


;===========================================================================
; 超必殺技ステート
;===========================================================================


[Statedef 2000];博麗拳術秘技『夢想封印』
type = S
movetype = A
physics = S
ctrl = 0
anim = 2000
velset = 0,0
sprpriority = 2


[State -1, ];ゲージ　消費
type = Varadd
Trigger1   = time = 0
FV = 33
Value = -50


[State 2000, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
anim = s10000       ;超必エフェクトのアクションナンバー。通常は「fightfx.air」のアニメを使うが、
                 ;左に「s」を付ければ「自分のairファイル」のアクションナンバーが使える。
pos = 0, -65    ;超必エフェクトの座標（Ｘ軸,Ｙ軸）
sound = s4, 5    ;超必発動サウンド。通常は「common.snd」の音を使うが、
                 ;左に「s」を付ければ「自分のsndファイル」の音が使える。
time = 47




[State -1, ヘルパー召喚];カットイン　巫女
type = Helper
Trigger1 = AnimElem = 1
ID = 9999
pos = 40, 0 
postype = p1
facing = 1
stateno = 9999
PauseMoveTime  = 9999
SuperMovetime  = 9999
HelperType =  Player




[State -1, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 70, 19



[State -1, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 70, 20


[State -1, ヘルパー召喚];波動　地面
type = Helper
trigger1 = AnimElem = 4
ID = 20001
pos = -25, 0 
postype = p1
facing = 1
stateno = 20001
size.xscale  = 0.74
size.yscale  = 0.34
HelperType =  Player




[State -1, 震動];衝撃 揺れ
type = envshake
trigger1 = AnimElem = 4
time = 18
freq = 130
ampl = 20
phase = 140




[State -1, 残像]
type = Afterimage
trigger1 =  AnimElem = 3
PalContrast =  200, 30, 30
palbright = 30,30,0  ;(赤、緑、青)明るさ
palmul = .80,.80,.80
paladd = -10,-10,-10
trans = Add
time = 20
TimeGap  = 2
FrameGap = 2
length = 10





[State 2000, ヒット定義]
type = HitDef
TriggerAll = palno != 12
trigger1 = AnimElem = 4
attr = S, ST
damage = 0, 0
animtype = High
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 1, 15
sparkno = -1
sparkxy = -10, -76
hitsound = s70, 17
guardsound = s2, 4
ground.type = High
ground.slidetime = 42
ground.hittime  = 22
ground.velocity = -26
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-26
air.hittime = 14
getpower = 70,50
air.fall = 1
fall.recover = 0
envshake.time = 20
envshake.freq = 70
envshake.ampl = 20
envshake.phase = 80 
p1stateno = 2001
p2stateno = 2005
p1facing = 1
p2facing = 1
guard.dist = 0
hitonce = 0



[State -1];１２P用攻撃
type = Projectile
TriggerAll = palno = 12
trigger1 = AnimElem = 4
projanim = 887
projremovetime = 2
projid = 887
projpriority = 16
projsprpriority = 0
projedgebound = 220
attr = S, ST
damage = 0, 0
animtype = High
guardflag = 
hitflag = MAF
priority = 3, Hit
pausetime = 1, 15
sparkno = -1
sparkxy = -10, -76
hitsound = s70, 17
guardsound = s2, 4
ground.type = High
ground.slidetime = 42
ground.hittime  = 22
ground.velocity = -26
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-26
air.hittime = 14
getpower = 70,50
air.fall = 1
fall.recover = 0
envshake.time = 20
envshake.freq = 70
envshake.ampl = 20
envshake.phase = 80 
p1stateno = 2001
p2stateno = 2005
p1facing = 1
p2facing = 1
guard.dist = 0
hitonce = 0


[state a];ヒットエフェクト
type = Helper
trigger1 = movehit
name = "hit"
pos = Ceil(P2Dist X/2-15), -60-Ceil(P2BodyDist Y)
Postype = p2
stateno = 16096
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = .5
size.yscale = .5
HelperType =  Player







[State 2000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


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



[Statedef 2001];博麗拳術秘儀『夢想封印』 成功
type = S
movetype= A
physics = S
ctrl = 0
anim = 2001
velset = 0,0
sprpriority = 2




[State 2001, エフェクト画像]
type = Explod
trigger1 = AnimElem = 19
anim = 13000
pos = 0, 10 
postype = p1
facing = 1
vfacing = 1
sprpriority = 4
bindtime = -1
removeongethit = 1
ignorehitpause = 0
removetime = 30


[State 2001, エフェクト画像]
type = Explod
trigger1 =  AnimElem = 4
trigger2 =  AnimElem = 9
trigger3 =  AnimElem = 14
anim = 17020
pos = 50, -60 
postype = p1
facing = 1
vfacing = 1
sprpriority = 0
bindtime = -1
removeongethit = 1
ignorehitpause = 0
removetime = 18




[State 2001, エフェクト画像]
type = Explod
trigger1 = AnimElem = 18
anim = 17010
pos = 30, 0  
postype = p1
facing = 1
vfacing = 1
sprpriority = 4
bindtime = -1
removeongethit = 1
ignorehitpause = 0
removetime = 18



[State -1, ヘルパー召喚];衝撃波縦長
type = Helper
trigger1 = AnimElem = 19
ID = 13011
pos = 30, 0 
postype = p1
facing = 1
stateno = 13011
size.xscale  = 0.34
size.yscale  = 0.74
HelperType =  Player



[State -1, 残像]
type = Afterimage
trigger1 =  AnimElem = 3
PalContrast =  200, 30, 30
palbright = 30,30,0  ;(赤、緑、青)明るさ
palmul = .80,.80,.80
paladd = -10,-10,-10
trans = Add
time = 160
TimeGap  = 2
FrameGap = 2
length = 10




;相手が食らい状態の時のみ機能するTarget系コントローラ
[State 2001, 掴んだ相手のライフ増減];普通
type = TargetLifeAdd
trigger1 =  AnimElem = 4
trigger2 =  AnimElem = 9
trigger3 =  AnimElem = 14
value = -100
Kill = 0
absolute = 0



;相手が食らい状態の時のみ機能するTarget系コントローラ
[State 2001, 掴んだ相手のライフ増減];普通
type = TargetLifeAdd
trigger1 =  AnimElem = 19
value = -200
Kill = 1
absolute = 1




[State -1, 震動];衝撃 揺れ
type = envshake
trigger1 =  AnimElem = 4
trigger2 =  AnimElem = 9
trigger3 =  AnimElem = 14
time = 18
freq = 130
ampl = 20
phase = 140



[State -1, 震動];衝撃 揺れ
type = envshake
trigger1 =  AnimElem = 19
time = 25
freq = 130
ampl = 30
phase = 140


[State -1, 音を鳴らす]
type = PlaySnd
trigger1 =  AnimElem = 4
trigger2 =  AnimElem = 9
trigger3 =  AnimElem = 14
value = 70, 17



[State -1, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 19
value = 70, 20


[State -1, 音を鳴らす]
type = PlaySnd
trigger1 =  AnimElem = 4
trigger2 =  AnimElem = 9
trigger3 =  AnimElem = 14
trigger4 =  AnimElem = 19
value = 70, 19



[State -1, 音を鳴らす]
type = PlaySnd
trigger1 =  AnimElem = 4
trigger2 =  AnimElem = 9
trigger3 =  AnimElem = 14
trigger4 =  AnimElem = 19
value = 70, 20



[State -1, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 18
value = 70, 15
freqmul = 1.5


[State -1, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 18
value = 70, 14
freqmul = 1.5




[State 2001, 掴んだ相手の位置１];TargetBindで相手を一時的に拘束
type = TargetBind
Trigger1 = AnimElemTime(20) < 0
pos = 50,-60



[State 2001, 掴んだ相手のステート変更];吹き飛び
type = TargetState
trigger1 =  AnimElem = 4
trigger2 =  AnimElem = 14
value = 2006


[State 2001, 掴んだ相手のステート変更];吹き飛び
type = TargetState
trigger1 =  AnimElem = 9
value = 2005



[State 2001, 掴んだ相手のステート変更];吹き飛び
type = TargetState
trigger1 =  AnimElem = 19
value = 2007


[State 2001, 掴んだ相手のステート変更];吹き飛び
type = TargetState
trigger1 =  EnemyNear(var(55)),Life < 100
trigger1 =  AnimElem = 19
value = 2008


[State -1, ヘルパー召喚];波動
type = Helper
trigger1 =  AnimElem = 4
trigger2 =  AnimElem = 9
trigger3 =  AnimElem = 14
ID = 20000
pos = 40, -50 
postype = p1
facing = 1
stateno = 20000
size.xscale  = 0.34
size.yscale  = 0.74
HelperType =  Player





[State -1, ヘルパー召喚];波動2
type = Helper
trigger1 =  AnimElem = 19
ID = 20002
pos = 20, -70 
postype = p1
facing = 1
stateno = 20002
size.xscale  = 0.74
size.yscale  = 0.34
HelperType =  Player



