;5  空中ダッシュ
;8 　エフェクトの有無
;12 死亡フラグ

;23 一撃　音楽
;24 七星　0→７つ 7→０つ（一撃OK)
;25 デバッグ
;29 ホチる 

;40 ２段ジャンプ　０なら可能　    １ならもう無理
;48 ブーストゲージ

;49

;53スペルカード
;54 パワーアップ
;55


[Data]
life = 1000
power = 9000
attack = 100
defence = 100
fall.defence_up = 50
liedown.time = 60
airjuggle = 70
sparkno = 0
guard.sparkno = 40;S8003
KO.echo = 0
volume = 100
IntPersistIndex = 12,59
FloatPersistIndex = 40

[Size]
xscale = 0.5;1           ;Horizontal scaling factor.
yscale = 0.5;1           ;Vertical scaling factor.
ground.back = 14;24     ;Player width (back, ground)
ground.front = 12;26    ;Player width (front, ground)
air.back = 20        ;Player width (back, air)
air.front = 20       ;Player width (front, air)
z.width = 3          ;Player width (into and out)
height = 50	         ;Height of player (for opponent to jump over)
attack.dist = 160    ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles
proj.doscale = 0     ;Set to 1 to scale projectiles too   
shadowoffset = 0     ;Number of pixels to vertically offset the shadow
draw.offset = 0,0    ;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = 1.9     ;Walk forward
walk.back = -1.5     ;Walk backward
run.fwd  = 7.8, -3.8 ;Run forward (x, y)
run.back = -7.7,-3.4 ;Hop backward (x, y)
jump.neu = 0,-9.5    ;Neutral jumping velocity (x, y)
jump.back = -3.2,-2.55    ;Jump back Speed (x, y)
jump.fwd = 3.2,2.5        ;Jump forward Speed (x, y)
runjump.back = -2.55,-8.1 ;Running jump speeds (opt)
runjump.fwd = 4,-8.9      ;.
airjump.neu = 0,-9      ;.
airjump.back = -2.1      ;Air jump speeds (opt)
airjump.fwd = 2.1         ;.

[Movement]
airjump.num = 0;1    ;Number of air jumps allowed (opt)
airjump.height = 45  ;Minimum distance from ground before you can air jump (opt)
yaccel = .44         ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching

;５X---------------------------------------
[Statedef 9200]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 0
ctrl = 0
;anim = 7504
sprpriority = 2
[state 0,hithitcount]
type = varadd
trigger1 = movehit
fv = 7
value = 0.4
persistent = 0
ignorehitpause = 1

[state 0, meltyblood]
type = varadd
trigger1 = time = 1
trigger1 = var(45) % 10 = 0
var(45) = 1
persistent = 0


[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 530 + (random%10)
postype = p1
pos = 40,-65
random = 20,20
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
removepngethit = 1
id = 200
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 550; + (random%10)
postype = p1
pos = 40,-65
random = 20,20
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
removepngethit = 1
id = 200


[state 0,reverse]
type = varset
;trigger1 = fvar(5) > 0.9
trigger1 = movehit
fvar(5) = fvar(5)*0.94
persistent = 0
ignorehitpause = 1

;[state 0, DEBUG]
;type = varset
;trigger1 = time = 1
;var(59) = 1
;[state 0,0]
;type = changestate
;trigger1 = time = 0
;value = 7785

[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 200

[state 0,0]
type = varrandom
trigger1 = time = 1
v = 19
range = 0,1


;方向転換
[State 1510, Turn]
type = Turn
trigger1 = time = 0
trigger1 = P2Dist X < 0

[State 200, HitDef]
type = HitDef
persistent = 0
trigger1 = time >= 2
attr = S, NA
damage = 19, ifelse(var(49)>0,4,0)
getpower = ifelse(var(33) = 10,0,30),ifelse(var(33) = 10,0,8)
givepower = 18,4
animtype = light
guardflag = MA
hitflag = MAFD
priority = 2, Hit
pausetime = 7, 8
guard.pausetime = 6, 7
sparkno = -1;S8004
sparkxy = -5, -80
hitsound = S101, 30;1
guardsound = S0, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -3.4
air.velocity = -1.9,-3.6
;fall.recover = ifelse(var(33)=11,0,1)
fall.recovertime = ifelse(fvar(7)>=22,1,22- floor(fvar(7)));22
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
ground.cornerpush.veloff = -3.2

[State 210, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 100, 1

[state 0,0]
type = changestate
trigger1 = time >= 2
trigger1 = movecontact
trigger1 = command = "teikuu"
value = 4043
ctrl = 1
[state 0,0]
type = changestate
trigger1 = time >= 2
trigger1 = movehit
trigger1 = command = "high2"
value = 4041
ctrl = 1
[state 0,0]
type = changestate
trigger1 = time >= 2
trigger1 = movecontact
trigger1 = command = "holdup"
value = 40
ctrl = 1

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[state 0,0]
type = varrandom
trigger1 = time = 1
v = 19
range = 0,2
[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != [7040,7041]
trigger1 = var(19) = 0
trigger1 = time = 3
value = 1, 0
channel = 0
[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != [7040,7041]
trigger1 = var(19) = 1
trigger1 = time = 3
value = 1, 1
channel = 0

[State 200, AI]
type = ChangeState
trigger1 = var(33) != 11
trigger1 = time >= 3
trigger1 = var(59) = 1
trigger1 = random >= 80
trigger1 = movehit
trigger1 = p2bodydist y = [-40,-10]
trigger1 = enemy,statetype = A
value = 9211

[State 200, AI]
type = ChangeState
trigger1 = var(33) != 11
trigger1 = time >= 3
trigger1 = var(59) = 1
trigger1 = random >= 80
trigger1 = movehit
trigger1 = enemy,statetype != A
value = 9410
[State 200, AI]
type = ChangeState
trigger1 = var(33) != 11
trigger1 = time >= 3
trigger1 = var(59) = 1
trigger1 = random >= 80
trigger1 = movehit
;trigger1 = enemy,statetype != A
value = 9210




;---------------------------------------------------------------
;相殺ヘルパー2
[Statedef 9209]
type = A
movetype = I
physics = N
ctrl = 0
anim = 1506
[state 0,0]
type = assertspecial
trigger1 = time >= 0
flag = noshadow
ignorehitpause = 1
[State 210, 3]
type = SprPriority
trigger1 = 1
value = 5
ignorehitpause = 1

[State -1]
Type     = Trans
Trigger1 = 1
Trans    = Add

[state 0,0]
type = varrandom
trigger1 = time = 0
v = 1
range = 0,359
[state 0,0]
type = varrandom
trigger1 = time = 0
v = 2
range = -20,20
[state 0,0]
type = varrandom
trigger1 = time = 0
v = 3
range = -20,20

[state 0,0]
type = posadd
trigger1 = time = 1
x = var(2)
y = var(3)

[state 0,0]
type = angleset
trigger1 = time = 0
value = var(1)
[state 0,0]
type = angledraw
trigger1 = 1



[state 0,0]
type = destroyself
trigger1 = time = 9



;5Y---------------------------------------
[Statedef 9210]
type    = S
movetype= A
physics = S
juggle  = 2;0
ctrl = 0
;anim = 255;221
poweradd = ifelse(var(33)=10,0,0)
sprpriority = 2
[state 0,0]
type = changeanim
trigger1 = prevstateno != [7040,7041]
trigger1 = time = 0
value = 210

[State 40, 6]
type = posset
trigger1 = prevstateno = 9153
trigger1 = time <= 2
y = 0
[State 40, 6]
type = velset
trigger1 = prevstateno = 9153
trigger1 = time = 0
x = 0
y = 0


[state 0,hithitcount]
type = varadd
trigger1 = movehit
fv = 7
value = 0.7
persistent = 0
ignorehitpause = 1

[state 0, meltyblood]
type = varadd
trigger1 = time = 1
trigger1 = var(45) % 100 < 10
var(45) = 10
persistent = 0

[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 530 + (random%10)
postype = p1
pos = 46,-56
random = 10,10
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
removepngethit = 1
id = 200
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 550; + (random%10)
postype = p1
pos = 46,-56
random = 10,10
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
removepngethit = 1
id = 200



[state 0,reverse]
type = varset
trigger1 = movehit
fvar(5) = fvar(5) * 0.94
persistent = 0
ignorehitpause = 1


[state 0,0]
type = varrandom
trigger1 = time = 1
v = 19
range = 0,1
[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != 7040
trigger1 = var(19) = 1
trigger1 = time = 4
value = 1, 4
channel = 0
ignorehitpause = 1

;方向転換
[State 1510, Turn]
type = Turn
trigger1 = prevstateno != 7040
trigger1 = time = 0
trigger1 = P2Dist X < 0

[state 0,basuke]
type = varadd
triggerall = movehit
trigger1 = enemy,statetype = A
trigger1 = var(27) = 0
;;tt
v = 7
value = 1
persistent = 0

[state 0,sousai]
type = reversaldef
;trigger1 = enemy,movetype = A
trigger1 = prevstateno != [7040,7041]
trigger1 = time <= 7
Reversal.Attr = SCA,NA,SA,NP,SP
pausetime = 12,12
hitsound = S32,5
numhits = 0
sparkno = S350 + gametime%10;-1;S1405;S7596
sparkxy = 60,0
;persistent = 0
p1stateno = 7041

