;---------------------------------------------------------------------------
;ここが貴様の墓場だ
[Statedef 2458]
type    = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 2458
sprpriority = -1
poweradd = -3000


[State 1100, Voice]
type = null;PlaySnd
trigger1 = AnimElem = 1
value = 1500,1

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 8
value = 1500,0
channel = 0

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



[State 191, Cloth]
type = Helper
trigger1 = AnimElem = 7
ID = 1505
stateno = 1505
pos = 0,0
ownpal = 1

[State 191, Cloth]
type = Helper
trigger1 = AnimElem = 7
ID = 1506
stateno = 1505
pos = 0,0
ownpal = 1


[State 1200]
type = playerpush
trigger1 = animelem = 8,< 0
value = 0

[State 1200]
type = screenbound
trigger1 = animelem = 8,< 0
value = 0

[State 1200]
type = nothitby
trigger1 = animelem = 7,< 0
value = SAC



[State 1200]
type = null;posadd
trigger1 = animelem = 7
x = 360*2/5
persistent = 0

[State 1200]
type = turn
trigger1 = animelem = 7,>= 0
trigger1 = p2dist X < -10
persistent = 0

[State 900, 0]
type = PosAdd
trigger1 = AnimElem = 7
x = (P2dist X)-0
y = (P2dist y)-210

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 9
y = 15 + (EnemyNear,movetype=H)*10

[State 1100, StateType]
type = null;StateTypeSet
trigger1 = AnimElem = 8
StateType = A
physics = N

[State 1100, Velocity]
type = playerpush
trigger1 = 1
value = 0


[state 9810,2]
type = HitDef
trigger1 = time = 0
attr = A, HT                     ;立ち状態で、通常の攻撃(ｓは立ち、ｎは通常、aは攻撃を表す)
damage = 0,0                   ;ダメージ量（左が当たった時、右はガードした時）
animtype = midium               ;当てた時の相手のポーズ（light/midium/hard/back）から選択
guardflag = MAFD                  ;ガードできる状態（ｍaは全ての状態でガード可能）
hitflag = MAFD                    ;当てる事のできる条件
priority = 7, Hit                ;攻撃の優先権（0弱い　4通常　7強い
pausetime = 0,0
guard.pausetime=2,2                 ;攻撃が当たった時の硬直時間（左が自分、右が相手）
guard.sparkno = S2060
sparkno = s2150                      ;ヒットエフェクトのスプライトステート（無ければ0）
sparkxy = ceil(Const(size.head.pos.x)) , ceil(Const(size.head.pos.y)*0                    )               ;ヒットエフェクトを表示する場所（相手の座標で）
hitsound = s1,9                  ;ヒットした時の音（ｓ*,*にすると自分の音を使う）
guardsound = s4,1                ;ガードした時の音（同上）
ground.type = High               ;相手のくらった場所（High：頭、体, Low：足, Trip：足払い）
ground.slidetime = 5             ;相手が後にすべる時間
ground.hittime  = 15             ;コンボが繋がる時間（高くしすぎない事）
ground.velocity = -0,-0             ;地上で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
airguard.velocity = -0,-0     ;空中で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
air.type = High                  ;空中で相手がくらった場所（上と同じ）
air.velocity = 0,0           ;空中で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
air.hittime = 12                 ;空中でコンボが繋がる時間
fall=1
kill = 0
fall.recover=0
p1stateno=2451
p2stateno=2460


[State 1100, Velocity]
type = VelSet
trigger1 = moveguarded
x = -3

[State 1100, ChangeState]
type = ChangeState
trigger1 = moveguarded
value = 2457
ctrl = 1


[State 1100, ChangeState]
type = ChangeState
trigger1 = movecontact = 0 && Pos Y >= 0 && Vel Y > 0
value = 0
ctrl = 1

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

;---------------------------------------------------------------------------
;ここが貴様の墓場だ
[Statedef 2450]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 2450
sprpriority = -1
poweradd = -3000


[State 1100, Voice]
type = null;PlaySnd
trigger1 = AnimElem = 1
value = 1500,1

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 8
value = 1500,0
channel = 0

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



[State 191, Cloth]
type = Helper
trigger1 = AnimElem = 7
ID = 1505
stateno = 1505
pos = 0,0
ownpal = 1

[State 191, Cloth]
type = Helper
trigger1 = AnimElem = 7
ID = 1506
stateno = 1505
pos = 0,0
ownpal = 1


[State 1200]
type = playerpush
trigger1 = animelem = 8,< 0
value = 0

[State 1200]
type = screenbound
trigger1 = animelem = 8,< 0
value = 0

[State 1200]
type = nothitby
trigger1 = animelem = 7,< 0
value = SAC



[State 1200]
type = null;posadd
trigger1 = animelem = 7
x = 360*2/5
persistent = 0

[State 1200]
type = turn
trigger1 = animelem = 7,>= 0
trigger1 = p2dist X < -10
persistent = 0

[State 900, 0]
type = PosAdd
trigger1 = AnimElem = 7
x = (P2dist X)-0
y = (P2dist y)-210

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 9
y = 15 + (EnemyNear,movetype=H)*10

[State 1100, StateType]
type = StateTypeSet
trigger1 = AnimElem = 8
StateType = A
physics = N

[State 1100, Velocity]
type = playerpush
trigger1 = 1
value = 0


[state 9810,2]
type = HitDef
trigger1 = time = 0
attr = A, HT                     ;立ち状態で、通常の攻撃(ｓは立ち、ｎは通常、aは攻撃を表す)
damage = 0,0                   ;ダメージ量（左が当たった時、右はガードした時）
animtype = midium               ;当てた時の相手のポーズ（light/midium/hard/back）から選択
guardflag = MAFD                  ;ガードできる状態（ｍaは全ての状態でガード可能）
hitflag = MAFD                    ;当てる事のできる条件
priority = 7, Hit                ;攻撃の優先権（0弱い　4通常　7強い
pausetime = 0,0
guard.pausetime=2,2                 ;攻撃が当たった時の硬直時間（左が自分、右が相手）
guard.sparkno = S2060
sparkno = s2150                      ;ヒットエフェクトのスプライトステート（無ければ0）
sparkxy = ceil(Const(size.head.pos.x)) , ceil(Const(size.head.pos.y)*0                    )               ;ヒットエフェクトを表示する場所（相手の座標で）
hitsound = s1,9                  ;ヒットした時の音（ｓ*,*にすると自分の音を使う）
guardsound = s4,1                ;ガードした時の音（同上）
ground.type = High               ;相手のくらった場所（High：頭、体, Low：足, Trip：足払い）
ground.slidetime = 5             ;相手が後にすべる時間
ground.hittime  = 15             ;コンボが繋がる時間（高くしすぎない事）
ground.velocity = -0,-0             ;地上で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
airguard.velocity = -0,-0     ;空中で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
air.type = High                  ;空中で相手がくらった場所（上と同じ）
air.velocity = 0,0           ;空中で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
air.hittime = 12                 ;空中でコンボが繋がる時間
fall=1
kill = 0
fall.recover=0
p1stateno=2451
p2stateno=2460


[State 1100, Velocity]
type = VelSet
trigger1 = moveguarded
x = -3

[State 1100, ChangeState]
type = ChangeState
trigger1 = moveguarded
value = 2457
ctrl = 1







[State 1100, ChangeState]
type = ChangeState
trigger1 = movecontact = 0 && Pos Y >= 0 && Vel Y > 0
value = 0
ctrl = 1

;------------------------------------------------------------------------------------------
;ヘッドプレス（踏みつけ）
[Statedef 2457]
type    = A
movetype = I
physics = N
juggle = 8
anim = 2457
ctrl = 0





