;---------------------------------------------------------------------------
; ここからは超必殺技のステート
;---------------------------------------------------------------------------
; Ｇ・スクラーゲン
; CNS レベル: 中級

[Statedef 2000]
type     = S
movetype = A
physics  = S
juggle   = 8
velset   = 0,0
anim     = 2000
ctrl     = 0

;-------------------------------------------------------------------------------
;Super Cancel Effect
[State 1000, Supercancel]
type = Explod
trigger1 = prevstateno = 1400
trigger2 = prevstateno = 1450
anim = 7500
pos = 0,75
postype = Left
sprpriority = -2
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 1000, Supercancel]
type = Explod
trigger1 = prevstateno = 1400
trigger2 = prevstateno = 1450
anim = 7510
pos = 0,75
postype = Left
sprpriority = -2
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 1000, Supercancel]
type = Explod
trigger1 = prevstateno = 1400
trigger2 = prevstateno = 1450
anim = 7520
pos = 0,75
postype = Left
sprpriority = -2
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999
;-------------------------------------------------------------------------------

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 30

[State 700,];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [1400,1450]
time = 5
add = 230,230,230

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -1000
movetime = 30
time = 30

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7000
pos = -13,-92
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7010
pos = -13,-92
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s9,0

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s10,16

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,5

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(3) >= 0
x = 10

[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
attr = S, HA
damage = 0, 0
getpower = 0
animtype = Hard
hitflag = MAF
guardflag = M
priority = 3, Hit
pausetime = 4, 0
guard.pausetime = 8, 10
sparkno = s4040
guard.sparkno = s4120
sparkxy = -20, -70
hitsound = s12,9
guardsound = s2,1
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -5
fall = 1
fall.recover = 0
p1sprpriority = 0
p2sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 2010
p2stateno = 2020

[State 1000, ステート変更]
type = ChangeState
trigger1 = Time = 67
trigger2 = Movecontact
value = 1255

;---------------------------------------------------------------------------
; Ｇ・スクラーゲン　ヒット

[Statedef 2010]
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 = 80,0

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = time >= 6
edge = 50,0

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

[State 810, 3]
type = TargetBind
Trigger1 = time >= 1
pos = 20,-65

[State 700, エフェクト表示]
type = Explod
trigger1 = time = 0
anim = 2005
postype = P1
pos = 10, 5
sprpriority = 10
ownpal = 1
bindtime = -1
removetime = -1
removeongethit = 1
ID = 2000

[State -3,残像]
type = AfterImage
trigger1 = time = 0
time = 1

[State 1000, ステート変更]
type = ChangeState
trigger1 = time >= 6
trigger1 = FrontEdgeDist <= 60
trigger2 = time >= 180
value = 2015

;---------------------------------------------------------------------------
; Ｇ・スクラーゲン　叩き付け

[Statedef 2015]
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 181,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,2

[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 = -6

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

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

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 3
anim = 2010
postype = P1
pos = 60, 0
sprpriority = 10
ownpal = 0

[State 300, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = S, HA
animtype  = up
damage    = 250, 0
getpower = 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 = 2030
envshake.time = 25
envshake.ampl = 9
envshake.freq = 90

[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 2020]
type    = A
movetype= H
physics = N
velset = 0,0

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

[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!=[2010,2015])
value = 5100

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

[Statedef 2030]
type    = A
movetype= H
physics = N
velset = 0,0

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

[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 = -8

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(14) >= 0
y = .45

[State 700,]
type = Palfx
trigger1 = time = 0
time = 80
add = 30,0,0
mul = 130,0,0
sinadd = 85,0,0,15
color = 0
invertall = 1

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

;---------------------------------------------------------------------------
; Ｇ・ケーニッヒ
; CNS レベル: 中級

[Statedef 2100]
type     = S
movetype = A
physics  = S
juggle   = 7
velset   = 0,0
anim     = 2100
ctrl     = 0

;-------------------------------------------------------------------------------
;Super Cancel Effect
[State 1000, Supercancel]
type = Explod
trigger1 = prevstateno = 1400
trigger2 = prevstateno = 1450
anim = 7500
pos = 0,75
postype = Left
sprpriority = -2
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 1000, Supercancel]
type = Explod
trigger1 = prevstateno = 1400
trigger2 = prevstateno = 1450
anim = 7510
pos = 0,75
postype = Left
sprpriority = -2
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 1000, Supercancel]
type = Explod
trigger1 = prevstateno = 1400
trigger2 = prevstateno = 1450
anim = 7520
pos = 0,75
postype = Left
sprpriority = -2
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999
;-------------------------------------------------------------------------------


[State 810, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(49) <= 0
edge = 35,0

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 30

[State 700,];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [1400,1450]
time = 5
add = 230,230,230

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -1000
movetime = 30
time = 30

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7000
pos = 5,-117
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7010
pos = 5,-117
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s9,0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6
value = s12,21

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 25
value = s12,16

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 49
value = s12,18

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 9
trigger2 = AnimElem = 18
trigger3 = AnimElem = 25
trigger4 = AnimElem = 34
trigger5 = AnimElem = 38
trigger6 = AnimElem = 42
trigger7 = AnimElem = 49
value = s12,0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 9
trigger2 = AnimElem = 18
trigger3 = AnimElem = 25
trigger4 = AnimElem = 34
trigger5 = AnimElem = 38
trigger6 = AnimElem = 42
value = s0,3