[State 200, HitDef]
type = HitDef
persistent = 0
trigger1 = prevstateno != 7041
trigger1 = time >=8
attr = S, NA
damage = 68,0
getpower = ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,90)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,50))
givepower = 34,25
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 4, Hit
pausetime = 10, 12
;;guard.sparkno = S8003
sparkno = -1;S8004
sparkxy = -3, -75
hitsound = S101, 31;10
guardsound = S0, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3.8,-3.8
air.fall = 1
fall.recovertime = ifelse(fvar(7)>=25,1,25- floor(fvar(7)))
fall.yvelocity = ifelse(var(7)>=27,(var(7)*-0.27),-4.5)
down.velocity = -4,-0.1
ground.cornerpush.veloff = -6.5
;fall.recover = ifelse(var(33)=11,0,1)

[State 210, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 100, 2

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[state 0,0]
type = changestate
trigger1 = time >= 2
trigger1 = movecontact
trigger1 = command = "teikuu"
value = 4043
ctrl = 1
[state 0,0]
type = changestate
trigger1 = time >= 2
trigger1 = movehit
trigger1 = command = "high2"
value = 4041
ctrl = 1
[state 0,0]
type = changestate
trigger1 = time >= 2
trigger1 = movecontact
trigger1 = command = "up";"holdup"
value = 40
ctrl = 1
[state 0,0]
type = changestate
trigger1 = time >= 15
trigger1 = movecontact
trigger1 = command = "holdup"
value = 40
ctrl = 1

[State 200, AI]
type = ChangeState
trigger1 = var(33) != 11
trigger1 = time >= 5
trigger1 = var(59) = 1
trigger1 = prevstateno = 9153
trigger1 = movehit
trigger1 = enemy,life > 0
;trigger1 = var(16) <= 1
value = 9211
[State 200, AI]
type = ChangeState
trigger1 = var(33) != 11
trigger1 = time >= 5
trigger1 = var(59) = 1
trigger1 = random >= 100
trigger1 = movehit
trigger1 = enemy,statetype != A
trigger1 = enemy,life > 0
trigger1 = var(16) >= 1
value = 9420
[State 200, AI]
type = ChangeState
trigger1 = var(33) != 11
trigger1 = time >= 5
trigger1 = var(59) = 1
trigger1 = random >= 290
trigger1 = movehit
trigger1 = enemy,statetype != A
trigger1 = enemy,life > 0
trigger1 = var(16) = 0
trigger1 = power >= 1100
value = 9211
[State 200, AI]
type = ChangeState
trigger1 = var(33) != 11
trigger1 = time >= 5
trigger1 = var(59) = 1
trigger1 = random >= 100
trigger1 = movehit
trigger1 = enemy,statetype = A
trigger1 = enemy,life > 0
trigger1 = var(16) <= 1
value = 9211

;5Z---------------------------------------
[Statedef 9211]
type    = S
movetype= A
physics = S
juggle  = 3;0
poweradd = ifelse(var(33)=10,0,40)
ctrl = 0
;anim = 7505
sprpriority = 2
[state 0,hithitcount]
type = varadd
trigger1 = movehit
fv = 7
value = 0.8
persistent = 0
ignorehitpause = 1
[state 0,0]
type = changeanim
trigger1 = prevstateno != [7040,7041]
trigger1 = time = 0
value = 220

[state 0,0]
type = changestate
trigger1 = time >= 2
trigger1 = movecontact
trigger1 = command = "teikuu"
value = 4043
ctrl = 1
[state 0,0]
type = changestate
trigger1 = time >= 2
trigger1 = movehit
trigger1 = command = "high2"
value = 4041
ctrl = 1
[state 0,0]
type = changestate
trigger1 = time >= 2
trigger1 = movecontact
trigger1 = command = "up"
value = 40
ctrl = 1
[state 0,0]
type = changestate
trigger1 = time >= 15
trigger1 = movecontact
trigger1 = command = "holdup"
value = 40
ctrl = 1

[state 0, meltyblood]
type = varadd
trigger1 = time = 1
trigger1 = var(45) % 1000 < 100
var(45) = 100
persistent = 0

[state 0]
type = velset
trigger1 = prevstateno != 7040
trigger1 = time = [1,14]
x = 2

[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 530 + (random%10)
postype = p1
pos = 40,-65
random = 20,20
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
removepngethit = 1
id = 200
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 530 + (random%10)
postype = p1
pos = 40,-65
random = 20,20
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
removepngethit = 1
id = 200
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 552; + (random%10)
postype = p1
pos = 40,-65
random = 20,20
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
removepngethit = 1
id = 200

[state 0,reverse]
type = varset
trigger1 = movehit
fvar(5) = fvar(5) * 0.9
persistent = 0
ignorehitpause = 1
[state 0,reverse]
type = null;varset
trigger1 = movehit
trigger1 = enemy,statetype != A
fvar(5) = fvar(5) * 0.89
persistent = 0
ignorehitpause = 1

[state 0,sousai]
type = reversaldef
triggerall = prevstateno != [7040,7041]
trigger1 = movecontact = 0
trigger1 = time <= 14
Reversal.Attr = SCA,NA,SA,NP,SP
pausetime = 14,14
hitsound = S32,5
numhits = 0
sparkno = S350+(gametime%10);S7596
sparkxy = 20,10
;persistent = 0
p1stateno = 7041



[State 200, HitDef]
type = HitDef
persistent = 0
trigger1 = AnimElem = 6
attr = S, NA
damage = 50,0
getpower = ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,90)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,50))
givepower = 34,25
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 4, Hit
pausetime = 10, 12
;;guard.sparkno = S8003
sparkno = -1;S8004
sparkxy = -3, -75
hitsound = S101, 31;10
guardsound = S0, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3.8,-3.8
air.fall = 1
fall.recovertime = ifelse(fvar(7)>=25,1,25- floor(fvar(7)))
fall.yvelocity = ifelse(var(7)>=27,(var(7)*-0.27),-4.5)
down.velocity = -4,-0.1
ground.cornerpush.veloff = -6.5
;fall.recover = ifelse(var(33)=11,0,1)



[State 200, HitDef]
type = HitDef
persistent = 0
trigger1 = AnimElem = 7
attr = S, NA
damage = 50,0
getpower = ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,90)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,50))
givepower = 34,25
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 4, Hit
pausetime = 10, 12
;;guard.sparkno = S8003
sparkno = -1;S8004
sparkxy = -3, -75
hitsound = S101, 31;10
guardsound = S0, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3.8,-3.8
air.fall = 1
fall.recovertime = ifelse(fvar(7)>=25,1,25- floor(fvar(7)))
fall.yvelocity = ifelse(var(7)>=27,(var(7)*-0.27),-4.5)
down.velocity = -4,-0.1
ground.cornerpush.veloff = -6.5
;fall.recover = ifelse(var(33)=11,0,1)


[state 0,0]
type = varrandom
trigger1 = time = 1
v = 19
range = 0,2
[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != [7040,7041]
trigger1 = var(19) <= 1
trigger1 = time = 12
value = 1, 8
channel = 0
ignoreitpause = 1
[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != [7040,7041]
trigger1 = var(19) >= 2
trigger1 = time = 9
value = 1, 7
channel = 0
ignoreitpause = 1

;方向転換
[State 1510, Turn]
type = Turn
trigger1 = time = 0
trigger1 = P2Dist X < 0

[State 200, HitDef]
type = HitDef
persistent = 0
trigger1 = animelem = 4
attr = S, NA
damage = 88, 0
getpower = ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,108)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,48))
givepower = 65,25
animtype = heavy
guardflag = MA
hitflag = MAFD
priority = 4, hit
pausetime = 13, 15
;;guard.sparkno = S8003
sparkno = ifelse(var(8)=0,-1,1);S8004
sparkxy = -14, -55
hitsound = S101, 32;5
guardsound = S0, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
air.hittime  = 18
ground.velocity = -4
air.velocity = -4.2,-3.3
air.fall = 1
fall.recovertime = ifelse(fvar(7)>=38,1,38- floor(fvar(7)))
down.velocity = -5,-0.1
;fall.recover = ifelse(var(33)=11,0,1)
ground.cornerpush.veloff = -8

[State 210, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 100, 3
ignorehitpause = 1
persistent = 0

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



[State 200, AI]
type = ChangeState
trigger1 = time >= 3
trigger1 = var(33) != 11
trigger1 = var(59) = 1
trigger1 = fvar(7) >= 3
trigger1 = random >= 40
trigger1 = movehit
trigger1 = enemy,statetype = A
trigger1 = enemy,life > 0
trigger1 = var(16) >= 1
value = 9160
[State 200, AI]
type = ChangeState
trigger1 = time >= 3
trigger1 = var(33) != 11
trigger1 = var(59) = 1
trigger1 = random >= 40
trigger1 = movehit
trigger1 = enemy,statetype = A
trigger1 = enemy,life > 0
;trigger1 = var(16) >= 1
value = 4043
ignorehitpause = 1
[State 200, AI]
type = ChangeState
trigger1 = time >= 3
trigger1 = var(33) != 11
trigger1 = var(59) = 1
trigger1 = random >= 240
trigger1 = movehit
trigger1 = enemy,statetype != A
trigger1 = enemy,life > 0
trigger1 = power >= 1080
value = 2010

