




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




[Statedef 2000];醜い境界線
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 1020
sprpriority = 2
facep2 = 1



[State 2000, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
anim = s18000       ;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
PowerAdd= -1000



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



[State -1, 残像]
type = Afterimage
trigger1 =  AnimElem = 1
palbright = 150,0,0  ;(赤、緑、青)
PalContrast =  200, 200, 200
palmul = .0,.0,.0
paladd = 0,0,0
trans = Add
time = 30
TimeGap  = 1
FrameGap = 8
length = 15


[State 2000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 70, 10


[State 2000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 95, 0


[State 2000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6
value = 50, 2


[State 2000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6
value = 60, 10
freqmul = 2


[State 2000, ヒット定義]
type = HitDef
trigger1 = AnimElem != 1
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 300, 5
animtype = High
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 5, 8
sparkno = s10003
sparkxy = -30, -76
hitsound = s90, 0
guardsound = s2, 4
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -9,-9
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -9,-9
air.hittime = 14
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 20
envshake.freq = 70
envshake.ampl = 20
envshake.phase = 80



[State 2000, ヘルパー召喚];赤い線
type = Helper
trigger1 = AnimElem = 6
ID = 11020
pos = 15, -50 
postype = p1
facing = 1
stateno = 11020
size.xscale  = 0.5
size.yscale  = 0.5
OwnPal = 1
supermovetime = 99999999
pausemovetime = 99999999
superpausetime  = 9999999



[State 2000, ヘルパー召喚];赤い線2
type = Helper
trigger1 = AnimElem = 6
ID = 11020
pos = 35, -40 
postype = p1
facing = 1
stateno = 11021
size.xscale  = 0.5
size.yscale  = 0.5
OwnPal = 1
supermovetime = 99999999
pausemovetime = 99999999
superpausetime  = 9999999




[State 2000, ヘルパー召喚];赤いオーラ
type = Helper
trigger1 = AnimElem = 6
ID = 11010
pos = 50, -50 
postype = p1
facing = 1
stateno = 11010
size.xscale  = 0.5
size.yscale  = 0.5
OwnPal = 1
supermovetime = 99999999
pausemovetime = 99999999
superpausetime  = 9999999







[State 2000, 移動]
type = VelSet
trigger1 = AnimElem = 2
x = 4


[State 2000, 移動]
type = VelSet
trigger1 = AnimElem = 3
x = 5


[State 2000, 移動]
type = VelSet
trigger1 = AnimElem = 5
x = 6


[State 2000, 移動]
type = VelSet
trigger1 = AnimElem = 6
trigger2 = AnimElem = 7
x = 33


[State 2000, 移動]
type = VelSet
trigger1 = AnimElem = 8
x = 20


[State 2000, 移動]
type = VelSet
trigger1 = AnimElem = 10
x = 3


[State -1, 震動]; 揺れ
type = envshake
trigger1 = AnimElem = 6
time = 5
freq = 130
ampl = 20
phase = 140
superpausetime  = 9999999




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






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






[Statedef 2010];逆行する時針
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 700
sprpriority = 2
facep2 = 1



[State 2010, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
anim = s18000       ;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
PowerAdd= -1000



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



[State 2010, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 4, 4


[State 2010, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, ST
damage = 0, 0
animtype = High
guardflag = 
hitflag = MAF
priority = 3, Hit
pausetime = 1, 15
sparkno = -1
sparkxy = -10, -76
hitsound = s4, 3
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 = 2011
p2stateno = 2015
p1facing = 1
p2facing = 1
guard.dist = 0
hitonce = 0



[State 2010, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1





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










[Statedef 2011];逆行する時針　成功
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2010
sprpriority = 2
facep2 = 1


[State 2011, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 80, 6

[State 2011, ヘルパー召喚];ノイズ
type = Helper
trigger1 =  AnimElem = 1
trigger2 =  AnimElem = 3
trigger3 =  AnimElem = 5
ID = 16000
pos = 0, 0 
postype = p1
facing = 1
stateno = 16000
size.xscale  = 1
size.yscale  = 1
OwnPal = 1
supermovetime = 99999999
pausemovetime = 99999999
superpausetime  = 9999999




