;変数使用表
;　1 = 
;　2 = 
;　3 = 
;　4 = 
;　5 = ステート内自由変数１
;　6 = ステート内自由変数２
;　7 = お手玉制限
;　8 = カウンター
;　9 = 相手キャラクター判別
; 10 = プレイヤーの向き設定
; 11 = 暗転用変数
; 12 = KOサウンド
; 13 = 勝利判定
; 14 = 
; 15 = 大ジャンプ
; 16 = 小ジャンプ
; 17 = ダメージ補正に使用
; 18 = 攻撃値の保存
; 19 = 
; 20 = ストライクボム
; 21 = 
; 22 = 
; 23 = 
; 24 = 
; 25 = 
; 26 = 
; 27 = 
;
; 30 = 
; 31 = 
; 32 = 

; f(1) = 攻撃補正
; f(2) = 
; f(3) = 
; f(4) = 
; f(5) = 

; channel = 1
; channel = 2 飛び道具(仮)チャージ音
; channel = 3 ジャンプ音
; channel = 4 ギガンテックダッシュ
; channel = 5

[Data]
life = 1200
power = 5000
attack = 100
defence = 100
fall.defence_up = 50
liedown.time = 20
airjuggle = 15
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 255
IntPersistIndex = 0
FloatPersistIndex = 40

[Size]
xscale = 1           ;Horizontal scaling factor.
yscale = 1           ;Vertical scaling factor.
ground.back = 16     ;Player width (back, ground)
ground.front = 15    ;Player width (front, ground)
air.back = 16        ;Player width (back, air)
air.front = 15       ;Player width (front, air)
height = 80          ;Height of player (for opponent to jump over)
attack.dist = 160    ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles
proj.doscale = 0     ;Set to 1 to scale projectiles too
head.pos = 0, -105   ;Approximate position of head
mid.pos = 0, -75    ;Approximate position of midsection
shadowoffset = 0     ;Number of pixels to vertically offset the shadow
draw.offset = 0,0    ;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = 1.55      ;Walk forward
walk.back = -1.55     ;Walk backward
run.fwd  = 10.6, 0    ;Run forward (x, y)
run.back = -7,-6 ;Hop backward (x, y)
jump.neu = 0,-12.0    ;Neutral jumping velocity (x, y)
jump.back = -2.45    ;Jump back Speed (x, y)
jump.fwd = 2.4       ;Jump forward Speed (x, y)
runjump.back = -2.55,-8.1 ;Running jump speeds (opt)
runjump.fwd = 4,-8.1      ;.
airjump.neu = 0,-8.1      ;.
airjump.back = -2.55      ;Air jump speeds (opt)
airjump.fwd = 2.5         ;.

[Movement]
airjump.num = 0      ;Number of air jumps allowed (opt)
airjump.height = 35  ;Minimum distance from ground before you can air jump (opt)
yaccel = .64         ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching

[Quotes]
victory1 = "(HEADLESS PEOPLE CAN'T TALK)"
victory2 = "Your defeat has invited your destruction! Toodles!"
victory3 = "With your pathetic performance here ends humanity!"
victory4 = "The world burns with malice and hatred. There is no way to overcome true chaos."
victory5 = "You're quite strong. Suitable to sacrifice to the Orochi...."

victory6 = "They call me the mighty wind that cuts through everything."

victory7 = "It's not worth killing you. Can't you resist a little?"

victory8 = "Yes, hate me more and more. Hate me and transcend it. Yes..."

victory9 = "Pray, for you have been called."

victory10 = "Your torment, pain, screams... Oh, how I love it so!"

victory11 = "There is nothing to fear. That is, you'll return to nothing."

victory12 = "Cease your existence. Join all the rest of humanity!"

victory13 = "The end of everything begins now. Let joy and despair madden you."

victory14 = "Foolish little lambs. Know an existence greater than you."
victory15 = "Just what are you doing? It's just so not funny!"
victory16 = "Such strength... Can it be?! Tell me everything. Everything!"
victory17 = "We've just met... Now we part. Forever."
victory18 = "Control your strength? What stupidity...."
victory19 = "Your blood, flesh, hearts... All shall go to the Orochi."
victory20 = "I'll free you of your insanity ...and your life."
victory21 = "Done already, are you? And such a good wind keeps blowing, too."

victory22 = "In the end, the human children match not my power. The power of the Orochi...!"

victory23 = "The least I can do is offer a prayer for you; then send you to Hades!"

victory24 = "You wish to continue? My, my...I am sorry, but that's a bad idea."
victory25 = "Child of mankind, pray it is time to get into eternal sleep."

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;Common系
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; ダッシュ
[Statedef 100]
type    = S
physics = S
anim = 100
sprpriority = 1
ctrl = 1

;---------------------[効果音]
[State 00]
type = PlaySnd
trigger1 = animelem = 2
value = 100, 0

[State 0, CtrlSet]
type = CtrlSet
triggerall = 100
trigger1 = Time < 8
trigger2 = P2BodyDist X > 8
value = 0
[State 0, CtrlSet]
type = CtrlSet
triggerall = 100
trigger1 = P2BodyDist X <= 8
trigger2 = inguarddist && EnemyNear,MoveType = A
value = 1

;---------------------[速度]
[State 01]
type = VelSet
trigger1 = animelem = 2,>=0
x = const(velocity.run.fwd.x)

[State 02] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 03] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

;---------------------[ステート移行]
[State 04]
type = ChangeState
triggerall = time >= 14
trigger1 = command != "holdfwd" && !100
trigger2 = 100 && P2BodyDist X < 8
value = 101


;---------------------------------------------------------------------------
; ダッシュ終了
[Statedef 101]
type    = S
physics = S
anim = 101
sprpriority = 1
velset = 0,0
ctrl = 1

;---------------------[効果音]
[State 00]
type = stopSnd
trigger1 = Time= 0
channel = 1

;---------------------[ステート移行]
[State 04]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; バックステップ
[Statedef 105]
type    = S
physics = N
ctrl = 0
anim = 105
sprpriority = 1
velset = 0.0

;---------------------[効果音]
[State 00]
type = PlaySnd
trigger1 = animelem = 2
value = 105, 0

;---------------------[速度]
[state a]
type = statetypeset
trigger1 = animelem = 2
value = A

[State 00];16
type = VelSet
trigger1 = animelem = 2
x = -14
y = -7.8

[state a]
type = veladd
trigger1 = animelem = 2,>=0
y = 0.75

[state a]
type = velmul
trigger1 = 1
x = 0.92

;---------------------[ステート移行]
[State 01]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 106

;---------------------------------------------------------------------------
; 着地
[Statedef 106]
type    = S
physics = N
ctrl = 0
anim = 106
velset = 0,0

;---------------------[効果音]
[State 00];
type = PlaySnd
trigger1 = time = 0
value = 47,0

;---------------------[エフェクト]
[State explod];
type = Explod
trigger1 = animelem = 1
anim = 6200
id = 6200
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermovetime = 0
under = 0
trans = addalpha
alpha = 255,255
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5

;---------------------[速度]
[State 00]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 01]
type = PosSet
trigger1 = Time = 0
y = 0

;---------------------[ステート移行]
[State 03]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1



;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;イントロ系
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; タイムオーバー
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

;---------------------[ヘルパー]
[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1


;---------------------------------------------------------------------------
; Win state decider
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 180]
type = S


[State 180, 1];特殊イントロ
type = null;ChangeState
trigger1 = Time = 0
value = 182


[State 180, 1]
type = ChangeState
trigger1 = Time = 0
value = 181 + random%2

;---------------------------------------------------------------------------
; 勝利・1
[Statedef 181]
type = S
ctrl = 0
anim = 181 + random%5
velset = 0,0
sprpriority = 5

;---------------------[演出]
[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,200]
flag = roundnotover

;---------------------------------------------------------------------------
; 勝利・2
[Statedef 182]
type = S
ctrl = 0
anim = 186
velset = 0,0
sprpriority = 5

;---------------------[移動]
[state a]
type = posadd
trigger1 = animelem = 7
x = 4

[state a]
type = posadd
trigger1 = animelem = 8
trigger2 = animelem = 9
x = 13

[state a]
type = posadd
trigger1 = animelem = 10
x = 28

;---------------------[演出]
[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,200]
flag = roundnotover


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

;---------------------[効果音]
[State 00];
type = PlaySnd
trigger1 = time = 95
value = 190,0

;---------------------[エフェクト]
[State explod];
type = Explod
trigger1 = time = 90
anim = 195
id = 190
sprpriority = -20
postype = p1
pos = -8,-74
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.5,0.5

;---------------------[演出]
[state a]
type = varset
trigger1 = time = 0
trigger2 = time = 192
v = 5
value = 0

[state a]
type = varadd
trigger1 = time >= 48
trigger1 = time < 80
v = 5
value = -8
ignorehitpause = 1

[state a]
type = varadd
trigger1 = time >= 176
trigger1 = time < 192
v = 5
value = 16
ignorehitpause = 1




[State a];点滅
type = bgpalfx
trigger1 = 1
time = 5
add = var(5),var(5),var(5)
color = 256
ignorehitpause = 1


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

;---------------------[ステート移行]
[State 191, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0



;---------------------------------------------------------------------------
; 挑発
[Statedef 199]
type = S
ctrl = 0
anim = 199
velset = 0,0
movetype = I
physics = S
sprpriority = 2

;---------------------[移動]
[state a]
type = posadd
trigger1 = animelem = 7
x = 4

[state a]
type = posadd
trigger1 = animelem = 8
trigger2 = animelem = 9
x = 13

[state a]
type = posadd
trigger1 = animelem = 10
x = 30

[state a]
type = posadd
trigger1 = animelem = 11
x = -15

;---------------------[ヘルパー]
[state a];ヘルパー
type = Helper
trigger1 = numhelper(4000) < 5
trigger1 = animelem = 10
id = 4000
name = "kama"
sprpriority = -10
pos = 23,0
postype = p1
stateno = 4000
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1


;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = animelem = 10,>=0
value = SCA
time = 1


;---------------------[ステート移行]
[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;通常技
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 遠距離立ち弱パンチ
[Statedef 200]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 200
poweradd = 0
sprpriority = 1

;---------------------[お手玉制限]
[state a]
type = varset
trigger1 = var(8) = 0
trigger1 = movehit = 1
trigger1 = enemynear,statetype = A
v = 7
value = 1
ignorehitpause = 1


;---------------------[効果音]
[State 00];
type = PlaySnd
trigger1 = animelem = 3
value = 200,0

;---------------------[エフェクト]
[State explod];ヒットエフェクト
type = Explod
trigger1 = movehit = 1
anim = 7000
id = 7000
sprpriority = 20
postype = p1
pos = 60,-100
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1

[State explod];ガードエフェクト
type = Explod
trigger1 = moveguarded = 1
anim = 7010
id = 7000
sprpriority = 20
postype = p1
pos = 60,-100
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1

;---------------------[攻撃]
[State 200, 1]
type = HitDef
triggerall = var(7) = 0
triggerall = enemynear,stateno != [5040,5049]
trigger1 = animelem = 5
attr = S, NA
damage = 58, 0
getpower = 79,79
givepower = 16,16
animtype = Light
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 12, 12
sparkno = s700000
sparkxy = -26, -72
hitsound = s300, 0
guard.sparkno = s701000
guardsound = s400, 0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
guard.slidetime = 8
guard.hittime  = 8
ground.velocity = -5.1
air.velocity = -4.2,-6
yaccel = 0.5
air.type = high
air.hittime = 12
ID = 200
nochainID = 9999
air.juggle = 8

;---------------------[ステート移行]
[State 200, 7]
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  = 0
velset = 0,0
ctrl = 0
anim = 205
poweradd = 0
sprpriority = 1

;---------------------[お手玉制限]
[state a]
type = varset
trigger1 = var(8) = 0
trigger1 = movehit = 1
trigger1 = enemynear,statetype = A
v = 7
value = 1
ignorehitpause = 1


;---------------------[効果音]
[State 00];
type = PlaySnd
trigger1 = animelem = 2
value = 200,0


;---------------------[エフェクト]
[State explod];ヒットエフェクト
type = Explod
trigger1 = movehit = 1
anim = 7000
id = 7000
sprpriority = 20
postype = p1
pos = 36,-84
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1

[State explod];ガードエフェクト
type = Explod
trigger1 = moveguarded = 1
anim = 7010
id = 7000
sprpriority = 20
postype = p1
pos = 36,-84
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1

;---------------------[攻撃]
[State 200, 1]
type = HitDef
triggerall = var(7) = 0
triggerall = enemynear,stateno != [5040,5049]
trigger1 = animelem = 2
attr = S, NA
damage = 68, 0
getpower = 79,79
givepower = 16,16
animtype = Light
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 12, 12
sparkno = s700000
sparkxy = -28, -68
hitsound = s300, 0
guard.sparkno = s701000
guardsound = s400, 0
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
guard.slidetime = 8
guard.hittime  = 8
ground.velocity = -5.1
air.velocity = -4.2,-6
yaccel = 0.5
air.type = high
air.hittime = 12
ID = 200
nochainID = 9999
air.juggle = 8

;---------------------[ステート移行]
[State 200, 7]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 遠距離立ち強パンチ
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 210
poweradd = 0
sprpriority = 1

;---------------------[お手玉制限]
[state a]
type = varset
trigger1 = var(8) = 0
trigger1 = movehit = 1
trigger1 = enemynear,statetype = A
v = 7
value = 1
ignorehitpause = 1


;---------------------[効果音]
[State 00];
type = PlaySnd
trigger1 = animelem = 4
value = 200,0


;---------------------[移動]
[state a]
type = posadd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
x = 4

[state a]
type = posadd
trigger1 = animelem = 6
trigger2 = animelem = 7
x = 20



;---------------------[エフェクト]
[State explod];ヒットエフェクト
type = Explod
trigger1 = movehit = 1
anim = 7001
id = 7000
sprpriority = 20
postype = p1
pos = 78,-63
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1

[State explod];ガードエフェクト
type = Explod
trigger1 = moveguarded = 1
anim = 7011
id = 7000
sprpriority = 20
postype = p1
pos = 78,-63
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1

;---------------------[攻撃]
[State 210, 2]
type = HitDef
triggerall = var(7) = 0
triggerall = enemynear,stateno != [5040,5049]
trigger1 = animelem = 4
attr = S, NA
animtype  = hard
damage    = 116
priority = 5, Hit
getpower = 110,110
givepower = 16,16
guardflag = M
pausetime = 12,12
sparkno = s700100
sparkxy = -32,-85
hitsound   = s300,2
guardsound = s400,0
guard.sparkno = s701100
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
guard.slidetime = 16
guard.hittime  = 16
ground.velocity = -10.5
air.velocity = -4.2,-6
yaccel = 0.5
ID = 200
nochainID = 9999

;---------------------[ステート移行]
[State 200, 7]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 近距離立ち強パンチ
[Statedef 215]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 215
poweradd = 0
sprpriority = 1

;---------------------[お手玉制限]
[state a]
type = varset
trigger1 = var(8) = 0
trigger1 = movehit = 1
trigger1 = enemynear,statetype = A
v = 7
value = 1
ignorehitpause = 1


;---------------------[効果音]
[State 00];
type = PlaySnd
trigger1 = animelem = 3
value = 200,0


;---------------------[エフェクト]
[State explod];ヒットエフェクト
type = Explod
trigger1 = movehit = 1
anim = 7001
id = 7000
sprpriority = 20
postype = p1
pos = 53,-72
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1


[State explod];ガードエフェクト
type = Explod
trigger1 = moveguarded = 1
anim = 7011
id = 7000
sprpriority = 20
postype = p1
pos = 53,-72
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1

