;----------------------------
;通常技・特殊技・投げのステート
;----------------------------
;立ち弱攻撃
[Statedef 200]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 200
poweradd = 0
sprpriority = 2

[state a]
type = Explod
triggerall = var(7) = 1
triggerall = numtarget(200)
trigger1 = target,stateno = [5000,5099]
anim = 6500
postype = p1
pos = floor(p2dist x/2 +20),-80
sprpriority = 2
persistent = 0
ignorehitpause = 1
pausemovetime = 99999
facing = 1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Explod
trigger1 = moveguarded
anim = 6600
postype = p1
pos = floor(p2dist x/2 +20),-80
sprpriority = 2
persistent = 0
ignorehitpause = 1
pausemovetime = 99999
facing = 1
ownpal = 1
scale = 0.5,0.5

[State a]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = !helper(20000),var(5) = 1
value = 2,1

[State a]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = helper(20000),var(5) = 1
value = 2,1
channel = 0

[State a]
type = PlaySnd
trigger1 = AnimElem = 3
value = 7,0

[State a]
type = HitDef
trigger1 = Time = 0
attr              = S, NA
damage            = 30
animtype          = Light
getpower          = 30,0
givepower         = 16,0
hitflag           = MAF
guardflag         = M
priority          = 3,Hit
pausetime         = 7,7
sparkno           = -1
sparkxy           = -10,-76
guard.sparkno     = -1
hitsound          = s8,0
guardsound        = s8,11
ground.type       = High
ground.slidetime  = 13
ground.hittime    = 13
ground.velocity   = -3,0
guard.velocity    = -5
air.type          = High
air.velocity      = -3,-3
air.hittime       = 13
ground.cornerpush.veloff = -5
guard.cornerpush.veloff = -7
air.cornerpush.veloff = -5
ID = 200

[State a]
type = CtrlSet
trigger1 = AnimElem = 6
value = 1

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------
;遠距離立ち中攻撃
[Statedef 210]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 210
poweradd = 17
sprpriority = 2

[state a]
type = Explod
triggerall = var(7) = 1
triggerall = numtarget(210)
trigger1 = target,stateno = [5000,5099]
anim = 6510
postype = p1
pos = floor(p2dist x/2 +40),-60
sprpriority = 2
persistent = 0
ignorehitpause = 1
pausemovetime = 99999
facing = 1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Explod
trigger1 = moveguarded
anim = 6600
postype = p1
pos = floor(p2dist x/2 +40),-60
sprpriority = 2
persistent = 0
ignorehitpause = 1
pausemovetime = 99999
facing = 1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Helper
trigger1 = AnimElem = 5
id = 6000
name = "dust"
pos = 60,-5
postype = p1
stateno = 6000
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = -1

[state a]
type = Helper
trigger1 = AnimElem = 5
id = 6001
name = "dust"
pos = 80,-10
postype = p1
stateno = 6001
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = -1

[state a]
type = Helper
trigger1 = AnimElemtime(5) = 6
id = 6001
name = "dust"
pos = 90,-10
postype = p1
stateno = 6001
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = -1

[state a]
type = Helper
trigger1 = AnimElemtime(5) = 12
id = 6001
name = "dust"
pos = 100,-10
postype = p1
stateno = 6001
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = -1

[State a]
type = PlaySnd
trigger1 = AnimElem = 5
trigger1 = !helper(20000),var(5) = 1
value = 2,2

[State a]
type = PlaySnd
trigger1 = AnimElem = 5
trigger1 = helper(20000),var(5) = 1
value = 2,2
channel = 0

[State a]
type = PlaySnd
trigger1 = AnimElem = 5
value = 7,1

[State a]
type = HitDef
trigger1 = Time = 0
attr              = S, NA
damage            = 50
animtype          = Medium
getpower          = 60,0
givepower         = 16,0
hitflag           = MAF
guardflag         = M
priority          = 4,Hit
pausetime         = 11,11
sparkno           = -1
sparkxy           = -10,-76
guard.sparkno     = -1
hitsound          = s8,1
guardsound        = s8,11
ground.type       = High
ground.slidetime  = 15
ground.hittime    = 15
ground.velocity   = -7,0
guard.velocity    = -9
air.type          = High
air.velocity      = -3.4,-3
air.hittime       = 15
ground.cornerpush.veloff = -8
guard.cornerpush.veloff = -10
air.cornerpush.veloff = -8
ID = 210

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------
;近距離立ち中攻撃
[Statedef 211]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 211
poweradd = 17
sprpriority = 2

[state a]
type = Explod
triggerall = var(7) = 1
triggerall = numtarget(211)
trigger1 = target,stateno = [5000,5099]
anim = 6510
postype = p1
pos = floor(p2dist x/2 +40),-60
sprpriority = 2
persistent = 0
ignorehitpause = 1
pausemovetime = 99999
facing = 1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Explod
triggerall = var(7) = 1
triggerall = numtarget(211)
trigger1 = target,stateno = [5000,5099]
anim = 6530
postype = p1
pos = floor(p2dist x/2 +40),-60
sprpriority = 3
persistent = 0
ignorehitpause = 1
pausemovetime = 99999
facing = 1
ownpal = 1
;scale = 0.5,0.5

[state a]
type = Explod
trigger1 = moveguarded
anim = 6600
postype = p1
pos = floor(p2dist x/2 +40),-60
sprpriority = 2
persistent = 0
ignorehitpause = 1
pausemovetime = 99999
facing = 1
ownpal = 1
scale = 0.5,0.5

[State a]
type = PlaySnd
trigger1 = AnimElem = 7
trigger1 = !helper(20000),var(5) = 1
value = 2,2

[State a]
type = PlaySnd
trigger1 = AnimElem = 7
trigger1 = helper(20000),var(5) = 1
value = 2,2
channel = 0

[State a]
type = PlaySnd
trigger1 = AnimElem = 7
value = 7,4

[State a]
type = PlaySnd
triggerall = var(7) = 1
triggerall = numtarget(211)
trigger1 = target,stateno = [5000,5099]
value = 8,4
persistent = 0
ignorehitpause = 1

[State a]
type = HitDef
trigger1 = Time = 0
attr              = S, NA
damage            = 50
animtype          = Medium
getpower          = 60,0
givepower         = 16,0
hitflag           = MAF
guardflag         = M
priority          = 4,Hit
pausetime         = 10,11
sparkno           = -1
sparkxy           = -10,-76
guard.sparkno     = -1
hitsound          = s8,7
guardsound        = s8,11
ground.type       = High
ground.slidetime  = 15
ground.hittime    = 15
ground.velocity   = -5,0
guard.velocity    = -5
air.type          = High
air.velocity      = -5,-3
air.hittime       = 15
ground.cornerpush.veloff = -7
guard.cornerpush.veloff = -10
air.cornerpush.veloff = -7
ID = 211

