;=====================================================================
; 必殺技
;=====================================================================
;スフィア
[Statedef 1000]
type     = S
movetype = A
physics  = C
ctrl     = 0
anim     = 1050
vel = 0,0

;***********************************
[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 50003,0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 1
value = 0,11
channel = 3

[State 3001, 音を鳴らす]
type = PlaySnd
trigger1 = time = 20
value = 50003,4
volume = 250

[State , エフェクト]
type = Explod
trigger1 = time = 1
anim = 20016
postype = p1
pos = -10,-145
scale = 0.8,0.8
sprpriority = 2
ownpal = 1
IgnoreHitPause = 1

[State ];スフィア
type = Helper
trigger1 = time = 10
trigger1 = numhelper(9595) < 1
name = "sufia"
stateno = 9595
pos = -10,-145
postype = p1
bindtime = 1
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
ID = 9595

;***********************************
[State 1000, ステート変更]
type = ChangeState
triggerall = (StateType != A)
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;+++++++++++++++++++++++++++++++++++++++++

; 　Ceil(**)  = 天井関数(Ceiling)
; 　　　　　　（正の値は小数点以下を四捨五入、負の値は小数点以下を切り捨てる）
;
; 　Floor(**) = 床関数
; 　　　　　　（正の値は小数点以下を切り捨て、負の値は小数点以下を四捨五入する）
;
;=====================================================================
;石柱発生
[Statedef 1001]
type     = S
movetype = A
physics  = N
ctrl     = 0
anim     = 1060
velset   = 0,0

;***********************************
[State 1001, 軸位置]
type = PosSet
trigger1 = 1
y = 0
[State 1001, 移動速度]
type = VelSet
trigger1 = 1
y = 0

[State ,無敵]
type = NotHitBy
trigger1 = time < 22
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1
;***********************************
[State 1001, エフェクト]
type = Explod
trigger1 = time = 0
anim = 20033
postype = p1
pos = 45,-150
scale = 0.5,0.5
sprpriority = 4
ownpal = 1
IgnoreHitPause = 1
Persistent = 1
ID = 4019

[State 1300, ボイス]
type = PlaySnd
trigger1 = numhelper(9596) < 1
trigger1 = numhelper(9599) < 1
trigger1 = time = 0
value = 0,10
channel = 3

[State 1300, ボイス]
type = PlaySnd
triggerall = time = 0
trigger1 = numhelper(9596) > 0
trigger2 = numhelper(9599) > 0
value = 0,13
channel = 3

[State 3001, 音を鳴らす]
type = PlaySnd
trigger1 = time = 10
value = 50003,7
volume = 250

[State ];石柱
type = Helper
trigger1 = numhelper(9596) < 1
trigger1 = time = 10
name = "hashira"
stateno = 9596
pos = 60,0
postype = p2
bindtime = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
ID = 9596

[State ];透明
type = Helper
trigger1 = numhelper(9597) < 1
trigger1 = time = 10
name = "toumei"
stateno = 9597
pos = 60,0
postype = p2
bindtime = 0
ownpal = 0
ID = 9597


[State ];石柱2
type = Helper
trigger1 = numhelper(9599) < 1
trigger1 = time = 10
name = "hashira2"
stateno = 9596
pos = -60,0
postype = p2
bindtime = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
ID = 9599

[State ];透明2
type = Helper
trigger1 = numhelper(9600) < 1
trigger1 = time = 10
name = "toumei2"
stateno = 9597
pos = -60,0
postype = p2
bindtime = 0
ownpal = 0
ID = 9600
;***********************************
[State 1001, ステート変更]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;=====================================================================
;ビーム
[Statedef 1300]
type     = A
movetype = A
physics  = N
anim     = 1290
ctrl     = 0
;***********************************
[State 1300, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 0,4
channel = 3

[State 1300, 音を鳴らす]
type = PlaySnd
trigger1 = time = 20
value = 190,0
volume = 250

[State 1300, 音を鳴らす]
type = PlaySnd
trigger1 = time = 20
value = 1000,1
volume = 250

[State ]
type = velset
trigger1 = time = 0
x = 0
y = -5
[State ]
type = veladd
trigger1 = time <= 20
y = 0.2

