;変数管理

;　　本体
;var(0) = 体の透過や残像表示
;var(1) = 雷雨の激しさ管理
;var(2) = 空中移動のアニメ番号関連
;var(3) = time代わり
;var(4) = 雷光　　ランダムパージ
;var(5) = 与えた総ダメージ-受けた総ダメージ
;fvar(6) = 蓄電量
;var(7) = 何回5150ステートへ行ったか
;var(8) = 5150ステート専用time
;var(9) = 旧：南方振動測定　新：気圧値
;var(10) = ブロッキング現象測定
;var(11) = 体力値
;var(12) = ステートナンバー
;var(13) = ヘクトパスカル
;sysvar(3) = 本体のライフを記憶
;sysvar(4) = ステート移動時にコマンド記憶

;fvar(15)= 試合開始コール測定

;fvar(38)= 時止め防止gametime計測
;fvar(39)= ステ抜け用gametime計測

;fvar(0) = X座標
;fvar(1) = Y座標

;fvar(6) = 蓄電量







;基本パラメータ
[Data]
life		  = 300000
power		  = 300000
attack		  = 100
defence		  = 100
fall.defence_up   = 50
liedown.time 	  = 60
airjuggle 	  = 15
sparkno 	  = -1
guard.sparkno 	  = -1
KO.echo 	  = 0
volume 		  = 0
IntPersistIndex   = 59
FloatPersistIndex = 6

[Size]
xscale		 = 1
yscale		 = 1
ground.back	 = 15		;キャラクターの幅（後方、地上）
ground.front	 = 15		;キャラクターの幅（前方、地上）
air.back 	 = 14		;キャラクターの幅（後方、空中）
air.front 	 = 14		;キャラクターの幅（前方、空中）
height 		 = 60		;キャラクターの高さ
attack.dist 	 = 320		;攻撃時に相手がガード体勢に入る最低距離（最大320）
proj.attack.dist = 320		;相手がガード体勢に入る発射物との最低距離（最大320）
proj.doscale 	 = 0		;xscale, yscaleの設定が発射物にも適用するかどうか（1で有効）
head.pos 	 = 3,-80
mid.pos 	 = 3,-54
shadowoffset 	 = -1
draw.offset      = 0,-5

[Velocity]
walk.fwd	=  0.6		;前に歩く時の速度
walk.back	= -0.4		;後ろに歩く時の速度
run.fwd		=  5,0	;前に走る時の速度 (x, y) ホップさせる時はyを0以下にします
run.back	= -5,0	;後ろに走る時の速度 (x, y) 走らせる時はyを0にします
jump.neu	=  0,  -2.2	;ジャンプ時の垂直移動速度 (x, y)
jump.fwd	=  1.0		;前にジャンプした時の水平移動速度
jump.back	= -1.0		;後ろにジャンプした時の水平移動速度
runjump.fwd	=  2.3,-7.2	;前ダッシュジャンプ
runjump.back	= -2.3,-7.2	;後ダッシュジャンプ
airjump.neu	=  0,  -7.4	;空中ジャンプ上
airjump.fwd	=  3.0		;空中で前にジャンプした時の水平移動速度
airjump.back	= -3.0		;空中で後ろにジャンプした時の水平移動速度

[Movement]
airjump.num	= 0	;空中ジャンプの回数 （オプション）
airjump.height	= 30	;空中ジャンプに必要な最低限の高さ （オプション）
yaccel		= 0.02	;垂直方向にかかる加速度（重力）
stand.friction	= 0.8	;立ち状態での摩擦係数
crouch.friction	= 0.8	;しゃがみ状態での摩擦係数

;--------------------------------------------------------通常攻撃

;--------------------------------------------------------------------------------
;------------------------------------立弱----------------------------------------
;--------------------------------------------------------------------------------
[Statedef 200]
Type    = S
Movetype= A
Physics = S
Ctrl = 0
Anim = 200
Poweradd = 20

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

[State ]
type		= ChangeState
trigger1	= 1
value		= 201

[Statedef 201]
type		= S
movetype	= A
physics		= S
ctrl		= 0
hitdefpersist	= 1
movehitpersist	= 1
hitcountpersist	= 1

[State ]
type = ChangeAnim2
trigger1 = anim!=200
value = 200
elem = 1
ignorehitpause	= 1

