;--------------------------------------------------------------------------------
;-----------------------------------------突風流---------------------------------
;--------------------------------------------------------------------------------
;------------------- 休息
[Statedef 1000]
Type    = S
Movetype= A
Physics = S
Ctrl = 0
Anim = 1000
Poweradd = 35

[State ];不具合抑制
type		= VarSet
trigger1	= 1
var(3)		= 0
ignorehitpause	= 1

[State ]
type		= ChangeState
trigger1	= 1
value		= 1001

[Statedef 1001]
type		= A
movetype	= A
physics		= N
ctrl		= 0
hitdefpersist	= 1
movehitpersist	= 1
hitcountpersist	= 1

[State ]
type = HitBy
triggerall = var(7)=0
triggerall = !Ishelper
trigger1 = Palno=1||Palno=2||Palno=3||Palno=4||Palno=5||Palno=6||Palno=7||Palno=8
value = SCA,AA,AT
time = 1
ignorehitpause = 1

[State ]
type = ChangeAnim2
trigger1 = anim!=1000
value = 1000
elem = 1
ignorehitpause	= 1

[State 170]
type = StateTypeSet
trigger1 = Pos Y >=0
statetype=S
physics = S

[State ]
type = Gravity
trigger1 = Pos Y <0

[State ]
type = velset
trigger1 = Pos Y >0
y = 0
[State ]
type = Posset
trigger1 = Pos Y >0
y = 0

[State ]
type = varadd
trigger1 = time=0
var(9)=100
ignorehitpause = 1

[State ];サウンド
type = Playsnd
trigger1 = AnimElem = 2
value = S1, 22
channel = -1
volume = 0
freqmul = 1.1
ignorehitpause = 1
persistent = 0

[State ]
type = varset
trigger1 = !Ishelper
var(12)=stateno
ignorehitpause = 1

[State ];hit定義
type		= HitDef
trigger1        = animelem=9
attr		= A, SA
hitflag		= MAFD
damage		= 150,0
animtype	= hard
air.animtype	= hard
ground.type	= low
priority	= 4, Hit
pausetime	= 20, 40
fall		= 1		;1だと自動立ち直りなし
fall.recover	= 0		;0だと受身不可能
fall.recovertime= 100
air.fall	= 1		;1だと自動立ち直りなし
air.juggle =0
getpower	= 0, 0
givepower	= 0, 1
ground.slidetime	= 10
ground.hittime		= 10		;相手の連ガ時間
guard.hittime 		= 9
air.hittime 		= 10
guard.ctrltime 		= 9
airguard.ctrltime 	= 9
ground.velocity		= -8, -4
guard.velocity		= -1
air.velocity		= -8, -4
airguard.velocity	= -1.5,-0.1
ground.cornerpush.veloff= -3
air.cornerpush.veloff	= 0
down.cornerpush.veloff	= -3
guard.cornerpush.veloff = -3
airguard.cornerpush.veloff = 0
sparkno		= S4040
guard.sparkno	= S4950
sparkxy		= 0+random%20,-70+random%20
hitsound	= S1, 13
guardsound	= S5, 0
numhits =-2

[State -2];螺旋
type = Helper
trigger1 = animelem=9
name = "1050"
ID = 1050
pos = 0,0
postype = p1
stateno = 1050
keyctrl = 0
ownpal = 1
facing = 0
supermovetime = 0
size.xscale=1
size.yscale=1

[State -1]
type = veladd
trigger1 = statetype=A
trigger1 = animelem=9
x = 3

[State -1]
type = veladd
trigger1 = statetype!=A
trigger1 = animelem=9
x = 8

[State ]
type = Varadd
trigger1 = 1
var(3) = 1

[State 200];ステ移動
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y <0
value = 51
ctrl = 1
ignorehitpause=1

[State 200];ステ移動
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
ignorehitpause=1

[State -1]
type = veladd
triggerall = var(59)=0&&statetype=A
trigger1 = vel x<1.5
trigger1 = command = "holdfwd"
x = 0.05
[State -1]
type = veladd
triggerall = var(59)=0&&statetype=A
trigger1 = vel x>-1.5
trigger1 = command = "holdback"
x = -0.05
[State -1]
type = veladd
triggerall = var(59)=0&&statetype=A
trigger1 = vel y>-1.5
trigger1 = command = "holdup"
y = -0.05
[State -1]
type = veladd
triggerall = var(59)=0&&statetype=A
trigger1 = vel y<1.5
trigger1 = command = "holddown"
y = 0.05

[State -1]
type = veladd
triggerall = var(59)!=0&&statetype=A
trigger1 = vel x<1.5
trigger1 = P2dist x >60
x = 0.05
[State -1]
type = veladd
triggerall = var(59)!=0&&statetype=A
trigger1 = vel x>-1.5
trigger1 = P2dist x <40
x = -0.05
[State -1]
type = veladd
triggerall = var(59)!=0&&statetype=A
trigger1 = vel y>-1.5
trigger1 = P2dist y <-20
y = -0.05
[State -1]
type = veladd
triggerall = var(59)!=0&&statetype=A
trigger1 = vel y<1.5
trigger1 = P2dist y >-20
y = 0.05
[State -1]
type = velset
trigger1 = pos Y<0
trigger1 = screenPos Y <20
trigger1 = vel Y <-1
y = 0
[State -1]
type = Posset
trigger1 = screenPos Y <20
y = -helper(10013),screenPos Y+20


[Statedef 1050];螺旋
Type    = A
Movetype= A
Physics = N
Ctrl = 0
Anim = 3060
SprPriority=10
Poweradd = 0

[State ];
type = BindToRoot
trigger1 = 1
time = 1
facing = 1
pos = 130+time, -58
Ignorehitpause = 1

[State ];
type = AngleDraw
trigger1 = 1
value = 0
scale = 1.5,1-time*0.05

[State ];
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256, 256

[State ];
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AP
hitsound = S10,3
sparkno = -1
sparkxy = 0, 0
p2stateno=5310
pausetime = 0,0
Ignorehitpause = 1

[State ];
type = DestroySelf
trigger1 = animtime=0



;------------------- 休息
[Statedef 1002]
Type    = S
Movetype= A
Physics = S
Ctrl = 0
Anim = 1010
Poweradd = 35

[State ];不具合抑制
type		= VarSet
trigger1	= 1
var(3)		= 0
ignorehitpause	= 1

[State ]
type		= ChangeState
trigger1	= 1
value		= 1003

[Statedef 1003]
type		= A
movetype	= A
physics		= N
ctrl		= 0
hitdefpersist	= 1
movehitpersist	= 1
hitcountpersist	= 1

[State ]
type = HitBy
triggerall = var(7)=0
triggerall = !Ishelper
trigger1 = Palno=1||Palno=2||Palno=3||Palno=4||Palno=5||Palno=6||Palno=7||Palno=8
value = SCA,AA,AT
time = 1
ignorehitpause = 1

[State ]
type = ChangeAnim2
trigger1 = anim!=1010
value = 1010
elem = 1
ignorehitpause	= 1

[State 170]
type = StateTypeSet
trigger1 = Pos Y >=0
statetype=S
physics = S

[State ]
type = Gravity
trigger1 = Pos Y <0

[State ]
type = velset
trigger1 = Pos Y >0
y = 0
[State ]
type = Posset
trigger1 = Pos Y >0
y = 0

[State ]
type = varadd
trigger1 = time=0
var(9)=100
ignorehitpause = 1

[State ];サウンド
type = Playsnd
trigger1 = AnimElem = 2
value = S1, 22
channel = -1
volume = 0
freqmul = 1.1
ignorehitpause = 1
persistent = 0

[State ]
type = varset
trigger1 = !Ishelper
var(12)=stateno
ignorehitpause = 1

[State ];hit定義
type		= HitDef
trigger1        = animelem=9
attr		= A, SA
hitflag		= MAFD
damage		= 150,0
animtype	= hard
air.animtype	= hard
ground.type	= low
priority	= 4, Hit
pausetime	= 20, 40
fall		= 1		;1だと自動立ち直りなし
fall.recover	= 0		;0だと受身不可能
fall.recovertime= 100
air.fall	= 1		;1だと自動立ち直りなし
air.juggle =0
getpower	= 0, 0
givepower	= 0, 1
ground.slidetime	= 10
ground.hittime		= 10		;相手の連ガ時間
guard.hittime 		= 9
air.hittime 		= 10
guard.ctrltime 		= 9
airguard.ctrltime 	= 9
ground.velocity		= -7, -7
guard.velocity		= -1
air.velocity		= -7, -7
airguard.velocity	= -1.5,-0.1
ground.cornerpush.veloff= -3
air.cornerpush.veloff	= 0
down.cornerpush.veloff	= -3
guard.cornerpush.veloff = -3
airguard.cornerpush.veloff = 0
sparkno		= S4040
guard.sparkno	= S4950
sparkxy		= 0+random%20,-70+random%20
hitsound	= S1, 13
guardsound	= S5, 0
numhits =-2

[State -2];螺旋
type = Helper
trigger1 = animelem=9
name = "1052"
ID = 1052
pos = 0,0
postype = p1
stateno = 1052
keyctrl = 0
ownpal = 1
facing = 0
supermovetime = 0
size.xscale=1
size.yscale=1

[State -1]
type = veladd
trigger1 = statetype=A
trigger1 = animelem=9
x = 2

[State -1]
type = veladd
trigger1 = statetype!=A
trigger1 = animelem=9
x = 6

[State ]
type = Varadd
trigger1 = 1
var(3) = 1

[State 200];ステ移動
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y <0
value = 51
ctrl = 1
ignorehitpause=1

[State 200];ステ移動
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
ignorehitpause=1

[State -1]
type = veladd
triggerall = var(59)=0&&statetype=A
trigger1 = vel x<1.5
trigger1 = command = "holdfwd"
x = 0.05
[State -1]
type = veladd
triggerall = var(59)=0&&statetype=A
trigger1 = vel x>-1.5
trigger1 = command = "holdback"
x = -0.05
[State -1]
type = veladd
triggerall = var(59)=0&&statetype=A
trigger1 = vel y>-1.5
trigger1 = command = "holdup"
y = -0.05
[State -1]
type = veladd
triggerall = var(59)=0&&statetype=A
trigger1 = vel y<1.5
trigger1 = command = "holddown"
y = 0.05

[State -1]
type = veladd
triggerall = var(59)!=0&&statetype=A
trigger1 = vel x<1.5
trigger1 = P2dist x >60
x = 0.05
[State -1]
type = veladd
triggerall = var(59)!=0&&statetype=A
trigger1 = vel x>-1.5
trigger1 = P2dist x <40
x = -0.05
[State -1]
type = veladd
triggerall = var(59)!=0&&statetype=A
trigger1 = vel y>-1.5
trigger1 = P2dist y <-20
y = -0.05
[State -1]
type = veladd
triggerall = var(59)!=0&&statetype=A
trigger1 = vel y<1.5
trigger1 = P2dist y >-20
y = 0.05

[State -1]
type = velset
trigger1 = pos Y<0
trigger1 = screenPos Y <20
trigger1 = vel Y <-1
y = 0
[State -1]
type = Posset
trigger1 = screenPos Y <20
y = -helper(10013),screenPos Y+20


[Statedef 1052];螺旋
Type    = A
Movetype= A
Physics = N
Ctrl = 0
Anim = 3060
SprPriority=10
Poweradd = 0

[State ];
type = BindToRoot
trigger1 = 1
time = 1
facing = 1
pos = 97+time, -110-time
Ignorehitpause = 1

