;--------------------
;必殺技
;--------------------
;白熱拳バニシング・ブレイド・弱
[Statedef 1000]
type     = S
movetype = A
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 1000
poweradd = 34
sprpriority = 2

[State a]
type = StateTypeSet
trigger1 = AnimElem = 4
StateType = A

[state a]
type = velset
trigger1 = animelem = 5
x = 2
y = -3

[state a]
type = velset
trigger1 = animelem = 10
x = 8
y = 6

[state a]
type = PalFX
trigger1 = AnimElem = 7
time = 5
add = 5,15,25

[state a]
type = PalFX
trigger1 = AnimElem = 8
time = 5
add = 10,45,55

[state a]
type = PalFX
trigger1 = AnimElem = 9
time = 5
add = 20,90,110

[state a]
type = Helper
trigger1 = AnimElemtime(10) = 2
id = 1002
name = "HBB"
pos = 0,0
postype = p1
stateno = 1002
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1

[state a]
type = Helper
trigger1 = AnimElemtime(10) = 2
id = 1003
name = "HBB"
pos = 0,0
postype = p1
stateno = 1003
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1

[state a]
type = Helper
trigger1 = movehit
trigger1 = numhelper(252) = 0
id = 252
name = "fire"
pos = 0,0
postype = p1
stateno = 252
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1

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

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

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

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

[State a]
type = PlaySnd
trigger1 = AnimElem = 10
value = 0,5

[State a]
type = HitDef
trigger1 = time = 0
attr              = A, SA
damage            = 50,0
animtype          = up
getpower          = 60,0
givepower         = 16,0
hitflag           = MAF
guardflag         = M
priority          = 3,Hit
pausetime         = 7,7
sparkno           = -1
sparkxy           = -10,-76
guard.sparkno     = -1
hitsound          = s0,16
hitsound          = s8,11
ground.type       = High
ground.slidetime  = 11
ground.hittime    = 11
ground.velocity   = -0.5,-9
air.type          = High
air.velocity      = -0.5,-9
air.hittime       = 11
ground.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 = 1000

[State a]
type = ChangeState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1001

;--------------------------
;白熱拳バニシング・ブレイド着地
[Statedef 1001]
type     = S
movetype = A
physics  = N
velset   = 0,0
ctrl     = 0
anim     = 1001
sprpriority = 2

[State a]
type = PosSet
trigger1 = Time = 0
y = 0

[state a]
type = velset
trigger1 = Time = 0
trigger1 = prevstateno = 1010
x = 2

[state a]
type = velset
triggerall = Time = 0
trigger1 = prevstateno = [1020,1030]
trigger2 = prevstateno = 1250
x = 3

[state a]
type = velmul
trigger1 = 1
x = 0.95

[state a]
type = Helper
triggerall = prevstateno = 1020 || prevstateno = 1030 || prevstateno = 1250
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
id = 253
name = "fire"
pos = 30+random%30,-20+random%20
postype = p1
stateno = 253
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1

[State a]
type = Explod
trigger1 = Time = 0
trigger1 = prevstateno = 1250
anim = 3013
pos = -20,10
postype = p1
ignorehitpause = 1
ownpal = 1
facing = -1
id = 3013
size.xscale = 1
size.yscale = 1

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

[State a]
type = PlaySnd
trigger1 = Time = 0
value = 6,9

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

;-----------------------------
;白熱拳バニシング・ブレイド(エフェクト1)
[Statedef 1002]
type     = S
movetype = I
physics  = N
velset   = 0,0
ctrl     = 0
anim     = 1002
sprpriority = 3

[State a]
type = varset
trigger1 = time = 0
v = 1
value = 128

[State a]
type = varset
trigger1 = time = 0
v = 2
value = 128

[State a]
type = varadd
trigger1 = root,stateno = 1001
trigger2 = root,movetype = H
v = 1
value = -8

[State a]
type = varadd
trigger1 = root,stateno = 1001
trigger2 = root,movetype = H
v = 2
value = 8

[State a]
type = BindToParent
trigger1 = 1
time = -1
facing = 1
pos = -10,0

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

[state a]
type = PalFX
trigger1 = time = 0
time = -1
add = -255,170,50

[State a]
type = PalFX
triggerall = gametime %2=0
trigger1 = root,stateno = 1030
trigger2 = root,stateno = 1250
time = -1
add = 170,170,0
sinadd = 64,32,5,11
ignorehitpause = 1

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

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

;---------------------------------
;白熱拳バニシング・ブレイド(エフェクト2)
[Statedef 1003]
type     = S
movetype = I
physics  = N
velset   = 0,0
ctrl     = 0
anim     = 1002
sprpriority = 1

[State a]
type = varset
trigger1 = time = 0
v = 1
value = 128

[State a]
type = varset
trigger1 = time = 0
v = 2
value = 128

[State a]
type = varadd
trigger1 = root,stateno = 1001
trigger2 = root,movetype = H
v = 1
value = -8

[State a]
type = varadd
trigger1 = root,stateno = 1001
trigger2 = root,movetype = H
v = 2
value = 8

[State a]
type = BindToParent
trigger1 = 1
time = -1
facing = 1
pos = -10,10

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

[state a]
type = null;PalFX
trigger1 = time = 0
time = -1
add = 0,170,50

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

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

;--------------------------
;白熱拳バニシング・ブレイド・中
[Statedef 1010]
type     = S
movetype = A
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 1010
poweradd = 34
sprpriority = 2

[State a]
type = StateTypeSet
trigger1 = AnimElem = 5
StateType = A

[state a]
type = velset
trigger1 = animelem = 5
x = 3
y = -3

[state a]
type = velset
trigger1 = animelem = 11
x = 12
y = 6

[state a]
type = PalFX
trigger1 = AnimElem = 9
time = 5
add = 5,15,25

[state a]
type = PalFX
trigger1 = AnimElem = 10
time = 5
add = 10,45,55

[state a]
type = PalFX
trigger1 = AnimElem = 11
time = 5
add = 20,90,110

[state a]
type = Helper
trigger1 = AnimElemtime(12) = 2
id = 1002
name = "HBB"
pos = 0,0
postype = p1
stateno = 1002
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1

[state a]
type = Helper
trigger1 = AnimElemtime(12) = 2
id = 1003
name = "HBB"
pos = 0,0
postype = p1
stateno = 1003
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1

[state a]
type = Helper
trigger1 = movehit
trigger1 = numhelper(252) = 0
id = 252
name = "fire"
pos = 0,0
postype = p1
stateno = 252
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1

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

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

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

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

[State a]
type = PlaySnd
trigger1 = AnimElem = 11
value = 0,5

[State a]
type = HitDef
trigger1 = time = 0
attr              = A, SA
damage            = 88,0
animtype          = up
getpower          = 106,0
givepower         = 16,0
hitflag           = MAF
guardflag         = M
priority          = 4,Hit
pausetime         = 7,7
sparkno           = -1
sparkxy           = -10,-76
guard.sparkno     = -1
hitsound          = s0,16
hitsound          = s8,11
ground.type       = High
ground.slidetime  = 11
ground.hittime    = 11
ground.velocity   = -0.5,-9
air.type          = High
air.velocity      = -0.5,-9
air.hittime       = 11
ground.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 = 1010

[State a]
type = ChangeState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1001

;------------------------
;白熱拳バニシング・ブレイド・強
[Statedef 1020]
type     = S
movetype = A
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 1020
poweradd = 34
sprpriority = 2

[State a]
type = StateTypeSet
trigger1 = AnimElem = 5
StateType = A

[state a]
type = velset
trigger1 = animelem = 5
x = 3
y = -5

[state a]
type = velset
trigger1 = animelem = 10,>=0
x = 17
y = 5

[state a]
type = PalFX
trigger1 = AnimElem = 9
time = 5
add = 5,15,25

[state a]
type = PalFX
trigger1 = AnimElem = 10
time = 5
add = 10,45,55

[state a]
type = PalFX
trigger1 = AnimElem = 11
time = 5
add = 20,90,110

[state a]
type = Helper
trigger1 = AnimElemtime(12) = 2
id = 1002
name = "HBB"
pos = 0,0
postype = p1
stateno = 1002
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1

[state a]
type = Helper
trigger1 = AnimElemtime(12) = 2
id = 1003
name = "HBB"
pos = 0,0
postype = p1
stateno = 1003
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1

[state a]
type = Helper
trigger1 = movehit
trigger1 = numhelper(252) = 0
id = 252
name = "fire"
pos = 0,0
postype = p1
stateno = 252
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1

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

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

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

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

[State a]
type = PlaySnd
trigger1 = AnimElem = 10
value = 0,5

[State a]
type = HitDef
trigger1 = time = 0
attr              = A, SA
damage            = 125,0
animtype          = up
getpower          = 150,0
givepower         = 16,0
hitflag           = MAF
guardflag         = M
priority          = 5,Hit
pausetime         = 7,7
sparkno           = -1
sparkxy           = -10,-76
guard.sparkno     = -1
hitsound          = s0,16
hitsound          = s8,11
ground.type       = High
ground.slidetime  = 11
ground.hittime    = 11
ground.velocity   = -1,-9
air.type          = High
air.velocity      = -1,-9
air.hittime       = 11
ground.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 = 1020

[State a]
type = ChangeState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1001

;-------------------------
;白熱拳バニシング・ブレイド・EX
[Statedef 1030]
type     = A
movetype = A
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 1030
poweradd = -333
sprpriority = 2

[state a]
type = NotHitBy
trigger1 = time <= 10
value = SCA

[state a]
type = velset
trigger1 = AnimElem = 4,>=0
x = 15
y = 7

[State a]
type = PalFX
trigger1 = gametime %2=0
trigger1 = stateno = 1030
time = 1
add = 170,170,0
sinadd = 64,32,5,11
ignorehitpause = 1

[state a]
type = PalFX
trigger1 = AnimElem = 2
time = 5
add = 5,15,25

[state a]
type = PalFX
trigger1 = AnimElem = 3
time = 5
add = 10,45,55

[state a]
type = PalFX
trigger1 = AnimElem = 4
time = 5
add = 20,90,110

[state a]
type = Helper
trigger1 = AnimElemtime(3) = 2
id = 1002
name = "HBB"
pos = 0,0
postype = p1
stateno = 1002
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1

[state a]
type = Helper
trigger1 = AnimElemtime(3) = 2
id = 1003
name = "HBB"
pos = 0,0
postype = p1
stateno = 1003
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1

[state a]
type = Helper
trigger1 = movehit
trigger1 = numhelper(252) = 0
id = 252
name = "fire"
pos = 0,0
postype = p1
stateno = 252
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1

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

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

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

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

[State a]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,5

[State a]
type = HitDef
trigger1 = time = 0
attr              = A, SA
damage            = 120,20
animtype          = up
getpower          = 106,0
givepower         = 16,0
hitflag           = MAF
guardflag         = H
priority          = 5,Hit
pausetime         = 7,7
sparkno           = -1
sparkxy           = -10,-76
guard.sparkno     = -1
hitsound          = s0,16
hitsound          = s8,11
ground.type       = High
ground.slidetime  = 11
ground.hittime    = 11
ground.velocity   = -2,-9
air.type          = High
air.velocity      = -2,-9
air.hittime       = 11
ground.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 = 1030

[State a]
type = ChangeState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1001

;--------------------------
;怒りの鉄拳始動・弱
[Statedef 1050]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 1050
poweradd = 34
sprpriority = 2

[state a]
type = Helper
trigger1 = AnimElem = 6
id = 1051
name = "tekken"
pos = 60,-75
postype = p1
stateno = 1051
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 = 3,3

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

[State a]
type = PlaySnd
trigger1 = AnimElem = 5
value = 7,2

[State a]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 8
trigger3 = AnimElem = 10
trigger4 = AnimElem = 12
trigger5 = AnimElem = 14
trigger6 = AnimElem = 16
trigger7 = AnimElem = 18
trigger8 = AnimElem = 20
value = 7,0

[State a]
type = HitDef
trigger1 = time = 0
attr        = S, SA
damage      = 8+(Random % 2),0
getpower    = 3,0
givepower   = 16,0
hitflag     = MAF
guardflag   = M
priority    = 3,Hit
pausetime   = 7,7
sparkno     = -1
guard.sparkno    = -1
sprpriority = 1
hitsound    = s8,2
guardsound  = s8,11
p2facing    = 1
id = 1050

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

[State a]
type = TargetState
triggerall = movehit
trigger1 = time > 1 && numtarget(1050)
value = 1053
ignorehitpause = 0
persistent = 0

[State a]
type = ChangeState
triggerall = movehit
trigger1 = time > 1 && numtarget(1050)
value = 1052
persistent = 0

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

;-----------------------
;怒りの鉄拳(腕ヘルパー)
[Statedef 1051]
type     = S
movetype = I
physics  = N
velset   = 0,0
ctrl     = 0
anim     = 1051
sprpriority = 2

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

[State a]
type = BindToParent
trigger1 = 1
time = -1
facing = 1
pos = 60,-75

[State a]
type = PalFX
trigger1 = gametime %4=0
trigger1 = root,stateno = 1080
time = 1
add = 170,170,0
sinadd = 64,32,5,11
ignorehitpause = 1

[State a]
type = DestroySelf
;trigger1 = animtime = 0
trigger1 = root,stateno = 1050 && root,animelem = 24
trigger2 = root,stateno = 1060 && root,animelem = 41
trigger3 = root,stateno = 1070 && root,animelem = 54
trigger4 = root,stateno = 1080 && root,animelem = 54
trigger5 = root,stateno = 1052
trigger6 = root,stateno = 1062
trigger7 = root,stateno = 1072
trigger8 = root,stateno = 1082
trigger9 = root,movetype = H

;--------------------------
;怒りの鉄拳発動・弱
[Statedef 1052]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 1052
poweradd = 0
sprpriority = 2