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------
;立ち強攻撃
[Statedef 220]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 220
poweradd = 25
sprpriority = 2

[state a]
type = velset
trigger1 = animelem = 2
x = 5

[state a]
type = velset
trigger1 = animelem = 3
x = 4

[state a]
type = velset
trigger1 = animelem = 4
x = 3

[state a]
type = velmul
trigger1 = animelem = 2,>=0
x = 0.95

[state a]
type = Explod
triggerall = var(7) = 1
triggerall = numtarget(220)
trigger1 = target,stateno = [5000,5099]
anim = 6520
postype = p1
pos = floor(p2dist x/2 +20),-70
sprpriority = 2
persistent = 0
ignorehitpause = 1
pausemovetime = 99999
facing = 1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Explod
trigger1 = moveguarded
anim = 6600
postype = p1
pos = floor(p2dist x/2 +20),-70
sprpriority = 2
persistent = 0
ignorehitpause = 1
pausemovetime = 99999
facing = 1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Helper
trigger1 = AnimElem = 4
id = 6000
name = "dust"
pos = 15,-5
postype = p1
stateno = 6000
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = -1

[State a]
type = PlaySnd
trigger1 = AnimElem = 4
trigger1 = !helper(20000),var(5) = 1
value = 2,6

[State a]
type = PlaySnd
trigger1 = AnimElem = 4
trigger1 = helper(20000),var(5) = 1
value = 2,6
channel = 0

[State a]
type = PlaySnd
trigger1 = AnimElem = 4
value = 7,2

[State a]
type = HitDef
trigger1 = Time = 0
attr              = S, NA
damage            = 80
animtype          = hard
getpower          = 90,0
givepower         = 16,0
hitflag           = MAF
guardflag         = M
priority          = 5,Hit
pausetime         = 17,17
sparkno           = -1
sparkxy           = -10,-76
guard.sparkno     = -1
hitsound          = s8,2
guardsound        = s8,11
ground.type       = High
ground.slidetime  = 17
ground.hittime    = 17
ground.velocity   = -14,0;-7,0
guard.velocity    = -10
air.type          = High
air.velocity      = -12,0;-5,-3
air.hittime       = 17
ground.cornerpush.veloff = -9
guard.cornerpush.veloff = -11
air.cornerpush.veloff = -9
ID = 220

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------
;→中攻撃移動
[Statedef 230]
type     = S
movetype = A
physics  = N
juggle   = 0
ctrl     = 0
anim     = 230
poweradd = 0
sprpriority = 2

[state a]
type = statetypeset
trigger1 = animelem = 4
value = A

[state a]
type = velset
trigger1 = animelem = 4
x = 2
y = -5

[state a]
type = veladd
trigger1 = animelem = 4,>=0
y = 0.45

[State a]
type = PlaySnd
trigger1 = animelem = 4
value = 7,0

[State a]
type = ChangeState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 231

;-----------------------
;→中攻撃
[Statedef 231]
type     = S
movetype = A
physics  = S
juggle   = 0
ctrl     = 0
anim     = 231
poweradd = 17
sprpriority = 2

[state a]
type = posset
trigger1 = 1
y = 0

[state a]
type = Explod
triggerall = var(7) = 1
triggerall = numtarget(230)
trigger1 = target,stateno = [5000,5099]
anim = 6500
postype = p1
pos = floor(p2dist x/2 +20),-80
sprpriority = 2
persistent = 0
ignorehitpause = 1
pausemovetime = 99999
facing = 1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Explod
triggerall = var(7) = 1
triggerall = numtarget(231)
trigger1 = target,stateno = [5000,5099]
anim = 6520
postype = p1
pos = floor(p2dist x/2 +20),-30
sprpriority = 2
persistent = 0
ignorehitpause = 1
pausemovetime = 99999
facing = 1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Explod
triggerall = var(7) = 1
triggerall = numtarget(232)
trigger1 = target,stateno = [5000,5099]
anim = 6520
postype = p1
pos = floor(p2dist x/2 +20),-30
sprpriority = 2
persistent = 0
ignorehitpause = 1
pausemovetime = 99999
facing = 1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Explod
trigger1 = moveguarded
anim = 6600
postype = p1
pos = floor(p2dist x/2 +20),ifelse(numtarget(230),-80,-30)
sprpriority = 2
persistent = 0
ignorehitpause = 1
pausemovetime = 99999
facing = 1
ownpal = 1
scale = 0.5,0.5

[State a]
type = Explod
trigger1 = AnimElem = 2
anim = 232
postype = p1
pos = 60,0
scale = 0.5,0.5
sprpriority = 3
ownpal = 1
facing = 1
IgnoreHitPause = 1
ID = 232

[State a]
type = Explod
trigger1 = AnimElem = 2
anim = 232
postype = p1
pos = 10,0
scale = 0.5,0.5
sprpriority = 3
ownpal = 1
facing = -1
IgnoreHitPause = 1
ID = 232

[state a]
type = Explod
triggerall = movehit && numtarget(230)
trigger1 = AnimElem = 2
anim = 6080
postype = p1
pos = 30,0
scale = 0.5,0.5
sprpriority = 3
ownpal = 1
IgnoreHitPause = 1
ID = 6080

[State a]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = !helper(20000),var(5) = 1
value = 2,6

[State a]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = helper(20000),var(5) = 1
value = 2,6
channel = 0

[State a]
type = PlaySnd
trigger1 = AnimElem = 2
value = 6,8

[State a]
type = PlaySnd
trigger1 = AnimElem = 2
value = 7,1

[State a]
type = Envshake
trigger1 = AnimElem = 2
time = 12
freq = 60
ampl = -7

[State a]
type = HitDef
trigger1 = AnimElem = 1
trigger1 = enemy,statetype != C
attr              = S, NA
damage            = 50+(Random % 2),0
animtype          = Medium
getpower          = 45,0
givepower         = 16,0
hitflag           = MAF
guardflag         = H
priority          = 4,Hit
pausetime         = 11,11
sparkno           = -1
sparkxy           = -10,-76
guard.sparkno     = -1
hitsound          = s8,0
guardsound        = s8,11
ground.type       = trip
ground.slidetime  = 11
ground.hittime    = 11
ground.velocity   = -1,17
guard.velocity    = -5
air.velocity      = -1,17
air.hittime       = 11
ground.cornerpush.veloff = -7
guard.cornerpush.veloff = -10
air.cornerpush.veloff = -7
fall = 1
fall.recover = 0
air.fall = 1
ID = 230

