;-----------------------
;立ちパンチ
[Statedef 200]
type    = S
movetype= A 
physics = S         
ctrl = 0
anim = 200

[State 200 , 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = s100, 0

[State -1]
type = StateTypeSet
trigger1 = time >= 0
trigger1 = time <= 8
MoveType = A

[State 200 , 2]
type = HitDef
trigger1 = Var(18) = 0
trigger1 = time = 0
attr = S, NA
damage    = floor((FVar(20)*200)/10), 0
animtype = Light
air.animtype = Back
getpower = 20,10
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
guard.pausetime = 10,10
guard.slidetime = 9
guard.hittime = 9
guard.ctrltime = 9
numhits = 1
guard.dist = 60
hitsound = s200,0
guardsound = s250,0
ground.slidetime = 10
ground.hittime  =  10
ground.velocity = -4
fall.recover = 1
fall.recovertime = floor(25*FVar(20))
air.hittime = 13
airguard.velocity = -2,-4
air.velocity      = -3,-4
Guard.Kill        = 0
air.fall = 1

[State -1]
type = VarSet
trigger1 = movehit
FV = 20
Value = FVar(20)*0.98
ignorehitpause = 1
persistent = 0

[State -1]
type = VarRandom
trigger1 = 1
V = 41
Range = 0,14

[State -1]
type = Explod
trigger1 = MoveGuarded = 1
Anim = 14001
ID = 14001
pos =  Floor(25+(-25+P2Dist x)*0.5),-60
postype = p1
scale = 0.25,0.5
SprPriority = 9999
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 10
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = Explod
trigger1 = MoveGuarded = 1
Anim = 14300+Var(41)
ID = 14300
pos = Floor(25+(-25+P2Dist x)*0.5),-60
postype = p1
scale = 0.5,0.5
ownpal = 1
SprPriority = 9999
keyctrl = 0
ignorehitpause = 1
persistent = 10
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = helper
trigger1 = movehit = 1
Stateno = 14000
ID = 14000
pos = Floor(25+(-25+P2Dist x)*0.5),-60
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 10
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-----------------------
;一閃
[Statedef 210]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 210

[State 210, 音]
type = PlaySnd
trigger1 = AnimElem = 3
value = s100, 1

[State -1]
type = VelSet
trigger1 = AnimElem = 3
X = 5

[State -1]
type = StateTypeSet
trigger1 = AnimElem = 4
MoveType = I

[State -1]
type = Helper
trigger1 = Var(9) = 1
trigger1 = movehit
StateNo = 999
ID = 15000
pos = Floor(40+(-40+P2Dist x)*0.5),-55
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State 210 , 1]
type = HitDef
triggerall = Var(18) = 0
trigger1 = !MoveContact
attr = S, NA
damage    = floor((FVar(20)*500)/10), 0
animtype = Light
air.animtype = Back
getpower = 60,40
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
guard.pausetime = 10,10
guard.slidetime = 15+(7*Var(9))
guard.hittime = 15+(7*Var(9))
guard.ctrltime = 15+(7*Var(9))
numhits = 1
guard.dist = 80
guardsound = s250,0
ground.slidetime = 16+(7*Var(9))
ground.hittime  =  16+(7*Var(9))
ground.velocity = -6-(2*Var(9)),0
airguard.velocity = -2,-4
air.velocity = -4-(2*Var(9)),-4
Guard.Kill = 0
fall.recover = 1
fall.recovertime = floor((35+(35*Var(9)))*FVar(20))
air.fall = 1

[State -1]
type = VarSet
trigger1 = movehit
FV = 20
Value = FVar(20)*0.9
ignorehitpause = 1
persistent = 0

[State -1]
type = Playsnd
trigger1 = movehit = 1
value = s200,1
channel = 10
ignorehitpause = 1
persistent = 10

[State -1]
type = VarRandom
trigger1 = 1
V = 40
Range = 0,14

[State -1]
type = VarRandom
trigger1 = 1
V = 41
Range = 0,14

[State -1]
type = Explod
trigger1 = MoveGuarded = 1
Anim = 14001
ID = 14001
pos =  Floor(40+(-40+P2Dist x)*0.5),-55
postype = p1
scale = 0.25,0.5
SprPriority = 9999
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 10
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = Explod
trigger1 = MoveGuarded = 1
Anim = 14300+Var(41)
ID = 14300
pos = Floor(40+(-40+P2Dist x)*0.5),-55
postype = p1
scale = 0.5,0.5
ownpal = 1
SprPriority = 9999
keyctrl = 0
ignorehitpause = 1
persistent = 10
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = Explod
trigger1 = movehit = 1
Anim = 14600+Var(40)
ID = 14600
pos = Floor(40+(-40+P2Dist x)*0.5),-55
postype = p1
ownpal = 1
scale = 0.5,0.5
SprPriority = 9999
keyctrl = 0
ignorehitpause = 1
persistent = 10
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = Explod
trigger1 = movehit = 1
Anim = 14700+Var(41)
ID = 14700
pos = Floor(40+(-40+P2Dist x)*0.5),-55
postype = p1
scale = 0.5,0.5
ownpal = 1
SprPriority = 9999
keyctrl = 0
ignorehitpause = 1
persistent = 10
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State 210 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-----------------------
;しゃがみパンチ
[Statedef 300]
type    = C
movetype= A
physics = C
ctrl = 0
anim = 300

[State 300 , 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = s100, 0

[State -1]
type = StateTypeSet
trigger1 = time = 10
MoveType = I

[State 300 , 1]
type = HitDef
trigger1 = Var(18) = 0
trigger1 = time = 0
attr = C, NA
damage    = floor((FVar(20)*180)/10), 0
animtype = Light
air.animtype = Back
getpower = 20,10
guardflag = L
hitflag = MAF
priority = 7, Hit
pausetime = 10,10
guard.pausetime = 10,10
guard.slidetime = 9
guard.hittime = 9
guard.ctrltime = 9
numhits = 1
guard.dist = 70
hitsound = s200,0
guardsound = s250,0
ground.slidetime = 10
ground.hittime  =  10
ground.velocity = -4
fall.recover = 1
fall.recovertime = floor(25*FVar(20))
airguard.velocity = -2,-4
air.velocity      = -3,-4
Guard.Kill        = 0
air.fall = 1

[State -1]
type = VarSet
trigger1 = movehit
FV = 20
Value = FVar(20)*0.98
ignorehitpause = 1
persistent = 0

[State -1]
type = VarRandom
trigger1 = 1
V = 41
Range = 0,14

[State -1]
type = Explod
trigger1 = MoveGuarded = 1
Anim = 14001
ID = 14001
pos =  Floor(25+(-25+P2Dist x)*0.5),-15
postype = p1
scale = 0.25,0.5
SprPriority = 9999
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 10
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = Explod
trigger1 = MoveGuarded = 1
Anim = 14300+Var(41)
ID = 14300
pos = Floor(25+(-25+P2Dist x)*0.5),-15
postype = p1
scale = 0.5,0.5
ownpal = 1
SprPriority = 9999
keyctrl = 0
ignorehitpause = 1
persistent = 10
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = helper
trigger1 = movehit = 1
Stateno = 14000
ID = 14000
pos = Floor(25+(-25+P2Dist x)*0.5),-15
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 10
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State 300 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;-----------------------
;足元掬い
[Statedef 310]
type    = C
movetype= A
physics = C
ctrl = 0
anim = 310

[State 310, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = s100,1
ignorehitpause = 1
persistent = 0

[State -1]
type = StateTypeSet
trigger1 = AnimElem = 5
MoveType = I

[State -1]
type = helper
trigger1 = Var(9) = 1
trigger1 = movehit
Stateno = 999
ID = 15000
pos = Floor(40+(-40+P2Dist x)*0.5),-10
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State 310]
type = HitDef
triggerall = Var(18) = 0
trigger1 = !MoveContact
attr = C, NA
damage    = floor((FVar(20)*580)/10), 0
animtype = hard
air.animtype = Back
getpower = 60,40
guardflag = L
hitflag = M
priority = 3, Hit
pausetime = 10,10
guard.pausetime = 10,10
guard.slidetime = 15+(7*Var(9))
guard.hittime = 15+(7*Var(9))
guard.ctrltime = 15+(7*Var(9))
numhits = 1
guard.dist = 120
guardsound = s250,0
ground.slidetime = 16+(7*Var(9))
ground.hittime  =  16+(7*Var(9))
ground.velocity = -6-(2*Var(9)),0
airguard.velocity = -2,-4
air.velocity = -4-(2*Var(9)),-4
air.fall = 1
fall.recover = 1
fall.recovertime = floor((35+(35*Var(9)))*FVar(20))
Guard.Kill = 0

[State -1]
type = VarSet
trigger1 = movehit
FV = 20
Value = FVar(20)*0.9
ignorehitpause = 1
persistent = 0

[State -1]
type = Playsnd
trigger1 = movehit = 1
value = s200,1
channel = 10
ignorehitpause = 1
persistent = 10

[State -1]
type = VarRandom
trigger1 = 1
V = 40
Range = 0,14

[State -1]
type = VarRandom
trigger1 = 1
V = 41
Range = 0,14

[State -1]
type = Explod
trigger1 = MoveGuarded = 1
Anim = 14001
ID = 14001
pos =  Floor(40+(-40+P2Dist x)*0.5),-10
postype = p1
scale = 0.25,0.5
SprPriority = 9999
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 10
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = Explod
trigger1 = MoveGuarded = 1
Anim = 14300+Var(41)
ID = 14300
pos = Floor(40+(-40+P2Dist x)*0.5),-10
postype = p1
scale = 0.5,0.5
ownpal = 1
SprPriority = 9999
keyctrl = 0
ignorehitpause = 1
persistent = 10
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = Explod
trigger1 = movehit = 1
Anim = 14600+Var(40)
ID = 14600
pos = Floor(40+(-40+P2Dist x)*0.5),-10
postype = p1
ownpal = 1
scale = 0.5,0.5
SprPriority = 9999
keyctrl = 0
ignorehitpause = 1
persistent = 10
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = Explod
trigger1 = movehit = 1
Anim = 14700+Var(41)
ID = 14700
pos = Floor(40+(-40+P2Dist x)*0.5),-10
postype = p1
scale = 0.5,0.5
ownpal = 1
SprPriority = 9999
keyctrl = 0
ignorehitpause = 1
persistent = 10
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State 310 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 10
ctrl = 1
;-----------------------
;吹き飛ばし1
[Statedef 400]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 400

[State 400, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = s100, 1

[State -1]
type = StateTypeSet
trigger1 = AnimElem = 7
MoveType = I

[State -1]
type = helper
trigger1 = Var(9) = 1
trigger1 = movehit
Stateno = 999
ID = 15000
pos =  Floor(25+(-25+P2Dist x)*0.5),-50
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State 400 , 1]
type = HitDef
triggerall = Var(18) = 0
trigger1 = !MoveContact
attr = S, NA
damage    = floor((FVar(20)*600)/10), 0
animtype = Light
air.animtype = Back
getpower = 60,40
guardflag = M
hitflag = MAF
priority = 5, Hit
pausetime = 10,10
guard.pausetime = 10,10
guard.slidetime = 15+(7*Var(9))
guard.hittime = 15+(7*Var(9))
guard.ctrltime = 15+(7*Var(9))
numhits = 1
guard.dist = 95
guardsound = s250,0
ground.slidetime = 16+(7*Var(9))
ground.hittime  =  16+(7*Var(9))
ground.velocity = -6-(2*Var(9)),0
airguard.velocity = -2,-4
air.velocity = -4-(2*Var(9)),-4
fall.recover = 1
fall.recovertime = floor((35+(35*Var(9)))*FVar(20))
air.fall = 1

