;Var(0)モード
;Var(1)切換え
;Var(2)ヒット数補正 
;Var(3)ctrl
;Var(4)KOボイス
;Var(5)ランダムボイス・ツバメ六連併用・紫電併用
;Var(6)フェニッシュ判定
;Var(7)カラー調整用
;Var(8)ダッシュジャンプ判定
;Var(9-10)キャンセルジャンプ処理
;Var(11)空中ダッシュ処理
;Var(12)カットインフェード処理
;Var(13)カットイン拡大処理 ・紫電併用
;Var(14)パートナー死亡
;Var(15)魔眼のフェードその他汎用
;Var(16)声合わせ
;Var(17-25)メルブラコンボシステム処理
;var(26)避け
;Var(27) 無想転生1   
;Var(28)バク転処理
;Var(29) 
;Var(30)トレーニング処理
;Var(31)避け処理

;Var(32-3)月姫ヒロインズフェード処理(アルク+シオン+さっちん)＋志貴の勝利判定
;Var(34-5)月姫ヒロインズフェード処理(秋葉+琥珀+都古)+魔眼のフェード
;Var(36-7)月姫ヒロインズフェード処理(シエル+翡翠)+敵体力検出
;Var(38-9)月姫ヒロインズフェード処理(双子+レン+シエル+秋葉)
;Var(32-39)直死分身処理と併用&シールド残像
;Var(40)死の予感回数制限処理
;-------------------------------------持ち越すVar
;Var(41)モード持ち越し用(20原作通常モード:19原作finaltunedモード)
;Var(42)キャラ認識
;Var(43)キャラ認識
;Var(44)無空
;Var(45)マジックサーキット(0:none,1:強制開放,2:自動開放,3:BH)

;Var(46)閃鞘・八点衝移動処理

;Var(47)開放判定
;Var(48)閃鎖溜め判定

;Var(49)七星ゲージ

;Var(50)反転フラグ
;Var(51)ナイフ位置
;Var(52)チームモード判定
;Var(53)地面を殺す終了判定
;Var(54)勝利
;Var(55)AI
;Var(56)AIランダムと無想転生2処理併用

;Var(57)クリティカルヒット判定

;Var(58)PalFX処理

;Var(59)ダウン追い討ち判定
;--------------------------------------
;fvar(2)使用済み
;fvar(3)使用済み
;fvar(4)使用済み
;fvar(5)使用済み
;fvar(10)マジックサーキットの値
;fvar(11)使用済み
;fvar(12)使用済み
;fvar(13)使用済み
;fvar(14)使用済み
;fvar(15)いずみ
;fvar(16)マコト
;fvar(17)ゼロ子
;fvar(25)使用済み
;fvar(26)ゼロ子行動判定
;fvar(27)七星ゲージリセット
[Data]

life = 1000		;Amount of life to start with
power = 3000
attack = 100		;100% attack power (more is stronger)
defence = 100		;100% defensive power (more is stronger)
fall.defence_up = 50	;Def goes up by 50% everytime player is hit on ground
liedown.time = 60	;Time player takes before getting up from HIT_LIEDOWN
airjuggle = 15		;Can do 15 points of juggling
sparkno = 0		;Default spark number
guard.sparkno = S8030	;Default guard spark number
KO.echo = 0		;1 to enable echo on KO
Volume = 255		
IntPersistIndex = 41
FloatPersistIndex = 26

[Size]
xscale = 1           ;Horizontal scaling factor.
yscale = 1           ;Vertical scaling factor.
ground.back = 13     ;Player width (back, ground)
ground.front = 12    ;Player width (front, ground)
air.back = 12        ;Player width (back, air)
air.front = 12       ;Player width (front, air)
height = 60          ;Height of player (for opponent to jump over)
attack.dist = 120    ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles
proj.doscale = 0     ;Set to 1 to scale projectiles too
head.pos = -5, -86   ;Approximate position of head
mid.pos = -5, -56    ;Approximate position of midsection
shadowoffset = 0     ;Number of pixels to vertically offset the shadow
draw.offset = 0,0    ;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = 1.8      ;Walk forward
walk.back = -1.5     ;Walk backward
run.fwd  = 9.9, 0    ;Run forward (x, y)
run.back = -5.9,-2 ;Hop backward (x, y)
jump.neu = 0,-10.5    ;Neutral jumping velocity (x, y)
jump.back = -1.55    ;Jump back Speed (x, y)
jump.fwd = 2.5       ;Jump forward Speed (x, y)
runjump.back = 1.55,-10.5 ;Running jump speeds (opt)
runjump.fwd = 4.7,-9.9      ;.
airjump.neu = 0,-7.4      ;.
airjump.back = -1.55      ;Air jump speeds (opt)
airjump.fwd = 1.5         ;.