;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 2011, 掴んだ相手のライフ増減];普通
type = TargetLifeAdd
trigger1 =  AnimElem = 2
trigger2 =  AnimElem = 3
trigger3 =  AnimElem = 4
trigger4 =  AnimElem = 5
value = -70
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 2011, 掴んだ相手のライフ増減];普通
type = TargetLifeAdd
trigger1 =  AnimElem = 6
value = -120
Kill = 1
absolute = 1



[State -1, 震動];衝撃 揺れ
type = envshake
trigger1 =  AnimElem = 2
trigger2 =  AnimElem = 3
trigger3 =  AnimElem = 4
trigger4 =  AnimElem = 5
trigger5 =  AnimElem = 6
time = 18
freq = 130
ampl = 20
phase = 140


[State -1, 音を鳴らす]
type = PlaySnd
trigger1 =  AnimElem = 2
trigger2 =  AnimElem = 3
trigger3 =  AnimElem = 4
trigger4 =  AnimElem = 5
trigger5 =  AnimElem = 6
value = 60, 12
freqmul = 1.5


[State 2011, 掴んだ相手の位置2];TargetBindで相手を一時的に拘束
type = TargetBind
trigger1 = AnimElemTime(6) < 0
pos = 60, -65



[State 2011, 掴んだ相手のステート変更]
type = TargetState
trigger1 = AnimElem = 6
value = 2016



[State 1052, 掴んだ相手のステート変更]
type = TargetState
trigger1 = EnemyNear(var(55)),Life < 50
trigger1 = AnimElem = 6
value = 3008


[State -1]
Type = BGPalFX
trigger1 = AnimElemTime(6) < 0
Add = -250,-250,-250
Time = 1



[State -1, エフェクト画像];風穴1
type = Explod
trigger1 = AnimElem = 2
anim = 29999
pos = -10, -40  
postype = p2
vfacing = 1
sprpriority = 2
bindtime = -1
removeongethit = 1
ignorehitpause = 0
removetime = 80
supermovetime = 999
facing = 1
scale = 0.2,0.2
trans = Sub



[State -1, エフェクト画像];風穴2
type = Explod
trigger1 = AnimElem = 3
anim = 29999
pos = 0, 70  
postype = p2
vfacing = 1
sprpriority = 2
bindtime = -1
removeongethit = 1
ignorehitpause = 0
removetime = 60
supermovetime = 999
facing = 1
scale = 0.4,0.4
trans = Sub



[State -1, エフェクト画像];風穴3
type = Explod
trigger1 = AnimElem = 4
anim = 29999
pos = 30, 0  
postype = p2
vfacing = 1
sprpriority = 2
bindtime = -1
removeongethit = 1
ignorehitpause = 0
removetime = 40
supermovetime = 999
facing = 1
scale = 0.4,0.4
trans = Sub


[State -1, エフェクト画像];風穴4
type = Explod
trigger1 = AnimElem = 5
anim = 29999
pos = -20, -50  
postype = p2
vfacing = 1
sprpriority = 2
bindtime = -1
removeongethit = 1
ignorehitpause = 0
removetime = 20
supermovetime = 999
facing = 1
scale = 0.4,0.4
trans = Sub



[State 2011, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




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



[Statedef 2015]
type    = A
movetype= H
physics = N
velset = 0,0


[State 2015, 相手のアニメ変更]
type = ChangeAnim2
trigger1 = Time = 0
value = 2015

[State 2015, 画面固定]
type = screenbound
Trigger1 = 1
value = 1
movecamera = 320

[State 2015, 無敵]
type = NotHitBy
trigger1 = 1
value = , NA,SA,HA,NP,SP,HP,NT,ST,HT

[State 2015, 相手ステートに戻す]
type = SelfState
trigger1 = time > 230
value = 5210

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





[Statedef 2016]
type    = A
movetype= H
physics = N
velset = 0, -5


[State 2016, ステート変更]
type = ChangeState
trigger1 = Life < 50
value = 3008



[State 2016, 相手のアニメ変更]
type = ChangeAnim2
trigger1 = Time = 0
value = 2016

[State 2016, ]
type = posset
trigger1 = time = 0
y = -250


[State 2016, 画面固定]
type = screenbound
Trigger1 = 1
value = 1
movecamera = 320

[State 2016, 速度加算];重力
type = VelAdd
trigger1 = 1
y = .6 ;現在のＹ軸方向の移動速度を「0.2ポイント」ずつ増やしていく



