;DIO式398ﾅｲﾌｽ
[Statedef 2800]
type = S
movetype= A
physics = N
juggle  = 4
poweradd= 10
ctrl = 0
anim = 2500
sprpriority = 0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 7
value = S1680, 18

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 7
value = S1700, 48

[State 420,0]
type = Helper
trigger1 = animelem = 7
id = 2801
name = "knife"
pos = -5,-65
postype = p1
stateno = 2801
keyctrl = 0
ownpal = 1

[State 420,0]
type = Helper
trigger1 = animelem = 7
id = 2803
name = "knife"
pos = -5,-55
postype = p1
stateno = 2801
keyctrl = 0
ownpal = 1

[State 420,0]
type = Helper
trigger1 = animelem = 7
id = 2801
name = "knife"
pos = -5,-50
postype = p1
stateno = 2801
keyctrl = 0
ownpal = 1

[State Vel,*] 
type = Velset 
trigger1 = Time = 0 && PrevStateNo = 188
x = 0 

[State Vel,*] 
type = Velmul 
triggerall = PrevStateNo != 188
trigger1 = 1 
x = 0.9 

[State 201, 2]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ナイフ1
[Statedef 2801]
type = S
movetype= A
physics = S
ctrl = 0
anim = 7500
sprpriority = 100

[State 2801]
type = velset
trigger1 = time = 0
x = 50

[State 28010, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA, NA, SA, HA, NT, ST, HT

[State 28010, 3]
type = HitOverRide
trigger1 = Time = 0
time = -1
attr = SCA, NP, SP, HP
slot = 0
stateno = 8987

[State 28010, 4]
type = ChangeState
trigger1 = MoveGuarded = 1
value = 8987

[State 28010, 4]
type = ChangeState
trigger1 = MoveHit = 1
value = 2802

[State 28010, 5]
type = Hitdef
trigger1 = time = 0
attr = S, NA
animtype  = light
damage    = 30,2*FVar(1) 
guardflag = MA
pausetime = 2,11
air.animtype = back
fall.animtype = back
priority = 5,Hit
pausetime = 0,13
sparkxy = -10,0
sparkno = S7302
guard.sparkno = S1877
hitsound   = s5,9
guardsound = s5,11
ground.type = Low
air.type = Low
ground.slidetime = 12
ground.hittime  = 6
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 100] 
Type = VarSet 
Trigger1 = MoveHit = 1 
FV = 1 
Value = FVar(1) * 0.50 
IgnoreHitPause = 1 
persistent= 0 

[State 10000, 6]
type = DestroySelf
trigger1 = FrontEdgeDist <= -20
trigger2 = stateno = 2802

;---------------------------------------------------------------------------
;ナイフ2
[Statedef 2803]
type = S
movetype= A
physics = S
ctrl = 0
anim = 7500
sprpriority = 100

[State 2801]
type = velset
trigger1 = time = 2
x = 50

[State 28010, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA, NA, SA, HA, NT, ST, HT

[State 28010, 3]
type = HitOverRide
trigger1 = Time = 0
time = -1
attr = SCA, NP, SP, HP
slot = 0
stateno = 8987

[State 28010, 4]
type = ChangeState
trigger1 = MoveGuarded = 1
value = 8987

[State 28010, 4]
type = ChangeState
trigger1 = MoveHit = 1
value = 2802

[state 1050]
type = changeanim
trigger1 = anim = 7500
trigger1 = movehit && (p2stateno=[5000,5099])
value = 7501
elem = 2
ignorehitpause = 1

[State 28010, 5]
type = Hitdef
trigger1 = time = 0
attr = S, NA
animtype  = light
damage    = 30,2*FVar(1) 
guardflag = MA
pausetime = 2,11
air.animtype = back
fall.animtype = back
priority = 5,Hit
pausetime = 0,13
sparkxy = -10,0
sparkno = S7300
guard.sparkno = S1877
hitsound   = s5,9
guardsound = s5,11
ground.type = Low
air.type = Low
ground.slidetime = 12
ground.hittime  = 6
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 100] 
Type = VarSet 
Trigger1 = MoveHit = 1 
FV = 1 
Value = FVar(1) * 0.50 
IgnoreHitPause = 1 
persistent= 0 

