[Data]
life              = 1000   ;ライフ（体力ゲージ）最大値
power             = 5000   ;パワーゲージ最大値（オプション・デフォルトは3000=Lv.3）
attack            = 100    ;攻撃力（デフォルトは１００％）
defence           = 100    ;防御力（デフォルトは１００％）
fall.defence_up   = 50     ;横に倒れている時に一時的に加える防御力（％）
liedown.time      = 60     ;横に倒れている時間（フレーム）
airjuggle         = 15     ;ジャグルポイント限界値（「小ネタ.txt」参照）
sparkno           = 2      ;デフォルトのヒットスパーク（fightfxから）
guard.sparkno     = 40     ;デフォルトのガードスパーク（fightfxから）
KO.echo           = 0      ;ＫＯ時の音声（11,0）にエコーを掛けるか否か（0=掛けない,1=掛ける）
volume            = 0      ;キャラの標準の音量（最小-255・最大255）
IntPersistIndex   = 0     ;次のラウンドへ持ち越せる「Var」のアドレスの範囲を決める（※１）
FloatPersistIndex = 0     ;次のラウンドへ持ち越せる「FVar」のアドレスの範囲を決める（※１）

[Size]
xscale = 1           ;水平方向の縮尺（通常１）
yscale = 1           ;垂直方向の縮尺（通常１）
ground.back = 15     ;キャラの幅(後方,地上)
ground.front = 16    ;キャラの幅(前方,地上)
air.back = 12        ;キャラの幅(後方,空中)
air.front = 12       ;キャラの幅(前方,空中)
height = 125          ;キャラの高さ
attack.dist = 320    ;攻撃をした時相手がガード体制に入る最低距離
proj.attack.dist = 320;攻撃をした時相手がガード体制に入る最低距離（飛び道具）
proj.doscale = 1     ;上で設定した縮尺を飛び道具にも適用するか（１でＯＮ）   
head.pos = 0, -118   ;頭の大体の座標
mid.pos = -4, -86    ;体の中心の大体の座標
shadowoffset = 0     ;影の垂直方向のオフセット
draw.offset = 0,0    ;使用しない

[Velocity]
walk.fwd  = 3.4      ;前進の速度
walk.back = -3.4     ;後退の速度
run.fwd  = 6.5, 0    ;前ダッシュの速度（ホップする時はyを-にする）
run.back = -6.5, ;後ダッシュの速度（ホップする時はyを-にする）
jump.neu = 0,-9.8    ;垂直ジャンプの速度
jump.back = -4.05,2    ;後ジャンプの速度
jump.fwd = 4.0,2       ;前ジャンプの速度
runjump.back = -2.55,-8.1 ;後ダッシュしながらのジャンプ速度(オプション)
runjump.fwd = 4,-8.1      ;前ダッシュしながらのジャンプ速度(オプション)
airjump.neu = 0,-8.1      ;２段ジャンプ以降の垂直ジャンプの速度(オプション)
airjump.back = -2.55      ;２段ジャンプ以降の後ジャンプの速度(オプション)
airjump.fwd = 2.5           ;２段ジャンプ以降の前ジャンプの速度

[Movement]
airjump.num = 0      ;空中でジャンプする回数
airjump.height = 35  ;空中でジャンプする最低限の高さ
yaccel = .57         ;重力
stand.friction = .85  ;立ち状態の摩擦係数
crouch.friction = .82 ;屈み状態の摩擦係数

;---------------------------------------------------------------------------
; タイムオーバーで負けた時
[Statedef 170]
type = S
ctrl = 0
velset = 0,0

[State 191, 3];おしまい
type = PlaySnd
trigger1 = time = 60
value = 170,4
volume = 255

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

[state a]
type = changeanim
trigger1 = time = 0
value = 171

;---------------------
;負けた後の試合用
[Statedef 171]
type = S
ctrl = 0
velset = 0,0

[state p]
type = posadd
trigger1 = time = 0
y = -200

[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[state a]
type = changeanim
trigger1 = time = 0
value = 5153

[state v]
type = velset
trigger1 = pos Y < 0
y = 4

[state v]
type = velset
trigger1 = pos Y = 0
y = 0

[state a]
type = changeanim
trigger1 = pos Y = 0
value = 5200

[State 191, 3]
type = PlaySnd
trigger1 = time%40 = 0
trigger1 = name = "Kouryou"
value = 11, 0
freqmul = var(0) * 0.25

[State 191, 4] 
type = ChangeState
trigger1 = time = 55
value = 5201
;---------------------------------------------------------------------------
; 勝った動作１
[Statedef 180]
type = S

[State 180, 1]
type = ChangeState
trigger1 = random <= 249
value = 181

[State 180, 1]
type = ChangeState
trigger1 = random = [250,499]
value = 183

[State 180, 1]
type = ChangeState
trigger1 = random = [500,749]
value = 184

[State 180, 1]
type = ChangeState
trigger1 = random = [750,999]
value = 182
;---------------------------------------------------------------------------

[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 191, 3];天上天下
type = PlaySnd
trigger1 = time = 50
value = 181,0
volume = 255

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 182
id = 182
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = -1
under = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,170]
flag = roundnotover

;-----------------
[Statedef 182]
type = S
ctrl = 0
anim = 188
velset = 0,0

[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,260]
flag = roundnotover

[State 191, 3];この程度か
type = PlaySnd
trigger1 = animelem = 4
value = 184,3
volume = 255

[State 191, 3];
type = PlaySnd
trigger1 = animelem = 15
value = 801,1

[State 1000, 5]
type = Explod
trigger1 = animelem =15
anim = 6100
id = 188
sprpriority = 2
postype = p1
pos = -0,-67
bindtime = 1
supermove = 1
removetime = -2
under = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 191, 3];
type = PlaySnd
trigger1 = animelemtime(15) = 30
value = 1200,0

[state 188]
type = velset
trigger1 = animelemtime(15) = 30
y = -9
;---------------------------------------------------------------------------
; 勝った動作[下の下だな]
[Statedef 183]
type = S
ctrl = 0
anim = 189
velset = 0,0

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 7
value = 190,1
volume = 255

[State 191, 3]
type = PlaySnd
trigger1 = animelemtime(57) = 12
value = 182,0

[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,220]
flag = roundnotover
;---------------------------------------------------------------------------
[Statedef 184]
type = S
ctrl = 0
anim = 186
velset = 0,0

[State 191, 3];因果を
type = PlaySnd
trigger1 = time = 0
value = 191,0
volume = 255

[State 191, 3];感じるな
type = PlaySnd
trigger1 = animelem = 10
value = 191,1
volume = 255

[State 191, 3];斬る
type = PlaySnd
trigger1 = animelem = 5
value = 240,0

[State 1000, 5];出血
type = Explod
trigger1 = animelem = 3
anim = 187
id = 185
sprpriority = 2
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 1000, 5];暗黒魔眼球
type = Explod
trigger1 = animelem = 17
anim = 2
id = 19800
sprpriority = 4
postype = p1
pos = 11,-76
removetime = 39
bindtime = 1
supermove = 1
under = 0
scale = 0.5,0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 1000, 5];デデーン
type = Explod
trigger1 = animelem = 24
anim = 14000
id = 14000
sprpriority = 4
postype = p1
pos = 0,-40
removetime = -2
bindtime = 1
supermove = 1
under = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 191, 3];デデーン
type = PlaySnd
trigger1 = animelem = 24
value = 1355,0

[State 181, 4]
type = AssertSpecial
trigger1 = animelem = 24
flag = invisible

[State 3040, 7];画面フラッシュ
type = EnvColor
trigger1 = animelem = 5
persistent = 0
ignorehitpause = 1
time = 2
value = 255,255,255
under = 1

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,300]
flag = roundnotover

;---------------------------
[Statedef 185]
type = S
ctrl = 0
anim = 173
velset = 0,0

[State 191, 3];
type = PlaySnd
trigger1 = animelem = 2
value = 3,1
volume = 255

[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 4] 
type = ChangeState
trigger1 = animTime = 0
value = 0
;-----------------------------------
; 通常登場
[Statedef 190]
type = S
ctrl = 0
velset = 0,0

[State 190] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[state a]
type = changestate
triggerall = var(2) != 0
trigger1 = var(2) = 1
value = 191

[state b]
type = changestate
triggerall = var(2) != 0
trigger1 = var(2) = 2
value = 192

[state a]
type = changestate
triggerall = var(2) != 0
trigger1 = var(2) = 3
value = 193

[state b]
type = changestate
triggerall = var(2) != 0
trigger1 = var(2) = 4
value = 194

[state a]
type = changestate
triggerall = var(2) != 0
trigger1 = var(2) = 5
value = 195

[state b]
type = changestate
triggerall = var(2) != 0
trigger1 = var(2) = 6
value = 196

[state a]
type = changestate
triggerall = var(2) != 0
trigger1 = var(2) = 7
value = 197

[state b]
type = changestate
triggerall = var(2) != 0
trigger1 = var(2) = 8
value = 198

[state a]
type = changestate
triggerall = var(2) != 0
trigger1 = var(2) = 9
value = 199

[state b]
type = changestate
triggerall = var(2) != 0
trigger1 = var(2) = 10
value = 189

[state b]
type = changestate
triggerall = var(2) != 0
trigger1 = var(2) = 11
value = 188

[state b]
type = changestate
triggerall = var(2) != 0
trigger1 = var(2) = 12
value = 187

[state b]
type = changestate
triggerall = var(2) != 0
trigger1 = var(2) = 13
value = 186

[state b]
type = changestate
triggerall = var(2) != 0
trigger1 = var(2) = 14
value = 172

[state b]
type = changestate
triggerall = var(2) != 0
trigger1 = var(2) = 15
value = 173

[state b]
type = changestate
triggerall = var(2) != 0
trigger1 = var(2) = 16
value = 174

[state b]
type = changestate
triggerall = var(2) != 0
trigger1 = var(2) = 17
value = 175

[state b]
type = changestate
triggerall = var(2) != 0
trigger1 = var(2) = 18
value = 176

[state b]
type = changestate
triggerall = var(2) != 0
trigger1 = var(2) = 19
value = 177

[state b]
type = changestate
triggerall = var(2) != 0
trigger1 = var(2) = 20
value = 178

[state a]
type = changestate
trigger1 = time > 0
trigger1 = var(2) != 0
trigger2 = var(2) >= 21
value = 12542

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

[statedef 12542]

[State 190] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[state a]
type = changestate
trigger1 = random = [0,49]
value = 191

[state b]
type = changestate
trigger1 = random = [50,99]
value = 192

[state c]
type = changestate
trigger1 = random = [100,149]
value = 193

[state d]
type = changestate
trigger1 = random = [150,199]
value = 194

[state e]
type = changestate
trigger1 = random = [200,249]
value = 195

[state f]
type = changestate
trigger1 = random = [250,299]
value = 196

[state g]
type = changestate
trigger1 = random = [300,349]
value = 197

[state h]
type = changestate
trigger1 = random = [350,399]
value = 198

[state a]
type = changestate
trigger1 = random = [400,459]
value = 189

[state a]
type = changestate
trigger1 = random = [450,499]
value = 188

[state a]
type = changestate
trigger1 = random = [500,549]
value = 187

[state a]
type = changestate
trigger1 = random = [550,599]
value = 186

[state a]
type = changestate
trigger1 = random = [600,649]
value = 172

[state a]
type = changestate
trigger1 = random = [650,699]
value = 173

[state a]
type = changestate
trigger1 = random = [700,749]
value = 174

[state a]
type = changestate
trigger1 = random = [750,799]
value = 175

[state a]
type = changestate
trigger1 = random = [800,849]
value = 176

[state a]
type = changestate
trigger1 = random = [850,899]
value = 177

[state a]
type = changestate
trigger1 = random = [900,949]
value = 178

[state h]
type = changestate
trigger1 = random >= 950
value = 199
;-------------------------
[statedef 191]
type = S
ctrl = 0
anim = 290
velset = 0,0

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 2526
id = 199
sprpriority = -1
postype = back
pos = 0,0
bindtime = 1
supermove = 1
under = 0
removetime = 10

[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 240, 1]
type = PlaySnd
trigger1 = Time = 1
value = 221, 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 290, 0
volume = 255

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 4
anim = 211
id = 211
sprpriority = 5
postype = p1
pos = -36,-18
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 1
id = 1
sprpriority = 2
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
removetime = 13
scale = 0.5,0.5

[State 1000, 5]
type = Explod
trigger1 = animelem = 4
anim = 1
id = 1
sprpriority = 2
postype = p1
pos = 0,0
vel = 5,-4
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
removetime = 999
scale = 0.5,0.5

[State 240, 1]
type = PlaySnd
trigger1 =  animelem = 4
value = 225, 1

[State 191, 4] 
type = ChangeState
trigger1 = animTime = 0
value = 0
;---------------------------------------------------------------------------
; 蛟登場
[Statedef 192]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 11001
id = 199
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = 260
under = 0

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 2526
id = 199
sprpriority = -1
postype = back
pos = 0,0
bindtime = 1
supermove = 1
under = 0
removetime = 260

[State 191, 3]
type = PlaySnd
trigger1 = time = 1
value = 1999,0
volume = 255

[State 191, 3];火柱
type = null;PlaySnd
trigger1 = animelem = 13
value = 190,1

[State 191, 3];火柱
type = null;PlaySnd
trigger1 = animelem = 14
value = 190,2

[State 1000, 5]
type = null;Explod
trigger1 = animelemtime(11) = 1
anim = 191
id = 191
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0

[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = invisible

[State 191, 4] 
type = ChangeState
trigger1 = Time = 260
value = 0

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

[Statedef 193]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 2526
id = 199
sprpriority = -1
postype = back
pos = 0,0
bindtime = 1
supermove = 1
under = 0
removetime = 50

[State 191, 3];テンション上がってきたぜー
type = PlaySnd
trigger1 = animelem = 11
value = 190,3
volume = 255

[State 191, 3];火柱
type = null;PlaySnd
trigger1 = animelem = 13
value = 190,1

[State 191, 3];火柱
type = null;PlaySnd
trigger1 = animelem = 14
value = 190,2

[state 191,vel]
type = velset
trigger1 = animelem = 11
y= -4

[State 1000, 5]
type = null;Explod
trigger1 = animelemtime(11) = 1
anim = 191
id = 191
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0

[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 4] 
type = ChangeState
trigger1 = animTime = 0
value = 0

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

[Statedef 194]
type = S
ctrl = 0
anim = 194
velset = 0,0

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 2526
id = 199
sprpriority = -1
postype = back
pos = 0,0
bindtime = 1
supermove = 1
under = 0
removetime = 50

[State 191, 3];
type = PlaySnd
trigger1 = animelem = 11
value = 190,0
volume = 255

[State 191, 3];火柱
type = PlaySnd
trigger1 = animelem = 13
value = 190,1

[State 191, 3];火柱
type = PlaySnd
trigger1 = animelem = 14
value = 190,2

[State 1000, 5]
type = Explod
trigger1 = animelemtime(11) = 1
anim = 191
id = 191
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0

[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 4] 
type = ChangeState
trigger1 = animTime = 0
value = 0
;---------------------------------------------------------------------------
[Statedef 195]
type = S
ctrl = 0
anim = 172
velset = 0,0

[State 191, 3];
type = PlaySnd
trigger1 = time = 0
value = 11,0
volume = 255

[State 191, 3];
type = PlaySnd
trigger1 = animelem = 14
value = 0,0
volume = 255

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 2526
id = 199
sprpriority = -1
postype = back
pos = 0,0
bindtime = 1
supermove = 1
under = 0
removetime = 100

[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 4] 
type = ChangeState
trigger1 = animTime = 0
value = 0

;--------------------------------
[Statedef 196]
type = S
ctrl = 0
anim = 196
velset = 0,0

[State 191, 3];
type = PlaySnd
trigger1 = time = 0
value = 4001,0
volume = 255

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 2526
id = 199
sprpriority = -1
postype = back
pos = 0,0
bindtime = 1
supermove = 1
under = 0
removetime = 120

[State 191, 3];
type = PlaySnd
trigger1 = animelem = 3
value = 4001,1
volume = 255

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 3
value = 2300,3

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 824
id = 196
sprpriority = 1
postype = p1
pos = -3,-108
bindtime = 1
supermove = 1
removetime = -2
under = 0

[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 4] 
type = ChangeState
trigger1 = animTime = 0
value = 0

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

[Statedef 197]
type = S
ctrl = 0
anim = 197
velset = 0,0

[State 191, 3];
type = PlaySnd
trigger1 = time = 0
value = 2300,4
volume = 255

[State 191, 3];
type = PlaySnd
trigger1 = time = 90
value = 184,0
volume = 255

[State 1000, 5]
type = null;Explod
trigger1 = time = 0
anim = 2526
id = 199
sprpriority = -1
postype = back
pos = 0,0
bindtime = 1
supermove = 1
under = 0
removetime = 239
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 1970
id = 1970
sprpriority = -1
postype = p1
bindtime = 1
supermove = 1
removetime = -2
under = 0
ownpal = 1
trans = addalpha
alpha = 128,128

[state 197]
type = PalFX
trigger1 = time <= 239
time = 1
add = 0,0,0
mul = 256,256,256
invertall = 1

[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 4] 
type = ChangeState
trigger1 = animTime = 0
value = 0

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

[Statedef 198]
type = S
ctrl = 0
anim = 198
velset = 0,0

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 2526
id = 199
sprpriority = -1
postype = back
pos = 0,0
bindtime = 1
supermove = 1
under = 0
removetime = 80

[state 198]
type = posset
trigger1 = time = 0
y = -640

[state 198]
type = velset
trigger1 = time = 60
y = 32

[state 198]
type = velset
trigger1 = time = 80
y = 0

[State 191, 3];
type = PlaySnd
trigger1 = time = 0
value = 1400,0
volume = 255

[State 191, 3];
type = PlaySnd
trigger1 = time = 80
value = 40,0

[State 191, 3];
type = PlaySnd
trigger1 = animelem = 16
value = 192,1
volume = 255

[state 198]
type = EnvShake
trigger1 = time = 80
time = 15
freq = 150
ampl = -1
phase = 0

[State 198, 5]
type = Explod
trigger1 = time >= 187
trigger1 = time%4 = 0
anim = 14000
id = 14000
sprpriority = 5
postype = p1
pos = 100,-30
random = 200,200
bindtime = 1
supermove = 1
under = 0

[State 191, 3];
type = PlaySnd
trigger1 = time >= 187
trigger1 = time%4 = 0
value = 1355,1

[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 4] 
type = ChangeState
trigger1 = animTime = 0
value = 0

;-----------------------
[Statedef 199]
type = S
ctrl = 0
anim = 199
velset = 0,0

[state 199]
type = Trans
trigger1 = time <= 140
trans = addalpha
alpha = 32, 224

[State 191, 3];
type = PlaySnd
trigger1 = time = 0
value = 194,0
volume = 255

[State 191, 3];
type = PlaySnd
trigger1 = animelem = 5
value = 194,1
volume = 255

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 2526
id = 199
sprpriority = -1
postype = back
pos = 0,0
bindtime = 1
supermove = 1
under = 0
removetime = 140

[State 191, 3];火柱
type = PlaySnd
trigger1 = animelem = 7
value = 190,1

[State 191, 3];火柱
type = PlaySnd
trigger1 = animelem = 8
value = 190,2

[State 1000, 5]
type = Explod
trigger1 = animelem = 5
anim = 191
id = 191
sprpriority = 2
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0