[Movement]
airjump.num = 1      ;Number of air jumps allowed (opt)
airjump.height = 25  ;Minimum distance from ground before you can air jump (opt)
yaccel = .54        ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching

;---------------------------------------------------------------------------
; Format:
; [Statedef STATENO]
; type = ?      S/C/A/L  stand/crouch/air/liedown
; movetype = ?  I/A/H    idle/attack/gethit
; physics = ?   S/C/A/N  stand/crouch/air/none
; juggle = ?             air juggle points move requires
;
; [State STATENO, ?]     ? - any number you choose
; type = ?
; ...
---------

[Statedef 66378]
type = S
ctrl = 0
anim = 99999
velset = 0,0
;;---------------------------------------------------------------------------
[State -1]
Type = VarSet
trigger1 = 1
fV = 26
Value = 1

[state a];消滅
type = removeexplod
trigger1 = 1
id = 64010

[state a];消滅
type = removeexplod
trigger1 = 1
id = 64007

[state a];消滅
type = removeexplod
trigger1 = 1
id = 64006

[state a];消滅
type = removeexplod
trigger1 = 1
id = 64005

[state a];消滅
type = removeexplod
trigger1 = 1
id = 64004

[state a];消滅
type = removeexplod
trigger1 = 1
id = 64003

[state a];消滅
type = removeexplod
trigger1 = 1
id = 64002

[state a];消滅
type = removeexplod
trigger1 = 1
id = 64001

[state a];消滅
type = removeexplod
trigger1 = 1
;triggerall = Teammode = simul
;triggerall = partner,var(34) = 1
id = 64000

[state -2,a];死兆星
type = null;Explod
triggerall = Teammode = simul
triggerall = partner,var(34)
trigger1 = Facing = 1
trigger1 = numexplod(64020) = 0
anim = 64020
id = 64020
postype = right
bindtime = -1
pos = -50,50
sprpriority = 100
ownpal = 1
scale = 0.5,0.5

[state -2,a];死兆星
type = null;Explod
triggerall = Teammode = simul
triggerall = partner,var(34)
trigger1 = Facing = -1
trigger1 = numexplod(64020) = 0
anim = 64020
id = 64020
postype = left
bindtime = -1
pos = 50,50
sprpriority = 100
ownpal = 1
scale = 0.5,0.5
facing = -1


;---------------------------------------------------------------------------
; Lose by Time Over
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 210, 1]
type = PlaySnd
trigger1 = time = 1
value = 170, 0

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

;---------------------------------------------------------------------------
; DRAWGAME (Time over)
[Statedef 175]
type = S
ctrl = 0
velset = 0,0

[State 175, 1] ; If no anim, use go to lose state.
type = ChangeState
trigger1 = Time = 0
trigger1 = !SelfAnimExist(175)
value = 170

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 175, 0

[State 175, 2]
type = ChangeAnim
trigger1 = Time = 0
value = 175

[State 175, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; Win state decider
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 180]
type = S
ctrl = 0


;━━━━━━━━━━━━━━━━━━━━━━━
;１％が追加
;仲間がグラップラー
[State 191, 3] ;
type = ChangeState
trigger1 = Time = 0
trigger1 = MatchOver
trigger1 = numpartner
trigger1 = partner,Alive
trigger1 = partner,Name = "Grappler_Shiki"
value = 33460
;━━━━━━━━━━━━━━━━━━━━━━━


[State 180, 1]
type = varset
trigger1 = Time = 0
var(54) = 1

[State 180, 1]
type = ChangeState
trigger1 = Time = 0
trigger1 = var(32) = 10
value = 182
ctrl = 0

[State 180, 1]
type = ChangeState
trigger1 = Time = 0
trigger1 = var(32) = 11
value = 183
ctrl = 0

[State 180, 1]
type = ChangeState
trigger1 = Time = 0
trigger1 = var(32) = 12
value = 184
ctrl = 0

[State 180, 1]
type = ChangeState
trigger1 = Time = 0
trigger1 = var(32) = 13
value = 185
ctrl = 0

[State 180, 1]
type = ChangeState
trigger1 = command = "holdup"
trigger1 = Time = 0
value = 181
ctrl = 0

[State 191, 3] ;Change to stand state when done
type = ChangeState
trigger1 = Time = 0
value = 181
ctrl = 0

;---------------------------------------------------------------------------
; Win pose 1 - Bow
; CNS difficulty: basic
; CNS レベル: 普通
[Statedef 181]
type = S
ctrl = 0
anim = 180+var(0)*10000
velset = 0,0

[State 811]
type = varadd
trigger1 = time = 1
var(50) = -2

[State 0]
type = changeanim
trigger1 = time = 0
trigger1 = var(41) != 2
trigger1 = var(0) = 1
value = 10180

[State 0]
type = changeanim
trigger1 = time = 0
trigger1 = var(0) = 2
value = 20180

[State 0]
type = changeanim
triggerall = MatchOver = 1
trigger1 = time = 0
trigger1 = var(0) = 2
value = 20181

[State 0]
type = changeanim
trigger1 = time = 1
trigger1 = PalNo >= 7
;trigger1 = PalNo = 12
;trigger1 = p1name = "shiki_nanaya"
value = 20180

;眼鏡を投げた後
[State 0]
type = changeanim
trigger1 = time = 0
trigger1 = var(0) = 1
trigger1 = var(41) = 2
value = 199

;ネロとか七夜とか
[State 0]
type = changeanim
trigger1 = time = 0
trigger1 = roundno >= 2
trigger1 = var(0) = 1
trigger1 = var(42) = 1
value = 181

