;---------------------------------------------------------------------------
; ここからは超必殺技のステート
;---------------------------------------------------------------------------
; Ｇ・スクラーゲン
; CNS レベル: 中級

[Statedef 2000]
type     = S
movetype = A
physics  = S
juggle   = 8
velset   = 0,0
ctrl     = 0
sprpriority = 2

[State 1000, 2]
type = HitOverRide
triggerall = var(53) = 1
triggerall = Alive
trigger1 = 1
time = 1
attr = SCA,AA,AP,AT
stateno = 20020
IgnoreHitPause = 1
PauseMoveTime = 99999

[State 1000, 1]
type = ChangeAnim
triggerall = PrevStateNo != 20020
trigger1 = Time = 0
value = 2000
IgnoreHitPause = 1

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 30

[State 700,];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [1400,1450]
trigger2 = prevstateno = 3035
time = 5
add = 230,230,230

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
triggerall = PrevStateNo != 20020
trigger1 = time = 0
anim = -1
poweradd = -1000
movetime = 30
time = 30

[State 2000]
type = AssertSpecial
triggerall = PrevStateNo != 20020
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7000
pos = -42,-85
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7010
pos = -42,-85
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s9,0

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s10,16

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,5


[State 1000, ]
type = Velset
trigger1 = AnimElemtime(3) >= 0
x = 10

[State -1]
type = Explod
trigger1 = AnimElem = 3
anim = 3049
sprpriority = 0
postype = p1
pos = 10,5
bindtime = 1
;removetime = 1
under = 0
ownpal = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, HA
damage = 0, 0
getpower = 0
animtype = Hard
hitflag = MAF
guardflag = M
priority = 3, Hit
pausetime = 4, 0
guard.pausetime = 0, 5
sparkno = s4040
guard.sparkno = -1
sparkxy = -20, -70
hitsound = s12,9
guardsound = -1
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -5
fall = 1
fall.recover = 0
numhits = 0
p1sprpriority = 0
p2sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 2010
p2stateno = 2020

[State a]
type = ChangeState
trigger1 = Time = 60
value = 1255

[State a]
type = ChangeState
trigger1 = Movecontact
value = 1260


[Statedef 20020]
type = S
movetype = H
physics = S
ctrl = 0

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

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

[State a]
type = PalFX
trigger1 = Time % 4 = 0
time = 2
add = 70,0,0
mul = 250,180,120
ignorehitpause = 1

[State a]
type = ChangeState
triggerall = Alive
trigger1 = HitShakeOver = 1
value = 2000

[State a]
type = ChangeState
triggerall = !Alive
trigger1 = time >= 1
value = 20065

[State a]
type = ChangeState
triggerall = Alive
trigger1 = anim = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Ｇ・スクラーゲン　ヒット

[Statedef 2010]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
anim     = 1215
ctrl     = 0

[state a]
type = varset
trigger1 = time = 0
v = 42
value = 255
ignorehitpause = 1

[state a]
type = varadd
triggerall = time >= 0;[0,100]
trigger1 = var(42) >= 70
v = 42
value = -10
ignorehitpause = 1

[State a]
type = BGPalfx
trigger1 = time >= 0;[0,100]
ignorehitpause = 1
time = 1
mul = var(42),var(42),var(42)
under = 2

[State a]
type = Explod
trigger1 = (GameTime%8) = 1
anim = 3069
id = 3069
sprpriority = 99
postype = p1
pos = 0,-50
bindtime = -1
under = 0
ownpal = 1
scale = 0.7,0.7
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = (GameTime%10) = 1
anim = 3070
id = 3070
sprpriority = 99
postype = p1
pos = 0,-25
bindtime = -1
under = 0
ownpal = 1
scale = 0.5,0.5
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = time <= 5
edge = 80,0

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = time >= 6
edge = 50,0

[State 1000, ]
type = Velset
trigger1 = time > 0
x = 15

[State 810, 3]
type = TargetBind
Trigger1 = time >= 1
pos = 5,-65

[State 700, エフェクト表示]
type = Explod
trigger1 = time = 0
anim = 2005
postype = P1
pos = -10, -5
sprpriority = 10
ownpal = 1
bindtime = -1
removetime = -1
removeongethit = 1
ID = 2000


[State 700, エフェクト表示]
type = Explod
;trigger1 = time = 0
trigger1 = (GameTime%2) = 1
anim = 3034
postype = P1
pos = 0, -75
sprpriority = 10
ownpal = 1
bindtime = -1
removetime = 1
removeongethit = 1
ID = 2000



[State -3,残像]
type = AfterImage
trigger1 = time = 0
time = 1

[State 1000, ステート変更]
type = ChangeState
trigger1 = time >= 6
trigger1 = FrontEdgeDist <= 60
value = 2015

;---------------------------------------------------------------------------
; Ｇ・スクラーゲン　叩き付け

[Statedef 2015]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
anim     = 1220
ctrl     = 0
sprpriority = 2
velset = 0,0


[state a]
type = varset
trigger1 = time = 0
v = 42
value = 70
ignorehitpause = 1

[state a]
type = varadd
triggerall = time >= 0
trigger1 = var(42) <= 250
v = 42
value = 10
ignorehitpause = 1

[State a]
type = BGPalfx
trigger1 = time >= 0
ignorehitpause = 1
time = 1
mul = var(42),var(42),var(42)
under = 2


[State 810, 物理的なキャラの幅]
type = Width
trigger1 = time = 0
edge = 40,0

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s100,0

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,7
volume = 250

[State a]
type = PlaySnd
trigger1 = AnimElem = 2
value = 100, 19
volume = 50

[State a]
type = PlaySnd
trigger1 = AnimElem = 3
value = 100, 18
volume = 50

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(2) < 0
pos = 50, -65

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(3) < 0
pos = 65, -65

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(6) >= 0
x = -6

[State 1000, ]
type = Velset
trigger1 = AnimElem = 6
y = -5

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(6) >= 0
y = .4

[State 700, エフェクト表示]
type = null;Explod
trigger1 = AnimElem = 3
anim = 2010
postype = P1
pos = 60, 0
sprpriority = 10
ownpal = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 3
anim = 3020
postype = P1
pos = 60, 30
sprpriority = 10
ownpal = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 3
anim = 3021
postype = P1
pos = 60, -60
sprpriority = 20
ownpal = 1






[State a]
type = Explod
trigger1 = AnimElem = 3
anim = 3075
postype = P1
pos = -10, 5
sprpriority = 20
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = AnimElem = 3
anim = 3076
postype = P1
pos = 110, 5
sprpriority = 20
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = Time = 0
anim = 3073
postype = P1
pos = 20, 5
sprpriority = 11
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = Time = 0
anim = 3074
postype = P1
pos = 70, 5
sprpriority = 11
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = (GameTime%8) = 1
anim = 3069
id = 3069
sprpriority = 99
postype = p2
pos = 0,-50
bindtime = -1
under = 0
ownpal = 1
scale = 0.7,0.7
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = (GameTime%10) = 1
anim = 3070
id = 3070
sprpriority = 99
postype = p2
pos = 0,-25
bindtime = -1
under = 0
ownpal = 1
scale = 0.5,0.5
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = BGPalFX
trigger1 = movehit = 1
time = 2
invertall = 1
ignorehitpause = 1

[State a]
type = Pause
trigger1 = Time >= 15
trigger1 = (GameTime%3) =1
time = 1

[State 1]
type = Explod
triggerall = AnimElemtime(3) >= 0 && AnimElemtime(4) <= 0
trigger1 = movehit
anim = 3181
sprpriority = 6
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999

[State 300, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = S, HA
animtype  = up
damage    = 330, 0
getpower = 0
pausetime = 0,10
sparkno = s(IfElse((var(44)= 1),(3106 + (random%7)),4020))
sparkxy = -30,-70
hitsound   = s1,4
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -3,-4
air.velocity = -3,-4
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
p2stateno = 2030
envshake.time = 25
envshake.ampl = 9
envshake.freq = 90

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 106

;---------------------------------------------------------------------------
;投げ１・投げられている（相手の動作）動作

[Statedef 2020]
type    = A
movetype= H
physics = N
velset = 0,0

[State a]
type = PalFX
Triggerall = Time >= 0
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 1000, ]
type = Posset
trigger1 = time = 0
y = 0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1225

[State 820, 1]
type = SelfState
trigger1 = Anim = 1225
trigger1 = (Enemy,Stateno!=[2010,2015])
value = 5100

;---------------------------------------------------------------------------
;吹っ飛び動作

[Statedef 2030]
type    = A
movetype= H
physics = N
velset = 0,0

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 1000, ]
type = Posset
trigger1 = AnimElem = 14
y = 0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1230

[State 1000, ]
type = Velset
trigger1 = AnimElem = 14
y = -8

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(14) >= 0
y = .45

[State 9001, 1]
type = PalFX
Triggerall = Time >= 0
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 820, 1]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100

;---------------------------------------------------------------------------
; Ｇ・ケーニッヒ
; CNS レベル: 中級

[Statedef 2100]
type     = S
movetype = A
physics  = S
juggle   = 7
velset   = 0,0
ctrl     = 0
sprpriority = 2

[State 1000, 2]
type = HitOverRide
triggerall = var(53) = 1
triggerall = Alive
trigger1 = 1
time = 1
attr = SCA,AA,AP,AT
stateno = 20002
IgnoreHitPause = 1
PauseMoveTime = 99999

[State 1000, 1]
type = ChangeAnim
triggerall = PrevStateNo != 20002
trigger1 = Time = 0
value = 2100
IgnoreHitPause = 1

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(49) <= 0
edge = 35,0

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 30

[State 700,];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [1400,1450]
trigger2 = prevstateno = 3035
time = 5
add = 230,230,230

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
triggerall = PrevStateNo != 20002
trigger1 = time = 0
anim = -1
poweradd = -1000
movetime = 30
time = 30

[State 2000]
type = AssertSpecial
triggerall = PrevStateNo != 20002
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7000
pos = 5,-75
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7010
pos = 5,-75
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s9,0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 18
value = s10,7

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 25
value = s10,5

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 34
value = s10,14

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 43
value = s10,6

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 49
value = s10,15

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 9
trigger2 = AnimElem = 18
trigger3 = AnimElem = 25
trigger4 = AnimElem = 34
trigger5 = AnimElem = 38
trigger6 = AnimElem = 42
trigger7 = AnimElem = 49
value = s100,13

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 9
trigger2 = AnimElem = 18
trigger3 = AnimElem = 25
trigger4 = AnimElem = 34
trigger5 = AnimElem = 38
trigger6 = AnimElem = 42
value = s0,3

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 49
value = s3,2

[State 1000, 音を鳴らす]
type = PlaySnd
triggerall = AnimElemtime(10) >= 0 && AnimElemtime(49) <= 0
trigger1 = movehit = 1
value = s100,14

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 4
x = 14

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 34
x = 15

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 41
x = 21

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 49
x = 15

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(34) >= 0 && AnimElemtime(38) <= 0
x = 9

[State 1000, ]
type = Velset
trigger1 = AnimElem = 38
x = 0

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(49) >= 0
x = 3

[State 1000, ]
type = Velset
trigger1 = AnimElem = 49
y = -7

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(49) >= 0
x = -1

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(49) >= 0
y = .37

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 49
statetype = A

[State -3,残像]
type = null;AfterImage
trigger1 = time = 0
time = 170
trans = add1
timegap = 1
framegap = 2
length = 8
palbright = 50,50,50
palcontrast = 100,100,100
palpostbright = 10,0,0
paladd = 10,0,0
palmul = 1,1,1

[State a] 
type = Afterimage
triggerall = PrevStateNo != 20002
trigger1 = time = 0
trans = add
PalContrast =  250, 250, 250
PalBright = 0,0,0
time    =  170
length  = 18
TimeGap = 1
FrameGap = 2

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 9
anim = 3142
postype = P1
pos = 80, -90
sprpriority = 10
ownpal = 1
bindtime = -1
ignohitpause = 0
removeongethit = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 18
anim = 3142
postype = P1
pos = 80, -90
sprpriority = 10
ownpal = 1
bindtime = -1
ignohitpause = 0
removeongethit = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 25
anim = 3143
postype = P1
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
ignohitpause = 0
removeongethit = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 34
anim = 3143
postype = P1
pos = 0, 0
sprpriority = 10
ownpal = 1
bindtime = -1
ignohitpause = 0
removeongethit = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 38
anim = 3415
postype = P1
pos = 10, -80
sprpriority = 10
ownpal = 1
bindtime = -1
ignohitpause = 0
removeongethit = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 42
anim = 3144
postype = P1
pos = 30, 10
sprpriority = 10
ownpal = 1
bindtime = -1
ignohitpause = 0
removeongethit = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 49
anim = 3067
postype = P1
pos = 0, 0
sprpriority = 10
ownpal = 1
bindtime = -1
ignohitpause = 0
removeongethit = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 10
trigger2 = AnimElem = 19
attr = S, HA
damage = 30, 3
getpower = 0
animtype = Hard
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 3, 6
sparkno = s(IfElse((var(44)= 1),(3127 + (random%6)),4070))
guard.sparkno = s(IfElse((var(44)= 1),3141,4120))
sparkxy = -25, -70
hitsound = s100,15
guardsound = s2,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = 0
air.velocity = -2,-3
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 9
envshake.ampl = 4
envshake.freq = 85

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 26
attr = S, HA
damage = 20, 2
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 4, 7
sparkno = s(IfElse((var(44)= 1),(3127 + (random%6)),4070))
guard.sparkno = s(IfElse((var(44)= 1),3141,4120))
sparkxy = -25, -70
hitsound = s100,15
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -3
air.type = High
air.velocity = -3,-3
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 9
envshake.ampl = 4
envshake.freq = 85

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 35
attr = S, HA
damage = 30, 3
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 5, 7
sparkno = s(IfElse((var(44)= 1),(3127 + (random%6)),4070))
guard.sparkno = s(IfElse((var(44)= 1),3141,4120))
sparkxy = -25, -80
hitsound = s100,15
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -4
air.type = High
air.velocity = -4,-4
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 9
envshake.ampl = 4
envshake.freq = 85

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 38
attr = S, HA
damage = 30, 2
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 5, 7
sparkno = s(IfElse((var(44)= 1),(3127 + (random%6)),4070))
guard.sparkno = s(IfElse((var(44)= 1),3141,4120))
sparkxy = -20, -70
hitsound = s100,15
guardsound = s2,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = 0
air.velocity = -2,-3
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 9
envshake.ampl = 4
envshake.freq = 85

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 42
attr = S, HA
damage = 30, 2
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 3, 6
sparkno = s(IfElse((var(44)= 1),(3127 + (random%6)),4070))
guard.sparkno = s(IfElse((var(44)= 1),3141,4120))
sparkxy = -20, -70
hitsound = s100,15
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = 0
air.type = High
air.velocity = -2,-3
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 5
envshake.freq = 90

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 43
attr = S, HA
damage = 40, 3
getpower = 0
animtype = up
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 6, 13
sparkno = s(IfElse((var(44)= 1),(3127 + (random%6)),4070))
guard.sparkno = s(IfElse((var(44)= 1),3141,4120))
sparkxy = -20, -85
hitsound = s100,15
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -1,-5
air.type = High
air.velocity = -1,-5
air.hittime = 12
yaccel = .4
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 5
envshake.freq = 90

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 49
attr = A, HA
damage = 70, 3
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 2, 5
sparkno = s(IfElse((var(44)= 1),(3127 + (random%6)),4070))
guard.sparkno = s(IfElse((var(44)= 1),3141,4120))
sparkxy = -20, -60
hitsound = s100,15
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -2,-5
air.type = Low
air.velocity = -2,-5
air.hittime = 12
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 5
envshake.freq = 85

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 51
attr = A, HA
damage = 90, 5
getpower = 0
animtype = Diagup
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 9, 16
sparkno = s(IfElse((var(44)= 1),(3127 + (random%6)),4070))
guard.sparkno = s(IfElse((var(44)= 1),3141,4120))
sparkxy = -20, -80
hitsound = s1,7
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -6,-10
air.type = High
air.velocity = -6,-10
air.hittime = 12
yaccel = .41
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 15
envshake.ampl = 4
envshake.freq = 80

[State 1000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(56) >= 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 2105


[Statedef 20002]
type = S
movetype = H
physics = S
ctrl = 0

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

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

[State a]
type = PalFX
trigger1 = Time % 4 = 0
time = 2
add = 70,0,0
mul = 250,180,120
ignorehitpause = 1

[State a]
type = ChangeState
triggerall = Alive
trigger1 = HitShakeOver = 1
value = 2100

[State a]
type = ChangeState
triggerall = !Alive
trigger1 = time >= 1
value = 20065

[State a]
type = ChangeState
triggerall = Alive
trigger1 = anim = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;着地

[Statedef 2105]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2105
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = s4,0

[State 1000,]
type = Posset
trigger1 = time = 0
y = 0

[State 1000, 軸位置移動]
type = Velset
trigger1 = time = 0
x = 0
y = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; MAXＧ・スクラーゲン
; CNS レベル: 中級

[Statedef 2500]
type     = S
movetype = A
physics  = S
juggle   = 8
velset   = 0,0
ctrl     = 0
sprpriority = 2


[State 1000, 2]
type = HitOverRide
triggerall = var(53) = 1
triggerall = Alive
trigger1 = 1
time = 1
attr = SCA,AA,AP,AT
stateno = 20003
IgnoreHitPause = 1
PauseMoveTime = 99999

[State 1000, 1]
type = ChangeAnim
triggerall = PrevStateNo != 20003
trigger1 = Time = 0
value = 2500
IgnoreHitPause = 1

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 30

[State 700,];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [1400,1450]
trigger2 = prevstateno = 3035
time = 5
add = 230,230,230

[State 700,];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = 2100
trigger2 = prevstateno = 3027
time = 5
add = 250,120,210

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
triggerall = PrevStateNo != 20003
trigger1 = time = 0
anim = -1
poweradd = -2000
movetime = 30
time = 30

[State 2000]
type = AssertSpecial
triggerall = PrevStateNo != 20003
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7100
pos = -42,-85
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1



[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7110
pos = -42,-85
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1



[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s9,1

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s10,16

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,5

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(3) >= 0
x = 10

[State -1]
type = Explod
trigger1 = AnimElem = 3
anim = 3049
sprpriority = 0
postype = p1
pos = 10,5
bindtime = 1
;removetime = 1
under = 0
ownpal = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, HA
damage = 0, 0
getpower = 0
animtype = Hard
hitflag = MAF
guardflag = M
priority = 3, Hit
pausetime = 4, 0
guard.pausetime = 0, 5
sparkno = s4040
guard.sparkno = -1
sparkxy = -20, -70
hitsound = s12,9
guardsound = -1
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -5
fall = 1
fall.recover = 0
numhits = 0
p1sprpriority = 0
p2sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 2510
p2stateno = 2525

