;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;超必殺技
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 弱パワーゲイザー
[Statedef 2000]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 0
velset = 0,0
anim = 2000
ctrl = 0

[state a];残像消去
type = afterimagetime
trigger1 = time = 0
time = 0

[state a];パワー減少
type = poweradd
trigger1 = time = 0
trigger1 = var(8) = 0
value = -1000

[state a];スパキャン時のゲージ減少
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 1005
trigger2 = prevstateno = 1410
trigger3 = prevstateno = 1411
value = -0

[State -2, a];どこキャン時の点滅(失敗)
type = palfx
triggerall = gametime %2
triggerall = time <= 10
trigger1 = prevstateno = 1005
trigger2 = prevstateno = 1410
trigger3 = prevstateno = 1411
time = 1
add = 248,248,248
;mul = 248,248,248
color = 1
ignorehitpause = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;↓↓↓
[state a];スパキャンMAXゲージ減少
type = varadd
trigger1 = time = 0
trigger1 = var(11) = 1
v = 8
value = -128

[state a];スパキャンゲージ減少
type = poweradd
trigger1 = time = 0
trigger1 = var(11) = 1
value = -0

[state a];スパキャンコマンド判定初期化
type = varset
trigger1 = time = 1
v = 11
value = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;↑↑↑

[state a];MAX発動初期化
type = varset
trigger1 = time = 0
v = 8
value = 0

[State 1];無敵の状態を作る
type = NotHitBy
trigger1 = animelem = 7,<=0
value = SCA


[State 2000, 2]
type = SuperPause
trigger1 = time = 3
time = 39
movetime = 39
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 5
anim = 6000
sprpriority = -1
postype = p1
pos = 31,-79
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 24
anim = 6001
sprpriority = 1
postype = p1
pos = 31,-79
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 24
anim = 6011
sprpriority = 1
postype = p1
pos = 31,-79
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3040, 7]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 6
persistent = 0
ignorehitpause = 1
time = 35
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 6
value = 3000,0


[State 2000, 6];ゴーバーン
type = PlaySnd
trigger1 = animelem = 7
value = 2000,0

[State 2000, 6];
type = PlaySnd
trigger1 = animelem = 7
value = 2000,1

[State 2000, 6];
type = PlaySnd
trigger1 = animelem = 7
value = 2000,2


[State 1000, 5]
type = Explod
trigger1 = animelemtime(7) = 1
anim = 2010
sprpriority = 10
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1020, 4]
type = EnvShake
trigger1 = animelemtime(7) = 1
time = 15
ampl = -8
freq = 95
phase = 95

[State 1000, 2]
type = Projectile
trigger1 = AnimElemtime(7) = 1
attr = S, HP
projanim = 2011
projhitanim = -1
projid = 2011
projpriority = 7
projsprpriority = 7
projedgebound = 220
projremovetime = 17
;hitflag =HA,MA,LA,AA
air.juggle = 1
postype = p1
getpower = 0,0
offset = 0,0
velocity = 0
damage = 467,15
animtype = up
guardflag = M
pausetime = 0,2
sparkno = s7002
guard.sparkno = S7012
sparkxy = 60,-60
hitsound = S225,1
guardsound = S121,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -1.5,-9
air.velocity = -1.5,-9
air.fall = 1
fall = 1
fall.recover = 0
ownpal = 1


[State 3040, 7];画面フラッシュ
type = EnvColor
trigger1 = movehit = 1
persistent = 0
ignorehitpause = 1
time = 1
value = 255,255,255
under = 1

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1



;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 強パワーゲイザー
[Statedef 2001]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 0
velset = 0,0
anim = 2001
ctrl = 0

[state a];残像消去
type = afterimagetime
trigger1 = time = 0
time = 0

[state a];パワー減少
type = poweradd
trigger1 = time = 0
trigger1 = var(8) = 0
value = -1000

[state a];スパキャン時のゲージ減少
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 1005
trigger2 = prevstateno = 1410
trigger3 = prevstateno = 1411
value = -0

[State -2, a];どこキャン時の点滅
type = palfx
triggerall = gametime %2
triggerall = time <= 10
trigger1 = prevstateno = 1005
trigger2 = prevstateno = 1410
trigger3 = prevstateno = 1411
time = 1
add = 248,248,248
;mul = 248,248,248
color = 1
ignorehitpause = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;↓↓↓
[state a];スパキャンMAXゲージ減少
type = varadd
trigger1 = time = 0
trigger1 = var(11) = 1
v = 8
value = -128

[state a];スパキャンゲージ減少
type = poweradd
trigger1 = time = 0
trigger1 = var(11) = 1
value = -0

[state a];スパキャンコマンド判定初期化
type = varset
trigger1 = time = 1
v = 11
value = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;↑↑↑

[state a];MAX発動初期化
type = varset
trigger1 = time = 0
v = 8
value = 0

[State 1];無敵の状態を作る
type = NotHitBy
trigger1 = animelem = 7,<=0
value = SCA


[State 2000, 2]
type = SuperPause
trigger1 = time = 3
time = 39
movetime = 39
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 5
anim = 6000
sprpriority = -1
postype = p1
pos = 31,-79
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 24
anim = 6001
sprpriority = 1
postype = p1
pos = 31,-79
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 24
anim = 6011
sprpriority = 1
postype = p1
pos = 31,-79
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3040, 7]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 6
persistent = 0
ignorehitpause = 1
time = 35
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 6
value = 3000,0


[State 2000, 6];ゴーバーン
type = PlaySnd
trigger1 = animelem = 7
value = 2000,0

[State 2000, 6];
type = PlaySnd
trigger1 = animelem = 7
value = 2000,1

[State 2000, 6];
type = PlaySnd
trigger1 = animelem = 7
value = 2000,2


[State 1000, 5]
type = Explod
trigger1 = animelemtime(7) = 1
anim = 2010
sprpriority = 3
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1020, 4]
type = EnvShake
trigger1 = animelemtime(7) = 1
time = 15
ampl = -8
freq = 95
phase = 95


[State 1000, 2]
type = Projectile
trigger1 = AnimElemtime(7) = 1
attr = S, HP
projanim = 2011
projhitanim = -1
projid = 2011
projpriority = 7
projsprpriority = 7
projedgebound = 220
projremovetime = 17
;hitflag =HA,MA,LA,AA
air.juggle = 1
postype = p1
getpower = 0,0
offset = 0,0
velocity = 0
damage = 467,15
animtype = up
guardflag = M
pausetime = 0,2
sparkno = s7002
guard.sparkno = S7012
sparkxy = 60,-60
hitsound = S225,1
guardsound = S121,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -1.5,-9
air.velocity = -1.5,-9
air.fall = 1
fall = 1
fall.recover = 0
ownpal = 1


[State 3040, 7];画面フラッシュ
type = EnvColor
trigger1 = movehit = 1
persistent = 0
ignorehitpause = 1
time = 1
value = 255,255,255
under = 1

