;-----------------------------------------------------------------------------
[Statedef 1000];↓←_a 1
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 3047
poweradd = 100
sprpriority = 2

[STate 1503]
type=NotHitby
trigger1=Animelem=2,>=0
trigger1=Animelem=13,<=0
value=SAC

[State 1503]
type = HitDef
trigger1 = AnimElem =4
attr = S, SA
damage = 43,1
getpower=50,10
animtype = hard
guardflag = MA
hitflag = MA
priority = 6, Hit
pausetime = 0,10
guard.pausetime=0,15
sparkno = S2002
guard.sparkno=S2003
sparkxy = -10, -70
hitsound = s6,1
guardsound = s2,1
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2
airguard.velocity = -3.9,-3
air.type = High
air.velocity = -1.4,-1
air.hittime = 20
can.recover=0

[State 1503]
type = HitDef
trigger1 = AnimElem =10
attr = S, SA
damage = 96/(hitcount+1),1
getpower=50,10
animtype = hard
guardflag = MA
hitflag = MA
priority = 6, Hit
pausetime = 0,10
guard.pausetime=0,15
sparkno = S2002
guard.sparkno=S2003
sparkxy = -10, -70
hitsound = s6,1
guardsound = s2,1
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2
airguard.velocity = -3.9,-3
air.type = High
air.velocity = -1.4,-1
air.hittime = 20
can.recover=0

[State 1503]
type = HitDef
trigger1 = AnimElem =14
attr = S, SA
damage = 96/(hitcount+1),1
getpower=90,20
animtype = hard
guardflag = MA
hitflag = MAF
priority = 6, Hit
pausetime = 2,5
guard.pausetime=2,12
sparkno = S2002
guard.sparkno=S2003
sparkxy = 0, -90
hitsound = s1950,0
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = 0,-7.6
airguard.velocity = -3,-5.6
air.type = High
air.velocity = 0,-6.6
air.hittime = 30
can.recover=0
fall=1
fall.recover=0
guard.velocity = -5*1.3
airguard.velocity = -5*1.3
ground.cornerpush.veloff = -6*1.3
guard.cornerpush.veloff = -6*1.3
envshake.time = 26
envshake.ampl = -4
envshake.freq = 85

[State 1503]
type=PlaySnd
trigger1=Animelem=4
value=1955,0

[State 1503]
type = Explod
trigger1 = animelem=4
anim = 3049
id = 3049
sprpriority = 3
pos = -40,-70
postype = p1
ignorehitpause = 1
ownpal = 1
bindtime=-1

;[State 1503]
;type=removeexplod
;trigger1=Animelem=5
;id=3049

[State 1503]
type = Explod
trigger1 = animelem=10
anim = 3052
id = 3052
sprpriority = 3
pos = -10,-160
postype = p1
ignorehitpause = 1
ownpal = 1
bindtime=-1

[State 1503]
type=PlaySnd
trigger1=Animelem=10
value=1955,0

;[State 1503]
;type=removeexplod
;trigger1=Animelem=10
;id=3050

[State 1503]
type=PlaySnd
trigger1=Animelem=13
value=1955,0

[State 1503]
type = Explod
trigger1 = animelem=13
anim = 3048
id = 3048
sprpriority = 3
pos = 75,-10
postype = p1
ignorehitpause = 1
ownpal = 1
bindtime=-1

[State 1503]
type=VelSet
trigger1=Animelem=4
x=10
persistent=0

[State 1503]
type=Width
trigger1=Movecontact
value=0,-20

[State 1503]
type=VelSet
trigger1=Movecontact
trigger1=animelem=4
x=0

[State 1503]
type = posadd
trigger1 = animelem = 7
x = 10

[State 1503]
type = posadd
trigger1 = animelem = 13
x = 22

[State 1503]
type=PlaySnd
trigger1=Animelem=4
trigger2=Animelem=10
trigger3=Animelem=13
value=0,3
channel=1

[State 1503]
type=PlaySnd
trigger1=Animelem=4
value=5,0
channel=0

[State 1503]
type=PlaySnd
trigger1=Animelem=9
value=5,0
channel=0

[State 1503]
type=PlaySnd
trigger1=Animelem=13
value=12,2
;channel=0

[State 1110, 7]
type = ChangeState
trigger1 = animtime=0
value = 0
ctrl=1



;------------------------------------------------------------------------------
[Statedef 1002];↓←_x 着地
type = S
movetype = I
physics = S
anim = 2085
ctrl = 0
velset = 0,0
sprpriority = 2

[State 212, 2];音
type = PlaySnd
trigger1 = AnimElem = 1
value = 4,0

[State 1042.1];地面に立たせる
type = PosSet
trigger1 = time = 0
y = 0

[State 1042.2];立ちstateに戻る
type = Changestate
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 1004];↓→_x 1
type    = S
movetype= A
physics = S
poweradd= 100
juggle  = 20
ctrl = 0
anim = 2016
sprpriority = 2

[State 1030, NHB]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 7

[State 1030, 1]
type = PlaySnd
trigger1 = time = 7
value = s5, 2

[State 1030, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = s10, 1

[State 1030, VelS-2]
type = VelSet
trigger1 = AnimElem = 6,>= 0 && AnimElem = 8,< 0
x = 11.5

