;---------------------------------------------------------------------------
[Data]
life              = 1150
power             = 3000
attack            = 100
defence           = 100
fall.defence_up   = 50
liedown.time      = 60
airjuggle         = 15
sparkno           = 2
guard.sparkno     = 40
KO.echo           = 0
volume            = 255
IntPersistIndex   = 60
FloatPersistIndex = 40

;---------------------------------------------------------------------------
[Size]
xscale           = .725
yscale           = .75
ground.back      = 15
ground.front     = 16
air.back         = 12
air.front        = 12
height           = 60
attack.dist      = 160
proj.attack.dist = 90
proj.doscale     = 0
head.pos         = -5, -90
mid.pos          = -5, -60
shadowoffset     = 0
draw.offset      = 0,0

;---------------------------------------------------------------------------
[Velocity]
walk.fwd     = 2.4
walk.back    = -2.2
run.fwd      = 4.2, -3.5
run.back     = -4.1,-3.5
jump.neu     = 0,-8.4
jump.back    = -2.55
jump.fwd     = 2.5
runjump.back = -2.55,-8.1
runjump.fwd  = 4,-8.1
airjump.neu  = 0,-8.1
airjump.back = -2.55
airjump.fwd  = 2.5

;---------------------------------------------------------------------------
[Movement]
airjump.num     = 0
airjump.height  = 35
yaccel          = .44
stand.friction  = .85
crouch.friction = .82

;---------------------------------------------------------------------------
; 前ステップ
[Statedef 100]
type    = A
physics = A
ctrl = 0
anim = 100
sprpriority = 1

[State 100, 1]
type = VelSet
trigger1 = Time = 0
x = const(velocity.run.fwd.x)
y = const(velocity.run.fwd.y)

[State 100, 2]
type = CtrlSet
trigger1 = Time = 2
value = 1

[State 100, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 106

;---------------------------------------------------------------------------
; 基本行動のステート
;---------------------------------------------------------------------------
; タイムオーバー時
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 170, 無敵]
type = NotHitBy
trigger1 = 1 ;1にするといかなる条件でも有効で、0にするといかなる条件でも無効
value = SCA
time = 1

;---------------------------------------------------------------------------
; 勝利ポーズ分岐
[Statedef 180]
type = S

[state 180]
type = ChangeState
trigger1 = Time = 0
trigger1 = var(1) = 1
value = 183

[State 180, ステート変更]
type = ChangeState
trigger1 = Time = 0
trigger1 = Life >= 550
trigger1 = var(1) = 0
value = 181

[State 180, ステート変更]
type = ChangeState
trigger1 = Time = 0
trigger1 = Life < 550
trigger1 = var(1) = 0
value = 182

;---------------------------------------------------------------------------
; 勝利ポーズ(楽勝)
[Statedef 181]
type = S
ctrl = 0
anim = 180
velset = 0,0

[State 181, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 181, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = 180,0
volume = 255

;---------------------------------------------------------------------------
; 勝利ポーズ(辛勝)
[Statedef 182]
type = S
ctrl = 0
anim = 180
velset = 0,0

[State 182, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 182, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = 180,1
volume = 255

;---------------------------------------------------------------------------
; 勝利ポーズ(沙耶の唄勝利)
[Statedef 183]
type = S
ctrl = 0
anim = 110
velset = 0,0

[State 183, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nomusic
flag3 = noFG

[State 183, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
;イントロ
[Statedef 191]
type = S
ctrl = 0
anim = 196
velset = 0,0

;緑川or小野フラグ
[State 191, ステート変更]
type = ChangeState
triggerall = time = 0
trigger1 = p2name = "Yuki" && enemy,authorname = "ahuron"
trigger2 = p4name = "Yuki" && enemy,authorname = "ahuron"
trigger3 = p2name = "Android 16"
trigger4 = p4name = "Android 16"
trigger5 = p2name = "koizumi itsuki"
trigger6 = p4name = "koizumi itsuki"
trigger7 = p2name = "Lion"
trigger8 = p4name = "Lion"
trigger9 = p2name = "Judas"
trigger10 = p4name = "Judas"
trigger11 = p2name = "cool"
trigger12 = p4name = "cool"
value = 192

;アルアジフラグ
[State 191, ステート変更]
type = ChangeState
triggerall = time = 0
trigger1 = p2name = "AL AZIF"
trigger2 = p4name = "AL AZIF"
value = 193

[State 191, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = nomusic

[State 191]
type = Explod
trigger1 = time = 46
sprpriority = 1
anim = 11200
postype = p1
pos = -18, -7
scale = 1,1
bindtime = -1

[State 191, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 46
value = 190,2
volume = 255
channel = 11

[State 191]
type = Explod
trigger1 = time = 88
sprpriority = 1
anim = 11200
facing = -1
postype = p1
pos = -13, -7
scale = 1,1
bindtime = -1

[State 191, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 88
value = 190,2
volume = 255
channel = 11

[State 191]
type = Explod
trigger1 = time = 132
sprpriority = 1
anim = 11201
facing = -1
postype = p1
pos = -11, -10
scale = 1,1
bindtime = -1

[State 191, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 132
value = 190,3
volume = 255
channel = 11

[State 191]
type = Explod
trigger1 = time = 195
sprpriority = 1
anim = 11200
postype = p1
pos = -18, -6
scale = 1,1
bindtime = -1

[State 191, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 195
value = 190,2
volume = 255
channel = 11

[State 191]
type = Explod
trigger1 = time = 221
sprpriority = 1
anim = 11200
postype = p1
pos = -22, -14
scale = 1,1
bindtime = -1

[State 191, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 221
value = 190,2
volume = 255
channel = 11

[State 191, ヘルパーを出す]
type = Helper
triggerall = time = 290
trigger1 = var(0) = 1
Persistent = 0
name = "oumi"
stateno = 11300
ID = 11300
pos = -16,-10
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
helpertype = normal

[State 191, ヘルパーを出す]
type = Helper
triggerall = time = 290
trigger1 = var(0) = 2
Persistent = 0
name = "kfm"
stateno = 11301
ID = 11301
pos = -16,-13
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
helpertype = normal

[State 191, ヘルパーを出す]
type = Helper
triggerall = time = 290
trigger1 = var(0) = 3
Persistent = 0
name = "rimururu"
stateno = 11302
ID = 11302
pos = -16,-13
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
helpertype = normal

[State 191]
type = Explod
trigger1 = time = 290
sprpriority = 1
anim = 11201
facing = -1
postype = p1
pos = -15, -9
scale = 1,1
bindtime = -1

[State 191]
type = Explod
trigger1 = time = 290
sprpriority = 1
anim = 11200
postype = p1
pos = -15, -9
scale = 1,1
bindtime = -1

[State 191]
type = Explod
trigger1 = time = 290
sprpriority = 1
facing = -1
anim = 11200
postype = p1
pos = -17, -11
scale = 1,1
bindtime = -1

[State 191, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 290
value = 190,1
volume = 255
channel = 11

[State 191]
type = Explod
trigger1 = time = 370
sprpriority = 1
anim = 195
postype = p1
pos = -10, -44
scale = 1,1
bindtime = -1
removetime = 40

[State 191, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 370
value = 190,6
volume = 255
channel = 11

[State 191]
type = Explod
trigger1 = time = 415
sprpriority = 10
anim = 192
postype = back
pos = 0, 0
scale = .4,.4
bindtime = -1
removetime = 60
ontop = 1

[State 191, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 415
value = 190,4
volume = 255
channel = 11

[State 191, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 419
value = 190,5
volume = 255

[State 191]
type = Explod
trigger1 = time = 484
sprpriority = 11
anim = 194
postype = back
pos = 0, 0
scale = .4,.4
bindtime = -1
ontop = 1

[State 191]
type = Explod
trigger1 = time = 450
sprpriority = 12
anim = 193
postype = back
pos = 0, 0
scale = 1,1
bindtime = -1
ontop = 1

[State 191]
type = Explod
trigger1 = time = 0
sprpriority = -1
anim = 190
postype = p1
pos = 0, 0
scale = .6,.6
bindtime = -1
removetime = 500

