;---------------------------------------------------------------------------
; ここからは必殺技のステート
;---------------------------------------------------------------------------
; 
;Ｇ・シュラーク

[Statedef 3035]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 70
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
stateno = 20006
IgnoreHitPause = 1
PauseMoveTime = 99999

[State 1000, 1]
type = ChangeAnim
triggerall = PrevStateNo != 20006
trigger1 = Time = 0
value = 3035
IgnoreHitPause = 1

[State 1000, 音を鳴らす]
type = PlaySnd
triggerall = PrevStateNo != 20006
trigger1 = AnimElem = 5
value = s100,12

[State 1000, 音を鳴らす]
type = PlaySnd
triggerall = PrevStateNo != 20006
trigger1 = AnimElem = 5
value = s12,6

[State 700, エフェクト表示]
type = null;Explod
trigger1 = AnimElem = 5
anim = 1005
postype = P1
pos = 25, 0
persistent = 0
sprpriority = 5
ownpal = 1
vel = 1.5,0

[State -1]
type = Explod
trigger1 = AnimElem = 7
anim = 3049
sprpriority = 0
postype = p1
pos = 10,5
bindtime = 1
;removetime = 1
under = 0
ownpal = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 7
anim = 3036
postype = P1
pos = 0, 0
sprpriority = 10
ownpal = 1
ID = 3036

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 7
anim = 3037
postype = P1
pos = 35, -10
sprpriority = 11
ownpal = 1
bindtime = -1
removetime = -1
removeongethit = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
ID = 3037

[State a]
type = RemoveExplod
trigger1 = AnimElem = 13
ID = 3037

[State 1000, ]
type = Velset
triggerall = PrevStateNo != 20006
Trigger1 = AnimElem = 7
x = 10

[State a]
type = HitDef
trigger1 = AnimElem = 7 || AnimElem = 8 || AnimElem = 9 || AnimElem = 10 || AnimElem = 11
attr = S, NA
damage = 20, 2
getpower = 50,50
givepower = 0,0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 2, 6
sparkno = s(IfElse((var(44)= 1),(3094 + (random%10)),4020))
guard.sparkno = s(IfElse((var(44)= 1),3141,4110))
sparkxy = -20, -50
hitsound = s1,3
guardsound = s2,1
ground.type = Low
ground.slidetime = 22
ground.hittime  = 23
ground.velocity = -2
air.type = High
air.velocity = -2.5,-2.5
air.hittime = 12
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 4
envshake.freq = 85

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 12
attr = S, SA
damage = 30, 0
getpower = 50,50
givepower = 0,0
animtype = up
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 5, 12
guard.pausetime = 25, 8
sparkno = s(IfElse((var(44)= 1),(3094 + (random%10)),4020))
guard.sparkno = s(IfElse((var(44)= 1),3141,4110))
sparkxy = -27, -80
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 23
ground.hittime  = 24
ground.velocity = -7,-5
air.velocity = -5,-5
air.hittime = 12
fall = 1
fall.recover = 0
p2stateno = 335
p2facing = 1
envshake.time = 10
envshake.ampl = 4
envshake.freq = 85


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


[Statedef 20006]
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 = 3035

[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・ゲバルト

[Statedef 3200]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 70
velset   = 0,0
ctrl     = 0
sprpriority = 2

[State 1000, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 3063
IgnoreHitPause = 1

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

[state a]
type = varadd
triggerall = time = [0,75]
trigger1 = var(42) >= 60
v = 42
value = -9

[state a]
type = varadd
triggerall = time = [75,112]
trigger1 = var(42) <= 250
v = 42
value = 7

[State a]
type = BGPalfx
trigger1 = time = [0,75]
ignorehitpause = 1
time = 1
mul = var(42),var(42),var(42)
under = 2

[State a]
type = BGPalfx
trigger1 = time = [75,112]
ignorehitpause = 1
time = 1
mul = var(42),var(42),var(42)
under = 2

[State a]
type = PalFX
trigger1 = time = [0,75]
time = 2
mul = var(42),var(42),var(42)
;add = 10,10,10
ignorehitpause = 1

[State a]
type = PalFX
trigger1 = time = [75,110]
time = 2
mul = var(42),var(42),var(42)
ignorehitpause = 1

;カウンター
[State a]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA, AA, AT, AP
hitflag = M-
priority = 4, Miss
pausetime = 0,10
sparkno = -1
hitsound = -1
numhits = 0
p2facing = 1
p1stateno = 3201
;p2stateno = 

[State 1000, 2]
type = null;HitOverRide
trigger1 = 1
time = 1
attr = SCA,AP
stateno = 3201
IgnoreHitPause = 1
PauseMoveTime = 99999

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


[Statedef 3201]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 70
velset   = 0,0
ctrl     = 0
sprpriority = 2

[State a]
type = ChangeAnim
trigger1 = Time = 0
value = 3064
IgnoreHitPause = 1

[State a]
type = PlaySnd
trigger1 = AnimElem = 5 || AnimElem = 13 || AnimElem = 18 || AnimElem = 27 
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 = null;PlaySnd
triggerall = AnimElemtime(5) >= 0 && AnimElemtime(30) <= 0
trigger1 = movehit = 1;AnimElem = 5 || AnimElem = 13 || AnimElem = 18 || AnimElem = 27 
value = s100,20
ignorehitpause = 1

[State a]
type = PlaySnd
trigger1 = AnimElem = 30
value = s100,18
volume = 200
ignorehitpause = 1

[State a]
type = PlaySnd
trigger1 = AnimElem = 31
value = s100,19
volume = 200
ignorehitpause = 1

[State a]
type = TargetBind
Trigger1 = time <= 30;movehit = 1
pos = 40,0
ignorehitpause = 1

[state a]
type = varset
trigger1 = time = 0
v = 42
value = 60
ignorehitpause = 1

[state a]
type = varadd
triggerall = time = [0,30]
trigger1 = var(42) <= 250
v = 42
value = 7
ignorehitpause = 1

[State a]
type = BGPalfx
trigger1 = time = [0,30]
ignorehitpause = 1
time = 1
mul = var(42),var(42),var(42)
under = 2
ignorehitpause = 1

[State a]
type = PalFX
trigger1 = time = [0,30]
time = 2
mul = var(42),var(42),var(42)
ignorehitpause = 1

[State a]
type = null;BGPalFX
trigger1 = AnimElem = 5 || AnimElem = 13 || AnimElem = 18 || AnimElem = 27 || AnimElem = 31
time = 1
invertall = 1
ignorehitpause = 1

[State a]
type = Explod
trigger1 = AnimElem = 31
anim = 3071
postype = P1
pos = 65, 30
sprpriority = 10
ownpal = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = AnimElem = 31
anim = 3043
postype = P1
pos = 60, 7
sprpriority = 12
ownpal = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = AnimElem = 31
anim = 3073
postype = P1
pos = 30, 5
sprpriority = 11
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = AnimElem = 31
anim = 3074
postype = P1
pos = 100, 5
sprpriority = 11
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[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 = 50,50
givepower = 0,0
animtype = Hard
guardflag = 
hitflag = MAF
priority = 3, Hit
pausetime = 0, 16
sparkno = s(IfElse((var(44)= 1),(3094 + (random%10)),4020))
guard.sparkno = s4110
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 = 
hitflag = MAF
priority = 3, Hit
pausetime = 0, 16
sparkno = s(IfElse((var(44)= 1),(3094 + (random%10)),4020))
guard.sparkno = s4110
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 = 50,50
givepower = 0,0
animtype = Hard
guardflag = 
hitflag = MAF
priority = 3, Hit
pausetime = 0, 16
sparkno = s(IfElse((var(44)= 1),(3094 + (random%10)),4020))
guard.sparkno = s4110
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 = 50,50
givepower = 0,0
animtype = Hard
guardflag = 
hitflag = MAF
priority = 3, Hit
pausetime = 5, 16
sparkno = s(IfElse((var(44)= 1),(3094 + (random%10)),4020))
guard.sparkno = s4110
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 = 50,50
givepower = 0,0
animtype = diagup
guardflag = 
hitflag = MAF
priority = 3, Hit
pausetime = 15, 6
sparkno = s(IfElse((var(44)= 1),(3094 + (random%10)),4020))
guard.sparkno = s4110
sparkxy = -27, -80
hitsound = s1,7
guardsound = s2,1
ground.type = High
ground.slidetime = 23
ground.hittime  = 30
ground.velocity = -5,-9
air.velocity = -5,-9
air.hittime = 20
air.juggle = 0
fall = 1
fall.recover = 0
p2facing = 1
envshake.time = 18
envshake.ampl = 15
envshake.freq = 90
p2stateno = 9000