[State ];
type = AngleDraw
trigger1 = 1
value = 45
scale = 1.5,1-time*0.05

[State ];
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256, 256

[State ];
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AP
hitsound = S10,3
sparkno = -1
sparkxy = 0, 0
p2stateno=5310
pausetime = 0,0
Ignorehitpause = 1

[State ];
type = DestroySelf
trigger1 = animtime=0

;--------------------------------------------------------------------------------
;------------------------------------回風流--------------------------------------
;--------------------------------------------------------------------------------
;------------------- 休息
[Statedef 1100]
Type    = S
Movetype= A
Physics = S
Ctrl = 0
Anim = 1400
Poweradd = 0

[State ];不具合抑制
type		= VarSet
trigger1	= 1
var(3)		= 0
ignorehitpause	= 1

[State ]
type		= ChangeState
trigger1	= 1
value		= 1101

[Statedef 1101]
type		= A
movetype	= A
physics		= N
ctrl		= 0
hitdefpersist	= 1
movehitpersist	= 1
hitcountpersist	= 1

[State ]
type = ChangeAnim2
trigger1 = anim!=500
value = 500
elem = 1
ignorehitpause	= 1

[State 170]
type = StateTypeSet
trigger1 = Pos Y >=0
statetype=S
physics = S

[State ]
type = Gravity
trigger1 = Pos Y <0

[State ]
type = velset
trigger1 = Pos Y >0
y = 0
[State ]
type = Posset
trigger1 = Pos Y >0
y = 0

[State ]
type = varadd
trigger1 = time=0
var(9)=100
ignorehitpause = 1

[State ];サウンド
type = Playsnd
trigger1 = AnimElem = 2
value = S1, 22
channel = -1
volume = 0
freqmul = 1.1
ignorehitpause = 1
persistent = 0

[State ]
type = varset
trigger1 = !Ishelper
var(12)=stateno
ignorehitpause = 1

[State ];hit定義
type		= HitDef
trigger1        = animelem=2
attr		= A, SA
hitflag		= MAF
damage		= 0,0
animtype	= hard
air.animtype	= hard
ground.type	= low
priority	= 4, Hit
pausetime	= 0, 20
fall		= 0		;1だと自動立ち直りなし
fall.recover	= 0		;0だと受身不可能
fall.recovertime= 100
air.fall	= 1		;1だと自動立ち直りなし
air.juggle =0
getpower	= 0, 0
givepower	= 0, 1
ground.slidetime	= 120
ground.hittime		= 120		;相手の連ガ時間
guard.hittime 		= 9
air.hittime 		= 120
guard.ctrltime 		= 9
airguard.ctrltime 	= 9
ground.velocity		= 15, 0
guard.velocity		= -1
air.velocity		= 10, -3
airguard.velocity	= -1.5,-0.1
ground.cornerpush.veloff= -3
air.cornerpush.veloff	= 0
down.cornerpush.veloff	= -3
guard.cornerpush.veloff = -3
airguard.cornerpush.veloff = 0
;sparkno		= S4040
guard.sparkno	= S1
;sparkxy = 0+random%20,-70+random%20
hitsound	= S1, 3
guardsound	= S5, 0
p2facing = -1
hitonce = 1
numhits =-2

[State -1]
type = SelfState
trigger1 = numtarget=1
value = 1102
ctrl = 0
ignorehitpause=1

[State ]
type = Varadd
trigger1 = 1
var(3) = 1

[State 200];ステ移動
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y <0
value = 51
ctrl = 1
ignorehitpause=1

[State 200];ステ移動
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
ignorehitpause=1

[State -1]
type = veladd
triggerall = var(59)=0&&statetype=A
trigger1 = vel x<1.5
trigger1 = command = "holdfwd"
x = 0.05
[State -1]
type = veladd
triggerall = var(59)=0&&statetype=A
trigger1 = vel x>-1.5
trigger1 = command = "holdback"
x = -0.05
[State -1]
type = veladd
triggerall = var(59)=0&&statetype=A
trigger1 = vel y>-1.5
trigger1 = command = "holdup"
y = -0.05
[State -1]
type = veladd
triggerall = var(59)=0&&statetype=A
trigger1 = vel y<1.5
trigger1 = command = "holddown"
y = 0.05

[State -1]
type = veladd
triggerall = var(59)!=0&&statetype=A
trigger1 = vel x<1.5
trigger1 = P2dist x >60
x = 0.05
[State -1]
type = veladd
triggerall = var(59)!=0&&statetype=A
trigger1 = vel x>-1.5
trigger1 = P2dist x <40
x = -0.05
[State -1]
type = veladd
triggerall = var(59)!=0&&statetype=A
trigger1 = vel y>-1.5
trigger1 = P2dist y <-20
y = -0.05
[State -1]
type = veladd
triggerall = var(59)!=0&&statetype=A
trigger1 = vel y<1.5
trigger1 = P2dist y >-20
y = 0.05
[State -1]
type = velset
trigger1 = pos Y<0
trigger1 = screenPos Y <20
trigger1 = vel Y <-1
y = 0
[State -1]
type = Posset
trigger1 = screenPos Y <20
y = -helper(10013),screenPos Y+20

;------------------- 休息
[Statedef 1102]
Type    = S
Movetype= A
Physics = S
Ctrl = 0
Anim = 1400
Poweradd = 0

[State ];不具合抑制
type		= VarSet
trigger1	= 1
var(3)		= 0
ignorehitpause	= 1

[State ]
type		= ChangeState
trigger1	= 1
value		= 1103

[Statedef 1103]
type		= A
movetype	= A
physics		= N
ctrl		= 0
hitdefpersist	= 1
movehitpersist	= 1
hitcountpersist	= 1

[State ]
type = ChangeAnim2
trigger1 = anim!=510
value = 510
elem = 1
ignorehitpause	= 1

[State 170]
type = StateTypeSet
trigger1 = Pos Y >=0
statetype=S
physics = S

[State ]
type = Gravity
trigger1 = Pos Y <0

[State ]
type = velset
trigger1 = Pos Y >0
y = 0
[State ]
type = Posset
trigger1 = Pos Y >0
y = 0

[State ]
type = varadd
trigger1 = time=0
var(9)=100
ignorehitpause = 1

[State ]
type = TargetLifeAdd
trigger1 = AnimElem = 3
value = -100
kill = 1
absolute = 1

[State ]
type = TargetBind
trigger1 = var(3)=[0,19]
time = 1
pos = 20, 0

[State ];サウンド
type = Playsnd
trigger1 = AnimElem = 2
value = S1, 35
channel = -1
volume = 0
freqmul = 1
ignorehitpause = 1
persistent = 0

[State ]
type = varset
trigger1 = !Ishelper
var(12)=stateno
ignorehitpause = 1

[State ]
type = Varadd
trigger1 = 1
var(3) = 1

[State 200]
type = Turn
trigger1 = AnimElem = 2
ignorehitpause=1

[State 200];ステ移動
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y <0
value = 51
ctrl = 1
ignorehitpause=1

[State 200];ステ移動
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
ignorehitpause=1

[State -1]
type = veladd
triggerall = var(59)=0&&statetype=A
trigger1 = vel x<1.5
trigger1 = command = "holdfwd"
x = 0.05
[State -1]
type = veladd
triggerall = var(59)=0&&statetype=A
trigger1 = vel x>-1.5
trigger1 = command = "holdback"
x = -0.05
[State -1]
type = veladd
triggerall = var(59)=0&&statetype=A
trigger1 = vel y>-1.5
trigger1 = command = "holdup"
y = -0.05
[State -1]
type = veladd
triggerall = var(59)=0&&statetype=A
trigger1 = vel y<1.5
trigger1 = command = "holddown"
y = 0.05

[State -1]
type = veladd
triggerall = var(59)!=0&&statetype=A
trigger1 = vel x<1.5
trigger1 = P2dist x >60
x = 0.05
[State -1]
type = veladd
triggerall = var(59)!=0&&statetype=A
trigger1 = vel x>-1.5
trigger1 = P2dist x <40
x = -0.05
[State -1]
type = veladd
triggerall = var(59)!=0&&statetype=A
trigger1 = vel y>-1.5
trigger1 = P2dist y <-20
y = -0.05
[State -1]
type = veladd
triggerall = var(59)!=0&&statetype=A
trigger1 = vel y<1.5
trigger1 = P2dist y >-20
y = 0.05
[State -1]
type = velset
trigger1 = pos Y<0
trigger1 = screenPos Y <20
trigger1 = vel Y <-1
y = 0
[State -1]
type = Posset
trigger1 = screenPos Y <20
y = -helper(10013),screenPos Y+20

;--------------------------------------------------------------------------------
;ジャンプ予備動作
;--------------------------------------------------------------------------------
[Statedef 1200]
type		= A
movetype	= A
physics		= N
Ctrl = 0
Sprpriority = 1

[State 200]
type = ParentVarAdd
trigger1 = time = 0
var(9)=100

[State 170]
type = StateTypeSet
trigger1 = Pos Y >=0
statetype=S
physics = S

[State ]
type = Gravity
trigger1 = Pos Y <0

[State ]
type = velset
trigger1 = Pos Y >0
y = 0
[State ]
type = Posset
trigger1 = Pos Y >0
y = 0

[State ]
type = ChangeAnim2
trigger1 = anim!=40
value = 40
elem = 1
ignorehitpause	= 1

[State ]
type = varset
trigger1 = !Ishelper
var(12)=stateno
ignorehitpause = 1

[State 40, 1]
type = VarSet
trigger1 = animelem=1
sysvar(1) = 0

[State 40, 2]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 40, 3]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;--------------------------------------------------------------------------------
;----------------------------------快活な暴風流----------------------------------
;--------------------------------------------------------------------------------
;------------------- 休息
[Statedef 1300]
Type    = S
Movetype= A
Physics = S
Ctrl = 0
Anim = 1300
Poweradd = 35

[State ];不具合抑制
type		= VarSet
trigger1	= 1
var(3)		= 0
ignorehitpause	= 1

[State ]
type		= ChangeState
trigger1	= 1
value		= 1301

[Statedef 1301]
type		= A
movetype	= I
physics		= N
ctrl		= 0
hitdefpersist	= 1
movehitpersist	= 1
hitcountpersist	= 1

[State ]
type = ChangeAnim2
trigger1 = anim!=1300
trigger1 = var(3)<200
value = 1300
elem = 1
ignorehitpause	= 1

[State 170, 2]
type = ChangeAnim
trigger1 = anim!=1311
trigger1 = var(3)>=200
value = 1311
ignorehitpause = 1

[State ]
type = varset
trigger1 = !Ishelper
var(12)=stateno
ignorehitpause = 1

[State 170]
type = StateTypeSet
trigger1 = Pos Y >=0
statetype=S
physics = S

[State ]
type = projectile
trigger1 = animelem=5
attr = A, SP			;Attribute: Standing, Normal Attack
damage = 1,1			;Damage that move inflicts, guard damage
animtype = Light			;Animation type: Light, Medium, Heavy, Back (def: Light)
;guardflag = L			;Flags on how move is to be guarded against
hitflag = M			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 0, 0			;Time attacker pauses, time opponent shakes
;sparkno = S227
;guard.sparkno = S227				;Spark anim no (Def: set above)
sparkxy = 0, -6		;X-offset for the "hit spark" rel. to p2,
;hitsound = S2, 1			;Sound to play on hit
;guardsound = S2, 1			;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 0		;Time that the opponent slides back
ground.hittime  = 0		;Time opponent is in hit state
ground.velocity =0,-1		;Velocity at which opponent is pushed
airguard.velocity = 0,-1	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = 0,0		;X-velocity at which opponent is pushed,
air.hittime = 13			;Time before opponent regains control in air
fall= 1
air.fall=1
fall.recover =0
getpower = 100,0
givepower = 0, 1
projID = 1300
projanim = 1
projremovetime = 5+(var(10)*0.01)
projhits =20
projmisstime =1
projedgebound =9999
projheightbound =-9999,9999
offset =0,0
velocity =0,0
projscale =1,1
supermovetime = 0
pausemovetime = 0
numhits =-999
;ignorehitpause=1
[State ]
type = TargetState
trigger1 = var(3) = [20,26+(var(10)*0.01)]
trigger1 = ProjHittime(1300)>0
value = 1320

