;---------------------------------------------------------------------------
; ここからは必殺技のステート
;---------------------------------------------------------------------------
; 烈風拳
; CNS レベル: 中級

[Statedef 1000]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 50
velset   = 0,0
anim     = 1000
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6
value = s10,7
channel = 10
volume = 255

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s12,7

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 4
anim = 1005
postype = P1
pos = 0, 0
persistent = 0
sprpriority = 5
ownpal = 1
bindtime = -1
removeongethit = 1

[State 3000]
type = Projectile
trigger1 = AnimElem = 5
projID = 1000
projanim = 1010
projremove = 1
projpriority = 1
projhitanim = 1015
projremanim = 1015
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 80,80
givepower = 20,20
ownpal = 0
offset = 30,3
velocity = 6, 0
attr = S, SP
animtype = Hard
damage = 80,10
hitflag = MAF
guardflag = MA
hitsound = s1,1
guardsound = s2,1
pausetime = 0,10
sparkno = s10020
guard.sparkno = s10120
sparkxy = 20,-40
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
fall.recover = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ダブル烈風拳
; CNS レベル: 中級

[Statedef 1050]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 50
velset   = 0,0
anim     = 1050
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = null;PlaySnd
trigger1 = AnimElem = 6
value = s10,15
channel = 10
volume = 255

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s12,7

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 13
value = s12,10

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 4
anim = 1005
postype = P1
pos = 0, 0
persistent = 0
sprpriority = 5
ownpal = 1
bindtime = -1
removeongethit = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 11
anim = 1055
postype = P1
pos = 0, 0
persistent = 0
sprpriority = 5
ownpal = 1
bindtime = -1
removeongethit = 1

[State 3000]
type = Projectile
trigger1 = AnimElem = 6
projID = 1000
projanim = 1060
projremove = 1
projpriority = 1
projhitanim = 1015
projremanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 18
getpower = 55,55
givepower = 20,20
ownpal = 0
offset = 60,3
velocity = 0,0
attr = S, SP
animtype = Hard
damage = 55,10
hitflag = MAF
guardflag = MA
hitsound = s1,1
guardsound = s2,1
pausetime = 0,10
sparkno = s10020
guard.sparkno = s10120
sparkxy = 20,-40
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -4
air.juggle = 7
air.velocity = -3.6,-3.8
air.fall = 1
fall.recover = 0

[State 3000]
type = Projectile
triggerall = numprojID(1000) = 1
trigger1 = AnimElem = 13
projID = 1000
projanim = 1065
projremove = 1
projpriority = 1
projhitanim = 1015
projremanim = 1015
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 110,110
givepower = 20,20
ownpal = 0
offset = 40,3
velocity = 8, 0
attr = S, SP
animtype = Hard
damage = 110,10
hitflag = MAF
guardflag = MA
hitsound = s1,1
guardsound = s2,1
pausetime = 0,10
sparkno = s10020
guard.sparkno = s10120
sparkxy = 20,-50
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -10
air.juggle = 8
air.velocity = -3.8,-4
air.fall = 1
fall.recover = 0

[State 3000]
type = Projectile
triggerall = numprojID(1000) = 0
trigger1 = AnimElem = 13
projID = 1000
projanim = 1010
projremove = 1
projpriority = 1
projhitanim = 1015
projremanim = 1015
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 55,55
givepower = 20,20
ownpal = 0
offset = 25,3
velocity = 8, 0
attr = S, SP
animtype = Hard
damage = 55,10
hitflag = MAF
guardflag = MA
hitsound = s1,1
guardsound = s2,1
pausetime = 0,10
sparkno = s10020
guard.sparkno = s10120
sparkxy = 20,-40
ground.type = High
ground.hittime = 22
ground.slidetime = 22
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
fall.recover = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ハードエッジ弱

[Statedef 1100]
type     = S
movetype = A
physics  = S
juggle   = ifelse(var(12),31,4) ;8
poweradd = 50
velset   = 0,0
anim     = 1100
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 8
value = s10,1
channel = 10
volume = 255

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6
value = s12,18

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

[State 1000, ]
type = Velset
trigger1 = AnimElem = 17
x = 0

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 6
x = 10

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 15
trigger2 = AnimElem = 16
x = -10

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 6
anim = 1105
postype = P1
pos = 0, 0
sprpriority = 10
ownpal = 0
removeongethit = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 8
anim = 1110
postype = P1
pos = 10, 0
bindtime = 7
sprpriority = 10
ownpal = 0
removeongethit = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 100,10
getpower = 100,100
givepower = 20,20
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10, 11
sparkno = s10020
guard.sparkno = s10120
sparkxy = -20, -70
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -6,-6
air.type = High
air.velocity = -6,-6
air.hittime = 12
fall = 1
fall.recover = 0
;ground.cornerpush.veloff = 0
;air.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 3
envshake.freq = 85
p2facing = 1
p2stateno = 1120

[State 1000, ステート変更]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;吹っ飛び動作
[Statedef 1120]
type    = A
movetype= H
physics = N
velset = 0,0

[State 170, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1120

[State 2100, 移動終了]
type = VelSet
trigger1 = AnimElem = 11
x = -7
y = -4

[State 2100, 移動終了]
type = Veladd
trigger1 = AnimElemtime(11) >= 0
y = .42

[State 820, 1]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1125

;---------------------------------------------------------------------------
;スライドダウン
[Statedef 1125]
type    = L
movetype= H
physics = N
velset = -4,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1125

[State 2100, 移動]
type = PosSet
trigger1 = time = 0
y = 0

[State 2100, 移動]
type = Veladd
trigger1 = time >= 0 && AnimElemtime(8) <= 4
x = .1

[State 2100, 移動終了]
type = VelSet
trigger1 = AnimElemtime(8) = 5
x = 0

[State 2100,]
type = MakeDust
trigger1 = vel x < 0
spacing = 4

[State 820, 1]
type = SelfState
trigger1 = Animtime = 0
trigger1 = Alive
value = 5120

[State 820, 1]
type = SelfState
trigger1 = Animtime = 0
trigger1 = !Alive
value = 5150

;---------------------------------------------------------------------------
; ハードエッジ強

[Statedef 1150]
type     = S
movetype = A
physics  = S
juggle   = ifelse(var(12),31,4) ;8
poweradd = 50
velset   = 0,0
anim     = 1150
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 8
value = s10,1
channel = 10
volume = 255

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6
value = s12,18

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(6) >= 0 && AnimElemtime(10) < 0
x = 13

[State 1000, ]
type = Velset
trigger1 = AnimElem = 17
x = 0

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 6
x = 10

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 15
trigger2 = AnimElem = 16
x = -10

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 6
anim = 1105
postype = P1
pos = 0, 0
sprpriority = 10
ownpal = 0
removeongethit = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 8
anim = 1110
postype = P1
pos = 10, 0
bindtime = 7
sprpriority = 10
ownpal = 0
removeongethit = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 70, 10
getpower = 70,70
givepower = 20,20
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10, 11
sparkno = s10020
guard.sparkno = s10120
sparkxy = -20, -70
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -4
air.type = High
air.velocity = -4,-2
air.hittime = 12
air.fall = 1
fall.recover = 0
;ground.cornerpush.veloff = 0
;air.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 3
envshake.freq = 85

