[Data]
life = 1000
attack = 100
defence = 100
power = 5000
fall.defence_up = 50
liedown.time = 60
airjuggle = 15
sparkno = 2
guard.sparkno = 709
KO.echo = 1
volume = 0
IntPersistIndex = 60
FloatPersistIndex = 40

[Size]
xscale = 1           ;Horizontal scaling factor.
yscale = 1           ;Vertical scaling factor.
ground.back = 15     ;Player width (back, ground)
ground.front = 16    ;Player width (front, ground)
air.back = 12        ;Player width (back, air)
air.front = 12       ;Player width (front, air)
height = 60      ;Height of player (for opponent to jump over)
attack.dist = 160    ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles
proj.doscale = 1     ;Set to 1 to scale projectiles too
head.pos = -5, -115   ;Approximate position of head
mid.pos = -5, -60    ;Approximate position of midsection
shadowoffset = 0     ;Number of pixels to vertically offset the shadow
draw.offset = 0,0    ;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = 2.4      ;Walk forward
walk.back = -2.2     ;Walk backward
run.fwd  = 4.8, 0    ;Run forward (x, y)
run.back = -4.5,-3.8 ;Hop backward (x, y)
jump.neu = 0,-8.4    ;Neutral jumping velocity (x, y)
jump.back = -2.55    ;Jump back Speed (x, y)
jump.fwd = 2.5       ;Jump forward Speed (x, y)
runjump.back = -2.55,-8.1 ;Running jump speeds (opt)
runjump.fwd = 4,-8.1      ;.
airjump.neu = 0,-8.1      ;.
airjump.back = -2.55      ;Air jump speeds (opt)
airjump.fwd = 2.5         ;.

[Movement]
airjump.num = 1      ;Number of air jumps allowed (opt)
airjump.height = 35  ;Minimum distance from ground before you can air jump (opt)
yaccel = .44         ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching

;---------------------------------------------------------------------------
; Format:
; [Statedef STATENO]
; type = ?      S/C/A/L  stand/crouch/air/liedown
; movetype = ?  I/A/H    idle/attack/gethit
; physics = ?   S/C/A/N  stand/crouch/air/none
; juggle = ?             air juggle points move requires
;
; [State STATENO, ?]     ? - any number you choose
; type = ?
; ...

;---------------------------------------------------------------------------
; Lose by Time Over
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

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

;---------------------------------------------------------------------------
; Win state decider
[Statedef 180]
type = S
;anim = 180

[State 191, 1]
type = varrandom
trigger1 = time = 0
v = 4
range = 1,3

[State 191, 3]
type = ChangeState
trigger1 = var(4) = 1
value = 181

[State 191, 3]
type = ChangeState
trigger1 = var(4) = 2
value = 182

[State 191, 3]
type = ChangeState
trigger1 = var(4) = 3
value = 183

[Statedef 181]
type = S
anim = 180

[State 191, 1]
type = playsnd
trigger1 = time = 0
value = S0,18

[State 181, 1]
type = AssertSpecial
trigger1 = Time = [0,300]
flag = RoundNotOver

[State 191, 3]
type = ChangeState
trigger1 = var(58) = 1
trigger1 = MatchOver != 0     ;(MatchOver && Time = 67)     unicron
trigger1 = time = [195,300]
value = 184
;----------------------------------
[Statedef 182];win2
type = S
anim = 181

[State 191, 1]
type = playsnd
trigger1 = time = 0
value = S588,0

[State 181, 1]
type = AssertSpecial
trigger1 = Time = [0,400]
flag = RoundNotOver

[State 191, 3]
type = ChangeState
trigger1 = var(58) = 1
trigger1 = MatchOver != 0
trigger1 = time = [300,400]                 ;unicron Igniz oneposNosnd
value = 184
;----------------------------------
[Statedef 183];win3
type = S
anim = 1

[State 191, 3]
type = Changeanim
trigger1 = time = 210
value = 182

[State 191, 1]
type = playsnd
trigger1 = time = 10
value = S0,25

[State 240, 4]
type = Explod
;trigger1 = AnimElem = 20
trigger1 = time = 194
anim = 184
postype = p1
pos = 35,-68
sprpriority = 4

[State 240, 4]
type = Explod
;trigger1 = AnimElem = 9;29
trigger1 = time = 242
anim = 183
postype = p1
pos = 0,0
sprpriority = -1

[State 181, 1]
type = AssertSpecial
trigger1 = Time = [0,400]
flag = RoundNotOver

[State 191, 3]
type = ChangeState
trigger1 = var(58) = 1 
;trigger1 = animelem = 23
trigger1 = time = [320,400]
trigger1 = MatchOver != 0                       ;unicron Igniz&GF
value = 184

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

[Statedef 184]
type                    = S
ctrl                    = 0
velset                  = 0,0,0

[State 0: AssertSpecial]
type                    = AssertSpecial
trigger1                = 1
flag                    = NoFG
flag2                   = NoBarDisplay



[State 0: AssertSpecial]
type                    = AssertSpecial
trigger1                = 1
flag                    = Invisible


[State 0: AssertSpecial]
type                    = AssertSpecial
trigger1                = time = [0,480]
flag                    = RoundNotOver



[State 0: AllPalFX]
type                    = AllPalFX
trigger1                = time = 0
add                     = 0,0,0
mul                     = 0,0,0
color                   = 0
persistent              = 1

[State 0: BGPalFX]
type                    = BGPalFX
trigger1                = time = 0

add                     = 0,0,80
mul                     = 150,181,312
time = 999999



;Blackbox
[State 0: Explod]
type                    = Explod
trigger1                = Time = 0
anim                    = 9901
pos                     = 0,-74
postype                 = left
bindtime                = -1
supermovetime           = 999
pausemovetime           = 999
sprpriority             = 6
ownpal                  = 1
persistent              = 1

;Blackbox - Bottom
[State 0: Explod]
type                    = Explod
trigger1                = Time = 0
anim                    = 9901
pos                     = 0, 160
postype                 = left
bindtime                = -1
supermovetime           = 999
pausemovetime           = 999
sprpriority             = 6
ownpal                  = 1
persistent              = 1

;Quote text
[State 0: Explod]
type                    = Explod
trigger1                = Time = 0
anim                    = 9902
;anim                    = IfElse(random > 500, IfElse(random > 500, 9902, 9903), IfElse(random > 500, 9904, 9905))
pos                     = 20, 172
postype                 = left
bindtime                = -1
supermovetime           = 999
pausemovetime           = 999
sprpriority             = 7
ownpal                  = 1
scale                   = .5,.5
persistent              = 1

;Portrait
[State 0: Explod]
type                    = Explod
trigger1                = Time = 0
anim                    = 9900
ID                      = 8000
pos                     = 320, 32
postype                 = left
bindtime                = 1
removetime              = 17
vel                     = -17,0
supermovetime           = 999
pausemovetime           = 999
sprpriority             = 6
ownpal                  = 1
persistent              = 1

;Portrait
[State 0: Explod]
type                    = Explod
trigger1                = Time = 17
anim                    = 9900
ID                      = 8000
pos                     = 35, 32
postype                 = left
bindtime                = -1
removetime              = -1
vel                     = 0,0
supermovetime           = 999
pausemovetime           = 999
sprpriority             = 6
ownpal                  = 1
persistent              = 1

[State 0: PlaySnd]
type                    = PlaySnd
trigger1                = Time = 25
value                   = s588, 1
channel                 = -1
ignorehitpause          = 0
persistent              = 1

;---------------------------------------------------------------------------
; イントロ
[Statedef 190]
type = S
ctrl = 0
velset = 0,0

[State 190, Randomizer]
type = VarRandom
trigger1 = time = 0
v = 1
range = 0,175


[State 190, 1]
type = ChangeState
trigger1 = palno = [1,6]
trigger1 = var(1) <= 80
trigger1 = Time = 0
value = 191

[State 190, 2]
type = ChangeState
trigger1 = palno = [1,6]
trigger1 = var(1) > 80
trigger1 = var(1) <= 175
value = 192

;[State 190, 3];Go straight to intro.
;type = ChangeState
;trigger1 = var(1) > 100
;trigger1 = var(1) <= 175
;trigger1 = Time = 0
;value = 193

;[State 190, 1]
;type = ChangeState
;trigger1 = palno = [1,6]
;value = 191

[State 190, 3];Go straight to intro.
type = ChangeState
trigger1 = palno = [7,12]  
value = 193

;---------------------------------------------------------------------------
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 191, 1]
type = playsnd
trigger1 = time = 21
value = S0,0
;channel = 2

[State 191, 1]
type = playsnd
trigger1 = time = 328
;trigger1 = animelem = 8
value = S0,1

[State 1000, Explod]
type = Explod
trigger1 = time = 60
anim = 1940
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 9

[State 1000, Explod]
type = Explod
trigger1 = time = 60
anim = 1950
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 9


[State 191, 2]
type = AssertSpecial
trigger1 = 1;time = [0,450]
flag = Intro

[State 191, 3]
type = stopsnd
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
trigger4 = command = "x"
trigger5 = command = "y"
trigger6 = command = "x"
trigger7 = command = "start"
channel = 0

[State 191, 3]
type = ChangeState
triggerall = time = 0
trigger1 = p2name = "k9999"
trigger2 = p4name = "k9999"
trigger3 = p2name = "k'"
trigger4 = p4name = "k'"
trigger5 = p2name = "kula"
trigger6 = p4name = "kula"
trigger7 = p2name = "maxima"
trigger8 = p4name = "maxima"
trigger9 = p2name = "Kung Fu Man"
trigger10 = p4name = "Kung Fu Man"
value = 192

[State 190, INTRO] ;Go straight to intro.
type = ChangeState
triggerall = Time = 0
trigger1 = var(58) = 1
value = 193

[State 191, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0

;---------------------------------------------------------------------------
[Statedef 192]
type = S
ctrl = 0
anim = 191
velset = 0,0

[State 191, 2]
type = AssertSpecial
trigger1 = 1;time = [0,250]
flag = Intro

[State 191, 1]
type = playsnd
trigger1 = time = 20
value = S0,35
channel = 2

[State 191, 3]
type = stopsnd
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
trigger4 = command = "x"
trigger5 = command = "y"
trigger6 = command = "x"
trigger7 = command = "start"
channel = 0

[State 191, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0

;--------------------------------START-------------------------------------------
;-------------------------------------------------------------------------------
; イントロ１
[Statedef 193]
type = A
movetype = I
physics = S
anim = 193                                ;190
velset = 0, 0.39                          ;0.78
ctrl = 0

[State 193,1]
type = PosSet
trigger1 = time = 0
y = -220

[State 193,2]
type = NotHitBy
trigger1 = 1
value = SCA

[State 193,PlaySnd]
type = PlaySnd
trigger1 = time = 5
value = 7000, 0
lowpriority = 1
channel = 0

[State 193,3]
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = noBG
flag3 = nomusic

[State 193,1]
type = PosSet
trigger1 = time >= 1
trigger1 = Pos Y >=0
y = 0

[State 193,Elec]
type = Explod           
trigger1 = time = 435    
anim = F2560            
pos = 0,-160               
sprpriority = 3
ownpal = 1

[State 193, 4]
type = null;stopsnd
trigger1 = Pos Y =0
trigger2 = stateno != 193
channel = 0

[State 191, 3]
type = stopsnd
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
trigger4 = command = "x"
trigger5 = command = "y"
trigger6 = command = "x"
trigger7 = command = "start"
channel = 0

[State 193,5]
type = ChangeState
trigger1 = Pos Y =0
;trigger1 = time >=70
trigger1 = AnimTime = 0
value = 0


;-------------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Taunt
; CNS difficulty: easy
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 191, 1]
type = playsnd
trigger1 = time = 3
value = S0,20
channel = 0

[State 195, 1]
type = CtrlSet
trigger1 = Time = 130
value = 2

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 105];バックステップ
type = S
physics = S
anim = 105
velset = 0
ctrl = 0

[State 105, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 106

[Statedef 106]
type = A
physics = N
anim = 106
ctrl = 0

[State 170, 1]
type = NotHitBy
trigger1 = 1
trigger1 = var(5) = 1
value = SCA,AA,AP,AT
time = 2

[State -3, 5]
type = PlaySnd
trigger1 = var(5) = 0
trigger1 = Time = 0
value = S0,15

[State 106, 0]
type = VelSet
trigger1 = var(5) = 0
trigger1 = Time = 0
x = - 8
y = -2.7

[State 106, 0]
type = VelSet
trigger1 = var(5) = 1
trigger1 = Time = 0
x = -19
y = -3

[State 106, 0]
type = VelSet
trigger1 = var(5) = 1
trigger1 = Time = 1
x = -5
y = -2

[State 840, 2]
type = afterimage
trigger1 = time = 0
trigger1 = var(5) = 1
time = 20
length = 7
PalBright = 70,70,70
PalAdd = 0,0,50
FrameGap = 5
ignorehitpause = 1

[State 840, 2]
type = afterimagetime
trigger1 = 1
trigger1 = var(5) = 1
time = 2

[State 106, 0]
type = null;VelSet
trigger1 = var(5) = 1
trigger1 = Time = 3
x = -3

