;===========================================================================
;立ち弱パンチ
[Statedef 200]
type     = S
movetype = A
physics  = S
velset   = 0,0
ctrl     = 0
poweradd = 10
sprpriority = 2
facep2   = 1

[State 100, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "H_Yujiro"
value = 45000
ignorehitpause = 1

[State 100, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 200
value = 200
ignorehitpause = 1

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 1
value = 0,0

[State 200, ヒット定義]
type = HitDef
triggerall = !var(22)
trigger1 = AnimElem = 3
attr              = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage            = 30,3
animtype          = Light
getpower          = 10,10
guardflag         = M
hitflag           = MAFP
priority          = 5
pausetime         = 0,8
sparkno           = s4200
sparkxy           = -10,-76
guard.sparkno     = s4216
hitsound          = s0,6
guardsound        = s0,10
ground.type       = High
ground.slidetime  = 10
ground.hittime    = 11
ground.velocity   = -3,-1
airguard.velocity = -1.9,-0.8
air.type          = High
air.velocity      = -2.4,-1
air.hittime       = 12
fall              = 1
yaccel            = 0.6
envshake.time    = 5
envshake.ampl    = 2
envshake.freq    = 120
Fall.Recover = 0

[State 200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[state ]
type = null
trigger1 = facing = -1
trigger1 = var(25) := 0 && 0
trigger2 = facing = 1
trigger2 = var(25) := 1 && 0
ignorehitpause = 1

[state ]
type = varset
triggerall = !ishelper
trigger1 = 1
var(4) = vel x

[state ]
type = varset
triggerall = !ishelper
trigger1 = 1
var(5) = vel y

[State 準ステ固定]
type = Changestate
triggerall = !ishelper
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1
;===========================================================================
;パンチ
[Statedef 250]
type     = S
movetype = A
physics  = S
velset   = 0,0
ctrl     = 0
poweradd = 20

[State 100, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "H_Yujiro"
value = 45000
ignorehitpause = 1

[State 100, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 250
value = 250
ignorehitpause = 1

[State 250, 音を鳴らす]
type = PlaySnd
triggerall = random <= 500
trigger1 = AnimElem = 1
value = 5,21
channel = 1


[State 250, 移動速度]
type = VelSet
trigger1 = AnimElem = 2
x = 15

[State 250, 速度乗算]
type = VelMul
trigger1 = AnimElem = 6
x = -0.1

[State 250, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime(2) >= 0) && (AnimElemTime(7) < 0)
value = 15,0  ;この場合キャラの幅を一時的に前に１５ピクセル伸ばす事になる。
              ;値の意味は「前方のピクセル増減量,後方のピクセル増減量」

[State 250, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,1

[State 250, ヒット定義]
type = HitDef
triggerall = !var(22)
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
attr              = S, NA
damage            = 50,5
animtype          = Medium
getpower          = 30,30
guardflag         = M
hitflag           = MAFP
pausetime         = 0,0
sparkno           = s4204
sparkxy           = -10,-70
guard.sparkno     = s4216
hitsound          = s0,12
guardsound        = s0,10
ground.type       = High
ground.slidetime  = 19
ground.hittime    = 19
ground.velocity   = 3,0
air.velocity      = 5.5,10
envshake.time    = 12
envshake.ampl    = 6
envshake.freq    = 120
Fall.Recover = 0

[State 0]
type = Projectile
triggerall = !var(21)
trigger1 = animelem = 6
Projscale = 0.5,0.5
hitflag = MAFP
guardflag  = M
ProjAnim = 21008
Projremanim = -1
Projremovetime = 3
Projpriority = 3
Projemisstime = 1
Offset = 40,-85
velocity = 0, 0
attr = S, SA
damage = 210,21
guard.dist = 50 
animtype = Hard
givepower = 10
guardflag = MA
pausetime = 0,0
sparkno = s4204
sparkxy = 20,0
guard.sparkno = s4216
hitsound = s0,12
guardsound = 0,10
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -33,-2.5
guard.velocity = -5
airguard.velocity = -3.5,-2.75
air.type = Low
air.velocity = -33,-2.5
yaccel            = 0.1
envshake.time    = 12
envshake.ampl    = 6
envshake.freq    = 120
projhits = 1
fall = 1
fall.recover = 0
p2stateno = 1025

[State 250, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[state ]
type = null
trigger1 = facing = -1
trigger1 = var(25) := 0 && 0
trigger2 = facing = 1
trigger2 = var(25) := 1 && 0
ignorehitpause = 1

[state ]
type = varset
triggerall = !ishelper
trigger1 = 1
var(4) = vel x

[state ]
type = varset
triggerall = !ishelper
trigger1 = 1
var(5) = vel y

[State 準ステ固定]
type = Changestate
triggerall = !ishelper
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1


;うらけん
[Statedef 210]
type     = S
movetype = A
physics  = S
velset   = 0,0
ctrl     = 0
poweradd = 50
sprpriority = -1


[State 100, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "H_Yujiro"
value = 45000
ignorehitpause = 1

[State 100, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 210
value = 210
ignorehitpause = 1

[State 210, 音を鳴らす]
type = PlaySnd
triggerall = random <= 500
trigger1 = AnimElem = 1
value = 5,21
channel = 1

[State 210, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime(1) >= 0) && (AnimElemTime(3) < 0)
value = -30,0  ;この場合キャラの幅を一時的に前に１５ピクセル伸ばす事になる。
              ;値の意味は「前方のピクセル増減量,後方のピクセル増減量」

[State 210, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,2

[State 210, ヒット定義]
type = HitDef
triggerall = !var(22)
trigger1 = AnimElem = 5
attr              = S, NA
damage            = 220,22
animtype          = Medium
getpower          = 30,30
guardflag         = M
hitflag           = MAFP
pausetime         = 0,15
priority          = 6
sparkno           = s4204
sparkxy           = -10,-70
guard.sparkno     = s4216
hitsound          = s0,21
guardsound        = s0,10
ground.type       = High
ground.slidetime  = 13
ground.hittime    = 14
ground.velocity   = -6,-10
air.velocity      = -5.0,-7.5
fall              = 1
yaccel            = 0.6
envshake.time    = 12
envshake.ampl    = 6
envshake.freq    = 100
Fall.Recover = 0

[State 210, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[state ]
type = null
trigger1 = facing = -1
trigger1 = var(25) := 0 && 0
trigger2 = facing = 1
trigger2 = var(25) := 1 && 0
ignorehitpause = 1

