;---------------------------------------------------------------------------
; ここからは必殺技のステート
;---------------------------------------------------------------------------
; 弱Ｇキッケン
; CNS レベル: 中級

[Statedef 1000]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1000
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = s10,11

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = s12,6

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 5
anim = 1005
postype = P1
pos = 25, 0
persistent = 0
sprpriority = 5
ownpal = 1
vel = 1.5,0

[State 3000]
type = Projectile
trigger1 = AnimElem = 6
projID = 1000
projanim = 1010
projremove = 1
projpriority = 1
projhitanim = 1015
projremanim = 1015
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 50
ownpal = 0
offset = 30,1
velocity = 5, 0
attr = S, SP
animtype = Hard
damage = 85 ,9
hitflag = MAF
guardflag = M
hitsound = s1,1
guardsound = s2,1
pausetime = 0,10
sparkno = s4020
guard.sparkno = s4120
sparkxy = 20,-40
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1

[State 1000, ステート変更]
type = ChangeState
triggerall = prevstateno = [200,440]
trigger1 = time = 0
value = 1020

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;poweradd
[Statedef 970]
type = S
movetype = I
physics = S
anim = 970
velset = 0
ctrl = 0

[State 301, snd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 12,12
channel = -1

[State 301, snd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10,16
channel = -1

[State 730, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 971

; Power up
[Statedef 971]
type = S
movetype = I
physics = S
anim = 971

[State 705, 2]
type = Explod
trigger1 = ((Time + 12) % 12) = 0
anim = f130
ID = 971
sprpriority = 3
postype = p1
pos = 10,0
bindtime = -1
removeongethit = 1

[State 735, 1]
type = ChangeState
trigger1 = command != "hold_a"
trigger3 = command != "hold_y"
value = 972

[State 735, 2]
type = PowerAdd
trigger1 = Time = [0,12]
value = 9

[State 735, 2]
type = ChangeState
trigger1 = Power >= 3000
value = 313

[State 735, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 971

; Power up (end)
[Statedef 972]
type = S
movetype = I
physics = S
anim = 972

[State 912, StopSnd]
type = StopSnd
trigger1 = animtime = 0
channel = -1

[State 1100, 1]
type = RemoveExplod
trigger1 = AnimElem = 1
ID = 971

[State 740, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Power up (maxed out)
[Statedef 313]
type = S
movetype = I
physics = S
anim = 972

[State 313, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = f140
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 7

[State 1000, EnvShake]
type = EnvShake
trigger1 = AnimElem = 1
time = 10
freq = 90
ampl = -4
phase = 90

[State 1100, 1]
type = RemoveExplod
trigger1 = AnimElem = 1
ID = 970

[State 741, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;弱Ｇ・キッケン　キャンセルver

[Statedef 1020]
type     = S
movetype = A
physics  = S
juggle   = 6
poweradd = 50
ctrl     = 0
velset   = 0,0
anim     = 1020
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = s10,11

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = s12,6

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 5
anim = 1005
postype = P1
pos = 25, 0
persistent = 0
sprpriority = 5
ownpal = 1
vel = 1.5,0

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(6) >= 0
x = 2.3

[State 1000, ]
type = Velset
trigger1 = AnimElem = 6
y = -5

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(6) >= 0
y = .35

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 6
statetype = A

[State 3000]
type = Projectile
trigger1 = AnimElem = 6
projID = 1000
projanim = 1010
projremove = 1
projpriority = 1
projhitanim = 1015
projremanim = 1015
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 50
ownpal = 0
offset = 30,1
velocity = 5, 0
attr = S, SP
animtype = Hard
damage = 50 ,5
hitflag = MAF
guardflag = M
hitsound = s1,1
guardsound = s2,1
pausetime = 0,10
sparkno = s4020
guard.sparkno = s4120
sparkxy = 20,-40
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -6
air.juggle = 8
air.velocity = -3.6,-5
air.fall = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 6
attr = A, SA
damage = 50, 5
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = s4020
guard.sparkno = s4120
sparkxy = -20, -70
hitsound = s1,3
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -3.5,-5
air.type = High
air.velocity = -3.5,-5
air.hittime = 12
fall = 1
fall.recover = 0

[State 1000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(9) >= 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1025

;---------------------------------------------------------------------------
;着地

[Statedef 1025]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1025
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = s4,0

[State 1000,]
type = Posset
trigger1 = time = 0
y = 0

[State 1000, 軸位置移動]
type = Velset
trigger1 = time = 0
x = 0
y = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 強Ｇキッケン
; CNS レベル: 中級

[Statedef 1050]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1050
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = s10,11