[State 106, 1]
type = VelAdd
trigger1 = Time > 2
trigger1 = var(5) = 0
x = .2
y = .5

[State 106, 1]
type = VelAdd
trigger1 = Time > 1
trigger1 = var(5) = 1
x = .02
y = .19

[State 106, 1]
type = VelAdd
trigger1 = Time > 9
trigger1 = var(5) = 1
x = .22

[State 106, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 107

[Statedef 107]
type = S
physics = S
anim = 107
velset = 0,0

[State 107, 0]
type = PosSet
trigger1 = Time = 0
y = 0

[State 107, 1]
type = PlaySnd
trigger1 = var(5) = 0
trigger1 = Time = 0
value = S0,16

[State 107, 2]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(5) = 1
value = 2005

[State 170, 1]
type = NotHitBy
trigger1 = 1
trigger1 = var(5) = 1
value = SCA,AA,AP,AT
time = 2

[State 107, 2]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(5) = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------
[Statedef 5201];ダウン回避
type = S
physics = N
movetype = I
anim = 5200
ctrl = 0

[State 5201,0]
type = VelSet
trigger1 = Time = 0
x = -3.0
y = 0

[State 5201,2]
type = VelSet
trigger1 = Time > 23
trigger1 = Vel X >= 0
x = 0
y = 0

[State 5201,3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5201,4]
type = NotHitBy
trigger1 = 1
value = SCA
time = 2

[State 5201,5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 200];弱パンチ
type    = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 200
poweradd = 0
sprpriority = 2
juggle = 2

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 23, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 3
sparkno = S500
guard.sparkno = S505
sparkxy = -10, -76
hitsound = S0,6
guardsound = S0,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 4
ground.velocity = -5
airguard.velocity = -5,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 191, 1]
type = playsnd
trigger1 = time = 0
value = S0,4

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 210];強パンチ
type    = S
movetype= A
physics = S
juggle  = 5
poweradd = 10
ctrl = 0
velset = 0,0
anim = 200
sprpriority = -1
juggle = 3

[State 191, 1]
type = playsnd
trigger1 = time = 0
value = S0,21
channel = 0

[State 191, 1]
type = playsnd
trigger1 = time = 0
value = S0,4

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = hard
damage    = 57
guardflag = MA
pausetime = 10,17
sparkno = S501
guard.sparkno = S506
sparkxy = -10,-70
hitsound   = S0,7
guardsound = S0,10
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -9
airguard.velocity = -5,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 230];弱キック
type    = S
movetype= A
physics = S
juggle  = 5
poweradd = 0
ctrl = 0
velset = 0,0
anim = 210
sprpriority = 2
juggle = 2

[State 191, 1]
type = playsnd
trigger1 = time = 0
value = S0,5

[State 230, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, NA
animtype  = Medium
damage    = 26
guardflag = MA
pausetime = 3,3
sparkno = S500
guard.sparkno = S505
sparkxy = -10,-57
hitsound   = S0,8
guardsound = S0,10
ground.type = Low
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2.5,-3.5

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 240];強キック
type    = S
movetype= A
physics = S
juggle  = 5
poweradd = 10
ctrl = 0
velset = 0,0
anim = 210
sprpriority = 2
juggle = 3

[State 191, 1]
type = playsnd
trigger1 = time = 0
value = S0,21
channel = 0

[State 191, 1]
type = playsnd
trigger1 = time = 0
value = S0,5

[State 240, 2]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
animtype  = Medium
damage    = 63
guardflag = MA
pausetime = 3,3
sparkno = S501
guard.sparkno = S506
sparkxy = -10,-60
hitsound   = S0,9
guardsound = S0,10
ground.type = Low
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2.5,-3.5

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 500];ふっ飛ばし
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 220
sprpriority = 2
juggle = 15
poweradd = IfElse((prevstateno = 150 || prevstateno = 152),-500,30)

[State 240, 4]
type = Explod
trigger1 = Time = 0 && (prevstateno = 150 || prevstateno = 152)
anim = 514
postype = p1
pos = 0,-78
sprpriority = 4

[State 840,0]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 840,0]
type = envcolor
trigger1 = Time = 0 && (prevstateno = 150 || prevstateno = 152)
time = 2
value = 255,255,255

[State 820, 1]
type = notHitBy
trigger1 = Time = 0 && (prevstateno = 150 || prevstateno = 152)
value = SCA, AA, AP
time = 10

[State 820, 2]
type = Pause
trigger1 = Time = 0 && (prevstateno = 150 || prevstateno = 152)
time = 6
movetime = 6

[State 191, 1]
type = varrandom
trigger1 = 1
v = 1
range = 1,3

[State 191, 1]
type = playsnd
trigger1 = time = 0
trigger1 = var(1) = 1
value = S0,21
channel = 0

[State 191, 1]
type = playsnd
trigger1 = time = 0
value = S0,5

[State 240, 2]
type = HitDef
trigger1 = animelem = 12
attr = S, NA
animtype  = Medium
damage = IfElse((prevstateno = 150 || prevstateno = 152),0,63)
guardflag = M
pausetime = 7,13
sparkno = S502
guard.sparkno = S506
sparkxy = -10,-60
hitsound   = S0,17
guardsound = S0,10
ground.type = low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -1,-4
air.velocity = -1.2,-3.2

[State 240, 2]
type = HitDef
trigger1 = animelem = 17
attr = S, NA
animtype = Medium
damage = IfElse((prevstateno = 150 || prevstateno = 152),0,63)
guardflag = M
pausetime = 2,6
sparkno = S502
guard.sparkno = S506
sparkxy = -10,-60
hitsound   = S0,17
guardsound = S0,10
ground.type = low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -6,5
air.velocity = -6,2.5
fall = 1
fall.recover = 0

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

-----------------
;Jump Light Punch
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 600
sprpriority = 2

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = S0, 4

[State 600, 2]
type = HitDef
trigger1 = animelem = 1
attr = A, NA
damage    = 20
guardflag = HA
priority = 3
pausetime = 7,8
sparkno = S500
guard.sparkno = S505
sparkxy = -10,-58
hitsound   = S0,6
guardsound = S0,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

[State 600, 3]
type = CtrlSet
trigger1 = Time = 17
value = 1

;---------------------------------------------------------------------------
;Jump Strong Punch
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
anim = 600
sprpriority = 2

[State 191, 1]
type = playsnd
trigger1 = time = 0
value = S0,21
channel = 0

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = S0, 4

[State 610, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 72
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = S501
guard.sparkno = S506
sparkxy = -10,-55
hitsound   = S0,7
guardsound = S0,10
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4

;---------------------------------------------------------------------------
;Jump Light Kick
; CNS difficulty: easy
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 20
ctrl = 0
anim = 600
sprpriority = 2

[State 630, 1]
type = PlaySnd
trigger1 = Time = 1
value = S0, 5

[State 630, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 26
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = S500
guard.sparkno = S505
sparkxy = -5,-35
hitsound   = S0,8
guardsound = S0,10
ground.type = High
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3

;---------------------------------------------------------------------------
;Jump Strong Kick
; CNS difficulty: easy
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
anim = 600
sprpriority = 2

[State 191, 1]
type = playsnd
trigger1 = time = 0
value = S0,21
channel = 0

[State 630, 1]
type = PlaySnd
trigger1 = Time = 1
value = S0, 5

[State 640, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 70
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = S502
guard.sparkno = S506
sparkxy = -10,-40
hitsound   = S0,9
guardsound = S0,10
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3,-4

;---------------------------------------------------------------------------
[Statedef 510];ジャンプふっ飛ばし
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
anim = 600
sprpriority = 2

[State 4100,1]
type = Helper
trigger1 = time = 0
name = "sound"
postype = p1
pos = 0,0
sprpriority = 2
stateno = 513
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1

[State 191, 1]
type = varrandom
trigger1 = 1
v = 1
range = 1,3

[State 191, 1]
type = playsnd
trigger1 = time = 0
trigger1 = var(1) = 1
value = S0,21
channel = 0

[State 630, 1]
type = PlaySnd
trigger1 = Time = 1
value = S0, 5

[State 640, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 110
guardflag = HA
priority = 4
pausetime = 15,15
sparkno = S502
guard.sparkno = S506
sparkxy = -10,-40
hitsound   = S0,17
guardsound = S0,10
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = 0
air.velocity = 0
fall = 1
fall.recover = 0
p2stateno = 511
p2facing = 1

[State 191, 1]
type = null;targetstate
trigger1 = movehit
trigger1 = hitshakeover = 1
value = 511

;---------------------------------------------------------------------------
[Statedef 800];D投げ
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
pausetime = 0,0
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
p2facing = 1
p1stateno = 801
p2stateno = 802
guard.dist = 0
fall = 1
fall.recover = 0

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 240

;---------------------------------------------------------------------------
[Statedef 801]
type    = S
movetype= A
physics = N
anim = 801
poweradd = 60

[State 701, 1]
type = Width
trigger1 = 1
edge = 60,0

[State 701, 1]
type = Width
trigger1 = 1
edge = 0,30

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 40, 0

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 10
pos = 40, -30

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 11
pos = 40, -40

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 12
pos = 40, -50

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 13
pos = 36, -60

[State 810, Bind 1]
type = Targetstate
trigger1 = AnimElem = 13
value = 803

[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 802]
type    = S
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 802

[State 810, ]
type = null;ChangeState
trigger1 = Time = 20
value = 803

;---------------------------------------------------------------------------
[Statedef 803]
type    = A
movetype= H
physics = N
velset = 4,-10

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 803

[State 820, 1]
type = lifeadd
Trigger1 = Time = 5
value = -150

[State 821, 1]
type = turn
Trigger1 = animelem = 1
value = 1

[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = time > 0
y = .6
x = -.03

[State 821, 4]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100
;/////////////////////////////////////////////////////////////////////////////////////////////
[Statedef 1101]
type = S
movetype = A
physics = S
anim = Ifelse(var(5) = 1,1050,1000)
poweradd = 100
ctrl = 0
velset = 0,0
priority = -1
facep2 = 1

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5, 0

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 6
value = 0, 7

[State 1000, 1]
type = Projectile
trigger1 = AnimElem = 6, = 1
projanim = 1001
projID = 1000
postype = p1
offset = 40,0
velocity = 0.35,0
projhitanim = 1001
projremovetime = 20
projshadow = 68,68,68
attr = S, SP
projpriority = 5
damage = 30,5
projhits = 5
animtype = Hard
guardflag = MA
pausetime = 4,3
getpower  = 50,45
givepower = 70,65
sparkno = -1
guard.sparkno = -1
hitsound = S0,6
guardsound = S6,1
ground.type = high
ground.hittime = 20
ground.slidetime = 20
ground.velocity = -6
air.velocity = -3,-3
air.fall = 1
palfx.time = 25
palfx.sinadd = 60,30,0,10
palfx.add = 60,-50,-220
palfx.color = 0
palfx.invertall = 1

[State 1000, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;-------------------------------------------------------------------------
;相手を阻む炎爆
[Statedef 1015]
type = S
movetype = A
physics = S
anim = 1000
poweradd = 100
ctrl = 0
velset = 0,0
priority = -1
facep2 = 1

[State 1000, 1]
type = PlaySnd
trigger1 = Time = 0
value = S0,26
channel = 0

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 4
value = S0,27

[State 1000, 1]
type = Projectile
trigger1 = AnimElem = 2, = 1
projID = 1015
projanim = 1102
projhitanim = 1102
postype = p1
offset = 60,-70
velocity = 0,0
projremovetime = 20
projshadow = 68,68,68
attr = S, SP
projpriority = 7
damage = 38,5
animtype = Heavy
guardflag = MA
pausetime = 2,6
getpower  = 50,45
givepower = 70,65
sparkno = -1
guard.sparkno = -1
hitsound = S0,64
guardsound = S0,10
ground.type = high
ground.hittime = 20
ground.slidetime = 25
ground.velocity = -9
air.velocity = -3,-3
air.fall = 1
palfx.time = 25
palfx.sinadd = 60,30,0,10
palfx.add = 60,-50,-220
palfx.color = 0
palfx.invertall = 1

[State 1000, 1]
type = Projectile
trigger1 = AnimElem = 4, = 1
projID = 1015
projanim = 1102
projhitanim = 1102
postype = p1
offset = 120,-70
velocity = 0,0
projremovetime = 20
projshadow = 68,68,68
attr = S, SP
projpriority = 7
damage = 38,5
animtype = Heavy
guardflag = MA
pausetime = 2,6
getpower  = 50,45
givepower = 70,65
sparkno = -1
guard.sparkno = -1
hitsound = S0,64
guardsound = S0,10
ground.type = high
ground.hittime = 20
ground.slidetime = 25
ground.velocity = -9
air.velocity = -3,-3
air.fall = 1
palfx.time = 25
palfx.sinadd = 60,30,0,10
palfx.add = 60,-50,-220
palfx.color = 0
palfx.invertall = 1

