;===========================================================================
;必須情報
;===========================================================================
[Data]
life = 1600
power = 10000
attack = 100
defence = 200
fall.defence_up = 50
liedown.time = 60
airjuggle = 35
sparkno = -1
guard.sparkno = -1
KO.echo = 0
volume = -100
IntPersistIndex = 0
FloatPersistIndex = 0

[Size]
xscale = 1
yscale = 1
ground.back = 15
ground.front = 15
air.back = 12
air.front = 12
height = 70
attack.dist = 160
proj.attack.dist = 90
proj.doscale = 0
head.pos = -2,-125
mid.pos = -5,-60
shadowoffset = 0
draw.offset = 0,0

[Velocity]
walk.fwd  = 4
walk.back = -4
run.fwd  = 7.7
run.back = -7.7
jump.neu = 0,0
jump.back = 0
jump.fwd = 0
runjump.back = 0,0
runjump.fwd = 0,0
airjump.neu = 0,0
airjump.back = 0
airjump.fwd = 0

[Movement]
airjump.num = 0
airjump.height = 0
yaccel = .55
stand.friction = .85
crouch.friction = .82
;===========================================================================
;基本動作
;===========================================================================
;---------------------------------------------------------------------------
;時間切れ敗北
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 170]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;--------------------------------------------------------------------------
;挑発
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 195]
type = ChangeState
trigger1 = var(57) := 1
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;立ち弱パンチ
[Statedef 200]
type    = S
movetype = A
physics = S
velset = 0,0
ctrl = 0
anim = 200
poweradd = 10
sprpriority = 2

[State 200]
type = playsnd
trigger1 = Time = 0
value = 1,50

[State 200]
type = Projectile
trigger1 = AnimElem = 3
projanim = 201
projID = 200
projremovetime = 5
projscale = 1,1
offset = 0,0
attr = S,NA
damage = 40,0
animtype = Medium
guardflag = MA
hitsound = s1,0
guardsound = s1,99
sparkxy = 50,-77
sparkno = s900+random%8
guard.sparkno = s999
ground.slidetime = 10
ground.hittime = 8
ground.velocity = -2
air.velocity = -1.4,-3
air.juggle  = 1
ignorehitpause = 1

[State 200]
type = velset
trigger1 = ProjContactTime(200) = 0
trigger1 = EnemyNear,BackEdgeBodydist < 10 || EnemyNear,FrontEdgeBodydist < 10
x = -4

[State 200]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;立ち中パンチ
[Statedef 210]
type    = S
movetype = A
physics = S
velset = 0,0
ctrl = 0
anim = 210
poweradd = 20
sprpriority = 2

[State 210]
type = playsnd
trigger1 = Time = 0
value = 1,50

[State 210]
type = Projectile
trigger1 = AnimElem = 5
projanim = 211
projID = 210
projremovetime = 4
projscale = 1,1
offset = 0,0
attr = S,NA
damage = 50,0
animtype = Medium
guardflag = MA
hitsound = s1,0
guardsound = s1,99
sparkxy = 60,-110
sparkno = s900+random%8
guard.sparkno = s999
ground.slidetime = 14
ground.hittime = 11
ground.velocity = -4
air.velocity = -1.4,-3
air.juggle  = 1
ignorehitpause = 1

[State 210]
type = velset
trigger1 = ProjContactTime(210) = 0
trigger1 = EnemyNear,BackEdgeBodydist < 10 || EnemyNear,FrontEdgeBodydist < 10
x = -6

[State 210]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;立ち強パンチ
[Statedef 220]
type    = S
movetype = A
physics = S
velset = 0,0
ctrl = 0
anim = 220
poweradd = 30
sprpriority = 2

[State 220]
type = playsnd
trigger1 = Time = 0
value = 1,51

[State 220]
type = Projectile
trigger1 = AnimElem = 6
projanim = 221
projID = 220
projremovetime = 6
projscale = 1,1
offset = 0,0
attr = S,NA
damage = 80,0
animtype = Medium
guardflag = MA
hitsound = s1,1
guardsound = s1,99
sparkxy = 65,-75
sparkno = s900+random%8
guard.sparkno = s999
ground.slidetime = 18
ground.hittime = 22
ground.velocity = -10
air.velocity = -8,-2
air.juggle  = 1
ignorehitpause = 1

