;---------------------------------------------------------------------------
;===========================================================================
; 基本行動
;===========================================================================
;---------------------------------------------------------------------------
;ダッシュ
[Statedef 100]
type = S
movetype = I
physics = N
velset = 0
ctrl = 1

[State ]
type = ChangeAnim
trigger1 = Anim != 100
value = 100

[State ]
type = velset
trigger1 = AnimElem = 2
x = const(velocity.run.fwd.x)

[State ]
type = AssertSpecial
trigger1 = 1
flag = NoWalk
flag2 = NoAutoTurn

[State ]
type = ChangeState
trigger1 = command != "holdfwd" || command = "holddown"
trigger1 = var(59) = 0
value = 101
;---------------------------------------------------------------------------
;ダッシュ（停止）
[Statedef 101]
type = S
movetype = I
physics = S
anim = 101
ctrl = 1

[State ]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;バックステップ
[Statedef 105]
type = A
physics = N
anim = 105
ctrl = 0

[State ]
type = VelSet
trigger1 = AnimElem = 1
x = const(velocity.run.back.x)
y = const(velocity.run.back.y)

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

[State ]
type = VelAdd
trigger1 = Time > 6
x = 0.2
y = 0.4

[State ]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 106
;---------------------------------------------------------------------------
;バックステップ（着地）
[Statedef 106]
type = S
movetype = I
physics = S
anim = 106

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

[State ]
type = velset
trigger1 = Time = 0
y = 0
[State ]
type = posset
trigger1 = Time = 0
y = 0

[State ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;挑発
[Statedef 195]
type = S
ctrl = 0
anim = 180
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State ]
type = PlaySnd
trigger1 = Time = 0
value = 4,13

[State ]
type = CtrlSet
trigger1 = Time = 40
value = 1

[State ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;===========================================================================
; 通常技
;===========================================================================
;---------------------------------------------------------------------------
;立ち弱P
[Statedef 200]
type    = S                      
movetype= A                      
physics = S                      
juggle = 1                      
velset = 0,0
ctrl = 0
anim = 200
poweradd = 20

[State ]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = Random%3 = 0
value = 4,0

[State ]
type = HitDef
trigger1 = time = 0
attr = S,NA
damage = 20,0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3,Hit
pausetime = 7,8
sparkxy = -5,-89
sparkno = s10000
guard.sparkno = s10002
hitsound = s1,0
guardsound = s1,99
ground.type = high
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-2
air.type = Low
air.velocity = -1.4,-3
air.hittime = 12

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

[State ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;立ち強P
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 30
ctrl = 0
velset = 0,0
anim = 210

[State ]
type = PlaySnd
trigger1 = AnimElem = 7
trigger1 = Random%3 = 0
value = 4,5

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

[State ]
type = PlaySnd
trigger1 = AnimElem = 7
value = 5,4

[State ]
type = Explod
trigger1 = AnimElem = 7
anim = 4021
postype = p1
pos = 53,-65
scale = 0.5,0.5
removetime = -2
bindtime = 1
sprpriority = 4
ownpal = 1

[State ]
type = HitDef
trigger1 = time = 0
attr = S,NA
animtype = hard
damage = 45,0
guardflag = MA
pausetime = 25,25
sparkxy = -10,-77
sparkno = s10000
guard.sparkno = s10002
hitsound = s1,1
guardsound = s1,99
ground.type = high
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10.5
air.velocity = -2.5,-4

[State ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;立ち弱K
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 20
ctrl = 0
velset = 0,0
anim = 230
sprpriority = 2

[State ]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = Random%3 = 0
value = 4,2

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

[State ]
type = Explod
trigger1 = animelem = 3
anim = 4000
sprpriority = 3
postype = p1
pos = 33,-20
scale = 0.5,0.5
bindtime = 1
ownpal = 1
ignorehitpause = 1
[State ]
type = Explod
trigger1 = animelem = 4
anim = 4000
sprpriority = 3
postype = p1
pos = 62,-54
scale = 0.5,0.5
bindtime = 1
ownpal = 1
ignorehitpause = 1