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = s12,6

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 5
anim = 1005
postype = P1
pos = 25, 0
persistent = 0
sprpriority = 5
ownpal = 1
vel = 1.5,0

[State 3000]
type = Projectile
trigger1 = AnimElem = 6
projID = 1000
projanim = 1010
projremove = 1
projpriority = 1
projhitanim = 1015
projremanim = 1015
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 50
ownpal = 0
offset = 30,1
velocity = 9, 0
attr = S, SP
animtype = Hard
damage = 85 ,9
hitflag = MAF
guardflag = M
hitsound = s1,1
guardsound = s2,1
pausetime = 0,10
sparkno = s4020
guard.sparkno = s4120
sparkxy = 20,-40
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1

[State 1000, ステート変更]
type = ChangeState
triggerall = prevstateno = [200,440]
trigger1 = time = 0
value = 1055

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;強Ｇ・キッケン　キャンセルver

[Statedef 1055]
type     = S
movetype = A
physics  = S
juggle   = 6
poweradd = 50
ctrl     = 0
velset   = 0,0
anim     = 1055
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = s10,11

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = s12,6

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 8
value = s0,3

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 5
anim = 1005
postype = P1
pos = 25, 0
persistent = 0
sprpriority = 5
ownpal = 1
vel = 1.5,0

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(6) >= 0
x = 3.2

[State 1000, ]
type = Velset
trigger1 = AnimElem = 6
y = -5.2

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(6) >= 0
y = .35

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 6
statetype = A

[State 3000]
type = Projectile
trigger1 = AnimElem = 6
projID = 1000
projanim = 1010
projremove = 1
projpriority = 1
projhitanim = 1015
projremanim = 1015
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 50
ownpal = 0
offset = 30,1
velocity = 9, 0
attr = S, SP
animtype = Hard
damage = 50 ,5
hitflag = MAF
guardflag = M
hitsound = s1,1
guardsound = s2,1
pausetime = 0,10
sparkno = s4020
guard.sparkno = s4120
sparkxy = 20,-40
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -6
air.juggle = 8
air.velocity = -3.6,-6
air.fall = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 6
attr = A, SA
damage = 20, 2
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = s4020
guard.sparkno = s4120
sparkxy = -20, -70
hitsound = s1,3
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -2.6,-6
air.type = High
air.velocity = -2.6,-6
air.hittime = 12
fall = 1
fall.recover = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 8
attr = S, NA
damage = 30, 3
animtype = up
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 10, 11
sparkno = s4020
guard.sparkno = s4120
sparkxy = -20, -75
hitsound = s1,3
guardsound = s2,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -4,17
airguard.velocity = -4,-4
air.type = High
air.velocity = -4,17
air.hittime = 12
fall = 1
fall.recover = 0
fall.envshake.ampl = 4
fall.envshake.freq = 80
fall.envshake.time = 15

[State 1000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(11) >= 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1060

;---------------------------------------------------------------------------
;着地

[Statedef 1060]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1060
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = s4,0

[State 1000,]
type = Posset
trigger1 = time = 0
y = 0

[State 1000, 軸位置移動]
type = Velset
trigger1 = time = 0
x = 0
y = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 弱Ｇ・ワンド

[Statedef 1100]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 50
velset   = 0,0
anim     = 1100
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = s12,19

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = s12,3

[State 1000, ヘルパーを出す]
type = Helper
trigger1 = AnimElem = 5
name = "Lwand"
stateno = 1105
ID = 1100
helpertype = normal
pos = 80,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1

[State 1000, ステート変更]
type = ChangeState
triggerall = numHelper(1100) = 1
trigger1 = Animtime = 0
trigger2 = (Helper(1100),Stateno=[1110,1115])
value = 1101

;---------------------------------------------------------------------------
; 弱Ｇ・ワンド終了

[Statedef 1101]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1101
ctrl     = 0
sprpriority = 2

[State 1000, ステート変更]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 強Ｇ・ワンド

[Statedef 1150]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 50
velset   = 0,0
anim     = 1150
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = s12,19

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = s12,3

[State 1000, ヘルパーを出す]
type = Helper
trigger1 = AnimElem = 5
name = "wand"
stateno = 1105
ID = 1100
helpertype = normal
pos = 80,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1

[State 1000, ステート変更]
type = ChangeState
triggerall = numHelper(1100) = 1
trigger1 = Animtime = 0
trigger2 = (Helper(1100),Stateno=[1110,1115])
value = 1151

;---------------------------------------------------------------------------
; 強Ｇ・ワンド終了

[Statedef 1151]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1151
ctrl     = 0
sprpriority = 2