[State ]
type = velset
trigger1 = time > 20
trigger1 = time < 50
x = 0
y = 0

[State ]
type = veladd
trigger1 = time > 50
y = 0.4

[State ,無敵]
type = NotHitBy
trigger1 = time < 50
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1

[State , エフェクト]
type = Explod
trigger1 = animelem = 8
trigger2 = animelem = 8,=2
trigger3 = animelem = 8,=3
anim = 20021
postype = p1
pos = 50,-85
scale = 1,1
sprpriority = 2
ownpal = 1
bindtime = 100
IgnoreHitPause = 1

[State ];火柱
type = Helper
trigger1 = animelem = 8
name = "hibashira"
stateno = 9650
pos = 20,0
postype = p1
bindtime = 1
ownpal = 0
persistent = 0
ID = 9650

[State 1300, ステート変更]
type = ChangeState
trigger1 = (time > 50)
trigger1 = (pos y >= 0)
value = 52
ctrl = 0


;=====================================================================
;昇竜
[Statedef 1200]
type     = A
movetype = A
physics  = N
anim     = 1200
ctrl     = 0
;***********************************
[State 1200, ボイス]
type = PlaySnd
trigger1 = time = 0
value = 0,1
channel = 3
[State 1200, ボイス]
type = PlaySnd
trigger1 = time = 25
value = 0,3
channel = 3

[State 1200, 音を鳴らす]
type = PlaySnd
trigger1 = time = 3
value = 50005,0

[State 1200, 音を鳴らす]
type = PlaySnd
trigger1 = time = 15
value = 4,0
volume = 250

[State ]
type = velset
trigger1 = time < 8
x = 4
y = 0

[State ]
type = velset
trigger1 = time = 8
x = 3.5
y = -8.5
[State ]
type = veladd
trigger1 = time <= 15
y = 0.3

[State ]
type = veladd
trigger1 = time > 15
y = 0.9

[State ,無敵]
type = NotHitBy
trigger1 = time < 14
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1

[State , エフェクト]
type = Explod
trigger1 = time = 5
anim = 20036
postype = p1
pos = 30,0
scale = 0.5,1.1
sprpriority = -2
ownpal = 1
IgnoreHitPause = 1

[State 3010, ヒット定義]
type = HitDef
trigger1 = animelem = 5
attr             = A, SA
animtype         = Up
damage           = 80,16
getpower = 70,70
givepower = 35,35
guardflag        = MA
priority         = 3
pausetime        = 15,15
sparkno          = s8020
sparkxy          = -10,0
guard.sparkno    = s8420
hitsound         = s2,2
guardsound       = s3,1
ground.type      = High
guard.hittime  = 18+((enemynear,statetype = A)*2)
ground.slidetime = 22+((enemynear,statetype = C)*2)+(var(15)*8)
ground.hittime  = 22+((enemynear,statetype = C)*2)+(var(15)*8)
ground.velocity  = -1.2,-10
guard.velocity   = -7
air.velocity     = -1.2,-7
airguard.velocity= -1,-1.5
yaccel           = 0.45
fall             = 1
envshake.time    = 12
envshake.ampl    = 6
envshake.freq    = 100
fall.recovertime = 60+(var(15)*20)
air.hittime = 60+(var(15)*20)

[State 3010, ヒット定義下降]
type = HitDef
trigger1 = animelem = 16
attr             = A, SA
animtype         = Up
damage           = 80,16
getpower = 70,70
givepower = 35,35
hitflag        = MAFD
guardflag        = HA
priority         = 3
pausetime        = 15,15
sparkno          = s8020
sparkxy          = -10,0
guard.sparkno    = s8420
hitsound         = s2,2
guardsound       = s3,1
ground.type      = High
guard.hittime  = 20+((enemynear,statetype = A)*2)
ground.slidetime = 25+((enemynear,statetype = C)*2)
ground.hittime  = 25+((enemynear,statetype = C)*2)
ground.velocity  = -4.5,-10-(var(15)*6)
guard.velocity   = -7
air.velocity     = -4.5,-9-(var(15)*6)
airguard.velocity= -6,-1.5
yaccel           = 0.5
fall             = 1
envshake.time    = 12
envshake.ampl    = 6
envshake.freq    = 100
fall.recover = 0

