[Data]
life = 1000
attack = 100
defence = 100
fall.defence_up = 100
liedown.time = 15
airjuggle = 15
juggle = 15
sparkno = -1
guard.sparkno = -1
KO.echo = 0
volume = 255
power = 3000
IntPersistIndex = 10
FloatPersistIndex = 0

[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
attack.dist = 0
proj.attack.dist = 320
proj.doscale = 0   
head.pos = 0, -118
mid.pos = -4, -86
shadowoffset = 0
draw.offset = 0,0

[Velocity]
walk.fwd  = 3.4     
walk.back = -3.4     
run.fwd  = 6.2130434, 0    
run.back = -6.5,-1.8 
jump.neu = 0,-9.8   
jump.back = -4.05,2    
jump.fwd = 4.0,2       
runjump.back = -2.55,-8.1 
runjump.fwd = 4,-8.1      
airjump.neu = 0,-8.1      
airjump.back = -2.55      
airjump.fwd = 2.5      

[Movement]
airjump.num = 0   
airjump.height = 35  
yaccel = .57        
stand.friction = .85  
crouch.friction = .82

[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

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

[State 170]
type = PlaySnd
trigger1 = time = 10
value = 10000,5
volume = 255
freqmul = 0.9

[State 170]
type = changeanim
trigger1 = time = 0
value = 170

[State 170]
type = AssertSpecial
trigger1 = time = [0,350]
flag = roundnotover

[Statedef 180]
type = S

[State 180]
type = VarRandom
trigger1 = time = 0
v = 48
range = 0,3

[State 180];天上天下
type = ChangeState
trigger1 = var(48) = 0
value = 181

[State 180];我より優れるものはなし
type = ChangeState
trigger1 = var(48) = 1
value = 184

[State 180];下の下だな・・・
type = ChangeState
trigger1 = var(48) = 2
value = 186

[State 180];下の下だな2・・・
type = ChangeState
trigger1 = var(48) = 3
value = 187

;---------------------------------------------------------------------------
; 勝った動作[天上天下]
;---------------------------------------------------------------------------
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 181]
type = PlaySnd
trigger1 = time = 50
value = 181,0
volume = 255
freqmul = 0.9

[State 181]
type = Explod
trigger1 = numexplod(182) = 0
trigger1 = animelem = 1
anim = 182
id = 182
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
removetime = -1
under = 0
trans = add
scale = 0.4,0.4
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647

[State 181]
type = RemoveExplod
trigger1 = time = 225
ID = 182

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

[State 181]
type = Explod
trigger1 = time > 265
trigger1 = time <= 275
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 30,30
vel = -3+ (random%6),-3 + (random%6)
facing = -1
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 181]
type = Explod
trigger1 = time > 265
trigger1 = time <= 275
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 20,20
vel = -2 + (random%5),-2 + (random%5)
facing = -1
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 181]
type = Explod
trigger1 = time > 265
trigger1 = time <= 275
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 10,10
vel = -1 + (random%4),-1 + (random%4)
facing = -1
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 181]
type = Explod
trigger1 = time = 265
anim = 185
sprpriority = 999
postype = p1
pos = 0,-75
bindtime = -1
under = 0
ownpal = 1
scale = 1.2,1.2
pausemovetime = 2147483647
supermovetime = 2147483647

[State 181]
type = PlaySnd
trigger1 = time = 265
value = 10000,46
[State 181]
type = PlaySnd
trigger1 = time = 265
value = 10000,8
volume = -150

[State 181]
type = AssertSpecial
trigger1 = time = [0,350]
flag = roundnotover

[Statedef 184]
type = S
ctrl = 0
anim = 184
velset = 0,0

[State 184]
type = PlaySnd
trigger1 = animelem = 2
value = 191,0
freqmul = 0.9

[State 184]
type = PlaySnd
trigger1 = animelem = 12
value = 191,1
freqmul = 0.9

[State 1]
type = Explod
trigger1 = time > 270
trigger1 = time <= 280
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 30,30
vel = -3+ (random%6),-3 + (random%6)
facing = -1
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1]
type = Explod
trigger1 = time > 270
trigger1 = time <= 280
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 20,20
vel = -2 + (random%5),-2 + (random%5)
facing = -1
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1]
type = Explod
trigger1 = time > 270
trigger1 = time <= 280
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 10,10
vel = -1 + (random%4),-1 + (random%4)
facing = -1
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = animelem = 26
anim = 10006
sprpriority = 999
postype = p1
pos = 0,0
bindtime = -1
ownpal = 1
ontop = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = animelemtime(26) = 33
anim = 185
sprpriority = 999
postype = p1
pos = 0,-75
bindtime = -1
under = 0
ownpal = 1
scale = 1.2,1.2
pausemovetime = 2147483647
supermovetime = 2147483647