[State win!]
type = Helper
triggerall = TeamMode = Single  || Numpartner > 0  && partner,Name = "zeroko"
triggerall = time = 100
triggerall = MatchOver = 1
trigger1 = anim = 199
trigger2 = anim = 180
trigger3 = anim = 10180


name = "super"
stateno = 8050
pos = 2,-92
ownpal = 1
supermovetime = 78

[State win!]
type = Helper
trigger1 = TeamMode = Single
trigger2 = Numpartner > 0
trigger2 = partner,Name = "zeroko"
triggerall = time = 0
triggerall = MatchOver = 1
triggerall = anim = 181
name = "super"
stateno = 8050
pos = 2,-92
ownpal = 1
supermovetime = 78

[State win!]
type = Helper
trigger1 = TeamMode = Single
trigger2 = Numpartner > 0
trigger2 = partner,Name = "zeroko"
triggerall = time = 210
triggerall = MatchOver = 1
triggerall = anim = 20180

name = "super"
stateno = 8051
pos = 2,-92
ownpal = 1
supermovetime = 78

[State 0]
type = varset
triggerall = var(41) != 21
trigger1 = time = 0
trigger1 = roundno >= 3
trigger1 = var(0) = 2
var(0) = 1

[State super effect]
type = Helper
trigger1 = animelem = 4
trigger1 = anim = 20181
name = "k"
stateno = 20003
pos = 12,-49
ownpal = 1
supermovetime = 100
pausemovetime = 120

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 7
trigger1 = anim = 20181
value = 2, 1
[State 210, 1]
type = PlaySnd
trigger1 = animelem = 5
trigger1 = var(0) = 1
trigger1 = anim = 199
value = 6, 0
[State 210, 1]
type = PlaySnd
trigger1 = animelem = 8
trigger1 = var(0) = 1
trigger1 = anim = 199
value = 12, 4

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 5
triggerall = MatchOver = 1
trigger1 = var(0) = 1
trigger1 = var(42) = 1
trigger1 = anim = 181
value = 6, 0
[State 210, 1]
type = PlaySnd
triggerall = animelem = 8
triggerall = TeamMode = Simul
triggerall = MatchOver = 1
trigger1 = var(0) = 1
trigger1 = var(42) = 1
trigger1 = anim = 181
value = 12, 5


[State 1000, 3]
type = VarRandom
trigger1 = time = 0
v = 5
range = 0,3

[State 210, 1]
type = PlaySnd
trigger1 = var(5) = 1
trigger1 = var(0) = 0
trigger1 = time = 2
value = 12, 0

[State 210, 1]
type = PlaySnd
trigger1 = var(5) = 2
trigger1 = var(0) = 0
trigger1 = time = 0
value = 12, 1

[State 210, 1]
type = PlaySnd
trigger1 = var(5) = 0
trigger1 = var(0) = 0
trigger1 = time = 2
value = 12, 2

[State 210, 1]
type = PlaySnd
trigger1 = var(5) = 3
trigger1 = var(0) = 0
trigger1 = time = 2
value = 12, 3

[State 210, 1]
type = PlaySnd
trigger1 = var(0) = 1
trigger1 = time = 2
trigger1 = anim = 10180
value = 12, 4

[State 210, 1]
type = PlaySnd
triggerall = MatchOver = 0
trigger1 = animelem = 5
trigger1 = var(5) = 0
trigger1 = anim = 20180
value = 2010, 0

[State 210, 1]
type = PlaySnd
triggerall = MatchOver = 0
trigger1 = animelem = 5
trigger1 = var(5) = 1
trigger1 = anim = 20180
value = 2010, 1

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 5
trigger1 = var(5) >= 2
trigger1 = anim = 20180
value = 2010, 2

[State 210, 1]
type = PlaySnd
triggerall = MatchOver = 1
trigger1 = animelem = 5
trigger1 = var(5) <= 1
trigger1 = anim = 20180
value = 2010, 3

[State 210, 1]
type = PlaySnd
trigger1 = var(0) = 1
trigger1 = animelem = 5
trigger1 = anim = 199
trigger1 = var(42) != 1
value = 6, 0

[State 210, 1]
type = PlaySnd
trigger1 = var(0) = 1
trigger1 = animelem = 8
trigger1 = anim = 199
trigger1 = var(42) != 1
value = 12, 4

[State 181, 0]
type = AssertSpecial
trigger1 = Time = [0,380]
flag = RoundNotOver

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


;---------------------------------------------------------------------------
; 地面を殺す専用
[Statedef 182]
type = S
ctrl = 0
anim = 13540
velset = 0,0

[State win!]
type = Helper
triggerall = TeamMode = Single
trigger1 = var(0) = 1
trigger1 = time = 350
trigger1 = MatchOver = 1
name = "super"
stateno = 8050
pos = 2,-92
ownpal = 1
supermovetime = 78

[State 210, 1]
type = PlaySnd
trigger1 = animelemtime(1) = 0
value = 1200, 1

[State 181, 0]
type = AssertSpecial
trigger1 = Time = [0,420]
flag = RoundNotOver

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

;---------------------------------------------------------------------------
; 17分割専用
[Statedef 183]
type = S
ctrl = 0
anim = 13120
velset = 0,0

[State win!]
type = Helper
triggerall = var(0) = 1
triggerall = MatchOver = 1
triggerall = TeamMode = Single
trigger1 = animelemtime(3) = 0
trigger1 = var(42) <= 2
trigger2 = var(42) >= 10
trigger2 = time = 388
name = "super"
stateno = 8050
pos = 2,-92
ownpal = 1
supermovetime = 78