[State 191, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 190,0
volume = 255
channel = 10

[State 191]
type=StopSnd
trigger1 = Time = 370
channel = 10

[State 191]
type = VarRandom
trigger1 = Time = 0
v = 0
range = 1,3

[State 191, アニメ変更]
type = ChangeAnim
trigger1 = Time = 500
value = 0

[State 191, ステート変更]
type = ChangeState
trigger1 = Time = 570
value = 0

;---------------------------------------------------------------------------
;イントロ VS緑川
[Statedef 192]
type = S
ctrl = 0
anim = 191
velset = 0,0

[State 192, 特殊効果] ;「ROUND1, FIGHT!」のアナウンスが始まるまでは、このコントローラを使ってください
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 192, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 50
value = 191,0
volume = 255
channel = 11

[State 192]
type = Explod
trigger1 = time = 50
sprpriority = 1
anim = 197
postype = p1
pos = -24, -75
scale = 1,1
bindtime = -1

[State 192, ステート変更]
type = ChangeState
trigger1 = Time = 156
value = 0

;---------------------------------------------------------------------------
;イントロ VSアル
[Statedef 193]
type = S
ctrl = 0
anim = 198
velset = 0,0

[State 192, 特殊効果] ;「ROUND1, FIGHT!」のアナウンスが始まるまでは、このコントローラを使ってください
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 192, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = 192,0
volume = 255
channel = 11

[State 192, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
;前ダッシュ(開始)
[Statedef 101]
type    = S
physics = S
anim = 100
ctrl = 0
sprpriority = 1

[State 101]
type = PlaySnd
trigger1 = AnimElem = 1
value = 105, 0

[State 101]
type = ChangeState
trigger1 = AnimTime = 0
value = 102
ctrl = 1

;---------------------------------------------------------------------------
;前ダッシュ(移動)
[Statedef 102]
type    = S
physics = S
anim = 110
ctrl = 0
sprpriority = 1

[State 102]
type = posadd
trigger1 = time = 1
x = 78

[State 102]
type = ChangeState
trigger1 = AnimTime = 0
value = 103
ctrl = 1

;---------------------------------------------------------------------------
;前ダッシュ(登場)
[Statedef 103]
type    = S
physics = S
anim = 105
ctrl = 0
sprpriority = 1

[State 103]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;後ダッシュ(開始)
[Statedef 106]
type    = S
physics = S
anim = 100
ctrl = 0
sprpriority = 1

[State 106]
type = PlaySnd
trigger1 = AnimElem = 1
value = 105, 0

[State 105]
type = ChangeState
trigger1 = AnimTime = 0
value = 107
ctrl = 1

;---------------------------------------------------------------------------
;後ダッシュ(移動)
[Statedef 107]
type    = S
physics = S
anim = 110
ctrl = 0
sprpriority = 1

[State 107]
type = posadd
trigger1 = time = 1
x = -73

[State 107]
type = ChangeState
trigger1 = AnimTime = 0
value = 108
ctrl = 1

;---------------------------------------------------------------------------
;後ダッシュ(登場)
[Statedef 108]
type    = S
physics = S
anim = 105
ctrl = 0
sprpriority = 1

[State 108]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 挑発
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 195, コントロール可否]
type = CtrlSet
trigger1 = Time = 40
value = 1

[State 195, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;立ち弱攻撃

[Statedef 200]
type     = S
movetype = A
physics  = S
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 200
poweradd = 0
sprpriority = 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200, 0
channel = 4

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 20, 0
poweradd = 37,18
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 0
guard.sparkno = 40
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 13
ground.velocity = -4.8,0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;立ち中攻撃

[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 22
ctrl = 0
velset = 0,0
anim = 210
sprpriority = 2

[State 210, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 210, 1

[State 210, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
priority = 4
damage    = 18,0
poweradd = 22,11
guardflag = MA
pausetime = 4,4
sparkno = 1
sparkxy = -10,-70
hitsound   = 5,2
guardsound = s120,0
ground.type = High
ground.slidetime = 7
ground.hittime  = 8
ground.velocity = 2.5,-4.6
air.velocity = 1,-3

[State 210, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Medium
priority = 4
damage    = 29,0
poweradd = 22,11
guardflag = MA
pausetime = 4,4
sparkno = 1
sparkxy = -10,-70
hitsound   = 5,2
guardsound = s120,0
ground.type = High
ground.slidetime = 7
ground.hittime  = 8
ground.velocity = 2.5,-4.6
air.velocity = .6,-3

[State 210, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
animtype  = Medium
priority = 4
damage    = 40,0
poweradd = 22,11
guardflag = MA
pausetime = 7,7
sparkno = 1
sparkxy = -10,-70
hitsound   = 5,2
guardsound = s120,0
ground.type = High
ground.slidetime = 7
ground.hittime  = 8
ground.velocity = -3,-4.6
air.velocity = -4,-3

[State 210, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;立ち強攻撃

[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 35
ctrl = 0
velset = 0,0
anim = 220
sprpriority = 2

[State 210, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = 220, 0
channel = 4

[State 210, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Medium
priority = 2
damage    = 16,0
poweradd = 13,6
guardflag = MA
pausetime = 3,3
sparkno = 1
sparkxy = -10,-70
hitsound   = 5,2
guardsound = s120,0
ground.type = High
ground.slidetime = 7
ground.hittime  = 8
ground.velocity = .3,-2
air.velocity = .3,-1.7

[State 210, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
animtype  = Medium
priority = 2
damage    = 16,0
poweradd = 13,6
guardflag = MA
pausetime = 3,3
sparkno = 1
sparkxy = -10,-70
hitsound   = 5,2
guardsound = s120,0
ground.type = High
ground.slidetime = 7
ground.hittime  = 8
ground.velocity = .3,-2
air.velocity = .3,-1.7

[State 210, ヒット定義]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
animtype  = Medium
priority = 2
damage    = 16,0
poweradd = 13,6
guardflag = MA
pausetime = 3,3
sparkno = 1
sparkxy = -10,-70
hitsound   = 5,2
guardsound = s120,0
ground.type = High
ground.slidetime = 7
ground.hittime  = 8
ground.velocity = .3,-2
air.velocity = .3,-1.7

[State 210, ヒット定義]
type = HitDef
trigger1 = AnimElem = 7
attr = S, NA
animtype  = Medium
priority = 2
damage    = 16,0
poweradd = 13,6
guardflag = MA
pausetime = 3,3
sparkno = 1
sparkxy = -10,-70
hitsound   = 5,2
guardsound = s120,0
ground.type = High
ground.slidetime = 7
ground.hittime  = 8
ground.velocity = .3,-2
air.velocity = .3,-1.7

[State 210, ヒット定義]
type = HitDef
trigger1 = AnimElem = 8
attr = S, NA
animtype  = Medium
priority = 2
damage    = 16,0
poweradd = 13,6
guardflag = MA
pausetime = 3,3
sparkno = 1
sparkxy = -10,-70
hitsound   = 5,2
guardsound = s120,0
ground.type = High
ground.slidetime = 7
ground.hittime  = 8
ground.velocity = .3,-2
air.velocity = .3,-1.7

[State 210, ヒット定義]
type = HitDef
trigger1 = AnimElem = 9
attr = S, NA
animtype  = Medium
priority = 2
damage    = 30,0
poweradd = 26,13
guardflag = MA
pausetime = 7,7
sparkno = 1
sparkxy = -10,-70
hitsound   = 5,2
guardsound = s120,0
ground.type = High
ground.slidetime = 7
ground.hittime  = 8
ground.velocity = -7,-1.5
air.velocity = -7,-1.5

[State 210, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 中段攻撃
[Statedef 230]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 27
ctrl = 0
anim = 230
sprpriority = 2

[state 230]
type = velset
trigger1 = time = 0
x = .75
y = -2.8

[state 230]
type = veladd
trigger1 = time > 0
y = .17

[State 230, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = 210, 0
channel = 4

