; KFM's constants and state file.
; There are comments scattered through this file, so you may like to
; take a look if would like to learn more about the cns.

; これはKFMの定数と状態のファイルです。
; このファイルの中には注釈が散らされているので、CNSを習いたいお方は
; 読んでみたらいいです。

[Data]
;Amount of life to start with
;体力ゲージの初期値
life = 1000
;attack power (more is stronger)
;攻撃ダメージ
attack = 100
;defensive power (more is stronger)
;体力パワー
defence = 100
;Percentage to increase defense everytime player is knocked down
fall.defence_up = 50
;Time which player lies down for, before getting up
liedown.time = 60
power=6000
;Number of points for juggling
airjuggle = 15
;Default hit spark number for HitDefs
sparkno = 2
;Default guard spark number
guard.sparkno = 40
;1 to enable echo on KO
KO.echo = 0
;Volume offset (negative for softer)
volume = 0
;Variables with this index and above will not have their values
;reset to 0 between rounds or matches. There are 60 int variables,
;indexed from 0 to 59, and 40 float variables, indexed from 0 to 39.
;If omitted, then it defaults to 60 and 40 for integer and float
;variables repectively, meaning that none are persistent, i.e. all
;are reset. If you want your variables to persist between matches,
;you need to override state 5900 from common1.cns.
IntPersistIndex = 60
FloatPersistIndex = 40

[Size]
xscale = 1           ;Horizontal scaling factor.
yscale = 1           ;Vertical scaling factor.
ground.back = 15     ;Player width (back, ground)
ground.front = 16    ;Player width (front, ground)
air.back = 12        ;Player width (back, air)
air.front = 12       ;Player width (front, air)
height = 60      ;Height of player (for opponent to jump over)
attack.dist = 160    ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles
proj.doscale = 0     ;Set to 1 to scale projectiles too
head.pos = -5, -90   ;Approximate position of head
mid.pos = -5, -60    ;Approximate position of midsection
shadowoffset = 0     ;Number of pixels to vertically offset the shadow
draw.offset = 0,0    ;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = 5.9      ;Walk forward
walk.back = -4.9     ;Walk backward
run.fwd  = 7.9, 0    ;Run forward (x, y)
run.back = -6.9,-5.9 ;Hop backward (x, y)
jump.neu = 0,-10.9    ;Neutral jumping velocity (x, y)
jump.back = -4.95    ;Jump back Speed (x, y)
jump.fwd = 4.9       ;Jump forward Speed (x, y)
runjump.back = -4.55,-10.1 ;Running jump speeds (opt)
runjump.fwd = 6,-10.1      ;.
airjump.neu = 0,-9.1      ;.
airjump.back = -4.55      ;Air jump speeds (opt)
airjump.fwd = 4.5         ;.

[Movement]
airjump.num = 10000      ;Number of air jumps allowed (opt)
airjump.height = 0  ;Minimum distance from ground before you can air jump (opt)
yaccel = .44         ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching

;---------------------------------------------------------------------------
; Format:
; [Statedef STATENO]
; type = ?      S/C/A/L  stand/crouch/air/liedown
; movetype = ?  I/A/H    idle/attack/gethit
; physics = ?   S/C/A/N  stand/crouch/air/none
; juggle = ?             air juggle points move requires
;
; [State STATENO, ?]     ? - any number you choose
; type = ?
; ...
;--------------------------------------------------------------------------------
; 前ダッシュ
[Statedef 100]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 100
velset = 0

[State 100, P.Snd-3,0]
type = PlaySnd
trigger1 = AnimElem = 3
value = S3,0
channel = 5
volume = -40

[State 100, P.Snd-3,1]
type = PlaySnd
trigger1 = AnimElem = 6
value = S3,1
channel = 5
volume = -40

[State 100, S.Snd]
type = StopSnd
trigger1 = command != "holdfwd" && Time >= 10
channel = 5

[State 100, A.Special]
type = AssertSpecial 
trigger1 = 1
flag = NoWalk 

[State 100, 4]
type = ChangeState
trigger1 = command = "holdup"
value = 40

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

;[State 100, C.State-101]
;type = NULL ;ChangeState
;trigger1 = command != "holdfwd" && Time >= 10
;value = 105
;ctrl = 1

;[State 100, C.State-48]
;type = NULL ;ChangeState
;trigger1 = Command = "longjump" && Time >= 10
;value = 48

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

[State 100, 4]
type = ChangeState
trigger1 = command != "holdfwd"
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; RUN_BACK
[Statedef 105]
type    = A
physics = A
ctrl = 0
anim = 105
sprpriority = 1

[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = const(velocity.run.back.x)
y = const(velocity.run.back.y)

[State 105, 2]
type = CtrlSet
trigger1 = Time = 2
value = 1

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 106

;---------------------------------------------------------------------------
; RUN_BACK2 (land)
[Statedef 106]
type    = S
physics = S
ctrl = 0
anim = 47

[State 106, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 106, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 106, 3]
type = MakeDust
trigger1 = Time = 2
pos = -5,-2
spacing = 1

[State 106, 4]
type = ChangeState
trigger1 = Time = 7
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; タイムオーバーで負けた時
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

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

;---------------------------------------------------------------------------
;勝利ポーズ選択
[Statedef 180]
type = S

[State 180, 1]
type = ChangeState
trigger1 = Time = 0
value = 181

;---------------------------------------------------------------------------
;勝利ポーズ１
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0,0

[State 181, 0]
type = PlaySnd
trigger1 = AnimElem = 8
value = 10,2

[State 181, 1]
type = Projectile
trigger1 = AnimElem = 8
projanim = 182
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
offset = 55,-82
velocity = 0.001, 0.001
accel = 0, 0
projremovetime = 8
sprpriority = 1
palfx.time = 5
palfx.add = 220, 230,220

[State 181, 2]
type = PalFX
trigger1 = AnimElem = 8
time = 5
add = 220, 230,220

[State 181, 3]
type = PlaySnd
trigger1 = AnimElem = 8
value = 181,0

[State 181, 4]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1


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

[State 191, 0] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
trigger1 = time =10
value = 190

[state 191, 6];特殊イントロ１(極限流)
type = NULL;ChangeState
trigger1 = p2name = "orochi" || p4name = "orochi"
trigger2 = p2name = "mizuchi" || p4name = "mizuchi"
trigger3 = p2name = "orochi_" || p4name = "orochi_"
trigger4 = p2name = "God orochi" || p4name = "God orochi"
trigger5 = p2name = "G orochi" || p4name = "G orochi"
trigger6 = p2name = "alma orochi" || p4name = "alma orochi"
trigger7 = p2name = "God mizuchi" || p4name = "God mizuchi"
trigger8 = p2name = "G mizuchi" || p4name = "G mizuchi"
trigger9 = p2name = "alma orochi" || p4name = "alma orochi"
trigger10 = p2name = "hyper orochi" || p4name = "hyper orochi"
trigger11 = p2name = "hyper mizuchi" || p4name = "hyper mizuchi"
trigger12 = p2name = "evil soul" || p4name = "evil soul"
trigger13 = p2name = "orochi rebirth" || p4name = "orochi rebirth"
value = 192


[State 191, 1]
type = PlaySnd
trigger1 = time = 3
value = 191,0

[State 191, 2]
type = PlaySnd
trigger1 = time = 86
value = 191,1

[State 191 , 3]
type = Explod
trigger1 = time = 1
anim = 191
pos = 0,0
sprpriority = -1
bindtime = 10

[State 191, 4] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 7
flag = Intro

[State 191, 5] ;Change to stand state when done
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;88888888888888888888888888888888888888888888888888888888888888888888888888888
;[Statedef 192]
;type = S
;ctrl = 0
;anim = 192
;movetype = I
;physics = S
;sprpriority = 2
 
;[State 191, 4] ;Assert this until you want "round 1, fight" to begin
;type = AssertSpecial
;trigger1 = 7
;flag = Intro


;[State 192, 5] 
;type = ChangeState
;trigger1 = AnimTime = 0
;value = 192


;---------------------------------------------------------------------------
;挑発
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 195, 0]
type = CtrlSet
trigger1 = Time = 40
value = 1

[State 195, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;立ち弱パンチ
[Statedef 200]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 2                      ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 200                       ;Change animation (Def: no change)
poweradd = 40                    ;Power to add (Def: 0)

[State 0, AfterImage];←成功したときの残像
type = AfterImage
trigger1 = time = 0
time = -1
trans = add1
timegap = 2
framegap = 2
length =60
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[State 200, 0]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage    = 30                   ;Damage that move inflicts
animtype = Heavy                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
getpower = 30,15                 ;Power to get on hit, on guard
                                 ;(Def Hit: 0)  (Def Guard: 1/2 of hit power)
givepower = 15,8                 ;Power to give opponent on hit, on guard
                                 ;(Def Hit: 0)  (Def Guard: 1/2 of hit power)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
                                 ;Hit/Miss/Dodge type (Def: Hit)
pausetime = 10,14                ;Time attacker pauses, time victim shakes
numhits = 1                      ;Number of hits to count as (Def: 1)
;;sparkno = 0, 3                   ;Spark image group and no (Def: set above)
sparkxy = -10,-70                ;X-offset for the "hit spark" rel. to p2,
                                 ;Y-offset for the spark rel. to p1
hitsound = S20,0                 ;Sound to play on hit
guardsound = S999,0               ;Sound to play on guard
; mindist  = 0,0,0                 ;Min distance of p2 from p1 when hit
; maxdist  = 0,0,0                 ;Max distance of p2 from p1 when hit
; snap = 0,0,0                     ;Snaps p2 to position rel to p1
ground.type = high                 ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 8             ;Time that the victim slides back
ground.hittime  = 8             ;Time victim is in hit state
ground.velocity = -5             ;Velocity at which victim is pushed
; guard.slidetime = 5              ;Values for guarded attack (def: ground.slidetime)
; guard.hittime  = 15              ; (def: ground.hittime)
; guard.velocity = -3              ; (def: ground.velocity)
; guard.ctrltime = 7               ;Time to regain control after guard (def: guard.slidetime)
airguard.velocity = -5,-2         ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
; airguard.ctrltime = 7            ;Time to regain control after air guard (def: ground.ctrltime)
; air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -6,-3             ;X-velocity at which victim is pushed,
                                  ;Y-velocity at which victim is pushed
;air.hittime = 20                  ;Time before oppoment regains control in air
; attack.width = 3, 3              ;Override default attack width
; fall = 0                         ;1 to cause opponent to fall (def: 0)
; fall.damage = 0                  ;Damage opponent takes on fall
; fall.velocity = n/a,-4.5         ;X, Y-velocity after bouncing off ground
; fall.animtype = Back             ;Animation type for falling people (def: Back)
; air.fall = 0                     ;1 to cause opponent to fall if in air (def: same as fall)
; down.velocity = ?,?              ;Velocity for opponents lying down (def: same as air.velocity)
; down.hittime = 20                ;Time opponent is stunned on ground (only for down.y-velocity = 0) (def: 20)
; down.bounce = 0                  ;Set to 1 for opponent to bounce on ground (def: 0)

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

[State 200, 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = random < 500
value = 6, 0

;---------------------------------------------------------------------------
;立ち近距離弱パンチ
[Statedef 201]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 50
ctrl = 0
velset = 0,0,0
anim = 201

[State 201, 0]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 30
guardflag = M
pausetime = 12,12
sparkxy = -10,-70
hitsound   = S20,0
guardsound = S999,0
ground.type = high
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -3
air.velocity = -2, -4

[State 0, AfterImage];←成功したときの残像
type = AfterImage
trigger1 = time = 0
time = -1
trans = add1
timegap = 2
framegap = 2
length =60
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1


[State 201, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;立ち近距離強パンチ
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 50
ctrl = 0
velset = 0,0,0
anim = 210

[State 210, 0]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = (AnimElem = 4) && (movecontact = 1)
attr = S, NA
animtype  = hard
damage    = 45
guardflag = M
pausetime = 12,12
sparkxy = -10,-70
hitsound   = S20,2
guardsound = S999,0
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -6
air.velocity = -2, -4

[State 0, AfterImage];←成功したときの残像
type = AfterImage
trigger1 = time = 0
time = -1
trans = add1
timegap = 2
framegap = 2
length =60
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1


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


;---------------------------------------------------------------------------
;立ち強パンチ
[Statedef 211]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 50
ctrl = 0
velset = 0,0,0
anim = 211

[State 211, 0]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
animtype  = Medium
damage    = 25
guardflag = M
pausetime = 12,12
sparkxy = -10,-70
hitsound   = S20,2
guardsound = S999,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3
air.velocity = -2, -4

[State 0, AfterImage];←成功したときの残像
type = AfterImage
trigger1 = time = 0
time = -1
trans = add1
timegap = 2
framegap = 2
length =60
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[State 211, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;立ち近距離強キック
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 50
ctrl = 0
velset = 0,0,0
anim = 230

[State 230, 0]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Medium
damage    = 25
guardflag = M
pausetime = 12,12
sparkxy = -10,-30
hitsound   = S20,2
guardsound = S999,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3
air.velocity = -2, -4

[State 0, AfterImage];←成功したときの残像
type = AfterImage
trigger1 = time = 0
time = -1
trans = add1
timegap = 2
framegap = 2
length =60
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1


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

;---------------------------------------------------------------------------
;立ち強キック
[Statedef 231]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 50
ctrl = 0
velset = 0,0,0
anim = 231

[State 231, 0]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Heavy
damage    = 35
guardflag = MA
pausetime = 10,14
sparkxy = -10,-70
hitsound   = S20,2
guardsound = S999,0
ground.type = High
ground.slidetime = 14
ground.hittime  = 15
ground.velocity = 4
air.velocity = -3, 2

[State 231, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
animtype  = Heavy
damage    = 25
guardflag = MA
pausetime = 10,14
sparkxy = -10,-70
hitsound   = S20,2
guardsound = S999,0
ground.type = High
ground.slidetime = 14
ground.hittime  = 15
ground.velocity = 3
air.velocity = -4, 2

[State 231, 2]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
animtype  = Heavy
damage    = 25
guardflag = MA
pausetime = 10,14
sparkxy = -10,-70
hitsound   = S20,2
guardsound = S999,0
ground.type = High
ground.slidetime = 14
ground.hittime  = 15
ground.velocity = -5
air.velocity = -5, 2

[State 0, AfterImage];←成功したときの残像
type = AfterImage
trigger1 = time = 0
time = -1
trans = add1
timegap = 2
framegap = 2
length =60
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1


[State 231, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;立ち近距離弱キック
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 50
ctrl = 0
velset = 0,0,0
anim = 220

[State 220, 0]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = light
damage    = 25
guardflag = MA
pausetime = 10,14
sparkxy = -10,-70
hitsound   = S20,1
guardsound = S999,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -6
air.velocity = -6,-2

[State 0, AfterImage];←成功したときの残像
type = AfterImage
trigger1 = time = 0
time = -1
trans = add1
timegap = 2
framegap = 2
length =60
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1


[State 220, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;立ち弱キック
[Statedef 221]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 50
ctrl = 0
velset = 0,0,0
anim = 221

[State 1000, 0]
type = PlaySnd
trigger1 = animelem = 2
value = s50,0



[State 221, 0]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    = 30
guardflag = MA
pausetime = 10,14
sparkxy = -10,-70
hitsound   = S20,1
guardsound = S999,0
ground.type = Low
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -6
air.velocity = -4,-2


[State 0, AfterImage];←成功したときの残像
type = AfterImage
trigger1 = time = 0
time = -1
trans = add1
timegap = 2
framegap = 2
length =60
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[State 221, 1]
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
juggle  = 6
poweradd= 20
ctrl = 0
anim = 400

[State 400 , 0]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA   
damage    = 30 
animtype = Light
guardflag = M
;hitflag = MAF
priority = 3, Hit
pausetime = 6,6
;;sparkno = -1
sparkxy = -10,-70
hitsound = S20,0
guardsound = S999,0
ground.type = Low
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -6
air.velocity = -5,-1


[State 0, AfterImage];←成功したときの残像
type = AfterImage
trigger1 = time = 0
time = -1
trans = add1
timegap = 2
framegap = 2
length =60
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[State 400 , 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ強パンチ
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 20
ctrl = 0
anim = 410

[State 410, 0]
type = posadd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
x = 10

[State 410, 1]
type = posadd
trigger1 = AnimElem = 3
trigger2 = AnimTime = 0
x = -10

[State 410 , 2]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA   
damage    = 40 
animtype = back
guardflag = M
;hitflag = MAF
priority = 3, Hit
pausetime = 12,12
;;sparkno = -1
sparkxy = -10,-70
hitsound = S20,2
guardsound = S999,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -7
air.velocity = -7,-1

[State 0, AfterImage];←成功したときの残像
type = AfterImage
trigger1 = time = 0
time = -1
trans = add1
timegap = 2
framegap = 2
length =60
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1


[State 410 , 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ弱キック
[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 20
ctrl = 0
anim = 420

[State 1000, 0]
type = PlaySnd
trigger1 = animelem = 1
value = s50,0


[State 420 , 0]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
attr = C, NA   
damage    = 15 
animtype = Light
guardflag = L
;hitflag = MAF
priority = 3, Hit
pausetime = 6,6
;;sparkno = -1
sparkxy = -10,0
hitsound = S20,1
guardsound = S999,0
ground.type = Low
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -6
air.velocity = -5,-1


[State 0, AfterImage];←成功したときの残像
type = AfterImage
trigger1 = time = 0
time = -1
trans = add1
timegap = 2
framegap = 2
length =60
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[State 420, 1]
type = PlaySnd
trigger1 = Time = 0
trigger1 = random < 500
value = 6, 1

[State 420 , 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ強キック
[Statedef 430]
type = C
movetype = A
physics = C
anim = 430
poweradd = 20
velset = 0
ctrl = 0

[State 430, 0]
type = posadd
trigger1 = AnimElem = 1
x = 26

[State 430, 1]
type = posadd
trigger1 = AnimElem = 2
x = 12

[State 430, 2]
type = posadd
trigger1 = AnimElem = 3
x = 8

[State 430, 3]
type = posadd
trigger1 = AnimElem = 4
x = -24

[State 430, 4]
type = posadd
trigger1 = AnimElem = 5
x = -22

[State 430, 5]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage   = 60
guardflag = L
pausetime = 12,12
;sparkno = 0,7
sparkxy = -10,-30
hitsound = S20,2
guardsound = S999,0
ground.type = Trip
ground.slidetime = 18
ground.hittime  = 25
ground.velocity = -2,-4
guard.velocity = -7
air.velocity = -2.4,-3.5
airguard.velocity = -3,-3
fall = 1

[State 430, 6]
type = SprPriority
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
value = -2

[State 0, AfterImage];←成功したときの残像
type = AfterImage
trigger1 = time = 0
time = -1
trans = add1
timegap = 2
framegap = 2
length =60
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1


[State 430, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;空中弱パンチ
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 10
ctrl = 0
anim = 600

[State 600, 0]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage    = 30
getpower  = 10
givepower = 10
guardflag = HA
hitflag = MAFD
priority = 2
pausetime = 6,10
sparkxy = -10,-58
hitsound = S20,0
guardsound = S999,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -2
air.velocity = -3, -2


[State 0, AfterImage];←成功したときの残像
type = AfterImage
trigger1 = time = 0
time = -1
trans = add1
timegap = 2
framegap = 2
length =60
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

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

;---------------------------------------------------------------------------
;空中強パンチ
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 20
ctrl = 0
anim = 610

[State 610, 0]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage    = 40
getpower  = 25
givepower = 12
guardflag = HA
hitflag = MAFD
priority = 4
pausetime = 10, 12
sparkxy = -10,-51
hitsound = S20,2
guardsound = S999,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -2
air.velocity = -3,-2

[State 610, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = A, NA
damage    = 30
getpower  = 25
givepower = 12
guardflag = HA
priority = 4
pausetime = 10, 24
sparkxy = -10,-51
hitsound = S20,2
guardsound = S999,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -3
air.velocity = -3, -1

[State 0, AfterImage];←成功したときの残像
type = AfterImage
trigger1 = time = 0
time = -1
trans = add1
timegap = 2
framegap = 2
length =60
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[State 610, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;空中弱キック
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 15
ctrl = 0
anim = 630

[State 630, 0]
type = HitDef
trigger1 = AnimElem = 1
attr = A, NA
damage    = 30
getpower  = 10
givepower = 10
guardflag = HA
priority = 2
pausetime = 6,8
sparkxy = -10,-58
hitsound = S20,1
guardsound = S999,0
ground.type = High
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -2
air.velocity = -2,-2

[State 0, AfterImage];←成功したときの残像
type = AfterImage
trigger1 = time = 0
time = -1
trans = add1
timegap = 2
framegap = 2
length =60
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1


[State 630, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;空中強キック
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 20
ctrl = 0
anim = 640

[State 640, 0]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage    = 45
getpower  = 50
givepower = 25
guardflag = HA
priority = 4
pausetime = 8, 10
sparkxy = -10,-51
hitsound = S20,2
guardsound = S999,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -3
air.velocity = -4,-3

[State 0, AfterImage];←成功したときの残像
type = AfterImage
trigger1 = time = 0
time = -1
trans = add1
timegap = 2
framegap = 2
length =60
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1


[State 640, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;通常投げ
[Statedef 800]
type    = S
movetype= A
physics = S
;juggle  = 6
poweradd= 0
ctrl = 0
velset = 0,0,0
anim = 800


[State 1000, 0]
type = PlaySnd
trigger1 = animelem = 3
value = s191,1

[State 1000, 0]
type = PlaySnd
trigger1 = animelem = 2
value = s50,1


[State 0, AfterImage];←成功したときの残像
type = AfterImage
trigger1 = time = 0
time = -1
trans = add1
timegap = 2
framegap = 2
length =60
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1


[State 800, 0]
type = HitDef
trigger1 = AnimElem = 1
p2facing = 1
id = 800
attr = S, NT
animtype  = Heavy
damage    = 0
hitflag = M
numhits = 0
guardflag =
pausetime = 0,0
sparkxy = -500,-500
hitsound   = S1100,0
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime  = 15
ground.velocity = -2
air.velocity = -2, 5
snap = 30, 0, 0
p2stateno = 810

[State 800, 1]
type = TargetBind
trigger1 = Time = 0
pos = 25,0
time = 5

[State 800, 2]
type = TargetBind
trigger1 = AnimElem = 3
pos = 25,-45
time = 3

[State 800, 3]
type = TargetBind
trigger1 = AnimElem = 4
pos = 25,-60
time = 6

[State 800, 4]
type = TargetBind
trigger1 = AnimElem = 5
pos = 25,-80
time = 3

[State 800, 5]
type = TargetBind
trigger1 = AnimElem = 6
pos = 25,10
time = 2

;[State 800, 6]
;type = TargetLifeAdd
;Trigger1 = AnimElem = 6
;value = -170

;[State 800, 7]
;type = HitDef
;trigger1 = AnimElem = 6
;chainid = 250
;attr = S, ST+
;animtype  = Heavy
;damage    = 115
;guardflag =
;pausetime = 0,0
;sparkxy = -500,-500
;hitsound   = S1100,4
;guardsound = 6,0
;ground.type = High
;ground.slidetime = 14
;ground.hittime  = 15
;ground.velocity = 4,-2.5
;air.velocity = 4,-2.5
;fall.recover = 0
;p2stateno = 820
;sprpriority = -1

[State 800, 8]
type = envshake
trigger1 = AnimElem = 6
time = 10
ampl = 10

[State 800, 9]
type = PlaySnd
trigger1 = AnimElem = 2
value = 13,1

[State 800, 10]
type = PlaySnd
trigger1 = AnimElem = 6
value = S20,4

[State 800, 11]
type = PlaySnd
trigger1 = AnimElem = 6
value = S6,2

[State 800, 12]
type = TargetDrop
trigger1 = AnimElem = 7

[State 800, 13]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;通常投げ（投げられる側）
[Statedef 810]
type    = A
movetype= H ;Get hit
physics = N

[State 810, 0]
type = velset
trigger1 = time = 0
x = 0
y = 0

[State 810, 1]
type = posset
trigger1 = Time = 0
y = 0

[State 810, 2]
type = SprPriority
trigger1 = Time = 0
value = -1

[State 810, 3]
type = SprPriority
trigger1 = AnimElem = 3
value = 1

[State 810, 4]
type = ChangeAnim2
Trigger1 = time = 0
value = 810




[State 810, 5]
type = Changestate
Trigger1 = animtime = 0
value = 820


;---------------------------------------------------------------------------
;通常投げ（叩きつけられる時）
[Statedef 820]
type    = L
movetype= H
physics = N
anim = 5100

[State 820, 0]
type = PosSet
trigger1 = Time = 0
y = 0

[State 820, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 820, 2] ;Reduce speed
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 820, 3]
type = GameMakeAnim
trigger1 = Time = 1
value = 15
pos = 0, 0
under = 1

[State 820, 4]
type = LifeAdd
Trigger1 = time = 1
value = -180

;[State 820, 5]
;type = HitFallDamage
;trigger1 = Time = 3

[State 820, 6]
type = PlaySnd
trigger1 = Time = 1
value = 800, 0 ;Hit ground

[State 820, 7]
type = PosFreeze
trigger1 = Time >= 0

[State 820, 8]
type = ChangeState
trigger1 = Time = 3
value = 830




[State 820, 9]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 255,-3,-.2,.005
time = 20

;---------------------------------------------------------------------------
;通常投げ（叩きつけられた後跳ね上がる時）
[Statedef 830]
type    = L
movetype= H
physics = N
velset = -3

[State 830, 0]
type = HitFallVel
trigger1 = Time = 0

[State 830, 1]
type = PosSet
trigger1 = Time = 0
y = 20

[State 830, 2] ;Acceleration
type = VelAdd
trigger1 = Time >= 0
y = .4

[State 830, 3] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
type = SelfState
value = 5110



;---------------------------------------------------------------------------
;闇式・闇撃（弱）
[Statedef 1000]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 1000

[State 1000, 0]
type = PlaySnd
trigger1 = Time = 3
value = 1000,0

[State 0, AfterImage];←成功したときの残像
type = AfterImage
trigger1 = time = 0
time = -1
trans = add1
timegap = 2
framegap = 2
length =60
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1


[State 1000, 1]
type = Projectile
trigger1 = Time = 6
trigger2 = Time = 11
trigger3 = Time = 17
trigger4 = Time = 22
trigger5 = Time = 27
trigger6 = Time = 32
projanim = 1010
projhitanim = 1020
Projremove=1
projpriority = 999999999
offset = 60, -60
velocity = 4, 0
projremovetime = -1
ProjID = 1000
attr = S, HA
animtype  = Hard
getpower = 0,0
givepower = 20,10
projhits = 2
damage    = 7,6
guardflag = HMCA
hitflag = MAFDP
pausetime = 0,12
sparkno = -1
hitsound   = s800,0
guardsound = s999,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5      
air.velocity = -2.5,-5.5
palfx.time = 5
palfx.add = 220, 230,220
;&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
[State 1000, 1]
type = Projectile
trigger1 = Time = 6
trigger2 = Time = 11
trigger3 = Time = 17
trigger4 = Time = 22
trigger5 = Time = 27
trigger6 = Time = 32
projanim = 1010
projhitanim = 1020
Projremove=1
projpriority = 999999999
offset = -100, -100
velocity = 4, 0
projremovetime = -1
ProjID = 1000
attr = S, HA
animtype  = Hard
getpower = 0,0
givepower = 20,10
projhits = 2
damage    = 7,6
guardflag = HMCA
hitflag = MAFDP
pausetime = 0,12
sparkno = -1
hitsound   = s800,0
guardsound = s999,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5      
air.velocity = -2.5,-5.5
palfx.time = 5
palfx.add = 220, 230,220

;^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
[State 1000, 1]
type = Projectile
trigger1 = Time = 6
trigger2 = Time = 11
trigger3 = Time = 17
trigger4 = Time = 22
trigger5 = Time = 27
trigger6 = Time = 32
projanim = 1010
projhitanim = 1020
Projremove=1
projpriority = 999999999
offset = 200, 0
velocity = -4, 0
projremovetime = -1
ProjID = 1000
attr = S, HA
animtype  = Hard
getpower = 0,0
givepower = 20,10
projhits = 2
damage    = 7,6
guardflag = HMCA
hitflag = MAFDP
pausetime = 0,12
sparkno = -1
hitsound   = s800,0
guardsound = s999,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5      
air.velocity = -2.5,-5.5
palfx.time = 5
palfx.add = 220, 230,220

;ddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddd
[State 1000, 1]
type = Projectile
trigger1 = Time = 6
trigger2 = Time = 11
trigger3 = Time = 17
trigger4 = Time = 22
trigger5 = Time = 27
trigger6 = Time = 32
projanim = 1010
projhitanim = 1020
Projremove=1
projpriority = 999999999
offset = 200, -150
velocity = -4, 0
projremovetime = -1
ProjID = 1000
attr = S, HA
animtype  = Hard
getpower = 0,0
givepower = 20,10
projhits = 2
damage    = 7,6
guardflag = HMCA
hitflag = MAFDP
pausetime = 0,12
sparkno = -1
hitsound   = s800,0
guardsound = s999,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5      
air.velocity = -2.5,-5.5
palfx.time = 5
palfx.add = 220, 230,220
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[State 1000, 1]
type = Projectile
trigger1 = Time = 6
trigger2 = Time = 11
trigger3 = Time = 17
trigger4 = Time = 22
trigger5 = Time = 27
trigger6 = Time = 32
projanim = 1010
projhitanim = 1020
Projremove=1
projpriority = 999999999
offset = -100, -200
velocity = 4, 0
projremovetime = -1
ProjID = 1000
attr = S, HA
animtype  = Hard
getpower = 0,0
givepower = 20,10
projhits = 2
damage    = 7,6
guardflag = HMCA
hitflag = MAFDP
pausetime = 0,12
sparkno = -1
hitsound   = s800,0
guardsound = s999,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5      
air.velocity = -2.5,-5.5
palfx.time = 5
palfx.add = 220, 230,220
;VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV
[State 200, 4]
type = targetpowerAdd
trigger1 = p2stateno = [5000,5999]
value = -60

[State 1000, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;闇式・闇撃（強）
[Statedef 1050]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 1000

[State 1050, 0]
type = PlaySnd
trigger1 = Time = 3
value = 1000,0

[State 0, AfterImage];←成功したときの残像
type = AfterImage
trigger1 = time = 0
time = -1
trans = add1
timegap = 2
framegap = 2
length =60
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1


[State 1050, 1]
type = Projectile
trigger1 = Time = 6
trigger2 = Time = 15
trigger3 = Time = 24
trigger4 = Time = 32
projanim = 1010
projhitanim = 1020
Projremove=1
projpriority = 999999999
offset = 60, -60
velocity = 2, 0
projremovetime = -1
ProjID = 1050
attr = S, HA
animtype  = Hard
getpower = 0,0
givepower = 20,10
projhits = 2
damage    = 18,16
guardflag = HMCA
hitflag = MAFDP
pausetime = 0,12
sparkno = -1
hitsound   = s800,0
guardsound = s999,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5      
air.velocity = -2.5,-5.5
palfx.time = 5
palfx.add = 220, 230,220
;6666666666666666666666666666666666666666666666666666666666666666666666666666
[State 1050, 1]
type = Projectile
trigger1 = Time = 6
trigger2 = Time = 15
trigger3 = Time = 24
trigger4 = Time = 32
projanim = 1010
projhitanim = 1020
Projremove=1
projpriority = 999999999
offset = 60, -60
velocity = 2, 2
projremovetime = -1
ProjID = 1050
attr = S, HA
animtype  = Hard
getpower = 0,0
givepower = 20,10
projhits = 2
damage    = 18,16
guardflag = HMCA
hitflag = MAFDP
pausetime = 0,12
sparkno = -1
hitsound   = s800,0
guardsound = s999,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5      
air.velocity = -2.5,-5.5
palfx.time = 5
palfx.add = 220, 230,220


[State 1050, 1]
type = Projectile
trigger1 = Time = 6
trigger2 = Time = 15
trigger3 = Time = 24
trigger4 = Time = 32
projanim = 1010
projhitanim = 1020
Projremove=1
projpriority = 999999999
offset = 60, -60
velocity = 2, -2
projremovetime = -1
ProjID = 1050
attr = S, HA
animtype  = Hard
getpower = 0,0
givepower = 20,10
projhits = 2
damage    = 18,16
guardflag = HMCA
hitflag = MAFDP
pausetime = 0,12
sparkno = -1
hitsound   = s800,0
guardsound = s999,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5      
air.velocity = -2.5,-5.5
palfx.time = 5
palfx.add = 220, 230,220
;0000000000000000000000000000000000000000000000000000000000000000000000000000

[State 200, 4]
type = targetpowerAdd
trigger1 = p2stateno = [5000,5999]
value = -50



[State 1050, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;暗式・葛風（スタート）
[Statedef 1100]
type    = S
movetype= A
physics = N
juggle  = 2
velset = 10,0
ctrl = 0    
anim = 1100
poweradd = 50

[State 0, AfterImage];←成功したときの残像
type = AfterImage
trigger1 = time = 0
time = -1
trans = add1
timegap = 2
framegap = 2
length =60
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1


[State 1100, 0]
type = HitDef
trigger1 = Time = 0
attr=S, ST
p2facing = 1 
damage    = 45, 21
animtype = heavy
getpower = 30,15
givepower = 15,8
guardflag = M  
hitflag = M
id = 1500
priority = 5, Hit
pausetime = 5,25
numhits = 1      
;sparkno = 0, 3   
sparkxy = -10,-70
hitsound   = s1100,0
guardsound = S20,6
ground.type = Low
ground.slidetime = 80
ground.hittime  = 40 
ground.velocity = 18
guard.slidetime = 10 
guard.hittime  = 15
guard.velocity = -2 
down.velocity = 7, -4
air.type = Low
air.hittime  = 40 
air.slidetime = 80 
snap = 60,0,0
air.velocity = 8
fall.recover = 0
fall = 0
down.hittime = 20
down.bounce = 1
forcestand = 1
p2stateno = 1150




[State 1100, 1]
type = ChangeState
trigger1 = MoveHit = 1
value = 1110
ctrl = 0

[State 1100, 2]
type = ChangeState
trigger1 = MoveGuarded = 1
trigger2 = Movecontact = 0
trigger2 = Time = 20
value = 0
ctrl = 0


;---------------------------------------------------------------------------
;暗式・葛風（投げ始め）
[Statedef 1110]
type    = S
movetype= A
physics = N
velset = 0, 0
juggle  = 0
ctrl = 0    
anim = 1110
poweradd = 10


[State 0, AfterImage];←成功したときの残像
type = AfterImage
trigger1 = time = 0
time = -1
trans = add1
timegap = 2
framegap = 2
length =60
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[State 1110, 0]
type = SprPriority
trigger1 = AnimElem = 2
value = 0

[State 700, 4]
type = TargetpowerAdd
trigger1 = AnimElem = 7
value = -150


[State 1110, 1]
type = Turn
trigger1 = Time = 0

[State 1110, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;暗式・葛風（投げられる側）
[Statedef 1150]
type    = S
movetype= H
physics = S
ctrl = 0
Velset = 0,0

[State 1150, 0]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1150

[State 1150, 1]
type = Sprpriority
Trigger1 = AnimElem = 2
value = 1

[State 1150, 2]
type = veladd
Trigger1 = AnimElem = 3
x = 2

[State 1150, 3]
type = Width
trigger1 = movecontact = 1
edge = 24, 0

[State 1150, 4]
type = veladd
trigger1 = animelem = 5
x = -18

[State 1150, 5]
type = turn
Trigger1 = AnimElem = 4
value = 1

[State 1150, 6]
type = SelfState
Trigger1 = Time = 70
value = 0
Ctrl = 1
;----------------------------------------------------------------------------
[Statedef 1120]
type    = S
movetype= A
physics = N
velset = 0, 0
juggle  = 0
ctrl = 0    
anim = 1120
poweradd = 10


[State 0, AfterImage];←成功したときの残像
type = AfterImage
trigger1 = time = 0
time = -1
trans = add1
timegap = 2
framegap = 2
length =60
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1



[State 1260, NHB]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 70


[State 1110, 1]
type = Turn
trigger1 = Time = 0

[State 1110, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;--------------------------------------------------
[Statedef 1200]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 1000


[State 0, AfterImage];←成功したときの残像
type = AfterImage
trigger1 = time = 0
time = -1
trans = add1
timegap = 2
framegap = 2
length =60
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[State 1200, 0]
type = PlaySnd
trigger1 = Time = 3
value = 1000,0

[State 1200, 1]
type = Projectile
trigger1 = Time = 6
projanim = 1210
projhitanim = 1220
projpriority = 999999999
Projremove=1
offset = 60, -90
velocity = ifelse(var(1)=0, 1, 8) ,0
projremovetime = -1
ProjID = 1000
attr = S, HA
animtype  = Hard
getpower = 0,0
givepower = 20,10
projhits = 1
damage    = 98,14
guardflag = HMCA
hitflag = MAFDP
pausetime = 0,12
sparkno = -1
hitsound   = s800,0
guardsound = s999,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5      
air.velocity = -2.5,-5.5
palfx.time = 20
palfx.add = 250, 250,10


[state 1200]
type = varset
trigger1 = time = 0
trigger1 = command = "x"
v = 1
value = 0

[state 1200]
type = varset
trigger1 = time = 0
trigger1 = command = "y"
v = 1
value = 1


[State 1200, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------------------------------------------------------------
;---------------------------------------------------
[Statedef 1250]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 1000

[State 1000, 0]
type = PlaySnd
trigger1 = Time = 3
value = 1000,0


[State 0, AfterImage];←成功したときの残像
type = AfterImage
trigger1 = time = 0
time = -1
trans = add1
timegap = 2
framegap = 2
length =60
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[State 1000, 1]
type = Projectile
trigger1 = Time = 4
trigger2 = Time = 11
trigger3 = Time = 18
trigger4 = Time = 25
trigger4 = Time = 32
projanim = 1210
projhitanim = 1220
Projremove=1
offset = 60, -90
velocity =  ifelse(var(1)=1, 116, 4)  , 0
projremovetime = -1
ProjID = 1000
attr = S, HA
animtype  = Hard
getpower = 0,0
givepower = 20,10
projhits = 1
damage    = 68,14
guardflag = HMCA
hitflag = MAFDP
pausetime = 0,12
sparkno = -1
hitsound   = s800,0
guardsound = s999,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5      
air.velocity = -2.5,-5.5
palfx.time = 20
palfx.add = 250, 250,10


[State 1000, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------------------------------------------------------------------------------------------------------
[Statedef 1260]
type    = S
movetype= A
physics = S
juggle  = 10
velset = 0,0
poweradd = 100
anim = 1260
ctrl = 0
sprpriority = 2

[State 1260, Width]
type = Width
trigger1 = (AnimElemTime (1) >= 0) && (AnimElemTime (2) < 0)
value = 10,0

[State 1260, Width]
type = Width
trigger1 = (AnimElemTime (3) >= 0) && (AnimElemTime (4) < 0)
value = 25,0

;[State 1000,1]
;type = PlaySnd
;trigger1 = Time = 2
;value = s8, 0

[State 1260, NHB]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 3

[State 1260, HD-1]
type = HitDef
trigger1 = AnimElem = 6,0 
attr = S, SA
animtype  = heard
damage    = 60,5
getpower = 50,20
guardflag = MA
priority = 5, Hit
pausetime = 13,12
guard.pausetime = 12,11
;sparkno = s7010
;guard.sparkno = S7030
sparkxy = 0,-85
hitsound = s20000,1
guardsound = s20000,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 15
ground.velocity = -4.8,-5.8
air.velocity = -5,-5.6
guard.velocity = -8
airguard.velocity = -4,-5
ground.cornerpush.veloff = -3
yaccel = .46
fall = 1
fall.recover = 0

[State 1260, HD-2]
type = HitDef
trigger1 = AnimElem = 7
attr = S, SA
animtype  = heard
damage = ifelse ((Stateno = 1260 && Movehit),20,40),5
getpower = 50,20
guardflag = MA
priority = 5, Hit
pausetime = 13,12
guard.pausetime = 12,11
;sparkno = s7010
;guard.sparkno = S7030
sparkxy = 0,-75
hitsound = s20000,1
guardsound = s20000,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 15
ground.velocity = -4.5,-6
air.velocity = -4.7,-5.8
guard.velocity = -8
airguard.velocity = -4,-5
ground.cornerpush.veloff = -3
yaccel = .46
fall = 1
fall.recover = 0
guarddist = 160

[State 1260,2]
type = PlaySnd
trigger1 = AnimElem = 7,1
value = s20000, 2
cannel = -1

[State 1260, Proj-1]
type = Projectile
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
trigger4 = AnimElem = 8
trigger5 = AnimElem = 9
trigger6 = AnimElem = 10
attr = A, SP
projid = 1270
projanim = 1270
projhitanim = 1270
projpriority = 99999999
projremovetime = -1
projhits = 2
guardflag = MA
sprpriority = 5
velocity = 2.7
remvelocity = 2.2
offset = 20,0
damage = ifelse ((Stateno = 1260 && Movehit),29,85),5
getpower = 60,30
animtype = diagup
givepower = 15
pausetime = 0,12
sparkno = -1
guard.sparkno = S7030
sparkxy = 90,-65
hitsound = s20000,1
guardsound = s20000,0
guard.velocity = -12
air.velocity = -4,-7
airguard.velocity = -4,-8
ground.cornerpush.veloff = 0
yaccel = .45
fall = 1
fall.recover = 0
P2Stateno = 1262
accel = 0, 0
ownpal = 1
air.juggle = 10
envshake.time = 6
envshake.ampl = 3
envshake.freq = 90
;oooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo
[State 1260, Proj-1]
type = Projectile
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
trigger4 = AnimElem = 8
trigger5 = AnimElem = 9
trigger6 = AnimElem = 10
attr = A, SP
projid = 1270
projanim = 1270
projhitanim = 1270
projpriority = 99999999
projremovetime = -1
projhits = 2
guardflag = MA
sprpriority = 5
velocity = 2.7
remvelocity = 2.2
offset = 50,0
damage = ifelse ((Stateno = 1260 && Movehit),29,85),5
getpower = 60,30
animtype = diagup
givepower = 15
pausetime = 0,12
sparkno = -1
guard.sparkno = S7030
sparkxy = 90,-65
hitsound = s20000,1
guardsound = s20000,0
guard.velocity = -12
air.velocity = -4,-7
airguard.velocity = -4,-8
ground.cornerpush.veloff = 0
yaccel = .45
fall = 1
fall.recover = 0
P2Stateno = 1262
accel = 0, 0
ownpal = 1
air.juggle = 10
envshake.time = 6
envshake.ampl = 3
envshake.freq = 90
;fffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
[State 1260, Proj-1]
type = Projectile
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
trigger4 = AnimElem = 8
trigger5 = AnimElem = 9
trigger6 = AnimElem = 10
attr = A, SP
projid = 1270
projanim = 1270
projhitanim = 1270
projpriority = 99999999
projremovetime = -1
projhits = 2
guardflag = MA
sprpriority = 5
velocity = 2.7
remvelocity = 2.2
offset = 70,0
damage = ifelse ((Stateno = 1260 && Movehit),29,85),5
getpower = 60,30
animtype = diagup
givepower = 15
pausetime = 0,12
sparkno = -1
guard.sparkno = S7030
sparkxy = 90,-65
hitsound = s20000,1
guardsound = s20000,0
guard.velocity = -12
air.velocity = -4,-7
airguard.velocity = -4,-8
ground.cornerpush.veloff = 0
yaccel = .45
fall = 1
fall.recover = 0
P2Stateno = 1262
accel = 0, 0
ownpal = 1
air.juggle = 10
envshake.time = 6
envshake.ampl = 3
envshake.freq = 90
;AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
[State 1260, Proj-1]
type = Projectile
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
trigger4 = AnimElem = 8
trigger5 = AnimElem = 9
trigger6 = AnimElem = 10
attr = A, SP
projid = 1270
projanim = 1270
projhitanim = 1270
projpriority = 99999999
projremovetime = -1
projhits = 2
guardflag = MA
sprpriority = 5
velocity = 2.7
remvelocity = 2.2
offset = 90,0
damage = ifelse ((Stateno = 1260 && Movehit),29,85),5
getpower = 60,30
animtype = diagup
givepower = 15
pausetime = 0,12
sparkno = -1
guard.sparkno = S7030
sparkxy = 90,-65
hitsound = s20000,1
guardsound = s20000,0
guard.velocity = -12
air.velocity = -4,-7
airguard.velocity = -4,-8
ground.cornerpush.veloff = 0
yaccel = .45
fall = 1
fall.recover = 0
P2Stateno = 1262
accel = 0, 0
ownpal = 1
air.juggle = 10
envshake.time = 6
envshake.ampl = 3
envshake.freq = 90
;bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb
[State 1260, exp-1]
type = explod
trigger1 = AnimElem = 2,1
postype = p1
pos = -20, 0
sprpriority = 2
anim = 1280
persistent = 1
ownpal = 1

[State 1260, exp-2]
type = explod
trigger1 = Projhit = 1
postype = p2
pos = 0, -65
sprpriority = 6
anim = 1290
ID = 1290
ignorehitpause = 1
bindtime = -1
ownpal = 1
persistent = 10

[State 1260, exp-3]
type = explod
trigger1 = Projhit = 1
postype = p2
pos = 0, -65
sprpriority = 6
anim = 1295
ID = 1295
ignorehitpause = 1
bindtime = -1
ownpal = 1
persistent = 0

[State 1260, Helper]
type = Helper
triggerall = NumHelper(1261)=0
trigger1 = ProjGuarded = 1
id = 1261
name = "wind"
sprpriority = -2
pos = 30,0
postype = P2
facing = -1
stateno = 1261
helpertype = normal
keyctrl = 0       
ownpal = 1

[State 1260, CS]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;============================================================================
[Statedef 1261]
type    = S
movetype= A
physics = S
ctrl = 0
poweradd= 50
velset = 0,0
anim = 1261
sprpriority = 1

[State 1001, VelA]
type = VelAdd
trigger1 = 1
x = 2

[State 1001, HD-1]
type = HitDef
trigger1 = gametime%3=1
attr = S, SA
animtype  = heard
damage    = 0,5
getpower = 40,10
guardflag = MA
priority = 2
pausetime = 0,2
sparkno = -1
guard.sparkno = -1
hitsound   = s20000,1
guardsound = s20000,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 10
guard.velocity = -7
airguard.velocity = -4.5,-5.5
ground.cornerpush.veloff = 0

