;===============================================================================
;EN ESTA SECCION SE ENCUENTRABN TODOS LOS MOVIMIETOS ESPACIALES DEL CHAR
;LA MODIFICACION SIN AUTORIZACION PUEDE SIGNIFICAR UNA FALLA TOTAL
;EN EL MISMO
;===============================================================================
;-------------------------------------------------------------------------------
;poder 1
[Statedef 1000]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 20
velset   = 0,0
anim     = 1000
ctrl     = 0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s13,16

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,1

[State 3000]
type = Projectile
trigger1 = AnimElem = 3
projID = 1000
projanim = 1010
projremove = 1
projpriority = 1
projhitanim = 1015
projremanim = 1015
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
ownpal = 1
offset = 44,-72
velocity = 4, 0
attr = S, SP
animtype = Hard
damage = 90 ,18
hitflag = MAF
guardflag = M
hitsound = s12,8
guardsound = s2,1
pausetime = 0,10
sparkno = s4020
guard.sparkno = s4120
sparkxy = 20,-0
ground.type = Low
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
palfx.time = 25
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
;poder 2
[Statedef 1020]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 20
velset   = 0,0
anim     = 1020
ctrl     = 0
sprpriority = 3

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s13,16

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,1

[State 3000]
type = Projectile
trigger1 = AnimElem = 3
projID = 1000
projanim = 1010
projremove = 1
projpriority = 1
projhitanim = 1015
projremanim = 1015
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
ownpal = 1
offset = 44,-72
velocity = 7, 0
attr = S, SP
animtype = Hard
damage = 90 ,18
hitflag = MAF
guardflag = M
hitsound = s12,8
guardsound = s2,1
pausetime = 0,10
sparkno = s4020
guard.sparkno = s4120
sparkxy = 20,-0
ground.type = Low
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
palfx.time = 25
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
;gancho corto
[Statedef 1100]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 100
velset   = 0,0
anim     = 1100
ctrl     = 0
sprpriority = 3

[State 1155, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 1122
postype = P1
pos = -23,-8
persistent = 0
sprpriority = 5
ownpal = 1
bindtime = 10
supermove = 1
ignorehitpause = 0
removeongethit = 1

[State 1120, 全身無敵]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 3

[State 210, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 20,0

[State 1200, ]
type = ReversalDef
trigger1 = 1
reversal.attr = SA,NA,SA
numhits = 0
pausetime = 12,13
sparkno = s4120
hitsound = s2,1

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 1105

;---------------------------------------------------------------------------
; 弱百式・鬼焼き　攻撃

[Statedef 1105]
type     = S
movetype = A
physics  = S
juggle   = ifelse(var(10)=1,0,8)
poweradd = 20
velset   = 0,0
anim     = 1105
ctrl     = 0
sprpriority = 5

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s13,8
channel = 4

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s12,2

[State 210, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemTime (1) >= 0 && AnimElemTime (3) <= 0
edge = 30,0

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 2
y = -5.5

[State 1000, 軸位置移動]
type = VelAdd
trigger1 = AnimElemtime(2) > 0
y = .38

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A

[State 1155, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 1121
postype = P1
pos = -16,12
persistent = 0
sprpriority = 5
ownpal = 1
bindtime = 10
supermove = 1
ignorehitpause = 0
removeongethit = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 92,18
animtype = up
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -60
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3.2,-9.5
air.velocity = -3.2,-9.5
yaccel = .45
air.type = High
air.hittime = 12
fall = 1
fall.recovertime = 30
palfx.time = 50
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = Movehit = 1
value = s12,8

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

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

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 1
value = s4,0

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

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

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
;gancho largo
[Statedef 1150]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 100
velset   = 0,0
anim     = 1150
ctrl     = 0
sprpriority = 3

[State 1150, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 1122
postype = P1
pos = -23,-8
persistent = 0
sprpriority = 5
ownpal = 1
bindtime = 10
supermove = 1
ignorehitpause = 0
removeongethit = 1

[State 1120, 全身無敵]
type = NotHitBy
trigger1 = 1
value = SCA

[State 210, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 20,0

[State 1200, ]
type = ReversalDef
trigger1 = 1
reversal.attr = SA,NA,SA
numhits = 0
pausetime = 12,13
sparkno = s4120
hitsound = s2,1

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 1206

;---------------------------------------------------------------------------
[Statedef 1206]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 100
velset   = 0,0
anim     = 1206
ctrl     = 0
sprpriority = 5

[State 1155, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 1121
postype = P1
pos = -16,12
persistent = 0
sprpriority = 5
ownpal = 1
bindtime = 10
supermove = 1
ignorehitpause = 0
removeongethit = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s13,8
channel = 4

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s12,2

[State 210, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemTime (1) >= 0 && AnimElemTime (3) <= 0
edge = 30,0

