
;パンチ
[Statedef 1000]
type = S
movetype = A
physics = N
Anim = 1000
ctrl = 0

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

[State -2]
type = varset
trigger1 = Projhit = 1
v = 45
value = 1

[State -2]
type = NotHitBy 
trigger1 = time = 0
value = SCA,AA,AP,AT
time = 7

[State 1000, 2]
type = VelSet
trigger1 = Animelem = 2
x = 6

[State 1000, 2]
type = Veladd
trigger1 = Animelem = 5
x = -3


[State 1000, 8]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

[State 240, 4]
type = PlaySnd
trigger1 = Animelem = 4
value = s124,0

[State 1100]
type = Projectile
trigger1 = AnimElem = 4
ProjID = 1000
Projanim = 1001
projepriority = 3       ;優先度  
projremovetime = 4      ;表示する時間
Projremove = 0          ;相殺無し
offset = 0, 0           ;出す場所
velocity = 6, 0         ;初速度
postype = p1
attr = S, SA              
damage = 80,5         
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   
gurad.pausetime = 0,7    
guard.hittime = 12      
ground.type = High             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = -10,-7        ;飛んでいく強さ   
air.velocity = -10,-7            ;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       




;連打無効
[State -3]
type = HitOverride
trigger1 = Var(45) = 1
attr = SA, NA, SA, HA, NT, ST, HT
stateno = 160

;ガード（リコイル）
[State -3]
type = HitOverride
trigger1 = Var(45) = 0
attr = SA, SA, HA
stateno = 160







;--------------------------------------------------------
;アッパー
[Statedef 1100]
type = S
movetype = A
physics = N
Anim = 1100
ctrl = 0

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

[State -2]
type = varset
trigger1 = Projhit = 1
v = 45
value = 1

[State -2]
type = NotHitBy 
trigger1 = time = 0
value = SCA,AA,AP,AT
time = 8

[State 240, 4]
type = PlaySnd
trigger1 = Animelem = 5
value = s1,2

[State 1000, 2]
type = VelSet
trigger1 = Animelem = 2
x = 6

[State 1000, 2]
type = Veladd
trigger1 = Animelem = 6
x = -3


[State 1000, 8]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1


[State 1100]
type = Projectile
trigger1 = AnimElem = 4
ProjID = 1100
Projanim = 1101
projepriority = 3       ;優先度  
projremovetime = 4      ;表示する時間
Projremove = 0          ;相殺無し
offset = 0, 0           ;出す場所
velocity = 6, 0         ;初速度
postype = p1
attr = S, SA              
damage = 75,5         
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
gurad.pausetime = 0,12   
guard.hittime = 12          
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = 6,-10        ;飛んでいく強さ   
air.velocity = 6,-10            ;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 




;連打無効
[State -3]
type = HitOverride
trigger1 = Var(45) = 1
attr = SA, NA, SA, HA, NT, ST, HT
stateno = 160

;ガード（リコイル）
[State -3]
type = HitOverride
trigger1 = Var(45) = 0
attr = SA, SA, HA
stateno = 160



;--------------------------------------------
;崩れる世界
[Statedef 1200]
type = S
movetype = A
juggle  = 10
Anim = 1200
ctrl = 0
velset = 0

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

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

[State 1000, 8]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

[State 240, 4]
type = PlaySnd
trigger1 = Animelem = 3
value = s125,0


[State 1100]
type = Projectile
trigger1 = AnimElem = 3
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 = 75*enemy,const(data.life)*0.001*enemy,const(data.defence)*0.01,5         
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 = -0.6,-9        ;飛んでいく強さ   
air.velocity = -0.6,-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   

;----------------------------------------------------------------
;空中投げ
[Statedef 1255]
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 1400, Hitdef]
type = Hitdef
triggerall = palno != [11,12]
trigger1 = Animelem = 4
attr = A,SA
hitflag = MAF
guardflag = M
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = 20,5
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
p1stateno = 1256

