


;ゲージ技
[Statedef 3550]
type = S
movetype = A
physics = S
juggle = 1
ctrl = 0
anim = 175


[State -2, 59]
type = Varadd
trigger1 = time = 0
v = 20
value = -1

;コンボ
[State -2]
type = varset
trigger1 = time = 0
v = 45
value = 0

[State 12100, 5]
type = nothitby
trigger1 = 1
value = SCA

[State 13000, 0]
type = ChangeAnim
triggerall = palno = 11
trigger1 = time = 10
value = 13001

[State reversal]
type = ReversalDef 
triggerall = palno = 11
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
priority = 7, Hit
pausetime = 0,2
p2stateno = 170001
ignorehitpause = 1



[State 400]
type = attackmulset
trigger1 = time = 0
value = 0.17*ceil(0.00001*ifelse(enemy,const(data.defence)<=100,enemy,const(data.defence),100)*ifelse(enemy,const(data.life)<=1000,enemy,const(data.life),1000))

[State 400]
type = attackmulset
triggerall = palno = [11,12]
trigger1 = time = 1
value = 0.24*enemy,const(data.life)*0.001*enemy,const(data.defence)*0.01

[State 400]
type = attackmulset
trigger1 = time = 275
value = 1

[State 400]
type = poweradd
trigger1 = time = 0
value = -3000

[State 400]
type = poweradd
triggerall = palno != [11,12]
trigger1 = 1
value = -4

[State 630, 12]
type = ChangeState
trigger1 = time >= 276
value = 0
ctrl = 1

[State 3200, 3]
type = SuperPause
trigger1 = time = 11
time = 50
anim = -1
sound = -1
pos = 0,0
movetime = 50
darken = 0

[State 3200, 4]
type = Explod
trigger1 = time = 11
anim = 8200
ID = 8200
sprpriority = 3
postype = p1
pos = 30,Const(size.mid.pos.y)
ontop = 1
ownpal = 1
ignorehitpause = 1
pausemovetime = 50
supermovetime = 50

[State 3200, 3]
type = BGPalFX
trigger1 = time = [11,66]
time = 1
add = 0,0,0
mul = 0,0,0
sinadd = 0,0,0,1
invertall = 0
color = 256

[State 3200, 8]
type = BGPalFX
trigger1 = time = [66,270]
time = 1
add = 0,0,0
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 1
color = 256

[State 3200, 5]
type = PlaySnd
trigger1 = time = 11
value = S5,2
channel = 7

[State 3200, 6]
type = PlaySnd
trigger1 = time = 11
value = S5,3
channel = 9

[State 702, エフェクト]
type = Explod
trigger1 = time = 0
anim = 1013
ID = 1013
sprpriority = 3
postype = p1
pos = 30,Const(size.mid.pos.y)
ontop = 1
ownpal = 1
ignorehitpause = 1
pausemovetime = 50
supermovetime = 50




[State 240, 4]
type = PlaySnd
trigger1 = time = 66
value = s125,0


[State 1100]
type = Projectile
trigger1 = time = 66
ProjID = 1200
Projanim = 26497
projepriority = 3       ;優先度  
projremovetime = 24      ;表示する時間
Projremove = 0          ;相殺無し
offset = 0, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SA              
damage = 50,5         
animtype = med         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s4,1            
guardsound = s3,2             
ground.type = High             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = 0,-1        ;飛んでいく強さ   
air.velocity = 0,-1            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999   




[State 240, 4]
type = PlaySnd
trigger1 = time = 71
value = s125,0


[State 1100]
type = Projectile
trigger1 = time = 71
ProjID = 1200
Projanim = 26497
projepriority = 3       ;優先度  
projremovetime = 24      ;表示する時間
Projremove = 0          ;相殺無し
offset = 30, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SA              
damage = 50,5         
animtype = med         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s4,1            
guardsound = s3,2             
ground.type = High             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = 1,-1        ;飛んでいく強さ   
air.velocity = 1,-1            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999   

[State 1100]
type = Projectile
trigger1 = time = 71
ProjID = 1200
Projanim = 26497
projepriority = 3       ;優先度  
projremovetime = 24      ;表示する時間
Projremove = 0          ;相殺無し
offset = -30, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SA              
damage = 50,5         
animtype = med         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s4,1            
guardsound = s3,2             
ground.type = High             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = -1,-1        ;飛んでいく強さ   
air.velocity = -1,-1            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999   

[State 240, 4]
type = PlaySnd
trigger1 = time = 76
value = s125,0


[State 1100]
type = Projectile
trigger1 = time = 76
ProjID = 1200
Projanim = 26497
projepriority = 3       ;優先度  
projremovetime = 24      ;表示する時間
Projremove = 0          ;相殺無し
offset = 60, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SA              
damage = 50,5         
animtype = med         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s4,1            
guardsound = s3,2             
ground.type = High             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = 1,-1        ;飛んでいく強さ   
air.velocity = 1,-1            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999   

[State 1100]
type = Projectile
trigger1 = time = 76
ProjID = 1200
Projanim = 26497
projepriority = 3       ;優先度  
projremovetime = 24      ;表示する時間
Projremove = 0          ;相殺無し
offset = -60, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SA              
damage = 50,5         
animtype = med         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s4,1            
guardsound = s3,2             
ground.type = High             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = -1,-1        ;飛んでいく強さ   
air.velocity = -1,-1            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999   


[State 240, 4]
type = PlaySnd
trigger1 = time = 81
value = s125,0




[State 1100]
type = Projectile
trigger1 = time = 81
ProjID = 1200
Projanim = 26497
projepriority = 3       ;優先度  
projremovetime = 24      ;表示する時間
Projremove = 0          ;相殺無し
offset = 90, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SA              
damage = 50,5         
animtype = med         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s4,1            
guardsound = s3,2             
ground.type = High             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = 1,-1        ;飛んでいく強さ   
air.velocity = 1,-1            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999   

[State 1100]
type = Projectile
trigger1 = time = 81
ProjID = 1200
Projanim = 26497
projepriority = 3       ;優先度  
projremovetime = 24      ;表示する時間
Projremove = 0          ;相殺無し
offset = -90, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SA              
damage = 50,5         
animtype = med         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s4,1            
guardsound = s3,2             
ground.type = High             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = -1,-1        ;飛んでいく強さ   
air.velocity = -1,-1            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999   



[State 240, 4]
type = PlaySnd
trigger1 = time = 86
value = s125,0


[State 1100]
type = Projectile
trigger1 = time = 86
ProjID = 1200
Projanim = 26497
projepriority = 3       ;優先度  
projremovetime = 24      ;表示する時間
Projremove = 0          ;相殺無し
offset = 120, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SA              
damage = 50,5         
animtype = med         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s4,1            
guardsound = s3,2             
ground.type = High             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = 1,-1        ;飛んでいく強さ   
air.velocity = 1,-1            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999   

[State 1100]
type = Projectile
trigger1 = time = 81
ProjID = 1200
Projanim = 26497
projepriority = 3       ;優先度  
projremovetime = 24      ;表示する時間
Projremove = 0          ;相殺無し
offset = -120, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SA              
damage = 50,5         
animtype = med         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s4,1            
guardsound = s3,2             
ground.type = High             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = -1,-1        ;飛んでいく強さ   
air.velocity = -1,-1            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999   





[State 240, 4]
type = PlaySnd
trigger1 = time = 91
value = s125,0

[State 1100]
type = Projectile
trigger1 = time = 91
ProjID = 1200
Projanim = 26497
projepriority = 3       ;優先度  
projremovetime = 24      ;表示する時間
Projremove = 0          ;相殺無し
offset = 90, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SA              
damage = 50,5         
animtype = med         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s4,1            
guardsound = s3,2             
ground.type = High             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = 1,-1        ;飛んでいく強さ   
air.velocity = 1,-1            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999   

[State 1100]
type = Projectile
trigger1 = time = 91
ProjID = 1200
Projanim = 26497
projepriority = 3       ;優先度  
projremovetime = 24      ;表示する時間
Projremove = 0          ;相殺無し
offset = -90, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SA              
damage = 50,5         
animtype = med         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s4,1            
guardsound = s3,2             
ground.type = High             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = -1,-1        ;飛んでいく強さ   
air.velocity = -1,-1            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999  

[State 240, 4]
type = PlaySnd
trigger1 = time = 96
value = s125,0

[State 1100]
type = Projectile
trigger1 = time = 96
ProjID = 1200
Projanim = 26497
projepriority = 3       ;優先度  
projremovetime = 24      ;表示する時間
Projremove = 0          ;相殺無し
offset = 60, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SA              
damage = 50,5         
animtype = med         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s4,1            
guardsound = s3,2             
ground.type = High             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = 1,-1        ;飛んでいく強さ   
air.velocity = 1,-1            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999   

[State 1100]
type = Projectile
trigger1 = time = 96
ProjID = 1200
Projanim = 26497
projepriority = 3       ;優先度  
projremovetime = 24      ;表示する時間
Projremove = 0          ;相殺無し
offset = -60, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SA              
damage = 50,5         
animtype = med         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s4,1            
guardsound = s3,2             
ground.type = High             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = -1,-1        ;飛んでいく強さ   
air.velocity = -1,-1            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999   

[State 240, 4]
type = PlaySnd
trigger1 = time = 101
value = s125,0

[State 1100]
type = Projectile
trigger1 = time = 101
ProjID = 1200
Projanim = 26497
projepriority = 3       ;優先度  
projremovetime = 24      ;表示する時間
Projremove = 0          ;相殺無し
offset = 30, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SA              
damage = 50,5         
animtype = med         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s4,1            
guardsound = s3,2             
ground.type = High             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = 1,-1        ;飛んでいく強さ   
air.velocity = 1,-1            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999   

[State 1100]
type = Projectile
trigger1 = time = 101
ProjID = 1200
Projanim = 26497
projepriority = 3       ;優先度  
projremovetime = 24      ;表示する時間
Projremove = 0          ;相殺無し
offset = -30, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SA              
damage = 50,5         
animtype = med         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s4,1            
guardsound = s3,2             
ground.type = High             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = -1,-1        ;飛んでいく強さ   
air.velocity = -1,-1            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999   

[State 240, 4]
type = PlaySnd
trigger1 = time = 106
value = s125,0

[State 1100]
type = Projectile
trigger1 = time = 106
ProjID = 1200
Projanim = 26497
projepriority = 3       ;優先度  
projremovetime = 24      ;表示する時間
Projremove = 0          ;相殺無し
offset = 0, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SA              
damage = 50,5         
animtype = med         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s4,1            
guardsound = s3,2             
ground.type = High             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = 0,-1        ;飛んでいく強さ   
air.velocity = 0,-1            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999   

[State 240, 4]
type = PlaySnd
trigger1 = time = 106
value = s125,0

[State 1100]
type = Projectile
trigger1 = time = 106
ProjID = 1200
Projanim = 26497
projepriority = 3       ;優先度  
projremovetime = 24      ;表示する時間
Projremove = 0          ;相殺無し
offset = 30, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SA              
damage = 50,5         
animtype = med         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s4,1            
guardsound = s3,2             
ground.type = High             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = 1,-1        ;飛んでいく強さ   
air.velocity = 1,-1            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999   

[State 1100]
type = Projectile
trigger1 = time = 106
ProjID = 1200
Projanim = 26497
projepriority = 3       ;優先度  
projremovetime = 24      ;表示する時間
Projremove = 0          ;相殺無し
offset = -30, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SA              
damage = 50,5         
animtype = med         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s4,1            
guardsound = s3,2             
ground.type = High             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = -1,-1        ;飛んでいく強さ   
air.velocity = -1,-1            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999   

[State 240, 4]
type = PlaySnd
trigger1 = time = 111
value = s125,0

[State 1100]
type = Projectile
trigger1 = time = 111
ProjID = 1200
Projanim = 26497
projepriority = 3       ;優先度  
projremovetime = 24      ;表示する時間
Projremove = 0          ;相殺無し
offset = 60, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SA              
damage = 50,5         
animtype = med         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s4,1            
guardsound = s3,2             
ground.type = High             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = 1,-1        ;飛んでいく強さ   
air.velocity = 1,-1            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999   

[State 1100]
type = Projectile
trigger1 = time = 111
ProjID = 1200
Projanim = 26497
projepriority = 3       ;優先度  
projremovetime = 24      ;表示する時間
Projremove = 0          ;相殺無し
offset = -60, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SA              
damage = 50,5         
animtype = med         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s4,1            
guardsound = s3,2             
ground.type = High             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = -1,-1        ;飛んでいく強さ   
air.velocity = -1,-1            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999   

[State 240, 4]
type = PlaySnd
trigger1 = time = 116
value = s125,0

[State 1100]
type = Projectile
trigger1 = time = 116
ProjID = 1200
Projanim = 26497
projepriority = 3       ;優先度  
projremovetime = 24      ;表示する時間
Projremove = 0          ;相殺無し
offset = 90, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SA              
damage = 50,5         
animtype = med         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s4,1            
guardsound = s3,2             
ground.type = High             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = 1,-1        ;飛んでいく強さ   
air.velocity = 1,-1            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999   

[State 1100]
type = Projectile
trigger1 = time = 116
ProjID = 1200
Projanim = 26497
projepriority = 3       ;優先度  
projremovetime = 24      ;表示する時間
Projremove = 0          ;相殺無し
offset = -90, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SA              
damage = 50,5         
animtype = med         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s4,1            
guardsound = s3,2             
ground.type = High             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = -1,-1        ;飛んでいく強さ   
air.velocity = -1,-1            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999   

[State 240, 4]
type = PlaySnd
trigger1 = time = 121
value = s125,0

[State 1100]
type = Projectile
trigger1 = time = 121
ProjID = 1200
Projanim = 26497
projepriority = 3       ;優先度  
projremovetime = 24      ;表示する時間
Projremove = 0          ;相殺無し
offset = 120, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SA              
damage = 50,5         
animtype = med         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s4,1            
guardsound = s3,2             
ground.type = High             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = 1,-1        ;飛んでいく強さ   
air.velocity = 1,-1            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999   

