;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;EX必殺技
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; EX花蝶扇
[Statedef 2000]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= -1000
velset = 0,0
anim = 2000
sprpriority = 1
ctrl = 0

[State -2]
Type = AttackDist
Trigger1 = AnimElem = 8,>=0
Value = 0

;--------------------[EX演出]

[State 210, 1];EX
type = PlaySnd
trigger1 = time = 0
value = 3000, 5

[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6100
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = 5
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6101
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -1
ownpal = 1
scale = const(size.xscale),const(size.yscale)

;---------------------[ドライブキャンセル]

[State 1]
type = removeexplod
triggerall = time = 0
trigger1 = Numexplod(7910)
ID = 7910

[State 6000];Drive Canncel
type = Explod
triggerall = teamside = 1
triggerall = var(19) > 0
triggerall = time = 0
triggerall = Numexplod(7910) = 0
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 1200
trigger3 = prevstateno = 2100
trigger4 = prevstateno = 2200
anim = ifelse(teamside = 1,7910,7911)
id = 7910
sprpriority = 9
postype = left
pos = ifelse(teamside = 1,65,-70),65
ontop = 1
bindtime = -1
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State 6000];Drive Canncel
type = Explod
triggerall = teamside != 1
triggerall = var(19) > 0
triggerall = time = 0
triggerall = Numexplod(7910) = 0
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 1200
trigger3 = prevstateno = 2100
trigger4 = prevstateno = 2200
anim = ifelse(teamside = 1,7910,7911)
id = 7910
sprpriority = 9
postype = right
pos = ifelse(teamside = 1,65,-70),65
ontop = 1
bindtime = -1
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State 6000];HD Canncel
type = Explod
triggerall = teamside = 1
triggerall = var(20) > 0
triggerall = time = 0
triggerall = Numexplod(7910) = 0
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 1200
trigger3 = prevstateno = 2100
trigger4 = prevstateno = 2200
anim = ifelse(teamside = 1,7920,7921)
id = 7910
sprpriority = 9
postype = left
pos = ifelse(teamside = 1,55,-60),65
ontop = 1
bindtime = -1
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State 6000];HD Canncel
type = Explod
triggerall = teamside != 1
triggerall = var(20) > 0
triggerall = time = 0
triggerall = Numexplod(7910) = 0
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 1200
trigger3 = prevstateno = 2100
trigger4 = prevstateno = 2200
anim = ifelse(teamside = 1,7920,7921)
id = 7910
sprpriority = 9
postype = right
pos = ifelse(teamside = 1,55,-60),65
ontop = 1
bindtime = -1
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State a];ドライブゲージ回復停止時間
type = varset
triggerall = var(19) > 0
triggerall = time = 0
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 1200
trigger3 = prevstateno = 2100
trigger4 = prevstateno = 2200
v = 3
value = 180

[State a];ドライブゲージゲージ
type = varadd
triggerall = var(19) > 0
triggerall = time = 0
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 1200
trigger3 = prevstateno = 2100
trigger4 = prevstateno = 2200
v = 19
value = -500

[State a];ハイパードライブゲージゲージ
type = varadd
triggerall = var(20) > 0
triggerall = time = 0
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 1200
trigger3 = prevstateno = 2100
trigger4 = prevstateno = 2200
v = 20
value = -60

;---------------------[コマンド判定]
[state a]
type = varset
trigger1 = time = 0
v = 5
value = 0

;---------------------[サウンド]
[State a];
type = PlaySnd
trigger1 = animelem = 4, = 0
value = 1000,1

[State 1000, 1];
type = PlaySnd
trigger1 = animelem = 8, = 0
value = 1000,2

;---------------------[移動]
[State 210, Width];画面端の押し戻し判定
type = Width
trigger1 = 1
edge = 10,0

;---------------------[ヘルパー]

[State explod];斬り
type = Explod
trigger1 = animelem = 4,= 0
anim = 1002
id = 3000
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
removetime = 1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 1000,4];扇子
type = helper
trigger1 = AnimElem = 8, = 0
stateno = 2010
id = 2010
name = "SenSu EX"
pos = 35,-60
postype = P1
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[立ちステートに戻る]

