
;===========================================================================
; 超必杀技
;===========================================================================

;闪光水晶击发动
[Statedef 2000]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2000
ctrl     = 0
sprpriority = 2

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 30

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 25,0

[State 3000, パワーゲージ消費]
type = poweradd
trigger1 = time = 0
value = -1000

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 29
time = 29
p2defmul = 1.0

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,29]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 2
anim = 7000
pos = 0, -74
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 2
anim = 7010
pos = 0, -74
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State -2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 9,0

[State 2000, 9]
type = PlaySnd
trigger1 = AnimElem = 1
value = s2000, 0
channel = 30

[State 2000, 11]
type = PlaySnd
trigger1 = AnimElemTime(3) = 2
value = s2000, 1
channel = 31

[State 2000, 1]
type = Helper
trigger1 = AnimElemTime(3) = 1
helpertype = normal
name = "ShiningCrystalBit"
ID = 2001
pos = 1, -66
postype = p1
stateno = 2001
ownpal = 1

[State 2000, 2]
type = Helper
trigger1 = AnimElemTime(3) = 1
helpertype = normal
name = "ShiningCrystalBit"
ID = 2002
pos = -1, -65
postype = p1
stateno = 2002
ownpal = 1

[State 2000, 12]
type = VarSet
trigger1 = time = 0
var(3) = 0

[State 2000, 13]
type = VarAdd
trigger1 = AnimElemTime(3) >= 1
var(3) = 1

[State 2000, 14]
type = VarSet
trigger1 = time = 0
var(6) = 0

[State 2000, 15]
type = VarAdd
trigger1 = NumHelper(2001)
trigger1 = Helper(2001),MoveHit
trigger2 = NumHelper(2002)
trigger2 = Helper(2002),MoveHit
var(6) = 1

[state 3010,changestate]
type = ChangeState
triggerall = (time = [60,190])
trigger1 = command = "x" 
value = 2010

[state 3010,changestate]
type = ChangeState
triggerall = (time = [60,190])
trigger1 =  command = "y"
value = 2020

[State 2000, 16]
type = ChangeState
trigger1 = Time = 212
value = 2005
ctrl = 1 

;---------------------------------------------------------------------------
;闪光水晶击结束
[Statedef 2005]
type = S
movetype = I
physics = S
juggle = 5
velset = 0, 0
ctrl = 0
anim = 2005
poweradd = 0
sprpriority = 0

[State 2100, 8]
type = Stopsnd
trigger1 = Time = 0
channel = 30

[State 2100, 9]
type = Stopsnd
trigger1 = Time = 0
channel = 31

[State 2001, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1 
;---------------------------------------------------------------------------
;水晶超射发动(地面)
[Statedef 2010]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2010
ctrl     = 0
sprpriority = 2

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

[State 2100, 8]
type = Stopsnd
trigger1 = Time = 0
channel = 30

[State 2100, 9]
type = Stopsnd
trigger1 = Time = 0
channel = 31

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 25,0

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 29
time = 29
p2defmul = 1.0

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,29]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 4
anim = 7000
pos = -17, -123
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 4
anim = 7010
pos = -17, -123
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State -2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 9,0

[State 2100, 1]
type = Helper
trigger1 = Time = 59
helpertype = normal
name = "CrystalShoot"
ID = 2010
pos = -22, -131
postype = p1
stateno = 2011
ownpal = 1

[State 2100, 11]
type = VarAdd
trigger1 = Time > 28
var(3) = 1

[State 2100, 12]
type = ChangeState
trigger1 = (Time >= 59) && (command != "holdx")
trigger2 = Time = 179
value = 2015
ctrl = 1 

;---------------------------------------------------------------------------
;水晶超射攻击（地面）
[Statedef 2015]
type        = S
movetype    = A
physics     = S
juggle      = 0 
velset      = 0, 0
ctrl        = 0
anim        = 2015
poweradd    = 0
sprpriority = 0

[State 2101, 1]
type = PlaySnd
trigger1 = Time = 1
value = s2100, 0
channel = 0

[State 2101, 2]
type = PlaySnd
trigger1 = Time = 3
value = s2100, 1

[State 2101, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;水晶超射发动（对空）
[Statedef 2020]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2010
ctrl     = 0
sprpriority = 2

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

[State 2100, 8]
type = Stopsnd
trigger1 = Time = 0
channel = 0

[State 2100, 9]
type = Stopsnd
trigger1 = Time = 0
channel = 1

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 25,0

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 29
time = 29
p2defmul = 1.0

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,29]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 4
anim = 7000
pos = -17, -123
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 4
anim = 7010
pos = -17, -123
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State -2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 9,0

[State 2100, 1]
type = Helper
trigger1 = Time = 59
helpertype = normal
name = "CrystalShoot"
ID = 2020
pos = -22, -131
postype = p1
stateno = 2016
ownpal = 1

[State 2100, 11]
type = VarAdd
trigger1 = Time > 28
var(3) = 1

[State 2100, 12]
type = ChangeState
trigger1 = (Time >= 59) && (command != "holdy")
trigger2 = Time = 179
value = 2025
ctrl = 1 
;---------------------------------------------------------------------------
;水晶超射攻击（对空）
[Statedef 2025]
type        = S
movetype    = A
physics     = S
juggle      = 0 
velset      = 0, 0
ctrl        = 0
anim        = 2020
poweradd    = 0
sprpriority = 0

[State 2101, 1]
type = PlaySnd
trigger1 = Time = 1
value = s2100, 0
channel = 0

[State 2101, 2]
type = PlaySnd
trigger1 = Time = 3
value = s2100, 1

[State 2101, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;空中闪光水晶击发动
[Statedef 2100]
type        = A
movetype    = A
physics     = N
juggle      = 0
velset      = 0, 0
ctrl        = 0
anim        = 2100
poweradd    = 0
sprpriority = 0

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 30

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 25,0

[State 3000, パワーゲージ消費]
type = poweradd
trigger1 = time = 0
value = -1000

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 29
time = 29
p2defmul = 1.0

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,29]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 2
anim = 7000
pos = 0, -74
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 2
anim = 7010
pos = 0, -74
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State -2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 9,0

[State 2000, 9]
type = PlaySnd
trigger1 = AnimElem = 1
value = s2000, 0
channel = 25

[State 2000, 11]
type = PlaySnd
trigger1 = AnimElemTime(6) = 2
value = s2000, 1
channel = 26

[State 2200, 1]
type = Helper
trigger1 = AnimElemTime(6) = 1
helpertype = normal
name = "ShiningCrystalBit"
ID = 2102
pos = 1, -66
postype = p1
stateno = 2102
ownpal = 1

[State 2200, 2]
type = Helper
trigger1 = AnimElemTime(6) = 1
helpertype = normal
name = "ShiningCrystalBit"
ID = 2103
pos = -1, -65
postype = p1
stateno = 2103
ownpal = 1
[State 2200, 12]
type = VarSet
trigger1 = time = 0
var(3) = 0

[State 2200, 13]
type = VarAdd
trigger1 = AnimElemTime(6) >= 1
var(3) = 1

[State 2200, 14]
type = VarSet
trigger1 = time = 0
var(6) = 0

[State 2200, 15]
type = VarAdd
trigger1 = NumHelper(2102)
trigger1 = Helper(2102),MoveHit
trigger2 = NumHelper(2103)
trigger2 = Helper(2103),MoveHit
var(6) = 1

[state 3010,changestate]
type = ChangeState
triggerall = (time = [60,190])
trigger1 = command = "x" 
value = 2110

[state 3010,changestate]
type = ChangeState
triggerall = (time = [60,190])
trigger1 = command = "y"
value = 2120

[State 2200, 16]
type = ChangeState
trigger1 = Time = 212
value = 2101
ctrl = 1 

;---------------------------------------------------------------------------
;空中闪光水晶击结束
[Statedef 2101]
type = A
movetype = I
physics = N
juggle = 0
velset = 0, 0
ctrl = 0
anim = 2101
poweradd = 0
sprpriority = 0

[State 2100, 8]
type = Stopsnd
trigger1 = Time = 0
channel = 25

[State 2100, 9]
type = Stopsnd
trigger1 = Time = 0
channel = 26

[State 2201, 1]
type = Gravity
trigger1 = AnimElemTime(3) >= 0

[State 2201, 2]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 2105
ctrl = 1

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

[Statedef 2102]
type = A
movetype = A
physics = N
juggle = 0
velset = 0, 0
ctrl = 0
anim = 2001
poweradd = 0
sprpriority = 2

[State 2002, 1]
type = HitDef
triggerall = Parent,var(6) = 0
triggerall = P2stateNo != 6000
trigger1 = Time = 1
attr = A, HP
damage = 125, 26
hitflag = MAF
animtype = Diagup
getpower = 0, 0
priority = 3, Hit
pausetime = 0, 12
sparkno = s8020
guard.sparkno = s8120
sparkxy = -10, 0
hitsound = s2000,2
guardsound = s2,1
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -6.5, -8
air.velocity = -6.5, -8
guard.velocity = -10.5
fall = 1
p2stateno = 6000
fall.recover = 0
palfx.time = 48
palfx.add = 16, 16, 16
palfx.mul = 192, 192, 256
palfx.sinadd = 128, 128, 128, 8
palfx.invertall = 1
palfx.color = 32

[State 2002, 2]
type = HitDef
triggerall = P2stateNo != 6000
trigger1 = Parent,var(6) = 1
attr = A, HP
damage = 125, 26
hitflag = MAF
animtype = Diagup
getpower = 0, 0
priority = 3, Hit
pausetime = 0, 12
sparkno = s8020
guard.sparkno = s8120
sparkxy = -10, 0
hitsound = s2000,2
guardsound = s2, 1
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -6.5, -8
air.velocity = -6.5, -8
guard.velocity = -10.5
fall = 1
p2stateno = 6000
fall.recover = 0
palfx.time = 48
palfx.add = 16, 16, 16
palfx.mul = 192, 192, 256
palfx.sinadd = 128, 128, 128, 8
palfx.invertall = 1
palfx.color = 32

[State 2202, 3]
type = EnvColor
trigger1 = MoveHit = 1
value = 248, 248, 248
time = 1
under = 1
ignorehitpause = 1

[State 2202, 4]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "ShiningCrystalBit"
ID = 2104
pos = 1, -66
postype = p1
stateno = 2104
ownpal = 1

[State 2202, 5]
type = StateTypeSet
trigger1 = Time >= 150
statetype = A
movetype = I
physics = N

[State 2202, 6]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2202, 7]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2202, 8]
type = SprPriority
trigger1 = Time < 150
trigger1 = (Time % 32) = 8
value = -1

[State 2202, 9]
type = SprPriority
trigger1 = Time < 150
trigger1 = (Time % 32) = 24
value = 2

[State 2202, 10]
type = BindToParent
trigger1 = Time >= 0 && Time < 32
pos = (63*cos((pi/16*time)+(pi/2))*time/32), (71*sin((pi/16*time)-(pi/16))*time/32)-64

[State 2202, 11]
type = BindToParent
trigger1 = Time >= 32 && Time < 86
pos = (63*cos((pi/16*time)+(pi/2))), (71*sin((pi/16*time)-(pi/16)))-64

[State 2202, 12]
type = BindToParent
trigger1 = Time >= 86 && Time < 150
pos = (63*cos((pi/16*time)+(pi/2))*(150-time)/64), (71*sin((pi/16*time)-(pi/16))*(150-time)/64)-64

[State 2202, 13]
type = PosAdd
trigger1 = Time >= 150 && Time < 182
x = 63 * pi/8 * sin((pi/8*time) - (pi/2)) * (time - 150) / 16
y = 71 * pi/8 * cos((pi/8*time) - (pi/2)) * (time - 150) / 16

[State 2202, 14]
type = AngleDraw
trigger1 = Time >= 150 && Time < 182
scale = 0.03125 * (182 - time), 0.03125 * (182 - time)

[State 2202, 15]
type = VarSet
trigger1 = 1
var(3) = Parent,var(3)

[State 2202, 16]
type = ChangeState
trigger1 = Parent,stateno = 2110
trigger2 = Parent,stateno = 2120
value = 2112

[State 2202, 17]
type = DestroySelf
trigger1 = Time = 182
trigger2 = Parent,movetype = H

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

[Statedef 2103]
type = A
movetype = A
physics = N
juggle = 0
velset = 0, 0
ctrl = 0
anim = 2001
poweradd = 0
sprpriority = -1

[State 2002, 1]
type = HitDef
triggerall = Parent,var(6) = 0
triggerall = P2stateNo != 6000
trigger1 = Time = 1
attr = A, HP
damage = 125, 26
hitflag = MAF
animtype = Diagup
getpower = 0, 0
priority = 3, Hit
pausetime = 0, 12
sparkno = s8020
guard.sparkno = s8120
sparkxy = -10, 0
hitsound = s2000,2
guardsound = s2,1
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -6.5, -8
air.velocity = -6.5, -8
guard.velocity = -10.5
fall = 1
p2stateno = 6000
fall.recover = 0
palfx.time = 48
palfx.add = 16, 16, 16
palfx.mul = 192, 192, 256
palfx.sinadd = 128, 128, 128, 8
palfx.invertall = 1
palfx.color = 32

[State 2002, 2]
type = HitDef
triggerall = P2stateNo != 6000
trigger1 = Parent,var(6) = 1
attr = A, HP
damage = 125, 26
hitflag = MAF
animtype = Diagup
getpower = 0, 0
priority = 3, Hit
pausetime = 0, 12
sparkno = s8020
guard.sparkno = s8120
sparkxy = -10, 0
hitsound = s2000,2
guardsound = s2, 1
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -6.5, -8
air.velocity = -6.5, -8
guard.velocity = -10.5
fall = 1
p2stateno = 6000
fall.recover = 0
palfx.time = 48
palfx.add = 16, 16, 16
palfx.mul = 192, 192, 256
palfx.sinadd = 128, 128, 128, 8
palfx.invertall = 1
palfx.color = 32

[State 2203, 3]
type = EnvColor
trigger1 = MoveHit = 1
value = 248, 248, 248
time = 1
under = 1
ignorehitpause = 1

[State 2203, 4]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "ShiningCrystalBit"
ID = 2114
pos = -1, -65
postype = p1
stateno = 2114
ownpal = 1

[State 2203, 5]
type = StateTypeSet
trigger1 = Time >= 150
statetype = A
movetype = I
physics = N

[State 2203, 6]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2203, 7]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2203, 8]
type = SprPriority
trigger1 = Time < 150
trigger1 = (Time % 32) = 8
value = 2

[State 2203, 9]
type = SprPriority
trigger1 = Time < 150
trigger1 = (Time % 32) = 24
value = -1

[State 2203, 10]
type = BindToParent
trigger1 = Time >= 0 && Time < 32
pos = (63*cos((pi/16*time)-(pi/2))*time/32), (71*sin((pi/16*time)+(pi/16))*time/32)-64

[State 2203, 11]
type = BindToParent
trigger1 = Time >= 32 && Time < 86
pos = (63*cos((pi/16*time)-(pi/2))), (71*sin((pi/16*time)+(pi/16)))-64

[State 2203, 12]
type = BindToParent
trigger1 = Time >= 86 && Time < 150
pos = (63*cos((pi/16*time)-(pi/2))*(150-time)/64), (71*sin((pi/16*time)+(pi/16))*(150-time)/64)-64

[State 2203, 13]
type = PosAdd
trigger1 = Time >= 150 && Time < 182
x = 63 * pi/8 * sin((pi/8*time) + (pi/2)) * (time - 150) / 16
y = 71 * pi/8 * cos((pi/8*time) + (pi/2)) * (time - 150) / 16

[State 2203, 14]
type = AngleDraw
trigger1 = Time >= 150 && Time < 182
scale = 0.03125 * (182 - time), 0.03125 * (182 - time)

[State 2203, 15]
type = VarSet
trigger1 = 1
var(3) = Parent,var(3)

[State 2203, 16]
type = ChangeState
trigger1 = Parent,stateno = 2110
trigger2 = Parent,stateno = 2120
value = 2113

[State 2203, 17]
type = DestroySelf
trigger1 = Time = 182
trigger2 = Parent,movetype = H

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

[Statedef 2104]
type = A
movetype = A
physics = N
juggle = 0
velset = 0, 0
ctrl = 0
anim = 2002
poweradd = 0
sprpriority = 2

[State 2204, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2204, 2]
type = HitBy
trigger1 = Time >= 0
value = SCA, AP

[State 2204, 3]
type = HitOverride
trigger1 = 1
attr = SCA, AP
stateno = 2104

[State 2204, 4]
type = BindToParent
trigger1 = 1
time = 150
pos = 0, 0

[State 2204, 5]
type = ChangeState
trigger1 = Root,stateno = 2110
value = 2114

[State 2204, 6]
type = DestroySelf
trigger1 = Time = 150
trigger2 = (Root,stateno = 2100) && (Root,Time = 180)
trigger3 = Root,movetype = H

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;空中闪光水晶击着地
[Statedef 2105]
type = S
movetype = I
physics = S
juggle = 0
velset = 0, 0
ctrl = 0
anim = 2105
poweradd = 0
sprpriority = 0

[State 2205, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5110, fall]
type = Explod
trigger1 = Time = 0
anim = 8430
pos = -10,0
postype = p1
facing = 1
sprpriority = -100
bindtime = 1
ownpal = 1
scale = 0.5,0.5

[State 5110, fall]
type = Explod
trigger1 = Time = 0
anim = 8430
pos = 10,0
postype = p1
facing = -1
sprpriority = -100
bindtime = 1
ownpal = 1
scale = 0.5,0.5

[State 2205, 2]
type = PlaySnd
trigger1 = Time = 1
value = s40, 2

[State 2205, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;空中水晶超射发动
[Statedef 2110]
type = A
movetype = A
physics = N
juggle = 0
velset = 0, 0
ctrl = 0
anim = 2110
poweradd = 0
sprpriority = 0

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

[State 2100, 8]
type = Stopsnd
trigger1 = Time = 0
channel = 0

[State 2100, 9]
type = Stopsnd
trigger1 = Time = 0
channel = 1

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 25,0

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 29
time = 29
p2defmul = 1.0

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,29]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 4
anim = 7000
pos = -17, -123
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 4
anim = 7010
pos = -17, -123
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State -2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 9,0

[State 2100, 1]
type = Helper
trigger1 = Time = 59
helpertype = normal
name = "CrystalShoot"
ID = 2110
pos = -22, -131
postype = p1
stateno = 2116
ownpal = 1

[State 2100, 11]
type = VarAdd
trigger1 = Time > 28
var(3) = 1

[State 2100, 12]
type = ChangeState
trigger1 = (Time >= 59) && command != "holdx"
trigger2 = Time = 179
value = 2111
ctrl = 1 

;---------------------------------------------------------------------------
;空中水晶超射攻击
[Statedef 2111]
type = A
movetype = A
physics = N
juggle = 0
velset = 0, 0
ctrl = 0
anim = 2111
poweradd = 0
sprpriority = 0

[State 2301, 1]
type = PlaySnd
trigger1 = Time = 1
value = s2100, 0
channel = 0

[State 2301, 2]
type = PlaySnd
trigger1 = Time = 3
value = s2100, 1

[State 2301, 3]
type = Gravity
trigger1 = AnimElemTime(4) >= 0

[State 2301, 4]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 2119
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;空中水晶超射发动
[Statedef 2120]
type = A
movetype = A
physics = N
juggle = 0
velset = 0, 0
ctrl = 0
anim = 2110
poweradd = 0
sprpriority = 0

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

[State 2100, 8]
type = Stopsnd
trigger1 = Time = 0
channel = 0

[State 2100, 9]
type = Stopsnd
trigger1 = Time = 0
channel = 1

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 25,0

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 29
time = 29
p2defmul = 1.0

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,29]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 4
anim = 7000
pos = -17, -123
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 4
anim = 7010
pos = -17, -123
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State -2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 9,0

[State 2100, 1]
type = Helper
trigger1 = Time = 59
helpertype = normal
name = "CrystalShoot"
ID = 2110
pos = -22, -131
postype = p1
stateno = 2126
ownpal = 1

[State 2100, 11]
type = VarAdd
trigger1 = Time > 28
var(3) = 1

[State 2100, 12]
type = ChangeState
trigger1 = (Time >= 59) && command != "holdy"
trigger2 = Time = 179
value = 2111
ctrl = 1 

;---------------------------------------------------------------------------
;空中水晶超射攻击
[Statedef 2121]
type = A
movetype = A
physics = N
juggle = 0
velset = 0, 0
ctrl = 0
anim = 2111
poweradd = 0
sprpriority = 0