[State 1100]
type = Projectile
trigger1 = time = 121
ProjID = 1200
Projanim = 26497
projepriority = 3       ;優先度  
projremovetime = 24      ;表示する時間
Projremove = 0          ;相殺無し
offset = -120, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SA              
damage = 50,5         
animtype = med         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s4,1            
guardsound = s3,2             
ground.type = High             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = -1,-1        ;飛んでいく強さ   
air.velocity = -1,-1            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999   

[State 240, 4]
type = PlaySnd
trigger1 = time = 126
value = s125,0

[State 1100]
type = Projectile
trigger1 = time = 126
ProjID = 1200
Projanim = 26497
projepriority = 3       ;優先度  
projremovetime = 24      ;表示する時間
Projremove = 0          ;相殺無し
offset = 90, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SA              
damage = 50,5         
animtype = med         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s4,1            
guardsound = s3,2             
ground.type = High             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = 1,-1        ;飛んでいく強さ   
air.velocity = 1,-1            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999   

[State 1100]
type = Projectile
trigger1 = time = 126
ProjID = 1200
Projanim = 26497
projepriority = 3       ;優先度  
projremovetime = 24      ;表示する時間
Projremove = 0          ;相殺無し
offset = -90, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SA              
damage = 50,5         
animtype = med         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s4,1            
guardsound = s3,2             
ground.type = High             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = -1,-1        ;飛んでいく強さ   
air.velocity = -1,-1            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999   

[State 240, 4]
type = PlaySnd
trigger1 = time = 131
value = s125,0

[State 1100]
type = Projectile
trigger1 = time = 131
ProjID = 1200
Projanim = 26497
projepriority = 3       ;優先度  
projremovetime = 24      ;表示する時間
Projremove = 0          ;相殺無し
offset = 60, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SA              
damage = 50,5         
animtype = med         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s4,1            
guardsound = s3,2             
ground.type = High             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = 1,-1        ;飛んでいく強さ   
air.velocity = 1,-1            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999   

[State 1100]
type = Projectile
trigger1 = time = 131
ProjID = 1200
Projanim = 26497
projepriority = 3       ;優先度  
projremovetime = 24      ;表示する時間
Projremove = 0          ;相殺無し
offset = -60, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SA              
damage = 50,5         
animtype = med         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s4,1            
guardsound = s3,2             
ground.type = High             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = -1,-1        ;飛んでいく強さ   
air.velocity = -1,-1            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999   

[State 240, 4]
type = PlaySnd
trigger1 = time = 136
value = s125,0

[State 1100]
type = Projectile
trigger1 = time = 136
ProjID = 1200
Projanim = 26497
projepriority = 3       ;優先度  
projremovetime = 24      ;表示する時間
Projremove = 0          ;相殺無し
offset = 30, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SA              
damage = 50,5         
animtype = med         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s4,1            
guardsound = s3,2             
ground.type = High             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = 1,-1        ;飛んでいく強さ   
air.velocity = 1,-1            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999   

[State 1100]
type = Projectile
trigger1 = time = 136
ProjID = 1200
Projanim = 26497
projepriority = 3       ;優先度  
projremovetime = 24      ;表示する時間
Projremove = 0          ;相殺無し
offset = -30, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SA              
damage = 50,5         
animtype = med         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s4,1            
guardsound = s3,2             
ground.type = High             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = -1,-1        ;飛んでいく強さ   
air.velocity = -1,-1            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999   

[State 240, 4]
type = PlaySnd
trigger1 = time = 141
value = s125,0

[State 1100]
type = Projectile
trigger1 = time = 141
ProjID = 1200
Projanim = 26497
projepriority = 3       ;優先度  
projremovetime = 24      ;表示する時間
Projremove = 0          ;相殺無し
offset = 0, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SA              
damage = 50,5         
animtype = med         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s4,1            
guardsound = s3,2             
ground.type = High             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = 0,-1        ;飛んでいく強さ   
air.velocity = 0,-1            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999   


[State 240, 4]
type = PlaySnd
trigger1 = time = 146
value = s125,0

[State 1100]
type = Projectile
trigger1 = time = 146
ProjID = 1200
Projanim = 26497
projepriority = 3       ;優先度  
projremovetime = 24      ;表示する時間
Projremove = 0          ;相殺無し
offset = 30, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SA              
damage = 50,5         
animtype = med         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s4,1            
guardsound = s3,2             
ground.type = High             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = 1,-1        ;飛んでいく強さ   
air.velocity = 1,-1            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999   

[State 1100]
type = Projectile
trigger1 = time = 146
ProjID = 1200
Projanim = 26497
projepriority = 3       ;優先度  
projremovetime = 24      ;表示する時間
Projremove = 0          ;相殺無し
offset = -30, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SA              
damage = 50,5         
animtype = med         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s4,1            
guardsound = s3,2             
ground.type = High             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = -1,-1        ;飛んでいく強さ   
air.velocity = -1,-1            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999   


[State 240, 4]
type = PlaySnd
trigger1 = time = 151
value = s125,0

[State 1100]
type = Projectile
trigger1 = time = 151
ProjID = 1200
Projanim = 26497
projepriority = 3       ;優先度  
projremovetime = 24      ;表示する時間
Projremove = 0          ;相殺無し
offset = 60, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SA              
damage = 50,5         
animtype = med         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s4,1            
guardsound = s3,2             
ground.type = High             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = 1,-1        ;飛んでいく強さ   
air.velocity = 1,-1            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999   

[State 1100]
type = Projectile
trigger1 = time = 151
ProjID = 1200
Projanim = 26497
projepriority = 3       ;優先度  
projremovetime = 24      ;表示する時間
Projremove = 0          ;相殺無し
offset = -60, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SA              
damage = 50,5         
animtype = med         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s4,1            
guardsound = s3,2             
ground.type = High             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = -1,-1        ;飛んでいく強さ   
air.velocity = -1,-1            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999   

[State 240, 4]
type = PlaySnd
trigger1 = time = 156
value = s125,0

[State 1100]
type = Projectile
trigger1 = time = 156
ProjID = 1200
Projanim = 26497
projepriority = 3       ;優先度  
projremovetime = 24      ;表示する時間
Projremove = 0          ;相殺無し
offset = 90, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SA              
damage = 50,5         
animtype = med         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s4,1            
guardsound = s3,2             
ground.type = High             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = 1,-1        ;飛んでいく強さ   
air.velocity = 1,-1            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999   

[State 1100]
type = Projectile
trigger1 = time = 156
ProjID = 1200
Projanim = 26497
projepriority = 3       ;優先度  
projremovetime = 24      ;表示する時間
Projremove = 0          ;相殺無し
offset = -90, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SA              
damage = 50,5         
animtype = med         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s4,1            
guardsound = s3,2             
ground.type = High             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = -1,-1        ;飛んでいく強さ   
air.velocity = -1,-1            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999   

[State 240, 4]
type = PlaySnd
trigger1 = time = 161
value = s125,0

[State 1100]
type = Projectile
trigger1 = time = 161
ProjID = 1200
Projanim = 26497
projepriority = 3       ;優先度  
projremovetime = 24      ;表示する時間
Projremove = 0          ;相殺無し
offset = 120, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SA              
damage = 50,5         
animtype = med         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s4,1            
guardsound = s3,2             
ground.type = High             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = 1,-1        ;飛んでいく強さ   
air.velocity = 1,-1            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999   

[State 1100]
type = Projectile
trigger1 = time = 161
ProjID = 1200
Projanim = 26497
projepriority = 3       ;優先度  
projremovetime = 24      ;表示する時間
Projremove = 0          ;相殺無し
offset = -120, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SA              
damage = 50,5         
animtype = med         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s4,1            
guardsound = s3,2             
ground.type = High             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = -1,-1        ;飛んでいく強さ   
air.velocity = -1,-1            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999   

[State 240, 4]
type = PlaySnd
trigger1 = time = 166
value = s125,0

[State 1100]
type = Projectile
trigger1 = time = 166
ProjID = 1200
Projanim = 26497
projepriority = 3       ;優先度  
projremovetime = 24      ;表示する時間
Projremove = 0          ;相殺無し
offset = 90, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SA              
damage = 50,5         
animtype = med         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s4,1            
guardsound = s3,2             
ground.type = High             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = 1,-1        ;飛んでいく強さ   
air.velocity = 1,-1            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999   

[State 1100]
type = Projectile
trigger1 = time = 166
ProjID = 1200
Projanim = 26497
projepriority = 3       ;優先度  
projremovetime = 24      ;表示する時間
Projremove = 0          ;相殺無し
offset = -90, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SA              
damage = 50,5         
animtype = med         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s4,1            
guardsound = s3,2             
ground.type = High             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = -1,-1        ;飛んでいく強さ   
air.velocity = -1,-1            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999   


[State 240, 4]
type = PlaySnd
trigger1 = time = 171
value = s125,0

[State 1100]
type = Projectile
trigger1 = time = 171
ProjID = 1200
Projanim = 26497
projepriority = 3       ;優先度  
projremovetime = 24      ;表示する時間
Projremove = 0          ;相殺無し
offset = 60, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SA              
damage = 50,5         
animtype = med         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s4,1            
guardsound = s3,2             
ground.type = High             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = 1,-1        ;飛んでいく強さ   
air.velocity = 1,-1            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999   

[State 1100]
type = Projectile
trigger1 = time = 171
ProjID = 1200
Projanim = 26497
projepriority = 3       ;優先度  
projremovetime = 24      ;表示する時間
Projremove = 0          ;相殺無し
offset = -60, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SA              
damage = 50,5         
animtype = med         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s4,1            
guardsound = s3,2             
ground.type = High             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = -1,-1        ;飛んでいく強さ   
air.velocity = -1,-1            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999   

[State 240, 4]
type = PlaySnd
trigger1 = time = 176
value = s125,0

[State 1100]
type = Projectile
trigger1 = time = 176
ProjID = 1200
Projanim = 26497
projepriority = 3       ;優先度  
projremovetime = 24      ;表示する時間
Projremove = 0          ;相殺無し
offset = 30, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SA              
damage = 50,5         
animtype = med         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s4,1            
guardsound = s3,2             
ground.type = High             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = 1,-1        ;飛んでいく強さ   
air.velocity = 1,-1            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999   

[State 1100]
type = Projectile
trigger1 = time = 176
ProjID = 1200
Projanim = 26497
projepriority = 3       ;優先度  
projremovetime = 24      ;表示する時間
Projremove = 0          ;相殺無し
offset = -30, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SA              
damage = 50,5         
animtype = med         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s4,1            
guardsound = s3,2             
ground.type = High             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = -1,-1        ;飛んでいく強さ   
air.velocity = -1,-1            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999   

[State 240, 4]
type = PlaySnd
trigger1 = time = 181
value = s125,0

[State 1100]
type = Projectile
trigger1 = time = 181
ProjID = 1200
Projanim = 26497
projepriority = 3       ;優先度  
projremovetime = 24      ;表示する時間
Projremove = 0          ;相殺無し
offset = 0, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SA              
damage = 50,5         
animtype = med         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s4,1            
guardsound = s3,2             
ground.type = High             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = 0,-1        ;飛んでいく強さ   
air.velocity = 0,-1            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999   


[State 240, 4]
type = PlaySnd
trigger1 = time = 186
value = s125,0

[State 1100]
type = Projectile
trigger1 = time = 186
ProjID = 1200
Projanim = 26497
projepriority = 3       ;優先度  
projremovetime = 24      ;表示する時間
Projremove = 0          ;相殺無し
offset = 30, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SA              
damage = 50,5         
animtype = med         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s4,1            
guardsound = s3,2             
ground.type = High             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = 1,-1        ;飛んでいく強さ   
air.velocity = 1,-1            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999   


[State 1100]
type = Projectile
trigger1 = time = 186
ProjID = 1200
Projanim = 26497
projepriority = 3       ;優先度  
projremovetime = 24      ;表示する時間
Projremove = 0          ;相殺無し
offset = -30, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SA              
damage = 50,5         
animtype = med         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s4,1            
guardsound = s3,2             
ground.type = High             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = -1,-1        ;飛んでいく強さ   
air.velocity = -1,-1            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999   

[State 240, 4]
type = PlaySnd
trigger1 = time = 191
value = s125,0

[State 1100]
type = Projectile
trigger1 = time = 191
ProjID = 1200
Projanim = 26497
projepriority = 3       ;優先度  
projremovetime = 24      ;表示する時間
Projremove = 0          ;相殺無し
offset = 60, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SA              
damage = 50,5         
animtype = med         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s4,1            
guardsound = s3,2             
ground.type = High             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = 1,-1        ;飛んでいく強さ   
air.velocity = 1,-1            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999   

[State 1100]
type = Projectile
trigger1 = time = 191
ProjID = 1200
Projanim = 26497
projepriority = 3       ;優先度  
projremovetime = 24      ;表示する時間
Projremove = 0          ;相殺無し
offset = -60, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SA              
damage = 50,5         
animtype = med         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s4,1            
guardsound = s3,2             
ground.type = High             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = -1,-1        ;飛んでいく強さ   
air.velocity = -1,-1            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999   


[State 240, 4]
type = PlaySnd
trigger1 = time = 196
value = s125,0

[State 1100]
type = Projectile
trigger1 = time = 196
ProjID = 1200
Projanim = 26497
projepriority = 3       ;優先度  
projremovetime = 24      ;表示する時間
Projremove = 0          ;相殺無し
offset = 90, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SA              
damage = 50,5         
animtype = med         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s4,1            
guardsound = s3,2             
ground.type = High             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = 1,-1        ;飛んでいく強さ   
air.velocity = 1,-1            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999   

[State 1100]
type = Projectile
trigger1 = time = 196
ProjID = 1200
Projanim = 26497
projepriority = 3       ;優先度  
projremovetime = 24      ;表示する時間
Projremove = 0          ;相殺無し
offset = -90, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SA              
damage = 50,5         
animtype = med         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s4,1            
guardsound = s3,2             
ground.type = High             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = -1,-1        ;飛んでいく強さ   
air.velocity = -1,-1            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999   

