;登場--------------------------------------------------------
[Statedef 702]
type    = S
movetype= I
physics = S
ctrl = 0
velset = 0,0
anim = 702

[State 702]
type = BindToParent
trigger1 = 1
time = 1
facing = 1
pos = 0, 0

[State 702]
type = Explod
trigger1 = parent,statetype != A
trigger1 = time = 0
anim = 710
ID = 710
pos = 0, 0
postype = p1
vel = 0, 0
removetime = -2
sprpriority = 5
ownpal = 1
scale = 1.0, 1.0
removeongethit = 1

[State 702]
type = PlaySnd
trigger1 = time = 0
value = S4, 0
channel = 2
lowpriority = 1

[State 702]
type = PlaySnd
trigger1 = time = 0
value = 10, 0

[State 702]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 702]
type = ChangeState
trigger1 = parent,stateno != 700||animtime = 0
value = 11000

;登場ex--------------------------------------------------------
[Statedef 721]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 721
poweradd= Ceil(50*(1+fvar(6)))
fasep2 = 1

[State 721]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10, 3

[State 721]
type = BindToParent
trigger1 = 1
time = 1
facing = 1
pos = 0, 0

[State 721]
type = Explod
trigger1 = parent,statetype != A
trigger1 = time = 0
anim = 710
ID = 710
pos = 0, 0
postype = p1
vel = 0, 0
removetime = -2
sprpriority = 5
ownpal = 1
scale = 1.0, 1.0
removeongethit = 1

[State 721]
type = PlaySnd
trigger1 = time = 0
value = S4, 8
channel = 2

[State 721]
type = PlaySnd
trigger1 = time = 0
value = 10, 0

[State 721]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1

[State 721]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Hard
damage    = 70
guardflag = MA
pausetime = 0,6
sparkno = S8005
guard.sparkno = S8010
sparkxy = -22,-42
hitsound   = S10,11
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -6.0,-1.0
air.velocity = -6.0,-4
fall = 1
getpower = 44*(1+fvar(6)), 23*(1+fvar(6))
givepower = 18, 9

[State 721]
type = ChangeState
trigger1 = parent,stateno != 720 || animtime = 0
value = 11000

;待機--------------------------------------------------------
[Statedef 11000]
type    = S
movetype= I
physics = S
anim = 11000
ctrl = 0
velset = 0,0

[State 11000]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 11000]
type = BindToParent
trigger1 = 1
time = 1
facing = 1
pos = 0, 0

[State 11000]
type = SprPriority
trigger1 = parent,ctrl = 1
value = 0

[State 11000]
type = SprPriority
trigger1 = Anim = 11200
trigger2 = Anim = 11201
trigger3 = Anim = 11210
trigger4 = Anim = 11220
trigger5 = Anim = 11230
trigger6 = Anim = 11400
trigger7 = Anim = 11410
trigger8 = Anim = 11420
trigger9 = Anim = 11600
trigger10 = Anim = 11610
trigger11 = Anim = 11620
trigger12 = Anim = 12002
trigger13 = Anim = 11950
trigger14 = Anim = 11951
trigger15 = Anim = 12201
trigger16 = Anim = 1610
trigger17 = Anim = 11430
trigger18 = Anim = 11440
value = 2

[State 11000]
type = destroyself
trigger1 = parent,var(1) = 0

[State 11000]
type = ChangeState
trigger1 = parent,stateno = 12100
value = 12102

[State 11000]
type = ChangeState
trigger1 = parent,stateno = 12110
value = 12112

[State 11000]
type = ChangeState
trigger1 = parent,stateno = 12120
value = 12122

[State 11000]
type = ChangeState
trigger1 = parent,stateno = 13000
value = 14000

[State 11000]
type = ChangeState
trigger1 = parent,stateno = 13010
value = 14001

[State 11000]
type = ChangeState
trigger1 = parent,stateno = 13020
value = 14002

[State 11000]
type = ChangeState
trigger1 = parent,stateno = 14100
value = 14110

[State 11000]
type = RemoveExplod
trigger1 = time = 0
ID = 14001

[State 11000]
type = RemoveExplod
trigger1 = time = 0
ID = 14003

;待機------------------------------------------------------------
[State 11000]
type = changeanim
trigger1 = parent,stateno = 0
trigger1 = Anim != 11000
value = 11000

;しゃがむ------------------------------------------------------------
[State 11000]
type = changeanim
trigger1 = parent,stateno = 10
trigger1 = Anim != 11011
value = 11010

;しゃがんでいる------------------------------------------------------------
[State 11000]
type = changeanim
trigger1 = parent,stateno = 11
trigger1 = Anim != 11011
trigger2 = parent,stateno = [751,759]
value = 11011

;立ち上がる------------------------------------------------------------
[State 11000]
type = changeanim
trigger1 = parent,stateno = 12
trigger1 = Anim != 11012
value = 11012

;前進------------------------------------------------------------
[State 11000]
type = changeanim
trigger1 = parent,vel X > 0
trigger1 = parent,stateno = 20
trigger1 = Anim != 11020
value = 11020

;後退------------------------------------------------------------
[State 11000]
type = changeanim
trigger1 = parent,vel X < 0
trigger1 = parent,stateno = 20
trigger1 = Anim != 11021
value = 11021

;ジャンプ開始----------------------------------------------
[State 11000]
type = changeanim
triggerall = Anim != 11040
trigger1 = parent,stateno = 40
trigger2 = parent,stateno = 41
trigger3 = parent,stateno = 45
trigger4 = parent,stateno = 106
value = 11040

;着地----------------------------------------------
[State 11000]
type = changeanim
triggerall = Anim != 11052
trigger1 = parent,stateno = 52
value = 11052

;ジャンプ------------------------------------------------------------
[State 11000]
type = changeanim
trigger1 = parent,stateno = 50
trigger1 = Anim != 11041
value = 11041

;ダッシュ------------------------------------------------------------
[State 11000]
type = changeanim
trigger1 = parent,stateno = 100
trigger1 = Anim != 11100
value = 11100

;バックステップ------------------------------------------------------------
[State 11000]
type = changeanim
trigger1 = parent,stateno = 105
trigger1 = Anim != 11105
value = 11105

;弱攻撃--------------------------------------------------------------------
[State 11000]
type = changeanim
trigger1 = parent,stateno = 10200
trigger1 = Anim != 11200
value = 11200

;弱攻撃'--------------------------------------------------------------------
[State 11000]
type = changeanim
trigger1 = parent,stateno = 10201
trigger1 = Anim != 11201
value = 11201

;中攻撃--------------------------------------------------------------------
[State 11000]
type = changeanim
trigger1 = parent,stateno = 10210
trigger1 = Anim != 11210
value = 11210

;強攻撃--------------------------------------------------------------------
[State 11000]
type = changeanim
trigger1 = parent,stateno = 10220
trigger1 = Anim != 11220
value = 11220

;前強攻撃--------------------------------------------------------------------
[State 11000]
type = changeanim
trigger1 = parent,stateno = 10230
trigger1 = Anim != 11230
value = 11230

;屈弱攻撃--------------------------------------------------------------------
[State 11000]
type = changeanim
trigger1 = parent,stateno = 10400
trigger1 = Anim != 11400
value = 11400

;屈中攻撃--------------------------------------------------------------------
[State 11000]
type = changeanim
trigger1 = parent,stateno = 10440
trigger1 = Anim != 11440
value = 11440

;屈前中攻撃--------------------------------------------------------------------
[State 11000]
type = changeanim
trigger1 = parent,stateno = 10410
trigger1 = Anim != 11410
value = 11410

;屈強攻撃--------------------------------------------------------------------
[State 11000]
type = changeanim
trigger1 = parent,stateno = 10420
trigger1 = Anim != 11420
value = 11420

;屈前強攻撃--------------------------------------------------------------------
[State 11000]
type = changeanim
trigger1 = parent,stateno = 10430
trigger1 = Anim != 11430
value = 11430

;空中弱攻撃--------------------------------------------------------------------
[State 11000]
type = changeanim
trigger1 = parent,stateno = 10600
trigger1 = Anim != 11600
value = 11600

;空中中攻撃--------------------------------------------------------------------
[State 11000]
type = changeanim
trigger1 = parent,stateno = 10610
trigger1 = Anim != 11610
value = 11610

