;---------------------------------------------------------------------------
; ここからは超必殺技のステート
;---------------------------------------------------------------------------
; レイジングストーム
; CNS レベル: 中級

[Statedef 3000]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 3000
ctrl     = 0
sprpriority = 2

;---------------------[どこキャン]
[state a]
type = poweradd
trigger1 = var(40) = 0
trigger1 = time = 0
value = -1000

[state a]
type = varset
trigger1 = time = 0
v = 40
value = 0

;---------------------
[State 1500,]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 30

[State 700,];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [1000,2999]
time = 5
add = 230,230,230

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 30
time = 30
p2defmul = 1.0

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 15000
pos = 9,-105
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 15010
pos = 9,-105
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 1000, 5];字
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,2999]
anim = 15500
sprpriority = 50
postype = left
pos = 0,80
bindtime = -1
scale = 0.5,0.5
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];バック1
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,2999]
anim = 15510
sprpriority = 51
postype = right
pos = 0,78
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];バック2
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,2999]
anim = 15511
sprpriority = 49
postype = left
pos = 0,74
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = addalpha
alpha = 340-120,120

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s9,0

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 9
value = s10,14
volume = 255
channel = 10

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 8
value = s12,12

[State -3, 残像]
type = AfterImage
trigger1 = time = 0
time = 65
length = 5      
timegap = 1     
framegap = 1    
palbright = 0, 0, 100
palcontrast = 0, 0, 0
paladd = -70, -70, 50
palmul = 1, 1, 1
trans = Add1

[State 810,]
type = EnvShake
trigger1 = AnimElem = 8
ampl = 3
freq = 90
time = 30

[State 3000]
type = Projectile
trigger1 = AnimElem = 8
projID = 3000
projanim = 3005
projremove = 0
projpriority = 10
projhitanim = -1
projremanim = -1
projcancelanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 41
getpower = 0
ownpal = 0
offset = 6,2
velocity = 0,0
attr = S, HP
animtype = Diagup
damage = 230,10
hitflag = MAF
guardflag = MA
hitsound = s1,4
guardsound = s2,1
pausetime = 0,20
sparkno = s10030
guard.sparkno = s10120
sparkxy = 20+(floor(p2bodydist X)),-60+(floor(p2bodydist Y))
ground.type = High
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -5,-8
air.juggle = 8
air.velocity = -5,-8
fall = 1
fall.recover = 0

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

;---------------------------------------------------------------------------
; シャインナックル
; CNS レベル: 中級

[Statedef 3100]
type     = S
movetype = A
physics  = S
juggle   = ifelse(var(12),31,1) ;7
velset   = 0,0
anim     = 3100
ctrl     = 0
sprpriority = 2

;---------------------[どこキャン]
[state a]
type = poweradd
trigger1 = var(40) = 0
trigger1 = time = 0
value = -1000

[state a]
type = varset
trigger1 = time = 0
v = 40
value = 0

;---------------------
[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 10,0

[State 1500,]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 30

[State 700,];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [1000,2999]
time = 5
add = 230,230,230

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 30
time = 30
p2defmul = 1.0

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 15000
pos = -15,-70
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 15010
pos = -15,-70
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 1000, 5];字
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,2999]
anim = 15500
sprpriority = 50
postype = left
pos = 0,80
bindtime = -1
scale = 0.5,0.5
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];バック1
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,2999]
anim = 15510
sprpriority = 51
postype = right
pos = 0,78
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];バック2
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,2999]
anim = 15511
sprpriority = 49
postype = left
pos = 0,74
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = addalpha
alpha = 340-120,120

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s9,0

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

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6
value = s12,19

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 6
anim = 3105
postype = P1
pos = -20, 2
sprpriority = 0
ownpal = 1
bindtime = -1
removeongethit = 1
ignorehitpause = 0
ID = 3100

[State -3, 残像]
type = AfterImage
trigger1 = time = 0
time = 65
length = 5      
timegap = 1     
framegap = 1    
palbright = 0, 0, 100
palcontrast = 0, 0, 0
paladd = -70, -70, 50
palmul = 1, 1, 1
trans = Add1

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
x = 10

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(6) >= 0 && AnimElemtime(14) < 0
x = 13

[State 1000, ]
type = Velset
trigger1 = AnimElem = 15
x = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 8
trigger2 = AnimElem = 9
trigger3 = AnimElem = 10
trigger4 = AnimElem = 11
attr = S, HA
damage = 55,10
getpower = 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10, 10
sparkno = s10030
guard.sparkno = s10120
sparkxy = -20, -60
hitsound = s1,1
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

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 12
attr = S, HA
damage = 60,10
getpower = 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10, 10
sparkno = s10030
guard.sparkno = s10120
sparkxy = -20, -60
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -9,-6
air.type = High
air.velocity = -6,-6
air.hittime = 12
fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 4
envshake.freq = 85
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
p2facing = 1
p2stateno = 1120

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

;---------------------------------------------------------------------------
; バスターウルフ
; CNS レベル: 中級

[Statedef 3200]
type     = S
movetype = A
physics  = S
juggle   = ifelse(var(12),31,2) ;7
velset   = 0,0
anim     = 3100
ctrl     = 0
sprpriority = 2

;---------------------[どこキャン]
[state a]
type = poweradd
trigger1 = var(40) = 0
trigger1 = time = 0
value = -1000

[state a]
type = varset
trigger1 = time = 0
v = 40
value = 0

;---------------------
[State 1500,]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 30

[State 700,];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [1000,2999]
time = 5
add = 230,230,230

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 10,0

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 30
time = 30
p2defmul = 1.0

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 15000
pos = -15,-70
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 15010
pos = -15,-70
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 1000, 5];字
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,2999]
anim = 15500
sprpriority = 50
postype = left
pos = 0,80
bindtime = -1
scale = 0.5,0.5
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];バック1
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,2999]
anim = 15510
sprpriority = 51
postype = right
pos = 0,78
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];バック2
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,2999]
anim = 15511
sprpriority = 49
postype = left
pos = 0,74
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = addalpha
alpha = 340-120,120

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s9,0

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

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6
value = s13,0

[State -3, 残像]
type = AfterImage
trigger1 = time = 0
time = 65
length = 5      
timegap = 1     
framegap = 1    
palbright = 0, 0, 100
palcontrast = 0, 0, 0
paladd = -70, -70, 50
palmul = 1, 1, 1
trans = Add1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 5
anim = 3210
postype = P1
pos = -20, 2
sprpriority = 10
ownpal = 1
bindtime = 1
removeongethit = 1
ignorehitpause = 0

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 6
anim = 3105
postype = P1
pos = -20, 2
sprpriority = 0
ownpal = 1
bindtime = -1
removeongethit = 1
ignorehitpause = 0
ID = 3100

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
x = 10

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(6) >= 0 && AnimElemtime(14) < 0
x = 10

[State 1000, ]
type = Velset
trigger1 = AnimElem = 15
x = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, HA
damage = 100,10
getpower = 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 25, 31
sparkno = s10030
guard.sparkno = s10120
sparkxy = -20, -60
hitsound = s1,4
guardsound = s2,1
ground.type = low
ground.slidetime = 25
ground.hittime  = 26
ground.velocity = -6
air.type = High
air.velocity = -3,-2
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 15
envshake.ampl = 5
envshake.freq = 85

[State 2000, ステート変更]
type = ChangeState
triggerall = movecontact
trigger1 = AnimElem = 13
value = 3210

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

;---------------------------------------------------------------------------
; バスターウルフ追撃

[Statedef 3210]
type     = S
movetype = A
physics  = S
juggle   = 0
anim     = 3205
ctrl     = 0
sprpriority = 2

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 20,0

[State 1500,]
type = NotHitBy
trigger1 = 1
value = SCA

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 9
value = s13,1

[State 200, ヒット定義]
type = Projectile
trigger1 = AnimElem = 9
projID = 3210
projanim = 3220
projremove = 0
projpriority = 5
projhitanim = -1
projremanim = -1
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 26
getpower = 0
ownpal = 0
offset = 0,0
velocity = 0,0
attr = A, HA
animtype = Diagup
damage = 130,10
hitflag = MAF
guardflag = MA
hitsound = s1,4
guardsound = s2,1
pausetime = 0,30
sparkno = s10030
guard.sparkno = s10120
sparkxy = 80,-70
ground.type = High
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -4,-12
air.velocity = -4,-12
yaccel = 0.58
fall = 1
fall.recover = 0
envshake.time = 20
envshake.ampl = 6
envshake.freq = 85

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

;------------------------------------------------------------------------------
; 羅生門

[Statedef 3400]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3400


;---------------------[どこキャン]
[state a]
type = poweradd
trigger1 = var(40) = 0
trigger1 = time = 0
value = -1000

[state a]
type = varset
trigger1 = time = 0
v = 40
value = 0

;---------------------
[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 10,0

[State 1500,]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 30

[State 700,];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [1000,2999]
time = 5
add = 230,230,230

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 30
time = 30
p2defmul = 1.0

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 15000
pos = 5,-50
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 15010
pos = 5,-50
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 1000, 5];字
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,2999]
anim = 15500
sprpriority = 50
postype = left
pos = 0,80
bindtime = -1
scale = 0.5,0.5
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];バック1
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,2999]
anim = 15510
sprpriority = 51
postype = right
pos = 0,78
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];バック2
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,2999]
anim = 15511
sprpriority = 49
postype = left
pos = 0,74
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = addalpha
alpha = 340-120,120