[State a]
type = Width
trigger1 = (AnimElemTime(1) >= 0) && (AnimElemTime(24) < 0)
edge = 60,0

[State a]
type = TargetBind
trigger1 = AnimElem = 1
;trigger1 = (AnimElemTime(1) >= 0) && (AnimElemTime(24) < 0)
pos = 60,-10

[State a]
type = TargetLifeAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
trigger5 = AnimElem = 10
trigger6 = AnimElem = 12
trigger7 = AnimElem = 14
trigger8 = AnimElem = 16
trigger9 = AnimElem = 18
trigger10 = AnimElem = 20
value = -3*Const(data.attack)/100

[State a]
type = StateTypeSet
trigger1 = AnimElem = 25
StateType = A

[State a]
type = VelSet
trigger1 = AnimElemTime(25) = 0
x = 3
y = -6.5

[State a]
type = VelSet
trigger1 = AnimElemTime(29) = 0
x = 0

[State a]
type = Velmul
trigger1 = AnimElemTime(25) = 0
x = 0.95

[State a]
type = Veladd
trigger1 = AnimElemTime(28) >= 0
y = .50

[state a]
type = Helper
trigger1 = movehit
trigger1 = numhelper(252) = 0
id = 252
name = "fire"
pos = 0,0
postype = p1
stateno = 252
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1

[State a]
type = Explod
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
trigger3 = AnimElem = 10
trigger4 = AnimElem = 14
trigger5 = AnimElem = 18
anim = 232
postype = p1
pos = 60,5
scale = 0.5,0.5
sprpriority = 3
ownpal = 1
facing = 1
IgnoreHitPause = 1
ID = 232

[State a]
type = Explod
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
trigger3 = AnimElem = 10
trigger4 = AnimElem = 14
trigger5 = AnimElem = 18
anim = 232
postype = p1
pos = 10,5
scale = 0.5,0.5
sprpriority = 3
ownpal = 1
facing = -1
IgnoreHitPause = 1
ID = 232

[state a]
type = Explod
trigger1 = time = 0
trigger2 = AnimElem = 24
anim = 6520
postype = p1
pos = 70,-70
sprpriority = 5
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Explod
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
trigger5 = AnimElem = 10
trigger6 = AnimElem = 12
trigger7 = AnimElem = 14
trigger8 = AnimElem = 16
trigger9 = AnimElem = 18
trigger10 = AnimElem = 20
anim = 6500
postype = p1
pos = 70-random%30,-70-random%30
sprpriority = 5
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[State a]
type = Explod
trigger1 = AnimElem = 24
trigger2 = AnimElemTime(24) = 2
trigger3 = AnimElemTime(24) = 4
trigger4 = AnimElemTime(24) = 6
trigger5 = AnimElem = 25
trigger6 = AnimElemTime(25) = 2
anim = 1054
postype = p1
pos = 70-random%50,-40-random%60
scale = 1,1
sprpriority = 2
ownpal = 1
IgnoreHitPause = 1
ID = 1054

[State a]
type = Explod
trigger1 = AnimElem = 25
anim = 6020
postype = p1
pos = 40,10
scale = 0.5,0.5
sprpriority = 2
ownpal = 1
IgnoreHitPause = 1
ID = 6020

[State a]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
trigger5 = AnimElem = 10
trigger6 = AnimElem = 12
trigger7 = AnimElem = 14
trigger8 = AnimElem = 16
trigger9 = AnimElem = 18
trigger10 = AnimElem = 20
value = 8,0

[State a]
type = PlaySnd
trigger1 = AnimElem = 24
value = 0,10

[State a]
type = PlaySnd
trigger1 = AnimElem = 25
value = 0,16

[State a]
type = PlaySnd
trigger1 = AnimElem = 25
value = 3,4

[State a]
type = HitDef
trigger1 = time = 0
attr              = S, SA
damage            = 60,1
animtype          = up
getpower          = 60,0
givepower         = 16,0
hitflag           = MAF
guardflag         = M
priority          = 5,Hit
pausetime         = 22,22
sparkno           = -1
sparkxy           = -10,-76
guard.sparkno     = -1
hitsound          = s0,16
hitsound          = s8,11
ground.type       = High
ground.slidetime  = 11
ground.hittime    = 11
ground.velocity   = -1,-9
air.type          = High
air.velocity      = -1,-9
air.hittime       = 11
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
numhits = 0
fall = 1
fall.recover = 0
air.fall = 1
p2facing = 1
palfx.color = 60
palfx.add = 100,40,50
palfx.mul = 90,50,40
palfx.time = 60
ID = 1052

[State a]
type = ChangeState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;------------------------
;怒りの鉄拳相手側・弱
[Statedef 1053]
type     = A
movetype = H
physics  = N
ctrl     = 0
velset   = 0,0

[State a]
type = ChangeAnim2
trigger1 = Time = 0
value = 1053

[State a]
type = velset
trigger1 = Time = 7
y = -.3

[State a]
type = velset
trigger1 = Time = 120
x = -3
y = -3

[state a]
type = veladd
trigger1 = Time >= 120
y = .45

[State a]
type = selfstate
trigger1 = Time = 120
value = 5050

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

;------------------------
;怒りの鉄拳始動・中
[Statedef 1060]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 1060
poweradd = 34
sprpriority = 2

[state a]
type = Helper
trigger1 = AnimElem = 6
id = 1051
name = "tekken"
pos = 60,-75
postype = p1
stateno = 1051
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 = 3,5

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

[State a]
type = PlaySnd
trigger1 = AnimElem = 5
value = 7,2

[State a]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 8
trigger3 = AnimElem = 10
trigger4 = AnimElem = 12
trigger5 = AnimElem = 14
trigger6 = AnimElem = 16
trigger7 = AnimElem = 18
trigger8 = AnimElem = 20
trigger9 = AnimElem = 22
trigger10 = AnimElem = 24
trigger11 = AnimElem = 26
trigger12 = AnimElem = 28
trigger13 = AnimElem = 30
trigger14 = AnimElem = 32
trigger15 = AnimElem = 34
trigger16 = AnimElem = 36
value = 7,0

[State a]
type = HitDef
trigger1 = time = 0
attr        = S, SA
damage      = 8+(Random % 2),0
getpower    = 3,0
givepower   = 16,0
hitflag     = MAF
guardflag   = M
priority    = 3,Hit
pausetime   = 7,7
sparkno     = -1
guard.sparkno    = -1
sprpriority = 1
hitsound    = s8,2
guardsound  = s8,11
p2facing    = 1
id = 1060

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

[State a]
type = TargetState
triggerall = movehit
trigger1 = time > 1 && numtarget(1060)
value = 1063
ignorehitpause = 0
persistent = 0

[State a]
type = ChangeState
triggerall = movehit
trigger1 = time > 1 && numtarget(1060)
value = 1062
persistent = 0

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

;-------------------------
;怒りの鉄拳発動・中
[Statedef 1062]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 1062
poweradd = 0
sprpriority = 2

[State a]
type = Width
trigger1 = (AnimElemTime(1) >= 0) && (AnimElemTime(34) < 0)
edge = 60,0

[State a]
type = TargetBind
trigger1 = AnimElem = 1
;trigger1 = (AnimElemTime(1) >= 0) && (AnimElemTime(34) < 0)
pos = 60,-10

[State a]
type = TargetLifeAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
trigger5 = AnimElem = 10
trigger6 = AnimElem = 12
trigger7 = AnimElem = 14
trigger8 = AnimElem = 16
trigger9 = AnimElem = 18
trigger10 = AnimElem = 20
trigger11 = AnimElem = 22
trigger12 = AnimElem = 24
trigger13 = AnimElem = 26
trigger14 = AnimElem = 28
trigger15 = AnimElem = 30
value = -3*Const(data.attack)/100

[State a]
type = StateTypeSet
trigger1 = AnimElem = 35
StateType = A

[State a]
type = VelSet
trigger1 = AnimElemTime(35) = 0
x = 3
y = -6.5

[State a]
type = VelSet
trigger1 = AnimElemTime(39) = 0
x = 0

[State a]
type = Velmul
trigger1 = AnimElemTime(35) = 0
x = 0.95

[State a]
type = Veladd
trigger1 = AnimElemTime(38) >= 0
y = .50

[state a]
type = Helper
trigger1 = movehit
trigger1 = numhelper(252) = 0
id = 252
name = "fire"
pos = 0,0
postype = p1
stateno = 252
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1

[State a]
type = Explod
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
trigger3 = AnimElem = 10
trigger4 = AnimElem = 14
trigger5 = AnimElem = 18
trigger6 = AnimElem = 22
trigger7 = AnimElem = 26
trigger8 = AnimElem = 30
anim = 232
postype = p1
pos = 60,5
scale = 0.5,0.5
sprpriority = 3
ownpal = 1
facing = 1
IgnoreHitPause = 1
ID = 232

[State a]
type = Explod
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
trigger3 = AnimElem = 10
trigger4 = AnimElem = 14
trigger5 = AnimElem = 18
trigger6 = AnimElem = 22
trigger7 = AnimElem = 26
trigger8 = AnimElem = 30
anim = 232
postype = p1
pos = 10,5
scale = 0.5,0.5
sprpriority = 3
ownpal = 1
facing = -1
IgnoreHitPause = 1
ID = 232

[state a]
type = Explod
trigger1 = time = 0
trigger2 = AnimElem = 34
anim = 6520
postype = p1
pos = 70,-70
sprpriority = 5
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Explod
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
trigger5 = AnimElem = 10
trigger6 = AnimElem = 12
trigger7 = AnimElem = 14
trigger8 = AnimElem = 16
trigger9 = AnimElem = 18
trigger10 = AnimElem = 20
trigger11 = AnimElem = 22
trigger12 = AnimElem = 24
trigger13 = AnimElem = 26
trigger14 = AnimElem = 28
trigger15 = AnimElem = 30
anim = 6500
postype = p1
pos = 70-random%30,-70-random%30
sprpriority = 5
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[State a]
type = Explod
trigger1 = AnimElem = 34
trigger2 = AnimElemTime(34) = 2
trigger3 = AnimElemTime(34) = 4
trigger4 = AnimElemTime(34) = 6
trigger5 = AnimElem = 35
trigger6 = AnimElemTime(35) = 2
anim = 1054
postype = p1
pos = 70-random%50,-40-random%60
scale = 1,1
sprpriority = 2
ownpal = 1
IgnoreHitPause = 1
ID = 1054

[State a]
type = Explod
trigger1 = AnimElem = 35
anim = 6020
postype = p1
pos = 40,10
scale = 0.5,0.5
sprpriority = 2
ownpal = 1
IgnoreHitPause = 1
ID = 6020

[State a]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
trigger5 = AnimElem = 10
trigger6 = AnimElem = 12
trigger7 = AnimElem = 14
trigger8 = AnimElem = 16
trigger9 = AnimElem = 18
trigger10 = AnimElem = 20
trigger11 = AnimElem = 22
trigger12 = AnimElem = 24
trigger13 = AnimElem = 26
trigger14 = AnimElem = 28
trigger15 = AnimElem = 30
value = 8,0

[State a]
type = PlaySnd
trigger1 = AnimElem = 34
value = 0,10

[State a]
type = PlaySnd
trigger1 = AnimElem = 35
value = 0,16

[State a]
type = PlaySnd
trigger1 = AnimElem = 35
value = 3,4

[State a]
type = HitDef
trigger1 = time = 0
attr              = S, SA
damage            = 60,2
animtype          = up
getpower          = 60,0
givepower         = 16,0
hitflag           = MAF
guardflag         = M
priority          = 5,Hit
pausetime         = 22,22
sparkno           = -1
sparkxy           = -10,-76
guard.sparkno     = -1
hitsound          = s0,16
hitsound          = s8,11
ground.type       = High
ground.slidetime  = 11
ground.hittime    = 11
ground.velocity   = -1,-9
air.type          = High
air.velocity      = -1,-9
air.hittime       = 11
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
numhits = 0
fall = 1
fall.recover = 0
air.fall = 1
p2facing = 1
palfx.color = 60
palfx.add = 100,40,50
palfx.mul = 90,50,40
palfx.time = 60
ID = 1062

[State a]
type = ChangeState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;----------------------------
;怒りの鉄拳相手側・中
[Statedef 1063]
type     = A
movetype = H
physics  = N
ctrl     = 0
velset   = 0,0

[State a]
type = ChangeAnim2
trigger1 = Time = 0
value = 1063

[State a]
type = velset
trigger1 = Time = 7
y = -.3

[State a]
type = velset
trigger1 = Time = 120
x = -3
y = -3

[state a]
type = veladd
trigger1 = Time >= 120
y = .45

[State a]
type = selfstate
trigger1 = Time = 120
value = 5050

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

;---------------------------
;怒りの鉄拳始動・強
[Statedef 1070]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 1070
poweradd = 34
sprpriority = 2

[state a]
type = Helper
trigger1 = AnimElem = 6
id = 1051
name = "tekken"
pos = 60,-75
postype = p1
stateno = 1051
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 = 3,5

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

[State a]
type = PlaySnd
trigger1 = AnimElem = 5
value = 7,2

[State a]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 8
trigger3 = AnimElem = 10
trigger4 = AnimElem = 12
trigger5 = AnimElem = 14
trigger6 = AnimElem = 16
trigger7 = AnimElem = 18
trigger8 = AnimElem = 20
trigger9 = AnimElem = 22
trigger10 = AnimElem = 24
trigger11 = AnimElem = 26
trigger12 = AnimElem = 28
trigger13 = AnimElem = 30
trigger14 = AnimElem = 32
trigger15 = AnimElem = 34
trigger16 = AnimElem = 36
trigger17 = AnimElem = 38
trigger18 = AnimElem = 40
trigger19 = AnimElem = 42
trigger20 = AnimElem = 44
trigger21 = AnimElem = 46
trigger22 = AnimElem = 48
trigger23 = AnimElem = 50
value = 7,0