[State win!]
type = Helper
triggerall = TeamMode = Single
trigger1 = var(0) = 2
trigger1 = animelemtime(3) = 0
trigger1 = MatchOver = 1
name = "super"
stateno = 8051
pos = 2,-92
ownpal = 1
supermovetime = 78

[State 210, 1]
type = PlaySnd
triggerall = var(0) = 1
triggerall = animelemtime(3) = 0
trigger1 = MatchOver = 1
trigger1 = var(42) >= 10
trigger2 = MatchOver = 0
trigger3 = TeamMode = Simul
value = 1200, 1

[State 210, 1]
type = PlaySnd
triggerall = var(0) = 2
triggerall = animelemtime(3) = 0
trigger1 = MatchOver = 0
value = 17, 0

[State 181, 0]
type = AssertSpecial
trigger1 = Time = [0,420]
flag = RoundNotOver

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

;---------------------------------------------------------------------------
; 無空専用
[Statedef 184]
type = S
ctrl = 0
anim = 24523
velset = 0,0

[State 210, 3]
type = SprPriority
trigger1 = time = 0
value = -8

[State 181, 0]
type = AssertSpecial
trigger1 = Time = [0,420]
flag = RoundNotOver

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
; 無空専用
[Statedef 185]
type = S
ctrl = 0
anim = 24526
velset = 0,0

[State win!]
type = Helper
triggerall = TeamMode = Single
trigger1 = var(0) = 2
trigger1 = time = 340
trigger1 = MatchOver = 1
name = "super"
stateno = 8051
pos = 2,-92
ownpal = 1
supermovetime = 78

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 2010, 2

[State 210, 3]
type = SprPriority
trigger1 = time >= 0
value = -8

[State 181, 0]
type = AssertSpecial
trigger1 = Time = [0,420]
flag = RoundNotOver

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 191]
type = S
ctrl = 0
anim = 190+var(0)*10000
velset = 0,0

[State 1100, wind]
type = null;Helper
trigger1 = time = 1
trigger1 = var(0) = 1
name = "system"
stateno = 8100
ID = 8100
size.xscale = 0.5
size.yscale = 0.5
pos = 1,-51
keyctrl = 1
ownpal = 1
supermovetime = 100
pausemovetime = 100
sprpriority = 4

[State 0]
type = powerset
trigger1 = time = 0
value = 1000

[State 0]
type = varset
;triggerall = PalNo >= 7
trigger1 = time = 0
v = 41
value = 20

[State 0]
type = varset
triggerall = PalNo = 12
trigger1 = p1name = "shiki_nanaya"
trigger1 = time = 0
v = 41
value = 21

[State 0]
type = varset
triggerall = var(41) = 20
trigger1 = time = 0
v = 0
value = 1

[State 0]
type = varset
triggerall = var(41) = 21
trigger1 = time = 0
v = 0
value = 2

[State var]
type = varset
trigger1 = roundsexisted = 0
var(50) = 0

[State var]
type = varset
trigger1 = 1
var(51) = 0

[State 811]
type = varadd
trigger1 = time = 1
trigger1 = var(42) >= 10
var(50) = -3

[State 811]
type = varadd
trigger1 = time = 1
trigger1 = var(42) = 1
var(50) = 2

[State 811]
type = varadd
trigger1 = time = 1
trigger1 = var(42) = 2
var(50) = 3

[State 191, 0]
type = Varset
triggerall = var(41) != 21
trigger1 = p2name = "Nanaya_T" || p4name = "Nanaya_T"
trigger2 = p2name = "Shiki_Nanaya" || p4name = "Shiki_Nanaya"
trigger3 = p2name = "Nanaya_Shiki" || p4name = "Nanaya_Shiki"
trigger4 = p2name = "Inferis Chaos" || p4name = "Inferis Chaos"
trigger5 = p2name = "Nero_Chaos" || p4name = "Nero_Chaos"
trigger6 = p2name = "Nero Chaos" || p4name = "Nero Chaos"
trigger7 = p2name = "tatsuo" || p4name = "tatsuo"
v = 42
value = 1

[State 191, 0]
type = Varset
triggerall = var(41) != 21
trigger1 = p2name = "Warcueid"
trigger2 = p4name = "Warcueid"
trigger3 = p2name = "Red Arcueid"
trigger4 = p4name = "Red Arcueid"
v = 42
value = 2

[State 191, 0]
type = Varset
triggerall = var(41) != 21
trigger1 = p2name = "White_Len"
trigger2 = p4name = "White_Len"
v = 42
value = 3

[State 191, 0]
type = Varset
triggerall = var(41) != 21
trigger1 = p2name = "Arcueid Brunestud"
trigger2 = p4name = "Arcueid Brunestud"
trigger3 = p2name = "Arcueid_Brunestud"
trigger4 = p4name = "Arcueid_Brunestud"
trigger5 = p2name = "Arcueid"
trigger6 = p4name = "Arcueid"
v = 42
value = 10

[State 191, 1]
type = Varset
triggerall = var(41) != 21
trigger1 = p2name = "ciel" || p4name = "ciel"
trigger2 = p2name = "CIEL(ELEICIA)" || p4name = "CIEL(ELEICIA)"
trigger3 = p2name = "CHIEL" || p4name = "CHIEL"
v = 42
value = 11