;---------------------[攻撃]
[State 210, 2]
type = HitDef
triggerall = var(7) = 0
triggerall = enemynear,stateno != [5040,5049]
trigger1 = animelem = 3
attr = S, NA
animtype  = hard
damage    = 106
priority = 5, Hit
getpower = 110,110
givepower = 16,16
guardflag = M
pausetime = 12,12
sparkno = s700100
sparkxy = -28,-85
hitsound   = s300,2
guardsound = s400,0
guard.sparkno = s701100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
guard.slidetime = 16
guard.hittime  = 16
ground.velocity = -10.5
air.velocity = -4.2,-6
yaccel = 0.5
ID = 200
nochainID = 9999

;---------------------[ステート移行]
[State 200, 7]
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
velset = 0,0
ctrl = 0
anim = 230
poweradd = 0
sprpriority = 1

;---------------------[お手玉制限]
[state a]
type = varset
trigger1 = var(8) = 0
trigger1 = movehit = 1
trigger1 = enemynear,statetype = A
v = 7
value = 1
ignorehitpause = 1

;---------------------[効果音]
[State 00];
type = PlaySnd
trigger1 = animelem = 3
value = 200,1

;---------------------[エフェクト]
[State explod];ヒットエフェクト
type = Explod
trigger1 = movehit = 1
anim = 7000
id = 7000
sprpriority = 20
postype = p1
pos = 47,-81
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1

[State explod];ガードエフェクト
type = Explod
trigger1 = moveguarded = 1
anim = 7010
id = 7000
sprpriority = 20
postype = p1
pos = 47,-81
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1

;---------------------[攻撃]
[State 200, 1]
type = HitDef
triggerall = var(7) = 0
triggerall = enemynear,stateno != [5040,5049]
trigger1 = animelem = 3
attr = S, NA
damage = 49, 0
getpower = 79,79
givepower = 16,16
animtype = Light
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 12, 12
sparkno = s700000
sparkxy = -32, -64
hitsound = s300, 1
guard.sparkno = s701000
guardsound = s400, 0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
guard.slidetime = 8
guard.hittime  = 8
ground.velocity = -5.1
air.velocity = -4.2,-6
yaccel = 0.5
air.type = high
air.hittime = 12
ID = 200
nochainID = 9999
air.juggle = 8

;---------------------[ステート移行]

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

;---------------------------------------------------------------------------
; 近距離立ち弱キック
[Statedef 235]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 235
poweradd = 0
sprpriority = 1

;---------------------[お手玉制限]
[state a]
type = varset
trigger1 = var(8) = 0
trigger1 = movehit = 1
trigger1 = enemynear,statetype = A
v = 7
value = 1
ignorehitpause = 1


;---------------------[効果音]
[State 00];
type = PlaySnd
trigger1 = animelem = 2
value = 200,1


;---------------------[エフェクト]
[State explod];ヒットエフェクト
type = Explod
trigger1 = movehit = 1
anim = 7000
id = 7000
sprpriority = 20
postype = p1
pos = 42,-81
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1

[State explod];ガードエフェクト
type = Explod
trigger1 = moveguarded = 1
anim = 7010
id = 7000
sprpriority = 20
postype = p1
pos = 42,-81
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1

;---------------------[攻撃]
[State 200, 1]
type = HitDef
triggerall = var(7) = 0
triggerall = enemynear,stateno != [5040,5049]
trigger1 = animelem = 3
attr = S, NA
damage = 58, 0
getpower = 79,79
givepower = 16,16
animtype = Light
guardflag = L
hitflag = MAF
priority = 4, Hit
pausetime = 12, 12
sparkno = s700000
sparkxy = -14, -24
hitsound = s300, 1
guard.sparkno = s701000
guardsound = s400, 0
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
guard.slidetime = 8
guard.hittime  = 8
ground.velocity = -5.1
air.velocity = -4.2,-6
yaccel = 0.5
air.type = high
air.hittime = 12
ID = 200
nochainID = 9999
air.juggle = 8

;---------------------[ステート移行]
[State 200, 7]
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  = 0
velset = 0,0
ctrl = 0
anim = 240
poweradd = 0
sprpriority = 1

;---------------------[お手玉制限]
[state a]
type = varset
trigger1 = var(8) = 0
trigger1 = movehit = 1
trigger1 = enemynear,statetype = A
v = 7
value = 1
ignorehitpause = 1


;---------------------[効果音]
[State 00];
type = PlaySnd
trigger1 = animelem = 3
value = 200,1


;---------------------[移動]
[state a]
type = posadd
trigger1 = animelem = 3
trigger2 = animelem = 4
trigger3 = animelem = 5
trigger4 = animelem = 6
trigger5 = animelem = 7
x = 8


;---------------------[エフェクト]
[State explod];ヒットエフェクト
type = Explod
trigger1 = movehit = 1
trigger1 = animelem = 6,<0
anim = 7001
id = 7000
sprpriority = 20
postype = p1
pos = 27,-117
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1

[State explod];ガードエフェクト
type = Explod
trigger1 = moveguarded = 1
trigger1 = animelem = 6,<0
anim = 7011
id = 7000
sprpriority = 20
postype = p1
pos = 27,-117
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1

[State explod];ヒットエフェクト
type = Explod
trigger1 = movehit = 1
trigger1 = animelem = 6,>=0
anim = 7001
id = 7000
sprpriority = 20
postype = p1
pos = 35,-98
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1

[State explod];ガードエフェクト
type = Explod
trigger1 = moveguarded = 1
trigger1 = animelem = 6,>=0
anim = 7011
id = 7000
sprpriority = 20
postype = p1
pos = 35,-98
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1

;---------------------[攻撃]
[State 210, 2]
type = HitDef
triggerall = var(7) = 0
triggerall = enemynear,stateno != [5040,5049]
trigger1 = animelem = 3
attr = S, NA
animtype  = hard
damage    = 86
priority = 5, Hit
getpower = 110,110
givepower = 16,16
guardflag = M
pausetime = 12,12
sparkno = s700100
sparkxy = -32,-88
hitsound   = s300,3
guardsound = s400,0
guard.sparkno = s701100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
guard.slidetime = 16
guard.hittime  = 16
ground.velocity = 0
air.velocity = -4.2,-6
yaccel = 0.5
ID = 200
nochainID = 9999

[State 210, 2]
type = HitDef
triggerall = var(7) = 0
triggerall = enemynear,stateno != [5040,5049]
trigger1 = movecontact
trigger1 = animelem = 6
attr = S, NA
animtype  = hard
damage    = 20
priority = 5, Hit
getpower = 110,110
givepower = 16,16
guardflag = M
pausetime = 12,12
sparkno = s700100
sparkxy = -32,-88
hitsound   = s300,3
guardsound = s400,0
guard.sparkno = s701100
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
guard.slidetime = 16
guard.hittime  = 16
ground.velocity = -10.5
air.velocity = -4.2,-6
yaccel = 0.5
ID = 200
nochainID = 9999

[State 210, 2]
type = HitDef
triggerall = var(7) = 0
triggerall = enemynear,stateno != [5040,5049]
trigger1 = movecontact = 0
trigger1 = animelem = 6
attr = S, NA
animtype  = hard
damage    = 86
priority = 5, Hit
getpower = 110,110
givepower = 16,16
guardflag = M
pausetime = 12,12
sparkno = s700100
sparkxy = -32,-88
hitsound   = s300,3
guardsound = s400,0
guard.sparkno = s701100
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
guard.slidetime = 16
guard.hittime  = 16
ground.velocity = -10.5
air.velocity = -4.2,-6
yaccel = 0.5
ID = 200
nochainID = 9999

;---------------------[ステート移行]
[State 200, 7]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 近距離立ち強キック
[Statedef 245]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 245
poweradd = 0
sprpriority = 1

;---------------------[お手玉制限]
[state a]
type = varset
trigger1 = var(8) = 0
trigger1 = movehit = 1
trigger1 = enemynear,statetype = A
v = 7
value = 1
ignorehitpause = 1


;---------------------[効果音]
[State 00];
type = PlaySnd
trigger1 = animelem = 4
value = 200,1

;---------------------[エフェクト]
[State explod];ヒットエフェクト
type = Explod
trigger1 = movehit = 1
anim = 7001
id = 7000
sprpriority = 20
postype = p1
pos = 52,-84
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1

[State explod];ガードエフェクト
type = Explod
trigger1 = moveguarded = 1
anim = 7011
id = 7000
sprpriority = 20
postype = p1
pos = 52,-84
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1

;---------------------[攻撃]
[State 210, 2]
type = HitDef
triggerall = var(7) = 0
triggerall = enemynear,stateno != [5040,5049]
trigger1 = animelem = 5
attr = S, NA
animtype  = hard
damage    = 106
priority = 5, Hit
getpower = 110,110
givepower = 16,16
guardflag = M
pausetime = 12,12
sparkno = s700100
sparkxy = -32,-88
hitsound   = s300,3
guardsound = s400,0
guard.sparkno = s701100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
guard.slidetime = 16
guard.hittime  = 16
ground.velocity = -10.5
air.velocity = -4.2,-6
yaccel = 0.5
ID = 200
nochainID = 9999

;---------------------[ステート移行]
[State 200, 7]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 二回引っ掻き
[Statedef 250]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 250
poweradd = 0
sprpriority = 1

;---------------------[お手玉制限]
[state a]
type = varset
trigger1 = var(8) = 0
trigger1 = movehit = 1
trigger1 = enemynear,statetype = A
v = 7
value = 1
ignorehitpause = 1


;---------------------[効果音]
[State 00];
type = PlaySnd
trigger1 = animelem = 4
trigger2 = animelem = 9
value = 200,0


;---------------------[移動]
[state a]
type = posadd
trigger1 = animelem = 3
trigger2 = animelem = 4
trigger3 = animelem = 5
trigger4 = animelem = 6
trigger5 = animelem = 8
trigger6 = animelem = 9
trigger7 = animelem = 10
trigger8 = animelem = 11
x = 8

[state a]
type = posadd
trigger1 = animelem = 12
x = 7

;---------------------[エフェクト]
[State explod];ヒットエフェクト
type = Explod
trigger1 = animelem = 6,<0
trigger1 = movehit = 1
anim = 7050
id = 7000
sprpriority = 20
postype = p1
pos = 49,-41
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1

[State explod];ガードエフェクト
type = Explod
trigger1 = animelem = 6,<0
trigger1 = moveguarded = 1
anim = 7011
id = 7000
sprpriority = 20
postype = p1
pos = 49,-41
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1


[State explod];ヒットエフェクト
type = Explod
trigger1 = animelem = 10,>=0
trigger1 = movehit = 1
anim = 7050
id = 7000
sprpriority = 20
postype = p1
pos = 62,-60
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1

[State explod];ガードエフェクト
type = Explod
trigger1 = animelem = 10,>=0
trigger1 = moveguarded = 1
anim = 7011
id = 7000
sprpriority = 20
postype = p1
pos = 62,-60
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1


;---------------------[攻撃]
[State 210, 2]
type = HitDef
triggerall = var(7) = 0
triggerall = enemynear,stateno != [5040,5049]
trigger1 = animelem = 5
attr = S, NA
animtype  = hard
damage    = 48
priority = 5, Hit
getpower = 110,110
givepower = 16,16
guardflag = M
pausetime = 12,12
sparkno = s700100
sparkxy = -32,-85
hitsound   = s320,1
guardsound = s400,0
guard.sparkno = s701100
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
guard.slidetime = 16
guard.hittime  = 16
ground.velocity = -3.5
air.velocity = -4.2,-6
yaccel = 0.5
ID = 200
nochainID = 9999

[State 210, 2]
type = HitDef
triggerall = var(7) = 0
triggerall = enemynear,stateno != [5040,5049]
trigger1 = animelem = 10
attr = S, NA
animtype  = hard
damage    = 48
priority = 5, Hit
getpower = 110,110
givepower = 16,16
guardflag = M
pausetime = 12,12
sparkno = s700100
sparkxy = -32,-85
hitsound   = s320,1
guardsound = s400,0
guard.sparkno = s701100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
guard.slidetime = 16
guard.hittime  = 16
ground.velocity = -10.5
air.velocity = -4.2,-6
yaccel = 0.5
ID = 200
nochainID = 9999

;---------------------[ステート移行]
[State 200, 7]
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  = 0
velset = 0,0
ctrl = 0
anim = 290
poweradd = 0
sprpriority = 1

;---------------------[お手玉制限]
[state a]
type = varset
;trigger1 = var(8) = 0
trigger1 = movehit = 1
;trigger1 = enemynear,statetype = A
v = 7
value = 1
ignorehitpause = 1

;---------------------[効果音]
[State 00];
type = PlaySnd
trigger1 = animelem = 4
value = 200,1

;---------------------[エフェクト]
[State explod];ヒットエフェクト
type = Explod
trigger1 = movehit = 1
anim = 7050
id = 7000
sprpriority = 20
postype = p1
pos = 49,-55
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1

[State explod];ガードエフェクト
type = Explod
trigger1 = moveguarded = 1
anim = 7011
id = 7000
sprpriority = 20
postype = p1
pos = 49,-55
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1

;---------------------[攻撃]
[State 240, 2]
type = HitDef
triggerall = var(7) = 0
triggerall = var(8) = 0
triggerall = enemynear,stateno != [5040,5049]
trigger1 = animelem = 4
attr = S, NA
animtype  = high
damage    = 125
priority = 6, Hit
getpower = 157,157
givepower = 16,16
guardflag = M
pausetime = 1,1
sparkno = s700200
sparkxy = -24,-58
hitsound   = s320,1
guard.sparkno = s701100
guardsound = s400,1
ground.type = high
ground.slidetime = 30
ground.hittime  = 30
guard.slidetime = 28
guard.hittime  = 28
ground.velocity = -4,-6.8
air.velocity = -4,-6.8
guard.velocity = -11
yaccel = 0.45
fall = 1
fall.recover = 0
ID = 9999
nochainID = 9999

[State 240, 2]
type = HitDef
triggerall = var(7) = 0
triggerall = var(8) = 1
triggerall = enemynear,stateno != [5040,5049]
trigger1 = animelem = 4
attr = S, NA
animtype  = high
damage    = 125
priority = 6, Hit
getpower = 157,157
givepower = 16,16
guardflag = M
pausetime = 1,1
sparkno = s700200
sparkxy = -24,-58
hitsound   = s320,1
guard.sparkno = s701100
guardsound = s400,1
ground.type = high
ground.slidetime = 30
ground.hittime  = 30
guard.slidetime = 28
guard.hittime  = 28
ground.velocity = -4,-6.8
air.velocity = -4,-6.8
guard.velocity = -11
yaccel = 0.45
fall = 1
fall.recover = 0
ID = 200
nochainID = 9999

;---------------------[ステート移行]
[State 200, 7]
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 299]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 291
poweradd = 0
sprpriority = 1

;---------------------[お手玉制限]
[state a]
type = varset
trigger1 = var(8) = 0
trigger1 = movehit = 1
trigger1 = enemynear,statetype = A
v = 7
value = 1
ignorehitpause = 1

;---------------------[効果音]
[State 00];
type = PlaySnd
trigger1 = animelem = 4
value = 200,1

;---------------------[エフェクト]
[State explod];ヒットエフェクト
type = Explod
trigger1 = movehit = 1
anim = 7001
id = 7000
sprpriority = 20
postype = p1
pos = 52,-92
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1

[State explod];ガードエフェクト
type = Explod
trigger1 = moveguarded = 1
anim = 7011
id = 7000
sprpriority = 20
postype = p1
pos = 52,-92
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1