[State 1000, ステート変更]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Ｇ・ワンド　バリアーヘルパー

[Statedef 1105]
type     = A
movetype = A
physics  = N
juggle   = 8
ctrl     = 0
anim     = 1105
sprpriority = 5
velset   = 0,0

[State 1001, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = NoShadow ;影を消す

[State 2100, 非無敵]
type = HitBy
trigger1 = 1
value = SCA, AP

[State 701, ]
type = HitOverRide
trigger1 = 1
attr = SCA, AP
stateno = 1115
ignorehitpause = 0

[State 1201, キャラ本体に引っ付く位置]
type = BindToParent
trigger1 = 1
pos = 68,0

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage = 70, 7
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 10
sparkno = s4020
guard.sparkno = s4120
sparkxy = -10, -60
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -5,-5
air.type = High
air.velocity = -5,-5
air.hittime = 12
fall = 1
fall.recovertime = 20
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 1001, ]
type = ChangeAnim
triggerall = Root,Anim = 1150
trigger1 = Time = 0
value = 1155

[State 1001, ]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = Root,MoveType = H
trigger3 = Movecontact
value = 1110

;---------------------------------------------------------------------------
;Ｇ・ワンド消滅

[Statedef 1110]
type     = A
movetype = I
physics  = N
ctrl     = 0
anim     = 1110
sprpriority = 5

[State 1001, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = NoShadow ;影を消す

[State 1001, このヘルパーを消す]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
;Ｇ・ワンド反射消滅

[Statedef 1115]
type     = A
movetype = A
physics  = N
ctrl     = 0
anim     = 1110
sprpriority = 5

[State 1001, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = NoShadow ;影を消す

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = s12,4

[State 3000]
type = Projectile
trigger1 = time = 0
projID = 1000
projanim = 1010
projremove = 1
projpriority = 1
projhitanim = 1015
projremanim = 1015
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 50
ownpal = 0
offset = 30,1
velocity = 6.5, 0
attr = S, SP
animtype = Hard
damage = 70 ,7
hitflag = MAF
guardflag = M
hitsound = s1,1
guardsound = s2,1
pausetime = 0,10
sparkno = s4020
guard.sparkno = s4120
sparkxy = 20,-40
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1

[State 1001, このヘルパーを消す]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; 弱Ｇ・ドラッケン

[Statedef 1200]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 70
velset   = 0,0
anim     = 1200
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s10,12

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,5

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(3) >= 0
x = 8

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 3
anim = 1205
postype = P1
pos = 0, 0
sprpriority = 10
ownpal = 0
removeongethit = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
trigger1 = p2stateno != [120,159]
attr = S, SA
damage = 0, 0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4, 0
sparkno = s4040
sparkxy = -20, -70
hitsound = s12,9
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -4
air.type = High
air.velocity = -4,-2
air.hittime = 12
fall = 1
fall.recover = 0
p1sprpriority = 0
p2sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 1210
p2stateno = 1220

[State 1000, ステート変更]
type = ChangeState
trigger1 = Time = 35
value = 1205

;---------------------------------------------------------------------------
; 弱Ｇ・ドラッケン　終了

[Statedef 1205]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 0
anim     = 1210
ctrl     = 0

[State 1000, ]
type = Velset
trigger1 = AnimElem = 5
x = 0

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(5) < 0
x = -.07

[State 1000, ステート変更]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 強Ｇ・ドラッケン

[Statedef 1250]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 70
velset   = 0,0
anim     = 1250
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s10,12

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,5

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(3) >= 0
x = 9

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 3
anim = 1205
postype = P1
pos = 0, 0
sprpriority = 10
ownpal = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
trigger1 = p2stateno != [120,159]
attr = S, SA
damage = 0, 0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4, 0
sparkno = s4040
sparkxy = -20, -70
hitsound = s12,9
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -4
air.type = High
air.velocity = -4,-2
air.hittime = 12
fall = 1
fall.recover = 0
p1sprpriority = 0
p2sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 1210
p2stateno = 1220

[State 1000, ステート変更]
type = ChangeState
trigger1 = Time = 50
value = 1255

;---------------------------------------------------------------------------
; 強Ｇ・ドラッケン　終了

[Statedef 1255]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 0
anim     = 1255
ctrl     = 0

[State 1000, ]
type = Velset
trigger1 = AnimElem = 5
x = 0

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(5) < 0
x = -.05

[State 1000, ステート変更]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Ｇ・ドラッケン　ヒット

[Statedef 1210]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
anim     = 1215
ctrl     = 0