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

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 2
x = 3.8
y = -7.5

[State 1000, 軸位置移動]
type = VelAdd
trigger1 = AnimElemtime(2) > 0
y = .42

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage = 54,10
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 11,12
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -60
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -1
air.velocity = -3,-4
air.type = High
air.hittime = 12
air.fall = 1
fall.recovertime = 30
palfx.time = 25
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = Movecontact = 0 && AnimElem = 2
trigger2 = AnimElem = 3
attr = A, SA
damage = 50,10
animtype = up
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 11,12
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -60
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3.2,-10
air.velocity = -3.2,-10
yaccel = .45
air.type = High
air.hittime = 12
fall = 1
fall.recovertime = 30
palfx.time = 60
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = Movehit = 1
value = s12,8

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

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

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 1
value = s4,0

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

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

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
;fire Knuckle
[Statedef 1170]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 110
velset   = 0,0
anim     = 1170
ctrl     = 0

[State 1170, VelSet]
type = VelSet
trigger1 = AnimElem = 4,<=1
x = 3

[State 1170, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,4

[State 2, HitDef]
type = HitDef
trigger1 = animelem = 5
attr = S, HA
animtype = diagup
damage = 110,30
priority = 9
getpower = 10,0
guardflag = MA
pausetime = 44,45
sparkno = s4020
guardsparkno = s4120
sparkxy = -15,-80
hitsound = s12,3
guardsound = s2,1
ground.type = Low
ground.slidetime = 15
ground.hittime  = 30
ground.velocity = -10,-5
air.velocity = -10,-7
palfx.time = 80
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
envshake.time = 20
envshake.ampl = -4
envshake.freq = 40
envshake.phase = 90
fall.recover = 0
fall = 1

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
;fire Knuckle 2
[Statedef 1175]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 110
velset   = 0,0
anim     = 1175
ctrl     = 0

[State 1175, VelSet]
type = VelSet
trigger1 = AnimElem = 8
trigger2 = AnimElem = 9
trigger3 = AnimElem = 10
trigger4 = AnimElem = 11
x = 3

[State 1175, Explod]
type = Explod
trigger1 = animelem = 2
anim = 1122
pos = -23,8
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 5

[State 1175, Explod]
type = Explod
trigger1 = AnimElem = 10
anim = 1176
postype = P1
pos = 62,-52
persistent = 0
sprpriority = 5
ownpal = 1
bindtime = 10
supermove = 1

[State 1175, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,3

[State 1175, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
value = S0,4

[State 200, ヒット定義]
type = HitDef
trigger1 = animelem = 4
attr = S, NA
damage = 58, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 11
sparkno = s4020
guardsparkno = s4120
sparkxy = -20, -65
hitsound = s1,3
guardsound = s2,1
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -1.3
airguard.velocity = -2.3,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12

[State 1175, HitDef]
type = HitDef
trigger1 = animelem = 11
attr = S, HA
animtype = medium
damage = 70,20
priority = 9
getpower = 10,0
guardflag = MA
pausetime = 44,45
sparkno = s4020
guardsparkno = s4120
sparkxy = -45,-55
hitsound = s12,3
guardsound = s2,1
ground.type = Low
ground.slidetime = 15
ground.hittime  = 30
ground.velocity = -10
air.velocity = -10
palfx.time = 80
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
envshake.time = 20
envshake.ampl = -4
envshake.freq = 40
envshake.phase = 90
fall.recover = 0
fall = 1

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
;Restriction
[Statedef 1195]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = -300
velset   = 0,0
anim     = 1195
ctrl     = 0
sprpriority = 3

[State 1000, EnvShake]
type = EnvShake
trigger1 = animelem = 7
time = 20
freq = 90
ampl = -3
phase = 90
ignorehitpause = 0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s13,2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 7
value = s12,30

[State 3000]
type = Projectile
trigger1 = AnimElem = 7
projanim = 1200
projID = 1200
projscreenbound = 1,0
projremove = 0
projpriority = 5
projhitanim = -1
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 10
ownpal = 1
offset = 100,0
velocity = 0
attr = S,HP
hitflag = MAFP
guardflag = MA
animtype = diagup
damage = 100,10
getpower = 0
pausetime = 3,2
sparkno = s4020
guard.sparkno = s4120
sparkxy = 30,-65 + (floor(p2bodydist Y))
hitsound = s12,4
guardsound = s2,1
ground.type = high
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -7,-6
ground.cornerpush.veloff = 0
guard.velocity = -10
air.velocity = -7,-6
airguard.velocity = -3,-4
palfx.time = 25
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
envshake.ampl = -4
envshake.time = 20
envshake.phase = 90
envshake.freq = 50
fall = 1
fall.recover = 0
yaccel = .45

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
;Restriction 2
[Statedef 1250]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = -300
velset   = 0,0
anim     = 1250
ctrl     = 0
sprpriority = 3

[State 1000, EnvShake]
type = EnvShake
trigger1 = animelem = 7
time = 20
freq = 90
ampl = -3
phase = 90
ignorehitpause = 0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s13,2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 7
value = s12,30

