; このCNSは教材用カンフーマンを基に作成されています。
;---------------------------------------------------------------------------
;var(0) = 空中ジャンプ・ダッシュ回数
;var(1) = ルイナス・ペイン繰り返し

;---------------------------------------------------------------------------
;基本データ部分
[Data]
life              = 1000    ;体力ゲージの最大値を決めます
power             = 2000    ;パワーゲージ最大値（デフォルトは 3000 = Lv.3 になります・オプション）
attack            = 100     ;攻撃力パーセンテージ（デフォルトは 100% になります）
defence           = 100     ;防御力パーセンテージ（デフォルトは 100% になります）
fall.defence_up   = 50      ;一時的に上昇するダウン時の防御力パーセンテージ
liedown.time      = 60      ;倒れてから起き上がるまでの時間
airjuggle         = 10000      ;ジャグルポイント限界値　★１
sparkno           = 2       ;デフォルトのヒットスパーク番号（fightfx.airか、キャラのairから呼び出す）
guard.sparkno     = 40      ;デフォルトのガードスパーク番号（fightfx.airか、キャラのairから呼び出す）
KO.echo           = 0       ;ＫＯ時の声にエコーを掛けるかどうか（0=しない・1=する）
volume            = 0       ;キャラの音量　255が最高
IntPersistIndex   = 60      ;Varを次のラウンドへ持ち越しが可能 (最小=0, 最大=59)  ★２
FloatPersistIndex = 40      ;FVarを次のラウンドへ持ち越しが可能 (最小=0, 最大=39) ★２

;---------------------------------------------------------------------------
;サイズ設定
[Size]
xscale           = 0.9       ;キャラ画像の横のスケール
yscale           = 0.9       ;キャラ画像の縦のスケール
ground.back      = 15       ;キャラの幅（地上後方）
ground.front     = 16       ;キャラの幅（地上前方）
air.back         = 12       ;キャラの幅（空中後方）
air.front        = 12       ;キャラの幅（空中前方）
height           = 60       ;跳び越す相手のためのキャラの高さ
attack.dist      = 160      ;攻撃を出した時に相手がガード体勢に入る最低の距離
proj.attack.dist = 90       ;相手がガード体勢に入る発射物との最低の距離
proj.doscale     = 0        ;xscaleとyscaleが発射物のスケールにも影響するかどうか（0=しない・1=する）
head.pos         = -5, -90  ;BindToTargetの時に必要な頭の座標
mid.pos          = -5, -60  ;BindToTargetの時に必要な体中心の座標
shadowoffset     = 0        ;影の垂直方向の位置
draw.offset      = 0,0      ;キャラ描画表示位置（Ｘ軸,Ｙ軸）

;---------------------------------------------------------------------------
;移動速度設定
[Velocity]
walk.fwd     = 3.0         ;前進歩行速度
walk.back    = -2.5        ;後退歩行速度
run.fwd      = 6.5, 0      ;前に走る時の速度（Ｘ軸,Ｙ軸）
run.back     = -5.1,-2.5   ;後ろに走る時の速度（Ｘ軸,Ｙ軸）
jump.neu     = 0,-8.8      ;垂直ジャンプ速度（Ｘ軸,Ｙ軸）
jump.back    = -2.7       ;後ジャンプ速度
jump.fwd     = 2.7         ;前ジャンプ速度
runjump.back = -2.55,-8.1  ;後ろに走りながらのジャンプ速度（オプション）
runjump.fwd  = 5,-8.8      ;前に走りながらのジャンプ速度（オプション）
airjump.neu  = 0,-8.2      ;空中垂直ジャンプ速度（オプション）
airjump.back = -2.7       ;空中後ジャンプ速度（オプション）
airjump.fwd  = 2.7         ;空中前ジャンプ速度（オプション）

;---------------------------------------------------------------------------
;動作設定
[Movement]
airjump.num     = 0      ;空中ジャンプが出来る回数（オプション）
airjump.height  = 35     ;空中ジャンプするために必要な最低限の高さ（オプション）
yaccel          = .42    ;重力（垂直下降加速度）
stand.friction  = .85    ;立ち状態の摩擦係数
crouch.friction = .82    ;しゃがみ状態の摩擦係数

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;「ステート」の説明と基本的な使い方
;---------------------------------------------------------------------------
;■ステートとは「状態」を意味しますが、
;（http://jiten.www.infoseek.co.jp/Eiwa?qt=state&sm=0&pg=result_e.html&sv=DC&col=EW）
;　ＭＵＧＥＮでは通常攻撃や必殺技などの枠にはまらない「ゲーム中における全ての行動を決めるプログラム」の事を指します。
;「ゲージ消費が必要無く、一撃で相手を倒せる攻撃」なども簡単に作成出来るので注意です。
;　１ステート（一つの行動）ずつに対して必ず番号（アドレス）が割り当てられます。俗に「ステートナンバー」と呼ばれています。
;
;■基本的な設定の例
; [Statedef STATENO]       一つの行動を定義する記述です・「STATENO」に必ず番号を設定してください
; type = ?      S/C/A/L/U  キャラの状態を指定（S=立ち・C=しゃがみ・A=空中・L=横に倒れている・U=前のステートの状態を引き継ぐ）
; movetype = ?  I/A/H      キャラの行動内容を指定（I=何もしない・A=攻撃している・H=攻撃を食らっている）
; physics = ?   S/C/A/N/U  キャラの物理的な体勢（S=立ち・C=しゃがみ・A=空中・N=重力や摩擦の影響を受けない・U=前のステートの体勢を引き継ぐ）
; juggle = ?               攻撃を当てた時に溜まるジャグルポイントの設定
;
; [State STATENO, ?]       「ステートコントローラ」と呼ばれるステートの色々な操作を定義し、設置や追加をします
; type = ?                 ステートコントローラの種類をこの部分に状況に応じて入れます
; ...                      トリガーで条件を指定し、様々な効果を適用させて行きます
;
;
; ※１ステートには必ず一つはステートコントローラを設置する必要があります。
;
; ステートコントローラやトリガーの詳しい説明はMUGEN本体のdocsフォルダにあります（英語）。
; 解説サイトもあるので、そちらも参考に。
;
; 月乃澄香 - http://tukiken.hp.infoseek.co.jp/
; クリエイターズＪＡＰＡＮ２ - http://cjmk2.hp.infoseek.co.jp/
;
; 後は実際に使われているステートを参照してください。（[Statedef 200]に更に詳しい説明もあります）
;
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 基本行動のステート
;---------------------------------------------------------------------------
; しゃがみ禁止

[Statedef 10]
type    = S
physics = S
anim = 0

[State 10, 4]
type = ChangeState
trigger1 = command = "holdfwd"
trigger2 = command = "holdback"
value = 20

[State 10, 2]
type = ChangeState
trigger1 = 1
value = 0

;---------------------------------------------------------------------------
;ジャンプ落下へ

[Statedef 50]
type    = A
physics = A

[State 50, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = 30, 0

[State 50,]
type = Explod
trigger1 = Time = 0
trigger1 = Pos Y >= -10
persistent = 0
anim = 6016
postype = p1
pos = -20, 10
scale = 0.5,0.5
removetime = 28

[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 50, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
persistent = 0
value = 44
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; ダッシュ

[Statedef 100]
type    = S
physics = S
anim = 100
sprpriority = 1

[State 100, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = 30, 1

[State 100, 1]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 101

[State 100, 4]
type = ChangeState
triggerall = !var(9)
trigger1 = command != "holdfwd"
trigger2 = command = "holddown"
value = 102

[State 2OS]
type=changestate
triggerall=var(9)=2
trigger1=(p2dist x=[-50,50])
value=102

;---------------------------------------------------------------------------
; ダッシュストップ

[Statedef 102]
type    = S
physics = S
anim = 102
sprpriority = 1

[State 102, 4]
type = CtrlSet
trigger1 = command != "holddown"
value = 1

[State 100, 1]
type = VelSet
trigger1 = 1
x = 2

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;--------------------------------------------------------------------------
;---------------------------------------------------------------------------
; タイムオーバー時
; CNS レベル: 基本
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 170, 無敵]
type = NotHitBy
trigger1 = 1 ;1にするといかなる条件でも有効で、0にするといかなる条件でも無効
value = SCA
time = 1

;---------------------------------------------------------------------------
; 勝利ポーズ分岐
; CNS レベル: 基本
[Statedef 180]
type = S

[State 180, ステート変更]
type = ChangeState
trigger1 = Time = 0
value = 181

;---------------------------------------------------------------------------
; 勝利ポーズ
; CNS レベル: 基本
[Statedef 181]
type = S
ctrl = 0
anim = 185
velset = 0,0

[State 181, 速度加算]
type = VelAdd
trigger1 = AnimElem = 10
y = -20

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 10
value = 30, 2

[State 181, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; イントロ（試合開始直前のアクション）
; CNS レベル: 基本
[Statedef 191]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 191, アニメ変更]
type = ChangeAnim
trigger1 = RoundState = 0
value = 190

[State 191, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State -2, 11]
type = PlaySnd
trigger1 = time = 40
value = 200, 9
volume = 255

[State 191, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; 挑発
; CNS レベル: 基本
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 195, コントロール可否]
type = CtrlSet
trigger1 = Time = 40
value = 1

[State 195, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ここからは通常攻撃技のステート
;---------------------------------------------------------------------------
; 立ちP

[Statedef 200]
type     = S                     ;キャラの状態を指定（S=立ち・C=しゃがみ・A=空中・L=横に倒れている・U=前のステートの状態を引き継ぐ）
movetype = A                     ;キャラの行動内容を指定（I=何もしない・A=攻撃している・H=攻撃を食らっている）
physics  = S                     ;キャラの物理的な体勢（S=立ち・C=しゃがみ・A=空中・N=重力や摩擦の影響を受けない・U=前のステートの体勢を引き継ぐ）
juggle   = 1                     ;攻撃を当てた時に溜まるジャグルポイントの設定
velset   = 0,0                   ;移動初速度の設定（このステートでは0,0なので移動せず止まります）
ctrl     = 0                     ;コントロールの可否（0=キー操作不可・1=キー操作可能）
anim     = 200                   ;airファイルの[Begin Action 200]のアニメを使っています
poweradd = 20                    ;パワーゲージの増加量を設定
sprpriority = 2                  ;画像表示優先度　数値が多いと手前に、少ないと奥に優先されます