;空中強攻撃--------------------------------------------------------------------
[State 11000]
type = changeanim
trigger1 = parent,stateno = 10620
trigger1 = Anim != 11620
value = 11620

;投げ--------------------------------------------------------------------
[State 11000]
type = changeanim
trigger1 = parent,stateno = 10950
trigger1 = Anim != 11950
value = 11950

[State 11000]
type = changeanim
trigger1 = parent,stateno = 10960
trigger1 = Anim != 11951
value = 11951

;ガーキャン-----------------------------------------------
[State 11000]
type = changeanim
trigger1 = parent,stateno = 1600
trigger1 = Anim != 1610
value = 1610

;水竜波--------------------------------------------------------------------
[State 11000]
type = changeanim
trigger1 = parent,stateno = 12000||parent,stateno = 12001||parent,stateno = 12002
trigger1 = Anim != 12002
value = 12002

;オラオラ--------------------------------------------------------------------
[State 11000]
type = changeanim
trigger1 = parent,stateno = 12200||parent,stateno = 12210||parent,stateno = 12220
trigger1 = Anim != 12201
value = 12201

;アイテム必殺時--------------------------------------------------------------------
[State 11000]
type = changeanim
trigger1 = parent,stateno = 2000||parent,stateno = 2400||parent,stateno = 2410||parent,stateno = 2500||parent,stateno = 2600
trigger1 = Anim != 2002
value = 2002

;挑発--------------------------------------------------------------------
[State 11000]
type = changeanim
trigger1 = parent,stateno = 850
trigger1 = Anim != 11850
value = 11850

;防御--------------------------------------------------------------------
[State 11000]
type = changeanim
triggerall = parent,anim + 1000
trigger1 = parent,stateno = [120,159]
value = parent,anim + 1000

;立ちくらい---------------------------------------------------------------
[State 11000]
type = changeanim
triggerall = Anim != parent,anim + 1000
trigger1 = parent,stateno = 5000
value = parent,anim + 1000

;立ち食らい後退---------------------------------------------------------------
[State 11000]
type = changeanim
triggerall = Anim != parent,anim + 1000
trigger1 = parent,stateno = 5001
value = parent,anim + 1000

;しゃがみ食らい---------------------------------------------------------------
[State 11000]
type = changeanim
triggerall = Anim != parent,anim + 1000
trigger1 = parent,stateno = 5010
value = parent,anim + 1000

;しゃがみ食らい後退---------------------------------------------------------------
[State 11000]
type = changeanim
triggerall = Anim != parent,anim + 1000
trigger1 = parent,stateno = 5011
value = parent,anim + 1000

;空中食らい---------------------------------------------------------------
[State 11000]
type = changeanim
triggerall = Anim != parent,anim + 1000
trigger1 = parent,stateno = 5020
value = parent,anim + 1000

;吹っ飛び---------------------------------------------------------------
[State 11000]
type = changeanim
triggerall = Anim != parent,anim + 1000
trigger1 = parent,stateno = 5035
value = parent,anim + 1000

;吹っ飛びから自動受け身---------------------------------------------------------------
[State 11000]
type = changeanim
triggerall = Anim != parent,anim + 1000
trigger1 = parent,stateno = 5040
value = parent,anim + 1000

;吹っ飛び下降---------------------------------------------------------------
[State 11000]
type = changeanim
triggerall = Anim != parent,anim + 1000
trigger1 = parent,stateno = 5050
value = parent,anim + 1000

;足払いでこけない・硬直---------------------------------------------------------------
[State 11000]
type = changeanim
triggerall = Anim != parent,anim + 1000
trigger1 = parent,stateno = 5070
value = parent,anim + 1000

;足払いでこけない---------------------------------------------------------------
[State 11000]
type = changeanim
triggerall = Anim != parent,anim + 1000
trigger1 = parent,stateno = 5072
value = parent,anim + 1000

;地上に近い時の空中受け身予約---------------------------------------------------------------
[State 11000]
type = changeanim
triggerall = Anim != parent,anim + 1000
trigger1 = parent,stateno = 5200
value = parent,anim + 1000

;地上に近い時の空中受け身---------------------------------------------------------------
[State 11000]
type = changeanim
triggerall = Anim != parent,anim + 1000
trigger1 = parent,stateno = 5201
value = parent,anim + 1000

;空中受け身---------------------------------------------------------------
[State 11000]
type = changeanim
triggerall = Anim != parent,anim + 1000
trigger1 = parent,stateno = 5210
value = parent,anim + 1000

;本体の行動----------------------------------------------------------------
;スタンド攻撃-----------------------------------------------------
;弱--------------------------------------------------------
[Statedef 10200]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 10200
poweradd= Ceil(30*(1+fvar(6)))
fasep2 = 1

[State 10200]
type = veladd
trigger1 = prevstateno != 100
trigger1 = time = 0
x = 0
y = 0

[State 10200]
type = veladd
trigger1 = prevstateno = 100
trigger1 = time = 0
x = 3.0
y = 0

[State 10200]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10, 1

[State 10200]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Light
damage    = 20
guardflag = MA
pausetime = 6,8
sparkno = S8000
guard.sparkno = S8010
sparkxy = -22,-42
hitsound   = S10,9
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -4.0
air.velocity = -2.5,-2.3
getpower = 16*(1+fvar(6)), 8*(1+fvar(6))
givepower = 8, 3

[State 10200]
type = ctrlset
trigger1 = time > 22
value = 1

[State 10200]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;弱'--------------------------------------------------------
[Statedef 10201]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 10200
poweradd= Ceil(30*(1+fvar(6)))
fasep2 = 1

[State 10201]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10, 1

[State 10201]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Light
damage    = 20
guardflag = MA
pausetime = 6,8
sparkno = S8000
guard.sparkno = S8010
sparkxy = -22,-42
hitsound   = S10,9
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -4.0
air.velocity = -2.5,-2.3
getpower = 16*(1+fvar(6)), 8*(1+fvar(6))
givepower = 8, 3

[State 10201]
type = ctrlset
trigger1 = time > 22
value = 1

[State 10201]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;中--------------------------------------------------------
[Statedef 10210]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 10210
poweradd= Ceil(40*(1+fvar(6)))
fasep2 = 1

[State 10210]
type = veladd
trigger1 = prevstateno != 100
trigger1 = time = 0
x = 0
y = 0

[State 10210]
type = veladd
trigger1 = prevstateno = 100
trigger1 = time = 0
x = 3.0
y = 0

[State 10210]
type = PlaySnd
trigger1 = AnimElem = 3
value = S4, 1
channel = 2

[State 10210]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10, 2

[State 10210]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    = 35
guardflag = MA
pausetime = 6,8
sparkno = S8001
guard.sparkno = S8010
sparkxy = -22,-42
hitsound   = S10,10
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -4.0
air.velocity = -2.5,-4
getpower = 22*(1+fvar(6)), 11*(1+fvar(6))
givepower = 12, 6

[State 10210]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;強--------------------------------------------------------
[Statedef 10220]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 10220
poweradd= Ceil(50*(1+fvar(6)))
fasep2 = 1

[State 10220]
type = veladd
trigger1 = prevstateno != 100
trigger1 = time = 0
x = 0
y = 0

[State 10220]
type = veladd
trigger1 = prevstateno = 100
trigger1 = time = 0
x = 3.0
y = 0

[State 10220]
type = PlaySnd
trigger1 = AnimElem = 3
value = S4, 2
channel = 2

[State 10220]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10, 3

[State 10220]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Hard
damage    = 70
guardflag = MA
pausetime = 6,22
sparkno = S8002
guard.sparkno = S8010
sparkxy = -22,-42
hitsound   = S10,11
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -4.0
air.velocity = -2.5,-4
getpower = 44*(1+fvar(6)), 23*(1+fvar(6))
givepower = 18, 9

[State 10220]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;前強--------------------------------------------------------
[Statedef 10230]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 10230
poweradd= Ceil(50*(1+fvar(6)))
fasep2 = 1

[State 10230]
type = veladd
trigger1 = prevstateno != 100
trigger1 = time = 0
x = 0
y = 0

[State 10230]
type = veladd
trigger1 = prevstateno = 100
trigger1 = time = 0
x = 3.0
y = 0