;---------------------[エフェクト]
[State explod]
type = Explod
trigger1 = time = 0
anim = 6000
id = 7000
sprpriority = 20
postype = p1
pos = 14,-86
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

;---------------------[演出]
[State a]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 4
value = 255,255,255
under = 2

[State 700, 2]
type = NotHitBy
triggerall = animelem = 6,<0
trigger1 = 1
value = SCA

;---------------------[攻撃]
[State 240, 2]
type = HitDef
trigger1 = animelem = 5
attr = S, NA
animtype  = high
damage    = 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
guardflag = M
pausetime = 11,13
sparkno = s700200
sparkxy = -24,-114
hitsound   = s300,4
guard.sparkno = s701100
guardsound = s400,1
ground.type = high
ground.slidetime = 30
ground.hittime  = 30
guard.slidetime = 28
guard.hittime  = 28
ground.velocity = -4,-6.8
air.velocity = -4,-6.8
guard.velocity = -11
yaccel = 0.45
fall = 1
fall.recover = 0
ID = 9999
nochainID = 9999

;---------------------[ステート移行]
[State 200, 7]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; しゃがみ弱パンチ
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 0
velset = 0,0
ctrl = 0
anim = 400
poweradd = 0
sprpriority = 1

;---------------------[お手玉制限]
[state a]
type = varset
trigger1 = var(8) = 0
trigger1 = movehit = 1
trigger1 = enemynear,statetype = A
v = 7
value = 1
ignorehitpause = 1

;---------------------[効果音]
[State 00];
type = PlaySnd
trigger1 = animelem = 2
value = 200,0

;---------------------[エフェクト]
[State explod];ヒットエフェクト
type = Explod
trigger1 = movehit = 1
anim = 7000
id = 7000
sprpriority = 20
postype = p1
pos = 44,-55
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1

[State explod];ガードエフェクト
type = Explod
trigger1 = moveguarded = 1
anim = 7010
id = 7000
sprpriority = 20
postype = p1
pos = 44,-55
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1

;---------------------[攻撃]
[State 200, 1]
type = HitDef
triggerall = var(7) = 0
triggerall = enemynear,stateno != [5040,5049]
trigger1 = animelem = 3
attr = C, NA
damage = 39, 0
getpower = 79,79
givepower = 16,16
animtype = Light
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 12, 12
sparkno = s700000
sparkxy = -36, -54
hitsound = s300, 0
guard.sparkno = s701000
guardsound = s400, 0
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
guard.slidetime = 8
guard.hittime  = 8
ground.velocity = -5.1
air.velocity = -4.2,-6
yaccel = 0.5
air.type = high
air.hittime = 12
ID = 200
nochainID = 9999
air.juggle = 8

;---------------------[ステート移行]
[State 200, 7]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1


;---------------------------------------------------------------------------
; しゃがみ強パンチ
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 0
velset = 0,0
ctrl = 0
anim = 410
poweradd = 0
sprpriority = 1

;---------------------[お手玉制限]
[state a]
type = varset
trigger1 = var(8) = 0
trigger1 = movehit = 1
trigger1 = enemynear,statetype = A
v = 7
value = 1
ignorehitpause = 1

;---------------------[効果音]
[State 00];
type = PlaySnd
trigger1 = animelem = 5
value = 200,0

;---------------------[エフェクト]
[State explod];ヒットエフェクト
type = Explod
trigger1 = movehit = 1
anim = 7001
id = 7000
sprpriority = 20
postype = p1
pos = 57,-84
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1

[State explod];ガードエフェクト
type = Explod
trigger1 = moveguarded = 1
anim = 7011
id = 7000
sprpriority = 20
postype = p1
pos = 57,-84
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1

;---------------------[攻撃]
[State 210, 2]
type = HitDef
triggerall = var(7) = 0
triggerall = enemynear,stateno != [5040,5049]
trigger1 = animelem = 5
attr = C, NA
animtype  = hard
damage    = 87
priority = 5, Hit
getpower = 110,110
givepower = 16,16
guardflag = M
pausetime = 12,12
sparkno = s700100
sparkxy = -21,-95
hitsound   = s300,2
guardsound = s400,0
guard.sparkno = s701100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
guard.slidetime = 16
guard.hittime  = 16
ground.velocity = -10.5
air.velocity = -4.2,-6
yaccel = 0.5
ID = 200
nochainID = 9999

;---------------------[ステート移行]
[State 200, 7]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; しゃがみ弱キック
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 0
velset = 0,0
ctrl = 0
anim = 430
poweradd = 0
sprpriority = 1

;---------------------[お手玉制限]
[state a]
type = varset
trigger1 = var(8) = 0
trigger1 = movehit = 1
trigger1 = enemynear,statetype = A
v = 7
value = 1
ignorehitpause = 1

;---------------------[効果音]
[State 00];
type = PlaySnd
trigger1 = animelem = 2
value = 200,1

;---------------------[エフェクト]
[State explod];ヒットエフェクト
type = Explod
trigger1 = movehit = 1
anim = 7000
id = 7000
sprpriority = 20
postype = p1
pos = 60,-10
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1

[State explod];ガードエフェクト
type = Explod
trigger1 = moveguarded = 1
anim = 7010
id = 7000
sprpriority = 20
postype = p1
pos = 60,-10
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1

;---------------------[攻撃]
[State 200, 1]
type = HitDef
triggerall = var(7) = 0
triggerall = enemynear,stateno != [5040,5049]
trigger1 = animelem = 3
attr = C, NA
damage = 49, 0
getpower = 79,79
givepower = 16,16
animtype = Light
guardflag = L
hitflag = MAF
priority = 4, Hit
pausetime = 11, 13
sparkno = s700000
sparkxy = -22, -11
hitsound = s300, 1
guard.sparkno = s701000
guardsound = s400, 0
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
guard.slidetime = 8
guard.hittime  = 8
ground.velocity = -5.1
air.velocity = -4.2,-6
yaccel = 0.5
air.type = high
air.hittime = 12
ID = 200
nochainID = 9999
air.juggle = 8

;---------------------[ステート移行]
[State 200, 7]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1


;---------------------------------------------------------------------------
; しゃがみ強キック
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 0
velset = 0,0
ctrl = 0
anim = 440
poweradd = 0
sprpriority = 1

;---------------------[お手玉制限]
[state a]
type = varset
trigger1 = var(8) = 0
trigger1 = movehit = 1
trigger1 = enemynear,statetype = A
v = 7
value = 1
ignorehitpause = 1

;---------------------[効果音]
[State 00];
type = PlaySnd
trigger1 = animelem = 4
value = 200,1

;---------------------[エフェクト]
[State explod];ヒットエフェクト
type = Explod
trigger1 = movehit = 1
anim = 7001
id = 7000
sprpriority = 20
postype = p1
pos = 80,-11
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1

[State explod];ガードエフェクト
type = Explod
trigger1 = moveguarded = 1
anim = 7011
id = 7000
sprpriority = 20
postype = p1
pos = 80,-11
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1

;---------------------[攻撃]
[State 440, 3]
type = HitDef
triggerall = var(7) = 0
triggerall = enemynear,stateno != [5040,5049]
trigger1 = animelem = 4
attr = C, NA
damage = 106
priority = 5, Hit
hitflag = MAF
guardflag = L
pausetime = 11,13
sparkno = s700100
getpower = 110,110
givepower = 16,16
sparkxy = -32, -27
hitsound   = s300,3
guardsound = s400, 0
guard.sparkno = s701100
ground.type = Trip
ground.slidetime = 18
ground.hittime  = 18
guard.slidetime = 16
guard.hittime  = 16
ground.velocity = -1.7,-6
air.velocity = -2,-6
guard.velocity = -11
fall = 1
fall.recover = 0
ID = 9999
nochainID = 9999

;---------------------[ステート移行]
[State 200, 7]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1


;---------------------------------------------------------------------------
;空中弱パンチ
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 600
sprpriority = 1

;---------------------[アニメーション]
[state a]
type = changeanim
trigger1 = time = 0
trigger1 = vel x != 0
value = 605

;---------------------[お手玉制限]
[state a]
type = varset
trigger1 = var(8) = 0
trigger1 = movehit = 1
trigger1 = enemynear,statetype = A
v = 7
value = 1
ignorehitpause = 1

;---------------------[効果音]
[State 00];
type = PlaySnd
trigger1 = animelem = 3
value = 200,0


;---------------------[エフェクト]
[State explod];ヒットエフェクト
type = Explod
trigger1 = movehit = 1
anim = 7000
id = 7000
sprpriority = 20
postype = p1
pos = 48,-59
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1

[State explod];ガードエフェクト
type = Explod
trigger1 = moveguarded = 1
anim = 7010
id = 7000
sprpriority = 20
postype = p1
pos = 48,-59
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1

;---------------------[攻撃]
[State 600, 2]
type = HitDef
triggerall = var(7) = 0
triggerall = enemynear,stateno != [5040,5049]
trigger1 = animelem = 3
attr = A, NA
damage    = 68
priority = 4, Hit
getpower = 79,79
givepower = 16,16
guardflag = HA
pausetime = 12,12
sparkno = s700000
sparkxy = -18,-68
hitsound   = s300,0
guard.sparkno = s701000
guardsound = s400,0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
guard.slidetime = 8
guard.hittime  = 8
ground.velocity = -5.1
air.velocity = -3.6,-5
ID = 600
nochainID = 9999

;---------------------------------------------------------------------------
;空中強パンチ
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 610
sprpriority = 1


;---------------------[アニメーション]
[state a]
type = changeanim
trigger1 = time = 0
trigger1 = vel x != 0
value = 615

;---------------------[お手玉制限]
[state a]
type = varset
trigger1 = var(8) = 0
trigger1 = movehit = 1
trigger1 = enemynear,statetype = A
v = 7
value = 1
ignorehitpause = 1

;---------------------[効果音]
[State 00];
type = PlaySnd
trigger1 = animelem = 3
value = 200,0

;---------------------[エフェクト]
[State explod];ヒットエフェクト
type = Explod
trigger1 = movehit = 1
anim = 7050
id = 7000
sprpriority = 20
postype = p1
pos = 43,-62
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1

[State explod];ガードエフェクト
type = Explod
trigger1 = moveguarded = 1
anim = 7011
id = 7000
sprpriority = 20
postype = p1
pos = 43,-62
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1

;---------------------[攻撃]
[State 600, 2]
type = HitDef
triggerall = var(7) = 0
triggerall = enemynear,stateno != [5040,5049]
trigger1 = animelem = 5
attr = A, NA
animtype  = hard
damage    = 106
priority = 4, Hit
getpower = 110,110
givepower = 16,16
guardflag = H
pausetime = 12,12
sparkno = s700100
sparkxy = -28,-72
hitsound   = s320,1
guard.sparkno = s701100
guardsound = s400,0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
guard.slidetime = 8
guard.hittime  = 8
ground.velocity = -5.1
air.velocity = -3.6,-5
ID = 600
nochainID = 9999

;---------------------------------------------------------------------------
;空中弱キック
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 630
sprpriority = 1


;---------------------[アニメーション]
[state a]
type = changeanim
trigger1 = time = 0
trigger1 = vel x != 0
value = 635

;---------------------[お手玉制限]
[state a]
type = varset
trigger1 = var(8) = 0
trigger1 = movehit = 1
trigger1 = enemynear,statetype = A
v = 7
value = 1
ignorehitpause = 1

;---------------------[効果音]
[State 00];
type = PlaySnd
trigger1 = animelem = 2
value = 200,1


;---------------------[エフェクト]
[State explod];ヒットエフェクト
type = Explod
trigger1 = movehit = 1
anim = 7000
id = 7000
sprpriority = 20
postype = p1
pos = 30,-53
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1

[State explod];ガードエフェクト
type = Explod
trigger1 = moveguarded = 1
anim = 7010
id = 7000
sprpriority = 20
postype = p1
pos = 30,-53
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1

;---------------------[攻撃]
[State 600, 2]
type = HitDef
triggerall = var(7) = 0
triggerall = enemynear,stateno != [5040,5049]
trigger1 = animelem = 2
attr = A, NA
damage = 58
priority = 4, Hit
getpower = 79,79
givepower = 16,16
guardflag = H
pausetime = 12,12
sparkno = s700000
sparkxy = -18,-55
hitsound   = s300,1
guard.sparkno = s701000
guardsound = s400,0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
guard.slidetime = 8
guard.hittime  = 8
ground.velocity = -5.1
air.velocity = -3.6,-5
ID = 600
nochainID = 9999


;---------------------------------------------------------------------------
;空中強キック
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 640
sprpriority = 1

;---------------------[アニメーション]
[state a]
type = changeanim
trigger1 = time = 0
trigger1 = vel x != 0
value = 645

;---------------------[お手玉制限]
[state a]
type = varset
trigger1 = var(8) = 0
trigger1 = movehit = 1
trigger1 = enemynear,statetype = A
v = 7
value = 1
ignorehitpause = 1

;---------------------[効果音]
[State 00];
type = PlaySnd
trigger1 = animelem = 2
value = 200,1

;---------------------[エフェクト]
[State explod];ヒットエフェクト
type = Explod
trigger1 = anim = 640
trigger1 = movehit = 1
anim = 7001
id = 7000
sprpriority = 20
postype = p1
pos = 52,-42
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1

[State explod];ガードエフェクト
type = Explod
trigger1 = anim = 640
trigger1 = moveguarded = 1
anim = 7011
id = 7000
sprpriority = 20
postype = p1
pos = 52,-42
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1


[State explod];ヒットエフェクト
type = Explod
trigger1 = anim = 645
trigger1 = movehit = 1
anim = 7001
id = 7000
sprpriority = 20
postype = p1
pos = 44,-91
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1

[State explod];ガードエフェクト
type = Explod
trigger1 = anim = 645
trigger1 = moveguarded = 1
anim = 7011
id = 7000
sprpriority = 20
postype = p1
pos = 44,-91
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1


;---------------------[攻撃]
[State 600, 2]
type = HitDef
triggerall = var(7) = 0
triggerall = enemynear,stateno != [5040,5049]
trigger1 = animelem = 2
attr = A, NA
animtype  = hard
damage    = 97
priority = 4, Hit
getpower = 110,110
givepower = 16,16
guardflag = H
pausetime = 12,12
sparkno = s700100
sparkxy = -28,-72
hitsound   = s300,3
guard.sparkno = s701100
guardsound = s400,0
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
guard.slidetime = 8
guard.hittime  = 8
ground.velocity = -5.1
air.velocity = -3.6,-5
ID = 600
nochainID = 9999


;---------------------------------------------------------------------------
;空中ふっ飛ばし攻撃
[Statedef 690]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 690
sprpriority = 1

;---------------------[お手玉制限]
[state a]
type = varset
;trigger1 = var(8) = 0
trigger1 = movehit = 1
;trigger1 = enemynear,statetype = A
v = 7
value = 1
ignorehitpause = 1

;---------------------[効果音]
[State 00];
type = PlaySnd
trigger1 = animelem = 4
value = 200,1

;---------------------[エフェクト]
[State explod];ヒットエフェクト
type = Explod
trigger1 = movehit = 1
anim = 7050
id = 7000
sprpriority = 20
postype = p1
pos = 48,-60
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1

[State explod];ガードエフェクト
type = Explod
trigger1 = moveguarded = 1
anim = 7011
id = 7000
sprpriority = 20
postype = p1
pos = 48,-60
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1