[State a]
type = ChangeState
trigger1 = Time = 60
value = 1255

[State a]
type = ChangeState
trigger1 = Movecontact
value = 1260

[Statedef 20003]
type = S
movetype = H
physics = S
ctrl = 0

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

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

[State a]
type = PalFX
trigger1 = Time % 4 = 0
time = 2
add = 70,0,0
mul = 250,180,120
ignorehitpause = 1

[State a]
type = ChangeState
triggerall = Alive
trigger1 = HitShakeOver = 1
value = 2500

[State a]
type = ChangeState
triggerall = !Alive
trigger1 = time >= 1
value = 20065

[State a]
type = ChangeState
triggerall = Alive
trigger1 = anim = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; MAXＧ・スクラーゲン　ヒット

[Statedef 2510]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
anim     = 1215
ctrl     = 0

[state a]
type = varset
trigger1 = time = 0
v = 42
value = 255
ignorehitpause = 1

[state a]
type = varadd
triggerall = time >= 0
trigger1 = var(42) >= 70
v = 42
value = -10
ignorehitpause = 1

[State a]
type = BGPalfx
trigger1 = time >= 0
ignorehitpause = 1
time = 1
mul = var(42),var(42),var(42)
under = 2


[State a]
type = Explod
trigger1 = (GameTime%8) = 1
anim = 3069
id = 3069
sprpriority = 99
postype = p1
pos = 0,-50
bindtime = -1
under = 0
ownpal = 1
scale = 0.7,0.7
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = (GameTime%10) = 1
anim = 3070
id = 3070
sprpriority = 99
postype = p1
pos = 0,-25
bindtime = -1
under = 0
ownpal = 1
scale = 0.5,0.5
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = time <= 5
edge = 80,0

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = time >= 6
edge = 50,0

[State 1000, ]
type = Velset
trigger1 = time > 0
x = 15

[State 810, 3]
type = TargetBind
Trigger1 = time >= 1
pos = 5,-65

[State 700, エフェクト表示]
type = Explod
trigger1 = time = 0
anim = 2005
postype = P1
pos = -10, -5
sprpriority = 10
ownpal = 1
bindtime = -1
removetime = -1
removeongethit = 1
ID = 2000

[State 700, エフェクト表示]
type = Explod
;trigger1 = time = 0
trigger1 = (GameTime%2) = 1
anim = 3034
postype = P1
pos = 0, -75
sprpriority = 10
ownpal = 1
bindtime = -1
removetime = 1
removeongethit = 1
ID = 2000

[State 1000, ステート変更]
type = ChangeState
trigger1 = time >= 6
trigger1 = FrontEdgeDist <= 60
value = 2515

;---------------------------------------------------------------------------
; MAXＧ・スクラーゲン　叩き付け〜ターン

[Statedef 2515]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
anim     = 2505
ctrl     = 0
sprpriority = 2
velset = 0,0

[State a]
type = BGPalfx
trigger1 = time >= 0
ignorehitpause = 1
time = 1
mul = 70,70,70
under = 2

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = time = 0
edge = 40,0

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemtime(6) >= 0
edge = 50,0

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s100,0

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,7
volume = 250

[State a]
type = PlaySnd
trigger1 = AnimElem = 2
value = 100, 19
volume = 50

[State a]
type = PlaySnd
trigger1 = AnimElem = 3
value = 100, 18
volume = 50

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(2) < 0
pos = 50, -65

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(3) < 0
pos = 65, -65

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(5) < 0
pos = 50, -65

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(5) >= 0
pos = 5, -65

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(6) >= 0
x = 15

[State 1000, ]
type = turn
trigger1 = AnimElem = 6

[State 1000, ]
type = TargetFacing
trigger1 = AnimElem = 6
value = -1

[State 700, エフェクト表示]
type = null;Explod
trigger1 = AnimElem = 3
anim = 2010
postype = P1
pos = 60, 0
sprpriority = 10
ownpal = 0

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 3
anim = 3020
postype = P1
pos = 60, 30
sprpriority = 10
ownpal = 0

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 3
anim = 3021
postype = P1
pos = 60, -60
sprpriority = 11
ownpal = 0

[State a]
type = Explod
trigger1 = AnimElem = 3
anim = 3075
postype = P1
pos = -10, 5
sprpriority = 20
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = AnimElem = 3
anim = 3076
postype = P1
pos = 110, 5
sprpriority = 20
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = Time = 0
anim = 3073
postype = P1
pos = 20, 5
sprpriority = 11
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = Time = 0
anim = 3074
postype = P1
pos = 70, 5
sprpriority = 11
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = (GameTime%8) = 1
anim = 3069
id = 3069
sprpriority = 99
postype = p2
pos = 0,15
bindtime = -1
under = 0
ownpal = 1
scale = 0.7,0.7
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = (GameTime%10) = 1
anim = 3070
id = 3070
sprpriority = 99
postype = p2
pos = 0,35
bindtime = -1
under = 0
ownpal = 1
scale = 0.5,0.5
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = BGPalFX
trigger1 = movehit = 1
time = 2
invertall = 1
ignorehitpause = 1

[State 810, 物理的なキャラの幅]
type = Sprpriority
trigger1 = AnimElem = 6
value = -2

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 6
anim = 2005
postype = P1
pos = -10, -5
sprpriority = 10
ownpal = 1
bindtime = -1
removetime = -1
removeongethit = 1
ID = 2500

[State 700, エフェクト表示]
type = Explod
triggerall = time >= 35
trigger1 = (GameTime%2) = 1
anim = 3034
postype = P1
pos = 0, -75
sprpriority = 10
ownpal = 1
bindtime = -1
removetime = 1
removeongethit = 1
ID = 2500

[State 1]
type = Explod
triggerall = AnimElemtime(3) >= 0 && AnimElemtime(4) <= 0
trigger1 = movehit
anim = 3181
sprpriority = 6
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999

[State 300, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = S, HA
animtype  = up
damage    = 250, 0
getpower = 0
pausetime = 0,10
sparkno = s(IfElse((var(44)= 1),(3106 + (random%7)),4020))
sparkxy = -30,-70
hitsound   = s1,4
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -3,-4
air.velocity = -3,-4
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
p2stateno = 2530
envshake.time = 25
envshake.ampl = 9
envshake.freq = 90
kill = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimElemtime(6) >= 0
trigger1 = FrontEdgeDist <= 60
value = 2520

;---------------------------------------------------------------------------
; MAXＧ・スクラーゲン　叩き付け二回目

[Statedef 2520]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
anim     = 1220
ctrl     = 0
sprpriority = 2
velset = 0,0

[state a]
type = varset
trigger1 = time = 0
v = 42
value = 70
ignorehitpause = 1

[state a]
type = varadd
triggerall = time >= 0
trigger1 = var(42) <= 250
v = 42
value = 10
ignorehitpause = 1

[State a]
type = BGPalfx
trigger1 = time >= 0
ignorehitpause = 1
time = 1
mul = var(42),var(42),var(42)
under = 2

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = time = 0
edge = 40,0

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s100,0

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,7
volume = 250

[State a]
type = PlaySnd
trigger1 = AnimElem = 2
value = 100, 19
volume = 50

[State a]
type = PlaySnd
trigger1 = AnimElem = 3
value = 100, 18
volume = 50

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(2) < 0
pos = 50, -65

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(3) < 0
pos = 65, -65

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(6) >= 0
x = -6

[State 1000, ]
type = Velset
trigger1 = AnimElem = 6
y = -5

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(6) >= 0
y = .4

[State 700, エフェクト表示]
type = null;Explod
trigger1 = AnimElem = 3
anim = 2010
postype = P1
pos = 60, 0
sprpriority = 10
ownpal = 0

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 3
anim = 3020
postype = P1
pos = 60, 30
sprpriority = 10
ownpal = 0

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 3
anim = 3021
postype = P1
pos = 60, -60
sprpriority = 11
ownpal = 0




[State a]
type = Explod
trigger1 = AnimElem = 3
anim = 3075
postype = P1
pos = -10, 5
sprpriority = 20
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = AnimElem = 3
anim = 3076
postype = P1
pos = 110, 5
sprpriority = 20
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = Time = 0
anim = 3073
postype = P1
pos = 20, 5
sprpriority = 11
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = Time = 0
anim = 3074
postype = P1
pos = 70, 5
sprpriority = 11
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = (GameTime%8) = 1
anim = 3069
id = 3069
sprpriority = 99
postype = p2
pos = 0,-50
bindtime = -1
under = 0
ownpal = 1
scale = 0.7,0.7
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = (GameTime%10) = 1
anim = 3070
id = 3070
sprpriority = 99
postype = p2
pos = 0,-25
bindtime = -1
under = 0
ownpal = 1
scale = 0.5,0.5
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = BGPalFX
trigger1 = movehit = 1
time = 2
invertall = 1
ignorehitpause = 1

[State a]
type = Pause
trigger1 = Time >= 15
trigger1 = (GameTime%3) =1
time = 1

[State 1]
type = Explod
triggerall = AnimElemtime(3) >= 0 && AnimElemtime(4) <= 0
trigger1 = movehit
anim = 3181
sprpriority = 6
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999

[State 300, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = S, HA
animtype  = up
damage    = 250, 0
getpower = 0
pausetime = 0,10
sparkno = s(IfElse((var(44)= 1),(3106 + (random%7)),4020))
sparkxy = -30,-70
hitsound   = s1,4
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -3,-4
air.velocity = -3,-4
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
p2stateno = 2030
envshake.time = 25
envshake.ampl = 9
envshake.freq = 90

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 106

;---------------------------------------------------------------------------
;投げ１・投げられている（相手の動作）動作

[Statedef 2525]
type    = A
movetype= H
physics = N
velset = 0,0

[State a]
type = PalFX
Triggerall = Time >= 0
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 1000, ]
type = Posset
trigger1 = time = 0
y = 0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1225

[State 820, 1]
type = SelfState
trigger1 = Anim = 1225
trigger1 = (Enemy,Stateno!=[2510,2515])
value = 5100

;---------------------------------------------------------------------------
;投げられている（相手の動作）動作２

[Statedef 2530]
type    = A
movetype= H
physics = N
velset = 0,0

[State a]
type = PalFX
Triggerall = Time >= 0
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2510

[State 820, 1]
type = SelfState
trigger1 = Anim = 2510
trigger1 = (Enemy,Stateno!=[2510,2520])
value = 5100

;---------------------------------------------------------------------------
; MAXＧ・ケーニッヒ
; CNS レベル: 中級

[Statedef 2600]
type     = S
movetype = A
physics  = S
juggle   = 7
velset   = 0,0
ctrl     = 0
sprpriority = 2

[State 1000, 2]
type = HitOverRide
triggerall = var(53) = 1
triggerall = Alive
trigger1 = 1
time = 1
attr = SCA,AA,AP,AT
stateno = 20004
IgnoreHitPause = 1
PauseMoveTime = 99999

[State 1000, 1]
type = ChangeAnim
triggerall = PrevStateNo != 20004
trigger1 = Time = 0
value = 2600
IgnoreHitPause = 1

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(64) <= 0
edge = 35,0

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 30

[State 700,];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [1400,1450]
trigger2 = prevstateno = 3035
time = 5
add = 230,230,230

[State 700,];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = 2100
trigger2 = prevstateno = 3027
time = 5
add = 250,120,210

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
triggerall = PrevStateNo != 20004
trigger1 = time = 0
anim = -1
poweradd = -2000
movetime = 30
time = 30

[State 2000]
type = AssertSpecial
triggerall = PrevStateNo != 20004
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7100
pos = 5,-75
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7110
pos = 5,-75
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1


[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s9,1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 18
trigger2 = AnimElem = 54
value = s10,7

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 25
value = s10,5

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 31
value = s10,8

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 40
trigger2 = AnimElem = 58
value = s10,6

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 50
value = s10,14

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 65
value = s10,15

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 85
value = s10,12

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 9
trigger2 = AnimElem = 18
trigger3 = AnimElem = 25
trigger4 = AnimElem = 31
trigger5 = AnimElem = 39
trigger6 = AnimElem = 50
trigger7 = AnimElem = 54
trigger8 = AnimElem = 58
trigger9 = AnimElem = 65
trigger10 = AnimElem = 74
trigger11 = AnimElem = 86
value = s100,13

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 9
trigger2 = AnimElem = 18
trigger3 = AnimElem = 25
trigger4 = AnimElem = 31
trigger5 = AnimElem = 39
trigger6 = AnimElem = 50
trigger7 = AnimElem = 54
trigger8 = AnimElem = 58
trigger9 = AnimElem = 65
trigger10 = AnimElem = 74
trigger11 = AnimElem = 86
value = s0,3

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 65
value = s3,2

[State 1000, 音を鳴らす]
type = PlaySnd
triggerall = AnimElemtime(10) >= 0 && AnimElemtime(78) <= 0
trigger1 = movehit = 1
value = s100,14

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 4
x = 14

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 50
x = 15

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 57
x = 21

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 65
x = 15

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(50) >= 0 && AnimElemtime(54) <= 0
x = 9

[State 1000, ]
type = Velset
trigger1 = AnimElem = 54
x = 0

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(65) >= 0
x = 4

[State 1000, ]
type = Velset
trigger1 = AnimElem = 65
y = -6

[State 1000, ]
type = Velset
trigger1 = AnimElem = 74
y = -5

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(65) >= 0
x = -.9

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(65) >= 0
y = .3

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(81) >= 0
y = -.1

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 65
statetype = A

[State -3,残像]
type = null;AfterImage
trigger1 = time = 0
time = 225
trans = add1
timegap = 1
framegap = 2
length = 8
palbright = 50,50,50
palcontrast = 100,100,100
palpostbright = 10,0,0
paladd = 10,0,0
palmul = 1,1,1

[State a] 
type = Afterimage
triggerall = PrevStateNo != 20004
trigger1 = time = 0
trans = add
PalContrast =  250, 250, 250
PalBright = 0,0,0
time    =  225
length  = 18
TimeGap = 1
FrameGap = 2

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 9
anim = 3142
postype = P1
pos = 80, -90
sprpriority = 10
ownpal = 1
bindtime = -1
ignohitpause = 0
removeongethit = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 18
anim = 3142
postype = P1
pos = 80, -90
sprpriority = 10
ownpal = 1
bindtime = -1
ignohitpause = 0
removeongethit = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 25
anim = 3143
postype = P1
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
ignohitpause = 0
removeongethit = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 31
anim = 3146
postype = P1
pos = 0, 0
sprpriority = 10
ownpal = 1
bindtime = -1
ignohitpause = 0
removeongethit = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 39
anim = 3143
postype = P1
pos = 0, 0
sprpriority = 10
ownpal = 1
bindtime = -1
ignohitpause = 0
removeongethit = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 50
anim = 3143
postype = P1
pos = 0, 0
sprpriority = 10
ownpal = 1
bindtime = -1
ignohitpause = 0
removeongethit = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 54
anim = 3145
postype = P1
pos = 10, -80
sprpriority = 10
ownpal = 1
bindtime = -1
ignohitpause = 0
removeongethit = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 58
anim = 3144
postype = P1
pos = 30, 10
sprpriority = 10
ownpal = 1
bindtime = -1
ignohitpause = 0
removeongethit = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 65
anim = 3067
postype = P1
pos = 0, 0
sprpriority = 10
ownpal = 1
bindtime = -1
ignohitpause = 0
removeongethit = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 74
anim = 3067
postype = P1
pos = 0, 0
sprpriority = 10
ownpal = 1
bindtime = -1
ignohitpause = 0
removeongethit = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 86
anim = 3142
postype = P1
pos = 80, -90
sprpriority = 10
ownpal = 1
bindtime = -1
ignohitpause = 0
removeongethit = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 10
trigger2 = AnimElem = 19
attr = S, HA
damage = 30, 3
getpower = 0
animtype = Hard
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 3, 6
sparkno = s(IfElse((var(44)= 1),(3127 + (random%6)),4070))
guard.sparkno = s(IfElse((var(44)= 1),3141,4120))
sparkxy = -25, -70
hitsound = s100,15
guardsound = s2,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = 0
air.velocity = -2,-3
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 9
envshake.ampl = 5
envshake.freq = 85

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 26
attr = S, HA
damage = 20, 2
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 4, 7
sparkno = s(IfElse((var(44)= 1),(3127 + (random%6)),4070))
guard.sparkno = s(IfElse((var(44)= 1),3141,4120))
sparkxy = -25, -70
hitsound = s100,15
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = 0
air.type = High
air.velocity = -2,-3
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 9
envshake.ampl = 5
envshake.freq = 85

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 31
attr = S, HA
damage = 20, 2
getpower = 0
animtype = Hard
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 4, 7
sparkno = s(IfElse((var(44)= 1),(3127 + (random%6)),4070))
guard.sparkno = s(IfElse((var(44)= 1),3141,4120))
sparkxy = -25, -20
hitsound = s100,15
guardsound = s2,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = 0
air.velocity = -2,-3
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 9
envshake.ampl = 5
envshake.freq = 85

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 40
attr = S, HA
damage = 30, 3
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 4, 7
sparkno = s(IfElse((var(44)= 1),(3127 + (random%6)),4070))
guard.sparkno = s(IfElse((var(44)= 1),3141,4120))
sparkxy = -25, -70
hitsound = s100,15
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -3
air.velocity = -3,-3
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 9
envshake.ampl = 5
envshake.freq = 85

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 51
attr = S, HA
damage = 30, 3
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 5, 7
sparkno = s(IfElse((var(44)= 1),(3127 + (random%6)),4070))
guard.sparkno = s(IfElse((var(44)= 1),3141,4120))
sparkxy = -25, -80
hitsound = s100,15
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -4
air.type = High
air.velocity = -4,-4
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 9
envshake.ampl = 5
envshake.freq = 85

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 54
attr = S, HA
damage = 20, 2
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 5, 7
sparkno = s(IfElse((var(44)= 1),(3127 + (random%6)),4070))
guard.sparkno = s(IfElse((var(44)= 1),3141,4120))
sparkxy = -20, -70
hitsound = s100,15
guardsound = s2,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = 0
air.velocity = -2,-3
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 9
envshake.ampl = 5
envshake.freq = 85

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 58
attr = S, HA
damage = 20, 2
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 3, 6
sparkno = s(IfElse((var(44)= 1),(3127 + (random%6)),4070))
guard.sparkno = s(IfElse((var(44)= 1),3141,4120))
sparkxy = -20, -70
hitsound = s100,15
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = 0
air.type = High
air.velocity = -2,-3
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 2
envshake.freq = 90
envshake.time = 9
envshake.ampl = 5
envshake.freq = 85

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 59
attr = S, HA
damage = 30, 3
getpower = 0
animtype = up
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 6, 13
sparkno = s(IfElse((var(44)= 1),(3127 + (random%6)),4070))
guard.sparkno = s(IfElse((var(44)= 1),3141,4120))
sparkxy = -20, -85
hitsound = s100,15
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -1,-5
air.type = High
air.velocity = -1,-5
air.hittime = 12
yaccel = .4
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 5
envshake.freq = 90