[State 10000, 6]
type = DestroySelf
trigger1 = FrontEdgeDist <= -20
trigger2 = stateno = 2802

;------------------------------------------------------------------------------
;消滅
[Statedef 2802]
type = A
anim = 7501

[State 1]
type = velset
trigger1 = time = 0
x = 0

[State 2802, 1]
type = DestroySelf
trigger1 = AnimTime = 0

;-----------------------------------------------------------------------------
;DIO式ﾊﾞｳﾝｽﾉｰﾊﾞｳﾝｽ
[Statedef 6878]
type = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
anim = 2540
sprpriority = 0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 8
value = S5, 49

[State 420,0]
type = Helper
trigger1 = animelem = 6
trigger1 = statetype != A
id = 2801
name = "knife"
pos = -20,-80
postype = p1
stateno = 12018
helpertype = normal
keyctrl = 1
ownpal = 1
pausemovetime = 10

[State 420,0]
type = Helper
trigger1 = animelem = 7
trigger1 = statetype != A
id = 2803
name = "knife"
pos = -20,-70
postype = p1
stateno = 12018
helpertype = normal
keyctrl = 1
ownpal = 1
pausemovetime = 10

[State 420,0]
type = Helper
trigger1 = animelem = 8
trigger1 = statetype != A
id = 2801
name = "knife"
pos = -20,-60
postype = p1
stateno = 12018
helpertype = normal
keyctrl = 1
ownpal = 1
pausemovetime = 10

[State 420,0]
type = Helper
trigger1 = animelem = 7
trigger1 = statetype != A
id = 2801
name = "knife"
pos = -20,-50
postype = p1
stateno = 12018
helpertype = normal
keyctrl = 1
ownpal = 1
pausemovetime = 10

[State 420,0]
type = Helper
trigger1 = animelem = 6
trigger1 = statetype != A
id = 2801
name = "knife"
pos = -20,-40
postype = p1
stateno = 12018
helpertype = normal
keyctrl = 1
ownpal = 1
pausemovetime = 10

[State 420,0]
type = Helper
triggerall = var(19) = 1
trigger1 = animelem = 6
trigger1 = statetype != A
id = 2801
name = "knife"
pos = -20,-80
postype = p1
stateno = 12018
helpertype = normal
keyctrl = 1
ownpal = 1
pausemovetime = 30

[State 420,0]
type = Helper
triggerall = var(19) = 1
trigger1 = animelem = 7
trigger1 = statetype != A
id = 2803
name = "knife"
pos = -20,-70
postype = p1
stateno = 12018
helpertype = normal
keyctrl = 1
ownpal = 1
pausemovetime = 25

[State 420,0]
type = Helper
triggerall = var(19) = 1
trigger1 = animelem = 8
trigger1 = statetype != A
id = 2801
name = "knife"
pos = -20,-60
postype = p1
stateno = 12018
helpertype = normal
keyctrl = 1
ownpal = 1
pausemovetime = 20

[State 420,0]
type = Helper
triggerall = var(19) = 1
trigger1 = animelem = 7
trigger1 = statetype != A
id = 2801
name = "knife"
pos = -20,-50
postype = p1
stateno = 12018
helpertype = normal
keyctrl = 1
ownpal = 1
pausemovetime = 15

[State 420,0]
type = Helper
triggerall = var(19) = 1
trigger1 = animelem = 6
trigger1 = statetype != A
id = 2801
name = "knife"
pos = -20,-40
postype = p1
stateno = 12018
helpertype = normal
keyctrl = 1
ownpal = 1
pausemovetime = 10

;[State Vel,*] 
type = Velset 
trigger1 = Time = 0 && PrevStateNo = 188
x = 0 

;[State Vel,*] 
type = Velmul 
triggerall = PrevStateNo != 188
trigger1 = 1 
x = 0.9 

[State 201, 2]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;レストランナイフ(飛んでいく)
[Statedef 12018]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 15
ctrl = 0
anim = 29950
sprpriority = -1

[State 3500, CAMERA]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[state 3500, 2]
type = velset
trigger1 = time >= 3
y = -4.5

[state 3500, 2]
type = velset
trigger1 = time >= 6
x = -8

[state 3500, 2]
type = veladd
trigger1 = time >= 6
x = -1
y = 0.005

[State 3500, 3]
type = ChangeState
triggerall = BackEdgeBodyDist <= 0
trigger1 = pos Y <= -120
value = 12028
ctrl = 0