[State 1100,end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------------------------
;EX扇子 ヘルパー
[Statedef 2010]
type = S
physics = N
movetype = A
ctrl = 0
anim = 1010
sprpriority = 3

;----------------------
;ＡＩはproj式の飛び道具の情報を取り出せないので、
;それの情報を相手ＡＩにも与える為の措置。

[State 1000]
type = NotHitBy
trigger1 = 1
value = SCA

[State 900, 1]
type = HitDef
trigger1 = time = 0
attr = S, SP
hitflag = 
priority = 1, Miss
sparkno = -1
guard.dist = 0
numhits = 0

;----------------------

[State explod];斬り
type = Explod
trigger1 = time = 1
anim = 2010
id = 2010
sprpriority = 4
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[state a]
type = velset
trigger1 = time = 0
x = 15

[State 1051, 2]
type = Projectile
triggerall = root,var(21) <= 0
trigger1 = time = 1
projpriority = 1
attr = S, SP
projID = 2010
projanim = 1011
projremovetime = -1
projhits = 1
projremove = 1
projhitanim = -1
projpriority = 9
offset = 0,0
velocity = vel x,vel y
hitflag = MAF
damage = 0, 0
getpower = 0,0
givepower = 0,0
animtype = Hard
guardflag = M
pausetime = 0,12
pausemovetime = 0
sparkno = -1
hitsound   = -1,0
guardsound = -1,0
guard.sparkno = -1
sparkxy = 0,0
air.type = high
ground.type = high
ground.slidetime = 0
ground.hittime = 0
ground.velocity = 0
air.velocity = 0,0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 0
air.fall = 1
fall.recover = 0
yaccel = 0.5
numhits = 0

[State 1051, 2]
type = Projectile
triggerall = (Enemynear,stateno != [15020,15040])
triggerall = root,var(21) >= 1
trigger1 = time = 1
projpriority = 1
attr = S, SP
projID = 2010
projanim = 1011
projremovetime = -1
projhits = 1
projremove = 1
projhitanim = -1
projpriority = 9
offset = 0,0
velocity = vel x,vel y
hitflag = MA
damage = 0, 0
getpower = 0,0
givepower = 0,0
animtype = Hard
guardflag = M
pausetime = 0,12
pausemovetime = 0
sparkno = -1
hitsound   = -1,0
guardsound = -1,0
guard.sparkno = -1
sparkxy = 0,0
air.type = high
ground.type = high
ground.slidetime = 0
ground.hittime = 0
ground.velocity = 0
air.velocity = 0,0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 0
air.fall = 1
fall.recover = 0
yaccel = 0.5
numhits = 0

[State 1051, 2]
type = Projectile
triggerall = (Enemynear,stateno = [15020,15040])
triggerall = root,var(21) >= 1
trigger1 = time = 1
projpriority = 1
attr = S, SP
projID = 2010
projanim = 1011
projremovetime = -1
projhits = 1
projremove = 1
projhitanim = -1
projpriority = 9
offset = 0,0
velocity = vel x,vel y
hitflag = M
damage = 0, 0
getpower = 0,0
givepower = 0,0
animtype = Hard
guardflag = M
pausetime = 0,12
pausemovetime = 0
sparkno = -1
hitsound   = -1,0
guardsound = -1,0
guard.sparkno = -1
sparkxy = 0,0
air.type = high
ground.type = high
ground.slidetime = 0
ground.hittime = 0
ground.velocity = 0
air.velocity = 0,0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 0
air.fall = 1
fall.recover = 0
yaccel = 0.5
numhits = 0

[state 1051, destroyself]
type = removeexplod
trigger1 = root,numprojID(2010) = 0
trigger2 = FrontEdgeDist <= -40
ID = 2010

[state 1051, destroyself]
type = changestate
triggerall = time > 1
trigger1 = root,numprojID(2010) = 0
value = 2011

[state 1051, destroyself]
type = destroyself
triggerall = time > 1
trigger1 = root,numprojID(2010) = 0
trigger2 = FrontEdgeDist <= -40

;------------------------------------------------------------------------------------
;EX扇子 ヘルパー
[Statedef 2011]
type = S
physics = N
movetype = A
ctrl = 0
;anim = 1010
sprpriority = 3