[State -2]
type = varset
trigger1 = movehit
v = 45
value = 1

[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 = 90,5
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 = ,SA
hitflag = MAF
guardflag = M
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = 20,5
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
p1stateno = 1256


[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

;------------------------------------------------------
;運び
[Statedef 1256]
type = A
movetype = A
physics = N
anim = 110
ctrl = 0
velset = 18,0

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

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


[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
x = 2.0



[State 1401, TargetState]
type = TargetState
trigger1 = NumTarget > 0
trigger1 = Time = 0
value = 40507
ignorehitpause = 1


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

[State 1401, ChangeState]
type = ChangeState
trigger1 = FrontEdgeBodyDist <= 0
trigger2 = Time > 200
value = 1257

;-----------------------------------------------------
;叩きつけ
[Statedef 1257]
type = A
movetype = A
physics = S
anim = 3661
ctrl = 0
velset = 0,0

[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 = s4,1

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

[State 1402, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 0
value = -65
absolute = 0
kill = 1



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


[State 1402, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1258

;------------------------------------------------
;とびのき
[Statedef 1258]
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


  
;--------------------------------------------
;たいやき投げ
[Statedef 200000]
type    = A
movetype= A
physics = A
;juggle  = 4
poweradd= 33
ctrl = 0
anim = 2000
sprpriority = 2
velset = 0,-2

[State 240, 4]
type = PlaySnd
trigger1 = Animelem = 6
value = s1,2

[State 1000, 8]
type = ChangeState
trigger1 = Animtime = 0
value = 50
ctrl = 1


[State 1100]
type = Projectile
trigger1 = AnimElem = 7
ProjID = 2000
Projanim = 2001
projepriority = 3       ;優先度  
projremovetime = 60      ;表示する時間
Projremove = 1
Projcancelanim = 2002
Removevelocity = 0,0
offset = 8, -7           ;出す場所
velocity = 7, 0         ;初速度
postype = p1
attr = S, SP              
damage = 60,5         
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 = s2,5            
guardsound = s2,5             
ground.type = High             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = -1,-3        ;飛んでいく強さ   
air.velocity = -3,3            ;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   


;-----------------------------------------
;栞召喚
[statedef 1500]
type = S
movetype = A
physics = S
juggle = 1
ctrl = 0

[State 215, 0]
type = ChangeAnim
trigger1 = time = 0
value = 11


[State 215, 7]
type = ChangeState
trigger1 = time >= 12
value = 0
ctrl = 1

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











;-----------------------------------
;オズワルド召喚
[statedef 1600]
type = S
movetype = A
physics = S
juggle = 1
ctrl = 0

[State 215, 0]
type = ChangeAnim
trigger1 = time = 0
value = 11

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

[State 215, 7]
type = ChangeState
trigger1 = time >= 88
value = 0
ctrl = 1



[State 400]
type = Projectile
trigger1 = time = 0
ProjID = 26495
Projanim = 26495
projhitanim       =-1
projremanim       =-1
projcancelanim    =-1
projscale         = 1,1
projremove        = 0
projremovetime    = 88
velocity          = 5,0
remvelocity       = 0,0
accel             = 0,0
velmul            = 1
projhits          = 4
projmisstime      = 2
projpriority      = 7
projsprpriority   = 99998
projedgebound     = 40
projstagebound    = 40
projheightbound   =-240
offset            = 30,0
postype           = P1
projshadow        = 0,0,0
supermovetime     = 0
pausemovetime     = 5
ignorehitpause    = 1

attr              = A,NP
damage            = 22*enemy,const(data.life)*0.001*enemy,const(data.defence)*0.01,3*enemy,const(data.life)*0.001*enemy,const(data.defence)*0.01
animtype          = Hard
givepower         = 0,-50
guardflag         = MAF
hitflag           = MAF
priority          = 7,Hit
pausetime         = 0,8
numhits           = 1
hitsound          =-1
guardsound        =-1
sparkno           =-1
guard.sparkno     =-1
ground.type       = High
ground.slidetime  = 2
ground.hittime    = 5
air.hittime       = 5
guard.hittime     = 5
ground.velocity   =-2.0,-1.0
airguard.velocity =-2.0,-1.0
air.velocity      =-2.0,-1.0
fall              = 1
guard.kill        = 0