[State 3000]
type = Projectile
trigger1 = AnimElem = 7
projID = 1200
projanim = 1200
projscreenbound = 1,0
projremove = 0
projpriority = 5
projhitanim = -1
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 10
ownpal = 1
offset = 190,0
velocity = 0
attr = S,HP
hitflag = MAFP
guardflag = MA
animtype = diagup
damage = 100,10
getpower = 0
pausetime = 3,2
sparkno = s4020
guard.sparkno = s4120
sparkxy = 30,-65 + (floor(p2bodydist Y))
hitsound = s12,4
guardsound = s2,1
ground.type = high
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -7,-6
ground.cornerpush.veloff = 0
guard.velocity = -10
air.velocity = -7,-6
airguard.velocity = -3,-4
palfx.time = 25
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
envshake.ampl = -4
envshake.time = 20
envshake.phase = 90
envshake.freq = 50
fall = 1
fall.recover = 0
yaccel = .45

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
;Kyaku
[Statedef 2075]
type = A
movetype = A
physics = N
anim = 2075
velset = 0,0
juggle = 10
poweradd = 100
ctrl = 0

[State 2075, vels]
type = Velset
trigger1 = animelem = 2, >= 0
x = 5
y = 5.25

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 3
value = S13,11

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S12,1

[State 2075, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 2087
postype = P1
pos = 18,29
persistent = 0
sprpriority = 5
ownpal = 1
bindtime = 10
supermove = 1
ignorehitpause = 0
removeongethit = 1

[State 2075, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 2088
postype = P1
pos = -33,-139
persistent = 0
sprpriority = 5
ownpal = 1
bindtime = 10
supermove = 1
ignorehitpause = 0
removeongethit = 1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1300,0

[State 220, 2]
type = HitDef
trigger1 = Time = 0
attr = A, SA
damage = 12,8
animtype = hard
hitflag = MAF
guardflag = HA
sparkno = s4020
guard.sparkno = s4120
sparkxy = -10,-10
hitsound = S12,8
guardsound = S2,1
pausetime = 2,4
palfx.time = 25
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = -12
air.velocity = -3,-7
air.fall = 1
yaccel = .5

[State 950, 4]
type = ChangeState
trigger1 = Movecontact
value = 2080

[State 950, 4]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 2081
;-------------------------------------------------------------------------------
;Hishou kyaku
[Statedef 2080]
type = A
movetype = A
physics = N
anim = 2080
juggle = 10
ctrl = 0

[State 1000, var]
type = Varset
trigger1 = time = 0
var(13) = 0

[State 220, 2]
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
trigger5 = animelem = 5
trigger6 = animelem = 6
trigger7 = animelem = 7
attr = A, SA
damage = 12,8
animtype = hard
hitflag = MAF
guardflag = HA
sparkno = s4020
guard.sparkno = s4120
sparkxy = -10,-10
hitsound = S12,8
guardsound = S2,1
pausetime = 2,4
palfx.time = 25
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = -12,-1
air.velocity = -3,-7
air.fall = 1
yaccel = .5

[State 950, 4]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 2081
;-------------------------------------------------------------------------------
;Kyaku 2
[Statedef 2085]
type = A
movetype = A
physics = N
anim = 2085
velset = 0,0
juggle = 10
poweradd = 100
ctrl = 0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 3
value = S13,11

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S12,1

[State 2075, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 2087
postype = P1
pos = 18,29
persistent = 0
sprpriority = 5
ownpal = 1
bindtime = 10
supermove = 1
ignorehitpause = 0
removeongethit = 1

[State 2075, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 2088
postype = P1
pos = -33,-139
persistent = 0
sprpriority = 5
ownpal = 1
bindtime = 10
supermove = 1
ignorehitpause = 0
removeongethit = 1

[State 2085, vels]
type = Velset
trigger1 = animelem = 2, >= 0
x = 7
y = 2.25

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1300,0

[State 220, 2]
type = HitDef
trigger1 = Time = 0
attr = A, SA
damage = 12,8
animtype = hard
hitflag = MAF
guardflag = HA
sparkno = s4020
guard.sparkno = s4120
sparkxy = -10,-10
hitsound = S12,8
guardsound = S2,1
pausetime = 2,4
palfx.time = 25
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = -12
air.velocity = -3,-7
air.fall = 1
yaccel = .5

[State 950, 4]
type = ChangeState
trigger1 = Movecontact
value = 2086

[State 950, 4]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 2081
;-------------------------------------------------------------------------------
;Hishou kyaku 2
[Statedef 2086]
type = A
movetype = A
physics = N
anim = 2086
juggle = 10
ctrl = 0

[State 1000, var]
type = Varset
trigger1 = time = 0
var(13) = 0

[State 220, 2]
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
trigger5 = animelem = 5
trigger6 = animelem = 6
trigger7 = animelem = 7
attr = A, SA
damage = 12,8
animtype = hard
hitflag = MAF
guardflag = HA
sparkno = s4020
guard.sparkno = s4120
sparkxy = -10,-10
hitsound = S12,8
guardsound = S2,1
pausetime = 2,4
palfx.time = 25
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = -12,-1
air.velocity = -3,-7
air.fall = 1
yaccel = .5

