
[Data]
  power             = 5000
;体力ゲージの初期値
life = 1000
  ;攻撃力（これ以上に設定すると強くなる）
attack = 100
  ;防御力（これ以上に設定すると強くなる）
defence = 100
  ;コンボをくらっている時にあがる防御力
fall.defence_up = 50
  ;倒れてから起上がるまでのフレーム数
liedown.time = 60
  ;空中でどれだけコンボが繋がるか（高くすると無限コンボになるので注意）
airjuggle = 150
  ;hitdefで設定していない時の基本ヒットスパークナンバー
sparkno = 2
  ;設定してない時のガードナンバー
guard.sparkno = -1
  ;KOした時に声にエコーをかけるか（１でＯＮ）
KO.echo = 0
 volume = 50
IntPersistIndex	= 50
FloatPersistIndex = 40

[Size]
xscale = 1           ;水平方向の縮尺（通常１）
yscale = 1           ;垂直方向の縮尺（通常１）
ground.back = 15     ;キャラの幅(後方,地上)
ground.front = 16    ;キャラの幅(前方,地上)
air.back = 12        ;キャラの幅(後方,空中)
air.front = 12       ;キャラの幅(前方,空中)
height = 60          ;キャラの高さ
attack.dist = 160    ;攻撃をした時相手がガード体制に入る最低距離
proj.attack.dist = 90;攻撃をした時相手がガード体制に入る最低距離（飛び道具）
proj.doscale = 0     ;上で設定した縮尺を飛び道具にも適用するか（１でＯＮ）   
head.pos = -5, -90   ;頭の大体の座標
mid.pos = -5, -60    ;体の中心の大体の座標
shadowoffset = 0     ;影の垂直方向のオフセット
draw.offset = 0,0    ;使用しない

[Velocity]
walk.fwd  = 2.4      ;前進の速度
walk.back = -2.2     ;後退の速度
run.fwd  = 6,-3.8    ;前ダッシュの速度（ホップする時はyを-にする）
run.back = -3.5,-4 ;後ダッシュの速度（ホップする時はyを-にする）
jump.neu = 0,-8.8    ;垂直ジャンプの速度
jump.back = -3    ;後ジャンプの速度
jump.fwd = 3.3       ;前ジャンプの速度
runjump.back = -2.55,-8.1 ;後ダッシュしながらのジャンプ速度(オプション)
runjump.fwd = 4,-8.1      ;前ダッシュしながらのジャンプ速度(オプション)
airjump.neu = 0,-8.1      ;２段ジャンプ以降の垂直ジャンプの速度(オプション)
airjump.back = -2.55      ;２段ジャンプ以降の後ジャンプの速度(オプション)
airjump.fwd = 2.5         ;２段ジャンプ以降の前ジャンプの速度

[Movement]
airjump.num = 0      ;空中でジャンプする回数
airjump.height = 35  ;空中でジャンプする最低限の高さ
yaccel = .44         ;重力
stand.friction = .85  ;立ち状態の摩擦係数
crouch.friction = .82 ;屈み状態の摩擦係数

;---------------------------------------------------------------------------
; ステイトの解説
; [Statedef STATENO]
; type = ?      S/C/A/L  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｌ：ダウン
; movetype = ?  I/A/H    Ｉ：通常状態/Ａ：攻撃状態/Ｈ：ダメージをくらってる状態
; physics = ?   S/C/A/N  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｎ：無し
; juggle = ?             その攻撃に使うジャグル数
;



;---------------------------------------------------------------------------
;↓2/4更新部分

[Statedef 5900]
type = S

[State 0, ChangeAnim]
Type = ChangeAnim
Trigger1 = var(13) > 0
Trigger1 = Anim != 1
Value = 1

[State 0, ChangeAnim]
Type = ChangeAnim
Triggerall = Var(13) <= 0
Trigger1 = Anim != 0
Value = 0

[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = roundsexisted = 0
value = 0

[State 5900, 2] ;Clear all float variables
type = VarRangeSet
trigger1 = roundsexisted = 0
fvalue = 0

[State 5900, 3] ;Intro for round 1
type = ChangeState
trigger1 = roundno = 1
value = 190


[StateDef 0]
Type = S
Physics = S
SprPriority = 0

[State 0, ChangeAnim]
Type = ChangeAnim
Trigger1 = var(13) > 0
Trigger1 = Anim != 1
Value = 1

[State 0, ChangeAnim]
Type = ChangeAnim
Triggerall = Var(13) <= 0
Trigger1 = Anim != 0
Value = 0

[State 0, VelSet]
Type = VelSet
Trigger1 = Time = 0
Y = 0

[State 0, VelSet]
Type = VelSet
Trigger1 = Abs(Vel X) < 2
Trigger2 = Time = 4
X = 0

[State 0, ChangeState]
Type = ChangeState
Trigger1 = !Alive
Value = 5050

;---------- 異常ヘルパー削除
[State 0, DestroySelf]
Type = DestroySelf
Trigger1 = ishelper

;↑2/4更新部分
;---------------------------------------------------------------------------

[Statedef 21]
type = S
physics = S
sprpriority = 1
anim = 20
ctrl = 0

[State 20,]
type = Turn
trigger1 = P2dist X < 0

[State 20,]
type = VelSet
trigger1 = 1
x = const(velocity.walk.fwd.x)

[State 20,]
type = changestate
trigger1 = roundstate != 2
trigger2 = p2bodydist X <= 15
trigger3 = inguarddist
trigger3 = random <= var(59)*100
value = 0
ctrl = 1

[Statedef 22]
type = S
physics = S
sprpriority = 1
anim = 21
ctrl = 0

[State 22, 1]
type = Turn
trigger1 = P2dist X < 0

[State 22, 2]
type = VelSet
trigger1 = 1
x = const(velocity.walk.back.x)

[State 22, 5]
type = changestate
trigger1 = roundstate != 2
trigger2 = p2bodydist x >= 240
trigger3 = inguarddist
trigger3 = random <= var(59)*100
value = 0
ctrl = 1

[StateDef 20]
Type = S
Physics = S
SprPriority = 0

[State changestate]
Type = null;ChangeState
TriggerAll = Var(59) != 0
Trigger1 = time = 0
Value = 0
Ctrl = 1
IgnoreHitPause = 1

[State 20, VelSet]
Type = VelSet
Trigger1 = 1
X = IfElse((Command="holdback"), Const(Velocity.Walk.Back.X), Const(Velocity.Walk.Fwd.X))

[State 20, ChangeAnim]
Type = ChangeAnim
TriggerAll = Vel X > 0
Trigger1 = Anim != 20
Value = 20

[State 20, ChangeAnim]
Type = ChangeAnim
TriggerAll = Vel X < 0
Trigger1 = Anim != 21
Value = 21

[State 20, ChangeAnim]
Type = ChangeAnim
Trigger1 = Vel X = 0
Trigger1 = Anim != 0
Value = 0



[Statedef 40]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State changestate]
Type = ChangeState
TriggerAll = Var(59) != 0
Trigger1 = time = 0
Value = 0
Ctrl = 1
IgnoreHitPause = 1

[State 40, 1]
type = VarSet
trigger1 = time = 0
var(4) = 0

[State 40, 1];小ジャンプ
type = VarSet
Trigger1 = var(1) = 0
trigger1 = command != "holdup"
var(4) = 1

[State 40, 2]
type = VarSet
Trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 40, 3]
type = VarSet
Trigger1 = command = "holdback"
sysvar(1) = -1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = Var(4) = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 4];小ジャンプ
type = VelSet
trigger1 = AnimTime = 0
trigger1 = Var(4) = 1
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = -6

[State 821, 1] ;←varをOFFにするステート
type = varset
Trigger1 = stateno = 50
Trigger1 = time = 2
v = 1
value = 0

[State 821, 1] ;←ジャンプ力にveladdを使って加速
type = veladd
Trigger1 = var(1) = 1
y = -1.5

[State 821, 1] ;←前にボタンを押してたら前にも加速
type = veladd
Trigger1 = var(1) = 1
Trigger1 = command = "holdfwd"
x = 1.3

[State 821, 1] ;←後ろなら後ろに加速
type = veladd
Trigger1 = var(1) = 1
Trigger1 = command = "holdback"
x = -0.5

[State -1]
Type           = AfterImage
Trigger1 = var(1) = 1
Trigger1       = Time = 0
Time           = 20
Trans          = Add
Length         = 15
TimeGap        = 1
FrameGap       = 1
PalBright      = 20 , 20 , 20
PalContrast    = 140 , 35 , 170
PalAdd         = 0 , 0 , 0
PalMul         = .4 , .4 , .4

[State -1]
Type           = AfterImage
Trigger1 = var(1) = 1
Trigger1       = Time = 0
Time           = 20
Trans          = Add
Length         = 13
TimeGap        = 1
FrameGap       = 1
PalBright      = 50 , 50 , 50
PalContrast    = 175 , 85 , 205
PalAdd         = 0 , 0 , 0
PalMul      = .50,.50,.50  ;残像の色の乗算値（赤,緑,青・ＲＧＢ・float）

[State -1]
Type           = AfterImage
Trigger1 = var(1) = 1
Trigger1       = Time = 0
Time           = 20
Trans          = Add
Length         = 10
TimeGap        = 1
FrameGap       = 1
PalBright      = 70 , 70 , 70
PalContrast    = 290 , 130 , 255
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70  ;残像の色の乗算値（赤,緑,青・ＲＧＢ・float）


[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[Statedef 41]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 40, 1];小ジャンプ
type = VarSet
Trigger1 = var(59)>0
var(4) = 1

[State 40, 2]
type = VarSet
Trigger1 = var(59)>0
Trigger1 = EnemyNear,StateType != L || P2BodyDist X >= 30
Trigger1 = EnemyNear,MoveType = H || Random <= 333 || EnemyNear,StateType = L
sysvar(1) = 1

[State 40, 3]
type = VarSet
Trigger1 = var(59)>0
Trigger1 = EnemyNear,StateType != L
Trigger1 = EnemyNear,MoveType != H
Trigger1 = BackEdgeBodyDist>60
Trigger1 = Random <= 500
sysvar(1) = -1

[State 40, 4];小ジャンプ
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = -6

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[Statedef 42]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 40, 2]
type = VarSet
Trigger1 = var(59)>0
Trigger1 = EnemyNear,StateType != L || P2BodyDist X >= 30
Trigger1 = EnemyNear,MoveType = H || Random <= 333 || EnemyNear,StateType = L
sysvar(1) = 1

[State 40, 3]
type = VarSet
Trigger1 = var(59)>0
Trigger1 = EnemyNear,StateType != L
Trigger1 = EnemyNear,MoveType != H
Trigger1 = BackEdgeBodyDist>60
Trigger1 = Random <= 500
sysvar(1) = -1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 821, 1] ;←varをOFFにするステート
type = varset
Trigger1 = var(59)>0
v = 1
value = 1

[State 821, 1] ;←ジャンプ力にveladdを使って加速
type = veladd
Trigger1 = var(1) = 1
y = -1.5

[State 821, 1] ;←前にボタンを押してたら前にも加速
type = veladd
Trigger1 = var(1) = 1
Trigger1 = command = "holdfwd"
x = 1.3

[State 821, 1] ;←後ろなら後ろに加速
type = veladd
Trigger1 = var(1) = 1
Trigger1 = command = "holdback"
x = -0.5

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 20
Trans          = Add
Length         = 15
TimeGap        = 1
FrameGap       = 1
PalBright      = 20 , 20 , 20
PalContrast    = 140 , 35 , 170
PalAdd         = 0 , 0 , 0
PalMul         = .4 , .4 , .4

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 20
Trans          = Add
Length         = 13
TimeGap        = 1
FrameGap       = 1
PalBright      = 50 , 50 , 50
PalContrast    = 175 , 85 , 205
PalAdd         = 0 , 0 , 0
PalMul      = .50,.50,.50  ;残像の色の乗算値（赤,緑,青・ＲＧＢ・float）

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 20
Trans          = Add
Length         = 10
TimeGap        = 1
FrameGap       = 1
PalBright      = 70 , 70 , 70
PalContrast    = 290 , 130 , 255
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70  ;残像の色の乗算値（赤,緑,青・ＲＧＢ・float）


[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

; GUARD (start)
[Statedef 120]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged

[State 120, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 120 + (statetype = C) + (statetype = A)*2

[State 120, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 120, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 120, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 120, Hi to Lo]
type = StateTypeSet
TriggerAll=Statetype = S
Trigger1 = var(59)<0
Trigger1 = command = "holddown"
Trigger2 = var(59)>0
Trigger2 = EnemyNear,StateType!=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = C
physics = C

[State 120, Lo to Hi]
type = StateTypeSet
TriggerAll=Statetype = C
Trigger1 = var(59)<0
Trigger1 = command != "holddown"
Trigger2 = var(59)>0
Trigger2 = EnemyNear,StateType=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = S
physics = S

[State 120, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 130 + (statetype = C) + (statetype = A)*2

[State 120, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
Trigger1 = var(59)<0
trigger2 = !inguarddist
Trigger3 = var(59) =[1,9]
Trigger3 = P2BodyDist X<0
Trigger3 = Random <= (10-var(59))*40
value = 140

;---------------------------------------------------------------------------
; STAND GUARD (guarding)
[Statedef 130]
type    = S
physics = S

[State 130, 1]
type = ChangeAnim
trigger1 = Anim != 130
value = 130

[State 130, Hi to Lo]
type = ChangeState
Trigger1 = var(59)<0
Trigger1 = command = "holddown"
Trigger2 = var(59)>0
Trigger2 = EnemyNear,StateType!=A
Trigger2 = Random <= var(59)*20||var(59)>9
value = 131

[State 130, Stop Guarding]
type = ChangeState
trigger1 = !var(59)
trigger1 = command != "holdback"
trigger2 = !inguarddist
Trigger3 = var(59)=[1,9]
Trigger3 = P2BodyDist X < 0
Trigger3 = Random <= (10-(var(59)))*100
value = 140

;---------------------------------------------------------------------------
; CROUCH GUARD (guarding)
[Statedef 131]
type    = C
physics = C

[State 131, 1]
type = ChangeAnim
trigger1 = Anim != 131
value = 131

[State 131, Lo to Hi]
type = ChangeState
Trigger1 = var(59)<0
Trigger1 = command != "holddown"
Trigger2 = var(59)>0
Trigger2 = EnemyNear,StateType=A
Trigger2 = Random <= var(59)*20||var(59)>9
value = 130

[State 131, Stop Guarding]
type = ChangeState
trigger1 = !var(59)
trigger1 = command != "holdback"
trigger2 = !inguarddist
Trigger3 = var(59)=[1,9]
Trigger3 = P2BodyDist X < 0
Trigger3 = Random <= (10-(var(59)))*100
value = 140

; AIR GUARD (guarding)
[Statedef 132]
type    = A
physics = N

[State 132, 1]
type = ChangeAnim
trigger1 = Anim != 132
value = 132

[State 132, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 132, 3]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 132, 4]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 132, 5]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 132, 6]
type = ChangeState
triggerall = sysvar(0)
trigger1 = !var(59)
trigger1 = command = "holdback" 
trigger1 = inguarddist
trigger2 = var(59)
trigger2 = inguarddist
value = 130

[State 132, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52

[State 132, Stop Guarding]
type = ChangeState
trigger1 = !var(59)
trigger1 = command != "holdback"
trigger2 = !inguarddist
Trigger3 = var(59)=[1,9]
Trigger3 = P2BodyDist X < 0
Trigger3 = Random <= (10-(var(59)))*100
value = 140

;---------------------------------------------------------------------------
; GUARD (end)
[Statedef 140]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged
ctrl = 1

[State 140, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 140 + (statetype = C) + (statetype = A)*2

[State 140, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 140, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 140, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 140, Hi to Lo]
type = StateTypeSet
triggerall = statetype = S
trigger1 = !var(59)
trigger1 = command = "holddown"
trigger2 = var(59)
trigger2 = EnemyNear,statetype != A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = C
physics = C

[State 140, Lo to Hi]
type = StateTypeSet
triggerall = statetype = C
trigger1 = !var(59)
trigger1 = command != "holddown"
trigger2 = var(59)
trigger2 = EnemyNear,statetype = A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = S
physics = S

[State 140, 5] ;Implemented within engine
type = ChangeState
trigger1 = AnimTime = 0
value = (statetype = C)*11 + (statetype = A)*51

[Statedef 150]
type    = S
movetype= H
physics = N
velset = 0,0

[State a]
type = Explod
trigger1 = time = 0
anim = 4587
sprpriority = 16
postype = p1
pos = 14 + (random%2),-51+ (random%7)
scale = 0.25,1 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State 150, 1]
type = ChangeAnim
trigger1 = 1
value = 150

[State 150, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*ifelse((var(59) <= 0),(command = "holddown"),(p2statetype != A))

[State 150, Hi to Lo]
type = StateTypeSet
triggerall = statetype = S
trigger1 = !var(59)
trigger1 = command = "holddown"
trigger2 = var(59)
trigger2 = EnemyNear,statetype != A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = C
physics = C

[State 150, Lo to Hi]
type = StateTypeSet
triggerall = statetype = C
trigger1 = !var(59)
trigger1 = command != "holddown"
trigger2 = var(59)
trigger2 = EnemyNear,statetype = A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = S
physics = S

[State 150, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 3

; SGUARDHIT2 (knocked back)
[Statedef 151]
type    = S
movetype= H
physics = S
anim = 150

[State 151, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 151, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0

[State 151, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 151, Hi to Lo]
type = StateTypeSet
triggerall = statetype = S
trigger1 = !var(59)
trigger1 = command = "holddown"
trigger2 = var(59)
trigger2 = EnemyNear,statetype != A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = C
physics = C

[State 151, Lo to Hi]
type = StateTypeSet
triggerall = statetype = C
trigger1 = !var(59)
trigger1 = command != "holddown"
trigger2 = var(59)
trigger2 = EnemyNear,statetype = A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = S
physics = S

[State 151, 4]
type = ChangeState
trigger1 = HitOver
value = 130
ctrl = 1

[Statedef 152]
type    = C
movetype= H
physics = N
velset = 0,0

[State 152, 1]
type = ChangeAnim
trigger1 = 1
value = 151

[State a]
type = Explod
trigger1 = time = 0
anim = 4587
sprpriority = 16
postype = p1
pos = 14 + (random%2),-41+ (random%7)
scale = 0.25,1 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State 152, 3]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*ifelse((var(59) <= 0),(command = "holddown"),(p2statetype != A))

[State 152, Hi to Lo]
type = StateTypeSet
triggerall = statetype = S
trigger1 = !var(59)
trigger1 = command = "holddown"
trigger2 = var(59)
trigger2 = EnemyNear,statetype != A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = C
physics = C

[State 152, Lo to Hi]
type = StateTypeSet
triggerall = statetype = C
trigger1 = !var(59)
trigger1 = command != "holddown"
trigger2 = var(59)
trigger2 = EnemyNear,statetype = A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = S
physics = S

[State 152, 4]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

; CGUARDHIT2 (knocked back)
[Statedef 153]
type    = C
movetype= H
physics = C
anim = 151

[State 153, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 153, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0

[State 153, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 153, Hi to Lo]
type = StateTypeSet
triggerall = statetype = S
trigger1 = !var(59)
trigger1 = command = "holddown"
trigger2 = var(59)
trigger2 = P2statetype != A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = C
physics = C

[State 153, Lo to Hi]
type = StateTypeSet
triggerall = statetype = C
trigger1 = !var(59)
trigger1 = command != "holddown"
trigger2 = var(59)
trigger2 = P2statetype = A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = S
physics = S

[State 153, 4]
type = ChangeState
trigger1 = HitOver
value = 131
ctrl = 1


[Statedef 154]
type    = A
movetype= H
physics = N
velset = 0,0

[State a]
type = Explod
trigger1 = time = 0
anim = 4587
sprpriority = 16
postype = p1
pos = 14 + (random%2),-51+ (random%7)
scale = 0.25,1 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State 154, 1]
type = ChangeAnim
trigger1 = 1
value = 152

[State 154, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 155 ;AGUARDHIT2

[State 154, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; AGUARDHIT2 (knocked away)
[Statedef 155]
type    = A
movetype= H
physics = N
anim = 152

[State 155, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 155, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 155, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 155, 4]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 155, 5]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = ChangeState
triggerall = sysvar(0)
trigger1 = !var(59)
trigger1 = inguarddist
trigger1 = command = "holdback"
trigger2 = var(59)
trigger2 = inguarddist
value = 130

[State 155, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52

[Statedef 5050]
type    = A
movetype= H
physics = N

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

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

[State 5050, 3] ;Gravity
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5050, 4] ;Recover near ground
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -40
triggerall = alive
Triggerall = backedgebodydist > 82
trigger1 = var(59) <= 0
trigger1 = Command = "recovery" || command = "z"
Trigger1 = Command != "holdfwd"
trigger2 = var(59)>0&&Random<var(59)*21
Trigger2=P2BodyDist X>=50
trigger3 = var(59)>0&&Random<var(59)*21
Trigger3=P2BodyDist X<=180
value = 5201 ;HITFALL_RECOVER

[State 5050, 4] ;Recover near ground
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -40
triggerall = alive
trigger1 = var(59) <= 0
trigger1 = Command = "recovery" || command = "z"
Trigger1 = Command = "holdfwd"
trigger2 = var(59)>0&&Random<var(59)*21
Trigger2=P2BodyDist X<=50
trigger3 = var(59)>0&&Random<var(59)*21
Trigger3=P2BodyDist X>=180
value = 5202 ;HITFALL_RECOVER

[State 5050, 5]; Recover in mid air
type = ChangeState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = var(59) <= 0
trigger1 = Command = "recovery" || command = "z"
trigger2 = var(59)>0&&Random<var(59)*101
value = 5210 ;HITFALL_AIRRECOVER

[State 5050, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100 ;HIT_BOUNCE

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

[Statedef 5201]
type = S
physics = S
velset = 0,0
movetype = I
anim = 4556
ctrl = 0
facep2 = 1

[State 840,0]
type = PlayerPush
trigger1=Time >= 0
value = 0

[State 4000, BGPalFX]
type = PalFX
trigger1 = time = 0
time = 1
add = 0,0,0
ignorehitpause = 1

[state 190]
type = playsnd
trigger1 = animelem = 1
value = S40,0

[State 100, 2]
type = VelSet
trigger1 = time = 0
x = -17

[State 100, 2]
type = Veladd
trigger1 = time >= 0
x = 0.03

[State 5201,3]
type = PosSet
trigger1 = time = 0
y = 0

[State 5201,4]
type = NotHitBy
trigger1 = time >= 0
value = SCA
time = 2

[State 5201,5]
type = ChangeState
trigger1 = Time >= 20
value = 0
ctrl = 1

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 20
Trans          = Add
Length         = 15
TimeGap        = 1
FrameGap       = 1
PalBright      = 20 , 20 , 20
PalContrast    = 140 , 35 , 170
PalAdd         = 0 , 0 , 0
PalMul         = .4 , .4 , .4

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 20
Trans          = Add
Length         = 13
TimeGap        = 1
FrameGap       = 1
PalBright      = 50 , 50 , 50
PalContrast    = 175 , 85 , 205
PalAdd         = 0 , 0 , 0
PalMul      = .50,.50,.50  ;残像の色の乗算値（赤,緑,青・ＲＧＢ・float）

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 20
Trans          = Add
Length         = 10
TimeGap        = 1
FrameGap       = 1
PalBright      = 70 , 70 , 70
PalContrast    = 290 , 130 , 255
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70  ;残像の色の乗算値（赤,緑,青・ＲＧＢ・float）

[Statedef 5202]
type = S
physics = S
velset = 0,0
movetype = I
anim = 4556
ctrl = 0
facep2 = 1

[State 840,0]
type = PlayerPush
trigger1=Time >= 0
value = 0

[State 4000, BGPalFX]
type = PalFX
trigger1 = time = 0
time = 1
add = 0,0,0
ignorehitpause = 1

[state 190]
type = playsnd
trigger1 = animelem = 1
value = S40,0

[State 100, 2]
type = VelSet
trigger1 = time = 0
x = 17

[State 100, 2]
type = Veladd
trigger1 = time >= 0
x = -0.03

[State 5201,3]
type = PosSet
trigger1 = time = 0
y = 0

[State 5201,4]
type = NotHitBy
trigger1 = time >= 0
value = SCA
time = 2

[State 5201,5]
type = ChangeState
trigger1 = Time >= 20
value = 0
ctrl = 1

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 20
Trans          = Add
Length         = 15
TimeGap        = 1
FrameGap       = 1
PalBright      = 20 , 20 , 20
PalContrast    = 140 , 35 , 170
PalAdd         = 0 , 0 , 0
PalMul         = .4 , .4 , .4

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 20
Trans          = Add
Length         = 13
TimeGap        = 1
FrameGap       = 1
PalBright      = 50 , 50 , 50
PalContrast    = 175 , 85 , 205
PalAdd         = 0 , 0 , 0
PalMul      = .50,.50,.50  ;残像の色の乗算値（赤,緑,青・ＲＧＢ・float）

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 20
Trans          = Add
Length         = 10
TimeGap        = 1
FrameGap       = 1
PalBright      = 70 , 70 , 70
PalContrast    = 290 , 130 , 255
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70  ;残像の色の乗算値（赤,緑,青・ＲＧＢ・float）


[Statedef 700]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 4556
ctrl = 0
sprpriority = 2

[State 840,0]
type = PlayerPush
trigger1=Time >= 0
value = 0

[State 840,0]
type = envcolor
trigger1 = prevstateno = [150,151]
trigger2 = prevstateno = [152,153]
time = 3
value = 255,255,255
persistent = 0

[State 820, 2]
type = Pause
trigger1 = prevstateno = [150,151]
trigger2 = prevstateno = [152,153]
time = 10
movetime = 10
persistent = 0

[State 820, 2]
type = Poweradd
trigger1 = prevstateno = [150,151]
trigger2 = prevstateno = [152,153]
value = -1000
persistent = 0

[State 820, 1]
type = notHitBy
trigger1 = Time >= 0
value = SCA, AA, AP
time = 2

[State 820, 1]
type = HitBy
trigger1 = Time = 0
value = SCA, AT
time = 15

[State 840, 1]
type = SprPriority
Trigger1 = Time = 0
value = -1

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 16
Trans          = Add
Length         = 15
TimeGap        = 1
FrameGap       = 1
PalBright      = 20 , 20 , 20
PalContrast    = 140 , 35 , 170
PalAdd         = 0 , 0 , 0
PalMul         = .4 , .4 , .4

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 16
Trans          = Add
Length         = 13
TimeGap        = 1
FrameGap       = 1
PalBright      = 50 , 50 , 50
PalContrast    = 175 , 85 , 205
PalAdd         = 0 , 0 , 0
PalMul      = .50,.50,.50  ;残像の色の乗算値（赤,緑,青・ＲＧＢ・float）

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 16
Trans          = Add
Length         = 10
TimeGap        = 1
FrameGap       = 1
PalBright      = 70 , 70 , 70
PalContrast    = 290 , 130 , 255
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70  ;残像の色の乗算値（赤,緑,青・ＲＧＢ・float）


[State 840, 1]
type = Velset
trigger1 = time >= 0
trigger1 = time <= 2
x = 1

[State 840, 1]
type = Velset
trigger1 = time >= 6
trigger1 = time <= 18
x = 8.5

[State 840, 1]
type = Velset
trigger1 = time >= 18
x = 3

[State 700]
type = ChangeState
trigger1 = time >= 19
value = 701

[State 1300]
type = PosSet
trigger1 = 1
y = 0

[Statedef 701]
type    = S
movetype= I
physics = N
velset = 0,0
anim = 47
poweradd = 0
velset = 0,0
ctrl = 0
sprpriority = 2