[State 1030, VelS-3]
type = VelSet
trigger1 = AnimElem = 11
x = 4

[State 1030, HD-1]
type = HitDef
Trigger1 = Time = 0
attr = S, SA   
guardflag = MA                        
priority = 3,Miss
damage    = 0,0
sparkno = s2002
guard.sparkno = S2004
sparkxy = 10,-60
sprpriority = 1
hitsound   = s4,2
guardsound = s2,0
pausetime = 12,3
p2facing = 1 
p1stateno = 1005
p2stateno = 1006
;fall = 1              
;fall.recover = 0
numhits = 1
kill = 0

[State 1005,]
type = VarSet
trigger1 = Time = 0
var(7) = 0

[State 1005, 高速移動]
type = VarSet
triggerall = moveguarded = 0
triggerall = var(7) = 0 
triggerall = Time = [3,40]
trigger1 = !var(59)
trigger1 = command = "a"
trigger2 = var(59) > 8
trigger2 = EnemyNear(var(55)),StateType != A
trigger2 = EnemyNear(var(55)),StateNo = [5000,5039]
trigger2 = EnemyNear(var(55)),BackEdgeBodyDist < 20
trigger3 = var(59) > 8
trigger3 = (EnemyNear(var(55)),StateNo = [120,159])|| Time > 35
trigger3 = BackEdgeBodyDist <= 60
var(7) = 3
ignorehitpause = 1

[State 1005, 吹き飛ばし]
type = ChangeState
triggerall = var(7) = 3
trigger1 = Time = [4,42]
value = 1017
ctrl = 0

[State 1005, 高速移動]
type = VarSet
triggerall = moveguarded = 0
triggerall = var(7) = 0 
triggerall = Time = [3,40]
trigger1 = !var(59)
trigger1 = command = "b"
trigger2 = var(59) > 8
trigger2 = (EnemyNear(var(55)),StateNo = [120,159])|| Time > 35
trigger2 = BackEdgeBodyDist > 60
trigger3 = var(59) > 8
trigger3 = EnemyNear(var(55)),StateNo != [5000,5099]
trigger3 = P2bodydist X > 92
trigger3 = BackEdgeBodyDist > 60
var(7) = 4
ignorehitpause = 1

[State 1005, 吹き飛ばし]
type = ChangeState
triggerall = var(7) = 4
trigger1 = Time = [4,42]
value = 1036
ctrl = 0

[State 1030, CS-1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 1030, CS-2] 
type = ChangeState
trigger1 = moveguarded = 1
value = 1028

;---------------------------------------------------------------------------
; クワトジャッチ・成功
[Statedef 1005]
type    = S
movetype= A
physics = S
anim = 2017
poweradd = 0
sprpriority = 2
velset = 0,0

[State 1005,]
type = PlaySnd
trigger1 = AnimElem = 8
value = s10, 2

[State 1005,]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1005,]
type = Turn
trigger1 = AnimElem = 6

[State 1005, Bind-1]
type = BindtoTarget
trigger1 = AnimElem = 1
pos = 40, 0

[State 1005, Bind-2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 30, 0

[State 1005, Bind-3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 25, 0

[State 1005, Bind-4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 20, 0

[State 1005, Bind -5]
type = TargetBind
trigger1 = AnimElem = 5
pos = 0, 0

[State 1005, Bind-6]
type = TargetBind
trigger1 = AnimElem = 6
pos = 15, 0

[State 1005, Bind-7]
type = TargetBind
trigger1 = AnimElem = 7
pos = 30, 0

[State 1005, Bind-8]
type = TargetBind
trigger1 = AnimElem = 8
pos = 60, 0

[State 1005,]
type = SprPriority
trigger1 = AnimElem = 3
value = 1

[State 1005,]
type = VarSet
trigger1 = Time = 0
var(7) = 0

[State 1005, 吹き飛ばし]
type = VarSet
triggerall = var(7) = 0 
triggerall = Time = [15,45]
Trigger1 = !var(59)
trigger1 = command = "x"
Trigger2 = var(59) = [1,8]
Trigger3 = var(59)>8 && var(57)>1
Trigger3 = Power < 1000 ||((Power = [1000,1999]) && life > lifemax * 0.6)|| EnemyNear(var(55)),life <= 70
var(7) = 1
ignorehitpause = 1

[State 1005, 投げ]
type = VarSet
triggerall = Time = [15,45]
trigger1 = var(7) = 0
Trigger1 = !var(59)
trigger1 = command = "y"
Trigger2 = var(59)>8 && var(53) && Power < 1000
var(7) = 2
ignorehitpause = 1

[State 1005, 超必殺]
type = VarSet
triggerall = Power >= 1000
triggerall = Time = [15,45]
trigger1 = var(7) = 0 
Trigger1 = !var(59)
trigger1 = command = "c"
Trigger2 = (var(59)>8 && (var(57)>1 || var(53)))|| var(59)=[6,8]
Trigger2 = Power >= 2000 ||(life <= lifemax * 0.6)
Trigger3 = var(59)>8 &&(EnemyNear(var(55)),life = [70,350])
Trigger3 = (Power < 2000 && EnemyNear(var(55)),life < 200)||Power >= 2000
var(7) = 3
ignorehitpause = 1

[State 1005, 吹き飛ばし]
type = ChangeState
triggerall = var(7) = 1
trigger1 = Time = [32,45]
value = 1007
ctrl = 0