[State 220]
type = velset
trigger1 = ProjContactTime(220) = 0
trigger1 = EnemyNear,BackEdgeBodydist < 10 || EnemyNear,FrontEdgeBodydist < 10
x = -12

[State 220]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;立ち弱キック
[Statedef 230]
type    = S
movetype = A
physics = S
velset = 0,0
ctrl = 0
anim = 230
poweradd = 10
sprpriority = 2

[State 230]
type = playsnd
trigger1 = Time = 0
value = 1,50

[State 230]
type = Projectile
trigger1 = AnimElem = 3
projanim = 231
projID = 200
projremovetime = 4
projscale = 1,1
offset = 0,0
attr = S,NA
damage = 40,0
animtype = Medium
guardflag = MA
hitsound = s1,0
guardsound = s1,99
sparkxy = 66,-80
sparkno = s900+random%8
guard.sparkno = s999
ground.slidetime = 10
ground.hittime = 8
ground.velocity = -2
air.velocity = -1.4,-3
air.juggle  = 1
ignorehitpause = 1

[State 230]
type = velset
trigger1 = ProjContactTime(200) = 0
trigger1 = EnemyNear,BackEdgeBodydist < 10 || EnemyNear,FrontEdgeBodydist < 10
x = -4

[State 230]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;立ち中キック
[Statedef 240]
type    = S
movetype = A
physics = S
velset = 0,0
ctrl = 0
anim = 240
poweradd = 20
sprpriority = 2

[State 240]
type = playsnd
trigger1 = Time = 0
value = 1,50

[State 240]
type = Projectile
trigger1 = AnimElem = 2
projanim = 241
projID = 210
projremovetime = 4
projscale = 1,1
offset = 0,0
attr = S,NA
damage = 50,0
animtype = Medium
guardflag = MA
hitsound = s1,5
guardsound = s1,99
sparkxy = 60,-90
sparkno = s900+random%8
guard.sparkno = s999
ground.slidetime = 14
ground.hittime = 11
ground.velocity = -4,-2
air.velocity = -1.4,-3
air.juggle  = 1
ignorehitpause = 1

[State 240]
type = Explod
trigger1 = Time = 0
anim = 242
postype = p1
pos = 0,0
scale = 0.5,0.5
sprpriority = 8
removetime = -2
bindtime = -1
ownpal = 1

[State 240]
type = playsnd
trigger1 = AnimElem = 1
value = 2,0

[State 240]
type = velset
trigger1 = ProjContactTime(210) = 0
trigger1 = EnemyNear,BackEdgeBodydist < 10 || EnemyNear,FrontEdgeBodydist < 10
x = -6

[State 240]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;立ち強キック
[Statedef 250]
type    = S
movetype = A
physics = S
velset = 0,0
ctrl = 0
anim = 250
poweradd = 30
sprpriority = 2

[State 250]
type = playsnd
trigger1 = Time = 0
value = 1,51

[State 250]
type = Projectile
trigger1 = AnimElem = 5
projanim = 251
projID = 220
projremovetime = 2
projscale = 1,1
offset = 0,0
attr = S,NA
damage = 80,0
animtype = Medium
guardflag = MA
hitsound = s1,5
guardsound = s1,99
sparkxy = 76,-89
sparkno = s900+random%8
guard.sparkno = s999
ground.slidetime = 18
ground.hittime = 22
ground.velocity = -10
air.velocity = -8,-2
air.juggle  = 1
ignorehitpause = 1

[State 250]
type = Explod
trigger1 = AnimElem = 5
anim = 252
postype = p1
pos = 0,35
scale = 0.5,0.5
sprpriority = 8
removetime = -2
bindtime = -1
ownpal = 1

[State 240]
type = playsnd
trigger1 = AnimElem = 5
value = 2,0
freqmul = 1.2

[State 250]
type = velset
trigger1 = ProjContactTime(220) = 0
trigger1 = EnemyNear,BackEdgeBodydist < 10 || EnemyNear,FrontEdgeBodydist < 10
x = -12

[State 250]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;しゃがみ弱パンチ
[Statedef 400]
type    = C
movetype = A
physics = C
velset = 0,0
ctrl = 0
anim = 400
poweradd = 10
sprpriority = 2

