;------------------------------------------------------------------
;超必　パニッシュメント
;------------------------------------------------------------------
[Statedef 41000];影　パニッシュ
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
sprpriority = 9999999999999999999
anim = 1940

[State 1]
type = AfterImage
trigger1 =  time = 0
time = 99999
PalBright   = 0,0,0
PalContrast = 0,123,109;255,255,255
trans = add

[State 1000,0]
Type = Trans
Trigger1 = 1
Trans = add

[State 1]
type = VelSet
trigger1 = Time = 0
x = -12
supermove = 1

[State 1]
type = ChangeAnim
trigger1 = Time = 7
value = 1941

[State 1]
type = VelSet
trigger1 = Time = 7
x = 60

[State 1]
type = PlaySnd
trigger1 = Time = 11
value = S50,0

[State 1]
type = Velset
trigger1 = Time = 11
trigger2 = movecontact
x = 0

[State 1]
type = ChangeAnim
trigger1 = movecontact = 1
trigger2 = time = 11
value = 1944
ignorehitpause = 1

[State 1]
type = ChangeAnim
trigger1 = anim = 1944
trigger1 = animtime = 0
value = 1946
ignorehitpause = 1

[State 1]
type = PlaySnd
trigger1 = anim = 1946
trigger1 = animelem = 1
value = S50,6

[State 1000,0]
type = EnvShake
Trigger1 = movehit = 1
time = 15
freq = 120
ampl = -10
phase = 0

[State 905, 4]
type = ChangeState
Trigger1 = movehit = 1
value = 42000

[State 1]
type             = HitDef
trigger1         = Time = 0
attr             = S,AA
animtype         = Hard
getpower         = 20,10
givepower        = 1,0
damage           = 77, 1
guardflag        = MA
hitflag          = MAFD
pausetime        = 10,14
sparkno          = S8889
guard.sparkno = -42
sparkxy          = 30+random%10-random%10,-50+random%10-random%10
hitsound         = S66,3
guardsound       = S60,8
ground.type      = Low
ground.slidetime = 10
ground.hittime   = 10
ground.velocity  = -14
air.type         = Low
air.velocity     = -12.3,-1
air.fall         = 1
juggle           = 7
fall.recover     = 0
p2stateno = 6124
kill = 0


[State 1000, 0]
type = DestroySelf
trigger1 = anim = 1946&& animtime = 0

;------------------------------------
[Statedef 42000];影　パニッシュ
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
sprpriority = 9999999999999999999
anim = 1944

[State 1000,0]
Type = Trans
Trigger1 = 1
Trans = add

[State 1000, 0]
type = DestroySelf
trigger1 = time = 10


;-----------------------------------------------------------------------
;;影　通常攻撃 z
;-----------------------------------------------------------------------
[Statedef 40000]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
sprpriority = 9999999999999999999
anim = 1940

[State 1]
type = AfterImage
trigger1 =  time = 0
time = 99999
PalBright   = 0,0,0
PalContrast = 255,255,255
trans = add

[State 1000,0]
Type = Trans
Trigger1 = 1
Trans = add

[State that starts the PalFX]
type     = PalFX
trigger1 = 1
add      = 255,255,255
time     = 1

[State 1]
type = VelSet
trigger1 = Time = 0
x = -4
supermove = 1

[State 1]
type = ChangeAnim
trigger1 = Time = 15
value = 1941

[State 1]
type = VelSet
trigger1 = Time = 15
x = 44+(time/2)

[State 1]
type = PlaySnd
trigger1 = Time = 15
value = S50,0

[State 1]
type = Velset
trigger1 = Time = 20
trigger2 = movecontact
x = 0

[State 1]
type = ChangeAnim
trigger1 = movecontact = 1
trigger2 = time = 20
value = 1944
ignorehitpause = 1

[State 1]
type = ChangeAnim
trigger1 = anim = 1944
trigger1 = animtime = 0
value = 1946
ignorehitpause = 1