[State a]
type = HitDef
trigger1 = time = 0
attr        = S, SA
damage      = 10+(Random % 2),0
getpower    = 3,0
givepower   = 16,0
hitflag     = MAF
guardflag   = M
priority    = 3,Hit
pausetime   = 7,7
sparkno     = -1
guard.sparkno    = -1
sprpriority = 1
hitsound    = s8,2
guardsound  = s8,11
p2facing    = 1
id = 1070

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

[State a]
type = TargetState
triggerall = movehit
trigger1 = time > 1 && numtarget(1070)
value = 1073
ignorehitpause = 0
persistent = 0

[State a]
type = ChangeState
triggerall = movehit
trigger1 = time > 1 && numtarget(1070)
value = 1072
persistent = 0

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

;----------------------------
;怒りの鉄拳発動・強
[Statedef 1072]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 1072
poweradd = 0
sprpriority = 2

[State a]
type = Width
trigger1 = (AnimElemTime(1) >= 0) && (AnimElemTime(44) < 0)
edge = 60,0

[State a]
type = TargetBind
trigger1 = AnimElem = 1
;trigger1 = (AnimElemTime(1) >= 0) && (AnimElemTime(44) < 0)
pos = 60,-10

[State a]
type = TargetLifeAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
trigger5 = AnimElem = 10
trigger6 = AnimElem = 12
trigger7 = AnimElem = 14
trigger8 = AnimElem = 16
trigger9 = AnimElem = 18
trigger10 = AnimElem = 20
trigger11 = AnimElem = 22
trigger12 = AnimElem = 24
trigger13 = AnimElem = 26
trigger14 = AnimElem = 28
trigger15 = AnimElem = 30
trigger16 = AnimElem = 32
trigger17 = AnimElem = 34
trigger18 = AnimElem = 36
trigger19 = AnimElem = 38
trigger20 = AnimElem = 40
value = -3*Const(data.attack)/100

[State a]
type = StateTypeSet
trigger1 = AnimElem = 45
StateType = A

[State a]
type = VelSet
trigger1 = AnimElemTime(45) = 0
x = 3
y = -6.5

[State a]
type = VelSet
trigger1 = AnimElemTime(49) = 0
x = 5;0

[State a]
type = Velmul
trigger1 = AnimElemTime(45) = 0
x = 3;0.95

[State a]
type = Veladd
trigger1 = AnimElemTime(48) >= 0
y = .50

[state a]
type = Helper
trigger1 = movehit
trigger1 = numhelper(252) = 0
id = 252
name = "fire"
pos = 0,0
postype = p1
stateno = 252
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1

[State a]
type = Explod
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
trigger3 = AnimElem = 10
trigger4 = AnimElem = 14
trigger5 = AnimElem = 18
trigger6 = AnimElem = 22
trigger7 = AnimElem = 26
trigger8 = AnimElem = 30
trigger9 = AnimElem = 34
trigger10 = AnimElem = 38
anim = 232
postype = p1
pos = 60,5
scale = 0.5,0.5
sprpriority = 3
ownpal = 1
facing = 1
IgnoreHitPause = 1
ID = 232

[State a]
type = Explod
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
trigger3 = AnimElem = 10
trigger4 = AnimElem = 14
trigger5 = AnimElem = 18
trigger6 = AnimElem = 22
trigger7 = AnimElem = 26
trigger8 = AnimElem = 30
trigger9 = AnimElem = 34
trigger10 = AnimElem = 38
anim = 232
postype = p1
pos = 10,5
scale = 0.5,0.5
sprpriority = 3
ownpal = 1
facing = -1
IgnoreHitPause = 1
ID = 232

[state a]
type = Explod
trigger1 = time = 0
trigger2 = AnimElem = 44
anim = 6520
postype = p1
pos = 70,-70
sprpriority = 5
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Explod
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
trigger5 = AnimElem = 10
trigger6 = AnimElem = 12
trigger7 = AnimElem = 14
trigger8 = AnimElem = 16
trigger9 = AnimElem = 18
trigger10 = AnimElem = 20
trigger11 = AnimElem = 22
trigger12 = AnimElem = 24
trigger13 = AnimElem = 26
trigger14 = AnimElem = 28
trigger15 = AnimElem = 30
trigger16 = AnimElem = 32
trigger17 = AnimElem = 34
trigger18 = AnimElem = 36
trigger19 = AnimElem = 38
trigger20 = AnimElem = 40
anim = 6500
postype = p1
pos = 70-random%30,-70-random%30
sprpriority = 5
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[State a]
type = Explod
trigger1 = AnimElem = 44
trigger2 = AnimElemTime(44) = 2
trigger3 = AnimElemTime(44) = 4
trigger4 = AnimElemTime(44) = 6
trigger5 = AnimElem = 45
trigger6 = AnimElemTime(45) = 2
anim = 1054
postype = p1
pos = 70-random%50,-40-random%60
scale = 1,1
sprpriority = 2
ownpal = 1
IgnoreHitPause = 1
ID = 1054

[State a]
type = Explod
trigger1 = AnimElem = 45
anim = 6020
postype = p1
pos = 40,10
scale = 0.5,0.5
sprpriority = 2
ownpal = 1
IgnoreHitPause = 1
ID = 6020

[State a]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
trigger5 = AnimElem = 10
trigger6 = AnimElem = 12
trigger7 = AnimElem = 14
trigger8 = AnimElem = 16
trigger9 = AnimElem = 18
trigger10 = AnimElem = 20
trigger11 = AnimElem = 22
trigger12 = AnimElem = 24
trigger13 = AnimElem = 26
trigger14 = AnimElem = 28
trigger15 = AnimElem = 30
trigger16 = AnimElem = 32
trigger17 = AnimElem = 34
trigger18 = AnimElem = 36
trigger19 = AnimElem = 38
trigger20 = AnimElem = 40
value = 8,0

[State a]
type = PlaySnd
trigger1 = AnimElem = 44
value = 0,10

[State a]
type = PlaySnd
trigger1 = AnimElem = 45
value = 0,16

[State a]
type = PlaySnd
trigger1 = AnimElem = 45
value = 3,4

[State a]
type = HitDef
trigger1 = time = 0
attr              = S, SA
damage            = 70,2
animtype          = up
getpower          = 60,0
givepower         = 16,0
hitflag           = MAF
guardflag         = M
priority          = 5,Hit
pausetime         = 22,22
sparkno           = -1
sparkxy           = -10,-76
guard.sparkno     = -1
hitsound          = s0,16
hitsound          = s8,11
ground.type       = High
ground.slidetime  = 11
ground.hittime    = 11
ground.velocity   = -1,-9
air.type          = High
air.velocity      = -1,-9
air.hittime       = 11
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
numhits = 0
fall = 1
fall.recover = 0
air.fall = 1
p2facing = 1
palfx.color = 60
palfx.add = 100,40,50
palfx.mul = 90,50,40
palfx.time = 60
ID = 1072

[State a]
type = ChangeState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;------------------------
;怒りの鉄拳相手側・強
[Statedef 1073]
type     = A
movetype = H
physics  = N
ctrl     = 0
velset   = 0,0

[State a]
type = ChangeAnim2
trigger1 = Time = 0
value = 1073

[State a]
type = velset
trigger1 = Time = 7
y = -.3

[State a]
type = velset
trigger1 = Time = 120
x = -3
y = -3

[state a]
type = veladd
trigger1 = Time >= 120
y = .45

[State a]
type = selfstate
trigger1 = Time = 120
value = 5050

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

;-----------------------
;怒りの鉄拳EX始動
[Statedef 1080]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 1070
poweradd = 34
sprpriority = 2

[State a]
type = PalFX
trigger1 = gametime %4=0
trigger1 = AnimElemTime(53) <= 2
time = 1
add = 170,170,0
sinadd = 64,32,5,11
ignorehitpause = 1

[state a]
type = Helper
trigger1 = AnimElem = 6
id = 1051
name = "tekken"
pos = 60,-75
postype = p1
stateno = 1051
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 = 3,5

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

[State a]
type = PlaySnd
trigger1 = AnimElem = 5
value = 7,2

[State a]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 8
trigger3 = AnimElem = 10
trigger4 = AnimElem = 12
trigger5 = AnimElem = 14
trigger6 = AnimElem = 16
trigger7 = AnimElem = 18
trigger8 = AnimElem = 20
trigger9 = AnimElem = 22
trigger10 = AnimElem = 24
trigger11 = AnimElem = 26
trigger12 = AnimElem = 28
trigger13 = AnimElem = 30
trigger14 = AnimElem = 32
trigger15 = AnimElem = 34
trigger16 = AnimElem = 36
trigger17 = AnimElem = 38
trigger18 = AnimElem = 40
trigger19 = AnimElem = 42
trigger20 = AnimElem = 44
trigger21 = AnimElem = 46
trigger22 = AnimElem = 48
trigger23 = AnimElem = 50
value = 7,0

[State a]
type = HitDef
trigger1 = time = 0
trigger1 = var(19) = 0
attr          = S, SA
damage        = 10+(Random % 2),0
getpower      = 3,0
givepower     = 16,0
hitflag       = MAF
guardflag     = M
priority      = 3,Hit
pausetime     = 7,7
sparkno       = -1
guard.sparkno    = -1
sprpriority   = 1
hitsound      = s8,2
guardsound    = s8,11
p2facing      = 1
id = 1080

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

[State a]
type = TargetState
triggerall = movehit
trigger1 = time > 1 && numtarget(1080)
value = 1083
ignorehitpause = 0
persistent = 0

[State a]
type = ChangeState
triggerall = movehit
trigger1 = time > 1 && numtarget(1080)
value = 1082
persistent = 0

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

;-------------------
;怒りの鉄拳EX発動
[Statedef 1082]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 1082
poweradd = 0
sprpriority = 2

[state -2]
type = varset
trigger1 = time = 0
v = 19
value = 1

[State a]
type = PalFX
trigger1 = gametime %4=0
trigger1 = AnimElemTime(40) <= 2
time = 1
add = 170,170,0
sinadd = 64,32,5,11
ignorehitpause = 1

[State a]
type = Width
trigger1 = (AnimElemTime(1) >= 0) && (AnimElemTime(44) < 0)
edge = 60,0

[State a]
type = TargetBind
trigger1 = AnimElem = 1
;trigger1 = (AnimElemTime(1) >= 0) && (AnimElemTime(44) < 0)
pos = 60,-10

[State a]
type = TargetLifeAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
trigger5 = AnimElem = 10
trigger6 = AnimElem = 12
trigger7 = AnimElem = 14
trigger8 = AnimElem = 16
trigger9 = AnimElem = 18
trigger10 = AnimElem = 20
trigger11 = AnimElem = 22
trigger12 = AnimElem = 24
trigger13 = AnimElem = 26
trigger14 = AnimElem = 28
trigger15 = AnimElem = 30
trigger16 = AnimElem = 32
trigger17 = AnimElem = 34
trigger18 = AnimElem = 36
trigger19 = AnimElem = 38
trigger20 = AnimElem = 40
value = -3*Const(data.attack)/100

[state a]
type = hitadd
trigger1 = time = 0
value = -1*enemy,gethitvar(hitcount)

[state a]
type = hitadd
trigger1 = time <= 98
value = 1

[state a]
type = velset
trigger1 = AnimElemTime(42) = 5
x = 3

[state a]
type = velmul
trigger1 = AnimElemtime(42) >= 5
x = 0.85

[state a]
type = Helper
trigger1 = movehit
trigger1 = numhelper(252) = 0
id = 252
name = "fire"
pos = 0,0
postype = p1
stateno = 252
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1

[State a]
type = Explod
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
trigger3 = AnimElem = 10
trigger4 = AnimElem = 14
trigger5 = AnimElem = 18
trigger6 = AnimElem = 22
trigger7 = AnimElem = 26
trigger8 = AnimElem = 30
trigger9 = AnimElem = 34
trigger10 = AnimElem = 38
anim = 232
postype = p1
pos = 60,5
scale = 0.5,0.5
sprpriority = 3
ownpal = 1
facing = 1
IgnoreHitPause = 1
ID = 232

[State a]
type = Explod
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
trigger3 = AnimElem = 10
trigger4 = AnimElem = 14
trigger5 = AnimElem = 18
trigger6 = AnimElem = 22
trigger7 = AnimElem = 26
trigger8 = AnimElem = 30
trigger9 = AnimElem = 34
trigger10 = AnimElem = 38
anim = 232
postype = p1
pos = 10,5
scale = 0.5,0.5
sprpriority = 3
ownpal = 1
facing = -1
IgnoreHitPause = 1
ID = 232

[state a]
type = Explod
trigger1 = time = 0
trigger2 = AnimElem = 48
anim = 6520
postype = p1
pos = 70,-90
sprpriority = 5
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Explod
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
trigger5 = AnimElem = 10
trigger6 = AnimElem = 12
trigger7 = AnimElem = 14
trigger8 = AnimElem = 16
trigger9 = AnimElem = 18
trigger10 = AnimElem = 20
trigger11 = AnimElem = 22
trigger12 = AnimElem = 24
trigger13 = AnimElem = 26
trigger14 = AnimElem = 28
trigger15 = AnimElem = 30
trigger16 = AnimElem = 32
trigger17 = AnimElem = 34
trigger18 = AnimElem = 36
trigger19 = AnimElem = 38
trigger20 = AnimElem = 40
anim = 6500
postype = p1
pos = 70-random%30,-70-random%30
sprpriority = 5
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[State a]
type = Explod
trigger1 = AnimElem = 48
trigger2 = AnimElemTime(48) = 2
trigger3 = AnimElemTime(48) = 4
trigger4 = AnimElemTime(48) = 6
trigger5 = AnimElem = 49
trigger6 = AnimElemTime(49) = 2
anim = 1054
postype = p1
pos = 70-random%50,-40-random%60
scale = 1,1
sprpriority = 2
ownpal = 1
IgnoreHitPause = 1
ID = 1054