[State 1000, 1]
type = Projectile
trigger1 = AnimElem = 6, = 1
projID = 1015
projanim = 1102
projhitanim = 1102
postype = p1
offset = 180,-70
velocity = 0,0
projremovetime = 20
projshadow = 68,68,68
attr = S, SP
projpriority = 7
damage = 38,5
animtype = Heavy
guardflag = MA
pausetime = 2,6
getpower  = 50,45
givepower = 70,65
sparkno = -1
guard.sparkno = -1
hitsound = S0,64
guardsound = S0,10
ground.type = high
ground.hittime = 20
ground.slidetime = 25
ground.velocity = -9
air.velocity = -3,-3
air.fall = 1
palfx.time = 25
palfx.sinadd = 60,30,0,10
palfx.add = 60,-50,-220
palfx.color = 0
palfx.invertall = 1

[State 1000, 1]
type = Projectile
trigger1 = AnimElem = 8, = 1
projID = 1015
projanim = 1102
projhitanim = 1102
postype = p1
offset = 240,-70
velocity = 0,0
projremovetime = 20
projshadow = 68,68,68
attr = S, SP
projpriority = 7
damage = 38,5
animtype = Heavy
guardflag = MA
pausetime = 2,6
getpower  = 50,45
givepower = 70,65
sparkno = -1
guard.sparkno = -1
hitsound = S0,64
guardsound = S0,10
ground.type = high
ground.hittime = 20
ground.slidetime = 25
ground.velocity = -9
air.velocity = -3,-3
air.fall = 1
palfx.time = 25
palfx.sinadd = 60,30,0,10
palfx.add = 60,-50,-220
palfx.color = 0
palfx.invertall = 1

[State 1000, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------
[Statedef 1000];飛び道具上段
type    = S
movetype= A
physics = S
juggle  = 15
poweradd= ifelse(Var(58) = 0,110,500)
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 2

[State 1000, 1]
type = PlaySnd
trigger1 = Time = 0
value = S0,26
channel = 0

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 4
value = S0,27

;-----------------------------unicron-----------------------------------------------
[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = animelem = 4
projremove = 1
;Projremovetime = 50
projhits = 1
projremanim = 812
projhitanim = 812
;projmisstime = 2
priority = 7
;projremove = 1344
projanim = 1001
offset = 30,-90
velocity = 7,0
attr = S, SP
damage   = 40,10
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = S502
guard.sparkno = S507
sparkxy = 30,0
hitsound = S0,17
guardsound = S0,10
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = animelem = 4
projremove = 1
;Projremovetime = 50
projhits = 1
projremanim = 812
projhitanim = 812
;projmisstime = 2
priority = 7
;projremove = 1344
projanim = 1001
offset = 30,-140
velocity = 7,0
attr = S, SP
damage   = 40,10
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = S502
guard.sparkno = S507
sparkxy = 30,0
hitsound = S0,17
guardsound = S0,10
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = animelem = 4
projremove = 1
;Projremovetime = 50
projhits = 1
projremanim = 812
projhitanim = 812
;projmisstime = 2
priority = 7
;projremove = 1344
projanim = 1001
offset = 30,-40
velocity = 7,0
attr = S, SP
damage   = 40,10
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = S502
guard.sparkno = S507
sparkxy = 30,0
hitsound = S0,17
guardsound = S0,10
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = animelem = 4
projremove = 1
;Projremovetime = 50
projhits = 1
projremanim = 812
projhitanim = 812
;projmisstime = 2
priority = 7
;projremove = 1344
projanim = 1001
offset = -30,-90
velocity = 7,0
attr = S, SP
damage   = 40,10
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = S502
guard.sparkno = S507
sparkxy = 30,0
hitsound = S0,17
guardsound = S0,10
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = animelem = 4
projremove = 1
;Projremovetime = 50
projhits = 1
projremanim = 812
projhitanim = 812
;projmisstime = 2
priority = 7
;projremove = 1344
projanim = 1001
offset = -30,-140
velocity = 7,4
attr = S, SP
damage   = 40,10
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = S502
guard.sparkno = S507
sparkxy = 30,0
hitsound = S0,17
guardsound = S0,10
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = animelem = 4
projremove = 1
;Projremovetime = 50
projhits = 1
projremanim = 812
projhitanim = 812
;projmisstime = 2
priority = 7
;projremove = 1344
projanim = 1001
offset = -30,-40
velocity = 7,-4
attr = S, SP
damage   = 40,10
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = S502
guard.sparkno = S507
sparkxy = 30,0
hitsound = S0,17
guardsound = S0,10
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

;----------------------------------------unicron---------------------------------------
[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1001];
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= ifelse(Var(58) = 0,110,500)
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 2

[State 1000, 1]
type = PlaySnd
trigger1 = Time = 0
value = S0,26
channel = 0

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 4
value = S0,27

[State 2900]
type = helper
trigger1 = Animelem = 5
id = 1001
persistent = 0
name = "1002"
pos = 30,-90
postype = P1
stateno = 1002
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 2900]
type = helper
trigger1 = Animelem = 3
id = 1001
persistent = 0
name = "1003"
pos = 30,-90
postype = P1
stateno = 1003
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1002]
type     = A
movetype = A
physics  = N
ctrl     = 0
anim     = 1005
sprpriority = 5

[State 1001, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State -3, sombra]
type = AfterImage
trigger1 = time = 0
time = 150
TimeGap  = 1
FrameGap = 4
length = 15
PalBright   = 0,0,0
PalContrast = 255,255,255
PalMul      = 1,1,1
trans = addalpha

[State 1010]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 7013]
type = velset
triggerall = p2bodydist X > 8
trigger1 = Time >= 1
x = 5

[state 7013]
type = velset
Triggerall = p2bodydist X = [-8,8]
trigger1 = p2bodydist X< 0
trigger1 = Time >= 1
x = -5

[state 7013]
type = velset
Triggerall = p2bodydist X = [-8,8]
trigger1 = p2bodydist X > 0
trigger1 = Time >= 1
x = 5

[state 7013]
type = velset
Triggerall = p2bodydist X = [-8,8]
trigger1 = p2bodydist Y < 50
trigger1 = Time >= 1
y = -5

[state 7013]
type = velset
Triggerall = p2bodydist X = [-8,8]
trigger1 = p2bodydist Y > 50
trigger1 = Time >= 1
y = 5

[State 200, 1]
type = HitDef
trigger1 = p2bodydist X <= 5
attr = S, SP
damage = 90, 10
animtype = Hard
guardflag = M
hitflag = MAF
priority = 7, Hit
pausetime = 0, 12
sparkno = S502
guard.sparkno = S507
sparkxy = 30,0
hitsound = S0,17
guardsound = S0,10
ground.type = High
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -9
air.type = High
air.velocity = -3.6,-3.8
air.fall = 1
ground.cornerpush.veloff = 0

[State 1001, a]
type = DestroySelf
trigger1 = Time = 500
trigger2 = MoveContact = 1

[Statedef 1003]
type     = A
movetype = A
physics  = N
ctrl     = 0
anim     = 1005
sprpriority = 5

[State -3, sombra]
type = AfterImage
trigger1 = time = 0
time = 150
TimeGap  = 1
FrameGap = 4
length = 15
PalBright   = 0,0,0
PalContrast = 255,255,255
PalMul      = 1,1,1
trans = addalpha

[State 1001, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 1010]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 7013]
type = velset
triggerall = p2bodydist X > 8
trigger1 = Time >= 1
x = 15

[state 1013]
type = velset
Triggerall = p2bodydist X = [-8,8]
trigger1 = p2bodydist X< 0
trigger1 = Time >= 0
x = -15

[state 1013]
type = velset
Triggerall = p2bodydist X = [-8,8]
trigger1 = p2bodydist X > 0
trigger1 = Time >= 0
x = 15

[state 1013]
type = velset
Triggerall = p2bodydist X = [-8,8]
trigger1 = p2bodydist Y < 50
trigger1 = Time >= 0
y = -15

[state 1013]
type = velset
Triggerall = p2bodydist X = [-8,8]
trigger1 = p2bodydist Y > 50
trigger1 = Time >= 0
y = 15

[State 200, 1]
type = HitDef
trigger1 = p2bodydist X <= 5
attr = S, SP
damage = 90, 10
animtype = Hard
guardflag = M
hitflag = MAF
priority = 7, Hit
pausetime = 0, 12
sparkno = S502
guard.sparkno = S507
sparkxy = 30,0
hitsound = S0,17
guardsound = S0,10
ground.type = High
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -9
air.type = High
air.velocity = -3.6,-3.8
air.fall = 1
ground.cornerpush.veloff = 0

[State 1001, a]
type = DestroySelf
trigger1 = Time = 150
trigger2 = MoveContact = 1

;---------------------------------------------------------------------------
[Statedef 1010];飛び道具下段
type    = S
movetype= A
physics = S
juggle  = 15
poweradd= ifelse(Var(58) = 0,110,500)
velset = 0,0
anim = 1002
ctrl = 0
sprpriority = 2

[State 1000, 1]
type = PlaySnd
trigger1 = Time = 0
value = S0,26
channel = 0

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 4
value = S0,27

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = animelem = 4
projremove = 0
Projremovetime = 10
projhits = 1
projremanim = -1
projhitanim = -1
projmisstime = 2
projpriority = 5
;projremove = 1344
projanim = 1003
offset = 30,-14
velocity = 0,0
attr = S, SP
damage   = 70,10
animtype = Hard
pausetime = 0,8
hitflag = MAF
guardflag = L
sparkno = S502
guard.sparkno = S507
sparkxy = 55,-4
hitsound = S0,17
guardsound = S0,10
pausetime = 0,8
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
guard.hittime = 5
ground.velocity = -3,-5
air.velocity = -3,-4
fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = animelem = 4,= 8
projremove = 0
Projremovetime = 10
projhits = 1
projremanim = -1
projhitanim = -1
projmisstime = 2
projpriority = 5
;projremove = 1344
projanim = 1004
offset = 30,-14
velocity = 0,0
attr = S, SP
damage   = 70,10
animtype = Hard
pausetime = 0,12
hitflag = MAF
guardflag = L
sparkno = S502
guard.sparkno = S507
sparkxy = 75,-33
hitsound = S0,17
guardsound = S0,10
pausetime = 0,8
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
guard.hittime = 5
ground.velocity = -3,-5
air.velocity = -3,-4
fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 1000
triggerall = var(58) != 0
trigger1 = animelem = 5
projremove = 0
Projremovetime = 10
projhits = 1
projremanim = -1
projhitanim = -1
projmisstime = 2
projpriority = 5
;projremove = 1344
projanim = 1003
offset = 130,-14
velocity = 0,0
attr = S, SP
damage   = 70,10
animtype = Hard
pausetime = 0,8
hitflag = MAF
guardflag = L
sparkno = S502
guard.sparkno = S507
sparkxy = 55,-4
hitsound = S0,17
guardsound = S0,10
pausetime = 0,8
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
guard.hittime = 5
ground.velocity = -3,-5
air.velocity = -3,-4
fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 1000
triggerall = var(58) != 0
trigger1 = animelem = 5,= 8
projremove = 0
Projremovetime = 10
projhits = 1
projremanim = -1
projhitanim = -1
projmisstime = 2
projpriority = 5
;projremove = 1344
projanim = 1004
offset = 130,-14
velocity = 0,0
attr = S, SP
damage   = 70,10
animtype = Hard
pausetime = 0,12
hitflag = MAF
guardflag = L
sparkno = S502
guard.sparkno = S507
sparkxy = 75,-33
hitsound = S0,17
guardsound = S0,10
pausetime = 0,8
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
guard.hittime = 5
ground.velocity = -3,-5
air.velocity = -3,-4
fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 1000
triggerall = var(58) != 0
trigger1 = time = 26
projremove = 0
Projremovetime = 10
projhits = 1
projremanim = -1
projhitanim = -1
projmisstime = 2
projpriority = 5
;projremove = 1344
projanim = 1003
offset = 230,-14
velocity = 0,0
attr = S, SP
damage   = 70,10
animtype = Hard
pausetime = 0,8
hitflag = MAF
guardflag = L
sparkno = S502
guard.sparkno = S507
sparkxy = 55,-4
hitsound = S0,17
guardsound = S0,10
pausetime = 0,8
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
guard.hittime = 5
ground.velocity = -3,-5
air.velocity = -3,-4
fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 1000
triggerall = var(58) != 0
trigger1 = time = 31
projremove = 0
Projremovetime = 10
projhits = 1
projremanim = -1
projhitanim = -1
projmisstime = 2
projpriority = 5
;projremove = 1344
projanim = 1004
offset = 230,-14
velocity = 0,0
attr = S, SP
damage   = 70,10
animtype = Hard
pausetime = 0,12
hitflag = MAF
guardflag = L
sparkno = S502
guard.sparkno = S507
sparkxy = 75,-33
hitsound = S0,17
guardsound = S0,10
pausetime = 0,8
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
guard.hittime = 5
ground.velocity = -3,-5
air.velocity = -3,-4
fall = 1
fall.recover = 0


[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 810];C投げ
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
animtype  = Up
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
p2facing = 1
p1stateno = 811
p2stateno = 812
guard.dist = 0
fall = 1
fall.recover = 0

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 210

;---------------------------------------------------------------------------
[Statedef 811]
type    = S
movetype= A
physics = N
anim = 810
poweradd = 60
sprpriority = 2