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = time <= 5
edge = 60,0

[State 1000, ]
type = Velset
trigger1 = time > 0
x = 9

[State 810, 3]
type = TargetBind
Trigger1 = time >= 1
pos = 5,-65

[State 1000, ]
type = Varset
trigger1 = PrevStateno = 1200
var(25) = 0

[State 1000, ]
type = Varset
trigger1 = PrevStateno = 1250
var(25) = 1

[State 1000, ステート変更]
type = ChangeState
trigger1 = time >= 6
trigger1 = FrontEdgeDist <= 55
value = 1215

;---------------------------------------------------------------------------
; Ｇ・ドラッケン　叩き付け

[Statedef 1215]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
anim     = 1220
ctrl     = 0
sprpriority = 2
velset = 0,0

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = time = 0
edge = 40,0

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(2) < 0
pos = 50, -65

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(3) < 0
pos = 65, -65

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(6) >= 0
x = -5

[State 1000, ]
type = Velset
trigger1 = AnimElem = 6
y = -4

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(6) >= 0
y = .4

[State 300, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype  = up
damage    = ifelse(var(25)=1,140,120), 0
pausetime = 0,10
sparkno = s4020
sparkxy = -30,-70
hitsound   = s1,4
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -3,-4
air.velocity = -3,-4
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
p2stateno = 1230
envshake.time = 12
envshake.ampl = 6
envshake.freq = 95

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 106

;---------------------------------------------------------------------------
;投げ１・投げられている（相手の動作）動作

[Statedef 1220]
type    = A
movetype= H
physics = N
velset = 0,0

[State 2120]
type = ScreenBound
trigger1 = 1
value = 0
;movecamera = 0,0

[State 1000, ]
type = Posset
trigger1 = time = 0
y = 0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1225

[State 820, 1]
type = SelfState
trigger1 = Anim = 1225
trigger1 = (Enemy,Stateno!=[1210,1215])
value = 5100

;---------------------------------------------------------------------------
;吹っ飛び動作

[Statedef 1230]
type    = A
movetype= H
physics = N
velset = 0,0

[State 2120]
type = ScreenBound
trigger1 = 1
value = 0
;movecamera = 0,0

[State 1000, ]
type = Posset
trigger1 = AnimElem = 14
y = 0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1230

[State 1000, ]
type = Velset
trigger1 = AnimElem = 14
y = -6

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(14) >= 0
y = .4

[State 820, 1]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100

;---------------------------------------------------------------------------
; 弱Ｇ・クレイス

[Statedef 1300]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 70
velset   = 0,0
anim     = 1300
ctrl     = 0
sprpriority = 2

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 20,0

[State 170, 無敵]
type = NotHitBy
trigger1 = AnimElemtime(4) < 0
value = SCA

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s12,14
channel = 4

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s3,2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,0

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 3
x = 15

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(3) >= 0
x = 2.5

[State 1000, ]
type = Velset
trigger1 = AnimElem = 3
y = -5.5

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(3) >= 0
x = -1

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(3) >= 0
y = .37

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 3
statetype = A

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 3
anim = 1305
postype = P1
pos = 8, 8
sprpriority = 10
ownpal = 0
bindtime = -1
ignohitpause = 0
removeongethit = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage = 50, 5
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9, 9
sparkno = s4070
guard.sparkno = s4120
sparkxy = -20, -60
hitsound = s1,6
guardsound = s2,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -2,-5
air.type = High
air.velocity = -2,-5
air.hittime = 12
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
attr = A, SA
damage = 45, 5
animtype = up
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 10, 11
sparkno = s4070
guard.sparkno = s4120
sparkxy = -20, -80
hitsound = s1,6
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -4,-7
air.type = High
air.velocity = -4,-7
air.hittime = 12
yaccel = .43
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 1000,]
type = ChangeState
triggerall = command = "Ｇ・ブリッツ"
trigger1 = AnimElemtime(6) >= 0 && AnimElemtime(9) <= 3
value = 1360

[State 1000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(10) >= 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1025

;---------------------------------------------------------------------------
; 強Ｇ・クレイス

[Statedef 1350]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 70
velset   = 0,0
anim     = 1350
ctrl     = 0
sprpriority = 2

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 20,0

[State 170, 無敵]
type = NotHitBy
trigger1 = AnimElemtime(5) < 0
value = SCA

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,14
channel = 4

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s3,2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,0