[State 191, 2]
type = Varset
triggerall = var(41) != 21
trigger1 = p2name = "Akiha_Tohno" || p4name = "Akiha_Tohno"
trigger2 = p2name = "Akiha Tohno" || p4name = "Akiha Tohno"
trigger3 = p2name = "Akiha" || p4name = "Akiha"
v = 42
value = 12

[State 191, 3]
type = Varset
triggerall = var(41) != 21
trigger1 = p2name = "hisui"
trigger2 = p4name = "hisui"
v = 42
value = 13

[State 191, 4]
type = Varset
triggerall = var(41) != 21
trigger1 = p2name = "kohaku"
trigger2 = p4name = "kohaku"
v = 42
value = 14

[State 191, 4]
type = Varset
triggerall = var(41) != 21
trigger1 = p2name = "Hisui&Kohaku"
trigger2 = p4name = "Hisui&Kohaku"
v = 42
value = 15

[State 191, 5]
type = Varset
triggerall = var(41) != 21
trigger1 = p2name = "Sion Eltnam Atlasia [Vampire]"
trigger2 = p4name = "Sion Eltnam Atlasia [Vampire]"
trigger3 = p2name = "Sion"
trigger4 = p4name = "Sion"
v = 42
value = 16

[State 191, 6]
type = Varset
triggerall = var(41) != 21
trigger1 = p2name = "yumituka_satuki"
trigger2 = p4name = "yumituka_satuki"
trigger3 = p2name = "yumituka satuki"
trigger4 = p4name = "yumituka satuki"
trigger5 = p2name = "Satsuki_Yumiduka"
trigger6 = p4name = "Satsuki_Yumiduka"
trigger7 = p2name = "satsuki EX"
trigger8 = p4name = "satsuki EX"
v = 42
value = 17

[State 191, 7]
type = Varset
triggerall = var(41) != 21
trigger1 = p2name = "miyako"
trigger2 = p4name = "miyako"
trigger3 = p2name = "Miyako Arima"
trigger4 = p4name = "Miyako Arima"
trigger5 = p2name = "Miyako_Arima"
trigger6 = p4name = "Miyako_Arima"
v = 42
value = 18

[State 191, 5]
type = Varset
triggerall = var(41) != 21
trigger1 = p2name = "len"
trigger2 = p4name = "len"
v = 42
value = 19


[State 191, 5]
type = Varset
triggerall = var(41) != 21
trigger1 = p2name = "Kishima_kouma"
trigger2 = p4name = "Kishima_kouma"
v = 42
value = 38

[State 191, 5]
type = Varset
triggerall = var(41) != 21
trigger1 = P2Name = "Aoko Aozaki" || P4Name = "Aoko Aozaki"
v = 42
value = 39

[State 191, 5]
type = Varset
triggerall = var(41) != 21
trigger1 = P2Name = "Morrigan Aensland" || P4Name = "Morrigan Aensland"
trigger2 = P2Name = "ruili" || P4Name = "ruili"
trigger3 = P2Name = "KENSHIRO" || P4Name = "KENSHIRO"
trigger4 = P2Name = "Ryo Sakazaki" || P4Name = "Ryo Sakazaki"
trigger5 = P2Name = "Ryo" || P4Name = "Ryo"
trigger6 = P2Name = "cvsryo"|| P4Name = "cvsryo"
trigger7 = P2Name = "Ukyo Tachibana"|| P4Name = "Ukyo Tachibana"
v = 42
value = 40

[State 191, 5]
type = Varset
triggerall = var(41) != 21
trigger1  = P2Name = "MORA"                || P4Name = "MORA"
trigger2  = P2Name = "Demitri"             || P4Name = "Demitri"
trigger3  = P2Name = "raigu's dracula"     || P4Name = "raigu's dracula"
trigger4  = P2Name = "SLAYER"              || P4Name = "SLAYER"
trigger5 = P2Name = "Nrvnqsr_Chaos"       || P4Name = "Nrvnqsr_Chaos"
trigger6 = P2Name = "Warachia"            || P4Name = "Warachia"
trigger7 = P2Name = "Satsuki Yumiduka"    || P4Name = "Satsuki Yumiduka"
trigger8 = P2Name = "Yumiduka_Satsuki"    || P4Name = "Yumiduka_Satsuki"
trigger9 = P2Name = "dio"                 || P4Name = "dio"
trigger10 = P2Name = "Shadow DIO"          || P4Name = "Shadow DIO"
trigger11 = P2Name = "vanillaice"          || P4Name = "vanillaice"
trigger12 = P2Name = "remilia"             || P4Name = "remilia"
trigger13 = P2Name = "Remilia_Scarlet"     || P4Name = "Remilia_Scarlet"
trigger14 = P2Name = "Erika_Sendou"        || P4Name = "Erika_Sendou"
trigger15 = P2Name = "Sion TATARI"        || P4Name = "Sion TATARI"
trigger16 = P2Name = "alucard"        || P4Name = "alucard"
trigger17 = P2Name = "fujie"        || P4Name = "fujie"

v = 42
value = 41

[State 191, 5]
type = Varset
triggerall = var(41) != 21
trigger1 = P2Name = "another blood" || P4Name = "another blood"
v = 42
value = 42

[State 191, 5]
type = Varset
triggerall = var(41) != 21
trigger1 = P2Name = "Michael_Roa_Valdamjong" || P4Name = "Michael_Roa_Valdamjong"
v = 42
value = 43