[State 240, 4]
type = PlaySnd
trigger1 = time = 201
value = s125,0

[State 1100]
type = Projectile
trigger1 = time = 201
ProjID = 1200
Projanim = 26497
projepriority = 3       ;優先度  
projremovetime = 24      ;表示する時間
Projremove = 0          ;相殺無し
offset = 120, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SA              
damage = 50,5         
animtype = med         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s4,1            
guardsound = s3,2             
ground.type = High             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = 1,-1        ;飛んでいく強さ   
air.velocity = 1,-1            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999   

[State 1100]
type = Projectile
trigger1 = time = 201
ProjID = 1200
Projanim = 26497
projepriority = 3       ;優先度  
projremovetime = 24      ;表示する時間
Projremove = 0          ;相殺無し
offset = -120, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SA              
damage = 50,5         
animtype = med         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s4,1            
guardsound = s3,2             
ground.type = High             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = -1,-1        ;飛んでいく強さ   
air.velocity = -1,-1            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999   

[State 240, 4]
type = PlaySnd
trigger1 = time = 206
value = s125,0

[State 1100]
type = Projectile
trigger1 = time = 206
ProjID = 1200
Projanim = 26497
projepriority = 3       ;優先度  
projremovetime = 24      ;表示する時間
Projremove = 0          ;相殺無し
offset = 90, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SA              
damage = 50,5         
animtype = med         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s4,1            
guardsound = s3,2             
ground.type = High             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = 1,-1        ;飛んでいく強さ   
air.velocity = 1,-1            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999   

[State 1100]
type = Projectile
trigger1 = time = 206
ProjID = 1200
Projanim = 26497
projepriority = 3       ;優先度  
projremovetime = 24      ;表示する時間
Projremove = 0          ;相殺無し
offset = -90, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SA              
damage = 50,5         
animtype = med         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s4,1            
guardsound = s3,2             
ground.type = High             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = -1,-1        ;飛んでいく強さ   
air.velocity = -1,-1            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999   


[State 240, 4]
type = PlaySnd
trigger1 = time = 211
value = s125,0

[State 1100]
type = Projectile
trigger1 = time = 211
ProjID = 1200
Projanim = 26497
projepriority = 3       ;優先度  
projremovetime = 24      ;表示する時間
Projremove = 0          ;相殺無し
offset = 60, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SA              
damage = 50,5         
animtype = med         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s4,1            
guardsound = s3,2             
ground.type = High             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = 1,-1        ;飛んでいく強さ   
air.velocity = 1,-1            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999   

[State 1100]
type = Projectile
trigger1 = time = 211
ProjID = 1200
Projanim = 26497
projepriority = 3       ;優先度  
projremovetime = 24      ;表示する時間
Projremove = 0          ;相殺無し
offset = -60, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SA              
damage = 50,5         
animtype = med         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s4,1            
guardsound = s3,2             
ground.type = High             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = -1,-1        ;飛んでいく強さ   
air.velocity = -1,-1            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999   

[State 240, 4]
type = PlaySnd
trigger1 = time = 216
value = s125,0

[State 1100]
type = Projectile
trigger1 = time = 216
ProjID = 1200
Projanim = 26497
projepriority = 3       ;優先度  
projremovetime = 24      ;表示する時間
Projremove = 0          ;相殺無し
offset = 30, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SA              
damage = 50,5         
animtype = med         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s4,1            
guardsound = s3,2             
ground.type = High             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = 1,-1        ;飛んでいく強さ   
air.velocity = 1,-1            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999   

[State 1100]
type = Projectile
trigger1 = time = 216
ProjID = 1200
Projanim = 26497
projepriority = 3       ;優先度  
projremovetime = 24      ;表示する時間
Projremove = 0          ;相殺無し
offset = -30, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SA              
damage = 50,5         
animtype = med         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s4,1            
guardsound = s3,2             
ground.type = High             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = -1,-1        ;飛んでいく強さ   
air.velocity = -1,-1            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999   

[State 240, 4]
type = PlaySnd
trigger1 = time = 221
value = s125,0

[State 1100]
type = Projectile
trigger1 = time = 221
ProjID = 1200
Projanim = 26497
projepriority = 3       ;優先度  
projremovetime = 24      ;表示する時間
Projremove = 0          ;相殺無し
offset = 0, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SA              
damage = 50,5         
animtype = med         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s4,1            
guardsound = s3,2             
ground.type = High             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = 0,-1        ;飛んでいく強さ   
air.velocity = 0,-1            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999   




[State 240, 4]
type = PlaySnd
trigger1 = time = 226
value = s141,2




[State 1100]
type = Projectile
trigger1 = time = 226
ProjID = 31553
Projanim = 31553
projepriority = 3       ;優先度  
projremovetime = 24      ;表示する時間
Projremove = 0          ;相殺無し
offset = 0, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SP              
damage = 150,5         
animtype = med         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s4,1            
guardsound = s3,2             
ground.type = High             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = 0,-9        ;飛んでいく強さ   
air.velocity = 0,-9            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999   



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

;必殺空中投げ
[Statedef 3660]
type = A
movetype = A
physics = N
juggle = 3
ctrl = 0
anim = 3660
velset = 0,0

;コンボ
[State -2]
type = varset
trigger1 = time = 0
v = 45
value = 0

[State -2]
type = varset
trigger1 = time = 0
v = 57
value = 8

[State 1400, Hitdef]
type = Hitdef
triggerall = palno != [11,12]
trigger1 = Animelem = 4
attr = A,HA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = 30,5
getpower = 70,20
givepower = 25,12
pausetime = 0,10
guard.pausetime = 5,10
sparkno = S6600
guard.sparkno = S6600
sparkxy = -30+random%20,-55+random%20
hitsound = s2,3
guardsound = s3,2
ground.slidetime = 10
ground.hittime = 22
guard.hittime = 20
air.hittime = 22
guard.ctrltime = 20
airguard.ctrltime = 20
ground.velocity = 0,0
guard.velocity = -4
air.velocity = 0,0
airguard.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -4
airguard.cornerpush.veloff = 0
fall.recover = 0
fall.recovertime = ceil(10000*fvar(0)*0.75)
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
p2facing = 1
p1stateno = 3661

[State 1400, Hitdef]
type = Hitdef
triggerall = palno != [11,12]
trigger1 = time = 6
attr = A,SA
hitflag = MAF
guardflag = M
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = 180,5
getpower = 70,20
givepower = 25,12
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S6600
guard.sparkno = S6600
sparkxy = -30+random%20,-55+random%20
hitsound = s2,3
guardsound = s3,2
ground.slidetime = 10
ground.hittime = 22
guard.hittime = 20
air.hittime = 22
guard.ctrltime = 20
airguard.ctrltime = 20
ground.velocity = 0,0
guard.velocity = -4
air.velocity = 0,0
airguard.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -4
airguard.cornerpush.veloff = 0
fall.recover = 0
fall.recovertime = ceil(10000*fvar(0)*0.75)
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
p2facing = 1

[State 1400, Hitdef]
type = Hitdef
triggerall = palno = [11,12]
trigger1 = 1
attr = ,HA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = 30,5
getpower = 70,20
givepower = 25,12
pausetime = 0,10
guard.pausetime = 5,10
sparkno = S6600
guard.sparkno = S6600
sparkxy = -30+random%20,-55+random%20
hitsound = s2,3
guardsound = s3,2
ground.slidetime = 10
ground.hittime = 22
guard.hittime = 20
air.hittime = 22
guard.ctrltime = 20
airguard.ctrltime = 20
ground.velocity = 0,0
guard.velocity = -4
air.velocity = 0,0
airguard.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -4
airguard.cornerpush.veloff = 0
fall.recover = 0
fall.recovertime = ceil(10000*fvar(0)*0.75)
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
p2facing = 1
p1stateno = 3661

[State 610]
type = assertspecial
trigger1 = 1
flag = unguardable

[State 610]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

[State 610]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[State 610, 4]
type = Turn
triggerall = P2BodyDist X <= -5
triggerall = PrevStateno = [110,115]
trigger1 = time = 0

[State 12000, 4]
type = Pause
trigger1 = Animelem = 2
time = 30
movetime = 1

[State 12000, 6]
type = Explod
trigger1 = Animelem = 2
anim = 8000
ID = 8000
sprpriority = 3
postype = p1
pos = 0,Const(size.mid.pos.y)
ontop = 1
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 12000, 7]
type = PlaySnd
trigger1 = Animelem = 2
value = S5,0
channel = 7

[State 400]
type = poweradd
trigger1 = Animelem = 2
value = -1000

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

;運び
[Statedef 3661]
type = S
movetype = A
physics = N
anim = 110
ctrl = 0
velset = 20,-2

[State -2]
type = varset
trigger1 = time = 0
v = 57
value = 0

[State 12100, 5]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[State 400]
type = poweradd
trigger1 = time = 0
value = -1000

[State -2, 59]
type = VarSet
trigger1 = time = 0
v = 32
value = 80

[State -2, 59]
type = Varadd
trigger1 = time = 1
trigger2 = time = 2
trigger3 = time = 3
trigger4 = time = 4
trigger5 = time = 5
trigger6 = time = 6
trigger7 = time = 7
trigger8 = time = 8
trigger9 = time = 9
trigger10 = time = 10
trigger11 = time = 11
trigger12 = time = 12
trigger13 = time = 13
trigger14 = time = 14
trigger15 = time = 15
trigger16 = time = 16
trigger17 = time = 17
trigger18 = time = 18
trigger19 = time = 19
trigger20 = time = 20
trigger21 = time = 21
trigger22 = time = 22
trigger23 = time = 23
trigger24 = time = 24
trigger25 = time = 25
v = 32
value = 2


[State 110]
type = veladd
trigger1 = time = 1
trigger2 = time = 2
trigger3 = time = 3
trigger4 = time = 4
trigger5 = time = 5
trigger6 = time = 6
trigger7 = time = 7
trigger8 = time = 8
trigger9 = time = 9
trigger10 = time = 10
trigger11 = time = 11
trigger12 = time = 12
trigger13 = time = 13
trigger14 = time = 14
trigger15 = time = 15
trigger16 = time = 16
trigger17 = time = 17
trigger18 = time = 18
trigger19 = time = 19
trigger20 = time = 20
trigger21 = time = 21
trigger22 = time = 22
trigger23 = time = 23
trigger24 = time = 24
trigger25 = time = 25
x = 2.0

[State 1401, TargetState]
type = TargetState
trigger1 = NumTarget > 0
trigger1 = Time = 0
value = 40506
ignorehitpause = 1


[State 1401, TargetBind]
type = TargetBind
trigger1 = 1
pos = 10,0

[State 1401, ChangeState]
type = ChangeState
trigger1 = FrontEdgeBodyDist <= 0
trigger2 = Time > 200
value = 3662

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

;叩きつけ
[Statedef 3662]
type = S
movetype = A
physics = S
anim = 3662
ctrl = 0
velset = 0,0

[State -2, 59]
type = Varadd
trigger1 = time = 0
v = 20
value = -1

[State 12100, 5]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[State 1402, TargetState]
type = TargetState
trigger1 = Time = 0
value = 40507

[State 900, 7]
type = PlaySnd
trigger1 = time = 0
value = s4,0

[State 900, 7]
type = PlaySnd
trigger1 = time = 0
value = s125,0

[State 12000, 6]
type = Explod
trigger1 = time = 0
anim = 6901
ID = 6901
sprpriority = 3
postype = p1
pos = 10,Const(size.mid.pos.y)
ontop = 1
ownpal = 1
ignorehitpause = 1


[State 1402, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 0
value = -(Var(32))
absolute = 0
kill = 1

[State 610, 4]
type = Turn
trigger1 = time = 26

[State 1402, TargetBind]
type = TargetBind
trigger1 = 1
pos = 40,-10


[State 1402, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3663

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

;運び
[Statedef 3663]
type = S
movetype = A
physics = N
anim = 110
ctrl = 0
velset = 20,-2

[State 12100, 5]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[State -2, 59]
type = VarSet
trigger1 = time = 0
v = 32
value = 80

[State -2, 59]
type = Varadd
trigger1 = time = 1
trigger2 = time = 2
trigger3 = time = 3
trigger4 = time = 4
trigger5 = time = 5
trigger6 = time = 6
trigger7 = time = 7
trigger8 = time = 8
trigger9 = time = 9
trigger10 = time = 10
trigger11 = time = 11
trigger12 = time = 12
trigger13 = time = 13
trigger14 = time = 14
trigger15 = time = 15
trigger16 = time = 16
trigger17 = time = 17
trigger18 = time = 18
trigger19 = time = 19
trigger20 = time = 20
trigger21 = time = 21
trigger22 = time = 22
trigger23 = time = 23
trigger24 = time = 24
trigger25 = time = 25
v = 32
value = 2



[State 110]
type = veladd
trigger1 = time = 1
trigger2 = time = 2
trigger3 = time = 3
trigger4 = time = 4
trigger5 = time = 5
trigger6 = time = 6
trigger7 = time = 7
trigger8 = time = 8
trigger9 = time = 9
trigger10 = time = 10
trigger11 = time = 11
trigger12 = time = 12
trigger13 = time = 13
trigger14 = time = 14
trigger15 = time = 15
trigger16 = time = 16
trigger17 = time = 17
trigger18 = time = 18
trigger19 = time = 19
trigger20 = time = 20
trigger21 = time = 21
trigger22 = time = 22
trigger23 = time = 23
trigger24 = time = 24
trigger25 = time = 25
x = 2.0



[State 1401, TargetState]
type = TargetState
trigger1 = NumTarget > 0
trigger1 = Time = 0
value = 40506
ignorehitpause = 1


[State 1401, TargetBind]
type = TargetBind
trigger1 = 1
pos = 10,0

[State 1401, ChangeState]
type = ChangeState
trigger1 = FrontEdgeBodyDist <= 0
trigger2 = Time > 200
value = 3664

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

;叩きつけ
[Statedef 3664]
type = A
movetype = A
physics = S
anim = 3661
ctrl = 0
velset = 0,0

[State -2, 59]
type = Varadd
trigger1 = time = 0
v = 20
value = -1

[State 12100, 5]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[State 1402, TargetState]
type = TargetState
trigger1 = Time = 0
value = 40507