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 3
x = 15

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(3) >= 0
x = 3

[State 1000, ]
type = Velset
trigger1 = AnimElem = 3
y = -6

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(3) >= 0
x = -1

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(3) >= 0
y = .37

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 3
statetype = A

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 3
anim = 1305
postype = P1
pos = 8, 8
sprpriority = 10
ownpal = 0
bindtime = -1
ignohitpause = 0
removeongethit = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage = 52, 5
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9, 9
sparkno = s4070
guard.sparkno = s4120
sparkxy = -20, -60
hitsound = s1,6
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -2,-5
air.type = Low
air.velocity = -2,-5
air.hittime = 12
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
attr = A, SA
damage = 48, 5
animtype = up
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 10, 11
sparkno = s4070
guard.sparkno = s4120
sparkxy = -20, -80
hitsound = s1,6
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -4,-8
air.type = High
air.velocity = -4,-8
air.hittime = 12
yaccel = .43
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 1000,]
type = ChangeState
triggerall = command = "Ｇ・ブリッツ"
trigger1 = AnimElemtime(6) >= 0 && AnimElemtime(9) <= 3
value = 1360

[State 1000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(10) >= 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1060

;---------------------------------------------------------------------------
; Ｇ・ブリッツ

[Statedef 1360]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 30
anim     = 1360
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = s12,15
channel = 4

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6
value = s12,0

[State 1000, ]
type = Posadd
trigger1 = time = 0
y = -5

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 3
x = -15

[State 1000, ]
type = Veladd
trigger1 = time >= 0
y = .28

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 6
anim = 1361
postype = P1
pos = 40, -150
sprpriority = 10
ownpal = 0
bindtime = -1
ignohitpause = 0
removeongethit = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = A, SA
damage = 30, 3
animtype = up
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 11, 12
sparkno = s4070
guard.sparkno = s4120
sparkxy = -20, -60
hitsound = s1,7
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -3,20
air.type = High
air.velocity = -3,20
air.hittime = 12
fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 2
envshake.freq = 85
fall.envshake.ampl = 5
fall.envshake.freq = 85
fall.envshake.time = 10
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 1000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(9) >= 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1060

;---------------------------------------------------------------------------
; 弱Ｇ・ランス

[Statedef 1400]
type     = S
movetype = A
physics  = S
juggle   = 7
poweradd = 50
velset   = 0,0
anim     = 1400
ctrl     = 0
sprpriority = 2

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 20,0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6
value = s10,14

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 14
value = s12,17

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 10
trigger3 = AnimElem = 14
value = s12,0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 10
trigger3 = AnimElem = 14
value = s0,3

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 6
x = 15

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 13
x = 21

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(6) >= 0 && AnimElemtime(10) <= 0
x = 8

[State 1000, ]
type = Velset
trigger1 = AnimElem = 10
x = 0

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 6
anim = 1405
postype = P1
pos = 0, 0
sprpriority = 10
ownpal = 0
bindtime = -1
ignohitpause = 0
removeongethit = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 10
anim = 1415
postype = P1
pos = 10, -80
sprpriority = 10
ownpal = 0
bindtime = -1
ignohitpause = 0
removeongethit = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 14
anim = 1410
postype = P1
pos = 40, 20
sprpriority = 10
ownpal = 0
bindtime = -1
ignohitpause = 0
removeongethit = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
damage = 30, 3
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 7
sparkno = s4070
guard.sparkno = s4120
sparkxy = -25, -80
hitsound = s1,6
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -3
air.type = High
air.velocity = -2,-3
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 11
attr = S, SA
damage = 20, 2
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 7
sparkno = s4070
guard.sparkno = s4120
sparkxy = -20, -70
hitsound = s1,6
guardsound = s2,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = 0
air.type = Low
air.velocity = -2,-3
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 16
attr = S, SA
damage = 30, 3
animtype = up
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 11
sparkno = s4070
guard.sparkno = s4120
sparkxy = -20, -85
hitsound = s1,6
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -1,-10
air.type = High
air.velocity = -1,-10
air.hittime = 12
yaccel = .45
fall = 1
fall.recover = 0
;ground.cornerpush.veloff = 0
;air.cornerpush.veloff = 0

[State 800, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 強Ｇ・ランス

[Statedef 1450]
type     = S
movetype = A
physics  = S
juggle   = 7
poweradd = 50
velset   = 0,0
anim     = 1450
ctrl     = 0
sprpriority = 2

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 20,0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6
value = s10,14

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 14
value = s12,17

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 24
value = s10,12

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 10
trigger3 = AnimElem = 14
trigger4 = AnimElem = 25
value = s12,0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 10
trigger3 = AnimElem = 14
trigger4 = AnimElem = 25
value = s0,3

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 6
x = 15

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 13
x = 21

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(6) >= 0 && AnimElemtime(10) <= 0
x = 9