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; トリプルゲイザー
[Statedef 2300]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= -1000
velset = 0,0
anim = 2300
ctrl = 0

[state a];残像消去
type = afterimagetime
trigger1 = time = 0
time = 0

[state a];パワー減少
type = poweradd
trigger1 = time = 0
trigger1 = var(8) = 0
value = -1000

[state a];スパキャン時のゲージ減少
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 1005
trigger2 = prevstateno = 1410
trigger3 = prevstateno = 1411
value = -0

[State -2, a];どこキャン時の点滅
type = palfx
triggerall = gametime %2
triggerall = time <= 10
trigger1 = prevstateno = 1005
trigger2 = prevstateno = 1410
trigger3 = prevstateno = 1411
time = 1
add = 248,248,248
;mul = 248,248,248
color = 1
ignorehitpause = 1


;;;;;;;;;;;;;;;;;;;;;;;;;;;;↓↓↓
[state a];スパキャンMAXゲージ減少
type = varadd
trigger1 = time = 0
trigger1 = var(11) = 1
v = 8
value = -128

[state a];スパキャンゲージ減少
type = poweradd
trigger1 = time = 0
trigger1 = var(11) = 1
value = -0

[state a];スパキャンコマンド判定初期化
type = varset
trigger1 = time = 1
v = 11
value = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;↑↑↑

[state a];MAX発動初期化
type = varset
trigger1 = time = 0
v = 8
value = 0

[State 1];無敵の状態を作る
type = NotHitBy
trigger1 = animelem = 7,<=0
value = SCA


[State 2000, 2]
type = SuperPause
trigger1 = time = 3
time = 59
movetime = 59
anim = -1

[State 1000,5]
type = Explod
trigger1 = time = 0
anim = 7004
pos = 160,120
postype = left
bindtime = -1
supermove = 1
sprpriority = -5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0
scale = 1.1,1.1

[State 1000, 5]
type = Explod
trigger1 = time = 19
anim = 6010
sprpriority = -1
postype = p1
pos = 31,-79
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 41
anim = 6011
sprpriority = 1
postype = p1
pos = 31,-79
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 41
anim = 6021
sprpriority = 1
postype = p1
pos = 31,-79
bindtime = 1
supermove = 1
under = 0
ownpal = 1


[State 3040, 7]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 6
persistent = 0
ignorehitpause = 1
time = 55
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 6
value = 3000,1


[State 2000, 6];ライブワイヤー
type = PlaySnd
trigger1 = animelem = 2
value = 2300,0

[State 2000, 6];ゴーバーン
type = PlaySnd
trigger1 = animelem = 25
value = 2300,1

[State 2000, 6];
type = PlaySnd
trigger1 = animelem = 7
trigger2 = animelem = 14
trigger3 = animelem = 25
value = 2000,1

[State 2000, 6];
type = PlaySnd
trigger1 = animelem = 7
trigger2 = animelem = 14
trigger3 = animelem = 25
value = 2000,2


[State 1000, 5]
type = Explod
trigger1 = animelemtime(7) = 1
trigger2 = AnimElemtime(14) = 1
anim = 2010
sprpriority = 10
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelemtime(25) = 1
anim = 2010
sprpriority = 10
postype = p1
pos = 80,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1020, 4]
type = EnvShake
trigger1 = animelemtime(7) = 1
trigger2 = AnimElemtime(14) = 1
trigger3 = animelemtime(25) = 1
time = 15
ampl = -8
freq = 95
phase = 95



[State 1000, 2]
type = Projectile
trigger1 = AnimElemtime(7) = 1
attr = S, HP
projanim = 2011
projhitanim = -1
projid = 2011
projpriority = 7
projsprpriority = 7
projedgebound = 220
projremovetime = 17
;hitflag =HA,MA,LA,AA
air.juggle = 0
postype = p1
getpower = 0,0
offset = 0,0
velocity = 0
damage = 243,15
animtype = up
guardflag = M
pausetime = 0,24
sparkno = s7002
guard.sparkno = S7012
sparkxy = 60,-60
hitsound = S225,1
guardsound = S121,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -3,-8
air.velocity = -3,-8
air.fall = 1
fall = 1
fall.recover = 0
ownpal = 1

[State 1000, 2]
type = Projectile
trigger1 = AnimElemtime(14) = 1
attr = S, HP
projanim = 2011
projhitanim = -1
projid = 2011
projpriority = 7
projsprpriority = 7
projedgebound = 220
projremovetime = 17
;hitflag =HA,MA,LA,AA
;air.juggle = 1
postype = p1
getpower = 0,0
offset = 0,0
velocity = 0
damage = 246,15
animtype = up
guardflag = M
pausetime = 0,24
sparkno = s7002
guard.sparkno = S7012
sparkxy = 60,-60
hitsound = S225,1
guardsound = S121,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -3,-7
air.velocity = -3,-7
air.fall = 1
fall = 1
fall.recover = 0
ownpal = 1

[State 1000, 2]
type = Projectile
trigger1 = AnimElemtime(25) = 1
attr = S, HP
projanim = 2011
projhitanim = -1
projid = 2011
projpriority = 7
projsprpriority = 7
projedgebound = 220
projremovetime = 17
;hitflag =HA,MA,LA,AA
;air.juggle = 1
postype = p1
getpower = 0,0
offset = 80,0
velocity = 0
damage = 287,15
animtype = diagup
guardflag = M
pausetime = 0,12
sparkno = s7002
guard.sparkno = S7012
sparkxy = 60,-60
hitsound = S225,1
guardsound = S121,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -7,-8
air.velocity = -7,-8
air.fall = 1
fall = 1
fall.recover = 0
ownpal = 1


[State 3040, 7];画面フラッシュ
type = EnvColor
trigger1 = movehit = 1
persistent = 0
ignorehitpause = 1
time = 1
value = 255,255,255
under = 1

[state a]
type = posadd
trigger1 = animelem = 17
x = 8

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1




;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 弱バスターウルフ
[Statedef 2100]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 0
velset = 0,0
anim = 2100
ctrl = 0

[state a];残像消去
type = afterimagetime
trigger1 = time = 0
time = 0

[state a];パワー減少
type = poweradd
trigger1 = time = 0
trigger1 = var(8) = 0
value = -1000

[state a];スパキャン時のゲージ減少
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 1005
trigger2 = prevstateno = 1410
trigger3 = prevstateno = 1411
value = -0

[State -2, a];どこキャン時の点滅
type = palfx
triggerall = gametime %2
triggerall = time <= 10
trigger1 = prevstateno = 1005
trigger2 = prevstateno = 1410
trigger3 = prevstateno = 1411
time = 1
add = 248,248,248
;mul = 248,248,248
color = 1
ignorehitpause = 1