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s9,0

[State 800]
type = HitDef
trigger1 = Time = 0
trigger1 = p2stateNo != [150,155]
attr = S, HT
hitflag = M
guardflag = -1
priority = 1, Miss
sparkno = -1
sparkxy = -25,-80
p1sprpriority = 0
p2sprpriority = 1
p2facing = 1
p1stateno = 3401
p2stateno = 3420
fall = 1
fall.recover = 0

[State 800]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------
; 成功

[Statedef 3401]
type    = S
movetype= A
physics = N
anim = 3401

[State 810, ]
type = Velset
trigger1 = Pos X >=0
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(4) < 0
x = -8

[State 810, ]
type = Velset
trigger1 = FrontEdgeDist >= 160
x = 0

[State 810, ]
type = Velset
triggerall = facing = -1
trigger1 = Pos X <=0
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(4) < 0
x = -8

[State 810, ]
type = Velset
triggerall = facing = -1
trigger1 = FrontEdgeDist >= 160
x = 0

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(4) < 0
pos = 45, 0

[State 13501]
type = null;PlaySnd
trigger1 = time = 0
value = 10,21

[State 13501]
type = PlaySnd
trigger1 = animelem = 26
value = 10,14

[State 3001]
type = TargetState
trigger1 = AnimElem = 1
value = 3410

[State 901, Throw]
type = TargetState
trigger1 = AnimElem = 26
value = 3411

[State 220, Position]
type = PosAdd
trigger1 = AnimElem = 25
x = 14

[State 2000]
type = Explod
trigger1 = animelem = 14
anim = 4010
pos = 0,-70
sprpriority = 5
ownpal = 1
bindtime = 1
supermove = 1
id = 3400

[State 3002, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 25
ID = 3400

[State 2000]
type = Explod
trigger1 = animelem = 26
anim = 4255
pos = 0,0
sprpriority = -1
ownpal = 0
bindtime = 1
supermove = 1

[State 13501]
type = PlaySnd
trigger1 = animelem = 6
value = 13,2

[State 13501]
type = PlaySnd
trigger1 = animelem = 14
value = 12,26

[State 13501]
type = PlaySnd
trigger1 = animelem = 26
value = 12,19

[State 13501]
type = PlaySnd
trigger1 = animelem = 26
value = 1,4

[State 3001]
type = HitAdd
trigger1 = AnimElem = 26
value = 1

[State 3105]
type = TargetLifeAdd
trigger1 = animelem = 26
value = -250*fvar(5)

[State 903, EnvShake]
type = EnvShake
trigger1 = animelemtime(26) = 2
time = 20

[State 2100,]
type = Envcolor
trigger1 = animelem = 26
time = 25
value = 210,0,0
under = -1

[State 2100,]
type = Palfx
trigger1 = animelem = 26
add = -255,-255,-255
time = 25

[State 200, 2]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------
; 相手1

[Statedef 3410]
type    = A
movetype= H
physics = S
juggle = 0
ctrl = 0
velset = 0, 0
sprpriority = -1

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

[State 902, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 3410

[State 1201, screenbound]
type = screenbound
trigger1 = 1
value = 1

[State 5000, 3]
type = ChangeAnim
trigger1 = Time = 33
trigger1 = SelfAnimExist(5051)
value = 5051

[State 5050, 1]
type = ChangeAnim
trigger1 = Time = 22
trigger1 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger1 = Anim != 5090
value = 5050

[State 5050, 2]
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 903, Vel]
type = VelSet
trigger1 = Time = 22
y = -16.5

[State 903, Vel]
type = veladd
trigger1 = Time >= 22
y = .50

[State 903, EnvShake]
type = EnvShake
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
time = 20

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

[State 903, 2]
type = ChangeState
triggerall = animelemtime(2) > 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------
; 相手2

[Statedef 3411]
type    = L
movetype= H
physics = N
juggle = 0
ctrl = 0
anim = 5110
velset = 0, 0
sprpriority = -1

[State 2100,]
type = Palfx
trigger1 = time = 0
add = -255,-255,-255
time = 25

[State 1201, screenbound]
type = screenbound
trigger1 = Time < 15
value = 1

[State 5000, 4]
type = ChangeAnim
trigger1 = Time = 0
value = 5012

[State 5000, 4]
type = ChangeAnim
trigger1 = Time < 15
value = anim

[State 5000, 3]
type = ChangeAnim
trigger1 = Time = 15
trigger1 = SelfAnimExist(5051)
value = 5051

[State 5050, 1]
type = ChangeAnim
trigger1 = Time = 15
trigger1 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger1 = Anim != 5090
value = 5050

[State 5050, 2]
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10

[State 903, Vel]
type = VelSet
trigger1 = Time = 15
x = -18
y = -4

[State 903, Vel]
type = veladd
trigger1 = Time >= 15
y = .5

[State 40, Position]
type = PosAdd
trigger1 = Time < 15
x = ceil((15-ifelse(time%2=0,time,time-1))/4)*ifelse(time%2=1,1,-1)

[State 903, EnvShake]
type = EnvShake
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
time = 20

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

[State 903, 2]
type = SelfState
trigger1 = Time > 15
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------
; 相手3

[Statedef 3420]
type    = A
movetype = H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 1

[State 1205, ChangeState]
type = selfstate
trigger1 = Time > 5
value = 5100

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

;---------------------------------------------------------------------------
; 2ゲージ超必殺技
;---------------------------------------------------------------------------
; MAXレイジングストーム
; CNS レベル: 中級

[Statedef 4000]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 4000
ctrl     = 0
sprpriority = 2
poweradd = -1000

;---------------------[どこキャン]
[state a]
type = poweradd
trigger1 = var(40) = 0
trigger1 = time = 0
value = -1000

[state a]
type = varset
trigger1 = time = 0
v = 40
value = 0

;---------------------
[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 30

[State 2110, 非無敵]
type = HitBy
trigger1 = time > 30
value = SC, NT, ST, HT

[State 700,];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [1000,2999]
time = 5
add = 230,230,230

[State 700,];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [3000,4999]
time = 5
add = 250,120,210

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 30
time = 30
p2defmul = 1.0

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 15100
pos = 10,-70
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 15110
pos = 10,-70
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 1000, 5];字
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,2999]
anim = 15500
sprpriority = 50
postype = left
pos = 0,80
bindtime = -1
scale = 0.5,0.5
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];バック1
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,2999]
anim = 15510
sprpriority = 51
postype = right
pos = 0,78
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];バック2
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,2999]
anim = 15511
sprpriority = 49
postype = left
pos = 0,74
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = addalpha
alpha = 340-120,120

[State 1000, 5];字
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [3000,4999]
anim = 15600
sprpriority = 50
postype = left
pos = 0,80
bindtime = -1
scale = 0.5,0.5
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];バック1
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [3000,4999]
anim = 15610
sprpriority = 51
postype = right
pos = 0,78
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];バック2
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [3000,4999]
anim = 15611
sprpriority = 49
postype = left
pos = 0,74
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = addalpha
alpha = 340-120,120

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s9,1

[State 3050, BGPalfx]
type = BGPalfx
trigger1 = 1
invertall = 1
time = 1
mul = 120,120,120
ignorehitpause = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 3
anim = 4010
postype = P1
pos = 0, -70
sprpriority = 10
ownpal = 1
bindtime = -1
removetime = -1
removeongethit = 1
ignorehitpause = 0
ID = 4000

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 3
anim = 4010
postype = P1
pos = 17, -75
sprpriority = 10
ownpal = 1
bindtime = -1
removetime = -1
removeongethit = 1
ignorehitpause = 0
scale = 0.8,0.8
ID = 4000

[State -3, 残像]
type = AfterImage
trigger1 = time = 0
time = 80
length = 5      
timegap = 1     
framegap = 1    
palbright = 0, 0, 100
palcontrast = 0, 0, 0
paladd = -70, -70, 50
palmul = 1, 1, 1
trans = Add1

[State 1000, ]
type = Varset
trigger1 = time = 0
trigger1 = command = "x+y"
var(31) = 0

[State 1000, ]
type = Varset
trigger1 = time = 0
trigger1 = command = "c"
var(31) = 1

[State 3000, ステート変更]
type = ChangeState
triggerall = time > 30
triggerall = var(59) = 0
trigger1 = var(31) = 0
trigger1 = command != "holdx+y"
trigger2 = var(31) = 1
trigger2 = command != "holdc"
trigger3 = time = 120
value = 4010

[State 3000, ステート変更(AI)]
type = ChangeState
triggerall = var(59) = 1
trigger1 = time > 30
trigger1 = P2bodydist Y > -125
trigger2 = time = 120
value = 4010

;---------------------------------------------------------------------------
; MAXレイジングストーム発動

[Statedef 4010]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 4005
ctrl     = 0
sprpriority = 2

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 20

[State 3050, BGPalfx]
type = BGPalfx
trigger1 = 1
invertall = 1
time = 1
mul = 120,120,120
ignorehitpause = 1

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 9
value = s10,14
volume = 255
channel = 10

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 8
value = s12,2

[State 810,]
type = EnvShake
trigger1 = AnimElem = 8
ampl = 3
freq = 90
time = 32

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 2
anim = 4015
postype = P1
pos = 0, 0
sprpriority = 10
ownpal = 1
bindtime = -1
removeongethit = 1
ignorehitpause = 0