[State 240, 4]
type = Explod
trigger1 = AnimElem = 2
anim = 511
postype = p1
pos = 45,-78
sprpriority = 4

[State 701, 1]
type = playsnd
trigger1 = animelem = 2
value = S0,11

[State 701, 1]
type = Width
trigger1 = 1
edge = 60,0

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 48,0

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 2
pos = 48,0

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 3
pos = 42,-81

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 4
pos = 38, -81

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 5
pos = 35,-98

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 6
pos = 29,-101

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 7
pos = 27,-104

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 8
pos = 26,-104

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 9
pos = 25,-106

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 10
pos = 23,-115

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 11
pos = 20,-124

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 12
pos = 15,-130

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 13
pos = 0,-126

[State 810, Bind 1]
type = Targetstate
trigger1 = AnimElem = 13
value = 814

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 14
pos = 0, -100

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 15
pos = 20,-63

[State 810, Bind 1]
type = Targetstate
trigger1 = AnimElem = 16
value = 813

[State 701, 1]
type = playsnd
trigger1 = AnimElem = 18
value = S0,13

[State 240, 4]
type = Explod
trigger1 = AnimElem = 18
anim = 518
postype = p1
pos = 63,0
sprpriority = -1

[State 240, 4]
type = Explod
trigger1 = AnimElem = 18
anim = 515
postype = p1
pos = 63,0
sprpriority = 6

[State 240, 4]
type = Explod
trigger1 = AnimElem = 18
anim = 516
postype = p1
pos = 63,0
sprpriority = -2

[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 812]
type    = A
movetype= H
physics = N
velset = 0,0
;anim = 811
sprpriority = -1

[State 9000, 1]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 5050, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 811

[Statedef 814]
type    = A
movetype= H
physics = N
velset = 0,0
;anim = 811
sprpriority = 5

[State 9000, 1]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 5050, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 813


[Statedef 813]
type    = A
movetype= H
physics = N
velset = 0,0
;anim = 811
sprpriority = 4

[State 9000, 1]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 5050, 1]
type = sprpriority
trigger1 = time = 0
value = 5

[State 5050, 1]
type = ChangeAnim
trigger1 = time = 0
trigger1 = AnimExist(5101)
value = 5101

[State 5050, 1]
type = ChangeAnim
trigger1 = time = 0
trigger1 = !AnimExist(5101) && AnimExist(5102)
value = 5102

[State 5050, 1]
type = ChangeAnim2
trigger1 = time = 0
trigger1 = !AnimExist(5101) && !AnimExist(5102)
value = 814;11

[State 5050, 3]
type = Velset
trigger1 = time >= 0
y = 11
x = -6

[State 5050, 3]
type = Velset
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
x = -2

[State 820, 1]
type = lifeadd
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = -150

[State 5050, 6]
type = selfState
trigger1 = !AnimExist(5102) ||  !AnimExist(5101)
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

[State 5050, 6]
type = selfState
trigger1 = AnimExist(5102) ||  AnimExist(5101)
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5101

;-------------------------------------------------------------
[Statedef 900];緊急回避前
type = S
movetype = I
physics = S
anim = 900
velset = 0,0
ctrl = 0
sprpriority = 1
poweradd = IfElse((prevstateno = 150 || prevstateno = 152),-500,0)

[State 240, 4]
type = Explod
trigger1 = Time = 0 && (prevstateno = 150 || prevstateno = 152)
anim = 514
postype = p1
pos = 0,-78
sprpriority = 4

[State 840,0]
type = PlayerPush
trigger1=Time >= 0
value = 0

[State 840,0]
type = envcolor
trigger1 = Time = 0 && (prevstateno = 150 || prevstateno = 152)
time = 2
value = 255,255,255

[State 820, 1]
type = notHitBy
trigger1 = Time = 0
value = SCA, AA, AP
time = 25

[State 820, 2]
type = Pause
trigger1 = Time = 0 && (prevstateno = 150 || prevstateno = 152)
time = 6
movetime = 6

[State 840, 1]
type = SprPriority
Trigger1 = Time = 0
value = -1

[State 840, 2]
type = afterimage
trigger1 = animelem = 1
time = 10
length = 8
PalBright   =   0,  0,  0
PalContrast = 255,255,255
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
FrameGap = 2
ignorehitpause = 1

[State 840, 1]
type = Velset
trigger1 = animelem = 3
trigger2 = animelem = 4
trigger3 = animelem = 5
trigger4 = animelem = 6
x = 7.2

[State 840, 1]
type = Velset
trigger1 = animtime = 0
x = 0

[State 840, 4]
type = null;PlaySnd
trigger1 = Time = 2
value = S0,52

[State 840, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------
[Statedef 910];緊急回避後
type = S
movetype = I
physics = S
anim = 910
velset = 0,0
ctrl = 0
sprpriority = 1
poweradd = IfElse((prevstateno = 150 || prevstateno = 152),-500,0)

[State 240, 4]
type = Explod
trigger1 = Time = 0 && (prevstateno = 150 || prevstateno = 152)
anim = 514
postype = p1
pos = 0,-78
sprpriority = 4

[State 820, 1]
type = HitBy
trigger1 = Time = 0
value = SCA, AT
time = 30

[State 840,0]
type = PlayerPush
trigger1=Time >= 0
value = 0

[State 840,0]
type = envcolor
trigger1 = Time = 0 && (prevstateno = 150 || prevstateno = 152)
time = 2
value = 255,255,255

[State 820, 1]
type = notHitBy
trigger1 = Time = 0
value = SCA, AA, AP
time = 25

[State 820, 2]
type = Pause
trigger1 = Time = 0 && (prevstateno = 150 || prevstateno = 152)
time = 6
movetime = 6

[State 840, 1]
type = SprPriority
Trigger1 = Time = 0
value = -1

[State 840, 2]
type = afterimage
trigger1 = animelem = 1
time = 10
length = 8
PalBright   =   0,  0,  0
PalContrast = 255,255,255
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
FrameGap = 2
ignorehitpause = 1

[State 840, 1]
type = Velset
trigger1 = animelem = 3
trigger2 = animelem = 4
trigger3 = animelem = 5
trigger4 = animelem = 6
x = -6.2

[State 840, 1]
type = Velset
trigger1 = animtime = 0
x = 0

[State 840, 4]
type = null;PlaySnd
trigger1 = Time = 2
value = S0,52

[State 840, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 1020];ネガ　ジェネシス
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= ifelse(Var(58) = 0,56,500)
ctrl = 0
velset = 0,0
anim = 221
sprpriority = 2

[State 170, 1]
type = varset
trigger1 = time = 0
var(10) = 0

[State 191, 1]
type = varrandom
trigger1 = 1
v = 1
range = 1,3

[State 191, 1]
type = playsnd
trigger1 = time = 0
trigger1 = var(1) = 1
value = S0,21
channel = 0

[State 191, 1]
type = playsnd
trigger1 = time = 0
value = S0,5

[State 4100,1]
type = Helper
trigger1 = Animelem = 5
ID = 1020
name = "aaa"
postype = p1
pos = 0,0
sprpriority = 2
stateno = 1023
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1

[State 191, 1]
type = envcolor
trigger1 = movecontact = 1
value = 255,255,255
time = 1
persistent = 0
ignorehitpause = 1

[State 3021, 1]
type = Projectile
trigger1 = moveguarded
trigger1 = animelem = 12,>= 0
trigger1 = animelem = 13,<= 0
trigger1 = numprojID(1020) = 0
ProjID = 1020
attr = S, SA
guardflag = N
hitflag = M
numhits = 0
projanim = 2033
sparkno = -1
p2stateno = 1026
persistent = 0
ignorehitpause = 1
projremovetime = 1
p2facing = 1

[State 240, 2]
type = HitDef
trigger1 = animelem = 12
attr = S, NA
animtype  = Medium
damage    = 110
getpower = 30,10
guardflag = MA
pausetime = 7,0
sparkno = S502
guard.sparkno = S506
sparkxy = -10,-60
hitsound   = S0,17
guardsound = S0,10
ground.type = low
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
air.velocity = 0
p2facing = 1
p2stateno = 1021
fall = 1
fall.recover = 0
snap = 20,-40
ignorehitpause = 1

[State 240, 2]
type = HitDef
trigger1 = animelem = 18
trigger1 = p2stateno != 1021
trigger1 = p2stateno != 1026
attr = S, NA
getpower = 30,10
animtype  = Medium
damage    = 73
guardflag = MA
pausetime = 2,6
sparkno = S502
guard.sparkno = S506
sparkxy = -10,-60
hitsound   = S0,17
guardsound = S0,10
ground.type = low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -6,5
air.velocity = -6,2.5
fall = 1
fall.recover = 0

[State 1034, 2]
type = null;Projectile
projID = 2029
trigger1 = Animelem = 9
projremove = 1
Projremovetime = 10
projhits = 0
projremanim = -1
projhitanim = -1
projpriority = 999999999
projanim = 2029
offset = 0,0;35,-105
velocity = 0,0
attr = S, SP
sparkno = -1

[State 1034, 2]
type = null;Projectile
projID = 2030
trigger1 = Animelem = 9
projremove = 1
Projremovetime = 10
projhits = 0
projremanim = -1
projhitanim = -1
projpriority = 999999999
projanim = 2029
offset = 0,0;35,-105
velocity = 0,0
attr = S, SP
sparkno = -1

[State 240, 4]
type = Changestate
trigger1 = var(10) = 1
triggerall = Animelem = 13
value = 1025

[State 240, 4]
type = null;Changestate
triggerall = Animelem = 12
trigger1 = numprojID(2029) = 0
trigger2 = numprojID(2030) = 0
value = 1025

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0;1027
ctrl = 1

[Statedef 1021];相手
type    = A
movetype= H
physics = N
velset = 0,0;-13,-.5

[State 1021,0]
type = turn
Trigger1 = frontedgedist <= 0
value = 1

[State 1021,0]
type = velset
trigger1 = time = 1
x = -13
y = -.6

[State 840, 2]
type = afterimage
trigger1 = time = 5
time = 13
length = 3
PalBright   =   0,  0,  0
PalContrast = 255,255,255
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
FrameGap = 2
ignorehitpause = 1

[State 9000, 1]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 821, 1]
type = VelAdd
Trigger1 = time > 4
y = .14

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 911

[state 190]
type = changestate
Trigger1 = backedgedist <= 0
Trigger2 = frontedgedist <= 0
value = 1022

[Statedef 1022];相手2
type    = A
movetype= H
physics = N
velset = 3.5,-8.2

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 912

[State 9000, 1]
type = null;ScreenBound
trigger1 = 1
movecamera = 1,0

[State 9000, 1]
type = turn
trigger1 = time = 0
value = 1

[State 821, 1]
type = VelAdd
Trigger1 = time > 3
y = .5
x = .05

[State 821, 4]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

[Statedef 1023];ヘルパー
type    = S
movetype= A
physics = S
juggle  = 5
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2029
sprpriority = 2

[State 170, 1]
type = HitBy
trigger1 = time = 0
value = SCA, AP
time = 1000
ignorehitpause = 1

[State 106, 1]
type = hitoverride
trigger1 = 1
time = 3
attr = SCA,AP
stateno = 1024
ignorehitpause = 1

[State 810, Bind 1]
type = bindtoroot
trigger1 = 1
pos = 0,0

[State 821, 4]
type = destroyself
trigger1 = parent,stateno = 1020
trigger1 = parent,animelem = 12
trigger2 = numprojID(1020) = 1
trigger3 = parent,movetype = H
trigger4 = parent,stateno = 1025
trigger4 = parent,animelem = 3
trigger5 = parent,stateno != 1020

[Statedef 1024];ヘルパー
type    = S
movetype= A
physics = S
juggle  = 5
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2029
sprpriority = 2

[State 170, 1]
type = parentvaradd
trigger1 = time = 0
var(10) = 1

[State 170, 1]
type = HitBy
trigger1 = time = 0
value = SCA, AP
time = 1000
ignorehitpause = 1

[State 106, 1]
type = hitoverride
trigger1 = 1
time = 3
attr = SCA,AP
stateno = 1024
ignorehitpause = 1

[State 810, Bind 1]
type = bindtoroot
trigger1 = 1
pos = 0,0

[State 821, 4]
type = destroyself
trigger1 = parent,stateno = 1020
trigger1 = parent,animelem = 12
trigger2 = numprojID(1020) = 1
trigger3 = parent,movetype = H
trigger4 = parent,stateno = 1025
trigger4 = parent,animelem = 3
trigger5 = parent,stateno != 1020

[Statedef 1025];ネガ　ジェネシス2
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 65
ctrl = 0
velset = 0,0
anim = 2031
sprpriority = 2
juggle = 15

[State 1034, 2]
type = Projectile
projID = 1020
trigger1 = animelem = 2
projremove = 1
projhits = 1
projremanim = -1
projhitanim = 812
;projmisstime = 2
projpriority = 5
;projremove = 1344
projanim = 2030
offset = 30,-100
velocity = 14,0
attr = S, SP
damage   = 140,10
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = S502
guard.sparkno = S507
sparkxy = 30,0
hitsound = S0,17
guardsound = S0,10
pausetime = 0,10
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5,-6
air.velocity = -5,-5
fall = 1
fall.recover = 0