[State 200, AI]
type = ChangeState
trigger1 = time >= 3
trigger1 = var(33) != 11
trigger1 = var(59) = 1
trigger1 = random >= 230
trigger1 = moveguarded
trigger1 = enemy,life > 0
;trigger1 = var(16) >= 1
value = 4043


;------------------------------------------------
;---:::::::::::::::::::::::::::::::::::::::::::::
;屈み弱パンチ
[Statedef 9400]
type    = C
movetype= A
physics = C
juggle  = 1
ctrl = 0
;anim = 405
poweradd = 0
sprpriority = 2
[state 0,hithitcount]
type = varadd
trigger1 = movehit
fv = 7
value = 0.9
persistent = 0
ignorehitpause = 1

[state 0,0]
type = varrandom
trigger1 = time = 1
v = 19
range = 0,3
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 0
trigger1 = time = 3
value = 1, 2
channel = 0
ignorehitpause = 1
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 1
trigger1 = time = 3
value = 1, 1
channel = 0
ignorehitpause = 1
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 2
trigger1 = time = 3
value = 1, 0
channel = 0
ignorehitpause = 1

[state 0, meltyblood]
type = varadd
trigger1 = time = 1
trigger1 = var(46) % 10 != 0
var(46) = 1
persistent = 0

[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 530 + (random%10)
postype = p1
pos = 40,-10
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 551; + (random%10)
postype = p1
pos = 40,-10
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
removepngethit = 1
id = 500
[State 8, hiteffect]
type = null;Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 520 + (random%10)
postype = p1
pos = 40,-10
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
removepngethit = 1
id = 500


[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 400

[State 5, kensen]
type = Explod
triggerall = anim = 400
trigger1 = animelemtime(2) = 1
anim = 201
postype = p1
pos = 0,35
ignorehitpause = 1
ownpal = 1
sprpriority = 3
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
scale = 0.5,0.5
removepngethit = 1
bindtime = -1
id = 400

[state 0,reverse]
type = varset
trigger1 = movehit
;trigger1 = fvar(5) > 0.9
fvar(5) = fvar(5)*0.9
persistent = 0
ignorehitpause = 1
[state 0,reverse]
type = varset
trigger1 = movehit
trigger1 = fvar(5) < 0.9
fvar(5) = fvar(5) * 0.98
persistent = 0
ignorehitpause = 1


[state 0,0]
type = varrandom
trigger1 = time = 1
v = 19
range = 0,3

;方向転換
[State 1510, Turn]
type = Turn
trigger1 = time = 0
trigger1 = P2Dist X < 0

[state 0,basuke]
type = varadd
triggerall = movehit
trigger1 = enemy,statetype = A
trigger1 = var(27) = 0
;;tt
v = 7
value = 1
persistent = 0


[state 0,0]
type = posadd
trigger1 = var(27) >= 1
trigger1 = movehit
x = ceil(enemy,gethitvar(hitcount)*-0.09)


[State 200, HitDef]
type = HitDef
trigger1 = time >= 2
persistent = 0
attr = C, NA
damage = 17, ifelse(var(49)>0,4,0)
getpower = ifelse(var(33) = 10,0,30),ifelse(var(33) = 10,0,4)
givepower = 9,3
animtype = Light
guardflag = LA
hitflag = MAFD
priority = 4, Hit
pausetime = 5, 7
guard.pausetime = 4, 6
sparkno =  ifelse(var(8)=0,-1,0);S8000
sparkxy = -9, -10
hitsound = S101, 30;2
guardsound = S0, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 12
ground.velocity = -4.5
air.velocity = -3,-2+(var(7)*0.35)
down.velocity = -1,-0.1
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
ground.cornerpush.veloff = -3
;fall.recover = ifelse(var(33)=11,0,1)

[State 0, 0]
type = PlaySnd
trigger1 = time = 2
value = 100, 1

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 200, AI]
type = ChangeState
trigger1 = var(33) != 11
trigger1 = time >= 3
trigger1 = var(59) = 1
trigger1 = random >= 80
trigger1 = movecontact
trigger1 = enemy,statetype != A
trigger1 = enemy,life > 0
value = 9410

[State 200, AI]
type = ChangeState
trigger1 = time >= 4
trigger1 = var(59) = 1
trigger1 = random >= 320
trigger1 = movehit
trigger1 = var(33) != 11
trigger1 = enemy,statetype = A
trigger1 = enemy,life > 0
value = 9210



;---:::::::::::::::::::::::::::::::::::::::::::::
;屈みy
[Statedef 9410]
type    = C
movetype= A
physics = C
juggle  = 3
ctrl = 0
;anim = 7514;410;405
poweradd = ifelse(var(33)=10,0,30)
sprpriority = 2
[state 0,hithitcount]
type = varadd
trigger1 = movehit
fv = 7
value = 0.9
persistent = 0
ignorehitpause = 1

[state 0, meltyblood]
type = varadd
trigger1 = time = 1
trigger1 = var(46) % 100 < 10
var(46) = 10
persistent = 0


[state 0]
type = velset
trigger1 = prevstateno != 7040
trigger1 = time = [3,24]
x = 2.9


[state 0,reverse]
type = varset
trigger1 = movehit
fvar(5) = fvar(5) * 0.9
persistent = 0
ignorehitpause = 1

[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 530 + (random%10)
postype = p1
pos = 50,-10
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 552;1; + (random%10)
postype = p1
pos = 50,-10
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
removepngethit = 1
id = 500

[state 0,0]
type = changeanim
trigger1 = prevstateno != [7040,7041]
trigger1 = time = 0
value = 410

[state 0,0]
type = varrandom
trigger1 = time = 1
v = 19
range = 0,2
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 1
trigger1 = time = 4
value = 1, 6
channel = 0
ighirehitpause = 1

;方向転換
[State 1510, Turn]
type = Turn
trigger1 = time = 0
trigger1 = P2Dist X < 0

[state 0,basuke]
type = varadd
triggerall = movehit
trigger1 = enemy,statetype = A
trigger1 = var(27) = 0
;;tt
v = 7
value = 1
persistent = 0


[state 0,0]
type = changestate
trigger1 = time >= 2
trigger1 = movehit
trigger1 = command = "high2"
value = 4041
ctrl = 1

[state 0,sousai]
type = reversaldef
trigger1 = prevstateno != [7040,7041]
trigger1 = time <= 6
Reversal.Attr = SCA,NA,SA,NP,SP
pausetime = 18,18
hitsound = S32,5
numhits = 0
sparkno = S350 + gametime%10;S1405;S7596
sparkxy = 50,28
;persistent = 0
p1stateno = 7041

[State 200, HitDef]
type = HitDef
trigger1 = time >= 7
persistent = 0
attr = C, NA
damage = 73, 0
getpower = ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,34)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,30))
givepower = 20,6
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 8, 10
guard.pausetime = 7, 9
sparkno =  ifelse(var(8)=0,-1,0)
sparkxy = -5, -58
hitsound = S101, 31;10
guardsound = S0, 0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4.6,0
air.velocity = -5.5,-4
down.velocity = -3,0.4
air.fall = 1
fall.recovertime = 13
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
ground.cornerpush.veloff = -5.6
;fall.recover = ifelse(var(33)=11,0,1)

[State 0, 0]
type = PlaySnd
trigger1 = time = 4
value = 100, 10
ignorehitpause = 1
[State 210, tikin]
type = PlaySnd
trigger1 = prevstateno != [7040,7041]
trigger1 = AnimElem = 4
value = 101, 12


[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1



[State 200, AI]
type = ChangeState
trigger1 = time >= 6
trigger1 = var(59) = 1
trigger1 = var(16) = 0
trigger1 = power >= 2000
trigger1 = random >= 460
trigger1 = movehit
trigger1 = var(33) != 11
trigger1 = enemy,statetype != A
trigger1 = enemy,life > 0
value = 9211

[State 200, AI]
type = ChangeState
trigger1 = time >= 6
trigger1 = var(59) = 1
trigger1 = random >= 60
trigger1 = movehit
trigger1 = var(33) != 11
trigger1 = enemy,statetype != A
trigger1 = enemy,life > 0
trigger1 = var(16) >= 1
value = 9420
[State 200, AI]
type = ChangeState
trigger1 = time >= 6
trigger1 = var(59) = 1
trigger1 = random >= 400
trigger1 = moveguarded
trigger1 = var(33) != 11
trigger1 = enemy,statetype != A
trigger1 = enemy,life > 0
;trigger1 = var(16) <= 1
value = 9211



;---:::::::::::::::::::::::::::::::::::::::::::::
;屈みz
[Statedef 9420]
type    = C
movetype= A
physics = C
juggle  = 5
ctrl = 0
;anim = 420;405
poweradd = ifelse(var(33)=10,0,40)
sprpriority = 2
[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 420

[state 0,hithitcount]
type = varadd
trigger1 = movehit
fv = 7
value = 0.9
persistent = 0
ignorehitpause = 1


[state 0, meltyblood]
type = varadd
trigger1 = time = 1
trigger1 = var(46) % 1000 < 100
var(46) = 100
persistent = 0

[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 530 + (random%10)
postype = p1
pos = 70,-15
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
removepngethit = 1
id = 500