[State 1]
type = PlaySnd
trigger1 = anim = 1946
trigger1 = animelem = 1
value = S50,6


[State 1000, 0]
type = PowerAdd
trigger1 = movehit = 1
value = 140

[State 1000, 0]
type = PowerAdd
trigger1 = MoveGuarded =1
value = 100

[State 1000, 0]
type = PowerAdd
trigger1 = movecontact = 0
value = 1

[State 1]
type             = HitDef
trigger1         = Time = 0
attr             = A,AA
animtype         = Hard
givepower        = 1,1
damage           = 31, 1
hitflag = MAFL        ;HLAFD+-
guardflag = HMA       ;HLAM
pausetime        = 10,14
sparkno          = S8889
guard.sparkno = -42
sparkxy          = 30+random%10-random%10,-50+random%10-random%10
hitsound         = S66,3
guardsound       = S60,8
ground.type      = Low
ground.slidetime = 10
ground.hittime   = 10
ground.velocity  = -14
air.type         = Low
air.velocity     = -12.3,-1
air.fall         = 1
juggle           = 7
fall.recover     = 0
kill = ifelse(root,var(2)=1,0,1)

[State 200, 2]
type = null;Explod
trigger1 = movehit = 1
anim = 8889
pos = 30+random%10-random%10,-50+random%10-random%10
Postype = p2
facing = -1
sprpriority = 9999999
ownpal = 1
ignorehitpause = 1

[State 2240 パニシュ]
type = ChangeState
trigger1 = root,stateno = 31050
value = 41001

[State 1000, 0]
type = DestroySelf
trigger1 = anim = 1946&& animtime = 0 && root,stateno != 31050

;-----------------------------------------------------------------------
;;影　脛砕き
;-----------------------------------------------------------------------
[Statedef 48100]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
sprpriority = 9999999999999999999
anim = 1940

[State 1]
type = AfterImage
trigger1 =  time = 0
time = 99999
PalBright   = 0,0,0
PalContrast = 66,22,11
trans = add

[State 1000,0]
Type = Trans
Trigger1 = 1
Trans = add

[State that starts the PalFX]
type     = PalFX
trigger1 = 1
add      = 120,120,0
time     = 1

[State 1]
type = VelSet
trigger1 = Time = 0
y = -2
supermove = 1

[State 1]
type = ChangeAnim
trigger1 = Time = 12
value = 2992

[State 1]
type = VelSet
trigger1 = Time = 12
x = 22
y = 11

[State 1]
type = PlaySnd
trigger1 = Time = 7
value = S50,0

[State 1]
type = Velset
trigger1 = Time = 17
trigger2 = pos y > 30
x = 0
y = 0

[State 1]
type = ChangeAnim
triggerall = anim !=2993 && anim !=1946
trigger1 = Time = 17
trigger2 = pos y > 30
value = 2993
ignorehitpause = 1

[State 1]
type = ChangeAnim
trigger1 = anim = 2993
trigger1 = animelem = 2
value = 1946
ignorehitpause = 1

[State 1]
type = PlaySnd
trigger1 = anim = 1946
trigger1 = animelem = 1
value = S50,6


[State 1000, 0]
type = PowerAdd
trigger1 = movehit = 1
value = 150

[State 1000, 0]
type = PowerAdd
trigger1 = MoveGuarded =1
value = 100

[State 1000, 0]
type = PowerAdd
trigger1 = movecontact = 0
value = 1

[State 1]
type             = HitDef
trigger1         = Time = 0
attr             = A,AA
animtype         = Hard
givepower        = 1,1
damage           = ifelse(enemy,statetype = L,20,31), 1
hitflag = MAFLD        ;HLAFD+-
guardflag = HMA       ;HLAM
;pausetime        = 10,14
sparkno          = S8889
guard.sparkno = -42
sparkxy          = 30+random%10-random%10,-50+random%10-random%10
hitsound         = S50,4
guardsound       = S60,8
ground.type      = Low
ground.slidetime = 0
ground.hittime   = 0
ground.velocity  = 1,11
air.type         = Low
air.velocity     = -12.3,-1
air.fall         = 1
juggle           = 7
fall             = 1
envshake.freq = 120
envshake.ampl = 4
envshake.time = 11
kill = ifelse(root,var(2)=1,0,1)

