;---------------------------------------------------------------------------
; バッロク
[Statedef 1400]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0, 0
sprpriority = 1
anim = 196
poweradd = 70


[State 1150, 1]
type = PosSet
trigger1 = time = 0
y = 0

[State 221, Effect]
type = PlaySnd
trigger1 = time = 0
value = 1400,0



[State 1150, 6]
type = Helper
trigger1 = time = 9
ID = 20000
name = "バロック"
StateNo = 21302
postype = back ;front
pos = -floor(ScreenPos x), -floor(ScreenPos Y)
ownpal = 1

[State 1150, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; サガット
[Statedef 1430]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0, 0
sprpriority = 1
anim = 196
poweradd = 70


[State 1150, 1]
type = PosSet
trigger1 = time = 0
y = 0

[State 221, Effect]
type = PlaySnd
trigger1 = time = 0
value = 1400,1


[State 1150, 6]
type = Helper
trigger1 = time = 9
ID = 10000
name = "サガット"
StateNo = 11005
postype = p1 ;front
pos = 20, 0
ownpal = 1

[State 1150, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; アレ
[Statedef 1410]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0, 0
sprpriority = 1
anim = 196
poweradd = 70


[State 1150, 1]
type = PosSet
trigger1 = time = 0
y = 0


[State 221, Effect]
type = PlaySnd
trigger1 = time = 0
value = 1400,3


[State 1150, 6]
type = Helper
trigger1 = time = 9
ID = 30000
name = "アレ"
StateNo = 31010
postype = back ;front
pos = -30, 0
ownpal = 1

[State 1150, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; アレ
[Statedef 1420]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0, 0
sprpriority = 1
anim = 196
poweradd = 70


[State 221, Effect]
type = PlaySnd
trigger1 = time = 0
value = 1400,3

[State 1150, 1]
type = PosSet
trigger1 = time = 0
y = 0




[State 1150, 6]
type = Helper
trigger1 = time = 9
ID = 30000
name = "アレ"
StateNo = 31210
postype = back ;front
pos = -30, 0
ownpal = 1

[State 1150, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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


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



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

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

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


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

;サイコクラッシャー
[Statedef 1000]
type    = S
movetype = A
physics = S
juggle = 8
ctrl = 0
poweradd = 70
velset = 0,0


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

[State 52, Effect]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1000,0

[State 1100, Voice]
type = PlaySnd
trigger1 = time = 0
value = 1000,1

[State 220, Position]
type = PosSet
trigger1 = time = 0
y = 0

[State 902, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 1000

[State 220, 1]
type = playerpush
trigger1 = animelemtime(4) >= 0
value = 0

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 3
statetype = A
physics = N



[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 3
x = 6.5

[State 1000, Spark]
type = Explod
;triggerall = !numexplod(1007)
triggerall = !numexplod(11000)
trigger1 = animelem = 3
;Anim = 1007
;id = 1007
Anim = 7000
id = 11000
;pos = -10, 0
pos = 0, -65
postype = p1
ownpal = 1
sprpriority = 5
bindtime = -1
removetime = -1
removeongethit = 1

[State 1100, HitDef]
type = HitDef
triggerall = !MoveHit
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7
attr = A, SA
animtype  = Heavy
air.animtype  = Back
damage= 100,5
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 7,7
sparkno = s2010
guard.sparkno = S2070
sparkxy = -10, -56
hitsound = S3,2
guardsound = S4,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
guard.ctrltime = 10
ground.velocity = -4.5,-5.5
guard.velocity = -8
air.velocity = -4.5,-5.5
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 1
getpower = 60,10
givepower = 35, 35
palfx.time = 40
palfx.add = 1,1,1
palfx.mul = 224,256,256
palfx.sinadd = 75,100,100,4
palfx.color = 30
palfx.invertall = 1


[State 52, 4]
type = ChangeState
trigger1 = FrontEdgeDist <= 5
trigger2 = time = 31
value = 1005