;---------------------[攻撃]
[State 600, 2]
type = HitDef
triggerall = var(7) = 0
triggerall = var(8) = 0
triggerall = enemynear,stateno != [5040,5049]
trigger1 = animelem = 4
attr = A, NA
damage    = 125
priority = 4, Hit
getpower = 157,157
givepower = 16,16
guardflag = H
pausetime = 1,1
sparkno = s700200
sparkxy = -24,-64
hitsound   = s320,1
guard.sparkno = s701100
guardsound = s400,1
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
guard.slidetime = 8
guard.hittime  = 8
ground.velocity = -4,-6.8
air.velocity = -4,-6.8
guard.velocity = -11
yaccel = 0.45
fall = 1
fall.recover = 0
ID = 9999
nochainID = 9999

[State 600, 2]
type = HitDef
triggerall = var(7) = 0
triggerall = var(8) = 1
triggerall = enemynear,stateno != [5040,5049]
trigger1 = animelem = 4
attr = A, NA
damage    = 125
priority = 4, Hit
getpower = 157,157
givepower = 1,1
guardflag = H
pausetime = 12,12
sparkno = s700200
sparkxy = -24,-64
hitsound   = s320,1
guard.sparkno = s701100
guardsound = s400,1
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
guard.slidetime = 8
guard.hittime  = 8
ground.velocity = -4,-6.8
air.velocity = -4,-6.8
guard.velocity = -11
yaccel = 0.45
fall = 1
fall.recover = 0
ID = 200
nochainID = 9999


;---------------------------------------------------------------------------
;緊急回避・前
[Statedef 700]
type = S
movetype = I
physics = N
poweradd= 0
ctrl = 0
anim = 700
velset = 0,0
sprpriority = 1

;---------------------[演出]
[State 290, 1]
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
value = -1000

[State 700, 2];無敵の状態を作る
type = NotHitBy
trigger1 = animelem = 9,<0
value = SCA

[State 700, 2];無敵の状態を作る
type = HitBy
trigger1 = animelem = 9,<0
value = SCA,NT,ST,HT

[state a]
type = playerpush
trigger1 = animelem = 9,<0
value = 0

[State 50, 4]
type = AfterImage
trigger1 = time = 0
time = 24
trans = add1
timegap = 2
framegap = 2
length = 6
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

;---------------------[エフェクト]
[State explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
anim = 6000
id = 7000
sprpriority = 20
postype = p1
pos = 20,-83
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State a]
type = EnvColor
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
persistent = 0
ignorehitpause = 1
time = 4
value = 255,255,255
under = 2

;---------------------[移動]
[state a]
type = posset
trigger1 = time = 0
y = 0

[State 600, 1]
type = velset
trigger1 = animelem = 1
x = 0

[State 600, 1]
type = velset
trigger1 = animelem = 2
x = 5

[State 600, 1]
type = velset
trigger1 = animelem = 10
x = 0

;---------------------[ステート移行]
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;緊急回避・後
[Statedef 701]
type = S
movetype = I
physics = N
poweradd= 0
ctrl = 0
anim = 701
velset = 0,0
sprpriority = 1

;---------------------[演出]
[State 290, 1]
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
value = -1000

[State 700, 2];無敵の状態を作る
type = NotHitBy
trigger1 = animelem = 9,<0
value = SCA

[State 700, 2];無敵の状態を作る
type = HitBy
trigger1 = animelem = 9,<0
value = SCA,NT,ST,HT

[state a]
type = playerpush
trigger1 = animelem = 9,<0
value = 0

[State 50, 4]
type = AfterImage
trigger1 = time = 0
time = 24
trans = add1
timegap = 2
framegap = 2
length = 6
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

;---------------------[エフェクト]
[State explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
anim = 6000
id = 7000
sprpriority = 20
postype = p1
pos = 20,-83
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State a]
type = EnvColor
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
persistent = 0
ignorehitpause = 1
time = 4
value = 255,255,255
under = 2

;---------------------[移動]
[state a]
type = posset
trigger1 = time = 0
y = 0

[State 600, 1]
type = velset
trigger1 = animelem = 1
x = 0

[State 600, 1]
type = velset
trigger1 = animelem = 2
x = -5

[State 600, 1]
type = velset
trigger1 = animelem = 10
x = 0

;---------------------[ステート移行]
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;ダウン回避
[Statedef 703]
type = S
movetype = I
physics = N
poweradd= 0
ctrl = 0
anim = 702
velset = 0,0
sprpriority = 1

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

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

;---------------------[移動]
[state a]
type = posset
trigger1 = time = 0
y = 0

[State 600, 1]
type = velset
trigger1 = Time = 0
x = -10

[State 600, 1]
type = velset
trigger1 = animelem = 4
x = 0

[State 600, 1]
type = velmul
trigger1 = 1
x = 0.9


;---------------------[ステート移行]
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;投げ
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;めいふのもん・掴み
[Statedef 800]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 1

;---------------------[攻撃]
[State 800, 1]
type = HitDef
Trigger1 = Time = 0
Trigger1 = p2stateno != [130,159]
attr = S, NT
hitflag = M-
priority = 1, Miss 
sparkno = -1
sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 801
p2stateno = 805
fall = 0
fall.recover = 0
nochainID = 600,9999

;---------------------[ステート移行]
[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 215

;---------------------------------------------------------------------------
;めいふのもん
[Statedef 801]
type    = S
movetype= A
physics = N
anim = 801
juggle  = 0
sprpriority = 10
poweradd = 0

;---------------------[サウンド]
[State 810, Grab Sound];
type = PlaySnd
trigger1 = animelem = 3
value = 320, 2

[State 810, Grab Sound];
type = PlaySnd
trigger1 = animelem = 5
value = 5100, 0

[State 810, Grab Sound];
type = PlaySnd
trigger1 = animelem = 5
value = 300, 2


;---------------------[エフェクト]
[State explod];
type = Explod
trigger1 = animelem = 5
anim = 7020
id = 3000
sprpriority = -3
postype = p1
pos = 48,0
bindtime = 1
supermovetime = 0
under = 0
ownpal = 1
ignorehitpause = 1
scale = 1,1

;---------------------[演出]
[State 210, Width];画面端の押し戻し判定
type = Width
trigger1 = 1
edge = 64,0


[State 1020, 4]
type = EnvShake
trigger1 = animelem = 5
time = 14
ampl = -9
freq = 125
phase = 95

;---------------------[相手制御]
[State 801, 2]
type = TargetBind
trigger1 = time = 0
pos = 32,0

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

[State 801, 2]
type = TargetBind
trigger1 = animelem = 5
pos = 48,0

[state a]
type = targetlifeadd
trigger1 = animelem = 5
value = -157

;---------------------[ステート移行]
[State 821, 3] 
type = changeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;(ENEMY)めいふのもん・掴まれ
[Statedef 805]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = -1

;---------------------[演出]
[State 820, 1]
type = sprpriority
Trigger1 = 1
value = 1

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

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


;---------------------[移動]
[state a]
type = velset
trigger1 = animelem = 5
x = -3
y = -5

[state a]
type = veladd
trigger1 = animelem = 5,>=0
y = 0.35

;---------------------[ステート移行]
[state a]
type = selfstate
trigger1 = animelem = 5,>0
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 5100


;---------------------------------------------------------------------------
;そうかつさつ・掴み
[Statedef 810]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 1

;---------------------[攻撃]
[State 800, 1]
type = HitDef
Trigger1 = Time = 0
Trigger1 = p2stateno != [130,159]
attr = S, NT
hitflag = M-
priority = 1, Miss 
sparkno = -1
sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 811
p2stateno = 815
fall = 0
fall.recover = 0
nochainID = 600,9999

;---------------------[ステート移行]
[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 400

;---------------------------------------------------------------------------
;そうかつさつ
[Statedef 811]
type    = S
movetype= A
physics = N
anim = 810
juggle  = 0
sprpriority = 20
poweradd = 0

;---------------------[演出]
[state a]
type = turn
trigger1 = animelem = 25

;---------------------[サウンド]
[State 810, Grab Sound];
type = PlaySnd
trigger1 = animelem = 5
value = 310, 0

[State 810, Grab Sound];
type = PlaySnd
trigger1 = animelemtime(5) = 18
trigger2 = animelem = 7
trigger3 = animelem = 9
trigger4 = animelem = 11
trigger5 = animelem = 13
trigger6 = animelem = 15
trigger7 = animelem = 17
trigger8 = animelem = 19
trigger9 = animelem = 20
value = 800, 0

[State 810, Grab Sound];
type = PlaySnd
trigger1 = animelem = 22
value = 320, 2

[State 810, Grab Sound];
type = PlaySnd
trigger1 = animelem = 24
value = 300, 2

[State 810, Grab Sound];
type = PlaySnd
trigger1 = animelem = 24
value = 5100, 0

;---------------------[エフェクト]
[State explod];
type = Explod
trigger1 = animelem = 5
anim = 7015
id = 3000
sprpriority = 15
postype = p1
pos = 16,-128
bindtime = 1
supermovetime = 0
under = 0
ownpal = 1
ignorehitpause = 1
scale = 1,1


[State explod];
type = Explod
trigger1 = animelemtime(5) = 18
trigger2 = animelem = 7
trigger3 = animelem = 9
trigger4 = animelem = 11
trigger5 = animelem = 13
trigger6 = animelem = 15
trigger7 = animelem = 17
trigger8 = animelem = 19
trigger9 = animelem = 20
anim = 811
id = 3000
sprpriority = 18
postype = p1
pos = 16,-128
bindtime = 1
supermovetime = 0
under = 0
ownpal = 1
ignorehitpause = 1
scale = 1,1


[State explod];
type = Explod
trigger1 = animelem = 24
anim = 7020
id = 3000
sprpriority = -20
postype = p1
pos = -80,0
bindtime = 1
supermovetime = 0
under = 0
ownpal = 1
ignorehitpause = 1
scale = 1,1



;---------------------[演出]
[State 210, Width];画面端の押し戻し判定
type = Width
trigger1 = 1
edge = 56,0

[State a]
type = Width
trigger1 = animelem = 21
edge = 0,78

[State 1020, 4]
type = EnvShake
trigger1 = animelem = 24
time = 14
ampl = -9
freq = 125
phase = 95


;---------------------[相手制御]
[State 801, 2]
type = TargetBind
trigger1 = time = 0
pos = 48,0

[State 801, 2]
type = TargetBind
trigger1 = animelem = 5
pos = 15,-124

[State 801, 2]
type = TargetBind
trigger1 = animelem = 21
pos = -31,-120

[State 801, 2]
type = TargetBind
trigger1 = animelem = 22
pos = -28,-114

[State 801, 2]
type = TargetBind
trigger1 = animelem = 23
pos = -69,-35

[State 801, 2]
type = TargetBind
trigger1 = animelem = 24
pos = -72,0

[state a]
type = targetlifeadd
trigger1 = animelemtime(5) = 18
trigger2 = animelem = 7
trigger3 = animelem = 9
trigger4 = animelem = 11
trigger5 = animelem = 13
trigger6 = animelem = 15
trigger7 = animelem = 17
trigger8 = animelem = 19
trigger9 = animelem = 20
value = -10
kill = 0

[state a]
type = targetlifeadd
trigger1 = animelem = 24
value = -55

;---------------------[ステート移行]
[State 821, 3] 
type = changeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;(ENEMY)そうかつさつ・掴まれ
[Statedef 815]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

;---------------------[演出]
[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 815

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

;---------------------[移動]
[state a]
type = velset
trigger1 = animelem = 25
x = 3
y = -5

[state a]
type = veladd
trigger1 = animelem = 25,>0
y = 0.35

;---------------------[ステート移行]
[state a]
type = selfstate
trigger1 = animelem = 25,>0
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 5100



;---------------------------------------------------------------------------
;投げ外され
[Statedef 850]
type    = S
movetype= A
physics = N
juggle  = 0
velset = -7,0
ctrl = 0
anim = 850
sprpriority = 1

;---------------------[効果音]
[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 0
value = 860,0

;---------------------[エフェクト]
[State explod];
type = removeExplod
trigger1 = time = 0
id = 3000

[State explod];
type = Explod
trigger1 = time = 0
anim = 7110
id = 7110
sprpriority = 12
postype = p1
pos = 13,-19
bindtime = 1
supermovetime = 0
under = 0
trans = addalpha
alpha = 255,255
ownpal = 1
ignorehitpause = 0
scale = 0.5,0.5

;---------------------[演出]
[State a]
type = EnvColor
trigger1 = time = 0
time = 2
value = 255,255,255
under = 2


;---------------------[移動]
[state a]
type = posset
trigger1 = time = 0
y = 0

[state a]
type = velmul
trigger1 = 1
x = 0.9

[state a]
type = velset
trigger1 = animelem = 4
x = 0

;---------------------[ステート移行]
[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;投げ外し
[Statedef 860]
type    = S
movetype= A
physics = N
juggle  = 0
velset = -7,0
ctrl = 0
sprpriority = 1


;---------------------[アニメーション]
[state a]
type = changeanim2
trigger1 = time = 0
value = 860

[state a]
type = changeanim
triggerall = time = 0
trigger1 = (name = "D-rugal") && (authorname = "Ahuron")
trigger2 = (name = "Felicia") && (authorname = "Ahuron")
trigger3 = (name = "Kobun 43") && (authorname = "Ahuron")
trigger4 = (name = "Reisen Deadpool Inaba") && (authorname = "or2=3")
value = 850

;---------------------[効果音]
[State 191, Snd 1]
type = PlaySnd
triggerall = time = 0
trigger1 = (name = "D-rugal") && (authorname = "Ahuron")
trigger2 = (name = "Felicia") && (authorname = "Ahuron")
trigger3 = (name = "Kobun 43") && (authorname = "Ahuron")
trigger4 = (name = "Reisen Deadpool Inaba") && (authorname = "or2=3")
value = 850,0

;---------------------[移動]
[state a]
type = posset
trigger1 = time = 0
y = 0

[state a]
type = velmul
trigger1 = 1
x = 0.9

[state a]
type = velset
trigger1 = animelem = 4
x = 0

;---------------------[ステート移行]
[State 800, 2]
type = selfState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;ゲージ溜め
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;ゲージ溜め
[Statedef 900]
type    = S
movetype= I
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 900
sprpriority = 1


;---------------------[サウンド]
[State 810, Grab Sound];
type = PlaySnd
trigger1 = animelem = 1
value = 900, 0
channel = 5

[State 810, Grab Sound];
type = PlaySnd
trigger1 = animelem = 1
value = 910, 0
channel = 6

;---------------------[エフェクト]
[State explod];
type = Explod
trigger1 = animelem = 4
anim = 7040
id = 3000
sprpriority = 15
postype = p1
pos = 0,0
bindtime = -1
removetime = -1
supermovetime = 0
under = 0
ownpal = 1
ignorehitpause = 1
scale = 1,1


;---------------------[ゲージ]
[state a]
type = poweradd
trigger1 = 1
value = 25

;---------------------[ステート移行]
[State 800, 2]
type = ChangeState
trigger1 = command != "holdz" && command != "holdc" && !100
trigger2 = power >= 5000
trigger3 = 100 && EnemyNear,MoveType = A
trigger4 = 100 && EnemyNear,Ctrl && Random < 100
trigger5 = 100 && P2BodyDist X <= 80 && EnemyNear,StateNo < 5000
value = 901

;---------------------------------------------------------------------------
;ゲージ溜め・終了
[Statedef 901]
type    = S
movetype= I
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 901
sprpriority = 1

;---------------------[サウンド]
[State 810, Grab Sound];
type = PlaySnd
trigger1 = power >= 5000
trigger1 = time = 0
value = 910, 1

;---------------------[エフェクト]
[State explod];
type = removeExplod
trigger1 = time = 0
id = 3000