[State 11100, 2]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AT, AP
slot = 0
stateno = 8987

;レストランナイフ（壁）
[Statedef 12028]
type = S
movetype = A
physics = S
anim = 1808
velset = 0
ctrl = 0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = S5, 50

[State 1202,1]
type = varset
trigger1 = root,var(26) = 0
trigger1 = facing = 1
v = 2
value = 1

[State 1202,1]
type = varset
trigger1 = root,var(26) = 0
trigger1 = facing = -1
v = 2
value = 2

[state 1202, 2]
type = posset
trigger1 = var(26) = 1
x = -160
y = -120

[state 1202, 2]
type = posset
trigger1 = var(26) = 2
x = 160
y = -120

[State 3500, CAMERA]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[state 3501, 1]
type = velset
trigger1 = time >= 0
x = 0
y = 0

[State 11100, 2]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AT, AP
slot = 0
stateno = 8987

[State 3501, 3]
type = ChangeState
trigger1 = Parent,Command != "holdx"
trigger1 = time = [0,30]
value = 12038
ctrl = 0

[State 3501, 3]
type = ChangeState
trigger1 = Parent,Command != "holdx"
trigger1 = time = [30,9999]
value = 12038
ctrl = 0

;------------------------------------------
;レストランナイフ (反射)
[Statedef 12038]
type = A
movetype = A
physics = N
anim = 29951
velset = 0
ctrl = 0

[State 11100, 2]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AT, AP
slot = 0
stateno = 8987

[state 3502, 1]
type = velset
trigger1 = time >= 3
trigger1 = p2bodydist x <= 40
x = 6
y = 6

[state 3502, 1]
type = velset
trigger1 = time >= 3
trigger1 = p2bodydist x = [41,80] 
x = 12
y = 6

[state 3502, 1]
type = velset
trigger1 = time >= 3
trigger1 = p2bodydist x = [81,120] 
x = 16
y = 6

[state 3502, 1]
type = velset
trigger1 = time >= 3
triggerall = p2bodydist x >= 121
x = 27
y = 6

[State 3502, 3]
type = HitDef
trigger1 = time >= 0
attr = S, HA
hitflag = MAFD		
AnimType = hard			
HitFlag = MAF			
GuardFlag = H			
Priority = 7, Hit		
animtype = light
damage = 10, 1
getpower = -20, 0
givepower = 2, 0
pausetime = 2, 11
hitsound = S16800, 8
guardsound = S5, 11
sparkno = S7304
guard.sparkno = S1877
sparkxy = 8,35
guard.sparkxy = 0,-20
ground.type = High
ground.hittime  = 12
guard.velocity = -4
ground.velocity = -4
air.velocity = -4
Ground.SlideTime  = 5				;相手がすべる時間
Ground.HitTime    = 19				;コンボが繋がる時間 地上
Air.HitTime       = 19				;コンボが繋がる時間 空中
Ground.Velocity   = -2				;ヒット時の相手の移動 地上
Air.Velocity      = -3,-3			;ヒット時の相手の移動 空中
AirGuard.Velocity = -3,-3			;ヒット時の相手の移動 空中ガード
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
persistent        = 0
guard.dist        = 80
envshake.time     = 1
envshake.frep     = 1
envshake.ampl     = 1
fall              = 0
air.fall          = 1
fall.recover      = 0
yaccel            = .44
guard.kill        = 0
p2facing          = 1


[State 3502, 4]
type = ChangeState
trigger1 = hitcount = 1
value = 28028
ctrl = 0

[State 3502, 5]
type = ChangeState
trigger1 = moveguarded = 1
value = 12088
ctrl = 0

[State 3502, 6]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 12088
ctrl = 0

;------------------------------------------
;レストランナイフ（地面・ガードされる）
[Statedef 12088]
type = A
movetype = A
physics = N
anim = 8987

[State 620, 2]
type = PlaySnd
trigger1 = Time = 1
value = s5, 50

[State 3518, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3518, 1]
type = VelSet
trigger1 = Time <= 16
x = -2
y = -2.7

[State 3518, 1]
type = VelAdd
trigger1 = Time >= 16
x = -.1
y = .9

[State 3518, 2]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = time >= 16
value = 12098