[State 1001, exp-1]
type = explod
trigger1= MoveGuarded = 1
postype = p1
anim = 1300
pos = -20, -70
sprpriority = 7
ignorehitpause = 1
bindtime = 1
ownpal = 1
random = 10,40

[State 1001, DS]
type = DestroySelf
trigger1 = Time = 20
trigger2 = FrontEdgeBodyDist <= -40
;/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
[Statedef 1262]
type = A
movetype = H
physics = N

[State 1002, CA2-1]
type = ChangeAnim2
trigger1 = Time = 0
value = 1262

[State 1002, Turn]
type = Turn
trigger1 = time = 0 && P2dist X < 0

[State 1003, VelS]
type = PosAdd
triggerall = Pos Y != 0
trigger1 = Time = 0
y = 10

[State 1002, VelS]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0
z = 0

[State 1002, NHB]
type = NotHitBy
trigger1 = time >= 0
value = SCA
time = 1

[State 1002, CA-1]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = SelfAnimExist(5052) = 1
value = 5052

[State 1002, CA-2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim != 5052
value = 5030

[State 1002, CS]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 1263
;===========================================================================
[Statedef 1263]
type = A
movetype = H
physics = N

[State 1003, VelS]
type = VelSet
trigger1 = HitShakeOver
persistent = 0
x = -5.8
y = -8.4

[State 1003, NHB]
type = NotHitBy
trigger1 = time >= 0
value = SCA
time = 1

[State 1003, CA-1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052) = 1
value = 5052

[State 1003, CA-2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Anim != 5052
value = 5030

[State 1003, CA-3]
type = ChangeAnim
trigger1 = Anim = 5052
trigger1 = AnimTime = 0
trigger1 = SelfAnimExist(5062) = 1
value = 5050
;value = 5062

[State 1003, CA-4]
type = ChangeAnim
trigger1 = Anim = 5030
trigger1 = AnimTime = 0
trigger1 = Anim != 5062
value = 5050

[State 1003, Pause]
type = Pause
triggerall = roundstate = 2
triggerall = time = [0,11] 
trigger1 = (GameTime%2)=0
time = 2

[State 1003, VelA]
type = VelAdd
trigger1 = Time > 4
y = .66

[State 1003, ES]
type = EnvShake
trigger1 = Vel Y > 0 && Pos Y >= 0
Time = 12
ampl = 3
freq = 90

[State 1003,SelfS]
type = SelfState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100
;------------------------------------------------------------------------------------------------------------------------------------------
;テュホンレイジ・Ｙ
[Statedef 1320]
type    = S
movetype= A
physics = S
juggle  = 10
velset = 0,0
poweradd= 100
anim = 1320
ctrl = 0
sprpriority =2

[State 1005, Width]
type = Width
trigger1 = (AnimElemTime (1) >= 0) && (AnimElemTime (2) < 0)
value = 10,0
[State 1005, Width]
type = Width
trigger1 = (AnimElemTime (3) >= 0) && (AnimElemTime (4) < 0)
value = 25,0

;[State 1005,1]
;type = PlaySnd
;trigger1 = Time = 2
;value = s8, 0

[State 1000, NHB]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 3

[State 1005, HD-1]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
animtype  = heard
damage    = 60,5
getpower = 50,20
guardflag = MA
priority = 5, Hit
pausetime = 13,12
;sparkno = s7010
;guard.sparkno = S7030
sparkxy = 0,-85
hitsound = s20000,1
guardsound = s20000,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 15
ground.velocity = -4.8,-5.8
air.velocity = -5,-5.6
guard.velocity = -8
airguard.velocity = -4,-5
ground.cornerpush.veloff = -3.5
yaccel = .45
fall = 1
fall.recover = 0

;ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff

[State 1005, HD-2]
type = HitDef
trigger1 = AnimElem = 7
attr = S, SA
animtype  = heard
damage = ifelse ((Stateno = 1320 && Movehit),25,45),5
getpower = 50,20
guardflag = MA
priority = 5, Hit
pausetime = 13,12
;sparkno = s7010
;guard.sparkno = S7030
sparkxy = 0,-75
hitsound = s20000,1
guardsound = s20000,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 15
ground.velocity = -4.5,-6
air.velocity = -4.7,-5.8
guard.velocity = -8
airguard.velocity = -4,-5
ground.cornerpush.veloff = -3.5
yaccel = .45
fall = 1
fall.recover = 0

[State 1005,2]
type = PlaySnd
trigger1 = AnimElem = 7,1
value = s20000, 2
cannel = -1

;kkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkk

[State 1005, Proj-1]
type = Projectile
trigger1 = AnimElem = 7,1
projid = 1320
projanim = 1330
projhitanim = 1331
projremanim = 1330
;projpriority = 8
projremovetime = 44
projpriority = 99999999
projhits = 2
velocity = 0
offset = 28,0
attr = S, SP
damage = ifelse ((Stateno = 1320 && Movehit),30,80),5
getpower = 60,30
animtype = diagup
givepower = 15
sprpriority =2
guardflag = MA
pausetime = 0,13
ground.slidetime = 20
ground.hittime  = 15
sparkno = -1
guard.sparkno = S7030
sparkxy = 50,-70
hitsound = s20000,1
guardsound = s20000,0
guard.velocity = -10
airguard.velocity = -5.5,-6
ground.cornerpush.veloff = -3
yaccel = .45
fall = 1
fall.recover = 0
P2Stateno = 1262
air.juggle = 10
envshake.time = 6
envshake.ampl = 3
envshake.freq = 90

[State 1005, Proj-1]
type = Projectile
trigger1 = AnimElem = 7,1
projid = 1320
projanim = 1330
projhitanim = 1331
projremanim = 1330
;projpriority = 8
projremovetime = 44
projpriority = 99999999
projhits = 2
velocity = 0
offset = 48,0
attr = S, SP
damage = ifelse ((Stateno = 1320 && Movehit),30,80),5
getpower = 60,30
animtype = diagup
givepower = 15
sprpriority =2
guardflag = MA
pausetime = 0,13
ground.slidetime = 20
ground.hittime  = 15
sparkno = -1
guard.sparkno = S7030
sparkxy = 50,-70
hitsound = s20000,1
guardsound = s20000,0
guard.velocity = -10
airguard.velocity = -5.5,-6
ground.cornerpush.veloff = -3
yaccel = .45
fall = 1
fall.recover = 0
P2Stateno = 1262
air.juggle = 10
envshake.time = 6
envshake.ampl = 3
envshake.freq = 90

[State 1005, Proj-1]
type = Projectile
trigger1 = AnimElem = 7,1
projid = 1320
projanim = 1330
projhitanim = 1331
projremanim = 1330
;projpriority = 8
projremovetime = 44
projpriority = 99999999
projhits = 2
velocity = 0
offset = 68,0
attr = S, SP
damage = ifelse ((Stateno = 1320 && Movehit),30,80),5
getpower = 60,30
animtype = diagup
givepower = 15
sprpriority =2
guardflag = MA
pausetime = 0,13
ground.slidetime = 20
ground.hittime  = 15
sparkno = -1
guard.sparkno = S7030
sparkxy = 50,-70
hitsound = s20000,1
guardsound = s20000,0
guard.velocity = -10
airguard.velocity = -5.5,-6
ground.cornerpush.veloff = -3
yaccel = .45
fall = 1
fall.recover = 0
P2Stateno = 1262
air.juggle = 10
envshake.time = 6
envshake.ampl = 3
envshake.freq = 90

[State 1005, Proj-1]
type = Projectile
trigger1 = AnimElem = 7,1
projid = 1320
projanim = 1330
projhitanim = 1331
projremanim = 1330
;projpriority = 8
projremovetime = 44
projpriority = 99999999
projhits = 2
velocity = 0
offset = 88,0
attr = S, SP
damage = ifelse ((Stateno = 1320 && Movehit),30,80),5
getpower = 60,30
animtype = diagup
givepower = 15
sprpriority =2
guardflag = MA
pausetime = 0,13
ground.slidetime = 20
ground.hittime  = 15
sparkno = -1
guard.sparkno = S7030
sparkxy = 50,-70
hitsound = s20000,1
guardsound = s20000,0
guard.velocity = -10
airguard.velocity = -5.5,-6
ground.cornerpush.veloff = -3
yaccel = .45
fall = 1
fall.recover = 0
P2Stateno = 1262
air.juggle = 10
envshake.time = 6
envshake.ampl = 3
envshake.freq = 90

[State 1005, Proj-1]
type = Projectile
trigger1 = AnimElem = 7,1
projid = 1320
projanim = 1330
projhitanim = 1331
projremanim = 1330
;projpriority = 8
projremovetime = 44
projpriority = 99999999
projhits = 2
velocity = 0
offset = 108,0
attr = S, SP
damage = ifelse ((Stateno = 1320 && Movehit),30,80),5
getpower = 60,30
animtype = diagup
givepower = 15
sprpriority =2
guardflag = MA
pausetime = 0,13
ground.slidetime = 20
ground.hittime  = 15
sparkno = -1
guard.sparkno = S7030
sparkxy = 50,-70
hitsound = s20000,1
guardsound = s20000,0
guard.velocity = -10
airguard.velocity = -5.5,-6
ground.cornerpush.veloff = -3
yaccel = .45
fall = 1
fall.recover = 0
P2Stateno = 1262
air.juggle = 10
envshake.time = 6
envshake.ampl = 3
envshake.freq = 90

[State 1005, Proj-1]
type = Projectile
trigger1 = AnimElem = 7,1
projid = 1320
projanim = 1330
projhitanim = 1331
projremanim = 1330
;projpriority = 8
projremovetime = 44
projpriority = 99999999
projhits = 2
velocity = 0
offset = 128,0
attr = S, SP
damage = ifelse ((Stateno = 1320 && Movehit),30,80),5
getpower = 60,30
animtype = diagup
givepower = 15
sprpriority =2
guardflag = MA
pausetime = 0,13
ground.slidetime = 20
ground.hittime  = 15
sparkno = -1
guard.sparkno = S7030
sparkxy = 50,-70
hitsound = s20000,1
guardsound = s20000,0
guard.velocity = -10
airguard.velocity = -5.5,-6
ground.cornerpush.veloff = -3
yaccel = .45
fall = 1
fall.recover = 0
P2Stateno = 1262
air.juggle = 10
envshake.time = 6
envshake.ampl = 3
envshake.freq = 90

[State 1005, Proj-1]
type = Projectile
trigger1 = AnimElem = 7,1
projid = 1320
projanim = 1330
projhitanim = 1331
projremanim = 1330
;projpriority = 8
projremovetime = 44
projpriority = 99999999
projhits = 2
velocity = 0
offset = 148,0
attr = S, SP
damage = ifelse ((Stateno = 1320 && Movehit),30,80),5
getpower = 60,30
animtype = diagup
givepower = 15
sprpriority =2
guardflag = MA
pausetime = 0,13
ground.slidetime = 20
ground.hittime  = 15
sparkno = -1
guard.sparkno = S7030
sparkxy = 50,-70
hitsound = s20000,1
guardsound = s20000,0
guard.velocity = -10
airguard.velocity = -5.5,-6
ground.cornerpush.veloff = -3
yaccel = .45
fall = 1
fall.recover = 0
P2Stateno = 1262
air.juggle = 10
envshake.time = 6
envshake.ampl = 3
envshake.freq = 90

[State 1005, Proj-1]
type = Projectile
trigger1 = AnimElem = 7,1
projid = 1320
projanim = 1330
projhitanim = 1331
projremanim = 1330
;projpriority = 8
projremovetime = 44
projpriority = 99999999
projhits = 2
velocity = 0
offset = 168,0
attr = S, SP
damage = ifelse ((Stateno = 1320 && Movehit),30,80),5
getpower = 60,30
animtype = diagup
givepower = 15
sprpriority =2
guardflag = MA
pausetime = 0,13
ground.slidetime = 20
ground.hittime  = 15
sparkno = -1
guard.sparkno = S7030
sparkxy = 50,-70
hitsound = s20000,1
guardsound = s20000,0
guard.velocity = -10
airguard.velocity = -5.5,-6
ground.cornerpush.veloff = -3
yaccel = .45
fall = 1
fall.recover = 0
P2Stateno = 1262
air.juggle = 10
envshake.time = 6
envshake.ampl = 3
envshake.freq = 90

[State 1005, Proj-1]
type = Projectile
trigger1 = AnimElem = 7,1
projid = 1320
projanim = 1330
projhitanim = 1331
projremanim = 1330
;projpriority = 8
projremovetime = 44
projpriority = 99999999
projhits = 2
velocity = 0
offset = 188,0
attr = S, SP
damage = ifelse ((Stateno = 1320 && Movehit),30,80),5
getpower = 60,30
animtype = diagup
givepower = 15
sprpriority =2
guardflag = MA
pausetime = 0,13
ground.slidetime = 20
ground.hittime  = 15
sparkno = -1
guard.sparkno = S7030
sparkxy = 50,-70
hitsound = s20000,1
guardsound = s20000,0
guard.velocity = -10
airguard.velocity = -5.5,-6
ground.cornerpush.veloff = -3
yaccel = .45
fall = 1
fall.recover = 0
P2Stateno = 1262
air.juggle = 10
envshake.time = 6
envshake.ampl = 3
envshake.freq = 90
;llllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllll

[State 1005, exp-1]
type = explod
trigger1 = AnimElem = 2,1
postype = p1
pos = -20, 0
sprpriority = 2
anim = 1280
persistent = 1
ownpal = 1

[State 1005, exp-2]
type = explod
trigger1 = Projhit = 1
postype = p2
pos = 0, -70
sprpriority = 6
anim = 1290
ID = 1290
ignorehitpause = 1
bindtime = -1
ownpal = 1
persistent = 0

[State 1000, exp-3]
type = explod
trigger1 = Projhit = 1
postype = p2
pos = 0, -65
sprpriority = 6
anim = 1295
ID = 1295
ignorehitpause = 1
bindtime = -1
ownpal = 1
persistent = 0

[State 1005, CS]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
[Statedef 1340]
type    = S
movetype= A
physics = S
poweradd= 110
juggle  = 20
ctrl = 0
anim = 1340
velset = 0,0
sprpriority = 2

[State 0, AfterImage];←成功したときの残像
type = AfterImage
trigger1 = time = 0
time = -1
trans = add1
timegap = 2
framegap = 2
length =60
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1



[State 1040, 1]
type = PlaySnd
trigger1 = Time = 0
value = s7, 6

[State 1040, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = s20000, 3

[State 1040, NHB]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 3

[State 1040, 3]
type = explod
trigger1 = AnimElem = 5
postype = p1
pos = 0, 10
sprpriority = -1
anim = 1341
persistent = 1

[State 1040, 4]
type = HitDef
triggerall = P2StateType != A
trigger1 = AnimElem = 5
attr = S, SA
animtype  = heard
damage    = 65,10
getpower = 50,20
guardflag = L
pausetime = 0,13
guard.pausetime = 0,8
sparkno = S1342
guard.sparkno = S1300
sparkxy = -10,-5
hitsound   = s1,3
guardsound = s2,1
ground.type = trip
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -1,-7
fall =1
fall.recover = 0
yaccel = .48

[State 1040, ES]
type = EnvShake
trigger1 = AnimElem = 5
Time = 12
ampl = 4
freq = 85
;^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
[State 4100,1]
type = Helper
trigger1 = time = 5
name = "hashira"
postype = p1
pos = 35,0
stateno = 21101
helpertype = normal
keyctrl = 0
ownpal = 1
;HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
[State 4100,1]
type = Helper
trigger1 = time = 10
name = "hashira"
postype = p1
pos = 80,0
stateno = 21101
helpertype = normal
keyctrl = 0
ownpal = 1
;&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
[State 4100,1]
type = Helper
trigger1 = time = 15
name = "hashira"
postype = p1
pos = 125,0
stateno = 21101
helpertype = normal
keyctrl = 0
ownpal = 1
;DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
[State 4100,1]
type = Helper
trigger1 = time = 20
name = "hashira"
postype = p1
pos = 170,0
stateno = 21101
helpertype = normal
keyctrl = 0
ownpal = 1
;((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((
[State 4100,1]
type = Helper
trigger1 = time = 25
name = "hashira"
postype = p1
pos = 215,0
stateno = 21101
helpertype = normal
keyctrl = 0
ownpal = 1
;)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
[State 4100,1]
type = Helper
trigger1 = time = 30
name = "hashira"
postype = p1
pos = 260,0
stateno = 21101
helpertype = normal
keyctrl = 0
ownpal = 1
;###########################################################################
[State 4100,1]
type = Helper
trigger1 = time = 40
name = "hashira"
postype = p1
pos = 305,0
stateno = 21101
helpertype = normal
keyctrl = 0
ownpal = 1
;___________________________________________________________________________
[State 4100,1]
type = Helper
trigger1 = time = 5
name = "hashira"
postype = p1
pos = -35,0
stateno = 21101
helpertype = normal
keyctrl = 0
ownpal = 1
;HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
[State 4100,1]
type = Helper
trigger1 = time = 10
name = "hashira"
postype = p1
pos = -80,0
stateno = 21101
helpertype = normal
keyctrl = 0
ownpal = 1
;&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
[State 4100,1]
type = Helper
trigger1 = time = 15
name = "hashira"
postype = p1
pos = -125,0
stateno = 21101
helpertype = normal
keyctrl = 0
ownpal = 1
;DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
[State 4100,1]
type = Helper
trigger1 = time = 20
name = "hashira"
postype = p1
pos = -170,0
stateno = 21101
helpertype = normal
keyctrl = 0
ownpal = 1
;((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((
[State 4100,1]
type = Helper
trigger1 = time = 25
name = "hashira"
postype = p1
pos = -215,0
stateno = 21101
helpertype = normal
keyctrl = 0
ownpal = 1
;)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
[State 4100,1]
type = Helper
trigger1 = time = 30
name = "hashira"
postype = p1
pos = -260,0
stateno = 21101
helpertype = normal
keyctrl = 0
ownpal = 1
;###########################################################################
[State 4100,1]
type = Helper
trigger1 = time = 40
name = "hashira"
postype = p1
pos = -305,0
stateno = 21101
helpertype = normal
keyctrl = 0
ownpal = 1
;___________________________________________________________________________
[State 4100,1]
type = Helper
trigger1 = time = 40
trigger1 = movetype != H
name = "hashira"
postype = p1
pos = 1290,-250
stateno = 21102
helpertype = normal
keyctrl = 0
ownpal = 1
;&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
[State 1040, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;============================================================================
[Statedef 1350]
type    = S
movetype= A
physics = S
poweradd= 90
juggle  = 0
ctrl = 0
anim = 1350
velset = 0,0
sprpriority = 2

[State 0, AfterImage];←成功したときの残像
type = AfterImage
trigger1 = time = 0
time = -1
trans = add1
timegap = 2
framegap = 2
length =60
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1


;[State 1041, 1]
;type = PlaySnd
;trigger1 = Time = 0
;value = s7, 6

[State 1350, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value =  s20000, 3

[State 1350, 3]
type = explod
trigger1 = AnimElem = 5
postype = p1
pos = 0, 10
sprpriority = -1
anim = 1351
persistent = 1

[State 1350, 4]
type = explod
trigger1 = AnimElem = 5
postype = p1
pos = 0, 10
sprpriority = 6
anim = 1352
persistent = 1

[State 1350, 4]
type = HitDef
triggerall = P2StateType != A
trigger1 = AnimElem = 5
attr = C, SA
animtype  = heard
damage    = 65,10
getpower = 50,20
guardflag = L
pausetime = 0,13
guard.pausetime = 0,8
sparkno = S1342
guard.sparkno = S1300
sparkxy = -10,-5
hitsound   = s20000,4
guardsound = s20000,5
ground.type = trip
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -1,-7
P2StateNo = 1354

[State 1350, hd2]
type = HitDef
triggerall = P2StateType = L && (p2stateno = 5110 || p2stateno = 5111) 
triggerall = P2StateType != A
trigger1 = AnimElem = 5
attr = C, SA
animtype  = heard
damage    = 55
getpower = 70,15
hitflag = FD
guardflag = L
pausetime = 8,10
sparkno = s1342
guard.sparkno = s1300
sparkxy = 0,0
hitsound   = s1,3
guardsound = s2,1

[State 1350, ES]
type = EnvShake
trigger1 = AnimElem = 5
Time = 12
ampl = 4
freq = 85
;&*()$%^&*()&^&*()^%%%%%%%%%^&*((((((((((((((((((((^%$####$$$$$$$%&**(())
[State 4100,1]
type = Helper
trigger1 = time = 5
name = "hashira"
postype = p1
pos = 35,0
stateno = 21101
helpertype = normal
keyctrl = 0
ownpal = 1
;HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
[State 4100,1]
type = Helper
trigger1 = time = 10
name = "hashira"
postype = p1
pos = 80,0
stateno = 21101
helpertype = normal
keyctrl = 0
ownpal = 1
;&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
[State 4100,1]
type = Helper
trigger1 = time = 15
name = "hashira"
postype = p1
pos = 125,0
stateno = 21101
helpertype = normal
keyctrl = 0
ownpal = 1
;DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
[State 4100,1]
type = Helper
trigger1 = time = 20
name = "hashira"
postype = p1
pos = 170,0
stateno = 21101
helpertype = normal
keyctrl = 0
ownpal = 1
;((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((
[State 4100,1]
type = Helper
trigger1 = time = 25
name = "hashira"
postype = p1
pos = 215,0
stateno = 21101
helpertype = normal
keyctrl = 0
ownpal = 1
;)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
[State 4100,1]
type = Helper
trigger1 = time = 30
name = "hashira"
postype = p1
pos = 260,0
stateno = 21101
helpertype = normal
keyctrl = 0
ownpal = 1
;###########################################################################
[State 4100,1]
type = Helper
trigger1 = time = 40
name = "hashira"
postype = p1
pos = 305,0
stateno = 21101
helpertype = normal
keyctrl = 0
ownpal = 1
;____________________________________________________________________________
[State 4100,1]
type = Helper
trigger1 = time = 5
name = "hashira"
postype = p1
pos = -35,0
stateno = 21101
helpertype = normal
keyctrl = 0
ownpal = 1
;HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
[State 4100,1]
type = Helper
trigger1 = time = 10
name = "hashira"
postype = p1
pos = -80,0
stateno = 21101
helpertype = normal
keyctrl = 0
ownpal = 1
;&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
[State 4100,1]
type = Helper
trigger1 = time = 15
name = "hashira"
postype = p1
pos = -125,0
stateno = 21101
helpertype = normal
keyctrl = 0
ownpal = 1
;DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
[State 4100,1]
type = Helper
trigger1 = time = 20
name = "hashira"
postype = p1
pos = -170,0
stateno = 21101
helpertype = normal
keyctrl = 0
ownpal = 1
;((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((
[State 4100,1]
type = Helper
trigger1 = time = 25
name = "hashira"
postype = p1
pos = -215,0
stateno = 21101
helpertype = normal
keyctrl = 0
ownpal = 1
;)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
[State 4100,1]
type = Helper
trigger1 = time = 30
name = "hashira"
postype = p1
pos = -260,0
stateno = 21101
helpertype = normal
keyctrl = 0
ownpal = 1
;###########################################################################
[State 4100,1]
type = Helper
trigger1 = time = 40
name = "hashira"
postype = p1
pos = -305,0
stateno = 21101
helpertype = normal
keyctrl = 0
ownpal = 1
;____________________________________________________________________________
;BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
[State 4100,1]
type = Helper
trigger1 = time = 40
trigger1 = movetype != H
name = "hashira"
postype = p1
pos = 1290,-250
stateno = 21102
helpertype = normal
keyctrl = 0
ownpal = 1
;ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ
[State 1350, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;___________________________________________________________________________
[Statedef 21101]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd = 0
velset = 0,0
anim = 21022
ctrl = 0
sprpriority = 5

[State -3, 3];
type = PlaySnd
trigger1 = Time = 0
value = S20000,32

[State -3, 3];
type = PlaySnd
trigger1 = animelem = 13
value = S20000,31

[State 1000, 5]
type = HitDef
triggerall = parent,movetype != H
;triggerall = parent,var(5) = 0
trigger1 = 1
trigger1 = hitcount <= 3
trigger1 = moveguarded = 0
trigger1 = parent,movetype != H
attr = S, HP
animtype = hard
getpower = 0,0
damage    = 19,10
priority  = 6
guardflag = M
pausetime = 0,1
sparkxy = 10,-70
sparkno = S1342
guard.sparkno = S1300
hitsound   = S20000,33
guardsound = S20000,34
ground.type = high
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6,-4
air.velocity = -6,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
getpower = 90,50
givepower = 30,30
fall = 1
sprpriority = 5
ignorehitpause = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 21001
trigger1 = time = 0
projremove = 1
Projremovetime = 30
projremanim = 1
projhitanim = 21027
projpriority = 999999999
projanim = 21027
offset = 0,0
guard.dist = 150

[State 240, 4]
type = destroyself
trigger1 = AnimTime = 0

;石柱落下
[Statedef 21102]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd = 0
velset = 0,50
anim = 21025
ctrl = 0
sprpriority = 2

[State 1000, 5]
type = HitDef
trigger1 = 1
triggerall = parent,movetype != H
;triggerall = parent,var(5) = 0
trigger1 = movecontact = 0
trigger1 = parent,movetype != H
attr = S, HP
animtype = up
damage    = 80,10
priority  = 6
guardflag = H
getpower = 0,0
pausetime = 0,5
pause.pausetime = 0,15
sparkxy = 10,-20
sparkno = S905
guard.sparkno = S902
hitsound   = S0,36
guardsound = S0,11
ground.type = high
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5,6
air.velocity = -5,6
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
getpower = 90,50
givepower = 30,30
fall = 1
fall.recover = 0
sprpriority = 5
ignorehitpause = 1

[state 190]
type = changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -10
value = 21043
;KLJHH%^&$$$$$$$$$$$$$$$%^&&&&&&&&&&&&&%*&TGGU*OUFFDF$R%WSRETYYYYYYYYYYYYYYY
[Statedef 21043];剛衝柱消える
type    = S
movetype= A
physics = N
juggle  = 4
poweradd = 0
velset = 0,0
anim = 21026
ctrl = 0
sprpriority = 2

[State -3, 3];
type = envshake
trigger1 = time = 0
time = 5

[State -3, 3];
type = PlaySnd
trigger1 = time = 0
value = S20000,35

[State -3, 3];
type = PlaySnd
trigger1 = animelem = 2
value = S20000,36

[State x]
type = posset
trigger1 = time = 0
y = 0

[state 190]
type = destroyself
trigger1 = animtime = 0
;////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
[Statedef 1354]
type = A
movetype = H
physics = N
velset = 0,0


[State 1042, CA2-1]
type = ChangeAnim2
trigger1 = Time = 0
value = 1354

[State 1042, CA-2]
type = ChangeAnim
trigger1 = Time = 10
value = 5030

[State 1042, CA-4]
type = ChangeAnim
trigger1 = Anim = 5030
trigger1 = AnimTime = 0
value = 5050

[State 1042, VA-1]
type = VelAdd
trigger1 = Time = 10
X = -.6
Y = -6.5

[State 1042, VA-2]
type = VelAdd
trigger1 = Time >= 12
Y = .46

[STate 1042,3]
type = Screenbound
trigger1 = 1
value = 1
movecamera = 1,0

[State 1042, SeS]
type = SelfState
trigger1 = Time > 12
trigger1 = Pos Y >= 0
value = 5110
;(((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((
[Statedef 1360]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 50
ctrl = 0
velset = 0,0,0
anim = 1360

[State 0, AfterImage];←成功したときの残像
type = AfterImage
trigger1 = time = 0
time = -1
trans = add1
timegap = 2
framegap = 2
length =60
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1


[State 211, 0]
type = HitDef
Trigger1 = Time = 0
attr = S, HT
;getpower = 50
;givepower = 40
hitflag = M-
priority = 1, Miss
snap = 50, 0, 0, 1
sparkno = -1
p2facing = 1
p2stateno = 1361
hitsound = s2,10

[State 200, 4]
type = targetLifeAdd
trigger1 = AnimElem = 5
value = -140

[State 200, 4]
type = targetpowerAdd
trigger1 = AnimElem = 5
value = -1000

[State 200, 4]
type = powerAdd
trigger1 = AnimElem = 5
value = 500

[state 200,nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 211, 1]
type = Width
trigger1 = 1
edge = 60,20

[State 700, 1]
type = targetbind
trigger1 = animelem = 2
pos = 45,-40


[State 700, 1]
type = targetbind
trigger1 = animelem = 3
pos = 45,-65



[State 700, 1]
type = targetbind
trigger1 = animelem = 4
pos = 25,-85


[State 700, 1]
type = targetbind
trigger1 = animelem = 5
pos = 0,-100

[State 700, 4]
type = powerAdd
trigger1 = AnimElem = 5
value = 1000

[State 700, 1]
type = Explod
trigger1 = Time = 32
anim = 1400
ID = 1400
postype = p1
pos = 30,-90
bindtime = 1
sprpriority = 3
supermovetime = 35
ownpal = 1


[State 700, 1]
type = Explod
trigger1 = Time = 42
anim = 1400
ID = 1400
postype = p1
pos = 10,-90
bindtime = 1
sprpriority = 3
supermovetime = 35
ownpal = 1

[State 700, 1]
type = Explod
trigger1 = Time = 52
anim = 1401
ID = 1401
postype = p1
pos = -20,-90
bindtime = 1
sprpriority = 3
supermovetime = 35
ownpal = 1


[State 200, 1]
type = PlaySnd
trigger1 =Time = 60
value = 20000,6

[State 200, 1]
type = PlaySnd
trigger1 =Time = 70
value = 20000,6

[State 200, 1]
type = PlaySnd
trigger1 =Time = 80
value = 20000,6

[State 211, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------------------------------------------------------------------------------------------------------------------------
[Statedef 1361]
type = A
movetype = H
physics = N
velset = 0,0

[State 2120, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 1361



[State 2120, 5]
type = changeState
trigger1 = AnimTime = 0
value = 1362
;---------------------------------------------------------------------------------------------------------------------------
[Statedef  1362]
type    = A
movetype= H
physics = N
velset = 7,0
anim = 1362

[State 5050, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = AnimExist(5061)
value = 5061

[State 5050, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = AnimExist(5051) && !AnimExist(5061)
value = 5051

[State 5050, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = AnimExist(1363) && !AnimExist(5061) && !AnimExist(5051)
value = 1363

[State 5050, 3]
type = VelAdd
trigger1 = 1
y = .8

[State 5050, 6]
type = selfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100 ;HIT_BOUNCE
;---------------------------------------------------------------------------------------------------------------------------------------
[Statedef 1370]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 50
ctrl = 0
velset = 0,0,0
anim = 1360

[State 0, AfterImage];←成功したときの残像
type = AfterImage
trigger1 = time = 0
time = -1
trans = add1
timegap = 2
framegap = 2
length =60
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1



[State 211, 0]
type = HitDef
Trigger1 = Time = 0
attr = S, HT
;getpower = 50
;givepower = 40
hitflag = M-
priority = 1, Miss
snap = 50, 0, 0, 1
sparkno = -1
p2facing = 1
p2stateno = 1371
hitsound = s2,10

[State 200, 4]
type = targetLifeAdd
trigger1 = AnimElem = 5
value = -100

[State 200, 4]
type = targetpowerAdd
trigger1 = AnimElem = 5
value = -1000

[State 200, 4]
type = lifeAdd
trigger1 = AnimElem = 5
value = 200

[state 200,nothitby]
type = nothitby
trigger1 = 1
value = SCA


[State 211, 1]
type = Width
trigger1 = 1
edge = 60,20

[State 700, 1]
type = targetbind
trigger1 = animelem = 2
pos = 45,-40


[State 700, 1]
type = targetbind
trigger1 = animelem = 3
pos = 45,-65



[State 700, 1]
type = targetbind
trigger1 = animelem = 4
pos = 25,-85


[State 700, 1]
type = targetbind
trigger1 = animelem = 5
pos = 0,-100

;[State 700, 4]
;type = powerAdd
;trigger1 = AnimElem = 5
;value = 1000

[State 700, 1]
type = Explod
trigger1 = Time = 32
anim = 1400
ID = 1400
postype = p1
pos = 30,-90
bindtime = 1
sprpriority = 3
supermovetime = 35
ownpal = 1


[State 700, 1]
type = Explod
trigger1 = Time = 42
anim = 1400
ID = 1400
postype = p1
pos = 10,-90
bindtime = 1
sprpriority = 3
supermovetime = 35
ownpal = 1

[State 700, 1]
type = Explod
trigger1 = Time = 52
anim = 1401
ID = 1401
postype = p1
pos = -20,-90
bindtime = 1
sprpriority = 3
supermovetime = 35
ownpal = 1


[State 200, 1]
type = PlaySnd
trigger1 =Time = 60
value = 20000,6

[State 200, 1]
type = PlaySnd
trigger1 =Time = 70
value = 20000,6

[State 200, 1]
type = PlaySnd
trigger1 =Time = 80
value = 20000,6

[State 211, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------------------------------------------------------------------------------------------------------------------------
[Statedef 1371]
type = A
movetype = H
physics = N
velset = 0,0

[State 2120, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 1361



[State 2120, 5]
type = changeState
trigger1 = AnimTime = 0
value = 1372
;---------------------------------------------------------------------------------------------------------------------------
[Statedef  1372]
type    = A
movetype= H
physics = N
velset = 7,0
anim = 1362

[State 5050, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = AnimExist(5061)
value = 5061

[State 5050, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = AnimExist(5051) && !AnimExist(5061)
value = 5051

[State 5050, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = AnimExist(1363) && !AnimExist(5061) && !AnimExist(5051)
value = 1363

[State 5050, 3]
type = VelAdd
trigger1 = 1
y = .8

[State 5050, 6]
type = selfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100 ;HIT_BOUNCE
;*****************************************************************************************************************
[Statedef  2000]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 2300

[State 0, AfterImage];←成功したときの残像
type = AfterImage
trigger1 = time = 0
time = -1
trans = add1
timegap = 2
framegap = 2
length =60
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1


[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -1000
movetime = 36
time = 36


[State 3000.**]
type = Explod
trigger1 = animelem = 1
anim = 11000
ID = 11000
pos = 0,0
postype = Left
removetime = 180
sprpriority = -5
supermove = 1
ownpal = 0
bindtime = -1
persistent = 0
scale = 1.1,1.1
under = 1

[State 1500,]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 136



[State 2000]
type = Explod
trigger1 = time = 6
anim = 2150
pos = 35,-95
sprpriority = -5
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 6
anim =2200
pos = 35,-95
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = AssertSpecial
trigger1 = time = 0
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000,]
type = PlaySnd
trigger1 = time = 29
trigger2 = time = 34
trigger3 = time = 39
trigger4 = time = 44
trigger5 = time = 49
trigger6 = time = 54
trigger7 = time = 59
trigger8 = time = 64
value = 20000,7

[State 3000]
type = Projectile
trigger1 = time = 26
projID = 2000
projanim = 2500
projremove = 0
projpriority = 10
projhitanim = -1
projremanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 36
getpower = 0
ownpal = 0
offset = 13,0
velocity = 0,0
attr = S, HP
animtype = Hard
damage = 330,49
hitflag = MAF
guardflag = M
hitsound = s1100,0
guardsound = s999,1
pausetime = 0,16
sparkno = s4020
guard.sparkno = s4120
sparkxy = 20,-100
ground.type = High
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -2.4,-10
air.juggle = 8
air.velocity = -2.4,-10
fall = 1
palfx.time = 70
palfx.add = 240,237,208
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
;p2stateno = 2320
;p2facing = 1

[State 3000]
type = Projectile
trigger1 = time = 31
projID = 2000
projanim = 2500
projremove = 0
projpriority = 10
projhitanim = -1
projremanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 36
getpower = 0
ownpal = 0
offset = 43,0
velocity = 0,0
attr = S, HP
animtype = Hard
damage = 330,49
hitflag = MAF
guardflag = M
hitsound = s1100,0
guardsound = s999,1
pausetime = 0,16
sparkno = s4020
guard.sparkno = s4120
sparkxy = 20,-100
ground.type = High
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -2.4,-10
air.juggle = 8
air.velocity = -2.4,-10
fall = 1
palfx.time = 70
palfx.add = 240,237,208
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
;p2stateno = 2320
;p2facing = 1

[State 3000]
type = Projectile
trigger1 = time = 36
projID = 2000
projanim = 2500
projremove = 0
projpriority = 10
projhitanim = -1
projremanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 36
getpower = 0
ownpal = 0
offset = 73,0
velocity = 0,0
attr = S, HP
animtype = Hard
damage = 330,49
hitflag = MAF
guardflag = M
hitsound = s1100,0
guardsound = s999,1
pausetime = 0,16
sparkno = s4020
guard.sparkno = s4120
sparkxy = 20,-100
ground.type = High
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -2.4,-10
air.juggle = 8
air.velocity = -2.4,-10
fall = 1
palfx.time = 70
palfx.add = 240,237,208
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
;p2stateno = 2320
;p2facing = 1

[State 3000]
type = Projectile
trigger1 = time = 41
projID = 2000
projanim = 2500
projremove = 0
projpriority = 10
projhitanim = -1
projremanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 36
getpower = 0
ownpal = 0
offset = 103,0
velocity = 0,0
attr = S, HP
animtype = Hard
damage = 330,49
hitflag = MAF
guardflag = M
hitsound = s1100,0
guardsound = s999,1
pausetime = 0,16
sparkno = s4020
guard.sparkno = s4120
sparkxy = 20,-100
ground.type = High
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -2.4,-10
air.juggle = 8
air.velocity = -2.4,-10
fall = 1
palfx.time = 70
palfx.add = 240,237,208
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
;p2stateno = 2320
;p2facing = 1

[State 3000]
type = Projectile
trigger1 = time = 46
projID = 2000
projanim = 2500
projremove = 0
projpriority = 10
projhitanim = -1
projremanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 36
getpower = 0
ownpal = 0
offset = 133,0
velocity = 0,0
attr = S, HP
animtype = Hard
damage = 330,49
hitflag = MAF
guardflag = M
hitsound = s1100,0
guardsound = s999,1
pausetime = 0,16
sparkno = s4020
guard.sparkno = s4120
sparkxy = 20,-100
ground.type = High
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -2.4,-10
air.juggle = 8
air.velocity = -2.4,-10
fall = 1
palfx.time = 70
palfx.add = 240,237,208
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
;p2stateno = 2320
;p2facing = 1

[State 3000]
type = Projectile
trigger1 = time = 51
projID = 2000
projanim = 2500
projremove = 0
projpriority = 10
projhitanim = -1
projremanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 36
getpower = 0
ownpal = 0
offset = 163,0
velocity = 0,0
attr = S, HP
animtype = Hard
damage = 330,49
hitflag = MAF
guardflag = M
hitsound = s1100,0
guardsound = s999,1
pausetime = 0,16
sparkno = s4020
guard.sparkno = s4120
sparkxy = 20,-100
ground.type = High
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -2.4,-10
air.juggle = 8
air.velocity = -2.4,-10
fall = 1
palfx.time = 70
palfx.add = 240,237,208
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
;p2stateno = 2320
;p2facing = 1

[State 3000]
type = Projectile
trigger1 = time = 56
projID = 2000
projanim = 2500
projremove = 0
projpriority = 10
projhitanim = -1
projremanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 36
getpower = 0
ownpal = 0
offset = 193,0
velocity = 0,0
attr = S, HP
animtype = Hard
damage = 330,49
hitflag = MAF
guardflag = M
hitsound = s1100,0
guardsound = s999,1
pausetime = 0,16
sparkno = s4020
guard.sparkno = s4120
sparkxy = 20,-100
ground.type = High
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -2.4,-10
air.juggle = 8
air.velocity = -2.4,-10
fall = 1
palfx.time = 70
palfx.add = 240,237,208
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
;p2stateno = 2320
;p2facing = 1

[State 3000]
type = Projectile
trigger1 = time = 61
projID = 2000
projanim = 2500
projremove = 0
projpriority = 10
projhitanim = -1
projremanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 36
getpower = 0
ownpal = 0
offset = 223,0
velocity = 0,0
attr = S, HP
animtype = Hard
damage = 330,49
hitflag = MAF
guardflag = M
hitsound = s1100,0
guardsound = s999,1
pausetime = 0,16
sparkno = s4020
guard.sparkno = s4120
sparkxy = 20,-100
ground.type = High
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -2.4,-10
air.juggle = 8
air.velocity = -2.4,-10
fall = 1
palfx.time = 70
palfx.add = 240,237,208
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
;p2stateno = 2320
;p2facing = 1


[State 1000, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 2001
ctrl = 0
;----------------------------------------------------------------------------------------------------------------------------------------
[Statedef  2001]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 231



[State 1500,]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 136





[State 2000]
type = AssertSpecial
trigger1 = time = 0
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000,]
type = PlaySnd
trigger1 = time = 8
trigger2 = time = 12
trigger3 = time = 14
trigger4 = time = 18
trigger5 = time = 22
trigger6 = time = 26
trigger7 = time = 30
trigger8 = time = 34
value = 20000,7

[State 3000]
type = Projectile
trigger1 = time = 4
projID = 2001
projanim = 2100
projremove = 0
projpriority = 10
projhitanim = -1
projremanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 36
getpower = 0
ownpal = 0
offset = 233,0
velocity = 0,0
attr = S, HP
animtype = Hard
damage = 330,49
hitflag = MAF
guardflag = M
hitsound = s1100,0
guardsound = s999,1
pausetime = 0,16
sparkno = s4020
guard.sparkno = s4120
sparkxy = 20,-100
ground.type = High
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -2.4,-10
air.juggle = 8
air.velocity = -2.4,-10
fall = 1
palfx.time = 70
palfx.add = 240,237,208
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
;p2stateno = 2320
;p2facing = 1

[State 3000]
type = Projectile
trigger1 = time = 8
projID = 2001
projanim = 2100
projremove = 0
projpriority = 10
projhitanim = -1
projremanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 36
getpower = 0
ownpal = 0
offset = 193,0
velocity = 0,0
attr = S, HP
animtype = Hard
damage = 330,49
hitflag = MAF
guardflag = M
hitsound = s1100,0
guardsound = s999,1
pausetime = 0,16
sparkno = s4020
guard.sparkno = s4120
sparkxy = 20,-100
ground.type = High
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -2.4,-10
air.juggle = 8
air.velocity = -2.4,-10
fall = 1
palfx.time = 70
palfx.add = 240,237,208
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
;p2stateno = 2320
;p2facing = 1

[State 3000]
type = Projectile
trigger1 = time = 12
projID = 2001
projanim = 2100
projremove = 0
projpriority = 10
projhitanim = -1
projremanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 36
getpower = 0
ownpal = 0
offset = 163,0
velocity = 0,0
attr = S, HP
animtype = Hard
damage = 330,49
hitflag = MAF
guardflag = M
hitsound = s1100,0
guardsound = s999,1
pausetime = 0,16
sparkno = s4020
guard.sparkno = s4120
sparkxy = 20,-100
ground.type = High
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -2.4,-10
air.juggle = 8
air.velocity = -2.4,-10
fall = 1
palfx.time = 70
palfx.add = 240,237,208
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
;p2stateno = 2320
;p2facing = 1

[State 3000]
type = Projectile
trigger1 = time = 16
projID = 2001
projanim = 2100
projremove = 0
projpriority = 10
projhitanim = -1
projremanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 36
getpower = 0
ownpal = 0
offset = 133,0
velocity = 0,0
attr = S, HP
animtype = Hard
damage = 330,49
hitflag = MAF
guardflag = M
hitsound = s1100,0
guardsound = s999,1
pausetime = 0,16
sparkno = s4020
guard.sparkno = s4120
sparkxy = 20,-100
ground.type = High
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -2.4,-10
air.juggle = 8
air.velocity = -2.4,-10
fall = 1
palfx.time = 70
palfx.add = 240,237,208
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
;p2stateno = 2320
;p2facing = 1

[State 3000]
type = Projectile
trigger1 = time = 20
projID = 2001
projanim = 2100
projremove = 0
projpriority = 10
projhitanim = -1
projremanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 36
getpower = 0
ownpal = 0
offset = 103,0
velocity = 0,0
attr = S, HP
animtype = Hard
damage = 330,49
hitflag = MAF
guardflag = M
hitsound = s1100,0
guardsound = s999,1
pausetime = 0,16
sparkno = s4020
guard.sparkno = s4120
sparkxy = 20,-100
ground.type = High
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -2.4,-10
air.juggle = 8
air.velocity = -2.4,-10
fall = 1
palfx.time = 70
palfx.add = 240,237,208
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
;p2stateno = 2320
;p2facing = 1

[State 3000]
type = Projectile
trigger1 = time = 24
projID = 2001
projanim = 2100
projremove = 0
projpriority = 10
projhitanim = -1
projremanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 36
getpower = 0
ownpal = 0
offset = 73,0
velocity = 0,0
attr = S, HP
animtype = Hard
damage = 330,49
hitflag = MAF
guardflag = M
hitsound = s1100,0
guardsound = s999,1
pausetime = 0,16
sparkno = s4020
guard.sparkno = s4120
sparkxy = 20,-100
ground.type = High
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -2.4,-10
air.juggle = 8
air.velocity = -2.4,-10
fall = 1
palfx.time = 70
palfx.add = 240,237,208
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
;p2stateno = 2320
;p2facing = 1

[State 3000]
type = Projectile
trigger1 = time = 28
projID = 2001
projanim = 2100
projremove = 0
projpriority = 10
projhitanim = -1
projremanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 36
getpower = 0
ownpal = 0
offset = 43,0
velocity = 0,0
attr = S, HP
animtype = Hard
damage = 330,49
hitflag = MAF
guardflag = M
hitsound = s1100,0
guardsound = s999,1
pausetime = 0,16
sparkno = s4020
guard.sparkno = s4120
sparkxy = 20,-100
ground.type = High
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -2.4,-10
air.juggle = 8
air.velocity = -2.4,-10
fall = 1
palfx.time = 70
palfx.add = 240,237,208
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
;p2stateno = 2320
;p2facing = 1

[State 3000]
type = Projectile
trigger1 = time = 32
projID = 2001
projanim = 2100
projremove = 0
projpriority = 10
projhitanim = -1
projremanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 36
getpower = 0
ownpal = 0
offset = 13,0
velocity = 0,0
attr = S, HP
animtype = Hard
damage = 330,49
hitflag = MAF
guardflag = M
hitsound = s1100,0
guardsound = s999,1
pausetime = 0,16
sparkno = s4020
guard.sparkno = s4120
sparkxy = 20,-100
ground.type = High
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -2.4,-10
air.juggle = 8
air.velocity = -2.4,-10
fall = 1
palfx.time = 70
palfx.add = 240,237,208
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
;p2stateno = 2320
;p2facing = 1


