; 基本データ
;---------------------------------------------------------------------------
[Data]
life              = 1000   ;ライフ（体力ゲージ）最大値
power             = 3000   ;パワーゲージ最大値（オプション・デフォルトは3000=Lv.3）
attack            = 100    ;攻撃力（デフォルトは１００％）
defence           = 100    ;防御力（デフォルトは１００％）
fall.defence_up   = 50     ;横に倒れている時に一時的に加える防御力（％）
liedown.time      = 60     ;横に倒れている時間（フレーム）
airjuggle         = 15     ;ジャグルポイント限界値
sparkno           = 2      ;デフォルトのヒットスパーク（fightfxから）
guard.sparkno     = 40     ;デフォルトのガードスパーク（fightfxから）
KO.echo           = 0      ;ＫＯ時の音声（11,0）にエコーを掛けるか否か（0=掛けない,1=掛ける）
volume            = 155      ;キャラの標準の音量（最小-255・最大255）
IntPersistIndex   = 59
FloatPersistIndex = 40



; サイズ
;---------------------------------------------------------------------------
[Size]
xscale           = 2       ;キャラの横の大きさ（絶対値・float）
yscale           = 2       ;キャラの縦の大きさ（絶対値・float）
ground.back      = 12      ;地上にいる時の「後方の物理的な幅」
ground.front     = 20      ;地上にいる時の「前方の物理的な幅」
air.back         = 12      ;空中にいる時の「後方の物理的な幅」
air.front        = 20      ;空中にいる時の「前方の物理的な幅」
height           = 35     ;キャラの物理的な高さ（高いほど相手は飛び越しにくくなる）
attack.dist      = 160     ;相手がガード態勢に入る最低の距離
proj.attack.dist = 90      ;自分の「Projectile」に対して相手がガード態勢に入る最低の距離
proj.doscale     = 1       ;xscaleとyscaleを「Projectile」にも影響させるか否か（0=させない・1=させる）
head.pos         = 2,-54  ;キャラの標準の頭の座標
mid.pos          = 2,-50  ;キャラの標準の体中心の座標
shadowoffset     = 0       ;影のＹ軸方向の位置座標
draw.offset      = 0,0     ;キャラの表示座標（Ｘ軸,Ｙ軸）


; 移動速度
;---------------------------------------------------------------------------
[Velocity]
walk.fwd     = 7.2         ;前進速度
walk.back    = -7.2        ;後退速度
run.fwd      = 14.4,0      ;前方に走る速度
run.back     = -14.4,0   ;後方に走る速度
jump.neu     = 0,-13.8      ;垂直ジャンプの速度
jump.back    = -4,-13.8       ;後方ジャンプの速度
jump.fwd     = 4,-13.8         ;前方ジャンプの速度
runjump.back = -8,-13.8  ;後方に走ってからのジャンプ速度
runjump.fwd  = 8,-13.8      ;前方に走ってからのジャンプ速度
airjump.neu  = 0,-11.8      ;空中垂直ジャンプ速度
airjump.back = -4.55,-11.8       ;空中後方ジャンプ速度
airjump.fwd  = 4.5,-11.8         ;空中前方ジャンプ速度


; 運動関係
;---------------------------------------------------------------------------
[Movement]
airjump.num     = 0        ;空中ジャンプが出来る回数
airjump.height  = 35       ;空中ジャンプが出来る最低の高度
yaccel          = .57      ;Ｙ軸加速度（重力）
stand.friction  = .85      ;立っている時の摩擦係数
crouch.friction = .82      ;しゃがんでいる時の摩擦係数



; ステート
;===========================================================================
;---------------------------------------------------------------------------
;タイムオーバー（負けた時）
[Statedef 170]
type = S
ctrl = 0
anim = 5300
velset = 0,0

[State 170, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
;勝利ポーズ
[Statedef 180]
type = S
anim = 181
ctrl = 0

[State 191, 1]
type = varrandom
trigger1 = time = 0
v = 4
range = 1,8

[State 191, 3]
type = PlaySnd
trigger1 = time = 1
trigger1 = var(4) = 1
value = s0,23
volume = 255

[State 191, 3]
type = PlaySnd
trigger1 = time = 1
trigger1 = var(4) = 2
value = s0,22
volume = 255

[State 191, 3]
type = PlaySnd
trigger1 = time = 1
trigger1 = var(4) = 3
value = s0,21
volume = 255

[State 191, 3]
type = PlaySnd
trigger1 = time = 1
trigger1 = var(4) = 4
value = s0,19
volume = 255

[State 191, 3]
type = PlaySnd
trigger1 = time = 1
trigger1 = var(4) = 5
value = s0,18
volume = 255

[State 191, 3]
type = PlaySnd
trigger1 = time = 1
trigger1 = var(4) = 6
value = s0,13
volume = 255

[State 191, 3]
type = PlaySnd
trigger1 = time = 1
trigger1 = var(4) = 7
value = s0,36
volume = 255

[State 191, 3]
type = PlaySnd
trigger1 = time = 1
trigger1 = var(4) = 8
value = s0,30
volume = 255


[state 180]
type = assertspecial
trigger1 = time < 240
flag = roundnotover

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

[Statedef 182]
type = S
anim = 182
ctrl = 0

[state 180]
type = PlaySnd
trigger1 = time= 0
value = s0, 7

[state 180]
type = changeanim
trigger1 = time = 0 && anim != 182
trigger2 = time = 120 && anim != 182
value = 182

[state 180]
type = assertspecial
trigger1 = time < 240
flag = roundnotover


;---------------------------------------------------------------------------
;イントロ選択
[Statedef 190]
type = S

[State 191, 1]
type = varrandom
trigger1 = time = 0
v = 3
range = 1,2

[state 190, 0]
type = null;varset
trigger1 = time = 0
var(3) = 2

[State 191, 3]
type = ChangeState
trigger1 = var(3) = 1
trigger2 = var(58) = 1
value = 191

[State 191, 3]
type = ChangeState
trigger1 = var(3) = 2
value = 192

;---------------------------------------------------------------------------
;イントロ
[Statedef 191]
type = A
physics=N
ctrl = 0
anim = 190
velset = 0,0,0

[State 191]
type = PlaySnd
trigger1 = time = 30
value = s1,0

[State 191,0]
type = posset
trigger1 = time = 0
y = -120

[State 191, 1]
type = varrandom
trigger1 = (var(58)=0)||(palno=5)
trigger1 = time = 0
v = 5
range = 1,7

[State 191]
type = PlaySnd
trigger1 = time = 50
trigger1 = var(5) = 1
trigger1 = var(58)=0
value = s0,0
volume = 255

[State 191]
type = PlaySnd
trigger1 = time = 50
trigger1 = var(5) = 2
trigger1 = var(58)=0
value = s0,1
volume = 255

[State 191]
type = PlaySnd
trigger1 = time = 50
trigger1 = var(5) = 3
trigger1 = var(58)=0
value = s0,20
volume = 255

[State 191]
type = PlaySnd
trigger1 = time = 50
trigger1 = var(5) = 4
trigger1 = var(58)=0
value = s0,31
volume = 255

[State 191]
type = PlaySnd
trigger1 = time = 50
trigger1 = var(5) = 5
trigger1 = var(58)=0
value = s0,32
volume = 255

[State 191]
type = PlaySnd
trigger1 = time = 50
trigger1 = var(5) = 6
trigger1 = var(58)=0
value = s0,35
volume = 255

[State 191]
type = PlaySnd
trigger1 = time = 50
trigger1 = var(5) = 7
trigger1 = var(58)=0
value = s0,37
volume = 255

[State 191, 特殊効果];試合が開始するまではこのコントローラを使おう
type = AssertSpecial
trigger1 = 1
flag = Intro ;イントロの状態

[state 210,6]
type = veladd
trigger1 = animelem = 6
y = 5

[State 191, 変更]
type = Changeanim
trigger1 = anim = 190
trigger1 = pos y>= 0
value = 192

[State 191, 変更]
type = Changeanim
trigger1 = var(58) = 1
trigger1 = anim = 192
trigger1 = animtime = 0
trigger1 = pos y>= 0
value = 3201

[State 191]
type = PlaySnd
trigger1 = anim = 3201
trigger1 = animelem = 1
trigger1 = var(58) = 1
value = s0,9
volume = 255

[State 702, 音を鳴らす]
type = PlaySnd
trigger1 = anim = 3201
trigger1 = animelem = 3
value = s1,20
volume = 255

[State 695,2]
type = helper
trigger1 = anim = 3201
trigger1 = animelem = 3
name = "kaihou"
id = 2401
pos = 0,-24
postype = p1
stateno = 2401
helpertype = normal
ownpal = 1
sprpriority = 2
size.xscale = 1
size.yscale = 1

[state 1070,1]
type = envshake
trigger1 = anim = 3201
trigger1 = animelem = 3
time = 16
freq = 120
ampl = 4
phase = 120

[state 3200,1]
type = varset
trigger1 = anim = 3201
trigger1 = animelem = 3
var(10) = 1

[state 210,6]
type = velset
trigger1 =(anim=192)||(anim=3201)
trigger1 = pos y>= 0
y = 0

[state 210,6]
type = velset
trigger1 =(anim=192)||(anim=3201)
trigger1 = pos y>= 0
y = 0

[State 191, ステート変更]
type = ChangeState
triggerall = animtime = 0
trigger1 = anim =192
trigger1 = var(58) = 0
trigger2 = anim = 3201
trigger2 = var(58) = 1
value = 0

;---------------------------------------------------------------------------
;イントロ2
[Statedef 192]
type = S
ctrl = 0
anim = 193
velset = 0,0

[state 192,0]
type = changeanim
trigger1 = anim != 193
value = 193

[State 191, 1]
type = varrandom
trigger1 = time = 0
v = 5
range = 1,3

[state 4060,1]
type = playsnd
trigger1 = time = 1
trigger1 = var(5) = 1
value = s0,38
volume = 255

[state 4060,1]
type = playsnd
trigger1 = time = 1
trigger1 = var(5) = 2
value = s0,34
volume = 255

[state 4060,1]
type = playsnd
trigger1 = time = 1
trigger1 = var(5) = 3
value = s0,33
volume = 255

[State 191, 特殊効果];試合が開始するまではこのコントローラを使おう
type = AssertSpecial
trigger1 = 1
flag = Intro ;イントロの状態

[State 191, ステート変更];アニメーションが終われば「通常立ち」のステートに変更する
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;--------------------------------------
[statedef 195];挑発
type    = S
movetype= I
physics = S
juggle  = 20
velset = 0,0
ctrl = 0
anim = 3001
poweradd = 0
sprpriority = 2

[State 191, 1]
type = playsnd
trigger1 = animelem = 2
value = S0,29

[State 200, 7]
type = ChangeState
trigger1 = Time >= 150
value = 0
ctrl = 1

;=====================
;-----------
;AI歩き
[Statedef 21]
type    = S
physics = S
sprpriority = 0
anim = 20
Ctrl = 0

[State 100, 0]
type = PlaySnd
trigger1 = time = 1
value = s1, 2

[State 100, 1]
type = VelSet
trigger1 = 1
x = const(velocity.walk.fwd.x)

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 21, 3]
type = changestate
trigger1 = roundstate != 2
trigger2 = P2BodyDist X <= 40
trigger3 = inguarddist
trigger3 = random <= 100*(Var(59))
value = 0
ctrl = 1


;----------------------------------------------------------------------------
;空中ダッシュ
[statedef 110]
type = A
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 110

[State 100, エフェクト]
type = Explod
trigger1 = AnimElem = 1
trigger1 = NumExplod(6700) = 0
anim = 6700
postype = p1
sprpriority = 2
ID = 6700
removetime = 10
pos = 0, 0
scale = 2,2
ownpal = 1
removeongethit = 1
pausemovetime = 99999

[state 110,0]
type = playsnd
trigger1 = time = 0
value = s1,0
volume = 255

[state 110,1]
type = velset
trigger1 = time = 1
x = 25.6

[state 110,1]
type = velmul
trigger1 = animelem = 4
x = 0.2

[state 110,1]
type = velset
trigger1 = animelem = 5
x = 0

[state 110,1]
type = ctrlset
trigger1 = animelem = 4
value = 1

[State 3100, NotHitby]
type = NotHitBy
trigger1 = time = [0,10]
value = SCA

[state 110,2]
type = changestate
trigger1 = animtime = 0
value = 50
ctrl = 1

;----------------------------------------------------------------------------
;空中ダッシュ
[statedef 115]
type = A
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 115

[State 100, エフェクト]
type = Explod
trigger1 = AnimElem = 1
trigger1 = NumExplod(6700) = 0
anim = 6700
postype = p1
sprpriority = 2
ID = 6700
removetime = 10
pos = 0, 0
scale = 2,2
ownpal = 1
removeongethit = 1
pausemovetime = 99999

[state 110,0]
type = playsnd
trigger1 = time = 0
value = s1,0
volume = 255

[state 110,1]
type = velset
trigger1 = time = 1
x = -25.6

[state 110,1]
type = velmul
trigger1 = animelem = 4
x = 0.2

[state 110,1]
type = velset
trigger1 = animelem = 5
x = 0

[state 110,1]
type = ctrlset
trigger1 = animelem = 4
value = 1

[State 3100, NotHitby]
type = NotHitBy
trigger1 = time = [0,10]
value = SCA

[state 110,2]
type = changestate
trigger1 = animtime = 0
value = 50
ctrl = 1

;---------------------------------
;シャドウチョップ
[Statedef 200]
type = S
movetype = A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 200
poweradd = 28

[State 200, 1]
type = PlaySnd
trigger1 = Time = 7
value = s1, 26

[State 200 , 2]
type = HitDef
trigger1 = animelem = 3
attr = S,NA
damage = 21
animtype = Light
guardflag = MA
hitflag = MAF
priority = 2, Hit
pausetime = 9,9
sparkno = s10003
sparkxy = 0,-40 
hitsound = s2,6
guardsound = s6,0
ground.type = low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -2
air.velocity = -1.5,-0.5



[State 200 , 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------
;シャドウキック
[Statedef 201]
type = S
movetype = A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 201
poweradd = 32

