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




[Statedef 1000];博麗拳術『腸潰し』
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
anim = 1000
sprpriority = 2
facep2 = 1



[State -1, ];ゲージ　消費
type = Varadd
Trigger1   = time = 0
FV = 33
Value = -20



[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 2



[State -1, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 6
value = 70, 19



[State -1, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6
value = 70, 20





[State -1, ヘルパー召喚];波動
type = Helper
trigger1 = AnimElem = 6
ID = 20000
pos = 0, 0 
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 = 3
trigger2 = AnimElem = 6
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 = 3
trigger2 = AnimElem = 6
time = 18
freq = 130
ampl = 13
phase = 140


[State -1, 残像]
type = Afterimage
trigger1 =  AnimElem = 3
trigger2 =  AnimElem = 6
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 1000, 移動]
type = VelSet
Trigger1 =  AnimElem = 1
Trigger2 =  AnimElem = 5

x= -2





[State 1000, 移動]
type = VelSet
Trigger1 =  AnimElem = 3
x= 7


[State 1000, 移動]
type = VelSet
Trigger1 =  AnimElem = 6
x= 6


[State 1000, ヒット定義]
type = HitDef
TriggerAll = palno  != 12
trigger1 = AnimElem = 3
attr = S, SA 
damage = 70, 0
animtype = High
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 45
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 

[State 1000, ヒット定義]
type = HitDef
TriggerAll = palno  != 12
trigger1 = AnimElem = 6
attr = S, SA 
damage = 80, 0
animtype = High
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
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 = 3
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 = 6
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
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 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1






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




[Statedef 1010];博麗拳術『幻幽』
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
anim = 1010
sprpriority = 2
facep2 = 1


[State -1, ];ゲージ　消費
type = Varadd
Trigger1   = time = 0
FV = 33
Value = -20





[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, 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];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 -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 1010, ヒット定義]
type = HitDef
TriggerAll = palno  != 12
trigger1 = AnimElem = 4
attr = S, SA 
damage = 250, 0
animtype = High
guardflag = MA
hitflag = MF
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 1010, ヒット定義]
type = HitDef
TriggerAll = palno  != 12
trigger1 = AnimElem = 5
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
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 = -26,-3
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 = 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 = 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
HelperType =  Player






[State 1010, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1







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




[Statedef 1020];博麗拳術『顎崩し』
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
anim = 1020
sprpriority = 2
facep2 = 1



[State -1, ];ゲージ　消費
type = Varadd
Trigger1   = time = 0
FV = 33
Value = -20




[State 1020, 移動];動く
type = Velset
trigger1 = AnimElem = 4
y = -10
x = 6



[State 1020, ステートタイプ変更]
type = statetypeset
trigger1 = AnimElem = 5
Statetype = A
physics = A

[State 1020, 移動];動く
type = Veladd
trigger1 = time > 36
y = 0.6



[State 1020]
type = HitOverride
trigger1 = 1
time = 1
attr = SCA,AA,AP
slot = 0
stateno = 5020








[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 -1, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 5
freqmul = 1.3


[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 = 0, 0 
postype = p1
facing = 1
stateno = 20001
size.xscale  = 0.74
size.yscale  = 0.34
HelperType =  Player





[State 1020, ヒット定義]
type = HitDef
TriggerAll = palno  != 12
trigger1 = AnimElem = 4
attr = S, SA 
damage = 180, 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 


[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 = 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











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




[Statedef 1030];博麗拳術『天掌』
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
anim = 1030
sprpriority = 2
facep2 = 1


[State -1, ];ゲージ　消費
type = Varadd
Trigger1   = time = 0
FV = 33
Value = -20



[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 -1, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 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];衝撃波
type = Helper
trigger1 = AnimElem = 4
ID = 13011
pos = 20, 0 
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 = 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 = 4
ID = 20001
pos = 0, 0 
postype = p1
facing = 1
stateno = 20001
size.xscale  = 0.74
size.yscale  = 0.34
HelperType =  Player





[State 1020, ヒット定義]
type = HitDef
TriggerAll = palno  != 12
trigger1 = AnimElem = 4
attr = S, SA 
damage = 100, 0
animtype = High
guardflag = FA
hitflag = MAF
priority = 3, Hit
pausetime = 15, 15
sparkno = -1
sparkxy = -10, -76
hitsound = s70, 17
guardsound = s2, 4
ground.type = High
ground.slidetime = 18
ground.hittime  = 12
ground.velocity = -2,-9
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2,-9
air.hittime = 14
getpower = 70,50
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 15
envshake.freq = 70
envshake.ampl = 25
envshake.phase = 80 



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


[State 1030, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1





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




[Statedef 1040];博麗拳術『地祇抉り』
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
anim = 1040
sprpriority = 2
facep2 = 1