;;---------------------------------------------------------------------------

;━━━━━━━━━━━━━━━━━━━━━━━
;１％が追加
;敵がグラップラー
[State 191, 3] ;
type = ChangeState
trigger1 = Time = 5
triggerall = var(41) != 21
trigger1 = P2Name = "Grappler_Shiki" || P4Name = "Grappler_Shiki"
value = 50190
;仲間がグラップラー

[State 191, 3] ;
type = ChangeState
trigger1 = Time = 5
trigger1 = numpartner
triggerall = var(41) != 21
trigger1 = partner,Name = "Grappler_Shiki"
trigger1 = partner,stateno = 33450
value = 33450
;━━━━━━━━━━━━━━━━━━━━━━━
[State 191, 3] ;
type = ChangeState
trigger1 = Time = 5
triggerall = var(41) != 21
trigger1 = P2Name = "Grappler_Shiki" || P4Name = "Grappler_Shiki"
value = 50190

[state 190,対ゼロ子]
type=changestate
triggerall=time=0
triggerall = !numpartner
triggerall = enemynear,Name = "zeroko"
trigger1 = enemynear,AuthorName = "FenNes&5667&チユリ&エス"

value=33213

;vsArcueid
[State 191, 3] ;
type = ChangeState
triggerall = var(41) != 21
triggerall = Time = 5
trigger1 = P2Name = "Arcueid_Brunestud" || P4Name = "Arcueid_Brunestud"
value = 50195


vs先輩
[State 191, 3] ;
type = ChangeState
triggerall = var(41) != 21
triggerall = Time = 5
trigger1 = P2Name = "Ciel" || P4Name = "Ciel"
trigger2 = P2Name = "Full Armor Ciel"|| P4Name = "Full Armor Ciel"
trigger3 = p2name = "CIEL(ELEICIA)" || p4name = "CIEL(ELEICIA)"
trigger4 = p2name = "CHIEL" || p4name = "CHIEL"
value = 50191

;vsアル･アジフ
[State 191, 3] ;
type = ChangeState
triggerall = var(41) != 21
triggerall = Time = 5
trigger1 = P2Name = "AL AZIF" || P4Name = "AL AZIF"
value = 50192

;vsきしま
[State 191, 3] ;
type = ChangeState
triggerall = var(41) != 21
triggerall = Time = 5
trigger1 = P2Name = "Kishima_kouma" || P4Name = "Kishima_kouma"
value = 50193

;vs先生
[State 191, 3] ;
type = ChangeState
triggerall = var(41) != 21
triggerall = Time = 5
trigger1 = P2Name = "Aoko Aozaki" || P4Name = "Aoko Aozaki"
trigger2 = P2Name = "ruili" || P4Name = "ruili"
trigger3 = P2Name = "KENSHIRO" || P4Name = "KENSHIRO"
trigger4 = P2Name = "Ryo Sakazaki" || P4Name = "Ryo Sakazaki"
trigger5 = P2Name = "Ryo" || P4Name = "Ryo"
trigger6 = P2Name = "cvsryo"|| P4Name = "cvsryo"
trigger7 = P2Name = "Ukyo Tachibana"|| P4Name = "Ukyo Tachibana"
value = 50194


;vs秋葉
[State 191, 3] ;
type = ChangeState
triggerall = Time = 5
triggerall = var(41) != 21
trigger1 = P2Name = "Akiha" || P4Name = "Akiha"
trigger2 = P2Name = "Kaigen Ishima" || P4Name = "Kaigen Ishima"
trigger3 = p2name = "Akiha_Tohno" || p4name = "Akiha_Tohno"
trigger4 = p2name = "Akiha Tohno" || p4name = "Akiha Tohno"
value = 50196

;vsアナ
[State 191, 3] ;
type = ChangeState
triggerall = Time = 5
triggerall = var(41) != 21
trigger1 = P2Name = "another blood" || P4Name = "another blood"
value = 50199

;vs森岩
[State 191, 3] ;
type = ChangeState
triggerall = Time = 5
triggerall = var(41) != 21
trigger1 = P2Name = "Morrigan Aensland" || P4Name = "Morrigan Aensland"
value = 50290

;vs労画
[State 191, 3] ;
type = ChangeState
triggerall = Time = 5
triggerall = var(41) != 21
trigger1 = P2Name = "Rouga_Zanma" || P4Name = "Rouga_Zanma"
value = 50291

;vs弓塚さん
[State 191, 3] ;
type = ChangeState
triggerall = Time = 5
triggerall = var(41) != 21
trigger1 = P2Name = "Yumiduka_Satsuki" || P4Name = "Yumiduka_Satsuki"
trigger2 = P2Name = "satsuki EX"|| P4Name = "satsuki EX"
value = 50292