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 26
value = 20001,0
[State 191, 3]
type = PlaySnd
trigger1 = animelemtime(26) = 33
value = 10000,46
[State 191, 3]
type = PlaySnd
trigger1 = animelemtime(26) = 33
value = 10000,8
volume = -150

[State 184]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 184]
type = AssertSpecial
trigger1 = time = [0,350]
flag = roundnotover

[Statedef 186]
type = S
ctrl = 0
anim = 186
velset = 0,0

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

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 16
value = 182,0
volume = 255
freqmul = 0.9

[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 187
id = 185
sprpriority = 999
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1]
type = Explod
trigger1 = time > 265
trigger1 = time <= 275
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 30,30
vel = -3+ (random%6),-3 + (random%6)
facing = -1
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1]
type = Explod
trigger1 = time > 265
trigger1 = time <= 275
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 20,20
vel = -2 + (random%5),-2 + (random%5)
facing = -1
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1]
type = Explod
trigger1 = time > 265
trigger1 = time <= 275
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 10,10
vel = -1 + (random%4),-1 + (random%4)
facing = -1
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 265
anim = 185
sprpriority = 999
postype = p1
pos = 0,-75
bindtime = -1
under = 0
ownpal = 1
scale = 1.2,1.2
pausemovetime = 2147483647
supermovetime = 2147483647

[State 191, 3]
type = PlaySnd
trigger1 = time = 265
value = 10000,46
[State 191, 3]
type = PlaySnd
trigger1 = time = 265
value = 10000,8
volume = -150

[State 186]
type = NotHitBy
trigger1 = 1
value = SCA

[State 186]
type = AssertSpecial
trigger1 = time = [0,350]
flag = roundnotover

[Statedef 187]
type = S
ctrl = 0
anim = 183
velset = 0,0

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

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 7
value = 2000,0
volume = 255
freqmul = 0.9

[State 191, 3]
type = PlaySnd
trigger1 = animelemtime(57) = 12
value = 182,0
volume = 255
freqmul = 0.9

[State 187]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1]
type = Explod
trigger1 = time > 293
trigger1 = time <= 303
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 30,30
vel = -3+ (random%6),-3 + (random%6)
facing = -1
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1]
type = Explod
trigger1 = time > 293
trigger1 = time <= 303
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 20,20
vel = -2 + (random%5),-2 + (random%5)
facing = -1
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1]
type = Explod
trigger1 = time > 293
trigger1 = time <= 303
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 10,10
vel = -1 + (random%4),-1 + (random%4)
facing = -1
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 293
anim = 185
sprpriority = 999
postype = p1
pos = 0,-75
bindtime = -1
under = 0
ownpal = 1
scale = 1.2,1.2
pausemovetime = 2147483647
supermovetime = 2147483647

[State 191, 3]
type = PlaySnd
trigger1 = time = 293
value = 10000,46
[State 191, 3]
type = PlaySnd
trigger1 = time = 293
value = 10000,8
volume = -150

[State 187]
type = AssertSpecial
trigger1 = time = [0,350]
flag = roundnotover

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

[State ]
type = changestate
triggerall = random > 500
trigger1 = name = "Mithra"
value = 191

[State ]
type = changestate
triggerall = random < 500
trigger1 = name = "Mithra"
value = 192

[Statedef 191]
type = S
ctrl = 0
anim = 18400
velset = 0,0

[State a];光の粒
type = Explod
trigger1 = time >= 0
trigger1 = GameTime%6 = 1
anim = 28200
id = 28200
sprpriority = 5
postype = p1
pos = var(50),var(51)
bindtime = 1
ownpal = 1
trans = add
persistent = 1
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 12
value = 10000,0