[State a]
type = helper
trigger1 = AnimElem = 32
id = 3202
persistent = 1
name = "inazuma"
pos = 75,0
postype = P1
stateno = 3202
helpertype = normal
keyctrl = 0
ownpal = 1

[State a]
type = Pause
triggerall = AnimElemtime(31) >= 0 && AnimElemtime(35) <= 0
trigger1 = (GameTime%2) =1
time = 1

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


[Statedef 3202]
type = S
movetype = A
physics = N
anim = 3078
velset = 0,0
ctrl = 0
sprpriority = 2


[State a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

[state a]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 3202

[State a]
type = PlaySnd
trigger1 = AnimElem = 2
value = s100,18
volume = 200
ignorehitpause = 1

[State a]
type = PlaySnd
trigger1 = AnimElem = 3
value = s100,19
volume = 200
ignorehitpause = 1

[State a]
type = Explod
trigger1 = AnimElem = 3
anim = 3071
postype = P1
pos = 0, 30
sprpriority = 10
ownpal = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = AnimElem = 3
anim = 3043
postype = P1
pos = 0, 7
sprpriority = 12
ownpal = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = AnimElem = 3
anim = 3073
postype = P1
pos = -40, 5
sprpriority = 11
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = AnimElem = 3
anim = 3074
postype = P1
pos = 40, 5
sprpriority = 11
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999


[State a]
type = Projectile
trigger1 = AnimElem = 3
attr = S, HA
projanim = 3079
projhitanim = -1
projid = 3079
projpriority = 999999999
projsprpriority = 99
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 20
getpower = 50,50
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 5,5
sparkno = -1
sparkxy = -15,-77
hitsound   = s100,20
guard.sparkno = -1
guardsound = -1
ground.type = High
ground.slidetime = 17
ground.hittime  = 30
ground.velocity = -6,-6.8
air.velocity = -6,-6.8
air.juggle = 0
air.fall = 1
fall.recover = 0
envshake.time = 18
envshake.ampl = 15
envshake.freq = 90
p2stateno = 9000

[State a]
type = helper
trigger1 = AnimElem = 4
id = 3203
persistent = 1
name = "inazuma"
pos = 30,0
postype = P1
stateno = 3203
helpertype = normal
keyctrl = 0
ownpal = 1

[State a]
type = DestroySelf
trigger1 = AnimTime = 0


[Statedef 3203]
type = S
movetype = A
physics = N
anim = 3078
velset = 0,0
ctrl = 0
sprpriority = 2


[State a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

[state a]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 3202

[State a]
type = PlaySnd
trigger1 = AnimElem = 2
value = s100,18
volume = 200
ignorehitpause = 1

[State a]
type = PlaySnd
trigger1 = AnimElem = 3
value = s100,19
volume = 200
ignorehitpause = 1

[State a]
type = Explod
trigger1 = AnimElem = 3
anim = 3071
postype = P1
pos = 0, 30
sprpriority = 10
ownpal = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = AnimElem = 3
anim = 3043
postype = P1
pos = 0, 7
sprpriority = 12
ownpal = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = AnimElem = 3
anim = 3073
postype = P1
pos = -40, 5
sprpriority = 11
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = AnimElem = 3
anim = 3074
postype = P1
pos = 40, 5
sprpriority = 11
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999


[State a]
type = Projectile
trigger1 = AnimElem = 3
attr = S, HA
projanim = 3079
projhitanim = -1
projid = 3079
projpriority = 999999999
projsprpriority = 99
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 20
getpower = 50,50
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 5,5
sparkno = -1
sparkxy = -15,-77
hitsound   = s100,20
guard.sparkno = -1
guardsound = -1
ground.type = High
ground.slidetime = 17
ground.hittime  = 30
ground.velocity = -5,-6.8
air.velocity = -5,-6.8
air.juggle = 0
air.fall = 1
fall.recover = 0
envshake.time = 18
envshake.ampl = 15
envshake.freq = 90
p2stateno = 9000

[State a]
type = helper
trigger1 = AnimElem = 4
id = 3204
persistent = 1
name = "inazuma"
pos = 30,0
postype = P1
stateno = 3204
helpertype = normal
keyctrl = 0
ownpal = 1

[State a]
type = DestroySelf
trigger1 = AnimTime = 0

[Statedef 3204]
type = S
movetype = A
physics = N
anim = 3078
velset = 0,0
ctrl = 0
sprpriority = 2


[State a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

[state a]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 3202

[State a]
type = PlaySnd
trigger1 = AnimElem = 2
value = s100,18
volume = 200
ignorehitpause = 1

[State a]
type = PlaySnd
trigger1 = AnimElem = 3
value = s100,19
volume = 200
ignorehitpause = 1

[State a]
type = Explod
trigger1 = AnimElem = 3
anim = 3071
postype = P1
pos = 0, 30
sprpriority = 10
ownpal = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = AnimElem = 3
anim = 3043
postype = P1
pos = 0, 7
sprpriority = 12
ownpal = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = AnimElem = 3
anim = 3073
postype = P1
pos = -40, 5
sprpriority = 11
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = AnimElem = 3
anim = 3074
postype = P1
pos = 40, 5
sprpriority = 11
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999


[State a]
type = Projectile
trigger1 = AnimElem = 3
attr = S, HA
projanim = 3079
projhitanim = -1
projid = 3079
projpriority = 999999999
projsprpriority = 99
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 20
getpower = 50,50
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 5,5
sparkno = -1
sparkxy = -15,-77
hitsound   = s100,20
guard.sparkno = -1
guardsound = -1
ground.type = High
ground.slidetime = 17
ground.hittime  = 30
ground.velocity = -5,-6.8
air.velocity = -5,-6.8
air.juggle = 0
air.fall = 1
fall.recover = 0
envshake.time = 18
envshake.ampl = 15
envshake.freq = 90
p2stateno = 9000

[State a]
type = helper
trigger1 = AnimElem = 4
id = 3203
persistent = 1
name = "inazuma"
pos = 30,0
postype = P1
stateno = 3205
helpertype = normal
keyctrl = 0
ownpal = 1

[State a]
type = DestroySelf
trigger1 = AnimTime = 0

[Statedef 3205]
type = S
movetype = A
physics = N
anim = 3078
velset = 0,0
ctrl = 0
sprpriority = 2


[State a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

[state a]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 3202

[State a]
type = PlaySnd
trigger1 = AnimElem = 2
value = s100,18
volume = 200
ignorehitpause = 1

[State a]
type = PlaySnd
trigger1 = AnimElem = 3
value = s100,19
volume = 200
ignorehitpause = 1

[State a]
type = Explod
trigger1 = AnimElem = 3
anim = 3071
postype = P1
pos = 0, 30
sprpriority = 10
ownpal = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = AnimElem = 3
anim = 3043
postype = P1
pos = 0, 7
sprpriority = 12
ownpal = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = AnimElem = 3
anim = 3073
postype = P1
pos = -40, 5
sprpriority = 11
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = AnimElem = 3
anim = 3074
postype = P1
pos = 40, 5
sprpriority = 11
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999


[State a]
type = Projectile
trigger1 = AnimElem = 3
attr = S, HA
projanim = 3079
projhitanim = -1
projid = 3079
projpriority = 999999999
projsprpriority = 99
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 20
getpower = 50,50
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 5,5
sparkno = -1
sparkxy = -15,-77
hitsound   = s100,20
guard.sparkno = -1
guardsound = -1
ground.type = High
ground.slidetime = 17
ground.hittime  = 30
ground.velocity = 5,-6.8
air.velocity = -5,-6.8
air.juggle = 0
air.fall = 1
fall.recover = 0
envshake.time = 18
envshake.ampl = 15
envshake.freq = 90
p2stateno = 9000

[State a]
type = helper
trigger1 = AnimElem = 4
id = 3204
persistent = 1
name = "inazuma"
pos = 30,0
postype = P1
stateno = 3206
helpertype = normal
keyctrl = 0
ownpal = 1

[State a]
type = DestroySelf
trigger1 = AnimTime = 0

[Statedef 3206]
type = S
movetype = A
physics = N
anim = 3078
velset = 0,0
ctrl = 0
sprpriority = 2


[State a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

[state a]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 3202

[State a]
type = PlaySnd
trigger1 = AnimElem = 2
value = s100,18
volume = 200
ignorehitpause = 1

[State a]
type = PlaySnd
trigger1 = AnimElem = 3
value = s100,19
volume = 200
ignorehitpause = 1