[state ]
type = varset
triggerall = !ishelper
trigger1 = 1
var(4) = vel x

[state ]
type = varset
triggerall = !ishelper
trigger1 = 1
var(5) = vel y

[State 準ステ固定]
type = Changestate
triggerall = !ishelper
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1
;---------------------------------------------------------------------------
;立ち弱キック
[Statedef 230]
type     = S
movetype = A
physics  = S
velset   = 0,0
ctrl     = 0
poweradd = 30
sprpriority = 2


[State 100, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "H_Yujiro"
value = 45000
ignorehitpause = 1

[State 100, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 230
value = 230
ignorehitpause = 1

[State 230, 音を鳴らす]
type = PlaySnd
triggerall = random <= 500
trigger1 = AnimElem = 1
value = 5,37
channel = 1

[State 230, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,2

[State 230, ヒット定義]
type = HitDef
triggerall = !var(22)
trigger1 = AnimElem = 2
attr              = S, NA
damage            = 150,15
animtype          = Light
getpower          = 30,30
guardflag         = M
hitflag           = MAFP
priority          = 3,Hit
pausetime         = 0,8
sparkno           = s4200
sparkxy           = -10,-60
priority          = 5
guard.sparkno     = s4216
hitsound          = s0,21
guardsound        = s0,10
ground.type       = High
ground.slidetime  = 10
ground.hittime    = 12
ground.velocity   = -5,-5.2
airguard.velocity = -3,-3
air.type          = Low
air.velocity      = -4.2,-3.5
air.hittime       = 12
fall              = 1
yaccel            = 0.6
envshake.time    = 10
envshake.ampl    = 6
envshake.freq    = 120
Fall.Recover = 0

[State 230, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[state ]
type = null
trigger1 = facing = -1
trigger1 = var(25) := 0 && 0
trigger2 = facing = 1
trigger2 = var(25) := 1 && 0
ignorehitpause = 1

[state ]
type = varset
triggerall = !ishelper
trigger1 = 1
var(4) = vel x

[state ]
type = varset
triggerall = !ishelper
trigger1 = 1
var(5) = vel y

[State 準ステ固定]
type = Changestate
triggerall = !ishelper
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1

;---------------------------------------------------------------------------
;立ち強キック
[Statedef 240]
type     = S
movetype = A
physics  = S
velset   = 0,0
ctrl     = 0
poweradd = 60
sprpriority = 2


[State 100, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "H_Yujiro"
value = 45000
ignorehitpause = 1

[State 100, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 240
value = 240
ignorehitpause = 1

[State 240, 音を鳴らす]
type = PlaySnd
triggerall = random <= 500
trigger1 = AnimElem = 1
value = 5,23
channel = 1

[State 240, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,2

[State 240, ヒット定義]
type = HitDef
triggerall = !var(22)
trigger1 = AnimElem = 3
attr              = S, NA
damage            = 210,21
animtype          = Hard
getpower          = 30,30
guardflag         = M
hitflag           = MAFP ;Pを加えているので相手のProjectileを掻き消せる
pausetime         = 0,15
priority          = 7
sparkno           = s4204
sparkxy           = -10,-50
guard.sparkno     = s4216
hitsound          = s0,21
guardsound        = s0,10
ground.type       = Low
ground.slidetime  = 18
ground.hittime    = 19
ground.velocity   = -9,-6
air.velocity      = -9,-6
fall              = 1
yaccel            = 0.6
envshake.time    = 12
envshake.ampl    = 6
envshake.freq    = 120
Fall.Recover = 0

[State 240, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[state ]
type = null
trigger1 = facing = -1
trigger1 = var(25) := 0 && 0
trigger2 = facing = 1
trigger2 = var(25) := 1 && 0
ignorehitpause = 1

[state ]
type = varset
triggerall = !ishelper
trigger1 = 1
var(4) = vel x

[state ]
type = varset
triggerall = !ishelper
trigger1 = 1
var(5) = vel y

[State 準ステ固定]
type = Changestate
triggerall = !ishelper
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1

;ハイキック
[Statedef 260]
type     = S
movetype = A
physics  = S
velset   = 0,0
ctrl     = 0
poweradd = 40
sprpriority = 1


[State 100, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "H_Yujiro"
value = 45000
ignorehitpause = 1

[State 100, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 260
value = 260
ignorehitpause = 1


[State 260, 音を鳴らす]
type = PlaySnd
triggerall = random <= 500
trigger1 = animelem = 1
value = 5,37
channel = 1

[State 260, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 2
value = 0,2

[State 260, ヒット定義]
type = HitDef
triggerall = !var(22)
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
attr              = S, NA
damage            = 180,18
animtype          = Hard
getpower          = 30,30
guardflag         = M
hitflag           = MAFP
pausetime         = 0,12
priority          = 6
sparkno           = 4211
sparkxy           = -10,-60
guard.sparkno     = s4216
hitsound          = s0,3
guardsound        = s0,10
ground.type       = Low
ground.slidetime  = 13
ground.hittime    = 14
ground.velocity   = -6,-8
air.velocity      = -5.5,-5.0
fall              = 1
yaccel            = 0.6
envshake.time    = 10
envshake.ampl    = 6
envshake.freq    = 120
Fall.Recover = 0

[State 260, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[state ]
type = null
trigger1 = facing = -1
trigger1 = var(25) := 0 && 0
trigger2 = facing = 1
trigger2 = var(25) := 1 && 0
ignorehitpause = 1

[state ]
type = varset
triggerall = !ishelper
trigger1 = 1
var(4) = vel x

[state ]
type = varset
triggerall = !ishelper
trigger1 = 1
var(5) = vel y

[State 準ステ固定]
type = Changestate
triggerall = !ishelper
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1

;チョップ
[Statedef 270]
type     = S
movetype = A
physics  = S
velset   = 0,0
ctrl     = 0
poweradd = 60
sprpriority = -1


[State 100, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "H_Yujiro"
value = 45000
ignorehitpause = 1

[State 100, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 270
value = 270
ignorehitpause = 1

[State 270, 音を鳴らす]
type = PlaySnd
triggerall = random <= 500
trigger1 = animelem = 1
value = 5,34
channel = 1

[State 270, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime(1) >= 0) && (AnimElemTime(8) < 0)
value = 50,0

[State 270, 画像表示優先度]
type = SprPriority
trigger1 = AnimElem = 5
value = 2

[State 270, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime(2) >= 0) && (AnimElemTime(7) < 0)
value = 15,0  ;この場合キャラの幅を一時的に前に１５ピクセル伸ばす事になる。
              ;値の意味は「前方のピクセル増減量,後方のピクセル増減量」