[State 200, ヒット定義]
type = HitDef                    ;攻撃ヒット定義（Hit Definition）のステートコントローラ
trigger1 = AnimElem = 3          ;攻撃判定ボックスがあればアニメーション３番目のコマで適用されます
attr = S, NA                     ;攻撃属性: これは Standing, Normal Attack（立ち通常攻撃）
damage = 26, 0                   ;相手に与えるダメージ（ヒットした時,ガードされた時）
animtype = Light                 ;当たった時の相手のアニメの種類: Light, Medium, Hard, Back, Up, DiagUp (デフォルト：Light)
guardflag = MA                   ;相手が立ち・しゃがみ・空中どのガードが出来るかを決めます（現在はMiddleAir（全部ガードされます））
hitflag = MAF                    ;相手がどの状態の時で攻撃を当てられるかを決めます（現在はMiddleAirFall（立ち・しゃがみ・空中・やられ落下））
priority = 3, Hit                ;攻撃優先度: 0 (最低) 7 (最高) 4がデフォルト・種類はHit/Miss/Dodge (デフォルト：Hit)
pausetime = 8, 8                 ;攻撃を当てた時の自分と相手の硬直時間（自分,相手）
sparkno = -1                     ;ヒットスパーク (デフォルト：[Data]の項目で設定したモノが適用される) ★３
guard.sparkno = -1               ;ガードスパーク (デフォルト：[Data]の項目で設定したモノが適用される) ★３
sparkxy = -10, -76               ;ヒットスパークの位置（Ｘ軸,Ｙ軸）
hitsound = s10, 0                  ;ヒットサウンド（PlaySndと同じやり方）
guardsound = s20, 0                ;ガードサウンド（PlaySndと同じやり方）
ground.type = High               ;当たった時の地上の相手のアニメの属性: High, Low, Trip (デフォルト：High)
ground.slidetime = 7             ;当たった時の地上の相手がのけぞる時間
ground.hittime  = 14             ;当たった時の地上の相手のやられ状態の時間
ground.velocity = -5,0           ;当たった時の地上の相手の初速度（Ｘ軸,Ｙ軸）
airguard.velocity = -2.6,-.8     ;ガードされた時の空中の相手の初速度 (デフォルト：(air.xvel*1.5, air.yvel/2))
air.type = High                  ;当たった時の空中の相手のアニメの属性: High, Low, Trip (デフォルト：ground.typeと同じになる)
air.velocity = -2.3,-5           ;当たった時の空中の相手の初速度（Ｘ軸,Ｙ軸）
air.hittime = 12                 ;当たった時の空中の相手のやられ状態の時間

[State 200,]
type = Explod
trigger1 = AnimElem = 2
persistent = 0
sprpriority = 5
anim = 6020
postype = p1
pos = 0, -110
scale = 0.9,0.9
removetime = 12
bindtime = 12

[State 200,]
type = Explod
trigger1 = Movehit
persistent = 0
anim = 6001
postype = p2
pos = 0,-80
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5

[State 200,]
type = Explod
trigger1 = MoveGuarded
persistent = 0
anim = 6011
postype = p2
pos = 0,-80
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5

[State 2OS]
type=stopsnd
trigger1=animelem=2
channel=20
[State 2OS]
type=playsnd
trigger1=animelem=2
value=200,0
channel=20
volume=255
[State 2OS]
type=playsnd
trigger1=animelem=2
value=300,0
volume=255


[State 200,ジャンプキャンセル]
type = ChangeState
value = 40
triggerall = command = "holdup"
trigger1 = movecontact

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

;---------------------------------------------------------------------------
; 立ちK1

[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 35
ctrl = 0
velset = 0,0
anim = 210
sprpriority = -1

[State 2OS]
type=stopsnd
trigger1=time=0
channel=20
[State 2OS]
type=playsnd
trigger1=time=0
channel=20
value=200,1
volume=255
[State 2OS]
type=playsnd
trigger1=time=0
value=300,1
volume=255

[State 210, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    = 25
guardflag = MA
pausetime = 12,12
sparkno = -1
guard.sparkno = -1
hitsound   = s10,2
guardsound = s20,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 5.5
air.velocity = 5.5,-4

[State 210, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
attr = S, NA
animtype  = Medium
damage    = 25
guardflag = MA
pausetime = 12,12
sparkno = -1
guard.sparkno = -1
sparkxy = -10,-70
hitsound   = s10,2
guardsound = s20,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5.5
air.velocity = -5.5,-4

[State 210, ヒット定義]
type = HitDef
trigger1 = AnimElem = 8
attr = S, NA
animtype  = Medium
damage    = 25
guardflag = MA
pausetime = 12,12
sparkno = -1
guard.sparkno = -1
hitsound   = s10,2
guardsound = s20,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 5.5
air.velocity = 5.5,-4

[State 210,]
type = Explod
trigger1 = AnimElem = 3
persistent = 0
sprpriority = 5
anim = 215
postype = p1
pos = -40, -140
scale = 0.9,0.9
removetime = 4
bindtime = 4
pausemovetime = 0

[State 210,]
type = Explod
trigger1 = AnimElem = 4
persistent = 0
sprpriority = 5
anim = 216
postype = p1
pos = -40, -140
scale = 0.9,0.9
removetime = 3
bindtime = 3
pausemovetime = 0

[State 210,]
type = Explod
trigger1 = AnimElem = 5
persistent = 0
sprpriority = 5
anim = 217
postype = p1
pos = -40, -140
scale = 0.9,0.9
removetime = 4
bindtime = 4
pausemovetime = 0

[State 210,]
type = Explod
trigger1 = AnimElem = 6
persistent = 0
sprpriority = 5
anim = 218
postype = p1
pos = -40, -140
scale = 0.9,0.9
removetime = 4
bindtime = 4
pausemovetime = 0

[State 210,]
type = Explod
trigger1 = AnimElem = 7
persistent = 0
sprpriority = 5
anim = 219
postype = p1
pos = -40, -140
scale = 0.9,0.9
removetime = 3
bindtime = 3
pausemovetime = 0

[State 210,]
type = Explod
triggerall = Movehit = 1
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(3) <= 4
persistent = 0
anim = 6003
postype = p2
pos = 0,-60
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 1,1

[State 210,]
type = Explod
triggerall = Movehit = 1
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(4) <= 3
persistent = 0
anim = 6003
postype = p2
pos = 0,-60
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 1,1

[State 210,]
type = Explod
triggerall = Movehit = 1
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(5) <= 4
persistent = 0
anim = 6003
postype = p2
pos = 0,-60
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 1,1

[State 210,]
type = Explod
triggerall = Movehit = 1
trigger1 = AnimElemTime(6) >= 0
trigger1 = AnimElemTime(6) <= 4
persistent = 0
anim = 6003
postype = p2
pos = 0,-60
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 1,1

[State 210,]
type = Explod
triggerall = Movehit = 1
trigger1 = AnimElemTime(8) >= 0
persistent = 0
anim = 6003
postype = p2
pos = 0,-60
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 1,1

[State 210,1]
type = Explod
triggerall = MoveGuarded
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(3) <= 4
anim = 6011
postype = p2
pos = 0,-60
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5
persistent = 0

[State 210,1]
type = Explod
triggerall = MoveGuarded
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(4) <= 3
anim = 6011
postype = p2
pos = 0,-60
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5
persistent = 0

[State 210,1]
type = Explod
triggerall = MoveGuarded
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(5) <= 4
anim = 6011
postype = p2
pos = 0,-60
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5
persistent = 0

[State 210,1]
type = Explod
triggerall = MoveGuarded
trigger1 = AnimElemTime(6) >= 0
trigger1 = AnimElemTime(6) <= 4
anim = 6011
postype = p2
pos = 0,-60
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5
persistent = 0

[State 210,1]
type = Explod
triggerall = MoveGuarded
trigger1 = AnimElemTime(8) >= 0
anim = 6011
postype = p2
pos = 0,-60
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5
persistent = 0

[State 210,ジャンプキャンセル]
type = ChangeState
value = 40
triggerall = command = "holdup"
trigger1 = movecontact

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

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 立ちS

[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 43
ctrl = 0
velset = 0,0
anim = 220
sprpriority = 2

[State 2OS]
type=playsnd
trigger1=time=0
value=0,1
volume=255
[State 2OS]
type=stopsnd
trigger1=time=0
channel=20
[State 2OS]
type=playsnd
trigger1=time=0
channel=20
value=200,1
volume=255

[State 220, ヒット定義]
type = HitDef
trigger1 = AnimElem = 8
attr = S, NA
animtype  = Medium
damage    = 60
guardflag = MA
pausetime = 15,15
sparkno = -1
guard.sparkno = -1
sparkxy = -10,-37
hitsound   = s10,3
guardsound = s20,1
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -8
air.velocity = -6.5,-3.5

[State 220,]
type = Explod
trigger1 = Movehit = 1
persistent = 0
anim = 6003
postype = p2
pos = 0,-90
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 1,1


[State 220,1]
type = Explod
trigger1 = MoveGuarded
anim = 6011
postype = p2
pos = 0,-90
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5
persistent = 0

[State 220,ジャンプキャンセル]
type = ChangeState
value = 40
triggerall = command = "holdup"
trigger1 = movecontact

[State 220, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 立ちHS

[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 70
ctrl = 0
velset = 0,0
anim = 230
sprpriority = 2

[State 2OS]
type=stopsnd
trigger1=time=5
channel=20
[State 2OS]
type=playsnd
trigger1=time=5
channel=20
value=200,2
volume=255
[State 2OS]
type=playsnd
trigger1=animelem=7
value=300,2
volume=255

[State 230, ヒット定義]
type = HitDef
trigger1 = AnimElem = 7
attr = S, NA
animtype  = Hard
damage    = 120
guardflag = MA
pausetime = 20,20
sparkno = -1
guard.sparkno = -1
sparkxy = -10,-60
hitsound   = s10,3
guardsound = s20,1
ground.type = Low
ground.slidetime = 19
ground.hittime  = 22
ground.velocity = -12
air.velocity = -7.8,14.8
air.fall = 1

[State 230,]
type = Explod
trigger1 = AnimElem = 5
persistent = 0
sprpriority = 5
anim = 6029
postype = p1
pos = 30, -20
scale = 0.9,0.9
removetime = 12
bindtime = 12
pausemovetime = 0
removeongethit = 1

[State 230,]
type = Explod
trigger1 = AnimElem = 8
persistent = 0
sprpriority = 5
anim = 6030
postype = p1
pos = 30, -20
scale = 0.9,0.9
removetime = 6
bindtime = 6
pausemovetime = 0
removeongethit = 1

[State 230,]
type = Explod
trigger1 = Movehit = 1
persistent = 0
anim = 6002
postype = p2
pos = 0,-60
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 1,1


[State 230,1]
type = Explod
trigger1 = MoveGuarded
anim = 6011
postype = p2
pos = 0,-60
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5
persistent = 0

[State 230,ジャンプキャンセル]
type = ChangeState
value = 40
triggerall = command = "holdup"
trigger1 = movecontact

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

;---------------------------------------------------------------------------
; 地面殴り（弱）