;---------------------------------------------------------------------------
;------------------------------------------------------------------------------------------
;サイコクラッシャー
[Statedef 1010]
type    = S
movetype = A
physics = S
juggle = 8
ctrl = 0
poweradd = 70
velset = 0,0

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

[State 220, Position]
type = PosSet
trigger1 = time = 0
y = 0

[State 1100, Voice]
type = PlaySnd
trigger1 = time = 0
value = 1000, 2

[State 52, Effect]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1000, 0



[State 902, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 1000

[State 220, 1]
type = playerpush
trigger1 = animelemtime(4) >= 0
value = 0

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 3
statetype = A
physics = N

[State 1000, Spark]
type = Explod
triggerall = !numexplod(11000)
trigger1 = animelem = 3
Anim = 7000
id = 11000
pos = 0, -65
postype = p1
ownpal = 1
sprpriority = 5
bindtime = -1
removetime = -1
removeongethit = 1





[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 3
x = 7.5



[State 1100, HitDef]
type = HitDef
triggerall = !MoveHit
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7
attr = A, SA
animtype  = Heavy
air.animtype  = Back
damage= 100,5
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 7,8
sparkno = s2010
guard.sparkno = S2070
sparkxy = -10, -56
hitsound = S3,2
guardsound = S4,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
guard.ctrltime = 10
ground.velocity = -4.5,-5.5
guard.velocity = -8
air.velocity = -4.5,-5.5
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 1
getpower = 60,10
givepower = 35, 35
palfx.time = 40
palfx.add = 1,1,1
palfx.mul = 224,256,256
palfx.sinadd = 75,100,100,4
palfx.color = 30
palfx.invertall = 1






[State 52, 4]
type = ChangeState
trigger1 = FrontEdgeDist <= 5
;trigger2 = time = 72
value = 1005

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

;サイコクラッシャー（着地）
[Statedef 1005]
type    = S
physics = S
ctrl = 0
anim = 1005

[State 3001, Width]
type = Width
trigger1 = 1
edge = 5,0

;エフェクト除去
[State 3000, Explod]
type = RemoveExplod
trigger1 = 1
;id = 1007
id = 11000

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 52, 2]
type = VelSet
trigger1 = AnimElem = 3
y = 0


[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------------------------------
サイコバニッシュ
;---------------
[Statedef 1200]
type = S
movetype = A
physics = S
anim = 1200
velset = 0,0
ctrl = 0
poweradd = 30
facep2 = 1
juggle = 8

[State 52, Effect]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2203, 0

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1200,0

[State 245,HitDef]
type = HitDef
trigger1 = time=0
;trigger1 = AnimElem = 3
attr = A, SA
animtype = Hard
damage    = 46,11
getpower = 70,11
guardflag = M
hitflag = MAF
pausetime = 11,13
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 = -7.2
guard.velocity = -9
air.hittime = 13
air.velocity = -6,-3
air.cornerpush.veloff = 0
yaccel = .45
air.juggle = 8

[State 245,HitDef]
type = HitDef
trigger1 = time=0
;trigger1 = AnimElem = 5
attr = A, SA
animtype = Hard
damage    = 46,11
getpower = 70,11
guardflag = M
hitflag = MAF
pausetime = 11,13
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 = -7.2
guard.velocity = -9
air.hittime = 13
air.velocity = -6,-3
air.cornerpush.veloff = 0
yaccel = .45
air.juggle = 8

;飛び道具相殺用ヘルパー
[State 1100, H]
type = Helper
trigger1 = AnimElem = 4
postype = p1
pos = 0,0
stateno = 1201
helpertype = normal
ownpal = 1
keyctrl = 0

[State 1300,HitBy];飛び道具に無敵
type = HitBy
trigger1 = (AnimElemTime (4) = 0)
value = SCA, NA,SA,HA, NT,ST,HT




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

;------------------------------
;相殺ヘルパー
[Statedef 1201]
type = A
movetype = I
physics = N
anim = 1201
ctrl = 0
velset = 0,0