[State 1000, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-----------------------------------------------------------------------------------------------------------------------------------------
[Statedef  2350]
type    = S                      
movetype= A                   
physics = S                   
juggle  = 2                      
velset = 0,0                  
ctrl = 0                         
anim = 200                  
poweradd = -1000

[State 0, AfterImage];←成功したときの残像
type = AfterImage
trigger1 = time = 0
time = -1
trans = add1
timegap = 2
framegap = 2
length =60
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1


[State 181, 4]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 255

[State 3000.**]
type = Explod
trigger1 = animelem = 1
anim = 11000
ID = 11000
pos = 0,0
postype = Left
removetime = 380
sprpriority = -5
supermove = 1
ownpal = 0
bindtime = -1
persistent = 0
scale = 1.1,1.1
under = 1


[State 2000]
type = Explod
trigger1 = time = 2
anim = 2150
pos = 35,-95
sprpriority = -5
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 2
anim =2200
pos = 35,-95
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 2000,]
type = PlaySnd
trigger1 =  time = 2
value = s20000,8


[State 15000, AssertSpecial]
type = AssertSpecial
trigger1 = animelemtime(2) < 0
flag= noFG
flag2= noBG

[State 15000, SuperPause]
type = SuperPause
trigger1 = animelem = 1, = 0
time = 38
anim = -1
sound = s3200,0
movetime = 38
darken = 0
poweradd = -1000
unhittable = 1

[State 15000, EnvColor]
type = EnvColor
trigger1 = animelem = 1, = 0
value = 248,248,248
time = 2
under = 1

[State 15000, EnvColor]
type = EnvColor
trigger1 = animelem = 1, = 0
value = 0, 0, 0
time = 38
under = 1

[State 15000, NotHitBy]
type = NotHitBy
trigger1 = animelemtime(2) <  0
value = SCA
time = 380           

[State 200, 0]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA                   
damage    = 30                
animtype = Heavy                
getpower = 30,15                 
                                 
givepower = 15,8               
                                 
guardflag = MA                   
hitflag = MAF                   
priority = 3, Hit                
                                
pausetime = 10,44              
numhits = 1                      
 
sparkxy = -10,-70               
                                
hitsound = S20,0                
guardsound = S999,0               ;Sound to play on guard

ground.type = high                 ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 8             ;Time that the victim slides back
ground.hittime  = 8             ;Time victim is in hit state
ground.velocity = -5             ;Velocity at which victim is pushed

airguard.velocity = -5,-2         ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))

air.velocity = -6,-3             ;X-velocity at which victim is pushed,
                                  

[State 3000, 軸位置移動]
type = VelSet
trigger1 = AnimElem = 1
x = 4


[State 200, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 2351
ctrl = 0

[State 200, 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = random < 500
value = 6, 0
;|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
[Statedef  2351]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 50
ctrl = 0
velset = 0,0,0
anim = 211


[State 181, 4]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 255

[State 211, 0]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
animtype  = Medium
damage    = 25
guardflag = M
pausetime = 12,39
sparkxy = -10,-70
hitsound   = S20,2
guardsound = S999,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3
air.velocity = -2, -4

[State 3000, 軸位置移動]
type = VelSet
trigger1 = AnimElem = 2
x = 4

[State 211, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 2352
ctrl = 0
;++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
[Statedef  2352]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 50
ctrl = 0
velset = 0,0,0
anim = 220

[State 220, 0]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = light
damage    = 25
guardflag = MA
pausetime = 10,24
sparkxy = -10,-70
hitsound   = S20,1
guardsound = S999,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -6
air.velocity = -6,-2

[State 3000, 軸位置移動]
type = VelSet
trigger1 = AnimElem = 2
x = 4

[State 181, 4]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 255

[State 220, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 2353
ctrl = 0


;---------------------------------------------------------------------------
;立ち弱キック
[Statedef 2353]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 50
ctrl = 0
velset = 0,0,0
anim = 221

[State 221, 0]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    = 30
guardflag = MA
pausetime = 10,40
sparkxy = -10,-70
hitsound   = S20,1
guardsound = S999,0
ground.type = Low
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -6
air.velocity = -4,-2

[State 3000, 軸位置移動]
type = VelSet
trigger1 = AnimElem = 4
x = 4

[State 181, 4]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 255

[State 221, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 2359
ctrl = 0
;-----------------------------------------------------------------------------------------------------------------------------------
[Statedef  2359]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 50
ctrl = 0
velset = 0,0,0
anim = 231

;[State 3000, 軸位置移動]
;type = VelSet
;trigger1 = AnimElem = 4
;x = 3
[State 181, 4]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 255

[State 231, 0]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Heavy
damage    = 35
guardflag = MA
pausetime = 10,34
sparkxy = -10,-70
hitsound   = S20,2
guardsound = S999,0
ground.type = High
ground.slidetime = 14
ground.hittime  = 15
ground.velocity = 4
air.velocity = -3, 2

[State 231, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
animtype  = Heavy
damage    = 25
guardflag = MA
pausetime = 10,34
sparkxy = -10,-70
hitsound   = S20,2
guardsound = S999,0
ground.type = High
ground.slidetime = 14
ground.hittime  = 15
ground.velocity = 3
air.velocity = -4, 2

[State 231, 2]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
animtype  = Heavy
damage    = 25
guardflag = MA
pausetime = 10,34
sparkxy = -10,-70
hitsound   = S20,2
guardsound = S999,0
ground.type = High
ground.slidetime = 14
ground.hittime  = 15
ground.velocity = -5
air.velocity = -5, 2

[State 231, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 2354
ctrl = 0
;--------------------------------------------------------------------------------------------------------------------------------------
[Statedef  2354]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 1000

[State 1000, 0]
type = PlaySnd
trigger1 = Time = 3
value = 1000,0

[State 1000, 1]
type = Projectile
trigger1 = Time = 6
projanim = 1010
projhitanim = 1020
Projremove=1
offset = 60, -60
velocity = 4, 0
projremovetime = -1
ProjID = 1000
attr = S, HA
animtype  = Hard
getpower = 0,0
givepower = 20,10
projhits = 1
damage    = 98,14
guardflag = HMCA
hitflag = MAFDP
pausetime = 0,22
sparkno = -1
hitsound   = s800,0
guardsound = s999,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5      
air.velocity = -2.5,-5.5
palfx.time = 5
palfx.add = 220, 230,220

[State 181, 4]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 255

[State 1000, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 2355
ctrl = 0
;============================================================================
[Statedef  2355]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 1000

[State 1000, 0]
type = PlaySnd
trigger1 = Time = 3
value = 1000,0

[State 1000, 1]
type = Projectile
trigger1 = Time = 6
trigger2 = Time = 25
projanim = 1210
projhitanim = 1220
Projremove=1
offset = 60, -90
velocity =  ifelse(var(1)=1, 5, 4)  , 0
projremovetime = -1
ProjID = 1000
attr = S, HA
animtype  = Hard
getpower = 0,0
givepower = 20,10
projhits = 1
damage    = 98,14
guardflag = HMCA
hitflag = MAFDP
pausetime = 0,22
sparkno = -1
hitsound   = s800,0
guardsound = s999,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5      
air.velocity = -2.5,-5.5
palfx.time = 20
palfx.add = 250, 250,10


[State 181, 4]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 255

[State 1000, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 2356
ctrl = 0
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef  2356]
type    = S
movetype= A
physics = S
juggle  = 10
velset = 0,0
poweradd = 100
anim = 1260
ctrl = 0
sprpriority = 2

[state 15006,targetbind]
type = targetbind
trigger1 = animelemtime(2) <0
pos = 132,0

[State 181, 4]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 255

[State 1260, Width]
type = Width
trigger1 = (AnimElemTime (1) >= 0) && (AnimElemTime (2) < 0)
value = 10,0

[State 1260, Width]
type = Width
trigger1 = (AnimElemTime (3) >= 0) && (AnimElemTime (4) < 0)
value = 25,0

;[State 1000,1]
;type = PlaySnd
;trigger1 = Time = 2
;value = s8, 0

;[State 3000, 軸位置移動]
;type = VelSet
;trigger1 = AnimElem = 1
;x = 6


[State 1260, NHB]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 3

[State 1260, HD-1]
type = HitDef
trigger1 = AnimElem = 6,0 
attr = S, SA
animtype  = heard
damage    = 140,5
getpower = 50,20
guardflag = MA
priority = 5, Hit
pausetime = 13,22
guard.pausetime = 12,11
;sparkno = s7010
;guard.sparkno = S7030
sparkxy = 0,-85
hitsound = s20000,1
guardsound = s20000,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 15
ground.velocity = -4.8,-5.8
air.velocity = -5,-5.6
guard.velocity = -8
airguard.velocity = -4,-5
ground.cornerpush.veloff = -3
yaccel = .46
fall = 1
fall.recover = 0

[State 1260, HD-2]
type = HitDef
trigger1 = AnimElem = 7
attr = S, SA
animtype  = heard
damage = ifelse ((Stateno = 1260 && Movehit),20,40),5
getpower = 50,20
guardflag = MA
priority = 5, Hit
pausetime = 13,22
guard.pausetime = 12,11
;sparkno = s7010
;guard.sparkno = S7030
sparkxy = 0,-75
hitsound = s20000,1
guardsound = s20000,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 15
ground.velocity = -4.5,-6
air.velocity = -4.7,-5.8
guard.velocity = -8
airguard.velocity = -4,-5
ground.cornerpush.veloff = -3
yaccel = .46
fall = 1
fall.recover = 0
guarddist = 160

[State 1260,2]
type = PlaySnd
trigger1 = AnimElem = 7,1
value = s20000, 2
cannel = -1

[State 1260, Proj-1]
type = Projectile
trigger1 = AnimElem = 7,1 
attr = A, SP
projid = 1270
projanim = 1270
projhitanim = 1270
projpriority = 2
projremovetime = 29
guardflag = MA
sprpriority = 5
velocity = 2.7
remvelocity = 2.2
offset = 20,0
damage = ifelse ((Stateno = 1260 && Movehit),25,75),5
getpower = 60,30
animtype = diagup
givepower = 15
pausetime = 0,22
sparkno = -1
guard.sparkno = S7030
sparkxy = 90,-65
hitsound = s20000,1
guardsound = s20000,0
guard.velocity = -12
air.velocity = -4,-7
airguard.velocity = -4,-8
ground.cornerpush.veloff = 0
yaccel = .45
fall = 1
fall.recover = 0
P2Stateno = 1262
accel = 0, 0
ownpal = 1
air.juggle = 10
envshake.time = 6
envshake.ampl = 3
envshake.freq = 90

[State 1260, exp-1]
type = explod
trigger1 = AnimElem = 2,1
postype = p1
pos = -20, 0
sprpriority = 2
anim = 1280
persistent = 1
ownpal = 1

[State 1260, exp-2]
type = explod
trigger1 = Projhit = 1
postype = p2
pos = 0, -65
sprpriority = 6
anim = 1290
ID = 1290
ignorehitpause = 1
bindtime = -1
ownpal = 1
persistent = 10

[State 1260, exp-3]
type = explod
trigger1 = Projhit = 1
postype = p2
pos = 0, -65
sprpriority = 6
anim = 1295
ID = 1295
ignorehitpause = 1
bindtime = -1
ownpal = 1
persistent = 0

[State 1260, Helper]
type = Helper
triggerall = NumHelper(1261)=0
trigger1 = ProjGuarded = 1
id = 1261
name = "wind"
sprpriority = -2
pos = 30,0
postype = P2
facing = -1
stateno = 1261
helpertype = normal
keyctrl = 0       
ownpal = 1

[State 1260, CS]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;============================================================================
[Statedef 1261]
type    = S
movetype= A
physics = S
ctrl = 0
poweradd= 50
velset = 0,0
anim = 1261
sprpriority = 1

[State 1001, VelA]
type = VelAdd
trigger1 = 1
x = 2

[State 181, 4]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 255

[State 1001, HD-1]
type = HitDef
trigger1 = gametime%3=1
attr = S, SA
animtype  = heard
damage    = 0,5
getpower = 40,10
guardflag = MA
priority = 2
pausetime = 0,8
sparkno = -1
guard.sparkno = -1
hitsound   = s20000,1
guardsound = s20000,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 10
guard.velocity = -7
airguard.velocity = -4.5,-5.5
ground.cornerpush.veloff = 0

[State 1001, exp-1]
type = explod
trigger1= MoveGuarded = 1
postype = p1
anim = 1300
pos = -20, -70
sprpriority = 7
ignorehitpause = 1
bindtime = 1
ownpal = 1
random = 10,40

[State 1001, DS]
type = DestroySelf
trigger1 = Time = 20
trigger2 = FrontEdgeBodyDist <= -40
;/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
[Statedef 1262]
type = A
movetype = H
physics = N

[State 1002, CA2-1]
type = ChangeAnim2
trigger1 = Time = 0
value = 1262

[State 1002, Turn]
type = Turn
trigger1 = time = 0 && P2dist X < 0

[State 1003, VelS]
type = PosAdd
triggerall = Pos Y != 0
trigger1 = Time = 0
y = 10

[State 1002, VelS]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0
z = 0

[State 1002, NHB]
type = NotHitBy
trigger1 = time >= 0
value = SCA
time = 1

[State 1002, CA-1]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = SelfAnimExist(5052) = 1
value = 5052

[State 1002, CA-2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim != 5052
value = 5030

[State 1002, CS]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 1263
;===========================================================================
[Statedef 1263]
type = A
movetype = H
physics = N

[State 1003, VelS]
type = VelSet
trigger1 = HitShakeOver
persistent = 0
x = -5.8
y = -8.4

[State 1003, NHB]
type = NotHitBy
trigger1 = time >= 0
value = SCA
time = 1

[State 1003, CA-1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052) = 1
value = 5052

[State 1003, CA-2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Anim != 5052
value = 5030

[State 1003, CA-3]
type = ChangeAnim
trigger1 = Anim = 5052
trigger1 = AnimTime = 0
trigger1 = SelfAnimExist(5062) = 1
value = 5050
;value = 5062

[State 1003, CA-4]
type = ChangeAnim
trigger1 = Anim = 5030
trigger1 = AnimTime = 0
trigger1 = Anim != 5062
value = 5050

[State 1003, Pause]
type = Pause
triggerall = roundstate = 2
triggerall = time = [0,11] 
trigger1 = (GameTime%2)=0
time = 2

[State 1003, VelA]
type = VelAdd
trigger1 = Time > 4
y = .66

[State 1003, ES]
type = EnvShake
trigger1 = Vel Y > 0 && Pos Y >= 0
Time = 12
ampl = 3
freq = 90

[State 1003,SelfS]
type = SelfState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100
;############################################################################
[Statedef  2400]
type    = S                      
movetype= A                   
physics = S                   
juggle  = 2                      
velset = 0,0                  
ctrl = 0                         
anim = 200                  
poweradd = -1000


[State 0, AfterImage];←成功したときの残像
type = AfterImage
trigger1 = time = 0
time = -1
trans = add1
timegap = 2
framegap = 2
length =60
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[State 181, 4]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 255


[State 3000.**]
type = Explod
trigger1 = animelem = 1
anim = 11000
ID = 11000
pos = 0,0
postype = Left
removetime = 380
sprpriority = -5
supermove = 1
ownpal = 0
bindtime = -1
persistent = 0
scale = 1.1,1.1
under = 1



[State 2000]
type = Explod
trigger1 = time = 2
anim = 2150
pos = 35,-95
sprpriority = -5
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 2
anim =2200
pos = 35,-95
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 2000,]
type = PlaySnd
trigger1 =  time = 2
value = s20000,8


[State 15000, AssertSpecial]
type = AssertSpecial
trigger1 = animelemtime(2) < 0
flag= noFG
flag2= noBG

[State 15000, SuperPause]
type = SuperPause
trigger1 = animelem = 1, = 0
time = 38
anim = -1
sound = s3200,0
movetime = 38
darken = 0
poweradd = -1000
unhittable = 1

[State 15000, EnvColor]
type = EnvColor
trigger1 = animelem = 1, = 0
value = 248,248,248
time = 2
under = 1

[State 15000, EnvColor]
type = EnvColor
trigger1 = animelem = 1, = 0
value = 0, 0, 0
time = 38
under = 1

[State 15000, NotHitBy]
type = NotHitBy
trigger1 = animelemtime(2) <  0
value = SCA
            

[State 200, 0]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA                   
damage    = 30                
animtype = Heavy                
getpower = 30,15                 
                                 
givepower = 15,8               
                                 
guardflag = MA                   
hitflag = MAF                   
priority = 3, Hit                
                                
pausetime = 10,34              
numhits = 1                      
 
sparkxy = -10,-70               
                                
hitsound = S20,0                
guardsound = S999,0               ;Sound to play on guard

ground.type = high                 ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 8             ;Time that the victim slides back
ground.hittime  = 8             ;Time victim is in hit state
ground.velocity = -5             ;Velocity at which victim is pushed

airguard.velocity = -5,-2         ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))

air.velocity = -6,-3             ;X-velocity at which victim is pushed,
                                  

[State 3000, 軸位置移動]
type = VelSet
trigger1 = AnimElem = 1
x = 4


[State 200, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 2401
ctrl = 0

[State 200, 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = random < 500
value = 6, 0
;|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
[Statedef  2401]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 50
ctrl = 0
velset = 0,0,0
anim = 211

[State 211, 0]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
animtype  = Medium
damage    = 25
guardflag = M
pausetime = 12,32
sparkxy = -10,-70
hitsound   = S20,2
guardsound = S999,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3
air.velocity = -2, -4

;[State 3000, 軸位置移動]
;type = VelSet
;trigger1 = AnimElem = 2
;x = 4

[State 181, 4]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 255

[State 211, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 2402
ctrl = 0
;++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
[Statedef  2402]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 50
ctrl = 0
velset = 0,0,0
anim = 220

[State 220, 0]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = light
damage    = 25
guardflag = MA
pausetime = 10,34
sparkxy = -10,-70
hitsound   = S20,1
guardsound = S999,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -6
air.velocity = -6,-2

;[State 3000, 軸位置移動]
;type = VelSet
;trigger1 = AnimElem = 2
;x = 4
[State 181, 4]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 255


[State 220, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 2403
ctrl = 0


;---------------------------------------------------------------------------
;立ち弱キック
[Statedef 2403]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 50
ctrl = 0
velset = 0,0,0
anim = 221

[State 221, 0]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    = 30
guardflag = MA
pausetime = 10,40
sparkxy = -10,-70
hitsound   = S20,1
guardsound = S999,0
ground.type = Low
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -6
air.velocity = -4,-2

;[State 3000, 軸位置移動]
;type = VelSet
;trigger1 = AnimElem = 4
;x = 4
[State 181, 4]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 255

[State 221, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 2409
ctrl = 0
;--------------------------------------------------------------------------------------------------------------------------------------
[Statedef  2409]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 50
ctrl = 0
velset = 0,0,0
anim = 231

;[State 3000, 軸位置移動]
;type = VelSet
;trigger1 = AnimElem = 4
;x = 3
[State 181, 4]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 255

[State 231, 0]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Heavy
damage    = 135
guardflag = MA
pausetime = 10,34
sparkxy = -10,-70
hitsound   = S20,2
guardsound = S999,0
ground.type = High
ground.slidetime = 14
ground.hittime  = 15
ground.velocity = 4
air.velocity = -3, 2

[State 231, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
animtype  = Heavy
damage    = 55
guardflag = MA
pausetime = 10,34
sparkxy = -10,-70
hitsound   = S20,2
guardsound = S999,0
ground.type = High
ground.slidetime = 14
ground.hittime  = 15
ground.velocity = 3
air.velocity = -4, 2

[State 231, 2]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
animtype  = Heavy
damage    = 45
guardflag = MA
pausetime = 10,34
sparkxy = -10,-70
hitsound   = S20,2
guardsound = S999,0
ground.type = High
ground.slidetime = 14
ground.hittime  = 15
ground.velocity = -5
air.velocity = -5, 2

[State 231, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 2404
ctrl = 0
;--------------------------------------------------------------------------------------------------------------------------------------
[Statedef  2404]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 1000

[State 1000, 0]
type = PlaySnd
trigger1 = Time = 3
value = 1000,0

[State 181, 4]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 255

[State 1000, 1]
type = Projectile
trigger1 = Time = 6
projanim = 1010
projhitanim = 1020
Projremove=1
offset = 60, -60
velocity = 4, 0
projremovetime = -1
ProjID = 1000
attr = S, HA
animtype  = Hard
getpower = 0,0
givepower = 20,10
projhits = 1
damage    = 38,14
guardflag = HMCA
hitflag = MAFDP
pausetime = 0,32
sparkno = -1
hitsound   = s800,0
guardsound = s999,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5      
air.velocity = -2.5,-5.5
palfx.time = 5
palfx.add = 220, 230,220


[State 1000, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 2405
ctrl = 0
;============================================================================
[Statedef  2405]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 1000

[State 1000, 0]
type = PlaySnd
trigger1 = Time = 3
value = 1000,0

[State 181, 4]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 255


[State 1000, 1]
type = Projectile
trigger1 = Time = 6
trigger2 = Time = 25
projanim = 1210
projhitanim = 1220
Projremove=1
offset = 60, -90
velocity =  ifelse(var(1)=1, 5, 4)  , 0
projremovetime = -1
ProjID = 1000
attr = S, HA
animtype  = Hard
getpower = 0,0
givepower = 20,10
projhits = 1
damage    = 48,14
guardflag = HMCA
hitflag = MAFDP
pausetime = 0,32
sparkno = -1
hitsound   = s800,0
guardsound = s999,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5      
air.velocity = -2.5,-5.5
palfx.time = 20
palfx.add = 250, 250,10




[State 1000, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 2406
ctrl = 0
;____________________________________________________________________________
[Statedef  2406]
type    = S
movetype= A
physics = S
juggle  = 10
velset = 0,0
poweradd= 100
anim = 1320
ctrl = 0
sprpriority =2

[state 15006,targetbind]
type = targetbind
trigger1 = animelemtime(2) <0
pos = 142,0

[State 181, 4]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 255

[State 1005, Width]
type = Width
trigger1 = (AnimElemTime (1) >= 0) && (AnimElemTime (2) < 0)
value = 10,0


[State 1005, Width]
type = Width
trigger1 = (AnimElemTime (3) >= 0) && (AnimElemTime (4) < 0)
value = 25,0

;[State 1005,1]
;type = PlaySnd
;trigger1 = Time = 2
;value = s8, 0

;[State 3000, 軸位置移動]
;type = VelSet
;trigger1 = AnimElem = 1
;x = 6


[State 1000, NHB]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 3

[State 1005, HD-1]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
animtype  = heard
damage    = 140,5
getpower = 50,20
guardflag = MA
priority = 5, Hit
pausetime = 13,32
;sparkno = s7010
;guard.sparkno = S7030
sparkxy = 0,-85
hitsound = s20000,1
guardsound = s20000,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 15
ground.velocity = -4.8,-5.8
air.velocity = -5,-5.6
guard.velocity = -8
airguard.velocity = -4,-5
ground.cornerpush.veloff = -3.5
yaccel = .45
fall = 1
fall.recover = 0

[State 1005, HD-2]
type = HitDef
trigger1 = AnimElem = 7
attr = S, SA
animtype  = heard
damage = ifelse ((Stateno = 1320 && Movehit),25,45),5
getpower = 50,20
guardflag = MA
priority = 5, Hit
pausetime = 13,32
;sparkno = s7010
;guard.sparkno = S7030
sparkxy = 0,-75
hitsound = s20000,1
guardsound = s20000,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 15
ground.velocity = -4.5,-6
air.velocity = -4.7,-5.8
guard.velocity = -8
airguard.velocity = -4,-5
ground.cornerpush.veloff = -3.5
yaccel = .45
fall = 1
fall.recover = 0

[State 1005,2]
type = PlaySnd
trigger1 = AnimElem = 7,1
value = s20000, 2
cannel = -1

[State 1005, Proj-1]
type = Projectile
trigger1 = AnimElem = 7,1
projid = 1320
projanim = 1330
projhitanim = 1331
projremanim = 1330
projpriority = 8
projremovetime = 44
velocity = 0
offset = 28,0
attr = S, SP
damage = ifelse ((Stateno = 1320 && Movehit),30,80),5
getpower = 60,30
animtype = diagup
givepower = 15
sprpriority =2
guardflag = MA
pausetime = 0,33
ground.slidetime = 20
ground.hittime  = 15
sparkno = -1
guard.sparkno = S7030
sparkxy = 50,-70
hitsound = s20000,1
guardsound = s20000,0
guard.velocity = -10
airguard.velocity = -5.5,-6
ground.cornerpush.veloff = -3
yaccel = .45
fall = 1
fall.recover = 0
P2Stateno = 1262
air.juggle = 10
envshake.time = 6
envshake.ampl = 3
envshake.freq = 90

[State 1005, exp-1]
type = explod
trigger1 = AnimElem = 2,1
postype = p1
pos = -20, 0
sprpriority = 2
anim = 1280
persistent = 1
ownpal = 1

[State 1005, exp-2]
type = explod
trigger1 = Projhit = 1
postype = p2
pos = 0, -70
sprpriority = 6
anim = 1290
ID = 1290
ignorehitpause = 1
bindtime = -1
ownpal = 1
persistent = 0

[State 1000, exp-3]
type = explod
trigger1 = Projhit = 1
postype = p2
pos = 0, -65
sprpriority = 6
anim = 1295
ID = 1295
ignorehitpause = 1
bindtime = -1
ownpal = 1
persistent = 0

[State 1005, CS]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-----------------------------------------------------------------------------------------------------------------------------------------
;LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL
[Statedef 3000];新・無に還ろう
type    = S
movetype= A
physics = S
poweradd = -2000
ctrl = 0
velset = 0,0
anim = 3000
sprpriority = 2

[State 0, AfterImage];←成功したときの残像
type = AfterImage
trigger1 = time = 0
time = -1
trans = add1
timegap = 2
framegap = 2
length =60
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1


[State 240, 4]
type = varset
triggerall = prevstateno = [200,500]
triggerall = enemy,hitfall = 1
trigger1 = Time = 0
var(20) = 1

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -1000
movetime = 36
time = 36

[State 1500,]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 136



[State 2000]
type = Explod
trigger1 = time = 6
anim = 3200
pos = 55,-95
sprpriority = -5
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 6
anim =3201
pos = 55,-95
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = AssertSpecial
trigger1 = time = 0
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 240, 4]
type = envcolor
trigger1 = Time = 0
time = 3
value = 255,255,255
under = -1

[State 240, 4]
type = envcolor
trigger1 = Time = [3,35]
time = 2
value = 0,0,0
under = -1

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = Time = [3,35]
flag = NoFG
flag2 = NoBG
ignorehitpause = 1

[state 190]
type = superpause
trigger1 = time = 0
time = 25
movetime = 25
anim = -1
darken = 0
unhittable = 1
sound = S0,29

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 1
value = S20000,10

;[State 240, 4]
;type = Explod
;trigger1 = time = 0
;anim = 2004
;postype = p1
;pos = 15,-160
;sprpriority = -1
;supermove = 1
;ownpal = 1

;[State 240, 4]
;type = Explod
;trigger1 = time = 12
;anim = 2006
;postype = p1
;pos = 15,-160
;sprpriority = 5
;supermove = 1
;ownpal = 1

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AP,AT
time = 122

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 3001
;------------------------------------------------------------------------------------------------------------------------------------------
[Statedef 3001];攻撃
type    = S
movetype= A
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 3001
sprpriority = 2

[State 170, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AP,AT
time = 80

[State 240, 4]
type = envcolor
trigger1 = time = [0,16]
time = 1
value = 0,0,0
ignorehitpause = 1
under = -1

[State 240, 4]
type = envcolor
trigger1 = time = [17,90]
trigger1 = 1
time = 2
;time = 50
value = 255,255,255
ignorehitpause = 1
under = -1

[State 240, 4]
type = envcolor
trigger1 = time >= 90
trigger1 = 1
time = 1
value = 0,0,0
ignorehitpause = 1
under = -1

[State 821, 4]
type = playsnd
trigger1 = time = 50
value = S20000,11

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 1
value = S20000,12
channel = 0

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 1
value = S20000,12
channel = 0

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoFG
ignorehitpause = 1

[State 4100,1]
type = Helper
trigger1 = time = 0
ID = 2000
name = "kougeki"
postype = back
pos = 0,0
sprpriority = 2
stateno = 3004
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 0
ID = 2001
name = "center"
postype = back
pos = 160,0
sprpriority = 2
stateno = 3006
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = time = 0
anim = 2600
scale = 1.12,1.12;1.14,1.14
id = 2003
postype = back
pos = -17,-10
sprpriority = -1
supermove = 1
ownpal = 1
removeongethit = 1
bindtime = -1

[State 240, 4]
type = RemoveExplod
trigger1 = p2life = 0
trigger2 = movetype = H
id = 2003

[State 240, 4]
type = statetypeset
trigger1 = time = 80
movetype= I

[State 240, 4]
type = ChangeState
trigger1 = Time = 120;90
trigger2 = p2life = 0
value = 3600

[Statedef 3600];終了
type    = S
movetype= I
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 3700
sprpriority = 2

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoFG
ignorehitpause = 1

[State 240, 4]
type = varset
trigger1 = Time = 0
var(20) = 0

[State 821, 4]
type = stopsnd
trigger1 = p2life = 0
channel = 0

[State 240, 4]
type = envcolor
trigger1 = time = 0
time = 14
value = 0,0,0
ignorehitpause = 1
under = -1

[State 240, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK
[Statedef 3004];攻撃ヘルパー
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 3007
sprpriority = 2
juggle  = 15

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = animelem = 2, >= 0
trigger1 = 1
projremove = 0
Projremovetime = 2
projhits = 0
projremanim = -1
projpriority = 999999999
projanim = 3009
offset = 0,0;35,-105
velocity = 0,0
attr = S, SP

[State 191, 1]
type = playsnd
trigger1 = p2life = 0
trigger1 = movehit = 1
value = S0,31
persistent = 0

[State 191, 1]
type = playsnd
trigger1 = p2life = 0
trigger1 = movehit = 1
value = S20000,13
persistent = 0

[State 840,0]
type = PlayerPush
trigger1 = 1
value = 0

[State 810, Bind 1]
type = bindtoroot
trigger1 = 1
pos = 0,0

[State 240, 2]
type = HitDef
triggerall = parent,var(20) != 1
trigger1 = animelem = 2, = 0
attr = S, HP
animtype  = hard
damage    = 160,10
guardflag = M
hitflag = MAF
pausetime = 0,2
guard.pausetime = 0,0
sparkno = S1342
guard.sparkno = S1300
sparkxy = -15,-85 + var(11)
hitsound   = -1
guardsound = -1
ground.type = high
ground.slidetime = 1
ground.hittime  = 15
ground.velocity = IfElse(p2life <= 10,-6,0),IfElse(p2life <= 10,-6,0)
air.velocity = -8,-8
air.fall = 1
fall.recover = 0
yaccel = .5
getpower = 0,0
givepower = 60,50
guard.hittime = 15
guard.ctrltime = 8
air.animtype = Up
;air.juggle = 15

[State 240, 2]
type = HitDef
triggerall = parent,var(20) != 1
trigger1 = animelem = 3, = 0
trigger2 = animelem = 4, = 0
trigger3 = animelem = 5, = 0
trigger4 = animelem = 6, = 0
trigger5 = animelem = 7, = 0
trigger6 = animelem = 8, = 0
attr = S, HP
animtype  = hard
damage    = 83,10
guardflag = M
hitflag = MAF
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S1342
guard.sparkno = S1300
sparkxy = -15,-85 + var(11)
hitsound   = -1
guardsound = -1
ground.type = high
ground.slidetime = 0
ground.hittime  = 15
ground.velocity = IfElse(p2life <= 10,-6,0),IfElse(p2life <= 10,-6,0)
air.velocity = -6,-7
air.fall = 1
fall.recover = 0
yaccel = .5
getpower = 0,0
givepower = 60,50
guard.hittime = 15
guard.ctrltime = 8
air.animtype = Up
;air.juggle = 10

[State 240, 2]
type = HitDef
triggerall = parent,var(20) != 1
trigger1 = animelem = 8, = 0
attr = S, HP
animtype = DiagUp
damage    = 55,10
guardflag = M
hitflag = MAF
pausetime = 0,10
guard.pausetime = 0,0
sparkno = S1342
guard.sparkno = S1300
sparkxy = -15,-85 + var(11)
hitsound   = -1
guardsound = -1
ground.type = high
ground.slidetime = 0
ground.hittime  = 15
ground.velocity = -6,-8
air.velocity = -5,-6
fall = 1
fall.recover = 0
getpower = 0,0
givepower = 60,50
guard.hittime = 15
guard.ctrltime = 8
;air.juggle = 10

[State 240, 4]
type = varset
trigger1 = time = 0
var(11) = 0

[State 240, 4]
type = varset
trigger1 = P2statetype = C
trigger1 = 1
var(11) = 30

[State 240, 4]
type = varset
trigger1 = 1
trigger1 = P2statetype != C
var(11) = -150 - (-150 - floor(p2bodydist y))

[State 240, 4]
type = destroyself
trigger1 = animTime = 0
trigger1 = hitshakeover = 1
trigger2 = p2life = 0
trigger3 = parent,movetype = H
;-----------------------------------------------------------------------------------------------------------------
[Statedef 3006];ヘルパー
type    = S
physics = N
movetype = A
poweradd = 0
ctrl = 0
velset = 0,0
anim = 3108
sprpriority = -1

[State 240, 2]
type = HitDef
trigger1 = animelem = 2, = 0
attr = S, HP
animtype  = hard
damage    = 90,10
guardflag = M
hitflag = M
pausetime = 0,2
guard.pausetime = 0,0
sparkno = S1342
guard.sparkno = S1300
sparkxy = 5,-50
hitsound   = -1
guardsound = -1
ground.type = high
ground.slidetime = 0
ground.hittime  = 15
ground.velocity = 0
air.velocity = -8,-8
air.fall = 1
fall.recover = 0
yaccel = .5
getpower = 0,0
givepower = 60,50
guard.hittime = 15
guard.ctrltime = 8
air.animtype = Up

[State 240, 2]
type = HitDef
trigger1 = animelem = 3, = 0
trigger2 = animelem = 4, = 0
trigger3 = animelem = 5, = 0
trigger4 = animelem = 6, = 0
trigger5 = animelem = 7, = 0
trigger6 = animelem = 8, = 0
attr = S, HP
animtype  = hard
damage    = 65,10
guardflag = M
hitflag = M
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S1342
guard.sparkno = S1300
sparkxy = 5,-50
hitsound   = -1
guardsound = -1
ground.type = high
ground.slidetime = 1
ground.hittime  = 15
ground.velocity = 0
air.velocity = -6,-7
air.fall = 1
fall.recover = 0
yaccel = .5
getpower = 0,0
givepower = 60,50
guard.hittime = 15
guard.ctrltime = 8
air.animtype = Up

[State 240, 4]
type = destroyself
trigger1 = animTime = 0
trigger1 = hitshakeover = 1
trigger2 = p2life = 0
trigger3 = parent,movetype = H
;------------------------------------------------------------------------------------------------------------------------------------------
;&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
[StateDef 3500]
type = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 3500
poweradd = -3000

[State 0, AfterImage];←成功したときの残像
type = AfterImage
trigger1 = time = 0
time = -1
trans = add1
timegap = 2
framegap = 2
length =60
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1


[State 1700, 0]
type = ReversalDef
trigger1 = 1
attr = S, HP
reversal.attr = SCA, NA, SA, HA, NT,ST,HT
hitflag = M-
priority = 4, Miss
pausetime = 0,0
sparkno = -1;S7012
hitsound = -1;S121,0
;p2facing = 1

[State 3500,Hitby]
type = notHitBy
trigger1 = Time = [0,100]
value = SCA
time = 1

[State 1000, 5]
type = PalFX
trigger1 = (prevstateno = 200|| prevstateno = 201  || prevstateno = 210 || prevstateno = 220 || prevstateno = 221|| prevstateno = 230 || prevstateno = 231 ) && time = 0
trigger2 = (prevstateno = 1200 || prevstateno = 1000 ) && time = 0
time = 6
add = 10,10,10
mul = 256,256,256
sinadd = 12,12,12,32
invertall = 0
color = 12

[State 1000, 5]
type = PalFX
trigger1 = (prevstateno = 200 || prevstateno = 210 || prevstateno = 230 ) && time = 0
trigger2 = prevstateno = 3500 && time = 0
time = 6
add = 256,100,10
mul = 256,256,256
sinadd = 12,12,12,32
invertall = 0
color = 12


[State 1000, 5]
type = Explod
trigger1 = (prevstateno = 200|| prevstateno = 201  || prevstateno = 210 || prevstateno = 220 || prevstateno = 221|| prevstateno = 230 || prevstateno = 231 ) && time = 0
trigger2 = (prevstateno = 1200 || prevstateno = 1000 ) && time = 0
anim = 8000
pos = 65,69
postype = Left
facing = 1
vfacing = 1
bindtime = 50
vel = 0,0
accel = 0,0
random = 0,0
removetime = 40
supermovetime = 50
pausemovetime = 50
scale = 1.0,1
sprpriority = 9999
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 1

[State 1000, 5]
type = Explod
type = Explod
trigger1 = (prevstateno = 200|| prevstateno = 201  || prevstateno = 210 || prevstateno = 220 || prevstateno = 221|| prevstateno = 230 || prevstateno = 231 ) && time = 0
trigger2 = (prevstateno = 1200 || prevstateno = 1000 ) && time = 0
anim = 8010
pos = -5,65
postype = Left
facing = 1
vfacing = 1
bindtime = 65
vel = 0,0
accel = 0,0
random = 0,0
removetime = 58
supermovetime = 65
pausemovetime = 65
scale = 1.5,1
sprpriority = 9998
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 1

[State 3500, 1]
type = Explod
trigger1 = (prevstateno = 200 || prevstateno = 210 || prevstateno = 230 ) && time = 0
trigger2 = prevstateno = 3500 && time = 0
anim = 8100
pos = -3,68
postype = Left
facing = 1
vfacing = 1
bindtime = 50
vel = 0,0
accel = 0,0
random = 0,0
removetime = 40
supermovetime = 50
pausemovetime = 50
scale = 1.0,1
sprpriority = 9999
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 1

[State 3500, 2]
type = Explod
trigger1 = (prevstateno = 2000 || prevstateno = 2100 || prevstateno = 2200 ) && time = 0
trigger2 = (prevstateno = [2200,2219]) && time = 0
anim = 8110
pos = -5,65
postype = Left
facing = 1
vfacing = 1
bindtime = 65
vel = 0,0
accel = 0,0
random = 0,0
removetime = 58
supermovetime = 65
pausemovetime = 65
scale = 1.5,1
sprpriority = 9998
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 1



;[state 1270]
;type = removeexplod
;trigger1 = time = 0
;id = 1008

;[state 1270]
;type = removeexplod
;trigger1 = time = 0
;id = 1009

;[state 1270]
;type = removeexplod
;trigger1 = time = 0
;id = 2008

;[state 1270]
;type = removeexplod
;trigger1 = time = 0
;id = 2009

;[state 1270]
;type = removeexplod
;trigger1 = time = 0
;id = 2010


[State 2000, 3]
type = SuperPause
trigger1 = animelem = 1
time = 30
movetime = 6
anim = -1

[State 2000, BGPalFX]
type = BGPalFX
trigger1 = animelem = 2
time = 30
add = 0,0,0
mul = 0,0,0
sinadd = 0,0,0,10
invertall = 0
color = 256


[State 3500, 6]
type = Explod
trigger1 = animelem = 2
anim = 11002
sprpriority = -2
postype = p1
pos = -10,-67
supermove = 1
bindtime = 1

[State 3500, 7]
type = Explod
trigger1 = animelem = 2
anim = 11001
sprpriority = 5
postype = p1
pos = -10,-67
supermove = -2
bindtime = 1

[State 3500, picture]
type = Explod
trigger1 = animelem = 4
anim = 10000
ID = 10000
pos = 0,0
postype = Left
removetime = 38
sprpriority = -5
supermove = 1
ownpal = 0
bindtime = -1
persistent = 0
scale = 1.1,1.1
under = 1





[State 1400, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S2000,8
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[State 3500, Helper]
type = Helper
trigger1 = AnimElem = 5
ID = 3501
stateno = 3501
pos = 0,0
postype = p1
facing = 1
ownpal = 1
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[State 1400, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S20000,14


[State 3500, 19]
type = ChangeState
trigger1 = helper(3501),movehit = 1
value = 3503





[State 2200, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 12202
;DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
[StateDef 12202]
type = S
movetype= I
physics = S
ctrl = 0
velset =0,0
anim = 12202


[State 12202, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;QQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQ
[StateDef 3503]
type = S
movetype= A
physics = S
velset = 0,0
anim = 3503


[State 2000,Hitby]
type = notHitBy
trigger1 = Time = [0,590]
value = SCA
time = 1

[State 3000.**]
type = Explod
trigger1 = Time = 0
anim = 10000
ID = 10000
pos = 0,0
postype = Left
removetime = 250
sprpriority = -5
supermove = 1
ownpal = 0
bindtime = -1
persistent = 0
scale = 1.1,1.1
under = 1



[State 2000, 3]
type = SuperPause
trigger1 = animelem = 31
time = 30
movetime = 6
anim = -1

[State 2000, BGPalFX]
type = BGPalFX
trigger1 = animelem = 31
time = 30
add = 0,0,0
mul = 0,0,0
sinadd = 0,0,0,10
invertall = 0
color = 256


[State 3500, 6]
type = Explod
trigger1 = animelem = 31
anim = 3200
sprpriority = -2
postype = p1
pos = 50,-100
supermove = 1
bindtime = 1

[State 3500, 7]
type = Explod
trigger1 = animelem = 31
anim = 3201
sprpriority = 5
postype = p1
pos = 50,-100
supermove = -2
bindtime = 1


[State 1400, PlaySnd]
type = PlaySnd
trigger1 = animelem = 31
value = S20000,8

[State 1400, PlaySnd]
type = PlaySnd
trigger1 = animelem = 35
value = S20000,15

[State 1400, PlaySnd]
type = PlaySnd
trigger1 = animelem = 37
value = S20000,16

[State 1400, PlaySnd]
type = PlaySnd
trigger1 = animelem = 32
value = S20000,14

[State 1400, PlaySnd]
type = PlaySnd
trigger1 = animelem = 32
value = S20000,17

[State 1400, PlaySnd]
type = PlaySnd
trigger1 = animelem = 32
value = S20000,18


[State 1400, PlaySnd]
type = PlaySnd
trigger1 = animelem = 32
value = S20000,19

[State 1400, PlaySnd]
type = PlaySnd
trigger1 = animelem = 34
value = S20000,20


[State 1400, PlaySnd]
type = PlaySnd
trigger1 = animelem = 35
value = S20000,21



[State 3503]
type = Explod
trigger1 = AnimElem = 33
persistent = 0
anim = 3600
postype = front
pos = ifelse(facing=-1,0,-320),0
sprpriority = 5
shadow = 68,68,68
bindtime = -1
removetime = 80




[State 3503, Helper]
type = Helper
trigger1 = AnimElem = 34
ID = 3601
stateno = 3601
pos = -160,-100
postype = front
facing = 1



[State 3503, Explod]
type = Explod
trigger1 = AnimElem = 32
anim = 3603
pos = 30,0
postype = P1
sprpriority = 3
shadow = 68,68,68
bindtime = -1
removetime = 50

[State 3503, Explod]
type = Explod
trigger1 = AnimElem = 32
anim = 3604
pos = 10,0
postype = P1
sprpriority = 3
shadow = 68,68,68
bindtime = -1
removetime = 50

[State 3503, Explod]
type = Explod
trigger1 = AnimElem = 32
anim = 3605
pos = 80,0
postype = P1
sprpriority = 3
shadow = 68,68,68
bindtime = -1
removetime = 50


[State 3602,ﾕｯ]
type = EnvShake
trigger1 = AnimElem = 32
ignorehitpause = 1
persistent = 0
time = 50
freq = 100
ampl = -4
phase = 1


[State 2000]
type = Explod
trigger1 = animelem = 35
anim = 11226
ID = 11226
postype = p1
pos = 60,-100
sprpriority = 1
shadow = 68,68,68
bindtime = 1
removetime = 50

[State 2000]
type = Explod
trigger1 = animelem = 35
anim = 11225
ID = 11225
postype = p1
pos = 60,-100
sprpriority = 5
shadow = 68,68,68
bindtime = 1
removetime = 50

[State 3602, 1]
type = PalFX
trigger1 = AnimElem = 36
time = 35
add = 220,0,0
mul = 256,256,200
sinadd = 10,30,4,50
invertall = 0
color = 256

[State 3000.**]
type = Explod
trigger1 = Time = 380
anim = 10000
ID = 10000
pos = 0,0
postype = Left
removetime = 100
sprpriority = -5
supermove = 1
ownpal = 0
bindtime = -1
persistent = 0
scale = 1.1,1.1
under = 1



[State 182]
type = Explod
trigger1 = animelem = 36
anim = 20183
postype = p1
pos = 35,-50
sprpriority = 1
shadow = 68,68,68
bindtime = 1
removetime = -2

[State 182]
type = Explod
trigger1 = animelem = 36
anim = 20184
postype = p1
pos = 15,-50
sprpriority = 1
shadow = 68,68,68
bindtime = 1
removetime = -2




[State 3503, Helper]
type = Helper
trigger1 = AnimElem = 38
ID = 3602
stateno = 3602
pos = 0,0
postype = p2
facing = 1



[State 2200, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
;$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
;------
[Statedef 3501]
type = S
movetype = A
physics = N
anim = 3501
sprpriority = 1
ctrl = 0
velset = 0

[State 3501, 1]
type = velset
trigger1 = AnimElem = 4
x = 18

[State 1400, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S20000,22

[State 3305, 2]
type = palfx
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
time = 13
add = 220,0,0
mul = 256,256,200
sinadd = 10,30,4,50
invertall = 0
color = 256

[State 110,ｲﾐﾓｰ]
type = AfterImage
trigger1 = animelem = 2
time = 10
length = 66
PalBright = 0,0,0
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = 1,1,1
FrameGap = 4
Trans = Add1


