;立A
[statedef 200]
type=s
movetype=a
physics=s
velset=0,0
ctrl=0
anim=200

[state 2000,どこキャン点滅]
type=palfx
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[200,599]
time=5
add=256,256,256

[state 2000,MAXタイマー消費]
type=varadd
triggerall=!(var(0)&32)
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[200,599]
var(1)=-30

[state 200,素振り音]
type=playsnd
trigger1=animelemtime(2)=0
value=3,0

[state 200,判定]
type=hitdef
triggerall=!var(9)
trigger1=time=0
trigger2=var(0)&16
attr=s,na
damage=ifelse(var(3),33,25)
animtype=light
guardflag=ma
hitflag=maf
pausetime=5,5
guard.sparkno = S8030
sparkno = S6030+random%5                      ;Spark anim no (Def: set above)
sparkxy=-10,-76
hitsound=s1,0
guardsound=s2,10;=s8,0
ground.type=high
ground.slidetime=5
ground.hittime=10
ground.velocity=-4
airguard.velocity=-1.9,-.8
air.type=high
air.velocity=-1.4,-3+1
air.hittime=12
getpower=45,45
givepower=15,15


[state 410,テスト]
type=null;changestate
trigger1=movecontact
value=210


[state 200,終了]
type=changestate
trigger1=animtime=0
value=0
ctrl=1

;
;---------------------------------------------------------------------------
;立B
[statedef 210]
type=s
movetype=a
physics=s
ctrl=0
velset=0,0
anim=230

[state 410,テスト]
type=null;changestate
trigger1=movecontact
value=220

[state 2000,どこキャン点滅]
type=palfx
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[210,599]
time=5
add=256,256,256

[state 2000,MAXタイマー消費]
type=varadd
triggerall=!(var(0)&32)
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[210,599]
var(1)=-30

[state 230,素振り音]
type=playsnd
trigger1=animelemtime(4)=0
value=3,1

[state 230,判定]
type=hitdef
triggerall=!var(9)
trigger1=time=0
trigger2=var(0)&16
attr=s,na
animtype=medium
damage=ifelse(var(3),45,35)
hitflag=maf
guardflag=ma
pausetime=8,8
guard.sparkno = S8030
sparkno = S6030+random%5                      ;Spark anim no (Def: set above)
sparkxy=-10,-60
hitsound=s1,3
guardsound=s2,10;=s8,0
ground.type=low
ground.slidetime=10+3
ground.hittime=11+3
ground.velocity=-5
air.velocity=-2.5,-3.5
getpower=45,45
givepower=15,15

[state 230,終了]
type=changestate
trigger1=animtime=0
value=0
ctrl=1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;立ちC
[statedef 220]
type=s
movetype=a
physics=s
velset=0,0
ctrl=0
anim=210

[state 410,テスト]
type=null;changestate
trigger1=movecontact
value=420

[state 2000,どこキャン点滅]
type=palfx
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[220,599]
time=5
add=256,256,256

[state 2000,MAXタイマー消費]
type=varadd
triggerall=!(var(0)&32)
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[220,599]
var(1)=-30

[state 1110,一瞬停止]
type=null;velset
trigger1=animelemtime(2)=0
x=4

[state 1110,一瞬停止]
type=null;veladd
trigger1=animelemtime(2)=0
x=-.3

[state 1110,一瞬停止]
type=null;velset
trigger1=animelemtime(2)>=0
trigger1=vel x <=0
x=0

[state 1110,一瞬停止]
type=null;velset
trigger1=animelemtime(3)=0
x=0

[state 310,素振り音]
type=playsnd
trigger1=animelemtime(3)=0
value=3,1

[state 210,判定]
type=null;hitdef
triggerall=!(var(0)&128)
triggerall=!var(9)
trigger1=time=0
trigger2=var(0)&16
attr=s,na
animtype=hard
damage=ifelse(var(1),ifelse(var(3),80,66),ifelse(var(3),85,69))
guardflag=ma
pausetime=12,12
guard.sparkno = S8030
sparkno = S6030+random%5     
sparkxy=-10,-60
hitsound=s1,2
guardsound=s2,10;=s8,0
ground.type=high
ground.slidetime=23
ground.hittime=23
air.hittime=23
ground.velocity=-2
air.velocity=-2.5,-4
getpower=90,90
givepower=15,15

[state 210,判定]
type=null;hitdef
triggerall=var(0)&128
triggerall=!var(9)
trigger1=time=0
trigger2=var(0)&16
attr=s,na
animtype=hard
damage=ifelse(var(1),ifelse(var(3),80,66),ifelse(var(3),85,69))
guardflag=m
pausetime=12,12
guard.sparkno = S8030
sparkno = S6030+random%5     
sparkxy=-10,-60
hitsound=s1,2
guardsound=s2,10;=s8,0
ground.type=high
ground.slidetime=23
ground.hittime=23
air.hittime=23
ground.velocity=-2
air.velocity=-2.5,-4
getpower=90,90
givepower=15,15

[state 310,判定]
type=hitdef
triggerall=!var(9)
trigger1=time=0
trigger2=var(0)&16
attr=s,na
damage=ifelse(var(3),85,66+3)
animtype=medium
hitflag=maf
guardflag=MA
pausetime=10,12
guard.sparkno = S8030
sparkno = S6030+random%5                      ;Spark anim no (Def: set above)
sparkxy=-4,-60
hitsound=s1,2
guardsound=s2,10;=s8,0
ground.type=low
ground.slidetime=16+2
ground.hittime=16+2
air.hittime=16+2
ground.velocity=-2,0
air.velocity=-2,-4
getpower=ifelse(var(0)&64,165,60),ifelse(var(0)&64,165,60)
givepower=15,15

[state 310,終了]
type=changestate
trigger1=animtime=0
value=0
ctrl=1


;---------------------------------------------------------------------------
;近C
[statedef 225]
type=s
movetype=a
physics=s
ctrl=0
anim=215

[state 2000,どこキャン点滅]
type=palfx
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[220,599]
time=5
add=256,256,256

[state 2000,MAXタイマー消費]
type=varadd
triggerall=!(var(0)&32)
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[220,599]
var(1)=-30

[state 210,素振り音]
type=playsnd
trigger1=animelemtime(4)=0
value=3,0

[state 210,判定]
type=hitdef
triggerall=!(var(0)&128)
triggerall=!var(9)
trigger1=animelemtime(5)=0
trigger2=var(0)&16
attr=s,na
animtype=hard
damage=ifelse(var(1),ifelse(var(3),80,66),ifelse(var(3),85,69))
guardflag=ma
pausetime=20,20
guard.sparkno = S8030
sparkno = S6030+random%5                      ;Spark anim no (Def: set above)
sparkxy=-10,-55
hitsound=s1,2
guardsound=s2,10;=s8,0
ground.type=high
ground.slidetime=23
ground.hittime=23
air.hittime=23
ground.velocity=-5.5
air.velocity=-2.5,-4
getpower=90,90
givepower=15,15