[State 2016, ステート変更]
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive      ;生きている時
triggerall = CanRecover ;空中受け身が可能な時
trigger1 = Command = "recovery"
value = 5200

[State 2016, 相手ステートに戻す]
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 2016, 相手ステートに戻す]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100




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




[Statedef 2020];堕胎せし能力
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 2020
sprpriority = 2
facep2 = 1



[State 2020, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
anim = s18000       ;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
PowerAdd= -1000



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





[State 2020, ヘルパー召喚];腕召還1
type = Helper
trigger1 = time = 8
trigger2 = time = 60
ID = 20000
pos = -10, -60 
postype = p1
facing = 1
stateno = 20000
size.xscale  = 0.5
size.yscale  = 0.5
OwnPal = 1
supermovetime = 99999999
pausemovetime = 99999999
superpausetime  = 9999999


[State 2020, ヘルパー召喚];腕召還2
type = Helper
trigger1 = time = 13
trigger2 = time = 63
ID = 20000
pos = -20, -40
postype = p1
facing = 1
stateno = 20001
size.xscale  = 0.5
size.yscale  = 0.5
OwnPal = 1
supermovetime = 99999999
pausemovetime = 99999999
superpausetime  = 9999999



[State 2020, ヘルパー召喚];腕召還3
type = Helper
trigger1 = time = 18
trigger2 = time = 48
trigger3 = time = 68
ID = 20000
pos = -15, -20 
postype = p1
facing = 1
stateno = 20002
size.xscale  = 0.5
size.yscale  = 0.5
OwnPal = 1
supermovetime = 99999999
pausemovetime = 99999999
superpausetime  = 9999999



[State 2020, ヘルパー召喚];腕召還4
type = Helper
trigger1 = time = 20
trigger2 = time = 70
ID = 20000
pos = -15, -70 
postype = p1
facing = 1
stateno = 20006
size.xscale  = 0.5
size.yscale  = 0.5
OwnPal = 1
supermovetime = 99999999
pausemovetime = 99999999
superpausetime  = 9999999


[State 2020, ヘルパー召喚];腕召還5
type = Helper
trigger1 = time = 25
trigger2 = time = 75
ID = 20000
pos = -30, -80 
postype = p1
facing = 1
stateno = 20005
size.xscale  = 0.7
size.yscale  = 0.5
OwnPal = 1
supermovetime = 99999999
pausemovetime = 99999999
superpausetime  = 9999999



[State 2020, ヘルパー召喚];腕召還6
type = Helper
trigger1 = time = 30
trigger2 = time = 70
ID = 20000
pos = -20, -55 
postype = p1
facing = 1
stateno = 20007
size.xscale  = 0.7
size.yscale  = 0.5
OwnPal = 1
supermovetime = 99999999
pausemovetime = 99999999
superpausetime  = 9999999





[State 2020, ヘルパー召喚];腕召還7
type = Helper
trigger1 = time = 30
ID = 20000
pos = -10, -60 
postype = p1
facing = 1
stateno = 20010
size.xscale  = 0.5
size.yscale  = 0.5
OwnPal = 1
supermovetime = 99999999
pausemovetime = 99999999
superpausetime  = 9999999


[State 2020, ヘルパー召喚];腕召還8
type = Helper
trigger1 = time = 33
ID = 20000
pos = -20, -40
postype = p1
facing = 1
stateno = 20011
size.xscale  = 0.5
size.yscale  = 0.5
OwnPal = 1
supermovetime = 99999999
pausemovetime = 99999999
superpausetime  = 9999999



[State 2020, ヘルパー召喚];腕召還9
type = Helper
trigger1 = time = 48
ID = 20000
pos = -15, -20 
postype = p1
facing = 1
stateno = 20012
size.xscale  = 0.5
size.yscale  = 0.5
OwnPal = 1
supermovetime = 99999999
pausemovetime = 99999999
superpausetime  = 9999999



[State 2020, ヘルパー召喚];腕召還10
type = Helper
trigger1 = time = 50
ID = 20000
pos = -15, -70 
postype = p1
facing = 1
stateno = 20016
size.xscale  = 0.5
size.yscale  = 0.5
OwnPal = 1
supermovetime = 99999999
pausemovetime = 99999999
superpausetime  = 9999999