[State 10230]
type = PlaySnd
trigger1 = AnimElem = 5
value = S4, 5
channel = 2

[State 10230]
type = PlaySnd
trigger1 = AnimElem = 5
value = 10, 3

[State 10230]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
animtype  = back
damage    = 100
guardflag = HA
pausetime = 6,8
sparkno = S8002
guard.sparkno = S8010
sparkxy = -22,-42
hitsound   = S10,11
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -8.-2
air.velocity = -6.5,-4
fall = 1
fall.recover = 0
getpower = 44*(1+fvar(6)), 23*(1+fvar(6))
givepower = 18, 9

[State 10230]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;屈弱--------------------------------------------------------
[Statedef 10400]
type    = C
movetype= A
physics = C
ctrl = 0
velset = 0,0
anim = 10400
poweradd= Ceil(30*(1+fvar(6)))
fasep2 = 1

[State 10400]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10, 1

[State 10400]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
animtype  = Light
damage    = 20
guardflag = LA
pausetime = 6,8
sparkno = S8000
guard.sparkno = S8010
sparkxy = -22,-42
hitsound   = S10,9
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -4.0
air.velocity = -2.5,-4
getpower = 16*(1+fvar(6)), 8*(1+fvar(6))
givepower = 8, 3

[State 10400]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

;屈中--------------------------------------------------------
[Statedef 10440]
type    = C
movetype= A
physics = C
ctrl = 0
velset = 0,0
anim = 10440
poweradd= Ceil(40*(1+fvar(6)))
fasep2 = 1

[State 10440]
type = PlaySnd
trigger1 = AnimElem = 4
value = S4, 2
channel = 2

[State 10440]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 2

[State 10440]
type = HitDef
trigger1 = AnimElem = 4
attr = C, NA
animtype  = Medium
damage    = 30
guardflag = LA
pausetime = 6,8
sparkno = S8001
guard.sparkno = S8010
sparkxy = -20,-40
hitsound   = S10,10
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -4.0
air.velocity = -2.5,-4
getpower = 22*(1+fvar(6)), 11*(1+fvar(6))
givepower = 12, 6

[State 10440]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

;屈前中--------------------------------------------------------
[Statedef 10410]
type    = C
movetype= A
physics = C
ctrl = 0
velset = 0,0
anim = 10410
poweradd= Ceil(40*(1+fvar(6)))
fasep2 = 1

[State 10410]
type = PlaySnd
trigger1 = AnimElem = 4
value = S4, 4
channel = 2

[State 10410]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 2

[State 10410]
type = HitDef
trigger1 = AnimElem = 4
attr = C, NA
animtype  = Medium
damage    = 40
guardflag = LA
pausetime = 6,8
sparkno = S8001
guard.sparkno = S8010
sparkxy = -20,-10
hitsound   = S10,10
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -4.0
air.velocity = -2.5,-4
getpower = 22*(1+fvar(6)), 11*(1+fvar(6))
givepower = 12, 6

[State 10410]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

;屈強--------------------------------------------------------
[Statedef 10420]
type    = C
movetype= A
physics = C
ctrl = 0
velset = 0,0
anim = 10420
poweradd= Ceil(50*(1+fvar(6)))
fasep2 = 1

[State 10420]
type = PlaySnd
trigger1 = AnimElem = 4
value = S4, 3
channel = 2

[State 10420]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 3

[State 10420]
type = HitDef
trigger1 = AnimElem = 4
attr = C, NA
animtype  = back
damage    = 55
guardflag = LA
pausetime = 6,8
sparkno = S8002
guard.sparkno = S8010
sparkxy = -22,-60
hitsound   = S10,11
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -2.0,-4.0
air.velocity = -2.5,-4
getpower = 44*(1+fvar(6)), 23*(1+fvar(6))
givepower = 18, 9

[State 10420]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

;屈前強--------------------------------------------------------
[Statedef 10430]
type    = C
movetype= A
physics = C
ctrl = 0
velset = 0,0
anim = 10430
poweradd= Ceil(50*(1+fvar(6)))
fasep2 = 1

[State 10430]
type = PlaySnd
trigger1 = AnimElem = 5
value = S4, 1
channel = 2

[State 10430]
type = PlaySnd
trigger1 = AnimElem = 5
value = 10, 3

[State 10430]
type = HitDef
trigger1 = AnimElem = 5
attr = C, NA
animtype  = back
damage    = 55
guardflag = LA
pausetime = 6,8
sparkno = S8002
guard.sparkno = S8010
sparkxy = -22,-20
hitsound   = S10,11
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -2.0,0
air.velocity = -2.5,0
ground.type = trip
fall = 1
fall.recover = 0
getpower = 44*(1+fvar(6)), 23*(1+fvar(6))
givepower = 18, 9

[State 10430]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

;空中弱--------------------------------------------------------
[Statedef 10600]
type    = A
movetype= A
physics = A
ctrl = 0
anim = 10600
poweradd= Ceil(30*(1+fvar(6)))
fasep2 = 1

[State 10600]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10, 1

[State 10600]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
animtype  = Light
damage    = 30
guardflag = HA
pausetime = 6,8
sparkno = S8000
guard.sparkno = S8010
sparkxy = -22,-42
hitsound   = S10,9
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -4.0
air.velocity = -2.5,-4
getpower = 16*(1+fvar(6)), 8*(1+fvar(6))
givepower = 8, 3

;空中中--------------------------------------------------------
[Statedef 10610]
type    = A
movetype= A
physics = A
ctrl = 0
anim = 10610
poweradd= Ceil(40*(1+fvar(6)))
fasep2 = 1

[State 10610]
type = Width
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(7) < 0
player = 40,12

[State 10610]
type = PlaySnd
trigger1 = AnimElem = 3
value = S4, 6
channel = 2

[State 10610]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10, 2

[State 10610]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
animtype  = Medium
damage    = 40
guardflag = HA
pausetime = 6,8
sparkno = S8001
guard.sparkno = S8010
sparkxy = -22,-42
hitsound   = S10,10
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -4.0
air.velocity = -2.5,-4
getpower = 22*(1+fvar(6)), 11*(1+fvar(6))
givepower = 12, 6

;空中強--------------------------------------------------------
[Statedef 10620]
type    = A
movetype= A
physics = A
ctrl = 0
anim = 10620
poweradd= Ceil(50*(1+fvar(6)))
fasep2 = 1

[State 10620]
type = Width
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(4) < 0
player = 40,12

[State 10620]
type = PlaySnd
trigger1 = AnimElem = 2
value = S4, 7
channel = 2

[State 10620]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10, 3

[State 10620]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
animtype  = Hard
damage    = 60
guardflag = HA
pausetime = 6,8
sparkno = S8002
guard.sparkno = S8010
sparkxy = -22,-42
hitsound   = S10,10
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -4.0
air.velocity = -2.5,-4
getpower = 44*(1+fvar(6)), 23*(1+fvar(6))
givepower = 18, 9

;投げ----------------------------------------------------------------------------------------
[Statedef 10950]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 10950
sprpriority = 1

[State 10950]
type = HitDef
trigger1 = animelem = 6
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
p1sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 10960
p2stateno = 10970
guard.dist = 0
fall = 1

[State 10950]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------------
[Statedef 10960]
type    = S
movetype= A
physics = N
anim = 10951
poweradd = Ceil(60*(1+fvar(6)))

[State 10960]
type = Width
trigger1 = AnimElemTime(2) < 0
edge = 60,0

[State 10960]
type = Width
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(5) < 0
edge = 30,30

[State 10960]
type = TargetBind
trigger1 = AnimElemTime(5) < 25
pos = 60, 0

[State 10960]
type = Turn
triggerall = var(59) <= 0
trigger1 = command = "holdback"
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(2) < 0

[State 10960, AI用]
type = Turn
triggerall = var(59) >= 1
TriggerAll = BackEdgeBodyDist > 200
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(2) < 0

[State 10960]
type = TargetFacing
triggerall = var(59) <= 0
trigger1 = command = "holdback"
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(2) < 0
value = -1

[State 10960, AI用]
type = TargetFacing
triggerall = var(59) >= 1
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(2) < 0
value = -1