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 49
value = s3,2

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 4
x = 14

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 34
x = 15

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 41
x = 21

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 49
x = 15

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(34) >= 0 && AnimElemtime(38) <= 0
x = 9

[State 1000, ]
type = Velset
trigger1 = AnimElem = 38
x = 0

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(49) >= 0
x = 3

[State 1000, ]
type = Velset
trigger1 = AnimElem = 49
y = -7

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(49) >= 0
x = -1

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(49) >= 0
y = .37

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 49
statetype = A

[State -3,残像]
type = AfterImage
trigger1 = time = 0
time = 170
trans = add1
timegap = 1
framegap = 2
length = 8
palbright = 50,50,50
palcontrast = 100,100,100
palpostbright = 10,0,0
paladd = 10,0,0
palmul = 1,1,1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 9
anim = 1365
postype = P1
pos = 80, -90
sprpriority = 10
ownpal = 0
bindtime = -1
ignohitpause = 0
removeongethit = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 18
anim = 1365
postype = P1
pos = 80, -90
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 = 1405
postype = P1
pos = 0, 0
sprpriority = -3
ownpal = 0
bindtime = -1
ignohitpause = 0
removeongethit = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 34
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 = 38
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 = 42
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 = 49
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 = 10
trigger2 = AnimElem = 19
attr = S, HA
damage = 30, 3
getpower = 0
animtype = Hard
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 3, 6
sparkno = s4070
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,6
guardsound = s2,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = 0
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 = 26
attr = S, HA
damage = 20, 2
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 4, 7
sparkno = s4070
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,6
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -3
air.type = High
air.velocity = -3,-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 = 35
attr = S, HA
damage = 30, 3
getpower = 0
animtype = Hard
guardflag = M
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 = -4
air.type = High
air.velocity = -4,-4
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 = 38
attr = S, HA
damage = 20, 2
getpower = 0
animtype = Hard
guardflag = M
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.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 = 42
attr = S, HA
damage = 20, 2
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 3, 6
sparkno = s4070
guard.sparkno = s4120
sparkxy = -20, -70
hitsound = s1,6
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = 0
air.type = High
air.velocity = -2,-3
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 2
envshake.freq = 90

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 43
attr = S, HA
damage = 30, 3
getpower = 0
animtype = up
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 6, 13
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,-5
air.type = High
air.velocity = -1,-5
air.hittime = 12
yaccel = .4
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
envshake.freq = 90

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 49
attr = A, HA
damage = 30, 3
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 2, 5
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 = 51
attr = A, HA
damage = 50, 5
getpower = 0
animtype = Diagup
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 9, 16
sparkno = s4070
guard.sparkno = s4120
sparkxy = -20, -80
hitsound = s1,7
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -6,-10
air.type = High
air.velocity = -6,-10
air.hittime = 12
yaccel = .41
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 15
envshake.ampl = 4
envshake.freq = 80

[State 1000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(56) >= 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 2105

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

[Statedef 2105]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2105
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

;---------------------------------------------------------------------------
; MAXＧ・スクラーゲン
; CNS レベル: 中級

[Statedef 2500]
type     = S
movetype = A
physics  = S
juggle   = 8
velset   = 0,0
anim     = 2500
ctrl     = 0


;-------------------------------------------------------------------------------
;Dream Cancel Effect
[State 1000, Supercancel]
type = Explod
trigger1 = prevstateno = 2100
anim = 7530
pos = 0,75
postype = Left
sprpriority = -2
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 1000, Supercancel]
type = Explod
trigger1 = prevstateno = 2100
anim = 7540
pos = 0,75
postype = Left
sprpriority = -2
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 1000, Supercancel]
type = Explod
trigger1 = prevstateno = 2100
anim = 7535
pos = 0,75
postype = Left
sprpriority = -2
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999
;-------------------------------------------------------------------------------


;-------------------------------------------------------------------------------
;Super Cancel Effect
[State 1000, Supercancel]
type = Explod
trigger1 = prevstateno = 1400
trigger2 = prevstateno = 1450
anim = 7500
pos = 0,75
postype = Left
sprpriority = -2
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 1000, Supercancel]
type = Explod
trigger1 = prevstateno = 1400
trigger2 = prevstateno = 1450
anim = 7510
pos = 0,75
postype = Left
sprpriority = -2
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 1000, Supercancel]
type = Explod
trigger1 = prevstateno = 1400
trigger2 = prevstateno = 1450
anim = 7520
pos = 0,75
postype = Left
sprpriority = -2
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999
;-------------------------------------------------------------------------------


[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 30

[State 700,];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [1400,1450]
time = 5
add = 230,230,230

[State 700,];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = 2100
time = 5
add = 250,120,210

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -2000
movetime = 30
time = 30

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7100
pos = -19,-84
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7110
pos = -19,-84
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s9,1

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s10,16

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,5

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(3) >= 0
x = 10

[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
attr = S, HA
damage = 0, 0
getpower = 0
animtype = Hard
hitflag = MAF
guardflag = M
priority = 3, Hit
pausetime = 4, 0
guard.pausetime = 8, 10
sparkno = s4040
guard.sparkno = s4120
sparkxy = -20, -70
hitsound = s12,9
guardsound = s2,1
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -5
fall = 1
fall.recover = 0
p1sprpriority = 0
p2sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 2510
p2stateno = 2525