[State 950, 4]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 2081
;-------------------------------------------------------------------------------
[Statedef 2081]
type = S
movetype = A
physics = S
anim = 2081
velset = 0,0
ctrl = 0

[State 2081, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S4,0

[State 1002, pos]
type = posset
trigger1 = time = 0
y = 0

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
;Fire Wave
[Statedef 1190]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
poweradd = 120
anim     = 1190
sprpriority = 2

[State 301, snd]
type = PlaySnd
trigger1 = time = 12
channel = 1
value = s12,6

[State 301, snd]
type = PlaySnd
trigger1 = AnimElem = 1
channel = 2
value = s13,2

[State 1180, Explod]
type = Explod
trigger1 = animelem = 6
anim = 1188
ID = 101
pos = -10,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -1
sprpriority = 7
removeongethit = 1

[State 1180, Explod]
type = Explod
trigger1 = animelem = 7
anim = 1192
ID = 102
pos = -42,-62
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -1
sprpriority = 7
removeongethit = 1

[State 3000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(6) > 2
trigger1 = command != "holdx"
trigger1 = time = [0,39]
value = 1515

[State 3000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(6) > 2
trigger1 = command != "holdx"
trigger1 = time = [40,79]
value = 1516

[State 3000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(6) > 2
trigger1 = command != "holdx"
trigger1 = time = [80,119]
value = 1517

[State 3000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(6) > 2
trigger1 = command != "holdx"
trigger1 = time = [120,159]
value = 1518

[State 3000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(6) > 2
trigger1 = time = 160
value = 1519

;---------------------------------------------------------------------------
; Lv.1 発射
[Statedef 1515]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 1185
ctrl     = 0
sprpriority = 2

[State 1000, StopSnd]
type = StopSnd
trigger1 = animelem = 1
channel = 1

[State 1000, StopSnd]
type = StopSnd
trigger1 = animelem = 1
channel = 2

[State 1000, snd]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,9

[State 301, snd]
type = PlaySnd
trigger1 = AnimElem = 1
value = s13,3

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 1
id = 101

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 1
id = 102

[State 1000, Explod]
type = Explod
trigger1 = animelem = 1
anim = 1189
pos = -10,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 5
removeongethit = 1

[State 3000]
type = Projectile
trigger1 = AnimElem = 4
projID = 1500
projanim = 1186
projremove = 1
projpriority = 1
projsprpriority = 10
projshadow = 0,0,0
projhitanim = 1187
projhits = 1
getpower = 70
ownpal = 0
offset = 49, -74
velocity = 4
attr = S, SP
animtype = Diagup
damage = 170 ,10
hitflag = MAF
guardflag = M
hitsound = s12,3
guardsound = s2,1
pausetime = 0,10
sparkno = s4020
guard.sparkno = s4120
ground.type = High
ground.hittime = 30
ground.slidetime = 30
ground.velocity = -5, -6
air.velocity = -5, -6
air.juggle = 8
fall = 1
fall.recovertime = 22
envshake.ampl = -4
envshake.time = 25
envshake.phase = 60
envshake.freq = 70
palfx.time = 25
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

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

;---------------------------------------------------------------------------
; Lv.2 発射

[Statedef 1516]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 1185
ctrl     = 0
sprpriority = 2

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 1
id = 102

[State 1000, StopSnd]
type = StopSnd
trigger1 = animelem = 1
channel = 2

[State 1000, StopSnd]
type = StopSnd
trigger1 = animelem = 1
channel = 1

[State 1000, snd]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,9

[State 301, snd]
type = PlaySnd
trigger1 = AnimElem = 1
value = s13,3

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 1
id = 101

[State 1000, Explod]
type = Explod
trigger1 = animelem = 1
anim = 1189
pos = -10,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 5
removeongethit = 1

[State 3000]
type = Projectile
trigger1 = AnimElem = 4
projID = 1500
projanim = 1186
projremove = 1
projpriority = 2
projsprpriority = 10
projshadow = 0,0,0
projhitanim = 1187
projhits = 2
projmisstime = 3
getpower = 70
ownpal = 0
offset = 49, -74
velocity = 4
attr = S, SP
animtype = Diagup
damage = 85 ,6
hitflag = MAF
guardflag = M
hitsound = s12,3
guardsound = s2,1
pausetime = 0,10
sparkno = s4020
guard.sparkno = s4120
ground.type = High
ground.hittime = 30
ground.slidetime = 30
ground.velocity = -5.5, -6.5
air.velocity = -5.5, -6.5
air.juggle = 8
fall = 1
fall.recovertime = 26
envshake.ampl = -4
envshake.time = 25
envshake.phase = 60
envshake.freq = 70
palfx.time = 25
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

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

;---------------------------------------------------------------------------
; Lv.3 発射

[Statedef 1517]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 1185
ctrl     = 0
sprpriority = 2