[State 3000]
type = Projectile
trigger1 = AnimElem = 8
projID = 4020
projanim = 4020
projremove = 0
projpriority = 10
projhitanim = -1
projremanim = -1
projcancelanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 49
projscale = 1.1,1.1
projhits = 5
projmisstime = 6
getpower = 0
ownpal = 0
offset = 0,0
velocity = 0,0
attr = S, HP
animtype = Diagup
damage = 82,10
hitflag = MAF
guardflag = MA
hitsound = s1,4
guardsound = s2,1
pausetime = 0,20
sparkno = s10030
guard.sparkno = s10120
sparkxy = 20+(floor(p2bodydist X)),-60+(floor(p2bodydist Y))
ground.type = High
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -6,-9
air.juggle = 8
air.velocity = -6,-9
fall = 1
fall.recover = 0

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

;---------------------------------------------------------------------------
; MAXレイジングストーム
; CNS レベル: 中級

[Statedef 4000]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 4000
ctrl     = 0
sprpriority = 2
poweradd = -1000

;---------------------[どこキャン]
[state a]
type = poweradd
trigger1 = var(40) = 0
trigger1 = time = 0
value = -1000

[state a]
type = varset
trigger1 = time = 0
v = 40
value = 0

;---------------------
[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 30

[State 2110, 非無敵]
type = HitBy
trigger1 = time > 30
value = SC, NT, ST, HT

[State 700,];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [1000,2999]
time = 5
add = 230,230,230

[State 700,];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [3000,4999]
time = 5
add = 250,120,210

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 30
time = 30
p2defmul = 1.0

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 15100
pos = 10,-70
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 15110
pos = 10,-70
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 1000, 5];字
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,2999]
anim = 15500
sprpriority = 50
postype = left
pos = 0,80
bindtime = -1
scale = 0.5,0.5
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];バック1
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,2999]
anim = 15510
sprpriority = 51
postype = right
pos = 0,78
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];バック2
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,2999]
anim = 15511
sprpriority = 49
postype = left
pos = 0,74
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = addalpha
alpha = 340-120,120

[State 1000, 5];字
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [3000,4999]
anim = 15600
sprpriority = 50
postype = left
pos = 0,80
bindtime = -1
scale = 0.5,0.5
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];バック1
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [3000,4999]
anim = 15610
sprpriority = 51
postype = right
pos = 0,78
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];バック2
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [3000,4999]
anim = 15611
sprpriority = 49
postype = left
pos = 0,74
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = addalpha
alpha = 340-120,120

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s9,1

[State 3050, BGPalfx]
type = BGPalfx
trigger1 = 1
invertall = 1
time = 1
mul = 120,120,120
ignorehitpause = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 3
anim = 4010
postype = P1
pos = 0, -70
sprpriority = 10
ownpal = 1
bindtime = -1
removetime = -1
removeongethit = 1
ignorehitpause = 0
ID = 4000

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 3
anim = 4010
postype = P1
pos = 17, -75
sprpriority = 10
ownpal = 1
bindtime = -1
removetime = -1
removeongethit = 1
ignorehitpause = 0
scale = 0.8,0.8
ID = 4000

[State -3, 残像]
type = AfterImage
trigger1 = time = 0
time = 80
length = 5      
timegap = 1     
framegap = 1    
palbright = 0, 0, 100
palcontrast = 0, 0, 0
paladd = -70, -70, 50
palmul = 1, 1, 1
trans = Add1

[State 1000, ]
type = Varset
trigger1 = time = 0
trigger1 = command = "x+y"
var(31) = 0

[State 1000, ]
type = Varset
trigger1 = time = 0
trigger1 = command = "c"
var(31) = 1

[State 3000, ステート変更]
type = ChangeState
triggerall = time > 30
triggerall = var(59) = 0
trigger1 = var(31) = 0
trigger1 = command != "holdx+y"
trigger2 = var(31) = 1
trigger2 = command != "holdc"
trigger3 = time = 120
value = 4010

[State 3000, ステート変更(AI)]
type = ChangeState
triggerall = var(59) = 1
trigger1 = time > 30
trigger1 = P2bodydist Y > -125
trigger2 = time = 120
value = 4010

;---------------------------------------------------------------------------
; MAXレイジングストーム発動

[Statedef 4010]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 4005
ctrl     = 0
sprpriority = 2

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 20

[State 3050, BGPalfx]
type = BGPalfx
trigger1 = 1
invertall = 1
time = 1
mul = 120,120,120
ignorehitpause = 1

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 9
value = s10,14
volume = 255
channel = 10

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 8
value = s12,2

[State 810,]
type = EnvShake
trigger1 = AnimElem = 8
ampl = 3
freq = 90
time = 32

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 2
anim = 4015
postype = P1
pos = 0, 0
sprpriority = 10
ownpal = 1
bindtime = -1
removeongethit = 1
ignorehitpause = 0

[State 3000]
type = Projectile
trigger1 = AnimElem = 8
projID = 4020
projanim = 4020
projremove = 0
projpriority = 10
projhitanim = -1
projremanim = -1
projcancelanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 49
projscale = 1.1,1.1
projhits = 5
projmisstime = 6
getpower = 0
ownpal = 0
offset = 0,0
velocity = 0,0
attr = S, HP
animtype = Diagup
damage = 82,10
hitflag = MAF
guardflag = MA
hitsound = s1,4
guardsound = s2,1
pausetime = 0,20
sparkno = s10030
guard.sparkno = s10120
sparkxy = 20+(floor(p2bodydist X)),-60+(floor(p2bodydist Y))
ground.type = High
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -6,-9
air.juggle = 8
air.velocity = -6,-9
fall = 1
fall.recover = 0

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

;---------------------------------------------------------------------------
; ネオ・レイジングストーム

[Statedef 4050]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = -1000
velset   = 0,0
anim     = 4050
ctrl     = 0
sprpriority = 2

;---------------------[どこキャン]
[state a]
type = poweradd
trigger1 = var(40) = 0
trigger1 = time = 0
value = -1000

[state a]
type = varset
trigger1 = time = 0
v = 40
value = 0

;---------------------
[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 44

[State 700,];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [1000,2999]
time = 5
add = 230,230,230

[State 700,];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [3000,4999]
time = 5
add = 250,120,210

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 30
time = 30
p2defmul = 1.0

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 15100
pos = -25,-75
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 15110
pos = -25,-75
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 1000, 5];字
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,2999]
anim = 15500
sprpriority = 50
postype = left
pos = 0,80
bindtime = -1
scale = 0.5,0.5
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];バック1
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,2999]
anim = 15510
sprpriority = 51
postype = right
pos = 0,78
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];バック2
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,2999]
anim = 15511
sprpriority = 49
postype = left
pos = 0,74
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = addalpha
alpha = 340-120,120

[State 1000, 5];字
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [3000,4999]
anim = 15600
sprpriority = 50
postype = left
pos = 0,80
bindtime = -1
scale = 0.5,0.5
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];バック1
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [3000,4999]
anim = 15610
sprpriority = 51
postype = right
pos = 0,78
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];バック2
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [3000,4999]
anim = 15611
sprpriority = 49
postype = left
pos = 0,74
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = addalpha
alpha = 340-120,120

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s9,1

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

[State 3050, BGPalfx]
type = BGPalfx
trigger1 = 1
invertall = 1
time = 1
mul = 120,120,120
ignorehitpause = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,19
volume = 255
channel = 10

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

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(5) < 0
x = 19

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

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 6
x = 20

[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
triggerall = prevstateno != [3000,3999]
trigger1 = time = 0
attr = S, SA
damage = 100, 10
getpower = 0
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  = 42
ground.velocity = -4
air.type = High
air.velocity = -4,-3
air.hittime = 12
air.fall = 1
fall.recover = 0
envshake.time = 5
envshake.ampl = 3
envshake.freq = 85

[State 200, ヒット定義]
type = HitDef
triggerall = prevstateno = [3000,3999]
trigger1 = time = 0
attr = S, SA
damage = 100, 10
getpower = 0
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  = 42
ground.velocity = -4
air.type = High
air.velocity = -4,-3
air.hittime = 12
air.fall = 1
fall.recover = 0
envshake.time = 5
envshake.ampl = 3
envshake.freq = 85
p2facing = 1
p2stateno = 4202

[State 1000, ステート変更]
type = ChangeState
;trigger1 = AnimElem = 8
trigger1 = Movehit
value = 4060

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

;---------------------------------------------------------------------------
; ネオ・レイジングストーム　浮かせ→溜め

[Statedef 4060]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 4060
ctrl     = 0
sprpriority = 2

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

[State 3050, BGPalfx]
type = BGPalfx
trigger1 = 1
invertall = 1
time = 1
mul = 120,120,120
ignorehitpause = 1

[State 1000, ]
type = Velset
trigger1 = AnimElem = 1
x = 3

[State 1000, ]
type = Velset
trigger1 = AnimElem = 3
x = 0

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

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 14
value = s12,10

[State 3000]
type = Projectile
trigger1 = AnimElem = 5
projID = 4060
projanim = 2260
projremove = 0
projpriority = 1
projhitanim = -1
projremanim = -1
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 25
projbindtime = 25
getpower = 0
givepower = 20,20
ownpal = 0
offset = 25,0
velocity = 0,0
attr = S, SP
animtype = Hard
damage = 50,10
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
air.juggle = 7
air.velocity = 0,-3.8
air.fall = 1
fall.recover = 0

[State 3000]
type = Projectile
trigger1 = AnimElem = 14
projID = 4065
projanim = 2210
projremove = 0
projpriority = 1
projhitanim = -1
projremanim = -1
projsprpriority = 1
projshadow = 0,0,0
projremovetime = 23
projbindtime = 23
getpower = 0
givepower = 20,20
ownpal = 0
offset = 5,0
velocity = 0, 0
attr = S, SP
animtype = up
damage = 50,10
hitflag = MAF
guardflag = MA
hitsound = s1,8
guardsound = s2,1
pausetime = 0,10
sparkno = s10060
guard.sparkno = s10120
sparkxy = 40,-50
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = 0,-12
air.velocity = 0,-11
fall = 1
fall.recover = 0
yaccel = .3