[State -1]
type = VarSet
trigger1 = movehit
FV = 20
Value = FVar(20)*0.92
ignorehitpause = 1
persistent = 0

[State -1]
type = Playsnd
trigger1 = movehit = 1
value = s200,2
channel = 10
ignorehitpause = 1
persistent = 10

[State -1]
type = helper
trigger1 = movehit = 1
Stateno = 15002
ID = 15002
pos = Floor(40+(-40+P2Dist x)*0.5),-50
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 10

[State -1]
type = VarRandom
trigger1 = 1
V = 41
Range = 0,14

[State -1]
type = Explod
trigger1 = MoveGuarded = 1
Anim = 14001
ID = 14001
pos =  Floor(40+(-40+P2Dist x)*0.5),-50
postype = p1
scale = 0.25,0.5
SprPriority = 9999
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 10
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = Explod
trigger1 = MoveGuarded = 1
Anim = 14300+Var(41)
ID = 14300
pos = Floor(40+(-40+P2Dist x)*0.5),-50
postype = p1
scale = 0.5,0.5
ownpal = 1
SprPriority = 9999
keyctrl = 0
ignorehitpause = 1
persistent = 10
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State 400]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-----------------------
;グレイズ吹き飛ばし
[Statedef 401]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 401

[State -1]
type = VelSet
trigger1 = time >= 0
trigger1 = time <= 13
X = 6

[State -1]
type = NotHitBy
trigger1 = time >= 0
trigger1 = time <= 13
Value = ,AP

[State -1]
type = PlaySnd
trigger1 = AnimElem = 6
value = s100, 1

[State -1]
type = StateTypeSet
trigger1 = AnimElem = 7
MoveType = I

[State -1]
type = helper
trigger1 = Var(9) = 1
trigger1 = movehit
Stateno = 999
ID = 15000
pos =  Floor(25+(-25+P2Dist x)*0.5),-50
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = HitDef
triggerall = Var(18) = 0
trigger1 = !MoveContact
attr = S, NA
damage    = floor((FVar(20)*720)/10), 0
animtype = Light
air.animtype = Back
getpower = 60,40
guardflag = M
hitflag = MAF
priority = 5, Hit
pausetime = 10,10
guard.pausetime = 10,10
guard.slidetime = 15+(7*Var(9))
guard.hittime = 15+(7*Var(9))
guard.ctrltime = 15+(7*Var(9))
numhits = 1
guard.dist = 95
guardsound = s250,0
ground.slidetime = 16+(7*Var(9))
ground.hittime  =  16+(7*Var(9))
ground.velocity = -6-(2*Var(9)),0
airguard.velocity = -2,-4
air.velocity = -4-(2*Var(9)),-4
fall.recover = 1
fall.recovertime = floor((35+(35*Var(9)))*FVar(20))
air.fall = 1

[State -1]
type = VarSet
trigger1 = movehit
FV = 20
Value = FVar(20)*0.9
ignorehitpause = 1
persistent = 0

[State -1]
type = Playsnd
trigger1 = movehit = 1
value = s200,2
channel = 10
ignorehitpause = 1
persistent = 10

[State -1]
type = helper
trigger1 = movehit = 1
Stateno = 15002
ID = 15002
pos = Floor(40+(-40+P2Dist x)*0.5),-50
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 10

[State -1]
type = VarRandom
trigger1 = 1
V = 41
Range = 0,14

[State -1]
type = Explod
trigger1 = MoveGuarded = 1
Anim = 14001
ID = 14001
pos =  Floor(40+(-40+P2Dist x)*0.5),-50
postype = p1
scale = 0.25,0.5
SprPriority = 9999
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 10
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = Explod
trigger1 = MoveGuarded = 1
Anim = 14300+Var(41)
ID = 14300
pos = Floor(40+(-40+P2Dist x)*0.5),-50
postype = p1
scale = 0.5,0.5
ownpal = 1
SprPriority = 9999
keyctrl = 0
ignorehitpause = 1
persistent = 10
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

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

;読み込み妨害回避位置

[State -1,グレイズ呼び出し]
type = helper
trigger1 = time >= 0
trigger1 = time <= 10
trigger1 = numhelper(9996) = 0
stateno = 9995
ID = 9996
pos = 0,0
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 2
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999
;-----------------------
;打ち上げ
[Statedef 410]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 410

[State 410]
type = PlaySnd
trigger1 = AnimElem = 4
value = s100, 2

[State -1]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I

[State -1]
type = helper
trigger1 = Var(9) = 1
trigger1 = movehit
Stateno = 999
ID = 15000
pos = Floor(40+(-40+P2Dist x)*0.5),-50
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State 410 , 1]
type = HitDef
triggerall = Var(18) = 0
trigger1 = !MoveContact
attr = A, NA
damage    = floor((FVar(20)*750)/10), 0
animtype = hard
air.animtype = Back
getpower = 80, 60
guardflag = M
hitflag = MAF
priority = 5, Hit
pausetime = 10,10
guard.pausetime = 10,10
guard.slidetime = 22+(7*Var(9))
guard.hittime = 22+(7*Var(9))
guard.ctrltime = 22+(7*Var(9))
numhits = 1
guard.dist = 160
guardsound = s250,0
ground.slidetime = 23+(7*Var(9))
ground.hittime  =  23+(7*Var(9))
guard.velocity = -8
airguard.velocity = -2,-4
ground.velocity = -2,-5-(4*Var(9))
air.velocity = -2,-5-(4*Var(9))
fall = 1
fall.recover = 1
fall.recovertime = floor((40+(40*Var(9)))*FVar(20))
Guard.Kill = 0

[State -1]
type = PlaySnd
trigger1 = movehit = 1
value = s200,2
ignorehitpause = 1
persistent = 10

[State -1]
type = VarSet
trigger1 = movehit
FV = 20
Value = FVar(20)*0.85
ignorehitpause = 1
persistent = 0

[State -1]
type = helper
trigger1 = movehit = 1
Stateno = 15002
ID = 15002
pos = Floor(40+(-40+P2Dist x)*0.5),-50
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 10

[State -1]
type = VarRandom
trigger1 = 1
V = 41
Range = 0,14

[State -1]
type = Explod
trigger1 = MoveGuarded = 1
Anim = 14001
ID = 14001
pos =  Floor(40+(-40+P2Dist x)*0.5),-50
postype = p1
scale = 0.25,0.5
SprPriority = 9999
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 10
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = Explod
trigger1 = MoveGuarded = 1
Anim = 14300+Var(41)
ID = 14300
pos = Floor(40+(-40+P2Dist x)*0.5),-50
postype = p1
scale = 0.5,0.5
ownpal = 1
SprPriority = 9999
keyctrl = 0
ignorehitpause = 1
persistent = 10
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State 410 , 7]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;-----------------------
;一閃
[Statedef 411]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 411

[State -1]
type = VelSet
trigger1 = time >= 0
trigger1 = time <= 15
X = 7

[State -1]
type = NotHitBy
trigger1 = time >= 0
trigger1 = time <= 15
Value = ,AP

[State -1]
type = PlaySnd
trigger1 = AnimElem = 3
value = s100, 0

[State -1]
type = StateTypeSet
trigger1 = AnimElem = 4
MoveType = I

[State -1]
type = Helper
trigger1 = Var(9) = 1
trigger1 = movehit
StateNo = 999
ID = 15000
pos = Floor(40+(-40+P2Dist x)*0.5),-55
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = HitDef
triggerall = Var(18) = 0
trigger1 = !MoveContact
attr = S, NA
damage    = floor((FVar(20)*800)/10), 0
animtype = Light
air.animtype = Back
getpower = 60,40
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
guard.pausetime = 10,10
guard.slidetime = 15+(7*Var(9))
guard.hittime = 15+(7*Var(9))
guard.ctrltime = 15+(7*Var(9))
numhits = 1
guard.dist = 100
guardsound = s250,0
ground.slidetime = 16+(7*Var(9))
ground.hittime  =  16+(7*Var(9))
ground.velocity = -6-(2*Var(9)),0
airguard.velocity = -2,-4
air.velocity = -4-(2*Var(9)),-4
Guard.Kill = 0
fall.recover = 1
fall.recovertime = floor((35+(35*Var(9)))*FVar(20))
air.fall = 1

[State -1]
type = VarSet
trigger1 = movehit
FV = 20
Value = FVar(20)*0.9
ignorehitpause = 1
persistent = 0

[State -1]
type = Playsnd
trigger1 = movehit = 1
value = s200,1
channel = 10
ignorehitpause = 1
persistent = 10

[State -1]
type = VarRandom
trigger1 = 1
V = 40
Range = 0,14

[State -1]
type = VarRandom
trigger1 = 1
V = 41
Range = 0,14

[State -1]
type = Explod
trigger1 = MoveGuarded = 1
Anim = 14001
ID = 14001
pos =  Floor(40+(-40+P2Dist x)*0.5),-55
postype = p1
scale = 0.25,0.5
SprPriority = 9999
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 10
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = Explod
trigger1 = MoveGuarded = 1
Anim = 14300+Var(41)
ID = 14300
pos = Floor(40+(-40+P2Dist x)*0.5),-55
postype = p1
scale = 0.5,0.5
ownpal = 1
SprPriority = 9999
keyctrl = 0
ignorehitpause = 1
persistent = 10
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = Explod
trigger1 = movehit = 1
Anim = 14600+Var(40)
ID = 14600
pos = Floor(40+(-40+P2Dist x)*0.5),-55
postype = p1
ownpal = 1
scale = 0.5,0.5
SprPriority = 9999
keyctrl = 0
ignorehitpause = 1
persistent = 10
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = Explod
trigger1 = movehit = 1
Anim = 14700+Var(41)
ID = 14700
pos = Floor(40+(-40+P2Dist x)*0.5),-55
postype = p1
scale = 0.5,0.5
ownpal = 1
SprPriority = 9999
keyctrl = 0
ignorehitpause = 1
persistent = 10
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

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

;読み込み妨害回避位置
[State -1,グレイズ呼び出し]
type = helper
trigger1 = time >= 0
trigger1 = time <= 8
trigger1 = numhelper(9996) = 0
stateno = 9995
ID = 9996
pos = 0,0
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 2
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999
;----------------------------
;空中蹴り
[Statedef 500]
type = A
movetype = A
physics = A
ctrl = 0
anim = 500

[State 500]
type = playsnd
trigger1 = AnimElem = 2
value = s100,0

[State -1]
type = StateTypeSet
trigger1 = AnimElem = 4
MoveType = I

[State -1]
type = Helper
trigger1 = Var(9) = 1
trigger1 = movehit
StateNo = 999
ID = 15000
pos = Floor(40+(-40+P2Dist x)*0.5),-25
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State 500]
type = HitDef
triggerall = Var(18) = 0
trigger1 = !MoveContact
attr = A, NA
damage    = floor((FVar(20)*600)/10), 0
animtype = hard
air.animtype = Back
getpower = 50, 30
guardflag = HA
hitflag = MAF
priority = 7, Hit
pausetime = 10,10
guard.pausetime = 10,10
guard.slidetime = 22+(7*Var(9))
guard.hittime = 22+(7*Var(9))
guard.ctrltime = 22+(7*Var(9))
numhits = 1
guardsound = s250,0
ground.type = high
air.type = high
ground.slidetime = 23+(7*Var(9))
ground.hittime  = 23+(7*Var(9))
ground.velocity = -8,0
airguard.velocity = -2,-4
air.velocity = -3-(2*Var(9)),-4
fall = 0
fall.recovertime = floor((40+(40*Var(9)))*FVar(20))
Guard.Kill = 0
air.fall = 1

[State -1]
type = VarSet
trigger1 = movehit
FV = 20
Value = FVar(20)*0.9
ignorehitpause = 1
persistent = 0