[State 1000, ステート変更]
type = ChangeState
trigger1 = Time = 63
trigger2 = Movecontact
value = 1255

;---------------------------------------------------------------------------
; MAXＧ・スクラーゲン　ヒット

[Statedef 2510]
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 = 80,0

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = time >= 6
edge = 50,0

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

[State 810, 3]
type = TargetBind
Trigger1 = time >= 1
pos = 20,-65

[State 700, エフェクト表示]
type = Explod
trigger1 = time = 0
anim = 2005
postype = P1
pos = 10, 5
sprpriority = 10
ownpal = 1
bindtime = -1
removetime = -1
removeongethit = 1
ID = 2000

[State 1000, ステート変更]
type = ChangeState
trigger1 = time >= 6
trigger1 = FrontEdgeDist <= 60
trigger2 = time >= 180
value = 2515

;---------------------------------------------------------------------------
; MAXＧ・スクラーゲン　叩き付け〜ターン

[Statedef 2515]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
anim     = 2505
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, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemtime(6) >= 0
edge = 50,0

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,2

[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 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(5) < 0
pos = 50, -65

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(5) >= 0
pos = 20, -65

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

[State 1000, ]
type = turn
trigger1 = AnimElem = 6

[State 1000, ]
type = TargetFacing
trigger1 = AnimElem = 6
value = -1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 3
anim = 2010
postype = P1
pos = 60, 0
sprpriority = 10
ownpal = 0

[State 810, 物理的なキャラの幅]
type = Sprpriority
trigger1 = AnimElem = 6
value = -2

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 6
anim = 2005
postype = P1
pos = 10, 5
sprpriority = 10
ownpal = 1
bindtime = -1
removetime = -1
removeongethit = 1
ID = 2500

[State 300, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = S, HA
animtype  = up
damage    = 250, 0
getpower = 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 = 2530
envshake.time = 25
envshake.ampl = 9
envshake.freq = 90
kill = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimElemtime(6) >= 0
trigger1 = FrontEdgeDist <= 60
trigger2 = time >= 200
value = 2520

;---------------------------------------------------------------------------
; MAXＧ・スクラーゲン　叩き付け二回目

[Statedef 2520]
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 181,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,2

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,20

[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 = -6

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

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

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 3
anim = 2010
postype = P1
pos = 60, 0
sprpriority = 10
ownpal = 0

[State 300, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = S, HA
animtype  = up
damage    = 250, 0
getpower = 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 = 2030
envshake.time = 25
envshake.ampl = 9
envshake.freq = 90

[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 2525]
type    = A
movetype= H
physics = N
velset = 0,0

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

[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!=[2510,2515])
value = 5100

;---------------------------------------------------------------------------
;投げられている（相手の動作）動作２

[Statedef 2530]
type    = A
movetype= H
physics = N
velset = 0,0

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

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2510

[State 820, 1]
type = SelfState
trigger1 = Anim = 2510
trigger1 = (Enemy,Stateno!=[2510,2520])
value = 5100

;---------------------------------------------------------------------------
; MAXＧ・ケーニッヒ
; CNS レベル: 中級

[Statedef 2600]
type     = S
movetype = A
physics  = S
juggle   = 7
velset   = 0,0
anim     = 2600
ctrl     = 0

;-------------------------------------------------------------------------------
;Dream Cancel Effect
[State 1000, Supercancel]
type = Explod
trigger1 = prevstateno = 2100
anim = 7530
pos = 0,75
postype = Left
sprpriority = -2
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 1000, Supercancel]
type = Explod
trigger1 = prevstateno = 2100
anim = 7540
pos = 0,75
postype = Left
sprpriority = -2
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 1000, Supercancel]
type = Explod
trigger1 = prevstateno = 2100
anim = 7535
pos = 0,75
postype = Left
sprpriority = -2
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999
;-------------------------------------------------------------------------------

;-------------------------------------------------------------------------------
;Super Cancel Effect
[State 1000, Supercancel]
type = Explod
trigger1 = prevstateno = 1400
trigger2 = prevstateno = 1450
anim = 7500
pos = 0,75
postype = Left
sprpriority = -2
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 1000, Supercancel]
type = Explod
trigger1 = prevstateno = 1400
trigger2 = prevstateno = 1450
anim = 7510
pos = 0,75
postype = Left
sprpriority = -2
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 1000, Supercancel]
type = Explod
trigger1 = prevstateno = 1400
trigger2 = prevstateno = 1450
anim = 7520
pos = 0,75
postype = Left
sprpriority = -2
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999
;-------------------------------------------------------------------------------


[State 810, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(64) <= 0
edge = 35,0

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 30

[State 700,];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [1400,1450]
time = 5
add = 230,230,230

[State 700,];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = 2100
time = 5
add = 250,120,210

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -2000
movetime = 30
time = 30

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7100
pos = 5,-75
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7110
pos = 5,-75
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s9,1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 9
value = s12,22

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 64
value = s12,14

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 84
value = s12,18

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 9
trigger2 = AnimElem = 18
trigger3 = AnimElem = 25
trigger4 = AnimElem = 31
trigger5 = AnimElem = 39
trigger6 = AnimElem = 50
trigger7 = AnimElem = 54
trigger8 = AnimElem = 58
trigger9 = AnimElem = 65
trigger10 = AnimElem = 74
trigger11 = AnimElem = 86
value = s12,0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 9
trigger2 = AnimElem = 18
trigger3 = AnimElem = 25
trigger4 = AnimElem = 31
trigger5 = AnimElem = 39
trigger6 = AnimElem = 50
trigger7 = AnimElem = 54
trigger8 = AnimElem = 58
trigger9 = AnimElem = 65
trigger10 = AnimElem = 74
trigger11 = AnimElem = 86
value = s0,3