[State explod];
type = Explod
trigger1 = power >= 5000
trigger1 = time = 0
anim = 7041
id = 3000
sprpriority = 15
postype = p1
pos = 0,0
bindtime = 1
supermovetime = 0
under = 0
ownpal = 1
ignorehitpause = 1
scale = 1,1

;---------------------[ステート移行]
[State 800, 2]
type = ChangeState
Trigger1 = animtime = 0
value = 0
ctrl = 1



;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;必殺技
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;----------------------------------------------------------------------------
;(HELPER)血溜まり
[Statedef 4000]
type = S
ctrl = 0
anim = 4000
velset = 0,0
movetype = I
physics = N
sprpriority = -10

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

;---------------------[効果音]
[State a];
type = PlaySnd
trigger1 = time = 0
value = 4000,0

;---------------------[拡縮]
[state a]
type = varset
trigger1 = time = 0
v = 1
value = 0

[state a]
type = varadd
trigger1 = time < 20
v = 1
value = 5 

[state a]
type = angledraw
trigger1 = 1
scale = var(1)*0.01,var(1)*0.01

;---------------------[]
[State 200, 7];血溜まり・捕縛
type = changestate
trigger1 = root,stateno = 1100
trigger1 = root,anim = 1100
value = 4010

[State 200, 7];血溜まり・噴出
type = changestate
trigger1 = root,stateno = 1100
trigger1 = root,anim = 1110
trigger1 = root,animelem = 7
value = 4020


;----------------------------------------------------------------------------
;(HELPER)血溜まり・捕縛
[Statedef 4010]
type = S
ctrl = 0
anim = 4010
velset = 0,0
movetype = A
physics = N
sprpriority = -10


;---------------------[移動]
[state a]
type = turn
trigger1 = time = 0
trigger1 = p2dist x < 0

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

;---------------------[攻撃]
[State 800, 1]
type = HitDef
Trigger1 = Time = 0
Trigger1 = p2stateno != [120,159]
attr = S, ST
hitflag = M
priority = 1, miss
sparkno = -1
p2facing = 1
p1stateno = 4011
p2stateno = 4015
fall = 0              ;落ちる力を２Ｐにかけるか
nochainID = 600,9999

;---------------------[拡縮]
[state a]
type = varset
trigger1 = time = 0
v = 1
value = 100

[state a]
type = varadd
trigger1 = animelem = 3,>=10
v = 1
value = -5 

[state a]
type = angledraw
trigger1 = 1
scale = var(1)*0.01,var(1)*0.01

;---------------------[]
[State 200, 7]
type = destroyself
trigger1 = var(1) <= 0


;----------------------------------------------------------------------------
;(HELPER)血溜まり・捕縛・成功
[Statedef 4011]
type = S
ctrl = 0
anim = 4011
velset = 0,0
movetype = A
physics = N
sprpriority = 20

;---------------------[効果音]
[State a];
type = PlaySnd
trigger1 = time = 0
value = 4010,0

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

;---------------------[相手制御]
[state a]
type = targetbind
trigger1 = 1
pos = 0,0

;---------------------[]
[State 200, 7]
type = changestate
trigger1 = animtime = 0
trigger2 = numtarget
trigger2 = target,stateno != 4015
value = 4012

;----------------------------------------------------------------------------
;(HELPER)血溜まり・捕縛・終了
[Statedef 4012]
type = S
ctrl = 0
anim = 4012
velset = 0,0
movetype = I
physics = N
sprpriority = 20

;---------------------[効果音]
[State a];
type = PlaySnd
trigger1 = time = 0
value = 4010,0

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = sprpriority
trigger1 = animelem = 6
value = -10

;---------------------[拡縮]
[state a]
type = varset
trigger1 = time = 0
v = 1
value = 100

[state a]
type = varadd
trigger1 = animelem = 7,>=2
v = 1
value = -5 

[state a]
type = angledraw
trigger1 = 1
scale = var(1)*0.01,var(1)*0.01

;---------------------[]
[State 200, 7]
type = destroyself
trigger1 = var(1) <= 0

;----------------------------------------------------------------------------
;(HELPER)血溜まり・噴出
[Statedef 4020]
type = S
ctrl = 0
;anim = 4020
velset = 0,0
movetype = A
physics = N
sprpriority = -10

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

;---------------------[効果音]
[State a];
type = PlaySnd
trigger1 = time = 0
value = 4020,0

;---------------------[エフェクト]
[State explod];
type = Explod
trigger1 = time = 0
anim = 4020
id = 3000
sprpriority = 25
postype = p1
pos = 0,0
bindtime = 1
supermovetime = 0
under = 0
ownpal = 1
ignorehitpause = 1
scale = 0.75,1


;---------------------[ヘルパー]
[state a];ヘルパー
type = Helper
trigger1 = time = 6
id = 4021
name = "kama"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 4021
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1

[state a];ヘルパー
type = Helper
trigger1 = time = 6
id = 4022
name = "kama"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 4022
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1


;---------------------[拡縮]
[state a]
type = varset
trigger1 = time = 0
v = 1
value = 100

[state a]
type = varadd
trigger1 = time >= 5
v = 1
value = -5 

[state a]
type = angledraw
trigger1 = 1
scale = var(1)*0.01,var(1)*0.01

;---------------------[]
[State 200, 7];
type = destroyself
trigger1 = var(1) <= 0

;----------------------------------------------------------------------------
;(HELPER)攻撃判定
[Statedef 4021]
type = A
ctrl = 0
anim = 4021
velset = 0,0
movetype = A
physics = N
sprpriority = 10

;---------------------[お手玉制限]
[state a]
type = null;parentvarset
trigger1 = root,var(8) = 0
trigger1 = movehit = 1
trigger1 = enemynear,statetype = A
v = 7
value = 1
ignorehitpause = 1

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

;---------------------[エフェクト]
[State explod];ヒットエフェクト
type = Explod
trigger1 = movehit = 1
anim = 7002
id = 7000
sprpriority = 20
postype = p2
pos = 0,-75
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
facing = -1

[State explod];ガードエフェクト
type = Explod
trigger1 = moveguarded = 1
anim = 7012
id = 7000
sprpriority = 20
postype = p2
pos = 0,-75
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
facing = -1

;---------------------[攻撃]
[State 600, 2]
type = HitDef
triggerall = root,var(7) = 0
triggerall = enemynear,stateno != [5040,5049]
trigger1 = time = 0
attr = A, SP
animtype  = up
damage    = 48,10
priority = 4, Hit
getpower = 47,47
givepower = 16,16
guardflag = M
pausetime = 0,12
sparkno = s700200
sparkxy = 0,0
hitsound   = s300,2
guard.sparkno = s701200
guardsound = s400,1
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
guard.slidetime = 16
guard.hittime  = 16
ground.velocity = 0,-12
air.velocity = -1,-10
guard.velocity = -7.4
yaccel = 0.45
fall.recover = 0
fall = 1
fall.recover = 0
ID = 600
nochainID = 9999
palfx.time =40
palfx.mul = 200,200,200
palfx.sinadd = 13,15,18,24
palfx.add = 20,-120,-120

;---------------------[]
[State 200, 7]
type = destroyself
trigger1 = animtime = 0


;----------------------------------------------------------------------------
;(HELPER)飛び道具相殺用ヘルパー
[Statedef 4022]
type = A
ctrl = 0
anim = 4022
velset = 0,0
movetype = I
physics = N
sprpriority = 10

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 4023
ignorehitpause = 1

;---------------------[]
[state a]
type = destroyself
trigger1 = animtime = 0

;----------------------------------------------------------------------------
;(HELPER)消滅
[Statedef 4023]
type = A
ctrl = 0
anim = 3000
velset = 0,0
movetype = A
physics = N
sprpriority = 10

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

;---------------------[]
[State 200, 7]
type = destroyself
trigger1 = time = 0




;----------------------------------------------------------------------------
;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;---------------------------------------------------------------------------
;(ENEMY)血溜まり・捕縛・掴まれ
[Statedef 4015]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = 1

;---------------------[演出]
[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 4015

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

;---------------------[ステート移行]
[state a]
type = selfstate
trigger1 = animtime = 0
value = 5000



;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 血液噴出
[Statedef 1000]
type    = S
movetype= A
physics = N
juggle  = 7
poweradd= 47
velset = 0,0
anim = 1000
sprpriority = 1
ctrl = 0

;---------------------[コマンド判定]
[state a]
type = varset
trigger1 = time = 0
v = 5
value = 0

[state a]
type = varset
trigger1 = time = 0
v = 6
value = 0

;---------------------[効果音]
[State a];
type = PlaySnd
trigger1 = animelem = 8
value = 1000,0

;---------------------[エフェクト]
[state a]
type = removeexplod
trigger1 = time = 0
id = 3000

[State explod];
type = Explod
trigger1 = animelem = 9
anim = 1005
id = 3000
sprpriority = 25
postype = p1
pos = -10,0
bindtime = 1
supermovetime = 0
under = 0
ownpal = 1
ignorehitpause = 1
scale = 1,0.8

;---------------------[ヘルパー]
[state a];ヘルパー
type = Helper
trigger1 = animelem = 9
id = 1010
name = "kama"
sprpriority = 5
pos = -10,0
postype = p1
stateno = 1010
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1

[state a];ヘルパー
type = Helper
trigger1 = time = 29
id = 1015
name = "kama"
sprpriority = 5
pos = -10,0
postype = p1
stateno = 1015
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1

;---------------------[立ちステートに戻る]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;----------------------------------------------------------------------------
;(HELPER)攻撃判定
[Statedef 1010]
type = A
ctrl = 0
anim = 1010
velset = 0,0
movetype = A
physics = N
sprpriority = 10

;---------------------[お手玉制限]
[state a]
type = null;parentvarset
trigger1 = root,var(8) = 0
trigger1 = movehit = 1
trigger1 = enemynear,statetype = A
v = 7
value = 1
ignorehitpause = 1

;---------------------[演出]
[state a]
type = playerpush
trigger1 = 1
value = 1

;---------------------[移動]
[state a]
type = bindtoroot
trigger1 = 1
pos = 0,0

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

;---------------------[エフェクト]
[state a]
type = varset
trigger1 = time = 0
v = 2
value = 0

[state a]
type = varadd
trigger1 = movecontact = 1
v = 2
value = 1
ignorehitpause = 1

[state a]
type = varset
trigger1 = movecontact >= 2
v = 2
value = 0
ignorehitpause = 1


[State explod];ヒットエフェクト
type = Explod
trigger1 = var(2) = 1
trigger1 = movehit = 1
anim = 7002
id = 7000
sprpriority = 20
postype = p2
pos = 0,-75
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
;persistent = 0
under = 0
ontop = 1
ownpal = 1
facing = -1

[State explod];ガードエフェクト
type = Explod
trigger1 = var(2) = 1
trigger1 = moveguarded = 1
anim = 7012
id = 7000
sprpriority = 20
postype = p2
pos = 0,-75
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
;persistent = 0
under = 0
ontop = 1
ownpal = 1
facing = -1

;---------------------[攻撃]
[State 600, 2]
type = HitDef
triggerall = root,var(7) = 0
triggerall = enemynear,stateno != [5040,5049]
trigger1 = time = 0
trigger2 = movecontact = 4
attr = A, SP
animtype  = hard
damage    = floor(42*root,fvar(5)),10
priority = 4, Hit
getpower = 47,47
givepower = 16,16
guardflag = M
pausetime = 0,12
sparkno = s700200
sparkxy = 0,0
hitsound   = s300,2
guard.sparkno = s701200
guardsound = s400,1
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
guard.slidetime = 16
guard.hittime  = 16
ground.velocity = -4.1,-6
air.velocity = -3.6,-6
yaccel = 0.45
fall.recover = 0
fall = 1
fall.recover = 0
ID = 600
nochainID = 9999
palfx.time =40
palfx.mul = 200,200,200
palfx.sinadd = 13,15,18,24
palfx.add = 20,-120,-120

;---------------------[]
[State 200, 7]
type = destroyself
trigger1 = animtime = 0
trigger2 = root,stateno != 1000


;----------------------------------------------------------------------------
;(HELPER)飛び道具相殺用ヘルパー
[Statedef 1015]
type = A
ctrl = 0
anim = 1015
velset = 0,0
movetype = I
physics = N
sprpriority = 10

;---------------------[移動]
[state a]
type = bindtoparent
trigger1 = 1
pos = 0,0

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1016
ignorehitpause = 1

;---------------------[]
[state a]
type = destroyself
trigger1 = root,time >= 55
trigger2 = root,stateno != 1000

;----------------------------------------------------------------------------
;(HELPER)消滅
[Statedef 1016]
type = A
ctrl = 0
anim = 3000
velset = 0,0
movetype = A
physics = N
sprpriority = 10

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

;---------------------[]
[State 200, 7]
type = changestate
trigger1 = time = 0
value = 1015





;----------------------------------------------------------------------------
;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 血溜まり
[Statedef 1100]
type    = S
movetype= A
physics = N
juggle  = 7
poweradd= 94
velset = 0,0
anim = 1100
sprpriority = 1
ctrl = 0

;---------------------[コマンド判定]
[state a]
type = varset
trigger1 = time = 0
v = 5
value = 0

[state a]
type = varset
trigger1 = time = 0
v = 6
value = 0

[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "x"
v = 5
value = 0

[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "y"
v = 5
value = 1

[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "a"
v = 5
value = 2

[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "b"
v = 5
value = 3

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 1110

;---------------------[効果音]
[State a];
type = PlaySnd
trigger1 = anim = 1110
trigger1 = animelem = 8
value = 1110,0

;---------------------[エフェクト]
[State explod];
type = Explod
trigger1 = anim = 1110
trigger1 = animelem = 8
anim = 1111
id = 3000
sprpriority = 10
postype = p1
pos = 32,-122
bindtime = 1
supermovetime = 0
under = 0
ownpal = 1
ignorehitpause = 1
scale = 1,1


;---------------------[立ちステートに戻る]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 絢爛たる幽鬼
[Statedef 1200]
type    = S
movetype= A
physics = N
juggle  = 7
poweradd= 47
velset = 0,0
anim = 1200
sprpriority = 1
ctrl = 0

;---------------------[コマンド判定]
[state a]
type = varset
trigger1 = time = 0
v = 5
value = 0

[state a]
type = varset
trigger1 = time = 0
v = 6
value = 0


[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "x"
trigger2 = 100 && P2BodyDist X <= 32
v = 5
value = 0

[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "y"
trigger2 = 100 && P2BodyDist X > 32
v = 5
value = 1



;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = animelem = 8,<5
value = SCA
time = 1

;---------------------[効果音]
[State a];
type = PlaySnd
trigger1 = animelem = 7
value = 1200,0

;---------------------[エフェクト]
[state a]
type = removeexplod
trigger1 = time = 0
id = 3000

[State explod];
type = Explod
trigger1 = var(5) = 0
trigger1 = animelem = 6
anim = 1205
id = 3000
sprpriority = 25
postype = p1
pos = 48,0
bindtime = 1
supermovetime = 0
under = 0
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5
trans = addalpha
alpha = 256,67

[State explod];
type = Explod
trigger1 = var(5) = 1
trigger1 = animelem = 6
anim = 1205
id = 3000
sprpriority = 25
postype = p1
pos = 80,0
bindtime = 1
supermovetime = 0
under = 0
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5
trans = addalpha
alpha = 256,67

;---------------------[ヘルパー]
[state a];ヘルパー
type = Helper
trigger1 = var(5) = 0
trigger1 = animelem = 7
id = 1210
name = "kama"
sprpriority = 5
pos = 48,0
postype = p1
stateno = 1210
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1