;;;;;;;;;;;;;;;;;;;;;;;;;;;;↓↓↓
[state a];スパキャンMAXゲージ減少
type = varadd
trigger1 = time = 0
trigger1 = var(11) = 1
v = 8
value = -128

[state a];スパキャンゲージ減少
type = poweradd
trigger1 = time = 0
trigger1 = var(11) = 1
value = -0

[state a];スパキャンコマンド判定初期化
type = varset
trigger1 = time = 1
v = 11
value = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;↑↑↑

[state a];MAX発動初期化
type = varset
trigger1 = time = 0
v = 8
value = 0

[State 1];無敵の状態を作る
type = NotHitBy
trigger1 = animelem = 7,<=0
value = SCA


[State 2000, 2]
type = SuperPause
trigger1 = time = 5
time = 39
movetime = 39
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 5
anim = 6000
sprpriority = -1
postype = p1
pos = -28,-74
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 26
anim = 6001
sprpriority = 1
postype = p1
pos = -28,-74
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 26
anim = 6011
sprpriority = 1
postype = p1
pos = -28,-74
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3040, 7]
type = EnvColor
trigger1 = time = 5
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 8
persistent = 0
ignorehitpause = 1
time = 35
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 5
value = 3000,0


[State 2000, 6];アーユーオーケー
type = PlaySnd
trigger1 = animelem = 1
value = 2100,0


[State 3040, 7];画面フラッシュ
type = EnvColor
trigger1 = movehit = 1
persistent = 0
ignorehitpause = 1
time = 1
value = 255,255,255
under = 1

[state a]
type = changestate
trigger1 = animtime = 0
value = 2105


; 強バスターウルフ
[Statedef 2101]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
velset = 0,0
anim = 2101
ctrl = 0

[state a];残像消去
type = afterimagetime
trigger1 = time = 0
time = 0

[state a];パワー減少
type = poweradd
trigger1 = time = 0
trigger1 = var(8) = 0
value = -1000

[state a];スパキャン時のゲージ減少
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 1005
trigger2 = prevstateno = 1410
trigger3 = prevstateno = 1411
value = -0

[State -2, a];どこキャン時の点滅
type = palfx
triggerall = gametime %2
triggerall = time <= 10
trigger1 = prevstateno = 1005
trigger2 = prevstateno = 1410
trigger3 = prevstateno = 1411
time = 1
add = 248,248,248
;mul = 248,248,248
color = 1
ignorehitpause = 1


;;;;;;;;;;;;;;;;;;;;;;;;;;;;↓↓↓
[state a];スパキャンMAXゲージ減少
type = varadd
trigger1 = time = 0
trigger1 = var(11) = 1
v = 8
value = -128

[state a];スパキャンゲージ減少
type = poweradd
trigger1 = time = 0
trigger1 = var(11) = 1
value = -0

[state a];スパキャンコマンド判定初期化
type = varset
trigger1 = time = 1
v = 11
value = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;↑↑↑

[state a];MAX発動初期化
type = varset
trigger1 = time = 0
v = 8
value = 0

[State 1];無敵の状態を作る
type = NotHitBy
trigger1 = animelem = 7,<=0
value = SCA


[State 2000, 2]
type = SuperPause
trigger1 = time = 5
time = 39
movetime = 39
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 5
anim = 6000
sprpriority = -1
postype = p1
pos = -28,-74
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 27
anim = 6001
sprpriority = 1
postype = p1
pos = -28,-74
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 27
anim = 6011
sprpriority = 1
postype = p1
pos = -28,-74
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3040, 7]
type = EnvColor
trigger1 = time = 5
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 8
persistent = 0
ignorehitpause = 1
time = 35
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 5
value = 3000,0


[State 2000, 6];アーユーオーケー
type = PlaySnd
trigger1 = animelem = 1
value = 2100,0

[state a]
type = changestate
trigger1 = animtime = 0
value = 2105



; バスターウルフ突進
[Statedef 2105]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
anim = 2105
ctrl = 0

[State 2000, 6];
type = PlaySnd
trigger1 = animelem = 1
value = 2100,2

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 2120
sprpriority = 10
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 2121
sprpriority = 8
postype = p1
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2];攻撃の指定
type = HitDef
trigger1 = Time = 0
attr = A, HA
animtype  = hard
damage    = 102,15
getpower = 0,0
guardflag = M
pausetime = 32,32
guard.pausetime = 32,32
sparkno = s7002
sparkxy = -10,-65
hitsound   = s1000,2
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 0
ground.hittime  = 18
ground.velocity = 0,0
air.velocity = 0,-4
fall = 0
air.fall = 1
fall.recover = 0
envshake.time = 20
envshake.ampl = -5
envshake.freq = 92
envshake.phase = 92


[state a]
type = posadd
trigger1 = time = 0
trigger1 = prevstateno = 2100
x = 13

[state a]
type = posadd
trigger1 = time = 0
trigger1 = prevstateno = 2101
x = 15

[state a]
type = velset
trigger1 = time = 1
trigger1 = prevstateno = 2100
x = 13
y = -1

[state a]
type = velset
trigger1 = time = 1
trigger1 = prevstateno = 2101
x = 15
y = -1

[state a]
type = veladd
trigger1 = time >=2
trigger1 = prevstateno = 2100
y = 0.3

[state a]
type = veladd
trigger1 = time >=2
trigger1 = prevstateno = 2101
y = 0.18


[State 3040, 7];画面フラッシュ
type = EnvColor
trigger1 = movehit = 1
persistent = 0
ignorehitpause = 1
time = 1
value = 255,255,255
under = 1

[state a]
type = changestate
trigger1 = movehit = 1
value = 2110

[state a] 
type = changestate
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 2109


; バスターウルフ・着地
[Statedef 2109]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 2109
ctrl = 0

[state a]
type = posset
trigger1 = time = 0
y = 0

[state a]
type = playsnd
trigger1 = time = 0
value = 40,0


[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

; バスターウルフ・攻撃
[Statedef 2110]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
anim = 2110
ctrl = 0

[State 1000, 5]
type = Explod
trigger1 = animelemtime(3) = 1
anim = 2122
sprpriority = -1
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2000, 6];攻撃用
type = helper
trigger1 = animelemtime(3) = 1
id = 2125
persistent = 0
name = "bw"
pos = 0,0
postype = P1
stateno = 2125
helpertype = normal
keyctrl = 0

[State 1000, 5]
type = Explod
trigger1 = time = 8
anim = 6031
sprpriority = 6
postype = p1
pos = -10,0
bindtime = 1
supermove = 1
under = 0
vel = -0.5,0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 3
anim = 2120
sprpriority = 8
postype = p1
pos = -32,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[state a]
type = posset
trigger1 = time = 0
y = 0