[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 3
y = -8.5

[State 1100, Velocity]
type = VelAdd
trigger1 = AnimElemTime(3) > 0
y = .7

[State 1100, Velocity]
type = VelSet
triggerall = AnimElemTime(3) > 0
trigger1 = command = "holdfwd"
x = 5
persistent = 1

[State 1100, Velocity]
type = VelSet
triggerall = AnimElemTime(3) > 0
trigger1 = command = "holdback"
x = -6
persistent = 1



[State 52, 4]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 1305

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



;ここが貴様の墓場だ(ヒット)
[Statedef 2451]
type = S
movetype = A
physics = N
velset = 0,0
sprpriority = 2
anim =2451
ctrl = 0


[state 4010,暗転]
type=null;allpalfx
trigger1=time<27
time=1
add=-9*time,-9*time,-9*time

[State -2]
type = helper
;trigger1 = palno = [1,6]
trigger1 = time=100
trigger1 = NumHelper(20000) = 0
name = "Balrog"
id = 20000
pos = 0,-260
postype = p1
stateno = 22450
helpertype = Normal

size.xscale = 1
size.yscale = 1
sprpriority = -2
ownpal = 1
;supermovetime = 999999999999999999
;pausemovetime = 999999999999999999


[State -2]
type = helper
;trigger1 = palno = [1,6]
trigger1 = time=100
trigger1 = NumHelper(30000) = 0
name = "bison"
id = 30000
pos = -313, 0
postype = p1
stateno = 32450
helpertype = Normal

size.xscale = 1
size.yscale = 1
sprpriority = -3
ownpal = 1
;supermovetime = 999999999999999999
;pausemovetime = 999999999999999999


[State -2]
type = helper
;trigger1 = palno = [1,6]
trigger1 = time=100
trigger1 = NumHelper(10000) = 0
name = "sagat"
id = 10000
pos = 320,70
postype = p1
stateno = 12450
helpertype = Normal

size.xscale = 1
size.yscale = 1
sprpriority = -4
ownpal = 1
;supermovetime = 999999999999999999
;pausemovetime = 999999999999999999


[State 2000]
type = AssertSpecial
trigger1 = time = [100,126]
flag = NoBG
flag2 = NoFG
flag3 = nobardisplay
pausemovetime = 9999999
supermovetime = 9999999



[State 2000,EnvColor]
type = EnvColor
trigger1 = time = [100,126]
value = 0, 0, 0
time = 1
under = 1
pausemovetime = 9999999
supermovetime = 9999999



[State 3000]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP
time = 1

[State 3000, SuperPause]
type = null;SuperPause
trigger1 = time = 0
time = 26
anim = -1

[State 2000]
type = Explod
trigger1 = time = 0
anim = 4200
pos = 2,0
postype = P1
sprpriority = 4
supermove = 1
ownpal = 0
bindtime = -1
persistent = 0
Removetime = 26
pausemovetime = 9999999
supermovetime = 9999999
id=4200

[State 2000]
type = Explod
trigger1 = time = 0
anim = 4250
pos = 2,-0
postype = P1
sprpriority = 4
supermove = 1
ownpal = 0
bindtime = -1
persistent = 0
Removetime = 26
pausemovetime = 9999999
supermovetime = 9999999
id=4200


[State 2000]
type = PlaySnd
trigger1 = time = 0
value = 1,6

[State 2000]
type = PlaySnd
trigger1 = time = 1
value = 2450,0


[State -2, TargetState]
type = TargetState
Trigger1 = time = 0
value = 2460

[State -2, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 0


[State 2000]
type = PlaySnd
trigger1 = time = 220
value = 2450,1




[State 801, Bind 1]
type = Explod

trigger1 = time > 126
trigger1 = time%4 = 0
trigger1 = time <= 200


anim = 2030
pos = (EnemyNear,Const(size.head.pos.x)) + random/25, (EnemyNear,Const(size.head.pos.y))+random/10
postype = p2
sprpriority = 6
ownpal = 1
id=2030

[State 801, Bind 1]
type = PlaySnd

trigger1 = time > 126
trigger1 = time%4 = 0
trigger1 = time <= 200

value = S3,2+(Random < 249)

[State 1202, 23]
type = HitAdd
trigger1 = time > 126
trigger1 = time%4 = 0
trigger1 = time <= 200

value = 1
ignorehitpause = 1
persistent = 1

[State 1202, 23]
type = Explod
trigger1 = NumExplod(20195) = 0
anim = 198
ID = 20195
pos = -50, -100
postype = left
scale = 420, 400
sprpriority = 5

[State 3105, AssertSpecial]
type = AssertSpecial
trigger1 = NumHelper(3633) = 0
trigger1 = 1
flag = NoBG
flag2 = NoFG
flag3 = TimerFreeze





[State 0, BindToTarget]
type = BindToTarget
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(4) < 0
pos = -0,4,Head




[State 811, TargetLifeadd]
type = TargetLifeAdd
trigger1 = animelemtime(3) = 0
trigger2 = animelemtime(3) = 5
trigger3 = animelemtime(3) = 10
trigger4 = animelemtime(3) = 15
trigger5 = animelemtime(3) = 20
trigger6 = animelemtime(3) = 25
trigger7 = animelemtime(3) = 30
trigger8 = animelemtime(3) = 35
trigger9 = animelemtime(3) = 40
trigger10 = animelemtime(3) = 45
trigger11 = animelemtime(3) = 50
trigger12 = animelemtime(3) = 55
trigger13 = animelemtime(3) = 60
trigger14 = animelemtime(3) = 65
kill = 0
value = -27

[State 811, TargetLifeadd]
type = TargetLifeAdd
trigger1 = animelemtime(3) = 70
value = -117



[State 3600, ChangeState]
type = ChangeState
trigger1 = animelemtime(3) = 73
trigger1=p2life=0
value = 2455



[State 900, 0]
type = Posset
trigger1 = AnimElem = 4
y = -0


[State -2]
type = helper

trigger1 = AnimElemTime(5) = 0
trigger1 = NumHelper(20000) = 0
name = "Balrog"
id = 20000
pos = -0,0
postype = p1
stateno = 22458
helpertype = Normal
;keyctrl = 1
size.xscale = 1
size.yscale = 1
sprpriority = -2
ownpal = 1
;supermovetime = 999999999999999999
;pausemovetime = 999999999999999999


[State -2]
type = helper

trigger1 = AnimElemTime(5) = 0
trigger1 = NumHelper(30000) = 0
name = "bison"
id = 30000
pos = -30,0
postype = p1
stateno = 32458
helpertype = Normal
;keyctrl = 1
size.xscale = 1
size.yscale = 1
sprpriority = -3
ownpal = 1
;supermovetime = 999999999999999999
;pausemovetime = 999999999999999999


[State -2]
type = helper

trigger1 = AnimElemTime(5) = 0
trigger1 = NumHelper(10000) = 0
name = "sagat"
id = 10000
pos = 30,0
postype = p1
stateno = 12458
helpertype = Normal
;keyctrl = 1
size.xscale = 1
size.yscale = 1
sprpriority = -4
ownpal = 1
;supermovetime = 999999999999999999
;pausemovetime = 999999999999999999



[State 820, 画像表示優先度]
type = SprPriority
trigger1 = AnimElem = 3
value = 2


[State -2, Envshake]
type = Envshake
trigger1 = time = 200 
time = 15
freq = 80
ampl = -6

[State 3600, ChangeState]
type = ChangeState
trigger1 = time > 245
value = 0
ctrl = 1
;-----------------------

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

;瞬獄殺
[Statedef 2455]
type = S
physics = N
velset = 0,0
sprpriority = 2
anim = 181
ctrl = 0