[Statedef 400]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 70
ctrl = 0
anim = 400
sprpriority = 2

[State 2OS]
type=playsnd
trigger1=animelem=5
value=100,0
volume=255
[State 2OS]
type=stopsnd
trigger1=time=0
channel=20
[State 2OS]
type=playsnd
trigger1=time=0
channel=20
value=200,1
volume=255

[State 400, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage    = 60
priority  = 3
animtype  = hard
hitflag = MAF
guardflag = L
pausetime = 15,15
sparkno = -1
sparkxy = -10,-42
hitsound   = s10,1
guardsound = s20,1
ground.type = trip
ground.slidetime = 7
ground.hittime  = 15
ground.velocity = -3,-3
air.velocity = -3,-3
fall = 1

[State 400,]
type = EnvShake
trigger1 = AnimElem = 5
time = 5
freq = 120
ampl = -15


[State 400,]
type = Explod
trigger1 = Movehit = 1
persistent = 0
anim = 6000
postype = p2
pos = 0,-20
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 1,1


[State 400,1]
type = Explod
trigger1 = MoveGuarded
anim = 6011
postype = p2
pos = 0,-20
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5
persistent = 0

[State 400,ジャンプキャンセル]
type = ChangeState
value = 40
triggerall = command = "holdup"
trigger1 = movecontact

[State 400, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 地面殴り（強）

[Statedef 410]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 70
ctrl = 0
anim = 410
sprpriority = 2

[State 2OS]
type=playsnd
trigger1=animelem=5
value=100,0
volume=255
[State 2OS]
type=stopsnd
trigger1=animelem=5
channel=20
[State 2OS]
type=playsnd
trigger1=animelem=5
channel=20
value=200,1
volume=255

[State 410, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage    = 80
priority  = 3
animtype  = up
hitflag = MAF
guardflag = L
pausetime = 15,15
sparkno = -1
sparkxy = -10,-42
hitsound   = s10,1
guardsound = s20,1
ground.type = High
ground.slidetime = 7
ground.hittime  = 15
ground.velocity = -1,-10
air.velocity = -1,-10
fall = 1

[State 410,]
type = EnvShake
trigger1 = AnimElem = 5
time = 8
freq = 160
ampl = -30


[State 410,]
type = Explod
trigger1 = Movehit = 1
persistent = 0
anim = 6000
postype = p2
pos = 0,-20
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 1,1


[State 410,1]
type = Explod
trigger1 = MoveGuarded
anim = 6011
postype = p2
pos = 0,-20
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5
persistent = 0

[State 410,ジャンプキャンセル]
type = ChangeState
value = 40
triggerall = command = "holdup"
trigger1 = movecontact

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

;---------------------------------------------------------------------------
;空中ダッシュ

[Statedef 500]
type    = A
movetype= I
physics = N
velset = 7,0
anim = 500
sprpriority = 1
ctrl = 0

[State 500, 4]
type = CtrlSet
trigger1 = Time = 12
value = 1

[State 500,]
type = Explod
trigger1 = Time = 0
persistent = 0
anim = 6015
postype = p1
pos = -20, -50
scale = 0.5,0.5
removetime = 12

[State 500,]
type = Varadd
trigger1 = Time = 0
v = 0
value = 1

[State 500, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = 30, 2

[State 500, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 501

;---------------------------------------------------------------------------
;空中ダッシュ落下

[Statedef 501]
type    = A
movetype= I
physics = A
poweradd= 0
velset = 7,0
anim = 501
ctrl = 1
sprpriority = 2

[State 501, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;空中バクステ落下

[Statedef 502]
type    = A
movetype= I
physics = A
poweradd= 0
velset = -5,0
anim = 501
ctrl = 1
sprpriority = 2

[State 501, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;空中バクステ

[Statedef 505]
type    = A
movetype= I
physics = N
velset = -5,0
anim = 505
sprpriority = 1
ctrl = 0

[State 505, 4]
type = CtrlSet
trigger1 = Time = 12
value = 1

[State 505,]
type = Explod
trigger1 = Time = 0
persistent = 0
facing = -1
anim = 6015
postype = p1
pos = 20, -50
scale = 0.5,0.5
removetime = 12

[State 505,]
type = Varadd
trigger1 = Time = 0
v = 0
value = 1

[State 505, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = 30, 2

[State 505, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 502

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;空中前ジャンプ

[Statedef 510]
type    = A
movetype= I
physics = A
velset = 2.7,-8.2
anim = 41
sprpriority = 1
ctrl = 0

[State 510, 4]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 510,]
type = Varadd
trigger1 = Time = 0
v = 0
value = 1

[State 510, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = 30, 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;空中垂直ジャンプ

[Statedef 515]
type    = A
movetype= I
physics = A
velset = 0,-8.2
anim = 41
sprpriority = 1
ctrl = 0

[State 515, 4]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 515,]
type = Varadd
trigger1 = Time = 0
v = 0
value = 1

[State 515, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = 30, 0
;---------------------------------------------------------------------------
;空中後ろジャンプ

[Statedef 520]
type    = A
movetype= I
physics = A
velset = -2.7,-8.2
anim = 41
sprpriority = 1
ctrl = 0

[State 520, 4]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 520,]
type = Varadd
trigger1 = Time = 0
v = 0
value = 1

[State 520, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = 30, 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; ジャンプP
;
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 600
sprpriority = 2

[State 2OS]
type=stopsnd
trigger1=animelem=3
channel=20
[State 2OS]
type=playsnd
trigger1=animelem=3
channel=20
value=200,0
volume=255
[State 2OS]
type=playsnd
trigger1=animelem=3
value=300,0
volume=255


[State 600, ヒット定義]
type = HitDef                    ;攻撃ヒット定義（Hit Definition）のステートコントローラ
trigger1 = AnimElem = 3          ;攻撃判定ボックスがあればアニメーション３番目のコマで適用されます
attr = A, NA                     ;攻撃属性: これは Standing, Normal Attack（立ち通常攻撃）
damage = 26, 0                   ;相手に与えるダメージ（ヒットした時,ガードされた時）
animtype = Light                 ;当たった時の相手のアニメの種類: Light, Medium, Hard, Back, Up, DiagUp (デフォルト：Light)
guardflag = HA                   ;相手が立ち・しゃがみ・空中どのガードが出来るかを決めます（現在はMiddleAir（全部ガードされます））
priority = 3, Hit                ;攻撃優先度: 0 (最低) 7 (最高) 4がデフォルト・種類はHit/Miss/Dodge (デフォルト：Hit)
pausetime = 8, 8                 ;攻撃を当てた時の自分と相手の硬直時間（自分,相手）
sparkno = -1                     ;ヒットスパーク (デフォルト：[Data]の項目で設定したモノが適用される) ★３
guard.sparkno = -1               ;ガードスパーク (デフォルト：[Data]の項目で設定したモノが適用される) ★３
sparkxy = -10, -76               ;ヒットスパークの位置（Ｘ軸,Ｙ軸）
hitsound = s10, 0                  ;ヒットサウンド（PlaySndと同じやり方）
guardsound = s20, 0                ;ガードサウンド（PlaySndと同じやり方）
ground.type = High               ;当たった時の地上の相手のアニメの属性: High, Low, Trip (デフォルト：High)
ground.slidetime = 7             ;当たった時の地上の相手がのけぞる時間
ground.hittime  = 14             ;当たった時の地上の相手のやられ状態の時間
ground.velocity = -5,0           ;当たった時の地上の相手の初速度（Ｘ軸,Ｙ軸）
airguard.velocity = -2.6,-.8     ;ガードされた時の空中の相手の初速度 (デフォルト：(air.xvel*1.5, air.yvel/2))
air.type = High                  ;当たった時の空中の相手のアニメの属性: High, Low, Trip (デフォルト：ground.typeと同じになる)
air.velocity = -2.3,-5           ;当たった時の空中の相手の初速度（Ｘ軸,Ｙ軸）
air.hittime = 12                 ;当たった時の空中の相手のやられ状態の時間

[State 600,]
type = Explod
trigger1 = AnimElem = 2
persistent = 0
sprpriority = 5
anim = 6020
postype = p1
pos = 0, -140
scale = 0.9,0.9
removetime = 12
bindtime = 12

[State 600,]
type = Explod
trigger1 = Movehit
persistent = 0
anim = 6001
postype = p2
pos = 0,-80
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5

[State 600,]
type = Explod
trigger1 = MoveGuarded
persistent = 0
anim = 6011
postype = p2
pos = 0,-80
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5

[State 600,ジャンプキャンセル]
type = ChangeState
value = 510
triggerall = command = "aircombofwd"
triggerall = var(0) <= 0
trigger1 = movecontact

[State 600,ジャンプキャンセル]
type = ChangeState
value = 515
triggerall = command = "aircombo"
triggerall = var(0) <= 0
trigger1 = movecontact

[State 600,ジャンプキャンセル]
type = ChangeState
value = 520
triggerall = command = "aircomboback"
triggerall = var(0) <= 0
trigger1 = movecontact


[State 600, コントロール可否]
type = CtrlSet
trigger1 = Time = 17
value = 1

;---------------------------------------------------------------------------
; ジャンプK

[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 35
ctrl = 0
anim = 610
sprpriority = 2

[State 2OS]
type=stopsnd
trigger1=time=0
channel=20
[State 2OS]
type=playsnd
trigger1=time=0
channel=20
value=200,1
volume=255
[State 2OS]
type=playsnd
trigger1=time=0
value=300,1
volume=255


[State 610, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    = 25
guardflag = HA
pausetime = 12,12
sparkno = -1
guard.sparkno = -1
hitsound   = s10,2
guardsound = s20,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5.5
air.velocity = -1.5,-4

[State 610, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
attr = S, NA
animtype  = Medium
damage    = 25
guardflag = HA
pausetime = 12,12
sparkno = -1
guard.sparkno = -1
sparkxy = -10,-70
hitsound   = s10,2
guardsound = s20,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5.5
air.velocity = -1.5,-4

[State 610, ヒット定義]
type = HitDef
trigger1 = AnimElem = 8
attr = S, NA
animtype  = Medium
damage    = 25
guardflag = HA
pausetime = 12,12
sparkno = -1
guard.sparkno = -1
hitsound   = s10,2
guardsound = s20,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5.5
air.velocity = -1.5,-4

[State 610,]
type = Explod
trigger1 = AnimElem = 3
persistent = 0
sprpriority = 5
anim = 215
postype = p1
pos = -40, -170
scale = 0.9,0.9
removetime = 4
bindtime = 4
pausemovetime = 0

[State 610,]
type = Explod
trigger1 = AnimElem = 4
persistent = 0
sprpriority = 5
anim = 216
postype = p1
pos = -40, -170
scale = 0.9,0.9
removetime = 3
bindtime = 3
pausemovetime = 0