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 65
attr = A, HA
damage = 30, 3
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 2, 5
sparkno = s(IfElse((var(44)= 1),(3127 + (random%6)),4070))
guard.sparkno = s(IfElse((var(44)= 1),3141,4120))
sparkxy = -20, -60
hitsound = s100,15
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -2,-5
air.type = Low
air.velocity = -2,-5
air.hittime = 12
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 9
envshake.ampl = 5
envshake.freq = 85

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 67
trigger2 = AnimElem = 68
trigger3 = AnimElem = 69
trigger4 = AnimElem = 74
trigger5 = AnimElem = 76
trigger6 = AnimElem = 77
attr = A, HA
damage = 30, 3
getpower = 0
animtype = up
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 3, 7
sparkno = s(IfElse((var(44)= 1),(3127 + (random%6)),4070))
guard.sparkno = s(IfElse((var(44)= 1),3141,4120))
sparkxy = -20, -80
hitsound = s100,15
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -5,-6
air.type = High
air.velocity = -5,-6
air.hittime = 12
yaccel = .41
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 8
envshake.ampl = 5
envshake.freq = 85

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 78
attr = A, HA
damage = 30, 3
getpower = 0
animtype = up
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 3, 7
sparkno = s(IfElse((var(44)= 1),(3127 + (random%6)),4070))
guard.sparkno = s(IfElse((var(44)= 1),3141,4120))
sparkxy = -20, -80
hitsound = s100,15
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -5,-6
air.velocity = -5,-6
air.hittime = 12
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 9
envshake.ampl = 5
envshake.freq = 85

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 87
attr = A, SA
damage = 50, 5
getpower = 0
animtype = up
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 18, 18
sparkno = s(IfElse((var(44)= 1),(3127 + (random%6)),4070))
guard.sparkno = s(IfElse((var(44)= 1),3141,4120))
sparkxy = -20, -70
hitsound = s1,7
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -4,24
air.type = High
air.velocity = -4,24
air.hittime = 12
fall = 1
fall.recover = 0
envshake.time = 20
envshake.ampl = 5
envshake.freq = 90
fall.envshake.ampl = 8
fall.envshake.freq = 85
fall.envshake.time = 15
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 1000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(89) > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 2605


[Statedef 20004]
type = S
movetype = H
physics = S
ctrl = 0

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

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

[State a]
type = PalFX
trigger1 = Time % 4 = 0
time = 2
add = 70,0,0
mul = 250,180,120
ignorehitpause = 1

[State a]
type = ChangeState
triggerall = Alive
trigger1 = HitShakeOver = 1
value = 2600

[State a]
type = ChangeState
triggerall = !Alive
trigger1 = time >= 1
value = 20065

[State a]
type = ChangeState
triggerall = Alive
trigger1 = anim = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;着地

[Statedef 2605]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2610
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = s4,0

[State 1000,]
type = Posset
trigger1 = time = 0
y = 0

[State 1000, 軸位置移動]
type = Velset
trigger1 = time = 0
x = 0
y = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




;---------------------------------------------------------------------------
;MAX2Ｇ・ケーニッヒ
[Statedef 3600]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
ctrl     = 0
sprpriority = 2

[State -2]
type = varset
trigger1 = time = 0
var(45) = 0

[State 1000, 2]
type = HitOverRide
triggerall = var(53) = 1
triggerall = Alive
trigger1 = 1
time = 1
attr = SCA,AA,AP,AT
stateno = 20045
IgnoreHitPause = 1
PauseMoveTime = 99999

[State a]
type = ChangeAnim
triggerall = PrevStateNo != 20045
trigger1 = Time = 0
value = 3149
IgnoreHitPause = 1

[State 170, 無敵]
type = NotHitBy
triggerall = PrevStateNo != 20045
trigger1 = time = 0
value = SCA
time = 50

[State 700,];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [1400,1450]
trigger2 = prevstateno = 3035
time = 5
add = 230,230,230

[State 700,];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = 2100
trigger2 = prevstateno = 3027
time = 5
add = 250,120,210

[State 700,];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = 2600
trigger2 = prevstateno = 3031
time = 5
add = 255,250,102

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
triggerall = PrevStateNo != 20045
trigger1 = time = 0
anim = -1
poweradd = -3000
movetime = 30
time = 30

[State 2000]
type = AssertSpecial
triggerall = PrevStateNo != 20045
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
triggerall = PrevStateNo != 20045
trigger1 = AnimElem = 1
anim = 3046
pos = -42,-85
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
triggerall = PrevStateNo != 20045
trigger1 = AnimElem = 1
anim = 3047
pos = -42,-85
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
triggerall = PrevStateNo != 20045
trigger1 = time = 10
anim = 3045
pos = -42,-85
sprpriority = 0
ownpal = 1
bindtime = 1
supermove = 1

[State 1000, 音を鳴らす]
type = PlaySnd
triggerall = PrevStateNo != 20045
trigger1 = AnimElem = 1
value = s9,1
volume = 255

[State 2000,]
type = PlaySnd
triggerall = PrevStateNo != 20045
trigger1 = AnimElem = 1
value = s100,9
volume = -50

[State a]
type = PlaySnd
triggerall =  AnimElemtime(5) >= 0 && AnimElemtime(28) <= 0
trigger1 = movehit = 1
value = s100,17
ignorehitpause = 1

[State a]
type = PlaySnd
trigger1 = AnimElem = 5 || AnimElem = 13 || AnimElem = 18 || AnimElem = 27 
value = s0,4
ignorehitpause = 1

[State a] 
type = Afterimage
triggerall = PrevStateNo != 20045
trigger1 = time = 0
trans = add
PalContrast =  250, 250, 250
PalBright = 0,0,0
time    =  70
length  = 18
TimeGap = 1
FrameGap = 2

[State a]
type = Explod
trigger1 = movehit = 1
anim = 3070
id = 3070
sprpriority = 99
postype = p2
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
removetime = 15
scale = 0.5,0.5
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1]
type = Explod
triggerall = AnimElemtime(5) >= 0 && AnimElemtime(31) <= 0
trigger1 = movehit
anim = 3181
sprpriority = 6
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999

[State a]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage = 17
getpower = 0,0
givepower = 0,0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 0, 16
guard.pausetime = 5, 16
sparkno = s(IfElse((var(44)= 1),(3106 + (random%7)),4020))
guard.sparkno = s(IfElse((var(44)= 1),3141,4120))
sparkxy = -20, -50
hitsound = s100,20
guardsound = s2,1
ground.type = Low
ground.slidetime = 22
ground.hittime  = 23
ground.velocity = -1
air.type = High
air.velocity = -2.5,-2.5
air.hittime = 12
air.fall = 1
fall.recover = 0
envshake.time = 16
envshake.ampl = 16
envshake.freq = 90
p2stateno = 9000

[State a]
type = HitDef
trigger1 = AnimElem = 13
attr = S, NA
damage = 17
getpower = 50,50
givepower = 0,0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 0, 16
guard.pausetime = 5, 16
sparkno = s(IfElse((var(44)= 1),(3106 + (random%7)),4020))
guard.sparkno = s(IfElse((var(44)= 1),3141,4120))
sparkxy = -20, -50
hitsound = s100,20
guardsound = s2,1
ground.type = Low
ground.slidetime = 22
ground.hittime  = 25
ground.velocity = -1
air.type = High
air.velocity = -2.5,-2.5
air.hittime = 20
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 7
envshake.freq = 95
p2stateno = 9000

[State a]
type = HitDef
trigger1 = AnimElem = 18
attr = S, NA
damage = 17
getpower = 0,0
givepower = 0,0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 0, 16
guard.pausetime = 5, 16
sparkno = s(IfElse((var(44)= 1),(3106 + (random%7)),4020))
guard.sparkno = s(IfElse((var(44)= 1),3141,4120))
sparkxy = -20, -50
hitsound = s100,20
guardsound = s2,1
ground.type = Low
ground.slidetime = 22
ground.hittime  = 25
ground.velocity = -1
air.type = High
air.velocity = -2.5,-2.5
air.hittime = 20
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 7
envshake.freq = 95
p2stateno = 9000

[State a]
type = HitDef
trigger1 = AnimElem = 27 
attr = S, NA
damage = 17
getpower = 0,0
givepower = 0,0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 5, 16
guard.pausetime = 10, 16
sparkno = s(IfElse((var(44)= 1),(3106 + (random%7)),4020))
guard.sparkno = s(IfElse((var(44)= 1),3141,4120))
sparkxy = -20, -50
hitsound = s100,20
guardsound = s2,1
ground.type = Low
ground.slidetime = 22
ground.hittime  = 25
ground.velocity = -1
air.type = High
air.velocity = -2.5,-2.5
air.hittime = 20
air.fall = 1
fall.recover = 0
envshake.time = 15
envshake.ampl = 12
envshake.freq = 90
p2stateno = 9000

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 31
attr = S, SA
damage = 25
getpower = 0,0
givepower = 0,0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 2, 2
guard.pausetime = 18, 16
sparkno = s(IfElse((var(44)= 1),(3106 + (random%7)),4020))
guard.sparkno = s(IfElse((var(44)= 1),3141,4120))
sparkxy = -27, -80
hitsound = s1,7
guardsound = s2,1
ground.type = High
ground.slidetime = 23
ground.hittime  = 30
ground.velocity = -1
air.velocity = -2.5,-2.5
air.hittime = 20
air.juggle = 0
air.fall = 1
fall.recover = 0
p2facing = 1
envshake.time = 18
envshake.ampl = 15
envshake.freq = 90
p2stateno = 9000

[State 1000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(31) >= 0
trigger1 = movehit = 1
value = 3603

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



[Statedef 20045]
type = S
movetype = H
physics = S
ctrl = 0

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

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

[State a]
type = PalFX
trigger1 = Time % 4 = 0
time = 2
add = 70,0,0
mul = 250,180,120
ignorehitpause = 1

[State a]
type = ChangeState
triggerall = Alive
trigger1 = HitShakeOver = 1
value = 3600

[State a]
type = ChangeState
triggerall = !Alive
trigger1 = time >= 1
value = 20065

[State a]
type = ChangeState
triggerall = Alive
trigger1 = anim = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; MAX2Ｇ・ケーニッヒ2

[Statedef 3603]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
sprpriority = 2

[State -2]
type = varadd
trigger1 = time = 0
var(45) = 1

[State 1000, 2]
type = HitOverRide
triggerall = var(53) = 1
triggerall = Alive
trigger1 = 1
time = 1
attr = SCA,AA,AP,AT
stateno = 20047
IgnoreHitPause = 1
PauseMoveTime = 99999

[State 1000, 1]
type = ChangeAnim
triggerall = PrevStateNo != 20047
trigger1 = Time = 0
value = 3152
IgnoreHitPause = 1

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(12) <= 0
edge = 35,0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 10
value = s100,13

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 10
value = s0,3

[State 1000, 音を鳴らす]
type = PlaySnd
triggerall = AnimElemtime(1) >= 0 && AnimElemtime(12) <= 0
trigger1 = movehit = 1
value = s100,14

[State a] 
type = Afterimage
triggerall = PrevStateNo != 20047
trigger1 = time = 0
trans = add
PalContrast =  250, 250, 250
PalBright = 0,0,0
time    =  50
length  = 18
TimeGap = 1
FrameGap = 2

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 4
anim = 3143
postype = P1
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
ignohitpause = 0
removeongethit = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 10
anim = 3146
postype = P1
pos = 0, 0
sprpriority = 10
ownpal = 1
bindtime = -1
ignohitpause = 0
removeongethit = 1


[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 10
attr = S, HA
damage = 10, 3
getpower = 0
animtype = Hard
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 1, 6
sparkno = s(IfElse((var(44)= 1),(3127 + (random%6)),4070))
guard.sparkno = s(IfElse((var(44)= 1),3141,4120))
sparkxy = -25, -70
hitsound = s100,15
guardsound = s2,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = 0
air.velocity = -2,-3
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 9
envshake.ampl = 5
envshake.freq = 85

[State 3000, ステート変更]
type = ChangeState
triggerall = var(45) <= 5
trigger1 = AnimElemtime(12) > 0
value = 3603

[State 3000, ステート変更]
type = ChangeState
triggerall = var(45) >= 5
trigger1 = AnimElemtime(12) > 0
value = 3601


[Statedef 20047]
type = S
movetype = H
physics = S
ctrl = 0

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

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

[State a]
type = PalFX
trigger1 = Time % 4 = 0
time = 2
add = 70,0,0
mul = 250,180,120
ignorehitpause = 1

[State a]
type = ChangeState
triggerall = Alive
trigger1 = HitShakeOver = 1
value = 3603

[State a]
type = ChangeState
triggerall = !Alive
trigger1 = time >= 1
value = 20065

[State a]
type = ChangeState
triggerall = Alive
trigger1 = anim = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; MAX2Ｇ・ケーニッヒ3

[Statedef 3601]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
sprpriority = 2

[State 1000, 2]
type = HitOverRide
triggerall = var(53) = 1
triggerall = Alive
trigger1 = 1
time = 1
attr = SCA,AA,AP,AT
stateno = 20046
IgnoreHitPause = 1
PauseMoveTime = 99999

[State 1000, 1]
type = ChangeAnim
triggerall = PrevStateNo != 20046
trigger1 = Time = 0
value = 3150
IgnoreHitPause = 1

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(64) <= 0
edge = 35,0


[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 9
trigger2 = AnimElem = 18
trigger3 = AnimElem = 25
trigger4 = AnimElem = 31
trigger5 = AnimElem = 39
trigger6 = AnimElem = 50
trigger7 = AnimElem = 54
trigger8 = AnimElem = 58
trigger9 = AnimElem = 65
trigger10 = AnimElem = 74
value = s100,13

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 9
trigger2 = AnimElem = 18
trigger3 = AnimElem = 25
trigger4 = AnimElem = 31
trigger5 = AnimElem = 39
trigger6 = AnimElem = 50
trigger7 = AnimElem = 54
trigger8 = AnimElem = 58
trigger9 = AnimElem = 65
trigger10 = AnimElem = 74
value = s0,3

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 65
value = s3,2

[State 1000, 音を鳴らす]
type = PlaySnd
triggerall = AnimElemtime(10) >= 0 && AnimElemtime(78) <= 0
trigger1 = movehit = 1
value = s100,14

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 4
x = 14

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 50
x = 15

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 57
x = 21

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 65
x = 15

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(50) >= 0 && AnimElemtime(54) <= 0
x = 9

[State 1000, ]
type = Velset
trigger1 = AnimElem = 54
x = 0

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(65) >= 0
x = 4

[State 1000, ]
type = Velset
trigger1 = AnimElem = 65
y = -6

[State 1000, ]
type = Velset
trigger1 = AnimElem = 74
y = -5

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(65) >= 0
x = -.9

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(65) >= 0
y = .3

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(79) >= 0
y = -.1

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 65
statetype = A

[State a] 
type = Afterimage
triggerall = PrevStateNo != 20046
trigger1 = time = 0
trans = add
PalContrast =  250, 250, 250
PalBright = 0,0,0
time    =  225
length  = 18
TimeGap = 1
FrameGap = 2

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 9
anim = 3142
postype = P1
pos = 80, -90
sprpriority = 10
ownpal = 1
bindtime = -1
ignohitpause = 0
removeongethit = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 18
anim = 3142
postype = P1
pos = 80, -90
sprpriority = 10
ownpal = 1
bindtime = -1
ignohitpause = 0
removeongethit = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 25
anim = 3143
postype = P1
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
ignohitpause = 0
removeongethit = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 31
anim = 3146
postype = P1
pos = 0, 0
sprpriority = 10
ownpal = 1
bindtime = -1
ignohitpause = 0
removeongethit = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 39
anim = 3143
postype = P1
pos = 0, 0
sprpriority = 10
ownpal = 1
bindtime = -1
ignohitpause = 0
removeongethit = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 50
anim = 3143
postype = P1
pos = 0, 0
sprpriority = 10
ownpal = 1
bindtime = -1
ignohitpause = 0
removeongethit = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 54
anim = 3145
postype = P1
pos = 10, -80
sprpriority = 10
ownpal = 1
bindtime = -1
ignohitpause = 0
removeongethit = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 58
anim = 3144
postype = P1
pos = 30, 10
sprpriority = 10
ownpal = 1
bindtime = -1
ignohitpause = 0
removeongethit = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 65
anim = 3067
postype = P1
pos = 0, 0
sprpriority = 10
ownpal = 1
bindtime = -1
ignohitpause = 0
removeongethit = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 74
anim = 3067
postype = P1
pos = 0, 0
sprpriority = 10
ownpal = 1
bindtime = -1
ignohitpause = 0
removeongethit = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 10
trigger2 = AnimElem = 19
attr = S, HA
damage = 20, 3
getpower = 0
animtype = Hard
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 1, 6
sparkno = s(IfElse((var(44)= 1),(3127 + (random%6)),4070))
guard.sparkno = s(IfElse((var(44)= 1),3141,4120))
sparkxy = -25, -70
hitsound = s100,15
guardsound = s2,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = 0
air.velocity = -2,-3
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 9
envshake.ampl = 5
envshake.freq = 85

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 26
attr = S, HA
damage = 20, 2
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 4, 7
sparkno = s(IfElse((var(44)= 1),(3127 + (random%6)),4070))
guard.sparkno = s(IfElse((var(44)= 1),3141,4120))
sparkxy = -25, -70
hitsound = s100,15
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = 0
air.type = High
air.velocity = -2,-3
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 9
envshake.ampl = 5
envshake.freq = 85

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 31
attr = S, HA
damage = 20, 2
getpower = 0
animtype = Hard
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 4, 7
sparkno = s(IfElse((var(44)= 1),(3127 + (random%6)),4070))
guard.sparkno = s(IfElse((var(44)= 1),3141,4120))
sparkxy = -25, -20
hitsound = s100,15
guardsound = s2,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = 0
air.velocity = -2,-3
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 9
envshake.ampl = 5
envshake.freq = 85

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 40
attr = S, HA
damage = 20, 3
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 4, 7
sparkno = s(IfElse((var(44)= 1),(3127 + (random%6)),4070))
guard.sparkno = s(IfElse((var(44)= 1),3141,4120))
sparkxy = -25, -70
hitsound = s100,15
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -3
air.velocity = -3,-3
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 9
envshake.ampl = 5
envshake.freq = 85

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 51
attr = S, HA
damage = 20, 3
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 5, 7
sparkno = s(IfElse((var(44)= 1),(3127 + (random%6)),4070))
guard.sparkno = s(IfElse((var(44)= 1),3141,4120))
sparkxy = -25, -80
hitsound = s100,15
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -4
air.type = High
air.velocity = -4,-4
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 9
envshake.ampl = 5
envshake.freq = 85

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 54
attr = S, HA
damage = 20, 2
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 5, 7
sparkno = s(IfElse((var(44)= 1),(3127 + (random%6)),4070))
guard.sparkno = s(IfElse((var(44)= 1),3141,4120))
sparkxy = -20, -70
hitsound = s100,15
guardsound = s2,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = 0
air.velocity = -2,-3
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 9
envshake.ampl = 5
envshake.freq = 85

