






;===========================================================================
; その他　凡庸ステート
;===========================================================================




;相手側１（ヒット硬直）
[Statedef 60000]
type    = A
movetype= H
physics = N
velset = 0,0


[State 60000, 画面固定]
type = screenbound
trigger1 = Life = 0
trigger2 = Fvar(6)  = 1
value = 0
movecamera = 0




[State 60000, 相手のアニメ変更]
type = ChangeAnim2
trigger1 = 1
value = 60000

[State 60000, ステート変更]
type = ChangeState
trigger1 = HitShakeOver = 1 ;ヒット硬直が解けたら
value = 60001

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


;相手側２（吹っ飛び）
[Statedef 60001]
type    = A
movetype= H
physics = N

[State 60001, 食らい中の速度]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 60001, 速度加算];重力
type = VelAdd
trigger1 = 1
y = .45

[State 60001, スクロール]
type = ScreenBound
triggerall = Pos y < -15
triggerall = Life != 0
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1         ;画面スクロールの影響を受けるか否か。0=受けない・1=受ける
movecamera = 0,1  ;カメラの動きをキャラに依存させるか否か。0=させない・1=させる（Ｘ軸,Ｙ軸）

[State 60001, ステート変更];壁に激突するステートへ
type = ChangeState
triggerall = Pos y < -15
triggerall = Life != 0
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 60002

[State 60001, 相手ステートに戻す]
type = SelfState
trigger1 = Life != 0
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100


[State 60001, 画面固定]
type = screenbound
trigger1 = Life = 0
trigger2 = Fvar(6)  = 1
value = 0
movecamera = 0


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


[State 60001]
type = Changestate
Trigger1 = time > 80
value = 5150


[State 60001, 移動]
type = VelSet
trigger1 = Life = 0
Trigger1 = time = 5
x = -100



[State 60001, ステート変更];壁に激突するステートへ
type = ChangeState
triggerall = Pos y < -300
trigger1 = Life != 0
value = 60002


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


;相手側３（壁に激突）
[Statedef 60002]
type    = A
movetype= H
physics = N

[State 60002, 振り返る]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)

[State 60002, 軸位置移動]
type = PosAdd
trigger1 = Time = 0
x = 15 - BackEdgeBodyDist

[State 60002, 位置固定]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State 60002, スクロール]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1


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


[State 60002, 相手のアニメ変更]
type = ChangeAnim2
trigger1 = Time = 0
value = 60002


[State 60002, 画面固定]
type = screenbound
trigger1 = Life = 0
trigger2 = Fvar(6)  = 1
value = 0
movecamera = 0


[State 60002, 震動];衝撃 揺れ
type = envshake
trigger1 = time = 0
time = 15
freq = 130
ampl = 8
phase = 140


[State 60002, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 60003

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


;相手側４（壁からのバウンド）
[Statedef 60003]
type    = A
movetype= H
physics = N


[State 60003, 画面固定]
type = screenbound
trigger1 = Life = 0
trigger2 = Fvar(6)  = 1
value = 0
movecamera = 0

[State 60003, 移動速度]
type = VelSet
trigger1 = Time = 0
y = -6

[State 60003, 移動速度]
type = VelSet
trigger1 = Time = 0
x = 1.6

[State 60003, 振り返る]
type = Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)

[State 60003, 速度加算];重力
type = VelAdd
trigger1 = 1
y = .35

[State 60003, アニメ変更]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052) ;「!」が付いてるので、[Begin Action 5052]が無い場合
value = 5050

[State 60003, アニメ変更]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)  ;airファイルに[Begin Action 5052]が存在してれば
value = 5052

[State 60003, アニメ変更]
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State 60003, アニメ変更]
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062

[State 60003, 相手ステートに戻す]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100


;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;乙看板用
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------



