
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;基本データ部分
[Data]
life              = 1000    ;体力ゲージの最大値を決めます
power             = 3000    ;パワーゲージ最大値（デフォルトは 3000 = Lv.3 になります・オプション）
attack            = 100     ;攻撃力パーセンテージ（デフォルトは 100% になります）
defence           = 100     ;防御力パーセンテージ（デフォルトは 100% になります）
fall.defence_up   = 50      ;一時的に上昇するダウン時の防御力パーセンテージ
liedown.time      = 60      ;倒れてから起き上がるまでの時間
airjuggle         = 15      ;ジャグルポイント限界値
sparkno           = -1      ;デフォルトのヒットスパーク番号（fightfx.airか、キャラのairから呼び出す）
guard.sparkno     = -1      ;デフォルトのガードスパーク番号（fightfx.airか、キャラのairから呼び出す）
KO.echo           = 0       ;ＫＯ時の声にエコーを掛けるかどうか（0=しない・1=する）
volume            = 255     ;キャラの音量　255が最高
IntPersistIndex   = 46      ;Varを次のラウンドへ持ち越しが可能 (最小=0, 最大=59)
FloatPersistIndex = 20      ;FVarを次のラウンドへ持ち越しが可能 (最小=0, 最大=39)

;---------------------------------------------------------------------------
;サイズ設定
[Size]
xscale           = 1      ;キャラ画像の横のスケール
yscale           = 1      ;キャラ画像の縦のスケール
ground.back      = 15       ;キャラの幅（地上後方）
ground.front     = 16       ;キャラの幅（地上前方）
air.back         = 12       ;キャラの幅（空中後方）
air.front        = 12       ;キャラの幅（空中前方）
height           = 100      ;跳び越す相手のためのキャラの高さ
attack.dist      = 265      ;攻撃を出した時に相手がガード体勢に入る最低の距離
proj.attack.dist = 90       ;相手がガード体勢に入る発射物との最低の距離
proj.doscale     = 1        ;xscaleとyscaleが発射物のスケールにも影響するかどうか（0=しない・1=する）
head.pos         = -5, -90  ;BindToTargetの時に必要な頭の座標
mid.pos          = -5, -60  ;BindToTargetの時に必要な体中心の座標
shadowoffset     = 0        ;影の垂直方向の位置
draw.offset      = 0,0      ;キャラ描画表示位置（Ｘ軸,Ｙ軸）

;---------------------------------------------------------------------------
;移動速度設定
[Velocity]
walk.fwd     = 1.5         ;前進歩行速度
walk.back    = -1.5        ;後退歩行速度
run.fwd      = 5.7         ;前に走る時の速度（Ｘ軸,Ｙ軸）
run.back     = -3.7,-3.2   ;後ろに走る時の速度（Ｘ軸,Ｙ軸）
jump.neu     = 0,-9.5        ;垂直ジャンプ速度（Ｘ軸,Ｙ軸）
jump.back    = -4          ;後ジャンプ速度
jump.fwd     = 4           ;前ジャンプ速度
airjump.neu  = 0,-9.5        ;空中垂直ジャンプ速度（Ｘ軸,Ｙ軸）
airjump.back = -4.5        ;空中後ジャンプ速度
airjump.fwd  = 4.5         ;空中前ジャンプ速度

;---------------------------------------------------------------------------
;動作設定
[Movement]
airjump.num     = 1      ;空中ジャンプが出来る回数（オプション）
airjump.height  = 25     ;空中ジャンプするために必要な最低限の高さ（オプション）
yaccel          = .50    ;重力（垂直下降加速度）
stand.friction  = .85    ;立ち状態の摩擦係数
crouch.friction = .82    ;しゃがみ状態の摩擦係数


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

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

[State 180, ステート変更]
type = ChangeState
trigger1 = MatchOver != 1
trigger1 = (100*life/LifeMax) >= 50
value = 181

[State 180, ステート変更]
type = ChangeState
trigger1 = MatchOver != 1
trigger1 = (100*life/LifeMax) < 50
value = 181

[State 180, ステート変更]
type = ChangeState
triggerall = MatchOver = 1 
trigger1 = (100*life/LifeMax) >= 50
value = 181

[State 180, ステート変更]
type = ChangeState
triggerall = MatchOver = 1
trigger1 = (100*life/LifeMax) < 50
value = 181

;---------------------------------------------------------------------------
; ラウンド勝利1
[Statedef 181]
type = S
ctrl = 0
Anim = 180
velset = 0,0

[State 277,0]
type = AssertSpecial
trigger1 = time = [0,400]
flag = RoundNotOver

[State -2, 1]
type = PlaySnd
trigger1 = animelem = 1
value = s101,3
channel = 5

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

[State 175, 1]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = anim != 0
value = 0

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




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

;---------------------------------------------------------------------------
;イントロ
;---------------------------------------------------------------------------
[Statedef 190]
type = S
ctrl = 0


;イントロのフラグ
[State 190,1]
type = AssertSpecial
trigger1 = 1
flag = Intro



[State 40, 6]
type = ChangeState
trigger1 = Time = 1
value = 191

;---------------------------------------------------------------------------
;イントロ１
[Statedef 191]
type = S
Anim = 191
ctrl = 0

[State -2, 1]
type = PlaySnd
trigger1 = time = 5
value = s101,10
channel = 2

[State 7100, エフェクト]
type = Explod
trigger1 = AnimElem = 1, 1
anim = 8888
postype = p1
pos = 0,0
scale = 1, 1;2, 2
velocity = 0, 0
accel = 0,0
removetime = 50;290
persistent = 0
ownpal= 1
OnTop = 0
sprpriority = -5
supermovetime = 1580;290
bindtime = -1

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


[State 277,0]
type = AssertSpecial
trigger1 = time = [0,400]
flag = RoundNotOver


[State 175, 1]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = anim != 0
value = 0

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


;---------------------------------------------------------------------------
; タイムオーバー
[Statedef 170]
type = S
ctrl = 0
anim = 186
velset = 0,0

[State -2, 1]
type = PlaySnd
trigger1 = animelem = 4
value = s100,Ifelse(Matchover,13,12)
channel = 5
volume = 255

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

;---------------------------------------------------------------------------
; ドロー
[Statedef 175]
type = S
ctrl = 0
anim = 175
velset = 0,0

[State -2, 1]
type = PlaySnd
trigger1 = animelem = 4
value = s100,Ifelse(Matchover,11,10)
channel = 5
volume = 255

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

;---------------------------------------------------------------------------
; コンテニュー？
[Statedef 5500]
type = S
ctrl = 0
velset = 0,0