[State 2020, ヘルパー召喚];腕召還11
type = Helper
trigger1 = time = 55
ID = 20000
pos = -30, -80 
postype = p1
facing = 1
stateno = 20015
size.xscale  = 0.7
size.yscale  = 0.5
OwnPal = 1
supermovetime = 99999999
pausemovetime = 99999999
superpausetime  = 9999999



[State 2020, ヘルパー召喚];腕召還12
type = Helper
trigger1 = time = 40
ID = 20000
pos = -20, -55 
postype = p1
facing = 1
stateno = 20017
size.xscale  = 0.7
size.yscale  = 0.5
OwnPal = 1
supermovetime = 99999999
pausemovetime = 99999999
superpausetime  = 9999999



[State -1]
Type = Explod
trigger1 = time = 15
trigger2 = time = 45
trigger3 = time = 65
ID = 20003
PosType = P1
Pos = 0,-40
Anim = 20003
Ownpal = 1
SprPriority = 1
IgnoreHitPause = 1
Persistent = 12
RemoveTime = 15
RemoveOnGetHit = 1
bindtime = -1
trans = Sub
scale = 0.5,0.5
supermovetime = 99999999
pausemovetime = 99999999
superpausetime  = 9999999




[State -1]
Type = Explod
trigger1 = time = 20
trigger2 = time = 50
trigger3 = time = 70
ID = 20003
PosType = P1
Pos = 10,-20
Anim = 20003
Ownpal = 1
SprPriority = 2
IgnoreHitPause = 1
Persistent = 12
RemoveTime = 15
RemoveOnGetHit = 1
bindtime = -1
trans = Sub
scale = 0.7,0.7
supermovetime = 99999999
pausemovetime = 99999999
superpausetime  = 9999999



[State -1]
Type = Varset
Trigger1 = Time = 0
FV  = 20
Value = 0


[State -1]
Type = Varadd
Trigger1 = Time%10 = 0
FV  = 20
Value = 5



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









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




[Statedef 3000];十六解体
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 3000
sprpriority = 2
facep2 = 1



[State 3000, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
anim = s18000       ;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
PowerAdd= -3000



[State -1, ヘルパー召喚];カットイン　殺人姫
type = Helper
Trigger1 = AnimElem = 1
ID = 9999
pos = 40, 0 
postype = p1
facing = 1
stateno = 9999
PauseMoveTime  = 9999
SuperMovetime  = 9999
SuperPauseTime  = 99999



[State -1, ヘルパー召喚];時間管理
type = Helper
Trigger1 = AnimElem = 1
ID = 3009
pos = 40, 0 
postype = p1
facing = 1
stateno = 3009
PauseMoveTime  = 9999
SuperMovetime  = 9999
SuperPauseTime  = 99999
IgnoreHitPause = 1
Persistent = 1


[State 3000, 0]
type = AfterImage
trigger1 = Time = 0
trans = add1
TimeGap  = 1
FrameGap = 2;3
time = 150
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1;.9, .9, .9
length = 10


[State -1, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoMusic
IgnoreHitPause = 1
Persistent = 1


[State 3000, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, ST
damage = 0, 0
animtype = High
guardflag = 
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = -1
sparkxy = -10, -76
hitsound = -1
guardsound = -1
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
;p1stateno = 3003
p2stateno = 3005
p1facing = 1
p2facing = 1
guard.dist = 0
hitonce = 0
IgnoreHitPause = 1



[State 3000, ]
type = ChangeState
trigger1 = movehit
value = 3003
ctrl = 0




[State 3000, 移動];動く
type = Velset
trigger1 = AnimElem = 2
y = -3
x = 10


[State 3000, 移動];動く2
type = Velset
trigger1 = AnimElem = 3
y = -6
x = 19


[State 3000, 移動];動く3
type = Veladd
trigger1 = time > 6
y = 0.4
x = 0.6


[State -1, 音を鳴らす]
type = PlaySnd
trigger1 =  time = 1
value = 80, 11
freqmul = 2

[State -1, 音を鳴らす]
type = PlaySnd
trigger1 =  time = 1
value = 80, 10
freqmul = 2

[State 3000, ステート変更]
type = ChangeState
trigger1 = time > 20
trigger1 = pos Y >= -5 && Vel Y >= 0
value = 3002
ctrl = 0


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



[Statedef 3002];十六解体　失敗
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3002
sprpriority = 2
facep2 = 1