[State 700]
type = ChangeState
trigger1 = time >= 4
value = 0
ctrl = 1

[Statedef 702]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 4554
velset = 0,0
ctrl = 0
sprpriority = 2

[State 840,0]
type = PlayerPush
trigger1=Time >= 0
value = 0

[State 840,0]
type = envcolor
trigger1 = prevstateno = [150,151]
trigger2 = prevstateno = [152,153]
time = 3
value = 255,255,255
persistent = 0

[State 820, 2]
type = Pause
trigger1 = prevstateno = [150,151]
trigger2 = prevstateno = [152,153]
time = 10
movetime = 10
persistent = 0

[State 820, 2]
type = Poweradd
trigger1 = prevstateno = [150,151]
trigger2 = prevstateno = [152,153]
value = -1000
persistent = 0

[State 820, 1]
type = notHitBy
trigger1 = Time >= 0
value = SCA, AA, AP
time = 2

[State 820, 1]
type = HitBy
trigger1 = Time = 0
value = SCA, AT
time = 15

[State 840, 1]
type = SprPriority
Trigger1 = Time = 0
value = -1

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 13
Trans          = Add
Length         = 15
TimeGap        = 1
FrameGap       = 1
PalBright      = 20 , 20 , 20
PalContrast    = 140 , 35 , 170
PalAdd         = 0 , 0 , 0
PalMul         = .4 , .4 , .4

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 13
Trans          = Add
Length         = 13
TimeGap        = 1
FrameGap       = 1
PalBright      = 50 , 50 , 50
PalContrast    = 175 , 85 , 205
PalAdd         = 0 , 0 , 0
PalMul      = .50,.50,.50  ;残像の色の乗算値（赤,緑,青・ＲＧＢ・float）

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 13
Trans          = Add
Length         = 10
TimeGap        = 1
FrameGap       = 1
PalBright      = 70 , 70 , 70
PalContrast    = 290 , 130 , 255
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70  ;残像の色の乗算値（赤,緑,青・ＲＧＢ・float）


[State 840, 1]
type = Velset
trigger1 = time >= 2
trigger1 = time <= 4
x = -2

[State 840, 1]
type = Velset
trigger1 = time >= 4
trigger1 = time <= 13
x = -8.2

[State 840, 1]
type = Velset
trigger1 = time >= 13
x = -3

[State 700]
type = ChangeState
trigger1 = time >= 15
value = 701

[State 1300]
type = PosSet
trigger1 = 1
y = 0

[Statedef 703]
type    = S
movetype= I
physics = N
velset = 0,0
anim = 4555
poweradd = 0
velset = 0,0
ctrl = 0
sprpriority = 2


[State 700]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

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

[Statedef 100]
type    = A
physics = A
anim = 100
sprpriority = 1
ctrl = 1

[State 840,0]
type = PlayerPush
trigger1=Time >= 0
value = 0

[State 101, end]
type = null;ChangeState
trigger1 = Time = 0
value = 102
ctrl = 0

[State 00]
type = null;PlaySnd
trigger1 = Time= 0
value = 40, 1
channel = 1

[State 100, 1]
type = VelSet
trigger1 = Time = 0
x = const(velocity.run.fwd.x)
y = const(velocity.run.fwd.y)

[State 100, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 101

[Statedef 101]
type    = S
physics = S
ctrl = 0
anim = 47

[State 00]
type = PlaySnd
trigger1 = Time= 0
value = 40, 0


[State 101, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 101, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 101, end]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

[Statedef 102]
type    = S
physics = S
anim = 102
sprpriority = 1

[State 100, 1]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)+3

[State 195, 0]
type = null;EnvShake
trigger1 = animelemtime(3) >= 0
trigger1 = gametime%5 = 1
time = 4
freq = 90
ampl = -4

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 4]
type = ChangeState
trigger1 = command != "holdfwd"
value = 0

[State 100, 4]
type           = Explod
trigger1 = animelemtime(3) >= 0
trigger1 = gametime%5 = 1
anim           = 4544
sprpriority    = 4
postype        = p1
pos            = -45,0
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
trans = add

[State 100]
type = ctrlset
trigger1 = animelemtime(3) >= 0
value = 1

[State 100]
type = ChangeState
trigger1 = command != "holdfwd"
value = 103

[Statedef 103]
type    = S
physics = S
anim = 101
sprpriority = 1

[State 101]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

; タイムオーバーで負けた時
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; 勝った動作１
[Statedef 180]
type = S

[State 5126, ChangeState]
Type = ChangeState
;trigger1 = roundstate = 4
;trigger1 = MatchOver = 1
trigger1 = time = 0
Value = 181

[State 180, 1]
type = null;ChangeState
trigger1 = roundstate = 4
trigger1 = MatchOver = 0
value = 185

;---------------------------------------------------------------------------
; 勝った動作２
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0
sprpriority = 2

[State a]
type = null;Explod
trigger1 = time >= 10
trigger1 = (GameTime%8) = 0
anim = 4587
sprpriority = 16
postype = p1
pos = -20 + (random%2),-64
scale = 0.8,0.8 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 191, 4] 
type = ChangeState
trigger1 = AnimTime = 0
value = 182

[Statedef 182]
type = S
ctrl = 0
anim = 1811
velset = 0,0

[State a]
type = Explod
trigger1 = time <= 20
anim = 4547
sprpriority = 5
postype = p1
pos = 30 - (random%60),0 
scale = 0.4,0.4
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = 0,-5+ ((random%45)*0.1)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State 6100, fadeout]
type = trans
trigger1 = 1
trans = addalpha
alpha=ceil(256-20*time),20*time



[StateDef 185]
Type = S
MoveType = I
Physics = S
Ctrl = 0
VelSet = 0, 0
anim = 185

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; 開始前の動作
[Statedef 190]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 100, 4]
type           = Explod
trigger1 = animelem = 2
anim           = 4559
sprpriority    = -4
postype        = p1
pos            = 0,0
scale          = 1,0.25 
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add
supermove = 1
pausemovetime = 9999
supermovetime = 9999

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 2
value = 5, 1

[State 191, 1] 
type = null;ChangeAnim
trigger1 = RoundState = 0
value = 190

[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 4] 
type = ChangeState
trigger1 = palno = 12
trigger1 = Time = 0
value = 3000

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


;---------------------------------------------------------------------------
; 挑発の動作
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 195, 1]
type = CtrlSet
trigger1 = Time = 40
value = 1

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


;---------------------------------------------------------------------------
; 立ち・弱・パンチ・の動作
[Statedef 200]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 200
sprpriority = 2

[State 200, 減速]
type = velset
trigger1 = Time = 0 && prevstateno != 100
x = 0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 5, 0
animtype = Light
guardflag = M
hitflag = MAF
getpower = 60,20
givepower = 30,10
priority = 8, Hit
pausetime = 6, 6
sparkno = S8000
guard.sparkno = S8300
sparkxy = -15, -60
hitsound = S5, 1
guardsound = S120, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 14
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -0.8,-1.7
fall.recovertime = 18
air.hittime = 15
air.fall = 1
yaccel = .44

[State 200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[Statedef 205]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 205
sprpriority = 2

[State 3000];特殊技使用判定(2B)
Type = VarSet
Trigger1 = 1
var(27) = 1

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 5
value = 0, 4

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 5
value = 0, 5
freqmul = 1.5

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 5
value = 500, 14
freqmul = 1

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 5
value = 500, 14
freqmul = 0.8

[State 220, 前進]
type = posadd
trigger1 = animelem = 4
x = 27

[State 100, 4]
type           = Explod
trigger1 = animelem = 5
anim           = 206
sprpriority    = 5
postype        = p1
pos            = 60,0
scale          = 0.65,0.85
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add

[State 100, 4]
type           = Explod
trigger1 = animelem = 6
anim           = 207
sprpriority    = 10
postype        = p1
pos            = 35,2
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add

[State 100, 4]
type           = Explod
trigger1 = movehit
anim           = 4624
sprpriority    = 5
postype        = p2
pos            = -5+random%10, -70+random%41 
bindtime       = 1
ownpal         = 1
scale = 0.9,0.9
trans = add
pausemovetime = 999999999999999
supermovetime = 999999999999999
ignorehitpause = 1
persistent = 0

[State 220, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 78, 0
animtype = Hard
guardflag = HA
hitflag = MAF
priority = 7, Hit
pausetime = 10, 10
getpower = 150,70
givepower = 60,20
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S5, 3
guardsound = S120, 0
guard.sparkno = S8400
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -4.2
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -3,-4
fall.recovertime = 22
air.hittime = 21
air.fall = 1
fall.recover = 0
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = movehit
value = 5, 5
ignorehitpause = 1
persistent = 0

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = movehit
value = 5, 6
ignorehitpause = 1
persistent = 0

[State -2, EnvColor]
type = EnvColor
trigger1 = movehit
value = 255,255,255
time = 3
under = 1
ignorehitpause = 1
persistent = 0

[State 220, ステート変更]
type = ChangeState
trigger1 = Time >= 30
Trigger1 = var(13) <= 0
trigger2 = Time >= 19
Trigger2 = var(13) >= 0
value = 11
ctrl = 1
;2/4更新部分


;5B
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 210
sprpriority = 2

[State 210, 減速]
type = velset
trigger1 = Time = 0 && prevstateno != 100
x = 0

[State 210, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1

[State 210, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 13, 0
animtype = medium
guardflag = M
hitflag = MAF
priority = 6, Hit
pausetime = 8, 8
getpower = 90,30
givepower = 45,15
sparkno = S8100
guard.sparkno = S8300
sparkxy = -15, -60
hitsound = S5, 2
guardsound = S120, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 16
ground.velocity = -6
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -2,-4
fall.recovertime = 20
air.hittime = 17
air.fall = 1
yaccel = .44

[State 210, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;6B
[Statedef 215]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 215
sprpriority = 2

[State 3000];特殊技使用判定(2B)
Type = VarSet
Trigger1 = 1
var(20) = 1

[State 215, 減速]
type = velset
trigger1 = Time = 0 && prevstateno != 100
x = 0

[State 215, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 4
value = 0, 40

[State 215, 前進]
type = velset
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
x = 12

[State 100, 4]
type           = Explod
trigger1       = Time = 4
anim           = 4571
sprpriority    = 4
postype        = p1
pos            = -10,-40
scale          = 0.75,1 
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 4
value = 0, 4

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = movehit
value = 5, 5
ignorehitpause = 1
persistent = 0

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = movehit
value = 5, 6
ignorehitpause = 1
persistent = 0

[State 215, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 25, 0
animtype = medium
guardflag = M
hitflag = MAF
priority = 6, Hit
pausetime = 8, 8
getpower = 90,30
givepower = 45,15
sparkno = S8100
guard.sparkno = S8400
sparkxy = -15, -60
hitsound = S5, 2
guardsound = S120, 1
ground.type = High
ground.slidetime = 9
ground.hittime  = 16
ground.velocity = -5
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -2,-4
fall.recovertime = 20
air.hittime = 17
air.fall = 1
yaccel = .44
envshake.time = 15
envshake.ampl = 4
envshake.freq = 120
envshake.phase = 120


[State 215, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 225]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 230
sprpriority = 2

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 4
value = 0, 4

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 4
value = 0, 5
freqmul = 1.5

[State 220, 前進]
type = velset
trigger1 = animelem = 2
x = 2
persistent = 0

[State 220, 前進]
type = velset
trigger1 = animelem = 5
x = 1

[State 220, 前進]
type = velset
trigger1 = animelem = 6
x = 0

[State 100, 4]
type           = Explod
trigger1       = Time = 3
anim           = 4545
sprpriority    = 4
postype        = p1
pos            = 10,8
scale          = 0.9,0.73 
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add

[State 100, 4]
type           = Explod
trigger1 = movehit
anim           = 4624
sprpriority    = 5
postype        = p2
pos            = -5+random%10, -70+random%41 
bindtime       = 1
ownpal         = 1
scale = 0.9,0.9
trans = add
pausemovetime = 999999999999999
supermovetime = 999999999999999
ignorehitpause = 1
persistent = 0

[State 220, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
trigger1 = enemynear,statetype != A
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 35, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 10, 10
getpower = 150,70
givepower = 60,20
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S5, 3
guardsound = S120, 0
guard.sparkno = S8400
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -5
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -3,-4
fall.recovertime = 22
air.hittime = 21
air.fall = 1
fall.recover = 0
envshake.time = 15
envshake.ampl = 8
envshake.freq = 120
envshake.phase = 120

[State 220, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
trigger1 = enemynear,statetype = A
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 35, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 10, 10
getpower = 150,70
givepower = 60,20
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S5, 3
guardsound = S120, 0
guard.sparkno = S8400
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
Ground.Velocity = 3,40
Air.Velocity = 3,40
Groundguard.velocity = -2.9
air.type = High
fall.recovertime = 22
air.hittime = 21
air.fall = 1
fall.recover = 0
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
fall.xvelicity = 3
fall.yvelicity = 67
fall.damage = 10

[State 220, ]
type = removeexplod
trigger1 = time = 0
id = 20000

[State 900]
Type = Helper
trigger1 = animelem = 2
Stateno = 226
ID = 226
Pos = 0,0
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 0

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = movehit
value = 5, 5
ignorehitpause = 1
persistent = 0

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = movehit
value = 5, 6
ignorehitpause = 1
persistent = 0

[State -2, EnvColor]
type = EnvColor
trigger1 = movehit
value = 255,255,255
time = 3
under = 1
ignorehitpause = 1
persistent = 0

[State 220, ステート変更]
type = ChangeState
trigger1 = prevstateno = 225
trigger1 = Time = 0
value = 320

[State 220, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 226]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 30000
sprpriority = 4

[State a]
type = Explod
trigger1 = (GameTime%2) = 0
trigger1 = root,stateno = 225
anim = 20000+Var(17)
id = 20000
sprpriority = 16
postype = p1
pos = 0,0
scale = 0.4,0.4 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
trans = add

[State 6670, AngleDraw]
Type = trans
Trigger1 = 1
trans = add

[State 10050]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 230
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 2
Time = 10
Pos = -25,-76
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 230
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 3

Time = 10
Pos = 13,-89
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 230
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 4
Time = 10
Pos = -22,-32
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 230
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 5
Time = 10
Pos = -31,-39
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 230
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 6
Time = 10
Pos = -29,-41
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 230
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 7
Time = 10
Pos = -21,-49
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1051, 2] ;設定した値に達したらチェンジステート
type = destroyself
trigger1 = root,stateno != 225

[Statedef 222]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 240
sprpriority = 2

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = time = 2
value = 0, 4

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = time = 2
value = 0, 5
freqmul = 1.5

[State 220, 前進]
type = velset
trigger1 = animelem = 2
x = 2
persistent = 0

[State 220, 前進]
type = velset
trigger1 = animelem = 3
x = 1

[State 220, 前進]
type = velset
trigger1 = animelem = 4
x = 0

[State 100, 4]
type           = Explod
trigger1       = Time = 2
anim           = 4550
sprpriority    = 5
postype        = p1
pos            = 15,8
scale          = 0.7,0.7 
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add

[State 100, 4]
type           = Explod
trigger1 = movehit
anim           = 4624
sprpriority    = 5
postype        = p2
pos            = -5+random%10, -70+random%41 
bindtime       = 1
ownpal         = 1
scale = 0.9,0.9
trans = add
pausemovetime = 999999999999999
supermovetime = 999999999999999
ignorehitpause = 1
persistent = 0

[State 220, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = enemynear,statetype != A
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 58, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 10, 10
getpower = 150,70
givepower = 60,20
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S5, 3
guardsound = S120, 0
guard.sparkno = S8400
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -4.2
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -3,-4
fall.recovertime = 22
air.hittime = 21
air.fall = 1
fall.recover = 0
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120

[State 220, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = enemynear,statetype = A
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 58, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 10, 10
getpower = 150,70
givepower = 60,20
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S5, 3
guardsound = S120, 0
guard.sparkno = S8400
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
Ground.Velocity = 3,-10
Air.Velocity = -3,-10
Groundguard.velocity = -2.9
air.type = High
fall.recovertime = 22
air.hittime = 21
air.fall = 1
fall.recover = 1
fall.recovertime = 30
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120

[State 220, ]
type = removeexplod
trigger1 = time = 0
id = 20000

[State 900]
Type = Helper
trigger1 = time = 1
Stateno = 223
ID = 223
Pos = 0,0
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 0

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = movehit
value = 5, 5
ignorehitpause = 1
persistent = 0

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = movehit
value = 5, 6
ignorehitpause = 1
persistent = 0

[State -2, EnvColor]
type = EnvColor
trigger1 = movehit
value = 255,255,255
time = 3
under = 1
ignorehitpause = 1
persistent = 0

[State 220, ステート変更]
type = ChangeState
trigger1 = prevstateno = 222
trigger1 = Time = 0
value = 225

[State 220, ステート変更]
type = ChangeState
trigger1 = prevstateno = 225
trigger1 = Time = 0
value = 320

[State 220, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 223]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 30000
sprpriority = 4

[State a]
type = Explod
trigger1 = (GameTime%2) = 0
trigger1 = root,stateno = 222
anim = 20000+Var(17)
id = 20000
sprpriority = 16
postype = p1
pos = 0,0
scale = 0.4,0.4 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
trans = add

[State 6670, AngleDraw]
Type = trans
Trigger1 = 1
trans = add

[State 10050]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 240
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 1
Time = 10
Pos = -21,-70
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 240
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 2
Time = 10
Pos = -20,-51
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 240
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 3

Time = 10
Pos = 6,-79
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 240
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 4
Time = 10
Pos = 2,-76
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 240
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 5
Time = 10
Pos = 1,-74
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1051, 2] ;設定した値に達したらチェンジステート
type = destroyself
trigger1 = root,stateno != 222

[Statedef 2200]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 220
sprpriority = 2
poweradd = IfElse((prevstateno = 150 || prevstateno = 152),-1000,0)

[State 820, 2]
type = Pause
trigger1 = Time = 0 && (prevstateno = 150 || prevstateno = 152)
time = 10
movetime = 10

[State 820, 1]
type = notHitBy
trigger1 = Time = 0 && (prevstateno = 150 || prevstateno = 152)
value = SCA, AA, AP
time = 11

[State 840,0]
type = envcolor
trigger1 = Time = 0 && (prevstateno = 150 || prevstateno = 152)
time = 3
value = 255,255,255

[State 220, 減速]
type = velset
trigger1 = Time = 0 && prevstateno != 100
x = 0

[State 250, Reversal.D]
type = ReversalDef
trigger1 = AnimElem = 1
reversal.attr = SCA, NA, SA
numhits = 0
pausetime = 12,12
sparkno = S8400
sparkxy = 0,0
hitsound = S120,1

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 5
value = 0, 40

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 5
value = 0, 4

[State 220, 前進]
type = velset
trigger1 = animelem = 3
x = 2.5
persistent = 0

[State 220, 前進]
type = velset
trigger1 = animelem = 5
x = 9

[State 100, 2]
type = Veladd
trigger1 = animelemtime(5) >= 0
x = -0.13

[State 220, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 82, 0
animtype = Hard
guardflag = MA
hitflag = MA
priority = 7, Hit
pausetime = 14, 14
getpower = 150,70
givepower = 60,20
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S5, 4
guardsound = S120, 0
guard.sparkno = S8400
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -6
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -3,-4
fall.recovertime = 22
air.hittime = 21
air.fall = 1
fall.recover = 0
p2stateno = 221
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120

[State -2, EnvColor]
type = EnvColor
trigger1 = time >= 18
trigger1 = movehit
value = 255,255,255
time = 3
under = 1
ignorehitpause = 1
persistent = 0

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = time >= 18
trigger1 = movehit
value = 5, 5
ignorehitpause = 1
persistent = 0

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = time >= 18
trigger1 = movehit
value = 5, 6
ignorehitpause = 1
persistent = 0

[State 220, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 221];相手吹っ飛び
type     = A                     ;キャラの状態を指定（S=立ち・C=しゃがみ・A=空中・L=横に倒れている・U=前のステートの状態を引き継ぐ）
movetype = H                     ;キャラの行動内容を指定（I=何もしない・A=攻撃している・H=攻撃を食らっている）
physics  = N                     ;キャラの物理的な体勢（S=立ち・C=しゃがみ・A=空中・N=重力や摩擦の影響を受けない・U=前のステートの体勢を引き継ぐ）
juggle   = 0                     ;攻撃を当てた時に溜まるジャグルポイントの設定
ctrl     = 0                     ;コントロールの可否（0=キー操作不可・1=キー操作可能）
poweradd = 0                   ;パワーゲージの増加量を設定
velset = 0,0
sprpriority = 0                  ;画像表示優先度　数値が多いと手前に、少ないと奥に優先されます
facep2 = 1

[State 221]
type = null;nothitby
trigger1 = 1
value = SCA,AA,AT,AP
time = 2

[State 221]
type = changeanim2
trigger1 = 1
value = 5035

[State 221]
type = velset
trigger1 = time > 10
x = -25

[State 221]
type = playerpush
trigger1 = time > 30
value = 0

[State 221, ステート変更]
type = ChangeState
trigger1 = BackEdgeBodyDist <= 5
trigger1 = time > 10
trigger2 = time > 110
value = 2210

[Statedef 2210]
type    = A
movetype= H
physics = N
velset = 0,0

[State 222]
type = null;nothitby
trigger1 = 1
value = SCA,AA,AT,AP
time = 2

[State 222]
type = changeanim
Trigger1 = SelfAnimExist(5061)
trigger1 = time = 0
value = 5061

[State 222]
type = changeanim2
Trigger1 = !SelfAnimExist(5061)
trigger1 = time = 0
value = 5030

[state 6500,1]
type = EnvShake
trigger1 = Time = 0
time = 10
ampl = -18
freq = 95
phase = 95

[State -2, EnvColor]
type = EnvColor
trigger1 = time = 0
value = 255,255,255
time = 4
under = 1

[State 222]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)

[State 222]
type = PosAdd
trigger1 = Time = 0
x = 15 - BackEdgeBodyDist

[State 222, スクロール]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 222]
type = null;Explod
trigger1 = Time = 0
anim = F72
pos = 0, floor(screenpos y) - 50 ;（※５）
postype = back
sprpriority = 3

[State 222, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = F7,0

[State 222, 速度]
type = velset
trigger1 = Time = 10
x = 0.7
y = -6

[State 222, 速度]
type = veladd
trigger1 = Time > 10
y = .6

[State 222, 相手ステートに戻す]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

[Statedef 300]
type    = C
movetype= A
physics = C
ctrl = 0
anim = 300
sprpriority = 2

[State 300, 減速]
type = velset
trigger1 = Time = 0 && prevstateno != 100
x = 0

[State 300, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 300, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage = 8, 0
animtype = Light
guardflag = L
hitflag = MAF
getpower = 50,16
givepower = 25,8
priority = 5, Hit
pausetime = 5, 5
sparkno = S8000
guard.sparkno = S8300
sparkxy = -15, -40
hitsound = S5, 1
guardsound = S120, 0
ground.type = Low
ground.slidetime = 7
ground.hittime  = 14
ground.velocity = -3
airguard.velocity = -1.9,-.8
air.type = Low
air.velocity = -2,-3.6
fall.recovertime = 17
air.hittime = 15
air.fall = 1
yaccel = .44

[State 300, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11 ;しゃがむステートへ（コモンステート）
ctrl = 1

[Statedef 310]
type    = C
movetype= A
physics = C
ctrl = 0
anim = 320
sprpriority = 2

[State 3000];特殊技使用判定(2B)
Type = VarSet
Trigger1 = 1
var(21) = 1

[State 320, 減速]
type = velset
trigger1 = Time = 0 && prevstateno != 100
x = 0

[State 320, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 0, 4

[State 320, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 0, 2

[State 320, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 0, 5
freqmul = 1.5

[State 100, 4]
type           = Explod
trigger1       = Time = 1
anim           = 4514
sprpriority    = 4
postype        = p1
pos            = 5,0
scale          = 0.6,0.25 
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add

[State 100, 4]
type           = Explod
trigger1 = movehit
anim           = 4624
sprpriority    = 5
postype        = p2
pos            = -5+random%10, -30+random%21 
bindtime       = 1
ownpal         = 1
scale = 0.9,0.9
trans = add
pausemovetime = 999999999999999
supermovetime = 999999999999999
ignorehitpause = 1
persistent = 0

[State 320, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage = 35, 0
animtype = medium
guardflag = L
hitflag = MAF
getpower = 90,30
givepower = 35,15
priority = 7, Hit
pausetime = 15, 15
sparkno = S8100
guardsound = S120, 1
guard.sparkno = S8400
sparkxy = -15, -20
hitsound = S5, 2
ground.type = Low
ground.slidetime = 18
ground.hittime  = 19
ground.velocity = -5
airguard.velocity = -2.4,-1.2
air.type = Low
air.velocity = 0,-2
fall.recovertime = 22
guard.velocity = -3
air.hittime = 19
fall = 1
fall.recover = 0
yaccel = .44
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = movehit
value = 5, 5
ignorehitpause = 1
persistent = 0

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = movehit
value = 5, 6
ignorehitpause = 1
persistent = 0

[State 320, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11 ;しゃがむステートへ（コモンステート）
ctrl = 1

[Statedef 320]
type    = C
movetype= A
physics = C
ctrl = 0
anim = 250
sprpriority = 2


[State 320, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = time = 2
value = 0, 5
freqmul = 1.5

[State 100, 4]
type           = Explod
trigger1       = Time = 2
anim           = 4551
sprpriority    = 4
postype        = p1
pos            = 25,-8
scale          = 0.9,1.1 
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add

[State 100, 4]
type           = Explod
trigger1 = movehit
anim           = 4624
sprpriority    = 5
postype        = p2
pos            = -5+random%10, -40+random%31 
bindtime       = 1
ownpal         = 1
scale = 0.9,0.9
trans = add
pausemovetime = 999999999999999
supermovetime = 999999999999999
ignorehitpause = 1
persistent = 0

[State 320, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage = 45, 0
animtype = Hard
guardflag = AL
hitflag = MA
getpower = 150,70
givepower = 45,15
priority = 7, Hit
pausetime = 9, 9
sparkno = S8100
sparkxy = -15, -30
hitsound = S5, 3
guardsound = S120, 1
guard.sparkno = S8400
ground.type = Low
ground.slidetime = 12
ground.hittime  = 19
ground.velocity = -4,0
airguard.velocity = -2.4,-1.2
air.type = Low
air.velocity = 0,-2
fall.recovertime = 22
guard.velocity = -4
air.hittime = 19
fall = 	0
fall.recover = 0
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120

[State 220, ステート変更]
type = ChangeState
trigger1 = prevstateno = 320
trigger1 = Time = 0
value = 222

[State 220, ]
type = removeexplod
trigger1 = time = 0
id = 20000

[State 900]
Type = Helper
trigger1 = time = 1
Stateno = 321
ID = 321
Pos = 0,0
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 0

[State -2, EnvColor]
type = EnvColor
trigger1 = movehit
value = 255,255,255
time = 3
under = 1
ignorehitpause = 1
persistent = 0

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = movehit
value = 5, 5
ignorehitpause = 1
persistent = 0

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = movehit
value = 5, 6
ignorehitpause = 1
persistent = 0

[State 320, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 321]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 30000
sprpriority = 4

[State a]
type = Explod
trigger1 = root,stateno = 320
anim = 20000+Var(17)
id = 20000
sprpriority = 16
postype = p1
pos = 0,0
scale = 0.4,0.4 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
trans = add

[State 6670, AngleDraw]
Type = trans
Trigger1 = 1
trans = add

[State 10050]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 250
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 2
Time = 10
Pos = 45,2
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 250
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 3
Time = 10
Pos = 75,-1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 250
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 4
Time = 10
Pos = 55,-12
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1051, 2] ;設定した値に達したらチェンジステート
type = destroyself
trigger1 = root,stateno != 320
Trigger2 = Root,Anim = 250
Trigger2 = Root,MoveType = A
Trigger2 = Root,AnimElem = 5