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1026];相手ガード崩し
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = changeanim2
Trigger1 = time = 0
value = 2032

[State 820, 1]
type = posadd
Trigger1 = time = [3,15]
x = -3

[State 240, 4]
type = selfstate
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1027];ネガ　ジェネシス2
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 65
ctrl = 0
velset = 0,0
anim = 222
sprpriority = 2
juggle = 15

[State 240, 4]
type = changestate
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------
[Statedef 1030];チェーンブレイド　トランスアキシャル　スライス弱
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= ifelse(Var(58) = 0,56,500)
ctrl = 0
velset = 0,0
anim = 1030
sprpriority = 2

[State 240, 4]
type = playsnd
trigger1 = time = 0
value = S0,29
channel = 0

[State 240, 4]
type = playsnd
trigger1 = animelem = 7
value = S0,30
channel = 1

[State 240, 4]
type = stopsnd
trigger1 = movehit = 1
channel = 1

[State 240, 4]
type = Explod
triggerall = movehit
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
trigger4 = AnimElem = 10
trigger5 = AnimElem = 11
trigger6 = AnimElem = 12
trigger7 = AnimElem = 13
anim = 510
postype = p2
pos = -10,-78
sprpriority = 4

[State 2216]
type = Explod
trigger1 = AnimElem = 3
anim = 4000
id = 4000
sprpriority = 1
postype = p1
pos = -20,5
bindtime = -1
removetime = 14
supermove = 1
under = 0
ownpal = 1

[State 200, 1]
type = null;HitDef
triggerall = var(58) = 0
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
trigger4 = AnimElem = 10
trigger5 = AnimElem = 11
trigger6 = AnimElem = 12
trigger7 = AnimElem = 13
attr = S, SA
getpower = 30,10
damage = 20, 8
animtype = hard
guardflag = M
hitflag = MAF
;priority = 3, Hit
pausetime = 2, 3
sparkno = S509
guard.sparkno = S507
sparkxy = -10, -76
hitsound = S0,31
guardsound = S0,10
ground.type = High
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -6.5
air.type = High
air.velocity = 0,-5
air.hittime = 12
air.fall = 1

[State 200, 1]
type = HitDef
;triggerall = var(58) = 1
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
trigger4 = AnimElem = 10
trigger5 = AnimElem = 11
trigger6 = AnimElem = 12
trigger7 = AnimElem = 13
attr = S, SA
getpower = 100,10
damage = 20, 8
animtype = hard
guardflag = M
hitflag = MAF
;priority = 3, Hit
pausetime = 2, 3
sparkno = S509
guard.sparkno = S507
sparkxy = -10, -76
hitsound = S0,31
guardsound = S0,10
ground.type = High
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -6.5
air.type = High
air.velocity = 0,-5
air.hittime = 12
air.fall = 1

[State a]
type = null;HitOverRide
triggerall = Alive
trigger1 = 1
time = 1
attr = SCA,AA,AP,AT
stateno = 1032
IgnoreHitPause = 1
PauseMoveTime = 99999

[State a]
type = null;ChangeAnim
triggerall = PrevStateNo != 1032
trigger1 = Time = 0
value = 1030
IgnoreHitPause = 1

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------
[Statedef 1031];チェーンブレイド　トランスアキシャル　スライス強
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= ifelse(Var(58) = 0,56,500)
ctrl = 0
velset = 0,0
anim = 1031
sprpriority = 2

[State 170, 1]
type = NotHitBy
trigger1 = time = 0
;trigger1 = var(58) = 1
value = SCA
time = 14

[State 240, 4]
type = posadd
trigger1 = animelem = 7
x = 20

[State 240, 4]
type = posadd
trigger1 = animelem = 8
x = 10

[State 240, 4]
type = posadd
trigger1 = animelem = 9
x = 10

[State 240, 4]
type = playsnd
trigger1 = time = 0
value = S0,29
channel = 0

[State 240, 4]
type = playsnd
trigger1 = animelem = 7
value = S0,30
channel = 1

[State 240, 4]
type = stopsnd
trigger1 = movehit = 1
channel = 1

[State 240, 4]
type = Explod
triggerall = movehit
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
trigger4 = AnimElem = 10
trigger5 = AnimElem = 11
trigger6 = AnimElem = 12
trigger7 = AnimElem = 13
anim = 510
postype = p2
pos = -10,-78
sprpriority = 4

[State 2216]
type = Explod
trigger1 = AnimElem = 3
anim = 4000
id = 4000
sprpriority = 1
postype = p1
pos = -20,5
bindtime = -1
removetime = 14
supermove = 1
under = 0
ownpal = 1

[State 200, 1]
type = null;HitDef
triggerall = var(58) = 0
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
trigger4 = AnimElem = 10
trigger5 = AnimElem = 11
trigger6 = AnimElem = 12
getpower = 30,10
attr = S, SA
damage = 20, 8
animtype = hard
guardflag = M
hitflag = MAF
;priority = 3, Hit
pausetime = 2, 3
sparkno = S509
guard.sparkno = S507
sparkxy = -10, -76
hitsound = S0,31
guardsound = S0,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
guard.velocity = -6
airguard.velocity = -.1,-.8
air.type = High
air.velocity = -.1,-3
air.hittime = 12
air.fall = 1
fall.recover = 0

[State 200, 1]
type = HitDef
;triggerall = var(58) = 1
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
trigger4 = AnimElem = 10
trigger5 = AnimElem = 11
trigger6 = AnimElem = 12
getpower = 160,10
attr = S, SA
damage = 20, 8
animtype = hard
guardflag = M
hitflag = MAF
;priority = 3, Hit
pausetime = 2, 3
sparkno = S509
guard.sparkno = S507
sparkxy = -10, -76
hitsound = S0,31
guardsound = S0,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
guard.velocity = -6
airguard.velocity = -.1,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
air.fall = 1
fall.recover = 0

[State 191, 1]
type = envcolor
trigger1 = movehit = 1
trigger1 = AnimElem = 13
value = 255,255,255
time = 1
persistent = 0
ignorehitpause = 1

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 13
attr = S, SA
damage = 20, 8
animtype = up
guardflag = MA
hitflag = MAF
;priority = 3, Hit
pausetime = 2, 3
sparkno = S502
guard.sparkno = S507
sparkxy = -10, -80
hitsound = S0,31
guardsound = S0,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0,-11
air.type = High
air.velocity = 0,-10
air.hittime = 12
yaccel = .44
fall = 1
fall.recover = 0

[State a]
type = null;HitOverRide
triggerall = Alive
trigger1 = 1
time = 1
attr = SCA,AA,AP,AT
stateno = 1033
IgnoreHitPause = 1
PauseMoveTime = 99999

[State a]
type = null;ChangeAnim
triggerall = PrevStateNo != 1033
trigger1 = Time = 0
value = 1031
IgnoreHitPause = 1

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1032]
type = S
movetype = H
physics = S
ctrl = 0

[State a]
type = NotHitBy
trigger1 = 1
value = SCA

[State a]
type = changeanim
trigger1 = selfanimexist(anim)
value = anim
elem = animelemno(-1)
IgnoreHitPause = 1

[State a]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 1030

[Statedef 1033]
type = S
movetype = H
physics = S
ctrl = 0

[State a]
type = NotHitBy
trigger1 = 1
value = SCA

[State a]
type = changeanim
trigger1 = selfanimexist(anim)
value = anim
elem = animelemno(-1)
IgnoreHitPause = 1

[State a]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 1031

;-------------------------------------------------------------
[Statedef 1040];ヴォイド･ジェノサイド
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= ifelse(Var(58) = 0,56,500)
ctrl = 0
velset = 0,0
anim = 1040
sprpriority = 1

[State 240, 4]
type = playsnd
trigger1 = Animelem = 3
value = S0,19

[State 4100,1]
type = Helper
trigger1 = Animelem = 3
ID = 1040
name = "BR"
postype = p1
pos = 23,-59
attar = S,SP
sprpriority = 2
stateno = 1041
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1041];ヴォイド･ジェノサイドヘルパー
type    = S
movetype= A
physics = S
juggle  = 5
poweradd = 0
ctrl = 0
velset = 0,0
anim = 1041
sprpriority = 2

[State 810, Bind 1]
type = bindtoroot
trigger1 = 1
pos = 23,-59

[State 1015, 1]
type = ReversalDef
trigger1 = 1
trigger1 = parent,movetype != H
pausetime = 10,10
sparkno = S506
sparkxy = 23,-59
hitsound = S0,12
attar = S,SP
reversal.attr = SCA, NA, SA
numhits = 0
ignorehitpause = 1
p1stateno = 1043
p2stateno = 1042
p2facing = 1
;p2stateno = 1021
sprpriority = 2
fall = 1
fall.recover = 0

[State 240, 4]
type = destroyself
trigger1 = AnimTime = 0

[Statedef 1042];相手
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = 5

[State 820, 1]
type = lifeadd
Trigger1 = Time = 0
value = -100

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1042

[State 240, 4]
type = ChangeState
trigger1 = Time = 16
value = 1021

[Statedef 1043];ヴォイド･ジェノサイドヘルパー2
type    = S
movetype= A
physics = S
juggle  = 0
poweradd = 0
ctrl = 0
velset = 0,0
anim = 1043
sprpriority = 2

[State 240, 4]
type = playsnd
trigger1 = time = 0
value = S0,28

[State 240, 4]
type = playsnd
trigger1 = time = 0
value = S0,19

[State 810, Bind 1]
type = TargetBind
trigger1 = time = 0
pos = 20,45
time = 9

[State 240, 4]
type = targetstate
trigger1 = Time = 13
value = 1021

[State 240, 4]
type = Explod
trigger1 = Time = 10
anim = 502
postype = p2
pos = -6,-60
sprpriority = 4

[State 240, 4]
type = destroyself
trigger1 = AnimTime = 0

;-------------------------------------------------------------
[Statedef 1060];チェーンブレイド　サジタルエッジ　スライス強
type    = S
movetype= A
physics = S
juggle  = ifelse(Var(58) = 0,4,0)
poweradd= ifelse(Var(58) = 0,50,500)
ctrl = 0
velset = 0,0
anim = 1060
sprpriority = 2

[State 170, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AP,AT
time = 15

[State 240, 4]
type = playsnd
trigger1 = time = 0
value = S0,22
channel = 0

[State 240, 4]
type = playsnd
trigger1 = AnimElem = 9
value = S0,30
channel = 1

[State 240, 4]
type = stopsnd
trigger1 = movehit = 1
channel = 1

[State 240, 4]
type = Explod
triggerall = movehit
trigger1 = AnimElem = 8
trigger2 = AnimElem = 9
trigger3 = AnimElem = 10
anim = 510
postype = p2
pos = -10,-58
sprpriority = 4

[State 240, 4]
type = Explod
triggerall = movehit
trigger1 = AnimElem = 9
anim = 502
postype = p2
pos = -10,-58
sprpriority = 5
ignorehitpause = 1
persistent = 0

[State 2216]
type = Explod
trigger1 = AnimElem = 3
anim = 4000
id = 4000
sprpriority = 1
postype = p1
pos = -20,5
bindtime = -1
removetime = 8
supermove = 1
under = 0
ownpal = 1

[State 191, 1]
type = envcolor
trigger1 = movehit = 1
trigger3 = AnimElem = 10
value = 255,255,255
time = 1
persistent = 0
ignorehitpause = 1

[State 191, 1]
type = envcolor
trigger1 = movehit = 1
trigger1 = AnimElem = 8
value = 255,255,255
time = 1
persistent = 0
ignorehitpause = 1

[State 200, 1]
type = null;HitDef
triggerall = var(58) = 0
trigger1 = AnimElem = 8
trigger2 = AnimElem = 9
trigger3 = AnimElem = 10
attr = S, SA
damage = 15, 8
animtype = hard
getpower = 30,10
guardflag = M
hitflag = MAF
;priority = 3, Hit
pausetime = 5, 7
sparkno = S509
guard.sparkno = S507
sparkxy = -10, -76
hitsound = S0,31
guardsound = S0,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2
air.type = High
air.velocity = -1.4,-5
air.hittime = 12
air.fall = 1
fall.recover = 0

[State 200, 1]
type = HitDef
;triggerall = var(58) = 1
trigger1 = AnimElem = 8
trigger2 = AnimElem = 9
trigger3 = AnimElem = 10
attr = S, SA
damage = 15, 8
animtype = hard
getpower = 200,10
guardflag = M
hitflag = MAF
;priority = 3, Hit
pausetime = 5, 7
sparkno = S509
guard.sparkno = S507
sparkxy = -10, -76
hitsound = S0,31
guardsound = S0,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2
air.type = High
air.velocity = -1.4,-5
air.hittime = 12
air.fall = 1
fall.recover = 0

[State 821, 1]
type = varset
trigger1 = time = 0
var(2) = 0

[State a]
type = null;HitOverRide
triggerall = Alive
trigger1 = 1
time = 1
attr = SCA,AA,AP,AT
stateno = 1063
IgnoreHitPause = 1
PauseMoveTime = 99999