[State 2240 パニシュ]
type = ChangeState
trigger1 = root,stateno = 31050
value = 41001

[State 1000, 0]
type = DestroySelf
trigger1 = anim = 1946&& animtime = 0 

;------------------------------------------------------------------
[Statedef 41001];影　パニ待機
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
sprpriority = 9999999999999999999
anim = 1940

[State 1]
type = Velset
trigger1 = 1
x = 0
y = 0

[State 2240 パニシュ]
type = ChangeState
trigger1 = root,stateno = 31050 && root,time >=1
value = 41000

[State 2240 パニシュ]
type = ChangeState
trigger1 = !root,stateno = 31050
value = 42000


;----------------------------------------------------------------------
;下段
;----------------------------------------------------------------------
[Statedef 45125]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
sprpriority = 9999999999999999999
anim = 1940

[State 1]
type = Velset
trigger1 = time = 0
x = -4
y = 5

[State 1]
type = Velset
trigger1 = time = 15
x = 25
y = -7

[State 1]
type = AfterImage
trigger1 =  time = 0
time = 99999
PalBright   = 0,0,0
PalContrast = 255,199,199
trans = add

[State 1000,0]
Type = Trans
Trigger1 = 1
Trans = add

[State that starts the PalFX]
type     = PalFX
trigger1 = 1
add      = 255,20,20
time     = 1

[State 1]
type = PlaySnd
trigger1 = Time = 15
value = S50,0


[State 1000, 0]
type = PowerAdd
trigger1 = movehit = 1
value = 150

[State 1000, 0]
type = PowerAdd
trigger1 = MoveGuarded =1
value = 100

[State 1000, 0]
type = PowerAdd
trigger1 = movecontact = 0
value = 1

[State 1]
type = Velset
trigger1 = Time = 25
trigger2 = movecontact
x = 0
y = 0

[State 1]
type = ChangeAnim
trigger1 = time = 15
value = 1942
ignorehitpause = 1

[State 1]
type = ChangeAnim
trigger1 = movecontact = 1
trigger2 = time = 25
value = 1944
ignorehitpause = 1

[State 1]
type = ChangeAnim
trigger1 = anim = 1944
trigger1 = animtime = 0
value = 1946
ignorehitpause = 1

[State 1]
type = PlaySnd
trigger1 = anim = 1946
trigger1 = animelem = 1
value = S50,6

[State 2240 パニシュ]
type = ChangeState
trigger1 = root,stateno = 31050
value = 41001

[State 1]
type             = HitDef
trigger1         = Time = 0
attr             = A,AA
animtype         = Hard
givepower        = 1,1
damage           = 34, 1
hitflag = MAFL        ;HLAFD+-
guardflag = HMA       ;HLAM
pausetime        = 10,14
sparkno          = S8889
guard.sparkno = -42
sparkxy          = 30+random%10-random%10,-50+random%10-random%10
hitsound         = S66,3
guardsound       = S60,8
ground.type      = Low
ground.slidetime = 10
ground.hittime   = 10
ground.velocity  = -14
air.type         = Low
air.velocity     = -12.3,-9
air.fall         = 1
fall             = 1
juggle           = 7
fall.recover     = 0
kill = ifelse(root,var(2)=1,0,1)

[State 消す]
type = DestroySelf
trigger1 = anim = 1946&& animtime = 0 && root,stateno != 31050

;----------------------------------------------------------------------
;上段
;----------------------------------------------------------------------
[Statedef 45550]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
sprpriority = 9999999999999999999
anim = 1940

[State 1]
type = Velset
trigger1 = time = 0
x = -4
y = -1

[State 1]
type = Velset
trigger1 = time = 15
x = 39
y = -4

[State 1]
type = AfterImage
trigger1 =  time = 0
time = 99999
PalBright   = 0,0,0
PalContrast = 100,20,20
trans = add