[Statedef 400]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 0
ctrl = 0
anim = 400
sprpriority = 2

[State 320, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 5
value = 0, 4

[State 320, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 5
value = 0, 3

[State 100, 4]
type           = Explod
trigger1       = Time = 4
anim           = 4571
id = 400
sprpriority    = 4
postype        = p1
pos            = 15,-50
scale          = 0.6,1
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add

[State 640, 3]
type = HitDef
trigger1 = animelem = 3
attr = A, NA
damage    = 65
priority = 5, Hit
guardflag = HA
getpower = 278,69
pausetime = 9,9
sparkno = s8100
sparkxy = -10,-65
hitsound   = s5,2
guard.sparkno = s8400
guardsound = s120,0
animtype = hard
ground.type = high
ground.slidetime = 29
ground.hittime  = 29
ground.velocity = -6
air.velocity = -3,-4
id = 400
nochainid = 400

[State 640, 3]
type = HitDef
trigger1 = animelem = 3
Trigger1 = var(13) >= 0
Trigger1 = p2movetype = H
attr = A, NA
damage    = 65
priority = 5, Hit
guardflag = HA
getpower = 278,69
pausetime = 9,3
sparkno = s8100
sparkxy = -10,-65
hitsound   = s5,2
guard.sparkno = s8400
guardsound = s120,0
animtype = hard
ground.type = high
ground.slidetime = 29
ground.hittime  = 29
ground.velocity = -10,-4
air.velocity = -3,-4
id = 400
nochainid = 400
fall = 1


[State -2, EnvColor]
type = null;EnvColor
trigger1 = movehit
value = 255,255,255
time = 3
under = 1
ignorehitpause = 1
persistent = 0

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = movehit
value = 5, 5
ignorehitpause = 1
persistent = 0

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = movehit
value = 5, 6
ignorehitpause = 1
persistent = 0

;投げ
[Statedef 600]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 600
sprpriority = 2

[State 600]
type = HitDef
Trigger1 = time = 0
trigger1 = enemynear,stateno != [5000,5150]
attr = S, ST          ;攻撃属性: これは Standing, Normal Throw（立ち通常投げ）
hitflag = M-          ;相手がやられ状態ではない地上の時でしか掴む事が出来ません
priority = 1, Miss    ;投げなので優先度を低く、かつmissかdodgeの属性でなければなりません
sparkno = -1          ;-1にすればヒットスパークが表示しなくなります
sprpriority = 1       ;攻撃が当たった時に画像表示優先度を1に出来ます
;p1facing = ifelse(command = "holdfwd", 1, -1) ;攻撃が当たった時の自分の向き ★６
;p2facing = 1          ;攻撃が当たった時の相手の向き
p1stateno = 601       ;自分のステート変更
p2stateno = 602       ;相手を制御するステートに行かせる
guard.dist = 0        ;相手がガード状態に移行出来る距離（現在は0なのでガード不可）

[State 600]
type = null;HitDef
Trigger1 = time = 0
trigger1 = var(59) = 1
trigger1 = enemynear,stateno != [5000,5150]
attr = S, ST          ;攻撃属性: これは Standing, Normal Throw（立ち通常投げ）
hitflag = M-          ;相手がやられ状態ではない地上の時でしか掴む事が出来ません
priority = 1, Miss    ;投げなので優先度を低く、かつmissかdodgeの属性でなければなりません
sparkno = -1          ;-1にすればヒットスパークが表示しなくなります
sprpriority = 1       ;攻撃が当たった時に画像表示優先度を1に出来ます
;p1facing = ifelse(BackEdgeBodyDist < 30, -1, 1) ;攻撃が当たった時の自分の向き ★６
;p2facing = 1          ;攻撃が当たった時の相手の向き
p1stateno = 601       ;自分のステート変更
p2stateno = 602       ;相手を制御するステートに行かせる
guard.dist = 0        ;相手がガード状態に移行出来る距離（現在は0なのでガード不可）

[State 600, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 601]
type    = S
movetype= A
physics = N
anim = 601
ctrl = 0

[State 601]
type = playsnd
Trigger1 = time = 0
value = 600,0

[State 601]
type = null;Posadd
Trigger1 = frontedgebodydist < 50
x = -22

[State 601]
type = targetbind
Trigger1 = time <= 18
pos = 52,-45

[State 601]
type = targetstate
Trigger1 = animelem = 3
value = 603

[State 601]
type = targetstate
Trigger1 = animelemtime(6) = 15
value = 604

[State 601]
type = targetlifeadd
Trigger1 = animelem = 3
value = -125

[State 601]
type = poweradd
Trigger1 = animelem = 4
value = 40

[State 601]
type = playsnd
Trigger1 = animelem = 3
value = 500,1

[State 601]
type = playsnd
Trigger1 = animelem = 3
value = 500,4

[State 601]
type = playsnd
Trigger1 = animelem = 3
value = 500,9

[state 6500,1]
type = EnvShake
Trigger1 = animelem = 3
time = 10
ampl = -15
freq = 95
phase = 95


[State -2, EnvColor]
type = EnvColor
Trigger1 = animelem = 3
value = 255,255,255
time = 2
under = 1
ignorehitpause = 1
persistent = 0

[State 601]
type = Explod
Trigger1 = animelem = 3
anim = 4559
ID = 4559
pos = -20,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
supermovetime = 999999999
pausemovetime = 999999999
scale = 1, 0.25
sprpriority = -3
ownpal = 1
trans = add

[State 601]
type = null;Explod
Trigger1 = animelem = 4
anim = 4558
ID = 4558
pos = 52,-45
postype = p1
facing = 1
vfacing = 1
bindtime = 1
supermovetime = 999999999
pausemovetime = 999999999
scale = 0.7, 1.1
sprpriority = -3
ownpal = 1

[State 601]
type = Explod
Trigger1 = animelem = 4
anim = 4560
ID = 4560
pos = 52,-47
postype = p1
facing = 1
vfacing = 1
bindtime = 1
supermovetime = 999999999
pausemovetime = 999999999
scale = 0.6, 1.3
sprpriority = 3
ownpal = 1
trans = add

[State 601, ステート脱出]
type = selfstate
Trigger1 = animtime >= 0
value = 0
ctrl = 1

[Statedef 602]
type    = S
movetype= H
physics = N
ctrl = 0

[State 3020, ScreenBound]
Type = ScreenBound
Trigger1 = 1
Value = 0
Movecamera = 1, 0

[State 602, アニメ変更]
type = Changeanim
Trigger1 = 1
value = 602

[State 602, アニメ変更]
type = Changeanim2
Trigger1 = 1
value = 602

[State 602, nothitby]
type = nothitby
Trigger1 = 1
value = SCA,AA,AT,AP

[State 602, ステート脱出]
type = selfstate
Trigger1 = time > 50
value = 0
ctrl = 1

[Statedef 603]
type    = S
movetype= H
physics = N
facep2 = 1
ctrl = 0

[State 3020, ScreenBound]
Type = ScreenBound
Trigger1 = 1
Value = 0
Movecamera = 1, 0

[State 603, アニメ変更]
type = Changeanim
Trigger1 = time = 0
value = 603

[State 603, アニメ変更]
type = Changeanim2
Trigger1 = time = 0
value = 603

[State 603, ステート脱出]
type = selfstate
Trigger1 = time > 50
value = 0
ctrl = 1


[Statedef 604]
type = S
movetype = H
physics = S
velset = 0,0
ctrl = 0

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

[State 902, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3003, ChangeAnim]
type = ChangeAnim2
trigger1 = Time = 0
value = 604

[State 3003, ChangeAnim]
type = ChangeAnim
trigger1 = anim =  604 && animtime = 0
value = 5080

[State 105, 1]
type = statetypeset
triggerall = Anim = 5080
trigger1 = AnimElemTime(AnimElemNo(0)+1)=0
statetype = L

[State 3450,1]
type = ChangeAnim
triggerall = Anim = 5080
trigger1 = AnimElemTime(AnimElemNo(0)+1)=0
value = 5110

[State 1100, Velocity]
type = null;VelSet
trigger1 = Time = 16
x = 0

[State 3002, ChangeAnim]
type = SelfState
triggerall = Time >= 80
trigger1 = anim = 5110
trigger2 = Time >= 230
value = ifelse(alive, 5120, 5150)

;---------------------------------------------------------------------------
;カンフースロー・発動
;     
;     投げのステートは少し複雑ですが順序良くならべればなんてことありません。
;     800：投げの発生と失敗した時
;     810：投げが成功した時の自分の動き
;     820：投げが成功した瞬間の相手の状態
;     821：投げが成功した時の相手の飛んでいく状態
;     とこんな具合です、投げは自分の他に相手の分も記述しなくてはなりません
;     でもそれだけです。

[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT          ;ｓ：立ち　ｎ：通常　ｔ：投げ
hitflag = M-          ;コンボの途中から投げが入らないよう設定してある
priority = 1, Miss    ;１は優先順位が低いので技がでないかミスするという設定
sparkno = -1          ;-をつければスパークエフェクトは無い
sprpriority = 1       ;２Ｐより上にカンフーマンが表示される
p1facing = ifelse (command = "holdfwd", -1, 1) ;前を押したらターンする設定
p2facing = 1          ;？
p1stateno = 810       ;投げが成功した場合の移動する１Ｐのステート
p2stateno = 820       ;投げが成功した場合の移動する２Ｐのステート
fall = 1              ;落ちる力を２Ｐにかけるか

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

;---------------------------------------------------------------------------
;カンフースロー・投げている自分
;     このステートでは相手を設定した場所に固定した後、相手を飛ばしています
;     ここで相手の動きを制御しているのはtype = TargetBindというステートです
;     これを一定時間事にやっていくと綺麗に投げ飛ばされているように見えます。
;     そしてここにはHitDefが無いのでダメージはtype = TargetLifeAddで
;     ダメージを減らしています

[Statedef 810]
type    = S
movetype= A
physics = N
anim = 810
poweradd = 60

[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 1

[State 810, Throw Sound]
type = PlaySnd
trigger1 = AnimElem = 7
value = 800, 0

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemTime(2) < 0
pos = 28, 0

[State 810, Width 2-11]
type = Width
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(12) < 0
edge = 60,0

[State 810, Bind 2-4]
type = TargetBind
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(5) < 0
pos = 58, 0

[State 810, Bind 5]
type = TargetBind
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
pos = 47, 0

[State 810, Bind 6]
type = TargetBind
trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(7) < 0
pos = 41, -60

[State 810, Bind 7]
type = TargetBind
trigger1 = AnimElemTime(7) >= 0 && AnimElemTime(8) < 0
pos = 25, -75

[State 810, Bind 8]
type = TargetBind
trigger1 = AnimElemTime(8) >= 0 && AnimElemTime(9) < 0
pos = 15, -90

[State 810, Bind 9]
type = TargetBind
trigger1 = AnimElemTime(9) >= 0 && AnimElemTime(10) < 0
pos = -5, -96

[State 810, Bind 10]
type = TargetBind
trigger1 = AnimElemTime(10) >= 0 && AnimElemTime(11) < 0
pos = -14, -90

[State 810, Bind 11]
type = TargetBind
trigger1 = AnimElem = 11
pos = -50, -50

[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 11
value = -78

[State 810, Throw 11]
type = TargetState
trigger1 = AnimElem = 11
value = 821

[State 810, Turn 12]
type = Turn
trigger1 = AnimElem = 12

[State 810, Pos 15]
type = PosAdd
trigger1 = AnimElem = 15
x = -10

[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;カンフースロー・投げられている相手
; 
;     ここは投げられた瞬間の相手のステートです
;     たいしたことは書いてありませんがtypeがAになっている事です。
;     相手が投げれて空中にいる事を設定して次の821ステートに移動します

[Statedef 820]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 820

;---------------------------------------------------------------------------
;カンフースロー・相手の空中の状態
;     
;     これは投げられている相手の状態ととれる行動を設定しています
;     type = SelfStateは相手のリカバー状態を設定する物でこの状態ならこれ。
;     と言うように地上近く、空中、叩きつけられた時と３つ設定しています。

[Statedef 821]
type    = A
movetype= H
physics = N
velset = 2.8,-7
poweradd = 40

[State 821, 1] ;これは重力これは毎フレーム事に0.4の力が加わります
type = VelAdd
Trigger1 = 1
y = .4

[State 821, 2] 
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 821, 3] 
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 

[State 821, 4] 
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 


;---------------------------------------------------------------------------
; カンフー突き手・弱
; 
;   これは必殺技のステートです、主な違いはattrがS, SAになっているところで
;   意味はＳ：立ち Ｓ：必殺技 Ａ：攻撃となっています。
;   これは相手のとる反応を左右するので正確にする必要があります
;   後、攻撃が近くで当たるのと遠くで当たるのを区別しています
;   1000,5はtrigger1 = p2bodydist X < 40と記述があります
;   意味は「相手の水平位置が40より近い」ということです。
;   1000,6はtrigger1 = p2bodydist X >= 40となっています、すると
;   意味は「相手の水平位置が40以上」となっているので近くなら強く
;   遠くなら弱くダメージがあると言う事です。

[Statedef 1000]
type    = S
movetype= A
physics = S
poweradd= 220
ctrl = 0
anim = 4546
sprpriority = 3

[State 1001, 音を鳴らす]
type = PlaySnd
trigger1 = animelemtime(3) = 0 
value = 500, 10

[State 1001, 音を鳴らす]
type = PlaySnd
trigger1 = animelemtime(3) = 1 
value = 500, 10
freqmul = 1.05

[State 1001, 音を鳴らす]
type = PlaySnd
trigger1 = animelemtime(3) = 2 
value = 500, 10
freqmul = 1.1

[State 1000]
type = Helper
trigger1 = animelemtime(3) = 4
stateno = 1002
id = 1000
helpertype = normal
pos = 10,-50
postype = P1
keyctrl = 0
ownpal = 0

[State 1000]
type = Helper
trigger1 = animelemtime(3) = 4
stateno = 1001
id = 1000
helpertype = normal
pos = 0,0
postype = P1
keyctrl = 0
ownpal = 1

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

[Statedef 1001]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 4561
sprpriority = 4

[State -2,Explod]
type = null;angledraw
trigger1 = 1
value = 1
scale = 0.5,0.5

[State a]
type = Explod
trigger1 = gametime%2 = 1
anim = 20000+Var(17)
id = 20000
sprpriority = 16
postype = p1
pos = 0,0
scale = 0.4,0.4 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
trans = add

[State 10050]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[state 2394]
type = projectile
trigger1 = animelem = 3
projanim = 4562
ProjID  = 4561
projhitanim  = 4562
offset  = 0,0
postype = p1
projremove = 0
projremovetime = 2
attr = S, SA
damage = 14,4
guardflag = MA
animtype = light
priority = 4
pausetime = 2,2
sparkno = -1
sparkxy = -25,-20
guard.sparkno = -1
hitsound = s500,0
guardsound = s120,0
ground.type = High
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -9
air.velocity = -4,-4
yaccel = .44
air.fall = 1
fall.recovertime = 19
guard.kill = 0
GetPower                   = 60,30
Hitonce                    = 1
NumHits                    = 1
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120

[state 2394]
type = projectile
trigger1 = animelem = 4
projanim = 4563
ProjID  = 4561
projhitanim  = 4563
offset  = 0,0
postype = p1
projremove = 0
projremovetime = 2
attr = S, SA
damage = 14,4
guardflag = MA
animtype = medium
priority = 4
pausetime = 2,2
sparkno = -1
sparkxy = -25,-20
guard.sparkno = -1
hitsound = s500,0
guardsound = s120,0
ground.type = High
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -9
air.velocity = -4,-4
yaccel = .44
air.fall = 1
fall.recovertime = 19
guard.kill = 0
GetPower                   = 60,30
Hitonce                    = 1
NumHits                    = 1
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120

[state 2394]
type = projectile
trigger1 = animelem = 5
projanim = 4564
ProjID  = 4561
projhitanim  = 4564
offset  = 0,0
postype = p1
projremove = 0
projremovetime = 2
attr = S, SA
damage = 14,4
guardflag = MA
animtype = light
priority = 4
pausetime = 2,2
sparkno = -1
sparkxy = -25,-20
guard.sparkno = -1
hitsound = s500,0
guardsound = s120,0
ground.type = High
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -9
air.velocity = -4,-4
yaccel = .44
air.fall = 1
fall.recovertime = 19
guard.kill = 0
GetPower                   = 60,30
Hitonce                    = 1
NumHits                    = 1
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120

[state 2394]
type = projectile
trigger1 = animelem = 6
projanim = 4565
ProjID  = 4561
projhitanim  = 4565
offset  = 0,0
postype = p1
projremove = 0
projremovetime = 2
attr = S, SA
damage = 14,4
guardflag = MA
animtype = medium
priority = 4
pausetime = 2,2
sparkno = -1
sparkxy = -25,-20
guard.sparkno = -1
hitsound = s500,0
guardsound = s120,0
ground.type = High
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -9
air.velocity = -4,-4
yaccel = .44
air.fall = 1
fall.recovertime = 19
guard.kill = 0
GetPower                   = 60,30
Hitonce                    = 1
NumHits                    = 1
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120

[state 2394]
type = projectile
trigger1 = animelem = 7
projanim = 4566
ProjID  = 4561
projhitanim  = 4566
offset  = 0,0
postype = p1
projremove = 0
projremovetime = 2
attr = S, SA
damage = 14,4
guardflag = MA
animtype = light
priority = 4
pausetime = 2,2
sparkno = -1
sparkxy = -25,-20
guard.sparkno = -1
hitsound = s500,0
guardsound = s120,0
ground.type = High
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -9
air.velocity = -4,-4
yaccel = .44
air.fall = 1
fall.recovertime = 19
guard.kill = 0
GetPower                   = 60,30
Hitonce                    = 1
NumHits                    = 1
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120

[state 2394]
type = projectile
trigger1 = animelem = 8
projanim = 4567
ProjID  = 4561
projhitanim  = 4567
offset  = 0,0
postype = p1
projremove = 0
projremovetime = 2
attr = S, SA
damage = 30,4
guardflag = MA
animtype = hard
priority = 4
pausetime = 10,10
sparkno = -1
sparkxy = -25,-20
guard.sparkno = -1
hitsound = s500,0
guardsound = s120,0
ground.type = High
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -15
air.velocity = -8,-4
yaccel = .44
fall = 1
fall.recovertime = 19
guard.kill = 0
GetPower                   = 60,30
Hitonce                    = 1
NumHits                    = 1
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120


[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 4546
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 2
Trigger2 = Root,Anim = 4573
Trigger2 = Root,MoveType = A
Trigger2 = Root,AnimElem = 2
Time = 1
Pos = -25,-76
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 4546
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 3
Trigger2 = Root,Anim = 4573
Trigger2 = Root,MoveType = A
Trigger2 = Root,AnimElem = 3
Time = 1
Pos = 13,-89
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 4546
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 4
Time = 1
Pos = -22,-32
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 4573
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 4
Time = 1
Pos = -15,-45
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 4546
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 5
Time = 1
Pos = -31,-39
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 4573
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 5
Time = 1
Pos = -23,-51
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 4546
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 6
Time = 1
Pos = -29,-41
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 4573
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 6
Time = 1
Pos = -23,-51
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 4546
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 7
Time = 1
Pos = -21,-49
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 4573
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 7
Time = 1
Pos = -15,-56
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1001]
type = trans
trigger1 = 1
trans = add
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = Add
Length         = 15
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 160 , 125 , 200
PalAdd         = 0 , 0 , 0
PalMul         = .9 , .9 , .9


[State 1001, ステート変更]
type = Destroyself
trigger1 = AnimTime = 0
trigger2 = root,stateno != [1000,1005]

[Statedef 1002]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 4568
sprpriority = 4

[State -2]
type = Hitby
trigger1 = 1
value = SCA,NP, SP, HP
ignorehitpause = 1
time = 1

[State -2]
type = HitOverride
trigger1 = 1
attr = SCA,NP, SP, HP
stateno = 1002
ignorehitpause = 1
time = 1
slot = 1

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 4546
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 2
Trigger2 = Root,Anim = 4573
Trigger2 = Root,MoveType = A
Trigger2 = Root,AnimElem = 2
Time = 10
Pos = -25,-76
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 4546
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 3
Trigger2 = Root,Anim = 4573
Trigger2 = Root,MoveType = A
Trigger2 = Root,AnimElem = 3
Time = 10
Pos = 13,-89
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 4546
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 4
Time = 10
Pos = -22,-32
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 4573
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 4
Time = 10
Pos = -15,-45
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 4546
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 5
Time = 10
Pos = -31,-39
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 4573
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 5
Time = 10
Pos = -23,-51
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 4546
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 6
Time = 10
Pos = -29,-41
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 4573
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 6
Time = 10
Pos = -23,-51
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 4546
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 7
Time = 10
Pos = -21,-49
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 4573
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 7
Time = 10
Pos = -15,-56
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2244]
type = Projectile 
Trigger1 = Root,Anim = 4546
trigger1 = GetHitVar(Damage)
attr = S, NP
damage = 30
animtype = light
hitflag = MAF
guardflag = MA
projhitanim = 4570          ;飛び道具がヒットした時のアニメ
offset = 140,-30               ;飛び道具の出現位置
velocity = 30,0             ;飛び道具の移動初速度              ;飛び道具の加速度
projID = 4569              ;飛び道具のＩＤナンバー
projanim = 4569           ;飛び道具のアニメ
projscale = 1,1             ;飛び道具の大きさ
HitSound                   = s5,4
GuardSound                 = s120,0
projhits = 1                ;飛び道具のヒット数
projpriority = 7            ;飛び道具の攻撃優先度
projsprpriority = 5         ;飛び道具の描画優先度。DEF=2
projremove = 1              ;0にするとヒット後に飛び道具が消えない。
projremovetime = -1         ;飛び道具が消えるまでの時間。DEF=-1
projedgebound = 40          ;飛び道具が画面の外に進める距離。DEF=40
projstagebound = 40         ;飛び道具がステージの外に進める距離。DEF=40
projheightbound = -10,10    ;飛び道具が画面の上下に進める距離。DEF=-240,1
SparkNo              = s8100
Guard.SparkNo              = s8400
SparkXY                    = 0,-40
pausetime = 20, 20
ground.slidetime = 16
ground.hittime = 16
ground.velocity = -5,-4
air.velocity = -5,-4
getpower = 20
fall = 1
air.fall = 1
fall.recover = 0
guard.kill = 0
envshake.time = 15
envshake.ampl = 15
envshake.freq = 120
envshake.phase = 120

[State 2244]
type = Projectile 
Trigger1 = Root,Anim = 4573
trigger1 = GetHitVar(Damage)
attr = S, NP
damage = 30
animtype = light
hitflag = MAF
guardflag = MA
projhitanim = 4570          ;飛び道具がヒットした時のアニメ
offset = 130,20               ;飛び道具の出現位置
velocity = 30,0             ;飛び道具の移動初速度              ;飛び道具の加速度
projID = 4569              ;飛び道具のＩＤナンバー
projanim = 4569           ;飛び道具のアニメ
projscale = 1,1             ;飛び道具の大きさ
HitSound                   = s5,4
GuardSound                 = s120,0
projhits = 1                ;飛び道具のヒット数
projpriority = 7            ;飛び道具の攻撃優先度
projsprpriority = 5         ;飛び道具の描画優先度。DEF=2
projremove = 1              ;0にするとヒット後に飛び道具が消えない。
projremovetime = -1         ;飛び道具が消えるまでの時間。DEF=-1
projedgebound = 40          ;飛び道具が画面の外に進める距離。DEF=40
projstagebound = 40         ;飛び道具がステージの外に進める距離。DEF=40
projheightbound = -10,10    ;飛び道具が画面の上下に進める距離。DEF=-240,1
SparkNo              = s8100
Guard.SparkNo              = s8400
SparkXY                    = 0,-40
pausetime = 20, 20
ground.slidetime = 16
ground.hittime = 16
ground.velocity = -5,-4
air.velocity = -5,-4
getpower = 20
fall = 1
air.fall = 1
fall.recover = 0
guard.kill = 0
envshake.time = 15
envshake.ampl = 15
envshake.freq = 120
envshake.phase = 120

[State 1001, ステート変更]
type = Destroyself
trigger1 = root,stateno != [1000,1005]
trigger2 = animtime = 0

[Statedef 1003]
type    = A
movetype= H
physics = N
juggle  = 0
ctrl = 0
sprpriority = 2

[State 1111, changeanim]
type = changeanim
trigger1 = 1
value = anim
elem = animelemno(0)
ignorehitpause = 1

[State 1111, changestate]
type = changestate
trigger1 = time >= 1
value = 1002
ignorehitpause = 1

[Statedef 1005]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 4573
poweradd= 220
sprpriority = 3
velset = 0,0


[State 1001, 音を鳴らす]
type = PlaySnd
trigger1 = animelemtime(3) = 0 
value = 500, 10

[State 1001, 音を鳴らす]
type = PlaySnd
trigger1 = animelemtime(3) = 1 
value = 500, 10
freqmul = 1.05

[State 1001, 音を鳴らす]
type = PlaySnd
trigger1 = animelemtime(3) = 2 
value = 500, 10
freqmul = 1.1

[State 1000]
type = null;Helper
trigger1 = animelemtime(3) = 1 
stateno = 1002
id = 1000
helpertype = normal
pos = 10,-50
postype = P1
keyctrl = 0
ownpal = 0

[State 1000]
type = Helper
trigger1 = animelemtime(3) = 1
stateno = 1001
id = 1000
helpertype = normal
pos = 0,0
postype = P1
keyctrl = 0
ownpal = 1

[State 1000, ]
type = Velset
trigger1 = animelemtime(6) = 9
X = -2
y = -4

[State 1000, ]
type = Veladd
trigger1 = animelemtime(6) >= 9
y = .58

[State 1000, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -5
value = 52

;---------------------------------------------------------------------------
[Statedef 1010]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 220
velset = 0,0
anim = 4609
ctrl = 0
sprpriority = 2

[State -2,Explod]
type = varset
trigger1 = var(51) = 1
trigger1 = animelem = 1
V = 23
value = var(52)

[State 100, 4]
type           = Explod
trigger1       = Time = 1
anim           = 4544
sprpriority    = 4
postype        = p1
pos            = -35,8
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
trans = add

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s40,1

[state a]
type = velset
trigger1 = animelem = 2
x = 4
y = -11

[state a]
type = velset
trigger1 = animelem = 6
trigger2 = prevstateno = 1016
x = 1
y = -0.6

[State 1010]
type = Helper
trigger1 = animelemtime(7) = 0
stateno = 1011
id = 1011
helpertype = normal
pos = 60,-45
postype = P1
keyctrl = 0
ownpal = 1

[State 1010]
type = Helper
trigger1 = animelemtime(10) = 0
stateno = 1013
id = 1013
helpertype = normal
pos = 29,-67
postype = P1
keyctrl = 0
ownpal = 1

[State 1010]
type = Helper
Triggerall = var(13) >= 0
trigger1 = animelemtime(10) = 0
stateno = 1013
id = 1013
helpertype = normal
pos = 29,-67
postype = P1
keyctrl = 0
ownpal = 1

[State 1010]
type = Helper
trigger1 = animelemtime(10) = 1
stateno = 1013
id = 1013
helpertype = normal
pos = 29,-67
postype = P1
keyctrl = 0
ownpal = 1

[State 1010]
type = Helper
Triggerall = var(13) >= 0
trigger1 = animelemtime(10) = 1
stateno = 1013
id = 1013
helpertype = normal
pos = 29,-67
postype = P1
keyctrl = 0
ownpal = 1

[State 1010]
type = Helper
trigger1 = animelemtime(10) = 2
stateno = 1013
id = 1013
helpertype = normal
pos = 29,-67
postype = P1
keyctrl = 0
ownpal = 1