[State 2301, 1]
type = PlaySnd
trigger1 = Time = 1
value = s2100, 0
channel = 0

[State 2301, 2]
type = PlaySnd
trigger1 = Time = 3
value = s2100, 1

[State 2301, 3]
type = Gravity
trigger1 = AnimElemTime(4) >= 0

[State 2301, 4]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 2119
ctrl = 1

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

[Statedef 2112]
type = A
movetype = A
physics = N
juggle = 0
ctrl = 0
poweradd = 0

[State 2102, 1]
type = HitDef
triggerall = P2stateNo != 6000
trigger1 = Time = 0
attr = A, HP
damage = 30, 26
hitflag = MAF
animtype = Diagup
getpower = 0, 0
priority = 3, Hit
pausetime = 0, 12
sparkno = s8020
guard.sparkno = s8120
sparkxy = -10, 0
hitsound = s2000,2
guardsound = s2,1
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -6.5, -8
air.velocity = -6.5, -8
guard.velocity = -10.5
fall = 1
p2stateno = 6000
fall.recover = 0
palfx.time = 48
palfx.add = 16, 16, 16
palfx.mul = 192, 192, 256
palfx.sinadd = 128, 128, 128, 8
palfx.invertall = 1
palfx.color = 32

[State 2102, 2]
type = EnvColor
trigger1 = MoveHit = 1
value = 248, 248, 248
time = 1
under = 1
ignorehitpause = 1

[State 2102, 3]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2102, 4]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2102, 5]
type = BindToParent
trigger1 = Time >= 0 && Time < 30
pos = (63*cos((pi/16*var(3))+(pi/2))*(30-time)/30)-(time*12/30), (71*sin((pi/16*var(3))-(pi/16))*(30-time)/30)-64-(time*72/30)

[State 2102, 6]
type = VarSet
trigger1 = 1
var(3) = Parent,var(3)

[State 2102, 7]
type = DestroySelf
trigger1 = Time = 30
trigger2 = Parent,movetype = H

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

[Statedef 2113]
type = A
movetype = A
physics = N
juggle = 0
ctrl = 0
poweradd = 0

[State 2103, 1]
type = HitDef
triggerall = P2stateNo != 6000
trigger1 = Time = 0
attr = A, HP
damage = 30, 26
hitflag = MAF
animtype = Diagup
getpower = 0, 0
priority = 3, Hit
pausetime = 0, 12
sparkno = s8020
guard.sparkno = s8120
sparkxy = -10, 0
hitsound = s2000,2
guardsound = s2,1
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -6.5, -8
air.velocity = -6.5, -8
guard.velocity = -10.5
fall = 1
p2stateno = 6000
fall.recover = 0
palfx.time = 48
palfx.add = 16, 16, 16
palfx.mul = 192, 192, 256
palfx.sinadd = 128, 128, 128, 8
palfx.invertall = 1
palfx.color = 32

[State 2103, 2]
type = EnvColor
trigger1 = MoveHit = 1
value = 248, 248, 248
time = 1
under = 1
ignorehitpause = 1

[State 2103, 3]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2103, 4]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2103, 5]
type = BindToParent
trigger1 = Time >= 0 && Time < 30
pos = (63*cos((pi/16*var(3))-(pi/2))*(30-time)/30)-(time*12/30), (71*sin((pi/16*var(3))+(pi/16))*(30-time)/30)-64-(time*72/30)

[State 2103, 6]
type = VarSet
trigger1 = 1
var(3) = Parent,var(3)

[State 2103, 7]
type = DestroySelf
trigger1 = Time = 30
trigger2 = Parent,movetype = H

;---------------------------------------------------------------------------
[Statedef 2114]
type = A
movetype = A
physics = N
juggle = 5
ctrl = 0
anim = 2004
poweradd = 0

[State 2104, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2104, 2]
type = HitBy
trigger1 = Time >= 0
value = SCA, AP

[State 2104, 3]
type = HitOverride
trigger1 = 1
attr = SCA, AP
stateno = 2114

[State 2104, 4]
type = BindToParent
trigger1 = 1
time = 128
pos = 0, 0

[State 2104, 5]
type = DestroySelf
trigger1 = (Parent,stateno = 2112) && (Time = 30)
trigger2 = (Parent,stateno = 2113) && (Time = 30)
trigger3 = NumHelper(2010) = 0
trigger4 = Root,stateno = 0
;---------------------------------------------------------------------------

[Statedef 2115]
type = A
movetype = A
physics = N
juggle = 0
ctrl = 0
anim = 2004
poweradd = 0

[State 2305, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2305, 2]
type = HitBy
trigger1 = Time >= 0
value = SCA, AP

[State 2305, 3]
type = HitOverride
trigger1 = 1
attr = SCA, AP
stateno = 2115

[State 2305, 4]
type = BindToParent
trigger1 = 1
time = 128
pos = 0, 0

[State 2305, 5]
type = DestroySelf
trigger1 = (Parent,stateno = 2116) && (Time = 128)
trigger2 = (Parent,stateno = 2126) && (Time = 128)
trigger3 = Parent,stateno = 2118
trigger4 = NumHelper(2100) = 0
trigger5 = Root,stateno = 0
;---------------------------------------------------------------------------

[Statedef 2116]
type        = A
movetype    = A
physics     = N
juggle      = 0
velset      = 0, 0
ctrl        = 0
anim        = 2011
poweradd    = 0
sprpriority = 5

[State 2106, 1]
type = HitDef
trigger1 = Time = 0
attr = A, HP
damage = 120, 22
hitflag = MAF
animtype = Diagup
getpower = 0, 0
priority = 3, Hit
pausetime = 0, 12
sparkno = s8020
guard.sparkno = s8120
sparkxy = -10, 0
hitsound = s2000,2
guardsound = s2,1
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -6.5, -8
air.velocity = -6.5, -8
guard.velocity = -10.5
fall = 1
p2stateno = 6000
fall.recover = 0
palfx.time = 48
palfx.add = 16, 16, 16
palfx.mul = 192, 192, 256
palfx.sinadd = 128, 128, 128, 8
palfx.invertall = 1
palfx.color = 32

[State 2106, 2]
type = EnvColor
trigger1 = MoveHit = 1
value = 248, 248, 248
time = 1
under = 1
ignorehitpause = 1

[State 2106, 3]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "CrystalShoot"
ID = 2115
pos = -12, -136
postype = p1
stateno = 2115
ownpal = 1

[State 2106, 4]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2106, 5]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2106, 6]
type = BindToParent
trigger1 = 1
time = 128
pos = -12, -136

[State 2106, 7]
type = ChangeState
trigger1 = Parent,stateno != 2110
value = 2117

[State 2106, 8]
type = DestroySelf
trigger1 = Time = 128


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

[Statedef 2117]
type = A
movetype = A
physics = N
juggle = 0
velset = 0, 0
ctrl = 0
poweradd = 0
sprpriority = 2

[State 2107, 1]
type = HitDef
trigger1 = Time = 0
attr = A, HP
damage = 120, 22
hitflag = MAF
animtype = Diagup
getpower = 0, 0
priority = 3, Hit
pausetime = 0, 12
sparkno = s8020
guard.sparkno = s8120
sparkxy = -10, 26
hitsound = s2000,2
guardsound = s2,1
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -6.5, -8
air.velocity = -6.5, -8
guard.velocity = -10.5
fall = 1
p2stateno = 6000
fall.recover = 0
palfx.time = 48
palfx.add = 16, 16, 16
palfx.mul = 192, 192, 256
palfx.sinadd = 128, 128, 128, 8
palfx.invertall = 1
palfx.color = 32

[State 2307, 2]
type = EnvColor
trigger1 = MoveHit = 1
value = 248, 248, 248
time = 1
under = 1
ignorehitpause = 1

[State 2307, 3]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2307, 4]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2307, 5]
type = BindToParent
trigger1 = Time = 0
time = 0
pos = -12, -144

[State 2307, 6]
type = PosAdd
trigger1 = Time = 2
x = 2
y = 14

[State 2307, 7]
type = PosAdd
trigger1 = Time = 3
x = 5
y = 13

[State 2307, 8]
type = PosAdd
trigger1 = Time = 4
x = 7
y = 12

[State 2307, 9]
type = PosAdd
trigger1 = Time = 5
x = 15
y = 16

[State 2307, 10]
type = VelSet
trigger1 = time = 6
x = 5
y = 5

[State 2307, 11]
type = PosAdd
trigger1 = Pos Y >= -45
x = 5
persistent = 0

[State 2307, 12]
type = VelSet
trigger1 = Pos Y >= -45
x = 7
y = -1

[State 2307, 13]
type = ChangeState
trigger1 = MoveContact
value = 2118

[State 2307, 14]
type = DestroySelf
trigger1 = FrontEdgeDist < -40
;---------------------------------------------------------------------------

[Statedef 2126]
type        = A
movetype    = A
physics     = N
juggle      = 0
velset      = 0, 0
ctrl        = 0
anim        = 2011
poweradd    = 0
sprpriority = 5

[State 2106, 1]
type = HitDef
trigger1 = Time = 0
attr = A, HP
damage = 120, 22
hitflag = MAF
animtype = Diagup
getpower = 0, 0
priority = 3, Hit
pausetime = 0, 12
sparkno = s8020
guard.sparkno = s8120
sparkxy = -10, 0
hitsound = s2000,2
guardsound = s2,1
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -6.5, -8
air.velocity = -6.5, -8
guard.velocity = -10.5
fall = 1
p2stateno = 6000
fall.recover = 0
palfx.time = 48
palfx.add = 16, 16, 16
palfx.mul = 192, 192, 256
palfx.sinadd = 128, 128, 128, 8
palfx.invertall = 1
palfx.color = 32

[State 2106, 2]
type = EnvColor
trigger1 = MoveHit = 1
value = 248, 248, 248
time = 1
under = 1
ignorehitpause = 1

[State 2106, 3]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "CrystalShoot"
ID = 2115
pos = -12, -136
postype = p1
stateno = 2115
ownpal = 1

[State 2106, 4]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2106, 5]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2106, 6]
type = BindToParent
trigger1 = 1
time = 128
pos = -12, -136

[State 2106, 7]
type = ChangeState
trigger1 = Parent,stateno != 2120
value = 2127

[State 2106, 8]
type = DestroySelf
trigger1 = Time = 128


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

[Statedef 2127]
type = A
movetype = A
physics = N
juggle = 0
velset = 0, 0
ctrl = 0
poweradd = 0
sprpriority = 2

[State 2107, 1]
type = HitDef
trigger1 = Time = 0
attr = A, HP
damage = 120, 22
hitflag = MAF
animtype = Diagup
getpower = 0, 0
priority = 3, Hit
pausetime = 0, 12
sparkno = s8020
guard.sparkno = s8120
sparkxy = -10, 26
hitsound = s2000,2
guardsound = s2,1
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -6.5, -8
air.velocity = -6.5, -8
guard.velocity = -10.5
fall = 1
p2stateno = 6000
fall.recover = 0
palfx.time = 48
palfx.add = 16, 16, 16
palfx.mul = 192, 192, 256
palfx.sinadd = 128, 128, 128, 8
palfx.invertall = 1
palfx.color = 32

[State 2307, 2]
type = EnvColor
trigger1 = MoveHit = 1
value = 248, 248, 248
time = 1
under = 1
ignorehitpause = 1

[State 2307, 3]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2307, 4]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2307, 5]
type = BindToParent
trigger1 = Time = 0
time = 0
pos = -12, -144

[State 2307, 6]
type = PosAdd
trigger1 = Time = 2
x = 2
y = 14

[State 2307, 7]
type = PosAdd
trigger1 = Time = 3
x = 5
y = 13

[State 2307, 8]
type = PosAdd
trigger1 = Time = 4
x = 7
y = 12

[State 2307, 9]
type = PosAdd
trigger1 = Time = 5
x = 15
y = 16

[State 2307, 10]
type = VelSet
trigger1 = time = 6
x = 5
y = 5

[State 2307, 11]
type = PosAdd
trigger1 = Pos Y >= -45
x = 5
persistent = 0

[State 2307, 12]
type = VelSet
trigger1 = Pos Y >= -45
x = 7
y = -1

[State 2307, 13]
type = ChangeState
trigger1 = MoveContact
value = 2118

[State 2307, 14]
type = DestroySelf
trigger1 = FrontEdgeDist < -40

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

[Statedef 2118]
type = A
movetype = I
physics = N
juggle = 0
velset = 0, 0
ctrl = 0
anim = 2102
poweradd = 0
sprpriority = 2

[State 2308, 1]
type = DestroySelf
trigger1 = AnimTime = 0

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

;空中水晶超射着地
[Statedef 2119]
type = S
movetype = I
physics = S
juggle = 0
velset = 0, 0
ctrl = 0
anim = 2115
poweradd = 0
sprpriority = 0

[State 2309, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5110, fall]
type = Explod
trigger1 = Time = 0
anim = 8430
pos = -10,0
postype = p1
facing = 1
sprpriority = -100
bindtime = 1
ownpal = 1
scale = 0.5,0.5

[State 5110, fall]
type = Explod
trigger1 = Time = 0
anim = 8430
pos = 10,0
postype = p1
facing = -1
sprpriority = -100
bindtime = 1
ownpal = 1
scale = 0.5,0.5

[State 2309, 2]
type = PlaySnd
trigger1 = Time = 1
value = s40, 2

[State 2309, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;弱凤凰锐箭发动
[Statedef 2200]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2200
ctrl     = 0
sprpriority = 3

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 30

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 25,0

[State 3000, パワーゲージ消費]
type = poweradd
trigger1 = time = 0
value = -1000

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 36
time = 36
p2defmul = 1.0

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,36]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 2
anim = 7000
pos = -8, -96
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 2
anim = 7010
pos = -8, -96
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State -2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 9,0

[State 2400, 10]
type = Turn
trigger1 = Time = 0
trigger1 = P2dist X < 0

[State 2400, 11]
type = PlaySnd
trigger1 = Time = 1
value = s2400, 0
channel = 0

[State 2400, 12]
type = PlaySnd
trigger1 = AnimElemTime(12) = 1
value = s2400, 1
channel = 0

[State 2400, 14]
type = Posadd
trigger1 = AnimElemTime(12) = 0
x = 0
y = -32

[State 2400, 15]
type = Velset
trigger1 = AnimElemTime(12) = 0
x = 7.8
y = 7.8

[State 2400, 16]
type = Explod
trigger1 = AnimElemTime(12) = 0
anim = 2204
ID = 2200
sprpriority = 2
postype = p1
pos = 0, 0
bindtime = -1
removetime = -1
ownpal = 1
removeongethit = 1

[State 2400, 17]
type = Explod
trigger1 = AnimElemTime(2) = 30
anim = 2202
sprpriority = 2
postype = p1
pos = 0, 0
bindtime = 66
ownpal = 1
removeongethit = 1

[State 2400, 1]
type = HitDef
trigger1 = time = 0
attr = A, HA
damage = ceil(44 / (2.0 ** HitCount)), 11
hitflag = MAF
animtype = Back
air.animtype = Back
getpower = 0, 0
priority = 3, Hit
pausetime = 3, 12
sparkno = s8020
guard.sparkno = s8120
sparkxy = -10, 0
hitsound = s1, 4
guardsound = s2,2
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -4, -6
air.velocity = -4, -6
guard.velocity = -10.5
fall = 1
fall.recover = 0
p2stateno = 6000

[State 2400, 2]
type = EnvColor
trigger1 = MoveHit = 1
trigger1 = HitPauseTime = 2
value = 248, 248, 248
time = 1
under = 1
ignorehitpause = 1

[State 2400, 3]
type = Helper
trigger1 = AnimElemTime(3) = 1
trigger2 = AnimElemTime(7) = 1
trigger3 = AnimElemTime(10) = 7
helpertype = normal
name = "PhoenixFangArrow"
ID = 2200
pos = 0, -32
postype = p1
stateno = 2201
ownpal = 1

[State 2400, 20]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 2205
ctrl = 1
;---------------------------------------------------------------------------
;弱凤凰锐箭分身攻击
[Statedef 2201]
type     = A
movetype = A
physics  = N
juggle   = 0
velset   = 0, 0
ctrl     = 0
anim     = 2201
poweradd = 0
sprpriority = 2

[State 2401, 1]
type = HitDef
TriggerAll = P2StateType != A
triggerall = hitcount <= 3
trigger1 = time = 0
trigger2 = movecontact = 2
attr = A, HA
damage = 20, 8
hitflag = MAF
animtype = Hard
air.animtype = Back
getpower = 0, 0
priority = 3, Hit
pausetime = 0, 12
sparkno = s8020
guard.sparkno = s8120
sparkxy = -10, 0
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0
air.velocity = 0
guard.velocity = -10.5

[State 2401, 1]
type = HitDef
TriggerAll = P2StateType = A
triggerall = hitcount <= 3
trigger1 = time = 0
trigger2 = movecontact = 2
attr = A, HA
damage = 20, 8
hitflag = MAF
animtype = Hard
air.animtype = Back
getpower = 0, 0
priority = 3, Hit
pausetime = 0, 12
sparkno = s8020
guard.sparkno = s8120
sparkxy = -10, 0
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0
air.velocity = 0, -5
p2stateno = 6000
guard.velocity = -10.5

[State 2401, 2]
type = EnvColor
trigger1 = MoveHit = 1
value = 248, 248, 248
time = 1
under = 1
ignorehitpause = 1

[State 2401, 3]
type = Velset
trigger1 = Time = 0
x = 7.8
y = 8

[State 2401, 4]
type = PlaySnd
trigger1 = Time = 1
value = s2400, 2

[State 2401, 5]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 1101
ID = 2200
sprpriority = 3
postype = p1
pos = 0, 0
bindtime = -1
removetime = -1
ownpal = 1
removeongethit = 1

[State 2401, 6]
type = RemoveExplod
trigger1 = Parent,movetype = H
ID = 2200

[State 2401, 7]
type = ParentVarAdd
trigger1 = MoveHit = 1
var(4) = 1

[State 2401, 8]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 2202

[State 2401, 9]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2401, 10]
type = HitOverride
trigger1 = 1
attr = SCA, AA, AP
stateno = 2203

[State 2401, 11]
type = DestroySelf
trigger1 = Parent,movetype = H

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

[Statedef 2202]
type = A
movetype = I
physics = N
juggle = 0
velset = 0, 0
ctrl = 0
poweradd = 0
sprpriority = 2

[State 2402, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 2402, 2]
type = RemoveExplod
trigger1 = Time = 0
ID = 2200

[State 2402, 3]
type = Explod
trigger1 = Time = 0
anim = 2203
sprpriority = 3
postype = p1
pos = 0, 0
ownpal = 1

[State 2402, 4]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2402, 5]
type = HitOverride
trigger1 = 1
attr = SCA, AA, AP
stateno = 2203

[State 2402, 6]
type = DestroySelf
trigger1 = Time = 1
trigger2 = Parent,movetype = H

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

[Statedef 2203]
type = A
movetype = H
physics = A
juggle = 0
velset = 0, 0
ctrl = 0
anim = 2220
poweradd = 0
sprpriority = 2

[State 2403, 1]
type = DestroySelf
trigger1 = Time = 0

;---------------------------------------------------------------------------
;弱凤凰锐箭着地
[Statedef 2205]
type     = S
movetype = I
physics  = N
velset   = ifelse(P2dist X < 0, -1, 1), 0
ctrl     = 0
anim     = 2205
poweradd = 0
sprpriority = 0

[State 2405, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 306,灰尘特效]
type = Explod
ownpal = 1
trigger1 = Animelem = 1
anim = 8410
postype = P1
pos = 0,0
sprpriority = 10
scale = 0.8,0.8
ownpal = 1

[State 2405, 2]
type = PlaySnd
trigger1 = Time = 1
value = s40, 2

[State 2405, 3]
type = RemoveExplod
trigger1 = Time = 0
ID = 2200

[State 2405, 4]
type = Turn
trigger1 = Time = 0
trigger1 = P2dist X < 0

[State 2405, 5]
type = Explod
trigger1 = Time = 0
anim = 1102
sprpriority = 2
postype = p1
pos = 0, 0
ownpal = 1

[State 2405, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;强凤凰锐箭发动
[Statedef 2210]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2200
ctrl     = 0
sprpriority = 3

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 30

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 25,0

[State 3000, パワーゲージ消費]
type = poweradd
trigger1 = time = 0
value = -1000

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 36
time = 36
p2defmul = 1.0