[State 5110, 5]
type = PosSet
trigger1 = 1
y = 0


[State -2]
type = helper
;trigger1 = palno = [1,6]
trigger1 = AnimElemTime(1) = 0
trigger1 = NumHelper(20000) = 0
name = "Balrog"
id = 20000
pos = -10,0
postype = p1
stateno = 20182
helpertype = Normal
;keyctrl = 1
size.xscale = 1
size.yscale = 1
sprpriority = -2
ownpal = 1
;supermovetime = 999999999999999999
;pausemovetime = 999999999999999999


[State -2]
type = helper
;trigger1 = palno = [1,6]
trigger1 = AnimElemTime(1) = 0
trigger1 = NumHelper(30000) = 0
name = "bison"
id = 30000
pos = 15,0
postype = p1
stateno = 30184
helpertype = Normal
;keyctrl = 1
size.xscale = 1
size.yscale = 1
sprpriority = -3
ownpal = 1
;supermovetime = 999999999999999999
;pausemovetime = 999999999999999999


[State -2]
type = helper
;trigger1 = palno = [1,6]
trigger1 = AnimElemTime(1) = 0
trigger1 = NumHelper(10000) = 0
name = "sagat"
id = 10000
pos = -40,0
postype = p1
stateno = 10184
helpertype = Normal
;keyctrl = 1
size.xscale = 1
size.yscale = 1
sprpriority = -4
ownpal = 1
;supermovetime = 999999999999999999
;pausemovetime = 999999999999999999


[State 182]
type = PlaySnd
trigger1 = time = 20
value = s3600, 0

[State 2000]
type = PlaySnd
trigger1 = time = 80
value = 180,0

[State 10000, Explod]
type = Explod
trigger1 = time = 0
anim = 3660
id = 3660
pos = 0,0
postype = left
sprpriority = -99
bindtime = -1
ownpal = 1
;scale = const(size.xscale),const(size.yscale)

[State 4400]
Type = null;ModifyExplod
Trigger1 = Time > 0
Trigger1 = Time < 6
Scale = 6-(Time*1),6-(Time*1)
id = 3660
pausemovetime = 9999999
supermovetime = 9999999

[State 1100, 音を鳴らす]
type = playsnd
trigger1 = time = 0
value = 10180,5

[State -2, AssertSpecial]
type = AssertSpecial
trigger1 = 1;time = [0,150]
flag = noBG
flag2 = noFG
flag3 = nomusic

[State -2, AssertSpecial]
type = AssertSpecial
trigger1 = 1; time = [0,150]
flag = nobardisplay

[State 181]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 3600, ChangeState]
type = ChangeState
trigger1 = time > 181
value = 0
ctrl = 1



;---------------------------------------------------------------------------
;-----------------------
;瞬獄殺(相手くらい)
[Statedef 2460]
type = S
movetype = H
physics = N
velset = 0,0
sprpriority = 1
ctrl = 0

[state -2, NotHitby]
type = NotHitby
trigger1 = time <= 200
value = SCA

[State 5110, 5]
type = PosSet
trigger1 = Time = 200
y = 0

[State 5110, 5]
type = null;Posadd
trigger1 = Time = 0
x = -5

[State -2, ChangeAnim]
type = null;ChangeAnim

trigger1 = time < 100
value = 5080

[State -2, ChangeAnim]
type = ChangeAnim

trigger1 = time < 200
value = 5010

[State -2, AssertSpecial]
type = AssertSpecial
triggerall = p2stateno = 2451
trigger1 = time = [126,200]
flag = invisible

[State -2, ChangeAnim]
type = ChangeAnim
trigger1 = time = 200
trigger2 = alive = 0
value = 5110

[State -2, StateTypeSet]
type = StateTypeSet
trigger1 = time = 200
statetype = L

[State 3600, SelfState]
type = SelfState
trigger1 = time = 260
value = ifelse(alive=1,5120,5150)

[State 3600, SelfState]
type = SelfState
trigger1 = time = 260
value = ifelse(alive=0,5120,5150)


;---------------------------------------------------------------------------
;---------------------------------------------------------------------------1
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;************************
;---------------------------------------------------------------------------
;Psycho Field Short
[Statedef 2360]
type    = S
movetype= A
physics = N
juggle  = 3
poweradd= -2000
ctrl = 0
anim = 2350
sprpriority = 2
velset = 0,0
facep2 = 1


[State 3000, SuperPause]
type = Pause
trigger1 = time = 0
time = 20
anim = -1
movetime = 20

[State 2000]
type = AssertSpecial
trigger1 = AnimElem = 1
flag = NoBG
flag2 = NoFG
flag3 = nobardisplay

[State 2000,EnvColor]
type = EnvColor
trigger1 = AnimElem = 1
value = 0, 0, 0
time = 26
under = 1



[state a]
type = PlaySnd
trigger1 = time = 0
value = 1,6

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 4100
pos = 8,-88
postype = P1
sprpriority = 4
supermove = 1
ownpal = 0
bindtime = -1
persistent = 0
Removetime = 26
pausemovetime = 9999999
supermovetime = 9999999
id=4050

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 4150
pos = 8,-88
postype = P1
sprpriority = 4
supermove = 1
ownpal = 0
bindtime = -1
persistent = 0
Removetime = 26
pausemovetime = 9999999
supermovetime = 9999999
id=4050


[State 1270]
type = PlaySnd
trigger1 = time = 0
value = 1270,0
channel = 3

[State 1270]
type = PlaySnd
trigger1 = AnimElem = 1, = 1
value = 1270,0
channel = 2


[State 1270]
type = Helper
trigger1 = AnimElemtime(2) = 0
stateno = 21270
id = 21270
ownpal = 1
pos = 8,-88
supermovetime = 9999999

[State 1270]
type = Helper
trigger1 = AnimElemtime(2) = 1
stateno = 21270
id = 21270
ownpal = 1
pos = 8,-88
supermovetime = 9999999





[State 1270]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


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

;************************
;---------------------------------------------------------------------------
;Psycho Field Short
[Statedef 2350]
type    = S
movetype= A
physics = N
juggle  = 3
poweradd= -1000
ctrl = 0
anim = 2350
sprpriority = 2
velset = 0,0
facep2 = 1


[State 3000, SuperPause]
type = Pause
trigger1 = time = 0
time = 20
anim = -1
movetime = 20

[State 2000]
type = AssertSpecial
trigger1 = AnimElem = 1
flag = NoBG
flag2 = NoFG
flag3 = nobardisplay

[State 2000,EnvColor]
type = EnvColor
trigger1 = AnimElem = 1
value = 0, 0, 0
time = 26
under = 1

[state a]
type = PlaySnd
trigger1 = time = 0
value = 1270,0

[state a]
type = PlaySnd
trigger1 = time = 0
value = 1,5

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 4000
pos = 8,-88
postype = P1
sprpriority = 4
supermove = 1
ownpal = 0
bindtime = -1
persistent = 0
Removetime = 26
pausemovetime = 9999999
supermovetime = 9999999
id=4050

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 4050
pos = 8,-88
postype = P1
sprpriority = 4
supermove = 1
ownpal = 0
bindtime = -1
persistent = 0
Removetime = 26
pausemovetime = 9999999
supermovetime = 9999999
id=4050

[State 1270]
type = PlaySnd
trigger1 = AnimElem = 1, = 1
value = 1270,0



[State 1270]
type = Helper
trigger1 = AnimElem = 2
stateno = 21270
id = 21270
ownpal = 1
pos = 8,-88
supermovetime = 9999999


[State 1270]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;------------------------------------------------------------------------------------------
;Psycho Field Ball
[Statedef 21270] 
type = A
movetype = A
physics = N
;anim = 21270
ctrl = 0
sprpriority = 3
velset = 0,0
;hitcountpersist = 1


[State 21270]
type = ChangeAnim
trigger1 = Time = 0 && Anim != 21270
value = 21270