[State -1]
type = Playsnd
trigger1 = movehit = 1
value = s200,1
channel = 10
ignorehitpause = 1
persistent = 10

[State -1]
type = VarRandom
trigger1 = 1
V = 40
Range = 0,14

[State -1]
type = VarRandom
trigger1 = 1
V = 41
Range = 0,14

[State -1]
type = Explod
trigger1 = MoveGuarded = 1
Anim = 14001
ID = 14001
pos =  Floor(40+(-40+P2Dist x)*0.5),-25
postype = p1
scale = 0.25,0.5
SprPriority = 9999
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 10
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = Explod
trigger1 = MoveGuarded = 1
Anim = 14300+Var(41)
ID = 14300
pos = Floor(40+(-40+P2Dist x)*0.5),-25
postype = p1
scale = 0.5,0.5
ownpal = 1
SprPriority = 9999
keyctrl = 0
ignorehitpause = 1
persistent = 10
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = Explod
trigger1 = movehit = 1
Anim = 14600+Var(40)
ID = 14600
pos = Floor(40+(-40+P2Dist x)*0.5),-25
postype = p1
ownpal = 1
scale = 0.5,0.5
SprPriority = 9999
keyctrl = 0
ignorehitpause = 1
persistent = 10
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = Explod
trigger1 = movehit = 1
Anim = 14700+Var(41)
ID = 14700
pos = Floor(40+(-40+P2Dist x)*0.5),-25
postype = p1
scale = 0.5,0.5
ownpal = 1
SprPriority = 9999
keyctrl = 0
ignorehitpause = 1
persistent = 10
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State 500]
type = ctrlset
trigger1 = AnimElem = 10
value = 1

[State 500]
type = ChangeAnim
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 47
ctrl = 1
;-----------------------
;扇打ち
[Statedef 510]
type = A
movetype = A
physics = A
ctrl = 0
anim = 510

[State 510]
type = playsnd
trigger1 = AnimElem = 2
value = s100,1

[State -1]
type = StateTypeSet
trigger1 = AnimElem = 4
MoveType = I

[State -1]
type = Helper
trigger1 = Var(9) = 1
trigger1 = movehit
StateNo = 999
ID = 15000
pos = Floor(30+(-30+P2Dist x)*0.5),Floor(-50+(50+P2Dist Y)*0.5)
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State 510]
type = HitDef
triggerall = Var(18) = 0
trigger1 = !MoveContact
attr = A, NA
damage    = floor((FVar(20)*730)/10), 0
animtype = hard
air.animtype = Back
getpower = 60, 40
guardflag = HA
hitflag = MAF
priority = 7, Hit
pausetime = 10,10
guard.pausetime = 10,10
guard.slidetime = 15+(7*Var(9))
guard.hittime = 15+(7*Var(9))
guard.ctrltime = 15+(7*Var(9))
numhits = 1
guardsound = s250,0
ground.type = high
air.type = high
ground.slidetime = 16+(7*Var(9))
ground.hittime  = 16+(7*Var(9))
ground.velocity = -6-(2*Var(9)),0
airguard.velocity = -2,-4
air.velocity = -4-(2*Var(9)),-3+(10*Var(9))
fall = 0
fall.recovertime = floor((30+(30*Var(9)))*FVar(20))
Guard.Kill = 0
air.fall = 1

[State -1]
type = VarSet
trigger1 = movehit
FV = 20
Value = FVar(20)*0.92
ignorehitpause = 1
persistent = 0

[State -1]
type = Playsnd
trigger1 = movehit = 1
value = s200,1
channel = 10
ignorehitpause = 1
persistent = 10

[State -1]
type = VarRandom
trigger1 = 1
V = 41
Range = 0,14

[State -1]
type = Explod
trigger1 = MoveGuarded = 1
Anim = 14001
ID = 14001
pos =  Floor(30+(-30+P2Dist x)*0.5),Floor(-50+(50+P2Dist Y)*0.5)
postype = p1
scale = 0.25,0.5
SprPriority = 9999
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 10
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = Explod
trigger1 = MoveGuarded = 1
Anim = 14300+Var(41)
ID = 14300
pos = Floor(30+(-30+P2Dist x)*0.5),Floor(-50+(50+P2Dist Y)*0.5)
postype = p1
scale = 0.5,0.5
ownpal = 1
SprPriority = 9999
keyctrl = 0
ignorehitpause = 1
persistent = 10
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = helper
trigger1 = movehit = 1
Stateno = 15002
ID = 15002
pos = Floor(30+(-30+P2Dist x)*0.5),Floor(-50+(50+P2Dist Y)*0.5)
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 10
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State 510]
type = ctrlset
trigger1 = AnimElem = 12
value = 1

[State 510]
type = ChangeAnim
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 47
ctrl = 1
;-----------------------
;足払い
[Statedef 520]
type = C
movetype = A
physics = C
ctrl = 0
anim = 520

[State 520]
type = playsnd
trigger1 = AnimElem = 3
value = s100,1
ignorehitpause = 1
persistent = 0

[State 520]
type = Velset
trigger1 = AnimElem = 3
x = 10

[State -1]
type = StateTypeSet
trigger1 = AnimElem = 5
MoveType = I

[State -1]
type = Helper
trigger1 = Var(9) = 1
trigger1 = movehit
StateNo = 999
ID = 15000
pos = Floor(40+(-40+P2Dist x)*0.5),-10
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State 520]
type = HitDef
triggerall = Var(18) = 0
trigger1 = !MoveContact
attr = C, HA
damage    = floor((FVar(20)*820)/10), 0
animtype = hard
air.animtype = Back
getpower = 60, 40
guardflag = M
hitflag = M
priority = 7, Hit
pausetime = 10, 10
guard.slidetime = 22
guard.hittime = 22
guard.velocity = -8
numhits = 1
guard.dist = 140
guardsound = s250,0
ground.type = trip
air.type = trip
ground.slidetime = 23
ground.hittime  = 23
ground.velocity = 0,-4
airguard.velocity = -2,-4
air.velocity = 0,-4
fall = 1
fall.recovertime = floor((40+(40*Var(9)))*FVar(20))
Guard.Kill = 0
air.fall = 1
ground.cornerpush.veloff = 0

[State -1]
type = VarSet
trigger1 = movehit
FV = 20
Value = FVar(20)*0.85
ignorehitpause = 1
persistent = 0

[State -1]
type = Playsnd
trigger1 = movehit = 1
value = s200,3
channel = 10
ignorehitpause = 1
persistent = 10

[State -1]
type = Explod
trigger1 = MoveGuarded = 1
trigger1 = EnemyNear,Statetype = C
Anim = 14001
ID = 14001
pos =  Floor(30+(-30+P2Dist x)*0.5),-30
postype = p1
scale = 0.25,0.5
SprPriority = 9999
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 10
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = Explod
trigger1 = MoveGuarded = 1
trigger1 = EnemyNear,Statetype = C
Anim = 14300+Var(41)
ID = 14300
pos = Floor(30+(-30+P2Dist x)*0.5),-30
postype = p1
scale = 0.5,0.5
ownpal = 1
SprPriority = 9999
keyctrl = 0
ignorehitpause = 1
persistent = 10
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = TargetState
trigger1 = MoveGuarded = 1
trigger1 = P2Statetype = S
value = 5300
ignorehitpause = 1
persistent = 10

[State -1]
type = helper
trigger1 = MoveGuarded = 1
trigger1 = P2Statetype = S
Stateno = 14010
ID = 14010
pos = 0,-40
postype = p2
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 10
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = helper
trigger1 = movehit = 1
Stateno = 15002
ID = 15002
pos = Floor(30+(-30+P2Dist x)*0.5),-10
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 10

[State 520]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;--------------------------------
;ぶっ飛ばし
[Statedef 530]
type = S
movetype = A
physics = S
ctrl = 0
anim = 530

[State 530]
type = playsnd
trigger1 = AnimElem =6
value = s100,1
ignorehitpause = 1
persistent = 0

[State 530]
type = velset
trigger1 = AnimElem = 6
x = 15

[State 530]
type = velset
trigger1 = Animelem = 8
x = 0

[State -1]
type = StateTypeSet
trigger1 = AnimElem = 7
MoveType = I

[State -1]
type = Helper
trigger1 = Var(9) = 1
trigger1 = movehit
StateNo = 999
ID = 15000
pos = Floor(40+(-40+P2Dist x)*0.5),-50
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State 530]
type = HitDef
triggerall = Var(18) = 0
trigger1 = !MoveContact
attr = S, NA
damage    = floor((FVar(20)*850)/10), 0
animtype = high
air.animtype = Back
getpower = 60, 50
guardflag = M
hitflag = MAF
priority = 5, Hit
pausetime = 10, 10
guard.pausetime = 10,10
guard.slidetime = 22+(7*Var(9))
guard.hittime = 22+(7*Var(9))
guard.ctrltime = 22+(7*Var(9))
guard.velocity = -8
numhits = 1
guard.dist = 100
guardsound = s250,0
ground.type = high
air.type = high
ground.slidetime = 23+(7*Var(9))
ground.hittime  = 23+(7*Var(9))
ground.velocity = -4-(3*Var(9)),-4
airguard.velocity = -2,-4
air.velocity = -4-(3*Var(9)),-4
fall = 1
fall.recovertime = floor((40+(9999999*Var(9)))*FVar(20))
Guard.Kill = 0
air.fall = 1

[State -1]
type = VarSet
trigger1 = movehit
FV = 20
Value = FVar(20)*0.9
ignorehitpause = 1
persistent = 0

[State -1]
type = Playsnd
trigger1 = movehit = 1
value = s200,2
channel = 10
ignorehitpause = 1
persistent = 10

[State -1]
type = VarRandom
trigger1 = 1
V = 41
Range = 0,14

[State -1]
type = Explod
trigger1 = MoveGuarded = 1
Anim = 14001
ID = 14001
pos =  Floor(30+(-30+P2Dist x)*0.5),-50
postype = p1
scale = 0.25,0.5
SprPriority = 9999
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 10
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = Explod
trigger1 = MoveGuarded = 1
Anim = 14300+Var(41)
ID = 14300
pos = Floor(30+(-30+P2Dist x)*0.5),-50
postype = p1
scale = 0.5,0.5
ownpal = 1
SprPriority = 9999
keyctrl = 0
ignorehitpause = 1
persistent = 10
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = helper
trigger1 = movehit = 1
Stateno = 15002
ID = 15002
pos = Floor(30+(-30+P2Dist x)*0.5),-50
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 10
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = TargetState
trigger1 = MoveGuarded = 1
trigger1 = P2Statetype = C
value = 5300
ID = -1
ignorehitpause = 1
persistent = 10

[State -1]
type = helper
trigger1 = MoveGuarded = 1
trigger1 = P2Statetype = C
Stateno = 14010
ID = 14010
pos = 0,-40
postype = p2
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 10
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State 530]
type = changestate
trigger1 = Animtime = 0
value = 0
ctrl = 1
;--------------------------------
;踏み落とし
[Statedef 540]
type = A
movetype = A
physics = N
velset = 0,0
ctrl = 0
anim = 540

[State 540]
type = posfreeze
trigger1 = AnimElem = 1
value = 1

[State 540]
type = velset
trigger1 = AnimElem = 3
X = Cos(-77*Pi/180)*9
Y = -Sin(-77*Pi/180)*9