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 65
value = s3,2

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 4
x = 14

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 50
x = 15

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 57
x = 21

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 65
x = 15

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(50) >= 0 && AnimElemtime(54) <= 0
x = 9

[State 1000, ]
type = Velset
trigger1 = AnimElem = 54
x = 0

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(65) >= 0
x = 4

[State 1000, ]
type = Velset
trigger1 = AnimElem = 65
y = -6

[State 1000, ]
type = Velset
trigger1 = AnimElem = 74
y = -5

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(65) >= 0
x = -.9

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(65) >= 0
y = .3

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(81) >= 0
y = -.1

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 65
statetype = A

[State -3,残像]
type = AfterImage
trigger1 = time = 0
time = 225
trans = add1
timegap = 1
framegap = 2
length = 8
palbright = 50,50,50
palcontrast = 100,100,100
palpostbright = 10,0,0
paladd = 10,0,0
palmul = 1,1,1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 9
anim = 1365
postype = P1
pos = 80, -90
sprpriority = 10
ownpal = 0
bindtime = -1
ignohitpause = 0
removeongethit = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 18
anim = 1365
postype = P1
pos = 80, -90
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 = 1405
postype = P1
pos = 0, 0
sprpriority = -3
ownpal = 0
bindtime = -1
ignohitpause = 0
removeongethit = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 31
anim = 2605
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 = 39
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 = 50
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 = 54
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 = 58
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 = 65
anim = 1305
postype = P1
pos = 8, 8
sprpriority = 10
ownpal = 0
bindtime = -1
ignohitpause = 0
removeongethit = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 74
anim = 1305
postype = P1
pos = 8, 8
sprpriority = 10
ownpal = 0
bindtime = -1
ignohitpause = 0
removeongethit = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 86
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 = 10
trigger2 = AnimElem = 19
attr = S, HA
damage = 30, 3
getpower = 0
animtype = Hard
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 3, 6
sparkno = s4070
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,6
guardsound = s2,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = 0
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 = 26
attr = S, HA
damage = 20, 2
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 4, 7
sparkno = s4070
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,6
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = 0
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 = 31
attr = S, HA
damage = 20, 2
getpower = 0
animtype = Hard
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 4, 7
sparkno = s4070
guard.sparkno = s4120
sparkxy = -25, -20
hitsound = s1,6
guardsound = s2,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = 0
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 = 40
attr = S, HA
damage = 30, 3
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 4, 7
sparkno = s4070
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,6
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -3
air.velocity = -3,-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 = 51
attr = S, HA
damage = 30, 3
getpower = 0
animtype = Hard
guardflag = M
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 = -4
air.type = High
air.velocity = -4,-4
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 = 54
attr = S, HA
damage = 20, 2
getpower = 0
animtype = Hard
guardflag = M
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.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 = 58
attr = S, HA
damage = 20, 2
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 3, 6
sparkno = s4070
guard.sparkno = s4120
sparkxy = -20, -70
hitsound = s1,6
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = 0
air.type = High
air.velocity = -2,-3
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 2
envshake.freq = 90

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 59
attr = S, HA
damage = 30, 3
getpower = 0
animtype = up
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 6, 13
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,-5
air.type = High
air.velocity = -1,-5
air.hittime = 12
yaccel = .4
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
envshake.freq = 90

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 65
attr = A, HA
damage = 30, 3
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 2, 5
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 = 67
trigger2 = AnimElem = 68
trigger3 = AnimElem = 69
trigger4 = AnimElem = 74
trigger5 = AnimElem = 76
trigger6 = AnimElem = 77
attr = A, HA
damage = 30, 3
getpower = 0
animtype = up
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 3, 7
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 = -5,-6
air.type = High
air.velocity = -5,-6
air.hittime = 12
yaccel = .41
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 78
attr = A, HA
damage = 30, 3
getpower = 0
animtype = up
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 3, 7
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 = -5,-6
air.velocity = -5,-6
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 = 87
attr = A, SA
damage = 50, 5
getpower = 0
animtype = up
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 12, 13
sparkno = s4070
guard.sparkno = s4120
sparkxy = -20, -70
hitsound = s1,7
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -4,24
air.type = High
air.velocity = -4,24
air.hittime = 12
fall = 1
fall.recover = 0
envshake.time = 20
envshake.ampl = 5
envshake.freq = 90
fall.envshake.ampl = 5
fall.envshake.freq = 85
fall.envshake.time = 15
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 1000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(89) > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 2605

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

[Statedef 2605]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2610
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
;-------------------------------------------------------------------------------
[StateDef 973]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 973
poweradd = -3000

;-------------------------------------------------------------------------------
;Super Cancel Effect
[State 1000, Supercancel]
type = Explod
trigger1 = prevstateno = 1400
trigger2 = prevstateno = 1450
anim = 7500
pos = 0,75
postype = Left
sprpriority = -2
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 1000, Supercancel]
type = Explod
trigger1 = prevstateno = 1400
trigger2 = prevstateno = 1450
anim = 7510
pos = 0,75
postype = Left
sprpriority = -2
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 1000, Supercancel]
type = Explod
trigger1 = prevstateno = 1400
trigger2 = prevstateno = 1450
anim = 7520
pos = 0,75
postype = Left
sprpriority = -2
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999
;-------------------------------------------------------------------------------