[State 1010]
type = Helper
Triggerall = var(13) >= 0
trigger1 = animelemtime(10) = 2
stateno = 1013
id = 1013
helpertype = normal
pos = 29,-67
postype = P1
keyctrl = 0
ownpal = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 10
value = s400,19

[State 1010, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 1016

[Statedef 1015]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 220
velset = 0,0
anim = 4611
ctrl = 0
sprpriority = 2

[State 1010]
type = Helper
trigger1 = animelemtime(1) = 0
stateno = 1011
id = 1011
helpertype = normal
pos = 60,-45
postype = P1
keyctrl = 0
ownpal = 1

[State 1010]
type = Helper
trigger1 = animelemtime(4) = 0
stateno = 1013
id = 1013
helpertype = normal
pos = 29,-67
postype = P1
keyctrl = 0
ownpal = 1

[State 1010]
type = Helper
Triggerall = var(13) >= 0
trigger1 = animelemtime(4) = 0
stateno = 1013
id = 1013
helpertype = normal
pos = 29,-67
postype = P1
keyctrl = 0
ownpal = 1

[State 1010]
type = Helper
trigger1 = animelemtime(4) = 1
stateno = 1013
id = 1013
helpertype = normal
pos = 29,-67
postype = P1
keyctrl = 0
ownpal = 1

[State 1010]
type = Helper
Triggerall = var(13) >= 0
trigger1 = animelemtime(4) = 1
stateno = 1013
id = 1013
helpertype = normal
pos = 29,-67
postype = P1
keyctrl = 0
ownpal = 1

[State 1010]
type = Helper
trigger1 = animelemtime(4) = 2
stateno = 1013
id = 1013
helpertype = normal
pos = 29,-67
postype = P1
keyctrl = 0
ownpal = 1

[State 1010]
type = Helper
Triggerall = var(13) >= 0
trigger1 = animelemtime(4) = 2
stateno = 1013
id = 1013
helpertype = normal
pos = 29,-67
postype = P1
keyctrl = 0
ownpal = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s400,19

[State 1010, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 1016

[Statedef 1016]
type     = A
movetype = I
physics  = A
juggle   = 0
poweradd = 40
anim = 4552
ctrl     = 0
velset = 0,0
sprpriority = 2

[State 1010, 8]
type = ChangeState
trigger1 = var(51) = 1
trigger1 = time = [2,20]
trigger1 = var(23) != 0
trigger1 = command = "y"
value = 1015

[State -2,Explod]
type = varadd
trigger1 = var(51) = 1
trigger1 = time = 1
V = 23
value = -1

[State 1000, ]
type = Velset
trigger1 = time = 1
X = -4
Y = -9

[State 1000, ]
type = Veladd
trigger1 = time = [1,7]
X = .35

[State 1000, ]
type = Veladd
trigger1 = time >= 1
y = .40

[State 1000, ステート変更]
type = ChangeState
trigger1 = time >= 20
triggerall = Vel Y > 0 && Pos Y >= -3
value = 1072

[Statedef 1011]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 4610
sprpriority = 4

[State 1000, 音を鳴らす]
type = null;PlaySnd
trigger1 = time = 0
value = s400,16

[State 10050]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -2,Explod]
type = varset
trigger1 = time = 0
V = 22
value = 0

[State -2,Explod]
type = varadd
trigger1 = var(22) <= 100
V = 22
value = 5

[State -2,Explod]
type = angledraw
trigger1 = 1
value = 1
scale = 0.01*var(22),0.01*var(22);0.17,0.17

[State -2,Explod]
type = trans
trigger1 = 1
trans = add

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 4609
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 7
Trigger2 = Root,Anim = 4611
Trigger2 = Root,AnimElem = 1
Time = 10
Pos = -26,-97
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 4609
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 8
Trigger2 = Root,Anim = 4611
Trigger2 = Root,AnimElem = 2
Time = 10
Pos = -30,-99
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 4609
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 9
Trigger2 = Root,Anim = 4611
Trigger2 = Root,AnimElem = 3
Time = 10
Pos = -19,-90
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 4609
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 10
Trigger2 = Root,Anim = 4611
Trigger2 = Root,AnimElem = 4
Time = 10
Pos = 29,-67
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1001, ステート変更]
type = changestate
trigger1 = var(22) = 100
trigger2 = time >= 15
value = 1012

[Statedef 1012]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 4610
sprpriority = 4

[State 10050]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -2,Explod]
type = angledraw
trigger1 = 1
value = 1
scale = 0.01*var(22),0.01*var(22);0.17,0.17

[State -2,Explod]
type = trans
trigger1 = 1
trans = add

[State 6680, VarRandom]
Type = VarRandom
Trigger1 = 1
V = 22
Range = 50, 200

[state a]
type = velset
trigger1 = 1
x = root,vel X
y = root,vel Y


[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 4609
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 7
Time = 10
Pos = -26,-97
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 4609
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 8
Time = 10
Pos = -30,-99
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 4609
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 9
Time = 10
Pos = -19,-90
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 4609
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 10
Time = 10
Pos = 29,-67
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3000]
type = Explod
trigger1 = (GameTime%9) = 1
anim = 4590
postype = p1
scale = 0.8,0.8
pos = 15-(random%30),15-(random%30)
sprpriority = -1
supermove = -1
bindtime = 1
ownpal = 1
trans = add

[State -2]
type = NotHitBy
trigger1 = 1
Value = ,AT

[State 1001, ステート変更]
type = destroyself
trigger1 = root,stateno != [1010,1015]

[State 1001, ステート変更]
type = Destroyself
trigger1 = time >= 180

[Statedef 1013]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 4610
sprpriority = 4

[State 10050]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State 1000, ]
type = Velset
trigger1 = time = 0
X = 7-random%5
Y = -5-random%4

[State 1000, ]
type = Veladd
trigger1 = time <= 6
X = -.35

[State 1000, ]
type = Veladd
trigger1 = time >= 0
y = .40

[State -2,Explod]
type = angledraw
trigger1 = 1
value = 1
scale = 0.01*var(22),0.01*var(22);0.17,0.17

[State -2,Explod]
type = trans
trigger1 = 1
trans = add

[State 6680, VarRandom]
Type = VarRandom
Trigger1 = 1
V = 22
Range = 50, 150

[State 1001, ステート変更]
type = changestate
trigger1 = pos Y >= -20
Trigger2=  p2bodydist x = [-20,20]
Trigger2=  p2bodydist y = [-20,20]
value = 1014

[State 1001, ステート変更]
type = Destroyself
trigger1 = time >= 100

[StateDef 1014]
Type = A
MoveType = A
Physics = N
Anim = 4570
SprPriority = 10
velset = 0,0

[State -2,Explod]
type = angledraw
trigger1 = 1
value = 1
scale = 2,2

[State -2,Explod]
type = trans
trigger1 = 1
trans = add

[State 10050]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State a]
type = Explod
trigger1 = (GameTime%1) = 0
anim = 4547
sprpriority = 16
postype = p1
pos = 0,0
scale = 0.23,0.23
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -12 + (random%24),-12 + (random%24)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State a]
type = Explod
trigger1 = (GameTime%2) = 0
anim = 4574
sprpriority = 16
postype = p1
pos = 0,0
scale = 0.3,0.3
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -11 + (random%22),-11 + (random%22)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State a]
type = Explod
trigger1 = (GameTime%2) = 1
anim = 4547
sprpriority = 16
postype = p1
pos = 0,0
scale = 0.1,0.1 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -10 + (random%20),-10 + (random%20)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State 6677, HitDef]
Type = projectile;HitDef
trigger1 = (GameTime%4) = 0
projanim                   = 4581
ProjID                     = 1014
projhitanim                = 4581
offset                     = 0,0
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 2
Attr = S,NP
sparkno = S8100
GuardFlag = MA
AnimType  = Midium
Air.AnimType = Back
Damage = 8,1
PauseTime = 2, 2
Ground.Type = High
Ground.SlideTime = 12
Ground.HitTime  = 18
Guard.Dist = 45
Ground.Velocity = -5.5,5
Air.Velocity = -5,-4
Fall = 1
Air.Fall = 1
GetPower = 10, 0

[State 1010, 1]
type = PlaySnd
trigger1 = time = 0
value = 500, 4

[State 1010, 1]
type = PlaySnd
trigger1 = time = 0
value = 500, 6

[State 1001, ステート変更]
type = Destroyself
trigger1 = time >= 10

;---------------------------------------------------------------------------
; カンフー突き手・早い
; 
;     これは少し難しい物を使っています。
;     攻撃が当たった時に相手をp2stateno = 1025で移動しています。
;     あとの移動などは応用なのでそう難しくないですね。

[Statedef 1020]
type    = S
movetype= A
physics = N
juggle  = 6
poweradd= -330
velset = 0,0
anim = 1020
ctrl = 0
sprpriority = 2

[State 1020, Friction]
type = VelMul
trigger1 = 1
x = .85 * ifelse (AnimElemTime(6) < 0, 1, .8)

[State 1020, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 13
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 2

[State 1020, Afterimage]
type = AfterImageTime
trigger1 = AnimElemTime(8) < 0
time = 2

[State 1020, Blink Yellow]
type = PalFX
trigger1 = Time = 0
time = 20
add = 32,16,0
sinadd = 64,32,5,3

[State 1020, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 3

[State 1020, 2]
type = PosAdd
trigger1 = AnimElem = 2
x = 20

[State 1020, 3]
type = PosAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 11
x = 10

[State 1020, 4]
type = PosAdd
trigger1 = AnimElem = 4
x = 5

[State 1020, 5]
type = VelSet
trigger1 = AnimElem = 4
x = 13

[State 1020, 6]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
animtype  = Hard
damage    = 102, 5
getpower  = 0
priority  = 5
guardflag = MA
pausetime = 8,7
sparkxy = -10,-60
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -8,-7
guard.velocity = -7
air.velocity = -8,-7
airguard.velocity = -5, -4
fall = 1
p2stateno = 1025

[State 1020, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------
; 攻撃をくらった相手の状態

[Statedef 1025]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1025, Anim] ;２Ｐのスプライトステートを変更しています
type = ChangeAnim2
trigger1 = 1
value = 1025

[State 1025, State]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 1026

;------------------
; 飛んでいく相手のステート

[Statedef 1026]
type    = A
movetype= H
physics = N

[State 1026, Velocity]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 1026, Gravity]
type = VelAdd
trigger1 = 1
y = .45

[State 1026, No scroll]
type = ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 0,1

[State 1026, Hit wall]
type = ChangeState
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 1027

[State 1026, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;------------------
; 飛んでいった相手の壁に当たる状態のステート

[Statedef 1027]
type    = A
movetype= H
physics = N

[State 1027, Turn]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)

[State 1027, Pos]
type = PosAdd
trigger1 = Time = 0
x = 15 - BackEdgeBodyDist

[State 1027, Stop moving]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State 1027, No scroll]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 1027, Spark]
type = Explod
trigger1 = Time = 0
anim = F72
pos = 0, floor (screenpos y) - 50
postype = back
sprpriority = 3

[State 1027, Anim]
type = ChangeAnim2
trigger1 = Time = 0
value = 1027

[State 1027, Sound]
type = PlaySnd
trigger1 = Time = 0
value = F7,0

[State 1027, State]
type = ChangeState
trigger1 = AnimTime = 0
value = 1028

;------------------
; 壁に当たった相手が落ちるステート

[Statedef 1028]
type    = A
movetype= H
physics = N

[State 1028, 1]
type = NotHitBy
trigger1 = 1
value = , NA, NP

[State 1028, Vel Y]
type = VelSet
trigger1 = Time = 0
y = -6

[State 1028, Vel X]
type = VelSet
trigger1 = Time = 0
x = 1.6

[State 1028, Turn]
type = Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)

[State 1028, Gravity]
type = VelAdd
trigger1 = 1
y = .35

[State 1028, Anim 5050] 
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 1028, Anim 5052] 
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 1028, Anim 5060] 
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State 1028, Anim 5062] 
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062

[State 1028, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

[Statedef 1030]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 260
velset   = 0,0
ctrl     = 0
sprpriority = 2

[State 1010, 1]
type = changeanim
trigger1 = prevstateno != 1035 && time = 0
value = 4513

[State 1010, 1]
type = HitOverride
Triggerall = var(13) >= 0
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(5) <= 0
attr = SCA,AA,AP
slot = 1
stateno = 1035
time = 1

[State 820, 1]
type = notHitBy
trigger1 = Time = 0
value = SCA, AA, AP
time = 5

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s500,9

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s1400,0

[state 6500,1]
type = EnvShake
Trigger1 = animelem = 3
time = 10
ampl = -15
freq = 95
phase = 95

[State 100, 4]
type           = Explod
trigger1 = AnimElem = 3
anim           = 4515
sprpriority    = 5
postype        = p1
pos            = 25,-104 
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 100, 4]
type           = Explod
trigger1 = AnimElem = 3
anim           = 4514
sprpriority    = 5
postype        = p1
pos            = -15,-3 
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
scale = 0.7,1.3
removeongethit = 1
trans = add
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 220, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA ;立ち通常打撃（Standing, Normal Attack）
damage = 180, 25
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 10, 25
getpower = 120,40
givepower = 60,20
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S5, 4
guardsound = S120, 0
guard.sparkno = S8400
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -7.7
airguard.velocity = -5.9,-1.6
air.type = High
air.velocity = -5,-2
fall.recovertime = 22
air.hittime = 21
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
p2stateno = 6069

[State -2, EnvColor]
type = EnvColor
trigger1 = movehit
value = 255,255,255
time = 3
under = 1
ignorehitpause = 1
persistent = 0

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = movehit
value = 5, 5
ignorehitpause = 1
persistent = 0

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = movehit
value = 5, 6
ignorehitpause = 1
persistent = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

[Statedef 1035]
type    = S
movetype= H
physics = N
juggle  = 0
ctrl = 0
sprpriority = 2

[State 1111, changeanim]
type = changeanim
trigger1 = 1
value = anim
elem = animelemno(0)
ignorehitpause = 1

[State 1111, HitOverride]
type = HitOverride
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(5) <= 0
attr = SCA,AA,AP
slot = 1
stateno = 1035
time = 1
ignorehitpause = 1

[State 1111, changestate]
type = changestate
trigger1 = hitshakeover
trigger1 = time != 0
value = 1030
ignorehitpause = 1

[Statedef 1031]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 160
velset   = 0,0
anim     = 4130
ctrl     = 0
sprpriority = 2

[State 820, 1]
type = notHitBy
trigger1 = Time = 0
value = SCA, AA, AP
time = 5

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s1400,0

[State 1000, 音を鳴らす]
type = null;PlaySnd
trigger1 = AnimElem = 3
value = s500,4

[state 6500,1]
type = EnvShake
Trigger1 = animelem = 3
time = 10
ampl = -10
freq = 95
phase = 95

[State 100, 4]
type           = Explod
trigger1 = AnimElem = 1
anim           = 4515
sprpriority    = 5
postype        = p1
pos            = 25,-104 
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 100, 4]
type           = Explod
trigger1 = AnimElem = 3
anim           = 4514
sprpriority    = 5
postype        = p1
pos            = -25,-3 
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
scale = 0.6,0.9
removeongethit = 1
trans = add
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 220, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA ;立ち通常打撃（Standing, Normal Attack）
damage = 110, 15
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 10, 20
getpower = 120,40
givepower = 60,20
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S5, 4
guardsound = S120, 0
guard.sparkno = S8400
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -5.7
airguard.velocity = -4.9,-1.6
air.type = High
air.velocity = -5,-2
fall.recovertime = 22
air.hittime = 21
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
p2stateno = 6068

[State -2, EnvColor]
type = EnvColor
trigger1 = movehit
value = 255,255,255
time = 3
under = 1
ignorehitpause = 1
persistent = 0

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = movehit
value = 5, 5
ignorehitpause = 1
persistent = 0

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = movehit
value = 5, 6
ignorehitpause = 1
persistent = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; カンフーニー・発動・弱
; 
;     これもたいした事はしていません、ただこれは一度空中に浮く動作が入るため
;     自分の状態は地上・空中・地上とならなければならないので
;     ステートを発動・空中動作・着地動作の３つにわけた、こんなもんです。
;     これは昇龍拳などの技にも応用できます。

[Statedef 1050]
type    = S
movetype= A
physics = S
poweradd= 210
velset = 0,0
anim = 4601
ctrl = 0
sprpriority = 2

[State 100, 4]
type           = Explod
trigger1 = AnimElem = 3
anim           = 4570
sprpriority    = 5
postype        = p1
pos            = 74,3 
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2244]
type = Projectile 
trigger1 = AnimElem = 3
attr = S, SP
damage = 70,5
animtype = light
hitflag = MA
guardflag = MA
projhitanim = 4602          ;飛び道具がヒットした時のアニメ
offset = 70,0               ;飛び道具の出現位置
velocity = 4,0             ;飛び道具の移動初速度              ;飛び道具の加速度
projID = 4600              ;飛び道具のＩＤナンバー
projanim = 4600          ;飛び道具のアニメ
projscale = 1,1             ;飛び道具の大きさ
HitSound                   = s5,2
GuardSound                 = s120,0
projhits = 1                ;飛び道具のヒット数
projpriority = 7            ;飛び道具の攻撃優先度
projsprpriority = 5         ;飛び道具の描画優先度。DEF=2
projremove = 1              ;0にするとヒット後に飛び道具が消えない。
projremovetime = -1         ;飛び道具が消えるまでの時間。DEF=-1
projedgebound = 40          ;飛び道具が画面の外に進める距離。DEF=40
projstagebound = 40         ;飛び道具がステージの外に進める距離。DEF=40
projheightbound = -10,10    ;飛び道具が画面の上下に進める距離。DEF=-240,1
SparkNo              = s8100
Guard.SparkNo              = s8400
SparkXY                    = 0,-40
pausetime = 10, 10
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -9
air.velocity = -8,-4
getpower = 20
guard.kill = 0
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120

[State 900]
Type = Helper
trigger1 = time = 0
Stateno = 1051
ID = 1051
Pos = 10,-50
PosType = P1
Keyctrl = 0
helpertype = normal

[State 1050, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = s400,20

[State 1050, 1]
type = null;PlaySnd
trigger1 = AnimElem = 3
value = s500,9

[State 1050, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------
[Statedef 1051]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 30000
sprpriority = 4

[State a]
type = Explod
trigger1 = gametime%2 = 1
anim = 20000+Var(17)
id = 20000
sprpriority = 16
postype = p1
pos = 0,0
scale = 0.3,0.3 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
trans = add

[State 6670 ]
Type = velset
Trigger1 = 1
x = 1-(random%2)
y = 1-(random%2)

[State a]
type = Explod
trigger1 = (GameTime%2) = 0
trigger1 = time <= 16
trigger1 = root,stateno = 1050
anim = 4574
sprpriority = 16
postype = p1
pos = -2 + (random%4),0
scale = 0.3,0.3
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -1+ ((random%4)*0.6),-2+ ((random%4)*0.6)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State 6670, AngleDraw]
Type = trans
Trigger1 = 1
trans = add

[State 10050]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 4601
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 1
Time = 10
Pos = 5,-86
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 4601
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 2
Time = 10
Pos = 35,-53
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 4601
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 3
Time = 10
Pos = 61,-12
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 4601
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 4
Time = 10
Pos = 58,-14
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 4601
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 5
Time = 10
Pos = 58,-19
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 4601
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 6
Time = 10
Pos = 11,-50
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999


[State 1051, 2] ;設定した値に達したらチェンジステート
type = destroyself
trigger1 = root,stateno != [1050,1055]

[Statedef 1052]
type    = S
movetype= A
physics = S
poweradd= 210
velset = 0,0
anim = 4601
ctrl = 0
sprpriority = 2

[State 220]
type = changeanim
Trigger1 = var(13) <= 0
trigger1 = time <= 17
value = 4601
elem = 1

[State 900]
Type = Helper
trigger1 = time = 0
Stateno = 1051
ID = 1051
Pos = 10,-50
PosType = P1
Keyctrl = 0
helpertype = normal

[State a]
type = Explod
trigger1 = (GameTime%2) = 0
trigger1 = time <= 24
anim = 4574
sprpriority = 16
postype = p1
pos = -6 + (random%4),-86
scale = 0.3,0.3
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -2+ ((random%4)*0.6),-3+ ((random%6)*0.6)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State 100, 4]
type           = Explod
trigger1 = AnimElem = 3
trigger2 = AnimElemtime(4) = 3
trigger3 = AnimElemtime(4) = 9
anim           = 4570
sprpriority    = 5
postype        = p1
pos            = 74,3 
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 100, 4]
type           = Explod
Triggerall = var(13) >= 0
trigger1 = AnimElemtime(4) = 14
anim           = 4570
sprpriority    = 5
postype        = p1
pos            = 74,3 
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2244]
type = Projectile 
trigger1 = AnimElem = 3
attr = S, SP
damage = 30,5
animtype = light
hitflag = MA
guardflag = MA
projhitanim = 4602          ;飛び道具がヒットした時のアニメ
offset = 70,0               ;飛び道具の出現位置
velocity = 0.1,0             ;飛び道具の移動初速度              ;飛び道具の加速度
accel = 0.5,0
projID = 4600              ;飛び道具のＩＤナンバー
projanim = 4600          ;飛び道具のアニメ
projscale = 1,1             ;飛び道具の大きさ
HitSound                   = s5,2
GuardSound                 = s120,0
projhits = 1                ;飛び道具のヒット数
projpriority = 7            ;飛び道具の攻撃優先度
projsprpriority = 5         ;飛び道具の描画優先度。DEF=2
projremove = 1              ;0にするとヒット後に飛び道具が消えない。
projremovetime = -1         ;飛び道具が消えるまでの時間。DEF=-1
projedgebound = 40          ;飛び道具が画面の外に進める距離。DEF=40
projstagebound = 40         ;飛び道具がステージの外に進める距離。DEF=40
projheightbound = -10,10    ;飛び道具が画面の上下に進める距離。DEF=-240,1
SparkNo              = s8100
Guard.SparkNo              = s8400
SparkXY                    = 0,-40
pausetime = 20, 20
ground.slidetime = 16
ground.hittime = 16
ground.velocity = -9
air.velocity = -8,-4
getpower = 20
guard.kill = 0
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120

[State 2244]
type = Projectile 
trigger1 = AnimElemtime(4) = 3
attr = S, SP
damage = 40,5
animtype = light
hitflag = MA
guardflag = MA
projhitanim = 4602          ;飛び道具がヒットした時のアニメ
offset = 70,0               ;飛び道具の出現位置
velocity = 0.1,0             ;飛び道具の移動初速度              ;飛び道具の加速度
accel = 0.15,0
projID = 4600              ;飛び道具のＩＤナンバー
projanim = 4600          ;飛び道具のアニメ
projscale =1,1             ;飛び道具の大きさ
HitSound                   = s5,2
GuardSound                 = s120,0
projhits = 1                ;飛び道具のヒット数
projpriority = 7            ;飛び道具の攻撃優先度
projsprpriority = 5         ;飛び道具の描画優先度。DEF=2
projremove = 1              ;0にするとヒット後に飛び道具が消えない。
projremovetime = -1         ;飛び道具が消えるまでの時間。DEF=-1
projedgebound = 40          ;飛び道具が画面の外に進める距離。DEF=40
projstagebound = 40         ;飛び道具がステージの外に進める距離。DEF=40
projheightbound = -10,10    ;飛び道具が画面の上下に進める距離。DEF=-240,1
SparkNo              = s8100
Guard.SparkNo              = s8400
SparkXY                    = 0,-40
pausetime = 15, 15
ground.slidetime = 16
ground.hittime = 16
ground.velocity = -9
air.velocity = -8,-4
getpower = 20
guard.kill = 0
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120

[State 2244]
type = Projectile 
trigger1 = AnimElemtime(4) = 9
attr = S, SP
damage = 50,5
animtype = light
hitflag = MA
guardflag = MA
projhitanim = 4602          ;飛び道具がヒットした時のアニメ
offset = 70,0               ;飛び道具の出現位置
velocity = 0.001,0             ;飛び道具の移動初速度              ;飛び道具の加速度
accel = 0.08,0
projID = 4600              ;飛び道具のＩＤナンバー
projanim = 4600          ;飛び道具のアニメ
projscale = 1,1             ;飛び道具の大きさ
HitSound                   = s5,2
GuardSound                 = s120,0
projhits = 1                ;飛び道具のヒット数
projpriority = 7            ;飛び道具の攻撃優先度
projsprpriority = 5         ;飛び道具の描画優先度。DEF=2
projremove = 1              ;0にするとヒット後に飛び道具が消えない。
projremovetime = -1         ;飛び道具が消えるまでの時間。DEF=-1
projedgebound = 40          ;飛び道具が画面の外に進める距離。DEF=40
projstagebound = 40         ;飛び道具がステージの外に進める距離。DEF=40
projheightbound = -10,10    ;飛び道具が画面の上下に進める距離。DEF=-240,1
SparkNo              = s8100
Guard.SparkNo              = s8400
SparkXY                    = 0,-40
pausetime = 5, 5
ground.slidetime = 16
ground.hittime = 16
ground.velocity = -9
air.velocity = -8,-4
getpower = 20
guard.kill = 0
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120


[State 2244]
type = Projectile 
Triggerall = var(13) >= 0
trigger1 = AnimElemtime(4) = 14
attr = S, SP
damage = 50,5
animtype = light
hitflag = MA
guardflag = MA
projhitanim = 4602          ;飛び道具がヒットした時のアニメ
offset = 70,0               ;飛び道具の出現位置
velocity = 0.001,0             ;飛び道具の移動初速度              ;飛び道具の加速度
accel = 0.04,0
projID = 4600              ;飛び道具のＩＤナンバー
projanim = 4600          ;飛び道具のアニメ
projscale = 1,1             ;飛び道具の大きさ
HitSound                   = s5,2
GuardSound                 = s120,0
projhits = 1                ;飛び道具のヒット数
projpriority = 7            ;飛び道具の攻撃優先度
projsprpriority = 5         ;飛び道具の描画優先度。DEF=2
projremove = 1              ;0にするとヒット後に飛び道具が消えない。
projremovetime = -1         ;飛び道具が消えるまでの時間。DEF=-1
projedgebound = 40          ;飛び道具が画面の外に進める距離。DEF=40
projstagebound = 40         ;飛び道具がステージの外に進める距離。DEF=40
projheightbound = -10,10    ;飛び道具が画面の上下に進める距離。DEF=-240,1
SparkNo              = s8100
Guard.SparkNo              = s8400
SparkXY                    = 0,-40
pausetime = 5, 5
ground.slidetime = 6
ground.hittime = 6
ground.velocity = -10
air.velocity = -8,-4
getpower = 20
guard.kill = 0
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120

[State 1050, 1]
type = PlaySnd
Triggerall = var(13) >= 0
trigger1 = AnimElemtime(4) = 14
value = s400,20

[State 1050, 1]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElemtime(4) = 3
trigger3 = AnimElemtime(4) = 9
value = s400,20

[State 1050, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = s400,21

[State 1050, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1060]
type    = S
movetype= A
physics = S
poweradd= 210
velset = 0,0
anim = 4606
ctrl = 0
sprpriority = 2

[State 1001, 音を鳴らす]
type = PlaySnd
trigger1 = animelemtime(5) = 0 
value = 500, 10
freqmul = 1.9

[State 1001, 音を鳴らす]
type = PlaySnd
trigger1 = animelemtime(5) = 1 
value = 500, 5
freqmul = 2.9

[State 1001, 音を鳴らす]
type = PlaySnd
trigger1 = animelemtime(5) = 2 
value = 500, 5
freqmul = 3