[State ]
type = HitDef
trigger1 = AnimElem = 3
attr = S,NA
animtype = light
damage = 8,0
guardflag = MA
pausetime = 7,8
sparkxy = -10,-20
sparkno = s10000
guard.sparkno = s10002
hitsound = s1,2
guardsound = s1,99
ground.type = high
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2.5,-3.5
[State ]
type = HitDef
trigger1 = AnimElem = 4
attr = S,NA
animtype = light
damage = 9,0
guardflag = MA
pausetime = 7,8
sparkxy = -30,-54
sparkno = s10000
guard.sparkno = s10002
hitsound = s1,2
guardsound = s1,99
ground.type = high
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2.5,-3.5

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

[State ]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = Random%3 = 0
value = 4,3

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

[State ]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = hard
damage    = 46,0
getpower = 30,30
guardflag = MA
pausetime = 8,10
sparkxy = -25,-55
sparkno = s10000
guard.sparkno = s10002
hitsound   = s1,3
guardsound = s1,99
ground.type = low
ground.slidetime = 24
ground.hittime  = 24
ground.velocity = -5
air.velocity = -3,-5.2

[State ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;屈み弱P
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 1
poweradd = 20
ctrl = 0
anim = 400
sprpriority = 2

[State ]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = Random%3 = 0
value = 4,0

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

[State ]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage = 19,0
priority = 3
animtype  = Light
hitflag = MAF
guardflag = M
getpower = 60,60
pausetime = 7,8
sparkxy = -10,-37
sparkno = s10000
guard.sparkno = s10002
hitsound  = s1,0
guardsound = s1,99
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -5
air.velocity = -2.5,-3

[State ]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
;屈み強P
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 1
poweradd= 30
ctrl = 0
anim = 410
sprpriority = 2

[State ]
type = PlaySnd
trigger1 = AnimElem = 5
trigger1 = Random%3 = 0
value = 4,5

[State ]
type = PlaySnd
trigger1 = animelem = 5
value = 0,2

[State ]
type = HitDef
trigger1 = time = 0
attr = C,NA
damage = 17,0
animtype = hard
hitflag = MAF
guardflag = M
pausetime = 11,12
getpower = 30,30
sparkxy = -10,-73
sparkno = s10000
guard.sparkno = s10002
hitsound = s1,1
guardsound = s1,99
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -7
air.velocity = -3,-6

[State ]
type = HitDef
trigger1 = animelem = 7
attr = C,NA
damage = 17,0
animtype  = hard
hitflag = MAF
guardflag = M
pausetime = 11,12
getpower = 30,30
sparkxy = -12,-78
sparkno = s10000
guard.sparkno = s10002
hitsound  = s1,1
guardsound = s1,99
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-5
air.velocity = -3,-6

[State ]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
;屈み弱K
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 1
poweradd= 20
ctrl = 0
anim = 430
sprpriority = 2

[State ]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = Random%3 = 0
value = 4,2

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

[State ]
type = HitDef
trigger1 = Time = 0
attr = C,NA
damage = 19,0
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 6,8
sparkxy = -10,-12
sparkno = s10000
guard.sparkno = s10002
hitsound = s1,2
guardsound = s1,99
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2,-3

[State ]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
;屈み強K
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 1
poweradd= 30
ctrl = 0
anim = 440
sprpriority = 2

[State ]
type = PlaySnd
trigger1 = AnimElem = 5
trigger1 = Random%3 = 0
value = 4,3

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

[State ]
type = HitDef
trigger1 = Time = 0
attr = C,NA
damage = 32,0
hitflag = MAF
guardflag = L
pausetime = 11,12
sparkxy = -15,-18
sparkno = s10000
guard.sparkno = s10002
hitsound = s1,3
guardsound = s1,99
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-5
air.velocity = -4,-4
guard.velocity = -5
fall = 1