[State -1, ヘルパー召喚];波動　地面
type = Helper
trigger1 =  AnimElem = 4
trigger2 =  AnimElem = 9
trigger3 =  AnimElem = 14
trigger4 =  AnimElem = 19
ID = 20001
pos = 0, 0 
postype = p1
facing = 1
stateno = 20001
size.xscale  = 0.74
size.yscale  = 0.34
HelperType =  Player












[State -1, ヘルパー召喚];礫1
type = Helper
trigger1 = AnimElem = 19
ID = 25000
pos = 0, 0 
postype = p1
facing = 1
stateno = 25000
size.xscale  = 1
size.yscale  = 1
HelperType =  Player




[State -1, ヘルパー召喚];礫2
type = Helper
trigger1 = AnimElem = 19
ID = 25000
pos = 0, -10 
postype = p1
facing = 1
stateno = 25001
size.xscale  = 1
size.yscale  = 1
HelperType =  Player




[State -1, ヘルパー召喚];礫3
type = Helper
trigger1 = AnimElem = 19
ID = 25000
pos = 0, -5 
postype = p1
facing = -1
stateno = 25002
size.xscale  = 1
size.yscale  = 1
HelperType =  Player



[State -1, ヘルパー召喚];礫4
type = Helper
trigger1 = AnimElem = 19
ID = 25000
pos = 0, -15 
postype = p1
facing = -1
stateno = 25003
size.xscale  = 1
size.yscale  = 1
HelperType =  Player




[State -1, ヘルパー召喚];礫5
type = Helper
trigger1 = AnimElem = 20
ID = 25000
pos = 0, 0 
postype = p1
facing = -1
stateno = 25000
size.xscale  = 1
size.yscale  = 1
HelperType =  Player




[State -1, ヘルパー召喚];礫6
type = Helper
trigger1 = AnimElem = 20
ID = 25000
pos = 0, -10 
postype = p1
facing = -1
stateno = 25001
size.xscale  = 1
size.yscale  = 1
HelperType =  Player




[State -1, ヘルパー召喚];礫7
type = Helper
trigger1 = AnimElem = 20
ID = 25000
pos = 0, -5 
postype = p1
facing = 1
stateno = 25002
size.xscale  = 1
size.yscale  = 1
HelperType =  Player



[State -1, ヘルパー召喚];礫8
type = Helper
trigger1 = AnimElem = 20
ID = 25000
pos = 0, -15 
postype = p1
facing = 1
stateno = 25003
size.xscale  = 1
size.yscale  = 1
HelperType =  Player





[State -1, ヘルパー召喚];夢
type = Helper
Trigger1 = Facing = 1
trigger1 = AnimElem = 4
ID = 21000
pos = 40, 60 
postype = p1
facing = 1
stateno = 21000
size.xscale  = 1
size.yscale  = 1
HelperType =  Player




[State -1, ヘルパー召喚];想
type = Helper
Trigger1 = Facing = 1
trigger1 = AnimElem = 9
ID = 21001
pos = 40, 60 
postype = p1
facing = 1
stateno = 21001
size.xscale  = 1
size.yscale  = 1
HelperType =  Player



[State -1, ヘルパー召喚];封
type = Helper
Trigger1 = Facing = 1
trigger1 = AnimElem = 14
ID = 21002
pos = 40, 60 
postype = p1
facing = 1
stateno = 21002
size.xscale  = 1
size.yscale  = 1
HelperType =  Player



[State -1, ヘルパー召喚];印
type = Helper
Trigger1 = Facing = 1
trigger1 = AnimElem = 19
ID = 21003
pos = 40, 60 
postype = p1
facing = 1
stateno = 21003
size.xscale  = 1
size.yscale  = 1
HelperType =  Player







[State -1, ヘルパー召喚];夢　反対
type = Helper
Trigger1 = Facing = -1
trigger1 = AnimElem = 4
ID = 21000
pos = 40, 60 
postype = p1
facing = -1
stateno = 21000
size.xscale  = 1
size.yscale  = 1
HelperType =  Player




[State -1, ヘルパー召喚];想　反対
type = Helper
Trigger1 = Facing = -1
trigger1 = AnimElem = 9
ID = 21001
pos = 40, 60 
postype = p1
facing = -1
stateno = 21001
size.xscale  = 1
size.yscale  = 1
HelperType =  Player



[State -1, ヘルパー召喚];封　反対
type = Helper
Trigger1 = Facing = -1
trigger1 = AnimElem = 14
ID = 21002
pos = 40, 60 
postype = p1
facing = -1
stateno = 21002
size.xscale  = 1
size.yscale  = 1
HelperType =  Player



[State -1, ヘルパー召喚];印　反対
type = Helper
Trigger1 = Facing = -1
trigger1 = AnimElem = 19
ID = 21003
pos = 40, 60 
postype = p1
facing = -1
stateno = 21003
size.xscale  = 1
size.yscale  = 1
HelperType =  Player





[state a];ヒットエフェクト
type = Helper
trigger1 =  AnimElem = 4
name = "hit"
pos = Ceil(P2Dist X/2-15), -60-Ceil(P2BodyDist Y)
Postype = p2
stateno = 16096
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = .5
size.yscale = .5
HelperType =  Player





[state a];ヒットエフェクト
type = Helper
trigger1 =  AnimElem = 9
name = "hit"
pos = Ceil(P2Dist X/2-15), -60-Ceil(P2BodyDist Y)
Postype = p2
stateno = 16096
HelperType =  Player
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = .5
size.yscale = .5
supermovetime = 999999
pausemovetime = 999999
HelperType =  Player




[state a];ヒットエフェクト
type = Helper
trigger1 =  AnimElem = 14
name = "hit"
pos = Ceil(P2Dist X/2-15), -60-Ceil(P2BodyDist Y)
Postype = p2
stateno = 16096
HelperType =  Player
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = .5
size.yscale = .5
HelperType =  Player





[state a];ヒットエフェクト
type = Helper
trigger1 =  AnimElem = 19
name = "hit"
pos = Ceil(P2Dist X/2-15), -60-Ceil(P2BodyDist Y)
Postype = p2
stateno = 16096
HelperType =  Player
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = .5
size.yscale = .5
HelperType =  Player






[State -1]
Type = BGPalFX
Trigger1 = AnimElemTime(19) < 0
Add = -250,-250,-250
Time = 1



[State 2001, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;----------------------------
;掴まれた敵
;----------------------------


[Statedef 2005]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1





[State 2005, 相手のアニメ変更]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2005


[State 2005, 画面固定]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0




[State -1, 無敵]
type = NotHitBy
Trigger1 = 1
value = , NA,SA,HA,NP,SP,HP,NT,ST,HT




[State -1, 相手ステートに戻す]
type = SelfState
Trigger1 = time > 600
value = 5210


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


[Statedef 2006]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 3





[State 2006, 相手のアニメ変更]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2006


[State 2006, 画面固定]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0




[State -1, 無敵]
type = NotHitBy
Trigger1 = 1
value = , NA,SA,HA,NP,SP,HP,NT,ST,HT




[State -1, 相手ステートに戻す]
type = SelfState
Trigger1 = time > 600
value = 5210



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





[Statedef 2007]
type    = A
movetype= H
physics = N
velset = 0,-20
sprpriority = 1





[State 2007, 相手のアニメ変更]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2007



[State 2007, 移動]
type = VelSet
Trigger1 = time = 5
y = -20

[State 2007, 速度加算];重力
type = VelSet
Trigger1 = time > 40
y = 12


[State 2007,]
type = LifeSet
TriggerAll = name!="miko"
TriggerAll = EnemyNear,palno  = 12
Trigger1 = time = 0
value = 0
absolute = 1


[State 2007, 無敵]
type = NotHitBy
Trigger1 = 1
value = , NA,SA,HA,NP,SP,HP,NT,ST,HT


[State 2007, 相手ステートに戻す]
type = SelfState
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 0
value = 5100


[State 2007, 画面固定]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0



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





[Statedef 2008]
type    = L
movetype= H
physics = N


[State -1,]
type = AssertSpecial
trigger1 = 1
flag = NoShadow





[State 2008, 移動]
type = VelSet
Trigger1 = time = 5
x = -300


[State 2008,]
type = LifeSet
Trigger1 = 1
value = 0
absolute = 0


[State 2008, 相手のアニメ変更]
type = ChangeAnim2
Trigger1 = Time = 0
value = 999



[State 2008]
type = AssertSpecial
Trigger1 = 1
flag = Invisible



[State 2008, 画面固定]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0


[State 2008, 移動]
type = VelSet
Trigger1 = time > 80
x = 0




[State 2008]
type = Changestate
Trigger1 = time > 80
value = 5150



[State 2008, ステート変更]
type = ChangeState
Trigger1 = time > 5
Trigger1 = Life != 0
value = 2007
ctrl = 0









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




[Statedef 2010];博麗拳術秘技『気功散戒』
type = S
movetype = A
physics = S
ctrl = 0
anim = 2010
velset = 0,0
sprpriority = 2
facep2 = 1