[State 5500, 1] ;Use continue animation if available
type = ChangeAnim
trigger1 = time = 0
value = 5300


;立ち弱攻撃
;---------------------------------------------------------------------------
[Statedef 200]
type = S
movetype = A
physics = S
ctrl = 0
PowerAdd = ceil(5*fvar(21))

[State 800, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 260

[State 7100, エフェクト]
type = Explod
trigger1 = Time = 10;200;240;40;trigger1 = AnimElem = 1, 1
anim = 3110
postype = left
pos = 0,5
scale = 1, 1;2, 2
velocity = 0, 0
accel = 0,0
removetime = -2;290
persistent = 0
ownpal= 1
OnTop = 0
sprpriority = 200
supermovetime = 1580;290
bindtime = -1

[State -2, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = s1,0
channel = 1

[State 300 , 2]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
trigger4 = AnimElem = 5
attr = , NA
damage = 100,100
animtype = Light
getpower = 20,20
givepower = 15,15
guardflag = MA
hitflag = MAF
priority = 2,Hit
pausetime = 8,9
hitsound = s102,2
guardsound = s102,2
sparkno = 1
guardsparkno = 1
sparkxy = 0,-60
ground.type = high
ground.slidetime = 8
ground.hittime = 10
air.hittime = 10
guard.hittime = 11
guard.ctrltime = 11
airguard.hittime = 13
airguard.ctrltime = 13
ground.velocity = -3
air.velocity = -1.3,-4.5
airguard.velocity = -0.8,-3.2
yaccel = 0.48
Air.fall = 1
fall.recovertime = Ceil(fvar(20)*22+9)
guard.kill = 1

[State 300 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;立ち中攻撃
;---------------------------------------------------------------------------
[Statedef 210]
type = S
movetype = A
physics = S
ctrl = 0
PowerAdd = ceil(10*fvar(21))

[State 800, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 1200

[State 7100, エフェクト]
type = Explod
trigger1 = Time = 4;200;240;40;trigger1 = AnimElem = 1, 1
anim = 9999
postype = left
pos = 0,5
scale = 1, 1;2, 2
velocity = 0, 0
accel = 0,0
removetime = 100;290
persistent = 0
ownpal= 1
OnTop = 0
sprpriority = -5
supermovetime = 1580;290
bindtime = -1


[State 7100, エフェクト]
type = Explod
trigger1 = AnimElem = 8, 1
anim = 8120
postype = p1
pos = 0,-70
scale = 1, 1;2, 2
velocity = 0, 0
accel = 0,0
removetime = 30;290
persistent = 0
ownpal= 1
OnTop = 0
sprpriority = -5
supermovetime = 1580;290
bindtime = -1



[State -2, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s103,4

[State -2, 1]
type = PlaySnd
trigger1 = AnimElem = 8
value = s101,9


[State 1000, 3]
type = Projectile
trigger1 = AnimElem = 5
projanim = 2600
projedgebound = 70
projID = 2600
projpriority = 1
postype = p2
offset = 0,-50
attr = S, SP
damage = 10,10
animtype = hard
hitflag = MAFP
guardflag = MA
sparkxy = 0,-30
hitsound = -1
guardsound = s1, 5
pausetime = 0,13
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = 0,0
air.velocity = 0,-4
air.fall = 1
air.juggle = 10
yaccel = .5
size = 0.8,0.8
ProjRemoveTime = 100
ProjHits  =  300
ProjRemove = 0
OwnPal = 1



[State 300 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;前中攻撃
;---------------------------------------------------------------------------
[Statedef 215]
type = S
movetype = A
physics = S
ctrl = 0
PowerAdd = ceil(10*fvar(21))

[State 800, 1]
type = ChangeAnim
Trigger1 = PrevStateno != [340,349]
Trigger1 = Time = 0
value = 9897


[State -2, 1]
type = PlaySnd
trigger1 = Var(11) = 0
trigger1 = AnimElem = 4
value = s104,1
channel = 2

[State -2, 1]
type = PlaySnd
trigger1 = Var(11) = 1
trigger1 = AnimElem = 4
value = s104,1
channel = 2

[State -2, 1]
type = PlaySnd
trigger1 = Var(11) = 2
trigger1 = AnimElem = 4
value = s104,1
channel = 2

[State -2, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = s1,7

[State -2, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = s1,8


[State 300 , 2]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
attr = , NP
damage = 30,30
animtype = Medium
getpower = 20,20
givepower = 35,35
guardflag = MA
hitflag = MAF
priority = 2,Hit
pausetime = 10,12
hitsound = s5,1
guardsound = s6,1
sparkno = 1
guardsparkno = 1
sparkxy = 0,-60
ground.type = high
ground.slidetime = 12
ground.hittime = 15
air.hittime = 15
guard.hittime = 16
guard.ctrltime = 16
airguard.hittime = 18
airguard.ctrltime = 18
ground.velocity = -4.5
air.velocity = -1.9,-2.3
airguard.velocity = -0.8,-2.3
yaccel = 0.48
Air.fall = 1
fall.recovertime = Ceil(fvar(20)*25+12)
guard.kill = 1



[State 300 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;立ち強攻撃
;---------------------------------------------------------------------------
[Statedef 220]
type = S
movetype = A
physics = S
ctrl = 0
PowerAdd = ceil(20*fvar(21))

[State 800, 1]
type = ChangeAnim
Trigger1 = PrevStateno != [340,349]
Trigger1 = Time = 0
value = 9896

[State -2, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s1,8

[State 1010, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 1
x = 13

[State 1010, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 2
x = 10;5

[State 1010, 移動速度]
type = VelSet
trigger1 = AnimElem = 2
x = 18;4


[State 300 , 2]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
attr = , NP
damage = 50,20
animtype = Hard
getpower = 20,20
givepower = 50,50
guardflag = MA
hitflag = MAF
priority = 3,Hit
pausetime = 12,15
hitsound = s5,2
guardsound = s6,2
sparkno = 1
guardsparkno = 1
sparkxy = 0,-30
ground.type = high
ground.slidetime = 16
ground.hittime = 20
air.hittime = 20
guard.hittime = 21
guard.ctrltime = 21
airguard.hittime = 25
airguard.ctrltime = 25
ground.velocity = -8
air.velocity = -3.5,-4.0
airguard.velocity = -2.0,-4.0
yaccel = 0.48
Air.fall = 1
fall.recovertime = Ceil(fvar(20)*30+15)
guard.kill = 1




[State 300 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;空中中攻撃
;---------------------------------------------------------------------------
[Statedef 270]
type = A
movetype = A
physics = A
ctrl = 0
PowerAdd = ceil(10*fvar(21))