[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 4] 
type = ChangeState
trigger1 = animTime = 0
value = 0

;---------------------------------------------
[statedef 189]
type = S
ctrl = 0
anim = 174
velset = 0,0

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 2527
id = 199
sprpriority = -1
postype = back
pos = 0,0
bindtime = 1
supermove = 1
under = 0
removetime = -2

[State 191, 3];
type = PlaySnd
trigger1 = time = 0
value = 3,2
volume = 255

[State 3040, 7];画面フラッシュ
type = EnvColor
trigger1 = animelem = 5
persistent = 0
ignorehitpause = 1
time = 2
value = 255,255,255
under = 1

[State 191, 3];斬る
type = PlaySnd
trigger1 = animelem = 5
value = 240,0

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 160
id = 169
sprpriority = 1
postype = p1
pos = 0,0
bindtime = -1
supermove = 1
under = 0
removetime = -2

[state 189]
type = Trans
trigger1 = time <= 121
trans = addalpha
alpha = 0,256

[state 189]
type = Trans
trigger1 = time > 121
trans = addalpha
alpha = ((time-121)*2), (256-((time-121)*2))

[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 4] 
type = ChangeState
trigger1 = animTime = 0
value = 0

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

[statedef 188]
type = S
ctrl = 0
anim = 175
velset = 0,0

[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 4] 
type = ChangeState
trigger1 = Time = 240
value = 0

;-----------------------------------
[statedef 187]
type = S
ctrl = 0
anim = 2212
velset = 0,0

[State 191, 3];
type = PlaySnd
trigger1 = time = 0
value = 10000,0
volume = 200

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 2009
id = 188
sprpriority = 1
postype = p1
pos = 360,0
bindtime = 1
supermove = 1
under = 0
removetime = 360
vel = -1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 2208
id = 188
sprpriority = 1
postype = p1
pos = -360,0
bindtime = 1
supermove = 1
under = 0
removetime = 360
vel = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 2207
id = 188
sprpriority = 1
postype = p1
pos = 0,-360
bindtime = 1
supermove = 1
under = 0
vel = 0,1
removetime = 360
trans = addalpha
alpha = 128,128

[State 1000, 5]
type = Explod
trigger1 = time = 360
anim = 2209
id = 188
sprpriority = 1
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
removetime = -2
trans = addalpha
alpha = 128,128

[State 1000, 5]
type = Explod
trigger1 = time = 360
anim = 2009
id = 188
sprpriority = 1
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
removetime = 66
vel = 0,0.55
trans = addalpha
alpha = 192,64

[State 191, 3];火柱
type = PlaySnd
trigger1 = animelemtime(9) = 4
value = 190,1

[State 191, 3];火柱
type = PlaySnd
trigger1 = animelemtime(9) = 4
value = 190,2

[State 1000, 5]
type = Explod
trigger1 = animelemtime(9) = 4
anim = 191
id = 191
sprpriority = 2
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0

[State 191, 3]
type = PlaySnd
trigger1 = time = 90
value = 10000,2
volume = 255

[State 191, 3];うえっへっへっへ
type = PlaySnd
trigger1 = animelemtime(9) = 4
value = 2000,2

[state 189]
type = Trans
trigger1 = time < 426
trans = addalpha
alpha = 128,128

[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = nomusic

[State 191, 4] 
type = ChangeState
trigger1 = animTime = 0
value = 0

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

[statedef 186]
type = S
ctrl = 0
anim = 8
velset = 0,0

[State 1000, 5]
type = Explod
trigger1 = !numexplod(186)
anim = 7
id = 186
sprpriority = 5
postype = p1
pos = -4,-78
bindtime = 1
supermove = 1
under = 0
removetime = 50
vel = 0,-4

[state 186]
type = PlaySnd
trigger1 = time%50 = 0
value = 290, 0
volume = 255
freqmul = (random+1)*0.005

[State 1000, 5]
type = Explod
trigger1 = !numexplod(1866)
anim = 7
id = 1866
sprpriority = 5
vfacing = -1
postype = p1
pos = -4,0
bindtime = 1
supermove = 1
under = 0
removetime = 200

[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 4] 
type = ChangeState
trigger1 = Time = 200
value = 5200

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

[statedef 172]
type = S
ctrl = 0
anim = 9
velset = 0,0

[state pos]
type = posset
trigger1 = time = 0
y = -300

[state vel]
type = velset
trigger1 = time <= 60
y = 5

[state vel]
type = velset
trigger1 = time > 60
y = 0

[State 1000, 5]
type = Explod
trigger1 = time = 60
anim = 5052
id = 1720
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = 30
vel = 15
accel = -1
scale = 0.5,0.5

[State 1000, 5]
type = Explod
trigger1 = time = 60
anim = 5052
id = 1720
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = 30
vel = -15
accel = 1
scale = 0.5,0.5

[State 1000, 5]
type = Explod
trigger1 = time = 60
anim = 5052
id = 1720
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = 30
vel = 0,15
accel = 0,-1
scale = 0.5,0.5

[State 1000, 5]
type = Explod
trigger1 = time = 60
anim = 5052
id = 1720
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = 30
vel = 0,-15
accel = 0,1
scale = 0.5,0.5

[State 1000, 5]
type = Explod
trigger1 = time = 60
anim = 5052
id = 1720
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = 30
vel = 15*cos(45),15*sin(45)
accel = -1*cos(45),-1*sin(45)
scale = 0.5,0.5

[State 1000, 5]
type = Explod
trigger1 = time = 60
anim = 5052
id = 1720
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = 30
vel = 15*cos(45),-15*sin(45)
accel = -1*cos(45),1*sin(45)
scale = 0.5,0.5

[State 1000, 5]
type = Explod
trigger1 = time = 60
anim = 5052
id = 1720
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = 30
vel = -15*cos(45),15*sin(45)
accel = 1*cos(45),-1*sin(45)
scale = 0.5,0.5

[State 1000, 5]
type = Explod
trigger1 = time = 60
anim = 5052
id = 1720
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = 30
vel = -15*cos(45),-15*sin(45)
accel = 1*cos(45),1*sin(45)
scale = 0.5,0.5

[State 191, 3];
type = PlaySnd
trigger1 = time = 0
value = 1200,0

[State 191, 3];
type = PlaySnd
trigger1 = time = 60
value = 10000,3

[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 4] 
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

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

[statedef 173]
type = S
ctrl = 0
anim = 13
velset = 0,0

[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 4] 
type = ChangeState
trigger1 = Time = 120
value = 0
ctrl = 1

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

[statedef 174]
type = S
ctrl = 0
anim = 15
velset = 0,0

[State 1000, 5]
type = Explod
trigger1 = time = 60
anim = 14
id = 173
sprpriority = 5
postype = p1
pos = 70,-60
bindtime = 1
supermove = 1
removetime = 120

[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 4] 
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

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

[statedef 175]
type = S
ctrl = 0
anim = 17
velset = 0,0

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 16
id = 175
sprpriority = 5
postype = p1
pos = -100
bindtime = 1
supermove = 1
removetime = 60
vel = 2

[State 1000, 5]
type = Explod
trigger1 = time = 120
anim = 18
id = 175
sprpriority = 5
postype = p1
pos = 70,-60
bindtime = 1
supermove = 1
removetime = 60


[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 4] 
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

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

[statedef 176]
type = S
ctrl = 0
anim = 194
velset = 0,0

[State 1000, 5]
type = Explod
trigger1 = 1
anim = 19
id = 176
sprpriority = 5
postype = p1
pos = ceil((random-199)*0.5),-250
bindtime = 1
supermove = 1
removetime = 60
vel = 0,(random)*0.01
scale = (random+1)*0.01,(random+1)*0.01

[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 1000, 5]
type = Explod
trigger1 = animelemtime(11) = 1
anim = 191
id = 191
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0

[state 1000]
type = playsnd
trigger1 = 1
value = 11,0

[State 191, 4] 
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

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

[statedef 177]
type = S
ctrl = 0
anim = 249
velset = 0,0

[State 1000, 5]
type = Explod
trigger1 = animelem = 10
anim = 22
id = 177
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
vel = 0,-5
removetime = 50

[state 1000]
type = playsnd
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 6
trigger4 = animelem = 8
value = 221,0

[state 1000]
type = playsnd
trigger1 = animelem = 10
value = 190,3

[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 4] 
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1


;------------------------------
[statedef 178]
type = S
ctrl = 0
anim = 5153
velset = 0,0

[state 1000]
type = playsnd
trigger1 = time = 0
value = 10000,1
volume = 255

[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 5150]
type = Explod
triggerall = name = "Kouryou"
trigger1 = time%15 = 5
id = 5150
anim = 5153
sprpriority = 0
postype = p1
vel = (random-499)*0.01,-3
random = 200,0
bindtime = 1
supermove = 0
under = 0
ownpal = 0
removetime = 60
scale = var(0)*0.1,var(0)*0.1
supermovetime= 99999999999
pausemovetime = 9999999999

[State 5150]
type = Explod
triggerall = name = "Kouryou"
trigger1 = time%15 = 0
id = 11001
anim = 11001
sprpriority = -1
postype = p1
vel = (random-499)*0.01,-3
random = 200,0
bindtime = 1
supermove = 0
under = 0
ownpal = 0
removetime = 60
supermovetime= 99999999999
pausemovetime = 9999999999
[State 5150]
type = Explod
triggerall = name = "Kouryou"
trigger1 = time%60 = 0
id = 5150
anim = 1
sprpriority = 0
postype = p1
vel = (random-499)*0.01,-3
random = 200,0
bindtime = 1
supermove = 0
under = 0
ownpal = 0
removetime = 60
scale = 0.5,0.5
supermovetime= 99999999999
pausemovetime = 9999999999

[State 5150]
type = Explod
triggerall = name = "Kouryou"
trigger1 = time%15 = 10
id = 5150
anim = 7
sprpriority = 0
postype = p1
vel = (random-499)*0.01,-3
random = 200,0
bindtime = 1
supermove = 0
under = 0
ownpal = 0
removetime = 60
supermovetime= 99999999999
pausemovetime = 9999999999

[State 191, 4] 
type = ChangeState
trigger1 = Time = 200
value = 5200
ctrl = 1

:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
;弱・パンチ・の動作
[Statedef 200]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 8                      
;Commonly-used controllers:
velset = 0,0                     ;このステートが始まった時に移動するか（0,0で動かない）
ctrl = 0                         ;このステート中に他のコマンドを受け付けるか(1で受け付ける)
anim = 200                       ;このステートで表示するスプライトステート番号(0で変化無し)
poweradd = 0                    ;このステートを使った時のパワー増加量(0で変化無し)

[State 200, 1]
type = HitDef
triggerall = !ishelper
trigger1 = palno != 12;&&palno != 9
trigger1 = time = 0
attr = S, NA                     ;立ち状態で、通常の攻撃(ｓは立ち、ｎは通常、aは攻撃を表す)
damage = 38, 0                   ;ダメージ量（左が当たった時、右はガードした時）
getpower = 61,61
animtype = Light                 ;当てた時の相手のポーズ（light/midium/hard/back）から選択
guardflag = MA                   ;ガードできる状態（ｍaは全ての状態でガード可能）
hitflag = MAF                    ;当てる事のできる条件
priority = 3, Hit                ;攻撃の優先権（0弱い　4通常　7強い
pausetime = 7, 8                 ;攻撃が当たった時の硬直時間（左が自分、右が相手）
sparkno = s7000                      ;ヒットエフェクトのスプライトステート（無ければ0）
sparkxy = -5, -89               ;ヒットエフェクトを表示する場所（相手の座標で）
hitsound = s300, var(6)                 ;ヒットした時の音（ｓ*,*にすると自分の音を使う）
guard.sparkno = s7010
guardsound = s120, 0                ;ガードした時の音（同上）
ground.type = high               ;相手のくらった場所（High：頭、体, Low：足, Trip：足払い）
ground.slidetime = 9             ;相手が後にすべる時間
ground.hittime  = 9             ;コンボが繋がる時間（高くしすぎない事）
ground.velocity = -6             ;地上で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
airguard.velocity = -1.9,-2     ;空中で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
air.type = Low                  ;空中で相手がくらった場所（上と同じ）
air.velocity = -1.4,-3           ;空中で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
air.hittime = 12                 ;空中でコンボが繋がる時間
nochainID = 1200

[state 0]
type = Projectile
trigger1 = !ishelper
trigger1 = palno = 12
trigger1 = time = 7
trigger2 = ishelper(12345678)
trigger2 = time = 7
projID = 200
projanim = 3200
projscale = 1, 1
projremove = 1
projremovetime = 5
accel = 0, 0
velmul = 1, 1
projpriority = 4
projsprpriority = 2
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
attr = S, NA                     ;立ち状態で、通常の攻撃(ｓは立ち、ｎは通常、aは攻撃を表す)
damage = 38, 0                   ;ダメージ量（左が当たった時、右はガードした時）
getpower = 61,61
animtype = Light                 ;当てた時の相手のポーズ（light/midium/hard/back）から選択
guardflag = MA                   ;ガードできる状態（ｍaは全ての状態でガード可能）
hitflag = MAF                    ;当てる事のできる条件
priority = 3, Hit                ;攻撃の優先権（0弱い　4通常　7強い
pausetime = 7, 8                 ;攻撃が当たった時の硬直時間（左が自分、右が相手）
sparkno = s7000                      ;ヒットエフェクトのスプライトステート（無ければ0）
sparkxy = 65, -89               ;ヒットエフェクトを表示する場所（相手の座標で）
hitsound = s300, var(6)                 ;ヒットした時の音（ｓ*,*にすると自分の音を使う）
guard.sparkno = s7010
guardsound = s120, 0                ;ガードした時の音（同上）
ground.type = high               ;相手のくらった場所（High：頭、体, Low：足, Trip：足払い）
ground.slidetime = 9             ;相手が後にすべる時間
ground.hittime  = 9             ;コンボが繋がる時間（高くしすぎない事）
ground.velocity = -6             ;地上で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
airguard.velocity = -1.9,-2     ;空中で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
air.type = Low                  ;空中で相手がくらった場所（上と同じ）
air.velocity = -1.4,-3           ;空中で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
air.hittime = 12                 ;空中でコンボが繋がる時間
nochainID = 1200
supermovetime = 9999999999999
pausemovetime = 9999999999999

[state 0]
type = varadd
trigger1 = time = 0
v = 13
value = 61

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 201, 0

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = var(1) = 0
value = 200,var(6)
volume = 255
ignorehitpause = 1

[state a]
type = ctrlset
trigger1 = animelem = 3
value = 1

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

;---------------------------------------------------------------------------
;遠距離強パンチ
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 210

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 3
trigger1 = var(1) = 0
value = 210, var(6)
volume = 255

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 211, 0

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 7
anim = 211
id = 211
sprpriority = 5
postype = p1
pos = -10,0
bindtime = 1
supermove = 0
under = 0

[State 210, 2]
type = HitDef
triggerall = !ishelper
trigger1 = palno != 12
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage    = 106
getpower = 0,30
guardflag = MA
pausetime = 8,10
sparkno = s7001
sparkxy = -10,-77
hitsound   = s310,var(6)
guardsound = s120,0
guard.sparkno = s7011
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10.5
air.velocity = -2.5,-4
nochainID = 1200

[state 0]
type = Projectile
trigger1 = !ishelper
trigger1 = palno = 12
trigger1 = animelem = 8
trigger2 = ishelper(12345678)
trigger2 = animelem = 8
projID = 210
projanim = 3210
projscale = 1, 1
projremove = -1
projremovetime = 1
projpriority = 4
projsprpriority = 2
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
attr = S, NA
animtype  = hard
damage    = 106
getpower = 30,30
guardflag = MA
pausetime = 8,10
sparkno = s7001
sparkxy = 60,-77
hitsound   = s310,var(6)
guardsound = s120,0
guard.sparkno = s7011
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10.5
air.velocity = -2.5,-4
nochainID = 1200

[State 210, 2]
type = HitDef
triggerall = !ishelper
triggerall = palno != 12
trigger1 = animelem = 9
attr = S, NA
animtype  = hard
damage    = 70
getpower = 30,30
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -10,-75
hitsound   = s300,var(6)
guardsound = s120,0
guard.sparkno = s7011
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10.5
air.velocity = -2.5,-4
nochainID = 1200

[state 0]
type = varadd
trigger1 = time = 0
v = 13
value = 30

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

;---------------------------------------------------------------------------
;遠距離 立ち・弱・キック
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 230
sprpriority = 2

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = var(1) = 0
value = 200,var(6)
volume = 255

[State 230, 1]
type = PlaySnd
trigger1 = Time = 2
value = 221, 0

[State 1000, 5];攻撃エフェクト1
type = Explod
trigger1 = animelem = 3
anim = 231
id = 200
sprpriority = 3
postype = p1
velset = 0,0
pos = 77,-91
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト2
type = Explod
trigger1 = animelem = 4
anim = 231
id = 200
sprpriority = 3
postype = p1
velset = 0,0
pos = 35,-21
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 230, 2]
type = HitDef
triggerall = !ishelper
trigger1 = palno != 12
trigger1 = Time = 0
attr = S, NA
animtype  = light
damage    = 38
getpower = 61,61
guardflag = MA
pausetime = 7,8
sparkno = s7000
sparkxy = -15,-57
hitsound   = s330,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3.5
nochainID = 1200

[state 0]
type = Projectile
trigger1 = !ishelper
trigger1 = palno = 12
trigger1 = animelem = 3
trigger2 = ishelper(12345678)
trigger2 = animelem = 3
projID = 230
projanim = 3230
projscale = 1, 1
projremove = 1
projremovetime = 5
projpriority = 4
projsprpriority = 2
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
attr = S, NA
animtype  = light
damage    = 38
getpower = 61,61
guardflag = MA
pausetime = 7,8
sparkno = s7000
sparkxy = 55,-57
hitsound   = s330,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3.5
nochainID = 1200

[state 0]
type = varadd
trigger1 = time = 0
v = 13
value = 61

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;遠距離 立ち・強・キック
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 3
trigger1 = var(1) = 0
value = 200, var(6)
volume = 255

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 240, 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 2
anim = 241
id = 241
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State 240, 2]
type = HitDef
triggerall = !ishelper
trigger1 = palno != 12
trigger1 = Time = 0
attr = S, NA
animtype  = hard
damage    = 96
getpower = 30,30
guardflag = MA
pausetime = 8,10
sparkno = s7001
sparkxy = -15,-85
hitsound   = s240,0
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-6
air.velocity = -3,-5.2
nochainID = 1200

[state 0]
type = Projectile
trigger1 = !ishelper
trigger1 = palno = 12
trigger1 = animelem = 3
trigger2 = ishelper(12345678)
trigger2 = animelem = 3
projID = 240
projanim = 3240
projscale = 1, 1
projremove = 1
projremovetime = 3
projpriority = 4
projsprpriority = 2
offset = 0, 0
postype = p1
projshadow =0, 0, 0
attr = S, NA
animtype  = hard
damage    = 96
getpower = 30,30
guardflag = MA
pausetime = 8,10
sparkno = s7001
sparkxy = 55,-85
hitsound   = s240,0
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-6
air.velocity = -3,-5.2
nochainID = 1200