;相手
[Statedef 61000]
type    = A
movetype= H
physics = N
velset = 0,0

[State 61000, 相手のアニメ変更]
type = ChangeAnim2
trigger1 = 1
value = 5110



[State 61000,]
type = LifeSet
TriggerAll = name!="miko"
Trigger1 = 1
value = 0
absolute = 0




[State 61000, ステート変更]
type = ChangeState
trigger1 = HitShakeOver = 1 ;ヒット硬直が解けたら
value = 5120



;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;ヒットエフェクト
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------

;弱攻撃ヒット
[Statedef 16000]
type = A
ctrl = 0
anim = 16001
velset = 0,0
movetype = I
physics = N
sprpriority = 7

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = Trans
trigger1 = 1
trans = add

[State explod]
type = Explod
trigger1 = time = 0
anim = 16000
id = 16000
sprpriority = 9
postype = p1
pos = 0,0
bindtime = -1
supermove = 1
ignorehitpause = 1
under = 0
ownpal = 1
scale = 0.5,0.5
supermovetime = 999999
pausemovetime = 999999



;試験用ステ抜け　ヘルパー
[State -1]
type = SelfState
TriggerAll = isHelper
TriggerAll = root,palno = 12
TriggerAll = root,life != 0
Trigger1 = movetype = H 
Trigger2 = root,Var(59) > 1
Trigger3 = root,Var(55) > 1

Trigger4 = root,Var(56) > 1
Trigger5 = root,FVar(33)  > 110
Trigger6 = root,Var(36) < (Helper(111111),Time-1)
Trigger7 = root,Var(36) > (Helper(111111),Time+1)
value = 222222
Persistent = 1
supermove = 1
IgnoreHitPause = 1
pausemovetime = 99999999
supermovetime = 99999999





[state a]
type = destroyself
trigger1 = time >= 14


;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;ヒットエフェクト2
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;必殺技ヒット
[Statedef 16096]
type = A
ctrl = 0
anim = 16096
velset = 0,0
movetype = I
physics = N
sprpriority = 7

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = varset
trigger1 = time = 0
v = 1
value = random%180


[state a]
type = Trans
trigger1 = 1
trans = add


[state a];必殺技ヒット2
type = Helper
trigger1 = time = 1
id = 16097
name = "hit"
pos = 0 , 0
postype = p1
stateno = 16097
HelperType =  Player
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
HelperType =  Player




[state a];必殺技ヒット3
type = Helper
trigger1 = time = 1
id = 0
name = "hit"
pos = 0 , 0
postype = p1
stateno = 16095
HelperType =  Player
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
HelperType =  Player




[state a];必殺技ヒット3
type = Helper
trigger1 = time = 1
id = 1
name = "hit"
pos = 0 , 0
postype = p1
stateno = 16095
HelperType =  Player
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
HelperType =  Player




[state a];必殺技ヒット3
type = Helper
trigger1 = time = 1
id = 2
name = "hit"
pos = 0 , 0
postype = p1
stateno = 16095
HelperType =  Player
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
HelperType =  Player




[state a];必殺技ヒット3
type = Helper
trigger1 = time = 1
id = 3
name = "hit"
pos = 0 , 0
postype = p1
stateno = 16095
HelperType =  Player
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
HelperType =  Player




[state a];必殺技ヒット3
type = Helper
trigger1 = time = 1
id = 4
name = "hit"
pos = 0 , 0
postype = p1
stateno = 16095
HelperType =  Player
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
HelperType =  Player




[state a];必殺技ヒット3
type = Helper
trigger1 = time = 1
id = 5
name = "hit"
pos = 0 , 0
postype = p1
stateno = 16095
HelperType =  Player
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
HelperType =  Player




[state a]
type = angledraw
trigger1 = 1
scale = 1.2-time*0.08,1.2-time*0.08






[state a]
type = destroyself
trigger1 = time >= 15

;----------------------------------------------------------------------------
[Statedef 16097]
type = A
ctrl = 0
anim = 16097
velset = 0,0
movetype = I
physics = N
sprpriority = 7