[State 270, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 5
value = 0,16

[State 275, 無敵]
type = NotHitBy
trigger1 = animelem = 5
trigger2 = animelem = 6
value = SCA
time = 4

[State 270, ヒット定義]
type = HitDef
triggerall = !var(22)
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
attr              = S, NA
damage            = 210,21
animtype          = Medium
getpower          = 30,30
guardflag         = H
hitflag           = MAFP
pausetime         = 0,15
priority          = 6
sparkno           = s4211
sparkxy           = -10,-70
guard.sparkno     = s4216
hitsound          = s0,7
guardsound        = s0,22
ground.type       = High
ground.slidetime  = 19
ground.hittime    = 20
ground.velocity   = -2,20
air.velocity      = -2.0,20
fall              = 1
fall.yvelocity    = -6.5
yaccel            = 0.6
envshake.time    = 12
envshake.ampl    = 6
envshake.freq    = 120
Fall.Recover = 0

[State 270,]
type = Explod
trigger1 = animelem = 5
anim = 4503
ID = 0
pos = 130, -70
vfacing = -1
postype = p1
bindtime = 10
removetime = -2
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 3
ontop = 0
ownpal = 0
removeongethit = 1

[State 270, ステート変更]
type = ChangeState
trigger1 = Animelem = 7
value = 275
ctrl = 0


[state ]
type = null
trigger1 = facing = -1
trigger1 = var(25) := 0 && 0
trigger2 = facing = 1
trigger2 = var(25) := 1 && 0
ignorehitpause = 1

[state ]
type = varset
triggerall = !ishelper
trigger1 = 1
var(4) = vel x

[state ]
type = varset
triggerall = !ishelper
trigger1 = 1
var(5) = vel y

[State 準ステ固定]
type = Changestate
triggerall = !ishelper
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1


;チョップ続き
[Statedef 275]
type     = S
movetype = I
physics  = S
velset   = 0,0
ctrl     = 0
sprpriority = 3

;***********************************

[State 100, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "H_Yujiro"
value = 45000
ignorehitpause = 1

[State 100, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 275
value = 275
ignorehitpause = 1

[State 275, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[state ]
type = null
trigger1 = facing = -1
trigger1 = var(25) := 0 && 0
trigger2 = facing = 1
trigger2 = var(25) := 1 && 0
ignorehitpause = 1

[state ]
type = varset
triggerall = !ishelper
trigger1 = 1
var(4) = vel x

[state ]
type = varset
triggerall = !ishelper
trigger1 = 1
var(5) = vel y

[State 準ステ固定]
type = Changestate
triggerall = !ishelper
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1

;---------------------------------------------------------------------------
;しゃがみ弱パンチ
[Statedef 400]
type     = C
movetype = A
physics  = C
ctrl     = 0
velset   = 0,0
poweradd = 20
sprpriority = -1
facep2   = 1

[State 100, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "H_Yujiro"
value = 45000
ignorehitpause = 1

[State 100, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 400
value = 400
ignorehitpause = 1

[State 400, 音を鳴らす]
type = PlaySnd
triggerall = random <= 500
trigger1 = Animelem = 1
value = 5,31
channel = 1

[State 400, 音を鳴らす]
type = PlaySnd
trigger1 = Animelem = 1
value = 0,0

[State 400, ヒット定義]
type = HitDef
triggerall = !var(22)
trigger1 = Animelem = 4
attr              = C, NA ;しゃがみ通常打撃（Crouching, Normal Attack）
damage            = 140,14
animtype          = Light
getpower          = 30,30
guardflag         = L  ;相手はしゃがみガードしか出来ない
hitflag           = MAFDP
priority          = 4
pausetime         = 0,12
sparkno           = s4203
sparkxy           = -10,-42
guard.sparkno     = s4216
hitsound          = s0,3
guardsound        = s0,10
ground.type       = trip
ground.slidetime  = 17
ground.hittime    = 17
ground.velocity   = -2,0
air.velocity      = -1.5,-3
down.velocity     = -12,0
down.hittime      = 1
fall              = 1
yaccel            = 0.6
envshake.time    = 10
envshake.ampl    = 6
envshake.freq    = 120
Fall.Recover = 0

[State 400, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11 ;しゃがむステートへ（コモンステート）
ctrl = 1


[state ]
type = null
trigger1 = facing = -1
trigger1 = var(25) := 0 && 0
trigger2 = facing = 1
trigger2 = var(25) := 1 && 0
ignorehitpause = 1

[state ]
type = varset
triggerall = !ishelper
trigger1 = 1
var(4) = vel x

[state ]
type = varset
triggerall = !ishelper
trigger1 = 1
var(5) = vel y

[State 準ステ固定]
type = Changestate
triggerall = !ishelper
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1

;アッパー
[Statedef 410]
type     = C
movetype = A
physics  = C
ctrl     = 0
velset   = 0,0
poweradd = 50
sprpriority = 2


[State 100, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "H_Yujiro"
value = 45000
ignorehitpause = 1

[State 100, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 410
value = 410
ignorehitpause = 1


[State 410, 音を鳴らす]
type = PlaySnd
trigger1 = Animelem = 1
value = 5,25
channel = 1


[State 410, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 3
value = 0,1

[State 410, 一発目のヒット定義]
type = HitDef
triggerall = !var(22)
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
trigger5 = animelem = 5
trigger6 = animelem = 6
;trigger7 = animelem = 7
attr              = S, NA
damage            = 160,16
animtype          = Up
getpower          = 30,30
guardflag         = M
pausetime         = 0,15
priority          = 6
sparkno           = s4208
sparkxy           = -10,-55
guard.sparkno     = s4216
hitsound          = s0,8
guardsound        = s0,10
ground.type       = Low
ground.slidetime  = 14
ground.hittime    = 14
ground.velocity   = -1.5,-13
air.velocity      = -1.3,-8.7
fall              = 1
yaccel            = 0.6
envshake.time    = 12
envshake.ampl    = 6
envshake.freq    = 120
Fall.Recover = 0

[State 410, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


[state ]
type = null
trigger1 = facing = -1
trigger1 = var(25) := 0 && 0
trigger2 = facing = 1
trigger2 = var(25) := 1 && 0
ignorehitpause = 1