[State 610,]
type = Explod
trigger1 = AnimElem = 5
persistent = 0
sprpriority = 5
anim = 217
postype = p1
pos = -40, -170
scale = 0.9,0.9
removetime = 4
bindtime = 4
pausemovetime = 0

[State 610,]
type = Explod
trigger1 = AnimElem = 6
persistent = 0
sprpriority = 5
anim = 218
postype = p1
pos = -40, -170
scale = 0.9,0.9
removetime = 4
bindtime = 4
pausemovetime = 0

[State 610,]
type = Explod
trigger1 = AnimElem = 7
persistent = 0
sprpriority = 5
anim = 219
postype = p1
pos = -40, -170
scale = 0.9,0.9
removetime = 3
bindtime = 3
pausemovetime = 0

[State 610,]
type = Explod
triggerall = Movehit = 1
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(3) <= 4
persistent = 0
anim = 6003
postype = p2
pos = 0,-60
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 1,1

[State 610,]
type = Explod
triggerall = Movehit = 1
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(4) <= 3
persistent = 0
anim = 6003
postype = p2
pos = 0,-60
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 1,1

[State 610,]
type = Explod
triggerall = Movehit = 1
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(5) <= 4
persistent = 0
anim = 6003
postype = p2
pos = 0,-60
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 1,1

[State 610,]
type = Explod
triggerall = Movehit = 1
trigger1 = AnimElemTime(6) >= 0
trigger1 = AnimElemTime(6) <= 4
persistent = 0
anim = 6003
postype = p2
pos = 0,-60
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 1,1

[State 610,]
type = Explod
triggerall = Movehit = 1
trigger1 = AnimElemTime(8) >= 0
persistent = 0
anim = 6003
postype = p2
pos = 0,-60
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 1,1

[State 610,1]
type = Explod
triggerall = MoveGuarded
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(3) <= 4
anim = 6011
postype = p2
pos = 0,-60
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5
persistent = 0

[State 610,1]
type = Explod
triggerall = MoveGuarded
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(4) <= 3
anim = 6011
postype = p2
pos = 0,-60
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5
persistent = 0

[State 610,1]
type = Explod
triggerall = MoveGuarded
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(5) <= 4
anim = 6011
postype = p2
pos = 0,-60
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5
persistent = 0

[State 610,1]
type = Explod
triggerall = MoveGuarded
trigger1 = AnimElemTime(6) >= 0
trigger1 = AnimElemTime(6) <= 4
anim = 6011
postype = p2
pos = 0,-60
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5
persistent = 0

[State 610,1]
type = Explod
triggerall = MoveGuarded
trigger1 = AnimElemTime(8) >= 0
anim = 6011
postype = p2
pos = 0,-60
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5
persistent = 0

[State 610,ジャンプキャンセル]
type = ChangeState
value = 510
triggerall = command = "aircombofwd"
triggerall = var(0) <= 0
trigger1 = movecontact

[State 610,ジャンプキャンセル]
type = ChangeState
value = 515
triggerall = command = "aircombo"
triggerall = var(0) <= 0
trigger1 = movecontact

[State 610,ジャンプキャンセル]
type = ChangeState
value = 520
triggerall = command = "aircomboback"
triggerall = var(0) <= 0
trigger1 = movecontact

[State 610, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ジャンプS

[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 43
ctrl = 0
anim = 620
sprpriority = 2

[State 2OS]
type=playsnd
trigger1=time=0
value=0,1
volume=255
[State 2OS]
type=stopsnd
trigger1=time=0
channel=20
[State 2OS]
type=playsnd
trigger1=time=0
channel=20
value=200,1
volume=255

[State 620, ヒット定義]
type = HitDef
trigger1 = AnimElem = 8
attr = S, NA
animtype  = Medium
damage    = 60
guardflag = HA
pausetime = 15,15
sparkno = -1
guard.sparkno = -1
sparkxy = -10,-37
hitsound   = s10,3
guardsound = s20,1
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -8
air.velocity = -1.8,-5.5

[State 620,]
type = Explod
trigger1 = Movehit = 1
persistent = 0
anim = 6003
postype = p2
pos = 0,-90
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 1,1


[State 620,1]
type = Explod
trigger1 = MoveGuarded
anim = 6011
postype = p2
pos = 0,-90
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5
persistent = 0

[State 620,ジャンプキャンセル]
type = ChangeState
value = 510
triggerall = command = "aircombofwd"
triggerall = var(0) <= 0
trigger1 = movecontact

[State 620,ジャンプキャンセル]
type = ChangeState
value = 515
triggerall = command = "aircombo"
triggerall = var(0) <= 0
trigger1 = movecontact

[State 620,ジャンプキャンセル]
type = ChangeState
value = 520
triggerall = command = "aircomboback"
triggerall = var(0) <= 0
trigger1 = movecontact

[State 620, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; ジャンプHS

[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 70
ctrl = 0
anim = 630
sprpriority = 2

[State 630,]
type = Velset
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(7) <= 0
trigger1 = Vel X = 0
x = 0
y = - 0.5

[State 630,]
type = Velset
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(7) <= 0
trigger1 = Vel X >= 1
x = 1
y = - 0.5

[State 630,]
type = Velset
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(7) <= 0
trigger1 = Vel X <= -1
x = -1
y = - 0.5

[State 630, 音を鳴らす]
type = PlaySnd
trigger1 = time = 5
value = 200, 2
volume = 255

[State 630, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 7
value = 300, 2


[State 630, ヒット定義]
type = HitDef
trigger1 = AnimElem = 7
attr = S, NA
animtype  = Hard
damage    = 120
guardflag = HA
pausetime = 20,20
sparkno = -1
guard.sparkno = -1
sparkxy = -10,-60
hitsound   = s10,3
guardsound = s20,1
ground.type = Low
ground.slidetime = 19
ground.hittime  = 22
ground.velocity = -12
air.velocity = -7,14.8
air.fall = 1

[State 630,]
type = Explod
trigger1 = AnimElem = 5
persistent = 0
sprpriority = 5
anim = 6029
id = 630
postype = p1
pos = 30, -50
scale = 0.9,0.9
removetime = 12
bindtime = 12
pausemovetime = 0
removeongethit = 1

[State 630,]
type = Explod
trigger1 = AnimElem = 8
persistent = 0
sprpriority = 5
anim = 6030
id = 630
postype = p1
pos = 30, -50
scale = 0.9,0.9
removetime = 6
bindtime = 6
pausemovetime = 0
removeongethit = 1

[State 630,]
type = Explod
trigger1 = Movehit = 1
persistent = 0
anim = 6002
postype = p2
pos = 0,-60
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 1,1


[State 630,1]
type = Explod
trigger1 = MoveGuarded
anim = 6011
postype = p2
pos = 0,-60
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5
persistent = 0

[State 630, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; ここからは必殺技のステート
;---------------------------------------------------------------------------
; ルイナス・ペイン

[Statedef 1000]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 100
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = -1

[State 1000,]
type = Explod
trigger1 = AnimElemTime(5) = 4
persistent = 0
anim = 6022
postype = p1
pos = 20,-100
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.9,0.9

[State 1000, ヘルパーを出す]
type = Helper
trigger1 = AnimElemTime(10) = 0
Persistent = 0
name = "ruinasu"  ;ヘルパーの名前
stateno = 1001       ;ヘルパーが最初に行くステート
ID = 1000            ;ヘルパーのＩＤナンバー
pos = 40,-100         ;ヘルパーの出現位置
postype = p1         ;ヘルパーの最初に出る軸位置の属性（Explodのpostypeと書き方は同じだが効果が少し違う）
keyctrl = 0          ;ヘルパーがコントロール可能かどうか（0=操作不可・1=操作可能）
ownpal = 1           ;ヘルパーが(PalFXなどで)本体の色が変わった時に一緒に変わるかどうか（Explodのownpalと一緒）
size.xscale = 0.9    ;ヘルパーの横のサイズ
size.yscale = 0.9    ;ヘルパーの縦のサイズ
helpertype = normal  ;ヘルパーの属性：画面スクロールの影響を受けるか否かを決める
                     ;（Player=影響有り・画面外に出られない　Normal=影響無し・画面外に出られる）

[State 2OS]
type=stopsnd
trigger1=time=0
channel=20
[State 2OS]
type=playsnd
trigger1=time=0
channel=20
value=200,3
volume=255
[State 2OS]
type=playsnd
trigger1=animelem=7
value=300,3
volume=20

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; ルイナス・ペイン弾

[Statedef 1001]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 0
velset = 3,0
anim = 6023
ctrl = 0
sprpriority = 5

[State 1001, ヒット定義]
type = HitDef
trigger1 = AnimElemTime(1) = 0
trigger2 = AnimElemTime(2) = 0
trigger3 = AnimElemTime(3) = 0
trigger4 = AnimElemTime(4) = 0
attr = S, SP
animtype  = Medium
damage    = 15
guardflag = MA
pausetime = 5,5
sparkno = -1
guard.sparkno = -1
hitsound   = s10,3
guardsound = s20,2
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.5
air.velocity = -1.5,-4
palfx.time = 70
palfx.add = -30,0,250
palfx.sinadd = 50,50,0,10
palfx.color = 0
palfx.invertall = 1

[State 1001,]
type = Explod
triggerall = Movehit = 1
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(1) <= 5
persistent = 0
anim = 6003
postype = p2
pos = 0,-60
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 1,1

[State 1001,]
type = Explod
triggerall = Movehit = 1
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(2) <= 5
persistent = 0
anim = 6003
postype = p2
pos = 0,-60
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 1,1

[State 1001,]
type = Explod
triggerall = Movehit = 1
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(3) <= 5
persistent = 0
anim = 6003
postype = p2
pos = 0,-60
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 1,1

[State 1001,]
type = Explod
triggerall = Movehit = 1
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(4) <= 5
persistent = 0
anim = 6003
postype = p2
pos = 0,-60
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 1,1

[State 1001,1]
type = Explod
triggerall = MoveGuarded
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(1) <= 5
anim = 6010
postype = p2
pos = 0,-60
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5
persistent = 0

[State 1001,1]
type = Explod
triggerall = MoveGuarded
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(2) <= 5
anim = 6010
postype = p2
pos = 0,-60
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5
persistent = 0

[State 1001,1]
type = Explod
triggerall = MoveGuarded
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(3) <= 5
anim = 6010
postype = p2
pos = 0,-60
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5
persistent = 0

[State 1001,1]
type = Explod
triggerall = MoveGuarded
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(4) <= 5
anim = 6010
postype = p2
pos = 0,-60
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5
persistent = 0

[State 1001,]
type = Varadd
trigger1 = Time = 0
v = 1
value = 1

[State 1001, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
triggerall = var(1) <= 2
value = 1001
ctrl = 0