[State a]
type = Explod
trigger1 = AnimElem = 48
anim = 6020
postype = p1
pos = 40,10
scale = 0.5,0.5
sprpriority = 2
ownpal = 1
IgnoreHitPause = 1
ID = 6020

[State a]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
trigger5 = AnimElem = 10
trigger6 = AnimElem = 12
trigger7 = AnimElem = 14
trigger8 = AnimElem = 16
trigger9 = AnimElem = 18
trigger10 = AnimElem = 20
trigger11 = AnimElem = 22
trigger12 = AnimElem = 24
trigger13 = AnimElem = 26
trigger14 = AnimElem = 28
trigger15 = AnimElem = 30
trigger16 = AnimElem = 32
trigger17 = AnimElem = 34
trigger18 = AnimElem = 36
trigger19 = AnimElem = 38
trigger20 = AnimElem = 40
value = 8,0

[State a]
type = PlaySnd
trigger1 = movehit && numtarget(1082)
value = 0,10
persistent = 0
ignorehitpause = 1

[State a]
type = PlaySnd
trigger1 = movehit && numtarget(1082)
value = 0,16
persistent = 0
ignorehitpause = 1

[State a]
type = PlaySnd
trigger1 = AnimElem = 49
value = 3,4

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

[State a]
type = HitDef
trigger1 = time = 0
trigger1 = var(10) = 0
attr              = S, SA
damage            = 120,8
animtype          = hard
getpower          = 120,0
givepower         = 16,0
hitflag           = MAF
guardflag         = M
priority          = 6,Hit
pausetime         = 22,22
sparkno           = -1
sparkxy           = -10,-76
guard.sparkno     = -1
hitsound          = -1
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
palfx.color = 60
palfx.add = 100,40,50
palfx.mul = 90,50,40
palfx.time = 60
ID = 1082
p2stateno = 241

[State a]
type = HitDef
trigger1 = time = 0
trigger1 = var(10) = 1
attr              = S, SA
damage            = 100,0
animtype          = hard
getpower          = 120,0
givepower         = 16,0
hitflag           = MAF
guardflag         = M
priority          = 6,Hit
pausetime         = 22,22
sparkno           = -1
sparkxy           = -10,-76
guard.sparkno     = -1
hitsound          = -1
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
palfx.color = 60
palfx.add = 100,40,50
palfx.mul = 90,50,40
palfx.time = 60
ID = 1082

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

;--------------------------
;怒りの鉄拳EX相手側
[Statedef 1083]
type     = A
movetype = H
physics  = N
ctrl     = 0
velset   = 0,0

[State a]
type = ChangeAnim2
trigger1 = Time = 0
value = 1083

[State a]
type = velset
trigger1 = Time = 7
y = -.3

[State a]
type = velset
trigger1 = Time = 120
x = -3
y = -3

[state a]
type = veladd
trigger1 = Time >= 120
y = .45

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

;-------------------------
;ドラゴン・ブレス・弱
[Statedef 1100]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 1100
poweradd = 34
sprpriority = 2

[State a]
type = VarSet
trigger1 = Time = 0
v = 16
value = 0
IgnoreHitPause = 1
Persistent = 1

[State a]
type = HitOverRide
trigger1 = var(0) = 1
trigger1 = AnimElemTime(8) < 0
time = 1
attr = SCA, AA,AP
;forceair = ifelse((!Alive),1,0)
stateno = 1125
IgnoreHitPause = 1

[state a]
type = PalFX
trigger1 = AnimElem = 9
time = 5
add = 20,90,110

[state a]
type = Helper
trigger1 = AnimElem = 5
id = 6000
name = "dust"
pos = 30,-10
postype = p1
stateno = 6000
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = -1

[state a]
type = Helper
trigger1 = AnimElem = 5
id = 6000
name = "dust"
pos = 40,-10
postype = p1
stateno = 6000
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = -1

[state a]
type = Helper
trigger1 = AnimElem = 9
id = 1101
name = "fire"
pos = ceil(100*const(size.xscale)),ceil(-40*const(size.yscale))
postype = p1
stateno = 1101
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[state a]
type = Helper
trigger1 = AnimElem = 18
id = 6001
name = "buresu"
pos = ceil(80*const(size.xscale)),ceil(-60*const(size.yscale))
postype = p1
stateno = 6001
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[state a]
type = Helper
trigger1 = AnimElemtime(18) = 1
id = 6001
name = "buresu"
pos = ceil(100*const(size.xscale)),ceil(-60*const(size.yscale))
postype = p1
stateno = 6001
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[state a]
type = Helper
trigger1 = AnimElemtime(18) = 2
id = 6003
name = "buresu"
pos = ceil(120*const(size.xscale)),ceil(-60*const(size.yscale))
postype = p1
stateno = 6003
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[State a]
type = Explod
trigger1 = AnimElem = 9
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 = PlaySnd
trigger1 = AnimElem = 8
trigger1 = !helper(20000),var(5) = 1
value = 3,7

[State a]
type = PlaySnd
trigger1 = AnimElem = 8
trigger1 = helper(20000),var(5) = 1
value = 3,7
channel = 0

[State a]
type = ChangeState
triggerall = helper(20000),var(2) = 1
trigger1 = command = "z"
trigger1 = AnimElemtime(7) > 0 && AnimElemtime(7) < 7
value = 1105

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

;-----------------------
;ドラゴン・ブレス
[Statedef 1101]
type     = S
movetype = A
physics  = N
velset   = 0,0
ctrl     = 0
anim     = 1101
sprpriority = 2

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

[State a]
type = HitOverRide
trigger1 = 1
attr = SCA,AP,AT
stateno = 1102

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

[state a]
type = Helper
trigger1 = movehit
trigger1 = numhelper(252) = 0
id = 252
name = "fire"
pos = 0,0
postype = p1
stateno = 252
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1

[state a]
type = Explod
trigger1 = moveguarded
anim = 6600
postype = p1
pos = floor(p2dist x/2 +10),-20
sprpriority = 2
persistent = 0
ignorehitpause = 1
pausemovetime = 99999
facing = 1
ownpal = 1
scale = 0.5,0.5

[State a]
type = PlaySnd
trigger1 = Time = 0
value = 0,5

[State a]
type = HitDef
trigger1 = Time = 0
trigger1 = root,var(16) = 0
attr             = S, SP
damage           = ceil(63*root,fvar(1)),0
getpower         = ceil(75*root,fvar(1)),0
givepower        = 16,0
hitflag          = MAF
guardflag        = M
animtype         = Back
pausetime        = 0,11
sparkno          = -1
sparkxy          = 30,0
guard.sparkno    = -1
hitsound         = s0,16
guardsound       = s8,11
ground.type      = High
ground.slidetime = 17
ground.hittime   = 17
ground.velocity  = 0,0
guard.velocity   = -11
air.velocity     = -1,-10
air.fall = 1
fall.recover = 0
fall.recovertime = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
p2facing = 1
palfx.color = 60
palfx.add = 100,40,50
palfx.mul = 90,50,40
palfx.time = 60

[State a]
type = HitDef
trigger1 = Time = 0
trigger1 = root,var(16) = 1
attr             = S, SP
damage           = ceil(75*root,fvar(1)),0
getpower         = ceil(90*root,fvar(1)),0
givepower        = 16,0
hitflag          = MAF
guardflag        = M
animtype         = Back
pausetime        = 0,11
sparkno          = -1
sparkxy          = 30,0
guard.sparkno    = -1
hitsound         = s0,16
guardsound       = s8,11
ground.type      = High
ground.slidetime = 17
ground.hittime   = 17
ground.velocity  = 0,0
guard.velocity   = -11
air.velocity     = -1,-10
air.fall = 1
fall.recover = 0
fall.recovertime = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
p2facing = 1
palfx.color = 60
palfx.add = 100,40,50
palfx.mul = 90,50,40
palfx.time = 60

[State a]
type = HitDef
trigger1 = Time = 0
trigger1 = root,var(16) = 2
attr             = S, SP
damage           = ceil(88*root,fvar(1)),0
getpower         = ceil(105*root,fvar(1)),0
givepower        = 16,0
hitflag          = MAF
guardflag        = M
animtype         = Back
pausetime        = 0,11
sparkno          = -1
sparkxy          = 30,0
guard.sparkno    = -1
hitsound         = s0,16
guardsound       = s8,11
ground.type      = High
ground.slidetime = 17
ground.hittime   = 17
ground.velocity  = 0,0
guard.velocity   = -11
air.velocity     = -1,-10
air.fall = 1
fall.recover = 0
fall.recovertime = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
p2facing = 1
palfx.color = 60
palfx.add = 100,40,50
palfx.mul = 90,50,40
palfx.time = 60

[State a]
type = targetstate
trigger1 = numtarget
trigger1 = movehit = 1
trigger1 = enemy,statetype != A
value = 1103

[State a]
type = DestroySelf
trigger1 = animtime = 0
trigger2 = root,movetype = H

;-----------------------
;ドラゴン・ブレス消滅
[Statedef 1102]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 1102
sprpriority = 2

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

;--------------------------
;ドラゴン・ブレスヒット
[Statedef 1103]
type     = A
movetype = H
physics  = N
velset   = 0,0
ctrl     = 0

[state a]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1103

[state a]
type = PalFX
trigger1 = Time = 0
add = 255,50,0
time = 30

[State a]
type = null;Turn
Trigger1 = P2Dist X < 0

[state a]
type = velset
trigger1 = Time = 1
x = -3
y = -4

[State a]
type = veladd
trigger1 = Time >= 1
y = .4

[State a]
type = ChangeState
trigger1 = Time >= 5
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 1104

;----------------------------
;ドラゴン・ブレス相手硬直
[Statedef 1104]
type     = S
movetype = H
physics  = N
velset   = 0,0
ctrl     = 0

[State a]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1103

[state a]
type = PalFX
trigger1 = Time = 0
add = 100,40,50
mul = 90,50,40
time = 30

[state a]
type = PosSet
trigger1 = Time = 0
y = 0

[State a]
type = SelfState
trigger1 = time = 40
value = 5070

;------------------------------
;ドラゴン・ブレスブレーキング
[Statedef 1105]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 1
anim     = 1105
poweradd = 50
sprpriority = 2

[State a]
type = stopsnd
trigger1 = AnimTime = 0
channel = 0

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

;------------------------
;ドラゴン・ブレス・中
[Statedef 1110]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 1110
poweradd = 34
sprpriority = 2

[State a]
type = VarSet
trigger1 = Time = 0
v = 16
value = 1
IgnoreHitPause = 1
Persistent = 1

[State a]
type = HitOverRide
trigger1 = var(0) = 1
trigger1 = AnimElemTime(8) < 0
time = 1
attr = SCA, AA,AP
;forceair = ifelse((!Alive),1,0)
stateno = 1125
IgnoreHitPause = 1

[state a]
type = PalFX
trigger1 = AnimElem = 9
time = 5
add = 20,90,110

[state a]
type = Helper
trigger1 = AnimElem = 5
id = 6000
name = "dust"
pos = 30,-10
postype = p1
stateno = 6000
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = -1

[state a]
type = Helper
trigger1 = AnimElem = 5
id = 6000
name = "dust"
pos = 40,-10
postype = p1
stateno = 6000
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = -1

[state a]
type = Helper
trigger1 = AnimElem = 9
id = 1101
name = "fire"
pos = ceil(100*const(size.xscale)),ceil(-40*const(size.yscale))
postype = p1
stateno = 1101
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[state a]
type = Helper
trigger1 = AnimElem = 18
id = 6001
name = "buresu"
pos = ceil(80*const(size.xscale)),ceil(-60*const(size.yscale))
postype = p1
stateno = 6001
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[state a]
type = Helper
trigger1 = AnimElemtime(18) = 1
id = 6001
name = "buresu"
pos = ceil(100*const(size.xscale)),ceil(-60*const(size.yscale))
postype = p1
stateno = 6001
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[state a]
type = Helper
trigger1 = AnimElemtime(18) = 2
id = 6003
name = "buresu"
pos = ceil(120*const(size.xscale)),ceil(-60*const(size.yscale))
postype = p1
stateno = 6003
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[State a]
type = Explod
trigger1 = AnimElem = 9
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 = 9
anim = 232
postype = p1
pos = 120,0
scale = 0.5,0.5
sprpriority = 3
ownpal = 1
facing = 1
IgnoreHitPause = 1
ID = 232

[State a]
type = PlaySnd
trigger1 = AnimElem = 8
trigger1 = !helper(20000),var(5) = 1
value = 3,9

[State a]
type = PlaySnd
trigger1 = AnimElem = 8
trigger1 = helper(20000),var(5) = 1
value = 3,9
channel = 0

[State a]
type = ChangeState
triggerall = helper(20000),var(2) = 1
trigger1 = command = "z"
trigger1 = AnimElemtime(7) > 0 && AnimElemtime(7) < 7
value = 1105

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

;------------------------
;ドラゴン・ブレス・強
[Statedef 1120]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 1120
poweradd = 34
sprpriority = 2

[State a]
type = VarSet
trigger1 = Time = 0
v = 16
value = 2
IgnoreHitPause = 1
Persistent = 1

[State a]
type = HitOverRide
trigger1 = var(0) = 1
trigger1 = AnimElemTime(8) < 0
time = 1
attr = SCA, AA,AP
;forceair = ifelse((!Alive),1,0)
stateno = 1125
IgnoreHitPause = 1

[state a]
type = PalFX
trigger1 = AnimElem = 9
time = 5
add = 20,90,110

[state a]
type = Helper
trigger1 = AnimElem = 5
id = 6000
name = "dust"
pos = 30,-10
postype = p1
stateno = 6000
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = -1