[State -2]
type = varadd
trigger1 = !Ishelper
trigger1 = var(3)>=20
trigger1 = ProjHittime(1300)>0
trigger1 = anim=1300
var(9) = 5
ignorehitpause = 1
absolute = 1

[State ]
type = DisplayToClipboard
trigger1 = !Ishelper
trigger1 = 1
text = "%d"
params = ProjHittime(1301)

[state -2];エフェクト
type = Explod
trigger1 = var(3)%3=0
trigger1 = var(3)<10
anim = 10013
ID = 10013
pos = 0, -Pos Y
postype = p1
facing = 1
bindtime = -2
removetime = -2
sprpriority = 25
ownpal = 1
ontop = 0
ignorehitpause = 1
scale=7,2
pausemovetime	= 0
supermovetime	= 0

[State ]
type = Gravity
trigger1 = Pos Y <0

[State ]
type = velset
trigger1 = Pos Y >0
y = 0
[State ]
type = Posset
trigger1 = Pos Y >0
y = 0

[State ]
type = EnvShake
trigger1 = var(3)%10 = 0
trigger1 = var(3)=[10,30]
time = 10
freq = 60
ampl = -3
phase = 0
[State ]
type = EnvShake
triggerall = ProjHittime(1300)>0
trigger1 = var(3)%10 = 0
trigger1 = var(3)=[40,130]
time = 10
freq = 60
ampl = -7
phase = 0
[State ]
type = EnvShake
triggerall = ProjHittime(1300)>0
trigger1 = var(3)=140
time = 5
freq = 60
ampl = -20
phase = 0

[state -2];エフェクト
type = Explod
triggerall = ProjHittime(1300)>0
trigger1 = var(3)=[30,60]
anim = 10014
ID = 1300
pos = 0, -Pos Y
random =100,10
postype = p1
facing = 1
bindtime = 1
removetime = -2
sprpriority = 20
vel =0,-3
ownpal = 1
ontop = 0
ignorehitpause = 1
scale=random*0.002+2,0.2
pausemovetime	= 0
supermovetime	= 0
[state -2];エフェクト
type = Explod
triggerall = ProjHittime(1300)>0
trigger1 = var(3)=[50,140]
anim = 10020
ID = 1300
pos = 0, -Pos Y
random =10,10
postype = p1
facing = 1
bindtime = 1
removetime = 100
sprpriority = 20
vel =0,-10
ownpal = 1
ontop = 0
ignorehitpause = 1
scale=3-var(3)*0.015,0.2
pausemovetime	= 0
supermovetime	= 0
[state -2];エフェクト
type = Explod
triggerall = ProjHittime(1300)>0
trigger1 = var(3)=[130,160]
anim = 10015
ID = 1300
pos = 0, -Pos Y
random =10,10
postype = p1
facing = 1
bindtime = 1
removetime = 100
sprpriority = 20
vel =0,-5
ownpal = 1
ontop = 0
ignorehitpause = 1
scale=3-var(3)*0.015,0.2
pausemovetime	= 0
supermovetime	= 0

[State ];サウンド
type = Playsnd
trigger1 = var(3) = 13
value = S1, 35
freqmul=0.7
volume=200
channel = 16
ignorehitpause = 1
[State ];サウンド
type = Playsnd
triggerall = ProjHittime(1300)>0
trigger1 = var(3) = 45
value = S3, 0
freqmul=0.7
volume=700
channel = 15
ignorehitpause = 1
[State ];サウンド
type = Playsnd
triggerall = ProjHittime(1300)>0
trigger1 = var(3) = 45
value = S1, 32
volume=0
freqmul=1.2
channel = 14
ignorehitpause = 1
[State ];サウンド
type = Playsnd
triggerall = ProjHittime(1300)>0
trigger1 = var(3) = 55
value = S1, 32
volume=200
freqmul=1.5
channel = 13
ignorehitpause = 1
[State ];サウンド
type = Playsnd
triggerall = ProjHittime(1300)>0
trigger1 = var(3) = 75
value = S1, 32
volume=0
freqmul=2
channel = 12
ignorehitpause = 1

[State ]
type = HitOverride
trigger1 = movecontact=0
attr = SCA,AA,AT,AP
slot = 1
stateno = 1301
time = 1
forceair = 0
ignorehitpause=1
[State ]
type = Varadd
trigger1 = 1
var(3) = 1

[State 200];ステ移動
type = ChangeState
trigger1 = anim=1311
trigger1 = AnimTime = 0
trigger1 = Pos Y <0
value = 51
ctrl = 1
ignorehitpause=1

[State 200];ステ移動
type = ChangeState
trigger1 = anim=1311
trigger1 = AnimTime = 0
value = 0
ctrl = 1
ignorehitpause=1

[State -1]
type = veladd
triggerall = var(59)=0&&statetype=A
trigger1 = vel x<1.5
trigger1 = command = "holdfwd"
x = 0.05
[State -1]
type = veladd
triggerall = var(59)=0&&statetype=A
trigger1 = vel x>-1.5
trigger1 = command = "holdback"
x = -0.05
[State -1]
type = veladd
triggerall = var(59)=0&&statetype=A
trigger1 = vel y>-1.5
trigger1 = command = "holdup"
y = -0.05
[State -1]
type = veladd
triggerall = var(59)=0&&statetype=A
trigger1 = vel y<1.5
trigger1 = command = "holddown"
y = 0.05

[State -1]
type = veladd
triggerall = var(59)!=0&&statetype=A
trigger1 = vel x<1.5
trigger1 = P2dist x >60
x = 0.05
[State -1]
type = veladd
triggerall = var(59)!=0&&statetype=A
trigger1 = vel x>-1.5
trigger1 = P2dist x <40
x = -0.05
[State -1]
type = veladd
triggerall = var(59)!=0&&statetype=A
trigger1 = vel y>-1.5
trigger1 = P2dist y <-20
y = -0.05
[State -1]
type = veladd
triggerall = var(59)!=0&&statetype=A
trigger1 = vel y<1.5
trigger1 = P2dist y >-20
y = 0.05

[State -1]
type = velset
trigger1 = pos Y<0
trigger1 = screenPos Y <20
trigger1 = vel Y <-1
y = 0
[State -1]
type = Posset
trigger1 = screenPos Y <20
y = -helper(10013),screenPos Y+20

[Statedef 1320]
Type    = A
Movetype= A
Physics = N
Ctrl = 0
Anim = 5030
Poweradd = 0

[State 170]
type = StateTypeSet
trigger1 = time >5
movetype=I

[State ]
type = Velmul
trigger1 = ceil(p2Dist X) < -10
x = 0.6
[State ]
type = Velmul
trigger1 = time<60
y = 0.1

[State 111]
type = Turn
trigger1 = ceil(p2Dist X) < -10

[State ]
type = Velset
trigger1 = vel Y >-0.75
y = -0.75

[State ]
type = VelAdd
trigger1 = 1
x = -(Pos X-enemynear,Pos X)*0.001*facing*time

[State ]
type = TargetState
trigger1 = time=5
value = 1320
[State ]
type = PlayerPush
trigger1 = 1
value = 0

[State 5150, 8]
type = NotHitBy
trigger1 = time <60
value = SCA
time = 1
ignorehitpause = 1

[State 5150, 8]
type = HitBy
trigger1 = time >=60
value = SCA,AA,AT,AP
time = 1
ignorehitpause = 1

[State ]
type		= SelfState
trigger1	= time>120
trigger1        = Pos Y >-100
trigger2	= time>240
trigger3        = Pos Y >0
value		= 5020
ignorehitpause=1

;------------------------------------------堅実な業風流
[Statedef 1400]
Type    = S
Movetype= A
Physics = S
anim = 2200
Physics = S
sprpriority = 0
Ctrl = 0

[State ];不具合抑制
type		= VarSet
trigger1	= 1
var(3)		= 0
ignorehitpause	= 1

[State ]
type		= ChangeState
trigger1	= 1
value		= 1401

[Statedef 1401]
type		= A
movetype	= I
physics		= N
ctrl		= 0
hitdefpersist	= 1
movehitpersist	= 1
hitcountpersist	= 1

[State ]
type = ChangeAnim2
trigger1 = anim!=[2200,2290]
value = 2200
elem = 1
ignorehitpause	= 1

[State ]
type = varset
trigger1 = !Ishelper
var(12)=stateno
ignorehitpause = 1

[State 170]
type = StateTypeSet
trigger1 = Pos Y >=0
statetype=S
physics = S

[State ]
type = Gravity
trigger1 = Pos Y <0

[State ]
type = velset
trigger1 = Pos Y >0
y = 0
[State ]
type = Posset
trigger1 = Pos Y >0
y = 0

[State 190]
type = NotHitBy
trigger1 = RoundState < 2
value = SCA
ignorehitpause = 1

[state -2];出現音
type = PlaySnd
trigger1 = anim=2200
trigger1 = animelem = 1
value = 1, 20
volume = 500
channel = 192
freqmul = 1

[state -2];出現音
type = PlaySnd
trigger1 = anim=2200
trigger1 = animelem = 8
value = 1, 15
volume = -100
channel = 193

[state -2];出現音
type = PlaySnd
trigger1 = anim=2200
trigger1 = animtime = 0
value = 1, 21
volume = -500
channel = 191
freqmul = 1

[state -2];出現音
type = PlaySnd
trigger1 = anim=2200
trigger1 = animtime = 0
value = 1, 23
volume = 500
channel = 194

[State ]
type = Varadd
trigger1 = anim=2200
trigger1 = AnimTime = 0
fvar(6) = 100

[State ]
type = Varadd
trigger1 = anim=2200
trigger1 = AnimTime = 0
var(9) = -100

[State 170, 2]
type = ChangeAnim
trigger1 = anim=2200
trigger1 = animtime=0
value = 2290
ignorehitpause = 1

[State ]
type = Varadd
trigger1 = var(3)=10
trigger2 = var(3)=15
trigger3 = var(3)=20
trigger4 = var(3)=25
var(4) = 70

[state -2]
type = PalFX
triggerall=Palno=1||Palno=2||Palno=3||Palno=4
trigger1 = anim=2200
trigger1 = !Ishelper
time = 1
add = var(4),var(4),var(4)
mul = var(0)/3+100+var(4),var(0)/3+100+var(4),var(0)/3+100+var(4)
invertall = 0
color = 256
ignorehitpause=1
[state -2]
type = PalFX
triggerall=Palno=5||Palno=6||Palno=7||Palno=8
trigger1 = anim=2200
trigger1 = !Ishelper
time = 1
add = var(4),var(4),var(4)
mul = var(0)/4+75+var(4),var(0)/4+75+var(4),var(0)/4+75+var(4)
invertall = 0
color = 256
ignorehitpause=1
[state -2]
type = PalFX
triggerall=Palno=9||Palno=10||Palno=11||Palno=12
trigger1 = anim=2200
trigger1 = !Ishelper
time = 1
add = var(4),var(4),var(4)
mul = var(0)/5+50+var(4),var(0)/5+50+var(4),var(0)/5+50+var(4)
invertall = 0
color = 256
ignorehitpause=1