[state a];バスターウルフ
type = playsnd
trigger1 = animelem = 3
value = 2100,1

[state a];
type = playsnd
trigger1 = animelem = 3
value = 2100,3


[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


; 攻撃用
[Statedef 2125]
type    = A
movetype= A
physics = S
juggle  = 0
velset = 0,0
anim = 2125
ctrl = 0

[state a]
type = velset
trigger1 = 1
x = 0

[State 1000, 5]
type = Explod
trigger1 = animtime = 0
trigger2 = movecontact
anim = 1215
id = 1215
sprpriority = 3
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0


[State 210, 2]
type = HitDef
trigger1 = 1
trigger1 = hitcount <= 1
attr = S, HP
animtype  = up
damage    = 168,15
guardflag = M
pausetime = 0,0
sparkno = s7002
sparkxy = -10,-62
getpower = 0,0
hitsound   = s1000,2
guardsound = s121,0
guard.sparkno = s7012
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5,-6
air.velocity = -5,-6
air.juggle = 8
fall = 1
fall.recover = 0
envshake.time = 20
envshake.ampl = -8
envshake.freq = 92
envshake.phase = 92

[State 3040, 7];画面フラッシュ
type = EnvColor
trigger1 = movehit = 1
persistent = 0
ignorehitpause = 1
time = 1
value = 255,255,255
under = 1

[state a]
type = parentvarset
trigger1 = movehit = 1
v = 4
value = 10

[state a]
type = destroyself
trigger1 = animtime = 0


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; ライジング・フォース
[Statedef 2400]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= -1000
velset = 0,0
anim = 2400
ctrl = 0

[state a];残像消去
type = afterimagetime
trigger1 = time = 0
time = 0

[state a];パワー減少
type = poweradd
trigger1 = time = 0
trigger1 = var(8) = 0
value = -1000

[state a];スパキャン時のゲージ減少
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 1005
trigger2 = prevstateno = 1410
trigger3 = prevstateno = 1411
value = -0

[State -2, a];どこキャン時の点滅
type = palfx
triggerall = gametime %2
triggerall = time <= 10
trigger1 = prevstateno = 1005
trigger2 = prevstateno = 1410
trigger3 = prevstateno = 1411
time = 1
add = 248,248,248
;mul = 248,248,248
color = 1
ignorehitpause = 1


;;;;;;;;;;;;;;;;;;;;;;;;;;;;↓↓↓
[state a];スパキャンMAXゲージ減少
type = varadd
trigger1 = time = 0
trigger1 = var(11) = 1
v = 8
value = -128

[state a];スパキャンゲージ減少
type = poweradd
trigger1 = time = 0
trigger1 = var(11) = 1
value = -0

[state a];スパキャンコマンド判定初期化
type = varset
trigger1 = time = 1
v = 11
value = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;↑↑↑

[state a];MAX発動初期化
type = varset
trigger1 = time = 0
v = 8
value = 0

[State 1];無敵の状態を作る
type = NotHitBy
trigger1 = time >= 1
value = SCA


[State 2000, 2]
type = SuperPause
trigger1 = time = 8
time = 54
movetime = 54
anim = -1

[State 1000,5]
type = Explod
trigger1 = time = 0
anim = 7004
pos = 160,120
postype = left
bindtime = -1
supermove = 1
sprpriority = -5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0
scale = 1.1,1.1

[State 1000, 5]
type = Explod
trigger1 = time = 18
anim = 6010
sprpriority = -1
postype = p1
pos = -26,-73
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 41
anim = 6011
sprpriority = 1
postype = p1
pos = -26,-73
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 41
anim = 6021
sprpriority = 1
postype = p1
pos = -26,-73
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3040, 7]
type = EnvColor
trigger1 = time = 8
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 11
persistent = 0
ignorehitpause = 1
time = 50
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 8
value = 3000,1


[State 2000, 6];カモン
type = PlaySnd
trigger1 = animelem = 4
value = 2400,0



[state a]
type = changestate
trigger1 =animtime = 0
value = 2405


; 突進
[Statedef 2405]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
anim = 2405
ctrl = 0

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 2450
sprpriority = 8
postype = p1
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2000, 6];
type = PlaySnd
trigger1 = animelem = 1
value = 2100,2

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 2120
sprpriority = 10
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2];攻撃の指定
type = HitDef
trigger1 = Time = 0
attr = A, HA
animtype  = hard
damage    = 167,15
getpower = 0,0
guardflag = M
pausetime = 32,32
guard.pausetime = 32,32
sparkno = s7002
sparkxy = -10,-65
hitsound   = s1000,2
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 0
ground.hittime  = 18
ground.velocity = 0,0
air.velocity = 0,-4
fall = 0
air.fall = 1
fall.recover = 0
envshake.time = 20
envshake.ampl = -5
envshake.freq = 92
envshake.phase = 92


[state a]
type = posadd
trigger1 = time = 0
x = 13

[state a]
type = velset
trigger1 = time = 1
x = 15
y = -2

[state a]
type = veladd
trigger1 = time >=2
y = 0.35

[state a]
type = changestate
trigger1 = movehit = 1
value = 2410

[state a] 
type = changestate
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 2109


;ショルダー
[Statedef 2410]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 4,0
anim = 2410
ctrl = 0

[State 50, 4];←残像
type = AfterImage
trigger1 = time = 0
time = -1
trans = none
timegap = 2
framegap = 2
length = 10
ignorehitpause = 0
palbright = 3,3,64
;palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[state a]
type = posset
trigger1 = time = 0
y = 0

[state a]
type = velset
trigger1 = animelem = 7
x = 0

[State 2];攻撃の指定
type = HitDef
trigger1 = Time = 0
attr = S, HA
animtype  = hard
damage    = 162,15
getpower = 0,0
guardflag = M
pausetime = 46,47
sparkno = s7002
sparkxy = -10,-65
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 0
ground.hittime  = 18
ground.velocity = 0,0
air.velocity = 0,-4
fall = 0
air.fall = 1
fall.recover = 0
envshake.time = 20
envshake.ampl = -5
envshake.freq = 92
envshake.phase = 92

[State 2];攻撃の指定
type = HitDef
trigger1 = animelem = 8
attr = S, HA
animtype  = hard
damage    = 65,15
getpower = 0,0
guardflag = M
pausetime = 0,0
sparkno = s7002
sparkxy = -10,-65
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 0
ground.hittime  = 18
ground.velocity = -1,-6
air.velocity = -1,-6
fall = 1
air.fall = 1
fall.recover = 0

[state a]
type = changestate
trigger1 = animtime = 0
value = 2411

;ライジング飛掌拳
[Statedef 2411]
type    = A
movetype= A
physics = N
;juggle  = 1
poweradd= 0
velset = 3,-12
anim = 2411
ctrl = 0

[State 2000, 6];ゲットシリアス
type = PlaySnd
trigger1 = animelem = 1
value = 2400,1

[State 2000, 6];
type = PlaySnd
trigger1 = animelem = 1
value = 1100,1

[State 1000, 5]
type = Explod
trigger1 = animelemtime(1) = 0
anim = 2420
id = 2420
sprpriority = 3
postype = p1
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 6020
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
vel = -0.5,0
ownpal = 1