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,36]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 2
anim = 7000
pos = -8, -96
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 2
anim = 7010
pos = -8, -96
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State -2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 9,0

[State 2400, 10]
type = Turn
trigger1 = Time = 0
trigger1 = P2dist X < 0

[State 2400, 11]
type = PlaySnd
trigger1 = Time = 1
value = s2400, 0
channel = 0

[State 2400, 12]
type = PlaySnd
trigger1 = AnimElemTime(12) = 1
value = s2400, 1
channel = 0

[State 2410, 14]
type = Posadd
trigger1 = AnimElemTime(12) = 0
x = 0
y = -32

[State 2410, 15]
type = Velset
trigger1 = AnimElemTime(12) = 0
x = 9.1
y = 6.1

[State 2400, 16]
type = Explod
trigger1 = AnimElemTime(12) = 0
anim = 2204
ID = 2200
sprpriority = 2
postype = p1
pos = 0, 0
bindtime = -1
removetime = -1
ownpal = 1
removeongethit = 1

[State 2400, 17]
type = Explod
trigger1 = AnimElemTime(2) = 30
anim = 2202
sprpriority = 2
postype = p1
pos = 0, 0
bindtime = 66
ownpal = 1
removeongethit = 1

[State 2400, 1]
type = HitDef
trigger1 = Time = 0
trigger2 = MoveContact = 5
attr = A, HA
damage = ceil(44 / (2.0 ** HitCount)), 11
hitflag = MAF
animtype = Back
air.animtype = Back
getpower = 0, 0
priority = 3, Hit
pausetime = 3, 12
sparkno = s8020
guard.sparkno = s8120
sparkxy = -10, 0
hitsound = s1, 4
guardsound = s2,2
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -4, -6
air.velocity = -4, -6
guard.velocity = -10.5
fall = 1
fall.recover = 0
p2stateno = 6000

[State 2400, 2]
type = EnvColor
trigger1 = MoveHit = 1
trigger1 = HitPauseTime = 2
value = 248, 248, 248
time = 1
under = 1
ignorehitpause = 1

[State 2400, 3]
type = Helper
trigger1 = AnimElemTime(3) = 1
trigger2 = AnimElemTime(7) = 1
trigger3 = AnimElemTime(10) = 7
helpertype = normal
name = "PhoenixFangArrow"
ID = 2200
pos = 0, -32
postype = p1
stateno = 2201
ownpal = 1

[State 2400, 20]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 2205
ctrl = 1

;---------------------------------------------------------------------------
;强凤凰锐箭分身攻击
[Statedef 2201]
type     = A
movetype = A
physics  = N
juggle   = 0
velset   = 0, 0
ctrl     = 0
anim     = 2201
poweradd = 0
sprpriority = 2

[State 2401, 1]
type = HitDef
TriggerAll = P2StateType != A
trigger1 = Time = 0
trigger2 = MoveContact = 5
attr = A, HA
damage = 20, 8
hitflag = MAF
animtype = Hard
air.animtype = Back
getpower = 0, 0
priority = 3, Hit
pausetime = 0, 12
sparkno = s8020
guard.sparkno = s8120
sparkxy = -10, 0
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0
air.velocity = 0
guard.velocity = -10.5

[State 2401, 1]
type = HitDef
TriggerAll = P2StateType = A
trigger1 = Time = 0
trigger2 = MoveContact = 5
attr = A, HA
damage = 20, 8
hitflag = MAF
animtype = Hard
air.animtype = Back
getpower = 0, 0
priority = 3, Hit
pausetime = 0, 12
sparkno = s8020
guard.sparkno = s8120
sparkxy = -10, 0
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0
air.velocity = 0, -5
p2stateno = 6000
guard.velocity = -10.5

[State 2401, 2]
type = EnvColor
trigger1 = MoveHit = 1
value = 248, 248, 248
time = 1
under = 1
ignorehitpause = 1

[State 2411, 3]
type = Velset
trigger1 = Time = 0
x = 9.1
y = 7

[State 2401, 4]
type = PlaySnd
trigger1 = Time = 1
value = s2400, 2

[State 2401, 5]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 1101
ID = 2200
sprpriority = 3
postype = p1
pos = 0, 0
bindtime = -1
removetime = -1
ownpal = 1
removeongethit = 1

[State 2401, 6]
type = RemoveExplod
trigger1 = Parent,movetype = H
ID = 2200

[State 2401, 7]
type = ParentVarAdd
trigger1 = MoveHit = 1
var(4) = 1

[State 2401, 8]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 2202

[State 2401, 9]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2401, 10]
type = HitOverride
trigger1 = 1
attr = SCA, AA, AP
stateno = 2203

[State 2401, 11]
type = DestroySelf
trigger1 = Parent,movetype = H

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

;---------------------------------------------------------------------------
;强凤凰锐箭着地
[Statedef 2215]
type     = S
movetype = I
physics  = N
velset   = ifelse(P2dist X < 0, -1.5, 1.5), 0
ctrl     = 0
anim     = 2215
poweradd = 0
sprpriority = 0

[State 2405, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 306,灰尘特效]
type = Explod
ownpal = 1
trigger1 = Animelem = 1
anim = 8410
postype = P1
pos = 0,0
sprpriority = 10
scale = 0.8,0.8
ownpal = 1

[State 2405, 2]
type = PlaySnd
trigger1 = Time = 1
value = s40, 2

[State 2405, 3]
type = RemoveExplod
trigger1 = Time = 0
ID = 2200

[State 2405, 4]
type = Turn
trigger1 = Time = 0
trigger1 = P2dist X < 0

[State 2405, 5]
type = Explod
trigger1 = Time = 0
anim = 1102
sprpriority = 2
postype = p1
pos = 0, 0
ownpal = 1

[State 2405, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

;MAX闪光水晶击发动
[Statedef 2300]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2300
ctrl     = 0
sprpriority = 2

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 40

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 25,0

[State 3000, パワーゲージ消費]
type = poweradd
trigger1 = time = 0
value = -2000

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 29
time = 29
p2defmul = 1.0

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,29]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 2
anim = 7100
pos = 0, -74
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 2
anim = 7110
pos = 0, -74
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

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

[State 2000, 9]
type = PlaySnd
trigger1 = AnimElem = 1
value = s2000, 0
channel = 21

[State 2000, 11]
type = PlaySnd
trigger1 = AnimElemTime(3) = 2
value = s2000, 1
channel = 22

[State 2000, 1]
type = Helper
trigger1 = AnimElemTime(3) = 1
helpertype = normal
name = "ShiningCrystalBit"
ID = 2301
pos = 1, -66
postype = p1
stateno = 2301
ownpal = 1

[State 2000, 2]
type = Helper
trigger1 = AnimElemTime(3) = 1
helpertype = normal
name = "ShiningCrystalBit"
ID = 2302
pos = -1, -65
postype = p1
stateno = 2302
ownpal = 1

[State 3000, 6]
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
name = "ShiningCrystalBit"
ID = 2318
pos = 0, 0
postype = p1
stateno = 2318
ownpal = 1

[State 2000, 12]
type = VarSet
trigger1 = time = 0
var(3) = 0

[State 2000, 13]
type = VarAdd
trigger1 = AnimElemTime(3) >= 1
var(3) = 1

[State 2000, 14]
type = VarSet
trigger1 = time = 0
var(6) = 0

[State 2000, 15]
type = VarAdd
trigger1 = NumHelper(2301)
trigger1 = Helper(2301),MoveHit
trigger2 = NumHelper(2302)
trigger2 = Helper(2302),MoveHit
var(6) = 1

[state 3010,changestate]
type = ChangeState
triggerall = (time = [60,190])
trigger1 = command = "x" 
value = 2310

[state 3010,changestate]
type = ChangeState
triggerall = (time = [60,190])
trigger1 =  command = "y"
value = 2320

[State 2000, 16]
type = ChangeState
trigger1 = Time = 212
value = 2305
ctrl = 1 

;---------------------------------------------------------------------------
;MAX闪光水晶击结束
[Statedef 2305]
type = S
movetype = I
physics = S
juggle = 5
velset = 0, 0
ctrl = 0
anim = 2005
poweradd = 0
sprpriority = 0

[State 2100, 8]
type = Stopsnd
trigger1 = Time = 0
channel = 21

[State 2100, 9]
type = Stopsnd
trigger1 = Time = 0
channel = 22

[State 2001, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1 

;---------------------------------------------------------------------------
;MAX水晶超射发动(地面)
[Statedef 2310]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2310
ctrl     = 0
sprpriority = 2

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

[State 2100, 8]
type = Stopsnd
trigger1 = Time = 0
channel = 30

[State 2100, 9]
type = Stopsnd
trigger1 = Time = 0
channel = 31

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 25,0

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 29
time = 29
p2defmul = 1.0

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,29]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 4
anim = 7100
pos = -17, -123
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 4
anim = 7110
pos = -17, -123
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State -2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 9,1

[State 2100, 1]
type = Helper
trigger1 = Time = 59
helpertype = normal
name = "CrystalShoot"
ID = 2310
pos = -22, -131
postype = p1
stateno = 2311
ownpal = 1

[State 2100, 11]
type = VarAdd
trigger1 = Time > 28
var(3) = 1

[State 2100, 12]
type = ChangeState
trigger1 = (Time >= 59) && (command != "holdx")
trigger2 = Time = 179
value = 2315
ctrl = 1 

;---------------------------------------------------------------------------
;MAX水晶超射攻击（地面）
[Statedef 2315]
type        = S
movetype    = A
physics     = S
juggle      = 0 
velset      = 0, 0
ctrl        = 0
anim        = 2015
poweradd    = 0
sprpriority = 0

[State 2101, 1]
type = PlaySnd
trigger1 = Time = 1
value = s2100, 0
channel = 0

[State 2101, 2]
type = PlaySnd
trigger1 = Time = 3
value = s2100, 1

[State 2101, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;MAX水晶超射发动（对空）
[Statedef 2320]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2310
ctrl     = 0
sprpriority = 2

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

[State 2100, 8]
type = Stopsnd
trigger1 = Time = 0
channel = 0

[State 2100, 9]
type = Stopsnd
trigger1 = Time = 0
channel = 1

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 25,0

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 29
time = 29
p2defmul = 1.0

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,29]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 4
anim = 7100
pos = -17, -123
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 4
anim = 7110
pos = -17, -123
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State -2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 9,1

[State 2100, 1]
type = Helper
trigger1 = Time = 59
helpertype = normal
name = "CrystalShoot"
ID = 2320
pos = -22, -131
postype = p1
stateno = 2316
ownpal = 1

[State 2100, 11]
type = VarAdd
trigger1 = Time > 28
var(3) = 1

[State 2100, 12]
type = ChangeState
trigger1 = (Time >= 59) && (command != "holdy")
trigger2 = Time = 179
value = 2325
ctrl = 1 
;---------------------------------------------------------------------------
;MAX水晶超射攻击（对空）
[Statedef 2325]
type        = S
movetype    = A
physics     = S
juggle      = 0 
velset      = 0, 0
ctrl        = 0
anim        = 2020
poweradd    = 0
sprpriority = 0

[State 2101, 1]
type = PlaySnd
trigger1 = Time = 1
value = s2100, 0
channel = 0

[State 2101, 2]
type = PlaySnd
trigger1 = Time = 3
value = s2100, 1

[State 2101, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;MAX空中闪光水晶击发动
[Statedef 2400]
type        = A
movetype    = A
physics     = N
juggle      = 0
velset      = 0, 0
ctrl        = 0
anim        = 2400
poweradd    = 0
sprpriority = 0

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 30

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 25,0

[State 3000, パワーゲージ消費]
type = poweradd
trigger1 = time = 0
value = -1000

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 29
time = 29
p2defmul = 1.0

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,29]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 2
anim = 7100
pos = 0, -74
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 2
anim = 7110
pos = 0, -74
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

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

[State 2000, 9]
type = PlaySnd
trigger1 = AnimElem = 1
value = s2000, 0
channel = 27

[State 2000, 11]
type = PlaySnd
trigger1 = AnimElemTime(6) = 2
value = s2000, 1
channel = 28

[State 2200, 1]
type = Helper
trigger1 = AnimElemTime(6) = 1
helpertype = normal
name = "ShiningCrystalBit"
ID = 2402
pos = 1, -66
postype = p1
stateno = 2402
ownpal = 1

[State 2200, 2]
type = Helper
trigger1 = AnimElemTime(6) = 1
helpertype = normal
name = "ShiningCrystalBit"
ID = 2403
pos = -1, -65
postype = p1
stateno = 2403
ownpal = 1
[State 2200, 12]
type = VarSet
trigger1 = time = 0
var(3) = 0

[State 3000, 6]
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
name = "ShiningCrystalBit"
ID = 2318
pos = 0, 0
postype = p1
stateno = 2318
ownpal = 1

[State 2000, 12]
type = VarSet
trigger1 = time = 0
var(3) = 0

[State 2200, 13]
type = VarAdd
trigger1 = AnimElemTime(6) >= 1
var(3) = 1

[State 2200, 14]
type = VarSet
trigger1 = time = 0
var(6) = 0

[State 2200, 15]
type = VarAdd
trigger1 = NumHelper(2402)
trigger1 = Helper(2402),MoveHit
trigger2 = NumHelper(2403)
trigger2 = Helper(2403),MoveHit
var(6) = 1

[state 3010,changestate]
type = ChangeState
triggerall = (time = [60,190])
trigger1 = command = "x" 
value = 2410

[state 3010,changestate]
type = ChangeState
triggerall = (time = [60,190])
trigger1 = command = "y"
value = 2420

[State 2200, 16]
type = ChangeState
trigger1 = Time = 212
value = 2401
ctrl = 1 

;---------------------------------------------------------------------------
;MAX空中闪光水晶击结束
[Statedef 2401]
type = A
movetype = I
physics = N
juggle = 0
velset = 0, 0
ctrl = 0
anim = 2401
poweradd = 0
sprpriority = 0

[State 2100, 8]
type = Stopsnd
trigger1 = Time = 0
channel = 25

[State 2100, 9]
type = Stopsnd
trigger1 = Time = 0
channel = 26

[State 2201, 1]
type = Gravity
trigger1 = AnimElemTime(3) >= 0

[State 2201, 2]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 2405
ctrl = 1

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

[Statedef 2402]
type = A
movetype = A
physics = N
juggle = 0
velset = 0, 0
ctrl = 0
anim = 2001
poweradd = 0
sprpriority = 2

[State 2002, 1]
type = HitDef
triggerall = Parent,var(6) = 0
triggerall = P2stateNo != 6000
trigger1 = Time = 1
attr = A, HP
damage = 145, 26
hitflag = MAF
animtype = Diagup
getpower = 0, 0
priority = 3, Hit
pausetime = 0, 12
sparkno = s8020
guard.sparkno = s8120
sparkxy = -10, 0
hitsound = s2000,2
guardsound = s2,1
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -6.5, -8
air.velocity = -6.5, -8
guard.velocity = -10.5
fall = 1
p2stateno = 6000
fall.recover = 0
palfx.time = 48
palfx.add = 16, 16, 16
palfx.mul = 192, 192, 256
palfx.sinadd = 128, 128, 128, 8
palfx.invertall = 1
palfx.color = 32

[State 2002, 2]
type = HitDef
triggerall = P2stateNo != 6000
trigger1 = Parent,var(6) = 1
attr = A, HP
damage = 145, 26
hitflag = MAF
animtype = Diagup
getpower = 0, 0
priority = 3, Hit
pausetime = 0, 12
sparkno = s8020
guard.sparkno = s8120
sparkxy = -10, 0
hitsound = s2000,2
guardsound = s2, 1
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -6.5, -8
air.velocity = -6.5, -8
guard.velocity = -10.5
fall = 1
p2stateno = 6000
fall.recover = 0
palfx.time = 48
palfx.add = 16, 16, 16
palfx.mul = 192, 192, 256
palfx.sinadd = 128, 128, 128, 8
palfx.invertall = 1
palfx.color = 32

[State 2202, 3]
type = EnvColor
trigger1 = MoveHit = 1
value = 248, 248, 248
time = 1
under = 1
ignorehitpause = 1

[State 2202, 4]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "ShiningCrystalBit"
ID = 2404
pos = 1, -66
postype = p1
stateno = 2404
ownpal = 1

[State 2202, 5]
type = StateTypeSet
trigger1 = Time >= 150
statetype = A
movetype = I
physics = N

[State 2202, 6]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2202, 7]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2202, 8]
type = SprPriority
trigger1 = Time < 150
trigger1 = (Time % 32) = 8
value = -1

[State 2202, 9]
type = SprPriority
trigger1 = Time < 150
trigger1 = (Time % 32) = 24
value = 2

[State 2202, 10]
type = BindToParent
trigger1 = Time >= 0 && Time < 32
pos = (63*cos((pi/16*time)+(pi/2))*time/32), (71*sin((pi/16*time)-(pi/16))*time/32)-64

[State 2202, 11]
type = BindToParent
trigger1 = Time >= 32 && Time < 86
pos = (63*cos((pi/16*time)+(pi/2))), (71*sin((pi/16*time)-(pi/16)))-64

[State 2202, 12]
type = BindToParent
trigger1 = Time >= 86 && Time < 150
pos = (63*cos((pi/16*time)+(pi/2))*(150-time)/64), (71*sin((pi/16*time)-(pi/16))*(150-time)/64)-64

[State 2202, 13]
type = PosAdd
trigger1 = Time >= 150 && Time < 182
x = 63 * pi/8 * sin((pi/8*time) - (pi/2)) * (time - 150) / 16
y = 71 * pi/8 * cos((pi/8*time) - (pi/2)) * (time - 150) / 16

[State 2202, 14]
type = AngleDraw
trigger1 = Time >= 150 && Time < 182
scale = 0.03125 * (182 - time), 0.03125 * (182 - time)

[State 2202, 15]
type = VarSet
trigger1 = 1
var(3) = Parent,var(3)

[State 2202, 16]
type = ChangeState
trigger1 = Parent,stateno = 2410
trigger2 = Parent,stateno = 2420
value = 2412

[State 2202, 17]
type = DestroySelf
trigger1 = Time = 182
trigger2 = Parent,movetype = H

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

[Statedef 2403]
type = A
movetype = A
physics = N
juggle = 0
velset = 0, 0
ctrl = 0
anim = 2001
poweradd = 0
sprpriority = -1

[State 2002, 1]
type = HitDef
triggerall = Parent,var(6) = 0
triggerall = P2stateNo != 6000
trigger1 = Time = 1
attr = A, HP
damage = 145, 26
hitflag = MAF
animtype = Diagup
getpower = 0, 0
priority = 3, Hit
pausetime = 0, 12
sparkno = s8020
guard.sparkno = s8120
sparkxy = -10, 0
hitsound = s2000,2
guardsound = s2,1
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -6.5, -8
air.velocity = -6.5, -8
guard.velocity = -10.5
fall = 1
p2stateno = 6000
fall.recover = 0
palfx.time = 48
palfx.add = 16, 16, 16
palfx.mul = 192, 192, 256
palfx.sinadd = 128, 128, 128, 8
palfx.invertall = 1
palfx.color = 32

[State 2002, 2]
type = HitDef
triggerall = P2stateNo != 6000
trigger1 = Parent,var(6) = 1
attr = A, HP
damage = 145, 26
hitflag = MAF
animtype = Diagup
getpower = 0, 0
priority = 3, Hit
pausetime = 0, 12
sparkno = s8020
guard.sparkno = s8120
sparkxy = -10, 0
hitsound = s2000,2
guardsound = s2, 1
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -6.5, -8
air.velocity = -6.5, -8
guard.velocity = -10.5
fall = 1
p2stateno = 6000
fall.recover = 0
palfx.time = 48
palfx.add = 16, 16, 16
palfx.mul = 192, 192, 256
palfx.sinadd = 128, 128, 128, 8
palfx.invertall = 1
palfx.color = 32

[State 2203, 3]
type = EnvColor
trigger1 = MoveHit = 1
value = 248, 248, 248
time = 1
under = 1
ignorehitpause = 1

[State 2203, 4]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "ShiningCrystalBit"
ID = 2414
pos = -1, -65
postype = p1
stateno = 2414
ownpal = 1

[State 2203, 5]
type = StateTypeSet
trigger1 = Time >= 150
statetype = A
movetype = I
physics = N

[State 2203, 6]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2203, 7]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2203, 8]
type = SprPriority
trigger1 = Time < 150
trigger1 = (Time % 32) = 8
value = 2

