 ;---------------------------------------------------------------------------
; 百八捨弐式
[Statedef 7777]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -1000
anim = 7777
ctrl = 0

;---------------------[コマンド判定]
[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "x"
v = 5
value = 0

[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "y"
v = 5
value = 1
;---------------------[超必殺技演出]
[State 1];無敵の状態を作る
type = NotHitBy
trigger1 = 1
value = SCA

[State 2000, 2]
type = SuperPause
trigger1 = animelemtime(3) = 0
time = 30
movetime = 30
anim = -1



[State 1000, 5]
type = Explod
trigger1 = animelem=5
anim = 6000
sprpriority = -1
postype = p1
pos = -29,-68
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem=5
anim = 6001
sprpriority = 3
postype = p1
pos = -29,-68
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3040, 7]
type = EnvColor
trigger1 = animelemtime(8) = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = animelemtime(8) = 3
persistent = 0
ignorehitpause = 1
time = 25;29
value = 0,0,0
under = 2

 [State 0, PlaySnd]
type = PlaySnd
trigger1 = ANIMELEM=5
VALUE=3000,0



;---------------------[終了]
[state a];ため移行
type = changestate
triggerall = animtime = 0
trigger1 = command = "おしっぱなしx"
trigger2 = command = "おしっぱなしy"
value = 9898


[state a]
type = changestate
trigger1 = animtime = 0
value = 7779


 ;---------------------------------------------------------------------------
; 百八捨弐式
[Statedef 7779]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 7774
ctrl = 0


[State 0, Projectile]
type = Projectile
trigger1 =animelem=6
ProjID = 9707
projanim =9707
projhitanim = 9707
projremanim = 9707
projcancelanim =9707
projscale = 1,1
projremove =0
projremovetime = -1
velocity =14,0
;remvelocity = 0,0
;accel = 0,0
velmul = 1
projhits = 1
projmiss = 0
projpriority = 9
projsprpriority = 3
projedgebound = 40
projstagebound = 40
projheightbound = -240
offset = 55,-50
postype = p1         ;p2,front,back,left,right
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0
; HitDef
attr = S,hA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
animtype = up          ;light,medium,hard,back,up,diagup
priority = 7,Hit   ;Hit,Miss,Dodge
damage = 200,50
pausetime = 2,2
sparkno = S8530
sparkxy = 30, -81
hitsound = S2200,5
guardsound = S120,0
ground.type = High      ;Low,Trip,None
ground.slideTIME=20
ground.hitTIME=20
air.hittime = 20
ground.velocity = 0,-13
air.velocity = 0,-13
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
sprpriority = 1
kill = 1
fall=1
guard.kill = 1
fall.kill = 1
numhits = 1
envshake.time = 14
envshake.ampl = -8
envshake.freq = 92
envshake.phase = 92
palfx.time =89
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124






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


;---------------------------------------------------------------------------
; 百八捨弐式(溜め)
[Statedef 9898]
type    = S
movetype= A
physics = S
velset = 0,0
juggle = 5
anim = 9898
ctrl = 0

;---------------------[効果音]
[State 2000, 6];溜め音
type = PlaySnd
trigger1 = time = 0
value = 2100,6
channel = 0



;---------------------[移行]
;[state a]
;type = changestate
;trigger1 = var(5) = 0 && command != "おしっぱなしx"
;trigger2 = var(5) = 1 && command != "おしっぱなしy"
;trigger3 = animtime = 0
;value = 7779


[state a]
type = changestate
trigger1 =animtime=0
value = 9898

 ;---------------------------------------------------------------------------
; 百八捨弐式
[Statedef 9897]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 7774
ctrl = 0


[State 3020, 3]
type = Projectile
trigger1 = AnimElem = 6
projanim = 9707
projremanim = 9707
projhitanim = 9707
projID = 9707
velocity = 8
projhits = 10
projmisstime = 1
projshadow = 150,150,150
projpriority = 9
postype = p1
offset = 55,-50
attr = A, HA
damage = 40,10
animtype = diagup
hitflag = MAFP
guardflag = MA
sparkno = s8530
guard.sparkno = s4105
sparkxy = 30, -81
hitsound = S2200,5
guardsound = S120,0
pausetime = 3,13
ground.hittime = 15
ground.type = low
ground.slidetime = 15
ground.velocity = -6,-7
air.velocity = -6,-7
fall = 1
fall.recover = 0
air.juggle = 10
palfx.time = 28
palfx.add = 80,-40,-140
palfx.mul = 256,256,256
palfx.sinadd = 100,100,100,15
palfx.invertall = 1
palfx.color = 0
envshake.time = 35
envshake.ampl = 7
envshake.freq = 170
yaccel = .5






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


 ;---------------------------------------------------------------------------
; 百八捨弐式
[Statedef 9898]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 7774
ctrl = 0


[State 3020, 3]
type = Projectile
trigger1 = AnimElem = 6
projanim = 9707
projremanim = 9707
projhitanim = 9707
projID = 9707
velocity = 8
projhits = 20
projmisstime = 1
projshadow = 150,150,150
projpriority = 9
postype = p1
offset = 55,-50
attr = A, HA
damage = 40,10
animtype = diagup
hitflag = MAFP
guardflag = MA
sparkno = s8530
guard.sparkno = s4105
sparkxy = 30, -81
hitsound = S2200,5
guardsound = S120,0
pausetime = 3,13
ground.hittime = 15
ground.type = low
ground.slidetime = 15
ground.velocity = -6,-7
air.velocity = -6,-7
fall = 1
fall.recover = 0
air.juggle = 10
palfx.time = 28
palfx.add = 80,-40,-140
palfx.mul = 256,256,256
palfx.sinadd = 100,100,100,15
palfx.invertall = 1
palfx.color = 0
envshake.time = 35
envshake.ampl = 7
envshake.freq = 170
yaccel = .5






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