[State 1005, 投げ]
type = ChangeState
triggerall = var(7) = 2
trigger1 = Time = [32,45]
value = 1010
ctrl = 0

[State 1005, 超必殺]
type = ChangeState
triggerall = var(7) = 3
trigger1 = Time = [32,45]
value = 2200
ctrl = 0

;[State Command, huttobashi]
;type = VarSet
;triggerall = var(4) = 0
;triggerall = Time = [15,45]
;trigger1 = command = "b+y"|| command = "c"
;trigger2 = var(20) = 1 && random <= 5
;var(4) = 18
;ignorehitpause = 1

;[State Command, Change]
;type = ChangeState
;triggerall = var(4) = 18
;trigger1 = Time = [32,45]
;value = 250
;ctrl = 0

[State 1031, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; クワトジャッチ・相手
[Statedef 1006]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = 2

[State 1033, PosS]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1033, Turn2]
type = Turn
trigger1 = AnimElem = 5

[State 1033, CA2]
type = ChangeAnim2
trigger1 = Time = 0
value = 2018

[State 1033, CS]
type = SelfState
triggerall = Life != 0
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 1033, CS]
type = SelfState
triggerall = Life = 0
trigger1 = AnimTime = 0
value = 5100

;---------------------------------------------------------------------------
;吹き飛ばし
[Statedef 1007]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 2019
velset = 0,0

[State 190, ランダムに変数を選ぶ]
type = VarRandom
trigger1 = 1
v = 21
range = 0,1

[State 1034, 1]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = var(21) = 0
value = s9, 1

[State 1034, 1]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = var(21) = 1
value = s17, 0

[State 1034, Width]
type = Width
trigger1 = (AnimElemTime (3) >= 0) && (AnimElemTime (4) < 0)
value = 30

[State 1034, HD-1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = diagup
damage    = 90,10
getpower = 100,40
guardflag = MA
pausetime = 42,43
sparkno = S2002
guard.sparkno = S2004
sparkxy = -25,-65
hitsound   = s1950,0
guardsound = s2,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -6.5,-10
air.velocity = -4,-6
fall =1
fall.recover = 1
fall.recovertime = 80
yaccel = .52
envshake.time = 26
envshake.ampl = -4
envshake.freq = 85
palfx.time = 60
palfx.add = 100,0,0
palfx.mul = 165,0,0
palfx.sinadd = 195,0,0,17
palfx.color = 0
palfx.invertall = 1

[State 1034, 1]
type = PlaySnd
trigger1 = animelem = 4
value = s1950, 1

[State 6003, Red Pillar]
type = Explod
trigger1 = animelem = 4
anim = 1950
ontop = 1
postype = p1
pos = 95,-100
bindtime = 1
sprpriority = 11
ignorehitpause = 1
ownpal = 1
pausemovetime = 1
supermovetime = 9999999

[State 6003, Red Pillar]
type = Explod
trigger1 = animelem = 4
anim = 1951
ontop = 1
postype = p1
pos = 95,0
bindtime = 1
trans = add
sprpriority = 10
ignorehitpause = 1
ownpal = 1
pausemovetime = 1
supermovetime = 9999999

[State 1034, CS]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;-----------------------------------------------------------------------
[Statedef 1010];投げ
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2029
facep2 = 0
SprPriority = 1

;[State 1010, Width]
;type = width
;trigger1 = AnimElem = 9, >= 0
;edge = 53,0

[State 1010, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3,2

[State 1010, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 12,2

[State 1010,0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1010, 4]
type = targetstate
trigger1 = TIME = 0
value = 1011

[State 1010, 4]
type = TargetBind
trigger1 = animelem = 1
pos = 3,-62;target,Const(size.head.pos.y)-18,0
time = 4

[State 1010, 4]
type = TargetBind
trigger1 = animelem = 2
pos = 1,-69
time = 3

[State 1010, 4]
type = TargetBind
trigger1 = animelem = 3
pos = -25,-82
time = 23

[State 1010, 4]
type = TargetBind
trigger1 = animelem = 4
pos = -18,-152
time = 25

[State 1010,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 3
statetype = A
physics = N

[State 1010,VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = 4.06
y = -12.6

[State 1010,VelAdd]
type = VelAdd
trigger1 = AnimElem = 3, >= 0
y = .53

[State 1010 , 3]
type = ChangeState
trigger1 = Pos Y >= -8 && Vel Y > 0
value = 1012

;--------------------------------------------------------------
;投げ相手
[Statedef 1011]
type = A
movetype = H
physics = N
velset = 0
sprpriority = 0

[State 1645, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 2030

;---------------------------------------------------------------------------
;投げ２
[Statedef 1012]
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2031
facep2 = 0
SprPriority = 1

[State 1010, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10,7

[State 1010, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 12,1

[State 1012, Width]
type = width
trigger1 = AnimElem = 1, >= 0 && AnimElem = 1, <= 16
edge = 51,0

[State 1012, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10,8

[State 1012, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1818,2

;[State 1012, 1]
;type = PlaySnd
;trigger1 = AnimElem = 1,=1
;value = 1610,2

;[State 1012, 1]
;type = PlaySnd
;trigger1 = AnimElem = 1,=2
;value = 1610,4

[State 0, Explod]
type = Explod ;图像控制器
trigger1 = AnimElem = 1
anim = 1851
pos = 0,0
postype = p1 
bindtime = 1 
removetime = -2
scale = .48,1.03
sprpriority = 10 
ontop = 1
ownpal = 1