[State 240, 2]
type = HitDef
triggerall = !ishelper
trigger1 = palno != 12
trigger1 = animelem = 4
attr = S, NA
animtype  = hard
damage    = 58
getpower = 30,30
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-106
hitsound   = s240,0
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-5
air.velocity = -2,-5.0
nochainID = 1200

[state 0]
type = varadd
trigger1 = time = 0
v = 13
value = 30

[state a]
type = posadd
trigger1 = animelem = 3
x = 4

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------------
;デバッグ用
;[statedef 250]
;type    = S
;movetype= I
;physics = S
;juggle  = 0
;ctrl = 0
;velset = 0,0
;anim = 183
;sprpriority = 2

;[state 250]
;type = varset
;trigger1 = time = 1
;trigger1 = var(59) = 0
;v = 12
;value = 1

;[state 4000]
;type = AssertSpecial
;trigger1 = 1
;flag = noBG
;flag2 = nobardisplay

;[state 4000]
;type = NotHitBy
;trigger1 = 1
;value = SCA
;time = 1

;[State 250, 4]
;type = ChangeState
;trigger1 = AnimTime = 0
;value = 0
;ctrl = 1

;[State 240, 1]
;type = PlaySnd
;trigger1 = time = 0
;value = 190, 1
;---------------------------------------------------------------------------
; ふっ飛ばし攻撃
[Statedef 290]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 290
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = Time = 1
value = 221, 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
trigger1 = var(1) = 0
value = 290, 0
volume = 255

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 4
anim = 211
id = 211
sprpriority = 5
postype = p1
pos = -36,-18
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State 240, 2]
type = HitDef
triggerall = palno != 12
trigger1 = Time = 0
attr = S, NA
animtype  = high
damage    = 98
getpower = 136,136
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-4.5
air.velocity = -4,-4.8
fall = 1
fall.recover = 0
nochainID = 1200

[state 0]
type = Projectile
triggerall = palno = 12
trigger1 = animelem = 4
projID = 290
projanim = 3290
projscale = 1, 1
projremove = 1
projremovetime = 5
projpriority = 4
projsprpriority = 2
offset = 0, 0
postype = p1
projshadow =0, 0, 0
attr = S, NA
animtype  = high
damage    = 98
getpower = 136,136
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = 55,-77
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-4.5
air.velocity = -4,-4.8
fall = 1
fall.recover = 0
nochainID = 1200

[state 0]
type = varadd
trigger1 = time = 0
v = 13
value = 136

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ガードキャンセルふっ飛ばし攻撃
[Statedef 291]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= -500
ctrl = 0
velset = 0,0
anim = 291
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 211, 0

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = var(1) = 0
value = 290, 0

[State 700, 2];無敵の状態を作る
type = NotHitBy
triggerall = 1
trigger1 = 1
value = SCA

[State 3040, 7];画面フラッシュ
type = EnvColor
trigger1 = movehit = 1
persistent = 0
ignorehitpause = 1
time = 2
value = 255,255,255
under = 1

[State 240, 2]
type = HitDef
triggerall = palno != 12
trigger1 = Time = 0
attr = S, NA
animtype  = diagup
damage    = 39
getpower = 0,0
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0
nochainID = 1200

[state 0]
type = Projectile
triggerall = palno = 12
trigger1 = animelem = 2
projID = 291
projanim = 3291
projscale = 1, 1
projremove = 1
projremovetime = 3
projpriority = 4
projsprpriority = 2
offset = 0, 0
postype = p1
projshadow =0, 0, 0
attr = S, NA
animtype  = diagup
damage    = 39
getpower = 0,0
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = 55,-77
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0
nochainID = 1200

[state 0]
type = varadd
trigger1 = time = 0
v = 13
value = -500

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;屈み・弱・パンチ
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 0
ctrl = 0
anim = 400
sprpriority = 2

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = var(1) = 0
value = 200,var(6)

[State 400, 1]
type = PlaySnd
trigger1 = Time = 1
value = 201, 0

[State 400, 2]
type = HitDef
triggerall = palno != 12
trigger1 = Time = 0
attr = C, NA
damage    = 19
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = M
getpower = 60,60
pausetime = 7,8
sparkno = s7000
sparkxy = -10,-37
hitsound   = s300,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3
nochainID = 1200

[state 0]
type = Projectile
triggerall = palno = 12
trigger1 = animelem = 2
projID = 400
projanim = 3400
projscale = 1, 1
projremove = 1
projremovetime = 4
projpriority = 4
projsprpriority = 2
offset = 0, 0
postype = p1
projshadow =0, 0, 0
attr = C, NA
damage    = 19
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = M
getpower = 60,60
pausetime = 7,8
sparkno = s7000
sparkxy = 60,-37
hitsound   = s300,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3
nochainID = 1200

[state 0]
type = varadd
trigger1 = time = 0
v = 13
value = 60

[State 400, 3]
type = CtrlSet
trigger1 = animelem = 3
value = 1

[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;屈み・強・パンチ
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 30
ctrl = 0
anim = 410
sprpriority = 2

[State 410, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 221, 0

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = var(1) = 0
value = 210, var(6)

[State 410, 2]
type = HitDef
triggerall = palno != 12
trigger1 = time = 0
attr = C, NA
damage    = 96
animtype  = hard
hitflag = MAF
guardflag = M
pausetime = 11,12
getpower = 30,30
sparkno = s7001
sparkxy = -10,-73
hitsound   = s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -7
air.velocity = -3,-6
nochainID = 1200

[state 0]
type = Projectile
triggerall = palno = 12
trigger1 = animelem = 6
projID = 410
projanim = 3410
projscale = 1, 1
projremove = 1
projremovetime = 2
projpriority = 4
projsprpriority = 2
offset = 0, 0
postype = p1
projshadow =0, 0, 0
attr = C, NA
damage    = 96
animtype  = hard
hitflag = MAF
guardflag = M
pausetime = 11,12
getpower = 30,30
sparkno = s7001
sparkxy = 60,-73
hitsound   = s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -7
air.velocity = -3,-6
nochainID = 1200

[State 410, 2]
type = HitDef
triggerall = palno != 12
trigger1 = animelem = 7
attr = C, NA
damage    = 35
animtype  = hard
hitflag = MAF
guardflag = M
pausetime = 0,10
getpower = 30,30
sparkno = s7001
sparkxy = -12,-78
hitsound   = s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 6
air.velocity = 3,4
nochainID = 1200

[state 0]
type = varadd
trigger1 = time = 0
v = 13
value = 30

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;屈み・弱・キック
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 0
ctrl = 0
anim = 430
sprpriority = 2

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = var(1) = 0
value = 200,var(6)

[State 430, 1]
type = PlaySnd
trigger1 = Time = 1
value = 221, 0

[State 430, 2]
type = HitDef
triggerall = palno != 12
trigger1 = Time = 0
attr = C, NA
damage    = 19
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 6,8
sparkno = s7000
sparkxy = -10,-12
hitsound   = s330,var(6)
getpower = 30,30
guard.sparkno = s7010
guardsound = s120,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20
nochainID = 1200

[state 0]
type = Projectile
triggerall = palno = 12
trigger1 = animelem = 2
projID = 430
projanim = 3430
projscale = 1, 1
projremove = 1
projremovetime = 4
projpriority = 4
projsprpriority = 2
offset = 0, 0
postype = p1
projshadow =0, 0, 0
attr = C, NA
damage    = 19
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 6,8
sparkno = s7000
sparkxy = 60,-12
hitsound   = s330,var(6)
getpower = 30,30
guard.sparkno = s7010
guardsound = s120,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20
nochainID = 1200

[state 0]
type = varadd
trigger1 = time = 0
v = 13
value = 30

[State 400, 3]
type = CtrlSet
trigger1 = animelem = 3
value = 1

[State 430, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;屈み・強・キック
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 33
ctrl = 0
anim = 440
sprpriority = 2

[State 440, 2]
type = PlaySnd
trigger1 = Time = 2
trigger2 = animelem = 5
value = 221, 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
trigger1 = var(1) = 0
value = 210, var(6)

[State 440, 3]
type = HitDef
triggerall = palno != 12
trigger1 = Time = 0
attr = C, NA
damage    = 154
hitflag = MAF
guardflag = L
pausetime = 11,12
sparkno = s7001
getpower = 61,61
sparkxy = -15,-18
hitsound   = s340,var(6)
guardsound = s120,0
guard.sparkno = s7011
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-5
air.velocity = -4,-4
guard.velocity = -5
fall = 1
nochainID = 1200

[state 0]
type = Projectile
triggerall = palno = 12
trigger1 = animelem = 8
projID = 440
projanim = 3440
projscale = 1, 1
projremove = 1
projremovetime = 3
projpriority = 4
projsprpriority = 2
offset = 0, 0
postype = p1
projshadow =0, 0, 0
attr = C, NA
damage    = 154
hitflag = MAF
guardflag = L
pausetime = 11,12
sparkno = s7001
getpower = 61,61
sparkxy = -15,-18
hitsound   = s340,var(6)
guardsound = s120,0
guard.sparkno = s7011
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-5
air.velocity = -4,-4
guard.velocity = -5
fall = 1
nochainID = 1200

[state 0]
type = varadd
trigger1 = time = 0
v = 13
value = 33

[State 440, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1



;---------------------------------------------------------------------------
;空中・弱・パンチ
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 0
ctrl = 0
anim = 600
sprpriority = 2

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 201, 0

[State 600, 2]
type = HitDef
triggerall = palno != 12
trigger1 = Time = 0
attr = A, NA
damage    = 38
getpower = 61,61
guardflag = HA
priority = 3
pausetime = 7,8
sparkno = s7000
sparkxy = -10,-79
hitsound   = s300,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = low
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3
nochainID = 1200

[state 0]
type = Projectile
triggerall = palno = 12
trigger1 = animelem = 2
projID = 3600
projanim = 3600
projscale = 1, 1
projremove = 1
projremovetime = 4
projpriority = 4
projsprpriority = 2
offset = 0, 0
postype = p1
projshadow =0, 0, 0
velocity = vel X,vel Y
attr = A, NA
damage    = 38
getpower = 61,61
guardflag = HA
priority = 3
pausetime = 7,8
sparkno = s7000
sparkxy = 60,-79
hitsound   = s300,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = low
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3
nochainID = 1200

[state 0]
type = varadd
trigger1 = time = 0
v = 13
value = 61

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

;---------------------------------------------------------------------------
;空中・強・パンチ
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 30
ctrl = 0
anim = 610
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 220, 1

[State 610, 3]
type = HitDef
triggerall = palno != 12
trigger1 = Time = 0
attr = A, NA
damage = 125
guardflag = HA
getpower = 61,61
priority = 4
pausetime = 12,12
sparkno = s7001
sparkxy = -10,-76
hitsound   = s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
animtype = Med
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4
nochainID = 1200

[state 0]
type = Projectile
triggerall = palno = 12
trigger1 = animelem = 2
projID = 3610
projanim = 3610
projscale = 1, 1
projremove = 1
projremovetime = 4
projpriority = 4
projsprpriority = 2
offset = 0, 0
postype = p1
projshadow =0, 0, 0
velocity = vel X,vel Y
attr = A, NA
damage = 125
guardflag = HA
getpower = 61,61
priority = 4
pausetime = 12,12
sparkno = s7001
sparkxy = 60,-76
hitsound   = s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
animtype = Med
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4
nochainID = 1200

[state 0]
type = varadd
trigger1 = time = 0
v = 13
value = 61

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

;---------------------------------------------------------------------------
;垂直空中・弱・キック
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 0
ctrl = 0
anim = 630
sprpriority = 2

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = var(1) = 0
value = 200,var(6)

[State 630, 1]
type = PlaySnd
trigger1 = Time = 1
value = 221, 0

[State 630, 2]
type = HitDef
triggerall = palno != 12
trigger1 = Time = 0
attr = A, NA
damage = 57
getpower = 61,61
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = s7000
sparkxy = -5,-51
hitsound   = s330,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = low
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3
nochainID = 1200

[state 0]
type = Projectile
triggerall = palno = 12
trigger1 = animelem = 2
projID = 3610
projanim = 3610
projscale = 1, 1
projremove = 1
projremovetime = -1
projpriority = 4
projsprpriority = 2
offset = 0, 0
postype = p1
projshadow =0, 0, 0
velocity = 18,3
attr = A, NA
damage = 57
getpower = 61,61
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = s7000
sparkxy = 65,-51
hitsound   = s330,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = low
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3
nochainID = 1200

[state 0]
type = varadd
trigger1 = time = 0
v = 13
value = 61

[state 630]
type = Velset
trigger1 = animelem >= 2
x = 18
y = 3

;---------------------------------------------------------------------------
;空中・強・キック
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 30
ctrl = 0
anim = 245
sprpriority = 2

[State 640, 2]
type = PlaySnd
trigger1 = Time = 2
value = 221, 0

[State 640, 3]
type = HitDef
triggerall = palno != 12
trigger1 = Time = 0
attr = A, NA
damage    = 138
guardflag = HA
getpower = 61,61
priority = 4
pausetime = 12,12
sparkno = s7001
sparkxy = -10,-61
hitsound   = s340,var(6)
guard.sparkno = s7011
guardsound = s120,0
animtype = back
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0
air.velocity = 0,40
nochainID = 1200
fall = 1

[state 0]
type = Projectile
triggerall = palno = 12
trigger1 = animelem = 7
projID = 3245
projanim = 3245
projscale = 1, 1
projremove = 1
projremovetime = 5
projpriority = 4
projsprpriority = 2
offset = 0, 0
postype = p1
projshadow =0, 0, 0
velocity = vel X,vel Y
attr = A, NA
damage    = 138
guardflag = HA
getpower = 61,61
priority = 4
pausetime = 12,12
sparkno = s7001
sparkxy = 60,-61
hitsound   = s340,var(6)
guard.sparkno = s7011
guardsound = s120,0
animtype = back
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0
air.velocity = 0,40
nochainID = 1200
fall = 1

[state 0]
type = varadd
trigger1 = time = 0
v = 13
value = 61

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

;---------------------------------------------------------------------------
;空中ふっ飛ばし攻撃
[Statedef 690]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 0
ctrl = 0
anim = 690
sprpriority = 2

[State 640, 2]
type = PlaySnd
trigger1 = Time = 2
value = 211, 0

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 2
anim = 211
id = 211
sprpriority = 5
postype = p1
pos = -29,-13
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State 240, 2]
type = HitDef
triggerall = palno != 12
trigger1 = Time = 0
attr = A, NA
animtype  = hard
damage    = 98
getpower = 120,120
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-75
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-4.5
air.velocity = -4,-4.8
fall = 1
fall.recover = 0
nochainID = 1200

[state 0]
type = Projectile
triggerall = palno = 12
trigger1 = animelem = 2
projID = 3690
projanim = 3690
projscale = 1, 1
projremove = 1
projremovetime = 2
projpriority = 4
projsprpriority = 2
offset = 0, 0
postype = p1
projshadow =0, 0, 0
velocity = vel X,vel Y
attr = A, NA
animtype  = hard
damage    = 98
getpower = 120,120
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = 55,-75
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-4.5
air.velocity = -4,-4.8
fall = 1
fall.recover = 0
nochainID = 1200

[state 0]
type = varadd
trigger1 = time = 0
v = 13
value = 120

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




;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;門客人(あらはばき)
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 800, 1]
type = HitDef
triggerall = palno != 12
Trigger1 = Time = 0
attr = S, NT          ;ｓ：立ち　ｎ：通常　ｔ：投げ
hitflag = MFA
priority = 1, Miss    ;１は優先順位が低いので技がでないかミスするという設定
sparkno = -1          ;-をつければスパークエフェクトは無い
sprpriority = 1       ;２Ｐより上にカンフーマンが表示される
p1facing = ifelse (command = "holdback", -1, 1) ;前を押したらターンする設定
p2facing = 1          ;？
p1stateno = 801       ;投げが成功した場合の移動する１Ｐのステート
p2stateno = 805       ;投げが成功した場合の移動する２Ｐのステート
;hitsound = S800,0
fall = 1              ;落ちる力を２Ｐにかけるか

[state 0]
type = Projectile
triggerall = palno = 12
trigger1 = animelem = 3
projID = 800
projanim = 3800
projscale = 1, 1
projremove = 1
projremovetime = 3
projhits = 4
projmisstime = 0
projpriority = 4
projsprpriority = 2
offset = 0, 0
postype = p1
projshadow =0, 0, 0
attr = S, NT          ;ｓ：立ち　ｎ：通常　ｔ：投げ
hitflag = MFA
priority = 1, Miss    ;１は優先順位が低いので技がでないかミスするという設定
sparkno = -1          ;-をつければスパークエフェクトは無い
sprpriority = 1       ;２Ｐより上にカンフーマンが表示される
p1facing = ifelse (command = "holdback", -1, 1) ;前を押したらターンする設定
p2facing = 1          ;？
p1stateno = 801       ;投げが成功した場合の移動する１Ｐのステート
p2stateno = 805       ;投げが成功した場合の移動する２Ｐのステート
;hitsound = S800,0
fall = 1              ;落ちる力を２Ｐにかけるか

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;投げている自分
[Statedef 801]
type    = S
movetype= A
physics = N
anim = 801
juggle  = 8
sprpriority = 2

;---------------------[サウンド]
[State 810, Grab Sound];掴み
type = PlaySnd
trigger1 = time = 3
value = 800, 0

[State 810, Grab Sound];浮き
type = PlaySnd
trigger1 = AnimElem = 2
value = 801, 0

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 5
value = 190, 2

[State 810, Grab Sound];
type = PlaySnd
trigger1 = animelemtime(6) = 6
value = 240, 0

[State 3040, 7];画面フラッシュ
type = EnvColor
trigger1 = animelemtime(6) = 6
persistent = 0
ignorehitpause = 1
time = 2
value = 255,255,255
under = 1


[State 1000, 5]
type = Explod
trigger1 = time = 3
anim = 7080
sprpriority = 3
postype = p1
velset = 0,0
pos = 47,-89
bindtime = 1
supermove = 0
under = 0
ownpal = 1


[State 1000, 5];ヒットエフェクト
type = Explod
trigger1 = animelemtime(6) = 6
anim = 7002
sprpriority = 5
postype = p1
velset = 0,0
pos = 60,-129
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5];足元
type = Explod
trigger1 = animelem = 2
anim = 810
sprpriority = 1
postype = p1
velset = 0,0
pos = 60,0
bindtime = 1
removetime = 40
supermove = 0
under = 0
ownpal = 1

[State 1000, 5];足元消滅
type = Explod
trigger1 = animelem = 5
anim = 811
sprpriority = 1
postype = p1
velset = 0,0
pos = 60,0
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5];火柱
type = Explod
trigger1 = animelem = 6
anim = 12200
sprpriority = 3
postype = p1
velset = 0,0
pos = 60,0
bindtime = 1
supermove = 0
under = 0
ownpal = 1


;:::相手

[State 801, 2]
type = TargetBind
trigger1 = animelem = 1
pos = 32,0


[state a]
type = targetstate
trigger1 = animelemtime(6) = 6
value = 806


[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = animelemtime(6) = 6
value = -173

;:::

[State 210, Width];画面端の押し戻し判定
type = Width
trigger1 = 1;animelem = 1
edge = 60,0

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

;---------------------------------------------------------------------------
;投げられている相手
[Statedef 805]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 805