[State a]
type = HitDef
trigger1 = AnimElem = 1
trigger1 = enemy,statetype = C
attr              = S, NA
damage            = 50+(Random % 2),0
animtype          = Medium
getpower          = 45,0
givepower         = 16,0
hitflag           = MAF
guardflag         = H
priority          = 4,Hit
pausetime         = 11,11
sparkno           = -1
sparkxy           = -10,-76
guard.sparkno     = -1
hitsound          = s8,0
guardsound        = s8,11
ground.type       = trip
ground.slidetime  = 11
ground.hittime    = 11
ground.velocity   = -1,17
guard.velocity    = -5
air.velocity      = -1,17
air.hittime       = 11
ground.cornerpush.veloff = -7
guard.cornerpush.veloff = -10
air.cornerpush.veloff = -7
fall = 1
fall.recover = 0
air.fall = 1
ID = 231

[State a]
type = HitDef
trigger1 = AnimElem = 2
attr              = S, NA
damage            = 50+(Random % 2),0
animtype          = Medium
getpower          = 45,0
givepower         = 16,0
hitflag           = MAF
guardflag         = H
priority          = 4,Hit
pausetime         = 11,11
sparkno           = -1
sparkxy           = -10,-76
guard.sparkno     = -1
hitsound          = s0,9
guardsound        = s8,11
ground.type       = trip
ground.slidetime  = 11
ground.hittime    = 11
ground.velocity   = -1,-2
guard.velocity    = -5
air.velocity      = -1,12
air.hittime       = 11
ground.cornerpush.veloff = -7
guard.cornerpush.veloff = -10
air.cornerpush.veloff = -7
fall = 1
fall.recover = 0
air.fall = 1
ID = 232
nochainID = 230,231

[state a]
type = targetstate
trigger1 = movehit = 1
value = ifelse(enemy,statetype = A,232,234)
ID = 230
;IgnoreHitPause = 1

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------
;地面バウンド吹っ飛び状態
[Statedef 232]
type    = A
movetype = H
physics = N
velset = 0,0

[state a]
type = Hitfallset
trigger1 = 1
value = 1

[state a]
type = velset
trigger1 = Gethitvar(hitshaketime) = 0
trigger1 = facing = 1
x = Gethitvar(xvel)

[state a]
type = velset
trigger1 = Gethitvar(hitshaketime) = 0
trigger1 = facing = -1
x = -Gethitvar(xvel)

[state a]
type = ChangeAnim
trigger1 = time >= 0
value = 5030

[state a]
type = ChangeState
trigger1 = GetHitVar(hitshaketime) = 0
value = 233
ctrl = 0

;-----------------------
;地面バウンド吹っ飛び状態２
[Statedef 233]
type    = A
movetype = H
physics = N

[state a]
type = Hitfallset
trigger1 = 1
value = 1

[state a]
type = velset
trigger1 = time = 0
y = Gethitvar(yvel)

[state a]
type = veladd
trigger1 = 1
y = 0.4

[state a]
type = ChangeAnim
trigger1 = time = 0
trigger1 = SelfAnimExist(5035)
value = 5035

[state a]
type = ChangeAnim
trigger1 = anim = 5035
trigger1 = animtime = 0
value = 5050

[state a]
type = ChangeState
;trigger1 = time > 1
trigger1 = Pos Y > 0
trigger1 = Vel Y >= 0
value = 234
ctrl = 0

;------------------------
;地面バウンドフリーズ
[Statedef 234]
type    = S
movetype = H
physics = N
velset = 0,0

[state a]
type = Hitfallset
trigger1 = time = 0
value = 1

[state a]
type = Envshake
trigger1 = time = 0
time = 10
freq = 120
ampl = -4

[state a]
type = PosSet
Trigger1 = Time = 0
y = 0

[state a]
type = ChangeAnim
trigger1 = time = 0
value = 5100

[state a]
type = ChangeState
trigger1 = time = 1
value = 236
ctrl = 0

;------------------------
;地面バウンドフリーズ2
[Statedef 234]
type    = A
movetype = H
physics = N
velset = 0,0

[state a]
type = Hitfallset
trigger1 = time = 0
value = 1

[state a]
type = Envshake
trigger1 = time = 0
time = 8
fleg = 180

[state a]
type = GameMakeAnim
trigger1 = Time = 0
value = 60
pos = 0, 0

[state a]
type = PosSet
Trigger1 = Time = 0
y = 0

[state a]
type = ChangeAnim
trigger1 = time = 0
value = 5100

[state a]
type = ChangeState
trigger1 = time = 0
value = 235
ctrl = 0

;-------------------------
;地面バウンドフリーズ3
[Statedef 235]
type    = A
movetype = H
physics = N
velset = 0,0

[state a]
type = Hitfallset
trigger1 = time = 0
value = 1

[state a]
type = PosSet
Trigger1 = Time = 0
y = 0

[state a]
type = ChangeAnim
trigger1 = time = 0
value = 5100

[state a]
type = ChangeState
trigger1 = GetHitVar(hitshaketime) = 0
value = 236
ctrl = 0

;-------------------------
;地面バウンド上昇
[Statedef 236]
type    = A
movetype = H
physics = N
velset = 0,0

[state a]
type = Hitfallset
trigger1 = time = 0
value = 1

[state a]
type = velset
trigger1 = time = 0
trigger1 = facing = 1
x = Gethitvar(xvel)*0.5

[state a]
type = velset
trigger1 = time = 0
trigger1 = facing = -1
x = -Gethitvar(xvel)*0.5

[state a]
type = velset
trigger1 = time = 4
y = -Gethitvar(yvel)*0.5

[state a]
type = veladd
trigger1 = 1
y = 0.4

[state a]
type = ChangeAnim
trigger1 = time = 0
value = 5100

[state a]
type = ChangeAnim
trigger1 = time = 4
value = 5030

[state a]
type = ChangeAnim
trigger1 = time = 4
trigger1 = SelfAnimExist(5035)
value = 5035

[state a]
type = ChangeAnim
trigger1 = anim = 5030 && SelfAnimExist(5035) = 0
trigger1 = animtime = 0
trigger2 = anim = 5035 && SelfAnimExist(5035) != 0
trigger2 = animtime = 0
value = 5050

[state a]
type = SelfState
trigger1 = Vel Y >= 0
trigger1 = Pos Y > 0
trigger1 = time >= 4
value = 5100
ctrl = 0

;------------------------
;→強攻撃
[Statedef 240]
type     = S
movetype = A
physics  = N
juggle   = 0
ctrl     = 0
anim     = 240
poweradd = 25
sprpriority = 2

[state a]
type = velset
trigger1 = (AnimElemTime(1) >= 0) && (AnimElemTime(12) < 0)
x = 1