[State 1000,0]
Type = Trans
Trigger1 = 1
Trans = add

[State that starts the PalFX]
type     = PalFX
trigger1 = 1
add      = 50,20,20
time     = 5

[State 1]
type = PlaySnd
trigger1 = Time = 15
value = S50,0


[State 1000, 0]
type = PowerAdd
trigger1 = movehit = 1
value = 140

[State 1000, 0]
type = PowerAdd
trigger1 = MoveGuarded =1
value = 100

[State 1000, 0]
type = PowerAdd
trigger1 = movecontact = 0
value = 1

[State 1]
type = Velset
trigger1 = Time = 20
trigger2 = movecontact
x = 0
y = 0

[State 攻撃アニメ]
type = ChangeAnim
trigger1 = time = 15
value = 1941
ignorehitpause = 1

[State ヒットしたor制限時間]
type = ChangeAnim
trigger1 = movecontact = 1
trigger2 = time = 20
value = 1944
ignorehitpause = 1

[State 1]
type = ChangeAnim
trigger1 = anim = 1944
trigger1 = animtime = 0
value = 1946
ignorehitpause = 1

[State 1]
type = PlaySnd
trigger1 = anim = 1946
trigger1 = animelem = 1
value = S50,6

[State 2240 パニシュ]
type = ChangeState
trigger1 = root,stateno = 31050
value = 41001

[State 1]
type             = HitDef
trigger1         = Time = 0
attr             = A,AA
animtype         = Hard
givepower        = 1,0
damage           = 34, 1
hitflag = MAFL        ;HLAFD+-
guardflag = HMA       ;HLAM
pausetime        = 10,14
sparkno          = S8889
guard.sparkno = -42
sparkxy          = 30+random%10-random%10,-50+random%10-random%10
hitsound         = S66,3
guardsound       = S60,8
ground.type      = Low
ground.slidetime = 10
ground.hittime   = 10
ground.velocity  = -14
air.type         = Low
air.velocity     = -12.3,-9
air.fall         = 1
juggle           = 7
fall.recover     = 0
kill = ifelse(root,var(2)=1,0,1)

[State 消す]
type = DestroySelf
trigger1 = anim = 1946&& animtime = 0 && root,stateno != 31050

;----------------------------------------------------------------------
;影　3連
;----------------------------------------------------------------------
[Statedef 46200]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
sprpriority = 9999999999999999999
anim = 1940

[State 1]
type = Velset
trigger1 = time = 0
x = -4
y = -1

[State 1]
type = Velset
trigger1 = time = 15
x = 30
y = -2

[State 攻撃アニメ]
type = ChangeAnim
trigger1 = time = 15
value = 1941
ignorehitpause = 1

[State 1]
type = AfterImage
trigger1 =  time = 0
time = 99999
PalBright   = 0,0,0
PalContrast = 255,20,20
trans = add

[State 1000,0]
Type = Trans
Trigger1 = 1
Trans = add

[State that starts the PalFX]
type     = PalFX
trigger1 = 1
add      = 255,20,20
time     = 5

[State 1]
type = PlaySnd
trigger1 = Time = 15
value = S50,0


[State 1000, 0]
type = PowerAdd
trigger1 = movehit = 1
value = 120

[State 1000, 0]
type = PowerAdd
trigger1 = MoveGuarded =1
value = 100

[State 1000, 0]
type = PowerAdd
trigger1 = movecontact = 0
value = 1

[State 1]
type = Velset
trigger1 = Time = 20
trigger2 = movecontact
x = 0
y = 0


[State 1]
type             = HitDef
trigger1         = Time = 0
attr             = A,AA
animtype         = Hard
givepower        = 1,0
damage           = 34, 1
hitflag = MAFL        ;HLAFD+-
guardflag = HMA       ;HLAM
pausetime        = 10,14
sparkno          = S8889
guard.sparkno = -42
sparkxy          = 30+random%10-random%10,-50+random%10-random%10
hitsound         = S66,3
guardsound       = S60,8
ground.type      = Low
ground.slidetime = 10
ground.hittime   = 10
ground.velocity  = -14
air.type         = Low
air.velocity     = -12.3,-9
air.fall         = 1
juggle           = 7
fall.recover     = 0
kill = ifelse(root,var(2)=1,0,1)