[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 540
postype = p1
pos = 55,-10
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
removepngethit = 1
id = 500

[state 0,reverse]
type = varset
trigger1 = movehit
fvar(5) = fvar(5) * 0.88
persistent = 0
ignorehitpause = 1

[state 0,0]
type = varrandom
trigger1 = time = 1
v = 19

range = 0,1
[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != 7040
trigger1 = var(19) = 1
trigger1 = time = 6
value = 1, 7
ighirehitpause = 1
channel = 0

;方向転換
[State 1510, Turn]
type = Turn
trigger1 = time = 0
trigger1 = P2Dist X < 0

[State 200, HitDef]
type = HitDef
trigger1 = time >= 3
persistent = 0
attr = C, NA
damage = 50, 0
getpower = ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,110)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,50))
givepower = 42,26
animtype = heavy
guardflag = LA
hitflag = MAFD
priority = 4, Hit
pausetime = 9, 11
guard.pausetime = 12, 9
sparkno =  ifelse(var(8)=0,-1,1);S8000
sparkxy = 0, -5
hitsound = S101, 32;2
guardsound = S0, 0
ground.type = trip
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = 0,-4.4
air.velocity = -1.7,-2
down.velocity = -2.8,0
down.hittime = 2
fall = 1
air.fall = 1
fall.recovertime = ifelse(fvar(7)>=24,1,24- floor(fvar(7)))
ground.cornerpush.veloff = -5.6
;fall.recover = ifelse(var(33)=11,0,1)

[State 0, 0]
type = PlaySnd
trigger1 = prevstateno != 7040
trigger1 = time = 4
value = 100, 3

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


[State 200, AI]
type = ChangeState
trigger1 = time >= 4
trigger1 = var(33) != 11
trigger1 = var(59) = 1
trigger1 = random >= 30
trigger1 = movehit
trigger1 = enemy,life > 0
trigger1 = var(16) >= 1
ignorehitpause = 1
value = 9160

[State 210, 3]
type = ChangeState
triggerall = var(33) = 11
triggerall = command = "z"
triggerall = command = "holddown"
trigger1 = time >= 20
trigger2 = movecontact
value = 9216
ctrl = 0

;---:::::::::::::::::::::::::::::::::::::::::::::
;屈みz2
[Statedef 9421]
type    = C
movetype= A
physics = C
juggle  = 2
ctrl = 0
;anim = 420;405
poweradd = ifelse(var(33)=10,0,40)
sprpriority = 2
[state 0,hithitcount]
type = varadd
trigger1 = movehit
fv = 7
value = 0.9
persistent = 0
ignorehitpause = 1


[state 0,reverse]
type = velset
trigger1 = time = [1,12]
x = 5
ignorehitpause = 1



[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 500 + (random%10)
postype = p1
pos = 55,-15
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 510 + (random%10)
postype = p1
pos = 55,-15
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 540
postype = p1
pos = 55,-10
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
removepngethit = 1
id = 500


[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 422

[State 5, kensen]
type = Explod
triggerall = anim = 420
trigger1 = animelemtime(3) = 1
anim = 421
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 3
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
bindtime = -1
removeongethit = 1
scale = 0.5,0.5
removepngethit = 1
bindtime = -1
id = 420

[state 0,reverse]
type = varset
trigger1 = movehit
fvar(5) = fvar(5) * 0.88
persistent = 0
ignorehitpause = 1

[State 210, 2]
type = PlaySnd
trigger1 = time = 2
value = 3, 9
channel = 0


;方向転換
[State 1510, Turn]
type = Turn
trigger1 = time = 0
trigger1 = P2Dist X < 0

[State 200, HitDef]
type = HitDef
trigger1 = time >= 2
persistent = 0
attr = C, SA
damage = 78, 0
getpower = ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,110)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,50))
givepower = 42,26
animtype = heavy
guardflag = LA
hitflag = MAFD
priority = 4, Hit
pausetime = 10, 12
guard.pausetime = 10, 9
sparkno =  ifelse(var(8)=0,-1,1);S8000
sparkxy = 0, -5
hitsound = S101, 2
guardsound = S0, 0
ground.type = trip
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -0.2,-3.5
air.velocity = -0.7,-3
down.velocity = -2.8,0
down.hittime = 2
fall = 1
air.fall = 1
fall.recovertime = ifelse(fvar(7)>=24,1,24- floor(fvar(7)))
ground.cornerpush.veloff = -5.6
;fall.recover = ifelse(var(33)=11,0,1)

[State 0, 0]
type = PlaySnd
trigger1 = time = 4
value = 100, 2

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;--------------------------------------------------
;JX 
[Statedef 9600]
type    = A
movetype= A
physics = A
juggle = 1
ctrl = 0
;anim = 7628;40
sprpriority = 2
poweradd = 0
[state 0,hithitcount]
type = varadd
trigger1 = movehit
fv = 7
value = 0.7
persistent = 0
ignorehitpause = 1

[state 0,0]
type = veladd
trigger1 = time = 0
trigger1 = prevstateno = 9010
x = 2

[state 0,0]
type = varrandom
trigger1 = time = 1
v = 19
range = 0,1
[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != [7040,7041]
trigger1 = var(19) = 0
trigger1 = time = 3
value = 1, 0
channel = 0
ignorehitpause = 1

[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 530 + (random%10)
postype = p1
pos = 40,-60
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
removepngethit = 1
id = 500

[state 0, meltyblood]
type = varadd
trigger1 = time = 1
trigger1 = var(47) % 10 != 0
var(47) = 1
persistent = 0


[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 600

[state 0,0]
type = varrandom
trigger1 = time = 1
v = 19
range = 0,3


;方向転換
[State 1510, Turn]
type = Turn
Trigger1 = P2Dist X < 0
trigger1 = prevstateno = [9010,9039]
trigger1 = time = 0

[state 0,reverse]
type = varset
trigger1 = movehit
fvar(5) = fvar(5) * 0.88
persistent = 0
ignorehitpause = 1

[state 0,0]
type = playsnd
trigger1 = time = 2
value = 100,1

[State 200, HitDef1]
type = HitDef
persistent = 0
trigger1 = time >= 2
attr = A, NA
damage = 29, 0
getpower = ifelse(var(33) = 10,0,25)
givepower = 4
animtype = heavy
guardflag = HA
hitflag = MAFD
priority = 4, Hit
pausetime = 7, 7
guard.pausetime = 6, 9
sparkno = ifelse(var(8)=0,-1,0)
sparkxy = -8, -55
hitsound = S101,30; 1
guardsound = S0, 0
ground.type = high
ground.slidetime = ifelse(var(37)=1,12,8)
ground.hittime  = ifelse(enemy,gethitvar(hitcount) >= 3,7,8)
air.slidetime = ifelse(var(37)=1,15,13)
air.hittime  = ifelse(var(37)=1,15,13)
ground.velocity = -2,0
air.velocity = -1,-5.8
ground.cornerpush.veloff = -3
fall.recovertime = ifelse(fvar(7)>=23,1,23- floor(fvar(7)))
ground.cornerpush.veloff = -3
air.cornerpush.veloff = -3.5
;fall.recover = ifelse(var(33)=11,0,1)
fall = ifelse(enemy,gethitvar(hitcount)>=8,1,0)

[State 210, 3]
type = ChangeState
trigger1 = pos y >= 0
value = 52

[State 210, 3]
type = Changeanim
trigger1 = anim != 5040
trigger1 = animtime = 0
value = 5040


[state 0,0]
type = ctrlset
trigger1 = time >= 21
trigger1 = anim = 5040
value = 1

[state 0,0]
type = changestate
trigger1 = time >= 2
trigger1 = movecontact
trigger1 = command = "teikuu"
value = 4043
ctrl = 1
[state 0,0]
type = changestate
trigger1 = time >= 2
trigger1 = movehit
trigger1 = var(33) != 2
trigger1 = var(32) = 0
trigger1 = command = "holdup"
value = 45
ctrl = 1
ignorehitpause = 1


[State 200, AI]
type = ChangeState
trigger1 = var(59) = 1
trigger1 = time >= 6
trigger1 = movecontact
trigger1 = random >= 30
;trigger1 = p2dist x <= 100
trigger1 = p2dist y = [-30,40]
value = 9610
[State 200, AI]
type = ChangeState
trigger1 = var(59) = 1
trigger1 = movecontact
trigger1 = time >= 2
trigger1 = random >= 400
trigger1 = p2dist x <= 33
trigger1 = p2dist y = [-98,-20]
value = 9608


;------------------------------------------------------
;JY
[Statedef 9610]
type    = A
movetype= A
physics = A
ctrl = 0
juggle = 3
;anim = 7509
sprpriority = 2
poweradd = ifelse(var(33)=10,0,30)
[state 0,0]
type = changeanim
trigger1 = prevstateno != [7040,7041]
trigger1 = time = 0
value = 610


[State 200, AI]
type = ChangeState
trigger1 = var(33) != 11
triggerall = prevstateno != 4044
trigger1 = var(59) = 1
trigger1 = fvar(7) <= 4.4
trigger1 = time >= 5
trigger1 = movehit
trigger1 = random >= 90
trigger1 = pos y = [-50,-2]
value = 9153
ignorehitpause = 1



[state 0,hithitcount]
type = varadd
trigger1 = movehit
fv = 7
value = 0.7
persistent = 0
ignorehitpause = 1