[State 200];サウンド
type = Playsnd
trigger1 = AnimElem = 2
value = S0, 0
channel = 1
ignorehitpause = 1
persistent = 0

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

[State 200];hit定義
type		= HitDef
trigger1	= AnimElem = 3
attr		= S, NA
hitflag		= MAF
guardflag	= M
damage		= 30
animtype	= Light
air.animtype	= Back
ground.type	= High
priority	= 4, Hit
pausetime	= 10, 10
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
getpower	= 75, 5
givepower	= 8, 3
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		= -5, 0
guard.velocity		= -5
air.velocity		= -2.5, -1
airguard.velocity	= -1.5,-3
ground.cornerpush.veloff= -3
air.cornerpush.veloff	= 0
down.cornerpush.veloff	= -3
guard.cornerpush.veloff = -3
airguard.cornerpush.veloff = 0
sparkno		= S4000
guard.sparkno	= S4950
sparkxy		= -30+random%20,-75+random%20
hitsound	= S1, 0
guardsound	= S5, 0
numhits =-2
persistent=0
ignorehitpause=1

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

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



;--------------------------------------------------------------------------------
;------------------------------------強撃----------------------------------------
;--------------------------------------------------------------------------------
[Statedef 205]
Type    = A
Movetype= A
Physics = A
Ctrl = 0
Anim = 205
Poweradd = 20

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

[State ]
type		= ChangeState
trigger1	= 1
value		= 206

[Statedef 206]
type		= A
movetype	= A
physics		= N
ctrl		= 0
hitdefpersist	= 1
movehitpersist	= 1
hitcountpersist	= 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 = ChangeAnim2
trigger1 = anim!=205
value = 205
elem = 1
ignorehitpause	= 1

[State 200];サウンド
type = Playsnd
trigger1 = AnimElem = 4
value = S0, 1
channel = 1
freqmul=0.8
ignorehitpause = 1
persistent = 0

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

[State 200];hit定義
type		= HitDef
trigger1	= AnimElem = 5
attr		= A, NA
hitflag		= MAF
guardflag	= M
damage		= 60
animtype	= Light
air.animtype	= Back
ground.type	= High
priority	= 4, Hit
pausetime	= 10, 10
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
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		= -6, 0
guard.velocity		= -6
air.velocity		= -5, -3
airguard.velocity	= -2,-1
ground.cornerpush.veloff= -3
air.cornerpush.veloff	= 0
down.cornerpush.veloff	= -3
guard.cornerpush.veloff = -3
airguard.cornerpush.veloff = 0
sparkno		= S4000
guard.sparkno	= S4950
sparkxy		= 0+random%20,-50+random%20
hitsound	= S1, 1
guardsound	= S5, 0
numhits =-2
persistent=0
ignorehitpause=1

[State ]
type = velset
trigger1 = statetype=A
trigger1 = AnimElem = 5
x = 2
[State ]
type = velset
trigger1 = statetype!=A
trigger1 = AnimElem = 5
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



;--------------------------------------------------------------------------------
;----------------------------------浄法風流--------------------------------------
;--------------------------------------------------------------------------------
[Statedef 210]
Type    = S
Movetype= A
Physics = S
Ctrl = 0
Anim = 210
Poweradd = 0

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

[State ]
type		= ChangeState
trigger1	= 1
value		= 211

[Statedef 211]
type		= S
movetype	= A
physics		= S
ctrl		= 0
hitdefpersist	= 1
movehitpersist	= 1
hitcountpersist	= 1

[State ]
type = VarAdd
trigger1 = animelem = 1
v = 9
value = 100

[State ]
type = ChangeAnim2
trigger1 = anim!=210
value = 210
elem = 1
ignorehitpause	= 1

[State 200];サウンド
type = Playsnd
trigger1 = AnimElem = 3
value = S0, 2
channel = 1
volume = 200
freqmul = 0.8
ignorehitpause = 1

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

[State 200];hit定義
type		= HitDef
trigger1	= AnimElem = 7
attr		= S, NA
hitflag		= MAFD
damage		= 100
animtype	= Light
air.animtype	= Back
ground.type	= High
priority	= 4, Hit
pausetime	= 10, 20
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
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		= -6, -5
guard.velocity		= -3
air.velocity		= -6.5,-5
airguard.velocity	= -1.5,1.5
ground.cornerpush.veloff= -3
air.cornerpush.veloff	= 0
down.cornerpush.veloff	= -3
guard.cornerpush.veloff = -3
airguard.cornerpush.veloff = 0
sparkno		= S4010
guard.sparkno	= S4950
sparkxy		= 0+random%20,-125+random%20
hitsound	= S1, 2
guardsound	= S5, 0
numhits =-2
persistent=0
ignorehitpause=1