[State 1000]
type = Helper
trigger1 = time = 0
stateno = 1065
id = 1060
helpertype = normal
pos = 10,-50
postype = P1
keyctrl = 0
ownpal = 1
Size.XScale = 1.1
Size.YScale = 0.6

[State 3242, ChangeState]
Type = ChangeState
trigger1 = animtime =0
value = 0
ctrl = 1

[Statedef 1061]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 4607
ctrl = 0
sprpriority = 2

[state a];ヒット数
type = null;hitadd
trigger1 = time = 2
value  = 6

[State 1001, 音を鳴らす]
type = PlaySnd
trigger1 = animelemtime(1) = 0 
value = 600, 0

[State 1001, 音を鳴らす]
type = PlaySnd
trigger1 = animelemtime(1) = 0 
value = 500, 0

[State 1001, 音を鳴らす]
type = PlaySnd
trigger1 = animelemtime(1) = 0 
value = 500, 5
freqmul = 2.9

[State 1001, 音を鳴らす]
type = PlaySnd
trigger1 = animelemtime(1) = 1 
value = 500, 5
freqmul = 3

[State 3242, ChangeState]
Type = ChangeState
trigger1 = animtime =0
value = 0
ctrl = 1

[Statedef 1062]
type    = S
movetype= H
physics = S
velset = 0,0
ctrl = 0
sprpriority = 0
facep2 = 1

[State 1000, ]
type = Velset
trigger1 = time = 0
x = 30

[State 1000, ]
type = posset
trigger1 = 1
y = 0

[State 1000, ]
type = Veladd
trigger1 = time < 24
trigger1 = vel X >= 0
x = -0.8

[State 1000, ]
type = Velset
trigger1 = vel X <= 0
x = 0.6

[State 3242, ChangeState]
type = changeanim2 
trigger1 = time =0
value = 4608

[State 3242, ChangeState]
Type = selfState
trigger1 = animtime =0
value = 0
ctrl = 1

[Statedef 1063]
type    = S
movetype= A
physics = S
poweradd= 210
velset = 0,0
anim = 4606
ctrl = 0
sprpriority = 2

[State 1001, 音を鳴らす]
type = PlaySnd
trigger1 = animelemtime(5) = 0 
value = 500, 10
freqmul = 1.9

[State 1001, 音を鳴らす]
type = PlaySnd
trigger1 = animelemtime(5) = 1 
value = 500, 5
freqmul = 2.9

[State 1001, 音を鳴らす]
type = PlaySnd
trigger1 = animelemtime(5) = 2 
value = 500, 5
freqmul = 3

[State 1000]
type = Helper
trigger1 = time = 0
stateno = 1065
id = 1060
helpertype = normal
pos = 10,-50
postype = P1
keyctrl = 0
ownpal = 1
Size.XScale = 0.7
Size.YScale = 0.6

[State 3242, ChangeState]
Type = ChangeState
trigger1 = animtime =0
value = 0
ctrl = 1

[Statedef 1065]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 4604
sprpriority = 4

[State a]
type = Explod
trigger1 = gametime%2 = 1
anim = 20000+Var(17)
id = 20000
sprpriority = 16
postype = p1
pos = 0,0
scale = 0.3,0.3 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
trans = add

[State 2244]
type = varset
trigger1 = root,stateno = 1060
V = 24
value = 220

[State 2244]
type = varset
trigger1 = root,stateno = 1063
V = 24
value = 140

[State 2244]
type = Projectile
trigger1 = AnimElemtime(5) = 0
attr = S, SP
damage = 5,0
animtype = light
hitflag = MAF
guardflag = MA
projhitanim = 4605          ;飛び道具がヒットした時のアニメ
offset = var(24),0               ;飛び道具の出現位置
projID = 4605              ;飛び道具のＩＤナンバー
projanim = 4605          ;飛び道具のアニメ
projscale = 1,1             ;飛び道具の大きさ
HitSound                   = s500,11
GuardSound                 = s120,0
projhits = 1                ;飛び道具のヒット数
projpriority = 7            ;飛び道具の攻撃優先度
projsprpriority = 5         ;飛び道具の描画優先度。DEF=2
projremove = 1              ;0にするとヒット後に飛び道具が消えない。
projremovetime = 5         ;飛び道具が消えるまでの時間。DEF=-1
SparkNo              = s8601
Guard.SparkNo              = s8400
SparkXY                    = 0,-10
pausetime = 20, 20
ground.slidetime = 16
ground.hittime = 16
ground.velocity = -9
air.velocity = -8,-4
getpower = 20
guard.kill = 0
envshake.time = 15
envshake.ampl = 10
envshake.freq = 120
envshake.phase = 120
p1stateno = 1061
p2stateno = 1062


[State 3000]
type = null;Explod
trigger1 = time >= 0
anim = 4592
postype = p1
scale = 0.8,0.8
pos = 0,0
sprpriority = 5
supermove = -1
bindtime = 1
ownpal = 1
trans = add

[State 6670, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 6670, AngleDraw]
Type = AngleAdd
Trigger1 = animelem = 1
Value = 10

[State 6670, AngleDraw]
Type = trans
Trigger1 = 1
trans = add

[State 10050]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = Add
Length         = 12
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 110 , 65 , 130
PalAdd         = 0 , 0 , 0
PalMul         = .5 , .5 , .5

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = Add
Length         = 11
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 155 , 105 , 185
PalAdd         = 0 , 0 , 0
PalMul      = .60,.60,.60  ;残像の色の乗算値（赤,緑,青・ＲＧＢ・float）

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = Add
Length         = 10
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 180 , 130 , 235
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70  ;残像の色の乗算値（赤,緑,青・ＲＧＢ・float）

[State a]
type = Explod
Trigger1 = Root,Anim = 4606
Trigger1 = Root,MoveType = A
Trigger1 = time <= 7
anim = 4574
sprpriority = 16
postype = p1
pos = -2 + (random%4),0
scale = 0.3,0.3
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -2+ ((random%4)*0.6),-3+ ((random%6)*0.6)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State -1, BindToRoot]
Type = changeanim
Trigger1 = Root,Anim = 4606
Trigger1 = Root,MoveType = A
Trigger1 = time <= 7
value = 4604
elem = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = [4606,4607]
Triggerall = Root,MoveType = A
Triggerall = Root,AnimElem = 1
Time = 10
Pos = 5,-48
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = [4606,4607]
Triggerall = Root,MoveType = A
Triggerall = Root,AnimElem = 2
Time = 10
Pos = -14,-66
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = [4606,4607]
Triggerall = Root,MoveType = A
Triggerall = Root,AnimElem = 3
Time = 10
Pos = -10,-67
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 4606
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 4
Time = 10
Pos = 20,-56
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 4606
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 5
Time = 10
Pos = 48,-42
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 4606
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 6
Time = 10
Pos = 46,-44
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 4606
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 7
Time = 10
Pos = 46,-43
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 4606
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 8
Time = 10
Pos = 44,-42
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 4605
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 9
Time = 10
Pos = 25,-39
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999


[State 1001, ステート変更]
type = Destroyself
trigger1 = AnimTime = 0
trigger2 = root,stateno != [1060,1063]


[Statedef 1080]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
sprpriority = 2
poweradd= 210

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 4
value = 0, 4

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 4
value = 0, 40

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 4
value = 400, 24

[State 220, 前進]
type = posadd
trigger1 = animelem = 4
x = 21
persistent = 0

[State 100, 4]
type           = Explod
trigger1 = movecontact
anim           = 4624
sprpriority    = 5
postype        = p2
pos            = -5+random%10, -70+random%41 
bindtime       = 1
ownpal         = 1
scale = 1.5,1.5
trans = add
pausemovetime = 999999999999999
supermovetime = 999999999999999
ignorehitpause = 1
persistent = 0

[State 100, 4]
type           = Explod
trigger1 = movecontact
anim           = 4587
sprpriority    = 5
postype        = p2
pos            = -5+random%10, -70+random%41 
bindtime       = 1
ownpal         = 1
scale = 1.5,1.5
trans = add
pausemovetime = 999999999999999
supermovetime = 999999999999999
ignorehitpause = 1
persistent = 0

[State 220, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage = 228, 20
animtype = Hard
guardflag = N
hitflag = MAF
priority = 7, Hit
pausetime = 30, 30
getpower = 150,70
givepower = 60,20
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S5, 3
guardsound = S120, 0
guard.sparkno = S8400
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -4.2
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -3,-4
fall.recovertime = 22
air.hittime = 21
air.fall = 1
fall.recover = 0
p2stateno = 1081


[State 100, 4]
type           = Explod
trigger1       = animelemtime(4) = 1
trigger2       = animelemtime(4) = 2
anim           = 4543
sprpriority    = 4
scale = 1.5,1.5
postype        = p1
pos            = 90,0
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add


[state 6500,1]
type = EnvShake
trigger1       = animelem = 5
time = 20
ampl = -15
freq = 105
phase = 105


[State 100, 4]
type           = Explod
trigger1       = animelem = 5
anim           = 4544
sprpriority    = 4
postype        = p1
pos            = -20,0
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add

[State 100, 4]
type           = Explod
trigger1       = animelem = 5
anim           = 4559
sprpriority    = 4
postype        = p1
pos            = 0,0
scale = 1,0.2
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add

[State 100, 4]
type           = Explod
trigger1 = movecontact
anim           = 1081
sprpriority    = 999
postype        = left
scale          = 1,1 
pos = 0,0
ontop = 1
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
trans = add
supermovetime = 9999
pausemovetime = 9999
persistent = 0

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = movecontact
value = 400, 23
ignorehitpause = 1
persistent = 0

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = movehit
value = 5, 5
ignorehitpause = 1
persistent = 0

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = movehit
value = 5, 6
ignorehitpause = 1
persistent = 0

[State -2, EnvColor]
type = EnvColor
trigger1 = movecontact
value = 255,255,255
time = 2
under = 1
ignorehitpause = 1
persistent = 0

[State 1010, 1]
type = HitOverride
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(5) <= 0
attr = SCA,AA,AP
slot = 1
stateno = 1085
time = 1

[State 1010, 1]
type = changeanim
trigger1 = prevstateno != 1085 && time = 0
value = 1080


[State 3242, ChangeState]
Type = ChangeState
trigger1 = animtime =0
value = 0
ctrl = 1

[Statedef 1081]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1025, 制御した相手のアニメ変更]
type = ChangeAnim2
trigger1 = 1
value = 5030

[State 1025, ステート変更]
type = ChangeState
trigger1 = HitShakeOver = 1 ;ヒット硬直が解けたら
value = 221

[Statedef 1085]
type    = S
movetype= H
physics = N
juggle  = 0
ctrl = 0
sprpriority = 2

[State 1111, changeanim]
type = changeanim
trigger1 = 1
value = anim
elem = animelemno(0)
ignorehitpause = 1

[State 1111, HitOverride]
type = HitOverride
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(5) <= 0
attr = SCA,AA,AP
slot = 1
stateno = 1085
time = 1
ignorehitpause = 1

[State 4000, BGPalFX]
type = PalFX
trigger1 = time = 0
time = 2
add = 100,100,100
ignorehitpause = 1

[State 1111, changestate]
type = changestate
trigger1 = time = 1
value = 1080
ignorehitpause = 1

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

;---------------------------------------------------------------------------
; 三連カンフー突き手(超必殺)
; 
;        さて、これは超必殺技のステートです。
;        注目する事はgetpowerが0になっている事です、通常超必殺はゲージを使って
;        発動する物なのでゲージが増えるのは変ですね？なので0になっています
;        攻撃の状態はattr = S, HAですＳ：立ち状態　Ｈ：超必殺　Ａ：攻撃です。
;        後、上でHitDefは一つに統合できると書きましたがここではそれを使用しています。
;        HitDefを見ると
;        trigger1 = AnimElem = 5
;        trigger2 = AnimElem = 12
;        となっていますね？これの意味は「スプライトステートの５枚目と９枚目の絵の時に」
;        という意味になります、triggerが1と2なのは条件を表しもし両方とも1ならば
;        意味が変わってきます。例えば「スプライトステートの１枚目の２０フレーム目」とするなら
;        trigger1 = AnimElem = 1
;        trigger1 = time = 20
;        と書けばＯＫです。
[Statedef 3000]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 4516
ctrl = 0
sprpriority = 0

[State a]
type = Explod
trigger1 = time <= 20
anim = 4547
id = 4530
sprpriority = 5
postype = p1
pos = 12,-54 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -6 + (random%12),-6 + (random%12)
ignorehitpause = 1
scale = 0.35,0.35
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add
removeongethit = 1

[State 1000, 5];字
type = Explod
triggerall = time = 0
trigger1 = prevstateno = [1030,1031]
anim = 6005
sprpriority = 50
postype = left
pos = 0,110
bindtime = -1
scale = 0.5,0.5
supermove = 1
under = 0
ownpal = 1
trans = add

[State 1000, 5];字
type = Explod
triggerall = time = 0
trigger1 = prevstateno = [1030,1031]
anim = 6006
sprpriority = 51
postype = right
pos = 0,108
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];字
type = Explod
triggerall = time = 0
trigger1 = prevstateno = [1030,1031]
anim = 6002
sprpriority = 49
postype = left
pos = 0,101
scale = 1,0.5
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = addalpha
alpha = 340-120,120

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6101
postype = p1
scale = 0.9,0.9
pos = 12,-54
sprpriority = 0
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6003
postype = p1
pos = 12,-54
sprpriority = -1
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6004
postype = p1
pos = 12,-54
sprpriority = 1
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[state 6500,1]
type = EnvShake
Trigger1 = animelem = 2
time = 15
ampl = -15
freq = 95
phase = 95

[State 3020, Helper]
Type = Helper
triggerall = time = 0
trigger1 = var(52) = 1
Trigger1 = facing = 1
OwnPal = 1
PosType = left
Pos = -295, Floor(170-ScreenPos Y)+(pos y)
Facing = 1
ID = 6920
StateNo = 6920
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "
Size.XScale = 0.5
Size.YScale = 0.5

[State 3020, Helper]
Type = Helper
triggerall = time = 0
trigger1 = var(52) = 1
Trigger1 = facing = -1
OwnPal = 1
PosType = Right
Pos = 295, Floor(170-ScreenPos Y)+(pos y)
Facing = -1
ID = 6920
StateNo = 6920
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "
Size.XScale = 0.5
Size.YScale = 0.5

[State 1020]
type = SuperPause
trigger1 = palno != 12
trigger1 = time = 0
time = 40
movetime = 40
anim = -1
sound = S20,0
pos = 999,999
poweradd = -3000
darken = 0

[State 3000, 1]
type = PlaySnd
trigger1 = palno != 12
trigger1 = time = 0
value = 20, 0

[State 3000, 1]
type = PlaySnd
trigger1 = time = 0
value = 500, 13

[State 3000, 1]
type = PlaySnd
trigger1 = time = 0
value = 500, 6

[State 3000, 1]
type = PlaySnd
trigger1 = time = 0
value = 500, 9

[State -1]
type = assertspecial
trigger1 = time <= 40
flag = nobg
flag2 = nofg
flag3 = nobardisplay
pausemovetime = 9999
supermovetime = 9999

[State 100, 4]
type           = Explod
trigger1 = animelem = 2
anim           = 4559
sprpriority    = -4
postype        = p1
pos            = 0,0
scale          = 1,0.25 
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add
supermove = 1
pausemovetime = 9999
supermovetime = 9999

[State 3000, 4]
type = VelSet
trigger1 = time >= 0
x = 0

[State 3000]
Type = VarSet
Trigger1 = time >= 0
V = 13
value = 999

[State 1000]
type = Helper
Triggerall = NumHelper(3000) = 0
trigger1 = time = 1
stateno = 3001
id = 3000
helpertype = normal
pos = 0,0
postype = P1
keyctrl = 0
ownpal = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
persistent = 0

[State 1000]
type = Helper
Triggerall = NumHelper(3001) = 0
trigger1 = time = 1
stateno = 3003
id = 3001
helpertype = normal
pos = 0,0
postype = P1
keyctrl = 0
ownpal = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
Size.XScale = 1.021
Size.YScale = 1.021
persistent = 0

[State 3000, 7]
type = ChangeState
trigger1 = roundstate = 2
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 191, 2] 
type = AssertSpecial
trigger1 = palno = 12
trigger1 = 1
flag = Intro

[State 3000, 7]
type = ChangeState
trigger1 = palno = 12
trigger1 = roundstate != 2
trigger1 = AnimTime = 0
value = 0

[StateDef 3001]
Physics = N

[state 6506,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[State -1]
Type     = ChangeAnim
Trigger1 = 1
Value    = Root,Anim
Elem     = Root,AnimElemNo(0)

[State -1]
Type     = AssertSpecial
Trigger1 = 1
Flag     = Invisible

[State -1]
Type     = BindToRoot
Trigger1 = 1

[State -1]
Type     = Turn
Trigger1 = Facing != Root,Facing

[State -1]
Type = null;Explod
Triggerall = Root,var(16) = 0
Trigger1 = Root,var(13) > 0
Trigger1 = time = 0
Anim = 6520
ID = 6510
Pos = root,var(14)-65,root,var(15)
PosType = Left
BindTime = -1
Scale = 0.35,0.2
Ownpal = 1
SprPriority = 10
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add

;=============================================
;1P側

[State -1]
Type = Explod
Triggerall = Root,palno != 12
Triggerall = Root,var(16) = 0
Trigger1 = TeamSide = 1
Trigger1 = Root,var(13) > 0
Trigger1 = time = 0
Anim = 6510
ID = 6510
Pos = root,var(14)-35,root,var(15)
PosType = Left
BindTime = -1
Scale = 0.3,0.3
Ownpal = 1
SprPriority = 10
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add

[State -1]
Type = Explod
Triggerall = Root,palno != 12
Triggerall = Root,var(16) = 1
Trigger1 = TeamSide = 1
Trigger1 = Root,var(13) > 0
Trigger1 = time = 0
Anim = 6510
ID = 6510
Pos = root,var(14)-35,root,var(15)
PosType = Left
BindTime = -1
Scale = 0.3,0.3
Ownpal = 1
SprPriority = 10
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = sub

[State -1]
Type = Explod
Triggerall = Root,palno != 12
Triggerall = Root,var(16) = 0
Trigger1 = TeamSide = 1
Trigger1 = Root,var(13) > 100
Anim = 6500+var(10)
ID = 6500
Pos = root,var(14),root,var(15)
PosType = Left
BindTime = -1
Scale = 0.3,0.3
Ownpal = 1
SprPriority = 10
RemoveTime = 1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add

[State -1]
Type = Explod
Triggerall = Root,palno != 12
Triggerall = Root,var(16) = 0
Trigger1 = TeamSide = 1
Trigger1 = Root,var(13) >= 10
Anim = 6500+var(11)
ID = 6500
Pos = root,var(14)+15,root,var(15)
PosType = Left
BindTime = -1
Scale = 0.3,0.3
Ownpal = 1
SprPriority = 10
RemoveTime = 1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add

[State -1]
Type = Explod
Triggerall = Root,palno != 12
Triggerall = Root,var(16) = 0
Trigger1 = TeamSide = 1
Trigger1 = Root,var(13) >= 0
Anim = 6500+var(12)
ID = 6500
Pos = root,var(14)+30,root,var(15)
PosType = Left
BindTime = -1
Scale = 0.3,0.3
Ownpal = 1
SprPriority = 10
RemoveTime = 1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add

[State -1]
Type = Explod
Triggerall = Root,palno != 12
Triggerall = Root,var(16) = 1
Trigger1 = TeamSide = 1
Trigger1 = Root,var(13) > 100
Anim = 6500+var(10)
ID = 6500
Pos = root,var(14),root,var(15)
PosType = Left
BindTime = -1
Scale = 0.3,0.3
Ownpal = 1
SprPriority = 10
RemoveTime = 1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = sub

[State -1]
Type = Explod
Triggerall = Root,palno != 12
Triggerall = Root,var(16) = 1
Trigger1 = TeamSide = 1
Trigger1 = Root,var(13) >= 10
Anim = 6500+var(11)
ID = 6500
Pos = root,var(14)+15,root,var(15)
PosType = Left
BindTime = -1
Scale = 0.3,0.3
Ownpal = 1
SprPriority = 10
RemoveTime = 1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = sub

[State -1]
Type = Explod
Triggerall = Root,palno != 12
Triggerall = Root,var(16) = 1
Trigger1 = TeamSide = 1
Trigger1 = Root,var(13) >= 0
Anim = 6500+var(12)
ID = 6500
Pos = root,var(14)+30,root,var(15)
PosType = Left
BindTime = -1
Scale = 0.3,0.3
Ownpal = 1
SprPriority = 10
RemoveTime = 1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = sub

[State -1]
Type = Explod
Triggerall = Root,palno = 12
Trigger1 = TeamSide = 1
Trigger1 = Root,var(13) >= 0
Trigger1 = time = 0
Anim = 6511
ID = 6510
Pos = root,var(14),root,var(15)
PosType = Left
BindTime = -1
Scale = 0.4,0.3
Ownpal = 1
SprPriority = 10
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add

;=============================================
;2P側

[State -1]
Type = Explod
Triggerall = Root,palno != 12
Triggerall = Root,var(16) = 0
Trigger1 = TeamSide = 2
Trigger1 = Root,var(13) > 0
Trigger1 = time = 0
Anim = 6510
ID = 6510
Pos = root,var(14)-139,root,var(15)
PosType = right
BindTime = -1
Scale = 0.3,0.3
Ownpal = 1
SprPriority = 10
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add

[State -1]
Type = Explod
Triggerall = Root,palno != 12
Triggerall = Root,var(16) = 1
Trigger1 = TeamSide = 2
Trigger1 = Root,var(13) > 0
Trigger1 = time = 0
Anim = 6510
ID = 6510
Pos = root,var(14)-139,root,var(15)
PosType = right
BindTime = -1
Scale = 0.3,0.3
Ownpal = 1
SprPriority = 10
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = sub

[State -1]
Type = Explod
Triggerall = Root,palno != 12
Triggerall = Root,var(16) = 0
Trigger1 = TeamSide = 2
Trigger1 = Root,var(13) > 100
Anim = 6500+var(10)
ID = 6500
Pos = root,var(14)-104,root,var(15)
PosType = right
BindTime = -1
Scale = 0.3,0.3
Ownpal = 1
SprPriority = 10
RemoveTime = 1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add

[State -1]
Type = Explod
Triggerall = Root,palno != 12
Triggerall = Root,var(16) = 0
Trigger1 = TeamSide = 2
Trigger1 = Root,var(13) >= 10
Anim = 6500+var(11)
ID = 6500
Pos = root,var(14)-89,root,var(15)
PosType = right
BindTime = -1
Scale = 0.3,0.3
Ownpal = 1
SprPriority = 10
RemoveTime = 1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add

[State -1]
Type = Explod
Triggerall = Root,palno != 12
Triggerall = Root,var(16) = 0
Trigger1 = TeamSide = 2
Trigger1 = Root,var(13) >= 0
Anim = 6500+var(12)
ID = 6500
Pos = root,var(14)-74,root,var(15)
PosType = right
BindTime = -1
Scale = 0.3,0.3
Ownpal = 1
SprPriority = 10
RemoveTime = 1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add

[State -1]
Type = Explod
Triggerall = Root,palno != 12
Triggerall = Root,var(16) = 1
Trigger1 = TeamSide = 2
Trigger1 = Root,var(13) > 100
Anim = 6500+var(10)
ID = 6500
Pos = root,var(14)-104,root,var(15)
PosType = right
BindTime = -1
Scale = 0.3,0.3
Ownpal = 1
SprPriority = 10
RemoveTime = 1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = sub

[State -1]
Type = Explod
Triggerall = Root,palno != 12
Triggerall = Root,var(16) = 1
Trigger1 = TeamSide = 2
Trigger1 = Root,var(13) >= 10
Anim = 6500+var(11)
ID = 6500
Pos = root,var(14)-89,root,var(15)
PosType = right
BindTime = -1
Scale = 0.3,0.3
Ownpal = 1
SprPriority = 10
RemoveTime = 1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = sub

[State -1]
Type = Explod
Triggerall = Root,palno != 12
Triggerall = Root,var(16) = 1
Trigger1 = TeamSide = 2
Trigger1 = Root,var(13) >= 0
Anim = 6500+var(12)
ID = 6500
Pos = root,var(14)-74,root,var(15)
PosType = right
BindTime = -1
Scale = 0.3,0.3
Ownpal = 1
SprPriority = 10
RemoveTime = 1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = sub

[State -1]
Type = Explod
Triggerall = Root,palno = 12
Trigger1 = TeamSide = 2
Trigger1 = Root,var(13) >= 0
Trigger1 = time = 0
Anim = 6511
ID = 6510
Pos = root,var(14)-104,root,var(15)
PosType = right
BindTime = -1
Scale = 0.4,0.3
Ownpal = 1
SprPriority = 10
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add

;=============================================

[State 3000]
Type = VarSet
Trigger1 = 1
var(10) = Floor(Root,var(13)*.01)%10
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1

[State 3000]
Type = VarSet
Trigger1 = 1
var(11) = Floor(Root,var(13)*.1)%10
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1

[State 3000]
Type = VarSet
Trigger1 = 1
var(12) = Floor(Root,var(13))%10
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1

[State -1]
Type     = changestate
Trigger1 = root,var(13) <= 0
value = 3002

[StateDef 3002]
Physics = N

[State -1]
Type = removeExplod
Trigger1 = time >= 0
id = 6510

[State -1]
Type     = DestroySelf
Trigger1 = time >= 5

[StateDef 3003]
Physics = N

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = Add
Length         = 25
TimeGap        = 1
FrameGap       = 1
PalBright      = 20 , 20 , 20
PalContrast    = 140 , 35 , 170
PalAdd         = 0 , 0 , 0
PalMul         = .4 , .4 , .4

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = Add
Length         = 23
TimeGap        = 1
FrameGap       = 1
PalBright      = 50 , 50 , 50
PalContrast    = 175 , 85 , 205
PalAdd         = 0 , 0 , 0
PalMul      = .50,.50,.50  ;残像の色の乗算値（赤,緑,青・ＲＧＢ・float）

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = Add
Length         = 20
TimeGap        = 1
FrameGap       = 1
PalBright      = 70 , 70 , 70
PalContrast    = 290 , 130 , 255
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70  ;残像の色の乗算値（赤,緑,青・ＲＧＢ・float）

[state 6506,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[State -1]
Type     = ChangeAnim
Trigger1 = 1
Value    = Root,Anim
Elem     = Root,AnimElemNo(0)

[State -1]
Type     = AssertSpecial
Trigger1 = 1
Flag     = Invisible

[State -1]
Type     = BindToRoot
Trigger1 = 1

[State -1]
Type     = Turn
Trigger1 = Facing != Root,Facing

[State -1]
Type     = changestate
Trigger1 = root,var(13) <= 0
Trigger2 = root,movetype = H
value = 3004

[StateDef 3004]
Physics = N

[State -2, 残像]
type = AfterImage
trigger1 = 1
time = 0

[State -1]
Type     = DestroySelf
Trigger1 = time >= 1

;---------------------------------------------------------------------------
; ここから下に新しいステートを書くと分かりやすくていいと思います
;---------------------------------------------------------------------------

[Statedef 3000]
type     = S
movetype = A
physics  = S
poweradd = 0
anim     = 3000
ctrl     = 0
sprpriority = 6
velset = 0,0

[State 3020, Helper]
Type = Helper
triggerall = time = 0
trigger1 = var(52) = 1
Trigger1 = facing = 1
OwnPal = 1
PosType = left
Pos = -295, Floor(170-ScreenPos Y)+(pos y)
Facing = 1
ID = 6920
StateNo = 6920
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "
Size.XScale = 0.5
Size.YScale = 0.5