[state ]
type = varset
triggerall = !ishelper
trigger1 = 1
var(4) = vel x

[state ]
type = varset
triggerall = !ishelper
trigger1 = 1
var(5) = vel y

[State 準ステ固定]
type = Changestate
triggerall = !ishelper
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1
;---------------------------------------------------------------------------
;しゃがみ弱キック
[Statedef 430]
type     = S
movetype = A
physics  = C
ctrl     = 0
velset   = 0,0
poweradd = 20
sprpriority = 2
facep2   = 1


[State 100, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "H_Yujiro"
value = 45000
ignorehitpause = 1

[State 100, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 430
value = 430
ignorehitpause = 1


[State 430, 音を鳴らす]
type = PlaySnd
triggerall = random <= 500
trigger1 = animelem = 1
value = 5,31
channel = 1

[State 430, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 2
value = 0,2

[State 0]
type = Projectile
triggerall = !var(21)
trigger1 = animelem = 3
Projscale = 1.0,1.0
hitflag = MAFDP
guardflag = L
ProjAnim = 669
Projremanim = -1
Projremovetime = 3
Projpriority = 3
Projemisstime = 1
Offset = 40,0
velocity = 0, 0
attr = S, NA
damage = 40,4
guard.dist = 50 
animtype = Hard
givepower = 10
guardflag = MA
pausetime = 0,0
sparkno = s4203
sparkxy = 20,0
guard.sparkno = s4216
hitsound = s0,21
guardsound = 0,10
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -3,-2.5
guard.velocity = -5
airguard.velocity = -3.5,-2.75
air.type = Low
air.velocity = -3,-2.5
yaccel            = 0
envshake.time    = 12
envshake.ampl    = 6
envshake.freq    = 120
projhits = 1
fall = 1
fall.recover = 0
P2stateno = 666


[State 430, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


[state ]
type = null
trigger1 = facing = -1
trigger1 = var(25) := 0 && 0
trigger2 = facing = 1
trigger2 = var(25) := 1 && 0
ignorehitpause = 1

[state ]
type = varset
triggerall = !ishelper
trigger1 = 1
var(4) = vel x

[state ]
type = varset
triggerall = !ishelper
trigger1 = 1
var(5) = vel y

[State 準ステ固定]
type = Changestate
triggerall = !ishelper
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1
;---------------------------------------------------------------------------
;しゃがみ強キック（足払い攻撃）
[Statedef 440]
type     = C
movetype = A
physics  = C
poweradd = 60
ctrl     = 0
sprpriority = 2

[State 100, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "H_Yujiro"
value = 45000
ignorehitpause = 1

[State 100, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 440
value = 440
ignorehitpause = 1


[State 440, 音を鳴らす]
type = PlaySnd
triggerall = random <= 500
trigger1 = animelem = 1
value = 5,34
channel = 1

[State 440, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 1
value = 0,1

[State 440, ヒット定義]
type = HitDef
triggerall = !var(22)
trigger1 = animelem = 7
attr              = C, NA
damage            = 220,22
getpower          = 30,30
guardflag         = L
hitflag           = MAFDP
pausetime         = 0,15
priority          = 6
sparkno           = s4209
sparkxy           = -5,-10
guard.sparkno     = s4216
hitsound          = s0,21
guardsound        = s0,10
ground.type       = Trip ;この攻撃を食らうと相手は吹っ飛べば「転ぶアニメ」になる
ground.slidetime  = 13
ground.hittime    = 15
ground.velocity   = -1.5,-3
air.velocity      = -1.2,-3
guard.velocity    = -5
fall              = 1
yaccel            = 0.6
envshake.time    = 12
envshake.ampl    = 6
envshake.freq    = 120
down.velocity     = -15,0
down.hittime      = 1
Fall.Recover = 0

[State 440, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


[state ]
type = null
trigger1 = facing = -1
trigger1 = var(25) := 0 && 0
trigger2 = facing = 1
trigger2 = var(25) := 1 && 0
ignorehitpause = 1

[state ]
type = varset
triggerall = !ishelper
trigger1 = 1
var(4) = vel x

[state ]
type = varset
triggerall = !ishelper
trigger1 = 1
var(5) = vel y

[State 準ステ固定]
type = Changestate
triggerall = !ishelper
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1
;---------------------------------------------------------------------------
;ジャンプ弱パンチ
[Statedef 600]
type     = A
movetype = A
physics  = A
poweradd = 30
ctrl     = 0
sprpriority = 1

[State 100, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "H_Yujiro"
value = 45000
ignorehitpause = 1

[State 100, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 600
value = 600
ignorehitpause = 1


[State 600, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 1
value = 0,2

[State -2, grv]
Type = VelAdd
trigger1 = AnimElem = 2,>= 0
y = 1.5


[State 600, ヒット定義]
type = HitDef
triggerall = !var(22)
trigger1 = animelem = 1
attr              = A, NA ;空中通常打撃（Air, Normal Attack）
damage            = 100,10
animtype          = Light
getpower          = 30,30
guardflag         = HA ;相手はしゃがみガードが出来ない
priority          = 4
pausetime         = 0,10
sparkno           = s4203
sparkxy           = -10,-58
guard.sparkno     = s4216
hitsound          = s0,3
guardsound        = s0,10
ground.type       = High
ground.slidetime  = 14
ground.hittime    = 15
ground.velocity   = -3,0
air.velocity      = -2.8,-5
yaccel            = 0.6
envshake.time    = 5
envshake.ampl    = 2
envshake.freq    = 120
Fall.Recover = 0

[State 620, コントロール]
type = CtrlSet
trigger1 = !AnimTime 
value = 1

[State 620, アニメ]
type = ChangeAnim
trigger1 = !AnimTime 
value = 42


[state ]
type = null
trigger1 = facing = -1
trigger1 = var(25) := 0 && 0
trigger2 = facing = 1
trigger2 = var(25) := 1 && 0
ignorehitpause = 1

[state ]
type = varset
triggerall = !ishelper
trigger1 = 1
var(4) = vel x

[state ]
type = varset
triggerall = !ishelper
trigger1 = 1
var(5) = vel y

[State 準ステ固定]
type = Changestate
triggerall = !ishelper
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1

;---------------------------------------------------------------------------
;ジャンプ弱キック
[Statedef 630]
type     = A
movetype = A
physics  = A
poweradd = 40
ctrl     = 0
sprpriority = 2

[State 100, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "H_Yujiro"
value = 45000
ignorehitpause = 1

[State 100, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 630
value = 630
ignorehitpause = 1