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 27
anim = 4010
postype = P1
pos = 0, -70
sprpriority = 10
ownpal = 1
bindtime = -1
removetime = -1
removeongethit = 1
ignorehitpause = 0
ID = 4000

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 27
anim = 4010
postype = P1
pos = 17, -75
sprpriority = 10
ownpal = 1
bindtime = -1
removetime = -1
removeongethit = 1
ignorehitpause = 0
scale = 0.8,0.8
ID = 4000

[State 1000, ステート変更]
type = ChangeState
trigger1 = Time = 105
value = 4070

;---------------------------------------------------------------------------
; ネオ・レイジングストーム　フィニッシュ

[Statedef 4070]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 4005
ctrl     = 0
sprpriority = 2

[State 3050, BGPalfx]
type = BGPalfx
trigger1 = 1
invertall = 1
time = 1
mul = 120,120,120
ignorehitpause = 1

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 9
value = s10,14
volume = 255
channel = 10

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 8
value = s12,2

[State 810,]
type = EnvShake
trigger1 = AnimElem = 8
ampl = 3
freq = 90
time = 32

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 2
anim = 4015
postype = P1
pos = 0, 0
sprpriority = 10
ownpal = 1
bindtime = -1
removeongethit = 1
ignorehitpause = 0

[State 3000]
type = Projectile
trigger1 = AnimElem = 8
projID = 4020
projanim = 4020
projremove = 0
projpriority = 10
projhitanim = -1
projremanim = -1
projcancelanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 49
projscale = 1.1,1.1
;projhits = 5
projmisstime = 6
getpower = 0
ownpal = 0
offset = 0,0
velocity = 0,0
attr = S, HP
animtype = Diagup
damage = 325,10
hitflag = MAF
guardflag = MA
hitsound = s1,4
guardsound = s2,1
pausetime = 0,20
sparkno = s10030
guard.sparkno = s10120
sparkxy = 20+(floor(p2bodydist X)),-60+(floor(p2bodydist Y))
ground.type = High
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -6,-9
air.juggle = 8
air.velocity = -6,-9
fall = 1
fall.recover = 0
p2facing = 1
p2stateno = 4080

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

;---------------------------------------------------------------------------
;上方回転吹き飛び ヒットストップ処理

[Statedef 4080]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 5030

[State 1830]
type = changeState
trigger1 = HitShakeOver
value = 4085
ctrl = 0

[State 1830]
type = SelfState
trigger1 = time = 100
value = 5100

;---------------------------------------------------------------------------
;相手動作(上方回転吹き飛び)
[Statedef 4085]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 1500,]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = -2.4
y = -14

[State 52, 2]
type = Veladd
trigger1 = time >= 2
y = .5

[State 810,]
type = EnvShake
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
ampl = 10
freq = 120
time = 10

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 4080

[State 1830]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100
;ctrl = 0

;---------------------------------------------------------------------------
;相手動作(上段やられ)
[Statedef 4202]
type    = S
movetype= H
physics = S
velset = 0,0

[State 52, 1]
type = Hitfallset
trigger1 = 1
value = 0

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 4202

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; MAXバスターウルフ
; CNS レベル: 中級

[Statedef 4300]
type     = S
movetype = A
physics  = S
juggle   = ifelse(var(12),31,2) ;7
velset   = 0,0
anim     = 3100
ctrl     = 0
sprpriority = 2
poweradd = -1000

;---------------------[どこキャン]
[state a]
type = poweradd
trigger1 = var(40) = 0
trigger1 = time = 0
value = -1000

[state a]
type = varset
trigger1 = time = 0
v = 40
value = 0

;---------------------
[State 1500,]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 30

[State 700,];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [1000,2999]
time = 5
add = 230,230,230

[State 700,];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [3000,3999]
time = 5
add = 250,120,210

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 10,0

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 30
time = 30
p2defmul = 1.0

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 15100
pos = -15,-70
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 15110
pos = -15,-70
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 1000, 5];字
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,2999]
anim = 15500
sprpriority = 50
postype = left
pos = 0,80
bindtime = -1
scale = 0.5,0.5
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];バック1
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,2999]
anim = 15510
sprpriority = 51
postype = right
pos = 0,78
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];バック2
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,2999]
anim = 15511
sprpriority = 49
postype = left
pos = 0,74
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = addalpha
alpha = 340-120,120

[State 1000, 5];字
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [3000,3999]
anim = 15600
sprpriority = 50
postype = left
pos = 0,80
bindtime = -1
scale = 0.5,0.5
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];バック1
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [3000,3999]
anim = 15610
sprpriority = 51
postype = right
pos = 0,78
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];バック2
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [3000,3999]
anim = 15611
sprpriority = 49
postype = left
pos = 0,74
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = addalpha
alpha = 340-120,120

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s9,1

[State 3050, BGPalfx]
type = BGPalfx
trigger1 = 1
invertall = 1
time = 1
mul = 120,120,120
ignorehitpause = 1

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

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6
value = s13,0

[State -3, 残像]
type = AfterImage
trigger1 = time = 0
time = 65
length = 5      
timegap = 1     
framegap = 1    
palbright = 0, 0, 100
palcontrast = 0, 0, 0
paladd = -70, -70, 50
palmul = 1, 1, 1
trans = Add1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 5
anim = 3210
postype = P1
pos = -20, 2
sprpriority = 10
ownpal = 1
bindtime = 1
removeongethit = 1
ignorehitpause = 0

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 6
anim = 3105
postype = P1
pos = -20, 2
sprpriority = 0
ownpal = 1
bindtime = -1
removeongethit = 1
ignorehitpause = 0
ID = 3100

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
x = 10

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(6) >= 0 && AnimElemtime(14) < 0
x = 15

[State 1000, ]
type = Velset
trigger1 = AnimElem = 15
x = 0

[State 200, ヒット定義]
type = HitDef
triggerall = prevstateno != [3000,3999]
trigger1 = time = 0
attr = S, HA
damage = 100,10
getpower = 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 25, 31
sparkno = s10030
guard.sparkno = s10120
sparkxy = -20, -60
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 45
ground.hittime  = 46
ground.velocity = -6
air.type = High
air.velocity = -3,-2
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 15
envshake.ampl = 5
envshake.freq = 85

[State 200, ヒット定義]
type = HitDef
triggerall = prevstateno = [3000,3999]
trigger1 = time = 0
attr = S, HA
damage = 100,10
getpower = 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 25, 31
sparkno = s10030
guard.sparkno = s10120
sparkxy = -20, -60
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 45
ground.hittime  = 46
ground.velocity = -6
air.type = High
air.velocity = -3,-2
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 15
envshake.ampl = 5
envshake.freq = 85
p2facing = 1
p2stateno = 4320

[State 2000, ステート変更]
type = ChangeState
triggerall = movecontact
trigger1 = AnimElem = 13
value = 4310

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

;---------------------------------------------------------------------------
; バスターウルフ追撃

[Statedef 4310]
type     = S
movetype = A
physics  = S
juggle   = 0
anim     = 3205
ctrl     = 0
sprpriority = 2

[State 3050, BGPalfx]
type = BGPalfx
trigger1 = 1
invertall = 1
time = 1
mul = 120,120,120
ignorehitpause = 1

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 20,0

[State 1500,]
type = NotHitBy
trigger1 = 1
value = SCA

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 9
value = s13,1

[State 200, ヒット定義]
type = Projectile
trigger1 = AnimElem = 9
projID = 4310
projanim = 3220
projremove = 0
projpriority = 5
projhitanim = -1
projremanim = -1
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 26
Projhits = 5
Projmisstime = 1
getpower = 0
ownpal = 0
offset = 0,0
velocity = 0,0
attr = A, HA
animtype = Diagup
damage = 60,10
hitflag = MAF
guardflag = MA
hitsound = s1,4
guardsound = s2,1
pausetime = 0,30
sparkno = s10030
guard.sparkno = s10120
sparkxy = 80,-70
ground.type = High
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -4,-12
air.velocity = -4,-12
yaccel = 0.58
fall = 1
fall.recover = 0
envshake.time = 20
envshake.ampl = 6
envshake.freq = 85

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

;---------------------------------------------------------------------------
;相手動作(初段ロック)
[Statedef 4320]
type    = S
movetype= H
physics = S
velset = 0,0

[State 52, 1]
type = Hitfallset
trigger1 = 1
value = 0

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 4320

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 虚空烈風斬

[Statedef 4400]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 4400
ctrl     = 0
sprpriority = 2
poweradd = -1000

;---------------------[どこキャン]
[state a]
type = poweradd
trigger1 = var(40) = 0
trigger1 = time = 0
value = -1000

[state a]
type = varset
trigger1 = time = 0
v = 40
value = 0

;---------------------
[State 1500,]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 30

[State 700,];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [1000,2999]
time = 5
add = 230,230,230

[State 700,];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [3000,3999]
time = 5
add = 250,120,210

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 30
time = 30
p2defmul = 1.0

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 15100
pos = 0,-80
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 15110
pos = 0,-80
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 1000, 5];字
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,2999]
anim = 15500
sprpriority = 50
postype = left
pos = 0,80
bindtime = -1
scale = 0.5,0.5
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];バック1
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,2999]
anim = 15510
sprpriority = 51
postype = right
pos = 0,78
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];バック2
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,2999]
anim = 15511
sprpriority = 49
postype = left
pos = 0,74
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = addalpha
alpha = 340-120,120