[State 2203, 9]
type = SprPriority
trigger1 = Time < 150
trigger1 = (Time % 32) = 24
value = -1

[State 2203, 10]
type = BindToParent
trigger1 = Time >= 0 && Time < 32
pos = (63*cos((pi/16*time)-(pi/2))*time/32), (71*sin((pi/16*time)+(pi/16))*time/32)-64

[State 2203, 11]
type = BindToParent
trigger1 = Time >= 32 && Time < 86
pos = (63*cos((pi/16*time)-(pi/2))), (71*sin((pi/16*time)+(pi/16)))-64

[State 2203, 12]
type = BindToParent
trigger1 = Time >= 86 && Time < 150
pos = (63*cos((pi/16*time)-(pi/2))*(150-time)/64), (71*sin((pi/16*time)+(pi/16))*(150-time)/64)-64

[State 2203, 13]
type = PosAdd
trigger1 = Time >= 150 && Time < 182
x = 63 * pi/8 * sin((pi/8*time) + (pi/2)) * (time - 150) / 16
y = 71 * pi/8 * cos((pi/8*time) + (pi/2)) * (time - 150) / 16

[State 2203, 14]
type = AngleDraw
trigger1 = Time >= 150 && Time < 182
scale = 0.03125 * (182 - time), 0.03125 * (182 - time)

[State 2203, 15]
type = VarSet
trigger1 = 1
var(3) = Parent,var(3)

[State 2203, 16]
type = ChangeState
trigger1 = Parent,stateno = 2410
trigger2 = Parent,stateno = 2420
value = 2413

[State 2203, 17]
type = DestroySelf
trigger1 = Time = 182
trigger2 = Parent,movetype = H

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

[Statedef 2404]
type = A
movetype = A
physics = N
juggle = 0
velset = 0, 0
ctrl = 0
anim = 2002
poweradd = 0
sprpriority = 2

[State 2204, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2204, 2]
type = HitBy
trigger1 = Time >= 0
value = SCA, AP

[State 2204, 3]
type = HitOverride
trigger1 = 1
attr = SCA, AP
stateno = 2104

[State 2204, 4]
type = BindToParent
trigger1 = 1
time = 150
pos = 0, 0

[State 2204, 5]
type = ChangeState
trigger1 = Root,stateno = 2410
value = 2414

[State 2204, 6]
type = DestroySelf
trigger1 = Time = 150
trigger2 = (Root,stateno = 2400) && (Root,Time = 180)
trigger3 = Root,movetype = H

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;MX空中闪光水晶击着地
[Statedef 2405]
type = S
movetype = I
physics = S
juggle = 0
velset = 0, 0
ctrl = 0
anim = 2105
poweradd = 0
sprpriority = 0

[State 2205, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5110, fall]
type = Explod
trigger1 = Time = 0
anim = 8430
pos = -10,0
postype = p1
facing = 1
sprpriority = -100
bindtime = 1
ownpal = 1
scale = 0.5,0.5

[State 5110, fall]
type = Explod
trigger1 = Time = 0
anim = 8430
pos = 10,0
postype = p1
facing = -1
sprpriority = -100
bindtime = 1
ownpal = 1
scale = 0.5,0.5

[State 2205, 2]
type = PlaySnd
trigger1 = Time = 1
value = s40, 2

[State 2205, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;MAX空中水晶超射发动
[Statedef 2410]
type = A
movetype = A
physics = N
juggle = 0
velset = 0, 0
ctrl = 0
anim = 2410
poweradd = 0
sprpriority = 0

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

[State 2100, 8]
type = Stopsnd
trigger1 = Time = 0
channel = 0

[State 2100, 9]
type = Stopsnd
trigger1 = Time = 0
channel = 1

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 25,0

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 29
time = 29
p2defmul = 1.0

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,29]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 4
anim = 7100
pos = -17, -123
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 4
anim = 7110
pos = -17, -123
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State -2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 9,1

[State 2100, 1]
type = Helper
trigger1 = Time = 59
helpertype = normal
name = "CrystalShoot"
ID = 2410
pos = -22, -131
postype = p1
stateno = 2416
ownpal = 1

[State 2100, 11]
type = VarAdd
trigger1 = Time > 28
var(3) = 1

[State 2100, 12]
type = ChangeState
trigger1 = (Time >= 59) && command != "holdx"
trigger2 = Time = 179
value = 2411
ctrl = 1 

;---------------------------------------------------------------------------
;MAX空中水晶超射攻击
[Statedef 2411]
type = A
movetype = A
physics = N
juggle = 0
velset = 0, 0
ctrl = 0
anim = 2111
poweradd = 0
sprpriority = 0

[State 2301, 1]
type = PlaySnd
trigger1 = Time = 1
value = s2100, 0
channel = 0

[State 2301, 2]
type = PlaySnd
trigger1 = Time = 3
value = s2100, 1

[State 2301, 3]
type = Gravity
trigger1 = AnimElemTime(4) >= 0

[State 2301, 4]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 2419
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;MAX空中水晶超射发动
[Statedef 2420]
type = A
movetype = A
physics = N
juggle = 0
velset = 0, 0
ctrl = 0
anim = 2110
poweradd = 0
sprpriority = 0

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

[State 2100, 8]
type = Stopsnd
trigger1 = Time = 0
channel = 0

[State 2100, 9]
type = Stopsnd
trigger1 = Time = 0
channel = 1

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 25,0

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 29
time = 29
p2defmul = 1.0

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,29]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 4
anim = 7100
pos = -17, -123
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 4
anim = 7110
pos = -17, -123
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State -2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 9,1

[State 2100, 1]
type = Helper
trigger1 = Time = 59
helpertype = normal
name = "CrystalShoot"
ID = 2410
pos = -22, -131
postype = p1
stateno = 2426
ownpal = 1

[State 2100, 11]
type = VarAdd
trigger1 = Time > 28
var(3) = 1

[State 2100, 12]
type = ChangeState
trigger1 = (Time >= 59) && command != "holdy"
trigger2 = Time = 179
value = 2411
ctrl = 1 

;---------------------------------------------------------------------------
;MAX空中水晶超射攻击
[Statedef 2421]
type = A
movetype = A
physics = N
juggle = 0
velset = 0, 0
ctrl = 0
anim = 2111
poweradd = 0
sprpriority = 0

[State 2301, 1]
type = PlaySnd
trigger1 = Time = 1
value = s2100, 0
channel = 0

[State 2301, 2]
type = PlaySnd
trigger1 = Time = 3
value = s2100, 1

[State 2301, 3]
type = Gravity
trigger1 = AnimElemTime(4) >= 0

[State 2301, 4]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 2419
ctrl = 1

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

[Statedef 2412]
type = A
movetype = A
physics = N
juggle = 0
ctrl = 0
poweradd = 0

[State 2102, 1]
type = HitDef
triggerall = P2stateNo != 6000
trigger1 = Time = 0
attr = A, HP
damage = 30, 26
hitflag = MAF
animtype = Diagup
getpower = 0, 0
priority = 3, Hit
pausetime = 0, 12
sparkno = s8020
guard.sparkno = s8120
sparkxy = -10, 0
hitsound = s2000,2
guardsound = s2,1
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -6.5, -8
air.velocity = -6.5, -8
guard.velocity = -10.5
fall = 1
p2stateno = 6000
fall.recover = 0
palfx.time = 48
palfx.add = 16, 16, 16
palfx.mul = 192, 192, 256
palfx.sinadd = 128, 128, 128, 8
palfx.invertall = 1
palfx.color = 32

[State 2102, 2]
type = EnvColor
trigger1 = MoveHit = 1
value = 248, 248, 248
time = 1
under = 1
ignorehitpause = 1

[State 2102, 3]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2102, 4]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2102, 5]
type = BindToParent
trigger1 = Time >= 0 && Time < 30
pos = (63*cos((pi/16*var(3))+(pi/2))*(30-time)/30)-(time*12/30), (71*sin((pi/16*var(3))-(pi/16))*(30-time)/30)-64-(time*72/30)

[State 2102, 6]
type = VarSet
trigger1 = 1
var(3) = Parent,var(3)

[State 2102, 7]
type = DestroySelf
trigger1 = Time = 30
trigger2 = Parent,movetype = H

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

[Statedef 2413]
type = A
movetype = A
physics = N
juggle = 0
ctrl = 0
poweradd = 0

[State 2103, 1]
type = HitDef
triggerall = P2stateNo != 6000
trigger1 = Time = 0
attr = A, HP
damage = 30, 26
hitflag = MAF
animtype = Diagup
getpower = 0, 0
priority = 3, Hit
pausetime = 0, 12
sparkno = s8020
guard.sparkno = s8120
sparkxy = -10, 0
hitsound = s2000,2
guardsound = s2,1
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -6.5, -8
air.velocity = -6.5, -8
guard.velocity = -10.5
fall = 1
p2stateno = 6000
fall.recover = 0
palfx.time = 48
palfx.add = 16, 16, 16
palfx.mul = 192, 192, 256
palfx.sinadd = 128, 128, 128, 8
palfx.invertall = 1
palfx.color = 32

[State 2103, 2]
type = EnvColor
trigger1 = MoveHit = 1
value = 248, 248, 248
time = 1
under = 1
ignorehitpause = 1

[State 2103, 3]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2103, 4]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2103, 5]
type = BindToParent
trigger1 = Time >= 0 && Time < 30
pos = (63*cos((pi/16*var(3))-(pi/2))*(30-time)/30)-(time*12/30), (71*sin((pi/16*var(3))+(pi/16))*(30-time)/30)-64-(time*72/30)

[State 2103, 6]
type = VarSet
trigger1 = 1
var(3) = Parent,var(3)

[State 2103, 7]
type = DestroySelf
trigger1 = Time = 30
trigger2 = Parent,movetype = H

;---------------------------------------------------------------------------
[Statedef 2414]
type = A
movetype = A
physics = N
juggle = 5
ctrl = 0
anim = 2004
poweradd = 0

[State 2104, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2104, 2]
type = HitBy
trigger1 = Time >= 0
value = SCA, AP

[State 2104, 3]
type = HitOverride
trigger1 = 1
attr = SCA, AP
stateno = 2114

[State 2104, 4]
type = BindToParent
trigger1 = 1
time = 128
pos = 0, 0

[State 2104, 5]
type = DestroySelf
trigger1 = (Parent,stateno = 2412) && (Time = 30)
trigger2 = (Parent,stateno = 2413) && (Time = 30)
trigger3 = NumHelper(2010) = 0
trigger4 = Root,stateno = 0
;---------------------------------------------------------------------------

[Statedef 2415]
type = A
movetype = A
physics = N
juggle = 0
ctrl = 0
anim = 2004
poweradd = 0

[State 2305, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2305, 2]
type = HitBy
trigger1 = Time >= 0
value = SCA, AP

[State 2305, 3]
type = HitOverride
trigger1 = 1
attr = SCA, AP
stateno = 2115

[State 2305, 4]
type = BindToParent
trigger1 = 1
time = 128
pos = 0, 0

[State 2305, 5]
type = DestroySelf
trigger1 = (Parent,stateno = 2416) && (Time = 128)
trigger2 = (Parent,stateno = 2426) && (Time = 128)
trigger3 = Parent,stateno = 2418
trigger4 = NumHelper(2400) = 0
trigger5 = Root,stateno = 0
;---------------------------------------------------------------------------

[Statedef 2416]
type        = A
movetype    = A
physics     = N
juggle      = 0
velset      = 0, 0
ctrl        = 0
anim        = 2011
poweradd    = 0
sprpriority = 5

[State 2106, 1]
type = HitDef
trigger1 = time = 0
attr = A, HP
damage = 120, 22
hitflag = MAF
animtype = Diagup
getpower = 0, 0
priority = 3, Hit
pausetime = 0, 12
sparkno = s8020
guard.sparkno = s8120
sparkxy = -10, 0
hitsound = s2000,2
guardsound = s2,1
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -6.5, -8
air.velocity = -6.5, -8
guard.velocity = -10.5
fall = 1
p2stateno = 6000
fall.recover = 0
palfx.time = 48
palfx.add = 16, 16, 16
palfx.mul = 192, 192, 256
palfx.sinadd = 128, 128, 128, 8
palfx.invertall = 1
palfx.color = 32

[State 2106, 3]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "CrystalShoot"
ID = 2415
pos = -12, -136
postype = p1
stateno = 2415
ownpal = 1

[State 2106, 4]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2106, 5]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2106, 6]
type = BindToParent
trigger1 = 1
time = 128
pos = -12, -136

[State 2106, 7]
type = ChangeState
trigger1 = Parent,stateno != 2410
value = 2417

[State 2106, 8]
type = DestroySelf
trigger1 = Time = 128


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

[Statedef 2417]
type = A
movetype = A
physics = N
juggle = 0
velset = 0, 0
ctrl = 0
poweradd = 0
sprpriority = 2

[State 2107, 1]
type = HitDef
trigger1 = time = 0
attr = A, HP
damage = 120, 22
hitflag = MAF
animtype = Diagup
getpower = 0, 0
priority = 3, Hit
pausetime = 0, 12
sparkno = s8020
guard.sparkno = s8120
sparkxy = -10, 26
hitsound = s2000,2
guardsound = s2,1
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -6.5, -8
air.velocity = -6.5, -8
guard.velocity = -10.5
fall = 1
p2stateno = 6000
fall.recover = 0
palfx.time = 48
palfx.add = 16, 16, 16
palfx.mul = 192, 192, 256
palfx.sinadd = 128, 128, 128, 8
palfx.invertall = 1
palfx.color = 32

[State 2307, 2]
type = EnvColor
trigger1 = MoveHit = 1
value = 248, 248, 248
time = 1
under = 1
ignorehitpause = 1

[State 2307, 3]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2307, 4]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2307, 5]
type = BindToParent
trigger1 = Time = 0
time = 0
pos = -12, -144

[State 2307, 6]
type = PosAdd
trigger1 = Time = 2
x = 2
y = 14

[State 2307, 7]
type = PosAdd
trigger1 = Time = 3
x = 5
y = 13

[State 2307, 8]
type = PosAdd
trigger1 = Time = 4
x = 7
y = 12

[State 2307, 9]
type = PosAdd
trigger1 = Time = 5
x = 15
y = 16

[State 2307, 10]
type = VelSet
trigger1 = time = 6
x = 5
y = 5

[State 2307, 11]
type = PosAdd
trigger1 = Pos Y >= -45
x = 5
persistent = 0

[State 2307, 12]
type = VelSet
trigger1 = Pos Y >= -45
x = 7
y = -1

[State 2307, 13]
type = ChangeState
trigger1 = MoveContact
value = 2418

[State 2307, 14]
type = DestroySelf
trigger1 = FrontEdgeDist < -40
;---------------------------------------------------------------------------

[Statedef 2426]
type        = A
movetype    = A
physics     = N
juggle      = 0
velset      = 0, 0
ctrl        = 0
anim        = 2011
poweradd    = 0
sprpriority = 5

[State 2106, 1]
type = HitDef
trigger1 = time = 0
attr = A, HP
damage = 120, 22
hitflag = MAF
animtype = Diagup
getpower = 0, 0
priority = 3, Hit
pausetime = 0, 12
sparkno = s8020
guard.sparkno = s8120
sparkxy = -10, 0
hitsound = s2000,2
guardsound = s2,1
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -6.5, -8
air.velocity = -6.5, -8
guard.velocity = -10.5
fall = 1
p2stateno = 6000
fall.recover = 0
palfx.time = 48
palfx.add = 16, 16, 16
palfx.mul = 192, 192, 256
palfx.sinadd = 128, 128, 128, 8
palfx.invertall = 1
palfx.color = 32

[State 2106, 3]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "CrystalShoot"
ID = 2415
pos = -12, -136
postype = p1
stateno = 2415
ownpal = 1

[State 2106, 4]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2106, 5]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2106, 6]
type = BindToParent
trigger1 = 1
time = 128
pos = -12, -136

[State 2106, 7]
type = ChangeState
trigger1 = Parent,stateno != 2420
value = 2427

[State 2106, 8]
type = DestroySelf
trigger1 = Time = 128


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

[Statedef 2427]
type = A
movetype = A
physics = N
juggle = 0
velset = 0, 0
ctrl = 0
poweradd = 0
sprpriority = 2

[State 2107, 1]
type = HitDef
trigger1 = time = 0
attr = A, HP
damage = 120, 22
hitflag = MAF
animtype = Diagup
getpower = 0, 0
priority = 3, Hit
pausetime = 0, 12
sparkno = s8020
guard.sparkno = s8120
sparkxy = -10, 26
hitsound = s2000,2
guardsound = s2,1
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -6.5, -8
air.velocity = -6.5, -8
guard.velocity = -10.5
fall = 1
p2stateno = 6000
fall.recover = 0
palfx.time = 48
palfx.add = 16, 16, 16
palfx.mul = 192, 192, 256
palfx.sinadd = 128, 128, 128, 8
palfx.invertall = 1
palfx.color = 32

[State 2307, 2]
type = EnvColor
trigger1 = MoveHit = 1
value = 248, 248, 248
time = 1
under = 1
ignorehitpause = 1

[State 2307, 3]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2307, 4]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2307, 5]
type = BindToParent
trigger1 = Time = 0
time = 0
pos = -12, -144

[State 2307, 6]
type = PosAdd
trigger1 = Time = 2
x = 2
y = 14

[State 2307, 7]
type = PosAdd
trigger1 = Time = 3
x = 5
y = 13

[State 2307, 8]
type = PosAdd
trigger1 = Time = 4
x = 7
y = 12

[State 2307, 9]
type = PosAdd
trigger1 = Time = 5
x = 15
y = 16

[State 2307, 10]
type = VelSet
trigger1 = time = 6
x = 5
y = 5

[State 2307, 11]
type = PosAdd
trigger1 = Pos Y >= -45
x = 5
persistent = 0

[State 2307, 12]
type = VelSet
trigger1 = Pos Y >= -45
x = 7
y = -1

[State 2307, 13]
type = ChangeState
trigger1 = MoveContact
value = 2418

[State 2307, 14]
type = DestroySelf
trigger1 = FrontEdgeDist < -40

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

[Statedef 2418]
type = A
movetype = I
physics = N
juggle = 0
velset = 0, 0
ctrl = 0
anim = 2102
poweradd = 0
sprpriority = 2

[State 2308, 1]
type = DestroySelf
trigger1 = AnimTime = 0

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

;MAX空中水晶超射着地
[Statedef 2419]
type = S
movetype = I
physics = S
juggle = 0
velset = 0, 0
ctrl = 0
anim = 2115
poweradd = 0
sprpriority = 0

[State 2309, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5110, fall]
type = Explod
trigger1 = Time = 0
anim = 8430
pos = -10,0
postype = p1
facing = 1
sprpriority = -100
bindtime = 1
ownpal = 1
scale = 0.5,0.5

[State 5110, fall]
type = Explod
trigger1 = Time = 0
anim = 8430
pos = 10,0
postype = p1
facing = -1
sprpriority = -100
bindtime = 1
ownpal = 1
scale = 0.5,0.5

[State 2309, 2]
type = PlaySnd
trigger1 = Time = 1
value = s40, 2

[State 2309, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;超能力9
[Statedef 2500]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2500
ctrl     = 0
sprpriority = 2

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 30

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 25,0

[State 3000, パワーゲージ消費]
type = poweradd
trigger1 = time = 0
value = -2000

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 30
time = 30
p2defmul = 1.0

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 3
anim = 7100
pos = 25, -107
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 3
anim = 7110
pos = 25, -107
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State -2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 9,1

[State -2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2500,0

[State 3500, 11]
type = PlaySnd
trigger1 = AnimElemTime(5) = 1
value = s3000, 0

[State 3500, 12]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = s40, 2

[State 3500, 13]
type = PlaySnd
trigger1 = AnimElemTime(10) = 1
value = s3000, 9

[State 3500, 14]
type = StateTypeSet
trigger1 = AnimElemTime(5) = 0
statetype = A
movetype = A
physics = N

[State 3500, 15]
type = StateTypeSet
trigger1 = AnimElemTime(6) = 0
statetype = S
movetype = I
physics = S

[State 3500, 16]
type = VelSet
trigger1 = AnimElemTime(5) = 0
x = 10

[State 3100, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 57
trans = none
length = 10
timegap = 2
framegap = 3
palcolor = 255
palbright = 0,0,50
palcontrast = 150,150,150
PalAdd = 0,0,0
PalMul = 1,1,1