[state a]
type = Helper
trigger1 = AnimElem = 5
id = 6000
name = "dust"
pos = 40,-10
postype = p1
stateno = 6000
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = -1

[state a]
type = Helper
trigger1 = AnimElem = 9
id = 1101
name = "fire"
pos = ceil(100*const(size.xscale)),ceil(-40*const(size.yscale))
postype = p1
stateno = 1101
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[state a]
type = Helper
trigger1 = AnimElem = 18
id = 6001
name = "buresu"
pos = ceil(80*const(size.xscale)),ceil(-60*const(size.yscale))
postype = p1
stateno = 6001
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[state a]
type = Helper
trigger1 = AnimElemtime(18) = 1
id = 6001
name = "buresu"
pos = ceil(100*const(size.xscale)),ceil(-60*const(size.yscale))
postype = p1
stateno = 6001
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[state a]
type = Helper
trigger1 = AnimElemtime(18) = 2
id = 6003
name = "buresu"
pos = ceil(120*const(size.xscale)),ceil(-60*const(size.yscale))
postype = p1
stateno = 6003
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[State a]
type = Explod
trigger1 = AnimElem = 9
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 = 12
anim = 232
postype = p1
pos = 120,0
scale = 0.5,0.5
sprpriority = 3
ownpal = 1
facing = 1
IgnoreHitPause = 1
ID = 232

[State a]
type = PlaySnd
trigger1 = AnimElem = 8
trigger1 = !helper(20000),var(5) = 1
value = 3,6

[State a]
type = PlaySnd
trigger1 = AnimElem = 8
trigger1 = helper(20000),var(5) = 1
value = 3,6
channel = 0

[State a]
type = ChangeState
triggerall = helper(20000),var(2) = 1
trigger1 = command = "z"
trigger1 = AnimElemtime(7) > 0 && AnimElemtime(7) < 7
value = 1105

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

;---------------------
;ドラゴンアーマー
[Statedef 1125]
type     = U
movetype = A
physics  = U
poweradd = 0
ctrl     = 0
velset   = 0,0
hitdefpersist = 1

[State a]
type = StateTypeSet
trigger1 = (Anim = 0)
MoveType = I
IgnoreHitPause = 1
Persistent = 1

[State a]
type = AssertSpecial
triggerall = (Alive) && (Anim != 0)
trigger1 = !(HitShakeOver)
flag = TimerFreeze
pausemovetime = 99999999
IgnoreHitPause = 1

[State a]
type = PalFX
triggerall = (Alive)
trigger1 = Time = 0
time = GetHitVar(HitShakeTime)
add = 250,20,20
sinadd = 22,5,5,3
pausemovetime = 99999999
IgnoreHitPause = 1

[State a]
type = PosSet
trigger1 = Time = 0
y = 0

[state a]
type = PalFX
trigger1 = AnimElem = 9
time = 5
add = 20,90,110

[state a]
type = Helper
trigger1 = AnimElem = 5
id = 6000
name = "dust"
pos = 30,-10
postype = p1
stateno = 6000
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = -1

[state a]
type = Helper
trigger1 = AnimElem = 5
id = 6000
name = "dust"
pos = 40,-10
postype = p1
stateno = 6000
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = -1

[state a]
type = Helper
trigger1 = AnimElem = 9
id = 1101
name = "fire"
pos = ceil(100*const(size.xscale)),ceil(-40*const(size.yscale))
postype = p1
stateno = 1101
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[State a]
type = Explod
trigger1 = AnimElem = 9
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 = var(16) = 1
trigger1 = AnimElem = 9
anim = 232
postype = p1
pos = 120,0
scale = 0.5,0.5
sprpriority = 3
ownpal = 1
facing = 1
IgnoreHitPause = 1
ID = 232

[State a]
type = Explod
trigger1 = var(16) = 2
trigger1 = AnimElem = 12
anim = 232
postype = p1
pos = 120,0
scale = 0.5,0.5
sprpriority = 3
ownpal = 1
facing = 1
IgnoreHitPause = 1
ID = 232

[State a]
type = PlaySnd
trigger1 = Time = 0
value = 6,11

[State a]
type = PlaySnd
trigger1 = var(16) = 0
trigger1 = AnimElem = 8
trigger1 = !helper(20000),var(5) = 1
value = 3,7

[State a]
type = PlaySnd
trigger1 = var(16) = 0
trigger1 = AnimElem = 8
trigger1 = helper(20000),var(5) = 1
value = 3,7
channel = 0

[State a]
type = PlaySnd
trigger1 = var(16) = 1
trigger1 = AnimElem = 8
trigger1 = !helper(20000),var(5) = 1
value = 3,9

[State a]
type = PlaySnd
trigger1 = var(16) = 1
trigger1 = AnimElem = 8
trigger1 = helper(20000),var(5) = 1
value = 3,9
channel = 0

[State a]
type = PlaySnd
trigger1 = var(16) = 2
trigger1 = AnimElem = 8
trigger1 = !helper(20000),var(5) = 1
value = 3,6

[State a]
type = PlaySnd
trigger1 = var(16) = 2
trigger1 = AnimElem = 8
trigger1 = helper(20000),var(5) = 1
value = 3,6
channel = 0

[State a]
type = ChangeState
triggerall = (Alive)
trigger1 = AnimTime = 0
trigger2 = (PrevStateNo = 1125) && (Anim = 0)
value = 0
ctrl = 1

;------------------------
;ドラゴン・ブレス・EX
[Statedef 1130]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 1130
poweradd = -333
sprpriority = 2

[State a]
type = HitOverRide
trigger1 = var(0) = 1
trigger1 = AnimElemTime(22) < 0
time = 1
attr = SCA, AA,AP
;forceair = ifelse((!Alive),1,0)
stateno = 1135
IgnoreHitPause = 1

[State a]
type = PalFX
trigger1 = gametime %2=0
trigger1 = AnimElemTime(22) < 0
time = 1
add = 170,170,0
sinadd = 64,32,5,11
ignorehitpause = 1

[state a]
type = Helper
trigger1 = AnimElem = 8
id = 6000
name = "dust"
pos = 30,-10
postype = p1
stateno = 6000
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = -1

[state a]
type = Helper
trigger1 = AnimElem = 8
id = 6000
name = "dust"
pos = 40,-10
postype = p1
stateno = 6000
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = -1

[state a]
type = Helper
trigger1 = AnimElem = 21
id = 1131
name = "fire"
pos = 90,-10
postype = p1
stateno = 1131
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[state a]
type = Helper
trigger1 = AnimElem = 21
id = 1132
name = "fire"
pos = 270,20
postype = p1
stateno = 1132
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[state a]
type = Helper
trigger1 = AnimElem = 33
id = 6001
name = "buresu"
pos = ceil(80*const(size.xscale)),ceil(-52*const(size.yscale))
postype = p1
stateno = 6001
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[state a]
type = Helper
trigger1 = AnimElemtime(33) = 1
id = 6001
name = "buresu"
pos = ceil(100*const(size.xscale)),ceil(-52*const(size.yscale))
postype = p1
stateno = 6001
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[state a]
type = Helper
trigger1 = AnimElemtime(33) = 2
id = 6003
name = "buresu"
pos = ceil(120*const(size.xscale)),ceil(-52*const(size.yscale))
postype = p1
stateno = 6003
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[State a]
type = Explod
trigger1 = AnimElem = 21
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 = 24
anim = 232
postype = p1
pos = 120,0
scale = 0.5,0.5
sprpriority = 3
ownpal = 1
facing = 1
IgnoreHitPause = 1
ID = 232

[State a]
type = Explod
trigger1 = AnimElem = 27
anim = 232
postype = p1
pos = 180,0
scale = 0.5,0.5
sprpriority = 3
ownpal = 1
facing = 1
IgnoreHitPause = 1
ID = 232

[State a]
type = Explod
trigger1 = AnimElem = 30
anim = 232
postype = p1
pos = 240,0
scale = 0.5,0.5
sprpriority = 3
ownpal = 1
facing = 1
IgnoreHitPause = 1
ID = 232

[State a]
type = Explod
trigger1 = AnimElem = 21
anim = 1134
postype = p1
pos = -20,0
scale = 1,1
sprpriority = 3
ownpal = 1
facing = 1
IgnoreHitPause = 1
ID = 1134

[State a]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !helper(20000),var(5) = 1
value = 3,8

[State a]
type = PlaySnd
trigger1 = Time = 0
trigger1 = helper(20000),var(5) = 1
value = 3,8
channel = 0

[State a]
type = PlaySnd
trigger1 = AnimElem = 20
trigger1 = !helper(20000),var(5) = 1
value = 3,6

[State a]
type = PlaySnd
trigger1 = AnimElem = 20
trigger1 = helper(20000),var(5) = 1
value = 3,6
channel = 0

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

;----------------------------
;ドラゴン・ブレスEX(エフェクトEX)
[Statedef 1131]
type     = S
movetype = A
physics  = N
velset   = 0,0
ctrl     = 0
anim     = 1131
sprpriority = 2

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

[State a]
type = DestroySelf
trigger1 = animtime = 0
trigger2 = root,movetype = H

;-------------------------
;ドラゴン・ブレスEX(EXビーム)
[Statedef 1132]
type     = S
movetype = A
physics  = N
velset   = 0,0
ctrl     = 0
anim     = 1132
sprpriority = 3

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

[State a]
type = HitOverRide
trigger1 = 1
attr = SCA,AP,AT
stateno = 1133

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

[state a]
type = Helper
trigger1 = movehit
trigger1 = numhelper(252) = 0
id = 252
name = "fire"
pos = 0,0
postype = p1
stateno = 252
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1

[state a]
type = Explod
trigger1 = moveguarded
anim = 6600
postype = p1
pos = floor(p2dist x/2 +10),-70
sprpriority = 2
persistent = 0
ignorehitpause = 1
pausemovetime = 99999
facing = 1
ownpal = 1
scale = 0.5,0.5

[State a]
type = PlaySnd
trigger1 = Time = 0
value = 0,5

[State a]
type = PlaySnd
trigger1 = Time = 0
value = 6,3

[State a]
type = PlaySnd
trigger1 = AnimElem = 7
value = 0,11

[State a]
type = HitDef
trigger1 = Time = 0
attr             = S, SP
damage           = ceil(175*root,fvar(1)),0
getpower         = ceil(210*root,fvar(1)),0
givepower        = 16,0
hitflag          = MAF
guardflag        = M
sprpriority      = 3
animtype         = Back
pausetime        = 0,11
sparkno          = -1
sparkxy          = 30,0
guard.sparkno    = -1
hitsound         = s0,16
guardsound       = s8,11
ground.type      = High
ground.slidetime = 17
ground.hittime   = 17
ground.velocity  = 0,0
guard.velocity   = -11
air.velocity     = -1,-10
air.fall = 1
fall.recover = 0
fall.recovertime = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
p2facing = 1
palfx.color = 60
palfx.add = 100,40,50
palfx.mul = 90,50,40
palfx.time = 60

[State a]
type = targetstate
trigger1 = numtarget
trigger1 = movehit = 1
trigger1 = enemy,statetype != A
value = 1103

[State a]
type = DestroySelf
trigger1 = animtime = 0
trigger2 = root,movetype = H

;---------------------
;ドラゴン・ブレスEX消滅
[Statedef 1133]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 1133
sprpriority = 2

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

;---------------------------
;ドラゴンアーマーEX
[Statedef 1135]
type     = U
movetype = A
physics  = U
poweradd = 0
ctrl     = 0
velset   = 0,0
hitdefpersist = 1

[State a]
type = StateTypeSet
trigger1 = (Anim = 0)
MoveType = I
IgnoreHitPause = 1
Persistent = 1

[State a]
type = AssertSpecial
triggerall = (Alive) && (Anim != 0)
trigger1 = !(HitShakeOver)
flag = TimerFreeze
pausemovetime = 99999999
IgnoreHitPause = 1

[State a]
type = null;HitOverRide
triggerall = (Alive) && (AnimElemTime(22) < 0)
trigger1 = (Anim != 0)
time = 1
attr = SCA, AA,AP
stateno = 1135
IgnoreHitPause = 1

[State a]
type = PalFX
triggerall = (Alive)
trigger1 = Time = 0
time = GetHitVar(HitShakeTime)
add = 250,20,20
sinadd = 22,5,5,3
pausemovetime = 99999999
IgnoreHitPause = 1

[State a]
type = PosSet
trigger1 = Time = 0;(Alive)
y = 0

[state a]
type = Helper
trigger1 = AnimElem = 8
id = 6000
name = "dust"
pos = 30,-10
postype = p1
stateno = 6000
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = -1

[state a]
type = Helper
trigger1 = AnimElem = 8
id = 6000
name = "dust"
pos = 40,-10
postype = p1
stateno = 6000
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = -1

[state a]
type = Helper
trigger1 = AnimElem = 21
id = 1131
name = "fire"
pos = 90,-10
postype = p1
stateno = 1131
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[state a]
type = Helper
trigger1 = AnimElem = 21
id = 1132
name = "fire"
pos = 270,20
postype = p1
stateno = 1132
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[State a]
type = Explod
trigger1 = AnimElem = 21
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 = 24
anim = 232
postype = p1
pos = 120,0
scale = 0.5,0.5
sprpriority = 3
ownpal = 1
facing = 1
IgnoreHitPause = 1
ID = 232

[State a]
type = Explod
trigger1 = AnimElem = 27
anim = 232
postype = p1
pos = 180,0
scale = 0.5,0.5
sprpriority = 3
ownpal = 1
facing = 1
IgnoreHitPause = 1
ID = 232