[State 3501, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S,HA
animtype = Med
air.animtype = diagup
givepower = 15,15
damage = 70,10
guardflag = M
pausetime = 8,12
sparkno = s1342
sparkxy = -10,-70
guard.sparkno = s1300
hitsound = s20000,23
guardsound = s999,0
ground.type = high
ground.slidetime = 18
ground.hittime = 18
ground.velocity = 0
guard.velocity = 0
air.velocity = -3,-6
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 1
yaccel = .5
kill = 0
p2facing = 1
p2stateno = 3502

[State 3501, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S,HA
animtype = Med
air.animtype = diagup
givepower = 15,15
damage = 70,10
guardflag = M
pausetime = 8,12
sparkno = s1342
sparkxy = -10,-70
guard.sparkno = s1300
hitsound = s20000,23
guardsound = s999,0
ground.type = high
ground.slidetime = 18
ground.hittime = 18
ground.velocity = 0
guard.velocity = 0
air.velocity = -3,-6
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 1
yaccel = .5
kill = 0
p2facing = 1
p2stateno = 3502

[State 3501, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S,HA
animtype = Med
air.animtype = diagup
givepower = 15,15
damage = 70,10
guardflag = M
pausetime = 8,12
sparkno = s1342
sparkxy = -10,-70
guard.sparkno = s1300
hitsound = s20000,23
guardsound = s999,0
ground.type = high
ground.slidetime = 18
ground.hittime = 18
ground.velocity = 0
guard.velocity = 0
air.velocity = -3,-6
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 1
yaccel = .5
kill = 0
p2facing = 1
p2stateno = 3502

[State 3501, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S,HA
animtype = Med
air.animtype = diagup
givepower = 15,15
damage = 70,10
guardflag = M
pausetime = 8,12
sparkno = s1342
sparkxy = -10,-70
guard.sparkno = s1300
hitsound = s20000,23
guardsound = s999,0
ground.type = high
ground.slidetime = 18
ground.hittime = 18
ground.velocity = 0
guard.velocity = 0
air.velocity = -3,-6
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 1
yaccel = .5
kill = 0
p2facing = 1
p2stateno = 3502

[State 2000,Hitby]
type = notHitBy
trigger1 = Time = [0,25]
value = SCA
time = 1


[State 3501, 4]
type = playerpush
trigger1 = 1
value = 0

[State 3501, Helper]
type = Helper
triggerall = numhelper(12212) = 0
trigger1 = FrontEdgeDist < 35
ID = 12212
stateno = 12212
pos = -70,0
postype = front
facing = 1




[State 3501, 3]
type = Destroyself
triggerall = 1
trigger1 = FrontEdgeDist < 35
;--------------------------------------------------------------------------------------------------------------------------------------
;@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

[Statedef 3602]
type = S
movetype = A
physics = N
anim = 3602
ctrl = 0
velset = 0
sprpriority = 5



[State 1100,1]
type = Explod
trigger1 = movehit = 1
anim = 9610
postype = p2
pos = -60,-120
sprpriority = 8
shadow = 68,68,68
bindtime = -1
removetime = -2

[State 1100,1]
type = Explod
trigger1 = movehit = 1
anim = 9610
postype = p2
pos = 60,-10
sprpriority = 8
shadow = 68,68,68
bindtime = -1
removetime = -2

[State 1100,1]
type = Explod
trigger1 = movehit = 1
anim = 9610
postype = p2
pos = 0,-10
sprpriority = 8
shadow = 68,68,68
bindtime = -1
removetime = -2

[State 1100,1]
type = Explod
trigger1 = movehit = 1
anim = 9611
postype = p2
pos = 0,-80
sprpriority = 8
shadow = 68,68,68
bindtime = -1
removetime = -2
scale = 1.5,1.5

[State 1100,1]
type = Explod
trigger1 = movehit = 1
anim = 9611
postype = p2
pos = 0,-10
sprpriority = 8
shadow = 68,68,68
bindtime = -1
removetime = -2
scale = 1.5,1.5

[State 1100,1]
type = Explod
trigger1 = movehit = 1
anim = 9611
postype = p2
pos = 0,-100
sprpriority = 8
shadow = 68,68,68
bindtime = -1
removetime = -2
scale = 1.5,1.5

[State 1100,1]
type = Explod
trigger1 = movehit = 1
anim = 9611
postype = p2
pos = 50,-10
sprpriority = 8
shadow = 68,68,68
bindtime = -1
removetime = -2
scale = 1.5,1.5

[State 1100,1]
type = Explod
trigger1 = movehit = 1
anim = 9612
postype = p2
pos = 0,-80
sprpriority = 8
shadow = 68,68,68
bindtime = -1
removetime = -2
scale = 1.5,1.5

[State 1100,1]
type = Explod
trigger1 = movehit = 1
anim = 9612
postype = p2
pos = 0,-10
sprpriority = 8
shadow = 68,68,68
bindtime = -1
removetime = -2
scale = 1.5,1.5

[State 1100,1]
type = Explod
trigger1 = movehit = 1
anim = 9612
postype = p2
pos = 0,-100
sprpriority = 8
shadow = 68,68,68
bindtime = -1
removetime = -2
scale = 1.5,1.5

[State 1100,1]
type = Explod
trigger1 = movehit = 1
anim = 9612
postype = p2
pos = 50,-10
sprpriority = 8
shadow = 68,68,68
bindtime = -1
removetime = -2
scale = 1.5,1.5

[State 1100,1]
type = Explod
trigger1 = movehit = 1
anim = 9600
postype = p2
pos = 0,0
sprpriority = 8
shadow = 68,68,68
bindtime = -1
removetime = -2



[State 3602, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S,HA
animtype = Med
air.animtype = diagup
givepower = 15,15
damage = 400000000
guardflag = M
hitflag = MAFDP
pausetime = 8,12
sparkno = s1342
guard.sparkno = S1300
sparkxy = 0,-10
hitsound = s20000,4
guardsound = s20000,0
ground.type = high
ground.slidetime = 18
ground.hittime = 18
ground.velocity = 0
guard.velocity = 0
air.velocity = -3,-6
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 1
yaccel = .5
palfx.time = 20
palfx.add = 10,10,10
palfx.mul = 256,256,256
palfx.sinadd = 100,100,100,5
palfx.color = 12
palfx.invertall = 1
p2facing = 1
p2stateno = 22220

[State 1400, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S20000,24


[State 3602,ﾕｯ]
type = EnvShake
trigger1 = AnimElem = 1
ignorehitpause = 1
persistent = 0
time = 20
freq = 100
ampl = -15
phase = 1


[State 3602, 8]
type = Explod
trigger1 = animelem = 1
anim = 10910
postype = p2
sprpriority = -3
ownpal = 1
pos = 0, 0


[State 3501, 3]
type = Destroyself
trigger1 = time = 13
;AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
[Statedef 3601]
type = S
movetype = A
physics = N
anim = 3601
ctrl = 0
velset = 0
sprpriority = 6


[State 3601, 3]
type = Destroyself
trigger1 = time = 23
;^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
[Statedef 3502]
movetype = H
physics = N
velset = 0,0



[State 3502, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3502, NHB]
type = NotHitBy
trigger1 = time >= 0
trigger1 = time = [0,470]
value = SCA


[State 3502, 2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3502


[State 3502, ANIM2]
type = SelfState
trigger1 = Time = 9900
value = 5070
;00000000000000000000000000000000000000000000000000000000000000000000000000
[Statedef 3606]
movetype = H
physics = N
velset = 0,0



[State 3502, 2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3606


[State 3502, ANIM2]
type = SelfState
trigger1 = Time = 10
value = 5000
;SSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS
[StateDef 12212]
type = S
physics = S
velset =0,0,0
anim = 12212
sprpriority = 1




[State 2212, 4]
type = playerpush
trigger1 = 1
value = 0


[State 2212,0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2212, DestroySelf]
type = DestroySelf
trigger1 = Time = 30
;--------------------------------------------------------------------------
[Statedef 22220]
type = A
movetype = H
physics = N

[State 2220,0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2220, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0
z = 0

[State 2220, 2]
type = ChangeAnim2
Trigger1 = Time >= 0
value = 22220

[State 2220, 3]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 22221
;000000000000000000000000000000000000000000000000000000000000000000000000000000
[Statedef 22221]
type = A
movetype = H
physics = N
velset = -1,-16

[State 2221,0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2221, 1]
type = VelAdd
trigger1 = Time > 0
y = .45

[State 2221, 2]
type = PalFX
trigger1 = Time = 0
time = 67
add = 10,10,10
mul = 256,256,256
sinadd = 100,100,100,3
color = 12
invertall = 1





[State 2221, 0]
type = EnvShake
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
time = 20

[State 2221]
type = ChangeAnim
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger1 = SelfAnimexist(5062)
value = 5062

[State 2221, ANIM2]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100
;-----------------------------------------------------------------------------
;3333333333333333333333333333333333333333333333333333333333333333333333333333
[Statedef 3000]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
juggle = 9
anim = 3000
poweradd = ifelse((prevstateno = [1000,1100]),-2000,-1000)

[State 3000, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
time = 24

[State 3000, 1]
type = SuperPause
trigger1 = Time = 0
time = 30
movetime = 30
darken = 0
anim = -1

[State 3000, 1]
type = Explod
trigger1 = Time = 3
anim = 6060
pos = 20,-58
sprpriority = -1
supermove = 1
shadow = 0
ownpal = 1

[State 3000, 1]
type = Explod
trigger1 = Time = 13
anim = 6050
pos = 20,-59
sprpriority = 5
supermove = 1
shadow = 0
ownpal = 1

[State 3000, 1]
type = BGPalFX
trigger1 = Time = 0
time = 4
add = 255,255,255

[State 3000, 1]
type = BGPalFX
trigger1 = Time = 4
time = 26
add = -255,-255,-255

[State 3000, 1]
type = PalFX
trigger1 = Time < 16 && Time % 2
trigger1 = prevstateno = [1000,1100]
time = 1
add = 255,255,255

[State 3000, 1]
type = AssertSpecial
trigger1 = Time < 30
flag= noBG
flag2= noFG

[State 3000, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = S3000,0

[State 3000, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = S1000,1

[State 3000, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = S3000,2

[State 3000, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = S3000,2

[State 3000, 5]
type = Hitdef
trigger1 = AnimElem = 4
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 15,10
pausetime = 0,30
guard.pausetime = 0,12
guard.sparkno = S8070
sparkxy = 0, -95
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 0
ground.hittime = 19
guard.hittime = 19
air.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8

[State 3000, 5]
type = Hitdef
trigger1 = AnimElem = 5
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 15,10
pausetime = 0,30
guard.pausetime = 0,12
guard.sparkno = S8070
sparkxy = 0, -95
hitsound = S5,6
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 0
ground.hittime = 19
guard.hittime = 19
air.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8

[State 3000, 5]
type = Hitdef
trigger1 = AnimElem = 6
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 15,10
pausetime = 0,30
guard.pausetime = 0,12
guard.sparkno = S8070
sparkxy = 0, -95
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 0
ground.hittime = 19
guard.hittime = 19
air.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8

[State 3000, 5]
type = Hitdef
trigger1 = AnimElem = 7
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 15,10
pausetime = 0,30
guard.pausetime = 0,12
guard.sparkno = S8070
sparkxy = 0, -95
hitsound = S5,6
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 0
ground.hittime = 19
guard.hittime = 19
air.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8

[State 3000, 5]
type = Hitdef
trigger1 = AnimElem = 8
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 15,10
pausetime = 0,30
guard.pausetime = 0,12
guard.sparkno = S8070
sparkxy = 0, -95
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 0
ground.hittime = 19
guard.hittime = 19
air.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8

[State 3000, 5]
type = Hitdef
trigger1 = AnimElem = 9
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 15,10
pausetime = 0,30
guard.pausetime = 0,12
guard.sparkno = S8070
sparkxy = 0, -95
hitsound = S5,6
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 0
ground.hittime = 19
guard.hittime = 19
air.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8

[State 3000, 5]
type = Hitdef
trigger1 = AnimElem = 10
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 15,10
pausetime = 0,30
guard.pausetime = 0,12
guard.sparkno = S8070
sparkxy = 0, -95
hitsound = S5,6
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 0
ground.hittime = 19
guard.hittime = 19
air.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8

[State 3000, 5]
type = Hitdef
trigger1 = AnimElem = 11
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 15,10
pausetime = 0,30
guard.pausetime = 0,12
guard.sparkno = S8070
sparkxy = 0, -95
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 0
ground.hittime = 19
guard.hittime = 19
air.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8

[State 3000, 5]
type = Hitdef
trigger1 = AnimElem = 12
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 15,10
pausetime = 0,30
guard.pausetime = 0,12
guard.sparkno = S8070
sparkxy = 0, -95
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 0
ground.hittime = 19
guard.hittime = 19
air.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8

[State 3000, 8]
type = Explod 
trigger1 = MoveHit = 1
anim = 6110
pos = 5,-77
postype = p2
sprpriority = 10 
supermove = 0
bindtime = 1
removetime = 21
persistent = 0 
ignorehitpause = 1 

[State 3000, 8]
type = Explod 
trigger1 = MoveHit = 1
anim = 6110
pos = -5,-37
postype = p2
sprpriority = 10 
supermove = 0
bindtime = 1
removetime = 21
persistent = 0 
ignorehitpause = 1 

[State 3000, 8]
type = Explod
triggerall = MoveHit
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7
trigger5 = AnimElem = 8
trigger6 = AnimElem = 9
trigger7 = AnimElem = 10
trigger8 = AnimElem = 11
trigger9 = AnimElem = 12
anim = 8040
postype = P2
pos = 15,-80
random = 10,5
facing = -1
sprpriority = 4
ignorehitpause = 1
bindtime = 1
ownpal = 1

[State 3000, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 3010
ctrl = 1

;---------------------
; 獄鎖斬陣（２回目マント開始）
;---------------------
[Statedef 3010]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 3010
velset = 0,0

[State 3010, 1]
type = PlaySnd
trigger1 = Time = 5
value = S3000,3

[State 3010, 2]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
time = 10

[State 3010, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
animtype = Medium
damage = 15,10
guard.sparkno = S8070
guardflag = M
sparkxy = 0,-95
pausetime = 0,30
hitsound = S5,6
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 0
ground.hittime = 19
guard.hittime = 19
air.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8

[State 3010, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
animtype = Medium
damage = 15,10
guard.sparkno = S8070
guardflag = M
sparkxy = 0,-95
pausetime = 0,20
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 0
ground.hittime = 19
guard.hittime = 19
air.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8

[State 3010, 3]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
animtype = Medium
damage = 15,10
guard.sparkno = S8070
guardflag = M
sparkxy = 0,-95
pausetime = 0,20
hitsound = S5,6
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 0
ground.hittime = 19
guard.hittime = 19
air.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8

[State 3010, 8]
type = explod 
trigger1 = movehit = 1
anim = 6110
pos = 5,-77
postype = p2
sprpriority = 10 
supermove = 0
bindtime = 1
removetime = 21
persistent = 0 
ignorehitpause = 1 

[State 3010, 8]
type = explod 
trigger1 = movehit = 1
anim = 6110
pos = -5,-37
postype = p2
sprpriority = 10 
supermove = 0
bindtime = 1
removetime = 21
persistent = 0 
ignorehitpause = 1 

[State 3010, 8]
type = Explod
triggerall = MoveHit
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
anim = 8040
postype = P2
pos = 15,-80
random = 10,5
facing = -1
sprpriority = 4
ignorehitpause = 1
bindtime = 1
ownpal = 1

[State 3010, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 3020

;---------------------
; 獄鎖斬陣（２回目マント）
;---------------------
[Statedef 3020]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 3020
velset = 0,0

[State 3020, 1]
type = PlaySnd
trigger1 = Time = 20
value = S3000,3

[State 3020, 3]
type = PosAdd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
trigger8 = AnimElem = 8
trigger9 = AnimElem = 9
trigger10 = AnimElem = 10
trigger11 = AnimElem = 11
trigger12 = AnimElem = 12
trigger13 = AnimElem = 13
trigger14 = AnimElem = 14
trigger15 = AnimElem = 15
trigger16 = AnimElem = 16
trigger17 = AnimElem = 17
x = 7

[State 3020, 4]
type = Hitdef
trigger1 = AnimElem = 1
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 10,7
pausetime = 0,20
guard.pausetime = 0,12
guard.sparkno = S8070
sparkxy = 0, -95
hitsound = S5,6
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 0
ground.hittime = 19
guard.hittime = 19
air.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8

[State 3020, 4]
type = Hitdef
trigger1 = AnimElem = 2
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 10,7
pausetime = 0,20
guard.pausetime = 0,12
guard.sparkno = S8070
sparkxy = 0, -95
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 0
ground.hittime = 19
guard.hittime = 19
air.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8

[State 3020, 4]
type = Hitdef
trigger1 = AnimElem = 3
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 10,7
pausetime = 0,20
guard.pausetime = 0,12
guard.sparkno = S8070
sparkxy = 0, -95
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 0
ground.hittime = 19
guard.hittime = 19
air.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8

[State 3020, 8]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 10,7
hitflag = MAF
guard.sparkno = S8070
sparkxy = 0,-95
pausetime = 0,20
hitsound = S5,5
guardflag = M
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 0
ground.hittime = 19
guard.hittime = 19
air.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8

[State 3020, 4]
type = Hitdef
trigger1 = AnimElem = 5
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 10,7
pausetime = 0,20
guard.pausetime = 0,12
guard.sparkno = S8070
sparkxy = 0, -95
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 0
ground.hittime = 19
guard.hittime = 19
air.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8

[State 3020, 4]
type = Hitdef
trigger1 = AnimElem = 6
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 10,7
pausetime = 0,20
guard.pausetime = 0,12
guard.sparkno = S8070
sparkxy = 0, -95
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 0
ground.hittime = 19
guard.hittime = 19
air.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8

[State 3020, 4]
type = Hitdef
trigger1 = AnimElem = 7
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 10,7
pausetime = 0,20
guard.pausetime = 0,12
guard.sparkno = S8070
sparkxy = 0, -95
hitsound = S5,6
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 0
ground.hittime = 19
guard.hittime = 19
air.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8

[State 3020, 4]
type = Hitdef
trigger1 = AnimElem = 8
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 10,7
pausetime = 0,20
guard.pausetime = 0,12
guard.sparkno = S8070
sparkxy = 0, -95
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 0
ground.hittime = 19
guard.hittime = 19
air.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8

[State 3020, 4]
type = Hitdef
trigger1 = AnimElem = 9
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 10,7
pausetime = 0,20
guard.pausetime = 0,12
guard.sparkno = S8070
sparkxy = 0, -95
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 0
ground.hittime = 19
guard.hittime = 19
air.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8

[State 3020, 8]
type = HitDef
trigger1 = AnimElem = 10
attr = S, SA
damage = 10,7
hitflag = MAF
guard.sparkno = S8070
sparkxy = 0,-95
pausetime = 0,20
hitsound = S5,5
guardflag = M
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 0
ground.hittime = 19
guard.hittime = 19
air.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8

[State 3020, 4]
type = Hitdef
trigger1 = AnimElem = 11
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 10,7
pausetime = 0,20
guard.pausetime = 0,12
guard.sparkno = S8070
sparkxy = 0, -95
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 0
ground.hittime = 19
guard.hittime = 19
air.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8

[State 3020, 4]
type = Hitdef
trigger1 = AnimElem = 12
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 10,7
pausetime = 0,20
guard.pausetime = 0,12
guard.sparkno = S8070
sparkxy = 0, -95
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 0
ground.hittime = 19
guard.hittime = 19
air.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8

[State 3020, 4]
type = Hitdef
trigger1 = AnimElem = 13
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 10,7
pausetime = 0,20
guard.pausetime = 0,12
guard.sparkno = S8070
sparkxy = 0, -95
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 0
ground.hittime = 19
guard.hittime = 19
air.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8

[State 3020, 4]
type = Hitdef
trigger1 = AnimElem = 14
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 10,7
pausetime = 0,20
guard.pausetime = 0,12
guard.sparkno = S8070
sparkxy = 0, -95
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 0
ground.hittime = 19
guard.hittime = 19
air.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8

[State 3020, 4]
type = Hitdef
trigger1 = AnimElem = 15
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 10,7
pausetime = 0,20
guard.pausetime = 0,12
guard.sparkno = S8070
sparkxy = 0, -95
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 0
ground.hittime = 19
guard.hittime = 19
air.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8

[State 3020, 8]
type = explod 
trigger1 = movehit = 1
anim = 6110
pos = 5,-77
postype = p2
sprpriority = 10 
supermove = 0
bindtime = 1
removetime = 21
persistent = 0 
ignorehitpause = 1 

[State 3020, 8]
type = explod 
trigger1 = movehit = 1
anim = 6110
pos = -5,-37
postype = p2
sprpriority = 10 
supermove = 0
bindtime = 1
removetime = 21
persistent = 0 
ignorehitpause = 1 

[State 3020, 8]
type = Explod
triggerall = MoveHit
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 8
trigger8 = AnimElem = 9
trigger9 = AnimElem = 10
trigger10 = AnimElem = 11
trigger11 = AnimElem = 12
trigger12 = AnimElem = 13
trigger13 = AnimElem = 14
trigger14 = AnimElem = 15
anim = 8040
postype = P2
pos = 15,-80
random = 10,5
facing = -1
sprpriority = 4
ignorehitpause = 1
bindtime = 1
ownpal = 1

[State 3020, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 3040

;---------------------
; 獄鎖斬陣（３回目マント着地）
;---------------------
[Statedef 3040]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 3040
velset = 0,0

[State 3040, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 3050

;---------------------
; 獄鎖斬陣（４回目マント開始）
;---------------------
[Statedef 3050]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 3050
velset = 0,0

[State 3050, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 3050, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
animtype = Medium
damage = 25,15
sparkno = S8040
guard.sparkno = S8070
guardflag = M
sparkxy = 0,-95
pausetime = 0,20
hitsound = S5,6
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 8
ground.velocity = -0.4,-10
air.velocity = -0.4,-10
fall = 1

[State 3050, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
animtype = Medium
damage = 25,15
sparkno = S8040
guard.sparkno = S8070
guardflag = M
sparkxy = 0,-95
pausetime = 0,20
hitsound = S5,6
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 8
ground.velocity = -0.4,-10
air.velocity = -0.4,-10
fall = 1

[State 3050, 8]
type = explod 
trigger1 = movehit = 1
anim = 6110
pos = 5,-77
postype = p2
sprpriority = 10 
supermove = 0
bindtime = 1
removetime = 21
persistent = 0 
ignorehitpause = 1 

[State 3050, 8]
type = explod 
trigger1 = movehit = 1
anim = 6110
pos = -5,-37
postype = p2
sprpriority = 10 
supermove = 0
bindtime = 1
removetime = 21
persistent = 0 
ignorehitpause = 1 

[State 3050, 8]
type = Explod
triggerall = MoveHit
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
anim = 8040
postype = P2
pos = 15,-80
random = 10,5
facing = -1
sprpriority = 4
ignorehitpause = 1
bindtime = 1
ownpal = 1

[State 3050, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 3060
ctrl = 0

;---------------------
; 獄鎖斬陣（４回目マント）
;---------------------
[Statedef 3060]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 3060
velset = 0,0

[State 3060, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 10

[State 3060, 2]
type = VelSet
trigger1 = Time = 0
x = 5.2
y = -7.7

[State 3060, 2]
type = VelAdd
trigger1 = Time > 0
y = 0.97

[State 3060, 3]
type = EnvShake
trigger1 = MoveHit && AnimElem = 3
time = 20
ampl = 10
freq = 90
phase = 90
ignorehitpause = 1

[State 3060, 3]
type = EnvShake
trigger1 = MoveGuarded && AnimElem = 3
time = 20
ampl = 10
freq = 90
phase = 90
ignorehitpause = 1

[State 3060, 3]
type = EnvColor
trigger1 = MoveHit && AnimElem = 3
value = 231,231,231
time = 3
under = 1

[State 3060, 0]
type = PlaySnd
trigger1 = AnimElem = 3
value = S3000,4

[State 3060, 4]
type = Hitdef
trigger1 = AnimElem = 1
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 35,20
pausetime = 0,20
guard.pausetime = 0,12
guard.sparkno = S8070
sparkxy = 0,-95
hitsound = S5,6
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 8
ground.velocity = -0.4,-10   
air.velocity = -0.4,-10
fall = 1

[State 3060, 4]
type = Hitdef
trigger1 = AnimElem = 2
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 35,20
pausetime = 0,20
guard.pausetime = 0,12
guard.sparkno = S8070
sparkxy = 0,-95
hitsound = S5,5
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 8
ground.velocity = -0.4,-10   
air.velocity = -0.4,-10
fall = 1

[State 3060, 4]
type = Hitdef
trigger1 = AnimElem = 3
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 35,20
pausetime = 0,20
guard.pausetime = 0,12
guard.sparkno = S8070
sparkxy = 0,-95
hitsound = S5,6
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 8
ground.velocity = -0.4,-10   
air.velocity = -0.4,-10
fall = 1

[State 3060, 4]
type = Hitdef
trigger1 = AnimElem = 4
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 35,20
pausetime = 0,20
guard.pausetime = 0,12
guard.sparkno = S8070
sparkxy = 0,-95
hitsound = S5,6
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 8
ground.velocity = -0.4,-10   
air.velocity = -0.4,-10
fall = 1

[State 3060, 8]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 120,55
hitflag = MAF
guard.sparkno = S8070
sparkxy = 0,-95
pausetime = 40,20
hitsound = S5,6
guardflag = M
guardsound = S6,0
p2facing = 1
p2stateno = 1010
fall = 1

[State 3060, 8]
type = explod 
trigger1 = movehit = 1
anim = 6110
pos = 5,-77
postype = p2
sprpriority = 10 
supermove = 0
bindtime = 1
removetime = 21
persistent = 0 
ignorehitpause = 1 

[State 3060, 8]
type = explod 
trigger1 = movehit = 1
anim = 6110
pos = -5,-37
postype = p2
sprpriority = 10 
supermove = 0
bindtime = 1
removetime = 21
persistent = 0 
ignorehitpause = 1 

[State 3060, 8]
type = Explod
triggerall = MoveHit
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
anim = 8040
postype = P2
pos = 15,-80
random = 10,5
facing = -1
sprpriority = 4
ignorehitpause = 1
bindtime = 1
ownpal = 1

[State 3060, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 3070
ctrl = 0

;---------------------
; 獄鎖斬陣（４回目マント空中落下）
;---------------------
[Statedef 3070]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 3070
velset = 0,0

[State 3070, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 10

[State 3070, 3]
type = VelAdd
trigger1 = Time > 0
y = 0.97

[State 3070, 9]
type = ChangeState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 3080

;---------------------
; 獄鎖斬陣（４回目マント着地）
;---------------------
[Statedef 3080]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 3080
velset = 0,0

[State 3080, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3080, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;GHGHJFGFGHJKKKKKKKKKKKKUYTFFFFFFFFFFFFFFFFFFFFFFFFTTYY&**IIKKKKKKKKKKKKKKKKKK
;@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
[Statedef 13100]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
juggle = 9
anim = 13100
poweradd = -2500



[State 1000, 5];ドラゴン
type = Explod
trigger1 = time = 63
anim = 2196
id = 13100
sprpriority = -5
postype = back  ;p1
velset = 0,0
pos = 200,225
bindtime = 1
supermove = 1
persistent = 0
remvetime = 140
ignorehitpause = 1
under = 0
ownpal = 1


[State 0, AfterImage];←成功したときの残像
type = AfterImage
trigger1 = time = 0
time = -1
trans = add1
timegap = 2
framegap = 2
length =60
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1


[State 3100, 1]
type = PosFreeze
trigger1 = 1
value = 1

[State 3100, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
Time = 62

[State 3100, 1]
type = SuperPause
trigger1 = Time = 13
time = 30
movetime = 30
darken = 0
anim = -1

[State 3100, 1]
type = Explod
trigger1 = Time = 13
anim = 3200
pos = 55,-102
sprpriority = -1
supermove = 1
shadow = 0
ownpal = 1

[State 3100, 1]
type = Explod
trigger1 = Time = 13
anim = 3201
pos = 55,-102
sprpriority = 5
supermove = 1
shadow = 0
ownpal = 1

[State 3100, 2]
type = Explod
trigger1 = AnimElem = 4
anim = 16005
postype = p1
pos = 30,7
sprpriority = -1
bindtime = 1
ownpal = 1

[State 3100, 2]
type = Explod
trigger1 = AnimElem = 4
anim = 16004
postype = p1
pos = 7,0
sprpriority = 4
bindtime = 1
ownpal = 1

[State 3100, 1]
type = BGPalFX
trigger1 = Time = 13
time = 4
add = 255,255,255

[State 3100, 1]
type = BGPalFX
trigger1 = Time = 17
time = 26
add = -255,-255,-255

[State 3100, 1]
type = AssertSpecial
trigger1 = Time = [13,43)
flag= noBG
flag2= noFG

[State 3100, 4]
type = PlaySnd
trigger1 = AnimElem = 5
value = S20000,8

[State 3100, 4]
type = PlaySnd
trigger1 = AnimElem = 5
value = S20000,10

[State 3100, 4]
type = PlaySnd
trigger1 = AnimElem = 6
value = S20000,10
channel = 2

[State 3100, 4]
type = PlaySnd
trigger1 = AnimElem = 6
value = S20000,25

[State 3100, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 13110
;^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
[Statedef 13110]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 13110

[State 3100, 4]
type = PlaySnd
trigger1 = AnimElem = 1
value = S20000,26
channel = 3

[State 3110, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
Time = 140

[State 3110, 2]
type = EnvColor
trigger1 = AnimElem = 1,>=2
value = 0,0,0
under = 1
time = 2

[State 3110, 3]
type = Helper
trigger1 = AnimElem = 1
ID = 13110
postype = p1
pos = 64,-22
stateno = 16010   ;*********************************************
keyctrl = 0
facing = 1
ownpal = 1

[State 3110, 3]
type = Explod
trigger1 = AnimElem = 1
anim = 16000
pos = 64,-22
postype = p1
sprpriority = -4 ; -98
supermove = 1
bindtime = 1
facing = 1

[State 3110, 3]
type = Explod
trigger1 = AnimElem = 1
anim = 16001
pos = 64,-22
postype = p1
sprpriority = -4 ;-98
supermove = 1
bindtime = 1
facing = 1

[State 3110, 3]
type = Explod
trigger1 = AnimElem = 1
anim = 16002
pos = 64,-22
postype = p1
sprpriority = -4 ;-98
supermove = 1
bindtime = 1
facing = 1

[State 3110, 3]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HA
animtype =  Heavy
damage = 190,30
guardflag = M
pausetime = 0,13
guard.sparkno = S1300
sparkxy = -10,-75
hitsound = S20000,27
priority = 6, Hit
guardsound = S20000,28
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10.9,-8.2
air.velocity = -10.9,-8.6
guard.slidetime = 22
guard.hittime  = 32
guard.ctrltime = 34
guard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 3110, 3]
type = HitDef
trigger1 = AnimElem = 9
attr = S, HA
animtype =  Heavy
damage = 50,20
guardflag = M
pausetime = 0,13
guard.sparkno = S1300
sparkxy = -10,-75
hitsound = S20000,27
priority = 2, Hit
guardsound = S20000,28
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10.9,-8.2
air.velocity = -10.9,-8.6
guard.slidetime = 22
guard.hittime  = 32
guard.ctrltime = 34
guard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 3110, 3]
type = HitDef
trigger1 = AnimElem = 14
attr = S, HA
animtype =  Heavy
damage = 50,20
guardflag = M
pausetime = 0,13
guard.sparkno = S1300
sparkxy = -10,-75
hitsound = S20000,27
priority = 2, Hit
guardsound = S20000,28
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10.9,-8.2
air.velocity = -10.9,-8.6
guard.slidetime = 22
guard.hittime  = 32
guard.ctrltime = 34
guard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 3110, 3]
type = HitDef
trigger1 = AnimElem = 19
attr = S, HA
animtype =  Heavy
damage = 50,15
guardflag = M
pausetime = 0,13
guard.sparkno = S1300
sparkxy = -10,-75
hitsound = S20000,27
priority = 2, Hit
guardsound = S20000,28
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10.9,-8.2
air.velocity = -10.9,-8.6
guard.slidetime = 22
guard.hittime  = 32
guard.ctrltime = 34
guard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 3110, 3]
type = HitDef
trigger1 = AnimElem = 24
attr = S, HA
animtype = Heavy
damage = 55,25
guardflag = M
pausetime = 0,13
guard.sparkno = S1300
sparkxy = -10,-75
hitsound = S20000,27
priority = 2, Hit
guardsound = S20000,28
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10.9,-8.2
air.velocity = -10.9,-8.6
guard.slidetime = 22
guard.hittime  = 32
guard.ctrltime = 34
guard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 3110, 3]
type = HitDef
trigger1 = AnimElem = 29
attr = S, HA
animtype = Heavy
damage = 50,20
guardflag = M
pausetime = 0,13
guard.sparkno = S1300
sparkxy = -10,-75
hitsound = S20000,27
priority = 2, Hit
guardsound = S20000,28
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10.9,-8.2
air.velocity = -10.9,-8.6
guard.slidetime = 22
guard.hittime  = 32
guard.ctrltime = 34
guard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 3110, 3]
type = HitDef
trigger1 = AnimElem = 34
attr = S, HA
animtype = Heavy
damage = 50,20
guardflag = M
pausetime = 0,13
guard.sparkno = S1300
sparkxy = -10,-75
hitsound = S20000,27
priority = 2, Hit
guardsound = S20000,28
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10.9,-8.2
air.velocity = -10.9,-8.6
guard.slidetime = 22
guard.hittime  = 32
guard.ctrltime = 34
guard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 3110, 3]
type = HitDef
trigger1 = AnimElem = 39
attr = S, HA
animtype =  Heavy
damage = 50,20
guardflag = M
pausetime = 0,13
guard.sparkno = S1300
sparkxy = -10,-75
hitsound = S20000,27
priority = 2, Hit
guardsound = S20000,28
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10.9,-8.2
air.velocity = -10.9,-8.6
guard.slidetime = 22
guard.hittime  = 32
guard.ctrltime = 34
guard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 3110, 7]
type = Explod
triggerall = MoveHit
trigger1 = AnimElem = 4,=1
trigger2 = AnimElem = 9,=1
trigger3 = AnimElem = 14,=1
trigger4 = AnimElem = 19,=1
trigger5 = AnimElem = 24,=1
trigger6 = AnimElem = 29,=1
trigger7 = AnimElem = 34,=1
trigger8 = AnimElem = 39,=1
anim = 1342
postype = P2
pos = -15,-80
random = -5,5
facing = -1
sprpriority = 4
ignorehitpause = 1
bindtime = 1
ownpal = 1

[State 3110, 8]
type = Pause
trigger1 = MoveHit = 1
trigger1 = (GameTime%2) =1
trigger1 = P2movetype != A 
time = 1
movetime = 0

[State 3110, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 13120
;99999999999999999999999999999999999999999999999999999999999999999999999999999
[Statedef 13120]
type    = S
movetype= I
physics = S
ctrl = 0
velset = 0,0
anim = 13120

[State 3120, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
Time = 51

[State 3120, 1]
type = StopSnd
trigger1 = Time = 30
channel = 2

[State 3120, 1]
type = StopSnd
trigger1 = Time = 30
channel = 3

[State 3120, 2]
type = EnvColor
trigger1 = AnimElem = 4,<=1
value = 0,0,0
under = 1
time = 2

[State 3120, 3]
type = Explod
trigger1 = AnimElem = 1
anim = 16020
postype = p1
pos = 64,-22
sprpriority = -4
bindtime = -1
ownpal = 1

[State 3120, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII
[Statedef 16010]
movetype = A
velset = 0,0
anim = 16010
juggle = 9
sprpriority = -4 ;-99
Ctrl = 0

[State 6010, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 6010, 9]
type = DestroySelf
trigger1 = Time = 123
;%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
[Statedef 21605]
type=A
physics=N
movetype=A
anim=21605
ctrl=0
velset=0,0
sprpriority=4

[State 1605, nothitby]
type=nothitby
trigger1=1
time=-1
value=SCA
ignorehitpause=1

[State 1605, strengthvar]
type=varset
trigger1=!time
var(10)=root,var(10)

[State 1605, timevar]
type=varadd
trigger1=time
var(0)=1

[State 1605, assert]
type=trans
trigger1=1
trans=addalpha
alpha=256,256
ignorehitpause=1

[State 1605, vel]
type=veladd
trigger1=vel x<2
x=.05

[State 1605, vel]
type=velset
trigger1=vel x>2
x=2

[State 1605, vel]
type=velset
trigger1=var(0)<20
x=0
y=0

[State 1605, bind]
type=bindtoroot
trigger1=var(0)<20
pos=47,-71

[State 1605, trans]
type=trans
trigger1=1
trans=addalpha
alpha=256,256

[State 1605, angle]
type=angleadd
trigger1=1
value=4

[State 1605, angle]
type=angledraw
trigger1=1

[State 1605, end]
type=changestate
trigger1=root,movetype=H
value=21606

[State 1605, end]
type=changestate
trigger1=var(0)>=ifelse(var(10)=3,121,ifelse(var(10)=2,95,68))
value=21610
;&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
[Statedef 21606]
type=A
physics=N
movetype=I
velset=.66*vel x,0
ctrl=0
sprpriority=4

[State 1606, anim]
type=changeanim
trigger1=anim!=21605
value=21605

[State 1606, assert]
type=trans
trigger1=1
trans=addalpha
alpha=256,256
ignorehitpause=1

[State 1606, trans]
type=trans
trigger1=1
trans=addalpha
alpha=256,256

[State 1606, fade]
type=palfx
trigger1=!time
time=20
sinadd=-255,-255,-255,80

[State 1605, angle]
type=angleadd
trigger1=1
value=6

[State 1606, shrink]
type=angledraw
trigger1=1
scale=1-(time*.05),1-(time*.05)

[State 1606, end]
type=destroyself
trigger1=time>=20
;$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
[Statedef 21610]
type=A
physics=N
movetype=A
ctrl=0
velset=0,0
sprpriority=4

[State 1610, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=ifelse((var(2)<3),21610,21612)
ignorehitpause=1

[State 1610,hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 1610, hitvar]
type=varadd
trigger1=!time
var(2)=1

[State 1610, movehitvar]
type=parentvarset
trigger1=movecontact&&numtarget
trigger1=!(target,ishelper)
var(3)=1
ignorehitpause=1

[State 1610, reflectionvar]
type=varset
trigger1=!time&&!prevstateno
sysvar(3)=-123

[State 1610, timevar]
type=varadd
trigger1=time
var(1)=1

[State 1610, anim]
type=changeanim
trigger1=anim!=[21610,21611]
value=21610

[State 1610, anim]
type= changeanim
trigger1=anim=1610&&var(1)>=5
value=21611
elem=animelemno(0)

[State 1610, trans]
type=trans
trigger1=1
trans=addalpha
alpha=256,256

[State 1610, angle]
type=angleadd
trigger1=1
value=4

[State 1610, angle]
type=angledraw
trigger1=1

[State 1610, shrink]
type=angledraw
trigger1=var(1)<5
scale=(.4+.12*var(1)),(.4+.12*var(1))

[State 1610, vel]
type=velset
trigger1=1
x=0
y=0

[State 1610, snd]
type=playsnd
trigger1=!time&&prevstateno=21605
value= 20000,29

[State 1610, dust]
type=explod
trigger1=!time&&prevstateno=21605
anim=27104
sprpriority=-2
postype=p1
pos=0,-ceil(pos y)
scale=.5,.5

[State 1610, assert]
type=trans
trigger1=1
trans=addalpha
alpha=256,256
ignorehitpause=1
[State 1610, hitsnd]
type=playsnd
trigger1=movehit&&numtarget
trigger1=!(target,time)&&target,movetype=H
value=20000,30
persistent=0
ignorehitpause=1

[State 1700, 0]
type = ReversalDef
trigger1 = 1
attr = S, HP
reversal.attr = SCA, NA, SA, HA, NT,ST,HT
hitflag = M-
priority = 4, Miss
pausetime = 0,0
sparkno = -1;S7012
hitsound = -1;S121,0


[State 1610, hit]
type=hitdef
trigger1=!(var(1)%6)
;priority=7,Hit
priority=999999999,Hit
attr=S,SP
damage= 28, 10      ;ceil(36*root,fvar(12)),5
animtype=Hard
hitflag=MAF
guardflag=MA
pausetime=0,6
sparkno=-1
guard.sparkno=-1
sparkxy=-10,0
guardsound=s2,0
ground.type=High
ground.slidetime=16
ground.hittime=16
ground.velocity=-10,0
ground.cornerpush.veloff=0
air.type=Low
air.velocity=-4,-4
down.velocity=-4,-4
air.fall=1
fall.recover=0
getpower=72*!(root,var(20))
envshake.time=16
envshake.freq=100
envshake.ampl=6
sprpriority=4

[State 1610, sparks]
type=explod
trigger1=movecontact&&numtarget
trigger1=(target,movetype=H)&&!(target,time)
anim=ifelse(moveguarded,27001,27020+(random%8))
ID=27000
sprpriority=5
postype=left;p1
pos=160+ceil(pos x+target,pos x)/2,ceil(screenpos y+target,screenpos y+target,const(size.mid.pos.y))/2
removetime=-2
ownpal=1
facing=-1
ignorehitpause=1
persistent=0
pausemovetime=100
supermovetime=100

;!@#$%^&*())(*&^%$#@!@#$%^&*())())(*(*&*^&^&%$%$##@@!@##$$%%^^&&&&**()_)((&^

[State 1610, end]
type=changestate
trigger1=movecontact
value=ifelse(var(2)<3,21610,21612)
ignorehitpause=1
[State 1610, end]
type=changestate
trigger1=var(1)>=30
value=21612
;-------------------------------------------------------------------------
[Statedef 21612]
type=A
physics=N
movetype=I
anim=21612
ctrl=0
velset=0,0
sprpriority=4

[State 1612, assert]
type=trans
trigger1=1
trans=addalpha
alpha=256,256
ignorehitpause=1
[State 1612, angle]
type=angleadd
trigger1=1
value=4
[State 1612, angle]
type=angledraw
trigger1=1
[State 1612, snd]
type=playsnd
trigger1=animelem=1
value=s20000,89
ignorehitpause=1
persistent=0
[State 1612, end]
type=destroyself
trigger1=!animtime
;+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
;???????????????????????????????????????????????????????????????????????????
[Statedef 21061]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 21061

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -1000
movetime = 36
time = 36


[State 3000.**]
type = Explod
trigger1 = animelem = 1
anim = 10950
ID = 10950
pos = 0,0
postype = Left
removetime = 80
sprpriority = -5
supermove = 1
ownpal = 0
bindtime = -1
persistent = 0
scale = 1.1,1.1
under = 1

[State 1500,]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 60

[State 2000,]
type = PlaySnd
trigger1 =  time = 3
value = s20000,8


[State 2000]
type = Explod
trigger1 = time = 3
anim = 2150
pos = 50,-95
sprpriority = -5
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 3
anim =2200
pos = 50,-95
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = AssertSpecial
trigger1 = time = 0
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 0, AfterImage];←成功したときの残像
type = AfterImage
trigger1 = time = 0
time = -1
trans = add1
timegap = 2
framegap = 2
length =60
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1



[State x]
type = NULL;envshake
trigger1 = animelem = 9
time = 10



[State x];center
type = NULL;Explod
trigger1 = animelem = 9
anim = 911
postype = p1
pos = 70,0
sprpriority = -2

[State 4100,1]
type = Helper
trigger1 = time = 4
name = "hashira"
postype = p1
pos = 10,-260
stateno = 21041
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 8
name = "hashira"
postype = p1
pos = 40,-260
stateno = 21041
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 12
name = "hashira"
postype = p1
pos = 70,-260
stateno = 21041
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 16
name = "hashira"
postype = p1
pos = 100,-260
stateno = 21041
helpertype = normal
keyctrl = 0
ownpal = 1


[State 4100,1]
type = Helper
trigger1 = time = 20
name = "hashira"
postype = p1
pos = 130,-260
stateno = 21041
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 24
name = "hashira"
postype = p1
pos = 160,-260
stateno = 21041
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 28
name = "hashira"
postype = p1
pos = 190,-260
stateno = 21041
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 32
name = "hashira"
postype = p1
pos = 220,-260
stateno = 21041
helpertype = normal
keyctrl = 0
ownpal = 1


[State 4100,1]
type = Helper
trigger1 = time = 36
name = "hashira"
postype = p1
pos = 250,-260
stateno = 21041
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 40
name = "hashira"
postype = p1
pos = 280,-260
stateno = 21041
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 44
name = "hashira"
postype = p1
pos = 310,-260
stateno = 21041
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 48
name = "hashira"
postype = p1
pos = 330,-260
stateno = 21041
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1000, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;""""""""""""""""""""""""""""""""""""'''''''''''''''''''''''''''''''''''''''
;"""""""""""""""""""""""""""""""""""""""""""""'''''''''''''''''''''''''''''''
[Statedef 21041]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd = 0
velset = 0,30
anim = 21025
ctrl = 0
sprpriority = 2

[State 1000, 5]
type = HitDef
trigger1 = 1
trigger1 = movecontact = 0
attr = S, SP
animtype = up
damage    = 133,29
priority  = 6
guardflag = H
pausetime = 2,10
sparkxy = 10,-30
sparkno = S1342
guard.sparkno = S1300
hitsound   = S20000,37
guardsound = S20000,38
ground.type = high
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 0,6
air.velocity = -4,6
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
getpower = 90,50
givepower = 30,30
fall = 1
fall.recover = 0
sprpriority = 5
ignorehitpause = 1

[State 180, 1]
type = turn
trigger1 = time = 0

[State 180, 1]
type = varrandom
trigger1 = time = 0
range = 0,8
v = 1

[State 821, 4]
type = changeanim
trigger1 = time = 0
value = 21320+var(1)

[state 190]
type = changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -10
value = 21042
;)(((((((((((((((((((())((((((((((((((()))((((((((((((((((((((((())))))))
;石柱2
[Statedef 21042]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd = 0
velset = 0,0
anim = 21026
ctrl = 0
sprpriority = 2

[State x]
type = Explod
trigger1 = animelem = 2
anim = 21017
postype = p1
velset = 0,3
pos = 0,2
sprpriority = 5
persistent = 0

[State x]
type = Explod
trigger1 = animelem = 2
anim = 21017
postype = p1
pos = 0,-30
facing = -1
sprpriority = 5
persistent = 0
velset = 0,3