[State 21270]
type = VelSet
trigger1 = Time = 20
x = 2.8
;y = 3

[State 21270]
type = null;VelAdd
trigger1 = Vel X < 11 && Time > 10
x = 0.3
y = -0.4

[State 21270]
type = AssertSpecial
trigger1 = 1
flag = noshadow


[State 21270]
type = HitBy
trigger1 = 1
value = SCA,AP

[State 21270]
type = HitOverride
trigger1 = 1
stateno = 21275
attr = SCA,AP
slot = 0
time = -1


[State 1270]
type = PlaySnd
trigger1 = Movehit=1
value = 3,6
channel = 1

[State 1270]
type = PlaySnd
trigger1 = moveguarded=1
value = 4,1
channel = 1

[State 21270]
type = HitDef
attr = A, SP
trigger1 = hitcount < 1
trigger1 = moveguarded < 1
damage = Root,var(30)
animtype = Medium
priority  = 3, Hit
guardflag = MA
hitflag = MAFD
pausetime = 3,7
sparkxy = -10,-10
hitsound = -1;S3, 6
guardsound = -1;S4, 1
sparkno = S2010
guard.sparkno = S2060
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -7
air.velocity = -7
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;getpower = ifelse(MoveHit,20,10),ifelse(MoveHit,20,0)
sprpriority = 3


[State 21270]
type = ChangeState
trigger1 = MoveContact
trigger2 = Time = 77
value = 21275
;ignorehitpause = 1

[State 21270]
type = DestroySelf
trigger1 = FrontEdgeDist < - 100
trigger2 = Time = 240

;------------------------------------------------------------------------------------------------------------
;Psycho Field Ball
[Statedef 21275] 
type = A
movetype = A
physics = N
;anim = 21275
ctrl = 0
sprpriority = 3
velset = 0,0
;hitcountpersist = 1


[State 21275]
type = ChangeAnim
trigger1 = Time = 0 && Anim != 21275
value = 21275


[State 21275]
type = Helper
trigger1 = Time = 0
stateno = 21276
id = 21276
ownpal = 1


[State 21275]
type = Helper
trigger1 = Time = 0
stateno = 21277
id = 21277
ownpal = 1

[State 21275]
type = PlaySnd
trigger1 = IsHelper(21270)
trigger1 = AnimElem = 1, = 1
value = 1270,1

[State 21275]
type = AssertSpecial
trigger1 = 1
flag = noshadow


[State 21275]
type = HitBy
trigger1 = 1
value = SCA,AP

[State 21275]
type = HitOverride
trigger1 = 1
stateno = 21279
attr = SCA,AP
slot = 0
time = -1

[State 21275]
type = PosAdd
trigger1 = 1
x = sin(Time*pi/70)
y = -cos(Time*pi/70)


[State 1270]
type = PlaySnd
trigger1 = Movehit=1
value = 3,6
channel = 1

[State 1270]
type = PlaySnd
trigger1 = moveguarded=1
value = 4,1
channel = 1


[State 21275]
type = HitDef
attr = A, SP
triggerall = Time%10 = 0
trigger1 = hitcount < 2
trigger1 = moveguarded < 1
damage = 4*(Root,var(30)),floor(root,var(30)/2)
animtype = Medium
priority  = 3, Hit
guardflag = MA
hitflag = MAFD
pausetime = 0,7
sparkxy = -10,-10
hitsound = -1;S3, 6
guardsound = -1;S4, 1
sparkno = S2010
guard.sparkno = S2060
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -7
air.velocity = -7
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;fall = 1
;air.fall = 1
;fall.recover = 0
;fall.animtype = Up
;p2stateno = 9020
;getpower = ifelse(MoveHit,20,10),ifelse(MoveHit,20,0)
sprpriority = 3


[State 21275]
type = Varset
trigger1 = time = 0
var(0) = 2

[State 21275]
type = VarAdd
trigger1 = MoveGuarded
var(0) = -1

[State 21275]
type = MoveHitReset
trigger1 = var(0) > 0
trigger1 = MoveGuarded


[State 21275]
type = ChangeState
trigger1 = var(0) < 1 || hitcount >= 2
trigger1 = MoveContact > 17
trigger2 = Time = 37
value = 21279
ignorehitpause = 1

[State 21275]
type = DestroySelf
trigger1 = FrontEdgeDist < - 100


;------------------------------------------------------------------------------------------------------------
;Psycho Field Ball
[Statedef 21276] 
type = A
movetype = A
physics = N
;anim = 21275
ctrl = 0
sprpriority = 3
velset = 0,0
;hitcountpersist = 1


[State 21276]
type = ChangeAnim
trigger1 = Time = 0 && Anim != 21275
value = 21275

[State 21276]
type = AssertSpecial
trigger1 = 1
flag = noshadow


[State 21276]
type = HitBy
trigger1 = 1
value = SCA,AP

[State 21276]
type = HitOverride
trigger1 = 1
stateno = 21279
attr = SCA,AP
slot = 0
time = -1

[State 21276]
type = PosAdd
trigger1 = 1
x = -sin(Time*pi/70)
y = cos(Time*pi/70)


[State 1270]
type = PlaySnd
trigger1 = Movehit=1
value = 3,6
channel = 1

[State 1270]
type = PlaySnd
trigger1 = moveguarded=1
value = 4,1
channel = 1


[State 21276]
type = HitDef
attr = A, SP
trigger1 = Time%5 = 0
trigger1 = hitcount < 2
trigger1 = moveguarded < 1
damage = 4*(Root,var(30)),floor(root,var(30)/2)
animtype = Medium
priority  = 3, Hit
guardflag = MA
hitflag = MAFD
pausetime = 0,7
sparkxy = -10,-10
hitsound = -1;S3, 6
guardsound = -1;S4, 1
sparkno = S2010
guard.sparkno = S2060
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -7
air.velocity = -7
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;fall = 1
;air.fall = 1
;fall.recover = 0
;fall.animtype = Up
;p2stateno = 9020
;getpower = ifelse(MoveHit,20,10),ifelse(MoveHit,20,0)
sprpriority = 3


[State 21276]
type = Varset
trigger1 = time = 0
var(0) = 2

[State 21276]
type = VarAdd
trigger1 = MoveGuarded
var(0) = -1

[State 21276]
type = MoveHitReset
trigger1 = var(0) > 0
trigger1 = MoveGuarded


[State 21276]
type = ChangeState
trigger1 = var(0) < 1 || hitcount >= 2
trigger1 = MoveContact > 17
trigger2 = Time = 37
value = 21279
ignorehitpause = 1

[State 21276]
type = DestroySelf
trigger1 = FrontEdgeDist < - 100


;------------------------------------------------------------------------------------------------------------
;Psycho Field Ball
[Statedef 21277] 
type = A
movetype = A
physics = N
;anim = 21275
ctrl = 0
sprpriority = 3
velset = 0,0
;hitcountpersist = 1


[State 21277]
type = ChangeAnim
trigger1 = Time = 0 && Anim != 21275
value = 21275

[State 21277]
type = AssertSpecial
trigger1 = 1
flag = noshadow


[State 21277]
type = HitBy
trigger1 = 1
value = SCA,AP

[State 21277]
type = HitOverride
trigger1 = 1
stateno = 21279
attr = SCA,AP
slot = 0
time = -1

[State 21277]
type = PosAdd
trigger1 = 1
x = -sin(Time*pi/70)
y = -cos(Time*pi/70)