[State a]
type = Explod
trigger1 = AnimElem = 30
anim = 232
postype = p1
pos = 240,0
scale = 0.5,0.5
sprpriority = 3
ownpal = 1
facing = 1
IgnoreHitPause = 1
ID = 232

[State a]
type = Explod
trigger1 = AnimElem = 21
anim = 1134
postype = p1
pos = -20,0
scale = 1,1
sprpriority = 3
ownpal = 1
facing = 1
IgnoreHitPause = 1
ID = 1134

[State a]
type = PlaySnd
trigger1 = Time = 0
value = 6,11

[State a]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !helper(20000),var(5) = 1
value = 3,8

[State a]
type = PlaySnd
trigger1 = Time = 0
trigger1 = helper(20000),var(5) = 1
value = 3,8
channel = 0

[State a]
type = PlaySnd
trigger1 = AnimElem = 20
trigger1 = !helper(20000),var(5) = 1
value = 3,6

[State a]
type = PlaySnd
trigger1 = AnimElem = 20
trigger1 = helper(20000),var(5) = 1
value = 3,6
channel = 0

[State a]
type = ChangeState
triggerall = (Alive)
trigger1 = AnimTime = 0
trigger2 = (PrevStateNo = 1135) && (Anim = 0)
value = 0
ctrl = 1

;-----------------------
;匡山登山ブレス始動
[Statedef 1150]
type     = S
movetype = A
physics  = N
ctrl     = 0
anim     = 1150
poweradd = 34
sprpriority = 2

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

[state a]
type = velset
trigger1 = AnimElemtime(1) > 0 && AnimElemtime(7) < 0
x = 3

[state a]
type = velset
trigger1 = AnimElem = 7
x = 0

[state a]
type = velmul
trigger1 = animelem = 4,>=0
x = 0.85

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

[State a]
type = PlaySnd
trigger1 = AnimElem = 7
trigger1 = !helper(20000),var(5) = 1
value = 5,6

[State a]
type = PlaySnd
trigger1 = AnimElem = 7
trigger1 = helper(20000),var(5) = 1
value = 5,6
channel = 0

[State a]
type = HitDef
trigger1 = Time = 0
attr = S, ST
damage  = 3,0
hitflag   = M
guardflag = L
priority = 1, Miss
sparkno = -1
guard.sparkno = -1
sprpriority = 1
hitsound   = s8,0
guardsound = s8,11
guard.velocity = -11
ground.type       = High
ground.slidetime  = 13
ground.hittime    = 13
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
;p1facing = ifelse(command="holdfwd",-1,1)
p2facing = 1
p1stateno = 1160
p2stateno = 1161
fall = 1
kill = 0

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

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

;------------------
;匡山登山ブレスEX始動
[Statedef 1155]
type     = S
movetype = A
physics  = N
ctrl     = 0
anim     = 1150
poweradd = -333
sprpriority = 2

[State a]
type = PalFX
trigger1 = gametime %2=0
time = 1
add = 170,170,0
sinadd = 64,32,5,11
ignorehitpause = 1

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

[state a]
type = velset
trigger1 = AnimElemtime(1) > 0 && AnimElemtime(7) < 0
x = 7;3

[state a]
type = velset
trigger1 = AnimElem = 7
x = 0

[state a]
type = velmul
trigger1 = animelem = 4,>=0
x = 0.85

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

[State a]
type = PlaySnd
trigger1 = AnimElem = 7
trigger1 = !helper(20000),var(5) = 1
value = 5,6

[State a]
type = PlaySnd
trigger1 = AnimElem = 7
trigger1 = helper(20000),var(5) = 1
value = 5,6
channel = 0

[State a]
type = HitDef
trigger1 = Time = 0
attr = S, ST
damage  = 20
hitflag   = M
priority = 1, Miss
sparkno = -1
guard.sparkno = -1
sprpriority = 1
hitsound   = s8,0
guardsound = s8,11
guard.velocity = -11
ground.type       = High
ground.slidetime  = 13
ground.hittime    = 13
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
;p1facing = ifelse(command="holdfwd",-1,1)
p2facing = 1
p1stateno = 1160
p2stateno = 1161
fall = 1
kill = 0

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

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

;-----------------------
;匡山登山ブレス発動
[Statedef 1160]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 1160
poweradd = 80
sprpriority = 2

[State a]
type = varset
triggerall = power >= 333
trigger1 = helper(20000),var(2) = 1
trigger1 = (command = "ex") && (command = "holdup")
trigger1 = (AnimElemTime(1) >= 0) && (AnimElemTime(5) < 0)
var(11) = 2

[State a]
type = varset
trigger1 = var(11) != 2
trigger1 = (command = "c") && (command = "holdup")
trigger1 = (AnimElemTime(1) >= 0) && (AnimElemTime(5) < 0)
var(11) = 1

[State a]
type = Width
trigger1 = AnimElem = 9,<=0
edge = 60,0

[State a]
type = TargetBind
trigger1 = (AnimElemTime(1) >= 0) && (AnimElemTime(3) < 0)
pos = 50,-10

[State a]
type = TargetBind
trigger1 = (AnimElemTime(3) >= 0) && (AnimElemTime(4) < 0)
pos = 10,-80

[State a]
type = TargetBind
trigger1 = (AnimElemTime(4) >= 0) && (AnimElemTime(5) < 0)
pos = 10,-85

[State a]
type = TargetBind
trigger1 = (AnimElemTime(5) >= 0) && (AnimElemTime(9) < 0)
pos = 10,-90

[State a]
type = TargetLifeAdd
trigger1 = var(11) != [1,2]
trigger1 = AnimElem = 9
value = -100*Const(data.attack)/100

[State a]
type = TargetState
trigger1 = var(11) != [1,2]
trigger1 = AnimElem = 9
value = 1162

[State a]
type = TargetState
trigger1 = var(11) = [1,2]
trigger1 = AnimElem = 9
value = 1163

[State a]
type = Turn
trigger1 = AnimElem = 13

[state a]
type = Explod
trigger1 = Time = 0
anim = 6500
postype = p1
pos = 65,-35
sprpriority = 5
persistent = 0
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[State a]
type = PlaySnd
trigger1 = Time = 0
value = 5,3

[State a]
type = PlaySnd
trigger1 = AnimElem = 8
value = 7,2

[State a]
type = PlaySnd
trigger1 = var(11) != [1,2]
trigger1 = AnimElem = 8
value = 5,4

[State a]
type = ChangeState
trigger1 = var(11) = [1,2]
trigger1 = AnimElem = 10
value = 1170

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

;--------------------
;相手側1
[Statedef 1161]
type     = A
movetype = H
physics  = N
ctrl     = 0
velset   = 0,0

[State a]
type = ChangeAnim2
trigger1 = Time = 0
value = 1161

[State a]
type = SelfState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 5000

;---------------------
;相手側2追加入力なし
[Statedef 1162]
type     = A
movetype = H
physics  = N
ctrl     = 0
velset   = 4,-11
sprpriority = 1

[State a]
type = ChangeAnim2
trigger1 = Time = 0
value = 1162

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

[State a]
type = VelAdd
trigger1 = 1
y = 0.4

[State a]
type = SelfState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 5100

;-------------------------
;相手側2ブレス追撃
[Statedef 1163]
type     = A
movetype = H
physics  = N
ctrl     = 0
velset   = 0.5,-11
sprpriority = 1

[State a]
type = ChangeAnim2
trigger1 = Time = 0
value = 1162

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

[State a]
type = NotHitBy
trigger1 = Time <= 40
value = SCA

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

[State a]
type = VelAdd
trigger1 = 1
y = 0.4

[State a]
type = SelfState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 5100

;-------------------------
;熱いキッスだ！
[Statedef 1170]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 1170
poweradd = ifelse(var(11) = 1,48,-333)
sprpriority = 2

[State a]
type = varset
trigger1 = AnimTime = 0
var(11) = 0

[State a]
type = PalFX
trigger1 = var(11) = 2
trigger1 = gametime %2=0
trigger1 = AnimElemTime(13) < 0
time = 1
add = 170,170,0
sinadd = 64,32,5,11
ignorehitpause = 1

[state a]
type = Helper
trigger1 = var(11) = 1
trigger1 = AnimElem = 13
id = 1171
name = "fire"
pos = 0,ceil(-100*const(size.yscale))
postype = p1
stateno = 1171
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[state a]
type = Helper
trigger1 = var(11) = 2
trigger1 = AnimElem = 13
id = 1172
name = "fire"
pos = 0,ceil(-110*const(size.yscale))
postype = p1
stateno = 1172
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[state a]
type = Helper
trigger1 = var(11) = 2
trigger1 = AnimElem = 13
id = 1173
name = "fire"
pos = 0,ceil(-100*const(size.yscale))
postype = p1
stateno = 1173
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[state a]
type = Helper
trigger1 = AnimElem = 21
id = 6001
name = "buresu"
pos = ceil(0*const(size.xscale)),ceil(-100*const(size.yscale))
postype = p1
stateno = 6001
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[state a]
type = Helper
trigger1 = AnimElemtime(21) = 1
id = 6001
name = "buresu"
pos = ceil(0*const(size.xscale)),ceil(-120*const(size.yscale))
postype = p1
stateno = 6001
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[state a]
type = Helper
trigger1 = AnimElemtime(21) = 2
id = 6003
name = "buresu"
pos = ceil(0*const(size.xscale)),ceil(-140*const(size.yscale))
postype = p1
stateno = 6003
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[State a]
type = PlaySnd
trigger1 = var(11) = 2
trigger1 = AnimElem = 12
value = 3,6

[State a]
type = PlaySnd
trigger1 = var(11) = 1
trigger1 = AnimElem = 12
value = 3,10

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

;--------------------------
;匡山登山ブレス(攻撃用ヘルパー)
[Statedef 1171]
type     = A
movetype = A
physics  = N
ctrl     = 0
anim     = 1171
sprpriority = 2

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

[state a]
type = Helper
trigger1 = movehit
trigger1 = numhelper(252) = 0
id = 252
name = "fire"
pos = 0,0
postype = p1
stateno = 252
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1

[State a]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,5

[State a]
type = HitDef
trigger1 = time = 0
attr              = S, SP
damage            = ceil(75*root,fvar(1)),0
animtype          = up
getpower          = ceil(90*root,fvar(1)),0
givepower         = 16,0
hitflag           = MAF
guardflag         = M
priority          = 5,Hit
sprpriority       = 2
pausetime         = 11,11
sparkno           = -1
sparkxy           = -10,-76
guard.sparkno     = -1
hitsound          = s0,16
guardsound        = s8,11
ground.type       = High
ground.slidetime  = 11
ground.hittime    = 11
ground.velocity   = -1,-11
air.type          = High
air.velocity      = -1,-11
air.hittime       = 11
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
fall.recover = 0
air.fall = 1
p2facing = 1
palfx.color = 60
palfx.add = 100,40,50
palfx.mul = 90,50,40
palfx.time = 60
ID = 1171

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

;--------------------------
;匡山登山ブレスEX(攻撃用ヘルパー)
[Statedef 1172]
type     = A
movetype = A
physics  = N
ctrl     = 0
anim     = 1172
sprpriority = 2

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

[state a]
type = Helper
trigger1 = movehit
trigger1 = numhelper(252) = 0
id = 252
name = "fire"
pos = 0,0
postype = p1
stateno = 252
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1

[State a]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,5

[State a]
type = PlaySnd
trigger1 = AnimElem = 3
value = 6,3

[State a]
type = HitDef
trigger1 = time = 0
attr              = S, SP
damage            = ceil(175*root,fvar(1)),0
animtype          = up
getpower          = ceil(210*root,fvar(1)),0
givepower         = 16,0
hitflag           = MAF
guardflag         = M
priority          = 5,Hit
sprpriority       = 2
pausetime         = 11,11
sparkno           = -1
sparkxy           = -10,-76
guard.sparkno     = -1
hitsound          = s0,16
guardsound        = s8,11
ground.type       = High
ground.slidetime  = 11
ground.hittime    = 11
ground.velocity   = -1,-11
air.type          = High
air.velocity      = -1,-11
air.hittime       = 11
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
fall.recover = 0
air.fall = 1
p2facing = 1
palfx.color = 60
palfx.add = 100,40,50
palfx.mul = 90,50,40
palfx.time = 60
ID = 1172

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

;--------------------------
;匡山登山ブレスEX(エフェクトEX)
[Statedef 1173]
type     = S
movetype = A
physics  = N
velset   = 0,0
ctrl     = 0
anim     = 1173
sprpriority = 2

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

[State a]
type = PalFX
trigger1 = root,palno = 9
trigger1 = root,stateno = [660,661]
time = -1
add = 255,-255,-150

[State a]
type = PalFX
trigger1 = root,palno = 10
trigger1 = root,stateno = [660,661]
time = -1
add = 255,-150,255

[State a]
type = PalFX
trigger1 = root,palno = 12
trigger1 = root,stateno = [660,661]
time = -1
add = 255,0,-255

[State a]
type = DestroySelf
trigger1 = animtime = 0
trigger2 = root,movetype = H

;-------------------------
;弱リトル・ホワイト・ドラゴン
[Statedef 1200]
type     = S
movetype = A
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 1200
poweradd = 34
sprpriority = 2

[State a]
type = NotHitBy
trigger1 = AnimElem = 6,<=0
value = SCA

[State a]
type = StateTypeSet
trigger1 = AnimElem = 7
StateType = A

[State a]
type = VelSet
trigger1 = AnimElemTime(7) = 0
x = 2
y = -4.5

[State a]
type = VelSet
trigger1 = AnimElemTime(13) = 0
x = 0

[State a]
type = Velmul
trigger1 = AnimElemTime(7) = 0
x = 0.95

[State a]
type = Veladd
trigger1 = AnimElemTime(10) >= 0
y = .50

[State a]
type = Explod
trigger1 = AnimElem = 6
anim = 6020
postype = p1
pos = 40,0
scale = 0.5,0.5
sprpriority = 2
ownpal = 1
IgnoreHitPause = 1
ID = 6020