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 1
id = 102

[State 1000, StopSnd]
type = StopSnd
trigger1 = animelem = 1
channel = 1

[State 1000, StopSnd]
type = StopSnd
trigger1 = animelem = 1
channel = 2

[State 1000, snd]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,9

[State 301, snd]
type = PlaySnd
trigger1 = AnimElem = 1
value = s13,3

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 1
id = 101

[State 1000, Explod]
type = Explod
trigger1 = animelem = 1
anim = 1189
pos = -10,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 5
removeongethit = 1

[State 3000]
type = Projectile
trigger1 = AnimElem = 4
projID = 1500
projanim = 1186
projremove = 1
projpriority = 3
projsprpriority = 10
projshadow = 0,0,0
projhitanim = 1187
projhits = 3
projmisstime = 3
getpower = 70
ownpal = 0
offset = 49, -74
velocity = 4
attr = S, SP
animtype = Diagup
damage = 65 ,5
hitflag = MAF
guardflag = M
hitsound = s12,3
guardsound = s2,1
pausetime = 0,10
sparkno = s4020
guard.sparkno = s4120
ground.type = High
ground.hittime = 30
ground.slidetime = 30
ground.velocity = -6, -7
air.velocity = -6, -7
air.juggle = 8
fall = 1
fall.recovertime = 30
envshake.ampl = -4
envshake.time = 25
envshake.phase = 60
envshake.freq = 70
palfx.time = 25
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

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

;---------------------------------------------------------------------------
; Lv.4 発射

[Statedef 1518]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 1185
ctrl     = 0
sprpriority = 2

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 1
id = 102

[State 1000, StopSnd]
type = StopSnd
trigger1 = animelem = 1
channel = 1

[State 1000, StopSnd]
type = StopSnd
trigger1 = animelem = 1
channel = 2

[State 1000, snd]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,9

[State 301, snd]
type = PlaySnd
trigger1 = AnimElem = 1
value = s13,3

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 1
id = 101

[State 1000, Explod]
type = Explod
trigger1 = animelem = 1
anim = 1189
pos = -10,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 5
removeongethit = 1

[State 3000]
type = Projectile
trigger1 = AnimElem = 4
projID = 1500
projanim = 1186
projremove = 1
projpriority = 5
projsprpriority = 10
projshadow = 0,0,0
projhitanim = 1187
projhits = 4
projmisstime = 3
getpower = 70
ownpal = 0
offset = 49, -74
velocity = 4
attr = S, SP
animtype = Diagup
damage = 60 ,4
hitflag = MAF
guardflag = M
hitsound = s12,3
guardsound = s2,1
pausetime = 0,10
sparkno = s4020
guard.sparkno = s4120
ground.type = High
ground.hittime = 30
ground.slidetime = 30
ground.velocity = -6.5, -7.5
air.velocity = -6.5, -7.5
air.juggle = 8
fall = 1
fall.recovertime = 34
envshake.ampl = -4
envshake.time = 25
envshake.phase = 60
envshake.freq = 70
palfx.time = 25
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

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

;---------------------------------------------------------------------------
; Lv.5 発射

[Statedef 1519]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 1185
ctrl     = 0
sprpriority = 2

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 1
id = 102

[State 1000, StopSnd]
type = StopSnd
trigger1 = animelem = 1
channel = 1

[State 1000, StopSnd]
type = StopSnd
trigger1 = animelem = 1
channel = 2

[State 1000, snd]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,9

[State 301, snd]
type = PlaySnd
trigger1 = AnimElem = 1
value = s13,3

[State 1000, Explod]
type = Explod
trigger1 = animelem = 1
anim = 1189
pos = -10,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 5
removeongethit = 1

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 1
id = 101

[State 3000]
type = Projectile
trigger1 = AnimElem = 4
projID = 1500
projanim = 1186
projremove = 1
projpriority = 7
projsprpriority = 10
projshadow = 0,0,0
projhitanim = 1187
projhits = 5
projmisstime = 3
getpower = 70
ownpal = 0
offset = 49, -74
velocity = 4
attr = S, SP
animtype = Diagup
damage = 52 ,4
hitflag = MAF
guardflag = M
hitsound = s12,3
guardsound = s2,1
pausetime = 0,10
sparkno = s4020
guard.sparkno = s4120
ground.type = High
ground.hittime = 30
ground.slidetime = 30
ground.velocity = -7, -8
air.velocity = -7, -8
air.juggle = 8
fall = 1
fall.recovertime = 38
envshake.ampl = -4
envshake.time = 25
envshake.phase = 60
envshake.freq = 70
palfx.time = 25
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 3000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
;Fire Wave 2
[Statedef 1180]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
poweradd = 120
anim     = 1180
sprpriority = 2

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 1
id = 102

[State 301, snd]
type = PlaySnd
trigger1 = time = 12
value = s12,6
channel = 1

[State 1000, StopSnd]
type = StopSnd
trigger1 = animelem = 1
channel = 2

[State 301, snd]
type = PlaySnd
trigger1 = AnimElem = 1
channel = 2
value = s13,2