[State 900, 7]
type = PlaySnd
trigger1 = time = 0
value = s4,0

[State 900, 7]
type = PlaySnd
trigger1 = time = 0
value = s125,0

[State 12000, 6]
type = Explod
trigger1 = time = 0
anim = 6901
ID = 6901
sprpriority = 3
postype = p1
pos = 10,Const(size.mid.pos.y)
ontop = 1
ownpal = 1
ignorehitpause = 1

[State 1402, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 0
value = -(Var(32))
absolute = 0
kill = 1



[State 1402, TargetBind]
type = TargetBind
trigger1 = 1
pos = 40,-10


[State 1402, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3665

;------------------------------------------------
;とびのき
[Statedef 3665]
type = A
movetype = A
physics = N
anim = 43
ctrl = 0
velset = -4,-5

[State 46505]
type = TargetState
trigger1 = Time = 0
value = 40508

[State 46505]
type = Gravity
trigger1 = Time > 1

[State 610]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

[State 610]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;-------------------------------------------------------
;ビーム連射
[Statedef 3690]
type = A
movetype = A
physics = N
anim = 31703
ctrl = 0
velset = 0,0

;コンボ
[State -2]
type = varset
trigger1 = time = 0
v = 45
value = 0

[State 400]
type = poweradd
trigger1 = time = 0
value = -1000

[State -2]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 60

[State 610]
type = ChangeState
trigger1 = Time >= 84
value = 50
ctrl = 1

[State 12000, 6]
type = Explod
trigger1 = time = 0
anim = 8000
ID = 8000
sprpriority = 3
postype = p1
pos = 0,Const(size.mid.pos.y)
ontop = 1
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 12000, 7]
type = PlaySnd
trigger1 = time = 0
value = S5,0
channel = 7

[State 12000, 4]
type = Pause
trigger1 = time = 0
time = 30


[State 46505]
type = TargetState
trigger1 = Time = 0
trigger1 = prevstateno = 1257
trigger2 = Time = 0
trigger2 = prevstateno = 3664
value = 40508

[State 1402, TargetBind]
type = posset
trigger1 = Time = 0
trigger1 = prevstateno = 1257
trigger1 = facing = -1
trigger2 = Time = 0
trigger2 = prevstateno = 3664
trigger2 = facing = -1
x = -100

[State 1402, TargetBind]
type = posset
trigger1 = Time = 0
trigger1 = prevstateno = 1257
trigger1 = facing = 1
trigger2 = Time = 0
trigger2 = prevstateno = 3664
trigger2 = facing = 1
x = 100

[State 1402, TargetBind]
type = TargetBind
trigger1 = Time = 0
trigger1 = prevstateno = 1257
trigger2 = Time = 0
trigger2 = prevstateno = 3664
pos = 50,0


[State 12000, 6]
type = Explod
trigger1 = time = 0
persistent = 0
anim = 31704
id = 31704
pos = -70, -90
postype = p1
shadow = -1
sprpriority = 3
bindtime = -1
ignorehitpause = 1
supermove = 1
ownpal = 1

[State 12000, 65]
type = Explod
trigger1 = time = 0
persistent = 0
anim = 31704
id = 31704
pos = 60, -90
postype = p1
shadow = -1
sprpriority = 3
bindtime = -1
ignorehitpause = 1
supermove = 1
ownpal = 1

[State 12000, 6]
type = Explod
trigger1 = time = 0
persistent = 0
anim = 31704
id = 31704
pos = -40, -50
postype = p1
shadow = -1
sprpriority = -1
bindtime = -1
ignorehitpause = 1
supermove = 1
ownpal = 1

[State 12000, 6]
type = Explod
trigger1 = time = 0
persistent = 0
anim = 31704
id = 31704
pos = 35, -50
postype = p1
shadow = -1
sprpriority = -1
bindtime = -1
ignorehitpause = 1
supermove = 1
ownpal = 1


[State 12000, 6]
type = Explod
trigger1 = time = 0
persistent = 0
anim = 31704
id = 31704
pos = -70, -10
postype = p1
shadow = -1
sprpriority = -1
bindtime = -1
ignorehitpause = 1
supermove = 1
ownpal = 1

[State 12000, 6]
type = Explod
trigger1 = time = 0
persistent = 0
anim = 31704
id = 31704
pos = 60, -10
postype = p1
shadow = -1
sprpriority = -1
bindtime = -1
ignorehitpause = 1
supermove = 1
ownpal = 1

[State 4100]
type = Projectile
trigger1 = time = 5
trigger2 = time = 25
trigger3 = time = 45
ProjID = 26493
Projanim = 26493
projhitanim = 26493
projremovetime = 24
projepriority = 7
projmisstime = 1
sprpriority = 3
offset = -70, -90
velocity = 0, 0
Postype = p1
attr = S, HP
animtype = up
damage = 60,2
getpower = 0, 0
pausetime = 2, 9
guardflag = M
hitflag = MAF
sparkno = -1
guard.sparkno = s7100
sparkxy = floor(p2dist X), 0
hitsound  = -1
guardsound = s3,2
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -4.0, -7.4
ground.cornerpush.veloff = 0
air.velocity = -4.0, -7.4
air.cornerpush.veloff = 0
yaccel = .50
air.fall = 1
fall = 1
fall.recover = 0


[State 230]
type = Projectile
trigger1 = time = 10
trigger2 = time = 30
trigger3 = time = 50
ProjID = 26493
Projanim = 26493
projhitanim = 26493
projremovetime = 24
projepriority = 7
projmisstime = 1
sprpriority = 3
offset = 60, -90
velocity = 0, 0
Postype = p1
attr = S, HP
animtype = up
damage = 60,2
getpower = 0, 0
pausetime = 2, 9
guardflag = M
hitflag = MAF
sparkno = -1
guard.sparkno = s7100
sparkxy = floor(p2dist X), 0
hitsound  = -1
guardsound = s3,2
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -4.0, -7.4
ground.cornerpush.veloff = 0
air.velocity = -4.0, -7.4
air.cornerpush.veloff = 0
yaccel = .50
air.fall = 1
fall = 1
fall.recover = 0

[State 4100]
type = Projectile
trigger1 = time = 7
trigger2 = time = 23
trigger3 = time = 38
ProjID = 26493
Projanim = 26493
projhitanim = 26493
projremovetime = 24
projepriority = 7
projmisstime = 1
sprpriority = 3
offset = -40, -50
velocity = 0, 0
Postype = p1
attr = S, HP
animtype = up
damage = 60*enemy,const(data.life)*0.001*enemy,const(data.defence)*0.01,2
getpower = 0, 0
pausetime = 2, 9
guardflag = M
hitflag = MAF
sparkno = -1
guard.sparkno = s7100
sparkxy = floor(p2dist X), 0
hitsound  = -1
guardsound = s3,2
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -4.0, -7.4
ground.cornerpush.veloff = 0
air.velocity = -4.0, -7.4
air.cornerpush.veloff = 0
yaccel = .50
air.fall = 1
fall = 1
fall.recover = 0

[State 4100]
type = Projectile
trigger1 = time = 9
trigger2 = time = 28
trigger3 = time = 53
ProjID = 26493
Projanim = 26493
projhitanim = 26493
projremovetime = 24
projepriority = 7
projmisstime = 1
sprpriority = 3
offset = 35, -50
velocity = 0, 0
Postype = p1
attr = S, HP
animtype = up
damage = 60*enemy,const(data.life)*0.001*enemy,const(data.defence)*0.01,2
getpower = 0, 0
pausetime = 2, 9
guardflag = M
hitflag = MAF
sparkno = -1
guard.sparkno = s7100
sparkxy = floor(p2dist X), 0
hitsound  = -1
guardsound = s3,2
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -4.0, -7.4
ground.cornerpush.veloff = 0
air.velocity = -4.0, -7.4
air.cornerpush.veloff = 0
yaccel = .50
air.fall = 1
fall = 1
fall.recover = 0


[State 230]
type = Projectile
trigger1 = time = 15
trigger2 = time = 35
trigger3 = time = 55
ProjID = 26493
Projanim = 26493
projhitanim = 26493
projremovetime = 24
projepriority = 7
projmisstime = 1
sprpriority = 3
offset = -70, -10
velocity = 0, 0
Postype = p1
attr = S, HP
animtype = up
damage = 60,2
getpower = 0, 0
pausetime = 2, 9
guardflag = M
hitflag = MAF
sparkno = -1
guard.sparkno = s7100
sparkxy = floor(p2dist X), 0
hitsound  = -1
guardsound = s3,2
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -4.0, -7.4
ground.cornerpush.veloff = 0
air.velocity = -4.0, -7.4
air.cornerpush.veloff = 0
yaccel = .50
air.fall = 1
fall = 1
fall.recover = 0


[State 230]
type = Projectile
trigger1 = time = 20
trigger2 = time = 40
trigger3 = time = 60
ProjID = 26493
Projanim = 26493
projhitanim = 26493
projremovetime = 24
projepriority = 7
projmisstime = 1
sprpriority = 3
offset = 60, -10
velocity = 0, 0
Postype = p1
attr = S, HP
animtype = up
damage = 60,2
getpower = 0, 0
pausetime = 2, 9
guardflag = M
hitflag = MAF
sparkno = -1
guard.sparkno = s7100
sparkxy = floor(p2dist X), 0
hitsound  = -1
guardsound = s3,2
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -4.0, -7.4
ground.cornerpush.veloff = 0
air.velocity = -4.0, -7.4
air.cornerpush.veloff = 0
yaccel = .50
air.fall = 1
fall = 1
fall.recover = 0


[State 400]
type = attackmulset
trigger1 = time = 0
trigger1 = TeamMode = simul
value = 0.4

[State 400]
type = attackmulset
trigger1 = time >= 60
trigger1 = TeamMode = simul
value = 1

[State -2, 59]
type = VarSet
trigger1 = time = 0
fv = 0
value = enemy,life

[State -2, 59]
type = VarSet
trigger1 = Projhit = 1
fv = 0
value = FVar(0)-(enemy,lifemax*0.014)


[State 4555]
type = targetlifeadd
trigger1 = TeamMode = single
trigger1 = enemy,life-FVar(0) >0
trigger2 = TeamMode = turns
trigger2 = enemy,life-FVar(0) >0
value = -(enemy,life-FVar(0))
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 4555]
type = targetlifeadd
trigger1 = TeamMode = single
trigger1 = FVar(0)-enemy,life >0
trigger2 = TeamMode = turns
trigger2 = FVar(0)-enemy,life >0
value = (FVar(0)-enemy,life)
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999





[State 12000, 7]
type = PlaySnd
trigger1 = time >= 2
trigger1 = time <= 60
trigger1 = gametime%5 = 1
value = S115,0











;----------------------------------------------------------
;冬の思い出
;
[Statedef 3750]
type = S
movetype = A
physics = N
anim = 26501
ctrl = 0
velset = 4,0

;コンボ
[State -2]
type = varset
trigger1 = time = 0
v = 45
value = 0

[State 610]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 400]
type = poweradd
trigger1 = time = 0
value = -1000

[State 12100, 5]
type = nothitby
trigger1 = time = 0
value = SCA
time = 11

[State 181]
type = AssertSpecial
trigger1 = 1
flag = unguardable

[State 1400, Hitdef]
type = Hitdef
trigger1 = Animelem = 1
attr = A,HT
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = 30,5
getpower = 70,20
givepower = 25,12
pausetime = 0,10
guard.pausetime = 5,10
sparkno = S6600
guard.sparkno = S6600
sparkxy = -30+random%20,-55+random%20
hitsound = s2,3
guardsound = s3,2
ground.slidetime = 10
ground.hittime = 22
guard.hittime = 20
air.hittime = 22
guard.ctrltime = 20
airguard.ctrltime = 20
ground.velocity = 0,0
guard.velocity = -4
air.velocity = 0,0
airguard.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -4
airguard.cornerpush.veloff = 0
fall.recover = 0
fall.recovertime = ceil(10000*fvar(0)*0.75)
forcestand = 0
fall = 1
air.fall = 1
kill = 0
guard.kill = 0
p2facing = 1
p1stateno = 3751
p2stateno = 3760


[State 12000, 4]
type = Pause
trigger1 = time = 0
time = 30
movetime = 1

[State 12000, 6]
type = Explod
trigger1 = time = 0
anim = 8000
ID = 8000
sprpriority = 3
postype = p1
pos = 0,Const(size.mid.pos.y)
ontop = 1
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 12000, 7]
type = PlaySnd
trigger1 = time = 0
value = S5,0
channel = 7

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

[Statedef 3751]
type = S
movetype = A
physics = S
anim = 31575
ctrl = 0

[State -2, 59]
type = Varadd
trigger1 = time = 0
v = 20
value = -2

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State -2]
type = envcolor
trigger1 = time = 15
value = 0,0,0
time = 270
under = 1

[State 181]
type = AssertSpecial
trigger1 = time = [15,285]
flag = Invisible


[State -2, 59]
type = VarSet
trigger1 = time = 0
trigger1 = enemy,stateno = 3760
fv = 0
value = (enemy,life)-(enemy,lifemax*0.235)



[State 4555]
type = targetlifeadd
triggerall = enemy,stateno = 3760
trigger1 = Time = 231
trigger1 = (enemy,life)-FVar(0) > 0
value = -(enemy,life-FVar(0))
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 4555]
type = targetlifeadd
triggerall = enemy,stateno = 3760
trigger1 = Time = 231
trigger1 = enemy,Alive
trigger1 = FVar(0)-(enemy,life) > 0
value = (FVar(0)-enemy,life)
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999


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



[State -2]
type = Helper
trigger1 = time = 30
ignorehitpause = 1
helpertype = normal
name = "x1"
postype = back
pos = 0,-210
stateno = 3761
sprpriority = 10
keyctrl = 1
ID = 31569
ownpal = 1
size.xscale=0.50
size.yscale=0.50


[State 12000, 7]
type = PlaySnd
trigger1 = time = 30
value = S2,0

[State 1402, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 30
value = -25
absolute = 0
kill = 0