[State ]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
;空中弱P
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= 20
ctrl = 0
anim = 600
sprpriority = 2

[State ]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = Random%3 = 0
value = 4,0

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

[State ]
type = HitDef
trigger1 = Time = 0
attr = A,NA
damage = 20,0
guardflag = HA
priority = 3
pausetime = 7,8
sparkxy = -10,-79
sparkno = s10000
guard.sparkno = s10002
hitsound = s1,0
guardsound = s1,99
ground.type = low
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3
;---------------------------------------------------------------------------
;空中強P
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= 30
ctrl = 0
anim = 610
sprpriority = 2

[State ]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = Random%3 = 0
value = 4,4

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

[State ]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 35,0
guardflag = HA
priority = 4
pausetime = 12,12
sparkxy = -10,-76
sparkno = s10000
guard.sparkno = s10002
hitsound   = s1,1
guardsound = s1,99
animtype = Med
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4
;---------------------------------------------------------------------------
;空中弱K
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= 20
ctrl = 0
anim = 630
sprpriority = 2

[State ]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = Random%3 = 0
value = 4,2

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

[State ]
type = HitDef
trigger1 = Time = 0
attr = A,NA
damage = 20,0
guardflag = HA
priority = 3
pausetime = 8,8
sparkxy = -5,-51
sparkno = s10000
guard.sparkno = s10002
hitsound = s1,2
guardsound = s1,99
ground.type = low
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3
;---------------------------------------------------------------------------
;空中強K
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= 30
ctrl = 0
anim = 640
sprpriority = 2

[State ]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = Random%3 = 0
value = 4,5

[State ]
type = PlaySnd
trigger1 = Time = 2
value = 0,3

[State ]
type = HitDef
trigger1 = Time = 0
attr = A,NA
damage = 35,0
guardflag = HA
priority = 4
pausetime = 12,12
sparkxy = -10,-61
sparkno = s10000
guard.sparkno = s10002
hitsound = s1,3
guardsound = s1,99
animtype = Med
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4
;---------------------------------------------------------------------------
;===========================================================================
;特殊技・システム
;===========================================================================
;---------------------------------------------------------------------------
;二段蹴り
[Statedef 250]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd = 60
ctrl = 0
velset = 0,0
anim = 250
sprpriority = 2

[State ]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4,3
[State ]
type = PlaySnd
trigger1 = AnimElem = 9
value = 4,5

[State ]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 9
value = 0,3

[State ]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = hard
damage    = 25,0
getpower = 30,30
guardflag = MA
pausetime = 8,10
sparkxy = -25,-55
sparkno = s10000
guard.sparkno = s10002
hitsound   = s1,3
guardsound = s1,99
ground.type = low
ground.slidetime = 27
ground.hittime  = 27
ground.velocity = 0
air.velocity = -3,-5.2
[State ]
type = HitDef
trigger1 = AnimElem = 10
attr = S, NA
animtype  = hard
damage    = 25,0
getpower = 30,30
guardflag = H
pausetime = 8,10
sparkxy = -25,-55
sparkno = s10000
guard.sparkno = s10002
hitsound   = s1,3
guardsound = s1,99
ground.type = low
ground.slidetime = 27
ground.hittime  = 27
ground.velocity = -8
air.velocity = -3,-5.2

[State ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;立ちふっ飛ばし
[Statedef 290]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd = 50
ctrl = 0
velset = 0,0
anim = 290
sprpriority = 2

[State ]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4,18
[State ]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5,4

[State ]
type = Pause
triggerall = Time = 0
trigger1 = PrevStateno = 150
trigger2 = PrevStateno = 152
Time = 5
[State ]
type = PowerAdd
triggerall = Time = 0
trigger1 = PrevStateno = 150
trigger2 = PrevStateno = 152
value = -1050
[State ]
type = NotHitBy
trigger1 = PrevStateno = 150
trigger2 = PrevStateno = 152
value = SCA,AA,AP,AT
time = 1
[State ]
type = PlaySnd
trigger1 = PrevStateno = 150
trigger2 = PrevStateno = 152
value = 1,97
Persistent = 0