[State a]
type = Explod
trigger1 = AnimElem = 3
anim = 3071
postype = P1
pos = 0, 30
sprpriority = 10
ownpal = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = AnimElem = 3
anim = 3043
postype = P1
pos = 0, 7
sprpriority = 12
ownpal = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = AnimElem = 3
anim = 3073
postype = P1
pos = -40, 5
sprpriority = 11
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = AnimElem = 3
anim = 3074
postype = P1
pos = 40, 5
sprpriority = 11
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999


[State a]
type = Projectile
trigger1 = AnimElem = 3
attr = S, HA
projanim = 3079
projhitanim = -1
projid = 3079
projpriority = 999999999
projsprpriority = 99
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 20
getpower = 50,50
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 5,5
sparkno = -1
sparkxy = -15,-77
hitsound   = s100,20
guard.sparkno = -1
guardsound = -1
ground.type = High
ground.slidetime = 17
ground.hittime  = 30
ground.velocity = -5,-6.8
air.velocity = -5,-6.8
air.juggle = 0
air.fall = 1
fall.recover = 0
envshake.time = 18
envshake.ampl = 15
envshake.freq = 90
p2stateno = 9000


[State a]
type = DestroySelf
trigger1 = AnimTime = 0


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

[Statedef 1025]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1025
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



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

[Statedef 1060]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1060
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

;---------------------------------------------------------------------------
; 弱Ｇ・ワンド

[Statedef 1100]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 100
velset   = 0,0
ctrl     = 0
sprpriority = 2

[State a]
type = ChangeAnim
trigger1 = Time = 0
value = 1100
IgnoreHitPause = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = s10,13

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = s100,16
volume = 220

[State 1000, ヘルパーを出す]
type = Helper
trigger1 = AnimElem = 5
name = "Lwand"
stateno = 1105
ID = 1100
helpertype = normal
pos = 30,5
postype = p1
facing = 1
keyctrl = 0
ownpal = 1

[State 1000, ステート変更]
type = ChangeState
triggerall = numHelper(1100) = 1
trigger1 = Animtime = 0
trigger2 = (Helper(1100),Stateno=[1110,1115])
value = 1101


;---------------------------------------------------------------------------
; 弱Ｇ・ワンド終了

[Statedef 1101]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1101
ctrl     = 0
sprpriority = 2

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

;---------------------------------------------------------------------------
; 強Ｇ・ワンド

[Statedef 1150]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 130
velset   = 0,0
ctrl     = 0
sprpriority = 2

[State a]
type = ChangeAnim
trigger1 = Time = 0
value = 1150
IgnoreHitPause = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = s10,13

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = s100,16
volume = 220

[State 1000, ヘルパーを出す]
type = Helper
trigger1 = AnimElem = 5
name = "wand"
stateno = 1105
ID = 1100
helpertype = normal
pos = 30,5
postype = p1
facing = 1
keyctrl = 0
ownpal = 1

[State 1000, ステート変更]
type = ChangeState
triggerall = numHelper(1100) = 1
trigger1 = Animtime = 0
trigger2 = (Helper(1100),Stateno=[1110,1115])
value = 1151

;---------------------------------------------------------------------------
; 強Ｇ・ワンド終了

[Statedef 1151]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1151
ctrl     = 0
sprpriority = 2

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

;---------------------------------------------------------------------------
;Ｇ・ワンド　バリアーヘルパー

[Statedef 1105]
type     = A
movetype = A
physics  = N
juggle   = 8
ctrl     = 0
anim     = 1105
sprpriority = 5
velset   = 0,0

[State 1001, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = NoShadow ;影を消す

[State 2100, 非無敵]
type = HitBy
trigger1 = 1
value = SCA, AP

[State 701, ]
type = HitOverRide
trigger1 = 1
attr = SCA, AP
stateno = 1115
ignorehitpause = 0

[State 1201, キャラ本体に引っ付く位置]
type = BindToParent
trigger1 = 1
pos = 30,5

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

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage = 130, 10
getpower = 50,50
givepower = 0,0
animtype = diagup
guardflag = M
hitflag = MA
priority = 3, Hit
pausetime = 0, 12
sparkno = s(IfElse((root,var(44)= 1),(3094 + (random%10)),4020))
guard.sparkno = s(IfElse((root,var(44)= 1),3141,4120))
sparkxy = -10, -60
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -7,-5
air.type = High
air.velocity = -7,-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
p2stateno = 10210

[State 1001, ]
type = ChangeAnim
triggerall = Root,Anim = 1150
trigger1 = Time = 0
value = 1155

[State 1001, ]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = Root,MoveType = H
trigger3 = Movecontact
value = 1110

;---------------------------------------------------------------------------
;Ｇ・ワンド消滅

[Statedef 1110]
type     = A
movetype = I
physics  = N
ctrl     = 0
anim     = 3068
sprpriority = 5

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

[State a]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State a]
type = Explod
trigger1 = time = 0
anim = 1110
id = 3068
sprpriority = 11
postype = p1
pos = 0,-60
bindtime = -1
removetime = 16
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[state a]
type = parentvarset
trigger1 = time = 0
v = 29
value = 0

[State a]
type = parentVarAdd
trigger1 = root,Var(29) <= 40
var(29) = 1

[State a]
type = ModifyExplod
trigger1 = Time >= 1
ID = 3068
scale = 1.2 - root,Var(29)/19.0 , 1.2 - root,Var(29)/19.0

[State 1001, このヘルパーを消す]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
;Ｇ・ワンド反射消滅

[Statedef 1115]
type     = A
movetype = A
physics  = N
ctrl     = 0
anim     = 3068
sprpriority = 5

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

[State 1001, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = NoShadow ;影を消す

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = s12,4

[State a]
type = Explod
trigger1 = time = 0
anim = 1110
id = 3068
sprpriority = 11
postype = p1
pos = 0,-60
bindtime = -1
removetime = 16
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[state a]
type = parentvarset
trigger1 = time = 0
v = 29
value = 0

[State a]
type = parentVarAdd
trigger1 = root,Var(29) <= 40
var(29) = 1

[State a]
type = ModifyExplod
trigger1 = Time >= 1
ID = 3068
scale = 1.2 - root,Var(29)/19.0 , 1.2 - root,Var(29)/19.0

[State 3000]
type = Projectile
trigger1 = time = 0
projID = 1000
projanim = 3031
projremove = 1
projpriority = 999
projhitanim = 3032
projremanim = -1
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 50,50
givepower = 0,0
ownpal = 0
offset = 10,-55
velocity = 10, 0
attr = S, SP
animtype = diagup
damage = 130 ,10
hitflag = MAF
guardflag = M
hitsound = s100,4
guardsound = s2,1
pausetime = 0,10
sparkno = s(IfElse((var(44)= 1),(3094 + (random%10)),4020))
guard.sparkno = s(IfElse((var(44)= 1),3141,4120))
sparkxy = 20,-40
ground.type = High
ground.hittime = 30
ground.slidetime = 30
ground.velocity = -5, -6
air.velocity = -5, -6
air.juggle = 8
fall = 1
fall.recover = 0
p2stateno = 9000

[State 1001, このヘルパーを消す]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; Ｇ・ドラッケン

[Statedef 1200]
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
stateno = 20001
IgnoreHitPause = 1
PauseMoveTime = 99999

[State 1000, 1]
type = ChangeAnim
triggerall = PrevStateNo != 20001
trigger1 = Time = 0
value = 3040
IgnoreHitPause = 1


[State 181,]
type = PlaySnd
triggerall = PrevStateNo != 20001
trigger1 = AnimElem = 3
value = s10,12

[State 181,]
type = PlaySnd
triggerall = PrevStateNo != 20001
trigger1 = AnimElem = 3
value = s12,5

[State a]
type = Trans
trigger1 = Time >= 5
trans = addalpha
alpha = 60 , 200

[State 1000, ]
type = Velset
triggerall = PrevStateNo != 20001
trigger1 = AnimElemtime(3) >= 0
x = 15

[State 700, エフェクト表示]
type = null;Explod
trigger1 = AnimElem = 3
anim = 1205
postype = P1
pos = 0, 0
sprpriority = 10
ownpal = 1

[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 = 150,150
givepower = 0,0
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 = 1210
p2stateno = 1220

[State 1000, ステート変更]
type = ChangeState
trigger1 = Time = 11
value = 1255

[State 1000, ステート変更]
type = ChangeState
trigger1 = Movecontact
value = 1260

[Statedef 20001]
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 = 1200

[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・ドラッケン　終了

[Statedef 1255]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 0
anim     = 1255
ctrl     = 0