[State 1000, ステート変更]
type = ChangeState
trigger1 = Movecontact
value = 1160

[State 1000, ステート変更]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ハードエッジ追撃

[Statedef 1160]
type     = S
movetype = A
physics  = S
juggle   = ifelse(var(12),31,1) ;2
poweradd = 0
anim     = 1155
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = s10,10
channel = 10
volume = 255

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s0,4

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 5
anim = 1160
postype = P1
pos = 10, -5
bindtime = -1
sprpriority = 10
ownpal = 0
removeongethit = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 50, 10
getpower = 50,50
givepower = 20,20
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10, 11
sparkno = s10020
guard.sparkno = s10120
sparkxy = -20, -70
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -8
air.type = High
air.velocity = -5,-5
air.hittime = 12
;ground.cornerpush.veloff = 0
;air.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 4
envshake.freq = 85
p2facing = 1
p2stateno = 1120

[State 1000, ステート変更]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;風牙　弱

[Statedef 1200]
type     = S
movetype = A
physics  = N
juggle   = ifelse(var(12),31,8) ;8
poweradd = 50
velset   = 0,0
anim     = 1200
ctrl     = 0
sprpriority = 5

[State 170, 無敵]
type = NotHitBy
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(4) < 0
value = SCA

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 4
x = 3

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 6
x = 2

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 4
y = -4

[State 1000, 軸位置移動]
type = VelAdd
trigger1 = AnimElemtime(6) > 0
y = .5

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 4
statetype = A

[State 6000, 3]
type = null;StateTypeSet
trigger1 = AnimElem = 10
physics  = A

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,10

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 3
persistent = 0
anim = 1210
postype = P1
pos = 10,20
sprpriority = 4
facing = 1
vfacing = 1
scale = 0.7,1

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 4
persistent = 0
anim = 1210
postype = P1
pos = 10,-190
sprpriority = 10
facing = 1
vfacing = -1
scale = 0.7,1

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 7
persistent = 0
anim = 1220
postype = P1
pos =0,-190
sprpriority = 4
facing = 1
vfacing = -1
scale = 0.7,0.7

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = A, SA
damage = 75,10
getpower = 75,75
givepower = 20,20
animtype = up
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 0, 10
sparkno = s10020
guard.sparkno = s10120
sparkxy = -20, -80
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -2,-8.2
air.type = High
air.velocity = -2,-8.2
air.hittime = 12
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 1000, ステート変更]
type = ChangeState
;triggerall = AnimElemtime(10) >= 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1205

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

[Statedef 1205]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1205
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = s4,0

[State 1000,]
type = Posset
trigger1 = time = 0
y = 0

[State 1000, 軸位置移動]
type = Velset
trigger1 = time = 0
x = 0
y = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;風牙　強

[Statedef 1250]
type     = S
movetype = A
physics  = S
juggle   = ifelse(var(12),31,4) ;8
poweradd = 50
velset   = 0,0
anim     = 1200
ctrl     = 0
sprpriority = 5

[State 170, 無敵]
type = NotHitBy
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(4) < 0
value = SCA

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 4
x = 15

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 5
x = 9

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 6
y = -7

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 7
y = -7

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 6
x = 8

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 7
x = 6

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 7
x = 4

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 9
x = 0

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 9
x = 0

[State 1000, 軸位置移動]
type = VelAdd
trigger1 = AnimElemtime(10) > 0
y = .5

[State 1000, 軸位置移動]
type = VelAdd
trigger1 = AnimElemtime(10) > 0
x = 0

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 4
statetype = A

[State 6000, 3]
type = null;StateTypeSet
trigger1 = AnimElem = 10
physics  = A

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,10

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 3
persistent = 0
anim = 1210
postype = P1
pos = 10,20
sprpriority = 4
facing = 1
vfacing = 1
scale = 0.7,1

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 4
persistent = 0
anim = 1210
postype = P1
pos = 10,-190
sprpriority = 10
facing = 1
vfacing = -1
scale = 0.7,1

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 7
persistent = 0
anim = 1220
postype = P1
pos =0,-190
sprpriority = 4
facing = 1
vfacing = -1
scale = 0.7,0.7

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4 && !movecontact
attr = A, SA
damage = 30,10
getpower = 50,50
givepower = 20,20
animtype = up
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 0, 10
sparkno = s10020
guard.sparkno = s10120
sparkxy = -20, -80
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -1
air.type = High
air.velocity = -1.5,-7
air.hittime = 20
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6 && !movecontact
attr = A, SA
damage = 30,10
getpower = 50,50
givepower = 20,20
animtype = up
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 0, 10
sparkno = s10020
guard.sparkno = s10120
sparkxy = -20, -80
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -2.2,-9
air.type = High
air.velocity = -1.5,-7
air.hittime = 20
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 1000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(9) >= 0
trigger1 = MoveHit
value = 1260

[State 1000, ステート変更]
type = ChangeState
;triggerall = AnimElemtime(10) >= 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1255

;---------------------------------------------------------------------------
;風牙　追撃

[Statedef 1260]
type     = A
movetype = A
physics  = S
juggle   = ifelse(var(12),31,1) ;4
poweradd = 0
velset   = 0,0
anim     = 1305
ctrl     = 0
sprpriority = 5

[State 170, 無敵]
type = NotHitBy
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(3) < 0
value = SCA

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 1
x = 5

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 2
x = 8

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 1
y = -5

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 2
y = -5

[State 1000, 軸位置移動]
type = VelAdd
trigger1 = AnimElemtime(3) > 0
y = .5

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = s3,0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s10,2
channel = 10
volume = 255

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s0,4

[State 1000, ]
type = Velset
trigger1 = time = 0
x = 1.5
y = -4

[State 1000, ]
type = Veladd
trigger1 = time >= 0
y = .33

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 4
anim = 1310
postype = P1
pos = 0, 0
sprpriority = 10
ownpal = 0
removeongethit = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = A, SA
damage = 50,10
getpower = 50,50
givepower = 20,20
animtype = up
guardflag = HA
hitflag = MAFD
priority = 4, Hit
pausetime = 9, 10
sparkno = s10020
guard.sparkno = s10120
sparkxy = -20, -50
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -3,4
air.type = High
air.velocity = -15,10
air.hittime = 12
fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 4
envshake.freq = 85
fall.envshake.ampl = 5
fall.envshake.freq = 85
fall.envshake.time = 10
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 1000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(8) >= 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1255

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

[Statedef 1255]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1255
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = s4,0

[State 1000,]
type = Posset
trigger1 = time = 0
y = 0

[State 1000, 軸位置移動]
type = Velset
trigger1 = time = 0
x = 0
y = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ひょうがX

[Statedef 1300]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 50
velset   = 0,0
anim     = 1300
ctrl     = 0
sprpriority = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s12,20

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s12,21

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 1305

;---------------------------------------------------------------------------
; ひょうがX　着地

[Statedef 1305]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1355
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = s10,15
channel = 10
volume = 255

