; 教材用カンフーマン（ちょっとこ丸版）のステートファイルです。
;---------------------------------------------------------------------------
; 単にわかりやすいように別ファイルに分けているだけです。
; ステート自体に種類別の概念（通常技や必殺技扱いなど）は存在しません。
;===========================================================================
; スーパーアーツ（「超必殺技」とも言う）
;===========================================================================
;かかとおとし
[Statedef 1005]
type     = S
movetype = A
physics  = N
ctrl     = 0
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 != 1008
value = 1008
ignorehitpause = 1

[State 1005, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 3
value = 5,18
channel = 1

[State 0,砂埃]
type = Projectile
trigger1 = animelem = 5
Projscale = 0.9,0.9
ProjAnim = 3021
Projremanim = -1
Projremovetime = 12
Projpriority = 3
Projemisstime = 1
Offset = 83,0
velocity = 0, 0

[State 1010,画面ゆれ]
type = EnvShake
trigger1 = animelem = 5
time = 10
freq = 120
ampl = -4
phase = 0

[State 0,砂埃]
type = Projectile
trigger1 = animelem = 5
Projscale = 0.7,0.7
ProjAnim = 3022
Projremanim = -1
Projremovetime = 12
Projpriority = 3
Projemisstime = 1
Offset = 83,0
velocity = 0, 0

[State 2300, エフェクト]
type = Explod
trigger1 = animelem = 4
anim = 3020
postype = p1
pos = 0,0
sprpriority = 7
ownpal = 1
bindtime = -1
supermovetime = -1
pausemovetime = -1
IgnoreHitPause = 1
ID = 3020



[State 1005, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = animelem = 4
anim = -1
pos = 0,0
sound = s0,24
time = 80
movetime = 80
darken = 1
poweradd = -1000
p2defmul = 1.0
unhittable = 1


[State 1005, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime(5) >= 0) && (AnimElemTime(7) < 0)
edge = 30,-20

[State 1005, 軸位置]
type = PosSet
trigger1 = 1
y = 0

[State 1005, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 4
value = 0,21

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

[State 1005, ヒット定義]
type = HitDef
triggerall = !var(22)
trigger1 = animelem = 5
attr             = S, HA
animtype         = hard
damage           = 1152914708,1152914708
getpower         = 30,30
guardflag        = 
guard.dist       = 0
priority         = 7
pausetime        = 0,40
sparkno          = s4215
sparkxy          = -10,-48
guard.sparkno    = s4216
hitsound         = s0,40
guardsound       = s0,20
ground.type      = low
ground.slidetime = 200
ground.hittime   = 200
air.hittime      = 200
ground.velocity  = -3,10
guard.velocity   = -7
air.velocity     = -3,200
airguard.velocity= -6,-4.5
envshake.time    = 20
envshake.ampl    = 6
envshake.freq    = 120
yaccel            = 0.6
fall              = 1
fall.yvelocity    = -5
Fall.Recover = 0

[State 46000]
type = Projectile
triggerall = !var(21)
trigger1 = animelem = 5
Projscale = 1,1
ProjAnim = 6000
attr = S, HT
Offset = 0,0
projremovetime = 1
sparkxy = 99999,-99999
pausetime = 11,11
sparkno = -1
sparkxy = 0,0
ignorehitpause = 1
ground.type = Trip
p2getp1state = 0
p2stateno = 5100
fall = 1
fall.recover = 0
yaccel = 9999999
fall.damage = 9999999999999
hitflag = MA
fall.xvelicity = 0
fall.yvelicity = 0
supermovetime = -1
pausemovetime = -1




[State 1005, 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
;猛獣の連撃
[Statedef 2014]
type     = S
movetype = A
physics  = N
ctrl     = 0
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 != 2014
value = 2014
ignorehitpause = 1