[State 2240 パニシュ]
type = ChangeState
trigger1 = root,stateno = 31050
value = 41001

[State 905, 4]
type = ChangeState
Trigger1 = time >=20
value = 46201

;----------------------------------------------------------------------
;影　3連 2回目〜
;----------------------------------------------------------------------
[Statedef 46201]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
sprpriority = 9999999999999999999
anim = 1940

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

[State 1]
type = Velset
trigger1 = time = 15
x = 24
y = 4

[State 1]
type = AfterImage
trigger1 =  time = 0
time = 99999
PalBright   = 0,0,0
PalContrast = 190,20,20
trans = add

[State 1000,0]
Type = Trans
Trigger1 = 1
Trans = add

[State that starts the PalFX]
type     = PalFX
trigger1 = 1
add      = 200,20,20
time     = 5

[State 1]
type = PlaySnd
trigger1 = Time = 15
value = S50,0


[State 1000, 0]
type = PowerAdd
trigger1 = movehit = 1
value = 120

[State 1000, 0]
type = PowerAdd
trigger1 = MoveGuarded =1
value = 100

[State 1000, 0]
type = PowerAdd
trigger1 = movecontact = 0
value = 1

[State 1]
type = Velset
trigger1 = Time = 20
trigger2 = movecontact
x = 0
y = 0

[State 攻撃アニメ]
type = ChangeAnim
trigger1 = time = 15
value = 1941
ignorehitpause = 1

[State 1]
type             = HitDef
trigger1         = Time = 0
attr             = A,AA
animtype         = Hard
givepower        = 1,0
damage           = 34, 1
hitflag = MAFL        ;HLAFD+-
guardflag = HMA       ;HLAM
pausetime        = 10,14
sparkno          = S8889
guard.sparkno = -42
sparkxy          = 30+random%10-random%10,-50+random%10-random%10
hitsound         = S66,3
guardsound       = S60,8
ground.type      = Low
ground.slidetime = 10
ground.hittime   = 10
ground.velocity  = -14
air.type         = Low
air.velocity     = -12.3,-9
air.fall         = 1
juggle           = 7
fall.recover     = 0
kill = ifelse(root,var(2)=1,0,1)

[State 2240 パニシュ]
type = ChangeState
trigger1 = root,stateno = 31050
value = 41001

[State 905, 4]
type = ChangeState
Trigger1 = time >=20
value = 46202

;----------------------------------------------------------------------
;影　3連 2回目〜
;----------------------------------------------------------------------
[Statedef 46202]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
sprpriority = 9999999999999999999
anim = 1940

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

[State 1]
type = Velset
trigger1 = time = 15
x = 20
y = -1

[State 1]
type = AfterImage
trigger1 =  time = 0
time = 99999
PalBright   = 0,0,0
PalContrast = 120,20,20
trans = add

[State 1000,0]
Type = Trans
Trigger1 = 1
Trans = add

[State that starts the PalFX]
type     = PalFX
trigger1 = 1
add      = 120,20,20
time     = 5

[State 1]
type = PlaySnd
trigger1 = Time = 15
value = S50,0

[State 1000, 0]
type = PowerAdd
trigger1 = movehit = 1
value = 120

[State 1000, 0]
type = PowerAdd
trigger1 = MoveGuarded =1
value = 100

[State 1000, 0]
type = PowerAdd
trigger1 = movecontact = 0
value = 1

[State 1]
type = Velset
trigger1 = Time = 20
trigger2 = movecontact
x = 0
y = 0

[State 攻撃アニメ]
type = ChangeAnim
trigger1 = time = 15
value = 1941
ignorehitpause = 1