[State 800, 1]
type = ChangeAnim
Trigger1 = PrevStateno != [340,349]
Trigger1 = Time = 0
value = Ifelse((var(59)=2||var(59)=5),270,271)

[State -2, 1]
type = VarRandom
trigger1 = time = 0
v = 11
range = 0,3

[State -2, 1]
type = PlaySnd
trigger1 = Var(11) = 0
trigger1 = AnimElem = 3
value = s102,3
channel = 2

[State -2, 1]
type = PlaySnd
trigger1 = Var(11) = 1
trigger1 = AnimElem = 3
value = s102,4
channel = 2

[State -2, 1]
type = PlaySnd
trigger1 = Var(11) = 2
trigger1 = AnimElem = 3
value = s102,5
channel = 2

[State -2, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s1,7

[State -2, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = s1,8

[State 2001]
type = Explod
trigger1 = Animelem = 3
anim = 212
pos = 0,-4
postype = P1
scale = 0.5,0.5
id = 270
Ownpal = 1
sprpriority = 2
IgnoreHitPause = 1
PauseMoveTime = 999999999999

[State 300 , 2]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NP
damage = Ifelse((var(59)=2||var(59)=5),Ceil(FVar(10)*70),Ceil(FVar(10)*65*Ifelse((var(59)=1||var(59)=4),(1+var(40)*0.1),1))),Ifelse((var(59)=2||var(59)=5),0,Ceil(FVar(10)*6))
animtype = Medium
getpower = ceil(40*fvar(21)),ceil(40*fvar(21))
givepower = 35,35
guardflag = HA
hitflag = MAF
priority = 2,Hit
pausetime = 10,12
hitsound = s5,1
guardsound = s6,1
sparkno = -1
sparkxy = 0,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
air.hittime = 15
guard.hittime = 16
guard.ctrltime = 16
airguard.hittime = 18
airguard.ctrltime = 18
ground.velocity = -4
air.velocity = -3.3,-5.0
airguard.velocity = -1.5,-3.0
yaccel = 0.48
Air.fall = 1
fall.recovertime = Ceil(fvar(20)*25+12)
guard.kill = 0

[State -2]
Type = Helper
trigger1 = MoveHit
StateNo = 10020
ID = 10021
name = "Hit_Spark"
PosType = P2
Pos = -5,-70
Ownpal = 1
SprPriority = 2
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 999999999999
PauseMoveTime = 999999999999

[State -2]
Type = Helper
trigger1 = MoveGuarded
StateNo = 10050
ID = 10050
name = "Hit_Spark"
PosType = P2
Pos = 5,-70
Ownpal = 1
SprPriority = 2
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 999999999999
PauseMoveTime = 999999999999

[State -2 , 1]
type = Varadd
trigger1 = MoveHit
v = 14
value = 1
IgnoreHitPause = 1
persistent = 0

[State -2 , 1]
type = Varset
trigger1 = MoveHit
fv = 11
value = fvar(11)*0.87
IgnoreHitPause = 1
persistent = 0

[State -2 , 1]
type = Varset
trigger1 = MoveHit
fv = 20
value = fvar(20)*0.94
IgnoreHitPause = 1
persistent = 0

[State 151, 3]
type = CtrlSet
trigger1 = time = 30
value = 1

;---------------------------------------------------------------------------
;空中下中攻撃
;---------------------------------------------------------------------------
[Statedef 275]
type = A
movetype = A
physics = A
ctrl = 0
PowerAdd = ceil(10*fvar(21))

[State 800, 1]
type = ChangeAnim
Trigger1 = PrevStateno != [340,349]
Trigger1 = Time = 0
value = 275

[State -2, 1]
type = VarRandom
trigger1 = time = 0
v = 11
range = 0,3

[State -2, 1]
type = PlaySnd
trigger1 = Var(11) = 0
trigger1 = AnimElem = 4
value = s102,3
channel = 2

[State -2, 1]
type = PlaySnd
trigger1 = Var(11) = 1
trigger1 = AnimElem = 4
value = s102,4
channel = 2

[State -2, 1]
type = PlaySnd
trigger1 = Var(11) = 2
trigger1 = AnimElem = 4
value = s102,5
channel = 2

[State -2, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = s1,7

[State -2, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = s1,8

[State 2001]
type = Explod
trigger1 = Animelem = 4
anim = 276
pos = 0,0
postype = P1
scale = 0.5,0.5
id = 275
Ownpal = 1
sprpriority = 2
IgnoreHitPause = 1
PauseMoveTime = 999999999999

[State 300 , 2]
type = HitDef
trigger1 = AnimElem = 4
attr = A, NP
damage = Ifelse((var(59)=2||var(59)=5),Ceil(FVar(10)*70),Ceil(FVar(10)*60*Ifelse((var(59)=1||var(59)=4),(1+var(40)*0.1),1))),Ifelse((var(59)=2||var(59)=5),0,Ceil(FVar(10)*6))
animtype = Medium
getpower = ceil(40*fvar(21)),ceil(40*fvar(21))
givepower = 35,35
guardflag = MA
hitflag = MAF
priority = 2,Hit
pausetime = 8,9
hitsound = s5,1
guardsound = s6,1
sparkno = -1
sparkxy = 0,0
ground.type = high
ground.slidetime = 8
ground.hittime = 10
air.hittime = 10
guard.hittime = 11
guard.ctrltime = 11
airguard.hittime = 13
airguard.ctrltime = 13
ground.velocity = -3.5
air.velocity = -1.8,-3.2
airguard.velocity = -1.0,-2.0
yaccel = 0.48
Air.fall = 1
fall.recovertime = Ceil(fvar(20)*25+9)
guard.kill = 0

[State -2]
Type = Helper
trigger1 = MoveHit
StateNo = 10020
ID = 10021
name = "Hit_Spark"
PosType = P2
Pos = -5,-75
Ownpal = 1
SprPriority = 2
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 999999999999
PauseMoveTime = 999999999999

[State -2]
Type = Helper
trigger1 = MoveGuarded
StateNo = 10050
ID = 10050
name = "Hit_Spark"
PosType = P2
Pos = 5,-75
Ownpal = 1
SprPriority = 2
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 999999999999
PauseMoveTime = 999999999999

[State -2 , 1]
type = Varadd
trigger1 = MoveHit
v = 14
value = 1
IgnoreHitPause = 1
persistent = 0

[State -2 , 1]
type = Varset
trigger1 = MoveHit
fv = 11
value = fvar(11)*0.87
IgnoreHitPause = 1
persistent = 0