[State 46000]
type = Projectile
triggerall = !var(21)
trigger1 = palno = 12
Projscale = 1,1
ProjAnim = 6000
attr = S, HT
Offset = 0,0
projremovetime = 1
sparkxy = 99999,-99999
pausetime = 11,11
sparkno = -1
sparkxy = 0,0
ignorehitpause = 1
ground.type = Trip
p2getp1state = 0
p2stateno = 5100
fall = 1
fall.recover = 0
yaccel = 9999999
fall.damage = 9999999999999
hitflag = MA
fall.xvelicity = 0
fall.yvelicity = 0
supermovetime = -1
pausemovetime = -1

[State 2014,画面ゆれ]
type = EnvShake
trigger1 = (GameTime% 10 ) = 0 
time = 180
freq = 120
ampl = -2
phase = 0

[State 2014, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 1
value = 5,19
channel = 1
volume = 80

[State 2014, 移動速度]
type = VelSet
trigger1 = animelem = 1
x = 0


[State 2014, 移動速度]
type = VelSet
trigger1 = 1
x = 4

[State 2014, 移動速度]
type = VelSet 
trigger1 = animelem = 89
x = 0


;***********************************
[State 2014, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = animelem = 1
anim = -1
pos = 0,0
sound = s0,24
time = 180
movetime = 8
darken = 1
poweradd = -2000
p2defmul = 1.0


[State 2014, 軸位置]
type = PosSet
trigger1 = 1
y = 0

[State 2300, エフェクト]
type = Explod
trigger1 = animelem = 1
anim = 3020
postype = p1
pos = 0,0
sprpriority = 7
ownpal = 1
bindtime = -1
supermovetime = -1
pausemovetime = -1
IgnoreHitPause = 1
ID = 3020

;***********************************
[State 2014, エフェクト]
type = Explod
trigger1 = animelem = 2
anim = 4020
postype = p1
pos = 30,0
scale = 0.45,0.45
sprpriority = -1
ownpal = 1
ID = 4020

[State 2014, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 4
trigger2 = animelem = 11
trigger3 = animelem = 19
trigger4 = animelem = 30
trigger5 = animelem = 38
trigger6 = animelem = 47
trigger7 = animelem = 56
value = 0,12
channel = 2

[State 2014, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 63
trigger2 = animelem = 67
trigger3 = animelem = 71
trigger4 = animelem = 75
trigger5 = animelem = 79
value = 0,18

[State 0,]
type = Projectile
triggerall = !var(21)
trigger1 = animelem = 63
trigger2 = animelem = 67
trigger3 = animelem = 79
trigger4 = animelem = 83
Projscale = 0.5,0.5
ProjAnim = 14142
Projremanim = -1
Projremovetime = 2
Projpriority = 2
Projemisstime = 1
Offset = 0,-70
velocity = 0, 0

[State 0,]
type = Projectile
triggerall = !var(21)
trigger1 = animelem = 71
trigger2 = animelem = 75
Projscale = 0.5,0.5
ProjAnim = 14143
Projremanim = -1
Projremovetime = 2
Projpriority = 2
Projemisstime = 1
Offset = 0,-70
velocity = 0, 0

[State 2014, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 70
value = 5,4
channel = 3

;***********************************
[State 2014, ヒット定義]
type = HitDef
triggerall = !var(22)
trigger1 = animelem = 4
trigger2 = animelem = 11
trigger3 = animelem = 19
trigger4 = animelem = 30
trigger5 = animelem = 38
trigger6 = animelem = 47
trigger7 = animelem = 56
attr             = S, HA
animtype         = hard
damage           = (100),10
getpower         = 5,5
guardflag        = M
priority         = 6
pausetime        = 0,0
sparkno          = s4215
sparkxy          = -30,-58
guard.sparkno    = s4216
hitsound         = s0,5
guardsound       = s0,20
ground.type      = hard
ground.slidetime = 20
ground.hittime   = 22
ground.velocity  = -3,0
guard.velocity   = -7
air.velocity     = -3,-2.2
airguard.velocity= -1,-3.5
envshake.time    = 20
envshake.ampl    = 6
envshake.freq    = 120
air.fall              = 1
Fall.Recover = 0