;ナイフ消える
[Statedef 12098]
type    = C
movetype= A
physics = C
juggle  = 5
ctrl = 0
anim = 8987
sprpriority = -1
velset = 0,0

[State 620, 2]
type = PlaySnd
trigger1 = Time = 1
value = s5, 50

[State 620, 2]
type = PlaySnd
trigger1 = Time = 3
value = s5, 50

[State 620, 2]
type = PlaySnd
trigger1 = Time = 6
value = s5, 50

[State 1209,1]
type = DestroySelf
trigger1 = animtime = 0

;-------------------------------------------------------------------------
;消滅
[Statedef 28028]
type = A
anim = 29952

[State 1]
type = velset
trigger1 = time = 0
x = 0
y = 0

[State 2802, 1]
type = DestroySelf
trigger1 = AnimTime = 0

;--------------------------------------------------------------------------
;DIO式四重離剣
;[Statedef 2900]
type = S
movetype= A
physics = N
juggle  = 4
poweradd= 10
ctrl = 0
anim = 6879
sprpriority = 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 7
value = S1700, 48

;[State 420,0]
type = Helper
trigger1 = animelem = 7
id = 28010
name = "knife"
pos = -5,-70
postype = p1
stateno = 28011
keyctrl = 0
ownpal = 1

;[State 420,0]
type = Helper
trigger1 = animelem = 7
id = 28010
name = "knife"
pos = -5,-50
postype = p1
stateno = 28012
keyctrl = 0
ownpal = 1

;[State 420,0]
type = Helper
trigger1 = animelem = 7
id = 28010
name = "knife"
pos = -5,-30
postype = p1
stateno = 28013
keyctrl = 0
ownpal = 1

;[State 420,0]
type = Helper
trigger1 = animelem = 7
id = 28010
name = "knife"
pos = -5,-10
postype = p1
stateno = 28014
keyctrl = 0
ownpal = 1

[state 212]
type = Changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ナイフ1
[Statedef 28010]
type = A
movetype= A
physics = S
ctrl = 0
anim = 7500
sprpriority = 100

[State 2801]
type = velset
trigger1 = time = 0
x = 8

[State 2801]
type = velset
trigger1 = time = 8
x = 0

[State 2801]
type = velset
trigger1 = time = 70
x = 50

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = time = 70
value = S1700, 48

[State 28010, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA, NA, SA, HA, NT, ST, HT

[State 28010, 3]
type = HitOverRide
trigger1 = Time = 0
time = -1
attr = SCA, NP, SP, HP
slot = 0
stateno = 8987

[State 28010, 4]
type = ChangeState
trigger1 = MoveGuarded = 1
value = 8987

[State 28010, 4]
type = ChangeState
trigger1 = MoveHit = 1
value = 2802

[State 28010, 5]
type = Hitdef
trigger1 = time = 0
attr = S, NA
animtype  = light
damage    = 30,2*FVar(1) 
guardflag = MA
pausetime = 2,11
air.animtype = back
fall.animtype = back
priority = 5,Hit
pausetime = 0,13
sparkxy = -10,0
sparkno = S7302
guard.sparkno = S1877
hitsound   = s5,9
guardsound = s5,11
ground.type = Low
air.type = Low
ground.slidetime = 12
ground.hittime  = 6
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 100] 
Type = VarSet 
Trigger1 = MoveHit = 1 
FV = 1 
Value = FVar(1) * 0.50 
IgnoreHitPause = 1 
persistent= 0 

[State 10000, 6]
type = DestroySelf
trigger1 = FrontEdgeDist <= -20

;---------------------------------------------------------------------------
;ナイフ2
[Statedef 28011]
type = A
movetype= A
physics = S
ctrl = 0
anim = 7500
sprpriority = 100

[State 2801]
type = velset
trigger1 = time = 0
x = 8

[State 2801]
type = velset
trigger1 = time = 8
x = 0

[State 2801]
type = velset
trigger1 = time = 70
x = 50

[State 28010, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA, NA, SA, HA, NT, ST, HT

[State 28010, 3]
type = HitOverRide
trigger1 = Time = 0
time = -1
attr = SCA, NP, SP, HP
slot = 0
stateno = 8987