[State 540]
type = PlaySnd
trigger1 = AnimElem = 3
Value = s150,0

[State -1]
type = Helper
trigger1 = Var(9) = 1
trigger1 = movehit
StateNo = 999
ID = 15000
pos = Floor(40+(-40+P2Dist x)*0.5),0
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State 540]
type = HitDef
triggerall = Var(18) = 0
trigger1 = !MoveContact
attr = A, NA
damage    = floor((FVar(20)*600)/10), 0
animtype = hard
air.animtype = hard
getpower = 40, 30
guardflag = HA
hitflag = MAF
priority = 5, Hit
pausetime = 10, 10
guard.slidetime = 22
guard.hittime = 22
guard.ctrltime = 22
guard.velocity = -8
numhits = 1
guard.dist = 80
guardsound = s250,0
ground.type = high
air.type = high
ground.slidetime = 23
ground.hittime  = 23
ground.velocity = 0,10
airguard.velocity = -2,-4
air.velocity = 0,10
fall = 1
fall.recovertime = floor((60+(60*Var(9)))*FVar(20))
Guard.Kill = 0
air.fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State -1]
type = VarSet
trigger1 = movehit
FV = 20
Value = FVar(20)*0.9
ignorehitpause = 1
persistent = 0

[State -1]
type = Playsnd
trigger1 = movehit = 1
value = s200,2
channel = 10
ignorehitpause = 1
persistent = 10

[State -1]
type = TargetState
trigger1 = Var(9) = 1
trigger1 = movehit = 1
ignorehitpause = 1
Value = 5400

[State -1]
type = VarRandom
trigger1 = 1
V = 41
Range = 0,14

[State -1]
type = Explod
trigger1 = MoveGuarded = 1
Anim = 14001
ID = 14001
pos =  Floor(30+(-30+P2Dist x)*0.5),0
postype = p1
scale = 0.25,0.5
SprPriority = 9999
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 10
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = Explod
trigger1 = MoveGuarded = 1
Anim = 14300+Var(41)
ID = 14300
pos = Floor(30+(-30+P2Dist x)*0.5),0
postype = p1
scale = 0.5,0.5
ownpal = 1
SprPriority = 9999
keyctrl = 0
ignorehitpause = 1
persistent = 10
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = helper
trigger1 = movehit = 1
Stateno = 15002
ID = 15002
pos = Floor(30+(-30+P2Dist x)*0.5),0
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 10
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State 540]
type = changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
value = 65
ctrl = 0
;----------------------------------------
;突進
[Statedef 550]
type = A
Physics = N
MoveType = A
Anim = 550
VelSet = 0,0
ctrl = 0

[State -1]
type = NotHitBy
trigger1 = time >= 0
trigger1 = time <= 23
Value = ,AP
time = 1

[State -1]
type = VelSet
trigger1 = time = 8
X = 7
Y = -2

[State -1]
type = playsnd
trigger1 = time = 8
Value = s100,1

[State -1]
type = Helper
trigger1 = Var(9) = 1
trigger1 = movehit
StateNo = 999
ID = 15000
pos = Floor(40+(-40+P2Dist x)*0.5),-50
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State 550]
type = HitDef
triggerall = Var(18) = 0
trigger1 = !MoveContact
attr = A, NA
damage    = floor((FVar(20)*500)/10), 0
animtype = hard
air.animtype = Back
getpower = 40, 40
guardflag = HA
hitflag = MAF
priority = 5, Hit
pausetime = 0,0
numhits = 1
guard.dist = 120
guardsound = s250,0
guard.slidetime = 22
guard.hittime  = 22
guard.velocity = -8
ground.type = hard
air.type = hard
ground.slidetime = 23
ground.hittime  = 23
ground.velocity = -7,-3
airguard.velocity = -2,-4-(2*Var(9))
air.velocity = -7,-3-(2*Var(9))
fall = 1
fall.recovertime = floor((60+(9999999*Var(9)))*FVar(20))
Guard.Kill = 0
air.fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State -1]
type = VarSet
trigger1 = movehit
FV = 20
Value = FVar(20)*0.8
ignorehitpause = 1
persistent = 0

[State -1]
type = Playsnd
trigger1 = movehit = 1
value = s200,3
channel = 10
ignorehitpause = 1
persistent = 10

[State -1]
type = helper
trigger1 = movehit = 1
Stateno = 15002
ID = 15002
pos = Floor(40+(-40+P2Dist x)*0.5),-50
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 1

[State -1]
type = VarRandom
trigger1 = 1
V = 41
Range = 0,14

[State -1]
type = Explod
trigger1 = MoveGuarded = 1
Anim = 14001
ID = 14001
pos =  Floor(40+(-40+P2Dist x)*0.5),-50
postype = p1
scale = 0.25,0.5
SprPriority = 9999
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 1
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = Explod
trigger1 = MoveGuarded = 1
Anim = 14300+Var(41)
ID = 14300
pos = Floor(40+(-40+P2Dist x)*0.5),-50
postype = p1
scale = 0.5,0.5
ownpal = 1
SprPriority = 9999
keyctrl = 0
ignorehitpause = 1
persistent = 1
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = VelSet
trigger1 = time = 21
X = 4

[State -1]
type = StateTypeSet
trigger1 = AnimElem = 8
Physics = A

;読み込み妨害回避位置
[State -1,グレイズ呼び出し]
type = helper
trigger1 = time >= 0
trigger1 = time <= 8
trigger1 = numhelper(9996) = 0
stateno = 9995
ID = 9996
pos = 0,0
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 2
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999
;----------------------------------------
;グレイズ突進
[Statedef 555]
type = A
Physics = N
MoveType = A
Anim = 555
ctrl = 0

[State -1]
type = NotHitBy
trigger1 = time >= 0
trigger1 = time <= 16
Value = ,AP
time = 1

[State -1]
type = VelSet
trigger1 = time = 5
X = Cos(20*Pi/180)*6
Y = -Sin(20*Pi/180)*6

[State -1]
type = playsnd
trigger1 = time = 5
Value = s100,1

[State -1]
type = Helper
trigger1 = Var(9) = 1
trigger1 = movehit
StateNo = 999
ID = 15000
pos = Floor(40+(-40+P2Dist x)*0.5),-50
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = HitDef
triggerall = Var(18) = 0
trigger1 = !MoveContact
attr = A, NA
damage    = floor((FVar(20)*720)/10), 0
animtype = hard
air.animtype = Back
getpower = 60, 40
guardflag = H
hitflag = MAF
priority = 5, Hit
pausetime = 0,0
guard.dist = 120
numhits = 1
guardsound = s250,0
guard.slidetime = 22
guard.hittime  = 22
guard.velocity = -8
ground.type = hard
air.type = hard
ground.slidetime = 23
ground.hittime  = 23
ground.velocity = -7,-3-(2*Var(9))
airguard.velocity = -2,-4
air.velocity = -7,-3-(2*Var(9))
fall = 1
fall.recovertime = floor((60+(99999999*Var(9)))*FVar(20))
Guard.Kill = 0
air.fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State -1]
type = VarSet
trigger1 = movehit
FV = 20
Value = FVar(20)*0.9
ignorehitpause = 1
persistent = 0

[State -1]
type = Playsnd
trigger1 = movehit = 1
value = s200,3
channel = 10
ignorehitpause = 1
persistent = 10

[State -1]
type = helper
trigger1 = movehit = 1
Stateno = 15002
ID = 15002
pos = Floor(40+(-40+P2Dist x)*0.5),-50
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 1

[State -1]
type = VarRandom
trigger1 = 1
V = 41
Range = 0,14

[State -1]
type = Explod
trigger1 = MoveGuarded = 1
Anim = 14001
ID = 14001
pos =  Floor(40+(-40+P2Dist x)*0.5),-50
postype = p1
scale = 0.25,0.5
SprPriority = 9999
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 1
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = Explod
trigger1 = MoveGuarded = 1
Anim = 14300+Var(41)
ID = 14300
pos = Floor(40+(-40+P2Dist x)*0.5),-50
postype = p1
scale = 0.5,0.5
ownpal = 1
SprPriority = 9999
keyctrl = 0
ignorehitpause = 1
persistent = 1
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = StateTypeSet
trigger1 = time = 17
Physics = A

[State -1]
type = VelSet
trigger1 = time = 32
X = 0
Y = 0

[State -1]
type = PosSet
trigger1 = time = 32
Y = 0

[State -1]
type = StateTypeSet
trigger1 = time = 32
StateType = S
Physics = S
MoveType = I

[State -1]
type = ChangeState
trigger1 = Animtime = 0
Value = 0
ctrl = 1
;読み込み妨害回避位置
[State -1,グレイズ呼び出し]
type = helper
trigger1 = time >= 0
trigger1 = time <= 4
trigger1 = numhelper(9996) = 0
stateno = 9995
ID = 9996
pos = 0,0
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 2
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999
;----------------------------------------
;カード宣言
[Statedef 750]
type = S
physics = S
ctrl = 0
anim = 750

[State 750]
type = NotHitBy
trigger1 = time >= 29
value = SCA
time = 1

[State 750]
type = varset
trigger1 = AnimElem = 8
v = 1
value = 1

[State 750]
type = playsnd
trigger1 = AnimElem = 8
value = s300, 0

[State 750]
type = lifeadd
trigger1 = AnimElem = 8
value =  Floor((LifeMAX-Life)/3.0)

[State 750]
type = helper
trigger1 = AnimElem = 8
Stateno = 10999
ID = 10999
pos = 0,0
postype = p1
ownpal = 0
keyctrl = 0
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State 750]
type = helper
trigger1 = AnimElem = 8
Stateno = 10000
ID = 10001
postype = p1
ownpal = 1
keyctrl = 0
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State 750]
type = changeState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;---------------------------------------------
;通常ボム
[Statedef 800]
type = S
movetype = A
physics = S
Anim = 800
ctrl = 0

[State -1]
type = nothitby
trigger1 = time >= 0
trigger1 = time <= 15
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1

[State -1]
type = StateTypeSet
trigger1 = time = 15
MoveType = I

[State -1]
type = playsnd
trigger1 = AnimElem = 8
value = s400,3

[State -1]
type = VarAdd
trigger1 = AnimElem = 8
V = 3
Value = 1

[State -1]
type = helper
trigger1 = AnimElem = 8
Stateno = 13001
ID = 13000
Pos = 0,-50
PosType = P1
ownpal = 1
keyctrl = 0
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = helper
trigger1 = AnimElem = 8
Stateno = 13002
ID = 13000
Pos = 0,-50
PosType = P1
ownpal = 1
keyctrl = 0
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = hitdef
trigger1 = time = 0
attr = S,SA
animtype = high
damage = 0,0
guardflag = MA
pausetime = 0,0
guard.slidetime = 22
guard.hittime = 22
guard.velocity = -8
guard.ctrltime = 22
numhits = 1
guard.dist = 60
guardsound = s250,0
ground.type = high
air.type = high
ground.slidetime = 23
ground.hittime  =  23
ground.velocity = -6,-4
air.velocity = -6,-4
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State -1]
type = VelSet
trigger1 = MoveGuarded = 1
trigger1 = EnemyNear,BackEdgeDist = 0
trigger1 = P2StateType != A
X = -8
ignorehitpause = 1
persistent = 0

[State -1]
type = VarSet
trigger1 = movehit
FV = 20
Value = FVar(20)*0.8
ignorehitpause = 1
persistent = 0

[State -1]
type = PlaySnd
trigger1 = movehit = 1
Value = s200,2
Channel = 10

[State -1]
type = VarSet
trigger1 = movehit = 1
trigger1 = FVar(2) = 0
FV = 1
Value = 1000

[State -1]
type = helper
trigger1 = movehit = 1
Stateno = 15002
ID = 15002
pos = Floor(40+(-40+P2Dist x)*0.5),-50
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0