;-------------------------
[State -2]
type = Helper
trigger1 = time = 60
ignorehitpause = 1
helpertype = normal
name = "x2"
postype = back
pos = 0,-210
stateno = 3762
sprpriority = 10
keyctrl = 1
ID = 31571
ownpal = 1
size.xscale=0.50
size.yscale=0.50



[State 12000, 7]
type = PlaySnd
trigger1 = time = 60
value = S2,1

[State 1402, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 60
value = -25
absolute = 0
kill = 0

;---------------------------
[State -2]
type = Helper
trigger1 = time = 90
ignorehitpause = 1
helpertype = normal
name = "x3"
postype = back
pos = 0,-210
stateno = 3763
sprpriority = 10
keyctrl = 1
ID = 31568
ownpal = 1
size.xscale=0.5
size.yscale=0.5



[State 12000, 7]
type = PlaySnd
trigger1 = time = 90
value = S2,2

[State 1402, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 90
value = -25
absolute = 0
kill = 0
;-----------------------------
[State -2]
type = Helper
trigger1 = time = 120
ignorehitpause = 1
helpertype = normal
name = "x3"
postype = back
pos = 0,-210
stateno = 3764
sprpriority = 10
keyctrl = 1
ID = 31572
ownpal = 1
size.xscale=0.5
size.yscale=0.5



[State 12000, 7]
type = PlaySnd
trigger1 = time = 120
value = S2,6

[State 1402, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 120
value = -25
absolute = 0
kill = 0
;-----------------------------
[State -2]
type = Helper
trigger1 = time = 150
ignorehitpause = 1
helpertype = normal
name = "x4"
postype = back
pos = 90,-150
stateno = 3765
sprpriority = 10
keyctrl = 1
ID = 31576
ownpal = 1
size.xscale=0.5
size.yscale=0.5



[State 12000, 7]
type = PlaySnd
trigger1 = time = 150
value = S2,6

[State 1402, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 150
value = -25
absolute = 0
kill = 0
;-----------------------------
[State -2]
type = Helper
triggerall = Var(24) = 0
trigger1 = time = 180
ignorehitpause = 1
helpertype = normal
name = "x5"
postype = back
pos = 0,-210
stateno = 3766
sprpriority = 10
keyctrl = 1
ID = 31573
ownpal = 1

[State -2]
type = Helper
triggerall = Var(24) = 1
trigger1 = time = 180
ignorehitpause = 1
helpertype = normal
name = "x8"
postype = back
pos = 40,-180
stateno = 3769
sprpriority = 10
keyctrl = 1
ID = 31585
ownpal = 1
size.xscale=0.38
size.yscale=0.38


[State 12000, 7]
type = PlaySnd
trigger1 = time = 180
value = S2,3

[State 1402, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 180
value = -25
absolute = 0
kill = 0
;------------------------------
[State -2]
type = Helper
trigger1 = time = 195
ignorehitpause = 1
helpertype = normal
name = "x6"
postype = back
pos = 0,-150
stateno = 3767
sprpriority = 10
keyctrl = 1
ID = 31574
ownpal = 1
size.xscale=0.38
size.yscale=0.38



[State 12000, 7]
type = PlaySnd
trigger1 = time = 195
value = S2,5

[State 1402, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 195
value = -25
absolute = 0
kill = 0
;---------------------------
[State -2]
type = Helper
trigger1 = time = 230
ignorehitpause = 1
helpertype = normal
name = "x7"
postype = back
pos = 0,-210
stateno = 3768
sprpriority = 10
keyctrl = 1
ID = 31570
ownpal = 1
size.xscale=0.5
size.yscale=0.5




[State 12000, 7]
type = PlaySnd
trigger1 = time = 230
value = S4,4

[State 1402, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 230
value = -60
absolute = 0
kill = 1
;-------------------------


[State 12000, 7]
type = PlaySnd
trigger1 = p2life = 0
trigger1 = Time = 230
value = S133,0



[State 610]
type = ChangeState
trigger1 = Time = 285
value = 0
ctrl = 1

;---------------------------------------------------------------------------------
;敵やられ
[Statedef 3760]
type = S
movetype = H
physics = S
anim = 5010
ctrl = 0

[State 230, 1]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 12100, 5]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[State 230, 1]
type = posSet
trigger1 = 1
y = 0

[State 181]
type = AssertSpecial
trigger1 = time = [15,285]
flag = Invisible

[State 169994]
type = destroyself
trigger1 = isHelper

[State -2]
type = SelfState
trigger1 = time = 285
value = 5110
Persistent = 1


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

[Statedef 3761]
type = S
movetype = A
physics = S
ctrl = 0

[State -2]
type = ChangeAnim
Trigger1 = Facing = 1
trigger1 = time = 0
value = 31569

[State -2]
type = ChangeAnim
Trigger1 = Facing = -1
trigger1 = time = 0
value = 31577



[State 169994]
type = destroyself
trigger1 = time > 30

;-------------------------------------
[Statedef 3762]
type = S
movetype = A
physics = S
ctrl = 0

[State -2]
type = ChangeAnim
Trigger1 = Facing = 1
trigger1 = time = 0
value = 31571

[State -2]
type = ChangeAnim
Trigger1 = Facing = -1
trigger1 = time = 0
value = 31578

[State 169994]
type = destroyself
trigger1 = time > 30

;-------------------------------------
[Statedef 3763]
type = S
movetype = A
physics = S
ctrl = 0

[State -2]
type = ChangeAnim
Trigger1 = Facing = 1
trigger1 = time = 0
value = 31568

[State -2]
type = ChangeAnim
Trigger1 = Facing = -1
trigger1 = time = 0
value = 31579

[State 169994]
type = destroyself
trigger1 = time > 30

;-------------------------------------
[Statedef 3764]
type = S
movetype = A
physics = S
ctrl = 0

[State -2]
type = ChangeAnim
Trigger1 = Facing = 1
trigger1 = time = 0
value = 31572

[State -2]
type = ChangeAnim
Trigger1 = Facing = -1
trigger1 = time = 0
value = 31580

[State 169994]
type = destroyself
trigger1 = time > 30

;-------------------------------------
[Statedef 3765]
type = S
movetype = A
physics = S
ctrl = 0

[State -2]
type = ChangeAnim
Trigger1 = Facing = 1
trigger1 = time = 0
value = 31576

[State -2]
type = ChangeAnim
Trigger1 = Facing = -1
trigger1 = time = 0
value = 31581

[State 169994]
type = destroyself
trigger1 = time > 30

;-------------------------------------
[Statedef 3766]
type = S
movetype = A
physics = S
ctrl = 0

[State -2]
type = ChangeAnim
Trigger1 = Facing = 1
trigger1 = time = 0
value = 31573

[State -2]
type = ChangeAnim
Trigger1 = Facing = -1
trigger1 = time = 0
value = 31582





[State 169994]
type = destroyself
trigger1 = time > 15

;-------------------------------------
[Statedef 3767]
type = S
movetype = A
physics = S
ctrl = 0

[State -2]
type = ChangeAnim
Trigger1 = Facing = 1
trigger1 = time = 0
value = 31574

[State -2]
type = ChangeAnim
Trigger1 = Facing = -1
trigger1 = time = 0
value = 31583

[State 169994]
type = destroyself
trigger1 = time > 35

;-------------------------------------
[Statedef 3768]
type = S
movetype = A
physics = S
ctrl = 0

[State -2]
type = ChangeAnim
Trigger1 = Facing = 1
trigger1 = time = 0
value = 31570

[State -2]
type = ChangeAnim
Trigger1 = Facing = -1
trigger1 = time = 0
value = 31584

[State 169994]
type = destroyself
trigger1 = time > 50



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


[Statedef 3769]
type = S
movetype = A
physics = S
ctrl = 0


[State -2]
type = ChangeAnim
Trigger1 = Facing = 1
trigger1 = time = 0
value = 31585

[State -2]
type = ChangeAnim
Trigger1 = Facing = -1
trigger1 = time = 0
value = 31586


[State 169994]
type = destroyself
trigger1 = time > 15


;----------------------------------------------------------------------------------------------
;まこと
[Statedef 3820]
type = A
movetype = A
physics = N
sprpriority = 0
ctrl = 0

[State 12100, 0]
type = ChangeAnim
trigger1 = time = 0
value = 31587

[State 12100, 1]
type = VelSet
trigger1 = time <= 75
x = 0
y = 0

[State 12100, 2]
type = PowerAdd
trigger1 = time = 0
value = -800


[State 12100, 3]
type = Pause
trigger1 = time = 0
time = 50
movetime = 1

[State 12100, 4]
type = BGPalFX
trigger1 = time = 0
time = 51
add = 0,0,0
mul = 0,0,0
sinadd = 0,0,0,1
invertall = 0
color = 256

[State 12100, 5]
type = Explod
trigger1 = time = 0
anim = 8000
ID = 8000
sprpriority = 3
postype = p1
pos = 0,Const(size.mid.pos.y)
ontop = 1
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 12100, 6]
type = PlaySnd
trigger1 = time = 0
value = S5,0


[State 12100, 6]
type = PlaySnd
trigger1 = time = 0
value = 130,1


[State 215]
type = Projectile
trigger1 = time = 15
ProjID = 26491
Projanim = 26491
Projremove = 0
projremovetime = 74
Postype = p1
offset = 50, -0
velocity = 5, 5
attr = S,HP
damage = 60,4
animtype = Hard
hitflag = MAFD
guardflag = MA
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s2,4            
guardsound = s3,2             
ground.type = High
gurad.pausetime = 0,12             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = 5,-5       ;飛んでいく強さ   
air.velocity = 5,-5            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1           


[State 215]
type = Projectile
trigger1 = time = 24
ProjID = 26491
Projanim = 26491
Projremove = 0
projremovetime = 74
Postype = p1
offset = 50, -0
velocity = 6, 5
attr = S,HP
damage = 60,4
animtype = Hard
hitflag = MAFD
guardflag = MA
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s2,4            
guardsound = s3,2             
ground.type = High
gurad.pausetime = 0,12             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = -5,5       ;飛んでいく強さ   
air.velocity = -5,5            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1           

[State 215]
type = Projectile
trigger1 = time = 33
ProjID = 26491
Projanim = 26491
Projremove = 0
projremovetime = 74
Postype = p1
offset = 50, -0
velocity = 4, 5
attr = S,HP
damage = 60,4
animtype = Hard
hitflag = MAFD
guardflag = MA
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s2,4            
guardsound = s3,2             
ground.type = High
gurad.pausetime = 0,12             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = 5,-5       ;飛んでいく強さ   
air.velocity = 5,-5            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1           


[State 215]
type = Projectile
trigger1 = time = 42
ProjID = 26491
Projanim = 26491
Projremove = 0
projremovetime = 74
Postype = p1
offset = 50, -0
velocity = 5, 5
attr = S,HP
damage = 60,4
animtype = Hard
hitflag = MAFD
guardflag = MA
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s2,4            
guardsound = s3,2             
ground.type = High
gurad.pausetime = 0,12             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = -5,5       ;飛んでいく強さ   
air.velocity = -5,5            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1           

[State 215]
type = Projectile
trigger1 = time = 51
ProjID = 26491
Projanim = 26491
Projremove = 0
projremovetime = 74
Postype = p1
offset = 50, 0
velocity = 6, 5
attr = S,HP
damage = 60,4
animtype = Hard
hitflag = MAFD
guardflag = MA
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s2,4            
guardsound = s3,2             
ground.type = High
gurad.pausetime = 0,12             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = 5,-5       ;飛んでいく強さ   
air.velocity = 5,-5            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1           


[State 215]
type = Projectile
trigger1 = time = 60
ProjID = 26491
Projanim = 26491
Projremove = 0
projremovetime = 74
Postype = p1
offset = 50, -0
velocity = 4, 5
attr = S,HP
damage = 60,4
animtype = Hard
hitflag = MAFD
guardflag = MA
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s2,4            
guardsound = s3,2             
ground.type = High
gurad.pausetime = 0,12             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = -5,5       ;飛んでいく強さ   
air.velocity = -5,5            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1           


[State 215]
type = Projectile
trigger1 = time = 69
ProjID = 26491
Projanim = 26491
Projremove = 0
projremovetime = 74
Postype = p1
offset = 50, -0
velocity = 5, 5
attr = S,HP
damage = 60,4
animtype = Hard
hitflag = MAFD
guardflag = MA
pausetime = 0,0        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s2,4            
guardsound = s3,2             
ground.type = High
gurad.pausetime = 0,12             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = 5,-5       ;飛んでいく強さ   
air.velocity = 5,-5            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  
air.fall = 1             
supermove = 1                 


[State 12100, 5]
type = Explod
trigger1 = time = 3
anim = 26490
ID = 26490
sprpriority = 3
postype = p1
pos = 30,30
ontop = 1
ownpal = 1
ignorehitpause = 1


[State 12100, 5]
type = PlaySnd
trigger1 = time = 15
trigger2 = time = 24
trigger3 = time = 33
trigger4 = time = 42
trigger5 = time = 51
trigger6 = time = 60
trigger7 = time = 69
value = s130,2

[State 12100, 8]
type = VelAdd
trigger1 = time >= 76
y = Const(movement.yaccel)

[State 12100, 9]
type = NotHitBy
trigger1 = 1
value = SCA
time = 2

[State 12100, 10]
type = ChangeState
triggerall = Pos Y >= 0
triggerall = Vel Y >= 0
trigger1 = Animelemtime(4) >= 0
value = 52

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

[Statedef 3880]
type = A
movetype = A
physics = N
sprpriority = 0
ctrl = 0
velset = 0,0

[State 13000, 0]
type = ChangeAnim
trigger1 = time = 0
value = 13000



[State 400]
type = poweradd
trigger1 = time = 0
value = -4000



[State 3200, 3]
type = SuperPause
trigger1 = time = 0
time = 50
anim = -1
sound = -1
pos = 0,0
movetime = 50
darken = 0

[State 3200, 4]
type = Explod
trigger1 = time = 0
anim = 8200
ID = 8200
sprpriority = 3
postype = p1
pos = 0,Const(size.mid.pos.y)
ontop = 1
ownpal = 1
ignorehitpause = 1
pausemovetime = 50
supermovetime = 50