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 58
attr = S, HA
damage = 20, 2
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 3, 6
sparkno = s(IfElse((var(44)= 1),(3127 + (random%6)),4070))
guard.sparkno = s(IfElse((var(44)= 1),3141,4120))
sparkxy = -20, -70
hitsound = s100,15
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = 0
air.type = High
air.velocity = -2,-3
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 2
envshake.freq = 90
envshake.time = 9
envshake.ampl = 5
envshake.freq = 85

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 59
attr = S, HA
damage = 20, 3
getpower = 0
animtype = up
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 6, 13
sparkno = s(IfElse((var(44)= 1),(3127 + (random%6)),4070))
guard.sparkno = s(IfElse((var(44)= 1),3141,4120))
sparkxy = -20, -85
hitsound = s100,15
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -1,-5
air.type = High
air.velocity = -1,-5
air.hittime = 12
yaccel = .4
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 5
envshake.freq = 90

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 65
attr = A, HA
damage = 20, 3
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 2, 5
sparkno = s(IfElse((var(44)= 1),(3127 + (random%6)),4070))
guard.sparkno = s(IfElse((var(44)= 1),3141,4120))
sparkxy = -20, -60
hitsound = s100,15
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -2,-5
air.type = Low
air.velocity = -2,-5
air.hittime = 12
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 9
envshake.ampl = 5
envshake.freq = 85

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 67
trigger2 = AnimElem = 68
trigger3 = AnimElem = 69
trigger4 = AnimElem = 74
trigger5 = AnimElem = 76
trigger6 = AnimElem = 77
attr = A, HA
damage = 20, 3
getpower = 0
animtype = up
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 3, 7
sparkno = s(IfElse((var(44)= 1),(3127 + (random%6)),4070))
guard.sparkno = s(IfElse((var(44)= 1),3141,4120))
sparkxy = -20, -80
hitsound = s100,15
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -5,-6
air.type = High
air.velocity = -5,-6
air.hittime = 12
yaccel = .41
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 8
envshake.ampl = 5
envshake.freq = 85

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 78
attr = A, HA
damage = 20, 3
getpower = 0
animtype = up
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 3, 7
sparkno = s(IfElse((var(44)= 1),(3127 + (random%6)),4070))
guard.sparkno = s(IfElse((var(44)= 1),3141,4120))
sparkxy = -20, -80
hitsound = s100,15
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -5,-6
air.velocity = -5,-6
air.hittime = 12
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 9
envshake.ampl = 5
envshake.freq = 85

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 3602

[Statedef 20046]
type = S
movetype = H
physics = S
ctrl = 0

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

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

[State a]
type = PalFX
trigger1 = Time % 4 = 0
time = 2
add = 70,0,0
mul = 250,180,120
ignorehitpause = 1

[State a]
type = ChangeState
triggerall = Alive
trigger1 = HitShakeOver = 1
value = 3601

[State a]
type = ChangeState
triggerall = !Alive
trigger1 = time >= 1
value = 20065

[State a]
type = ChangeState
triggerall = Alive
trigger1 = anim = 0
value = 0
ctrl = 1


[Statedef 3602]
type     = A
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
sprpriority = 2

[State 1000, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 3151
IgnoreHitPause = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 13
value = s100,13

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 13
value = s0,3

[State 1000, 音を鳴らす]
type = PlaySnd
triggerall = AnimElemtime(1) >= 0 && AnimElemtime(6) <= 0
trigger1 = movehit = 1
value = s100,14

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(1) >= 0
x = 4

[State 1000, ]
type = Velset
trigger1 = AnimElem = 1
y = -6

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(1) >= 0
x = -.9

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(1) >= 0
y = .3

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(8) >= 0
y = -.02

[State a] 
type = Afterimage
trigger1 = time = 0
trans = add
PalContrast =  250, 250, 250
PalBright = 0,0,0
time    =  60
length  = 18
TimeGap = 1
FrameGap = 2


[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 1
anim = 3067
postype = P1
pos = 0, 0
sprpriority = 10
ownpal = 1
bindtime = -1
ignohitpause = 0
removeongethit = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 13
anim = 3142
postype = P1
pos = 80, -90
sprpriority = 10
ownpal = 1
bindtime = -1
ignohitpause = 0
removeongethit = 1


[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
attr = A, HA
damage = 30, 3
getpower = 0
animtype = up
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 3, 4
sparkno = s(IfElse((var(44)= 1),(3127 + (random%6)),4070))
guard.sparkno = s(IfElse((var(44)= 1),3141,4120))
sparkxy = -20, -80
hitsound = s100,15
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -5,-7.5
air.type = High
air.velocity = -5,-7.5
air.hittime = 12
yaccel = .41
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 8
envshake.ampl = 5
envshake.freq = 85

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
attr = A, HA
damage = 30, 3
getpower = 0
animtype = up
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 3, 7
sparkno = s(IfElse((var(44)= 1),(3127 + (random%6)),4070))
guard.sparkno = s(IfElse((var(44)= 1),3141,4120))
sparkxy = -20, -80
hitsound = s100,15
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -5,-6
air.velocity = -5,-6
air.hittime = 12
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 9
envshake.ampl = 5
envshake.freq = 85

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 14
attr = A, SA
damage = 50, 5
getpower = 0
animtype = up
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 18, 18
sparkno = s(IfElse((var(44)= 1),(3127 + (random%6)),4070))
guard.sparkno = s(IfElse((var(44)= 1),3141,4120))
sparkxy = -20, -70
hitsound = s1,7
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -4,24
air.type = High
air.velocity = -4,24
air.hittime = 12
fall = 1
fall.recover = 0
envshake.time = 20
envshake.ampl = 5
envshake.freq = 90
fall.envshake.ampl = 8
fall.envshake.freq = 85
fall.envshake.time = 15
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 1000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(16) > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 2605


;---------------------------------------------------------------------------
; MAX2Ｇ・スクラーゲン

[Statedef 3300]
type     = S
movetype = A
physics  = S
juggle   = 8
velset   = 0,0
ctrl     = 0
sprpriority = 2

[State 1000, 2]
type = HitOverRide
triggerall = var(53) = 1
triggerall = Alive
trigger1 = 1
time = 1
attr = SCA,AA,AP,AT
stateno = 20040
IgnoreHitPause = 1
PauseMoveTime = 99999

[State 1000, 1]
type = ChangeAnim
triggerall = PrevStateNo != 20040
trigger1 = Time = 0
value = 2500
IgnoreHitPause = 1

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 30

[State 700,];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [1400,1450]
trigger2 = prevstateno = 3035
time = 5
add = 230,230,230

[State 700,];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = 2100
trigger2 = prevstateno = 3027
time = 5
add = 250,120,210

[State 700,];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = 2600
trigger2 = prevstateno = 3031
time = 5
add = 255,250,102

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
triggerall = PrevStateNo != 20040
trigger1 = time = 0
anim = -1
poweradd = -3000
movetime = 30
time = 30

[State 2000]
type = AssertSpecial
triggerall = PrevStateNo != 20040
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 3046
pos = -42,-85
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 3047
pos = -42,-85
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
triggerall = PrevStateNo != 20040
trigger1 = time = 10
anim = 3045
pos = -42,-85
sprpriority = 0
ownpal = 1
bindtime = 1
supermove = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s9,1
volume = 255

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 1
value = s100,9
volume = -50

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s10,16

[State 181,]
type = PlaySnd
triggerall = PrevStateNo != 20040
trigger1 = AnimElem = 3
value = s12,5

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(3) >= 0
x = 15

[State -1]
type = Explod
trigger1 = AnimElem = 3
anim = 3049
sprpriority = 0
postype = p1
pos = 10,5
bindtime = 1
;removetime = 1
under = 0
ownpal = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, HA
damage = 0, 0
getpower = 0
animtype = Hard
hitflag = MAF
guardflag = M
priority = 3, Hit
pausetime = 4, 0
guard.pausetime = 0, 5
sparkno = s4040
guard.sparkno = -1
sparkxy = -20, -70
hitsound = s12,9
guardsound = -1
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -5
fall = 1
fall.recover = 0
numhits = 0
p1sprpriority = 0
p2sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 3310
p2stateno = 3325

[State a]
type = ChangeState
trigger1 = Time = 60
value = 1255

[State a]
type = ChangeState
trigger1 = Movecontact
value = 1260

[Statedef 20040]
type = S
movetype = H
physics = S
ctrl = 0

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

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

[State a]
type = PalFX
trigger1 = Time % 4 = 0
time = 2
add = 70,0,0
mul = 250,180,120
ignorehitpause = 1

[State a]
type = ChangeState
triggerall = Alive
trigger1 = HitShakeOver = 1
value = 3300

[State a]
type = ChangeState
triggerall = !Alive
trigger1 = time >= 1
value = 20065

[State a]
type = ChangeState
triggerall = Alive
trigger1 = anim = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; MAX2Ｇ・スクラーゲン　ヒット

[Statedef 3310]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
anim     = 1215
ctrl     = 0


[state a]
type = varset
trigger1 = time = 0
v = 42
value = 255
ignorehitpause = 1

[state a]
type = varadd
triggerall = time >= 0
trigger1 = var(42) >= 70
v = 42
value = -10
ignorehitpause = 1

[State a]
type = BGPalfx
trigger1 = time >= 0
ignorehitpause = 1
time = 1
mul = var(42),var(42),var(42)
under = 2

[State a]
type = Explod
trigger1 = (GameTime%8) = 1
anim = 3069
id = 3069
sprpriority = 99
postype = p1
pos = 0,-50
bindtime = -1
under = 0
ownpal = 1
scale = 0.7,0.7
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = (GameTime%10) = 1
anim = 3070
id = 3070
sprpriority = 99
postype = p1
pos = 0,-25
bindtime = -1
under = 0
ownpal = 1
scale = 0.5,0.5
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = time <= 5
edge = 80,0

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = time >= 6
edge = 50,0

[State 1000, ]
type = Velset
trigger1 = time > 0
x = 20

[State 810, 3]
type = TargetBind
Trigger1 = time >= 1
pos = 5,-65

[State 700, エフェクト表示]
type = Explod
trigger1 = time = 0
anim = 2005
postype = P1
pos = -10, -5
sprpriority = 10
ownpal = 1
bindtime = -1
removetime = -1
removeongethit = 1
ID = 2000

[State 700, エフェクト表示]
type = Explod
;trigger1 = time = 0
trigger1 = (GameTime%2) = 1
anim = 3034
postype = P1
pos = 0, -75
sprpriority = 10
ownpal = 1
bindtime = -1
removetime = 1
removeongethit = 1
ID = 2000

[State 1000, ステート変更]
type = ChangeState
trigger1 = time >= 6
trigger1 = FrontEdgeDist <= 60
value = 3315

;---------------------------------------------------------------------------
; MAX2Ｇ・スクラーゲン　叩き付け〜ターン1

[Statedef 3315]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
anim     = 2505
ctrl     = 0
sprpriority = 2
velset = 0,0

[State a]
type = BGPalfx
trigger1 = time >= 0
ignorehitpause = 1
time = 1
mul = 70,70,70
under = 2

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = time = 0
edge = 40,0

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemtime(6) >= 0
edge = 50,0

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s100,0

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,7
volume = 250

[State a]
type = PlaySnd
trigger1 = AnimElem = 2
value = 100, 19
volume = 50

[State a]
type = PlaySnd
trigger1 = AnimElem = 3
value = 100, 18
volume = 50

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(2) < 0
pos = 50, -65

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(3) < 0
pos = 65, -65

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(5) < 0
pos = 50, -65

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(5) >= 0
pos = 5, -65

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(6) >= 0
x = 22

[State 1000, ]
type = turn
trigger1 = AnimElem = 6

[State 1000, ]
type = TargetFacing
trigger1 = AnimElem = 6
value = -1

[State 700, エフェクト表示]
type = null;Explod
trigger1 = AnimElem = 3
anim = 2010
postype = P1
pos = 60, 0
sprpriority = 10
ownpal = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 3
anim = 3020
postype = P1
pos = 60, 30
sprpriority = 10
ownpal = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 3
anim = 3021
postype = P1
pos = 60, -60
sprpriority = 11
ownpal = 1

[State a]
type = Explod
trigger1 = AnimElem = 3
anim = 3075
postype = P1
pos = -10, 5
sprpriority = 20
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = AnimElem = 3
anim = 3076
postype = P1
pos = 110, 5
sprpriority = 20
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = Time = 0
anim = 3073
postype = P1
pos = 20, 5
sprpriority = 11
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = Time = 0
anim = 3074
postype = P1
pos = 70, 5
sprpriority = 11
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = (GameTime%8) = 1
anim = 3069
id = 3069
sprpriority = 99
postype = p2
pos = 0,15
bindtime = -1
under = 0
ownpal = 1
scale = 0.7,0.7
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = (GameTime%10) = 1
anim = 3070
id = 3070
sprpriority = 99
postype = p2
pos = 0,35
bindtime = -1
under = 0
ownpal = 1
scale = 0.5,0.5
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = BGPalFX
trigger1 = movehit = 1
time = 2
invertall = 1
ignorehitpause = 1

[State 810, 物理的なキャラの幅]
type = Sprpriority
trigger1 = AnimElem = 6
value = -2

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 6
anim = 2005
postype = P1
pos = -10, -5
sprpriority = 10
ownpal = 1
bindtime = -1
removetime = -1
removeongethit = 1
ID = 20000

[State 700, エフェクト表示]
type = Explod
triggerall = time >= 35
trigger1 = (GameTime%2) = 1
anim = 3034
postype = P1
pos = 0, -75
sprpriority = 10
ownpal = 1
bindtime = -1
removetime = 1
removeongethit = 1
ID = 2500

[State 1]
type = Explod
triggerall = AnimElemtime(3) >= 0 && AnimElemtime(4) <= 0
trigger1 = movehit
anim = 3181
sprpriority = 6
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999

[State 300, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = S, HA
animtype  = up
damage    = 135, 0
getpower = 0
pausetime = 0,10
sparkno = s(IfElse((var(44)= 1),(3106 + (random%7)),4020))
sparkxy = -30,-70
hitsound   = s1,4
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -3,-4
air.velocity = -3,-4
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
p2stateno = 3330
envshake.time = 25
envshake.ampl = 9
envshake.freq = 90
kill = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimElemtime(6) >= 0
trigger1 = FrontEdgeDist <= 60
value = 3318


;---------------------------------------------------------------------------
; MAX2Ｇ・スクラーゲン　ヒット2

[Statedef 3318]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
anim     = 1215
ctrl     = 0

[State a]
type = BGPalfx
trigger1 = time >= 0
ignorehitpause = 1
time = 1
mul = 70,70,70
under = 2

[State a]
type = RemoveExplod
trigger1 = time = 0
ID = 20000

[State a]
type = Explod
trigger1 = (GameTime%8) = 1
anim = 3069
id = 3069
sprpriority = 99
postype = p1
pos = 0,-50
bindtime = -1
under = 0
ownpal = 1
scale = 0.7,0.7
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = (GameTime%10) = 1
anim = 3070
id = 3070
sprpriority = 99
postype = p1
pos = 0,-25
bindtime = -1
under = 0
ownpal = 1
scale = 0.5,0.5
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = time <= 5
edge = 80,0

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = time >= 6
edge = 50,0

[State 1000, ]
type = Velset
trigger1 = time > 0
x = 22

[State 810, 3]
type = TargetBind
Trigger1 = time >= 1
pos = 5,-65

[State 700, エフェクト表示]
type = Explod
trigger1 = time = 0
anim = 2005
postype = P1
pos = -10, -5
sprpriority = 10
ownpal = 1
bindtime = -1
removetime = -1
removeongethit = 1
ID = 2000

[State 700, エフェクト表示]
type = Explod
;trigger1 = time = 0
trigger1 = (GameTime%2) = 1
anim = 3034
postype = P1
pos = 0, -75
sprpriority = 10
ownpal = 1
bindtime = -1
removetime = 1
removeongethit = 1
ID = 2000

[State 1000, ステート変更]
type = ChangeState
;trigger1 = time >= 6
trigger1 = AnimElemtime(6) >= 0
trigger1 = FrontEdgeDist <= 60
value = 3319

;---------------------------------------------------------------------------
; MAX2Ｇ・スクラーゲン　叩き付け〜ターン 2

[Statedef 3319]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
anim     = 2505
ctrl     = 0
sprpriority = 2
velset = 0,0

[State a]
type = BGPalfx
trigger1 = time >= 0
ignorehitpause = 1
time = 1
mul = 70,70,70
under = 2

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = time = 0
edge = 40,0

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemtime(6) >= 0
edge = 50,0

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s100,0

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,7
volume = 250

[State a]
type = PlaySnd
trigger1 = AnimElem = 2
value = 100, 19
volume = 50

[State a]
type = PlaySnd
trigger1 = AnimElem = 3
value = 100, 18
volume = 50

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(2) < 0
pos = 50, -65

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(3) < 0
pos = 65, -65

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(5) < 0
pos = 50, -65

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(5) >= 0
pos = 5, -65

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(6) >= 0
x = 28

[State 1000, ]
type = turn
trigger1 = AnimElem = 6

[State 1000, ]
type = TargetFacing
trigger1 = AnimElem = 6
value = -1

[State 700, エフェクト表示]
type = null;Explod
trigger1 = AnimElem = 3
anim = 2010
postype = P1
pos = 60, 0
sprpriority = 10
ownpal = 0

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 3
anim = 3020
postype = P1
pos = 60, 30
sprpriority = 10
ownpal = 0

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 3
anim = 3021
postype = P1
pos = 60, -60
sprpriority = 11
ownpal = 1

[State a]
type = Explod
trigger1 = AnimElem = 3
anim = 3075
postype = P1
pos = -10, 5
sprpriority = 20
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = AnimElem = 3
anim = 3076
postype = P1
pos = 110, 5
sprpriority = 20
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = Time = 0
anim = 3073
postype = P1
pos = 20, 5
sprpriority = 11
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = Time = 0
anim = 3074
postype = P1
pos = 70, 5
sprpriority = 11
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = (GameTime%8) = 1
anim = 3069
id = 3069
sprpriority = 99
postype = p2
pos = 0,15
bindtime = -1
under = 0
ownpal = 1
scale = 0.7,0.7
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = (GameTime%10) = 1
anim = 3070
id = 3070
sprpriority = 99
postype = p2
pos = 0,35
bindtime = -1
under = 0
ownpal = 1
scale = 0.5,0.5
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = BGPalFX
trigger1 = movehit = 1
time = 2
invertall = 1
ignorehitpause = 1

[State 810, 物理的なキャラの幅]
type = Sprpriority
trigger1 = AnimElem = 6
value = -2

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 6
anim = 2005
postype = P1
pos = -10, -5
sprpriority = 10
ownpal = 1
bindtime = -1
removetime = -1
removeongethit = 1
ID = 2500

[State 700, エフェクト表示]
type = Explod
triggerall = time >= 35
trigger1 = (GameTime%2) = 1
anim = 3034
postype = P1
pos = 0, -75
sprpriority = 10
ownpal = 1
bindtime = -1
removetime = 1
removeongethit = 1
ID = 2500