[State -1]
type = VarRandom
trigger1 = 1
V = 41
Range = 0,14

[State -1]
type = Explod
trigger1 = MoveGuarded = 1
Anim = 14001
ID = 14001
pos =  Floor(25+(-25+P2Dist x)*0.5),-60
postype = p1
scale = 0.25,0.5
SprPriority = 9999
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 1
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = Explod
trigger1 = MoveGuarded = 1
Anim = 14300+Var(41)
ID = 14300
pos = Floor(25+(-25+P2Dist x)*0.5),-60
postype = p1
scale = 0.5,0.5
ownpal = 1
SprPriority = 9999
keyctrl = 0
ignorehitpause = 1
persistent = 1
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = changeState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;---------------------------------------------
;Ｃボム
[Statedef 801]
type = S
movetype = A
physics = S
Anim = 801
ctrl = 0

[State -1]
type = playsnd
trigger1 = AnimElem = 8
value = s400,3

[State -1]
type = VarAdd
trigger1 = AnimElem = 8
V = 3
Value = 1

[State -1]
type = helper
trigger1 = AnimElem = 8
Stateno = 13001
ID = 13000
Pos = 0,-50
PosType = P1
ownpal = 1
keyctrl = 0
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = helper
trigger1 = AnimElem = 8
Stateno = 13002
ID = 13000
Pos = 0,-50
PosType = P1
ownpal = 1
keyctrl = 0
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = StateTypeSet
trigger1 = time = 15
MoveType = I

[State -1]
type = helper
trigger1 = Var(9) = 1
trigger1 = movehit
Stateno = 999
ID = 15000
pos =  Floor(40+(-40+P2Dist x)*0.5),-50
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = hitdef
triggerall = Var(18) = 0
trigger1 = !MoveContact
attr = S,SA
animtype = high
damage = floor((FVar(20)*500)/10),0
guardflag = MA
pausetime = 0,0
guard.slidetime = 22
guard.hittime = 22
guard.velocity = -8
guard.ctrltime = 22
numhits = 1
guard.dist = 60
guardsound = s250,0
ground.type = high
air.type = high
ground.slidetime = 23
ground.hittime  =  23
ground.velocity = -0.5,-9-(2*Var(9))
air.velocity = -0.5,-9-(2*Var(9))
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State -1]
type = VelSet
trigger1 = MoveGuarded = 1
trigger1 = EnemyNear,BackEdgeDist = 0
trigger1 = P2StateType != A
X = -8
ignorehitpause = 1
persistent = 0

[State -1]
type = VarSet
trigger1 = movehit
FV = 20
Value = FVar(20)*0.8
ignorehitpause = 1
persistent = 0

[State -1]
type = VarSet
trigger1 = movehit = 1
trigger1 = FVar(2) = 0
FV = 1
Value = 1000

[State -1]
type = PlaySnd
trigger1 = movehit = 1
Value = s200,2
Channel = 10

[State -1]
type = helper
trigger1 = movehit = 1
Stateno = 15002
ID = 15002
pos = Floor(40+(-40+P2Dist x)*0.5),-50
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = VarRandom
trigger1 = 1
V = 41
Range = 0,14

[State -1]
type = Explod
trigger1 = MoveGuarded = 1
Anim = 14001
ID = 14001
pos =  Floor(40+(-40+P2Dist x)*0.5),-50
postype = p1
scale = 0.25,0.5
SprPriority = 9999
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = Explod
trigger1 = MoveGuarded = 1
Anim = 14300+Var(41)
ID = 14300
pos = Floor(40+(-40+P2Dist x)*0.5),-50
postype = p1
scale = 0.5,0.5
ownpal = 1
SprPriority = 9999
keyctrl = 0
ignorehitpause = 1
persistent = 0
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = changeState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;---------------------------------------------
;ＧＣボム
[Statedef 802]
type = S
movetype = A
physics = S
Anim = 802
ctrl = 0

[State -1]
type = nothitby
trigger1 = time = 0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 15

[State -1]
type = playsnd
trigger1 = AnimElem = 8
value = s400,3

[State -1]
type = VarAdd
trigger1 = AnimElem = 8
V = 3
Value = 1

[State -1]
type = helper
trigger1 = AnimElem = 8
Stateno = 13001
ID = 13000
Pos = 0,-50
PosType = P1
ownpal = 1
keyctrl = 0
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = helper
trigger1 = AnimElem = 8
Stateno = 13002
ID = 13000
Pos = 0,-50
PosType = P1
ownpal = 1
keyctrl = 0
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = StateTypeSet
trigger1 = time = 15
MoveType = I

[State -1]
type = helper
trigger1 = Var(9) = 1
trigger1 = movehit
Stateno = 999
ID = 15000
pos =  Floor(40+(-40+P2Dist x)*0.5),-50
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = hitdef
triggerall = Var(18) = 0
trigger1 = !MoveContact
attr = S,SA
animtype = high
damage = 0,0
guardflag = MA
pausetime = 0,0
guard.slidetime = 22
guard.hittime = 22
guard.velocity = -8
guard.ctrltime = 22
numhits = 1
guard.dist = 60
guardsound = s250,0
ground.type = high
air.type = high
ground.slidetime = 23
ground.hittime  =  23
ground.velocity = -6-(2*Var(9)),-4-(2*Var(9))
air.velocity = -6-(2*Var(9)),-4-(2*Var(9))
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State -1]
type = VelSet
trigger1 = MoveGuarded = 1
trigger1 = EnemyNear,BackEdgeDist = 0
trigger1 = P2StateType != A
X = -8
ignorehitpause = 1
persistent = 0

[State -1]
type = VarSet
trigger1 = movehit
FV = 20
Value = FVar(20)*0.5
ignorehitpause = 1
persistent = 0

[State -1]
type = PlaySnd
trigger1 = movehit = 1
Value = s200,2
Channel = 10

[State -1]
type = helper
trigger1 = movehit = 1
Stateno = 15002
ID = 15002
pos = Floor(40+(-40+P2Dist x)*0.5),-50
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = VarRandom
trigger1 = 1
V = 41
Range = 0,14

[State -1]
type = Explod
trigger1 = MoveGuarded = 1
Anim = 14001
ID = 14001
pos =  Floor(40+(-40+P2Dist x)*0.5),-50
postype = p1
scale = 0.25,0.5
SprPriority = 9999
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = Explod
trigger1 = MoveGuarded = 1
Anim = 14300+Var(41)
ID = 14300
pos = Floor(40+(-40+P2Dist x)*0.5),-50
postype = p1
scale = 0.5,0.5
ownpal = 1
SprPriority = 9999
keyctrl = 0
ignorehitpause = 1
persistent = 0
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = changeState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------
;遠距離立ちＡ前方
[Statedef 600]
type = S
Physics = S
movetype = A
Anim = 600
ctrl = 0

[State -1]
type = VarAdd
trigger1 = AnimElem = 7
FV = 1
Value = -250

[State -1]
type = VarSet
trigger1 = AnimElem = 7
FV = 3
Value = 60

[State -1]
type = PlaySnd
trigger1 = AnimElem = 7
Value = s150,8

[State -1]
type = Helper
trigger1 = AnimElem = 7
Stateno = 6030
ID = 6030
Pos = 70,-50
PosType = P1
Keyctrl = 0
ownpal = 1

[State -1]
type = Helper
trigger1 = AnimElem = 7
Stateno = 6031
ID = 6031
Pos = 70,-50
PosType = P1
Keyctrl = 0
ownpal = 1

[State -1]
type = changeState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------
;遠距離立ちＣ前方
[Statedef 601]
type = S
Physics = S
movetype = A
Anim = 601
ctrl = 0

[State -1]
type = VarAdd
trigger1 = AnimElem = 3
FV = 1
Value = -200

[State -1]
type = VarSet
trigger1 = AnimElem = 3
FV = 3
Value = 60

[State -1]
type = PlaySnd
trigger1 = AnimElem = 3
Value = s150,1

[State -1]
type = Helper
trigger1 = AnimElem = 3
Stateno = 6020
ID = 6020
Pos = 70,-50
PosType = P1
Keyctrl = 0
ownpal = 1

[State -1]
type = Helper
trigger1 = AnimElem = 3
Stateno = 6021
ID = 6021
Pos = 70,-50
PosType = P1
Keyctrl = 0
ownpal = 1

[State -1]
type = Helper
trigger1 = AnimElem = 3
Stateno = 6022
ID = 6022
Pos = 70,-50
PosType = P1
Keyctrl = 0
ownpal = 1

[State -1]
type = Helper
trigger1 = AnimElem = 3
Stateno = 6023
ID = 6023
Pos = 70,-50
PosType = P1
Keyctrl = 0
ownpal = 1

[State -1]
type = Helper
trigger1 = AnimElem = 3
Stateno = 6024
ID = 6024
Pos = 70,-50
PosType = P1
Keyctrl = 0
ownpal = 1

[State -1]
type = changeState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------
;補扇
[Statedef 602]
type = S
physics = S
movetype = A
Anim = 605
ctrl = 0

[State -1]
type = Helper
trigger1 = time = 19
trigger2 = time = 21
trigger3 = time = 23
trigger4 = time = 25
Stateno = 6355
ID = 6355
Pos = 50,-55
PosType = P1
Keyctrl = 0
ownpal = 1

[State -1]
type = Helper
trigger1 = time >= 27
trigger1 = (command="hb")+(Var(56)>=1)
Stateno = 6355
ID = 6355
Pos = 50,-55
PosType = P1
Keyctrl = 0
ownpal = 1
persistent = 2

[State -1]
type = ChangeState
trigger1 = time >= 27
trigger1 = command != "hb"
trigger2 = time >= 39
value = 603
;-----------------------------------------------------------------------------
;補扇終了
[Statedef 603]
type = S
physics = S
movetype = I
Anim = 606

[State -1]
type = ChangeState
trigger1 = AnimTime = 0
Value = 0
ctrl = 1
;-----------------------------------------------------------------------------
;空中遠距離A前方
[Statedef 610]
type = A
movetype = A
physics = N
ctrl = 0
anim = 610

[State -1, AfterImage]
Type = AfterImage
Trigger1 = time = 0
Time = 1

[State -1]
type = VelMul
trigger1 = time = 0
X = 0.1
Y = 0.2

[State -1]
type = VarAdd
trigger1 = AnimElem = 7
FV = 1
Value = -250

[State -1]
type = VarSet
trigger1 = AnimElem = 7
FV = 3
Value = 60

[State -1]
type = PlaySnd
trigger1 = AnimElem = 7
Value = s150,8

[State -1]
type = Helper
trigger1 = AnimElem = 7
Stateno = 6030
ID = 6030
Pos = 30,-50
PosType = P1
Keyctrl = 0
ownpal = 1

[State -1]
type = Helper
trigger1 = AnimElem = 7
Stateno = 6031
ID = 6031
Pos = 30,-50
PosType = P1
Keyctrl = 0
ownpal = 1

[State 610]
type = StateTypeSet
trigger1 = time = 34
Physics = A

[State 610]
type = ctrlset
trigger1 = time = 40
value = 1

[State 610]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 49
ctrl = 1
;-----------------------------------------------------------------------------
;遠距離空中Ｃ
[Statedef 611]
type = A
movetype = A
physics = N
ctrl = 0
anim = 611

[State -1]
type = VelMul
trigger1 = time = 0
X = 0.2
Y = 0.2

[State -1]
type = VarAdd
trigger1 = AnimElem = 4
FV = 1
Value = -200

[State -1]
type = VarSet
trigger1 = AnimElem = 4
FV = 3
Value = 60

[State -1]
type = PlaySnd
trigger1 = AnimElem = 4
Value = s150,1

[State -1]
type = Helper
trigger1 = AnimElem = 4
Stateno = 6020
ID = 6020
Pos = 70,-50
PosType = P1
Keyctrl = 0
ownpal = 1

[State -1]
type = Helper
trigger1 = AnimElem = 4
Stateno = 6021
ID = 6020
Pos = 70,-50
PosType = P1
Keyctrl = 0
ownpal = 1