[State 200, 1]
type = PlaySnd
trigger1 = Time = 5
value = s1, 27

[State 200 , 2]
type = HitDef
trigger1 = animelem = 3
attr = S,NA
damage = 24
animtype = Light
guardflag = MA
hitflag = MAF
priority = 2, Hit
pausetime = 10,10
sparkno = s10003
sparkxy = 0,-60 
hitsound = s2,3
guardsound = s6,0
ground.type = low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -2
air.velocity = -1.5,-0.5

[State 200 , 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------
;シャドウバックキック
[Statedef 202]
type = S
movetype = A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 202
poweradd = 36

[State 200, 1]
type = PlaySnd
trigger1 = Time = 7
value = s1, 28

[State 200 , 2]
type = HitDef
trigger1 = time = 1
attr = S,NA
damage = 27
animtype = Light
guardflag = MA
hitflag = MAF
priority = 2, Hit
pausetime = 10,12
sparkno = s10003
sparkxy = 0,-32 
hitsound = s2,3
guardsound = s6,0
ground.type = low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -3
air.velocity = -1.2,-0.7

[State 200 , 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------
;カオスナイトメア
[Statedef 210]
type = S
movetype = A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 203
poweradd = 100

[State 210 , 1]
type = PlaySnd
trigger1 = Time = 21
value = s1,7

[State 3100, NotHitby]
type = NotHitBy
trigger1 = time = [23,52]
value = SCA

[State 210 , 2]
type = HitDef
trigger1 = animelem = 6
attr = S,NA
damage = 75
animtype = back
guardflag = H
hitflag = MAF
priority = 5, Hit
pausetime = 12,12
sparkno = s10004
sparkxy = 3,-32 
hitsound = s2,8
guardsound = s6,1
ground.type = low
ground.slidetime = 20
ground.hittime = 50
ground.velocity = -12.5, -2.5
air.velocity = -12.5, -2.5
fall = 1
id = 210

[state 2700,4]
type = targetstate
trigger1 = time > 1 && movehit && numtarget(210)
value = 215
persistent = 0

[State 210, 4]
type = Explod
trigger1 = time = 23
anim = 300
postype = p1
sprpriority = 2
bindtime = -1
ID = 300
removetime = 34
pos = 0,0
scale = 2,2
ownpal = 1
removeongethit = 1
pausemovetime = 99999
ignorehitpause = 1

[State 210, 4]
type = Explod
trigger1 = time = 23
anim = 300
postype = p1
sprpriority = 2
bindtime = -1
ID = 300
removetime = 34
pos = 0,0
scale = 2,2
ownpal = 1
removeongethit = 1
facing = -1
pausemovetime = 99999
ignorehitpause = 1

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;-------------------------
;カオスナイトメア(ガーキャン)
[Statedef 211]
type = S
movetype = A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 203
poweradd = ifelse(var(10)=0,-1000,0)

[State 210 , 1]
type = PlaySnd
trigger1 = Time = 0
value = s1,7

[State 3100, NotHitby]
type = NotHitBy
trigger1 = time <= 52
value = SCA

[State 210 , 2]
type = HitDef
trigger1 = animelem = 6
attr = S,NA
damage = 37
animtype = back
guardflag = H
hitflag = MAF
priority = 5, Hit
pausetime = 12,12
sparkno = s10004
sparkxy = 3,-32 
hitsound = s2,8
guardsound = s6,1
ground.type = low
ground.slidetime = 20
ground.hittime = 50
ground.velocity = -12.5, -2.5
air.velocity = -12.5, -2.5
fall = 1
id = 210

[state 2700,4]
type = targetstate
trigger1 = time > 1 && movehit && numtarget(210)
value = 215
persistent = 0


[State 210, 4]
type = Explod
trigger1 = time = 23
anim = 300
postype = p1
sprpriority = 2
bindtime = -1
ID = 300
removetime = 34
pos = 0,0
scale = 2,2
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 210, 4]
type = Explod
trigger1 = time = 23
anim = 300
postype = p1
sprpriority = 2
bindtime = -1
ID = 300
removetime = 34
pos = 0,0
scale = 2,2
ownpal = 1
removeongethit = 1
facing = -1
ignorehitpause = 1

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------
;カオスナイトメア：相手側（ヒット硬直）
[Statedef 215]
type    = A
movetype= H
physics = N
velset = 0,0

[State 215, 相手のアニメ変更]
type = ChangeAnim2
trigger1 = 1
value = 1025

[State 215, ステート変更]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 216



;カオスナイトメア：相手側（吹っ飛び）
[Statedef 216]
type    = A
movetype = H
physics = N

[State 216, 食らい中の速度]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 216, 食らい中の速度]
type = Veladd
trigger1 = Time > 0
y = .45

[State 216, スクロール]
type = ScreenBound
;triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 0,1

[State 216, ステート変更];壁に激突するステートへ
type = ChangeState
;triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 10
trigger2 = FrontEdgeBodyDist <= 10
value = 217

[State 216, 相手ステートに戻す]
type = SelfState
trigger1 = time > 0
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100


;カオスナイトメア：相手側（壁に激突）
[Statedef 217]
type    = A
movetype= H
physics = N

[State 1028, 振り返る]
type = null;Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)

[State 1000, 3]
type = EnvShake
trigger1 = time = 0
time = 20

[state 217,0]
type = lifeadd
trigger1 = time = 0
value = -50

[State 217, 軸位置移動]
type = null;PosAdd
trigger1 = Time = 0
x = 15 - BackEdgeBodyDist

[State 217, 位置固定]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State 217, スクロール]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 217, エフェクト]
type = Explod
trigger1 = Time = 0
anim = F72
pos = -30,-50; floor(screenpos y) - 50
postype = p1
sprpriority = 3

[State 217, 相手のアニメ変更]
type = ChangeAnim2
trigger1 = Time = 0
value = 1028

[State 217, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = F7,0

[State 217, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 218


;カオスナイトメア：相手側（壁からのバウンド）
[Statedef 218]
type    = A
movetype= H
physics = N
;anim = 1027 

[State 218, 移動速度]
type = VelSet
trigger1 = Time = 0
y = -8
x = 1.6

[State 218, 速度加算];重力
type = VelAdd
trigger1 = 1
y = 0.35

[State 218, アニメ変更]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052) 
value = 5050

[State 218, アニメ変更]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 218, アニメ変更]
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State 218, アニメ変更]
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062

[State 218, 相手ステートに戻す]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;-------------------------
;追撃
[Statedef 90]
type = A
movetype = I
physics = N
ctrl = 0
anim = 90
velset = 0,0

[State 90, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = s1, 9

[State 90, 2]
type = VelSet
trigger1 = 1
x = 9*((P2dist x)/180)

[State 90, 2]
type = VelSet
trigger1 = time = 0
y = -8

[State 7000, VelSet]
type = Velmul
trigger1 = time > 0
y = 0.95

[State 90, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;-------------------------
;シャドウイーグル
[Statedef 695]
type    = A
movetype= A
physics = N
juggle  = 2
velset = 0, 0
poweradd= 0
ctrl = 0
anim = 602

[state 695,0]
type = statetypeset
trigger1 = time = 1
physics = A

[state 695,0]
type = velset
trigger1 = time = 1
y = 16

[State 695, 1]
type = PlaySnd
trigger1 = Time = 0
value = s1, 5

[State 695, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 120
animtype = hard
hitflag = MAFD
guardflag = HA 
priority = 5
pausetime = 10,10
sparkno = s10005
sparkxy = 0,0
hitsound   = s2,2
guardsound = 6,0
ground.type = High
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = 0, 16
air.velocity = 0, 16
fall.yvelicity = -20
fall = 1
fall.recover = 0
getpower = 120

;-------------------------
;カオスアッパー
[Statedef 230]
type = S
movetype = A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 204
poweradd = 80

[State 230, 1]
type = PlaySnd
trigger1 = time = 21
value = s1, 7

[State 3100, NotHitby]
type = NotHitBy
trigger1 = time = [25,44]
value = SCA

[State 230 , 2]
type = HitDef
trigger1 = animelem = 5
attr = S,NA
damage = 60
animtype = up
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 12,12
sparkno = s10004
sparkxy = 3,-36 
hitsound = s2,8
guardsound = s6,1
ground.type = low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = 0,-11.5
air.velocity = 0,-11.5
fall = 1
fall.recovertime = 36

[State 210, 4]
type = Explod
trigger1 = time = 25
anim = 302
postype = p1
sprpriority = 2
bindtime = -1
ID = 302
removetime = 24
pos = 0,0
scale = 2,2
ownpal = 1
removeongethit = 1
pausemovetime = 99999
ignorehitpause = 1

[state 230,2]
type = ChangeState
triggerall = movehit
trigger1 = var(59) = 0
trigger1 = command = "holdup"
trigger2 = var(59)
trigger2 = Random <= var(59)*100
value = 40

[State 230 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------------------
;つかみ
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
poweradd= 0
ctrl = 0
anim = 800

[State 800]
type = HitDef
trigger1 = animelem = 1
attr = S, NT
damage    = 0
priority = 1,miss
hitflag = M-
sparkno = -1
sparkxy = 999,999
hitsound   = S1,21
numhits = 0
guardsound = -1
fall = 1
fall.recover = 0
p1facing = ifelse(command = "holdback",-1,1)
p2facing = 1
p1stateno = 801
p2stateno = 802

[State 800]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;なげ
[Statedef 801]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
poweradd= 0
ctrl = 0
anim = 801
sprpriority = 1

[State 801]
type = targetbind
trigger1 = time = 0
pos = 24,0

[State 800]
type = null;PlaySnd
trigger1 = animelem = 4
value = s1,21

[State 801]
type = HitDef
trigger1 = animelem = 4
attr = S, NA
damage = 80
animtype = Light
guardflag = M
hitflag = MAFD
priority = 2, Hit
pausetime = 10,10
sparkno = s10003
sparkxy = -40,-60 
hitsound = s2,3
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -3,-11.5
air.velocity = -3,-11.5
fall = 1
fall.recovertime = 36

[state 230,2]
type = ChangeState
triggerall = movehit
trigger1 = var(59) = 0
trigger1 = command = "holdup"
trigger2 = var(59)
trigger2 = Random <= var(59)*100
value = 40

[State 801]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;投げ(相手)
[Statedef 802]
type    = L
movetype= H
physics = N
juggle  = 0
velset = 0,0
poweradd= 0
ctrl = 0
sprpriority = 2

[State 801]
type = Posadd
trigger1 = facing = enemynear,facing
x = P2dist X + 24

[State 801]
type = changeanim2
trigger1 = AnimExist(5017)
value = 5017

[State 801]
type = nothitby
trigger1 = time < 23
value = SCA,AA,AT,AP

[State 801]
type = selfstate
trigger1 = time > 28
value = 5120
ctrl = 0

;---------------------------------
;空投げ
[Statedef 850]
type     = A
movetype = A
physics  = A
juggle   = 0
ctrl     = 0
anim     = 850
poweradd = 0
sprpriority = 1

[State 530, ヒット定義]
type = HitDef
trigger1 = time = 0
trigger1 = enemynear,stateno != [120,155]
attr = A, NT
damage = 0, 0
animtype = Hard
hitflag = AF
priority = 0, Hit
hitsound = s1,21
pausetime = 0, 0
sparkno = -1
guard.sparkno = -1
sparkxy = 999, 999
guard.dist = 0
id = 850
fall = 1
fall.recover = 0
p2facing = 1
p1stateno = 851
p2stateno = 852

[State 530, 0へ]
type = changestate
trigger1 = animtime = 0
value = 50
ctrl = 1

;くうなげ
[Statedef 851]
type     = A
movetype = A
physics  = A
juggle   = 0
ctrl     = 0
anim     = 851
velset = 0,0
poweradd = 0
sprpriority = 1

[State 531, 敵引き寄せ]
type = TargetBind
trigger1 = animelem = 1
time = 1
pos = 32, -40
ID = 850

[State 531, 敵引き寄せ]
type = TargetBind
trigger1 = animelem = 2
time = 1
pos = 8, -12
ID = 850

[State 531, ダメージ]
type = targetlifeadd
trigger1 = time = 9
value = -80

[State 530, 固定]
type = velset
trigger1 = time < 9
x = 0
y = 0

[State 530, 慣性]
type = velset
trigger1 = time = 9
x = -2
y = -6

[State 531, 固定]
type = PosFreeze
trigger1 = time < 9
value = 1

[State 521, 無敵]
type = nothitby
trigger1 = 1
value = SCA

[state 851,0]
type = turn
trigger1 = time = 5

[State 530, 0へ]
type = changestate
trigger1 = animtime = 0
value = 51
ctrl = 1


;空投げられ
[Statedef 852]
type     = A
movetype = H
physics  = N
juggle   = 0
ctrl     = 0
velset = 0,0
poweradd = 0
sprpriority = 2

[State 532, アニメ変更]
type = changeanim2
trigger1 = time = 0
value = 852

[state 851,0]
type = turn
trigger1 = time = 4

[State 532, 勢い]
type = velset
trigger1 = time = 9
x = -6
y = 6

[State 532, 重力]
type = veladd
trigger1 = time >= 9
y = const(movement.yaccel)

[State 532, 重力]
type = selfstate
trigger1 = Vel Y > 0 && Pos Y > 0
value = 5110
ctrl = 0

;---------------------------------
;シャドウ足払い
[Statedef 400]
type = C
movetype = A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 500
poweradd = 24

[State 200, 1]
type = PlaySnd
trigger1 = Time = 5
value = s1, 29

[State 200 , 2]
type = HitDef
trigger1 = animelem = 2
attr = C,NA
damage = 18
animtype = Light
guardflag = L
hitflag = MAF
priority = 2, Hit
pausetime = 9,9
sparkno = s10003
sparkxy = 0,-16
hitsound = s2,0
guardsound = s6,0
ground.type = low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -2
air.velocity = -2

[State 200 , 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------
;ショートスライダー
[statedef 401]
type = C
movetype = A
physics = N
juggle  = 1
ctrl = 0
anim = 501
poweradd = 28
velset = 7,0