[State 200];補正
type = Varset
triggerall = (EnemyNear,GethitVar(hitcount) < 2)
trigger1 = movecontact
var(11) = 2
persistent = 0
ignorehitpause = 1

[State 1200, ステート変更]
type = ChangeState
trigger1 = (time > 30)
trigger1 = (pos y >= 0)
value = 1210
ctrl = 0
;=====================================================================
;昇竜着地
[Statedef 1210]
type     = C
movetype = A
physics  = C
anim     = 1210
ctrl     = 0
;***********************************
[State 1210, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 5100,1

[State ]
type = Envshake
trigger1 = animelem = 1
time = 20
freq = 120
ampl = -4

[State , エフェクト]
type = Explod
trigger1 = time = 1
anim = 6500
postype = p1
pos = 0,0
scale = 0.5,0.5
sprpriority = -1
ownpal = 1
IgnoreHitPause = 1

[State , エフェクト]
type = Explod
trigger1 = time = 1
anim = 20037
postype = p1
pos = 0,0
scale = 0.8,0.8
sprpriority = 2
ownpal = 1
IgnoreHitPause = 1

[State ]
type = posset
trigger1 = time <= 20
y = 0

[State ]
type = statetypeset
trigger1 = time > 20
statetype = A

[State ]
type = velset
trigger1 = time < 21
x = 0
y = 0
[State ]
type = velset
trigger1 = time = 21
x = 0
y = -5
[State ]
type = veladd
trigger1 = time > 20
y = 0.4

[State 1210, ステート変更]
type = ChangeState
trigger1 = (time > 30)
trigger1 = (pos y >= 0)
value = 52
ctrl = 0

;=====================================================================
;ラリアット
[Statedef 1100]
type     = S
movetype = A
physics  = S
anim     = 1100
ctrl     = 0
;***********************************
[State 1100, ボイス]
type = PlaySnd
trigger1 = time = 0
value = 0,1
channel = 3

[State 1100, 音を鳴らす]
type = PlaySnd
trigger1 = time = 3
value = 50003,7
volume = 250

[State 1200, 音を鳴らす]
type = PlaySnd
trigger1 = time = 15
value = 4,0
volume = 250

[State ]
type = velset
trigger1 = time >= 6
trigger1 = time <= 10
x = 15

[State ]
type = veladd
trigger1 = time > 10
trigger1 = time < 24
x = -0.6

[State ]
type = velset
trigger1 = time > 23
x = 0

[State ]
type = PlayerPush
trigger1 = animelem = 5,<0
value = 0

[State , エフェクト];氷
type = Explod
trigger1 = animelem = 2,>=0
trigger1 = animelem = 5,<0
anim = 2510
postype = p1
pos = 10,-100
scale = 0.5,0.5
sprpriority = -1
ownpal = 1
bindtime = 1
vel = -4,-3+random%6
persistent = 1

[State , エフェクト];波動
type = Explod
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
anim = 20029
postype = p1
pos = 20,-100
scale = 0.8,0.4
sprpriority = 1
ownpal = 1
bindtime = -1

[State , エフェクト];砂煙
type = Explod
trigger1 = time < 16
anim = 20030
postype = p1
pos = 30,0
scale = 0.7,0.7
sprpriority = 2
ownpal = 1
persistent = 3
ignorehitpause = 1

[State , エフェクト];氷パンチ
type = Explod
trigger1 = animelem = 7
anim = 2610
postype = p1
pos = 0,0
scale = 1,1
sprpriority = 2
ownpal = 1

[State , エフェクト];bom
type = Explod
trigger1 = animelem = 6
anim = 20031
postype = p1
pos = 10,-90
scale = 0.6,0.6
sprpriority = -1
ownpal = 1
[State , エフェクト];bom
type = Explod
trigger1 = animelem = 7
anim = 20031
postype = p1
pos = 40,-70
scale = 0.6,0.6
sprpriority = 3
ownpal = 1

[State ]
type = Envshake
trigger1 = time = 1
trigger2 = time = 6
trigger3 = time = 11
trigger4 = time = 16
time = 5
freq = 120
ampl = -3

