



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








;閃鞘・八点衝　
[Statedef 1000]
Type    = S
MoveType= A
Physics = N
Juggle  = 0
PowerAdd= 0
Ctrl = 0
VelSet = 0,0
Anim = 1000
SprPriority = 2






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


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



[State -1, 残像]
type = Afterimage
Trigger1 = Time = 10
Trigger2 = Time = 30
Trigger3 = Time = 50
palbright = 150,0,0  ;(赤、緑、青)
PalContrast =  200, 200, 200
palmul = .0,.0,.0
paladd = 0,0,0
trans = Add
time = 20
TimeGap  = 1
FrameGap = 8
length = 15


[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 7
Value = 0


[State -1]
Type = Explod
Trigger1 = Time = 10
Trigger2 = Time = 30
Trigger3 = Time = 50
ID = 12000
PosType = P1
Pos = 0,-40
Anim = 12000
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 12
RemoveTime = 21
RemoveOnGetHit = 1
bindtime = -1



[State -1];影
Type = Explod
Trigger1 = Time = 12
Trigger2 = Time = 32
Trigger3 = Time = 52
ID = 12000
PosType = P1
Pos = 0,-40
Anim = 12000
Ownpal = 1
SprPriority = 4
IgnoreHitPause = 1
Persistent = 12
RemoveTime = 21
RemoveOnGetHit = 1
trans = Sub
scale = 0.8,0.8
bindtime = -1




[State -1]
Type = PlaySnd
Trigger1 = Time = [4,110]
Value = s30
Channel = 4
IgnoreHitPause = 1
Persistent = 3
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = MoveHit = 1
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = HitDef
Trigger1 = Time%6 = 0
Attr = S, SA
Damage = 3
AnimType = Hard
HitFlag = MAFD
GuardFlag = MA
Priority = 1, Hit
PauseTime = 1, 15
Guard.PauseTime = 1,9
HitSound = s20, IfElse((Var(26)=[2,3]),0,10)
GuardSound = s120,0
SparkXY = -Random%30, -40-Random%20
SparkNo = s10001
Guard.SparkNo = s10001
Ground.Type = High
Air.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = -10
Air.Velocity = -2*Var(50),IfElse(Var(50)=1,-7.4,FVar(25))
AirGuard.Velocity = -4,-2.8
Down.Velocity = -4,-2.5
Ground.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
YAccel = .48
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
fall.recover = 1
Fall.RecoverTime = 24
getpower = 20,20




[State -1]
Type = HitDef
Trigger1 = Time%5 = 0
Attr = S, SA
Damage = 4
AnimType = Hard
HitFlag = MAFD
GuardFlag = MA
Priority = 1, Hit
PauseTime = 1, 15
Guard.PauseTime = 1,9
HitSound = s90, 0
GuardSound = s120, 0
SparkXY = -Random%30, -60-Random%20
SparkNo = s10002
Guard.SparkNo = s10002
Ground.Type = High
Air.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = -10
Air.Velocity = -2*Var(50),IfElse(Var(50)=1,-7.4,FVar(25))
AirGuard.Velocity = -4,-2.8
Down.Velocity = -4,-2.5
Ground.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
YAccel = .48
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
fall.recover = 1
Fall.RecoverTime = 24
getpower = 20,20



[State -1]
Type = HitDef
Trigger1 = Time%7 = 0
Attr = S, SA
Damage = 4
AnimType = Hard
HitFlag = MAFD
GuardFlag = MA
Priority = 1, Hit
PauseTime = 1, 15
Guard.PauseTime = 1,9
HitSound = s20, IfElse((Var(26)=[2,3]),0,10)
GuardSound = s120,0
SparkXY = -Random%30, -80-Random%20
SparkNo = s10000
Guard.SparkNo = s10000
Ground.Type = High
Air.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = -10
Air.Velocity = -2*Var(50),IfElse(Var(50)=1,-7.4,FVar(25))
AirGuard.Velocity = -4,-2.8
Down.Velocity = -4,-2.5
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = -3*Var(50)
Down.CornerPush.VelOff = 0
YAccel = .48
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
fall.recover = 1
Fall.RecoverTime = 24
getpower = 20,20