[State -2 , 1]
type = Varset
trigger1 = MoveHit
fv = 20
value = fvar(20)*0.94
IgnoreHitPause = 1
persistent = 0

[State -2]
type = Varset
trigger1 = var(20) = 0
trigger1 = time = [6,9]
var(20) = 1
IgnoreHitPause = 1
persistent = 1

[State -2]
Type = Helper
Trigger1 = Numhelper(345) = 0
Trigger1 = time = [6,9]
StateNo = 345
ID = 345
name = "Sousai"
PosType = P1
Pos = 0,0
Ownpal = 1
SprPriority = 2
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 999999999999
PauseMoveTime = 999999999999

[State -2]
type = Varset
triggerall = var(20) = 1
trigger1 = time >= 10
var(20) = 0
IgnoreHitPause = 1
persistent = 1

[State 151, 3]
type = CtrlSet
trigger1 = time = 33
value = 1

;---------------------------------------------------------------------------
;空中強攻撃
;---------------------------------------------------------------------------
[Statedef 280]
type = A
movetype = A
physics = A
ctrl = 0
PowerAdd = ceil(20*fvar(21))

[State 800, 1]
type = ChangeAnim
Trigger1 = PrevStateno != [340,349]
Trigger1 = Time = 0
value = Ifelse((var(59)=2||var(59)=5),280,281)

[State -2, 1]
type = VarRandom
trigger1 = time = 0
v = 11
range = 0,3

[State -2, 1]
type = PlaySnd
trigger1 = Var(11) = 0
trigger1 = AnimElem = 5
value = s102,6
channel = 2

[State -2, 1]
type = PlaySnd
trigger1 = Var(11) = 1
trigger1 = AnimElem = 5
value = s102,7
channel = 2

[State -2, 1]
type = PlaySnd
trigger1 = Var(11) = 2
trigger1 = AnimElem = 5
value = s102,8
channel = 2

[State -2, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = s1,7

[State -2, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = s1,8

[State 2001]
type = Explod
trigger1 = Animelem = 5
anim = 216
pos = 0,10
postype = P1
scale = 0.5,0.5
id = 280
Ownpal = 1
sprpriority = 2
IgnoreHitPause = 1
PauseMoveTime = 999999999999

[State 2001]
type = Explod
trigger1 = Animelem = 5
anim = 221
pos = -10,10
postype = P1
scale = 0.5,0.5
id = 280
Ownpal = 1
sprpriority = 2
IgnoreHitPause = 1
PauseMoveTime = 999999999999

[State 300 , 2]
type = HitDef
trigger1 = AnimElem = 5
attr = A, NP
damage = Ceil(FVar(10)*130*Ifelse((var(59)=1||var(59)=4),(1+var(40)*0.1),1)),Ifelse((var(59)=2||var(59)=5),0,Ceil(FVar(10)*13))
animtype = Hard
getpower = ceil(55*fvar(21)),ceil(55*fvar(21))
givepower = 50,50
guardflag = HA
hitflag = MAF
priority = 2,Hit
pausetime = 12,15
hitsound = s5,2
guardsound = s6,2
sparkno = -1
sparkxy = 0,0
ground.type = high
ground.slidetime = 16
ground.hittime = 20
air.hittime = 20
guard.hittime = 21
guard.ctrltime = 21
airguard.hittime = 25
airguard.ctrltime = 25
ground.velocity = -5
air.velocity = -3.6,-3.8
airguard.velocity = -1.8,-3.0
yaccel = 0.48
Air.fall = 1
fall.recovertime = Ceil(fvar(20)*30+15)
guard.kill = 0

[State -2]
Type = Helper
trigger1 = MoveHit
StateNo = 10020
ID = 10022
name = "Hit_Spark"
PosType = P2
Pos = -10,-80
Ownpal = 1
SprPriority = 2
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 999999999999
PauseMoveTime = 999999999999

[State -2]
Type = Helper
trigger1 = MoveGuarded
StateNo = 10050
ID = 10050
name = "Hit_Spark"
PosType = P2
Pos = 0,-80
Ownpal = 1
SprPriority = 2
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 999999999999
PauseMoveTime = 999999999999

[State -2 , 1]
type = Varadd
trigger1 = MoveHit
v = 14
value = 1
IgnoreHitPause = 1
persistent = 0

[State -2 , 1]
type = Varset
trigger1 = MoveHit
fv = 11
value = fvar(11)*0.70
IgnoreHitPause = 1
persistent = 0

[State -2 , 1]
type = Varset
trigger1 = MoveHit
fv = 20
value = fvar(20)*0.90
IgnoreHitPause = 1
persistent = 0

[State -2]
type = Varset
trigger1 = var(20) = 0
trigger1 = time = [8,9]
var(20) = 1
IgnoreHitPause = 1
persistent = 1

[State -2]
Type = Helper
Trigger1 = Numhelper(345) = 0
Trigger1 = time = [8,9]
StateNo = 345
ID = 345
name = "Sousai"
PosType = P1
Pos = 0,0
Ownpal = 1
SprPriority = 2
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 999999999999
PauseMoveTime = 999999999999

[State -2]
type = Varset
triggerall = var(20) = 1
trigger1 = time >= 10
var(20) = 0
IgnoreHitPause = 1
persistent = 1

[State 151, 3]
type = CtrlSet
trigger1 = time = 37
value = 1

;---------------------------------------------------------------------------
;空中下強攻撃
;---------------------------------------------------------------------------
[Statedef 285]
type = A
movetype = A
physics = A
ctrl = 0
PowerAdd = ceil(20*fvar(21))

[State 800, 1]
type = ChangeAnim
Trigger1 = PrevStateno != [340,349]
Trigger1 = Time = 0
value = 285

[State -2, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = s102,13
channel = 2

[State -2, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = s1,7

[State -2, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = s1,8

[State 52, 1]
type = VelSet
trigger1 = Animelem = 5
x = -3
y = -7

[State 2001]
type = Explod
trigger1 = Animelem = 5
anim = 286
pos = 0,0
postype = P1
scale = 0.5,0.5
id = 285
Ownpal = 1
sprpriority = 2
IgnoreHitPause = 1
PauseMoveTime = 999999999999