[State 1110, 1]
type = BindToParent
trigger1 = 1
pos = 0,0

[State 1110, 2]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NT,ST,HT

[State 1110, 3]
type = HitBy
trigger1 = 1
value = SCA,NP,SP,HP

[State 1110, 4]
type = PlayerPush
trigger1 = 1
value = 0

[State 1110, 8]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = Parent,StateNo != 1200
value = 1111

[State 1110, 9]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP
slot = 0
stateno = 1111


[Statedef 1111]
type = A
movetype = I
physics = N

[State 1111, 9]
type = DestroySelf
trigger1 = Time = 0




;---------------------------------------------------------------------------
;ベガワープ・x
[Statedef 1500]
type    = S
movetype= I
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1500
sprpriority = -1
poweradd = 50


[State 1100, Voice]
type = 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 = 12,< 0
value = SAC



[State 1200]
type = 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 1200]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;ベガワープ残像
[Statedef 1505]
ctrl = 0
sprpriority = 5
velset = 0,0

[State 7000, AnimStop]
type = ChangeAnim
trigger1 = root,Stateno!=2458
value = 1505

[State 7000, AnimStop]
type = ChangeAnim
trigger1 = root,Stateno=2458
value = 2468


[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 170, 1]
type = PlayerPush
trigger1 = 1
value = 0

[State 1100, Velocity]
type = VelSet
trigger1 = Time = 0
x = 2*(-IsHelper(1505)+IsHelper(1506))

[State 1100, Velocity]
type = VelAdd
trigger1 = 1
x = .1*(IsHelper(1505)-IsHelper(1506))

[State 8200, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 8200, Transparency]
type = trans
trigger1 = 1
trans = addalpha
alpha = 256-(time*16),time*16

[State 8200, Destroy]
type = DestroySelf
trigger1 = Time = 16

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

;---------------------------------------------------------------------------
;刹那・a
[Statedef 1510]
type    = S
movetype= I
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1500
sprpriority = -1
poweradd = 50

[State 1100, Voice]
type = 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 1210]
type = playerpush
trigger1 = animelem = 8,< 0
value = 0

[State 1210]
type = screenbound
trigger1 = animelem = 8,< 0
value = 0

[State 1210]
type = nothitby
trigger1 = animelem = 12,< 0
value = SAC


[State 1210]
type = posadd
trigger1 = animelem = 7
x = -360*2/5
persistent = 0

[State 1210]
type = turn
trigger1 = animelem = 7,>= 0
trigger1 = p2dist X < -10
persistent = 0

[State 1210]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;刹那・y
[Statedef 1520]
type    = S
movetype= I
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1500
sprpriority = -1
poweradd = 50

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

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

[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 1220]
type = playerpush
trigger1 = animelem = 8,< 0
value = 0

[State 1220]
type = screenbound
trigger1 = animelem = 8,< 0
value = 0

[State 1220]
type = nothitby
trigger1 = animelem = 12,< 0
value = SAC




[State 1220]
type = posadd
trigger1 = animelem = 7
x = 360*4/5
persistent = 0

[State 1220]
type = turn
trigger1 = animelem = 7,>= 0
trigger1 = p2dist X < -10
persistent = 0

[State 1220]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;刹那・b
[Statedef 1530]
type    = S
movetype= I
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1500
sprpriority = -1
poweradd = 50

[State 1100, Voice]
type = 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 1230]
type = playerpush
trigger1 = animelem = 8,< 0
value = 0

[State 1230]
type = screenbound
trigger1 = animelem = 8,< 0
value = 0

[State 1230]
type = nothitby
trigger1 = animelem = 12,< 0
value = SAC



[State 1230]
type = posadd
trigger1 = animelem = 7
x = -360*4/5
persistent = 0

[State 1230]
type = turn
trigger1 = animelem = 7,>= 0
trigger1 = p2dist X < -10
persistent = 0

[State 1230]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1



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

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

;------------------------------------------------------------------------------------------
;ヘッドプレス
[Statedef 1300]
type    = S
movetype = A
physics = S
juggle = 8
anim = 1300
ctrl = 0
poweradd = 70
velset = 0,0