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

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

;--------------------------------------------------------------------------------
;----------------------------------禅法風流--------------------------------------
;--------------------------------------------------------------------------------
[Statedef 220]
Type    = S
Movetype= A
Physics = S
Ctrl = 0
Anim = 220
Poweradd = 0

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

[State ]
type		= ChangeState
trigger1	= 1
value		= 221

[Statedef 221]
type		= S
movetype	= A
physics		= S
ctrl		= 0
hitdefpersist	= 1
movehitpersist	= 1
hitcountpersist	= 1

[State ]
type = VarAdd
trigger1 = animelem = 1
v = 9
value = 100

[State ]
type = ChangeAnim2
trigger1 = anim!=220
value = 220
elem = 1
ignorehitpause	= 1

[State 200];サウンド
type = Playsnd
trigger1 = AnimElem = 3
value = S0, 2
channel = 1
volume = 200
freqmul = 0.8
ignorehitpause = 1

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

[State 200];hit定義
type		= HitDef
trigger1	= AnimElem = 4
attr		= S, NA
hitflag		= MAFD
damage		= 100
animtype	= Light
air.animtype	= Back
ground.type	= High
priority	= 4, Hit
pausetime	= 10, 20
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
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		= -1, 10
guard.velocity		= -3
air.velocity		= -1.10
airguard.velocity	= -1.5,1.5
fall.xvelocity = -1
fall.yvelocity = -10
fall.envshake.time =10
fall.envshake.freq =90
fall.envshake.ampl =2
ground.cornerpush.veloff= -3
air.cornerpush.veloff	= 0
down.cornerpush.veloff	= -3
guard.cornerpush.veloff = -3
airguard.cornerpush.veloff = 0
sparkno		= S4010
guard.sparkno	= S4950
sparkxy		= 0+random%20,-40+random%20
hitsound	= S1, 2
guardsound	= S5, 0
numhits =-2
persistent=0
ignorehitpause=1

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

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

;--------------------------------------------------------------------------------
;------------------------------------屈弱----------------------------------------
;--------------------------------------------------------------------------------
[Statedef 300]
Type    = C
Movetype= A
Physics = S
Ctrl = 0
Anim = 310
Poweradd = 20

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

[State ]
type		= ChangeState
trigger1	= 1
value		= 301

[Statedef 301]
type		= C
movetype	= A
physics		= S
ctrl		= 0
hitdefpersist	= 1
movehitpersist	= 1
hitcountpersist	= 1

[State ]
type = ChangeAnim2
trigger1 = anim!=310
value = 310
elem = 1
ignorehitpause	= 1

[State 200];サウンド
type = Playsnd
trigger1 = AnimElem = 6
value = S0, 0
channel = 1
ignorehitpause = 1
persistent = 0

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

[State 200];hit定義
type		= HitDef
trigger1	= AnimElem = 6
attr		= C, NA
hitflag		= MAFD
guardflag	= M
damage		= 30
animtype	= Light
air.animtype	= Back
ground.type	= High
priority	= 4, Hit
pausetime	= 10, 10
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
getpower	= 75, 5
givepower	= 8, 3
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, 0
guard.velocity		= -2
air.velocity		= -2.5, -1
airguard.velocity	= -1.5,-1
ground.cornerpush.veloff= -3
air.cornerpush.veloff	= 0
down.cornerpush.veloff	= -3
guard.cornerpush.veloff = -3
airguard.cornerpush.veloff = 0
sparkno		= S4000
guard.sparkno	= S4950
sparkxy		= -30+random%20,-75+random%20
hitsound	= S1, 0
guardsound	= S5, 0
numhits =-2
persistent=0
ignorehitpause=1

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

[State 200];ステ移動
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
ignorehitpause=1

;--------------------------------------------------------------------------------
;------------------------------------華法風流----------------------------------------
;--------------------------------------------------------------------------------
[Statedef 310]
Type    = C
Movetype= A
Physics = S
Ctrl = 0
Anim = 320
Poweradd = 20