[State 3002, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


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



[Statedef 3003];十六解体　成功　ちょっと待機
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3003
sprpriority = 2
facep2 = 1


[State -1, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoMusic
IgnoreHitPause = 1
Persistent = 1

[State 3003, 掴んだ相手の位置2];TargetBindで相手を一時的に拘束
type = TargetBind
trigger1 = 1
pos = P2dist X, 0


[State 3003, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 80, 9


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


[State 3003, ヘルパー召喚];ノイズ
type = Helper
Trigger1 = time = 0
Trigger2 = time = 2
Trigger3 = time = 4
ID = 16000
pos = 0, 0 
postype = p1
facing = 1
stateno = 16000
size.xscale  = 1
size.yscale  = 1
OwnPal = 1
supermovetime = 99999999
pausemovetime = 99999999
superpausetime  = 9999999



[State 3003, ステート変更]
type = ChangeState
trigger1 = Time > 6
value = 3001
ctrl = 0




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



[Statedef 3001];十六解体　成功
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3001
sprpriority = 2
facep2 = 1



[State 3001, ヘルパー召喚];ノイズ
type = Helper
Trigger1 = time = 0
ID = 16000
pos = 0, 0 
postype = p1
facing = 1
stateno = 16000
size.xscale  = 1
size.yscale  = 1
OwnPal = 1
supermovetime = 99999999
pausemovetime = 99999999
superpausetime  = 9999999


[State -1, 音を鳴らす]
type = PlaySnd
trigger1 =  time = 0
value = 90, 0

[State -1, 音を鳴らす]
type = PlaySnd
trigger1 =  time = 0
value = 80, 16

[State -1, 音を鳴らす]
type = PlaySnd
trigger1 =  time = 0
value = 70, 27

[State -1, 音を鳴らす]
type = PlaySnd
trigger1 =  time = 0
value = 6, 0


[State -1, エフェクト画像]
type = Explod
trigger1 = time = 0
trigger1 = facing = 1
anim = 12010
pos = 0, 0  
postype = Back
facing = 1
vfacing = 1
sprpriority = 6
bindtime = -1
removeongethit = 1
ignorehitpause = 0
removetime = 13
supermovetime = 99999
pausemovetime = 99999
superpausetime  = 9999999
id = 12010
Scale = 1,1
ontop = 1


[State -1, エフェクト画像];2
type = Explod
trigger1 = time = 0
trigger1 = facing = -1
anim = 12010
pos = 0, 0  
postype = front
facing = 1
vfacing = 1
sprpriority = 6
bindtime = -1
removeongethit = 1
ignorehitpause = 0
removetime = 13
supermovetime = 99999
pausemovetime = 99999
superpausetime  = 9999999
id = 12010
Scale = 1,1
ontop = 1



[State -1, エフェクト画像]3
type = Explod
trigger1 = time = 0
trigger1 = facing = 1
anim = 12010
pos = 0, 0  
postype = Back
facing = 1
vfacing = 1
sprpriority = 6
bindtime = -1
removeongethit = 1
ignorehitpause = 0
removetime = 13
supermovetime = 99999
pausemovetime = 99999
superpausetime  = 9999999
id = 12010
Scale = 1.2,1.2
ontop = 1
trans = Sub

[State -1, エフェクト画像];4
type = Explod
trigger1 = time = 0
trigger1 = facing = -1
anim = 12010
pos = 0, 0  
postype = front
facing = 1
vfacing = 1
sprpriority = 6
bindtime = -1
removeongethit = 1
ignorehitpause = 0
removetime = 13
supermovetime = 99999
pausemovetime = 99999
superpausetime  = 9999999
id = 12010
Scale = 1.2,1.2
ontop = 1
trans = Sub



[State 3001, 掴んだ相手の位置2];TargetBindで相手を一時的に拘束
type = TargetBind
trigger1 = AnimElemTime(2) < 0
pos = P2dist X, -65



[State 3001, 軸位置]
type = PosSet
trigger1 = AnimElem = 1
trigger1 =  Facing = 1
x = (EnemyNear(var(55)),Pos X)+55
y = 0

[State 3001, 軸位置2]
type = PosSet
trigger1 = AnimElem = 1
trigger1 =  Facing = -1
x = (EnemyNear(var(55)),Pos X)-95
y = 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 1052, 掴んだ相手のライフ増減]
type = TargetLifeAdd
trigger1 = AnimElem = 2
value = -700
absolute = 1