[State 1270]
type = PlaySnd
trigger1 = Movehit=1
value = 3,6
channel = 1

[State 1270]
type = PlaySnd
trigger1 = moveguarded=1
value = 4,1
channel = 1


[State 21277]
type = HitDef
attr = A, SP
triggerall = Time%10 = 0
trigger1 = hitcount < 2
trigger1 = moveguarded < 1
damage = 4*(Root,var(30)),floor(root,var(30)/2)
animtype = Medium
priority  = 3, Hit
guardflag = MA
hitflag = MAFD
pausetime = 0,7
sparkxy = -10,-10
hitsound = -1;S3, 6
guardsound = -1;S4, 1
sparkno = S2010
guard.sparkno = S2060
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -7
air.velocity = -7
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;fall = 1
;air.fall = 1
;fall.recover = 0
;fall.animtype = Up
;p2stateno = 9020
;getpower = ifelse(MoveHit,20,10),ifelse(MoveHit,20,0)
sprpriority = 3


[State 21277]
type = Varset
trigger1 = time = 0
var(0) = 2

[State 21277]
type = VarAdd
trigger1 = MoveGuarded
var(0) = -1

[State 21277]
type = MoveHitReset
trigger1 = var(0) > 0
trigger1 = MoveGuarded


[State 21277]
type = ChangeState
trigger1 = var(0) < 1 || hitcount >= 2
trigger1 = MoveContact > 17
trigger2 = Time = 37
value = 21279
ignorehitpause = 1

[State 21277]
type = DestroySelf
trigger1 = FrontEdgeDist < - 100


;------------------------------------------------------------------------------------------------------------
;Psycho Field End
[Statedef 21279] 
type = A
movetype = I
physics = N
anim = 21279
ctrl = 0
sprpriority = 3
velset = 0,0
hitcountpersist = 1


[State 21279]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 21279]
type = DestroySelf
trigger1 = AnimTime = 0




;-------------------------------------------------------------------------------
; ニープレスナイトメア
;------------------------ 弱
[Statedef 2000]
type = S
movetype = A
physics = S
juggle  = 8
ctrl = 0
Anim = 2101
velset = 0, 0
poweradd= -1000

[State 3000]
type = NotHitBy
trigger1 = Time = [0,10]
value = SCA,NA,SA,HA,NP,SP,HP
time = 1

[State 3000, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 26
anim = -1

[state a]
type = PlaySnd
trigger1 = time = 0
value = 1400,2

[State 2000]
type = Explod
trigger1 = time = 0
anim = 4000
pos = 2,-69
postype = P1
sprpriority = 4
supermove = 1
ownpal = 0
bindtime = -1
persistent = 0
Removetime = 26
pausemovetime = 9999999
supermovetime = 9999999


[State 2000]
type = Explod
trigger1 = time = 0
anim = 4050
pos = 2,-69
postype = P1
sprpriority = 4
supermove = 1
ownpal = 0
bindtime = -1
persistent = 0
Removetime = 26
pausemovetime = 9999999
supermovetime = 9999999


[State 2000]
type = AssertSpecial
trigger1 = time = 0
flag = NoBG
flag2 = NoFG
flag3 = nobardisplay

[State 2000,EnvColor]
type = EnvColor
trigger1 = time = 0
value = 0, 0, 0
time = 1
under = 1

[State 2000]
type = PlaySnd
trigger1 = time = 0
value = 1,5

[State 450, Effect]
type = PlaySnd
trigger1 = AnimElem = 5
value = 440, 0
channel = 1


[state a]
type = PlaySnd
trigger1 = AnimElem = 4
value = 200,1


[State 700,MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact








[State 1100,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A
physics = N

[State 1110,PosSet]
type = PosSet
trigger1 = AnimElem = 2
y = -1

[State 1100,VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 7

[State 1101,HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = A, HA
animtype = Hard
damage    = 65 ,11
guardflag = M
hitflag = MAF
pausetime = 11,13
guard.pausetime = 12,12
sparkno = S2020
guard.sparkno = S2060
sparkxy = 0,-85
hitsound = S3, 3
guardsound = S4, 1
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -9
air.hittime = 13
air.velocity = -3,-7
air.cornerpush.veloff = 0
yaccel = .55
air.juggle = 8


[State 245,HitDef]
type = HitDef
trigger1 = NumTarget
trigger1 = Target,StateType = A
trigger1 = AnimElem = 6
attr = A, HA
animtype = Hard
damage    = 65 ,11
guardflag = M
hitflag = M
pausetime = 11,13
guard.pausetime = 12,12
sparkno = S2020
guard.sparkno = S2060
sparkxy = 0,-55
hitsound = S3, 3
guardsound = S4, 1
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4.2
guard.velocity = -9
air.hittime = 13
air.velocity = -3,-7
air.cornerpush.veloff = 0
yaccel = .45
air.juggle = 8

[State 245,HitDef]
type = HitDef
triggerall = AnimElem = 6
trigger1 = NumTarget
trigger1 = Target,Statetype != A
trigger3 = NumTarget=0
attr = A, HA
animtype = Hard
damage    = 65 ,11
guardflag = M
hitflag = MAF
pausetime = 11,13
guard.pausetime = 12,12
sparkno = S2020
guard.sparkno = S2060
sparkxy = 0,-55
hitsound = S3, 3
guardsound = S4, 1
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4.2
guard.velocity = -9
air.hittime = 13
air.velocity = -3,-7
air.cornerpush.veloff = 0
yaccel = .45
air.juggle = 8


[State 1100,VelSet]
type = VelSet
trigger1 = AnimElem = 7
x = 0

[State 1110,PosSet]
type = PosSet
trigger1 = AnimElem = 7
y = 0

[State 1100,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 7
statetype = S
physics = S

[State 1100,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 2001


;------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
; ニープレスナイトメア
;------------------------ 弱
[Statedef 2001]
type = S
movetype = A
physics = S
juggle  = 8
ctrl = 0
Anim = 2101
velset = 0, 0

[state a]
type = PlaySnd
trigger1 = AnimElem = 4
value = 200,0

[State 450, Effect]
type = PlaySnd
trigger1 = AnimElem = 5
value = 440, 0
channel = 1



[State 700,MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact








[State 1100,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A
physics = N

[State 1110,PosSet]
type = PosSet
trigger1 = AnimElem = 2
y = -1

[State 1100,VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 7


[State 1101,HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = A, HA
animtype = Hard
damage    = 65 ,11
guardflag = M
hitflag = MAF
pausetime = 11,13
guard.pausetime = 12,12
sparkno = S2020
guard.sparkno = S2060
sparkxy = 0,-85
hitsound = S3, 3
guardsound = S4, 1
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -9
air.hittime = 13
air.velocity = -3,-7
air.cornerpush.veloff = 0
yaccel = .55
air.juggle = 8
air.fall = 1
;fall.recover = 1

[State 245,HitDef]
type = HitDef
trigger1 = NumTarget
trigger1 = Target,StateType = A
trigger1 = AnimElem = 6
attr = A, HA
animtype = Hard
damage    = 65 ,11
guardflag = M
hitflag = M
pausetime = 11,13
guard.pausetime = 12,12
sparkno = S2020
guard.sparkno = S2060
sparkxy = 0,-55
hitsound = S3, 3
guardsound = S4, 1
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4.2,-7
guard.velocity = -9
air.hittime = 13
air.velocity = -3,-7
air.cornerpush.veloff = 0
yaccel = .45
air.juggle = 8
fall = 1
;fall.recover = 1

[State 245,HitDef]
type = HitDef
triggerall = AnimElem = 6
trigger1 = NumTarget
trigger1 = Target,Statetype != A
trigger3 = NumTarget=0
attr = A, HA
animtype = Hard
damage    = 65 ,11
guardflag = M
hitflag = MAF
pausetime = 11,13
guard.pausetime = 12,12
sparkno = S2020
guard.sparkno = S2060
sparkxy = 0,-55
hitsound = S3, 3
guardsound = S4, 1
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4.2,-7
guard.velocity = -9
air.hittime = 13
air.velocity = -3,-7
air.cornerpush.veloff = 0
yaccel = .45
air.juggle = 8
fall = 1
;fall.recover = 1