[state a]
type = velset
trigger1 = time = 20
x = -2
y = -3

[state a]
type = veladd
trigger1 = vel x < 0
x = 0.1

[state a]
type = veladd
trigger1 = vel y < 0
y = 0.1

[state b]
type = null;velset
trigger1 = time = 26
x = 0
y = 0


[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1



;---------------------------------------------------------------------------
;投げられている相手2
[Statedef 806]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 700, 2];無敵の状態を作る
type = NotHitBy
trigger1 = 1
value = SCA

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[state a]
type = velset
trigger1 = animelem = 1
x = -1.5
y = -10

[State 821, 1] ;これは重力これは毎フレーム事に0.4の力が加わります
type = VelAdd
Trigger1 = 1;animelem = 3,>= 0
y = .4

[State 821, 3] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 

;====================================================================================================================

;吸血
[Statedef 820]
type    = S
movetype= A
physics = S
juggle  = 8
ctrl = 0
velset = 0,0
anim = 210

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 3
trigger1 = var(1) = 0
value = 210, var(6)
volume = 255

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 211, 0

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 7
anim = 211
id = 211
sprpriority = 5
postype = p1
pos = -10,0
bindtime = 1
supermove = 0
under = 0

[State 210, 2]
type = HitDef
triggerall = palno != 12
trigger1 = time = 0
attr = S, NA
animtype  = hard
guardflag = MA
pausetime = 8,10
sparkno = s7001
sparkxy = -10,-77
hitsound   = s310,var(6)
guardsound = s120,0
guard.sparkno = s7011
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
nochainID = 1200
p1stateno = 821
p2stateno = 823

[state 0]
type = Projectile
triggerall = palno = 12
trigger1 = animelem = 8
projID = 210
projanim = 3210
projscale = 1, 1
projremove = -1
projremovetime = 1
projpriority = 4
projsprpriority = 2
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
attr = S, NT
animtype  = hard
guardflag = MA
pausetime = 8,10
sparkno = s7001
sparkxy = 60,-77
hitsound   = s310,var(6)
guardsound = s120,0
guard.sparkno = s7011
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
nochainID = 1200
p1stateno = 821
p2stateno = 823

[State 210, 2]
type = HitDef
triggerall = palno != 12
trigger1 = animelem = 9
attr = S, NT
animtype  = hard
damage    = 70
getpower = 30,30
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -10,-75
hitsound   = s300,var(6)
guardsound = s120,0
guard.sparkno = s7011
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
nochainID = 1200
p1stateno = 821
p2stateno = 823

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


[statedef 821]
type = S
physics = N
anim = 820
juggle  = 8
sprpriority = 4

[state 821]
type = PlayerPush
trigger1 = 1
value = 0

[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 192,0
volume = 255

[State 810, Grab Sound];
type = PlaySnd
trigger1 = time = 65
value = 192, 1
volume = 255

[State 810, Grab Sound];
type = PlaySnd
trigger1 = time = 65
value = 2300,2

[State 1000, 5];血
type = Explod
trigger1 = time = 65
anim = 825
sprpriority = 3
postype = p1
velset = 0,0
pos = 30,-25
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[state 821]
type = changestate
trigger1 = time = 89
value = 822
ctrl = 0

[statedef 822]
type = S
movetype = A
anim = 822

[state 821]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[statedef 823]
type = A
movetype = H
anim = 5000
sprpriority = 2

[state 823]
type = changeanim
trigger1 = 1
value = 5000
[State 700, 2];無敵の状態を作る
type = NotHitBy
trigger1 = 1
value = SCA
[state 821]
type = PlayerPush
trigger1 = 1
value = 0
[state 823]
type = posadd
trigger1 = time = 1
x = p2dist X - 28
y = p2dist Y - 40
[state 823]
type = posadd
trigger1 = time = 6
x = p2dist X +0
y = p2dist Y - 80

[state 823]
type = lifeadd
trigger1 = enemy,time = 65
value = -115

[state 823]
type = selfstate
trigger1 = enemy,time = 66
;trigger1 = p2stateno != 821&&p2stateno != 820
value = 5050
;---------------------------------------------------------------------------
;レッグスルー
[Statedef 850]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 800, 1]
type = HitDef
triggerall = palno != 12
Trigger1 = Time = 0
attr = S, NT          ;ｓ：立ち　ｎ：通常　ｔ：投げ
hitflag = M-          ;コンボの途中から投げが入らないよう設定してある
priority = 1, Miss    ;１は優先順位が低いので技がでないかミスするという設定
sparkno = -1          ;-をつければスパークエフェクトは無い
sprpriority = 1       ;２Ｐより上にカンフーマンが表示される
;p1facing = ifelse (command = "holdfwd", -1, 1) ;前を押したらターンする設定
p2facing = 1          ;？
p1stateno = 851       ;投げが成功した場合の移動する１Ｐのステート
p2stateno = 855       ;投げが成功した場合の移動する２Ｐのステート
;hitsound = S800,0
fall = 1              ;落ちる力を２Ｐにかけるか

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;投げている自分
[Statedef 851]
type    = S
movetype= A
physics = N
anim = 850
sprpriority = 5

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

;---------------------[サウンド]
[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 800, 0

[State 810, Grab Sound];叩きつけ
type = PlaySnd
trigger1 = AnimElem = 6
value = 850, 2


;---------------------[エフェクト]
[State 1000, 5]
type = Explod
trigger1 = time = 3
anim = 7080
sprpriority = 3
postype = p1
velset = 0,0
pos = 47,-89
bindtime = 1
supermove = 0
under = 0
ownpal = 1

;---------------------[位置設定]
[state a]
type = posadd
trigger1 = animelem = 2
x = 8
y = -12

[state a]
type = posadd
trigger1 = animelem = 3
y = 12

[state a]
type = posadd
trigger1 = animelem = 4
trigger2 = animelem = 5
trigger3 = animelem = 6
x = -16

[State 210, Width];画面端の押し戻し判定
type = Width
trigger1 = animelem = 5
edge = 60,121

[State 1020, 4]
type = EnvShake
trigger1 = animelem = 6
time = 9
ampl = -5
freq = 95
phase = 95

;---------------------[相手の制御]
[State 801, 2]
type = TargetBind
trigger1 = animelem = 1
pos = 40,0

[State 801, 2]
type = TargetBind
trigger1 = animelem = 3
pos = 54,-72

[State 801, 2]
type = TargetBind
trigger1 = animelem = 4
pos = 35,-84

[State 801, 2]
type = TargetBind
trigger1 = animelem = 5
pos = -25,-85

[State 801, 2]
type = TargetBind
trigger1 = animelem = 6
pos = -45,0


[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = animelem = 6
value = -167

;:::相手

[State 821, 3] 
type = changeState
trigger1 = animtime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
;投げられている相手
[Statedef 855]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 855

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[state a]
type = velset
trigger1 = animelem = 9
x = 5
y = -4

[State 821, 1] ;これは重力これは毎フレーム事に0.4の力が加わります
type = VelAdd
Trigger1 = animelem = 9,>= 0
y = .4

[State 821, 3] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;必殺;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;一閃

[statedef 370]
type = S
movetype = I
anim = 102
velset = 0,0
ctrl = 0

[state 0]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
ignorehitpause = 1

[state 370]
type = changestate
trigger1 = palno <= 8
trigger1 = frontedgedist <= 70
trigger1 = time = 0
value = 265
ctrl = 0

[state 275]
type = posadd
trigger1 = palno >= 9
trigger1 = time = 4
trigger2 = palno <= 8
trigger2 = time = 10
x = 999

[state 370]
type = velset
trigger1 = time = 0
x = 20

[state 370]
type = veladd
trigger1 = palno >= 9
trigger1 = time >= 4
trigger2 = palno <= 8
trigger2 = time >= 10
x = -0.5

[state 0]
type = Projectile
trigger1 = palno >= 9
trigger1 = time = 2
trigger2 = palno <= 8
trigger2 = time = 8
projID = 370
projanim = 103
projscale = 1, 1
projremove = 1
projremovetime = 6
projpriority = 4
projsprpriority = 2
projedgebound = 500
projheightbound = -100, 100
offset = 0,0
postype = p1
attr = S, SP
animtype  = up
damage    = 21,0
guardflag = MFA
numhits = 1
pausetime = 0,0
sparkno = -1
hitsound   = -1
ground.type = Trip
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-5
air.velocity = -1,-4
fall = 1
air.fall = 1
fall.recover = 0

[state 370]
type = playsnd
trigger1 = time = 0
value = 4000,1

[state 370]
type = explod
trigger1 = palno >= 9
trigger1 = time = 2
trigger2 = palno <= 8
trigger2 = time = 10
anim = 17780
id = 370
sprpriority = 5
postype = back
pos = 0,200
bindtime = -1
removetime = -2
ignorehitpause = 1

[state 0]
type = varadd
trigger1 = time = 0
v = 13
value = 44

[state 275]
type = changestate
trigger1 = palno >= 9
trigger1 = time = 16
trigger2 = palno <= 8
trigger2 = ProjGuarded370 = 0
trigger2 = time = 32
trigger3 = palno <= 8
trigger3 = ProjGuarded370 = 1
trigger3 = time = 64
value = 0
ctrl = 1


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

[statedef 371]
type = A
movetype = I
anim = 371
velset = 0,0
ctrl = 0

[state 0]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
ignorehitpause = 1

[state 370]
type = velset
trigger1 = time = 0
x = 16

[state 370]
type = veladd
trigger1 = time >= 4
x = -1

[state 275]
type = posadd
trigger1 = time = 4
x = 999

[state 275]
type = posset
trigger1 = time = 5
y= 0

[state 370]
type = StateTypeSet
trigger1 = pos Y = 0
statetype = S
movetype = I
physics = N

[state 0]
type = Projectile
trigger1 = time = 3
projID = 371
projanim = 372
projscale = 1, 1
projremove = 1
projremovetime = 6
projpriority = 4
projsprpriority = 2
projedgebound = 500
projheightbound = -100, 100
postype = p1
offset = backedgedist,-65
attr = S, SP
vel = 8,4
animtype  = up
damage    = 21,0
guardflag = MFA
numhits = 1
pausetime = 0,0
sparkno = -1
hitsound   = -1
ground.type = Trip
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-5
air.velocity = -1,-4
fall = 1
air.fall = 1
fall.recover = 0

[state 370]
type = playsnd
trigger1 = time = 0
value = 4000,1

[state 370]
type = explod
trigger1 = time = 2
anim = 17781
id = 370
sprpriority = 5
postype = back
pos = 0,200
bindtime = -1
removetime = -2
ignorehitpause = 1

[state 0]
type = varadd
trigger1 = time = 0
v = 13
value = 44

[state 275]
type = changestate
trigger1 = animtime = 0
value = 12
ctrl = 1

;-------------------------
[statedef 373]
type = A
movetype = I
anim = 373
velset = 0,0
ctrl = 0

[state 0]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
ignorehitpause = 1

[state 275]
type = posadd
trigger1 = time = 3
x = 35
y = -300

[state 370]
type = StateTypeSet
trigger1 = time >= 10
statetype = A
movetype = I
physics = A

[state 0]
type = Projectile
trigger1 = time = 2
projID = 374
projanim = 374
projscale = 1, 1
projremove = 1
projremovetime = 6
projpriority = 4
projsprpriority = 2
projedgebound = 500
projheightbound = -100, 100
postype = p1
offset = 0,0
attr = S, SP
vel = 0,0
animtype  = up
damage    = 21,0
guardflag = MFA
numhits = 1
pausetime = 0,0
sparkno = -1
hitsound   = -1
ground.type = Trip
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-5
air.velocity = -1,-4
fall = 1
air.fall = 1
fall.recover = 0

[state 370]
type = playsnd
trigger1 = time = 0
value = 4000,1

[state 370]
type = explod
trigger1 = time = 2
anim = 4001
id = 4001
sprpriority = 5
postype = p1
pos = 0,240
bindtime = 1
removetime = -2
ignorehitpause = 1

[state 0]
type = varadd
trigger1 = time = 0
v = 13
value = 44

[state 275]
type = changestate
trigger1 = time = 16
value = 50
ctrl = 1

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

[statedef 375]
type = A
movetype = I
anim = 375
velset = 0,0
ctrl = 0

[state 375]
type = AfterImage
trigger1 = time = 0
time = 12
length = 10
palcolor = 256
palinvertall = 0
palbright = 30,30,30
palcontrast = 120,120,220
palpostbright = 0,0,0
paladd = 10,10,25
palmul = .65,.65,.75
timegap = 1
framegap = 4
trans = "non"

[state 275]
type = posadd
trigger1 = time = 3
;x = 320
y = -100

[state 375]
type = velset
trigger1 = time = 3
x = 320

[state 375]
type = null;velset
trigger1 = time = 4
y = 0

[state 370]
type = StateTypeSet
trigger1 = time >= 10
statetype = A
movetype = I

[state 0]
type = Projectile
trigger1 = time = 2
projID = 376
projanim = 376
projscale = 1, 1
projremove = 1
projremovetime = 6
projpriority = 4
projsprpriority = 2
projedgebound = 500
projheightbound = -100, 100
postype = p1
offset = 0,0
attr = S, SP
vel = 0,0
animtype  = up
damage    = 21,0
guardflag = MFA
numhits = 1
pausetime = 0,0
sparkno = -1
hitsound   = -1
ground.type = Trip
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-5
air.velocity = -1,-4
fall = 1
air.fall = 1
fall.recover = 0

[state 370]
type = playsnd
trigger1 = time = 0
value = 4000,1

[state 370]
type = explod
trigger1 = time = 2
anim = 4002
id = 4002
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = -2
ignorehitpause = 1
scale = 2,1

[state 0]
type = varadd
trigger1 = time = 0
v = 13
value = 44

[state 275]
type = changestate
trigger1 = time >= 4
trigger1 = command = "holdup"
value = 373
ctrl = 0

[state 275]
type = changestate
trigger1 = time = 16
value = 50
ctrl = 1




;波紋

[statedef 1000]
type    = S
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 1200

[state 1000]
type = helper
trigger1 = time = 6
helpertype = player
name = "hadou"
ID = 1001
pos = 50, -80
postype = p1
facing = 1
stateno = 1001
keyctrl = 0
ownpal = 1
supermovetime = 999999999999999999999
pausemovetime = 999999999999999999999
size.xscale = 0.3
size.yscale = 0.3

[state 0]
type = varadd
trigger1 = time = 0
v = 13
value = 54

[State 1000]
type = PlaySnd
trigger1 = time = 6
value = 801, 1

[state 1000]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;掃え!!!

[statedef 1010]
anim = 1000
type    = S
movetype= I
physics = N
poweradd= 30
ctrl = 0
velset = 0,0

[State 1000]
type = PlaySnd
trigger1 = time = 0
value = 1000,0
volume = 255

[state 0]
type = Projectile
trigger1 = animelem = 7
projID = 1012
projanim = 1012
projscale = 1, 1
projremove = 1
projremanim = 1013
projremovetime = -1
projpriority = 4
projsprpriority = 2
projedgebound = 100
projheightbound = -100, 100
velocity = 5,0
accel = 0,0
offset = 80,-75
postype = p1
projshadow =0, 0, 0
attr = S, SP
animtype  = hard
damage    = 88,0
guardflag = MFA
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = 63,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,3
air.velocity = -2,-3
fall = 1
air.fall = 1
fall.recover = 0

[state 0]
type = Projectile
trigger1 = animelem = 7
trigger1 = var(11) = 1
projID = 1012
projanim = 1012
projscale = 1, 1
projremove = 1
projremanim = 1013
projremovetime = -1
projpriority = 4
projsprpriority = 2
projedgebound = 100
projheightbound = -100, 100
velocity = 5,0
accel = 0,0
offset = 40,-150
postype = p1
projshadow =0, 0, 0
attr = S, SP
animtype  = hard
damage    = 88,0
guardflag = MFA
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = 63,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,3
air.velocity = -2,-3
fall = 1
air.fall = 1
fall.recover = 0

[state 0]
type = Projectile
trigger1 = animelem = 7
trigger1 = var(11) = 1
projID = 1012
projanim = 1012
projscale = 1, 1
projremove = 1
projremanim = 1013
projremovetime = -1
projpriority = 4
projsprpriority = 2
projedgebound = 100
projheightbound = -100, 100
velocity = 5,0
accel = 0,0
offset = 40,-0
postype = p1
projshadow =0, 0, 0
attr = S, SP
animtype  = hard
damage    = 88,0
guardflag = MFA
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = 63,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,3
air.velocity = -2,-3
fall = 1
air.fall = 1
fall.recover = 0

[state 0]
type = varadd
trigger1 = time = 0
v = 13
value = 47

[State 1000]
type = PlaySnd
trigger1 = animelem = 7
value = 1050, 0

[state 1000]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

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

[statedef 1020]
type    = S
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 1200

[state 1000]
type = helper
trigger1 = time = 6
helpertype = player
name = "hadou"
ID = 1020
pos = 55, -80
postype = p1
facing = 1
stateno = 1021
keyctrl = 0
ownpal = 1
supermovetime = 999999999999999999999999999
pausemovetime = 99999999999999999999999999
size.xscale = 0.5
size.yscale = 0.5

[state 1000]
type = helper
trigger1 = time = 6
helpertype = player
name = "hadou"
ID = 1020
pos = 100, -160
postype = p1
facing = 1
stateno = 1021
keyctrl = 0
ownpal = 1
supermovetime = 999999999999999999999999999
pausemovetime = 999999999999999999999999999
size.xscale = 0.5
size.yscale = 0.5

[state 1000]
type = helper
trigger1 = time = 6
helpertype = player
name = "hadou"
ID = 1020
pos = 100, 0
postype = p1
facing = 1
stateno = 1021
keyctrl = 0
ownpal = 1
supermovetime = 999999999999999999999999999
pausemovetime = 999999999999999999999999999
size.xscale = 0.5
size.yscale = 0.5

[state 0]
type = varadd
trigger1 = time = 0
v = 13
value = 66

[State 1000]
type = PlaySnd
trigger1 = time = 6
value = 2100, 3

[state 1000]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;=======================================================================================================================

[statedef 1100]
type = S
movetype = I
anim = 1251
velset = 0,0
ctrl = 0

[state 1000]
type = helper
trigger1 = animelem = 6,=1
helpertype = player
name = "gekirin"
ID = 1101
pos = -75, -75
postype = p1
facing = 1
stateno = 1101
keyctrl = 0
ownpal = 1
supermovetime = 999999999999999999999999999999
pausemovetime = 999999999999999999999999999999
size.xscale = 0.3
size.yscale = 0.3

[state 1000]
type = helper
trigger1 = animelem = 6,=1
helpertype = player
name = "gekirin"
ID = 1101
pos = 0, -150
postype = p1
facing = 1
stateno = 1101
keyctrl = 0
ownpal = 1
supermovetime = 99999999999999999999999999
pausemovetime = 99999999999999999999999999
size.xscale = 0.3
size.yscale = 0.3

[state 1000]
type = helper
trigger1 = animelem = 6,=1
helpertype = player
name = "gekirin"
ID = 1101
pos = 0, 0
postype = p1
facing = 1
stateno = 1101
keyctrl = 0
ownpal = 1
supermovetime = 9999999999999999999
pausemovetime = 9999999999999999999
size.xscale = 0.3
size.yscale = 0.3