[state 0, meltyblood]
type = varadd
trigger1 = time = 1
trigger1 = var(47) % 100 < 10
var(47) = 10
persistent = 0

;方向転換
[State 1510, Turn]
type = Turn
Trigger1 = P2Dist X < 0
trigger1 = prevstateno = [9010,9039]
trigger1 = time = 0


[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 530 + (random%10)
postype = p1
pos = Abs(floor(p2dist x)),-25
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 530 + (random%10)
postype = p1
pos = Abs(floor(p2dist x)),-25
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 551;0 + (random%10)
postype = p1
pos = Abs(floor(p2dist x)),-25
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
removepngethit = 1
id = 500

[state 0,0]
type = veladd
trigger1 = time = 0
trigger1 = prevstateno = 9010
x = 2

[state 0,reverse]
type = varset
trigger1 = movehit
fvar(5) = fvar(5) * 0.87
persistent = 0
ignorehitpause = 1


[State 210, 3]
type = Changeanim
trigger1 = anim != 5040
trigger1 = animtime = 0
value = 5040

[state 0,0]
type = varrandom
trigger1 = time = 1
v = 19
range = 0,3
[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != [7040,7041]
trigger1 = var(19) = [0,1]
trigger1 = time = 3
value = 1, 1
channel = 0
[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != [7040,7041]
trigger1 = var(19) >= 2
trigger1 = time = 3
value = 1, 2
channel = 0

[State 0, 0]
type = PlaySnd
trigger1 = time = 3
value = 100, 10
ignorehitpause = 1

[state 0,sousai]
type = reversaldef
;trigger1 = enemy,movetype = A
trigger1 = time <= 6
trigger1 = prevstateno != [7040,7041]
Reversal.Attr = SCA,NA,SA,NP,SP
pausetime = 18,18
hitsound = S32,5
numhits = 0
sparkno = S350 + gametime%10;S1405;S7596
sparkxy = 50,-20
;persistent = 0
p1stateno = 7041

[State 200, HitDef1]
type = HitDef
trigger1 = time >= 7
persistent = 0
attr = A, NA
damage = 66, 0
getpower = ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,80))
givepower = 40
animtype = heavy
guardflag = HA
hitflag = MAFD
priority = 5, Hit
pausetime = 12, 13
guard.pausetime = 8, 12
sparkno = ifelse(var(8)=0,-1,1)
sparkxy = -8, -50
hitsound = S101, 31;10
guardsound = S0, 0
ground.type = high
ground.slidetime = 10
ground.hittime  = ifelse(enemy,gethitvar(hitcount) >= 3,12,18)
ground.velocity = -3,0
air.slidetime = ifelse(var(37)=1,20,15)
air.hittime  = ifelse(var(37)=1,20,15)
air.velocity = -2.5,-3.2;-5.8
;fall = 1
air.fall = 1
fall.recovertime = ifelse(fvar(7)>=56,1,56- floor(fvar(7)));ifelse(enemy,gethitvar(hitcount)<11, (30 - enemy,gethitvar(hitcount)), 19)
envshake.time = 10
envshake.ampl = 2
ground.cornerpush.veloff = -6
air.cornerpush.veloff = -6.5
;fall.recover = ifelse(var(33)=11,0,1)

[State 210, 3]
type = ChangeState
trigger1 = pos y >= 0
value = 52

[State 210, 3]
type = Changeanim
trigger1 = anim != 5040
trigger1 = animtime = 0
value = 5040

[State 210, 3]
type = velmul
trigger1 = movehit
trigger1 = enemy,backedgedist <= 2
trigger1 = vel x >= 3.5
x = 0.8

[state 0,0]
type = changestate
trigger1 = var(33) = 2
trigger1 = var(32) <= 1
trigger1 = time >= 2
trigger1 = movecontact
trigger1 = command = "teikuu"
value = 4043
ctrl = 1
[state 0,0]
type = changestate
trigger1 = var(33) != 2
trigger1 = var(32) = 0
trigger1 = time >= 2
trigger1 = movecontact
trigger1 = command = "teikuu"
value = 4043
ctrl = 1

[State 210, 3]
type = Changestate
trigger1 = time = 40
value = 5040
ctrl = 1

[state 0,0]
type = changestate
trigger1 = time >= 2
trigger1 = movehit
trigger1 = var(33) != 2
trigger1 = var(32) = 0
trigger1 = command = "holdup"
value = 45
ctrl = 1
ignorehitpause = 1
[state 0,0]
type = changestate
trigger1 = time >= 2
trigger1 = movehit
trigger1 = var(33) = 2
trigger1 = var(32) <= 1
trigger1 = command = "holdup"
value = 45
ctrl = 1
ignorehitpause = 1


[State 200, AI]
type = ChangeState
trigger1 = var(33) != 11
trigger1 = var(59) = 1
trigger1 = var(16) = 0
trigger1 = fvar(7) >= 4.5
trigger1 = time >= 5
trigger1 = movehit
trigger1 = random >= 290
;trigger1 = p2dist x <= 120
;trigger1 = p2dist y >= -40
value = 9620



[State 200, AI]
type = ChangeState
trigger1 = var(33) != 11
triggerall = prevstateno != 4044
trigger1 = var(59) = 1
trigger1 = var(32) = 0
trigger1 = time >= 5
trigger1 = movehit
trigger1 = random >= 90
trigger1 = p2dist y <= -40
value = 9152



;------------------------------------------------------
;JZ
[Statedef 9620]
type    = A
movetype= A
physics = A
juggle  = 3
ctrl = 0
;anim = 7510;02
sprpriority = 2
poweradd = ifelse(var(33)=10,0,40)
[state 0,hithitcount]
type = varadd
trigger1 = movehit
fv = 7
value = 0.9
persistent = 0
ignorehitpause = 1
[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 620




[state 0,0]
type = changestate
trigger1 = var(33) = 11
trigger1 = var(33) != 2
trigger1 = var(32) = 0
trigger1 = time >= 2
trigger1 = movecontact
trigger1 = command = "teikuu"
value = 4043
ctrl = 1
[state 0,0]
type = changestate
trigger1 = time >= 2
trigger1 = var(33) = 11
trigger1 = movehit
trigger1 = var(33) != 2
trigger1 = var(32) = 0
trigger1 = command = "holdup"
value = 45
ctrl = 1
ignorehitpause = 1


[state 0, meltyblood]
type = varadd
trigger1 = time = 1
trigger1 = var(47) % 1000 < 100
var(47) = 100
persistent = 0

[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 530 + (random%10)
postype = p1
pos = floor(p2dist x),-60
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 551;10 + (random%10)
postype = p1
pos = floor(p2dist x),-60
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 540;20 + (random%10)
postype = p1
pos = floor(p2dist x),-60
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500

;方向転換
[State 1510, Turn]
type = Turn
Trigger1 = P2Dist X < 0
trigger1 = prevstateno = [9010,9039]
trigger1 = time = 0

[state 0,0]
type = veladd
trigger1 = time = 0
trigger1 = prevstateno = 9010
x = 2

[state 0,reverse]
type = varset
trigger1 = movehit
fvar(5) = fvar(5) * 0.87
persistent = 0
ignorehitpause = 1

[state 0,0]
type = varrandom
trigger1 = time = 1
v = 19
range = 0,1
[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != [7040,7041]
trigger1 = var(19) = 0
trigger1 = time = 3
value = 1, 5
channel = 0
[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != [7040,7041]
trigger1 = var(19) = 1
trigger1 = time = 3
value = 1,3
channel = 0

[State 0, 0]
type = PlaySnd
trigger1 = time = 6
value = 100, 11
ignorehitpause = 1

[state 0,sousai]
type = reversaldef
;trigger1 = enemy,movetype = A
trigger1 = time <= 8
trigger1 = prevstateno != [7040,7041]
Reversal.Attr = SCA,NA,SA,NP,SP
pausetime = 18,18
hitsound = S32,5
numhits = 0
sparkno = S350 + gametime%10;S1405;S7596
sparkxy = 48,-20
;persistent = 0
p1stateno = 7041

[State 200, HitDef1]
type = HitDef
trigger1 = time >= 8
persistent = 0
attr = A, NA
damage = 80, 0
getpower = ifelse(var(33) = 10,0,130),ifelse(var(33) = 10,0,38)
givepower = ifelse(fvar(12)=0.1,0,45),25
animtype = heavy
guardflag = HA
hitflag = MAFD
priority = 5, Hit
pausetime = 13, 15
guard.pausetime = 6, 9
sparkno = ifelse(var(8)=0,-1,1)
sparkxy = -8, -55
hitsound = S101, 32;5
guardsound = S0, 0
ground.type = high
ground.slidetime = ifelse(var(37)=1,19,16)
ground.hittime  =  16
air.slidetime = ifelse(var(37)=1,17,15)
air.hittime  = ifelse(var(37)=1,17,15)
ground.velocity = -2.8,0
air.velocity = -3,-5.8;0
;fall = 1
;fall.recover = ifelse(var(33)=11,0,1)
air.fall = 1
fall.recovertime = ifelse(fvar(7)>=37,1,37- floor(fvar(7)));;ifelse(enemy,gethitvar(hitcount) <10, Abs(38 - enemy,gethitvar(hitcount)), 28)
;p2stateno = 621
ground.cornerpush.veloff = -5.6
air.cornerpush.veloff = -5.8