[State 1000, ]
type = Velset
trigger1 = AnimElem = 5
x = 0

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(5) < 0
x = -.05

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

;---------------------------------------------------------------------------
; Ｇ・ドラッケン　ヒット

[Statedef 1210]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
anim     = 1215
ctrl     = 0

[State a]
type = PlaySnd
trigger1 = (GameTime%2) = 1
value = 100,17
volume = -190

[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 a]
type = null;Explod
triggerall = time >= 10
trigger1 = (GameTime%6) = 1
anim = 3072
id = 3072
sprpriority = 11
postype = p1
pos = Var(44),Var(43)
bindtime = -1
removetime = 20
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State a]
type = null;VarRandom
trigger1 = 1
v = 43
range = -60,-90

[State a]
type = null;VarRandom
trigger1 = 1
v = 44
range = -20,-60

[state a]
type = null;varset
trigger1 = (GameTime%6) = 1
v = 29
value = 0

[State a]
type = null;VarAdd
trigger1 = Var(29) <= 20
var(29) = 7

[State a]
type = null;ModifyExplod
trigger1 = Time >= 1
ID = 3072
scale = 1.0 - Var(29)/19.0 , 1.0 - Var(29)/19.0

[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 1000, ステート変更]
type = ChangeState
trigger1 = time >= 6
trigger1 = FrontEdgeDist <= 60
value = 1215

;---------------------------------------------------------------------------
; Ｇ・ドラッケン　叩き付け

[Statedef 1215]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
anim     = 1220
ctrl     = 0
sprpriority = 2
velset = 0,0


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

[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 a]
type = PlaySnd
trigger1 = AnimElem = 3
value = 100, 0
volume = 180

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

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

[State a]
type = Explod
trigger1 = AnimElem = 3
anim = 3071
postype = P1
pos = 60, 30
sprpriority = 10
ownpal = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = Time = 10
anim = 3043
postype = P1
pos = 60, 5
sprpriority = 11
ownpal = 0
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 = Pause
trigger1 = Time >= 10
trigger1 = (GameTime%4) =1
time = 1

[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    = 130, 0
getpower = 100,100
givepower = 0,0
pausetime = 0,10
sparkno = s(IfElse((var(44)= 1),(3094 + (random%10)),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 = 1230
envshake.time = 25
envshake.ampl = 14
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 1220]
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 = 0
;movecamera = 0,0

[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!=[1210,1215])
value = 5100

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

[Statedef 1230]
type    = A
movetype= H
physics = N
velset = 0,0


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

[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 = 13
y = -8

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(14) >= 0
y = .4

[State a]
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


;---------------------------------------------------------------------------
; 跳ね返り

[Statedef 1260]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
anim     = 3039
ctrl     = 0
sprpriority = 2
velset = 0,0

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(3) >= 0
x = -4

[State 1000, ]
type = Velset
trigger1 = AnimElem = 3
y = -6

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(3) >= 0
y = .4

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

;---------------------------------------------------------------------------
; 弱Ｇ・クレイス
[Statedef 1300]
type     = S
movetype = A
physics  = S
juggle   = 7
poweradd = 100
velset   = 0,0
ctrl     = 0
sprpriority = 2

[State a]
type = ChangeAnim
trigger1 = Time = 0
value = 3066
IgnoreHitPause = 1

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 20,0

[State 170, 無敵]
type = NotHitBy
trigger1 = AnimElemtime(5) < 0
value = SCA

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s10,15
channel = 4

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s3,2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 12
value = s100,13

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = movehit = 1
value = s100,14

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 3
x = 15

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(3) >= 0
x = 2

[State 1000, ]
type = Velset
trigger1 = AnimElem = 3
y = -6

[State 1000, ]
type = Velset
trigger1 = AnimElem = 12
y = -4

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(3) >= 0
x = -.9

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(3) >= 0
y = .37

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(19) >= 0
y = -.11

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

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 3
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 = 12
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 = 3
attr = A, SA
damage = 40, 5
getpower = 50,50
givepower = 0,0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 9, 9
sparkno = s(IfElse((var(44)= 1),(3114 + (random%13)),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 = 7
envshake.ampl = 6
envshake.freq = 85

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 12
trigger3 = AnimElem = 15
attr = A, HA
damage = 30, 7
getpower = 60,60
givepower = 0,0
animtype = up
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 6, 12
sparkno = s(IfElse((var(44)= 1),(3114 + (random%13)),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 = -4,-7
air.type = High
air.velocity = -4,-7
air.hittime = 12
yaccel = .41
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 7
envshake.ampl = 6
envshake.freq = 85

[State 1000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(18) >= 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1060



;---------------------------------------------------------------------------
; 強Ｇ・クレイス

[Statedef 1350]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 100
velset   = 0,0
ctrl     = 0
sprpriority = 2

[State a]
type = ChangeAnim
trigger1 = Time = 0
value = 3065
IgnoreHitPause = 1

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 20,0

[State 170, 無敵]
type = NotHitBy
trigger1 = AnimElemtime(9) < 0
value = SCA

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s10,15
channel = 4

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s3,2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 12
trigger3 = AnimElem = 24
value = s100,13

[State 1000, 音を鳴らす]
type = PlaySnd
triggerall = AnimElemtime(3) >= 0 && AnimElemtime(15) <= 0
trigger1 = movehit = 1
value = s100,14

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 3
x = 15

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(3) >= 0
x = 2.5

[State 1000, ]
type = Velset
trigger1 = AnimElem = 3
y = -6

[State 1000, ]
type = Velset
trigger1 = AnimElem = 12
y = -4

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(3) >= 0
x = -.9

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

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(19) >= 0
y = -.1

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

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 3
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 = 12
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 = 24
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
attr = A, SA
damage = 40, 5
getpower = 50,50
givepower = 0,0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 9, 9
sparkno = s(IfElse((var(44)= 1),(3114 + (random%13)),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,-8
air.type = Low
air.velocity = -2,-8
air.hittime = 12
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 7
envshake.ampl = 6
envshake.freq = 85

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 12
trigger3 = AnimElem = 15
attr = A, HA
damage = 30, 7
getpower = 60,60
givepower = 0,0
animtype = up
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 6, 16
sparkno = s(IfElse((var(44)= 1),(3114 + (random%13)),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,-8
air.type = High
air.velocity = -5,-8
air.hittime = 12
yaccel = .41
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 7
envshake.ampl = 6
envshake.freq = 85


[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 25
attr = A, SA
damage = 30, 7
getpower = 50,50
givepower = 0,0
animtype = up
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 25, 25
sparkno =  s(IfElse((var(44)= 1),(3114 + (random%13)),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 = 5
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(27) >= 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1060



;---------------------------------------------------------------------------
; SRＧ・クレイス
[Statedef 1370]
type     = C
movetype = A
physics  = C
juggle   = 7
poweradd = 100
velset   = 0,0
ctrl     = 0
sprpriority = 2

[State a]
type = ChangeAnim
trigger1 = Time = 0
value = 3092
IgnoreHitPause = 1


[State 170, 無敵]
type = NotHitBy
trigger1 = AnimElemtime(3) < 0
value = SCA

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s10,15
channel = 4

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,8

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(4) >= 0
x = 13

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(4) >= 10
x = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = C, SA
damage = 40, 5
getpower = 50,50
givepower = 0,0
animtype = Hard
guardflag = L
hitflag = M
priority = 3, Hit
pausetime = 9, 9
sparkno = s(IfElse((var(44)= 1),(3094 + (random%10)),4020))
guard.sparkno = s(IfElse((var(44)= 1),3141,4120))
sparkxy = -20, -20
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -2
air.type = Low
air.velocity = -2
air.hittime = 12
fall = 0
fall.recover = 0
envshake.time = 8
envshake.ampl = 6
envshake.freq = 85

[State a]
type = ChangeState
trigger1 = movehit = 1
value = 1380

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; SRＧ・クレイス2
[Statedef 1380]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 100
velset   = 0,0
ctrl     = 0
sprpriority = 2

[State a]
type = ChangeAnim
trigger1 = Time = 0
value = 1350
IgnoreHitPause = 1

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 20,0

[State 1000, 音を鳴らす]
type = null;PlaySnd
trigger1 = AnimElem = 3
value = s10,15
channel = 4

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s3,2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s100,13

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = movehit = 1
value = s100,14