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256-time*18,256

[state a]
type = angledraw
trigger1 = 1
scale = 0.15+time*0.1,0.15+time*0.1





[state a]
type = destroyself
trigger1 = time >= 16

;----------------------------------------------------------------------------
;(HELPER)必殺技ヒット3
[Statedef 16095]
type = A
ctrl = 0
anim = 16095
velset = 0,0
movetype = I
physics = N
sprpriority = 7

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = varset
trigger1 = time = 0
v = 1
value = parent,var(1)

[state a]
type = varset
trigger1 = ishelper(0)
v = 2
value = 0

[state a]
type = varset
trigger1 = ishelper(1)
v = 2
value = 1

[state a]
type = varset
trigger1 = ishelper(2)
v = 2
value = 2

[state a]
type = varset
trigger1 = ishelper(3)
v = 2
value = 3

[state a]
type = varset
trigger1 = ishelper(4)
v = 2
value = 4

[state a]
type = varset
trigger1 = ishelper(5)
v = 2
value = 5

[state a]
type = Trans
trigger1 = 1
trans = add

[state a]
type = angledraw
trigger1 = ishelper(0)
trigger2 = ishelper(1)
trigger3 = ishelper(2)
trigger4 = ishelper(3)
trigger5 = ishelper(4)
trigger6 = ishelper(5)
value = 60*var(2) + var(1)

[state a]
type = velset
trigger1 = time = 0
y = -cos((60*var(2) + var(1))*pi/180)*6
x = -sin((60*var(2) + var(1))*pi/180)*6

[state a]
type = angledraw
trigger1 = ishelper(0)
trigger2 = ishelper(1)
trigger3 = ishelper(2)
trigger4 = ishelper(3)
trigger5 = ishelper(4)
trigger6 = ishelper(5)
scale = 1.1-time*0.073,1






[state a]
type = destroyself
trigger1 = time >= 15



;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;スーパーアーマー
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------


; アーマー
[StateDef 49999]
physics  = N
movetype = I
sprpriority = -1
ctrl = 0


[State 49999];無敵 本体
type = NotHitBy
TriggerAll = isHelper
trigger1 = root,movetype = A
trigger1 = time < 15
value = SCA, NA, SA, HA
SuperMoveTime = 999999
PauseMoveTime = 999999
time = 2


[State 49999]
type = NotHitBy
TriggerAll = isHelper
trigger1 = root,movetype = A
trigger1 = time > 15
value = ,AT
SuperMoveTime = 999999
PauseMoveTime = 999999
time = 2




[State 49999]
type = NotHitBy
TriggerAll = isHelper
trigger1 = root,movetype != A
trigger1 = time < 20
value = SCA, NA, SA, HA
SuperMoveTime = 999999
PauseMoveTime = 999999
time = 2



[State 49999]
type = NotHitBy
TriggerAll = isHelper
trigger1 = root,movetype != A
trigger1 = time > 20
value = ,AT
SuperMoveTime = 999999
PauseMoveTime = 999999
time = 2





[State 49999]
type = HitOverride
trigger1 = 1
time = 2
attr = SCA, NA, SA, HA
slot = 0
stateno = 49998
SuperMoveTime = 999999
PauseMoveTime = 999999




[State 49999, ]
type = ChangeState
TriggerAll = root,palno  = 12
TriggerAll =! isHelper(49999)
Trigger1 = 1
value = 0
ctrl = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 49999, ]
type = SelfState
TriggerAll = root,palno  = 12
TriggerAll =! isHelper(49999)
Trigger1 = 1
value = 0
Persistent = 1
supermove = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 49999]
type = ChangeAnim
trigger1 = 1
value = parent,Anim
elem = parent,AnimElemNo(0)


[State 49999]
type = AssertSpecial
TriggerAll = isHelper
trigger1 = 1
flag = Invisible