[State 1100,VelSet]
type = VelSet
trigger1 = AnimElem = 7
x = 0

[State 1110,PosSet]
type = PosSet
trigger1 = AnimElem = 7
y = 0

[State 1100,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 7
statetype = S
physics = S

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


;------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
; ニープレスナイトメア
;------------------------ 弱
[Statedef 2100]
type = S
movetype = A
physics = S
juggle  = 8
ctrl = 0
Anim = 2101
velset = 0, 0
poweradd= -2000


[state a]
type = PlaySnd
trigger1 = time = 0
value = 2100,0

[State 3000]
type = NotHitBy
trigger1 = Time = [0,20]
value = SCA,NA,SA,HA,NP,SP,HP
time = 1

[State 3000, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 26
anim = -1

[State 2000]
type = Explod
trigger1 = time = 0
anim = 4100
pos = 2,-69
postype = P1
sprpriority = 4
supermove = 1
ownpal = 0
bindtime = -1
persistent = 0
Removetime = 26
pausemovetime = 9999999
supermovetime = 9999999


[State 2000]
type = Explod
trigger1 = time = 0
anim = 4150
pos = 2,-69
postype = P1
sprpriority = 4
supermove = 1
ownpal = 0
bindtime = -1
persistent = 0
Removetime = 26
pausemovetime = 9999999
supermovetime = 9999999


[State 2000]
type = AssertSpecial
trigger1 = time = 0
flag = NoBG
flag2 = NoFG
flag3 = nobardisplay

[State 2000,EnvColor]
type = EnvColor
trigger1 = time = 0
value = 0, 0, 0
time = 1
under = 1

[State 2000]
type = PlaySnd
trigger1 = time = 0
value = 1,5

[State 450, Effect]
type = PlaySnd
trigger1 = AnimElem = 5
value = 440, 0
channel = 1


[State 105,PlaySnd]
type = PlaySnd
triggerall = var(20) = [1,2]
trigger1 = AnimElem = 3
value = 210, 0

[State 105,PlaySnd]
type = PlaySnd
triggerall = var(20) = [3,4]
trigger1 = AnimElem = 3
value = 210, 1

[State 105,PlaySnd]
type = PlaySnd
triggerall = var(20) = 5
trigger1 = AnimElem = 3
value = 220, 0


[State 700,MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact








[State 1100,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A
physics = N

[State 1110,PosSet]
type = PosSet
trigger1 = AnimElem = 2
y = -1

[State 1100,VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 7

[State 1101,HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = A, HA
animtype = Hard
damage    = 65 ,11
guardflag = M
hitflag = MAF
pausetime = 11,13
guard.pausetime = 12,12
sparkno = S2020
guard.sparkno = S2060
sparkxy = 0,-85
hitsound = S3, 3
guardsound = S4, 1
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -9
air.hittime = 13
air.velocity = -3,-7
air.cornerpush.veloff = 0
yaccel = .55
air.juggle = 8


[State 245,HitDef]
type = HitDef
trigger1 = NumTarget
trigger1 = Target,StateType = A
trigger1 = AnimElem = 6
attr = A, HA
animtype = Hard
damage    = 65 ,11
guardflag = M
hitflag = M
pausetime = 11,13
guard.pausetime = 12,12
sparkno = S2020
guard.sparkno = S2060
sparkxy = 0,-55
hitsound = S3, 3
guardsound = S4, 1
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4.2
guard.velocity = -9
air.hittime = 13
air.velocity = -3,-7
air.cornerpush.veloff = 0
yaccel = .45
air.juggle = 8

[State 245,HitDef]
type = HitDef
triggerall = AnimElem = 6
trigger1 = NumTarget
trigger1 = Target,Statetype != A
trigger3 = NumTarget=0
attr = A, HA
animtype = Hard
damage    = 65 ,11
guardflag = M
hitflag = MAF
pausetime = 11,13
guard.pausetime = 12,12
sparkno = S2020
guard.sparkno = S2060
sparkxy = 0,-55
hitsound = S3, 3
guardsound = S4, 1
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4.2
guard.velocity = -9
air.hittime = 13
air.velocity = -3,-7
air.cornerpush.veloff = 0
yaccel = .45
air.juggle = 8


[State 1100,VelSet]
type = VelSet
trigger1 = AnimElem = 7
x = 0

[State 1110,PosSet]
type = PosSet
trigger1 = AnimElem = 7
y = 0

[State 1100,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 7
statetype = S
physics = S

[State 1100,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 2101


;------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
; ニープレスナイトメア
;------------------------ 弱
[Statedef 2101]
type = S
movetype = A
physics = S
juggle  = 8
ctrl = 0
Anim = 2101
velset = 0, 0


[State 450, Effect]
type = PlaySnd
trigger1 = AnimElem = 5
value = 440, 0
channel = 1




[State 700,MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact








[State 1100,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A
physics = N

[State 1110,PosSet]
type = PosSet
trigger1 = AnimElem = 2
y = -1

[State 1100,VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 7


[State 1101,HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = A, HA
animtype = Hard
damage    = 65 ,11
guardflag = M
hitflag = MAF
pausetime = 11,13
guard.pausetime = 12,12
sparkno = S2020
guard.sparkno = S2060
sparkxy = 0,-85
hitsound = S3, 3
guardsound = S4, 1
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -9
air.hittime = 13
air.velocity = -3,-7
air.cornerpush.veloff = 0
yaccel = .55
air.juggle = 8
air.fall = 1
;fall.recover = 1

[State 245,HitDef]
type = HitDef
trigger1 = NumTarget
trigger1 = Target,StateType = A
trigger1 = AnimElem = 6
attr = A, HA
animtype = Hard
damage    = 65 ,11
guardflag = M
hitflag = M
pausetime = 11,13
guard.pausetime = 12,12
sparkno = S2020
guard.sparkno = S2060
sparkxy = 0,-55
hitsound = S3, 3
guardsound = S4, 1
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4.2,-7
guard.velocity = -9
air.hittime = 13
air.velocity = -3,-7
air.cornerpush.veloff = 0
yaccel = .45
air.juggle = 8
fall = 1
;fall.recover = 1

[State 245,HitDef]
type = HitDef
triggerall = AnimElem = 6
trigger1 = NumTarget
trigger1 = Target,Statetype != A
trigger3 = NumTarget=0
attr = A, HA
animtype = Hard
damage    = 65 ,11
guardflag = M
hitflag = MAF
pausetime = 11,13
guard.pausetime = 12,12
sparkno = S2020
guard.sparkno = S2060
sparkxy = 0,-55
hitsound = S3, 3
guardsound = S4, 1
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4.2
guard.velocity = -9
air.hittime = 13
air.velocity = -3,-7
air.cornerpush.veloff = 0
yaccel = .45
air.juggle = 8

[State 105,PlaySnd]
type = PlaySnd
triggerall = var(20) = [1,2]
trigger1 = AnimElem = 3
value = 210, 0

[State 105,PlaySnd]
type = PlaySnd
triggerall = var(20) = [3,4]
trigger1 = AnimElem = 3
value = 210, 1

[State 105,PlaySnd]
type = PlaySnd
triggerall = var(20) = 5
trigger1 = AnimElem = 3
value = 220, 0



[State 1100,VelSet]
type = VelSet
trigger1 = AnimElem = 7
x = 0

[State 1110,PosSet]
type = PosSet
trigger1 = AnimElem = 7
y = 0

[State 1100,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 7
statetype = S
physics = S

[State 1100,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 2102

;-------------------------------------------------------------------------------
; しゃがみ強キック
[Statedef 2102]
type    = C
movetype= A
physics = N
juggle  = 8
anim = 2102
velset = 0,0
ctrl = 0