[State 630, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 1
value = 5,32
channel = 1

[State -2, grv]
Type = VelAdd
trigger1 = AnimElem = 2,>= 0
y = 1.5


[State 630, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 5
trigger3 = animelem = 8
value = 0,0

[State 630, ヒット定義]
type = HitDef
triggerall = !var(22)
trigger1 = animelem = 3
trigger2 = animelem = 6
trigger3 = animelem = 9
attr              = A, NA
damage            = 50,5
animtype          = Light
getpower          = 10,10
guardflag         = HA
priority          = 4
pausetime         = 0,10
sparkno           = s4203
sparkxy           = -5,-35
guard.sparkno     = s4216
hitsound          = s0,5
guardsound        = s0,10
ground.type       = High
ground.slidetime  = 7
ground.hittime    = 7
ground.velocity   = -3.5,0
air.velocity      = -3,-1.4
air.fall          = 1
yaccel            = 0.6
envshake.time    = 8
envshake.ampl    = 4
envshake.freq    = 120
Fall.Recover = 0

[State 620, コントロール]
type = CtrlSet
trigger1 = !AnimTime 
value = 1

[State 620, アニメ]
type = ChangeAnim
trigger1 = !AnimTime 
value = 42


[state ]
type = null
trigger1 = facing = -1
trigger1 = var(25) := 0 && 0
trigger2 = facing = 1
trigger2 = var(25) := 1 && 0
ignorehitpause = 1

[state ]
type = varset
triggerall = !ishelper
trigger1 = 1
var(4) = vel x

[state ]
type = varset
triggerall = !ishelper
trigger1 = 1
var(5) = vel y

[State 準ステ固定]
type = Changestate
triggerall = !ishelper
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1
;---------------------------------------------------------------------------
;ジャンプ強キック
[Statedef 640]
type     = A
movetype = A
physics  = A
poweradd = 40
ctrl     = 0
sprpriority = 2

[State 100, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "H_Yujiro"
value = 45000
ignorehitpause = 1

[State 100, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 640
value = 640
ignorehitpause = 1

[State -2, grv]
Type = VelAdd
trigger1 = AnimElem = 2,>= 0
y = 1.5


[State 640, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 1
value = 5,3
channel = 1

[State 640, 速度乗算]
type = VelMul
triggerall = (PrevStateNo = 600) || (PrevStateNo = 630)
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
y = 0.95

[State 640, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 2
value = 0,1

[State 640, ヒット定義]
type = HitDef
triggerall = !var(22)
trigger1 = animelem = 3
trigger2 = animelem = 4
attr              = A, NA
damage            = 180,18
animtype          = Hard
getpower          = 30,30
guardflag         = HA
priority          = 6
pausetime         = 0,15
sparkno           = s4209
sparkxy           = -10,-40
guard.sparkno     = s4216
hitsound          = s0,21
guardsound        = s0,10
ground.type       = High
ground.slidetime  = 16
ground.hittime    = 17
ground.velocity   = -8,-8
air.velocity      = -7.5,-7
fall              = 1
yaccel            = 0.6
envshake.time    = 12
envshake.ampl    = 6
envshake.freq    = 120
Fall.Recover = 0

[State 620, コントロール]
type = CtrlSet
trigger1 = !AnimTime 
value = 1

[State 620, アニメ]
type = ChangeAnim
trigger1 = !AnimTime 
value = 42


[state ]
type = null
trigger1 = facing = -1
trigger1 = var(25) := 0 && 0
trigger2 = facing = 1
trigger2 = var(25) := 1 && 0
ignorehitpause = 1

[state ]
type = varset
triggerall = !ishelper
trigger1 = 1
var(4) = vel x

[state ]
type = varset
triggerall = !ishelper
trigger1 = 1
var(5) = vel y

[State 準ステ固定]
type = Changestate
triggerall = !ishelper
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1
[Statedef 1090]
type     = A
movetype = A
physics  = N
poweradd = 70
ctrl     = 0

[State 100, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "H_Yujiro"
value = 45000
ignorehitpause = 1

[State 100, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 1090
value = 1090
ignorehitpause = 1

[State 1090, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 1
value = 5,32
channel = 1

[State 1090, 速度加算]
type = Velset
trigger1 = animelem = 1
x = 1

[State 1090, 速度加算]
type = Velset
trigger1 = animelem = 3
x = 2
y = -4

[State 1090, 速度加算]
type = Velset
trigger1 = animelem = 4
y = 25


;***********************************
[State 1090, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 3
value = 0,2

;***********************************
[State 1090, ヒット定義]
type = HitDef
triggerall = !var(22)
trigger1 = palno != 12
trigger1 = 1;animelem = 4
attr             = A, SA
animtype         = Hard
damage           = 220,22
getpower         = 30,30
hitflag          = MAFDP
guardflag        = HA
priority         = 5
pausetime        = 0,12
sparkno          = s4209
sparkxy          = -10,-20
guard.sparkno    = s4216
hitsound         = s0,12
guardsound       = s0,10
ground.type      = Low
ground.slidetime = 16
ground.hittime   = 19
ground.velocity  = -3,-9
guard.velocity   = -7
air.velocity     = -2.8,-6
down.velocity  = -3,-1
airguard.velocity= -6,-1.5
yaccel           = 0.6
fall             = 1
envshake.time    = 12
envshake.ampl    = 6
envshake.freq    = 100
Fall.Recover = 0


[State 0]
type = Projectile
triggerall = !var(21)
triggerall = palno = 12
trigger1 = 1
Projscale = 0.5,0.5
hitflag = MAFPD
ProjAnim = 87487
Projremanim = -1
Projremovetime = 1
Projpriority = 3
Projemisstime = 1000
Offset = 0,30
velocity = 0, 0
attr = A, SA
damage = 100,21
guard.dist = 50 
animtype = Hard
givepower = 0
guardflag = MA
pausetime = 0,0
sparkno = s4209
sparkxy = 20,0
guard.sparkno = s4216
hitsound     = s0,12
guardsound   = s0,10
ground.type      = Low
ground.slidetime = 16
ground.hittime   = 19
air.type = Low
ground.velocity  = -3,-9
guard.velocity   = -7
air.velocity     = -2.8,-6
down.velocity  = -3,-1
airguard.velocity= -6,-1.5
yaccel            = 0.6
envshake.time    = 12
envshake.ampl    = 6
envshake.freq    = 120
projhits = 1
fall = 1
fall.recover = 0