[State 230, ヒット定義]
type = HitDef
trigger1 = AnimElem = 7
attr = A, NA
damage = 56,0
poweradd = 45,22
guardflag = HA
priority = 2, Miss
pausetime = 8,8
sparkno = 1
sparkxy = -10,-55
hitsound   = 5,3
guardsound = s120,0
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4

[state 230]
type = ChangeState
trigger1 = pos Y >= 0 && vel Y >= 0
value = 231

;---------------------------------------------------------------------------
; 中段攻撃・着地
[Statedef 231]
type    = S
movetype= I
physics = S
poweradd= 0
ctrl = 0
anim = 231
sprpriority = 2

[state 231]
type = posset
trigger1 = time = 0
y = 0

[state 231]
type = velset
trigger1 = time = 0
x = 0
y = 0

[state 231]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ弱攻撃

[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 0
ctrl = 0
anim = 400
sprpriority = 2

[State 400, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200, 0
channel = 4

[State 400, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage    = 21,0
poweradd = 37,18
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 5,5
sparkno = 0
sparkxy = -10,-42
hitsound   = 5,0
guardsound = s120,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 13
ground.velocity = -4.5,0
air.velocity = -1.8,-3

[State 400, コントロール可否]
type = CtrlSet
trigger1 = Time = 13
value = 1

[State 400, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; しゃがみ中攻撃

[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 22
ctrl = 0
anim = 410
sprpriority = 2

[State 410, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 210, 0
channel = 4

[State 410, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
priority = 3
damage    = 51
poweradd = 59,29
animtype  = Medium
hitflag = MAF
guardflag = L
pausetime = 8,8
sparkno = 1
sparkxy = -10,-55
hitsound   = 5,2
guardsound = s120,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5.5,0
air.velocity = -3.7,-4

[State 410, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; しゃがみ強攻撃

[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 7
ctrl = 0
anim = 420
sprpriority = 2
poweradd = 35

[State 420, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 420, 0
channel = 4

[State 420, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
priority = 4
damage    = 95
poweradd = 72,36
animtype  = Hard
guardflag = MA
pausetime = 15,15
sparkno = 0
sparkxy = -10,-8
hitsound   = 5,1
guardsound = s120,0
ground.type = Low
ground.slidetime = 6
ground.hittime  = 12
ground.velocity = -3,-5.3
air.velocity = -3,-5.3
fall = 1
fall.recovertime = 80

[State 420, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; ジャンプ弱攻撃

[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 5
ctrl = 0
anim = 600
sprpriority = 2

[State 600, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200, 0
channel = 4

[State 600, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage    = 22,0
poweradd = 30,15
guardflag = HA
priority = 3
pausetime = 3,3
sparkno = 0
sparkxy = -10,-58
hitsound   = 5,0
guardsound = s120,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

[State 600, コントロール可否]
type = CtrlSet
trigger1 = Time = 17
value = 1

;---------------------------------------------------------------------------
; ジャンプ中攻撃

[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 22
ctrl = 0
anim = 610
sprpriority = 2

[State 610, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 210, 0
channel = 4

[State 610, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = A, NA
damage = 63,0
poweradd = 61,30
guardflag = HA
priority = 4
pausetime = 7,7
sparkno = 1
sparkxy = -10,-55
hitsound   = 5,3
guardsound = s120,0
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4

;---------------------------------------------------------------------------
; ジャンプ強攻撃

[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 7
poweradd= 35
ctrl = 0
anim = 620
sprpriority = 2

[State 620, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 420, 0
channel = 4

[State 620, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 87,0
poweradd = 77,38
guardflag = HA
priority = 4
pausetime = 11,11
sparkno = 1
sparkxy = -10,-55
hitsound   = 5,3
guardsound = s120,0
animtype = Hard
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6.1
air.velocity = -5.2,3

;---------------------------------------------------------------------------
;掴み
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 800, ヒット定義（投げ用）]
type = HitDef
Trigger1 = AnimElem = 2
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = ifelse(command = "holdback", -1, 1)
p2facing = 1
p1stateno = 810
p2stateno = 820
guard.dist = 0
fall = 1

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

;---------------------------------------------------------------------------
;投げ
[Statedef 810]
type    = S
movetype= A
physics = N
anim = 810
poweradd = 83

[State 810, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = 800, 0

[State 810, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 28
value = 800, 1

[State 810, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 59
value = 800, 2

[State 1027, エフェクト表示]
type = Explod
trigger1 = Time = 38
anim = 840
pos = 0,0
postype = back
sprpriority = 6
scale = .4,.4
ontop = 1

[State 1027]
type = Explod
trigger1 = time = 40
sprpriority = 12
anim = 850
postype = back
pos = 0, 0
sprpriority = 7
bindtime = -1
ontop = 1

[State 810, ヘルパーを出す]
type = Helper
trigger1 = animelem = 5
Persistent = 0
name = "blood"
stateno = 841
ID = 841
pos = -5+(random%30),-55-(random%13)
postype = p2
keyctrl = 0
facing = 1
ownpal = 1
size.xscale = .7
size.yscale = .7
helpertype = normal

[State 810, ヘルパーを出す]
type = Helper
trigger1 = animelem = 5
Persistent = 0
name = "blood"
stateno = 841
ID = 841
pos = -5+(random%30),-55-(random%13)
postype = p2
keyctrl = 0
facing = 1
ownpal = 1
size.xscale = .7
size.yscale = .7
helpertype = normal

[State 810, ヘルパーを出す]
type = Helper
trigger1 = animelem = 5
Persistent = 0
name = "blood"
stateno = 841
ID = 841
pos = -5+(random%30),-55-(random%13)
postype = p2
keyctrl = 0
facing = 1
ownpal = 1
size.xscale = .7
size.yscale = .7
helpertype = normal

[State 810, ヘルパーを出す]
type = Helper
trigger1 = animelem = 5
Persistent = 0
name = "blood"
stateno = 841
ID = 841
pos = -5+(random%30),-55-(random%13)
postype = p2
keyctrl = 0
facing = -1
ownpal = 1
size.xscale = .7
size.yscale = .7
helpertype = normal

[State 810, ヘルパーを出す]
type = Helper
trigger1 = animelem = 5
Persistent = 0
name = "blood"
stateno = 841
ID = 841
pos = -5+(random%30),-55-(random%13)
postype = p2
keyctrl = 0
facing = -1
ownpal = 1
size.xscale = .7
size.yscale = .7
helpertype = normal

[State 810, ヘルパーを出す]
type = Helper
trigger1 = animelem = 5
Persistent = 0
name = "blood"
stateno = 841
ID = 841
pos = -5+(random%30),-55-(random%13)
postype = p2
keyctrl = 0
facing = -1
ownpal = 1
size.xscale = .7
size.yscale = .7
helpertype = normal

[State 810, 掴んだ相手の位置１]
type = TargetBind
trigger1 = 1
pos = 65, 0

[State 810, 掴んだ相手の体力ゲージの増減]
type = TargetLifeAdd
trigger1 = AnimElem = 5
value = -92

[State 810, 掴んだ相手のステート変更]
type = TargetState
trigger1 = Time = 37
value = 821

[State 810, 掴んだ相手のステート変更]
type = TargetState
trigger1 = Time = 149
value = 822

[State 810, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;投げられ

[Statedef 820]
type    = S
movetype= H
physics = N
velset = 0,0

[State 820, 制御した相手のアニメ変更]
type = ChangeAnim2
Trigger1 = Time = 0
value = 820

[Statedef 821]
type    = L
movetype= H
physics = N
velset = 0,0

[State 821, 制御した相手のアニメ変更]
type = ChangeAnim2
Trigger1 = Time = 0
value = 830

[State 821, 制御した相手のアニメ変更]
type = ChangeAnim
Trigger1 = Time = 7
value = 5110

[Statedef 822]
type    = L
movetype= I
physics = N
velset = 0,0

[State 822,　ダウンアニメ]
type = SelfState
trigger1 = Time = 50
value = 5120

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; ここからは必殺技のステート
;---------------------------------------------------------------------------
;沙耶イコクラッシャー弱(待機)
[Statedef 1000]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 2

[State 1000, ステート変更]
type = ChangeState
trigger1 = Time = 6
value = 1001
ctrl = 0

