
;-----------------------------------------------------------------------------------
[Statedef 3000];超必殺技発動エフェクト
type = A
movetype = I
physics = N
ctrl = 0
velset = 0,0
ownpal = 1

[State 2000,1]
type = ChangeAnim
trigger1 = Time = 0
value = 3005

[State 2000,2]
type = EnvColor
trigger1 = Time = 0
value = 248,248,248
time = 10
under = 1

[State 2000,3]
type = EnvColor
trigger1 = Time > 1
value = 0, 0, 0
time = 1
under = 1

[State 2000,4]
type = PlaySnd
trigger1 = Time = 0
value = 16, 1

[State 2000,5]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoBG
flag2 = NoFG
flag3 = nobardisplay

[State 2000,6]
type = Explod
trigger1 = Time = 0
anim = 3001
pos = 0,0
postype = P1
sprpriority = 4
supermove = 1
ownpal = 0
bindtime = -1
persistent = 0
Removetime = 36
pausemovetime = 9999999
supermovetime = 9999999

[State 2000,7]
type = DestroySelf
trigger1 = Time = 36



;-----------------------------------------------------------------------------
[Statedef 3005];追加超必殺００
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= -1000
velset = 0,0
anim = 4038
ctrl = 0
sprpriority = 2

[State 500,5];超必殺エフェクト
type = Helper
trigger1 = time = 0
persistent = 0
id = 3001
name = "Hiper"
pos = -61,-72
postype = P1
stateno = 3000
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
size.xscale = 1
size.yscale = 1

[State 2000,1]
type = ChangeAnim
trigger1 = Time = 10
value = 4037

[State 1000, 0]
type = AssertSpecial
trigger1 = time > 10
flag = nobardisplay
flag2 = noBG
flag3 = noFG

[State 1000, 0]
type = AssertSpecial
trigger1 = time > 10
flag = invisible
flag2 = globalnoshadow

[State 191,3];ピカピカ
type = explod
trigger1 = time = 10
anim = 4037
postype = p1
ID = 3005
persistent = 0
scale = 1,1
pos = 0,0
bindtime = 1
vel = 0.39,0
accel = 0,0
removetime = 40
sprpriority = 4
shadow = 0,0,0
ignorehitpause = 1
ownpal = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 191,3];ピカピカ
type = explod
trigger1 = time = 10
anim = 4037
postype = p1
ID = 3005
persistent = 0
scale = 1,1
pos = 0,0
bindtime = 1
vel = -0.39,0
accel = 0,0
removetime = 40
sprpriority = 4
shadow = 0,0,0
ignorehitpause = 1
ownpal = 1
pausemovetime = 9999999
supermovetime = 9999999




[State 240, 5]
type = ChangeState
trigger1 = Time = 11
value = 3006

;-----------------------------------------------------------------------------
[Statedef 3006];追加超必殺０１
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
anim = 4039
ctrl = 0
sprpriority = -1

[State 4342]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 1000, 1]
type = Pause
trigger1 = time >= 0
trigger1 = GameTime % 4 = 0
time = 3
movetime = 3
ignorehitpause = 1

[State 1043, 2]
type = BindToTarget
trigger1 = time = 0
time = 1
id = -1
pos = -30,30

[State 1503]
type = VelSet
trigger1 = time = 0
x = 0.8
y = -1.5
persistent = 0


[State 240, 4]
type = ChangeState
trigger1 = Time = 75
value = 3007

;-----------------------------------------------------------------------------
[Statedef 3007];追加超必殺０２
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
anim = 4040
ctrl = 0
sprpriority = -1

[State 200, 2]
type = PlaySnd
trigger1 = time = 5
value = 5,0
channel = 1

[State 4342]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 1030, HD-1]
type = HitDef
Trigger1 = Time = 0
attr = S, SA   
guardflag =                        
priority = 3,Miss
damage    = 0,0
sparkno = s20020
guard.sparkno = S20040
sparkxy = 10,-60
sprpriority = 1
hitsound   = s4,20
guardsound = s2,0
pausetime = 0,0
p2facing = 1 
p2stateno = 3008
;fall = 1              
;fall.recover = 0
numhits = 1
kill = 0

[State a]
type = AllPalFX
triggerall = time <= 6
trigger1 = movehit
time = 6
add = 255,255,255
invertall = 0
color = 256

[State 1000, 0]
type = AssertSpecial
trigger1 = movehit
flag = nobardisplay
flag2 = noBG
flag3 = noFG

[State 1503]
type = VelSet
trigger1 = time = 4
x = 0.8
y = 18
persistent = 0

[State 1012 , 3]
type = ChangeState
trigger1 = Pos Y >= -6 && Vel Y > 0
value = 3009
ctrl = 0

;----------------------------------------------------------;相手の動き０２
[Statedef 3008]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 4041

[State 4342]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 1830]
type = SelfState
trigger1 = time = 300
trigger1 = alive = 1
value = 5120

[State 1031,20]
type = SelfState
trigger1 = time = 300
trigger1 = loseko
value = 5150

;------------------------------------------------------------------------------
[Statedef 3009];追加超必殺 着地
type = S
movetype = A
physics = S
anim = 4042
ctrl = 0
velset = 0,0
sprpriority = 2