[state 205, 0]
type = velset
trigger1 = time = [6,7]
x = 6

[state 205, 0]
type = velset
trigger1 = time = [8,9]
x = 4

[state 205, 0]
type = velset
trigger1 = time = [10,11]
x = 1

[state 205, 0]
type = velset
trigger1 = time >= 12
x = 0

[State 230 , 2]
type = HitDef
trigger1 = animelem = 3
attr = C,NA
damage = 21
animtype = Diagup
guardflag = LA
hitflag = MAF
priority = 4, Hit
pausetime = 8,0
sparkno = s10003
sparkxy = 0,0
hitsound = s2,1
guardsound = s6,0
ground.type = Trip
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -1.1,-2.1
air.velocity = -0.8,-3.1
fall = 1

[State 230 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------
;スピンアタック
[statedef 402]
type = C
movetype = A
physics = N
juggle  = 1
ctrl = 0
anim = 502
poweradd = 32
velset = 9,0

[State 205, 1]
type = PlaySnd
trigger1 = Time = 5
value = s1, 22

[state 205, 0]
type = velmul
trigger1 = time <= 30
x = 0.95

[state 205, 0]
type = velset
trigger1 = time > 30
x = 0

[State 230 , 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 6
trigger4 = animelem = 8
trigger5 = animelem = 10
trigger6 = animelem = 12
trigger7 = animelem = 14
attr = C,NA
damage = 9
animtype = medium
guardflag = LA
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkno = s10003
sparkxy = 0,-26
hitsound = s2,1
guardsound = s6,0
ground.type = low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -1,0
air.velocity = -1,-1.8

[State 230 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------
;シャドウスライダー
[statedef 205]
type = S
movetype = A
physics = N
juggle  = 1
ctrl = 0
anim = 220
poweradd = 60

[State 210, 4]
type = Explod
trigger1 = time = 3
anim = 303
postype = p1
sprpriority = 2
bindtime = -1
ID = 303
removetime = -2
pos = 18,0
scale = 2,2
ontop = 1
ownpal = 1
removeongethit = 1

[state 205, 0]
type = velset
trigger1 = time = [7,10]
x = 14

[state 205, 0]
type = velset
trigger1 = time = [11,14]
x = 12

[state 205, 0]
type = velset
trigger1 = time = [15,18]
x = 8

[state 205, 0]
type = velset
trigger1 = time = [19,23]
x = 2

[state 205, 0]
type = velset
trigger1 = time >= 24
x = 0

[State 230 , 2]
type = HitDef
trigger1 = time = 0
attr = S,NA
damage = 45
animtype = Diagup
guardflag = LA
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkno = s10004
sparkxy = 0,0
hitsound = s2,2
guardsound = s6,0
ground.type = Trip
ground.slidetime = 0
ground.hittime = 20
ground.velocity = -4,-11.5
air.velocity = -4,-11.5

[State 230 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------
;スピンジャンプ
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 40
ctrl = 0
anim = 600

[State 600, 1]
type = PlaySnd
trigger1 = Time = 5
value = s1, 22

[State 630, 2]
type = HitDef
trigger1 = animelem = 3
attr = A, NA
damage    = 9
animtype = medium
hitflag = MAF
guardflag = HA 
priority = 7
pausetime = 10,10
sparkno = s10003
sparkxy = 0,-20
hitsound   = s2,0
guardsound = s6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -1,0
air.velocity = -1,-1

;---------------------------------
;カオスアタック１段目
[Statedef 637]
type = A
movetype = A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 610
poweradd = 32

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = s1, 29

[State 200 , 2]
type = HitDef
trigger1 = animelem = 2
attr = S,NA
damage = 16
animtype = Light
guardflag = MA
hitflag = MAF
priority = 2, Hit
pausetime = 10,10
sparkno = s10003
sparkxy = 0,-60 
hitsound = s2,3
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -1.5
air.velocity = -0.5,-0.5

[State 200 , 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------
;カオスアタック２段目
[Statedef 638]
type = A
movetype = A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 611
poweradd = 36

[State 200, 1]
type = PlaySnd
trigger1 = Time = 7
value = s1, 28

[State 200 , 2]
type = HitDef
trigger1 = animelem = 4
attr = S,NA
damage = 18
animtype = Light
guardflag = MA
hitflag = MAF
priority = 2, Hit
pausetime = 10,12
sparkno = s10003
sparkxy = 0,-32 
hitsound = s2,3
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -1.7
air.velocity = -0.9,-0.4

[State 200 , 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------
;カオスアタック3段目
[Statedef 639]
type = A
movetype = A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 44
poweradd = 40

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = s0, 11

[State 200 , 2]
type = HitDef
trigger1 = time = 1
attr = A,NA
damage = 20
animtype = back
guardflag = MA
hitflag = MAF
priority = 2, Hit
pausetime = 11,11
sparkno = s10004
sparkxy = 0,-50 
hitsound = s2,4
guardsound = 6,0
ground.type = high
ground.slidetime = 0
ground.hittime = 20
ground.velocity = -6,-8
air.velocity = -6,-8
fall = 1

[state 210,6]
type = statetypeset
trigger1 = time > 5
statetype = A
movetype = I
physics = A

[state 639,0]
type = velset
trigger1 = time = 6
x = -2
y = -10

[State 200 , 5]
type = varset
trigger1 = time = 1
var(20) = 0

;-------------------------
;シャドウロケット
[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 72
ctrl = 0
anim = 603

[State 600, 1]
type = PlaySnd
trigger1 = time = 1
value = s1, 25

[state 220,0]
type = velset
trigger1 = animelem = 1
x = 2
y = -12

[state 220,0]
type = velset
trigger1 = animelem = 5
x = 8
y = 11

[State 600, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 48
animtype = light
hitflag = MAF
guardflag = HA 
priority = 3
pausetime = 11,11
sparkno = s10004
sparkxy = 0,0
hitsound   = s2,3
guardsound = s6,0
ground.type = High
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -4,0
air.velocity = -3,-1

[State 600, 2]
type = HitDef
trigger1 = animelem = 7
attr = A, NA
damage    = 48
animtype = light
hitflag = MAF
guardflag = HA 
priority = 3
pausetime = 3,10
sparkno = s10004
sparkxy = 12,12
hitsound   = s2,3
guardsound = 6,0
ground.type = High
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -2,0
air.velocity = -5,-1.2

;-------------------------
;ホーミングアタック
[Statedef 630]
type    = A
movetype= A
physics = N
juggle  = 5
velset = 0, 0
poweradd= 0
ctrl = 0
anim = 600

[State 100,00]
type = Afterimage
trigger1 = time = 0
trans = add
TimeGap = 1
FrameGap = 2
time = 20
PalBright = 70,70,70
PalContrast = 70,70,70
PalAdd = 160,160,0
PalMul = 1,1,1

[state 630,var]
type = varset
trigger1 = time = 0
var(30) = 1

[State 100, エフェクト]
type = Explod
trigger1 = time = 1
trigger1 = var(10) > 0
anim = 6700
postype = p1
sprpriority = 2
ID = 6700
removetime = 10
pos = 0, 0
scale = 2,2
ownpal = 1
removeongethit = 1

[State 3100, NotHitby]
type = NotHitBy
trigger1 = var(10) > 0
value = SCA

[State 8001]
type = Trans
trigger1 = var(10) > 0
trans = addalpha
alpha = 50,256
ignorehitpause = 1

[State 630, 2]
type = HitDef
trigger1 = time = 5
attr = A, NA
damage    = IfElse(var(10),90,60),IfElse(var(10),9,0)
animtype = hard
hitflag = MAF
guardflag = HA 
priority = 7
pausetime = 10,10
sparkno = s10003
sparkxy = 0,-20
hitsound   = s2,2
guardsound = s6,0
ground.type = High
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -4,-2
air.velocity = -3,-2.5
fall = 1

[State 610, 2]
type = PlaySnd
trigger1 = time = 6
value = s1, 24

[State 7000, VarSet]
type = VarSet
trigger1 = time = [6,22]
fvar(2) = ifelse((P2dist x=[0,1]),1,ifelse((P2dist x=[-1,0]),-1,P2dist x))

[State 7000, VarSet]
type = VarSet
trigger1 = time = [6,22]
fvar(3) = ifelse((P2dist y=[0,1]),1,ifelse((P2dist y=[-1,0]),-1,P2dist y))+20

[State 7000, VarSet]
type = VarSet
trigger1 = time = [6,22]
ignorehitpause = 1
fvar(0) = atan(fvar(2)/fvar(3))-(.5*pi*ifelse(P2dist Y <0,-1,1))

[State 7000, VarSet]
type = VarSet
trigger1 = time >= 6
ignorehitpause = 1
fvar(0) = ifelse(fvar(0)>(.33*pi),.33*pi,ifelse(fvar(0)<(-.33*pi),-.33*pi,fvar(0)))

[State 7000, VelSet]
type = VelSet
trigger1 = time = [6,22]
x = abs(16*cos(fvar(0)))
y = -16*sin(fvar(0))

[State 7000, VelSet]
type = null;Veladd
trigger1 = time = [6,22]
x = abs(0.4*cos(fvar(0)))
y = -0.4*sin(fvar(0))

[State 7000, VelSet]
type = Velmul
trigger1 = time > 15
x = 0.95
y = 0.95

[State 7000, VelSet]
type = Velset
trigger1 = time >= 22
x = 0
y = 0

[state 630,3]
type = ChangeState
trigger1 = movecontact
value = 635

[State 600, 2]
type = ChangeState
trigger1 = Pos y > 0
value = 52

[State 600, 2]
type = ChangeState
trigger1 = time >= 22
value = 50
ctrl = 0

;-------------------------
;ホーミングアタック(hit)
[Statedef 635]
type    = A
movetype= A
physics = N
juggle  = 2
velset = 0, 0
poweradd= 0
ctrl = 0
anim = 600

[State 600, 2]
type = ChangeState
trigger1 = Time = 10
value = 636
ctrl = 0

;-------------------------
;ホーミングアタック(hit)
[Statedef 636]
type    = A
movetype= A
physics = A
juggle  = 2
velset = 0, -10
poweradd= 0
ctrl = 0
anim = 600

[State 600, 2]
type = ChangeState
trigger1 = Time = 24
value = 50
ctrl = 1

;============================================================
;============================================================
;------------------------------------------------------------
;必殺技

;カオスマジックA
[statedef 1000]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 80
ctrl = 0
anim = 1010
velset = 0,0

[State 610, 2]
type = PlaySnd
trigger1 = time = 5
value = s0,2

[State 610, 2]
type = PlaySnd
trigger1 = time = 21
value = s1, 13

[State 1000,0]
type = projectile
trigger1 = time = 21
projanim = 1011
projremovetime = 24
projremove = 0
projid = 1000
offset = 70,-40
velocity = 0,0
attr = S,SP
animtype = up
damage =  60,6
guardflag = MA
pausetime = 0,8
sparkno = -1
sparkky = 0,-50
hitsound = s2,2
guardsound = s6,1
ground.type = low
ground.slidetime = 10
ground.hittime = 10
ground.velocity = 0,-9.5
air.velocity = 0,-9.5

[State 600, 2]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------
;カオスマジックB
[statedef 1010]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 80
ctrl = 0
anim = 1010
velset = 0,0

[State 610, 2]
type = PlaySnd
trigger1 = time = 5
value = s0,2

[State 610, 2]
type = PlaySnd
trigger1 = time = 21
value = s1, 13

[State 1000,0]
type = projectile
trigger1 = time = 21
projanim = 1011
projremovetime = 24
projremove = 0
projid = 1000
offset = 155,-40
velocity = 0,0
attr = S,SP
animtype = up
damage =  60,6
guardflag = MA
pausetime = 0,8
sparkno = -1
sparkky = 0,-50
hitsound = s2,2
guardsound = s6,1
ground.type = low
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -0,-9.5
air.velocity = 0,-9.5

[State 600, 2]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;------------------------------------------------------------
;カオスマジックC
[statedef 1020]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 80
ctrl = 0
anim = 1010
velset = 0,0

[State 610, 2]
type = PlaySnd
trigger1 = time = 5
value = s0,2

[State 610, 2]
type = PlaySnd
trigger1 = time = 21
value = s1, 13

[State 1000,0]
type = projectile
trigger1 = time = 21
projanim = 1011
projremovetime = 24
projremove = 0
projid = 1000
offset = 240,-40
velocity = 0,0
attr = S,SP
animtype = up
damage =  60,6
guardflag = MA
pausetime = 0,8
sparkno = -1
sparkky = 0,-50
hitsound = s2,2
guardsound = s6,1
ground.type = low
ground.slidetime = 10
ground.hittime = 10
ground.velocity = 0,-9.5
air.velocity = 0,-9.5

[State 600, 2]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;=============================================
;---------------------------------------------
;エアーカオスマジックA
[Statedef 1100]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 80
ctrl = 0
anim = 1020

[State 610, 2]
type = PlaySnd
trigger1 = time = 5
value = s0,2

[State 610, 2]
type = PlaySnd
trigger1 = time = 17
value = s1, 13

[State 1000,0]
type = projectile
trigger1 = time = 21
projanim = 1011
projremovetime = 24
projremove = 0
projid = 1100
offset = 70,-(pos y)-40
velocity = 0,0
attr = S,SP
animtype = up
damage = 60,6
guardflag = MA
pausetime = 0,8
sparkno = -1
sparkky = 0,-50
hitsound = s2,2
guardsound = s6,1
ground.type = low
ground.slidetime = 10
ground.hittime = 10
ground.velocity = 0,-9.5
air.velocity = 0,-9.5

[state 210,7]
type = velset
trigger1 = time = 17
x = -2
y = -6

[State 230 , 4]
type = ChangeState
triggerall = P2bodydist X = [58,200]
trigger1 = var(59)
trigger1 = AnimTime = 0
trigger1 = Random<=var(59)*100
trigger1 = EnemyNear,MoveType=H
trigger1 = (EnemyNear,StateNo = [5000,5270])
value = 630