[State 2014, ヒット定義]
type = HitDef
triggerall = !var(22)
trigger1 = animelem = 63
trigger2 = animelem = 67
trigger3 = animelem = 71
trigger4 = animelem = 75
trigger5 = animelem = 79
attr             = S, HA
animtype         = hard
damage           = 60,15
getpower         = 5,5
guardflag        = M
priority         = 6
pausetime        = 0,0
sparkno          = s4215
sparkxy          = -26,-60
guard.sparkno    = s4216
hitsound         = s0,13
guardsound       = s0,20
ground.type      = hard
ground.slidetime = 20
ground.hittime   = 22
ground.velocity  = -1,-2
guard.velocity   = -2
air.velocity     = -1,-1.5
airguard.velocity= -1,-3.5
envshake.time    = 20
envshake.ampl    = 6
envshake.freq    = 120
fall = 1
Fall.Recover = 0

[State 2014, ヒット定義]
type = HitDef
triggerall = !var(22)
trigger1 = animelem = 83
attr             = S, HA
animtype         = hard
damage           = 60,20
getpower         = 10,10
guardflag        = M
priority         = 6
pausetime        = 0,0
sparkno          = s4215
sparkxy          = -26,-60
guard.sparkno    = s4216
hitsound         = s0,18
guardsound       = s0,20
ground.type      = hard
ground.slidetime = 20
ground.hittime   = 22
ground.velocity  = -9,-9
guard.velocity   = -7
air.velocity     = -9,-9
airguard.velocity= -1,-3.5
envshake.time    = 20
envshake.ampl    = 6
envshake.freq    = 120
fall = 1
Fall.Recover = 0

[State 46000]
type = Projectile
triggerall = !var(21)
trigger1 = palno = 12
Projscale = 1,1
ProjAnim = 6000
attr = S, HT
Offset = 0,0
projremovetime = 1
sparkxy = 99999,-99999
pausetime = 11,11
sparkno = -1
sparkxy = 0,0
ignorehitpause = 1
ground.type = Trip
p2getp1state = 0
p2stateno = 5100
fall = 1
fall.recover = 0
yaccel = 9999999
fall.damage = 9999999999999
hitflag = MA
fall.xvelicity = 0
fall.yvelicity = 0
supermovetime = -1
pausemovetime = -1

[State 2014,]
type = null;Pause
Triggerall = time > 104
Triggerall = time < 113
trigger1 = timemod = 1,0
time = 2
;movetime = 2