[State 1]
type             = HitDef
trigger1         = Time = 0
attr             = A,AA
animtype         = Hard
givepower        = 1,0
damage           = 34, 1
hitflag = MAFL        ;HLAFD+-
guardflag = HMA       ;HLAM
pausetime        = 10,14
sparkno          = S8889
guard.sparkno = -42
sparkxy          = 30+random%10-random%10,-50+random%10-random%10
hitsound         = S66,3
guardsound       = S60,8
ground.type      = Low
ground.slidetime = 10
ground.hittime   = 10
ground.velocity  = -4,-12
air.type         = Low
air.velocity     = -12.3,-9
air.fall         = 1
juggle           = 7
fall.recover     = 0
fall = 1
kill = ifelse(root,var(2)=1,0,1)

[State ヒットしたor制限時間]
type = ChangeAnim
trigger1 = movecontact = 1
trigger2 = time = 20
value = 1944
ignorehitpause = 1

[State 1]
type = ChangeAnim
trigger1 = anim = 1944
trigger1 = animtime = 0
value = 1946
ignorehitpause = 1

[State 2240 パニシュ]
type = ChangeState
trigger1 = root,stateno = 31050
value = 41001

[State 消す]
type = DestroySelf
trigger1 = anim = 1946&& animtime = 0 && root,stateno != 31050

;----------------------------------------------------------------------
;クラッシュタイム
;----------------------------------------------------------------------
[Statedef 45100]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
sprpriority = 9999999999999999999
anim = 1940

[State 1]
type = Velset
trigger1 = time = 1
x = 47
y = 0

[State 1]
type = AfterImage
trigger1 =  time = 0
time = 99999
PalBright   = 0,0,200
PalContrast = 0,0,200
trans = add

[State 1000,0]
Type = Trans
Trigger1 = 1
Trans = add

[State that starts the PalFX]
type     = PalFX
trigger1 = 1
add      = 0,0,200
time     = 5

[State 1]
type = PlaySnd
trigger1 = Time = 1
value = S50,0

[State 1]
type = Velset
trigger1 = Time = 9
trigger2 = movecontact
x = 0
y = 0

[State 攻撃アニメ]
type = ChangeAnim
trigger1 = time = 1
value = 1941
ignorehitpause = 1

[State ヒットしたor制限時間]
type = ChangeAnim
trigger1 = movecontact = 1
trigger2 = time = 9
value = 1944
ignorehitpause = 1

[State 終了アニメ]
type = ChangeAnim
trigger1 = anim = 1944
trigger1 = animtime = 0
value = 1946
ignorehitpause = 1

[State 1]
type             = HitDef
trigger1         = Time = 0
attr             = A,AA
animtype         = Hard
getpower         = 0,0
givepower        = 15,11
damage           = 20, 1
hitflag = MAFL        ;HLAFD+-
guardflag = HMA       ;HLAM
pausetime        = 10,14
sparkno          = S8889
guard.sparkno = -42
sparkxy          = 30+random%10-random%10,-50+random%10-random%10
hitsound         = S66,3
guardsound       = S60,8
ground.type      = Low
ground.slidetime = 10
ground.hittime   = 10
ground.velocity  = -4,-12
air.type         = Low
air.velocity     = -12.3,-9
air.fall         = 1
juggle           = 7
fall.recover     = 0
p2stateno = 7100
fall = 1
kill = ifelse(root,var(2)=1,0,1)

[state ヒット時計]
type = helper
trigger1 = movehit = 1 && numhelper(12511)=0
name = "Clock"
helpertype = normal
id = 12511
stateno = 12511
PosType = p2
pos = 0, 0
Facing = 1
ownpal= 1
supermovetime = 9999999999999999999999
pausemovetime = 9999999999999999999999
ignorehitpause=1

[State 1]
type = PlaySnd
trigger1 = movehit = 1
value = S4,6

[State 消す]
type = DestroySelf
trigger1 = anim = 1946&& animtime = 0 && root,stateno != 31050