[State 1052, 掴んだ相手のステート変更]
type = TargetState
trigger1 = AnimElem = 2
value = 3006



[State 1052, 掴んだ相手のステート変更]
type = TargetState
trigger1 = EnemyNear(var(55)),Life < 50
trigger1 = AnimElem = 2
value = 3008



[State -1, エフェクト画像];血1
type = Explod
trigger1 = AnimElem = 1
anim = 10001
pos = 0, 10  
postype = p2
vfacing = 1
sprpriority = 6
bindtime = 1
removeongethit = 1
ignorehitpause = 0
removetime = 14
supermovetime = 999
facing = 1
scale = 1.5,1.5

[State -1, エフェクト画像];血2
type = Explod
trigger1 = AnimElem = 1
anim = 10002
pos = 0, 20  
postype = p2
vfacing = 1
sprpriority = 6
bindtime = 1
removeongethit = 1
ignorehitpause = 0
removetime = 14
supermovetime = 999
facing = -1
scale = 1.5,1.5

[State -1, エフェクト画像];血3
type = Explod
trigger1 = AnimElem = 1
anim = 10003
pos = 0, 30  
postype = p2
facing = -1
vfacing = 1
sprpriority = 6
bindtime = 1
removeongethit = 1
ignorehitpause = 0
removetime = 16
supermovetime = 999
scale = 1.5,1.5


[State 3000, 移動];動く
type = Velset
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
x = 10


[State 3000, 移動];動く
type = Velset
trigger1 = AnimElem = 4
x = 5


[State 3000, 移動];動く
type = Velset
trigger1 = AnimElem = 5
x = 2

[State 3001, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




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



[Statedef 3005]
type    = A
movetype= H
physics = N
velset = 0,0


[State 3005, 相手のアニメ変更]
type = ChangeAnim2
trigger1 = Time = 0
value = 3005



[State 3005, 軸位置2]
type = PosSet
trigger1 = 1
y = -60


[State 3005, 無敵]
type = NotHitBy
trigger1 = 1
value = , NA,SA,HA,NP,SP,HP,NT,ST,HT

[State 3005, 相手ステートに戻す]
type = SelfState
trigger1 = time > 230
value = 5210

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




[Statedef 3006]
type    = A
movetype= H
physics = N
velset = 0, -20


[State 3006, ステート変更]
type = ChangeState
trigger1 = Life < 50
value = 3008

[State 3006, 速度加算];重力
type = VelAdd
trigger1 = 1
y = .3 ;現在のＹ軸方向の移動速度を「0.2ポイント」ずつ増やしていく



[State 3006, ステート変更]
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive      ;生きている時
triggerall = CanRecover ;空中受け身が可能な時
trigger1 = Command = "recovery"
value = 5200

[State 3006, 相手ステートに戻す]
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 1056, 相手ステートに戻す]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100



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





[Statedef 3008]
type    = L
movetype= H
physics = N





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





[State 3008, 移動]
type = VelSet
Trigger1 = time = 5
x = -250


[State 3008,]
type = LifeSet
Trigger1 = 1
value = 0
absolute = 0


[State 3008, 相手のアニメ変更]
type = ChangeAnim2
Trigger1 = Time = 0
value = 999



[State 3008]
type = AssertSpecial
Trigger1 = 1
flag = Invisible



[State 3008, 画面固定]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0


[State 3008, 移動]
type = VelSet
Trigger1 = time > 80
x = 0




[State 3008]
type = Changestate
Trigger1 = time > 80
value = 5150

















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









;因果を別つ時
[Statedef 2600]
Type    = A
MoveType= A
Physics = A
Juggle  = 0
PowerAdd= 0
Ctrl = 0
Anim = 2600
SprPriority = 2






[State 2600, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
anim = s18000       ;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
PowerAdd= -1000



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



[State 2600, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 95, 0


[State 2600, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 60, 10
freqmul = 3


[State 2600, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 50, 9
freqmul = 1.5



[State 2600, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3, 1



[State -1, ヘルパー召喚];斬撃1
type = Helper
trigger1 = AnimElem = 3
ID = 2601
pos = 50, 0
postype = p1
facing = 1
stateno = 2601
size.xscale  = 0.34
size.yscale  = 0.34
supermovetime = 99999999
pausemovetime = 99999999
superpausetime  = 9999999