[State 10960]
type = TargetLifeAdd
trigger1 = AnimElemTime(5) = 24
value = -60

[State 10960]
type = TargetState
trigger1 = AnimElemTime(5) = 24
value = 10971

[State 10960]
type = PlaySnd
trigger1 = AnimElemTime(5) = 24
value = S10, 3

[State 10960]
type = PlaySnd
trigger1 = AnimElemTime(5) = 24
value = 10, 11

[State 10960]
type = Explod
trigger1 = AnimElemTime(5) = 24
anim = 8002
ID = 10960
pos = 70, -60
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
ontop = 1
shadow = 0, 0, 0
ownpal = 1
persistent=0
removeongethit = 1

[State 10960]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------
[Statedef 10970]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 10970]
type = ChangeAnim2
trigger1 = Time = 0
value = 10952

[State 10970]
type = SelfState
trigger1 = !GetHitVar(IsBound)
value = 5050

;---------------------------------------------------------------------------
[Statedef 10971]
type    = A
movetype= H
physics = N
velset = -8,-3
poweradd = Ceil(40*(1+fvar(6)))

[State 10971]
type = VelAdd
trigger1 = 1
y = .4

[State 10971]
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 10971]
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 10971]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;必殺技===========================================================================================
;水竜波-------------------------------------------------------------------------------------------
;弱----------------------------------------
[Statedef 12000]
type     = S
movetype = A
physics  = S
anim     = 12001
ctrl     = 0
velset = 0, 0

[State 12000]
type = PlaySnd
trigger1 = AnimElem = 5
value = S4, 10
channel = 2

[State 12000]
type = PlaySnd
trigger1 = AnimElem = 6
value = 10, 3

[State 12000]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
animtype  = Light
damage    = 10,5
guardflag = MA
pausetime = 6,14
sparkno = S8004
guard.sparkno = S8010
sparkxy = -22,-42
hitsound   = S10,10
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -4.0
air.velocity = -2.5,-4

[State 12000]
type = Projectile
trigger1 = animelem = 6
projID = 1100
projanim = 12003
projhitanim = -1
;projremanim = 8003
;projcancelanim = 1003
projscale = 1.0, 1.0
projremovetime = -1
velocity = 2, 0
projhits = 1
projpriority = 2
projsprpriority = 3
;projheightbound = -240, 1
offset = 30, 0
postype = p1
attr = S, SP
damage    = 60,20
hitflag = MAF
guardflag = MA
priority = 4
pausetime = 0,20
sparkno = S8003
guard.sparkno = S8010
sparkxy = 20,0
hitsound   = S10,17
guardsound = S10,5
animtype = Hard
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = 0
air.velocity = -3,-4
persistent=0
getpower = 44*(1+fvar(6)), 23*(1+fvar(6))
givepower = 18, 9

[State 12000]
type = Explod
trigger1 = Numexplod(12000) = 0
trigger1 = time = 0
anim = 12000
ID = 12000
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 1
shadow = 0, 0, 0
ownpal = 0
persistent=0
removeongethit = 1

[State 12000]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;中----------------------------------------
[Statedef 12001]
type     = S
movetype = A
physics  = S
anim     = 12001
ctrl     = 0
velset = 0, 0

[State 12001]
type = PlaySnd
trigger1 = AnimElem = 5
value = S4, 10
channel = 2

[State 12001]
type = PlaySnd
trigger1 = AnimElem = 6
value = 10, 3

[State 12001]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
animtype  = Light
damage    = 10,5
guardflag = MA
pausetime = 6,14
sparkno = S8004
guard.sparkno = S8010
sparkxy = -22,-42
hitsound   = S10,10
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -4.0
air.velocity = -2.5,-4

[State 12001]
type = Projectile
trigger1 = animelem = 6
projID = 1100
projanim = 12003
projhitanim = -1
;projremanim = 1002
;projcancelanim = 1003
projscale = 1.0, 1.0
projremovetime = -1
velocity = 5, 0
projhits = 1
projpriority = 2
projsprpriority = 3
;projheightbound = -240, 1
offset = 30, 0
postype = p1
attr = S, SP
damage    = 60,20
hitflag = MAF
guardflag = MA
priority = 4
pausetime = 0,20
sparkno = S8003
guard.sparkno = S8010
sparkxy = 20,0
hitsound   = S10,17
guardsound = S10,5
animtype = Hard
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = 0
air.velocity = -3,-4
persistent=0
getpower = 44*(1+fvar(6)), 23*(1+fvar(6))
givepower = 18, 9

[State 12001]
type = Explod
trigger1 = Numexplod(12000) = 0
trigger1 = time = 0
anim = 12000
ID = 12010
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 1
shadow = 0, 0, 0
ownpal = 0
persistent=0
removeongethit = 1

[State 12001]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;強----------------------------------------
[Statedef 12002]
type     = S
movetype = A
physics  = S
anim     = 12001
ctrl     = 0
velset = 0, 0

[State 12002]
type = PlaySnd
trigger1 = AnimElem = 5
value = S4, 10
channel = 2

[State 12002]
type = PlaySnd
trigger1 = AnimElem = 6
value = 10, 3

[State 12002]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
animtype  = Light
damage    = 10,5
guardflag = MA
pausetime = 6,14
sparkno = S8004
guard.sparkno = S8010
sparkxy = -22,-42
hitsound   = S10,10
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -4.0
air.velocity = -2.5,-4

[State 12002]
type = Projectile
trigger1 = animelem = 6
projID = 1100
projanim = 12003
projhitanim = -1
;projremanim = 1002
;projcancelanim = 1003
projscale = 1.0, 1.0
projremovetime = -1
velocity = 8, 0
projhits = 1
projpriority = 2
projsprpriority = 3
;projheightbound = -240, 1
offset = 30, 0
postype = p1
attr = S, SP
damage    = 60,20
hitflag = MAF
guardflag = MA
priority = 4
pausetime = 0,20
sparkno = S8003
guard.sparkno = S8010
sparkxy = 20,0
hitsound   = S10,17
guardsound = S10,5
animtype = Hard
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = 0
air.velocity = -3,-4
persistent=0
getpower = 44*(1+fvar(6)), 23*(1+fvar(6))
givepower = 18, 9

[State 12002]
type = Explod
trigger1 = Numexplod(12000) = 0
trigger1 = time = 0
anim = 12000
ID = 12020
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 1
shadow = 0, 0, 0
ownpal = 0
persistent=0
removeongethit = 1

[State 12002]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;昇竜斬----------------------------------------------------------------------------
;弱-----------------------------------------------------------
[Statedef 12100];本体
type     = S
movetype = A
physics  = S
anim     = 12100
ctrl     = 0
velset = 0, 0

[State 12100]
type = ChangeAnim
trigger1 = helper(11000),stateno = 12106
trigger1 = anim !=12107
value = 12107

[State 12100]
type = ChangeState
trigger1 = anim = 12107
trigger1 = animtime = 0
value = 0
ctrl = 1

[State 12100]
type = ChangeState
trigger1 = helper(11000),anim = 11052
trigger1 = helper(11000),stateno = 12104
value = 12105

[Statedef 12101];本体02
type     = S
movetype = A
physics  = S
anim     = 12101
ctrl     = 0
velset = 0, 0

[State 12101]
type = ChangeAnim
trigger1 = helper(11000),stateno = 12106
trigger1 = anim !=12107
value = 12107

[State 12101]
type = ChangeState
trigger1 = anim = 12107
trigger1 = animtime = 0
value = 0
ctrl = 1

[State 12101]
type = ChangeState
trigger1 = helper(11000),anim = 11052
trigger1 = helper(11000),stateno = 12104
value = 12105

;上り------------------------------------------------------------------------------
[Statedef 12102];アッシュ
type     = A
movetype = A
physics  = N
anim     = 12102
ctrl     = 0
velset = 0, 0
sprpriority = 2

[State 12102]
type = AttackMulSet
trigger1 = Ishelper(11000)
value = (1+parent,fvar(1))*(1+parent,fvar(2))*(1+parent,fvar(5))

[State 12102]
type = PlaySnd
trigger1 = AnimElem = 2
value = S4, 11
channel = 2

[State 12102]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10, 1

[State 12102]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1

[State 12102]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1
ignorehitpause=1

[State 12102]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
stateno = 12106
time = -1
forceair = 0
ignorehitpause=1

[State 12102]
type = veladd
trigger1 = animelemtime(3) = 0
x = 1
y = -6

[State 12102]
type = velMul
trigger1 = animelemtime(3) > 0
trigger1 = animelemtime(5) < 0
x = 0.8
y = 0.7