[State -1, ];ゲージ　消費
type = Varadd
Trigger1   = time = 0
FV = 33
Value = -50



[State 2010, 超必殺技暗転時間停止]
type = SuperPause
TriggerAll = palno  != 12
trigger1 = AnimElem = 1
anim = s10000       ;超必エフェクトのアクションナンバー。通常は「fightfx.air」のアニメを使うが、
                 ;左に「s」を付ければ「自分のairファイル」のアクションナンバーが使える。
pos = 0, -65    ;超必エフェクトの座標（Ｘ軸,Ｙ軸）
sound = s4, 5    ;超必発動サウンド。通常は「common.snd」の音を使うが、
                 ;左に「s」を付ければ「自分のsndファイル」の音が使える。
time = 47



[State 2010, 超必殺技暗転時間停止]
type = SuperPause
TriggerAll = palno  = 12
trigger1 = AnimElem = 1
anim = s10000       ;超必エフェクトのアクションナンバー。通常は「fightfx.air」のアニメを使うが、
                 ;左に「s」を付ければ「自分のairファイル」のアクションナンバーが使える。
pos = 0, -65    ;超必エフェクトの座標（Ｘ軸,Ｙ軸）
sound = s4, 5    ;超必発動サウンド。通常は「common.snd」の音を使うが、
                 ;左に「s」を付ければ「自分のsndファイル」の音が使える。
time = 10








[State 2010, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 8
trigger4 = AnimElem = 12
value = 1, 2



[State -1, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 8
trigger3 = AnimElem = 12
value = 70, 19



[State -1, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 8
trigger2 = AnimElem = 12
value = 70, 20





[State -1, ヘルパー召喚];波動
type = Helper
trigger1 = AnimElem = 3
ID = 20000
pos = 40, -50 
postype = p1
facing = 1
stateno = 20000
size.xscale  = 0.34
size.yscale  = 0.74
HelperType =  Player





[State -1, ヘルパー召喚];波動　横
type = Helper
trigger1 = AnimElem = 12
trigger2 = AnimElem = 8
ID = 20002
pos = 20, -80 
postype = p1
facing = 1
stateno = 20002
size.xscale  = 0.74
size.yscale  = 0.34
HelperType =  Player






[State -1, ヘルパー召喚];波動　地面
type = Helper
trigger1 = AnimElem = 3
trigger2 = AnimElem = 8
trigger3 = AnimElem = 12
ID = 20001
pos = -25, 0 
postype = p1
facing = 1
stateno = 20001
size.xscale  = 0.74
size.yscale  = 0.34
HelperType =  Player




[State -1, ヘルパー召喚];衝撃波縦長
type = Helper
trigger1 = AnimElem = 12
ID = 13011
pos = 30, 0 
postype = p1
facing = 1
stateno = 13011
size.xscale  = 0.34
size.yscale  = 0.74

HelperType =  Player





[State -1, 震動];衝撃 揺れ
type = envshake
trigger1 = AnimElem = 3
trigger2 = AnimElem = 8
trigger3 = AnimElem = 12
time = 18
freq = 130
ampl = 13
phase = 140


[State -1, 残像]
type = Afterimage
trigger1 =  AnimElem = 3
trigger2 =  AnimElem = 8
trigger3 = AnimElem = 12
PalContrast =  200, 30, 30
palbright = 30,30,0  ;(赤、緑、青)明るさ
palmul = .80,.80,.80
paladd = -10,-10,-10
trans = Add
time = 20
TimeGap  = 2
FrameGap = 2
length = 10



[State 2010, 移動]
type = VelSet
Trigger1 =  AnimElem = 1
Trigger2 =  AnimElem = 7
x= -2





[State 2010, 移動]
type = VelSet
Trigger1 =  AnimElem = 3
x= 15


[State 2010, 移動]
type = VelSet
Trigger1 =  AnimElem = 8
x= 17


[State 2010, ヒット定義]
type = HitDef
TriggerAll = palno  != 12
trigger1 = AnimElem = 3
attr = S, HA 
damage = 120, 0
animtype = High
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 55
sparkno = -1
sparkxy = -10, -76
hitsound = s70, 17
guardsound = s2, 4
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
getpower = 70,50
air.fall = 1
fall.recover = 0
envshake.time = 20
envshake.freq = 70
envshake.ampl = 20
envshake.phase = 80 
givepower = -200,0


[State 2010, ヒット定義]
type = HitDef
TriggerAll = palno  != 12
trigger1 = AnimElem = 8
attr = S, HA 
damage = 120, 0
animtype = High
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 50
sparkno = -1
sparkxy = -10, -76
hitsound = s70, 17
guardsound = s2, 4
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -15,-7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -15,-7
air.hittime = 14
getpower = 70,50
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 20
envshake.freq = 70
envshake.ampl = 20
envshake.phase = 80 
P2StateNo = 60000
givepower = -200,0



[State 2010, ヒット定義]
type = HitDef
TriggerAll = palno  != 12
trigger1 = AnimElem = 12
attr = S, SA 
damage = 170, 0
animtype = High
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 25, 25
sparkno = -1
sparkxy = -10, -76
hitsound = s70, 17
guardsound = s2, 4
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -4,-12
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4,-12
air.hittime = 14
getpower = 70,50
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 25
envshake.freq = 70
envshake.ampl = 25
envshake.phase = 80 
givepower = -600,0



[state a];ヒットエフェクト
type = Helper
trigger1 = movehit
name = "hit"
pos = Ceil(P2Dist X/2-15), -60-Ceil(P2BodyDist Y)
Postype = p2
stateno = 16096
HelperType =  Player
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = .5
size.yscale = .5
HelperType =  Player





[state a];ヒットエフェクト
type = Helper
trigger1 = AnimElem = 8
trigger1 = movehit
name = "hit"
pos = Ceil(P2Dist X/2-15), -60-Ceil(P2BodyDist Y)
Postype = p2
stateno = 16096
HelperType =  Player
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = .5
size.yscale = .5
HelperType =  Player







[State -1, ヘルパー召喚];１２用攻撃ヘルパー
type = Helper
TriggerAll = palno  = 12
trigger1 = AnimElem = 3
trigger2 = AnimElem = 8
ID = 95555
pos = 0, 0
postype = p1
facing = 1
stateno = 95555
size.xscale  = 1
size.yscale  = 1
HelperType =  Player




[State -1, ヘルパー召喚];１２用攻撃ヘルパー
type = Helper
TriggerAll = palno  = 12
trigger1 = AnimElem = 12
ID = 95556
pos = 0, 0
postype = p1
facing = 1
stateno = 95556
size.xscale  = 1
size.yscale  = 1
HelperType =  Player






[state a];ヒットエフェクト
type = Helper
trigger1 = AnimElem = 12
trigger1 = movehit
name = "hit"
pos = Ceil(P2Dist X/2-15), -60-Ceil(P2BodyDist Y)
Postype = p2
stateno = 16096
HelperType =  Player
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = .5
size.yscale = .5
HelperType =  Player







[State 2010, 移動];動く
type = Velset
trigger1 = AnimElem = 12
y = -10
x = 6



[State 2010, ステートタイプ変更]
type = statetypeset
trigger1 = AnimElem = 13
Statetype = A
physics = A

[State 2010, 移動];動く
type = Veladd
trigger1 = time > 110
y = 0.6



[State 2010]
type = HitOverride
trigger1 = 1
time = 1
attr = SCA,AA,AP
slot = 0
stateno = 5020
SuperMoveTime = 999999
PauseMoveTime = 999999












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




[Statedef 2020];博麗拳術秘技『一矢葬送』
type = S
movetype = A
physics = S
ctrl = 0
anim = 2020
velset = 0,0
sprpriority = 2
facep2 = 1


[State -1, ];ゲージ　消費
type = Varadd
Trigger1   = time = 0
FV = 33
Value = -50




[State 2020, 超必殺技暗転時間停止]
type = SuperPause
TriggerAll = palno  != 12
trigger1 = AnimElem = 1
anim = s10000       ;超必エフェクトのアクションナンバー。通常は「fightfx.air」のアニメを使うが、
                 ;左に「s」を付ければ「自分のairファイル」のアクションナンバーが使える。
pos = 0, -65    ;超必エフェクトの座標（Ｘ軸,Ｙ軸）
sound = s4, 5    ;超必発動サウンド。通常は「common.snd」の音を使うが、
                 ;左に「s」を付ければ「自分のsndファイル」の音が使える。
time = 47



[State 2020, 超必殺技暗転時間停止]
type = SuperPause
TriggerAll = palno  = 12
trigger1 = AnimElem = 1
anim = s10000       ;超必エフェクトのアクションナンバー。通常は「fightfx.air」のアニメを使うが、
                 ;左に「s」を付ければ「自分のairファイル」のアクションナンバーが使える。
pos = 0, -65    ;超必エフェクトの座標（Ｘ軸,Ｙ軸）
sound = s4, 5    ;超必発動サウンド。通常は「common.snd」の音を使うが、
                 ;左に「s」を付ければ「自分のsndファイル」の音が使える。
time = 10




[State 2001, エフェクト画像]
type = Explod
trigger1 =  AnimElem = 5
anim = 17020
pos = 0, -40 
postype = p1
facing = -1
vfacing = 1
sprpriority = 0
bindtime = -1
removeongethit = 1
ignorehitpause = 0
removetime = 18