[state 1000]
type = helper
trigger1 = animelem = 6,=1
helpertype = player
name = "gekirin"
ID = 1101
pos = 75, -75
postype = p1
facing = 1
stateno = 1101
keyctrl = 0
ownpal = 1
supermovetime = 99999999999999999999999
pausemovetime = 99999999999999999999999
size.xscale = 0.3
size.yscale = 0.3

[state 1000]
type = helper
trigger1 = animelem = 7,=10
helpertype = player
name = "gekirin"
ID = 1101
pos = 75, 0
postype = p1
facing = 1
stateno = 1101
keyctrl = 0
ownpal = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999
size.xscale = 0.3
size.yscale = 0.3

[state 1000]
type = helper
trigger1 = animelem = 7,=10
helpertype = player
name = "gekirin"
ID = 1101
pos = -75, 0
postype = p1
facing = 1
stateno = 1101
keyctrl = 0
ownpal = 1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
size.xscale = 0.3
size.yscale = 0.3

[state 1000]
type = helper
trigger1 = animelem = 7,=10
helpertype = player
name = "gekirin"
ID = 1101
pos = 75, -150
postype = p1
facing = 1
stateno = 1101
keyctrl = 0
ownpal = 1
supermovetime = 999999999999
pausemovetime = 999999999999
size.xscale = 0.3
size.yscale = 0.3

[state 1000]
type = helper
trigger1 = animelem = 7,=10
helpertype = player
name = "gekirin"
ID = 1101
pos = -75, -150
postype = p1
facing = 1
stateno = 1101
keyctrl = 0
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
size.xscale = 0.3
size.yscale = 0.3

[state 0]
type = varadd
trigger1 = time = 0
v = 13
value = 26

[State 1000]
type = PlaySnd
trigger1 = animelem = 6,=1
value = 801, 1

[state 1200]
type = changestate
trigger1 = var(11) = 1
trigger1 = animtime = 0
value = 1102
ctrl = 0

[state 1200]
type = changestate
trigger1 = var(11) = 0
trigger1 = animtime = 0
value = 0
ctrl = 1


[statedef 1102]
type = S
movetype = I
anim = 1050
velset = 0,0
ctrl = 0

[state 0]
type = Projectile
trigger1 = animelem = 7
projID = 1061
projanim = 1061
projscale = 1, 1
projremove = 1
projremovetime = 20
projpriority = 4
projsprpriority = 2
projedgebound = 200
projheightbound = -300, 100
velocity = 5,0
accel = 0,0
offset = 35,-100
postype = p1
projshadow =0, 0, 0
attr = S, SP
animtype  = hard
damage    = 53,0
guardflag = M
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = 63,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,-3
air.velocity = -2,-3
fall = 1
air.fall = 1
fall.recover = 0

[state 0]
type = Projectile
trigger1 = animelem = 7
projID = 1061
projanim = 1061
projscale = 1, 1
projremove = 1
projremovetime = 20
projpriority = 4
projsprpriority = 2
projedgebound = 200
projheightbound = -300, 100
velocity = 5,0
accel = 0,0
offset = 60,-75
postype = p1
projshadow =0, 0, 0
attr = S, SP
animtype  = hard
damage    = 53,0
guardflag = M
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = 63,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,-3
air.velocity = -2,-3
fall = 1
air.fall = 1
fall.recover = 0

[state 0]
type = Projectile
trigger1 = animelem = 7
projID = 1061
projanim = 1061
projscale = 1, 1
projremove = 1
projremovetime = 20
projpriority = 4
projsprpriority = 2
projedgebound = 200
projheightbound = -300, 100
velocity = 5,0
accel = 0,0
offset = 35,-50
postype = p1
projshadow =0, 0, 0
attr = S, SP
animtype  = hard
damage    = 53,0
guardflag = M
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = 63,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,-3
air.velocity = -2,-3
fall = 1
air.fall = 1
fall.recover = 0

[state 1200]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[statedef 1501];ジェノサイドカッター
type    = A
movetype= A
physics = A
juggle  = 8
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 240, 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 2
anim = 241
id = 241
sprpriority = 5
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
ignorehitpause = 0
under = 0

[State 240, 2]
type = HitDef
triggerall = palno != 12
trigger1 = Time = 0
attr = S, NA
animtype  = hard
damage    = 96
getpower = 30,30
hitflag = MFAD
guardflag = MA
pausetime = 0,0
sparkno = s7001
sparkxy = -15,-85
hitsound   = s240,0
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-6
air.velocity = -3,-6.2

[state 0]
type = Projectile
triggerall = palno = 12
trigger1 = animelem = 3
projID = 240
projanim = 3240
velocity = vel X,vel Y
projscale = 1, 1
projremove = 1
projremovetime = 3
projpriority = 4
projsprpriority = 2
offset = 0, 0
postype = p1
projshadow =0, 0, 0
attr = S, NA
animtype  = hard
damage    = 96
hitflag = MFAD
guardflag = MA
pausetime = 0,0
sparkno = s7001
sparkxy = 55,-85
hitsound   = s240,0
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-6
air.velocity = -3,-6.2

[State 240, 2]
type = HitDef
triggerall = palno != 12
trigger1 = animelem = 4
attr = S, NA
animtype  = back
damage    = 58
getpower = 30,30
hitflag = MFAD
guardflag = MA
pausetime = 0,0
sparkno = s7001
sparkxy = -15,-106
hitsound   = s240,0
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5,-9
air.velocity = -4,-3

[state 0]
type = varadd
trigger1 = time = 0
v = 13
value = 73

[state 1501]
type = velset
trigger1 = time = 0
x = 2
y = -11

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[statedef 1500];ジェノサイドカッター
type    = A
movetype= A
physics = A
juggle  = 8
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 240, 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 2
anim = 241
id = 241
sprpriority = 5
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
ignorehitpause = 0
under = 0

[State 240, 2]
type = HitDef
triggerall = palno != 12
trigger1 = Time = 0
attr = S, NA
animtype  = hard
damage    = 96
getpower = 30,30
hitflag = MFAD
guardflag = MA
pausetime = 0,0
sparkno = s7001
sparkxy = -15,-85
hitsound   = s240,0
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-6
air.velocity = -3,-6.2

[state 0]
type = Projectile
triggerall = palno = 12
trigger1 = animelem = 3
projID = 240
projanim = 3240
velocity = vel X,vel Y
projscale = 1, 1
projremove = 1
projremovetime = 3
projpriority = 4
projsprpriority = 2
offset = 0, 0
postype = p1
projshadow =0, 0, 0
attr = S, NA
animtype  = hard
damage    = 96
hitflag = MFAD
guardflag = MA
pausetime = 0,0
sparkno = s7001
sparkxy = 55,-85
hitsound   = s240,0
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-6
air.velocity = -3,-6.2

[State 240, 2]
type = HitDef
triggerall = palno != 12
trigger1 = animelem = 4
attr = S, NA
animtype  = back
damage    = 58
getpower = 30,30
hitflag = MFAD
guardflag = MA
pausetime = 0,0
sparkno = s7001
sparkxy = -15,-106
hitsound   = s240,0
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5,-9
air.velocity = -4,-3

[state 0]
type = varadd
trigger1 = time = 0
v = 13
value = 73

[state 1501]
type = velset
trigger1 = time = 0
x = 6
y = -5.6

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

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

[statedef 1200]
type    = S
movetype= I
physics = S
poweradd= 30
ctrl = 0
velset = 0,0
anim = 1400

[State 1200, 5];攻撃エフェクト
type = Explod
trigger1 = palno <= 8
trigger1 = animelem = 1
trigger2 = palno >= 8
trigger2 = time%10 = 0
anim = 1410
id = 1410
vel = 0, 0
sprpriority = 5
postype = p1
pos = 50+4*time,0
bindtime = 1
supermove = 0
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999

[State 1200, 5];攻撃エフェクト
type = Explod
trigger1 = palno <= 8
trigger1 = animelem = 5
trigger2 = palno >= 9
trigger2 = time%10 = 0
anim = 12200
id = 812
vel = 0, 0
sprpriority = 5
postype = p1
pos = 50+4*time,0
bindtime = 1
supermove = 0
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999

[state 0]
type = Projectile
trigger1 = palno <= 8
trigger1 = animelem = 5
trigger2 = palno >= 9
trigger2 = time%10 = 0
projID = 1416
projanim = 12201
projscale = 1, 1
projremove = 1
projremovetime = 24
projpriority = 4
projsprpriority = 2
velocity = 0,0
offset = 50+time*4, 0
postype = p1
projshadow =0, 0, 0
attr = S, SP
animtype  = hard
damage    = 58,10
guardflag = M
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = 63,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0

[State 1200, 5];攻撃エフェクト
type = Explod
triggerall = var(11) = 1
trigger1 = palno <= 8
trigger1 = animelem = 1
trigger2 = palno >= 9
trigger2 = time%10 = 0
anim = 1410
id = 1410
vel = -2, 0
sprpriority = 5
postype = p1
pos = 300,0
bindtime = 1
supermove = 0
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999

[State 1200, 5];攻撃エフェクト
type = Explod
triggerall = var(11) = 1
trigger1 = palno <= 8
trigger1 = animelem = 5
trigger2 = palno >= 9
trigger2 = time%10 = 0
anim = 12200
id = 812
vel = -2, 0
sprpriority = 5
postype = p1
pos = 300-4*time,0
bindtime = 1
supermove = 0
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999

[state 0]
type = Projectile
triggerall = var(11) = 1
trigger1 = palno <= 8
trigger1 = animelem = 5
trigger2 = palno >= 9
trigger2 = time%10 = 0
projID = 1416
projanim = 12201
projscale = 1, 1
projremove = 1
projremovetime = 24
projpriority = 4
projsprpriority = 2
projedgebound = 200
velocity = -2,0
offset = 300-time*4, 0
postype = p1
projshadow =0, 0, 0
attr = S, SP
animtype  = hard
damage    = 58,10
guardflag = M
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = 63,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0

[state 0]
type = varadd
trigger1 = time = 0
v = 13
value = 49

[State 2000, 6];火柱
type = PlaySnd
trigger1 = palno <= 8
trigger1 = animelem = 5
trigger2 = palno >= 9
trigger2 = time%10 = 0
value = 193,2
ignorehitpause = 1

[state 1200]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[statedef 1300];紅く燃え上がる冷たき炎
type = S
movetype = I
velset = 0,0
ctrl = 0
anim = 1200

[state 1300]
type = helper
trigger1 = time = 0
helpertype = player
name = "ice"
ID = 1301
pos = 0, 10
postype = p1
facing = 1
stateno = 1301
keyctrl = 0
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[state 0]
type = varadd
trigger1 = time = 0
v = 13
value = 44

[state 1300]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[statedef 1350]
type = S
movetype = I
velset = 0,0
ctrl = 0
anim = 1000

[State 1000]
type = PlaySnd
trigger1 = animelem = 7
value = 801, 1

[state 0]
type = Projectile
trigger1 = animelem = 7
projID = 2110
projanim = 2110
projscale = 0.5, 0.5
projremove = 1
projremovetime = -1
projpriority = 4
projsprpriority = 2
projedgebound = 200
velocity = 3,0
accel = 0,0.1
offset = 50,-160
postype = p1
projshadow =0, 0, 0
attr = S, SP
animtype  = hard
damage    = 64,10
guardflag = M
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = 63,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,36
air.velocity = -2,-3
fall = 1
air.fall = 1
fall.recover = 0

[state 0]
type = Projectile
trigger1 = palno >= 9
trigger1 = animelem = 7
projID = 2110
projanim = 2110
projscale = 0.5, 0.5
projremove = 1
projremovetime = -1
projpriority = 4
projsprpriority = 2
projedgebound = 200
velocity = 5,0
accel = 0,0.1
offset = 50,-160
postype = p1
projshadow =0, 0, 0
attr = S, SP
animtype  = hard
damage    = 64,10
guardflag = M
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = 63,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,36
air.velocity = -2,-3
fall = 1
air.fall = 1
fall.recover = 0

[state 0]
type = Projectile
trigger1 = var(11) = 1
trigger1 = animelem = 7
projID = 2110
projanim = 2110
projscale = 0.5, 0.5
projremove = 1
projremovetime = -1
projpriority = 4
projsprpriority = 2
projedgebound = 200
projheightbound = -300, 100
velocity = 3,0
accel = 0,-0.1
offset = 50,0
postype = p1
projshadow =0, 0, 0
attr = S, SP
animtype  = hard
damage    = 64,10
guardflag = M
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = 63,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,36
air.velocity = -2,-3
fall = 1
air.fall = 1
fall.recover = 0

[state 0]
type = Projectile
trigger1 = palno >= 9
trigger1 = var(11) = 1
trigger1 = animelem = 7
projID = 2110
projanim = 2110
projscale = 0.5, 0.5
projremove = 1
projremovetime = -1
projpriority = 4
projsprpriority = 2
projedgebound = 200
projheightbound = -300, 100
velocity = 5,0
accel = 0,-0.1
offset = 50,0
postype = p1
projshadow =0, 0, 0
attr = S, SP
animtype  = hard
damage    = 64,10
guardflag = M
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = 63,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,36
air.velocity = -2,-3
fall = 1
air.fall = 1
fall.recover = 0

[state 1350]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;-------------------------------------------門客人ｨ-----------------------------------------------------------------
[statedef 2000]
type    = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 800, 1]
type = HitDef
triggerall = palno != 12
Trigger1 = Time = 0
attr = S, NT          ;ｓ：立ち　ｎ：通常　ｔ：投げ
hitflag = MFA
priority = 1, Miss    ;１は優先順位が低いので技がでないかミスするという設定
sparkno = -1          ;-をつければスパークエフェクトは無い
sprpriority = 1       ;２Ｐより上にカンフーマンが表示される
p1facing = ifelse (command = "holdback", -1, 1) ;前を押したらターンする設定
p2facing = 1          ;？
p1stateno = 2001;投げが成功した場合の移動する１Ｐのステート
p2stateno = 2002       ;投げが成功した場合の移動する２Ｐのステート
;hitsound = S800,0
fall = 1              ;落ちる力を２Ｐにかけるか

[state 0]
type = Projectile
triggerall = palno = 12
trigger1 = animelem = 3
projID = 800
projanim = 3800
projscale = 1, 1
projremove = 1
projremovetime = 3
projhits = 4
projmisstime = 0
projpriority = 4
projsprpriority = 2
offset = 0, 0
postype = p1
projshadow =0, 0, 0
attr = S, NT          ;ｓ：立ち　ｎ：通常　ｔ：投げ
hitflag = MFA
priority = 1, Miss    ;１は優先順位が低いので技がでないかミスするという設定
sparkno = -1          ;-をつければスパークエフェクトは無い
sprpriority = 1       ;２Ｐより上にカンフーマンが表示される
p1facing = ifelse (command = "holdback", -1, 1) ;前を押したらターンする設定
p2facing = 1          ;？
p1stateno = 2001;投げが成功した場合の移動する１Ｐのステート
p2stateno = 2002      ;投げが成功した場合の移動する２Ｐのステート
;hitsound = S800,0
fall = 1              ;落ちる力を２Ｐにかけるか

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;投げている自分
[Statedef 2001]
type    = S
movetype= A
physics = N
anim = 801
juggle  = 8
sprpriority = 2

;---------------------[サウンド]
[State 810, Grab Sound];掴み
type = PlaySnd
trigger1 = time = 3
value = 800, 0

[State 810, Grab Sound];浮き
type = PlaySnd
trigger1 = AnimElem = 2
value = 801, 0

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 5
value = 1355, 0

[State 1000, 5]
type = Explod
trigger1 = animelem = 5
anim = 14000
sprpriority = 3
postype = p2
velset = 0,0
pos = 0,-30
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 3040, 7];画面フラッシュ
type = EnvColor
trigger1 = animelemtime(6) = 6
persistent = 0
ignorehitpause = 1
time = 2
value = 255,255,255
under = 1

[State 1000, 5]
type = Explod
trigger1 = time = 3
anim = 7080
sprpriority = 3
postype = p1
velset = 0,0
pos = 47,-89
bindtime = 1
supermove = 0
under = 0
ownpal = 1

;:::相手

[State 801, 2]
type = TargetBind
trigger1 = animelem = 1
pos = 32,0

[state a]
type = targetstate
trigger1 = animelemtime(6) = 6
value = 2003

[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = animelemtime(6) = 6
value = -9999999999999999999999999

[State 210, Width];画面端の押し戻し判定
type = Width
trigger1 = 1;animelem = 1
edge = 60,0

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

;---------------------------------------------------------------------------
;投げられている相手
[Statedef 2002]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 805

[state a]
type = velset
trigger1 = time = 20
x = -4
y = -3

[state a]
type = veladd
trigger1 = vel x < 0
x = 0.1

[state a]
type = veladd
trigger1 = vel y < 0
y = 0.1

[state b]
type = null;velset
trigger1 = time = 26
x = 0
y = 0


[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1



;---------------------------------------------------------------------------
;投げられている相手2
[Statedef 2003]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[state 2003]
type = selfstate
trigger1 = name = "kouryou"
value = 0

[State 700, 2];無敵の状態を作る
type = NotHitBy
trigger1 = 1
value = SCA

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[state a]
type = velset
trigger1 = animelem = 1
x = -1.5
y = -30

[State 821, 1] ;これは重力これは毎フレーム事に0.4の力が加わります
type = VelAdd
Trigger1 = 1;animelem = 3,>= 0
y = .4

[State 821, 3] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[statedef 6000]
type = S
movetype = I
physics = N
velset = 0,0
ctrl = 1
anim = 1402

[State 1000, 5]
type = Explod
trigger1 = time >= 24
trigger1 = time%25 = 0
id = 14000
anim = 14000
sprpriority = 1
postype = p1
pos = abs(ceil(enemy,pos X)-ceil(pos X))+20,-30
random = 0, 0
bindtime = 1
removetime = -2
supermove = 1
scale = 1,1
ownpal = 1
ignorehitpause = 1

[State 2000, 6]
type = PlaySnd
trigger1 = time >= 24
trigger1 = time%25=0
value = 1355,0
volume = 0
ignorehitpause = 1

[state 1001]
type = Projectile
trigger1 = time >= 24
trigger1 = time%25 = 0
projID = 14000
projanim = 14001
projscale = 1, 1
projremove = 1
projremovetime = 18
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 2
projedgebound = 20
projstagebound = 20
projheightbound = -240, 1
offset = abs(ceil(enemy,pos X)-ceil(pos X)),-30
postype = p1
projshadow = 0, 0, 0
supermovetime = 999999
pausemovetime = 999999
attr = S,SP
hitflag = MAFD
guardflag = MA
animtype = digup
air.animtype = dugup
fall.animtype = DiagUp
priority = 7,Hit
damage = 54,0
pausetime = 0, 5
guard.pausetime = 2, 2
sparkno = -1
guard.sparkno = -1
sparkxy = -600000000, 20
hitsound = -1
guardsound = S20, 0
ground.velocity = -2, -3
guard.velocity = -1
air.velocity = -2, -3
airguard.velocity = -1, 0
down.velocity = -2, -3
air.juggle = 0
sprpriority = 1
forcestand = 0
down.hittime = 10
down.bounce = 1
numhits = 1
fall = 1
ignorehitpause = 1

[state 0]
type = varadd
trigger1 = time = 0
v = 13
value = 67

[state 1000]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;クリムゾンスプラッシュ
[statedef 6010]
type = S
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 1001

[State 2000, 6]
type = PlaySnd
trigger1 = animelem=7
value = 1300,0
volume = 255
ignorehitpause = 1