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 3
x = 15

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(3) >= 0
x = 2

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

[State 1000, ]
type = Velset
trigger1 = AnimElem = 3
y = -8

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(3) >= 0
x = -.9

[State 1000, ]
type = null;Veladd
trigger1 = AnimElemtime(4) >= 0
x = .7

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(3) >= 0
y = .37

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

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 3
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 = 3 || AnimElem = 4 || AnimElem = 5 || AnimElem = 6 || AnimElem = 7
attr = A, SA
damage = 23, 5
getpower = 50,50
givepower = 0,0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 3, 3
sparkno = s(IfElse((var(44)= 1),(3114 + (random%13)),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,-8
air.type = Low
air.velocity = -2,-8
air.hittime = 12
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 7
envshake.ampl = 6
envshake.freq = 85

[State 1000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(9) >= 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1060


;---------------------------------------------------------------------------
; 弱Ｇ・ランス

[Statedef 1400]
type     = S
movetype = A
physics  = S
juggle   = 7
poweradd = 80
velset   = 0,0
ctrl     = 0
sprpriority = 2

[State a]
type = HitOverRide
triggerall = var(53) = 1
triggerall = Alive
trigger1 = 1
time = 1
attr = SCA,AA,AP
stateno = 20017
IgnoreHitPause = 1
PauseMoveTime = 99999

[State a]
type = ChangeAnim
triggerall = PrevStateNo != 20017
trigger1 = Time = 0
value = 1400
IgnoreHitPause = 1

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 20,0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6
value = s10,14

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 14
value = s10,6

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 10
trigger3 = AnimElem = 14
value = s100,13

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 10
trigger3 = AnimElem = 14
value = s0,3

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = movehit = 1
value = s100,14

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 6
x = 15

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 13
x = 21

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(6) >= 0 && AnimElemtime(10) <= 0
x = 11

[State 1000, ]
type = Velset
trigger1 = AnimElem = 10
x = 0

[State -1]
type = Explod
trigger1 = AnimElem = 6
anim = 3049
sprpriority = 0
postype = p1
pos = 10,5
bindtime = 1
;removetime = 1
under = 0
ownpal = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 6
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 = 10
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 = 14
anim = 3144
postype = P1
pos = 40, 20
sprpriority = 10
ownpal = 1
bindtime = -1
ignohitpause = 0
removeongethit = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 7
attr = S, SA
damage = 40, 7
getpower = 80,80
givepower = 0,0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 5, 7
sparkno = s(IfElse((var(44)= 1),(3114 + (random%13)),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 = -3
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 = 7
envshake.ampl = 6
envshake.freq = 85

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 10
attr = S, SA
damage = 40, 7
getpower = 80,80
givepower = 0,0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 2, 7
sparkno = s(IfElse((var(44)= 1),(3114 + (random%13)),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.type = Low
air.velocity = -2,-3
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 7
envshake.ampl = 6
envshake.freq = 85

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 15
attr = S, SA
damage = 50, 7
getpower = 80,80
givepower = 0,0
animtype = up
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 10, 11
sparkno = s(IfElse((var(44)= 1),(3114 + (random%13)),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,-10
air.type = High
air.velocity = -1,-10
air.hittime = 12
yaccel = .45
fall = 1
fall.recover = 0
;ground.cornerpush.veloff = 0
;air.cornerpush.veloff = 0
envshake.time = 7
envshake.ampl = 6
envshake.freq = 85

[State 800, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 20017]
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 = 1400

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

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


;---------------------------------------------------------------------------
; 強Ｇ・ランス

[Statedef 1450]
type     = S
movetype = A
physics  = S
juggle   = 7
poweradd = 80
velset   = 0,0
ctrl     = 0
sprpriority = 2

[State a]
type = HitOverRide
triggerall = var(53) = 1
triggerall = Alive
trigger1 = 1
time = 1
attr = SCA,AA,AP
stateno = 20018
IgnoreHitPause = 1
PauseMoveTime = 99999

[State a]
type = ChangeAnim
triggerall = PrevStateNo != 20018
trigger1 = Time = 0
value = 1450
IgnoreHitPause = 1

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 20,0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6
value = s10,14

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 14
value = s10,6

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 24
value = s10,12

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 10
trigger3 = AnimElem = 14
trigger4 = AnimElem = 25
value = s100,13

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 10
trigger3 = AnimElem = 14
trigger4 = AnimElem = 25
value = s0,3

[State 1000, 音を鳴らす]
type = PlaySnd
triggerall = AnimElemtime(7) >= 0 && AnimElemtime(25) <= 0
trigger1 = movehit = 1
value = s100,14

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 6
x = 15

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 13
x = 21

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(6) >= 0 && AnimElemtime(10) <= 0
x = 14

[State 1000, ]
type = Velset
trigger1 = AnimElem = 10
x = 0

[State -1]
type = Explod
trigger1 = AnimElem = 6
anim = 3049
sprpriority = 0
postype = p1
pos = 10,5
bindtime = 1
;removetime = 1
under = 0
ownpal = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 6
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 = 10
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 = 14
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 = 25
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 = 7
attr = S, SA
damage = 40, 7
getpower = 80,80
givepower = 0,0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 5, 7
sparkno = s(IfElse((var(44)= 1),(3114 + (random%13)),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 = -3
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 = 7
envshake.ampl = 6
envshake.freq = 85

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 10
attr = S, SA
damage = 40, 7
getpower = 80,80
givepower = 0,0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 2, 7
sparkno = s(IfElse((var(44)= 1),(3114 + (random%13)),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.type = Low
air.velocity = -2,-3
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 7
envshake.ampl = 6
envshake.freq = 85

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 15
attr = S, SA
damage = 50, 7
getpower = 80,80
givepower = 0,0
animtype = up
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 10
sparkno = s(IfElse((var(44)= 1),(3114 + (random%13)),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,-10
air.type = High
air.velocity = -1,-10
air.hittime = 12
yaccel = .45
fall = 1
fall.recover = 0
;ground.cornerpush.veloff = 0
;air.cornerpush.veloff = 0
envshake.time = 7
envshake.ampl = 6
envshake.freq = 85

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 26
attr = S, SA
damage = 40, 7
getpower = 80,80
givepower = 0,0
animtype = up
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 25, 27
sparkno = s(IfElse((var(44)= 1),(3114 + (random%13)),4070))
guard.sparkno = s(IfElse((var(44)= 1),3141,4120))
sparkxy = -20, -60
hitsound = s1,7
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -3,20
air.type = High
air.velocity = -3,20
air.hittime = 12
fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 8
envshake.freq = 85
fall.envshake.ampl = 7
fall.envshake.freq = 85
fall.envshake.time = 10
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 800, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 20018]
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 = 1450

[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・クリーゼ

[Statedef 1500]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
sprpriority = 2

[State a]
type = ChangeAnim
trigger1 = Time = 0
value = 1500
IgnoreHitPause = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s10,15
channel = 4

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s100,2

[State a]
type = Explod
trigger1 = AnimElem = 1
anim = 3029
postype = P1
pos = -10, -70;-13, -60
sprpriority = 10
ownpal = 1
bindtime = -1
removetime = -1
removeongethit = 1
ID = 3029

[State a]
type = Explod
trigger1 = AnimElem = 1
anim = 3139
postype = P1
pos = -10, -70;-13, -60
sprpriority = 9
ownpal = 1
bindtime = -1
removetime = -1
removeongethit = 1
ID = 3029

[State a]
type = Explod
trigger1 = ProjHit30301 = 1
anim = (IfElse((var(44)= 1),(3094 + (random%10)),4020))
sprpriority = 6
postype = p2
pos = 25,-70
bindtime = 1
supermove = 1
ignorehitpause = 1
under = 0
ownpal = 1

[State a]
type = Explod
trigger1 = ProjGuarded30301 = 1
anim = (IfElse((var(44)= 1),3141,4120))
sprpriority = 6
postype = p2
pos = 25,-70
bindtime = 1
supermove = 1
ignorehitpause = 1
under = 0
ownpal = 1

[State a]
type = Explod
triggerall = time >= 10
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 = null;Explod
triggerall = time >= 10
trigger1 = (GameTime%6) = 1
anim = 3159
sprpriority = -1
postype = p1
pos = 0,0
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = null;Explod
triggerall = time >= 10
trigger1 = (GameTime%6) = 1
anim = 3161
sprpriority = -1
postype = p1
pos = -10,-3
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "x"
v = 26
value = 0

[state a]
type = varset
triggerall = time = 0
trigger1 = command = "y"
v = 26
value = 6