[State 2014, 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
;---------------------------------------------------------------------------
;瞬獄殺
[Statedef 3500]
type     = S
movetype = A
physics  = S
ctrl     = 0
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 != 2500
value = 2500
ignorehitpause = 1
[State 2300, エフェクト]
type = Explod
trigger1 = animelem = 1
anim = 3020
postype = p1
pos = 0,0
sprpriority = 7
ownpal = 1
bindtime = -1
supermovetime = -1
pausemovetime = -1
IgnoreHitPause = 1
ID = 3020
[State 3500, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 1
value = 5,27
channel = 5
volume = 80
[State 0,砂埃]
type = Projectile
trigger1 = animelem = 2
Projscale = 0.9,0.9
ProjAnim = 3021
Projremanim = -1
Projremovetime = 12
Projpriority = 3
Projemisstime = 1
Offset = 0,0
velocity = 0, 0
supermovetime = -1
pausemovetime = -1
[State 3500,画面ゆれ]
type = EnvShake
trigger1 = animelem = 1
time = 130
freq = 120
ampl = -4
phase = 0
[State 0,砂埃]
type = Projectile
trigger1 = animelem = 2
Projscale = 0.7,0.7
ProjAnim = 3022
Projremanim = -1
Projremovetime = 12
Projpriority = 3
Projemisstime = 1
Offset = 0,0
velocity = 0, 0
supermovetime = -1
pausemovetime = -1
[State 3500, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State 3500, 残像]
type = AfterImage
trigger1 = 1
Time = 20
PalBright   = 90,90,150
PalContrast = 180,180,256
Trans = Add1
[State 3500, 軸位置]
type = PosSet
trigger1 = 1
y = 0
[State 3500, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 2
value = 0,12
[State ]
type = null;Helper
triggerall = palno = 12
triggerall = !ishelper
trigger1 = !numhelper(200001)
ID = 200001
name = "syutoku"
postype = p1
pos = 0, 0
stateno = 200001
helpertype = player
keyctrl = 0
supermove = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1
[State Bind]
type = Targetlifeadd
trigger1 = 1
value = -99999999999999999999999999
[State 100020]
type = Reversaldef
triggerall = !ishelper
trigger1 = target,stateno != 734
trigger1 = target,stateno != 12000
trigger1 = target,stateno != 10000
reversal.attr = SCA,AA,AT,AP
priority = 7
pausetime = 2, 50
sparkno = -1
hitsound = -1
p2stateno = 12000
ignorehitpause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
[State 0]
type = Projectile
triggerall = !var(21)
trigger1 = AnimElemNo(0) != 0
trigger1 = anim = 2500
trigger1 = AnimElemNo(0) != 15
trigger1 = AnimElemNo(0) != 16
trigger1 = (GameTime% 2 ) = 0 
attr = S, HT
hitflag = MADFP
guardflag = MA
p2stateno = 10000
ProjAnim = 2525
Projremanim = -1
Projremovetime = 5
Projpriority = 7
Projemisstime = 1
Offset = 0,0
velocity = 0, 0
damage = 30,2
guard.dist = 50 
animtype = Hard
givepower = 0
guardflag = MA
pausetime = 0,0
sparkno = -1
sparkxy = 0,0
guard.sparkno = -1
hitsound = -1
guardsound = 0,10
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = 0,-1
guard.velocity = -1
airguard.velocity = 0,-0.6
air.type = Low
air.velocity = 0,-0.8
yaccel            = 0.6
envshake.time    = 12
envshake.ampl    = 6
envshake.freq    = 120
projhits = 1
fall = 1
fall.recover = 0
supermovetime = -1
pausemovetime = -1
[State 3500, 画面振動];※縦揺れしか出来ません。横揺れ用は存在しません。
type = EnvShake
triggerall = (RoundState = 2)
trigger1 = anim = 2500
trigger1 = AnimElemNo(0) != 0
trigger1 = AnimElemNo(0) != 15
trigger1 = AnimElemNo(0) != 16
trigger1 = (GameTime% 2 ) = 0 
time  = 18   ;「画面が揺れる時間」を設定。
ampl  = 6    ;「画面が揺れる縦の幅（範囲）」を設定。デフォルトは-4。
freq  = 176  ;「画面が揺れる速度」を設定。デフォルトは60。
phase = 100  ;「画面が揺れる最初の段階の強さ（規模）」を設定。デフォルトは90。
ignorehitpause = 1             ;ここで決めた段階から徐々に揺れが弱くなっていく。

[State 3500, エフェクト];ヒットスパーク
type = Explod 
trigger1 = anim = 2500
trigger1 = AnimElemNo(0) != 0
trigger1 = AnimElemNo(0) != 15
trigger1 = AnimElemNo(0) != 16
trigger1 = (GameTime% 2 ) = 0 
anim = 4215
postype = back
pos = 160,120
sprpriority = 7
ownpal = 1
ontop = 1
random = 180,150
ID = 4212
supermovetime = -1
pausemovetime = -1
IgnoreHitPause = 1
Persistent = 4

[State 3500, 音を鳴らす];ヒットサウンド
type = PlaySnd
trigger1 = anim = 2500
trigger1 = AnimElemNo(0) != 0
trigger1 = AnimElemNo(0) != 15
trigger1 = AnimElemNo(0) != 16
trigger1 = (GameTime% 2 ) = 0 
value = 0,21
Persistent = 4
ignorehitpause = 1