[State -1, ];ゲージ　消費
type = Varadd
Trigger1   = time = 0
FV = 33
Value = -20



[State 700, エフェクト画像]
type = Explod
trigger1 = AnimElem = 4
anim = 17010
pos = 7, -93  
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, 0 
postype = p1
facing = 1
stateno = 13011
size.xscale  = 0.34
size.yscale  = 0.74
HelperType =  Player




[State -1, ヘルパー召喚];礫1
type = Helper
TriggerAll = palno != 12
trigger1 = AnimElem = 5
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 = 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3
type = Helper
TriggerAll = palno != 12
trigger1 = AnimElem = 5
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 = 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5
type = Helper
TriggerAll = palno != 12
trigger1 = AnimElem = 6
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6
type = Helper
TriggerAll = palno != 12
trigger1 = AnimElem = 6
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 = 6
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8
type = Helper
TriggerAll = palno != 12
trigger1 = AnimElem = 6
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1
type = Helper
TriggerAll = palno = 12
trigger1 = AnimElem = 5
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 = 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3
type = Helper
TriggerAll = palno = 12
trigger1 = AnimElem = 5
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 = 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5
type = Helper
TriggerAll = palno = 12
trigger1 = AnimElem = 6
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
TriggerAll = palno = 12
trigger1 = AnimElem = 6
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 = 6
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
TriggerAll = palno = 12
trigger1 = AnimElem = 6
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];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 -1, 残像]
type = Afterimage
trigger1 =  AnimElem = 4
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 -1, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 70, 15
freqmul = 1.5


[State -1, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 70, 14
freqmul = 1.5



[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, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = 70, 21




[State 1040, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1





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





[Statedef 1050];博麗拳術『背面取り』
type = S
movetype = I
physics = S
ctrl = 0
anim = 1050
velset = 0,0
sprpriority = 2



[State -1, ];ゲージ　消費
type = Varadd
Trigger1   = time = 0
FV = 33
Value = -20

[State 1050, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 70, 10
freqmul = 1.0


[State -1, ヘルパー召喚];ダミー
type = Helper
trigger1 = AnimElem = 6
ID = 1055
pos = 0, 5 
postype = p2
facing = -1
stateno = 1055
size.xscale  = 1
size.yscale  = 1
HelperType =  Player




[State 1050, 残像]
type = Afterimage
trigger1 =  AnimElem = 1
palbright = 0,0,0  ;(赤、緑、青)
PalContrast =  200, 200, 200
palmul = .0,.0,.0
paladd = 0,0,0
;trans = AddAlpha
time = 20
TimeGap  = 1
FrameGap = 8
length = 14



[State 1050, 軸位置]
type = PosSet
trigger1 = AnimElem = 7
trigger1 =  Facing = 1
x = (EnemyNear(var(55)),Pos X)+35
y = 0

[State 1050, 軸位置2]
type = PosSet
trigger1 = AnimElem = 7
trigger1 =  Facing = -1
x = (EnemyNear(var(55)),Pos X)-35
y = 0


[State 1050, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1








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




[Statedef 1060];博麗拳術『因果転掌』
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
anim = 1060
sprpriority = 2
facep2 = 1


[State -1, ];ゲージ　消費
type = Varadd
Trigger1   = time = 0
FV = 33
Value = -20



[State -2];無敵 本体
type = NotHitBy
TriggerAll = palno != 12
Trigger1 = 1
value = SCA, NA, SA, HA ,NP, SP, HP
time = 2
SuperMoveTime = 999999
PauseMoveTime = 999999



[State -2];非無敵 本体
type = HitBy
TriggerAll = palno != 12
Trigger1 = 1
value = SCA, AT
time = 2
SuperMoveTime = 999999
PauseMoveTime = 999999


[State 1060, カウンター]
type = reversaldef
trigger1 =  1
reversal.attr = SCA, NA, SA, HA ,NP, SP, HP
pausetime = 0,40
sparkno = -1
guard.sparkno = -1
sparkxy = -10,-76
p1stateno = 1061
hitsound = 6,5
attr = S, HT
hitflag = M
time = 2
priority = 5, hit
animtype = Hard
ground.type = Low
forcestand = 1
ground.slidetime = 6


[State 1050, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



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


[Statedef 1061];博麗拳術『因果転掌』　成功
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
anim = 1061
sprpriority = 2
facep2 = 1


[State 1061, エフェクト画像]
type = Explod
trigger1 = AnimElem = 1
anim = 17010
pos = 20,-60
postype = p1
scale = 0.5,0.5
ontop = 1
bindtime = -1
removetime = 18
ownpal = 1



[State 1061, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 50, 9



[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 1061, ヒット定義]
type = HitDef
TriggerAll = palno  != 12
trigger1 = AnimElem != 1
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 150, 0
animtype = High
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 10, 20
sparkno = -1
sparkxy = -10, -76
hitsound = s70, 17
guardsound = s2, 4
ground.type = High
ground.slidetime = 42
ground.hittime  = 22
ground.velocity = -26,-5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -26,-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 
fall = 1



[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 = 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
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = .5
size.yscale = .5
HelperType =  Player