[state a]
type = playsnd
trigger1 = animelem = 12
value = 10000,18
[state a]
type = playsnd
trigger1 = animelem = 12
value = 10000,28
[state a]
type = playsnd
trigger1 = animelem = 12
value = 10000,49

[State 1000, 5]
type = Explod
trigger1 = animelem = 12
anim = 20000
id = 20000
ownpal = 1
sprpriority = -2147483647
postype = p1
pos = 0,0
ontop = 0
bindtime = 1
trans = sub
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State 1000, 5]
type = Explod
trigger1 = animelem = 12
anim = 2551
id = 2551
ownpal = 1
sprpriority = 1
postype = p1
pos = 0,5
ontop = 1
bindtime = 1
supermove = 0
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State 1000, 5]
type = Explod
trigger1 = animelem = 12
anim = 22108
sprpriority = 999
postype = p1
pos = 0,-100
ownpal = 1
bindtime = 1
ontop = 1
supermove = 0
ignorehitpause =1
supermovetime = 2147483647
pausemovetime = 2147483647
[State 1000, 5]
type = EnvShake
trigger1 = animelem = 12
time = 15
ampl = -15
freq = 95
phase = 95

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 6
value = 190,0
volume = 255
freqmul = 0.9

[State 191] 
type = AssertSpecial
trigger1 = Time = [0,240]
flag = Intro

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

[Statedef 192]
type = S
ctrl = 0
anim = 19100
velset = 0,0

[state a]
type = playsnd
trigger1 = animelem = 12
value = 190,0
volume = 255

[state ]
type = playsnd
trigger1 = animelem = 13
value = 190,1

[state ]
type = playsnd
trigger1 = animelem = 14
value = 190,2

[State ]
type = Explod
trigger1 = animelem = 12
anim = 191
id = 191
ownpal = 1
sprpriority = 2147483647
postype = p1
pos = 0,0
ontop = 1
bindtime = 1
trans = none
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 191] 
type = AssertSpecial
trigger1 = Time = [0,264]
flag = Intro

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

[Statedef 195]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 30
ctrl = 0
velset = 0,0
anim = 18100
sprpriority = 5

[state 195]
type = Explod
trigger1 = time = 20
anim = 32100
sprpriority = -4
postype = p1
pos = 6,-159
bindtime = -1
supermove = 1
ontop = 1
ownpal = 1
removetime = 56
scale = 0.65,0.65
supermovetime = 2147483647
pausemovetime = 2147483647

[state 195]
type = Explod
trigger1 = time = 76
anim = 32200
sprpriority = -4
postype = p1
pos = 6,-159
bindtime = -1
supermove = 1
ontop = 1
ownpal = 1
removetime = 10
scale = 0.65,0.65
supermovetime = 2147483647
pausemovetime = 2147483647

[State 195]
type = PlaySnd
trigger1 = animelem = 6
value = 191,1
volume = 255

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

[Statedef 200]
type    = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 200
poweradd = 20

[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA                 
damage = 30, 0                   
getpower = 30,20
animtype = Light                
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                
pausetime = 2,4                 
sparkno = s4000
sparkxy = -5, -89
hitsound = s202,0
guard.sparkno = s4050
guardsound = s120,0            
ground.type = high               
ground.slidetime = 9             
ground.hittime  = 9             
ground.velocity = -6             
airguard.velocity = -1.9,-2     
air.type = Low                  
air.velocity = -1.4,-3           
air.hittime = 12      

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

[State 200]
type = PlaySnd
trigger1 = AnimElem = 2
value = 200,random%3
volume = 255
freqmul = 0.9

[state 200]
type = ctrlset
trigger1 = animelem = 3
value = 1

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

;==========================================================================================
;==========================================================================================
; 近距離立ち弱パンチ
;==========================================================================================
;==========================================================================================

[Statedef 205]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 8                      
velset = 0,0
ctrl = 0
anim = 205
poweradd = 0
sprpriority = 2

[State 205]
type = HitDef
trigger1 = time = 0
attr = S, NA                     
damage = 15,0                  
getpower = 30,10
animtype = Light                 
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                
pausetime = 7, 8                 
sparkno = s4000                 
sparkxy = -20, -69               
hitsound = s202,0   
guard.sparkno = s4050
guardsound = s120,0              
ground.type = high              
ground.slidetime = 9             
ground.hittime  = 9             
ground.velocity = -1
airguard.velocity = -1.9,-2     
air.type = Low                  
air.velocity = -1.4,-3
air.hittime = 12
nochainID = 1200