[State 3500, 1]
type = HitDef
trigger1 = Time = 0
attr = S, HA
damage = 0
hitflag = MAF
animtype = Hard
getpower = 0, 0
priority = 3, Hit
pausetime = 12, 12
sparkno = s8020
guard.sparkno = s8120
sparkxy = -5, -76
hitsound = s1,1
guardsound = s2,1
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0
air.velocity = -2, -4
ground.cornerpush.veloff = 0
p2stateno = 2590

[State 3500, 19]
type = GameMakeAnim
trigger1 = AnimElemTime(10) = 0
value = 61
under = 1
pos = 0, 0

[State 3500, 20]
type = EnvShake
trigger1 = AnimElemTime(10) = 0
time = 10
freq = 180
ampl = -4
phase = 90

[State 3500, 21]
type = ChangeState
trigger1 = MoveHit
value = 2501
ctrl = 1 

[State 3500, 22]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;一
[Statedef 2501]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2501
ctrl     = 0
sprpriority = 3

[State 0, Width]
type = Width
trigger1 = 1
value = 30,0

[State 200, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = S, HA
damage = 0, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 12,12
sparkno = s8020
guard.sparkno = s8120
sparkxy = -28, -64
hitsound = S1,0
guardsound = S2,0
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.velocity = 0,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12
p2stateno = 2580
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
envshake.time = 15
envshake.freq = 80
envshake.ampl = -3
envshake.phase = -2
kill = 0

[State 3501, 2]
type = EnvColor
trigger1 = MoveHit
value = 248, 248, 248
time = 1
under = 1
persistent = 0
ignorehitpause = 1

[State 3501, 4]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s3000, 1
channel = 0

[State 3501, 5]
type = PlaySnd
trigger1 = AnimElemTime(8) = 1
value = s3000, 9

[State 3501, 6]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 3501, 7]
type = GameMakeAnim
trigger1 = AnimElemTime(8) = 0
value = 61
under = 1
pos = 0, 0

[State 3501, 8]
type = EnvShake
trigger1 = AnimElemTime(8) = 0
time = 10
freq = 180
ampl = -4
phase = 90

[State 3501, 3]
type = VarSet
trigger1 = Time = 0
var(5) = 0

[State 3501, 9]
type = VarSet
trigger1 = command = "x"
var(5) = 1

[State 3501, 11]
type = ChangeState
trigger1 = MoveHit
trigger1 = AnimElemTime(4) = 0
trigger1 = var(5) = 1
value = 2502
ctrl = 1 

[State 3501, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1 

;---------------------------------------------------------------------------
;二
[Statedef 2502]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2502
ctrl     = 0
sprpriority = 3

[State 0, Width]
type = Width
trigger1 = 1
value = 30,0

[State 200, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = S, HA
damage = 0, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 12,12
sparkno = s8020
guard.sparkno = s8120
sparkxy = -16, -68
hitsound = S1,1
guardsound = S2,1
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.velocity = 0,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12
p2stateno = 2590
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
envshake.time = 15
envshake.freq = 80
envshake.ampl = -3
envshake.phase = -2
kill = 0

[State 3501, 2]
type = EnvColor
trigger1 = MoveHit
value = 248, 248, 248
time = 1
under = 1
persistent = 0
ignorehitpause = 1

[State 3501, 4]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3000, 2
channel = 0

[State 3501, 5]
type = PlaySnd
trigger1 = AnimElemTime(11) = 1
value = s3000, 9

[State 3501, 6]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 3501, 7]
type = GameMakeAnim
trigger1 = AnimElemTime(11) = 0
value = 61
under = 1
pos = 0, 0

[State 3501, 8]
type = EnvShake
trigger1 = AnimElemTime(11) = 0
time = 10
freq = 180
ampl = -4
phase = 90

[State 3501, 3]
type = VarSet
trigger1 = Time = 0
var(5) = 0

[State 3501, 9]
type = VarSet
trigger1 = command = "x"
var(5) = 1

[State 3501, 11]
type = ChangeState
trigger1 = MoveHit
trigger1 = AnimElemTime(6) = 0
trigger1 = var(5) = 1
value = 2503
ctrl = 1 

[State 3501, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1 
;---------------------------------------------------------------------------
;三
[Statedef 2503]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2503
ctrl     = 0
sprpriority = 3

[State 0, Width]
type = Width
trigger1 = 1
value = 30,0

[State 200, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = S, HA
damage = 0, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 12,12
sparkno = s8020
guard.sparkno = s8120
sparkxy = -40, -68
hitsound = S1,3
guardsound = S2,1
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.velocity = 0,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12
p2stateno = 2590
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
envshake.time = 15
envshake.freq = 80
envshake.ampl = -3
envshake.phase = -2
kill = 0

[State 3501, 2]
type = EnvColor
trigger1 = MoveHit
value = 248, 248, 248
time = 1
under = 1
persistent = 0
ignorehitpause = 1

[State 3501, 4]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3000, 3
channel = 0

[State 3501, 5]
type = PlaySnd
trigger1 = AnimElemTime(11) = 1
value = s3000, 9

[State 3501, 6]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 3501, 7]
type = GameMakeAnim
trigger1 = AnimElemTime(11) = 0
value = 61
under = 1
pos = 0, 0

[State 3501, 8]
type = EnvShake
trigger1 = AnimElemTime(11) = 0
time = 10
freq = 180
ampl = -4
phase = 90

[State 3501, 3]
type = VarSet
trigger1 = Time = 0
var(5) = 0

[State 3501, 9]
type = VarSet
trigger1 = command = "x"
var(5) = 1

[State 3501, 11]
type = ChangeState
trigger1 = MoveHit
trigger1 = AnimElemTime(6) = 0
trigger1 = var(5) = 1
value = 2504
ctrl = 1 

[State 3501, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1 

;---------------------------------------------------------------------------
;四
[Statedef 2504]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2504
ctrl     = 0
sprpriority = 3

[State 0, Width]
type = Width
trigger1 = 1
value = 30,0

[State 200, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = S, HA
damage = 0, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 12,12
sparkno = s8020
guard.sparkno = s8120
sparkxy = -20, -84
hitsound = S1,3
guardsound = S2,1
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.velocity = 0,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12
p2stateno = 2580
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
envshake.time = 15
envshake.freq = 80
envshake.ampl = -3
envshake.phase = -2
kill = 0

[State 3501, 2]
type = EnvColor
trigger1 = MoveHit
value = 248, 248, 248
time = 1
under = 1
persistent = 0
ignorehitpause = 1

[State 3501, 4]
type = PlaySnd
trigger1 = AnimElemTime(7) = 0
value = s3000, 4
channel = 0

[State 3501, 5]
type = PlaySnd
trigger1 = AnimElemTime(15) = 1
value = s3000, 9

[State 3501, 6]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 3501, 7]
type = GameMakeAnim
trigger1 = AnimElemTime(15) = 0
value = 61
under = 1
pos = 0, 0

[State 3501, 8]
type = EnvShake
trigger1 = AnimElemTime(15) = 0
time = 10
freq = 180
ampl = -4
phase = 90

[State 3501, 3]
type = VarSet
trigger1 = Time = 0
var(5) = 0

[State 3501, 9]
type = VarSet
trigger1 = command = "x"
var(5) = 1

[State 3501, 11]
type = ChangeState
trigger1 = MoveHit
trigger1 = AnimElemTime(9) = 0
trigger1 = var(5) = 1
value = 2505
ctrl = 1 

[State 3501, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1 

;---------------------------------------------------------------------------
;五
[Statedef 2505]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2505
ctrl     = 0
sprpriority = 3

[State 0, Width]
type = Width
trigger1 = 1
value = 30,0

[State 200, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = S, HA
damage = 0, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 12,12
sparkno = s8020
guard.sparkno = s8120
sparkxy = -36, -76
hitsound = S1,1
guardsound = S2,1
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.velocity = 0,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12
p2stateno = 2590
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
envshake.time = 15
envshake.freq = 80
envshake.ampl = -3
envshake.phase = -2
kill = 0

[State 3501, 2]
type = EnvColor
trigger1 = MoveHit
value = 248, 248, 248
time = 1
under = 1
persistent = 0
ignorehitpause = 1

[State 3501, 4]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = s3000, 5
channel = 0

[State 3501, 5]
type = PlaySnd
trigger1 = AnimElemTime(12) = 1
value = s3000, 9

[State 3501, 6]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 3501, 7]
type = GameMakeAnim
trigger1 = AnimElemTime(12) = 0
value = 61
under = 1
pos = 0, 0

[State 3501, 8]
type = EnvShake
trigger1 = AnimElemTime(12) = 0
time = 10
freq = 180
ampl = -4
phase = 90

[State 3501, 3]
type = VarSet
trigger1 = Time = 0
var(5) = 0

[State 3501, 9]
type = VarSet
trigger1 = command = "x"
var(5) = 1

[State 3501, 11]
type = ChangeState
trigger1 = MoveHit
trigger1 = AnimElemTime(8) = 0
trigger1 = var(5) = 1
value = 2506
ctrl = 1 

[State 3501, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1 

;---------------------------------------------------------------------------
;六
[Statedef 2506]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2506
ctrl     = 0
sprpriority = 3

[State 0, Width]
type = Width
trigger1 = 1
value = 30,0

[State 3506, 4]
type = PosAdd
trigger1 = AnimElemTime(8) = 0
x = 15

[State 3506, 5]
type = PosAdd
trigger1 = AnimElemTime(9) = 0
x = 12

[State 3506, 6]
type = PosAdd
trigger1 = AnimElemTime(10) = 0
x = 4

[State 200, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = S, HA
damage = 0, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 12,12
sparkno = s8020
guard.sparkno = s8120
sparkxy = -23, -68
hitsound = S1,4
guardsound = S2,1
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.velocity = 0,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12
p2stateno = 2590
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
envshake.time = 15
envshake.freq = 80
envshake.ampl = -3
envshake.phase = -2
kill = 0

[State 3501, 2]
type = EnvColor
trigger1 = MoveHit
value = 248, 248, 248
time = 1
under = 1
persistent = 0
ignorehitpause = 1

[State 3501, 4]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3000, 6
channel = 0

[State 3501, 5]
type = PlaySnd
trigger1 = AnimElemTime(9) = 1
value = s3000, 9

[State 3501, 6]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 3501, 7]
type = GameMakeAnim
trigger1 = AnimElemTime(9) = 0
value = 61
under = 1
pos = 0, 0

[State 3501, 8]
type = EnvShake
trigger1 = AnimElemTime(9) = 0
time = 10
freq = 180
ampl = -4
phase = 90

[State 3501, 3]
type = VarSet
trigger1 = Time = 0
var(5) = 0

[State 3501, 9]
type = VarSet
trigger1 = command = "x"
var(5) = 1

[State 3501, 11]
type = ChangeState
trigger1 = MoveHit
trigger1 = AnimElemTime(6) = 0
trigger1 = var(5) = 1
value = 2507
ctrl = 1 

[State 3501, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1 

;---------------------------------------------------------------------------
;七
[Statedef 2507]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2507
ctrl     = 0
sprpriority = 3

[State 0, Width]
type = Width
trigger1 = 1
value = 30,0

[State 3507, 4]
type = PosAdd
trigger1 = AnimElemTime(1) = 0
x = 15

[State 3507, 5]
type = PosAdd
trigger1 = AnimElemTime(2) = 0
x = 14

[State 3507, 6]
type = PosAdd
trigger1 = AnimElemTime(3) = 0
x = 7

[State 200, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = S, HA
damage = 0, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 12,12
sparkno = s8020
guard.sparkno = s8120
sparkxy = -23, -68
hitsound = S1,3
guardsound = S2,1
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.velocity = 0,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12
p2stateno = 2580
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
envshake.time = 15
envshake.freq = 80
envshake.ampl = -3
envshake.phase = -2
kill = 0

[State 3501, 2]
type = EnvColor
trigger1 = MoveHit
value = 248, 248, 248
time = 1
under = 1
persistent = 0
ignorehitpause = 1

[State 3501, 4]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s3000, 7
channel = 0

[State 3501, 5]
type = PlaySnd
trigger1 = AnimElemTime(10) = 1
value = s3000, 9

[State 3501, 6]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 3501, 7]
type = GameMakeAnim
trigger1 = AnimElemTime(10) = 0
value = 61
under = 1
pos = 0, 0

[State 3501, 8]
type = EnvShake
trigger1 = AnimElemTime(10) = 0
time = 10
freq = 180
ampl = -4
phase = 90

[State 3501, 3]
type = VarSet
trigger1 = Time = 0
var(5) = 0

[State 3501, 9]
type = VarSet
trigger1 = command = "x"
var(5) = 1

[State 3501, 11]
type = ChangeState
trigger1 = MoveHit
trigger1 = AnimElemTime(6) = 0
trigger1 = var(5) = 1
value = 2508
ctrl = 1 

[State 3501, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1 

;---------------------------------------------------------------------------
;八
[Statedef 2508]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2508
ctrl     = 0
sprpriority = 3

[State 0, Width]
type = Width
trigger1 = 1
value = 30,0

[State 200, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = S, HA
damage = 0, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 12,12
sparkno = s8020
guard.sparkno = s8120
sparkxy = -23, -68
hitsound = S1,3
guardsound = S2,1
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.velocity = 0,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12
p2stateno = 2580
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
envshake.time = 15
envshake.freq = 80
envshake.ampl = -3
envshake.phase = -2
kill = 0

[State 3501, 2]
type = EnvColor
trigger1 = MoveHit
value = 248, 248, 248
time = 1
under = 1
persistent = 0
ignorehitpause = 1

[State 3501, 4]
type = PlaySnd
trigger1 = AnimElemTime(11) = 0
value = s3000, 8
channel = 0

[State 3501, 5]
type = PlaySnd
trigger1 = AnimElemTime(14) = 1
value = s3000, 9

[State 3501, 6]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 3501, 7]
type = GameMakeAnim
trigger1 = AnimElemTime(14) = 0
value = 61
under = 1
pos = 0, 0

[State 3501, 8]
type = EnvShake
trigger1 = AnimElemTime(14) = 0
time = 10
freq = 180
ampl = -4
phase = 90

[State 3501, 3]
type = VarSet
trigger1 = Time = 0
var(5) = 0

[State 3501, 9]
type = VarSet
trigger1 = command = "x"
var(5) = 1

[State 3501, 9]
type = VarSet
trigger1 = command = "y"
var(5) = 2

[State 3501, 9]
type = VarSet
trigger1 = command = "z"
var(5) = 3

[State 3501, 11]
type = ChangeState
trigger1 = MoveHit
trigger1 = AnimElemTime(12) = 0
trigger1 = var(5) = 1
value = ifelse(Random <= 500,2510,2515)
ctrl = 1 

[State 3501, 11]
type = ChangeState
trigger1 = MoveHit
trigger1 = AnimElemTime(12) = 0
trigger1 = var(5) = 2
value = 2520
ctrl = 1 

[State 3501, 11]
type = ChangeState
trigger1 = MoveHit
trigger1 = AnimElemTime(12) = 0
trigger1 = var(5) = 3
value = 2530
ctrl = 1 

[State 3501, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1 

;---------------------------------------------------------------------------
;炎剑袭
[Statedef 2510]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2510
ctrl     = 0
sprpriority = 3

[State 3600, 5]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 28
time = 28
p2defmul = 1.0

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,28]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

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

[State -2]
type = PlaySnd
trigger1 = AnimElem = 10
value = 3000,10

[State 3600, 8]
type = Explod
trigger1 = AnimElemTime(16) = 0
anim = 2511
sprpriority = 4
postype = p1
pos = 0, 0
bindtime = -1
ownpal = 1

[State 3600, 9]
type = Explod
trigger1 = AnimElemTime(17) = 3
anim = 2511
sprpriority = 5
postype = p1
pos = 8, 0
bindtime = -1
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 3600, 1]
type = HitDef
trigger1 = AnimElemTime(15) = 0
attr = S, HA
damage = 50, 11
hitflag = MAF
animtype = Up
getpower = 0, 0
priority = 3, Hit
pausetime = 45, 45
sparkno = s8020
guard.sparkno = s8120
sparkxy = -20, -84
hitsound = s3100, 1
guardsound = s2,1
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0, 0
air.velocity = 0, 0
guard.velocity = -10.5
ground.cornerpush.veloff = 0
p2stateno = 6000
fall = 1
fall.recover = 0
palfx.time = 60
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
kill = 0
envshake.time = 21
envshake.freq = 90
envshake.ampl = -5
envshake.phase = 45

[State 3600, 2]
type = HitDef
trigger1 = AnimElemTime(17) = 0
attr = S, HA
damage = 30, 11
hitflag = MAF
animtype = Up
getpower = 0, 0
priority = 3, Hit
pausetime = 12, 12
sparkno = s8020
guard.sparkno = s8120
sparkxy = -20, -84
hitsound = -1
guardsound = s2, 1
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0, 0
air.velocity = 0, 0
guard.velocity = -10.5
p2stateno = 6000
ground.cornerpush.veloff = 0
fall = 1
kill = 0
fall.recover = 0
palfx.time = 60
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 3600, 3]
type = HitDef
trigger1 = AnimElemTime(18) = 0
attr = S, HA
damage = 10, 11
hitflag = MAF
animtype = diagup
getpower = 0, 0
priority = 3, Hit
pausetime = 3, 3
sparkno = s8020
guard.sparkno = s8120
sparkxy = -20, -84
hitsound = -1
guardsound = s2, 1
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
yaccel = 0.64
p2stateno = 6000
ground.velocity = -6, -9.8
air.velocity = -6, -9.8
guard.velocity = -10.5
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0
palfx.time = 60
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 3600, 4]
type = EnvColor
trigger1 = MoveHit
value = 248, 248, 248
time = 2
under = 1
persistent = 0
ignorehitpause = 1

[State 1000, 潶?挙?????]
type = Helper
trigger1 = movehit
trigger1 = HitPauseTime = 1
name = "hit"
stateno = 4910
ID = 4910
helpertype = normal
pos = 0,0
postype = p2
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 3600, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1 
;---------------------------------------------------------------------------
;大蛇薙
[Statedef 2515]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2515
ctrl     = 0
sprpriority = 3

[State 3600, 5]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 28
time = 28
p2defmul = 1.0

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,28]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

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

[State -2]
type = PlaySnd
trigger1 = AnimElem = 13
value = 2500,1

[State 3600, 8]
type = Explod
trigger1 = AnimElemTime(12) = 0
anim = 2511
sprpriority = 4
postype = p1
pos = 0, 0
bindtime = -1
ownpal = 1

[State 3600, 9]
type = Explod
trigger1 = AnimElemTime(12) = 3
anim = 2511
sprpriority = 5
postype = p1
pos = 8, 0
bindtime = -1
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 3600, 1]
type = HitDef
trigger1 = AnimElemTime(15) = 0
attr = S, HA
damage = 80, 11
hitflag = MAF
animtype = Up
getpower = 0, 0
priority = 3, Hit
pausetime = 15,10
sparkno = s8020
guard.sparkno = s8120
sparkxy = -20, -84
hitsound = s3100, 0
guardsound = s2,1
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -6, -7.8
air.velocity = -6, -7.8
guard.velocity = -10.5
ground.cornerpush.veloff = 0
p2stateno = 6000
fall = 1
fall.recover = 0
palfx.time = 60
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1 
envshake.time = 21
envshake.freq = 90
envshake.ampl = -5
envshake.phase = 45

[State 3600, 4]
type = EnvColor
trigger1 = MoveHit
value = 248, 248, 248
time = 2
under = 1
persistent = 0
ignorehitpause = 1

[State 1000, 潶?挙?????]
type = Helper
trigger1 = movehit
trigger1 = HitPauseTime = 1
name = "hit"
stateno = 4910
ID = 4910
helpertype = normal
pos = 0,0
postype = p2
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 3600, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1 
;---------------------------------------------------------------------------
;超光剑
[Statedef 2520]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2520
ctrl     = 0
sprpriority = 3

[State 3600, 5]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 28
time = 28
p2defmul = 1.0

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,28]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State -2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 9,1
[State 3700, 8]
type = StateTypeSet
trigger1 = AnimElemTime(15) = 0
statetype = A
movetype = A
physics = N