[state a]
type = velset
trigger1 = time = 0
x = 15

;----------------------
;ＡＩはproj式の飛び道具の情報を取り出せないので、
;それの情報を相手ＡＩにも与える為の措置。

[State 1000]
type = NotHitBy
trigger1 = 1
value = SCA

[State 900, 1]
type = HitDef
trigger1 = time = 0
attr = S, SP
hitflag = 
priority = 1, Miss
sparkno = -1
guard.dist = 0
numhits = 0

;----------------------

[State 1051, 2]
type = Projectile
triggerall = root,var(21) <= 0
trigger1 = time = 1
projpriority = 1
attr = S, SP
projID = 2011
projanim = 2011
projshadow = 68,68,68
projremovetime = -1
projhits = 1
projremove = 1
projhitanim = -1
projpriority = 9
offset = 0,0
velocity = vel x,vel y
hitflag = MAF
damage = floor(120 * root,fvar(0)) + root,var(8)*30, 20
getpower = 0,0
givepower = 120+root,var(29)*12,60+root,var(29)*6
animtype = Hard
guardflag = M
pausetime = 12,12
pausemovetime = 0
sparkno = s7002
hitsound   = s400,3
guardsound = s120,1
guard.sparkno = s7012
sparkxy = 50,0
air.type = high
ground.type = high
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -4,-6.5
air.velocity = -4,-6.5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 0
yaccel = 0.5

[state 1051, destroyself]
type = removeexplod
trigger1 = root,numprojID(2011) = 0
trigger2 = FrontEdgeDist <= -40
ID = 2010

[state 1051, destroyself]
type = changestate
triggerall = time > 1
trigger1 = root,numprojID(2011) = 0
value = 1012

[state 1051, destroyself]
type = destroyself
triggerall = time > 1
trigger1 = root,numprojID(2011) = 0
trigger2 = FrontEdgeDist <= -40

;------------------------------------------------------------------------------------
;EX龍炎舞
[Statedef 2100]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= -1000
velset = 0,0
anim = 2100
sprpriority = 1
ctrl = 0

[State -2]
Type = AttackDist
Trigger1 = AnimElem = 16,>=0
Value = 0

[State 210, Width];画面端の押し戻し判定
type = Width
trigger1 = 1
edge = 10,0

;--------------------[EX演出]

[State 210, 1];EX
type = PlaySnd
trigger1 = time = 0
value = 3000, 5

[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6100
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = 5
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6101
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -1
ownpal = 1
scale = const(size.xscale),const(size.yscale)

;---------------------[ドライブキャンセル]

[State 1]
type = removeexplod
triggerall = time = 0
trigger1 = Numexplod(7910)
ID = 7910

[State 6000];Drive Canncel
type = Explod
triggerall = teamside = 1
triggerall = var(19) > 0
triggerall = time = 0
triggerall = Numexplod(7910) = 0
trigger1 = prevstateno = 1200
trigger2 = prevstateno = 2200
trigger3 = prevstateno = 1100
anim = ifelse(teamside = 1,7910,7911)
id = 7910
sprpriority = 9
postype = left
pos = ifelse(teamside = 1,65,-70),65
ontop = 1
bindtime = -1
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State 6000];Drive Canncel
type = Explod
triggerall = teamside != 1
triggerall = var(19) > 0
triggerall = time = 0
triggerall = Numexplod(7910) = 0
trigger1 = prevstateno = 1200
trigger2 = prevstateno = 2200
trigger3 = prevstateno = 1100
anim = ifelse(teamside = 1,7910,7911)
id = 7910
sprpriority = 9
postype = right
pos = ifelse(teamside = 1,65,-70),65
ontop = 1
bindtime = -1
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State 6000];HD Canncel
type = Explod
triggerall = teamside = 1
triggerall = var(20) > 0
triggerall = time = 0
triggerall = Numexplod(7910) = 0
trigger1 = prevstateno = 1200
trigger2 = prevstateno = 2200
trigger3 = prevstateno = 1100
anim = ifelse(teamside = 1,7920,7921)
id = 7910
sprpriority = 9
postype = left
pos = ifelse(teamside = 1,55,-60),65
ontop = 1
bindtime = -1
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State 6000];HD Canncel
type = Explod
triggerall = teamside != 1
triggerall = var(20) > 0
triggerall = time = 0
triggerall = Numexplod(7910) = 0
trigger1 = prevstateno = 1200
trigger2 = prevstateno = 2200
trigger3 = prevstateno = 1100
anim = ifelse(teamside = 1,7920,7921)
id = 7910
sprpriority = 9
postype = right
pos = ifelse(teamside = 1,55,-60),65
ontop = 1
bindtime = -1
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State a];ドライブゲージ回復停止時間
type = varset
triggerall = var(19) > 0
triggerall = time = 0
trigger1 = prevstateno = 1200
trigger2 = prevstateno = 2200
trigger3 = prevstateno = 1100
v = 3
value = 180