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1



[State 3200, 5]
type = PlaySnd
trigger1 = time = 1
value = S5,2
channel = 7

[State 3200, 6]
type = PlaySnd
trigger1 = time = 1
value = S5,3
channel = 9

[State -2]
type = lifeadd
trigger1 = time =1
value = 200



;
[State -2]
type = helper
triggerall = NumHelper(3881) = 0
trigger1 = time = 0
id = 3881
name = "ayu3"
pos =30,Const(size.mid.pos.y)
postype = P1
stateno = 3881
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 13000, 4]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1


;------------------------------------------------------------------
;ヘルパー
[Statedef 3881]
type = A
movetype = A
physics = N
sprpriority = 0
ctrl = 0



[State 3200, 8]
type = BGPalFX
trigger1 = time = [0,680]
time = 1
add = 0,0,0
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 1
color = 256

[State 181]
type = AssertSpecial
trigger1 = 1
flag = Invisible

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1



[State 169994]
type = destroyself
trigger1 = time > 700




;-------------------------------------------
;タンク
[Statedef 3900]
type = S
movetype = A
physics = S
ctrl = 0
anim  = 31701

;コンボ
[State -2]
type = varset
trigger1 = time = 0
v = 45
value = 0

[State 400]
type = poweradd
trigger1 = time = 0
value = -2000

[State 3200, 3]
type = SuperPause
trigger1 = time = 11
time = 50
anim = -1
sound = -1
pos = 0,0
movetime = 50
darken = 0

[State 3200, 4]
type = Explod
trigger1 = time = 11
anim = 8200
ID = 8200
sprpriority = 3
postype = p1
pos = 0,Const(size.mid.pos.y)
ontop = 1
ownpal = 1
ignorehitpause = 1
pausemovetime = 50
supermovetime = 50

[State 3200, 3]
type = BGPalFX
trigger1 = time = [11,66]
time = 1
add = 0,0,0
mul = 0,0,0
sinadd = 0,0,0,1
invertall = 0
color = 256

[State 3200, 8]
type = BGPalFX
trigger1 = time = [66,270]
time = 1
add = 0,0,0
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 1
color = 256

[State 3200, 5]
type = PlaySnd
trigger1 = time = 11
value = S5,2
channel = 7

[State 3200, 6]
type = PlaySnd
trigger1 = time = 11
value = S5,3
channel = 9


[State 3100]
type = Helper
trigger1 = AnimElem = 4
ID = 3902
name = "tanku"
postype = p2
pos = 0,-400
sprpriority = 2
stateno = 3902
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 3200, 6]
type = PlaySnd
trigger1 = AnimElem = 4
value = S148,3

[State 3100]
type = ChangeState
trigger1 = helper(3902),var(15) = 1
value = 3901
ctrl = 1

[State 3100]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------
;成功
[Statedef 3901]
type = S
movetype = A
poweradd= 0
ctrl = 0
velset = 0

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 3101]
type = Changeanim
trigger1 = Time = 20
value = 950

[State 3101]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze
flag2 = noautoturn

[State 3101]
type = Turn
trigger1 = Time >= 20
trigger1 = facing = -1

[State 3101]
type = PosSet
trigger1 = Time = 20
x = -100
y = 0

[State 3101]
type = PosFreeze
trigger1 = Time >= 20
value = 1


[State 3101]
type = ChangeState
trigger1 = Time = 360
value = 0
ctrl = 1

;------------------------------------------------------
;タンクAC
[Statedef 3902]
type = S
movetype = A
physics = N
anim = 31700
velset = 0,0
ctrl = 0
sprpriority = 2

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 3110]
type = VelAdd
trigger1 = time >= 0
y = 0.5

[State 3110]
type = ChangeState
trigger1 = !Ishelper
value = 0

[State 3110]
type = HitDef
triggerall = ishelper
trigger1 = AnimElem = 1
attr = A, HA
animtype  = Hard
hitflag = MAF
guardflag = HA
damage    = 100
pausetime = 0,20
sparkno = S6200
sparkxy = 0,0
hitsound   = S4,0
ground.type = High
p2stateno = 3905
kill = 0
guard.sparkno = s7100
guardsound = s3,2
guard.pausetime = 8,10



[State 3110]
type = ChangeState
trigger1 = Movehit = 1
value = 3904


[State 3110]
type = ChangeState
trigger1 = Pos y >= 1
trigger1 = Vel y > 0
value = 3903

;バウンド
[Statedef 3903]
type = S
movetype = A
physics = N
anim = 31700
velset = 0,-5
ctrl = 0

[State 3111]
type = VelAdd
trigger1 = time >= 3
y = 0.5

[State 3111]
type = DestroySelf
trigger1 = Pos y > 0
trigger1 = Vel y > 0

;------------------------------------------------------
;成功AC
[Statedef 3904]
type = S
movetype = A
physics = N
anim = 31700
velset = 0,0
ctrl = 0
sprpriority = 2

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 3110]
type = varset
trigger1 = time = 0
v = 15
value = 1

[State 3113]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze

[State 3113]
type = Turn
trigger1 = facing = -1

[State 3113]
type = AssertSpecial
trigger1 = time = [0,40]
flag = nobardisplay
flag2 = globalnoshadow

[State 3113]
type = AllPalfx
trigger1 = Time = 0
sinadd = 256, 256, 256, 80
time = 40

[State 3113]
type = PosSet
trigger1 = Time = 20
x = 100
y = Enemy,Const(size.head.pos.y)



[State 3200, 6]
type = PlaySnd
trigger1 = time = 105
value = S148,4
volume = 999

[State 3111]
type = VelAdd
trigger1 = time = 300
y = 16

[State 3113]
type = targetlifeadd
trigger1 = time = 300
value = -250

[State 3200, 6]
type = PlaySnd
trigger1 = time = 300
value = S7,5

[State 3200, 6]
type = PlaySnd
trigger1 = time = 300
value = S148,5
volume = 999


[State 3111]
type = Velset
trigger1 = Pos y > 0
y = 0

[State 3110]
type = varset
trigger1 = time = 360
v = 15
value = 0

[State 3113]
type = DestroySelf
trigger1 = time = 360

;---------------------------------------------------------
;敵やられ
[Statedef 3905]
type    = S
movetype = H
physics = N
poweradd = 0
velset = 0,0
ctrl = 0

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 3115]
type = changeanim2
trigger1 = time = 0
value = 31702


[State 3115]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 3115]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 3115]
type = Turn
trigger1 = facing = 1

[State 3115]
type = PosSet
trigger1 = Time = 20
x = 100
y = 0

[State 3115]
type = AssertSpecial
trigger1 = Time >= 300
flag = invisible

[State 3116]
type = selfstate
trigger1 = Time >= 360
value = 5100


;-----------------------------------------------------------
;一撃必殺奥義
[Statedef 50000]
type = S
movetype = A
physics = S
ctrl = 0

;コンボ
[State -2]
type = varset
trigger1 = time = 0
v = 45
value = 0

[State -2, 59]
type = Varadd
trigger1 = time = 30
v = 20
value = 1

[State 400]
type = poweradd
trigger1 = time = 0
value = -5000

[State 14000, 0]
type = ChangeAnim
trigger1 = time = 0
value = 31615

[State 14000, 3]
type = SuperPause
trigger1 = time = 0
time = 50
anim = -1
sound = -1
pos = 0,0
movetime = 1
darken = 0

[State 14000, 4]
type = BGPalFX
trigger1 = time = 0
time = 52
add = 0,0,0
mul = 0,0,0
sinadd = 0,0,0,1
invertall = 0
color = 256

[State 14000, 5]
type = Explod
trigger1 = time = 0
anim = 8200
ID = 8200
sprpriority = 3
postype = p1
pos = 0,Const(size.mid.pos.y)
ontop = 1
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 14000, 6]
type = Explod
trigger1 = time = 0
anim = 8300
ID = 8300
sprpriority = 3
postype = p1
pos = 0,Const(size.mid.pos.y)
ontop = 1
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 14000, 7]
type = PlaySnd
trigger1 = time = 0
value = S5,2
channel = 7

[State 14000, 8]
type = PlaySnd
trigger1 = time = 0
value = S5,3
channel = 9

[State -3]
type = VarRandom
trigger1 = time = 0
v = 57
range = 1,12

;メタリカ
[State 14000, 9]
type = Hitdef
trigger1 = Var(57) = [1,3]
attr = S,HA
damage = 0,0
animtype = Hard
hitflag = MAFD
guardflag = MA
priority = 7,Miss
pausetime = 0,10
guard.pausetime = 0,10
sparkno = s6600
guard.sparkno = s7100
sparkxy = -10,Const(size.mid.pos.y)-60
hitsound = s2,3
guardsound = s3,2
ground.type = High
ground.slidetime = 22
ground.hittime = 27
guard.slidetime = 18
guard.hittime = 21
ground.velocity = 0,-5.6
guard.velocity = -2.2
air.velocity = 0,-6.5
airguard.velocity = -2.8,-4.5
fall = 1
air.fall = 1
fall.recover = 0
getpower = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
kill = 0
guard.kill = 0
p1stateno = 50002
p2stateno = 50001
p2facing = 1

[state 1]
type = targetstate
triggerall = Var(57) = [1,3]
trigger1 = p2stateno != 50001
trigger1 = movehit
value = 50001

;シアーハートアタック
[State 14000, 9]
type = Hitdef
trigger1 = Var(57) = [4,6]
attr = S,HA
damage = 0,0
animtype = Hard
hitflag = MAFD
guardflag = MA
priority = 7,Miss
pausetime = 0,10
guard.pausetime = 0,10
sparkno = s6600
guard.sparkno = s7100
sparkxy = -10,Const(size.mid.pos.y)-60
hitsound = s2,3
guardsound = s3,2
ground.type = High
ground.slidetime = 22
ground.hittime = 27
guard.slidetime = 18
guard.hittime = 21
ground.velocity = 0,-5.6
guard.velocity = -2.2
air.velocity = 0,-6.5
airguard.velocity = -2.8,-4.5
fall = 1
air.fall = 1
fall.recover = 0
getpower = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
kill = 0
guard.kill = 0
p1stateno = 50006
p2stateno = 50005
p2facing = 1

[state 1]
type = targetstate
triggerall = Var(57) = [4,6]
trigger1 = p2stateno != 50005
trigger1 = movehit
value = 50005

[State 14000, 9]
type = Hitdef
trigger1 = Var(57) = [7,9]
attr = S,HA
damage = 0,0
animtype = Hard
hitflag = MAFD
guardflag = MA
priority = 7,Miss
pausetime = 0,10
guard.pausetime = 0,10
sparkno = s6600
guard.sparkno = s7100
sparkxy = -10,Const(size.mid.pos.y)-60
hitsound = s2,3
guardsound = s3,2
ground.type = High
ground.slidetime = 22
ground.hittime = 27
guard.slidetime = 18
guard.hittime = 21
ground.velocity = 0,-5.6
guard.velocity = -2.2
air.velocity = 0,-6.5
airguard.velocity = -2.8,-4.5
fall = 1
air.fall = 1
fall.recover = 0
getpower = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
kill = 0
guard.kill = 0
p1stateno = 50011
p2stateno = 50010
p2facing = 1

[state 1]
type = targetstate
triggerall = Var(57) = [7,9]
trigger1 = p2stateno != 50010
trigger1 = movehit
value = 50010


;アサルトアーマー
[State 14000, 9]
type = Hitdef
trigger1 = Var(57) = [10,12]
attr = S,HA
damage = 0,0
animtype = Hard
hitflag = MAFD
guardflag = MA
priority = 7,Miss
pausetime = 0,10
guard.pausetime = 0,10
sparkno = s6600
guard.sparkno = s7100
sparkxy = -10,Const(size.mid.pos.y)-60
hitsound = s2,3
guardsound = s3,2
ground.type = High
ground.slidetime = 22
ground.hittime = 27
guard.slidetime = 18
guard.hittime = 21
ground.velocity = 0,-5.6
guard.velocity = -2.2
air.velocity = 0,-6.5
airguard.velocity = -2.8,-4.5
fall = 1
air.fall = 1
fall.recover = 0
getpower = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
kill = 0
guard.kill = 0
p1stateno = 50019
p2stateno = 50018
p2facing = 1

[state 1]
type = targetstate
triggerall = Var(57) = [10,12]
trigger1 = p2stateno != 50018
trigger1 = movehit
value = 50018

[State 14000, 11]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;-------------------------------------
;相手
[Statedef 50001]
type = A
movetype = H
physics = N
ctrl = 0

[State 1995, 0]
type = ChangeAnim2
trigger1 = Anim != 3595
trigger1 = Anim != 4905
trigger1 = Anim != 5055
trigger1 = Anim != 9015
trigger1 = Vel Y <= 0
value = 5670

[State 14120, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = 0



[State 14120, 2]
type = notHitBy
trigger1 = 1
value = SCA
time = 1



[State 35000, 2]
type = VelSet
trigger1 = life = 0
x = 0
y = 0

[State 35000, 3]
type = PosSet
trigger1 = time = 424
y = 0

[State 35000, 3]
type = lifeSet
trigger1 = time = 425
value = 0

[State 2637]
type = selfstate
trigger1 = !alive
value = 5150

[State 2637]
type = selfstate
trigger1 = time = 500
value = 0
ctrl = 1

[State 169994]
type = destroyself
trigger1 = 1

;--------------------------------------------------------------
;決まったとき自分
[Statedef 50002]
type = A
movetype = A
physics = N
ctrl = 0
sprpriority = 5

;一撃決まったとき
[State -3]
type = Varset
trigger1 = time = 0
v = 49
value = 1

[State 3200, 5]
type = PlaySnd
trigger1 = time = 0
value = S15,0
channel = 8

[State -2]
type = Helper
triggerall = NumHelper(50004) = 0
trigger1 = 1
ignorehitpause = 1
helpertype = normal
name = "mata"
postype = back
pos = ifelse(random < 300 ,-100,420),-3
stateno = 50004
sprpriority = 10
keyctrl = 1
id = 50004
ownpal = 1
pausemovetime = 9999999999
supermovetime = 999999999