[State x]
type = Explod
trigger1 = animelem = 2
anim = 21017
postype = p1
pos = 10,-24
facing = -1
sprpriority = 5
persistent = 0
velset = 0,3

[State 821, 4]
type = changeanim
trigger1 = time = 0
value = 2329+var(1)

[State -3, 3];
type = envshake
trigger1 = time = 0
time = 5

[State -3, 3];
type = PlaySnd
trigger1 = time = 0
value = S20000,39

[State -3, 3];
type = PlaySnd
trigger1 = animelem = 2
value = S20000,40

[State x]
type = posset
trigger1 = time = 0
y = 0

[state 190]
type = destroyself
trigger1 = animtime = 0
;????????????????????????????????????????????????????????????????????????????
[Statedef 21310];石化ガス
type    = S
movetype= A
physics = N
juggle  = 4
poweradd = -1000
velset = 0,0
anim = 21310
ctrl = 0
sprpriority = -1
;------------------------------------------------------------------------------
[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -1000
movetime = 36
time = 36


[State 3000.**]
type = Explod
trigger1 = animelem = 1
anim = 11111
ID = 11111
pos = 0,0
postype = Left
removetime = 140
sprpriority = -5
supermove = 1
ownpal = 0
bindtime = -1
persistent = 0
scale = 1.1,1.1
under = 1

[State 1500,]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 360

[State 2000,]
type = PlaySnd
trigger1 =  time = 3
value = s20000,8


[State 2000]
type = Explod
trigger1 = time = 3
anim = 2150
pos = 50,-95
sprpriority = -5
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 3
anim =2200
pos = 50,-95
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = AssertSpecial
trigger1 = time = 0
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 0, AfterImage];←成功したときの残像
type = AfterImage
trigger1 = time = 0
time = -1
trans = add1
timegap = 2
framegap = 2
length =60
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

;-----------------------------------------------------------------------------
[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = animelemtime(1) = 20
trigger2 = animelemtime(2) = 20
trigger3 = animelemtime(2) = 40
trigger4 = animelemtime(2) = 60
projremove = 1
projhits = 1
projremanim = 21311
projhitanim = 21311
projpriority = 999999999
projanim = 91310
offset = 73,-115
velocity = 1,0
attr = S, SP
damage   = 30,10
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = S1342
guard.sparkno = S1300
sparkxy = 10,0
hitsound = S20000,41
guardsound = S20000,42
pausetime = 0,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = 0,0
fall.recover = 0
p2stateno = 21312
;000000000000000000000000000000000000000000000000000000000000000000000000000000
[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = animelemtime(1) = 20
trigger2 = animelemtime(2) = 20
trigger3 = animelemtime(2) = 40
trigger4 = animelemtime(2) = 60
projremove = 1
projhits = 1
projremanim = 21311
projhitanim = 21311
projpriority = 999999999
projanim = 91310
offset = 73,-115
velocity = 1,-1
attr = S, SP
damage   = 30,10
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = S1342
guard.sparkno = S1300
sparkxy = 10,0
hitsound = S20000,41
guardsound = S20000,42
pausetime = 0,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = 0,0
fall.recover = 0
p2stateno = 21312
;000000000000000000000000000000000000000000000000000000000000000000000000000000
[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = animelemtime(1) = 20
trigger2 = animelemtime(2) = 20
trigger3 = animelemtime(2) = 40
trigger4 = animelemtime(2) = 60
projremove = 1
projhits = 1
projremanim = 21311
projhitanim = 21311
projpriority = 999999999
projanim = 91310
offset = 73,-115
velocity = 1,1
attr = S, SP
damage   = 30,10
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = S1342
guard.sparkno = S1300
sparkxy = 10,0
hitsound = S20000,41
guardsound = S20000,42
pausetime = 0,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = 0,0
fall.recover = 0
p2stateno = 21312
;---------------------------------------------------------------------------------
[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = animelemtime(1) = 20
trigger2 = animelemtime(2) = 20
trigger3 = animelemtime(2) = 40
trigger4 = animelemtime(2) = 60
projremove = 1
projhits = 1
projremanim = 21311
projhitanim = 21311
projpriority = 999999999
projanim = 91310
offset = 73,-115
velocity = 1,-2
attr = S, SP
damage   = 30,10
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = S1342
guard.sparkno = S1300
sparkxy = 10,0
hitsound = S20000,41
guardsound = S20000,42
pausetime = 0,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = 0,0
fall.recover = 0
p2stateno = 21312
;---------------------------------------------------------------------------------
[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = animelemtime(1) = 20
trigger2 = animelemtime(2) = 20
trigger3 = animelemtime(2) = 40
trigger4 = animelemtime(2) = 60
projremove = 1
projhits = 1
projremanim = 21311
projhitanim = 21311
projpriority = 999999999
projanim = 91310
offset = 73,-115
velocity = 1,2
attr = S, SP
damage   = 30,10
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = S1342
guard.sparkno = S1300
sparkxy = 10,0
hitsound = S20000,41
guardsound = S20000,42
pausetime = 0,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = 0,0
fall.recover = 0
p2stateno = 21312
;---------------------------------------------------------------------------------
[State 4100,1];
type = Helper
trigger1 = animelemtime(1) = 20
trigger2 = animelemtime(2) = 20
trigger3 = animelemtime(2) = 40
trigger4 = animelemtime(2) = 60
;trigger1 = numhelper(21310) = 0
ID = 21310
name = "sound"
postype = p1
pos = 0,0
sprpriority = 2
stateno = 21314
helpertype = normal
keyctrl = 0
ownpal = 1

[State -3, 3];
type = PlaySnd
trigger1 = time = 14
value = S20000,43

[State -3, 3];
type = PlaySnd
trigger1 = time = 14
value = S20000,11



[State 821, 4]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
[Statedef 21314];
type    = S
movetype= H
physics = N
juggle  = 4
poweradd = 0
anim = 21023
velset = 0,0
ctrl = 0
sprpriority = 2

[State -3, 3];
type = PlaySnd
trigger1 = p2stateno = 21312     ;-----------------------------
value = S20000,88
persistent = 0

[State x]
type = Explod
trigger1 = p2stateno = 21038      ;------------------------------
anim = 21017
postype = p2
pos = 0,-10
sprpriority = 5
persistent = 0

[State -3, 3];
type = PlaySnd
trigger1 = p2stateno = 21038
value = S20000,45
persistent = 0

[State 821, 4]
type = destroyself
trigger1 = p2stateno = 21038
trigger2 = parent,stateno = 21030        ;---------------------------
trigger2 = p2stateno != 21312
;(((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((
[Statedef 21030];石にな～れ
type    = S
movetype= A
physics = S
juggle  = 4
poweradd = 0
velset = 0,0
anim = 21010
ctrl = 0
sprpriority = 5

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
Trigger1 = enemy,stateno != 21036    ;-------------
Trigger1 = enemy,stateno != 21037    ;-------------
Trigger1 = enemy,stateno != 21202    ;--------------
triggerall = enemy,stateno != 2150   ;------------
triggerall = enemy,stateno != 2152   ;--------------
triggerall = enemy,stateno != 2154   ;---------------
triggerall = p2stateno != 21312      ;----------------
attr = S, NT
hitflag = M
numhits = 1
priority = 1, Miss
sparkno = -1
sprpriority = 1
p2facing = 1
;p1stateno = 21031                    ;--------------------
p2stateno = 21032                    ;--------------------
guard.dist = 0
;fall = 1

[State 107, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;///////////////////////////////////////////////////////////////////////////
[Statedef 21038]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = -4,-6

[State 5050, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 21016

[State 821, 1]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 821, 4]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100
;##################################################################################
[Statedef 21312];相手
;physics = A
type    = A
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = -1
movetype = H

[State 4000, PalFX]
type = PalFX
trigger1 = time = 0
time = 3
color = 0
add = 0,0,0
ignorehitpause = 1

[State 4000, PalFX]
type = PalFX
trigger1 = time = 3
time = 3
color = 0
add = 40,40,40
ignorehitpause = 1

[State 4000, PalFX]
type = PalFX
trigger1 = time = 5
time = 3
color = 0
add = 60,60,60
ignorehitpause = 1

[State 4000, PalFX]
type = null;hitfallset
trigger1 = time = 0
trigger1 = pos y <= 0
value = 0

[State 4000, PalFX]
type = statetypeset
trigger1 = time = 0
trigger1 = pos y = 0
value = S

[State 4000, PalFX]
type = null;statetypeset
trigger1 = time = 0
trigger1 = pos y < 0
value = A

[State 4000, PalFX]
type = null;posset
;trigger1 = time = 0
trigger1 = pos y >= 0
y = 0

[State 4000, PalFX]
type = PalFX
trigger1 = time >= 7
trigger1 = Time < 100
time = 2
color = 0
add = 35,35,35
ignorehitpause = 1

[State 812,4]
type = changeanim
trigger1 = selfanimexist(anim)
value = anim
elem = animelemno(-1)

[State 4000, PalFX]
type = PalFX
trigger1 = Time % 3 = 0
trigger1 = Time >= 100
time = 1
color = 0
add = 35,35,35
ignorehitpause = 1

[State 812,4]
type = null;changeanim
trigger1 = selfanimexist(anim)
trigger1 = 1
value = anim
;elem = animelemno(1)

[State 106, 3]
type = changestate
trigger1 = time = 520
value = 21038
;#################################################################################
[Statedef 21038]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = -4,-6

[State 5050, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 21016

[State 821, 1]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 821, 4]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100
;-0________________________________________________________________________________
[Statedef 21036];相手
type    = S
movetype= H
physics = N
juggle  = 4
poweradd = 0
velset = 0,0
ctrl = 0
sprpriority = 2

[State 4000, PalFX]
type = PalFX
trigger1 = 1
time = 1
color = 0
add = 35,35,35
ignorehitpause = 1

[State 821, 4]
type = posset
trigger1 = time = 0
y = 0

[State 821, 4]
type = changeanim2
trigger1 = time = 0
value = 21014                 ;--------------------------

[State 106, 3]
type = changestate
trigger1 = time = 80
value = 21037
;#################################################################################
[Statedef 21037];相手点滅
type    = S
movetype= H
physics = N
juggle  = 4
poweradd = 0
velset = 0,0
ctrl = 0
sprpriority = 2

[State 4000, PalFX]
type = PalFX
trigger1 = Time % 2 = 0
time = 1
color = 0
add = 35,35,35
ignorehitpause = 1

[State 821, 4]
type = posset
trigger1 = time = 0
y = 0

[State 821, 4]
type = changeanim2
trigger1 = time = 0
value = 21014                  ;--------------------------------

[State 106, 3]
type = changestate
trigger1 = time = 20
value = 21038
;################################################################################
[Statedef 21202];相手
type    = S
movetype= H
physics = N
juggle  = 4
poweradd = 0
velset = 0,0
ctrl = 0
sprpriority = 2

[State 240, 4];
type = null;lifeadd
trigger1 = time = 0
value = -50
absolute = 1

[State 4000, PalFX]
type = PalFX
trigger1 = time < 80
time = 1
color = 0
add = 40,40,40
ignorehitpause = 1

[State 4000, PalFX]
type = PalFX
trigger1 = time >= 80
trigger1 = Time % 2 = 0
time = 1
color = 0
add = 35,35,35
ignorehitpause = 1

[State 821, 4]
type = posset
trigger1 = time = 0
y = 0

[State 821, 4]
type = changeanim2
trigger1 = time = 0
value = 21203

[State 106, 3]
type = changestate
trigger1 = time = 100
value = 21038

[Statedef 21203];サウンド＆エフェクトへるぱー
type    = S
movetype= H
physics = N
juggle  = 4
poweradd = 0
anim = 21023                 ;------------------------------
velset = 0,0
ctrl = 0
sprpriority = 2

[State -3, 3];
type = PlaySnd
trigger1 = enemy,animelem = 4
value = S20000,88
persistent = 0

[State x]
type = Explod
trigger1 = p2stateno = 21038
anim = 1017
postype = p2
;bindtime = -1
pos = 0,-10
sprpriority = 5
persistent = 0

[State -3, 3];
type = PlaySnd
trigger1 = p2stateno = 21038
value = S0,5
persistent = 0

[State 821, 4]
type = destroyself
trigger1 = enemy,stateno = 21038
trigger2 = parent,stateno = 21200
trigger2 = parent,animelem = 1
trigger2 = enemy,stateno = 21202
trigger3 = enemy,stateno != 21202
trigger3 = enemy,stateno != 21204
trigger3 = enemy,stateno != 21038
trigger4 = numhelper(21200) >= 2

[Statedef 21204];相手空中
type    = S
movetype= H
physics = N
juggle  = 4
poweradd = 0
velset = 0,0
ctrl = 0
sprpriority = 2

[State 240, 4];
type = null;lifeadd
trigger1 = time = 0
value = -50
absolute = 1

[State 821, 4]
type = velset
trigger1 = time = 0
y = 6

[State 821, 4]
type = veladd
trigger1 = time >= 0
y = .3

[State 4000, PalFX]
type = PalFX
trigger1 = 1
time = 1
color = 0
add = 40,40,40
ignorehitpause = 1

[State 4000, PalFX]
type = PalFX
trigger1 = time >= 70
trigger1 = Time % 2 = 0
time = 1
color = 0
add = 35,35,35
ignorehitpause = 1

[State 821, 4]
type = changeanim2
trigger1 = time = 0
value = 21204

[State 106, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 21202
;###############################################################################
[Statedef 21031];ヒット
type    = S
movetype= A
physics = N
juggle  = 4
poweradd = 200
velset = 0,0
anim = 21031
ctrl = 0
sprpriority = 5

[State 3001, 1]
type = NULL ;changeanim
trigger1 = time = 0
trigger1 = palno = 6
value = 1403

[State -3, 3];
type = lifeadd
trigger1 = time = 86
value = 150

[State 3001, 1]
type = Width
trigger1 = animelem = 3
edge = 75,0

[State -3, 3];
type = targetstate
trigger1 = animelem = 3
value = 1033

[State -3, 3];普通
type = null;targetbind
trigger1 = animelem = 3
pos = 62,-40

[State -3, 3];腰
type = targetbind
trigger1 = animelem = 3
pos = 73,-115;-117

[State -3, 3];
type = targetstate
trigger1 = animelem = 20
value = 1034

[State -3, 3];
type = poweradd
trigger1 = animelem = 20
value = 80

[State -3, 3];
type = targetbind
trigger1 = animelem = 25
pos = 73,-50

[State -3, 3];
type = targetstate
trigger1 = animelem = 25
value = 1035

[State -3, 3];
type = PlaySnd
trigger1 = animelem = 4
value = S0,2

[State -3, 3];
type = targetlifeadd
trigger1 = animelem = 20
value = -150

[State x]
type = Explod
trigger1 = animelem = 4
postype = p1
pos = 73,-117
sprpriority = 4
anim = 913

[State -3, 3];
type = PlaySnd
trigger1 = animelem = 4
value = S0,18

[State -3, 3];
type = PlaySnd
trigger1 = animelem = 6
value = S0,6

[State -3, 3];
type = PlaySnd
trigger1 = animelem = 18
value = S0,23

[State -3, 3];
type = PlaySnd
trigger1 = p2stateno = 1036
value = S0,9
persistent = 0

[State -3, 3];
type = PlaySnd
trigger1 = p2stateno = 1036
value = S0,4
persistent = 0

[State 4100,1];
type = Helper
trigger1 = AnimTime = 0
name = "sound"
postype = p1
pos = 0,0
sprpriority = 2
stateno = 1039
helpertype = normal
keyctrl = 0
ownpal = 1

[State 107, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 21032];相手
type    = S
movetype= H
physics = N
juggle  = 4
poweradd = 0
velset = 0,0
ctrl = 0
sprpriority = -1

[State 821, 4]
type = changeanim2
trigger1 = time = 0
value = 21012

;***************************************************************************
[Statedef 21400]
type    = S
movetype= A
physics = S
juggle  = 7
velset = 0,0
ctrl = 0
anim = 21400
;poweradd = -1000
sprpriority = 2

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -1000
movetime = 36
time = 36


[State 3000.**]
type = Explod
trigger1 = animelem = 1
anim = 10950
ID = 10950
pos = 0,0
postype = Left
removetime = 123
sprpriority = -5
supermove = 1
ownpal = 0
bindtime = -1
persistent = 0
scale = 1.1,1.1
under = 1

[State 1500,]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 120

[State 2000,]
type = PlaySnd
trigger1 =  time = 3
value = s20000,8


[State 2000]
type = Explod
trigger1 = time = 3
anim = 2150
pos = 50,-95
sprpriority = -5
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 3
anim =2200
pos = 50,-95
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = AssertSpecial
trigger1 = time = 0
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 0, AfterImage];←成功したときの残像
type = AfterImage
trigger1 = time = 0
time = -1
trans = add1
timegap = 2
framegap = 2
length =60
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[State 11400]
type = PlaySnd
trigger1 = time = 32
value = s20000, 14
channel = 1

[State 11400]
type = PlaySnd
trigger1 = Time = 49
value = s20000, 46

;@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
[State 11400]
type = Projectile
trigger1 = Time = 49 || Time = 63 || Time = 79
projanim = 21460
postype = back
offset = 0,-101                    ;;;;;;;;;;;;;;;;;;;;;;
velocity = 11,0
remvelocity = 0,0
attr = S, SP
hitflag = MAF
guardflag = MA
animtype = back
damage = 20, 8
pausetime = 0,3
sparkno = s24570
guard.sparkno = s1300
sparkxy = 10,0
hitsound = s20000,47
guardsound = s20000,48
ground.type = High
ground.slidetime = 14
ground.hittime = 18
yaccel = .45
ground.velocity = -7
air.velocity = -4,-5
airguard.velocity = -3,-4
air.fall = 1
fall.recover = 0

[State 11400]
type = Projectile
trigger1 = Time = 54 || Time = 68
projanim = 21450
postype = back
offset = 0,-87                     ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
velocity = 11,0
remvelocity = 0,0
attr = S, SP
hitflag = MAF
guardflag = MA
animtype = back
damage = 20, 8                    
pausetime = 0,3
sparkno = s24580
guard.sparkno = s1300
sparkxy = 10,0
hitsound = s20000,47
guardsound = s20000,48
ground.type = High
ground.slidetime = 14
ground.hittime = 18
yaccel = .45
ground.velocity = -7
air.velocity = -4,-5
airguard.velocity = -3,-4
air.fall = 1
fall.recover = 0

[State 11400]
type = Projectile
trigger1 = Time = 59 || Time = 74
projanim = 21470
postype = back
offset = 0,-114                         ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
velocity = 11,0
remvelocity = 0,0
attr = S, SP
hitflag = MAF
guardflag = MA
animtype = back
damage = 20, 8
pausetime = 0,3
sparkno = s24570
guard.sparkno = s1300
sparkxy = 10,0
hitsound = s20000,47
guardsound = s20000,48
ground.type = High
ground.slidetime = 14
ground.hittime = 18
yaccel = .45
ground.velocity = -7
air.velocity = -4,-5
airguard.velocity = -3,-4
air.fall = 1
fall.recover = 0

;@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
[State 11400]
type = Projectile
trigger1 = Time = 49 || Time = 63 || Time = 79
projanim = 21460
postype = back
offset = 0,-151                    ;;;;;;;;;;;;;;;;;;;;;;
velocity = 11,0
remvelocity = 0,0
attr = S, SP
hitflag = MAF
guardflag = MA
animtype = back
damage = 20, 8
pausetime = 0,3
sparkno = s24570
guard.sparkno = s1300
sparkxy = 10,0
hitsound = s20000,47
guardsound = s20000,48
ground.type = High
ground.slidetime = 14
ground.hittime = 18
yaccel = .45
ground.velocity = -7
air.velocity = -4,-5
airguard.velocity = -3,-4
air.fall = 1
fall.recover = 0

[State 11400]
type = Projectile
trigger1 = Time = 54 || Time = 68
projanim = 21450
postype = back
offset = 0,-137                     ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
velocity = 11,0
remvelocity = 0,0
attr = S, SP
hitflag = MAF
guardflag = MA
animtype = back
damage = 20, 8                    
pausetime = 0,3
sparkno = s24580
guard.sparkno = s1300
sparkxy = 10,0
hitsound = s20000,47
guardsound = s20000,48
ground.type = High
ground.slidetime = 14
ground.hittime = 18
yaccel = .45
ground.velocity = -7
air.velocity = -4,-5
airguard.velocity = -3,-4
air.fall = 1
fall.recover = 0

[State 11400]
type = Projectile
trigger1 = Time = 59 || Time = 74
projanim = 21470
postype = back
offset = 0,-164                         ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
velocity = 11,0
remvelocity = 0,0
attr = S, SP
hitflag = MAF
guardflag = MA
animtype = back
damage = 20, 8
pausetime = 0,3
sparkno = s24570
guard.sparkno = s1300
sparkxy = 10,0
hitsound = s20000,47
guardsound = s20000,48
ground.type = High
ground.slidetime = 14
ground.hittime = 18
yaccel = .45
ground.velocity = -7
air.velocity = -4,-5
airguard.velocity = -3,-4
air.fall = 1
fall.recover = 0
;@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
[State 11400]
type = Projectile
trigger1 = Time = 49 || Time = 63 || Time = 79
projanim = 21460
postype = back
offset = 0,-201                    ;;;;;;;;;;;;;;;;;;;;;;
velocity = 11,0
remvelocity = 0,0
attr = S, SP
hitflag = MAF
guardflag = MA
animtype = back
damage = 20, 8
pausetime = 0,3
sparkno = s24570
guard.sparkno = s1300
sparkxy = 10,0
hitsound = s20000,47
guardsound = s20000,48
ground.type = High
ground.slidetime = 14
ground.hittime = 18
yaccel = .45
ground.velocity = -7
air.velocity = -4,-5
airguard.velocity = -3,-4
air.fall = 1
fall.recover = 0

[State 11400]
type = Projectile
trigger1 = Time = 54 || Time = 68
projanim = 21450
postype = back
offset = 0,-187                     ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
velocity = 11,0
remvelocity = 0,0
attr = S, SP
hitflag = MAF
guardflag = MA
animtype = back
damage = 20, 8                     
pausetime = 0,3
sparkno = s24580
guard.sparkno = s1300
sparkxy = 10,0
hitsound = s20000,47
guardsound = s20000,48
ground.type = High
ground.slidetime = 14
ground.hittime = 18
yaccel = .45
ground.velocity = -7
air.velocity = -4,-5
airguard.velocity = -3,-4
air.fall = 1
fall.recover = 0

[State 11400]
type = Projectile
trigger1 = Time = 59 || Time = 74
projanim = 21470
postype = back
offset = 0,-214                         ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
velocity = 11,0
remvelocity = 0,0
attr = S, SP
hitflag = MAF
guardflag = MA
animtype = back
damage = 20, 8
pausetime = 0,3
sparkno = s24570
guard.sparkno = s1300
sparkxy = 10,0
hitsound = s20000,47
guardsound = s20000,48
ground.type = High
ground.slidetime = 14
ground.hittime = 18
yaccel = .45
ground.velocity = -7
air.velocity = -4,-5
airguard.velocity = -3,-4
air.fall = 1
fall.recover = 0
;##############################################################################
[State 11400]
type = Projectile
trigger1 = Time = 49 || Time = 63 || Time = 79
projanim = 21460
postype = back
offset = 0,-251                    ;;;;;;;;;;;;;;;;;;;;;;
velocity = 11,0
remvelocity = 0,0
attr = S, SP
hitflag = MAF
guardflag = MA
animtype = back
damage = 20, 8
pausetime = 0,3
sparkno = s24570
guard.sparkno = s1300
sparkxy = 10,0
hitsound = s20000,47
guardsound = s20000,48
ground.type = High
ground.slidetime = 14
ground.hittime = 18
yaccel = .45
ground.velocity = -7
air.velocity = -4,-5
airguard.velocity = -3,-4
air.fall = 1
fall.recover = 0

[State 11400]
type = Projectile
trigger1 = Time = 54 || Time = 68
projanim = 21450
postype = back
offset = 0,-237                     ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
velocity = 11,0
remvelocity = 0,0
attr = S, SP
hitflag = MAF
guardflag = MA
animtype = back
damage = 20, 8                    
pausetime = 0,3
sparkno = s24580
guard.sparkno = s1300
sparkxy = 10,0
hitsound = s20000,47
guardsound = s20000,48
ground.type = High
ground.slidetime = 14
ground.hittime = 18
yaccel = .45
ground.velocity = -7
air.velocity = -4,-5
airguard.velocity = -3,-4
air.fall = 1
fall.recover = 0

[State 11400]
type = Projectile
trigger1 = Time = 59 || Time = 74
projanim = 21470
postype = back
offset = 0,-264                         ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
velocity = 11,0
remvelocity = 0,0
attr = S, SP
hitflag = MAF
guardflag = MA
animtype = back
damage = 20, 8
pausetime = 0,3
sparkno = s24570
guard.sparkno = s1300
sparkxy = 10,0
hitsound = s20000,47
guardsound = s20000,48
ground.type = High
ground.slidetime = 14
ground.hittime = 18
yaccel = .45
ground.velocity = -7
air.velocity = -4,-5
airguard.velocity = -3,-4
air.fall = 1
fall.recover = 0
;******************************************************************************
[State 11400]
type = Projectile
trigger1 = Time = 49 || Time = 63 || Time = 79
projanim = 21460
postype = back
offset = 0,-51                    ;;;;;;;;;;;;;;;;;;;;;;
velocity = 11,0
remvelocity = 0,0
attr = S, SP
hitflag = MAF
guardflag = MA
animtype = back
damage = 20, 8
pausetime = 0,3
sparkno = s24570
guard.sparkno = s1300
sparkxy = 10,0
hitsound = s20000,47
guardsound = s20000,48
ground.type = High
ground.slidetime = 14
ground.hittime = 18
yaccel = .45
ground.velocity = -7
air.velocity = -4,-5
airguard.velocity = -3,-4
air.fall = 1
fall.recover = 0

[State 11400]
type = Projectile
trigger1 = Time = 54 || Time = 68
projanim = 21450
postype = back
offset = 0,-37                     ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
velocity = 11,0
remvelocity = 0,0
attr = S, SP
hitflag = MAF
guardflag = MA
animtype = back
damage = 20, 8                     
pausetime = 0,3
sparkno = s24580
guard.sparkno = s1300
sparkxy = 10,0
hitsound = s20000,47
guardsound = s20000,48
ground.type = High
ground.slidetime = 14
ground.hittime = 18
yaccel = .45
ground.velocity = -7
air.velocity = -4,-5
airguard.velocity = -3,-4
air.fall = 1
fall.recover = 0

[State 11400]
type = Projectile
trigger1 = Time = 59 || Time = 74
projanim = 21470
postype = back
offset = 0,-64                         ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
velocity = 11,0
remvelocity = 0,0
attr = S, SP
hitflag = MAF
guardflag = MA
animtype = back
damage = 20, 8
pausetime = 0,3
sparkno = s24570
guard.sparkno = s1300
sparkxy = 10,0
hitsound = s20000,47
guardsound = s20000,48
ground.type = High
ground.slidetime = 14
ground.hittime = 18
yaccel = .45
ground.velocity = -7
air.velocity = -4,-5
airguard.velocity = -3,-4
air.fall = 1
fall.recover = 0
;}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}
[State 11400]
type = Projectile
trigger1 = Time = 49 || Time = 63 || Time = 79
projanim = 21460
postype = back
offset = 0,-1                   ;;;;;;;;;;;;;;;;;;;;;;
velocity = 11,0
remvelocity = 0,0
attr = S, SP
hitflag = MAF
guardflag = MA
animtype = back
damage = 20, 8
pausetime = 0,3
sparkno = s24570
guard.sparkno = s1300
sparkxy = 10,0
hitsound = s20000,47
guardsound = s20000,48
ground.type = High
ground.slidetime = 14
ground.hittime = 18
yaccel = .45
ground.velocity = -7
air.velocity = -4,-5
airguard.velocity = -3,-4
air.fall = 1
fall.recover = 0

[State 11400]
type = Projectile
trigger1 = Time = 54 || Time = 68
projanim = 21450
postype = back
offset = 0, 13                     ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
velocity = 11,0
remvelocity = 0,0
attr = S, SP
hitflag = MAF
guardflag = MA
animtype = back
damage = 20, 8                     
pausetime = 0,3
sparkno = s24580
guard.sparkno = s1300
sparkxy = 10,0
hitsound = s20000,47
guardsound = s20000,48
ground.type = High
ground.slidetime = 14
ground.hittime = 18
yaccel = .45
ground.velocity = -7
air.velocity = -4,-5
airguard.velocity = -3,-4
air.fall = 1
fall.recover = 0

[State 11400]
type = Projectile
trigger1 = Time = 59 || Time = 74
projanim = 21470
postype = back
offset = 0,-14                         ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
velocity = 11,0
remvelocity = 0,0
attr = S, SP
hitflag = MAF
guardflag = MA
animtype = back
damage = 20, 8
pausetime = 0,3
sparkno = s24570
guard.sparkno = s1300
sparkxy = 10,0
hitsound = s20000,47
guardsound = s20000,48
ground.type = High
ground.slidetime = 14
ground.hittime = 18
yaccel = .45
ground.velocity = -7
air.velocity = -4,-5
airguard.velocity = -3,-4
air.fall = 1
fall.recover = 0
;{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{
[State 11400]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;______________________________________________________________________________
;ﾀｩｴｽｷｨｿﾉ｣ｻﾁ｢ｿﾌﾆﾆｸﾘｷｽ ﾋﾆｵﾄ｣ｻAPOQｷｴｿｹﾍ筌ｬﾆﾆ ﾋｼﾋ狹ｴｿﾉﾍﾚﾞﾛﾀﾖｹﾛ
;______________________________________________________________________________
[Statedef 23000]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 23000
ctrl     = 0
sprpriority = 3

;[State 3500, 1]
;type = NULL;Explod
;trigger1 = (prevstateno = 2110) && time = 0
;anim = F8600
;pos = -3,68
;postype = Left
;facing = 1
;vfacing = 1
;bindtime = 50
;vel = 0,0
;accel = 0,0
;random = 0,0
;removetime = 40
;supermovetime = 50
;pausemovetime = 50
;scale = .5,.5
;sprpriority = 9998
;ownpal = 1
;removeongethit = 0
;ignorehitpause = 1
;persistent = 1

;[State 3500, 2]
;type = Explod
;trigger1 = (prevstateno = 2110) && time = 0
;anim = F8605
;pos = -5,65
;postype = Left
;facing = 1
;vfacing = 1
;bindtime = 65
;vel = 0,0
;accel = 0,0
;random = 0,0
;removetime = 58
;supermovetime = 65
;pausemovetime = 65
;scale = 1.5,1
;sprpriority = 9999
;ownpal = 1
;removeongethit = 0
;ignorehitpause = 1
;persistent = 1

;[State 3500, 3]
;type = Explod
;trigger1 = (prevstateno = 2110) && time = 0
;anim = F8610
;pos = -150,100
;postype = Left
;facing = 1
;vfacing = 1
;bindtime = 65
;vel = 0,0
;accel = 0,0
;random = 0,0
;removetime = 58
;supermovetime = 65
;pausemovetime = 65
;scale = 1.5,1
;sprpriority = 9997
;ownpal = 1
;trans = addalpha
;alpha = 256, 135
;removeongethit = 0
;ignorehitpause = 1
;persistent = 1


[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -2000
movetime = 30
time = 30

[State 2001, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA, AA, AT, AP
time = 270


[State 2000]
type = Explod
trigger1 = time = 1
anim = 3201
pos = 0,-80
sprpriority = 4
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 1
anim = 3200
pos = 0,-80
sprpriority = -1
ownpal = 1
bindtime = 1
supermove = 1

[State 1000, 5]
type = Explod
trigger1 = time = 39
anim = 24011
id = 23000
sprpriority = 0
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = -1
under = 0


[State 2000,]
type = PlaySnd
trigger1 = time = 1
value = s20000,8

[State 2000,]
type = PlaySnd
trigger1 = time = 40
value = s191,0
volume = 220

[State 2000,]
type = PlaySnd
trigger1 = time = 45
trigger2 = time = 64
trigger3 = time = 124
value = s20000,49
volume = -180

[State 2000,]
type = PlaySnd
trigger1 = time = 166
value = s20000,50

[State 2000,]
type = PlaySnd
trigger1 = Movehit = 1
value = s20000,51
volume = -130

[State 2000]
type = AssertSpecial
trigger1 = 1
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

;[State 1100, エフェクト表示]
;type = Explod
;trigger1 = AnimElem = 2
;persistent = 0
;anim = 3005
;postype = P1
;pos = 0,0
;sprpriority = 5
;bindtime = -1
;removetime = -1
;removeongethit = 1
;supermove = 1
;ID = 23000

[State 1100, エフェクト表示]
type = Explod
trigger1 = time = 39
persistent = 0
anim = 23010
postype = front
pos = ifelse(facing=-1,0,-320),0
sprpriority = 0
bindtime = -1
removetime = -1
removeongethit = 1
ID = 23001

[State 1100, エフェクト表示]
type = Explod
trigger1 = time = 238
persistent = 0
anim = 23006
postype = P1
pos = 0,0
sprpriority = 5
bindtime = -1
removeongethit = 1

[State 1100, エフェクト表示]
type = Explod
trigger1 = time = 218
persistent = 0
anim = 23011
postype = front
pos = ifelse(facing=-1,0,-320),0
sprpriority = 0
bindtime = -1
removeongethit = 1


[State 1001,]
type = RemoveExplod
trigger1 = time = 238
ID = 23000

[State 1001,]
type = RemoveExplod
trigger1 = time = 218
ID = 23001

[State 23000, エフェクト表示]
type = HitDef
trigger1 = time = 38
trigger2 = time = 48
trigger3 = time = 58
trigger4 = time = 68
trigger5 = time = 78
trigger6 = time = 88
trigger7 = time = 98
trigger8 = time = 108
trigger9 = time = 118
trigger10 = time = 128
trigger11 = time = 138
trigger12 = time = 148
trigger13 = time = 158
trigger14 = time = 168
trigger15 = time = 178
trigger16 = time = 188
trigger17 = time = 198
trigger18 = time = 208
trigger19 = time = 218
attr = S,HA
getpower = 0
damage = 30,12
animtype = Hard
hitflag = MAFD
guardflag = M
priority = 5
pausetime = 0,5
sparkno = s1342
sparkxy = -15,-65 + (floor(p2bodydist Y))
hitsound = -1;s1,4
guardsound = s20000,52
guard.sparkno = s1300
ground.type = High
ground.slidetime = 10
ground.hittime = 25
ground.velocity = -1,-2
guard.velocity = -10
air.velocity = -1,-2
p2facing = 1
p2stateno = 23020
fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 23000, Projectile]
type = Projectile
trigger1 = time = 39
projID = 23030
projanim = 23030
projremove = 0
projpriority = 10
projhitanim = -1
projremanim = -1
projsprpriority = 8
projshadow = 0,0,0
projremovetime = 190
offset = 0,0
velocity = 0,0
attr = S, HP
animtype = Hard
damage = 0,0
hitflag = MAF
guardflag = M

[State 1000, ステート変更]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;相手動作
[Statedef 23020]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 2

[State 2120]
type = null;ScreenBound
trigger1 = 1
movecamera = 1,0
value = 1

[State 871, 速度加算]
type = Velset
trigger1 = time = 0
x = 0
y = 0

[State 871, 速度加算]
type = Velset
trigger1 = time = 3
x = -1
y = -2

[State 871, 速度加算]
type = VelAdd
trigger1 = 1
y = .2

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 23020

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 5050
;HHHHHHHHHHHHGGGGGGGGGGGGGGGGGGGGGGFFFFFFFFFFFFFFFFFFDDDDDDDDDDDDDDDDDDDSSSSSSS
[Statedef 4000];ｷ躪
type    = S
movetype= A
physics = S
juggle  = 15
poweradd= 110
velset = 0,0
anim = 4000
ctrl = 0
sprpriority = 2

[State 840, 4]
type = PlaySnd
trigger1 = Time = 17
value = S20000,15

[State 840, 4]
type = PlaySnd
trigger1 = time = 18
trigger2 = time = 38
trigger3 = time = 58
trigger4 = time = 78
trigger5 = time = 98
value = S20000,53



;&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
[State 0, AfterImage];←成功したときの残像
type = AfterImage
trigger1 = time = 0
time = -1
trans = add1
timegap = 2
framegap = 2
length =60
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1
;_____________________________________________________________________________
[State 1000, 1]
type = Projectile
trigger1 = Time = 18
projanim = 4001
projhitanim = 999
Projremove=1
projpriority = 999999999
offset = 50, 0
velocity = 0, 0
projremovetime = 67
ProjID = 4000
attr = S, SP
animtype  = Hard
getpower = 0,0
givepower = 20,10
projhits = 2
damage    = 120,10
guardflag = M
hitflag = MA
pausetime = 0,15
sparkxy = -10, -75 
sparkno = S1342
guard.sparkno = S1300
hitsound   = s20000,54
guardsound = s20000,55
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -3,-7
air.velocity = -3,-5
fall = 1
fall.recover = 0
juggle = 15
;------------------------------------------------------------------------------
[State 1000, 1]
type = Projectile
trigger1 = Time = 38
projanim = 4001
projhitanim = 999
Projremove=1
projpriority = 999999999
offset = 110, 0
velocity = 0, 0
projremovetime = 67
ProjID = 4000
attr = S, SP
animtype  = Hard
getpower = 0,0
givepower = 20,10
projhits = 2
damage    = 120,10
guardflag = M
hitflag = MA
pausetime = 0,15
sparkxy = -10, -75 
sparkno = S1342
guard.sparkno = S1300
hitsound   = s20000,54
guardsound = s20000,55
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -3,-7
air.velocity = -3,-5
fall = 1
fall.recover = 0
juggle = 15

;------------------------------------------------------------------------------
[State 1000, 1]
type = Projectile
trigger1 = Time = 58
projanim = 4001
projhitanim = 999
Projremove=1
projpriority = 999999999
offset = 170, 0
velocity = 0, 0
projremovetime = 67
ProjID = 4000
attr = S, SP
animtype  = Hard
getpower = 0,0
givepower = 20,10
projhits = 2
damage    = 120,10
guardflag = M
hitflag = MA
pausetime = 0,15
sparkxy = -10, -75 
sparkno = S1342
guard.sparkno = S1300
hitsound   = s20000,54
guardsound = s20000,55
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -3,-7
air.velocity = -3,-5
fall = 1
fall.recover = 0
juggle = 15

;------------------------------------------------------------------------------
[State 1000, 1]
type = Projectile
trigger1 = Time = 78
projanim = 4001
projhitanim = 999
Projremove=1
projpriority = 999999999
offset = 230, 0
velocity = 0, 0
projremovetime = 67
ProjID = 4000
attr = S, SP
animtype  = Hard
getpower = 0,0
givepower = 20,10
projhits = 2
damage    = 120,10
guardflag = M
hitflag = MA
pausetime = 0,15
sparkxy = -10, -75 
sparkno = S1342
guard.sparkno = S1300
hitsound   = s20000,54
guardsound = s20000,55
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -3,-7
air.velocity = -3,-5
fall = 1
fall.recover = 0
juggle = 15
;))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
[State 1000, 1]
type = Projectile
trigger1 = Time = 98
projanim = 4001
projhitanim = 999
Projremove=1
projpriority = 999999999
offset = 290, 0
velocity = 0, 0
projremovetime = 47
ProjID = 4000
attr = S, SP
animtype  = Hard
getpower = 0,0
givepower = 20,10
projhits = 2
damage    = 120,10
guardflag = M
hitflag = MA
pausetime = 0,15
sparkxy = -10, -75 
sparkno = S1342
guard.sparkno = S1300
hitsound   = s20000,54
guardsound = s20000,55
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -3,-7
air.velocity = -3,-5
fall = 1
fall.recover = 0
juggle = 15

;******************************************************************************
[State 1000, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL
[Statedef 4100];ｷ躪
type    = S
movetype= A
physics = S
juggle  = 15
poweradd= 110
velset = 0,0
anim = 4000
ctrl = 0
sprpriority = 2

[State 840, 4]
type = PlaySnd
trigger1 = Time = 17
value = S20000,15

[State 840, 4]
type = PlaySnd
trigger1 = time = 18
trigger2 = time = 38
trigger3 = time = 58
trigger4 = time = 78
trigger5 = time = 98
value = S20000,53



;&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
[State 0, AfterImage];←成功したときの残像
type = AfterImage
trigger1 = time = 0
time = -1
trans = add1
timegap = 2
framegap = 2
length =60
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1
;_____________________________________________________________________________
[State 1000, 1]
type = Projectile
trigger1 = Time = 18
projanim = 4001
projhitanim = 999
Projremove=1
projpriority = 999999999
offset = 290, 0
velocity = 0, 0
projremovetime = 67
ProjID = 4000
attr = S, SP
animtype  = Hard
getpower = 0,0
givepower = 20,10
projhits = 2
damage    = 120,10
guardflag = M
hitflag = MA
pausetime = 0,15
sparkxy = -10, -75 
sparkno = S1342
guard.sparkno = S1300
hitsound   = s20000,54
guardsound = s20000,55
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -3,-7
air.velocity = -3,-5
fall = 1
fall.recover = 0
juggle = 15
;------------------------------------------------------------------------------
[State 1000, 1]
type = Projectile
trigger1 = Time = 38
projanim = 4001
projhitanim = 999
Projremove=1
projpriority = 999999999
offset = 230, 0
velocity = 0, 0
projremovetime = 67
ProjID = 4000
attr = S, SP
animtype  = Hard
getpower = 0,0
givepower = 20,10
projhits = 2
damage    = 120,10
guardflag = M
hitflag = MA
pausetime = 0,15
sparkxy = -10, -75 
sparkno = S1342
guard.sparkno = S1300
hitsound   = s20000,54
guardsound = s20000,55
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -3,-7
air.velocity = -3,-5
fall = 1
fall.recover = 0
juggle = 15

;------------------------------------------------------------------------------
[State 1000, 1]
type = Projectile
trigger1 = Time = 58
projanim = 4001
projhitanim = 999
Projremove=1
projpriority = 999999999
offset = 170, 0
velocity = 0, 0
projremovetime = 67
ProjID = 4000
attr = S, SP
animtype  = Hard
getpower = 0,0
givepower = 20,10
projhits = 2
damage    = 120,10
guardflag = M
hitflag = MA
pausetime = 0,15
sparkxy = -10, -75 
sparkno = S1342
guard.sparkno = S1300
hitsound   = s20000,54
guardsound = s20000,55
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -3,-7
air.velocity = -3,-5
fall = 1
fall.recover = 0
juggle = 15

;------------------------------------------------------------------------------
[State 1000, 1]
type = Projectile
trigger1 = Time = 78
projanim = 4001
projhitanim = 999
Projremove=1
projpriority = 999999999
offset = 110, 0
velocity = 0, 0
projremovetime = 67
ProjID = 4000
attr = S, SP
animtype  = Hard
getpower = 0,0
givepower = 20,10
projhits = 2
damage    = 120,10
guardflag = M
hitflag = MA
pausetime = 0,15
sparkxy = -10, -75 
sparkno = S1342
guard.sparkno = S1300
hitsound   = s20000,54
guardsound = s20000,55
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -3,-7
air.velocity = -3,-5
fall = 1
fall.recover = 0
juggle = 15
;))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
[State 1000, 1]
type = Projectile
trigger1 = Time = 98
projanim = 4001
projhitanim = 999
Projremove=1
projpriority = 999999999
offset = 50, 0
velocity = 0, 0
projremovetime = 47
ProjID = 4000
attr = S, SP
animtype  = Hard
getpower = 0,0
givepower = 20,10
projhits = 2
damage    = 120,10
guardflag = M
hitflag = MA
pausetime = 0,15
sparkxy = -10, -75 
sparkno = S1342
guard.sparkno = S1300
hitsound   = s20000,54
guardsound = s20000,55
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -3,-7
air.velocity = -3,-5
fall = 1
fall.recover = 0
juggle = 15

;******************************************************************************
[State 1000, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;SSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS
[Statedef 4200];ｷ躪
type    = S
movetype= A
physics = S
juggle  = 15
poweradd= 110
velset = 0,0
anim = 4000
ctrl = 0
sprpriority = 2

[State 840, 4]
type = PlaySnd
trigger1 = Time = 17
value = S20000,15

[State 840, 4]
type = PlaySnd
trigger1 = time = 18
trigger2 = time = 38
trigger3 = time = 58
;trigger4 = time = 78
;trigger5 = time = 98
value = S20000,53



;&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
[State 0, AfterImage];←成功したときの残像
type = AfterImage
trigger1 = time = 0
time = -1
trans = add1
timegap = 2
framegap = 2
length =60
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1
;_____________________________________________________________________________
[State 1000, 1]
type = Projectile
trigger1 = Time = 18
projanim = 4001
projhitanim = 999
Projremove=1
projpriority = 999999999
offset = 170, 0
velocity = 0, 0
projremovetime = 67
ProjID = 4000
attr = S, SP
animtype  = Hard
getpower = 0,0
givepower = 20,10
projhits = 2
damage    = 120,10
guardflag = M
hitflag = MA
pausetime = 0,15
sparkxy = -10, -75 
sparkno = S1342
guard.sparkno = S1300
hitsound   = s20000,54
guardsound = s20000,55
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -3,-7
air.velocity = -3,-5
fall = 1
fall.recover = 0
juggle = 15
;------------------------------------------------------------------------------
[State 1000, 1]
type = Projectile
trigger1 = Time = 38
projanim = 4001
projhitanim = 999
Projremove=1
projpriority = 999999999
offset = 110, 0
velocity = 0, 0
projremovetime = 67
ProjID = 4000
attr = S, SP
animtype  = Hard
getpower = 0,0
givepower = 20,10
projhits = 2
damage    = 120,10
guardflag = M
hitflag = MA
pausetime = 0,15
sparkxy = -10, -75 
sparkno = S1342
guard.sparkno = S1300
hitsound   = s20000,54
guardsound = s20000,55
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -3,-7
air.velocity = -3,-5
fall = 1
fall.recover = 0
juggle = 15

;------------------------------------------------------------------------------
[State 1000, 1]
type = Projectile
trigger1 = Time = 38
projanim = 4001
projhitanim = 999
Projremove=1
projpriority = 999999999
offset = 230, 0
velocity = 0, 0
projremovetime = 67
ProjID = 4000
attr = S, SP
animtype  = Hard
getpower = 0,0
givepower = 20,10
projhits = 2
damage    = 120,10
guardflag = M
hitflag = MA
pausetime = 0,15
sparkxy = -10, -75 
sparkno = S1342
guard.sparkno = S1300
hitsound   = s20000,54
guardsound = s20000,55
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -3,-7
air.velocity = -3,-5
fall = 1
fall.recover = 0
juggle = 15