[state a]
type = varset
trigger1 = time = [20,80]
v = 27
value = 0

[state a]
type = varset
trigger1 = time = [81,141]
v = 27
value = 1

[state a]
type = varset
trigger1 = time >= 142
v = 27
value = 2

[State a]
type = Projectile
triggerall = time >= 10
trigger1 = (GameTime%4) = 1
projanim = 3030
projID = 30301
projremove = 1
projremovetime = 4
projpriority = 20
projsprpriority = 10
projshadow = 0,0,0
projhitanim = -1
getpower = 150,5
givepower = 0,0
ownpal = 0
offset = -10, -70
velocity = 0, 0
attr = S, SP
animtype = hard
damage = 100 ,5
hitflag = MAF
guardflag = M
hitsound = s100,4
guardsound = s2,1
pausetime = 0,10
guard.pausetime = 10,2
sparkno = -1
guard.sparkno = -1
ground.type = High
ground.hittime = 30
ground.slidetime = 30
ground.velocity = -5, -6
air.velocity = -5, -6
air.juggle = 15
fall = 1
fall.recovertime = 38
p2stateno = 9000

[State 3000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(6) > 2
triggerall = var(26) = 0
trigger1 = command != "holdx"
trigger1 = time = [20,159]
value = 1510

[State 3000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(6) > 2
triggerall = var(26) = 6
trigger1 = command != "holdy"
trigger1 = time = [20,159]
value = 1510

[State 3000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(6) > 2
trigger1 = time = 160
value = 1520

;---------------------------------------------------------------------------
; 発射

[Statedef 1510]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 1505
ctrl     = 0
sprpriority = 2

[State a]
type = RemoveExplod
trigger1 = time = 0
ID = 3029

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s10,11
channel = 4

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s100,3

[State 1306]
type = helper
trigger1 = Animelem = 3
id = 1511
persistent = 0
name = "tama"
pos = 0,-77
postype = P1
stateno = 1511
helpertype = normal
keyctrl = 0
ownpal = 1

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


[Statedef 1511]
type = A
movetype = I
physics = N
anim = 3031
velset = 0,0
ctrl = 0
juggle  = 0
sprpriority = 4

[State 1511]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1511]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[State 1511]
type = PlaySnd
trigger1 = (GameTime%22) = 1
value = 100, 24
volume = 10

[state 1511]
type = velset
trigger1 = Time = 0
x = 4 + root,var(26)


[State a]
type = Explod
trigger1 = (GameTime%5) = 1
anim = 3165
sprpriority = -1
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
persistent = 1
;scale = 0.6,0.6
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999




[State a]
type = Explod
trigger1 = (GameTime%4) = 1
anim = 3156
sprpriority = 8
postype = p1
pos = root,var(46),root,var(46)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = null;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 1511]
type = Projectile
trigger1 = Time = 1
projanim = 3162
projID = 3031
projremove = 1
projpriority = 30
projsprpriority = 10
projshadow = 0,0,0
projhitanim = -1
projremanim = -1
projhits = 1 + root,var(27)
getpower = 120,120
givepower = 0,0
ownpal = 0
offset = 0,0
velocity = 4 + root,var(26), 0
attr = S, SP
animtype = Diagup
damage = (70 + (3*root,var(26))) - (15 * root,var(27)),8
hitflag = MAF
guardflag = M
hitsound = s100,4
guardsound = s2,1
pausetime = 5,6
sparkno = -1
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 = 8
fall = 1
fall.recover = 0
p2stateno = 9000

[State 1511]
type = VarSet
trigger1 = root,ProjContactTime(3031) = 1 
ignorehitpause = 1
v = 2
value = 1

[State 1511]
type = VarAdd
trigger1 = var(2)
ignorehitpause = 1
v = 2
value = 1

[State 1511]
type = PosFreeze
trigger1 = var(2)
value = 1
ignorehitpause = 1
persistent = 1

[State 1511]
type = ChangeState
triggerall = time >=1
trigger1 = root,NumProjID(3031) = 0
value = 1512

[State 1511]
type = DestroySelf
triggerall = time >=1
trigger1 = FrontEdgeDist <= -45


[Statedef 1512]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3163
sprpriority = 4
ownpal = 1

[State 1512]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 1512]
type = nothitby
trigger1 = 1
value = SCA

[state 1512]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1512

[State 1512]
type = Explod
trigger1 = time = 0
anim = 3032
sprpriority = 4
postype = p1
pos = 0,0
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[state 1512]
type = destroyself
trigger1 = AnimTime = 0






; 発射 MAX
[Statedef 1520]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 1505
ctrl     = 0
sprpriority = 2

[State a]
type = RemoveExplod
trigger1 = time = 0
ID = 3029

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s10,11
channel = 4

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s100,3

[State 1520]
type = helper
trigger1 = Animelem = 3
id = 1521
persistent = 0
name = "tama"
pos = 0,-77
postype = P1
stateno = 1521
helpertype = normal
keyctrl = 0
ownpal = 1

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


[Statedef 1521]
type = A
movetype = I
physics = N
anim = 3031
velset = 0,0
ctrl = 0
juggle  = 0
sprpriority = 4

[State 1521]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1521]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 1521]
type = velset
trigger1 = Time = 0
x = 4 + root,var(26)

[State 1511]
type = PlaySnd
trigger1 = (GameTime%22) = 1
value = 100, 24
volume = 10

[State a]
type = Explod
trigger1 = (GameTime%5) = 1
anim = 3165
sprpriority = -1
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
persistent = 1
;scale = 0.6,0.6
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999


[State a]
type = Explod
trigger1 = (GameTime%4) = 1
anim = 3156
sprpriority = 8
postype = p1
pos = root,var(46),root,var(46)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999


[State 1521]
type = Projectile
trigger1 = Time = 1
projanim = 3162
projID = 3031
projremove = 1
projpriority = 30
projsprpriority = 10
projshadow = 0,0,0
projhitanim = -1
projremanim = -1
projhits = 4
getpower = 120,120
givepower = 0,0
ownpal = 0
offset = 0,0
velocity = 4 + root,var(26), 0
attr = S, SP
animtype = Diagup
damage = (70 + (3*root,var(26))) - (15 * root,var(27)),8
hitflag = MAF
guardflag = M
hitsound = s100,4
guardsound = s2,1
pausetime = 5,6
sparkno = -1
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 = 8
fall = 1
fall.recover = 0
p2stateno = 19000

[State 1521]
type = VarSet
trigger1 = root,ProjContactTime(3031) = 1 
ignorehitpause = 1
v = 2
value = 1

[State 1521]
type = VarAdd
trigger1 = var(2)
ignorehitpause = 1
v = 2
value = 1

[State 1521]
type = PosFreeze
trigger1 = var(2)
value = 1
ignorehitpause = 1
persistent = 1

[State 1521]
type = ChangeState
triggerall = time >=1
trigger1 = root,NumProjID(3031) = 0
value = 1512

[State 1521]
type = DestroySelf
triggerall = time >=1
trigger1 = FrontEdgeDist <= -45



;---------------------------------------------------------------------------
;Ｇ・ユーベル
;---------------------------------------------------------------------------
; 
[Statedef 3750]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 70
velset   = 0,0
ctrl     = 0
sprpriority = 2

[State a]
type = ChangeAnim
trigger1 = Time = 0
value = 3178
IgnoreHitPause = 1

[State a]
type = Width
trigger1 = 1
edge = 20,0

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

[State a]
type = PlaySnd
trigger1 = AnimElem = 3
value = s3,1

[State a]
type = PlaySnd
trigger1 = AnimElem = 3
value = s10,14

[State a]
type = Posadd
trigger1 = AnimElem = 3
x = 15

[State 1]
type = Velset
trigger1 = AnimElem = 3
y = -10

[State 1]
type = Veladd
trigger1 = AnimElemtime(3) >= 0
x = -0.6
y = -0.9

[State 1]
type = StateTypeSet
trigger1 = AnimElem = 3
statetype = A

[State 1]
type = ChangeState
trigger1 = time >= 4
value = 3751

[Statedef 3751]
type     = A
movetype = A
physics  = S
juggle   = 3
poweradd = 70
velset   = 0,0
ctrl     = 0
sprpriority = 2

[State a]
type = NotHitBy
trigger1 = AnimElemtime(6) <= 0
value = SCA

[State 3750]
type = ChangeAnim
trigger1 = Time = 0
value = 3177
IgnoreHitPause = 1

[State 3750]
type = PlaySnd
trigger1 = AnimElem = 8
value = s100,31

[State 3750]
type = PlaySnd
trigger1 = AnimElem = 8
value = s100,32

[State 3750]
type = null;PlaySnd
trigger1 = movehit
value = s100,17

[State 3750]
type = Explod
trigger1 = AnimElem = 7
anim = 3180
postype = P1
pos = 20, 7
sprpriority = 11
ownpal = 1
bindtime = -1 
removeongethit = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1]
type = Explod
triggerall = AnimElemtime(8) >= 0 && AnimElemtime(10) <= 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 1]
type = Explod
triggerall = AnimElemtime(8) >= 0 && AnimElemtime(10) <= 0
trigger1 = movehit
anim = 3181
sprpriority = 6
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
vel = -7 + (random%14),-7 + (random%14)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999