[State 0, Explod]
type = Explod ;图像控制器
trigger1 = AnimElem = 1
anim = 1858
pos = 0,10
postype = p1 
bindtime = 1 
removetime = -2
scale = 1.08,1.03
sprpriority = 10 
ontop = 1
ownpal = 1

[State 0, Explod]
type = Explod ;图像控制器
trigger1 = AnimElem = 1
anim = 1850
pos = 0,10
postype = p1 
bindtime = 1 
removetime = -2
scale = 1.08,1.08
sprpriority = 10 
ontop = 1
ownpal = 1

[State 1012, Shake]
type = EnvShake
trigger1 = AnimElem = 1
time = 14
ampl = -8

[State 1012, 4]
type = targetlifeadd
trigger1 = AnimElem = 1
value = -90
kill = 1

[State 191,3]
type = HitAdd
trigger1 = AnimElem = 1
value = 1

[State 1012, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1012, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1012,0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1012, 4]
type = targetstate
trigger1 = TIME = 0
value = 1013

[State 1012, 4]
type = TargetBind
trigger1 = animelem = 1
pos = 0,-5

[State 1012,posadd]
type = posadd
trigger1 = AnimElem = 3
x = -12

[State 1012,posadd]
type = posadd
trigger1 = AnimElem = 4
x = -16

[State 1012,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A
physics = N

[State 1012,VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 2.94
y = -8.56

[State 1012,VelAdd]
type = VelAdd
trigger1 = AnimElem = 2, >= 0
y = .51

[State 1012 , 3]
type = ChangeState
trigger1 = Pos Y >= -6 && Vel Y > 0
value = 1002
ctrl = 0

;--------------------------------------------------------------
[Statedef 1013];ターゲットの動き２
type    = S
movetype= H
physics = N
velset = 0,0

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2032

[State 10, 9]
type = PosSet
trigger1 = Time = 1
y = 0

[State 10, 9]
type = PosAdd
trigger1 = Time = 1
x = -40

[State 191,7];揺れ
type = EnvShake
trigger1 = time= 1
time = 6
freq = 50
ampl = 5

[State 1830]
type = SelfState
trigger1 = time = 100
trigger1 = alive = 1
value = 5120

[State 1031,20]
type = SelfState
trigger1 = time = 100
trigger1 = loseko
value = 5150
;---------------------------------------------------------------------------
[Statedef 1017];高速移動００
type    = S
movetype= A
physics = S
ctrl = 0
anim = 2040
sprpriority = 2

[State 220, Mantis]
type = helper
trigger1 = AnimElem = 2
ID = 1017
helpertype = normal
postype = p1
persistent = 0
pos = 0,0
stateno = 1021
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
ownpal = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 1030, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10, 1

[State 1030, NHB]
type = NotHitBy
trigger1 = Time = 4
value = SCA
time = 32

;[State 1030, 1]
;type = PlaySnd
;trigger1 = time = 7
;value = s5, 2

;[State 1030, 1]
;type = PlaySnd
;trigger1 = AnimElem = 6
;value = s10, 1

[State 1030, VelS-2]
type = VelSet
trigger1 = AnimElem = 2,>= 0 && AnimElem = 9,< 0
x = 10.5

[State 1030, 1]
type = PosAdd
trigger1 = AnimElem = 9
X = 30

[State 1030, CS-1]
type = ChangeState
trigger1 = AnimTime = 0
value = 1018
ctrl = 0

;[State 1030, CS-2] 
;type = ChangeState
;trigger1 = moveguarded = 1
;value = 1032

;---------------------------------------------------------------------------
[Statedef 1018];高速移動０１
type    = S
movetype= A
physics = S
ctrl = 0
anim = 2041
sprpriority = 2

;[State 1030, NHB]
;type = NotHitBy
;trigger1 = Time = 4
;value = SCA
;time = 32

[State 1030, VelS-2]
type = VelSet
trigger1 = AnimElem = 1,>= 0 && AnimElem = 4,< 0
x = 5.5

[State 1030, VelS-2]
type = VelSet
trigger1 = AnimElem = 5
x = 0

[State 1030, turn]
type = turn
trigger1 = animtime = 0 && P2dist X < 0

[State 1030, CS-1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 1019];高速攻撃００
type    = S
movetype= A
physics = S
ctrl = 0
anim = 2040
sprpriority = 2

[State 1030, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10, 1

[State 1030, NHB]
type = NotHitBy
trigger1 = Time = 4
value = SCA
time = 32

;[State 1030, 1]
;type = PlaySnd
;trigger1 = time = 7
;value = s5, 2

;[State 1030, 1]
;type = PlaySnd
;trigger1 = AnimElem = 6
;value = s10, 1

[State 1030, VelS-2]
type = VelSet
trigger1 = AnimElem = 2,>= 0 && AnimElem = 9,< 0
x = 10.5

[State 1030, 1]
type = PosSet
trigger1 = AnimElem = 9
X = 100;p2BodyDist X = 100
Y = -200;p2BodyDist Y = -100