[State 1000, ]
type = Velset
trigger1 = AnimElem = 10
x = 0

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 6
anim = 1405
postype = P1
pos = 0, 0
sprpriority = 10
ownpal = 0
bindtime = -1
ignohitpause = 0
removeongethit = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 10
anim = 1415
postype = P1
pos = 10, -80
sprpriority = 10
ownpal = 0
bindtime = -1
ignohitpause = 0
removeongethit = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 14
anim = 1410
postype = P1
pos = 30, 10
sprpriority = 10
ownpal = 0
bindtime = -1
ignohitpause = 0
removeongethit = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 25
anim = 1365
postype = P1
pos = 80, -90
sprpriority = 10
ownpal = 0
bindtime = -1
ignohitpause = 0
removeongethit = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
damage = 30, 3
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 7
sparkno = s4070
guard.sparkno = s4120
sparkxy = -25, -80
hitsound = s1,6
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -3
air.type = High
air.velocity = -2,-3
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 11
attr = S, SA
damage = 20, 2
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 7
sparkno = s4070
guard.sparkno = s4120
sparkxy = -20, -70
hitsound = s1,6
guardsound = s2,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = 0
air.type = Low
air.velocity = -2,-3
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 16
attr = S, SA
damage = 30, 3
animtype = up
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 10
sparkno = s4070
guard.sparkno = s4120
sparkxy = -20, -85
hitsound = s1,6
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -1,-10
air.type = High
air.velocity = -1,-10
air.hittime = 12
yaccel = .45
fall = 1
fall.recover = 0
;ground.cornerpush.veloff = 0
;air.cornerpush.veloff = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 26
attr = S, SA
damage = 20, 2
animtype = up
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 11, 12
sparkno = s4070
guard.sparkno = s4120
sparkxy = -20, -60
hitsound = s1,7
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -3,20
air.type = High
air.velocity = -3,20
air.hittime = 12
fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 2
envshake.freq = 85
fall.envshake.ampl = 5
fall.envshake.freq = 85
fall.envshake.time = 10
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 800, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 弱Ｇ・クローンプリンツ

[Statedef 1500]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 1500
sprpriority = 2

[State 1500, Explod]
type = Explod
trigger1 = animelem = 7
anim = 1506
ID = 1506
pos = -37,-79
postype = p1
removetime = -1
sprpriority = 9
removeongethit = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s10,15
channel = 4

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,10

[State 3000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(6) > 2
trigger1 = command != "holdx"
trigger1 = time = [0,39]
value = 1510

[State 3000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(6) > 2
trigger1 = command != "holdx"
trigger1 = time = [40,79]
value = 1511

[State 3000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(6) > 2
trigger1 = command != "holdx"
trigger1 = time = [80,119]
value = 1512

[State 3000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(6) > 2
trigger1 = command != "holdx"
trigger1 = time = [120,159]
value = 1513

[State 3000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(6) > 2
trigger1 = time = 160
value = 1514

;---------------------------------------------------------------------------
; Lv.1 発射

[Statedef 1510]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 1505
ctrl     = 0
sprpriority = 2

[State 1506, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 1
id = 1506

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,18
channel = 4

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 2
value = s12,11

[State 3000]
type = Projectile
trigger1 = AnimElem = 2
projID = 1500
projanim = 1520
projremove = 1
projpriority = 1
projsprpriority = 10
projshadow = 0,0,0
projhitanim = 1525
projremanim = 1525
projhits = 1
getpower = 70
ownpal = 0
offset = 100, -60
velocity = 4, 0
attr = S, SP
animtype = Diagup
damage = 100 ,10
hitflag = MAF
guardflag = M
hitsound = s1,4
guardsound = s2,1
pausetime = 0,10
sparkno = s4020
guard.sparkno = s4120
ground.type = High
ground.hittime = 30
ground.slidetime = 30
ground.velocity = -5, -6
air.velocity = -5, -6
air.juggle = 8
fall = 1
fall.recovertime = 22

[State 3000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Lv.2 発射

[Statedef 1511]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 1505
ctrl     = 0
sprpriority = 2

[State 1506, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 1
id = 1506

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,18
channel = 4

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,11

[State 3000]
type = Projectile
trigger1 = AnimElem = 3
projID = 1500
projanim = 1520
projremove = 1
projpriority = 1
projsprpriority = 10
projshadow = 0,0,0
projhitanim = 1525
projremanim = 1525
projhits = 2
projmisstime = 3
getpower = 70
ownpal = 0
offset = 100, -60
velocity = 4, 0
attr = S, SP
animtype = Diagup
damage = 63 ,6
hitflag = MAF
guardflag = M
hitsound = s1,4
guardsound = s2,1
pausetime = 0,10
sparkno = s4020
guard.sparkno = s4120
ground.type = High
ground.hittime = 30
ground.slidetime = 30
ground.velocity = -5.5, -6.5
air.velocity = -5.5, -6.5
air.juggle = 8
fall = 1
fall.recovertime = 26