[state -2];エネルギーエフェクト
type = explod
trigger1 = var(3)=[40,55]
anim = 1221
id = 226
postype = p1
pos = 0,-135
random =0,0
vel =(random-455)*0.01,(random-455)*0.01
accel = 0, -0.3
sprpriority = 2
ownpal = 1
bindtime = 1
supermove = 0
removetime = -2
scale = 0.1,0.1
ignorehitpause=1
[state -2];エネルギーエフェクト
type = explod
trigger1 = var(3)=[40,50]
anim = 1221
id = 226
postype = p1
pos = 0,-135
random =0,0
vel =(random-455)*0.01,(random-455)*0.01
accel = 0, -0.4
sprpriority = 2
ownpal = 1
bindtime = 1
supermove = 0
removetime = -2
scale = 0.2,0.2
ignorehitpause=1

[State ]
type = HitOverride
trigger1 = movecontact=0
attr = SCA,AA,AT,AP
slot = 1
stateno = 1401
time = 1
forceair = 0
ignorehitpause=1
[State ]
type = Varadd
trigger1 = 1
var(3) = 1

[State 200];ステ移動
type = ChangeState
trigger1 = anim=2290
trigger1 = AnimTime = 0
trigger1 = Pos Y <0
value = 51
ctrl = 1
ignorehitpause=1

[State 200];ステ移動
type = ChangeState
trigger1 = anim=2290
trigger1 = AnimTime = 0
value = 0
ctrl = 1
ignorehitpause=1

[State -1]
type = veladd
triggerall = var(59)=0&&statetype=A
trigger1 = vel x<1.5
trigger1 = command = "holdfwd"
x = 0.05
[State -1]
type = veladd
triggerall = var(59)=0&&statetype=A
trigger1 = vel x>-1.5
trigger1 = command = "holdback"
x = -0.05
[State -1]
type = veladd
triggerall = var(59)=0&&statetype=A
trigger1 = vel y>-1.5
trigger1 = command = "holdup"
y = -0.05
[State -1]
type = veladd
triggerall = var(59)=0&&statetype=A
trigger1 = vel y<1.5
trigger1 = command = "holddown"
y = 0.05

[State -1]
type = veladd
triggerall = var(59)!=0&&statetype=A
trigger1 = vel x<1.5
trigger1 = P2dist x >60
x = 0.05
[State -1]
type = veladd
triggerall = var(59)!=0&&statetype=A
trigger1 = vel x>-1.5
trigger1 = P2dist x <40
x = -0.05
[State -1]
type = veladd
triggerall = var(59)!=0&&statetype=A
trigger1 = vel y>-1.5
trigger1 = P2dist y <-20
y = -0.05
[State -1]
type = veladd
triggerall = var(59)!=0&&statetype=A
trigger1 = vel y<1.5
trigger1 = P2dist y >-20
y = 0.05

[State -1]
type = velset
trigger1 = pos Y<0
trigger1 = screenPos Y <20
trigger1 = vel Y <-1
y = 0
[State -1]
type = Posset
trigger1 = screenPos Y <20
y = -helper(10013),screenPos Y+20

;超必殺
;---------------------------------------------------南方振動
[Statedef 3000]
Type    = S
Movetype= A
Physics = S
anim = 2200
Physics = S
sprpriority = 0
Ctrl = 0

[state -2]
type = SuperPause
trigger1 = 1
time = 20
anim = -1
sound = S2,2
pos = 0,-57
movetime = 20
darken = 1
p2defmul = 1
poweradd = -1000
unhittable = 1

[State ];不具合抑制
type		= VarSet
trigger1	= 1
var(3)		= 0
ignorehitpause	= 1

[State ]
type		= ChangeState
trigger1	= var(9)=0
value		= 3001
[State ]
type		= ChangeState
trigger1	= var(9)!=0
value		= 3002

[Statedef 3001]
type		= A
movetype	= I
physics		= N
ctrl		= 0
hitdefpersist	= 1
movehitpersist	= 1
hitcountpersist	= 1

[State ]
type = ChangeAnim2
trigger1 = anim!=[2200,2290]
value = 2200
elem = 1
ignorehitpause	= 1

[State ]
type = varset
trigger1 = !Ishelper
var(12)=stateno
ignorehitpause = 1

[State 170]
type = StateTypeSet
trigger1 = Pos Y >=0
statetype=S
physics = S

[State ]
type = Gravity
trigger1 = Pos Y <0

[State ]
type = velset
trigger1 = Pos Y >0
y = 0
[State ]
type = Posset
trigger1 = Pos Y >0
y = 0

[State 190]
type = NotHitBy
trigger1 = RoundState < 2
value = SCA
ignorehitpause = 1

[state -2];出現音
type = PlaySnd
trigger1 = anim=2200
trigger1 = animelem = 1
value = 1, 40
volume = 500
channel = 192
freqmul = 1

[state -2];出現音
type = PlaySnd
trigger1 = anim=2200
trigger1 = animtime = 0
value = 1, 41
volume = 0
channel = 191
freqmul = 0.8

[state -2];出現音
type = PlaySnd
trigger1 = anim=2200
trigger1 = animtime = 0
value = 1, 23
volume = 500
channel = 194

[State ]
type = Varset
trigger1 = anim=2200
trigger1 = AnimTime = 0
trigger1 = var(9) = 0
trigger1 = enemy,power*1000/enemy,PowerMax<power*1000/PowerMax
var(9) = 1
[State ]
type = Varset
trigger1 = anim=2200
trigger1 = AnimTime = 0
trigger1 = var(9) = 0
trigger1 = enemy,power*1000/enemy,PowerMax>=power*1000/PowerMax
var(9) = 2

[state -2];南方振動用ヘルパー
type = Helper
trigger1 = anim=2200
trigger1 = AnimTime = 0
;helpertype = player
id = 3003
pos = 0,-57
postype = P1
stateno = 3004
keyctrl = 0
ownpal = 1
facing = 1
ignorehitpause = 1
pausemovetime	= 0
supermovetime	= 0

[State 170, 2]
type = ChangeAnim
trigger1 = anim=2200
trigger1 = animtime=0
value = 2290
ignorehitpause = 1

[State ]
type = Varadd
trigger1 = var(3)=10
trigger2 = var(3)=15
trigger3 = var(3)=20
trigger4 = var(3)=25
var(4) = 40

[State ]
type = HitOverride
trigger1 = movecontact=0
attr = SCA,AA,AT,AP
slot = 1
stateno = 3001
time = 1
forceair = 0
ignorehitpause=1
[State ]
type = Varadd
trigger1 = 1
var(3) = 1

[State 200];ステ移動
type = ChangeState
trigger1 = anim=2290
trigger1 = AnimTime = 0
trigger1 = Pos Y <0
value = 51
ctrl = 1
ignorehitpause=1

[State 200];ステ移動
type = ChangeState
trigger1 = anim=2290
trigger1 = AnimTime = 0
value = 0
ctrl = 1
ignorehitpause=1

[State -1]
type = veladd
value = 200
triggerall = var(59)=0&&statetype=A
trigger1 = pos Y<0
trigger1 = command = "holdfwd"
x = 0.1
[State -1]
type = veladd
value = 200
triggerall = var(59)=0&&statetype=A
trigger1 = pos Y<0
trigger1 = command = "holdback"
x = -0.1
[State -1]
type = veladd
value = 200
triggerall = var(59)=0&&statetype=A
trigger1 = pos Y<0
trigger1 = command = "holdup"
y = -0.1
[State -1]
type = veladd
value = 200
triggerall = var(59)=0&&statetype=A
trigger1 = pos Y<0
trigger1 = command = "holddown"
y = 0.1

[State -1]
type = veladd
triggerall = var(59)!=0&&statetype=A
trigger1 = pos Y<0
trigger1 = P2dist X>100
trigger1 = roundstate=2
x = 0.1
[State -1]
type = veladd
triggerall = var(59)!=0&&statetype=A
trigger1 = pos Y<0
trigger1 = P2dist X<=100
trigger1 = roundstate=2
x = -0.1
[State -1]
type = veladd
triggerall = var(59)!=0&&statetype=A
trigger1 = pos Y<0
trigger1 = P2dist Y<70
trigger1 = roundstate=2
y = -0.1
[State -1]
type = veladd
triggerall = var(59)!=0&&statetype=A
trigger1 = pos Y<0
trigger1 = P2dist Y>60
trigger1 = roundstate=2
y = 0.1

[State -1]
type = velset
trigger1 = pos Y<0
trigger1 = screenPos Y <20
trigger1 = vel Y <-1
y = 0
[State -1]
type = Posset
trigger1 = screenPos Y <20
y = -helper(10013),screenPos Y+20

[Statedef 3002]
type		= A
movetype	= I
physics		= N
ctrl		= 0
hitdefpersist	= 1
movehitpersist	= 1
hitcountpersist	= 1

[State ]
type = ChangeAnim2
trigger1 = anim!=[2200,2290]
value = 2200
elem = 1
ignorehitpause	= 1

[State 170]
type = StateTypeSet
trigger1 = Pos Y >=0
statetype=S
physics = S

[State ]
type = Gravity
trigger1 = Pos Y <0

[State ]
type = velset
trigger1 = Pos Y >0
y = 0
[State ]
type = Posset
trigger1 = Pos Y >0
y = 0

[State 190]
type = NotHitBy
trigger1 = RoundState < 2
value = SCA
ignorehitpause = 1

[state -2];出現音
type = PlaySnd
trigger1 = anim=2200
trigger1 = animelem = 1
value = 1, 40
volume = 500
channel = 192
freqmul = 1

[state -2];出現音
type = PlaySnd
trigger1 = anim=2200
trigger1 = animtime = 0
value = 1, 38
volume = 0
channel = 191
freqmul = 0.9

[State ]
type = Varset
trigger1 = anim=2200
trigger1 = AnimTime = 0
var(9) = 0

[State 170, 2]
type = ChangeAnim
trigger1 = anim=2200
trigger1 = animtime=0
value = 2290
ignorehitpause = 1

[State ]
type = Varadd
trigger1 = var(3)=10
trigger2 = var(3)=15
trigger3 = var(3)=20
trigger4 = var(3)=25
var(4) = 40

[State ]
type = HitOverride
trigger1 = movecontact=0
attr = SCA,AA,AT,AP
slot = 1
stateno = 3001
time = 1
forceair = 0
ignorehitpause=1
[State ]
type = Varadd
trigger1 = 1
var(3) = 1

[State 200];ステ移動
type = ChangeState
trigger1 = anim=2290
trigger1 = AnimTime = 0
trigger1 = Pos Y <0
value = 51
ctrl = 1
ignorehitpause=1

[State 200];ステ移動
type = ChangeState
trigger1 = anim=2290
trigger1 = AnimTime = 0
value = 0
ctrl = 1
ignorehitpause=1

[State -1]
type = veladd
value = 200
triggerall = var(59)=0&&statetype=A
trigger1 = pos Y<0
trigger1 = command = "holdfwd"
x = 0.1
[State -1]
type = veladd
value = 200
triggerall = var(59)=0&&statetype=A
trigger1 = pos Y<0
trigger1 = command = "holdback"
x = -0.1
[State -1]
type = veladd
value = 200
triggerall = var(59)=0&&statetype=A
trigger1 = pos Y<0
trigger1 = command = "holdup"
y = -0.1
[State -1]
type = veladd
value = 200
triggerall = var(59)=0&&statetype=A
trigger1 = pos Y<0
trigger1 = command = "holddown"
y = 0.1