[state a];ヘルパー
type = Helper
trigger1 = var(5) = 1
trigger1 = animelem = 7
id = 1210
name = "kama"
sprpriority = 5
pos = 80,0
postype = p1
stateno = 1210
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1


;---------------------[立ちステートに戻る]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[state a]
type = changestate
trigger1 = var(6) = 1
value = 1201

;---------------------------------------------------------------------------
; 絢爛たる幽鬼・ヒット
[Statedef 1201]
type    = S
movetype= A
physics = N
juggle  = 7
poweradd= 47
velset = 0,0
anim = 1201
sprpriority = 1
ctrl = 0

;---------------------[コマンド判定]
[state a]
type = varset
trigger1 = time = 0
v = 5
value = 0

[state a]
type = varset
trigger1 = time = 0
v = 6
value = 0

;---------------------[効果音]
[State a];
type = PlaySnd
trigger1 = animelem = 13
value = 1200,1

[State a];
type = PlaySnd
trigger1 = animelem = 15
value = 320,1

;---------------------[エフェクト]
[State explod];
type = null;Explod
trigger1 = animelem = 6
anim = 1205
id = 3000
sprpriority = 25
postype = p1
pos = 48,0
bindtime = 1
supermovetime = 0
under = 0
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5
trans = addalpha
alpha = 256,67

;---------------------[ヘルパー]

;---------------------[立ちステートに戻る]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1




;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;----------------------------------------------------------------------------
;(HELPER)攻撃判定
[Statedef 1210]
type = A
ctrl = 0
anim = 1210
velset = 0,0
movetype = A
physics = N
sprpriority = 10

;---------------------[お手玉制限]
[state a]
type = null;parentvarset
trigger1 = root,var(8) = 0
trigger1 = movehit = 1
trigger1 = enemynear,statetype = A
v = 7
value = 1
ignorehitpause = 1

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

;---------------------[エフェクト]
[State explod];ガードエフェクト
type = Explod
trigger1 = moveguarded = 1
anim = 7012
id = 7000
sprpriority = 20
postype = p1
pos = 0,-75
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
facing = 1

;---------------------[攻撃]
[State 600, 2]
type = HitDef
triggerall = root,var(7) = 0
triggerall = enemynear,stateno != [5040,5049]
trigger1 = time = 0
attr = A, SP
animtype  = hard
damage    = 0,0
priority = 4, Hit
getpower = 47,47
givepower = 16,16
guardflag = M
pausetime = 0,12
sparkno = s700200
sparkxy = 0,0
hitsound   = s300,2
guard.sparkno = s701200
guardsound = s400,1
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
guard.slidetime = 16
guard.hittime  = 16
ground.velocity = -4.1,-6
air.velocity = -3.6,-6
yaccel = 0.45
fall.recover = 0
fall = 1
fall.recover = 0
ID = 600
nochainID = 9999
palfx.time =80
palfx.mul = 200,200,200
palfx.sinadd = 13,15,18,24
palfx.add = 20,-120,-120
p2facing = 1
p1stateno = 1211
p2stateno = 1220

;---------------------[]
[state a]
type = changestate
trigger1 = movehit
trigerr1 = numtarget
value = 1211

[State 200, 7]
type = destroyself
trigger1 = animtime = 0

;----------------------------------------------------------------------------
;(HELPER)相手制御
[Statedef 1211]
type = A
ctrl = 0
anim = 3000
velset = 0,0
movetype = A
physics = N
sprpriority = 10

;---------------------[変数]
[state a]
type = parentvarset
trigger1 = time = 0
v = 6
value = 1

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1


;---------------------[エフェクト]
[State explod];
type = Explod
trigger1 = facing = 1
trigger1 = time = 75
anim = 1206
id = 3000
sprpriority = 30
postype = p1
pos = floor(target,pos x-pos x),target,const(size.mid.pos.y) - 10
bindtime = 1
supermovetime = 0
under = 0
ownpal = 1
ignorehitpause = 1

[State explod];
type = Explod
trigger1 = facing = -1
trigger1 = time = 75
anim = 1206
id = 3000
sprpriority = 30
postype = p1
pos = floor(pos x-target,pos x),target,const(size.mid.pos.y) - 10
bindtime = 1
supermovetime = 0
under = 0
ownpal = 1
ignorehitpause = 1


;---------------------[演出]
[state a]
type = varset
trigger1 = time = 0
v = 5
value = 0

[state a]
type = varadd
trigger1 = time < 25
v = 5
value = -6
ignorehitpause = 1

[state a]
type = varadd
trigger1 = time >= 110
trigger1 = time < 135
v = 5
value = 6
ignorehitpause = 1

[state a]
type = varset
trigger1 = time = 135
v = 5
value = 0


[State a];点滅
type = bgpalfx
trigger1 = 1
time = 5
add = 0,var(5),var(5)
color = 256
ignorehitpause = 1

[State a];点滅
type = bgpalfx
trigger1 = time = 75
time = 2
add = 256,-256,-256
color = 256
ignorehitpause = 1



;---------------------[相手制御]
[state a]
type = targetstate
trigger1 = time = 75
value = 1221

[state a]
type = targetlifeadd
trigger1 = time = 75
value = floor(-142*root,fvar(5))


;---------------------[]
[State 200, 7]
type = destroyself
trigger1 = time = 135

;----------------------------------------------------------------------------
;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]

;---------------------------------------------------------------------------
;(ENEMY)絢爛たる幽鬼・掴まれ
[Statedef 1220]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = 1

;---------------------[演出]
[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1220

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

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

;---------------------[ステート移行]
[state a]
type = selfstate
trigger1 = animtime = 0
value = 5000

;---------------------------------------------------------------------------
;(ENEMY)絢爛たる幽鬼・斬られ
[Statedef 1221]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = 1

;---------------------[演出]
[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1221

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

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

;---------------------[ステート移行]
[state a]
type = changestate
trigger1 = time = 34
value = 1222

[state a]
type = selfstate
trigger1 = animtime = 0
value = 5000


;---------------------------------------------------------------------------
;(ENEMY)絢爛たる幽鬼・吹き飛び
[Statedef 1222]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

;---------------------[演出]
[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


;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA

;---------------------[移動]
[state a]
type = velset
trigger1 = time = 0
x = -4
y = -7.5

[state a]
type = veladd
trigger1 = 1
y = 0.45

;---------------------[ステート移行]
[state a]
type = selfstate
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 5100



;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 腕
[Statedef 1300]
type    = S
movetype= A
physics = N
juggle  = 7
poweradd= 47
velset = 0,0
anim = 1300
sprpriority = 1
ctrl = 0

;---------------------[コマンド判定]
[state a]
type = varset
trigger1 = time = 0
v = 5
value = 0

[state a]
type = varset
trigger1 = time = 0
v = 6
value = 0

[state a]
type = varset
triggerall = time = 0
trigger1 = command = "x" && !100
trigger2 = 100 && P2Dist X <= 72
v = 5
value = 0

[state a]
type = varset
triggerall = time = 0
trigger1 = command = "a" && !100
trigger2 = 100 && (P2Dist X = [73,136])
v = 5
value = 1

[state a]
type = varset
triggerall = time = 0
trigger1 = command = "y" && !100
trigger2 = 100 && (P2Dist X = [137,200])
v = 5
value = 2

[state a]
type = varset
triggerall = time = 0
trigger1 = command = "b" && !100
trigger2 = 100 && (P2Dist X >= 201)
v = 5
value = 3

[state a]
type = changeanim
trigger1 = time = 0
value = 1300 + var(5)

;---------------------[効果音]
[State a];
type = PlaySnd
trigger1 = animelem = 8
value = 1300,0


;---------------------[エフェクト]
[state a]
type = removeexplod
trigger1 = time = 0
trigger2 = animelem = 10
id = 3000

[State explod];
type = Explod
trigger1 = animelem = 1
anim = 1305
id = 3000
sprpriority = -10
postype = p1
pos = 32,0
bindtime = 1
supermovetime = 0
under = 0
ownpal = 1
ignorehitpause = 1
scale = 0.25,0.5
removetime = -1

[State explod];
type = Explod
trigger1 = animelem = 10
anim = 1306
id = 3000
sprpriority = -10
postype = p1
pos = 22,0
bindtime = 1
supermovetime = 0
under = 0
ownpal = 1
ignorehitpause = 1
scale = 0.25,0.5



;---------------------[移動]
[state a]
type = posadd
trigger1 = animelem = 8
x = 10

;---------------------[無敵]
[state a]
type = nothitby
trigger1 = animelem = 4,<0
value = SCA
time = 1

;---------------------[ヘルパー]
[state a];ヘルパー
type = Helper
trigger1 = var(5) = 0
trigger1 = time = 0
id = 1310
name = "kama"
sprpriority = 5
pos = 74,0
postype = p1
stateno = 1310
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1

[state a];ヘルパー
type = Helper
trigger1 = var(5) = 1
trigger1 = time = 0
id = 1310
name = "kama"
sprpriority = 5
pos = 138,0
postype = p1
stateno = 1310
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1

[state a];ヘルパー
type = Helper
trigger1 = var(5) = 2
trigger1 = time = 0
id = 1310
name = "kama"
sprpriority = 5
pos = 202,0
postype = p1
stateno = 1310
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1

[state a];ヘルパー
type = Helper
trigger1 = var(5) = 3
trigger1 = time = 0
id = 1310
name = "kama"
sprpriority = 5
pos = 266,0
postype = p1
stateno = 1310
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1

;---------------------[立ちステートに戻る]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1



;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;----------------------------------------------------------------------------
;(HELPER)腕
[Statedef 1310]
type = A
ctrl = 0
anim = 3000
velset = 0,0
movetype = A
physics = N
sprpriority = 10

;---------------------[お手玉制限]
[state a]
type = parentvarset
trigger1 = root,var(8) = 0
trigger1 = var(1) = 1
trigger1 = enemynear,statetype = A
v = 7
value = 1
ignorehitpause = 1

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

;---------------------[エフェクト]
[state a]
type = removeexplod
trigger1 = time = 49
trigger2 = root,stateno != 1300
id = 3000

[State explod];
type = Explod
trigger1 = time = 0
anim = 1305
id = 3000
sprpriority = -10
postype = p1
pos = 0,0
bindtime = 1
supermovetime = 0
under = 0
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.75
removetime = -1

[State explod];
type = Explod
trigger1 = time = 49
anim = 1306
id = 3000
sprpriority = -10
postype = p1
pos = 0,0
bindtime = 1
supermovetime = 0
under = 0
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.75


[State explod];
type = Explod
trigger1 = time = 20
anim = 1310
id = 3000
sprpriority = 10
postype = p1
pos = 0,0
bindtime = 1
supermovetime = 0
under = 0
ownpal = 1
ignorehitpause = 1
scale = 1,1
removetime = -1

[State explod];
type = Explod
trigger1 = time = 49
anim = 1311
id = 3000
sprpriority = 10
postype = p1
pos = 0,0
bindtime = 1
supermovetime = 0
under = 0
ownpal = 1
ignorehitpause = 1
scale = 1,1

;---------------------[ヘルパー]
[state a];ヘルパー
type = Helper
trigger1 = time = 20
id = 1315
name = "kama"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 1315
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1


;---------------------[演出]
[State 1020, 4]
type = EnvShake
trigger1 = time = 20
time = 12
ampl = -6
freq = 95
phase = 95



;---------------------[]
[State 200, 7]
type = destroyself
trigger1 = time = 50
trigger2 = root,stateno != 1300



;----------------------------------------------------------------------------
;(HELPER)攻撃判定
[Statedef 1315]
type = A
ctrl = 0
anim = 1315
velset = 0,0
movetype = A
physics = N
sprpriority = 10

;---------------------[お手玉制限]
[state a]
type = parentvarset
trigger1 = movehit
v = 1
value = 1
ignorehitpause = 1

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

;---------------------[エフェクト]
[State explod];ガードエフェクト
type = null;Explod
trigger1 = moveguarded = 1
anim = 7012
id = 7000
sprpriority = 20
postype = p1
pos = 0,-75
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
facing = 1

;---------------------[エフェクト]
[State explod];ヒットエフェクト
type = Explod
trigger1 = movehit = 1
anim = 7002
id = 7000
sprpriority = 20
postype = p2
pos = 0,-75
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
facing = -1

[State explod];ガードエフェクト
type = Explod
trigger1 = moveguarded = 1
anim = 7012
id = 7000
sprpriority = 20
postype = p2
pos = 0,-75
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
facing = -1

;---------------------[攻撃]
[State 600, 2]
type = HitDef
triggerall = root,var(7) = 0
triggerall = enemynear,stateno != [5040,5049]
trigger1 = time = 0
attr = A, SP
animtype  = diagup
damage    = floor(124*root,fvar(5)),10
priority = 4, Hit
getpower = 47,47
givepower = 16,16
guardflag = M
pausetime = 0,12
sparkno = s700200
sparkxy = 0,0
hitsound   = s1300,1
guard.sparkno = s701200
guardsound = s400,1
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
guard.slidetime = 16
guard.hittime  = 16
ground.velocity = -6.1,-8
air.velocity = -6.6,-8
yaccel = 0.45
fall.recover = 0
fall = 1
fall.recover = 0
ID = 600
nochainID = 9999

;---------------------[]
[State 200, 7]
type = destroyself
trigger1 = time = 29
trigger2 = root,stateno != 1300

;----------------------------------------------------------------------------
;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]



;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 堕落の刻印
[Statedef 1400]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
anim = 1400
sprpriority = 1
ctrl = 0

;---------------------[コマンド判定]
[state a]
type = varset
trigger1 = time = 0
v = 5
value = 0

[state a]
type = varset
trigger1 = time = 0
v = 6
value = 0

[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "a"
v = 5
value = 0

[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "b"
v = 5
value = 1

[state a]
type = changeanim
trigger1 = var(5) = 1
trigger1 = time = 0
value = 1401

;---------------------[エフェクト]
[state a]
type = removeexplod
trigger1 = time = 0
id = 3000

;---------------------[移動]

;---------------------[攻撃]
[state a];打撃防御
type = reversaldef
trigger1 = time = 0
reversal.attr = SCA,NA,SA,HA
pausetime = 0,0;11,13
sparkno = s-1;s7010
sparkxy = 10,-94
hitsound = s-1,0
numhits = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2facing = 1
p1stateno = 1410
p2stateno = 1420


;---------------------[立ちステートに戻る]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; 堕落の刻印・成功
[Statedef 1410]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
anim = 1410
sprpriority = 1
ctrl = 0

;---------------------[効果音]
[State a];
type = PlaySnd
trigger1 = time = 0
value = 1400,0

[State a];
type = PlaySnd
trigger1 = animelem = 7
value = 1400,1

[State a];
type = PlaySnd
trigger1 = animelem = 7
value = 1200,1


;---------------------[移動]
[state a]
type = posadd
trigger1 = animelem = 2
x = 9

[state a]
type = posadd
trigger1 = animelem = 3
trigger2 = animelem = 4
x = 7

[state a]
type = posadd
trigger1 = animelem = 5
x = 2

[state a]
type = posadd
trigger1 = animelem = 7
x = 11

[state a]
type = posadd
trigger1 = animelem = 8
x = 13

[state a]
type = posadd
trigger1 = animelem = 11
x = -11

[state a]
type = posadd
trigger1 = animelem = 12
x = -26

[state a]
type = posadd
trigger1 = animelem = 13
x = -16

;---------------------[エフェクト]
[state a]
type = removeexplod
trigger1 = time = 0
id = 3000