[State 3020, Helper]
Type = Helper
triggerall = time = 0
trigger1 = var(52) = 1
Trigger1 = facing = -1
OwnPal = 1
PosType = Right
Pos = 295, Floor(170-ScreenPos Y)+(pos y)
Facing = -1
ID = 6920
StateNo = 6920
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "
Size.XScale = 0.5
Size.YScale = 0.5

[State 1000, 5];字
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 1000
trigger2 = prevstateno = 1061
anim = 6005
sprpriority = 50
postype = left
pos = 0,110
bindtime = -1
scale = 0.5,0.5
supermove = 1
under = 0
ownpal = 1
trans = add

[State 1000, 5];字
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 1000
trigger2 = prevstateno = 1061
anim = 6006
sprpriority = 51
postype = right
pos = 0,108
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];字
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 1000
trigger2 = prevstateno = 1061
anim = 6002
sprpriority = 49
postype = left
pos = 0,101
scale = 1,0.5
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = addalpha
alpha = 340-120,120

[State 1000, 5]
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 1000
trigger2 = prevstateno = 1061
value = -500

[State -1]
type = assertspecial
trigger1 = time <= 40
flag = nobg
flag2 = nofg
pausemovetime = 9999
supermovetime = 9999

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6003
postype = p1
pos = -16,-53
sprpriority = -1
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6004
postype = p1
pos = -16,-53
sprpriority = 10
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 3020, Helper]
Type = Helper
triggerall = time = 0
trigger1 = var(52) = 1
Trigger1 = facing = 1
OwnPal = 1
PosType = left
Pos = -295, Floor(170-ScreenPos Y)+(pos y)
Facing = 1
ID = 6920
StateNo = 6920
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "
Size.XScale = 0.5
Size.YScale = 0.5

[State 3020, Helper]
Type = Helper
triggerall = time = 0
trigger1 = var(52) = 1
Trigger1 = facing = -1
OwnPal = 1
PosType = Right
Pos = 295, Floor(170-ScreenPos Y)+(pos y)
Facing = -1
ID = 6920
StateNo = 6920
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "
Size.XScale = 0.5
Size.YScale = 0.5

[State 1020]
type = SuperPause
trigger1 = time = 0
time = 30
movetime = 30
anim = -1
sound = S20,0
pos = 999,999
darken = 0
poweradd = -1000
unhittable = 1

[State 1000]
type = Helper
trigger1 = time >= 34
trigger1 = (GameTime%7) = 1
stateno = 3012
id = 3010
helpertype = normal
pos = 58,-42
postype = P1
keyctrl = 0
ownpal = 1

[State 3000]
type = Explod
trigger1 = time >= 34
trigger1 = (GameTime%9) = 1
anim = 4574
postype = p1
scale = 0.2,0.2
pos = 58,-42
sprpriority = -1
supermove = -1
bindtime = 1
ownpal = 1
trans = add

[State 186, 音]
type = PlaySnd
Trigger1 = Time >= 36
trigger1 = (GameTime%5) = 1
value = 500, 14
freqmul = 1+((random%8)*0.1)

[State 1000, HitDef]
Type = projectile
trigger1 = p2BodyDist Y >= -120
trigger1 = p2BodyDist X = [0,230]
trigger1 = time >= 36
trigger1 = (GameTime%6)+(random%4) = 1
projanim = 4581
ProjID  = 4581
projhitanim  = 4581
offset  = 0,0
postype = p2
projremove = 0
projremovetime = 4
attr = S, SA
damage = 26,5
guardflag = MA
guarddist =320
animtype = hard
priority = 4
pausetime = 2,15
sparkno = -1
sparkxy = -25,-20
guard.sparkno = -1
hitsound = s500,0
guardsound = s120,0
ground.type = High
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -9
air.velocity = -4,-4
yaccel = .44
air.fall = 1
fall.recovertime = 19
guard.kill = 0
GetPower                   = 0,0
Hitonce                    = 1
NumHits                    = 1
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
;p2stateno = 1073

[State 1000, HitDef]
Type = projectile
trigger1 = p2BodyDist Y >= -120
trigger1 = p2BodyDist X = [0,230]
trigger1 = time >= 38
trigger1 = (GameTime%6) = 1
projanim = 4581
ProjID  = 4581
projhitanim  = 4581
offset  = 0,0
postype = p2
projremove = 0
projremovetime = 4
attr = S, SA
damage = 17,5
guardflag = MA
guarddist =320
animtype = light
priority = 4
pausetime = 2,15
sparkno = -1
sparkxy = -25,-20
guard.sparkno = -1
hitsound = -1
guardsound = s120,0
ground.type = High
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -9
air.velocity = -4,-4
yaccel = .44
air.fall = 1
fall.recovertime = 19
guard.kill = 0
GetPower                   = 0,0
Hitonce                    = 1
NumHits                    = 1
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
;p2stateno = 1073

[State -1]
Type     = changestate
Trigger1 = time >= 150
value = 3011

[Statedef 3010]
type     = S
movetype = A
physics  = S
poweradd = 0
anim     = 4583
ctrl     = 0
sprpriority = 6
velset = 0,0

[State 1000, 5];字
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 1000
trigger2 = prevstateno = 1061
anim = 6005
sprpriority = 50
postype = left
pos = 0,110
bindtime = -1
scale = 0.5,0.5
supermove = 1
under = 0
ownpal = 1
trans = add

[State 1000, 5];字
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 1000
trigger2 = prevstateno = 1061
anim = 6006
sprpriority = 51
postype = right
pos = 0,108
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];字
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 1000
trigger2 = prevstateno = 1061
anim = 6002
sprpriority = 49
postype = left
pos = 0,101
scale = 1,0.5
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = addalpha
alpha = 340-120,120

[State 1000, 5]
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 1000
trigger2 = prevstateno = 1061
value = -500

[State -1]
type = assertspecial
trigger1 = time <= 40
flag = nobg
flag2 = nofg
pausemovetime = 9999
supermovetime = 9999

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6003
postype = p1
pos = -16,-53
sprpriority = -1
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6004
postype = p1
pos = -16,-53
sprpriority = 10
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 3020, Helper]
Type = Helper
triggerall = time = 0
trigger1 = var(52) = 1
Trigger1 = facing = 1
OwnPal = 1
PosType = left
Pos = -295, Floor(170-ScreenPos Y)+(pos y)
Facing = 1
ID = 6920
StateNo = 6920
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "
Size.XScale = 0.5
Size.YScale = 0.5

[State 3020, Helper]
Type = Helper
triggerall = time = 0
trigger1 = var(52) = 1
Trigger1 = facing = -1
OwnPal = 1
PosType = Right
Pos = 295, Floor(170-ScreenPos Y)+(pos y)
Facing = -1
ID = 6920
StateNo = 6920
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "
Size.XScale = 0.5
Size.YScale = 0.5

[State 1020]
type = SuperPause
trigger1 = time = 0
time = 30
movetime = 30
anim = -1
sound = S20,0
pos = 999,999
darken = 0
poweradd = -1000
unhittable = 1

[State 1000]
type = Helper
trigger1 = time >= 34
trigger1 = (GameTime%7) = 1
stateno = 3012
id = 3010
helpertype = normal
pos = 58,-42
postype = P1
keyctrl = 0
ownpal = 1

[State 3000]
type = Explod
trigger1 = time >= 34
trigger1 = (GameTime%9) = 1
anim = 4574
postype = p1
scale = 0.2,0.2
pos = 58,-42
sprpriority = -1
supermove = -1
bindtime = 1
ownpal = 1
trans = add

[State 186, 音]
type = PlaySnd
Trigger1 = Time >= 36
trigger1 = (GameTime%5) = 1
value = 500, 14
freqmul = 1+((random%8)*0.1)

[State 1000, HitDef]
Type = projectile
trigger1 = p2BodyDist Y >= -120
trigger1 = p2BodyDist X = [0,230]
trigger1 = time >= 36
trigger1 = (GameTime%6)+(random%4) = 1
projanim = 4581
ProjID  = 4581
projhitanim  = 4581
offset  = 0,0
postype = p2
projremove = 0
projremovetime = 4
attr = S, SA
damage = 26,5
guardflag = MA
guarddist =320
animtype = hard
priority = 4
pausetime = 2,15
sparkno = -1
sparkxy = -25,-20
guard.sparkno = -1
hitsound = s500,0
guardsound = s120,0
ground.type = High
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -9
air.velocity = -4,-4
yaccel = .44
air.fall = 1
fall.recovertime = 19
guard.kill = 0
GetPower                   = 0,0
Hitonce                    = 1
NumHits                    = 1
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
;p2stateno = 1073

[State 1000, HitDef]
Type = projectile
trigger1 = p2BodyDist Y >= -120
trigger1 = p2BodyDist X = [0,230]
trigger1 = time >= 38
trigger1 = (GameTime%6) = 1
projanim = 4581
ProjID  = 4581
projhitanim  = 4581
offset  = 0,0
postype = p2
projremove = 0
projremovetime = 4
attr = S, SA
damage = 17,5
guardflag = MA
guarddist =320
animtype = light
priority = 4
pausetime = 2,15
sparkno = -1
sparkxy = -25,-20
guard.sparkno = -1
hitsound = -1
guardsound = s120,0
ground.type = High
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -9
air.velocity = -4,-4
yaccel = .44
air.fall = 1
fall.recovertime = 19
guard.kill = 0
GetPower                   = 0,0
Hitonce                    = 1
NumHits                    = 1
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
;p2stateno = 1073

[State -1]
Type     = changestate
Trigger1 = time >= 150
value = 3011

[Statedef 3012]
type    = A
movetype= I
physics = N
ctrl = 0
sprpriority = 5

[State 10050]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State 6670, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 6670, AngleDraw]
Type = AngleAdd
Trigger1 = animelem = 1
Value = 30-(random%60)

[State 2383]
Type = VarRandom
Trigger1 = Time >= 0
V = 18
Range = 0,4

[State 1001]
type = changeanim
trigger1 = time = 0
value = 4576+var(18)

[State 1001]
type = trans
trigger1 = 1
trans = add
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = Add
Length         = 12
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 110 , 65 , 130
PalAdd         = 0 , 0 , 0
PalMul         = .4 , .4 , .4

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = Add
Length         = 11
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 155 , 105 , 185
PalAdd         = 0 , 0 , 0
PalMul      = .50,.50,.50  ;残像の色の乗算値（赤,緑,青・ＲＧＢ・float）

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = Add
Length         = 10
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 180 , 130 , 235
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70  ;残像の色の乗算値（赤,緑,青・ＲＧＢ・float）

[State 1001, ステート変更]
type = Destroyself
trigger1 = AnimTime = 0
trigger2 = root,stateno != [3010,3015]
trigger3 = root,anim = 4582

[Statedef 3011]
type     = A
movetype = A
physics  = S
poweradd = 0
anim     = 4582
ctrl     = 0
sprpriority = 6
velset = 0,0

[State 240, 2]
type = HitDef
trigger1 = animelem = 7 
attr = S, HA
animtype  = Hard
getpower = 0,0
damage    = 105,25
guardflag = MA
pausetime = 5,26
sparkno = S8600
sparkxy = -35,-80
hitsound   = s500,11
guard.sparkno = s8400
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -20,-9
air.velocity = -20,-9
fall = 1
fall.recover = 0
p2stateno = 3014
envshake.time = 25
envshake.ampl = -16
envshake.freq = 92
envshake.phase = 92

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = prevstateno = 3015
value = 4582
elem = 5

[state a]
type = velset
trigger1 = pos Y = 0
trigger1 = animelem = 6
x = 8.5
y = -15

[state a]
type = velset
trigger1 = pos Y <= -1
trigger1 = animelem = 6
x = 0.5
y = -13

[state a]
type = veladd
trigger1 = animelem = 6,>=0
y = 0.6

[State 186, 音]
type = PlaySnd
trigger1 = animelem = 5
value = 500, 15

[State 1000, 5]
type = Explod
trigger1 = movehit
anim = 8600
sprpriority = 100
postype = p2
pos = -10 + (random%10),-60 + (random%20)
bindtime = -1
ignorehitpause =0
under = 0
ownpal = 1
PauseMoveTime = 9999999
trans = add
persistent = 0

[State 601]
type = Explod
trigger1 = movehit
trigger1 = enemynear,stateno = 3014
anim = 4586
ID = 4586
pos = 0,-70
postype = left
facing = 1
vfacing = 1
bindtime = -1
supermovetime = 999999999
pausemovetime = 999999999
ontop = 1
sprpriority = 99999
ownpal = 1
ignorehitpause = 1
persistent = 0
trans = add

[State 220]
type = pause
trigger1 = movehit
trigger1 = enemynear,stateno = 3014
time = 20
movetime = 0
ignorehitpause = 1
persistent = 0

[State 1000]
type = Helper
trigger1 = animelem = 5
stateno = 3013
id = 3011
helpertype = normal
pos = 2,-23
postype = P1
keyctrl = 0
ownpal = 1
ignorehitpause = 0

[State -2, EnvColor]
type = EnvColor
trigger1 = movehit
value = 255,255,255
time = 3
under = 1
ignorehitpause = 1
persistent = 0

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = movehit
value = 500, 1
ignorehitpause = 1
persistent = 0

[State 3242, ChangeState]
Type = ChangeState
trigger1 = vel y >0 && pos y >=0
value = 1072

[Statedef 3013]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 4585
sprpriority = 4

[State 3000]
type = Explod
trigger1 = time >= 0
anim = 4592
postype = p1
scale = 0.8,0.8
pos = 0,0
sprpriority = 5
supermove = -1
bindtime = 1
ownpal = 1
trans = add

[State 6670, AngleDraw]
Type = trans
Trigger1 = 1
trans = add

[State 6670, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 6670, AngleDraw]
Type = AngleAdd
Trigger1 = animelem = 1
Value = -30

[State 10050]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[state a]
type = velset
trigger1 = animelem = 1
x = 8
y = -11

[state a]
type = veladd
trigger1 = animelem = 1,>=0
x = -0.4
y = 0.6

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = Add
Length         = 12
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 110 , 65 , 130
PalAdd         = 0 , 0 , 0
PalMul         = .4 , .4 , .4

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = Add
Length         = 11
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 155 , 105 , 185
PalAdd         = 0 , 0 , 0
PalMul      = .50,.50,.50  ;残像の色の乗算値（赤,緑,青・ＲＧＢ・float）

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = Add
Length         = 10
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 180 , 130 , 235
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70  ;残像の色の乗算値（赤,緑,青・ＲＧＢ・float）

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 4582
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 5
Time = 10
Pos = 7,-36
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 4582
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 6
Time = 10
Pos = 24,-47
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 4582
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 7
Time = 10
Pos = 15,-76
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 4582
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 8
Time = 10
Pos = 5,-68
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = sprpriority
Trigger1 = Root,Anim = 4582
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 8
value = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 4582
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 9
Time = 10
Pos = -31,-39
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 4573
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 9
Time = 10
Pos = -8,-72
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 4546
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 10
Time = 10
Pos = -5,-75
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = sprpriority
Trigger1 = Root,Anim = 4582
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 10
value = 6
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1001, ステート変更]
type = Destroyself
trigger1 = AnimTime = 0
trigger2 = root,stateno != [3010,3014]
Trigger3 = Root,Anim = 4582
Trigger3 = Root,MoveType = A
Trigger3 = Root,AnimElem = 11

[Statedef 3014]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1025, 制御した相手のアニメ変更]
type = ChangeAnim2
trigger1 = 1
value = 5030

[State 1025, ステート変更]
type = ChangeState
trigger1 = HitShakeOver = 1 ;ヒット硬直が解けたら
value = 6068

[Statedef 3015]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 4584
sprpriority = 3
velset = 0,0

[State 1000, 5];字
type = Explod
trigger1 = prevstateno = 3011
trigger1 = time = 0
anim = 6000
sprpriority = 50
postype = left
pos = 0,110
bindtime = -1
scale = 0.5,0.5
supermove = 1
under = 0
ownpal = 1
trans = add

[State 1000, 5];字
type = Explod
trigger1 = prevstateno = 3011
trigger1 = time = 0
anim = 6001
sprpriority = 51
postype = right
pos = 0,108
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];字
type = Explod
trigger1 = prevstateno = 3011
trigger1 = time = 0
anim = 6002
sprpriority = 49
postype = left
pos = 0,94
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = addalpha
alpha = 340-120,120

[State 1000, 5]
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 1078
trigger2 = prevstateno = 1005
trigger3 = prevstateno = 3011
value = -500

[State 1000, 5];字
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 1078
trigger2 = prevstateno = 1005
anim = 6005
sprpriority = 50
postype = left
pos = 0,110
bindtime = -1
scale = 0.5,0.5
supermove = 1
under = 0
ownpal = 1
trans = add

[State 1000, 5];字
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 1078
trigger2 = prevstateno = 1005
anim = 6006
sprpriority = 51
postype = right
pos = 0,108
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];字
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 1078
trigger2 = prevstateno = 1005
anim = 6002
pos = 0,101
scale = 1,0.5
sprpriority = 49
postype = left
pos = 0,44
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = addalpha
alpha = 340-120,120

[State -1]
type = assertspecial
trigger1 = time <= 40
flag = nobg
flag2 = nofg
pausemovetime = 9999
supermovetime = 9999

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6003
postype = p1
pos = -16,-70
sprpriority = -1
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6004
postype = p1
pos = -16,-70
sprpriority = 10
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 3020, Helper]
Type = Helper
triggerall = time = 0
trigger1 = var(52) = 1
Trigger1 = facing = 1
OwnPal = 1
PosType = left
Pos = -295, Floor(170-ScreenPos Y)+(pos y)
Facing = 1
ID = 6920
StateNo = 6920
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "
Size.XScale = 0.5
Size.YScale = 0.5

[State 3020, Helper]
Type = Helper
triggerall = time = 0
trigger1 = var(52) = 1
Trigger1 = facing = -1
OwnPal = 1
PosType = Right
Pos = 295, Floor(170-ScreenPos Y)+(pos y)
Facing = -1
ID = 6920
StateNo = 6920
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "
Size.XScale = 0.5
Size.YScale = 0.5

[State 1020]
type = SuperPause
trigger1 = time = 0
time = 30
movetime = 30
anim = -1
sound = S20,0
pos = 999,999
darken = 0
poweradd = -1000
unhittable = 1

[State 1000]
type = Helper
trigger1 = time >= 36
trigger1 = (GameTime%5) = 1
stateno = 3012
id = 3010
helpertype = normal
pos = 40,-49
postype = P1
keyctrl = 0
ownpal = 1

[State 3000]
type = Explod
trigger1 = time >= 36
trigger1 = (GameTime%9) = 1
anim = 4574
postype = p1
scale = 0.2,0.2
pos = 40,-49
sprpriority = -1
supermove = -1
bindtime = 1
ownpal = 1
trans = add

[State 186, 音]
type = PlaySnd
Trigger1 = Time >= 36
trigger1 = (GameTime%5) = 1
value = 500, 14
freqmul = 1+((random%8)*0.1)

[State 1000, HitDef]
Type = projectile
trigger1 = p2BodyDist Y = [-120,90]
trigger1 = p2BodyDist X = [0,230]
trigger1 = time >= 36
trigger1 = (GameTime%6)+(random%4) = 1
projanim = 4581
ProjID  = 4581
projhitanim  = 4581
offset  = 0,0
postype = p2
projremove = 0
projremovetime = 4
attr = S, SA
damage = 26,5
guardflag = MA
guarddist =320
animtype = hard
priority = 4
pausetime = 2,15
sparkno = -1
sparkxy = -25,-20
guard.sparkno = -1
hitsound = s500,0
guardsound = s120,0
ground.type = High
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -9
air.velocity = -4,-4
yaccel = .44
air.fall = 1
fall.recovertime = 19
guard.kill = 0
GetPower                   = 0,0
Hitonce                    = 1
NumHits                    = 1
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
kill = 0
;p2stateno = 1073

[State 1000, HitDef]
Type = projectile
trigger1 = p2BodyDist Y = [-120,90]
trigger1 = p2BodyDist X = [0,230]
trigger1 = time >= 38
trigger1 = (GameTime%6) = 1
projanim = 4581
ProjID  = 4581
projhitanim  = 4581
offset  = 0,0
postype = p2
projremove = 0
projremovetime = 4
attr = S, SA
damage = 17,5
guardflag = MA
guarddist =320
animtype = light
priority = 4
pausetime = 2,15
sparkno = -1
sparkxy = -25,-20
guard.sparkno = -1
hitsound = -1
guardsound = s120,0
ground.type = High
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -9
air.velocity = -4,-4
yaccel = .44
air.fall = 1
fall.recovertime = 19
guard.kill = 0
GetPower                   = 0,0
Hitonce                    = 1
NumHits                    = 1
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
kill = 0
;p2stateno = 1073


[State -1]
Type     = changestate
Trigger1 = time >= 150
value = 3011;1078
ctrl = 0


[Statedef 3020]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 4593
sprpriority = 3
velset = 0,0
poweradd = -2000

[State a]
type = Explod
trigger1 = time >= 5
trigger1 = time <= 20
anim = 4574
sprpriority = 5
postype = p1
pos = 45 - (random%90),-5 - (random%20) 
scale = 0.2,0.2
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = 0,-4 + (random%2)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State 1000, 5]
type = ReversalDef
trigger1 = 1
pausetime = 0,10
sparkno = -1
sparkxy = 0,0
hitsound = S820,2
reversal.attr = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP, AA, AT, AP
ignorehitpause = 1
p1stateno = 3021

[State -2]
type = HitOverride
trigger1 = time <= 85
attr = SCA, NA, SA, HA ,NP, SP, HP
stateno = 3021
ignorehitpause = 1
time = 1

[State 1000, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 3021]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 4596
sprpriority = 3
velset = 0,0

[State 2000]
type =allPalFx
trigger1 = time = 0
add = 256,256,256
sinadd = -256,-256,-256,40
time = 10

[State 2000]
type =allPalFx
trigger1 = time = 10
add = 0,0,0
sinadd = -256,-256,-256,192
time = 48

[State 0]
type= palfx
trigger1 = time >= 58
add = -255,-255,-255
time = 1

[State 3000, 1]
type = PlaySnd
trigger1 = time = 0
value = 500, 13

[State 3000, 1]
type = PlaySnd
trigger1 = time = 0
value = 500, 6

[State 3000, 1]
type = PlaySnd
trigger1 = time = 0
value = 500, 9

[State -1]
type = assertspecial
trigger1 = 1
flag = nobg
flag2 = nofg
flag3 = nobardisplay
pausemovetime = 9999
supermovetime = 9999

[State -1]
type = assertspecial
trigger1 = 1
flag = globalnoshadow
pausemovetime = 9999
supermovetime = 9999

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6101
postype = p1
scale = 1,1
pos = -13,-68
sprpriority = 0
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6003
postype = p1
pos = -13 ,-68
sprpriority = -1
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6004
postype = p1
pos = -13  ,-68
sprpriority = 1
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State a]
type = Explod
trigger1 = (GameTime%3) = 0
trigger1 = time <= 50
anim = 4592
sprpriority = 16
postype = p1
pos = -13 ,-68 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State 3020, Helper]
Type = Helper
triggerall = time = 0
trigger1 = var(52) = 1
Trigger1 = facing = 1
OwnPal = 1
PosType = left
Pos = -295, Floor(170-ScreenPos Y)+(pos y)
Facing = 1
ID = 6920
StateNo = 6920
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "
Size.XScale = 0.5
Size.YScale = 0.5

[State 3020, Helper]
Type = Helper
triggerall = time = 0
trigger1 = var(52) = 1
Trigger1 = facing = -1
OwnPal = 1
PosType = Right
Pos = 295, Floor(170-ScreenPos Y)+(pos y)
Facing = -1
ID = 6920
StateNo = 6920
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "
Size.XScale = 0.5
Size.YScale = 0.5

[State 1020]
type = SuperPause
trigger1 = time = 0
time = 55
movetime = 55
anim = -1
sound = S20,1
pos = 999,999
unhittable = 1
darken = 0

[State 1000]
type = Helper
trigger1 = time = 55
stateno = 3025
id = 3025
helpertype = normal
pos = 0,0
postype = P1
keyctrl = 0
ownpal = 0
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1000, 5]
type = ChangeState
trigger1 = Time >= 160
value = 3022

[Statedef 3022]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 4595
sprpriority = 3
velset = 0,0

[State 1000, 5]
type = posset
trigger1 = time <= 5
x = 0
Y = 0

[State 2000]
type =allPalFx
trigger1 = animelem = 3
add = 256,256,256
time = 5

[State 820, 1]
type = EnvShake
trigger1 = animelem = 3
time = 30
ampl = 25
freq = 90

[State 3020, Helper]
Type = Helper
trigger1 = animelem = 3
PosType = P1
Pos = 30, 0
ID = 3027
StateNo = 3027
PauseMoveTime = 9999999
supermovetime = 9999
persistent = 0
helpertype = normal

[State 3020, Helper]
Type = Helper
trigger1 = animelem = 3
PosType = P1
Pos = -30, 0
ID = 3027
StateNo = 30277
PauseMoveTime = 9999999
supermovetime = 9999
persistent = 0
helpertype = normal

[State -1]
type = assertspecial
trigger1 = time <= 5
flag = nobg
flag2 = nofg
flag3 = nobardisplay
pausemovetime = 9999
supermovetime = 9999


[State 1000, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 3025]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 10000
sprpriority = 3
velset = 0,0

[State 3000, 1]
type = PlaySnd
trigger1 = time = 50
value = 1300, 0

[State 0]
type = null;allpalfx
triggerall = root,anim = 4596
trigger1 = root,animelem = 4
trigger2 = root,animelem = 7
trigger3 = root,animelem = 10
add = 500,500,500
mul = -500,-500,-500
time = 5

[State 0]
type = allpalfx
triggerall = root,anim = 4596
trigger1 = time >= 100
add = -500,-500,-500
time = 1

[State 0]
type= EnvColor
triggerall = root,anim = 4596
trigger1 = time = [50,80]
trigger1 = (gametime%3) = 1
value = 255,255,255
under = 1

[State 220, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, HA ;立ち通常打撃（Standing, Normal Attack）
damage = 20, 20
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 0,50
getpower = 0,0
givepower = 0,0
sparkno = -1
sparkxy = -15+random%30, -60+random%41
hitsound = -1
guardsound = S120, 0
guard.sparkno = S8400
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
airguard.velocity = -5.9,-1.6
air.type = High
air.velocity = 00
air.hittime = 21
fall = 0
air.fall = 1
fall.recover = 0
kill = 0
palfx.time = 65
palfx.add = -255,-255,-255
p2stateno = 3028
numhits = 0

[State 220, ヒット定義]
type = HitDef
trigger1 = time = [50,80]
trigger1 = (gametime%3) = 1
trigger1 = root,var(17) = [0,1]
attr = S, HA ;立ち通常打撃（Standing, Normal Attack）
damage = 25, 4
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 0,50
getpower = 0,0
givepower = 0,0
sparkno = S8100
sparkxy = -15+random%30, -60+random%41
hitsound = S5,3
guardsound = S120, 0
guard.sparkno = S8400
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
airguard.velocity = -5.9,-1.6
air.type = High
air.velocity = 00
air.hittime = 21
fall = 0
air.fall = 0
fall.recover = 0
kill = 0
palfx.time = 65
palfx.add = -255,-255,-255
numhits = 0
p2stateno = 3041

[State 220, ヒット定義]
type = HitDef
trigger1 = time = [50,80]
trigger1 = (gametime%3) = 1
trigger1 = root,var(17) != [0,1]
attr = S, HA ;立ち通常打撃（Standing, Normal Attack）
damage = 25, 4
animtype = light
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 0,50
getpower = 0,0
givepower = 0,0
sparkno = S8100
sparkxy = -15, -60+random%41
hitsound = S5,3
guardsound = S120, 0
guard.sparkno = S8400
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
airguard.velocity = -5.9,-1.6
air.type = High
air.velocity = 00
air.hittime = 21
fall = 0
air.fall = 0
fall.recover = 0
kill = 0
palfx.time = 65
palfx.add = -255,-255,-255
envshake.time = 35
envshake.ampl = 20
envshake.freq = 120
envshake.phase = 120
numhits = 0
p2stateno = 3041