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

[State ]
type		= ChangeState
trigger1	= 1
value		= 311

[Statedef 311]
type		= C
movetype	= A
physics		= S
ctrl		= 0
hitdefpersist	= 1
movehitpersist	= 1
hitcountpersist	= 1

[State ]
type = VarAdd
trigger1 = animelem = 1
v = 9
value = 100

[State ]
type = ChangeAnim2
trigger1 = anim!=320
value = 320
elem = 1
ignorehitpause	= 1

[State 200];サウンド
type = Playsnd
trigger1 = AnimElem = 3
value = S0, 2
channel = 1
volume = 200
freqmul = 0.8
ignorehitpause = 1

[State 200]
type = Velset
trigger1 = animelem = 5
x = 8

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

[State 200];hit定義
type		= HitDef
trigger1	= !movecontact
attr		= C, NA
hitflag		= MAF
guardflag	= L
damage		= 100
animtype	= diagup
air.animtype	= Hard
ground.type	= low
priority	= 4, Hit
pausetime	= 10, 60
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
getpower	= 150, 5
givepower	= 8, 3
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, -3
guard.velocity		= -3
air.velocity		= -5, -1
airguard.velocity	= -7,-3
ground.cornerpush.veloff= -3
air.cornerpush.veloff	= 0
down.cornerpush.veloff	= -3
guard.cornerpush.veloff = -3
airguard.cornerpush.veloff = 0
sparkno		= S4010
guard.sparkno	= S4950
sparkxy		= 0+random%20,-30+random%20
hitsound	= S1, 3
guardsound	= S5, 0
numhits =-2
ignorehitpause=1

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

[State 200];ステ移動
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
ignorehitpause=1

;--------------------------------------------------------------------------------
;------------------------------------空弱----------------------------------------
;--------------------------------------------------------------------------------
[Statedef 400]
Type    = A
Movetype= A
Physics = A
Ctrl = 0
Anim = 200
Poweradd = 20

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

[State ]
type		= ChangeState
trigger1	= 1
value		= 401

[Statedef 401]
type		= A
movetype	= A
physics		= A
ctrl		= 0
hitdefpersist	= 1
movehitpersist	= 1
hitcountpersist	= 1

[State ]
type = ChangeAnim2
trigger1 = anim!=200
value = 200
elem = 1
ignorehitpause	= 1

[State 200];サウンド
type = Playsnd
trigger1 = AnimElem = 3
value = S0, 0
channel = 1
ignorehitpause = 1
persistent = 0

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

[State 200];hit定義
type		= HitDef
trigger1	= animelem = 3
attr		= A, NA
hitflag		= MAFL
guardflag	= MA
damage		= 20
animtype	= Light
air.animtype	= Back
ground.type	= High
priority	= 4, Hit
pausetime	= 10, 10
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
getpower	= 75, 5
givepower	= 8, 3
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, 0
guard.velocity		= -1
air.velocity		= -3, -1
airguard.velocity	= -1.5,-1
ground.cornerpush.veloff= -3
air.cornerpush.veloff	= 0
down.cornerpush.veloff	= -3
guard.cornerpush.veloff = -3
airguard.cornerpush.veloff = 0
sparkno		= S4000
guard.sparkno	= S4950
sparkxy		= -30+random%20,-75+random%20
hitsound	= S1, 0
guardsound	= S5, 0
numhits =-2
persistent=0
ignorehitpause=1

[State 200];コントロールセット
type = CtrlSet
trigger1 = animtime = 0
value = 1
ignorehitpause=1

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

[State 200];ステ移動
type = ChangeState
trigger1 = AnimTime = 0
value = 51
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

;--------------------------------------------------------------------------------
;----------------------------------浄法風流--------------------------------------
;--------------------------------------------------------------------------------
[Statedef 410]
Type    = A
Movetype= A
Physics = A
Ctrl = 0
Anim = 410
Poweradd = 20

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

[State ]
type		= ChangeState
trigger1	= 1
value		= 411

[Statedef 411]
type		= A
movetype	= A
physics		= N
ctrl		= 0
hitdefpersist	= 1
movehitpersist	= 1
hitcountpersist	= 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 = animelem = 1
v = 9
value = 100

[State ]
type = ChangeAnim2
trigger1 = anim!=410
value = 410
elem = 1
ignorehitpause	= 1