[State 12102]
type = velset
trigger1 = animelemtime(3) > 0
trigger1 = vel X <= 0
x = 0

[State 12102]
type = velset
trigger1 = animelemtime(3) > 0
trigger1 = vel Y >= 0
y = 0

[State 12102]
type = PlayerPush
trigger1 = 1
value = 1

[State 12102]
type = hitdef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
attr = A, SA
animtype  = Hard
damage    = 20
guardflag = LA
pausetime = 6,6
sparkno = S8004
guard.sparkno = S8010
sparkxy = -22,-82
hitsound   = S10,10
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = 0,-6.0
air.velocity = 0,-6.2
fall = 1
getpower = 16*(1+fvar(6)), 8*(1+fvar(6))
givepower = 8, 3

[State 12102]
type = ChangeState
trigger1 = parent,stateno = 12101
value = 12103

[State 12102]
type = ChangeState
trigger1 = parent,stateno = 12111
value = 12113

[State 12102]
type = ChangeState
trigger1 = parent,stateno = 12121
value = 12123

[State 12102]
type = ChangeState
trigger1 = Time = 30
value = 12104

;下り------------------------------------------------------------------------------
[Statedef 12103]
type     = A
movetype = A
physics  = N
anim     = 12103
ctrl     = 0
velset = 0, 0
sprpriority = 2

[State 12103]
type = AttackMulSet
trigger1 = Ishelper(11000)
value = (1+parent,fvar(1))*(1+parent,fvar(2))*(1+parent,fvar(5))

[State 12103]
type = PlaySnd
trigger1 = AnimElem = 4
value = S4, 12
channel = 2

[State 12103]
type = PlaySnd
trigger1 = AnimElem = 5
value = 10, 2

[State 12103]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1

[State 12103]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1
ignorehitpause=1

[State 12103]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
stateno = 12106
time = -1
forceair = 0
ignorehitpause=1

[State 12103]
type = HitDef
trigger1 = AnimElem = 5
attr = A, SA
animtype  = Hard
damage    = 60
guardflag = MA
pausetime = 6,6
sparkno = S8005
guard.sparkno = S8010
sparkxy = -22,-82
hitsound   = S10,10
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = 0,-6.0
air.velocity = -2.0,6.2
fall = 1
getpower = 16*(1+fvar(6)), 8*(1+fvar(6))
givepower = 8, 3

[State 12103]
type = ChangeState
trigger1 = animTime = 0
value = 12104

;着地------------------------------------------------------------------------------
[Statedef 12104]
type     = A
movetype = I
physics  = N
anim     = 12104
ctrl     = 0
velset = 0, 0

[State 12104]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1

[State 12104]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1
ignorehitpause=1

[State 12104]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
stateno = 12106
time = -1
forceair = 0
ignorehitpause=1

[State 12104]
type = Gravity
trigger1 = Pos Y < 0

[State 12104]
type = changeanim
trigger1 = pos Y >= 0
value = 11052
persistent=0

[State 12104]
type = velset
trigger1 = pos Y > 0
Pos Y = 0

[State 12104]
type = posset
trigger1 = pos Y >= 0
y = 0

[State 12104]
type = PlaySnd
trigger1 = pos Y >= 0
value = 10, 4
persistent=0

[State 12104]
type = ChangeState
trigger1 = parent,ctrl
value = 11000

[Statedef 12105];本体着地------------------------------------------------
type     = S
movetype = A
physics  = S
ctrl     = 0
velset = 0, 0

[State 12105]
type = changeanim
trigger1 = time = 0
value = ifelse(prevstateno = 12100,12105,12106)

[State 12105]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;アッシュくらい---------------------------------------------------
[Statedef 12106]
type     = A
movetype = H
physics  = N
anim     = 12108
ctrl     = 0
velset = 0, 0

[State 12106]
type = parentvaradd
trigger1 = time = 0
fvar(0) = ifelse(GethitVar(damage)>10,0.003*GethitVar(damage),0)

[State 12106]
type = ChangeState
trigger1 = animtime = 0
value = 11000

;中-----------------------------------------------------------
[Statedef 12110];本体
type     = S
movetype = A
physics  = S
anim     = 12100
ctrl     = 0
velset = 0, 0

[State 12110]
type = ChangeAnim
trigger1 = helper(11000),stateno = 12106
trigger1 = anim !=12107
value = 12107

[State 12110]
type = ChangeState
trigger1 = anim = 12107
trigger1 = animtime = 0
value = 0
ctrl = 1

[State 12110]
type = ChangeState
trigger1 = helper(11000),anim = 11052
trigger1 = helper(11000),stateno = 12104
value = 12105

[Statedef 12111];本体02
type     = S
movetype = A
physics  = S
anim     = 12101
ctrl     = 0
velset = 0, 0

[State 12111]
type = ChangeAnim
trigger1 = helper(11000),stateno = 12106
trigger1 = anim !=12107
value = 12107

[State 12111]
type = ChangeState
trigger1 = anim = 12107
trigger1 = animtime = 0
value = 0
ctrl = 1

[State 12111]
type = ChangeState
trigger1 = helper(11000),anim = 11052
trigger1 = helper(11000),stateno = 12104
value = 12105

;上り------------------------------------------------------------------------------
[Statedef 12112];アッシュ
type     = A
movetype = A
physics  = N
anim     = 12110
ctrl     = 0
velset = 0, 0
sprpriority = 2

[State 12112]
type = AttackMulSet
trigger1 = Ishelper(11000)
value = (1+parent,fvar(1))*(1+parent,fvar(2))*(1+parent,fvar(5))

[State 12112]
type = PlaySnd
trigger1 = AnimElem = 2
value = S4, 11
channel = 2

[State 12112]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
value = 10, 1

[State 12112]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1

[State 12112]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1
ignorehitpause=1

[State 12112]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
stateno = 12106
time = -1
forceair = 0
ignorehitpause=1

[State 12112]
type = veladd
trigger1 = animelemtime(3) = 0
x = 1
y = -7

[State 12112]
type = velMul
trigger1 = animelemtime(3) > 0
trigger1 = animelemtime(9) < 0
x = 0.8
y = 0.9

[State 12112]
type = velset
trigger1 = animelemtime(3) > 0
trigger1 = vel X <= 0
x = 0

[State 12112]
type = velset
trigger1 = animelemtime(3) > 0
trigger1 = vel Y >= 0
y = 0

[State 12112]
type = PlayerPush
trigger1 = 1
value = 1

[State 12112]
type = hitdef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 7
trigger4 = AnimElem = 8
attr = A, SA
animtype  = Hard
damage    = 20
guardflag = LA
pausetime = 6,6
sparkno = S8004
guard.sparkno = S8010
sparkxy = -22,-82
hitsound   = S10,10
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = 0,-6.0
air.velocity = 0,-6.2
fall = 1
getpower = 16*(1+fvar(6)), 8*(1+fvar(6))
givepower = 8, 3

[State 12112]
type = ChangeState
trigger1 = parent,stateno = 12101
value = 12103

[State 12112]
type = ChangeState
trigger1 = parent,stateno = 12111
value = 12113

[State 12112]
type = ChangeState
trigger1 = parent,stateno = 12121
value = 12123

[State 12112]
type = ChangeState
trigger1 = Time = 60
value = 12104

;下り------------------------------------------------------------------------------
[Statedef 12113]
type     = A
movetype = A
physics  = N
anim     = 12103
ctrl     = 0
velset = 0, 0
sprpriority = 2

[State 12113]
type = AttackMulSet
trigger1 = Ishelper(11000)
value = (1+parent,fvar(1))*(1+parent,fvar(2))*(1+parent,fvar(5))

[State 12113]
type = PlaySnd
trigger1 = AnimElem = 4
value = S4, 12
channel = 2

[State 12113]
type = PlaySnd
trigger1 = AnimElem = 5
value = 10, 2

[State 12113]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1

[State 12113]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1
ignorehitpause=1

[State 12113]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
stateno = 12106
time = -1
forceair = 0
ignorehitpause=1

[State 12113]
type = HitDef
trigger1 = AnimElem = 5
attr = A, SA
animtype  = Hard
damage    = 60
guardflag = MA
pausetime = 6,6
sparkno = S8005
guard.sparkno = S8010
sparkxy = -22,-82
hitsound   = S10,10
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = 0,-6.0
air.velocity = -4.0,6.2
fall = 1
getpower = 16*(1+fvar(6)), 8*(1+fvar(6))
givepower = 8, 3