[state a]
type = posset
trigger1 = facing = 1
trigger1 = time = 0
x = -160

[state a]
type = posset
trigger1 = facing = -1
trigger1 = time = 0
x = 160

[state a]
type = velmul
trigger1 = 1
x = -0.92

[state a]
type = velset
trigger1 = animelem = 4
x = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ひょうがA

[Statedef 1310]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 50
velset   = 0,0
anim     = 1300
ctrl     = 0
sprpriority = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s12,20

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s12,21

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 1315

;---------------------------------------------------------------------------
; ひょうがA　着地

[Statedef 1315]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1350
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = s10,15
channel = 10
volume = 255

[state a]
type = posset
trigger1 = time = 0
x = enemy,pos x

[state a]
type = posadd
trigger1 = time = 0
x = -54

[state a]
type = velmul
trigger1 = 1
x = 0.92

[state a]
type = velset
trigger1 = animelem = 4
x = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ひょうがY

[Statedef 1320]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 50
velset   = 0,0
anim     = 1300
ctrl     = 0
sprpriority = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s12,20

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s12,21

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 1325

;---------------------------------------------------------------------------
; ひょうがY　着地

[Statedef 1325]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1350
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = s10,15
channel = 10
volume = 255

[state a]
type = posset
trigger1 = time = 0
x = enemy,pos x

[state a]
type = posadd
trigger1 = time = 0
x = 54

[state a]
type = velmul
trigger1 = 1
x = 0.92

[state a]
type = velset
trigger1 = animelem = 4
x = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ひょうがB

[Statedef 1330]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 50
velset   = 0,0
anim     = 1330
ctrl     = 0
sprpriority = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s12,20

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s12,21

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 1335

;---------------------------------------------------------------------------
; ダンク

[Statedef 1335]
type     = A
movetype = A
physics  = N
juggle   = ifelse(var(12),31,1) ;8
poweradd = 50
anim     = 1305
ctrl     = 0
sprpriority = 2

[State 170, 無敵]
type = NotHitBy
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(2) < 0
value = SCA

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = s3,0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s10,17
channel = 10
volume = 255

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s0,4

[state a]
type = posset
trigger1 = time = 0
x = enemy,pos x

[state a]
type = posadd
trigger1 = time = 0
x = -54

[State 1000, ]
type = Velset
trigger1 = time = 0
x = 1.5
y = -4

[State 1000, ]
type = Veladd
trigger1 = time >= 0
y = .33

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 4
anim = 1310
postype = P1
pos = 0, 0
sprpriority = 10
ownpal = 0
removeongethit = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = A, SA
damage = 105,10
getpower = 105,105
givepower = 20,20
animtype = up
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 9, 10
sparkno = s10020
guard.sparkno = s10120
sparkxy = -20, -50
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -3,20
air.type = High
air.velocity = -3,20
air.hittime = 12
fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 4
envshake.freq = 85
fall.envshake.ampl = 5
fall.envshake.freq = 85
fall.envshake.time = 10
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 1000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(8) >= 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1255

;---------------------------------------------------------------------------
;真空投げ

[Statedef 1500]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 50
velset   = 0,0
ctrl     = 0
anim     = 1500
sprpriority = 2
facep2 = 1

[State 1000, ]
type = Turn
triggerall = Prevstateno = 1355
trigger1 = time = 0

[State 800, ヒット定義（投げ用）]
type = HitDef
trigger1 = Time = 0
trigger1 = p2stateNo != [150,155]
attr = S, ST
hitflag = M
priority = 1, Miss      ;投げなので優先度を低く、かつmissかdodgeの属性でなければなりません
sparkno = s10210        ;-1にすればヒットスパークが表示しなくなります
sparkxy = -40,-15
p1sprpriority = 0      ;攻撃が当たった時に自分の画像表示優先度を1にします
p2sprpriority = 1      ;攻撃が当たった時に相手の画像表示優先度を0にします
p1facing = 1
p2facing = 1
p1stateno = 1510       ;自分のステート変更
p2stateno = 1520       ;相手を制御するステートに行かせる
guard.dist = 0         ;相手がガード状態に移行出来る距離（現在は0なのでガード不可）
fall = 1               ;1にすれば相手がダウン状態になる
numhits = 0
getpower = 50,50
givepower = 20,20

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA,NT,ST,HT
time = 5

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

;---------------------------------------------------------------------------
;真空投げ　発動

[Statedef 1510]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 50
anim     = 1510
ctrl     = 0
sprpriority = 2

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 50,0

[State 810, 1]
type = PlaySnd
Trigger1 = time = 0
value = s1,6

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = s10,14
channel = 10
volume = 255

[State 810, 1]
type = PlaySnd
Trigger1 = AnimElem = 5
value = s13,2

[State 810, 1]
type = Posadd
Trigger1 = AnimElem = 10
x = -7

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

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(3) < 0
pos = 45, 0

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(4) < 0
pos = 40, -30

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(5) < 0
pos = 35, -55

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(5) >= 0 && AnimElemtime(6) < 0
pos = 10, -80

[State 1000,]
type = Varset
trigger1 = time = 0
var(24) = 0

[State 1000,]
type = Varset
triggerall = AnimElemtime(1) >= 0 && AnimElemtime(8) < 0
trigger1 = !var(59)
trigger1 = command = "holdx+a"
trigger2 = var(59)
var(24) = 1

[State 1000, ステート変更]
type = ChangeState
triggerall = !var(59)
triggerall = var(24) = 1
triggerall = command = "holdx+a"
trigger1 = AnimElemtime(6) = 3
value = 1550

[State 1000, ステート変更]
type = ChangeState
triggerall = !var(59)
triggerall = var(24) = 1
triggerall = command != "holdx+a"
trigger1 = AnimElemtime(6) = 3
value = 0
ctrl = 1

[State 1000, ステート変更AI]
type = ChangeState
triggerall = var(59) = 1 
triggerall = var(24) = 1
trigger1 = AnimElemtime(6) = 3
value = 0
ctrl = 1

[State 1000, ステート変更]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;投げ１・投げられている（相手の動作）動作
[Statedef 1520]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1520

[State 2100, 移動]
type = VelSet
trigger1 = AnimElemtime(5) = 2
x = 3
y = -6

[State 2100, 移動終了]
type = Veladd
trigger1 = AnimElemtime(5) >= 2
y = .29

[State 820, 1]
type = Lifeadd
trigger1 = AnimElemtime(5) = 2
value = -100

[State 820, 1]
type = EnvShake
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
ampl = 6
freq = 80
time = 10

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

;---------------------------------------------------------------------------
;羅刹

[Statedef 1550]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 1550
ctrl     = 0
sprpriority = 2

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 2
value = s12,17

[State 2110, 残像]
type = AfterImage
trigger1 = time = 0
time = 0

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 2
anim = 1560
postype = P1
pos = 0, 0
sprpriority = 10
ownpal = 1
bindtime = -1
removetime = -1
removeongethit = 1
ID = 1560