[state a]
type = velset
trigger1 = animelem = 13
x = 2

[state a]
type = velmul
trigger1 = animelem = 14,>=0
x = 0.95

[state a]
type = Helper
trigger1 = animelem = 1
trigger2 = animelem = 13
trigger3 = animelem = 15
id = 6000
name = "dust"
pos = 10,-5
postype = p1
stateno = 6000
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = -1

[state a]
type = Explod
triggerall = var(7) = 1
triggerall = numtarget(240)
trigger1 = target,stateno = [5000,5099]
anim = 6520
postype = p1
pos = floor(p2dist x/2 +40),-90
sprpriority = 2
persistent = 0
ignorehitpause = 1
pausemovetime = 99999
facing = 1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Explod
trigger1 = moveguarded
anim = 6600
postype = p1
pos = floor(p2dist x/2 +40),-90
sprpriority = 2
persistent = 0
ignorehitpause = 1
pausemovetime = 99999
facing = 1
ownpal = 1
scale = 0.5,0.5

[State a]
type = PlaySnd
trigger1 = AnimElem = 13
trigger1 = !helper(20000),var(5) = 1
value = 2,1

[State a]
type = PlaySnd
trigger1 = AnimElem = 13
trigger1 = helper(20000),var(5) = 1
value = 2,1
channel = 0

[State a]
type = PlaySnd
trigger1 = P2stateno = 243
value = 6,9
persistent = 0
ignorehitpause = 1

[State a]
type = PlaySnd
trigger1 = time = 0
value = 7,0

[State a]
type = PlaySnd
trigger1 = AnimElem = 13
value = 7,2

[State a]
type = HitDef
trigger1 = time = 0
attr              = S, NA
damage            = 100,0
animtype          = hard
getpower          = 120,0
givepower         = 16,0
hitflag           = MAF
guardflag         = M
priority          = 6,Hit
pausetime         = 15,15
sparkno           = -1
sparkxy           = -10,-76
guard.sparkno     = -1
hitsound          = s8,2
guardsound        = s8,11
ground.type       = High
ground.slidetime  = 11
ground.hittime    = 11
ground.velocity   = -12,-7
guard.velocity    = -12
air.type          = High
air.velocity      = -12,-7
air.hittime       = 11
ground.cornerpush.veloff = -12
guard.cornerpush.veloff = -15
air.cornerpush.veloff = -12
fall = 1
fall.recover = 0
ID = 240

[State a]
type = targetstate
trigger1 = var(10) = 0
trigger1 = movehit && numtarget(240)
trigger1 = (target(240),stateno=5000) || (target(240),stateno=5010) || (target(240),stateno=5020)
value = 241
ID = 240
ignorehitpause = 1

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------
;相手硬直
[Statedef 241]
type = A
movetype = H
physics = N
velset = 0,0

[State a]
type = changeanim
trigger1 = 1
value = 5002

[State a]
type = changestate
trigger1 = hitshakeover
value = 242

;----------------------
;壁まで吹っ飛ぶ
[Statedef 242]
type = A
movetype = H
physics = N

[State a]
type = hitvelset
trigger1 = Time = 0
x = 1
y = 1

[State a]
type = veladd
trigger1 = 1
y = gethitvar(yaccel)

[State a]
type = screenbound
trigger1 = 1
value = 1
movecamera = 0,1

[State a]
type = playerpush
trigger1 = 1
value = 0

[State a]
type = changeanim
trigger1 = Time = 0
value = 5030

[State a]
type = changestate
trigger1 = backedgebodydist<=10 || frontedgebodydist<=10
value = 243

[State a]
type = selfstate
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value=5100

;-----------------------
;壁バウンド
[Statedef 243]
type = A
movetype = H
physics = N

[State a]
type = turn
trigger1 = Time = 0
trigger1 = frontedgedist<backedgedist

[State a]
type = posset
trigger1 = 1
x = -160*facing

[State a]
type = posfreeze
trigger1 = 1
x = 1
y = 1

[State a]
type = screenbound
trigger1 = 1
value =1 
movecamera = 0,1

[State a]
type = playerpush
trigger1 = 1
value = 1

[State a]
type = changeanim
trigger1 = 1
value = 5000

[State a]
type=changestate
trigger1 = time>=4
value = 244

;------------------------
;壁バウンド落下
[Statedef 244]
type = A
movetype = H
physics = N

[State a]
type = turn
trigger1 = Time = 0

[State a]
type = veladd
trigger1 = 1
y = .5

[State a]
type = velset
trigger1 = Time = 0
x = -2
y = -13

[State a]
type = changeanim
trigger1 = Time = 0
value = ifelse(selfanimexist(5051),5051,5030)

[State a]
type = changeanim
trigger1 = anim=5030 && AnimTime = 0
value = 5050

[State a]
type = changeanim
trigger1 = vel y>-3 && anim = 5051
value = 5061

[State a]
type = screenbound
trigger1 = 1
value = 1
movecamera = 0,0

[State a]
type = playerpush
trigger1 = 1
value = 0

[State a]
type=selfstate
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;-------------------------
;EX→強攻撃
[Statedef 245]
type     = S
movetype = A
physics  = N
juggle   = 0
ctrl     = 0
anim     = 245
poweradd = -333
sprpriority = 2

[State a]
type = PalFX
trigger1 = gametime %2=0
trigger1 = AnimElemTime(20) < 0
time = 1
add = 170,170,0
sinadd = 64,32,5,3
ignorehitpause = 1

[State a]
type = AfterImage
trigger1 = time = 0
time = 30
trans = add1
timegap = 1
framegap = 3
length = 7
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1

[state a]
type = velset
trigger1 = (AnimElemTime(1) >= 0) && (AnimElemTime(19) < 0)
x = 2

[state a]
type = velset
trigger1 = animelem = 22
x = 3

[state a]
type = velmul
trigger1 = animelem = 22,>=0
x = 0.85

[state a]
type = Helper
trigger1 = animelem = 13
trigger2 = animelem = 15
id = 6000
name = "dust"
pos = 10,-5
postype = p1
stateno = 6000
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = -1

[state a]
type = Explod
triggerall = var(7) = 1
triggerall = numtarget(245)
trigger1 = target,stateno = [5000,5099]
anim = 6520
postype = p1
pos = floor(p2dist x/2 +40),-90
sprpriority = 2
persistent = 0
ignorehitpause = 1
pausemovetime = 99999
facing = 1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Explod
trigger1 = moveguarded
anim = 6600
postype = p1
pos = floor(p2dist x/2 +40),-90
sprpriority = 2
persistent = 0
ignorehitpause = 1
pausemovetime = 99999
facing = 1
ownpal = 1
scale = 0.5,0.5