[State 1180, Explod]
type = Explod
trigger1 = animelem = 6
anim = 1188
ID = 101
pos = -10,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -1
sprpriority = 7
removeongethit = 1

[State 1180, Explod]
type = Explod
trigger1 = animelem = 7
anim = 1192
ID = 102
pos = -42,-62
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -1
sprpriority = 7
removeongethit = 1

[State 3000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(6) > 2
trigger1 = command != "holdy"
trigger1 = time = [0,39]
value = 1510

[State 3000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(6) > 2
trigger1 = command != "holdy"
trigger1 = time = [40,79]
value = 1511

[State 3000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(6) > 2
trigger1 = command != "holdy"
trigger1 = time = [80,119]
value = 1512

[State 3000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(6) > 2
trigger1 = command != "holdy"
trigger1 = time = [120,159]
value = 1513

[State 3000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(6) > 2
trigger1 = time = 160
value = 1514

;---------------------------------------------------------------------------
; Lv.1 発射
[Statedef 1510]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 1185
ctrl     = 0
sprpriority = 2

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 1
id = 102

[State 1000, StopSnd]
type = StopSnd
trigger1 = animelem = 1
channel = 2

[State 1000, StopSnd]
type = StopSnd
trigger1 = animelem = 1
channel = 1

[State 1000, StopSnd]
type = StopSnd
trigger1 = animelem = 1
channel = 2

[State 1000, snd]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,9

[State 301, snd]
type = PlaySnd
trigger1 = AnimElem = 1
value = s13,3

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 1
id = 101

[State 1000, Explod]
type = Explod
trigger1 = animelem = 1
anim = 1189
pos = -10,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 5
removeongethit = 1

[State 3000]
type = Projectile
trigger1 = AnimElem = 4
projID = 1500
projanim = 1186
projremove = 1
projpriority = 1
projsprpriority = 10
projshadow = 0,0,0
projhitanim = 1187
projhits = 1
getpower = 70
ownpal = 0
offset = 49, -74
velocity = 9
attr = S, SP
animtype = Diagup
damage = 170 ,10
hitflag = MAF
guardflag = M
hitsound = s12,3
guardsound = s2,1
pausetime = 0,10
sparkno = s4020
guard.sparkno = s4120
ground.type = High
ground.hittime = 30
ground.slidetime = 30
ground.velocity = -5, -6
air.velocity = -5, -6
air.juggle = 8
fall = 1
fall.recovertime = 22
envshake.ampl = -4
envshake.time = 25
envshake.phase = 60
envshake.freq = 70
palfx.time = 25
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

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

;---------------------------------------------------------------------------
; Lv.2 発射

[Statedef 1511]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 1185
ctrl     = 0
sprpriority = 2

[State 1000, StopSnd]
type = StopSnd
trigger1 = animelem = 1
channel = 2

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 1
id = 102

[State 1000, StopSnd]
type = StopSnd
trigger1 = animelem = 1
channel = 1

[State 1000, snd]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,9

[State 301, snd]
type = PlaySnd
trigger1 = AnimElem = 1
value = s13,3

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 1
id = 101

[State 1000, Explod]
type = Explod
trigger1 = animelem = 1
anim = 1189
pos = -10,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 5
removeongethit = 1

[State 3000]
type = Projectile
trigger1 = AnimElem = 4
projID = 1500
projanim = 1186
projremove = 1
projpriority = 3
projsprpriority = 10
projshadow = 0,0,0
projhitanim = 1187
projhits = 2
projmisstime = 3
getpower = 70
ownpal = 0
offset = 49, -74
velocity = 9
attr = S, SP
animtype = Diagup
damage = 85 ,6
hitflag = MAF
guardflag = M
hitsound = s12,3
guardsound = s2,1
pausetime = 0,10
sparkno = s4020
guard.sparkno = s4120
ground.type = High
ground.hittime = 30
ground.slidetime = 30
ground.velocity = -5.5, -6.5
air.velocity = -5.5, -6.5
air.juggle = 8
fall = 1
fall.recovertime = 26
envshake.ampl = -4
envshake.time = 25
envshake.phase = 60
envshake.freq = 70
palfx.time = 25
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

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

;---------------------------------------------------------------------------
; Lv.3 発射

[Statedef 1512]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 1185
ctrl     = 0
sprpriority = 2

[State 1000, StopSnd]
type = StopSnd
trigger1 = animelem = 1
channel = 2

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 1
id = 102

[State 1000, StopSnd]
type = StopSnd
trigger1 = animelem = 1
channel = 1

[State 1000, snd]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,9

[State 301, snd]
type = PlaySnd
trigger1 = AnimElem = 1
value = s13,3

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 1
id = 101

[State 1000, Explod]
type = Explod
trigger1 = animelem = 1
anim = 1189
pos = -10,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 5
removeongethit = 1