[State a];ドライブゲージゲージ
type = varadd
triggerall = var(19) > 0
triggerall = time = 0
trigger1 = prevstateno = 1200
trigger2 = prevstateno = 2200
trigger3 = prevstateno = 1100
v = 19
value = -500

[State a];ハイパードライブゲージゲージ
type = varadd
triggerall = var(20) > 0
triggerall = time = 0
trigger1 = prevstateno = 1200
trigger2 = prevstateno = 2200
trigger3 = prevstateno = 1100
v = 20
value = -60

;---------------------[コマンド判定]
[state a]
type = varset
trigger1 = time = 0
v = 5
value = 0

;---------------------[]
[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1100,0

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 4, = 0
value = 1100,1

;---------------------[移動]

[State 1000, 1]
type = PosAdd
trigger1 = AnimElem = 3, = 0
x = 32

[State 1000, 1]
type = PosAdd
trigger1 = AnimElem = 4, = 0
x = 15

[State 1000, 1]
type = PosAdd
trigger1 = AnimElem = 16, = 0
x = 8

[State 1000, 1]
type = PosAdd
trigger1 = AnimElem = 17, = 0
x = 4

;---------------------[]

[State explod];
type = Explod
trigger1 = animelem = 5,= 0 ;EX版も
anim = 1111
id = 2110
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
removeongethit = 1
ignorehitpause = 0

[State explod];
type = Explod
trigger1 = animelem = 10,= 0 ;EX版も
anim = 1116
id = 2115
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 1000,4]
type = helper
trigger1 = AnimElem = 10, = 0
stateno = 2120
id = 2120
name = "Fire"
pos = 0,0
postype = P1
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[攻撃]
[State 210, 2]
type = HitDef
triggerall = var(21) <= 0
triggerall = !(prevstateno = 1100 || prevstateno = 1200 || prevstateno = 2200)
trigger1 = animelem = 5
attr = S, SA
animtype  = hard
damage    = 50 + var(8)*12, 8
priority = 8, Hit
getpower = 0,0
givepower = 50+var(29)*5,25+var(29)*2
hitflag = MA
guardflag = M
pausetime = 12,12
sparkno = s7002
sparkxy = -16,-59
hitsound   = s400,5
guardsound = s120,1
guard.sparkno = s7012
ground.type = high
guard.hittime  = 18
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -1.5,-7.5
air.velocity = -1.5,-7
fall = 1
air.fall = 1
fall.recover = 0
yaccel = 0.5

[State 210, 2]
type = HitDef
triggerall = var(21) <= 0
triggerall = prevstateno = 1100 || prevstateno = 1200 || prevstateno = 2200
trigger1 = animelem = 5
attr = S, SA
animtype  = hard
damage    = 50 + var(8)*12, 8
priority = 8, Hit
getpower = 0,0
givepower = 50+var(29)*5,25+var(29)*2
hitflag = MAF
guardflag = M
pausetime = 12,12
sparkno = s7002
sparkxy = -16,-59
hitsound   = s400,5
guardsound = s120,1
guard.sparkno = s7012
ground.type = high
guard.hittime  = 18
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -1.5,-7.5
air.velocity = -1.5,-7
fall = 1
air.fall = 1
fall.recover = 0
yaccel = 0.5

;---------------------[]