;***********************************
[State 1090, ステート変更]
type = ChangeState
trigger1 = pos y >= 0
trigger1 = animelem >= 2
value = 1110
ctrl = 1


[state ]
type = null
trigger1 = facing = -1
trigger1 = var(25) := 0 && 0
trigger2 = facing = 1
trigger2 = var(25) := 1 && 0
ignorehitpause = 1

[state ]
type = varset
triggerall = !ishelper
trigger1 = 1
var(4) = vel x

[state ]
type = varset
triggerall = !ishelper
trigger1 = 1
var(5) = vel y

[State 準ステ固定]
type = Changestate
triggerall = !ishelper
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1
;ジャンプ強パンチ着地
[Statedef 1110]
type     = C
movetype = A
physics  = N
ctrl     = 0
sprpriority = 2
velset   = 0,0

[State 100, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "H_Yujiro"
value = 45000
ignorehitpause = 1

[State 100, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 1110
value = 1110
ignorehitpause = 1


[State 0,砂埃]
type = Projectile
trigger1 = animelem = 1
Projscale = 0.7,0.7
ProjAnim = 3021
Projremanim = -1
Projremovetime = 12
Projpriority = 3
Projemisstime = 1
Offset = 20,0
velocity = 0, 0

[State 0,砂埃]
type = Projectile
trigger1 = animelem = 1
Projscale = 0.7,0.7
ProjAnim = 3022
Projremanim = -1
Projremovetime = 12
Projpriority = 3
Projemisstime = 1
Offset = 20,0
velocity = 0, 0

[State 1090, 速度加算]
type = Velset
trigger1 = animelem = 1
x = 0.3

[State 1110,画面ゆれ]
type = EnvShake
trigger1 = animelem = 1
time = 20
freq = 120
ampl = -3
phase = 0

[State 1110,]
type = posset
trigger1 = 1
y = 0

[State 1110, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 1
value = 0,5


[State 1110, コントロール]
type = Changestate
trigger1 = animtime =  0
value = 600
Ctrl = 1


[state ]
type = null
trigger1 = facing = -1
trigger1 = var(25) := 0 && 0
trigger2 = facing = 1
trigger2 = var(25) := 1 && 0
ignorehitpause = 1

[state ]
type = varset
triggerall = !ishelper
trigger1 = 1
var(4) = vel x

[state ]
type = varset
triggerall = !ishelper
trigger1 = 1
var(5) = vel y

[State 準ステ固定]
type = Changestate
triggerall = !ishelper
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1
;**********************************************************
;回転足払い相手
[Statedef 666]
type    = A
movetype= H
physics = N

[State 666,]
type = velset
triggerall = time = 0
trigger1 = Pos Y != 0
trigger2 = (statetype = L)
trigger3 = Pos Y = 0
trigger3 = (prevstateno = [5080,5090])
x = -2
y = -3

[State 666,]
type = velset
triggerall = (statetype != L)
triggerall = Pos Y = 0
triggerall = (prevstateno != [5080,5090])
trigger1 = time = 0
x = 0.75
y = -12.5

[State 666, アニメ変更]
type = ChangeAnim2
trigger1 = time = 0
value = 666

[State 666, 角度]
type = AngleAdd
trigger1 = 1
value = 40

[State 666, 角度]
type = AngleDraw
trigger1 = 1

[State 666, 重力]
type = VelAdd
trigger1 = 1
y = .6

[State 666, ダメージ]
type = LifeAdd
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = -5

[State 666, 相手ステートに戻す]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;===========================================================================
[Statedef 1025]
type    = A
movetype= H
physics = S
velset = 0,0

[State 1025,]
type = SuperPause
trigger1 = time = 0
time = 15
anim = -1
pos = 0,0
movetime = 0
darken = 0
p2defmul = 1
unhittable = 0


[State 1025, 制御した相手のアニメ変更]
type = ChangeAnim2
trigger1 = 1
value = 5011


[State 1025, ステート変更]
type = ChangeState
trigger1 = HitShakeOver = 1 ;ヒット硬直が解けたら
value = 1026

;------------------
; 壁吹き飛び相手側制御 - 吹っ飛ぶ
[Statedef 1026]
type    = A
movetype= H
physics = N

[State 1026, カメラスクロールの有無]
type = ScreenBound
triggerall = Pos y < 3
trigger1 = BackEdgeBodyDist < 65  ;自分と後方の画面端との距離
trigger2 = FrontEdgeBodyDist < 65 ;自分と前方の画面端との距離
value = 1
movecamera = 1,1


[State 1026, 攻撃を食らった時の移動速度]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 1026, 速度加算]
type = VelAdd
trigger1 = 1
y = .1



[State 1026, ステート変更] ;壁に当たる時のステートに行く
type = ChangeState
triggerall = Pos y < -5
trigger1 = BackEdgeBodyDist <= 25
trigger2 = FrontEdgeBodyDist <= 25
value = 1027

[State 1026, 相手ステートに戻す]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100
;------------------
; 壁吹き飛び相手側制御 - 壁に当たる
[Statedef 1027]
type    = A
movetype= H
physics = N

[State 1027, 振り返る]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)

[State 1027, 軸位置移動]
type = PosAdd
trigger1 = Time = 0
x = 15 - BackEdgeBodyDist

[State 1027, 移動を止める]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State 1027, カメラスクロールの有無]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 1027, エフェクト表示]
type = Explod
trigger1 = Time = 0
anim = F72
pos = 0, floor (screenpos y) - 50
postype = back
sprpriority = 3

[State 1027, 制御した相手のアニメ変更]
type = ChangeAnim2
trigger1 = Time = 0
value = 1027

[State 1027, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = F7,0

[State 1027, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 1028

;------------------
;壁吹き飛び相手側制御 - 壁からのバウンド
[Statedef 1028]
type    = A
movetype= H
physics = N


[State 1028, 移動速度]
type = VelSet
trigger1 = Time = 0
y = -1.1

[State 1028, 移動速度]
type = VelSet
trigger1 = Time = 0
x = 3.8

[State 1028, 振り返る]
type = Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)

[State 1028, 速度加算]
type = VelAdd
trigger1 = 1
y = .4

[State 1028, アニメ変更]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 1028, アニメ変更] ;キリモミ吹っ飛び
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052) ;airファイルに[Begin Action 5052]のアニメが存在しているかを確認します
value = 5052

[State 1028, アニメ変更]
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State 1028, アニメ変更]
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062

[State 1028, 相手ステートに戻す]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;ブロッキング（成功モーション）
[Statedef 701]
type     = U
movetype = I
physics  = U
ctrl     = 0
poweradd = 150