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 7
value = 1515,0
volume = 0
ignorehitpause = 1

[State 6010]
type = projectile
trigger1 = animelem = 7
projID = 6010
projanim = 10751
projhitanim = 10752
projremanim = -1
projscale = 1, 1
projremove = 1
projremovetime = -1
velocity = 8, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 2
projedgebound = 20
projstagebound = 20
projheightbound = -240, 30
offset = 70,-75
postype = p1
projshadow = 0, 0, 0
supermovetime = 999999
pausemovetime = 999999
attr = S, SP
damage = 22
hitflag = MAFD
guardflag = MA
pausetime = 0,0
sparkno = -1
getpower = 70
sparkxy = -15,-18
hitsound   = s340,0
guardsound = s120,0
guard.sparkno = s7011
ground.type = high
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1,-2
air.velocity = -1,-1
guard.velocity = -1
fall = 0
animtype = Light
ignorehitpause = 1

[State 6010]
type = projectile
trigger1 = animelem = 7
projID = 6010
projanim = 10751
projhitanim = 10752
projremanim = -1
projscale = 1, 1
projremove = 1
projremovetime = -1
velocity = 8, -2
remvelocity = 0, 0
accel = 0, 0.25
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 2
projedgebound = 20
projstagebound = 20
projheightbound = -240, 30
offset = 55,-100
postype = p1
projshadow = 0, 0, 0
supermovetime = 999999
pausemovetime = 999999
attr = S, SP
damage = 22
hitflag = MAFD
guardflag = MA
pausetime = 0,0
sparkno = -1
getpower = 70
sparkxy = -15,-18
hitsound   = s340,0
guardsound = s120,0
guard.sparkno = s7011
ground.type = high
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1,-2
air.velocity = -1,-1
guard.velocity = -1
fall = 0
animtype = Light
ignorehitpause = 1

[State 6010]
type = projectile
trigger1 = animelem = 7
projID = 6010
projanim = 10751
projhitanim = 10752
projremanim = -1
projscale = 1, 1
projremove = 1
projremovetime = -1
velocity = 8, 2
remvelocity = 0, 0
accel = 0, -0.25
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 2
projedgebound = 20
projstagebound = 20
projheightbound = -240, 30
offset = 55,-50
postype = p1
projshadow = 0, 0, 0
supermovetime = 999999
pausemovetime = 999999
attr = S, SP
damage = 22
hitflag = MAFD
guardflag = MA
pausetime = 0,0
sparkno = -1
getpower = 70
sparkxy = -15,-18
hitsound   = s340,0
guardsound = s120,0
guard.sparkno = s7011
ground.type = high
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1,-2
air.velocity = -1,-1
guard.velocity = -1
fall = 0
animtype = Light
ignorehitpause = 1

[State 6010]
type = projectile
trigger1 = animelem = 7
projID = 6010
projanim = 10751
projhitanim = 10752
projremanim = -1
projscale = 1, 1
projremove = 1
projremovetime = -1
velocity = 8, -4
remvelocity = 0, 0
accel = 0, 0.5
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 2
projedgebound = 20
projstagebound = 20
projheightbound = -240, 30
offset = 40,-125
postype = p1
projshadow = 0, 0, 0
supermovetime = 999999
pausemovetime = 999999
attr = S, SP
damage = 22
hitflag = MAFD
guardflag = MA
pausetime = 0,0
sparkno = -1
getpower = 70
sparkxy = -15,-18
hitsound   = s340,0
guardsound = s120,0
guard.sparkno = s7011
ground.type = high
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1,-2
air.velocity = -1,-1
guard.velocity = -1
fall = 0
animtype = Light
ignorehitpause = 1

[State 6010]
type = projectile
trigger1 = animelem = 7
projID = 6010
projanim = 10751
projhitanim = 10752
projremanim = -1
projscale = 1, 1
projremove = 1
projremovetime = -1
velocity = 8, 4
remvelocity = 0, 0
accel = 0, -0.5
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 2
projedgebound = 20
projstagebound = 20
projheightbound = -240, 30
offset = 40,-25
postype = p1
projshadow = 0, 0, 0
supermovetime = 999999
pausemovetime = 999999
attr = S, SP
damage = 22
hitflag = MAFD
guardflag = MA
pausetime = 0,0
sparkno = -1
getpower = 70
sparkxy = -15,-18
hitsound   = s340,0
guardsound = s120,0
guard.sparkno = s7011
ground.type = high
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1,-2
air.velocity = -1,-1
guard.velocity = -1
fall = 0
animtype = Light
ignorehitpause = 1

[state 0]
type = varadd
trigger1 = time = 0
v = 13
value = 83

[state 1000]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;ショットガンブルース
[statedef 6015]
type = S
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 1001

[State 2000, 6]
type = PlaySnd
trigger1 = animelem=7
value = 1300,0
ignorehitpause = 1

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 7
value = 1515,0
volume = 0
ignorehitpause = 1

[state 6015]
type = VarRandom
trigger1 = 1
v = 15
range = 0,5
ignorehitpause = 1

[State 6010]
type = projectile
trigger1 = time >= 17
projID = 6010
projanim = 10050+var(15)
projremanim = -1
projscale = 2, 2
projremove = 1
projremovetime = -1
velocity = 8
remvelocity = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 2
projedgebound = 20
projstagebound = 20
projheightbound = -240, 30
offset = 40,-15
postype = p1
projshadow = 0, 0, 0
supermovetime = 999999
pausemovetime = 999999
attr = S, SP
damage = 3
hitflag = MAFD
guardflag = MA
pausetime = 0,0
sparkno = -1
sparkxy = -15,-18
hitsound   = s340,0
guardsound = s120,0
guard.sparkno = s7011
ground.type = high
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1
air.velocity = -1
guard.velocity = -1
fall = 0
animtype = Light
ignorehitpause = 1

[State 6010]
type = projectile
trigger1 = time >= 17
projID = 6010
projanim = 10050+var(15)
projremanim = -1
projscale = 2, 2
projremove = 1
projremovetime = -1
velocity = 8
remvelocity = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 2
projedgebound = 20
projstagebound = 20
projheightbound = -240, 30
offset = 40,-30
postype = p1
projshadow = 0, 0, 0
supermovetime = 999999
pausemovetime = 999999
attr = S, SP
damage = 3
hitflag = MAFD
guardflag = MA
pausetime = 0,0
sparkno = -1
sparkxy = -15,-18
hitsound   = s340,0
guardsound = s120,0
guard.sparkno = s7011
ground.type = high
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1
air.velocity = -1
guard.velocity = -1
fall = 0
animtype = Light
ignorehitpause = 1

[State 6010]
type = projectile
trigger1 = time >= 17
projID = 6010
projanim = 10050+var(15)
projremanim = -1
projscale = 2, 2
projremove = 1
projremovetime = -1
velocity = 8
remvelocity = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 2
projedgebound = 20
projstagebound = 20
projheightbound = -240, 30
offset = 40,-45
postype = p1
projshadow = 0, 0, 0
supermovetime = 999999
pausemovetime = 999999
attr = S, SP
damage = 3
hitflag = MAFD
guardflag = MA
pausetime = 0,0
sparkno = -1
sparkxy = -15,-18
hitsound   = s340,0
guardsound = s120,0
guard.sparkno = s7011
ground.type = high
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1
air.velocity = -1
guard.velocity = -1
fall = 0
animtype = Light
ignorehitpause = 1

[State 6010]
type = projectile
trigger1 = time >= 17
projID = 6010
projanim = 10050+var(15)
projremanim = -1
projscale = 2, 2
projremove = 1
projremovetime = -1
velocity = 8
remvelocity = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 2
projedgebound = 20
projstagebound = 20
projheightbound = -240, 30
offset = 40,-60
postype = p1
projshadow = 0, 0, 0
supermovetime = 999999
pausemovetime = 999999
attr = S, SP
damage = 3
hitflag = MAFD
guardflag = MA
pausetime = 0,0
sparkno = -1
sparkxy = -15,-18
hitsound   = s340,0
guardsound = s120,0
guard.sparkno = s7011
ground.type = high
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1
air.velocity = -1
guard.velocity = -1
fall = 0
animtype = Light
ignorehitpause = 1

[State 6010]
type = projectile
trigger1 = time >= 17
projID = 6010
projanim = 10050+var(15)
projremanim = -1
projscale = 2, 2
projremove = 1
projremovetime = -1
velocity = 8
remvelocity = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 2
projedgebound = 20
projstagebound = 20
projheightbound = -240, 30
offset = 40,-75
postype = p1
projshadow = 0, 0, 0
supermovetime = 999999
pausemovetime = 999999
attr = S, SP
damage = 3
hitflag = MAFD
guardflag = MA
pausetime = 0,0
sparkno = -1
sparkxy = -15,-18
hitsound   = s340,0
guardsound = s120,0
guard.sparkno = s7011
ground.type = high
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1
air.velocity = -1
guard.velocity = -1
fall = 0
animtype = Light
ignorehitpause = 1

[State 6010]
type = projectile
trigger1 = time >= 17
projID = 6010
projanim = 10050+var(15)
projremanim = -1
projscale = 2, 2
projremove = 1
projremovetime = -1
velocity = 8
remvelocity = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 2
projedgebound = 20
projstagebound = 20
projheightbound = -240, 30
offset = 40,-90
postype = p1
projshadow = 0, 0, 0
supermovetime = 999999
pausemovetime = 999999
attr = S, SP
damage = 4
hitflag = MAFD
guardflag = MA
pausetime = 0,0
sparkno = -1
sparkxy = -15,-18
hitsound   = s340,0
guardsound = s120,0
guard.sparkno = s7011
ground.type = high
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1
air.velocity = -1
guard.velocity = -1
fall = 0
animtype = Light
ignorehitpause = 1

[State 6010]
type = projectile
trigger1 = time >= 17
projID = 6010
projanim = 10050+var(15)
projremanim = -1
projscale = 2, 2
projremove = 1
projremovetime = -1
velocity = 8
remvelocity = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 2
projedgebound = 20
projstagebound = 20
projheightbound = -240, 30
offset = 40,-105
postype = p1
projshadow = 0, 0, 0
supermovetime = 999999
pausemovetime = 999999
attr = S, SP
damage = 3
hitflag = MAFD
guardflag = MA
pausetime = 0,0
sparkno = -1
sparkxy = -15,-18
hitsound   = s340,0
guardsound = s120,0
guard.sparkno = s7011
ground.type = high
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1
air.velocity = -1
guard.velocity = -1
fall = 0
animtype = Light
ignorehitpause = 1

[state 0]
type = varadd
trigger1 = time = 0
v = 13
value = 83

[state 1000]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;ディスパイアレイ
[statedef 6020]
type = S
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 1200

[State 1000, 5]
type = Explod
trigger1 = animelem = 5
anim = 18888
id = 6020
sprpriority = 5
postype = p1
pos = 48,-97
bindtime = -1
supermove = 1
under = 0
ownpal = 1
ignorehitpause = 1
removetime = 160
scale = 0.9,0.9

[state 0]
type = varadd
trigger1 = time = 0
v = 13
value = 61

[State 6020]
type = Projectile
trigger1 = animelem = 5
attr = S, SP
animtype  = hard
damage    = 80
getpower = 61,61
guardflag = M
projanim = 18889
projhitanim = -1
projid = 6020
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 35
postype = p1
offset = 48,-97
velocity = 0
numhits = 1
pausetime = 16,16
sparkno = -1
sparkxy = -7,-40
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0

[state 6020]
type = RemoveExplod
trigger1 = animelem = 7
ID = 6020
ignorehitpause = 1

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 5
value = 4000,0
channel = 7
volume = 0
ignorehitpause = 1

[state 1000]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;乱れ桜
[statedef 6025]
type = S
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 290

[state 6025]
type = varrandom
trigger1 = 1
v = 15
range = -75,75

[state 6025]
type = Projectile
trigger1 = time >= 14
trigger1 = time%4 = 0
projID = 6025
projanim = 6100
projhitanim = 20002
projremanim = 20002
projcancelanim = 20002
projscale = 0.5, 0.5
projremove = 0
projremovetime = 23
projpriority = 4
projsprpriority = 2
projedgebound = 200
projheightbound = -300, 100
velocity = 0,0
offset = -100+time*10,-75+var(15)
postype = p1
projshadow =0, 0, 0
attr = S, SP
animtype  = hard
damage    = 29,2
guardflag = M
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = 63,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,36
air.velocity = -2,-3
fall = 1
air.fall = 1
fall.recover = 0

[State 1000]
type = PlaySnd
trigger1 = time >= 14
trigger1 = time%4 = 0
value = 801, 1

[State 191, 3];
type = PlaySnd
trigger1 = time = 4
value = 192,1
volume = 255

[state 0]
type = varadd
trigger1 = time = 0
v = 13
value = 63

[state 1000]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;--------------------
[statedef 6030]
type = S
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 2202

[state 0]
type = varadd
trigger1 = time = 0
v = 13
value = 88

[State 191, 3];
type = PlaySnd
trigger1 = animelem = 6
value = 6030,0

[State 1000, 5]
type = Explod
trigger1 = animelem = 6
anim = 6500
id = 6030
sprpriority = 2
postype = p1
bindtime = -1
supermove = 1
under = 0
ownpal = 1
ignorehitpause = 1
removetime = -2

[State 1000, 5]
type = Explod
trigger1 = animelem = 6
anim = 6501
id = 6030
sprpriority = -1
postype = p1
bindtime = -1
supermove = 1
under = 0
ownpal = 1
ignorehitpause = 1
removetime = -2

[state 6025]
type = Projectile
trigger1 = time >= 16
trigger1 = !numprojid(6030)
trigger1 = enemynear,movetype !=H
projID = 6030
projanim = 6502
projremove = 1
projremovetime = 1
projpriority = 4
projsprpriority = 2
projedgebound = 200
projheightbound = -300, 100
postype = p1
attr = S, SP
animtype  = digup
damage    = 30,10
guardflag = M
numhits = 1
sparkno = s7002
sparkxy = 63,-75
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,-10
air.velocity = -1,-10
fall = 1
air.fall = 1
fall.recover = 0
ignorehitpause = 1
supermovetime = 99999999999999
pausemovetime = 99999999999999

[state 1300]
type = helper
trigger1 = time >= 16
trigger1 = !numhelper(6031)
helpertype = player
name = "satu"
ID = 6031
pos = 0, 0
postype = p1
facing = 1
stateno = 6031
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999999999
pausemovetime = 99999999999999

[state 1000]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
ignorehitpause = 1

;フライングクロスチョップ
[statedef 6035]
type = S
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 1350

[state 240]
type = velset
trigger1 = 1
x = 9

[State 240, 2]
type = HitDef
triggerall = palno != 12
trigger1 = Time = 0
attr = S, NA
animtype  = hard
damage    = 96
getpower = 30,30
hitflag = MFAD
guardflag = MA
pausetime = 0,0
sparkno = s7001
sparkxy = -15,-85
hitsound   = s240,0
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-6
air.velocity = -3,-6.2

[state 0]
type = Projectile
triggerall = palno = 12
trigger1 = time = 0
projID = 6035
projanim = 1352
velocity = vel X,vel Y
projscale = 1, 1
projremove = 1
projremovetime = 90
projpriority = 90
projsprpriority = 2
offset = 0, 0
postype = p1
projshadow =0, 0, 0
attr = S, NA
animtype  = hard
damage    = 96
hitflag = MFAD
guardflag = MA
pausetime = 0,0
sparkno = s7001
sparkxy = 55,-85
hitsound   = s240,0
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-6
air.velocity = -3,-6.2

[state 1000]
type = changestate
trigger1 = time >= 90
trigger2 = movecontact
trigger3 = ProjContactTime(6035) = 1
value = 50
ctrl = 1
ignorehitpause = 1

;フライングクロスチョップ
[statedef 6036]
type = S
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 1351

[state 240]
type = velset
trigger1 = 1
y = 4

[State 240, 2]
type = HitDef
triggerall = palno != 12
trigger1 = Time = 0
attr = S, NA
animtype  = hard
damage    = 96
getpower = 30,30
hitflag = MFAD
guardflag = MA
pausetime = 0,0
sparkno = s7001
sparkxy = -15,-85
hitsound   = s240,0
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-6
air.velocity = -3,-6.2

[state 0]
type = Projectile
triggerall = palno = 12
trigger1 = time = 0
projID = 6036
projanim = 1353
velocity = vel X,vel Y
projscale = 1, 1
projremove = 1
projremovetime = 90
projpriority = 90
projsprpriority = 2
offset = 0, 0
postype = p1
projshadow =0, 0, 0
attr = S, NA
animtype  = hard
damage    = 96
hitflag = MFAD
guardflag = MA
pausetime = 0,0
sparkno = s7001
sparkxy = 55,-85
hitsound   = s240,0
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-6
air.velocity = -3,-6.2

[state 1000]
type = changestate
trigger1 = pos Y >= 0
trigger2 = movecontact
trigger3 = ProjContactTime(6036) = 1
value = 50
ctrl = 1
ignorehitpause = 1
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

超必殺

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;++++++++++++++++++++++;;;;;;;;;;;;;;+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

[statedef 19287]
type    = S
movetype= I
physics = N
poweradd= -2000
ctrl = 0
velset = 0,0
anim = 2300

[State 200]
type = PlaySnd
trigger1 = time = 0
value = 3000,1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 6000
sprpriority = 8
postype = p1
pos = 0,-80
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14
ignorehitpause = 1

[state -2]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[state 1000]
type = changestate
trigger1 = animtime = 0
value = 19288

[statedef 19288]
type    = S
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 2303

[State 200]
type = PlaySnd
trigger1 = time = 0
value = 3000,2

[state -2]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[State 200]
type = PlaySnd
trigger1 = time = 10
value = 801,0

[state 1002]
type = Projectile
trigger1 = time = 5
projID = 19834
projanim = 11001
projscale = 0.5, 0.5
projremove = 1
projremovetime = -1
velocity = 2, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 3
projmisstime = 0
projpriority = 4
projsprpriority = 2
projedgebound = 20
projstagebound = 20
projheightbound = -240, 1
offset = 50
postype = p1
projshadow = 0, 0, 0
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999
attr = S,SP
hitflag = MAFD
guardflag = MA
affectteam = E
animtype = back
air.animtype = back
fall.animtype = DiagUp
priority = 7,Hit
damage = 77
pausetime = 0, 0
guard.pausetime = 2, 2
sparkno = -1
guard.sparkno = -1
sparkxy = -600000000, 20
hitsound = S222,0
guardsound = S202, 0
ground.type = High
air.type = High
ground.velocity = -4, -2
guard.velocity = -4
air.velocity = -3, -3
airguard.velocity = -3, -3
air.juggle = 0
sprpriority = 1
forcestand = 0
down.velocity = -3, -6
down.hittime = 10
down.bounce = 1
numhits = 1
fall = 1