[State 300 , 2]
type = HitDef
trigger1 = AnimElem = 5
attr = A, NP
damage = Ceil(FVar(10)*175*Ifelse((var(59)=1||var(59)=4),(1+var(40)*0.1),1)),Ifelse((var(59)=2||var(59)=5),0,Ceil(FVar(10)*17))
animtype = Hard
getpower = ceil(55*fvar(21)),ceil(55*fvar(21))
givepower = 50,50
guardflag = HA
hitflag = MAF
priority = 2,Hit
pausetime = 12,15
hitsound = s5,3
guardsound = s6,2
sparkno = -1
sparkxy = 0,0
ground.type = high
ground.slidetime = 16
ground.hittime = 20
air.hittime = 20
guard.hittime = 23
guard.ctrltime = 23
airguard.hittime = 27
airguard.ctrltime = 27
ground.velocity = -3.1,9.5
air.velocity = -3.1,9.5
airguard.velocity = -1.5,-3.8
yaccel = 0.48
fall = 1
fall.recovertime = Ceil(fvar(20)*56+15)
guard.kill = 0

[State -2]
Type = Helper
trigger1 = MoveHit
StateNo = 10020
ID = 10022
name = "Hit_Spark"
PosType = P2
Pos = 0,-80
Ownpal = 1
SprPriority = 2
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 999999999999
PauseMoveTime = 999999999999

[State -2]
Type = Helper
trigger1 = MoveGuarded
StateNo = 10050
ID = 10050
name = "Hit_Spark"
PosType = P2
Pos = 10,-80
Ownpal = 1
SprPriority = 2
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 999999999999
PauseMoveTime = 999999999999

[State -2 , 1]
type = Varadd
trigger1 = MoveHit
v = 14
value = 1
IgnoreHitPause = 1
persistent = 0

[State -2 , 1]
type = Varset
trigger1 = MoveHit
fv = 11
value = fvar(11)*0.70
IgnoreHitPause = 1
persistent = 0

[State -2 , 1]
type = Varset
trigger1 = MoveHit
fv = 20
value = fvar(20)*0.90
IgnoreHitPause = 1
persistent = 0

[State 151, 3]
type = CtrlSet
trigger1 = time = 41
value = 1

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


;---------------------------------------------------------------------------
;打ち上げ攻撃(タメ無し)
;---------------------------------------------------------------------------
[Statedef 301]
type = C
movetype = A
physics = C
ctrl = 0
PowerAdd = ceil(20*fvar(21))

[State 2001]
type = removeExplod
trigger1 = time = 0
id = 305

[State 800, 1]
type = ChangeAnim
Trigger1 = PrevStateno != [340,349]
Trigger1 = Time = 0
value = 301

[State -2, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = s102,11
channel = 2

[State -2, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = s1,7

[State -2, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = s1,8

[State 20, 1]
type = VelSet
trigger1 = Animelem = 3
x = -2.5

[State 2001]
type = Explod
trigger1 = Animelem = 3
anim = 307
pos = 0,0
postype = P1
scale = 0.5,0.5
id = 300
Ownpal = 1
sprpriority = 2
IgnoreHitPause = 1
PauseMoveTime = 999999999999

[State 2001]
type = Explod
trigger1 = Animelem = 3
anim = 308
pos = 0,0
postype = P1
scale = 0.5,0.5
id = 300
Ownpal = 1
sprpriority = 2
IgnoreHitPause = 1
PauseMoveTime = 999999999999

[State 300 , 2]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NP
damage = Ceil(FVar(10)*140*Ifelse((var(59)=1||var(59)=4),(1+var(40)*0.1),1)),Ifelse((var(59)=2||var(59)=5),0,Ceil(FVar(10)*14))
animtype = Hard
getpower = ceil(55*fvar(21)),ceil(55*fvar(21))
givepower = 50,50
guardflag = M
hitflag = MAF
priority = 2,Hit
pausetime = 10,10
hitsound = s5,3
guardsound = s6,2
sparkno = -1
sparkxy = 0,0
ground.type = high
ground.slidetime = 18
ground.hittime = 20
air.hittime = 20
guard.hittime = 23
guard.ctrltime = 23
airguard.hittime = 27
airguard.ctrltime = 27
ground.velocity = -1,-18
air.velocity = -1,-18
yaccel = 0.48
fall = 1
fall.recovertime = Ceil(fvar(20)*66+10)
guard.kill = 0
p1facing = 1
p2facing = 1
ID = 300

[State -2]
Type = Helper
trigger1 = MoveHit
StateNo = 10020
ID = 10022
name = "Hit_Spark"
PosType = P2
Pos = 0,-80
Ownpal = 1
SprPriority = 2
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 999999999999
PauseMoveTime = 999999999999

[State -2]
Type = Helper
trigger1 = MoveGuarded
StateNo = 10050
ID = 10050
name = "Hit_Spark"
PosType = P2
Pos = 10,-80
Ownpal = 1
SprPriority = 2
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 999999999999
PauseMoveTime = 999999999999

[State -2 , 1]
type = Varadd
trigger1 = MoveHit
v = 14
value = 1
IgnoreHitPause = 1
persistent = 0

[State 3001, 6]
type = targetState
trigger1 = movehit
trigger1 = !Target,IsHelper
value = 303
ID = 300
ctrl = 0
IgnoreHitPause = 1
persistent = 0

[State -2 , 1]
type = Varset
trigger1 = MoveHit
fv = 11
value = fvar(11)*0.83
IgnoreHitPause = 1
persistent = 0

[State -2 , 1]
type = Varset
trigger1 = MoveHit
fv = 20
value = fvar(20)*0.92
IgnoreHitPause = 1
persistent = 0

[State -2]
type = Varset
trigger1 = var(20) = 0
trigger1 = time = [10,19]
var(20) = 1
IgnoreHitPause = 1
persistent = 1

[State -2]
Type = Helper
Trigger1 = Numhelper(345) = 0
trigger1 = time = [10,19]
StateNo = 345
ID = 345
name = "Sousai"
PosType = P1
Pos = 0,0
Ownpal = 1
SprPriority = 2
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 999999999999
PauseMoveTime = 999999999999

[State -2]
type = Varset
triggerall = var(20) = 1
trigger1 = time >= 20
var(20) = 0
IgnoreHitPause = 1
persistent = 1

[State 300 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;打ち上げ攻撃(最大タメ)
;---------------------------------------------------------------------------
[Statedef 302]
type = C
movetype = A
physics = C
ctrl = 0
PowerAdd = ceil(20*fvar(21))

[State 800, 1]
type = ChangeAnim
Trigger1 = PrevStateno != [340,349]
Trigger1 = Time = 0
value = 301

[State -2, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = s102,12
channel = 2

[State -2, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = s1,7

[State -2, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = s1,8

[State 20, 1]
type = VelSet
trigger1 = Animelem = 3
x = -2.5

[State 2001]
type = Explod
trigger1 = Animelem = 3
anim = 307
pos = 0,0
postype = P1
scale = 0.5,0.5
id = 300
Ownpal = 1
sprpriority = 2
IgnoreHitPause = 1
PauseMoveTime = 999999999999