[State 100, アニメ変更]
type = Changeanim
triggerall = !ishelper
triggerall = StateType != A
trigger1 = anim != 705
trigger1 = anim != 703
value = 703
ignorehitpause = 1

[State 100, アニメ変更]
type = Changeanim
triggerall = !ishelper
triggerall = StateType = A
trigger1 = anim != 705
value = 705
ignorehitpause = 1


[State 190,ステートタイプ変更]
type = Statetypeset
triggerall = !numtarget
trigger1 = anim = 705
statetype = A
movetype = A
physics = A
ignorehitpause = 1



[State 701, 速度Ｘ軸];Ｘ軸の移動速度を記憶
type = null;VarSet
triggerall = anim = 705
trigger1 = animelem = 1
fv = 10
value = (Vel X)
IgnoreHitPause = 1
Persistent = 1

[State 701, 速度Ｙ軸];Ｙ軸の移動速度を記憶
type = null;VarSet
triggerall = anim = 705
trigger1 = animelem = 1
fv = 11
value = (Vel Y)
IgnoreHitPause = 1
Persistent = 1

;***********************************
[State 701, ライフ増減]
type = LifeAdd
trigger1 = animelem = 1
value = 20
IgnoreHitPause = 1
Persistent = 1

[State 701, 無敵];単なる気休め（これは消してもＯＫ）
type = NotHitBy
trigger1 = 1
value = SCA
time = 2

[State 701, 押し判定];単なる気休め（これは消してもＯＫ）
type = PlayerPush
trigger1 = 1
value = 1
IgnoreHitPause = 1
Persistent = 1

[State 701, 画像の色]
type = PalFX
trigger1 = animelem = 1
time = 14
add = 20,70,150
sinadd = 64,32,5,3  ;振幅赤,振幅緑,振幅青,周期

;***********************************
[State 701, 軸位置]
type = null;PosSet
trigger1 = (StateType != A)
y = 0
[State 701, 移動速度]
type = VelSet
trigger1 = (StateType != A)
;trigger2 = (pos y <= 0) && (animelem = 1)
x = 0
y = 0
pausemovetime = 99999999

[State 701, 移動速度]
type = VelSet
triggerall = (pos y <= 0)
trigger1 = animelem = 2
y = 3
pausemovetime = 99999999

;***********************************
[State 701, エフェクト]
type = Explod
trigger1 = animelem = 1
anim = 4018
postype = p1
pos = ifelse(Anim=705,25,ifelse(Anim=703,30,40)),ifelse(Anim=705,-70,ifelse(Anim=703,-50,-82))
scale = 0.5,0.5
sprpriority = 3
supermovetime = -1
pausemovetime = -1
ownpal = 1
IgnoreHitPause = 1
ID = 4018

[State 701, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 1
value = 0,14

;***********************************
[State 701, ステート変更]
type = ChangeState
triggerall = (StateType != A)
trigger1 = !AnimTime
value = 0
ctrl = 1

[State 620, アニメ]
type = ChangeAnim
triggerall = (anim = 705)
trigger1 = !AnimTime 
value = 42

[State 620, コントロール]
type = CtrlSet
trigger1 = !AnimTime 
value = 1


[state ]
type = null
trigger1 = facing = -1
trigger1 = var(25) := 0 && 0
trigger2 = facing = 1
trigger2 = var(25) := 1 && 0
ignorehitpause = 1

[state ]
type = varset
triggerall = !ishelper
trigger1 = 1
var(4) = vel x

[state ]
type = varset
triggerall = !ishelper
trigger1 = 1
var(5) = vel y

[State 準ステ固定]
type = Changestate
triggerall = !ishelper
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1
;消力
[Statedef 2502]
type     = A
movetype = I
physics  = A
;velset   = 0,0
ctrl     = 0

[State 100, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "H_Yujiro"
value = 45000
ignorehitpause = 1

[State 100, アニメ変更]
type = Changeanim
trigger1 = anim != 5035
value = 5035
ignorehitpause = 1

[State 2502, 変数]
type = VarSet
trigger1 = animelem = 1
v = 21
value = 1
IgnoreHitPause = 1
Persistent = 1

[State 2502, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 5

[State 2502, 移動速度]
type = VelSet
trigger1 = animelem = 1
trigger2 = animelem = 2
x = -10
y = -15

[State 2502, 移動速度]
type = VelSet
trigger1 = animelem = 3
y = 5
x = -4

[State 2502, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 1
value = 0,23

[State 2502, 残像]
type = AfterImage
triggerall = var(35) = 0
trigger1 = animelem = 1
Time = 42
PalBright   = 100,0,0
PalContrast = 250,80,20
Trans = Sub
TimeGap  = 3
FrameGap = 1
length = 6

[State 2502, 押し判定]
type = PlayerPush
trigger1 = 1
value = 0
IgnoreHitPause = 1
Persistent = 1

[State 2502, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 2
value = 0,3

[State 2502, ステート変更]
type = ChangeState
trigger1 = animelem = 3
trigger1 = pos y >= 0
value = 0
ctrl = 1


[state ]
type = null
trigger1 = facing = -1
trigger1 = var(25) := 0 && 0
trigger2 = facing = 1
trigger2 = var(25) := 1 && 0
ignorehitpause = 1

[state ]
type = varset
triggerall = !ishelper
trigger1 = 1
var(4) = vel x

[state ]
type = varset
triggerall = !ishelper
trigger1 = 1
var(5) = vel y

[State 準ステ固定]
type = Changestate
triggerall = !ishelper
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1

;無防備食らい
[Statedef 6005]
type     = U
movetype = I
physics  = U
ctrl     = 0


[State 100, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 6005
value = 6005
ignorehitpause = 1

[State 701]
type = null;CtrlSet
trigger1 = AnimElemTime(1) > 10
value = 1

[State 701, 軸位置]
type = null;PosSet
trigger1 = (StateType != A)
y = 0

[State 701, 移動速度]
type = VelSet
trigger1 = (StateType != A)
;trigger2 = (pos y <= 0) && (animelem = 1)
x = 0
y = 0
pausemovetime = 99999999

[State 701, 移動速度]
type = VelSet
triggerall = (pos y <= 0)
trigger1 = animelem = 2
y = 3
pausemovetime = 99999999

[State 701, 移動速度]
type = null;VelSet
triggerall = (pos y <= 0)
trigger1 = animelem = 3
x = 0
y = 1
pausemovetime = 99999999