[State 3700, 9]
type = Velset
trigger1 = AnimElemTime(15) = 0
y = -8.3

[State 3700, 10]
type = Veladd
trigger1 = AnimElemTime(15) >= 0
y = 0.36

[State 3700, 11]
type = PosAdd
trigger1 = AnimElemTime(14) = 0
x = 4

[State 3700, 12]
type = Velset
trigger1 = AnimElemTime(15) = 0
x = 0.6

[State 3700, 13]
type = Velset
trigger1 = AnimElemTime(16) = 0
x = 0

[State 3700, 14]
type = PlaySnd
trigger1 = AnimElemTime(15) = 1
value = s1300, 1

[State 3700, 15]
type = Explod
trigger1 = AnimElemTime(11) = 0
anim = 1301
ID = 2520
sprpriority = 2
postype = p1
pos = -24, -94
bindtime = -1
removetime = -1
ownpal = 1
removeongethit = 1

[State 3700, 16]
type = RemoveExplod
trigger1 = AnimElemTime(12) = 0
ID = 2520

[State 3700, 17]
type = Explod
trigger1 = AnimElemTime(12) = 0
anim = 1301
ID = 2520
sprpriority = 2
postype = p1
pos = 40, -24
bindtime = -1
removetime = -1
ownpal = 1
removeongethit = 1

[State 3700, 18]
type = RemoveExplod
trigger1 = AnimElemTime(13) = 0
ID = 2520

[State 3700, 19]
type = Explod
trigger1 = AnimElemTime(13) = 0
anim = 1301
ID = 2520
sprpriority = 2
postype = p1
pos = 38, -32
bindtime = -1
removetime = -1
ownpal = 1
removeongethit = 1

[State 3700, 20]
type = RemoveExplod
trigger1 = AnimElemTime(14) = 0
ID = 2520

[State 3700, 21]
type = Explod
trigger1 = AnimElemTime(14) = 0
anim = 1301
ID = 2520
sprpriority = 2
postype = p1
pos = 32, -114
bindtime = -1
removetime = -1
ownpal = 1
removeongethit = 1

[State 3700, 22]
type = RemoveExplod
trigger1 = AnimElemTime(15) = 0
ID = 2520

[State 3700, 1]
type = HitDef
trigger1 = AnimElemTime(13) = 0
attr = S, HA
damage = 60, 16
hitflag = MAF
animtype = Back
getpower = 0, 0
priority = 3, Hit
pausetime = 45, 45
sparkno = s8020
guard.sparkno = s8120
sparkxy = -10, -50
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
yaccel = 0.56
kill = 0
ground.velocity = 0, -11.6
air.velocity = 0, -11.6
guard.velocity = -10.5
ground.cornerpush.veloff = 0
fall = 1
p2stateno = 6000
fall.recover = 0
envshake.time = 21
envshake.freq = 90
envshake.ampl = -5
envshake.phase = 45

[State 3700, 2]
type = HitDef
trigger1 = AnimElemTime(14) = 0
attr = S, HA
damage = 20, 16
hitflag = MAF
animtype = Back
getpower = 0, 0
priority = 3, Hit
pausetime = 3, 3
sparkno = s8020
guard.sparkno = s8120
sparkxy = -10, -70
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
yaccel = 0.56
p2stateno = 6000
ground.velocity = 0, -11.6
air.velocity = 0, -11.6
guard.velocity = -10.5
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 3700, 3]
type = HitDef
trigger1 = AnimElemTime(15) = 0
attr = A, HA
damage = 10, 16
hitflag = MAF
animtype = Back
getpower = 0, 0
priority = 3, Hit
pausetime = 3, 3
sparkno = s8020
guard.sparkno = s8120
sparkxy = -10, -100
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
yaccel = 0.56
p2stateno = 6000
ground.velocity = -2, -11.6
air.velocity = -2, -11.6
guard.velocity = -10.5
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 3700, 24]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 2525
ctrl = 1

;---------------------------------------------------------------------------
;超光剑着地
[Statedef 2525]
type     = S
movetype = I
physics  = N
anim     = 2525
velset   = 0,0
sprpriority = 6

[State 3701, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[State -2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1102, 2]
type = PlaySnd
trigger1 = Animelem = 1
value = s40, 2

[State 5110, fall]
type = Explod
trigger1 = Time = 0
anim = 8430
pos = -10,0
postype = p1
facing = 1
sprpriority = -100
bindtime = 1
ownpal = 1
scale = 0.5,0.5

[State 5110, fall]
type = Explod
trigger1 = Time = 0
anim = 8430
pos = 10,0
postype = p1
facing = -1
sprpriority = -100
bindtime = 1
ownpal = 1
scale = 0.5,0.5
[State 1102, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;水手服变
[Statedef 2530]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2530
ctrl     = 0
sprpriority = 3

[State 3600, 5]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 28
time = 28
p2defmul = 1.0

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,28]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

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

[State -2]
type = PlaySnd
trigger1 = AnimElem = 15
value = 3200,0

[State 3800, 6]
type = PosAdd
trigger1 = AnimElemTime(11) = 0
x = -18

[State 3800, 7]
type = PosAdd
trigger1 = AnimElemTime(12) = 0
x = -4

[State 3800, 8]
type = PosAdd
trigger1 = AnimElemTime(13) = 0
x = 2

[State 3800, 9]
type = PosAdd
trigger1 = AnimElemTime(14) = 0
x = 4

[State 3800, 10]
type = PosAdd
trigger1 = AnimElemTime(15) = 0
x = 10

[State 3800, 1]
type = HitDef
trigger1 = AnimElemTime(15) = 0
attr = S, HA
damage = 60, 19
hitflag = MAF
animtype = Back
getpower = 0, 0
priority = 3, Hit
pausetime = 45, 45
sparkno = s8020
guard.sparkno = s8210
sparkxy = -42, -76
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
yaccel = 0.56
ground.velocity = -7, -6
air.velocity = -7, -6
guard.velocity = -10.5
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0
envshake.time = 21
envshake.freq = 90
envshake.ampl = -5
envshake.phase = 45

[State 3800, 1]
type = HitDef
trigger1 = AnimElemTime(16) = 0
attr = S, HA
damage = 0, 0
hitflag = MAF
animtype = Back
getpower = 0, 0
priority = 3, Hit
pausetime = 5, 5
sparkno = -1
guard.sparkno = -1
sparkxy = -42, -76
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
yaccel = 0.56
ground.velocity = -7, -6
air.velocity = -7, -6
guard.velocity = -10.5
ground.cornerpush.veloff = 0
fall = 1
numhits = 0
p2stateno = 6250
fall.recover = 0

[State 3800, 2]
type = EnvColor
trigger1 = MoveHit
value = 248, 248, 248
time = 2
under = 1
persistent = 0
ignorehitpause = 1

[State 3800, 13]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1 

;---------------------------------------------------------------------------
;相手動作(上段やられ)
[Statedef 2580]
type    = S
movetype= H
physics = N
velset = 0,0

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 0
value = -EnemyNear,lifemax*.03
kill = 0
absolute = 1
ignorehitpause = 1

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2580

[State 1830]
type = SelfState
trigger1 = time > 100
value = 5000

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;相手動作(下段やられ)
[Statedef 2590]
type    = S
movetype= H
physics = N
velset = 0,0

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 0
value = -EnemyNear,lifemax*.03
kill = 0
absolute = 1
ignorehitpause = 1

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2590

[State 1830]
type = SelfState
trigger1 = time > 100
value = 5000

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;超能力组合曲
[Statedef 3000]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2500
ctrl     = 0
sprpriority = 2

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 30

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 25,0

[State 3000, パワーゲージ消費]
type = poweradd
trigger1 = time = 0
value = -3000

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 30
time = 30
p2defmul = 1.0

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 3
anim = 7200
pos = 25, -107
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 3
anim = 7210
pos = 25, -107
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

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

[State -2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3300,0

[State -2]
type = PlaySnd
trigger1 = AnimElem = 5
value = 3300,1

[State 3500, 11]
type = PlaySnd
trigger1 = AnimElemTime(5) = 1
value = s3000, 0

[State 3500, 12]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = s40, 2

[State 3500, 13]
type = PlaySnd
trigger1 = AnimElemTime(10) = 1
value = s3000, 9

[State 3500, 14]
type = StateTypeSet
trigger1 = AnimElemTime(5) = 0
statetype = A
movetype = A
physics = N

[State 3500, 15]
type = StateTypeSet
trigger1 = AnimElemTime(6) = 0
statetype = S
movetype = I
physics = S

[State 3500, 16]
type = VelSet
trigger1 = AnimElemTime(5) = 0
x = 10

[State 3100, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 57
trans = none
length = 10
timegap = 2
framegap = 3
palcolor = 255
palbright = 0,0,50
palcontrast = 150,150,150
PalAdd = 0,0,0
PalMul = 1,1,1

[State 3500, 1]
type = HitDef
trigger1 = Time = 0
attr = S, HA
damage = 0
hitflag = MAF
animtype = Hard
getpower = 0, 0
priority = 3, Hit
pausetime = 12, 12
sparkno = s8020
guard.sparkno = s8120
sparkxy = -5, -76
hitsound = s1,1
guardsound = s2,1
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0
air.velocity = -2, -4
ground.cornerpush.veloff = 0
p2stateno = 2590

[State 3500, 19]
type = GameMakeAnim
trigger1 = AnimElemTime(10) = 0
value = 61
under = 1
pos = 0, 0

[State 3500, 20]
type = EnvShake
trigger1 = AnimElemTime(10) = 0
time = 10
freq = 180
ampl = -4
phase = 90

[State 3500, 21]
type = ChangeState
trigger1 = MoveHit
value = 3001
ctrl = 1 

[State 3500, 22]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;一
[Statedef 3001]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2501
ctrl     = 0
sprpriority = 3

[State 0, Width]
type = Width
trigger1 = 1
value = 30,0

[State 200, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = S, HA
damage = 0, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 12,12
sparkno = s8020
guard.sparkno = s8120
sparkxy = -28, -64
hitsound = S1,0
guardsound = S2,0
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.velocity = 0,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12
p2stateno = 2580
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
envshake.time = 15
envshake.freq = 80
envshake.ampl = -3
envshake.phase = -2
kill = 0

[State 3501, 2]
type = EnvColor
trigger1 = MoveHit
value = 248, 248, 248
time = 1
under = 1
persistent = 0
ignorehitpause = 1

[State 3501, 4]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s3000, 1
channel = 0

[State 3501, 5]
type = PlaySnd
trigger1 = AnimElemTime(8) = 1
value = s3000, 9

[State 3501, 6]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 3501, 7]
type = GameMakeAnim
trigger1 = AnimElemTime(8) = 0
value = 61
under = 1
pos = 0, 0

[State 3501, 8]
type = EnvShake
trigger1 = AnimElemTime(8) = 0
time = 10
freq = 180
ampl = -4
phase = 90

[State 3501, 3]
type = VarSet
trigger1 = Time = 0
var(5) = 0

[State 3501, 9]
type = VarSet
trigger1 = command = "z"
var(5) = 1

[State 3501, 11]
type = ChangeState
trigger1 = MoveHit
trigger1 = AnimElemTime(4) = 0
trigger1 = var(5) = 1
value = 3002
ctrl = 1 

[State 3501, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1 

;---------------------------------------------------------------------------
;二
[Statedef 3002]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2502
ctrl     = 0
sprpriority = 3

[State 0, Width]
type = Width
trigger1 = 1
value = 30,0

[State 200, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = S, HA
damage = 0, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 12,12
sparkno = s8020
guard.sparkno = s8120
sparkxy = -16, -68
hitsound = S1,1
guardsound = S2,1
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.velocity = 0,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12
p2stateno = 2590
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
envshake.time = 15
envshake.freq = 80
envshake.ampl = -3
envshake.phase = -2
kill = 0

[State 3501, 2]
type = EnvColor
trigger1 = MoveHit
value = 248, 248, 248
time = 1
under = 1
persistent = 0
ignorehitpause = 1

[State 3501, 4]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3000, 2
channel = 0

[State 3501, 5]
type = PlaySnd
trigger1 = AnimElemTime(11) = 1
value = s3000, 9

[State 3501, 6]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 3501, 7]
type = GameMakeAnim
trigger1 = AnimElemTime(11) = 0
value = 61
under = 1
pos = 0, 0

[State 3501, 8]
type = EnvShake
trigger1 = AnimElemTime(11) = 0
time = 10
freq = 180
ampl = -4
phase = 90

[State 3501, 3]
type = VarSet
trigger1 = Time = 0
var(5) = 0

[State 3501, 9]
type = VarSet
trigger1 = command = "z"
var(5) = 1

[State 3501, 11]
type = ChangeState
trigger1 = MoveHit
trigger1 = AnimElemTime(6) = 0
trigger1 = var(5) = 1
value = 3003
ctrl = 1 

[State 3501, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1 
;---------------------------------------------------------------------------
;三
[Statedef 3003]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2503
ctrl     = 0
sprpriority = 3

[State 0, Width]
type = Width
trigger1 = 1
value = 30,0

[State 200, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = S, HA
damage = 0, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 12,12
sparkno = s8020
guard.sparkno = s8120
sparkxy = -40, -68
hitsound = S1,3
guardsound = S2,1
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.velocity = 0,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12
p2stateno = 2590
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
envshake.time = 15
envshake.freq = 80
envshake.ampl = -3
envshake.phase = -2
kill = 0

[State 3501, 2]
type = EnvColor
trigger1 = MoveHit
value = 248, 248, 248
time = 1
under = 1
persistent = 0
ignorehitpause = 1

[State 3501, 4]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3000, 3
channel = 0

[State 3501, 5]
type = PlaySnd
trigger1 = AnimElemTime(11) = 1
value = s3000, 9

[State 3501, 6]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 3501, 7]
type = GameMakeAnim
trigger1 = AnimElemTime(11) = 0
value = 61
under = 1
pos = 0, 0

[State 3501, 8]
type = EnvShake
trigger1 = AnimElemTime(11) = 0
time = 10
freq = 180
ampl = -4
phase = 90

[State 3501, 3]
type = VarSet
trigger1 = Time = 0
var(5) = 0

[State 3501, 9]
type = VarSet
trigger1 = command = "z"
var(5) = 1

[State 3501, 11]
type = ChangeState
trigger1 = MoveHit
trigger1 = AnimElemTime(6) = 0
trigger1 = var(5) = 1
value = 3004
ctrl = 1 

[State 3501, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1 

;---------------------------------------------------------------------------
;四
[Statedef 3004]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2504
ctrl     = 0
sprpriority = 3

[State 0, Width]
type = Width
trigger1 = 1
value = 30,0

[State 200, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = S, HA
damage = 0, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 12,12
sparkno = s8020
guard.sparkno = s8120
sparkxy = -20, -84
hitsound = S1,3
guardsound = S2,1
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.velocity = 0,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12
p2stateno = 2580
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
envshake.time = 15
envshake.freq = 80
envshake.ampl = -3
envshake.phase = -2
kill = 0

[State 3501, 2]
type = EnvColor
trigger1 = MoveHit
value = 248, 248, 248
time = 1
under = 1
persistent = 0
ignorehitpause = 1

[State 3501, 4]
type = PlaySnd
trigger1 = AnimElemTime(7) = 0
value = s3000, 4
channel = 0

[State 3501, 5]
type = PlaySnd
trigger1 = AnimElemTime(15) = 1
value = s3000, 9

[State 3501, 6]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 3501, 7]
type = GameMakeAnim
trigger1 = AnimElemTime(15) = 0
value = 61
under = 1
pos = 0, 0

[State 3501, 8]
type = EnvShake
trigger1 = AnimElemTime(15) = 0
time = 10
freq = 180
ampl = -4
phase = 90

[State 3501, 3]
type = VarSet
trigger1 = Time = 0
var(5) = 0

[State 3501, 9]
type = VarSet
trigger1 = command = "z"
var(5) = 1

[State 3501, 11]
type = ChangeState
trigger1 = MoveHit
trigger1 = AnimElemTime(9) = 0
trigger1 = var(5) = 1
value = 3005
ctrl = 1 

[State 3501, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1 

;---------------------------------------------------------------------------
;五
[Statedef 3005]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2505
ctrl     = 0
sprpriority = 3

[State 0, Width]
type = Width
trigger1 = 1
value = 30,0

[State 200, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = S, HA
damage = 0, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 12,12
sparkno = s8020
guard.sparkno = s8120
sparkxy = -36, -76
hitsound = S1,1
guardsound = S2,1
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.velocity = 0,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12
p2stateno = 2590
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
envshake.time = 15
envshake.freq = 80
envshake.ampl = -3
envshake.phase = -2
kill = 0

[State 3501, 2]
type = EnvColor
trigger1 = MoveHit
value = 248, 248, 248
time = 1
under = 1
persistent = 0
ignorehitpause = 1

[State 3501, 4]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = s3000, 5
channel = 0

[State 3501, 5]
type = PlaySnd
trigger1 = AnimElemTime(12) = 1
value = s3000, 9

[State 3501, 6]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 3501, 7]
type = GameMakeAnim
trigger1 = AnimElemTime(12) = 0
value = 61
under = 1
pos = 0, 0

[State 3501, 8]
type = EnvShake
trigger1 = AnimElemTime(12) = 0
time = 10
freq = 180
ampl = -4
phase = 90

[State 3501, 3]
type = VarSet
trigger1 = Time = 0
var(5) = 0

[State 3501, 9]
type = VarSet
trigger1 = command = "z"
var(5) = 1

[State 3501, 11]
type = ChangeState
trigger1 = MoveHit
trigger1 = AnimElemTime(8) = 0
trigger1 = var(5) = 1
value = 3006
ctrl = 1 

[State 3501, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1 

;---------------------------------------------------------------------------
;六
[Statedef 3006]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2506
ctrl     = 0
sprpriority = 3

[State 0, Width]
type = Width
trigger1 = 1
value = 30,0

[State 3506, 4]
type = PosAdd
trigger1 = AnimElemTime(8) = 0
x = 15

[State 3506, 5]
type = PosAdd
trigger1 = AnimElemTime(9) = 0
x = 12

[State 3506, 6]
type = PosAdd
trigger1 = AnimElemTime(10) = 0
x = 4

[State 200, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = S, HA
damage = 0, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 12,12
sparkno = s8020
guard.sparkno = s8120
sparkxy = -23, -68
hitsound = S1,4
guardsound = S2,1
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.velocity = 0,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12
p2stateno = 2590
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
envshake.time = 15
envshake.freq = 80
envshake.ampl = -3
envshake.phase = -2
kill = 0

[State 3501, 2]
type = EnvColor
trigger1 = MoveHit
value = 248, 248, 248
time = 1
under = 1
persistent = 0
ignorehitpause = 1

[State 3501, 4]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3000, 6
channel = 0

[State 3501, 5]
type = PlaySnd
trigger1 = AnimElemTime(9) = 1
value = s3000, 9

[State 3501, 6]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 3501, 7]
type = GameMakeAnim
trigger1 = AnimElemTime(9) = 0
value = 61
under = 1
pos = 0, 0

[State 3501, 8]
type = EnvShake
trigger1 = AnimElemTime(9) = 0
time = 10
freq = 180
ampl = -4
phase = 90

[State 3501, 3]
type = VarSet
trigger1 = Time = 0
var(5) = 0

[State 3501, 9]
type = VarSet
trigger1 = command = "z"
var(5) = 1

[State 3501, 11]
type = ChangeState
trigger1 = MoveHit
trigger1 = AnimElemTime(6) = 0
trigger1 = var(5) = 1
value = 3007
ctrl = 1 

[State 3501, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1 

;---------------------------------------------------------------------------
;七
[Statedef 3007]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2507
ctrl     = 0
sprpriority = 3

[State 0, Width]
type = Width
trigger1 = 1
value = 30,0

[State 3507, 4]
type = PosAdd
trigger1 = AnimElemTime(1) = 0
x = 15

[State 3507, 5]
type = PosAdd
trigger1 = AnimElemTime(2) = 0
x = 14

[State 3507, 6]
type = PosAdd
trigger1 = AnimElemTime(3) = 0
x = 7

[State 200, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = S, HA
damage = 0, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 12,12
sparkno = s8020
guard.sparkno = s8120
sparkxy = -23, -68
hitsound = S1,3
guardsound = S2,1
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.velocity = 0,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12
p2stateno = 2580
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
envshake.time = 15
envshake.freq = 80
envshake.ampl = -3
envshake.phase = -2
kill = 0

[State 3501, 2]
type = EnvColor
trigger1 = MoveHit
value = 248, 248, 248
time = 1
under = 1
persistent = 0
ignorehitpause = 1

[State 3501, 4]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s3000, 7
channel = 0