;---------------------------------------------------------------------------
;沙耶イコクラッシャー弱(突撃)
[Statedef 1001]
type    = A
movetype= A
physics = S
velset = 0,0
anim = 1001
poweradd = 37
ctrl = 0
sprpriority = 2

[State 1001]
type = PlaySnd
trigger1 = Time = 1
value = 1000, 0

[State 1001]
type = Playerpush
trigger1 = Time >= 4
value = 0

[State 1001]
type = Velset
trigger1 = Time >= 4
x = 4.3

[State 620, ヒット定義]
type = HitDef
trigger1 = Time >= 4
trigger1 = !moveguarded
attr = A, SA
damage = 85,6
poweradd = 82,41
guardflag = MA
hitflag = MA
priority = 3,hit
pausetime = 6,6
sparkno = 1
sparkxy = -10,-55
hitsound   = 5,3
guardsound = s120,0
animtype = Hard
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6.1,-1.2
air.velocity = -4.8,-3.5
fall = 1
air.fall = 1

[State 1001, ステート変更]
type = ChangeState
trigger1 = Time = 43
value = 1002
ctrl = 0

;---------------------------------------------------------------------------
;沙耶イコクラッシャー弱(復帰)
[Statedef 1002]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 1002
poweradd = 0
ctrl = 0
sprpriority = 2

[State 1002, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;沙耶イコクラッシャー中(待機)
[Statedef 1010]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 2

[State 1010, ステート変更]
type = ChangeState
trigger1 = Time = 9
value = 1011
ctrl = 0

;---------------------------------------------------------------------------
;沙耶イコクラッシャー中(突撃)
[Statedef 1011]
type    = A
movetype= A
physics = S
velset = 0,0
anim = 1001
poweradd = 37
ctrl = 0
sprpriority = 2

[State 1011]
type = Velset
trigger1 = Time >= 4
x = 6

[State 1011]
type = PlaySnd
trigger1 = Time = 1
value = 1000, 0

[State 1011]
type = Playerpush
trigger1 = Time >= 4
value = 0

[State 1011, ヒット定義]
type = HitDef
trigger1 = Time >= 4
trigger1 = !moveguarded
attr = A, SA
damage = 104,7
poweradd = 84,42
guardflag = MA
hitflag = MA
priority = 4,miss
pausetime = 6,6
sparkno = 1
sparkxy = -10,-55
hitsound   = 5,3
guardsound = s120,0
animtype = Hard
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -7,-1.6
air.velocity = -5.7,-3.8
fall = 1
air.fall = 1

[State 1011, ステート変更]
type = ChangeState
trigger1 = Time = 43
value = 1012
ctrl = 0

;---------------------------------------------------------------------------
;沙耶イコクラッシャー中(復帰)
[Statedef 1012]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 1002
poweradd = 0
ctrl = 0
sprpriority = 2

[State 1012, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;沙耶イコクラッシャー強(待機)
[Statedef 1020]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 2

[State 1020, ステート変更]
type = ChangeState
trigger1 = Time = 10
value = 1021
ctrl = 0

;---------------------------------------------------------------------------
;沙耶イコクラッシャー強(突撃)
[Statedef 1021]
type    = A
movetype= A
physics = S
velset = 0,0
anim = 1001
poweradd = 37
ctrl = 0
sprpriority = 2

[State 1021]
type = Velset
trigger1 = Time >= 4
x = 6.8

[State 1021]
type = PlaySnd
trigger1 = Time = 1
value = 1000, 0

[State 1011]
type = Playerpush
trigger1 = Time >= 4
value = 0

[State 1021, ヒット定義]
type = HitDef
trigger1 = Time >= 4
trigger1 = !moveguarded
attr = A, SA
damage = 110,9
poweradd = 89,44
guardflag = MA
hitflag = MA
priority = 5,hit
pausetime = 6,6
sparkno = 1
sparkxy = -10,-55
hitsound   = 5,3
guardsound = s120,0
animtype = Hard
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -7.6,-1.8
air.velocity = -6.2,-3.8
fall = 1
air.fall = 1

[State 1021, ステート変更]
type = ChangeState
trigger1 = Time = 43
value = 1022
ctrl = 0

;---------------------------------------------------------------------------
;沙耶イコクラッシャー強(復帰)
[Statedef 1022]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 1002
poweradd = 0
ctrl = 0
sprpriority = 2

[State 1022, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;溶解液発射弱
[Statedef 1030]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 1010
poweradd = 33
ctrl = 0
sprpriority = 2

[State 1030]
type = PlaySnd
trigger1 = animelem = 2
value = 1030, 0

[State 1030, ヘルパーを出す]
type = Helper
trigger1 = animelem = 2
Persistent = 0
name = "ekitai"
stateno = 3000
ID = 3000
pos = 20,-72
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
helpertype = normal

[State 1030, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;溶解液発射中
[Statedef 1031]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 1010
poweradd = 33
ctrl = 0
sprpriority = 2

[State 1031]
type = PlaySnd
trigger1 = animelem = 2
value = 1030, 0

[State 1031, ヘルパーを出す]
type = Helper
trigger1 = animelem = 2
Persistent = 0
name = "ekitai"
stateno = 3001
ID = 3000
pos = 20,-72
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
helpertype = normal

[State 1031, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;溶解液発射強
[Statedef 1032]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 1010
poweradd = 33
ctrl = 0
sprpriority = 2

[State 1032]
type = PlaySnd
trigger1 = animelem = 2
value = 1030, 0

[State 1032, ヘルパーを出す]
type = Helper
trigger1 = animelem = 2
Persistent = 0
name = "ekitai"
stateno = 3002
ID = 3000
pos = 20,-72
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
helpertype = normal

[State 1032, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;謎液注入(掴み)
[Statedef 1040]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1020
sprpriority = 2

[State 1040, ヒット定義（投げ用）]
type = HitDef
Trigger1 = AnimElem = 2
attr = S, ST
hitflag = M-
priority = 2, Miss
sparkno = -1
sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 1041
p2stateno = 1050
guard.dist = 0
fall = 1

[State 1040, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;謎液注入(注入)
[Statedef 1041]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1021
sprpriority = 2
poweradd = 100

[State 1041, 音を鳴らす]
type = PlaySnd
trigger1 = time = 2
value = 1040, 1

[State 1041, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1040, 0

[State 1041]
type = TargetLifeAdd
trigger1 = AnimElem = 3
value = -20

[State 1041, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 8
value = 1040, 0

[State 1041]
type = TargetLifeAdd
trigger1 = AnimElem = 8
value = -20

[State 1041, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 14
value = 1040, 0

[State 1041]
type = TargetLifeAdd
trigger1 = AnimElem = 14
value = -20

[State 1041, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 20
value = 1040, 0

[State 1041]
type = TargetLifeAdd
trigger1 = AnimElem = 20
value = -20

[State 1041, 掴んだ相手の位置１]
type = TargetBind
trigger1 = time = 0
pos = 14, 0

[State 1041, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 1042
ctrl = 1

;---------------------------------------------------------------------------
;謎液注入(終了)
[Statedef 1042]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1022
sprpriority = 2

[State 1042]
type = posadd
trigger1 = time = 0
x = -29

[State 1042]
type = Explod
trigger1 = time = 24
anim = f2
pos = -12,-22
postype = p2
sprpriority = 3
ownpal = 1
ontop = 0
bindtime = 1

[State 1041, 音を鳴らす]
type = PlaySnd
trigger1 = time = 24
value = f5, 2

[State 1041]
type = TargetLifeAdd
trigger1 = time = 24
value = -30

[State 1042]
type = Hitadd
trigger1 = time = 24
value = 1

[State 1042, ヘルパーを出す]
type = Helper
trigger1 = Time = 0
Persistent = 0
name = "dasu"
stateno = 3022
ID = 3022
pos = 0,0
postype = back
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
helpertype = normal

[State 1042, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 210, 1

[State 1042, 掴んだ相手のステート変更]
type = TargetState
trigger1 = Time = 0
value = 1051

[State 1042, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;謎液注入(投げられ)
[Statedef 1050]
type    = S
movetype= H
physics = N
velset = 0,0