[state a];投げる1　しゅ
type = playsnd
trigger1 = time = 0
trigger2 = time = 8
trigger3 = time = 16
trigger4 = time = 24
trigger5 = time = 32
trigger6 = time = 40
trigger7 = time = 48
trigger8 = time = 56
trigger9 = time = 64
trigger10 = time = 72
trigger11 = time = 80
trigger12 = time = 88
value  = 118,0

[state a];投げる1　ずしゅ
type = playsnd
trigger1 = time = 2
trigger2 = time = 10
trigger3 = time = 18
trigger4 = time = 26
trigger5 = time = 34
trigger6 = time = 42
trigger7 = time = 50
trigger8 = time = 58
trigger9 = time = 66
trigger10 = time = 74
trigger11 = time = 82
value  = 119,0

[state a];投げる1　　び
type = null;playsnd
trigger1 = time = 4
trigger2 = time = 12
trigger3 = time = 20
trigger4 = time = 28
trigger5 = time = 36
trigger6 = time = 44
trigger7 = time = 52
trigger8 = time = 60
trigger9 = time = 68
trigger10 = time = 76
trigger11 = time = 84
value  = 117,0

;-------------------------------------------------
;アンノーン
[statedef 1700]
type = S
movetype = A
physics = S
juggle = 1
ctrl = 0

[State 215, 0]
type = ChangeAnim
trigger1 = time = 0
value = 11

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

[State 215, 7]
type = ChangeState
trigger1 = time >= 30
value = 0
ctrl = 1


[State 420]
type = Projectile
trigger1 = time = 0
ProjID = 1701
Projanim = 1700
Projremove = 0
Velocity = 0,0
Postype = p1
Offset = 20,0
Projremovetime = 6
attr = C, NA
animtype = Hard
damage = 60
priority  = 7
guardflag = L
pausetime = 7,10
hitflag = MA
guard.pausetime = 1,4
guard.velocity = 0
sparkno = S7003
guard.sparkno = S7007
sparkxy = -10,-10
hitsound = S220,1
guardsound = S120, 0
ground.slidetime = 15
ground.hittime = 1
ground.velocity = 0,-6
air.velocity = 0,-6
guard.velocity = -2
sprpriority = 2 
fall = 1
fall.recover = 0

[State 400]
type = Projectile
trigger1 = time = 6
ProjID = 1700
Projanim = 1701
projepriority = 3
projremovetime = 23
Projremove = 0
offset = 20, 0
velocity = 12, 0
attr = C,NA
damage = 60,0
animtype = Hard
hitflag = MAF
guardflag = L
priority = 2,Hit
pausetime = 9,9
guard.pausetime = 11,9
sparkno = s6200
guard.sparkno = s7100
sparkxy = 80,-10
hitsound = s2,2
guardsound = s3,2
ground.type = Low
ground.slidetime = 14
ground.hittime = 25
guard.slidetime = 12
guard.hittime = 16
ground.velocity = 0,-2.5
guard.velocity = -7.2
air.velocity = 0,-2.5
airguard.velocity = 0,0
fall = 1
air.fall = 1
fall.recover = 0
fall.recovertime = 40
getpower = 65,21
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -7.2
air.cornerpush.veloff = 0

;-------------------------------------------------------
;プライマルアーマー
[Statedef 26483]
type = S
movetype = I
physics = S
ctrl = 0