[State 220, Position]
type = PosSet
trigger1 = time = 0
y = 0

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 2
statetype = A
physics = N
movetype = A

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1300,0

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,3

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 2
x = p2dist x*.0667
y = -12.5

[State 1100, Velocity]
type = VelAdd
trigger1 = AnimElemTime(2) > 0
y = .7

[State 1100, Velocity]
type = VelMul
trigger1 = 1
x = .95

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA
animtype  = Heavy
air.animtype  = Back
damage=90,12
priority  = 7, Hit
hitflag = MAF
guardflag = HA
pausetime = 0,20
sparkno = S2020
guard.sparkno = S2060
sparkxy = -10, -10
hitsound = S3, 3
guardsound = S4, 1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -8
guard.velocity = -8
air.velocity = -5,-7.5
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = .00000001
guard.cornerpush.veloff = .00000001
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0
getpower = 90,10
givepower = 35, 35





[State 52, 4]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 1305
ignorehitpause = 1


[State 1201,End]
type = ChangeState
trigger1 = MoveContact
value = 1301
ignorehitpause = 1

[State 1201,End]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1305
;------------------------------------------------------------------------------------------
;ヘッドプレス（踏みつけ）
[Statedef 1301]
type    = A
movetype = I
physics = N
juggle = 8
anim = 1301
ctrl = 0
velset = 0,0


[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1200,0


[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 9
y = -8.5

[State 1100, Velocity]
type = VelAdd
trigger1 = AnimElemTime(9) > 0
y = .7

[State 1100, Velocity]
type = VelSet
triggerall = AnimElemTime(9) > 0
trigger1 = command = "holdfwd"
x = 5
persistent = 1

[State 1100, Velocity]
type = VelSet
triggerall = AnimElemTime(9) > 0
trigger1 = command = "holdback"
x = -6
persistent = 1

[State 52, 4]
type = ChangeState
triggerall = AnimElemTime(11) > 0
trigger1 = command = "x" || command = "y" 
value = 1302

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

;------------------------------------------------------------------------------------------
;------------------------------------------------------------------------------------------
;サマーソルトスカルダイバー
[Statedef 1302]
type    = A
movetype = A
physics = N
juggle = 8
anim = 1302
ctrl = 0



[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1300,1

[State 221, Effect]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2, 4
channel = 2

[State 1100, turn]
type = turn
trigger1 = time = 0
trigger1 = p2dist x < 0



[State 1101,HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA
animtype = Hard
damage    = 70,11
getpower = 70,11
guardflag = HA
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 = -9
air.hittime = 13
air.velocity = -3,-7
air.cornerpush.veloff = 0
yaccel = .55
air.juggle = 8
air.fall = 1
;;;fall.recover = 1



[State 1100, Velocity]
type = VelAdd
trigger1 = 1
y = .7

[State 1100, Velocity]
type = VelSet
trigger1 = command = "holdfwd"
x = 5
persistent = 1

[State 1100, Velocity]
type = VelSet
trigger1 = command = "holdback"
x = -6
persistent = 1

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 6
movetype = I





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

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

;---------------------------------------------------------------------------
;ヘッドプレス（着地）
[Statedef 1305]
type    = S
physics = S
ctrl = 0
anim = 1305
velset = 0,0

[State 3001, Width]
type = Width
trigger1 = 1
edge = 5,0



[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0



[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
; ダブルニープレス
;------------------------ 弱
[Statedef 1100]
type = S
movetype = A
physics = S
juggle  = 8
ctrl = 0
Anim = 1100
velset = 0, 0
poweradd= 70

[State 105,PlaySnd]
type = PlaySnd
triggerall = var(20) = [1,2]
trigger1 = AnimElem = 2
value = 200, 0

[State 105,PlaySnd]
type = PlaySnd
triggerall = var(20) = [3,4]
trigger1 = AnimElem = 2
value = 200, 1

[State 52, Effect]
type = PlaySnd
trigger1 = AnimElem = 5
value = 440, 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, SA
animtype = Hard
damage    = 45 ,11
getpower = 45,11
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, SA
animtype = Hard
damage    = 40,11
getpower = 40,11
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, SA
animtype = Hard
damage    = 40,11
getpower = 40,11
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