[State 1000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------------------------
;EX龍炎舞 ヘルパー
[Statedef 2120]
type = S
physics = N
movetype = A
ctrl = 0
anim = 1120
sprpriority = 3

[state a]
type = velset
trigger1 = time = 0
x = 0

[State 1051, 2]
type = Projectile
triggerall = !(root,prevstateno = 1100 || root,prevstateno = 1200 || root,prevstateno = 2200 || root,movecontact)
triggerall = root,var(21) <= 0
trigger1 = time = 1
projpriority = 1
attr = S, SP
projID = 2120
projanim = 1121
projshadow = 68,68,68
projremovetime = 13
projhits = 1
projremove = 1
projhitanim = -1
offset = 0,0
velocity = vel x,vel y
hitflag = MA
damage = floor(80 * root,fvar(0)) + root,var(8)*20, 13
getpower = 0,0
givepower = 80+root,var(29)*8,40+root,var(29)*4
animtype = Hard
guardflag = M
pausetime = 12,12
pausemovetime = 0
sparkno = -1
hitsound   = s1100,2
guardsound = s120,1
guard.sparkno = s7012
sparkxy = 50,-60
air.type = high
ground.type = high
guard.hittime  = 16
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -4,-6.8
air.velocity = -4,-6.8
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 0
yaccel = 0.5
palfx.time = 40
palfx.add = 192,96,16
palfx.mul = 224,160,32
palfx.sinadd = 32,96,64,12
palfx.invertall = 1
palfx.color = 0

[State 1051, 2]
type = Projectile
triggerall = (root,prevstateno = 1100 || root,prevstateno = 1200 || root,prevstateno = 2200 || root,movecontact)
triggerall = root,var(21) <= 0
trigger1 = time = 1
projpriority = 1
attr = S, SP
projID = 2120
projanim = 1121
projshadow = 68,68,68
projremovetime = 13
projhits = 1
projremove = 1
projhitanim = -1
offset = 0,0
velocity = vel x,vel y
hitflag = MAF
damage = floor(80 * root,fvar(0)) + root,var(8)*20, 13
getpower = 0,0
givepower = 80+root,var(29)*8,40+root,var(29)*4
animtype = Hard
guardflag = M
pausetime = 12,12
pausemovetime = 0
sparkno = -1
hitsound   = s1100,2
guardsound = s120,1
guard.sparkno = s7012
sparkxy = 50,-60
air.type = high
ground.type = high
guard.hittime  = 16
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -4,-6.8
air.velocity = -4,-6.8
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 0
yaccel = 0.5
palfx.time = 40
palfx.add = 192,96,16
palfx.mul = 224,160,32
palfx.sinadd = 32,96,64,12
palfx.invertall = 1
palfx.color = 0

[state 1051, destroyself]
type = destroyself
triggerall = time > 1
trigger1 = root,numprojID(2120) = 0
trigger2 = animtime = 0

;------------------------------------------------------------------------------------
;EX必殺忍蜂
[Statedef 2200]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= -1000
velset = 0,0
anim = 2200
sprpriority = 1
ctrl = 0

;--------------------[EX演出]

[State 210, 1];EX
type = PlaySnd
trigger1 = time = 0
value = 3000, 5

[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6100
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = 5
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6101
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -1
ownpal = 1
scale = const(size.xscale),const(size.yscale)

;---------------------[ドライブキャンセル]

[State 1]
type = removeexplod
triggerall = time = 0
trigger1 = Numexplod(7910)
ID = 7910