[State 1030, CS-1]
type = ChangeState
trigger1 = AnimTime = 0
value = 1020
ctrl = 0

;[State 1030, CS-2] 
;type = ChangeState
;trigger1 = moveguarded = 1
;value = 1032

;---------------------------------------------------------------------------
[Statedef 1020];高速攻撃０１
type    = A
movetype= A
physics = N
ctrl = 0
anim = 2042
sprpriority = 2

[State 231, hitdef]
type = Hitdef
Triggerall = p2stateno != 5040
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
trigger3 = AnimElem = 10
attr = S, SA
hitflag = MAF
guardflag = MAF
animtype = Hard
air.animtype = back
damage = 20,4
sparkno = s2002
guard.sparkno = s2004
sparkxy = 75,40
hitsound = S7,0
guardsound = S2,1
ground.type = high
priority = 7, Hit
pausetime = 11,11
ground.slidetime = 30
ground.hittime = 30
ground.velocity = 2,0
air.velocity = 3.5,-3
guard.velocity = -4
guard.pausetime = 11,11
guard.slidetime = 10
guard.hittime = 22
guard.ctrltime = 20
ground.cornerpush.veloff = -6
air.cornerpush.veloff = -6
guard.cornerpush.veloff = -6
air.juggle = 4
yaccel = .4
fall = 0
fall.recovertime = 35
air.fall = 1

[State 1043, 2];移動
type = VelSet
trigger1 = time >= 0 
x = 2.2
y = 7

[State 1201, 1]
type = Velset
trigger1 = target(1200),statetype = A && movehit
x = 0
y = 0

;[State 1043.8];空中になるので、重力を与える
;type = gravity
;trigger1 = Animelem = 4,>= 0

;[state 1046.5];属性変更
;type = StatetypeSet
;trigger1 = Animelem = 3
;value = A

[State 1044.7]
type = changestate;それぞれの命令のタイプ
trigger1 = Vel Y > 0 && Pos Y >= -30
value = 1002


;---------------------------------------------------------------------------
[Statedef 1021];高速移動　炎００
type    = S
movetype= A
physics = S
ctrl = 0
anim = 2054
sprpriority = 7

[State 1000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
time = 500

[State 1000, 0]
type = ParentVarSet
trigger1 = Enemy,StateType != A
trigger1 = MoveHit = 1
v = 15   
value = 1

[State 4000,Afterimage]
type = Afterimage
trigger1 = time = 0
time = -1 
length = 6
;palcolor = 256 
;palinvertall = 0 
palbright = 0,0,0 
palcontrast = 0,0,250
;palpostbright = 0,0,0 
paladd = 0,0,250 
palmul = .75,.75,.75 
timegap = 1 
framegap = 1 
trans = add 

[State 191,3];爆発
type = null;explod
trigger1 = time = 0
anim = 2053
ID = 1021
postype = p1
persistent = 0
scale = 1,1
pos = 0,5
bindtime = 1
vel = 0,0
accel = 0,0
removetime = 50
sprpriority = 7
shadow = 0,0,0
ignorehitpause = 1
ownpal = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 231, hitdef]
type = null;Hitdef
Triggerall = p2stateno != 5040
Triggerall = Parent,Var(15) = 0
trigger1 = time = 0
attr = S, SA
hitflag = MAF
guardflag = MAF
animtype = Hard
air.animtype = back
damage = 70,7
sparkno = s2002
guard.sparkno = s2004
sparkxy = -10,-50
hitsound = S6,1
guardsound = S2,1
ground.type = high
priority = 7, Hit
pausetime = 0,0
ground.slidetime = 15
ground.hittime = 15
ground.velocity = 4,0
air.velocity = 3.5,-3
guard.velocity = -4
guard.slidetime = 10
guard.hittime = 22
guard.ctrltime = 20
ground.cornerpush.veloff = -6
air.cornerpush.veloff = -6
guard.cornerpush.veloff = -6
air.juggle = 4
yaccel = .4
fall = 0
fall.recovertime = 35
air.fall = 1
getpower = 42
givepower = 50

[State 231, hitdef]
type = Hitdef
Triggerall = p2stateno != 5040
Triggerall = Parent,Var(15) != 0
trigger1 = time = 0
attr = S, SA
hitflag = MAF
guardflag = MAF
animtype = Hard
air.animtype = back
damage = 70,7
sparkno = s2002
guard.sparkno = s2004
sparkxy = -10,-50
hitsound = S6,1
guardsound = S2,1
ground.type = high
priority = 7, Hit
pausetime = 0,0
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -3,-4
air.velocity = 3.5,-3
guard.velocity = -4
guard.slidetime = 10
guard.hittime = 22
guard.ctrltime = 20
ground.cornerpush.veloff = -6
air.cornerpush.veloff = -6
guard.cornerpush.veloff = -6
air.juggle = 4
yaccel = .4
fall = 1
fall.recovertime = 35
air.fall = 1
getpower = 42
givepower = 50

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

;---------------------------------------------------------------------------
[Statedef 1028]; クワトジャッジガード時
type    = S
movetype= A
physics = S
ctrl = 0
anim = 2063
velset = 1,0