[State 2020, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = 0, 5



[State -1, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
trigger4 = AnimElem = 8
trigger5 = AnimElem = 9
value = 70, 19



[State -1, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
trigger4 = AnimElem = 8
trigger5 = AnimElem = 9
value = 70, 20




[State -1, ヘルパー召喚];波動
type = Helper
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
trigger4 = AnimElem = 8
trigger5 = AnimElem = 9
ID = 20000
pos = 40, -50 
postype = p1
facing = 1
stateno = 20000
size.xscale  = 0.34
size.yscale  = 0.74
HelperType =  Player





[State -1, ヘルパー召喚];波動　地面
type = Helper
trigger1 = AnimElem = 5
ID = 20001
pos = -25, 0 
postype = p1
facing = 1
stateno = 20001
size.xscale  = 0.74
size.yscale  = 0.34
HelperType =  Player




[State -1, 震動];衝撃 揺れ
type = envshake
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
trigger4 = AnimElem = 8
trigger5 = AnimElem = 9
time = 20
freq = 130
ampl = 25
phase = 140


[State -1, 残像]
type = Afterimage
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
trigger4 = AnimElem = 8
trigger5 = AnimElem = 9
PalContrast =  200, 30, 30
palbright = 30,30,0  ;(赤、緑、青)明るさ
palmul = .80,.80,.80
paladd = -10,-10,-10
trans = Add
time = 20
TimeGap  = 2
FrameGap = 2
length = 10




[State 2020, 移動]
type = VelSet
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
trigger4 = AnimElem = 8
trigger5 = AnimElem = 9
x= 30




[State 2020, ヒット定義]
type = HitDef
TriggerAll = palno  != 12
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
trigger4 = AnimElem = 8
attr = S, HA 
damage = 60, 0
animtype = High
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = -1
sparkxy = -10, -76
hitsound = s70, 17
guardsound = s2, 4
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5
air.hittime = 14
getpower = 70,50
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 20
envshake.freq = 70
envshake.ampl = 20
envshake.phase = 80




[State 2020, ヒット定義]
type = HitDef
TriggerAll = palno  != 12
trigger1 = AnimElem = 9
attr = S, HA 
damage = 70, 0
animtype = High
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = -1
sparkxy = -10, -76
hitsound = s70, 17
guardsound = s2, 4
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -15,-7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -15,-7
air.hittime = 14
getpower = 70,50
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 20
envshake.freq = 70
envshake.ampl = 20
envshake.phase = 80
P2StateNo = 60000



[State -1, ヘルパー召喚];１２用攻撃ヘルパー
type = Helper
TriggerAll = palno  = 12
trigger1 = AnimElem = 9
ID = 95556
pos = 0, 0
postype = p1
facing = 1
stateno = 95556
size.xscale  = 1
size.yscale  = 1
HelperType =  Player




[State -1, ヘルパー召喚];１２用攻撃ヘルパー
type = Helper
TriggerAll = palno  = 12
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
trigger4 = AnimElem = 8
ID = 95555
pos = 0, 0
postype = p1
facing = 1
stateno = 95555
size.xscale  = 1
size.yscale  = 1
HelperType =  Player





[state a];ヒットエフェクト
type = Helper
trigger1 = movehit
name = "hit"
pos = Ceil(P2Dist X/2-15), -60-Ceil(P2BodyDist Y)
Postype = p2
stateno = 16096
HelperType =  Player
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = .5
size.yscale = .5
HelperType =  Player





[state a];ヒットエフェクト
type = Helper
trigger1 = AnimElem = 6
trigger1 = movehit
name = "hit"
pos = Ceil(P2Dist X/2-15), -60-Ceil(P2BodyDist Y)
Postype = p2
stateno = 16096
HelperType =  Player
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = .5
size.yscale = .5
HelperType =  Player





[state a];ヒットエフェクト
type = Helper
trigger1 = AnimElem = 7
trigger1 = movehit
name = "hit"
pos = Ceil(P2Dist X/2-15), -60-Ceil(P2BodyDist Y)
Postype = p2
stateno = 16096
HelperType =  Player
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = .5
size.yscale = .5
HelperType =  Player







[state a];ヒットエフェクト
type = Helper
trigger1 = AnimElem = 8
trigger1 = movehit
name = "hit"
pos = Ceil(P2Dist X/2-15), -60-Ceil(P2BodyDist Y)
Postype = p2
stateno = 16096
HelperType =  Player
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = .5
size.yscale = .5
HelperType =  Player







[state a];ヒットエフェクト
type = Helper
trigger1 = AnimElem = 9
trigger1 = movehit
name = "hit"
pos = Ceil(P2Dist X/2-15), -60-Ceil(P2BodyDist Y)
Postype = p2
stateno = 16096
HelperType =  Player
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = .5
size.yscale = .5
HelperType =  Player






[State 2020, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1









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




[Statedef 2030];博麗拳術秘技『封魔宝玉』
type = S
movetype = A
physics = S
ctrl = 0
anim = 2030
velset = 0,0
sprpriority = 2
facep2 = 1



[State -1, ];ゲージ　消費
type = Varadd
Trigger1   = time = 0
FV = 33
Value = -50



[State 2030, 超必殺技暗転時間停止]
type = SuperPause
TriggerAll = palno  != 12
trigger1 = AnimElem = 1
anim = s10000       ;超必エフェクトのアクションナンバー。通常は「fightfx.air」のアニメを使うが、
                 ;左に「s」を付ければ「自分のairファイル」のアクションナンバーが使える。
pos = 0, -65    ;超必エフェクトの座標（Ｘ軸,Ｙ軸）
sound = s4, 5    ;超必発動サウンド。通常は「common.snd」の音を使うが、
                 ;左に「s」を付ければ「自分のsndファイル」の音が使える。
time = 47



[State 2030, 超必殺技暗転時間停止]
type = SuperPause
TriggerAll = palno  = 12
trigger1 = AnimElem = 1
anim = s10000       ;超必エフェクトのアクションナンバー。通常は「fightfx.air」のアニメを使うが、
                 ;左に「s」を付ければ「自分のairファイル」のアクションナンバーが使える。
pos = 0, -65    ;超必エフェクトの座標（Ｘ軸,Ｙ軸）
sound = s4, 5    ;超必発動サウンド。通常は「common.snd」の音を使うが、
                 ;左に「s」を付ければ「自分のsndファイル」の音が使える。
time = 10




[State -1, 震動];衝撃 揺れ
type = envshake
trigger1 = AnimElem = 4
time = 18
freq = 130
ampl = 13
phase = 140




[State -1, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 60, 4
freqmul = 1.2


[State -1, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 70, 19


[State -1, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 70, 20






[State -1, ヘルパー召喚];波動　地面
type = Helper
trigger1 = AnimElem = 4
ID = 20001
pos = -25, 0 
postype = p1
facing = 1
stateno = 20001
size.xscale  = 0.74
size.yscale  = 0.34
HelperType =  Player




[State -1, ヘルパー召喚];宝玉
type = Helper
TriggerAll = palno  != 12
trigger1 = AnimElem = 4
ID = 13030
pos = 80, -40 
postype = p1
facing = 1
stateno = 13030
size.xscale  = 0.6
size.yscale  = 0.6
HelperType =  Player




[State -1, ヘルパー召喚];宝玉の波動
type = Helper
TriggerAll = palno  != 12
trigger1 = AnimElem = 4
ID = 13030
pos = 80, -40 
postype = p1
facing = 1
stateno = 2034
size.xscale  = 0.5
size.yscale  = 0.5
HelperType =  Player





[State -1, ヘルパー召喚];宝玉
type = Helper
TriggerAll = palno  = 12
trigger1 = AnimElem = 4
ID = 13030
pos = 80, -40 
postype = p1
facing = 1
stateno = 13030
size.xscale  = 0.8
size.yscale  = 0.8
HelperType =  Player




[State -1, ヘルパー召喚];宝玉の波動
type = Helper
TriggerAll = palno  = 12
trigger1 = AnimElem = 4
ID = 13030
pos = 80, -40 
postype = p1
facing = 1
stateno = 2034
size.xscale  = 0.9
size.yscale  = 0.9
HelperType =  Player



[State 2030, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1









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




[Statedef 2040];博麗拳術秘技『天地破砕』
type = S
movetype = A
physics = S
ctrl = 0
anim = 2040
velset = 0,0
sprpriority = 2
facep2 = 1


[State -1, ];ゲージ　消費
type = Varadd
Trigger1   = time = 0
FV = 33
Value = -50






[State 2040, 超必殺技暗転時間停止]
type = SuperPause
TriggerAll = palno  != 12
trigger1 = AnimElem = 1
anim = s10000       ;超必エフェクトのアクションナンバー。通常は「fightfx.air」のアニメを使うが、
                 ;左に「s」を付ければ「自分のairファイル」のアクションナンバーが使える。
pos = 0, -65    ;超必エフェクトの座標（Ｘ軸,Ｙ軸）
sound = s4, 5    ;超必発動サウンド。通常は「common.snd」の音を使うが、
                 ;左に「s」を付ければ「自分のsndファイル」の音が使える。
time = 47