[State -2, 音を鳴らす]
type = PlaySnd
trigger1 = life > 0
trigger1 = Random <= 180
trigger1 = animelem = 1
value = 5,1
channel = 1
IgnoreHitPause = 1

[State -2, 音を鳴らす]
type = PlaySnd
trigger1 = life > 0
trigger1 = Random <= 140
trigger1 = animelem = 1
value = 5,9
channel = 1
IgnoreHitPause = 1

[State -2, 音を鳴らす]
type = PlaySnd
trigger1 = life > 0
trigger1 = Random <= 160
trigger1 = animelem = 1
value = 5,11
channel = 1
IgnoreHitPause = 1

[State 701, ステート変更]
type = ChangeState
triggerall = (pos y >= 0)
triggerall = (StateType != A)
trigger1 = !AnimTime
value = 0
ctrl = 1

[State 620, アニメ]
type = ChangeAnim
triggerall = (pos y <= 0)
trigger1 = !AnimTime 
value = 42

[State 620, コントロール]
type = CtrlSet
trigger1 = !AnimTime 
value = 1


[state ]
type = null
trigger1 = facing = -1
trigger1 = var(25) := 0 && 0
trigger2 = facing = 1
trigger2 = var(25) := 1 && 0
ignorehitpause = 1

[state ]
type = varset
triggerall = !ishelper
trigger1 = 1
var(4) = vel x

[state ]
type = varset
triggerall = !ishelper
trigger1 = 1
var(5) = vel y

[State 準ステ固定]
type = Changestate
triggerall = !ishelper
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1

;ガード
[Statedef 6015]
type     = U
movetype = I
physics  = U
ctrl     = 0

[State 100, アニメ変更]
type = Changeanim
triggerall = !ishelper
triggerall = (StateType = A)
trigger1 = anim != 6004
value = 6004
ignorehitpause = 1

[State 100, アニメ変更]
type = Changeanim
triggerall = !ishelper
triggerall = (StateType != A)
trigger1 = anim != 6003
trigger1 = anim != 6004
value = 6003
ignorehitpause = 1

[State 190,ステートタイプ変更]
type = Statetypeset
triggerall = !numtarget
trigger1 = anim = 6004
statetype = A
movetype = A
physics = A
ignorehitpause = 1

[State 701]
type = null;CtrlSet
trigger1 = AnimElemTime(1) > 5
value = 1

[State 701, 軸位置]
type = PosSet
trigger1 = (StateType != A)
y = 0

[State 701, 移動速度]
type = VelSet
trigger1 = (StateType != A)
;trigger2 = (pos y <= 0) && (animelem = 1)
x = 0
y = 0
pausemovetime = 99999999

[State 701, 移動速度]
type = VelSet
triggerall = (pos y <= 0)
trigger1 = animelem = 2
y = 3
pausemovetime = 99999999

[State -2, 音を鳴らす]
type = PlaySnd
trigger1 = life > 0
trigger1 = animelem = 1
value = 0,10
channel = 1
IgnoreHitPause = 1

[State 701, エフェクト]
type = Explod
trigger1 = animelem = 1
anim = 4216
postype = p1
pos = ifelse(Anim=6004,25,ifelse(Anim=6003,35,40)),ifelse(Anim=6004,-70,ifelse(Anim=6003,-50,-82))
scale = 1,1
sprpriority = 7
supermovetime = -1
pausemovetime = -1
ownpal = 1
IgnoreHitPause = 1
ID = 4216


[State -1, 瞬間移動]
type = ChangeState
triggerall = (StateType != A)
;triggerall = random < 297
trigger1 = !AnimTime
value = 1011

[State 701, ステート変更]
type = null;ChangeState
triggerall = (StateType != A)
trigger1 = !AnimTime
value = 0
ctrl = 1

[State 620, コントロール]
type = CtrlSet
trigger1 = !AnimTime 
value = 1

[State 620, アニメ]
type = ChangeAnim
triggerall = (anim = 6004)
trigger1 = !AnimTime 
value = 42


[state ]
type = null
trigger1 = facing = -1
trigger1 = var(25) := 0 && 0
trigger2 = facing = 1
trigger2 = var(25) := 1 && 0
ignorehitpause = 1

[state ]
type = varset
triggerall = !ishelper
trigger1 = 1
var(4) = vel x

[state ]
type = varset
triggerall = !ishelper
trigger1 = 1
var(5) = vel y

[State 準ステ固定]
type = Changestate
triggerall = !ishelper
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1

;AI専用ダッシュ
[Statedef 103]
type    = S
physics = S
ctrl = 0
[State 100, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 100
value = 100
ignorehitpause = 1
[State 850,1]
type = PlayerPush
trigger1 = 1
value = 1
[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = (GameTime% 5 ) = 0 
value = 0,20
channel = 1
[State 0,移動用砂埃]
type = Projectile
trigger1 = 1
Projscale = 0.5,0.5
ProjAnim = 3012
Projremanim = -1
Projremovetime = 10
Projpriority = 3
Projemisstime = 1
Offset = -25,0
velocity = 0, 0

[State 100, 特殊効果];コントロールが可能なダッシュステートはこのコントローラが必要（※１）
type = AssertSpecial
trigger1 = 1
flag = NoWalk      ;歩かない（前か後ろのキーを入力中コントロールが可能の時に勝手に[Statedef 20]にならない）
flag2= NoAutoTurn  ;自動で振り向かない
[State 100, 埃]
type = MakeDust
trigger1 = (Anim = 47)
pos = 0,0
spacing = 1
Persistent = 0
[State 100, 軸位置]
type = PosSet
trigger1 = 1
y = 0
[State 100, 移動速度]
type = VelSet
trigger1 = 1
y = 0
[State 100, 2]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)
[State 100, 5]
type = ChangeState
triggerall = var(59) > 0 && stateno = 103
trigger1 = win
;trigger2 = p2bodydist x >= 0
trigger2 = p2bodydist x <= 10
value = 0
ctrl = 1
[state ]
type = null
trigger1 = facing = -1
trigger1 = var(25) := 0 && 0
trigger2 = facing = 1
trigger2 = var(25) := 1 && 0
ignorehitpause = 1
[state ]
type = varset
triggerall = !ishelper
trigger1 = 1
var(4) = vel x
[state ]
type = varset
triggerall = !ishelper
trigger1 = 1
var(5) = vel y
[State 準ステ固定]
type = Changestate
triggerall = !ishelper
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1