[State 1028, VelS]
type = VelSet
trigger1 = AnimElem = 2
x = -3

[State 1028, ]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
animtype  = Medium
damage    = 50,10
guardflag = MA
pausetime = 12,12
sparkno = s2002
guard.sparkno = S2004
sparkxy = 0,-60
hitsound   = s1,3
guardsound = s2,1
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -6
air.velocity = -3.5,-5
air.hittime = 8
kill = 0

[STate 1032]
type=AfterImagetime
trigger1 = Time = 0
time=0

[State 1032,CS]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 1036];高速移動００
type    = S
movetype= A
physics = S
ctrl = 0
anim = 2081
sprpriority = 2

[State 220, Mantis]
type = helper
trigger1 = AnimElem = 2
ID = 1036
helpertype = normal
postype = p1
ignorehitpause = 1
persistent = 0
pos = 0,0
stateno = 1038
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 1030, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10, 1

[State 1030, NHB]
type = NotHitBy
trigger1 = Time = 4
value = SCA
time = 32

;[State 1030, 1]
;type = PlaySnd
;trigger1 = time = 7
;value = s5, 2

;[State 1030, 1]
;type = PlaySnd
;trigger1 = AnimElem = 6
;value = s10, 1

[State 1030, VelS-2]
type = VelSet
trigger1 = AnimElem = 2,>= 0 && AnimElem = 9,< 0
x = -10.5

[State 1030, 1]
type = PosAdd
trigger1 = AnimElem = 9
X = -30

[State 1030, CS-1]
type = ChangeState
trigger1 = AnimTime = 0
value = 1037
ctrl = 0

;[State 1030, CS-2] 
;type = ChangeState
;trigger1 = moveguarded = 1
;value = 1032

;---------------------------------------------------------------------------
[Statedef 1037];高速移動０１
type    = S
movetype= A
physics = S
ctrl = 0
anim = 2082
sprpriority = 2

;[State 1030, NHB]
;type = NotHitBy
;trigger1 = Time = 4
;value = SCA
;time = 32

[State 1030, VelS-2]
type = VelSet
trigger1 = AnimElem = 1,>= 0 && AnimElem = 4,< 0
x = -5.5

[State 1030, VelS-2]
type = VelSet
trigger1 = AnimElem = 5
x = 0

[State 1030, turn]
type = turn
trigger1 = animtime = 0 && P2dist X < 0

[State 1030, CS-1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 1038];高速移動　炎００
type    = S
movetype= A
physics = S
ctrl = 0
anim = 2084
sprpriority = 7

[State 1000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
time = 500

[State 4000,Afterimage]
type = Afterimage
trigger1 = time = 0
time = -1 
length = 6
;palcolor = 256 
;palinvertall = 0 
palbright = 0,0,0 
palcontrast = 0,0,250
;palpostbright = 0,0,0 
paladd = 0,0,250 
palmul = .75,.75,.75 
timegap = 1 
framegap = 1 
trans = add 

[State 191,3];爆発
type = null;explod
trigger1 = time = 0
anim = 2083
ID = 1038
postype = p1
persistent = 0
scale = 1,1
pos = 0,5
bindtime = 1
vel = 0,0
accel = 0,0
removetime = 50
sprpriority = 7
shadow = 0,0,0
ignorehitpause = 1
ownpal = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 231, hitdef]
type = null;Hitdef
Triggerall = p2stateno != 5040
trigger1 = time = 0
attr = S, SA
hitflag = MAF
guardflag = MAF
animtype = Hard
air.animtype = back
damage = 70,7
sparkno = s2002
guard.sparkno = s2004
sparkxy = -10,-50
hitsound = S6,1
guardsound = S2,1
ground.type = high
priority = 7, Hit
pausetime = 0,0
ground.slidetime = 15
ground.hittime = 15
ground.velocity = 4,0
air.velocity = 3.5,-3
guard.velocity = -4
guard.slidetime = 10
guard.hittime = 22
guard.ctrltime = 20
ground.cornerpush.veloff = -6
air.cornerpush.veloff = -6
guard.cornerpush.veloff = -6
air.juggle = 4
yaccel = .4
fall = 0
fall.recovertime = 35
air.fall = 1
getpower = 42
givepower = 50

[State 240, 4]
type = destroyself
trigger1 = AnimTime = 0
;-----------------------------------------------------------------------------
[Statedef 1050];↓←_b 1
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 3046
poweradd = 100
sprpriority = 2

[STate 1503]
type=NotHitby
trigger1=Animelem=2,>=0
trigger1=Animelem=13,<=0
value=SAC

[State 1503]
type = HitDef
trigger1 = AnimElem =4
attr = S, SA
damage = 43,1
getpower=50,10
animtype = hard
guardflag = MA
hitflag = MA
priority = 6, Hit
pausetime = 0,10
guard.pausetime=0,15
sparkno = S2002
guard.sparkno=S2003
sparkxy = -10, -70
hitsound = s6,1
guardsound = s2,1
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2
airguard.velocity = -3.9,-3
air.type = High
air.velocity = -1.4,-1
air.hittime = 20
can.recover=0

[State 1503]
type = HitDef
trigger1 = AnimElem =10
attr = S, SA
damage = 96/(hitcount+1),1
getpower=50,10
animtype = hard
guardflag = MA
hitflag = MA
priority = 6, Hit
pausetime = 0,10
guard.pausetime=0,15
sparkno = S2002
guard.sparkno=S2003
sparkxy = -10, -70
hitsound = s6,1
guardsound = s2,1
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2
airguard.velocity = -3.9,-3
air.type = High
air.velocity = -1.4,-1
air.hittime = 20
can.recover=0