[State 199]
type = null;Explod
trigger1 = time = 0
anim = 4597
id = 4597
postype = left
pos = 0,0
scale = 2,2
sprpriority = 9999999
ownpal = 1
removeongethit = 0
bindtime = -1
removetime = 190


[State 1000, 5]
type = changestate
triggerall = root,anim = 4595
trigger1 = root,animelem = 3
value = 3026

[Statedef 3026]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 10000
sprpriority = 3
velset = 0,0

[State 220, ヒット定義]
type = HitDef
attr = S, HA ;立ち通常打撃（Standing, Normal Attack）
trigger1 = time = 1
damage = 140, 4
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 0,55
getpower = 0,0
givepower = 0,0
sparkno = -1
hitsound = -1
guardsound = S120, 0
guard.sparkno = S8400
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -7.7
airguard.velocity = -5.9,-1.6
air.type = High
air.velocity = -5,-2
fall.recovertime = 22
air.hittime = 21
fall = 0
air.fall = 0
fall.recover = 0
p2stateno = 3029
palfx.time = 100
palfx.add = -50,-200,-50
palfx.sinadd = 50,50,0,10
palfx.color = 0
palfx.invertall = 1
numhits = 0

[State 2389]
type = Explod
trigger1 = time = 0
anim = 4594
id = 4594
postype = left
pos =  160,120
sprpriority = 99999999999
supermove = 1
ontop = 1
pausemovetime = 9999999
ownpal = 1
removeongethit = 0
bindtime = -1
trans = sub

[State 2389]
type = Explod
trigger1 = time <= 20
anim = 4598
id = 4594
postype = left
pos =  160,120
sprpriority = 99999999999
supermove = 1
ontop = 1
pausemovetime = 9999999
ownpal = 1
removeongethit = 0
bindtime = -1
trans = sub

[State 2389]
type = ModifyExplod
trigger1 = time <= 10
id = 4594
scale = 0.25*(5+time),0.25*(5+time)

[State 3000, 1]
type = PlaySnd
trigger1 = time = 0
value = 400, 17

[State 3000, 1]
type = PlaySnd
trigger1 = time = 0
value = 400, 18

[State 3000, 1]
type = PlaySnd
trigger1 = time = 0
value = 500, 7

[State 1000, 5]
type = destroyself
trigger1 = time >= 20

[Statedef 3027]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 4581
sprpriority = 3
velset = 0,0

[State a]
type = Explod
trigger1 = time >= 0
trigger1 = (GameTime%4) = 1
anim = 4574
id = 4530
sprpriority = 5
postype = p1
pos = 5 - (random%10),0 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = 0,-8 + (random%7)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add
removeongethit = 1
scale = 0.3,0.3

[State 3020, Helper]
Type = Helper
Trigger1 = time = 4
PosType = P1
Pos = 40, 0
ID = 3027
StateNo = 3027
PauseMoveTime = 9999999
supermovetime = 9999
persistent = 0
helpertype = normal

[State 2389]
type = Explod
trigger1 = time = 0
anim = 4517
id = 4517
scale = 0.3,1.2
postype = p1
pos =  0,2
sprpriority = 99
supermove = 1
pausemovetime = 9999999
ownpal = 1
removeongethit = 0
bindtime = -1
trans = add

[State 1000, 5]
type = destroyself
trigger1 = time >= 15
Trigger2 = !(ScreenPos X = [-100,420])

[Statedef 30277]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 4581
sprpriority = 3
velset = 0,0

[State a]
type = Explod
trigger1 = time >= 0
trigger1 = (GameTime%4) = 1
anim = 4574
id = 4530
sprpriority = 5
postype = p1
pos = 5 - (random%10),0 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = 0,-8 + (random%7)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add
removeongethit = 1
scale = 0.3,0.3

[State 3020, Helper]
Type = Helper
Trigger1 = time = 4
PosType = P1
Pos = -40, 0
ID = 3027
StateNo = 30277
PauseMoveTime = 9999999
supermovetime = 9999
persistent = 0
helpertype = normal

[State 2389]
type = Explod
trigger1 = time = 0
anim = 4517
id = 4517
scale = 0.3,1.2
postype = p1
pos =  0,2
sprpriority = 99
supermove = 1
pausemovetime = 9999999
ownpal = 1
removeongethit = 0
bindtime = -1
trans = add

[State 1000, 5]
type = destroyself
trigger1 = time >= 15
Trigger2 = !(ScreenPos X = [-100,420])

[Statedef 3028]
type    = S
movetype= H
physics = S
ctrl = 0
anim = 5000
sprpriority = 3
velset = 0,0

[State 1000, 5]
type = posset
trigger1 = 1
x = 0
Y = 0

[State 1000, 5]
type = destroyself
trigger1 = ishelper

[State 1000, 5]
type = selfstate
trigger1 = time >= 100
value = 0
ctrl = 1

[Statedef 3029]
type    = A
movetype= H
physics = N
velset = -0.5,-28

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

[state a]
type = veladd
trigger1 = 1
y = 0.72

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 4588

[State 820, 1]
type = EnvShake
trigger1 = vel y>0&& pos y>= 0
time = 10
ampl = 15
freq = 90

[state a]
type = selfstate
trigger1 = vel y>0&& pos y>= 0
value = 5100

[Statedef 3030]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 4614
sprpriority = 3
poweradd = -5000
velset = 0,0

[State 1001, 音を鳴らす]
type = PlaySnd
trigger1 = animelemtime(2) = 0 
value = 500, 10
freqmul = 1.9

[State 1001, 音を鳴らす]
type = PlaySnd
trigger1 = animelemtime(2) = 1 
value = 500, 5
freqmul = 2.9

[State 1001, 音を鳴らす]
type = PlaySnd
trigger1 = animelemtime(2) = 2 
value = 500, 5
freqmul = 3

[State 1000]
type = Helper
trigger1 = animelem = 3
stateno = 3032
id = 3032
helpertype = normal
pos = 10,-50
postype = P1
keyctrl = 0
ownpal = 1
Size.XScale = 1.1
Size.YScale = 0.6

[State 3242, ChangeState]
Type = ChangeState
trigger1 = time >= 100
trigger2 = helper(3032),stateno = 3033
value = 3031

[Statedef 3031]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 4615
sprpriority = 3
velset = 0,0

[State 3242, ChangeState]
Type = ChangeState
trigger1 = time >= 40
trigger2 = numhelper(3032) = 0
value = 0
ctrl = 1

[Statedef 3032]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 4612
sprpriority = 4

[State 3000]
type = Explod
trigger1 = time >= 0
anim = 4592
postype = p1
scale = 0.8,0.8
pos = 0,0
sprpriority = 5
supermove = -1
bindtime = 1
ownpal = 1
trans = add

[State 6670, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 6670, AngleDraw]
Type = AngleAdd
Trigger1 = animelem = 1
Value = 96

[State 6670, AngleDraw]
Type = trans
Trigger1 = 1
trans = add

[State 10050]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State a]
type = Explod
Trigger1 = time >= 3
Trigger1 = (gametime%5) = 1
anim = 4574
sprpriority = 16
postype = p1
pos = -2 + (random%4),0
scale = 0.3,0.3 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = 2- ((random%4)*0.6),3- ((random%6)*0.6)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State a]
type = Explod
Trigger1 = (gametime%6) = 1
anim = 4574
sprpriority = 16
postype = p1
pos = -2 + (random%4),0
scale = 0.3,0.3
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -2+ ((random%4)*0.6),3- ((random%6)*0.6)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = Add
Length         = 12
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 110 , 65 , 130
PalAdd         = 0 , 0 , 0
PalMul         = .5 , .5 , .5

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = Add
Length         = 11
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 155 , 105 , 185
PalAdd         = 0 , 0 , 0
PalMul      = .30,.30,.30  ;残像の色の乗算値（赤,緑,青・ＲＧＢ・float）

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = Add
Length         = 10
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 180 , 130 , 235
PalAdd         = 0 , 0 , 0
PalMul      = .40,.40,.40  ;残像の色の乗算値（赤,緑,青・ＲＧＢ・float）

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 4614
Triggerall = Root,MoveType = A
Triggerall = Root,AnimElem = 3
Time = 10
Pos = 6,-78
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 4614
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 4
Time = 10
Pos = 4,-79
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1000]
type = Helper
trigger1 = time = 10
stateno = 3034
id = 3034
helpertype = normal
postype = back
pos = -50,-90
postype = P1
keyctrl = 0
ownpal = 1
Size.XScale = 1.3
Size.YScale = 0.5

[State 1001, ステート変更]
type = changestate
trigger1 = time >= 30
trigger1 = numhelper(3034) = 0
value = 3033

[State 1001, ステート変更]
type = Destroyself
trigger1 = root,stateno != [3030,3031]

[Statedef 3033]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 4613
sprpriority = 4

[State 3000]
type = Explod
trigger1 = time >= 0
anim = 4592
postype = p1
scale = 0.8,0.8
pos = 0,0
sprpriority = 5
supermove = -1
bindtime = 1
ownpal = 1
trans = add

[State 6670, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 6670, AngleDraw]
Type = AngleAdd
Trigger1 = animelem = 1
Value = 6

[State 6670, AngleDraw]
Type = trans
Trigger1 = 1
trans = add

[State 10050]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State a]
type = Explod
Trigger1 = time >= 3
Trigger1 = (gametime%5) = 1
anim = 4574
sprpriority = 16
postype = p1
pos = -2 + (random%4),0
scale = 0.3,0.3
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = 2- ((random%4)*0.6),3- ((random%6)*0.6)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State a]
type = Explod
Trigger1 = (gametime%6) = 1
anim = 4574
sprpriority = 16
postype = p1
pos = -2 + (random%4),0
scale = 0.3,0.3
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -2+ ((random%4)*0.6),3- ((random%6)*0.6)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 4614
Triggerall = Root,MoveType = A
Triggerall = Root,AnimElem = 3
Time = 10
Pos = 6,-78
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 4614
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 4
Time = 10
Pos = 4,-79
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 4615
Triggerall = Root,MoveType = I
Triggerall = Root,AnimElem = 1
Time = 10
Pos = 6,-78
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 4615
Triggerall = Root,MoveType = I
Triggerall = Root,AnimElem = 2
Time = 10
Pos = -13,-66
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 4615
Triggerall = Root,MoveType = I
Triggerall = Root,AnimElem = 3
Time = 10
Pos = -10,-67
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1001, ステート変更]
type = Destroyself
trigger1 = animtime = 0
trigger2 = root,stateno != [3030,3031]

[Statedef 3034]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 4612
sprpriority = 4

[State 6300]
type = Turn
trigger1 = P2Dist X < 0

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = Add
Length         = 12
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 110 , 65 , 130
PalAdd         = 0 , 0 , 0
PalMul         = .5 , .5 , .5

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = Add
Length         = 11
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 155 , 105 , 185
PalAdd         = 0 , 0 , 0
PalMul      = .30,.30,.30  ;残像の色の乗算値（赤,緑,青・ＲＧＢ・float）

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = Add
Length         = 10
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 180 , 130 , 235
PalAdd         = 0 , 0 , 0
PalMul      = .40,.40,.40

[State 6670, AngleDraw]
Type = posset
Trigger1 = 1
X = -200
Y = -90

[State 1001, 音を鳴らす]
type = PlaySnd
trigger1 = time = 1
value = 500, 10
freqmul = 1.9

[State 1001, 音を鳴らす]
type = PlaySnd
trigger1 = time = 2 
value = 500, 5
freqmul = 2.9

[State 1001, 音を鳴らす]
type = PlaySnd
trigger1 = time = 3 
value = 500, 5
freqmul = 3

[State 6670, AngleDraw]
Type = null;AngleDraw
Trigger1 = 1

[State 6670, AngleDraw]
Type = null;AngleAdd
Trigger1 = animelem = 1
Value = 100

[State 6670, AngleDraw]
Type = trans
Trigger1 = 1
trans = add

[State 10050]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State 1000, HitDef]
Type = projectile
trigger1 = animelem = 3
projanim = 4581
ProjID  = 4582
projhitanim  = 4581
offset  = 0,0
velocity = 40,3
postype = p1
projremove = 0
projremovetime = 20
attr = S, HA
damage = 26,5
guarddist =320
animtype = hard
priority = 4
pausetime = 2,105
sparkno = -1
sparkxy = -25,-20
guard.sparkno = -1
hitsound = s500,0
guardsound = s120,0
ground.type = High
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -9
air.velocity = -4,-4
air.fall = 1
fall.recovertime = 19
guard.kill = 0
GetPower                   = 0,0
Hitonce                    = 1
NumHits                    = 1
envshake.time = 15
envshake.ampl = 15
envshake.freq = 120
envshake.phase = 120
p1stateno = 4095
p2stateno = 3040
kill = 0

[State 1001, ステート変更]
type = changestate
trigger1 = enemynear,stateno != 3040
trigger1 = time >= 30
value = 3035

[Statedef 3035]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 4613
sprpriority = 4


[State 6670, AngleDraw]
Type = trans
Trigger1 = 1
trans = add

[State 6670, AngleDraw]
Type =posset
Trigger1 = 1
X = -200
Y = -90

[State 6670, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 6670, AngleDraw]
Type = AngleAdd
Trigger1 = 1
Value = -1

[State 1001, ステート変更]
type = destroyself
trigger1 = animtime = 0

[Statedef 3036]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 4612
sprpriority = 4

[State 1000, HitDef]
Type = projectile
trigger1 = animelem = 3
projanim = 4581
ProjID  = 4582
projhitanim  = 4581
offset  = 0,0
postype = p2
projremove = 0
projremovetime = 3
attr = S, HA
damage = 200,30
guarddist =320
animtype = hard
priority = 4
pausetime = 2,25
sparkno = -1
sparkxy = -25,-20
guard.sparkno = -1
hitsound = s500,0
guardsound = s120,0
ground.type = High
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -9
air.velocity = -4,-4
air.fall = 1
fall.recovertime = 19
guard.kill = 0
GetPower                   = 0,0
Hitonce                    = 1
NumHits                    = 1
envshake.time = 15
envshake.ampl = 15
envshake.freq = 120
envshake.phase = 120
p2stateno = 3041
kill = 0

[State 6300]
type = Turn
trigger1 = P2Dist X < 0

[State 6670, AngleDraw]
Type = posset
Trigger1 =  time = 0
X = -170
Y = -150+(random%100)

[State 1001, 音を鳴らす]
type = PlaySnd
trigger1 = time = 1
value = 500, 10
freqmul = 1.9

[State 1001, 音を鳴らす]
type = PlaySnd
trigger1 = time = 2 
value = 500, 5
freqmul = 2.9

[State 1001, 音を鳴らす]
type = PlaySnd
trigger1 = time = 3 
value = 500, 5
freqmul = 3

[State 6670, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 6670, AngleDraw]
Type = AngleAdd
Trigger1 = animelem = 1
Value = 20-(random%40)

[State 6670, AngleDraw]
Type = trans
Trigger1 = 1
trans = add

[State 10050]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State 1001, ステート変更]
type = changestate
trigger1 = root,stateno = 3047
trigger2 = time >= 250
value = 3038

[Statedef 3038]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 4623
sprpriority = 4

[State 6670, AngleDraw]
Type = trans
Trigger1 = 1
trans = add

[State 6670, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 6670, AngleDraw]
Type = AngleAdd
Trigger1 = animelem = 1
Value = 20-(random%40)

[State 1001, ステート変更]
type = destroyself
trigger1 = animtime = 0

[Statedef 3037]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 4612
sprpriority = 4

[State 1000, HitDef]
Type = projectile
trigger1 = animelem = 3
projanim = 4581
ProjID  = 4582
projhitanim  = 4581
offset  = 0,0
postype = p2
projremove = 0
projremovetime = 3
attr = S, HA
damage = 200,30
guarddist =320
animtype = hard
priority = 4
pausetime = 2,25
sparkno = -1
sparkxy = -25,-20
guard.sparkno = -1
hitsound = s500,0
guardsound = s120,0
ground.type = High
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -9
air.velocity = -4,-4
air.fall = 1
fall.recovertime = 19
guard.kill = 0
GetPower                   = 0,0
Hitonce                    = 1
NumHits                    = 1
envshake.time = 15
envshake.ampl = 15
envshake.freq = 120
envshake.phase = 120
p2stateno = 3041
kill = 0

[State 6300]
type = Turn
trigger1 = P2Dist X < 0

[State 6670, AngleDraw]
Type = posset
Trigger1 = time = 0
X = 170
Y = -150+(random%100)

[State 1001, 音を鳴らす]
type = PlaySnd
trigger1 = time = 1
value = 500, 10
freqmul = 1.9

[State 1001, 音を鳴らす]
type = PlaySnd
trigger1 = time = 2 
value = 500, 5
freqmul = 2.9

[State 1001, 音を鳴らす]
type = PlaySnd
trigger1 = time = 3 
value = 500, 5
freqmul = 3

[State 6670, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 6670, AngleDraw]
Type = AngleAdd
Trigger1 = animelem = 1
Value = 20-(random%40)

[State 6670, AngleDraw]
Type = trans
Trigger1 = 1
trans = add

[State 10050]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State 1001, ステート変更]
type = changestate
trigger1 = root,stateno = 3047
trigger2 = time >= 250
value = 3038

[Statedef 3040]
type    = S
movetype= H
physics = S
velset = 0,0
ctrl = 0
sprpriority = 0

[State 1000, ]
type = Velset
trigger1 = time = 0
x = 0
Y = 0

[State 1000, ]
type = posset
trigger1 = 1
x = 0
y = 0

[State 3242, ChangeState]
type = changeanim2 
trigger1 = time =0
value = 4617

[State 3242, ChangeState]
Type = selfState
trigger1 = time >= 200
value = 0
ctrl = 1

[Statedef 3041]
type    = S
movetype= H
physics = S
velset = 0,0
ctrl = 0
sprpriority = 0

[State 1000, ]
type = Velset
trigger1 = time = 0
x = 0
Y = 0

[State 1000, ]
type = posset
trigger1 = 1
x = 0
y = 0

[State 3242, ChangeState]
type = changeanim2 
trigger1 = time =0
value = 4617+(random%4)

[State 3242, ChangeState]
Type = selfState
trigger1 = time >= 200
value = 0
ctrl = 1

[Statedef 4095]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 4605
sprpriority = 3
velset = 0,0

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6101
postype = p1
scale = 1,1
pos = 0,-58
sprpriority = 0
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6003
postype = p1
pos = 0,-58
sprpriority = -1
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6004
postype = p1
pos = 0,-58
sprpriority = 1
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 3000, 1]
type = PlaySnd
trigger1 = time = 0
value = 500, 13

[State 3000, 1]
type = PlaySnd
trigger1 = time = 0
value = 500, 13

[State 3000, 1]
type = PlaySnd
trigger1 = time = 0
value = 500, 9

[State -1]
type = assertspecial
trigger1 = 1
flag = nobg
flag2 = nofg
flag3 = nobardisplay
pausemovetime = 9999
supermovetime = 9999

[State 1000]
type = Helper
trigger1 = time >= 100
trigger1 = (gametime%5) = 1
stateno = 3036
id = 3036
helpertype = normal
pos = 10,-50
postype = P1
keyctrl = 0
ownpal = 0
Size.XScale = 1.3
Size.YScale = 0.6

[State 1000]
type = Helper
trigger1 = time >= 100
trigger1 = (gametime%6) = 1
stateno = 3037
id = 3036
helpertype = normal
pos = 10,-50
postype = P1
keyctrl = 0
ownpal = 0
Size.XScale = 1.3
Size.YScale = 0.6

[State 3242, ChangeState]
Type = ChangeState
trigger1 = time >= 160
value = 3046

[State 0, ChangeState]
Type = ChangeState
Trigger1 = !Alive
Value = 5050

[Statedef 3046]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 4605
sprpriority = 3
velset = 0,0

[State -1]
type = assertspecial
trigger1 = 1
flag = nobg
flag2 = nofg
flag3 = nobardisplay
pausemovetime = 9999
supermovetime = 9999

[State 1000]
type = Helper
trigger1 = time = 59
stateno = 3048
id = 3047
helpertype = normal
pos = 10,-50
postype = P1
keyctrl = 0
ownpal = 0
pausemovetime = 9999
supermovetime = 9999

[State 3242, ChangeState]
Type = ChangeState
trigger1 = time >= 60
value = 3047


[Statedef 3047]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 4622
sprpriority = 3
velset = 0,0

[State 2000]
type =null;PalFx
trigger1 = time = 0
add = -256,-256,-256
sinadd = 256,256,256,200
time = 50

[State 2000]
type =null;allPalFx
trigger1 = time = 4
add = 256,256,256
sinadd = -256,-256,-256,80
time = 20

[State 1000]
type = Helper
trigger1 = time = 2
stateno = 1014
id = 1014
helpertype = normal
pos = 0,-50
postype = P2
keyctrl = 0
ownpal = 0

[State 2389]
type = Explod
trigger1 = time = 0
anim = 4594
id = 4594
postype = left
pos =  160,120
sprpriority = 99999999999
supermove = 1
ontop = 1
pausemovetime = 9999999
ownpal = 1
removeongethit = 0
bindtime = -1
trans = sub

[State 2389]
type = Explod
trigger1 = time <= 20
anim = 4598
id = 4594
postype = left
pos =  160,120
sprpriority = 99999999999
supermove = 1
ontop = 1
pausemovetime = 9999999
ownpal = 1
removeongethit = 0
bindtime = -1
trans = sub

[State 2389]
type = ModifyExplod
trigger1 = time <= 10
id = 4594
scale = 0.25*(5+time),0.25*(5+time)

[State 1001, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 500, 14
freqmul = 1

[State 1001, 音を鳴らす]
type = PlaySnd
trigger1 = time = 1
value = 500, 14
freqmul = 1.5

[State 1001, 音を鳴らす]
type = PlaySnd
trigger1 = time = 2
value = 500, 14
freqmul = 1.8

[State 1001, 音を鳴らす]
type = PlaySnd
trigger1 = time = 1
value = 500, 10
freqmul = 1.9

[State 1001, 音を鳴らす]
type = PlaySnd
trigger1 = time = 2 
value = 500, 5
freqmul = 2.9

[State 1001, 音を鳴らす]
type = PlaySnd
trigger1 = time = 3 
value = 500, 5
freqmul = 3

[State 1000, HitDef]
Type = projectile
trigger1 = time = 0
projanim = 4581
ProjID  = 4582
projhitanim  = 4581
offset  = 0,0
postype = p2
projremove = 0
projremovetime = 3
attr = S, HA
damage = 200,30
guarddist =320
animtype = hard
priority = 4
pausetime = 2,25
sparkno = -1
sparkxy = -25,-20
guard.sparkno = -1
hitsound = s500,1
guardsound = s120,0
ground.type = High
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -9
air.velocity = -4,-4
air.fall = 1
fall.recovertime = 19
guard.kill = 0
GetPower                   = 0,0
Hitonce                    = 1
NumHits                    = 1
palfx.time = 10
palfx.add = -255,-255,-255
envshake.time = 15
envshake.ampl = 15
envshake.freq = 120
envshake.phase = 120
p2stateno = 604

[State 3242, ChangeState]
Type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 3048]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 4605
sprpriority = 3
velset = 0,0

[State -2, EnvColor]
type = EnvColor
trigger1 = roundstate = 2
trigger1 = time <= 5
trigger2 = roundstate != 2
trigger2 = (GameTime%3) = 1
trigger2 = time <= 8
value = 255,255,255
time = 1
under = 1

[State -1]
type = assertspecial
trigger1 = roundstate = 2
trigger1 = 1
trigger2 = roundstate != 2
trigger2 = (GameTime%2) = 1
flag = nobg
flag2 = nofg
flag3 = nobardisplay
pausemovetime = 9999
supermovetime = 9999

[State 220]
type = pause
trigger1 = roundstate = 2
trigger1 = (GameTime%3) = 1
time = 2
movetime = 0
ignorehitpause = 1

[State 3242, ChangeState]
Type = destroyself
trigger1 = time >= 15

[Statedef 6060]
type     = S
movetype = A
physics  = S
poweradd = 0
anim     = 4525
ctrl     = 0
sprpriority = 8
velset = 0,0

[State -1]
type = assertspecial
trigger1 = time <= 40
flag = nobg
flag2 = nofg
pausemovetime = 9999
supermovetime = 9999

[State 1000, 5];字
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 1030
trigger2 = prevstateno = 1000
anim = 6005
sprpriority = 50
postype = left
pos = 0,110
bindtime = -1
scale = 0.5,0.5
supermove = 1
under = 0
ownpal = 1
trans = add

[State 1000, 5];字
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 1030
trigger2 = prevstateno = 1000
anim = 6006
sprpriority = 51
postype = right
pos = 0,108
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];字
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 1030
trigger2 = prevstateno = 1000
anim = 6002
sprpriority = 49
postype = left
pos = 0,101
scale = 1,0.5
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = addalpha
alpha = 340-120,120

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6003
postype = p1
pos = -16,-53
sprpriority = -1
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6004
postype = p1
pos = -16,-53
sprpriority = 10
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 3020, Helper]
Type = Helper
triggerall = time = 0
trigger1 = var(52) = 1
Trigger1 = facing = 1
OwnPal = 1
PosType = left
Pos = -295, Floor(170-ScreenPos Y)+(pos y)
Facing = 1
ID = 6920
StateNo = 6920
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "
Size.XScale = 0.5
Size.YScale = 0.5

[State 3020, Helper]
Type = Helper
triggerall = time = 0
trigger1 = var(52) = 1
Trigger1 = facing = -1
OwnPal = 1
PosType = Right
Pos = 295, Floor(170-ScreenPos Y)+(pos y)
Facing = -1
ID = 6920
StateNo = 6920
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "
Size.XScale = 0.5
Size.YScale = 0.5

[State 1020]
type = SuperPause
trigger1 = time = 0
time = 30
movetime = 30
anim = -1
sound = S20,0
pos = 999,999
darken = 0
poweradd = -1000
unhittable = 1

[State 820, 1]
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 1030
trigger2 = prevstateno = 1000
value = -500

[State 820, 1]
type = EnvShake
trigger1 = AnimElem = 5
time = 32
ampl = 15
freq = 90

[State -2, EnvColor]
type = EnvColor
trigger1 = Projhittime(4527) >= 0 && Projhittime(4527) <= 1
value = 255,255,255
time = 5
under = 1

[state 2394]
type = projectile
trigger1 = animelem = 5
attr = S, HA
projID = 4527
projanim = 4527
projremove = 0
projpriority = 8
projhitanim = -1
projremovetime = 20
offset = 30,0
damage = 100,21
guardflag = MA
guarddist =170
priority = 4
pausetime = 7,7
sparkno = -1
sparkxy = -25,-20
guard.sparkno = S8000
hitsound = s500,9
guardsound = s120,0
ground.type = High
ground.slidetime = 2
ground.hittime = 0
ground.velocity = -4,-5
air.velocity = -4, -5
Fall.Recover = 1
Fall = 1
Air.Fall = 1
fall.recovertime = 20
guard.kill = 0
GetPower                   = 10,10
Hitonce                    = 1
NumHits                    = 1
envshake.time = 25
envshake.ampl = 15
envshake.freq = 120
envshake.phase = 120
p2stateno = 6063