[State 3000]
type = Projectile
trigger1 = AnimElem = 4
projID = 1500
projanim = 1186
projremove = 1
projpriority = 4
projsprpriority = 10
projshadow = 0,0,0
projhitanim = 1187
projhits = 3
projmisstime = 3
getpower = 70
ownpal = 0
offset = 49, -74
velocity = 9
attr = S, SP
animtype = Diagup
damage = 65 ,5
hitflag = MAF
guardflag = M
hitsound = s12,3
guardsound = s2,1
pausetime = 0,10
sparkno = s4020
guard.sparkno = s4120
ground.type = High
ground.hittime = 30
ground.slidetime = 30
ground.velocity = -6, -7
air.velocity = -6, -7
air.juggle = 8
fall = 1
fall.recovertime = 30
envshake.ampl = -4
envshake.time = 25
envshake.phase = 60
envshake.freq = 70
palfx.time = 25
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

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

;---------------------------------------------------------------------------
; Lv.4 発射

[Statedef 1513]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 1185
ctrl     = 0
sprpriority = 2

[State 1000, StopSnd]
type = StopSnd
trigger1 = animelem = 1
channel = 2

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 1
id = 102

[State 1000, StopSnd]
type = StopSnd
trigger1 = animelem = 1
channel = 1

[State 1000, snd]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,9

[State 301, snd]
type = PlaySnd
trigger1 = AnimElem = 1
value = s13,3

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 1
id = 101

[State 1000, Explod]
type = Explod
trigger1 = animelem = 1
anim = 1189
pos = -10,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 5
removeongethit = 1

[State 3000]
type = Projectile
trigger1 = AnimElem = 4
projID = 1500
projanim = 1186
projremove = 1
projpriority = 5
projsprpriority = 10
projshadow = 0,0,0
projhitanim = 1187
projhits = 4
projmisstime = 3
getpower = 70
ownpal = 0
offset = 49, -74
velocity = 9
attr = S, SP
animtype = Diagup
damage = 60 ,4
hitflag = MAF
guardflag = M
hitsound = s12,3
guardsound = s2,1
pausetime = 0,10
sparkno = s4020
guard.sparkno = s4120
ground.type = High
ground.hittime = 30
ground.slidetime = 30
ground.velocity = -6.5, -7.5
air.velocity = -6.5, -7.5
air.juggle = 8
fall = 1
fall.recovertime = 34
envshake.ampl = -4
envshake.time = 25
envshake.phase = 60
envshake.freq = 70
palfx.time = 25
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

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

;---------------------------------------------------------------------------
; Lv.5 発射

[Statedef 1514]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 1185
ctrl     = 0
sprpriority = 2

[State 1000, StopSnd]
type = StopSnd
trigger1 = animelem = 1
channel = 2

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 1
id = 102

[State 1000, StopSnd]
type = StopSnd
trigger1 = animelem = 1
channel = 1

[State 1000, snd]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,9

[State 301, snd]
type = PlaySnd
trigger1 = AnimElem = 1
value = s13,3

[State 1000, Explod]
type = Explod
trigger1 = animelem = 1
anim = 1189
pos = -10,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 5
removeongethit = 1

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 1
id = 101

[State 3000]
type = Projectile
trigger1 = AnimElem = 4
projID = 1500
projanim = 1186
projremove = 1
projpriority = 7
projsprpriority = 10
projshadow = 0,0,0
projhitanim = 1187
projhits = 5
projmisstime = 3
getpower = 70
ownpal = 0
offset = 49, -74
velocity = 9
attr = S, SP
animtype = Diagup
damage = 52 ,4
hitflag = MAF
guardflag = M
hitsound = s12,3
guardsound = s2,1
pausetime = 0,10
sparkno = s4020
guard.sparkno = s4120
ground.type = High
ground.hittime = 30
ground.slidetime = 30
ground.velocity = -7, -8
air.velocity = -7, -8
air.juggle = 8
fall = 1
fall.recovertime = 38
envshake.ampl = -4
envshake.time = 25
envshake.phase = 60
envshake.freq = 70
palfx.time = 25
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 3000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
;Raguna Blade
[Statedef 2204]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 25
velset   = 0,0
anim     = 2204
ctrl     = 0

[State 1000, BGPalFX]
type = BGPalFX
trigger1 = animelem = 5
time = 2
add = 255,255,255
mul = 255,255,255
invertall = 0
color = 0
ignorehitpause = 0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S12,13

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 18
value = S12,5

[State 50, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 50
trans = add1
timegap = 3
framegap = 2
length = 12
PalBright = 0,0,0
PalContrast = 70,70,70
PalAdd = 0,0,0
PalMul = 1,1,1

[State 1000, BGPalFX]
type = BGPalFX
trigger1 = animelem = 18
time = 2
add = 255,255,255
mul = 255,255,255
invertall = 0
color = 0
ignorehitpause = 0

[State 1000, VelSet]
type = VelSet
trigger1 = animelem = 15
trigger1 = animelem = 16
trigger1 = animelem = 17
x = 6

[State 2204, Explod]
type = Explod
trigger1 = animelem = 5
anim = 2209
ID = 105
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
pausemove = 1
sprpriority = 2
removeongethit = 1