[State 1503]
type = HitDef
trigger1 = AnimElem =14
attr = S, SA
damage = 96/(hitcount+1),1
getpower=90,20
animtype = hard
guardflag = MA
hitflag = MAF
priority = 6, Hit
pausetime = 2,5
guard.pausetime=2,12
sparkno = S2002
guard.sparkno=S2003
sparkxy = 0, -90
hitsound = s6,1
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = 0,-7.6
airguard.velocity = -3,-5.6
air.type = High
air.velocity = 0,-6.6
air.hittime = 30
can.recover=0
fall=1
fall.recover=0
guard.velocity = -5*1.3
airguard.velocity = -5*1.3
ground.cornerpush.veloff = -6*1.3
guard.cornerpush.veloff = -6*1.3
envshake.time = 26
envshake.ampl = -4
envshake.freq = 85


[State 1503]
type = HitDef
trigger1 = AnimElem =22
attr = S, SA
damage = 96/(hitcount+1),1
getpower=90,20
animtype = hard
guardflag = MA
hitflag = MAF
priority = 6, Hit
pausetime = 12,12
guard.pausetime=2,12
sparkno = S2002
guard.sparkno=S2003
sparkxy = 0, -90
hitsound = s1950,0
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -2,-8.6
airguard.velocity = -5,-3
air.type = High
air.velocity = -2,-8.6
air.hittime = 30
can.recover=0
fall=1
fall.recover=0
guard.velocity = -5*1.3
airguard.velocity = -5*1.3
ground.cornerpush.veloff = -6*1.3
guard.cornerpush.veloff = -6*1.3
envshake.time = 26
envshake.ampl = -4
envshake.freq = 85

[State 1503]
type=PlaySnd
trigger1=Animelem=4
value=1955,0

[State 1503]
type = Explod
trigger1 = animelem=4
anim = 3049
id = 3049
sprpriority = 3
pos = -40,-70
postype = p1
ignorehitpause = 1
ownpal = 1
bindtime=-1

;[State 1503]
;type=removeexplod
;trigger1=Animelem=5
;id=3049

[State 1503]
type=PlaySnd
trigger1=Animelem=10
value=1955,0

[State 1503]
type = Explod
trigger1 = animelem=10
anim = 3052
id = 3052
sprpriority = 3
pos = -10,-160
postype = p1
ignorehitpause = 1
ownpal = 1
bindtime=-1

;[State 1503]
;type=removeexplod
;trigger1=Animelem=10
;id=3050

[State 1503]
type=PlaySnd
trigger1=Animelem=13
value=1955,0

[State 1503]
type = Explod
trigger1 = animelem=13
anim = 3048
id = 3048
sprpriority = 3
pos = 75,-10
postype = p1
ignorehitpause = 1
ownpal = 1
bindtime=-1

[State 1503]
type=VelSet
trigger1=Animelem=4
x=10
persistent=0

[State 1503]
type=Width
trigger1=Movecontact
value=0,-20

[State 1503]
type=VelSet
trigger1=Movecontact
trigger1=animelem=4
x=0

[State 1503]
type = posadd
trigger1 = animelem = 7
x = 10

[State 1503]
type = posadd
trigger1 = animelem = 13
x = 22

[State 1503]
type=PlaySnd
trigger1=Animelem=4
trigger2=Animelem=10
trigger3=Animelem=13
trigger4=Animelem=21
value=0,3
channel=1

[State 1503]
type=PlaySnd
trigger1=Animelem=4
value=5,0
channel=0

[State 1503]
type=PlaySnd
trigger1=Animelem=9
value=5,0
channel=0

[State 1503]
type=PlaySnd
trigger1=Animelem=13
value=12,2
;channel=0

[State 1503]
type=PlaySnd
trigger1=Animelem=21
value=9,1
;channel=0

[State 1110, 7]
type = ChangeState
trigger1 = animtime=0
value = 0
ctrl=1
;---------------------------------------------------------------------------


[Statedef 1055];↓→_a 00
type    = S
movetype= A
physics = S
ctrl = 0
anim = 4014
sprpriority = 2

[State 220, Mantis]
type = helper
trigger1 = AnimElem = 5
ID = 1055
helpertype = normal
postype = p1
ignorehitpause = 1
sprpriority = 5
persistent = 0
pos = -38,0
stateno = 1056
ownpal = 1
size.xscale = 1
sprpriority = 5
size.yscale = 1
ignorehitpause = 1
ontop = 1
ownpal = 1
pausemovetime = 1
supermovetime = 9999999

[State 1030, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 9, 0

[State 220,VelSet]
type = VelSet
trigger1 = AnimElem = 5
x = -8.12
y = -5.44

[State 220,VelAdd]
type = VelAdd
trigger1 = AnimElem = 5, >= 0
x = -.4
y = .51

;[State 1043.8];空中になるので、重力を与える
;type = gravity
;trigger1 = Animelem = 4,>= 0

[state 1046.5];属性変更
type = StatetypeSet
trigger1 = Animelem = 3
value = A

[State 1044.7]
type = changestate;それぞれの命令のタイプ
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 1057