[State 973, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA

[State 973, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S9,2

[State 973, Explod]
type = Explod
trigger1 = animelem = 1
anim = 7120
pos = 0,-75
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
pausemove = 1
sprpriority = -1

[State 973, 4]
type = SuperPause
trigger1 = animelem = 1
time = 30
movetime = 0
anim = -1

[State 973, ChangeState]
type = ChangeState
trigger1 = animelem = 5
value = 974
ctrl = 0
;----------------------------------------------------------------------------
[StateDef 974]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 974
poweradd = 0

[State 973, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA

[State 974, hitdef]
type = HitDef
trigger1 = Time = 0
attr = S,HA
getpower = 0
damage = 0,0
numhits = 0
animtype = Hard
hitflag = MAF
guardflag = MA
priority = 5
pausetime = 30,15
sparkno = s4070
sparkxy = -8,-50
hitsound = s12,24
guardsound = s2,1
guard.sparkno = s4120
guard.velocity = -5
ground.type = High
ground.slidetime = 15
ground.hittime = 1
ground.velocity = 0,0
air.velocity = 0,0
p2facing = 1
envshake.ampl = -30
envshake.time = 20
envshake.phase = 10
envshake.freq = 100
p1stateno = 975
p2stateno = 4550

[State 948, VelSet]
type = VelSet
trigger1 = 1
x = 15

[State 948, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = MoveGuarded
value = 976
;-------------------------------------------------------------------------------
[Statedef 975]
type     = S
movetype = A
physics  = S
juggle   = 3
poweradd = 0
velset   = 0,0
anim     = 975
ctrl     = 0
sprpriority = 9

[State 975, BGPalFX]
type = BGPalFX
trigger1 = animelem = 1
time = 230
add = 0,0,0
mul = 0,0,0
sinadd = 0,0,0,10
invertall = 0
color = 0

[State 810, Width]
type = Width
trigger1 = AnimElem = 1
edge = 170,0

[State 975, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 975, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 975, 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 130,0

[State 975, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = S12,7

[State 975, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
value = S12,7

[State 975, PlaySnd]
type = PlaySnd
trigger1 = animelem = 11
value = S12,7

[State 975, PlaySnd]
type = PlaySnd
trigger1 = animelem = 13
value = S12,7

[State 975, PlaySnd]
type = PlaySnd
trigger1 = animelem = 15
value = S12,7

[State 975, PlaySnd]
type = PlaySnd
trigger1 = animelem = 17
value = S12,7

[State 975, PlaySnd]
type = PlaySnd
trigger1 = animelem = 178
value = S12,7

[State 975, PlaySnd]
type = PlaySnd
trigger1 = animelem = 20
value = S12,7

[State 975, PlaySnd]
type = PlaySnd
trigger1 = animelem = 22
value = S12,7

[State 975, PlaySnd]
type = PlaySnd
trigger1 = animelem = 24
value = S12,7

[State 975, PlaySnd]
type = PlaySnd
trigger1 = animelem = 26
value = S12,7

[State 975, PlaySnd]
type = PlaySnd
trigger1 = animelem = 28
value = S12,7

[State 975, PlaySnd]
type = PlaySnd
trigger1 = animelem = 30
value = S12,7

[State 975, PlaySnd]
type = PlaySnd
trigger1 = animelem = 52
value = S12,7

[State 977, Projectile]
type = Projectile
trigger1 = animelem = 8
projanim = 977
projheightbound = 1, 1
projedgebound = 1
projscreenbound = 1
projremove = 0
projhitanim = 3
projpriority = 9
offset = 106,0
velocity = 0
attr = S, HA
damage = 30,10
animtype = Hard
guardflag = MA
hitflag = MAFP
pausetime = 15,15
sparkno = 3
guard.sparkno = 40
hitsound  = s12,25
sparkxy = 40,-100
guardsound = S2,1
ground.type = low
ground.slidetime = 12
ground.hittime = 50
ground.velocity = -5
air.hittime = 30
air.animtype = diagup
air.velocity = -10,-10
air.fall = 1
fall.recover = 0
palfx.time = 28
palfx.add = 80,48,80
palfx.sinadd = 40,44,44,10
palfx.color = 0
palfx.invertall = 0
envshake.ampl = -12
envshake.time = 10
envshake.phase = 10
envshake.freq = 130
kill = 0
yaccel = .5

[State 977, Projectile]
type = Projectile
trigger1 = animelem = 10
projanim = 977
projheightbound = 1, 1
projedgebound = 1
projscreenbound = 1
projremove = 0
projhitanim = 3
projpriority = 9
offset = 165,0
velocity = 0
attr = S, HA
damage = 30,10
animtype = Hard
guardflag = MA
hitflag = MAFP
pausetime = 15,15
sparkno = 3
guard.sparkno = 40
hitsound  = s12,25
sparkxy = 40,-100
guardsound = S2,1
ground.type = low
ground.slidetime = 12
ground.hittime = 50
ground.velocity = 5
air.hittime = 30
air.animtype = diagup
air.velocity = -10,-10
air.fall = 1
fall.recover = 0
palfx.time = 28
palfx.add = 80,48,80
palfx.sinadd = 40,44,44,10
palfx.color = 0
palfx.invertall = 0
envshake.ampl = -12
envshake.time = 10
envshake.phase = 10
envshake.freq = 130
kill = 0
yaccel = .5