[State 400]
type = playsnd
trigger1 = Time = 0
value = 1,50

[State 400]
type = Projectile
trigger1 = AnimElem = 2
projanim = 401
projID = 400
projremovetime = 3
projscale = 1,1
offset = 0,0
attr = C,NA
damage = 30,0
animtype = Medium
guardflag = L
hitsound = s1,0
guardsound = s1,99
sparkxy = 55,-50
sparkno = s900+random%8
guard.sparkno = s999
ground.slidetime = 10
ground.hittime = 8
ground.velocity = -2
air.velocity = -1.4,-3
air.juggle  = 1
ignorehitpause = 1

[State 400]
type = velset
trigger1 = ProjContactTime(400) = 0
trigger1 = EnemyNear,BackEdgeBodydist < 10 || EnemyNear,FrontEdgeBodydist < 10
x = -3

[State 400]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
;しゃがみ中パンチ
[Statedef 410]
type    = C
movetype = A
physics = C
velset = 0,0
ctrl = 0
anim = 410
poweradd = 20
sprpriority = 2

[State 410]
type = playsnd
trigger1 = Time = 0
value = 1,50

[State 410]
type = Projectile
trigger1 = AnimElem = 3
projanim = 411
projID = 410
projremovetime = 3
projscale = 1,1
offset = 0,0
attr = C,NA
damage = 40,0
animtype = Medium
guardflag = L
hitsound = s1,0
guardsound = s1,99
sparkxy = 65,-70
sparkno = s900+random%8
guard.sparkno = s999
ground.slidetime = 14
ground.hittime = 11
ground.velocity = -4,-2
air.velocity = -1.4,-3
air.juggle  = 1
ignorehitpause = 1

[State 410]
type = velset
trigger1 = ProjContactTime(410) = 0
trigger1 = EnemyNear,BackEdgeBodydist < 10 || EnemyNear,FrontEdgeBodydist < 10
x = -5

[State 410]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
;しゃがみ強パンチ
[Statedef 420]
type    = C
movetype = A
physics = C
velset = 0,0
ctrl = 0
anim = 420
poweradd = 30
sprpriority = 2

[State 420]
type = playsnd
trigger1 = Time = 0
value = 1,51

[State 420]
type = Projectile
trigger1 = AnimElem = 4
projanim = 421
projID = 420
projremovetime = 4
projscale = 1,1
offset = 0,0
attr = C,NA
damage = 50,0
animtype = Medium
guardflag = L
hitsound = s1,5
guardsound = s1,99
sparkxy = 75,-80
sparkno = s900+random%8
guard.sparkno = s999
ground.slidetime = 14
ground.hittime = 11
ground.velocity = -4,0
air.velocity = -1.4,0
fall = 1
fall.recover = 0
air.juggle  = 1
ignorehitpause = 1

[State 420]
type = Explod
trigger1 = AnimElem = 2
anim = 422
postype = p1
pos = 0,-25
scale = 0.5,0.25
sprpriority = 8
removetime = -2
bindtime = -1
ownpal = 1

[State 420]
type = playsnd
trigger1 = AnimElem = 2
value = 2,0
freqmul = 1.1

[State 420]
type = velset
trigger1 = ProjContactTime(420) = 0
trigger1 = EnemyNear,BackEdgeBodydist < 10 || EnemyNear,FrontEdgeBodydist < 10
x = -7

[State 420]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
;しゃがみ弱キック
[Statedef 430]
type    = C
movetype = A
physics = C
velset = 0,0
ctrl = 0
anim = 430
poweradd = 10
sprpriority = 2

[State 430]
type = playsnd
trigger1 = Time = 0
value = 1,50

[State 430]
type = Projectile
trigger1 = AnimElem = 2
projanim = 431
projID = 400
projremovetime = 4
projscale = 1,1
offset = 0,0
attr = C,NA
damage = 30,0
animtype = Medium
guardflag = L
hitsound = s1,0
guardsound = s1,99
sparkxy = 60,-5
sparkno = s900+random%8
guard.sparkno = s999
ground.slidetime = 10
ground.hittime = 8
ground.velocity = -2
air.velocity = -1.4,-3
air.juggle  = 1
ignorehitpause = 1

[State 430]
type = velset
trigger1 = ProjContactTime(400) = 0
trigger1 = EnemyNear,BackEdgeBodydist < 10 || EnemyNear,FrontEdgeBodydist < 10
x = -3

[State 430]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
;しゃがみ中キック
[Statedef 440]
type    = C
movetype = A
physics = C
velset = 0,0
ctrl = 0
anim = 440
poweradd = 20
sprpriority = 2