[State 1000, 0]
type = RemoveExplod
trigger1 = time = 0
ID = 3007

[State 1222,1]
type = projectile
trigger1 = time = 0
projanim = 3402
projID = 10001
ownpal = 1
projsprpriority = 8
postype = p1
offset =  0  ,10
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999
projpausemovetime = 9999999
projsupermovetime = 9999999
projremovetime = 27
afterimage.length = 8
afterimage.PalBright = 150,0,0
afterimage.PalContrast =105,105,105
afterimage.PalAdd = 0,0,0
afterimage.palmul = 0.9,0.9,0.9
afterimage.TimeGap  = 2
afterimage.FrameGap = 1
afterimage.Trans = Add
afterimage.time = -1

[State 3000]
type = Projectile
trigger1 = time = 0
projID = 1001
projanim = 3401
projpriority = 1
projsprpriority = 5
projshadow = 0,0,0
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999
projpausemovetime = 9999999
projsupermovetime = 9999999
projremovetime = 60
getpower = 100
ownpal = 0
offset = 0  ,10
afterimage.length = 8
afterimage.PalBright = 150,0,0
afterimage.PalContrast =105,105,105
afterimage.PalAdd = 0,0,0
afterimage.palmul = 0.9,0.9,0.9
afterimage.TimeGap  = 2
afterimage.FrameGap = 1
afterimage.Trans = Add
afterimage.time = -1

[State 200, 2]
type = PlaySnd
trigger1 = time = 0
value = 1120,0
channel = 2

[State 1000, 0]
type = AssertSpecial
trigger1 = time <= 50
flag = nobardisplay
flag2 = noBG
flag3 = noFG

[State 4342]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 1034, HD-1]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = diagup
damage    = 250,10
pausetime = 42,43
sparkno = S20020
guard.sparkno = S20040
sparkxy = -25,-65
hitsound   = s10,40
guardsound = s2,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -0.5,10
ground.velocity = -0.5,10
fall =1
fall.recover = 1
fall.recovertime = 80
yaccel = .52
envshake.time = 26
envshake.ampl = -4
envshake.freq = 85
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0

[State 200, 2]
type = PlaySnd
trigger1 = time = 0
value = 22,0
channel = 0

[State 191,7];揺れ
type = EnvShake
trigger1 = time = 0
time = 25
freq = 100
ampl = 3

[State 200, 2]
type = PlaySnd
trigger1 = time = 50
value = 20,3
channel = 0

[State 200, 2]
type = PlaySnd
trigger1 = time = 50
value = 15,0
channel = 1

[State 191,3];爆発
type = projectile
trigger1 = movehit
projanim = 4044
projID = 3009
postype = p2
persistent = 0
scale = 1,1
offset = 16,-70
bindtime = 1
vel = 0,0
accel = 0,0
projremovetime = 67
projsprpriority = 7
shadow = 0,0,0
ignorehitpause = 1
ownpal = 1
projpausemovetime = 9999999
projsupermovetime = 9999999
pausemovetime = 9999999
supermovetime = 9999999
afterimage.length = 2
afterimage.PalBright = 105,0,0
afterimage.PalContrast =255,0,0
afterimage.PalAdd = 0,0,0
afterimage.palmul = 0.9,0.9,0.9
afterimage.TimeGap  = 2
afterimage.FrameGap = 1
afterimage.Trans = Add
afterimage.time = -1

[State 191,3];爆発
type = projectile
trigger1 = movehit
projanim = 7801
projID = 3009
postype = p2
persistent = 0
scale = 1,1
offset = 16,-70
bindtime = 1
vel = 0,0
accel = 0,0
projremovetime = 67
projsprpriority = 7
shadow = 0,0,0
ignorehitpause = 1
ownpal = 1
projpausemovetime = 9999999
projsupermovetime = 9999999
pausemovetime = 9999999
supermovetime = 9999999
afterimage.length = 2
afterimage.PalBright = 105,0,0
afterimage.PalContrast =255,0,0
afterimage.PalAdd = 0,0,0
afterimage.palmul = 0.9,0.9,0.9
afterimage.TimeGap  = 2
afterimage.FrameGap = 1
afterimage.Trans = Add
afterimage.time = -1

[State 191,3];爆発
type = projectile
trigger1 = movehit
projanim = 7802
projID = 3009
postype = p2
persistent = 0
scale = 1,1
offset = 16,-70
bindtime = 1
vel = 0,0
accel = 0,0
projremovetime = 67
projsprpriority = 7
shadow = 0,0,0
ignorehitpause = 1
ownpal = 1
projpausemovetime = 9999999
projsupermovetime = 9999999
pausemovetime = 9999999
supermovetime = 9999999
afterimage.length = 2
afterimage.PalBright = 105,0,0
afterimage.PalContrast =255,0,0
afterimage.PalAdd = 0,0,0
afterimage.palmul = 0.9,0.9,0.9
afterimage.TimeGap  = 2
afterimage.FrameGap = 1
afterimage.Trans = Add
afterimage.time = -1

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

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

[State 191,3];爆発
type = projectile
trigger1 = time = 1
projanim = 2027
projID = 3009
postype = p1
persistent = 0
projscale = 1,1
pos = 0,5
bindtime = 1
vel = 0,0
accel = 0,0
projremovetime = 36
projsprpriority = 7
shadow = 0,0,0
ignorehitpause = 1
ownpal = 1
projpausemovetime = 9999999
projsupermovetime = 9999999
pausemovetime = 9999999
supermovetime = 9999999
afterimage.length = 8
afterimage.PalBright = 150,0,0
afterimage.PalContrast =105,105,105
afterimage.PalAdd = 0,0,0
afterimage.palmul = 0.9,0.9,0.9
afterimage.TimeGap  = 2
afterimage.FrameGap = 1
afterimage.Trans = Add
afterimage.time = -1

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