[state 1002]
type = Projectile
trigger1 = time = 5
trigger1 = var(11) = 1
projID = 19834
projanim = 11001
projscale = 0.5, 0.5
projremove = 1
projremovetime = -1
velocity = 2, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 3
projmisstime = 0
projpriority = 4
projsprpriority = 2
projedgebound = 20
projstagebound = 20
projheightbound = -240, 1
offset = 50,-60
postype = p1
projshadow = 0, 0, 0
supermovetime = 99999999999999999
pausemovetime = 99999999999999999
attr = S,SP
hitflag = MAFD
guardflag = MA
affectteam = E
animtype = back
air.animtype = back
fall.animtype = DiagUp
priority = 7,Hit
damage = 77
pausetime = 0, 0
guard.pausetime = 2, 2
sparkno = -1
guard.sparkno = -1
sparkxy = -600000000, 20
hitsound = S222,0
guardsound = S202, 0
ground.type = High
air.type = High
ground.velocity = -4, -2
guard.velocity = -4
air.velocity = -3, -3
airguard.velocity = -3, -3
air.juggle = 0
sprpriority = 1
forcestand = 0
down.velocity = -3, -6
down.hittime = 10
down.bounce = 1
numhits = 1
fall = 1

[state 1002]
type = Projectile
trigger1 = time = 5
trigger1 = var(11) = 1
projID = 19834
projanim = 11001
projscale = 0.5, 0.5
projremove = 1
projremovetime = -1
velocity = 2, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 3
projmisstime = 0
projpriority = 4
projsprpriority = 2
projedgebound = 20
projstagebound = 20
projheightbound = -240, 1
offset = 50,-120
postype = p1
projshadow = 0, 0, 0
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999
attr = S,SP
hitflag = MAFD
guardflag = MA
affectteam = E
animtype = back
air.animtype = back
fall.animtype = DiagUp
priority = 7,Hit
damage = 77
pausetime = 0, 0
guard.pausetime = 2, 2
sparkno = -1
guard.sparkno = -1
sparkxy = -600000000, 20
hitsound = S222,0
guardsound = S202, 0
ground.type = High
air.type = High
ground.velocity = -4, -2
guard.velocity = -4
air.velocity = -3, -3
airguard.velocity = -3, -3
air.juggle = 0
sprpriority = 1
forcestand = 0
down.velocity = -3, -6
down.hittime = 10
down.bounce = 1
numhits = 1
fall = 1

[state 0]
type = varadd
trigger1 = time = 0
v = 13
value = -2000

[state 1000]
type = changestate
trigger1 = time = 10
value = 19289
ctrl = 0

[statedef 19289]
type    = S
movetype= I
physics = N
anim= 2302

[state -2]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[state 19289]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;===================================================================================================================

[statedef 16365]
type    = S
movetype= I
physics = N
anim = 2201
velset = 0,0
ctrl = 0

[state 1636]
type = SuperPause
trigger1 = animelem = 7
time = 14
anim = S6000
sound = S3000,2
pos = 15,-130
movetime = 0
darken = 1
p2defmul = 1
poweradd = 0
unhittable = 1
ignorehitpause = 1

[state 16368]
type = changestate
trigger1 = animtime = 0
value = 16366
ctrl = 0
ignorehitpause = 1

[statedef 16366]
type    = S
movetype= I
physics = N
anim = 2206
velset = 0,0
ctrl = 0

[state 16366]
type = varrandom
trigger1 = 1
v = 15
range = -150,150

[State 1000, 5]
type = Explod
trigger1 = animelem = 2
trigger2 = animelem = 4
anim = 12000
sprpriority = 8
postype = p1
pos = 40+(time*4),20
bindtime = 1
supermove = 1
under = 0
ownpal = 1
ignorehitpause = 1
supermovetime=99999999999
pausemovetime = 9999999999

[State 1000, 5]
type = Explod
trigger1 = time%4 = 0
trigger1 = var(11) = 1
anim = 12200
sprpriority = 8
postype = p1
pos = abs(ceil(enemy,pos X)-ceil(pos X))+var(15),20
bindtime = 1
supermove = 1
under = 0
ownpal = 1
ignorehitpause = 1
supermovetime=99999999999
pausemovetime = 9999999999

[state 1002]
type = Projectile
trigger1 = time%4 = 0
trigger1 = var(11) = 1
projID = 12201
projanim = 12001
projscale = 1, 1
projremove = 1
projremovetime = 28
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 2
projedgebound = 20
projstagebound = 20
projheightbound = -240, 50
postype = p1
offset = abs(ceil(enemy,pos X)-ceil(pos X))+var(15),20
projshadow = 0, 0, 0
supermovetime = 99999999999999999
pausemovetime = 99999999999999999
attr = S,HP
hitflag = MAFD
guardflag = MA
affectteam = E
animtype = back
air.animtype = back
fall.animtype = DiagUp
priority = 7,Hit
damage = 55
pausetime = 0, 0
guard.pausetime = 2, 2
sparkno = -1
guard.sparkno = -1
sparkxy = -600000000, 20
hitsound = -1
guardsound = S20, 0
ground.type = High
air.type = High
ground.velocity = -4, -10
guard.velocity = -4
air.velocity = -3, -12
airguard.velocity = -3, -3
air.juggle = 0
sprpriority = 1
forcestand = 0
down.velocity = -3, -6
down.hittime = 10
down.bounce = 1
numhits = 1
fall = 1

[state 1002]
type = Projectile
trigger1 = animelem = 2
trigger2 = animelem = 4
projID = 12001
projanim = 12001
projscale = 1, 1
projremove = 1
projremovetime = 30
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 2
projedgebound = 20
projstagebound = 20
projheightbound = -240, 50
postype = p1
offset = 40+(time*4),20
projshadow = 0, 0, 0
supermovetime = 99999999999
pausemovetime = 99999999999
attr = S,HP
hitflag = MAFD
guardflag = MA
affectteam = E
animtype = back
air.animtype = back
fall.animtype = DiagUp
priority = 7,Hit
damage = 95
pausetime = 0, 0
guard.pausetime = 2, 2
sparkno = -1
guard.sparkno = -1
sparkxy = -600000000, 20
hitsound = -1
guardsound = S20, 0
ground.type = High
air.type = High
ground.velocity = -4, -10
guard.velocity = -4
air.velocity = -3, -12
airguard.velocity = -3, -3
air.juggle = 0
sprpriority = 1
forcestand = 0
down.velocity = -3, -6
down.hittime = 10
down.bounce = 1
numhits = 1
fall = 1

[state 0]
type = varadd
trigger1 = time = 0
v = 13
value = -2000

[State 2000, 6];火柱
type = PlaySnd
trigger1 = time >= 6
trigger1 = time%6 = 0
value = 190,2
ignorehitpause = 1

[state 16366]
type = changestate
trigger1 = time = 62
value = 16368
ctrl = 0

[statedef 16368]
type    = S
movetype= I
physics = N
anim = 2211
velset = 0,0
ctrl = 0

[state 16368]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;=============================================================================================================

[statedef 22000]
type    = S
movetype= I
physics = N
anim = 2200
velset = 0,0
ctrl = 0

[State 200]
type = PlaySnd
trigger1 = time = 0
value = 2100,0
volume = 255

[state -2]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[state 22000]
type = changestate
trigger1 = animtime = 0
value = 22001
ctrl = 0

[statedef 22001]
type    = S
movetype= I
physics = N
anim = 2207
velset = 0,0
ctrl = 0

[state 1300]
type = helper
trigger1 = time = 0
trigger1 = numhelper(22222) = 0
helpertype = player
name = "satu"
ID = 22222
pos = 0, 0
postype = p1
facing = 1
stateno = 22222
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 999999999999
pausemovetime = 999999999999

[state 0]
type = SuperPause
triggerall = palno >= 9
trigger1 = win
time = 999999999999999999999999999999999
anim = -1
sound = -1
pos = 0,0
movetime = 999999999999999999999999999999999
darken = 0
p2defmul = 0
unhittable = 1
ignorehitpause = 1
[state 0]
type = Pause
triggerall = palno >= 9
trigger1 = win
time = 999999999999999999999999999999999
movetime = 999999999999999999999999999999999
ignorehitpause = 1

[state 0]
type = varset
trigger1 = numtarget>0
trigger1 = !target,ishelper
v = 17
value = 1
ignorehitpause = 1

[state 22000,1]
type = reversaldef
triggerall = palno >= 9
trigger1 = var(17) = 0
reversal.attr = SCA,AA,AT,AP
;attr = S,HT
priority = 7,Hit
numhits = 0
fall.damage = 999999999999999999999999999999999999999999999999
sparkno = -1
pausetime = 0,20
p2stateno = 1000044
ignorehitpause = 1

[state 22001]
type = targetstate
triggerall = palno >= 9
triggerall = !win
triggerall = numtarget
;triggerall = target,ishelper
;triggerall = var(17) = 0
trigger1 = target,stateno!=5150||target,stateno!=1000044
value = 5150
ignorehitpause = 1

[state 22001]
type = null;targetdrop
trigger1 = numtarget
trigger1 = target,ishelper
ignorehitpause = 1

[state 22001]
type = null;targetstate
triggerall = palno >= 9
triggerall = !win
triggerall = numtarget
triggerall = !target,ishelper
triggerall = var(17) = 1
trigger1 = target,hitpausetime > 4
value = 1000044
ignorehitpause = 1

[state 22001]
type = targetlifeadd
triggerall = palno >= 9
trigger1 = 1;trigger1 = root,stateno =22001
trigger2 = roundstate > 2
value = -99999999999999999
ignorehitpause = 1

[State 200]
type = PlaySnd
trigger1 = time = 0
value = 2100,1

[state 22000]
type = null;lifeset
trigger1 = 1
value = 1
ignorehitpause = 1

[state 16368]
type = assertspecial
trigger1 = 1
flag = nobardisplay
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 2220
sprpriority = 0
id = 22000
postype = p1
velset = 0,0
pos = 0,-70
removetime = -1
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 2220
sprpriority = 0
id = 22000
postype = p1
velset = 0,0
pos = 0,-70
removetime = -1
vfacing = -1
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 2220
sprpriority = 0
id = 22000
postype = p1
velset = 0,0
pos = 0,-70
removetime = -1
vfacing = -1
facing = -1
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 2220
sprpriority = 0
id = 22000
postype = p1
velset = 0,0
pos = 0,-70
removetime = -1
facing = -1
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999

[State 200]
type = PlaySnd
trigger1 = time = 0
value = 2200,2
volume = 255

[state 22000]
type = changestate
trigger1 = animtime = 0
value = 22002
ctrl = 0
ignorehitpause = 1

[state 1001]
type = Projectile
trigger1 = time%8 = 0
trigger1 = numexplod(22000)
projID = 22001
projanim = 20006
projscale = 1, 1
projremove = 1
projremovetime = 2
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 2
projedgebound = 20
projstagebound = 20
projheightbound = -240, 1
offset = 160,0 
postype = back
projshadow = 0, 0, 0
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
attr = S,HP
hitflag = MAFD
guardflag = MA
animtype = digup
air.animtype = dugup
fall.animtype = DiagUp
priority = 7,Hit
damage = 23,3
pausetime = 0, 5
guard.pausetime = 2, 2
sparkno = -1
guard.sparkno = -1
sparkxy = -600000000, 20
hitsound = -1
guardsound = S20, 0
ground.velocity = -2, -3
guard.velocity = -1
air.velocity = -2, -3
airguard.velocity = -1, 0
down.velocity = -2, -3
air.juggle = 0
sprpriority = 1
forcestand = 0
down.hittime = 10
down.bounce = 1
numhits = 1
fall = 1
ignorehitpause = 1

[state 0]
type = varadd
trigger1 = time = 0
v = 13
value = -4000

[statedef 22002]
type    = S
movetype= I
physics = N
anim = 2210
velset = 0,0
ctrl = 0

[state 0]
type = varset
trigger1 = 1
v = 17
value = 0
ignorehitpause = 1

[state 0]
type = SuperPause
triggerall = palno >= 9
trigger1 = win
time = 999999999999999999999999999999999
anim = -1
sound = -1
pos = 0,0
movetime = 999999999999999999999999999999999
darken = 0
p2defmul = 0
unhittable = 1
ignorehitpause = 1
[state 0]
type = Pause
triggerall = palno >= 9
trigger1 = win
time = 999999999999999999999999999999999
movetime = 999999999999999999999999999999999
ignorehitpause = 1

[state 22001]
type = targetdrop
trigger1 = 1
ignorehitpause = 1

[state 16368]
type = assertspecial
trigger1 = 1
flag = nobardisplay
ignorehitpause = 1

[state -2]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[state 22000]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[statedef 11111]
type    = S
movetype= I
physics = N
anim = 1960
velset = 0,0
ctrl = 0

[state 1111]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze

[State 2000, 6];ふっふ
type = PlaySnd
trigger1 = time = 0
value = 191,1
volume = 255
ignorehitpause = 1

[state 6100]
type = reversaldef
triggerall = palno >= 9
trigger1 = time >= 0
reversal.attr = SCA,AA,AT,AP
pausetime = 0,60
p2stateno = 1000044
p1stateno = 11112
sparkno = -1
ignorehitpause = 1

[state 6100]
type = targetlifeadd
trigger1 = palno >= 9
trigger1 = numtarget > 0
trigger1 = time >= 0
value = -999999999999999
ignorehitpause = 1

[state 0]
type = varadd
trigger1 = time = 0
v = 13
value = -3000

[state 22000]
type = changestate
trigger1 = animtime = 0
;trigger2 = enemy,numproj > 0
value = 0
ctrl = 1

[statedef 11112]
type = S
movetype = I
anim = 2310

[state 11112]
type = posadd
trigger1 = time = 0
x = p2dist X - 40

[State 3040, 7]
type = BGPalfx
trigger1 = 1;animelem = 24,<=0
;persistent = 0
ignorehitpause = 1
time = 1
mul = 5,5,5
under = 2

[State 1020, 4];画面シェイク
type = EnvShake
trigger1 = animelem = 7
trigger2 = animelem = 18
time = 15
ampl = -12
freq = 95
phase = 95
ignorehitpause = 1

[State 3040, 7]
type = EnvColor
trigger1 = animelem = 7
trigger2 = animelem = 18
;persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 7
anim = 7002
sprpriority = 9
postype = p1
pos = 50,-65
bindtime = 1
supermove = 1
under = 0
ownpal = 1
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 18
anim = 7003
sprpriority = 7
postype = p1
pos = 58,-83
bindtime = 1
supermove = 1
under = 0
ownpal = 1
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 8
anim = 2311
sprpriority = 8
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
ignorehitpause = 1

;---------------------[効果音]
[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 16
value = 1400,1
volume = 255
ignorehitpause = 1

[State 2000, 6];刺す
type = PlaySnd
trigger1 = animelem = 7
value = 2300,2
ignorehitpause = 1

[State 2000, 6];潰す
type = PlaySnd
trigger1 = animelem = 18
value = 2300,3
ignorehitpause = 1

[state a]
type = changestate
trigger1 = animtime = 0
trigger2 = numtarget > 0
trigger2 = target,ishelper
value = 0
ctrl = 1
ignorehitpause = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[statedef 29999]
type = S
movetype = I
anim = 2200
ctrl = 0
velset = 0,0

[state a]
type = changestate
trigger1 = animtime = 0
value = 30000
ctrl = 0
ignorehitpause = 1

[statedef 30000]
type = S
movetype = I
anim = 2207
ctrl = 0

[state 0]
type = varadd
trigger1 = time = 0
v = 13
value = -5000

[state 1001]
type = Projectile
trigger1 = time%10 = 0
projID = 22001
projanim = 20000
projscale = 1, 1
projremove = 1
projremovetime = 1
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 2
projedgebound = 20
projstagebound = 20
projheightbound = -240, 1
offset = 160,0 
postype = back
projshadow = 0, 0, 0
supermovetime = 999999
pausemovetime = 999999
attr = S,HP
hitflag = MAFD
guardflag = MA
animtype = digup
air.animtype = dugup
fall.animtype = DiagUp
priority = 7,Hit
damage = 11,0
pausetime = 0, 5
guard.pausetime = 2, 2
sparkno = -1
guard.sparkno = -1
sparkxy = -600000000, 20
hitsound = -1
guardsound = S20, 0
ground.velocity = -2, -3
guard.velocity = -1
air.velocity = -2, -3
airguard.velocity = -1, 0
down.velocity = -2, -3
air.juggle = 0
sprpriority = 1
forcestand = 0
down.hittime = 10
down.bounce = 1
numhits = 1
fall = 1
ignorehitpause = 1
supermovetime = 99999999999999
pausemovetime = 99999999999999

[State 1000, 5]
type = Explod
trigger1 = time=0
anim = 16666
id = 30000
sprpriority = -1
postype = back
pos = 0,0
random = 0, 0
bindtime = -1
removetime = -1
supermove = 1
ownpal = 1
ignorehitpause = 1
supermovetime=99999999999
pausemovetime = 9999999999

[state 30000]
type = changestate
trigger1 = animtime = 0
value = 30001
ctrl = 0
ignorehitpause = 1

[statedef 30001]
type = S
anim = 2210
ctrl = 0

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

;四閃三獄

[statedef 17000]
type = S
MOVETYPE = I
anim = 2201
ctrl = 0
velset = 0,0

[state -2]
type = nothitby
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[state 1636]
type = SuperPause
trigger1 = animelem = 7
time = 14
anim = S6000
sound = S3000,2
pos = 15,-130
movetime = 0
darken = 1
p2defmul = 1
poweradd = 0
unhittable = 1
ignorehitpause = 1

[state 17000]
type = changestate
trigger1 = animtime = 0
value = 17001
ctrl = 0
ignorehitpause = 1

[statedef 17001]
type = S
MOVETYPE = I
anim = 2206
ctrl = 0

[state 17001]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 0,0,0
ignorehitpause = 1

[state -2]
type = nothitby
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State 2000, 6]
type = PlaySnd
trigger1 = time=0
value = 2000,2
volume = 255
ignorehitpause = 1

[State 2000, 6]
type = PlaySnd
trigger1 = time%8=0
value = 4000,1
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 17777
id = 17000
sprpriority = 5
postype = back
pos = 0,0
random = 0, 0
bindtime = -1
removetime = -2
supermove = 1
ownpal = 1
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 4
anim = 17775
id = 17000
sprpriority = 5
postype = back
pos = 320,240
random = 0, 0
bindtime = -1
removetime = -2
supermove = 1
ownpal = 1
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 8
anim = 17773
id = 17000
sprpriority = 5
postype = back
pos = 320,0
random = 0, 0
bindtime = -1
removetime = -2
supermove = 1
ownpal = 1
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 12
anim = 17771
id = 17000
sprpriority = 5
postype = back
pos = 320,0
random = 0, 0
bindtime = -1
removetime = -2
supermove = 1
ownpal = 1
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 16
anim = 17780
id = 17000
sprpriority = 5
postype = back
pos = 0,240
random = 0, 0
bindtime = -1
removetime = -2
supermove = 1
ownpal = 1
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 20
anim = 17781
id = 17000
sprpriority = 5
postype = back
pos = 0,240
random = 0, 0
bindtime = -1
removetime = -2
supermove = 1
ownpal = 1
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 24
anim = 17772
id = 17000
sprpriority = 5
postype = back
pos = 320,0
random = 0, 0
bindtime = -1
removetime = -2
supermove = 1
ownpal = 1
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 28
anim = 17776
id = 17000
sprpriority = 5
postype = back
pos = 320,240
random = 0, 0
bindtime = -1
removetime = -2
supermove = 1
ownpal = 1
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 32
anim = 17779
id = 17000
sprpriority = 5
postype = back
pos = 0,240
random = 0, 0
bindtime = -1
removetime = -2
supermove = 1
ownpal = 1
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 36
anim = 17782
id = 17000
sprpriority = 5
postype = back
pos = 0,240
random = 0, 0
bindtime = -1
removetime = -2
supermove = 1
ownpal = 1
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 40
anim = 17774
id = 17000
sprpriority = 5
postype = back
pos = 320,240
random = 0, 0
bindtime = -1
removetime = -2
supermove = 1
ownpal = 1
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 44
anim = 17778
id = 17000
sprpriority = 5
postype = back
pos = 0,0
random = 0, 0
bindtime = -1
removetime = -2
supermove = 1
ownpal = 1
ignorehitpause = 1