[State 1001, ステート変更]
type = ChangeState
triggerall = var(1) >= 2
trigger1 = AnimTime = 0
value = 1002
ctrl = 1

;---------------------------------------------------------------------------
; ルイナス・ペイン弾消滅

[Statedef 1002]
type    = S
movetype= I
physics = N
juggle  = 4
poweradd= 0
velset = 3,0
anim = 6024
ctrl = 0
sprpriority = 5

[State 1002, このヘルパーを消す]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; サブバート・オラクル

[Statedef 1010]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 100
velset = 0,0
anim = 1010
ctrl = 0
sprpriority = -1

[State 1010, ヘルパーを出す]
type = Helper
trigger1 = AnimElemTime(5) = 0
Persistent = 0
name = "ruinasu"  ;ヘルパーの名前
stateno = 1011       ;ヘルパーが最初に行くステート
ID = 1010            ;ヘルパーのＩＤナンバー
pos = 20,0         ;ヘルパーの出現位置
postype = p1         ;ヘルパーの最初に出る軸位置の属性（Explodのpostypeと書き方は同じだが効果が少し違う）
keyctrl = 0          ;ヘルパーがコントロール可能かどうか（0=操作不可・1=操作可能）
ownpal = 1           ;ヘルパーが(PalFXなどで)本体の色が変わった時に一緒に変わるかどうか（Explodのownpalと一緒）
size.xscale = 0.9    ;ヘルパーの横のサイズ
size.yscale = 0.9    ;ヘルパーの縦のサイズ
helpertype = normal  ;ヘルパーの属性：画面スクロールの影響を受けるか否かを決める
                     ;（Player=影響有り・画面外に出られない　Normal=影響無し・画面外に出られる）

[State 2OS]
type=stopsnd
trigger1=time=0
channel=20
[State 2OS]
type=playsnd
trigger1=time=0
channel=20
value=200,5
volume=255
[State 2OS]
type=playsnd
trigger1=animelem=5
value=300,5
volume=128

[State 1010, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 炎

[Statedef 1011]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 0
velset = 0,0
anim = 6025
ctrl = 0
sprpriority = 5

[State 1011,]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 1011, ヒット定義]
type = HitDef
trigger1 = AnimElemTime(5) = 0
trigger2 = AnimElemTime(6) = 0
trigger3 = AnimElemTime(7) = 0
trigger4 = AnimElemTime(8) = 0
trigger5 = AnimElemTime(9) = 0
trigger6 = AnimElemTime(10) = 0
trigger7 = AnimElemTime(11) = 0
trigger8 = AnimElemTime(12) = 0
trigger9 = AnimElemTime(13) = 0
attr = S, SP
animtype  = Medium
damage    = 10
guardflag = MA
pausetime = 3,3
sparkno = -1
guard.sparkno = -1
hitsound   = s10,1
guardsound = s20,2
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -1.5
air.velocity = -1.5,-4
palfx.time = 50
palfx.add = 250,100,-50
palfx.sinadd = 50,50,0,10
palfx.color = 0
palfx.invertall = 1

[State 1011,]
type = Explod
triggerall = Movehit = 1
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(5) <= 5
persistent = 0
anim = 6000
postype = p2
pos = 0,-10
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5

[State 1011,]
type = Explod
triggerall = Movehit = 1
trigger1 = AnimElemTime(6) >= 0
trigger1 = AnimElemTime(6) <= 5
persistent = 0
anim = 6000
postype = p2
pos = 0,-10
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5

[State 1011,]
type = Explod
triggerall = Movehit = 1
trigger1 = AnimElemTime(7) >= 0
trigger1 = AnimElemTime(7) <= 5
persistent = 0
anim = 6000
postype = p2
pos = 0,-10
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5

[State 1011,]
type = Explod
triggerall = Movehit = 1
trigger1 = AnimElemTime(8) >= 0
trigger1 = AnimElemTime(8) <= 5
persistent = 0
anim = 6000
postype = p2
pos = 0,-10
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5

[State 1011,]
type = Explod
triggerall = Movehit = 1
trigger1 = AnimElemTime(9) >= 0
trigger1 = AnimElemTime(9) <= 5
persistent = 0
anim = 6000
postype = p2
pos = 0,-10
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5

[State 1011,]
type = Explod
triggerall = Movehit = 1
trigger1 = AnimElemTime(10) >= 0
trigger1 = AnimElemTime(10) <= 5
persistent = 0
anim = 6000
postype = p2
pos = 0,-10
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5

[State 1011,]
type = Explod
triggerall = Movehit = 1
trigger1 = AnimElemTime(11) >= 0
trigger1 = AnimElemTime(11) <= 5
persistent = 0
anim = 6000
postype = p2
pos = 0,-10
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5

[State 1011,]
type = Explod
triggerall = Movehit = 1
trigger1 = AnimElemTime(12) >= 0
trigger1 = AnimElemTime(12) <= 5
persistent = 0
anim = 6000
postype = p2
pos = 0,-10
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5

[State 1011,]
type = Explod
triggerall = Movehit = 1
trigger1 = AnimElemTime(13) >= 0
trigger1 = AnimElemTime(13) <= 5
persistent = 0
anim = 6000
postype = p2
pos = 0,-10
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5

[State 1011,1]
type = Explod
triggerall = MoveGuarded
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(5) <= 5
anim = 6010
postype = p2
pos = 0,-10
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5
persistent = 0

[State 1011,1]
type = Explod
triggerall = MoveGuarded
trigger1 = AnimElemTime(6) >= 0
trigger1 = AnimElemTime(6) <= 5
anim = 6010
postype = p2
pos = 0,-10
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5
persistent = 0

[State 1011,1]
type = Explod
triggerall = MoveGuarded
trigger1 = AnimElemTime(7) >= 0
trigger1 = AnimElemTime(7) <= 5
anim = 6010
postype = p2
pos = 0,-10
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5
persistent = 0

[State 1011,1]
type = Explod
triggerall = MoveGuarded
trigger1 = AnimElemTime(8) >= 0
trigger1 = AnimElemTime(8) <= 5
anim = 6010
postype = p2
pos = 0,-10
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5
persistent = 0

[State 1011,1]
type = Explod
triggerall = MoveGuarded
trigger1 = AnimElemTime(9) >= 0
trigger1 = AnimElemTime(9) <= 5
anim = 6010
postype = p2
pos = 0,-10
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5
persistent = 0

[State 1011,1]
type = Explod
triggerall = MoveGuarded
trigger1 = AnimElemTime(10) >= 0
trigger1 = AnimElemTime(10) <= 5
anim = 6010
postype = p2
pos = 0,-10
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5
persistent = 0

[State 1011,1]
type = Explod
triggerall = MoveGuarded
trigger1 = AnimElemTime(11) >= 0
trigger1 = AnimElemTime(11) <= 5
anim = 6010
postype = p2
pos = 0,-10
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5
persistent = 0

[State 1011,1]
type = Explod
triggerall = MoveGuarded
trigger1 = AnimElemTime(12) >= 0
trigger1 = AnimElemTime(12) <= 5
anim = 6010
postype = p2
pos = 0,-10
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5
persistent = 0

[State 1011,1]
type = Explod
triggerall = MoveGuarded
trigger1 = AnimElemTime(13) >= 0
trigger1 = AnimElemTime(13) <= 5
anim = 6010
postype = p2
pos = 0,-10
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5
persistent = 0

[State 1011, このヘルパーを消す]
type = DestroySelf
trigger1 = AnimTime = 0


;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; アブソリュート・パニッシュ地上

[Statedef 1020]
type    = S
movetype= A
physics = N
juggle  = 6
poweradd= 100
velset = 0,0
anim = 1020
ctrl = 0
sprpriority = 2

[State 1020,]
type = Explod
trigger1 = AnimElem = 1
persistent = 0
sprpriority = 5
anim = 6026
postype = p1
pos = -0, 0
scale = 0.9,0.9
removetime = 10
bindtime = 10
pausemovetime = 1
removeongethit = 1

[State 1020,]
type = Explod
trigger1 = AnimElem = 2
persistent = 0
sprpriority = 5
ID = 1020
anim = 1030
postype = p1
pos = -0, 0
scale = 0.9,0.9
removetime = -1
bindtime = -1
pausemovetime = 1
removeongethit = 1

[State 2OS]
type=stopsnd
trigger1=time=0
channel=20
[State 2OS]
type=playsnd
trigger1=time=0
channel=20
value=200,4
volume=255
[State 2OS]
type=playsnd
trigger1=animelem=2
value=300,4
volume=128

[State 1020, 移動速度]
type = VelSet
trigger1 = AnimElem = 2
x = 10

[State 1020, 移動速度]
type = VelSet
trigger1 = AnimElem = 8
x = 3

[State 1020, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
trigger4 = AnimElem = 5
trigger5 = AnimElem = 6
trigger6 = AnimElem = 7
attr = S, SA
animtype  = Hard
damage    = 17, 5
getpower  = 0
priority  = 5
guardflag = MA
pausetime = 7,7
sparkxy = -10,-60
sparkno = -1
guard.sparkno = -1
hitsound   = s10,3
guardsound = s20,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4
guard.velocity = -4
air.velocity = -4,-4
airguard.velocity = -4, -4
palfx.time = 70
palfx.add = -30,0,250
palfx.sinadd = 50,50,0,10
palfx.color = 0
palfx.invertall = 1

[State 1020,]
type = Explod
triggerall = Movehit = 1
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(2) <= 3
persistent = 0
anim = 6004
postype = p2
pos = 0,-70
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 1,1

[State 1020,]
type = Explod
triggerall = Movehit = 1
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(3) <= 3
persistent = 0
anim = 6004
postype = p2
pos = 0,-70
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 1,1

[State 1020,]
type = Explod
triggerall = Movehit = 1
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(4) <= 3
persistent = 0
anim = 6004
postype = p2
pos = 0,-70
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 1,1

[State 1020,]
type = Explod
triggerall = Movehit = 1
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(5) <= 3
persistent = 0
anim = 6004
postype = p2
pos = 0,-70
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 1,1

[State 1020,]
type = Explod
triggerall = Movehit = 1
trigger1 = AnimElemTime(6) >= 0
trigger1 = AnimElemTime(6) <= 3
persistent = 0
anim = 6004
postype = p2
pos = 0,-70
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 1,1

[State 1020,]
type = Explod
triggerall = Movehit = 1
trigger1 = AnimElemTime(7) >= 0
trigger1 = AnimElemTime(7) <= 3
persistent = 0
anim = 6004
postype = p2
pos = 0,-70
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 1,1

[State 1020,1]
type = Explod
triggerall = MoveGuarded
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(2) <= 3
anim = 6010
postype = p2
pos = 0,-70
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5
persistent = 0