[State 1]
type = PlayerPush
trigger1 = AnimElemTime(1) > 0
value = 0

[State 1]
type = Velset
Trigger1 = AnimElem = 2
x = 3

[State 1]
type = Veladd
Trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(7) <= 0
x = 0.5
y = -0.42

[State 1]
type = Veladd
Trigger1 = AnimElemtime(7) >= 0
x = 0.53
y = IfElse((movecontact),0.81,0.52)

[State a]
type = HitDef
trigger1 = AnimElem = 8 || AnimElem = 9
attr = A, SA
damage = IfElse((p2movetype = H && p2statetype = A),37,60), 10
getpower = 50 + (var(49)*75),50 + (var(49)*75)
givepower = 0,0
animtype = Hard
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 6, IfElse((p2movetype = H && p2statetype = A),6,2+(var(49)*10))
guard.pausetime = 6 + (var(49)*10), 7
sparkno = s(IfElse((var(44)= 1),(3094 + (random%10)),4020))
guard.sparkno = s(IfElse((var(44)= 1),3141,4110))
sparkxy = -20, -50
hitsound = s1,3
guardsound = s2,1
ground.type = Low
ground.slidetime = 22
ground.hittime  = 23
ground.velocity = -2
air.type = High
air.velocity = -3.5,-7.2
air.hittime = 12
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 4
envshake.freq = 85
p2stateno = 9000

[State a]
type = null;ChangeState
trigger1 = AnimElemtime(6) >= 0 && movehit && (command = "弱Ｇ・ワンド" || command = "強Ｇ・ワンド")
value = 3752

[State a]
type = ChangeState
triggerall = AnimElemtime(11) >= 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1060

[Statedef 3752]
type     = A
movetype = A
physics  = S
juggle   = 0
poweradd = 70
velset   = 0,0
ctrl     = 0
sprpriority = 2

[State 3750]
type = ChangeAnim
trigger1 = Time = 0
value = 3179
IgnoreHitPause = 1

[State 1]
type = PlayerPush
trigger1 = AnimElemTime(1) > 0
value = 0

[State 1]
type = Velset
Trigger1 = AnimElem = 9
x = -7

[State 1]
type = Veladd
Trigger1 = AnimElemtime(9) >= 0 && AnimElemtime(11) <= 0
x = -0.5
y = -0.62

[State 1]
type = Veladd
Trigger1 = AnimElemtime(12) >= 0
x = -0.53
y = 0.52

[State a]
type = HitDef
trigger1 = AnimElem = 3 || AnimElem = 5
attr = A, SA
damage = 50, 7
getpower = 50,50
givepower = 0,0
animtype = Hard
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 4, 7
sparkno = s(IfElse((var(44)= 1),(3094 + (random%10)),4020))
guard.sparkno = s(IfElse((var(44)= 1),3141,4110))
sparkxy = -20, -50
hitsound = s100,20
guardsound = s2,1
ground.type = Low
ground.slidetime = 22
ground.hittime  = 23
ground.velocity = -2
air.type = High
air.velocity = -2.5,-2.5
air.hittime = 12
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 4
envshake.freq = 85

[State a]
type = HitDef
trigger1 = AnimElem = 9
attr = A, SA
damage = 50, 7
getpower = 50,50
givepower = 0,0
animtype = diagup
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = s(IfElse((var(44)= 1),(3094 + (random%10)),4020))
guard.sparkno = s(IfElse((var(44)= 1),3141,4110))
sparkxy = -20, -50
hitsound = s100,20
guardsound = s2,1
ground.type = Low
ground.slidetime = 22
ground.hittime  = 23
ground.velocity = -5,-6
air.type = High
air.velocity = -5,-6
air.hittime = 12
fall = 1
air.fall = 1
fall.recover = 1
envshake.time = 10
envshake.ampl = 4
envshake.freq = 85

[State a]
type = ChangeState
triggerall = AnimElemtime(21) >= 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1060

;---------------------------------------------------------------------------
;Ｇ・
;---------------------------------------------------------------------------
;
;warp
[Statedef 3770]
type = A
ctrl = 0
anim = 3184
velset = 0,0

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

[state 1]
type = varset
triggerall = var(49) != 1
trigger1 = command = "x"
trigger1 = time = 0
v = 26
value = 0

[state 1]
type = varset
triggerall = var(49) != 1
trigger1 = command = "a"
trigger1 = time = 0
v = 26
value = 1

[state 1]
type = varset
triggerall = var(49) != 1
trigger1 = command = "y"
trigger1 = time = 0
v = 26
value = 2

[state 1]
type = varset
triggerall = var(49) != 1
trigger1 = command = "b"
trigger1 = time = 0
v = 26
value = 3

[state 1]
type = varset
triggerall = var(49) != 1
trigger1 = command = "z"
trigger1 = time = 0
v = 26
value = 4

[state 1]
type = varset
triggerall = var(49) != 1
trigger1 = command = "c"
trigger1 = time = 0
v = 26
value = 5

[state 1]
type = varset
triggerall = var(49) = 1
trigger1 = time = 0 && p2bodydist X > 150
v = 26
value = 5

[State 1]
type = varrandom
triggerall = var(49) = 1
trigger1 = time = 0 && p2bodydist X <= 150
range = 0,4
v = 26

[State 1]
type = null;PlaySnd
trigger1 = animelem = 5
value = 10,0

[State 1]
type = PlaySnd
trigger1 = animelem = 5
value = 100,33

[State 1]
type = Explod
trigger1 = animelem = 5
anim = 3014
id = 3014
sprpriority = 0
postype = p1
pos = -33,-123
vel = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1]
type = Explod
trigger1 = animelem = 5
anim = 3182
sprpriority = 2
postype = p1
pos = 0,0
vel = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[state 1]
type = posset
trigger1 = animtime = 0
trigger1 = var(26) = 0
x = -120

[state 1]
type = posset
trigger1 = animtime = 0
trigger1 = var(26) = 1
x = -50

[state 1]
type = posset
trigger1 = animtime = 0
trigger1 = var(26) = 2
x = 50

[state 1]
type = posset
trigger1 = animtime = 0
trigger1 = var(26) = 3
x = 120

[state 1]
type = posset
triggerall = animtime = 0
trigger1 = var(26) = 4
trigger2 = var(26) = 5
x = enemy,pos x

[state 1]
type = changestate
trigger1 = animtime = 0
value = 3771


;---------------------------------------------------------------------------
;終了
[Statedef 3771]
type = S
ctrl = 0
anim = 3185
velset = 0,0

[State 1]
type = NotHitBy 
trigger1 = animelem = 6,<=0
value = SCA

[State 1]
type = PlaySnd
trigger1 = animelem = 2
value = 100,35

[State 1] 
type = turn 
trigger1 = p2dist x< 0 
value = 1

[state 1]
type = posset
trigger1 = time = 0
y = 0

[state 1]
type = posadd
trigger1 = time = 0
trigger1 = var(26) = 4
x = -20

[state 1]
type = posadd
trigger1 = time = 0
trigger1 = var(26) = 5
x = 20

[State 1]
type = Explod
trigger1 = animelem = 2
anim = 3183
id = 3183
sprpriority = 2
postype = p1
pos = 0,0
vel = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[state 1]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1








;この下、一行以上空ける事…


; 痺れ
[Statedef 9000]
type    = S
movetype= H
physics = N
velset = 0,0

[State 9000, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9000, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 9000, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9000, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9000, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9000, 6]
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 && GetHitVar(fall)
trigger2 = Pos Y != 0
value = a

[State 9000, 7]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 9001

[State 9000, 8]
type = ChangeState
trigger1 = HitShakeOver
value = 9030

[State 9000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 9001]
type    = S
movetype= H
physics = S


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

[State 9001, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 9001, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10

[State 9001, 4]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 9001, 5]
type = VelSet
trigger1 = HitOver
x = 0

[State 9001, 6]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 9001, 7]
type = SelfState
trigger1 = HitOver
value = 0
ctrl = 1

[Statedef 9010]
type    = C
movetype= H
physics = N
velset = 0,0


[State 9010, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9010, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = 5020 + GetHitVar(animtype)

[State 9010, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9010, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9010, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9010, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 9011

[State 9010, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 9030

[State 9010, FFB Light]
type = ForceFeedback
trigger1 = anim = 5020
persistent = 0
time = 6
waveform = square