[State 2001]
type = Explod
trigger1 = Animelem = 3
anim = 308
pos = 0,0
postype = P1
scale = 0.5,0.5
id = 300
Ownpal = 1
sprpriority = 2
IgnoreHitPause = 1
PauseMoveTime = 999999999999

[State 300 , 2]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NP
damage = Ceil(FVar(10)*160*Ifelse((var(59)=1||var(59)=4),(1+var(40)*0.1),1)),Ifelse((var(59)=2||var(59)=5),0,Ceil(FVar(10)*16))
animtype = Hard
getpower = ceil(55*fvar(21)),ceil(55*fvar(21))
givepower = 50,50
guardflag = M
hitflag = MAF
priority = 2,Hit
pausetime = 10,10
hitsound = s5,3
guardsound = s5,3
sparkno = -1
sparkxy = 0,0
ground.type = high
ground.slidetime = 18
ground.hittime = 20
air.hittime = 20
guard.hittime = 23
guard.ctrltime = 23
airguard.hittime = 27
airguard.ctrltime = 27
ground.velocity = -1,-18
air.velocity = -1,-18
yaccel = 0.48
fall = 1
fall.recovertime = Ceil(fvar(20)*66+10)
guard.kill = 0
p1facing = 1
p2facing = 1
ID = 300

[State -2]
Type = Helper
trigger1 = MoveHit
StateNo = 10020
ID = 10022
name = "Hit_Spark"
PosType = P2
Pos = 0,-80
Ownpal = 1
SprPriority = 2
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 999999999999
PauseMoveTime = 999999999999

[State -2]
Type = Helper
trigger1 = MoveGuarded
StateNo = 10051
ID = 10051
name = "Hit_Spark"
PosType = P2
Pos = 10,-80
Ownpal = 1
SprPriority = 2
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 999999999999
PauseMoveTime = 999999999999

[State -2 , 1]
type = Varadd
trigger1 = MoveHit
v = 14
value = 1
IgnoreHitPause = 1
Persistent = 0


[State -2 , 1]
type = Varset
trigger1 = MoveContact
fv = 11
value = fvar(11)*0.83
IgnoreHitPause = 1
persistent = 0

[State -2 , 1]
type = Varset
trigger1 = MoveHit
fv = 20
value = fvar(20)*0.92
IgnoreHitPause = 1
persistent = 0

[State 3001, 6]
type = targetState
trigger1 = movehit
trigger1 = !Target,IsHelper
value = 303
ID = 300
ctrl = 0
IgnoreHitPause = 1
Persistent = 0

[State -2 , 1]
type = Varset
trigger1 = Moveguarded
v = 25
value = 10
IgnoreHitPause = 1
Persistent = 0

[State 3001, 6]
type = targetState
trigger1 = moveguarded
trigger1 = !Target,IsHelper
value = 304
ID = 300
ctrl = 0
IgnoreHitPause = 1
Persistent = 0

[State -2]
type = Varset
trigger1 = var(20) = 0
trigger1 = time = [10,19]
var(20) = 1
IgnoreHitPause = 1
persistent = 1

[State -2]
Type = Helper
Trigger1 = Numhelper(345) = 0
trigger1 = time = [10,19]
StateNo = 345
ID = 345
name = "Sousai"
PosType = P1
Pos = 0,0
Ownpal = 1
SprPriority = 2
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 999999999999
PauseMoveTime = 999999999999

[State -2]
type = Varset
triggerall = var(20) = 1
trigger1 = time >= 20
var(20) = 0
IgnoreHitPause = 1
persistent = 1

[State 300 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;打ち上げ攻撃で吹っ飛ばされた相手
;---------------------------------------------------------------------------
[Statedef 303]
type    = A
movetype= H
physics = N
velset = 0,0

[State 800]
type = Velset
trigger1 = time = 5
x = -1
y = -18

[State 800]
type = VelAdd
trigger1 = time >= 10
y = 0.48

[State 800, 1]
type = ChangeAnim2
Trigger1 = Anim != 302
Trigger1 = Time = 0
value = 302

[State 800, 1]
type = ChangeAnim2
Trigger1 = Anim != 303
trigger1 = time >= 5
Trigger1 = vel Y > 1
value = 303

[State 800]
type = PlayerPush
trigger1 = 1
value = 0

[State 5050, 5]
type = selfstate
triggerall = Pos Y < -10
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 1022]
type = SelfState
trigger1 = ((Pos Y >= 0) && (vel Y > 0))
value = 5100

;---------------------------------------------------------------------------
;打ち上げ攻撃で吹っ飛ばされた相手(よろけ状態)
;---------------------------------------------------------------------------
[Statedef 304]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 800]
type = Velset
trigger1 = time = 5
x = -1
y = -18

[State 800]
type = Gravity
trigger1 = time >= 10

[State 800, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 150

[State 800, 1]
type = ChangeAnim
Triggerall = Time = 0
Triggerall = AuthorName = "Ina"
Trigger1 = Name = "Heart_Aino" || Name = "Saki_Tsuzura" || Name = "Kamui_Tokinomiya" || Name = "Konoha" || Name = "Maori_Kasuga" || Name = "Lilica_Felchenerow" || Name = "Yoriko_Yasuzumi"
Trigger2 = Name = "Meifang" || Name = "Kira_Daidohji" || Name = "Lieselotte Achenbach" || Name = "Fiona_Mayfield"
Trigger3 = Name = "Petra_Johanna_Lagerkvist" || Name = "Catherine_Kyohbashi" || Name = "Zenia_Valov" || Name = "Dorothy Albright" || Name = "Elsa_La_Conti" || Name = "Clarice_Di_Lanza"
Trigger4 = Name = "Angelia_Avallone" || Name = "Akane_Inuwaka" || Name = "Nazuna_Inuwaka" || Name = "Parace_Lsia"
Trigger5 = Name = "Weis" || Name = "Eko" || Name = "Scharlachrot"
value = 304

[State 800, 1]
type = ChangeAnim
Triggerall = Time = 0
Triggerall = AuthorName = "Drowin arcana"
Trigger1 = Name = "Saki"
Trigger2 = Name = "Fiona"
Trigger3 = Name = "Kamui"
value = 5601

[State 800, 1]
type = ChangeAnim
Triggerall = Time = 0
Triggerall = AuthorName = "Ahuron"
Trigger1 = Name = "Konoha"
Trigger2 = Name = "Lieselotte"
Trigger3 = Name = "Maori"
value = 265