[State 1020,1]
type = Explod
triggerall = MoveGuarded
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(3) <= 3
anim = 6010
postype = p2
pos = 0,-70
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5
persistent = 0

[State 1020,1]
type = Explod
triggerall = MoveGuarded
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(4) <= 3
anim = 6010
postype = p2
pos = 0,-70
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5
persistent = 0

[State 1020,1]
type = Explod
triggerall = MoveGuarded
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(5) <= 3
anim = 6010
postype = p2
pos = 0,-70
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5
persistent = 0

[State 1020,1]
type = Explod
triggerall = MoveGuarded
trigger1 = AnimElemTime(6) >= 0
trigger1 = AnimElemTime(6) <= 3
anim = 6010
postype = p2
pos = 0,-70
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5
persistent = 0

[State 1020,1]
type = Explod
triggerall = MoveGuarded
trigger1 = AnimElemTime(7) >= 0
trigger1 = AnimElemTime(7) <= 3
anim = 6010
postype = p2
pos = 0,-70
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5
persistent = 0

[State 1020, ステート変更]
type = ChangeState
trigger1 = HitCount > 3
trigger1 = AnimElemTime(7) >= 0
value = 1025
ctrl = 0

[State 1020, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; アブソリュート・パニッシュ空中

[Statedef 1022]
type    = A
movetype= A
physics = N
juggle  = 6
poweradd= 100
velset = 0,0
anim = 1022
ctrl = 0
sprpriority = 2

[State 1022,]
type = Explod
trigger1 = AnimElem = 1
persistent = 0
sprpriority = 5
anim = 6026
postype = p1
pos = -0, 0
scale = 0.9,0.9
removetime = 10
bindtime = 10
pausemovetime = 1
removeongethit = 1

[State 1022,]
type = Explod
trigger1 = AnimElem = 2
persistent = 0
sprpriority = 5
ID = 1020
anim = 1030
postype = p1
pos = -0, 0
scale = 0.9,0.9
removetime = -1
bindtime = -1
pausemovetime = 1
removeongethit = 1

[State 2OS]
type=stopsnd
trigger1=time=0
channel=20
[State 2OS]
type=playsnd
trigger1=time=0
channel=20
value=200,4
volume=255
[State 2OS]
type=playsnd
trigger1=animelem=2
value=300,4
volume=128

[State 1022, 移動速度]
type = VelSet
trigger1 = AnimElem = 2
x = 10

[State 1022, 移動速度]
type = VelSet
trigger1 = AnimElem = 8
x = 3

[State 1022, 移動速度]
type = Veladd
trigger1 = AnimElemTime(9) >= 0
y = .45

[State 1022, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
trigger4 = AnimElem = 5
trigger5 = AnimElem = 6
trigger6 = AnimElem = 7
attr = S, SA
animtype  = Hard
damage    = 17, 5
getpower  = 0
priority  = 5
guardflag = MA
pausetime = 7,7
sparkxy = -10,-60
sparkno = -1
guard.sparkno = -1
hitsound   = s10,3
guardsound = s20,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4
guard.velocity = -4
air.velocity = -4,-4
airguard.velocity = -4, -4
palfx.time = 70
palfx.add = -30,0,250
palfx.sinadd = 50,50,0,10
palfx.color = 0
palfx.invertall = 1

[State 1022,]
type = Explod
triggerall = Movehit = 1
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(2) <= 3
persistent = 0
anim = 6004
postype = p2
pos = 0,-70
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 1,1

[State 1022,]
type = Explod
triggerall = Movehit = 1
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(3) <= 3
persistent = 0
anim = 6004
postype = p2
pos = 0,-70
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 1,1

[State 1022,]
type = Explod
triggerall = Movehit = 1
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(4) <= 3
persistent = 0
anim = 6004
postype = p2
pos = 0,-70
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 1,1

[State 1022,]
type = Explod
triggerall = Movehit = 1
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(5) <= 3
persistent = 0
anim = 6004
postype = p2
pos = 0,-70
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 1,1

[State 1022,]
type = Explod
triggerall = Movehit = 1
trigger1 = AnimElemTime(6) >= 0
trigger1 = AnimElemTime(6) <= 3
persistent = 0
anim = 6004
postype = p2
pos = 0,-70
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 1,1

[State 1022,]
type = Explod
triggerall = Movehit = 1
trigger1 = AnimElemTime(7) >= 0
trigger1 = AnimElemTime(7) <= 3
persistent = 0
anim = 6004
postype = p2
pos = 0,-70
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 1,1

[State 1022,1]
type = Explod
triggerall = MoveGuarded
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(2) <= 3
anim = 6010
postype = p2
pos = 0,-70
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5
persistent = 0

[State 1022,1]
type = Explod
triggerall = MoveGuarded
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(3) <= 3
anim = 6010
postype = p2
pos = 0,-70
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5
persistent = 0

[State 1022,1]
type = Explod
triggerall = MoveGuarded
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(4) <= 3
anim = 6010
postype = p2
pos = 0,-70
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5
persistent = 0

[State 1022,1]
type = Explod
triggerall = MoveGuarded
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(5) <= 3
anim = 6010
postype = p2
pos = 0,-70
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5
persistent = 0

[State 1022,1]
type = Explod
triggerall = MoveGuarded
trigger1 = AnimElemTime(6) >= 0
trigger1 = AnimElemTime(6) <= 3
anim = 6010
postype = p2
pos = 0,-70
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5
persistent = 0

[State 1022,1]
type = Explod
triggerall = MoveGuarded
trigger1 = AnimElemTime(7) >= 0
trigger1 = AnimElemTime(7) <= 3
anim = 6010
postype = p2
pos = 0,-70
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5
persistent = 0

[State 1022, ステート変更]
type = ChangeState
trigger1 = HitCount > 3
trigger1 = AnimElemTime(7) >= 0
value = 1027
ctrl = 0

[State 1022, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 0

;---------------------------------------------------------------------------
; アブソリュート・パニッシュ後退

[Statedef 1025]
type    = S
movetype= A
physics = N
juggle  = 6
poweradd= 50
velset = 0,0
anim = 1025
ctrl = 0
sprpriority = 2

[State 1025,]
type = Explod
trigger1 = AnimElem = 1
persistent = 0
sprpriority = 5
anim = 6027
postype = p1
pos = -0, 0
scale = 0.9,0.9
removetime = 18
bindtime = 18
pausemovetime = 1
removeongethit = 1

[State 1025, 移動速度]
type = VelSet
trigger1 = AnimElem = 2
x = -10

[State 1025, 移動速度]
type = VelSet
trigger1 = AnimElem = 3
x = -4

[State 1025, 移動速度]
type = VelSet
trigger1 = AnimElem = 4
x = -2

[State 1025, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
animtype  = Hard
damage    = 30, 5
getpower  = 0
priority  = 5
guardflag = MA
pausetime = 7,7
sparkxy = -10,-60
sparkno = -1
guard.sparkno = -1
hitsound   = s10,3
guardsound = s20,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 4, -4
guard.velocity = -4
air.velocity = 4,-4
airguard.velocity = -4, -4
fall = 1
palfx.time = 70
palfx.add = -30,0,250
palfx.sinadd = 50,50,0,10
palfx.color = 0
palfx.invertall = 1

[State 1025,]
type = Explod
triggerall = Movehit = 1
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(2) <= 6
persistent = 0
anim = 6004
postype = p2
pos = 0,-70
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 1,1

[State 1025,1]
type = Explod
triggerall = MoveGuarded
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(2) <= 6
anim = 6010
postype = p2
pos = 0,-70
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5
persistent = 0

[State 1025, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; アブソリュート・パニッシュ空中後退

[Statedef 1027]
type    = A
movetype= A
physics = N
juggle  = 6
poweradd= 50
velset = 0,0
anim = 1027
ctrl = 0
sprpriority = 2

[State 1027,]
type = Explod
trigger1 = AnimElem = 1
persistent = 0
sprpriority = 5
anim = 6027
postype = p1
pos = -0, 0
scale = 0.9,0.9
removetime = 18
bindtime = 18
pausemovetime = 1
removeongethit = 1

[State 1027, 移動速度]
type = VelSet
trigger1 = AnimElem = 2
x = -10

[State 1027, 移動速度]
type = VelSet
trigger1 = AnimElem = 3
x = -4

[State 1027, 移動速度]
type = VelSet
trigger1 = AnimElem = 4
x = -2

[State 1027, 移動速度]
type = Veladd
trigger1 = AnimElemTime(7) >= 0
y = .45

[State 1027, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
animtype  = Hard
damage    = 30, 5
getpower  = 0
priority  = 5
guardflag = MA
pausetime = 7,7
sparkxy = -10,-60
sparkno = -1
guard.sparkno = -1
hitsound   = s10,3
guardsound = s20,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 4, -4
guard.velocity = -4
air.velocity = 4,-4
airguard.velocity = -4, -4
fall = 1
palfx.time = 70
palfx.add = -30,0,250
palfx.sinadd = 50,50,0,10
palfx.color = 0
palfx.invertall = 1

[State 1027,]
type = Explod
triggerall = Movehit = 1
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(2) <= 6
persistent = 0
anim = 6004
postype = p2
pos = 0,-70
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 1,1

[State 1027,1]
type = Explod
triggerall = MoveGuarded
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(2) <= 6
anim = 6010
postype = p2
pos = 0,-70
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5
persistent = 0

[State 1022, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 0
;---------------------------------------------------------------------------
; 波動

[Statedef 1040]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 100
velset = 0,0
anim = 1040
ctrl = 0
sprpriority = -1

[State 1040, 移動速度]
type = VelSet
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(9) <= 0
y = -1

[State 1040, 移動速度]
type = VelSet
trigger1 = AnimElemTime(10) >= 0
trigger1 = AnimElemTime(11) <= 0
x = -4
y = -4

[State 1040, ヘルパーを出す]
type = Helper
trigger1 = AnimElemTime(10) = 0
Persistent = 0
name = "hadou"  ;ヘルパーの名前
stateno = 1041       ;ヘルパーが最初に行くステート
ID = 1040            ;ヘルパーのＩＤナンバー
pos = 40,-40         ;ヘルパーの出現位置
postype = p1         ;ヘルパーの最初に出る軸位置の属性（Explodのpostypeと書き方は同じだが効果が少し違う）
keyctrl = 0          ;ヘルパーがコントロール可能かどうか（0=操作不可・1=操作可能）
ownpal = 1           ;ヘルパーが(PalFXなどで)本体の色が変わった時に一緒に変わるかどうか（Explodのownpalと一緒）
size.xscale = 0.9    ;ヘルパーの横のサイズ
size.yscale = 0.9    ;ヘルパーの縦のサイズ
helpertype = normal  ;ヘルパーの属性：画面スクロールの影響を受けるか否かを決める
                     ;（Player=影響有り・画面外に出られない　Normal=影響無し・画面外に出られる）