[State -1]
Type = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarSet
Trigger1 = 1
V = 43
Value = -1
IgnoreHitPause = 1

[State -1]
Type = AttackDist
Trigger1 = 1
Value = 175
Persistent = 1



[State 1000, ステート変更]
type = ChangeState
trigger1 = Time > 68
value = 1001
ctrl = 0




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



;閃鞘・八点衝　終了
[Statedef 1001]
Type    = S
MoveType= A
Physics = N
Juggle  = 0
PowerAdd= 0
Ctrl = 0
VelSet = 0,0
Anim = 1001
SprPriority = 2



[State 1001, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



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









[Statedef 1010];具現する憎しみ
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1010
sprpriority = 2
facep2 = 1


[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 = 20
TimeGap  = 1
FrameGap = 8
length = 15


[State 1010, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 80, 4
freqmul = 1.5


[State 1010, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 80, 1
freqmul = 1.5

[State 1010, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage = 30, 5
animtype = High
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 2, 12
sparkno = s10001
sparkxy = -30, -36
hitsound = s90, 0
guardsound = s2, 4
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -2.5
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 = 6
envshake.freq = 70
envshake.ampl = 6
envshake.phase = 80 




[State 1010, ヒット定義]
type = HitDef
trigger1 = AnimElem  = 4
attr = S, SA
damage = 30, 5
animtype = High
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 2, 12
sparkno = s10002
sparkxy = -30, -36
hitsound = s80, 16
guardsound = s2, 4
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -2.5
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 = 6
envshake.freq = 70
envshake.ampl = 6
envshake.phase = 80 






[State 1010, ヒット定義]
type = HitDef
trigger1 = AnimElem  = 5
attr = S, SA
damage = 30, 5
animtype = High
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 5, 8
sparkno = s10003
sparkxy = -30, -36
hitsound = s70, 28
guardsound = s2, 4
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -12,-5
airguard.velocity = -12,-5
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
getpower = 70,50
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.freq = 70
envshake.ampl = 10
envshake.phase = 80 




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



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




[Statedef 1020];渇望意志
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 555
sprpriority = 2
facep2 = 1





[State 1020, ヘルパー召喚];腕召還1
type = Helper
trigger1 = time = 8
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 1020, ヘルパー召喚];腕召還2
type = Helper
trigger1 = time = 13
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 1020, ヘルパー召喚];腕召還3
type = Helper
trigger1 = time = 18
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 1020, ヘルパー召喚];腕召還4
type = Helper
trigger1 = time = 20
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 1020, ヘルパー召喚];腕召還5
type = Helper
trigger1 = time = 25
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 -1]
Type = Explod
trigger1 = AnimElem = 3
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 = AnimElem = 3
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 1020, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1







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



[Statedef 1030];迷走する刃
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1030
sprpriority = 2
facep2 = 1



[State 1030, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 80, 16
freqmul = 1.3


[State 1030, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 50, 1
freqmul = 1.5


[State 1030, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 95, 3


[State 1030, 移動]
type = VelSet
trigger1 = AnimElem = 3
x = 16


[State -1, ヘルパー召喚];血の刃1
type = Helper
Trigger1 = AnimElem = 3
ID = 11000
pos = 0, 0 
postype = p1
facing = 1
stateno = 1031
OwnPal = 1
supermovetime = 99999999
pausemovetime = 99999999
superpausetime  = 9999999



[State -1, ヘルパー召喚];血の刃2
type = Helper
Trigger1 = AnimElem = 3
ID = 11000
pos = 0, 0 
postype = p1
facing = 1
stateno = 1032
OwnPal = 1
supermovetime = 99999999
pausemovetime = 99999999
superpausetime  = 9999999



[State -1, ヘルパー召喚];血の刃3
type = Helper
Trigger1 = AnimElem = 3
ID = 11000
pos = 0, 0 
postype = p1
facing = 1
stateno = 1033
OwnPal = 1
supermovetime = 99999999
pausemovetime = 99999999
superpausetime  = 9999999