[State ]
type = Explod
trigger1 = AnimElem = 4
anim = 4021
postype = p1
pos = 30,-70
scale = 0.5,0.5
removetime = -2
bindtime = 1
sprpriority = 4
ownpal = 1

[State ]
type = HitDef
trigger1 = Enemy,MoveType != A
trigger1 = AnimElem = 4
attr = S,NA
animtype = high
damage = 90,0
getpower = 136,136
guardflag = MA
pausetime = 11,12
sparkxy = -15,-77
sparkno = s10000
guard.sparkno = s10002
hitsound = s1,4
guardsound = s1,99
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-4.5
air.velocity = -4,-4.8
fall = 1
fall.recover = 0
[State ]
type = HitDef
trigger1 = Enemy,MoveType = A
trigger1 = AnimElem = 4
attr = S,NA
animtype = high
damage = 90,0
getpower = 136,136
guardflag = MA
pausetime = 11,12
sparkxy = -15,-77
sparkno = s10000
guard.sparkno = s10002
hitsound = s1,4
guardsound = s1,99
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-4.5
air.velocity = -4,-4.8
fall = 1
fall.recover = 0
p2Facing = 1
p2StateNo = 1900

[State ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;空中ふっ飛ばし
[Statedef 690]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= 50
ctrl = 0
anim = 690
sprpriority = 2

[State ]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4,18
[State ]
type = PlaySnd
trigger1 = AnimElem = 2
value = 5,4

[State ]
type = Explod
trigger1 = AnimElem = 2
anim = 4021
postype = p1
pos = 30,-85
scale = 0.5,0.5
removetime = -2
bindtime = 10
sprpriority = 4
ownpal = 1

[State ]
type = HitDef
trigger1 = Enemy,MoveType != A
trigger1 = AnimElem = 2
attr = A,NA
animtype  = hard
damage = 90,0
getpower = 120,120
guardflag = MA
pausetime = 11,12
sparkxy = -15,-75
sparkno = s10000
guard.sparkno = s10002
hitsound   = s1,4
guardsound = s1,99
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-4.5
air.velocity = -4,-4.8
fall = 1
fall.recover = 0
[State ]
type = HitDef
trigger1 = Enemy,MoveType = A
trigger1 = AnimElem = 2
attr = A,NA
animtype  = hard
damage = 90,0
getpower = 120,120
guardflag = MA
pausetime = 11,12
sparkxy = -15,-75
sparkno = s10000
guard.sparkno = s10002
hitsound   = s1,4
guardsound = s1,99
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-4.5
air.velocity = -4,-4.8
fall = 1
fall.recover = 0
p2Facing = 1
p2StateNo = 1900
;---------------------------------------------------------------------------
;緊急回避
[Statedef 700]
type = S
movetype = I
physics  = N
poweradd = 0
ctrl = 0
anim = 700
velset = 0,0

[State ]
type = Pause
triggerall = Time = 0
trigger1 = PrevStateno = 150
trigger2 = PrevStateno = 152
Time = 5
[State ]
type = PowerAdd
triggerall = Time = 0
trigger1 = PrevStateno = 150
trigger2 = PrevStateno = 152
value = -500
[State ]
type = NotHitBy
trigger1 = PrevStateno = 150
trigger2 = PrevStateno = 152
value = SCA,AA,AP,AT
time = 1
[State ]
type = PlaySnd
trigger1 = PrevStateno = 150
trigger2 = PrevStateno = 152
value = 1,97
Persistent = 0

[State ]
type = NotHitBy
trigger1 = 1
value = ,AA,AP
time = 1

[State ]
type = PlayerPush
trigger1 = 1
value = 0
IgnoreHitPause = 1
Persistent = 1