[State -1, ヘルパー召喚];斬撃2
type = Helper
trigger1 = AnimElem = 3
ID = 2602
pos = 50, 0
postype = p1
facing = 1
stateno = 2602
size.xscale  = 0.34
size.yscale  = 0.34
supermovetime = 99999999
pausemovetime = 99999999
superpausetime  = 9999999





[State -1, ヘルパー召喚];斬撃4
type = Helper
trigger1 = AnimElem = 3
ID = 2601
pos = -20, -30
postype = p1
facing = 1
stateno = 2603
size.xscale  = 0.34
size.yscale  = 0.34
supermovetime = 99999999
pausemovetime = 99999999
superpausetime  = 9999999



[State -1, ヘルパー召喚];斬撃4
type = Helper
trigger1 = AnimElem = 3
ID = 2601
pos = 40, -20
postype = p1
facing = 1
stateno = 2604
size.xscale  = 0.34
size.yscale  = 0.34
supermovetime = 99999999
pausemovetime = 99999999
superpausetime  = 9999999

[State 2600, 移動];動く
type = Velset
trigger1 = AnimElem = 2
y = -15
x = -6


[State 2600, 移動];動く2
type = Velset
trigger1 = AnimElem = 3
y = -9
x = -8









;===========================================================================
; ナイフ系超必殺技ステート
;===========================================================================















[Statedef 2200];十二宮のゾディアック
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2200
sprpriority = 2
facep2 = 1



[State 2200, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
anim = s18000       ;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
PowerAdd= -1000



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





[State -1, 残像]
type = Afterimage
trigger1 = AnimElem = 4
trigger2 = AnimElem = 13
trigger3 = AnimElem = 24
trigger4 = AnimElem = 25
palbright = 150,0,0  ;(赤、緑、青)
PalContrast =  200, 200, 200
palmul = .0,.0,.0
paladd = 0,0,0
trans = Add
time = 30
TimeGap  = 1
FrameGap = 8
length = 15


[State 2200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 9
trigger2 = AnimElem = 20
value = 95, 0



[State 2200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 13
trigger3 = AnimElem = 24
trigger4 = AnimElem = 25
value = 95, 1



[State 2200, 速度加算]
type = Velset
trigger1 = AnimElem = 13
trigger2 = AnimElem = 24
trigger3 = AnimElem = 25
x = -6




[State 2200, Helper];ナイフ１
Type = Helper
Trigger1 = AnimElem = 4
PosType = P1
Pos = 20, -40
ID = 2500
StateNo = 251
OwnPal = 1


[State 2200, Helper];ナイフ２
Type = Helper
Trigger1 = AnimElem = 4
PosType = P1
Pos = 20, -50
ID = 2500
StateNo = 251
OwnPal = 1




[State 2200, Helper];ナイフ３
Type = Helper
Trigger1 = AnimElem = 4
PosType = P1
Pos = 20, -60
ID = 2500
StateNo = 251
OwnPal = 1




[State 2200, Helper];ナイフ４
Type = Helper
Trigger1 = AnimElem = 4
PosType = P1
Pos = 20, -70
ID = 2500
StateNo = 251
OwnPal = 1



[State -1, Helper];ナイフ５
Type = Helper
Trigger1 = AnimElem = 13
PosType = P1
Pos = 25, -75
ID = 2500
StateNo = 1201
OwnPal = 1


[State -1, Helper];ナイフ６
Type = Helper
Trigger1 = AnimElem = 13
PosType = P1
Pos = 30, -60
ID = 2500
StateNo = 1201
OwnPal = 1


[State -1, Helper];ナイフ７
Type = Helper
Trigger1 = AnimElem = 13
PosType = P1
Pos = 30, -40
ID = 2500
StateNo = 1201
OwnPal = 1

[State -1, Helper];ナイフ８
Type = Helper
Trigger1 = AnimElem = 13
PosType = P1
Pos = 25, -25
ID = 2500
StateNo = 1201
OwnPal = 1



[State -1, Helper];ナイフ９
Type = Helper
Trigger1 = AnimElem = 24
PosType = P1
Pos = 15, -80
ID = 2500
StateNo = 2201
OwnPal = 1