;---------------------------------------------------------------------------
[Statedef 1056];↓→_a 	炎００
type    = S
movetype= A
physics = S
ctrl = 0
ontop = 1
anim = 1953
sprpriority = 5

[State 1000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1012, Shake]
type = EnvShake
trigger1 = AnimElem = 1
time = 14
ampl = -8

[State 1030, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1950, 3

[State 191,3];爆発
type = null;explod
trigger1 = time = 0
anim = 4015
ID = 1056
postype = p1
persistent = 0
scale = 1,1
pos = 0,0
bindtime = 1
vel = 0,0
accel = 0,0
removetime = 27
sprpriority = 5
shadow = 0,0,0
ignorehitpause = 1
ownpal = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 1034, HD-1]
type = HitDef
trigger1 = time = 0
attr = S, SA
animtype  = diagup
damage    = 90,10
getpower = 100,40
hitflag = MAF
guardflag = MAF
pausetime = 0,0
sparkno = S2002
guard.sparkno = S2004
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
sparkxy = -25,-65
hitsound   = s1950,2
guardsound = s2,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -4.5,-7
air.velocity = -4,-6
fall =1
fall.recover = 1
fall.recovertime = 80
yaccel = .52
palfx.time = 30
palfx.mul = 180,150,150
palfx.sinadd = 250,200,200,200
palfx.add = 250,170,170

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

;------------------------------------------------------------------------------
[Statedef 1057];↓→_a 着地
type = S
movetype = I
physics = S
anim = 4017
ctrl = 0
velset = 0,0
sprpriority = 2

[State 212, 2];音
type = PlaySnd
trigger1 = AnimElem = 1
value = 4,0

[State 1042.1];地面に立たせる
type = PosSet
trigger1 = time = 0
y = 0

[State 1042.2];立ちstateに戻る
type = Changestate
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 11004];↓→_x 1
type    = S
movetype= A
physics = S
poweradd= 100
juggle  = 20
ctrl = 0
anim = 2016
sprpriority = 2

[State 1030, NHB]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 7

[State 1030, 1]
type = PlaySnd
trigger1 = time = 7
value = s5, 2

[State 1030, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = s10, 1

[State 1030, VelS-2]
type = VelSet
trigger1 = AnimElem = 6,>= 0 && AnimElem = 8,< 0
x = 11.5

[State 1030, VelS-3]
type = VelSet
trigger1 = AnimElem = 11
x = 4

[State 1030, HD-1]
type = HitDef
Trigger1 = Time = 0
attr = S, SA   
guardflag = MA                        
priority = 3,Miss
damage    = 0,0
sparkno = s2002
guard.sparkno = S2004
sparkxy = 10,-60
sprpriority = 1
hitsound   = s4,2
guardsound = s2,0
pausetime = 12,3
p2facing = 1 
p1stateno = 1005
p2stateno = 1006
;fall = 1              
;fall.recover = 0
numhits = 1
kill = 0

[State 1005,]
type = VarSet
trigger1 = Time = 0
var(7) = 0

[State 1005, 高速移動]
type = VarSet
triggerall = moveguarded = 0
triggerall = var(7) = 0 
triggerall = Time = [3,40]
trigger1 = 1
var(7) = 3
ignorehitpause = 1

[State 1005, 吹き飛ばし]
type = ChangeState
triggerall = var(7) = 3
trigger1 = Time = [4,42]
value = 1017
ctrl = 0

[State 1030, CS-1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 1030, CS-2] 
type = ChangeState
trigger1 = moveguarded = 1
value = 1028

;---------------------------------------------------------------------------
[Statedef 11005];↓→_x 1
type    = S
movetype= A
physics = S
poweradd= 100
juggle  = 20
ctrl = 0
anim = 2016
sprpriority = 2

[State 1030, NHB]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 7

[State 1030, 1]
type = PlaySnd
trigger1 = time = 7
value = s5, 2

[State 1030, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = s10, 1

[State 1030, VelS-2]
type = VelSet
trigger1 = AnimElem = 6,>= 0 && AnimElem = 8,< 0
x = 11.5

[State 1030, VelS-3]
type = VelSet
trigger1 = AnimElem = 11
x = 4

[State 1030, HD-1]
type = HitDef
Trigger1 = Time = 0
attr = S, SA   
guardflag = MA                        
priority = 3,Miss
damage    = 0,0
sparkno = s2002
guard.sparkno = S2004
sparkxy = 10,-60
sprpriority = 1
hitsound   = s4,2
guardsound = s2,0
pausetime = 12,3
p2facing = 1 
p1stateno = 1005
p2stateno = 1006
;fall = 1              
;fall.recover = 0
numhits = 1
kill = 0

[State 1005,]
type = VarSet
trigger1 = Time = 0
var(7) = 0

[State 1005, 高速移動]
type = VarSet
triggerall = moveguarded = 0
triggerall = var(7) = 0 
triggerall = Time = [3,40]
trigger1 = 1
var(7) = 4
ignorehitpause = 1

[State 1005, 吹き飛ばし]
type = ChangeState
triggerall = var(7) = 4
trigger1 = Time = [4,42]
value = 1036
ctrl = 0

[State 1030, CS-1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 1030, CS-2] 
type = ChangeState
trigger1 = moveguarded = 1
value = 1028