[State 1061, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1





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






[Statedef 1070];博麗拳術『毛玉遊び』
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
anim = 1070
sprpriority = 2
facep2 = 1



[State -1, ];ゲージ　消費
type = Varadd
Trigger1   = time = 0
FV = 33
Value = -20


[State 1070, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 2


[State 1070, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 70, 18




[State -1, ];毛玉
type = Varset
Trigger1   = time = 0
FV = 5
Value = 0


[State -1, ];毛玉
type = Varset
trigger1 = AnimElem = 3
FV = 5
Value = 1


[State -1, ヘルパー召喚];毛玉
type = Helper
TriggerAll = palno != 12
trigger1 = AnimElem = 2
ID = 11000
pos = 15, -60 
postype = p1
facing = 1
stateno = 11000
size.xscale  = 0.7
size.yscale  = 0.7





[State -1, ヘルパー召喚];毛玉
type = Helper
TriggerAll = palno = 12
trigger1 = AnimElem = 2
ID = 11000
pos = 15, -60 
postype = p1
facing = 1
stateno = 11000
size.xscale  = 0.7
size.yscale  = 0.7
HelperType =  Player


[State 1070, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1





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






[Statedef 1080];博麗拳術『頭砕き』
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
anim = 1080
sprpriority = 2
facep2 = 1



[State -1, ];ゲージ　消費
type = Varadd
Trigger1   = time = 0
FV = 33
Value = -20



[State -1, 残像]
type = Afterimage
trigger1 =  AnimElem = 1
trigger2 =  AnimElem = 4
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 1080, 移動];動く
type = Velset
trigger1 = AnimElem = 4
x = 6



[State 1080, ヒット定義（投げ用）]
type = HitDef
TriggerAll = palno != 12
trigger1 = Time = 0
attr = S, ST 
hitflag = -MLD
animtype = Hard
ground.type = Low
priority = 1, Miss
sparkno = s17000
sparkxy = -33,-68
p1sprpriority = 1
hitsound = s4, 3
p1facing = 1
p2facing = 1
p1stateno = 1081
p2stateno = 1085
guard.dist = 0 ;相手のガード態勢に入る距離を０にしてるので、ガード不可
fall = 1 
ID = 20;連続でできないように
nochainID = 20
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 = s17000
sparkxy = 30,-68
hitsound = s4, 3
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 = 1081
p2stateno = 1085
p1facing = 1
p2facing = 1
guard.dist = 0
hitonce = 0


[State 1080, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1, 2



[State 1080, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

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






;成功（潰す）
[Statedef 1081]
type    = S
movetype= A
physics = N
anim = 1081
velset = 0,0
poweradd = 60
sprpriority = 3


[State 1081, 変数];「holdfwd」のコマンドが入力されているかどうかを判断する
type = VarSet
trigger1 = Time = 0
var(2) = command = "holdfwd"


[State -1]
Type = BGPalFX
trigger1 = AnimElem = 2
Add = 250,-250,-250
Time = 8
ignorehitpause = 1





[State 1081, 音を鳴らす];衝撃音
type = PlaySnd
trigger1 = AnimElem = 2
value = 70, 28



[State 1081, 音を鳴らす];衝撃音2
type = PlaySnd
trigger1 = AnimElem = 2
value = 70, 27


[State 1081, 音を鳴らす];衝撃音3
type = PlaySnd
trigger1 = AnimElem = 2
value = 2, 3


[State 1081, 震動];衝撃 揺れ
type = envshake
trigger1 = AnimElem = 2
time = 18
freq = 80
ampl = 7
phase = 70


[state a];ヒットエフェクト
type = Helper
trigger1 = AnimElem = 2
name = "hit"
pos = 35,-75
Postype = p1
stateno = 16096
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = .5
size.yscale = .5
HelperType =  Player



[State -1, 震動];衝撃 揺れ
type = envshake
trigger1 =  AnimElem = 2
time = 18
freq = 130
ampl = 20
phase = 140


[State 1081, 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 = 35, -75  ;自分の軸位置から相手の軸をX=28・Y=0の位置にする


;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 1081, 掴んだ相手のライフ増減]
type = TargetLifeAdd
trigger1 = AnimElem = 2
value = -150



[State  1081, 掴んだ相手のステート変更]
type = TargetState
trigger1 = AnimElem = 2
value = 1086




[State 1081, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1







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


[Statedef 1085]
type    = A
movetype= H
physics = N
velset = 0,0


[State 1085, 相手のアニメ変更]
type = ChangeAnim2
trigger1 = Time = 0
value = 1085




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







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





[Statedef 1086]
type    = A
movetype= H
physics = N
velset = -5,-8


[State 1086, 相手のアニメ変更]
type = ChangeAnim2
trigger1 = Time = 0
value = 1086




[State 1086, 速度加算];重力
type = VelAdd
trigger1 = 1
y = .4 ;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 1086, 相手ステートに戻す]
type = SelfState
trigger1 = time > 30
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

