;------------------------ 強
[Statedef 1110]
type = S
movetype = A
physics = S
juggle  = 8
ctrl = 0
Anim = 1110
velset = 0, 0
poweradd= 64


[State 105,PlaySnd]
type = PlaySnd
triggerall = var(20) = [1,2]
trigger1 = AnimElem = 2
value = 200, 0

[State 105,PlaySnd]
type = PlaySnd
triggerall = var(20) = [3,4]
trigger1 = AnimElem = 2
value = 200, 1

[State 52, Effect]
type = PlaySnd
trigger1 = AnimElem = 5
value = 440, 0


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






[State 1110,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A
physics = N

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

[State 1110,VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 7

[State 1101,HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = A, SA
animtype = Hard
damage    = 55,11
getpower = 55,11
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, SA
animtype = Hard
damage    = 65,11
getpower = 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, SA
animtype = Hard
damage    = 65,11
getpower = 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 1110,VelSet]
type = VelSet
trigger1 = AnimElem = 7
x = 0

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

[State 1110,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 7
statetype = S
physics = S

[State 1110,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
; ダブルニープレス
;------------------------ 弱
[Statedef 1150]
type = A
movetype = A
physics = S
juggle  = 8
ctrl = 0
Anim = 1150
velset = 0, 0
poweradd= 70

[State 105,PlaySnd]
type = PlaySnd
triggerall = var(20) = [1,2]
trigger1 = AnimElem = 2
value = 200, 0

[State 105,PlaySnd]
type = PlaySnd
triggerall = var(20) = [3,4]
trigger1 = AnimElem = 2
value = 200, 1

[State 52, Effect]
type = PlaySnd
trigger1 = AnimElem = 4
value = 440, 0


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







[State 1110,VelSet]
type = VelSet
trigger1 = AnimElemtime(4) > 0
y = 6




[State 1100,VelSet]
type = VelSet
trigger1 = AnimElemtime(4) > 0
x = 6

[State 1101,HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA
animtype = Hard
damage    = 45 ,11
getpower = 45,11
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  = 28
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 =5
attr = A, SA
animtype = Hard
damage    = 40,11
getpower = 40,11
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 1100,ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 1305
ctrl = 1

;------------------------ 強
[Statedef 1160]
type = S
movetype = A
physics = S
juggle  = 8
ctrl = 0
Anim = 1160
velset = 0, 0
poweradd= 64



[State 105,PlaySnd]
type = PlaySnd
triggerall = var(20) = [1,2]
trigger1 = AnimElem = 2
value = 200, 0

[State 105,PlaySnd]
type = PlaySnd
triggerall = var(20) = [3,4]
trigger1 = AnimElem = 2
value = 200, 1

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




[State 52, Effect]
type = PlaySnd
trigger1 = AnimElem = 4
value = 440, 0


[State 1110,VelSet]
type = VelSet
trigger1 = AnimElemtime(4) > 0
y = 10

[State 1110,VelSet]
type = VelSet
trigger1 = AnimElemtime(4) > 0
x = 12

[State 1101,HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA
animtype = Hard
damage    = 55,11
getpower = 55,11
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 = 5
attr = A, SA
animtype = Hard
damage    = 65,11
getpower = 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 1110,ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 1305
ctrl = 1


;------------------------------------------------------------------------------------------
;---------------------------------------------------------------------------
;サイコショット
[Statedef 1750]
type    = S
movetype= A
physics = S
juggle  = 10
velset = 0,0
ctrl = 0
poweradd = 100
sprpriority = 2
anim=1751

[State 1700]
type=Helper
trigger1=animelem=2
stateno=1760
id=1710
pos=30,-70
postype=p1
ownpal=1
sprpriority=3


[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1750,0

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

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1750,1
channel = 0

[State 1200]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1




;---------------------------------------------------------------------------
;サイコショット
[Statedef 1760]
type    = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 3