[state 210,判定]
type=hitdef
triggerall=var(0)&128
triggerall=!var(9)
trigger1=animelemtime(5)=0
trigger2=var(0)&16
attr=s,na
animtype=hard
damage=ifelse(var(1),ifelse(var(3),80,66),ifelse(var(3),85,69))
guardflag=m
pausetime=20,20
sparkno=s7101
guard.sparkno=s7111
sparkxy=-10,-55
hitsound=s1,2
guardsound=s2,10;=s8,0
ground.type=high
ground.slidetime=23
ground.hittime=23
air.hittime=23
ground.velocity=-5.5
air.velocity=-2.5,-4
getpower=90,90
givepower=15,15

[state 210,終了]
type=changestate
trigger1=animtime=0
value=0
ctrl=1

;---------------------------------------------------------------------------

;===========================================================================
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;前入り立ちC
[statedef 501]
type=s
movetype=a
physics=s
velset=0,0
ctrl=0
anim=211

[state 2000,どこキャン点滅]
type=palfx
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[501,599]
time=5
add=256,256,256

[state 2000,MAXタイマー消費]
type=varadd
triggerall=!(var(0)&32)
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[501,599]
var(1)=-30

[state 1110,一瞬停止]
type=velset
trigger1=animelemtime(2)=0
x=4

[state 1110,一瞬停止]
type=veladd
trigger1=animelemtime(2)=0
x=-.3

[state 1110,一瞬停止]
type=velset
trigger1=animelemtime(2)>=0
trigger1=vel x <=0
x=0

[state 1110,一瞬停止]
type=null;velset
trigger1=animelemtime(3)=0
x=0

[state 310,素振り音]
type=playsnd
trigger1=animelemtime(3)=0
value=3,1

[state 310,判定]
type=hitdef
triggerall=!var(9)
trigger1=time=0
trigger2=var(0)&16
attr=s,na
damage=ifelse(var(3),80,66)
animtype=medium
hitflag=maf
guardflag=L
pausetime=10,12
guard.sparkno = S8030
sparkno = S6030+random%5                      ;Spark anim no (Def: set above)
sparkxy=-10,-40
hitsound=s1,2
guardsound=s2,10;=s8,0
ground.type=low
ground.slidetime=16
ground.hittime=16
air.hittime=16
ground.velocity=-2,0
air.velocity=-2,0
getpower=ifelse(var(0)&64,165,60),ifelse(var(0)&64,165,60)
givepower=15,15

[state 310,終了]
type=changestate
trigger1=animtime=0
value=0
ctrl=1
;===========================================================================
;屈A
[statedef 400]
type=c
movetype=a
physics=c
ctrl=0
anim=400

[state 2000,どこキャン点滅]
type=palfx
triggerall=time=0
triggerall=var(1)
trigger1=prevstateno=[210,599]
time=5
add=256,256,256

[state 2000,MAXタイマー消費]
type=varadd
triggerall=!(var(0)&32)
triggerall=time=0
triggerall=var(1)
trigger1=prevstateno=[210,599]
var(1)=-30

[state 400,声]
type=playsnd
trigger1=animelemtime(2)=0
value=0,0
channel=0

[state 400,素振り音]
type=playsnd
trigger1=animelemtime(2)=0
value=3,0

[state 400,判定]
type=hitdef
triggerall=!var(9)
trigger1=time=0
trigger2=var(0)&16
attr=c,na
damage=ifelse(var(3),33,25)
animtype=light
hitflag=maf
guardflag=m
pausetime=5,5
guard.sparkno = S8030
sparkno = S6030+random%5                      ;Spark anim no (Def: set above)
sparkxy=-10,-42
hitsound=s1,0
guardsound=s2,10;=s8,0
ground.type=low
ground.slidetime=4
ground.hittime=10
ground.velocity=-4
air.velocity=-1.5,-3
getpower=45,45
givepower=15,15

[state 400,終了]
type=changestate
trigger1=animtime=0
value=11
ctrl=1
;---------------------------------------------------------------------------
;屈B
[statedef 410]
type=c
movetype=a
physics=c
ctrl=0
anim=430

[state 2000,どこキャン点滅]
type=palfx
triggerall=time=0
triggerall=var(1)
trigger1=prevstateno=[220,599]
trigger1=prevstateno!=400
trigger1=prevstateno!=200
trigger1=prevstateno!=210
time=5
add=256,256,256

[state 2000,MAXタイマー消費]
type=varadd
triggerall=!(var(0)&32)
triggerall=time=0
triggerall=var(1)
trigger1=prevstateno=[220,599]
trigger1=prevstateno!=400
trigger1=prevstateno!=200
trigger1=prevstateno!=210
var(1)=-30

[state 430,素振り音]
type=playsnd
trigger1=animelemtime(3)=0
value=3,1

[state 430,判定]
type=hitdef
triggerall=!var(9)
trigger1=time=0
trigger2=var(0)&16
attr=c,na
damage=ifelse(var(3),45,35)
animtype=light
hitflag=maf
guardflag=l
pausetime=8,8
guard.sparkno = S8030
sparkno = S6030+random%5                      ;Spark anim no (Def: set above)
sparkxy=-10,-15
hitsound=s1,3
guardsound=s2,10;=s8,0
ground.type=low
ground.slidetime=6
ground.hittime=10
ground.velocity=-5
air.velocity=-2,-3
getpower=45,45
givepower=15,15

[state 430,終了]
type=changestate
trigger1=animtime=0
value=11
ctrl=1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;屈C
;[statedef 420]
[statedef 502]
type=c
movetype=a
physics=c
ctrl=0
anim=410


[state 2000,どこキャン点滅]
type=palfx
triggerall=time=0
triggerall=var(1)
trigger1=prevstateno=[502,599]
time=5
add=256,256,256

[state 2000,MAXタイマー消費]
type=varadd
triggerall=!(var(0)&32)
triggerall=time=0
triggerall=var(1)
trigger1=prevstateno=[502,599]
var(1)=-30

[state 410,テスト]
type=null;changestate
trigger1=movecontact
value=501


[state 410,素振り音]
type=playsnd
trigger1=animelemtime(2)=0
value=3,0

[state 410,判定]
type=hitdef
triggerall=!var(9)
trigger1=time=0
trigger2=var(0)&16
attr=c,na
damage=ifelse(var(3),75,58)
animtype=medium
hitflag=maf
guardflag=m
pausetime=10,12
guard.sparkno = S8030
sparkno = S6030+random%5                      ;Spark anim no (Def: set above)
sparkxy=-10,-55
hitsound=s1,2
guardsound=s2,10;=s8,0
ground.type=low
ground.slidetime=12
ground.hittime=15
ground.velocity=-4
air.velocity=-3,-4
getpower=90,90
givepower=15,15