[State 3501, 5]
type = PlaySnd
trigger1 = AnimElemTime(10) = 1
value = s3000, 9

[State 3501, 6]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 3501, 7]
type = GameMakeAnim
trigger1 = AnimElemTime(10) = 0
value = 61
under = 1
pos = 0, 0

[State 3501, 8]
type = EnvShake
trigger1 = AnimElemTime(10) = 0
time = 10
freq = 180
ampl = -4
phase = 90

[State 3501, 3]
type = VarSet
trigger1 = Time = 0
var(5) = 0

[State 3501, 9]
type = VarSet
trigger1 = command = "z"
var(5) = 1

[State 3501, 11]
type = ChangeState
trigger1 = MoveHit
trigger1 = AnimElemTime(6) = 0
trigger1 = var(5) = 1
value = 3008
ctrl = 1 

[State 3501, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1 

;---------------------------------------------------------------------------
;八
[Statedef 3008]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2508
ctrl     = 0
sprpriority = 3

[State 0, Width]
type = Width
trigger1 = 1
value = 30,0

[State 200, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = S, HA
damage = 0, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 12,12
sparkno = s8020
guard.sparkno = s8120
sparkxy = -23, -68
hitsound = S1,3
guardsound = S2,1
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.velocity = 0,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12
p2stateno = 2590
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
envshake.time = 15
envshake.freq = 80
envshake.ampl = -3
envshake.phase = -2
kill = 0

[State 3501, 2]
type = EnvColor
trigger1 = MoveHit
value = 248, 248, 248
time = 1
under = 1
persistent = 0
ignorehitpause = 1

[State 3501, 4]
type = PlaySnd
trigger1 = AnimElemTime(11) = 0
value = s3000, 8
channel = 0

[State 3501, 5]
type = PlaySnd
trigger1 = AnimElemTime(14) = 1
value = s3000, 9

[State 3501, 6]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 3501, 7]
type = GameMakeAnim
trigger1 = AnimElemTime(14) = 0
value = 61
under = 1
pos = 0, 0

[State 3501, 8]
type = EnvShake
trigger1 = AnimElemTime(14) = 0
time = 10
freq = 180
ampl = -4
phase = 90

[State 3501, 3]
type = VarSet
trigger1 = Time = 0
var(5) = 0

[State 3501, 9]
type = VarSet
trigger1 = command = "z"
var(5) = 1

[State 3501, 9]
type = VarSet
trigger1 = command = "c"
var(5) = 2

[State 3501, 11]
type = ChangeState
trigger1 = MoveHit
trigger1 = AnimElemTime(12) = 0
trigger1 = var(5) = 1
value = 3010
ctrl = 1 

[State 3501, 11]
type = ChangeState
trigger1 = MoveHit
trigger1 = AnimElemTime(12) = 0
trigger1 = var(5) = 2
value = 3020
ctrl = 1 

[State 3501, 11]
type = ChangeState
trigger1 = MoveHit
trigger1 = AnimElemTime(12) = 0
trigger1 = var(5) = 3
value = 2530
ctrl = 1 

[State 3501, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1 
;---------------------------------------------------------------------------
;桃色捕获
[Statedef 3010]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 3010
ctrl     = 0
sprpriority = 3

[State 3600, 5]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 28
time = 28
p2defmul = 1.0

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,28]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

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

[State 4100, 12]
type = PosAdd
trigger1 = AnimElemTime(29) = 0
x = -18

[State 4100, 13]
type = PosAdd
trigger1 = AnimElemTime(30) = 0
x = -4

[State 4100, 14]
type = PosAdd
trigger1 = AnimElemTime(31) = 0
x = 2

[State 4100, 15]
type = PosAdd
trigger1 = AnimElemTime(32) = 0
x = 4

[State 4100, 16]
type = PosAdd
trigger1 = AnimElemTime(33) = 0
x = 10

[State 4100, 17]
type = StateTypeSet
trigger1 = AnimElemTime(52) = 0
statetype = A
movetype = A
physics = N

[State 4100, 18]
type = Velset
trigger1 = AnimElemTime(52) = 0
y = -8.3

[State 4100, 19]
type = Veladd
trigger1 = (AnimElemTime(52) >= 0) && (AnimElemTime(53) < 0)
y = 0.36

[State 4100, 20]
type = PosAdd
trigger1 = AnimElemTime(51) = 0
x = 4

[State 4100, 21]
type = Velset
trigger1 = AnimElemTime(52) = 0
x = 0.6

[State 4100, 22]
type = Velset
trigger1 = AnimElemTime(53) = 0
x = 0
y = 0

[State 4100, 23]
type = SprPriority
trigger1 = AnimElemTime(56) = 0
value = -1

[State 4100, 25]
type = SprPriority
trigger1 = AnimElemTime(58) = 0
value = 0

[State 4100, 26]
type = PosAdd
trigger1 = AnimElemTime(58) = 0
x = -12
y = 7

[State 4100, 28]
type = EnvShake
trigger1 = AnimElemTime(59) = 0
time = 41
freq = 90
ampl = -5
phase = 45

[State 4100, 29]
type = StateTypeSet
trigger1 = AnimElemTime(62) = 0
statetype = S
movetype = I
physics = S

[State 4100, 30]
type = PosSet
trigger1 = AnimElemTime(62) = 0
y = 0

[State 4100, 31]
type = Explod
trigger1 = AnimElemTime(48) = 0
anim = 1301
ID = 3010
sprpriority = 2
postype = p1
pos = -24, -94
bindtime = -1
removetime = -1
ownpal = 1
removeongethit = 1

[State 4100, 32]
type = RemoveExplod
trigger1 = AnimElemTime(49) = 0
ID = 3010

[State 4100, 33]
type = Explod
trigger1 = AnimElemTime(49) = 0
anim = 1301
ID = 3010
sprpriority = 2
postype = p1
pos = 40, -24
bindtime = -1
removetime = -1
ownpal = 1
removeongethit = 1

[State 4100, 34]
type = RemoveExplod
trigger1 = AnimElemTime(50) = 0
ID = 3010

[State 4100, 35]
type = Explod
trigger1 = AnimElemTime(50) = 0
anim = 1301
ID = 3010
sprpriority = 2
postype = p1
pos = 38, -32
bindtime = -1
removetime = -1
ownpal = 1
removeongethit = 1

[State 4100, 36]
type = RemoveExplod
trigger1 = AnimElemTime(51) = 0
ID = 3010

[State 4100, 37]
type = Explod
trigger1 = AnimElemTime(51) = 0
anim = 1301
ID = 3010
sprpriority = 2
postype = p1
pos = 32, -114
bindtime = -1
removetime = -1
ownpal = 1
removeongethit = 1

[State 4100, 38]
type = RemoveExplod
trigger1 = AnimElemTime(52) = 0
ID = 3010

[State 4100, 39]
type = Explod
trigger1 = AnimElemTime(58) = -83
anim = 3011
ID = 3011
sprpriority = 2
postype = p2
facing = -1
pos = 57, -1
bindtime = 133
ownpal = 1
removeongethit = 1

[State 4100, 40]
type = Explod
trigger1 = AnimElemTime(58) = -83
anim = 3012
ID = 3012
sprpriority = 2
postype = p2
facing = -1
pos = -20, -11
bindtime = 133
ownpal = 1
removeongethit = 1

[State 4100, 41]
type = Explod
trigger1 = AnimElemTime(59) = 0
anim = 10075
ID = 10075
sprpriority = 2
postype = p2
pos = 0, -56
ownpal = 1
removeongethit = 1

[State 4100, 43]
type = PlaySnd
trigger1 = AnimElemTime(32) = 1
value = s0, 1
persistent = 0
ignorehitpause = 1

[State 4100, 44]
type = PlaySnd
trigger1 = AnimElemTime(52) = 1
value = s1300, 1
persistent = 0
ignorehitpause = 1

[State 4100, 45]
type = PlaySnd
trigger1 = AnimElemTime(56) = 1
value = s4000, 0
channel = 0

[State 4100, 46]
type = PlaySnd
trigger1 = AnimElemTime(58) = 1
value = s4000, 1
channel = 0

[State 4100, 47]
type = PlaySnd
trigger1 = AnimElemTime(60) = 1
value = s4000, 2

[State 4100, 1]
type = HitDef
trigger1 = AnimElemTime(16) = 0
attr = S, HA
damage = 0,0
hitflag = MAF
animtype = Hard
getpower = 0, 0
priority = 3, Hit
pausetime = 9, 25
sparkno = s8020
guard.sparkno = s8120
sparkxy = -40, -68
hitsound = s1,4
guardsound = s5,4
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0,-5
air.velocity = 0, -5
guard.velocity = -10.5
ground.cornerpush.veloff = 0
palfx.time = 45
palfx.add = 64, 32, 16
palfx.mul = 256, 128, 64
palfx.sinadd = 128, 128, 128, 8
palfx.invertall = 1
palfx.color = 32
kill = 0
p2stateno = 2580

[State 4100, 2]
type = HitDef
trigger1 = AnimElemTime(17) = 0
attr = S, HA
damage = 0,0
hitflag = MAF
animtype = Hard
getpower = 0, 0
priority = 3, Hit
pausetime = 12, 25
sparkno = s8020
guard.sparkno = s8120
sparkxy = -20, -84
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0,-5
air.velocity = 0, -5
guard.velocity = -10.5
ground.cornerpush.veloff = 0
kill = 0
p2stateno = 2580

[State 4100, 3]
type = HitDef
trigger1 = AnimElemTime(33) = 0
attr = S, HA
damage = 0, 0
hitflag = MAF
animtype = Hard
getpower = 0, 0
priority = 3, Hit
pausetime = 9,25
sparkno = s8020
guard.sparkno = s8120
sparkxy = -27, -84
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 40
ground.hittime  = 40
ground.velocity = 0,-5
air.velocity = 0, -5
guard.velocity = -10.5
ground.cornerpush.veloff = 0
palfx.time = 42
palfx.add = 16, 16, 16
palfx.mul = 192, 192, 256
palfx.sinadd = 128, 128, 128, 8
palfx.invertall = 1
palfx.color = 32
kill = 0
p2stateno = 2590

[State 4100, 4]
type = HitDef
trigger1 = AnimElemTime(50) = 0
attr = S, HA
damage = 40, 3
hitflag = MAF
animtype = Back
getpower = 0, 0
priority = 3, Hit
pausetime = 45, 45
sparkno = s8020
guard.sparkno = s8120
sparkxy = -10, -50
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
yaccel = 0.56
ground.velocity = 0, -11.6
air.velocity = 0, -11.6
guard.velocity = -10.5
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0
envshake.time = 21
envshake.freq = 90
envshake.ampl = -5
envshake.phase = 45
kill = 0
p2stateno = 6000

[State 4100, 5]
type = HitDef
trigger1 = AnimElemTime(51) = 0
attr = S, HA
damage = 40, 3
hitflag = MAF
animtype = Back
getpower = 0, 0
priority = 3, Hit
pausetime = 3, 3
sparkno = s8020
guard.sparkno = s8120
sparkxy = -10, -70
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
yaccel = 0.56
ground.velocity = 0, -11.6
air.velocity = 0, -11.6
guard.velocity = -10.5
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0
kill = 0
p2stateno = 6000

[State 4100, 6]
type = HitDef
trigger1 = AnimElemTime(52) = 0
attr = A, HA
damage = 40, 3
hitflag = MAF
animtype = Back
getpower = 0, 0
priority = 3, Hit
pausetime = 3, 3
sparkno = s8020
guard.sparkno = s8120
sparkxy = -10, -100
hitsound = s1, 4
guardsound = s2,1
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
yaccel = 0.56
ground.velocity = -2, -11.6
air.velocity = -2, -11.6
guard.velocity = -10.5
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0
kill = 0
p2stateno = 3013
ID = 3000

[State 4100, 7]
type = EnvColor
triggerall = MoveHit
trigger1 = AnimElemTime(16) >= 0 && AnimElemTime(17) < 0
trigger1 = HitPauseTime = 8
trigger2 = AnimElemTime(17) >= 0 && AnimElemTime(18) < 0
trigger2 = HitPauseTime = 11
trigger3 = AnimElemTime(33) >= 0 && AnimElemTime(34) < 0
trigger3 = HitPauseTime = 8
value = 248, 248, 248
time = 1
under = 1
ignorehitpause = 1

[State 4100, 8]
type = EnvColor
trigger1 = MoveHit
trigger1 = AnimElemTime(50) >= 0 && AnimElemTime(51) < 0
trigger1 = HitPauseTime = 44
trigger2 = AnimElemTime(60) = 0
value = 248, 248, 248
time = 2
under = 1
ignorehitpause = 1

[State 4100, 24]
type = BindToTarget
trigger1 = AnimElemTime(56) = 0
time = 1
ID = 3000
pos = 22, 15, Foot

[State 4100, 27]
type = TargetState
trigger1 = AnimElemTime(59) = 0
value = 3014
ID = 3000

[State 4100, 48]
type = TargetLifeAdd
trigger1 = AnimElemTime(59) = 0
value = -120
ID = 3000

[State 4100, 49]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1 


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

[Statedef 3013]
type = A
movetype = H
physics = N

[State 4110, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3013

[State 4110, 2]
type = PosAdd
trigger1 = AnimElemTime(3) = 0
x = -3
y = -44

[State 4110, 3]
type = Veladd
trigger1 = Vel Y <= 0
y = 0.56

[State 4110, 4]
type = VelSet
trigger1 = Vel Y > 0
x = 0

[State 4110, 5]
type = Veladd
trigger1 = Vel Y > 0
y = 0.6

[State 4110, 6]
type = VelSet
trigger1 = Time < 180
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -65
x = 0
y = 0

[State 4110, 7]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 

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

[Statedef 3014]
type = A
movetype = H
physics = N

[State 4111, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3014

[State 4111, 2]
type = PosAdd
trigger1 = AnimElemTime(1) = 0
x = 3
y = 44

[State 4111, 3]
type = Velset
trigger1 = Time = 0
x = -6.5
y = -8

[State 4111, 4]
type = Gravity
trigger1 = 1

[State 4111, 5]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 

;---------------------------------------------------------------------------
;雅典娜治愈
[Statedef 3020]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 3020
ctrl     = 0
sprpriority = 2

[State 3600, 5]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 28
time = 28
p2defmul = 1.0

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,28]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

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

[State 4200, 14]
type = PosAdd
trigger1 = AnimElemTime(29) = 0
x = -18

[State 4200, 15]
type = PosAdd
trigger1 = AnimElemTime(30) = 0
x = -4

[State 4200, 16]
type = PosAdd
trigger1 = AnimElemTime(31) = 0
x = 2

[State 4200, 17]
type = PosAdd
trigger1 = AnimElemTime(32) = 0
x = 4

[State 4200, 18]
type = PosAdd
trigger1 = AnimElemTime(33) = 0
x = 10

[State 4200, 19]
type = StateTypeSet
trigger1 = AnimElemTime(52) = 0
statetype = A
movetype = A
physics = N

[State 4200, 20]
type = Velset
trigger1 = AnimElemTime(52) = 0
y = -8.3

[State 4200, 21]
type = Veladd
trigger1 = (AnimElemTime(52) >= 0) && (AnimElemTime(53) < 0)
y = 0.36

[State 4200, 22]
type = PosAdd
trigger1 = AnimElemTime(51) = 0
x = 4

[State 4200, 23]
type = Velset
trigger1 = AnimElemTime(52) = 0
x = 0.6

[State 4200, 24]
type = Velset
trigger1 = AnimElemTime(53) = 0
x = 0
y = 0

[State 4200, 25]
type = Gravity
trigger1 = AnimElemTime(68) >= 0

[State 4200, 26]
type = Explod
trigger1 = AnimElemTime(48) = 0
anim = 1301
ID = 3020
sprpriority = 2
postype = p1
pos = -24, -94
bindtime = -1
removetime = -1
ownpal = 1
removeongethit = 1

[State 4200, 27]
type = RemoveExplod
trigger1 = AnimElemTime(49) = 0
ID = 3020

[State 4200, 28]
type = Explod
trigger1 = AnimElemTime(49) = 0
anim = 1301
ID = 3020
sprpriority = 2
postype = p1
pos = 40, -24
bindtime = -1
removetime = -1
ownpal = 1
removeongethit = 1

[State 4200, 29]
type = RemoveExplod
trigger1 = AnimElemTime(50) = 0
ID = 3020

[State 4200, 30]
type = Explod
trigger1 = AnimElemTime(50) = 0
anim = 1301
ID = 3020
sprpriority = 2
postype = p1
pos = 38, -32
bindtime = -1
removetime = -1
ownpal = 1
removeongethit = 1

[State 4200, 31]
type = RemoveExplod
trigger1 = AnimElemTime(51) = 0
ID = 3020

[State 4200, 32]
type = Explod
trigger1 = AnimElemTime(51) = 0
anim = 1301
ID = 3020
sprpriority = 2
postype = p1
pos = 32, -114
bindtime = -1
removetime = -1
ownpal = 1
removeongethit = 1

[State 4200, 33]
type = RemoveExplod
trigger1 = AnimElemTime(52) = 0
ID = 3020

[State 4200, 35]
type = PlaySnd
trigger1 = AnimElemTime(32) = 1
value = s1,1
persistent = 0
ignorehitpause = 1

[State 4200, 36]
type = PlaySnd
trigger1 = AnimElemTime(52) = 1
value = s1300, 1
persistent = 0
ignorehitpause = 1

[State 4200, 37]
type = PlaySnd
trigger1 = AnimElemTime(56) = 1
value = s4000, 3
channel = 0
persistent = 0
ignorehitpause = 1

[State 4200, 1]
type = HitDef
trigger1 = AnimElemTime(16) = 0
attr = S, HA
damage = 0,0
hitflag = MAF
animtype = Hard
getpower = 0, 0
priority = 3, Hit
pausetime = 9, 25
sparkno = s8020
guard.sparkno = s8120
sparkxy = -40, -68
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0,-5
air.velocity = 0, -5
guard.velocity = -10.5
ground.cornerpush.veloff = 0
palfx.time = 45
palfx.add = 64, 32, 16
palfx.mul = 256, 128, 64
palfx.sinadd = 128, 128, 128, 8
palfx.invertall = 1
palfx.color = 32
kill = 0
p2stateno = 2580

[State 4200, 2]
type = HitDef
trigger1 = AnimElemTime(17) = 0
attr = S, HA
damage = 0,0
hitflag = MAF
animtype = Hard
getpower = 0, 0
priority = 3, Hit
pausetime = 12, 25
sparkno = s8020
guard.sparkno = s8120
sparkxy = -20, -84
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0,-5
air.velocity = 0, -5
guard.velocity = -10.5
ground.cornerpush.veloff = 0
kill = 0
p2stateno = 2580

[State 4200, 3]
type = HitDef
trigger1 = AnimElemTime(33) = 0
attr = S, HA
damage = 0, 0
hitflag = MAF
animtype = Hard
getpower = 0, 0
priority = 3, Hit
pausetime = 9,25
sparkno = s8020
guard.sparkno = s8120
sparkxy = -27, -84
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 40
ground.hittime  = 40
ground.velocity = 0,-5
air.velocity = 0,-5
guard.velocity = -10.5
ground.cornerpush.veloff = 0
palfx.time = 42
palfx.add = 16, 16, 16
palfx.mul = 192, 192, 256
palfx.sinadd = 128, 128, 128, 8
palfx.invertall = 1
palfx.color = 32
kill = 0
p2stateno = 2590

[State 4200, 4]
type = HitDef
trigger1 = AnimElemTime(50) = 0
attr = S, HA
damage = 40, 3
hitflag = MAF
animtype = Back
getpower = 0, 0
priority = 3, Hit
pausetime = 45, 45
sparkno = s8020
guard.sparkno = s8120
sparkxy = -10, -50
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
yaccel = 0.56
ground.velocity = 0, -11.6
air.velocity = 0, -11.6
guard.velocity = -10.5
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0
envshake.time = 21
envshake.freq = 90
envshake.ampl = -5
envshake.phase = 45
kill = 0
p2stateno = 6000

[State 4200, 5]
type = HitDef
trigger1 = AnimElemTime(51) = 0
attr = S, HA
damage = 40, 3
hitflag = MAF
animtype = Back
getpower = 0, 0
priority = 3, Hit
pausetime = 3, 3
sparkno = s8020
guard.sparkno = s8120
sparkxy = -10, -70
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
yaccel = 0.56
ground.velocity = 0, -11.6
air.velocity = 0, -11.6
guard.velocity = -10.5
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0
kill = 0
p2stateno = 6000