[State 49999]
type = BindToRoot
TriggerAll = isHelper
trigger1 = 1



[State 49999]
type = Turn
TriggerAll = isHelper
trigger1 = Facing != parent,Facing



;トムハンクスキラー用アーマー回避
[State -2]
type = SelfState
TriggerAll = statetype != A
TriggerAll = root,palno = 12
TriggerAll = alive
TriggerAll = roundstate = 2
Trigger1 = MoveReversed
Trigger2 = movetype = H
value = 49998
Persistent = 1
supermove = 1
pausemovetime = 99999999
supermovetime = 99999999





[State 49999, ステート変更]
type = ChangeState
TriggerAll =  isHelper = 0
TriggerAll = statetype != A
trigger1 = AnimTime = 0
value = 0
ctrl = 1



[State 49999, ステート変更]
type = ChangeState
TriggerAll =  isHelper = 0
TriggerAll = statetype = A
trigger1 = AnimTime = 0
value = 41
ctrl = 1




[State -2, 非常時ヘルパー消滅]
type = DestroySelf
TriggerAll = root,palno = 12
TriggerAll = isHelper
Trigger1 = movetype = H 


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


; アーマー緊急消滅
[StateDef 49998]
physics  = N
sprpriority = -1
anim = 49998
ctrl = 0


[State 49998]
type = AssertSpecial
trigger1 = 1
flag = Invisible



[State 49998]
type = BindToRoot
trigger1 = 1



[State 49998]
type = ChangeAnim
TriggerAll = statetype = A
trigger1 = time = 0
value = 49997





[State 49999]
type = ChangeAnim
TriggerAll = statetype != A
trigger1 = time = 0
value = 49998




[State 49998, ステート変更]
type = ChangeState
TriggerAll =  isHelper = 0
TriggerAll = statetype != A
trigger1 = AnimTime = 0
value = 0
ctrl = 1



[State 49998, ステート変更]
type = ChangeState
TriggerAll =  isHelper = 0
TriggerAll = statetype = A
trigger1 = AnimTime = 0
value = 41
ctrl = 1









[State 49998, ステート変更]
type = ChangeState
TriggerAll =  isHelper
trigger1 = AnimTime = 0
value = 49999









;===========================================================================
; 投身ステート
;===========================================================================




[Statedef 90000]
physics = N
velset = -0.5,-9


[State 90000, 相手のアニメ変更]
type = ChangeAnim2
trigger1 = Time = 0
value = 90000




[State 90000, ライフ増減]
type = LifeAdd
trigger1 =  Time = 0
value = -200
Kill = 1
absolute = 1




[State 90000, ライフ増減]
type = LifeAdd
Trigger1 = 1
value = -1
Kill = 0
absolute = 1

[State 90000,];投身したのがヘルパーだった場合消去
type = DestroySelf
TriggerAll =  isHelper
Trigger1 =  1


[State 90000, 速度加算];重力
type = VelAdd
trigger1 = 1
y = .6
SuperMoveTime = 999999
PauseMoveTime = 999999




[State 90000, 相手ステートに戻す]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100





[State 90000, 相手ステートに戻す]
type = SelfState
trigger1 = Pos Y < -180
value = 5050





;===========================================================================
; １２用攻撃ステート
;===========================================================================


[Statedef 95555];１２用攻撃ステート
type    = S
movetype= A
anim = 999

[State -1];固定
type = bindtoroot
Trigger1 = root,StateNo = [200,299]
trigger2 = root,StateNo = [1000,1050]
Trigger3 = root,StateNo = [2000,2500]
facing = 1
time = 1
pos = 40, -50
pausemovetime = 99999999
supermovetime = 99999999



[State -1];固定
type = bindtoroot
Trigger1 = root,StateNo = [300,399]
facing = 1
time = 1
pos = 40, -20
pausemovetime = 99999999
supermovetime = 99999999