[State 1000, 5];字
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [3000,3999]
anim = 15600
sprpriority = 50
postype = left
pos = 0,80
bindtime = -1
scale = 0.5,0.5
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];バック1
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [3000,3999]
anim = 15610
sprpriority = 51
postype = right
pos = 0,78
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];バック2
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [3000,3999]
anim = 15611
sprpriority = 49
postype = left
pos = 0,74
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = addalpha
alpha = 340-120,120

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s9,1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 32
value = s10,40
volume = 255
channel = 10

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 12
trigger3 = AnimElem = 19
trigger4 = AnimElem = 25
value = s12,10

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 32
trigger2 = AnimElem = 33
trigger3 = AnimElem = 34
trigger4 = AnimElem = 35
value = s12,22

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 38
anim = 4260
postype = P1
pos = 0, 0
sprpriority = 10
ownpal = 1
bindtime = -1
removeongethit = 1
ignorehitpause = 0

[State -3, 残像]
type = AfterImage
trigger1 = time = 0
time = 90
length = 5      
timegap = 3     
framegap = 3    
palbright = 1, 1, 1
palcontrast = 128, 128, 128
paladd = 0, 0, 0
palmul = 1, 1, 1
trans = Add1

[State 3000]
type = Projectile
trigger1 = AnimElem = 5
trigger2 = AnimElem = 12
trigger3 = AnimElem = 19
trigger4 = AnimElem = 25
projID = 4400
projanim = 1065
projremove = 1
projpriority = 8
projhitanim = 1015
projremanim = 1015
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 0
ownpal = 0
offset = 30,1
velocity = 14, 0
attr = S, HP
animtype = Hard
damage = 65,10
hitflag = MAF
guardflag = MA
hitsound = s1,1
guardsound = s2,1
pausetime = 0,10
sparkno = s10030
guard.sparkno = s10120
sparkxy = 20,-40
ground.type = High
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -9
air.velocity = -3.6,-3.8
air.fall = 1
fall.recover = 0

[State 3000]
type = Projectile
trigger1 = AnimElem = 32
projID = 4410
projanim = 4410
projremove = 0
projpriority = 5
projhitanim = -1
projremanim = -1
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 26
projscale = 1, 1
getpower = 0
ownpal = 0
offset = 0,0
velocity = 0,0
attr = S, SP
animtype = Diagup
damage = 300,10
hitflag = MAF
guardflag = MA
hitsound = s1,4
guardsound = s2,1
pausetime = 0,20
sparkno = s10030
guard.sparkno = s10120
sparkxy = 20,-40
ground.type = High
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -6,-7
air.juggle = 9
air.velocity = -6,-7
fall = 1
fall.recover = 0
envshake.time = 30
envshake.ampl = 6
envshake.freq = 80

[State 3000]
type = Projectile
trigger1 = AnimElem = 33
projID = 4410
projanim = 4410
projremove = 0
projpriority = 5
projhitanim = -1
projremanim = -1
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 26
projscale = 1, 1
getpower = 0
ownpal = 0
offset = 70,0
velocity = 0,0
attr = S, SP
animtype = Diagup
damage = 300,10
hitflag = MAF
guardflag = MA
hitsound = s1,4
guardsound = s2,1
pausetime = 0,20
sparkno = s10030
guard.sparkno = s10120
sparkxy = 20,-40
ground.type = High
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -6,-7
air.juggle = 9
air.velocity = -6,-7
fall = 1
fall.recover = 0
envshake.time = 30
envshake.ampl = 6
envshake.freq = 80

[State 3000]
type = Projectile
trigger1 = AnimElem = 34
projID = 4410
projanim = 4410
projremove = 0
projpriority = 5
projhitanim = -1
projremanim = -1
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 26
projscale = 1, 1
getpower = 0
ownpal = 0
offset = 140,0
velocity = 0,0
attr = S, SP
animtype = Diagup
damage = 300,10
hitflag = MAF
guardflag = MA
hitsound = s1,4
guardsound = s2,1
pausetime = 0,20
sparkno = s10030
guard.sparkno = s10120
sparkxy = 20,-40
ground.type = High
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -6,-7
air.juggle = 9
air.velocity = -6,-7
fall = 1
fall.recover = 0
envshake.time = 30
envshake.ampl = 6
envshake.freq = 80

[State 3000]
type = Projectile
trigger1 = AnimElem = 35
projID = 4410
projanim = 4410
projremove = 0
projpriority = 5
projhitanim = -1
projremanim = -1
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 26
projscale = 1, 1
getpower = 0
ownpal = 0
offset = 210,0
velocity = 0,0
attr = S, SP
animtype = Diagup
damage = 300,10
hitflag = MAF
guardflag = MA
hitsound = s1,4
guardsound = s2,1
pausetime = 0,20
sparkno = s10030
guard.sparkno = s10120
sparkxy = 20,-40
ground.type = High
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -6,-7
air.juggle = 9
air.velocity = -6,-7
fall = 1
fall.recover = 0
envshake.time = 30
envshake.ampl = 6
envshake.freq = 80

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

;---------------------------------------------------------------------------
; 3ゲージ超必殺技
;---------------------------------------------------------------------------
; ストームウルフ
; CNS レベル: 中級

[Statedef 4500]
type     = S
movetype = A
physics  = S
juggle   = ifelse(var(12),31,1) ;7
velset   = 0,0
anim     = 3100
ctrl     = 0
sprpriority = 2
poweradd = -2000

;---------------------[どこキャン]
[state a]
type = poweradd
trigger1 = var(40) = 0
trigger1 = time = 0
value = -1000

[state a]
type = varset
trigger1 = time = 0
v = 40
value = 0

;---------------------
[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 10,0

[State 1500,]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 40

[State 700,];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [1000,2999]
time = 5
add = 230,230,230

[State 700,];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [3000,3999]
time = 5
add = 250,120,210

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 30
time = 30
p2defmul = 1.0

[State 2000]
type = AssertSpecial
trigger1 = 1
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 15200
pos = -15,-70
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 15210
pos = -15,-70
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 16010
pos = ifelse(facing=1,-320,320),0
ownpal = 1
postype = front
bindtime = -1
supermove = 1
sprpriority = -15
facing = ifelse(facing=-1,-1,1)

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 16020
pos = ifelse(facing=1,-320,320),0
ownpal = 1
postype = front
bindtime = -1
supermove = 1
sprpriority = -10
facing = ifelse(facing=-1,-1,1)

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s9,2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,13
volume = 255
channel = 10

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6
value = s13,0

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 6
anim = 3105
postype = P1
pos = -20, 2
sprpriority = 0
ownpal = 1
bindtime = -1
removeongethit = 1
ignorehitpause = 0

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
x = 10

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(6) >= 0 && AnimElemtime(14) < 0
x = 15

[State 1000, ]
type = Velset
trigger1 = AnimElem = 15
x = 0

[State 200, ヒット定義]
type = HitDef
triggerall = prevstateno != [3000,3999]
trigger1 = time = 0
attr = S, HA
damage = 100,10
getpower = 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 25, 29
sparkno = s10030
guard.sparkno = s10120
sparkxy = -20, -60
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -6
air.type = High
air.velocity = -3,-2
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 15
envshake.ampl = 5
envshake.freq = 85

[State 200, ヒット定義]
type = HitDef
triggerall = prevstateno = [3000,3999]
trigger1 = time = 0
attr = S, HA
damage = 100,10
getpower = 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 22, 24
sparkno = s10030
guard.sparkno = s10120
sparkxy = -20, -60
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -6
air.type = High
air.velocity = -3,-2
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 15
envshake.ampl = 5
envshake.freq = 85
p2facing = 1
p2stateno = 4320

[State 2000, ステート変更]
type = ChangeState
triggerall = MoveHit
trigger1 = AnimElem = 13
value = 4505

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

;---------------------------------------------------------------------------
; ストームウルフ追撃
; CNS レベル: 中級

[Statedef 4505]
type     = S
movetype = A
physics  = S
juggle   = 0
anim     = 4105
ctrl     = 0
sprpriority = 2

[State 2000]
type = AssertSpecial
trigger1 = 1
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 20,0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 9
value = s0,4

[State 440,]
type = PosAdd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
x = 12

[State 440,]
type = PosAdd
trigger1 = AnimElem = 4
x = 5

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 10
attr = S, HA
damage = 60,10
getpower = 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 21, 23
sparkno = s10030
guard.sparkno = s10120
sparkxy = -20, -70
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -3
air.type = High
air.velocity = -2,-2
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 4
envshake.freq = 85

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 4510

;---------------------------------------------------------------------------
; ストームウルフ追撃風牙
; CNS レベル: 中級

[Statedef 4510]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1200
ctrl     = 0
sprpriority = 5

[State 2000]
type = AssertSpecial
trigger1 = 1
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 170, 無敵]
type = NotHitBy
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(7) < 0
value = SCA

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

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

[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 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 = 4
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 = 5
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 = 8
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
attr = A, HA
damage = 60,10
getpower = 0
animtype = up
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 0, 10
sparkno = s10030
guard.sparkno = s10120
sparkxy = -20, -80
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -3,-10
air.type = High
air.velocity = -3,-6
air.hittime = 12
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
attr = A, HA
damage = 60,10
getpower = 0
animtype = up
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 4, 4
sparkno = s10030
guard.sparkno = s10120
sparkxy = -20, -60
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -2,-5
air.type = High
air.velocity = -2,-4
air.hittime = 12
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
size.xscale = 2
size.yscale = 2