[State 6000];Drive Canncel
type = Explod
triggerall = teamside = 1
triggerall = var(19) > 0
triggerall = time = 0
triggerall = Numexplod(7910) = 0
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 2100
trigger3 = prevstateno = 1200
anim = ifelse(teamside = 1,7910,7911)
id = 7910
sprpriority = 9
postype = left
pos = ifelse(teamside = 1,65,-70),65
ontop = 1
bindtime = -1
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State 6000];Drive Canncel
type = Explod
triggerall = teamside != 1
triggerall = var(19) > 0
triggerall = time = 0
triggerall = Numexplod(7910) = 0
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 2100
trigger3 = prevstateno = 1200
anim = ifelse(teamside = 1,7910,7911)
id = 7910
sprpriority = 9
postype = right
pos = ifelse(teamside = 1,65,-70),65
ontop = 1
bindtime = -1
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State 6000];HD Canncel
type = Explod
triggerall = teamside = 1
triggerall = var(20) > 0
triggerall = time = 0
triggerall = Numexplod(7910) = 0
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 2100
trigger3 = prevstateno = 1200
anim = ifelse(teamside = 1,7920,7921)
id = 7910
sprpriority = 9
postype = left
pos = ifelse(teamside = 1,55,-60),65
ontop = 1
bindtime = -1
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State 6000];HD Canncel
type = Explod
triggerall = teamside != 1
triggerall = var(20) > 0
triggerall = time = 0
triggerall = Numexplod(7910) = 0
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 2100
trigger3 = prevstateno = 1200
anim = ifelse(teamside = 1,7920,7921)
id = 7910
sprpriority = 9
postype = right
pos = ifelse(teamside = 1,55,-60),65
ontop = 1
bindtime = -1
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State a];ドライブゲージ回復停止時間
type = varset
triggerall = var(19) > 0
triggerall = time = 0
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 2100
trigger3 = prevstateno = 1200
v = 3
value = 180

[State a];ドライブゲージゲージ
type = varadd
triggerall = var(19) > 0
triggerall = time = 0
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 2100
trigger3 = prevstateno = 1200
v = 19
value = -500

[State a];ハイパードライブゲージゲージ
type = varadd
triggerall = var(20) > 0
triggerall = time = 0
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 2100
trigger3 = prevstateno = 1200
v = 20
value = -60

;---------------------[コマンド判定]
[state a]
type = varset
trigger1 = time = 0
v = 5
value = 0

;---------------------[]
[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1200,0

;---------------------[]

[State 1000, Width]
type = Width
trigger1 = 1
edge = 10,0

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 2,= 0
x = 6.5

[State 1100, StateType]
type = StateTypeSet
trigger1 = AnimElem = 10
StateType = A
physics = N

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 10,= 0
x = 6.5
y = -5

[State 1100, 4]
type = VelAdd
trigger1 = AnimElem = 10 ,>= 0
y = .35

;---------------------[攻撃]
[State 210, 2]
type = HitDef
triggerall = var(21) <= 0
trigger1 = animelem = 5
attr = S, SA
animtype  = hard
damage    = 32 + var(8)*8, 5
priority = 8, Hit
getpower = 0,0
givepower = 32+var(29)*3,16+var(29)*1
guardflag = M
pausetime = 12,12
sparkno = s7002
sparkxy = -10,-70
hitsound   = s400,5
guardsound = s120,1
guard.sparkno = s7012
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
ground.velocity = -4
air.velocity = -4,-6
fall = 0
air.fall = 1
fall.recover = 0
yaccel = 0.5

[State 210, 2]
type = HitDef
triggerall = var(21) <= 0
trigger1 = animelem = 6
attr = S, SA
animtype  = hard
damage    = 32 + var(8)*8, 5
priority = 8, Hit
getpower = 0,0
givepower = 32+var(29)*3,16+var(29)*1
guardflag = M
pausetime = 12,12
sparkno = s7002
sparkxy = -10,-70
hitsound   = s400,5
guardsound = s120,1
guard.sparkno = s7012
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
ground.velocity = -4
air.velocity = -4,-6
fall = 0
air.fall = 1
fall.recover = 0
yaccel = 0.5

[State 210, 2]
type = HitDef
triggerall = var(21) <= 0
trigger1 = animelem = 7
attr = S, SA
animtype  = hard
damage    = 32 + var(8)*8, 5
priority = 8, Hit
getpower = 0,0
givepower = 32+var(29)*3,16+var(29)*1
guardflag = M
pausetime = 12,12
sparkno = s7002
sparkxy = -10,-70
hitsound   = s400,5
guardsound = s120,1
guard.sparkno = s7012
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
ground.velocity = -4
air.velocity = -4,-6
fall = 0
air.fall = 1
fall.recover = 0
yaccel = 0.5