[State a]
type = Explod
trigger1 = animelem = 1
anim = 6020
postype = p1
pos = 0,0
scale = 0.5,0.5
sprpriority = 3
ownpal = 1
facing = -1
IgnoreHitPause = 1
ID = 6020

[State a]
type = PlaySnd
trigger1 = AnimElem = 8
trigger1 = !helper(20000),var(5) = 1
value = 2,6

[State a]
type = PlaySnd
trigger1 = AnimElem = 8
trigger1 = helper(20000),var(5) = 1
value = 2,6
channel = 0

[State a]
type = PlaySnd
trigger1 = P2stateno = 243
value = 6,9
persistent = 0
ignorehitpause = 1

[State a]
type = PlaySnd
trigger1 = time = 0
value = 7,0

[State a]
type = PlaySnd
trigger1 = AnimElem = 8
value = 7,5

[State a]
type = HitDef
trigger1 = time = 0
attr              = S, NA
damage            = 100,0
animtype          = hard
getpower          = 120,0
givepower         = 16,0
hitflag           = MAF
guardflag         = M
priority          = 6,Hit
pausetime         = 15,15
sparkno           = -1
sparkxy           = -10,-76
guard.sparkno     = -1
hitsound          = s8,2
guardsound        = s8,11
ground.type       = High
ground.slidetime  = 11
ground.hittime    = 11
ground.velocity   = -12,-7
guard.velocity    = -12
air.type          = High
air.velocity      = -12,-7
air.hittime       = 11
ground.cornerpush.veloff = -12
guard.cornerpush.veloff = -15
air.cornerpush.veloff = -12
fall = 1
fall.recover = 0
ID = 245

[State a]
type = targetstate
trigger1 = var(10) = 0
trigger1 = movehit && numtarget(245)
trigger1 = (target(245),stateno=5000) || (target(245),stateno=5010) || (target(245),stateno=5020)
value = 241
ID = 245
ignorehitpause=1

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------
;←強攻撃
[Statedef 250]
type     = S
movetype = A
physics  = N
juggle   = 0
ctrl     = 0
anim     = 250
poweradd = 25
sprpriority = 2

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

[state a]
type = velset
trigger1 = animelem = 8
x = -5

[state a]
type = velmul
trigger1 = animelem = 8,>=0
x = 0.85

[state a]
type = Helper
trigger1 = AnimElem = 8
id = 251
name = "fire"
pos = -10,-53
postype = p1
stateno = 251
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1

[state a]
type = Helper
trigger1 = AnimElem = 8
id = 253
name = "fire"
pos = 10,-53
postype = p1
stateno = 253
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1

[State a]
type = Explod
trigger1 = AnimElem = 8
anim = 6020
postype = p1
pos = 0,0
scale = 0.5,0.5
sprpriority = 3
ownpal = 1
facing = -1
IgnoreHitPause = 1
ID = 6020

[State a]
type = PlaySnd
trigger1 = AnimElem = 8
trigger1 = !helper(20000),var(5) = 1
value = 2,ifelse(Random <= 500,4,7)

[State a]
type = PlaySnd
trigger1 = AnimElem = 8
trigger1 = helper(20000),var(5) = 1
value = 2,ifelse(Random <= 500,4,7)
channel = 0

[State a]
type = PlaySnd
trigger1 = AnimElem = 8
value = 0,11

[State a]
type = PlaySnd
trigger1 = AnimElem = 8
value = 0,16

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------
;←強攻撃炎1
[Statedef 251]
type     = A
movetype = A
physics  = N
juggle   = 0
ctrl     = 0
anim     = 251
poweradd = 0
sprpriority = 2

[State a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State a]
type = HitBy
trigger1 = 1
value = SCA,AP

[State a]
type = HitOverRide
trigger1 = 1
attr = SCA,AP,AT
stateno = 252

[state a]
type = velset
trigger1 = animelem = 2
x = 3

[state a]
type = velmul
trigger1 = animelem = 4,>=0
x = 0.95

[State a]
type = varset
trigger1 = time = 0
v = 1
value = 256

[State a]
type = varset
trigger1 = time = 0
v = 2
value = 0

[State a]
type = varadd
trigger1 = animelem = 7,>=0
v = 1
value = -16

[State a]
type = varadd
trigger1 = animelem = 7,>=0
v = 2
value = 16

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = var(1),var(2)

[State a]
type = HitDef
trigger1 = time = 0
attr              = S, NP
damage            = ceil(50*root,fvar(1)),0
animtype          = up
getpower          = ceil(60*root,fvar(1)),0
givepower         = 16,0
hitflag           = MAF
guardflag         = M
priority          = 5,Hit
sprpriority       = 2
pausetime         = 0,11
sparkno           = -1
sparkxy           = -10,-76
guard.sparkno     = -1
hitsound          = s0,16
guardsound        = -1
ground.type       = High
ground.slidetime  = 11
ground.hittime    = 11
ground.velocity   = -1,-9
guard.velocity    = -5
air.type          = High
air.velocity      = -1,-9
air.hittime       = 11
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
fall.recover = 0
air.fall = 1
palfx.color = 60
palfx.add = 100,40,50
palfx.mul = 90,50,40
palfx.time = 60
ID = 251

[State a]
type = ChangeState
trigger1 = movehit && numtarget(251)
value = 252

[State a]
type = DestroySelf
trigger1 = animtime = 0

;-----------------------
;燃焼演出
[Statedef 252]
type     = A
movetype = A
physics  = N
juggle   = 0
ctrl     = 0
velset   = 0,0
anim     = 9999
poweradd = 0
sprpriority = 2

[state a]
type = Helper
trigger1 = time = 0
trigger2 = time = 1
trigger3 = time = 2
trigger4 = time = 10
trigger5 = time = 11
trigger6 = time = 12
trigger7 = time = 20
trigger8 = time = 21
trigger9 = time = 22
id = 6002
name = "kemuri"
pos = -30+random%60,-60+random%40
postype = p2
stateno = 6002
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = ifelse(random <= 500,1,-1)

[state a]
type = Explod
trigger1 = time = 0
trigger1 = numtarget(251)
anim = 185
postype = p2
pos = 0,-50
sprpriority = 2
persistent = 0
ignorehitpause = 1
bindtime = -1
removetime = 16
facing = 1
ownpal = 1
scale = 0.7,0.7

[State a]
type = DestroySelf
trigger1 = time = 60;animtime = 0

;----------------------
;←強攻撃炎2
[Statedef 253]
type     = A
movetype = A
physics  = N
anim = 184
sprpriority = 1

[State a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = velset
trigger1 = animelem = 2
trigger1 = root,stateno = 250
x = 3

[state a]
type = velmul
trigger1 = animelem = 3,>=0
trigger1 = root,stateno = 250
x = 0.95

