.animtype = Back
envshake.time = 12 
envshake.ampl = 3
p1stateno = 7601
p2stateno = 7610
palfx.time = 300
palfx.add = 240,83,15
palfx.mul = 256,256,256
kill = 0

[State 901, 4]
type = EnvShake
trigger1 = animelem = 2
time = 25
ampl = 3

[State 4000, envcolor]
type = envcolor
trigger1 = movehit = 1
time = 4
;under = 1
value = 240,240,240

[State 2050, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;攻撃
[Statedef 7601]
type	= S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0,0
anim = 7601

[state 0, assertspecial]
type = assertspecial
trigger1 = stateno = 7601
flag = nobardisplay
flag2 = nomusic

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = stateno = 7601
flag = unguardable
flag2 = timerfreeze

[State 0, PalFX]
type = PalFX
trigger1 = time = 5
time = 300
add = 240,83,15
mul = 256,256,256
invertall = 0
color = 256

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 811
ID = 811
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
sprpriority = 9999999
removetime = -2
scale = 1,1
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 184
ID = 1
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 999999
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 3210
ID = 1
pos = 0,10
postype = p1
facing = 1
sprpriority = 999999999999
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 666,15
volume = 0
freqmul = 1.0
loop = 0
pan = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 666,2
volume = 0
freqmul = 1.0
loop = 0
pan = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 666,20
volume = 0
channel = -1
freqmul = 1.0
loop = 0
pan = 0

[State 0, BGPalFX]
type = BGPalFX
trigger1 = time = 11
time = 5
add = 0,0,0
mul = 256,256,256
sinadd = 0,0,0,10
invertall = 0
color = 256

[State 0, Explod]
type = Explod
trigger1 = time = 11
trigger2 = time = 30
trigger3 = time = 60
trigger4 = time = 90
trigger5 = time = 120
anim = 781
ID = 1
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
scale = 2,1

[State 0, Explod]
type = Explod
trigger1 = time = 11
anim = 977
ID = 1
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 9999
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = time = 11
anim = 978
ID = 1
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 999999
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Helper]
type = Helper
trigger1 = animelem = 5
helpertype = normal
name = "wave dust"
ID = 1
stateno = 777
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1

[State 0, Explod]
type = Explod
triggerall = NumHelper(777) = 0
trigger1 = time = 11
anim = 4004
ID = 1
pos = 10,-50
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = time = 11
trigger2 = time = 60
trigger3 = time = 120
trigger4 = animelem = 11
anim = 706
ID = 2
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 999999999
ontop = 1
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = time = 30
trigger2 = time = 90
trigger3 = animelem = 11
anim = 707
ID = 1
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 999999
ontop = 1
ownpal = 1

[State 2004]
type = pause
trigger1 = Enemy,Alive = 1
trigger1 = Animelem = 1 >= 0
trigger1 = Animelem = 7 <= 0
trigger1 = Timemod = 3,0
time = 1

[State 4000, envcolor]
type = envcolor
trigger1 = animelem = 1
time = 4
value = 240,240,240

[State 0, Explod]
type = Explod
trigger1 = time = 37
anim = 3210
ID = 3210
pos = 100,-5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = -2
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = time = 37
anim = 3210
ID = 3210
pos = -100,-5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = -2
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = time = 74
anim = 3210
ID = 3210
pos = 200,-5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = -2
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = time = 74
anim = 3210
ID = 3210
pos = -200,-5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = -2
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = time = 111
anim = 3210
ID = 3210
pos = 300,-5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = -2
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = time = 111
anim = 3210
ID = 3210
pos = -300,-5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = -2
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = time = 149
anim = 3210
ID = 3210
pos = 400,-5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = -2
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = time = 149
anim = 3210
ID = 3210
pos = -400,-5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = -2
ownpal = 1

[State 4000, envcolor]
type = envcolor
trigger1 = animelem = 3
trigger2 = animelem = 5
trigger3 = animelem = 6
trigger4 = animelem = 8
trigger5 = animelem = 9
trigger6 = animelem = 9,5
trigger7 = animelem = 10
trigger8 = animelem = 10,5
trigger9 = animelem = 10,10
trigger10 = animelem = 10,15
trigger11 = animelem = 10,19
trigger12 = animelem = 10,23
trigger13 = animelem = 10,27
trigger14 = animelem = 10,30
trigger15 = animelem = 10,33
trigger16 = animelem = 10,36
trigger17 = animelem = 10,39
trigger18 = animelem = 10,42
trigger19 = animelem = 10,45
trigger20 = animelem = 10,48
trigger21 = animelem = 10,51
trigger22 = animelem = 10,54
trigger23 = animelem = 10,57
trigger24 = animelem = 10,60
trigger25 = animelem = 10,62
trigger26 = animelem = 10,64
trigger27 = animelem = 10,66
trigger28 = animelem = 10,68
trigger29 = animelem = 10,70
trigger30 = animelem = 10,72
trigger31 = animelem = 10,74
trigger32 = animelem = 10,76
trigger33 = animelem = 10,78
time = 2
value = 240,240,240