[State 210, 3]
type = ChangeState
trigger1 = pos y >= 0
value = 52

[State 210, 3]
type = Changeanim
trigger1 = anim != 5040
trigger1 = animtime = 0
value = 5040

[state 0,0]
type = ctrlset
trigger1 = time >= 21
trigger1 = anim = 5040
value = 1


[State 200, AI]
type = ChangeState
trigger1 = var(59) = 1
trigger1 = time >= 6
trigger1 = movehit
trigger1 = enemy,movetype = H
trigger1 = random >= 130
value = 1022

;----------------------
;ジェノ
[Statedef 10020]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 10017

[State 3000, effect]
type = Explod
persistent = 0
trigger1 = prevstateno != 7040
trigger1 = time = 1
anim = 7048
postype = p1
pos = 5,-55
ownpal = 1
sprpriority = 5
ontop = 1
supermovetime =100
bindtime = -1
scale = 0.5,0.5
removeongethit = 1

[State 0, 0]
type = Explod
trigger1 = prevstateno != [7040,7041]
trigger1 = time = [30,100]
trigger1 = random >= 830
postype = p1
pos = 36,-50
anim = 186
pausemovetime = 99
random = 44,42
ownpal = 1
persistent = 5
sprpriority = 4
scale = 0.5,0.5

[State 0, 0]
type = Helper
persistent = 0
trigger1 = time = 1
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1994
postype = back
pos = -180,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
[State 0, 0];背景
type = Helper
persistent = 0
trigger1 = time = 1
helpertype = normal
name = "bg"
ID = 1985
stateno = 1985
postype = back
pos = 0,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200

[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != 7040
trigger1 = time = 1
value = 1, 14
channel = 0
ignorehitpause = 1


[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != 7040
trigger1 = time = 33
value = 1, 15
channel = 0
ignorehitpause = 1

[state 0,reverse]
type = varset
trigger1 = movehit
fvar(5) = fvar(5) * 0.66
persistent = 0
ignorehitpause = 1

[State 3900, NotHitBy]
type = NotHitBy
trigger1 = prevstateno != 7040
trigger1 = Time = 0
value = SCA
time = 36

[State 3500, 1]
type = SuperPause
persistent = 0
trigger1 = prevstateno != 7040
trigger1 = time = 1
time = 6
movetime = 30
pos = -14,-9
ownpal = 1
anim = S8999
sound = S20,0
poweradd = ifelse(var(50) = 4, -350, -1000)

[State 0, 0]
type = Helper
persistent = 0
trigger1 = time = 1
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1999
postype = back
pos = -180,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
;size.xscale = 0.5
;size.yscale = 0.5


[State 230, 2]
type = Explod
trigger1 = AnimElem = 4
anim = 10002
ID = 0
pos = 0, -10
postype = p1
facing = 1
vfacing = 1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 12
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = -1
ontop = 0
shadow = 0, 0, 0
ownpal = 0
removeongethit = 1

[State 700, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = A, NA
damage =  70
getpower = 40,40
givepower = 20,20
guardflag = M
priority = 7
pausetime = 14,14
sparkno = 1
sparkxy = -5,-35
hitsound   = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 23
ground.velocity = 0,-7
air.velocity = 0,-5
fall = 1
fall.recover = 100



[State 230, 2]
type = Explod
trigger1 = AnimElem = 8
anim = 10002
ID = 0
pos = 0, -5
postype = p1
facing = 1
vfacing = 1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 12
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = -1
ontop = 0
shadow = 0, 0, 0
ownpal = 0
removeongethit = 1


[State 700, 2]
type = HitDef
trigger1 = AnimElem = 8
attr = A, NA
damage =  70
getpower = 40,40
givepower = 20,20
guardflag = M
priority = 7
pausetime = 14,14
sparkno = 1
sparkxy = -5,-35
hitsound   = 5,0
guardsound = 6,0
ground.type = high
ground.slidetime = 10
ground.hittime  = 23
ground.velocity = 0,-5
air.velocity = 0,-3
fall = 1
fall.recover = 100


[State 230, 2]
type = Explod
trigger1 = AnimElem = 14
anim = 10009
ID = 0
pos = 0, -5
postype = p1
facing = 1
vfacing = 1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 12
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = -1
ontop = 0
shadow = 0, 0, 0
ownpal = 0
removeongethit = 1


[State 700, 2]
type = HitDef
trigger1 = AnimElem = 14
attr = A, NA
damage =  70
getpower = 40,40
givepower = 20,20
guardflag = M
priority = 7
pausetime = 14,14
sparkno = 1
sparkxy = -5,-35
hitsound   = 5,0
guardsound = 6,0
ground.type = high
ground.slidetime = 10
ground.hittime  = 23
ground.velocity = 0,-6
air.velocity = 0,-3
fall = 1
fall.recover = 100


[State 230, 2]
type = Explod
trigger1 = AnimElem = 18
anim = 10004
ID = 0
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 8
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = -1
ontop = 0
shadow = 0, 0, 0
ownpal = 0
removeongethit = 1


[State 200, HitDef]
type = HitDef
trigger1 = AnimElem = 18
persistent = 0
attr = S, SA
damage = 55, ifelse(var(49)>0,4,0)
getpower = ifelse(var(33) = 10,0,50),ifelse(var(33) = 10,0,6)
givepower = 22,6
animtype = heavy
guardflag = M
hitflag = MAFD
priority = 5, Hit
pausetime = 20, 20
guard.pausetime = 7, 7
sparkno = ifelse(var(8)=0,-1,2)
sparkxy = 0, -75
hitsound = S101, 32
guardsound = S0, 0
ground.type = high
ground.slidetime = 50
ground.hittime  = 15
ground.velocity = -8.5
air.velocity = -8.5,-11
fall = 1
air.fall = 1
fall.recovertime = 10
p2stateno = 9300
;fall.recover = ifelse(var(33)=11,0,1)


[State 21, 1]
type = VelSet
trigger1 = AnimElem = 17
x = 0
y = 0


[State 21, 1]
type = VelSet
trigger1 = AnimElem = 15
trigger2 = AnimElem = 16
trigger3 = AnimElem = 4
trigger4 = AnimElem = 5
trigger5 = AnimElem = 6
trigger6 = AnimElem = 7
trigger7 = AnimElem = 8
trigger8 = AnimElem = 9
trigger9 = AnimElem = 10
trigger10 = AnimElem = 11
trigger11 = AnimElem = 12
trigger12 = AnimElem = 13
trigger13 = AnimElem = 14
x = 1
y = -2


[State 1051, 3] ;Change state when KFM is close to ground
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 0


;----------------------
;トルネードエッジ
[Statedef 10000]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 1.5,-8
anim = 10000

[State 1051, 1] ;Gravity
type = VelAdd
trigger1 = 1
y = .43


[State 230, 2]
type = Explod
trigger1 = AnimElem = 2
anim = 10002
ID = 0
pos = 0, -10
postype = p1
facing = 1
vfacing = 1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 12
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = -1
ontop = 0
shadow = 0, 0, 0
ownpal = 0
removeongethit = 1

[State 700, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage =  70
getpower = 40,40
givepower = 20,20
guardflag = M
priority = 7
pausetime = 10,10
sparkno = 1
sparkxy = -5,-35
hitsound   = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 23
ground.velocity = 0,-9
air.velocity = 0,-7.0
fall = 1
fall.recover = 100

[State 1051, 3] ;Change state when KFM is close to ground
type = ChangeState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 10006


;----------------------
;トルネードエッジ派生１
[Statedef 10001]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 1,-7
anim = 10001

[State 1051, 1] ;Gravity
type = VelAdd
trigger1 = 1
y = .43


[State 230, 2]
type = Explod
trigger1 = AnimElem = 2
anim = 10002
ID = 0
pos = 0, -5
postype = p1
facing = 1
vfacing = 1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 12
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = -1
ontop = 0
shadow = 0, 0, 0
ownpal = 0
removeongethit = 1


[State 700, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage =  70
getpower = 40,40
givepower = 20,20
guardflag = M
priority = 7
pausetime = 10,10
sparkno = 1
sparkxy = -5,-35
hitsound   = 5,0
guardsound = 6,0
ground.type = high
ground.slidetime = 10
ground.hittime  = 23
ground.velocity = 0,-6
air.velocity = 0,-5.5
fall = 1
fall.recover = 100


[State 1051, 3] ;Change state when KFM is close to ground
type = ChangeState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 10006


;----------------------
;トルネードエッジ派生２　ジェノ
[Statedef 10002]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0.7,-5.5
anim = 10001

[State 1051, 1] ;Gravity
type = VelAdd
trigger1 = 1
y = .43

[State 230, 2]
type = Explod
trigger1 = AnimElem = 2
anim = 10002
ID = 0
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 12
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = -1
ontop = 0
shadow = 0, 0, 0
ownpal = 0
removeongethit = 1

[State 700, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage =  70
getpower = 40,40
givepower = 20,20
guardflag = M
priority = 7
pausetime = 10,10
sparkno = 1
sparkxy = -5,-35
hitsound   = 5,0
guardsound = 6,0
ground.type = high
ground.slidetime = 10
ground.hittime  = 23
ground.velocity = 0,-6
air.velocity = 0,-6
fall = 1
fall.recover = 100