[State -1, Helper];ナイフ１０
Type = Helper
Trigger1 = AnimElem = 24
PosType = P1
Pos = 30, -60
ID = 2500
StateNo = 2201
OwnPal = 1


[State -1, Helper];ナイフ１１
Type = Helper
Trigger1 = AnimElem = 24
PosType = P1
Pos = 30, -40
ID = 2500
StateNo = 2201
OwnPal = 1

[State -1, Helper];ナイフ１２
Type = Helper
Trigger1 = AnimElem = 24
PosType = P1
Pos = 15, -20
ID = 2500
StateNo = 2201
OwnPal = 1







[State 2200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




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




[Statedef 2210];切り裂きジャック
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2210
sprpriority = 2
facep2 = 1



[State 2210, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
anim = s18000       ;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
PowerAdd= -1000



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



[State -3,回数]
type = Varset
Trigger1 = time = 0
FV = 21
Value = 0








[State 2210, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 70, 7



[State 2210, 移動]
type = VelSet
trigger1 = AnimElem = 3
x = 25


[State 2210, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 2211
ctrl = 0


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




[Statedef 2211];切り裂きジャック　攻撃
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2211
sprpriority = 2
facep2 = 1



[State -3,回数]
type = Varadd
Trigger1 = time = 0
FV = 21
Value = 1





[State -1, ]
type = posset
trigger1 = FVar(21) = 1
x = (EnemyNear(var(55)),Pos X)-30
y = (EnemyNear(var(55)),Pos Y)-50


[State -1, ]
type = posset
trigger1 = FVar(21) = 2
x = (EnemyNear(var(55)),Pos X)+100
y = (EnemyNear(var(55)),Pos Y)-150


[State -1, ]
type = posset
trigger1 = FVar(21) = 3
x = (EnemyNear(var(55)),Pos X)+10
y = (EnemyNear(var(55)),Pos Y)-80


[State -1, ]
type = posset
trigger1 = FVar(21) = 4
x = (EnemyNear(var(55)),Pos X)-50
y = (EnemyNear(var(55)),Pos Y)+50

[State -1, ]
type = posset
trigger1 = FVar(21) = 5
x = (EnemyNear(var(55)),Pos X)+50
y = (EnemyNear(var(55)),Pos Y)-50


[State -1, ヘルパー召喚];残像
type = Helper
trigger1 = time = 0
ID = 2219
pos = 0, 0 
postype = p1
facing = 1
stateno = 2219
size.xscale  = 1
size.yscale  = 1
supermovetime = 99999999
pausemovetime = 99999999
superpausetime  = 999999



[State -1, ヘルパー召喚];斬撃1
type = Helper
trigger1 = time = 0
ID = 2212
pos = 0, 0 
postype = p1
facing = 1
stateno = 2212
size.xscale  = 0.34
size.yscale  = 0.34
supermovetime = 99999999
pausemovetime = 99999999
superpausetime  = 9999999



[State -1, ヘルパー召喚];斬撃2
type = Helper
trigger1 = time = 0
ID = 2213
pos = 0, 20
postype = p1
facing = 1
stateno = 2212
size.xscale  = 0.34
size.yscale  = 0.34
supermovetime = 99999999
pausemovetime = 99999999
superpausetime  = 9999999


[State -1, ヘルパー召喚];斬撃3
type = Helper
trigger1 = time = 0
ID = 2214
pos = 0, -20 
postype = p1
facing = 1
stateno = 2212
size.xscale  = 0.34
size.yscale  = 0.34
supermovetime = 99999999
pausemovetime = 99999999
superpausetime  = 9999999


[State -1, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 80, 17
freqmul = 2.5


[State -1, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 80, 13
freqmul = 3.5



[State -1, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 60, 10
freqmul = 2




[State -1, ヘルパー召喚];波動
type = Helper
trigger1 = time = 0
trigger2 = AnimElem = 3
ID = 29998
pos = 0, 0 
postype = p1
facing = 1
stateno = 1061
size.xscale  = 0.34
size.yscale  = 0.34
supermovetime = 99999999
pausemovetime = 99999999
superpausetime  = 9999999



[State 2211, ]
type = ChangeState
triggerall =  FVar(21) <= 4
trigger1 = AnimTime = 0
value = 2211



[State 2211, ]
type = ChangeState
triggerall =  FVar(21) = 5
trigger1 = AnimTime = 0
value = 50
ctrl = 1