[State 977, Projectile]
type = Projectile
trigger1 = animelem = 12
projanim = 977
projheightbound = 1, 1
projedgebound = 1
projscreenbound = 1
projremove = 0
projhitanim = 3
projpriority = 9
offset = 65,0
velocity = 0
attr = S, HA
damage = 30,10
animtype = Hard
guardflag = MA
hitflag = MAFP
pausetime = 15,15
sparkno = 3
guard.sparkno = 40
hitsound  = s12,25
sparkxy = 40,-100
guardsound = S2,1
ground.type = low
ground.slidetime = 12
ground.hittime = 50
ground.velocity = -5
air.hittime = 30
air.animtype = diagup
air.velocity = -10,-10
air.fall = 1
fall.recover = 0
palfx.time = 28
palfx.add = 80,48,80
palfx.sinadd = 40,44,44,10
palfx.color = 0
palfx.invertall = 0
envshake.ampl = -12
envshake.time = 10
envshake.phase = 10
envshake.freq = 130
kill = 0
yaccel = .5

[State 977, Projectile]
type = Projectile
trigger1 = animelem = 14
projanim = 977
projheightbound = 1, 1
projedgebound = 1
projscreenbound = 1
projremove = 0
projhitanim = 3
projpriority = 9
offset = 122,0
velocity = 0
attr = S, HA
damage = 30,10
animtype = Hard
guardflag = MA
hitflag = MAFP
pausetime = 15,15
sparkno = 3
guard.sparkno = 40
hitsound  = s12,25
sparkxy = 40,-100
guardsound = S2,1
ground.type = low
ground.slidetime = 12
ground.hittime = 50
ground.velocity = 5
air.hittime = 30
air.animtype = diagup
air.velocity = -10,-10
air.fall = 1
fall.recover = 0
palfx.time = 28
palfx.add = 80,48,80
palfx.sinadd = 40,44,44,10
palfx.color = 0
palfx.invertall = 0
envshake.ampl = -12
envshake.time = 10
envshake.phase = 10
envshake.freq = 130
kill = 0
yaccel = .5

[State 977, Projectile]
type = Projectile
trigger1 = animelem = 16
projanim = 977
projheightbound = 1, 1
projedgebound = 1
projscreenbound = 1
projremove = 0
projhitanim = 3
projpriority = 9
offset = 75,0
velocity = 0
attr = S, HA
damage = 30,10
animtype = Hard
guardflag = MA
hitflag = MAFP
pausetime = 15,15
sparkno = 3
guard.sparkno = 40
hitsound  = s12,25
sparkxy = 40,-100
guardsound = S2,1
ground.type = low
ground.slidetime = 12
ground.hittime = 50
ground.velocity = -5
air.hittime = 30
air.animtype = diagup
air.velocity = -10,-10
air.fall = 1
fall.recover = 0
palfx.time = 28
palfx.add = 80,48,80
palfx.sinadd = 40,44,44,10
palfx.color = 0
palfx.invertall = 0
envshake.ampl = -12
envshake.time = 10
envshake.phase = 10
envshake.freq = 130
kill = 0
yaccel = .5

[State 977, Projectile]
type = Projectile
trigger1 = animelem = 18
projanim = 977
projheightbound = 1, 1
projedgebound = 1
projscreenbound = 1
projremove = 0
projhitanim = 3
projpriority = 9
offset = 152,0
velocity = 0
attr = S, HA
damage = 30,10
animtype = Hard
guardflag = MA
hitflag = MAFP
pausetime = 15,15
sparkno = 3
guard.sparkno = 40
hitsound  = s12,25
sparkxy = 40,-100
guardsound = S2,1
ground.type = low
ground.slidetime = 12
ground.hittime = 50
ground.velocity = 5
air.hittime = 30
air.animtype = diagup
air.velocity = -10,-10
air.fall = 1
fall.recover = 0
palfx.time = 28
palfx.add = 80,48,80
palfx.sinadd = 40,44,44,10
palfx.color = 0
palfx.invertall = 0
envshake.ampl = -12
envshake.time = 10
envshake.phase = 10
envshake.freq = 130
kill = 0
yaccel = .5

[State 977, Projectile]
type = Projectile
trigger1 = animelem = 20
projanim = 977
projheightbound = 1, 1
projedgebound = 1
projscreenbound = 1
projremove = 0
projhitanim = 3
projpriority = 9
offset = 125,0
velocity = 0
attr = S, HA
damage = 30,10
animtype = Hard
guardflag = MA
hitflag = MAFP
pausetime = 15,15
sparkno = 3
guard.sparkno = 40
hitsound  = s12,25
sparkxy = 40,-100
guardsound = S2,1
ground.type = low
ground.slidetime = 12
ground.hittime = 50
ground.velocity = 5
air.hittime = 30
air.animtype = diagup
air.velocity = -10,-10
air.fall = 1
fall.recover = 0
palfx.time = 28
palfx.add = 80,48,80
palfx.sinadd = 40,44,44,10
palfx.color = 0
palfx.invertall = 0
envshake.ampl = -12
envshake.time = 10
envshake.phase = 10
envshake.freq = 130
kill = 0
yaccel = .5