[State -1]
type = veladd
triggerall = var(59)!=0&&statetype=A
trigger1 = pos Y<0
trigger1 = P2dist X>100
trigger1 = roundstate=2
x = 0.1
[State -1]
type = veladd
triggerall = var(59)!=0&&statetype=A
trigger1 = pos Y<0
trigger1 = P2dist X<=100
trigger1 = roundstate=2
x = -0.1
[State -1]
type = veladd
triggerall = var(59)!=0&&statetype=A
trigger1 = pos Y<0
trigger1 = P2dist Y<70
trigger1 = roundstate=2
y = -0.1
[State -1]
type = veladd
triggerall = var(59)!=0&&statetype=A
trigger1 = pos Y<0
trigger1 = P2dist Y>60
trigger1 = roundstate=2
y = 0.1

[State -1]
type = velset
trigger1 = pos Y<0
trigger1 = screenPos Y <20
trigger1 = vel Y <-1
y = 0
[State -1]
type = Posset
trigger1 = screenPos Y <20
y = -helper(10013),screenPos Y+20

;-----------------------------------------------------------------ジェット気流
;------------------- 休息
[Statedef 3100]
Type    = S
Movetype= A
Physics = S
Ctrl = 0
Anim = 1411
Poweradd = 0

[state -2]
type = SuperPause
trigger1 = 1
time = 30
anim = -1
sound = S2,2
pos = 0,-57
movetime = 30
darken = 1
p2defmul = 1
poweradd = -2250
unhittable = 1

[State ];不具合抑制
type		= VarSet
trigger1	= 1
var(3)		= 0
ignorehitpause	= 1

[State ]
type		= ChangeState
trigger1	= 1
value		= 3101

[Statedef 3101]
type		= A
movetype	= A
physics		= N
ctrl		= 0
hitdefpersist	= 1
movehitpersist	= 1
hitcountpersist	= 1

[State ]
type = ChangeAnim2
trigger1 = anim!=1411
value = 1411
elem = 1
ignorehitpause	= 1

[State 170]
type = StateTypeSet
trigger1 = Pos Y >=0
statetype=S
physics = S

[State ]
type = Gravity
trigger1 = Pos Y <0

[State ]
type = velset
trigger1 = Pos Y >0
y = 0
[State ]
type = Posset
trigger1 = Pos Y >0
y = 0

[State ];サウンド
type = Playsnd
trigger1 = AnimElem = 10
trigger2 = AnimElem = 20
value = S3, 0
channel = -1
volume = 0
freqmul = 1.5
ignorehitpause = 1
persistent = 0

[State ];サウンド
type = Playsnd
trigger1 = AnimElem = 7
value = S1, 33
channel = 3
volume = 500
freqmul = 0.6
ignorehitpause = 1
persistent = 0

[State ];サウンド
type = Playsnd
trigger1 = AnimElem = 9
value = S1, 32
channel = 1
volume = 500
freqmul = 2
ignorehitpause = 1
persistent = 0

[State ];サウンド
type = Playsnd
trigger1 = AnimElem = 11
value = S1, 35
channel = 2
volume = 500
freqmul = 0.8
ignorehitpause = 1
persistent = 0

[State ]
type = EnvShake
trigger1 = AnimElem = 9
trigger2 = AnimElem = 25
trigger3 = AnimElem = 29
time = 20
freq = 60
ampl = -3
phase = 0
ignorehitpause = 1
[State ]
type = EnvShake
trigger1 = AnimElem = 13
trigger2 = AnimElem = 19
time = 30
freq = 60
ampl = -6
phase = 0
ignorehitpause = 1

[State ]
type = varset
trigger1 = !Ishelper
var(12)=stateno
ignorehitpause = 1
[State -2]
type = varadd
trigger1 = !Ishelper
trigger1 = var(7)=0
trigger1 = MoveHit=1
;trigger1 = ProjHitTime(0)
var(11) = 100
;ignorehitpause = 1

[State -2]
type = TargetLifeAdd
trigger1 = movehit=1
value = -50
kill = 1
absolute = 1

[State ];hit定義
type		= HitDef
trigger1	= animelem=9
attr		= , NA
hitflag		= MAF
guardflag	= L
damage		= 2
animtype	= hard
air.animtype	= hard
ground.type	= low
priority	= 4, Hit
pausetime	= 0, 0
fall		= 1		;1だと自動立ち直りなし
fall.recover	= 0		;0だと受身不可能
fall.recovertime= 900
air.fall	= 1		;1だと自動立ち直りなし
air.juggle =0
getpower	= 0, 0
givepower	= 0, 0
ground.slidetime	= 10
ground.hittime		= 10		;相手の連ガ時間
guard.hittime 		= 9
air.hittime 		= 10
guard.ctrltime 		= 9
airguard.ctrltime 	= 9
ground.velocity		= -7.5, -11
guard.velocity		= -1
air.velocity		= -7, -13
airguard.velocity	= -1.5,-0.1
ground.cornerpush.veloff= -3
air.cornerpush.veloff	= 0
down.cornerpush.veloff	= -3
guard.cornerpush.veloff = -3
airguard.cornerpush.veloff = 0
sparkno		= S4040
guard.sparkno	= S4950
sparkxy		= 0+random%20,-125+random%20
hitsound	= S1, 33
guardsound	= S5, 0
numhits =-2

[State ];hit定義
type		= HitDef
trigger1	= animelem=28
attr		= , NA
hitflag		= MAF
guardflag	= M
damage		= 0
animtype	= hard
air.animtype	= hard
ground.type	= low
priority	= 4, Hit
pausetime	= 0, 0
fall		= 1		;1だと自動立ち直りなし
fall.recover	= 0		;0だと受身不可能
fall.recovertime= 900
air.fall	= 1		;1だと自動立ち直りなし
air.juggle =0
getpower	= 0, 0
givepower	= -10, 0
ground.slidetime	= 10
ground.hittime		= 10		;相手の連ガ時間
guard.hittime 		= 9
air.hittime 		= 10
guard.ctrltime 		= 9
airguard.ctrltime 	= 9
ground.velocity		= -3, -8
guard.velocity		= -1
air.velocity		= -3.5, 10
airguard.velocity	= -1.5,-0.1
ground.cornerpush.veloff= -3
air.cornerpush.veloff	= 0
down.cornerpush.veloff	= -3
guard.cornerpush.veloff = -3
airguard.cornerpush.veloff = 0
sparkno		= S4040
guard.sparkno	= S4950
sparkxy		= 0+random%20,-125+random%20
hitsound	= S1, 33
guardsound	= S5, 0
numhits =-2

[State -2]
type = varadd
triggerall = var(9)=0
trigger1 = !Ishelper
trigger1 = var(7)=0
;trigger1 = MoveHit=1
trigger1 = ProjhitTime(0)=0
var(11) = 16
;ignorehitpause = 1
[State -2]
type = varadd
triggerall = var(9)=0
trigger1 = !Ishelper
trigger1 = var(7)=0
;trigger1 = MoveHit=1
trigger1 = ProjGuardedTime(0)=0
var(11) = 2
;ignorehitpause = 1
[State -2]
type = TargetLifeAdd
trigger1 = ProjHitTime(0)>=0
value = -2
kill = 1
absolute = 1
[State ]
type = projectile
triggerall = var(9)=0
trigger1 = AnimElem = 5
trigger2 = AnimElem = 7
trigger3 = AnimElem = 9
trigger4 = AnimElem = 11
trigger5 = AnimElem = 13
trigger6 = AnimElem = 15
trigger7 = AnimElem = 17
trigger8 = AnimElem = 19
attr = S, NP			;Attribute: Standing, Normal Attack
damage = 6,1			;Damage that move inflicts, guard damage
animtype = Light			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 0, 0			;Time attacker pauses, time opponent shakes
;sparkno = S227
;guard.sparkno = S227				;Spark anim no (Def: set above)
sparkxy = 0, -6		;X-offset for the "hit spark" rel. to p2,
;hitsound = S2, 1			;Sound to play on hit
;guardsound = S2, 1			;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 6		;Time that the opponent slides back
ground.hittime  = 100		;Time opponent is in hit state
ground.velocity = -5,-1		;Velocity at which opponent is pushed
airguard.velocity = -0.9,-0.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -5.5,-1.5		;X-velocity at which opponent is pushed,
air.hittime = 13			;Time before opponent regains control in air
fall.recover =0
fall.damage =enemynear,Const (data.defence)+enemynear,Const (data.life)*0.1
getpower = 0,0
givepower = 0, 1
projID = 1100
projanim = 10021
projremovetime = 64+(var(10)*0.02)
projhits =20
projmisstime =1
projedgebound =9999
offset =-320,-180-Pos Y
velocity =20-(var(10)*0.02),0
projscale =1,1+random*0.001
supermovetime = 0
pausemovetime = 0
numhits =-999
;ignorehitpause=1
[State -2]
type = varadd
triggerall = var(9)=1
trigger1 = !Ishelper
trigger1 = var(7)=0
;trigger1 = MoveHit=1
trigger1 = ProjhitTime(0)=0
var(11) = 4
;ignorehitpause = 1
[State ]
type = projectile
triggerall = var(9)=1
trigger1 = AnimElem = 5
trigger2 = AnimElem = 7
trigger3 = AnimElem = 9
trigger4 = AnimElem = 11
trigger5 = AnimElem = 13
trigger6 = AnimElem = 15
trigger7 = AnimElem = 17
trigger8 = AnimElem = 19
attr = S, NP			;Attribute: Standing, Normal Attack
damage = 2,0			;Damage that move inflicts, guard damage
animtype = Light			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 0, 0			;Time attacker pauses, time opponent shakes
;sparkno = S227
;guard.sparkno = S227				;Spark anim no (Def: set above)
sparkxy = 0, -6		;X-offset for the "hit spark" rel. to p2,
;hitsound = S2, 1			;Sound to play on hit
;guardsound = S2, 1			;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 6		;Time that the opponent slides back
ground.hittime  = 100		;Time opponent is in hit state
ground.velocity = -5,-1		;Velocity at which opponent is pushed
airguard.velocity = -0.9,-0.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -2.5,-0.8		;X-velocity at which opponent is pushed,
air.hittime = 13			;Time before opponent regains control in air
fall.recover =0
fall.damage =enemynear,Const (data.defence)*0.5+enemynear,Const (data.life)*0.05
getpower = 0,0
givepower = 0, 1
projID = 1100
projanim = 10023
projremovetime = 64+(var(10)*0.02)
projhits =20
projmisstime =1
projedgebound =9999
offset =-320,-180-Pos Y
velocity =20-(var(10)*0.02),0
projscale =1,9+random*0.001
supermovetime = 0
pausemovetime = 0
numhits =-999
;ignorehitpause=1
[State -2]
type = varadd
triggerall = var(9)=2
trigger1 = !Ishelper
trigger1 = var(7)=0
;trigger1 = MoveHit=1
trigger1 = ProjhitTime(0)=0
var(11) = 32
;ignorehitpause = 1
[State -2]
type = varadd
triggerall = var(9)=2
trigger1 = !Ishelper
trigger1 = var(7)=0
;trigger1 = MoveHit=1
trigger1 = ProjGuardedTime(0)=0
var(11) = 4
;ignorehitpause = 1
[State ]
type = projectile
triggerall = var(9)=2
trigger1 = AnimElem = 5
trigger2 = AnimElem = 7
trigger3 = AnimElem = 9
trigger4 = AnimElem = 11
trigger5 = AnimElem = 13
trigger6 = AnimElem = 15
trigger7 = AnimElem = 17
trigger8 = AnimElem = 19
attr = S, NP			;Attribute: Standing, Normal Attack
damage = 14,2			;Damage that move inflicts, guard damage
animtype = Light			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 0, 0			;Time attacker pauses, time opponent shakes
;sparkno = S227
;guard.sparkno = S227				;Spark anim no (Def: set above)
sparkxy = 0, -6		;X-offset for the "hit spark" rel. to p2,
;hitsound = S2, 1			;Sound to play on hit
;guardsound = S2, 1			;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 6		;Time that the opponent slides back
ground.hittime  = 100		;Time opponent is in hit state
ground.velocity = -5,-1		;Velocity at which opponent is pushed
airguard.velocity = -0.9,-0.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -10,-3		;X-velocity at which opponent is pushed,
air.hittime = 13			;Time before opponent regains control in air
fall.recover =0
fall.damage =enemynear,Const (data.defence)*2+enemynear,Const (data.life)*0.2
getpower = 0,0
givepower = 0, 1
projID = 1100
projanim = 10022
projremovetime = 64+(var(10)*0.02)
projhits =20
projmisstime =1
projedgebound =9999
offset =-320,-280-Pos Y
velocity =20-(var(10)*0.02),0
projscale =0,5+random*0.001
supermovetime = 0
pausemovetime = 0
numhits =-999
;ignorehitpause=1