[State 2OS]
type=stopsnd
trigger1=time=0
channel=20
[State 2OS]
type=playsnd
trigger1=time=0
channel=20
value=200,4
volume=255
[State 2OS]
type=playsnd
trigger1=animelem=10
value=30,1
volume=128


;---------------------------------------------------------------------------
; 波動弾

[Statedef 1041]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 0
velset = 0,0
anim = 6511
ctrl = 0
sprpriority = 5

[State 1041, ヒット定義]
type = HitDef
trigger1 = AnimElemTime(3) = 0
trigger2 = AnimElemTime(4) = 0
attr = A, SP
animtype  = Medium
damage    = 30
guardflag = MA
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
hitsound   = s10,3
guardsound = s20,2
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -5,5
palfx.time = 40
palfx.add = -30,0,250
palfx.sinadd = 50,50,0,10
palfx.color = 0
palfx.invertall = 1

[State 1041,]
type = Explod
triggerall = Movehit = 1
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(3) <= 4
persistent = 0
anim = 6004
postype = p2
pos = 0,-60
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 1,1

[State 1041,]
type = Explod
triggerall = Movehit = 1
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(4) <= 4
persistent = 0
anim = 6004
postype = p2
pos = 0,-60
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 1,1

[State 1041,1]
type = Explod
triggerall = MoveGuarded
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(3) <= 4
anim = 6010
postype = p2
pos = 0,-60
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5
persistent = 0

[State 1041,1]
type = Explod
triggerall = MoveGuarded
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(4) <= 4
anim = 6010
postype = p2
pos = 0,-60
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5
persistent = 0

[State 1041, このヘルパーを消す]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; チェーン

[Statedef 1050]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 100
velset = 0,0
anim = 1050
ctrl = 0
sprpriority = -1

[State 1050, ヘルパーを出す]
type = Helper
trigger1 = AnimElemTime(4) = 0
Persistent = 0
name = "hadou"  ;ヘルパーの名前
stateno = 1051       ;ヘルパーが最初に行くステート
ID = 1050            ;ヘルパーのＩＤナンバー
pos = 150,10         ;ヘルパーの出現位置
postype = p1         ;ヘルパーの最初に出る軸位置の属性（Explodのpostypeと書き方は同じだが効果が少し違う）
keyctrl = 0          ;ヘルパーがコントロール可能かどうか（0=操作不可・1=操作可能）
ownpal = 1           ;ヘルパーが(PalFXなどで)本体の色が変わった時に一緒に変わるかどうか（Explodのownpalと一緒）
size.xscale = 0.9    ;ヘルパーの横のサイズ
size.yscale = 0.9    ;ヘルパーの縦のサイズ
helpertype = normal  ;ヘルパーの属性：画面スクロールの影響を受けるか否かを決める
                     ;（Player=影響有り・画面外に出られない　Normal=影響無し・画面外に出られる）

[State 1050, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 鎖

[Statedef 1051]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 0
velset = 0,0
anim = 6512
ctrl = 0
sprpriority = 5

[State 2OS]
type=playsnd
trigger1=animelem=1
value=100,0
volume=128
[State 2OS]
type=stopsnd
trigger1=time=0
channel=20
[State 2OS]
type=playsnd
trigger1=time=0
channel=20
value=200,1
volume=255

[State 1051, ヒット定義]
type = HitDef
trigger1 = AnimElemTime(2) = 0
trigger2 = AnimElemTime(3) = 0
trigger3 = AnimElemTime(6) = 0
trigger4 = AnimElemTime(7) = 0
trigger5 = AnimElemTime(8) = 0
trigger6 = AnimElemTime(9) = 0
attr = S, SP
animtype  = Medium
damage    = 10
guardflag = MA
pausetime = 0,2
sparkno = -1
guard.sparkno = -1
hitsound   = s10,2
guardsound = s20,2
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3
air.velocity = -3,-3

[State 1051,]
type = Explod
triggerall = Movehit = 1
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(2) <= 5
persistent = 0
anim = 6003
postype = p2
pos = 0,-60
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 1,1

[State 1051,]
type = Explod
triggerall = Movehit = 1
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(3) <= 5
persistent = 0
anim = 6003
postype = p2
pos = 0,-60
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 1,1

[State 1051,]
type = Explod
triggerall = Movehit = 1
trigger1 = AnimElemTime(6) >= 0
trigger1 = AnimElemTime(6) <= 5
persistent = 0
anim = 6003
postype = p2
pos = 0,-60
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 1,1

[State 1051,]
type = Explod
triggerall = Movehit = 1
trigger1 = AnimElemTime(7) >= 0
trigger1 = AnimElemTime(7) <= 5
persistent = 0
anim = 6003
postype = p2
pos = 0,-60
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 1,1


[State 1051,]
type = Explod
triggerall = Movehit = 1
trigger1 = AnimElemTime(8) >= 0
trigger1 = AnimElemTime(8) <= 5
persistent = 0
anim = 6003
postype = p2
pos = 0,-60
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 1,1


[State 1051,]
type = Explod
triggerall = Movehit = 1
trigger1 = AnimElemTime(9) >= 0
trigger1 = AnimElemTime(9) <= 5
persistent = 0
anim = 6003
postype = p2
pos = 0,-60
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 1,1


[State 1051,1]
type = Explod
triggerall = MoveGuarded
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(2) <= 5
anim = 6010
postype = p2
pos = 0,-60
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5
persistent = 0

[State 1051,1]
type = Explod
triggerall = MoveGuarded
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(3) <= 5
anim = 6010
postype = p2
pos = 0,-60
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5
persistent = 0


[State 1051,1]
type = Explod
triggerall = MoveGuarded
trigger1 = AnimElemTime(6) >= 0
trigger1 = AnimElemTime(6) <= 5
anim = 6010
postype = p2
pos = 0,-60
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5
persistent = 0


[State 1051,1]
type = Explod
triggerall = MoveGuarded
trigger1 = AnimElemTime(7) >= 0
trigger1 = AnimElemTime(7) <= 5
anim = 6010
postype = p2
pos = 0,-60
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5
persistent = 0


[State 1051,1]
type = Explod
triggerall = MoveGuarded
trigger1 = AnimElemTime(8) >= 0
trigger1 = AnimElemTime(8) <= 5
anim = 6010
postype = p2
pos = 0,-60
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5
persistent = 0


[State 1051,1]
type = Explod
triggerall = MoveGuarded
trigger1 = AnimElemTime(9) >= 0
trigger1 = AnimElemTime(9) <= 5
anim = 6010
postype = p2
pos = 0,-60
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5
persistent = 0

[State 1051, このヘルパーを消す]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; ここからは超必殺技のステート
;---------------------------------------------------------------------------
; ラスト・アポカリプス

[Statedef 3000]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 3000
ctrl = 0
sprpriority = 2

[State 2OS]
type=explod
trigger1=animelem=3
anim=7000
pos=-3,-45
postype=p1
id=7000
sprpriority=13
ownpal=1
facing=1
scale=const(size.xscale)*0.5,const(size.yscale)*0.5
ignorehitpause=1
persistent=0
pausemovetime=9999999
supermovetime=9999999
[State 2OS]
type=explod
trigger1=animelem=3
anim=7100+(random%4)
pos=-3,-45
postype=p1
id=7100
sprpriority=14
ownpal=1
facing=1
scale=const(size.xscale)*0.5,const(size.yscale)*0.5
ignorehitpause=1
persistent=0
pausemovetime=9999999
supermovetime=9999999
[State 2OS]
type=explod
trigger1=animelem=3
anim=7200
pos=-230,186
postype=p1
id=7200
sprpriority=14
ownpal=1
facing=1
scale=const(size.xscale)*0.5,const(size.yscale)*0.5
ignorehitpause=1
persistent=0
pausemovetime=9999999
supermovetime=9999999
[State 2OS]
type=explod
trigger1=animelem=3
anim=7200
pos=-58,5
postype=p1
id=7200
sprpriority=14
ownpal=1
facing=1
scale=const(size.xscale)*0.5,const(size.yscale)*0.5
ignorehitpause=1
persistent=0
pausemovetime=9999999
supermovetime=9999999
[State 2OS]
type=explod
trigger1=animelem=3
anim=7200
pos=182,-234
postype=p1
id=7200
sprpriority=14
ownpal=1
facing=1
scale=const(size.xscale)*0.5,const(size.yscale)*0.5
ignorehitpause=1
persistent=0
pausemovetime=9999999
supermovetime=9999999
[State 2OS]
type=explod
trigger1=animelem=3
anim=7300
pos=-27,-45
postype=p1
id=7300
sprpriority = 12
ownpal=1
facing=1
scale=const(size.xscale)*0.5,const(size.yscale)*0.5
ignorehitpause=1
persistent=0
pausemovetime=9999999
supermovetime=9999999
[State 2OS]
type=explod
trigger1=animelem=3
anim=7400
pos=-3,-45
postype=p1
id=7400
sprpriority=-1
ownpal=1
facing=1
scale=const(size.xscale)*0.5,const(size.yscale)*0.5
ignorehitpause=1
persistent=0
pausemovetime=9999999
supermovetime=9999999
[State 2OS]
type=helper
trigger1=animelemtime(13)=0
name="apo"
stateno=3005
id=3000
pos=50,35
postype=p1
keyctrl=0
ownpal=1
size.xscale=const(size.xscale)*0.9
size.yscale=const(size.yscale)*0.9
helpertype=normal
ignorehitpause=1
persistent=0
pausemovetime=9999999
supermovetime=9999999
[State 2OS]
type=helper
trigger1=animelemtime(13)=0
name="apo"
stateno=3005
id=3000
pos=-50,35
postype=p1
keyctrl=0
ownpal=1
size.xscale=const(size.xscale)*0.9
size.yscale=const(size.yscale)*0.9
helpertype=normal
ignorehitpause=1
persistent=0
pausemovetime=9999999
supermovetime=9999999
[State 2OS]
type=helper
trigger1=animelemtime(13)=5
name="apo"
stateno=3005
id=3000
pos=100,28
postype=p1
keyctrl=0
ownpal=1
size.xscale=const(size.xscale)*0.9
size.yscale=const(size.yscale)*0.9
helpertype=normal
ignorehitpause=1
persistent=0
pausemovetime=9999999
supermovetime=9999999
[State 2OS]
type=helper
trigger1=animelemtime(13)=5
name="apo"
stateno=3005
id=3000
pos=-100,28
postype=p1
keyctrl=0
ownpal=1
size.xscale=const(size.xscale)*0.9
size.yscale=const(size.yscale)*0.9
helpertype=normal
ignorehitpause=1
persistent=0
pausemovetime=9999999
supermovetime=9999999
[State 2OS]
type=helper
trigger1=animelemtime(13)=10
name="apo"
stateno=3005
id=3000
pos=150,21
postype=p1
keyctrl=0
ownpal=1
size.xscale=const(size.xscale)*0.9
size.yscale=const(size.yscale)*0.9
helpertype=normal
ignorehitpause=1
persistent=0
pausemovetime=9999999
supermovetime=9999999
[State 2OS]
type=helper
trigger1=animelemtime(13)=10
name="apo"
stateno=3005
id=3000
pos=-150,21
postype=p1
keyctrl=0
ownpal=1
size.xscale=const(size.xscale)*0.9
size.yscale=const(size.yscale)*0.9
helpertype=normal
ignorehitpause=1
persistent=0
pausemovetime=9999999
supermovetime=9999999
[State 2OS]
type=helper
trigger1=animelemtime(13)=15
name="apo"
stateno=3005
id=3000
pos=200,14
postype=p1
keyctrl=0
ownpal=1
size.xscale=const(size.xscale)*0.9
size.yscale=const(size.yscale)*0.9
helpertype=normal
ignorehitpause=1
persistent=0
pausemovetime=9999999
supermovetime=9999999
[State 2OS]
type=helper
trigger1=animelemtime(13)=15
name="apo"
stateno=3005
id=3000
pos=-200,14
postype=p1
keyctrl=0
ownpal=1
size.xscale=const(size.xscale)*0.9
size.yscale=const(size.yscale)*0.9
helpertype=normal
ignorehitpause=1
persistent=0
pausemovetime=9999999
supermovetime=9999999
[State 2OS]
type=helper
trigger1=animelemtime(13)=20
name="apo"
stateno=3005
id=3000
pos=250,7
postype=p1
keyctrl=0
ownpal=1
size.xscale=const(size.xscale)*0.9
size.yscale=const(size.yscale)*0.9
helpertype=normal
ignorehitpause=1
persistent=0
pausemovetime=9999999
supermovetime=9999999
[State 2OS]
type=helper
trigger1=animelemtime(13)=20
name="apo"
stateno=3005
id=3000
pos=-250,7
postype=p1
keyctrl=0
ownpal=1
size.xscale=const(size.xscale)*0.9
size.yscale=const(size.yscale)*0.9
helpertype=normal
ignorehitpause=1
persistent=0
pausemovetime=9999999
supermovetime=9999999
[State 2OS]
type=helper
trigger1=animelemtime(13)=25
name="apo"
stateno=3005
id=3000
pos=300,0
postype=p1
keyctrl=0
ownpal=1
size.xscale=const(size.xscale)*0.9
size.yscale=const(size.yscale)*0.9
helpertype=normal
ignorehitpause=1
persistent=0
pausemovetime=9999999
supermovetime=9999999
[State 2OS]
type=helper
trigger1=animelemtime(13)=25
name="apo"
stateno=3005
id=3000
pos=-300,0
postype=p1
keyctrl=0
ownpal=1
size.xscale=const(size.xscale)*0.9
size.yscale=const(size.yscale)*0.9
helpertype=normal
ignorehitpause=1
persistent=0
pausemovetime=9999999
supermovetime=9999999
[State 2OS]
type=pause
trigger1=(gametime%5)=0
time=3
[State 2OS]
type=stopsnd
trigger1=animelem=3
channel=20
[State 2OS]
type=playsnd
trigger1=animelem=3
channel=20
value=200,7
volume=255
[State 2OS]
type=playsnd
trigger1=time=20
value=100,1
[State 2OS]
type=playsnd
trigger1=animelem=13
value=100,2
[State 2OS]
type=stopsnd
trigger1=animelem=13
channel=20
[State 2OS]
type=playsnd
trigger1=animelem=13
channel=20
value=200,10
volume=255