[State 205]
type = PlaySnd
trigger1 = animelem = 2
value = 201, 0

[State 205]
type = PlaySnd
trigger1 = AnimElem = 2
value = 200,random%3
volume = 255
freqmul = 0.9

[State 205]
type = ctrlset
trigger1 = animelem = 3
value = 1

[State 205]
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= 50
ctrl = 0
velset = 0,0
anim = 210

[State 210]
type = PlaySnd
trigger1 = AnimElem = 2
value = 210,random%3
volume = 255
freqmul = 0.9

[State 210]
type = PlaySnd
trigger1 = AnimElem = 2
value = 221,2

[State 210]
type = NotHitBy 
trigger1 = animelem = 5,<=0
value = SCA

[State 210]
type = PlaySnd
trigger1 = animelem = 2
value = 10000, 46

[State 210]
type = Explod
trigger1 = animelem = 4
anim = 26550
sprpriority = 0
postype = p1
pos = -40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
scale = 0.7,0.7

[State 210]
type = Explod
trigger1 = animelem = 7
anim = 20001
postype = p1
sprpriority = 2147483647
postype = p1
pos = 40,-70
bindtime = 1
under = 0
ownpal = 1
scale = 0.5,0.5
supermovetime = 2147483647
pausemovetime = 2147483647

[State 210]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage = 50,13
getpower = 33,33
guardflag = M
pausetime = 25,15
sparkno = s4030
sparkxy = -30, -70
hitsound   = s10000,43
guard.sparkno = s4050
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10.5
air.velocity = -2.5,-4
envshake.time = 8
envshake.ampl = 8

[state 210]
type = ctrlset
trigger1 = animelem = 9
value = 1

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

;==========================================================================================
;==========================================================================================
;近距離強パンチ
;==========================================================================================
;==========================================================================================
[Statedef 215]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 215
sprpriority = 2

[State 215]
type = PlaySnd
trigger1 = AnimElem = 2
value = 210,random%3
volume = 255
freqmul = 0.9

[State 215]
type = PlaySnd
trigger1 = AnimElem = 2
value = 221,2

[State 215]
type = NotHitBy 
trigger1 = animelem = 5,<=0
value = SCA

[State 215]
type = PlaySnd
trigger1 = animelem = 2
value = 10000, 46

[State 215]
type = Explod
trigger1 = animelem = 2
anim = 26550
sprpriority = 0
postype = p1
pos = -40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647
scale = 0.7,0.7

[State 215]
type = Explod
trigger1 = animelem = 5
anim = 20001
postype = p1
sprpriority = 2147483647
postype = p1
pos = 40,-70
bindtime = 1
ownpal = 1
scale = 0.5,0.5
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647

[State 215]
type = HitDef
trigger1 = animelem = 5
attr = S, NA
animtype  = hard
damage = 60,13
getpower = 33,33
guardflag = MA
pausetime = 23,23
sparkno = s4030
sparkxy = -30, -70
hitsound   = s10000,43
guard.sparkno = s4050
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10.5
air.velocity = -2.5,-4
envshake.time = 8
envshake.ampl = 8

[State 215]
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  = 0
poweradd= 50
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 230]
type = NotHitBy 
trigger1 = animelem = 5,<=0
value = SCA

[State 230]
type = PlaySnd
trigger1 = animelem = 3
value = 1100,1

[State 230]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1100,0
volume = 255
freqmul = 0.9

[State 245]
type = Explod
trigger1 = animelem = 2
anim = 241
id = 241
sprpriority = 5
postype = p1
pos = 0,0
vel = 1,0
bindtime = 1
supermove = 1
ignorehitpause = 0
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 230]
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype  = hard
damage  = 70,9
priority = 7
getpower = 50,20
guardflag = M
pausetime = 14,15
sparkno = s4040+random%4
sparkxy = -15,-85
hitsound   = s240,0
guard.sparkno = s4050
guardsound = s120,0
ground.type = high
ground.slidetime = 19
ground.hittime  = 19
ground.velocity = -1,-7
air.velocity = -1,-7
fall = 1
fall.revcover = 0