[State 1030, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
attr = S, NA 
damage = 30, 5
animtype = High
guardflag = F
hitflag = MAF
priority = 3, Hit
pausetime = 5, 8
sparkno = s10002
sparkxy = -30, -56
hitsound = s90, 0
guardsound = s2, 4
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -2.5
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


[State 1030, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA 
damage = 40, 5
animtype = High
guardflag = F
hitflag = MAF
priority = 3, Hit
pausetime = 5, 8
sparkno = s10003
sparkxy = -30, -56
hitsound = s90, 0
guardsound = s2, 4
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -11.5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -11.4,-3
air.hittime = 14
getpower = 70,50
air.fall = 1
fall.recover = 0


[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 = 20
TimeGap  = 1
FrameGap = 8
length = 15

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




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




[Statedef 1040];ヌケミチ
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
anim = 1040
sprpriority = 2
facep2 = 1





[State 1040, カウンター]
type = reversaldef
trigger1 =  1
reversal.attr = SCA, NA, SA, HA, NP, SP, HP ,NT, ST, HT
pausetime = 0,40
sparkno = -1
guard.sparkno = -1
sparkxy = -10,-76
p1stateno = 1041
hitsound = 6,5
attr = S, HT
hitflag = M
time = 2
priority = 5, hit
animtype = Hard
ground.type = Low
forcestand = 1
ground.slidetime = 6


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


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






[Statedef 1041];ヌケミチ　成功
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
anim = 1041
sprpriority = 1
facep2 = 1



[State 1041, ヘルパー召喚];ノイズ
type = Helper
Trigger1 = AnimElem = 2
Trigger2 = AnimElem = 4
Trigger3 = AnimElem = 6
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, AssertSpecial]
type = AssertSpecial
trigger1 = time < 45
flag = UnGuardable
flag2 = NoMusic
flag3 = NoJuggleCheck
SuperMoveTime = 9999
PauseMoveTime = 9999



[State 1041, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 80, 9


[State -1, 時間停止]
type = Pause
trigger1 = time = 0
anim = -1       
pos = 0, 0    
sound = -1
time = 45
movetime = 45
SuperPauseTime  = 9999999
PauseMoveTime  = 99999999
IgnoreHitPause = 1


[State -1]
Type = PosSet
Trigger1 = Time = 0
Y = 0
X = (P2dist X)+5



[State 1041, 軸位置]
type = PosSet
trigger1 = AnimElem = 6
trigger1 =  Facing = 1
x = (EnemyNear(var(55)),Pos X)+55
y = 0

[State 1041, 軸位置2]
type = PosSet
trigger1 = AnimElem = 6
trigger1 =  Facing = -1
x = (EnemyNear(var(55)),Pos X)-55
y = 0




[State 1041, ステート変更]
type = ChangeState
TriggerAll = Var(59) = 0
trigger1 = AnimTime = 0
value = 0
ctrl = 1



[State 1041, ステート変更]
type = ChangeState
TriggerAll = Var(59) = 1
trigger1 = AnimTime = 0
value = 200
ctrl = 0






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




[Statedef 1050];マワリミチ
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
anim = 1040;使いまわし
sprpriority = 2
facep2 = 1





[State 1050, カウンター]
type = reversaldef
trigger1 =  1
reversal.attr = SCA, NA, SA, HA, NP, SP, HP ,NT, ST, HT
pausetime = 0,40
sparkno = -1
guard.sparkno = -1
sparkxy = -10,-76
p1stateno = 1051
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


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



;マワリミチ　投身
[Statedef 1051]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 1050
sprpriority = 1




[State 1051, ヒット定義（投げ用）]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HT 
hitflag = MA
animtype = Hard
ground.type = Low
priority = 1, Miss
sparkno = -1
sparkxy = -33,-58
p1sprpriority = 1
guardflag = 
p1stateno = 1052
p2stateno = 1055
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




[State 1051, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




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




;マワリミチ　成功
[Statedef 1052]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 1051
sprpriority = 1



[State 1052, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 80, 7
freqmul = 2