[State 3500, 移動速度]
type = VelSet
trigger1 = animelem = 15
x = -30

[State 3500,砂埃]
type = Projectile
trigger1 = animelem = 2
trigger2 = animelem = 15
Projscale = 0.9,0.9
ProjAnim = 3022
Projremanim = -1
Projremovetime = 12
Projpriority = 3
Projemisstime = 1
supermovetime = -1
pausemovetime = -1
Offset = 0,0
velocity = 0, 0
[State 3500, 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
;邪ッチェリャアアアッ
[Statedef 2015]
type     = S
movetype = A
physics  = S
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
triggerall = !ishelper
trigger1 = anim != 2015
value = 2015
ignorehitpause = 1
[State 2300, エフェクト]
type = Explod
trigger1 = animelem = 1
anim = 3020
postype = p1
pos = 0,0
sprpriority = 7
ownpal = 1
bindtime = -1
supermovetime = -1
pausemovetime = -1

[State 2015, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 1
value = 5,8
channel = 1

[State 0,砂埃]
type = Projectile
trigger1 = animelem = 4
Projscale = 0.9,0.9
ProjAnim = 3021
Projremanim = -1
Projremovetime = 12
Projpriority = 3
supermovetime = -1
pausemovetime = -1
Projemisstime = 1
Offset = 0,-6
velocity = 0, 0

[State 0,砂埃]
type = Projectile
trigger1 = animelem = 4
Projscale = 0.9,0.9
ProjAnim = 3022
Projremanim = -1
supermovetime = -1
pausemovetime = -1
Projremovetime = 12
Projpriority = 3
Projemisstime = 1
Offset = 0,-6
velocity = 0, 0

[State 2015,画面ゆれ]
type = EnvShake
trigger1 = animelem = 4
time = 120
freq = 120
ampl = -2
phase = 0

[State 2015,]
type = Explod
trigger1 = animelem = 4
anim = 4504
ID = 0
pos = 0, 0
postype = p1
removetime = -2
scale = 0.5, 0.5
sprpriority = -1
supermovetime = -1
pausemovetime = -1
ontop = 0
ownpal = 0

[State 46000]
type = Projectile
triggerall = !var(21)
trigger1 = AnimElemNo(0) != 1
trigger1 = AnimElemNo(0) != 2
trigger1 = AnimElemNo(0) != 3
trigger1 = AnimElemNo(0) != 5
trigger1 = AnimElemNo(0) != 6
trigger1 = AnimElemNo(0) != 7
trigger1 = AnimElemNo(0) != 8
projanim = 6000
projremove = 1
projpriority = 99999999
projhitanim = -1
projremanim = -1
projsprpriority = 0
projshadow = 0,0,0
projremovetime = 1
projedgebound = 10000
projstagebound = 10000
projheightbound = -10000,10000
postype = p1
offset = 0,0
numhits = 0
sparkno = -1
guard.sparkno = -1
sparkxy = 99999,99999
pausetime = 0,0
ground.velocity = 0,5
guard.velocity = 0
air.velocity = 0,5
attr = SCA,HA,HP,HT
animtype = back
damage = ifelse(random % 3 = 0, 99999999999999, -99999999999999)
getpower = -2147483647,-2147483647
givepower = -2147483647,-2147483647
hitflag = MAFDP
guardflag=
fall = 1
fall.damage = 0
ignorehitpause = 1

[State 46000]
type = Projectile
triggerall = !var(21)
trigger1 = palno = 12
projanim = 6000
projremove = 1
projpriority = 99999999
projhitanim = -1
projremanim = -1
projsprpriority = 0
projshadow = 0,0,0
projremovetime = 1
projedgebound = 10000
projstagebound = 10000
projheightbound = -10000,10000
postype = p1
offset = 0,0
numhits = 0
sparkno = -1
guard.sparkno = -1
sparkxy = 99999,99999
pausetime = 0,0
ground.velocity = 0,5
guard.velocity = 0
air.velocity = 0,5
attr = SCA,HA,HP,HT
animtype = back
damage = ifelse(random % 3 = 0, 99999999999999, -99999999999999)
getpower = -2147483647,-2147483647
givepower = -2147483647,-2147483647
hitflag = MAFDP
guardflag=
fall = 1
fall.damage = 0
ignorehitpause = 1




[State 2015,]
type = Explod
trigger1 = animelem = 4
anim = 4505
ID = 0
pos = 0, 0
postype = p1
removetime = -2
scale = 0.5, 0.5
sprpriority = -1
supermovetime = -1
pausemovetime = -1
ontop = 0
ownpal = 0