[State 9010, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5021
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9010, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5022
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 9011]
type    = C
movetype= H
physics = C


[State 9011, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9011, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 9011, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5025 + GetHitVar(animtype)

[State 9011, 4]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 9011, 5]
type = VelSet
trigger1 = HitOver
x = 0

[State 9011, 6]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 9011, 7]
type = SelfState
trigger1 = HitOver
value = 11
ctrl = 1

[Statedef 9020]
type    = A
movetype= H
physics = N
velset = 0,0


[State 9020, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9020, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 9020, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9020, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype)

[State 9020, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9020, 6]
type = ChangeState
trigger1 = HitShakeOver
value = 9030

[State 9020, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9020, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9020, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 9030]
type    = A
movetype= H
physics = N
ctrl = 0



[State 9030, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9030, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9030, 3]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 9030, 4]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 5040

[State 9030, 5]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 9050

[State 9030, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 9035

[Statedef 9035]
type    = A
movetype= H
physics = N


[State 9035, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9035, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059]
trigger1 = Anim != 5090
value = 5035

[State 9035, 3]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9035, 4]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035
value = 5040

[State 9035, 5]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035.
value = 9050

[Statedef 9050]
type    = A
movetype= H
physics = N


[State 9050, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9050, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090
value = 5050

[State 9050, 3]
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 9050, 4]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9050, 5]
type = SelfState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 9050, 6]
type = SelfState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 9050, 7]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100




; 痺れ2
[Statedef 19000]
type    = S
movetype= H
physics = N
velset = 0,0

[State 9000, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9000, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 9000, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9000, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9000, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9000, 6]
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 && GetHitVar(fall)
trigger2 = Pos Y != 0
value = a

[State 9000, 7]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 19001

[State 9000, 8]
type = ChangeState
trigger1 = HitShakeOver
value = 19030

[State 9000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 19001]
type    = S
movetype= H
physics = S


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

[State 9001, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 9001, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10

[State 9001, 4]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 9001, 5]
type = VelSet
trigger1 = HitOver
x = 0

[State 9001, 6]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 9001, 7]
type = SelfState
trigger1 = HitOver
value = 0
ctrl = 1

[Statedef 19010]
type    = C
movetype= H
physics = N
velset = 0,0


[State 9010, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9010, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = 5020 + GetHitVar(animtype)

[State 9010, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9010, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9010, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9010, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 19011

[State 9010, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 19030

[State 9010, FFB Light]
type = ForceFeedback
trigger1 = anim = 5020
persistent = 0
time = 6
waveform = square

[State 9010, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5021
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9010, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5022
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 19011]
type    = C
movetype= H
physics = C


[State 9011, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9011, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 9011, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5025 + GetHitVar(animtype)

[State 9011, 4]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 9011, 5]
type = VelSet
trigger1 = HitOver
x = 0

[State 9011, 6]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 9011, 7]
type = SelfState
trigger1 = HitOver
value = 11
ctrl = 1

[Statedef 19020]
type    = A
movetype= H
physics = N
velset = 0,0


[State 9020, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9020, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 9020, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9020, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype)

[State 9020, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9020, 6]
type = ChangeState
trigger1 = HitShakeOver
value = 19030

[State 9020, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9020, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9020, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 19030]
type    = A
movetype= H
physics = N
ctrl = 0



[State 9030, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9030, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9030, 3]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 9030, 4]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 5040

[State 9030, 5]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 19050

[State 9030, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 19035

[Statedef 19035]
type    = A
movetype= H
physics = N


[State 9035, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9035, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059]
trigger1 = Anim != 5090
value = 5035

[State 9035, 3]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9035, 4]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035
value = 5040

[State 9035, 5]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035.
value = 19050

[Statedef 19050]
type    = A
movetype= H
physics = N


[State 9050, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9050, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090
value = 5050

[State 9050, 3]
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 9050, 4]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9050, 5]
type = SelfState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 9050, 6]
type = SelfState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 9050, 7]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 29000


;---------------------------------------------------------------------------
; HIT_BOUNCE (hit ground)
[Statedef 29000]
type    = L
movetype= H
physics = N

[State 5100, 1]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1

[State 5100, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 5100, Var] ;Save fall velocity
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)

[State 5100, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 5100, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

[State 5100, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100, 5]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5100, 6] ;Reduce speed
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 5100, 7]
type = ChangeState
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 15110 ;HIT_LIEDOWN

[State 5100, 8]
type = GameMakeAnim
trigger1 = Time = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 5100, 9]
type = HitFallDamage
trigger1 = Time = 3

[State 5100, 10]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5100, 11]
type = PosFreeze
trigger1 = 1

[State 5100, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 15101

[State 5100, 13]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 128,-3,-.2,.005
time = 20

;---------------------------------------------------------------------------
; HIT_BOUNCE (bounce into air)
[Statedef 15101]
type    = L
movetype= H
physics = N

[State 5101, 1] ;Coming hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160

[State 5101, 2] ;Coming hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)

[State 5101, 3]
type = HitFallVel
trigger1 = Time = 0

[State 5101, 4]
type = PosSet
trigger1 = Time = 0
y = 20

[State 5101, 5] ;Acceleration
type = VelAdd
trigger1 = 1
y = .4

[State 5101, 6] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
type = ChangeState
value = 15110

;---------------------------------------------------------------------------
; HIT_LIEDOWN
[Statedef 15110]
type    = L
movetype= H
physics = N

[State 5110, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 5110, 1] ;For hit up/up-diag type (from state 5081)
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)

[State 5110, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170

[State 5110, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5170 + (anim % 10)

[State 5110, 4]
type = HitFallDamage
trigger1 = Time = 0

[State 5110, 5]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5110, Var] ;Get fall velocity
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)

[State 5110, 6]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5110, 7]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 5110, 8]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5110, 9] ;For hit up type
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground anim
value = 5110 + (anim % 10)

[State 5110, 10] ;For normal
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
value = 5110

[State 5110, 11] ;If just died
type = ChangeState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
trigger3 = Anim = [5110,5119]
value = 5150

[State 5110, 11] ;If just died
type = ChangeState
triggerall = alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
trigger3 = Anim = [5110,5119]
value = 15120

[State a]
type = null;ChangeState
triggerall = alive
trigger1 = AnimTime = 0
trigger1 = anim = [5120,5122]
value = 15120

[State 5110, 12]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 5110, 13] ;Friction
type = VelMul
trigger1 = 1
x = 0.85

[State 5110, 14]
type = ForceFeedback
trigger1 = alive
trigger1 = Time = 0
time = 8
ampl = 240
waveform = sine

[State 5110, 15]
type = ForceFeedback
trigger1 = !alive
trigger1 = Time = 0
ampl = 200, 7, -.467
time = 30
waveform = sine

;---------------------------------------------------------------------------
; HIT_GETUP
[Statedef 15120]
type    = L
movetype= I
physics = N

[State 5120, 1a] ;Get up anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5111,5119]
trigger2 = !SelfAnimExist(5120 + (anim % 10))
value = 5120

[State 5120, 1b] ;Get up anim (for hit up/diag-up)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5111,5119]
trigger1 = SelfAnimExist(5120 + (anim % 10))
value = 5120 + (anim % 10)

[State 5120, 2]
type = VelSet
trigger1 = Time = 0
x = 0

[State 5120, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5120, 4]
type = HitFallSet
trigger1 = AnimTime = 0
value = 1

[State 5120, 5] ;Can't be thrown right after getting up
type = NotHitBy
trigger1 = AnimTime = 0
value = , NT,ST,HT
time = 12

[State 5120, 6] ;Can't be hit right after getting up (short time)
type = NotHitBy
trigger1 = AnimTime = 0
value2 = SCA
time = 3

[State 5120, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 29020
ctrl = 0

;---------------------------------------------------------------------------
;気絶
[Statedef 29020]
type = S
movetype = I
physics = S

[State a]
type = Turn
Triggerall = 1
trigger1 = (enemynear,Pos X - Pos X) * facing < 0

[State a]
type = ChangeAnim
trigger1 = Time = 0
value = 5300

[State a]
type = HitFallSet
trigger1 = Time = 0
value = 0
xvel = 0
yvel = 0

[State a]
type = SelfState
trigger1 = Time = 150
value = 0
ctrl = 1


;気絶音
[Statedef 29021]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3033
ownpal = 1

[state a]
type = playsnd
trigger1 = AnimElem = 1
value = s100,5

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 0

[state a]
type = destroyself
trigger1 = AnimTime = 0

[state a]
type = destroyself
trigger1 = p2stateno != 29020