[State 210, 2]
type = HitDef
triggerall = var(21) <= 0
trigger1 = animelem = 12
attr = S, SA
animtype  = hard
damage    = 32 + var(8)*8, 5
priority = 8, Hit
getpower = 0,0
givepower = 32+var(29)*3,16+var(29)*1
guardflag = M
pausetime = 12,12
sparkno = s7002
sparkxy = -10,-70
hitsound   = s400,5
guardsound = s120,1
guard.sparkno = s7012
ground.type = high
ground.slidetime = 12
ground.hittime  = 12
guard.hittime  = 12
ground.velocity = -5,-6
air.velocity = -5,-6
fall = 1
air.fall = 1
fall.recover = 0
yaccel = 0.5

[State 210, 2]
type = HitDef
triggerall = var(21) <= 0
trigger1 = animelem = 11, > 6
trigger1 = movecontact >= 20
attr = S, SA
animtype  = hard
damage    = 32 + var(8)*8, 5
priority = 8, Hit
getpower = 0,0
givepower = 32+var(29)*3,16+var(29)*1
guardflag = M
pausetime = 12,12
sparkno = s7002
sparkxy = -10,-70
hitsound   = s400,5
guardsound = s120,1
guard.sparkno = s7012
ground.type = high
ground.slidetime = 12
ground.hittime  = 12
guard.hittime  = 12
ground.velocity = -5,-6.5
air.velocity = -5,-6.5
fall = 1
air.fall = 1
fall.recover = 0
yaccel = 0.5

;---------------------[]

[State 1000, end]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 2210
ctrl = 0

;------------------------------------------------------------------------------------
;EX必殺忍蜂 着地
[Statedef 2210]
type = S
movetype = I
physics = S
anim = 2210
juggle  = 0
velset = 0,0

[State 1301, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1000, Width]
type = Width
trigger1 = 1
edge = 10,0

[State 1301, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------------------------
;EXムササビの舞
[Statedef 2300]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= -1000
velset = 0,0
anim = 2300
sprpriority = 1
ctrl = 0

[State 1000, Width]
type = Width
trigger1 = 1
edge = 10,0

;--------------------[EX演出]

[State 210, 1];EX
type = PlaySnd
trigger1 = time = 0
value = 3000, 5

[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6100
pos = 0, -20
postype = p1
bindtime = 1
sprpriority = 5
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6101
pos = 0, -20
postype = p1
bindtime = 1
sprpriority = -1
ownpal = 1
scale = const(size.xscale),const(size.yscale)

;---------------------[ドライブキャンセル]

[State 1]
type = removeexplod
triggerall = time = 0
trigger1 = Numexplod(7910)
ID = 7910

[State 6000];Drive Canncel
type = Explod
triggerall = teamside = 1
triggerall = var(19) > 0
triggerall = time = 0
triggerall = Numexplod(7910) = 0
trigger1 = prevstateno = 1200
trigger2 = prevstateno = 2200
trigger3 = prevstateno = 1300
anim = ifelse(teamside = 1,7910,7911)
id = 7910
sprpriority = 9
postype = left
pos = ifelse(teamside = 1,65,-70),65
ontop = 1
bindtime = -1
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State 6000];Drive Canncel
type = Explod
triggerall = teamside != 1
triggerall = var(19) > 0
triggerall = time = 0
triggerall = Numexplod(7910) = 0
trigger1 = prevstateno = 1200
trigger2 = prevstateno = 2200
trigger3 = prevstateno = 1300
anim = ifelse(teamside = 1,7910,7911)
id = 7910
sprpriority = 9
postype = right
pos = ifelse(teamside = 1,65,-70),65
ontop = 1
bindtime = -1
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State 6000];HD Canncel
type = Explod
triggerall = teamside = 1
triggerall = var(20) > 0
triggerall = time = 0
triggerall = Numexplod(7910) = 0
trigger1 = prevstateno = 1200
trigger2 = prevstateno = 2200
trigger3 = prevstateno = 1300
anim = ifelse(teamside = 1,7920,7921)
id = 7910
sprpriority = 9
postype = left
pos = ifelse(teamside = 1,55,-60),65
ontop = 1
bindtime = -1
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State 6000];HD Canncel
type = Explod
triggerall = teamside != 1
triggerall = var(20) > 0
triggerall = time = 0
triggerall = Numexplod(7910) = 0
trigger1 = prevstateno = 1200
trigger2 = prevstateno = 2200
trigger3 = prevstateno = 1300
anim = ifelse(teamside = 1,7920,7921)
id = 7910
sprpriority = 9
postype = right
pos = ifelse(teamside = 1,55,-60),65
ontop = 1
bindtime = -1
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State a];ドライブゲージ回復停止時間
type = varset
triggerall = var(19) > 0
triggerall = time = 0
trigger1 = prevstateno = 1200
trigger2 = prevstateno = 2200
trigger3 = prevstateno = 1300
v = 3
value = 180