[State 105,PlaySnd]
type = PlaySnd
triggerall = var(20) = [1,2]
trigger1 = AnimElem = 2
value = 210, 0

[State 105,PlaySnd]
type = PlaySnd
triggerall = var(20) = [3,4]
trigger1 = AnimElem = 2
value = 210, 1

[State 105,PlaySnd]
type = PlaySnd
triggerall = var(20) = 5
trigger1 = AnimElem = 2
value = 220, 0


[State 450, Effect]
type = PlaySnd
trigger1 = AnimElem = 2
value = 440, 0
channel = 1

[State 440, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = C, HA
damage    = 75
animtype = Hard
hitflag = MA
guardflag = L
pausetime = 11,13
guard.pausetime = 12,12
sparkno = S2010
guard.sparkno = S2060
sparkxy = 0,-15
hitsound = S3, 3
guardsound = S4, 1
ground.type = Trip
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2.25,-7.5
air.hittime = 13
air.velocity = -2.25,-7.5
guard.velocity = -9
air.cornerpush.veloff = 0
fall = 1
fall.recover = 0
yaccel = .55
air.juggle = 8

[State 440, VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 16

[State 440, VelMul]
type = VelMul
trigger1 = AnimElem = 2,> 2
x = .80

[State 440, VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = 0



[State 440,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

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


;------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
; ニープレスナイトメア
;------------------------ 弱
[Statedef 2200]
type = S
movetype = A
physics = S
juggle  = 8
ctrl = 0
Anim = 2101
velset = 0, 0
poweradd= -3000

[state a]
type = PlaySnd
trigger1 = time = 0
value = 2100,0

[State 3000]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP
time = 1

[State 3000, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 26
anim = -1

[State 2000]
type = Explod
trigger1 = time = 0
anim = 4200
pos = 2,-69
postype = P1
sprpriority = 4
supermove = 1
ownpal = 0
bindtime = -1
persistent = 0
Removetime = 26
pausemovetime = 9999999
supermovetime = 9999999


[State 2000]
type = Explod
trigger1 = time = 0
anim = 4250
pos = 2,-69
postype = P1
sprpriority = 4
supermove = 1
ownpal = 0
bindtime = -1
persistent = 0
Removetime = 26
pausemovetime = 9999999
supermovetime = 9999999


[State 2000]
type = AssertSpecial
trigger1 = time = 0
flag = NoBG
flag2 = NoFG
flag3 = nobardisplay

[State 2000,EnvColor]
type = EnvColor
trigger1 = time = 0
value = 0, 0, 0
time = 1
under = 1

[State 2000]
type = PlaySnd
trigger1 = time = 0
value = 1,6

[State 450, Effect]
type = PlaySnd
trigger1 = AnimElem = 5
value = 440, 0
channel = 1

[state a]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2000,0

[state a]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2200,0

[State 700,MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact








[State 1100,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A
physics = N

[State 1110,PosSet]
type = PosSet
trigger1 = AnimElem = 2
y = -1

[State 1100,VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 7

[State 1101,HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = A, HA
animtype = Hard
damage    = 65 ,11
guardflag = M
hitflag = MAF
pausetime = 11,13
guard.pausetime = 12,12
sparkno = S2020
guard.sparkno = S2060
sparkxy = 0,-85
hitsound = S3, 3
guardsound = S4, 1
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -9
air.hittime = 13
air.velocity = -3,-7
air.cornerpush.veloff = 0
yaccel = .55
air.juggle = 8


[State 245,HitDef]
type = HitDef
trigger1 = NumTarget
trigger1 = Target,StateType = A
trigger1 = AnimElem = 6
attr = A, HA
animtype = Hard
damage    = 65 ,11
guardflag = M
hitflag = M
pausetime = 11,13
guard.pausetime = 12,12
sparkno = S2020
guard.sparkno = S2060
sparkxy = 0,-55
hitsound = S3, 3
guardsound = S4, 1
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4.2
guard.velocity = -9
air.hittime = 13
air.velocity = -3,-7
air.cornerpush.veloff = 0
yaccel = .45
air.juggle = 8

[State 245,HitDef]
type = HitDef
triggerall = AnimElem = 6
trigger1 = NumTarget
trigger1 = Target,Statetype != A
trigger3 = NumTarget=0
attr = A, HA
animtype = Hard
damage    = 65 ,11
guardflag = M
hitflag = MAF
pausetime = 11,13
guard.pausetime = 12,12
sparkno = S2020
guard.sparkno = S2060
sparkxy = 0,-55
hitsound = S3, 3
guardsound = S4, 1
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4.2
guard.velocity = -9
air.hittime = 13
air.velocity = -3,-7
air.cornerpush.veloff = 0
yaccel = .45
air.juggle = 8


[State 1100,VelSet]
type = VelSet
trigger1 = AnimElem = 7
x = 0

[State 1110,PosSet]
type = PosSet
trigger1 = AnimElem = 7
y = 0

[State 1100,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 7
statetype = S
physics = S

[State 1100,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 2201


;------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
; ニープレスナイトメア
;------------------------ 弱
[Statedef 2201]
type = S
movetype = A
physics = S
juggle  = 8
ctrl = 0
Anim = 2101
velset = 0, 0



[State 3000]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP
time = 1



[State 700,MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact



[State 450, Effect]
type = PlaySnd
trigger1 = AnimElem = 5
value = 440, 0
channel = 1




[State 1100,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A
physics = N

[State 1110,PosSet]
type = PosSet
trigger1 = AnimElem = 2
y = -1

[State 1100,VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 7


[State 1101,HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = A, HA
animtype = Hard
damage    = 65 ,11
guardflag = M
hitflag = MAF
pausetime = 11,13
guard.pausetime = 12,12
sparkno = S2020
guard.sparkno = S2060
sparkxy = 0,-85
hitsound = S3, 3
guardsound = S4, 1
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -9
air.hittime = 13
air.velocity = -3,-7
air.cornerpush.veloff = 0
yaccel = .55
air.juggle = 8
air.fall = 1
;fall.recover = 1

[State 245,HitDef]
type = HitDef
trigger1 = NumTarget
trigger1 = Target,StateType = A
trigger1 = AnimElem = 6
attr = A, HA
animtype = Hard
damage    = 65 ,11
guardflag = M
hitflag = M
pausetime = 11,13
guard.pausetime = 12,12
sparkno = S2020
guard.sparkno = S2060
sparkxy = 0,-55
hitsound = S3, 3
guardsound = S4, 1
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4.2,-7
guard.velocity = -9
air.hittime = 13
air.velocity = -3,-7
air.cornerpush.veloff = 0
yaccel = .45
air.juggle = 8
fall = 1
;fall.recover = 1

[State 245,HitDef]
type = HitDef
triggerall = AnimElem = 6
trigger1 = NumTarget
trigger1 = Target,Statetype != A
trigger3 = NumTarget=0
attr = A, HA
animtype = Hard
damage    = 65 ,11
guardflag = M
hitflag = MAF
pausetime = 11,13
guard.pausetime = 12,12
sparkno = S2020
guard.sparkno = S2060
sparkxy = 0,-55
hitsound = S3, 3
guardsound = S4, 1
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4.2
guard.velocity = -9
air.hittime = 13
air.velocity = -3,-7
air.cornerpush.veloff = 0
yaccel = .45
air.juggle = 8




[State 1100,VelSet]
type = VelSet
trigger1 = AnimElem = 7
x = 0

[State 1110,PosSet]
type = PosSet
trigger1 = AnimElem = 7
y = 0

[State 1100,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 7
statetype = S
physics = S

[State 1100,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 2202

;-------------------------------------------------------------------------------
; しゃがみ強キック
[Statedef 2202]
type    = C
movetype= A
physics = N
juggle  = 8
anim = 2102
velset = 0,0
ctrl = 0