[state a]
type = Explod
triggerall = var(7) = 2
triggerall = numtarget
trigger1 = target,stateno = [5000,5099]
anim = 6520
postype = p1
pos = floor(p2dist x/2 +20),-90
sprpriority = 2
persistent = 0
ignorehitpause = 1
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),-90
sprpriority = 2
persistent = 0
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[State a]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = !helper(20000),var(5) = 1
value = 3,11

[State a]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = helper(20000),var(5) = 1
value = 3,11
channel = 0

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

[State a]
type = HitDef
trigger1 = time = 0
attr              = S, SA
damage            = 88,10
animtype          = up
getpower          = 106,0
givepower         = 16,0
hitflag           = MAF
guardflag         = M
priority          = 3,Hit
pausetime         = 11,11
sparkno           = -1
sparkxy           = -10,-76
guard.sparkno     = -1
hitsound          = s8,2
hitsound          = s8,11
ground.type       = High
ground.slidetime  = 11
ground.hittime    = 11
ground.velocity   = -1,-14;-3,-9
air.type          = High
air.velocity      = -1,-14;-3,-9
air.hittime       = 11
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
fall.recover = 0
air.fall = 1
ID = 1200

[State a]
type = ChangeState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1201

;--------------------------
;リトル・ホワイト・ドラゴン着地
[Statedef 1201]
type     = S
movetype = A
physics  = S
velset   = 0,0
ctrl     = 0
anim     = 1201
sprpriority = 2

[State a]
type = PosSet
trigger1 = Time = 0
y = 0

[State a]
type = Explod
trigger1 = Time = 0
anim = 6040
postype = p1
pos = 0,0
scale = 0.5,0.5
sprpriority = -1
ownpal = 1
IgnoreHitPause = 1
ID = 6040

[State a]
type = PlaySnd
trigger1 = Time = 0
value = 6,4

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

;------------------------
;中リトル・ホワイト・ドラゴン
[Statedef 1210]
type     = S
movetype = A
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 1210
poweradd = 34
sprpriority = 2

[State a]
type = NotHitBy
trigger1 = AnimElem = 6,<=0
value = SCA

[State a]
type = StateTypeSet
trigger1 = AnimElem = 7
StateType = A

[State a]
type = VelSet
trigger1 = AnimElemTime(7) = 0
x = 4
y = -6.5

[State a]
type = VelSet
trigger1 = AnimElemTime(13) = 0
x = 0

[State a]
type = Velmul
trigger1 = AnimElemTime(7) = 0
x = 1.2;0.95

[State a]
type = Veladd
trigger1 = AnimElemTime(10) >= 0
y = .52

[State a]
type = Explod
trigger1 = AnimElem = 6
anim = 6020
postype = p1
pos = 40,0
scale = 0.5,0.5
sprpriority = 2
ownpal = 1
IgnoreHitPause = 1
ID = 6020

[state a]
type = Explod
triggerall = var(7) = 2
triggerall = numtarget(1210)
trigger1 = target,stateno = [5000,5099]
anim = 6520
postype = p1
pos = floor(p2dist x/2 +20),-90
sprpriority = 2
persistent = 0
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Explod
triggerall = var(7) = 2
triggerall = numtarget(1211)
trigger1 = target,stateno = [5000,5099]
anim = 6520
postype = p1
pos = floor(p2dist x/2 +20),-90
sprpriority = 2
persistent = 0
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Explod
triggerall = numtarget(1210)
trigger1 = moveguarded
anim = 6600
postype = p1
pos = floor(p2dist x/2 +20),-90
sprpriority = 2
persistent = 0
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Explod
triggerall = numtarget(1211)
trigger1 = moveguarded
anim = 6600
postype = p1
pos = floor(p2dist x/2 +20),-90
sprpriority = 2
persistent = 0
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[State a]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = !helper(20000),var(5) = 1
value = 3,11

[State a]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = helper(20000),var(5) = 1
value = 3,11
channel = 0

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

[State a]
type = HitDef
trigger1 = AnimElem = 5
attr              = S, SA
damage            = 90,10
animtype          = up
getpower          = 106,0
givepower         = 16,0
hitflag           = MAF
guardflag         = M
priority          = 4,Hit
pausetime         = 11,11
sparkno           = -1
sparkxy           = -10,-76
guard.sparkno     = -1
hitsound          = s8,2
hitsound          = s8,11
ground.type       = High
ground.slidetime  = 15
ground.hittime    = 15
ground.velocity   = -3,-9
air.type          = High
air.velocity      = -3,-9
air.hittime       = 15
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
fall.recover = 0
air.fall = 1
ID = 1210

[State a]
type = HitDef
trigger1 = AnimElem = 7
attr              = A, SA
damage            = 25,0
animtype          = up
getpower          = 30,0
givepower         = 16,0
hitflag           = MAF
guardflag         = M
priority          = 4,Hit
pausetime         = 11,11
sparkno           = -1
sparkxy           = -10,-76
guard.sparkno     = -1
hitsound          = s8,2
hitsound          = s8,11
ground.type       = High
ground.slidetime  = 11
ground.hittime    = 11
ground.velocity   = -1.1,-16;-3,-9
air.type          = High
air.velocity      = -1.1,-16;-3,-9
air.hittime       = 11
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
fall.recover = 0
air.fall = 1
ID = 1211

[State a]
type = ChangeState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1201

;-----------------------------
;強リトル・ホワイト・ドラゴン
[Statedef 1220]
type     = S
movetype = A
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 1220
poweradd = 34
sprpriority = 2

[State a]
type = NotHitBy
trigger1 = AnimElem = 6,<=0
value = SCA

[State a]
type = StateTypeSet
trigger1 = AnimElem = 7
StateType = A

[State a]
type = VelSet
trigger1 = AnimElemTime(7) = 0
x = 5;4
y = -8.5

[State a]
type = VelSet
trigger1 = AnimElemTime(13) = 0
x = 0

[State a]
type = Velmul
trigger1 = AnimElemTime(7) = 0
x = 2;0.95

[State a]
type = Veladd
trigger1 = AnimElemTime(10) >= 0
y = .50

[state a]
type = Helper
trigger1 = movehit
trigger1 = numtarget(1220)
id = 252
name = "fire"
pos = 0,0
postype = p1
stateno = 252
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1

[state a]
type = Helper
trigger1 = movehit
trigger1 = numtarget(1223)
id = 252
name = "fire"
pos = 0,0
postype = p1
stateno = 252
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1

[State a]
type = Explod
trigger1 = AnimElem = 6
anim = 6020
postype = p1
pos = 40,0
scale = 0.5,0.5
sprpriority = 2
ownpal = 1
IgnoreHitPause = 1
ID = 6020

[state a]
type = Explod
triggerall = var(7) = 2
triggerall = numtarget(1220)
trigger1 = target,stateno = [5000,5099]
anim = 6520
postype = p1
pos = floor(p2dist x/2 +20),-90
sprpriority = 2
persistent = 0
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Explod
triggerall = var(7) = 2
triggerall = numtarget(1221)
trigger1 = target,stateno = [5000,5099]
anim = 6520
postype = p1
pos = floor(p2dist x/2 +20),-90
sprpriority = 2
persistent = 0
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Explod
triggerall = var(7) = 2
triggerall = numtarget(1222)
trigger1 = target,stateno = [5000,5099]
anim = 6520
postype = p1
pos = floor(p2dist x/2 +20),-90
sprpriority = 2
persistent = 0
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Explod
triggerall = numtarget(1220)
trigger1 = moveguarded
anim = 6600
postype = p1
pos = floor(p2dist x/2 +20),-90
sprpriority = 2
persistent = 0
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Explod
triggerall = numtarget(1221)
trigger1 = moveguarded
anim = 6600
postype = p1
pos = floor(p2dist x/2 +20),-90
sprpriority = 2
persistent = 0
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Explod
triggerall = numtarget(1222)
trigger1 = moveguarded
anim = 6600
postype = p1
pos = floor(p2dist x/2 +20),-90
sprpriority = 2
persistent = 0
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[State a]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = !helper(20000),var(5) = 1
value = 3,11

[State a]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = helper(20000),var(5) = 1
value = 3,11
channel = 0

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

[State a]
type = PlaySnd
triggerall = var(7) = 2
triggerall = numtarget(1223)
trigger1 = AnimElemTime(7) = 7
trigger1 = target,stateno = [5000,5099]
value = 0,16

[State a]
type = HitDef
trigger1 = AnimElem = 4
attr              = S, SA
damage            = 30,3
animtype          = up
getpower          = 30,0
givepower         = 16,0
hitflag           = MAF
guardflag         = M
priority          = 5,Hit
pausetime         = 11,11
sparkno           = -1
sparkxy           = -10,-76
guard.sparkno     = -1
hitsound          = s8,2
hitsound          = s8,11
ground.type       = High
ground.slidetime  = 11
ground.hittime    = 11
ground.velocity   = -3,-9
air.type          = High
air.velocity      = -3,-9
air.hittime       = 11
ground.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 = 1220

[State a]
type = HitDef
trigger1 = AnimElem = 5
attr              = S, SA
damage            = 78,8
animtype          = up
getpower          = 90,0
givepower         = 16,0
hitflag           = MAF
guardflag         = M
priority          = 5,Hit
pausetime         = 11,11
sparkno           = -1
sparkxy           = -10,-76
guard.sparkno     = -1
hitsound          = s8,2
hitsound          = s8,11
ground.type       = High
ground.slidetime  = 11
ground.hittime    = 11
ground.velocity   = -3,-9
air.type          = High
air.velocity      = -3,-9
air.hittime       = 11
ground.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 = 1221

[State a]
type = HitDef
trigger1 = AnimElemTime(7) = 0
attr              = A, SA
damage            = 25,3
animtype          = up
getpower          = 30,0
givepower         = 16,0
hitflag           = MAF
guardflag         = M
priority          = 5,Hit
pausetime         = 11,11
sparkno           = -1
sparkxy           = -10,-76
guard.sparkno     = -1
hitsound          = s8,2
hitsound          = s8,11
ground.type       = High
ground.slidetime  = 11
ground.hittime    = 11
ground.velocity   = -3,-9
air.type          = High
air.velocity      = -3,-9
air.hittime       = 11
ground.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 = 1222

[State a]
type = HitDef
trigger1 = AnimElemTime(7) = 1
attr              = A, SA
damage            = 25,3
animtype          = up
getpower          = 30,0
givepower         = 16,0
hitflag           = MAF
guardflag         = M
priority          = 5,Hit
pausetime         = 11,11
sparkno           = -1
sparkxy           = -10,-76
guard.sparkno     = -1
hitsound          = s0,16
hitsound          = s8,11
ground.type       = High
ground.slidetime  = 11
ground.hittime    = 11
ground.velocity   = -1.2,-18;-3,-9
air.type          = High
air.velocity      = -1.2,-18;-3,-9
air.hittime       = 11
ground.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 = 1223

[State a]
type = ChangeState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1201

;--------------------------
;リトル・ホワイト・ドラゴンEX
[Statedef 1230]
type     = S
movetype = A
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 1230
poweradd = -333
sprpriority = 2

[State a]
type = PalFX
trigger1 = gametime %2=0
trigger1 = AnimElemTime(15) < 0
time = 1
add = 170,170,0
sinadd = 64,32,5,11
ignorehitpause = 1

[State a]
type = NotHitBy
trigger1 = AnimElem = 6,<=0
value = SCA

[State a]
type = StateTypeSet
trigger1 = AnimElem = 4
StateType = A

[State a]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = 5
y = -8

[State a]
type = VelSet
trigger1 = AnimElemTime(10) = 0
x = 0

[State a]
type = Velmul
trigger1 = AnimElemTime(4) = 0
x = 0.85

[State a]
type = Veladd
trigger1 = AnimElemTime(7) >= 0
y = .50

[State a]
type = Explod
trigger1 = AnimElem = 3
anim = 6020
postype = p1
pos = 40,0
scale = 0.5,0.5
sprpriority = 2
ownpal = 1
IgnoreHitPause = 1
ID = 6020

[state a]
type = Explod
triggerall = var(7) = 2
triggerall = numtarget(1230)
trigger1 = target,stateno = [5000,5099]
anim = 6520
postype = p1
pos = floor(p2dist x/2 +20),-90
sprpriority = 2
persistent = 0
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Explod
triggerall = var(7) = 2
triggerall = numtarget(1231)
trigger1 = target,stateno = [5000,5099]
anim = 6520
postype = p1
pos = floor(p2dist x/2 +20),-90
sprpriority = 2
persistent = 0
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Explod
triggerall = var(7) = 2
triggerall = numtarget(1232)
trigger1 = target,stateno = [5000,5099]
anim = 6520
postype = p1
pos = floor(p2dist x/2 +20),-90
sprpriority = 2
persistent = 0
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Explod
triggerall = var(7) = 2
triggerall = numtarget(1233)
trigger1 = target,stateno = [5000,5099]
anim = 6520
postype = p1
pos = floor(p2dist x/2 +20),-90
sprpriority = 2
persistent = 0
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Explod
triggerall = numtarget(1230)
trigger1 = moveguarded
anim = 6600
postype = p1
pos = floor(p2dist x/2 +20),-90
sprpriority = 2
persistent = 0
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Explod
triggerall = numtarget(1231)
trigger1 = moveguarded
anim = 6600
postype = p1
pos = floor(p2dist x/2 +20),-90
sprpriority = 2
persistent = 0
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Explod
triggerall = numtarget(1232)
trigger1 = moveguarded
anim = 6600
postype = p1
pos = floor(p2dist x/2 +20),-90
sprpriority = 2
persistent = 0
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Explod
triggerall = numtarget(1233)
trigger1 = moveguarded
anim = 6600
postype = p1
pos = floor(p2dist x/2 +20),-90
sprpriority = 2
persistent = 0
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[State a]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = !helper(20000),var(5) = 1
value = 3,12