[State 12113]
type = ChangeState
trigger1 = animTime = 0
value = 12104

;強-----------------------------------------------------------
[Statedef 12120];本体
type     = S
movetype = A
physics  = S
anim     = 12100
ctrl     = 0
velset = 0, 0

[State 12120]
type = ChangeAnim
trigger1 = helper(11000),stateno = 12106
trigger1 = anim !=12107
value = 12107

[State 12120]
type = ChangeState
trigger1 = anim = 12107
trigger1 = animtime = 0
value = 0
ctrl = 1

[State 12120]
type = ChangeState
trigger1 = helper(11000),anim = 11052
trigger1 = helper(11000),stateno = 12104
value = 12105

[Statedef 12121];本体02
type     = S
movetype = A
physics  = S
anim     = 12101
ctrl     = 0
velset = 0, 0

[State 12121]
type = ChangeAnim
trigger1 = helper(11000),stateno = 12106
trigger1 = anim !=12107
value = 12107

[State 12121]
type = ChangeState
trigger1 = anim = 12107
trigger1 = animtime = 0
value = 0
ctrl = 1

[State 12121]
type = ChangeState
trigger1 = helper(11000),anim = 11052
trigger1 = helper(11000),stateno = 12104
value = 12105

;上り------------------------------------------------------------------------------
[Statedef 12122];アッシュ
type     = A
movetype = A
physics  = N
anim     = 12120
ctrl     = 0
velset = 0, 0
sprpriority = 2

[State 12122]
type = AttackMulSet
trigger1 = Ishelper(11000)
value = (1+parent,fvar(1))*(1+parent,fvar(2))*(1+parent,fvar(5))

[State 12122]
type = PlaySnd
trigger1 = AnimElem = 2
value = S4, 11
channel = 2

[State 12122]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
trigger3 = AnimElem = 11
value = 10, 1

[State 12122]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1

[State 12122]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1
ignorehitpause=1

[State 12122]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
stateno = 12106
time = -1
forceair = 0
ignorehitpause=1

[State 12122]
type = veladd
trigger1 = animelemtime(3) = 0
x = 1
y = -7

[State 12122]
type = velMul
trigger1 = animelemtime(3) > 0
trigger1 = animelemtime(13) < 0
x = 0.8
y = 0.95

[State 12122]
type = velset
trigger1 = animelemtime(3) > 0
trigger1 = vel X <= 0
x = 0

[State 12122]
type = velset
trigger1 = animelemtime(3) > 0
trigger1 = vel Y >= 0
y = 0

[State 12122]
type = PlayerPush
trigger1 = 1
value = 1

[State 12122]
type = hitdef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 7
trigger4 = AnimElem = 8
trigger5 = AnimElem = 11
trigger6 = AnimElem = 12
attr = A, SA
animtype  = Hard
damage    = 20
guardflag = LA
pausetime = 6,6
sparkno = S8004
guard.sparkno = S8010
sparkxy = -22,-82
hitsound   = S10,10
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = 0,-6.0
air.velocity = 0,-6.2
fall = 1

[State 12122]
type = ChangeState
trigger1 = parent,stateno = 12101
value = 12103

[State 12122]
type = ChangeState
trigger1 = parent,stateno = 12111
value = 12113

[State 12122]
type = ChangeState
trigger1 = parent,stateno = 12121
value = 12123

[State 12122]
type = ChangeState
trigger1 = Time = 90
value = 12104

;下り------------------------------------------------------------------------------
[Statedef 12123]
type     = A
movetype = A
physics  = N
anim     = 12103
ctrl     = 0
velset = 0, 0
sprpriority = 2

[State 12123]
type = AttackMulSet
trigger1 = Ishelper(11000)
value = (1+parent,fvar(1))*(1+parent,fvar(2))*(1+parent,fvar(5))

[State 12123]
type = PlaySnd
trigger1 = AnimElem = 4
value = S4, 12
channel = 2

[State 12123]
type = PlaySnd
trigger1 = AnimElem = 5
value = 10, 2

[State 12123]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1

[State 12123]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1
ignorehitpause=1

[State 12123]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
stateno = 12106
time = -1
forceair = 0
ignorehitpause=1

[State 12123]
type = HitDef
trigger1 = AnimElem = 5
attr = A, SA
animtype  = Hard
damage    = 60
guardflag = MA
pausetime = 6,6
sparkno = S8005
guard.sparkno = S8010
sparkxy = -22,-82
hitsound   = S10,10
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = 0,-6.0
air.velocity = -6.0,6.2
fall = 1

[State 12123]
type = ChangeState
trigger1 = animTime = 0
value = 12104

;オラオラ------------------------------------------------------------------------------
[Statedef 12200]
type     = S
movetype = A
physics  = S
anim     = 12200
ctrl     = 0
velset = 0, 0
sprpriority = 2

[State 12200]
type = PlaySnd
trigger1 = AnimElem = 3
value = S4, 13
channel = 2

[State 12200]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
trigger3 = AnimElem = 10
trigger4 = AnimElem = 13
value = 10, 1

[State 12200]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 10
attr = S, SA
animtype  = medium
damage    = 26,12
guardflag = MA
pausetime = 0,8
sparkno = S8005
guard.sparkno = S8010
sparkxy = -24,-55
hitsound   = S10,11
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -4.0
air.velocity = -2.5,-4
ground.cornerpush.veloff = -4.4
getpower = 16*(1+fvar(6)), 8*(1+fvar(6))
givepower = 8, 3

[State 12200]
type = HitDef
trigger1 = AnimElem = 7
trigger2 = AnimElem = 13
attr = S, SA
animtype  = medium
damage    = 26,12
guardflag = MA
pausetime = 0,8
sparkno = S8005
guard.sparkno = S8010
sparkxy = -18,-25
hitsound   = S10,11
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -4.0
air.velocity = -2.5,-4
ground.cornerpush.veloff = -4.4
getpower = 16*(1+fvar(6)), 8*(1+fvar(6))
givepower = 8, 3

[State 12200]
type = Explod
trigger1 = helper(11000),AnimElem = 4
trigger2 = helper(11000),AnimElem = 10
anim = 12210
ID = 12210
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 3
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1

[State 12200]
type = Explod
trigger1 = helper(11000),AnimElem = 5
trigger2 = helper(11000),AnimElem = 11
anim = 12211
ID = 12211
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 3
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1

[State 12200]
type = Explod
trigger1 = helper(11000),AnimElem = 6
trigger2 = helper(11000),AnimElem = 12
anim = 12212
ID = 12212
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 3
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1

[State 12200]
type = Explod
trigger1 = helper(11000),AnimElem = 7
trigger2 = helper(11000),AnimElem = 13
anim = 12213
ID = 12213
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 3
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1

[State 12200]
type = Explod
trigger1 = helper(11000),AnimElem = 8
trigger2 = helper(11000),AnimElem = 14
anim = 12214
ID = 12214
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 3
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1

[State 12200]
type = Explod
trigger1 = helper(11000),AnimElem = 9
trigger2 = helper(11000),AnimElem = 15
anim = 12215
ID = 12215
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 3
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1

[State 12200]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;オラオラ中------------------------------------------------------------------------------
[Statedef 12210]
type     = S
movetype = A
physics  = S
anim     = 12200
ctrl     = 0
velset = 0, 0
sprpriority = 2

[State 12210]
type = PlaySnd
trigger1 = AnimElem = 3
value = S4, 13
channel = 2

[State 12210]
type = veladd
trigger1 = animelemtime(4) > 0
trigger1 = animelemtime(16) < 0
x = 0.6

[State 12210]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
trigger3 = AnimElem = 10
trigger4 = AnimElem = 13
value = 10, 1

[State 12210]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 10
attr = S, SA
animtype  = medium
damage    = 26,12
guardflag = MA
pausetime = 0,8
sparkno = S8005
guard.sparkno = S8010
sparkxy = -24,-55
hitsound   = S10,11
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -4.0
air.velocity = -2.5,-4
ground.cornerpush.veloff = -4.4
getpower = 16*(1+fvar(6)), 8*(1+fvar(6))
givepower = 8, 3