[State 3010, ヒット定義]
type = HitDef
trigger1 = animelem = 3
attr             = A, SA
animtype         = Up
damage           = 70,14
getpower = 66,66
givepower = 33,33
guardflag        = MA
priority         = 5
pausetime        = 15,15
sparkno          = s8020
sparkxy          = 0,-60
guard.sparkno    = s8400
hitsound         = s2,2
guardsound       = s3,1
ground.type      = High
guard.hittime  = 20+((enemynear,statetype = A)*2)
ground.slidetime = 25+((enemynear,statetype = C)*2)
ground.hittime  = 25+((enemynear,statetype = C)*2)
ground.velocity  = 0,-5
guard.velocity   = -7
air.velocity     = 0,-4
airguard.velocity= -1,-3.5
yaccel           = 0.4
fall             = 1
envshake.time    = 12
envshake.ampl    = 6
envshake.freq    = 100
fall.recover =1-(var(15)!=0)
fall.recovertime =40

[State 3010, ヒット定義下降]
type = HitDef
trigger1 = animelem = 6
attr             = A, SA
animtype         = Up
damage           = 60,12
getpower = 52,52
givepower = 26,26
guardflag        = MA
priority         = 5
pausetime        = 15,15
sparkno          = s8020
sparkxy          = -10,-60
guard.sparkno    = s8420
hitsound         = s50006,0
guardsound       = s3,1
ground.type      = High
guard.hittime  = 34+((enemynear,statetype = A)*2)
ground.slidetime = 45+((enemynear,statetype = C)*2)
ground.hittime  = 45+((enemynear,statetype = C)*2)
ground.velocity  = -4.5,-13.5
guard.velocity   = -7
air.velocity     = -4.5,-13
airguard.velocity= -6,-1.5
yaccel           = 0.8
fall             = 1
fall.recovertime = 45+(var(15)*20)
air.hittime = 45+(var(15)*20)
envshake.time    = 12
envshake.ampl    = 6
envshake.freq    = 100
palfx.time =40
palfx.mul = 150,135,160
palfx.sinadd = 255,255,255,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1

[State 200];補正
type = Varset
triggerall = (EnemyNear,GethitVar(hitcount) < 2)
trigger1 = movecontact
var(11) = 1
persistent = 0
ignorehitpause = 1


[State 1200, ステート変更]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;=====================================================================
;ワープ・前１
[Statedef 1700]
type     = S
movetype = A
physics  = N
anim     = 1300
ctrl     = 0
;***********************************

[State 1700, 音を鳴らす]
type = PlaySnd
trigger1 = time = 30
value = 4,0
volume = 250

[State 1703, 音を鳴らす]
type = PlaySnd
trigger1 = time = 30
value = 50003,3
volume = 250

[State , エフェクト]
type = Explod
trigger1 = time = 29
trigger2 = time = 31
anim = 20036
postype = p1
pos = -20,0
scale = 0.4,0.8
sprpriority = 2
ownpal = 1
IgnoreHitPause = 1

[State , エフェクト]
type = Explod
trigger1 = time = 29
trigger2 = time = 31
anim = 20036
facing = -1
postype = p1
pos = 20,0
scale = 0.4,0.8
sprpriority = 2
ownpal = 1
IgnoreHitPause = 1
;*************************************
[State ]
type = velset
trigger1 = 1
x = 0
y = 0

[State ]
type = posadd
trigger1 = time = 30
x = 100

[State ]
type = turn
trigger1 = time = 31
trigger1 = P2dist X < -10

[State ,無敵]
type = NotHitBy
trigger1 = time < 30
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1

[State 1700, ステート変更]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;=====================================================================
;ワープ・前２
[Statedef 1701]
type     = S
movetype = A
physics  = N
anim     = 1300
ctrl     = 0
;***********************************

[State 1701, 音を鳴らす]
type = PlaySnd
trigger1 = time = 30
value = 4,0
volume = 250

[State 1703, 音を鳴らす]
type = PlaySnd
trigger1 = time = 30
value = 50003,3
volume = 250

[State , エフェクト]
type = Explod
trigger1 = time = 29
trigger2 = time = 31
anim = 20036
postype = p1
pos = -20,0
scale = 0.4,0.8
sprpriority = 2
ownpal = 1
IgnoreHitPause = 1