[State 1]
type = Explod
triggerall = AnimElemtime(3) >= 0 && AnimElemtime(4) <= 0
trigger1 = movehit
anim = 3181
sprpriority = 6
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999

[State 300, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = S, HA
animtype  = up
damage    = 135, 0
getpower = 0
pausetime = 0,10
sparkno = s(IfElse((var(44)= 1),(3106 + (random%7)),4020))
sparkxy = -30,-70
hitsound   = s1,4
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -3,-4
air.velocity = -3,-4
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
p2stateno = 3330
envshake.time = 25
envshake.ampl = 9
envshake.freq = 90
kill = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimElemtime(6) >= 0
trigger1 = FrontEdgeDist <= 60
value = 3320

;---------------------------------------------------------------------------
; MAX2Ｇ・スクラーゲン　叩き付け3

[Statedef 3320]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
anim     = 1220
ctrl     = 0
sprpriority = 2
velset = 0,0

[State a]
type = BGPalfx
trigger1 = time >= 0
ignorehitpause = 1
time = 1
mul = 70,70,70
under = 2

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = time = 0
edge = 40,0

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s100,0

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,7
volume = 250

[State a]
type = PlaySnd
trigger1 = AnimElem = 2
value = 100, 19
volume = 50

[State a]
type = PlaySnd
trigger1 = AnimElem = 3
value = 100, 18
volume = 50

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(2) < 0
pos = 50, -65

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(3) < 0
pos = 65, -65


[State 700, エフェクト表示]
type = null;Explod
trigger1 = AnimElem = 3
anim = 2010
postype = P1
pos = 60, 0
sprpriority = 10
ownpal = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 3
anim = 3020
postype = P1
pos = 60, 30
sprpriority = 10
ownpal = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 3
anim = 3021
postype = P1
pos = 60, -60
sprpriority = 11
ownpal = 1




[State a]
type = Explod
trigger1 = AnimElem = 3
anim = 3075
postype = P1
pos = -10, 5
sprpriority = 20
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = AnimElem = 3
anim = 3076
postype = P1
pos = 110, 5
sprpriority = 20
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = Time = 0
anim = 3073
postype = P1
pos = 20, 5
sprpriority = 11
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = Time = 0
anim = 3074
postype = P1
pos = 70, 5
sprpriority = 11
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = (GameTime%8) = 1
anim = 3069
id = 3069
sprpriority = 99
postype = p2
pos = 0,-50
bindtime = -1
under = 0
ownpal = 1
scale = 0.7,0.7
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = (GameTime%10) = 1
anim = 3070
id = 3070
sprpriority = 99
postype = p2
pos = 0,-25
bindtime = -1
under = 0
ownpal = 1
scale = 0.5,0.5
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = BGPalFX
trigger1 = movehit = 1
time = 2
invertall = 1
ignorehitpause = 1

[State 1]
type = Explod
triggerall = AnimElemtime(3) >= 0 && AnimElemtime(4) <= 0
trigger1 = movehit
anim = 3181
sprpriority = 6
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999

[State 300, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = S, HA
animtype  = up
damage    = 135, 0
getpower = 0
pausetime = 0,40
sparkno = s(IfElse((var(44)= 1),(3106 + (random%7)),4020))
sparkxy = -30,-70
hitsound   = s1,4
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -3,-4
air.velocity = -3,-4
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
p2stateno = 3326
envshake.time = 25
envshake.ampl = 9
envshake.freq = 90
kill = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimElemtime(5) >= 0
;trigger1 = FrontEdgeDist <= 60
value = 3321


;---------------------------------------------------------------------------
; MAX2Ｇ・スクラーゲン　叩き付け4
[Statedef 3321]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
anim     = 1220
ctrl     = 0
sprpriority = 2
velset = 0,0

[State a]
type = BGPalfx
trigger1 = time >= 0
ignorehitpause = 1
time = 1
mul = 70,70,70
under = 2

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = time = 0
edge = 40,0

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s100,0

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,7
volume = 250

[State a]
type = PlaySnd
trigger1 = AnimElem = 2
value = 100, 19
volume = 50

[State a]
type = PlaySnd
trigger1 = AnimElem = 3
value = 100, 18
volume = 50

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(2) < 0
pos = 65, -65

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(3) < 0
pos = 65, -65


[State 700, エフェクト表示]
type = null;Explod
trigger1 = AnimElem = 3
anim = 2010
postype = P1
pos = 60, 0
sprpriority = 10
ownpal = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 3
anim = 3020
postype = P1
pos = 60, 30
sprpriority = 10
ownpal = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 3
anim = 3021
postype = P1
pos = 60, -60
sprpriority = 11
ownpal = 1


[State a]
type = Explod
trigger1 = AnimElem = 3
anim = 3075
postype = P1
pos = -10, 5
sprpriority = 20
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = AnimElem = 3
anim = 3076
postype = P1
pos = 110, 5
sprpriority = 20
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = Time = 0
anim = 3073
postype = P1
pos = 20, 5
sprpriority = 11
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = Time = 0
anim = 3074
postype = P1
pos = 70, 5
sprpriority = 11
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = (GameTime%8) = 1
anim = 3069
id = 3069
sprpriority = 99
postype = p2
pos = 0,-50
bindtime = -1
under = 0
ownpal = 1
scale = 0.7,0.7
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = (GameTime%10) = 1
anim = 3070
id = 3070
sprpriority = 99
postype = p2
pos = 0,-25
bindtime = -1
under = 0
ownpal = 1
scale = 0.5,0.5
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = BGPalFX
trigger1 = movehit = 1
time = 2
invertall = 1
ignorehitpause = 1

[State 1]
type = Explod
triggerall = AnimElemtime(3) >= 0 && AnimElemtime(4) <= 0
trigger1 = movehit
anim = 3181
sprpriority = 6
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999

[State 300, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = S, HA
animtype  = up
damage    = 135, 0
getpower = 0
pausetime = 0,40
sparkno = s(IfElse((var(44)= 1),(3106 + (random%7)),4020))
sparkxy = -30,-70
hitsound   = s1,4
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -3,-4
air.velocity = -3,-4
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
p2stateno = 3326
envshake.time = 25
envshake.ampl = 9
envshake.freq = 90
kill = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimElemtime(5) >= 0
;trigger1 = FrontEdgeDist <= 60
value = 3322
;---------------------------------------------------------------------------
; MAX2Ｇ・スクラーゲン　叩き付け5

[Statedef 3322]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
anim     = 3077
ctrl     = 0
sprpriority = 2
velset = 0,0

[state a]
type = varset
trigger1 = time = 0
v = 42
value = 70
ignorehitpause = 1

[state a]
type = varadd
triggerall = time >= 0
trigger1 = var(42) <= 250
v = 42
value = 10
ignorehitpause = 1

[State a]
type = BGPalfx
trigger1 = time >= 0
ignorehitpause = 1
time = 1
mul = var(42),var(42),var(42)
under = 2

[State a]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = 0
movetime = 35
time = 35

[State 1]
type = AssertSpecial
trigger1 = Time = [0,35]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 3046
pos = -42,-85
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 3047
pos = -42,-85
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 10
anim = 3045
pos = -42,-85
sprpriority = 0
ownpal = 1
bindtime = 1
supermove = 1


[State 2000,]
type = PlaySnd
trigger1 = time = 0
value = s9,1
volume = 255

[State 2000,]
type = PlaySnd
trigger1 = time = 0
value = s100,9
volume = -50


[State 810, 物理的なキャラの幅]
type = Width
trigger1 = time = 0
edge = 40,0

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 5
value = s100,0

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 5
value = s12,7
volume = 250

[State a]
type = PlaySnd
trigger1 = AnimElem = 4
value = 100, 19
volume = 50

[State a]
type = PlaySnd
trigger1 = AnimElem = 5
value = 100, 18
volume = 50

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(4) < 0
pos = -30, -80;50, -65

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(5) < 0
pos = 65, -65

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(8) >= 0
x = -6

[State 1000, ]
type = Velset
trigger1 = AnimElem = 8
y = -5

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(8) >= 0
y = .4

[State 700, エフェクト表示]
type = null;Explod
trigger1 = AnimElem = 3
anim = 2010
postype = P1
pos = 60, 0
sprpriority = 10
ownpal = 0

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 5
anim = 3020
postype = P1
pos = 60, 30
sprpriority = 10
ownpal = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 5
anim = 3021
postype = P1
pos = 60, -60
sprpriority = 11
ownpal = 1

[State a]
type = Explod
trigger1 = AnimElem = 5
anim = 3075
postype = P1
pos = -10, 5
sprpriority = 20
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = AnimElem = 5
anim = 3076
postype = P1
pos = 110, 5
sprpriority = 20
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = time = 41
anim = 3073
postype = P1
pos = 20, 5
sprpriority = 11
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = Time = 41
anim = 3074
postype = P1
pos = 70, 5
sprpriority = 11
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = time = 41
anim = 3073
postype = P1
pos = -10, 5
sprpriority = 11
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = Time = 41
anim = 3074
postype = P1
pos = 80, 5
sprpriority = 11
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999



[State a]
type = Explod
triggerall = Time >= 41
trigger1 = (GameTime%8) = 1
anim = 3069
id = 3069
sprpriority = 99
postype = p2
pos = 0,-50
bindtime = -1
under = 0
ownpal = 1
scale = 0.7,0.7
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
triggerall = Time >= 41
trigger1 = (GameTime%10) = 1
anim = 3070
id = 3070
sprpriority = 99
postype = p2
pos = 0,-25
bindtime = -1
under = 0
ownpal = 1
scale = 0.5,0.5
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = BGPalFX
trigger1 = movehit = 1
time = 2
invertall = 1
ignorehitpause = 1

[State a]
type = Pause
trigger1 = Time >= 41
trigger1 = (GameTime%3) =1
time = 1

[State 1]
type = Explod
triggerall = AnimElemtime(5) >= 0 && AnimElemtime(6) <= 0
trigger1 = movehit
anim = 3181
sprpriority = 6
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999

[State 300, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = S, HA
animtype  = up
damage    = 135, 0
getpower = 0
pausetime = 0,10
sparkno = s(IfElse((var(44)= 1),(3106 + (random%7)),4020))
sparkxy = -30,-70
hitsound   = s1,4
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -3,-4
air.velocity = -3,-4
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
p2stateno = 2030
envshake.time = 25
envshake.ampl = 9
envshake.freq = 90

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 106

;---------------------------------------------------------------------------
;投げ１・投げられている（相手の動作）動作

[Statedef 3325]
type    = A
movetype= H
physics = N
velset = 0,0

[State a]
type = PalFX
Triggerall = Time >= 0
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 1000, ]
type = Posset
trigger1 = time = 0
y = 0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1225

[State 820, 1]
type = SelfState
trigger1 = Anim = 1225
trigger1 = (Enemy,Stateno!=[3310,3315])
value = 5100

;---------------------------------------------------------------------------
;投げられている（相手の動作）動作２

[Statedef 3330]
type    = A
movetype= H
physics = N
velset = 0,0

[State a]
type = PalFX
Triggerall = Time >= 0
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2510

[State 820, 1]
type = SelfState
trigger1 = Anim = 2510
trigger1 = (Enemy,Stateno!=[3310,3320])
value = 5100

;---------------------------------------------------------------------------
;投げられている（相手の動作）動作3

[Statedef 3326]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 4

[State a]
type = PalFX
Triggerall = Time >= 35
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 1000, ]
type = Posset
trigger1 = time = 0
y = -70

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1225

[State 820, 1]
type = SelfState
triggerall = Time = 40
trigger1 = Anim = 1225
trigger1 = (Enemy,Stateno!=[3310,3315])
value = 5100



;---------------------------------------------------------------------------
; Ｇ・フリューゲル

[Statedef 3000]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
sprpriority = 3

[State 1000, 2]
type = HitOverRide
triggerall = var(53) = 1
triggerall = Alive
trigger1 = 1
time = 1
attr = SCA,AA,AP,AT
stateno = 20005
IgnoreHitPause = 1
PauseMoveTime = 99999

[State 1000, 1]
type = ChangeAnim
triggerall = PrevStateNo != 20005
trigger1 = Time = 0
value = 3000
IgnoreHitPause = 1

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 35

[State 700,];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [1400,1450]
trigger2 = prevstateno = 3035
time = 5
add = 230,230,230

[State 700,];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = 2100
trigger2 = prevstateno = 3027
time = 5
add = 250,120,210

[State 700,];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = 2600
trigger2 = prevstateno = 3031
time = 5
add = 255,250,102


[State 2000, 超必殺技発動の時間停止]
type = SuperPause
triggerall = PrevStateNo != 20005
trigger1 = time = 0
anim = -1
poweradd = -3000
movetime = 35
time = 35

[State 2000]
type = AssertSpecial
triggerall = PrevStateNo != 20005
trigger1 = Time = [0,35]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 3046
pos = -42,-85
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 3047
pos = -42,-85
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
triggerall = PrevStateNo != 20005
trigger1 = time = 10
anim = 3045
pos = -42,-85
sprpriority = 0
ownpal = 1
bindtime = 1
supermove = 1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 1
value = s9,1
volume = 255

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 1
value = s100,9
volume = -50

[State 2000,]
type = null;PlaySnd
trigger1 = AnimElem = 1
value = s10,34

[State 2000,]
type = PlaySnd
triggerall = PrevStateNo != 20005
trigger1 = AnimElem = 3
value = s12,5

[State 2000,]
type = PlaySnd
triggerall = PrevStateNo != 20005
trigger1 = time = 20
value = s100,7

[State a]
type = Trans
trigger1 = Time >= 32
trans = addalpha
alpha = 20 , 230

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(3) >= 0
x = 25

[State -1]
type = Explod
trigger1 = AnimElem = 3
anim = 3049
sprpriority = 0
postype = p1
pos = 10,5
bindtime = 1
;removetime = 1
under = 0
ownpal = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = time >= 32
anim = 3059
id = 3059
sprpriority = 1
postype = p1
pos = 0,0
bindtime = 1
removetime = 2
supermove = 1
ignorehitpause = 1
under = 0
ownpal = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, HA
damage = 0, 0
getpower = 0
animtype = Hard
hitflag = MAF
guardflag = M
priority = 3, Hit
pausetime = 2, 0
guard.pausetime = 0, 5
sparkno = s(IfElse((var(44)= 1),(3106 + (random%7)),4020))
guard.sparkno = -1
sparkxy = -20, -70
hitsound = s1,4
guardsound = -1
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -5
fall = 1
fall.recover = 0
p1sprpriority = 0
p2sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 3010
p2stateno = 3020

[State 810, 3]
type = TargetBind
Trigger1 = Movehit
pos = -5,0

[State a]
type = ChangeState
trigger1 = Time = 45
value = 1255

[State a]
type = ChangeState
trigger1 = Movecontact
value = 1260

[Statedef 20005]
type = S
movetype = H
physics = S
ctrl = 0

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

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

[State a]
type = PalFX
trigger1 = Time % 4 = 0
time = 2
add = 70,0,0
mul = 250,180,120
ignorehitpause = 1

[State a]
type = ChangeState
triggerall = Alive
trigger1 = HitShakeOver = 1
value = 3000

[State a]
type = ChangeState
triggerall = !Alive
trigger1 = time >= 1
value = 20065

[State a]
type = ChangeState
triggerall = Alive
trigger1 = anim = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Ｇ・フリューゲル発動

[Statedef 3010]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
anim     = 3005
ctrl     = 0

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = time < 4
edge = 100,0

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = time > 5
edge = 30,0

[State 1000, ]
type = Velset
trigger1 = time <= 5
x = 8

[State 1000, ]
type = Velset
trigger1 = AnimElem = 3
x = 0

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(2) < 0
pos = -25,0

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(3) < 0
pos = 5,0

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(5) < 0
pos = 50,0

[State 810, 3]
type = TargetBind
Triggerall = Movehit
Trigger1 = AnimElemtime(18) >= 0 && AnimElemtime(35) < 0
pos = -3,-132

[State 2100,]
type = MakeDust
trigger1 = vel x > 0
spacing = 6

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 1
value = s12,8

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 5
value = s0,4

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 16
value = s0,1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 5
value = s10,12

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 16
value = s100,12

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 18
value = s1,7
volume = 255

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 18
value = s100,10

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 19
value = s100,11

[State 2000,]
type = null;PlaySnd
trigger1 = AnimElem = 79
value = s10,9

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 83
value = s10,0


[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 5
value = s1,4

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 19
value = s100,1
volume = 100

[State a]
type = PlaySnd
trigger1 = AnimElem = 61
value = 100, 19
volume = 50

[State a]
type = PlaySnd
trigger1 = AnimElem = 61
value = 100, 18
volume = 50

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 62
value = s12,7
volume = 250

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 62
value = s100,0
volume = 100

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 6
anim = (IfElse((var(44)= 1),(3106 + (random%7)),4020))
postype = P1
pos = 60,-70
persistent = 0
ontop = 1
ownpal = 1
supermove = 1



[state a]
type = varset
trigger1 = time = 0
v = 42
value = 255

[state a]
type = varadd
triggerall = time = [100,280]
trigger1 = var(42) >= 50
v = 42
value = -2

[state a]
type = varadd
triggerall = time = [280,320]
trigger1 = var(42) <= 250
v = 42
value = 4

[State a]
type = BGPalfx
trigger1 = time = [100,280]
ignorehitpause = 1
time = 1
mul = var(42),var(42),var(42)
under = 2

[State a]
type = BGPalfx
trigger1 = time = [280,320]
ignorehitpause = 1
time = 1
mul = var(42),var(42),var(42)
under = 2

[State -1]
type = Explod
trigger1 = AnimElem = 19
anim = 3024
sprpriority = 10
postype = p1
pos = 0,20
bindtime = -1
removetime = 155
under = 0
ownpal = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
type = Explod
trigger1 = AnimElem = 20
anim = 3025
sprpriority = 11
postype = p1
pos = 0,-60
bindtime = -1
removetime = 144
under = 0
ownpal = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
type = Explod
trigger1 = AnimElem = 19
anim = 3028
sprpriority = 0
postype = p1
pos = -1,5
bindtime = -1
removetime = 155
under = 0
ownpal = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
type = Explod
trigger1 = AnimElem = 19
anim = 3038
sprpriority = 9
postype = p1
pos = 0,0
bindtime = -1
removetime = 155
under = 0
ownpal = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
type = Explod
trigger1 = AnimElem = 19
anim = 3048
sprpriority = 0
postype = p1
pos = 0,0
bindtime = -1
removetime = 155
under = 0
ownpal = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
type = Explod
trigger1 = AnimElem = 19
anim = 3049
sprpriority = 0
postype = p1
pos = -30,5
bindtime = -1
removetime = 155
under = 0
ownpal = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999