;------------------------------------------------------------------------------
[State 1000, 1]
type = Projectile
trigger1 = Time = 58
projanim = 4001
projhitanim = 999
Projremove=1
projpriority = 999999999
offset = 50, 0
velocity = 0, 0
projremovetime = 67
ProjID = 4000
attr = S, SP
animtype  = Hard
getpower = 0,0
givepower = 20,10
projhits = 2
damage    = 120,10
guardflag = M
hitflag = MA
pausetime = 0,15
sparkxy = -10, -75 
sparkno = S1342
guard.sparkno = S1300
hitsound   = s20000,54
guardsound = s20000,55
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -3,-7
air.velocity = -3,-5
fall = 1
fall.recover = 0
juggle = 15
;))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
[State 1000, 1]
type = Projectile
trigger1 = Time = 58
projanim = 4001
projhitanim = 999
Projremove=1
projpriority = 999999999
offset = 290, 0
velocity = 0, 0
projremovetime = 47
ProjID = 4000
attr = S, SP
animtype  = Hard
getpower = 0,0
givepower = 20,10
projhits = 2
damage    = 120,10
guardflag = M
hitflag = MA
pausetime = 0,15
sparkxy = -10, -75 
sparkno = S1342
guard.sparkno = S1300
hitsound   = s20000,54
guardsound = s20000,55
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -3,-7
air.velocity = -3,-5
fall = 1
fall.recover = 0
juggle = 15

;******************************************************************************
[State 1000, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
[Statedef 4300];ｷ躪
type    = S
movetype= A
physics = S
juggle  = 15
poweradd= 110
velset = 0,0
anim = 4000
ctrl = 0
sprpriority = 2

[State 840, 4]
type = PlaySnd
trigger1 = Time = 17
value = S20000,15

[State 840, 4]
type = PlaySnd
trigger1 = time = 18
trigger2 = time = 38
trigger3 = time = 58
;trigger4 = time = 78
;trigger5 = time = 98
value = S20000,53



;&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
[State 0, AfterImage];←成功したときの残像
type = AfterImage
trigger1 = time = 0
time = -1
trans = add1
timegap = 2
framegap = 2
length =60
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1
;_____________________________________________________________________________
[State 1000, 1]
type = Projectile
trigger1 = Time = 18
projanim = 4001
projhitanim = 999
Projremove=1
projpriority = 999999999
offset = 50, 0
velocity = 0, 0
projremovetime = 67
ProjID = 4000
attr = S, SP
animtype  = Hard
getpower = 0,0
givepower = 20,10
projhits = 2
damage    = 120,10
guardflag = M
hitflag = MA
pausetime = 0,15
sparkxy = -10, -75 
sparkno = S1342
guard.sparkno = S1300
hitsound   = s20000,54
guardsound = s20000,55
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -3,-7
air.velocity = -3,-5
fall = 1
fall.recover = 0
juggle = 15
;------------------------------------------------------------------------------
[State 1000, 1]
type = Projectile
trigger1 = Time = 18
projanim = 4001
projhitanim = 999
Projremove=1
projpriority = 999999999
offset = 290, 0
velocity = 0, 0
projremovetime = 67
ProjID = 4000
attr = S, SP
animtype  = Hard
getpower = 0,0
givepower = 20,10
projhits = 2
damage    = 120,10
guardflag = M
hitflag = MA
pausetime = 0,15
sparkxy = -10, -75 
sparkno = S1342
guard.sparkno = S1300
hitsound   = s20000,54
guardsound = s20000,55
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -3,-7
air.velocity = -3,-5
fall = 1
fall.recover = 0
juggle = 15

;------------------------------------------------------------------------------
[State 1000, 1]
type = Projectile
trigger1 = Time = 38
projanim = 4001
projhitanim = 999
Projremove=1
projpriority = 999999999
offset = 110, 0
velocity = 0, 0
projremovetime = 67
ProjID = 4000
attr = S, SP
animtype  = Hard
getpower = 0,0
givepower = 20,10
projhits = 2
damage    = 120,10
guardflag = M
hitflag = MA
pausetime = 0,15
sparkxy = -10, -75 
sparkno = S1342
guard.sparkno = S1300
hitsound   = s20000,54
guardsound = s20000,55
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -3,-7
air.velocity = -3,-5
fall = 1
fall.recover = 0
juggle = 15

;------------------------------------------------------------------------------
[State 1000, 1]
type = Projectile
trigger1 = Time = 38
projanim = 4001
projhitanim = 999
Projremove=1
projpriority = 999999999
offset = 230, 0
velocity = 0, 0
projremovetime = 67
ProjID = 4000
attr = S, SP
animtype  = Hard
getpower = 0,0
givepower = 20,10
projhits = 2
damage    = 120,10
guardflag = M
hitflag = MA
pausetime = 0,15
sparkxy = -10, -75 
sparkno = S1342
guard.sparkno = S1300
hitsound   = s20000,54
guardsound = s20000,55
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -3,-7
air.velocity = -3,-5
fall = 1
fall.recover = 0
juggle = 15
;))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
[State 1000, 1]
type = Projectile
trigger1 = Time = 58
projanim = 4001
projhitanim = 999
Projremove=1
projpriority = 999999999
offset = 170, 0
velocity = 0, 0
projremovetime = 47
ProjID = 4000
attr = S, SP
animtype  = Hard
getpower = 0,0
givepower = 20,10
projhits = 2
damage    = 120,10
guardflag = M
hitflag = MA
pausetime = 0,15
sparkxy = -10, -75 
sparkno = S1342
guard.sparkno = S1300
hitsound   = s20000,54
guardsound = s20000,55
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -3,-7
air.velocity = -3,-5
fall = 1
fall.recover = 0
juggle = 15

;******************************************************************************
[State 1000, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;UUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU
; 烈風拳・弱
[Statedef 3100]
type    = S
movetype= A
physics = S
juggle  = 8
ctrl = 0
velset = 0,0
anim = 3100
poweradd = 90
sprpriority = 2

[State 1000, 音]
type = PlaySnd
trigger1 = time = 5
value = s191,1
channel = 0

[State 1000, 音]
type = PlaySnd
trigger1 = time = 7
value = s20000,56

[State 200, 1]
type = StateTypeSet
trigger1 = time = 7
Movetype = I

[State 1000, 1]
type = Helper
trigger1 = time = 5
stateno = 9010
pos = 2,0
ownpal = 1

[State 1000, 1]
type = Projectile
trigger1 = time = 7
trigger2 = time = 20
trigger3 = time = 33
trigger4 = time = 46
projID = 3100
projanim = 9015
projhitanim = 9020
projcancelanim = 9020
projpriority = 999999999
projremanim = -1
velocity = 3, 0
offset = 26,1
attr = S, SP
damage = 35,7
animtype = Hard
hitflag = MAF
guardflag = M
pausetime = 0,12
guard.pausetime = 0, 11
sparkno = s1342
guard.sparkno = s1300
sparkxy = 25, -35
hitsound = s20000,57
guardsound = s20000,58
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -9
air.velocity = -3.5,-7
air.fall = 1
fall.recover = 0
yaccel = .53
getpower = 60,60
air.juggle = 8
projsprpriority = 4

[State 1000, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
; 烈風拳・エフェクト
[Statedef 9010]
physics = N
anim = 9010
sprpriority = 3

[State 1010, 1]
type = Velset
trigger1 = time = 0
x = 2

[State 1010, 1]
type = Velmul
trigger1 = 1
x = .97

[State 1010, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1010, 2]
type = DestroySelf
trigger1 = animtime = 0
;VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV
; 烈風拳・弱
[Statedef 3101]
type    = S
movetype= A
physics = S
juggle  = 8
ctrl = 0
velset = 0,0
anim = 3100
poweradd = 90
sprpriority = 2

[State 1000, 音]
type = PlaySnd
trigger1 = time = 5
value = s191,1
channel = 0

[State 1000, 音]
type = PlaySnd
trigger1 = time = 7
value = s20000,56

[State 200, 1]
type = StateTypeSet
trigger1 = time = 7
Movetype = I

[State 1000, 1]
type = Helper
trigger1 = time = 5
stateno = 9010
pos = 2,0
ownpal = 1

[State 1000, 1]
type = Projectile
trigger1 = time = 7
trigger2 = time = 20
trigger3 = time = 33
trigger4 = time = 46
projID = 3100
projanim = 9015
projhitanim = 9020
projcancelanim = 9020
projpriority = 999999999
projremanim = -1
velocity = 7, 0
offset = 26,1
attr = S, SP
damage = 35,7
animtype = Hard
hitflag = MAF
guardflag = M
pausetime = 0,12
guard.pausetime = 0, 11
sparkno = s1342
guard.sparkno = s1300
sparkxy = 25, -35
hitsound = s20000,57
guardsound = s20000,58
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -9
air.velocity = -3.5,-7
air.fall = 1
fall.recover = 0
yaccel = .53
getpower = 60,60
air.juggle = 8
projsprpriority = 4

[State 1000, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
[Statedef 22300];新・無に還ろう
type    = S
movetype= A
physics = S
poweradd = -2000
ctrl = 0
velset = 0,0
anim = 22300
sprpriority = 2

[State 1260, NHB]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 110


[State 240, 4]
type = varset
triggerall = prevstateno = [200,500]
triggerall = enemy,hitfall = 1
trigger1 = Time = 0
var(10) = 1

[State 240, 4]
type = envcolor
trigger1 = Time = 0
time = 3
value = 255,255,255
under = -1

[State 240, 4]
type = envcolor
trigger1 = Time = [3,35]
time = 2
value = 0,0,0
under = -1

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = Time = [3,35]
flag = NoFG
flag2 = NoBG
ignorehitpause = 1

[state 190]
type = superpause
trigger1 = time = 0
time = 25
movetime = 25
anim = -1
darken = 0
unhittable = 1
sound = S20000,8

[State 821, 4]
type = playsnd
trigger1 = time = 3
value = S191,0

[State 240, 4]
type = Explod
trigger1 = time = 5
anim = 11004
postype = p1
pos = 0,-90
sprpriority = -1
supermove = 1
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = time = 5
anim = 11005
postype = p1
pos = 0,-90
sprpriority = 5
supermove = 1
ownpal = 1

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AP,AT
time = 2

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 22301
;NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN
[Statedef 22301];攻撃
type    = S
movetype= I
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 22301
sprpriority = 2

[State 170, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AP,AT
time = 80

[State 240, 4]
type = envcolor
trigger1 = time = [0,16]
time = 1
value = 0,0,0
ignorehitpause = 1
under = -1

[State 240, 4]
type = envcolor
trigger1 = time = [17,90]
trigger1 = 1
time = 2
;time = 50
value = 255,255,255
ignorehitpause = 1
under = -1

[State 240, 4]
type = envcolor
trigger1 = time >= 90
trigger1 = 1
time = 1
value = 0,0,0
ignorehitpause = 1
under = -1

[State 821, 4]
type = playsnd
trigger1 = time = 50
value = S20000,59

[State 821, 4]
type = playsnd
trigger1 = time = 2
value = S20000,60
channel = 0

[State 821, 4]
type = playsnd
trigger1 = time = 2
value = S20000,60

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoFG
ignorehitpause = 1
;HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
[State 4100,1]
type = Helper
trigger1 = time = 0
ID = 5010
name = "kougeki"
postype = back
pos = 0,0
sprpriority = 2
stateno = 22004
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 0
ID = 5010
name = "center"
postype = back
pos = 160,0
sprpriority = 2
stateno = 22006
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = time = 0
anim = 22303
scale = 1.12,1.12;1.14,1.14
id = 22003
postype = back
pos = -17,-10
sprpriority = -1
supermove = 1
ownpal = 1
removeongethit = 1
bindtime = -1
;HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
[State 240, 4]
type = RemoveExplod
trigger1 = p2life = 0
trigger2 = movetype = H
id = 22003

[State 240, 4]
type = ChangeState
trigger1 = Time = 120;90
trigger2 = p2life = 0
value = 22303
;(((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((
[Statedef 22303];終了
type    = S
movetype= I
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 22302
sprpriority = 2

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoFG
ignorehitpause = 1

[State 240, 4]
type = varset
trigger1 = Time = 0
var(10) = 0

[State 821, 4]
type = stopsnd
trigger1 = p2life = 0
channel = 0

[State 240, 4]
type = envcolor
trigger1 = time = 0
time = 14
value = 0,0,0
ignorehitpause = 1
under = -1

[State 240, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
[Statedef 22004];攻撃ヘルパー
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 22007
sprpriority = 2
juggle  = 15

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = animelem = 2, >= 0
trigger1 = 1
projremove = 0
Projremovetime = 2
projhits = 0
projremanim = -1
projpriority = 999999999
projanim = 22009
offset = 0,0;35,-105
velocity = 0,0
attr = S, SP

[State 191, 1]
type = playsnd
trigger1 = p2life = 0
trigger1 = movehit = 1
value = S20000,61
persistent = 0

[State 191, 1]
type = playsnd
trigger1 = p2life = 0
trigger1 = movehit = 1
value = S20000,61
persistent = 0

[State 840,0]
type = PlayerPush
trigger1 = 1
value = 0

[State 810, Bind 1]
type = bindtoroot
trigger1 = 1
pos = 0,0

[State 240, 2]
type = HitDef
triggerall = parent,var(10) != 1
trigger1 = animelem = 2, = 0
attr = S, HP
animtype  = hard
damage    = 120,10
guardflag = M
hitflag = MAF
pausetime = 0,2
guard.pausetime = 0,0
sparkno = S1342
guard.sparkno = S1300
sparkxy = -15,-85 + var(11)
hitsound   = -1
guardsound = -1
ground.type = high
ground.slidetime = 0
ground.hittime  = 15
ground.velocity = IfElse(p2life <= 10,-6,0),IfElse(p2life <= 10,-6,0)
air.velocity = -8,-8
air.fall = 1
fall.recover = 0
yaccel = .5
getpower = 0,0
givepower = 60,50
guard.hittime = 15
guard.ctrltime = 8
air.animtype = Up
;air.juggle = 15

[State 240, 2]
type = HitDef
triggerall = parent,var(10) != 1
trigger1 = animelem = 3, = 0
trigger2 = animelem = 4, = 0
trigger3 = animelem = 5, = 0
trigger4 = animelem = 6, = 0
trigger5 = animelem = 7, = 0
trigger6 = animelem = 8, = 0
attr = S, HP
animtype  = hard
damage    = 53,10
guardflag = M
hitflag = MAF
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S1342
guard.sparkno = S1300
sparkxy = -15,-85 + var(11)
hitsound   = -1
guardsound = -1
ground.type = high
ground.slidetime = 0
ground.hittime  = 15
ground.velocity = IfElse(p2life <= 10,-6,0),IfElse(p2life <= 10,-6,0)
air.velocity = -6,-7
air.fall = 1
fall.recover = 0
yaccel = .5
getpower = 0,0
givepower = 60,50
guard.hittime = 15
guard.ctrltime = 8
air.animtype = Up
;air.juggle = 10

[State 240, 2]
type = HitDef
triggerall = parent,var(10) != 1
trigger1 = animelem = 9, = 0
attr = S, HP
animtype = DiagUp
damage    = 55,10
guardflag = M
hitflag = MAF
pausetime = 0,3
guard.pausetime = 0,0
sparkno = S1342
guard.sparkno = S1300
sparkxy = -15,-85 + var(11)
hitsound   = -1
guardsound = -1
ground.type = high
ground.slidetime = 0
ground.hittime  = 15
ground.velocity = -6,-8
air.velocity = -5,-6
fall = 1
fall.recover = 0
getpower = 0,0
givepower = 60,50
guard.hittime = 15
guard.ctrltime = 8
;air.juggle = 10

[State 240, 4]
type = varset
trigger1 = time = 0
var(11) = 0

[State 240, 4]
type = varset
trigger1 = P2statetype = C
trigger1 = 1
var(11) = 30

[State 240, 4]
type = varset
trigger1 = 1
trigger1 = P2statetype != C
var(11) = -150 - (-150 - floor(p2bodydist y))

[State 240, 4]
type = destroyself
trigger1 = animTime = 0
trigger1 = hitshakeover = 1
trigger2 = p2life = 0
trigger3 = parent,movetype = H

[Statedef 22006];ヘルパー
type    = S
physics = N
movetype = A
poweradd = 0
ctrl = 0
velset = 0,0
anim = 22108
sprpriority = -1

[State 240, 2]
type = HitDef
trigger1 = animelem = 2, = 0
attr = S, HP
animtype  = hard
damage    = 60,10
guardflag = M
hitflag = M
pausetime = 0,2
guard.pausetime = 0,0
sparkno = S1342
guard.sparkno = S1300
sparkxy = 5,-50
hitsound   = -1
guardsound = -1
ground.type = high
ground.slidetime = 0
ground.hittime  = 15
ground.velocity = 0
air.velocity = -8,-8
air.fall = 1
fall.recover = 0
yaccel = .5
getpower = 0,0
givepower = 60,50
guard.hittime = 15
guard.ctrltime = 8
air.animtype = Up

[State 240, 2]
type = HitDef
trigger1 = animelem = 3, = 0
trigger2 = animelem = 4, = 0
trigger3 = animelem = 5, = 0
trigger4 = animelem = 6, = 0
trigger5 = animelem = 7, = 0
trigger6 = animelem = 8, = 0
attr = S, HP
animtype  = hard
damage    = 25,10
guardflag = M
hitflag = M
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S1342
guard.sparkno = S1300
sparkxy = 5,-50
hitsound   = -1
guardsound = -1
ground.type = high
ground.slidetime = 0
ground.hittime  = 15
ground.velocity = 0
air.velocity = -6,-7
air.fall = 1
fall.recover = 0
yaccel = .5
getpower = 0,0
givepower = 60,50
guard.hittime = 15
guard.ctrltime = 8
air.animtype = Up

[State 240, 4]
type = destroyself
trigger1 = animTime = 0
trigger1 = hitshakeover = 1
trigger2 = p2life = 0
trigger3 = parent,movetype = H
;____________________________________________________________________________
;｡｣/ｲﾅ｣ｻﾅﾐｶﾏｷｶﾀ曺ﾛ｣ｬｸﾒｶ陬ｬﾁﾋｺﾏｵﾍﾌｸｻｰｺﾍｶﾏｺｬｶｬｲｻ]ｰｲｶｨﾈﾋ｣ｬｰ｡
;---------------------------------------------------------------------------
;立ち強キック
[Statedef 24000]
type    = S
movetype= A
physics = S
juggle  = 2
;poweradd= -1000
ctrl = 0
velset = 0,0,0
anim = 24000


[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -1000
movetime = 36
time = 36


[State 3000.**]
type = Explod
trigger1 = animelem = 1
anim = 11003
ID = 11003
pos = 0,0
postype = Left
removetime = 180
sprpriority = -5
supermove = 1
ownpal = 0
bindtime = -1
persistent = 0
scale = 1.1,1.1
under = 1

[State 1500,]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 40

[State 2000,]
type = PlaySnd
trigger1 =  time = 1
value = s20000,8

[State 2000]
type = Explod
trigger1 = time = 1
anim = 2150
pos = 25,-95
sprpriority = -5
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 1
anim =2200
pos = 25,-95
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = AssertSpecial
trigger1 = time = 0
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 3225, 3]
type = PosFreeze
trigger1 = time = 0
time= 575
x = 0
y = 0


[State 231, 0]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Heavy
damage    = 85
guardflag = MA
pausetime = 10,14
sparkxy = -10,-70
hitsound   = S20,2
guardsound = S999,0
ground.type = High
ground.slidetime = 14
ground.hittime  = 15
ground.velocity = 4
air.velocity = -3, 2

[State 231, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
animtype  = Heavy
damage    = 85
guardflag = MA
pausetime = 10,14
sparkxy = -10,-70
hitsound   = S20,2
guardsound = S999,0
ground.type = High
ground.slidetime = 14
ground.hittime  = 15
ground.velocity = 3
air.velocity = -4, 2

[State 231, 2]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
animtype  = Heavy
damage    = 85
guardflag = MA
pausetime = 10,14
sparkxy = -10,-70
hitsound   = S20,2
guardsound = S999,0
ground.type = High
ground.slidetime = 14
ground.hittime  = 15
ground.velocity = -5
air.velocity = -5, 2

[State 0, AfterImage];←成功したときの残像
type = AfterImage
trigger1 = time = 0
time = -1
trans = add1
timegap = 2
framegap = 2
length =60
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1


[State 1200, 1]
type = Projectile
trigger1 = AnimElem  = 6
projanim = 24001
projhitanim = 24002
projpriority = 999999999
Projremove=1
offset = 20, -10
velocity = 1 ,0
projremovetime = -1
ProjID = 1000
attr = S, HA
animtype  = Hard
getpower = 0,0
givepower = 20,10
projhits = 1
damage    = 258,14
guardflag = HMCA
hitflag = MAFDP
pausetime = 0,12
sparkno = -1
hitsound   = s800,0
guardsound = s999,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5      
air.velocity = -2.5,-5.5
;palfx.time = 20
;palfx.add = 250, 250,10

[State 1200, 1]
type = Projectile
trigger1 = AnimElem  = 6
projanim = 24001
projhitanim = 24002
projpriority = 999999999
Projremove=1
offset = 240, -10
velocity = -1 ,0
projremovetime = -1
ProjID = 1000
attr = S, HA
animtype  = Hard
getpower = 0,0
givepower = 20,10
projhits = 1
damage    = 258,14
guardflag = HMCA
hitflag = MAFDP
pausetime = 0,12
sparkno = -1
hitsound   = s800,0
guardsound = s999,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5      
air.velocity = -2.5,-5.5
;palfx.time = 20
;palfx.add = 250, 250,10



[State 231, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;$###@!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
[Statedef 25000]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= -4000
ctrl = 0
velset = 0,0,0
anim = 25000

[State 3000, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
time = 662

[State 2000, 3]
type = SuperPause
trigger1 = time = 0
time = 30
movetime = 6
anim = -1

[State 5100, 11]
type = PosFreeze
trigger1 = 1
y = 0

[State 5100, 11]
type = Playerpush
trigger1 = 1
value = 0

[State x]
type = posset
trigger1 = time = 0
y = 0

[State 2000, BGPalFX]
type = BGPalFX
trigger1 = time = 0
time = 830
add = 0,0,0
mul = 0,0,0
sinadd = 0,0,0,10
invertall = 0
color = 569

[State 3500, 6]
type = Explod
trigger1 = animelem = 2
anim = 29203
sprpriority = -2
postype = p1
pos = 0,-67
removetime = 680
supermove = 1
bindtime = -1

[State 3500, 6]
type = Explod
trigger1 = time = 0
anim = 11002
sprpriority = -2
postype = p1
pos = 0,-67
supermove = 1
bindtime = 1

[State 3500, 7]
type = Explod
trigger1 = time = 0
anim = 11001
sprpriority = 5
postype = p1
pos = 0,-67
supermove = -2
bindtime = 1

[State 2000]
type = AssertSpecial
trigger1 = time = 0
flag = NoFG
flag2 = NOBG
ignorehitpause = 1
time = 662



[State 3500, picture]
type = NULL;Explod
trigger1 = time = 0
anim = 10000
ID = 10000
pos = 0,0
postype = Left
removetime = 38
sprpriority = -5
supermove = 1
ownpal = 0
bindtime = -1
persistent = 0
scale = 1.1,1.1
under = 1

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

[State 3500, 6]
type = Explod
trigger1 = time = 30
anim = 25001
sprpriority = -2
postype = p1
pos = -100,-67
supermove = 1
bindtime = 1

[State 3500, 6]
type = Explod
trigger1 = time = 40
anim = 25001
sprpriority = -2
postype = p1
pos = -60,-137
supermove = 1
bindtime = 1

[State 3500, 6]
type = Explod
trigger1 = time = 50
anim = 25001
sprpriority = -2
postype = p1
pos = 200,-167
supermove = 1
bindtime = 1

[State 3500, 6]
type = Explod
trigger1 = time = 60
anim = 25001
sprpriority = -2
postype = p1
pos = -80,-100
supermove = 1
bindtime = 1

[State 3500, 6]
type = Explod
trigger1 = time = 70
anim = 25001
sprpriority = -2
postype = p1
pos = 80,-190
supermove = 1
bindtime = 1

[State 3500, 6]
type = Explod
trigger1 = time = 80
anim = 25001
sprpriority = -2
postype = p1
pos = 110,-120
supermove = 1
bindtime = 1

[State 3500, 6]
type = Explod
trigger1 = time = 90
anim = 25001
sprpriority = -2
postype = p1
pos = -170,-98
supermove = 1
bindtime = 1

[State 3500, 6]
type = Explod
trigger1 = time = 100
anim = 25001
sprpriority = -2
postype = p1
pos = 143,-153
supermove = 1
bindtime = 1

[State 3500, 6]
type = Explod
trigger1 = time = 110
anim = 25001
sprpriority = -2
postype = p1
pos = -80,-10
supermove = 1
bindtime = 1

[State 3500, 6]
type = Explod
trigger1 = time = 120
anim = 25001
sprpriority = -2
postype = p1
pos = 200,-170
supermove = 1
bindtime = 1

[State 3500, 6]
type = Explod
trigger1 = time = 130
anim = 25001
sprpriority = -2
postype = p1
pos = -240,-120
supermove = 1
bindtime = 1

[State 3500, 6]
type = Explod
trigger1 = time = 140
anim = 25001
sprpriority = -2
postype = p1
pos = 0,-67
supermove = 1
bindtime = 1

[State 3500, 6]
type = Explod
trigger1 = time = 150
anim = 25001
sprpriority = -2
postype = p1
pos = 50,-180
supermove = 1
bindtime = 1

[State 3500, 6]
type = Explod
trigger1 = time = 160
anim = 25001
sprpriority = -2
postype = p1
pos = 110,-37
supermove = 1
bindtime = 1

[State 3500, 6]
type = Explod
trigger1 = time = 170
anim = 25001
sprpriority = -2
postype = p1
pos = -160,-20
supermove = 1
bindtime = 1

[State 3500, 6]
type = Explod
trigger1 = time = 180
anim = 25001
sprpriority = -2
postype = p1
pos = 50,-60
supermove = 1
bindtime = 1

[State 3500, 6]
type = Explod
trigger1 = time = 190
anim = 25001
sprpriority = -2
postype = p1
pos = -80,-140
supermove = 1
bindtime = 1

[State 3500, 6]
type = Explod
trigger1 = time = 200
anim = 25001
sprpriority = -2
postype = p1
pos = 0, -40
supermove = 1
bindtime = 1

[State 3500, 6]
type = Explod
trigger1 = time = 210
anim = 25001
sprpriority = -2
postype = p1
pos = -100,-140
supermove = 1
bindtime = 1


[State 3500, 6]
type = Explod
trigger1 = time = 190
anim = 25001
sprpriority = -2
postype = p1
pos = 20,-100
supermove = 1
bindtime = 1
;----------------------------------------------------------------------------------
[State 3500, 6]
type = Explod
trigger1 = animelemtime(6) = 0
anim = 25002
sprpriority = -3
postype = p1
pos = 15,0
supermove = 1
bindtime = 1

[State 3500, 6]
type = Explod
trigger1 = animelemtime(6) = 100
anim = 25002
sprpriority = -3
postype = p1
pos = 15,0
supermove = 1
bindtime = 1
;__________________________________________________________________________________
[State 1400, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S20000,8

[State 1400, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(5) = 0
trigger2 = animelemtime(5) = 15
trigger3 = animelemtime(5) = 30
trigger4 = animelemtime(5) = 45
value = S20000,63

[State 1400, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(1) = 0
value = S20000,67
volume = 1300


[State 1400, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(2) = 0
value = S20000,68
volume = 1300

[State 1400, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(4) = 0
value = S20000,69
volume = 1300


[State 1400, PlaySnd]
type = NULL;PlaySnd
trigger1 = animelem = 3
value = S20000,66

[State 1400, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(5) = 80
value = S20000,62

[State 1400, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(5) = 175
value = S20000,62


[State 1400, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(7) = 0
value = S20000,63
volume = 1300

[State 1400, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(7) = 50
value = S20000,64
volume = 1300

[State 1260, HD-1]
type = HitDef
trigger1 = AnimElemtime(7) = 238
attr = S, SA
animtype  = heard
damage    = 999999999,999999999
getpower = 50,20
guardflag = M   ;A
priority = 55, Hit
pausetime = 13,12
guard.pausetime = 12,11
sparkno = s1342
guard.sparkno = S1300
sparkxy = 0,-85
hitsound = s20000,1
guardsound = s20000,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 15
ground.velocity = -4.8,-5.8
air.velocity = -5,-5.6
guard.velocity = -8
airguard.velocity = -4,-5
ground.cornerpush.veloff = -3
yaccel = .46
fall = 1
fall.recover = 0

[state 192]
type=explod
trigger1 = animelemtime(7) = 65
anim = 23600
postype =right
pos = 0,0
sprpriority = 19
bindtime = 1
removetime = 45
supermove = 1
ownpal = 1
ID = 3000


[state 192]
type=explod
trigger1 = animelemtime(7) = 110
anim = 23600
postype =right
pos = 0,0
sprpriority = 19
bindtime = 1
removetime = 45
supermove = 1
ownpal = 1
ID = 3000


[state 192]
type=explod
trigger1 = animelemtime(7) = 155
anim = 23600
postype =right
pos = 0,0
sprpriority = 19
bindtime = 1
removetime = 45
supermove = 1
ownpal = 1
ID = 3000

[state 192]
type=explod
trigger1 = animelemtime(7) = 200
anim = 23600
postype =right
pos = 0,0
sprpriority = 19
bindtime = 1
removetime = 55
supermove = 1
ownpal = 1
ID = 3000



[State 1400, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(7) = 110
value = S20000,65
volume = 1300
channel=3

[State 1400, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(7) = 155
value = S20000,65
volume = 1300
channel=3

[State 1400, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(7) = 200
value = S20000,65
volume = 1300
channel=3

[State 1400, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(7) = 235
value = S20000,65
volume = 1300
channel=3

[State 231, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
[Statedef 26000]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 26000
ctrl     = 0
sprpriority = 3
;-----------------------------------------------------------------------------------
[State -3, 3];
type = PlaySnd
trigger1 = animelemtime(2) = 348
trigger2 = animelemtime(2) = 559
trigger3 = animelemtime(2) = 1055
trigger4 = animelemtime(2) = 1262
trigger5 = animelemtime(2) = 1362
trigger6 = animelemtime(2) = 95
trigger7 = animelemtime(2) = 240
trigger8 = animelemtime(2) = 411
trigger9 = animelemtime(2) = 703
trigger10 = animelemtime(2) = 1088
trigger11 = animelemtime(2) = 79
trigger12 = animelemtime(2) = 161
trigger13 = animelemtime(2) = 485
trigger14 = animelemtime(2) = 591
trigger15 = animelemtime(2) = 1180
trigger16 = animelemtime(2) = 462
trigger17 = animelemtime(2) = 552
trigger18 = animelemtime(2) = 902
trigger19 = animelemtime(2) = 1092
trigger20 = animelemtime(2) = 1321
trigger21 = animelemtime(2) = 765
trigger22 = animelemtime(2) = 901
trigger23 = animelemtime(2) = 932
trigger24 = animelemtime(2) = 1107 
trigger25 = animelemtime(2) = 1380
trigger26 = animelemtime(2) = 667
trigger27 = animelemtime(2) = 752
trigger28 = animelemtime(2) = 893
trigger29 = animelemtime(2) = 1061
trigger30 = animelemtime(2) = 1311
trigger31 = animelemtime(2) = 84
trigger32 = animelemtime(2) = 211
trigger33 = animelemtime(2) = 395
trigger34 = animelemtime(2) = 685
trigger35 = animelemtime(2) = 1158
trigger36 = animelemtime(2) = 73
trigger37 = animelemtime(2) = 344
trigger38 = animelemtime(2) = 469
trigger39 = animelemtime(2) = 831
trigger40 = animelemtime(2) = 1373 
trigger41 = animelemtime(2) = 111
trigger42 = animelemtime(2) = 204
trigger43 = animelemtime(2) = 581
trigger44 = animelemtime(2) = 907
trigger45 = animelemtime(2) = 1332
trigger46 = animelemtime(2) = 141
trigger47 = animelemtime(2) = 348
trigger48 = animelemtime(2) = 491
trigger49 = animelemtime(2) = 897
trigger50 = animelemtime(2) = 1252
trigger51 = animelemtime(2) = 262
trigger52 = animelemtime(2) = 503
trigger53 = animelemtime(2) = 607
trigger54 = animelemtime(2) = 676
trigger55 = animelemtime(2) = 1299
trigger56 = animelemtime(2) = 202
trigger57 = animelemtime(2) = 251
trigger58 = animelemtime(2) = 468
trigger59 = animelemtime(2) = 564
trigger60 = animelemtime(2) = 1361
trigger61 = animelemtime(2) = 52
trigger62 = animelemtime(2) = 151
trigger63 = animelemtime(2) = 700
trigger64 = animelemtime(2) = 901
trigger65 = animelemtime(2) = 1321
trigger66 = animelemtime(2) = 41
trigger67 = animelemtime(2) = 233
trigger68 = animelemtime(2) = 370
trigger69 = animelemtime(2) = 717
trigger70 = animelemtime(2) = 1202
trigger71 = animelemtime(2) = 78
trigger72 = animelemtime(2) = 185 
trigger73 = animelemtime(2) = 377
trigger74 = animelemtime(2) = 767
trigger75 = animelemtime(2) = 841
trigger76 = animelemtime(2) = 46
trigger77 = animelemtime(2) = 151
trigger78 = animelemtime(2) = 639
trigger79 = animelemtime(2) = 769
trigger80 = animelemtime(2) = 963
trigger81 = animelemtime(2) = 42
trigger82 = animelemtime(2) = 167
trigger83 = animelemtime(2) = 383
trigger84 = animelemtime(2) = 471
trigger85 = animelemtime(2) = 1110
trigger86 = animelemtime(2) = 162
trigger87 = animelemtime(2) = 252
trigger88 = animelemtime(2) = 409
trigger89 = animelemtime(2) = 583
trigger90 = animelemtime(2) = 1201
trigger91 = animelemtime(2) = 32
trigger92 = animelemtime(2) = 252
trigger93 = animelemtime(2) = 455
trigger94 = animelemtime(2) = 803
trigger95 = animelemtime(2) = 1005
trigger96 = animelemtime(2) = 57
trigger97 = animelemtime(2) = 207
trigger98 = animelemtime(2) = 392
trigger100 = animelemtime(2) = 610
trigger101 = animelemtime(2) = 1302
trigger102 = animelemtime(2) = 62
trigger103 = animelemtime(2) = 502
trigger104 = animelemtime(2) = 802
trigger105 = animelemtime(2) = 962
value = S20000,70
;-----------------------------------------------------------------------------------
[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -5000
movetime = 30
time = 30

[State 2001, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA, AA, AT, AP
time = 1500

[State 3250, 2]
type = Explod
trigger1 = AnimElem = 2
anim = 26600
postype = p1
pos = 20,-15
sprpriority = -1
supermove = 1
bindtime = 3600
ownpal = 1
scale = 1.6,1.6
;******************************************************************************
[State 3250, 2]
type = Explod
trigger1 = AnimElemtime(2) = 336
trigger2 = AnimElemtime(2) = 547
trigger3 = AnimElemtime(2) = 1043
trigger4 = AnimElemtime(2) = 1250
trigger5 = AnimElemtime(2) = 1350
anim = 4900
postype = p1
pos = 0,0
sprpriority = -1
supermove = 1
bindtime = -1; 3600
ownpal = 1
;scale = 1.6,1.6

[State 3250, 2]
type = Explod
trigger1 = AnimElemtime(2) = 83
trigger2 = AnimElemtime(2) = 228
trigger3 = AnimElemtime(2) = 399
trigger4 = AnimElemtime(2) = 691
trigger5 = AnimElemtime(2) = 1076
anim = 4900
postype = p1
pos = -280,0
sprpriority = -1
supermove = 1
bindtime = -1; 3600
ownpal = 1
;scale = 1.6,1.6

[State 3250, 2]
type = Explod
trigger1 = AnimElemtime(2) = 67
trigger2 = AnimElemtime(2) = 149
trigger3 = AnimElemtime(2) = 473
trigger4 = AnimElemtime(2) = 579
trigger5 = AnimElemtime(2) = 1158
anim = 4900
postype = p1
pos = 255,0
sprpriority = -1
supermove = 1
bindtime = -1; 3600
ownpal = 1
;scale = 1.6,1.6

[State 3250, 2]
type = Explod
trigger1 = AnimElemtime(2) = 450
trigger2 = AnimElemtime(2) = 540
trigger3 = AnimElemtime(2) = 890
trigger4 = AnimElemtime(2) = 1080
trigger5 = AnimElemtime(2) = 1309
anim = 4900
postype = p1
pos = 5,0
sprpriority = -1
supermove = 1
bindtime = -1; 3600
ownpal = 1
;scale = 1.6,1.6

[State 3250, 2]
type = Explod
trigger1 = AnimElemtime(2) = 753
trigger2 = AnimElemtime(2) = 889
trigger3 = AnimElemtime(2) = 920
trigger4 = AnimElemtime(2) = 1097
trigger5 = AnimElemtime(2) = 1368
anim = 4900
postype = p1
pos = -3,0
sprpriority = -1
supermove = 1
bindtime = -1; 3600
ownpal = 1
;scale = 1.6,1.6

[State 3250, 2]
type = Explod
trigger1 = AnimElemtime(2) = 650
trigger2 = AnimElemtime(2) = 740
trigger3 = AnimElemtime(2) = 881
trigger4 = AnimElemtime(2) = 1049
trigger5 = AnimElemtime(2) = 1299
anim = 4900
postype = p1
pos = -13,0
sprpriority = -1
supermove = 1
bindtime = -1; 3600
ownpal = 1
;scale = 1.6,1.6

[State 3250, 2]
type = Explod
trigger1 = AnimElemtime(2) = 72
trigger2 = AnimElemtime(2) = 199
trigger3 = AnimElemtime(2) = 383
trigger4 = AnimElemtime(2) = 673
trigger5 = AnimElemtime(2) = 1146
anim = 4900
postype = p1
pos = 25,0
sprpriority = -1
supermove = 1
bindtime = -1; 3600
ownpal = 1
;scale = 1.6,1.6

[State 3250, 2]
type = Explod
trigger1 = AnimElemtime(2) = 61
trigger2 = AnimElemtime(2) = 332
trigger3 = AnimElemtime(2) = 457
trigger4 = AnimElemtime(2) = 819
trigger5 = AnimElemtime(2) = 1361
anim = 4900
postype = p1
pos = -33,0
sprpriority = -1
supermove = 1
bindtime = -1; 3600
ownpal = 1
;scale = 1.6,1.6

[State 3250, 2]
type = Explod
trigger1 = AnimElemtime(2) = 99
trigger2 = AnimElemtime(2) = 192
trigger3 = AnimElemtime(2) = 569
trigger4 = AnimElemtime(2) = 895
trigger5 = AnimElemtime(2) = 1320
anim = 4900
postype = p1
pos = 59,0
sprpriority = -1
supermove = 1
bindtime = -1; 3600
ownpal = 1
;scale = 1.6,1.6

[State 3250, 2]
type = Explod
trigger1 = AnimElemtime(2) = 129
trigger2 = AnimElemtime(2) = 336
trigger3 = AnimElemtime(2) = 479
trigger4 = AnimElemtime(2) = 885
trigger5 = AnimElemtime(2) = 1240
anim = 4900
postype = p1
pos = -63,0
sprpriority = -1
supermove = 1
bindtime = -1; 3600
ownpal = 1
;scale = 1.6,1.6

[State 3250, 2]
type = Explod
trigger1 = AnimElemtime(2) = 250
trigger2 = AnimElemtime(2) = 491
trigger3 = AnimElemtime(2) = 594
trigger4 = AnimElemtime(2) = 664
trigger5 = AnimElemtime(2) = 1287
anim = 4900
postype = p1
pos = 89,0
sprpriority = -1
supermove = 1
bindtime = -1; 3600
ownpal = 1
;scale = 1.6,1.6

[State 3250, 2]
type = Explod
trigger1 = AnimElemtime(2) = 190
trigger2 = AnimElemtime(2) = 239
trigger3 = AnimElemtime(2) = 456
trigger4 = AnimElemtime(2) = 552
trigger5 = AnimElemtime(2) = 1349
anim = 4900
postype = p1
pos = -99,0
sprpriority = -1
supermove = 1
bindtime = -1; 3600
ownpal = 1
;scale = 1.6,1.6

[State 3250, 2]
type = Explod
trigger1 = AnimElemtime(2) = 40
trigger2 = AnimElemtime(2) = 139
trigger3 = AnimElemtime(2) = 688
trigger4 = AnimElemtime(2) = 899
trigger5 = AnimElemtime(2) = 1309
anim = 4900
postype = p1
pos = 119,0
sprpriority = -1
supermove = 1
bindtime = -1; 3600
ownpal = 1
;scale = 1.6,1.6

[State 3250, 2]
type = Explod
trigger1 = AnimElemtime(2) = 29
trigger2 = AnimElemtime(2) = 221
trigger3 = AnimElemtime(2) = 358
trigger4 = AnimElemtime(2) = 705
trigger5 = AnimElemtime(2) = 1190
anim = 4900
postype = p1
pos = -131,0
sprpriority = -1
supermove = 1
bindtime = -1; 3600
ownpal = 1
;scale = 1.6,1.6

[State 3250, 2]
type = Explod
trigger1 = AnimElemtime(2) = 66
trigger2 = AnimElemtime(2) = 173
trigger3 = AnimElemtime(2) = 365
trigger4 = AnimElemtime(2) = 755
trigger5 = AnimElemtime(2) = 829
anim = 4900
postype = p1
pos = 153,0
sprpriority = -1
supermove = 1
bindtime = -1; 3600
ownpal = 1
;scale = 1.6,1.6

[State 3250, 2]
type = Explod
trigger1 = AnimElemtime(2) = 34
trigger2 = AnimElemtime(2) = 149
trigger3 = AnimElemtime(2) = 627
trigger4 = AnimElemtime(2) = 755
trigger5 = AnimElemtime(2) = 951
anim = 4900
postype = p1
pos = -172,0
sprpriority = -1
supermove = 1
bindtime = -1; 3600
ownpal = 1
;scale = 1.6,1.6

[State 3250, 2]
type = Explod
trigger1 = AnimElemtime(2) = 30
trigger2 = AnimElemtime(2) = 155
trigger3 = AnimElemtime(2) = 371
trigger4 = AnimElemtime(2) = 459
trigger5 = AnimElemtime(2) = 1098
anim = 4900
postype = p1
pos = 180,0
sprpriority = -1
supermove = 1
bindtime = -1; 3600
ownpal = 1
;scale = 1.6,1.6

[State 3250, 2]
type = Explod
trigger1 = AnimElemtime(2) = 150
trigger2 = AnimElemtime(2) = 240
trigger3 = AnimElemtime(2) = 397
trigger4 = AnimElemtime(2) = 571
trigger5 = AnimElemtime(2) = 1179
anim = 4900
postype = p1
pos = -200,0
sprpriority = -1
supermove = 1
bindtime = -1; 3600
ownpal = 1
;scale = 1.6,1.6

[State 3250, 2]
type = Explod
trigger1 = AnimElemtime(2) = 20
trigger2 = AnimElemtime(2) = 240
trigger3 = AnimElemtime(2) = 443
trigger4 = AnimElemtime(2) = 791
trigger5 = AnimElemtime(2) = 992
anim = 4900
postype = p1
pos = -240,0
sprpriority = -1
supermove = 1
bindtime = -1; 3600
ownpal = 1
;scale = 1.6,1.6

[State 3250, 2]
type = Explod
trigger1 = AnimElemtime(2) = 45
trigger2 = AnimElemtime(2) = 190
trigger3 = AnimElemtime(2) = 380
trigger4 = AnimElemtime(2) = 598
trigger5 = AnimElemtime(2) = 1290
anim = 4900
postype = p1
pos = 220,0
sprpriority = -1
supermove = 1
bindtime = -1; 3600
ownpal = 1
;scale = 1.6,1.6

[State 3250, 2]
type = Explod
trigger1 = AnimElemtime(2) = 50
trigger2 = AnimElemtime(2) = 490
trigger3 = AnimElemtime(2) = 790
trigger4 = AnimElemtime(2) = 950
trigger5 = AnimElemtime(2) = 1090
anim = 4900
postype = p1
pos = 290,0
sprpriority = -1
supermove = 1
bindtime = -1; 3600
ownpal = 1
;scale = 1.6,1.6
;*******************************************************************************
[State 3250, 2]
type = Explod
trigger1 = AnimElem = 2
anim = 26700
postype = p1
pos = -9,-38
sprpriority = -1
supermove = 1
bindtime = 3100
ownpal = 1
;scale = 1.6,1.6
;---------------------------------------------------------------------------------
;---------------------------------------------------------------------------------
[State 3250, 2]
type = Explod
trigger1 = AnimElemtime(2) = 10
anim = 4910
postype = p1
pos = 20,-10
sprpriority = -1
removetime = 80
velocity = 10 ,0
supermove = 1
bindtime = -1
ownpal = 1

[State 3250, 2]
type = Explod
trigger1 = AnimElemtime(2) = 35
anim = 4910
postype = p1
pos = 220,-10
sprpriority = -1
removetime = 80
velocity = -14 ,0
supermove = 1
bindtime = -1
ownpal = 1

[State 3250, 2]
type = Explod
trigger1 = AnimElemtime(2) = 60
anim = 4910
postype = p1
pos = -40,-10
sprpriority = -1
removetime = 80
velocity = 10 ,0
supermove = 1
bindtime = -1
ownpal = 1

[State 3250, 2]
type = Explod
trigger1 = AnimElemtime(2) = 95
anim = 4910
postype = p1
pos = -140,-10
sprpriority = -1
removetime = 80
velocity = 20 ,0
supermove = 1
bindtime = -1
ownpal = 1

[State 3250, 2]
type = Explod
trigger1 = AnimElemtime(2) = 130
anim = 4910
postype = p1
pos = 190,-10
sprpriority = -1
removetime = 80
velocity = 8 ,0
supermove = 1
bindtime = -1
ownpal = 1