[State a]
type = null;ChangeAnim
triggerall = PrevStateNo != 1063
trigger1 = Time = 0
value = 1060
IgnoreHitPause = 1

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 1061

[Statedef 1061];空中
type    = A
movetype= A
physics = N
poweradd = 0
ctrl = 0
velset = .5,-7
anim = 1061
sprpriority = 2

[State 240, 4]
type = Explod
triggerall = movehit
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
anim = 510
postype = p2
pos = -10,-58
sprpriority = 4

[State 240, 4]
type = Explod
triggerall = movehit
trigger1 = AnimElem = 5
anim = 503
postype = p2
pos = -10,-58
sprpriority = 4

[State 240, 4]
type = Explod
triggerall = movehit
triggerall = var(2) = 0
trigger1 = AnimElem = 9
trigger2 = AnimElem = 10
anim = 510
postype = p2
pos = -10,-58
sprpriority = 4

[State 191, 1]
type = envcolor
trigger1 = movehit = 1
trigger1 = AnimElem = 5
value = 255,255,255
time = 1
persistent = 0
ignorehitpause = 1

[State 200, 1]
type = null;HitDef
triggerall = var(58) = 0
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
getpower = 30,10
attr = A, SA
damage = 15, 8
animtype = up
guardflag = M
hitflag = MAF
;priority = 3, Hit
pausetime = 2, 2
sparkno = S509
guard.sparkno = S507
sparkxy = -10, -76
hitsound = S0,31
guardsound = S0,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -1,-8.5
air.type = High
air.velocity = -1,-8.5
air.hittime = 12
fall = 1
fall.recover = 0

[State 200, 1]
type = HitDef
;triggerall = var(58) = 1
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
getpower = 200,10
attr = A, SA
damage = 15, 8
animtype = up
guardflag = M
hitflag = MAF
;priority = 3, Hit
pausetime = 2, 2
sparkno = S509
guard.sparkno = S507
sparkxy = -10, -76
hitsound = S0,31
guardsound = S0,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -1,-7.5
air.type = High
air.velocity = -1,-7.5
air.hittime = 12
fall = 1
fall.recover = 0

[State 200, 1]
type = null;HitDef
triggerall = var(58) = 0
triggerall = var(2) = 0
trigger1 = AnimElem = 9
trigger2 = AnimElem = 10
attr = A, SA
damage = 25, 8
getpower = 30,10
animtype = up
guardflag = M
hitflag = MAF
;priority = 3, Hit
pausetime = 1, 3
sparkno = S509
guard.sparkno = S507
sparkxy = -10, -76
hitsound = S0,31
guardsound = S0,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -1,-8
air.type = High
air.velocity = -1,-8
air.hittime = 12
fall = 1
fall.recover = 0
yaccel = .5

[State 200, 1]
type = HitDef
;triggerall = var(58) = 1
triggerall = var(2) = 0
trigger1 = AnimElem = 9
trigger2 = AnimElem = 10
attr = A, SA
damage = 30, 8
getpower = 200,10
animtype = up
guardflag = M
hitflag = MAF
;priority = 3, Hit
pausetime = 1, 3
sparkno = S509
guard.sparkno = S507
sparkxy = -10, -76
hitsound = S0,31
guardsound = S0,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -1,-8
air.type = High
air.velocity = -1,-8
air.hittime = 12
fall = 1
fall.recover = 0
yaccel = .5

[State 821, 1]
type = varset
trigger1 = movehit
trigger1 = AnimElem = 5
var(2) = 1

[State 821, 1]
type = VelAdd
Trigger1 = time > 5
y = .55

[State 821, 4]
type = changeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1062

[Statedef 1062];地上
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 1062
sprpriority = 2

[State 240, 4]
type = Explod
triggerall = movehit
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
anim = 510
postype = p2
pos = 2,-48
sprpriority = 4

[State 240, 4]
type = Explod
triggerall = movehit
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
anim = 509
postype = p2
pos = 5,-48
sprpriority = 4

[State 240, 4]
type = Explod
triggerall = movehit
triggerall = var(2) = 0
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
anim = 510
postype = p2
pos = -1,-58
sprpriority = 4

[State 240, 4]
type = Explod
triggerall = movehit
triggerall = var(2) = 0
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
anim = 509
postype = p2
pos = 5,-58
sprpriority = 4

[State 200, 1]
type = null;HitDef
triggerall = var(58) = 0
triggerall = var(2) = 0
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
attr = S, SA
getpower = 30,10
damage = 25, 8
animtype = up
guardflag = M
hitflag = AF
;priority = 3, Hit
pausetime = 2, 6
sparkno = -1;S509
guard.sparkno = S507
sparkxy = -10, -76
hitsound = S0,31
guardsound = S0,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2,-5
air.type = High
air.velocity = -2,-5
air.hittime = 12
fall = 1
fall.recover = 0

[State 200, 1]
type = HitDef
;triggerall = var(58) = 1
triggerall = var(2) = 0
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
attr = S, SA
getpower = 200,10
damage = 25, 8
animtype = up
guardflag = M
hitflag = AF
;priority = 3, Hit
pausetime = 2, 6
sparkno = -1;S509
guard.sparkno = S507
sparkxy = -10, -76
hitsound = S0,31
guardsound = S0,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2,-5
air.type = High
air.velocity = -2,-5
air.hittime = 12
fall = 1
fall.recover = 0

[State 200, 1]
type = null;HitDef
triggerall = var(58) = 0
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
getpower = 30,10
attr = A, SA
damage = 20, 8
animtype = up
guardflag = M
hitflag = AF
;priority = 3, Hit
pausetime = 2, 6
sparkno = -1;S509
guard.sparkno = S507
sparkxy = -10, -76
hitsound = S0,31
guardsound = S0,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2,-5
air.type = High
air.velocity = -4,-4
air.hittime = 12
fall = 1
fall.recover = 0

[State 200, 1]
type = HitDef
;triggerall = var(58) = 1
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
getpower = 200,10
attr = A, SA
damage = 26, 8
animtype = up
guardflag = M
hitflag = AF
;priority = 3, Hit
pausetime = 2, 6
sparkno = -1;S509
guard.sparkno = S507
sparkxy = -10, -76
hitsound = S0,31
guardsound = S0,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,-4
air.type = High
air.velocity = -2,-5
air.hittime = 12
fall = 1
fall.recover = 0

[State 821, 1]
type = varset
trigger1 = AnimElem = 7
var(2) = 0

[State 240, 4]
type = playsnd
trigger1 = time = 0
value = S0,16

[State 821, 1]
type = posset
Trigger1 = time= 0
y = 0

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

[Statedef 1063]
type = S
movetype = H
physics = S
ctrl = 0

[State a]
type = NotHitBy
trigger1 = 1
value = SCA

[State a]
type = changeanim
trigger1 = selfanimexist(anim)
value = anim
elem = animelemno(-1)
IgnoreHitPause = 1

[State a]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 1060

;-------------------------------------------------------------
[Statedef 1050];チェーンブレイド　サジタルエッジ　スライス弱
type    = S
movetype= A
physics = S
juggle  = ifelse(Var(58) = 0,4,0)
poweradd= ifelse(Var(58) = 0,50,500)
ctrl = 0
velset = 0,0
anim = 1050
sprpriority = 2

[State 170, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AP,AT
time = 10

[State 240, 4]
type = playsnd
trigger1 = time = 0
value = S0,22
channel = 0

[State 240, 4]
type = playsnd
trigger1 = AnimElem = 9
value = S0,30
channel = 1

[State 240, 4]
type = stopsnd
trigger1 = movehit = 1
channel = 1

[State 240, 4]
type = Explod
triggerall = movehit
trigger1 = AnimElem = 9
trigger2 = AnimElem = 10
anim = 510
postype = p2
pos = -10,-78
sprpriority = 4

[State 2216]
type = Explod
trigger1 = AnimElem = 3
anim = 4000
id = 4000
sprpriority = 1
postype = p1
pos = -20,5
bindtime = -1
removetime = 8
supermove = 1
under = 0
ownpal = 1

[State 200, 1]
type = null;HitDef
triggerall = var(58) = 0
trigger1 = AnimElem = 9
trigger2 = AnimElem = 10
attr = S, SA
damage = 30, 8
animtype = hard
guardflag = M
hitflag = MAF
;priority = 3, Hit
pausetime = 3, 4
sparkno = S509
guard.sparkno = S507
sparkxy = -10, -76
hitsound = S0,31
guardsound = S0,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2
air.type = High
air.velocity = -1.4,-4
air.hittime = 12
air.fall = 1
fall.recover = 0
getpower = 30,10

[State 200, 1]
type = HitDef
;triggerall = var(58) = 1
trigger1 = AnimElem = 9
trigger2 = AnimElem = 10
attr = S, SA
damage = 30, 8
animtype = hard
guardflag = M
hitflag = MAF
;priority = 3, Hit
pausetime = 3, 4
sparkno = S509
guard.sparkno = S507
sparkxy = -10, -76
hitsound = S0,31
guardsound = S0,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2
air.type = High
air.velocity = -1.4,-4
air.hittime = 12
air.fall = 1
fall.recover = 0
getpower = 170,10

[State a]
type = null;HitOverRide
triggerall = Alive
trigger1 = 1
time = 1
attr = SCA,AA,AP,AT
stateno = 1053
IgnoreHitPause = 1
PauseMoveTime = 99999

[State a]
type = null;ChangeAnim
triggerall = PrevStateNo != 1053
trigger1 = Time = 0
value = 1050
IgnoreHitPause = 1

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 1051

[Statedef 1051];空中
type    = A
movetype= A
physics = N
poweradd = 0
ctrl = 0
velset = .4,-4.5
anim = 1051
sprpriority = 2

[State 240, 4]
type = Explod
triggerall = movehit
trigger1 = AnimElem = 1
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
anim = 510
postype = p2
pos = -10,-78
sprpriority = 4

[State 200, 1]
type = null;HitDef
triggerall = var(58) = 0
trigger1 = AnimElem = 1
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
attr = A, SA
damage = 20, 8
animtype = up
guardflag = M
hitflag = MAF
;priority = 3, Hit
pausetime = 2, 6
sparkno = S509
guard.sparkno = S507
sparkxy = -10, -76
hitsound = S0,31
guardsound = S0,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2,-5
air.type = High
air.velocity = -2,-5
air.hittime = 12
fall = 1
fall.recover = 0
getpower = 30,10

[State 200, 1]
type = HitDef
;triggerall = var(58) = 1
trigger1 = AnimElem = 1
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
attr = A, SA
damage = 26, 8
animtype = up
guardflag = M
hitflag = MAF
;priority = 3, Hit
pausetime = 2, 6
sparkno = S509
guard.sparkno = S507
sparkxy = -10, -76
hitsound = S0,31
guardsound = S0,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2,-5
air.type = High
air.velocity = -2,-5
air.hittime = 12
fall = 1
fall.recover = 0
getpower = 170,10

[State 821, 1]
type = VelAdd
Trigger1 = time > 5
y = .5

[State 821, 4]
type = changeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1052

[Statedef 1052];地上
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 1052
sprpriority = 2

[State 240, 4]
type = playsnd
trigger1 = time = 0
value = S0,16

[State 821, 1]
type = posset
Trigger1 = time= 0
y = 0

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

[Statedef 1053]
type = S
movetype = H
physics = S
ctrl = 0

[State a]
type = NotHitBy
trigger1 = 1
value = SCA

[State a]
type = changeanim
trigger1 = selfanimexist(anim)
value = anim
elem = animelemno(-1)
IgnoreHitPause = 1

[State a]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 1050


;-------------------------------------------------------
[Statedef 1200]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd = 150
ctrl = 0
velset = 0,0
anim = 1200
sprpriority = 2

[State 10000]
type = PlaySnd
trigger1 = AnimElem = 7
value = s0,5

[State 10000]
type = Helper
trigger1 = var(58) 
trigger1 = AnimElem = 7
stateno = 1711
pos = 0,-52

[State 10000]
type = Helper
trigger1 = var(58)
trigger1 = AnimElem = 7
stateno = 1712
pos = 0,-52

[State 10000]
type = Helper
trigger1 = var(58)
trigger1 = AnimElem = 7
stateno = 1713
pos = 0,-52

[state 1450]
type = varset
trigger1 = time = 0
trigger1 = command = "x"
trigger1 = prevstateno != 1200
v = 6
value = 0

[state 1450]
type = varset
triggerall = time = 0
trigger1 = command = "a"
trigger1 = prevstateno != 1200
v = 6
value = 1

[state 1450]
type = varset
triggerall = time = 0
trigger1 = command = "y"
trigger1 = prevstateno != 1200
v = 6
value = 2

[state 1450]
type = varset
triggerall = time = 0
trigger1 = command = "b"
trigger1 = prevstateno != 1200
v = 6
value = 3

[state 1450]
type = varset
triggerall = time = 0
trigger1 = command = "z"
trigger1 = prevstateno != 1200
v = 6
value = 4

[state 1450]
type = varset
trigger1 = time = 0
trigger1 = var(59) = 1
trigger1 = prevstateno != 1200
v = 6
value = 4

[state 1450]
type = varset
triggerall = time = 0
triggerall = var(30) = 1
triggerall = enemy,stateno = 13120
triggerall = p2statetype = A
trigger1 = prevstateno != 1200
v = 6
value = 4