[State -1]
type = Explod
trigger1 = AnimElem = 65
anim = 3026
sprpriority = 10
postype = p1
pos = 0,20
bindtime = -1
under = 0
ownpal = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
type = Explod
trigger1 = AnimElem = 63
anim = 3027
sprpriority = 11
postype = p1
pos = 0,-60
bindtime = -1
under = 0
ownpal = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = AnimElem = 61
anim = 3073
postype = P1
pos = -50, 5
sprpriority = 11
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = AnimElem = 61
anim = 3074
postype = P1
pos = 50, 5
sprpriority = 11
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
triggerall = time = [130,270]
trigger1 = (GameTime%3) = 1
anim = (IfElse((var(44)= 1),(3106 + (random%7)),4020))
postype = P1
pos = 0, -150
sprpriority = 0
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1]
type = Explod
triggerall = time = [130,270]
trigger1 = (GameTime%3) = 1
anim = 3181
sprpriority = 0
postype = p1
pos = 0,-150
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State 1]
type = Explod
triggerall = time = [130,270]
trigger1 = (GameTime%2) = 1
anim = 3181
sprpriority = 0
postype = p1
pos = 0,-150
vel = -8 + (random%16),-8 + (random%16)
facing = -1
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State 810, 物理的なキャラの幅]
type = Sprpriority
trigger1 = AnimElem = 3
value = 5

[State 820, 1]
type = TargetLifeadd
trigger1 = AnimElem = 6
value = Ceil(-0.05 * enemy,Const(data.life))
kill = 0
absolute = 1

[State 820, 1]
type = TargetLifeadd
triggerall = time = [130,270]
trigger1 = (GameTime%3) = 1
value = Ceil(-0.017 * enemy,Const(data.life)) - Ceil(-0.01 * life)
kill = 0
absolute = 1

[State 820, 1]
type = TargetLifeadd
trigger1 = AnimElem = 62
value = Ceil(-0.09 * enemy,Const(data.life))
absolute = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, HA
damage = 50, 0
getpower = 0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = s(IfElse((var(44)= 1),(3127 + (random%6)),4070))
sparkxy = 0, -130
hitsound = -1;s1,7
fall = 1
fall.recover = 0
p2sprpriority = 5
p2facing = 1
p2stateno = 3025
envshake.time = 10
envshake.ampl = 3
envshake.freq = 90
kill = 0

[State 810,]
type = EnvShake
trigger1 = AnimElem = 6
ampl = 3
freq = 90
time = 10

[State 810,]
type = EnvShake
trigger1 = AnimElem = 62
ampl = 20
freq = 70
time = 30

[State 810,]
type = EnvShake
triggerall = time = [130,270]
trigger1 = (GameTime%3) = 1
ampl = 5
freq = 100
time = 5

[State 2100,]
type = Envcolor
triggerall = time = [130,270]
trigger1 = (GameTime%3) = 1
time = 1
value = 200,200,200
under = -99

[State 810, ヒット数]
type = Hitadd
triggerall = time = [130,270]
trigger1 = (GameTime%3) = 1
value = 1

[State 810, ヒット数]
type = Hitadd
trigger1 = AnimElem = 62
value = 1


[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;投げ１・投げられている（相手の動作）動作

[Statedef 3020]
type    = A
movetype= H
physics = N
velset = 0,0

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 1000, ]
type = Posset
trigger1 = time = 0
y = 0

[State 1000, ]
type = Velset
trigger1 = AnimElem = 11
x = .9
y = -10

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(11) >= 0
y = .36

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3010

[State 820, 1]
type = SelfState
trigger1 = Anim = 3010
trigger1 = (Enemy,Stateno!=3010)
trigger2 = AnimElemtime(15) > 0
trigger2 = Pos Y >= 0
trigger2 = Vel Y > 0
value = 5100

;---------------------------------------------------------------------------
;相手動作(上方回転吹き飛び)
[Statedef 3025]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1500,]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 1000, ]
type = Posset
trigger1 = time = 0
y = -132

[State 52, 1]
type = VelSet
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(28) < 0
x = 0
y = 0

[State 52, 1]
type = VelSet
trigger1 = AnimElem = 28
x = -1
y = -33

[State 52, 2]
type = Veladd
trigger1 = AnimElemtime(28) >= 0
y = .52

[State 810,]
type = EnvShake
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
ampl = 10
freq = 100
time = 15

[State 9001, 1]
type = PalFX
Triggerall = Time >= 38
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3015

[State 1830]
type = SelfState
triggerall = AnimElemtime(28) >= 0
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100

;この下、一行以上空ける事。


;---------------------------------------------------------------------------
; Ｇ・トーデス・シュトラーフェ

[Statedef 3027]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
sprpriority = 2

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


[State 700,];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [1400,1450]
trigger2 = prevstateno = 3035
time = 5
add = 230,230,230

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -1000
movetime = 30
time = 30

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = time = 0
anim = 7000
pos = 7,-65
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 0
anim = 7010
pos = 7,-65
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = s9,0

[State a]
type = ChangeAnim
triggerall = PrevStateNo != 20019
trigger1 = Time = 0
value = 3054
IgnoreHitPause = 1


[State 3000, ステート変更]
type = ChangeState
trigger1 = time = 30
value = 3028

;---------------------------------------------------------------------------
; 発射

[Statedef 3028]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 3055
ctrl     = 0
sprpriority = 0

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

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,16
channel = 4

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s100,3

[State a]
type = helper
trigger1 = Animelem = 3
id = 3029
persistent = 0
name = "tama"
pos = 50,-77
postype = P1
stateno = 3029
helpertype = normal
keyctrl = 0
ownpal = 1

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




[Statedef 3029]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3050
ownpal = 1
sprpriority = 99

[state a]
type = playsnd
trigger1 = time = 0
value = 100,8

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1

[State a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = velset
trigger1 = Time >= 20
x = 2

[State a]
type = Explod
trigger1 = (GameTime%5) = 1
anim = 3053
sprpriority = 9
postype = p1
pos = 0,0
scale = 0.5,0.5
bindtime = -1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = (GameTime%4) = 1
anim = 3056
sprpriority = 10
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = (GameTime%4) = 1
anim = 3058
sprpriority = 8
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = null;Envcolor
trigger1 = moveHit = 1
ignorehitpause = 1
time = 1
value = 200,200,200
under = -99


[State 3000]
type = Projectile
trigger1 = (GameTime%4) = 1
projanim = 3051
projID = 3051
projremove = 1
projremovetime = 1
projpriority = 9999999
projsprpriority = 10
projshadow = 0,0,0
projhitanim = -1
projremanim = -1
getpower = 0,0
givepower = 0,0
ownpal = 0
offset = 0, 0
velocity = 0 , 0
attr = S, SP
animtype = hard
damage = 20,8
hitflag = MAF
guardflag = M
hitsound = s100,4
guardsound = s2,1
pausetime = 5,8
sparkno = s(IfElse((root,var(44)= 1),(3106 + (random%7)),4020))
guard.sparkno = s(IfElse((root,var(44)= 1),3141,4120))
ground.type = High
ground.hittime = 30
ground.slidetime = 30
ground.velocity = -6
air.velocity = -5, -6
air.juggle = 0
fall = 0
fall.recover = 0
envshake.time = 10
envshake.ampl = 4
envshake.freq = 85
p2stateno = 9000

[state a]
type = ChangeState
trigger1 = time >= 40
value = 3030
ctrl = 0



;終了
[Statedef 3030]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3057
ownpal = 1

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

[state a]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1

[State a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = parentvarset
trigger1 = time = 0
v = 29
value = 0

[State a]
type = Explod
trigger1 = time = 0
anim = 3056
id = 3056
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
removetime = 18
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State a]
type = Explod
trigger1 = time = 0
anim = 3053
id = 3056
sprpriority = 0
postype = p1
pos = 0,0
bindtime = -1
removetime = 18
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State a]
type = Explod
trigger1 = time = 0
anim = 3058
id = 3056
sprpriority = 1
postype = p1
pos = 0,0
bindtime = -1
removetime = 18
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State a]
type = parentVarAdd
trigger1 = root,Var(29) <= 40
var(29) = 1

[State a]
type = ModifyExplod
trigger1 = Time >= 1
ID = 3056
scale = 1.2 - root,Var(29)/20.0 , 1.2 - root,Var(29)/20.0

[state a]
type = destroyself
trigger1 = AnimTime = 0



;---------------------------------------------------------------------------
; MAXＧ・トーデス・シュトラーフェ

[Statedef 3031]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
sprpriority = 2

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

[State 700,];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [1400,1450]
trigger2 = prevstateno = 3035
time = 5
add = 230,230,230

[State 700,];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = 2100
trigger2 = prevstateno = 3027
time = 5
add = 250,120,210


[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -2000
movetime = 30
time = 30

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = time = 0
anim = 7100
pos = 7,-65
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 0
anim = 7110
pos = 7,-65
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1


[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = s9,1

[State a]
type = ChangeAnim
triggerall = PrevStateNo != 20019
trigger1 = Time = 0
value = 3054
IgnoreHitPause = 1


[State 3000, ステート変更]
type = ChangeState
trigger1 = time = 30
value = 3032

;---------------------------------------------------------------------------
; 発射

[Statedef 3032]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 3055
ctrl     = 0
sprpriority = 0

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

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,16
channel = 4

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s100,3

[State a]
type = helper
trigger1 = Animelem = 3
id = 3029
persistent = 0
name = "tama"
pos = 50,-77
postype = P1
stateno = 3033
helpertype = normal
keyctrl = 0
ownpal = 1

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




[Statedef 3033]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3050
ownpal = 1
sprpriority = 99

[state a]
type = playsnd
trigger1 = time = 0
value = 100,8

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1

[State a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = velset
trigger1 = Time >= 20
x = 4

[State a]
type = Explod
trigger1 = (GameTime%5) = 1
anim = 3053
sprpriority = 9
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = (GameTime%4) = 1
anim = 3056
sprpriority = 10
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = (GameTime%4) = 1
anim = 3058
sprpriority = 8
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = null;Envcolor
trigger1 = moveHit = 1
ignorehitpause = 1
time = 1
value = 200,200,200
under = -99


[State 3000]
type = Projectile
trigger1 = (GameTime%4) = 1
projanim = 3051
projID = 3051
projremove = 1
projremovetime = 1
projpriority = 9999999
projsprpriority = 10
projshadow = 0,0,0
projhitanim = -1
projremanim = -1
getpower = 0,0
givepower = 0,0
ownpal = 0
offset = 0, 0
velocity = 0 , 0
attr = S, SP
animtype = diagup
damage = 24,12
hitflag = MAF
guardflag = M
hitsound = s100,4
guardsound = s2,1
pausetime = 5,8
sparkno = s(IfElse((root,var(44)= 1),(3106 + (random%7)),4020))
guard.sparkno = s(IfElse((root,var(44)= 1),3141,4120))
ground.type = High
ground.hittime = 30
ground.slidetime = 30
ground.velocity = -5, -6
air.velocity = -5, -6
air.juggle = 0
fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 4
envshake.freq = 85
p2stateno = 19000

[state a]
type = ChangeState
trigger1 = time >= 60
value = 3030
ctrl = 0



;終了
[Statedef 3030]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3057
ownpal = 1

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

[state a]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1

[State a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = parentvarset
trigger1 = time = 0
v = 29
value = 0

[State a]
type = Explod
trigger1 = time = 0
anim = 3056
id = 3056
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
removetime = 18
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State a]
type = Explod
trigger1 = time = 0
anim = 3053
id = 3056
sprpriority = 0
postype = p1
pos = 0,0
bindtime = -1
removetime = 18
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State a]
type = Explod
trigger1 = time = 0
anim = 3058
id = 3056
sprpriority = 1
postype = p1
pos = 0,0
bindtime = -1
removetime = 18
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State a]
type = parentVarAdd
trigger1 = root,Var(29) <= 40
var(29) = 1

[State a]
type = ModifyExplod
trigger1 = Time >= 1
ID = 3056
scale = 1.2 - root,Var(29)/20.0 , 1.2 - root,Var(29)/20.0

[state a]
type = destroyself
trigger1 = AnimTime = 0


;---------------------------------------------------------------------------
; MAX2Ｇ・トーデス・シュトラーフェ

[Statedef 3060]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
sprpriority = 2

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


[State 700,];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [1400,1450]
trigger2 = prevstateno = 3035
time = 5
add = 230,230,230

[State 700,];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = 2100
time = 5
add = 250,120,210

[State 700,];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = 2600
time = 5
add = 255,250,102

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -3000
movetime = 30
time = 30

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = time = 0
anim = 3046
pos = 7,-65
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 0
anim = 3047
pos = 7,-65
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 10
anim = 3045
pos = 7,-65
sprpriority = 0
ownpal = 1
bindtime = 1
supermove = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = s9,1
volume = 255

[State 2000,]
type = PlaySnd
trigger1 = time = 0
value = s100,9
volume = -50

[State a]
type = ChangeAnim
triggerall = PrevStateNo != 20019
trigger1 = Time = 0
value = 3054
IgnoreHitPause = 1


[State 3000, ステート変更]
type = ChangeState
trigger1 = time = 30
value = 3061

;---------------------------------------------------------------------------
; 発射

[Statedef 3061]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 3060
ctrl     = 0
sprpriority = 0

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

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,16
channel = 4

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s100,3

[State a]
type = helper
trigger1 = Animelem = 3
id = 3029
persistent = 0
name = "tama"
pos = 50,-77
postype = P1
stateno = 3062
helpertype = normal
keyctrl = 0
ownpal = 1

[State a]
type = helper
trigger1 = Animelem = 5
id = 3029
persistent = 0
name = "tama"
pos = 50,-77
postype = P1
stateno = 3064
helpertype = normal
keyctrl = 0
ownpal = 1

[State a]
type = helper
trigger1 = Animelem = 5
id = 3029
persistent = 0
name = "tama"
pos = 50,-77
postype = P1
stateno = 3065
helpertype = normal
keyctrl = 0
ownpal = 1

[State a]
type = helper
trigger1 = Animelem = 12
id = 3029
persistent = 0
name = "tama"
pos = 50,-77
postype = P1
stateno = 3064
helpertype = normal
keyctrl = 0
ownpal = 1

[State a]
type = helper
trigger1 = Animelem = 12
id = 3029
persistent = 0
name = "tama"
pos = 50,-77
postype = P1
stateno = 3065
helpertype = normal
keyctrl = 0
ownpal = 1

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




[Statedef 3062]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3050
ownpal = 1
sprpriority = 99

[state a]
type = playsnd
trigger1 = time = 0
value = 100,8

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1

[State a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = velset
trigger1 = Time >= 20
x = 4

[State a]
type = Explod
trigger1 = (GameTime%5) = 1
anim = 3053
sprpriority = 9
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = (GameTime%4) = 1
anim = 3056
sprpriority = 10
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = (GameTime%4) = 1
anim = 3058
sprpriority = 8
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = null;Envcolor
trigger1 = moveHit = 1
ignorehitpause = 1
time = 1
value = 200,200,200
under = -99


[State 3000]
type = Projectile
trigger1 = (GameTime%4) = 1
projanim = 3051
projID = 3051
projremove = 1
projremovetime = 1
projpriority = 9999999
projsprpriority = 10
projshadow = 0,0,0
projhitanim = -1
projremanim = -1
getpower = 0,0
givepower = 0,0
ownpal = 0
offset = 0, 0
velocity = 0 , 0
attr = S, SP
animtype = diagup
damage = 18,6
hitflag = MAF
guardflag = M
hitsound = s100,4
guardsound = s2,1
pausetime = 5,8
sparkno = s(IfElse((root,var(44)= 1),(3106 + (random%7)),4020))
guard.sparkno = s(IfElse((root,var(44)= 1),3141,4120))
ground.type = High
ground.hittime = 30
ground.slidetime = 30
ground.velocity = -5, -6
air.velocity = -5, -6
air.juggle = 0
fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 4
envshake.freq = 85
p2stateno = 19000

[state a]
type = ChangeState
trigger1 = time >= 60
value = 3063
ctrl = 0



[Statedef 3064]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = -2,10
ctrl = 0
anim = 3050
ownpal = 1
sprpriority = 99

[state a]
type = playsnd
trigger1 = time = 0
value = 100,8
volume = 0

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1

[State a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3110]
type = veladd
trigger1 = time >= 10
trigger1 = p2bodydist X< 0
trigger1 = Vel X >= -6
x = -0.6

[State 3110]
type = veladd
trigger1 = time >= 10
trigger1 = p2bodydist X > 0
trigger1 = Vel X <= 6
x = 0.6

[State 3110]
type = veladd
trigger1 = 1
y = -0.5

[State a]
type = Explod
trigger1 = (GameTime%5) = 1
anim = 3053
sprpriority = 9
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = (GameTime%4) = 1
anim = 3056
sprpriority = 10
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = (GameTime%4) = 1
anim = 3058
sprpriority = 8
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = null;Envcolor
trigger1 = moveHit = 1
ignorehitpause = 1
time = 1
value = 200,200,200
under = -99


[State 3000]
type = Projectile
trigger1 = (GameTime%4) = 1
projanim = 3051
projID = 3051
projremove = 1
projremovetime = 1
projpriority = 9999999
projsprpriority = 10
projshadow = 0,0,0
projhitanim = -1
projremanim = -1
getpower = 0,0
givepower = 0,0
ownpal = 0
offset = 0, 0
velocity = 0 , 0
attr = S, SP
animtype = diagup
damage = 16,5
hitflag = MAF
guardflag = M
hitsound = s100,4
guardsound = s2,1
pausetime = 5,8
sparkno = s(IfElse((root,var(44)= 1),(3106 + (random%7)),4020))
guard.sparkno = s(IfElse((root,var(44)= 1),3141,4120))
ground.type = High
ground.hittime = 30
ground.slidetime = 30
ground.velocity = -5, -6
air.velocity = -5, -6
air.juggle = 0
fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 4
envshake.freq = 85
p2stateno = 19000

[state a]
type = ChangeState
trigger1 = time >= 60
value = 3063
ctrl = 0



[Statedef 3065]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = -2,-10
ctrl = 0
anim = 3050
ownpal = 1
sprpriority = 99

[state a]
type = playsnd
trigger1 = time = 0
value = 100,8
volume = 0

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1

[State a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3110]
type = veladd
trigger1 = time >= 10
trigger1 = p2bodydist X< 0
trigger1 = Vel X >= -6
x = -0.6

[State 3110]
type = veladd
trigger1 = time >= 10
trigger1 = p2bodydist X > 0
trigger1 = Vel X <= 6
x = 0.6

[State 3110]
type = veladd
trigger1 = 1
y = 0.5

[State a]
type = Explod
trigger1 = (GameTime%5) = 1
anim = 3053
sprpriority = 9
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = (GameTime%4) = 1
anim = 3056
sprpriority = 10
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = (GameTime%4) = 1
anim = 3058
sprpriority = 8
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = null;Envcolor
trigger1 = moveHit = 1
ignorehitpause = 1
time = 1
value = 200,200,200
under = -99