[State , エフェクト]
type = Explod
trigger1 = time = 29
trigger2 = time = 31
anim = 20036
facing = -1
postype = p1
pos = 20,0
scale = 0.4,0.8
sprpriority = 2
ownpal = 1
IgnoreHitPause = 1
;*************************************
[State ]
type = velset
trigger1 = 1
x = 0
y = 0

[State ]
type = posadd
trigger1 = time = 30
x = 200

[State ]
type = turn
trigger1 = time = 31
trigger1 = P2dist X < -10

[State ,無敵]
type = NotHitBy
trigger1 = time < 30
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1

[State 1701, ステート変更]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;=====================================================================
;ワープ・後１
[Statedef 1702]
type     = S
movetype = A
physics  = N
anim     = 1300
ctrl     = 0
;***********************************

[State 1702, 音を鳴らす]
type = PlaySnd
trigger1 = time = 30
value = 4,0
volume = 250

[State 1703, 音を鳴らす]
type = PlaySnd
trigger1 = time = 30
value = 50003,3
volume = 250

[State , エフェクト]
type = Explod
trigger1 = time = 29
trigger2 = time = 31
anim = 20036
postype = p1
pos = -20,0
scale = 0.4,0.8
sprpriority = 2
ownpal = 1
IgnoreHitPause = 1

[State , エフェクト]
type = Explod
trigger1 = time = 29
trigger2 = time = 31
anim = 20036
facing = -1
postype = p1
pos = 20,0
scale = 0.4,0.8
sprpriority = 2
ownpal = 1
IgnoreHitPause = 1
;*************************************
[State ]
type = velset
trigger1 = 1
x = 0
y = 0

[State ]
type = posadd
trigger1 = time = 30
x = -100

[State ]
type = turn
trigger1 = time = 31
trigger1 = P2dist X < -10

[State ,無敵]
type = NotHitBy
trigger1 = time < 30
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1

[State 1701, ステート変更]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;=====================================================================
;ワープ・後２
[Statedef 1703]
type     = S
movetype = A
physics  = N
anim     = 1300
ctrl     = 0
;***********************************
[State 1703, 音を鳴らす]
type = PlaySnd
trigger1 = time = 30
value = 4,0
volume = 250

[State 1703, 音を鳴らす]
type = PlaySnd
trigger1 = time = 30
value = 50003,3
volume = 250

[State , エフェクト]
type = Explod
trigger1 = time = 29
trigger2 = time = 31
anim = 20036
postype = p1
pos = -20,0
scale = 0.4,0.8
sprpriority = 2
ownpal = 1
IgnoreHitPause = 1

[State , エフェクト]
type = Explod
trigger1 = time = 29
trigger2 = time = 31
anim = 20036
facing = -1
postype = p1
pos = 20,0
scale = 0.4,0.8
sprpriority = 2
ownpal = 1
IgnoreHitPause = 1
;*************************************
[State ]
type = velset
trigger1 = 1
x = 0
y = 0

[State ]
type = posadd
trigger1 = time = 30
x = -200

[State ]
type = turn
trigger1 = time = 31
trigger1 = P2dist X < -10

[State ,無敵]
type = NotHitBy
trigger1 = time < 30
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1

[State 1703, ステート変更]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;+++++++++++++++++++++++++++++++++++
;スマッシュ
[Statedef 1750]
type     = S
movetype = A
physics  = C
ctrl     = 0
anim     = 20038
;***********************************
[State ]
type = velset
trigger1 = 1
x = 0
y = 0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 4
value = 50003,5
volume = 255

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 4
value = 50002,0
volume = 200

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 1
value = 0,0
channel = 3

[State , エフェクト]
type = Explod
trigger1 = animelem = 4
anim = 20032
postype = p1
pos = 80,-90
scale = 0.4,0.8
sprpriority = 2
ownpal = 1
IgnoreHitPause = 1

[State ]
type = Envshake
trigger1 = animelem = 4
time = 10
freq = 120
ampl = -4

[State , エフェクト];砂煙
type = Explod
trigger1 = animelem = 4
anim = 20030
postype = p1
pos = 30,0
scale = 0.7,0.7
sprpriority = 2
ownpal = 1
persistent = 3
ignorehitpause = 1