[State 1051, 3] ;Change state when KFM is close to ground
type = ChangeState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 10006

;----------------------
;トルネードエッジ派生２　キック
[Statedef 10003]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0.7,-4.5
anim = 10003


[State 21, 1]
type = VelSet
trigger1 = AnimElem = 2
x = 0
y = 0

[State 230, 2]
type = Explod
trigger1 = AnimElem = 2
anim = 10004
ID = 0
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 8
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = -1
ontop = 0
shadow = 0, 0, 0
ownpal = 0
removeongethit = 1


[State 200, HitDef]
type = HitDef
trigger1 = time >= 3
persistent = 0
attr = S, SA
damage = 55, ifelse(var(49)>0,4,0)
getpower = ifelse(var(33) = 10,0,50),ifelse(var(33) = 10,0,6)
givepower = 22,6
animtype = heavy
guardflag = M
hitflag = MAFD
priority = 5, Hit
pausetime = 20, 20
guard.pausetime = 7, 7
sparkno = ifelse(var(8)=0,-1,2)
sparkxy = 0, -75
hitsound = S101, 32
guardsound = S0, 0
ground.type = high
ground.slidetime = 50
ground.hittime  = 15
ground.velocity = -8.5
air.velocity = -8.5,-11
fall = 1
air.fall = 1
fall.recovertime = 10
p2stateno = 9300
;fall.recover = ifelse(var(33)=11,0,1)

[State 1051, 3] ;Change state when KFM is close to ground
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 0

;----------------------
;トルネードエッジ派生3　叩き落し
[Statedef 10005]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0.7, -3
anim = 10016

[State 1051, 1] ;Gravity
type = VelAdd
trigger1 = 1
y = .43


[State 230, 2]
type = Explod
trigger1 = AnimElem = 2
anim = 10009
ID = 0
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 12
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = -1
ontop = 0
shadow = 0, 0, 0
ownpal = 0
removeongethit = 1

[State 700, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage =  70
getpower = 40,40
givepower = 20,20
guardflag = M
priority = 7
pausetime = 9,20
sparkno = 1
sparkxy = -5,-35
hitsound   = 5,0
guardsound = 6,0
ground.type = high
ground.slidetime = 10
ground.hittime  = 23
ground.velocity = 0,0
air.velocity = -3,8
fall = 1
fall.recover = 100


[State 1051, 3] ;Change state when KFM is close to ground
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 0

;------------------
; 着地用ステート
[Statedef 10006]
type    = S
movetype= I
physics = S
anim = 47
sprpriority = 1
velset = 0,0

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

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

[State 1052, 5]
type = ChangeState
trigger1 = Time = 10
value = 0
ctrl = 1



;------------------
;アクセルスライド
[Statedef 10010]
type    = S                   
movetype= I                    
physics = S                   
juggle  = 1                   
velset = 0,0                 
ctrl = 0                    
anim = 10010                      
poweradd = 70                  
sprpriority = 2   


[State 21, 1]
type = VelSet
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
trigger4 = AnimElem = 5
trigger5 = AnimElem = 6
trigger6 = AnimElem = 7
x = 10



[State 3000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;------------------
;逆アクセルスライド
[Statedef 10014]
type    = S                   
movetype= I                    
physics = S                   
juggle  = 1                   
velset = 0,0                 
ctrl = 0                    
anim = 10014                      
poweradd = 70                  
sprpriority = 2   


[State 21, 1]
type = VelSet
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
trigger4 = AnimElem = 5
trigger5 = AnimElem = 6
trigger6 = AnimElem = 7
x = -10



[State 3000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;----------------------
;派生カカト
[Statedef 10011]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 6,-7
anim = 10011

[State 1051, 1] ;Gravity
type = VelAdd
trigger1 = 1
y = .54

[State 230, 2]
type = Explod
trigger1 = AnimElem = 7
anim = 10007
ID = 0
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 10
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = -1
ontop = 0
shadow = 0, 0, 0
ownpal = 0
removeongethit = 1


[State 700, 2]
type = HitDef
trigger1 = AnimElem = 6
attr = A, NA
damage =  70
getpower = 40,40
givepower = 20,20
guardflag = HA
priority = 7
pausetime = 10,10
sparkno = 1
sparkxy = -5,-35
hitsound   = 5,0
guardsound = 6,0
ground.type = high
ground.slidetime = 10
ground.hittime  = 23
ground.velocity = 0,-6
air.velocity = 0,-6
fall = 1
fall.recover = 100


[State 1051, 3] ;Change state when KFM is close to ground
type = ChangeState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 10012


;------------------
; 着地用ステート
[Statedef 10012]
type    = S
movetype= I
physics = S
anim = 47
sprpriority = 1
velset = 5,0

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

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

[State 1052, 5]
type = ChangeState
trigger1 = Time = 13
value = 0
ctrl = 1


;------------------
;派生スライディング
[Statedef 10013]
type    = S                   
movetype= A                    
physics = S                   
juggle  = 1                   
velset = 3,0                 
ctrl = 0                    
anim = 10013                      
poweradd = 70                  
sprpriority = 2   


[State 230, 2]
type = Explod
trigger1 = AnimElem = 2
anim = 10008
ID = 0
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
vel = 12, 0
accel = 0, 0
random = 0, 0
removetime = 17
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = -1
ontop = 0
shadow = 0, 0, 0
ownpal = 0
removeongethit = 1


[State 21, 1]
type = VelSet
trigger1 = time < 24
trigger1 = time > 4
x = 12



[State 700, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage =  70
getpower = 40,40
givepower = 20,20
guardflag = LA
priority = 7
pausetime = 10,10
sparkno = 1
sparkxy = -5,-35
hitsound   = 5,0
guardsound = 6,0
ground.type = high
ground.slidetime = 10
ground.hittime  = 23
ground.velocity = 0,-6
air.velocity = 0,-6
fall = 1
fall.recover = 100


[State 3000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;------------------
;ハイプレッシャー
[Statedef 10015]
type    = S                   
movetype= I                   
physics = S                   
juggle  = 1                   
velset = 0,0                 
ctrl = 0                    
anim = 10015                      
poweradd = 70                  
sprpriority = 2   


[State 21, 1]
type = VelSet
trigger1 = time =0
x = 0

[State 3000, 3]
type = ChangeState
trigger1 = time = 3
value = 0
ctrl = 1


;---:::::::::::::::::::::::::::::::::::::::::::::
;投げようとする
[Statedef 980]
type    = S
movetype= A
physics = S
ctrl = 0
juggle = 4
anim = 7213
sprpriority = 2

[State 800, 1]
type = HitDef
;trigger1 = command = "holdfwd" || command = "holdback"
trigger1 = time <= 2
trigger1 = P2MoveType != H
attr = S, NT
hitflag = M
priority = 1, Miss
sparkno = -1
air.juggle = 14
hitsound = S101, 1
sprpriority = 1
p1facing = ifelse (command = "holdback", -1, 1)
;p2facing = -1
p1stateno = 900
p2stateno = 901
fall = 1
fall.recover = 0

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[State 200, 3]
type = ChangeState
trigger1 = var(41) = 2
trigger1 = Time = 5
value = 0
ctrl = 1
;------------------------------------------
; 投げられてる相手
[Statedef 901]
type    = A
movetype= H
physics = S
ctrl = 0
sprpriority = 2
velset =0,0

[state 0,0]
type = screenbound
trigger1 = 1
value = 0

[state 0,0]
type = velset
trigger1 = time = 19
x = 11
y = -7.6

[state 0,0]
type = veladd
trigger1 = time >= 20
y = 0.45

[state 0,0]
type = turn
trigger1 = time = 0
trigger1 = facing = enemy,facing

[state 0,0]
type = changeanim2
trigger1 = time = 0
value = 7215

[state 0,0]
type = playerpush
trigger1 = 1
value = 0

[state 0,0]
type = lifeadd
trigger1 = time = 1
value = -5
kill = 0
[state 0,0]
type = lifeadd
trigger1 = time = 17
value = -90

[state 0,0]
type = envshake
trigger1 = time = 16
time = 10

[state 0,0]
type = selfstate
trigger1 = time >= 22;34
value = 5050

;---------------------------------------
;投げ
[Statedef 900]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 7214
sprpriority = 1
velset = 0,0

[state 0,0]
type = velset
trigger1 = time <= 5
x = 7.5
y = 0

;[state 0,0]
;type = veladd
;trigger1 = time = [5,15]
;x = -0.2

[state 0,0]
type = velset
trigger1 = time = 16
x = -4

[state 0,0]
type = velset
trigger1 = time = 20
x = 0


[state 0,reverse]
type = varset
trigger1 = time = 1
var(27) = 1

[state 0,reverse]
type = varset
trigger1 = var(41) = 0
trigger1 = time = 1
fvar(5) = fvar(5)*0.3
persistent = 0

[State 210, 2]
type = PlaySnd
trigger1 = time = 4
value = 200, 32
channel = 0

[State 0, 1]
type = TargetBind
trigger1 = time = 1
pos = 30,0

[State 200, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[State 200, 3]
type = ChangeState
trigger1 = var(41) = 2
trigger1 = command = "214_b"
trigger1 = time >= 25
value = 1001
ctrl = 0
[State 200, 3]
type = ChangeState
trigger1 = var(41) = 2
trigger1 = command = "214_a"
trigger1 = time >= 25
value = 1003
ctrl = 0