[State 440]
type = playsnd
trigger1 = Time = 0
value = 1,50

[State 440]
type = Projectile
trigger1 = AnimElem = 4
projanim = 441
projID = 410
projremovetime = 4
projscale = 1,1
offset = 0,0
attr = C,NA
damage = 40,0
animtype = Medium
guardflag = L
hitsound = s1,0
guardsound = s1,99
sparkxy = 90,-15
sparkno = s900+random%8
guard.sparkno = s999
ground.slidetime = 14
ground.hittime = 11
ground.velocity = -4,-2
air.velocity = -1.4,-3
fall = 1
fall.recover = 0
air.juggle  = 1
ignorehitpause = 1

[State 440]
type = velset
trigger1 = ProjContactTime(410) = 0
trigger1 = EnemyNear,BackEdgeBodydist < 10 || EnemyNear,FrontEdgeBodydist < 10
x = -5

[State 440]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
;しゃがみ強キック
[Statedef 450]
type    = C
movetype = A
physics = C
velset = 0,0
ctrl = 0
anim = 450
poweradd = 30
sprpriority = 2

[State 450]
type = playsnd
trigger1 = Time = 0
value = 1,51

[State 450]
type = velset
trigger1 = AnimElem = 4
x = 10

[State 450]
type = Projectile
trigger1 = AnimElem = 4
projanim = 451
projID = 420
projremovetime = 3
projscale = 1,1
offset = 0,0
attr = C,NA
velocity = 10,0
accel = -0.51,0
damage = 50,0
animtype = Medium
guardflag = L
hitsound = s1,1
guardsound = s1,99
sparkxy = 50,-15
sparkno = s900+random%8
guard.sparkno = s999
ground.slidetime = 14
ground.hittime = 11
ground.velocity = -4,0
air.velocity = -1.4,0
fall = 1
fall.recover = 0
air.juggle  = 1
ignorehitpause = 1

[State 450]
type = velset
trigger1 = ProjContactTime(420) = 0
trigger1 = EnemyNear,BackEdgeBodydist < 10 || EnemyNear,FrontEdgeBodydist < 10
x = -7

[State 450]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
;ヘルパーアーマー用ステート＋時止め無視
[statedef 1000000]
type = S
movetype = I

[State 1000000]
type = Pause
trigger1 = roundstate != 2
time = 0
movetime = 0
ignorehitpause = 1
[State 1000000]
type = SuperPause
trigger1 = roundstate != 2
time = 0
movetime = 0
anim = -1
darken = 0
p2defmul = 0
ignorehitpause = 1

[state 1000000]
type = SelfState
trigger1 = !ishelper
value = 50
ctrl = 1

[state 1000000]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[state 1000000]
type = Bindtoroot
trigger1 = ishelper(1000000)
ignorehitpause = 1

[state 1000000]
type = hitoverride
trigger1 = ishelper(1000000)
time = -1
attr = SCA,AA,AP,AT
slot = 0 
stateno = 1000000
ignorehitpause = 1

[state 1000000]
type = ChangeAnim
trigger1 = ishelper(1000000)
trigger1 = anim != root,anim
value = root,anim
ignorehitpause = 1

[state 1000000]
type = playerpush
trigger1 = ishelper(1000000)
value = 1
ignorehitpause = 1

[state 1000000]
type = NotHitby
triggerall = ishelper(1000000)
triggerall = PalNo = [1,3]
trigger1 = gametime%60 = 0
value = SCA
time = 5
ignorehitpause = 1
[state 1000000]
type = NotHitby
triggerall = ishelper(1000000)
triggerall = PalNo = [4,6]
trigger1 = gametime%60 = 0
value = SCA
time = 10
ignorehitpause = 1
[state 1000000]
type = NotHitby
triggerall = ishelper(1000000)
triggerall = PalNo = [7,9]
trigger1 = gametime%60 = 0
value = SCA
time = 15
ignorehitpause = 1
[state 1000000]
type = NotHitby
triggerall = ishelper(1000000)
triggerall = PalNo = [10,12]
trigger1 = gametime%60 = 0
value = SCA
time = 20
ignorehitpause = 1

[state 1000000]
type = Turn
trigger1 = ishelper(1000000)
trigger1 = facing != root,facing
ignorehitpause=1

[state 1000000]
type = destroyself
triggerall = ishelper
trigger1 = name != "Mind of creation and destruction V2"
trigger2 = roundstate > 2
;---------------------------------------------------------------------------
;===========================================================================