;vs吸血鬼
[State a];
type = ChangeState
triggerall = Time = 5
triggerall = var(41) != 21
trigger1  = P2Name = "MORA"                || P4Name = "MORA"
trigger2  = P2Name = "Demitri"             || P4Name = "Demitri"
trigger3  = P2Name = "raigu's dracula"     || P4Name = "raigu's dracula"
trigger4  = P2Name = "SLAYER"              || P4Name = "SLAYER"
trigger5 = P2Name = "Nrvnqsr_Chaos"       || P4Name = "Nrvnqsr_Chaos"
trigger6 = P2Name = "Warachia"            || P4Name = "Warachia"
trigger7 = P2Name = "Satsuki Yumiduka"    || P4Name = "Satsuki Yumiduka"
trigger8 = P2Name = "Yumiduka_Satsuki"    || P4Name = "Yumiduka_Satsuki"
trigger9 = P2Name = "dio"                 || P4Name = "dio"
trigger10 = P2Name = "Shadow DIO"          || P4Name = "Shadow DIO"
trigger11 = P2Name = "vanillaice"          || P4Name = "vanillaice"
trigger12 = P2Name = "remilia"             || P4Name = "remilia"
trigger13 = P2Name = "Remilia_Scarlet"     || P4Name = "Remilia_Scarlet"
trigger14 = P2Name = "Erika_Sendou"        || P4Name = "Erika_Sendou"
trigger15 = P2Name = "Sion TATARI"        || P4Name = "Sion TATARI"
trigger16 = P2Name = "alucard"        || P4Name = "alucard"
trigger17 = P2Name = "fujie"        || P4Name = "fujie"
trigger18 = P2Name = "Michael_Roa_Valdamjong" || P4Name = "Michael_Roa_Valdamjong"
value = 50198

;vs鬼
[State 191, 3] ;
type = ChangeState
triggerall = Time = 5
triggerall = var(41) != 21
trigger1 = P2Name = "cvsgouki" || P4Name = "cvsgouki"
trigger2 = P2Name = "cvsgouki_normal" || P4Name = "cvsgouki_normal"
trigger3 = P2Name = "cvsgouki_ex" || P4Name = "cvsgouki_ex"
trigger4 = P2Name = "gouki" || P4Name = "gouki"
trigger5 = P2Name = "Shin Gouki" || P4Name = "Shin Gouki"
trigger6 = P2Name = "Tin's S_Gouki" || P4Name = "Tin's S_Gouki"
trigger7 = P2Name = "Gouki by M.M.R." || P4Name = "Gouki by M.M.R."
trigger8 = P2Name = "SF3Gouki" || P4Name = "SF3Gouki"
trigger9 = P2Name = "svcgouki" || P4Name = "svcgouki"
trigger10 = P2Name = "zankuro" || P4Name = "zankuro"

trigger11 = P2Name = "Jubei Yamada" || P4Name = "Jubei Yamada"
trigger12 = P2Name = "ONI" || P4Name = "ONI"
trigger13 = P2Name = "Oboro Bishamon" || P4Name = "Oboro Bishamon"
trigger14 = P2Name = "Bishamon" || P4Name = "Bishamon"
trigger15 = P2Name = "ogre" || P4Name = "ogre"
trigger16 = P2Name = "dio" || P4Name = "dio"
trigger17 = P2Name = "Shadow DIO" || P4Name = "Shadow DIO"
trigger18 = P2Name = "Dio Brendo" || P4Name = "Dio Brendo"
trigger26 = P2Name = "final dio" || P4Name = "final dio"
trigger19 = P2Name = "Demitri" || P4Name = "Demitri"
trigger20 = P2Name = "oni chizuru" || P4Name = "oni chizuru"

trigger21 = P2Name = "Magneto(MC2)" || P4Name = "Magneto(MC2)"
trigger22 = P2Name = "Kyo_ONI" || P4Name = "Kyo_ONI"
trigger23 = P2Name = "DIO-ShadowFace" ||P4Name = "DIO-ShadowFace"
trigger24 = P2Name = "Ibuki_Suika" ||P4Name = "Ibuki_Suika"
trigger25 = P2Name = "Suika" ||P4Name = "Suika"
value = 50197



;;---------------------------------------------------------------------------


[State 191, 3] ;Change to stand state when done
type = ChangeState
triggerall = var(41) != 21
trigger1 = Time = 0
trigger1 = var(42) = 18
value = 192

[State 1000, 3]
type = VarRandom
trigger1 = time = 0
v = 5
range = 1,2

[State 210, 1]
type = PlaySnd
trigger1 = var(41) <= 20
trigger1 = var(5) = 1
trigger1 = var(42) = 0
trigger1 = animelem = 3
value = 40, 0
channel = 1
[State 210, 1]
type = PlaySnd
trigger1 = var(41) <= 20
trigger1 = var(5) = 2
trigger1 = var(42) = 0
trigger1 = animelem = 3
value = 40, 1
channel = 1
[State 210, 1]
type = PlaySnd
trigger1 = var(41) != 21
trigger1 = var(42) >= 11
trigger1 = var(42) <= 16
trigger1 = anim != 20192
trigger1 = animelem = 3
value = 40, 2
channel = 2
[State 210, 1]
type = null;PlaySnd
trigger1 = var(41) != 21
trigger1 = var(42) = 16
trigger1 = anim != 20192
trigger1 = animelem = 1
value = 41, 3
channel = 2


[State 210, 1]
type = PlaySnd
triggerall = var(41) != 21
triggerall = anim != 20192
triggerall = animelem = 3
trigger1 = var(42) = 19
trigger2 = var(42) = 3
value = 41, 4
channel = 2