[State 3000]
type = Projectile
trigger1 = (GameTime%4) = 1
projanim = 3051
projID = 3051
projremove = 1
projremovetime = 1
projpriority = 9999999
projsprpriority = 10
projshadow = 0,0,0
projhitanim = -1
projremanim = -1
getpower = 0,0
givepower = 0,0
ownpal = 0
offset = 0, 0
velocity = 0 , 0
attr = S, SP
animtype = diagup
damage = 16,5
hitflag = MAF
guardflag = M
hitsound = s100,4
guardsound = s2,1
pausetime = 5,8
sparkno = s(IfElse((root,var(44)= 1),(3106 + (random%7)),4020))
guard.sparkno = s(IfElse((root,var(44)= 1),3141,4120))
ground.type = High
ground.hittime = 30
ground.slidetime = 30
ground.velocity = -5, -6
air.velocity = -5, -6
air.juggle = 0
fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 4
envshake.freq = 85
p2stateno = 19000

[state a]
type = ChangeState
trigger1 = time >= 60
value = 3063
ctrl = 0



;終了
[Statedef 3063]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3057
ownpal = 1

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

[state a]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1

[State a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = parentvarset
trigger1 = time = 0
v = 29
value = 0

[State a]
type = Explod
trigger1 = time = 0
anim = 3056
id = 3056
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
removetime = 18
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State a]
type = Explod
trigger1 = time = 0
anim = 3053
id = 3056
sprpriority = 0
postype = p1
pos = 0,0
bindtime = -1
removetime = 18
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State a]
type = Explod
trigger1 = time = 0
anim = 3058
id = 3056
sprpriority = 1
postype = p1
pos = 0,0
bindtime = -1
removetime = 18
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State a]
type = parentVarAdd
trigger1 = root,Var(29) <= 40
var(29) = 1

[State a]
type = ModifyExplod
trigger1 = Time >= 1
ID = 3056
scale = 1.2 - root,Var(29)/20.0 , 1.2 - root,Var(29)/20.0

[state a]
type = destroyself
trigger1 = AnimTime = 0





;---------------------------------------------------------------------------
; G・？？？？？？？？？？？？？！！

[Statedef 3100]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 3061
ctrl     = 0
sprpriority = 0

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

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,16
channel = 4

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s100,3

[State a]
type = helper
trigger1 = Animelem = 3
id = 3101
persistent = 0
name = "tama2"
pos = 50,-77
postype = P1
stateno = 3101
helpertype = player;normal
keyctrl = 0
ownpal = 1

[State 3000, ステート変更]
type = ChangeState
;triggerall = Animelem = 22;time >= 1520
;trigger1 = numhelper(3101) = 0
trigger1 = roundstate != 2
value = 3102
ctrl = 0

[State 3000, ステート変更]
type = ChangeState
trigger1 = var(30) = 7
value = 3102
ctrl = 0

[Statedef 3102]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 3062
ctrl     = 0
sprpriority = 0

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




[Statedef 3101]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3050
ownpal = 1
sprpriority = 99

[state a]
type = playsnd
trigger1 = time = 0
value = 100,8
volume = 0

[state a]
type = playsnd
trigger1 = root,var(30) = 5
value = 100,3
volume = 150

[state a]
type = playsnd
trigger1 = root,var(30) = 8
value = 12,11
volume = 150

[State a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1

[State 3110]
type = velset
trigger1 = root,var(30) = 1
x = 3

[State 3110]
type = velset
trigger1 = root,var(30) = 2
x = -3

[State 3110]
type = velset
trigger1 = root,var(30) = 3
y = -2

[State 3110]
type = velset
trigger1 = root,var(30) = 4
y = 2


[State 3110]
type = velset
trigger1 = root,var(30) = 0
x = 0

[State 3110]
type = velset
trigger1 = root,var(30) = 0
y = 0


[State a]
type = null;Explod
trigger1 = (GameTime%5) = 1
anim = 3053
sprpriority = 9
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = (GameTime%4) = 1
anim = 3056
sprpriority = 10
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = null;Explod
trigger1 = (GameTime%4) = 1
anim = 3058
sprpriority = 8
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3000]
type = Projectile
trigger1 = root,var(30) = 5
projanim = 3031
projID = 3031
projremove = 1
projpriority = 30
projsprpriority = 10
projshadow = 0,0,0
projhitanim = 3032
projremanim = -1
projhits = 1
getpower = 120,120
givepower = -200,-200
ownpal = 0
offset = 0, 0
velocity = IfElse((p2dist x< 0 ),-6,6) , 0
attr = S, SP
animtype = Diagup
damage = 50,8
hitflag = MAF
guardflag = M
hitsound = s100,4
guardsound = s2,1
pausetime = 5,10
sparkno = s4020
guard.sparkno = s4120
ground.type = High
ground.hittime = 30
ground.slidetime = 30
ground.velocity = -5, -6
air.velocity = -5, -6
air.juggle = 3
fall = 1
fall.recover = 0
p2stateno = 9000

[State 3000]
type = Projectile
trigger1 = root,var(30) = 8
projID = 1500
projanim = 1520
projremove = 1
projpriority = 1
projsprpriority = 10
projshadow = 0,0,0
projhitanim = 1525
projremanim = 1525
projhits = 3
getpower = 50,50
givepower = -100,-100
ownpal = 0
offset = 0, 0
velocity = IfElse((p2dist x< 0 ),-18,18), 0
attr = S, SP
animtype = Diagup
damage = 50 ,5
hitflag = MAF
guardflag = M
hitsound = s1,4
guardsound = s2,1
pausetime = 5,10
sparkno = s4020
guard.sparkno = s4120
ground.type = High
ground.hittime = 30
ground.slidetime = 30
ground.velocity = -5, -6
air.velocity = -5, -6
air.juggle = 6
fall = 1
fall.recover = 0

[State a]
type = helper
trigger1 = root,var(30) = 6
id = 3103
persistent = 1
name = "tama"
pos = 0,0
postype = P1
stateno = 3103
helpertype = normal
keyctrl = 0
ownpal = 1

[state a]
type = ChangeState
trigger1 = root,var(30) = 7
value = 3063

[state a]
type = ChangeState
;trigger1 = time >= 1500
trigger1 = roundstate != 2
value = 3063
ctrl = 0



[Statedef 3103]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3050
ownpal = 1
sprpriority = 99

[state a]
type = playsnd
trigger1 = time = 0
value = 100,8

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1

[State a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = velset
trigger1 = Time >= 20
x = IfElse((p2dist x< 0 ),-4,4)

[State a]
type = Explod
trigger1 = (GameTime%5) = 1
anim = 3053
sprpriority = 9
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = (GameTime%4) = 1
anim = 3056
sprpriority = 10
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = (GameTime%4) = 1
anim = 3058
sprpriority = 8
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = null;Envcolor
trigger1 = moveHit = 1
ignorehitpause = 1
time = 1
value = 200,200,200
under = -99


[State 3000]
type = Projectile
trigger1 = (GameTime%4) = 1
projanim = 3051
projID = 3051
projremove = 1
projremovetime = 1
projpriority = 9999999
projsprpriority = 10
projshadow = 0,0,0
projhitanim = -1
projremanim = -1
getpower = 0,0
givepower = 0,0
ownpal = 0
offset = 0, 0
velocity = 0 , 0
attr = S, SP
animtype = diagup
damage = 20,8
hitflag = MAF
guardflag = M
hitsound = s100,4
guardsound = s2,1
pausetime = 5,8
sparkno = s4020
guard.sparkno = s4120
ground.type = High
ground.hittime = 30
ground.slidetime = 30
ground.velocity = -5, -6
air.velocity = -5, -6
air.juggle = 1
fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 4
envshake.freq = 85
p2stateno = 19000

[state a]
type = ChangeState
trigger1 = time >= 60
value = 3030
ctrl = 0



;---------------------------------------------------------------------------
; MAX2Ｇ・クローンプリンツ

[Statedef 3500]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
sprpriority = 2

[State 1000, 2]
type = HitOverRide
triggerall = var(53) = 1
triggerall = Alive
trigger1 = 1
time = 1
attr = SCA,AA,AP,AT
stateno = 20048
IgnoreHitPause = 1
PauseMoveTime = 99999

[State 1000, 1]
type = ChangeAnim
triggerall = PrevStateNo != 20048
trigger1 = Time = 0
value = 3147
IgnoreHitPause = 1

[State -2]
type = varset
triggerall = PrevStateNo != 20048
trigger1 = time = 0
var(45) = 0

[State 170, 無敵]
type = NotHitBy
triggerall = PrevStateNo != 20048
trigger1 = time = 0
value = SCA
time = 45

[State 700,];点滅
type = palfx
triggerall = time = 7
trigger1 = prevstateno = [1400,1450]
trigger2 = prevstateno = 3035
time = 5
add = 230,230,230

[State 700,];点滅
type = palfx
triggerall = time = 7
trigger1 = prevstateno = 2100
trigger2 = prevstateno = 3027
time = 5
add = 250,120,210

[State 700,];点滅
type = palfx
triggerall = time = 7
trigger1 = prevstateno = 2600
trigger2 = prevstateno = 3031
time = 5
add = 255,250,102


[State 2000, 超必殺技発動の時間停止]
type = SuperPause
triggerall = PrevStateNo != 20048
trigger1 = time = 7
anim = -1
poweradd = -3000
movetime = 35
time = 35

[State 2000]
type = AssertSpecial
triggerall = PrevStateNo != 20048
trigger1 = Time = [7,41]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
triggerall = PrevStateNo != 20048
trigger1 = AnimElem = 4
anim = 3046
pos = 0,-90
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
triggerall = PrevStateNo != 20048
trigger1 = AnimElem = 4
anim = 3047
pos = 0,-90
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
triggerall = PrevStateNo != 20048
trigger1 = time = 17
anim = 3045
pos = 0,-90
sprpriority = 0
ownpal = 1
bindtime = 1
supermove = 1

[State 2000,]
type = PlaySnd
triggerall = PrevStateNo != 20048
trigger1 = AnimElem = 4
value = s9,1
volume = 255

[State 2000,]
type = PlaySnd
triggerall = PrevStateNo != 20048
trigger1 = AnimElem = 4
value = s100,9
volume = -50

[State 1000, 音を鳴らす]
type = PlaySnd
triggerall = PrevStateNo != 20048
trigger1 = AnimElem = 3
value = s10,15
channel = 4

[State 1000, 音を鳴らす]
type = PlaySnd
triggerall = PrevStateNo != 20048
trigger1 = AnimElem = 3
value = s12,10

[state a]
type = varset
trigger1 = time = [0,59]
v = 27
value = 0

[state a]
type = varset
trigger1 = time = [60,99]
v = 27
value = 1

[state a]
type = varset
trigger1 = time = [100,139]
v = 27
value = 2

[state a]
type = varset
trigger1 = time = [140,169]
v = 27
value = 3

[State a]
type = Explod
triggerall = time >= IfElse((PrevStateNo = 20048),0,7)
trigger1 = (GameTime%2) = 1
anim = 3156
sprpriority = 8
postype = p1
pos = -50,-93
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -1 + (random%2),-2
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
triggerall = time >= IfElse((PrevStateNo = 20048),0,7)
trigger1 = (GameTime%2) = 1
anim = 3156
sprpriority = -1
postype = p1
pos = 15,-93
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -1 + (random%2),-2
SuperMoveTime = 9999
PauseMoveTime = 9999




[State a]
type = Explod
triggerall = time >= IfElse((PrevStateNo = 20048),0,41)
trigger1 = (GameTime%5) = 1
anim = 3160
sprpriority = -1
postype = p1
pos = -6,2
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999




[State a]
type = Explod
triggerall = time >= IfElse((PrevStateNo = 20048),0,7)
trigger1 = (GameTime%3) = 1
anim = 3156
sprpriority = 10
postype = p1
pos = var(46),var(47)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -2 + (random%4),-2-(var(27)*2)
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = null;Explod
triggerall = time >= IfElse((PrevStateNo = 20048),0,7)
trigger1 = (GameTime%19) = 1
anim = 3069
id = 3069
sprpriority = 99
postype = p1
pos = -3,-50
bindtime = -1
under = 0
ownpal = 1
scale = 0.7,0.7
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = null;Explod
triggerall = time >= IfElse((PrevStateNo = 20048),0,7)
trigger1 = (GameTime%12) = 1
anim = 3070
id = 3070
sprpriority = 99
postype = p1
pos = 0,-25
bindtime = -1
under = 0
ownpal = 1
scale = 0.5,0.5
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = null;Explod
triggerall = time >= IfElse((PrevStateNo = 20048),0,7)
trigger1 = (GameTime%15) = 1
anim = 3070
id = 3070
sprpriority = 99
postype = p1
pos = 15,-15
bindtime = -1
under = 0
ownpal = 1
scale = 0.2,0.2
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = null;Explod
triggerall = time >= IfElse((PrevStateNo = 20048),0,7)
trigger1 = (GameTime%22) = 1
anim = 3070
id = 3070
sprpriority = 99
postype = p1
pos = -25,-8
bindtime = -1
under = 0
ownpal = 1
scale = 0.35,0.3
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = PlaySnd
triggerall = time >= IfElse((PrevStateNo = 20048),0,41)
trigger1 = (GameTime%8) = 1
value = 100, 25
volume = -120

[State a]
type = PlaySnd
trigger1 = time = IfElse((PrevStateNo = 20048),0,41)
value = 100, 26
volume = 40
channel = 7

[State 1]
type = EnvShake
triggerall = time >= IfElse((PrevStateNo = 20048),0,41)
trigger1 = (GameTime%3) = 1
ampl = 3
freq = 100
time = 3

[State 3000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(6) > 2
trigger1 = command != "holdz"
trigger1 = time = [0,168]
value = 3501

[State 3000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(6) > 2
trigger1 = time = 169
value = 3501


;---------------------------------------------------------------------------
; 発射

[Statedef 3501]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 3148
ctrl     = 0
sprpriority = 2

[State -2]
type = varadd
triggerall = var(27) != 0
trigger1 = time = 0
var(45) = 1

[State 100,]
type = StopSnd
trigger1 = time = 0
channel = 7

[State 2000,];声
type = PlaySnd
triggerall = PrevStateNo = 3500
trigger1 = AnimElem = 3
value = s10,16
channel = 4

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,11

[State 1]
type = EnvShake
trigger1 = AnimElem = 3 || AnimElem = 4 || AnimElem = 5
ampl = 6
freq = 100
time = 6

[State -1]
type = Explod
trigger1 = AnimElem = 3
anim = 3036
sprpriority = 20
postype = p1
pos = -20,0
bindtime = 1
;removetime = 1
under = 0
ownpal = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = helper
trigger1 = Animelem = 3
id = 3503
persistent = 0
name = "wave"
pos = 50,-77
postype = P1
stateno = 3503
helpertype = normal
keyctrl = 0
ownpal = 1

[State a]
type = helper
trigger1 = Animelem = 4
id = 3503
persistent = 0
name = "wave"
pos = 50,-77
postype = P1
stateno = 3503
helpertype = normal
keyctrl = 0
ownpal = 1

[State a]
type = helper
trigger1 = Animelem = 5
id = 3503
persistent = 0
name = "wave"
pos = 50,-77
postype = P1
stateno = 3503
helpertype = normal
keyctrl = 0
ownpal = 1

[State 3000, ステート変更]
type = ChangeState
triggerall = var(27) != 0
triggerall = var(45) <= (var(27)*2)
trigger1 = AnimElemtime(6) > 5
value = 3501

[State 3000, ステート変更]
type = ChangeState
triggerall = var(27) != 0
triggerall = var(45) >= (var(27)*2)
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 3000, ステート変更]
type = ChangeState
triggerall = var(27) = 0
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[Statedef 3503]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3050
ownpal = 1
sprpriority = 99

[state a]
type = playsnd
trigger1 = time = 0
value = 100,0
volume = 100

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1

[State a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = velset
trigger1 = Time = 0
x = 28

[State a]
type = Explod
trigger1 = (GameTime%5) = 1
anim = 3153
sprpriority = 9
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = (GameTime%4) = 1
anim = 3154
sprpriority = 10
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = (GameTime%4) = 1
anim = 3053
sprpriority = 8
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = (GameTime%2) = 1
anim = 3156
sprpriority = 8
postype = p1
pos = -40,root,var(46)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -5,-1 + (random%3)
SuperMoveTime = 9999
PauseMoveTime = 9999


[State 3000]
type = Projectile
trigger1 = (GameTime%2) = 1
projanim = 3155
projID = 3155
projremove = 1
projremovetime = 1
projpriority = 9999999
projsprpriority = 10
projshadow = 0,0,0
projhitanim = -1
projremanim = -1
getpower = 0,0
givepower = 0,0
ownpal = 0
offset = 0, 0
velocity = 0 , 0
attr = S, SP
animtype = diagup
damage = 80 - (IfElse((root,var(27) = 1),40,IfElse((root,var(27) = 2),50,IfElse((root,var(27) = 3),55,0)))),7
hitflag = MAF
guardflag = M
hitsound = s1,4
guardsound = s2,1
pausetime = 5,13
sparkno = s(IfElse((root,var(44)= 1),(3106 + (random%7)),4020))
guard.sparkno = s(IfElse((root,var(44)= 1),3141,4120))
ground.type = High
ground.hittime = 30
ground.slidetime = 30
ground.velocity = -5, -6
air.velocity = -5, -6
air.juggle = 0
fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 4
envshake.freq = 85
p2stateno = 9000

[state a]
type = destroyself
trigger1 = FrontEdgeDist <= -100
trigger2 = time = 300




[Statedef 20048]
type = S
movetype = H
physics = S
ctrl = 0

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

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

[State a]
type = PalFX
trigger1 = Time % 4 = 0
time = 2
add = 70,0,0
mul = 250,180,120
ignorehitpause = 1

[State a]
type = ChangeState
triggerall = Alive
trigger1 = HitShakeOver = 1
value = 3500

[State a]
type = ChangeState
triggerall = !Alive
trigger1 = time >= 1
value = 20065

[State a]
type = ChangeState
triggerall = Alive
trigger1 = anim = 0
value = 0
ctrl = 1


[Statedef 3504]
type = S
movetype = A
physics = N
anim = 3157
velset = 0,0
ctrl = 0
juggle  = 0
sprpriority = -1

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

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

[State 1]
type = Projectile
trigger1 = p2stateno != 40 && p2movetype != H
attr = S, SP
projanim = 3158
projhitanim = -1
projid = 3158
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 1
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 0,0
givepower = -50,0
guardflag = 
hitflag = MAF
pausetime = 0,2
sparkno = -1
sparkxy = -15,-77
hitsound   = s100,17
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -1
air.velocity = 2,-2
fall = 0
air.fall = 0
fall.recover = 0
p2stateno = 9000

[state 3015]
type = destroyself
trigger1 = AnimTime = 0





;---------------------------------------------------------------------------
;MAX3Ｇ・ツォルン

[Statedef 3700]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
ctrl     = 0
sprpriority = 2

[State 1000, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 3168
IgnoreHitPause = 1

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

[State 700,];点滅
type = palfx
triggerall = time >= 5
trigger1 = (GameTime%2) = 1
time = 1
add = 230,230,230