[State ]
type = AfterImage
trigger1 = Time = 0
length = 13
PalAdd = -10,-10,-10
PalMul = 1,1,1
PalBright = 0,0,0
PalContrast = 128,0,256
PalPostbright = 0,0,0
PalColor = 0
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 20

[State ]
type = PosSet
trigger1 = 1
y = 0
[State ]
type = VelSet
trigger1 = 1
y = 0

[State ]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = command = "holdback"
value = 705
[State ]
type = VelSet
trigger1 = Anim = 700
trigger1 = AnimElem = 3
x = 6
[State ]
type = VelSet
trigger1 = Anim = 705
trigger1 = AnimElem = 3
x = -6

[State ]
type = VelSet
trigger1 = Time = 20
x = 0

[State ]
type = CtrlSet
trigger1 = Time = 20
value = 1

[State ]
type = ChangeAnim
triggerall = Time = 20
trigger1 = Anim != 701
trigger2 = Anim != 706
value = Anim+1
[State ]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = Anim = 701
trigger2 = Anim = 706
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Exceed Time!
[Statedef 710]
type = S
movetype = I
physics  = N
poweradd = 0
ctrl = 0
anim = 710
velset = 0,0

[State ]
type = PowerAdd
trigger1 = Time = 0
value = -1000

[State ]
type = VarSet
trigger1 = 1
var(55) = 100
IgnoreHitPause = 1

[State ]
type = PlaySnd
trigger1 = Time = 0
value = 1,97
freqmul = 1.00
[State ]
type = PlaySnd
trigger1 = Time = 0
value = 1,97
freqmul = 0.75
[State ]
type = PlaySnd
trigger1 = Time = 0
value = 1,97
freqmul = 0.50

[State ]
type = Explod
trigger1 = Time = 0
anim = 10026
postype = p1
pos = 0,-90
scale = 0.5,0.5
removetime = -2
bindtime = 1
sprpriority = 5
ownpal = 1

[State ]
type = CtrlSet
trigger1 = Time = 20
value = 1

[State ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;パワー溜め
[Statedef 750]
type = S
movetype = I
physics  = N
poweradd = 0
ctrl = 0
anim = 750
velset = 0,0

[State ]
type = PowerAdd
trigger1 = 1
value = 7

[State ]
type = PlaySnd
trigger1 = Time = 0
value = 1,96
channel = 7
loop = 1

[State ]
type = Explod
trigger1 = Time = 0
anim = 10022
postype = p1
pos = 0,0
scale = 0.5,0.5
removetime = -1
bindtime = -1
sprpriority = 5
ownpal = 1
ID = 750

[State ]
type = PalFX
trigger1 = GameTime%3 = 0
time = 3
add = 64,0,128
sinadd = 64,0,128,3
IgnoreHitPause = 1
PauseMoveTime = 999999
SuperMoveTime = 999999

[State ]
type = ChangeState
trigger1 = command != "holdc"
trigger1 = command != "holdz"
trigger2 = Power = PowerMAX
value = 751
;---------------------------------------------------------------------------
;パワー溜め：終了
[Statedef 751]
type = S
movetype = I
physics  = N
poweradd = 0
ctrl = 0
anim = 751
velset = 0,0

[State ]
type = StopSnd
trigger1 = Time = 0
channel = 7
[State ]
type = RemoveExplod
trigger1 = Time = 0
ID = 750
[State ]
type = Explod
trigger1 = Time = 0
anim = 10023
postype = p1
pos = 0,0
scale = 0.5,0.5
removetime = -2
bindtime = 1
sprpriority = 5
ownpal = 1

[State ]
type = CtrlSet
Trigger1 = Time >= 5
value = 1
[State ]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;通常投げ
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State ]
type = HitDef
trigger1 = Time = 0
attr = S,NT
hitflag = M-
priority = 1,Miss
sparkno = -1
sparkxy = 0,0
p1sprpriority = 1
p2sprpriority = 0
p1facing = ifelse(command="b",-1,1)
p2facing = 1
p1stateno = 801
p2stateno = 802
guard.dist = 0
fall = 1
numhits = 0