[State 800, 1]
type = ChangeAnim
Triggerall = Time = 0
Triggerall = AuthorName = "NHK"
Trigger1 = Name = "Kira"
value = 5910

[State 800]
type = PlayerPush
trigger1 = 1
value = 0

[State 800, 1]
type = ChangeAnim2
Trigger1 = Anim != 303
trigger1 = time >= 5
Trigger1 = vel Y > 1
value = 303

[State 800, Change]
type = SelfState
Triggerall = vel Y <= 1
triggerall = time >= 40
Trigger1 = Enemy,AuthorName = "Ina"
trigger1 = Enemy,Name = "Petra_Johanna_Lagerkvist"
trigger1 = Enemy,var(25) <= 0
Trigger2 = EnemyNear,AuthorName = "Ina"
trigger2 = EnemyNear,Name = "Petra_Johanna_Lagerkvist"
trigger2 = EnemyNear,var(25) <= 0
value = 5210

[State 415, 0]
type = HitFallSet
Trigger1 = vel Y > 1
trigger1 = time >= 5
value = 0

[State 1022]
type = SelfState
Trigger1 = vel Y > 1
trigger1 = time >= 5
value = 50
ctrl = 0



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




; 理心誠流舞・前
[Statedef 13000]
type = S
movetype = I
physics = N
anim = 13000
poweradd = ifelse(var(30)=3,0.8,ifelse(var(30)=2,1,1.2))*100
velset = 0
ctrl = 0

[State 13000, 0]
type = varset
trigger1 = time = 1
var(20) = 0

[State 13000, 0]
type = Width
trigger1 = AnimElem = 1, >= 0
value =  -5, 0

[State 13000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,0

[State 13000, 2]
type = VelSet
trigger1 = AnimElem = 1
x = 1.5

[State 13000, 3]
type = Veladd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 8
trigger3 = AnimElem = 11
trigger4 = AnimElem = 14
x = 0.1

[State 13000, 4]
type = PosAdd
trigger1 = AnimElem = 19
x = P2dist X + 20

[State 13000, 5]
type = VelSet
trigger1 = AnimElem = 19
x = 10

[State 13000, 6]
type = ChangeState
trigger1 = p2dist X < 0
trigger2 = animtime = 0
value = 13005



; 理心誠流舞・前停止
[Statedef 13005]
type = S
movetype = I
physics = S
anim = 13005
poweradd = 0
velset = 0
ctrl = 0

[State 13005, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 7

[State 13005, 0]
type = Width
trigger1 = AnimElem = 1, >= 0
value =  -5, 0

[State 13005, 2]
type = Turn
trigger1 = (var(20)!=0) && (animtime = 0)
trigger1 = p2dist X < 0

[State 13005, 3]
type = ChangeState
trigger1 = (var(20)!=0) && (animtime = 0)
value = var(20)
ctrl = 0

[State 13005, 4]
type = Turn
trigger1 = animtime = 0
value = 0

[State 13005, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = ifelse(enemynear,p2statetype=C,11,0)
ctrl = 1

[State 13005, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = ifelse(command="holddown",11,0)
ctrl = 1


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

;-------------------------------------------------------------------------------
;超ソード
[Statedef 15000]
type    = A
movetype= A
physics = N
velset = 1,0
ctrl = 0
anim = 15000
poweradd = -500
sprpriority = 4

[State 13000, NotHitby]
type = NotHitBy
trigger1 = 1
value = SCA

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = s104,4

[State 3000, エフェクト];カットイン
type = Explod
trigger1 = AnimElem = 1, 1
anim = 13008
postype = left;left
pos = 0,0
velocity = 0, 0
accel = 0,0
removetime = 20;90
persistent = 0
ownpal= 1
sprpriority = 0
supermovetime = 10
ontop = 1
BindTime = -1


[State 13000, 2]
type = assertspecial
trigger1 = time = [0,100]
flag = nomusic

[State 13000, yukkuri]
type = helper
trigger1 = animelem = 1
ID = 15500
helpertype = normal
postype = back
ignorehitpause = 1
persistent = 0
pos = 0,0
stateno = 15500
ownpal = 1
supermove = 1
supermovetime = 99999
pausemovetime = 99999

[State 13000, 3]
type = Afterimage
trigger1 = time = 0
time = 100
paladd = -10,-20,-20
palmul = .95,.95,.95
timegap = 1
framegap = 1
trans = add

[State 620, 2]
type = PlaySnd
trigger1 = animelemtime(1) = 0
value = s104, 5

[State 3001, 5]
type = Velset
trigger1 = Animelem >= 12
x = 2.6

[State 3001, 5]
type = Velset
trigger1 = Animelem = 12
y = -1



[State 13001, 3]
type = HitDef
trigger1 = Animelem >= 12
attr = A, HA
damage = 0,0
animtype = Medium
guardflag = MA
priority = 7, Hit
pausetime = 0,0
sparkno = s7007;-1
guard.sparkno = s7007;-1
sparkxy = -10, -76
hitsound = -1
guardsound = -1
ground.type = Low
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = 0,0
airguard.velocity = 0,0
air.velocity = 0,0
air.hittime = 12
p2stateno = 15300

[State 3001, 6]
type = ChangeState
trigger1 = movehit; = 1 
value = 15002
ctrl = 0









[State 3000, 10]
type = ChangeState
trigger1 = Animelem = 18
value = 15001
ctrl = 0

;--------------------------------------------------------------------------------------------------
;十七分割・空中動作
[Statedef 15001]
type    = S
movetype= A
physics = N
velset = 2.6,-1
hitdefpersist = 1 
pos = 8,0

[State 3001, 1]
type = assertspecial
trigger1 = 1
flag = nomusic


[State 13000, 3]
type = Afterimage
trigger1 = time = 0
time = 100
paladd = -10,-20,-20
palmul = .95,.95,.95
timegap = 1
framegap = 1
trans = add

[State 13001, 3]
type = HitDef
trigger1 = Time >= 0
attr = A, HA
damage = 0,0
animtype = Medium
guardflag = MA
priority = 7, Hit
pausetime = 0,0
sparkno = -1
sparkxy = -10, -76
hitsound = -1
guardsound = -1
guard.sparkno = s7007;-1
ground.type = Low
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = 0,0
airguard.velocity = 0,0
air.velocity = 0,0
air.hittime = 12
p2stateno = 15300

[State 3001, 5]
type = VelAdd
trigger1 = 1
y = 0.05

[State 3001, 6]
type = ChangeState
trigger1 = movehit; = 1 
value = 15002
ctrl = 0

[State 3001, 7] ;設定した値に達したらチェンジステート
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 10
value = 15003