[State 12210]
type = HitDef
trigger1 = AnimElem = 7
trigger2 = AnimElem = 13
attr = S, SA
animtype  = medium
damage    = 26,12
guardflag = MA
pausetime = 0,8
sparkno = S8005
guard.sparkno = S8010
sparkxy = -18,-25
hitsound   = S10,11
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -4.0
air.velocity = -2.5,-4
ground.cornerpush.veloff = -4.4
getpower = 16*(1+fvar(6)), 8*(1+fvar(6))
givepower = 8, 3

[State 12210]
type = Explod
trigger1 = helper(11000),AnimElem = 4
trigger2 = helper(11000),AnimElem = 10
anim = 12210
ID = 12210
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 3
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1

[State 12210]
type = Explod
trigger1 = helper(11000),AnimElem = 5
trigger2 = helper(11000),AnimElem = 11
anim = 12211
ID = 12211
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 3
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1

[State 12210]
type = Explod
trigger1 = helper(11000),AnimElem = 6
trigger2 = helper(11000),AnimElem = 12
anim = 12212
ID = 12212
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 3
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1

[State 12210]
type = Explod
trigger1 = helper(11000),AnimElem = 7
trigger2 = helper(11000),AnimElem = 13
anim = 12213
ID = 12213
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 3
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1

[State 12210]
type = Explod
trigger1 = helper(11000),AnimElem = 8
trigger2 = helper(11000),AnimElem = 14
anim = 12214
ID = 12214
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 3
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1

[State 12210]
type = Explod
trigger1 = helper(11000),AnimElem = 9
trigger2 = helper(11000),AnimElem = 15
anim = 12215
ID = 12215
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 3
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1

[State 12210]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;オラオラ強------------------------------------------------------------------------------
[Statedef 12220]
type     = S
movetype = A
physics  = S
anim     = 12200
ctrl     = 0
velset = 0, 0
sprpriority = 2

[State 12220]
type = PlaySnd
trigger1 = AnimElem = 3
value = S4, 13
channel = 2

[State 12220]
type = veladd
trigger1 = animelemtime(4) > 0
trigger1 = animelemtime(16) < 0
x = 0.9

[State 12220]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
trigger3 = AnimElem = 10
trigger4 = AnimElem = 13
value = 10, 1

[State 12220]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 10
attr = S, SA
animtype  = medium
damage    = 26,12
guardflag = MA
pausetime = 0,8
sparkno = S8005
guard.sparkno = S8010
sparkxy = -24,-55
hitsound   = S10,11
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -4.0
air.velocity = -2.5,-4
ground.cornerpush.veloff = -4.4
getpower = 16*(1+fvar(6)), 8*(1+fvar(6))
givepower = 8, 3

[State 12220]
type = HitDef
trigger1 = AnimElem = 7
trigger2 = AnimElem = 13
attr = S, SA
animtype  = medium
damage    = 26,12
guardflag = MA
pausetime = 0,8
sparkno = S8005
guard.sparkno = S8010
sparkxy = -18,-25
hitsound   = S10,11
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -4.0
air.velocity = -2.5,-4
ground.cornerpush.veloff = -4.4
getpower = 16*(1+fvar(6)), 8*(1+fvar(6))
givepower = 8, 3

[State 12220]
type = Explod
trigger1 = helper(11000),AnimElem = 4
trigger2 = helper(11000),AnimElem = 10
anim = 12210
ID = 12210
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 3
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1

[State 12220]
type = Explod
trigger1 = helper(11000),AnimElem = 5
trigger2 = helper(11000),AnimElem = 11
anim = 12211
ID = 12211
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 3
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1

[State 12220]
type = Explod
trigger1 = helper(11000),AnimElem = 6
trigger2 = helper(11000),AnimElem = 12
anim = 12212
ID = 12212
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 3
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1

[State 12220]
type = Explod
trigger1 = helper(11000),AnimElem = 7
trigger2 = helper(11000),AnimElem = 13
anim = 12213
ID = 12213
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 3
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1

[State 12220]
type = Explod
trigger1 = helper(11000),AnimElem = 8
trigger2 = helper(11000),AnimElem = 14
anim = 12214
ID = 12214
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 3
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1

[State 12220]
type = Explod
trigger1 = helper(11000),AnimElem = 9
trigger2 = helper(11000),AnimElem = 15
anim = 12215
ID = 12215
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 3
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1

[State 12220]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;超必殺技--------------------------------------------------------------------------
;水竜斬------------------------------------------------------------------------------
[Statedef 14000]
type     = A
movetype = A
physics  = N
anim     = 14000
ctrl     = 0
velset = 0, 0
sprpriority = 2

[State 14000]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1

[State 14000]
type = ChangeState
trigger1 = parent,stateno != 13000
value = 11000

[State 14000]
type = ChangeState
trigger1 = animTime = 0
value = 11000

;水竜斬------------------------------------------------------------------------------
[Statedef 14001]
type     = A
movetype = A
physics  = N
anim     = 14002
ctrl     = 0
velset = 0, 0
sprpriority = 2

[State 14001]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1

[State 14001]
type = ChangeState
trigger1 = parent,stateno != 13010
value = 11000

[State 14001]
type = ChangeState
trigger1 = animTime = 0
value = 11000

;水竜斬------------------------------------------------------------------------------
[Statedef 14002]
type     = A
movetype = A
physics  = N
anim     = 14004
ctrl     = 0
velset = 0, 0
sprpriority = 2

[State 14002]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1

[State 14002]
type = ChangeState
trigger1 = parent,stateno != 13020
value = 11000

[State 14002]
type = ChangeState
trigger1 = animTime = 0
value = 11000

;ダブルアタック-------------------------------------------------------
[Statedef 14100]
type     = S
movetype = A
physics  = S
anim     = 14100
ctrl     = 0
velset = 0, 0
sprpriority = 2

[State 14100]
type = SuperPause
trigger1 = animelem = 3
pos = 0,-40
anim = S14012
time = 27
sound = S10,19
movetime = 0
darken = 0
p2defmul = 1
poweradd = -2000

[State 14100]
type = Explod
trigger1 = animelem = 3
anim = 14102
ID = 14103
pos = 0, 240
postype = back
facing = 1
removetime = 27
supermovetime = 99999
pausemovetime = 99999
scale = 0.5, 0.5
sprpriority = -2
ownpal = 1

[State 14100]
type = Explod
trigger1 = animelem = 3
anim = 14103
ID = 14103
pos = 320, 240
postype = back
facing = 1
removetime = 27
supermovetime = 99999
pausemovetime = 99999
scale = 0.5, 0.5
sprpriority = -2
ownpal = 1

[State 14100]
type = Explod
trigger1 = animelem = 3
anim = 14011
ID = 14011
pos = 0, 240
postype = back
facing = 1
removetime = 27
supermovetime = 99999
pausemovetime = 99999
scale = 1.3, 1.3
sprpriority = -3
ownpal = 1

[State 14100]
type = ChangeState
trigger1 = time = 10
value = 14101

[Statedef 14101]
type     = S
movetype = A
physics  = N
anim     = 14101
ctrl     = 0
velset = 0, 0
sprpriority = 2

[State 14101]
type = velset
trigger1 = 1
x = 5
ignorehitpause=1

[State 14101]
type = HitDef
trigger1 = 1
attr = S, HA
animtype  = Hard
damage    = 0
guardflag = MA
pausetime = 0,24
sparkno = S8002
guard.sparkno = S8010
sparkxy = -25,-30
hitsound   = S10,8
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = 0.0
air.velocity = 0,0
id = 14000

[State 14101]
type = TargetState
trigger1 = movehit && Numtarget
trigger1 = (target(14000),stateno = 5000) || (target(14000),stateno = 5010) || (target(14000),stateno = 5020)
value = 14103
ID = 14000

[State 14101]
type = ChangeState
trigger1 = movehit
value = 14102

[State 14101]
type = ChangeState
trigger1 = moveguarded
value = 105

[State 14101]
type = ChangeState
trigger1 = time = 50
value = 0
ctrl = 1

[Statedef 14102]
type     = S
movetype = A
physics  = S
anim     = 14110
ctrl     = 0
velset = 0, 0
sprpriority = 2

[State 14102]
type = posadd
triggerall = time = 0
trigger1 = Screenpos X > 250
trigger2 = Screenpos X < 70
x = -30