[state 410,終了]
type=changestate
trigger1=animtime=0
value=11
ctrl=1


;---------------------------------------------------------------------------
;前入れしゃがみC
;[statedef 502]
[statedef 420]
type=c
movetype=a
physics=c
ctrl=0
anim=411



[state 2000,どこキャン点滅]
type=palfx
triggerall=time=0
triggerall=var(1)
trigger1=prevstateno=420
time=5
add=256,256,256

[state 2000,MAXタイマー消費]
type=varadd
triggerall=!(var(0)&32)
triggerall=time=0
triggerall=var(1)
trigger1=prevstateno=420
var(1)=-30

[state 440,素振り音]
type=playsnd
trigger1=animelemtime(4)=0
value=3,1

[state 440,判定]
type=hitdef
triggerall=!var(9)
trigger1=p2statetype!=L
trigger1=animelemtime(4)=3
trigger2=var(0)&16
attr=c,na
damage=ifelse(var(1),ifelse(var(3),42,25),ifelse(var(3),78,62))
hitflag=MAFD
guardflag=l
pausetime=12,12
guard.sparkno = S8030
sparkno = S6030+random%5    
sparkxy=-5,-10
hitsound=s1,2
guardsound=s2,10;=s8,0
ground.type=trip
ground.slidetime=10
ground.hittime=15
ground.velocity=-1,-8
air.velocity=-1,-8
yaccel=0.7
fall=1
getpower=90,90
givepower=15,15



[state 440,判定]
type=hitdef
triggerall=var(9)
trigger1=!movecontact
trigger1=p2statetype=L
trigger1=time=0
attr=c,na
damage=ifelse(var(1),ifelse(var(3),42,25),ifelse(var(3),78,62))
hitflag=mafd
guardflag=l
pausetime=12,12
guard.sparkno = S8030
sparkno = S6030+random%5    
sparkxy=-5,-10
hitsound=s1,2
guardsound=s2,10;=s8,0
ground.type=trip
ground.slidetime=10
ground.hittime=15
ground.velocity=-1,0
air.velocity=-1,0
;yaccel=0.7
fall=1
getpower=90,90
givepower=15,15

[state 440,追撃不可フラグ]
type=varset
trigger1=!var(1)
trigger1=movehit
trigger1=numtarget
trigger1=p2statetype=L
var(9)=2
ignorehitpause=1

[state 440,終了]
type=changestate
trigger1=animtime=0
value=11
ctrl=1

;===========================================================================
;後ろ入れC
[statedef 503]
type=s
movetype=a
physics=s
ctrl=0
anim=240

[state 240,声]
type=NULL;playsnd
trigger1=animelemtime(3)=0
value=0,1
channel=0

[state 240,素振り音]
type=playsnd
trigger1=animelemtime(4)=0
value=3,1

[state 240,判定]
type=hitdef
triggerall=!(var(0)&128)
;triggerall=!var(9)
trigger1=animelemtime(4)=0
trigger2=var(0)&16
attr=s,na
animtype=hard
damage=ifelse(var(1),ifelse(var(3),52,36),ifelse(var(3),87,69))
guardflag=ma
pausetime=12,12
guard.sparkno = S8030
sparkno = S6030+random%5    
sparkxy=-10,-80-10
hitsound=s1,2
guardsound=s2,10;=s8,0
ground.type=high
ground.slidetime=12
ground.hittime=15
ground.velocity=-5,-3
air.velocity=-5,-3
p2facing=1
id=240
getpower=90,90
givepower=15,15

[state 240,判定]
type=hitdef
triggerall=var(0)&128
;triggerall=!var(9)
trigger1=animelemtime(4)=0
trigger2=var(0)&16
attr=s,na
animtype=hard
damage=ifelse(var(1),ifelse(var(3),52,36),ifelse(var(3),87,69))
guardflag=m
pausetime=12,12
guard.sparkno = S8030
sparkno = S6030+random%5 
sparkxy=-10,-80-10
hitsound=s1,2
guardsound=s2,10;=s8,0
ground.type=high
ground.slidetime=12
ground.hittime=15
ground.velocity=-5,-3
air.velocity=-5,-3
p2facing=1
id=240
getpower=90,90
givepower=15,15

[state 240,追撃不可フラグ]
type=varset
trigger1=movehit
trigger1=hitpausetime=11
trigger1=numtarget(240)
trigger1=!var(3)
var(9)=1
ignorehitpause=1

[state 240,カウンターワイヤー]
type=targetstate
trigger1=movehit
trigger1=hitpausetime=11
trigger1=numtarget(240)
value=ifelse(var(3),5410,5420)
id=240
ignorehitpause=1

[state 240,終了]
type=changestate
trigger1=animtime=0
value=0
ctrl=1
;===========================================================================


;---------------------------------------------------------------------------


;===========================================================================
;JA
[statedef 600]
type=a
movetype=a
physics=a
ctrl=0
anim=600

[state 2000,どこキャン点滅]
type=palfx
triggerall=time=0
triggerall=var(1)
trigger1=prevstateno=[600,620]
time=5
add=256,256,256

[state 2000,MAXタイマー消費]
type=varadd
triggerall=!(var(0)&32)
triggerall=time=0
triggerall=var(1)
trigger1=prevstateno=[600,620]
var(1)=-30

[state 600,素振り音]
type=playsnd
trigger1=animelemtime(2)=0
value=3,0

[state 600,判定]
type=hitdef
;triggerall=!var(9)
trigger1=animelemtime(2)=0
trigger2=var(0)&16
attr=a,na
damage=ifelse(var(3),42,33)
guardflag=ha
pausetime=8,8
guard.sparkno = S8030
sparkno = S6030+random%5  
sparkxy=-10,-30
hitsound=s1,0
guardsound=s2,10
ground.type=high
ground.slidetime=5
ground.hittime=5
ground.velocity=-4
air.velocity=-1.3,-3
getpower=45,45
givepower=15,15

;---------------------------------------------------------------------------
;JB
[statedef 610]
type=a
movetype=a
physics=a
ctrl=0
anim=600


[state 2000,どこキャン点滅]
type=palfx
triggerall=time=0
triggerall=var(1)
trigger1=prevstateno=[610,620]
time=5
add=256,256,256