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

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


[State 12100, 5]
type = Explod
trigger1 = time = 1
anim = 26505
ID = 26505
sprpriority = 3
postype = p1
pos = 0,0
ontop = 1
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

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



;通常
[State 1]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
p2facing = 1
p2stateno = 169998


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


;-------------------------------------------------------
;プライマルアーマー2
[Statedef 26484]
type = S
movetype = I
physics = S
ctrl = 0

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

[State 13000, 0]
type = ChangeAnim
trigger1 = time = 0
value = 31644

;
[State -2]
type = Helper
triggerall = numhelper(26485) = 0
trigger1 = roundstate = 2
ID = 26485
name = "PA"
postype = p1
pos = 0,0
sprpriority = 2
stateno = 26485
helpertype = player
keyctrl = 0
persistent = 0
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
ownpal = 1

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

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



;-------------------------------------------------------
;プライマルアーマーヘルパー
[Statedef 26485]
type = S
movetype = I
physics = S
ctrl = 0
Anim = 31645

[State 2000]
type = parentVarset
trigger1 = parent,Var(6) <= 2
v = 6
value = 0
ignorehitpause = 1
supermove = 1

[State 2000]
type = parentVaradd
trigger1 = Gametime%3 = 0
v = 6
value = -1
ignorehitpause = 1
supermove = 1

[State 169992]
type = PlayerPush
trigger1 = 1
value = 0


[State 2000]
type = parentVaradd
trigger1 = time = 0
v = 6
value = -1
ignorehitpause = 1
supermove = 1



[State 13000, 4]
type = ChangeAnim
trigger1 = time = 0
value = 31645



[State 169994]
type = destroyself
trigger1 = parent,Var(6) = 0
trigger2 = time >= 1080
trigger3 = roundstate != 2

[state 2]
type = bindtoroot
trigger1 = 1
pos = 0,0
ignorehitpause = 1
SuperMoveTime = 99999999999
PauseMoveTime = 99999999999

[State -2, NotHitby]
type = NotHitBy
triggerall = ishelper
trigger1 = 1
value = ,NP,SP,HP,HT


;通常
[State 1]
type = null;ReversalDef
trigger1 = 1
reversal.attr = SCA,NP,SP,HP
hitflag = M-
priority = 7
pausetime = 0,0
p2facing = 1
p2stateno = 169998


[State 6000]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 26485



;-------------------------------------------------------
[Statedef 169998]
type = A
movetype = A
physics = N
juggle = 1
ctrl = 0

[State 810]
type = lifeadd
trigger1 = !ishelper
trigger1 = time = 0
value = -(lifemax*0.08)

[State 712, 0]
type = ChangeAnim2
trigger1 = !ishelper
trigger1 = time = 0
value = 5670

[State 712, 1]
type = NotHitBy
trigger1 = Vel Y = 0
value = SCA
time = 1


[State 712, 3]
type = VelSet
trigger1 = !ishelper
trigger1 = time = 0
x = -12.5
y = -7.4

[State 712, 4]
type = VelAdd
trigger1 = !ishelper
trigger1 = time >= 0
y = Const(movement.yaccel)

[State 712, 5]
type = PosSet
trigger1 = !ishelper
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger1 = time >= 40
y = 0

[State 712, 6]
type = VelSet
trigger1 = !ishelper
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger1 = time >= 40
y = 0

[State 712, 7]
type = StatetypeSet
trigger1 = !ishelper
trigger1 = Pos Y = 0
trigger1 = Vel Y = 0
trigger1 = time >= 40
physics = S

[State 712, 8]
type = SelfState
trigger1 = !ishelper
trigger1 = Pos Y = 0
trigger1 = Vel Y = 0
trigger1 = time >= 10
value = 5100

[State 821, 4]
type = SelfState
trigger1 = !ishelper
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger1 = time >= 10
value = 5100