[State 1050, 制御した相手のアニメ変更]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1023

[Statedef 1051]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1051, 制御した相手のアニメ変更]
type = ChangeAnim
Trigger1 = Time = 0
value = 5300

[State 1051, 制御した相手のアニメ変更]
type = ChangeAnim
Trigger1 = Time = 24
value = 5030

[State 1051]
type =  gravity
trigger1 = time > 24

[State 1051]
type =  veladd
trigger1 = time = 24
x= -5.3
y= -7

[State 1051]
type = selfstate
trigger1 = Pos Y >= 0
trigger1 = time > 28 
value = 5100


;---------------------------------------------------------------------------
;郁紀攻撃(弱)
[Statedef 1060]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 1032
poweradd = 38
ctrl = 0
sprpriority = 2

[State 1060]
type = PlaySnd
trigger1 = time = 0
value = 200, 0

[State 1060, ヘルパーを出す]
type = Helper
trigger1 = NumHelper(1063) = 0
trigger1 = Animelem = 3
Persistent = 0
name = "huminori"
stateno = 1063
ID = 1063
pos = 65,0
postype = back
keyctrl = 0
ownpal = 1
size.xscale = .8
size.yscale = .8
helpertype = normal

[State 1060, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;郁紀攻撃(中)
[Statedef 1061]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 1032
poweradd = 38
ctrl = 0
sprpriority = 2

[State 1061]
type = PlaySnd
trigger1 = time = 0
value = 200, 0

[State 1061, ヘルパーを出す]
type = Helper
trigger1 = NumHelper(1063) = 0
trigger1 = Animelem = 3
Persistent = 0
name = "huminori"
stateno = 1063
ID = 1063
pos = 160,0
postype = back
keyctrl = 0
ownpal = 1
size.xscale = .8
size.yscale = .8
helpertype = normal

[State 1061, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;郁紀攻撃(強)
[Statedef 1062]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 1032
poweradd = 38
ctrl = 0
sprpriority = 2

[State 1062]
type = PlaySnd
trigger1 = time = 0
value = 200, 0

[State 1062, ヘルパーを出す]
type = Helper
trigger1 = NumHelper(1063) = 0
trigger1 = Animelem = 3
Persistent = 0
name = "huminori"
stateno = 1063
ID = 1063
pos = 255,0
postype = back
keyctrl = 0
ownpal = 1
size.xscale = .8
size.yscale = .8
helpertype = normal

[State 1062, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ガードキャンセル
[Statedef 1070]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 120
poweradd = -1000
ctrl = 0
sprpriority = 1

[State 1070]
type = NotHitBy
trigger1 = AnimElem = 1
value = SCA
time = 10

[state 1070]
type = palfx
trigger1 = time = 0
time = 11
add = 0,0,0
mul = 256,256,256
sinadd = 256,256,256,11
invertall = 0
color = 256

[State 1070, ヘルパーを出す]
type = Helper
trigger1 = time = 1
Persistent = 0
name = "huminori"
stateno = 1071
ID = 1071
pos = 19,0
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = .8
size.yscale = .8
helpertype = normal

[State 1062, ステート変更]
type = ChangeState
trigger1 = Time = 11
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;グロテスク乱舞(始動)
[Statedef 2000]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 2000
ctrl = 0
sprpriority = 2

[State 1063]
type = Explod
trigger1 = Animelem = 1
anim = 4001
id = 4001
pos = 0,0
postype = left
sprpriority = -2
ownpal = 1
ontop = 0
scale = .4,.4
bindtime = 1
supermovetime = 1000
pausemovetime = 1000

[State 2000, ヘルパーを出す]
type = Helper
trigger1 = AnimElem = 1
trigger1 = facing = 1
Persistent = 0
name = "cutin"
stateno = (4000+var(3))
ID = 4000
pos = 0,25
postype = left
keyctrl = 0
ownpal = 1
size.xscale = .5
size.yscale = .5
helpertype = normal
supermovetime = 1000
pausemovetime = 1000

[State 2000, ヘルパーを出す]
type = Helper
trigger1 = AnimElem = 1
trigger1 = facing = -1
Persistent = 0
name = "cutin"
stateno = (4000+var(3))
ID = 4000
pos = 0,25
postype = right
keyctrl = 0
ownpal = 1
facing = -1
size.xscale = .5
size.yscale = .5
helpertype = normal
supermovetime = 1000
pausemovetime = 1000

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = AnimElem = 1
time = 62
pos = 25, -57
darken = 0
anim = 100
sound = s1999,0
poweradd = -1000

[State 2000]
type = PlaySnd
trigger1 = Time = 0
value = 2000, 0

[State 2000]
type = NotHitBy
trigger1 = AnimElem = 1
value = SCA
time = 9

[state 2000]
type = velset
trigger1 = time = 8
x = 2.8
y = 0

[State 2000, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
damage = 10,2
poweradd = 0,0
guardflag = MA
hitflag = MAF
priority = 6
pausetime = 58,58
sparkno = 1
sparkxy = -10,-55
hitsound   = 5,3
guardsound = s120,0
animtype = Hard
envshake.time = 53
envshake.ampl = 10
envshake.freq = 118
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0,0
air.velocity = 0,0
kill = 0
guard.kill = 0

[State 2000, ステート変更]
type = ChangeState
trigger1 = movehit
value = 2001
ctrl = 0

[State 2000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;グロテスク乱舞(攻撃)
[Statedef 2001]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 2001
poweradd = 0
ctrl = 0
sprpriority = 2

[State 2001, 掴んだ相手のステート変更]
type = TargetState
trigger1 = Time = 0
value = 2002

[State 191, begin]
type = AssertSpecial
trigger1 = Time = [50,452]
flag = nobardisplay
flag2 = noFG

[State 2001, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = 800, 0

[State 2001, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 90
value = 2000, 1

[State 2001, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 360
value = 2000, 2

[State 2001, 掴んだ相手の位置１]
type = TargetBind
trigger1 = Time = 0
pos = 65, 0

[State 2001, エフェクト表示]
type = Explod
trigger1 = Time = 50
anim = 2002
id = 2010
pos = 0,0
postype = back
ownpal = 1
sprpriority = 4
ontop = 1
ignorehitpause = 1

[State 2001, エフェクト表示]
type = envshake
trigger1 = Time = 90
time = 5
freq = 55
ampl = 60
phase = 0

[State 2001, エフェクト表示]
type = Explod
trigger1 = Time = 90
trigger1 = facing = 1
anim = 2004
id = 2000
pos = 0,0
postype = back
sprpriority = 10
ontop = 1
scale = .4,.4

[State 2001, エフェクト表示]
type = Explod
trigger1 = Time = 90
trigger1 = facing = -1
anim = 2004
id = 2000
facing = -1
pos = 320,0
postype = back
sprpriority = 10
ontop = 1
scale = .4,.4

[State 200, ヒット定義]
type = HitDef
trigger1 = Animelem = 2
attr = S, HA
damage = 18, 0
poweradd = 0,0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = -1
guardsound = 6, 0
ground.type = High
ground.slidetime = 0
ground.hittime  = 99999999999
ground.velocity = 0,0
airguard.velocity = 0,0
air.type = High
air.velocity = 0,0
air.hittime = 9999999999999
kill = 0
guard.kill = 0

[State 2001, エフェクト表示]
type = envshake
trigger1 = Time = 128
time = 5
freq = 55
ampl = 48
phase = 0

[State 2001, エフェクト消去]
type = RemoveExplod
trigger1 = Time = 128
id = 2000

[State 2001, エフェクト表示]
type = Explod
trigger1 = Time = 128
trigger1 = facing = 1
anim = 2005
id = 2001
pos = 0,0
postype = back
sprpriority = 6
ontop = 1
scale = .4,.4

[State 2001, エフェクト表示]
type = Explod
trigger1 = Time = 128
trigger1 = facing = -1
anim = 2005
id = 2001
facing = -1
pos = 320,0
postype = back
sprpriority = 6
ontop = 1
scale = .4,.4