[State 1052, ヘルパー召喚];ノイズ
type = Helper
Trigger1 = AnimElem = 1
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 1052, 軸位置]
type = PosSet
trigger1 = AnimElem = 1
trigger1 =  Facing = 1
x = (EnemyNear(var(55)),Pos X)+55
y = 0

[State 1052, 軸位置2]
type = PosSet
trigger1 = AnimElem = 1
trigger1 =  Facing = -1
x = (EnemyNear(var(55)),Pos X)-55
y = 0



[State 1052, 掴んだ相手の位置2];TargetBindで相手を一時的に拘束
type = TargetBind
trigger1 = AnimElemTime(3) < 0
pos = P2dist X, -65


[State 1052, 掴んだ相手のステート変更]
type = TargetState
trigger1 = AnimElem = 3
value = 1056


[State 1052, 音を鳴らす];シュン
type = PlaySnd
trigger1 = time = 1
value = 6, 1



[State 1052, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 80, 16


[State 1052, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 70, 26


[State 1052, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 20, 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 = 3
value = -100
absolute = 1



[State -1, エフェクト画像];血1
type = Explod
trigger1 = AnimElem = 3
anim = 10001
pos = 0, 0  
postype = p2
vfacing = 1
sprpriority = 6
bindtime = -1
removeongethit = 1
ignorehitpause = 0
removetime = 14
supermovetime = 999
facing = 1


[State -1, エフェクト画像];血2
type = Explod
trigger1 = AnimElem = 3
anim = 10002
pos = 0, 0  
postype = p2
vfacing = 1
sprpriority = 6
bindtime = -1
removeongethit = 1
ignorehitpause = 0
removetime = 14
supermovetime = 999
facing = 1


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





[State 1052, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



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



[Statedef 1055]
type    = A
movetype= H
physics = N
velset = 0,0


[State 1055, 相手のアニメ変更]
type = ChangeAnim2
trigger1 = Time = 0
value = 1055


[State 1055, 無敵]
type = NotHitBy
trigger1 = 1
value = , NA,SA,HA,NP,SP,HP,NT,ST,HT

[State 1055, 相手ステートに戻す]
type = SelfState
trigger1 = time > 230
value = 5210

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





[Statedef 1056]
type    = A
movetype= H
physics = N
velset = 0, -5


[State 1056, 相手のアニメ変更]
type = ChangeAnim2
trigger1 = Time = 0
value = 1056


[State 1056, 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 1056, 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 1056, 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 1060];チカミチ
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
anim = 444
sprpriority = 1
facep2 = 1



[State -1, ヘルパー召喚];波動
type = Helper
trigger1 = time = 0
trigger2 = AnimElem = 3
ID = 29998
pos = 0, -50 
postype = p1
facing = 1
stateno = 1061
size.xscale  = 0.34
size.yscale  = 0.34
supermovetime = 99999999
pausemovetime = 99999999
superpausetime  = 9999999


[State 1060, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 80, 17
freqmul = 2.5


[State 1060, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 80, 13
freqmul = 3.5



[State 1060, 軸位置]
type = PosSet
trigger1 = AnimTime = 0
trigger1 =  Facing = 1
x = (EnemyNear(var(55)),Pos X)+90
y = -200

[State 1060, 軸位置2]
type = PosSet
trigger1 = AnimTime = 0
trigger1 =  Facing = -1
x = (EnemyNear(var(55)),Pos X)-90
y = -200




[State 1060, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1







;===========================================================================
;　ナイフ系必殺技ステート
;===========================================================================






;悲劇のウェバー
[Statedef 1200]
Type    = S
MoveType= A
Physics = N
Juggle  = 0
PowerAdd= 0
Ctrl = 0
VelSet = 0,0
Anim = 1200
SprPriority = 2



[State 1200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 95, 0



[State 1200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
value = 95, 1





[State -1, Helper];ナイフ1
Type = Helper
Trigger1 = AnimElem = 5
PosType = P1
Pos = 10, -90
ID = 2500
StateNo = 1201
OwnPal = 1