[State 230 , 4]
type = ChangeState
triggerall = P2bodydist X > 200
trigger1 = var(59)
trigger1 = AnimTime = 0
trigger1 = Random<=var(59)*100
trigger1 = EnemyNear,MoveType=H
trigger1 = (EnemyNear,StateNo = [5000,5270])
trigger1 = pos y < -100
value = 1700

[State 600, 2]
type = ChangeState
trigger1 = animTime = 0
value = 51
ctrl = 1

;---------------------------------------------
;エアーカオスマジックB
[Statedef 1110]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 80
ctrl = 0
anim = 1020

[State 610, 2]
type = PlaySnd
trigger1 = time = 5
value = s0,2

[State 610, 2]
type = PlaySnd
trigger1 = time = 17
value = s1, 13

[State 1000,0]
type = projectile
trigger1 = time = 21
projanim = 1011
projremovetime = 24
projremove = 0
projid = 1100
offset = 155,-(pos y)-40
velocity = 0,0
attr = S,SP
animtype = up
damage = 60,6
guardflag = MA
pausetime = 0,8
sparkno = -1
sparkky = 0,-50
hitsound = s2,2
guardsound = s6,1
ground.type = low
ground.slidetime = 10
ground.hittime = 10
ground.velocity = 0,-9.5
air.velocity = 0,-9.5

[state 210,7]
type = velset
trigger1 = time = 17
x = -2
y = -6

[State 230 , 4]
type = ChangeState
triggerall = P2bodydist X = [58,200]
trigger1 = var(59)
trigger1 = AnimTime = 0
trigger1 = Random<=var(59)*100
trigger1 = EnemyNear,MoveType=H
trigger1 = (EnemyNear,StateNo = [5000,5270])
value = 630

[State 230 , 4]
type = ChangeState
triggerall = P2bodydist X > 200
trigger1 = var(59)
trigger1 = AnimTime = 0
trigger1 = Random<=var(59)*100
trigger1 = EnemyNear,MoveType=H
trigger1 = (EnemyNear,StateNo = [5000,5270])
trigger1 = pos y < -100
value = 1700

[State 600, 2]
type = ChangeState
trigger1 = animTime = 0
value = 51
ctrl = 1

;---------------------------------------------
;エアーカオスマジックC
[Statedef 1120]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 80
ctrl = 0
anim = 1020

[State 610, 2]
type = PlaySnd
trigger1 = time = 5
value = s0,2

[State 610, 2]
type = PlaySnd
trigger1 = time = 17
value = s1, 13

[State 1000,0]
type = projectile
trigger1 = time = 21
projanim = 1011
projremovetime = 24
projremove = 0
projid = 1100
offset = 240,-(pos y)-40
velocity = 0,0
attr = S,SP
animtype = up
damage = 60,6
guardflag = MA
pausetime = 0,8
sparkno = -1
sparkky = 0,-50
hitsound = s2,2
guardsound = s6,1
ground.type = low
ground.slidetime = 10
ground.hittime = 10
ground.velocity = 0,-9.5
air.velocity = 0,-9.5

[state 210,7]
type = velset
trigger1 = time = 17
x = -2
y = -6

[State 230 , 4]
type = ChangeState
triggerall = P2bodydist X = [58,200]
trigger1 = var(59)
trigger1 = AnimTime = 0
trigger1 = Random<=var(59)*100
trigger1 = EnemyNear,MoveType=H
trigger1 = (EnemyNear,StateNo = [5000,5270])
value = 630

[State 230 , 4]
type = ChangeState
triggerall = P2bodydist X > 200
trigger1 = var(59)
trigger1 = AnimTime = 0
trigger1 = Random<=var(59)*100
trigger1 = EnemyNear,MoveType=H
trigger1 = (EnemyNear,StateNo = [5000,5270])
trigger1 = pos y < -100
value = 1700

[State 600, 2]
type = ChangeState
trigger1 = animTime = 0
value = 51
ctrl = 1

;==============================================
;----------------------------------------------
;カオスバーストA
[Statedef 1200]
type    = S
movetype= I
physics = S
juggle  = 2
poweradd= 0
ctrl = 0
anim = 1030
velset = 0,0

[State 600, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1201
ctrl = 0

;------------------------
;カオスバースト（移動中）
[Statedef 1201]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1032

[State 2302, 0]
type = sprpriority
trigger1 = 1
value = -5

[State 2302, Assert]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 2302, 1]
type = velset
trigger1 = 1
x = 9

[State 2302, 3]
type = Changestate
triggerall = prevstateno = 1200
trigger1 = time = 82
trigger2 = var(59) = 0
trigger2 = command != "hold_a"
trigger3 = var(59) != 0
trigger3 = P2BodyDist X = [-28,28]
trigger3 = random <= var(59)*100
value = 1202

[State 2302, 3]
type = Changestate
triggerall = prevstateno = 1220
trigger1 = time = 82
trigger2 = var(59) = 0
trigger2 = command != "hold_c"
trigger3 = var(59) != 0
trigger3 = P2BodyDist X = [-28,28]
trigger3 = random <= var(59)*100
value = 1221

;------------------------
;カオスバースト（攻撃）
[Statedef 1202]
type = S
movetype = A
physics = S
velset = 0, 0
ctrl = 0
anim = 1031

[State 2202,0]
type = posset
trigger1 = 1
y = 0

[State 610, 2]
type = PlaySnd
trigger1 = time = 0
value = s1, 8

[State 210, 4]
type = Explod
trigger1 = time = 7
anim = 1033
postype = p1
sprpriority = 2
bindtime = -1
ID = 1200
removetime = -2
pos = 0,0
scale = 2,2
ontop = 1
ownpal = 1
removeongethit = 1
pausemovetime = 99999

[State 630, 2]
type = HitDef
trigger1 = time = 10
trigger2 = time = 15
trigger3 = time = 20
trigger4 = time = 25
trigger5 = time = 30
attr = S, SA
damage    = 48,5
animtype = up
hitflag = MAF
guardflag = MA
priority = 7
pausetime = 0,13
sparkno = s10004
sparkxy = 0,-40
hitsound   = s2,8
guardsound = s6,1
ground.type = low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = 0,-9.5
air.velocity = 0,-9.5
fall = 1
getpower = 64


[State 230 , 4]
type = ChangeState
trigger1 = var(59)
trigger1 = AnimTime = 0
trigger1 = Random<=var(59)*100
trigger1 = EnemyNear,MoveType=H
trigger1 = MoveHit
trigger1 = !var(11)
Trigger1=RoundState=2
value = 40

[State 600, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------
;カオスバーストB
[Statedef 1210]
type    = S
movetype= I
physics = S
juggle  = 2
poweradd= 0
ctrl = 0
anim = 1030
velset = 0,0

[State 2202,0]
type = posadd
trigger1 = animelem = 9
x = P2bodydist X
y = 0

[State 600, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1211
ctrl = 0

;------------------------
;カオスバーストB（攻撃）
[Statedef 1211]
type = S
movetype = A
physics = S
velset = 0, 0
ctrl = 0
anim = 1031

[State 610, 2]
type = PlaySnd
trigger1 = time = 0
value = s1, 8

[State 210, 4]
type = Explod
trigger1 = time = 7
anim = 1033
postype = p1
sprpriority = 2
bindtime = -1
ID = 1200
removetime = -2
pos = 0,0
scale = 2,2
ontop = 1
ownpal = 1
removeongethit = 1
pausemovetime = 99999

[State 630, 2]
type = HitDef
trigger1 = time = 10
trigger2 = time = 15
trigger3 = time = 20
trigger4 = time = 25
trigger5 = time = 30
attr = S, SA
damage    = 33,4
animtype = up
hitflag = MAF
guardflag = MA
priority = 7
pausetime = 0,13
sparkno = s10004
sparkxy = 0,-40
hitsound   = s2,8
guardsound = s6,1
ground.type = low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = 0,-7.5
air.velocity = 0,-7.5
fall = 1
getpower = 48


[State 230 , 4]
type = ChangeState
trigger1 = var(59)
trigger1 = AnimTime = 0
trigger1 = Random<=var(59)*100
trigger1 = EnemyNear,MoveType=H
trigger1 = MoveHit
trigger1 = !var(11)
Trigger1=RoundState=2
value = 40

[State 600, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------
;カオスバーストC
[Statedef 1220]
type    = S
movetype= I
physics = S
juggle  = 2
poweradd= 0
ctrl = 0
anim = 1030
velset = 0,0

[state 1220,0]
type = poweradd
trigger1 = time = 1
trigger1 = var(10) = 0
value = -1000

[state 1220,0]
type = varadd
trigger1 = time = 1
trigger1 = var(11) = 1
var(12) = -1000

[State 3000, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = time = 1
anim = s10001 
pos = 0, -70 
sound = s3, 0

[State 600, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1201
ctrl = 0

;------------------------
;カオスバーストC（攻撃）
[Statedef 1221]
type = S
movetype = A
physics = S
velset = 0, 0
ctrl = 0
anim = 1031

[State 2202,0]
type = posset
trigger1 = 1
y = 0

[State 610, 2]
type = PlaySnd
trigger1 = time = 0
value = s1, 8

[State 210, 4]
type = Explod
trigger1 = time = 7
anim = 1033
postype = p1
sprpriority = 2
bindtime = -1
ID = 1220
removetime = -2
pos = 0,0
scale = 2,2
ontop = 1
ownpal = 1
removeongethit = 1
pausemovetime = 99999

[State 695,2]
type = helper
trigger1 = time = 7
name = "bunsin"
id = 1220
pos = 102,0
postype = p1
stateno = 1222
helpertype = normal
ownpal = 1
sprpriority = 2
size.xscale = 2
size.yscale = 2
pausemovetime = 99999

[State 695,2]
type = helper
trigger1 = time = 7
name = "bunsin"
id = 1220
pos = -102,0
postype = p1
stateno = 1222
helpertype = normal
ownpal = 1
sprpriority = 2
size.xscale = 2
size.yscale = 2
pausemovetime = 99999

[State 630, 2]
type = HitDef
trigger1 = time = 10
trigger2 = time = 15
trigger3 = time = 20
trigger4 = time = 25
trigger5 = time = 30
attr = S, HA
damage    = 36,4
animtype = up
hitflag = MAF
guardflag = MA
priority = 7
pausetime = 0,13
sparkno = s10004
sparkxy = 0,-40
hitsound   = s2,8
guardsound = s6,1
ground.type = low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = 0,-9.5
air.velocity = 0,-9.5
fall = 1
getpower = 66

[State 230 , 4]
type = ChangeState
trigger1 = var(59)
trigger1 = AnimTime = 0
trigger1 = Random<=var(59)*100
trigger1 = EnemyNear,MoveType=H
trigger1 = MoveHit
value = 40

[State 600, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------
;カオスバーストC（ヘルパー）
[Statedef 1222]
type = S
movetype = A
physics = S
velset = 0, 0
ctrl = 0
anim = 1033

[State 630, 2]
type = HitDef
trigger1 = time = 0
trigger2 = time = 10
trigger3 = time = 15
trigger4 = time = 20
trigger5 = time = 24
attr = S, SA
damage    = 36,3
animtype = up
hitflag = MAF
guardflag = MA
priority = 7
pausetime = 0,13
sparkno = s10004
sparkxy = 0,-40
hitsound   = s2,8
guardsound = s6,0
ground.type = low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = 0,-9.5
air.velocity = 0,-9.5
fall = 1
getpower = 66

[State 1201,end]
type = Destroyself
trigger1 = animtime = 0

;==========================================
;------------------------------------------
;エアーカオスバーストA
[statedef 1300]
type    = A
movetype= I
physics = N
poweradd= 0
ctrl = 0
anim = 1040
velset = 0,0

[state 4060,1]
type = ChangeState
trigger1 = animtime = 0
value = 1202
ctrl = 0

;------------------------------------------
;エアーカオスバーストB
[statedef 1310]
type    = A
movetype= I
physics = N
poweradd= 0
ctrl = 0
anim = 1040
velset = 0,0

[State 2202,0]
type = posadd
trigger1 = animelem = 9
x = P2bodydist X

[State 2202,0]
type = posset
trigger1 = animelem = 9
y = 0

[state 4060,1]
type = ChangeState
trigger1 = animtime = 0
value = 1211
ctrl = 0

;------------------------------------------
;エアーカオスバーストC
[statedef 1320]
type    = A
movetype= I
physics = N
poweradd= 0
ctrl = 0
anim = 1040
velset = 0,0

[state 1220,0]
type = varadd
trigger1 = time = 1
trigger1 = var(11) = 1
var(12) = -1000

[state 1220,0]
type = poweradd
trigger1 = time = 1
trigger1 = var(10) = 0
value = -1000

[State 3000, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = time = 1
anim = s10001 
pos = 0, -70 
sound = s3, 0

[state 4060,1]
type = ChangeState
trigger1 = animtime = 0
value = 1221
ctrl = 0

;==============================
;------------------------------
;ローミングカオスA
[Statedef 1400]
type    = S
movetype= I
physics = S
juggle  = 2
poweradd= 60
ctrl = 0
anim = 1050
velset = 0,0

[State 610, 2]
type = PlaySnd
trigger1 = time = 13
value = s0, 4

[state 2200,0]
type = helper
trigger1 = time = 20
helpertype = normal
name = "cracker"
ID = 1400
pos = 22,-36
stateno = 1401
keyctrl = 0
ownpal = 1

[State 600, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0 
ctrl = 1

;----------------------------------
;ゆがみ
[Statedef 1401]
type = A
movetype = A
physics = N
ctrl = 0
anim = 1051
SprPriority = 4

[State 1000,影]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2401, 1]
type = velset
trigger1 = 1
x = 16

[State 2401, 3]
type = ChangeState
trigger1 = (FrontEdgeDist < -159)
trigger1 = IsHelper(1400)
value = 1402

[State 2401, 3]
type = ChangeState
trigger1 = (FrontEdgeDist < -159)
trigger1 = IsHelper(1410)
value = 1412

[State 2401, 3]
type = ChangeState
trigger1 = time >= 7
trigger1 = IsHelper(1420)||IsHelper(1520)
value = 1422