[State 3000, ステート変更]
type = ChangeState
trigger1 = !var(59)
trigger1 = command != "holdx+a" && time >= 16
trigger2 = time = 120
trigger3 = var(59) && time > 41
value = 1555

[State 3000, ステート変更]
type = ChangeState
trigger1 = !var(59)
trigger1 = command != "holdx+a" && time < 3
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;羅刹発射

[Statedef 1555]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 1555
ctrl     = 0
sprpriority = 2

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 4
value = s10,5
channel = 10
volume = 255

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 4
value = s12,5

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 4
anim = 1565
postype = P1
pos = 0, 0
sprpriority = 10
ownpal = 1

[State 3000]
type = Projectile
trigger1 = AnimElem = 4
projID = 1570
projanim = 1570
projremove = 0
projpriority = 2
projhitanim = -1
projremanim = -1
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 16
getpower = 60,60
givepower = 20,20
ownpal = 0
offset = 10,0
velocity = 0,0
attr = S, SP
animtype = Diagup
damage = 60 ,10
hitflag = MAF
guardflag = MA
hitsound = s1,4
guardsound = s2,1
pausetime = 0,20
sparkno = s10020
guard.sparkno = s10120
sparkxy = 130,-70
ground.type = High
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -6,-7
air.juggle = 10
air.velocity = -6,-7
fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 5
envshake.freq = 85

[State 1000, ステート変更]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 弱ひょうが

[Statedef 1600]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 50
velset   = 0,0
anim     = 1600
ctrl     = 0
sprpriority = 1

[State 170, 無敵]
type = NotHitBy
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(5) < 0
value = SCA

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = s10,15
channel = 10
volume = 255

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s12,20

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s12,21

[State 1000, ]
type = MakeDust
trigger1 = AnimElem = 2

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 1 | AnimElem = 2
x = 20

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(13) < 0
x = -.1

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(9) < 0
x = 16

[State 1000, ]
type = Velset
trigger1 = AnimElem = 13
x = 0

[State 2110, 相手と重なった時の処理]
type = PlayerPush
trigger1 = AnimElemTime(1) > 0 && AnimElemtime(13) < 0
value = 0

[State 2000]
type = Explod
trigger1 = AnimElem = 2
anim = 1610
pos = 0,0
sprpriority = 5
ownpal = 1
bindtime = 1

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 強ひょうが

[Statedef 1650]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 50
velset   = 0,0
anim     = 1650
ctrl     = 0
sprpriority = 1

[State 170, 無敵]
type = NotHitBy
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(5) < 0
value = SCA

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = s10,15
channel = 10
volume = 255

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s12,20

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s12,21

[State 1000, ]
type = MakeDust
trigger1 = AnimElem = 2

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

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 1 | AnimElem = 2
x = 10

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 3
x = 30
y = -100

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(3) >= 0
y = .75

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(3) >= 0
x = 8

[State 2110, 相手と重なった時の処理]
type = PlayerPush
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(11) < 0
value = 0

[State 2000]
type = Explod
trigger1 = AnimElem = 2
anim = 1610
pos = 0,0
sprpriority = 5
ownpal = 1
bindtime = 1

[State 1000, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1255

;---------------------------------------------------------------------------
;蹴撃　弱

[Statedef 1700]
type     = S
movetype = A
physics  = S
juggle   = ifelse(var(12),31,4) ;0
poweradd = 50
velset   = 0,0
anim     = 1700
ctrl     = 0
sprpriority = 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6
value = 0, 3

[state 300,]
type = Posadd
trigger1 = AnimElem = 4
x = 10

[State 2000]
type = Explod
trigger1 = AnimElem = 3
anim = 1420
pos = -15,-10
sprpriority = 5
ownpal = 1
bindtime = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 30,10
getpower = 50,50
givepower = 20,20
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 4, 8
sparkno = s10020
guard.sparkno = s10120
sparkxy = -20, -50
hitsound = s1,2
guardsound = s2,0
ground.type = High
ground.hittime  = 30
guard.hittime  = 30
ground.velocity = -4,0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 8
attr = S, SA
damage = 70,10
getpower = 70,70
givepower = 20,20
animtype = digaup
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 5, 12
sparkno = s10020
guard.sparkno = s10120
sparkxy = -20, -70
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -6,-6.5
air.type = High
ground.velocity = -6,-6.5
air.hittime = 12
airguard.velocity = -1.9,-.8
;ground.cornerpush.veloff = 0
;air.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 4
envshake.freq = 85
p2facing = 1
fall = 1
fall.recover = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;蹴撃　強

[Statedef 1750]
type     = S
movetype = A
physics  = S
juggle   = ifelse(var(12),31,4) ;8
poweradd = 50
ctrl     = 0
velset   = 0,0
anim     = 1750
sprpriority = 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 11
value = 0, 3

[state 300,]
type = Posadd
trigger1 = AnimElem = 4
x = 10

[State 440,]
type = PosAdd
trigger1 = AnimElem = 8
x = 20

[State 440,]
type = PosAdd
trigger1 = AnimElem = 13
x = -10

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 30,10
getpower = 50,50
givepower = 20,20
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 4, 16
sparkno = s10020
guard.sparkno = s10120
sparkxy = -20, -50
hitsound = s1,2
guardsound = s2,0
ground.type = High
ground.hittime  = 30
guard.hittime  = 30
ground.velocity = -4,0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 240, ヒット定義]
type = HitDef
trigger1 = AnimElem = 7
attr = S, SA
animtype  = Hard
damage    = 30
getpower = 50,50
givepower = 20,20
guardflag = HA
hitflag = MAF
pausetime = 10,11
sparkno = s10020
guard.sparkno = s10120
sparkxy = -20,-70
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = 0
air.velocity = -3.6,-3.4

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 11
attr = A, SA
damage = 85, 0
getpower = 85,85
givepower = 20,20
animtype = up
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 10, 11
sparkno = s10020
guard.sparkno = s10120
sparkxy = -20, -80
hitsound = s1,4
guardsound = s2,1
ground.type = Low
ground.slidetime = 21
ground.hittime  = 22
ground.velocity = -4.5,12
air.type = Low
air.velocity = -4.5,12
air.hittime = 12
fall = 1
fall.recover = 0
fall.envshake.ampl = 3
fall.envshake.freq = 90
fall.envshake.time = 15
fall = 1
fall.recover = 0

[State 240, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 当て身技(仮)

[Statedef 1800]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 50
velset   = 0,0
anim     = 1800
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,9
channel = 10
volume = 255

[State 1400, ]
type = ReversalDef
trigger1 = AnimElem = 3
attr = S,SA
reversal.attr = SC,NA
sparkxy = 0,0
sparkno = s10110
pausetime = 12,14
hitsound = s2,0
p1stateno = ifelse(p2statetype=C,1820,1810)

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 掌打

[Statedef 1810]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
anim     = 1810
ctrl     = 0
sprpriority = 2

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 30,0

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 20
time = 20
p2defmul = 1.0

[State 1000, 音を鳴らす]
type = null;PlaySnd
trigger1 = AnimElem = 5
value = s10,10
channel = 10
volume = 255