[State 200, ヒット定義]
type = HitDef
trigger1 = Animelem = 4
attr = S, HA
damage = 18, 0
poweradd = 0,0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = -1
guardsound = 6, 0
ground.type = High
ground.slidetime = 0
ground.hittime  = 99999999999
ground.velocity = 0,0
airguard.velocity = 0,0
air.type = High
air.velocity = 0,0
air.hittime = 9999999999999
kill = 0
guard.kill = 0


[State 2001, エフェクト消去]
type = RemoveExplod
trigger1 = Time = 153
id = 2001

[State 2001, エフェクト表示]
type = envshake
trigger1 = Time = 153
time = 5
freq = 55
ampl = 51
phase = 0

[State 2001, エフェクト表示]
type = Explod
trigger1 = Time = 153
trigger1 = facing = 1
anim = 2008
id = 2002
pos = 0,0
postype = back
sprpriority = 7
ontop = 1
scale = .4,.4

[State 2001, エフェクト表示]
type = Explod
trigger1 = Time = 153
trigger1 = facing = -1
anim = 2008
id = 2002
facing = -1
pos = 320,0
postype = back
sprpriority = 7
ontop = 1
scale = .4,.4

[State 200, ヒット定義]
type = HitDef
trigger1 = Animelem = 6
attr = S, HA
damage = 18, 0
poweradd = 0,0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = -1
guardsound = 6, 0
ground.type = High
ground.slidetime = 0
ground.hittime  = 99999999999
ground.velocity = 0,0
airguard.velocity = 0,0
air.type = High
air.velocity = 0,0
air.hittime = 9999999999999
kill = 0
guard.kill = 0

[State 2001, エフェクト消去]
type = RemoveExplod
trigger1 = Time = 202
id = 2002

[State 2001, エフェクト表示]
type = envshake
trigger1 = Time = 202
time = 5
freq = 55
ampl = 57
phase = 0

[State 2001, エフェクト表示]
type = Explod
trigger1 = Time = 202
trigger1 = facing = 1
anim = 2006
id = 2003
pos = 0,0
postype = back
sprpriority = 8
ontop = 1
scale = .4,.4

[State 2001, エフェクト表示]
type = Explod
trigger1 = Time = 202
trigger1 = facing = -1
anim = 2006
id = 2003
facing = -1
pos = 320,0
postype = back
sprpriority = 8
ontop = 1
scale = .4,.4

[State 200, ヒット定義]
type = HitDef
trigger1 = Animelem = 8
attr = S, HA
damage = 18, 0
poweradd = 0,0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = -1
guardsound = 6, 0
ground.type = High
ground.slidetime = 0
ground.hittime  = 99999999999
ground.velocity = 0,0
airguard.velocity = 0,0
air.type = High
air.velocity = 0,0
air.hittime = 9999999999999
kill = 0
guard.kill = 0

[State 2001, エフェクト消去]
type = RemoveExplod
trigger1 = Time = 215
id = 2003

[State 2001, エフェクト表示]
type = envshake
trigger1 = Time = 215
time = 5
freq = 55
ampl = 46
phase = 0

[State 2001, エフェクト表示]
type = Explod
trigger1 = Time = 215
trigger1 = facing = 1
anim = 2003
id = 2004
pos = 0,0
postype = back
sprpriority = 9
ontop = 1
scale = .4,.4

[State 2001, エフェクト表示]
type = Explod
trigger1 = Time = 215
trigger1 = facing = -1
anim = 2003
id = 2004
facing = -1
pos = 320,0
postype = back
sprpriority = 9
ontop = 1
scale = .4,.4

[State 200, ヒット定義]
type = HitDef
trigger1 = Animelem = 10
attr = S, HA
damage = 18, 0
poweradd = 0,0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = -1
guardsound = 6, 0
ground.type = High
ground.slidetime = 0
ground.hittime  = 99999999999
ground.velocity = 0,0
airguard.velocity = 0,0
air.type = High
air.velocity = 0,0
air.hittime = 9999999999999
kill = 0
guard.kill = 0

[State 2001, エフェクト消去]
type = RemoveExplod
trigger1 = Time = 248
id = 2004

[State 2001, エフェクト表示]
type = envshake
trigger1 = Time = 248
time = 5
freq = 55
ampl = 40
phase = 0

[State 2001, エフェクト表示]
type = Explod
trigger1 = Time = 248
trigger1 = facing = 1
anim = 2007
id = 2005
pos = 0,0
postype = back
sprpriority = 10
ontop = 1
scale = .4,.4

[State 2001, エフェクト表示]
type = Explod
trigger1 = Time = 248
trigger1 = facing = -1
anim = 2007
id = 2005
facing = -1
pos = 320,0
postype = back
sprpriority = 10
ontop = 1
scale = .4,.4

[State 200, ヒット定義]
type = HitDef
trigger1 = Animelem = 12
attr = S, HA
damage = 18, 0
poweradd = 0,0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = -1
guardsound = 6, 0
ground.type = High
ground.slidetime = 0
ground.hittime  = 99999999999
ground.velocity = 0,0
airguard.velocity = 0,0
air.type = High
air.velocity = 0,0
air.hittime = 9999999999999
kill = 0
guard.kill = 0

[State 2001, エフェクト消去]
type = RemoveExplod
trigger1 = Time = 281
id = 2005

[State 2001, エフェクト表示]
type = envshake
trigger1 = Time = 281
time = 5
freq = 55
ampl = 36
phase = 0

[State 2001, エフェクト表示]
type = Explod
trigger1 = Time = 281
trigger1 = facing = 1
anim = 2004
id = 2006
pos = 0,0
postype = back
sprpriority = 11
ontop = 1
scale = .4,.4

[State 2001, エフェクト表示]
type = Explod
trigger1 = Time = 281
trigger1 = facing = -1
anim = 2004
id = 2006
facing = -1
pos = 320,0
postype = back
sprpriority = 11
ontop = 1
scale = .4,.4

[State 200, ヒット定義]
type = HitDef
trigger1 = Animelem = 14
attr = S, HA
damage = 18, 0
poweradd = 0,0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = -1
guardsound = 6, 0
ground.type = High
ground.slidetime = 0
ground.hittime  = 99999999999
ground.velocity = 0,0
airguard.velocity = 0,0
air.type = High
air.velocity = 0,0
air.hittime = 9999999999999
kill = 0
guard.kill = 0

[State 2001, エフェクト消去]
type = RemoveExplod
trigger1 = Time = 293
id = 2006

[State 2001, エフェクト表示]
type = envshake
trigger1 = Time = 293
time = 5
freq = 55
ampl = 38
phase = 0

[State 2001, エフェクト表示]
type = Explod
trigger1 = Time = 293
trigger1 = facing = 1
anim = 2005
id = 2007
pos = 0,0
postype = back
sprpriority = 12
ontop = 1
scale = .4,.4

[State 2001, エフェクト表示]
type = Explod
trigger1 = Time = 293
trigger1 = facing = -1
anim = 2005
id = 2007
facing = -1
pos = 320,0
postype = back
sprpriority = 12
ontop = 1
scale = .4,.4

[State 200, ヒット定義]
type = HitDef
trigger1 = Animelem = 16
attr = S, HA
damage = 18, 0
poweradd = 0,0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = -1
guardsound = 6, 0
ground.type = High
ground.slidetime = 0
ground.hittime  = 99999999999
ground.velocity = 0,0
airguard.velocity = 0,0
air.type = High
air.velocity = 0,0
air.hittime = 9999999999999
kill = 0
guard.kill = 0

[State 2001, エフェクト消去]
type = RemoveExplod
trigger1 = Time = 360
id = 2007

[State 2001, エフェクト表示]
type = envshake
trigger1 = Time = 360
time = 20
freq = 80
ampl = 69
phase = 0

[State 2001, エフェクト表示]
type = Explod
trigger1 = Time = 360
trigger1 = facing = 1
anim = 2009
id = 2010
pos = 0,0
postype = back
sprpriority = 13
ontop = 1
scale = .4,.4

[State 2001, エフェクト表示]
type = Explod
trigger1 = Time = 360
trigger1 = facing = -1
anim = 2009
id = 2010
facing = -1
pos = 320,0
postype = back
sprpriority = 13
ontop = 1
scale = .4,.4