;---------------------------------------
;投げ2
[Statedef 902]
type    = A
movetype= A
physics = A
ctrl = 0
anim = 7090
sprpriority = 3
velset = 0,-7

[State 200, HitDef]
type = HitDef
persistent = 0
trigger1 = time >= 2
attr = S, NA
damage = 66, 0
getpower = 0
givepower = 0
animtype = medium
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 7, 7
;;guard.sparkno = S8003
sparkno = 1;S8004
sparkxy = -3, -55
hitsound = S101, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0,-11
air.velocity = 0,-11
air.fall = 1
fall.recovertime = 40


[State 200, 3]
type = ChangeState
trigger1 = time >= 5
trigger1 = pos y >= 0
value = 52
ctrl = 1

;---:::::::::::::::::::::::::::::::::::::::::::::
;投げようとする air
[Statedef 970]
type    = A
movetype= A
physics = A
ctrl = 0
anim = 900;7485
sprpriority = 2
juggle = 4

[State 800, 1]
type = HitDef
;trigger1 = command = "holdfwd" || command = "holdback"
trigger1 = time >= 0
attr = A, NT
;juggle = 30
hitflag = AF
priority = 1, Miss
sparkno = -1
hitsound = S101, 1
sprpriority = 1
;p1facing = ifelse (command = "holdback", -1, 1)
;p2facing = -1
p1stateno = 905
p2stateno = 906
air.fall = 1
fall.recover = 0

[State 200, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 150, 0

[State 200, 3]
type = ChangeState
trigger1 = time = 2
value = 9920


;------------------------------------------------
;自分
[Statedef 905]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 7483
sprpriority = 5
;velset = 0,0

[state 0,0]
type = pause
trigger1 = time = 0
time = 2

[state 0,0]
type = posadd
trigger1 = time = 0
x = 30
y = -30

[state 0,0]
type = veladd
trigger1 = time >= 10
y = 0.45



[State 0, 0]
type = ChangeState
trigger1 = pos y >= 0
value = 9929
ctrl = 0

[state 0,debug]
type = null;pause
trigger1 = gametime % 2 = 0
time = 1

[state 0,0]
type = targetbind
trigger1 = time >= 0
pos = -13,10;35,-46;10,18

;------------------------------------------------
;　aite
[Statedef 906]
type    = A
movetype= H
physics = N
ctrl = 0
;anim = 7404
sprpriority = 3
velset = 0,0

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

[state 0,0]
type = screenbound
trigger1 = 1
value = 0

[state 0,0]
type = lifeadd
trigger1 = time >= 5
trigger1 = pos y >= 0
value = -80

[state 0,0]
type = changeanim2
trigger1 = time = 0
value = 7484

[State 0, 0]
type = selfState
trigger1 = time >= 5
trigger1 = pos y >= 0
value = 5050
ctrl = 0



;---------------------------------------
;投げair
[Statedef 905]
type    = A
movetype= A
physics = A
ctrl = 0
anim = 7279
sprpriority = 1
velset = 0,0

[State 0,0]
type = nothitby
ignorehitpause = 1
trigger1 = time = 0
value = SCA
time = 5

[state 0,0]
type = velset
trigger1 = time <= 9
x = 0
y = 0

[State 0, 1]
type = TargetBind
trigger1 = time <= 1
pos = 33,-62

[State 200, 3]
type = ChangeState
trigger1 = animtime = 0
value = 5040
ctrl = 1

[state 0,0]
type = velset
trigger1 = time = 10
x = -2.3
y = -2




;------------------------------------------
; 投げられてる相手
[Statedef 906]
type    = A
movetype= H
physics = N
ctrl = 0
sprpriority = 2
velset = 0,0

[State 0,0]
type = nothitby
ignorehitpause = 1
trigger1 = time = 0
value = SCA
time = 5

[state 0,0]
type = turn
trigger1 = time = 0
trigger1 = facing = enemy,facing

[state 0,0]
type = changeanim2
trigger1 = time = 0
value = 7092

;[state 0,0]
;type = changeanim2
;trigger1 = time = 15
;value = 811

[state 0,0]
type = playerpush
trigger1 = 1
value = 0


[state 0,0]
type = velset
trigger1 = time = 10
x = -5
y = 16

[state 0,0]
type = lifeadd
trigger1 = time = 9
value = -50
kill = 0

[state 0,0]
type = null;changeanim
trigger1 = time = 14
value = 5002

[state 0,0]
type = changestate
trigger1 = time = 10
value = 612;5100




;---:::::::::::::::::::::::::::::::::::::::::::::
;投げようとする アルカナN　Air
[Statedef 960]
type    = A
movetype= A
physics = A
ctrl = 0
juggle = 4
anim = 906
sprpriority = 2


[State 8, hiteffect]
type = Explod
;triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 541
postype = p1
pos = 35,-70
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1


[State 800, 1]
type = HitDef
trigger1 = time = [7,8]
trigger1 = P2MoveType != H
attr = A, NT
hitflag = A
priority = 1, Miss
sparkno = -1
air.juggle = 14
hitsound = S101, 1
sprpriority = 1
;p2facing = -1
p1stateno = 961
p2stateno = 962
fall = 1
fall.recover = 0
numits = 0

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[State 200, 3]
type = ChangeState
trigger1 = pos y >= 0
value = 52
ctrl = 1

;--------------------------------------------------
;空中
[Statedef 961]
type    = A
movetype= A
physics = A
ctrl = 0
;anim = 7541
sprpriority = 2
poweradd = 30

[state 0,0]
type = velset
trigger1 = time <= 60
x = 0
y = 0


[state 0,0]
type = targetbind
trigger1 = time <= 1
pos = 35,0
[state 0,0]
type = envshake
triggerall = anim = 907
trigger1 = animelem = 4
trigger2 = animelem = 7
time = 12
ampl = 2
[state 0,0]
type = hitadd
triggerall = anim = 907
trigger1 = animelem = 4
trigger2 = animelem = 7
;persistent = 0
value = 1

[State 8, hiteffect]
type = Explod
triggerall = anim = 907
triggerall = var(8) = 0
triggerall = enemy,movetype = H
trigger1 = animelem = 5
trigger2 = animelem = 7
anim = 530 + (random%10)
postype = p1
pos = floor(p2dist x),-68
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 9
scale = 0.4,0.4
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = anim = 907
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = animelem = 7
anim = 540
postype = p1
pos = 55,-68
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.3,0.3
removepngethit = 1
id = 500

[State 5, kensen]
type = Explod
triggerall = anim = 907
trigger1 = animelemtime(7) = 0
anim = 1510
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 3
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
id = 1010
removepngethit = 1
bindtime = -1

[State 8, hiteffect]
type = Explod
triggerall = anim = 907
triggerall = var(8) = 0
triggerall = enemy,movetype = H
trigger1 = animelem = 5
trigger2 = animelem = 7
anim = 530 + (random%10)
postype = p1
pos = floor(p2dist x),-48
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.4,0.4
removepngethit = 1
id = 500

[state 0,0]
type = changestate
trigger1 = time <= 16
trigger1 = enemy,stateno != 962
value = 943


[state 0,0]
type = changeanim
trigger1 = time = 17
value = 907

[state 0,0]
type = velset
trigger1 = time = [20,41]
x = 0;1
y = 0

[State 200, 3]
type = ChangeState
trigger1 = time = 55
value = 5040;9426;9
ctrl = 1

[State 0, 0]
type = PlaySnd
triggerall = anim = 907
trigger1 = animelem = 4
value = 101, 31
persistent = 0
[State 0, 0]
type = PlaySnd
triggerall = anim = 907
trigger1 = animelem = 7
value = 101, 32;11
persistent = 0

;アルカナ　2Dホーミング
[State -1, arcana]
type = ChangeState
value = 9012
triggerall = var(41) = 3
triggerall = command = "holddown"
triggerall = command = "a"
triggerall = var(16) >= 1
triggerall = statetype = A
trigger1 = time >= 43
;アルカナ　8Dホーミング
[State -1, arcana]
type = ChangeState
value = 9017
triggerall = var(41) = 3
triggerall = command = "holdup"
triggerall = command = "a"
triggerall = var(16) >= 1
triggerall = statetype = A
trigger1 = time >= 43
;アルカナ　NDホーミング
[State -1, arcana]
type = ChangeState
value = 9010
triggerall = var(41) = 3
triggerall = command != "holdfwd"
triggerall = command != "holdback"
triggerall = command != "holdup"
triggerall = command = "a"
triggerall = var(16) >= 1
trigger1 = time >= 43
;アルカナ　6Dホーミング　空中
[State -1, arcana]
type = ChangeState
value = 9011
triggerall = var(41) = 3
triggerall = command = "holdfwd"
triggerall = command = "a"
triggerall = var(16) >= 1
triggerall = statetype = A
trigger1 = time >= 43
;アルカナ　4Dホーミング 空中
[State -1, arcana]
type = ChangeState
value = 9018
triggerall = var(41) = 3
triggerall = command = "holdback"
triggerall = command = "a"
triggerall = var(16) >= 1
triggerall = statetype = A
trigger1 = time >= 43