[State 2040, 超必殺技暗転時間停止]
type = SuperPause
TriggerAll = palno  = 12
trigger1 = AnimElem = 1
anim = s10000       ;超必エフェクトのアクションナンバー。通常は「fightfx.air」のアニメを使うが、
                 ;左に「s」を付ければ「自分のairファイル」のアクションナンバーが使える。
pos = 0, -65    ;超必エフェクトの座標（Ｘ軸,Ｙ軸）
sound = s4, 5    ;超必発動サウンド。通常は「common.snd」の音を使うが、
                 ;左に「s」を付ければ「自分のsndファイル」の音が使える。
time = 10



[State -1]
Type = posfreeze
Trigger1 = 1
Value = 1




[State -1, ヘルパー召喚];波動　地面
type = Helper
trigger1 = AnimElem = 4
ID = 20001
pos = -25, 0 
postype = p1
facing = 1
stateno = 20001
size.xscale  = 0.74
size.yscale  = 0.34
HelperType =  Player




[State -1, 震動];衝撃 揺れ
type = envshake
trigger1 = AnimElem = 4
time = 60
freq = 130
ampl = 30
phase = 140






[State 2040, エフェクト画像]
type = Explod
trigger1 = AnimElem = 4
anim = 13000
pos = 0, 10 
postype = p1
facing = 1
vfacing = 1
sprpriority = 4
bindtime = -1
removeongethit = 1
ignorehitpause = 0
removetime = 30





[State -1, ヘルパー召喚];礫1
type = Helper
TriggerAll = palno != 12
trigger1 = AnimElem = 4
ID = 25000
pos = 0, 0 
postype = p1
facing = 1
stateno = 25000
size.xscale  = 1
size.yscale  = 1





[State -1, ヘルパー召喚];礫2
type = Helper
TriggerAll = palno != 12
trigger1 = AnimElem = 4
ID = 25000
pos = 0, -10 
postype = p1
facing = 1
stateno = 25001
size.xscale  = 1
size.yscale  = 1





[State -1, ヘルパー召喚];礫3
type = Helper
TriggerAll = palno != 12
trigger1 = AnimElem = 4
ID = 25000
pos = 0, -5 
postype = p1
facing = -1
stateno = 25002
size.xscale  = 1
size.yscale  = 1




[State -1, ヘルパー召喚];礫4
type = Helper
TriggerAll = palno != 12
trigger1 = AnimElem = 4
ID = 25000
pos = 0, -15 
postype = p1
facing = -1
stateno = 25003
size.xscale  = 1
size.yscale  = 1







[State -1, ヘルパー召喚];礫5
type = Helper
TriggerAll = palno != 12
trigger1 = AnimElem = 5
ID = 25000
pos = 10, 0 
postype = p1
facing = 1
stateno = 25000
size.xscale  = 1
size.yscale  = 1





[State -1, ヘルパー召喚];礫6
type = Helper
TriggerAll = palno != 12
trigger1 = AnimElem = 5
ID = 25000
pos = 0, -10 
postype = p1
facing = 1
stateno = 25001
size.xscale  = 1
size.yscale  = 1





[State -1, ヘルパー召喚];礫7
type = Helper
TriggerAll = palno != 12
trigger1 = AnimElem = 5
ID = 25000
pos = 10, -5 
postype = p1
facing = -1
stateno = 25002
size.xscale  = 1
size.yscale  = 1




[State -1, ヘルパー召喚];礫8
type = Helper
TriggerAll = palno != 12
trigger1 = AnimElem = 5
ID = 25000
pos = 0, -15 
postype = p1
facing = -1
stateno = 25003
size.xscale  = 1
size.yscale  = 1











[State -1, ヘルパー召喚];礫9
type = Helper
TriggerAll = palno != 12
trigger1 = AnimElem = 6
ID = 25000
pos = 20, -250 
postype = p1
facing = 1
stateno = 25000
size.xscale  = 1
size.yscale  = 1





[State -1, ヘルパー召喚];礫10
type = Helper
TriggerAll = palno != 12
trigger1 = AnimElem = 6
ID = 25000
pos = 30, -250  
postype = p1
facing = 1
stateno = 25001
size.xscale  = 1
size.yscale  = 1





[State -1, ヘルパー召喚];礫11
type = Helper
TriggerAll = palno != 12
trigger1 = AnimElem = 6
ID = 25000
pos = 20, -250 
postype = p1
facing = -1
stateno = 25002
size.xscale  = 1
size.yscale  = 1




[State -1, ヘルパー召喚];礫12
type = Helper
TriggerAll = palno != 12
trigger1 = AnimElem = 6
ID = 25000
pos = 40, -250 
postype = p1
facing = -1
stateno = 25003
size.xscale  = 1
size.yscale  = 1










[State -1, ヘルパー召喚];礫1
type = Helper
TriggerAll = palno = 12
trigger1 = AnimElem = 4
ID = 25000
pos = 0, 0 
postype = p1
facing = 1
stateno = 25000
size.xscale  = 1
size.yscale  = 1
HelperType =  Player




[State -1, ヘルパー召喚];礫2
type = Helper
TriggerAll = palno = 12
trigger1 = AnimElem = 4
ID = 25000
pos = 0, -10 
postype = p1
facing = 1
stateno = 25001
size.xscale  = 1
size.yscale  = 1
HelperType =  Player




[State -1, ヘルパー召喚];礫3
type = Helper
TriggerAll = palno = 12
trigger1 = AnimElem = 4
ID = 25000
pos = 0, -5 
postype = p1
facing = -1
stateno = 25002
size.xscale  = 1
size.yscale  = 1
HelperType =  Player



[State -1, ヘルパー召喚];礫4
type = Helper
TriggerAll = palno = 12
trigger1 = AnimElem = 4
ID = 25000
pos = 0, -15 
postype = p1
facing = -1
stateno = 25003
size.xscale  = 1
size.yscale  = 1
HelperType =  Player






[State -1, ヘルパー召喚];礫5
type = Helper
TriggerAll = palno = 12
trigger1 = AnimElem = 5
ID = 25000
pos = 10, 0 
postype = p1
facing = 1
stateno = 25000
size.xscale  = 1
size.yscale  = 1
HelperType =  Player




[State -1, ヘルパー召喚];礫6
type = Helper
TriggerAll = palno = 12
trigger1 = AnimElem = 5
ID = 25000
pos = 0, -10 
postype = p1
facing = 1
stateno = 25001
size.xscale  = 1
size.yscale  = 1
HelperType =  Player




[State -1, ヘルパー召喚];礫7
type = Helper
TriggerAll = palno = 12
trigger1 = AnimElem = 5
ID = 25000
pos = 10, -5 
postype = p1
facing = -1
stateno = 25002
size.xscale  = 1
size.yscale  = 1
HelperType =  Player



[State -1, ヘルパー召喚];礫8
type = Helper
TriggerAll = palno = 12
trigger1 = AnimElem = 5
ID = 25000
pos = 0, -15 
postype = p1
facing = -1
stateno = 25003
size.xscale  = 1
size.yscale  = 1
HelperType =  Player










[State -1, ヘルパー召喚];礫9
type = Helper
TriggerAll = palno = 12
trigger1 = AnimElem = 6
ID = 25000
pos = 20, -250 
postype = p1
facing = 1
stateno = 25000
size.xscale  = 1
size.yscale  = 1
HelperType =  Player




[State -1, ヘルパー召喚];礫10
type = Helper
TriggerAll = palno = 12
trigger1 = AnimElem = 6
ID = 25000
pos = 30, -250  
postype = p1
facing = 1
stateno = 25001
size.xscale  = 1
size.yscale  = 1
HelperType =  Player




[State -1, ヘルパー召喚];礫11
type = Helper
TriggerAll = palno = 12
trigger1 = AnimElem = 6
ID = 25000
pos = 20, -250 
postype = p1
facing = -1
stateno = 25002
size.xscale  = 1
size.yscale  = 1
HelperType =  Player



[State -1, ヘルパー召喚];礫12
type = Helper
TriggerAll = palno = 12
trigger1 = AnimElem = 6
ID = 25000
pos = 40, -250 
postype = p1
facing = -1
stateno = 25003
size.xscale  = 1
size.yscale  = 1
HelperType =  Player












[State -1, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 70, 19


[State -1, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 70, 20




[State 2040, ヒット定義]
type = HitDef
TriggerAll = palno  != 12
trigger1 = AnimElem = 4
attr = S, HA 
damage = 250, 0
animtype = High
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 15
sparkno = -1
sparkxy = -10, -76
hitsound = s70, 17
guardsound = s2, 4
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -15,-7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -15,-7
air.hittime = 14
getpower = 70,50
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 20
envshake.freq = 70
envshake.ampl = 20
envshake.phase = 80 
P2StateNo = 60000




[State 2040, ヒット定義]
type = HitDef
TriggerAll = palno  != 12
trigger1 = AnimElem = 5
attr = S, HA
damage = 0, 0
animtype = High
guardflag = 
hitflag = MF
priority = 3, Hit
pausetime = 1, 25
sparkno = -1
sparkxy = -10, -76
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 42
ground.hittime  = 22
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-26
air.hittime = 14
getpower = 70,50
air.fall = 1
fall.recover = 0