[State 200];サウンド
type = Playsnd
trigger1 = AnimElem = 1
value = S0, 2
channel = 1
freqmul=0.9
ignorehitpause = 1
persistent = 0

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

[State 200];hit定義
type		= HitDef
trigger1	= animelem = 4
attr		= A, NA
hitflag		= MAFLD
damage		= 100
animtype	= Light
air.animtype	= Back
ground.type	= low
priority	= 4, Hit
pausetime	= 10, 20
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
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		= -1, -10
guard.velocity		= -3
air.velocity		= -1, -10
airguard.velocity	= -3,-1
ground.cornerpush.veloff= -3
air.cornerpush.veloff	= 0
down.cornerpush.veloff	= -3
guard.cornerpush.veloff = -3
airguard.cornerpush.veloff = 0
sparkno		= S4010
guard.sparkno	= S4950
sparkxy		= 0+random%20,-140+random%20
hitsound	= S1, 13
guardsound	= S5, 0
numhits =-2
persistent=0
ignorehitpause=1

[State 200];コントロールセット
type = CtrlSet
trigger1 = animtime = 0
value = 1
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 = veladd
trigger1 = animelem=3
y = -3

[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


;--------------------------------------------------------------------------------
;----------------------------------禅法風流--------------------------------------
;--------------------------------------------------------------------------------
[Statedef 420]
Type    = A
Movetype= A
Physics = A
Ctrl = 0
Anim = 420
Poweradd = 20

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

[State ]
type		= ChangeState
trigger1	= 1
value		= 421

[Statedef 421]
type		= A
movetype	= A
physics		= N
ctrl		= 0
hitdefpersist	= 1
movehitpersist	= 1
hitcountpersist	= 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 = animelem = 1
v = 9
value = 100

[State ]
type = ChangeAnim2
trigger1 = anim!=420
value = 420
elem = 1
ignorehitpause	= 1

[State 200];サウンド
type = Playsnd
trigger1 = AnimElem = 1
value = S0, 2
channel = 1
freqmul=0.9
ignorehitpause = 1
persistent = 0

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

[State 200];hit定義
type		= HitDef
trigger1	= animelem = 4
attr		= A, NA
hitflag		= MAFLD
damage		= 100
animtype	= Light
air.animtype	= Back
ground.type	= low
priority	= 4, Hit
pausetime	= 10, 20
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
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		= -12, -1
guard.velocity		= -3
air.velocity		= -12, -1
airguard.velocity	= -3,-1
ground.cornerpush.veloff= -3
air.cornerpush.veloff	= 0
down.cornerpush.veloff	= -3
guard.cornerpush.veloff = -3
airguard.cornerpush.veloff = 0
sparkno		= S4010
guard.sparkno	= S4950
sparkxy		= -30+random%20,-75+random%20
hitsound	= S1, 3
guardsound	= S5, 0
numhits =-2
persistent=0
ignorehitpause=1

[State 200];コントロールセット
type = CtrlSet
trigger1 = animtime = 0
value = 1
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

;--------------------------------------------------------------------------------
;---------------------------------華法風流---------------------------------------
;--------------------------------------------------------------------------------
[Statedef 430]
Type    = A
Movetype= A
Physics = A
Ctrl = 0
Anim = 430
Poweradd = 20

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

[State ]
type		= ChangeState
trigger1	= 1
value		= 431

[Statedef 431]
type		= A
movetype	= A
physics		= N
ctrl		= 0
hitdefpersist	= 1
movehitpersist	= 1
hitcountpersist	= 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 = animelem = 1
v = 9
value = 100

[State ]
type = ChangeAnim2
trigger1 = anim!=430
value = 430
elem = 1
ignorehitpause	= 1

[State 200];サウンド
type = Playsnd
trigger1 = AnimElem = 1
value = S0, 2
channel = 1
freqmul=0.9
ignorehitpause = 1
persistent = 0

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

[State 200];hit定義
type		= HitDef
trigger1	= animelem = 4
attr		= A, NA
hitflag		= MAFLD
damage		= 100
animtype	= Light
air.animtype	= Back
ground.type	= High
priority	= 4, Hit
pausetime	= 10, 20
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
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
guard.velocity		= -1
air.velocity		= -8, 5
airguard.velocity	= -1,-1
ground.cornerpush.veloff= -3
air.cornerpush.veloff	= 0
down.cornerpush.veloff	= -3
guard.cornerpush.veloff = -3
airguard.cornerpush.veloff = 0
fall.xvelocity = -3
fall.yvelocity = -8
fall.envshake.time =10
fall.envshake.freq =90
fall.envshake.ampl =2
sparkno		= S4010
guard.sparkno	= S4950
sparkxy		= 0+random%20,0+random%20
hitsound	= S1, 3
guardsound	= S5, 0
numhits =-2
persistent=0
ignorehitpause=1