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 6
attr = A, HA
damage = 60,10
getpower = 0
animtype = Diagup
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 14, 14
sparkno = s10030
guard.sparkno = s10120
sparkxy = -20, -70
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -4,-7
air.type = High
air.velocity = -4,-6
air.hittime = 12
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
size.xscale = 2
size.yscale = 2

[State 1000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(10) >= 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 4515

;---------------------------------------------------------------------------
; ストームウルフトドメ

[Statedef 4515]
type     = S
movetype = A
physics  = N
juggle   = 0
anim     = 4515
ctrl     = 0
sprpriority = 2

[State 2000]
type = AssertSpecial
trigger1 = AnimElemtime(12) < 0
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 20,0

[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, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s10,14
volume = 255
channel = 10

[State 181,]
type = PlaySnd
trigger1 = time = 0
value = s4,0

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s13,1

[State 200, ヒット定義]
type = Projectile
trigger1 = AnimElem = 3
projID = 6210
projanim = 3220
projremove = 0
projpriority = 5
projhitanim = -1
projremanim = -1
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 26
Projhits = 5
Projmisstime = 1
getpower = 0
ownpal = 0
offset = 0,0
velocity = 0,0
attr = A, HA
animtype = Diagup
damage = 60,10
hitflag = MAF
guardflag = MA
hitsound = s1,4
guardsound = s2,1
pausetime = 0,30
sparkno = s10030
guard.sparkno = s10120
sparkxy = 80,-70
ground.type = High
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -4,-12
air.velocity = -4,-12
yaccel = 0.58
fall = 1
fall.recover = 0
envshake.time = 20
envshake.ampl = 6
envshake.freq = 85

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

;---------------------------------------------------------------------------
;以下未調整
;-----------------------------------------------------------------------------
; 虚空烈風斬

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

;---------------------[どこキャン]
[state a]
type = poweradd
trigger1 = var(40) = 0
trigger1 = time = 0
value = -1000

[state a]
type = varset
trigger1 = time = 0
v = 40
value = 0

;---------------------
[State 1500,]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 30

[State 700,];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [1000,2999]
time = 5
add = 230,230,230

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 30
time = 30
p2defmul = 1.0

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 15000
pos = 5,-80
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 15010
pos = 5,-80
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 1000, 5];字
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,2999]
trigger2 = prevstateno = [11000,11999]
anim = 15500
sprpriority = 50
postype = left
pos = 0,80
bindtime = -1
scale = 0.5,0.5
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];バック1
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,2999]
trigger2 = prevstateno = [11000,11999]
anim = 15510
sprpriority = 51
postype = right
pos = 0,78
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];バック2
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,2999]
trigger2 = prevstateno = [11000,11999]
anim = 15511
sprpriority = 49
postype = left
pos = 0,74
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = addalpha
alpha = 340-120,120

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s9,0

[State 1000, 音を鳴らす]
type = null;PlaySnd
trigger1 = AnimElem = 1
value = s10,5
volume = -1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 17
value = s12,10

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 26
value = s12,22

[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 = 14
anim = 1055
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 = 32
anim = 3060
postype = P1
pos = 0, 0
sprpriority = 10
ownpal = 1
bindtime = -1
removeongethit = 1
ignorehitpause = 0

[State 3000]
type = Projectile
trigger1 = AnimElem = 5
trigger2 = AnimElem = 17
projID = 2200
projanim = 1065
projremove = 1
projpriority = 8
projhitanim = 1015
projremanim = 1015
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 11
getpower = 0
ownpal = 0
offset = 30,1
velocity = 8, 0
attr = S, HP
animtype = Hard
damage = 65,10
hitflag = MAF
guardflag = MA
hitsound = s1,1
guardsound = s2,1
pausetime = 0,10
sparkno = s10030
guard.sparkno = s10120
sparkxy = 20,-40
ground.type = High
ground.hittime = 35
ground.slidetime = 23
ground.velocity = 0;-9
air.velocity = -3.6,-3.8
air.fall = 1
fall.recover = 0

[State 3000]
type = Projectile
trigger1 = AnimElem = 26
projID = 2210
projanim = 3055
projremove = 0
projpriority = 5
projhitanim = -1
projremanim = -1
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 18
projscale = 1, 1
getpower = 0
ownpal = 0
offset = 0,0
velocity = 0,0
attr = S, SP
animtype = Diagup
damage = 130,10
hitflag = MAF
guardflag = MA
hitsound = s1,4
guardsound = s2,1
pausetime = 0,20
sparkno = s10030
guard.sparkno = s10120
sparkxy = 20,-40
ground.type = High
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -6,-7
air.juggle = 9
air.velocity = -6,-7
fall = 1
fall.recover = 0
envshake.time = 30
envshake.ampl = 6
envshake.freq = 80

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

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

[Statedef 2620]
type     = S
movetype = I
physics  = S
juggle   = ifelse(var(12),31,1) ;0
poweradd = 0
velset   = 0,0
anim     = 2610
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

;---------------------------------------------------------------------------
;デッドリーレイブ・ネオ

[Statedef 3000]
type     = S
movetype = A
physics  = S
juggle   = ifelse(var(12),31,1) ;8
velset   = 0,0
anim     = 3000
ctrl     = 0
sprpriority = 3
poweradd = -1000

;---------------------[どこキャン]
[state a]
type = poweradd
trigger1 = var(40) = 0
trigger1 = time = 0
value = -1000

[state a]
type = varset
trigger1 = time = 0
v = 40
value = 0

;---------------------
[State 170, 無敵]
type = NotHitBy
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(6) < 0
value = SCA

[State 170, ]
type = Targetbind
triggerall = Prevstateno = 2100
trigger1 = Movehit
pos = 35,0

[State 170, ]
type = Varset
trigger1 = Prevstateno != 2100
var(30) = 0

[State 170, ]
type = Varset
trigger1 = Prevstateno = 2100
var(30) = 1

[State 700,];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [1000,2999]
time = 5
add = 230,230,230

[State 700,];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [2000,2499]
time = 5
add = 250,120,210

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 30
time = 30
p2defmul = 1.0

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 15100
pos = 5,-50
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 15110
pos = 5,-50
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 1000, 5];字
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,2999]
trigger2 = prevstateno = [11000,11999]
anim = 15500
sprpriority = 50
postype = left
pos = 0,80
bindtime = -1
scale = 0.5,0.5
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];バック1
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,2999]
trigger2 = prevstateno = [11000,11999]
anim = 15510
sprpriority = 51
postype = right
pos = 0,78
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];バック2
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,2999]
trigger2 = prevstateno = [11000,11999]
anim = 15511
sprpriority = 49
postype = left
pos = 0,74
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = addalpha
alpha = 340-120,120

[State 1000, 5];字
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [2000,2499]
anim = 15600
sprpriority = 50
postype = left
pos = 0,80
bindtime = -1
scale = 0.5,0.5
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];バック1
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [2000,2499]
anim = 15610
sprpriority = 51
postype = right
pos = 0,78
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];バック2
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [2000,2499]
anim = 15611
sprpriority = 49
postype = left
pos = 0,74
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = addalpha
alpha = 340-120,120

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 1
value = s9,1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,34

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 6
value = s12,18

[State 3000, 軸位置移動]
type = Velset
trigger1 = AnimElemtime(6) >= 0 && AnimElemtime(18) < 0
x = 9

[State 3000, 軸位置移動]
type = VelSet
trigger1 = AnimElem = 20
x = 0

[State -3, 残像]
type = AfterImage
trigger1 = AnimElem = 1
time = 65
trans = add1
timegap = 4
framegap = 1
length = 3
palbright = 100,0,0
palcontrast = 0,0,0
paladd = 100,-50,-50

[State 1950]
type = HitDef
trigger1 = Time = 0
attr = S,HA
getpower = 0
damage = 30,10
animtype = Hard
hitflag = MAF
guardflag = MA
priority = 5
pausetime = 15,17
sparkno = s10030
sparkxy = -20,-50
hitsound = s1,1
guardsound = s2,1
guard.sparkno = s10120
guard.velocity = -3
ground.type = High
ground.slidetime = 23
ground.hittime = 24
ground.velocity = 0,0
air.velocity = -4,-4
air.fall = 1
fall.recover = 0
p2facing = 1
envshake.time = 10
envshake.ampl = 2
envshake.freq = 90

[State 1950]
type = HitDef
triggerall = Prevstateno = 2100
trigger1 = Time = 0
attr = S,HA
getpower = 0
damage = 30,10
animtype = Hard
hitflag = MAF
guardflag = MA
priority = 5
pausetime = 15,17
sparkno = s10030
sparkxy = -20,-50
hitsound = s1,1
guardsound = s2,1
guard.sparkno = s10120
guard.velocity = -3
ground.type = High
ground.slidetime = 23
ground.hittime = 24
ground.velocity = 0,0
air.velocity = -4,-4
air.fall = 1
fall.recover = 0
p2facing = 1
envshake.time = 10
envshake.ampl = 2
envshake.freq = 90
p2stateno = 3002

[State 1000,]
type = ChangeState
triggerall = MoveContact
triggerall = AnimElemtime(6) >= 0 && AnimElemtime(18) < 0
trigger1 = !var(59)
trigger1 = command = "x"
trigger2 = var(59)
value = 3005

[State 3000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;一打目

[Statedef 3005]
type     = S
movetype = A
physics  = S
juggle   = ifelse(var(12),31,1) ;10
velset   = 0,0
anim     = 3005
ctrl     = 0
sprpriority = 3