[state 230]
type = posadd
trigger1 = animelem = 3
x = 4

[state 230]
type = ctrlset
trigger1 = animelem = 7
value = 1

[State 230]
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= 60
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 240]
type = NotHitBy 
trigger1 = animelem = 5,<=0
value = SCA

[State 240]
type = PlaySnd
trigger1 = AnimElem = 3
value = 210,random%3
volume = 255
freqmul = 0.9

[State 240]
type = Explod
trigger1 = animelem = 3
anim = 26550
sprpriority = 0
postype = p1
pos = -40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
scale = 0.7,0.7

[State 240]
type = PlaySnd
trigger1 = animelem = 4
value = 10000,19

[State 240]
type = Explod
trigger1 = animelem = 2
anim = 34300
id = 34300
sprpriority = 5
postype = p1
pos = 0,-20
bindtime = 1
supermove = 1
ignorehitpause = 0
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 240]
type = HitDef
trigger1 = animelem = 3
attr = S, NA
animtype  = hard
damage  = 30,9
getpower = 30,10
guardflag = MA
pausetime = 4,6
sparkno = s4040+random%4
sparkxy = -15,-85
hitsound   = s2300,2
guard.sparkno = s4050
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-6
air.velocity = -3,-6

[State 240]
type = HitDef
trigger1 = animelem = 4
attr = S, NA
animtype  = hard
damage  = 45,7
getpower = 30,30
guardflag = MA
pausetime = 12,12
sparkno = s4040+random%4
sparkxy = -15,-106
hitsound   = s222,0
guard.sparkno = s4050
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-5
air.velocity = -2,-5

[state 240]
type = posadd
trigger1 = animelem = 3
x = 4

[state 240]
type = ctrlset
trigger1 = animelem = 8
value = 1

[State 240]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 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 290]
type = PlaySnd
trigger1 = animelem = 3
value = 10000, 46

[State 290]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10000, 5
volume = 255
freqmul = 0.9

[State 290]
type = Explod
trigger1 = animelem = 4
anim = 20001
postype = p1
pos = 50,-88
sprpriority = 2147483647
postype = p1
bindtime = 1
ownpal = 1
scale = 0.5,0.5
supermovetime = 2147483647
pausemovetime = 2147483647

[State 290]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = diagup
damage  = 90,9
getpower = 136,136
guardflag = M
pausetime = 14,15
sparkno = s4030
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s4050
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.5
fall = 1
fall.recover = 0
envshake.time = 7
envshake.ampl = 7

[State 290]
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= 20
ctrl = 0
anim = 400
sprpriority = 2

[State 400]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,random%3
volume = 255
freqmul = 0.9

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

[State 400]
type = HitDef
trigger1 = time = 0
attr = C, NA
damage = 20,2
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = M
getpower = 60,60
pausetime = 2,4
sparkno = s4000
sparkxy = -10,-37
hitsound   = s202,0
guard.sparkno = s4050
guardsound = s120,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3

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

[State 400]
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= 50
ctrl = 0
anim = 410
sprpriority = 2

[State 410]
type = PlaySnd
trigger1 = AnimElem = 2
value = 210,random%3
volume = 255
freqmul = 0.9

[State 410]
type = PlaySnd
trigger1 = animelem = 5
value = 221,2

[State 410]
type = HitDef
trigger1 = time = 0
attr = C, NA
damage = 50,9
animtype  = hard
hitflag = MAF
guardflag = M
pausetime = 11,12
getpower = 30,30
sparkno = s4010
sparkxy = -10,-73
hitsound   = s222,0
guard.sparkno = s4050
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -7
air.velocity = -3,-6

[State 410]
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= 30
ctrl = 0
anim = 430
sprpriority = 2

[State 430]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,random%3
volume = 255
freqmul = 0.9

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

[State 430]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage = 20,2
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 2,4
sparkno = s4000
sparkxy = -10,-12
hitsound   = s224,0
getpower = 30,30
guard.sparkno = s4050
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

[State 430]
type = CtrlSet
trigger1 = animelem = 3
value = 1

[State 430]
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= 60
ctrl = 0
anim = 440
sprpriority = 2