[State 3000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Lv.3 発射

[Statedef 1512]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 1505
ctrl     = 0
sprpriority = 2

[State 1506, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 1
id = 1506

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,18
channel = 4

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,11

[State 3000]
type = Projectile
trigger1 = AnimElem = 3
projID = 1500
projanim = 1520
projremove = 1
projpriority = 1
projsprpriority = 10
projshadow = 0,0,0
projhitanim = 1525
projremanim = 1525
projhits = 3
projmisstime = 3
getpower = 70
ownpal = 0
offset = 100, -60
velocity = 4, 0
attr = S, SP
animtype = Diagup
damage = 50 ,5
hitflag = MAF
guardflag = M
hitsound = s1,4
guardsound = s2,1
pausetime = 0,10
sparkno = s4020
guard.sparkno = s4120
ground.type = High
ground.hittime = 30
ground.slidetime = 30
ground.velocity = -6, -7
air.velocity = -6, -7
air.juggle = 8
fall = 1
fall.recovertime = 30

[State 3000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Lv.4 発射

[Statedef 1513]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 1505
ctrl     = 0
sprpriority = 2

[State 1506, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 1
id = 1506

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,18
channel = 4

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,11

[State 3000]
type = Projectile
trigger1 = AnimElem = 3
projID = 1500
projanim = 1520
projremove = 1
projpriority = 1
projsprpriority = 10
projshadow = 0,0,0
projhitanim = 1525
projremanim = 1525
projhits = 4
projmisstime = 3
getpower = 70
ownpal = 0
offset = 100, -60
velocity = 4, 0
attr = S, SP
animtype = Diagup
damage = 44 ,4
hitflag = MAF
guardflag = M
hitsound = s1,4
guardsound = s2,1
pausetime = 0,10
sparkno = s4020
guard.sparkno = s4120
ground.type = High
ground.hittime = 30
ground.slidetime = 30
ground.velocity = -6.5, -7.5
air.velocity = -6.5, -7.5
air.juggle = 8
fall = 1
fall.recovertime = 34

[State 3000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Lv.5 発射

[Statedef 1514]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 1505
ctrl     = 0
sprpriority = 2

[State 1506, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 1
id = 1506

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,18
channel = 4

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,11

[State 3000]
type = Projectile
trigger1 = AnimElem = 3
projID = 1500
projanim = 1520
projremove = 1
projpriority = 1
projsprpriority = 10
projshadow = 0,0,0
projhitanim = 1525
projremanim = 1525
projhits = 5
projmisstime = 3
getpower = 70
ownpal = 0
offset = 100, -60
velocity = 4, 0
attr = S, SP
animtype = Diagup
damage = 40 ,4
hitflag = MAF
guardflag = M
hitsound = s1,4
guardsound = s2,1
pausetime = 0,10
sparkno = s4020
guard.sparkno = s4120
ground.type = High
ground.hittime = 30
ground.slidetime = 30
ground.velocity = -7, -8
air.velocity = -7, -8
air.juggle = 8
fall = 1
fall.recovertime = 38

[State 3000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 強Ｇ・クローンプリンツ

[Statedef 1550]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 1550
sprpriority = 2

[State 1500, Explod]
type = Explod
trigger1 = animelem = 7
anim = 1506
ID = 1506
pos = -37,-79
postype = p1
removetime = -1
sprpriority = 9
removeongethit = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s10,15
channel = 4

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,10

[State 3000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(6) > 2
trigger1 = command != "holdy"
trigger1 = time = [0,39]
value = 1560

[State 3000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(6) > 2
trigger1 = command != "holdy"
trigger1 = time = [40,79]
value = 1561

[State 3000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(6) > 2
trigger1 = command != "holdy"
trigger1 = time = [80,119]
value = 1562

[State 3000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(6) > 2
trigger1 = command != "holdy"
trigger1 = time = [120,159]
value = 1563

[State 3000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(6) > 2
trigger1 = time = 160
value = 1564

;---------------------------------------------------------------------------
; Lv.1 発射

[Statedef 1560]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 1555
ctrl     = 0
sprpriority = 2