[State 3250, 2]
type = Explod
trigger1 = AnimElemtime(2) = 165
anim = 4910
postype = p1
pos = 250,-10
sprpriority = -1
removetime = 80
velocity = -18 ,0
supermove = 1
bindtime = -1
ownpal = 1

[State 3250, 2]
type = Explod
trigger1 = AnimElemtime(2) = 180
anim = 4910
postype = p1
pos = -290,-10
sprpriority = -1
removetime = 80
velocity = 20 ,0
supermove = 1
bindtime = -1
ownpal = 1

[State 3250, 2]
type = Explod
trigger1 = AnimElemtime(2) = 200
anim = 4910
postype = p1
pos = 290,-10
sprpriority = -1
removetime = 80
velocity = -10 ,0
supermove = 1
bindtime = -1
ownpal = 1

[State 3250, 2]
type = Explod
trigger1 = AnimElemtime(2) = 230
anim = 4910
postype = p1
pos = -130,-10
sprpriority = -1
removetime = 80
velocity = 15 ,0
supermove = 1
bindtime = -1
ownpal = 1

[State 3250, 2]
type = Explod
trigger1 = AnimElemtime(2) = 260
anim = 4910
postype = p1
pos = -90,-10
sprpriority = -1
removetime = 80
velocity = 10 ,0
supermove = 1
bindtime = -1
ownpal = 1

[State 3250, 2]
type = Explod
trigger1 = AnimElemtime(2) = 290
anim = 4910
postype = p1
pos = -10,-10
sprpriority = -1
removetime = 80
velocity = 11 ,0
supermove = 1
bindtime = -1
ownpal = 1



[State 3250, 2]
type = Explod
trigger1 = AnimElemtime(2) = 320
anim = 4910
postype = p1
pos = 200,-10
sprpriority = -1
removetime = 80
velocity = -15 ,0
supermove = 1
bindtime = -1
ownpal = 1

[State 3250, 2]
type = Explod
trigger1 = AnimElemtime(2) = 360
anim = 4910
postype = p1
pos = -200,-10
sprpriority = -1
removetime = 80
velocity = 25 ,0
supermove = 1
bindtime = -1
ownpal = 1

[State 3250, 2]
type = Explod
trigger1 = AnimElemtime(2) = 400
anim = 4910
postype = p1
pos = 130,-10
sprpriority = -1
removetime = 80
velocity = -25 ,0
supermove = 1
bindtime = -1
ownpal = 1

[State 3250, 2]
type = Explod
trigger1 = AnimElemtime(2) = 440
anim = 4910
postype = p1
pos = 30,-10
sprpriority = -1
removetime = 80
velocity = -15 ,0
supermove = 1
bindtime = -1
ownpal = 1

[State 3250, 2]
type = Explod
trigger1 = AnimElemtime(2) = 480
anim = 4910
postype = p1
pos = 8,-10
sprpriority = -1
removetime = 80
velocity = 15 ,0
supermove = 1
bindtime = -1
ownpal = 1

[State 3250, 2]
type = Explod
trigger1 = AnimElemtime(2) = 520
anim = 4910
postype = p1
pos = -58,-10
sprpriority = -1
removetime = 80
velocity = 10 ,0
supermove = 1
bindtime = -1
ownpal = 1

[State 3250, 2]
type = Explod
trigger1 = AnimElemtime(2) = 560
anim = 4910
postype = p1
pos = -178,-10
sprpriority = -1
removetime = 80
velocity = 16 ,0
supermove = 1
bindtime = -1
ownpal = 1

[State 3250, 2]
type = Explod
trigger1 = AnimElemtime(2) = 600
anim = 4910
postype = p1
pos = 118,-10
sprpriority = -1
removetime = 80
velocity = -16 ,0
supermove = 1
bindtime = -1
ownpal = 1

[State 3250, 2]
type = Explod
trigger1 = AnimElemtime(2) = 640
anim = 4910
postype = p1
pos = -218,-10
sprpriority = -1
removetime = 80
velocity = 26 ,0
supermove = 1
bindtime = -1
ownpal = 1

[State 3250, 2]
type = Explod
trigger1 = AnimElemtime(2) = 680
anim = 4910
postype = p1
pos = 230,-10
sprpriority = -1
removetime = 80
velocity = -21 ,0
supermove = 1
bindtime = -1
ownpal = 1

[State 3250, 2]
type = Explod
trigger1 = AnimElemtime(2) = 720
anim = 4910
postype = p1
pos = 280,-10
sprpriority = -1
removetime = 80
velocity = -30 ,0
supermove = 1
bindtime = -1
ownpal = 1

[State 3250, 2]
type = Explod
trigger1 = AnimElemtime(2) = 760
anim = 4910
postype = p1
pos = -280,-10
sprpriority = -1
removetime = 80
velocity = 35 ,0
supermove = 1
bindtime = -1
ownpal = 1

[State 3250, 2]
type = Explod
trigger1 = AnimElemtime(2) = 800
anim = 4910
postype = p1
pos = 290,-10
sprpriority = -1
removetime = 80
velocity = -35 ,0
supermove = 1
bindtime = -1
ownpal = 1

[State 3250, 2]
type = Explod
trigger1 = AnimElemtime(2) = 840
anim = 4910
postype = p1
pos = 96,-10
sprpriority = -1
removetime = 80
velocity = -15 ,0
supermove = 1
bindtime = -1
ownpal = 1

[State 3250, 2]
type = Explod
trigger1 = AnimElemtime(2) = 880
anim = 4910
postype = p1
pos = 29,-10
sprpriority = -1
removetime = 80
velocity = -25 ,0
supermove = 1
bindtime = -1
ownpal = 1

[State 3250, 2]
type = Explod
trigger1 = AnimElemtime(2) = 920
anim = 4910
postype = p1
pos = 137,-10
sprpriority = -1
removetime = 80
velocity = -19 ,0
supermove = 1
bindtime = -1
ownpal = 1


[State 3250, 2]
type = Explod
trigger1 = AnimElemtime(2) = 960
anim = 4910
postype = p1
pos = -167,-10
sprpriority = -1
removetime = 80
velocity = 29 ,0
supermove = 1
bindtime = -1
ownpal = 1

[State 3250, 2]
type = Explod
trigger1 = AnimElemtime(2) = 1000
anim = 4910
postype = p1
pos = 66,-10
sprpriority = -1
removetime = 80
velocity = -9 ,0
supermove = 1
bindtime = -1
ownpal = 1

[State 3250, 2]
type = Explod
trigger1 = AnimElemtime(2) = 1040
anim = 4910
postype = p1
pos = 170,-10
sprpriority = -1
removetime = 80
velocity = -19 ,0
supermove = 1
bindtime = -1
ownpal = 1

[State 3250, 2]
type = Explod
trigger1 = AnimElemtime(2) = 1080
anim = 4910
postype = p1
pos = -70,-10
sprpriority = -1
removetime = 80
velocity = 14 ,0
supermove = 1
bindtime = -1
ownpal = 1

[State 3250, 2]
type = Explod
trigger1 = AnimElemtime(2) = 1120
anim = 4910
postype = p1
pos = -155,-10
sprpriority = -1
removetime = 80
velocity = -4 ,0
supermove = 1
bindtime = -1
ownpal = 1


[State 3250, 2]
type = Explod
trigger1 = AnimElemtime(2) = 1160
anim = 4910
postype = p1
pos = -205,-10
sprpriority = -1
removetime = 80
velocity = 14 ,0
supermove = 1
bindtime = -1
ownpal = 1

[State 3250, 2]
type = Explod
trigger1 = AnimElemtime(2) = 1200
anim = 4910
postype = p1
pos = 266,-10
sprpriority = -1
removetime = 80
velocity = -22 ,0
supermove = 1
bindtime = -1
ownpal = 1

[State 3250, 2]
type = Explod
trigger1 = AnimElemtime(2) = 1240
anim = 4910
postype = p1
pos = -44,-10
sprpriority = -1
removetime = 80
velocity = 22 ,0
supermove = 1
bindtime = -1
ownpal = 1

[State 3250, 2]
type = Explod
trigger1 = AnimElemtime(2) = 1280
anim = 4910
postype = p1
pos = 164,-10
sprpriority = -1
removetime = 80
velocity = -12 ,0
supermove = 1
bindtime = -1
ownpal = 1

[State 3250, 2]
type = Explod
trigger1 = AnimElemtime(2) = 1320
anim = 4910
postype = p1
pos = 33,-10
sprpriority = -1
removetime = 80
velocity = 10 ,0
supermove = 1
bindtime = -1
ownpal = 1

[State 3250, 2]
type = Explod
trigger1 = AnimElemtime(2) = 1360
anim = 4910
postype = p1
pos = -3,-10
sprpriority = -1
removetime = 80
velocity = -7 ,0
supermove = 1
bindtime = -1
ownpal = 1
;----------------------------------------------------------------------------------
[State 2000,]
type = PlaySnd
trigger1 = animelemtime(2) = 25
trigger2 = animelemtime(2) = 75
trigger3 = animelemtime(2) = 145
trigger4 = animelemtime(2) = 215
trigger5 = animelemtime(2) = 275
trigger6 = animelemtime(2) = 335
trigger7 = animelemtime(2) = 40
trigger8 = animelemtime(2) = 110
trigger9 = animelemtime(2) = 180
trigger10 = animelemtime(2) = 195
trigger11 = animelemtime(2) = 245
trigger12 = animelemtime(2) = 305
trigger13 = animelemtime(2) = 375
trigger14 = animelemtime(2) = 415
trigger15 = animelemtime(2) = 445
trigger16 = animelemtime(2) = 495
trigger17 = animelemtime(2) = 535
trigger18 = animelemtime(2) = 575
trigger19 = animelemtime(2) = 615
trigger20 = animelemtime(2) = 655
trigger21 = animelemtime(2) = 695
trigger22 = animelemtime(2) = 735
trigger23 = animelemtime(2) = 775
trigger24 = animelemtime(2) = 815
trigger25 = animelemtime(2) = 855
trigger26 = animelemtime(2) = 895
trigger27 = animelemtime(2) = 935
trigger28 = animelemtime(2) = 975
trigger29 = animelemtime(2) = 1015
trigger30 = animelemtime(2) = 1055
trigger31 = animelemtime(2) = 1095
trigger32 = animelemtime(2) = 1135
trigger33 = animelemtime(2) = 1175
trigger34 = animelemtime(2) = 1215
trigger35 = animelemtime(2) = 1255
trigger36 = animelemtime(2) = 1295
trigger37 = animelemtime(2) = 1335
trigger38 = animelemtime(2) = 1365
value = s20000,71

;----------------------------------------------------------------------------------
[State 2000]
type = Explod
trigger1 = time = 1
anim = 3201
pos = 0,-80
sprpriority = 5
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 1
anim = 3200
pos = 0,-80
sprpriority = -1
ownpal = 1
bindtime = 1
supermove = 1

[State 1000, 5]
type = NULL;Explod
trigger1 = time = 0
anim = 4800
id = 26000
sprpriority = 0
postype = p1
pos = -85,-220
bindtime = 1
supermove = 1
removetime = 670  ;-1
under = 0

[State 3500, picture]
type = Explod
trigger1 = time = 0
anim = 4800
ID = 26000
pos = 0,0
postype = Left
removetime = 1520
sprpriority = -5
supermove = 1
ownpal = 0
bindtime = -1
persistent = 0
scale = 1.1,1.1
under = 1


[State 2000]
type = AssertSpecial
trigger1 = time = 0
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 0, AfterImage];←成功したときの残像
type = AfterImage
trigger1 = time = 0
time = -1
trans = add1
timegap = 2
framegap = 2
length =60
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1


[State 2000,]
type = PlaySnd
trigger1 = time = 1
value = s20000,8


[state 13505]
type = NULL;posset
trigger1 = animelem = 2
Y = -80

[state 13505]
type = NULL;posset
trigger1 = animelem = 3
Y = 0
;``````````````````````````````````````````````````````````````````````````````````
[State 4100,1]
type = Helper
trigger1 = animelemtime(2) = 4  
trigger2 = animelemtime(2) = 54 
trigger3 = animelemtime(2) = 372 
trigger4 = animelemtime(2) = 510 
trigger5 = animelemtime(2) = 228
trigger6 = animelemtime(2) = 604  
trigger7 = animelemtime(2) = 854 
trigger8 = animelemtime(2) = 976 
trigger9 = animelemtime(2) = 1051
trigger10 = animelemtime(2) = 1128
trigger11 = animelemtime(2) = 1228
trigger12 = animelemtime(2) = 1328
name = "hashira"
postype = p1 
pos = 10,-260
stateno = 22041
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = animelemtime(2) = 44  
trigger2 = animelemtime(2) = 254 
trigger3 = animelemtime(2) = 369
trigger4 = animelemtime(2) = 490
trigger5 = animelemtime(2) = 528
trigger6 = animelemtime(2) = 674  
trigger7 = animelemtime(2) = 799 
trigger8 = animelemtime(2) = 843 
trigger9 = animelemtime(2) = 1079
trigger10 = animelemtime(2) = 1121
trigger11 = animelemtime(2) = 1239
trigger12 = animelemtime(2) = 1328
name = "hashira"
postype = p1 
pos = 25,-260
stateno = 22041
helpertype = normal
keyctrl = 0
ownpal = 1


[State 4100,1]
type = Helper
trigger1 = animelemtime(2) = 364 
trigger2 = animelemtime(2) = 170 
trigger3 = animelemtime(2) = 94 
trigger4 = animelemtime(2) = 259 
trigger5 = animelemtime(2) = 437
trigger6 = animelemtime(2) = 1164 
trigger7 = animelemtime(2) = 1070 
trigger8 = animelemtime(2) = 994 
trigger9 = animelemtime(2) = 859 
trigger10 = animelemtime(2) = 1237
trigger11 = animelemtime(2) = 1290
trigger12 = animelemtime(2) = 1360
name = "hashira"
postype = p1
pos = 40,-260
stateno = 22041
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = animelemtime(2) = 264 
trigger2 = animelemtime(2) = 370 
trigger3 = animelemtime(2) = 194 
trigger4 = animelemtime(2) = 459 
trigger5 = animelemtime(2) = 555
trigger6 = animelemtime(2) = 1064 
trigger7 = animelemtime(2) = 670
trigger8 = animelemtime(2) = 794 
trigger9 = animelemtime(2) = 859 
trigger10 = animelemtime(2) = 1137
trigger11 = animelemtime(2) = 1290
trigger12 = animelemtime(2) = 1360
name = "hashira"
postype = p1
pos = 55,-260
stateno = 22041
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = animelemtime(2) = 14 
trigger2 = animelemtime(2) = 190 
trigger3 = animelemtime(2) = 394 
trigger4 = animelemtime(2) = 259 
trigger5 = animelemtime(2) = 537
trigger6 = animelemtime(2) = 614 
trigger7 = animelemtime(2) = 790 
trigger8 = animelemtime(2) = 849
trigger9 = animelemtime(2) = 980 
trigger10 = animelemtime(2) = 1110
trigger11 = animelemtime(2) = 1210
trigger12 = animelemtime(2) = 1310
name = "hashira"
postype = p1
pos = 70,-260
stateno = 22041
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = animelemtime(2) = 50 
trigger2 = animelemtime(2) = 150 
trigger3 = animelemtime(2) = 294 
trigger4 = animelemtime(2) = 359 
trigger5 = animelemtime(2) = 500
trigger6 = animelemtime(2) = 650 
trigger7 = animelemtime(2) = 750 
trigger8 = animelemtime(2) = 829
trigger9 = animelemtime(2) = 947 
trigger10 = animelemtime(2) = 1139
trigger11 = animelemtime(2) = 1289
trigger12 = animelemtime(2) = 1321
name = "hashira"
postype = p1
pos = 100,-260
stateno = 22041
helpertype = normal
keyctrl = 0
ownpal = 1


[State 4100,1]
type = Helper
trigger1 = animelemtime(2) = 34 
trigger2 = animelemtime(2) = 123 
trigger3 = animelemtime(2) = 239 
trigger4 = animelemtime(2) = 459 
trigger5 = animelemtime(2) = 579
trigger6 = animelemtime(2) = 634 
trigger7 = animelemtime(2) = 723 
trigger8 = animelemtime(2) = 862 
trigger9 = animelemtime(2) = 905 
trigger10 = animelemtime(2) = 1089
trigger11 = animelemtime(2) = 1273
trigger12 = animelemtime(2) = 1360
name = "hashira"
postype = p1
pos = 130,-260
stateno = 22041
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = animelemtime(2) = 88 
trigger2 = animelemtime(2) = 148 
trigger3 = animelemtime(2) = 288 
trigger4 = animelemtime(2) = 323 
trigger5 = animelemtime(2) = 510
trigger6 = animelemtime(2) = 688 
trigger7 = animelemtime(2) = 748 
trigger8 = animelemtime(2) = 899 
trigger9 = animelemtime(2) = 1023 
trigger10 = animelemtime(2) = 1181
trigger11 = animelemtime(2) = 1281
trigger12 = animelemtime(2) = 1353
name = "hashira"
postype = p1
pos = 160,-260
stateno = 22041
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = animelemtime(2) = 78 
trigger2 = animelemtime(2) = 119 
trigger3 = animelemtime(2) = 436 
trigger4 = animelemtime(2) = 200 
trigger5 = animelemtime(2) = 490
trigger6 = animelemtime(2) = 778 
trigger7 = animelemtime(2) = 819 
trigger8 = animelemtime(2) = 936 
trigger9 = animelemtime(2) = 1020
trigger10 = animelemtime(2) = 1190
trigger11 = animelemtime(2) = 1190
trigger12 = animelemtime(2) = 1330
name = "hashira"
postype = p1
pos = 190,-260
stateno = 22041
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = animelemtime(2) = 34 
trigger2 = animelemtime(2) = 140 
trigger3 = animelemtime(2) = 237 
trigger4 = animelemtime(2) = 256 
trigger5 = animelemtime(2) = 500
trigger6 = animelemtime(2) = 634 
trigger7 = animelemtime(2) = 740 
trigger8 = animelemtime(2) = 879 
trigger9 = animelemtime(2) = 1020 
trigger10 = animelemtime(2) = 1150
trigger11 = animelemtime(2) = 1250
trigger12 = animelemtime(2) = 1350
name = "hashira"
postype = p1
pos = 220,-260
stateno = 22041
helpertype = normal
keyctrl = 0
ownpal = 1


[State 4100,1]
type = Helper
trigger1 = animelemtime(2) = 36
trigger2 = animelemtime(2) = 120 
trigger3 = animelemtime(2) = 270 
trigger4 = animelemtime(2) = 394 
trigger5 = animelemtime(2) = 430 
trigger6 = animelemtime(2) = 600
trigger7 = animelemtime(2) = 679
trigger8 = animelemtime(2) = 720 
trigger9 = animelemtime(2) = 870 
trigger10 = animelemtime(2) = 994 
trigger11 = animelemtime(2) = 1043 
trigger12 = animelemtime(2) = 1160
postype = p1
pos = 250,-260
stateno = 22041
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = animelemtime(2) = 10 
trigger2 = animelemtime(2) = 205 
trigger3 = animelemtime(2) = 349 
trigger4 = animelemtime(2) = 290 
trigger5 = animelemtime(2) = 580
trigger6 = animelemtime(2) = 710 
trigger7 = animelemtime(2) = 805 
trigger8 = animelemtime(2) = 949 
trigger9 = animelemtime(2) = 1090 
trigger10 = animelemtime(2) = 1180
trigger10 = animelemtime(2) = 1280
trigger10 = animelemtime(2) = 1360
name = "hashira"
postype = p1
pos = 280,-260
stateno = 22041
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = animelemtime(2) = 44
trigger2 = animelemtime(2) = 95 
trigger3 = animelemtime(2) = 175 
trigger4 = animelemtime(2) = 260 
trigger5 = animelemtime(2) = 333 
trigger6 = animelemtime(2) = 545
trigger7 = animelemtime(2) = 644
trigger8 = animelemtime(2) = 795 
trigger9 = animelemtime(2) = 875 
trigger10 = animelemtime(2) = 960 
trigger11 = animelemtime(2) = 1033 
trigger12 = animelemtime(2) = 1145
postype = p1
pos = 310,-260
stateno = 22041
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = animelemtime(2) = 40 
trigger2 = animelemtime(2) = 140 
trigger3 = animelemtime(2) = 274 
trigger4 = animelemtime(2) = 370 
trigger5 = animelemtime(2) = 560
trigger6 = animelemtime(2) = 640 
trigger7 = animelemtime(2) = 740 
trigger8 = animelemtime(2) = 874 
trigger9 = animelemtime(2) = 931 
trigger10 = animelemtime(2) = 1099
trigger11 = animelemtime(2) = 1199
trigger12 = animelemtime(2) = 1299
name = "hashira"
postype = p1
pos = 330,-260
stateno = 22041
helpertype = normal
keyctrl = 0
ownpal = 1
;++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
[State 4100,1]
type = Helper
trigger1 = animelemtime(2) = 4  
trigger2 = animelemtime(2) = 54 
trigger3 = animelemtime(2) = 372 
trigger4 = animelemtime(2) = 510 
trigger5 = animelemtime(2) = 228
trigger6 = animelemtime(2) = 604  
trigger7 = animelemtime(2) = 754 
trigger8 = animelemtime(2) = 872 
trigger9 = animelemtime(2) = 910 
trigger10 = animelemtime(2) = 1128
trigger11 = animelemtime(2) = 1225
trigger12 = animelemtime(2) = 1325
trigger13 = animelemtime(2) = 1365
name = "hashira"
postype = p1 
pos = -60,-260
stateno = 22041
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = animelemtime(2) = 24  
trigger2 = animelemtime(2) = 154 
trigger3 = animelemtime(2) = 272 
trigger4 = animelemtime(2) = 410 
trigger5 = animelemtime(2) = 528
trigger6 = animelemtime(2) = 604  
trigger7 = animelemtime(2) = 854 
trigger8 = animelemtime(2) = 990 
trigger9 = animelemtime(2) = 1030 
trigger10 = animelemtime(2) = 1160
trigger11 = animelemtime(2) = 1255
trigger12 = animelemtime(2) = 1300
trigger13 = animelemtime(2) = 1369
name = "hashira"
postype = p1 
pos = -5,-260
stateno = 22041
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = animelemtime(2) = 94  
trigger2 = animelemtime(2) = 254 
trigger3 = animelemtime(2) = 372 
trigger4 = animelemtime(2) = 410 
trigger5 = animelemtime(2) = 628
trigger6 = animelemtime(2) = 704  
trigger7 = animelemtime(2) = 873 
trigger8 = animelemtime(2) = 920 
trigger9 = animelemtime(2) = 1130 
trigger10 = animelemtime(2) = 1067
trigger11 = animelemtime(2) = 1155
trigger12 = animelemtime(2) = 1200
trigger13 = animelemtime(2) = 1321
name = "hashira"
postype = p1 
pos = -25,-260
stateno = 22041
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = animelemtime(2) = 194  
trigger2 = animelemtime(2) = 294 
trigger3 = animelemtime(2) = 382 
trigger4 = animelemtime(2) = 510 
trigger5 = animelemtime(2) = 638
trigger6 = animelemtime(2) = 724  
trigger7 = animelemtime(2) = 893 
trigger8 = animelemtime(2) = 930 
trigger9 = animelemtime(2) = 1230 
trigger10 = animelemtime(2) = 1167
trigger11 = animelemtime(2) = 1285
trigger12 = animelemtime(2) = 1200
trigger13 = animelemtime(2) = 1340
name = "hashira"
postype = p1 
pos = -45,-260
stateno = 22041
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = animelemtime(2) = 264 
trigger2 = animelemtime(2) = 370 
trigger3 = animelemtime(2) = 194 
trigger4 = animelemtime(2) = 259 
trigger5 = animelemtime(2) = 437
trigger6 = animelemtime(2) = 564 
trigger7 = animelemtime(2) = 670 
trigger8 = animelemtime(2) = 794 
trigger9 = animelemtime(2) = 859 
trigger10 = animelemtime(2) = 937
trigger11 = animelemtime(2) = 1179
trigger12 = animelemtime(2) = 1249
name = "hashira"
postype = p1
pos = -63,-260
stateno = 22041
helpertype = normal
keyctrl = 0
ownpal = 1


[State 4100,1]
type = Helper
trigger1 = animelemtime(2) = 364 
trigger2 = animelemtime(2) = 170 
trigger3 = animelemtime(2) = 94 
trigger4 = animelemtime(2) = 259 
trigger5 = animelemtime(2) = 437
trigger6 = animelemtime(2) = 764 
trigger7 = animelemtime(2) = 870 
trigger8 = animelemtime(2) = 994 
trigger9 = animelemtime(2) = 659 
trigger10 = animelemtime(2) = 1137
trigger11 = animelemtime(2) = 1279
trigger12 = animelemtime(2) = 1349
name = "hashira"
postype = p1
pos = -83,-260
stateno = 22041
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = animelemtime(2) = 64 
trigger2 = animelemtime(2) = 170 
trigger3 = animelemtime(2) = 294 
trigger4 = animelemtime(2) = 359 
trigger5 = animelemtime(2) = 444
trigger6 = animelemtime(2) = 777 
trigger7 = animelemtime(2) = 881
trigger8 = animelemtime(2) = 956
trigger9 = animelemtime(2) = 659 
trigger10 = animelemtime(2) = 1150
trigger11 = animelemtime(2) = 1300
trigger12 = animelemtime(2) = 1349
name = "hashira"
postype = p1
pos = -110,-260
stateno = 22041
helpertype = normal
keyctrl = 0
ownpal = 1



[State 4100,1]
type = Helper
trigger1 = animelemtime(2) = 14 
trigger2 = animelemtime(2) = 190 
trigger3 = animelemtime(2) = 394 
trigger4 = animelemtime(2) = 259 
trigger5 = animelemtime(2) = 537
trigger6 = animelemtime(2) = 614 
trigger7 = animelemtime(2) = 790 
trigger8 = animelemtime(2) = 888 
trigger9 = animelemtime(2) = 999 
trigger10 = animelemtime(2) = 1092
trigger11 = animelemtime(2) = 1290
trigger12 = animelemtime(2) = 1351
name = "hashira"
postype = p1
pos = -149,-260
stateno = 22041
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = animelemtime(2) = 50 
trigger2 = animelemtime(2) = 150 
trigger3 = animelemtime(2) = 294 
trigger4 = animelemtime(2) = 359 
trigger5 = animelemtime(2) = 500
trigger6 = animelemtime(2) = 650 
trigger7 = animelemtime(2) = 777
trigger8 = animelemtime(2) = 894 
trigger9 = animelemtime(2) = 989 
trigger10 = animelemtime(2) = 1130
trigger11 = animelemtime(2) = 1281
trigger12 = animelemtime(2) = 1360
name = "hashira"
postype = p1
pos = -250,-260
stateno = 22041
helpertype = normal
keyctrl = 0
ownpal = 1


[State 4100,1]
type = Helper
trigger1 = animelemtime(2) = 34 
trigger2 = animelemtime(2) = 123 
trigger3 = animelemtime(2) = 239 
trigger4 = animelemtime(2) = 459 
trigger5 = animelemtime(2) = 579
trigger6 = animelemtime(2) = 634 
trigger7 = animelemtime(2) = 723 
trigger8 = animelemtime(2) = 839 
trigger9 = animelemtime(2) = 959 
trigger10 = animelemtime(2) = 1179
trigger11 = animelemtime(2) = 1279
trigger12 = animelemtime(2) = 1339
name = "hashira"
postype = p1
pos = -431,-260
stateno = 22041
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = animelemtime(2) = 88 
trigger2 = animelemtime(2) = 148 
trigger3 = animelemtime(2) = 288 
trigger4 = animelemtime(2) = 323 
trigger5 = animelemtime(2) = 510
trigger6 = animelemtime(2) = 688 
trigger7 = animelemtime(2) = 748 
trigger8 = animelemtime(2) = 888 
trigger9 = animelemtime(2) = 923 
trigger10 = animelemtime(2) = 1110
trigger11 = animelemtime(2) = 1210
trigger12 = animelemtime(2) = 1310
name = "hashira"
postype = p1
pos = -119,-260
stateno = 22041
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = animelemtime(2) = 78 
trigger2 = animelemtime(2) = 119 
trigger3 = animelemtime(2) = 436 
trigger4 = animelemtime(2) = 200 
trigger5 = animelemtime(2) = 490
trigger6 = animelemtime(2) = 578 
trigger7 = animelemtime(2) = 619 
trigger8 = animelemtime(2) = 736 
trigger9 = animelemtime(2) = 800 
trigger10 = animelemtime(2) = 1090
trigger11 = animelemtime(2) = 1190
trigger12 = animelemtime(2) = 1290
name = "hashira"
postype = p1
pos = -280,-260
stateno = 22041
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = animelemtime(2) = 34 
trigger2 = animelemtime(2) = 140 
trigger3 = animelemtime(2) = 237 
trigger4 = animelemtime(2) = 256 
trigger5 = animelemtime(2) = 500
trigger6 = animelemtime(2) = 634 
trigger7 = animelemtime(2) = 740 
trigger8 = animelemtime(2) = 837 
trigger9 = animelemtime(2) = 956 
trigger10 = animelemtime(2) = 1050
trigger11 = animelemtime(2) = 1150
trigger12 = animelemtime(2) = 1250
name = "hashira"
postype = p1
pos = -220,-260
stateno = 22041
helpertype = normal
keyctrl = 0
ownpal = 1


[State 4100,1]
type = Helper
trigger1 = animelemtime(2) = 36
trigger2 = animelemtime(2) = 120 
trigger3 = animelemtime(2) = 270 
trigger4 = animelemtime(2) = 394 
trigger5 = animelemtime(2) = 430 
trigger6 = animelemtime(2) = 600
trigger7 = animelemtime(2) = 736
trigger8 = animelemtime(2) = 830 
trigger9 = animelemtime(2) = 970 
trigger10 = animelemtime(2) = 1094 
trigger11 = animelemtime(2) = 1130
trigger12 = animelemtime(2) = 1198
postype = p1
pos = -242,-260
stateno = 22041
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = animelemtime(2) = 10 
trigger2 = animelemtime(2) = 205 
trigger3 = animelemtime(2) = 349 
trigger4 = animelemtime(2) = 290 
trigger5 = animelemtime(2) = 580
trigger6 = animelemtime(2) = 610 
trigger7 = animelemtime(2) = 705 
trigger8 = animelemtime(2) = 849 
trigger9 = animelemtime(2) = 990 
trigger10 = animelemtime(2) = 1180
trigger11 = animelemtime(2) = 1280
trigger12 = animelemtime(2) = 1320
name = "hashira"
postype = p1
pos = -273,-260
stateno = 22041
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = animelemtime(2) = 44
trigger2 = animelemtime(2) = 95 
trigger3 = animelemtime(2) = 175 
trigger4 = animelemtime(2) = 260 
trigger5 = animelemtime(2) = 333 
trigger6 = animelemtime(2) = 545
trigger7 = animelemtime(2) = 644
trigger8 = animelemtime(2) = 795 
trigger9 = animelemtime(2) = 875 
trigger10 = animelemtime(2) = 960 
trigger11 = animelemtime(2) = 1033 
trigger12 = animelemtime(2) = 1145
postype = p1
pos = -303,-260
stateno = 22041
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = animelemtime(2) = 40 
trigger2 = animelemtime(2) = 140 
trigger3 = animelemtime(2) = 274 
trigger4 = animelemtime(2) = 370 
trigger5 = animelemtime(2) = 560
trigger6 = animelemtime(2) = 640 
trigger7 = animelemtime(2) = 735
trigger8 = animelemtime(2) = 832 
trigger9 = animelemtime(2) = 980 
trigger10 = animelemtime(2) = 1100
trigger11 = animelemtime(2) = 1200
trigger12 = animelemtime(2) = 1310
name = "hashira"
postype = p1
pos = -310,-260
stateno = 22041
helpertype = normal
keyctrl = 0
ownpal = 1
;``````````````````````````````````````````````````````````````````````````````````
[State 231, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;/////////////////////////////////////////////////////////////////////////////////
[Statedef 22041]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd = 0
velset = 0,30
anim = 21025
ctrl = 0
sprpriority = 2

[State 1000, 5]
type = HitDef
trigger1 = 1
trigger1 = movecontact = 0
attr = S, SP
animtype = up
damage    = 450,450
priority  = 6
guardflag = H
pausetime = 2,10
sparkxy = 10,-30
sparkno = S1342
guard.sparkno = S1300
hitsound   = S20000,37
guardsound = S20000,38
ground.type = high
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 0,6
air.velocity = -4,6
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
getpower = 90,50
givepower = 30,30
fall = 1
fall.recover = 0
sprpriority = 5
ignorehitpause = 1

[State 180, 1]
type = turn
trigger1 = time = 0

[State 180, 1]
type = varrandom
trigger1 = time = 0
range = 0,21
v = 1

[State 821, 4]
type = changeanim
trigger1 = time = 0
value = 4600+var(1)

[state 190]
type = changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -10
value = 29042
;)(((((((((((((((((((())((((((((((((((()))((((((((((((((((((((((())))))))
;石柱2
[Statedef 29042]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd = 0
velset = 0,0
anim = 21026
ctrl = 0
sprpriority = 2

[State x]
type = Explod
trigger1 = animelem = 2
anim = 21017
postype = p1
velset = 0,3
pos = 0,2
sprpriority = 5
persistent = 0

[State x]
type = Explod
trigger1 = animelem = 2
anim = 21017
postype = p1
pos = 0,-30
facing = -1
sprpriority = 5
persistent = 0
velset = 0,3

[State x]
type = Explod
trigger1 = animelem = 2
anim = 21017
postype = p1
pos = 10,-24
facing = -1
sprpriority = 5
persistent = 0
velset = 0,3

[State 821, 4]
type = changeanim
trigger1 = time = 0
value = 4700+var(1)

[State -3, 3];
type = envshake
trigger1 = time = 0
time = 5

[State -3, 3];
type = PlaySnd
trigger1 = time = 0
value = S20000,39

[State -3, 3];
type = PlaySnd
trigger1 = animelem = 2
value = S20000,40

[State x]
type = posset
trigger1 = time = 0
y = 0
;---------------------------------------------------------------------------------

;---------------------------------------------------------------------------------
[state 190]
type = destroyself
trigger1 = animtime = 0
;CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC
[Statedef 29000]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd = -2000
velset = 0,0
anim = 29000
ctrl = 0
sprpriority = 2

[state 190]
type = envcolor
trigger1 = time = 0
time = 2
value = 255,255,255
under = -2

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -2000
movetime = 30
time = 30


[State 2000]
type = Explod
trigger1 = time = 1
anim = 3201
pos = 0,-80
sprpriority = 5
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 1
anim = 3200
pos = 0,-80
sprpriority = -1
ownpal = 1
bindtime = 1
supermove = 1

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,200]
flag = NoFG
flag2 = NoBG
ignorehitpause = 1

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoFG
ignorehitpause = 1



[State 820, 1]
type = notHitBy
trigger1 = 1
value = SCA, AA, AP
time = 90

[State -3, 3];
type = PlaySnd
trigger1 = time = 1
value = S20000,8

[State -3, 3];
type = PlaySnd
trigger1 = time = 1
value = S20000,66

[State -3, 3];
type = PlaySnd
trigger1 = time = 10
value = S20000,72

[State 240, 4]
type = Explod
trigger1 = time = 35
anim = 29001
scale = 1.06,1.075
id = 29000
postype = back
pos = 0,0
sprpriority = -5
supermove = 1
removetime = 155 ;-1
ownpal = 1
removeongethit = 1
bindtime = -1

[State 4100,1];
type = Helper
trigger1 = movehit
trigger1 = numhelper(29000) = 0
;trigger1 = p2stateno = 29002 || p2stateno = 29004
ID = 29000
name = "sound"
postype = p1
pos = 0,0
sprpriority = 2
stateno = 29003
helpertype = normal
keyctrl = 0
ownpal = 1
persistent = 0

[State 1034, 2]
type = Projectile
projID = 1001
trigger1 = AnimElem = 1, >= 0
trigger2 = AnimElem = 6, <= 0
projremove = 1
Projremovetime = 1
projremanim = 1
projhitanim = 29005
projpriority = 999999999
projanim = 29005
offset = 0,0
guard.dist = 150

[State 210, 2]
type = HitDef
triggerall = enemy,stateno != 29004
triggerall = enemy,statetype != A
triggerall = enemy,alive = 1
trigger1 = time = 38
trigger2 = time = 50
trigger3 = time = 59
trigger4 = time = 68
trigger5 = time = 77
trigger6 = time = 90
trigger7 = time = 38
trigger8 = time = 50
trigger9 = time = 59
trigger10 = time = 68
trigger11 = time = 77
trigger12 = time = 90
trigger13 = time = 105
trigger14 = time = 120
trigger15 = time = 135
trigger16 = time = 150
trigger17 = time = 165
trigger18 = time = 170
attr = S, HP
animtype  = hard
damage    = 47,20
guardflag = M
guard.dist = 350
hitflag = MAF
pausetime = 0,0
guard.pausetime = 0,1
sparkno = 2 ;s1342
guard.sparkno = 4 ;s1300
sparkxy = 0,-75 + var(12)
hitsound   = s20000,73
guardsound = s20000,74
ground.type = High
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = 0
guard.velocity = -6
air.velocity = 0
air.juggle = 15
p2facing = 1
p2stateno = 29002
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0

[State 210, 2]
type = HitDef
triggerall = enemy,stateno != 29004
triggerall = enemy,statetype = A
triggerall = enemy,alive = 1
trigger1 = time = 38
trigger2 = time = 50
trigger3 = time = 59
trigger4 = time = 68
trigger5 = time = 77
trigger6 = time = 90
trigger7 = time = 38
trigger8 = time = 50
trigger9 = time = 59
trigger10 = time = 68
trigger11 = time = 77
trigger12 = time = 90
trigger13 = time = 105
trigger14 = time = 120
trigger15 = time = 135
trigger16 = time = 150
trigger17 = time = 165
trigger18 = time = 170
attr = S, HP
animtype  = hard
damage    = 47,20
guardflag = M
hitflag = MAF
pausetime = 0,0
guard.pausetime = 0,1
sparkno = S1342
guard.dist = 350
guard.sparkno = S1300
sparkxy = 0,-75 + var(12)
hitsound   = S20000,73
guardsound = S20000,74
ground.type = High
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = 0
guard.velocity = -6
air.velocity = 0
air.juggle = 15
p2facing = 1
p2stateno = 29004
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
absolute = 1

[State 107, 2]
type = ChangeState
trigger1 = animtime = 0
value = 29001

;死界2
[Statedef 29001]
type    = S
movetype= I
physics = N
juggle  = 4
poweradd = 0
velset = 0,0
anim = 29002
ctrl = 0
sprpriority = 2

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = time = [0,5]
flag = NoFG
flag2 = NoBG
ignorehitpause = 1

[State 240, 4]
type = RemoveExplod
trigger1 = time = 0
trigger2 = p2life = 0
trigger3 = movetype = H
id = 29000

[State 107, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 29002];相手
type    = S
movetype= H
physics = N
juggle  = 4
poweradd = 0
velset = 0,0
ctrl = 0
sprpriority = 2

[State 240, 4];
type = null;lifeadd
trigger1 = time = 0
value = -50
absolute = 1

[State 4000, PalFX]
type = PalFX
trigger1 = time < 80
time = 1
color = 0
add = 40,40,40
ignorehitpause = 1

[State 4000, PalFX]
type = PalFX
trigger1 = time >= 80
trigger1 = Time % 2 = 0
time = 1
color = 0
add = 35,35,35
ignorehitpause = 1

[State 821, 4]
type = posset
trigger1 = time = 0
y = 0

[State 821, 4]
type = changeanim2
trigger1 = time = 0
value = 29003

[State 106, 3]
type = changestate
trigger1 = time = 500
value = 31038

[Statedef 29003];サウンド＆エフェクトへるぱー
type    = S
movetype= H
physics = N
juggle  = 4
poweradd = 0
anim = 29103
velset = 0,0
ctrl = 0
sprpriority = 2

[State -3, 3];
type = PlaySnd
trigger1 = enemy,animelem = 4
value = S20000,75
persistent = 0

[State x]
type = Explod
trigger1 = p2stateno = 31038
anim = 31017
postype = p2
pos = 0,-10
sprpriority = 5
persistent = 0

[State -3, 3];
type = PlaySnd
trigger1 = p2stateno = 31038
value = S20000,76
persistent = 0

[State 821, 4]
type = destroyself
trigger1 = enemy,stateno = 31038
trigger2 = parent,stateno = 29000
trigger2 = parent,animelem = 1
trigger2 = enemy,stateno = 29002
trigger3 = enemy,stateno != 29002
trigger3 = enemy,stateno != 29004
trigger3 = enemy,stateno != 31038
trigger4 = numhelper(29000) >= 2

[Statedef 29004];相手空中
type    = S
movetype= H
physics = N
juggle  = 4
poweradd = 0
velset = 0,0
ctrl = 0
sprpriority = 2

[State 240, 4];
type = null;lifeadd
trigger1 = time = 0
value = -50
absolute = 1

[State 821, 4]
type = velset
trigger1 = time = 0
y = 6

[State 821, 4]
type = veladd
trigger1 = time >= 0
y = .3

[State 4000, PalFX]
type = PalFX
trigger1 = 1
time = 1
color = 0
add = 40,40,40
ignorehitpause = 1

[State 4000, PalFX]
type = PalFX
trigger1 = time >= 70
trigger1 = Time % 2 = 0
time = 1
color = 0
add = 35,35,35
ignorehitpause = 1

[State 821, 4]
type = changeanim2
trigger1 = time = 0
value = 29004

[State 106, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 29002
;---------------------------------------------------------------------------------
[Statedef 31038]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = -4,-6

[State 5050, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 31016

[State 821, 1]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 821, 4]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100
;IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII
[Statedef 29900];飛び道具
type    = S
movetype= A
physics = S
juggle  = 15
poweradd= 110
velset = 0,0
anim = 29900
ctrl = 0
sprpriority = 2

[State 1000, 1]
type = PlaySnd
trigger1 = time = 17
value = S20000,79

[State 240, 4]
type = Explod
trigger1 = time = 17
anim = 9123
postype = p1
pos = 55,-105
sprpriority = 4
ownpal = 1



[State 4100,1]
type = NULL;Helper
trigger1 = time = 31
projID = 29900
name = "black"
postype = p1
pos = 70,-105
sprpriority = 2
stateno = 29911
ownpal = 1
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1

[State 191, 1]
type = NULL;envcolor
trigger1 = projhit = 1
value = 255,255,255
time = 1
ignorehitpause = 1
under = -1

[State 1034, 2]
type = NULL;Projectile
projID = 29900
trigger1 = 1
projremove = 0
Projremovetime = 2
projhits = 1
projremanim = -1
projhitanim = -1
projpriority = 999999999
projanim = 29948
offset = 0,0;35,-105
velocity = 0,0
attr = S, SP
ownpal = 1

[State 1034, 2]
type = Projectile
projID = 29900
trigger1 = time = 10
trigger2 = time = 20
trigger3 = time = 30
trigger4 = time = 40
trigger5 = time = 50
projpriority = 999999999
projremove = 1
Projremovetime = -1
projhits = 1
projremanim = -1
projhitanim = -1
projpriority = 5
projanim = 29906
offset = 55,-105
velocity = 7,0
attr = S, SP
ownpal = 1
damage   = 30,10
animtype = Hard
hitflag = MA
guardflag = M
sparkno = S1342
guard.sparkno = S1300
sparkxy = 0,20
hitsound = S20000,77
guardsound = S20000,78
pausetime = 0,8
guard.pausetime = 0,12
ground.type = High
ground.slidetime = 33
ground.hittime  = 30
guard.hittime = 15
ground.velocity = -9
air.velocity = -4,-4
air.fall = 1
fall.recover = 0
getpower = 100,70

[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((
[Statedef 29911];飛び道具ヘルパー1
type    = S
movetype= A
physics = S
juggle  = 15
velset = 0,0
anim = 29904
ctrl = 0
sprpriority = 2

[State 240, 4]
type = varset
trigger1 = time = 0
var(11) = 0

[State 240, 4]
type = varset
trigger1 = P2statetype = C
trigger1 = 1
var(11) = 130

[State 240, 4]
type = varset
trigger1 = 1
trigger1 = P2statetype != C
var(11) = -150 - (-150 - floor(p2bodydist y))

[State 191, 1]
type = envcolor
trigger1 = projhit = 1
value = 255,255,255
time = 1
ignorehitpause = 1
under = -1

[State 181, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 4100,1]
type = Helper
trigger1 = time = 7
projID = 29900
name = "black"
postype = p1
pos = 30,0
sprpriority = 2
stateno = 29911
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 191, 1]
type = null;playsnd
trigger1 = projhit = 1
trigger1 = p2life = 0
value = S0,31

[State 1034, 2]
type = Projectile
projID = 29900
trigger1 = 1
projremove = 0
Projremovetime = 2
projhits = 1
projremanim = -1
projhitanim = -1
projpriority = 999999999
projanim = 29946
offset = 0,0;35,-105
velocity = 0,0
attr = S, SP
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = time = 0
anim = 29905
postype = p1
pos = 0,0
sprpriority = 6
ownpal = 1

[State 1034, 2]
type = Projectile
projID = 29900
trigger1 = time = 0
projremove = 0
Projremovetime = 11
projhits = 1
projremanim = -1
projhitanim = -1
projpriority = 999999999
projanim = 29901
offset = 0,0;35,-105
velocity = 0,0
attr = S, SP
ownpal = 0
damage   = 33,10
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = S1342
guard.sparkno = S1300
sparkxy = 0,-70 + var(11)
hitsound = S0,17
guardsound = S0,25
pausetime = 0,13
guard.pausetime = 0,12
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -8.5
air.velocity = -4,-3
air.fall = 1
fall.recover = 0
getpower = 100,70
air.juggle = 3

[State 821, 4]
type = destroyself
trigger1 = animtime = 0
trigger2 = FrontEdgeBodyDist < -20
;#################################################################################
[Statedef 29980];飛び道具
type    = S
movetype= A
physics = S
juggle  = 15
poweradd= 110
velset = 0,0
anim = 29900
ctrl = 0
sprpriority = 2

[State 1000, 1]
type = PlaySnd
trigger1 = time = 17
value = S20000,79

[State 240, 4]
type = Explod
trigger1 = time = 17
anim = 9123
postype = p1
pos = 55,-105
sprpriority = 4
ownpal = 1