[State -1, ヘルパー召喚];１２用攻撃ヘルパー
type = Helper
TriggerAll = palno  = 12
trigger1 = AnimElem = 4
ID = 95556
pos = 0, 0
postype = p1
facing = 1
stateno = 95556
size.xscale  = 1
size.yscale  = 1
HelperType =  Player





[State -1, ヘルパー召喚];１２用攻撃ヘルパー
type = Helper
TriggerAll = palno  = 12
trigger1 = AnimElem = 5
ID = 95555
pos = 0, 0
postype = p1
facing = 1
stateno = 95555
size.xscale  = 1
size.yscale  = 1
HelperType =  Player





[State -1, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 70, 21




[state a];ヒットエフェクト
type = Helper
trigger1 = movehit
name = "hit"
pos = Ceil(P2Dist X/2-15), -60-Ceil(P2BodyDist Y)
Postype = p2
stateno = 16096
HelperType =  Player
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = .5
size.yscale = .5
supermovetime = 999999
pausemovetime = 999999
HelperType =  Player









[State 2040, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1














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




[Statedef 2050];博麗拳術秘技『昇り星』
type = S
movetype = A
physics = S
ctrl = 0
anim = 2050
velset = 0,0
sprpriority = 2
facep2 = 1



[State -1, ];ゲージ　消費
type = Varadd
Trigger1   = time = 0
FV = 33
Value = -50



[State 2030, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
anim = s10000       ;超必エフェクトのアクションナンバー。通常は「fightfx.air」のアニメを使うが、
                 ;左に「s」を付ければ「自分のairファイル」のアクションナンバーが使える。
pos = 0, -65    ;超必エフェクトの座標（Ｘ軸,Ｙ軸）
sound = s4, 5    ;超必発動サウンド。通常は「common.snd」の音を使うが、
                 ;左に「s」を付ければ「自分のsndファイル」の音が使える。
time = 47



[State -1, ヘルパー召喚];カットイン　巫女
type = Helper
Trigger1 = AnimElem = 1
ID = 9999
pos = 40, 0 
postype = p1
facing = 1
stateno = 9999
PauseMoveTime  = 9999
SuperMovetime  = 9999
HelperType =  Player










[State 2050, ヒット定義]
type = HitDef
TriggerAll = palno  != 12
trigger1 = AnimElem != 1
attr = C, NA 
damage = 0, 0
animtype = High
guardflag = LA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 125
sparkno = s17020
sparkxy = -10, -26
hitsound = s70, 18
guardsound = s2, 4
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -8,-3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
getpower = 70,50
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 20
envshake.freq = 70
envshake.ampl = 20
envshake.phase = 80 
p1stateno = 2051



[State 2050, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 2


[State 2050, 移動]
type = VelSet
Trigger1 =  AnimElem = 2
x= -5



[State 2050, 移動]
type = VelSet
Trigger1 =  AnimElem = 4
x= 29


[State -1, ];命中判定
type = Varset
Trigger1   = time = 0
FV = 6
Value = 0




[State -1];１２P用攻撃
type = Projectile
TriggerAll = palno = 12
trigger1 = 1
attr = S, SA
projanim = 888
projremovetime = 1
projid = 888
projpriority = 16
projsprpriority = 0
projedgebound = 220
attr = S, ST
damage = 0, 0
animtype = High
guardflag = 
hitflag = MAF
priority = 3, Hit
pausetime = 1, 150
sparkno = -1
sparkxy = -10, -76
hitsound = s70, 17
guardsound = s2, 4
ground.type = High
ground.slidetime = 42
ground.hittime  = 22
ground.velocity = -26
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,2
air.hittime = 14
getpower = 70,50
air.fall = 1
fall.recover = 0
envshake.time = 20
envshake.freq = 70
envshake.ampl = 20
envshake.phase = 80 
p1stateno = 2051
p1facing = 1
p2facing = 1
guard.dist = 0
hitonce = 0





[State 2050, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1






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







[Statedef 2051];博麗拳術秘技『昇り星』　成功
type = S
movetype = A
physics = S
ctrl = 0
anim = 2051
velset = 0,0
sprpriority = 2
facep2 = 1




[State -1, ];命中判定
type = Varset
trigger1 = time = 0
FV = 6
Value = 1



[State 2051, エフェクト画像]
type = Explod
trigger1 = AnimElem = 3
anim = 12000
pos = 0, 0 
postype = p1
facing = 1
vfacing = 1
sprpriority = 4
bindtime = -1
removeongethit = 1
ignorehitpause = 0
removetime = 18



[State 2051, ヒット定義]
type = HitDef
TriggerAll = palno != 12
trigger1 = AnimElem = 3
attr = S, ST
damage = 350, 0
animtype = High
guardflag = 
hitflag = MAF
priority = 3, Hit
pausetime = 1, 1
sparkno = -1
sparkxy = -10, -76
hitsound = s70, 5
guardsound = s2, 4
ground.type = High
ground.slidetime = 42
ground.hittime  = 22
ground.velocity = -26
airguard.velocity = -50,-50
air.type = High
air.velocity = -50,-50
air.hittime = 14
getpower = 70,50
air.fall = 1
fall.recover = 0
envshake.time = 20
envshake.freq = 70
envshake.ampl = 20
envshake.phase = 80 
P2StateNo = 60000
p1facing = 1
p2facing = 1
guard.dist = 0
hitonce = 0







[state a];ヒットエフェクト
type = Helper
trigger1 =  AnimElem = 3
name = "hit"
pos = Ceil(P2Dist X/2-15), -60-Ceil(P2BodyDist Y)
Postype = p2
stateno = 16096
HelperType =  Player
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = .5
size.yscale = .5
supermovetime = 999999
pausemovetime = 999999
HelperType =  Player


[State -1, ヘルパー召喚];衝撃波縦長
type = Helper
trigger1 = AnimElem = 3
ID = 13011
pos = 10, -50 
postype = p1
facing = 1
stateno = 13011
size.xscale  = 0.34
size.yscale  = 0.74
HelperType =  Player



[State -1, ヘルパー召喚];波動
type = Helper
trigger1 = AnimElem = 4
ID = 20000
pos = 30, -80 
postype = p1
facing = 1
stateno = 20000
size.xscale  = 0.34
size.yscale  = 0.74
HelperType =  Player


[State -1, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 70, 19



[State -1, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 70, 20


[State -1, ヘルパー召喚];波動　地面
type = Helper
trigger1 = AnimElem = 3
ID = 20001
pos = -25, 0 
postype = p1
facing = 1
stateno = 20001
size.xscale  = 0.74
size.yscale  = 0.34
HelperType =  Player


[State -1, ヘルパー召喚];１２用攻撃ヘルパー
type = Helper
TriggerAll = palno  = 12
trigger1 = AnimElem = 3
ID = 95555
pos = 0, 0
postype = p1
facing = 1
stateno = 95555
size.xscale  = 1
size.yscale  = 1
HelperType =  Player






[State -1, 震動];衝撃 揺れ
type = envshake
trigger1 = AnimElem = 3
time = 18
freq = 130
ampl = 20
phase = 140



[State 2051, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1






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




[Statedef 2060];博麗拳術秘技『夢想天生』
type = S
movetype = A
physics = S
ctrl = 0
anim = 2060
velset = 0,0
sprpriority = 2
facep2 = 1



[State -1, ヘルパー召喚];時間
type = Helper
trigger1 = AnimElem = 7
ID = 2065
pos = 0, 0 
postype = p1
facing = -1
stateno = 2065
size.xscale  = 1
size.yscale  = 1
HelperType =  Player






[State -1, ];夢想天生
type = Varset
Trigger1   = AnimElem = 7
FV = 10
Value = 3




[State -1, ];ゲージ　消費
type = Varadd
Trigger1   = time = 0
FV = 33
Value = -50



[State 2060, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
anim = s10000       ;超必エフェクトのアクションナンバー。通常は「fightfx.air」のアニメを使うが、
                 ;左に「s」を付ければ「自分のairファイル」のアクションナンバーが使える。
pos = 0, -65    ;超必エフェクトの座標（Ｘ軸,Ｙ軸）
sound = s4, 5    ;超必発動サウンド。通常は「common.snd」の音を使うが、
                 ;左に「s」を付ければ「自分のsndファイル」の音が使える。
time = 47




[State -1, ヘルパー召喚];カットイン　巫女
type = Helper
Trigger1 = AnimElem = 1
ID = 9999
pos = 40, 0 
postype = p1
facing = 1
stateno = 9999
PauseMoveTime  = 9999
SuperMovetime  = 9999
HelperType =  Player


[State -1, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = 70, 19



[State -1, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = 70, 20


[State -1, ヘルパー召喚];波動　地面
type = Helper
trigger1 = AnimElem = 5
ID = 20001
pos = -25, 0 
postype = p1
facing = 1
stateno = 20001
size.xscale  = 0.74
size.yscale  = 0.34
HelperType =  Player




[State -1, 震動];衝撃 揺れ
type = envshake
trigger1 = AnimElem = 5
time = 18
freq = 130
ampl = 20
phase = 140