[State -1];固定
type = bindtoroot
TriggerAll = root,StateNo = 400 || root,StateNo = 410 
trigger1 = 1
facing = 1
time = 1
pos = 40, 0
pausemovetime = 99999999
supermovetime = 99999999






[State -1];１２P用攻撃　立ち
type = Projectile
TriggerAll = root,StateNo = [200,210]
TriggerAll = var(28) = 0
Trigger1 = time%2 = 0
projID = 888
attr = S, SA
projanim = 888
projremovetime = 1
projpriority = 16
projsprpriority = 0
projedgebound = 220
ignorehitpause = 1
pasusemovetime = 10, 35
Projhits = 1
projremove = 1

hitflag = MAF
air.juggle = 2
postype = p1
offset = 0,0
velocity = 0
damage = 150*Root,FVar(35),20
animtype = hard
guardflag = M
pausetime = 20, 45
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s70, 17
guardsound = s2, 4
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
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
projhitanim = 17020

projremanim = 880






[State -1];１２P用攻撃　しゃがみ
type = Projectile
TriggerAll = root,StateNo = [300,310]
TriggerAll = var(28) = 0
Trigger1 = time%2 = 0
attr = C, SA
projanim = 888
projremovetime = 2
projid = 888
projpriority = 16
projsprpriority = 0
projedgebound = 220
hitflag = MAF
air.juggle = 2
postype = p1
offset = 0,0
velocity = 0
damage = 150*Root,FVar(35),20
animtype = hard
guardflag = H
pausetime = 10, 45
sparkno = -1
guard.sparkno = -1
sparkxy = -10, -46
sparkno = -1
hitsound = s70, 18
guardsound = s2, 4
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
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
projhitanim = 880


projremanim = 880

ignorehitpause = 0
pasusemovetime = 10, 35




[State -1];１２P用攻撃　空中　通常
type = Projectile
TriggerAll = root,StateNo = [400,410]
TriggerAll = root,StateNo != 401
TriggerAll = root,life > 400
TriggerAll = var(28) = 0
Trigger1 = time%2 = 0
attr = C, SA
projanim = 888
projremovetime = 2
projid = 888
projpriority = 16
projsprpriority = 0
projedgebound = 220
hitflag = MAF
air.juggle = 2
postype = p1
offset = 0,0
velocity = 0
damage = 300*Root,FVar(35),20
animtype = hard
guardflag = H
pausetime = 10, 45
sparkno = -1
guard.sparkno = -1
sparkxy = -10, -46
sparkno = -1
hitsound = s70, 18
guardsound = s2, 4
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
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
projhitanim = 880


projremanim = 880

ignorehitpause = 0
pasusemovetime = 10, 35




[State -1];１２P用攻撃　空中　ピンチ
type = Projectile
TriggerAll = root,StateNo = [400,410]
TriggerAll = root,life < 400
TriggerAll = root,StateNo != 401
TriggerAll = var(28) = 0
Trigger1 = time%2 = 0
attr = C, SA
projanim = 888
projremovetime = 2
projid = 888
projpriority = 16
projsprpriority = 0
projedgebound = 220
hitflag = MAF
air.juggle = 2
postype = p1
offset = 0,0
velocity = 0
damage = 30000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000*Root,FVar(35),20    
animtype = hard
guardflag = H
pausetime = 10, 45
sparkno = -1
guard.sparkno = -1
sparkxy = -10, -46
sparkno = -1
hitsound = s70, 18
guardsound = s2, 4
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
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
projhitanim = 880


projremanim = 880

ignorehitpause = 0
pasusemovetime = 10, 35










[State -1];１２P用攻撃　振動
type = Projectile
TriggerAll = var(28) = 0
TriggerAll = time%2 = 0
Trigger1 = root,StateNo = 401
trigger2 = root,StateNo = 1010 && root,AnimElem = 5 
trigger3 = root,StateNo = 2040
attr = C, SA
projanim = 886
projremovetime = 2
projid = 888
projpriority = 16
projsprpriority = 0
projedgebound = 220
air.juggle = 2
postype = p1
offset = 0, -60
velocity = 0
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
ignorehitpause = 0
pasusemovetime = 10, 35