[State 2401, 3]
type = ChangeState
trigger1 = (numhelper(1400)>=1)||(numhelper(1410)>=1)
trigger1 = (parent,stateno=[1400, 1410])||(parent,stateno=[1500, 1510])
trigger1 = parent,AnimTime <= -29
trigger2 = IsHelper(1420)
trigger2 = numhelper(1420)>=1
trigger2 = parent, stateno = 1420
trigger2 = parent,AnimTime <= -29
trigger3 = IsHelper(1520)
trigger3 = numhelper(1520)>=1
trigger3 = parent, stateno = 1520
trigger3 = parent,AnimTime <= -29
value = 1403

;----------------------------------
;ゆがみA(移動)
[Statedef 1402]
type = A
movetype = A
physics = N
ctrl = 0
anim = 1052
SprPriority = 4

[state 4071]
type = veladd
trigger1 = parentdist X<= 24 && vel X> -4
x = -0.7

[state 4071]
type = veladd
trigger1 = parentdist X> 68 && vel X< 4
x = 0.7

[state 4071]
type = veladd
trigger1 = (parentdist X= [25,45]) && vel X> -4
x = -0.3

[state 4071]
type = veladd
trigger1 = (parentdist X= [47,67]) && vel X< 4
x = 0.3

[state 4071]
type = veladd
trigger1 = parentdist Y< 11 && vel Y> -4
y = -0.7

[state 4071]
type = veladd
trigger1 = parentdist Y> 53 && vel Y< 4
y = 0.7

[state 4071]
type = veladd
trigger1 = (parentdist Y= [11,31]) && vel Y> -4
y = -0.3

[state 4071]
type = veladd
trigger1 = (parentdist Y= [33,53]) && vel Y< 4
y = 0.3

[state 4071]
type = veladd
trigger1 = parentdist X= 0
x = 0.7

[state 4071]
type = velset
trigger1 = parentdist Y= [32,36]
y = 0

[state 4071]
type = velset
trigger1 = parentdist X= [46,50]
x = 0

[state 4071]
type = posset
trigger1 = parentdist Y= [32,36]
trigger1 = parent, vel Y= 0
y = parent, pos Y+ -34

[State 230 , 2]
type = HitDef
trigger1 = time = 0
attr = S,SP
damage = 45,5
animtype = up
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 0,10
sparkno = s10004
sparkxy = 0,0 
hitsound = s2,8
guardsound = s6,1
ground.type = low
ground.slidetime = 0
ground.hittime = 20
ground.velocity = 0,-9.5
air.velocity = 0,-9.5

[State 820, 1]
type = hitoverride
Trigger1 = 1
time = 2
attr = SCA,AP,AA,AT
stateno = 1403
ignorehitpause = 1

[State 2401, 3]
type = ChangeState
trigger1 = (numhelper(1400)>=1)||(numhelper(1410)>=1)
trigger1 = (parent,stateno=[1400, 1410])||(parent,stateno=[1500, 1510])
trigger1 = parent,AnimTime <= -29
trigger2 = movecontact
trigger3 = time >= 600
value = 1403

;------------------------------------
;ゆがみ(消滅)
[Statedef 1403]
type = S
movetype = I
physics = N
ctrl = 0
anim = 1053
velset = 0,0

[State 2401, 3]
type = Destroyself
trigger1 = animtime = 0


;------------------------------
;ローミングカオスB
[Statedef 1410]
type    = S
movetype= I
physics = S
juggle  = 2
poweradd= 60
ctrl = 0
anim = 1050
velset = 0,0

[State 610, 2]
type = PlaySnd
trigger1 = time = 13
value = s0, 4

[state 2200,0]
type = helper
trigger1 = time = 20
helpertype = normal
name = "cracker"
ID = 1410
pos = 22,-36
stateno = 1401
keyctrl = 0
ownpal = 1

[State 600, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0 
ctrl = 1

;----------------------------------
;ゆがみB(移動)
[Statedef 1412]
type = A
movetype = A
physics = N
ctrl = 0
anim = 1052
SprPriority = 4

[state 4071]
type = veladd
trigger1 = parentdist X<= 24 && vel X> -4
x = -0.07

[state 4071]
type = veladd
trigger1 = parentdist X> 68 && vel X< 4
x = 0.07

[state 4071]
type = veladd
trigger1 = (parentdist X= [25,45]) && vel X> -4
x = -0.03

[state 4071]
type = veladd
trigger1 = (parentdist X= [47,67]) && vel X< 4
x = 0.03

[state 4071]
type = veladd
trigger1 = parentdist Y< 11 && vel Y> -4
y = -0.07

[state 4071]
type = veladd
trigger1 = parentdist Y> 53 && vel Y< 4
y = 0.07

[state 4071]
type = veladd
trigger1 = (parentdist Y= [11,31]) && vel Y> -4
y = -0.03

[state 4071]
type = veladd
trigger1 = (parentdist Y= [33,53]) && vel Y< 4
y = 0.03

[state 4071]
type = veladd
trigger1 = parentdist X= 0
x = 0.03

[state 4071]
type = velset
trigger1 = parentdist Y= [32,36]
y = 0

[state 4071]
type = velset
trigger1 = parentdist X= [46,50]
x = 0

[state 4071]
type = posset
trigger1 = parentdist Y= [32,36]
trigger1 = parent, vel Y= 0
y = parent, pos Y+ -34

[State 230 , 2]
type = HitDef
trigger1 = time = 0
attr = S,SP
damage = 45,5
animtype = up
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 0,10
sparkno = s10004
sparkxy = 0,0 
hitsound = s2,8
guardsound = s6,1
ground.type = low
ground.slidetime = 0
ground.hittime = 20
ground.velocity = 0,-9.5
air.velocity = 0,-9.5

[State 820, 1]
type = hitoverride
Trigger1 = 1
time = 2
attr = SCA,AP,AA,AT
stateno = 1403
ignorehitpause = 1

[State 2401, 3]
type = ChangeState
trigger1 = (numhelper(1400)>=1)||(numhelper(1410)>=1)
trigger1 = (parent,stateno=[1400, 1410])||(parent,stateno=[1500, 1510])
trigger1 = parent,AnimTime <= -29
trigger2 = movecontact
trigger3 = time >= 600
value = 1403


;------------------------------
;ローミングカオスC
[Statedef 1420]
type    = S
movetype= I
physics = S
juggle  = 2
poweradd= 60
ctrl = 0
anim = 1050
velset = 0,0

[State 610, 2]
type = PlaySnd
trigger1 = time = 13
value = s0, 4

[state 2200,0]
type = helper
trigger1 = time = 20
helpertype = normal
name = "cracker"
ID = 1420
pos = 22,-36
stateno = 1401
keyctrl = 0
ownpal = 1

[State 600, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0 
ctrl = 1

;----------------------------------
;ゆがみC
[Statedef 1422]
type = A
movetype = A
physics = N
ctrl = 0
anim = 1052
SprPriority = 4

[state 4071]
type = velset
trigger1 = 1
x = 0
y = 0

[State 230 , 2]
type = HitDef
trigger1 = time = 0
attr = S,SP
damage = 45,5
animtype = hard
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 0,0
sparkno = s10004
sparkxy = 0,0 
hitsound = s2,8
guardsound = s6,1
ground.type = low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -7,0
air.velocity = -3,-2

[State 820, 1]
type = hitoverride
Trigger1 = 1
time = 2
attr = SCA,AP,AA,AT
stateno = 1403
ignorehitpause = 1

[State 2401, 3]
type = ChangeState
trigger1 = numhelper(1420)>=1
trigger1 = (parent,stateno=1420)||(parent, stateno = 1520)
trigger1 = parent,AnimTime <= -29
trigger2 = movecontact
trigger3 = time >= 600
value = 1403


;============================
;----------------------------
;エアーローミングカオスA
[Statedef 1500]
type = A
movetype = A
physics = A
ctrl = 0
anim = 1060
poweradd = 60

[State 2500, 0]
type = PlaySnd
trigger1 =  AnimElem = 4
value = s0, 4

[State 2500, 3]
type = velset
trigger1 =  AnimElem = 4
x = -5
y = -5

[State 2500, 1]
type = helper
trigger1 = time = 18
helpertype = normal
name = "Bomb"
ID = 1400
pos = 40,-16
stateno = 1401
ownpal = 1

[State 2500, 2]
type = changestate
trigger1 = animtime = 0
value = 50
ctrl = 1

;----------------------------
;エアーローミングカオスB
[Statedef 1510]
type = A
movetype = A
physics = A
ctrl = 0
anim = 1060
poweradd = 60

[State 2500, 0]
type = PlaySnd
trigger1 =  AnimElem = 4
value = s0, 4

[State 2500, 3]
type = velset
trigger1 =  AnimElem = 4
x = -5
y = -5

[State 2500, 1]
type = helper
trigger1 = time = 18
helpertype = normal
name = "Bomb"
ID = 1410
pos = 40,-16
stateno = 1401
ownpal = 1

[State 2500, 2]
type = changestate
trigger1 = animtime = 0
value = 50
ctrl = 1

;----------------------------
;エアーローミングカオスC
[Statedef 1520]
type = A
movetype = A
physics = A
ctrl = 0
anim = 1060
poweradd = 60

[State 2500, 0]
type = PlaySnd
trigger1 =  AnimElem = 4
value = s0, 4

[State 2500, 3]
type = velset
trigger1 =  AnimElem = 4
x = -5
y = -5

[State 2500, 1]
type = helper
trigger1 = time = 18
helpertype = normal
name = "Bomb"
ID = 1420
pos = 40,-16
stateno = 1401
ownpal = 1

[State 2500, 2]
type = changestate
trigger1 = animtime = 0
value = 50
ctrl = 1


;=========================
;-------------------------
;カオススピアA
[Statedef 1600]
type    = S
movetype= A
physics = S
juggle  = 2
velset = 0, 0
poweradd= 60
ctrl = 0
anim = 205

[State 695,1]
type = PlaySnd
trigger1 = Time = 15
value = s0,11

[State 695,2]
type = helper
trigger1 = time = 16
name = "spear"
id = 1600
pos = 40,-32
postype = p1
stateno = 1601
helpertype = normal
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 420, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;-------------------------
;カオススピア（弾）
[Statedef 1601]
type = A
movetype = A
physics = N
juggle  = 1
ctrl = 0
anim = 301
poweradd = 0

[State 695,1]
type = PlaySnd
trigger1 = Time = 0
value = s1,15

[State 221,0]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1000, 7]
type = AngleDraw
trigger1 = 1

[State 7000, VarSet]
type = VarSet
trigger1 = !var(0)
fvar(0) = ifelse((P2dist x=[0,1]),1,ifelse((P2dist x=[-1,0]),-1,P2dist x))

[State 7000, VarSet]
type = VarSet
trigger1 = !var(0)
fvar(1) = ifelse((P2dist y=[0,1]),1,ifelse((P2dist y=[-1,0]),-1,P2dist y))-20

[State 7000, VarSet]
type = null;VarSet
trigger1 = !var(0)
fvar(1) = P2dist x+ifelse((enemynear,statetype=C),-20,(enemynear,const(size.mid.pos.y)));(enemynear,const(size.mid.pos.y))

[State 7000, VarSet]
type = VarSet
trigger1 = !var(0)
fvar(2) = ifelse((fvar(1)=[0,1]),1,ifelse((fvar(1)=[-1,0]),-1,fvar(1)))

[State 7000, VarSet]
type = VarSet
trigger1 = !var(0)
fvar(3) = atan(fvar(0)/fvar(2))-((0.5*pi)*ifelse((fvar(2)<0),-1,1))

[State 7000, VarSet]
type = VarSet
trigger1 = time = 0
;trigger1 = !IsHelper(1700)
fvar(4) = 0

[State 7000, VarSet]
type = null;VarSet
trigger1 = time = 0
trigger1 = IsHelper(1700)
fvar(4) = -45

[State 7000, VarSet]
type = Varadd
trigger1 = !var(0)
trigger1 = (fvar(3)<=0.5*pi)&&(fvar(3)>=-0.5*pi)
fvar(4) = ifelse(fvar(3)>fvar(4),ifelse(fvar(3)-fvar(4)<8*(pi/180),fvar(3)-fvar(4),8.0*(pi/180)),ifelse(fvar(3)-fvar(4)>-8.0*(pi/180),fvar(3)-fvar(4),-8*(pi/180)))

[State 7000, VarSet]
type = Varadd
trigger1 = !var(0)
trigger1 = fvar(4)>=0
trigger1 = (fvar(3)>=0.5*pi)
fvar(4) = ifelse(fvar(3)>fvar(4),ifelse(fvar(3)-fvar(4)<8*(pi/180),fvar(3)-fvar(4),8.0*(pi/180)),ifelse(fvar(3)-fvar(4)>-8.0*(pi/180),fvar(3)-fvar(4),-8*(pi/180)))

[State 7000, VarSet]
type = Varadd
trigger1 = !var(0)
trigger1 = fvar(4)<=0
trigger1 = (fvar(3)>=0.5*pi)
fvar(4) = ifelse(fvar(3)>fvar(4),-8*(pi/180),8*(pi/180))

[State 7000, VarSet]
type = Varadd
trigger1 = !var(0)
trigger1 = fvar(4)<=0
trigger1 = (fvar(3)<=-0.5*pi)
fvar(4) = ifelse(fvar(3)>fvar(4),ifelse(fvar(3)-fvar(4)<8*(pi/180),fvar(3)-fvar(4),8.0*(pi/180)),ifelse(fvar(3)-fvar(4)>-8.0*(pi/180),fvar(3)-fvar(4),-8*(pi/180)))

[State 7000, VarSet]
type = Varadd
trigger1 = !var(0)
trigger1 = fvar(4)>=0
trigger1 = (fvar(3)<=-0.5*pi)
fvar(4) = ifelse(fvar(3)>fvar(4),-8*(pi/180),8*(pi/180))

[State 7000, VarSet]
type = Varadd
trigger1 = fvar(4)>=1*pi||fvar(4)<=-1*pi
fvar(4) = ifelse(fvar(4)>=1*pi,-2*pi,2*pi)