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 10
value = s0,4

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 100, 10
getpower = 100,100
givepower = 20,20
animtype = Hard
;guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10, 11
sparkno = s10020
guard.sparkno = s10120
sparkxy = -20, -70
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -8
air.type = High
air.velocity = -5,-5
air.hittime = 12
;ground.cornerpush.veloff = 0
;air.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 4
envshake.freq = 85
p2facing = 1
p2stateno = 1120

[State 1000, ステート変更]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ネリチャギ

[Statedef 1820]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 1820
sprpriority = 2

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 30,0

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 20
time = 20
p2defmul = 1.0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 11
value = 0, 3

[State 440,]
type = PosAdd
trigger1 = AnimElem = 8
x = 20

[State 440,]
type = PosAdd
trigger1 = AnimElem = 13
x = -10

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = A, SA
damage = 100, 0
getpower = 100,100
givepower = 20,20
animtype = up
;guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 10, 11
sparkno = s10020
guard.sparkno = s10120
sparkxy = -20, -80
hitsound = s1,4
guardsound = s2,1
ground.type = Low
ground.slidetime = 21
ground.hittime  = 22
ground.velocity = -4.5,12
air.type = Low
air.velocity = -4.5,12
air.hittime = 12
fall = 1
fall.recover = 0
fall.envshake.ampl = 3
fall.envshake.freq = 90
fall.envshake.time = 15
getpower = 100,100
givepower = 20,20
fall = 1
fall.recover = 0

[State 240, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; よのかぜX

[Statedef 2000]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 50
velset   = 0,0
anim     = 2000
ctrl     = 0
sprpriority = 3

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,16
channel = 10
volume = 255

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = s12,23

[State 3000]
type = Projectile
trigger1 = AnimElem = 6
projID = 2000
projanim = 2010
projremove = 0
projpriority = 10
projhitanim = 2011
projremanim = 2011
projcancelanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 24
getpower = 80,80
givepower = 20,20
ownpal = 0
offset = 51,0
velocity = 0,0
attr = S, SP
animtype = Hard
damage = 80,10
hitflag = MAFD
guardflag = MA
hitsound = s1,8
guardsound = s2,1
pausetime = 0,6
sparkno = s10060
guard.sparkno = s10120
sparkxy = 5,-70+(floor(p2bodydist Y))
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -3.5,-6.5
guard.velocity = -6
yaccel = .41
air.juggle = 7
air.velocity = -4,-6.5
fall = 1
fall.recover = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; よのかぜA

[Statedef 2005]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 50
velset   = 0,0
anim     = 2000
ctrl     = 0
sprpriority = 3

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,16
channel = 10
volume = 255

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = s12,23

[State 3000]
type = Projectile
trigger1 = AnimElem = 6
projID = 2000
projanim = 2010
projremove = 0
projpriority = 10
projhitanim = 2011
projremanim = 2011
projcancelanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 24
getpower = 80,80
givepower = 20,20
ownpal = 0
offset = 102,0
velocity = 0,0
attr = S, SP
animtype = Hard
damage = 80,10
hitflag = MAFD
guardflag = MA
hitsound = s1,8
guardsound = s2,1
pausetime = 0,6
sparkno = s10060
guard.sparkno = s10120
sparkxy = 5,-70+(floor(p2bodydist Y))
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -3.5,-6.5
guard.velocity = -6
yaccel = .41
air.juggle = 7
air.velocity = -4,-6.5
fall = 1
fall.recover = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; よのかぜY

[Statedef 2015]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 50
velset   = 0,0
anim     = 2000
ctrl     = 0
sprpriority = 3

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,16
channel = 10
volume = 255

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = s12,23

[State 3000]
type = Projectile
trigger1 = AnimElem = 6
projID = 2000
projanim = 2010
projremove = 0
projpriority = 10
projhitanim = 2011
projremanim = 2011
projcancelanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 24
getpower = 80,80
givepower = 20,20
ownpal = 0
offset = 153,0
velocity = 0,0
attr = S, SP
animtype = Hard
damage = 80,10
hitflag = MAFD
guardflag = MA
hitsound = s1,8
guardsound = s2,1
pausetime = 0,6
sparkno = s10060
guard.sparkno = s10120
sparkxy = 5,-70+(floor(p2bodydist Y))
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -3.5,-6.5
guard.velocity = -6
yaccel = .41
air.juggle = 7
air.velocity = -4,-6.5
fall = 1
fall.recover = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; よのかぜB

[Statedef 2020]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 50
velset   = 0,0
anim     = 2000
ctrl     = 0
sprpriority = 3

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,16
channel = 10
volume = 255

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = s12,23

[State 3000]
type = Projectile
trigger1 = AnimElem = 6
projID = 2000
projanim = 2010
projremove = 0
projpriority = 10
projhitanim = 2011
projremanim = 2011
projcancelanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 24
getpower = 80,80
givepower = 20,20
ownpal = 0
offset = 204,0
velocity = 0,0
attr = S, SP
animtype = Hard
damage = 80,10
hitflag = MAFD
guardflag = MA
hitsound = s1,8
guardsound = s2,1
pausetime = 0,6
sparkno = s10060
guard.sparkno = s10120
sparkxy = 5,-70+(floor(p2bodydist Y))
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -3.5,-6.5
guard.velocity = -6
yaccel = .41
air.juggle = 7
air.velocity = -4,-6.5
fall = 1
fall.recover = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 斬空

[Statedef 2100]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 50
velset   = 0,0
anim     = 2100
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s12,24

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(7) < 0
x = 13

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

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 5
x = 8

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 8
trigger2 = AnimElem = 9
x = -10

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 4
anim = 2110
postype = P1
pos = 0, 0
bindtime = 7
sprpriority = 10
ownpal = 0
removeongethit = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 90, 10
getpower = 90,90
givepower = 20,20
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10, 11
sparkno = s10060
guard.sparkno = s10120
sparkxy = -20, -70
hitsound = s1,8
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -6,-6
air.type = High
air.velocity = -6,-6
air.hittime = 12
fall = 1
fall.recover = 0
;ground.cornerpush.veloff = 0
;air.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 3
envshake.freq = 85
p2facing = 1
p2stateno = 1120
getpower = 100,100
givepower = 20,20

[State 1000, ステート変更]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 斬空　瞬

[Statedef 2150]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 50
velset   = 0,0
anim     = 2150
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s12,24

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(7) < 0
x = 19

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

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 5
x = 14

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 8
trigger2 = AnimElem = 9
x = -10

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 4
anim = 2110
postype = P1
pos = -5, 0
bindtime = 7
sprpriority = 10
ownpal = 0
removeongethit = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 40, 10
getpower = 50,50
givepower = 20,20
animtype = Hard
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 10, 15
sparkno = s10060
guard.sparkno = s10120
sparkxy = -20, -70
hitsound = s1,8
guardsound = s2,1
ground.type = High
ground.slidetime = 5
ground.hittime  = 22
ground.velocity = -4
air.type = High
air.velocity = -4,6
air.hittime = 12
air.fall = 1
air.juggle = 0
fall.recover = 0
;ground.cornerpush.veloff = 0
;air.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 3
envshake.freq = 85
getpower = 75,75
givepower = 20,20