[State 28010, 4]
type = ChangeState
trigger1 = MoveGuarded = 1
value = 8987

[State 28010, 4]
type = ChangeState
trigger1 = MoveHit = 1
value = 2802

[State 28010, 5]
type = Hitdef
trigger1 = time = 0
attr = S, NA
animtype  = light
damage    = 30,2*FVar(1) 
guardflag = MA
pausetime = 2,11
air.animtype = back
fall.animtype = back
priority = 5,Hit
pausetime = 0,13
sparkxy = -10,0
sparkno = S7302
guard.sparkno = S1877
hitsound   = s5,9
guardsound = s5,11
ground.type = Low
air.type = Low
ground.slidetime = 12
ground.hittime  = 6
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 100] 
Type = VarSet 
Trigger1 = MoveHit = 1 
FV = 1 
Value = FVar(1) * 0.50 
IgnoreHitPause = 1 
persistent= 0 

[State 10000, 6]
type = DestroySelf
trigger1 = FrontEdgeDist <= -20

;--------------------------------------------------------------------------------
;ナイフ3
[Statedef 28012]
type = A
movetype= A
physics = S
ctrl = 0
anim = 7500
sprpriority = 100

[State 2801]
type = velset
trigger1 = time = 0
x = 8

[State 2801]
type = velset
trigger1 = time = 8
x = 0

[State 2801]
type = velset
trigger1 = time = 70
x = 50

[State 28010, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA, NA, SA, HA, NT, ST, HT

[State 28010, 3]
type = HitOverRide
trigger1 = Time = 0
time = -1
attr = SCA, NP, SP, HP
slot = 0
stateno = 8987

[State 28010, 4]
type = ChangeState
trigger1 = MoveGuarded = 1
value = 8987

[State 28010, 4]
type = ChangeState
trigger1 = MoveHit = 1
value = 2802

[State 28010, 5]
type = Hitdef
trigger1 = time = 0
attr = S, NA
animtype  = light
damage    = 30,2*FVar(1) 
guardflag = MA
pausetime = 2,11
air.animtype = back
fall.animtype = back
priority = 5,Hit
pausetime = 0,13
sparkxy = -10,0
sparkno = S7302
guard.sparkno = S1877
hitsound   = s5,9
guardsound = s5,11
ground.type = Low
air.type = Low
ground.slidetime = 12
ground.hittime  = 6
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 100] 
Type = VarSet 
Trigger1 = MoveHit = 1 
FV = 1 
Value = FVar(1) * 0.50 
IgnoreHitPause = 1 
persistent= 0 

[State 10000, 6]
type = DestroySelf
trigger1 = FrontEdgeDist <= -20

;-------------------------------------------------------------------------
;ナイフ4
[Statedef 28013]
type = A
movetype= A
physics = S
ctrl = 0
anim = 7500
sprpriority = 100

[State 2801]
type = velset
trigger1 = time = 0
x = 8

[State 2801]
type = velset
trigger1 = time = 8
x = 0

[State 2801]
type = velset
trigger1 = time = 70
x = 50

[State 28010, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA, NA, SA, HA, NT, ST, HT

[State 28010, 3]
type = HitOverRide
trigger1 = Time = 0
time = -1
attr = SCA, NP, SP, HP
slot = 0
stateno = 8987

[State 28010, 4]
type = ChangeState
trigger1 = MoveGuarded = 1
value = 8987

[State 28010, 4]
type = ChangeState
trigger1 = MoveHit = 1
value = 2802

[State 28010, 5]
type = Hitdef
trigger1 = time = 0
attr = S, NA
animtype  = light
damage    = 30,2*FVar(1) 
guardflag = MA
pausetime = 2,11
air.animtype = back
fall.animtype = back
priority = 5,Hit
pausetime = 0,13
sparkxy = -10,0
sparkno = S7302
guard.sparkno = S1877
hitsound   = s5,9
guardsound = s5,11
ground.type = Low
air.type = Low
ground.slidetime = 12
ground.hittime  = 6
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 100] 
Type = VarSet 
Trigger1 = MoveHit = 1 
FV = 1 
Value = FVar(1) * 0.50 
IgnoreHitPause = 1 
persistent= 0 

[State 10000, 6]
type = DestroySelf
trigger1 = FrontEdgeDist <= -20