[State 7000, VelSet]
type = Velset
trigger1 = time >= 1
x = abs(16*cos(fvar(4)))
y = -16*sin(fvar(4))

[State 1000, 3]
type = AngleSet
trigger1 = vel x != 0
value = atan(vel y/vel x)*(-180/pi)+((vel x<0)*180)

[State 7000, Trans]
type = Trans
trigger1 = 1
trans = add

[State 230 , 2]
type = HitDef
trigger1 = time = 0
trigger1 = IsHelper(1600)||IsHelper(1700)
attr = S,SP
damage = 45,4
animtype = medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 0,10
sparkno = s10003
sparkxy = 0,0 
hitsound = s2,7
guardsound = s6,1
ground.type = low
ground.slidetime = 0
ground.hittime = 20
ground.velocity = -3
air.velocity = -2,-1

[State 230 , 2]
type = HitDef
triggerall = time = 0
trigger1 = IsHelper(1620)
trigger2 = IsHelper(1621)
trigger3 = IsHelper(1622)
trigger4 = IsHelper(1623)
trigger5 = IsHelper(1624)
trigger6 = IsHelper(1625)
trigger7 = IsHelper(1626)
trigger8 = IsHelper(1627)
trigger9 = IsHelper(1628)
trigger10 = IsHelper(1629)
trigger11 = IsHelper(1630)
trigger12 = IsHelper(1631)
trigger13 = IsHelper(1632)
trigger14 = IsHelper(1633)
attr = S,SP
damage = 30,4
animtype = medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 0,10
sparkno = s10003
sparkxy = 0,0 
hitsound = s2,7
guardsound = s6,1
ground.type = low
ground.slidetime = 0
ground.hittime = 20
ground.velocity = -3
air.velocity = -2,-1

[State 1201,end]
type = Destroyself
trigger1 = time = 30
trigger2 = movecontact

[State 820, 1]
type = hitoverride
Trigger1 = 1
time = 2
attr = SCA,AP,AA,AT
stateno = 1602
ignorehitpause = 1
;-------------------------
[Statedef 1602]
type = A
movetype = I
physics = N
juggle  = 1
ctrl = 0
velset = 0, 0
anim = 10003
poweradd = 0

[State 1201,end]
type = Destroyself
trigger1 = animtime = 0


;---------------------
;カオススピアB
[Statedef 1610]
type    = S
movetype= A
physics = S
juggle  = 2
velset = 0, 0
poweradd= 0
ctrl = 0
anim = 205

[State 695,1]
type = PlaySnd
trigger1 = Time = 15
value = s0,11

[State 695,1]
type = PlaySnd
trigger1 = Time = 16
value = s1,15

[State 695,2]
type = helper
trigger1 = time = 16
name = "spear"
id = 1610
pos = 40,-32
postype = p1
stateno = 1611
helpertype = normal
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 695,2]
type = helper
trigger1 = time = 16
name = "spear"
id = 1611
pos = 40,-32
postype = p1
stateno = 1611
helpertype = normal
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 695,2]
type = helper
trigger1 = time = 16
name = "spear"
id = 1612
pos = 40,-32
postype = p1
stateno = 1611
helpertype = normal
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 420, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;---------------------
;カオススピアB（弾）
[Statedef 1611]
type = A
movetype = A
physics = N
juggle  = 1
ctrl = 0
anim = 301
poweradd = 40

[State 221,0]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1000, 7]
type = AngleDraw
trigger1 = 1

[State 1000, 3]
type = AngleSet
trigger1 = time = 0
value = 0

[State 7000, VelSet]
type = VelSet
trigger1 = IsHelper(1610) 
x = 8
y = 0

[State 7000, VelSet]
type = VelSet
trigger1 = IsHelper(1611)
x = 6.9
y = -4

[State 1000, 3]
type = AngleSet
trigger1 = IsHelper(1611)
value = 30


[State 7000, VelSet]
type = VelSet
trigger1 = IsHelper(1612)
x = 4
y = -6.9

[State 1000, 3]
type = AngleSet
trigger1 = IsHelper(1612)
value = 60



[State 7000, VelSet]
type = VelSet
trigger1 = IsHelper(1710)
x = 6.9
y = 4

[State 1000, 3]
type = AngleSet
trigger1 = IsHelper(1710)
value = -30

[State 7000, VelSet]
type = VelSet
trigger1 = IsHelper(1711)
x = 5.6
y = 5.6

[State 1000, 3]
type = AngleSet
trigger1 = IsHelper(1711)
value = -45

[State 7000, VelSet]
type = VelSet
trigger1 = IsHelper(1712)
x = 4
y = 6.9

[State 1000, 3]
type = AngleSet
trigger1 = IsHelper(1712)
value = -60


[State 7000, Trans]
type = Trans
trigger1 = 1
trans = add

[State 230 , 2]
type = HitDef
trigger1 = time = 0
attr = S,SP
damage = 30,3
animtype = medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 0,10
sparkno = s10003
sparkxy = 0,0 
hitsound = s2,7
guardsound = s6,1
ground.type = low
ground.slidetime = 0
ground.hittime = 20
ground.velocity = -3
air.velocity = -2,-1

[State 1201,end]
type = Destroyself
trigger1 = time = 40
trigger2 = movecontact

[State 820, 1]
type = hitoverride
Trigger1 = 1
time = 2
attr = SCA,AP,AA,AT
stateno = 1602
ignorehitpause = 1


;-------------------------
;カオススピアC
[Statedef 1620]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 0
ctrl = 0
anim = 3155
velset = 0,0

[state 1220,0]
type = varadd
trigger1 = time = 1
trigger1 = var(11) = 1
var(12) = -1000

[state 1220,0]
type = poweradd
trigger1 = time = 1
trigger1 = var(10) = 0
value = -1000

[State 3000, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = time = 1
anim = s10001 
pos = 0, -70 
sound = s3, 0

[State 610, 2]
type = PlaySnd
trigger1 = time = 9
value = s1, 17

[State 610, 2]
type = PlaySnd
trigger1 = time = 0
value = s0, 24

[State 695,2]
type = helper
trigger1 = time = 9
name = "spear"
id = 1620
pos = 60,-30
postype = p1
stateno = 1621
helpertype = normal
ownpal = 1
size.xscale = 1
size.yscale = 1
pausemovetime = 44

[State 695,2]
type = helper
trigger1 = time = 9
name = "spear"
id = 1621
pos = -60,-30
postype = p1
stateno = 1621
helpertype = normal
ownpal = 1
size.xscale = 1
size.yscale = 1
pausemovetime = 56

[State 695,2]
type = helper
trigger1 = time = 9
name = "spear"
id = 1622
pos = 50,-50
postype = p1
stateno = 1621
helpertype = normal
ownpal = 1
size.xscale = 1
size.yscale = 1
pausemovetime = 68

[State 695,2]
type = helper
trigger1 = time = 9
name = "spear"
id = 1623
pos = -50,-50
postype = p1
stateno = 1621
helpertype = normal
ownpal = 1
size.xscale = 1
size.yscale = 1
pausemovetime = 80

[State 695,2]
type = helper
trigger1 = time = 9
name = "spear"
id = 1624
pos = 40,-70
postype = p1
stateno = 1621
helpertype = normal
ownpal = 1
size.xscale = 1
size.yscale = 1
pausemovetime = 92

[State 695,2]
type = helper
trigger1 = time = 9
name = "spear"
id = 1625
pos = -40,-70
postype = p1
stateno = 1621
helpertype = normal
ownpal = 1
size.xscale = 1
size.yscale = 1
pausemovetime = 104

[State 695,2]
type = helper
trigger1 = time = 9
trigger1 = (100*life/const(data.life)) <= 80
name = "spear"
id = 1626
pos = 80,-40
postype = p1
stateno = 1621
helpertype = normal
ownpal = 1
size.xscale = 1
size.yscale = 1
pausemovetime = 116

[State 695,2]
type = helper
trigger1 = time = 9
trigger1 = (100*life/const(data.life)) <= 80
name = "spear"
id = 1627
pos = -80,-40
postype = p1
stateno = 1621
helpertype = normal
ownpal = 1
size.xscale = 1
size.yscale = 1
pausemovetime = 128

[State 695,2]
type = helper
trigger1 = time = 9
trigger1 = (100*life/const(data.life)) <= 60
name = "spear"
id = 1628
pos = 70,-60
postype = p1
stateno = 1621
helpertype = normal
ownpal = 1
size.xscale = 1
size.yscale = 1
pausemovetime = 140

[State 695,2]
type = helper
trigger1 = time = 9
trigger1 = (100*life/const(data.life)) <= 60
name = "spear"
id = 1629
pos = -70,-60
postype = p1
stateno = 1621
helpertype = normal
ownpal = 1
size.xscale = 1
size.yscale = 1
pausemovetime = 152

[State 695,2]
type = helper
trigger1 = time = 9
trigger1 = (100*life/const(data.life)) <= 40
name = "spear"
id = 1630
pos = 60,-80
postype = p1
stateno = 1621
helpertype = normal
ownpal = 1
size.xscale = 1
size.yscale = 1
pausemovetime = 164

[State 695,2]
type = helper
trigger1 = time = 9
trigger1 = (100*life/const(data.life)) <= 40
name = "spear"
id = 1631
pos = -60,-80
postype = p1
stateno = 1621
helpertype = normal
ownpal = 1
size.xscale = 1
size.yscale = 1
pausemovetime = 176

[State 695,2]
type = helper
trigger1 = time = 9
trigger1 = (100*life/const(data.life)) <= 20
name = "spear"
id = 1632
pos = 50,-100
postype = p1
stateno = 1621
helpertype = normal
ownpal = 1
size.xscale = 1
size.yscale = 1
pausemovetime = 188

[State 695,2]
type = helper
trigger1 = time = 9
trigger1 = (100*life/const(data.life)) <= 20
name = "spear"
id = 1633
pos = -50,-100
postype = p1
stateno = 1621
helpertype = normal
ownpal = 1
size.xscale = 1
size.yscale = 1
pausemovetime = 200

[State 600, 2]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

;-------------------------
;カオススピアC（弾）
[Statedef 1621]
type = A
movetype = I
physics = N
juggle  = 1
ctrl = 0
anim = 301
poweradd = 0

[State 3100, NotHitby]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1000,影]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3156,0]
type = Trans
trigger1 = time = [0,32]
trans = addalpha
alpha = (time*8),256
ignorehitpause = 1

[State 3156,0]
type = Trans
trigger1 = time >= 33
trans = add
ignorehitpause = 1

[State 600, 2]
type = ChangeState
trigger1 = IsHelper(1620)
trigger1 = time = 44
trigger1 = RoundState = 2
Value = 1601

[State 600, 2]
type = ChangeState
trigger1 = IsHelper(1621)
trigger1 = time = 56
trigger1 = RoundState = 2
Value = 1601

[State 600, 2]
type = ChangeState
trigger1 = IsHelper(1622)
trigger1 = time = 68
trigger1 = RoundState = 2
Value = 1601

[State 600, 2]
type = ChangeState
trigger1 = IsHelper(1623)
trigger1 = time = 80
trigger1 = RoundState = 2
Value = 1601

[State 600, 2]
type = ChangeState
trigger1 = IsHelper(1624)
trigger1 = time = 92
trigger1 = RoundState = 2
Value = 1601

[State 600, 2]
type = ChangeState
trigger1 = IsHelper(1625)
trigger1 = time = 104
trigger1 = RoundState = 2
Value = 1601

[State 600, 2]
type = ChangeState
trigger1 = IsHelper(1626)
trigger1 = time = 116
trigger1 = RoundState = 2
Value = 1601

[State 600, 2]
type = ChangeState
trigger1 = IsHelper(1627)
trigger1 = time = 128
trigger1 = RoundState = 2
Value = 1601

[State 600, 2]
type = ChangeState
trigger1 = IsHelper(1628)
trigger1 = time = 140
trigger1 = RoundState = 2
Value = 1601

[State 600, 2]
type = ChangeState
trigger1 = IsHelper(1629)
trigger1 = time = 152
trigger1 = RoundState = 2
Value = 1601

[State 600, 2]
type = ChangeState
trigger1 = IsHelper(1630)
trigger1 = time = 164
trigger1 = RoundState = 2
Value = 1601

[State 600, 2]
type = ChangeState
trigger1 = IsHelper(1631)
trigger1 = time = 176
trigger1 = RoundState = 2
Value = 1601

[State 600, 2]
type = ChangeState
trigger1 = IsHelper(1632)
trigger1 = time = 188
trigger1 = RoundState = 2
Value = 1601

[State 600, 2]
type = ChangeState
trigger1 = IsHelper(1633)
trigger1 = time = 200
trigger1 = RoundState = 2
Value = 1601

;=========================
;-------------------------
;空中カオススピアA
[Statedef 1700]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 60
ctrl = 0
;velset = 0, 0
anim = 605

[State 695,1]
type = PlaySnd
trigger1 = Time = 13
value = s0,11

[State 695,1]
type = PlaySnd
trigger1 = Time = 17
value = s1,15

[State 695,2]
type = helper
trigger1 = time = 17
name = "spear"
id = 1700
pos = 16,-24
postype = p1
stateno = 1601
helpertype = normal
ownpal = 1
size.xscale = 1
size.yscale = 1

[state 210,6]
type = velset
trigger1 = time = [9,24]
x = 0
y = 0

[State 420, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 50
Ctrl = 1

;---------------------
;空中カオススピアB
[Statedef 1710]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 40
ctrl = 0
;velset = 0, 0
anim = 605

[State 695,1]
type = PlaySnd
trigger1 = Time = 13
value = s0,11

[State 695,1]
type = PlaySnd
trigger1 = Time = 17
value = s1,15

[State 695,2]
type = helper
trigger1 = time = 16
name = "spear"
id = 1710
pos = 16,-24
postype = p1
stateno = 1611
helpertype = normal
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 695,2]
type = helper
trigger1 = time = 16
name = "spear"
id = 1711
pos = 16,-24
postype = p1
stateno = 1611
helpertype = normal
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 695,2]
type = helper
trigger1 = time = 16
name = "spear"
id = 1712
pos = 16,-24
postype = p1
stateno = 1611
helpertype = normal
ownpal = 1
size.xscale = 1
size.yscale = 1