[state noshadow]
type = assertspecial
trigger1 = 1
flag = noshadow


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

[State 712, 0]
type = ChangeAnim
trigger1 = ishelper
trigger1 = time = 0
value = anim

[State 4000]
type = Turn
trigger1 = ishelper
trigger1 = time = 0


[State 712, 6]
type = VelSet
triggerall = ishelper
trigger1 = time = 0
x = -Vel X
y = -Vel Y

[State 712, 6]
type = VelSet
triggerall = ishelper
trigger1 = Vel X = [0,1]
x = -5


[State 1820, ヒット定義]
type = HitDef
triggerall = ishelper
trigger1 = time = 0
trigger1 = Var(9) != 1
attr = A, HT
animtype  = up
damage    = 50, 5
affectteam = B
priority  = 5
guardflag = MA
pausetime = 0,15
sparkxy = 0,0
sparkno = 3
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -3,-5
guard.velocity = -4
air.velocity = -3,-5
envshake.time = 20           ;ヒットした時に画面を揺らす時間
envshake.ampl = 5            ;ヒットした時の画面の振幅
envshake.freq = 170          ;ヒットした時に画面が揺れる速度

[State -2, 59]
type = VarSet
trigger1 = time = 0
v = 9
value = 1

[State 169994]
type = destroyself
trigger1 = time > 300

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





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


;-----------------------------------------------
;羽カッター
[statedef 2000]
type = S
physics = S
movetype = A
Velset = 0,0
ctrl = 0
anim = 2000

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

[State 370, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 2001
ctrl = 1
;-----------------------------
[Statedef 2001]
type = A
physics = A
movetype = A
poweradd = 250
ctrl = 0
anim = 2001


[State 370, 3]
type = Velset
trigger1 = Time = 0
x = 3
y = -3



[State 400]
type = Projectile
trigger1 = time = 0
trigger2= time =4
trigger3= time =8
trigger4= time =12
trigger5= time =16
trigger6= time =20
trigger7= time =24
trigger8= time =28
trigger9= time =32
trigger10= time =36
trigger11= time =40
trigger12= time =44
trigger13= time =48
trigger14= time =52
trigger15= time =56
trigger16= time =60
trigger17= time =64
trigger18= time =68
ProjID = 2000
Projanim = 2002
projepriority = 3
projremovetime = 1
offset = 0, 0
velocity = 0, 0
attr = C,NA
damage = 17,0
animtype = Hard
hitflag = MAF
guardflag = HA
priority = 2,Hit
pausetime = 9,9
guard.pausetime = 11,9
sparkno = s6200
guard.sparkno = s7100
sparkxy = 80,-10
hitsound = s2,2
guardsound = s3,2
ground.type = Low
ground.slidetime = 14
ground.hittime = 25
guard.slidetime = 12
guard.hittime = 16
ground.velocity = 0,-2.5
guard.velocity = -7.2
air.velocity = 0,-2.5
airguard.velocity = 0,0
fall = 0
air.fall = 1
fall.recover = 0
fall.recovertime = 40
getpower = 60,20
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -7.2
air.cornerpush.veloff = 0


[State 630, 12]
type = ChangeState
trigger1 = time >= 30
trigger1 = Pos Y >= 0
value = 0
ctrl = 1
;---------------------------------------------
[statedef 3000]
type = S
physics = S
movetype = A
Velset = 0,0
ctrl = 0
anim = 2000

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

[State 370, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 3001
ctrl  = 1
;-------------------------------------
[Statedef 3001]
type = A
physics = A
movetype = A
poweradd = 250
ctrl = 0
anim = 2001