[state a]
type = changeanim
trigger1 = time = 25
value = 2412

[state a]
type = veladd
trigger1 = 1
trigger1 = vel x >= 0
x = -0.3

[state a]
type = velset
trigger1 = vel x <= 0
x = 0

[state a]
type = veladd
trigger1 = 1
y = 0.4

[State 2];攻撃の指定
type = HitDef
trigger1 = animelemtime(1) = 1
trigger2 = animelemtime(3) = 1
numhits = 2
attr = A, HA
animtype  = up
damage    = 68,10
getpower = 0,0
guardflag = M
pausetime = 0,0
sparkno = s7002
sparkxy = -10,-115
hitsound   = s225,0
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 0
ground.hittime  = 18
ground.velocity = 0,-7
air.velocity = 0,-7
fall = 1
air.fall = 1
fall.recover = 0


[state a];残像消去
type = afterimagetime
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
time = 0

[state a] 
type = changestate
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 2109


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 弱マックスダンク
[Statedef 2200]
type    = S
movetype= A
physics = N
juggle  = 1
poweradd= 0
velset = 0,0
anim = 2200
ctrl = 0

[state a];残像消去
type = afterimagetime
trigger1 = time = 0
time = 0

[state a];パワー減少
type = poweradd
trigger1 = time = 0
trigger1 = var(8) = 0
value = -1000

[state a];スパキャン時のゲージ減少
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 1005
trigger2 = prevstateno = 1410
trigger3 = prevstateno = 1411
value = -0

[State -2, a];どこキャン時の点滅
type = palfx
triggerall = gametime %2
triggerall = time <= 10
trigger1 = prevstateno = 1005
trigger2 = prevstateno = 1410
trigger3 = prevstateno = 1411
time = 1
add = 248,248,248
;mul = 248,248,248
color = 1
ignorehitpause = 1


;;;;;;;;;;;;;;;;;;;;;;;;;;;;↓↓↓
[state a];スパキャンMAXゲージ減少
type = varadd
trigger1 = time = 0
trigger1 = var(11) = 1
v = 8
value = -128

[state a];スパキャンゲージ減少
type = poweradd
trigger1 = time = 0
trigger1 = var(11) = 1
value = -0

[state a];スパキャンコマンド判定初期化
type = varset
trigger1 = time = 1
v = 11
value = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;↑↑↑

[state a];MAX発動初期化
type = varset
trigger1 = time = 0
v = 8
value = 0

[State 1];無敵の状態を作る
type = NotHitBy
trigger1 = animelem = 6,<=3
value = SCA


[State 2000, 2]
type = SuperPause
trigger1 = time = 6
time = 39
movetime = 39
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 6
anim = 6000
sprpriority = -1
postype = p1
pos = 0,-77
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 27
anim = 6001
sprpriority = 1
postype = p1
pos = 0,-77
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 27
anim = 6011
sprpriority = 1
postype = p1
pos = 0,-77
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3040, 7]
type = EnvColor
trigger1 = time = 6
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 9
persistent = 0
ignorehitpause = 1
time = 35
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 6
value = 3000,0

[State 50, 4];←残像
type = AfterImage
trigger1 = animelem = 4
time = -1
trans = none
timegap = 2
framegap = 2
length = 10
ignorehitpause = 0
palbright = 3,3,64
;palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1


[State 2000, 6];ゲットレディ
type = PlaySnd
trigger1 = animelem = 1
value = 190,0

[State 2000, 6];クラッシュ
type = PlaySnd
trigger1 = animelem = 6
value = 2200,0

[State 2000, 6];
type = PlaySnd
trigger1 = animelem = 6
value = 1100,1

[State 1000, 5]
type = Explod
trigger1 = time = 47
anim = 6030
sprpriority = 3
postype = p1
pos = -10,0
bindtime = 1
supermove = 1
under = 0
vel = -0.5,0
ownpal = 1


[State 2];攻撃の指定
type = HitDef
trigger1 = Time = 0
attr = S, HA
animtype  = hard
damage    = 110,15
getpower = 0,0
guardflag = M
pausetime = 30,30
sparkno = s7002
sparkxy = -10,-65
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 0
ground.hittime  = 18
ground.velocity = -2,-5
air.velocity = -2,-4
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 20
envshake.ampl = -4
envshake.freq = 92
envshake.phase = 92


[state a]
type = velset
trigger1 = animelem = 6
x = 8

[state a]
type = veladd
trigger1 = animelem = 6,>=0
trigger1 = gametime % 2
trigger1 = vel x >=0.1
x = -1


[state a];残像消去
type = afterimagetime
trigger1 = animtime = 0
time = 0

[state a]
type = changestate
trigger1 = movehit = 1
value = 2205

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


; 強マックスダンク
[Statedef 2201]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
anim = 2201
ctrl = 0

[state a];残像消去
type = afterimagetime
trigger1 = time = 0
time = 0

[state a];パワー減少
type = poweradd
trigger1 = time = 0
trigger1 = var(8) = 0
value = -1000

[state a];スパキャン時のゲージ減少
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 1005
trigger2 = prevstateno = 1410
trigger3 = prevstateno = 1411
value = -0

[State -2, a];どこキャン時の点滅
type = palfx
triggerall = gametime %2
triggerall = time <= 10
trigger1 = prevstateno = 1005
trigger2 = prevstateno = 1410
trigger3 = prevstateno = 1411
time = 1
add = 248,248,248
;mul = 248,248,248
color = 1
ignorehitpause = 1


;;;;;;;;;;;;;;;;;;;;;;;;;;;;↓↓↓
[state a];スパキャンMAXゲージ減少
type = varadd
trigger1 = time = 0
trigger1 = var(11) = 1
v = 8
value = -128

[state a];スパキャンゲージ減少
type = poweradd
trigger1 = time = 0
trigger1 = var(11) = 1
value = -0

[state a];スパキャンコマンド判定初期化
type = varset
trigger1 = time = 1
v = 11
value = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;↑↑↑

[state a];MAX発動初期化
type = varset
trigger1 = time = 0
v = 8
value = 0

[State 1];無敵の状態を作る
type = NotHitBy
trigger1 = animelem = 6,<=3
value = SCA


[State 2000, 2]
type = SuperPause
trigger1 = time = 6
time = 39
movetime = 39
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 6
anim = 6000
sprpriority = -1
postype = p1
pos = 0,-77
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 27
anim = 6001
sprpriority = 1
postype = p1
pos = 0,-77
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 27
anim = 6011
sprpriority = 1
postype = p1
pos = 0,-77
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3040, 7]
type = EnvColor
trigger1 = time = 6
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 9
persistent = 0
ignorehitpause = 1
time = 35
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 6
value = 3000,0