[State a]
type = varset
trigger1 = time = 0
v = 1
value = 256

[State a]
type = varset
trigger1 = time = 0
v = 2
value = 0

[State a]
type = varadd
trigger1 = time >= 25
trigger1 = root,stateno != 1001
v = 1
value = -16

[State a]
type = varadd
trigger1 = time >= 25
trigger1 = root,stateno != 1001
v = 2
value = 16

[State a]
type = varadd
trigger1 = time >= 10
trigger1 = root,stateno = 1001
v = 1
value = -24

[State a]
type = varadd
trigger1 = time >= 10
trigger1 = root,stateno = 1001
v = 2
value = 24

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = var(1),var(2)

[state a]
type = AngleDraw
trigger1 = 1
scale = 1,1

[state a]
type = DestroySelf
trigger1 = var(1) <= 0

;------------------------
;しゃがみ弱攻撃
[Statedef 400]
type     = C
movetype = A
physics  = C
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 400
poweradd = 0
sprpriority = 2

[state a]
type = Explod
triggerall = var(7) = 1
triggerall = numtarget(400)
trigger1 = target,stateno = [5000,5099]
anim = 6500
postype = p1
pos = floor(p2dist x/2 +20),-50
sprpriority = 2
persistent = 0
ignorehitpause = 1
pausemovetime = 99999
facing = 1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Explod
trigger1 = moveguarded
anim = 6600
postype = p1
pos = floor(p2dist x/2 +20),-50
sprpriority = 2
persistent = 0
ignorehitpause = 1
pausemovetime = 99999
facing = 1
ownpal = 1
scale = 0.5,0.5

[State a]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = !helper(20000),var(5) = 1
value = 2,0

[State a]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = helper(20000),var(5) = 1
value = 2,0
channel = 0

[State a]
type = PlaySnd
trigger1 = AnimElem = 4
value = 7,0

[State a]
type = HitDef
trigger1 = Time = 0
attr              = C, NA
damage            = 20,0
animtype          = Light
getpower          = 24,0
givepower         = 16,0
hitflag           = MAF
guardflag         = M
priority          = 3,Hit
pausetime         = 7,7
sparkno           = -1
sparkxy           = -10,-76
guard.sparkno     = -1
hitsound          = s8,3
guardsound        = s8,11
ground.type       = Low
ground.slidetime  = 11
ground.hittime    = 11
ground.velocity   = -3,0
guard.velocity    = -5
air.velocity      = -3,-3
air.hittime       = 11
ground.cornerpush.veloff = -6
guard.cornerpush.veloff = -8
air.cornerpush.veloff = -6
ID = 400

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------
;しゃがみ中攻撃
[Statedef 410]
type     = C
movetype = A
physics  = C
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 410
poweradd = 17
sprpriority = 2

[state a]
type = Explod
triggerall = var(7) = 1
triggerall = numtarget(410)
trigger1 = target,stateno = [5000,5099]
anim = 6510
postype = p1
pos = floor(p2dist x/2 +20),-50
sprpriority = 2
persistent = 0
ignorehitpause = 1
pausemovetime = 99999
facing = 1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Explod
trigger1 = moveguarded
anim = 6600
postype = p1
pos = floor(p2dist x/2 +20),-50
sprpriority = 2
persistent = 0
ignorehitpause = 1
pausemovetime = 99999
facing = 1
ownpal = 1
scale = 0.5,0.5

[State a]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = !helper(20000),var(5) = 1
value = 2,1

[State a]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = helper(20000),var(5) = 1
value = 2,1
channel = 0

[State a]
type = PlaySnd
trigger1 = AnimElem = 3
value = 7,1

[State a]
type = HitDef
trigger1 = Time = 0
attr              = C, NA
damage            = 37+(Random % 2),0
animtype          = Medium
getpower          = 45,0
givepower         = 16,0
hitflag           = MAF
guardflag         = M
priority          = 4,Hit
pausetime         = 11,11
sparkno           = -1
sparkxy           = -10,-76
guard.sparkno     = -1
hitsound          = s8,4
guardsound        = s8,11
ground.type       = Low
ground.slidetime  = 15
ground.hittime    = 15
ground.velocity   = -4,0
guard.velocity    = -6
air.velocity      = -4,-3
air.hittime       = 15
ground.cornerpush.veloff = -8
guard.cornerpush.veloff = -10
air.cornerpush.veloff = -8
ID = 410

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;-----------------------
;しゃがみ強攻撃
[Statedef 420]
type     = C
movetype = A
physics  = C
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 420
poweradd = 25
sprpriority = 2

[state a]
type = Explod
triggerall = var(7) = 1
triggerall = numtarget(420)
trigger1 = target,stateno = [5000,5099]
anim = 6520
postype = p1
pos = floor(p2dist x/2 +40),-20
sprpriority = 2
persistent = 0
ignorehitpause = 1
pausemovetime = 99999
facing = 1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Explod
trigger1 = moveguarded
anim = 6600
postype = p1
pos = floor(p2dist x/2 +40),-20
sprpriority = 2
persistent = 0
ignorehitpause = 1
pausemovetime = 99999
facing = 1
ownpal = 1
scale = 0.5,0.5

[State a]
type = PlaySnd
trigger1 = AnimElem = 5
trigger1 = !helper(20000),var(5) = 1
value = 2,3

[State a]
type = PlaySnd
trigger1 = AnimElem = 5
trigger1 = helper(20000),var(5) = 1
value = 2,3
channel = 0

[State a]
type = PlaySnd
trigger1 = AnimElem = 4
value = 7,2

[State a]
type = HitDef
trigger1 = Time = 0
attr              = C, NA
damage            = 50,0
animtype          = Heavy
getpower          = 60,0
givepower         = 16,0
hitflag           = MAF
guardflag         = L
priority          = 5,Hit
pausetime         = 12,12
sparkno           = -1
sparkxy           = -10,-76
guard.sparkno     = -1
hitsound          = s0,9
guardsound        = s8,11
ground.type       = trip
ground.slidetime  = 17
ground.hittime    = 17
ground.velocity   = -2,-2
guard.velocity    = -10
air.velocity      = -3,-3
air.hittime       = 17
ground.cornerpush.veloff = -10
guard.cornerpush.veloff = -12
air.cornerpush.veloff = -10
fall = 1
fall.recover = 0
air.fall = 1
ID = 420

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;-------------------
;空中弱攻撃
[Statedef 600]
type     = A
movetype = A
physics  = A
juggle   = 0
ctrl     = 0
anim     = 600
poweradd = 0
sprpriority = 2