[State 2060, エフェクト画像]
type = Explod
trigger1 = AnimElem = 5
anim = 13000
pos = 0, 10 
postype = p1
facing = 1
vfacing = 1
sprpriority = 4
bindtime = -1
removeongethit = 1
ignorehitpause = 0
removetime = 30
Scale = 0.5,1




[State 2060, エフェクト画像]
type = Explod
trigger1 = AnimElem = 5
anim = 17010
pos = 0, -60  
postype = p1
facing = 1
vfacing = 1
sprpriority = 4
bindtime = -1
removeongethit = 1
ignorehitpause = 0
removetime = 18



[State -1, ヘルパー召喚];衝撃波縦長
type = Helper
trigger1 = AnimElem = 5
ID = 13011
pos = 0, -60 
postype = p1
facing = 1
stateno = 13011
size.xscale  = 0.34
size.yscale  = 0.74
HelperType =  Player


[State -1, ヘルパー召喚];夢
type = Helper
Trigger1 = Facing = 1
trigger1 = AnimElem = 2
ID = 21000
pos = 0, -60 
postype = p1
facing = 1
stateno = 21000
size.xscale  = 1
size.yscale  = 1
HelperType =  Player




[State -1, ヘルパー召喚];想
type = Helper
Trigger1 = Facing = 1
trigger1 = AnimElem = 3
ID = 21001
pos = 0, -60 
postype = p1
facing = 1
stateno = 21001
size.xscale  = 1
size.yscale  = 1
HelperType =  Player



[State -1, ヘルパー召喚];天
type = Helper
Trigger1 = Facing = 1
trigger1 = AnimElem = 4
ID = 21004
pos = 0, -60 
postype = p1
facing = 1
stateno = 21004
size.xscale  = 1
size.yscale  = 1
HelperType =  Player




[State -1, ヘルパー召喚];生
type = Helper
Trigger1 = Facing = 1
trigger1 = AnimElem = 7
ID = 21005
pos = 0, -50 
postype = p1
facing = 1
stateno = 21005
size.xscale  = 1
size.yscale  = 1
HelperType =  Player





[State -1, ヘルパー召喚];夢　反対
type = Helper
Trigger1 = Facing = -1
trigger1 = AnimElem = 2
ID = 21000
pos = 0, -60 
postype = p1
facing = -1
stateno = 21000
size.xscale  = 1
size.yscale  = 1
HelperType =  Player




[State -1, ヘルパー召喚];想　反対
type = Helper
Trigger1 = Facing = -1
trigger1 = AnimElem = 3
ID = 21001
pos = 0, -60 
postype = p1
facing = -1
stateno = 21001
size.xscale  = 1
size.yscale  = 1
HelperType =  Player



[State -1, ヘルパー召喚];天　反対
type = Helper
Trigger1 = Facing = -1
trigger1 = AnimElem = 4
ID = 21004
pos = 0, -60 
postype = p1
facing = -1
stateno = 21004
size.xscale  = 1
size.yscale  = 1
HelperType =  Player




[State -1, ヘルパー召喚];生　反対
type = Helper
Trigger1 = Facing = -1
trigger1 = AnimElem = 7
ID = 21005
pos = 0, -50 
postype = p1
facing = -1
stateno = 21005
size.xscale  = 1
size.yscale  = 1
HelperType =  Player







[State 2060, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


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



[Statedef 2061];博麗拳術秘技『夢想天生』使用後
type = S
physics = S
ctrl = 0
anim = 2061
velset = 0,0
sprpriority = 5
facep2 = 1




[State -1, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 70, 23
freqmul = 2.0


[State -1, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 70, 8
freqmul = 2.0


[State -1, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 70, 25
freqmul = 1.0



[State -1];夢想天生
Type = VarAdd
Trigger1 = Time  = 0
FV  = 10
Value = -1



[State -1, ];ゲージ　消費
type = Varadd
Trigger1   = time = 0
FV = 33
Value = -10




[State 2061, エフェクト画像]
type = Explod
trigger1 = time%2 = 0
anim = 21100
pos = 0, 0  
postype = p1
facing = 1
vfacing = 1
sprpriority = 4
bindtime = -1
removeongethit = 1
ignorehitpause = 0
removetime = 2
SuperPauseTime  = 99999
PauseMoveTime  = 99999

[State 2061, エフェクト画像];残像1
type = Explod
trigger1 = time%2 = 0
anim = 21100
pos = 0, 0  
postype = p1
facing = 1
vfacing = 1
sprpriority = 4
bindtime = 1
removeongethit = 1
ignorehitpause = 0
removetime = 2
SuperPauseTime  = 99999
PauseMoveTime  = 99999

[State 2061, エフェクト画像];残像2
type = Explod
trigger1 = time%4 = 0
anim = 21100
pos = 0, 0  
postype = p1
facing = 1
vfacing = 1
sprpriority = 4
bindtime = 1
removeongethit = 1
ignorehitpause = 0
removetime = 4
SuperPauseTime  = 99999
PauseMoveTime  = 99999



[State 2061, 移動];追尾１
type = VelSet
Trigger1 = (P2dist X) < -70
x = -4
SuperPauseTime  = 99999
PauseMoveTime  = 99999
IgnoreHitPause = 1


[State 2061, 移動];追尾２
type = VelSet
Trigger1 = (P2dist X) > -70
x = 4
SuperPauseTime  = 99999
PauseMoveTime  = 99999
IgnoreHitPause = 1


[State 2061, 移動];
type = playerpush
Trigger1 = 1
value = 0




[State -3, EnvColor]
type = Bgpalfx
trigger1 = 1
time = 4
invertall = 1
color = 300
SuperPauseTime  = 99999
PauseMoveTime  = 99999
IgnoreHitPause = 1


[State -3, 時間停止]
type = Pause
trigger1 = 1
anim = -1       
pos = 0, 0    
sound = -1
time = 3
movetime = 3
SuperPauseTime  = 99999
PauseMoveTime  = 99999
IgnoreHitPause = 1




[State -3];無敵 本体
type = NotHitBy
Trigger1 = (P2dist X) < -60
value = SCA
SuperPauseTime  = 99999
PauseMoveTime  = 99999
time = 60



[State -1]
Type = BGPalFX
Trigger1 = 1
Add = -250,-250,-250
Time = 2


[State 2061, ステート変更]
type = ChangeState
TriggerAll = Var(59) = 1
Trigger1 = (P2dist X) < -40
Trigger2 = time > 100
value = 300
ctrl = 1
SuperPauseTime  = 99999
PauseMoveTime  = 99999
IgnoreHitPause = 1



[State 2061, ステート変更]
type = ChangeState
TriggerAll = Var(59) = 0
Trigger1 = (P2dist X) < -40
Trigger2 = time > 70
value = 0
ctrl = 1
SuperPauseTime  = 99999
PauseMoveTime  = 99999
IgnoreHitPause = 1












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




[Statedef 2070];博麗拳術秘技『臓器破壊』
type = S
movetype = A
physics = S
ctrl = 0
anim = 2070
velset = 0,0
sprpriority = 2
facep2 = 1


[State -1, ];ゲージ　消費
type = Varadd
Trigger1   = time = 0
FV = 33
Value = -50






[State 2070, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
anim = s10000       ;超必エフェクトのアクションナンバー。通常は「fightfx.air」のアニメを使うが、
                 ;左に「s」を付ければ「自分のairファイル」のアクションナンバーが使える。
pos = 0, -65    ;超必エフェクトの座標（Ｘ軸,Ｙ軸）
sound = s4, 5    ;超必発動サウンド。通常は「common.snd」の音を使うが、
                 ;左に「s」を付ければ「自分のsndファイル」の音が使える。
time = 47



[State -1, ヘルパー召喚];カットイン　巫女
type = Helper
Trigger1 = AnimElem = 1
ID = 9899
pos = 40, 0 
postype = p1
facing = 1
stateno = 9899
PauseMoveTime  = 9999
SuperMovetime  = 9999
HelperType =  Player





[State 2070, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1, 2




[State -1, 残像]
type = Afterimage
trigger1 =  AnimElem = 3
PalContrast =  200, 30, 30
palbright = 30,30,0  ;(赤、緑、青)明るさ
palmul = .80,.80,.80
paladd = -10,-10,-10
trans = Add
time = 20
TimeGap  = 2
FrameGap = 2
length = 10





[State 2070, ヒット定義]
type = HitDef
TriggerAll = palno != 12
trigger1 = AnimElem = 5
attr = S, ST
damage = 0, 0
animtype = High
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 1, 15
sparkno = -1
sparkxy = -10, -76
hitsound = s70, 17
guardsound = s2, 4
ground.type = High
ground.slidetime = 42
ground.hittime  = 22
ground.velocity = -26
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-26
air.hittime = 14
getpower = 70,50
air.fall = 1
fall.recover = 0
envshake.time = 20
envshake.freq = 70
envshake.ampl = 20
envshake.phase = 80 
p1stateno = 2071
p2stateno = 2075
p1facing = 1
p2facing = 1
guard.dist = 0
hitonce = 0
ID = 50 