[State 50, 4];←成功したときの残像
type = AfterImage
trigger1 = animelem = 4
time = -1
trans = none
timegap = 2
framegap = 2
length = 10
ignorehitpause = 0
palbright = 3,3,64
;palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1


[State 2000, 6];ゲットレディ
type = PlaySnd
trigger1 = animelem = 1
value = 190,0

[State 2000, 6];
type = PlaySnd
trigger1 = animelem = 6
value = 1100,1

[State 2000, 6];クラッシュ
type = PlaySnd
trigger1 = animelem = 6
value = 2200,0

[State 1000, 5]
type = Explod
trigger1 = time = 48
anim = 6030
sprpriority = 3
postype = p1
pos = -10,0
bindtime = 1
supermove = 1
under = 0
vel = -0.5,0
ownpal = 1

[State 2];攻撃の指定
type = HitDef
trigger1 = Time = 0
attr = S, HA
animtype  = hard
damage    = 136,15
getpower = 0,0
guardflag = M
pausetime = 30,30
sparkno = s7002
sparkxy = -10,-65
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 0
ground.hittime  = 18
ground.velocity = -2,-5
air.velocity = -2,-4
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 20
envshake.ampl = -4
envshake.freq = 92
envshake.phase = 92


[state a]
type = velset
trigger1 = animelem = 6
x = 11

[state a]
type = veladd
trigger1 = animelem = 6,>=0
trigger1 = gametime % 2
trigger1 = vel x >=0.1
x = -1

[state a];残像消去
type = afterimagetime
trigger1 = animtime = 0
time = 0

[state a]
type = changestate
trigger1 = movehit = 1
value = 2205

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


; 続き
[Statedef 2205]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 3,0
anim = 2205
ctrl = 0

[state a];ブレーキング
type = null;changestate
trigger1 = movehit
trigger1 = command = "緊急回避前"
value = 1309

[state a]
type = changestate
trigger1 = animtime = 0
value = 2210


; 続き2
[Statedef 2210]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 4,-11
anim = 2210
ctrl = 0

[state a];
type = playsnd
trigger1 = time = 0
value = 1300,1

[state a];
type = playsnd
trigger1 = animelem = 8
value = 1300,2

[state a]
type = veladd
trigger1 = 1
y = 0.5

[State 1000, 5]
type = null;Explod
trigger1 = animelemtime(7) = 1
anim = 1320
id = 1320
sprpriority = 4
postype = p1
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2];攻撃の指定
type = HitDef
trigger1 = Time = 0
attr = A, HA
animtype  = hard
damage    = 151,15
getpower = 0,0
guardflag = M
pausetime = 16,16
sparkno = s7002
sparkxy = -10,-70
hitsound   = s1000,2
guard.sparkno = s7012
guardsound = s121,0
ground.type = low
ground.slidetime = 0
ground.hittime  = 18
ground.velocity = -4,-7
air.velocity = -4,-7
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 20
envshake.ampl = -4
envshake.freq = 92
envshake.phase = 92

[State 2];攻撃の指定
type = HitDef
trigger1 = animelem = 8
attr = A, HA
animtype  = up
damage    = 177,15
getpower = 0,0
guardflag = M
pausetime = 16,16
sparkno = s7002
sparkxy = -10,-70
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = low
ground.slidetime = 0
ground.hittime  = 18
ground.velocity = -4,11
air.velocity = -4,11
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 20
envshake.ampl = -4
envshake.freq = 92
envshake.phase = 92


[state a] 
type = changestate
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1307




;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; ヒートアップゲイザー
[Statedef 2500]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= -1000
velset = 0,0
anim = 2500
ctrl = 0

[state a];残像消去
type = afterimagetime
trigger1 = time = 0
time = 0

[state a];パワー減少
type = poweradd
trigger1 = time = 0
trigger1 = var(8) = 0
value = -1000

[state a];スパキャン時のゲージ減少
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 1005
trigger2 = prevstateno = 1410
trigger3 = prevstateno = 1411
value = -0

[State -2, a];どこキャン時の点滅
type = palfx
triggerall = gametime %2
triggerall = time <= 10
trigger1 = prevstateno = 1005
trigger2 = prevstateno = 1410
trigger3 = prevstateno = 1411
time = 1
add = 248,248,248
;mul = 248,248,248
color = 1
ignorehitpause = 1


;;;;;;;;;;;;;;;;;;;;;;;;;;;;↓↓↓
[state a];スパキャンMAXゲージ減少
type = varadd
trigger1 = time = 0
trigger1 = var(11) = 1
v = 8
value = -128

[state a];スパキャンゲージ減少
type = poweradd
trigger1 = time = 0
trigger1 = var(11) = 1
value = -0

[state a];スパキャンコマンド判定初期化
type = varset
trigger1 = time = 1
v = 11
value = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;↑↑↑

[state a];MAX発動初期化
type = varset
trigger1 = time = 0
v = 8
value = 0

[State 1];無敵の状態を作る
type = NotHitBy
trigger1 = animelem = 7,<=0
value = SCA


[State 2000, 2]
type = SuperPause
trigger1 = time = 7
time = 59
movetime = 59
anim = -1

[State 1000,5]
type = Explod
trigger1 = time = 0
anim = 7004
pos = 160,120
postype = left
bindtime = -1
supermove = 1
sprpriority = -5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0
scale = 1.1,1.1

[State 1000, 5]
type = Explod
trigger1 = time = 22
anim = 6010
sprpriority = -1
postype = p1
pos = 31,-79
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 45
anim = 6011
sprpriority = 1
postype = p1
pos = 31,-79
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 45
anim = 6021
sprpriority = 1
postype = p1
pos = 31,-79
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3040, 7]
type = EnvColor
trigger1 = time = 7
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 10
persistent = 0
ignorehitpause = 1
time = 55
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 7
value = 3000,1


[State 2000, 6];OK?
type = PlaySnd
trigger1 = animelem = 1
value = 2600,0


[State 2];攻撃の指定
type = HitDef
trigger1 = Time = 0
attr = S, HA
animtype  = hard
damage    = 173,15
getpower = 0,0
guardflag = M
pausetime = 36,36
sparkno = s7002
sparkxy = -10,-65
hitsound   = s225,2
guard.sparkno = s7012
guardsound = s121,0
ground.type = low
ground.slidetime = 0
ground.hittime  = 18
ground.velocity = 0,0
air.velocity = 0,-3
fall = 0
air.fall = 1
fall.recover = 0
envshake.time = 30
envshake.ampl = -8
envshake.freq = 92
envshake.phase = 92

[State 3040, 7];画面フラッシュ
type = EnvColor
trigger1 = movehit = 1
persistent = 0
ignorehitpause = 1
time = 1
value = 255,255,255
under = 1