[state 2000,MAXタイマー消費]
type=varadd
triggerall=!(var(0)&32)
triggerall=time=0
triggerall=var(1)
trigger1=prevstateno=[610,620]
var(1)=-30

[state 630,素振り音]
type=playsnd
trigger1=animelemtime(2)=0
value=3,1

[state 630,判定]
type=hitdef
;triggerall=!var(9)
trigger1=animelemtime(2)=0
trigger2=var(0)&16
attr=a,na
damage=ifelse(var(3),42,33)
guardflag=ha
pausetime=8,8
guard.sparkno = S8030
sparkno = S6030+random%5  
sparkxy=-10,-30
hitsound=s1,0
guardsound=s2,10
ground.type=high
ground.slidetime=6
ground.hittime=6
ground.velocity=-4
air.velocity=-2,-3
getpower=45,45
givepower=15,15

;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
;JC
[statedef 620]
type=a
movetype=a
physics=a
ctrl=0
anim=620


[state 2000,どこキャン点滅]
type=palfx
triggerall=time=0
triggerall=var(1)
trigger1=prevstateno=620
time=5
add=256,256,256

[state 2000,MAXタイマー消費]
type=varadd
triggerall=!(var(0)&32)
triggerall=time=0
triggerall=var(1)
trigger1=prevstateno=620
var(1)=-30

[state 610,素振り音]
type=playsnd
trigger1=animelemtime(2)=0
value=3,0

[state 610,判定]
type=hitdef
;triggerall=!var(9)
trigger1=animelemtime(2)=0
trigger2=var(0)&16
attr=a,na
damage=ifelse(var(3),58,50)
guardflag=ha
pausetime=10,10
guard.sparkno = S8030
sparkno = S6030+random%5  
sparkxy=-10,-37
hitsound=s1,0
guardsound=s2,10
animtype=med
ground.type=high
ground.slidetime=17
ground.hittime=17
ground.velocity=-5
air.velocity=-3,-4
getpower=90,90
givepower=15,15


;---------------------------------------------------------------------------
;ふっとばし
[statedef 350]
type=s
movetype=a
physics=s
velset=0,0
ctrl=0
anim=350


[state 2000,どこキャン点滅]
type=null;palfx
triggerall=time=0
triggerall=var(1)
trigger1=prevstateno=[200,599]
time=5
add=256,256,256

[state 2000,MAXタイマー消費]
type=null;varadd
triggerall=!(var(0)&32)
triggerall=time=0
triggerall=var(1)
trigger1=prevstateno=[200,599]
var(1)=-30

[state 350,効果音]
type=playsnd
trigger1=time=1
value=350,0

[state 350,バリアー]
type=explod
trigger1=time=1
anim=352
pos=10,0
postype=p1
bindtime=-1
sprpriority=2
ownpal=1
removeongethit=1

[state 350,判定]
type=hitdef
triggerall=!var(9)
trigger1=animelemtime(4)=0
trigger2=var(0)&16
attr=s,na
damage=ifelse(var(3),100,83)
animtype=light
hitflag=maf
guardflag=ma
pausetime=15,15
guard.sparkno = S8030
sparkno = S6030+random%5                      ;Spark anim no (Def: set above)
sparkxy=-10,-76
hitsound=s1,7
guardsound=s2,10;=s8,0
ground.type=high
ground.slidetime=5
ground.hittime=10
ground.velocity=-5,-3
air.type=high
air.velocity=-5,-3
air.hittime=12
fall=1
fall.recover=0
p2facing=1
id=350
getpower=120,120
givepower=15,15

[state 350,追撃不可フラグ]
type=varset
trigger1=!var(1)
trigger1=movehit=1
trigger1=hitpausetime=14
trigger1=numtarget(350)
trigger1=var(3)!=2
var(9)=1
ignorehitpause=1

[state 350,カウンターワイヤー]
type=targetstate
trigger1=movehit=1
trigger1=hitpausetime=14
trigger1=numtarget(350)
value=ifelse(var(3)=2,5410,5420)
id=350
ignorehitpause=1

[state 350,終了]
type=changestate
trigger1=animtime=0
value=0
ctrl=1

;---------------------------------------------------------------------------
;ガーキャンふっとばし
[statedef 351]
type=s
movetype=a
physics=s
velset=0,0
ctrl=0
anim=351
poweradd=-1000

[state 351,画面フラッシュ]
type=envcolor
trigger1=time=0
value=255,255,255
time=5
under=1

[state 351,一瞬停止]
type=pause
trigger1=time=0
time=10

[state 351,ゲージ保存値マイナス]
type=varadd
trigger1=time=0
trigger1=var(1)
var(2)=-1000

[state 351,無敵]
type=nothitby
trigger1=animtime!=0
trigger1=animelemtime(5)<0
value=sca

[state 351,効果音]
type=playsnd
trigger1=time=1
value=350,0

[state 351,バリアー]
type=explod
trigger1=time=1
anim=352
pos=10,0
postype=p1
bindtime=-1
sprpriority=2
ownpal=1
removeongethit=1

[state 351,判定]
type=hitdef
triggerall=!var(9)
trigger1=animelemtime(4)=0
trigger2=var(0)&16
attr=s,na
damage=ifelse(var(3),33,25)
animtype=light
hitflag=maf
guardflag=ma
pausetime=15,15
guard.sparkno = S8030
sparkno = S6030+random%5                      ;Spark anim no (Def: setabove)
sparkxy=-10,-76
hitsound=s1,7
guardsound=s2,10;=s8,0
ground.type=high
ground.slidetime=5
ground.hittime=10
ground.velocity=-5,-3
air.type=high
air.velocity=-5,-3
air.hittime=12
fall=1
fall.recover=0
p2facing=1
id=351
getpower=120,120
givepower=15,15

[state 351,追撃不可フラグ]
type=varset
trigger1=!var(1)
trigger1=movehit=1
trigger1=hitpausetime=14
trigger1=numtarget(351)
trigger1=var(3)!=2
var(9)=1
ignorehitpause=1

[state 351,カウンターワイヤー]
type=targetstate
trigger1=movehit=1
trigger1=hitpausetime=14
trigger1=numtarget(351)
value=ifelse(var(3)=2,5410,5420)
id=351
ignorehitpause=1

[state 351,終了]
type=changestate
trigger1=animtime=0
value=0
ctrl=1

;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
;Jふっとばし
[statedef 650]
type=a
movetype=a
physics=a
ctrl=0
anim=620