[State 2204, Explod]
type = Explod
trigger1 = animelem = 5
anim = 2208
ID = 105
pos = -5,-5
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
pausemove = 1
sprpriority = -1
removeongethit = 1

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 13
id = 105

[State 2204, Explod]
type = Explod
trigger1 = animelem = 13
anim = 2207
ID = 106
pos = 24,9
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
pausemove = 1
sprpriority = -1
removeongethit = 1

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 15
id = 106

[State 2204, Explod]
type = Explod
trigger1 = animelem = 15
anim = 2207
ID = 107
pos = 33,20
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
pausemove = 1
sprpriority = -1
removeongethit = 1

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 17
id = 107

[State 1000, Explod]
type = Explod
trigger1 = animelem = 17
anim = 2207
ID = 108
pos = 57,41
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
pausemove = 1
sprpriority = -1
removeongethit = 1

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 18
id = 108

[State 3000, Projectile]
type = Projectile
trigger1 = AnimElem = 18
projID = 1600
projanim = 2210
projscreenbound = 1,0
projmisstime = 0
projremove = 0
projpriority = 8
projhitanim = -1
projsprpriority = 9
projshadow = 0,0,0
getpower = 10
ownpal = 1
offset = -28,0
velocity = 0
attr = S, SA
guardflag = M
hitflag = MAFDP
animtype  = up
damage = 150,5
getpower = 0
pausetime = -1,5
sparkno = s4020
guard.sparkno = s4120
sparkxy =  30 + FrontEdgeDist - Ceil(FrontEdgeDist - p2BodyDist X), -80 + var(12)
hitsound = -1
guardsound = s2,1
palfx.time = 25
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
ground.type = low
ground.slidetime = 0
ground.hittime  = 18
ground.velocity = -3.5,-10
air.velocity = -3.5,-10
fall = 1
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
[Statedef 2330]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 20
velset   = 0,0
anim     = 2330
ctrl     = 0

[State 1000, BGPalFX]
type = BGPalFX
trigger1 = animelem = 5
time = 2
add = 255,255,255
mul = 255,255,255
invertall = 0
color = 0
ignorehitpause = 0

[State 1000, VelSet]
type = VelSet
trigger1 = animelem = 16
x = 7

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S12,13

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 16
value = S12,14

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 16
value = S0,5

[State 50, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 50
trans = add1
timegap = 3
framegap = 2
length = 12
PalBright = 0,0,0
PalContrast = 70,70,70
PalAdd = 0,0,0
PalMul = 1,1,1

[State 1000, BGPalFX]
type = BGPalFX
trigger1 = animelem = 19
time = 2
add = 255,255,255
mul = 255,255,255
invertall = 0
color = 0
ignorehitpause = 0

[State 2204, Explod]
type = Explod
trigger1 = animelem = 5
anim = 2209
ID = 105
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
pausemove = 1
sprpriority = 2
removeongethit = 1

[State 2204, Explod]
type = Explod
trigger1 = animelem = 5
anim = 2208
ID = 105
pos = -5,-5
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
pausemove = 1
sprpriority = -1
removeongethit = 1

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 13
id = 105

[State 2204, Explod]
type = Explod
trigger1 = animelem = 13
anim = 2207
ID = 106
pos = 24,9
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
pausemove = 1
sprpriority = -1
removeongethit = 1

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 15
id = 106

[State 2204, Explod]
type = Explod
trigger1 = animelem = 15
anim = 2207
ID = 107
pos = 33,20
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
pausemove = 1
sprpriority = -1
removeongethit = 1

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 17
id = 107

[State 1000, Explod]
type = Explod
trigger1 = animelem = 17
anim = 2207
ID = 108
pos = 57,41
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
pausemove = 1
sprpriority = -1
removeongethit = 1

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 18
id = 108

[State 1000, Explod]
type = Explod
trigger1 = animelem = 18
anim = 2308
ID = 109
pos = 111,25
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
pausemove = 1
sprpriority = -1
removeongethit = 1

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 19
id = 109

[State 1000, Explod]
type = Explod
trigger1 = animelem = 19
anim = 2305
ID = 109
pos = 78,19
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
pausemove = 1
sprpriority = 3
removeongethit = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 19
anim = 2306
ID = 110
pos = 26,27
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
pausemove = 1
sprpriority = 4
removeongethit = 1

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 42
id = 110

[State 1000, Hitdef]
type = HitDef
trigger1 = time = 0
attr = A, HP
animtype = up
hitflag = MAFDP
damage = 150,5
pausetime = 0,13
sparkno = s4020
sparkxy = -15,-35 + (floor(p2bodydist Y))
hitsound = S1,6
priority = 6, Hit
ground.type = low
ground.slidetime = 0
ground.hittime  = 18
ground.velocity = -30,20
air.velocity = -3.5,20
envshake.ampl = -4
envshake.time = 20
envshake.phase = 90
envshake.freq = 90
fall = 1
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

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