[state 1450]
type = varset
trigger1 = time != 0
trigger1 = command = "x"
v = 6
value = 0

[state 1450]
type = varset
trigger1 = time != 0
trigger1 = command = "a"
v = 6
value = 1

[state 1450]
type = varset
trigger1 = time != 0
trigger1 = command = "y"
v = 6
value = 2

[state 1450]
type = varset
trigger1 = time != 0
trigger1 = command = "b"
v = 6
value = 3

[state 1450]
type = varset
trigger1 = time != 0
trigger1 = command = "z"
v = 6
value = 4

[state 1450]
type = varset
trigger1 = time != 0
trigger1 = var(59) = 1
v = 6
value = 4

[state 1450]
type = varset
triggerall = time = 0
triggerall = var(30) = 1
triggerall = enemy,stateno = 13120
triggerall = p2statetype = A
trigger1 = prevstateno != 3032
v = 6
value = 4

[state 1450]
type = varset
trigger1 = time != 0
trigger1 = command = "x"
v = 6
value = 0

[state 1450]
type = varset
trigger1 = time != 0
trigger1 = command = "a"
v = 6
value = 1

[state 1450]
type = varset
trigger1 = time != 0
trigger1 = command = "y"
v = 6
value = 2

[state 1450]
type = varset
trigger1 = time != 0
trigger1 = command = "b"
v = 6
value = 3

[state 1450]
type = varset
trigger1 = time != 0
trigger1 = command = "z"
v = 6
value = 4

[state 1450]
type = varset
triggerall = enemy,stateno = 13120
triggerall = p2statetype = A
trigger1 = time != 0
v = 6
value = 4

[state 1450]
type = varset
trigger1 = time = 0
trigger1 = prevstateno != 1200
v = 18
value = 2

[state 1450]
type = varadd
trigger1 = time = 0
trigger1 = prevstateno = 1200
v = 18
value = -1

[state 1450]
type = varset
trigger1 = prevstateno != 3032
v = 13
value = 0

[state 1450]
type = varset
trigger1 = prevstateno = 3032
v = 13
value = 1

[state 1450]
type = varset
trigger1 = time = 0
v = 7
value = 0

[state 1450]
type = varset
trigger1 = time != 0
trigger1 = (command = "x")||(command = "a")||(command = "y")||(command = "b")||(command = "z")
v = 7
value = 1

[State 1450]
type = helper
trigger1 = Animelem = 1
id = 1201
persistent = 0
name = "hasira"
pos = 70*var(6)+40,0
postype = P1
stateno = IfElse(Random < 500,1201,1202)
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 1450]
type = changestate
triggerall = var(18) >= 0
trigger1 = (var(7) = 1)&&(time >= 10)
value = 1200

[State 1450]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; 柱
[Statedef 1201]
type    = A
movetype= A
physics = N
juggle  = 10
poweradd= 0
velset = 0,0
ctrl = 0
anim = 1201

[state 1800]
type = posset
trigger1 = animtime = 0
trigger1 = var(6) = 0
x = -120

[state 1800]
type = posset
trigger1 = animtime = 0
trigger1 = var(6) = 1
x = -50

[state 1800]
type = posset
trigger1 = animtime = 0
trigger1 = var(6) = 2
x = 50

[state 1800]
type = posset
trigger1 = animtime = 0
trigger1 = var(6) = 3
x = 120

[state 1800]
type = posset
triggerall = animtime = 0
trigger1 = var(6) = 4
trigger2 = var(6) = 5
x = enemy,pos x

[state 1412]
type = posset
trigger1 = time = 0
trigger1 = root,var(6) = 4
x = enemy,pos x

[state 1412]
type = nothitby
trigger1 = 1
value = SCA

[state 1412]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1411

[state 1412]
type = playsnd
trigger1 = animelem = 12
value = 0,64
volume = 250

[state 1412]
type = playsnd
trigger1 = animelem = 12
value = 0,64
volume = 50

[state 1412]
type = playsnd
trigger1 = animelem = 12
value = 0,61
volume = 100

[State 1412]
type = Explod
trigger1 = animelem = 12
anim = 2226
id = 1415
sprpriority = 5
postype = p1
pos = 0,20
bindtime = 1
supermove = 1
ignorehitpause = 1
under = 0

[State 1412]
type = EnvShake
trigger1 = animelem = 12
time = 20
ampl = -15
freq = 95
phase = 95

[State 1412]
type = Projectile
trigger1 = animelem = 13
attr = S, HP
projanim = 1202
projhitanim = -1
projid = 20000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 12
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 70,5
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,1
sparkxy = -7,-40
sparkno = S503
guard.sparkno = S507
hitsound = S0,9
guardsound = S0,10
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-5
air.velocity = -1,-5
fall = 1
fall.recover = 0
;p2stateno = 14200
palfx.time = 60
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[state 1412]
type = destroyself
trigger1 = animtime = 0

[Statedef 1202]
type    = A
movetype= A
physics = N
juggle  = 10
poweradd= 0
velset = 0,0
ctrl = 0
anim = 1201

[state 1800]
type = posset
trigger1 = animtime = 0
trigger1 = var(6) = 0
x = -120

[state 1800]
type = posset
trigger1 = animtime = 0
trigger1 = var(6) = 1
x = -50

[state 1800]
type = posset
trigger1 = animtime = 0
trigger1 = var(6) = 2
x = 50

[state 1800]
type = posset
trigger1 = animtime = 0
trigger1 = var(6) = 3
x = 120

[state 1800]
type = posset
triggerall = animtime = 0
trigger1 = var(6) = 4
trigger2 = var(6) = 5
x = enemy,pos x

[state 1412]
type = posset
trigger1 = time = 0
trigger1 = root,var(6) = 4
x = enemy,pos x

[state 1412]
type = nothitby
trigger1 = 1
value = SCA

[state 1412]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1411

[state 1412]
type = playsnd
trigger1 = animelem = 12
value = 0,64
volume = 250

[state 1412]
type = playsnd
trigger1 = animelem = 12
value = 0,64
volume = 50

[state 1412]
type = playsnd
trigger1 = animelem = 12
value = 0,61
volume = 100

[State 1412]
type = Explod
trigger1 = animelem = 12
anim = 2236
id = 1415
sprpriority = 5
postype = p1
pos = 0,20
bindtime = 1
supermove = 1
ignorehitpause = 1
under = 0

[State 1412]
type = EnvShake
trigger1 = animelem = 12
time = 20
ampl = -15
freq = 95
phase = 95

[State 1412]
type = Projectile
trigger1 = animelem = 13
attr = S, HP
projanim = 1202
projhitanim = -1
projid = 20000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 12
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 70,5
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,1
sparkxy = -7,-40
sparkno = S503
guard.sparkno = S507
hitsound = S0,9
guardsound = S0,10
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-5
air.velocity = -1,-5
fall = 1
fall.recover = 0
palfx.time = 60
palfx.color = 0
palfx.sinadd = 40,7,128,10
palfx.add = 80,14,255
palfx.invertall = 1

[state 1412]
type = destroyself
trigger1 = animtime = 0


[Statedef 1210]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= -500
ctrl = 0
velset = 0,0
anim = 1210
sprpriority = 2


[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 1211
ctrl = 0

[Statedef 1211]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1211
sprpriority = 2

[State 190,1]
type = null;varrandom
triggerall = var(18) >= 10
trigger1 = time = 0
v = 8
range = 0,5

;---------------------
[state a]
type = varset
trigger1 = time = 0
trigger1 = prevstateno != 1211
v = 18
value = 17

[state a]
type = varadd
trigger1 = time = 0
trigger1 = prevstateno = 1211
v = 18
value = -1

[state a]
type = varset
trigger1 = time = 0
trigger1 = prevstateno != 1211
v = 8
value = 5

[state a]
type = varadd
triggerall = var(18) > 7
trigger1 = time = 0
trigger1 = prevstateno = 1211
v = 8
value = -4

[state a]
type = varadd
triggerall = var(18) <= 7
trigger1 = time = 0
trigger1 = prevstateno = 1211
v = 8
value = 4
;---------------------
[state a]
type = varset
trigger1 = prevstateno != 1211
v = 13
value = 0

[state a]
type = varset
trigger1 = prevstateno = 1211
v = 13
value = 1

;---------------------
[state a]
type = varset
trigger1 = time = 0
v = 7
value = 0


[state a]
type = varset
trigger1 = time != 0
trigger1 = 1
v = 7
value = 1

;---------------------
[State 2900, 1];
type = helper
trigger1 = Animelem = 1
id = 3000
persistent = 0
name = "3000"
pos = 11*var(8)
postype = P1
stateno = 1212
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 1
id = 3000
persistent = 0
name = "3000"
pos = -11*var(8)
postype = P1
stateno = 1213
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 4
id = 3000
persistent = 0
name = "3000"
pos = 10*var(8)
postype = P1
stateno = 1212
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 4
id = 3000
persistent = 0
name = "3000"
pos = -10*var(8)
postype = P1
stateno = 1213
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 7
id = 3000
persistent = 0
name = "3000"
pos = 9*var(8)
postype = P1
stateno = 1212
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 7
id = 3000
persistent = 0
name = "3000"
pos = -9*var(8)
postype = P1
stateno = 1213
helpertype = normal
keyctrl = 0
ownpal = 1

[state a]
type = null;changestate
triggerall = var(18) >= 0
trigger1 = (var(7) = 1)&&(time >= 17)
value = 1211

[state a]
type = changestate
triggerall = var(18) >= 0
trigger1 = (var(7) = 1)&&(time >= 10)
value = 1211

;---------------------
[State 240, 4]
type = ChangeState
triggerall = var(18) < 0
trigger1 = AnimTime = 0
value = 1214
ctrl = 0

[Statedef 1212]
type    = A
movetype= A
physics = N
juggle  = 10
poweradd= 0
velset = 0,0
ctrl = 0
anim = 1201

[state a]
type = posset
trigger1 = animtime = 0
trigger1 = var(8) = 0
x = 100
y = 0

[state a]
type = posset
trigger1 = animtime = 0
trigger1 = var(8) = 1
x = 80
y = 0

[state a]
type = posset
trigger1 = animtime = 0
trigger1 = var(8) = 2
x = 60
y = 0

[state a]
type = posset
trigger1 = animtime = 0
trigger1 = var(8) = 3
x = 40
y = 0

[state a]
type = posset
trigger1 = animtime = 0
trigger1 = var(8) = 4
x = 20
y = 0

[state a]
type = posset
triggerall = animtime = 0
trigger1 = var(8) = 5
x = 0
y = 0

[state 1412]
type = nothitby
trigger1 = 1
value = SCA

[state 1412]
type = playsnd
trigger1 = animelem = 12
value = 0,64

[state 1412]
type = null;playsnd
trigger1 = animelem = 12
value = 0,61

[State 1412]
type = Explod
trigger1 = animelem = 12
anim = 2226
id = 1415
sprpriority = 5
postype = p1
pos = 0,20
bindtime = 1
supermove = 1
ignorehitpause = 1
under = 0

[State 1412]
type = EnvShake
trigger1 = animelem = 12
time = 20
ampl = -15
freq = 95
phase = 95

[State 1412]
type = Projectile
trigger1 = animelem = 13
attr = S, HP
projanim = 1202
projhitanim = -1
projid = 3002
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 12
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 30,10
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,1
sparkxy = -7,-40
sparkno = S503
guard.sparkno = S507
hitsound = S0,61
guardsound = S0,10
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-5
air.velocity = -1,-5
fall = 1
fall.recover = 0
palfx.time = 50
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[state 1412]
type = destroyself
trigger1 = animtime = 0


[Statedef 1213]
type    = A
movetype= A
physics = N
juggle  = 10
poweradd= 0
velset = 0,0
ctrl = 0
anim = 1201

[state a]
type = posset
trigger1 = animtime = 0
trigger1 = var(8) = 0
x = 100
y = 0

[state a]
type = posset
trigger1 = animtime = 0
trigger1 = var(8) = 1
x = 80
y = 0

[state a]
type = posset
trigger1 = animtime = 0
trigger1 = var(8) = 2
x = 60
y = 0

[state a]
type = posset
trigger1 = animtime = 0
trigger1 = var(8) = 3
x = 40
y = 0

[state a]
type = posset
trigger1 = animtime = 0
trigger1 = var(8) = 4
x = 20
y = 0

[state a]
type = posset
triggerall = animtime = 0
trigger1 = var(8) = 5
x = 0
y = 0

[state 1412]
type = nothitby
trigger1 = 1
value = SCA

[state 1412]
type = null;playsnd
trigger1 = animelem = 12
value = 0,64

[state 1412]
type = null;playsnd
trigger1 = animelem = 12
value = 0,61

[State 1412]
type = Explod
trigger1 = animelem = 12
anim = 2236
id = 1415
sprpriority = 5
postype = p1
pos = 0,20
bindtime = 1
supermove = 1
ignorehitpause = 1
under = 0

[State 1412]
type = EnvShake
trigger1 = animelem = 12
time = 20
ampl = -15
freq = 95
phase = 95