[State 440]
type = PlaySnd
trigger1 = time = 0
value = 210,random%3
volume = 255
freqmul = 0.9

[State 440]
type = PlaySnd
trigger1 = time = 0
value = 221,1

[State 440]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage = 70,15
hitflag = MAF
guardflag = L
pausetime = 11,12
sparkno = s4020
getpower = 61,61
sparkxy = -15,-18
hitsound   = s225,0
guardsound = s120,0
guard.sparkno = s4050
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-5
air.velocity = -4,-4
guard.velocity = -5
fall = 1

[State 440]
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= 50
ctrl = 0
anim = 600
sprpriority = 2

[State 600]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,random%3
volume = 255
freqmul = 0.9

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

[State 600]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 40,4
getpower = 61,61
guardflag = HA
priority = 3
pausetime = 7,8
sparkno = s4000
sparkxy = -10,-79
hitsound   = s202,0
guard.sparkno = s4050
guardsound = s120,0
ground.type = low
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

;==========================================================================================
;==========================================================================================
;空中強パンチ
;==========================================================================================
;==========================================================================================

[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 50
ctrl = 0
anim = 610
sprpriority = 2

[State 610]
type = PlaySnd
trigger1 = time = 2
value = 210,random%3
volume = 255
freqmul = 0.9

[State 610]
type = PlaySnd
trigger1 = Time = 1
value = 221,2

[State 610]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 60,12
guardflag = HA
getpower = 61,61
priority = 4
pausetime = 12,12
sparkno = s4020
sparkxy = -10,-76
hitsound   = s222,0
guard.sparkno = s4050
guardsound = s120,0
animtype = Medium
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4

;==========================================================================================
;==========================================================================================
;垂直空中弱キック
;==========================================================================================
;==========================================================================================

[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 50
ctrl = 0
anim = 630
sprpriority = 2

[State 630]
type = PlaySnd
trigger1 = animelem = 1
value = 200,random%3
volume = 255
freqmul = 0.9

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

[State 630]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 40,4
getpower = 61,61
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = s4000
sparkxy = -5,-51
hitsound   = s224,0
guard.sparkno = s4050
guardsound = s120,0
ground.type = low
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3

;==========================================================================================
;==========================================================================================
;空中強キック
;==========================================================================================
;==========================================================================================

[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 60
ctrl = 0
anim = 640
sprpriority = 2

[State 640]
type = PlaySnd
trigger1 = time = 2
value = 210,random%3
volume = 255
freqmul = 0.9

[State 640]
type = PlaySnd
trigger1 = Time = 2
value = 221,1

[State 640]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 70,14
guardflag = HA
getpower = 61,61
priority = 4
pausetime = 12,12
sparkno = s4020
sparkxy = -10,-61
hitsound   = s225,0
guard.sparkno = s4050
guardsound = s120,0
animtype = Med
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4

;---------------------------------------------------------------------------
;空中ふっ飛ばし攻撃
[Statedef 690]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 30
ctrl = 0
anim = 690
sprpriority = 2

[State 690]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10000, 5
volume = 255
freqmul = 0.9

[State 690]
type = PlaySnd
trigger1 = Time = 2
value = 10000, 46

[State 690]
type = Explod
trigger1 = animelem = 2
anim = 20001
postype = p1
pos = 50,-57
sprpriority = 2147483647
postype = p1
bindtime = 1
under = 0
ownpal = 1
scale = 0.5,0.5
supermovetime = 2147483647
pausemovetime = 2147483647

[State 690]
type = HitDef
trigger1 = Time = 0
attr = A, NA
animtype  = hard
damage = 100,10
getpower = 120,120
guardflag = MA
pausetime = 11,12
sparkno = s4030
sparkxy = -15,-75
hitsound   = s225,1
guard.sparkno = s4050
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

;---------------------------------------------------------------------------
;緊急回避前
;---------------------------------------------------------------------------
[Statedef 700]
poweradd= 0
ctrl = 0
anim = 700
velset = 0,0
ctrl = 0
sprpriority = 2