[State 1000, ステート変更]
type = ChangeState
trigger1 = Movecontact
value = 2160

[State 1000, ステート変更]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 斬空追撃

[Statedef 2160]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
anim     = 2160
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = s12,15

[State 1000, ]
type = Velset
trigger1 = AnimElem = 1
x = 0

[State 1000, ]
type = Velset
trigger1 = AnimElem = 6
x = 19

[State 1000, ]
type = Velset
trigger1 = AnimElem = 7
x = 19

[State 1000, ]
type = Velset
trigger1 = AnimElem = 8
x = 10

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 8
x = 0

[State 1000, ]
type = Posadd
trigger1 = Animtime = 0
x = 10

[State 2110, 相手と重なった時の処理]
type = PlayerPush
trigger1 = AnimElemtime(6) >= 0 && AnimElemtime(9) < 0
value = 0

[State 1000, ]
type = Turn
trigger1 = AnimElem = 8

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 70,10
getpower = 70,70
givepower = 20,20
animtype = Diagup
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10, 11
sparkno = s10060
guard.sparkno = s10120
sparkxy = 5,-70+(floor(p2bodydist Y))
hitsound = s1,8
guardsound = s2,1
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = 0,-6
air.type = High
air.velocity = 0,-5
air.hittime = 12
air.juggle = 0
;ground.cornerpush.veloff = 0
;air.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 4
envshake.freq = 85
p2facing = 1
fall = 1
fall.recover = 0
getpower = 0,0
givepower = 20,20

[State 1000, ステート変更]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 烈風拳'96
; CNS レベル: 中級

[Statedef 2200]
type     = S
movetype = A
physics  = S
juggle   = ifelse(var(12),31,1)
poweradd = 50
velset   = 0,0
anim     = 2200
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s10,7
channel = 10
volume = 255

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s12,7

[State 3000]
type = Projectile
trigger1 = AnimElem = 1
projID = 2200
projanim = 2210
projremove = 0
projpriority = 1
projhitanim = -1
projremanim = -1
projsprpriority = 1
projshadow = 0,0,0
projremovetime = 23
getpower = 80,80
givepower = 20,20
ownpal = 0
offset = 5,0
velocity = 0,0
attr = S, SP
animtype = Hard
damage = 80,10
hitflag = MAF
guardflag = MA
hitsound = s1,1
guardsound = s2,1
pausetime = 0,10
sparkno = s10020
guard.sparkno = s10120
sparkxy = 20,-50
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -4.8,-5
guard.velocity = -11
air.juggle = 8
air.velocity = -4.8,-5
air.guard.velocity = -11,-5
fall = 1
fall.recover = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ダブル烈風拳'96
; CNS レベル: 中級

[Statedef 2250]
type     = S
movetype = A
physics  = S
juggle   = ifelse(var(12),31,1)
poweradd = 50
velset   = 0,0
anim     = 2250
ctrl     = 0
sprpriority = 2

[state 300,]
type = velset
trigger1 = AnimElem = 10
x = 5

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s10,7
channel = 10
volume = 255

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 14
value = s10,2
channel = 10
volume = 255

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s12,7

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 14
value = s12,10

[State 3000]
type = Projectile
trigger1 = AnimElem = 1
projID = 2250
projanim = 2210
projremove = 0
projpriority = 1
projhitanim = -1
projremanim = -1
projsprpriority = 1
projshadow = 0,0,0
projremovetime = 23
projbindtime = 23
getpower = 55,55
givepower = 20,20
ownpal = 0
offset = 5,0
velocity = 0,0
attr = S, SP
animtype = Hard
damage = 55,10
hitflag = MAF
guardflag = MA
hitsound = s1,1
guardsound = s2,1
pausetime = 0,10
sparkno = s10020
guard.sparkno = s10120
sparkxy = 20,-50
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -4.8,-5
guard.velocity = -6
air.juggle = 8
air.velocity = -4.8,-5
air.guard.velocity = -6,-4
fall = 1
fall.recover = 0

[State 3000]
type = Projectile
trigger1 = AnimElem = 11
projID = 2255
projanim = 2260
projremove = 0
projpriority = 1
projhitanim = -1
projremanim = -1
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 25
projbindtime = 25
getpower = 55,55
givepower = 20,20
ownpal = 0
offset = 25,0
velocity = 0,0
attr = S, SP
animtype = Hard
damage = 55,10
hitflag = MAF
guardflag = MA
hitsound = s1,1
guardsound = s2,1
pausetime = 0,10
sparkno = s10020
guard.sparkno = s10120
sparkxy = 20,-50
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -4.8,-5
air.velocity = -4.8,-5
fall = 1
fall.recover = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 疾風拳

[Statedef 2300]
type     = A
movetype = A
physics  = N
juggle   = ifelse(var(12),31,1)
poweradd = 50
anim     = 2300
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s10,10
channel = 10
volume = 255

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,10
volume = 255

[State 1000, ]
type = Velset
trigger1 = AnimElem = 4
x = -2
y = -4

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(4) >= 0
y = .38

[State 3000]
type = Projectile
trigger1 = AnimElem = 3
projID = 2300
projanim = 2305
projremove = 0
projpriority = 1
projhitanim = -1
projremanim = 2310
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 16
getpower = 80,80
givepower = 20,20
ownpal = 0
offset = 0,-70
velocity = 8, 3.2
attr = A, SP
animtype = Hard
damage = 80 ,8
hitflag = MAF
guardflag = MA
hitsound = s1,1
guardsound = s2,1
pausetime = 0,5
guard.pausetime = 0, 12
sparkno = s10020
guard.sparkno = s10120
sparkxy = 20,0
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -8
guard.velocity = -7
air.juggle = 8
air.velocity = -5,-5
air.fall = 1
fall.recover = 0

[State 1000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(8) >= 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1255

;---------------------------------------------------------------------------
;EX必殺技
;---------------------------------------------------------------------------
; ダブル烈風拳　改
; CNS レベル: 中級

[Statedef 11000]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 11000
ctrl     = 0
sprpriority = 2

[state a]
type = poweradd
trigger1 = var(40) = 0
trigger1 = time = 0
value = -500

[State a];MAXゲージ
type = varadd
triggerall = var(40) > 0
trigger1 = time = 0
v = 40
value = -150

[State 1900, Palfx]
type = PalFX
trigger1 = gametime %2=0
time = 1
add = 120,80,0
sinadd = 64,32,5,3
ignorehitpause = 1

[State 1000, 音を鳴らす]
type = null;PlaySnd
trigger1 = AnimElem = 6
value = s10,15
channel = 10
volume = 255

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s12,7

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 13
value = s12,10

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 4
anim = 1005
postype = P1
pos = 0, 0
persistent = 0
sprpriority = 5
ownpal = 1
bindtime = -1
removeongethit = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 11
anim = 1055
postype = P1
pos = 0, 0
persistent = 0
sprpriority = 5
ownpal = 1
bindtime = -1
removeongethit = 1