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

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 4
value = s0,1

[State 3000, 軸位置移動]
type = Velset
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(8) < 0
x = 3

[State -3, 残像]
type = AfterImage
trigger1 = time = 0
time = 22
trans = add1
timegap = 4
framegap = 1
length = 3
palbright = 100,0,0
palcontrast = 0,0,0
paladd = 100,-50,-50

[State 1950]
type = HitDef
trigger1 = Time = 0
attr = S,HA
getpower = 0
damage = 30,10
animtype = Hard
hitflag = MAF
guardflag = MA
priority = 5
pausetime = 14,14
sparkno = s10030
sparkxy = -20,-65
hitsound = s1,1
guardsound = s2,1
guard.sparkno = s10120
guard.velocity = -3
ground.type = Low
ground.slidetime = 23
ground.hittime = 24
ground.velocity = -3
air.velocity = -4,-4
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 2
envshake.freq = 90

[State 1000,]
type = ChangeState
triggerall = MoveContact
triggerall = AnimElemtime(4) >= 0 && AnimElemtime(8) < 0
trigger1 = !var(59)
trigger1 = command = "x"
trigger2 = var(59)
value = 3010

[State 3000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;二打目

[Statedef 3010]
type     = S
movetype = A
physics  = S
juggle   = ifelse(var(12),31,1) ;10
velset   = 0,0
anim     = 3010
ctrl     = 0
sprpriority = 3

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

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 2
value = s0,1

[State 3000, 軸位置移動]
type = Velset
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(4) < 0
x = 3

[State 3000, 軸位置移動]
type = VelSet
trigger1 = AnimElem = 4
x = 0

[State -3, 残像]
type = AfterImage
trigger1 = time = 0
time = 16
trans = add1
timegap = 4
framegap = 1
length = 3
palbright = 100,0,0
palcontrast = 0,0,0
paladd = 100,-50,-50

[State 1950]
type = HitDef
trigger1 = Time = 0
attr = S,HA
getpower = 0
damage = 30,10
animtype = Hard
hitflag = MAF
guardflag = MA
priority = 5
pausetime = 14,14
sparkno = s10030
sparkxy = -20,-80
hitsound = s1,1
guardsound = s2,1
guard.sparkno = s10120
guard.velocity = -3
ground.type = High
ground.slidetime = 23
ground.hittime = 24
ground.velocity = -3
air.velocity = -4,-4
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 2
envshake.freq = 90

[State 1000,]
type = ChangeState
triggerall = MoveContact
triggerall = AnimElemtime(2) >= 0 && AnimElemtime(5) < 0
trigger1 = !var(59)
trigger1 = command = "a"
trigger2 = var(59)
value = 3015

[State 3000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;三打目

[Statedef 3015]
type     = S
movetype = A
physics  = S
juggle   = ifelse(var(12),31,1) ;10
velset   = 0,0
anim     = 3015
ctrl     = 0
sprpriority = 3

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

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 5
value = s0,1

[state 300,]
type = Posadd
trigger1 = AnimElem = 6
x = 5

[state 300,]
type = Posadd
trigger1 = AnimElem = 7
x = 10

[State 3000, 軸位置移動]
type = Velset
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(8) < 0
x = 2

[State 3000, 軸位置移動]
type = VelSet
trigger1 = AnimElem = 8
x = 0

[State -3, 残像]
type = AfterImage
trigger1 = time = 0
time = 18
trans = add1
timegap = 4
framegap = 1
length = 3
palbright = 100,0,0
palcontrast = 0,0,0
paladd = 100,-50,-50

[State 1950]
type = HitDef
trigger1 = Time = 0
attr = S,HA
getpower = 0
damage = 30,10
animtype = Hard
hitflag = MAF
guardflag = MA
priority = 5
pausetime = 14,14
sparkno = s10030
sparkxy = -20,-65
hitsound = s1,3
guardsound = s2,1
guard.sparkno = s10120
guard.velocity = -3
ground.type = Low
ground.slidetime = 23
ground.hittime = 24
ground.velocity = -3
air.velocity = -4,-4
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 2
envshake.freq = 90

[State 1000,]
type = ChangeState
triggerall = MoveContact
triggerall = AnimElemtime(6) >= 0 && AnimElemtime(10) < 0
trigger1 = !var(59)
trigger1 = command = "a"
trigger2 = var(59)
value = 3020


[State 3000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;四打目

[Statedef 3020]
type     = S
movetype = A
physics  = S
juggle   = ifelse(var(12),31,1) ;10
velset   = 0,0
anim     = 3020
ctrl     = 0
sprpriority = 3

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

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s0,3

[state 300,]
type = Posadd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
x = 10

[state 300,]
type = Posadd
trigger1 = AnimElem = 6
trigger2 = Animtime = 0
x = -10

[State 3000, 軸位置移動]
type = Velset
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(6) < 0
x = 3

[State 3000, 軸位置移動]
type = VelSet
trigger1 = AnimElem = 6
x = 0

[State -3, 残像]
type = AfterImage
trigger1 = time = 0
time = 10
trans = add1
timegap = 4
framegap = 1
length = 3
palbright = 100,0,0
palcontrast = 0,0,0
paladd = 100,-50,-50

[State 1950]
type = HitDef
trigger1 = Time = 0
attr = S,HA
getpower = 0
damage = 30,10
animtype = Hard
hitflag = MAF
guardflag = MA
priority = 5
pausetime = 14,14
sparkno = s10030
sparkxy = -20,-50
hitsound = s1,3
guardsound = s2,1
guard.sparkno = s10120
guard.velocity = -3
ground.type = Low
ground.slidetime = 23
ground.hittime = 24
ground.velocity = -3
air.velocity = -4,-4
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 2
envshake.freq = 90

[State 1000,]
type = ChangeState
triggerall = MoveContact
triggerall = AnimElemtime(4) >= 0 && AnimElemtime(7) < 0
trigger1 = !var(59)
trigger1 = command = "y"
trigger2 = var(59)
value = 3025

[State 3000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;五打目

[Statedef 3025]
type     = S
movetype = A
physics  = S
juggle   = ifelse(var(12),31,1) ;10
velset   = 0,0
anim     = 3025
ctrl     = 0
sprpriority = 3

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

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 2
value = s0,3

[state 300,]
type = Posadd
trigger1 = AnimElem = 2
x = -10

[state 300,]
type = Posadd
trigger1 = AnimElem = 7
x = 10

[State 3000, 軸位置移動]
type = Velset
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(5) < 0
x = 3

[State 3000, 軸位置移動]
type = VelSet
trigger1 = AnimElem = 5
x = 0

[State -3, 残像]
type = AfterImage
trigger1 = time = 0
time = 10
trans = add1
timegap = 4
framegap = 1
length = 3
palbright = 100,0,0
palcontrast = 0,0,0
paladd = 100,-50,-50

[State 1950]
type = HitDef
trigger1 = Time = 0
attr = S,HA
getpower = 0
damage = 30,10
animtype = Hard
hitflag = MAF
guardflag = MA
priority = 5
pausetime = 14,14
sparkno = s10030
sparkxy = -10,-75
hitsound = s1,3
guardsound = s2,1
guard.sparkno = s10120
guard.velocity = -3
ground.type = High
ground.slidetime = 23
ground.hittime = 24
ground.velocity = -3
air.velocity = -4,-4
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 2
envshake.freq = 90

[State 1000,]
type = ChangeState
triggerall = MoveContact
triggerall = AnimElemtime(4) >= 0 && AnimElemtime(7) < 0
trigger1 = !var(59)
trigger1 = command = "y"
trigger2 = var(59)
value = 3030

[State 3000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;六打目

[Statedef 3030]
type     = S
movetype = A
physics  = S
juggle   = ifelse(var(12),31,1) ;10
velset   = 0,0
anim     = 3030
ctrl     = 0
sprpriority = 3

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

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 4
value = s0,3

[state 300,]
type = Posadd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
x = 10

[state 300,]
type = Posadd
trigger1 = AnimElem = 10
trigger2 = AnimElem = 11
trigger3 = AnimElem = 12
x = -10

[State 3000, 軸位置移動]
type = Velset
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(7) < 0
x = 3

[State -3, 残像]
type = AfterImage
trigger1 = time = 0
time = 17
trans = add1
timegap = 4
framegap = 1
length = 3
palbright = 100,0,0
palcontrast = 0,0,0
paladd = 100,-50,-50

[State 1950]
type = HitDef
trigger1 = Time = 0
attr = S,HA
getpower = 0
damage = 30,10
animtype = Hard
hitflag = MAF
guardflag = MA
priority = 5
pausetime = 14,14
sparkno = s10030
sparkxy = -20,-90
hitsound = s1,3
guardsound = s2,1
guard.sparkno = s10120
guard.velocity = -3
ground.type = High
ground.slidetime = 23
ground.hittime = 24
ground.velocity = -3
air.velocity = -4,-4
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 2
envshake.freq = 90

[State 1000,]
type = ChangeState
triggerall = MoveContact
triggerall = AnimElemtime(5) >= 0 && AnimElemtime(10) < 0
trigger1 = !var(59)
trigger1 = command = "b"
trigger2 = var(59)
value = 3035

[State 3000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;七打目

[Statedef 3035]
type     = S
movetype = A
physics  = S
juggle   = ifelse(var(12),31,1) ;10
velset   = 0,0
anim     = 3035
ctrl     = 0
sprpriority = 3

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

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 4
value = s0,1

[State 3000, 軸位置移動]
type = Velset
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(6) < 0
x = 3