[state a]
type = Explod
triggerall = var(7) = 1
triggerall = numtarget(600)
trigger1 = target,stateno = [5000,5099]
anim = 6500
postype = p1
pos = floor(p2dist x/2 +20),-50
sprpriority = 2
persistent = 0
ignorehitpause = 1
pausemovetime = 99999
facing = 1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Explod
trigger1 = moveguarded
anim = 6600
postype = p1
pos = floor(p2dist x/2 +20),-50
sprpriority = 2
persistent = 0
ignorehitpause = 1
pausemovetime = 99999
facing = 1
ownpal = 1
scale = 0.5,0.5

[State a]
type = PlaySnd
trigger1 = AnimElem = 4
trigger1 = !helper(20000),var(5) = 1
value = 2,0

[State a]
type = PlaySnd
trigger1 = AnimElem = 4
trigger1 = helper(20000),var(5) = 1
value = 2,0
channel = 0

[State a]
type = PlaySnd
trigger1 = AnimElem = 4
value = 7,0

[State a]
type = HitDef
trigger1 = Time = 0
attr              = A, NA
damage            = 25,0
animtype          = Light
getpower          = 30,0
givepower         = 16,0
hitflag           = MAF
guardflag         = H
priority          = 3,Hit
pausetime         = 7,7
sparkno           = -1
sparkxy           = -10,-76
guard.sparkno     = -1
hitsound          = s8,0
guardsound        = s8,11
ground.type       = High
ground.slidetime  = 11
ground.hittime    = 11
ground.velocity   = -3,0
guard.velocity    = -5
air.type          = High
air.velocity      = -2,-3
air.hittime       = 11
air.fall = ifelse(var(0) = 0,0,1)
fall.recover = 0
ground.cornerpush.veloff = -7
guard.cornerpush.veloff = -11
air.cornerpush.veloff = -7
ID = 600

[State a]
type = CtrlSet
trigger1 = AnimElem = 10
value = 1

;---------------------------
;空中中攻撃
[Statedef 610]
type     = A
movetype = A
physics  = A
juggle   = 0
ctrl     = 0
anim     = 610
poweradd = 17
sprpriority = 2

[state a]
type = Explod
triggerall = var(7) = 1
triggerall = numtarget(610)
trigger1 = target,stateno = [5000,5099]
anim = 6510
postype = p1
pos = floor(p2dist x/2 +20),-50
sprpriority = 2
persistent = 0
ignorehitpause = 1
pausemovetime = 99999
facing = 1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Explod
trigger1 = moveguarded
anim = 6600
postype = p1
pos = floor(p2dist x/2 +20),-50
sprpriority = 2
persistent = 0
ignorehitpause = 1
pausemovetime = 99999
facing = 1
ownpal = 1
scale = 0.5,0.5

[State a]
type = PlaySnd
trigger1 = AnimElem = 4
trigger1 = !helper(20000),var(5) = 1
value = 2,1

[State a]
type = PlaySnd
trigger1 = AnimElem = 4
trigger1 = helper(20000),var(5) = 1
value = 2,1
channel = 0

[State a]
type = PlaySnd
trigger1 = AnimElem = 4
value = 7,1

[State a]
type = HitDef
trigger1 = Time = 0
attr              = A, NA
damage            = 37+(Random % 2),0
animtype          = Medium
getpower          = 45,0
givepower         = 16,0
hitflag           = MAF
guardflag         = H
priority          = 4,Hit
pausetime         = 11,11
sparkno           = -1
sparkxy           = -10,-76
guard.sparkno     = -1
hitsound          = s8,1
guardsound        = s8,11
ground.type       = High
ground.slidetime  = 15
ground.hittime    = 15
ground.velocity   = -5,0
guard.velocity    = -7
air.type          = High
air.velocity      = -3.4,-3
air.hittime       = 15
air.fall = ifelse(var(0) = 0,0,1)
fall.recover = 0
ground.cornerpush.veloff = -10
guard.cornerpush.veloff = -13
air.cornerpush.veloff = -10
ID = 610

[State a]
type = CtrlSet
trigger1 = AnimElem = 12
value = 1

;--------------------------
;空中強攻撃
[Statedef 620]
type     = A
movetype = A
physics  = A
juggle   = 0
ctrl     = 0
anim     = 620
poweradd = 25
sprpriority = 2

[state a]
type = Explod
triggerall = var(7) = 1
triggerall = numtarget(620)
trigger1 = target,stateno = [5000,5099]
anim = 6520
postype = p1
pos = floor(p2dist x/2 +20),-50
sprpriority = 2
persistent = 0
ignorehitpause = 1
pausemovetime = 99999
facing = 1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Explod
trigger1 = moveguarded
anim = 6600
postype = p1
pos = floor(p2dist x/2 +20),-50
sprpriority = 2
persistent = 0
ignorehitpause = 1
pausemovetime = 99999
facing = 1
ownpal = 1
scale = 0.5,0.5

[State a]
type = PlaySnd
trigger1 = AnimElem = 5
trigger1 = !helper(20000),var(5) = 1
value = 2,5

[State a]
type = PlaySnd
trigger1 = AnimElem = 5
trigger1 = helper(20000),var(5) = 1
value = 2,5
channel = 0

[State a]
type = PlaySnd
trigger1 = AnimElem = 5
value = 7,8

[State a]
type = HitDef
trigger1 = Time = 0
attr              = A, NA
damage            = 75,0
animtype          = hard
getpower          = 90,0
givepower         = 16,0
hitflag           = MAF
guardflag         = H
priority          = 5,Hit
pausetime         = 15,17
sparkno           = -1
sparkxy           = -10,-76
guard.sparkno     = -1
hitsound          = s8,2
guardsound        = s8,11
ground.type       = High
ground.slidetime  = 22
ground.hittime    = 22
ground.velocity   = -7,0
guard.velocity    = -10
air.type          = High
air.velocity      = -5,-3
air.hittime       = 22
air.fall = ifelse(var(0) = 0,0,1)
fall.recover = 0
ground.cornerpush.veloff = -12
guard.cornerpush.veloff = -15
air.cornerpush.veloff = -12
ID = 620

[State a]
type = CtrlSet
trigger1 = AnimElem = 13
value = 1

;---------------------
;投げ始動
[Statedef 800]
type     = U
movetype = A
physics  = N
juggle   = 0
anim     = 800
ctrl     = 0
velset   = 0,0
sprpriority = 2

[State a]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NT
hitflag = M-  ;マイナスが付加されてるので相手が食らい中の時は掴めない
priority = 1, Miss
sparkno = -1
sprpriority = 1
hitsound = s8,0
p1facing = ifelse(command="holdfwd",-1,1)
p2facing = 1
p1stateno = 810
p2stateno = 820
guard.dist = 0 ;相手のガード態勢に入る距離を０にしてるので、ガード不可
fall = 1

[State a]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = !helper(20000),var(5) = 1
value = 5,6