[State 200];コントロールセット
type = CtrlSet
trigger1 = animtime = 0
value = 1
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





[Statedef 215];浄法風
Type    = C
Movetype= I
Physics = S
Ctrl = 0
Anim = 10016
SprPriority=-10
Poweradd = 0

[State 200]
type = ParentVarAdd
trigger1 = time = 0
var(9)=-50

[State 200];サウンド
type = Playsnd
trigger1 = time=0
value = S1, 36
channel = 1
volume = 100
freqmul = 0.8
ignorehitpause = 1

[State ];
type = HitBy
trigger1 = 1
value = A,AA
time = 1

[State ];
type = BindToRoot
trigger1 = 1
time = 1
facing = 1
pos = 0, -50
Ignorehitpause = 1

[State ];
type = AngleDraw
trigger1 = 1
value = time*7
scale = 1.5+(cos((time*5)*Pi/180)*0.2),1.5+(cos((time*5)*Pi/180)*0.2)

[State ];
type = Trans
trigger1 = 1
trans = addalpha
alpha = 100+(cos((time*2)*Pi/180)*5), 256

[State ];
type = ReversalDef
trigger1 = 1
reversal.attr = A,AA
hitsound = S10,3
sparkno = -1
sparkxy = 0, 0
p1stateno=800
p2stateno=5310
pausetime = 0,0
Ignorehitpause = 1

[State ];
type = HitOverride
trigger1 = 1
attr = A,AA
slot = 1
stateno = 800
time = 1
Ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = root,stateno=5150
trigger2 = time>600
value = 801

[State ]
type = ChangeState
triggerall = helper(215),stateno!=800||helper(215),time!=1
triggerall = helper(225),stateno!=800||helper(225),time!=1
triggerall = helper(315),stateno!=800||helper(315),time!=1
triggerall = helper(1005),stateno!=800||helper(1005),time!=1
trigger1 = root,hitpausetime=0
trigger1 = root,movehit>0&&root,numtarget>0||root,stateno=1103&&root,var(3)=40
value = 800

[Statedef 225];禅法風
Type    = C
Movetype= I
Physics = S
Ctrl = 0
Anim = 10016
SprPriority=-10
Poweradd = 0

[State 200]
type = ParentVarAdd
trigger1 = time = 0
var(9)=-50

[State 200];サウンド
type = Playsnd
trigger1 = time=0
value = S1, 36
channel = 1
volume = 100
freqmul = 0.8
ignorehitpause = 1

[State ];
type = HitBy
trigger1 = 1
value = S,AA
time = 1

[State ];
type = BindToRoot
trigger1 = 1
time = 1
facing = 1
pos = 0, -50
Ignorehitpause = 1

[State ];
type = AngleDraw
trigger1 = 1
value = time*7
scale = 1.5+(cos((time*5)*Pi/180)*0.2),1.5+(cos((time*5)*Pi/180)*0.2)

[State ];
type = Trans
trigger1 = 1
trans = addalpha
alpha = 100+(cos((time*2)*Pi/180)*5), 256

[State ];
type = ReversalDef
trigger1 = 1
reversal.attr = S,AA
hitsound = S10,3
sparkno = -1
sparkxy = 0, 0
p1stateno=800
p2stateno=5310
pausetime = 0,0
Ignorehitpause = 1

[State ];
type = HitOverride
trigger1 = 1
attr = S,AA
slot = 1
stateno = 800
time = 1
Ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = root,stateno=5150
trigger2 = time>600
value = 801

[State ]
type = ChangeState
triggerall = helper(215),stateno!=800||helper(215),time!=1
triggerall = helper(225),stateno!=800||helper(225),time!=1
triggerall = helper(315),stateno!=800||helper(315),time!=1
triggerall = helper(1005),stateno!=800||helper(1005),time!=1
trigger1 = root,hitpausetime=0
trigger1 = root,movehit>0&&root,numtarget>0||root,stateno=1103&&root,var(3)=40
value = 800