[State -1]
type = Helper
trigger1 = AnimElem = 4
Stateno = 6022
ID = 6020
Pos = 70,-50
PosType = P1
Keyctrl = 0
ownpal = 1

[State -1]
type = Helper
trigger1 = AnimElem = 4
Stateno = 6023
ID = 6020
Pos = 70,-50
PosType = P1
Keyctrl = 0
ownpal = 1

[State -1]
type = Helper
trigger1 = AnimElem = 4
Stateno = 6024
ID = 6020
Pos = 70,-50
PosType = P1
Keyctrl = 0
ownpal = 1

[State 611]
type = StateTypeSet
trigger1 = time = 30
Physics = A

[State 611]
type = ctrlset
trigger1 = time = 32
value = 1

[State 611]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 49
ctrl = 1
;-------------------------------------------------------------------------
;遠距離立ちA前方上
[Statedef 620]
type = S
Physics = S
movetype = A
Anim = 602
ctrl = 0

[State -1]
type = VarAdd
trigger1 = AnimElem = 3
FV = 1
Value = -250

[State -1]
type = VarSet
trigger1 = AnimElem = 3
FV = 3
Value = 60

[State -1]
type = PlaySnd
trigger1 = AnimElem = 3
Value = s150,8

[State -1]
type = Helper
trigger1 = AnimElem = 3
Stateno = 6033
ID = 6030
Pos = 60,-90
PosType = P1
Keyctrl = 0
ownpal = 1

[State -1]
type = changeState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------
;遠距離立ちＣ前方上
[Statedef 621]
type = S
Physics = S
movetype = A
Anim = 601
ctrl = 0

[State -1]
type = VarAdd
trigger1 = AnimElem = 3
FV = 1
Value = -200

[State -1]
type = VarSet
trigger1 = AnimElem = 3
FV = 3
Value = 60

[State -1]
type = PlaySnd
trigger1 = AnimElem = 3
Value = s150,1

[State -1]
type = Helper
trigger1 = AnimElem = 3
Stateno = 6023
ID = 6020
Pos = 60,-90
PosType = P1
Keyctrl = 0
ownpal = 1

[State -1]
type = Helper
trigger1 = AnimElem = 3
Stateno = 6024
ID = 6020
Pos = 60,-90
PosType = P1
Keyctrl = 0
ownpal = 1

[State -1]
type = Helper
trigger1 = AnimElem = 3
Stateno = 6045
ID = 6020
Pos = 60,-90
PosType = P1
Keyctrl = 0
ownpal = 1

[State -1]
type = Helper
trigger1 = AnimElem = 3
Stateno = 6046
ID = 6020
Pos = 60,-90
PosType = P1
Keyctrl = 0
ownpal = 1

[State -1]
type = Helper
trigger1 = AnimElem = 3
Stateno = 6047
ID = 6020
Pos = 60,-90
PosType = P1
Keyctrl = 0
ownpal = 1

[State -1]
type = changeState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------
;レバー入れ射撃
[Statedef 622]
type = S
physics = S
movetype = A
Anim = 600
ctrl = 0

[State -1]
type = VarAdd
trigger1 = AnimElem = 6
FV = 1
Value = -250

[State -1]
type = VarSet
trigger1 = AnimElem = 6
FV = 3
Value = 60

[State -1]
type = PlaySnd
trigger1 = AnimElem = 6
value = s150, 2

[State -1]
type = helper
trigger1 = AnimElem = 6
Stateno = 6040
ID = 6040
pos = 70,0
postype = p1
ownpal = 1
keyctrl = 0

[State -1]
type = StateTypeSet
trigger1 = AnimElem = 7
movetype = I

[State -1]
type = ChangeState
trigger1 = AnimTime = 0
Value = 0
ctrl = 1
;-----------------------------------------------------------------------------
;遠距離空中Ａ対地
[Statedef 630]
type = A
movetype = A
physics = N
ctrl = 0
anim = 611

[State -1]
type = VelMul
trigger1 = time = 0
X = 0.2
Y = 0.2

[State -1]
type = VarAdd
trigger1 = AnimElem = 3
FV = 1
Value = -250

[State -1]
type = VarSet
trigger1 = AnimElem = 3
FV = 3
Value = 60

[State -1]
type = PlaySnd
trigger1 = AnimElem = 3
Value = s150,8

[State -1]
type = Helper
trigger1 = AnimElem = 3
Stateno = 6034
ID = 6034
Pos = 70,-20
PosType = P1
Keyctrl = 0
ownpal = 1

[State 611]
type = StateTypeSet
trigger1 = time = 30
Physics = A

[State 611]
type = ctrlset
trigger1 = time = 32
value = 1

[State 611]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 49
ctrl = 1
;-----------------------------------------------------------------------------
;遠距離空中Ｃ対地
[Statedef 631]
type = A
movetype = A
physics = N
ctrl = 0
anim = 611

[State -1]
type = VelMul
trigger1 = time = 0
X = 0.2
Y = 0.2

[State -1]
type = VarAdd
trigger1 = AnimElem = 4
FV = 1
Value = -200

[State -1]
type = VarSet
trigger1 = AnimElem = 4
FV = 3
Value = 60

[State -1]
type = PlaySnd
trigger1 = AnimElem = 4
Value = s150,1

[State -1]
type = Helper
trigger1 = AnimElem = 4
Stateno = 6020
ID = 6034
Pos = 70,-20
PosType = P1
Keyctrl = 0
ownpal = 1

[State -1]
type = Helper
trigger1 = AnimElem = 4
Stateno = 6021
ID = 6034
Pos = 70,-20
PosType = P1
Keyctrl = 0
ownpal = 1

[State -1]
type = Helper
trigger1 = AnimElem = 4
Stateno = 6048
ID = 6034
Pos = 70,-20
PosType = P1
Keyctrl = 0
ownpal = 1

[State -1]
type = Helper
trigger1 = AnimElem = 4
Stateno = 6049
ID = 6034
Pos = 70,-20
PosType = P1
Keyctrl = 0
ownpal = 1

[State -1]
type = Helper
trigger1 = AnimElem = 4
Stateno = 6049
ID = 6049
Pos = 70,-20
PosType = P1
Keyctrl = 0
ownpal = 1

[State 611]
type = StateTypeSet
trigger1 = time = 30
Physics = A

[State 611]
type = ctrlset
trigger1 = time = 32
value = 1

[State 611]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 49
ctrl = 1
;-------------------------------------------------------------------------
;レバー入れ空中射撃
[Statedef 632]
type = A
physics = N
movetype = A
Anim = 610
ctrl = 0

[State -1]
type = VelMul
trigger1 = time = 0
X = 0.1
Y = 0.2

[State -1]
type = VarAdd
trigger1 = AnimElem = 6
FV = 1
Value = -250

[State -1]
type = VarSet
trigger1 = AnimElem = 6
FV = 3
Value = 60

[State -1]
type = PlaySnd
trigger1 = AnimElem = 6
value = s150, 2

[State -1]
type = helper
trigger1 = AnimElem = 6
Stateno = 6040
ID = 6041
pos = 70,0
postype = p1
ownpal = 1
keyctrl = 0

[State -1]
type = StateTypeSet
trigger1 = AnimElem = 7
movetype = I

[State -1]
type = StateTypeSet
trigger1 = AnimElem = 10
Physics = A

[State -1]
type = ctrlset
trigger1 = AnimElem = 11
value = 1

[State 610]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 49
ctrl = 1
;-------------------------------------------------------------------------
;空中補扇
[Statedef 633]
type = A
physics = N
movetype = A
Anim = 615
ctrl = 0

[State -1]
type = VelMul
trigger1 = time = 0
X = 0.1
Y = 0.2

[State -1]
type = Helper
trigger1 = time = 17
trigger2 = time = 19
trigger3 = time = 21
trigger4 = time = 23
Stateno = 6355
ID = 6355
Pos = 50,-55
PosType = P1
Keyctrl = 0
ownpal = 1

[State -1]
type = Helper
trigger1 = time >= 25
trigger1 = (command="hb")+(Var(56)>=1)
Stateno = 6355
ID = 6355
Pos = 50,-55
PosType = P1
Keyctrl = 0
ownpal = 1
persistent = 3

[State -1]
type = ChangeState
trigger1 = time >= 25
trigger1 = command != "hb"
trigger2 = time >= 37
Value = 634

[State -1]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 49
ctrl = 1
;-------------------------------------------------------------------------
;空中補扇 - 終了
[Statedef 634]
type = A
physics = A
movetype = I
Anim = 616

[State -1]
type = CtrlSet
trigger1 = time = 13
Value = 1

[State -1]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 49
ctrl = 1
;-------------------------------------------------------------------------
;しゃがみ遠距離 - 近
[Statedef 640]
type = C
physics = C
movetype = A
ctrl = 0
Anim = 620

[State -1]
type = VarAdd
trigger1 = time = 10
FV = 1
Value = -200

[State -1]
type = VarSet
trigger1 = time = 10
FV = 3
Value = 60

[State -1]
type = PlaySnd
trigger1 = time = 10
Value = s150,11

[State -1]
type = helper
trigger1 = time = 10
Stateno = 6025
ID = 6025
pos = 100,-30
postype = p1
ownpal = 1
keyctrl = 0

[State -1]
type = StateTypeSet
trigger1 = time = 11
movetype = I

[State -1]
type = ChangeState
trigger1 = AnimTime = 0
Value = 11
ctrl = 1
;-------------------------------------------------------------------------
;しゃがみ遠距離 - 中
[Statedef 641]
type = C
physics = C
movetype = A
ctrl = 0
Anim = 620

[State -1]
type = VarAdd
trigger1 = time = 10
FV = 1
Value = -200

[State -1]
type = VarSet
trigger1 = time = 10
FV = 3
Value = 60

[State -1]
type = PlaySnd
trigger1 = time = 10
Value = s150,11

[State -1]
type = helper
trigger1 = time = 10
Stateno = 6026
ID = 6025
pos = 100,-30
postype = p1
ownpal = 1
keyctrl = 0

[State -1]
type = StateTypeSet
trigger1 = time = 11
movetype = I

[State -1]
type = ChangeState
trigger1 = AnimTime = 0
Value = 11
ctrl = 1
;-------------------------------------------------------------------------
;しゃがみ遠距離 - 遠
[Statedef 642]
type = C
physics = C
movetype = A
ctrl = 0
Anim = 620

[State -1]
type = VarAdd
trigger1 = time = 10
FV = 1
Value = -200

[State -1]
type = VarSet
trigger1 = time = 10
FV = 3
Value = 60

[State -1]
type = PlaySnd
trigger1 = time = 10
Value = s150,11

[State -1]
type = helper
trigger1 = time = 10
Stateno = 6027
ID = 6025
pos = 100,-30
postype = p1
ownpal = 1
keyctrl = 0

[State -1]
type = StateTypeSet
trigger1 = time = 11
movetype = I

[State -1]
type = ChangeState
trigger1 = AnimTime = 0
Value = 11
ctrl = 1
;
;
;
;=========================================================================
;必殺技系
;=========================================================================
;
;
;
;地上疾風扇
[Statedef 720]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 720

[State -1]
type = VarAdd
trigger1 = AnimElem = 4
FV = 1
Value = -230

[State -1]
type = VarSet
trigger1 = AnimElem = 4
FV = 3
Value = 60

[State -1]
type = PlaySnd
trigger1 = AnimElem = 4
value = s150, 9

[State -1]
type = helper
trigger1 = AnimElem = 4
Stateno = 6050
ID = 6050
pos = 80,0
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0

[State -1]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = I

[State -1]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;空中疾風扇
[Statedef 721]
type = A
movetype = A
physics = N
ctrl = 0
VelSet = 0,0
anim = 721