[State 1506, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 1
id = 1506

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,18
channel = 4

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,11

[State 3000]
type = Projectile
trigger1 = AnimElem = 3
projID = 1500
projanim = 1520
projremove = 1
projpriority = 1
projsprpriority = 10
projshadow = 0,0,0
projhitanim = 1525
projremanim = 1525
projhits = 1
getpower = 70
ownpal = 0
offset = 100, -60
velocity = 9, 0
attr = S, SP
animtype = Diagup
damage = 100 ,10
hitflag = MAF
guardflag = M
hitsound = s1,4
guardsound = s2,1
pausetime = 0,10
sparkno = s4020
guard.sparkno = s4120
ground.type = High
ground.hittime = 30
ground.slidetime = 30
ground.velocity = -5, -6
air.velocity = -5, -6
air.juggle = 8
fall = 1
fall.recovertime = 22

[State 3000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Lv.2 発射

[Statedef 1561]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 1555
ctrl     = 0
sprpriority = 2

[State 1506, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 1
id = 1506

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,18
channel = 4

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,11

[State 3000]
type = Projectile
trigger1 = AnimElem = 3
projID = 1500
projanim = 1520
projremove = 1
projpriority = 1
projsprpriority = 10
projshadow = 0,0,0
projhitanim = 1525
projremanim = 1525
projhits = 2
projmisstime = 2
getpower = 70
ownpal = 0
offset = 100, -60
velocity = 9, 0
attr = S, SP
animtype = Diagup
damage = 63 ,6
hitflag = MAF
guardflag = M
hitsound = s1,4
guardsound = s2,1
pausetime = 0,10
sparkno = s4020
guard.sparkno = s4120
ground.type = High
ground.hittime = 30
ground.slidetime = 30
ground.velocity = -5.5, -6.5
air.velocity = -5.5, -6.5
air.juggle = 8
fall = 1
fall.recovertime = 26

[State 3000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Lv.3 発射

[Statedef 1562]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 1555
ctrl     = 0
sprpriority = 2

[State 1506, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 1
id = 1506

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,18
channel = 4

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,11

[State 3000]
type = Projectile
trigger1 = AnimElem = 3
projID = 1500
projanim = 1520
projremove = 1
projpriority = 1
projsprpriority = 10
projshadow = 0,0,0
projhitanim = 1525
projremanim = 1525
projhits = 3
projmisstime = 2
getpower = 70
ownpal = 0
offset = 100, -60
velocity = 9, 0
attr = S, SP
animtype = Diagup
damage = 50 ,5
hitflag = MAF
guardflag = M
hitsound = s1,4
guardsound = s2,1
pausetime = 0,10
sparkno = s4020
guard.sparkno = s4120
ground.type = High
ground.hittime = 30
ground.slidetime = 30
ground.velocity = -6, -7
air.velocity = -6, -7
air.juggle = 8
fall = 1
fall.recovertime = 30

[State 3000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Lv.4 発射

[Statedef 1563]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 1555
ctrl     = 0
sprpriority = 2

[State 1506, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 1
id = 1506

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,18
channel = 4

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,11

[State 3000]
type = Projectile
trigger1 = AnimElem = 3
projID = 1500
projanim = 1520
projremove = 1
projpriority = 1
projsprpriority = 10
projshadow = 0,0,0
projhitanim = 1525
projremanim = 1525
projhits = 4
projmisstime = 2
getpower = 70
ownpal = 0
offset = 100, -60
velocity = 9, 0
attr = S, SP
animtype = Diagup
damage = 44 ,4
hitflag = MAF
guardflag = M
hitsound = s1,4
guardsound = s2,1
pausetime = 0,10
sparkno = s4020
guard.sparkno = s4120
ground.type = High
ground.hittime = 30
ground.slidetime = 30
ground.velocity = -6.5, -7.5
air.velocity = -6.5, -7.5
air.juggle = 8
fall = 1
fall.recovertime = 34

[State 3000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Lv.5 発射

[Statedef 1564]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 1555
ctrl     = 0
sprpriority = 2

[State 1506, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 1
id = 1506

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,18
channel = 4

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,11

[State 3000]
type = Projectile
trigger1 = AnimElem = 3
projID = 1500
projanim = 1520
projremove = 1
projpriority = 1
projsprpriority = 10
projshadow = 0,0,0
projhitanim = 1525
projremanim = 1525
projhits = 5
projmisstime = 2
getpower = 70
ownpal = 0
offset = 100, -60
velocity = 9, 0
attr = S, SP
animtype = Diagup
damage = 40 ,4
hitflag = MAF
guardflag = M
hitsound = s1,4
guardsound = s2,1
pausetime = 0,10
sparkno = s4020
guard.sparkno = s4120
ground.type = High
ground.hittime = 30
ground.slidetime = 30
ground.velocity = -7, -8
air.velocity = -7, -8
air.juggle = 8
fall = 1
fall.recovertime = 38

[State 3000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;この下、一行以上空ける事…