[State 200, ヒット定義]
type = HitDef
trigger1 = Animelem = 18
attr = S, HA
damage = 190, 0
poweradd = 0,0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = -1
guardsound = 6, 0
ground.type = High
ground.slidetime = 0
ground.hittime  = 99999999999
ground.velocity = 0,0
airguard.velocity = 0,0
air.type = High
air.velocity = 0,0
air.hittime = 9999999999999
kill = 1
guard.kill = 1

[State 2001, エフェクト消去]
type = RemoveExplod
trigger1 = Time = 452
id = 2010

[State 2001, エフェクト表示]
type = Explod
trigger1 = Time = 452
anim = 2010
pos = 0,0
postype = back
ownpal = 1
sprpriority = 4
ontop = 1
ignorehitpause = 1

[State 2001, エフェクト表示]
type = Explod
trigger1 = Time = 452
anim = 2012
pos = 0,0
postype = p2
ownpal = 1
sprpriority = 0
ignorehitpause = 1

[State 2001, 掴んだ相手のステート変更]
type = TargetState
trigger1 = Time = 440
value = 2003

[State 2001, ]
type = ChangeAnim
trigger1 = Time = 452
value = 2011

[State 2001, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 452
value = 2000, 3

[State 2001, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;グロテスク乱舞(相手)
[Statedef 2002]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 2002, ]
type = ChangeAnim
trigger1 = Time = 0
value = 5300

[Statedef 2003]
type    = L
movetype= H
physics = N
velset = 0,0

[State 2003, 制御した相手のアニメ変更]
type = ChangeAnim
Trigger1 = Time = 1
value = 5110

[State 2003,　ダウンアニメ]
type = SelfState
trigger1 = Time = 75
value = 5120

;---------------------------------------------------------------------------
;狂気と殺戮のツープラトン(始動)
[Statedef 2010]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 100
poweradd = 0
ctrl = 0
sprpriority = 2

[State 2010]
type = PlaySnd
trigger1 = AnimElem = 1
value = 105, 0

[State 2010, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 2011
ctrl = 1

;---------------------------------------------------------------------------
;狂気と殺戮のツープラトン(移動)
[Statedef 2011]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 110
poweradd = 0
ctrl = 0
sprpriority = 2

[state 2011]
type = posset
trigger1 = time = 1
trigger1 = facing = 1
x = floor(enemynear,Pos X) + 90 

[state 2011]
type = posset
trigger1 = time = 1
trigger1 = facing = -1
x = floor(enemynear,Pos X) - 90 

[State 2011, ステート変更]
type = ChangeState
trigger1 = time = 2
value = 2016
ctrl = 1

;---------------------------------------------------------------------------
;狂気と殺戮のツープラトン(登場)
[Statedef 2016]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 105
poweradd = 0
ctrl = 0
sprpriority = 2

[State 2016]
type = PlaySnd
trigger1 = AnimElem = 1
value = 105, 0

[state 2016]
type = turn
trigger1 = time = 0

[State 2016, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 2012
ctrl = 1

;---------------------------------------------------------------------------
;狂気と殺戮のツープラトン(掴み)
[Statedef 2012]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 2020
poweradd = 0
ctrl = 0
sprpriority = 2

[State 2012]
type = PlaySnd
trigger1 = time = 0
value = 1050, 0

[State 1063]
type = Explod
trigger1 = Animelem = 1
anim = 4001
id = 4001
pos = 0,0
postype = left
sprpriority = -2
ownpal = 1
ontop = 0
scale = .4,.4
bindtime = 1
supermovetime = 1000
pausemovetime = 1000

[State 2012, ヘルパーを出す]
type = Helper
trigger1 = AnimElem = 1
trigger1 = facing = 1
Persistent = 0
name = "cutin"
stateno = (4000+var(3))
ID = 4000
pos = 0,25
postype = left
keyctrl = 0
ownpal = 1
size.xscale = .5
size.yscale = .5
helpertype = normal
supermovetime = 1000
pausemovetime = 1000

[State 2012, ヘルパーを出す]
type = Helper
trigger1 = AnimElem = 1
trigger1 = facing = -1
Persistent = 0
name = "cutin"
stateno = (4000+var(3))
ID = 4000
pos = 0,25
postype = right
keyctrl = 0
ownpal = 1
facing = -1
size.xscale = .5
size.yscale = .5
helpertype = normal
supermovetime = 1000
pausemovetime = 1000

[State 2012, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = AnimElem = 1
time = 62
pos = 25, -57
darken = 0
anim = 100
sound = s1999,0
poweradd = -1000

[State 2012, ヒット定義（投げ用）]
type = HitDef
Trigger1 = AnimElem = 2
attr = S, HT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1stateno = 2013
p2stateno = 2014
guard.dist = 0

[State 2012, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


;---------------------------------------------------------------------------
;狂気と殺戮のツープラトン(掴み中)
[Statedef 2013]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 2021
poweradd = 0
ctrl = 0
sprpriority = 2

[State 2013, 掴んだ相手の位置１]
type = TargetBind
trigger1 = time = 0
pos = 83, 0

[State 2013, ヘルパーを出す]
type = Helper
trigger1 = time = 15
Persistent = 0
name = "huminori"
stateno = 2015
ID = 2015
pos = 140,0
postype = p1
facing = -1
keyctrl = 0
ownpal = 1
size.xscale = .8
size.yscale = .8
helpertype = normal

[State 2013, ステート変更]
type = ChangeState
trigger1 = Time = 189
value = 2017
ctrl = 1

;---------------------------------------------------------------------------
;狂気と殺戮のツープラトン(掴まれ中)
[Statedef 2014]
type    = S
movetype= I
physics = S
velset = 0,0

[State 2014, 制御した相手のアニメ変更]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2023

[State 2012, ステート変更]
type = ChangeState
trigger1 = time = 999999
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;狂気と殺戮のツープラトン(止め準備)
[Statedef 2017]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 2024
poweradd = 0
ctrl = 0
sprpriority = 2

[State 2017, ステート変更]
type = ChangeState
triggerall = time > 75
trigger1 = p2dist y > -37
value = 2018
ctrl = 1

;---------------------------------------------------------------------------
;狂気と殺戮のツープラトン(止め)
[Statedef 2018]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 2025
poweradd = 0
ctrl = 0
sprpriority = 2

[State 2018, 掴んだ相手の位置１]
type = TargetBind
trigger1 = time = 0
pos = 25, 0

[State 810, ヘルパーを出す]
type = Helper
trigger1 = animelem = 4
Persistent = 0
name = "blood"
stateno = 841
ID = 841
pos = -5+(random%30),-55-(random%13)
postype = p2
keyctrl = 0
facing = 1
ownpal = 1
size.xscale = .7
size.yscale = .7
helpertype = normal

[State 810, ヘルパーを出す]
type = Helper
trigger1 = animelem = 4
Persistent = 0
name = "blood"
stateno = 841
ID = 841
pos = -5+(random%30),-55-(random%13)
postype = p2
keyctrl = 0
facing = 1
ownpal = 1
size.xscale = .7
size.yscale = .7
helpertype = normal

[State 810, ヘルパーを出す]
type = Helper
trigger1 = animelem = 4
Persistent = 0
name = "blood"
stateno = 841
ID = 841
pos = -5+(random%30),-55-(random%13)
postype = p2
keyctrl = 0
facing = 1
ownpal = 1
size.xscale = .7
size.yscale = .7
helpertype = normal

[State 810, ヘルパーを出す]
type = Helper
trigger1 = animelem = 4
Persistent = 0
name = "blood"
stateno = 841
ID = 841
pos = -5+(random%30),-55-(random%13)
postype = p2
keyctrl = 0
facing = -1
ownpal = 1
size.xscale = .7
size.yscale = .7
helpertype = normal

[State 810, ヘルパーを出す]
type = Helper
trigger1 = animelem = 4
Persistent = 0
name = "blood"
stateno = 841
ID = 841
pos = -5+(random%30),-55-(random%13)
postype = p2
keyctrl = 0
facing = -1
ownpal = 1
size.xscale = .7
size.yscale = .7
helpertype = normal