[State -1]
type = VelSet
trigger1 = AnimElem = 3
X = -2
Y = -4

[State -1]
type = VarAdd
trigger1 = AnimElem = 3
FV = 1
Value = -230

[State -1]
type = VarSet
trigger1 = AnimElem = 3
FV = 3
Value = 60

[State -1]
type = PlaySnd
trigger1 = AnimElem = 3
Value = s150,9

[State -1]
type = Helper
trigger1 = AnimElem = 3
Stateno = 6051
ID = 6051
Pos = 30,0
PosType = P1
Keyctrl = 0
ownpal = 1

[State -1]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I
physics = A

[State -1]
type = ctrlset
trigger1 = time = 33
value = 1

[State -1]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 49
ctrl = 1
;---------------------------------------------------------------------------
;疾走風靡前方
[Statedef 730]
type = S
Physics = N
Movetype = A
Anim = 730
ctrl = 0

[State -1]
type = VelSet
trigger1 = time = 0
X = 0

[State -1]
type = NotHitBy
trigger1 = Time >= 10
trigger1 = Time <= 35
Value = ,AP
Time = 1

[State -1]
type = VelSet
trigger1 = time = 10
X = 10

[State -1]
type = Helper
trigger1 = time = 10
Stateno = 6070
ID = 6070
Pos = 0,0
PosType = P1
Keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = PlaySnd
trigger1 = time = 10
Value = s150,2

[State -1]
type = Helper
trigger1 = Var(9) = 1
trigger1 = movehit
StateNo = 999
ID = 15000
pos = Floor(40+(-40+P2Dist x)*0.5),-50
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = HitDef
triggerall = Var(18) = 0
trigger1 = !MoveContact
attr = S, NA
damage    = floor((FVar(20)*700)/10), 5
animtype = high
air.animtype = Back
getpower = 50,40
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 10,10
guard.pausetime = 10,10
guard.slidetime = 22
guard.hittime = 22
guard.ctrltime = 22
numhits = 1
hitsound = s200,2
guardsound = s250,0
ground.type = High
ground.slidetime = 23
ground.hittime  =  23
ground.velocity = -4-(2*Var(9)),-4
guard.velocity = -8
airguard.velocity = -2,-4    
air.velocity = -4-(2*Var(9)),-4
fall = 1
fall.recovertime = floor((40+(40*Var(9)))*FVar(20))
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State -1]
type = VarSet
trigger1 = movehit
FV = 20
Value = FVar(20)*0.85
ignorehitpause = 1
persistent = 0

[State -1]
type = helper
trigger1 = movehit = 1
Stateno = 15002
ID = 15002
pos = Floor(40+(-40+P2Dist x)*0.5),-50
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 10

[State -1]
type = VarRandom
trigger1 = 1
V = 41
Range = 0,14

[State -1]
type = Explod
trigger1 = MoveGuarded = 1
Anim = 14001
ID = 14001
pos =  Floor(40+(-40+P2Dist x)*0.5),-50
postype = p1
scale = 0.25,0.5
SprPriority = 9999
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 10
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = Explod
trigger1 = MoveGuarded = 1
Anim = 14300+Var(41)
ID = 14300
pos = Floor(40+(-40+P2Dist x)*0.5),-50
postype = p1
scale = 0.5,0.5
ownpal = 1
SprPriority = 9999
keyctrl = 0
ignorehitpause = 1
persistent = 10
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = VelSet
trigger1 = Animelemtime(17) = 1
X = 3

[State -1]
type = StateTypeSet
trigger1 = AnimElem = 13
MoveType = I

[State -1]
type = ChangeState
trigger1 = MoveGuarded
Value = 5802
ignorehitpause = 1
persistent = 0

[State -1]
type = changeState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;-----------------------------------------------------------------------------------
;疾走風靡上方
[Statedef 731]
type = S
Physics = N
Movetype = A
Anim = 731
ctrl = 0

[State -1]
type = VelSet
trigger1 = time = 0
X = 0

[State -1]
type = StateTypeSet
trigger1 = time = 15
StateType = A

[State -1]
type = NotHitBy
trigger1 = Time >= 15
trigger1 = Time <= 54
Value = ,AP
Time = 1

[State -1]
type = VelSet
trigger1 = time = 15
X = Cos(50*Pi/180)*10
Y = -Sin(50*Pi/180)*10

[State -1]
type = AngleDraw
trigger1 = time >= 15
trigger1 = time <= 42
Value = 50

[State -1]
type = Helper
trigger1 = time = 15
Stateno = 6071
ID = 6070
Pos = 0,0
PosType = P1
Keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = PlaySnd
trigger1 = time = 15
Value = s150,2

[State -1]
type = Helper
trigger1 = Var(9) = 1
trigger1 = movehit
StateNo = 999
ID = 15000
pos = Floor(40+(-40+P2Dist x)*0.5),-50
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = HitDef
triggerall = Var(18) = 0
trigger1 = !MoveContact
attr = A, NA
damage    = floor((FVar(20)*700)/10), 5
animtype = high
air.animtype = Back
getpower = 50,40
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 10,10
guard.pausetime = 10,10
guard.slidetime = 22
guard.hittime = 22
guard.ctrltime = 22
numhits = 1
hitsound = s200,2
guardsound = s250,0
ground.type = High
ground.slidetime = 23
ground.hittime  =  23
ground.velocity = -4-(2*Var(9)),-4
guard.velocity = -8
airguard.velocity = -2,-4    
air.velocity = -4-(2*Var(9)),-4
fall = 1
fall.recovertime = floor((40+(40*Var(9)))*FVar(20))
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State -1]
type = VarSet
trigger1 = movehit
FV = 20
Value = FVar(20)*0.85
ignorehitpause = 1
persistent = 0

[State -1]
type = helper
trigger1 = movehit = 1
Stateno = 15002
ID = 15002
pos = Floor(40+(-40+P2Dist x)*0.5),-50
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 10

[State -1]
type = VarRandom
trigger1 = 1
V = 41
Range = 0,14

[State -1]
type = Explod
trigger1 = MoveGuarded = 1
Anim = 14001
ID = 14001
pos =  Floor(40+(-40+P2Dist x)*0.5),-50
postype = p1
scale = 0.25,0.5
SprPriority = 9999
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 10
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = Explod
trigger1 = MoveGuarded = 1
Anim = 14300+Var(41)
ID = 14300
pos = Floor(40+(-40+P2Dist x)*0.5),-50
postype = p1
scale = 0.5,0.5
ownpal = 1
SprPriority = 9999
keyctrl = 0
ignorehitpause = 1
persistent = 10
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = StateTypeSet
trigger1 = time = 59
Physics = A
MoveType = I

[State -1]
type = VelMul
trigger1 = time = 42
X = 0.09
Y = 0.09

[State -1]
type = VelSet
trigger1 = time = 59
X = 2

[State -1]
type = CtrlSet
trigger1 = time = 59
Value = 1

[State -1]
type = ChangeState
trigger1 = MoveGuarded
Value = 5802
ignorehitpause = 1
persistent = 0

[State -1]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 49
ctrl = 1
;---------------------------------------------------------------------------
;疾走風靡前方
[Statedef 732]
type = A
Physics = N
Movetype = A
Anim = 732
VelSet = 0,0
ctrl = 0

[State -1]
type = NotHitBy
trigger1 = Time >= 0
trigger1 = Time <= 37
Value = ,AP
Time = 1

[State -1]
type = VelSet
trigger1 = AnimElem = 5
X = 10

[State -1]
type = Helper
trigger1 = AnimElem = 5
Stateno = 6070
ID = 6070
Pos = 0,0
PosType = P1
Keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = PlaySnd
trigger1 = AnimElem = 5
Value = s150,2

[State -1]
type = Helper
trigger1 = Var(9) = 1
trigger1 = movehit
StateNo = 999
ID = 15000
pos = Floor(40+(-40+P2Dist x)*0.5),-50
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = HitDef
triggerall = Var(18) = 0
trigger1 = !MoveContact
attr = S, NA
damage    = floor((FVar(20)*700)/10), 5
animtype = high
air.animtype = Back
getpower = 50,40
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 10,10
guard.pausetime = 10,10
guard.slidetime = 22
guard.hittime = 22
guard.ctrltime = 22
numhits = 1
hitsound = s200,2
guardsound = s250,0
ground.type = High
ground.slidetime = 23
ground.hittime  =  23
ground.velocity = -4-(2*Var(9)),-4
guard.velocity = -8
airguard.velocity = -2,-4    
air.velocity = -4-(2*Var(9)),-4
fall = 1
fall.recovertime = floor((40+(40*Var(9)))*FVar(20))
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State -1]
type = VarSet
trigger1 = movehit
FV = 20
Value = FVar(20)*0.85
ignorehitpause = 1
persistent = 0

[State -1]
type = helper
trigger1 = movehit = 1
Stateno = 15002
ID = 15002
pos = Floor(40+(-40+P2Dist x)*0.5),-50
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 10

[State -1]
type = VarRandom
trigger1 = 1
V = 41
Range = 0,14

[State -1]
type = Explod
trigger1 = MoveGuarded = 1
Anim = 14001
ID = 14001
pos =  Floor(40+(-40+P2Dist x)*0.5),-50
postype = p1
scale = 0.25,0.5
SprPriority = 9999
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 10
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = Explod
trigger1 = MoveGuarded = 1
Anim = 14300+Var(41)
ID = 14300
pos = Floor(40+(-40+P2Dist x)*0.5),-50
postype = p1
scale = 0.5,0.5
ownpal = 1
SprPriority = 9999
keyctrl = 0
ignorehitpause = 1
persistent = 10
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = VelSet
trigger1 = Animelem = 12
X = 5

[State -1]
type = VelAdd
trigger1 = time >= 35
Y = .23

[State -1]
type = StateTypeSet
trigger1 = AnimElem = 12
MoveType = I

[State -1]
type = ChangeState
trigger1 = MoveGuarded
Value = 5802
ignorehitpause = 1
persistent = 0

[State -1]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
Value = 52
Ctrl = 1
;-----------------------------------------------------------------------------------
;疾走風靡下方
[Statedef 733]
type = A
Physics = N
Movetype = A
Anim = 733
ctrl = 0

[State -1]
type = VelSet
trigger1 = time = 0
X = 0
Y = 0

[State -1]
type = NotHitBy
trigger1 = Time >= 8
trigger1 = Time <= 34
Value = ,AP
Time = 1

[State -1]
type = VelSet
trigger1 = time = 8
X = Cos(-40*Pi/180)*10
Y = -Sin(-40*Pi/180)*10

[State -1]
type = AngleDraw
trigger1 = Time >= 8
trigger1 = Time <= 34
Value = -40
ignorehitpause = 1

[State -1]
type = Helper
trigger1 = time = 8
Stateno = 6072
ID = 6070
Pos = 0,0
PosType = P1
Keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = PlaySnd
trigger1 = time = 8
Value = s150,2

[State -1]
type = Helper
trigger1 = Var(9) = 1
trigger1 = movehit
StateNo = 999
ID = 15000
pos = Floor(40+(-40+P2Dist x)*0.5),-50
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = HitDef
triggerall = Var(18) = 0
trigger1 = !MoveContact
attr = A, NA
damage    = floor((FVar(20)*700)/10), 5
animtype = high
air.animtype = Back
getpower = 50,40
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 10,10
guard.pausetime = 10,10
guard.slidetime = 22
guard.hittime = 22
guard.ctrltime = 22
numhits = 1
hitsound = s200,2
guardsound = s250,0
ground.type = High
ground.slidetime = 23
ground.hittime  =  23
ground.velocity = -4-(2*Var(9)),-4
guard.velocity = -8
airguard.velocity = -2,-4    
air.velocity = -4-(2*Var(9)),-4
fall = 1
fall.recovertime = floor((40+(40*Var(9)))*FVar(20))
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State -1]
type = VarSet
trigger1 = movehit
FV = 20
Value = FVar(20)*0.85
ignorehitpause = 1
persistent = 0