[STate 1795]
type=Changeanim
trigger1=Time=0
value=1700


[STate 1750]
type=VelSet
trigger1=Time=0
x=14.5




[State 1400, 1]
type = hitDef
trigger1 = time=0
attr = A, SP
damage = 0,1
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 6, Hit
pausetime = 0,10
sparkno = s2030
guard.sparkno=s2060
sparkxy = 5, -10
hitsound = s3,5
guardsound = s4,1
ground.type = low
ground.slidetime = 30
ground.hittime  = 50
ground.velocity = -4,-4
airguard.velocity = -3,-4.3
air.type = High
air.velocity = -3.4,-4.4
air.hittime = 50
fall=1
p2stateno=1795

[State 1400,2]
type = Projectile
trigger1=numprojid(1700)=0
id=1700
projanim = 1725
hitflag = P
projhitanim = -1
projremovetime = 80
projpriority = 5
offset = 50,0
velocity = 8
attr = A, SP
damage = 0,0
animtype = hard
pausetime = 0,0
sparkno =-1
guard.sparkno=-1
sparkxy = -15,-25
hitsound = -1
guardsound = -1
ground.type =high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,-5
air.velocity = -4,-5
sprpriority=5

[STate 1305]
type=DestroySelf
trigger1=frontEdgeBodydist<=-20
trigger2=Movecontact
trigger3=Time>=80

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

;---------------------------------------------------------------------------
;サイコショット
[Statedef 1700]
type    = S
movetype= A
physics = S
juggle  = 10
velset = 0,0
ctrl = 0
poweradd = 100
sprpriority = 2
anim=1701

[State 1700]
type=Helper
trigger1=animelem=2
stateno=1710
id=1710
pos=30,-70
postype=p1
ownpal=1
sprpriority=3


[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1750,1

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1750,0
channel = 0


[State 1200]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1




;---------------------------------------------------------------------------
;サイコショット
[Statedef 1710]
type    = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 3


[STate 1795]
type=Changeanim
trigger1=Time=0
value=1700


[STate 1750]
type=VelSet
trigger1=Time=0
x=4.5




[State 1400, 1]
type = hitDef
trigger1 = time=0
attr = A, SP
damage = 0,1
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 6, Hit
pausetime = 0,10
sparkno = s2030
guard.sparkno=s2060
sparkxy = 5, -10
hitsound = s3,5
guardsound = s4,1
ground.type = low
ground.slidetime = 30
ground.hittime  = 50
ground.velocity = -4,-4
airguard.velocity = -3,-4.3
air.type = High
air.velocity = -3.4,-4.4
air.hittime = 50
fall=1
p2stateno=1795

[State 1400,2]
type = Projectile
trigger1=numprojid(1700)=0
id=1700
projanim = 1725
hitflag = P
projhitanim = -1
projremovetime = 80
projpriority = 5
offset = 50,0
velocity = 8
attr = A, SP
damage = 0,0
animtype = hard
pausetime = 0,0
sparkno =-1
guard.sparkno=-1
sparkxy = -15,-25
hitsound = -1
guardsound = -1
ground.type =high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,-5
air.velocity = -4,-5
sprpriority=5

[STate 1305]
type=DestroySelf
trigger1=frontEdgeBodydist<=-20
trigger2=Movecontact
trigger3=Time>=80

;---------------------------------------------------------------------------
[STatedef 1795]
type=A
ctrl=0
sprpriority=-3
velset=0,0
movetype=H

[STate 1795]
type=Changeanim2
trigger1=Time=0
value=1745

[STate 1795]
type=Changeanim2
trigger1=vel Y>0&&anim!=1746
value=1746

[State 1830,4]
type=velset
trigger1=time=11
x=-2
y=-13.5
persistent=0

[State 1830,4]
type=veladd
trigger1=time>=11
y=.5

[STate 1795]
type=LifeAdd
trigger1=Time=0
value=-71

[State 3000]
type = NotHitBy
trigger1 = 1
value = ,SP
time = 1

[State 1830,1]
type=selfstate
trigger1=pos Y>=0&&Vel Y>0
value=5100