[state -2];エフェクト
type = Explod
trigger1 = random>var(3)*3
trigger1 = var(3)>45
anim = 10019
ID = 10014
pos = -320, -Pos Y
random =10,60
postype = p1
facing = 1
bindtime = 1
removetime = 200
sprpriority = -5
vel =random*0.01+1.5,-random*0.01-1
ownpal = 1
ontop = 0
ignorehitpause = 1
scale=0.5+random*0.0002,0.5+random*0.0002
pausemovetime	= 0
supermovetime	= 0

[State ]
type = HitOverride
trigger1 = movecontact=0
attr = SCA,AA,AT,AP
slot = 1
stateno = 3101
time = 1
forceair = 0
ignorehitpause=1
[State ]
type = Varadd
trigger1 = 1
var(3) = 1

[State 200];ステ移動
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y <0
value = 51
ctrl = 1
ignorehitpause=1

[State 200];ステ移動
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
ignorehitpause=1

[State -1]
type = veladd
value = 200
triggerall = var(59)=0&&statetype=A
trigger1 = pos Y<0
trigger1 = command = "holdfwd"
x = 0.1
[State -1]
type = veladd
value = 200
triggerall = var(59)=0&&statetype=A
trigger1 = pos Y<0
trigger1 = command = "holdback"
x = -0.1
[State -1]
type = veladd
value = 200
triggerall = var(59)=0&&statetype=A
trigger1 = pos Y<0
trigger1 = command = "holdup"
y = -0.1
[State -1]
type = veladd
value = 200
triggerall = var(59)=0&&statetype=A
trigger1 = pos Y<0
trigger1 = command = "holddown"
y = 0.1

[State -1]
type = veladd
triggerall = var(59)!=0&&statetype=A
trigger1 = pos Y<0
trigger1 = P2dist X>100
trigger1 = roundstate=2
x = 0.1
[State -1]
type = veladd
triggerall = var(59)!=0&&statetype=A
trigger1 = pos Y<0
trigger1 = P2dist X<=100
trigger1 = roundstate=2
x = -0.1
[State -1]
type = veladd
triggerall = var(59)!=0&&statetype=A
trigger1 = pos Y<0
trigger1 = P2dist Y<-80
trigger1 = roundstate=2
y = -0.1
[State -1]
type = veladd
triggerall = var(59)!=0&&statetype=A
trigger1 = pos Y<0
trigger1 = P2dist Y>-90
trigger1 = roundstate=2
y = 0.1

[State -1]
type = velset
trigger1 = pos Y<0
trigger1 = screenPos Y <20
trigger1 = vel Y <-1
y = 0
[State -1]
type = Posset
trigger1 = screenPos Y <20
y = -helper(10013),screenPos Y+20


;----------------------------------------------------------
[Statedef 3200]
Type    = S
Movetype= A
Physics = S
anim = 2200
Physics = S
sprpriority = 0
Ctrl = 0

[state -2]
type = SuperPause
trigger1 = 1
time = 20
anim = -1
sound = S2,2
pos = 0,-57
movetime = 20
darken = 1
p2defmul = 1
poweradd = -1000
unhittable = 1

[State ];不具合抑制
type		= VarSet
trigger1	= 1
var(3)		= 0
ignorehitpause	= 1

[State ]
type		= ChangeState
trigger1	= 1
value		= 3201

[Statedef 3201]
type		= A
movetype	= I
physics		= N
ctrl		= 0
hitdefpersist	= 1
movehitpersist	= 1
hitcountpersist	= 1

[State ]
type = ChangeAnim2
trigger1 = anim!=[2200,2290]
value = 2200
elem = 1
ignorehitpause	= 1


[State 170]
type = StateTypeSet
trigger1 = Pos Y >=0
statetype=S
physics = S

[State ]
type = Gravity
trigger1 = Pos Y <0

[State ]
type = velset
trigger1 = Pos Y >0
y = 0
[State ]
type = Posset
trigger1 = Pos Y >0
y = 0

[State 190]
type = NotHitBy
trigger1 = RoundState < 2
value = SCA
ignorehitpause = 1

[state -2];出現音
type = PlaySnd
trigger1 = anim=2200
trigger1 = animelem = 1
value = 1, 40
volume = 500
channel = 192
freqmul = 1

[state -2];出現音
type = PlaySnd
trigger1 = anim=2200
trigger1 = animtime = 0
value = 1, 42
volume = 0
channel = 191
freqmul = 0.8

[state -2];出現音
type = PlaySnd
trigger1 = anim=2200
trigger1 = animtime = 0
value = 1, 23
volume = 500
channel = 194

[State ]
type = Varset
trigger1 = anim=2200
trigger1 = AnimTime = 0
var(10) = 600

[state -2];南方振動用ヘルパー
type = Helper
trigger1 = anim=2200
trigger1 = AnimTime = 0
;helpertype = player
id = 3003
pos = 0,-57
postype = P1
stateno = 3004
keyctrl = 0
ownpal = 1
facing = 1
ignorehitpause = 1
pausemovetime	= 0
supermovetime	= 0

[State 170, 2]
type = ChangeAnim
trigger1 = anim=2200
trigger1 = animtime=0
value = 2290
ignorehitpause = 1

[State ]
type = Varadd
trigger1 = var(3)=10
trigger2 = var(3)=15
trigger3 = var(3)=20
trigger4 = var(3)=25
var(4) = 40

[State ]
type = HitOverride
trigger1 = movecontact=0
attr = SCA,AA,AT,AP
slot = 1
stateno = 3201
time = 1
forceair = 0
ignorehitpause=1
[State ]
type = Varadd
trigger1 = 1
var(3) = 1

[State 200];ステ移動
type = ChangeState
trigger1 = anim=2290
trigger1 = AnimTime = 0
trigger1 = Pos Y <0
value = 51
ctrl = 1
ignorehitpause=1

[State 200];ステ移動
type = ChangeState
trigger1 = anim=2290
trigger1 = AnimTime = 0
value = 0
ctrl = 1
ignorehitpause=1

[State -1]
type = veladd
value = 200
triggerall = var(59)=0&&statetype=A
trigger1 = pos Y<0
trigger1 = command = "holdfwd"
x = 0.1
[State -1]
type = veladd
value = 200
triggerall = var(59)=0&&statetype=A
trigger1 = pos Y<0
trigger1 = command = "holdback"
x = -0.1
[State -1]
type = veladd
value = 200
triggerall = var(59)=0&&statetype=A
trigger1 = pos Y<0
trigger1 = command = "holdup"
y = -0.1
[State -1]
type = veladd
value = 200
triggerall = var(59)=0&&statetype=A
trigger1 = pos Y<0
trigger1 = command = "holddown"
y = 0.1

[State -1]
type = veladd
triggerall = var(59)!=0&&statetype=A
trigger1 = pos Y<0
trigger1 = P2dist X>100
trigger1 = roundstate=2
x = 0.1
[State -1]
type = veladd
triggerall = var(59)!=0&&statetype=A
trigger1 = pos Y<0
trigger1 = P2dist X<=100
trigger1 = roundstate=2
x = -0.1
[State -1]
type = veladd
triggerall = var(59)!=0&&statetype=A
trigger1 = pos Y<0
trigger1 = P2dist Y<70
trigger1 = roundstate=2
y = -0.1
[State -1]
type = veladd
triggerall = var(59)!=0&&statetype=A
trigger1 = pos Y<0
trigger1 = P2dist Y>60
trigger1 = roundstate=2
y = 0.1

[State -1]
type = velset
trigger1 = pos Y<0
trigger1 = screenPos Y <20
trigger1 = vel Y <-1
y = 0
[State -1]
type = Posset
trigger1 = screenPos Y <20
y = -helper(10013),screenPos Y+20


;-------------------------------------------ダウンバースト
;------------------- 休息
[Statedef 3300]
Type    = S
Movetype= A
Physics = S
Ctrl = 0
Anim = 1310
Poweradd = 35

[State ];不具合抑制
type		= VarSet
trigger1	= 1
var(3)		= 0
ignorehitpause	= 1

[state -2]
type = SuperPause
trigger1 = 1
time = 20
anim = -1
sound = S2,2
pos = 0,-57
movetime = 20
darken = 1
p2defmul = 1
poweradd = -3000
unhittable = 1

[State ]
type		= ChangeState
trigger1	= 1
value		= 3301

[Statedef 3301]
type		= A
movetype	= I
physics		= N
ctrl		= 0
hitdefpersist	= 1
movehitpersist	= 1
hitcountpersist	= 1

[State ]
type = varset
trigger1 = !Ishelper
var(12)=stateno
ignorehitpause = 1

[State ]
type = ChangeAnim2
trigger1 = anim!=1310
trigger1 = var(3)<235
value = 1310
elem = 1
ignorehitpause	= 1

[State 170, 2]
type = ChangeAnim
trigger1 = anim!=1311
trigger1 = var(3)>=235
value = 1311
ignorehitpause = 1

[State 170]
type = StateTypeSet
trigger1 = Pos Y >=0
statetype=S
physics = S

[State ]
type = projectile
trigger1 = animelem=5
attr = S, NT			;Attribute: Standing, Normal Attack
damage = 1,1			;Damage that move inflicts, guard damage
animtype = Light			;Animation type: Light, Medium, Heavy, Back (def: Light)
;guardflag = L			;Flags on how move is to be guarded against
hitflag = M			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 0, 0			;Time attacker pauses, time opponent shakes
;sparkno = S227
;guard.sparkno = S227				;Spark anim no (Def: set above)
sparkxy = 0, -6		;X-offset for the "hit spark" rel. to p2,
;hitsound = S2, 1			;Sound to play on hit
;guardsound = S2, 1			;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 0		;Time that the opponent slides back
ground.hittime  = 0		;Time opponent is in hit state
ground.velocity =0,-1		;Velocity at which opponent is pushed
airguard.velocity = 0,-1	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = 0,0		;X-velocity at which opponent is pushed,
air.hittime = 13			;Time before opponent regains control in air
fall= 1
fall.recover =0
getpower = 100,0
givepower = 0, 1
projID = 1300
projanim = 1
projremovetime = 5+(var(10)*0.01)
projhits =20
projmisstime =1
projedgebound =9999
projheightbound =-9999,9999
offset =0,0
velocity =0,0
projscale =1,1
supermovetime = 0
pausemovetime = 0
numhits =-999
;ignorehitpause=1
[State ]
type = TargetState
trigger1 = var(3) = [25,31+(var(10)*0.01)]
trigger1 = ProjHittime(1300)>0
value = 3320