[State explod];
type = Explod
trigger1 = animelem = 1
anim = 1415
id = 3000
sprpriority = 20
postype = p1
pos = -4,-83
bindtime = 1
supermovetime = 0
under = 0
ownpal = 1
ignorehitpause = 1
scale = 1,1

[State explod];
type = Explod
trigger1 = animelem = 7
anim = 1416
id = 3000
sprpriority = 40
postype = p1
pos = 36,-72
bindtime = 1
supermovetime = 0
under = 0
ownpal = 1
ignorehitpause = 1
scale = 0.65,0.65


;---------------------[演出]
[state a]
type = varset
trigger1 = time = 0
v = 6
value = 0

[state a]
type = varadd
trigger1 = time < 25
v = 6
value = -6
ignorehitpause = 1

[state a]
type = varadd
trigger1 = animelem = 10,>12
v = 6
value = 6
ignorehitpause = 1

[state a]
type = varset
trigger1 = animtime = 0
v = 6
value = 0


[State a];点滅
type = bgpalfx
trigger1 = 1
time = 5
add = 0,var(6),var(6)
color = 256
ignorehitpause = 1


[State a]
type = EnvColor
trigger1 = movehit = 1
persistent = 0
ignorehitpause = 1
time = 1
value = 255,255,255
under = 2


;---------------------[相手制御]
[state a]
type = targetbind
trigger1 = time = 0
pos = 72,0

[state a]
type = targetstate
trigger1 = animelem = 9
value = 1422


;---------------------[攻撃]
[State 600, 2]
type = HitDef
trigger1 = animelem = 9
attr = A, SP
animtype  = diagup
damage    = 148,10
priority = 4, Hit
getpower = 47,47
givepower = 16,16
guardflag = N
pausetime = 16,16
sparkno = s700200
sparkxy = 0,0
hitsound   = s320,1
guard.sparkno = s701200
guardsound = s400,1
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
guard.slidetime = 16
guard.hittime  = 16
ground.velocity = -6.1,-8
air.velocity = -6.6,-8
yaccel = 0.45
fall.recover = 0
fall = 1
fall.recover = 0
ID = 600
nochainID = 9999
envshake.time = 21
envshake.ampl = -8
envshake.freq = 92
envshake.phase = 92



;---------------------[立ちステートに戻る]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;(ENEMY)堕落の刻印・掴まれ
[Statedef 1420]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = 1

;---------------------[演出]
[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1420

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

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

;---------------------[ステート移行]
[state a]
type = changestate
trigger1 = animtime = 0
value = 1421


;---------------------------------------------------------------------------
;(ENEMY)堕落の刻印・気絶
[Statedef 1421]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = 1

;---------------------[演出]
[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5300

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

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

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA

;---------------------[ステート移行]
[state a]
type = selfstate
trigger1 = time = 300
value = 5000


;---------------------------------------------------------------------------
;(ENEMY)堕落の刻印・斬られ
[Statedef 1422]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = 1

;---------------------[演出]
[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1422

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

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

;---------------------[ステート移行]
[state a]
type = selfstate
trigger1 = time = 300
value = 5000



;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; ひょうが
[Statedef 1500]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
anim = 1500
sprpriority = -2
ctrl = 0

;---------------------[コマンド判定]
[state a]
type = varset
trigger1 = time = 0
v = 5
value = 0

[state a]
type = varset
trigger1 = time = 0
v = 6
value = 0

[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "a" || 100 && P2StateType = A
v = 5
value = 0

[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "b"
v = 5
value = 1

[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "c" || 100 && P2StateType != A
v = 5
value = 2

[state a]
type = changeanim
trigger1 = var(5) != 0
trigger1 = time = 0
value = 1501

;---------------------[無敵]
[state nothitby]
type = nothitby
trigger1 = animelem = 4,<=0
value = SCA
time = 1

;---------------------[効果音]
[State a];
type = PlaySnd
trigger1 = animelem = 2
value = 1500,0

[State a];
type = PlaySnd
trigger1 = var(5) = 0
trigger1 = animelem = 4
value = 100,0

[State a];
type = PlaySnd
trigger1 = var(5) != 0
trigger1 = animelem = 4
value = 40,1

;---------------------[エフェクト]
[state a]
type = removeexplod
trigger1 = time = 0
id = 3000

[State explod];
type = Explod
trigger1 = animelem = 2
anim = 2056
id = 3000
sprpriority = 10
postype = p1
pos = 0,0
bindtime = -1
supermovetime = 0
under = 0
ownpal = 1
ignorehitpause = 1


;---------------------[ヘルパー]
[state a];ヘルパー
type = Helper
trigger1 = var(5) != 0
trigger1 = animelem = 3
id = 1510
name = "kama"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 1510
helpertype = player
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1

[state a];ヘルパー
type = Helper
trigger1 = var(5) != 1
trigger1 = animelem = 3
id = 1511
name = "kama"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 1510
helpertype = player
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1

[state a];ヘルパー
type = Helper
trigger1 = var(5) != 2
trigger1 = animelem = 3
id = 1512
name = "kama"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 1510
helpertype = player
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1


;---------------------[移動]
[state a]
type = velset
trigger1 = var(5) = 0
trigger1 = animelem = 3
x = 10

[state a]
type = velset
trigger1 = var(5) = 0
trigger1 = animelem = 14
x = 0


[state a]
type = statetypeset
trigger1 = var(5) != 0
trigger1 = animelem = 3
value = A

[state a]
type = velset
trigger1 = var(5) = 1
trigger1 = animelem = 3
x = 10
y = -6

[state a]
type = veladd
trigger1 = var(5) = 1
trigger1 = animelem = 3,>0
trigger1 = animelem = 13,<0
y = 0.54


[state a]
type = posadd
trigger1 = var(5) = 2
trigger1 = animelem = 3
y = -64



[state a]
type = velset
trigger1 = var(5) = 2
trigger1 = animelem = 3
x = 10
y = -10

[state a]
type = veladd
trigger1 = var(5) = 2
trigger1 = animelem = 3,>0
trigger1 = animelem = 13,<0
y = 1.2


[state a]
type = velset
trigger1 = var(5) != 0
trigger1 = animelem = 13
x = 0
y = 0

[state a]
type = posset
trigger1 = var(5) != 0
trigger1 = animelem = 13
y = 0

[state a]
type = statetypeset
trigger1 = var(5) != 0
trigger1 = animelem = 13
value = S


;---------------------[演出]
[state a]
type = playerpush
trigger1 = 1
value = 0

;---------------------[立ちステートに戻る]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;----------------------------------------------------------------------------
;(HELPER)ダミー
[Statedef 1510]
type = A
ctrl = 0
anim = 1510
velset = 0,0
movetype = I
physics = N
sprpriority = 1

;---------------------[アニメーション]
[state a]
type = changeanim
trigger1 = !ishelper(1510)
trigger1 = time = 0
value = 1511


;---------------------[移動]
[state a]
type = velset
trigger1 = ishelper(1510)
trigger1 = time = 0
x = 10


[state a]
type = velset
trigger1 = ishelper(1511)
trigger1 = time = 0
x = 10
y = -6

[state a]
type = veladd
trigger1 = ishelper(1511)
y = 0.54


[state a]
type = posadd
trigger1 = ishelper(1512)
trigger1 = time = 0
y = -64

[state a]
type = velset
trigger1 = ishelper(1512)
trigger1 = time = 0
x = 10
y = -10

[state a]
type = veladd
trigger1 = ishelper(1512)
y = 1.2


;---------------------[]
[State 200, 7]
type = destroyself
trigger1 = animtime = 0


;----------------------------------------------------------------------------
;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]




;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 引っ掻き
[Statedef 1600]
type    = S
movetype= A
physics = N
juggle  = 7
poweradd= 47
velset = 0,0
anim = 1600
sprpriority = 1
ctrl = 0


;---------------------[お手玉制限]
[state a]
type = varset
trigger1 = var(8) = 0
trigger1 = movehit = 1
trigger1 = enemynear,statetype = A
v = 7
value = 1
ignorehitpause = 1


;---------------------[コマンド判定]
[state a]
type = varset
trigger1 = time = 0
v = 5
value = 0

[state a]
type = varset
trigger1 = time = 0
v = 6
value = 0


[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "x"
v = 5
value = 0

[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "y"
v = 5
value = 1


[state a]
type = changeanim
trigger1 = var(5) = 1
trigger1 = time = 0
value = 1601


;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = var(5) = 0
trigger1 = animelem = 5,<0
value = SCA
time = 1

;---------------------[効果音]
[State a];
type = PlaySnd
trigger1 = var(5) = 0
trigger1 = animelem = 4
trigger2 = var(5) = 1
trigger2 = animelem = 9
value = 1600,0

[State a];
type = PlaySnd
trigger1 = var(5) = 1
trigger1 = animelem = 1
value = 1600,1

;---------------------[エフェクト]
[state a]
type = removeexplod
trigger1 = time = 0
id = 3000

[State explod];
type = Explod
trigger1 = var(5) = 0
trigger1 = animelem = 4
trigger2 = var(5) = 1
trigger2 = animelem = 9
anim = 1605
id = 3000
sprpriority = 25
postype = p1
pos = 110,-80
bindtime = -1
supermovetime = 0
under = 0
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.35


;---------------------[移動]
[state a]
type = velset
trigger1 = var(5) = 0
trigger1 = animelem = 4
x = 5

[state a]
type = velmul
trigger1 = var(5) = 0
trigger1 = animelem = 4,>0
x = 0.85


[state a]
type = velset
trigger1 = var(5) = 1
trigger1 = animelem = 1
x = 8

[state a]
type = velmul
trigger1 = var(5) = 1
trigger1 = animelem = 8,>0
x = 0.85


[state a]
type = velset
trigger1 = var(5) = 0
trigger1 = animelem = 9
trigger2 = var(5) = 1
trigger2 = animelem = 14
x = 0

[state a]
type = posadd
trigger1 = var(5) = 0
trigger1 = animelem = 9
trigger2 = var(5) = 1
trigger2 = animelem = 14
x = 22


;---------------------[エフェクト]
[State explod];ヒットエフェクト
type = Explod
trigger1 = movehit = 1
anim = 7050
id = 7000
sprpriority = 20
postype = p1
pos = 102,-77
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1

[State explod];ガードエフェクト
type = Explod
trigger1 = moveguarded = 1
anim = 7012
id = 7000
sprpriority = 20
postype = p1
pos = 102,-77
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1


;---------------------[攻撃]
[State 240, 2]
type = HitDef
triggerall = var(5) = 0
triggerall = var(7) = 0
triggerall = enemynear,stateno != [5040,5049]
trigger1 = animelem = 6
attr = S, SA
animtype  = hard
damage    = 106,10
priority = 6, Hit
getpower = 100,100
givepower = 48,48
guardflag = M
pausetime = 12,12
sparkno = s700200
sparkxy = -32,-96
hitsound   = s320,1
guard.sparkno = s701200
guardsound = s400,1
ground.type = high
ground.slidetime = 28
ground.hittime  = 28
guard.slidetime = 26
guard.hittime  = 26
ground.velocity = -5,-7.5
air.velocity = -5,-7
guard.velocity = -8
yaccel = 0.45
fall = 1
fall.recover = 0
ID = 200
nochainID = 9999

[State 240, 2]
type = HitDef
triggerall = var(5) = 1
triggerall = var(7) = 0
triggerall = enemynear,stateno != [5040,5049]
trigger1 = animelem = 11
attr = S, SA
animtype  = hard
damage    = 126,10
priority = 6, Hit
getpower = 100,100
givepower = 48,48
guardflag = M
pausetime = 12,12
sparkno = s700200
sparkxy = -32,-96
hitsound   = s320,1
guard.sparkno = s701200
guardsound = s400,1
ground.type = high
ground.slidetime = 28
ground.hittime  = 28
guard.slidetime = 26
guard.hittime  = 26
ground.velocity = -5,-7.5
air.velocity = -5,-7
guard.velocity = -8
yaccel = 0.45
fall = 1
fall.recover = 0
ID = 200
nochainID = 9999


;---------------------[立ちステートに戻る]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 体力吸収
[Statedef 1700]
type    = S
movetype= A
physics = N
juggle  = 7
poweradd= 47
velset = 0,0
anim = 1700
sprpriority = 1
ctrl = 0


;---------------------[お手玉制限]
[state a]
type = varset
trigger1 = var(8) = 0
trigger1 = movehit = 1
trigger1 = enemynear,statetype = A
v = 7
value = 1
ignorehitpause = 1


;---------------------[コマンド判定]
[state a]
type = varset
trigger1 = time = 0
v = 5
value = 0

[state a]
type = varset
trigger1 = time = 0
v = 6
value = 0


[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "x"
v = 5
value = 0

[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "y"
v = 5
value = 1

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = animelem = 2,<0
value = SCA
time = 1

;---------------------[エフェクト]
[state a]
type = removeexplod
trigger1 = time = 0
id = 3000

;---------------------[攻撃]
[State a]
type = AttackDist
trigger1 = enemy,stateno != [120,159]
value = 0

[State 800, 1]
type = HitDef
trigger1 = p2dist x <= 80
Trigger1 = Time = 0
Trigger1 = p2stateno != [120,159]
attr = S, ST
hitflag = M
priority = 5, miss
sparkno = -1
p2facing = 1
p1stateno = 1710
p2stateno = 1720
fall = 1              ;落ちる力を２Ｐにかけるか
nochainID = 600,9999


;---------------------[立ちステートに戻る]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;体力吸収・投げ
[Statedef 1710]
type    = S
movetype= A
physics = N
anim = 1710
juggle  = 0
sprpriority = 10
poweradd = 77

[State 820, 1]
type = null;sprpriority
Trigger1 = 1
value = -2

;---------------------[エフェクト]
[State explod];掴み
type = Explod
trigger1 = animelem = 4
anim = 7016
id = 3000
sprpriority = 3
postype = p1
pos = 47,-100
bindtime = 1
pausemovetime = 64
ignorehitpause = 0
under = 0
scale = 1,1
ontop = 1


[State explod];
type = Explod
trigger1 = animelem = 6
anim = 1705
id = 3000
sprpriority = -20
postype = p1
pos = 0,0
bindtime = -1
removetime = -1
pausemovetime = 64
ignorehitpause = 0
under = 0
scale = 0.5,0.5
trans = sub

[State explod];
type = Explod
trigger1 = animelem = 6
anim = 1706
id = 3000
sprpriority = -10
postype = p1
pos = 0,0
bindtime = -1
removetime = -1
pausemovetime = 64
ignorehitpause = 0
under = 0
scale = 0.5,0.5
trans = sub

[State explod];
type = Explod
trigger1 = animelem = 6
anim = 1707
id = 1700
sprpriority = 30
postype = p1
pos = 34,-117
bindtime = -1
pausemovetime = 64
ignorehitpause = 0
under = 0
scale = 0.5,0.5
trans = sub

;---------------------[サウンド]
[State 810, Grab Sound];
type = PlaySnd
trigger1 = animelem = 4
value = 310, 1

[State 810, Grab Sound];
type = PlaySnd
trigger1 = animelem = 6
value = 1700, 0


;---------------------[演出]
[State 1020, 4]
type = EnvShake
trigger1 = animelem = 6
time = 120
ampl = -3
freq = 95
phase = 95


;---------------------[相手制御]
[State 801, 2]
type = TargetBind
trigger1 = animelem = 1
pos = 44,0

[State 801, 2]
type = TargetBind
trigger1 = animelem = 4
pos = 50,-98

[State 801, 2]
type = TargetBind
trigger1 = animelem = 5
pos = 34,-137


[State 801, 2]
type = Targetlifeadd
trigger1 = animelem = 6,>=0
value = -1
kill = 0