[state 700,素振り音]
type=playsnd
trigger1=animelemtime(2)=0
value=3,2

[state 700,判定]
type=hitdef
triggerall=!var(9)
trigger1=animelemtime(2)=0
trigger2=var(0)&16
attr=a,na
damage=ifelse(var(3),58,50)
animtype=light
hitflag=maf
guardflag=ma
pausetime=15,15
guard.sparkno = S8030
sparkno = S6030+random%5
sparkxy=-10,-37
hitsound=s1,7
guardsound=s2,10
ground.type=high
ground.slidetime=5
ground.hittime=10
ground.velocity=-5,-3
air.velocity=-5,-3
air.hittime=12
fall=1
fall.recover=0
p2facing=1
id=700
getpower=120,120
givepower=15,15

[state 700,追撃不可フラグ]
type=varset
trigger1=!var(1)
trigger1=movehit=1
trigger1=hitpausetime=14
trigger1=numtarget(700)
trigger1=var(3)!=2
var(9)=1
ignorehitpause=1

[state 700,カウンターワイヤー]
type=targetstate
trigger1=movehit=1
trigger1=hitpausetime=14
trigger1=numtarget(700)
value=ifelse(var(3)=2,5410,5420)
id=700
ignorehitpause=1

;===========================================================================
;-------------------------------------------------------------------------------
; 投げ
[Statedef 800]
type = S
movetype = A
physics = S
ctrl = 0
anim = 800
velset = 0, 0

[State 4150,0]
type = NotHitBy
trigger1 = AnimElem = 2,< 0
value = SCA

[State 800,HitDef]
type = Hitdef
triggerALL = palno = [1,6]
trigger1 = Time = 0 
trigger1 = P2MoveType != H
attr = S, NT
priority = 3,Miss
getpower = 0
hitflag = M-
numhits = 0
sparkno = S6030+random%5                      ;Spark anim no (Def: set above)
sparkxy=-12,-86
hitsound=s1,0

p1facing = 1
p2facing = 1
p1stateno = 810
p2stateno = 820
p2getp1state = 1
hitsound = -1

[State 800,HitDef]
type = Hitdef
triggerALL = palno = [7,12]
trigger1 = Time = 0 
trigger1 = P2MoveType != H
attr = S, NT
priority = 3,Miss
getpower = 0
hitflag = M-
numhits = 0
sparkno = S6030+random%5                      ;Spark anim no (Def: set above)
sparkxy=-12,-86
hitsound=s1,0

p1facing = 1
p2facing = 1
p1stateno = 891
p2stateno = 893
p2getp1state = 1
hitsound = -1



[State 800,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------


;====================
;P1側
[Statedef 891]
type = A
movetype = A
physics = N
anim = 891
velset = 0,0
poweradd = 105



[State 1010, 2]
type = ScreenBound
trigger1 = 1
value = 0





[State 1010, 3]
type = TargetBind
trigger1 = AnimElem = 1,>0
pos = 4,-100

[State 1010, 3]
type = TargetBind
trigger1 = AnimElemtime(5) > 0
pos = 4,-58

[State 1010, 8]
type = null;Explod
trigger1 = AnimElem = 5
anim = 896
id=896
bindtime = -1
postype = p1
pos = 0,0
sprpriority = 7
scale = const(size.xscale),const(size.yscale)
ownpal=1

;ジャンプ
[State 1010, 4]
type = VelSet
trigger1 = AnimElem = 2
Y = -7.6

[state 181,]
type=playsnd
trigger1=animelemtime(2)=0
value=40,1

[state 181,]
type=playsnd
trigger1=animelemtime(3)=0
value=1800,1


;減速
[State 1010, 5]
type = VelAdd
trigger1 = Time > 22
Y = 0.7


;遷移
[State 1010, 9]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 892

;--------------------
;地面
[Statedef 892]
type = S
movetype = A
physics = S
anim = 892
velset = 0,0

[State 1011, 1]
type = PosSet
trigger1 = Time = 0
Y = 0

[State 1011, 2]
type = SprPriority
trigger1 = 1
value = 2

[State 1011, 3]
type = EnvShake
trigger1 = AnimElem = 1
time = 14

[State 1011, 4]
type = TargetLifeAdd
trigger1 = AnimElem = 1
value = -102

[state 5100,エフェクト]
type=explod
trigger1 = time=1
anim=6030+random%5                      ;Spark anim no (Def: setabove)
pos=5,0
postype=p2
sprpriority=10
ownpal=1

[state 5100,エフェクト]
type=explod
trigger1 = time=1
anim=7190
pos=0,0
postype=p1
sprpriority=-10
ownpal=1

[State 5100, 10]
type = PlaySnd
trigger1 = time=2
value = 1,8;4, 2

[State 5100, 10]
type = PlaySnd
trigger1 = time=1
value = 2,1;4, 2




[State 1011, 5]
type = null;Turn
trigger1 = Time = 37

[State 1011, 6]
type = TargetState
trigger1 = AnimElem = 4
value = 895

[State 1011, 7]
type = TargetBind
trigger1 = AnimElem = 1
pos = 3,-58


State 700,***]
type = RemoveExplod
trigger1 =AnimElem = 4,>0
id =896


[State 1011, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;====================
;P2側
[Statedef 893]
type = A
movetype = H
physics = N
velset = 0,0

[State 1020, 1]
type = SprPriority
trigger1 = 1
value = 4

[State 1020, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 893

[State 1020, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 1020, 9]
type = ChangeState
trigger1 = Anim = 893 && AnimTime = 0
value = 894

;--------------------
;キン肉バスター
[Statedef 894]
type = A
movetype = H
physics = N
velset = 0,0

[State 1021, 1]
type = SprPriority
trigger1 = 1
value = 4

[State 1021, 2]
type = ChangeAnim2
trigger1 = Time = 0 && SelfAnimExist(9005) = 0
value = 894

[State 1350,やられ声]            ;悲鳴設定
type = PlaySnd
trigger1 = (time%39) = 0   && SelfAnimExist(9005) = 1      ;time=13 ;悲鳴をあげる時間、適宜調整してください。
value = 4218,21+ (Random % 3)
channel = 0


[State 1021, 2]
type = ChangeAnim
trigger2 = authorname = "kuro&⑨"
trigger1 = authorname = "⑨";
trigger3 = authorname = "⑨&YoungKirei&Take.K"
;trigger1 = p1name = "Arcueid_Brunestud" 
triggerall = Time = 0 && SelfAnimExist(19005) = 1
value = 19005


[State 1021, 2]
type = ChangeAnim
triggerall = Time = 0 && SelfAnimExist(19005) = 0
trigger1 = Time = 0 && SelfAnimExist(9005) = 1

triggerall = authorname != "kuro&⑨"
triggerall = authorname != "⑨";
triggerall = authorname != "⑨&YoungKirei&Take.K"

value = 9005


[State 1021, 3]
type = ScreenBound
trigger1 = 1
value = 0

;--------------------
[Statedef 895]
type = A
movetype = H
physics = N
velset = 4,-3.2