[State 0,]
type = Projectile
trigger1 = animelem = 4
ProjAnim = 20035
Projscale = 1,1
projsprpriority = 3
projhitanim = -1
projID = 6455
Projremove = 0
Projremovetime = 10
Projpriority = 3
Projemisstime = 500
Offset = 60,-85
hitflag = MAFP
attr = S, SP
damage = 120,24
guard.dist = 210 
animtype = Hard
getpower = 108,108
givepower = 54,54
guardflag = HA
pausetime = 0,0
sparkno = s8010
sparkxy = 0+(floor(p2bodydist X)),0
guard.sparkno = s8400
hitsound = s50007,0
guardsound = s3,1
ground.type = High
guard.slidetime = 30+((enemynear,statetype = A)*2)
ground.slidetime = 65+((enemynear,statetype = C)*2)
ground.hittime = 65+((enemynear,statetype = C)*2)
fall = 1
ground.velocity = 0,-12
guard.velocity = 0
airguard.velocity = -0.5,-1.5
air.type = Low
air.velocity = 0,-9
yaccel       = 0.4
P2stateno = 1760+(var(15))
fall.recover =1-(var(15)!=0)
fall.recovertime =65
air.hittime = 65

[State 200];補正
type = Varset
triggerall = (EnemyNear,GethitVar(hitcount) < 2)
trigger1 = ProjContactTime(6455) = 1
var(11) = 3
persistent = 0
ignorehitpause = 1
;***********************************
[State , ステート変更]
type = ChangeState
triggerall = (StateType != A)
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;+++++++++++++++++++++++++++++++++++
;スマッシュやられ
[Statedef 1760]
type     = A
movetype = H
physics  = N
poweradd = 100
ctrl     = 0
anim     = 20039
;***********************************
[State ]
type = changeanim2
trigger1 = (anim != [20039,20040])
trigger1 = Time = 0
value = 20039

[State ]
type = velset
trigger1 = backedgedist > 10
x = -30
y = -2

[State ]
type = changeanim2
trigger1 = (anim != 20040)
trigger1 = backedgedist <= 10
value = 20040

[State ]
type = velset
trigger1 = anim = 20040
trigger1 = animelemtime(1) = 1
x = 0
y = 0
persistent = 0

[State ]
type = Envshake
trigger1 = anim = 20040
trigger1 = animelemtime(1) = 1
time = 15
freq = 120
ampl = -4

[State ]
type = velset
trigger1 = anim = 20040
trigger1 = animelemtime(1) = 5
x = 1.5
y = -4

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

[State ]
type = veladd
trigger1 = anim = 20040
trigger1 = animelemtime(1) >= 5
y = 0.4
;***********************************
[State , ステート変更]
type = selfState
trigger1 = anim = 20040
trigger1 = animelemtime(1) >= 5
trigger1 = vel x > 0
trigger2 = Time >= 200
value = 5050


;+++++++++++++++++++++++++++++++++++
;スマッシュやられ・カウンター
[Statedef 1761]
type     = A
movetype = H
physics  = N
poweradd = 100
ctrl     = 0
anim     = 20039
;***********************************
[State ]
type = changeanim2
trigger1 = (anim != [20039,20040])
trigger1 = Time = 0
value = 20039

[State ]
type = velset
trigger1 = backedgedist > 10
x = -30
y = -2

[State ]
type = changeanim2
trigger1 = (anim != 20040)
trigger1 = backedgedist <= 10
value = 20040

[State ]
type = velset
trigger1 = anim = 20040
trigger1 = animelemtime(1) = 1
x = 0
y = 0
persistent = 0

[State ]
type = Envshake
trigger1 = anim = 20040
trigger1 = animelemtime(1) = 1
time = 15
freq = 120
ampl = -4

[State ]
type = velset
trigger1 = anim = 20040
trigger1 = animelemtime(1) = 20
x = 1.5
y = -13

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

[State ]
type = veladd
trigger1 = anim = 20040
trigger1 = animelemtime(1) >= 20
y = 0.4
;***********************************
[State , ステート変更]
type = selfState
trigger1 = anim = 20040
trigger1 = animelemtime(1) >= 20
trigger1 = vel x > 0
trigger2 = Time >= 200
value = 5050