[State ]
type = projectile
trigger1 = var(3)=150
trigger1 = ProjHittime(1300)>0
attr = S, NP			;Attribute: Standing, Normal Attack
damage = 0,1			;Damage that move inflicts, guard damage
animtype = Light			;Animation type: Light, Medium, Heavy, Back (def: Light)
;guardflag = MAF			;Flags on how move is to be guarded against
hitflag = MAFD+			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 0, 0			;Time attacker pauses, time opponent shakes
;sparkno = S227
;guard.sparkno = S227				;Spark anim no (Def: set above)
sparkxy = 0, 0		;X-offset for the "hit spark" rel. to p2,
;hitsound = S2, 1			;Sound to play on hit
;guardsound = S2, 1			;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 6		;Time that the opponent slides back
ground.hittime  = 600		;Time opponent is in hit state
ground.velocity = 0,40		;Velocity at which opponent is pushed
airguard.velocity = 0,40	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = 0,40		;X-velocity at which opponent is pushed,
air.hittime = 600			;Time before opponent regains control in air
fall=1
air.fall=1
fall.recover =0
fall.yvelocity =5
fall.damage =enemynear,Const (data.defence)*0.5+enemynear,Const (data.life)*0.05
fall.envshake.time =10
fall.envshake.freq =60
fall.envshake.ampl =-6
down.hittime =600
down.velocity =0,5
down.bounce =0
getpower = 0,0
givepower = 0, 1
projID = 1301
projanim = 1
projremovetime = 150
projhits =150
projmisstime =10
projedgebound =9999999
projheightbound =-999999,999999
offset =0,enemynear,Pos Y-Pos Y
velocity =0,0
projscale =1,1
supermovetime = 0
pausemovetime = 0
numhits =-999
;ignorehitpause=1

[State ]
type = TargetState
trigger1 = var(3)=[150,300]
trigger1 = var(3)%10=9
value = 5300

[State -2]
type = varadd
trigger1 = !Ishelper
trigger1 = var(3)>=25
trigger1 = ProjHittime(1301)>0
trigger1 = var(7)=0
trigger1 = anim=1310
var(11) = 4
ignorehitpause = 1
absolute = 1

[state -2];エフェクト
type = Explod
trigger1 = var(3)%3=0
trigger1 = var(3)<15
anim = 10013
ID = 10013
pos = 0, -Pos Y
postype = p1
facing = 1
bindtime = -2
removetime = -2
sprpriority = 25
ownpal = 1
ontop = 0
ignorehitpause = 1
scale=7,2
pausemovetime	= 0
supermovetime	= 0

[State ]
type = Gravity
trigger1 = Pos Y <0

[State ]
type = velset
trigger1 = Pos Y >0
y = 0
[State ]
type = Posset
trigger1 = Pos Y >0
y = 0

[State ]
type = EnvShake
trigger1 = var(3)%10 = 0
trigger1 = var(3)=[10,35]
time = 10
freq = 60
ampl = -3
phase = 0
[State ]
type = EnvShake
triggerall = ProjHittime(1300)>0
trigger1 = var(3)%10 = 0
trigger1 = var(3)=[40,160]
time = 10
freq = 60
ampl = -7
phase = 0
[State ]
type = EnvShake
triggerall = ProjHittime(1300)>0
trigger1 = var(3)=140
time = 5
freq = 60
ampl = -20
phase = 0

[state -2];エフェクト
type = Explod
trigger1 = var(3)=[30,90]
anim = 10014
ID = 1300
pos = 0, -Pos Y
random =100,10
postype = p1
facing = 1
bindtime = 1
removetime = -2
sprpriority = 20
vel =0,-3
ownpal = 1
ontop = 0
ignorehitpause = 1
scale=random*0.002+3,0.2
pausemovetime	= 0
supermovetime	= 0
[state -2];エフェクト
type = Explod
triggerall = ProjHittime(1300)>0
trigger1 = var(3)=[55,150]
anim = 10020
ID = 1300
pos = 0, -Pos Y
random =10,10
postype = p1
facing = 1
bindtime = 1
removetime = 100
sprpriority = 20
vel =0,-10
ownpal = 1
ontop = 0
ignorehitpause = 1
scale=3-var(3)*0.01,0.2
pausemovetime	= 0
supermovetime	= 0
[state -2];エフェクト
type = Explod
triggerall = ProjHittime(1300)>0
trigger1 = var(3)=[110,210]
anim = 10020
ID = 1300
pos = 0, -480-Pos Y
random =10,10
postype = p1
facing = 1
bindtime = 1
removetime = 100
sprpriority = 20
vel =0,10
ownpal = 1
ontop = 0
ignorehitpause = 1
scale=var(3)*0.015,0.2
pausemovetime	= 0
supermovetime	= 0
[state -2];エフェクト
type = Explod
triggerall = ProjHittime(1300)>0
trigger1 = var(3)=[110,240]
anim = 10020
ID = 1300
pos = 0, -480-Pos Y
random =10,10
postype = p1
facing = 1
bindtime = 1
removetime = 100
sprpriority = 20
vel =0,10
ownpal = 1
ontop = 0
ignorehitpause = 1
scale=1,0.2
pausemovetime	= 0
supermovetime	= 0
[state -2];エフェクト
type = Explod
;triggerall = ProjHittime(1300)>0
trigger1 = var(3)>=150
anim = 10015
ID = 1300
pos = 0, -Pos Y-15+(var(3)%10)*2
random =0,0
postype = p1
facing = 1
bindtime = 1
removetime = -2
sprpriority = 20
vel =0,0
ownpal = 1
ontop = 0
ignorehitpause = 1
scale=1+(var(3)%10),0.1
pausemovetime	= 0
supermovetime	= 0
[state -2];エフェクト
type = Explod
triggerall = ProjHittime(1300)>0
trigger1 = var(3)=110
anim = 10016
ID = 1300
pos = 0, -480-Pos Y
random =0,0
postype = p1
facing = 1
bindtime = 1
removetime = 100
sprpriority = 20
vel =0,10
ownpal = 1
ontop = 0
ignorehitpause = 1
scale=2.5,0.2
pausemovetime	= 0
supermovetime	= 0
[state -2];エフェクト
type = Explod
trigger1 = var(3)=110
anim = 10018
ID = 1300
pos = 0, -485-Pos Y
random =0,0
postype = p1
facing = 1
bindtime = 1
removetime = 100
sprpriority = 20
vel =0,10
ownpal = 1
ontop = 0
ignorehitpause = 1
scale=4,0.3
pausemovetime	= 0
supermovetime	= 0
[state -2];エフェクト
type = Explod
trigger1 = var(3)=[50,220]
anim = 10015
ID = 1300
pos = 0, -480-Pos Y
random =10,10
postype = p1
facing = 1
bindtime = 1
removetime = 100
sprpriority = 20
vel =0,5
ownpal = 1
ontop = 0
ignorehitpause = 1
scale=random*0.002+2,0.2
pausemovetime	= 0
supermovetime	= 0

[State ];サウンド
type = Playsnd
trigger1 = var(3) = 18
value = S1, 35
freqmul=0.7
volume=200
channel = 16
ignorehitpause = 1
[State ];サウンド
type = Playsnd
triggerall = ProjHittime(1300)>0
trigger1 = var(3) = 50
value = S3, 0
freqmul=0.7
volume=700
channel = 15
ignorehitpause = 1
[State ];サウンド
type = Playsnd
triggerall = ProjHittime(1300)>0
trigger1 = var(3) = 50
value = S1, 32
volume=0
freqmul=1.2
channel = 14
ignorehitpause = 1
[State ];サウンド
type = Playsnd
triggerall = ProjHittime(1300)>0
trigger1 = var(3) = 60
value = S1, 32
volume=200
freqmul=1.5
channel = 13
ignorehitpause = 1
[State ];サウンド
type = Playsnd
triggerall = ProjHittime(1300)>0
trigger1 = var(3) = 80
value = S1, 32
volume=0
freqmul=2
channel = 12
ignorehitpause = 1
[State ];サウンド
type = Playsnd
trigger1 = var(3) = 150
value = S1, 33
volume=300
freqmul=0.8
channel = 11
ignorehitpause = 1
[State ];サウンド
type = Playsnd
trigger1 = var(3) = 150
value = S1, 42
volume=300
freqmul=0.7
channel = 10
ignorehitpause = 1

[State ]
type = HitOverride
trigger1 = movecontact=0
attr = SCA,AA,AT,AP
slot = 1
stateno = 3301
time = 1
forceair = 0
ignorehitpause=1
[State ]
type = Varadd
trigger1 = 1
var(3) = 1

[State 200];ステ移動
type = ChangeState
trigger1 = anim=1311
trigger1 = AnimTime = 0
trigger1 = Pos Y <0
value = 51
ctrl = 1
ignorehitpause=1

[State 200];ステ移動
type = ChangeState
trigger1 = anim=1311
trigger1 = AnimTime = 0
value = 0
ctrl = 1
ignorehitpause=1

[State -1]
type = veladd
value = 200
triggerall = var(59)=0&&statetype=A
trigger1 = pos Y<0
trigger1 = command = "holdfwd"
x = 0.1
[State -1]
type = veladd
value = 200
triggerall = var(59)=0&&statetype=A
trigger1 = pos Y<0
trigger1 = command = "holdback"
x = -0.1
[State -1]
type = veladd
value = 200
triggerall = var(59)=0&&statetype=A
trigger1 = pos Y<0
trigger1 = command = "holdup"
y = -0.1
[State -1]
type = veladd
value = 200
triggerall = var(59)=0&&statetype=A
trigger1 = pos Y<0
trigger1 = command = "holddown"
y = 0.1

[State -1]
type = veladd
triggerall = var(59)!=0&&statetype=A
trigger1 = pos Y<0
trigger1 = vel Y<0
trigger1 = ProjHittime(1301)>0
trigger1 = roundstate=2
x = 0.1
[State -1]
type = veladd
triggerall = var(59)!=0&&statetype=A
trigger1 = pos Y<0
trigger1 = vel X>0
trigger1 = ProjHittime(1301)>0
trigger1 = roundstate=2
x = -0.1
[State -1]
type = veladd
triggerall = var(59)!=0&&statetype=A
trigger1 = pos Y<0
trigger1 = vel Y>0
trigger1 = ProjHittime(1301)>0
trigger1 = roundstate=2
y = -0.1
[State -1]
type = veladd
triggerall = var(59)!=0&&statetype=A
trigger1 = pos Y<0
trigger1 = vel Y<0
trigger1 = ProjHittime(1301)>0
trigger1 = roundstate=2
y = 0.1

[State -1]
type = velset
trigger1 = pos Y<0
trigger1 = screenPos Y <20
trigger1 = vel Y <-1
y = 0
[State -1]
type = Posset
trigger1 = screenPos Y <20
y = -helper(10013),screenPos Y+20


[Statedef 3320]
Type    = A
Movetype= A
Physics = A
Ctrl = 0
Anim = 5030
Poweradd = 0