[state a]
type = changestate
trigger1 = movehit = 1
value = 2501

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


; ライジングアッパー　ゴシャッ!
[Statedef 2501]
type    = S
movetype= A
physics = S
;juggle  = 0
poweradd= 0
velset = 0,0
anim = 2501
ctrl = 0

[State 2000, 6];ヒートアップ
type = PlaySnd
trigger1 = animelem = 3
value = 2500,1

[State 2];攻撃の指定
type = HitDef
trigger1 = Time = 0
attr = S, HA
animtype  = hard
damage    = 215,15
getpower = 0,0
guardflag = M
pausetime = 7,8
sparkno = s7002
sparkxy = -10,-65
hitsound   = s1000,2
guard.sparkno = s7012
guardsound = s121,0
ground.type = low
ground.slidetime = 0
ground.hittime  = 18
ground.velocity = -0.5,-16
air.velocity = -0.5,-16
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 20
envshake.ampl = -4
envshake.freq = 92
envshake.phase = 92

[state a]
type = changestate
trigger1 = animtime = 0
value = 2502

; パワーゲイザー
[Statedef 2502]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
velset = 0,0
anim = 2502
ctrl = 0

[State 2000, 6];マキシマムアタック
type = PlaySnd
trigger1 = animelem = 1
value = 2500,2

[State 2000, 6];
type = PlaySnd
trigger1 = animelem = 9
value = 2000,1

[State 2000, 6];
type = PlaySnd
trigger1 = animelem = 9
value = 2000,2


[State 1000, 5]
type = Explod
trigger1 = animelemtime(9) = 1
anim = 2010
sprpriority = 10
postype = p1
pos = 0,0
scale = 1.5,1.5
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1020, 4]
type = EnvShake
trigger1 = animelemtime(9) = 1
time = 25
ampl = -12
freq = 95
phase = 95

[State 1000, 2]
type = Projectile
trigger1 = AnimElemtime(9) = 1
attr = S, HP
projanim = 2011
projhitanim = -1
projid = 2011
projpriority = 7
projsprpriority = 7
projedgebound = 220
projremovetime = 17
;hitflag =HA,MA,LA,AA
air.juggle = 0
postype = p1
getpower = 0,0
offset = 30,0
velocity = 0
damage = 460,15
animtype = diagup
guardflag = M
pausetime = 0,2
sparkno = s7002
guard.sparkno = S7012
sparkxy = 60,-60
hitsound = S225,1
guardsound = S121,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -8,-9
air.velocity = -8,-9
air.fall = 1
fall = 1
fall.recover = 0
ownpal = 1


[State 3040, 7];画面フラッシュ
type = EnvColor
trigger1 = movehit = 1
persistent = 0
ignorehitpause = 1
time = 1
value = 255,255,255
under = 1

[state a]
type = changestate
trigger1 = animtime = 0
value = 195
;ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; ハウンド・オブ・ウルフ
[Statedef 3000]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= -2000
velset = 0,0
anim = 3000
ctrl = 0

[state a];残像消去
type = afterimagetime
trigger1 = time = 0
time = 0

[state a];パワー減少
type = poweradd
trigger1 = time = 0
trigger1 = var(8) = 0
value = -2000

[state a];スパキャン時のゲージ減少
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 1005
trigger2 = prevstateno = 1410
trigger3 = prevstateno = 1411
value = -0

[State -2, a];どこキャン時の点滅
type = palfx
triggerall = gametime %2
triggerall = time <= 10
trigger1 = prevstateno = 1005
trigger2 = prevstateno = 1410
trigger3 = prevstateno = 1411
time = 1
add = 248,248,248
;mul = 248,248,248
color = 1
ignorehitpause = 1


;;;;;;;;;;;;;;;;;;;;;;;;;;;;↓↓↓
[state a];スパキャンMAXゲージ減少
type = varadd
trigger1 = time = 0
trigger1 = var(11) = 1
v = 8
value = -128

[state a];スパキャンゲージ減少
type = poweradd
trigger1 = time = 0
trigger1 = var(11) = 1
value = -0

[state a];スパキャンコマンド判定初期化
type = varset
trigger1 = time = 1
v = 11
value = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;↑↑↑

[state a];MAX発動初期化
type = varset
trigger1 = time = 0
v = 8
value = 0

[State 1];無敵の状態を作る
type = NotHitBy
trigger1 = animelem = 7,<=0
value = SCA


[State 2000, 2]
type = SuperPause
trigger1 = time = 7
time = 59
movetime = 59
anim = -1

[State 1000,5]
type = Explod
trigger1 = time = 0
anim = 7004
pos = 160,120
postype = left
bindtime = -1
supermove = 1
sprpriority = -5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0
scale = 1.1,1.1

[State 1000, 5]
type = Explod
trigger1 = time = 22
anim = 6010
sprpriority = -1
postype = p1
pos = 31,-79
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 45
anim = 6011
sprpriority = 1
postype = p1
pos = 31,-79
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 45
anim = 6021
sprpriority = 1
postype = p1
pos = 31,-79
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 76
anim = 2120
sprpriority = 10
postype = p1
pos = -22,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 77
anim = 2120
sprpriority = 10
postype = p1
pos = -22,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 7
anim = 3010
sprpriority = 8
postype = p1
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3040, 7]
type = EnvColor
trigger1 = time = 7
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 10
persistent = 0
ignorehitpause = 1
time = 55
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 7
value = 3000,1


[State 2000, 6];
type = PlaySnd
trigger1 = animelem = 1
value = 10,1

[state a];
type = playsnd
trigger1 = animelem = 6
value = 2100,3

[State 50, 4];←残像
type = AfterImage
trigger1 = animelem = 3
time = -1
trans = none
timegap = 2
framegap = 2
length = 10
ignorehitpause = 0
palbright = 3,3,64
;palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[state a]
type = velset
trigger1 = animelem = 6
x = 8

[state a]
type = veladd
;trigger1 = animelem >=6
trigger1 = vel x >= 0.3
x = -0.3

[State 2];攻撃の指定
type = HitDef
trigger1 = Time = 0
attr = S, HA
animtype  = hard
damage    = 260,15
getpower = 0,0
guardflag = M
pausetime = 36,36
sparkno = s7002
sparkxy = -10,-65
hitsound   = s225,2
guard.sparkno = s7012
guardsound = s121,0
ground.type = low
ground.slidetime = 0
ground.hittime  = 35
ground.velocity = 0,0
air.velocity = 0,-4
fall = 0
air.fall = 1
fall.recover = 0
envshake.time = 35
envshake.ampl = -8
envshake.freq = 92
envshake.phase = 92

[State 3040, 7];画面フラッシュ
type = EnvColor
trigger1 = movehit = 1
persistent = 0
ignorehitpause = 1
time = 1
value = 255,255,255
under = 1