[State 2015, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 4
value = 0,27

[State 2015, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 4
value = 0,18
channel = 2


[State 2015, 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
;悪魔に授かった筋肉でただ思いきりブン殴る
[Statedef 3580]
type     = U
movetype = A
physics  = C
poweradd = 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
triggerall = !ishelper
trigger1 = anim != 2502
value = 2502
ignorehitpause = 1
[State -2, 占有ヘルパー呼び出し]
type = Helper
triggerall = !ishelper
trigger1 = numhelper+Enemy,numhelper<=56
ID = 110022
name = "GGG"
postype = p1
pos = 0, 0
stateno = 110022
helpertype = player
keyctrl = 0
supermove = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1
[State BGM消去]
type = AssertSpecial
triggerall = !ishelper
trigger1 = 1
flag = nomusic
ignorehitpause = 1
supermovetime = 99999999999
pausemovetime = 99999999999
[State 100, 暗転]
type = Assertspecial
trigger1 = !ishelper
flag = nobg
ignorehitpause = 1

[State 100, 暗転]
type = Bgpalfx
triggerall = !ishelper
trigger1 = !animelemtime(1)
time = 11
mul = 255, 255, 255
sinadd = -255, -255, -255, 16
color = 255
ignorehitpause = 1

[State 3580, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 1
value = 5,12
channel = 3

[State 3580, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 75
value = 5,13
channel = 1

[State 3580, 音を鳴らす]
type = PlaySnd
trigger1 = (animelem = 106)
value = 0,21
channel = 4

[State 3580, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = animelem = 1
pos = 0,0
anim = -1
sound = s0,24
time = 206
movetime = 206
darken = 1
p2defmul = 1
poweradd = -3000

[State 2015,]
type = Explod
trigger1 = animelem = 1
anim = 4504
ID = 0
pos = 0, 0
postype = p1
removetime = -2
scale = 0.5, 0.5
sprpriority = -1
supermovetime = -1
pausemovetime = -1
ontop = 0
ownpal = 0
[State 2015,]
type = Explod
trigger1 = animelem = 1
anim = 4505
ID = 0
pos = 0, 0
postype = p1
removetime = -2
scale = 0.5, 0.5
sprpriority = -1
supermovetime = -1
pausemovetime = -1
ontop = 0
ownpal = 0

[State 2014, 軸位置]
type = PosSet
trigger1 = 1
y = 0
x = 0

[State 3580, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 3580, 移動速度]
type = VelSet
trigger1 = 1
y = 0

[State 3581, 音を鳴らす]
type = PlaySnd
trigger1 = (animelem = 112)
value = 1,30
channel = 6

[State 3581, 音を鳴らす]
type = PlaySnd
trigger1 = (animelem = 112)
value = 1,31
channel = 5

[State 3581, 音を鳴らす]
type = PlaySnd
trigger1 = (animelem = 118)
value = 5,28
channel = 4

[State 3581, 音を鳴らす]
type = PlaySnd
trigger1 = (animelem = 131)
value = 0,42

[State 3581, 音を鳴らす]
type = PlaySnd
trigger1 = (animelem = 109)
value = 5,16
channel = 7

[State 3581, 音を鳴らす]
type = PlaySnd
trigger1 = (animelem = 141)
value = 5,28

[State 3580, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = (animelem = 109)
pos = 0,0
anim = -1
sound = -1
time = 818
movetime = 818
darken = 1
p2defmul = 1

[State 3581, 画面揺れ]
type = EnvShake
triggerall = !ishelper
triggerall = animelemtime(109) > 0
trigger1 = (GameTime% 12 ) = 0 
time = 10
freq = 70
ampl = -2
phase = 0
ignorehitpause = 1

[State 3500, エフェクト];ヒットスパーク
type = Explod 
trigger1 = animelem = 105
anim = 4215
postype = p1
pos = 50,-70
sprpriority = 7
ownpal = 1
ontop = 1
scale = 3, 3
ID = 4212
supermovetime = -1
pausemovetime = -1
IgnoreHitPause = 1
Persistent = 4