[State a]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = helper(20000),var(5) = 1
value = 5,6
channel = 0

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------
;投げ発動
[Statedef 810]
type     = U
movetype = A
physics  = N
juggle   = 0
anim     = 810
ctrl     = 0
velset   = 0,0
sprpriority = 2

[state a]
type = Explod
trigger1 = Time = 0
anim = 6500
postype = p2
pos = 5,-80
sprpriority = 5
persistent = 0
ignorehitpause = 1
facing = -1
ownpal = 1
scale = 0.5,0.5

[State a]
type = Width
trigger1 = (AnimElemTime(9) >= 0) && (AnimElemTime(10) < 0)
edge = 0,40

[State a]
type = Width
trigger1 = (AnimElemTime(10) >= 0) && (AnimElemTime(12) < 0)
edge = 0,50

[State a]
type = Width
trigger1 = (AnimElemTime(12) >= 0) && (AnimElemTime(17) < 0)
edge = 0,80

[State a]
type = TargetBind
trigger1 = (AnimElemTime(1) >= 0) && (AnimElemTime(9) < 0)
pos = 10,0

[State a]
type = TargetBind
trigger1 = (AnimElemTime(9) >= 0) && (AnimElemTime(10) < 0)
pos = 10,-60

[State a]
type = TargetBind
trigger1 = (AnimElemTime(10) >= 0) && (AnimElemTime(11) < 0)
pos = -10, -90

[State a]
type = TargetBind
trigger1 = (AnimElemTime(11) >= 0) && (AnimElemTime(12) < 0)
pos = -10, -90

[State a]
type = TargetBind
trigger1 = (AnimElemTime(12) >= 0) && (AnimElemTime(17) < 0)
pos = -80, -20

[State a]
type = TargetLifeAdd
trigger1 = AnimElem = 12
value = -88*Const(data.attack)/100;-73*Const(data.attack)/100

[state a]
type = Helper
trigger1 = AnimElem = 12
id = 830
name = "iwa"
pos = -80,10
postype = p1
stateno = 830
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = -1

[state a]
type = Explod
trigger1 = AnimElem = 12
anim = 6080
postype = p1
pos = -80,0
scale = 0.5,0.5
sprpriority = 3
ownpal = 1
IgnoreHitPause = 1
ID = 6080

[State a]
type = Envshake
trigger1 = AnimElem = 12
time = 16
freq = 120
ampl = -8

[State a]
type = Turn
trigger1 = AnimElem = 17

[State a]
type = VelSet
trigger1 = AnimElem = 23
x = -5

[state a]
type = velmul
trigger1 = AnimElem = 30,>=0
x = 0.85

[State a]
type = Explod
trigger1 = AnimElem = 23
anim = 6020
postype = p1
pos = -20,0
scale = 0.5,0.5
sprpriority = 3
ownpal = 1
facing = -1
IgnoreHitPause = 1
ID = 6020

[State a]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,5

[State a]
type = PlaySnd
trigger1 = AnimElem = 12
value = 0,6

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------
;相手側
[Statedef 820]
type     = U
movetype = H
physics  = N
ctrl     = 0
velset   = 0,0

[State a]
type = ChangeAnim2
trigger1 = Time = 0
value = 820

[State a]
type = VelSet
trigger1 = Time = 57
x = 2.0
y = -4.0

[State a]
type = veladd
trigger1 = Time >= 60
y = .60

[State a]
type = selfstate
trigger1 = Time >= 60
trigger1 = vel Y > 0
trigger1 = pos Y >= -15
value = 5100

;------------------------
;地割れ赤
[Statedef 830]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 830
sprpriority = 3

[State a]
type = varset
trigger1 = time = 0
v = 1
value = 256

[State a]
type = varset
trigger1 = time = 0
v = 2
value = 0

[State a]
type = varadd
trigger1 = AnimElem = 12,>=0
v = 1
value = -32

[State a]
type = varadd
trigger1 = AnimElem = 12,>=0
v = 2
value = 32

[State a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State a]
type = PalFX
trigger1 = time = 0
time = -1
add = 226,0,0

[State a]
type = AfterImage
trigger1 = AnimElem = 10
time = -1
trans = add1
timegap = 2
framegap = 2
length = 20
PalBright   = 256,0,0
PalContrast = 256,0,0

[State a]
type = VelSet
trigger1 = AnimElem = 8,>=0
y = -4

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = var(1),var(2)

[State a]
type = DestroySelf
trigger1 = var(1) <= -24

;---------------------------
;未使用
[Statedef 850]
type     = S
movetype = I
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 2000
poweradd = 0
sprpriority = 2

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

[state a]
type = Pause
trigger1 = Time = 0
time = 95
movetime = 95
anim = -1

[State a]
type = varset
trigger1 = AnimElem = 3
v = 12
value = -256

[State a]
type = varadd
trigger1 = time >= 84 && time <= 91
v = 12
value = 32

[State a]
type = BGPalFX
trigger1 = 1
time = -1
add = var(12),var(12),var(12)
invertall = 0

[State a]
type = varset
trigger1 = Time = 0
v = 16
value = 1

[State a]
type = AfterImage
trigger1 = time = 0
time = -1
trans = add1
timegap = 2
framegap = 2
length = 5
PalBright   =   0,  0,256
PalContrast = 128,128,128
PalAdd      =   0,160,230
PalMul      =   1,1,1

[state a]
type = Helper
trigger1 = AnimElem = 2
id = 6910
name = "H-effect3"
pos = 5,-110
postype = p1
stateno = 6910
helpertype = normal
pausemovetime = 99999
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1

[State a]
type = null;Helper
trigger1 = AnimElem = 4
ID = 9000
name = "cut"
pos = -60,-220
postype = back
stateno = 9000
helpertype = Normal
pausemovetime = 99999
ignorehitpause = 1
keyctrl = 0
ownpal = 1
facing = 1

[state a]
type = Helper
trigger1 = AnimElem = 8
id = 6900
name = "H-effect1"
pos = 5,-80
postype = p1
stateno = 6900
helpertype = normal
pausemovetime = 99999
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1

[state a]
type = Helper
trigger1 = AnimElemTime(8) = 5
id = 6901
name = "H-effect2"
pos = 5,-80
postype = p1
stateno = 6901
helpertype = normal
pausemovetime = 99999
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1

[State a]
type = PlaySnd
trigger1 = Time = 0
value = 0,2

[State a]
type = PlaySnd
trigger1 = AnimElem = 7
trigger1 = !helper(20000),var(5) = 1
value = 3,16

[State a]
type = PlaySnd
trigger1 = AnimElem = 7
trigger1 = helper(20000),var(5) = 1
value = 3,16
channel = 0

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