[Statedef 315];華法風
Type    = C
Movetype= I
Physics = S
Ctrl = 0
Anim = 10016
SprPriority=-10
Poweradd = 0

[State 200]
type = ParentVarAdd
trigger1 = time = 0
var(9)=-50

[State 200];サウンド
type = Playsnd
trigger1 = time=0
value = S1, 36
channel = 1
volume = 100
freqmul = 0.8
ignorehitpause = 1

[State ];
type = HitBy
trigger1 = 1
value = C,AA
time = 1

[State ];
type = BindToRoot
trigger1 = 1
time = 1
facing = 1
pos = 0, -50
Ignorehitpause = 1

[State ];
type = AngleDraw
trigger1 = 1
value = time*7
scale = 1.5+(cos((time*5)*Pi/180)*0.2),1.5+(cos((time*5)*Pi/180)*0.2)

[State ];
type = Trans
trigger1 = 1
trans = addalpha
alpha = 100+(cos((time*2)*Pi/180)*5), 256

[State ];
type = ReversalDef
trigger1 = 1
reversal.attr = C,AA
hitsound = S10,3
sparkno = -1
sparkxy = 0, 0
p1stateno=800
p2stateno=5310
pausetime = 0,0
Ignorehitpause = 1

[State ];
type = HitOverride
trigger1 = 1
attr = C,AA
slot = 1
stateno = 800
time = 1
Ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = root,stateno=5150
trigger2 = time>600
value = 801

[State ]
type = ChangeState
triggerall = helper(215),stateno!=800||helper(215),time!=1
triggerall = helper(225),stateno!=800||helper(225),time!=1
triggerall = helper(315),stateno!=800||helper(315),time!=1
triggerall = helper(1005),stateno!=800||helper(1005),time!=1
trigger1 = root,hitpausetime=0
trigger1 = root,movehit>0&&root,numtarget>0||root,stateno=1103&&root,var(3)=40
value = 800


[Statedef 1005];突風
Type    = A
Movetype= I
Physics = N
Ctrl = 0
Anim = 10016
SprPriority=-10
Poweradd = 0

[State 200]
type = ParentVarAdd
trigger1 = time = 0
var(9)=-50

[State 200];サウンド
type = Playsnd
trigger1 = time=0
value = S1, 36
channel = 1
volume = 100
freqmul = 0.8
ignorehitpause = 1

[State ];
type = HitBy
trigger1 = 1
value = SCA,AP
time = 1

[State ];
type = BindToRoot
trigger1 = 1
time = 1
facing = 1
pos = 0, -50
Ignorehitpause = 1

[State ];
type = AngleDraw
trigger1 = 1
value = time*7
scale = 1.5+(cos((time*5)*Pi/180)*0.2),1.5+(cos((time*5)*Pi/180)*0.2)

[State ];
type = Trans
trigger1 = 1
trans = addalpha
alpha = 100+(cos((time*2)*Pi/180)*5), 256

[State ];
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AP
hitsound = S10,3
sparkno = -1
sparkxy = 0, 0
p1stateno=800
p2stateno=5310
pausetime = 0,0
Ignorehitpause = 1

[State ];
type = HitOverride
trigger1 = 1
attr = SCA,AP
slot = 1
stateno = 800
time = 1
Ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = root,stateno=5150
trigger2 = time>600
value = 801

[State ]
type = ChangeState
triggerall = helper(215),stateno!=800||helper(215),time!=1
triggerall = helper(225),stateno!=800||helper(225),time!=1
triggerall = helper(315),stateno!=800||helper(315),time!=1
triggerall = helper(1005),stateno!=800||helper(1005),time!=1
trigger1 = root,hitpausetime=0
trigger1 = root,movehit>0&&root,numtarget>0||root,stateno=1103&&root,var(3)=40
value = 800


[Statedef 1105];回風
Type    = A
Movetype= I
Physics = N
Ctrl = 0
Anim = 10016
SprPriority=-10
Poweradd = 0

[State 200]
type = ParentVarAdd
trigger1 = time = 0
var(9)=-50

[State 200];サウンド
type = Playsnd
trigger1 = time=0
value = S1, 36
channel = 1
volume = 100
freqmul = 0.8
ignorehitpause = 1

[State ];
type = HitBy
trigger1 = 1
value = SCA,AT
time = 1

[State ];
type = BindToRoot
trigger1 = 1
time = 1
facing = 1
pos = 0, -50
Ignorehitpause = 1