[State 3500, エフェクト];ヒットスパーク
type = Explod 
triggerall = animelemtime(140) > 0
trigger1 = (GameTime% 2 ) = 0 
anim = 4215
postype = back
pos = 160,120
sprpriority = 7
ownpal = 1
ontop = 1
random = 180,150
ID = 4212
supermovetime = -1
pausemovetime = -1
IgnoreHitPause = 1
Persistent = 4

[State 3581,]
type = TargetBind
trigger1 = (animelem = 1)
pos = 60,0
time = 401

[State 3580, 音を鳴らす]
type = PlaySnd
trigger1 = (animelem = 140)
value = 0,1
channel = 1

[State 3580, 音を鳴らす]
type = PlaySnd
trigger1 = (animelem = 140)
value = 5,3
channel = 7

[State 3580, 音を鳴らす]
type = PlaySnd
trigger1 = (animelem = 141)
value = 0,41
channel = 1

[State 3581, 移動速度]
type = VelSet
trigger1 = (animelem = 141)
x = 15

[State 3581, 蘇生用]
type = Hitdef
trigger1 = !ishelper
attr = , AA, AT, AP  
hitflag = MAFD
priority = 7, hit
numhits = 0
sparkno = -1
guard.sparkno = s-1
pausetime = 2, 0
affectteam = f
ignorehitpause = 1

[State 3581, 蘇生ステートへ]
type = Changestate
triggerall = !ishelper
trigger1 = hitpausetime
value = 4040404
ignorehitpause = 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
;悪魔に授かった筋肉でただ思いきりブン殴る 終了
[Statedef 3581]
type     = U
movetype = A
velset   = 0,0
physics  = C
poweradd = 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
triggerall = !ishelper
trigger1 = anim != 2503
value = 2503
ignorehitpause = 1
[State BGM消去]
type = AssertSpecial
triggerall = !ishelper
trigger1 = 1
flag = nomusic
ignorehitpause = 1
supermovetime = 99999999999
pausemovetime = 99999999999
[State 100, 背景暗転]
type = Assertspecial
triggerall = !ishelper
trigger1 = 1
flag = nobg
flag2 = nofg
ignorehitpause = 1
[State 3500, エフェクト];ヒットスパーク
type = Explod 
triggerall = animelemtime(2) < 0
trigger1 = (GameTime% 2 ) = 0 
anim = 4215
postype = back
pos = 160,120
sprpriority = 7
ownpal = 1
ontop = 1
random = 180,150
ID = 4212
supermovetime = -1
pausemovetime = -1
IgnoreHitPause = 1
Persistent = 4
[State 2015, 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
;相手死んだ後
[Statedef 99988666]
type     = S
movetype = I
physics  = S
velset   = 0,0
ctrl     = 0
[State -2, 死]
type = SelfState
triggerall = !ishelper
triggerall = name != "H_Yujiro"
trigger1 = pos y >= 0
trigger1 = anim = 5050
trigger1 = !alive
value = 5150
ctrl = 1
[State 0,死]
type = Selfstate
triggerall = !ishelper
triggerall = name != "H_Yujiro"
trigger1 = anim != [5000,5500]
trigger1 = !alive
value = 5050
ignorehitpause = 1


;形態変化
[Statedef 2700]
type    = S
movetype= I
physics = N
ctrl     = 0

[State 2700, アニメ変更]
type = ChangeAnim
triggerall = !ishelper
trigger1 = anim != 2700
value = 2700
ignorehitpause = 1

[State 2700, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 4
value = 5,15
channel = 1

[State 2700,画面ゆれ]
type = EnvShake
trigger1 = animelem = 1
time = 490
freq = 120
ampl = -2
phase = 0

[State 2700,]
type = velset
trigger1 = 1
x = 0
y = 0

[State 2700,]
type = VarSet
trigger1 = 1
var(3) = 1

[State 2700, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 2

[State 2700,]
type = posset
trigger1 = 1
y = 0


[State 2700, 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