[state a];残像消去
type = afterimagetime
trigger1 = animtime = 0
time = 0

[state a]
type = changestate
trigger1 = movehit = 1
value = 3005

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;突撃モーション
[Statedef 3005]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
anim = 3005
ctrl = 0

[State 50, 4];←残像
type = AfterImage
trigger1 = animelem = 1
time = -1
trans = none
timegap = 2
framegap = 2
length = 10
ignorehitpause = 0
palbright = 3,3,64
;palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 9
value = 2100,3


[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 9
value = 10,0

[state a];残像消去
type = afterimagetime
trigger1 = animtime = 0
time = 0

[state a]
type = changestate
trigger1 =animtime = 0
value = 3006


; 突進
[Statedef 3006]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
anim = 3006
ctrl = 0

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 2450
sprpriority = 8
postype = p1
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2000, 6];
type = PlaySnd
trigger1 = animelem = 1
value = 2100,3

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 2120
sprpriority = 10
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 50, 4];←残像
type = AfterImage
trigger1 = animelem = 1
time = -1
trans = none
timegap = 2
framegap = 2
length = 10
ignorehitpause = 0
palbright = 3,3,64
;palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[State 2];攻撃の指定
type = HitDef
trigger1 = Time = 0
attr = A, HA
animtype  = hard
damage    = 200,15
getpower = 0,0
guardflag = M
pausetime = 32,32
guard.pausetime = 32,32
sparkno = s7002
sparkxy = -10,-65
hitsound   = s225,2
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 0
ground.hittime  = 35
ground.velocity = 0,0
air.velocity = 0,-4
fall = 0
air.fall = 1
fall.recover = 0
envshake.time = 35
envshake.ampl = -5
envshake.freq = 92
envshake.phase = 92

[state a]
type = posadd
trigger1 = time = 0
x = 13

[state a]
type = velset
trigger1 = time = 1
x = 15
y = -2

[state a]
type = veladd
trigger1 = time >=2
y = 0.35

[state a];残像消去
type = afterimagetime
trigger1 = animtime = 0
time = 0

[state a]
type = changestate
trigger1 = movehit = 1
value = 3008

[state a] 
type = changestate
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 2109


[Statedef 3008]
type    = S
movetype= A
physics = S
;juggle  = 0
poweradd= 0
velset = 4,0
anim = 3008
ctrl = 0

[State a];
type = PlaySnd
trigger1 = Time = 5
value = 221, 0

[State a];
type = PlaySnd
trigger1 = animelem = 6
value = 801, 0

[state a];
type = playsnd
trigger1 = animelem = 8
value = 1100,1

[State 1000, 5]
type = Explod
trigger1 = animelemtime(8) = 0
anim = 6030
sprpriority = 3
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
vel = -0.5,0
ownpal = 1

[State 50, 4];←残像
type = AfterImage
trigger1 = animelem = 1
time = -1
trans = none
timegap = 2
framegap = 2
length = 10
ignorehitpause = 0
palbright = 3,3,64
;palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[State 2];攻撃の指定
type = HitDef
trigger1 = Time = 0
attr = S, HA
animtype  = hard
damage    = 220,15
getpower = 0,0
guardflag = M
pausetime = 36,36
sparkno = s7002
sparkxy = -10,-65
hitsound   = s225,2
guard.sparkno = s7012
guardsound = s121,0
ground.type = low
ground.slidetime = 0
ground.hittime  = 35
ground.velocity = 0,0
air.velocity = 0,-3
fall = 0
air.fall = 1
fall.recover = 0
envshake.time = 35
envshake.ampl = -8
envshake.freq = 92
envshake.phase = 92

[state a]
type = posadd
trigger1 = animelem = 8
x = 10

[state a]
type = posadd
trigger1 = animelem = 10
trigger2 = animelem = 11
trigger3 = animelem = 13
x = 8

[State 2000, 2]
type = SuperPause
trigger1 = animelemtime(16) = 0
time = 50
movetime =50
anim = -1

[State 1000,5]
type = Explod
trigger1 = animelemtime(16) = 0
anim = 7004
pos = 160,120
postype = left
bindtime = -1
supermove = 1
sprpriority = -5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0
scale = 1.1,1.1

[State 3040, 7]
type = EnvColor
trigger1 = animelemtime(16) = 0
persistent = 0
ignorehitpause = 1
time = 47
value = 0,0,0
under = 2

[State 1000, 5]
type = Explod
trigger1 = animelemtime(17) = 0
anim = 2122
sprpriority = -1
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2000, 6];攻撃用
type = helper
trigger1 = animelemtime(17) = 0
id = 2130
persistent = 0
name = "bw"
pos = 0,0
postype = P1
stateno = 2130
helpertype = normal
keyctrl = 0

[State 1000, 5]
type = Explod
trigger1 = animelemtime(18) = 1
anim = 6031
sprpriority = 6
postype = p1
pos = -10,0
bindtime = 1
supermove = 1
under = 0
vel = -0.5,0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelemtime(17) = 0
anim = 2120
sprpriority = 8
postype = p1
pos = -32,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[state a]
type = posset
trigger1 = time = 0
y = 0

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 16
value = 3000,1

[State a];OK?
type = PlaySnd
trigger1 = animelem = 16
value = 2500,0

[state a];バスターウルフ
type = playsnd
trigger1 = animelem = 17
value = 2100,1

[state a];
type = playsnd
trigger1 = animelem = 17
value = 2100,3

[state a];
type = playsnd
trigger1 = animelem = 18
value = 1000,3


[state a];残像消去
type = afterimagetime
trigger1 = animtime = 0
time = 0

[state a]
type = changestate
trigger1 = animtime = 0
value = 195
;ctrl = 1

; 攻撃用
[Statedef 2130]
type    = A
movetype= A
physics = S
juggle  = 0
velset = 0,0
anim = 2125
ctrl = 0

[state a]
type = velset
trigger1 = 1
x = 0

[State 1000, 5]
type = Explod
trigger1 = animtime = 0
trigger2 = movecontact
anim = 1215
id = 1215
sprpriority = 3
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0


[State 210, 2]
type = HitDef
trigger1 = 1
trigger1 = hitcount <= 2
attr = S, HP
animtype  = up
damage    = 195,15
guardflag = M
pausetime = 0,0
sparkno = s7002
sparkxy = -10,-62
getpower = 0,0
hitsound   = s1000,2
guardsound = s121,0
guard.sparkno = s7012
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5,-6
air.velocity = -5,-6
air.juggle = 8
fall = 1
fall.recover = 0
envshake.time = 20
envshake.ampl = -8
envshake.freq = 92
envshake.phase = 92

[State 3040, 7];画面フラッシュ
type = EnvColor
trigger1 = movehit = 1
persistent = 0
ignorehitpause = 1
time = 1
value = 255,255,255
under = 1

[state a]
type = parentvarset
trigger1 = movehit = 1
v = 4
value = 10

[state a]
type = destroyself
trigger1 = animtime = 0