[state 210,6]
type = velset
trigger1 = time = [9,24]
x = 0
y = 0

[State 2600, 4]
type = ChangeState
trigger1 = Animtime = 0
value = 50
ctrl = 1


;-------------------------
;空中カオススピアC
[Statedef 1720]
type    = A
movetype= A
physics = N
juggle  = 2
poweradd= 60
ctrl = 0
anim = 1720
velset = 0,0

[state 1220,0]
type = varadd
trigger1 = time = 1
trigger1 = var(11) = 1
var(12) = -1000

[state 1220,0]
type = poweradd
trigger1 = time = 1
trigger1 = var(10) = 0
value = -1000

[State 3000, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = time = 1
anim = s10001 
pos = 0, -70 
sound = s3, 0

[State 610, 2]
type = PlaySnd
trigger1 = time = 9
value = s1, 17

[State 610, 2]
type = PlaySnd
trigger1 = time = 0
value = s0, 24

[State 695,2]
type = helper
trigger1 = time = 9
name = "spear"
id = 1620
pos = 60,-30
postype = p1
stateno = 1621
helpertype = normal
ownpal = 1
size.xscale = 1
size.yscale = 1
pausemovetime = 44

[State 695,2]
type = helper
trigger1 = time = 9
name = "spear"
id = 1621
pos = -60,-30
postype = p1
stateno = 1621
helpertype = normal
ownpal = 1
size.xscale = 1
size.yscale = 1
pausemovetime = 56

[State 695,2]
type = helper
trigger1 = time = 9
name = "spear"
id = 1622
pos = 50,-50
postype = p1
stateno = 1621
helpertype = normal
ownpal = 1
size.xscale = 1
size.yscale = 1
pausemovetime = 68

[State 695,2]
type = helper
trigger1 = time = 9
name = "spear"
id = 1623
pos = -50,-50
postype = p1
stateno = 1621
helpertype = normal
ownpal = 1
size.xscale = 1
size.yscale = 1
pausemovetime = 80

[State 695,2]
type = helper
trigger1 = time = 9
name = "spear"
id = 1624
pos = 40,-70
postype = p1
stateno = 1621
helpertype = normal
ownpal = 1
size.xscale = 1
size.yscale = 1
pausemovetime = 92

[State 695,2]
type = helper
trigger1 = time = 9
name = "spear"
id = 1625
pos = -40,-70
postype = p1
stateno = 1621
helpertype = normal
ownpal = 1
size.xscale = 1
size.yscale = 1
pausemovetime = 104

[State 695,2]
type = helper
trigger1 = time = 9
trigger1 = (100*life/const(data.life)) <= 80
name = "spear"
id = 1626
pos = 80,-40
postype = p1
stateno = 1621
helpertype = normal
ownpal = 1
size.xscale = 1
size.yscale = 1
pausemovetime = 116

[State 695,2]
type = helper
trigger1 = time = 9
trigger1 = (100*life/const(data.life)) <= 80
name = "spear"
id = 1627
pos = -80,-40
postype = p1
stateno = 1621
helpertype = normal
ownpal = 1
size.xscale = 1
size.yscale = 1
pausemovetime = 128

[State 695,2]
type = helper
trigger1 = time = 9
trigger1 = (100*life/const(data.life)) <= 60
name = "spear"
id = 1628
pos = 70,-60
postype = p1
stateno = 1621
helpertype = normal
ownpal = 1
size.xscale = 1
size.yscale = 1
pausemovetime = 140

[State 695,2]
type = helper
trigger1 = time = 9
trigger1 = (100*life/const(data.life)) <= 60
name = "spear"
id = 1629
pos = -70,-60
postype = p1
stateno = 1621
helpertype = normal
ownpal = 1
size.xscale = 1
size.yscale = 1
pausemovetime = 152

[State 695,2]
type = helper
trigger1 = time = 9
trigger1 = (100*life/const(data.life)) <= 40
name = "spear"
id = 1630
pos = 60,-80
postype = p1
stateno = 1621
helpertype = normal
ownpal = 1
size.xscale = 1
size.yscale = 1
pausemovetime = 164

[State 695,2]
type = helper
trigger1 = time = 9
trigger1 = (100*life/const(data.life)) <= 40
name = "spear"
id = 1631
pos = -60,-80
postype = p1
stateno = 1621
helpertype = normal
ownpal = 1
size.xscale = 1
size.yscale = 1
pausemovetime = 176

[State 695,2]
type = helper
trigger1 = time = 9
trigger1 = (100*life/const(data.life)) <= 20
name = "spear"
id = 1632
pos = 50,-100
postype = p1
stateno = 1621
helpertype = normal
ownpal = 1
size.xscale = 1
size.yscale = 1
pausemovetime = 188

[State 695,2]
type = helper
trigger1 = time = 9
trigger1 = (100*life/const(data.life)) <= 20
name = "spear"
id = 1633
pos = -50,-100
postype = p1
stateno = 1621
helpertype = normal
ownpal = 1
size.xscale = 1
size.yscale = 1
pausemovetime = 200

[State 600, 2]
type = ChangeState
trigger1 = animTime = 0
value = 50
ctrl = 1

;============================================
;============================================
;ここから超必
;-------------------------
;カオスコントロール
[statedef 2000]
type    = U
movetype= I
physics = N
ctrl = 0
anim = ifelse(statetype = A,3050,3000)
velset = 0,0

[State 191, 3]
type = PlaySnd
trigger1 = time = 1
value = s0,16
volume = 255

[State 3100, NotHitby]
type = NotHitBy
trigger1 = time >= 53
value = SCA

[State 191, 3]
type = PlaySnd
trigger1 = time = 53
value = s0,17
volume = 255

[state 3000,0]
type = varset
trigger1 = time >= 53
var(11) = 1

[State 695,2]
type = helper
trigger1 = time = 53
name = "time"
id = 2000
pos = 0,-70
postype = p1
stateno = 2001
helpertype = normal
ownpal = 1
sprpriority = -1
size.xscale = 1
size.yscale = 1
pausemovetime = 99999

[State 600, 2]
type = ChangeState
trigger1 = Time = 160
value = 50
ctrl = 1

;-------------------------
;カオスコントロールヘルパー
[Statedef 2001]
type    = S
movetype= I
physics = S
ctrl = 0
sprpriority = -1
anim = 6000

[State 221,0]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3000,00]
type = BGPalfx
trigger1 = 1
invertall = 1
time = 1

[State 7000, Trans]
type = Trans
trigger1 = 1
trans = add

[State 1000, 7]
type = AngleDraw
trigger1 = 1
scale = (time)*0.2,(time)*0.2

[State 191, 3]
type = PlaySnd
trigger1 = time = 0
value = s1,16

[State 1201,end]
type = Destroyself
trigger1 = animtime = 0

;-------------------------
;カオコン終了
[statedef 2002]
type = S
movetype= I
physics = S
juggle  = 2
ctrl = 0
anim = 3001
velset = 0,0

[state 3002,0]
type = nothitby
trigger1 = 1
value = SCA

[state 3002,1]
type = screenbound
trigger1 = time >= 90
value = 0
movecamera = 0,0

[State 191, 3]
type = PlaySnd
trigger1 = time = 13
value = s0,12
volume = 255

[state -2]
type = varset
trigger1 = time = 90
var(11) = 0
ignorehitpause = 1

[state -2]
type = varset
trigger1 = time = 90
var(13) = 0
ignorehitpause = 1

[state 3000]
type = pause
trigger1 = time = 90
time = 0
movetime = 0
ignorehitpause = 1

[State 600, 2]
type = ChangeState
trigger1 = Time = 90
value = 0
ctrl = 1

;=====================
;---------------------
;シャドウコンビネーション
[Statedef 2100]
type = S
movetype = A
physics = S
juggle  = 0
ctrl = 0
anim = 3100
poweradd = -2000
velset = 0,0

[state 1220,0]
type = varadd
trigger1 = time = 1
trigger1 = var(11) = 1
var(12) = -2000

[State 3100, 0]
type = PlaySnd
trigger1 = time = 1
value = s0, 6

[State 3000, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = time = 1
anim = s10001
pos = 0, -70 
sound = s3, 1

[State 210, 4]
type = Explod
trigger1 = time = 1
anim = 10002
postype = p1
sprpriority = 2
bindtime = -1
ID = 10001
removetime = 20
pos = 0, 0
ownpal = 1
removeongethit = 1
supermovetime = 999999

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
trigger5 = AnimElem = 10
trigger6 = AnimElem = 12
trigger7 = AnimElem = 14
trigger8 = AnimElem = 16
trigger9 = AnimElem = 18
trigger10 = AnimElem = 20
trigger11 = AnimElem = 21
trigger12 = AnimElem = 24
trigger13 = AnimElem = 26
trigger14 = AnimElem = 28
trigger15 = AnimElem = 30
trigger16 = AnimElem = 32
trigger17 = AnimElem = 34
trigger18 = AnimElem = 36
trigger19 = AnimElem = 38
trigger20 = AnimElem = 40
trigger21 = AnimElem = 42
trigger22 = AnimElem = 44        
value = s1, 5

[State 3110, 8]
type = envcolor
triggerall = movehit
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
trigger5 = AnimElem = 10
trigger6 = AnimElem = 12
trigger7 = AnimElem = 14
trigger8 = AnimElem = 16
trigger9 = AnimElem = 18
trigger10 = AnimElem = 20
trigger11 = AnimElem = 21
trigger12 = AnimElem = 24
trigger13 = AnimElem = 26
trigger14 = AnimElem = 28
trigger15 = AnimElem = 30
trigger16 = AnimElem = 32
trigger17 = AnimElem = 34
trigger18 = AnimElem = 36
trigger19 = AnimElem = 38
trigger20 = AnimElem = 40
trigger21 = AnimElem = 42
trigger22 = AnimElem = 44        
ignorehitpause = 1
time = 1
under = -1
value = 255,255,255

[State 200 , 2]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 6
trigger3 = AnimElem = 14
trigger4 = AnimElem = 22
trigger5 = AnimElem = 28
trigger6 = AnimElem = 36
trigger7 = AnimElem = 40
trigger8 = AnimElem = 44
attr = S,HA
damage = 14, 2
animtype = Light
guardflag = MA
hitflag = MAF
priority = 2, Hit
pausetime = 0,24
sparkno = s10003
sparkxy = 0,-40 
hitsound = s2,0
guardsound = s6,0
ground.type = low
ground.slidetime = 0
ground.hittime = 10
ground.velocity = 0
air.velocity = 0

[State 200 , 2]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 10
trigger3 = AnimElem = 16
trigger4 = AnimElem = 20
trigger5 = AnimElem = 26
trigger6 = AnimElem = 30
trigger7 = AnimElem = 34
attr = S,HA
damage = 16, 2
animtype = Light
guardflag = MA
hitflag = MAF
priority = 2, Hit
pausetime = 0,24
sparkno = s10003
sparkxy = 0,-60
hitsound = s2,0
guardsound = 6,0
ground.type = low
ground.slidetime = 0
ground.hittime = 10
ground.velocity = 0
air.velocity = 0

[State 200 , 2]
type = HitDef
trigger1 = AnimElem = 8
trigger2 = AnimElem = 12
trigger3 = AnimElem = 18
trigger4 = AnimElem = 24
trigger5 = AnimElem = 32
trigger6 = AnimElem = 38
trigger7 = AnimElem = 42
attr = S,HA
damage = 18, 2
animtype = Light
guardflag = MA
hitflag = MAF
priority = 2, Hit
pausetime = 0,24
sparkno = s10003
sparkxy = 0,-32
hitsound = s2,0
guardsound = s6,0
ground.type = low
ground.slidetime = 0
ground.hittime = 10
ground.velocity = 0
air.velocity = 0

[State 3100, NotHitby]
type = NotHitBy
trigger1 = MoveHit
value = SCA

[State 230 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 210
ctrl = 0

;=================================
;----------------------
;カオスブラスト(非ブースト)
[Statedef 2200]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
ctrl     = 0
anim = ifelse(statetype = A,2250,2200)
velset   = 0,0
sprpriority = -1

[state 1220,0]
type = varadd
trigger1 = time = 1
trigger1 = var(11) = 1
trigger1 = var(10) = 0
var(12) = -1000

[state 2200,0]
type = poweradd
trigger1 = time = 1
trigger1 = var(10) = 0
trigger1 = var(11) = 0
value = -1000

[State 3100, NotHitby]
type = NotHitBy
trigger1 = time = [0,96]
value = SCA

[State 3000, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = time = 1
anim = s10001
pos = 0, -70 
sound = s3, 1

[State 210, 4]
type = Explod
trigger1 = time = 1
trigger1 = statetype != A
anim = 10002
postype = p1
sprpriority = 2
bindtime = -1
ID = 10001
removetime = 20
pos = 0, 0
ownpal = 1
removeongethit = 1
supermovetime = 999999

[State 695,2]
type = helper
trigger1 = time = 16
name = "blast"
id = 2200
pos = 0,-40
postype = p1
stateno = 2201
helpertype = normal
ownpal = 1

[State 702, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 16
value = s1,7
volume = 255

[State 230 , 4]
type = ChangeState
trigger1 = Time >= 100
value = 50
ctrl = 1
ignorehitpause = 1

;-------------------------
;カオスブラストヘルパー
[Statedef 2201]
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 7
anim = 6004
velset = 0,0

[state 2201,0]
type = velset 
trigger1=1
x=0
y=0

[State 1000, 3]
type = BindToParent
trigger1= time = [0,80]
time= 1
pos=0,-40

[state 2201,0]
type = sprpriority
trigger1 = 1
value = 7
ignorehitpause = 1

[State 1000, 7]
type = AngleDraw
trigger1 = 1

[State 1000, 3]
type = AngleAdd
trigger1 = 1
value = 10

[state 2201,0]
type = playerpush
trigger1 = animelem = 1
value = 0

[State 221,0]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 114001]
type = trans
trigger1 = time < 80
trans = add