[State 3000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = AnimElem = 3
pos = 0, -9999
anim = 100
poweradd = -1000
movetime = 20

[State 2306, キャラ本体に引っ付く位置]
type = BindToRoot
trigger1 = Time = [0,35]
pos = 0,0

[State 3000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3000, 0

[State 3000, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 18

[State 3000]
type = PlayerPush
trigger1 = 1
value = 1
ignorehitpause = 1
persistent = 1

[State 3000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; アポカリ弾

[Statedef 3005]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 0
velset = 0,0
anim = 6028
ctrl = 0
sprpriority = 5


[State 3005, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = S, HP
animtype  = Hard
damage    = 120
guardflag = MA
pausetime = 0,25
sparkno = -1
guard.sparkno = -1
hitsound   = s10,3
guardsound = s20,2
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 0,0
air.velocity = 0,0
fall = 1
palfx.time = 70
palfx.add = -30,0,250
palfx.sinadd = 50,50,0,10
palfx.color = 0
palfx.invertall = 1

[State 3005,]
type = Explod
trigger1 = Movehit = 1
persistent = 0
anim = 6002
postype = p2
pos = 0,-60
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 1,1

[State 3005,1]
type = Explod
trigger1 = MoveGuarded
anim = 6010
postype = p2
pos = 0,-60
facing = -1
sprpriority = 5
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5
persistent = 0

[State 3005, このヘルパーを消す]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; カンフーマンのこのCNSファイルをそのまま使う場合は、
; ここからステートを追加すると整理しやすいでしょう。
;---------------------------------------------------------------------------

[Statedef 9000]
type=s
movetype=a
physics=s
anim=9000
ctrl=0
velset=0,0
[State 2OS]
type=hitdef
trigger1=1
attr=s,na
animtype=hard
damage=0
guardflag=
numhits=0
pausetime=0,0
sparkno=-1
guard.sparkno=-1
sparkxy=-10,-60
ground.type=low
ground.slidetime=19
ground.hittime=22
ground.velocity=-12
air.velocity=-12,6
[State 2OS]
type=nothitby
trigger1=time>=0
value=sca
[State 2OS]
type=palfx
trigger1=time>=0
time=1
add=75,0,0
mul=255,150,150
color=256
[State 2OS]
type=stopsnd
trigger1=time=0
channel=20
[State 2OS]
type=playsnd
trigger1=time=0
channel=20
value=200,11
volume=255
[State 2OS]
type=changestate
trigger1=animtime=0
value=0
ctrl=1

;---------------------------------------------------------------------------
; 常時監視ステート（相手に行動を制御されても関係無く常に実行される）
;---------------------------------------------------------------------------

[Statedef -2]

;Ctrl+Dの白い文字のデバッグモード表示を加える
[State -2, デバッグ表示]
type = DisplayToClipboard
trigger1 = 1
text = "Var(5)-Button=%d,Pos X=%d,Y=%d"
params = var(5),floor(Pos X),floor(Pos Y)

;パワー溜めステートで表示されたエフェクトを消す制御をしてます
[State -2, エフェクトを消す]
type = RemoveExplod
triggerall = NumExplod(130) > 0 ;ＩＤナンバー１３０のエフェクトの画面中の数が0よりも上、つまり１枚以上表示されている時
trigger1 = StateNo != 700
trigger2 = MoveType != I
ID = 130

[State -2,]
type = powerset
triggerall = 1
trigger1 = PalNo = 12
value = PowerMax

[State -2,]
type = lifeadd
triggerall = Time = 0
trigger1 = PalNo = 11
value = 2

[State -2,]
type = attackmulset
triggerall = 1
trigger1 = PalNo = 11
value = 1.5

[State -2,]
type = defencemulset
triggerall = 1
trigger1 = PalNo = 11
value = 0.75

[State 2OS]
type=hitoverride
triggerall=random<500
trigger1=anim=0||anim=20||anim=21||anim=100||anim=101||anim=105
attr=sca,na,sa,ha,np,sp,hp,nt,st,ht,aa,ap,at
stateno=9000
[State 2OS]
type=stopsnd
trigger1=(stateno=[130,160])&&time=1
channel=20
volume=255
[State 2OS]
type=playsnd
triggerall=stateno=130||stateno=132
trigger1=time=1
channel=20
value=200,6
volume=255
[State 2OS]
type=playsnd
triggerall=random<500
triggerall=time=1
triggerall=stateno=5000
trigger1=anim=5000
channel=20
value=200,12
volume=255
[State 2OS]
type=playsnd
triggerall=random<500
triggerall=time=1
triggerall=stateno=5000
trigger1=anim=5001
channel=20
value=200,12
volume=255
[State 2OS]
type=playsnd
triggerall=random<500
triggerall=time=1
triggerall=stateno=5000
trigger1=anim=5002
channel=20
value=200,12
volume=255
[State 2OS]
type=playsnd
triggerall=random<500
triggerall=time=1
triggerall=stateno=5000
trigger1=anim=5010
channel=20
value=200,8
volume=255
[State 2OS]
type=playsnd
triggerall=random<500
triggerall=time=1
triggerall=stateno=5000
trigger1=anim=5011
channel=20
value=200,8
volume=255
[State 2OS]
type=playsnd
triggerall=random<500
triggerall=time=1
triggerall=stateno=5000
trigger1=anim=5012
channel=20
value=200,8
volume=255
[State 2OS]
type=playsnd
triggerall=random<500
triggerall=time=1
triggerall=stateno=5010
trigger1=anim=5020
channel=20
value=200,8
volume=255
[State 2OS]
type=playsnd
triggerall=random<500
triggerall=time=1
triggerall=stateno=5010
trigger1=anim=5021
channel=20
value=200,8
volume=255
[State 2OS]
type=playsnd
triggerall=random<500
triggerall=time=1
triggerall=stateno=5010
trigger1=anim=5022
channel=20
value=200,8
volume=255
[State 2OS]
type=playsnd
triggerall=random<500
triggerall=stateno=5035
trigger1=anim=5035
trigger1=time=0
channel=20
value=200,8
volume=255
[State 2OS]
type=playsnd
triggerall=random<500
triggerall=stateno=5070
trigger1=time=0
channel=20
value=200,8
volume=255


;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;■最後に
;　ＭＵＧＥＮ本体のDataフォルダにはキャラの基本動作（やられなど）を管理している
;「common1.cns（コモン動作プログラムファイル）」というのがあります。
;　defファイルでStCommonの項目で呼び出していますが、
;　もし、あなたのキャラのＣＮＳでcommon1.cnsと同じ番号の基本動作のステートを
;　作った場合は処理が上書きされ、コモンファイルの内容は無効になります。
;
;　common1.cnsのプログラム優先度は最低に属しているので、
;　ステートの作成には少し番号に注意しなければいけません。
;
;---------------------------------------------------------------------------


[quotes]


victory0="The one best suited to rule the world is not justice.......it's the judge !!"
victory1="My name is, Judgment !!"
victory2="I shall bring all sinners to justice !!"