[State -1, Helper];ナイフ2
Type = Helper
Trigger1 = AnimElem = 5
PosType = P1
Pos = 25, -75
ID = 2500
StateNo = 1201
OwnPal = 1


[State -1, Helper];ナイフ3
Type = Helper
Trigger1 = AnimElem = 5
PosType = P1
Pos = 30, -60
ID = 2500
StateNo = 1201
OwnPal = 1


[State -1, Helper];ナイフ4
Type = Helper
Trigger1 = AnimElem = 5
PosType = P1
Pos = 30, -40
ID = 2500
StateNo = 1201
OwnPal = 1

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


[State -1, Helper];ナイフ6
Type = Helper
Trigger1 = AnimElem = 5
PosType = P1
Pos = 10, -10
ID = 2500
StateNo = 1201
OwnPal = 1



[State -1, 残像]
type = Afterimage
trigger1 =  AnimElem = 3
palbright = 150,0,0  ;(赤、緑、青)
PalContrast =  200, 200, 200
palmul = .0,.0,.0
paladd = 0,0,0
trans = Add
time = 20
TimeGap  = 1
FrameGap = 8
length = 15


[State 1200, 速度加算]
type = Velset
trigger1 = AnimElem = 5
x = -8




[State 1200, 速度加算]
type = Velset
trigger1 = AnimElem = 6
x = -6


[State 1200, 速度加算]
type = Velset
trigger1 = AnimElem = 7
x = -4


[State 1200, 速度加算]
type = Velset
trigger1 = AnimElem = 8
x = 0



[State 1200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




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







;人食いルイス
[Statedef 1210]
Type    = S
MoveType= A
Physics = N
Juggle  = 0
PowerAdd= 0
Ctrl = 0
VelSet = 0,0
Anim = 1210
SprPriority = 2




[State 1210, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 95, 0


[State 1210, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
value = 95, 1



[State -1, Helper];ナイフ1
Type = Helper
Trigger1 = AnimElem = 5
PosType = P1
Pos = 10, -90
ID = 2500
StateNo = 1212
OwnPal = 1

[State -1, Helper];ナイフ2
Type = Helper
Trigger1 = AnimElem = 5
PosType = P1
Pos = 25, -75
ID = 2500
StateNo = 1213
OwnPal = 1


[State -1, Helper];ナイフ3
Type = Helper
Trigger1 = AnimElem = 5
PosType = P1
Pos = 30, -60
ID = 2500
StateNo = 1211
OwnPal = 1


[State -1, Helper];ナイフ4
Type = Helper
Trigger1 = AnimElem = 5
PosType = P1
Pos = 30, -40
ID = 2500
StateNo = 1211
OwnPal = 1

[State -1, Helper];ナイフ5
Type = Helper
Trigger1 = AnimElem = 5
PosType = P1
Pos = 25, -25
ID = 2500
StateNo = 1215
OwnPal = 1


[State -1, Helper];ナイフ6
Type = Helper
Trigger1 = AnimElem = 5
PosType = P1
Pos = 10, -10
ID = 2500
StateNo = 1214
OwnPal = 1



[State -1, 残像]
type = Afterimage
trigger1 =  AnimElem = 3
palbright = 150,0,0  ;(赤、緑、青)
PalContrast =  200, 200, 200
palmul = .0,.0,.0
paladd = 0,0,0
trans = Add
time = 20
TimeGap  = 1
FrameGap = 8
length = 15



[State 1210, 速度加算]
type = Velset
trigger1 = AnimElem = 5
x = -8



[State 1210, 速度加算]
type = Velset
trigger1 = AnimElem = 6
x = -6


[State 1210, 速度加算]
type = Velset
trigger1 = AnimElem = 7
x = -4


[State 1210, 速度加算]
type = Velset
trigger1 = AnimElem = 8
x = 0





[State 1210, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1






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







;ビツァの狂人
[Statedef 1220]
Type    = S
MoveType= A
Physics = N
Juggle  = 0
PowerAdd= 0
Ctrl = 0
VelSet = 0,0
Anim = 1220
SprPriority = 2