[State 3000]
type = Projectile
trigger1 = AnimElem = 5
projID = 1000
projanim = 1010
projremove = 1
projpriority = 1
projhitanim = 1015
projremanim = 1015
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 0
givepower = 20,20
ownpal = 0
offset = 30,3
velocity = 10, 0
attr = S, HP
animtype = Hard
damage = 70,10
hitflag = MAF
guardflag = MA
hitsound = s1,1
guardsound = s2,1
pausetime = 0,10
sparkno = s10020
guard.sparkno = s10120
sparkxy = 20,-40
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 4
air.velocity = -3.8,-4
air.fall = 1
fall.recover = 0

[State 3000]
type = Projectile
trigger1 = AnimElem = 13
projID = 1000
projanim = 1065
projremove = 1
projpriority = 5
projhitanim = 1015
projremanim = 1015
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 0
givepower = 20,20
ownpal = 0
offset = 40,3
velocity = 10, 0
attr = S, HP
animtype = digaup
damage = 70,10
hitflag = MAF
guardflag = MA
hitsound = s1,1
guardsound = s2,1
pausetime = 0,14
sparkno = s10020
guard.sparkno = s10120
sparkxy = 20,-50
ground.type = High
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -6,-7
air.juggle = 4
air.velocity = -6,-7
fall = 1
fall.recover = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; EXハードエッジ

[Statedef 11100]
type     = S
movetype = A
physics  = S
juggle   = ifelse(var(12),31,4) ;8
poweradd = 0
velset   = 0,0
anim     = 1100
ctrl     = 0
sprpriority = 2

[state a]
type = poweradd
trigger1 = var(40) = 0
trigger1 = time = 0
value = -500

[State a];MAXゲージ
type = varadd
triggerall = var(40) > 0
trigger1 = time = 0
v = 40
value = -150

[State 1900, Palfx]
type = PalFX
trigger1 = gametime %2=0
time = 1
add = 120,80,0
sinadd = 64,32,5,3
ignorehitpause = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 8
value = s10,1
channel = 10
volume = 255

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6
value = s12,18

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(6) >= 0 && AnimElemtime(10) < 0
x = 13

[State 1000, ]
type = Velset
trigger1 = AnimElem = 17
x = 0

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 6
x = 10

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 15
trigger2 = AnimElem = 16
x = -10

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 6
anim = 1105
postype = P1
pos = 0, 0
sprpriority = 10
ownpal = 0
removeongethit = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 8
anim = 1110
postype = P1
pos = 10, 0
bindtime = 7
sprpriority = 10
ownpal = 0
removeongethit = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 8
trigger2 = AnimElem = 9
trigger3 = AnimElem = 10
trigger4 = AnimElem = 11
attr = S, SA
damage = 25, 10
getpower = 0
givepower = 20,20
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 4, 5
sparkno = s10020
guard.sparkno = s10120
sparkxy = -20, -70
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -4
air.type = High
air.velocity = -4,-2
air.hittime = 12
air.fall = 1
fall.recover = 0
;ground.cornerpush.veloff = 0
;air.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 3
envshake.freq = 85

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimElem = 12
value = 11110

[State 1000, ステート変更]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; EXハードエッジ　追撃

[Statedef 11110]
type     = S
movetype = A
physics  = S
juggle   = ifelse(var(12),31,1) ;2
poweradd = 0
anim     = 1155
ctrl     = 0
sprpriority = 2

[State 1900, Palfx]
type = PalFX
trigger1 = gametime %2=0
time = 1
add = 120,80,0
sinadd = 64,32,5,3
ignorehitpause = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = s10,10
channel = 10
volume = 255

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s0,4

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 5
anim = 1165
postype = P1
pos = 10, -5
bindtime = -1
sprpriority = 10
ownpal = 0
removeongethit = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 100, 10
getpower = 0
givepower = 20,20
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10, 11
sparkno = s10020
guard.sparkno = s10120
sparkxy = -20, -70
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -8
air.type = High
air.velocity = -5,-5
air.hittime = 12
;ground.cornerpush.veloff = 0
;air.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 4
envshake.freq = 85
p2facing = 1
p2stateno = 1120

[State 1000, ステート変更]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; よのかぜ　双(近)
; CNS レベル: 中級

[Statedef 12000]
type     = S
movetype = A
physics  = S
juggle   = ifelse(var(12),31,1) ;0
poweradd = 0
velset   = 0,0
anim     = 12000
ctrl     = 0
sprpriority = 3

[state a]
type = poweradd
trigger1 = var(40) = 0
trigger1 = time = 0
value = -500

[State a];MAXゲージ
type = varadd
triggerall = var(40) > 0
trigger1 = time = 0
v = 40
value = -150

[State 1900, Palfx]
type = PalFX
trigger1 = gametime %2=0
time = 1
add = 120,80,0
sinadd = 64,32,5,3
ignorehitpause = 1

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,16
channel = 10
volume = 255

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = s12,23

[State 3000]
type = Projectile
trigger1 = AnimElem = 6
projID = 2000
projanim = 2010
projremove = 0
projpriority = 10
projhitanim = 2011
projremanim = 2011
projcancelanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 24
getpower = 0
givepower = 20,20
ownpal = 0
offset = 51,0
velocity = 0,0
attr = S, SP
animtype = Hard
damage = 80,10
hitflag = MAFD
guardflag = MA
hitsound = s1,8
guardsound = s2,1
pausetime = 0,6
sparkno = s10060
guard.sparkno = s10120
sparkxy = 5,-70+(floor(p2bodydist Y))
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -3.5,-6.5
guard.velocity = -6
yaccel = .41
air.juggle = 7
air.velocity = -4,-6.5
fall = 1
fall.recover = 0

[State 3000]
type = Projectile
trigger1 = AnimElem = 6
projID = 2000
projanim = 2010
projremove = 0
projpriority = 10
projhitanim = 2011
projremanim = 2011
projcancelanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 24
getpower = 0
givepower = 20,20
ownpal = 0
offset = 102,0
velocity = 0,0
attr = S, SP
animtype = Hard
damage = 80,10
hitflag = MAFD
guardflag = MA
hitsound = s1,8
guardsound = s2,1
pausetime = 0,6
sparkno = s10060
guard.sparkno = s10120
sparkxy = 5,-70+(floor(p2bodydist Y))
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -3.5,-6.5
guard.velocity = -6
yaccel = .41
air.juggle = 7
air.velocity = -4,-6.5
fall = 1
fall.recover = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; よのかぜ　双(遠)
; CNS レベル: 中級

[Statedef 12050]
type     = S
movetype = A
physics  = S
juggle   = ifelse(var(12),31,1) ;0
poweradd = 0
velset   = 0,0
anim     = 12000
ctrl     = 0
sprpriority = 3

[state a]
type = poweradd
trigger1 = var(40) = 0
trigger1 = time = 0
value = -500

[State a];MAXゲージ
type = varadd
triggerall = var(40) > 0
trigger1 = time = 0
v = 40
value = -150

[State 1900, Palfx]
type = PalFX
trigger1 = gametime %2=0
trigger1 = animelemtime(13) < 0
time = 1
add = 120,80,0
sinadd = 64,32,5,3
ignorehitpause = 1