[State 14102]
type = Velset
trigger1 = animelemtime(20) >= 0
trigger1 = animelemtime(26) < 0
x = 5

[State 14102]
type = PlayerPush
trigger1 = 1
value = 0

[State 14102]
type = TargetBind
trigger1 = time = 0
time = 1
pos = 40, 0

[State 14102]
type = PlaySnd
trigger1 = AnimElem = 10
value = S2, 0
cannel = 0

[State 14102]
type = PlaySnd
trigger1 = AnimElem = 13
value = S2, 1
cannel = 0

[State 14102]
type = PlaySnd
trigger1 = AnimElem = 23
value = S2, 13
cannel = 0

[State 14102]
type = HitDef
trigger1 = AnimElem = 10
attr = S, HA
animtype  = Hard
damage    = 50
guardflag = MA
pausetime = 12,24
sparkno = S8002
guard.sparkno = S8010
sparkxy = -25,-30
hitsound   = S10,8
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = 0.0
air.velocity = 0,-4

[State 14102]
type = HitDef
trigger1 = AnimElem = 13
attr = S, HA
animtype  = Hard
damage    = 50
guardflag = MA
pausetime = 12,12
sparkno = S8002
guard.sparkno = S8010
sparkxy = -25,-30
hitsound   = S10,8
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = 0,-7.2
air.velocity = 0,-7.2
fall = 1
fall.recover = 0

[State 14102]
type = HitDef
trigger1 = AnimElem = 23
attr = A, HA
animtype  = Hard
damage    = 50
guardflag = MA
pausetime = 32,32
sparkno = S8002
guard.sparkno = S8010
sparkxy = -25,-30
hitsound   = S10,8
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = 0.0
air.velocity = 0,0
fall = 1
fall.recover = 0

[State 14102]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 14103]
type = S
physics = N
movetype = H
velset = 0,0
ctrl = 0

[State 14103]
type = hitfallset
trigger1 = 1
value = 0

[State 14103]
type = ChangeAnim
trigger1 = time = 0
value = 5300

[State 14103]
type = posset
trigger1 = time = 0
y = 0

[State 14103]
type = Selfstate
trigger1 = time >= 180
value = 0
ctrl = 1

[Statedef 14110]
type     = S
movetype = A
physics  = S
anim     = 14104
ctrl     = 0
velset = 0, 0
sprpriority = 2

[State 14110]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1

[State 14110]
type = ChangeState
trigger1 = parent,stateno = 14102
value = 14111

[State 14110]
type = ChangeState
trigger1 = parent,stateno = 0
trigger2 = parent,stateno = 105
value = 11000

[Statedef 14111]
type     = S
movetype = A
physics  = S
anim     = 14111
ctrl     = 0
velset = 0, 0
sprpriority = 2

[State 14111]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1

[State 14111]
type = AttackMulSet
trigger1 = Ishelper(11000)
value = (1+parent,fvar(1))*(1+parent,fvar(2))*(1+parent,fvar(5))

[State 14111]
type = BindToParent
trigger1 = animelemtime(20) < 0
time = 1
facing = -1
pos = 80, 0

[State 14111]
type = Velset
trigger1 = animelemtime(20) >= 0
trigger1 = animelemtime(26) < 0
x = 5

[State 14111]
type = PlaySnd
trigger1 = AnimElem = 10
value = S4, 1
cannel = 2

[State 14111]
type = PlaySnd
trigger1 = AnimElem = 13
value = S4, 2
cannel = 2

[State 14111]
type = PlaySnd
trigger1 = AnimElem = 23
value = S4, 6
cannel = 2

[State 14111]
type = HitDef
trigger1 = AnimElem = 10
attr = S, HA
animtype  = Hard
damage    = 50
guardflag = MA
pausetime = 12,24
sparkno = S8002
guard.sparkno = S8010
sparkxy = -25,-35
hitsound   = S10,8
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = 0.0
air.velocity = 0,-4

[State 14111]
type = Hitdef
trigger1 = AnimElem = 13
attr = S, HA
animtype  = Hard
damage    = 50
guardflag = MA
pausetime = 12,12
sparkno = S8002
guard.sparkno = S8010
sparkxy = -25,-35
hitsound   = S10,8
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = 0,-7.2
air.velocity = 0,-7.2
fall = 1
fall.recover = 0

[State 14111]
type = HitDef
trigger1 = AnimElem = 23
attr = A, HA
animtype  = Hard
damage    = 50
guardflag = MA
pausetime = 32,32
sparkno = S8002
guard.sparkno = S8010
sparkxy = -25,-30
hitsound   = S10,8
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = 0.0
air.velocity = 0,0
fall = 1
fall.recover = 0

[State 14111]
type = ChangeState
trigger1 = parent,stateno = 0
value = 11000

;ブレイク分岐---------------------------------------------------------
[Statedef 15600]
type    = U
movetype= H
physics = U

[State 15600]
type = varset
trigger1 = time = 0
var(1) = 0

[State 15600]
type = varadd
trigger1 = time = 0
var(5) = 1

[State 15600]
type = ChangeState
trigger1 = time = 0
trigger1 = prevstateno = [120,150]
value = 15602

[State 15600]
type = ChangeState
trigger1 = time = 0
value = 15601

;ブレイク---------------------------------------------------------
[Statedef 15601]
type    = U
movetype= H
physics = U

[State 15601]
type = PlaySnd
trigger1 = time = 0
value = 10, 12

[State 15601]
type = PlaySnd
trigger1 = time = 30
value = 10, 13

[State 15601]
type = changeanim
trigger1 = time = 0
value = Ifelse(statetype = C,15601,15600)

[State 15601]
type = Explod
trigger1 = time = 0
anim = Ifelse(statetype = C,16601,16600)
ID = 16600
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = 40
ownpal = 1
persistent=0
removeongethit = 0

[State 15601]
type = ModifyExplod
trigger1 = time = [11,40]
ID = 16600
Scale = 1.0-(time-10.0)/30.0,1.0+(time-10.0)/30.0

[State 15601]
type = RemoveExplod
trigger1 = time = 40
ID = 16600

[State 15601]
type = Explod
trigger1 = time = 0
anim = 15610
ID = 15610
pos = 0, 0
postype = back
facing = 1
vfacing = 1
bindtime = -1
removetime = 10
scale = 0.5, 0.5
sprpriority = -4
ownpal = 1
persistent=0

[State 15601]
type = ChangeState
trigger1 = statetype = A
trigger1 = time = 60
value = 15603

[State 15601]
type = ChangeState
trigger1 = statetype != A
trigger1 = time = 60
value = 0
ctrl = 1

;ガードブレイク---------------------------------------------------
[Statedef 15602]
type    = U
movetype= H
physics = U

[State 15602]
type = PlaySnd
trigger1 = time = 0
value = 10, 12

[State 15602]
type = PlaySnd
trigger1 = time = 30
value = 10, 13

[State 15602]
type = changeanim
trigger1 = time = 0
value = Ifelse(statetype = C,15601,15600)

[State 15602]
type = Explod
trigger1 = time = 0
anim = Ifelse(parent,statetype = C,16601,16600)
ID = 16600
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = 40
ownpal = 1
persistent=0
removeongethit = 0

[State 15602]
type = ModifyExplod
trigger1 = time = [11,40]
ID = 16600
Scale = 1.0-(time-10.0)/30.0,1.0+(time-10.0)/30.0

[State 15602]
type = RemoveExplod
trigger1 = time = 40
ID = 16600

[State 15602]
type = Explod
trigger1 = time = 0
anim = 15610
ID = 15610
pos = 0, 0
postype = back
facing = 1
vfacing = 1
bindtime = -1
removetime = 40
ownpal = 1
scale = 0.5, 0.5
sprpriority = -4
persistent=0

[State 15602]
type = ChangeState
trigger1 = statetype = A
trigger1 = time = 90
value = 15603

[State 15602]
type = ChangeState
trigger1 = statetype != A
trigger1 = time = 90
value = 0
ctrl = 1

[Statedef 15603]
type    = A
movetype= H
physics = N
anim = 15602
ctrl = 0

[State 15603]
type = Gravity
trigger1 = 1

[State 15603]
type = VelAdd
trigger1 = time = 0
x = -3
y = -3

[State 15603]
type = ChangeState
trigger1 = Pos Y > 0
value = 5100