[State 210 , 2]
type = HitDef
trigger1 = !movehit
trigger1 = time%4 = 0
trigger1 = time = [0,80]
trigger1 = p2stateno!=[5000,5270]
attr = S,HA
damage = 180,5
animtype = hard
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 0,13
sparkno = s10003
sparkxy = 3,-28 
hitsound = s2,8
guardsound = s6,1
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -10, -10
guard.velocity = -10
air.velocity = -6, -10
getpower=0,0
givepower=50,50
fall = 1

[State 5101, 3]
type = MoveHitReset
trigger1 = movehit = 25

[state 2201,0]
type = turn
trigger1 = root,p2dist x<0

[State 1000, 7]
type = AngleDraw
trigger1 = time = [0,10]
scale = (time)*0.15,(time)*0.15

[State 1000, 7]
type = AngleDraw
trigger1 = time >= 10
scale = 1.5,1.5

[State 114001]
type = trans
trigger1 = time >= 80
trans = addalpha
alpha = 256-(time-78)*5,256
ignorehitpause = 1

[State 1201,end]
type = Destroyself
trigger1 = time >= 132

;======================
;----------------------
;カオスブラスト
[Statedef 2300]
type     = U
movetype = A
physics  = N
juggle   = 0
poweradd = ifelse(var(58)=1,-1000,0)
ctrl     = 0
anim = ifelse(statetype = A,3050,3000)
velset   = 0,0

[State 2000]
type = Explod
trigger1 = time = 0
anim = 8020
pos = ifelse(facing=1,-320,320),0
ownpal = 1
postype = front
bindtime = -1
supermove = 1
sprpriority = -15
facing = ifelse(facing=-1,-1,1)

[State 2000]
type = Explod
trigger1 = time = 0
anim = 8025
pos = ifelse(facing=1,-320,320),0
ownpal = 1
postype = front
bindtime = -1
supermove = 1
sprpriority = -10
facing = ifelse(facing=-1,-1,1)

[State 3100, NotHitby]
type = NotHitBy
trigger1 = 1
value = SCA

[State 702, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = s1,18
volume = 255

[State 3000, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = time = 1
anim = s10001
pos = 0, -70 
sound = s3, 2
time = 53
movetime = 53

[State 210, 4]
type = Explod
trigger1 = time = 1
trigger1 = statetype != A
anim = 10002
postype = p1
sprpriority = 2
bindtime = -1
ID = 10001
removetime = 20
pos = 0, 0
ownpal = 1
removeongethit = 1
supermovetime = 999999

[State 210, 4]
type = Explod
trigger1 = time = 21
anim = 6001
postype = p1
sprpriority = 2
bindtime = -1
ID = 6001
removetime = 15
pos = 0, 0
ownpal = 1
removeongethit = 1
supermovetime = 999999

[State 695,2]
type = helper
trigger1 = time = 53
name = "blast"
id = 2300
pos = 0,-70
postype = p1
stateno = 2301
helpertype = normal
ownpal = 1
sprpriority = -1
size.xscale = 1
size.yscale = 1
pausemovetime = 99999

[State 14000, ヒット定義]
type = Projectile
trigger1 = time = [68,156]
trigger1 = time%4 = 0
projID = 2300
projanim = 3300
projscale = 1, 1
projremove = 0
projremovetime = 1
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 5
projsprpriority = 2
projedgebound = 20
projstagebound = 20
projheightbound = -240, 50
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
supermovetime = 0
pausemovetime = 0
attr = S, HA
damage    = 15,8
hitflag = MAFD
guardflag = MA
priority = 7,Hit
pausetime = 0, 0
sparkno = -1
sparkxy = 999,999
hitsound   = s2,8
guardsound = s6,0
animtype = Hard
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -10,-6
guard.velocity = -10
air.velocity = -10,-10
fall = 1

[State 702, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 53
value = s1,19
volume = 255

[state 3200,1]
type = varset
trigger1 = time >= 68
trigger1 = var(58) = 0
var(10) = 0

[state 2300,0]
type = powerset
trigger1 = time >= 68
trigger1 = var(58) = 0
value = 0 

[State 230 , 4]
type = ChangeState
trigger1 = Time >= 246
value = 50
ctrl = 1

;-------------------------
;カオスブラストヘルパー
[Statedef 2301]
type    = S
movetype= I
physics = S
ctrl = 0
sprpriority = 5
anim = 6004

[State 221,0]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 114001]
type = trans
trigger1 = time < 156
trans = add

[State 114001]
type = trans
trigger1 = time >= 156
trans = addalpha
alpha = 256-(time-156)*5,256
ignorehitpause = 1

[State 1000, 7]
type = AngleDraw
trigger1 = 1
scale = 1+(time)*0.2,1+(time)*0.2

[State 191, 3]
type = PlaySnd
trigger1 = time = 0
value = s1,16

[State 1201,end]
type = Destroyself
trigger1 = time = 208

;==============================
;------------------------------
;カオスブースト
[Statedef 2400]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
ctrl     = 0
anim = 3200
velset   = 0,0

[State 702, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = s0,25
volume = 255

[State 3000, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = time = 1
anim = s10001
pos = 0, -70 
sound = s3, 2

[State 210, 4]
type = Explod
trigger1 = time = 1
anim = 10002
postype = p1
sprpriority = 2
bindtime = -1
ID = 10001
removetime = 20
pos = 0, 0
ownpal = 1
removeongethit = 1
supermovetime = 999999

[State 210 , 2]
type = HitDef
trigger1 = time = 1
attr = S,HA
damage = 50
animtype = back
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 3,10
sparkno = -1;s10003
sparkxy = 3,-28 
hitsound = -1;s2,1
guardsound = 6,0
ground.type = high
ground.slidetime = 20
ground.hittime = 50
ground.velocity = -6, -2
air.velocity = -6, -2
fall = 1

[State 702, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 13
value = s1,20
volume = 255

[State 695,2]
type = helper
trigger1 = time = 13
name = "kaihou"
id = 2400
pos = 0,-24
postype = p1
stateno = 2401
helpertype = normal
ownpal = 1
sprpriority = 2
size.xscale = 1
size.yscale = 1

[state 1070,1]
type = envshake
trigger1 = time = 13
time = 16
freq = 120
ampl = 4
phase = 120

[state 3200,1]
type = varset
trigger1 = time = 13
var(10) = 1

[State 230 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------
;ブーストエフェクト
[Statedef 2401]
type    = S
movetype= I
physics = S
juggle  = 0
ctrl = 0
velset = 0,0
anim = 6002
sprpriority = 1

[State 801, 透過処理]
type = trans
trigger1 = 1
trans = add

[State 801, angledraw]
type = angledraw
trigger1 = 1
scale = 0.5 + time * 0.1,0.1 + time * 0.05

[State 801, assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 801, destroy]
type = destroyself
trigger1 = time >= 15

;===================================================
;ブーストアタック
[Statedef 2500]
type     = S
movetype = A
physics  = S
juggle   = 1
poweradd = -2000
ctrl     = 0
anim     = 2500
velset   = 0,0
sprpriority = 1

[State 3000, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = time = 0
anim = s10001
pos = 0, -35 
sound = s3, 1
movetime = 30

[State 3007, スクロール]
type = ScreenBound
trigger1 = 1
value = 0
MoveCamera = 0,0

[State 2101, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 2

[state 2500,0]
type = velset
trigger1 = time >= 35
x = 35

[State 3505, エフェクト]
type = Explod
trigger1 = time = 35
anim = 6007
postype = p1
pos = -30,0
scale = 1,1
sprpriority = 2
ownpal = 1
ID = 6007

[State 3505, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 35
value = s1,23
volume = 255

[State 630, 2]
type = HitDef
trigger1 = time = 35
attr = S, HA
damage    = 380,40
animtype = back
hitflag = MAFD
;guardflag = M
priority = 7
pausetime = 0,15
sparkno = s10005
sparkxy = 0,-20
hitsound   = s2,5
guardsound = s6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0,-18
air.velocity = 0,-18
fall = 1
air.fall = 1
envshake.time = 20
envshake.ampl = 5
envshake.freq = 120
getpower = 300

[State 3505, エフェクト]
type = Explod
trigger1 = animelem = 3
trigger1 = numexplod(6006) = 0
anim = 6006
postype = p1
pos = 30,-34
scale = 2,2
sprpriority = 2
ownpal = 1
bindtime = -1
ID = 6006

[State 3504, 残像]
type = AfterImage
trigger1 = Time = 35
Time = 60
Trans = Add
FrameGap = 2
palcolor = 256
PalBright   = 90,90,150
PalContrast = 180,180,256
PalAdd = 0,0,160
PalMul = 1,1,1

[State 1000,00]
type = Afterimagetime
trigger1 = (FrontEdgeDist < -120)
time = 0

[state 2500,1]
type = changestate
trigger1 = (FrontEdgeDist < -120)
value = 2501

[state 2500,1]
type = changestate
trigger1 = time >= 120
value = 2502

;------------------------------------------------
;ブーストアタック終了
[Statedef 2501]
type     = S
movetype = I
physics  = N
poweradd = 0
ctrl     = 0
anim     = 2501
velset   = 0,0
sprpriority = 1

[state 2500,0]
type = velset
trigger1 = time = 30
x = -24

[State 3007, スクロール]
type = ScreenBound
trigger1 = 1
value = 0

[state 2500,0]
type = velmul
trigger1 = time > 30
x = 0.9

[state 2500,0]
type = velset
trigger1 = animelem = 10
x = 0

[State 106, 3]
type = MakeDust
trigger1 = time < 90
pos = 0,0

[state 2501,0]
type = changestate
trigger1 = p2dist x >= 0
trigger1 = time >= 81
value = 0
ctrl = 1

[state 2500,1]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;------------------------------------------------
;ブーストアタック終了2
[Statedef 2502]
type     = S
movetype = I
physics  = S
juggle   = 1
poweradd = 0
ctrl     = 0
anim     = 2502
velset   = 20,0
sprpriority = 1

[state 2500,0]
type = velmul
trigger1 = time > 0
x = 0.8

[state 2500,0]
type = velset
trigger1 = animelem = 10
x = 0

[state 2500,1]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;=====================
;---------------------
;ヒーリング
[Statedef 700]
type     = S
movetype = I
physics  = S
ctrl     = 0
velset   = 0,0
anim     = 400

[State 700, パワーゲージ増]
type = PowerAdd
trigger1 = 1
value = 3

[state 700, 音]
type = playsnd
trigger1 = var(59) = 0
trigger1 = command = "hold_y"
trigger2 = anim = 400
value = s1,11
volume = 200
persistent = 25

[state 700, 音2]
type = playsnd
trigger1 = var(59) = 0
trigger1 = command != "hold_y"
trigger2 = stateno != 700
value = s1,12
volume = 200
persistent = 25

[State 700, 押し判定]
type = PlayerPush
trigger1 = 1
value = 0 

[State 700, エフェクト]
type = Explod
trigger1 = AnimElem = 1
trigger1 = NumExplod(130) = 0 
anim = 6003
facing = -1
postype = p1
pos =0,-10
scale = 2, 2
sprpriority = 3
ownpal = 1
removetime = -1
removeongethit = 1 
ID = 130

[State 700, エフェクト消去]
type = removeexplod
triggerall = NumExplod(130) > 0
trigger1 = stateno != 700
trigger2 = var(59) = 0
trigger2 = command != "hold_y"
trigger3 = MoveType != I
trigger4 = anim != 400 
ID = 130

[State 700, ステート変更]
type = ChangeState
triggerall = var(59) = 0
trigger1 = command != "hold_y"  
value = 701

;---------------------------
;ヒーリング終了
[Statedef 701]
type     = S
movetype = I
physics  = S
ctrl     = 0
velset   = 0,0
anim     = 401

[State 701,1]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;======================================
[statedef 900];緊急回避・前
type = S
movetype = I
physics = S
juggle  = 20
velset = 0,0
ctrl = 0
anim = 900
sprpriority = -1

[state 900,0]
type = statetypeset
trigger1 = var(10) > 0
movetype = A

[State 191, 1]
type = playsnd
trigger1 = time = 1
value = S1,22

[State 191, 1]
type = playsnd
trigger1 = time = 1
value = S0,12

[state 850,0]
type = nothitby
trigger1 = time = [0,12]
value = SCA

[state 3000,2]
type = afterimage
trigger1 = time = 0
time = 12
palmul = 1,1,1
palcontrast = 175,175,175
palbrigth = 0,0,0
paladd = 20,20,20
length = 7
framegap = 3
trans = none

[state 850,1]
type = playerpush
trigger1 = 1
value = 0

[State 100]
type = velset
trigger1 = time = [5,12]
x = 10

[State 230 , 2]
type = HitDef
trigger1 = animelem = 2
trigger1 = var(10) > 0
attr = C,NA
damage = 30
animtype = medium
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkno = s10003
sparkxy = 0,-26
hitsound = s2,1
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -3,0
air.velocity = -2.5,-1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------
[statedef 910];緊急回避・後ろ
type = S
movetype = I
physics = S
juggle  = 20
velset = 0,0
ctrl = 0
anim = 910
sprpriority = -1

[state 900,0]
type = statetypeset
trigger1 = var(10) > 0
movetype = A

[State 191, 1]
type = playsnd
trigger1 = time = 1
value = S1,22

[State 191, 1]
type = playsnd
trigger1 = time = 1
value = S0,12

[state 850,0]
type = nothitby
trigger1 = time = [0,12]
value = SCA

[state 3000,2]
type = afterimage
trigger1 = time = 0
time = 12
palmul = 1,1,1
palcontrast = 175,175,175
palbrigth = 0,0,0
paladd = 20,20,20
length = 7
framegap = 3
trans = none

[state 850,1]
type = playerpush
trigger1 = 1
value = 0

[State 100]
type = velset
trigger1 = time = [5,12]
x = -10

[State 230 , 2]
type = HitDef
trigger1 = animelem = 2
trigger1 = var(10) > 0
attr = C,NA
damage = 30
animtype = medium
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkno = s10003
sparkxy = 0,-26
hitsound = s2,1
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -3,0
air.velocity = -2.5,-1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1