[State 14120, 2]
type = notHitBy
trigger1 = 1
value = SCA
time = 1

[State 35000, 12]
type = ChangeState
trigger1 = Statetype = S
trigger1 = Pos Y = 0
trigger1 = Vel Y = 0
value = 50003

[State 35000, 0]
type = ChangeAnim
trigger1 = time = 0
value = 31618

[State 35000, 0]
type = Turn
trigger1 = facing = Enemynear,facing
trigger1 = time = 0

[State 35000, 1]
type = StatetypeSet
trigger1 = time > 2 && Pos Y >= 0
statetype = S

[State 35000, 2]
type = VelSet
trigger1 = Statetype != A
x = 0
y = 0

[State 35000, 3]
type = PosSet
trigger1 = Statetype != A
y = 0

[State 35000, 5]
type = VelSet
trigger1 = Statetype = A
trigger1 = time = 0
x = -4
y = -10

[State 35000, 6]
type = VelAdd
trigger1 = Statetype = A
y = Const(movement.yaccel)




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

[Statedef 50003]
type = A
movetype = A
physics = N
ctrl = 0
sprpriority = 5
Anim = 31622

[State 6000]
type = AssertSpecial
trigger1 = time >= 15
flag = Invisible

[State 14120, 2]
type = notHitBy
trigger1 = 1
value = SCA
time = 1


[State 702, エフェクト]
type = Explod
trigger1 = time = 60
anim = 31619
ID = 31619
sprpriority = 3
postype = p2
pos = 0,-40
ontop = 1
ownpal = 1
ignorehitpause = 1

[State 702, エフェクト]
type = Explod
trigger1 = time = 60
anim = 31625
ID = 31625
sprpriority = 3
postype = p2
pos = 0,-40
ontop = 1
ownpal = 1
ignorehitpause = 1

[State 3200, 5]
type = PlaySnd
trigger1 = time = 60
value = S146,3

[State -2,RemoveExplod]
type = RemoveExplod
trigger1 = time = 120
id = 31619
ignorehitpause = 1

[State 702, エフェクト]
type = Explod
trigger1 = time = 120
anim = 31620
ID = 31620
sprpriority = 3
postype = p2
pos = 0,-40
ontop = 1
ownpal = 1
ignorehitpause = 1

[State 702, エフェクト]
type = Explod
trigger1 = time = 120
anim = 31624
ID = 31624
sprpriority = 3
postype = p2
pos = 0,-40
ontop = 1
ownpal = 1
ignorehitpause = 1

[State 3200, 5]
type = PlaySnd
trigger1 = time = 120
value = S146,2
channel = 7

[State -2,RemoveExplod]
type = RemoveExplod
trigger1 = time = 180
id = 31620
ignorehitpause = 1

[State 702, エフェクト]
type = Explod
trigger1 = time = 180
anim = 31621
ID = 31621
sprpriority = 3
postype = p2
pos = 0,-40
ontop = 1
ownpal = 1
ignorehitpause = 1

[State 702, エフェクト]
type = Explod
trigger1 = time = 180
anim = 31624
ID = 31624
sprpriority = 3
postype = p2
pos = 10,-40
ontop = 1
ownpal = 1
ignorehitpause = 1

[State 702, エフェクト]
type = Explod
trigger1 = time = 180
anim = 31624
ID = 31624
sprpriority = 3
postype = p2
pos = -10,-40
ontop = 1
ownpal = 1
ignorehitpause = 1

[State 3200, 5]
type = PlaySnd
trigger1 = time = 180
value = S146,2
channel = 7

[State 3200, 5]
type = PlaySnd
trigger1 = time = 180
value = S146,0
channel = 6

[State 3200, 5]
type = PlaySnd
trigger1 = time = 190
value = S147,0
channel = 12
volume = 255

[State -2,RemoveExplod]
type = RemoveExplod
trigger1 = time = 380
id = 31621
ignorehitpause = 1

[State -2,RemoveExplod]
type = RemoveExplod
trigger1 = time = 380
id = 31624
ignorehitpause = 1

[State -2,RemoveExplod]
type = RemoveExplod
trigger1 = time = 380
id = 31625
ignorehitpause = 1


[State 702, エフェクト]
type = Explod
trigger1 = time = 381
anim = 31623
ID = 31623
sprpriority = 3
postype = p2
pos = 0,0
ontop = 1
ownpal = 1
ignorehitpause = 1

[State 702, エフェクト]
type = Explod
trigger1 = time = 381
anim = 31624
ID = 31624
sprpriority = 3
postype = p2
pos = 0,-10
ontop = 1
ownpal = 1
ignorehitpause = 1

[State 702, エフェクト]
type = Explod
trigger1 = time = 381
anim = 31624
ID = 31624
sprpriority = 3
postype = p2
pos = 10,-10
ontop = 1
ownpal = 1
ignorehitpause = 1

[State 702, エフェクト]
type = Explod
trigger1 = time = 381
anim = 31624
ID = 31624
sprpriority = 3
postype = p2
pos = -10,-10
ontop = 1
ownpal = 1
ignorehitpause = 1


[State 3200, 5]
type = PlaySnd
trigger1 = time = 381
value = S146,0
channel = 7

[State 3200, 5]
type = PlaySnd
trigger1 = time = 381
value = S146,1
channel = 6

[State 3200, 5]
type = PlaySnd
trigger1 = time = 381
value = S146,2
channel = 5

[State 3200, 5]
type = PlaySnd
trigger1 = time = 381
value = S146,3
channel = 4

[State -2,RemoveExplod]
type = RemoveExplod
trigger1 = time = 390
id = 31623
ignorehitpause = 1

[State -2,RemoveExplod]
type = RemoveExplod
trigger1 = time = 390
id = 31624
ignorehitpause = 1

[State 35000, 12]
type = ChangeState
trigger1 = p2life = 0
trigger1 = Numexplod(31623) != 0
trigger2 = time = 393
value = 0
ctrl = 1

;-------------------------------------------------
;ヘルパー
[Statedef 50004]
type = A
movetype = A
physics = N
ctrl = 0
sprpriority = 5
Anim = 31622

[State 14120, 2]
type = notHitBy
trigger1 = 1
value = SCA
time = 1

[State 6000]
type = AssertSpecial
trigger1 = 1
flag = Invisible
flag2 = nomusic


[State 14000, 4]
type = BGPalFX
trigger1 = time = 0
time = 999
add = 0,0,0
mul = 0,0,0
sinadd = 0,0,0,1
invertall = 0
color = 256



[State 169994]
type = destroyself
trigger1 = time >= 1000


;-----------------------------------------------------
;相手
[Statedef 50005]
type = A
movetype = H
physics = N
ctrl = 0

[State 1995, 0]
type = ChangeAnim2
trigger1 = Anim != 3595
trigger1 = Anim != 4905
trigger1 = Anim != 5055
trigger1 = Anim != 9015
trigger1 = Vel Y <= 0
value = 5670

[State 14120, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 181]
type = AssertSpecial
trigger1 = time >= 169
flag = Invisible
flag2 = noshadow

[State 14120, 2]
type = notHitBy
trigger1 = 1
value = SCA
time = 1

[State 35000, 2]
type = VelSet
trigger1 = life = 0
x = 0
y = 0

[State 35000, 3]
type = PosSet
trigger1 = life = 0
y = 500

[State 35000, 3]
type = lifeSet
trigger1 = time = 169
value = 0

[State 2637]
type = selfstate
trigger1 = !alive
value = 5150

[State 2637]
type = selfstate
trigger1 = time = 300
value = 0
ctrl = 1

[State 169994]
type = destroyself
trigger1 = 1

;---------------------------------------------
;決まったとき自分飛びのき
[Statedef 50006]
type = A
movetype = A
physics = N
ctrl = 0
sprpriority = 5

;一撃決まったとき
[State -3]
type = Varset
trigger1 = time = 0
v = 49
value = 1

[State 3200, 5]
type = PlaySnd
trigger1 = time = 0
value = S120,1
channel = 5

[State 3200, 5]
type = PlaySnd
trigger1 = time = 0
value = S147,1
channel = 8

[State 14120, 2]
type = notHitBy
trigger1 = 1
value = SCA
time = 1

[State 35000, 12]
type = ChangeState
trigger1 = Statetype = S
trigger1 = Pos Y = 0
trigger1 = Vel Y = 0
value = 50008

[State 35000, 0]
type = ChangeAnim
trigger1 = time = 0
value = 31618

[State 35000, 0]
type = Turn
trigger1 = facing = Enemynear,facing
trigger1 = time = 0

[State 35000, 1]
type = StatetypeSet
trigger1 = time > 2 && Pos Y >= 0
statetype = S

[State 35000, 2]
type = VelSet
trigger1 = Statetype != A
x = 0
y = 0

[State 35000, 3]
type = PosSet
trigger1 = Statetype != A
y = 0

[State 35000, 5]
type = VelSet
trigger1 = Statetype = A
trigger1 = time = 0
x = -4
y = -10

[State 35000, 6]
type = VelAdd
trigger1 = Statetype = A
y = Const(movement.yaccel)

[State -2]
type = Helper
triggerall = NumHelper(50004) = 0
trigger1 = 1
ignorehitpause = 1
helpertype = normal
name = "mata"
postype = back
pos = ifelse(random < 300 ,-100,420),-3
stateno = 50004
sprpriority = 10
keyctrl = 1
id = 50004
ownpal = 1
pausemovetime = 9999999999
supermovetime = 999999999




;---------------------------------------------------
;シアーハートアタック
[Statedef 50007]
type = A
movetype = A
physics = N
ctrl = 0
sprpriority = 5
Anim = 31627

[State 14120, 1]
type = VelSet
trigger1 = time = 0
x = 2
y = -12

[State 35000, 6]
type = VelAdd
triggerall = Statetype = A
triggerall = Pos Y <= 0
trigger1 = time = 6
trigger2 = time = 12
trigger3 = time = 18
trigger4 = time = 24
trigger5 = time = 30
trigger6 = time = 36
trigger7 = time = 42
trigger8 = time = 48
trigger9 = time = 54
y = 2

[State 14120, 2]
type = notHitBy
trigger1 = 1
value = SCA
time = 1

[State -2]
type = Helper
triggerall = NumHelper(50009) = 0
trigger1 = time > 20 && Pos Y >= 0
ignorehitpause = 1
helpertype = normal
name = "bom3"
postype = back
pos = 0,-210
stateno = 50009
sprpriority = 10
keyctrl = 1
id = 50009
ownpal = 1
size.xscale = 0.76
size.yscale= 0.95


[State 35000, 2]
type = VelSet
trigger1 = time > 20 && Pos Y >= 0
x = 0
y = 0

[State 169994]
type = destroyself
trigger1 = time > 20 && Pos Y >= 0



;--------------------------------------------------------------
;投げモーション
[Statedef 50008]
type = A
movetype = A
physics = N
ctrl = 0
sprpriority = 5
Anim = 31628

[State 14120, 2]
type = notHitBy
trigger1 = 1
value = SCA
time = 1

[State 181]
type = AssertSpecial
trigger1 = time = [93,300]
flag = Invisible

[State 710, 6]
type = ChangeState
trigger1 = time >= 300
value = 0
ctrl = 1

[State -2]
type = Helper
triggerall = NumHelper(50007) = 0
trigger1 = time = 32
ignorehitpause = 1
helpertype = normal
name = "bom2"
postype = p1
pos = -20,0
stateno = 50007
sprpriority = 10
keyctrl = 1
id = 50007
ownpal = 1
size.xscale = 1
size.yscale= 1



;-------------------------------------------------------------
;宣伝用シアーハートアタック
[Statedef 50009]
type = S
movetype = A
physics = S
ctrl = 0



[State -2]
type = ChangeAnim
Trigger1 = Facing = 1
trigger1 = time = 0
value = 31626

[State -2]
type = ChangeAnim
Trigger1 = Facing = -1
trigger1 = time = 0
value = 31629

[State 3200, 5]
type = PlaySnd
trigger1 = time = 0
value = S147,2
channel = 6

[State 14120, 2]
type = notHitBy
trigger1 = 1
value = SCA
time = 1

[State 169994]
type = destroyself
trigger1 = time = 180

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

;相手
[Statedef 50010]
type = A
movetype = H
physics = N
ctrl = 0

[State 1995, 0]
type = ChangeAnim2
trigger1 = Anim != 3595
trigger1 = Anim != 4905
trigger1 = Anim != 5055
trigger1 = Anim != 9015
trigger1 = Vel Y <= 0
value = 5670

[State 14120, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 35000, 3]
type = PosSet
trigger1 = time = [0,715]
y = -60

[State 14120, 2]
type = notHitBy
trigger1 = 1
value = SCA
time = 1

[State 14120, 1]
type = VelSet
trigger1 = !alive
x = 0
y = -11

[State 2637]
type = selfstate
trigger1 = !alive
value = 5035

[State 2637]
type = selfstate
trigger1 = time = 720
value = 5035


[State 169994]
type = destroyself
trigger1 = 1

;-------------------------------------------------------------------------
;決まったとき自分
[Statedef 50011]
type = A
movetype = A
physics = N
ctrl = 0
sprpriority = 5

;一撃決まったとき
[State -3]
type = Varset
trigger1 = time = 0
v = 49
value = 1

;北斗
[State 3200, 5]
type = PlaySnd
trigger1 = time = 0
value = S120,1
channel = 5

[State 14120, 2]
type = notHitBy
trigger1 = 1
value = SCA
time = 1

[State 35000, 12]
type = ChangeState
trigger1 = p2life = 0
trigger2 = time = 800
value = 0
ctrl = 1

[State 35000, 0]
type = ChangeAnim
trigger1 = time = 0
value = 31616

[State 35000, 2]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

;背景黒無音ヘルパー
[State -2]
type = Helper
triggerall = NumHelper(50004) = 0
trigger1 = 1
ignorehitpause = 1
helpertype = normal
name = "mata"
postype = back
pos = ifelse(random < 300 ,-100,420),-3
stateno = 50004
sprpriority = 10
keyctrl = 1
id = 50004
ownpal = 1
pausemovetime = 9999999999
supermovetime = 999999999