[State ]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;通常投げ：自分
[Statedef 801]
type    = S
movetype= A
physics = N
anim = 801
juggle  = 8
sprpriority = 2

[State ]
type = PlaySnd
trigger1 = time = 3
value = 1,98

[State ]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,3
[State ]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,1
[State ]
type = PlaySnd
trigger1 = AnimElem = 6
value = 5,2

[State ]
type = Explod
trigger1 = Time = 1
anim = 4003
postype = p1
pos = 60,0
scale = 0.5,0.5
removetime = 55
bindtime = -1
sprpriority = -1
ownpal = 1
[State ]
type = Explod
trigger1 = Time = 55
anim = 4004
postype = p1
pos = 60,0
scale = 0.5,0.5
removetime = -2
bindtime = -1
sprpriority = -1
ownpal = 1

[State ]
type = PlaySnd
trigger1 = AnimElem = 6
value = 4,24

[State ]
type = Explod
trigger1 = animelem = 6
anim = 4001
sprpriority = 3
postype = p1
pos = 60,0
bindtime = 1
scale = 0.5,0.5
ownpal = 1

[State ]
type = PlaySnd
trigger1 = animelemtime(6) = 6
value = 1,3
[State ]
type = Explod
trigger1 = animelemtime(6) = 6
anim = 10000
postype = p1
pos = 60,-100
scale = 1,1
removetime = -2
bindtime = 1
sprpriority = 4
ownpal = 1

[State ]
type = TargetBind
trigger1 = animelem = 1
pos = 32,0
[State ]
type = targetstate
trigger1 = animelemtime(6) = 6
value = 803
[State ]
type = TargetLifeAdd
trigger1 = animelemtime(6) = 6
value = -80

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

[State ]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;通常投げ：相手
[Statedef 802]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State ]
type = ChangeAnim2
Trigger1 = Time = 0
value = 802

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

[State ]
type = veladd
trigger1 = vel x < 0
x = 0.1
[State ]
type = veladd
trigger1 = vel y < 0
y = 0.1

[State ]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1
;---------------------------------------------------------------------------
;通常投げ：相手
[Statedef 803]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

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

[State ]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

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

[State ]
type = VelSet
trigger1 = animelem = 1
x = -1.5
y = -10
[State ]
type = VelAdd
Trigger1 = 1;animelem = 3,>= 0
y = .4

[State ]
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 
;---------------------------------------------------------------------------
;===========================================================================
[Statedef -2]
;===========================================================================
;---------------------------------------------------------------------------
[State ]
type = DisplayToClipboard
trigger1 = !ishelper
text = "v10=%d Atk=%f"
params = var(10),ifelse(var(57)<20,(1.00-0.05*var(57)),0.05)

;********さいちゃん式コンボ補正*********
[State ]
type = VarSet
trigger1 = !NumTarget
trigger2 = StateNo>=2000
var(57) = 0

[State ]
type = VarAdd
triggerall = NumTarget
triggerall = EnemyNear,MoveType=H
triggerall = EnemyNear,GetHitVar(HitCount) > var(57)
triggerall = StateNo<2000
trigger1 = MoveHit
trigger2 = ProjHitTime(0) = 0
var(57) = 1

[State ]
type = AttackMulSet
trigger1 = 1
value = (1.00-0.05*var(57))*ifelse(var(55)>0,0.5,1)
[State ]
type=AttackMulSet
trigger1=var(57) >= 20
value = 0.05*ifelse(var(55)>0,0.5,1)
;**************************

;********Exceed Timeゲージ処理*********
[State ]
type = VarSet
trigger1 = NumPartner != 0
trigger1 = (Partner,ID)<(ID)
trigger1 = Partner,AuthorName="まじっく"
var(56) = 5
IgnoreHitPause = 1