[state 2394]
type = projectile
trigger1 = animelem = 5
attr = S, HA
projID = 4527
projanim = 4527
projremove = 0
projpriority = 8
projhitanim = -1
projremovetime = 20
offset = 105,0
damage = 100,21
guardflag = MA
guarddist =170
priority = 4
pausetime = 7,7
sparkno = -1
sparkxy = -25,-20
guard.sparkno = S8000
hitsound = s500,9
guardsound = s120,0
ground.type = High
ground.slidetime = 2
ground.hittime = 0
ground.velocity = -4,-5
air.velocity = -4, -5
Fall.Recover = 1
Fall = 1
Air.Fall = 1
fall.recovertime = 20
guard.kill = 0
GetPower                   = 10,10
Hitonce                    = 1
NumHits                    = 1
envshake.time = 25
envshake.ampl = 15
envshake.freq = 120
envshake.phase = 120
p2stateno = 6063

[state 2394]
type = projectile
trigger1 = animelem = 5
attr = S, HA
projID = 4527
projanim = 4527
projremove = 0
projpriority = 8
projhitanim = -1
projremovetime = 20
offset = -45,0
damage = 100,21
guardflag = MA
guarddist =170
priority = 4
pausetime = 7,7
sparkno = -1
sparkxy = -25,-20
guard.sparkno = S8000
hitsound = s500,9
guardsound = s120,0
ground.type = High
ground.slidetime = 2
ground.hittime = 0
ground.velocity = -4,-5
air.velocity = -4, -5
Fall.Recover = 1
Fall = 1
Air.Fall = 1
fall.recovertime = 20
guard.kill = 0
GetPower                   = 10,10
Hitonce                    = 1
NumHits                    = 1
envshake.time = 25
envshake.ampl = 15
envshake.freq = 120
envshake.phase = 120
p2stateno = 6062

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem =5
value = s400,25

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem =5
value = s400,25
reqmul = 0.85

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = s500,4
freqmul = 0.85

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = s500,1
freqmul = 0.85

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = s400,22

[State a]
type = Explod
trigger1 = time >= 55
trigger1 = (GameTime%5) = 1
anim = 4574
id = 4530
sprpriority = -1
postype = p1
pos = 50 - (random%20),0 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = 0,-16 + (random%15)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add
removeongethit = 1
scale = 0.3,0.3

[State a]
type = Explod
trigger1 = time >= 55
trigger1 = (GameTime%5) = 1
anim = 4574
id = 4530
sprpriority = 5
postype = p1
pos = -60 + (random%20),0 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = 0,-16 + (random%15)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add
removeongethit = 1
scale = 0.3,0.3

[State a]
type = Explod
trigger1 = time >= 55
anim = 4574
id = 4530
sprpriority = 5
postype = p1
pos = 120 - (random%20),0 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = 0,-16 + (random%15)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add
removeongethit = 1
scale = 0.3,0.3

[state -2]
type = nothitby
trigger1 = time <= 30 
value= SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1
ignorehitpause = 1

[State 2389]
type = Explod
trigger1 = AnimElem = 5
anim = 4625
id = 4625
scale = 0.5,0.5
postype = p1
pos = 30,-80
sprpriority = 99999999999
supermove = 1
ontop = 1
ownpal = 1
vel = 0,-1
accel = 0,-2
removeongethit = 0
bindtime = 1
trans = sub
removeongethit = 1

[State -1]
type = Explod
trigger1 = AnimElem = 5
anim = 4523
id = 4523
scale = 0.4,1.2
sprpriority = 5
postype = p1
pos = 30,10
bindtime = 1
under = 0
ownpal = 1
ignorehitpause = 1
removetime = -1
trans = add
removeongethit = 1

[State -1]
type = Explod
trigger1 = AnimElem = 6
anim = 4519
id = 4523
scale = 0.3,0.4
sprpriority = 5
postype = p1
pos = 30,10
bindtime = 1
under = 0
ownpal = 1
ignorehitpause = 1
removetime = -1
trans = add
removeongethit = 1

[State 2389]
type = Explod
trigger1 = AnimElem = 5
anim = 4625
id = 4625
scale = 0.5,0.5
postype = p1
pos = 105,-70
sprpriority = 99999999999
supermove = 1
ontop = 1
ownpal = 1
vel = 0,-1
accel = 0,-2
removeongethit = 0
bindtime = 1
trans = sub
removeongethit = 1

[State -1]
type = Explod
trigger1 = AnimElem = 5
anim = 4523
id = 4523
scale = 0.4,1.2
sprpriority = 10
postype = p1
pos = 105,19
bindtime = 1
under = 0
ownpal = 1
ignorehitpause = 1
removetime = -1
trans = add
removeongethit = 1

[State -1]
type = Explod
trigger1 = AnimElem = 6
anim = 4519
id = 4523
scale = 0.3,0.4
sprpriority = 10
postype = p1
pos = 105,19
bindtime = 1
under = 0
ownpal = 1
ignorehitpause = 1
removetime = -1
trans = add
removeongethit = 1

[State 2389]
type = Explod
trigger1 = AnimElem = 5
anim = 4625
id = 4625
scale = 0.5,0.5
postype = p1
pos = -45,-70
sprpriority = 99999999999
supermove = 1
ontop = 1
ownpal = 1
vel = 0,-1
accel = 0,-2
removeongethit = 0
bindtime = 1
trans = sub
removeongethit = 1

[State -1]
type = Explod
trigger1 = AnimElem = 5
anim = 4523
id = 4523
scale = 0.4,1.2
sprpriority = 10
postype = p1
pos = -45,19
bindtime = 1
under = 0
ownpal = 1
ignorehitpause = 1
removetime = -1
trans = add
removeongethit = 1

[State -1]
type = Explod
trigger1 = AnimElem = 6
anim = 4519
id = 4523
scale = 0.3,0.4
sprpriority = 10
postype = p1
pos = -45,19
bindtime = 1
under = 0
ownpal = 1
ignorehitpause = 1
removetime = -1
trans = add
removeongethit = 1

[State 3022, ChangeState]
Type = ChangeState
Trigger1 = time >= 80
value = 6061

[Statedef 6061]
type     = S
movetype = I
physics  = S
poweradd = 0
anim     = 4526
ctrl     = 0
sprpriority = 8
velset = 0,0

[State a]
type = Explod
trigger1 = time <= 10
anim = 4574
sprpriority = -1
postype = p1
pos = 40 - (random%10),0 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = 0,-16 + (random%15)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add
scale = 0.3,0.3

[State a]
type = Explod
trigger1 = time <= 10
anim = 4574
sprpriority = 5
postype = p1
pos = -50 + (random%10),0 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = 0,-16 + (random%15)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add
scale = 0.3,0.3

[State a]
type = Explod
trigger1 = time <= 10
anim = 4574
sprpriority = 5
postype = p1
pos = 110 - (random%10),0 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = 0,-16 + (random%15)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add
scale = 0.3,0.3

[State -1]
type = removeExplod
trigger1 = time = 0
id = 4523

[State -1]
type = Explod
trigger1 = time = 0
anim = 4524
id = 4524
scale = 0.4,1.2
sprpriority = 5
postype = p1
pos = 35,0
bindtime = 1
under = 0
ownpal = 1
ignorehitpause = 1
trans = add

[State -1]
type = Explod
trigger1 = time = 0
anim = 4524
id = 4524
scale = 0.4,1.2
sprpriority = 10
postype = p1
pos = 105,0
bindtime = 1
under = 0
ownpal = 1
ignorehitpause = 1
trans = add

[State -1]
type = Explod
trigger1 = time = 0
anim = 4524
id = 4524
scale = 0.4,1.2
sprpriority = 10
postype = p1
pos = -45,0
bindtime = 1
under = 0
ownpal = 1
ignorehitpause = 1
trans = add

[State 3022, ChangeState]
Type = ChangeState
Trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 6062]
type    = A
movetype= H
physics = N
velset = -4,-14

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

[State 3512, 速度加算]
type = VelAdd
trigger1 = 1
y = .55

[State 3512, アニメ変更]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 3512, アニメ変更] ;キリモミ吹っ飛び
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052) ;airファイルに[Begin Action 5052]のアニメが存在しているかを確認します
value = 5052

[State 3512, 相手ステートに戻す]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

[Statedef 6063]
type    = A
movetype= H
physics = N
velset = 8,-14

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

[State 3512, 速度加算]
type = VelAdd
trigger1 = 1
y = .55

[State 3512, アニメ変更]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 3512, アニメ変更] ;キリモミ吹っ飛び
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052) ;airファイルに[Begin Action 5052]のアニメが存在しているかを確認します
value = 5052

[State 3512, 相手ステートに戻す]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

[Statedef 6065]
type     = S
movetype = A
physics  = S
poweradd = 0
anim     = 4532
ctrl     = 0
sprpriority = 2
velset = 0,0

[State -1]
type = removeExplod
trigger1 = time = 0
id = 4530

[State -1]
type = removeExplod
trigger1 = time = 0
id = 4523

[State 3020, Helper]
Type = Helper
triggerall = time = 0
trigger1 = var(52) = 1
Trigger1 = facing = 1
OwnPal = 1
PosType = left
Pos = -295, Floor(170-ScreenPos Y)+(pos y)
Facing = 1
ID = 6920
StateNo = 6920
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "
Size.XScale = 0.5
Size.YScale = 0.5

[State 3020, Helper]
Type = Helper
triggerall = time = 0
trigger1 = var(52) = 1
Trigger1 = facing = -1
OwnPal = 1
PosType = Right
Pos = 295, Floor(170-ScreenPos Y)+(pos y)
Facing = -1
ID = 6920
StateNo = 6920
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "
Size.XScale = 0.5
Size.YScale = 0.5

[State 1000, 5];字
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 1030
anim = 6005
sprpriority = 50
postype = left
pos = 0,110
bindtime = -1
scale = 0.5,0.5
supermove = 1
under = 0
ownpal = 1
trans = add

[State 1000, 5];字
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 1030
anim = 6006
sprpriority = 51
postype = right
pos = 0,108
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];字
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 1030
anim = 6002
sprpriority = 49
postype = left
pos = 0,101
scale = 1,0.5
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = addalpha
alpha = 340-120,120

[State 1000, 5];字
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 6060
trigger2 = prevstateno = 3022
triggerall = time = 0
anim = 6000
sprpriority = 50
postype = left
pos = 0,110
bindtime = -1
scale = 0.5,0.5
supermove = 1
under = 0
ownpal = 1
trans = add

[State 1000, 5];字
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 6060
trigger2 = prevstateno = 3022
triggerall = time = 0
anim = 6001
sprpriority = 51
postype = right
pos = 0,108
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];字
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 6060
trigger2 = prevstateno = 3022
anim = 6002
sprpriority = 49
postype = left
pos = 0,94
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = addalpha
alpha = 340-120,120

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6101
postype = p1
scale = 1,1
pos = -25,-78
sprpriority = 0
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6003
postype = p1
pos = -25,-78
sprpriority = -1
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6004
postype = p1
pos = -25,-78
sprpriority = 1
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 1020]
type = SuperPause
trigger1 = time = 0
time = 30
movetime = 30
anim = -1
sound = S20,1
pos = 999,999
poweradd = -2000
unhittable = 1
darken = 0

[State 2000]
type =allPalFx
trigger1 = time = 0
add = 256,256,256
sinadd = -256,-256,-256,40
time = 10

[State 3000, 1]
type = PlaySnd
trigger1 = time = 0
value = 500, 13

[State 3000, 1]
type = PlaySnd
trigger1 = time = 0
value = 500, 6

[State 3000, 1]
type = PlaySnd
trigger1 = time = 0
value = 500, 9

[State -1]
type = assertspecial
trigger1 = time <= 40
flag = nobg
flag2 = nofg
flag3 = nobardisplay
pausemovetime = 9999
supermovetime = 9999

[State a]
type = Explod
trigger1 = (GameTime%2) = 0
anim = 4574
sprpriority = 16
postype = p1
pos = -21 + (random%4),-78
scale = 0.3,0.3
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -2+ ((random%4)*0.6),-3+ ((random%6)*0.6)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State 3022, ChangeState]
Type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 6060
trigger2 = prevstateno = 3022
trigger3 = prevstateno = 1031
value = -500

[State 3022, ChangeState]
Type = ChangeState
Trigger1 = time = 30
value = 6066

[Statedef 6066]
type     = S
movetype = A
physics  = S
poweradd = 0
anim     = 4533
ctrl     = 0
sprpriority = 5
velset = 0,0

[state -2]
type = nothitby
trigger1 = time <= 20 
value= SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1
ignorehitpause = 1

[State 820, 1]
type = EnvShake
trigger1 = AnimElem = 2
time = 32
ampl = 15
freq = 90

[State -2, EnvColor]
type = EnvColor
trigger1 = Projhittime(4531) >= 0 && Projhittime(4531) <= 1
value = 255,255,255
time = 5
under = 1

[state 2394]
type = projectile
trigger1 = animelem = 2
attr = S, HA
projID = 4531
projanim = 4531
projremove = 0
projpriority = 8
projhitanim = -1
projremovetime = 20
offset = 0,0
damage = 150,31
guardflag = MA
guarddist =170
priority = 4
pausetime = 7,7
sparkno = -1
sparkxy = -25,-20
guard.sparkno = S8000
hitsound = s500,9
guardsound = s120,0
ground.type = High
ground.slidetime = 2
ground.hittime = 0
ground.velocity = -4,-5
air.velocity = -4, -5
Fall.Recover = 1
Fall = 1
Air.Fall = 1
fall.recovertime = 20
guard.kill = 0
GetPower                   = 10,10
Hitonce                    = 1
NumHits                    = 1
envshake.time = 35
envshake.ampl = 20
envshake.freq = 120
envshake.phase = 120
p2stateno = 60680

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s500,7
freqmul = 0.85

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s400,25
freqmul = 0.8

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s400,25

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s500,12
freqmul = 0.85

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s500,1
freqmul = 0.65

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s400,22


[State a]
type = Explod
trigger1 = time >= 20
anim = 4574
sprpriority = 5-random%10
postype = p1
pos = 70 - (random%140),0 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = 0,-8 + (random%7)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add
scale = 0.5,0.5

[State 2389]
type = Explod
trigger1 = AnimElem = 2
anim = 4625
id = 4625
postype = p1
pos = 0,-90
sprpriority = 99999999999
supermove = 1
ontop = 1
ownpal = 1
vel = 0,-1
accel = 0,-2
removeongethit = 0
bindtime = 1
trans = sub
removeongethit = 1

[State -1]
type = Explod
trigger1 = AnimElem = 2
anim = 4523
id = 4525
scale = 1.4,1
sprpriority = 8
postype = p1
pos = 0,10
bindtime = 1
under = 0
ownpal = 1
ignorehitpause = 1
removetime = -1
trans = add
removeongethit = 1

[State -1]
type = Explod
trigger1 = AnimElem = 2
anim = 4519
id = 4525
scale = 1.11,1
sprpriority = 8
postype = p1
pos = 0,10
bindtime = 1
under = 0
ownpal = 1
ignorehitpause = 1
removetime = -1
trans = add
removeongethit = 1

[State 3022, ChangeState]
Type = ChangeState
Trigger1 = time >= 80
value = 6067

[Statedef 6067]
type     = S
movetype = I
physics  = S
poweradd = 0
ctrl     = 0
sprpriority = 8
velset = 0,0

[State a]
type = Explod
trigger1 = time <= 10
anim = 4574
sprpriority = 5-random%10
postype = p1
pos = 70 - (random%140),0 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = 0,-8 + (random%7)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add
scale = 0.5,0.5

[State -1]
type = removeExplod
trigger1 = time = 0
id = 4525

[State -1]
type = Explod
trigger1 = time = 0
anim = 4524
id = 4524
scale = 1.4,1
sprpriority = 9
postype = p1
pos = 5,0
bindtime = 1
under = 0
ownpal = 1
ignorehitpause = 1
trans = add

[State 3022, ChangeState]
Type = ChangeState
Trigger1 = time >= 5
value = 0
ctrl = 1

[Statedef 6068]
type    = A
movetype= H
physics = N
velset = -1.5,-20

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

[state a]
type = veladd
trigger1 = 1
y = 0.72

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 4528

[state a]
type = selfstate
trigger1 = vel y>0&& pos y>= 0
value = 5100

[Statedef 60680]
type    = A
movetype= H
physics = N
velset = -1.2,-35

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

[state a]
type = veladd
trigger1 = 1
y = 0.62

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 4528

[state a]
type = selfstate
trigger1 = vel y>0&& pos y>= 0
value = 5100

[Statedef 6069]
type    = A
movetype= H
physics = N
velset = -1,-23

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

[state a]
type = veladd
trigger1 = 1
y = 0.72

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 4588

[state a]
type = selfstate
trigger1 = vel y>0&& pos y>= 0
value = 5100

[Statedef 1070]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 40
velset   = 0,0
anim     = 4534
ctrl     = 0
sprpriority = 2

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 1071

[Statedef 1071]
type     = A
movetype = A
physics  = S
juggle   = 4
poweradd = 140
velset   = 0,0
anim     = 4535
ctrl     = 0
sprpriority = 2

[State 100, 4]
type           = Explod
trigger1       = Time = 1
anim           = 4544
sprpriority    = 4
postype        = p1
pos            = -35,8
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
trans = add

[state -2]
type = nothitby
trigger1 = time >= 0 
value= SA,NP,SP
time = 1
ignorehitpause = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s40,1



[State 1000, ]
type = Velset
trigger1 = AnimElemtime(1) > 0
x = 20

[State 1000, ]
type = Velset
trigger1 = AnimElem = 1
y = -2

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(3) > 0
x = -4.8

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(2) > 0
y = .15

[State 1000, ステート変更]
type = ChangeState
trigger1 = animtime = 0
value = 1074

[State 1000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(8) >= 0
trigger1 = Vel Y > 0 && Pos Y >= -3
value = 1072

[Statedef 1074]
type     = A
movetype = A
physics  = N
juggle   = 4
poweradd = 40
anim     = 4540
ctrl     = 0
sprpriority = 2

[State 100, 4]
type           = Explod
trigger1       = Time = 0
anim           = 4572
id = 4572
sprpriority    = 4
postype        = p1
pos            = 15,-50
scale          = 0.8,1
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add

[State 1000, ]
type = Varset
trigger1 = time = 0
V = 25
value = 0

[State 1000, ]
type = Veladd
trigger1 = time > 0
y = .18

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s0,4

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s0,40

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = movehit
value = 5, 5
ignorehitpause = 1
persistent = 0

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = movehit
value = 5, 6
ignorehitpause = 1
persistent = 0

[State 410, 2]
type = HitDef
trigger1 = animelem = 2
attr = A, SA
damage    = 165,20
priority = 4, Hit
animtype  = hard
guardflag = HA
pausetime = 8,9
getpower = 141,141
sparkno = s8200
sparkxy = -10,-52
hitsound   = s5,4
guard.sparkno = s8000
guardsound = s120,0
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10,-6
air.velocity = -10,-6
fall = 1
fall.recover = 0
Hitonce                    = 1
NumHits                    = 1
envshake.time = 20
envshake.ampl = 15
envshake.freq = 100
envshake.phase = 100
p2stateno = 1073

[State 410, 2]
type = HitDef
trigger1 = animelem = 3
attr = A, SA
damage    = 165,20
priority = 4, Hit
animtype  = hard
guardflag = HA
pausetime = 8,9
getpower = 141,141
sparkno = s8200
sparkxy = -10,-52
hitsound   = s5,4
guard.sparkno = s8000
guardsound = s120,0
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10,-6
air.velocity = -10,-6
fall = 1
fall.recover = 0
Hitonce                    = 1
NumHits                    = 1
envshake.time = 20
envshake.ampl = 15
envshake.freq = 100
envshake.phase = 100
p2stateno = 1073

[State 1000, ]
type = Varset
trigger1 = movecontact
V = 25
value = 1

[State 100, 4]
type           = Explod
trigger1 = movecontact
trigger2 = frontEdgeDist < 25
trigger2 = animelemtime(3) >= 0
anim           = 4543
sprpriority    = 4
postype        = p1
pos            = 60,-65
scale = 1,0.7
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add
persistent = 0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = frontEdgeDist < 25
trigger1 = animelemtime(3) >= 0
value = s120,0

[State 1000, ステート変更]
type = ChangeState
trigger1 = movecontact
trigger2 = frontEdgeDist < 25
trigger2 = animelemtime(3) >= 0
value = 1078

[State -2, EnvColor]
type = EnvColor
trigger1 = movehit
value = 255,255,255
time = 4
under = 1
ignorehitpause = 1
persistent = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -5
value = 1072

[Statedef 1072]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 4538
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = s40,0

[State 1000,]
type = Posadd
trigger1 = time = 0
x = 10

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

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

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1073]
type    = A
movetype= H
physics = N
velset = -8,-8
facep2 = 1

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

[State 3512, 速度加算]
type = VelAdd
trigger1 = 1
y = .42

[State 3512, アニメ変更]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 3512, アニメ変更] ;キリモミ吹っ飛び
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052) ;airファイルに[Begin Action 5052]のアニメが存在しているかを確認します
value = 5052

[State 3512, 相手ステートに戻す]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

[Statedef 1075]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 40
velset   = 0,0
anim     = 4537
ctrl     = 0
sprpriority = 2

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 1076

[Statedef 1076]
type     = A
movetype = A
physics  = S
juggle   = 4
poweradd = 40
velset   = 0,0
anim     = 4536
ctrl     = 0
sprpriority = 2

[State 100, 4]
type           = Explod
trigger1       = Time = 1
anim           = 4544
sprpriority    = 4
postype        = p1
pos            = -35,8
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
trans = add

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s40,1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 8
value = s0,3

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 11
value = s0,4

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(1) > 0
x = 8

[State 1000, ]
type = Velset
trigger1 = AnimElem = 1
y = -3

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(3) > 0
x = -4

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(2) > 0
y = .31

[State 410, 2]
type = HitDef
trigger1 = animelem = 8
attr = A, SA
damage    = 25
priority = 4, Hit
animtype  = hard
guardflag = MA
pausetime = 7,13
getpower = 141,141
sparkno = s8200
sparkxy = -10,-52
hitsound   = s5,3
guard.sparkno = s8000
guardsound = s120,1
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-5
air.velocity = -4,-5
fall = 0
Hitonce                    = 1
NumHits                    = 1
envshake.time = 5
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120

[State 1000, ステート変更]
type = ChangeState
trigger1 = Animtime = 0
value = 1077

[State 1000, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -5
value = 1072

[Statedef 1078]
type     = A
movetype = I
physics  = A
juggle   = 0
poweradd = 40
ctrl     = 0
velset = 0,0
sprpriority = 2

[State 1000]
type = removeexplod
trigger1 = time = 0
id = 4572

[State 1000]
type = changeanim
trigger1 = prevstateno = 1077
trigger2 = prevstateno = [1010,1015]
value = 42
persistent = 0

[State 1000]
type = changeanim
trigger1 = prevstateno = 1074
trigger2 = prevstateno = 3015
value = 4552
persistent = 0

[State -2, EnvColor]
type = velset
trigger1 = prevstateno = 1077
trigger2 = prevstateno = [1010,1015]
triggerall = time = 0
Y = -14

[State -2, EnvColor]
type = velset
trigger1 = prevstateno = 1074
trigger2 = prevstateno = 3015
triggerall = time = 0
Y = -9

[State 1000, ]
type = Veladd
trigger1 = prevstateno = 1074
trigger2 = prevstateno = 3015
triggerall = time = 0
X = -1.3

[State 1000, ]
type = Veladd
trigger1 = prevstateno = 1074
trigger2 = prevstateno = 3015
triggerall = time <= 4
X = -0.15

[State 1000, ]
type = Veladd
trigger1 = prevstateno = 1077
trigger2 = prevstateno = [1010,1015]
triggerall = time = 0
X = 4

[State 1000, ]
type = Veladd
trigger1 = prevstateno = 1077
trigger2 = prevstateno = [1010,1015]
triggerall = time <= 4
X = .35

[State 1000, ]
type = Veladd
trigger1 = prevstateno = 1077
trigger2 = prevstateno = [1010,1015]
triggerall = time >= 0
y = .30

[State 1000, ]
type = Veladd
trigger1 = prevstateno = 1077
trigger2 = prevstateno = [1010,1015]
triggerall = time >= 0
y = .22

[State 1000, ステート変更]
type = ChangeState
trigger1 = time >= 20
triggerall = Vel Y > 0 && Pos Y >= -3
value = 1072

[Statedef 1077]
type     = A
movetype = A
physics  = N
juggle   = 4
poweradd = 40
anim     = 4539
ctrl     = 0
sprpriority = 2


[State 1000, ]
type = Veladd
trigger1 = time > 0
y = .33

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 6
value = s0,40

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 6
value = s0,4

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = movehit
value = 5, 5
ignorehitpause = 1
persistent = 0

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = movehit
value = 5, 6
ignorehitpause = 1
persistent = 0

[State 410, 2]
type = HitDef
trigger1 = animelem = 3
attr = A, SA
damage    = 150,10
priority = 4, Hit
animtype  = hard
guardflag = HA
pausetime = 5,12
getpower = 141,141
sparkno = s8200
sparkxy = -10,-52
hitsound   = s5,4
guard.sparkno = s8000
guardsound = s120,0
Ground.Type = High
Ground.SlideTime = 24
Ground.HitTime  = 24
Ground.Velocity = 15,40
Air.Velocity = 15,40
fall = 1
fall.recover = 0
Hitonce                    = 1
NumHits                    = 1
envshake.time = 20
envshake.ampl = 15
envshake.freq = 100
envshake.phase = 100

[State 1000, ステート変更]
type = ChangeState
trigger1 = movecontact
value = 1078

[State -2, EnvColor]
type = EnvColor
trigger1 = movehit
value = 255,255,255
time = 4
under = 1
ignorehitpause = 1
persistent = 0

[State -2, EnvColor]
type = velset
trigger1 = movecontact
Y = -13

[State 1000, ステート変更]
type = ChangeState
trigger1 = !movecontact
trigger1 = Vel Y > 0 && Pos Y >= -3
value = 1072

[StateDef 6920]
Type    = S
Movetype= I
Physics = N
Anim = 9999
SprPriority = -50

;--------------------透過設定
[State 6920, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 6920, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

;--------------------速度設定
[State 6920, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = 60.0

[State 6920, VelSet]
Type = VelSet
Trigger1 = Time = 4
X = 7.0

[State 6920, VelSet]
Type = VelSet
Trigger1 = Time = 9
X = 0.5

[State 6920, VelSet]
Type = Null;VelSet
Trigger1 = Time = 40
X = 3.0

;--------------------明度設定
[State 6920, VarSet];初期化
Type = VarSet
Trigger1 = Time <= 24
V = 1
Value = 256

[State 6920, VarAdd];減少
Type = VarAdd
Trigger1 = Time >= 25
V = 1
Value = -52

[State 6920, PalFX]
Type = PalFX
Trigger1 = 1
Time = 1
Add = 0, 0, 0
Mul = Var(1), Var(1), Var(1)

[State 6670, AngleDraw]
Type = null;AngleAdd
Trigger1 = time = 0
Value = 30

;--------------------消滅条件


[State 6920, DestroySelf]
Type = DestroySelf
Trigger1 = Var(1) < 13

;--------------------------------------------------------------------------
[Statedef 65540]
anim = 0
ctrl = 0

[State 65540]
type = assertspecial
trigger1 = 1
flag=invisible
flag2=noshadow
supermovetime=9**8
superpausetime=9**8
pausetime=9**8
pausemovetime=9**8
ignorehitpause=1

[State 65540]
Type = NotHitBy
trigger1 = 1
Value = SCA
Time = -1
supermovetime=9**8
superpausetime=9**8
pausetime=9**8
pausemovetime=9**8
ignorehitpause=1

[State 65540]
type = selfstate
trigger1= !ishelper
value = 0
ctrl = 1

[State 65540]
type = VarSet
trigger1=numpartner>0
var(0) = floor(parent,facing*(partner,pos X-parent,Pos X))
ignorehitpause=1

[State 65540]
Type = DestroySelf
Trigger1 = roundstate < 3