[State 977, Projectile]
type = Projectile
trigger1 = animelem = 22
projanim = 977
projheightbound = 1, 1
projedgebound = 1
projscreenbound = 1
projremove = 0
projhitanim = 3
projpriority = 9
offset = 93,0
velocity = 0
attr = S, HA
damage = 30,10
animtype = Hard
guardflag = MA
hitflag = MAFP
pausetime = 15,15
sparkno = 3
guard.sparkno = 40
hitsound  = s12,25
sparkxy = 40,-100
guardsound = S2,1
ground.type = low
ground.slidetime = 12
ground.hittime = 50
ground.velocity = -5
air.hittime = 30
air.animtype = diagup
air.velocity = -10,-10
air.fall = 1
fall.recover = 0
palfx.time = 28
palfx.add = 80,48,80
palfx.sinadd = 40,44,44,10
palfx.color = 0
palfx.invertall = 0
envshake.ampl = -12
envshake.time = 10
envshake.phase = 10
envshake.freq = 130
kill = 0
yaccel = .5

[State 977, Projectile]
type = Projectile
trigger1 = animelem = 24
projanim = 977
projheightbound = 1, 1
projedgebound = 1
projscreenbound = 1
projremove = 0
projhitanim = 3
projpriority = 9
offset = 127,0
velocity = 0
attr = S, HA
damage = 30,10
animtype = Hard
guardflag = MA
hitflag = MAFP
pausetime = 15,15
sparkno = 3
guard.sparkno = 40
hitsound  = s12,25
sparkxy = 40,-100
guardsound = S2,1
ground.type = low
ground.slidetime = 12
ground.hittime = 50
ground.velocity = 5
air.hittime = 30
air.animtype = diagup
air.velocity = -10,-10
air.fall = 1
fall.recover = 0
palfx.time = 28
palfx.add = 80,48,80
palfx.sinadd = 40,44,44,10
palfx.color = 0
palfx.invertall = 0
envshake.ampl = -12
envshake.time = 10
envshake.phase = 10
envshake.freq = 130
kill = 0
yaccel = .5

[State 977, Projectile]
type = Projectile
trigger1 = animelem = 26
projanim = 977
projheightbound = 1, 1
projedgebound = 1
projscreenbound = 1
projremove = 0
projhitanim = 3
projpriority = 9
offset = 76,0
velocity = 0
attr = S, HA
damage = 30,10
animtype = Hard
guardflag = MA
hitflag = MAFP
pausetime = 15,15
sparkno = 3
guard.sparkno = 40
hitsound  = s12,25
sparkxy = 40,-100
guardsound = S2,1
ground.type = low
ground.slidetime = 12
ground.hittime = 50
ground.velocity = -5
air.hittime = 30
air.animtype = diagup
air.velocity = -10,-10
air.fall = 1
fall.recover = 0
palfx.time = 28
palfx.add = 80,48,80
palfx.sinadd = 40,44,44,10
palfx.color = 0
palfx.invertall = 0
envshake.ampl = -12
envshake.time = 10
envshake.phase = 10
envshake.freq = 130
kill = 0
yaccel = .5

[State 977, Projectile]
type = Projectile
trigger1 = animelem = 28
projanim = 977
projheightbound = 1, 1
projedgebound = 1
projscreenbound = 1
projremove = 0
projhitanim = 3
projpriority = 9
offset = 99,0
velocity = 0
attr = S, HA
damage = 30,10
animtype = Hard
guardflag = MA
hitflag = MAFP
pausetime = 15,15
sparkno = 3
guard.sparkno = 40
hitsound  = s12,25
sparkxy = 40,-100
guardsound = S2,1
ground.type = low
ground.slidetime = 12
ground.hittime = 50
ground.velocity = -5
air.hittime = 30
air.animtype = diagup
air.velocity = -10,-10
air.fall = 1
fall.recover = 0
palfx.time = 28
palfx.add = 80,48,80
palfx.sinadd = 40,44,44,10
palfx.color = 0
palfx.invertall = 0
envshake.ampl = -12
envshake.time = 10
envshake.phase = 10
envshake.freq = 130
kill = 0
yaccel = .5

[State 977, Projectile]
type = Projectile
trigger1 = animelem = 30
projanim = 983
projheightbound = 1, 1
projedgebound = 1
projscreenbound = 1
projremove = 0
projhitanim = 3
projpriority = 9
offset = 132,0
velocity = 0
attr = S, HA
damage = 30,10
animtype = Hard
guardflag = MA
hitflag = MAFP
pausetime = 15,15
sparkno = 3
guard.sparkno = 40
hitsound  = s12,25
sparkxy = 40,-100
guardsound = S2,1
ground.type = low
ground.slidetime = 12
ground.hittime = 50
ground.velocity = -5
air.hittime = 30
air.animtype = diagup
air.velocity = -10,-10
air.fall = 1
fall.recover = 0
palfx.time = 110
palfx.add = 80,48,80
palfx.sinadd = 40,44,44,10
palfx.color = 0
palfx.invertall = 0
envshake.ampl = -12
envshake.time = 10
envshake.phase = 10
envshake.freq = 130
kill = 0
p2stateno = 4551
yaccel = .5