[State 1022, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 895

[State 1022, 2]
type = VelAdd
trigger1 = 1
Y = 0.4

[State 1022, 9]
type = SelfState
trigger1 = Pos Y >= 0
value = 5100

;********************
---------------------------------------------------------------------------
;投げ成功
[Statedef 810]
type     = S
movetype = A
physics  = S
juggle   = 0
ctrl     = 0
anim     = 810
sprpriority=-3

[state 3110,弾が飛んでくる・1]
type=explod
trigger1=time%15=0
anim=3111
id=3101
pos=(EnemyNear,Const(size.head.pos.x)) , 0;(EnemyNear,Const(size.head.pos.y));floor(p2dist x-30),floor(p2dist y-70)
postype=p2
bindtime=-1
sprpriority=3
ownpal=1

[state 3110,弾が飛んでくる・2]
type=explod
trigger1=time%15=0
anim=3112
id=3102
pos=(EnemyNear,Const(size.head.pos.x)) , 0;(EnemyNear,Const(size.head.pos.y));floor(p2dist x-30),floor(p2dist y-70)
postype=p2
bindtime=-1
sprpriority=3
ownpal=1

[state 3110,弾が飛んでくる・3]
type=explod
trigger1=time%15=0
anim=3113
id=3103
pos=(EnemyNear,Const(size.head.pos.x)), 0;(EnemyNear,Const(size.head.pos.y));floor(p2dist x-30),floor(p2dist y-70)
postype=p2
bindtime=-1
sprpriority=3
ownpal=1

[state 3110,弾が飛んでくる・3]
type=explod
trigger1 = time = 1
trigger2 = time = 13
trigger3 = time = 26
trigger4 = time = 39
trigger5 = animelem = 5
anim= 6030+random%5
id=3103
pos=(EnemyNear,Const(size.head.pos.x)) - random/250, random/100;(EnemyNear,Const(size.head.pos.y))-random/100
postype=p2
bindtime=-1
sprpriority=4
ownpal=1

[State 810, 0]
type = AttackDist
trigger1 = 1
value = 0

[State 810, 1]
type = Width
trigger1 = 1
edge = 30

[State 810, 1]
type = TargetFacing
trigger1 = enemynear,facing = facing
value = -1

[State 810, 1]
type = TargetBind
trigger1 = animelemtime(2) < 0
pos = 32, -85;(EnemyNear,Const(size.head.pos.y))




[State 810, 2]
type = HitAdd
trigger1 = time = 1
trigger2 = time = 13
trigger3 = time = 26
trigger4 = time = 39
value = 1

[State 810, 2]
type = TargetLifeAdd
trigger1 = time = 1
trigger2 = time = 13
trigger3 = time = 26
trigger4 = time = 39
value = -15

[State 1021, Shake]
type = EnvShake
trigger1 = time = 1
trigger2 = time = 13
trigger3 = time = 26
trigger4 = time = 39
trigger5 = animelem = 5
time  = 15
ampl  = 6
freq  = 100
phase = 100


[State 810, 2]
type = PlaySnd
trigger1 = time = 1
trigger2 = time = 13
trigger3 = time = 26
trigger4 = time = 39

value = 1,6

[State 810, 2]
type = PlaySnd
trigger1 = animelem = 2

value = 1,7

[State 810, 2]
type = TargetLifeAdd
trigger1 = animelem = 2
value = -5



[State 810, 2]
type = TargetVelSet
trigger1 = animelem = 2
x = -1
y = -17

[State 810, 3]
type = TargetState
trigger1 = animelemtime(2)    < 0
trigger1 = enemynear,stateno != 820
value = 820

[State 810, 3]
type = TargetState
trigger1 = animelem = 2
value = 821

[State 810, 3]
type = ChangeState
Trigger1 = animtime = 0
value = 0
ctrl = 1

;===========================================================================
;---------------------------------------------------------------------------
;投げ_相手
[Statedef 820]
type     = A
movetype = H
physics  = N
velset   = 0,0
ctrl     = 0

[State 820, 0]
type = NotHitBy
trigger1 = 1
value = , AT
time = 1

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 0

[State 820, 0]
type = ChangeAnim2
trigger1 = 1
value = 820



[State 820, 3]
type = ChangeState
trigger1 = time = 60
value = 821
ctrl = 0

;---------------------------------------------------------------------------
;投げ_吹き飛び動作
[Statedef 821]
type     = A
movetype = H
physics  = N
ctrl     = 0

[State 821, 0]
type = NotHitBy
trigger1 =1
value = SCA
time = 1

[State 821, 0]
type = ChangeAnim
trigger1 = time = 0
trigger1 = selfanimexist(5035)
value = 5035

[State 821, 1]
type = HitFallSet
trigger1 = 1
value = 1

[State 821, 1]
type = VelAdd
trigger1 = 1
y = const(movement.yaccel)

[State 821, 3]
type = ChangeState
triggerall = hitfall
trigger1   = hitover
trigger2   = animtime  = 0
trigger3   = vel y     > 0
trigger3   = pos y    >= 10
trigger4   = time      = 0
trigger4   = anim     != 5035
value = 822
ctrl = 0

[State 821, 3]
type = SelfState
trigger1 = time  >= 1
trigger1 = vel y  > 0
trigger1 = pos y >= 0
value = 5100
ctrl = 0

;---------------------------------------------------------------------------
;投げ_吹き飛び動作継続
[Statedef 822]
type     = A
movetype = H
physics  = N
ctrl     = 0

[State 821, 0]
type = NotHitBy
trigger1 = vel y <=0
value = SCA
time = 1

[State 822, 0]
type = ChangeAnim
trigger1 = animtime  = 0
trigger1 = anim      = 5035
trigger2 = time      = 0
trigger2 = anim     != 5035
value = 5050

[State 822, 1]
type = HitFallSet
trigger1 = 1
value = 1

[State 822, 1]
type = VelAdd
trigger1 = 1
y = const(movement.yaccel)

[State 822, 0]
type = NotHitBy
trigger1 = time  >= 1
trigger1 = vel y >= 0
trigger1 = pos y  > 0
value = SCA
time = const(data.liedown.time)

[State 822, 3]
type = SelfState
trigger1 = time  >= 1
trigger1 = vel y  > 0
trigger1 = pos y >= 0
value = 5100
ctrl = 0

;---------------------------------------------------------------------------

;------------------------------------------------------------------------------
[Statedef 904]
type = A
movetype = I
physics = N
anim = 999
ctrl = 0

[State 904]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State var]
type = varset
trigger1 = time = 0
var(32) = 0