[State ];
type = AngleDraw
trigger1 = 1
value = time*7
scale = 1.5+(cos((time*5)*Pi/180)*0.2),1.5+(cos((time*5)*Pi/180)*0.2)

[State ];
type = Trans
trigger1 = 1
trans = addalpha
alpha = 100+(cos((time*2)*Pi/180)*5), 256

[State ];
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AT
hitsound = S10,3
sparkno = -1
sparkxy = 0, 0
p1stateno=800
p2stateno=5310
pausetime = 0,0
Ignorehitpause = 1

[State ];
type = HitOverride
trigger1 = 1
attr = SCA,AT
slot = 1
stateno = 800
time = 1
Ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = root,stateno=5150
trigger2 = time>600
value = 801

[State ];
type = DestroySelf
trigger1 = root,stateno=5150

[Statedef 1205];飄風
Type    = A
Movetype= I
Physics = N
Ctrl = 0
Anim = 10016
SprPriority=-10
Poweradd = 0

[State 200]
type = ParentVarAdd
trigger1 = time = 0
var(9)=-10

[State 200];サウンド
type = Playsnd
trigger1 = time=0
value = S1, 36
channel = 1
volume = 100
freqmul = 0.8
ignorehitpause = 1

[State ];
type = notHitBy
trigger1 = 1
value = SCA,AA,AT,AP
time = 1

[State ];
type = BindToRoot
trigger1 = 1
time = 1
facing = 1
pos = 0, -50
Ignorehitpause = 1

[State ];
type = AngleDraw
trigger1 = 1
value = time*7
scale = 1.5+(cos((time*5)*Pi/180)*0.2),1.5+(cos((time*5)*Pi/180)*0.2)

[State ];
type = Trans
trigger1 = 1
trans = addalpha
alpha = 100+(cos((time*2)*Pi/180)*5), 256

[State ];
type = ReversalDef
trigger1 = time%2=0
reversal.attr = SC,AA,AT
hitsound = S10,3
sparkno = -1
sparkxy = 0, 0
p1stateno=800
p2stateno=40
p2getp1state=0
pausetime = 0,0
Ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = root,stateno=5150
trigger2 = time>1800
value = 801

[State ];
type = DestroySelf
trigger1 = root,stateno=5150

[Statedef 800];当身成功
Type    = A
Movetype= I
Physics = N
Ctrl = 0
Anim = 10016
SprPriority=-10
Poweradd = 0

[State ]
type = TargetState
trigger1 = target,ishelper
value = 5310

[State ]
type = ChangeState
trigger1 = root,stateno=5150
value = 801

[State ]
type = PowerAdd
trigger1 = time = 0
value = 1000

[State ];
type = EnvShake
trigger1 = time = 0
time = 20
freq = 60
ampl = -5
phase = 0

[State ];
type = Pause
trigger1 = time = 1
time = 5
movetime = 0

[State ];
type = PlaySnd
trigger1 = time = 0
value = 1, 35
volume = 0
channel = 5
lowpriority = 0
freqmul = 1+(random%20)*0.01
loop = 0
pan = 0

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

[State ];
type = BindToRoot
trigger1 = 1
time = 1
facing = 1
pos = 0, -50
Ignorehitpause = 1

[State ];
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256-time*12, 256

[State ];
type = AngleDraw
trigger1 = time>0
value = time*20
scale = 2+time*0.2,2+time*0.2

[State ];
type = DestroySelf
trigger1 = time>20

[Statedef 801];当身失敗
Type    = A
Movetype= I
Physics = N
Ctrl = 0
Anim = 10016
SprPriority=-10
Poweradd = 0

[State ];
type = PlaySnd
trigger1 = time = 0
value = 1, 37
volume = 0
channel = 5
lowpriority = 0
freqmul = 0.7+(random%20)*0.01
loop = 0
pan = 0

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

[State ];
type = BindToRoot
trigger1 = 1
time = 1
facing = 1
pos = 0, -50
Ignorehitpause = 1

[State ];
type = Trans
trigger1 = 1
trans = addalpha
alpha = 100-6.6*time, 256

[State ];
type = AngleDraw
trigger1 = time>0
value = time*20
scale = 1.5+time*0.1,1.5+time*0.1

[State ];
type = DestroySelf
trigger1 = time>15