[State -1];１２P用攻撃　広範囲
type = Projectile
TriggerAll = var(28) = 0
TriggerAll = time%2 = 0
trigger1 = root,StateNo = 1010 && root,AnimElem = 4
attr = S, SA
projanim = 887
projremovetime = 2
projid = 887
projpriority = 16
projsprpriority = 0
projedgebound = 220
hitflag = MAF
air.juggle = 2
postype = p1
offset = 0,-20
velocity = 0
damage = 200*Root,FVar(35),20
animtype = hard
guardflag = M
pausetime = 5, 40
sparkxy = -10, -76
sparkno = -1
guard.sparkno = -1
hitsound = s70, 17
guardsound = s2, 4
ground.type = High
ground.slidetime = 132
ground.hittime  = 32
ground.velocity = -26,-5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -26,-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
projhitanim = 17000

projremanim = 880
ignorehitpause = 0
pasusemovetime = 10, 35



[State -1];１２P用攻撃　必殺技
type = Projectile
TriggerAll = var(28) = 0
TriggerAll = time%2 = 0
Trigger1 = root,StateNo = [1000,1050]
attr = S, SA
projanim = 888
projremovetime = 2
projid = 888
projpriority = 16
projsprpriority = 0
projedgebound = 220
hitflag = MAF
air.juggle = 2
postype = p1
offset = 0,0
velocity = 0
damage = 200*Root,FVar(35),20
animtype = hard
guardflag = M
pausetime = 5, 40
sparkxy = -10, -76
sparkno = -1
guard.sparkno = -1
hitsound = s70, 17
guardsound = s2, 4
ground.type = High
ground.slidetime = 132
ground.hittime  = 32
ground.velocity = -26,-5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -26,-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
projhitanim = 17020
projremanim = 880
ignorehitpause = 0
pasusemovetime = 10, 35




[State -1];１２P用攻撃　超必殺技
type = Projectile
TriggerAll = var(28) = 0
TriggerAll = time%2 = 0
Trigger1 = root,StateNo = [2000,2500]
attr = S, SA
projanim = 888
projremovetime = 2
projID = 888
projpriority = 16
projsprpriority = 0
projedgebound = 220
hitflag = MAF
air.juggle = 2
postype = p1
offset = 0,0
velocity = 0
pausetime = 5, 50
damage = 200*Root,FVar(35),20
animtype = hard
guardflag = M
offset = 0, 0
guard.sparkno = -1
sparkxy = -10, -76
sparkno = -1
hitsound = s70, 17
guardsound = s2, 4
ground.type = High
ground.slidetime = 132
ground.hittime  = 32
ground.velocity = -26,-5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -26,-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
projhitanim = 880
projremanim = 880
ignorehitpause = 0
pasusemovetime = 10, 35




[State -1, ヒット制御]
type = VarSet
trigger1 = time = 0
V = 29
Value = 0



[State -1, ヒット制御]
type = VarSet
trigger1 = root,NumprojID(888)
trigger1 = projHit(888) = 1
trigger2 = root,NumprojID(887)
trigger2 = projHit(887) = 1
trigger3 = root,NumprojID(886)
trigger3 = projHit(886) = 1
V = 29
Value = 1



[State -1, 飛び道具制御]
type = VarSet
trigger1 = time = 0
V = 28
Value = 0



[state -1,飛び道具制御]
type = varadd
trigger1 = var(28)>0
V = 28
Value = -1
ignorehitpause = 1




[state -1,飛び道具制御]	
type = VarSet
trigger1 = root,projcontacttime(888) = 1
trigger2 = root,projcontacttime(887) = 1
trigger3 = root,projcontacttime(886) = 1
V = 28
Value = -11
ignorehitpause = 1