[State var]
type = varadd
trigger1 = time >= 1
var(32) = 1
ignorehitpause = 1

[State pal]
type = PalFX
trigger1 = 1
time = 1
add = -var(32)*33,-var(32)*33,-var(32)*33
ignorehitpause = 1

[State var]
type = varset
trigger1 = time = 0
fvar(2) = 1

[State var]
type = varadd
trigger1 = time >= 1
fvar(2) = .01
ignorehitpause = 1

[State explod]
type = ModifyExplod
trigger1 = 1
ID = 200
scale = fvar(2),fvar(2)
ignorehitpause = 1

[State explod]
type = Explod
trigger1 = time = 0
trigger1 =  parent,stateno = 900
anim = 902
ID = 200
bindtime = 1
sprpriority = 2
removeongethit = 1

[State explod]
type = Explod
trigger1 = time = 0
trigger1 =  parent,stateno = 910
anim = 912
ID = 200
bindtime = 1
sprpriority = 2
removeongethit = 1

[State explod]
type = Explod
trigger1 = time = 0
trigger1 =  parent,stateno = 920
anim = 922
ID = 200
bindtime = -1
sprpriority = 2
removeongethit = 1

[State explod]
type = Explod
trigger1 = time = 0
trigger1 =  parent,stateno = 950 
anim = 951 
ID = 200
bindtime = 1
sprpriority = 3
removeongethit = 1

[State explod]
type = Explod
trigger1 = time = 0
trigger1 =  parent,stateno = 2000
anim = 2101
ID = 200
bindtime = 1
sprpriority = 3
removeongethit = 1

[State snd]
type = PlaySnd
trigger1 = time = 0
value = 904,0

[State explod]
type = RemoveExplod
trigger1 = parent,movetype = H
trigger2 = animtime = 0
ID = 200

[State end]
type = DestroySelf
trigger1 = parent,movetype = H
trigger2 = animtime = 0

;------------------------------------------------------------------
; Shield_S(開始)
[Statedef 900]
type = S
movetype = I
physics = S
anim = 900
ctrl = 0

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 2
value = S32,5
ignorehitpause = 1
persistent = 1

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 2
value = S0,7
ignorehitpause = 1
persistent = 1

[State explod]
type = Explod
trigger1 = animelem = 2
anim = 6010 + random%2
supermove = 1
pausemovetime = 1
pos = 27,-79
sprpriority = 2
removeongethit = 1
ownpal = 1



[State help]
type = Helper
trigger1 = time = 1
helpertype = normal
name = "shield"
stateno = 904
ownpal = 1



[State explod]
type = RemoveExplod
trigger1 = time = 0
ID = 200

[State vel]
type = veladd
trigger1 = vel x != 0
x = ifelse(vel x >0,-.01,.01)

[State 900]
type = ReversalDef
trigger1 = var(1) = 0
getpower = 70
ID = 6010
attr = S,NT
reversal.attr = SCA,NA,SA,NP,SP
pausetime = 3,24
sparkno = -1
hitsound = s44,random%2;S32,1
p1stateno = 901
numhits = 0

[State 900]
type = ReversalDef
trigger1 = var(1) > 0
ID = 6010
attr = S,NT
reversal.attr = SCA,NA,SA,NP,SP
pausetime = 3,24
sparkno = -1
hitsound = s44,random%2;S32,1
p1stateno = 901
numhits = 0

;立ちブロッキング
[State -2, 11] 
type = hitoverride
trigger1 = animelemtime(2) > 0
trigger1 = animelemtime(3) < 0
slot = 0
stateno = 901
attr = SCA,AP
time = 1

[State type]
type = StateTypeSet
trigger1 = animelem = 4
movetype = I

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

;Shield_S(成功)
[Statedef 901]
type = S
movetype = I
physics = S
anim = 901
ctrl = 0


[State 210, 1]
type = null;PlaySnd
triggerall= (power < 5000) || (var(1)&&power<3000)
trigger1=!ishelper
trigger1 = time=0
value = S1800,2
ignorehitpause = 1
persistent = 1

[State 900]
type = ReversalDef
trigger1 = time <= 4
trigger1 = var(1) = 0
getpower = 70
ID = 6010
attr = S,NT
reversal.attr = SCA,NA,SA,NP,SP
pausetime = 3,24
sparkno = -1
hitsound = s44,random%2
p1stateno = 901
numhits = 0

[State 900]
type = ReversalDef
trigger1 = time <= 4
trigger1 = var(1) > 0
ID = 6010
attr = S,NT
reversal.attr = SCA,NA,SA,NP,SP
pausetime = 3,24
sparkno = -1
hitsound = s44,random%2
p1stateno = 901
numhits = 0

[State explod]
type = RemoveExplod
trigger1 = time = 0
ID = 6010
ignorehitpause = 0

[State power]
type = PowerAdd
trigger1 = var(1) = 0
trigger1 = animelem = 1
value = 50
ignorehitpause = 0
persistent = 0







[State 101,next]
type = ChangeState
triggerall =var(1)> 0
trigger1 = time >= 11
triggerall= (power >= 5000) || (var(1)&&power>=3000)
value = 3999
ctrl = 0
ignorehitpause = 1

[State pos]
type = PosFreeze
trigger1 = animelem = 3,< 0

[State explod]
type = Explod
trigger1 = time = 0
anim = 6015 + random%2
pos = 27,-79
random = 6,-6
sprpriority = 3
ownpal = 1
ignorehitpause = 0
persistent = 0

persistent = 0


[State ctrl]
type = ctrlset 
trigger1 = animelem = 3
value = 1

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

;------------------------------------------------------------------
; Shield_C(開始)
[Statedef 910]
type = C
movetype = I
physics = C
anim = 910
ctrl = 0

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 2
value = S32,5
ignorehitpause = 1
persistent = 1

[State 210, 1]
type = PlaySnd
trigger1 = animelemtime(2)= 0
value = S0,7
ignorehitpause = 1
persistent = 0

[State explod]
type = Explod
trigger1 = animelem = 2
anim = 6010 + random%2
ID = 6010
supermove = 1
pausemovetime = 1
pos = 33,-55
sprpriority = 2
removeongethit = 1
ownpal = 1


[State help]
type = Helper
trigger1 = time = 1
helpertype = normal
name = "shield"
stateno = 904
ownpal = 1


[State 910]
type = ReversalDef
trigger1 = var(1) = 0
getpower = 70
attr = C,NT
reversal.attr = SCA,NA,SA,HA,NP,SP
pausetime = 0,24
sparkno = -1
hitsound = s44,random%1
p1stateno = 911
numhits = 0

[State 910]
type = ReversalDef
trigger1 = var(1) > 0
attr = C,NT
reversal.attr = SCA,NA,SA,HA,NP,SP
pausetime = 0,24
sparkno = -1
hitsound = s44,random%1
p1stateno = 911
numhits = 0