;---------------------------------------------------------------------------------------------------
;十七分割・着地（ヒット時）
[Statedef 15002]
type    = S
movetype= A
physics = S
anim = 15001
sprpriority = 2
velset = 0,0
ctrl = 0

[State 3002, 2] ;地面に設置させるステート
type = PosSet
trigger1 = Time = 0
y = 0

[State 3002, 3] 
type = Velset
trigger1 = time = 0
x = 0
y = 0

[State 3002, 4]
type = EnvShake
trigger1 = Animelem = 3
time = 10

[State 15000,kill]
type = Explod
trigger1 = Animelem = 2
anim = 14999
id = 14999
pos = 0,0
postype = back
sprpriority = 5;2
bindtime = -1

[State 3300,カットイン]
Type=Explod
trigger1 = Animelem = 3
Anim=9899
ID=9899
animetype = left
PosType=left
Pos= 10,70
Ownpal=1
Scale=0.8,0.8
SprPriority= -1
OnTop=0
RemoveTime= 100
IgnoreHitPause=1
Persistent=0
SuperMoveTime=9**8
PauseMoveTime=9**8
BindTime = -1

[state y]
type = playsnd
Trigger1 = WinKo
Trigger1 = RoundState = 3
Trigger1 = RoundState != 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 99999
PauseMoveTime = 99999
value = S104,10
volume = 254
channel = 8


[State 3302, 3]
type = PosAdd
trigger1 = time = 0
x = 120

[State 3002, 5]
type = TargetBind
trigger1 = time = 0
pos = -120,0
time = 10

[State 3002, 6]
type = Playsnd
trigger1 = Animelem = 2
value = s104,9

[State 200,1]
type=envcolor
trigger1= AnimElem = 2
value=111,5,5;227,10,10
time=1
under=1
persistent=0

[State 200,1]
type=envcolor
trigger1= AnimElem = 3
value=227,10,10
time=1
under=1
persistent=0

[State 3002, 7]
type = TargetLifeAdd
trigger1 = AnimElem = 2
value = -700

[State 110,0];直死の魔眼KO判定
type = Varset
triggerall = P2Life = 0
trigger1 = AnimElem = 2
v = 31
value = 1

[State 3002, 8]
type = HitAdd
trigger1 = AnimElem = 2
value = 16

[State 3002, 9]
type = TargetState
trigger1 = AnimElem = 2
value = 15330

[State 3003, 10]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------------
;十七分割された相手のステート
[Statedef 15330]
type    = A
movetype= H
physics = N
velset = 0,-7

[State 3010, 1] 
type = VelAdd
Trigger1 = 1
y = 0.30

[state a]
type = lifeadd
trigger1 = 1
value = -9999

[State 3010, 2]
type = turn
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0

[State 3010, 4] 
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 

;----------------------------------------------------------------------------
;十七分割の途中の相手のステート
[Statedef 15300]
type    = S
movetype= H
physics = N
velset = 0,0

[state a]
type = lifeadd
trigger1 = 1
value = -9999

[State 3015, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 15300

;----------------------------------------------------------------------------
;十七分割・着地（失敗）
[Statedef 15003]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 15002
ctrl = 0
sprpriority = 2

[State 3003, 2] ;　地面に接地
type = PosSet
trigger1 = time = 0
y = 0

[State 3003, 3]
type = VelSet
trigger1 = time = 0
y = 0
x = 0

[State 3003, 5]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------------
[Statedef 15500]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 15003
ctrl = 0
sprpriority = 2

[State 13000, 2]
type = assertspecial
trigger1 = 1;stateno = [15000,15002]
flag = nomusic

[State pal]
type = BGPalFX
trigger1 = time = 0
time = 78
sinadd = -255,-255,-160,156;-128,-128,-64,156
ignorehitpause = 1

[State pal]
type = BGPalFX
trigger1 = time = 30
time = 300
add = -255,-255,-160;-128,-128,-64
ignorehitpause = 1

;[State 13000, 2]
;type = assertspecial
;trigger1 = 1;stateno = [15000,15002]
;flag = nobg

[State 3003, 4]
type = ChangeState;DestroySelf
trigger1 = parent, stateno = 15002
;trigger1 = time = 10
value = 15502

[State 3003, 4]
type = ChangeState;DestroySelf
trigger1 = parent, stateno != [15000,15002]
value = 15501

;-------------------------------
[Statedef 15501]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 15003
ctrl = 0
sprpriority = 2

[State pal]
type = BGPalFX
trigger1 = time = 0
time = 30
add = -255,-255,-160
sinadd = 255,255,160,156;-128,-128,-64,156
ignorehitpause = 1

[State 3003, 4]
type = DestroySelf
trigger1 = time = 34

;-------------------------------------------------------------------------------
;-------------------------------
[Statedef 15502]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 15003
ctrl = 0
sprpriority = 2

[State 13000, 2]
type = assertspecial
trigger1 = Time = [0,80]
flag = nomusic

[State pal]
type = BGPalFX
trigger1 = time = 40
time = 30
add = -255,-255,-160
sinadd = 255,255,160,156;-128,-128,-64,156
ignorehitpause = 1

[State 3003, 4]
type = DestroySelf
trigger1 = parent, stateno != 15002




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

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

[Statedef -2]




[State -1];タッグ時　死体に反応しないように
type = varset
trigger1 = numenemy = 1;相手が１人の場合
trigger2 = numenemy = 2;相手が２人の場合
trigger2 = enemynear(0),life > 0;最も近い相手が生きている場合
var(58) = 0
ignoreHitpause = 1

[State -1]
type = varset
trigger1 = numenemy = 2;相手が２人の場合
trigger1 = enemynear(0),life <= 0;最も近い相手が死んでいる場合
var(58) = 1
ignoreHitpause = 1



 [state test];ステート抜け反撃
type = selfstate
 trigger1 = stateno = 40
 value = 0

[State 2, shild]
type = HitOverride
triggerall = var(51) = 1
trigger1 = movetype = H
time = 30
attr = SA, NA, SA, HA, NP, SP, HP
stateno = 51

[state test];ヒット数設定
type = varset
 trigger1 = var(19) = 0
 var(19) = 4

 [state test];ステート抜け反撃
type = selfstate
 triggerall = gethitvar(hitcount) >= var(19)
 triggerall = var(51) = 1
 triggerall = alive
 trigger1 = movetype = H
 value = 51


[state test];抜けスイッチ（onで狂中位ぐらいになるかも）
type = varset
 trigger1 = var(51) = 0
 var(51) = 0

　　　　　;↑の0(一番下)を1にすればon　0でoff





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