[State ]
type = TargetState
trigger1 = time=5
value = 3320

[State 170]
type = StateTypeSet
trigger1 = time >5
movetype=H

[State ]
type = Velmul
trigger1 = ceil(p2Dist X) < -10
x = 0.6
[State ]
type = Velmul
trigger1 = time<70
y = 0.5
[State ]
type = Velset
trigger1 = 0
trigger2 = vel Y >0
trigger2 = time<180
y = 0
[State ]
type = Veladd
trigger1 = time<180
y = -0.1-Const (movement.yaccel)*0.3

[State 111]
type = Turn
trigger1 = ceil(p2Dist X) < -10

[State ]
type = VelAdd
trigger1 = 1
x = -(Pos X-enemynear,Pos X)*0.0005*facing*time

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

[State 5150, 8]
type = NotHitBy
trigger1 = time <60
value = SCA
time = 1
ignorehitpause = 1
[State 5150, 8]
type = HitBy
trigger1 = time >=60
value = SCA,AA,AT,AP
time = 1
ignorehitpause = 1

[State ]
type		= SelfState
trigger1	= time>270
value		= 5020
ignorehitpause=1



;------------------------------------------神懸り往な光
[Statedef 3400]
Type    = S
Movetype= A
Physics = S
anim = 1300
Physics = S
sprpriority = 0
Ctrl = 0

[State ];不具合抑制
type		= VarSet
trigger1	= 1
var(3)		= 0
ignorehitpause	= 1

[state -2]
type = SuperPause
trigger1 = 1
time = 20
anim = -1
sound = S2,2
pos = 0,-57
movetime = 20
darken = 1
p2defmul = 1
poweradd = 0
unhittable = 1

[State ]
type		= ChangeState
trigger1	= 1
value		= 3401

[Statedef 3401]
type		= A
movetype	= I
physics		= N
ctrl		= 0
hitdefpersist	= 1
movehitpersist	= 1
hitcountpersist	= 1

[State ]
type = ChangeAnim2
trigger1 = anim!=[1310,1311]
value = 1310
elem = 1
ignorehitpause	= 1

[State ]
type = varset
trigger1 = !Ishelper
var(12)=stateno
ignorehitpause = 1

[State 170]
type = StateTypeSet
trigger1 = Pos Y >=0
statetype=S
physics = S

[State ]
type = Gravity
trigger1 = Pos Y <0

[State ]
type = velset
trigger1 = Pos Y >0
y = 0
[State ]
type = Posset
trigger1 = Pos Y >0
y = 0

[State 190]
type = NotHitBy
trigger1 = RoundState < 2
value = SCA
ignorehitpause = 1

[state -2];出現音
type = PlaySnd
trigger1 = anim=1310
trigger1 = animelem = 1
value = 1, 20
volume = 500
channel = 192
freqmul = 1

[state -2];出現音
type = PlaySnd
trigger1 = anim=1310
trigger1 = animtime = 0
value = 1, 22
volume = 500
channel = 191
freqmul = 1

[state -2];出現音
type = PlaySnd
trigger1 = anim=1310
trigger1 = animtime = 0
value = 1, 41
volume = 500
channel = 194

[State ]
type = Varadd
trigger1 = anim=1311
trigger1 = AnimTime = 0
fvar(6) = -500

[State 170, 2]
type = ChangeAnim
trigger1 = anim=1310
trigger1 = animtime=0
value = 1311
ignorehitpause = 1

[state -2];出現音
type = PlaySnd
trigger1 = anim=1311
trigger1 = animelem = 1
value = 3, 8
volume = 500
channel = 19
freqmul = 0.9

[State ]
type = Varadd
trigger1 = var(3)=13
trigger2 = var(3)=20
trigger3 = var(3)=26
trigger4 = var(3)=33
var(4) = 70
[State ]
type = Varadd
trigger1 = anim=1311
trigger1 = animelem = 1
var(4) = 140
[State 200]
type = EnvShake
trigger1 = anim=1311
trigger1 = animelem = 1
time = 15
freq = 30
ampl = -4
phase = 0

[state -2]
type = PalFX
triggerall=Palno=1||Palno=2||Palno=3||Palno=4
trigger1 = anim=1310
trigger1 = !Ishelper
time = 1
add = var(4),var(4)/2,var(4)
mul = var(0)/3+100+var(4),var(0)/3+80+var(4),var(0)/3+100+var(4)
invertall = 0
color = 256
ignorehitpause=1
[state -2]
type = PalFX
triggerall=Palno=5||Palno=6||Palno=7||Palno=8
trigger1 = anim=1310
trigger1 = !Ishelper
time = 1
add = var(4)/2,var(4)/2,var(4)/2
mul = var(0)/4+75+var(4),var(0)/4+65+var(4),var(0)/4+75+var(4)
invertall = 0
color = 256
ignorehitpause=1
[state -2]
type = PalFX
triggerall=Palno=9||Palno=10||Palno=11||Palno=12
trigger1 = anim=1310
trigger1 = !Ishelper
time = 1
add = var(4)/2,var(4)/2,var(4)/2
mul = var(0)/5+50+var(4),var(0)/5+30+var(4),var(0)/5+50+var(4)
invertall = 0
color = 256
ignorehitpause=1

[state -2];エネルギーエフェクト
type = explod
trigger1 = var(3)=35
anim = 4720
id = 100
postype = p1
pos = -23,-97
random =0,0
vel =0,0
accel = 0, 0
sprpriority = -2
ownpal = 1
bindtime = 100
supermove = 0
removetime = -2
scale = 0.5,0.5
ignorehitpause=1

[State ]
type = Explod
trigger1 = anim=1311
anim = 1221
ID = 100
pos = 160, -20
postype = left
facing = 0
vfacing = 0
bindtime = 1
vel = 0, random/200+2
accel = 0, 0
random = 380, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 5, 0.2
sprpriority = -12
ontop = 0
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1

[state -2];エネルギーエフェクト
type = explod
trigger1 = var(3)=[40,55]
anim = 1221
id = 100
postype = p1
pos =-23,-97
random =0,0
vel =(random-455)*0.02,(random-455)*0.02
accel = 0, -0.3
sprpriority = 2
ownpal = 1
bindtime = 1
supermove = 0
removetime = -2
scale = 0.1,0.1
ignorehitpause=1
[state -2];エネルギーエフェクト
type = explod
trigger1 = var(3)=[40,50]
anim = 1221
id = 100
postype = p1
pos = -23,-97
random =0,0
vel =(random-455)*0.01,(random-455)*0.01
accel = 0, -0.4
sprpriority = 2
ownpal = 1
bindtime = 1
supermove = 0
removetime = -2
scale = 0.2,0.2
ignorehitpause=1

[State ]
type = HitOverride
trigger1 = movecontact=0
attr = SCA,AA,AT,AP
slot = 1
stateno = 3401
time = 1
forceair = 0
ignorehitpause=1
[State ]
type = Varadd
trigger1 = 1
var(3) = 1

[State 200];ステ移動
type = ChangeState
trigger1 = anim=1311
trigger1 = AnimTime = 0
trigger1 = Pos Y <0
value = 51
ctrl = 1
ignorehitpause=1

[State 200];ステ移動
type = ChangeState
trigger1 = anim=1311
trigger1 = AnimTime = 0
value = 0
ctrl = 1
ignorehitpause=1

[State -1]
type = veladd
triggerall = var(59)=0&&statetype=A
trigger1 = vel x<1.5
trigger1 = command = "holdfwd"
x = 0.05
[State -1]
type = veladd
triggerall = var(59)=0&&statetype=A
trigger1 = vel x>-1.5
trigger1 = command = "holdback"
x = -0.05
[State -1]
type = veladd
triggerall = var(59)=0&&statetype=A
trigger1 = vel y>-1.5
trigger1 = command = "holdup"
y = -0.05
[State -1]
type = veladd
triggerall = var(59)=0&&statetype=A
trigger1 = vel y<1.5
trigger1 = command = "holddown"
y = 0.05

[State -1]
type = veladd
triggerall = var(59)!=0&&statetype=A
trigger1 = vel x<1.5
trigger1 = P2dist x >60
x = 0.05
[State -1]
type = veladd
triggerall = var(59)!=0&&statetype=A
trigger1 = vel x>-1.5
trigger1 = P2dist x <40
x = -0.05
[State -1]
type = veladd
triggerall = var(59)!=0&&statetype=A
trigger1 = vel y>-1.5
trigger1 = P2dist y <-20
y = -0.05
[State -1]
type = veladd
triggerall = var(59)!=0&&statetype=A
trigger1 = vel y<1.5
trigger1 = P2dist y >-20
y = 0.05

[State -1]
type = velset
trigger1 = pos Y<0
trigger1 = screenPos Y <20
trigger1 = vel Y <-1
y = 0
[State -1]
type = Posset
trigger1 = screenPos Y <20
y = -helper(10013),screenPos Y+20

[Statedef 5300];ビリビリステート
type		= A
movetype	= A
physics		= N
ctrl		= 0
anim            = 5000
hitdefpersist	= 1
movehitpersist	= 1
hitcountpersist	= 1

[State ]
type = TargetState
trigger1 = time=0
value = 5300
ignorehitpause=1

[State 170]
type = StateTypeSet
trigger1 = time >0
movetype=H
ignorehitpause=1

[State ]
type = LifeAdd
trigger1 = time = 0
value = -10
kill = 1
absolute = 1

[state -2]
type = ChangeAnim
trigger1 = AnimExist(5300)
trigger1 = anim!=5300
value = 5300
elem = 1
ignorehitpause=1

[state -2]
type = PalFX
trigger1 = 1
time = 1
add = time-(time%10)*10,time-(time%10)*10,time-(time%10)*10
mul = 256,256,256
invertall = 0
color = 256
ignorehitpause=1

[State 170]
type = HitBy
trigger1 = 1
value = SCA,AA,AP,AT
time = 10

[State 170]
type = StateTypeSet
trigger1 = Pos Y >=0
statetype=S
physics = S

[State 170]
type = StateTypeSet
trigger1 = Pos Y <0
statetype=A
physics = N

[State ]
type = Gravity
trigger1 = Pos Y <0

[State ]
type = velset
trigger1 = Pos Y >0
y = 0
[State ]
type = Posset
trigger1 = Pos Y >0
y = 0

[State 200];ステ移動
type = selfState
trigger1 = Time >= 600
value = 5020
ctrl = 0
ignorehitpause=1



[Statedef 5310];風圧ステート
type		= A
movetype	= A
physics		= N
ctrl		= 0
anim            = 5000
hitdefpersist	= 1
movehitpersist	= 1
hitcountpersist	= 1

[State ]
type = veladd
trigger1 = pos Y=0
trigger1 = time=0
y = -4
[State ]
type = veladd
trigger1 = pos Y!=0
trigger1 = time=0
y = -2

[State ]
type = DestroySelf
trigger1 = ishelper
ignorehitpause=1

[State ]
type = TargetState
trigger1 = time=0
value = 5310
ignorehitpause=1

[State 170]
type = StateTypeSet
trigger1 = time >0
movetype=H
ignorehitpause=1

[State 170]
type = HitBy
trigger1 = 1
value = SCA,AA,AP,AT
time = 10
ignorehitpause=1

[State 170]
type = StateTypeSet
trigger1 = Pos Y >=0
statetype=S
physics = S

[State 170]
type = StateTypeSet
trigger1 = Pos Y <0
statetype=A
physics = N

[State ]
type = Gravity
trigger1 = Pos Y <0

[State ]
type = velset
trigger1 = Pos Y >0
y = 0
[State ]
type = Posset
trigger1 = Pos Y >0
y = 0

[State 200];ステ移動
type = selfState
trigger1 = time>0
trigger1 = statetype=S
value = 5100
ctrl = 0
ignorehitpause=1