[State type]
type = StateTypeSet
trigger1 = animelem = 4
movetype = I

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

; Shield_C(成功)
[Statedef 911]
type = C
movetype = I
physics = C
anim = 911
ctrl = 0

[State 910]
type = ReversalDef
trigger1 = time <= 3
trigger1 = var(1) = 0
getpower = 70
attr = C,NT
reversal.attr = SCA,NA,SA,NP,SP
pausetime = 0,24
sparkno = -1
hitsound = s44,random%1
p1stateno = 911
numhits = 0

[State 910]
type = ReversalDef
trigger1 = time <= 3
trigger1 = var(1) > 0
attr = C,NT
reversal.attr = SCA,NA,SA,NP,SP
pausetime = 0,24
sparkno = -1
hitsound = s44,random%1
p1stateno = 911
numhits = 0

[State explod]
type = RemoveExplod
trigger1 = time = 0
ID = 6010
ignorehitpause = 0

[State 101,next]
type = null;ChangeState
triggerall =var(1) = 3
trigger1 = time >= 11
value = 3500+var(0)*10000
ctrl = 0
ignorehitpause = 1

[State 210, 1]
type = PlaySnd
triggerall = var(0) <= 1
trigger1 = animelem = 1
value = S32, random%2
ignorehitpause = 0
persistent = 0
channel = 0




[State pos]
type = PosFreeze
trigger1 = animelem = 2,< 0



[State explod]
type = Explod
trigger1 = time = 0
anim = 6015 + random%2
pos = 33,-55
random = 6,6
sprpriority = 3
ownpal = 1
ignorehitpause = 0
persistent = 0



[State power]
type = PowerAdd
trigger1 = var(1) = 0
trigger1 = animelem = 1
value = 50
ignorehitpause = 0
persistent = 0

[State ctrl]
type = ctrlset 
trigger1 = animelem = 3
value = 1

[State end]
type = ChangeState
trigger1 = animtime = 0
value = 11



;---------------------------------------------------------------------------
;　燕落とし(空中投げ)
[Statedef 850]
type    = A
movetype= A
physics = A
juggle  = 0
ctrl = 0
anim = 850

[state 2000,どこキャン点滅]
type=palfx
triggerall=time=0
triggerall=var(1)
trigger1=prevstateno=[600,620]
time=5
add=256,256,256

[state 2000,MAXタイマー消費]
type=varadd
triggerall=!(var(0)&32)
triggerall=time=0
triggerall=var(1)
trigger1=prevstateno=[600,620]
var(1)=-30


[state 351,無敵]
type=nothitby
trigger1=1
value=sca



[State 901]
type = HitDef
trigger1=p2stateno!=[150,155]
Trigger1 = Time = 0
attr = A, NT
hitflag = Af
priority = 1, Miss
sparkno = -1
sprpriority = -1
p1facing = 1
p2facing = 1
p1stateno = 851
p2stateno = 853
guard.dist = 0
fall = 1

[State 901]
type = ChangeState
Trigger1 = AnimTime = 0
value = 600
ctrl = 0


;---------------------------------------------------------------------------
;　燕落とし(掴み～落ち)
[Statedef 851]
type    = A
movetype= A
physics = N
;velset = 0,0
ctrl = 0
anim = 851

[State 910]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,8

[State 910]
type = PlaySnd
trigger1 = time= 2
value = s200,var(17)

[State 910]
type = Explod
trigger1 = AnimElem = 1
anim = 6030+random%5 
pos = 0,-87
postype = P1
sprpriority = 4
bindtime = 1
ownpal = 1

[State 910]
type = TargetBind
trigger1 = AnimElemtime(1) >= 0 && AnimElemTime(2) < 0
pos = -5,-87
[State 910]
type = TargetBind
trigger1 = AnimElemtime(2) >= 0 && AnimElemTime(3) < 0
pos = 12,-79
[State 910]
type = TargetBind
trigger1 = AnimElemtime(3) >= 0
pos = 5,-13


[State 910]
type = null;velset
trigger1 = time=0
;x = 0
y = 0

[State 910]
type = velset
trigger1 = vel x = 0
trigger1 = AnimElem = 2
x = 3

[State 910]
type = veladd
trigger1 = AnimElemtime(3) >= 0
y = .4+.2

[State 910]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 852
ctrl = 0

;---------------------------------------------------------------------------
;　燕落とし(地面)
[Statedef 852]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 852

[State 920]
type = TargetState
trigger1 = time = 0
value = 854

[State 920]
type = PosSet
trigger1 = Time = 0
y = 0

[State 920]
type = PlaySnd
trigger1 = Time = 1
value = 2,1

[State 920]
type = PlaySnd
trigger1 = Time = 0
value = 1,8

[State 910]
type = Explod
trigger1 = AnimElem = 1
anim = 6030+random%5 
pos = 0,-20
postype = P1
sprpriority = 4
bindtime = 1
ownpal = 1


[state 5100,エフェクト]
type=explod
trigger1 = Time = 0
anim=7190
pos=0,0
postype=p1
sprpriority=-10
ownpal=1

[State 920]
type = EnvShake
Trigger1 = Time = 0
time = 15

[State 920]
type = TargetLifeAdd
trigger1 = Time = 0
value = -80

[State 920]
type = velset
trigger1 = AnimElem = 3
x = 2

[State 920]
type = POSADD
trigger1 = AnimElem = 4
x = 10

[State 920]
type = veladd
trigger1 = AnimElemtime(3) >= 0
trigger1 = AnimElemtime(4) <= 0
x = .4

[State 920]
type = velset
trigger1 = AnimElem = 5
x = 0

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

;---------------------------------------------------------------------------
;　燕落とし(相手)
[Statedef 853]
type    = A
movetype= H
physics = N
ctrl = 0

[State 950]
type = ChangeAnim2
trigger1 = time = 0
value = 853

[State 950]
type = SelfState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100
ctrl = 0

;---------------------------------------------------------------------------
;　燕落とし(相手)
[Statedef 854]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 960]
type = ChangeAnim2
trigger1 = time = 0
value = 854

[State 920]
type = PosSet
trigger1 = Time = 0
y = -15

[State 960]
type = velset
trigger1 = AnimElemtime(2) = 0
x = -3
y = -6

[State 960]
type = posadd
trigger1 = AnimElemtime(2) = 0
x = -23
y = -15

[State 960]
type = veladd
trigger1 = AnimElemtime(2) >= 0
y = .4

[State 960]
type = turn
trigger1 = AnimElem = 3

[State 960]
type = SelfState
trigger1 = AnimElemtime(2) >= 1
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100
ctrl = 0