[State 700,];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [1400,1450]
trigger2 = prevstateno = 3035
time = 5
add = 230,230,230

[State 700,];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = 2100
trigger2 = prevstateno = 3027
time = 5
add = 250,120,210

[State 700,];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = 2600
trigger2 = prevstateno = 3031
time = 5
add = 255,250,102

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -4000
movetime = 50
time = 50

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,50]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 3174
pos = -5,-90
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 3175
pos = -5,-90
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 15
anim = 3173
pos = -5,-90
sprpriority = 0
ownpal = 1
bindtime = 1
supermove = 1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 1
value = s9,1
volume = 255

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 1
value = s100,9
volume = -50

[State 2000,]
type = PlaySnd
trigger1 = time = 10
value = s100,29
volume = -100

[State a]
type = PlaySnd
trigger1 = AnimElemTime(4) = 5
value = 100, 8
volume = 100

[State 2000,]
type = PlaySnd
trigger1 = AnimElemTime(4) = 5
value = s12,7
volume = 150

[State a]
type = helper
trigger1 = AnimElem = 2 || AnimElemTime(4) = 20 || AnimElemTime(4) = 25 || AnimElemTime(4) = 30
id = 3704
persistent = 1
name = "wakka"
pos = -5,-90
postype = P1
stateno = 3704
helpertype = normal
keyctrl = 0
ownpal = 1
pausemovetime = 50
supermovetime = 50

[State -1]
type = Explod
trigger1 = AnimElemTime(4) = 5
anim = 3021
sprpriority = 11
postype = p1
pos = -5,-50
bindtime = -1
under = 0
ownpal = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = AnimElemTime(4) = 5
anim = 3071
sprpriority = 10
postype = p1
pos = -5,30
bindtime = -1
under = 0
ownpal = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
type = Explod
trigger1 = AnimElemTime(4) = 5
anim = 3043
sprpriority = 11
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = BGPalFX
trigger1 = AnimElemTime(4) = 5
time = 2
invertall = 1
ignorehitpause = 1

[State 810,]
type = EnvShake
trigger1 = AnimElemTime(4) = 5
ampl = 7
freq = 85
time = 7

[State a] 
type = Afterimage
trigger1 = time = 0
trans = add
PalContrast =  250, 250, 250
PalBright = 0,0,0
time    =  85
length  = 18
TimeGap = 1
FrameGap = 2

[State a]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%3) = 1
anim = 3156
sprpriority = 10
postype = p1
pos = var(46),var(47)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -2 + (random%4),-2
SuperMoveTime = 9999
PauseMoveTime = 9999

;カウンター
[State a]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA, AA, AT, AP
hitflag = M-
priority = 4, Miss
pausetime = 0,0
sparkno = -1
hitsound = -1
numhits = 0
p2facing = 1
p1stateno = 3701
p2stateno = IfElse((var(49) = 1 && var(50) = 1 && var(52) = 2),3705,3702)

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 29000
id = 29000
sprpriority = 99999
postype = back
scale = 1.0,1.0
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
SuperMove = 99999999


[Statedef 3701]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
ctrl     = 0
sprpriority = 2

[State 1000, 5]
type = Explod
trigger1 = animelem = 8
trigger3 = animelem = 22
trigger5 = animelem = 42
anim = 29000
id = 29001
sprpriority = 99999
postype = back
;random = 40,40
scale = 1.0,1.0
pos = 0,0
bindtime = -1
ontop = 1
ownpal = 1
pausemovetime = 9999999999
supermovetime = 9999999999

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 29000

[State a]
type = ChangeAnim
trigger1 = Time = 0
value = 3169
IgnoreHitPause = 1

[State a]
type = PlaySnd
trigger1 = AnimElem = 1
value = s100,27
volume = 250
ignorehitpause = 1

[State a]
type = PlaySnd
trigger1 = AnimElem = 48
value = s100,28
volume = 120
ignorehitpause = 1

[State a]
type = TargetBind
Trigger1 = animelem = 8
pos = 50,0
ignorehitpause = 1

[State 1]
type = allpalfx
trigger1 = time = 0
time = 30
sinadd = -255,-255,-255,120

[State 1]
type = pause
trigger1 = time = [34,251]
time = 2
movetime = 2

[State 1]
type = envcolor
trigger1 = Time = [29,251]
time = 5
value = 0,0,0

[State 1]
type = assertspecial
trigger1 = Time = [0,251]
flag = nobardisplay

[State 1]
type = envshake
trigger1 = animelem = 8 || animelem = 9 || animelem = 10 || animelem = 11 || animelem = 12 || animelem = 13 || animelem = 14 || animelem = 15
trigger2 = animelem = 16 ||animelem = 17 || animelem = 18 || animelem = 19 || animelem = 20 || animelem = 21
trigger3 = animelem = 22 ||  animelem = 23 || animelem = 24 || animelem = 25 || animelem = 26 || animelem = 27 || animelem = 28|| animelem = 29 || animelem = 30 || animelem = 31
trigger4 = animelem = 32 || animelem = 33 || animelem = 34 || animelem = 35 || animelem = 36 || animelem = 37 || animelem = 38 || animelem = 39 || animelem = 40 || animelem = 41
trigger5 = animelem = 42 || animelem = 43 || animelem = 44 || animelem = 45 || animelem = 46 || animelem = 47 || animelem = 48 || animelem = 49
time = IfElse((animelem = 49),17,5)
freq = 90
ampl = IfElse((animelem = 49),-17,-13)

[State 1]
type = envcolor
trigger1 = animelem = 8 || animelem = 9 || animelem = 10 || animelem = 11 || animelem = 12 || animelem = 13 || animelem = 14 || animelem = 15
trigger2 = animelem = 16 ||animelem = 17 || animelem = 18 || animelem = 19 || animelem = 20 || animelem = 21
trigger3 = animelem = 22 ||  animelem = 23 || animelem = 24 || animelem = 25 || animelem = 26 || animelem = 27 || animelem = 28|| animelem = 29 || animelem = 30 || animelem = 31
trigger4 = animelem = 32 || animelem = 33 || animelem = 34 || animelem = 35 || animelem = 36 || animelem = 37 || animelem = 38 || animelem = 39 || animelem = 40
trigger5 = animelem = 42 || animelem = 43 || animelem = 44 || animelem = 45 || animelem = 46 || animelem = 47 || animelem = 48 || animelem = 49
time = 1
value = 220,220,255

[State 1]
type = hitadd
trigger1 = animelem = 8 || animelem = 9 || animelem = 10 || animelem = 11 || animelem = 12 || animelem = 13 || animelem = 14 || animelem = 15
trigger2 = animelem = 16 ||animelem = 17 || animelem = 18 || animelem = 19 || animelem = 20 || animelem = 21
trigger3 = animelem = 22 ||  animelem = 23 || animelem = 24 || animelem = 25 || animelem = 26 || animelem = 27 || animelem = 28|| animelem = 29 || animelem = 30 || animelem = 31
trigger4 = animelem = 32 || animelem = 33 || animelem = 34 || animelem = 35 || animelem = 36 || animelem = 37 || animelem = 38 || animelem = 39 || animelem = 40
trigger5 = animelem = 42 || animelem = 43 || animelem = 44 || animelem = 45 || animelem = 46 || animelem = 47 || animelem = 48 || animelem = 49
value = 1

[State 1]
type = targetlifeadd
trigger1 = animelem = 8 || animelem = 9 || animelem = 10 || animelem = 11 || animelem = 12 || animelem = 13 || animelem = 14 || animelem = 15
trigger2 = animelem = 16 ||animelem = 17 || animelem = 18 || animelem = 19 || animelem = 20 || animelem = 21
trigger3 = animelem = 22 ||  animelem = 23 || animelem = 24 || animelem = 25 || animelem = 26 || animelem = 27 || animelem = 28|| animelem = 29 || animelem = 30 || animelem = 31
trigger4 = animelem = 32 || animelem = 33 || animelem = 34 || animelem = 35 || animelem = 36 || animelem = 37 || animelem = 38 || animelem = 39 || animelem = 40
trigger5 = animelem = 42 || animelem = 43 || animelem = 44 || animelem = 45 || animelem = 46 || animelem = 47 || animelem = 48 || animelem = 49
value = Ceil(-0.021 * enemy,Const(data.life))
absolute = 1

[State 1]
type = targetlifeadd
;triggerall = var(49) = 1 && var(50) = 1 && var(52) = 1
trigger1 = animelem = 49
value = -600;Ceil(-0.042 * enemy,Const(data.life))
absolute = 1

[State 1]
type = targetpoweradd
trigger1 = animelem = 8 || animelem = 9 || animelem = 10 || animelem = 11 || animelem = 12 || animelem = 13 || animelem = 14 || animelem = 15
trigger2 = animelem = 16 ||animelem = 17 || animelem = 18 || animelem = 19 || animelem = 20 || animelem = 21
trigger3 = animelem = 22 ||  animelem = 23 || animelem = 24 || animelem = 25 || animelem = 26 || animelem = 27 || animelem = 28|| animelem = 29 || animelem = 30 || animelem = 31
trigger4 = animelem = 32 || animelem = 33 || animelem = 34 || animelem = 35 || animelem = 36 || animelem = 37 || animelem = 38 || animelem = 39 || animelem = 40
trigger5 = animelem = 42 || animelem = 43 || animelem = 44 || animelem = 45 || animelem = 46 || animelem = 47 || animelem = 48 || animelem = 49
value = Ceil(-0.008 * enemy,Const(data.power))

[State 1]
type = targetpoweradd
triggerall = var(49) = 1 && var(50) = 1 && var(52) = 1
trigger1 = animelem = 49
value = Ceil(-0.1 * enemy,Const(data.power))

[State 1]
type = playsnd
trigger1 = animelem = 8 || animelem = 9 || animelem = 10 || animelem = 11 || animelem = 12 || animelem = 13 || animelem = 14 || animelem = 15
trigger2 = animelem = 16 ||animelem = 17 || animelem = 18 || animelem = 19 || animelem = 20 || animelem = 21
trigger3 = animelem = 22 ||  animelem = 23 || animelem = 24 || animelem = 25 || animelem = 26 || animelem = 27 || animelem = 28|| animelem = 29 || animelem = 30 || animelem = 31
trigger4 = animelem = 32 || animelem = 33 || animelem = 34 || animelem = 35 || animelem = 36 || animelem = 37 || animelem = 38 || animelem = 39 || animelem = 40
trigger5 = animelem = 42 || animelem = 43 || animelem = 44 || animelem = 45 || animelem = 46 || animelem = 47 || animelem = 48 || animelem = 49
value = s100,14

[State 1]
type = playsnd
trigger1 = animelem = 8 || animelem = 9 || animelem = 10 || animelem = 11 || animelem = 12 || animelem = 13 || animelem = 14 || animelem = 15
trigger2 = animelem = 16 ||animelem = 17 || animelem = 18 || animelem = 19 || animelem = 20 || animelem = 21
trigger3 = animelem = 22 ||  animelem = 23 || animelem = 24 || animelem = 25 || animelem = 26 || animelem = 27 || animelem = 28|| animelem = 29 || animelem = 30 || animelem = 31
trigger4 = animelem = 32 || animelem = 33 || animelem = 34 || animelem = 35 || animelem = 36 || animelem = 37 || animelem = 38 || animelem = 39 || animelem = 40
trigger5 = animelem = 42 || animelem = 43 || animelem = 44 || animelem = 45 || animelem = 46 || animelem = 47 || animelem = 48 || animelem = 49
value = s100,15

[State 1]
type = playsnd
trigger1 = animelem = 8 || animelem = 9 || animelem = 10 || animelem = 11 || animelem = 12 || animelem = 13 || animelem = 14 || animelem = 15
trigger2 = animelem = 16 ||animelem = 17 || animelem = 18 || animelem = 19 || animelem = 20 || animelem = 21
trigger3 = animelem = 22 ||  animelem = 23 || animelem = 24 || animelem = 25 || animelem = 26 || animelem = 27 || animelem = 28|| animelem = 29 || animelem = 30 || animelem = 31
trigger4 = animelem = 32 || animelem = 33 || animelem = 34 || animelem = 35 || animelem = 36 || animelem = 37 || animelem = 38 || animelem = 39 || animelem = 40
trigger5 = animelem = 42 || animelem = 43 || animelem = 44 || animelem = 45 || animelem = 46
value = s100,18
volume = -150

[State 1]
type = playsnd
trigger1 = animelem = 8 || animelem = 9 || animelem = 10 || animelem = 11 || animelem = 12 || animelem = 13 || animelem = 14 || animelem = 15
trigger2 = animelem = 16 ||animelem = 17 || animelem = 18 || animelem = 19 || animelem = 20 || animelem = 21
trigger3 = animelem = 22 ||  animelem = 23 || animelem = 24 || animelem = 25 || animelem = 26 || animelem = 27 || animelem = 28|| animelem = 29 || animelem = 30 || animelem = 31
trigger4 = animelem = 32 || animelem = 33 || animelem = 34 || animelem = 35 || animelem = 36 || animelem = 37 || animelem = 38 || animelem = 39 || animelem = 40
trigger5 = animelem = 42 || animelem = 43 || animelem = 44 || animelem = 45 || animelem = 46 || animelem = 47 || animelem = 48 || animelem = 49
value = s100,13
volume = -50

[State 1]
type = Explod
trigger1 = animelem = 8 || animelem = 9 || animelem = 10 || animelem = 11 || animelem = 12 || animelem = 13 || animelem = 14 || animelem = 15
trigger2 = animelem = 16 ||animelem = 17 || animelem = 18 || animelem = 19 || animelem = 20 || animelem = 21
trigger3 = animelem = 22 ||  animelem = 23 || animelem = 24 || animelem = 25 || animelem = 26 || animelem = 27 || animelem = 28|| animelem = 29 || animelem = 30 || animelem = 31
trigger4 = animelem = 32 || animelem = 33 || animelem = 34 || animelem = 35 || animelem = 36 || animelem = 37 || animelem = 38 || animelem = 39 || animelem = 40
trigger5 = animelem = 42 || animelem = 43 || animelem = 44 || animelem = 45 || animelem = 46 || animelem = 47 || animelem = 48 || animelem = 49
anim = (IfElse((var(44)= 1),(3114 + (random%13)),4070))
sprpriority = 6
postype = p2
pos = 0,(target,const(size.mid.pos.y))
random = 60,60
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 450
supermovetime = 450

[State 1]
type = Explod
trigger1 = animelem = 8 || animelem = 9 || animelem = 10 || animelem = 11 || animelem = 12 || animelem = 13 || animelem = 14 || animelem = 15
trigger2 = animelem = 16 ||animelem = 17 || animelem = 18 || animelem = 19 || animelem = 20 || animelem = 21
trigger3 = animelem = 22 ||  animelem = 23 || animelem = 24 || animelem = 25 || animelem = 26 || animelem = 27 || animelem = 28|| animelem = 29 || animelem = 30 || animelem = 31
trigger4 = animelem = 32 || animelem = 33 || animelem = 34 || animelem = 35 || animelem = 36 || animelem = 37 || animelem = 38 || animelem = 39 || animelem = 40
trigger5 = animelem = 42 || animelem = 43 || animelem = 44 || animelem = 45 || animelem = 46 || animelem = 47 || animelem = 48 || animelem = 49
anim = 3156
sprpriority = 6
postype = p2
pos = 0,(target,const(size.mid.pos.y))
random = 50,50
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 450
supermovetime = 450

[State 1]
type = Explod
trigger1 = animelem = 8 || animelem = 9 || animelem = 10 || animelem = 11 || animelem = 12 || animelem = 13 || animelem = 14 || animelem = 15
trigger2 = animelem = 16 ||animelem = 17 || animelem = 18 || animelem = 19 || animelem = 20 || animelem = 21
trigger3 = animelem = 22 ||  animelem = 23 || animelem = 24 || animelem = 25 || animelem = 26 || animelem = 27 || animelem = 28|| animelem = 29 || animelem = 30 || animelem = 31
trigger4 = animelem = 32 || animelem = 33 || animelem = 34 || animelem = 35 || animelem = 36 || animelem = 37 || animelem = 38 || animelem = 39 || animelem = 40
trigger5 = animelem = 42 || animelem = 43 || animelem = 44 || animelem = 45 || animelem = 46 || animelem = 47 || animelem = 48 || animelem = 49
anim = 3156
sprpriority = 6
postype = p2
pos = 0,(target,const(size.mid.pos.y))
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 450
supermovetime = 450

[State 1]
type = ChangeState
trigger1 = Time >= 251
value = 3703
ctrl = 0

[Statedef 3703]
type = S
ctrl = 0
anim = 3170
velset = 0,0

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 29000
id = 29000
sprpriority = 99999
postype = back
scale = 1.0,1.0
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
;SuperMove = 99999999

[state assertspecial]
type = assertspecial
trigger1 = time = [1,80]
flag = nobg

[State 3703]
type = Explod
trigger1 = AnimElem = 1
anim = 10000
postype = back
pos = 0,0
sprpriority = -1
removetime = 133

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

[State 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10,0

[State 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 10,1

[State 1]
type = ChangeState
trigger1 = AnimElem = 11 && winko
value = 0
ctrl = 1

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




[Statedef 3702]
type    = L
movetype= H
physics = N
ctrl = 0
velset = 0,0

[State a]
type = changeanim
triggerall = time <= 31
trigger1 = selfanimexist(anim)
value = anim
elem = animelemno(-1)
IgnoreHitPause = 1

[State a]
type = ChangeAnim2
trigger1 = Time = 32
value = 3171
IgnoreHitPause = 1

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

[State 1]
type = selfState
trigger1 = AnimTime = 0 && alive
value = 5120

[State 1]
type = selfState
trigger1 = !alive
value = 5150


[Statedef 3705]
type    = L
movetype= H
physics = N
ctrl = 0
velset = 0,0

[State a]
type = changeanim
triggerall = time <= 31
trigger1 = selfanimexist(anim)
value = anim
elem = animelemno(-1)
IgnoreHitPause = 1

[State a]
type = ChangeAnim2
trigger1 = Time = 32
value = 3171
IgnoreHitPause = 1

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

[State 1]
type = lifeset
trigger1 = Time >= 35
value = 0

[State 1]
type = powerset
trigger1 = Time >= 35
value = 0

[State 1]
type = selfState
trigger1 = AnimTime = 0 && alive
value = 5120

[State 1]
type = selfState
trigger1 = !alive
value = 5150



[Statedef 3704]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3176
ownpal = 1

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

[state a]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1

[State a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State a]
type = Trans
trigger1 = 1
trans = add

[state a]
type = varset
trigger1 = time = 0
v = 56
value = 0

[State a]
type = VarAdd
trigger1 = Var(56) <= 40
var(56) = 1

[State a]
Type = AngleDraw
Trigger1 = Time >= 0
scale = 0.2 + Var(56)/10.0 , 0.2 + Var(56)/10.0

[State a]
Type = AngleAdd
Trigger1 = Time >= 0
Value = -3

[state a]
type = destroyself
trigger1 = Time >= 25