;名雪
[State -2]
type = Helper
triggerall = NumHelper(50012) = 0
trigger1 = 1
ignorehitpause = 1
helpertype = normal
name = "nayuki2"
postype = back
pos = -20,0
stateno = 50012
sprpriority = 10
keyctrl = 1
id = 50012
pausemovetime = 9999999999
supermovetime = 999999999
ownpal = 1

[State 1]
type = targetLifeAdd
triggerall = Var(57) = 100
trigger1 = 1
value = -999999999999
absolute = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

;-----------------------------------------------------------------
;歩き
[Statedef 50012]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 40020

[State 10000,0]
type = velset
trigger1 = time >= 0
x = 3

[State ChangeState]
type = ChangeState
trigger1 = rootDist X = [-40,40]
value = 50013

;--------------------------------------------------------------------
;名雪立ち
[Statedef 50013]
type    = S
movetype= I
physics = N
vel = 0,0
ctrl = 0
anim = 40000

[State 10000,0]
type = velset
trigger1 = time >= 0
x = 0

;俺を愛してると言ってみろ
[State 3200, 5]
type = PlaySnd
trigger1 = time = 0
value = S110,1
channel = 7
Volume = 99999

[State ChangeState]
type = ChangeState
trigger1 = time = 180
value = 50014
;---------------------------------------------------------------------
;聞こえん
[Statedef 50014]
type    = S
movetype= I
physics = N
vel = 0,0
ctrl = 0
anim = 26494

[State 10000,0]
type = velset
trigger1 = time >= 0
x = 0

;聞こえんなぁ
[State 3200, 5]
type = PlaySnd
trigger1 = time = 0
value = S110,2
channel = 7
Volume = 99999

[State ChangeState]
type = ChangeState
trigger1 = time = 220
value = 50015

;---------------------------------------------------------
;攻撃モーション
[Statedef 50015]
type = A
movetype = A
physics = N
ctrl = 0
sprpriority = 5
anim = 31558

[State 10000,0]
type = velset
trigger1 = Animelem = 3
x = 9
y = -5

[State 702, エフェクト]
type = Explod
trigger1 = time = 9
anim = 6801
ID = 6801
sprpriority = 3
postype = p2
pos = 0,-20
ontop = 1
ownpal = 1
ignorehitpause = 1

[State 3200, 5]
type = PlaySnd
trigger1 = time = 9
value = S146,3
channel = 3

[State 10000,0]
type = velset
trigger1 = time = 25
x = 0
y = 0

;攻撃
[State 3200, 5]
type = PlaySnd
trigger1 = time = 50
value = S110,0
channel = 7
Volume = 99999

[State 702, エフェクト]
type = Explod
trigger1 = time = 160
anim = 6901
ID = 6901
sprpriority = 3
postype = p2
pos = 0,-20
ontop = 1
ownpal = 1
ignorehitpause = 1

[State 3200, 5]
type = PlaySnd
trigger1 = time = 160
value = S4,0
channel = 3

[State -3]
type = parentvarset
trigger1 = time = 160
v = 57
value = 100

[State ChangeState]
type = ChangeState
trigger1 = time = 170
value = 50016

;---------------------------------------------------------
;空中
[Statedef 50016]
type = A
movetype= I
physics = N
ctrl = 0
sprpriority = 5
anim = 31559

[State 10000,0]
type = velset
trigger1 = time = 8
x = 0
y = 2

[State ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 50017
;-----------------------------------------------------------
;名雪立ち
[Statedef 50017]
type    = S
movetype= I
physics = N
vel = 0,0
ctrl = 0
anim = 40000

[State 10000,0]
type = velset
trigger1 = time >= 0
x = 0
y = 0


[State 169994]
type = destroyself
trigger1 = time = 400

;-----------------------------------------------------------
;アサルト敵
[Statedef 50018]
type = A
movetype = H
physics = N
ctrl = 0


[State 1995, 0]
type = ChangeAnim2
trigger1 = Anim != 3595
trigger1 = Anim != 4905
trigger1 = Anim != 5055
trigger1 = Anim != 9015
trigger1 = Vel Y <= 0
value = 5670

[State 14120, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 35000, 3]
type = PosSet
trigger1 = time = [0,715]
y = -60

[State 14120, 2]
type = notHitBy
trigger1 = 1
value = SCA
time = 1

[State 14120, 2]
type = HitBy
trigger1 = 1
value = S, HA

[State 169994]
type = destroyself
trigger1 = time = 0

[State 2637]
type = selfstate
trigger1 = !alive
value = 5030

;-------------------------------------------------------------
;アサルトアーマーため
[Statedef 50019]
type    = S
movetype= I
physics = S
vel = 0,0
ctrl = 0
anim = 31562

;一撃決まったとき
[State -3]
type = Varset
trigger1 = time = 0
v = 49
value = 1


[State 240, 4]
type = PlaySnd
trigger1 = time = 0
value = s148,2
volume = 255
channel = 12

[State 12100, 5]
type = Explod
trigger1 = time = 0
anim = 31667
ID = 31667
sprpriority = 3
postype = p1
pos = 0,Const(size.mid.pos.y)
ontop = 1
ownpal = 1

[State 12100, 5]
type = Explod
trigger1 = time = 26
anim = 31667
ID = 31667
sprpriority = 3
postype = p1
pos = 0,Const(size.mid.pos.y)
ontop = 1
ownpal = 1

[State 12100, 5]
type = Explod
trigger1 = time = 36
anim = 31667
ID = 31667
sprpriority = 3
postype = p1
pos = 0,Const(size.mid.pos.y)
ontop = 1
ownpal = 1

[State 12100, 5]
type = Explod
trigger1 = time = 46
anim = 31667
ID = 31667
sprpriority = 3
postype = p1
pos = 0,Const(size.mid.pos.y)
ontop = 1
ownpal = 1

[State 3200, 8]
type = BGPalFX
trigger1 = Time = [0,73]
time = 183
add = 0,0,0
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 1
color = 256
supermovetime = 999

[State 240, 4]
type = PlaySnd
trigger1 = Time = 73
value = s147,0
volume = 255
channel = 12

[State 3200, 3]
type = Pause
trigger1 = time = 73
time = 184
anim = -1
sound = -1
pos = 0,0
darken = 0



[State ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 50020


;--------------------------------------------------------------
;アサルトアーマー
[Statedef 50020]
type    = S
movetype= I
physics = S
vel = 0,0
ctrl = 0
anim = 31563



[State 1 explod rayos]
type = Explod
trigger1  = time = 0
anim  = 31602
ID = 31602
postype  = p1
pos  = 0,70
sprpriority  = -40
scale  = 2,2
ownpal = 1
ontop = 1

[State 240, 4]
type = PlaySnd
trigger1 = time = 0
value = s145,6
volume = 255
channel = 15

[State 240, 4]
type = PlaySnd
trigger1 = time = 0
value = s148,1
volume = 255
channel = 14

[State 240, 4]
type = PlaySnd
trigger1 = time = 0
value = s147,2
volume = 255
channel = 13


[State 4000]
type = allpalfx
trigger1 = Time = 0
add = 0, 0, 0
sinadd = 255,255,255,200
time = 130
invertall = 0


[State 901:envshake]
type = EnvShake
trigger1 = !time
time = 150
freq = 160
ampl = -9

[State 4555];コピペしました
type = targetlifeadd
trigger1 = roundstate = 2
value = -(p2life)+1
absolute = 1

[State 4555]
type = targetlifeadd
trigger1 = GameTime%2 = 0
value = -(p2life)
absolute = 1

[State 0]
type = Projectile
triggerall = Var(30) = 0
triggerall = p2life != 0
trigger1 = GameTime%16 = 0
trigger2 = GameTime%16 = 4
trigger3 = GameTime%16 = 8
trigger4 = GameTime%16 = 12
projanim = 26485
projid = 26486
velocity = 0
animtype  = Hard
attr = S, HA
damage = 5
pausetime = 0,0
affectteam = B
numhits = 0
ground.type = High
sparkno = S7020
p2stateno = 170000

[State 0]
type = Projectile
triggerall = p2life != 0
trigger1 = GameTime%16 = 1
trigger2 = GameTime%16 = 5
trigger3 = GameTime%16 = 9
trigger4 = GameTime%16 = 13
attr = S, HA
projanim = 26485
projhitanim = -1
projid = 26486
animtype  = hard
damage = 9999999999999999999999999999999999
pausetime = 0,0
affectteam = B
numhits = 0


[State 1]
type = ReversalDef
trigger1 = 1
Reversal.Attr=SCA,AA,AP,AT
Affectteam = B
Hitflag = MAFDP
Priority = 7
Numhits = 100
sparkno = -1
sparkxy = 999999999,999999999
p2stateno = 170000
pausetime = 2,2
Ignorehitpause=1

[State 400]
type = powerset
trigger1 = 1
value = 0

[State ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;--------------------------------------------------------------
;リンクスの詩
[Statedef 4000]
type = A
movetype = A
physics = N
sprpriority = 2
ctrl = 0
Anim = 31661



[State 4500, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = 0


[State 4500, 2]
type = PowerAdd
trigger1 = time = 10
value = -4000

[State 4500, 3]
type = SuperPause
trigger1 = time = 10
time = 50
anim = -1
sound = -1
pos = 0,0
movetime = 1
darken = 0

[State 4500, 4]
type = BGPalFX
trigger1 = time = 10
time = 50
add = 0,0,0
mul = 0,0,0
sinadd = 0,0,0,1
invertall = 0
color = 256

[State 14000, 5]
type = Explod
trigger1 = time = 0
anim = 8200
ID = 8200
sprpriority = 3
postype = p1
pos = 0,Const(size.mid.pos.y)
ontop = 1
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 14000, 6]
type = Explod
trigger1 = time = 0
anim = 8300
ID = 8300
sprpriority = 3
postype = p1
pos = 0,Const(size.mid.pos.y)
ontop = 1
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 14000, 7]
type = PlaySnd
trigger1 = time = 0
value = S5,2
channel = 7

[State 14000, 8]
type = PlaySnd
trigger1 = time = 0
value = S5,3
channel = 8

[State 4500, 10]
type = VelSet
trigger1 = time = 12
y = -0.11


[State 4500, 11]
type = Explod
trigger1 = Anim = 31661
trigger1 = Animelem = 6
anim = 31662
ID = 31662
sprpriority = 1
postype = p1
pos = 0,Const(size.mid.pos.y)+10
ownpal = 1
bindtime = -1
removetime = -1
removeongethit = 1
ignorehitpause = 1

[State 4500, 12]
type = Explod
trigger1 = Anim = 31661
trigger1 = Animelem = 6
anim = 4700
ID = 4700
sprpriority = 3
postype = p1
pos = 0,Const(size.mid.pos.y)
ontop = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 4500, 13]
type = PlaySnd
trigger1 = Anim = 31661
trigger1 = Animelem = 6
value = S7,0
channel = 1

[State 4500, 14]
type = PlaySnd
trigger1 = Anim = 31661
trigger1 = Animelem = 6
value = S7,1
channel = 5




[State -3]
type = VarRandom
trigger1 = 1
v = 57
range = -180,0


[State 4500, 19]
type = Helper
triggerall = Anim = 31661
triggerall = NumHelper(4001) <= 30
triggerall = Gametime%8 = 1
trigger1 = Animelemtime(13) >= 0
helpertype = player
name = "wg"
ID = 4001
stateno = 4001
pos = -200,Var(57)
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25





[State 4500, 21]
type = ChangeAnim
trigger1 = Anim = 31661
trigger1 = time >= 313
value = 41

[State 4500, 17]
type = AssertSpecial
trigger1 = time >= 10
trigger1 = Anim = 31661
flag = noFG

[State 4500, 22]
type = Explod
trigger1 = Anim = 41
trigger1 = Animelem = 1
anim = 4700
ID = 4700
sprpriority = 3
postype = p1
pos = 0,Const(size.mid.pos.y)
ontop = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 4500, 23]
type = PlaySnd
trigger1 = Anim = 41
trigger1 = Animelem = 1
value = S7,0
channel = 10



[State 4500, 31]
type = VelAdd
trigger1 = Anim = 41
y = Const(movement.yaccel)

[State 4500, 32]
type = CtrlSet
trigger1 = Anim = 41
value = 1

[State 4500, 33]
type = ChangeState
trigger1 = Anim = 41
trigger1 = Pos Y >= 0
value = 52


;--------------------------------------------------------------
[Statedef 4001]
type = A
movetype = A
physics = N
ctrl = 0




[State 4600, 2]
type = VarRandom
trigger1 = time = 0
v = 11
range = -3,3

[State 4600, 2]
type = VarRandom
trigger1 = time = 0
v = 12
range = 1,2

[State 4500, 21]
type = ChangeAnim
trigger1 = Var(12)=1
value = 31658

[State 4500, 21]
type = ChangeAnim
trigger1 = Var(12)=2
value = 31669

[State 4600, 1]
type = VelSet
trigger1 = 1
x = 14
y = Var(11)


[State 240, 2]
type = HitDef
trigger1 = time = 0
attr = S, HA
animtype  = hard
damage    = 27*enemy,const(data.life)*0.001*enemy,const(data.defence)*0.01,5*enemy,const(data.life)*0.001*enemy,const(data.defence)*0.01
guardflag = MA
pausetime = 13,9
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound   = -1
guardsound = S3,2
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6,-3
air.velocity = -5.2,-3
fall = 1                     
fall.recover = 1              
fall.recovertime = 50  

[State 4500, 23]
type = PlaySnd
trigger1 = MoveContact
value = S145,6
channel = 4

[State 4500, 22]
type = Explod
trigger1 = MoveContact
anim = 31659
ID = 31659
sprpriority = 3
postype = p1
pos = 0,0
ontop = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 4600, 11]
type = screenbound
trigger1 = 1
value =0

[State 4600, 11]
type = DestroySelf
trigger1 = time >= 70
trigger2 = MoveContact