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,16
channel = 10
volume = 255

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = s12,23

[State 3000]
type = Projectile
trigger1 = AnimElem = 6
projID = 2000
projanim = 2010
projremove = 0
projpriority = 10
projhitanim = 2011
projremanim = 2011
projcancelanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 24
getpower = 0
givepower = 20,20
ownpal = 0
offset = 153,0
velocity = 0,0
attr = S, SP
animtype = Hard
damage = 80,10
hitflag = MAFD
guardflag = MA
hitsound = s1,8
guardsound = s2,1
pausetime = 0,6
sparkno = s10060
guard.sparkno = s10120
sparkxy = 5,-70+(floor(p2bodydist Y))
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -3.5,-6.5
guard.velocity = -6
yaccel = .41
air.juggle = 7
air.velocity = -4,-6.5
fall = 1
fall.recover = 0

[State 3000]
type = Projectile
trigger1 = AnimElem = 6
projID = 2000
projanim = 2010
projremove = 0
projpriority = 10
projhitanim = 2011
projremanim = 2011
projcancelanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 24
getpower = 0
givepower = 20,20
ownpal = 0
offset = 204,0
velocity = 0,0
attr = S, SP
animtype = Hard
damage = 80,10
hitflag = MAFD
guardflag = MA
hitsound = s1,8
guardsound = s2,1
pausetime = 0,6
sparkno = s10060
guard.sparkno = s10120
sparkxy = 5,-70+(floor(p2bodydist Y))
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -3.5,-6.5
guard.velocity = -6
yaccel = .41
air.juggle = 7
air.velocity = -4,-6.5
fall = 1
fall.recover = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 斬空

[Statedef 1920]
type     = S
movetype = A
physics  = S
juggle   = ifelse(var(12),31,1) ;0
poweradd = 0
velset   = 0,0
anim     = 1180
ctrl     = 0
sprpriority = 2

[state a]
type = poweradd
trigger1 = var(40) = 0
trigger1 = time = 0
value = -500

[State a];MAXゲージ
type = varadd
triggerall = var(40) > 0
trigger1 = time = 0
v = 40
value = -150

[State 1900, Palfx]
type = PalFX
trigger1 = gametime %2=0
trigger1 = animelemtime(12) < 0
time = 1
add = 120,80,0
sinadd = 64,32,5,3
ignorehitpause = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s12,24

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(7) < 0
x = 19

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

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 5
x = 14

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 8
trigger2 = AnimElem = 9
x = -10

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 4
anim = 1185
postype = P1
pos = -5, 0
bindtime = 7
sprpriority = 10
ownpal = 0
removeongethit = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 40,10
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10, 15
sparkno = s10060
guard.sparkno = s10120
sparkxy = -20, -70
hitsound = s1,8
guardsound = s2,1
ground.type = High
ground.slidetime = 5
ground.hittime  = 22
ground.velocity = -4
air.type = High
air.velocity = -4,6
air.hittime = 12
air.fall = 1
air.juggle = 0
fall.recover = 0
;ground.cornerpush.veloff = 0
;air.cornerpush.veloff = 0
envshake.time = 5
envshake.ampl = 3
envshake.freq = 85
getpower = 0,0
givepower = 20,20

[State 1000, ステート変更]
type = ChangeState
trigger1 = Movecontact
value = 1930

[State 1000, ステート変更]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 斬空　繋ぎ
; CNS レベル: 中級

[Statedef 1930]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1050
ctrl     = 0
sprpriority = 2

[State 1900, Palfx]
type = PalFX
trigger1 = gametime %2=0
trigger1 = animelemtime(23) < 0
time = 1
add = 120,80,0
sinadd = 64,32,5,3
ignorehitpause = 1

;---------------------
[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4 || AnimElem = 13
value = s12,10

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(7) < 0
x = 9

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

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 4
anim = 1005
postype = P1
pos = 0, 0
persistent = 0
sprpriority = 5
ownpal = 1
bindtime = -1
removeongethit = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 11
anim = 1055
postype = P1
pos = 0, 0
persistent = 0
sprpriority = 5
ownpal = 1
bindtime = -1
removeongethit = 1

[State 3000]
type = Projectile
trigger1 = AnimElem = 5
projID = 1920
projanim = 1905
velocity = 0
projremovetime = 20
projpriority = 5
postype = p2
offset = 0,0
ownpal = 0
attr = S, HP
animtype = Hard
damage = 35,10
hitflag = MAF
guardflag = MA
hitsound = s1,8
guardsound = s2,1
pausetime = 0,10
sparkno = s10060
guard.sparkno = s10120
sparkxy = 20,-40
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = 0,0
air.juggle = 4
air.velocity = 0,0
fall.recover = 0
getpower = 0,0
givepower = 20,20

[State 3000]
type = Projectile
trigger1 = AnimElem = 13
projID = 1920
projanim = 1905
velocity = 0
projremovetime = 20
projpriority = 5
postype = p2
offset = 0,0
ownpal = 0
attr = S, HP
animtype = Hard
damage = 35,10
hitflag = MAF
guardflag = MA
hitsound = s1,8
guardsound = s2,1
pausetime = 0,14
sparkno = s10060
guard.sparkno = s10120
sparkxy = 20,-50
ground.type = High
ground.hittime = 23
ground.slidetime = 23
ground.velocity = 0,0
air.juggle = 4
air.velocity = 0,0
fall.recover = 0
getpower = 0,0
givepower = 20,20

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimElem = 18
value = 1940
ctrl = 0

;---------------------------------------------------------------------------
; 斬空追撃

[Statedef 1940]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
anim     = 1156
ctrl     = 0
sprpriority = 2

[State 1900, Palfx]
type = PalFX
trigger1 = gametime %2=0
trigger1 = animelemtime(10) < 0
time = 1
add = 120,80,0
sinadd = 64,32,5,3
ignorehitpause = 1

;---------------------
[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = s12,15

[State 1000, ]
type = Velset
trigger1 = AnimElem = 1
x = 0

[State 1000, ]
type = Velset
trigger1 = AnimElem = 6 || AnimElem = 7 || AnimElem = 8
x = 19

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 9
x = 0

[State 1000, ]
type = Posadd
trigger1 = Animtime = 0
x = 10

[State 2110, 相手と重なった時の処理]
type = PlayerPush
trigger1 = AnimElemtime(6) >= 0 && AnimElemtime(9) < 0
value = 0

[State 1000, ]
type = Turn
trigger1 = AnimElem = 8

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 100,10
animtype = Diagup
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10, 11
sparkno = s10060
guard.sparkno = s10120
sparkxy = 5,-70+(floor(p2bodydist Y))
hitsound = s1,8
guardsound = s2,1
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = 0,-6
air.type = High
air.velocity = 0,-5
air.hittime = 12
air.juggle = 0
;ground.cornerpush.veloff = 0
;air.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 4
envshake.freq = 85
p2facing = 1
fall = 1
fall.recover = 0
getpower = 0,0
givepower = 20,20

[State 1000, ステート変更]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;この下、一行以上空ける事…