[State 1220, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 4, 3



[State 1220, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6
value = 4, 1




[State 1220, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 9
value = 95, 0


[State 1220, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 11
trigger2 = AnimElem = 12
value = 95, 1








[State 1220]
type = HitOverride
trigger1 = 1
time = 1
attr = SCA,AA,AP
slot = 0
stateno = 5020
SuperMoveTime = 999999
PauseMoveTime = 999999


[State 1220, ステートタイプ変更]
type = statetypeset
trigger1 = AnimElem = 6
Statetype = A
physics = A




[State 1220, 移動];動く
type = Velset
trigger1 = AnimElem = 5
y = -25
x = 10


[State 1220, 移動];動く2
type = Velset
trigger1 = AnimElem = 6
y = -14
x = 15



[State 1220, 移動];動く3
type = Velset
trigger1 = AnimElem = 7
y = -9



[State 1220, 移動];動く3
type = Velset
trigger1 = AnimElem = 11
y = -9
x = 10








[State -1, Helper];ナイフ1
Type = Helper
Trigger1 = AnimElem = 11
PosType = P1
Pos = -60, -40
ID = 2500
StateNo = 1221
OwnPal = 1

[State -1, Helper];ナイフ2
Type = Helper
Trigger1 = AnimElem = 11
PosType = P1
Pos = -45, -20
ID = 2500
StateNo = 1221
OwnPal = 1


[State -1, Helper];ナイフ3
Type = Helper
Trigger1 = AnimElem = 11
PosType = P1
Pos = -30, 0
ID = 2500
StateNo = 1221
OwnPal = 1


[State -1, Helper];ナイフ4
Type = Helper
Trigger1 = AnimElem = 11
PosType = P1
Pos = -15, 20
ID = 2500
StateNo = 1221
OwnPal = 1

[State -1, Helper];ナイフ5
Type = Helper
Trigger1 = AnimElem = 11
PosType = P1
Pos = 0,  40
ID = 2500
StateNo = 1221
OwnPal = 1


[State -1, Helper];ナイフ6
Type = Helper
Trigger1 = AnimElem = 11
PosType = P1
Pos = 15, 60
ID = 2500
StateNo = 1221
OwnPal = 1



[State -1, 残像]
type = Afterimage
trigger1 =  AnimElem = 3
palbright = 150,0,0  ;(赤、緑、青)
PalContrast =  200, 200, 200
palmul = .0,.0,.0
paladd = 0,0,0
trans = Add
time = 20
TimeGap  = 1
FrameGap = 8
length = 15










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






;空中人食いルイス
[Statedef 1510]
Type    = A
MoveType= A
Physics = A
Juggle  = 0
PowerAdd= 0
Ctrl = 0
Anim = 1510
SprPriority = 2




[State 1510, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 95, 0


[State 1510, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
value = 95, 1



[State -1, Helper];ナイフ1
Type = Helper
Trigger1 = AnimElem = 5
PosType = P1
Pos = 10, -90
ID = 2500
StateNo = 1212
OwnPal = 1

[State -1, Helper];ナイフ2
Type = Helper
Trigger1 = AnimElem = 5
PosType = P1
Pos = 25, -75
ID = 2500
StateNo = 1213
OwnPal = 1


[State -1, Helper];ナイフ3
Type = Helper
Trigger1 = AnimElem = 5
PosType = P1
Pos = 30, -60
ID = 2500
StateNo = 1211
OwnPal = 1


[State -1, Helper];ナイフ4
Type = Helper
Trigger1 = AnimElem = 5
PosType = P1
Pos = 30, -40
ID = 2500
StateNo = 1211
OwnPal = 1

[State -1, Helper];ナイフ5
Type = Helper
Trigger1 = AnimElem = 5
PosType = P1
Pos = 25, -25
ID = 2500
StateNo = 1215
OwnPal = 1


[State -1, Helper];ナイフ6
Type = Helper
Trigger1 = AnimElem = 5
PosType = P1
Pos = 10, -10
ID = 2500
StateNo = 1214
OwnPal = 1