[State 810, ヘルパーを出す]
type = Helper
trigger1 = animelem = 4
Persistent = 0
name = "blood"
stateno = 841
ID = 841
pos = -5+(random%30),-55-(random%13)
postype = p2
keyctrl = 0
facing = -1
ownpal = 1
size.xscale = .7
size.yscale = .7
helpertype = normal

[State 2018, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HA
damage = 85,10
poweradd = 0,0
guardflag = MA
hitflag = MAFD
priority = 8
pausetime = 39,39
guard.pausetime = 39,39
sparkno = s11201
sparkxy = 0,-25
hitsound   = s190,1
guardsound = s120,0
animtype = Hard
envshake.time = 22
envshake.ampl = 14
envshake.freq = 145
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -4.3,-4.4
air.velocity = -4.3,-4.4
fall = 1
air.fall = 1
kill = 1
guard.kill = 1
fall.recover = 0

[State 2018, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;狂気と殺戮のツープラトン(掴まれ中)
[Statedef 2019]
type    = A
movetype= I
physics = A
velset = 0,0


[State 2014, 制御した相手のアニメ変更]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2023

[State 2012, ステート変更]
type = ChangeState
trigger1 = time = 999999
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;沙耶の唄(始動)
[Statedef 3100]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 2000
ctrl = 0
sprpriority = 2

[State 3100]
type = PlaySnd
trigger1 = time = 0
value = 3000, 0

[State 3100]
type = Explod
trigger1 = Animelem = 1
anim = 3007
id = 4001
pos = 0,0
postype = left
sprpriority = -2
ownpal = 1
ontop = 0
scale = .4,.4
bindtime = 1
supermovetime = 1000
pausemovetime = 1000

[State 3100, ヘルパーを出す]
type = Helper
trigger1 = AnimElem = 1
trigger1 = facing = 1
Persistent = 0
name = "cutin"
stateno = (4000+var(3))
ID = 4000
pos = 0,25
postype = left
keyctrl = 0
ownpal = 1
size.xscale = .5
size.yscale = .5
helpertype = normal
supermovetime = 1000
pausemovetime = 1000

[State 3100, ヘルパーを出す]
type = Helper
trigger1 = AnimElem = 1
trigger1 = facing = -1
Persistent = 0
name = "cutin"
stateno = (4000+var(3))
ID = 4000
pos = 0,25
postype = right
keyctrl = 0
ownpal = 1
facing = -1
size.xscale = .5
size.yscale = .5
helpertype = normal
supermovetime = 1000
pausemovetime = 1000

[State 3100, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = AnimElem = 1
time = 225
pos = 25, -57
darken = 0
anim = 100
sound = s1999,0
poweradd = -3000

[state 3100]
type = velset
trigger1 = time = 8
x = 2.7
y = 0

[State 3100, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
damage = 0,0
poweradd = 0,0
guardflag = MA
hitflag = MAF
priority = 3
pausetime = 45,45
sparkno = 1
sparkxy = -10,-55
hitsound   = 5,3
guardsound = s120,0
animtype = Hard
envshake.time = 53
envshake.ampl = 10
envshake.freq = 118
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0,0
air.velocity = 0,0
kill = 0
guard.kill = 0

[State 3100, ステート変更]
type = ChangeState
trigger1 = movehit
value = 3101
ctrl = 0

[State 3100, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;沙耶の唄(準備)
[Statedef 3101]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 5300
poweradd = 0
ctrl = 0
sprpriority = 1

[state 3100]
type = targetstate
trigger1 = time = 0
value = 3103
ctrl = 0

[state 3100]
type = posset
trigger1 = Time = 0
x = floor(enemynear,Pos X) - 90

[state 3100]
type = targetbind
trigger1 = time = 1
pos = 150, 0

[State 3100]
type = PlaySnd
trigger1 = time = 8
value = 3000, 1

[State 3100, ステート変更]
type = ChangeState
trigger1 = time = 300
value = 3102
ctrl = 0

;---------------------------------------------------------------------------
;沙耶の唄(女の子化)
[Statedef 3102]
type    = S
movetype= I
physics = N
velset = 0,0
anim = 3000
poweradd = 0
ctrl = 0
sprpriority = 2

[State 3101, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = nomusic
flag2 = noFG
flag3 = timerfreeze

[State 3101]
type = PlaySnd
trigger1 = Animelem = 1
value = 3000, 2

[state 3101]
type = velset
trigger1 = Animelem = 5
x = .18
y = -.42

[state 3101]
type = velset
trigger1 = time = 280
x = 0
y = 0

[State 3101]
type = PlaySnd
trigger1 = Animelem = 4
value = 3000, 7
channel = 3

[State 3101]
type = Explod
trigger1 = Animelem = 9
anim = 3008
id = 3008
pos = 0,0
postype = left
sprpriority = -3
ownpal = 1
ontop = 0
scale = 1,1
bindtime = -1
removetime = 150
supermovetime = 9999
pausemovetime = 9999

[State 3101, 特殊効果]
type = AssertSpecial
trigger1 = time >= 280
flag = nobardisplay

[State 3101]
type = Explod
trigger1 = time = 280
anim = 3001
id = 3001
pos = 0,0
postype = left
sprpriority = 5
ownpal = 1
ontop = 0
scale = .4,.4
bindtime = -1
removetime = 1530
supermovetime = 9999
pausemovetime = 9999

[State 3101]
type = PlaySnd
trigger1 = time = 320
value = 3000, 3

[State 3101]
type = PlaySnd
trigger1 = time = 495
value = 3000, 4

[State 3101]
type = PlaySnd
trigger1 = time = 1035
value = 3000, 5

[State 3101]
type = Explod
trigger1 = time = 1785
anim = 3002
id = 3002
pos = 0,0
postype = left
sprpriority = 6
ownpal = 1
ontop = 0
scale = .4,.4
bindtime = -1
removetime = 230
supermovetime = 9999
pausemovetime = 9999

[State 3101]
type = PlaySnd
trigger1 = time = 1815
value = 3000, 6

[State 3101]
type = Explod
trigger1 = time = 1965
anim = 3003
id = 3003
pos = 0,0
postype = left
sprpriority = 7
ownpal = 1
ontop = 0
scale = 1,1
bindtime = -1
supermovetime = 9999
pausemovetime = 9999

[State 3101]
type = PlaySnd
trigger1 = time = 2050
value = 3000, 8

[State 3101]
type = Explod
trigger1 = time = 1980
anim = 3004
id = 3004
pos = 0,0
postype = left
sprpriority = 6
ownpal = 1
ontop = 0
scale = .4,.4
bindtime = -1
removetime = 600
supermovetime = 9999
pausemovetime = 9999

[State 3101]
type = Explod
trigger1 = time = 2500
anim = 3005
id = 3005
pos = 0,0
postype = left
sprpriority = 7
ownpal = 1
ontop = 0
scale = .4,.4
bindtime = -1
removetime = 400
supermovetime = 9999
pausemovetime = 9999

[State 3101]
type = Explod
trigger1 = time = 2750
anim = 3006
id = 3006
pos = 0,0
postype = left
sprpriority = 8
ownpal = 1
ontop = 0
scale = .4,.4
bindtime = -1
supermovetime = 9999
pausemovetime = 9999

[state 3101]
type = varset
trigger1 = time = 1
var(1) = 1

[State 3101, ステート変更]
type = ChangeState
trigger1 = time = 3120
value = 180
ctrl = 1

;---------------------------------------------------------------------------
;沙耶の唄(死)
[Statedef 3103]
type    = S
movetype= H
physics = S
velset = 0,0
ctrl = 0
sprpriority = 1

[State 3103, ]
type = ChangeAnim
trigger1 = Time = 0
value = 5300

[State 3103, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = nokosnd
flag2 = nokoslow

[state 3103]
type = lifeadd
trigger1 = time = 3250
value = -999999

[State 3103]
type = SelfState
trigger1 = time = 3251
value = 5150
ctrl = 1