[State a];ドライブゲージゲージ
type = varadd
triggerall = var(19) > 0
triggerall = time = 0
trigger1 = prevstateno = 1200
trigger2 = prevstateno = 2200
trigger3 = prevstateno = 1300
v = 19
value = -500

[State a];ハイパードライブゲージゲージ
type = varadd
triggerall = var(20) > 0
triggerall = time = 0
trigger1 = prevstateno = 1200
trigger2 = prevstateno = 2200
trigger3 = prevstateno = 1300
v = 20
value = -60

;---------------------[コマンド判定]

[state a]
type = varset
trigger1 = time = 0
v = 5
value = 0

;---------------------[]
[State 1000, 1];
type = PlaySnd
trigger1 = animelem = 7, = 0
value = 1300,0

[State 1000, 1];
type = PlaySnd
trigger1 = animelem = 10, = 2
value = 1300,1

;---------------------[]

[State 1100, Velocity]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 1100, Velocity]
type = PosAdd
trigger1 = time = 14
x = 20

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 11,= 0
x = 15
y = 10

;---------------------[攻撃]
[State 210, 2]
type = HitDef
triggerall = var(21) <= 0
triggerall = movecontact = 0
trigger1 = animelem = 11
attr = A, SA
animtype  = hard
damage    = 48 + var(8)*12, 11
priority = 8, Hit
getpower = 0,0
givepower = 48+var(29)*4,24+var(29)*2
guardflag = M
pausetime = 12,12
sparkno = s7002
sparkxy = -16,-59
hitsound   = s400,5
guardsound = s120,1
guard.sparkno = s7012
ground.type = high
guard.hittime  = 18
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -3.5,-6.5
air.velocity = -3.5,-6.5
fall = 1
air.fall = 1
fall.recover = 0
yaccel = 0.5

[State 210, 2]
type = HitDef
triggerall = var(21) <= 0
triggerall = movecontact >= 1
trigger1 = movecontact >= 4
trigger2 = var(10) <= 1
trigger2 = Pos Y >= -10
attr = A, SA
animtype  = hard
damage    = 48 + var(8)*12, 11
priority = 8, Hit
getpower = 0,0
givepower = 48+var(29)*4,24+var(29)*2
guardflag = M
pausetime = 12,12
sparkno = s7002
sparkxy = -16,-59
hitsound   = s400,5
guardsound = s120,1
guard.sparkno = s7012
ground.type = high
guard.hittime  = 18
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -3.5,-6.5
air.velocity = -3.5,-6.5
fall = 1
air.fall = 1
fall.recover = 0
yaccel = 0.5

[State 1000, end]
type = varset
trigger1 = time = 0
var(10) = 0

[State 1000, end]
type = varadd
trigger1 = movecontact = 1
var(10) = 1

;---------------------[]

[State 1100,end]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 2305
ctrl = 0

;------------------------------------------------------------------------------------
;EXムササビの舞 着地
[Statedef 2305]
type = S
movetype = I
physics = S
anim = 2305
juggle  = 0
velset = 0,0

[State 1301, 1]
type = VelSet
trigger1 = Time = 0
x = 10

[State 1301, 1]
type = VelMul
trigger1 = 1
x = 0.8

[State 1301, 1]
type = VelSet
trigger1 = animelem = 5
x = 0

[State 1301, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1000, Width]
type = Width
trigger1 = 1
edge = 10,0

[State 1301, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