[State 700]
type = NotHitBy 
trigger1 = animelem = 5,<=0
value = SCA

[state 700]
type = playerpush
trigger1 = 1
value = 0

[state 700]
type = posset
trigger1 = time = 0
y = 0

[State 700]
type = PlaySnd
trigger1 = time = 0
value = 190,1

[State 700]
type = velset
trigger1 = Time = 0
x = 0

[State 700]
type = velset
trigger1 = animelem = 2
x = 8

[State 700]
type = velset
trigger1 = animelem = 4
x = 0

[State 700]
type = AfterImage
trigger1 = time = 0
time = 15
trans = add1
timegap = 2
framegap = 2
length = 6
palbright = 12,12,12
palcontrast = 255,255,255
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[State 700] 
type = turn 
triggerall = animelem = 4
trigger1 = p2dist x< 0 
value = 1

[State 700]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;緊急回避後ろ
;---------------------------------------------------------------------------

[Statedef 701]
poweradd= 0
ctrl = 0
anim = 701
sprpriority = 2
velset = 0,0

[State 701]
type = NotHitBy 
trigger1 = animelem = 5,<=0
value = SCA

[state 701]
type = posset
trigger1 = time = 0
y = 0

[state 701]
type = playerpush
trigger1 = 1
value = 0

[State 701]
type = PlaySnd
trigger1 = time = 0
value = 190,1

[State 701]
type = velset
trigger1 = animelem = 2
x = -9

[State 701]
type = velset
trigger1 = animelem = 5
x = 0

[State 701]
type = AfterImage
trigger1 = time = 0
time = 15
trans = add1
timegap = 2
framegap = 2
length = 6
palbright = 0,0,0
palcontrast = 255,255,255
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

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

;---------------------------------------------------------------------------
;ダウン回避
;---------------------------------------------------------------------------
[Statedef 702]
movetype = I
poweradd= 0
ctrl = 0
anim = 702
sprpriority = 2
velset = 0,0

[state 702]
type = posset
trigger1 = time = 0
y = 0

[state 702]
type = NotHitBy
trigger1 = 1
value = SCA

[state 702]
type = playerpush
trigger1 = animelem = 5,<=0
value = 0

[state 702]
type = velset
trigger1 = Time = 0
x = -4

[state 702]
type = veladd
trigger1 = vel x <= 0
trigger1 = gametime % 2
x = 0.4

[state 702]
type = velset
trigger1 = vel x >= 0
x = 0

[state 702]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;シーズ・イグニッション
;---------------------------------------------------------------------------
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 800]
type = HitDef
trigger1 = time = 0
trigger1 = p2stateno != 150 && 151 && 152 && 153 && 130 && 131 && 140
attr = S, NT
hitflag = M-
priority = 1, Miss
numhits = 0
sparkno = s4060
sparkxy = 10,-70
sprpriority = 1
p1facing = ifelse (command = "holdback", -1, 1)
p2facing = 1
p1stateno = 801
p2stateno = 805
fall = 1

[State 800]
type = ChangeState
trigger1 = AnimTime = 0
value = 215
ctrl = 0

;=================================================================================
;投げている自分
;=================================================================================
[Statedef 801]
type    = S
movetype= A
physics = N
juggle  = 8
velset = 0,0
ctrl = 0
anim = 801
sprpriority = 2

[State 801]
type = PlaySnd
trigger1 = time = 3
value = 800,0

[State 801]
type = PlaySnd
trigger1 = AnimElem = 2
value = 801,0

[State 801]
type = PlaySnd
trigger1 = animelem = 5
value = 2000,3
volume = 255
freqmul = 0.9

[State 801]
type = PlaySnd
trigger1 = animelemtime(6) = 6 || animelemtime(6) = 10 || animelemtime(6) = 20 || animelemtime(6) = 29
value = 10000, 28
volume = 0

[State 801]
type = PlaySnd
trigger1 = animelemtime(6) = 6 || animelemtime(6) = 10 || animelemtime(6) = 20 || animelemtime(6) = 29
value = 10000, 12
volume = 250

[State 801]
type = EnvColor
trigger1 = animelemtime(6) = 6 || animelemtime(6) = 10 || animelemtime(6) = 20 || animelemtime(6) = 29
persistent = 1
ignorehitpause = 1
time = 2
value = 255,255,255
under = 1