[State -1];１２P用攻撃
type = Projectile
TriggerAll = palno = 12
trigger1 = AnimElem = 5
attr = S, SA
projanim = 887
projremovetime = 2
projid = 887
projpriority = 16
projsprpriority = 0
projedgebound = 220
attr = S, ST
damage = 0, 0
animtype = High
guardflag = 
hitflag = MAF
priority = 3, Hit
pausetime = 1, 15
sparkno = -1
sparkxy = -10, -76
hitsound = s70, 17
guardsound = s2, 4
ground.type = High
ground.slidetime = 42
ground.hittime  = 22
ground.velocity = -26
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-26
air.hittime = 14
getpower = 70,50
air.fall = 1
fall.recover = 0
envshake.time = 20
envshake.freq = 70
envshake.ampl = 20
envshake.phase = 80 
p1stateno = 2071
p2stateno = 2075
p1facing = 1
p2facing = 1
guard.dist = 0
hitonce = 0
ID = 50 








[State 2070, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


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






[Statedef 2071];博麗拳術秘技『臓器破壊』　成功
type = S
movetype = A
physics = S
ctrl = 0
anim = 2071
velset = 0,0
sprpriority = 2
facep2 = 1



[State -1, ];臓器破壊ヒット
type = Varadd
Trigger1   = time = 0
FV = 11
Value = 1

[State -1, ヘルパー召喚];
type = Helper
trigger1 = time = 0
ID = 2072
pos = 0, 70
postype = p2
facing = 1
stateno = 2072
size.xscale  = 1
size.yscale  = 1






[State 2071, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 2, 5


[State 2071, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 70, 26



[State 2071, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 70, 27


[State 2071, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 20, 10




[State 2071, 掴んだ相手の位置１];TargetBindで相手を一時的に拘束
type = TargetBind
Trigger1 = AnimElemTime(2) < 0
pos = 40,-50



;相手が食らい状態の時のみ機能するTarget系コントローラ
[State 2071, 掴んだ相手のライフ増減];普通
type = TargetLifeAdd
trigger1 =  time = 0
value = -150
Kill = 1
absolute = 1




[State 2071, 掴んだ相手のステート変更];吹き飛び
type = TargetState
trigger1 =  AnimElem = 2
value = 2076


[State -1]
Type = BGPalFX
Trigger1 = AnimElemTime(2) < 0
Add = 250,-250,-250
Time = 2
ignorehitpause = 1

[State Pal, 1]
type = Palfx
trigger1 = AnimElemTime(2) < 0
add = -250,-250,-250
time = 2
ignorehitpause = 1



[State 2071, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




;----------------------------
;掴まれた敵
;----------------------------


[Statedef 2075]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1







[State Pal, 1]
type = Palfx
trigger1 = 1
add = -250,-250,-250
time = 2
ignorehitpause = 1

[State 2075, 相手のアニメ変更]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2075


[State 2075, ヒット定義];毒演出
type = HitDef
trigger1 = time = 0
attr = C, HP
damage = 0, 0
animtype = Light
guardflag = H
hitflag = F-
priority = 3, Hit
pausetime = 0,0
sparkno = -1
sparkxy = 0,0
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
airguard.velocity = 0
air.type = High
air.velocity = 0
air.hittime = 0



[State -1, 無敵]
type = NotHitBy
Trigger1 = 1
value = , NA,SA,HA,NP,SP,HP,NT,ST,HT




[State -1, 相手ステートに戻す]
type = SelfState
Trigger1 = time > 600
value = 5210






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





[Statedef 2076]
type    = A
movetype= H
physics = N
velset = -20,0
sprpriority = 1





[State 2076, 相手のアニメ変更]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2075



[State 2076, 移動]
type = VelSet
Trigger1 = time = 5
x = -20

[State 2076, 速度加算];重力
type = VelSet
Trigger1 = time > 15
y = 12


[State 2076,]
type = LifeSet
TriggerAll = name!="miko"
TriggerAll = EnemyNear,palno  = 12
Trigger1 = time = 0
value = 0
absolute = 1


[State 2076, 無敵]
type = NotHitBy
Trigger1 = 1
value = , NA,SA,HA,NP,SP,HP,NT,ST,HT


[State 2076, 相手ステートに戻す]
type = SelfState
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 0
value = 5100









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




[Statedef 2080];博麗拳術秘技『霊激』
type = S
movetype = A
physics = S
ctrl = 0
anim = 2080
velset = 0,0
sprpriority = 2
facep2 = 1


[State -1, ];ゲージ　消費
type = Varadd
Trigger1   = time = 0
FV = 33
Value = -80


[State -1];霊激
Type = VarAdd
Trigger1 = Time  = 0
FV  = 36
Value = -1


[State 2080, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
anim = s10000       ;超必エフェクトのアクションナンバー。通常は「fightfx.air」のアニメを使うが、
                 ;左に「s」を付ければ「自分のairファイル」のアクションナンバーが使える。
pos = 0, -65    ;超必エフェクトの座標（Ｘ軸,Ｙ軸）
sound = s4, 5    ;超必発動サウンド。通常は「common.snd」の音を使うが、
                 ;左に「s」を付ければ「自分のsndファイル」の音が使える。
time = 47



[State -1, ヘルパー召喚];カットイン　巫女
type = Helper
Trigger1 = AnimElem = 1
ID = 9999
pos = 40, 0 
postype = p1
facing = 1
stateno = 9999
PauseMoveTime  = 9999
SuperMovetime  = 9999
HelperType =  Player



[State -1]
Type = posfreeze
Trigger1 = 1
Value = 1




[State -1, ヘルパー召喚];波動　地面
type = Helper
trigger1 = AnimElem = 4
ID = 20001
pos = -25, 0 
postype = p1
facing = 1
stateno = 20001
size.xscale  = 0.74
size.yscale  = 0.34
HelperType =  Player




[State -1, 震動];衝撃 揺れ
type = envshake
trigger1 = AnimElem = 4
time = 60
freq = 130
ampl = 30
phase = 140






[State 2040, エフェクト画像]
type = Explod
trigger1 = AnimElem = 4
anim = 13000
pos = 0, 10 
postype = p1
facing = 1
vfacing = 1
sprpriority = 4
bindtime = -1
removeongethit = 1
ignorehitpause = 0
removetime = 30





[State 2060, エフェクト画像]
type = Explod
trigger1 = AnimElem = 4
anim = 17010
pos = 0, -60  
postype = p1
facing = 1
vfacing = 1
sprpriority = 4
bindtime = -1
removeongethit = 1
ignorehitpause = 0
removetime = 18



[State -1, ヘルパー召喚];衝撃波縦長
type = Helper
trigger1 = AnimElem = 4
ID = 13011
pos = 0, -60 
postype = p1
facing = 1
stateno = 13011
size.xscale  = 0.34
size.yscale  = 0.74
HelperType =  Player



[State -1, ヘルパー召喚];衝撃波
type = Helper
trigger1 = AnimElem = 4
ID = 13010
pos = -25, 0 
postype = p1
facing = 1
stateno = 13010
size.xscale  = 0.74
size.yscale  = 0.34
HelperType =  Player


[State -1, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 70, 19


[State -1, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 70, 20





[State -1, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 70, 21









[State 2080, ヒット定義]
type = HitDef
TriggerAll = palno  != 12
trigger1 = AnimElem = 4
attr = S, HA 
damage = 100, 0
animtype = High
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 15
sparkno = -1
sparkxy = -10, -76
hitsound = s70, 17
guardsound = s2, 4
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -15,-7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -15,-7
air.hittime = 14
getpower = 70,50
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 20
envshake.freq = 70
envshake.ampl = 20
envshake.phase = 80 
P2StateNo = 60000


[State -1, ヘルパー召喚];１２用攻撃ヘルパー
type = Helper
TriggerAll = palno  = 12
trigger1 = AnimElem = 4
ID = 95556
pos = 0, 0
postype = p1
facing = 1
stateno = 95556
size.xscale  = 1
size.yscale  = 1
HelperType =  Player




[state a];ヒットエフェクト
type = Helper
trigger1 = movehit
name = "hit"
pos = Ceil(P2Dist X/2-15), -60-Ceil(P2BodyDist Y)
Postype = p2
stateno = 16096
HelperType =  Player
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = .5
size.yscale = .5
supermovetime = 999999
pausemovetime = 999999
HelperType =  Player









[State 2080, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1















;===========================================================================
;===========================================================================
; １２Ｐ用超必殺技ステート
;===========================================================================
;===========================================================================



[Statedef 3000];博麗拳術秘技『助っ人を呼ばざるを得ない』
type = S
movetype = A
physics = S
ctrl = 0
anim = 3000
velset = 0,0
sprpriority = 2


[State -1, ];ゲージ　消費
type = Varadd
Trigger1   = time = 0
FV = 33
Value = -50



[State -1, ヘルパー召喚];助っ人ゆかりん召還
type = Helper
trigger1 = AnimElem = 1
ID = 23000
pos = (pos x = 0), (pos y = -180)
postype = p1
facing = 1
stateno = 23000
size.xscale  = 0.8
size.yscale  = 0.8
HelperType =  Player





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


