[State 1034, 2]
type = Projectile
projID = 29900
trigger1 = time = 17
trigger2 = time = 32
trigger3 = time = 47
projpriority = 999999999
projremove = 1
Projremovetime = -1
projhits = 1
projremanim = -1
projhitanim = -1
projpriority = 5
projanim = 29906
offset = 55,-105
velocity = 2,0
attr = S, SP
ownpal = 1
damage   = 30,10
animtype = Hard
hitflag = MA
guardflag = M
sparkno = S1342
guard.sparkno = S1300
sparkxy = 0,20
hitsound = S20000,77
guardsound = S20000,78
pausetime = 0,8
guard.pausetime = 0,12
ground.type = High
ground.slidetime = 33
ground.hittime  = 30
guard.hittime = 15
ground.velocity = -9
air.velocity = -4,-4
air.fall = 1
fall.recover = 0
getpower = 100,70



[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;#################################################################################[Statedef 29940];飛び道具
type    = S
movetype= A
physics = S
juggle  = 15
poweradd= 110
velset = 0,0
anim = 29900
ctrl = 0
sprpriority = 2

[State 1000, 1]
type = PlaySnd
trigger1 = time = 17
value = S20000,79

[State 240, 4]
type = Explod
trigger1 = time = 17
anim = 9123
postype = p1
pos = 55,-105
sprpriority = 4
ownpal = 1


[State 1034, 2]
type = Projectile
projID = 29900
trigger1 = time = 17
trigger2 = time = 32
trigger3 = time = 47
projpriority = 999999999
projremove = 1
Projremovetime = -1
projhits = 1
projremanim = -1
projhitanim = -1
projpriority = 5
projanim = 29906
offset = 55,-105
velocity = 2,0
attr = S, SP
ownpal = 1
damage   = 15,10
animtype = Hard
hitflag = MA
guardflag = M
sparkno = S1342
guard.sparkno = S1300
sparkxy = 0,20
hitsound = S20000,77
guardsound = S20000,78
pausetime = 0,8
guard.pausetime = 0,12
ground.type = High
ground.slidetime = 33
ground.hittime  = 30
guard.hittime = 15
ground.velocity = -9
air.velocity = -4,-4
air.fall = 1
fall.recover = 0
getpower = 100,70

[State 1034, 2]
type = Projectile
projID = 29900
trigger1 = time = 17
trigger2 = time = 32
trigger3 = time = 47
projpriority = 999999999
projremove = 1
Projremovetime = -1
projhits = 1
projremanim = -1
projhitanim = -1
projpriority = 5
projanim = 29906
offset = 55,-105
velocity = 2,-1
attr = S, SP
ownpal = 1
damage   = 15,10
animtype = Hard
hitflag = MA
guardflag = M
sparkno = S1342
guard.sparkno = S1300
sparkxy = 0,20
hitsound = S20000,77
guardsound = S20000,78
pausetime = 0,8
guard.pausetime = 0,12
ground.type = High
ground.slidetime = 33
ground.hittime  = 30
guard.hittime = 15
ground.velocity = -9
air.velocity = -4,-4
air.fall = 1
fall.recover = 0
getpower = 100,70

[State 1034, 2]
type = Projectile
projID = 29900
trigger1 = time = 17
trigger2 = time = 32
trigger3 = time = 47
projpriority = 999999999
projremove = 1
Projremovetime = -1
projhits = 1
projremanim = -1
projhitanim = -1
projpriority = 5
projanim = 29906
offset = 55,-105
velocity = 2,1
attr = S, SP
ownpal = 1
damage   = 15,10
animtype = Hard
hitflag = MA
guardflag = M
sparkno = S1342
guard.sparkno = S1300
sparkxy = 0,20
hitsound = S20000,77
guardsound = S20000,78
pausetime = 0,8
guard.pausetime = 0,12
ground.type = High
ground.slidetime = 33
ground.hittime  = 30
guard.hittime = 15
ground.velocity = -9
air.velocity = -4,-4
air.fall = 1
fall.recover = 0
getpower = 100,70


[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;##################################################################################
[Statedef 32999]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -6000
anim = 52061
ctrl = 0

[State 10000, sombras] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  250, 250, 250
PalBright = 0,0,0
time    =  0
length  = 0
TimeGap = 0
FrameGap = 0

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay

;---------------------[超必殺技演出]
[State 1];無敵の状態を作る
type = NotHitBy 
trigger1 = 1
value = SCA

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 32
movetime = 32
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 6010
sprpriority = -1
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 11001
sprpriority = -1
postype = p1
pos = 60,-85
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 11002
sprpriority = 1
postype = p1
pos = 60,-85
bindtime = 1
supermove = 1
under = 0
ownpal = 1

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

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

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 2
value = s20000,80

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = s20000,8

[State 1000, 5]
type = Explod
trigger1 = time = 30
anim = 6020
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 30
anim = 6030
sprpriority = 0
postype = p1
pos = 13,-75
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1


[State 2000, 6]
type = PlaySnd
trigger1 = time = 30
value = s20000,81

;---------------------[効果音]
;[State 2000, 6]
;type = PlaySnd
;trigger1 = Time = 0
;value = 193,0

;---------------------[攻撃判定]
;---------------------[終了]
[state a]
type = changestate
trigger1 = animtime = 0
value = 32050
;?????????????????????????????????????????????????????????????????????????????????
[Statedef 32050]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 32060
ctrl = 0

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay

[State 1700, 0]
type = ReversalDef
trigger1 = 1
attr = S, HP
reversal.attr = SCA, NA, SA, HA, NT,ST,HT
hitflag = M-
priority = 4, Miss
pausetime = 0,0
sparkno = -1;S7012
hitsound = -1;S121,0
p2facing = 1
;p1stateno = 1310
p2stateno = 33121


;---------------------[超必殺技演出]
[State 1];無敵の状態を作る
type = NotHitBy 
trigger1 = 1
value = SCA

;---------------------[変数指定]
[state a]
type = varset
trigger1 = time = 0
v = 19
value = 255

[state a]
type = varadd
trigger1 = var(19) >= 128
;trigger1 = 
v = 19
value = -40;-3

;---------------------[背景]
[State 3040, 7]
type = BGPalfx
trigger1 = 1;animelem = 24,<=0
;persistent = 0
ignorehitpause = 1
time = 1
mul = var(19),var(19),var(19)
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
value = 0,0,0
time = 200
under = 2


;---------------------[効果音]
;[State 2000, 6]
;type = PlaySnd
;trigger1 = Time = 70
;value = 193,1

[State 2000, 6];音楽
type = PlaySnd
trigger1 = Time = 0
value = s20000,82


[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 42990
id = 2200
sprpriority = 99999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 99
ownpal = 1

[State 2000, 6];音楽
type = PlaySnd
trigger1 = Time = 30 || Time = 60 || Time = 74 || Time = 88 || Time = 96 || Time = 112 || Time = 120 || time = 126 || Time = 130 || Time = 140 || Time = 155 || Time = 170 || Time = 180 || Time = 202   
;trigger1 = (GameTime%6) = 1
value = s20000,83


[State 2000, 6];音楽
type = PlaySnd
trigger1 = Time = 192   
value = s20000,84
volume = -40

[State 2000, 6];音楽
type = PlaySnd
trigger1 = Time = 30 || Time = 60 || Time = 74 || Time = 88 || Time = 96 || Time = 112 || Time = 120 || time = 126 || Time = 130 || Time = 140 || Time = 155 || Time = 170 || Time = 180 || Time = 202   
;trigger1 = (GameTime%6) = 1
value = s20000,85

[State 1020, 4]
type = EnvShake
trigger1 = Time = 30 || Time = 60 || Time = 74 || Time = 88 || Time = 96 || Time = 112 || Time = 120 || time = 126 || Time = 130 || Time = 140 || Time = 155 || Time = 170 || Time = 180 || Time = 202   
;trigger1 = (GameTime%3) = 1
time = 10
ampl = -20
freq = 95
phase = 95


[State 3221, 0]
type = Pause
trigger1 = time >= 202
time = 1





;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
trigger1 = time = 30
id = 2100
persistent = 0
name = "muni"
pos = 0,-240
postype = back
stateno = 42220
helpertype = normal
keyctrl = 0
ownpal = 1


[State 2900, 1];
type = helper
trigger1 = time = 60
id = 2100
persistent = 0
name = "muni"
pos = -80,-240
postype = back
stateno = 42220
helpertype = normal
keyctrl = 0
ownpal = 1


[State 2900, 1];
type = helper
trigger1 = time = 74
id = 2100
persistent = 0
name = "muni"
pos = 100,-240
postype = back
stateno = 42221
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 88
id = 2100
persistent = 0
name = "muni"
pos = -100,-240
postype = back
stateno = 42220
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 96
id = 2100
persistent = 0
name = "muni"
pos = 20,-240
postype = back
stateno = 42220
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 96
id = 2100
persistent = 0
name = "muni"
pos = -10,-240
postype = back
stateno = 42220
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 112
id = 2100
persistent = 0
name = "muni"
pos = -50,-240
postype = back
stateno = 42220
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 120
id = 2100
persistent = 0
name = "muni"
pos = -70,-240
postype = back
stateno = 42220
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 126
id = 2100
persistent = 0
name = "muni"
pos = 70,-240
postype = back
stateno = 42221
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 130
id = 2100
persistent = 0
name = "muni"
pos = 100,-240
postype = back
stateno = 42221
helpertype = normal
keyctrl = 0
ownpal = 1


[State 2900, 1];
type = helper
trigger1 = time = 140
id = 2100
persistent = 0
name = "muni"
pos = 50,-240
postype = back
stateno = 42221
helpertype = normal
keyctrl = 0
ownpal = 1



[State 2900, 1];
type = helper
trigger1 = time = 155
id = 2100
persistent = 0
name = "muni"
pos = 50,-240
postype = back
stateno = 42221
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 155
id = 2100
persistent = 0
name = "muni"
pos = 30,-240
postype = back
stateno = 42220
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 170
id = 2100
persistent = 0
name = "muni"
pos = -100,-240
postype = back
stateno = 42220
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 170
id = 2100
persistent = 0
name = "muni"
pos = -70,-240
postype = back
stateno = 42220
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 180
id = 2100
persistent = 0
name = "muni"
pos = 100,-240
postype = back
stateno = 42221
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 195
id = 2100
persistent = 0
name = "muni"
pos = 0,-240
postype = back
stateno = 42229
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[終了]
[state a]
type = changestate
trigger1 = time = 230
value = 62100
;""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""
[Statedef 62100]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 32062
ctrl = 0

[State 1000, 5]
type = Explod
trigger1 = time = 1
anim = 32068
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 1
anim = 6040
sprpriority = 0
postype = p1
pos = 0,-75
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1


[State 2000, 6]
type = PlaySnd
trigger1 = time = 1
value = s20000,86


[State 10000, sombras] 
type = Afterimage
trigger1 = TIME = 12
trans = add
PalContrast =  250, 250, 250
PalBright = 0,0,0
time    =  -1
length  = 13
TimeGap = 1
FrameGap = 1

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay

[state a]
type = varadd
trigger1 = var(19) <= 254
;trigger1 = 
v = 19
value = 5

;---------------------[背景]
[State 3040, 7]
type = BGPalfx
trigger1 = 1;animelem = 24,<=0
;persistent = 0
ignorehitpause = 1
time = 1
mul = var(19),var(19),var(19)
under = 2


[State 3040, 7]
type = EnvColor
trigger1 = stateno != 32050
ignorehitpause = 1
value = 0,0,0
time = 0
under = 2



;---------------------[エフェクト]

[state a]
type = removeexplod
trigger1 = time = 0
is = 2220

;---------------------[終了]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
;@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
; 無ヘルパー
[Statedef 42220]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 43322



;---------------------[飛び道具]
[State 1000, 2]
type = Projectile
trigger1 = animelem = 1
attr = S, HA
projanim = 43322
projhitanim = -1
projid = 20000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 99999999
getpower = 0,0
givepower = Ceil(-1 * enemy,Const(data.power)) - 5,0
guardflag = 
hitflag = MAFD
pausetime = 2,1
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-5
air.velocity = -1,-5
fall = 1
fall.recover = 0
p2stateno = 49000                ;LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL


;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1


[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 41411


;---------------------[攻撃の指定]
[State 2];攻撃の指定
type = HitDef
trigger1 = time = 0
;trigger2 = movecontact = 3
trigger2 = hitcount <= 1
attr = S, HA
animtype  = diagup
damage    = 99999999
getpower = 0,0
givepower = Ceil(-1 * enemy,Const(data.power)) - 5,0
guardflag = 
hitflag = MAFD
numhits = 1
pausetime = 2,1
sparkno = s1342
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = -1;s2559,2 s1150,0
guard.sparkno = s1300
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-6.5
air.velocity = -1,-6.5
fall = 1
fall.recover = 0
nochainid = 2200
yaccel = .7
p2stateno = 49000              ;LLLLLLLLLLLLLLLLLLLLLLLLLLLLL




;---------------------[消滅]

[State 1010]
type = DestroySelf
trigger1 = MoveGuarded = 1

[state a]
type = destroyself
;trigger1 = hitcount >= 1
trigger1 = time >= 15
trigger2 = root,stateno != 32050           ;)))))))))))))))))))))))))))))


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




; 無ヘルパー
[Statedef 42221]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 43322



;---------------------[飛び道具]
[State 1000, 2]
type = Projectile
trigger1 = animelem = 1
attr = S, HA
projanim = 43322
projhitanim = -1
projid = 20000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 99999999
getpower = 0,0
givepower = Ceil(-1 * enemy,Const(data.power)) - 5,0
guardflag = 
hitflag = MAFD
pausetime = 2,1
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-6
air.velocity = -1,-6
fall = 1
fall.recover = 0
p2stateno = 49000      ;________________________________


;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1



[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 41411


;---------------------[攻撃の指定]
[State 2];攻撃の指定
type = HitDef
trigger1 = time = 0
;trigger2 = movecontact = 3
trigger2 = hitcount <= 1
attr = S, HA
animtype  = diagup
damage    = 99999999
getpower = 0,0
givepower = Ceil(-1 * enemy,Const(data.power)) - 5,0
guardflag = 
hitflag = MAFD
numhits = 1
pausetime = 2,1
sparkno = s1342
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = -1;s2559,2 s1150,0
guard.sparkno = s1300
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 2,-6.5
air.velocity = 2,-6.5
fall = 1
fall.recover = 0
nochainid = 2200
yaccel = .7
p2stateno = 49000              ;__________________________________




;---------------------[消滅]

[State 1010]
type = DestroySelf
trigger1 = MoveGuarded = 1

[state a]
type = destroyself
;trigger1 = hitcount >= 1
trigger1 = time >= 15
trigger2 = root,stateno != 32050


; 無ヘルパー
[Statedef 42229]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 43322


;---------------------[飛び道具]
[State 1000, 2]
type = Projectile
trigger1 = animelem = 1
attr = S, HA
projanim = 43322
projhitanim = -1
projid = 20000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 99999999
getpower = 0,0
givepower = Ceil(-1 * enemy,Const(data.power)) - 5,0
guardflag = 
hitflag = MAFD
pausetime = 2,1
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-6
air.velocity = -1,-6
fall = 1
fall.recover = 0
p2stateno = 49000


;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1


[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 41411


;---------------------[攻撃の指定]
[State 2];攻撃の指定
type = HitDef
trigger1 = time = 0
;trigger2 = movecontact = 3
trigger2 = hitcount <= 1
attr = S, HA
animtype  = diagup
damage    = 99999999
getpower = 0,0
givepower = Ceil(-1 * enemy,Const(data.power)) - 5,0
guardflag = 
hitflag = MAFD
numhits = 1
pausetime = 2,1
sparkno = s1342
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = -1;s2559,2 s1150,0
guard.sparkno = s1300
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0.1,-6
air.velocity = 0.1,-6
fall = 1
fall.recover = 0
nochainid = 2200
yaccel = .6
p2stateno = 49000


;---------------------[消滅]

[State 1010]
type = DestroySelf
trigger1 = MoveGuarded = 1

[state a]
type = destroyself
;trigger1 = hitcount >= 1
trigger1 = time >= 15
trigger2 = root,stateno != 32050






;QQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQ
[Statedef 33121];相手
;physics = A
type    = A
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = -1
movetype = H




[State 4000, PalFX]
type = statetypeset
trigger1 = time = 0
trigger1 = pos y = 0
value = S



[State 812,4]
type = changeanim
trigger1 = selfanimexist(anim)
value = anim
elem = animelemno(-1)

[State 812,4]
type = null;changeanim
trigger1 = selfanimexist(anim)
trigger1 = 1
value = anim
;elem = animelemno(1)

[State 106, 3]
type = changestate
trigger1 = time = 1
value = 40380


;{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{
[Statedef 10380]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = -4,-6

[State 5050, 1]
type = ChangeAnim
trigger1 = time = 0
value = 5070

[State 821, 1]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 821, 4]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100
;TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT
; 痺れ2
[Statedef 49000]
type    = S
movetype= H
physics = N
velset = 0,0

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 9000, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9000, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 9000, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9000, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9000, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9000, 6]
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 && GetHitVar(fall)
trigger2 = Pos Y != 0
value = a

[State 9000, 7]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 49001

[State 9000, 8]
type = ChangeState
trigger1 = HitShakeOver
value = 49030

[State 9000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 49001]
type    = S
movetype= H
physics = S

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 9001, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9001, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 9001, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10

[State 9001, 4]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 9001, 5]
type = VelSet
trigger1 = HitOver
x = 0

[State 9001, 6]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 9001, 7]
type = SelfState
trigger1 = HitOver
value = 0
ctrl = 1
;_________________________________________________________________________________
[Statedef 49030]
type    = A
movetype= H
physics = N
ctrl = 0

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 9030, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9030, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9030, 3]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 9030, 4]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 5040

[State 9030, 5]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 49050

[State 9030, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 49035

[Statedef 49035]
type    = A
movetype= H
physics = N

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 9035, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9035, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059]
trigger1 = Anim != 5090
value = 5035

[State 9035, 3]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9035, 4]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035
value = 5040

[State 9035, 5]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035.
value = 49050

[Statedef 49050]
type    = A
movetype= H
physics = N

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 9050, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9050, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090
value = 5050

[State 9050, 3]
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 9050, 4]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9050, 5]
type = SelfState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 9050, 6]
type = SelfState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 9050, 7]
type = ChangeState
triggerall = alive = 1
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 15100

[State 9050, 7]
type = ChangeState
triggerall = alive = 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100
;%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
[Statedef 83500]
type = S
movetype = A 
physics = S
velset = 0,0
anim = 83500
ctrl = 0
sprpriority = 2

[State 3000,ex ]
type = Explod
trigger1 = time = 60
anim = 31826
ID = 3000
pos = -15,-53
ownpal = 1
bindtime = 1
vel = -5,-5
accel = .3,.3
removetime = -2
facing = -1
sprpriority = -1

[State 3000,ex ]
type = Explod
trigger1 = time = 50
anim = 33506
ID = 3000
pos = -21,-93
ownpal = 1
bindtime = -1
removetime = 250
facing = -1
sprpriority = -1

[State 3000,ex ]
type = Explod
trigger1 = time = 50
anim = 33506
ID = 3000
pos = -11,-93
ownpal = 1
bindtime = -1
removetime = 250
facing = -1
sprpriority = -1
scale = .5,1

[State 3500,pa ]
type = PosAdd
trigger1 = time= 0 
x = -20

[State 170, snd]
type = PlaySnd
trigger1 = time = 0
value = s20000,26

[State 3000,ex ]
type = NULL   ;Explod
trigger1 = time = 0
anim = 7101
ID = 3000
pos = -20,-82
supermove = 1
sprpriority = -2
ownpal = 1
removeongethit = 1
bindtime = -1

[State 3000,ex ]
type = Explod
trigger1 = animelem = 3
anim = 33503
ID = 3000
pos = -13,-91
supermove = 1
sprpriority = -2
ownpal = 1
removeongethit = 1
bindtime = -1
removetime = 250

[State 3000,ex ]
type = Explod
trigger1 = time = 0
anim = 37201
postype = left
ID = 3000
pos = 0,0
supermove = 1
sprpriority = -1
ownpal = 1
removeongethit = 1
removetime = 50
bindtime = -1
;+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -3000
movetime = 36
time = 36

[State 1500,]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 136

[State 1000, 0]
type = PlaySnd
trigger1 = Time = 0
value = s20000,8

[State 2000]
type = Explod
trigger1 = time = 0
anim = 3200
pos = 55,-95
sprpriority = -5
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 0
anim =3201
pos = 55,-95
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1




;+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
[State 3000,ex ]
type = NULL  ;Explod
trigger1 = animelem = 3,1
anim = 3501
ID = 3000
pos = 0,0
supermove = 1
sprpriority = 4
ownpal = 1
removeongethit = 1

[State 3000, ev]
type = EnvColor
trigger1 = time = 0
value = 255,255,255
time = 3
under = 1

[State 3500,vr ]
type = VarRandom
trigger1 = timemod = 1,0
v = 1
range = 250,-250

[State 3500,vr ]
type = VarRandom
trigger1 = timemod = 1,0
v = 2
range = 30,-30

[State 3500,asp ]
type = AssertSpecial
trigger1 = 1
flag = noFG

[State 3500,H ]
type = Helper
trigger1 = animelem = 3,1
name = "Cross"
ID = 83500
pos = var(1),var(2)
stateno = 83501
keyctrl = 0
ownpal = 1
facing = ifelse(var(1)>0,1,-1)
size.xscale = ifelse(var(2)>0,1,.5)
size.yscale = ifelse(var(2)>0,1,.5)

[State 3000, ev]
type = EnvColor
trigger1 = time = [50,300]
value = 0,0,0
time = 1
under = 1

[State 3500,H ]
type = Helper
trigger1 = animelem = 3,1
trigger1 = time = [50,290]
name = "FX"
ID = 83500
pos = 0,-62
stateno = 83502
keyctrl = 0
ownpal = 1

[State 3000, ev]
type = EnvColor
trigger1 = time = 3
value = 0,0,0
time = 47
under = 1

[State 3500,hp ]
type = Helper
trigger1 = time = 0
name = "huge ass symbol"
pos = 0,-82
stateno = 85000
ownpal = 1
supermovetime = 30
facing = 1


[State 3000,sp ]
type = NULL    ;SuperPause
trigger1 = time = 0
time = 50
anim = S7100
sound = S3500,0
pos = -20,-82
movetime = 50
darken = 0
p2defmul = 1
poweradd = -2000

[State 3000,st ]
type = ChangeAnim
trigger1 = time = 300
value = 85001

[State 3500,pa ]
type = PosAdd
trigger1 = anim = 85001 && animtime = 0
x = 20

[State 3000,st ]
type = ChangeState
trigger1 = anim = 85001 && animtime = 0
value = 0
ctrl = 1

[Statedef 83502]
type = S
movetype = A 
physics = S
velset = 0,0
anim = 18888
ctrl = 0

[State 3000,ex ]
type = Explod
trigger1 = time = 0
anim = 83504
ID = 3000
pos = 0,0
ownpal = 1
bindtime = -1
removetime = 50
scale = .1*time,.1*time

[State 3000,ex ]
type = ModifyExplod
trigger1 = 1
ID = 3000 
scale = .09*time,.09*time

[State 3501,ds ]
type = DestroySelf
trigger1 = time = 50
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 83501]
type = S
movetype = A 
physics = S
velset = 0,0
anim = 85002+random%4
ctrl = 0
sprpriority = ifelse(pos Y > (parent, pos Y),4,-3)

[State 3501,SN ]
type = PlaySnd
trigger1 = time = 0
value = s20000,87
channel = 1


[State 1103,hb ]
type = HitBy
trigger1 = 1
value = SCA, AP
time = 1 

[State 1103,hb ]
type = HitOverride
trigger1 = 1
attr = SCA, NP, SP, HP
slot = 1

[State 1700, 0]
type = ReversalDef
trigger1 = 1
attr = S, HP
reversal.attr = SCA, NA, SA, HA, NT,ST,HT
hitflag = M-
priority = 4, Miss
pausetime = 0,0
sparkno = -1;S7012
hitsound = -1;S121,0
p2facing = 1


[State 240,ht ]
type = HitDef
trigger1 = time = 10
attr = S,HP
hitflag = MAFPD
guardflag = MA
animtype = Hard
damage = 99999, 99999           ;60,15
pausetime = 0,2
sparkno = s1342
sparkxy = 0,ceil(p2dist Y)-50
guard.sparkno = S1300
hitsound   = S20000,37
guardsound = S20000,38
ground.type = high
air.type = low
ground.slidetime = 9
ground.hittime = 9
ground.velocity = 7*ifelse(Pos X > (parent, pos Y),1,-1),-7
air.velocity = 3*ifelse(Pos X > (parent, pos Y),1,-1),-3
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
getpower = 0,0
givepower = 5,30


[State 3501,pfx ]
type = PalFX
trigger1 = time = 20
time = 60
sinadd = -255,-255,-255,160

[State 3501,asp ]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible

[State 3000,ex ]
type = Explod
trigger1 = time = 0
anim = anim
ID = 3000
pos = 0,0
ownpal = 0
bindtime = -1
removetime = 60
scale = .1*var(1),.1*var(1)
sprpriority = ifelse(pos Y > (parent, pos Y),4,-3)

[State 3000,ex ]
type = Explod
trigger1 = time = 0
anim = 31826
pos = 0,0
ownpal = 1
bindtime = 1
removetime = -2
vel = 2,-4
sprpriority = 5
accel = 0,.1

[State 3000,ex ]
type = Explod
trigger1 = time = 0
anim = 31054
pos = 0,0
ownpal = 1
bindtime = -1
removetime = -2
sprpriority = 5

[State 3000,ex ]
type = ModifyExplod
trigger1 = 1
ID = 3000 
scale = .1*var(1),.1*var(1)

[State 3000,ex ]
type = VarAdd
trigger1 = time < (((const(size.xscale))*10)/2)
v =  1
value = 2


[State 3501,ds ]
type = DestroySelf
trigger1 = time = 60
;&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
[Statedef 85000]
type = S
velset = 0,0
anim = 18888
ctrl = 0
sprpriority = 7

[State 35000,pf ]
type = PalFX
trigger1 = time > 0
time = 1
add = var(2),var(2),var(2)
mul = 256,256,256

[State 50000,vs ]
type = VarSet
trigger1 = time = 0
v =  2
value = -255

[State 500000,va ]
type = VarAdd
trigger1 = (time > 0) && (var(2) < 0)
v =  2
value = 12

[State 35000,ex ]
type = Explod
trigger1 = time = 0 
trigger2 = time = 1 
anim = 83602
ID = 85000
pos = 0,0
removetime = 30
scale = .1*(var(1)),.1*(var(1))
sprpriority = 7
removeongethit = 1
ownpal = 0

[State 35000,ex ]
type = ModifyExplod
trigger1 = time > 0
ID = 85000
scale = .1*(var(1)),.1*(var(1))
removetime = 30

[State 35000,1 ]
type = Varset
trigger1 = time = 0
v =  1
value = 300

[State 35000, 2]
type = VarAdd
trigger1 = timemod = 1,0
v =  1
value = -10

[State 35000,ds ]
type = DestroySelf
trigger1 = time = 30
;---------------------------------------------------------------------------------
;$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
[Statedef 72215]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -2000
anim = 73034
ctrl = 0
sprpriority = 99

[State 2215]
type = AssertSpecial
trigger1 = 1
flag = nobg
flag2 = nobardisplay

[State 2215]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 2215]
type = SuperPause
trigger1 = time = 0
time = 32
movetime = 32
anim = -1
;@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
[State 2215]
type = Explod
trigger1 = time = 0
anim = 3223
sprpriority = -1
postype = p1
pos = -1,-1
bindtime = 1
supermove = 1
under = 0
ownpal = 1

;@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
[State 2215]
type = Explod
trigger1 = time = 0
anim = 3200
sprpriority = -5
postype = p1
pos = -1,-100
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2215]
type = Explod
trigger1 = Time = 0
anim = 3201
sprpriority = 999
postype = p1
pos = -1,-100
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2215]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 2215]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 60
value = 0,0,0
under = 2

[State 2215]
type = NULL     ;PlaySnd
trigger1 = Time = 0
value = 3000,3
volume = -50

[State 2215]
type = PlaySnd
trigger1 = Time = 10
value = s20000,8

[state 2215]
type = changestate
trigger1 = animtime = 0
value = 72216


;---------------------------------------------------------------------------
; 攻撃
[Statedef 72216]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 73035
sprpriority = 9
ctrl = 0

[State 2216]
type = AssertSpecial
trigger1 = 1
flag = nobg
flag2 = nobardisplay

[State 2216]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 2216]
type = PlaySnd
trigger1 = Time = 0
value = s20000,90
volume = 250

[State 2216]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2

[State 2216]
type = Explod
trigger1 = Time = 0
anim = 73038
id = 73038
sprpriority = 11
postype = p1
pos = 0,-40
bindtime = -1
removetime = 150
supermove = 1
under = 0
ownpal = 1

[State 2216]
type = Explod
trigger1 = (GameTime%4) = 1
anim = 73039
id = 73039
sprpriority = 11
postype = p1
pos = var(43),var(44)            ;------------------------------------
bindtime = -1
removetime = 12
supermove = 1
under = 0
ownpal = 1

[State 2216]
type = Explod
trigger1 = (GameTime%4) = 1
anim = 73040
id = 73040
sprpriority = 11
postype = p1
pos = var(43),-20+var(44)            ;---------------------------------------
bindtime = -1
removetime = 7
supermove = 1
under = 0
ownpal = 1

[State 2216]
type = Explod
trigger1 = (GameTime%2) = 1
anim = 73041
id = 73041
sprpriority = 11
postype = p1
pos = var(43),-20+var(44)           ;------------------------------------------
bindtime = -1
removetime = 22
supermove = 1
under = 0
ownpal = 1

[State 2216]
type = Explod
trigger1 = time = 0
anim = 73042
id = 73042
sprpriority = -1
postype = p1
pos = -2,-100
bindtime = -1
removetime = 150
supermove = 1
under = 0
ownpal = 1

[State 2216]
type = Explod
trigger1 = time = 0
anim = 73043
id = 73043
sprpriority = 1
postype = p1
pos = 10,0
bindtime = -1
removetime = 150
supermove = 1
under = 0
ownpal = 1

[State 2216]
type = Explod
trigger1 = time = 0
anim = 73044
id = 73043
sprpriority = 1
postype = p1
pos = -20,0
bindtime = -1
removetime = 150
supermove = 1
under = 0
ownpal = 1

[State 2216]
type = Explod
trigger1 = time = 0
anim = 73045
id = 73043
sprpriority = 1
postype = p1
pos = -7,3
bindtime = -1
removetime = 150
supermove = 1
under = 0
ownpal = 1

[State 2216]
type = Explod
trigger1 = time = 0
anim = 73046
id = 73043
sprpriority = -2
postype = p1
pos = 0,-100
bindtime = -1
removetime = 150
supermove = 1
under = 0
ownpal = 1

[State 2216]
type = helper
trigger1 = time = 0
id = 72218
persistent = 0
name = "muni"
pos = 0,0
postype = p1
stateno = 72218
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 2216]
type = helper
trigger1 = time = 0
id = 72219
persistent = 0
name = "kabe"
pos = -12,0
postype = p2
stateno = 72219
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 2216]
type = changestate
trigger1 = time = 115
value = 72217


;---------------------------------------------------------------------------
; 終了
[Statedef 72217]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 73036
ctrl = 0
sprpriority = 1

[State 2217]
type = Explod
trigger1 = time = 0
anim = 73048
id = 73048
sprpriority = -2
postype = p1
pos = 0,-100
bindtime = -1
removetime = 14
supermove = 1
under = 0
ownpal = 1

[State 2217]
type = AssertSpecial
trigger1 = (GameTime%2) = 1
flag = invisible

[State 2217]
type = AssertSpecial
trigger1 = 1
flag = nobg
flag2 = nobardisplay

[State 2217]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2

[state 2217]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ヘルパー
[Statedef 72218]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 73037

[State 2217]
type = BindToParent
trigger1 = 1
pos = 0,0

[state 2217]
type = nothitby
trigger1 = 1
value = SCA

[state 2217]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AT,AP
stateno = 72218

[State 2217]
type = PlaySnd
trigger1 = movehit = 1
value = s20000,91
volume = -40
channel = 6

[State 2217]
type = Envcolor
trigger1 = movehit = 1
time = 1
value = 200,200,200
under = -2

[State 2217]
type = TargetLifeAdd
trigger1 = movehit = 1
value = Ceil(-0.006 * enemy,Const(data.life)) - 1
ignorehitpause = 1
absolute = 1

[State 2217]
type = HitDef
trigger1 = time = 0
trigger1 = root,time <= 102
trigger2 = movecontact = 2
trigger2 = hitcount <= 32
trigger2 = root,time <= 102
attr = S, HP
animtype  = hard
damage    = 99999+Ceil(0.012 * enemy,Const(data.life)),99995
getpower = 0,0
guardflag = M
hitflag = MAFD
numhits = 1
pausetime = 2,3
guard.pausetime = 0,8
sparkno = s1342
sparkxy = -10,floor(enemy,pos y)-60
hitsound   = -1
guard.sparkno = s1300
guardsound = s20000,92
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0
guard.velocity = 0.2
air.velocity = -1,-2
fall = 0
air.fall = 1
fall.recover = 0
p2stateno = 79000                  ;--------------------------------
envshake.time = 7
envshake.ampl = 5
envshake.freq = 110

[State 2217]
type = HitDef
trigger1 = root,time = 105
attr = S, HP
animtype  = diagup
damage    = 99999+Ceil(0.0015 * enemy,Const(data.life)),99994
getpower = 0,0
guardflag = M
hitflag = MAFD
numhits = 1
pausetime = 0,3
guard.pausetime = 0,8
sparkno = s1342
sparkxy = -10,floor(enemy,pos y)-60
hitsound   = -1
guard.sparkno = s1300
guardsound = s20000,92
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -8,-8
guard.velocity = -1.2
air.velocity = -8,-8
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 79000 ;--------------------------------
envshake.time = 7
envshake.ampl = 5
envshake.freq = 110

[State 2217]
type = helper
trigger1 = movecontact = 1
id = 72220
persistent = 1
name = "da1"
pos = 0,0
postype = p2
stateno = 74000              ;-----------------------------------------
helpertype = normal
keyctrl = 1
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 2217]
type = destroyself
trigger1 = hitcount >= 35
trigger2 = root,stateno != 72216    ;-----------------------------

;壁
[Statedef 72219]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 72320

[state 2219]
type = nothitby
trigger1 = 1
value = SCA

[State 2219]
type = velset
trigger1 = 1
x = IfElse((enemy,movetype != H),4.2,0)

[state 2219]
type = posset
trigger1 = p2Dist X < 0
x = enemy,pos x

[state 2219]
type = posset
trigger1 = p2Dist X > 100
x = enemy,pos x

[state 2219]
type = posadd
trigger1 = pos x = enemy,pos x
x = -10

[State 2219]
type = PlayerPush
trigger1 = 1
value = 1

[state 2219]
type = destroyself
trigger1 = root,stateno != 72216
;#################################################################################
;#################################################################################
[Statedef 79000]
type    = S
movetype= H
physics = N
velset = 0,0


[State 9000, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 9000, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9000, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9000, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9000, 6]
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 && GetHitVar(fall)
trigger2 = Pos Y != 0
value = a

[State 9000, 7]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 79001

[State 9000, 8]
type = ChangeState
trigger1 = HitShakeOver
value = 79030

[State 9000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 79001]
type    = S
movetype= H
physics = S


[State 9001, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 9001, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10

[State 9001, 4]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 9001, 5]
type = VelSet
trigger1 = HitOver
x = 0

[State 9001, 6]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 9001, 7]
type = SelfState
trigger1 = HitOver
value = 0
ctrl = 1

[Statedef 79010]
type    = C
movetype= H
physics = N
velset = 0,0


[State 9010, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = 5020 + GetHitVar(animtype)

[State 9010, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9010, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9010, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9010, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 79011

[State 9010, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 79030

[State 9010, FFB Light]
type = ForceFeedback
trigger1 = anim = 5020
persistent = 0
time = 6
waveform = square

[State 9010, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5021
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9010, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5022
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 79011]
type    = C
movetype= H
physics = C


[State 9011, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 9011, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5025 + GetHitVar(animtype)

[State 9011, 4]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 9011, 5]
type = VelSet
trigger1 = HitOver
x = 0

[State 9011, 6]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 9011, 7]
type = SelfState
trigger1 = HitOver
value = 11
ctrl = 1

[Statedef 79020]
type    = A
movetype= H
physics = N
velset = 0,0

[State 9020, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 9020, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9020, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype)

[State 9020, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9020, 6]
type = ChangeState
trigger1 = HitShakeOver
value = 79030

[State 9020, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9020, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9020, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 79030]
type    = A
movetype= H
physics = N
ctrl = 0


[State 9030, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9030, 3]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 9030, 4]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 5040

[State 9030, 5]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 79050

[State 9030, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 79035

[Statedef 79035]
type    = A
movetype= H
physics = N



[State 9035, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059]
trigger1 = Anim != 5090
value = 5035

[State 9035, 3]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9035, 4]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035
value = 5040

[State 9035, 5]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035.
value = 79050

[Statedef 79050]
type    = A
movetype= H
physics = N

[State 9050, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090
value = 5050

[State 9050, 3]
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 9050, 4]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9050, 5]
type = SelfState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 9050, 6]
type = SelfState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 9050, 7]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100


;#################################################################################
;######################################################################


;#####################################################################
[Statedef 74000]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 73018
ownpal = 1

[state 4000]
type = nothitby
trigger1 = 1
value = SCA

[state 4000]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AT,AP
stateno = 72101

[state 4000]
type = destroyself
trigger1 = animtime = 0

;######################################################################
[Statedef 12000]
type    = S
physics = S
movetype= I
anim = 12000
ctrl = 0
velset = 0,0
facep2 = 1

[State 2000, 1]
type = PlaySnd
trigger1 = Time = 0
value = S191,1


[State 2000, 3]
type = Nothitby
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
time = 23

[State 2000, 2]
type = Helper
trigger1 = numhelper(12300) <= 0
trigger1 = AnimElem = 1
helpertype = normal
name = "krizalid"
ID = 12300
pos = 80,0
postype = P1
facing = 1
stateno = 12300
keyctrl = 0
ownpal = 1


[State 2000, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl=1
;##################################################################
[Statedef 12300]
type = A
movetype = A
physics = N
anim = 12300
velset = 0,0
sprpriority = -2
ctrl = 0


[State 2300, 2]
type = PlaySnd
trigger1 = Time = 0
value = S1,2

[State 2300, 3]
type = PlayerPush
trigger1 = 1
value = 1

[State 2300, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 12100  
;------------------------------------------------------------------
;----------------------------------------------------------------------------
;ダメージを受ける時のステート
;---------------------------------------------------------------------------

; HITA_FALL (knocked up, falling)
[Statedef 5050]
type    = A
movetype= H
physics = N

[State 5050, 1] ;Change anim when done with transition
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0     ;If no transition anim
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090 ;Not if hit off ground anim
value = 5050

[State 5050, 2] ;Coming down anim
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 5050, 3] ;Gravity
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5050, 4] ;Recover near ground
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 5050, 5]; Recover in mid air
type = ChangeState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 5050, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100 ;HIT_BOUNCE


;--------------;---------------------------------------------------------------------------
; HIT_BOUNCE (hit ground)
[Statedef 5100]
type    = L
movetype= H
physics = N

[State 5100, 1]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1

[State 5100, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 5100, Var] ;Save fall velocity
type = VarSet
trigger1 = Time = 0
;trigger1 = GetHitVar(fall.yvel) = 0
sysvar(1) = floor(vel y)

[State 5100, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 5100, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

[State 5100, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100, 5]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5100, 6] ;Reduce speed
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 5100, 7]
type = ChangeState
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 5110 ;HIT_LIEDOWN

[State 5100, 8]
type = GameMakeAnim
trigger1 = Time = 1
;value = 61
;pos = 0, 0
;under = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 10

[State 5100, 9]
type = HitFallDamage
trigger1 = Time = 3

[State 5100, 10]
type = PlaySnd
trigger1 = Time = 1
;value = F7, 0 ;Hit ground
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5100, 11]
type = PosFreeze
trigger1 = 1

[State 5100, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 5101

[State 5100, 13]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 128,-3,-.2,.005
time = 20

;---------------------------------------------------------------------------
; HIT_BOUNCE (bounce into air)
[Statedef 5101]
type    = L
movetype= H
physics = N

[State 5101, 1] ;Coming hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160

[State 5101, 2] ;Coming hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)

[State 5101, 3]
type = HitFallVel
trigger1 = Time = 0

[State 5101, 4]
type = PosSet
trigger1 = Time = 0
y = 20

[State 5101, 5] ;Acceleration
type = VelAdd
trigger1 = 1
y = .4

[State 5101, 6] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
type = ChangeState
value = 5110

;---------------------------------------------------------------------------
; HIT_LIEDOWN
[Statedef 5110]
type    = L
movetype= H
physics = N

[State 5110, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 5110, 1] ;For hit up/up-diag type (from state 5081)
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)

[State 5110, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170

[State 5110, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5170 + (anim % 10)

[State 5110, 4]
type = HitFallDamage
trigger1 = Time = 0

[State 5110, 5]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5110, Var] ;Get fall velocity
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)

[State 5110, 6]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
;value = F7, 0 ;Hit ground
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5110, 7]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 10

[State 5110, 8]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5110, 9] ;For hit up type
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground anim
value = 5110 + (anim % 10)

[State 5110, 10] ;For normal
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
value = 5110

[State 5110, 11] ;If just died
type = ChangeState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
trigger3 = Anim = [5110,5119]
value = 5150

[State 5110, 12]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 5110, 13] ;Friction
type = VelMul
trigger1 = 1
x = 0.85

[State 5110, 14]
type = ForceFeedback
trigger1 = alive
trigger1 = Time = 0
time = 8
ampl = 240
waveform = sine

[State 5110, 15]
type = ForceFeedback
trigger1 = !alive
trigger1 = Time = 0
ampl = 200, 7, -.467
time = 30
waveform = sine

;-------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------
[Statedef -2]


[State -2, fadeout]
type=trans
trigger1=1
trans=addalpha
alpha=ceil(256-4*time),4*time
persistent=1


[State -2, Transparency]
type=trans
trigger1=1
trans= add1

[State -2, fx]
type=helper
trigger1= Life>=0&&!numhelper(21610)
helpertype=normal
stateno=21610 ;<-- Aura Animation
Pos = 5,-75 ;<--where it is positioned on the char
ID = 21610 ;<--An ID that you can give Explods
ownpal = 1 ;<--set to 1 if it has a different pal from your char
size.xscale=.8
size.yscale=.8 ;<-- how big or
sprpriority=1
persistent=1
;IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII
[State -2, Transparency]
type= NULL     ;trans
trigger1= 1
trans= add1
[State -2, fx]
type=NULL     ;helper
trigger1= Power>=0&&!numhelper(21612)
helpertype=normal
stateno=21612 ;<-- Aura Animation
Pos = 5,-75 ;<--where it is positioned on the char
ID = 21612 ;<--An ID that you can give Explods
ownpal = 1 ;<--set to 1 if it has a different pal from your char
size.xscale=.8
size.yscale=.8 ;<-- how big or
sprpriority=1
persistent=1
;IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII
[State 4005, end]
type=destroyself
trigger1=1
persistent=0

;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------

[Statedef -3]

;This controller plays a sound everytime KFM lands from a jump, or
;from his back-dash.
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 106 ;Run-back land
value = 40, 0

[state -3]
type = lifeadd
triggerall = life > 8
trigger1 = timemod = 10,0
value = 6


[state -3]
type = poweradd
triggerall = life > 0
trigger1 = timemod = 10,0
value = 10
;--------------------------------------------------------------------
[State 0, AfterImage];←成功したときの残像
type = AfterImage
trigger1 = time = 0
time = -1
trans = add1
timegap = 2
framegap = 2
length =60
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1
;#################################################################################
;#################################################################################
;light
[State -3, AttackSound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 200
trigger2 = stateno = 201
trigger3 = stateno = 230
trigger4 = stateno = 231
trigger5 = stateno = 400
trigger6 = stateno = 430
trigger7 = stateno = 600
trigger8 = stateno = 630
trigger9 = stateno = 631
value = S50,0
channel = 5

;heavy
[State -3, AttackSound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 211
trigger2 = stateno = 210
trigger3 = stateno = 240
trigger4 = stateno = 241
trigger5 = stateno = 410
trigger6 = stateno = 415
trigger7 = stateno = 440
trigger8 = stateno = 610
trigger9 = stateno = 640
value = S50,1
channel = 5

;---------------------------------------------------------------------------
;攻撃時の声
;light
[State -3, AttackVoice]
type = NULL ;PlaySnd
triggerall = Time = 1
triggerall = random % 10 < 7
trigger1 = stateno = 200
trigger2 = stateno = 201
trigger3 = stateno = 230
trigger4 = stateno = 231
trigger5 = stateno = 400
trigger6 = stateno = 430
trigger7 = stateno = 600
trigger8 = stateno = 630
trigger9 = stateno = 631
value = S20000,13
channel = 2

;heavy
[State -3, AttackVoice]
type = PlaySnd
triggerall = Time = 1
triggerall = random % 10 < 7
trigger1 = stateno = 211
trigger2 = stateno = 210
trigger3 = stateno = 240
trigger4 = stateno = 241
trigger5 = stateno = 410
trigger6 = stateno = 440
trigger7 = stateno = 610
trigger8 = stateno = 640
value = S20000,14
channel = 2

;---------------------------------------------------------------------------
;くらった時の声
[State -3, HitAttack]
type = PlaySnd
triggerall = random < 700
triggerall = Time = 0
trigger1 = stateno = 5000
trigger2 = stateno = 5010
trigger3 = stateno = 5020
trigger4 = stateno = 5001
trigger5 = stateno = 5002
trigger6 = stateno = 5011
trigger7 = stateno = 5012
trigger8 = stateno = 5021
trigger9 = stateno = 5022
trigger10 = stateno = 5070
trigger11 = stateno = 5160
trigger12 = stateno = 5100
trigger13 = stateno = 5160
trigger14 = stateno = 5170
trigger15 = stateno = 5101
trigger16 = stateno = 5161
trigger17 = stateno = 5171
value = S20000,16
channel = 0
lowpriority = 0