[State 4200, 6]
type = HitDef
trigger1 = AnimElemTime(52) = 0
attr = A, HA
damage = 40, 3
hitflag = MAF
animtype = Back
getpower = 0, 0
priority = 3, Hit
pausetime = 3, 3
sparkno = s8020
guard.sparkno = s8120
sparkxy = -10, -100
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
yaccel = 0.56
ground.velocity = 0, -11.6
air.velocity = 0, -11.6
guard.velocity = -10.5
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0
kill = 0
p2stateno = 6000

[State 4200, 7]
type = HitDef
trigger1 = AnimElemTime(56) = 0
attr = A, HA
damage = 40, 1
hitflag = MAF
animtype = diagup
getpower = 0, 0
priority = 3, Hit
pausetime = 12, 12
sparkno = s8020
guard.sparkno = s8120
sparkxy = -10, -100
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
yaccel = 0.56
ground.velocity = -4, -11.6
air.velocity = -4, -11.6
guard.velocity = -10.5
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0
p2stateno = 6000

[State 4200, 8]
type = EnvColor
triggerall = MoveHit
trigger1 = AnimElemTime(16) >= 0 && AnimElemTime(17) < 0
trigger1 = HitPauseTime = 8
trigger2 = AnimElemTime(17) >= 0 && AnimElemTime(18) < 0
trigger2 = HitPauseTime = 11
trigger3 = AnimElemTime(33) >= 0 && AnimElemTime(34) < 0
trigger3 = HitPauseTime = 8
value = 248, 248, 248
time = 1
under = 1
ignorehitpause = 1

[State 4200, 9]
type = EnvColor
trigger1 = MoveHit
trigger1 = AnimElemTime(50) >= 0 && AnimElemTime(51) < 0
trigger1 = HitPauseTime = 44
value = 248, 248, 248
time = 2
under = 1
ignorehitpause = 1

[State 4200, 10]
type = EnvColor
trigger1 = AnimElemTime(56) = 1 && HitPauseTime = 11
trigger2 = AnimElemTime(57) = 1
trigger3 = AnimElemTime(58) = 1
trigger4 = AnimElemTime(59) = 1
trigger5 = AnimElemTime(60) = 1
trigger6 = AnimElemTime(61) = 1
trigger7 = AnimElemTime(62) = 1
trigger8 = AnimElemTime(63) = 1
value = 248, 248, 248
time = 1
under = 1
ignorehitpause = 1

[State 4200, 38]
type = LifeAdd
trigger1 = MoveHit
trigger1 = AnimElemTime(56) >= 0
value = 150
absolute = 1
persistent = 0
ignorehitpause = 1

[State 4200, 39]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 3025
ctrl = 1

;---------------------------------------------------------------------------
;雅典娜治愈着地
[Statedef 3025]
type     = S
movetype = I
physics  = N
anim     = 47
velset   = 0,0
sprpriority = 6

[State 3701, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[State -2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1102, 2]
type = PlaySnd
trigger1 = Animelem = 1
value = s40, 2

[State 5110, fall]
type = Explod
trigger1 = Time = 0
anim = 8430
pos = -10,0
postype = p1
facing = 1
sprpriority = -100
bindtime = 1
ownpal = 1
scale = 0.5,0.5

[State 5110, fall]
type = Explod
trigger1 = Time = 0
anim = 8430
pos = 10,0
postype = p1
facing = -1
sprpriority = -100
bindtime = 1
ownpal = 1
scale = 0.5,0.5

[State 1102, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------

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



;这就是毁天灭地的一击！！
[Statedef 3100]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 3100
ctrl     = 0
sprpriority = 2

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 30

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 25,0

[State 3000, パワーゲージ消費]
type = poweradd
trigger1 = time = 0
value = -3000

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 30
time = 30
p2defmul = 1.0

[State 2000]
type = AssertSpecial
trigger1 = 1
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 3
anim = 7200
pos = 25, -107
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 3
anim = 7210
pos = 25, -107
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

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

[State -2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2500,0

[State -2]
type = PlaySnd
trigger1 = AnimElem = 5
value = 0,4

[state 300,]
type = Posset
trigger1 = time = 0
y = 0

[State 2100, 移動終了]
type = VelSet
trigger1 = AnimElem = 4
x = 6.5

[State 2100, 移動終了]
type = VelSet
trigger1 = AnimElem = 5
x = 6.5

[State 2100, 移動終了]
type = VelSet
trigger1 = AnimElem = 6
x = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = animelem = 6
attr = S, HA
damage = 0, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 3, 20
sparkno = s8010
guard.sparkno = s8110
sparkxy = -20, -65
hitsound = S1,4
guardsound = S2,1
ground.type = Low
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -10.5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.velocity = -2.3,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12
p2stateno = 6000
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
envshake.time = 15
envshake.freq = 80
envshake.ampl = -3
envshake.phase = -2
kill = 0

[State 3501, 11]
type = ChangeState
trigger1 = MoveHit
trigger1 = AnimElemTime(9) = 0
value = 3105
ctrl = 1 

[State 1410, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 3105]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 3105
ctrl     = 0
sprpriority = 2

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
movecamera = 0,0

[State 2000]
type = AssertSpecial
trigger1 = 1
flag = NoFG
flag2 = NOBG
flag3 = nobardisplay
ignorehitpause = 1

[State -2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10,1
channel = 0

[State -2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1400,1
channel = 13

[State -2]
type = PlaySnd
trigger1 = AnimElem = 6
value = 1300,1
channel = 13

[State 1410, 5]
type = PlaySnd
trigger1 = AnimElem = 12
value = s1400, 1
channel = 13

[State 801, Bind 1]
type = TargetBind
trigger1 = (AnimElemTime(7) >= 0) && (AnimElemTime(8) < 0)
pos = 160, 0

[State 5110, fall]
type = Explod
trigger1 = Time = 65
anim = 3107
pos = 0,0
postype = p1
facing = 1
sprpriority = 999
bindtime = 1
ownpal = 1

[State 1000, ヘルパ?を出す]
type = Helper
trigger1 = AnimElem = 7
name = "Flame"
stateno = 3107
ID = 3107
helpertype = normal
pos = 0,-50
postype = p2
facing = 1
keyctrl = 0
ownpal = 1

[State 3501, 11]
type = ChangeState
trigger1 = AnimElemTime(26) = 0
value = 3110
ctrl = 1 
;---------------------------------------------------------------------------
; 禁锢
[Statedef 3107]
type     = A
movetype = A
physics  = N
juggle   = 0
ctrl     = 0
anim     = 1720
sprpriority = 0

[State 1001, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 1101, 5]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 1711
ID = 3107
sprpriority = 1
postype = p2
pos = 0, 0
bindtime = -1
removetime = -1
ownpal = 1
scale = 0.35,0.35
removeongethit = 1

[State 1101, 5]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 1711
ID = 3107
sprpriority = -1
postype = p2
pos = 0, 0
bindtime = -1
removetime = -1
ownpal = 1
scale = 0.35,0.35
removeongethit = 1

[State 1101, 5]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 1711
ID = 3107
sprpriority = 1
postype = p2
pos = 0,-30
bindtime = -1
removetime = -1
ownpal = 1
scale = 0.2,0.2
removeongethit = 1

[State 1101, 5]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 1711
ID = 3107
sprpriority = -1
postype = p2
pos = 0,-30
bindtime = -1
removetime = -1
ownpal = 1
scale = 0.2,0.2
removeongethit = 1

[State 1101, 5]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 1711
ID = 3107
sprpriority = 1
postype = p2
pos = 0,-60
bindtime = -1
removetime = -1
ownpal = 1
scale = 0.25,0.25
removeongethit = 1

[State 1101, 5]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 1711
ID = 3107
sprpriority = -1
postype = p2
pos = 0,-60
bindtime = -1
removetime = -1
ownpal = 1
scale = 0.25,0.25
removeongethit = 1

[State 900, 1]
type = HitDef
triggerall = P2StateNo != [150,155]
trigger1 = AnimElem = 1
attr = S, ST
hitflag = MAF
priority = 3, Miss    
sparkno = -1
p2stateno = 3108
guard.dist = 0
getpower = 0
air.fall = 1
fall = 0
fall.recover = 0

[State 1102, 3]
type = RemoveExplod
trigger1 = Time = 615
ID = 3107

[State 1830]
type = SelfState
trigger1 = time = 650
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 3110]
type     = A
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 3110
ctrl     = 0
sprpriority = 2

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
movecamera = 0,0

[State 2000]
type = AssertSpecial
trigger1 = 1
flag = NoFG
flag2 = NOBG
flag3 = nobardisplay
ignorehitpause = 1

[State 0, PosSet]
type = PosSet
triggerall = facing = 1
trigger1 = time = 1
x = -100
y = -90

[State 0, PosSet]
type = PosSet
triggerall = facing = -1
trigger1 = time = 1
x = 100
y = -90

[State 2301, 1]
type = PlaySnd
trigger1 = Time = 1
value = s2000, 0
channel = 0

[State 2301, 1]
type = PlaySnd
trigger1 = Time = 1
value = s2000, 1
channel = 7

[State 5110, fall]
type = Explod
trigger1 = Time = 17
anim = 3116
pos = -16,-138
postype = p1
facing = 1
sprpriority = 999
bindtime = 1
ownpal = 1

[State 5110, fall]
type = Explod
trigger1 = Time = 29
anim = 3117
pos = -16,-138
postype = p1
facing = 1
sprpriority = 999
bindtime = 1
ownpal = 1

[State 5110, fall]
type = Explod
trigger1 = Time = 53
anim = 3117
pos = -16,-138
postype = p1
facing = 1
sprpriority = 999
bindtime = 1
ownpal = 1
scale = 1.2,1.2

[State 5110, fall]
type = Explod
trigger1 = Time = 77
anim = 3117
pos = -16,-138
postype = p1
facing = 1
sprpriority = 999
bindtime = 1
ownpal = 1
scale = 1.4,1.4

[State 5110, fall]
type = Explod
trigger1 = Time = 101
anim = 3117
pos = -16,-138
postype = p1
facing = 1
sprpriority = 999
bindtime = 1
ownpal = 1
scale = 1.6,1.6

[State 5110, fall]
type = Explod
trigger1 = Time = 125
anim = 3117
pos = -16,-138
postype = p1
facing = 1
sprpriority = 999
bindtime = 1
ownpal = 1
scale = 1.8,1.8

[State 5110, fall]
type = Explod
trigger1 = Time = 149
anim = 3117
pos = -16,-138
postype = p1
facing = 1
sprpriority = 999
bindtime = 1
ownpal = 1
scale = 2.0,2.0

[State 5110, fall]
type = Explod
trigger1 = Time = 173
anim = 3117
pos = -16,-138
postype = p1
facing = 1
sprpriority = 999
bindtime = 1
ownpal = 1
scale = 2.2,2.2

[State 1101, 5]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 3108
ID = 3110
sprpriority = 2
postype = p2
pos = 0, 0
bindtime = -1
removetime = -1
ownpal = 1
removeongethit = 1

[State 2100, 12]
type = ChangeState
trigger1 = Time = 190
value = 3115
ctrl = 1 

;---------------------------------------------------------------------------
;
[Statedef 3115]
type = A
movetype = A
physics = N
juggle = 0
velset = 0, 0
ctrl = 0
anim = 3115
poweradd = 0
sprpriority = 2

[State 2000]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
ignorehitpause = 1

[State 2000]
type = AssertSpecial
trigger1 = Time = 245
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2100, 8]
type = Stopsnd
trigger1 = Time = 0
channel = 7

[State 0, PosSet]
type = PosSet
triggerall = facing = 1
trigger1 = time = 1
x = -100
y = -110

[State 0, PosSet]
type = PosSet
triggerall = facing = -1
trigger1 = time = 1
x = 100
y = -110

[State 2301, 1]
type = PlaySnd
trigger1 = Time = 1
value = s2100, 0
channel = 0

[State 2301, 2]
type = PlaySnd
trigger1 = Time = 3
value = s2100, 1

[State 1000, ヘルパ?を出す]
type = Helper
trigger1 = Time = 7
name = "guangqiu"
stateno = 3111
ID = 3111
helpertype = normal
pos = -16,-138
postype = p1
scale = 2.2,2.2

[State 5110, fall]
type = Explod
trigger1 = Time = 60
anim = 3118
ID = 3118
sprpriority = 999
postype = p1
pos = 0,-20
removetime = -1
ownpal = 1
removeongethit = 1

[State 2301, 3]
type = Gravity
trigger1 = AnimElemTime(4) >= 0

[State 1102, 3]
type = RemoveExplod
trigger1 = Time = 280
ID = 3110

[State 1102, 3]
type = RemoveExplod
trigger1 = Time = 280
ID = 3118

[State 1102, 3]
type = RemoveExplod
trigger1 = Time = 290
ID = 3107

[State 2301, 4]
type = ChangeState
trigger1 = Time = 520
value = 3120
ctrl = 1

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

;着地
[Statedef 3120]
type = S
movetype = I
physics = S
juggle = 0
velset = 0, 0
ctrl = 0
anim = 3120
poweradd = 0
sprpriority = 0

[State 0, Poset]
type = PosSet
triggerall = facing = 1
trigger1 = time = 0
x = -60
y = 0

[State 0, PosSet]
type = PosSet
triggerall = facing = -1
trigger1 = time = 0
x = 60
y = 0
[State 1410, 5]
type = PlaySnd
trigger1 = Time = 0
value = s1400, 1
channel = 13

[State 5110, fall]
type = Explod
trigger1 = Time = 0
anim = 3106
pos = 0,0
postype = p1
facing = 1
sprpriority = 2
bindtime = 1
ownpal = 1
scale = 0.5,0.5

[State 5110, fall]
type = Explod
trigger1 = Time = 0
anim = 8430
pos = -10,0
postype = p1
facing = 1
sprpriority = -100
bindtime = 1
ownpal = 1
scale = 0.5,0.5

[State 5110, fall]
type = Explod
trigger1 = Time = 0
anim = 8430
pos = 10,0
postype = p1
facing = -1
sprpriority = -100
bindtime = 1
ownpal = 1
scale = 0.5,0.5

[State 2309, 2]
type = PlaySnd
trigger1 = Time = 1
value = s40, 2

[State 2309, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

;相手動作
[Statedef 3108]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = -10

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1715

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;
[Statedef 3111]
type     = A
movetype = A
physics  = N
ctrl     = 0
anim     = 3117
sprpriority = 5

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 5

[State 2000]
type = AssertSpecial
trigger1 = 1
flag = noshadow 
flag2 = globalnoshadow 
ignorehitpause = 1

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
movecamera = 0,0

[State 1000, 柍揋]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1000, 摿庩岠壥]
type = AssertSpecial
trigger1 = 1
flag = NoShadow ;塭傪徚偡

[State 2301, 2]
type = PlaySnd
trigger1 = Time = 60
value = s4000, 5
channel = 12

[State 1000, VelSet]
type = VelSet
trigger1 = time = 0
x = 2.5
y = 6

[State 1205, Scale]
type = AngleDraw
trigger1 = 1
scale = 2.2,2.2

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

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

[State 1000, Projectile]
type = Projectile
trigger1 = time = 0
projID = 3010
projanim = 2013
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = -1
offset = 0,0
velocity = vel X, vel Y

[State 1420, ステート変更]
type = ChangeState
trigger1 = Time = 100
value = 3112

;---------------------------------------------------------------------------
;
[Statedef 3112]
type     = A
movetype = A
physics  = N
ctrl     = 0
anim     = 3121

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
movecamera = 0,0

[State 2000]
type = AssertSpecial
trigger1 = 1
flag = noshadow 
flag2 = globalnoshadow 
ignorehitpause = 1

[State 0, Poset]
type = PosSet
triggerall = facing = 1
trigger1 = time = 1
x = 0
y = -230

[State 0, PosSet]
type = PosSet
triggerall = facing = -1
trigger1 = time = 1
x = 0
y = -230

[State 1205, Scale]
type = AngleDraw
trigger1 = 1
scale = 2.2,2.2

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

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = 0
y = 2.6

[State 1000, Projectile]
type = Projectile
trigger1 = time = 0
projID = 3010
projanim = 2013
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = -1
offset = 0,0
velocity = vel X, vel Y

[State 1420, ステート変更]
type = ChangeState
trigger1 = Time = 170
value = 3113

;---------------------------------------------------------------------------
;
[Statedef 3113]
type     = A
movetype = A
physics  = N
ctrl     = 0
anim     = 3121

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
movecamera = 0,0

[State -2,]
type = StopSnd
trigger1 = time = 75
channel = 12

[State 2000]
type = AssertSpecial
trigger1 = 1
flag = noshadow 
flag2 = globalnoshadow 
ignorehitpause = 1

[State 0, PosSet]
type = PosSet
triggerall = facing = 1
trigger1 = time = 1
x = 0
y = -230

[State 0, PosSet]
type = PosSet
triggerall = facing = -1
trigger1 = time = 1
x = 0
y = -230

[State 1205, Scale]
type = AngleDraw
trigger1 = 1
scale = 2.2,2.2

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

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = 0
y = 2.6

[State 1000, Projectile]
type = Projectile
trigger1 = time = 0
projID = 3010
projanim = 2013
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = -1
offset = 0,0
velocity = vel X, vel Y

[State 1420, ステート変更]
type = ChangeState
trigger1 = Time = 80
value = 3114
;---------------------------------------------------------------------------
[Statedef 3114]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 3125
velset = 0,0
sprpriority = -1

[State 1205, Scale]
type = AngleDraw
trigger1 = 1
scale = 1.5,1.5

[State 0, Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S4000,6
volume = 999

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 80
ampl = -8

[State 0, PosAdd]
type = PosSet
trigger1 = time = 0
y = -30

[State 3000, FX]
type = Explod
trigger1 = Time = 0
anim = 3127
ID = 3127
pos = 0,10
postype = p1
sprpriority = 3
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,.1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 0, Explod]
Type = Explod
trigger1 = time = 0
Anim = 3126
ID = 3126
Pos = 20,40
PosType = P1
RemoveTime = -2
SuperMoveTime = -1
PauseMoveTime = -1
Scale = 1.2,.3
SprPriority = -5
OwnPal = 1
RemoveOnGetHit = 0
IgnoreHitPause = 1

[State 0, Rocks]
type = Explod
trigger1 = time = 34
anim = 3128
ID = 3128
pos = 90,-110
postype = p1
removetime = -2
supermovetime = 999
scale = .6,.6
sprpriority = 9999
ownpal = 1
ontop = 1
removeongethit = 1

[State 0, Rocks]
type = Explod
trigger1 = time = 40
anim = 3128
ID = 3128
pos = -100,-50
postype = p1
removetime = -2
supermovetime = 999
scale = .6,.6
sprpriority = 9999
ownpal = 1
ontop = 1
removeongethit = 1

[State 0, Rocks]
type = Explod
trigger1 = time = 46
anim = 3128
ID = 3128
pos = 100,0
postype = p1
removetime = -2
supermovetime = 999
scale = .6,.6
sprpriority = 9999
ownpal = 1
ontop = 1
removeongethit = 1

[State 0, Rocks]
type = Explod
trigger1 = time = 52
anim = 3128
ID = 3128
pos = -110,20
postype = p1
removetime = -2
supermovetime = 999
scale = .6,.6
sprpriority = 9999
ownpal = 1
ontop = 1
removeongethit = 1

[State 0, Explosion]
type = Explod
trigger1 = time = 0
anim = 9023
ID = 9023
pos = 0,0
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = 999,999
sprpriority = 9
ontop = 0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
supermove = 99999
pausemove = 99999
supermovetime = 99999
pausemovetime = 99999

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = time = 5
statetype = A
movetype = I
physics = N

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Unguardable

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 200, 1]
type = HitDef
trigger1 = !movecontact
attr = A, HP
animtype  = diagup
damage    = 650
Hitflag = MAFD
guardflag = MA
pausetime = 10,25
sparkno = -1
guard.sparkno = s7000
sparkxy = -8,-25
hitsound   = -1
guardsound = -1
affectteam = B
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 0,-27
air.velocity =  0,-27
Fall = 1
Fall.recover = 0
Getpower = 0,0
sprpriority = 3
PalFX.time = 220
PalFX.add = -200,-200,-200
PalFX.mul = 256,256,256
PalFX.sinadd = 50,50,50,50
PalFX.invertall = 0
PalFX.color = 256

[State 200, End]
type = Destroyself
trigger1 = Animtime = 0