[State a]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = helper(20000),var(5) = 1
value = 3,12
channel = 0

[State a]
type = PlaySnd
trigger1 = AnimElem = 3
value = 6,3

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

[State a]
type = HitDef
trigger1 = AnimElemTime(3) = 0
trigger2 = AnimElemTime(3) = 1
trigger3 = AnimElemTime(3) = 2
attr              = S, SA
damage            = 28,5
animtype          = up
getpower          = 22,0
givepower         = 16,0
hitflag           = MAF
guardflag         = M
priority          = 5,Hit
pausetime         = 1,1
sparkno           = -1
sparkxy           = -10,-76
guard.sparkno     = -1
hitsound          = s8,2
hitsound          = s8,11
ground.type       = High
ground.slidetime  = 11
ground.hittime    = 11
ground.velocity   = -2,-12
air.type          = High
air.velocity      = -2,-12
air.hittime       = 11
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
fall.recover = 0
air.fall = 1
ID = 1230

[State a]
type = HitDef
trigger1 = AnimElemTime(4) = 0
trigger2 = AnimElemTime(4) = 1
attr              = A, SA
damage            = 8,2
animtype          = up
getpower          = 10,0
givepower         = 16,0
hitflag           = MAF
guardflag         = M
priority          = 5,Hit
pausetime         = 1,1
sparkno           = -1
sparkxy           = -10,-76
guard.sparkno     = -1
hitsound          = s8,2
hitsound          = s8,11
ground.type       = High
ground.slidetime  = 11
ground.hittime    = 11
ground.velocity   = -2,-12
air.type          = High
air.velocity      = -2,-12
air.hittime       = 11
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
fall.recover = 0
air.fall = 1
ID = 1231

[State a]
type = HitDef
trigger1 = AnimElemTime(5) = 0
trigger2 = AnimElemTime(5) = 1
attr              = A, SA
damage            = 8,2
animtype          = up
getpower          = 10,0
givepower         = 16,0
hitflag           = MAF
guardflag         = M
priority          = 5,Hit
pausetime         = 1,1
sparkno           = -1
sparkxy           = -10,-76
guard.sparkno     = -1
hitsound          = s8,2
hitsound          = s8,11
ground.type       = High
ground.slidetime  = 11
ground.hittime    = 11
ground.velocity   = -3,-10
air.type          = High
air.velocity      = -3,-10
air.hittime       = 11
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
fall.recover = 0
air.fall = 1
ID = 1232

[State a]
type = HitDef
trigger1 = AnimElemTime(6) = 0
trigger2 = AnimElemTime(6) = 1
trigger3 = AnimElemTime(6) = 2
attr              = A, SA
damage            = 8,2
animtype          = up
getpower          = 10,0
givepower         = 16,0
hitflag           = MAF
guardflag         = M
priority          = 5,Hit
pausetime         = 1,1
sparkno           = -1
sparkxy           = -10,-76
guard.sparkno     = -1
hitsound          = s8,2
hitsound          = s8,11
ground.type       = High
ground.slidetime  = 11
ground.hittime    = 11
ground.velocity   = -3,-10
air.type          = High
air.velocity      = -3,-10
air.hittime       = 11
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
fall.recover = 0
air.fall = 1
ID = 1233

[State a]
type = ChangeState
triggerall = (command = "c") && (command = "holdfwd")
trigger1 = AnimElemTime(16) >= 0 && AnimElemTime(19) < 0
value = 1250

[State a]
type = ChangeState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1201

;----------------------------
;リトル・ホワイト・ドラゴンEX追加HBB
[Statedef 1250]
type     = A
movetype = A
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 1030
poweradd = 0
sprpriority = 2

[state a]
type = velset
trigger1 = AnimElem = 4,>=0
x = 11
y = 11

[State a]
type = PalFX
trigger1 = gametime %2=0
trigger1 = stateno = 1250
time = 1
add = 170,170,0
sinadd = 64,32,5,11
ignorehitpause = 1

[state a]
type = PalFX
trigger1 = AnimElem = 2
time = 5
add = 5,15,25

[state a]
type = PalFX
trigger1 = AnimElem = 3
time = 5
add = 10,45,55

[state a]
type = PalFX
trigger1 = AnimElem = 4
time = 5
add = 20,90,110

[state a]
type = Helper
trigger1 = AnimElemtime(3) = 2
id = 1002
name = "HBB"
pos = 0,0
postype = p1
stateno = 1002
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1

[state a]
type = Helper
trigger1 = AnimElemtime(3) = 2
id = 1003
name = "HBB"
pos = 0,0
postype = p1
stateno = 1003
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1

[state a]
type = Helper
trigger1 = movehit
trigger1 = numhelper(252) = 0
id = 252
name = "fire"
pos = 0,0
postype = p1
stateno = 252
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1

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

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

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

[State a]
type = PlaySnd
trigger1 = AnimElem = 4
value = 6,3

[State a]
type = HitDef
trigger1 = time = 0
attr              = A, SA
damage            = 88,0
animtype          = up
getpower          = 106,0
givepower         = 16,0
hitflag           = MAF
guardflag         = M
priority          = 5,Hit
pausetime         = 7,7
sparkno           = -1
sparkxy           = -10,-76
guard.sparkno     = -1
hitsound          = s0,16
hitsound          = s8,11
ground.type       = High
ground.slidetime  = 11
ground.hittime    = 11
ground.velocity   = -0.5,-9
air.type          = High
air.velocity      = -0.5,-7
air.hittime       = 11
ground.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 = 1250

[State a]
type = ChangeState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1001

;------------------------
;阿修羅閃空
[Statedef 1500]
type     = S
movetype = I
physics  = N
poweradd = 50
ctrl     = 0
anim     = 1500
velset   = 0,0

[State a]
type = VarSet
trigger1 = Time = 0
v = 16
value = ifelse(command="阿修羅閃空4",3,ifelse(command="阿修羅閃空3",2,ifelse(command="阿修羅閃空2",1,0)))
IgnoreHitPause = 1
Persistent = 1

[State a]
type = ChangeAnim
trigger1 = (Time > 12)
value = 1501
Persistent = 0

[State a]
type = NotHitBy
trigger1 = 1
value = SCA
time = 2

[State a]
type = PlayerPush
trigger1 = 1
value = 0
IgnoreHitPause = 1
Persistent = 1

[State a]
type = Turn
triggerall = (var(16) = [0,1])
trigger1 = (Time > 12) && (P2Dist X < 0)
Persistent = 0

[State a]
type = AfterImage
trigger1 = Time = 0
Time = 40
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

[State a]
type = AfterImage
trigger1 = (Time > 12) && (FrontEdgeBodyDist <= 0)
trigger2 = (Time > 12) && (BackEdgeBodyDist <= 0)
Time = 0

[State a]
type = PosSet
trigger1 = 1
y = 0

[State a]
type = VelSet
trigger1 = Time = 1
x = ifelse((var(16)=[2,3]),1.75,-1.75)
y = 0

[State a]
type = VelSet
trigger1 = Time = 12
x = ifelse(var(16)=3,-15,ifelse(var(16)=2,-6.5,ifelse(var(16)=1,15,6.5)))
y = 0

[State a]
type = VelSet
trigger1 = (Time > 40)
trigger2 = (Time > 12) && (FrontEdgeBodyDist <= 0)
trigger3 = (Time > 12) && (BackEdgeBodyDist <= 0)
x = 0
y = 0

[State a]
type = VelMul
trigger1 = (Time = [23,40])
x = 0.9

[State a]
type = PlaySnd
trigger1 = Time = 12
value = 17,0

[State a]
type = ChangeState
trigger1 = (Time > 40)
trigger2 = (Time > 12) && (FrontEdgeBodyDist <= 0)
trigger3 = (Time > 12) && (BackEdgeBodyDist <= 0)
value = 1505
ctrl = 1

;---------------------------------------------------------------------------
;阿修羅閃空停止
[Statedef 1505]
type     = S
movetype = I
physics  = N
poweradd = 0
ctrl     = 0
anim     = 1505
velset   = 0,0

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

;-----------------------
;斬空波動拳
[Statedef 1600]
type     = A
movetype = A
physics  = A
juggle   = 0
ctrl     = 0
anim     = 600
poweradd = 34
sprpriority = 2

[State a]
type = VarSet
trigger1 = Time = 0
v = 16
value = ifelse(command="弱ドラゴン・ブレス",0,ifelse(command="中ドラゴン・ブレス",1,2))
IgnoreHitPause = 1
Persistent = 1

[state a]
type = null;PosFreeze
trigger1 = animelemtime(4) >= 0 && animelemtime(5) < 0

[state a]
type = VelSet
trigger1 = animelemtime(5) = 0
x = (vel X)*.85

[state a]
type = VelAdd
trigger1 = animelemtime(5) = 0
y = -1.7

[state a]
type = Helper
trigger1 = AnimElem = 5
id = 8000
name = "hadou"
pos = 20,-65
postype = p1
stateno = 8000
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[State a]
type = PlaySnd
trigger1 = animelemtime(5) = 1
value = 0,5

[State a]
type = CtrlSet
trigger1 = AnimElem = 9
value = 1

;-------------------
;斬空波動拳EX
[Statedef 1610]
type     = A
movetype = A
physics  = A
juggle   = 0
ctrl     = 0
anim     = 1610
poweradd = -333
sprpriority = 2

[State a]
type = VarSet
trigger1 = Time = 0
v = 16
value = 1
IgnoreHitPause = 1
Persistent = 1

[State a]
type = PalFX
trigger1 = gametime %2=0
trigger1 = AnimElemTime(10) < 0
time = 1
add = 170,170,0
sinadd = 64,32,5,11
ignorehitpause = 1

[state a]
type = null;PosFreeze
trigger1 = animelemtime(4) >= 0 && animelemtime(5) < 0

[state a]
type = VelSet
trigger1 = animelemtime(7) = 0
x = (vel X)*.85

[state a]
type = VelAdd
trigger1 = animelemtime(7) = 0
y = -1.7

[state a]
type = Helper
trigger1 = AnimElem = 4
id = 8001
name = "hadou"
pos = 20,-65
postype = p1
stateno = 8000
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[state a]
type = Helper
trigger1 = AnimElem = 6
id = 8001
name = "hadou"
pos = 20,-65
postype = p1
stateno = 8001
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[State a]
type = PlaySnd
trigger1 = animelemtime(4) = 1
trigger2 = animelemtime(6) = 1
value = 0,5

[State a]
type = CtrlSet
trigger1 = AnimElem = 11
value = 1

;------------------------
;斬空波動
[Statedef 8000]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 8000
sprpriority = 3

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

[State a]
type = HitOverRide
trigger1 = 1
attr = SCA,AP,AT
stateno = 8010

[State a]
type = VelSet
trigger1 = time = 0
x = 3+1.5*root,var(16)
y = 3+1.5*root,var(16)

[state a]
type = Explod
trigger1 = movehit
trigger1 = numtarget
trigger1 = target,stateno = [5000,5099]
anim = 6510
postype = p1
pos = floor(p2dist x/2 +20),20
sprpriority = 4
persistent = 0
ignorehitpause = 1
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),20
sprpriority = 4
persistent = 0
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[State a]
type = HitDef
trigger1 = Time = 1
attr             = A, SP
damage           = 60,5
getpower         = 72,6
givepower        = 16,0
hitflag          = MAF
guardflag        = H
animtype         = High
pausetime        = 0,11
sparkno          = -1
sparkxy          = 30,0
guard.sparkno    = -1
hitsound         = s8,2
guardsound       = s8,11
ground.type      = High
ground.slidetime = 17
ground.hittime   = 17
ground.velocity  = -7,0
air.velocity     = -5,7
air.fall = 1
fall.recover = 0
p2facing = 1

[State a]
type = changestate
trigger1 = movecontact
trigger2 = Pos Y >= -30
value = 8010

;------------------------
;斬空波動
[Statedef 8001]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 8000
sprpriority = 3

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

[State a]
type = HitOverRide
trigger1 = 1
attr = SCA,AP,AT
stateno = 8010

[State a]
type = PalFX
trigger1 = 1
time = -1
add = 255,-127,-127

[State a]
type = VelSet
trigger1 = time = 0
x = 3+1.5*root,var(16)
y = 3+1.5*root,var(16)

[state a]
type = Helper
trigger1 = movehit
trigger1 = numhelper(252) = 0
id = 252
name = "fire"
pos = 0,0
postype = p1
stateno = 252
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1

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

[State a]
type = HitDef
trigger1 = Time = 1
attr             = A, SP
damage           = 40,5
getpower         = 48,6
givepower        = 16,0
hitflag          = MAF
guardflag        = H
animtype         = High
pausetime        = 0,11
sparkno          = -1
sparkxy          = 30,0
guard.sparkno    = -1
hitsound         = s0,16
guardsound       = s8,11
ground.type      = High
ground.slidetime = 17
ground.hittime   = 17
ground.velocity  = -7,0
air.velocity     = -5,7
air.fall = 1
fall.recover = 0
p2facing = 1
palfx.color = 60
palfx.add = 100,40,50
palfx.mul = 90,50,40
palfx.time = 60

[State a]
type = targetstate
trigger1 = movehit
trigger1 = numtarget
trigger1 = root,var(10) = 0
trigger1 = enemy,movetype = H
trigger1 = enemy,statetype != A
value = 1103

[State a]
type = changestate
trigger1 = movecontact
trigger2 = Pos Y >= -30
value = 8010

;-----------------------
;斬空波動消滅
[Statedef 8010]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 8010
sprpriority = 3

[State a]
type = DestroySelf
trigger1 = animelemtime(7) >= 5