[State ]
type = Explod
trigger1 = NumExplod(10024) = 0
anim = 10024
postype = back
facing = 1
pos = 63+TeamSide,226-var(56)
scale = 0.5,0.5
removetime = -1
bindtime = -1
sprpriority = 99999
ownpal = 1
ID = 10024

[State ]
type = Explod
trigger1 = NumExplod(10025) = 0
anim = 10025
postype = back
facing = 1
pos = 63+TeamSide,226-var(56)
scale = (0.005*var(55)),0.5
removetime = -1
bindtime = -1
sprpriority = 99998
ownpal = 1
ID = 10025
[State ]
type = ModifyExplod
trigger1 = NumExplod(10025) = 1
scale = (0.005*var(55)),0.5
ID = 10025
IgnoreHitPause = 1

[State ]
type = VarSet
trigger1 = var(55) <= 0
trigger2 = Life = 0
trigger3 = RoundState != 2
var(55) = 0
IgnoreHitPause = 1
PauseMoveTime = 999999
SuperMoveTime = 999999
[State ]
type = VarAdd
triggerall = RoundState = 2
trigger1 = GameTime%10 = 0
trigger1 = var(55) > 0
var(55) = -1
IgnoreHitPause = 1

[State ]
type = LifeAdd
triggerall = RoundState = 2
trigger1 = var(55) > 0
trigger1 = MoveType != H
trigger1 = GameTime%8 = 0
value = 1

[State ]
type = PalFX
trigger1 = var(55) > 0
trigger1 = GameTime%3 = 0
time = 3
add = 64,0,128
sinadd = 64,0,128,3
IgnoreHitPause = 1
PauseMoveTime = 999999
SuperMoveTime = 999999
;**************************

[State ]
type = AfterImageTime
trigger1 = MoveType = H
trigger2 = (PrevStateNo=1070)
time = 0

[State ]
type = StopSnd
trigger1 = MoveType = H
trigger1 = NumExplod(750) = 1
channel = 7
[State ]
type = Explod
trigger1 = MoveType = H
trigger1 = NumExplod(750) = 1
anim = 10023
postype = p1
pos = 0,0
scale = 0.5,0.5
removetime = -2
bindtime = 1
sprpriority = 5
ownpal = 1
[State ]
type = RemoveExplod
trigger1 = MoveType = H
trigger1 = NumExplod(750) = 1
ID = 750
;---------------------------------------------------------------------------
;===========================================================================
[Statedef -3]
;===========================================================================
;---------------------------------------------------------------------------
[State ]
type = PlaySnd
triggerall = Time = 1
triggerall = Alive
trigger1 = stateno = 5000 || stateno = 5010 || stateno = 5020
trigger1 = random%2 = 0
value = 5000,10*(random%3)

[State ]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 5120
trigger1 = random%2 = 0
value = 4,18

;********ハイジャンプ*********
[State ]
type = varset
trigger1 = command = "High Jump"
trigger1 = ctrl = 1
trigger1 = statetype = S
var(1) = 1
[State ]
type = varset
trigger1 = stateno = 50
trigger1 = time = 2
var(1) = 0

[State ]
type = VelSet
trigger1 = var(1) = 1
trigger1 = stateno = 50
trigger1 = Time = 1
x = ifelse(Vel X>0,5,ifelse(Vel X<0,-5,0))
[State ]
type = VelAdd
trigger1 = var(1) = 1
trigger1 = stateno = 50
trigger1 = Time = 1
y = -3.5

[State ]
type = AfterImage
trigger1 = var(1) = 1
trigger1 = stateno = 50
length = 13
PalAdd = -10,-10,-10
PalMul = 1,1,1
PalBright = 0,0,0
PalContrast = 128,0,256
PalPostbright = 0,0,0
PalColor = 0
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 30
;**************************

[State ]
type = VarSet
trigger1 = Ctrl
var(10) = 0

[State ]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 40
trigger1 = var(1) = 0
value = 2,0
[State ]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 40
trigger1 = var(1) = 1
value = 2,1
[State ]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52
value = 2,2
;---------------------------------------------------------------------------