[State 901, 4]
type = EnvShake
trigger1 = animelem = 1
time = 20
ampl = 3

[State 3800, 1]
type = explod
trigger1 = animelem = 1
ID = 13201
pos = 0,0
postype = LEFT
anim = 13201
bindtime = 360
removetime = 355
sprpriority = -5
ownpal = 1
removeongethit = 1
supermove = 1
supermovetime = 999
scale = 1.09,1.09

[State 901, 4]
type = EnvShake
trigger1 = animelem = 1
time = 200
ampl = 2

[State 901, 4]
type = EnvShake
trigger1 = animelem = 11
time = 30
ampl = 6
[State 901, 4]
type = EnvShake
trigger1 = animelem = 24
time = 40
ampl = 4
[State 901, 4]
type = EnvShake
trigger1 = animelem = 27
time = 200
ampl = 2

[State 白くなる2]
type = Palfx
trigger1 = time >= 148
ignorehitpause = 1
time = 1
add = 255,255,255

[State 2050]
type = PlaySnd
trigger1 = animelem = 10,20
value = 3000,1

[State 2050]
type = PlaySnd
trigger1 = animelem = 10,79
value = 300,4

[State 2050]
type = PlaySnd
trigger1 = animelem = 5,5
value = 1000,4

[State 2050]
type = PlaySnd
trigger1 = animelem = 12
value = 7530,0
channel = 3
[State 2050]
type = PlaySnd
trigger1 = animelem = 27
value = 7530,0
channel = 3

[state -3,120]
type = explod
trigger1 = animelem = 16
anim = 7531
postype = back
pos = -40,-20
sprpriority = 14
supermove = 1
bindtime = 1
ownpal = 1
ID = 7531
scale = 1.3,1.3

[state -3,120]
type = explod
trigger1 = animelem = 27
anim = 7530
postype = back
pos = -40,-20
sprpriority = 15
supermove = 1
bindtime = 1
ownpal = 1
ID = 7530
scale = 1.25,1.2

[State AssertSpecial]
type = AssertSpecial
trigger1 = stateno = 7601
flag = noFG
ignorehitpause = 1

[State 3001, 4]
type = HitDef
trigger1 = anim = 7601
trigger1 = time = 520
numhits = 1
persistent = 0
attr = S, HA
animtype = hard
damage = 10000000000,100
getpower = 1000
givepower = 1000
sparkno = -1
sparkxy = 0,0
priority = 6
pausetime = 0,0
guard.pausetime = 0,10
guardflag = L
hitflag = MAFD
ground.slidetime = 10
ground.hittime = 20
ground.velocity = -1,-25
air.velocity = -1,-25
fall = 1
fall.recover = 0
p2stateno = 2161
envshake.time = 80
envshake.ampl = 6
envshake.freq = 160
fall.envshake.ampl = 6
fall.envshake.freq = 180
fall.envshake.time = 15
yaccel = 0.5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 520
value = 666,15
volume = 0
channel = -1
freqmul = 1.0
loop = 0
pan = 0

[State 2050, 4]
type = ChangeState
trigger1 = Time = 560
value = 7602
ctrl = 0

;終了
[Statedef 7602]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 7602
poweradd = 0
sprpriority = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S190,6

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "rock1"
ID = 33
stateno = 7603
pos = 50,-1500
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "rock2"
ID = 34
stateno = 7603
pos = 300,-2000
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "rock3"
ID = 35
stateno = 7603
pos = 200,-2250
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "dust"
ID = 36
stateno = 7604
pos = 0,-5
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1

[State 2004]
type = pause
trigger1 = Enemy,Alive = 1
trigger1 = Animelem = 10 >= 0
trigger1 = Timemod = 3,0
time = 3

[State 969]
type = ChangeState
trigger1 =animtime=0
value = 0
ctrl=1

;------------------------------------------------------------------------------
;falling rocks
[Statedef 7603]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 830
sprpriority = -2

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
y = 25

[State 0, VelSet]
type = VelSet
trigger1 = pos y = 0
y = 0

[State 0, Explod]
type = Explod
trigger1 = pos y = 0
anim = 781
ID = 781
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 2,1
sprpriority = -2
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = pos y = 0
anim = 1110
ID = 1110
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = -1
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = pos y = 0
anim = 1109
ID = 1109
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = -1
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = pos y = 0
anim = 3210
ID = 3210
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 0.5,0.5
sprpriority = -1
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = pos y = 0
anim = 7060
ID = 7060
pos = 0,-25
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,0.5
sprpriority = -1
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = pos y = 0
value = 666,13

[State 0, PlaySnd]
type = PlaySnd
trigger1 = pos y = 0
value = 2150,1

[State 0, EnvShake]
type = EnvShake
trigger1 = pos y = 0
time = 25
freq = 75
ampl = 3

[State 0, DestroySelf]
type = DestroySelf
trigger1 = pos y >= 0

;------------------------------------------------------------------------------
;dust
[Statedef 7604]
type = S
movetype = I
physics = N
anim = 840
sprpriority = -2
velset = 0,0,0
ctrl = 0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = stateno = 7604
flag = noshadow

[State 192, PalFX]
type = PalFX
trigger1 = Time > 115
time = 1
add = (-1 * ((Time - 115) * 4)),(-1 * ((Time - 115) * 4)),(-1 * ((Time - 115) * 4))

[State 192, DestroySelf]
type = DestroySelf
trigger1 = Time > 175
sprpriority = -2