[State 3000, 軸位置移動]
type = VelSet
trigger1 = AnimElem = 6
x = 0

[State -3, 残像]
type = AfterImage
trigger1 = time = 0
time = 10
trans = add1
timegap = 4
framegap = 1
length = 3
palbright = 100,0,0
palcontrast = 0,0,0
paladd = 100,-50,-50

[State 1950]
type = HitDef
trigger1 = Time = 0
attr = S,HA
getpower = 0
damage = 30,10
animtype = Hard
hitflag = MAF
guardflag = MA
priority = 5
pausetime = 14,14
sparkno = s10030
sparkxy = -13,-80
hitsound = s1,1
guardsound = s2,1
guard.sparkno = s10120
guard.velocity = -3
ground.type = High
ground.slidetime = 23
ground.hittime = 24
ground.velocity = -3
air.velocity = -4,-4
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 2
envshake.freq = 90

[State 1000,]
type = ChangeState
triggerall = MoveContact
triggerall = AnimElemtime(4) >= 0 && AnimElemtime(9) < 0
trigger1 = !var(59)
trigger1 = command = "b"
trigger2 = var(59)
value = 3040

[State 3000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;八打目

[Statedef 3040]
type     = S
movetype = A
physics  = S
juggle   = ifelse(var(12),31,1) ;10
velset   = 0,0
anim     = 3040
ctrl     = 0
sprpriority = 3

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

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 9
value = s0,1

[State 440,]
type = PosAdd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
x = 12

[State 440,]
type = PosAdd
trigger1 = AnimElem = 4
x = 5

[State 440,]
type = PosAdd
trigger1 = AnimElem = 14
trigger2 = AnimElem = 15
x = -15

[State 440,]
type = PosAdd
trigger1 = AnimElem = 13
x = -5

[State 3000, 軸位置移動]
type = Velset
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(12) < 0
x = 3

[State 3000, 軸位置移動]
type = VelSet
trigger1 = AnimElem = 12
x = 0

[State -3, 残像]
type = AfterImage
trigger1 = time = 0
time = 15
trans = add1
timegap = 4
framegap = 1
length = 3
palbright = 100,0,0
palcontrast = 0,0,0
paladd = 100,-50,-50

[State 1950]
type = HitDef
trigger1 = Time = 0
attr = S,HA
getpower = 0
damage = 30,10
animtype = Hard
hitflag = MAF
guardflag = MA
priority = 5
pausetime = 16,16
sparkno = s10030
sparkxy = -20,-75
hitsound = s1,1
guardsound = s2,1
guard.sparkno = s10120
guard.velocity = -3
ground.type = High
ground.slidetime = 26
ground.hittime = 27
ground.velocity = -3
air.velocity = -4,-4
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 2
envshake.freq = 90

[State 1000,]
type = ChangeState
triggerall = MoveContact
triggerall = AnimElemtime(10) >= 0 && AnimElemtime(14) < 0
trigger1 = !var(59)
trigger1 = command = "強ハードエッジ"
trigger2 = var(59)
value = 3050

[State 3000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;トドメ

[Statedef 3050]
type     = S
movetype = A
physics  = S
juggle   = ifelse(var(12),31,1) ;5
velset   = 0,0
anim     = 3050
ctrl     = 0
sprpriority = 2

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

[State -3, 残像]
type = AfterImage
trigger1 = time = 0
time = 90
trans = add1
timegap = 4
framegap = 1
length = 3
palbright = 100,0,0
palcontrast = 0,0,0
paladd = 100,-50,-50

[State 2000,]
type = PlaySnd
triggerall = var(7) = 0
trigger1 = AnimElem = 1
value = s10,7

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,8

[State 181,]
type = PlaySnd
triggerall = var(7) = 1
trigger1 = AnimElem = 12
value = s20,9

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,19
volume = 0

[State 1000, ]
type = Velset
trigger1 = AnimElem = 4
x = -8

[State 1000, ]
type = Velset
trigger1 = AnimElem = 7
x = 0

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 9
anim = 3060
postype = P1
pos = 0, 0
sprpriority = 10
ownpal = 1
bindtime = -1
removeongethit = 1
ignorehitpause = 0

[State 2000]
type = AssertSpecial
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(12) < 0  
flag = NoFG
ignorehitpause = 1

[State 2100,]
type = Envcolor
trigger1 = AnimElem = 1
time = 59
value = 0,0,0
under = 1

[State 3000]
type = Projectile
trigger1 = AnimElem = 6
projID = 3055
projanim = 3055
projremove = 0
projpriority = 5
projhitanim = -1
projremanim = -1
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 18
getpower = 0
ownpal = 0
offset = 0,0
velocity = 0,0
attr = S, HP
animtype = Diagup
damage = 230,10
hitflag = MAF
guardflag = MA
hitsound = s1,4
guardsound = s2,1
pausetime = 0,10
sparkno = s10030
guard.sparkno = s10120
sparkxy = 80,-70
ground.type = High
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -7,-8
air.juggle = 10
air.velocity = -7,-8
fall = 1
fall.recover = 0
envshake.time = 20
envshake.ampl = 6
envshake.freq = 85

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

;---------------------------------------------------------------------------
;スロー処理

[Statedef 3500]
type     = A
movetype = I
physics  = N
juggle   = ifelse(var(12),31,1) ;0
ctrl     = 0
anim     = 3500
sprpriority = 1

[State 1001,]
type = Pause
trigger1 = (GameTime%2) = 0
trigger1 = time = [0,15]
time = 1

[State 1001,]
type = Pause
trigger1 = (GameTime%3) = 0
trigger1 = time = [16,30]
time = 1

[State 4110, DestroySelf]
type = DestroySelf
trigger1 = Animtime = 0

;---------------------------------------------------------------------------
; ネオレイジングストーム
; CNS レベル: 中級

[Statedef 3800]
type     = S
movetype = A
physics  = S
juggle   = ifelse(var(12),31,1) ;0
velset   = 0,0
anim     = 3800
ctrl     = 0
sprpriority = 2
poweradd = -1000

;---------------------[どこキャン]
[state a]
type = poweradd
trigger1 = var(40) = 0
trigger1 = time = 0
value = -1000

[state a]
type = varset
trigger1 = time = 0
v = 40
value = 0

;---------------------
[State 1500,]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 45

[State 700,];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [1000,2999]
time = 5
add = 230,230,230

[State 700,];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [2000,2499]
time = 5
add = 250,120,210

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 30
time = 30
p2defmul = 1.0

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 15100
pos = 10,-70
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 15110
pos = 10,-70
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s9,1

[State 181, 音を鳴らす]
type = PlaySnd
triggerall = var(7) = 0
trigger1 = AnimElem = 1
value = s10,7

[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
projremovetime = 6
projpriority = 1
projhitanim = 1015
projremanim = 1015
projsprpriority = 5
projshadow = 0,0,0
getpower = 0
ownpal = 0
offset = 30,3
velocity = 8, 0
attr = S, HP
animtype = Hard
damage = 70,10
hitflag = MAF
guardflag = MA
hitsound = s1,4
guardsound = s2,1
pausetime = 0,20
sparkno = s10030
guard.sparkno = s10120
sparkxy = 20,-40
ground.type = High
ground.hittime = 22
ground.slidetime = 22
ground.velocity = 0,0
air.juggle = 0
air.velocity = 0,0
air.fall = 1
fall.recover = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 3810
ctrl = 1

;---------------------------------------------------------------------------
;ネオレイジングストーム二段目
[Statedef 3810]
type     = A
movetype = A
physics  = N
juggle   = ifelse(var(12),31,1) ;0
poweradd = 0
velset   = 0,0
anim     = 3810
ctrl     = 0
sprpriority = 5

[State 170, 無敵]
type = NotHitBy
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(7) < 0
value = SCA

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 3
x = 2

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

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 4 || AnimElem = 5
y = -6

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

[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 = 1080
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 = 1080
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 = 1090
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 = S, HA
damage = 150,10
animtype = Hard
guardflag = MA
hitflag = MAFD
priority = 4, Hit
pausetime = 0, 10
getpower = 0
sparkno = s10030
guard.sparkno = s10120
sparkxy = -20, -80
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -1.5,-10
air.type = High
air.velocity = -1.5,-8
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 = 3820

;---------------------------------------------------------------------------
;ネオレイジングストーム三段目
[Statedef 3820]
type     = S
movetype = A
physics  = N
juggle   = 0
velset   = 0,0
anim     = 3820
ctrl     = 0
sprpriority = 2

[State 1000, Y位置固定]
type = PosSet
trigger1 = time = 0
y = 0

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 5
value = s10,28

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 4
value = s12,2

[State 810,]
type = EnvShake
trigger1 = AnimElem = 4
ampl = 3
freq = 90
time = 30

[State 3000]
type = Projectile
trigger1 = AnimElem = 4
projID = 2005
projanim = 2005
projremove = 0
projpriority = 10
projhitanim = -1
projremanim = -1
projcancelanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 41
getpower = 0
ownpal = 0
offset = 6,2
velocity = 0,0
attr = S, HP
animtype = Diagup
damage = 250,10
hitflag = MAFD
guardflag = MA
hitsound = s1,4
guardsound = s2,1
pausetime = 0,20
sparkno = s10030
guard.sparkno = s10120
sparkxy = 20+(floor(p2bodydist X)),-60+(floor(p2bodydist Y))
ground.type = High
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -2.4,-13
air.juggle = 8
ground.velocity = -2.4,-13
fall = 1
fall.recover = 0
p2stateno = 3830
p2facing = 1

[State 2000, 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。