[State 801, 2]
type = lifeadd
trigger1 = animelem = 6,>=0
trigger1 = time % 5 = 0
value = 1

;---------------------[演出]
[State 210, Width];画面端の押し戻し判定
type = Width
trigger1 = 1
edge = 64,0


;---------------------[演出]
[state a]
type = varset
trigger1 = time = 0
v = 6
value = 0

[state a]
type = varadd
trigger1 = time < 25
v = 6
value = -6
ignorehitpause = 1

[State a];点滅
type = bgpalfx
trigger1 = 1
time = 5
add = 0,var(6),var(6)
color = 256
ignorehitpause = 1


;---------------------[ステート移行]
[State 821, 3] 
type = changeState
trigger1 = time = 152
value = 1711


;---------------------------------------------------------------------------
;体力吸収・終了
[Statedef 1711]
type    = S
movetype= A
physics = N
anim = 1711
juggle  = 0
sprpriority = 10
poweradd = 77

[State 820, 1]
type = null;sprpriority
Trigger1 = 1
value = -2

;---------------------[エフェクト]
[State explod];掴み
type = removeExplod
trigger1 = time = 0
id = 3000

;---------------------[相手制御]
[state a]
type = targetstate
trigger1 = time = 0
value = 1721

[State 801, 2]
type = TargetBind
trigger1 = animelem = 1
pos = 5,-136

[State 801, 2]
type = TargetBind
trigger1 = animelem = 2
pos = 8,-137

[State 801, 2]
type = TargetBind
trigger1 = animelem = 3
pos = 54,-55


[State 801, 2]
type = Targetlifeadd
trigger1 = animelem = 3
value = floor(-56*fvar(5))

;---------------------[演出]
[State 210, Width];画面端の押し戻し判定
type = Width
trigger1 = 1
edge = 64,0


;---------------------[演出]
[state a]
type = varadd
trigger1 = time < 25
v = 6
value = 6
ignorehitpause = 1

[state a]
type = varset
trigger1 = time = 25
v = 6
value = 0
ignorehitpause = 1

[State a];点滅
type = bgpalfx
trigger1 = 1
time = 5
add = 0,var(6),var(6)
color = 256
ignorehitpause = 1


;---------------------[ステート移行]
[State 821, 3] 
type = changeState
trigger1 = animtime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
;(ENEMY)体力吸収・掴まれ
[Statedef 1720]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = 1

;---------------------[演出]
[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1720

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

;---------------------[ステート移行]
[state a]
type = null;selfstate
trigger1 = animelem = 8,>=0
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 5000

;---------------------------------------------------------------------------
;(ENEMY)体力吸収・掴まれ
[Statedef 1721]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = 1

;---------------------[演出]
[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1721

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

;---------------------[ステート移行]
[state a]
type = changestate
trigger1 = animtime = 0
value = 1722


;---------------------------------------------------------------------------
;(ENEMY)体力吸収・投げられ
[Statedef 1722]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 2

;---------------------[演出]
[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 = time = 0
x = -4.5
y = -5

[state a]
type = veladd
trigger1 = 1
y = 0.42

;---------------------[ステート移行]
[state a]
type = selfstate
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 5100











;---------------------------------------------------------------------------
; Varのラウンド持ち越し
[Statedef 5900]
type = S


[State 5900, 1] ;Clear all int variables
type = null;VarRangeSet
trigger1 = roundsexisted = 0
farst = 2
last = 59
value = 0

[State 5900, 2] ;Clear all float variables
type = null;VarRangeSet
trigger1 = roundsexisted = 0
fvalue = 0

[State 5900, 3] ;Intro for round 1
type = ChangeState
trigger1 = roundno = 1
value = 190

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



;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;----------------------------------------------------------------------------
;(HELPER)ＫＯ勝利演出・待機
[Statedef 8000]
type = A
ctrl = 0
anim = 3000
velset = 0,0
movetype = I
physics = N
sprpriority = 7

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible
;---------------------[移動関係]
[state a]
type = bindtoroot
trigger1 = 1
pos = 0,0

;---------------------[透過]
;---------------------[]
[state a]
type = changestate
trigger1 = winko
value = 8001


;----------------------------------------------------------------------------
;(HELPER)ＫＯ勝利演出・通常
[Statedef 8001]
type = A
ctrl = 0
anim = 3000
velset = 0,0
movetype = I
physics = N
sprpriority = 7

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible
;---------------------[移動関係]
[state a]
type = bindtoroot
trigger1 = 1
pos = 0,0

;---------------------[効果音]
[State 200, 1];
type = PlaySnd
trigger1 = time = 0
value = 12, 0

;---------------------[エフェクト]
[State 3040, 7];画面フラッシュ
type = EnvColor
trigger1 = time % 9 = 0
trigger1 = time <= 33
;persistent = 0
;ignorehitpause = 1
time = 3
value = 0,0,0
under = 1

[State 3040, 7];画面フラッシュ
type = EnvColor
trigger1 = time % 9 = 3
trigger1 = time <= 33
;persistent = 0
;ignorehitpause = 1
time = 3
value = 255,0,0
under = 1

[State 3040, 7];画面フラッシュ
type = EnvColor
trigger1 = time % 9 = 6
trigger1 = time <= 33
;persistent = 0
;ignorehitpause = 1
time = 3
value = 255,255,255
under = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;----------------------------------------------------------------------------
;(HELPER)燃焼演出
[Statedef 7030]
type = A
ctrl = 0
anim = 3000
velset = 0,0
movetype = I
physics = N
sprpriority = 7

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

;---------------------[移動関係]
[state a]
type = posset
trigger1 = 1
x = enemynear,pos x
y = enemynear,pos y - 24

;---------------------[エフェクト]
[State explod];
type = Explod
trigger1 = time = 0
trigger2 = time = 1
anim = 7031 + random%2
id = 7030
sprpriority = 100
postype = p1
pos = -40 + random%80,-random%86
bindtime = 1
supermovetime = 0
under = 0
ownpal = 1
ignorehitpause = 1
scale = 1,1

[State explod];
type = Explod
trigger1 = time = 1
trigger2 = time = 2
anim = 7031 + random%3
id = 7030
sprpriority = 100
postype = p1
pos = -40 + random%80,-random%86
bindtime = 1
supermovetime = 0
under = 0
ownpal = 1
ignorehitpause = 1
scale = 1,1

[State explod];
type = Explod
trigger1 = time >= 16
trigger1 = time % 12 = 0
anim = 7034 + random%3
id = 7030
sprpriority = 100
postype = p1
pos = -40 + random%80,-random%86
bindtime = 1
supermovetime = 0
under = 0
ownpal = 1
ignorehitpause = 1
scale = 1,1

;---------------------[]
[state a]
type = destroyself
trigger1 = enemynear,movetype != H
trigger2 = enemynear,stateno = [120,159]
trigger3 = enemynear,stateno = [5100,5199]
trigger4 = time >= 64
trigger5 = root,stateno = 1050




;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[Statedef -2]

;[State 0, DisplayToClipboard]
;type = DisplayToClipboard
;trigger1 = NumHelper(4000) >= 1
;text = "%d  %d" ;%d %f
;params = Helper(4000),P2Dist X,floor(P2BodyDist X)

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[state -2, a];右向き設定
type = varset
trigger1 = var(10) = 0
trigger1 = facing = 1
v = 10
value = 1

[state -2, a];左向き設定
type = varset
trigger1 = var(10) = 0
trigger1 = facing = -1
v = 10
value = 2


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;スーパージャンプ
;//////////////////////////////////////////////////////////////////////////
;コマンド受付時間
[state a]
type = varset
trigger1 = command = "D"
v = 15
value = 15

[state a]
type = varadd
;trigger1 = stateno != 40
trigger1 = statetype != A
trigger1 = var(15) > 0
v = 15
value = -1

[state a]
type = varset
trigger1 = stateno = 52
v = 15
value = 0


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;お手玉制御
;//////////////////////////////////////////////////////////////////////////
[state a]
type = varset
trigger1 = enemy,stateno != [5000,5079]
v = 7
value = 0


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;ダウン回避
;//////////////////////////////////////////////////////////////////////////
[state a]
type = varset
trigger1 = movetype != H
trigger1 = alive = 0
v = 9
value = 0

[state a]
type = varset
trigger1 = movetype = H
trigger1 = command = "xa"
v = 9
value = 6

[state a]
type = varadd
trigger1 = var(9) > 0
v = 9
value = -1


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;::::::::カウンターヒット設定
[state a]
type = varset
trigger1 = enemy,movetype = A
v = 8
value = 1
ignorehitpause = 1

[State a]
type = null;EnvColor
trigger1 = movehit = 1
trigger1 = var(8) = 1
persistent = 0
ignorehitpause = 1
time = 1
value = 255,255,255
under = 2

[state a]
type = varset
trigger1 = enemy,movetype != A
trigger2 = movecontact = 1
v = 8
value = 0
ignorehitpause = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;ダメージ時のエフェクト、サウンドの消去
;//////////////////////////////////////////////////////////////////////////
;ダッシュ終了時のエフェクトの消去
[State 1];ブレスレットのエフェクト消去、主に通常動作
type = removeexplod
trigger1 = MoveType = H && stateno != [120,159]
ID = 3000


;ダメージ時の残像の消去
[state a];
type = null;afterimagetime
trigger1 = MoveType = H
time = 0

:ダッシュ音止め
[state a]
type = stopsnd
trigger1 = stateno != 100
trigger1 = stateno != 1020
channel = 1

:音止め
[state a]
type = stopsnd
trigger1 = movetype = H
channel = 2

:音止め
[state a]
type = stopsnd
trigger1 = stateno != 2200
trigger1 = stateno != 2250
channel = 4

:音止め
[state a]
type = stopsnd
trigger1 = stateno != 900
channel = 5

:音止め
[state a]
type = stopsnd
trigger1 = stateno != 900
channel = 6

[State 50, 4];残像消去
type = AfterImagetime
trigger1 = movetype = H
time = 0


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;//////////////////////////////////////////////////////////////////////////
;ダメージボイス
[state a]
type = PlaySnd
triggerall = stateno = 5000 ||  stateno = 5010 || stateno = 5020
triggerall = time = 0
triggerall = alive = 1
triggerall = random % 4 = 0
trigger1 = GetHitVar(animtype) = 0
value = 5000,0+(random%4)
persistent = 0

[state a]
type = PlaySnd
triggerall = stateno = 5000 ||  stateno = 5010 || stateno = 5020
triggerall = time = 0
triggerall = alive = 1
triggerall = random % 4 = 0
trigger1 = GetHitVar(animtype) = 1
value = 5000,1+(random%4)
persistent = 0

[state a]
type = PlaySnd
triggerall = stateno = 5000 ||  stateno = 5010 || stateno = 5020
triggerall = time = 0
triggerall = alive = 1
triggerall = random % 4 = 0
trigger1 = GetHitVar(animtype) = 2
trigger2 = GetHitVar(animtype) = 3
trigger3 = GetHitVar(animtype) = 4
value = 5000,2+(random%4)
persistent = 0

;///////////////////////////////////////////////////////////////////////
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;コンボによるダメージ補正
;//////////////////////////////////////////////////////////////////////////
; 
[state varset]
type = varset
trigger1 = stateno != [2000,2099]
trigger1 = stateno != [2100,2199]
trigger1 = stateno != [2200,2299]
trigger1 = numtarget
fvar(5) = 1 - target,gethitvar(hitcount)*0.05

[state varset]
type = varset
trigger1 = fvar(5) <= 0.2
fvar(5) = 0.2

[state varset]
type = varset
trigger1 = stateno = [2000,2999]
trigger1 = fvar(5) <= 0.5
fvar(5) = 0.5

[state varset]
type = varset
trigger1 = numtarget = 0
fvar(5) = 1

[state c]
type = attackmulset
trigger1 = numtarget = 0
value = 1

[state c]
type = attackmulset
trigger1 = stateno != [2000,2099]
trigger1 = stateno != [2100,2199]
trigger1 = stateno != [2200,2299]
trigger1 = numtarget
value = fvar(5)

[state a]
type = null;angledraw
trigger1 = 1
scale = fvar(5),fvar(5)



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;勝利時の演出
;//////////////////////////////////////////////////////////////////////////


[State a]
type = AssertSpecial
trigger1 = RoundState != 2
flag = nobardisplay

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;特殊メッセージ
;//////////////////////////////////////////////////////////////////////////
[state a];
type = null;varset
trigger1 = p2name = "Kim Kaphwan" || p4name = "Kim Kaphwan"
v = 9
value = 3


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;削りKO
;//////////////////////////////////////////////////////////////////////////
[state a]
type = null;changestate
triggerall = loseko
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
trigger3 = prevstateno = 130
trigger4 = prevstateno = 131
value = 178

[State a]
type = null;AssertSpecial
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
trigger3 = prevstateno = 130
trigger4 = prevstateno = 131
trigger5 = stateno = 178
flag = nokosnd
;flag2 = nokoslow


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;ゲージ
;//////////////////////////////////////////////////////////////////////////
;---------------------[ヘルパー]
[state a];ＫＯ演出
type = Helper
trigger1 = numhelper(8000) = 0
id = 8000
name = "g"
sprpriority = 1
pos = 0,0
postype = p1
stateno = 8000
helpertype = normal
pausemovetime = 999999
keyctrl = 1 
ownpal = 1

;---------------------[ヘルパー]
[state a];ゲージ
type = null;Helper
trigger1 = numhelper(4000) = 0
id = 4000
name = "g"
sprpriority = 1
pos = 0,0
postype = p1
stateno = 4000
helpertype = normal
pausemovetime = 99999999
supermovetime = 99999999
keyctrl = 0 
ownpal = 1



;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[Statedef -3]
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 
trigger2 = stateno = 106
value = 47, 0

[State -3, 2];ジャンプ音
type = PlaySnd
triggerall = time = 1
trigger1 = stateno = 40 
trigger1 = var(15) <= 0
value = 40, 0
channel = 3

[State -3, 2];ジャンプ音
type = PlaySnd
triggerall = time = 1
trigger1 = stateno = 40 
trigger1 = var(15) > 1
value = 40, 1
channel = 3


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; ハイジャンプ処理
[State -3, 5];ハイジャンプ判定
type = varset
trigger1 = stateno = 10
trigger1 = time = 0
trigger2 = stateno = 100
v = 15
value = 20

[State -3, 5];ハイジャンプ消去
type = varset
trigger1 = stateno = 52
trigger1 = time = 0
v = 15
value = 0

; 小ジャンプ処理
[State -3, 5];小ジャンプ判定
type = varset
trigger1 = stateno = 40
trigger1 = command != "holdup"
v = 16
value = 1

[State -3, 5];小ジャンプ消去
type = varset
trigger1 = stateno = 40
trigger1 = command = "holdup"
v = 16
value = 0

[State -3, 5]
type = velset
trigger1 = stateno = 50
trigger1 = anim = 42
trigger1 = time = 1
trigger1 = var(15) >= 1
x = 5
;y = -9


[State -3, 5]
type = velset
trigger1 = stateno = 50
trigger1 = anim = 43
trigger1 = time = 1
trigger1 = var(15) >= 1
x = -5
;y = -9

[State -3, 5];小ジャンプ
type = veladd
trigger1 = stateno = 50
trigger1 = time = 1
trigger1 = var(16) = 1
y = 3

[State -3, 5]
type = AfterImage
trigger1 = stateno = 50
trigger1 = time = 1
trigger1 = var(15) >= 1
time = 10
trans = add1
timegap = 1
framegap = 2
length = 8
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1