[State -1]
type = helper
trigger1 = movehit = 1
Stateno = 15002
ID = 15002
pos = Floor(40+(-40+P2Dist x)*0.5),Floor(-40+(40+P2Dist y)*0.5)
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 10

[State -1]
type = VarRandom
trigger1 = 1
V = 41
Range = 0,14

[State -1]
type = Explod
trigger1 = MoveGuarded = 1
Anim = 14001
ID = 14001
pos = Floor(40+(-40+P2Dist x)*0.5),Floor(-40+(40+P2Dist y)*0.5)
postype = p1
scale = 0.25,0.5
SprPriority = 9999
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 10
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = Explod
trigger1 = MoveGuarded = 1
Anim = 14300+Var(41)
ID = 14300
pos = Floor(40+(-40+P2Dist x)*0.5),Floor(-40+(40+P2Dist y)*0.5)
postype = p1
scale = 0.5,0.5
ownpal = 1
SprPriority = 9999
keyctrl = 0
ignorehitpause = 1
persistent = 10
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = StateTypeSet
trigger1 = time = 52
Physics = A

[State -1]
type = VelMul
trigger1 = time = 35
X = 0.09
Y = 0.09

[State -1]
type = VelSet
trigger1 = time = 35
X = 2

[State -1]
type = StateTypeSet
trigger1 = time = 35
MoveType = I
Physics = A

[State -1]
type = CtrlSet
trigger1 = time = 52
Value = 1

[State -1]
type = ChangeState
trigger1 = MoveGuarded
Value = 5802
ignorehitpause = 1
persistent = 0

[State -1]
type = ChangeState
trigger1 = time >= 35
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 49
ctrl = 1

[State -1]
type = ChangeState
trigger1 = time <= 35
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -15
value = 65
;-------------------------------------------------------------------
;天狗の立風露
[Statedef 735]
Type = A
Physics = N
Anim= 740
Ctrl = 0

[State -1]
type = VelSet
trigger1 = time = 0
X = 0
Y = 0

[State -1]
type = VarAdd
trigger1 = time = 7
FV = 1
Value = -200

[State -1]
type = Helper
trigger1 = time = 7
StateNo = 7720
ID = 7720
Pos = -5,5
PosType = P1
OwnPal = 1
KeyCtrl = 0

[State -1]
type = VarSet
trigger1 = time >= 7
trigger1 = Anim = 740
FV = 3
Value = 60

[State -1]
type = PlaySnd
trigger1 = time = 7
Value = s150,6
Channel = 8

[State -1]
type = StateTypeSet
trigger1 = Time >= 67
Physics = A

[State -1]
type = ChangeAnim
trigger1 = time >= 67
trigger1 = Anim != 741
Value = 741

[State -1]
type = CtrlSet
trigger1 = time = 77
Value = 1

[State -1]
type = ChangeState
triggerall = Time >= 9
triggerall = Time <= 66
triggerall = command = "holdup"
trigger1   = command = "holdback"
trigger2   = command = "holdfwd"
trigger3   = command = "holdup"
value = 736
;-------------------------------------------------------------------
;天狗の立風露 移動
[Statedef 736]
type = A
physics = A
movetype = I
ctrl = 1

[State -1]
type = Explod
trigger1 = time = 0
Anim = 6080
ID = 6080
scale = 1,0.5
Pos = -5,5
PosType = P1
OwnPal = 1
KeyCtrl = 0

[State -1]
type = Helper
trigger1 = time = 0
StateNo = 7722
ID = 7722
Pos = -5,5
PosType = P1
OwnPal = 1
KeyCtrl = 0

[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 2]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 40, 3]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 40, 4]
type = VelSet
trigger1 = Time = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 6]
type = ChangeState
trigger1 = Time = 0
value = 50
ctrl = 1
;-------------------------------------------------------------------
;地上烈風扇
[Statedef 740]
type    = S
movetype= A
physics = S
VelSet = 0,0
ctrl = 0
anim = 720

[State -1]
type = VarAdd
trigger1 = AnimElem = 4
FV = 1
Value = -250

[State -1]
type = VarSet
trigger1 = AnimElem = 4
FV = 3
Value = 60

[State -1]
type = PlaySnd
trigger1 = AnimElem = 4
value = s150, 0

[State -1]
type = helper
trigger1 = AnimElem = 4
Stateno = 6055
ID = 6055
pos = 120,-30
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0

[State -1]
type = helper
trigger1 = AnimElem = 4
Stateno = 6056
ID = 6055
pos = 120,-30
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0

[State -1]
type = helper
trigger1 = AnimElem = 4
Stateno = 6057
ID = 6055
pos = 120,-30
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0

[State -1]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = I

[State -1]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------
;空中烈風扇
[Statedef 741]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 710

[State -1]
type = VelMul
trigger1 = time = 0
X = 0.1
Y = 0.1

[State -1]
type = VarAdd
trigger1 = AnimElem = 4
FV = 1
Value = -250

[State -1]
type = VarSet
trigger1 = AnimElem = 4
FV = 3
Value = 60

[State -1]
type = PlaySnd
trigger1 = AnimElem = 4
value = s150, 0

[State -1]
type = helper
trigger1 = AnimElem = 4
Stateno = 6055
ID = 6055
pos = 120,-30
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0

[State -1]
type = helper
trigger1 = AnimElem = 4
Stateno = 6056
ID = 6055
pos = 120,-30
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0

[State -1]
type = helper
trigger1 = AnimElem = 4
Stateno = 6057
ID = 6055
pos = 120,-30
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0

[State -1]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = I

[State -1]
type = StateTypeSet
trigger1 = AnimElem = 8
physics = A

[State -1]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 49
ctrl = 1
;-------------------------------------------------------------------
;地上烈風扇 - 上段
[Statedef 742]
type    = S
movetype= A
physics = S
VelSet = 0,0
ctrl = 0
anim = 720

[State -1]
type = VarAdd
trigger1 = AnimElem = 4
FV = 1
Value = -250

[State -1]
type = VarSet
trigger1 = AnimElem = 4
FV = 3
Value = 60

[State -1]
type = PlaySnd
trigger1 = AnimElem = 4
value = s150, 0

[State -1]
type = helper
trigger1 = AnimElem = 4
Stateno = 6058
ID = 6055
pos = 120,-90
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0

[State -1]
type = helper
trigger1 = AnimElem = 4
Stateno = 6059
ID = 6055
pos = 120,-90
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0

[State -1]
type = helper
trigger1 = AnimElem = 4
Stateno = 6060
ID = 6055
pos = 120,-90
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0

[State -1]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = I

[State -1]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------
;空中烈風扇下方
[Statedef 743]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 710

[State -1]
type = VelMul
trigger1 = time = 0
X = 0.1
Y = 0.1

[State -1]
type = VarAdd
trigger1 = AnimElem = 4
FV = 1
Value = -250

[State -1]
type = VarSet
trigger1 = AnimElem = 4
FV = 3
Value = 60

[State -1]
type = PlaySnd
trigger1 = AnimElem = 4
value = s150, 0

[State -1]
type = helper
trigger1 = AnimElem = 4
Stateno = 6055
ID = 6061
pos = 120,-30
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0

[State -1]
type = helper
trigger1 = AnimElem = 4
Stateno = 6061
ID = 6061
pos = 120,-30
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0

[State -1]
type = helper
trigger1 = AnimElem = 4
Stateno = 6062
ID = 6061
pos = 120,-30
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0

[State -1]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = I

[State -1]
type = StateTypeSet
trigger1 = AnimElem = 8
physics = A

[State -1]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 49
ctrl = 1
;-----------------------------------------------------------------
;天狗のダウンバーストVer.A
[Statedef 1000]
type = A
movetype = A
Anim = 1020
ctrl = 0

[State -1]
type = VelSet
trigger1 = time = 0
X = 0
Y = 0

[State -1]
type = VelSet
trigger1 = AnimElem = 3
X = Cos(-77*Pi/180)*12
Y = -Sin(-77*Pi/180)*12

[State -1]
type = Helper
trigger1 = AnimElem = 3
StateNo = 1010
ID = 1010
PosType = P1
Pos = 0,0
OwnPal = 1
KeyCtrl = 0

[State -1]
type = PlaySnd
trigger1 = AnimElem = 3
Value = s150,7

[State -1]
type = VarAdd
trigger1 = AnimElem = 3
FV = 1
Value = -200

[State -1]
type = VarSet
trigger1 = AnimElem = 3
FV = 3
Value = 60

[State -1]
type = Helper
trigger1 = Var(9) = 1
trigger1 = movehit
StateNo = 999
ID = 15000
pos = Floor(40+(-40+P2Dist x)*0.5),-50
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = HitDef
triggerall = Var(18) = 0
trigger1 = !MoveContact
attr = A, NA
damage    = floor((FVar(20)*350)/10), 4
animtype = hard
air.animtype = hard
getpower = 50, 30
guardflag = HA
hitflag = MAF
priority = 5, Hit
pausetime = 10, 10
guard.slidetime = 22
guard.hittime = 22
guard.ctrltime = 22
guard.velocity = -8
numhits = 1
hitsound = s200,2
guardsound = s250,0
ground.type = high
air.type = high
ground.slidetime = 23
ground.hittime  = 23
ground.velocity = 0,10
airguard.velocity = -2,-4
air.velocity = 0,10
fall = 1
fall.recovertime = floor((60+(999999*Var(9)))*FVar(20))
Guard.Kill = 0
air.fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State -1]
type = VarSet
trigger1 = movehit
FV = 20
Value = FVar(20)*0.875
ignorehitpause = 1
persistent = 0

[State -1]
type = TargetState
trigger1 = MoveHit = 1
trigger1 = !EnemyNear,IsHelper
Value = 5400
ignorehitpause = 1

[State -1]
type = VarRandom
trigger1 = 1
V = 41
Range = 0,14

[State -1]
type = Explod
trigger1 = MoveGuarded = 1
Anim = 14001
ID = 14001
pos =  Floor(30+(-30+P2Dist x)*0.5),0
postype = p1
scale = 0.25,0.5
SprPriority = 9999
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 10
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = Explod
trigger1 = MoveGuarded = 1
Anim = 14300+Var(41)
ID = 14300
pos = Floor(30+(-30+P2Dist x)*0.5),0
postype = p1
scale = 0.5,0.5
ownpal = 1
SprPriority = 9999
keyctrl = 0
ignorehitpause = 1
persistent = 10
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = helper
trigger1 = movehit = 1
Stateno = 15002
ID = 15002
pos = Floor(30+(-30+P2Dist x)*0.5),0
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 10
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = changestate
trigger1 = Pos Y >= -5
value = 65
ctrl = 0
;-----------------------------------------------------------------
;天狗のダウンバーストVer.B
[Statedef 1005]
type = A
movetype = A
Anim = 1020
ctrl = 0

[State -1]
type = VelSet
trigger1 = time = 0
X = 0
Y = 0

[State -1]
type = VelSet
trigger1 = AnimElem = 3
X = Cos(-77*Pi/180)*12
Y = -Sin(-77*Pi/180)*12

[State -1]
type = PlaySnd
trigger1 = AnimElem = 3
Value = s150,7

[State -1]
type = VarAdd
trigger1 = AnimElem = 3
FV = 1
Value = -200

[State -1]
type = VarSet
trigger1 = AnimElem = 3
FV = 3
Value = 60

[State -1]
type = changestate
trigger1 = Pos Y >= -10
value = 65
ctrl = 0