[State 801]
type = EnvShake
trigger1 = animelemtime(6) = 6 || animelemtime(6) = 10 || animelemtime(6) = 20 || animelemtime(6) = 29
time = 12
ampl = 12
freq = 95
phase = 95

[State 801]
type = Hitadd
trigger1 = animelemtime(6) = 6 || animelemtime(6) = 10 || animelemtime(6) = 20 || animelemtime(6) = 29
value = 1

[State 801]
type = EnvColor
trigger1 = animelem = 5
persistent = 0
ignorehitpause = 1
time = 2
value = 255,255,255
under = 1

[State 801]
type = Explod
trigger1 = animelem = 6 || animelemtime(6) = 29
anim = 10010
sprpriority = 3
postype = p1
velset = 0,0
pos = 90,-135
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = 0.75,0.75
supermovetime = 2147483647
pausemovetime = 2147483647
[State 801]
type = Explod
trigger1 = animelemtime(6) = 10
anim = 10010
sprpriority = 3
postype = p1
velset = 0,0
pos = 110,-100
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = 0.75,0.75
supermovetime = 2147483647
pausemovetime = 2147483647
[State 801]
type = Explod
trigger1 = animelemtime(6) = 20
anim = 10010
sprpriority = 3
postype = p1
velset = 0,0
pos = 60,-80
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = 0.75,0.75
supermovetime = 2147483647
pausemovetime = 2147483647
[State 801]
type = Explod
trigger1 = animelem = 6
anim = 22108
sprpriority = 2147483647
postype = p1
velset = 0,0
pos = 85,-110
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = 0.75,0.75
supermovetime = 2147483647
pausemovetime = 2147483647
[State 801]
type = Explod
trigger1 = animelem = 2
anim = 32150
sprpriority = 2147483647
postype = p1
velset = 0,0
pos = 82,-150
bindtime = 1
supermove = 0
under = 0
ownpal = 1
removetime = 80
scale = 0.75,0.75
supermovetime = 2147483647
pausemovetime = 2147483647
[State 801]
type = Explod
trigger1 = animelem = 2
anim = 32100
sprpriority = 2147483647
postype = p1
velset = 0,0
pos = 82,-70
bindtime = 1
supermove = 0
under = 0
ownpal = 1
removetime = 80
scale = 0.75,0.75
supermovetime = 2147483647
pausemovetime = 2147483647
[State 801]
type = Explod
trigger1 = time = 90
anim = 32250
sprpriority = 2147483647
postype = p1
velset = 0,0
pos = 82,-150
bindtime = 1
supermove = 0
under = 0
ownpal = 1
removetime = 10
scale = 0.75,0.75
supermovetime = 2147483647
pausemovetime = 2147483647
[State 801]
type = Explod
trigger1 = time = 90
anim = 32200
sprpriority = 2147483647
postype = p1
velset = 0,0
pos = 82,-70
bindtime = 1
supermove = 0
under = 0
ownpal = 1
removetime = 10
scale = 0.75,0.75
supermovetime = 2147483647
pausemovetime = 2147483647
[State 801]
type = TargetBind
trigger1 = animelem = 1
pos = 62,0

[State 801]
type = targetstate
trigger1 = animelemtime(6) = 6
value = 806

[State 801]
type = TargetLifeAdd
trigger1 = animelemtime(6) = 6 || animelemtime(6) = 10 || animelemtime(6) = 20 || animelemtime(6) = 29
value = -20
absolute = 1

[State 801]
type = Width
trigger1 = 1
edge = 60,0

[state 801] 
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 805]
type = ChangeAnim2
Trigger1 = Time = 0
value = 805

[state 805]
type = velset
trigger1 = time = 20
x = -2
y = -3

[state 805]
type = veladd
trigger1 = vel x < 0
x = 0.1

[state 805]
type = veladd
trigger1 = vel y < 0
y = 0.1

[State 805]
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 806]
type = ChangeAnim2
trigger1 = Time = 0
value = 806

[State 806]
type = ChangeAnim
trigger1 = Time = 30
value = 5050

[State 806]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[state 806]
type = velset
trigger1 = Time = 30
x = -1.5
y = -10

[State 806]
type = VelAdd
trigger1 = Time >= 30
y = .4

[State 806] 
type = lifeadd
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = -40
absolute = 0

[State 806] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 