[state 6100]
type = null;reversaldef
triggerall = palno >= 9
trigger1 = time >= 0
reversal.attr = SCA,AA,AT,AP
pausetime = 0,60
p2stateno = 1000044
sparkno = -1
ignorehitpause = 1

[state 1001]
type = Projectile
trigger1 = palno >= 9
trigger1 = time >= 10
trigger1 = gametime%3=0
projID = 17000
projanim = 20000
projscale = 1, 1
projremove = 1
projremovetime = 2
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 2
projedgebound = 20
projstagebound = 20
projheightbound = -240, 1
offset = 0,0 
postype = p1
projshadow = 0, 0, 0
attr = S,HP
hitflag = MAFD
guardflag = MA
animtype = digup
air.animtype = dugup
fall.animtype = DiagUp
priority = 7,Hit
damage = 16,10
getpower = 0,0
pausetime = 0, 0
guard.pausetime = 0,5
sparkno = -1
guard.sparkno = -1
sparkxy = -600000000, 20
hitsound = -1
guardsound = -1
air.juggle = 0
sprpriority = 1
forcestand = 0
down.hittime = 10
down.bounce = 1
numhits = 1
fall = 1
fall.kill = 1
fall.damage = 0
;p2stateno = 5150
ignorehitpause = 1
supermovetime = 999999999999999999999
pausemovetime = 999999999999999999999

[state 1001]
type = Projectile
trigger1 = palno <= 8
trigger1 = time >= 10
trigger1 = gametime%3=0
projID = 17000
projanim = 20006
projscale = 1, 1
projremove = 1
projremovetime = 2
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 2
projedgebound = 20
projstagebound = 20
projheightbound = -240, 1
offset = 0,0 
postype = p1
projshadow = 0, 0, 0
attr = S,HP
hitflag = MAFD
guardflag = MA
animtype = digup
air.animtype = dugup
fall.animtype = DiagUp
priority = 7,Hit
damage = 9,1
getpower = 0,0
pausetime = 0, 0
guard.pausetime = 0,5
sparkno = -1
guard.sparkno = -1
sparkxy = -600000000, 20
hitsound = -1
guardsound = -1
air.juggle = 0
sprpriority = 1
forcestand = 0
down.hittime = 10
down.bounce = 1
numhits = 1
fall = 1
fall.kill = 1
fall.damage = 0
;p2stateno = 5150
ignorehitpause = 1
supermovetime = 99999999999999999
pausemovetime = 99999999999999999

[state -2]
type = SuperPause
trigger1 = enemy,life = 0
time = 1
anim = -1
sound = -1
movetime = 1
darken = 0
p2defmul = 1
unhittable = 1
ignorehitpause = 1

[state 6100]
type = null;targetlifeadd
trigger1 = palno >= 9
trigger1 = time >= 0
value = -999999999999999
ignorehitpause = 1

[state 0]
type = varadd
trigger1 = time = 0
v = 13
value = -2000

[state 17000]
type = changestate
trigger1 = time = 60
value = 17002
ctrl = 0
ignorehitpause = 1

[statedef 17002]
type = s
movetype = I
anim = 2211

[state -2]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[state 30000]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
ignorehitpause = 1

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

[statedef 12837]
type    = S
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 2300

[state -2]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[state 1636]
type = SuperPause
trigger1 = animelem = 6
time = 10
anim = S6000
sound = S3000,2
pos = 0,-80
movetime = 0
darken = 1
p2defmul = 1
poweradd = 0
unhittable = 1
ignorehitpause = 1

[state 17001]
type = BGPalFX
trigger1 = animelem>= 6
time = 1
add = 0,0,0
mul = 0,0,0
ignorehitpause = 1

[state 1000]
type = changestate
trigger1 = animtime = 0
value = 12838

[statedef 12838]
type    = S
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 2303

[state 17001]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 0,0,0
ignorehitpause = 1

[State 200]
type = PlaySnd
trigger1 = time = 0
value = 4000,3

[state -2]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[state 1300]
type = null;helper
trigger1 = time = 0
trigger1 = numhelper(17003) = 0
helpertype = player
name = "satu"
ID = 17003
pos = 0, 0
postype = p1
facing = 1
stateno = 17003
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 999999999999999999
pausemovetime = 999999999999999999

[state 6100]
type = reversaldef
triggerall = palno >= 9
trigger1 = time >= 0
reversal.attr = SCA,AA,AT,AP
pausetime = 0,60
sparkno = -1
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 19999
id = 12838
sprpriority = 5
postype = p1
pos = 0,-75
bindtime = -1
removetime = -1
supermove = 1
scale = 1,0.8
ownpal = 1
ignorehitpause = 1

[state 1002]
type = Projectile
triggerall = palno >= 9
trigger1 = gametime%3=0
projID = 12838
projanim = 18889
projscale = 0.5, 0.5
projremove = 1
projremovetime = 2
velmul = 1, 1
projmisstime = 0
projpriority = 4
projsprpriority = 2
projedgebound = 20
projstagebound = 20
projheightbound = -240, 1
offset = 50,-75
postype = p1
projshadow = 0, 0, 0
attr = S,HP
hitflag = MAFD
affectteam = E
animtype = back
air.animtype = back
fall.animtype = DiagUp
priority = 7,Hit
damage = 999999999999999999999,9999999999999999999
pausetime = 0, 0
guard.pausetime = 2, 2
sparkno = -1
guard.sparkno = -1
sparkxy = -600000000, 20
hitsound = -1
guardsound = -1
ground.type = High
air.type = High
ground.velocity = -4
guard.velocity = -4
air.velocity = -3
airguard.velocity = -3
air.juggle = 0
sprpriority = 1
forcestand = 0
down.velocity = -3
down.hittime = 10
down.bounce = 1
numhits = 1
p2stateno = 5150
fall = 1
fall.kill = 1
fall.damage = 9999999999999999999
supermovetime = 999999999999999999999
pausemovetime = 999999999999999999999

[state 1002]
type = Projectile
triggerall = palno <= 8
trigger1 = gametime%3=0
projID = 12838
projanim = 18889
projscale = 0.5, 0.5
projremove = 1
projremovetime = 2
velmul = 1, 1
projmisstime = 0
projpriority = 4
projsprpriority = 2
projedgebound = 20
projstagebound = 20
projheightbound = -240, 1
offset = 50,-75
postype = p1
projshadow = 0, 0, 0
attr = S,HP
hitflag = MAFD
guardflag = MA
affectteam = E
animtype = back
air.animtype = back
fall.animtype = DiagUp
priority = 7,Hit
damage = 17
pausetime = 0, 0
guard.pausetime = 2, 2
sparkno = -1
guard.sparkno = -1
sparkxy = -600000000, 20
hitsound = -1
guardsound = -1
ground.type = High
air.type = High
ground.velocity = -4
guard.velocity = -4
air.velocity = -3
airguard.velocity = -3
air.juggle = 0
sprpriority = 1
forcestand = 0
down.velocity = -3
down.hittime = 10
down.bounce = 1
numhits = 1
;p2stateno = 5150
fall = 1
fall.kill = 1
fall.damage = 0
supermovetime = 99999999999999999
pausemovetime = 99999999999999999

[state 6100]
type = targetlifeadd
trigger1 = palno >= 9
trigger1 = time >= 0
value = -999999999999999
ignorehitpause = 1

[state -2]
type = SuperPause
trigger1 = enemy,life = 0
time = 1
anim = -1
sound = -1
movetime = 1
darken = 0
p2defmul = 1
unhittable = 1
ignorehitpause = 1

[state 0]
type = varadd
trigger1 = time = 0
v = 13
value = -2000

[state 1000]
type = changestate
trigger1 = time = 240
value = 12839
ctrl = 0

[statedef 12839]
type    = S
movetype= I
physics = N
anim= 2302

[state -2]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[state 19289]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

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

[statedef 39821]
anim = 39821
type    = S
movetype= I
physics = N
velset = 0,0
ctrl = 0

[state 17001]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 0,0,0
ignorehitpause = 1

[state 1636]
type = SuperPause
trigger1 = !ishelper
trigger1 = animelem = 5
time = 20
anim = S6000
sound = S3000,2
pos = -19,-148
movetime = 0
darken = 1
p2defmul = 1
poweradd = 0
unhittable = 1
ignorehitpause = 1

[State 200]
type = PlaySnd
trigger1 = animelem = 5
value = 2200,2

[State 200]
type = PlaySnd
trigger1 =time = 0
value = 191,1
volume = 255

[State 1000, 5]
type = Explod
trigger1 = animelem = 5
anim = 14565
id = 39821
sprpriority = 5
postype = p1
pos = -19,-148
bindtime = -1
removetime = -2
supermove = 1
ownpal = 1
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = [13,192]
trigger1 = gametime%10 = 0
anim = 10777
id = 39821
sprpriority = 5
postype = p1
pos = -19,-148
bindtime = -1
removetime = -2
supermove = 1
ownpal = 1
scale = 2,2
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = [13,192]
trigger1 = gametime%10 = 0
anim = 10778
id = 39821
sprpriority = 5
postype = p1
pos = -19,-148
bindtime = -1
removetime = -2
supermove = 1
ownpal = 1
scale = 2,2
ignorehitpause = 1

[state 1300]
type = helper
trigger1 = time = 0
trigger1 = numhelper(22223) = 0
helpertype = player
name = "satu"
ID = 22223
pos = 0, 0
postype = p1
facing = 1
stateno = 22223
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999999999999
pausemovetime = 99999999999999999

[state 1002,oo]
type = Projectile
trigger1 = time > 13
trigger1 = time%3 = 0
projID = 39821
projanim = 20000
projremove = 1
projremovetime = 1
velmul = 1, 1
projmisstime = 0
projpriority = 4
projsprpriority = 2
projedgebound = 20
projstagebound = 20
projheightbound = -240, 1
offset = 0,-0
postype = p1
projshadow = 0, 0, 0
attr = S,HP
hitflag = MAFD
guardflag = MA
damage = 40,2
animtype = back
air.animtype = back
fall.animtype = DiagUp
priority = 7,Hit
pausetime = 0, 0
guard.pausetime = 2, 2
sparkno = -1
guard.sparkno = -1
sparkxy = -600000000, 20
hitsound = -1
guardsound = -1
ground.type = High
air.type = High
ground.velocity = -4
guard.velocity = -4
air.velocity = -3
airguard.velocity = -3
air.juggle = 0
sprpriority = 1
forcestand = 0
down.velocity = -3
down.hittime = 10
down.bounce = 1
numhits = 1
p2stateno = 5150
ignorehitpause = 1
supermovetime = 9999999999999999999
pausemovetime = 9999999999999999999

[state 6100]
type = targetlifeadd
trigger1 = palno >= 9
trigger1 = time >= 0
value = -999999999999999
ignorehitpause = 1

[state 6100]
type = targetstate
trigger1 = palno >= 9
trigger1 = time >= 0
value = 5150

[state 0]
type = varadd
trigger1 = time = 0
v = 13
value = -2000

[state 39821]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

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

[statedef 48754]
anim = 48754
type    = S
movetype= I
physics = N
velset = 0,0
ctrl = 0

[state 48754]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[state 17001]
type = BGPalFX
trigger1 = 1
time = 1
add = 256,256,256
mul = 256,256,256
ignorehitpause = 1

;混線用ヘルパー

[State 48754]
type = Helper
triggerall = palno >= 9
trigger1 = numtarget<8
stateno = 48755
helpertype = player
id = 48755
ignorehitpause = 1
supermovetime = 999999999999
pausemovetime = 999999999999

[state 48754]
type = varrandom
trigger1 = 1
v = 15
range = 0,11

[state 48754]
type = varrandom
trigger1 = 1
v = 16
range = 0,4

[State 1000, 5]
type = Explod
trigger1 = time >= 27
trigger1 = gametime%10 = 0
anim = 10000
id = 48754
sprpriority = 5
postype = back
pos = 160,120
random = 200,200
bindtime = -1
removetime = -2
supermove = 1
ownpal = 1
ignorehitpause = 1

[State 2000, 6]
type = PlaySnd
trigger1 = time >= 27
trigger1 = time%20=0
value = 1355,1
volume = 255
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time >= 27
trigger1 = gametime%8 = 0
anim = 10001
id = 48755
sprpriority = 5
postype = back
pos = 160,120
random = 200,200
bindtime = -1
removetime = -2
supermove = 1
ownpal = 1
ignorehitpause = 1

[State 2000, 6]
type = PlaySnd
trigger1 = time >= 27
trigger1 = time%16=0
value = 1357,var(16)
valume = 255
ignorehitpause = 1

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

[State 1000, 5]
type = Explod
trigger1 = time >= 27
trigger1 = gametime%6 = 0
trigger1 = var(15) = 6
anim = 17877
id = 17000
sprpriority = 5
postype = back
pos = 0,0
random = 0, 0
bindtime = -1
removetime = -2
supermove = 1
ownpal = 1
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time >= 27
trigger1 = gametime%6 = 0
trigger1 = var(15) = 4
anim = 17875
id = 17000
sprpriority = 5
postype = back
pos = 320,240
random = 0, 0
bindtime = -1
removetime = -2
supermove = 1
ownpal = 1
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time >= 27
trigger1 = gametime%6 = 0
trigger1 = var(15) = 2
anim = 17873
id = 17000
sprpriority = 5
postype = back
pos = 320,0
random = 0, 0
bindtime = -1
removetime = -2
supermove = 1
ownpal = 1
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time >= 27
trigger1 = gametime%6 = 0
trigger1 = var(15) = 0
anim = 17871
id = 17000
sprpriority = 5
postype = back
pos = 320,0
random = 0, 0
bindtime = -1
removetime = -2
supermove = 1
ownpal = 1
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time >= 27
trigger1 = gametime%6 = 0
trigger1 = var(15) = 9
anim = 17880
id = 17000
sprpriority = 5
postype = back
pos = 0,240
random = 0, 0
bindtime = -1
removetime = -2
supermove = 1
ownpal = 1
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time >= 27
trigger1 = gametime%6 = 0
trigger1 = var(15) = 10
anim = 17881
id = 17000
sprpriority = 5
postype = back
pos = 0,240
random = 0, 0
bindtime = -1
removetime = -2
supermove = 1
ownpal = 1
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time >= 27
trigger1 = gametime%6 = 0
trigger1 = var(15) = 1
anim = 17872
id = 17000
sprpriority = 5
postype = back
pos = 320,0
random = 0, 0
bindtime = -1
removetime = -2
supermove = 1
ownpal = 1
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time >= 27
trigger1 = gametime%6 = 0
trigger1 = var(15) = 5
anim = 17876
id = 17000
sprpriority = 5
postype = back
pos = 320,240
random = 0, 0
bindtime = -1
removetime = -2
supermove = 1
ownpal = 1
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time >= 27
trigger1 = gametime%6 = 0
trigger1 = var(15) = 8
anim = 17879
id = 17000
sprpriority = 5
postype = back
pos = 0,240
random = 0, 0
bindtime = -1
removetime = -2
supermove = 1
ownpal = 1
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time >= 27
trigger1 = gametime%6 = 0
trigger1 = var(15) = 11
anim = 17882
id = 17000
sprpriority = 5
postype = back
pos = 0,240
random = 0, 0
bindtime = -1
removetime = -2
supermove = 1
ownpal = 1
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time >= 27
trigger1 = gametime%6 = 0
trigger1 = var(15) = 3
anim = 17874
id = 17000
sprpriority = 5
postype = back
pos = 320,240
random = 0, 0
bindtime = -1
removetime = -2
supermove = 1
ownpal = 1
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time >= 27
trigger1 = gametime%6 = 0
trigger1 = var(15) = 7
anim = 17878
id = 17000
sprpriority = 5
postype = back
pos = 0,0
random = 0, 0
bindtime = -1
removetime = -2
supermove = 1
ownpal = 1
ignorehitpause = 1

[State 2000, 6]
type = PlaySnd
trigger1 = time >= 27
trigger1 = time%12=0
value = 4000,1
volume = -50
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 20005
id = 20000
sprpriority = -1
postype = back
pos = 0,0
random = 0, 0
bindtime = -1
removetime = -2
supermove = 1
ownpal = 1
ignorehitpause = 1

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

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 19999
id = 12838
sprpriority = 5
postype = p1
pos = 0,-75
bindtime = -1
removetime = -1
supermove = 1
scale = 1,0.8
ownpal = 1
ignorehitpause = 1

;----------------------------------
[state 1300]
type = null;helper
trigger1 = !numhelper(7546)
helpertype = player
name = "satu"
ID = 7546
pos = 0, 0
postype = p1
facing = 1
stateno = 22224
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999

[state 1300]
type = helper
trigger1 = !numhelper(7547)
helpertype = player
name = "satu"
ID = 7547
pos = 0, 0
postype = p1
facing = 1
stateno = 22224
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999999999
pausemovetime = 99999999999999

[state 6100]
type = reversaldef
triggerall = palno >= 9
trigger1 = time >= 0
reversal.attr = SCA,AA,AT,AP
pausetime = 0,9999
p2stateno = 5150
sparkno = -1
ignorehitpause = 1

[state 1002]
type = Projectile
triggerall = palno >= 9
trigger1 = gametime%3=0
projID = 48754
projanim = 20000
projscale = 0.5, 0.5
projremove = 1
projremovetime = 1
velmul = 1, 1
projmisstime = 0
projpriority = 4
projsprpriority = 2
projedgebound = 20
projstagebound = 20
projheightbound = -240, 1
offset = 0,0
postype = p1
projshadow = 0, 0, 0
attr = S,HP
hitflag = MAFD
guardflag = MA
affectteam = E
animtype = back
air.animtype = back
fall.animtype = DiagUp
priority = 7,Hit
damage = 999999999999999999999,9999999999999999999
pausetime = 0, 0
guard.pausetime = 2, 2
sparkno = -1
guard.sparkno = -1
sparkxy = -600000000, 20
hitsound = -1
guardsound = -1
ground.type = High
air.type = High
ground.velocity = -4
guard.velocity = -4
air.velocity = -3
airguard.velocity = -3
air.juggle = 0
sprpriority = 1
forcestand = 0
down.velocity = -3
down.hittime = 10
down.bounce = 1
numhits = 1
;p2stateno = 5150
fall = 1
fall.kill = 1
fall.damage = 9999999999999999999
supermovetime = 999999
pausemovetime = 999999

[state 6100]
type = targetlifeadd
trigger1 = palno >= 9
trigger1 = time >= 0
value = -999999999999999
ignorehitpause = 1

[state 198]
type = EnvShake
trigger1 = time = 27
time = 240
freq = 150
ampl = -4
phase = 0

[state 04910]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = timerfreeze
ignorehitpause = 1

[state 89808]
type = VarRandom
trigger1 = 1
v = 10
range = -10000,10000
ignorehitpause = 1

[state 0]
type = varadd
trigger1 = time = 0
v = 13
value = -5000

[state 4891641]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1