[state a];ヒットエフェクト
type = Helper
trigger1 = var(28) != 0
name = "hit"
pos = Ceil(P2Dist X/2-15), -30-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, ステート変更]
Type = DestroySelf
trigger1 = Time > 10
Trigger2 = Var(29) != 0




;===========================================================================
; １２用攻撃ステートぶっとばし用
;===========================================================================


[Statedef 95556];１２用攻撃ステート　ぶっとばし
type    = S
movetype= A
anim = 999







[State -1];固定
type = bindtoroot
Trigger1 = root,StateNo = 1000
trigger2 = root,StateNo = 2020
trigger3 = root,StateNo = 2040
Trigger4 = root,StateNo = 1061
Trigger5 = root,StateNo = 2051
facing = 1
time = 1
pos = 40, -50
pausemovetime = 99999999
supermovetime = 99999999


[State -1];１２P用攻撃　ぶっとばし
type = Projectile
TriggerAll = var(28) = 0
TriggerAll = time%2 = 0
Trigger1 = root,StateNo = 1000
trigger2 = root,StateNo = 2020
Trigger3 = root,StateNo = 1061
Trigger4 = root,StateNo = 2051
attr = S, SA
projanim = 888
projremovetime = 2
projid = 888
projpriority = 16
projsprpriority = 0
projedgebound = 220
air.juggle = 2
postype = p1
offset = 0,0
velocity = 0
damage = 300*Root,FVar(35), 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

ignorehitpause = 0

pasusemovetime = 10, 35



[State -1];１２P用攻撃　ぶっとばし　広範囲
type = Projectile
TriggerAll = var(28) = 0
TriggerAll = time%2 = 0
Trigger1 = root,StateNo = 2040
attr = S, SA
projanim = 887
projremovetime = 2
projid = 887
projpriority = 16
projsprpriority = 0
projedgebound = 220
air.juggle = 2
postype = p1
offset = 0, -20
velocity = 0
damage = 350*Root,FVar(35), 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

ignorehitpause = 0
pasusemovetime = 10, 35



[State -1, ヒット制御]
type = VarSet
trigger1 = time = 0
V = 29
Value = 0



[State -1, ヒット制御]
type = VarSet
trigger1 = root,NumprojID(888)
trigger1 = projHit(888) = 1
trigger2 = root,NumprojID(887)
trigger2 = projHit(887) = 1
trigger3 = root,NumprojID(886)
trigger3 = projHit(886) = 1
V = 29
Value = 1



[State -1, 飛び道具制御]
type = VarSet
trigger1 = time = 0
V = 28
Value = 0



[state -1,飛び道具制御]
type = varadd
trigger1 = var(28)>0
V = 28
Value = -1
ignorehitpause = 1




[state -1,飛び道具制御]	
type = VarSet
trigger1 = root,projcontacttime(888) = 1
trigger2 = root,projcontacttime(887) = 1
V = 28
Value = -11
ignorehitpause = 1





[state a];ヒットエフェクト
type = Helper
trigger1 = var(28) != 0
name = "hit"
pos = Ceil(P2Dist X/2-15), -30-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, ステート変更]
Type = DestroySelf
trigger1 = Time > 10
Trigger2 = Var(29) != 0


;===========================================================================
; 勝利後ステートぶっとばし用
;===========================================================================


[Statedef 94446];勝利後相手ふっとばしステート
type    = S
movetype= A
anim = 999







[State -1];固定
type = bindtoroot
Trigger1 = 1
facing = 1
time = 1
pos = 40, -50
pausemovetime = 99999999
supermovetime = 99999999