[State 977, Projectile]
type = Projectile
trigger1 = animelem = 52
projanim = 978
projheightbound = 1, 1
projedgebound = 1
projscreenbound = 1
projremove = 0
projhitanim = 3
projpriority = 9
offset = 0,0
velocity = 0
postype = p2
attr = S, HA
damage = 200,10
animtype = diagup
guardflag = MA
hitflag = MAFP
pausetime = 15,15
sparkno = 3
guard.sparkno = 40
hitsound  = s12,27
sparkxy = 40,-100
guardsound = S2,1
ground.type = High
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -5,-10
air.juggle = 0
air.velocity = -5,-10
fall = 1
palfx.time = 75
palfx.add = 7,-200,-200
palfx.mul = 256,256,256
palfx.sinadd = 30,30,0,10
palfx.color = 0
palfx.invertall = 1
envshake.ampl = -20
envshake.time = 30
envshake.phase = 10
envshake.freq = 80
p2stateno = 2320
p2facing = 1
kill = 1

[State 975, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
[Statedef 4550]
type = S
movetype = H
physics = N
velset = 0, 0

[State 4550, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 4550,1]
type = ChangeAnim
trigger1 = Time = 0
value = 5017

[State 4550, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 4550, ChangeState]
type = ChangeState
trigger1 = enemy,movetype = H
value = 1445
;-------------------------------------------------------------------------------
[Statedef 976]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 976
ctrl     = 0
sprpriority = 7

[State 976, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = 3

[State 976, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;------------------------------------------------------------------------------
[Statedef 4551]
type = S
movetype = H
physics = N
velset = 0, 0

[State 4550, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1

[State 4550,1]
type = ChangeAnim
trigger1 = Time = 0
value = 5300

[State 4550, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 4550, ChangeState]
type = ChangeState
trigger1 = enemy,movetype = H
value = 1445
;-------------------------------------------------------------------------------
[Statedef 2320]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 1500,]
type = NotHitBy
trigger1 = 1
value = SCA

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = -2.4
y = -14

[State 2320, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1

[State 52, 2]
type = Veladd
trigger1 = time >= 2
y = .5

[State 810,]
type = EnvShake
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
ampl = 10
freq = 120
time = 10

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2320

[State 1830]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100
;ctrl = 0
;---------------------------------------------------------------------------
[Statedef 982]
type     = S
movetype = A
physics  = S
juggle   = 3
poweradd = -2000
velset   = 0,0
anim     = 982
ctrl     = 0

[State 982, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S12,28
channel = -1

[State 3100, 4]
type = SuperPause
trigger1 = Time = 0
time = 28
movetime = 1
anim = -1

[State 982, BGPalFX]
type = BGPalFX
trigger1 = animelem = 1
time = 28
add = 0,0,0
mul = 0,0,0
sinadd = 0,0,0,0
invertall = 0
color = 0

[State 979, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S9,1
channel = -1

[State 979, Explod]
type = Explod
trigger1 = animelem = 1
anim = 7110
pos = 9,-96
postype = p1
removetime = -2
supermove = 1
sprpriority = 9

[State 979, Explod]
type = Explod
trigger1 = animelem = 1
anim = 7100
pos = 9,-96
postype = p1
removetime = -2
supermove = 1
sprpriority = -1

[State 1112,1 Explod]
type = Explod
trigger1 = animelem = 3
anim = 980
sprpriority = -5
postype = back
pos = 0,0
bindtime = -1
ownpal = 1
removeongethit = 1

[State 1120, Helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal
name = "light"
ID = 1111
stateno = 1111
pos = 0,0
postype = back
facing = 1
keyctrl = 0
ownpal = 0

[State 1112, Helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal
name = "Colicion"
ID = 1112
stateno = 1112
pos = 0,0
postype = back
facing = 1
keyctrl = 0
ownpal = 0

[State 979, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
[StateDef 1111]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 981
poweradd = 0

[State 3200, 14]
type = HitDef
trigger1 = animelem = 1 = 1
trigger2 = animelem = 1 = 2
trigger3 = animelem = 1 = 3
trigger4 = animelem = 1 = 4
trigger5 = animelem = 1 = 5
trigger6 = animelem = 1 = 6
trigger7 = animelem = 1 = 7
trigger8 = animelem = 1 = 8
trigger9 = animelem = 1 = 9
trigger10 = animelem = 1 = 10
trigger11 = animelem = 1 = 11
trigger12 = animelem = 1 = 12
trigger13 = animelem = 1 = 13
trigger14 = animelem = 1 = 14
trigger15 = animelem = 1 = 15
trigger16 = animelem = 1 = 16
trigger17 = animelem = 1 = 17
trigger18 = animelem = 1 = 18
attr = S, HP
animtype = diagup
damage = 20,5
hitflag = MAF
guardflag = MA
priority = 9
pausetime = 3,15
sparkno = s4020
guard.sparkno = s4120
sparkxy = -10,floor(-75+(enemynear, pos y))
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = -15
ground.hittime = 30
ground.velocity = -9,-9
air.velocity = -9,-9
p2.facing = 1
fall = 1
fall.recover = 0

[state 1000, destroyself]
type = destroyself
Trigger1 = animtime = 0
trigger2 = parent,movetype = H

;-------------------------------------------------------------------------------
[StateDef 1112]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 984
poweradd = 0

[state 1000, nothitby]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state 1000, hitby]
type = hitby
trigger1 = 1
value = SCA,NP,SP
time = -1

[state 1000, hitoverride]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP
stateno = 1112

[state 1000, destroyself]
type = destroyself
Trigger1 = animtime = 0
trigger2 = parent,movetype = H

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