[State 1412]
type = Projectile
trigger1 = animelem = 13
attr = S, HP
projanim = 1202
projhitanim = -1
projid = 3002
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 12
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 30,10
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,1
sparkxy = -7,-40
sparkno = S503
guard.sparkno = S507
hitsound = S0,61
guardsound = S0,10
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-5
air.velocity = -1,-5
fall = 1
fall.recover = 0
palfx.time = 50
palfx.color = 0
palfx.sinadd = 40,7,128,10
palfx.add = 80,14,255
palfx.invertall = 1

[state 1412]
type = destroyself
trigger1 = animtime = 0

[Statedef 1214]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1212
sprpriority = 2

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[Statedef 1215]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= -500
ctrl = 0
velset = 0,0
anim = 1210
sprpriority = 2


[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 1216
ctrl = 0

[Statedef 1216]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1211
sprpriority = 2

;---------------------
[state a]
type = varset
trigger1 = time = 0
trigger1 = prevstateno != 1216
v = 18
value = 17

[state a]
type = varadd
trigger1 = time = 0
trigger1 = prevstateno = 1216
v = 18
value = -1

[state a]
type = null;varset
trigger1 = time = 0
trigger1 = prevstateno != 1216
v = 8
value = 2

[state a]
type = varadd
triggerall = var(18) > 7
trigger1 = time = 0
trigger1 = prevstateno = 1216
v = 8
value = -1

[state a]
type = varadd
triggerall = var(18) <= 7
trigger1 = time = 0
trigger1 = prevstateno = 1216
v = 8
value = 1

;---------------------
[state a]
type = varset
trigger1 = prevstateno != 1216
v = 13
value = 0

[state a]
type = varset
trigger1 = prevstateno = 1216
v = 13
value = 1

;---------------------
[state a]
type = varset
trigger1 = time = 0
v = 7
value = 0


[state a]
type = varset
trigger1 = time != 0
trigger1 = 1
v = 7
value = 1

;---------------------
[State 2900, 1];
type = helper
trigger1 = Animelem = 1
id = 3000
persistent = 0
name = "3000"
pos = 11*var(8)
postype = P1
stateno = 1217
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 1
id = 3000
persistent = 0
name = "3000"
pos = -11*var(8)
postype = P1
stateno = 1218
helpertype = normal
keyctrl = 0
ownpal = 1

[state a]
type = null;changestate
triggerall = var(18) >= 0
trigger1 = (var(7) = 1)&&(time >= 17)
value = 1216

[state a]
type = changestate
triggerall = var(18) >= 0
trigger1 = (var(7) = 1)&&(time >= 10)
value = 1216

;---------------------
[State 240, 4]
type = ChangeState
triggerall = var(18) < 0
trigger1 = AnimTime = 0
value = 1219
ctrl = 0

[Statedef 1217]
type    = A
movetype= A
physics = N
juggle  = 10
poweradd= 0
velset = 0,0
ctrl = 0
anim = 1201

[state a]
type = posset
trigger1 = animtime = 0
trigger1 = var(8) = 1
x = 120
y = 0

[state 1412]
type = nothitby
trigger1 = 1
value = SCA

[state 1412]
type = playsnd
trigger1 = animelem = 12
value = 0,64

[state 1412]
type = null;playsnd
trigger1 = animelem = 12
value = 0,61

[State 1412]
type = Explod
trigger1 = animelem = 12
anim = 2226
id = 1415
sprpriority = 5
postype = p1
pos = 0,20
bindtime = 1
supermove = 1
ignorehitpause = 1
under = 0

[State 1412]
type = EnvShake
trigger1 = animelem = 12
time = 20
ampl = -15
freq = 95
phase = 95

[State 1412]
type = Projectile
trigger1 = animelem = 13
attr = S, HP
projanim = 1202
projhitanim = -1
projid = 3002
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 12
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 30,10
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,1
sparkxy = -7,-40
sparkno = S503
guard.sparkno = S507
hitsound = S0,61
guardsound = S0,10
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-5
air.velocity = -1,-5
fall = 1
fall.recover = 0
palfx.time = 50
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[state 1412]
type = destroyself
trigger1 = animtime = 0


[Statedef 1218]
type    = A
movetype= A
physics = N
juggle  = 10
poweradd= 0
velset = 0,0
ctrl = 0
anim = 1201

[state a]
type = posset
trigger1 = animtime = 0
trigger1 = var(8) = 1
x = 120
y = 0

[state 1412]
type = nothitby
trigger1 = 1
value = SCA

[state 1412]
type = null;playsnd
trigger1 = animelem = 12
value = 0,64

[state 1412]
type = null;playsnd
trigger1 = animelem = 12
value = 0,61

[State 1412]
type = Explod
trigger1 = animelem = 12
anim = 2236
id = 1415
sprpriority = 5
postype = p1
pos = 0,20
bindtime = 1
supermove = 1
ignorehitpause = 1
under = 0

[State 1412]
type = EnvShake
trigger1 = animelem = 12
time = 20
ampl = -15
freq = 95
phase = 95

[State 1412]
type = Projectile
trigger1 = animelem = 13
attr = S, HP
projanim = 1202
projhitanim = -1
projid = 3002
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 12
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 30,10
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,1
sparkxy = -7,-40
sparkno = S503
guard.sparkno = S507
hitsound = S0,61
guardsound = S0,10
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-5
air.velocity = -1,-5
fall = 1
fall.recover = 0
palfx.time = 50
palfx.color = 0
palfx.sinadd = 40,7,128,10
palfx.add = 80,14,255
palfx.invertall = 1

[state 1412]
type = destroyself
trigger1 = animtime = 0

[Statedef 1219]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1212
sprpriority = 2

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;--------------------------------------------------------
;ｻﾃﾓｰ0901phantom



[Statedef 1711]
anim = 10140
sprpriority = 99999
velset = 6,0

[State -2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State -2]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 128, 128

[State 1000, ステート変更]
type = VarSet
trigger1 = root,projcontacttime(40070) = 1
var(0) = 1

[State 1000, ステート変更]
type = DestroySelf
trigger1 = animtime = 0
trigger2 = FrontEdgeDist <= -100

[State 1100, 5]
type = Projectile
trigger1 = GameTime%2 = 1
trigger1 = var(0) = 0
projanim = 40070
projid = 40070
projremove = 0
projremovetime = 2
velocity = 6
attr = A, SP
damage = 131,33
animtype = Heavy
getpower = 50
givepower = 0
guardflag = M
hitflag = MA
pausetime = 0,23
sparkno = s503
guard.sparkno = s503
sprpriority = 3
sparkxy = 0,0
hitsound = s0,17
guardsound = s0,17
ground.type = High
ground.slidetime = 28
ground.hittime = 28 
ground.velocity = -10
air.velocity = -4,-6.6
air.fall = 1
fall.recover = 0
yaccel = 0.4

[Statedef 1712]
anim = 10140
sprpriority = 99999
velset = 6,-6

[State -2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State -2]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 128, 128

[State 1000, ステート変更]
type = AngleDraw
trigger1 = 1
value = 45

[State 1000, ステート変更]
type = VarSet
trigger1 = root,projcontacttime(40080) = 1
var(0) = 1

[State 1000, ステート変更]
type = DestroySelf
trigger1 = FrontEdgeDist <= -100

[State 1100, 5]
type = Projectile
trigger1 = GameTime%2 = 1
trigger1 = var(0) = 0
projanim = 40080
projid = 40080
projremove = 0
projremovetime = 2
velocity = 6,-6
attr = A, SP
damage = 131,33
animtype = Heavy
getpower = 50
givepower = 0
guardflag = M
hitflag = MA
pausetime = 0,23
sparkno = s503
guard.sparkno = s503
sprpriority = 3
sparkxy = 0,0
hitsound = s0,17
guardsound = s0,17
ground.type = High
ground.slidetime = 28
ground.hittime = 28 
ground.velocity = -10
air.velocity = -4,-6.6
air.fall = 1
fall.recover = 0
yaccel = 0.4

[Statedef 1713]
anim = 10140
sprpriority = 99999
velset = 0,-6

[State -2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State -2]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 128, 128

[State 1000, ステート変更]
type = AngleDraw
trigger1 = 1
value = 80

[State 1000, ステート変更]
type = VarSet
trigger1 = root,projcontacttime(40090) = 1
var(0) = 1

[State 1000, ステート変更]
type = DestroySelf
trigger1 = abs(Pos Y) > 300

[State 1100, 5]
type = Projectile
trigger1 = GameTime%2 = 1
trigger1 = var(0) = 0
projanim = 40090
projid = 40090
projremove = 0
projremovetime = 2
velocity = 0,-6
attr = A, SP
damage = 131,33
animtype = Heavy
getpower = 50
givepower = 0
guardflag = M
hitflag = MA
pausetime = 0,23
sparkno = s503
guard.sparkno = s503
sprpriority = 3
sparkxy = 0,0
hitsound = s0,17
guardsound = s0,17
ground.type = High
ground.slidetime = 28
ground.hittime = 28 
ground.velocity = -10
air.velocity = -4,-6.6
air.fall = 1
fall.recover = 0
yaccel = 0.4


;----------------------------Crystal Prison---------------------------------------------------
;Crystal Prison
[Statedef 1790]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = -1500
velset   = 0,0
anim     = 1790
sprpriority = 2
ctrl     = 0



[State 1000, NotHitBy]
type = NotHitBy
trigger1 = time = [0,8]
value = SCA

[State 2000, 4]
type = SuperPause
trigger1 = Time = 0
time = 28
movetime = -1
anim = -1
sound = s9,1

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = Time = 0
flag = NoBG
ignorehitpause = 1

[State 2000, Explod]
type = Explod
trigger1 = animelem = 1
anim = 7110
pos = -2,-80
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
sprpriority = 9

[State 2000, Explod]
type = Explod
trigger1 = animelem = 1
anim = 7100
pos = -2,-80
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
sprpriority = -1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 3
anim = 1784
ID = 1784
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
supermove = 1
pausemove = 1
pausemovetime = 99999
supermovetime = 99999
sprpriority = 3
removeongethit = 1

[State 200, HitDef]
type = HitDef
trigger1 = time = 0
attr = S, HA
getpower = 0,10
damage = 0
animtype = Hard
hitflag = MAF
guardflag = MA
priority = 3, Hit
pausetime = 0,20
hitsound = s13,9
guardsound = s2,1
sparkxy = -15,-75
sparkno = s4020
guard.sparkno = s4120
ground.type = Low
ground.slidetime = 0
ground.hittime = 20
ground.velocity = 0
envshake.ampl = -5
envshake.time = 20
envshake.phase = 90
envshake.freq = 90
p1stateno = 1791
p2stateno = 4550
p2facing = 1
kill = 0

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 4
id = 1784

[State 1000, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1



;-------------------------------------------------------------------------------
;Target
[Statedef 1791]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1791
sprpriority = 2
ctrl     = 0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S12,3

[State 1000, Explod]
type = Explod
trigger1 = time = 0
anim = 1784
ID = 1784
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -1
sprpriority = 3
removeongethit = 1

[State 1000, Explod]
type = Explod
trigger1 = time = 0
anim = 4003
ID = 4003
pos = 0,-84
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -1
sprpriority = 3
removeongethit = 1

[State 1000, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Crystal Prison"
ID = 1792
stateno = 1792
pos = 40,22
postype = p2
facing = -1
supermove = 1
pausemove = 1
pausemovetime = 99999
supermovetime = 99999
ownpal = 1

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 2
id = 1784

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 2
id = 4003

[State 1000, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
;Target
[Statedef 1792]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1792
sprpriority = 2
ctrl     = 0

[State 1000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noBG
flag2 = noFG

[State 1000, Posset]
type = posset
trigger1 = 1
y = 22

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 12
value = S13,35
channel = 1
loop = 1

[State 1000, EnvShake]
type = EnvShake
trigger1 = animelem = 12
time = 350
freq = 90
ampl = -3
phase = 90

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S13,32

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S13,30

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 14
value = S13,33

[State 1000, Explod]
type = Explod
trigger1 = time = 0
anim = 1793
ID = 1793
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 3
supermove = 1
pausemove = 1
pausemovetime = 99999
supermovetime = 99999
ownpal = 1

[State 1000, StopSnd]
type = StopSnd
trigger1 = animelem = 14
channel = 1

[State 1000, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0

;-------------------------------------------------------------------------------
;Estado de P2
[Statedef 4550]
type = S
movetype= H
physics = S
velset = 0,0

[State 4550, lifeadd]
type = lifeadd
trigger1 = timemod = 10,0
trigger1 = time >= 1
Trigger1 = time <= 600
value = -20
kill = 0

[State 1000, Posset]
type = posset
trigger1 = 1
y = -10;0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 4005

[State 821, 4]
type = changestate
trigger1 = time = 360
value = 4556
;-------------------------------------------------------------------------------
[Statedef 4556]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 4550, lifeadd]
type = lifeadd
trigger1 = time = 0
value = -200
kill = 1

[State 700, 2]
type = NotHitBy
trigger1 = 1
value = SCA

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1795

[State 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 821, 3]
type = SelfState
trigger1 = animtime = 0
value = 5110
;---------------------------Crystal Prison-----------------------------