[State -1];１２P用攻撃　ぶっとばし
type = Projectile
TriggerAll = var(28) = 0
Trigger1 = time%2 = 0
attr = S, SA
projanim = 888
projremovetime = 2
projid = 888
projpriority = 16
projsprpriority = 0
projedgebound = 220
air.juggle = 2
postype = p1
offset = 0,0
velocity = 0
damage = 0, 0
animtype = High
guardflag = 
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = -1
sparkxy = -10, -76
hitsound = -1
guardsound = -1
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

ignorehitpause = 0

pasusemovetime = 10, 35



[State -1, ヒット制御]
type = VarSet
trigger1 = time = 0
V = 29
Value = 0



[State -1, ヒット制御]
type = VarSet
trigger1 = root,NumprojID(888)
trigger1 = projHit(888) = 1
trigger2 = root,NumprojID(887)
trigger2 = projHit(887) = 1
trigger3 = root,NumprojID(886)
trigger3 = projHit(886) = 1
V = 29
Value = 1



[State -1, 飛び道具制御]
type = VarSet
trigger1 = time = 0
V = 28
Value = 0



[state -1,飛び道具制御]
type = varadd
trigger1 = var(28)>0
V = 28
Value = -1
ignorehitpause = 1




[state -1,飛び道具制御]	
type = VarSet
trigger1 = root,projcontacttime(888) = 1
trigger2 = root,projcontacttime(887) = 1
V = 28
Value = -11
ignorehitpause = 1




[State -1, ステート変更]
Type = DestroySelf
trigger1 = Time > 10
Trigger2 = Var(29) != 0



;===========================================================================
; ぶっとばしを食らった相手
;===========================================================================



; HIT_LIEDEAD
[Statedef 5150]
type    = L
movetype= H
physics = N
sprpriority = -3






[State -1, ステート変更]
Type = DestroySelf
Trigger1 = isHelper
IgnoreHitPause = 1
pausemovetime = 99999999
supermovetime = 99999999



[State 5150, 1] ;Normal anim
type = ChangeAnim
TriggerAll =! isHelper
triggerall = Time = 0
triggerall = SelfAnimExist(5140)
trigger1 = (anim != [5111,5119]) && (anim != [5171,5179])
trigger2 = !SelfAnimExist(5140 + (anim % 10))
value = 5140

[State 5150, 3] ;Hit up type anim
type = ChangeAnim
TriggerAll =! isHelper
trigger1 = Time = 0
trigger1 = (anim = [5111,5119]) || (anim = [5171,5179])
trigger1 = SelfAnimExist(5140 + (anim % 10))
value = 5140 + (anim % 10)

[State 5150, 4] ;Match over anim
type = ChangeAnim
persistent = 0
TriggerAll =! isHelper
;trigger1 = Time = 0
trigger1 = MatchOver = 1
trigger1 = Anim = [5140,5149]
trigger1 = SelfAnimExist(anim+10)
value = anim+10

[State 5150, 5] ;Switch to 5110 if liedead anim does not exist
type = ChangeAnim
TriggerAll =! isHelper
trigger1 = Time = 0
trigger1 = Anim != [5140,5159]
trigger1 = Anim != [5110,5119]
value = 5110

[State 5150, 6] ;Friction
type = VelMul
TriggerAll =! isHelper
trigger1 = 1
x = 0.85

[State 5150, 7] ;Friction
type = VelSet
TriggerAll =! isHelper
trigger1 = Vel x < .05
persistent = 0
x = 0

[State 5150, 8]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1


[State -1, ]
type = VelSet
TriggerAll =! isHelper
trigger1 = prevstateno = [60000,60003]
persistent = 0
x = 0
y = 0



[State -1, ]
type = PosSet
TriggerAll =! isHelper
trigger1 = prevstateno = [60000,60003]
persistent = 0
y = 0



[State -1, ]
type = ScreenBound
TriggerAll =! isHelper
trigger1 = prevstateno = [60000,60003]
value = 0


[State -1, ]
type = ScreenBound
TriggerAll =! isHelper
trigger1 = prevstateno = 2008
value = 0