[State -1, 残像]
type = Afterimage
trigger1 =  AnimElem = 3
palbright = 150,0,0  ;(赤、緑、青)
PalContrast =  200, 200, 200
palmul = .0,.0,.0
paladd = 0,0,0
trans = Add
time = 20
TimeGap  = 1
FrameGap = 8
length = 15


[State 1510, 速度加算]
type = Velset
trigger1 = AnimElem = 1
x = -4
y = -8

[State 1510, 速度加算]
type = Velset
trigger1 = AnimElem = 5
x = -8

y = -8

[State 1510, 速度加算]
type = Velset
trigger1 = AnimElem = 8
x = 0









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










;ビツァの狂人
[Statedef 1520]
Type    = A
MoveType= A
Physics = A
Juggle  = 0
PowerAdd= 0
Ctrl = 0
Anim = 1520
SprPriority = 2





[State 1520, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6
value = 4, 1




[State 1520, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 9
value = 95, 0


[State 1520, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 11
trigger2 = AnimElem = 12
value = 95, 1










[State 1520, 移動];動く
type = Velset
trigger1 = AnimElem = 5
y = -15
x = 10


[State 1520, 移動];動く2
type = Velset
trigger1 = AnimElem = 6
y = -9
x = 15



[State 1520, 移動];動く3
type = Velset
trigger1 = AnimElem = 7
y = -5



[State 1520, 移動];動く3
type = Velset
trigger1 = AnimElem = 11
y = -3
x = 10








[State -1, Helper];ナイフ1
Type = Helper
Trigger1 = AnimElem = 11
PosType = P1
Pos = -60, -40
ID = 2500
StateNo = 1221
OwnPal = 1

[State -1, Helper];ナイフ2
Type = Helper
Trigger1 = AnimElem = 11
PosType = P1
Pos = -45, -20
ID = 2500
StateNo = 1221
OwnPal = 1


[State -1, Helper];ナイフ3
Type = Helper
Trigger1 = AnimElem = 11
PosType = P1
Pos = -30, 0
ID = 2500
StateNo = 1221
OwnPal = 1


[State -1, Helper];ナイフ4
Type = Helper
Trigger1 = AnimElem = 11
PosType = P1
Pos = -15, 20
ID = 2500
StateNo = 1221
OwnPal = 1

[State -1, Helper];ナイフ5
Type = Helper
Trigger1 = AnimElem = 11
PosType = P1
Pos = 0,  40
ID = 2500
StateNo = 1221
OwnPal = 1


[State -1, Helper];ナイフ6
Type = Helper
Trigger1 = AnimElem = 11
PosType = P1
Pos = 15, 60
ID = 2500
StateNo = 1221
OwnPal = 1



[State -1, 残像]
type = Afterimage
trigger1 =  AnimElem = 3
palbright = 150,0,0  ;(赤、緑、青)
PalContrast =  200, 200, 200
palmul = .0,.0,.0
paladd = 0,0,0
trans = Add
time = 20
TimeGap  = 1
FrameGap = 8
length = 15




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




[Statedef 1560];空中チカミチ
type    = A
movetype= A
physics = N
juggle  = 4
velset = 0,0
ctrl = 0
anim = 333
sprpriority = 1
facep2 = 1



[State -1, ヘルパー召喚];波動
type = Helper
trigger1 = time = 0
trigger2 = AnimElem = 3
ID = 29998
pos = 0, -50 
postype = p1
facing = 1
stateno = 1061
size.xscale  = 0.34
size.yscale  = 0.34
supermovetime = 99999999
pausemovetime = 99999999
superpausetime  = 9999999


[State 1560, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 80, 17
freqmul = 2.5


[State 1560, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 80, 13
freqmul = 3.5



[State 1560, 軸位置]
type = PosSet
trigger1 = AnimTime = 0
trigger1 =  Facing = 1
x = (EnemyNear(var(55)),Pos X)+90
y = 0

[State 1560, 軸位置2]
type = PosSet
trigger1 = AnimTime = 0
trigger1 =  Facing = -1
x = (EnemyNear(var(55)),Pos X)-90
y = 0




[State 1560, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



