[State 370, 3]
type = Velset
trigger1 = Time = 0
x = 3
y = -8



[State 400]
type = Projectile
trigger1 = time = 0
trigger2= time =4
trigger3= time =8
trigger4= time =12
trigger5= time =16
trigger6= time =20
trigger7= time =24
trigger8= time =28
trigger9= time =32
trigger10= time =36
trigger11= time =40
trigger12= time =44
trigger13= time =48
trigger14= time =52
trigger15= time =56
trigger16= time =60
trigger17= time =64
trigger18= time =68
ProjID = 3000
Projanim = 2002
projepriority = 3
projremovetime = 1
offset = 0, 0
velocity = 0, 0
attr = C,NA
damage = 17,0
animtype = Hard
hitflag = MAF
guardflag = HA
priority = 2,Hit
pausetime = 9,9
guard.pausetime = 11,9
sparkno = s6200
guard.sparkno = s7100
sparkxy = 80,-10
hitsound = s2,2
guardsound = s3,2
ground.type = Low
ground.slidetime = 14
ground.hittime = 25
guard.slidetime = 12
guard.hittime = 16
ground.velocity = 0,-2.5
guard.velocity = -7.2
air.velocity = 0,-2.5
airguard.velocity = 0,0
fall = 0
air.fall = 1
fall.recover = 0
fall.recovertime = 40
getpower = 60,20
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -7.2
air.cornerpush.veloff = 0


[State 630, 12]
type = ChangeState
trigger1 = time >= 30
trigger1 = Pos Y >= 0
value = 0
ctrl = 1




;-----------------------------------------------------------
;召喚術
[Statedef 3950]
type = S
physics = S
movetype = A
poweradd = 25
ctrl = 0
anim = 31596

[State 370, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl  = 1

[State 2000]
type = Varset
triggerall = var(7) = 0
trigger1 = palno = [1,11]
trigger1 = ((time = 0) && (Var(6) >= 201))
v = 6
value = 0
ignorehitpause = 1
supermove = 1

[State 2000]
type = Varset
triggerall = var(7) = 1
trigger1 = palno = [1,11]
trigger1 = ((time = 0) && (Var(6) <= 80))
v = 6
value = 0
ignorehitpause = 1
supermove = 1

[State 2000]
type = Varadd
triggerall = var(7) = 1
trigger1 = palno = [1,11]
trigger1 = ((time = 0) && (Var(6) >= 81))
v = 6
value = -80
ignorehitpause = 1
supermove = 1

[State 2000]
type = VarAdd
triggerall = var(7) = 0
trigger1 = palno = 12
trigger1 = time = 0
v = 6
value = -50
ignorehitpause = 1

[State 2000]
type = VarAdd
triggerall = var(8) = 0
triggerall = var(7) = 1
triggerall = var(6) >= 51
trigger1 = palno = 12
trigger1 = time = 0
v = 6
value = -50
ignorehitpause = 1

[State 2000]
type = VarSet
triggerall = var(8) = 1
triggerall = var(7) = 1
triggerall = var(6) <= 50
trigger1 = palno = 12
trigger1 = time = 0
v = 6
value = 0
ignorehitpause = 1

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

[State 1100]
type = Projectile
trigger1 = time = 25
ProjID = 31553
Projanim = 31553
projepriority = 3       ;優先度  
projremovetime = 24      ;表示する時間
Projremove = 0          ;相殺無し
offset = 50, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SP              
damage = 80,5         
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

[State 240, 4]
type = PlaySnd
trigger1 = time = 25
value = s141,2

[State -3]
type = VarRandom
trigger1 = time = 0
v = 57
range = 1,7

;みすずEX
[State -2]
type = Helper
triggerall = palno != 12
triggerall = numhelper(10000) = 0
triggerall = Var(57) = 1
trigger1 = roundstate = 2
trigger1 = time = 28
ID = 10000
name = "misuzu"
postype = p1
pos = 50, 0
sprpriority = 2
stateno = 3951
helpertype = player
keyctrl = 0
persistent = 0
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
ownpal = 1