[State 450, Effect]
type = PlaySnd
trigger1 = AnimElem = 2
value = 440, 0
channel = 1


[State 3000]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP
time = 1

[State 440, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = C, HA
damage    = 75
animtype = Hard
hitflag = MA
guardflag = L
pausetime = 11,13
guard.pausetime = 12,12
sparkno = S2010
guard.sparkno = S2060
sparkxy = 0,-15
hitsound = S3, 3
guardsound = S4, 1
ground.type = Trip
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4.25,-7.5
air.hittime = 13
air.velocity = -4.25,-7.5
guard.velocity = -9
air.cornerpush.veloff = 0
fall = 1
fall.recover = 0
yaccel = .55
air.juggle = 8
p2stateno=1795

[State 440, VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 10

[State 440, VelMul]
type = VelMul
trigger1 = AnimElem = 2,> 2
x = .80

[State 440, VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = 0



[State 440,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 2203



;-------------------------------------------------------------------------------
;---------------
[Statedef 2203]
type = S
movetype = A
physics = S
anim = 2203
velset = 0,0
ctrl = 0
facep2 = 1
juggle = 1


[State 3000]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP
time = 1

[state a]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2200,1

[State 450, Effect]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2203, 0
channel = 1

[State 245,HitDef]
type = HitDef
trigger1 = time=0
attr = S, HA
animtype = Hard
damage    = 76,11
guardflag = M
hitflag = MAF
pausetime = 30,30
guard.pausetime = 12,10
sparkno = S2410
guard.sparkno = S2060
sparkxy = 0,-55
hitsound = S3, 4
guardsound = S4, 1
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -8.2
guard.velocity = -9
air.hittime = 13
air.velocity = -8,-3
air.cornerpush.veloff = 0
yaccel = .45







[State 1100, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
Ctrl= 1
;------------------------------

;-------------------------------------------------------------------------------
; ファイナルサイコクラッシャー
;------------------------ 開始動作
[Statedef 2500]
type = S
movetype = A
physics = S
ctrl = 0
Anim = 2500
velset = 0, 0
poweradd = -3000
juggle = 8

[state a]
type = PlaySnd
trigger1 = time= 0
value = 2500,0


[State 4006, Fade]
type=trans
trigger1= 1
trans=addalpha
alpha=ceil(256-4.5*time),ceil(4.5*time)


[State 3000, Super]
type = Explod
trigger1 = Time = 0
persistent = 0
id = 2500
pos = 0,0
postype = left
anim = 4447
supermove = 50
ownpal = 0
bindtime = -1
persistent = 0
pausemovetime = 99999
supermovetime = 99999
removetime = 28
scale = .5,.5

[State 3000, Super]
type = Explod
trigger1 = Time = 0
persistent = 0
id = 2500
pos = 0,0
postype = left
anim = 2290
supermove = 50
ownpal = 0
bindtime = -1
persistent = 0
pausemovetime = 99999
supermovetime = 99999
removetime = 29
scale = 1.06,1.08




[State 3000, Palfx]
type = Palfx
trigger1 = Time = 0 
Add = 155,155,155
mul = 155,155,155
Time = 18
ignorehitpause = 1


[State 180, 2]
type = PlaySnd
trigger1 = Time = 0
value = 1,7

[State 3000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA


[State 3000, SuperPause]
type = Pause
trigger1 = Time = 0
time = 50
movetime = 50



[State -2, Explod]
type = null;Explod
trigger1 = AnimElem = 2
anim = IfElse((Random=[0,333]),2511,IfElse((Random=[334,666]),2512,2513))
postype = P1
pos = 5,0
sprpriority = 0
facing = 1
bindtime = -1
ownpal = 1
persistent = 0
pausemovetime = 99999
supermovetime = 99999


[State -2, Explod]
type = null;Explod
trigger1 = AnimElem = 2
anim = IfElse((Random=[0,333]),2511,IfElse((Random=[334,666]),2512,2513))
postype = P1
pos = 10,0
sprpriority = 0
facing = 1
bindtime = -1
ownpal = 1
persistent = 0
pausemovetime = 99999
supermovetime = 99999


[State -2, Explod]
type = null;Explod
trigger1 = AnimElem = 2
anim = IfElse((Random=[0,333]),2511,IfElse((Random=[334,666]),2512,2513))
postype = P1
pos = 15,0
sprpriority = 0
facing = 1
bindtime = -1
ownpal = 1
persistent = 0
pausemovetime = 99999
supermovetime = 99999


[State 1500, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 2501
ctrl = 0

;------------------------ 本体消去
[Statedef 2501]
type = S
movetype = A
physics = S
ctrl = 0
Anim = 9999
velset = 0, 0

[State 1200,helper]
type = helper
trigger1 = time = 18
name = "VEGA"
id = 2510
pos = -72,0
postype = Back
stateno = 2510
helpertype = normal
keyctrl = 0
ownpal = 0
persistent = 0



[State 3030, 1]
type = PalFX
trigger1 = 1
time = 1
add = 32,128,240
mul = 128,192,256
color = 8
ignorehitpause = 1

[State 1002,ChangeState]
type = ChangeState
trigger1 = Time > 0
trigger1 = Numhelper(2510)
trigger1 = helper(2510),AnimElem = 17,>=0
value = 2505
ctrl = 0

;------------------------ 終了
[Statedef 2505]
type = S
movetype = I
physics = S
ctrl = 0
Anim = 2505
velset = 0, 0

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1500,0



[State 1002,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------ ベガ
[Statedef 2510]
type = A
movetype = A
physics = N
ctrl = 0
Anim = 2510
velset = 16,0


[state a]
type = PlaySnd
trigger1 = time = 0
value = 2500,1



[State 1000, Spark]
type = Explod
triggerall = !numexplod(1008)
trigger1 = animelem = 1
Anim = 8000
id = 1008
pos = 70, -80
postype = p1
ownpal = 1
sprpriority = -1
removeongethit = 1

[State 1000, Spark]
type = null;Explod
triggerall = !numexplod(1008)
trigger1 = animelem = 1
Anim = 1008
id = 1008
pos = 70, -80
postype = p1
ownpal = 1
sprpriority = -1
removeongethit = 1



[State 6000, ModifyExplod]
type = ModifyExplod
trigger1 = 1
ID = 1008
pos = 50, -90
postype = p1
vel = 16,0
removetime = 400
ignorehitpause = 1


[State 6000, ModifyExplod]
type = null;ModifyExplod
trigger1 = 1
ID = 1008
pos = 70, -80
postype = p1
vel = 16,0
removetime = 400
ignorehitpause = 1

[State 1100, Effect]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3100,0
channel = 1

[State 200,VarSet(33)]
type = VarSet
trigger1 = Time = 0
var(11) = 0
ignorehitpause = 1

[State 200,VarSet(33)]
type = Varadd
trigger1 = MoveContact
var(11) = 1







[State 700,MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact

[State 245,HitDef]
type = HitDef
trigger1 = var(11) < 9
attr = A, HP
animtype = UP
damage    = 78,15
getpower = 0,0
guardflag = M
hitflag = MAF
pausetime = 4,4;18,18
sparkno = S2030
guard.sparkno = S2060
sparkxy = 0,-85
hitsound = S3, 6
guardsound = S4, 1
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4.3,-7
guard.velocity = -9
air.hittime = 13
air.velocity = -3,-7
air.cornerpush.veloff = 0
yaccel = .45
air.juggle = 8
fall = 1
fall.recover = 0
Palfx.time = 40
palfx.add = 42,-54,-134
palfx.sinadd = 42,34,0,10
palfx.color = 0
palfx.invertall = 1









[State 1001, End]
type = Destroyself
trigger1 = AnimElem = 17,>=0