;栞
[State -2]
type = Helper
triggerall = palno != 12
triggerall = NumHelper(30000) = 0
triggerall = Var(57) = 2
trigger1 = roundstate = 2
trigger1 = time = 28
ignorehitpause = 1
helpertype = normal
name = "siori"
postype = p1
pos = 50, 0
stateno = 3952
sprpriority = 10
keyctrl = 1
id = 30000
ownpal = 1

;栞
[State -2]
type = Helper
triggerall = palno = 12
triggerall = NumHelper(30000) = 0
trigger1 = roundstate = 2
trigger1 = time = 28
ignorehitpause = 1
helpertype = player
name = "siori"
postype = p1
pos = 50, 0
stateno = 3952
sprpriority = 10
keyctrl = 1
id = 30000
ownpal = 1

;まい
[State -2]
type = Helper
triggerall = palno != 12
triggerall = numhelper(46000) = 0
triggerall = Var(57) = 3
trigger1 = roundstate = 2
trigger1 = time = 28
ID = 46000
name = "mai"
postype = p1
pos = 50, 0
sprpriority = 2
stateno = 46000
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1
supermovetime = 999999999

;ネロ
[State -2]
type = Helper
triggerall = palno != 12
triggerall = NumHelper(40509) = 0
triggerall = Var(57) = 4
trigger1 = roundstate = 2
trigger1 = time = 28
ignorehitpause = 1
helpertype = normal
name = "nero"
postype = p1
pos = 50, 0
stateno = 40509
sprpriority = 10
keyctrl = 1
id = 40509
pausemovetime = 999999999999999
supermovetime = 999999999999999
ownpal = 1

;ネロ
[State -2]
type = Helper
triggerall = palno = 12
triggerall = NumHelper(40509) = 0
trigger1 = roundstate = 2
trigger1 = time = 28
ignorehitpause = 1
helpertype = normal
name = "nero"
postype = p1
pos = 50, 0
stateno = 40509
sprpriority = 10
keyctrl = 1
id = 40509
pausemovetime = 999999999999999
supermovetime = 999999999999999
ownpal = 1

;さゆ
[State -2]
type = Helper
triggerall = palno != 12
triggerall = NumHelper(41500) = 0
triggerall = Var(57) = 5
trigger1 = roundstate = 2
trigger1 = time = 28
ignorehitpause = 1
helpertype = normal
name = "sayuri"
postype = p1
pos = 50, 0
stateno = 46500
sprpriority = 10
keyctrl = 1
id = 41500
pausemovetime = 999999999999999
supermovetime = 999999999999999
ownpal = 1

;名雪
[State -2]
type = Helper
triggerall = palno != 12
triggerall = NumHelper(40000) = 0
triggerall = Var(57) = 6
trigger1 = roundstate = 2
trigger1 = time = 28
ignorehitpause = 1
helpertype = normal
name = "nayuki"
postype = p1
pos = 50, 0
stateno = 40001
sprpriority = 10
keyctrl = 1
id = 40000
pausemovetime = 9999999999
supermovetime = 999999999
ownpal = 1

;天使あゆ
[State -2]
type = Helper
triggerall = palno != 12
triggerall = numhelper(45000) = 0
triggerall = Var(57) = 7
trigger1 = roundstate = 2
trigger1 = time = 28
ID = 45000
name = "ayu2"
postype = p1
pos = 50, 0
sprpriority = 2
stateno = 45000
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

;-------------------------------------------------------
;みすずEX
[Statedef 3951]
type = S
physics = S
movetype = A
ctrl = 0
anim = 10011

[State 900, 0]
type = ChangeAnim
trigger1 = time = 60
value = 10012

[State 370, 3]
type = ChangeState
trigger1 = Time = 69
value = 10000

;-----------------------------------------------------------
;;栞
[Statedef 3952]
type = S
physics = S
movetype = A
ctrl = 0
anim = 30400

[State 900, 0]
type = ChangeAnim
trigger1 = time = 60
value = 30210

[State 370, 3]
type = ChangeState
trigger1 = Time = 69
value = 30000