[State 210, 1]
type = PlaySnd
trigger1 = var(41) <= 20
trigger1 = var(42) = 1
trigger1 = animelem = 3
value = 41, 0
channel = 1
[State 210, 1]
type = PlaySnd
trigger1 = var(41) <= 20
trigger1 = var(42) = 2
trigger1 = animelem = 3
value = 41, 1
channel = 1
[State 210, 1]
type = PlaySnd
triggerall = var(41) <= 20
triggerall = animelem = 3
trigger1 = p2name = "Neco-Arc"
trigger2 = p4name = "Neco-Arc"
value = 12, 0
channel = 1
[State 210, 1]
type = PlaySnd
trigger1 = var(41) <= 20
trigger1 = var(42) = 10
trigger1 = animelem = 3
value = 1000, 0
channel = 1

[State 210, 1]
type = PlaySnd
trigger1 = var(41) <= 20
trigger1 = var(42) = 17
trigger1 = time = 0
value = 200, 2
channel = 1
[State 210, 1]
type = PlaySnd
trigger1 = var(41) <= 20
trigger1 = var(42) = 17
trigger1 = animelem = 2
trigger1 = anim != 20192
value = 41, 2
channel = 5

[State 210, 1]
type = PlaySnd
trigger1 = var(41) <= 20
trigger1 = var(42) = 17
trigger1 = animelem = 13
value = 20, 9
channel = 1
[State 210, 1]
type = PlaySnd
trigger1 = var(41) <= 20
trigger1 = var(42) = 17
trigger1 = animelem = 14
value = 20, 1
[State 210, 1]
type = PlaySnd
triggerall = var(41) <= 20
triggerall = var(42) = 17
trigger1 = animelem = 12
trigger2 = animelem = 13
value = 2000, 5
[State 210, 1]
type = bgpalfx
trigger1 = var(41) <= 20
trigger1 = var(42) = 17
trigger1 = animelem = 12
mul = 1,1,1
invertall = 1
time = 75

[State 210, 1]
type = varadd
trigger1 = anim = 20192
trigger1 = var(7) <= 250 
var(7) = 3
[State 210, 1]
type = palfx
trigger1 = anim =20192
trigger1 = time < 252
add = -256+var(7),-256+var(7),-256+var(7)
time = 2
[State 1000]
type = AssertSpecial
trigger1 = anim =20192
trigger1 = time < 252
flag = nobg
flag2 = nomusic

[State 210, 1]
type = palfx
trigger1 = var(41) <= 20
trigger1 = var(42) = 17
trigger1 = animelem = 13
add = 181,1,1
invertall = 1
time = 10
[State 210, 1]
type = BGpalfx
trigger1 = var(41) <= 20
trigger1 = var(42) = 17
trigger1 = animelem = 13
add = 181,1,1
invertall = 1
time = 10

[State 1000]
type = AssertSpecial
trigger1 = var(41) <= 20
trigger1 = var(42) = 17
trigger1 = time < 252
flag = nomusic

[State 210, 1]
type = stopsnd
trigger1 = var(41) <= 20
trigger1 = var(42) = 17
trigger1 = animelem = 13
channel = 5

[State 210, 1]
type = PlaySnd
trigger1 = var(41) <= 20
trigger1 = var(42) = 17
trigger1 = var(0) = 0
trigger1 = animelem = 16
value = 1000, 0
channel = 1
[State 210, 1]
type = PlaySnd
trigger1 = var(41) <= 20
trigger1 = var(42) = 17
trigger1 = var(0) = 1
trigger1 = animelem = 24
value = 1000, 0
channel = 1

[State 210, 1]
type = PlaySnd
trigger1 = var(41) <= 20
trigger1 = var(42) = 17
trigger1 = var(0) = 1
trigger1 = animelem = 19
value = 6, 0

[State 210, 1]
type = PlaySnd
trigger1 = var(0) = 2
trigger1 = animelem = 3
value = 1200, 5
channel = 1

[State 191, 1]
type = ChangeAnim
trigger1 = var(41) <= 20
trigger1 = var(42) = 0
trigger1 = RoundState = 0
value = 190+var(0)*10000

[State 191, 1]
type = ChangeAnim
trigger1 = var(41) <= 20
trigger1 = var(42) >= 11
trigger1 = RoundState = 0
value = 191+var(0)*10000

[State 191, 1]
type = ChangeAnim
trigger1 = var(41) <= 20
trigger1 = var(42) = 1
trigger1 = RoundState = 0
value = 192+var(0)*10000

[State 191, 1]
type = ChangeAnim
trigger1 = var(41) <= 20
trigger1 = var(42) = 2
trigger1 = RoundState = 0
value = 193+var(0)*10000

[State 191, 1]
type = ChangeAnim
trigger1 = var(41) <= 20
trigger1 = var(42) = 10
trigger1 = RoundState = 0
value = 194+var(0)*10000

[State 191, 1]
type = ChangeAnim
triggerall = RoundState = 0
trigger1 = var(42) = 19
trigger2 = var(42) = 3
value = 190+var(0)*10000

[State 191, 1]
type = null;ChangeAnim
trigger1 = var(41) <= 20
trigger1 = var(42) = 16
trigger1 = RoundState = 0
value = 191+var(0)*10000

[State 210, 1]
type = ChangeAnim
trigger1 = var(41) <= 20
trigger1 = var(42) = 17
trigger1 = RoundState = 0
value = 172+var(0)*10000

[State 210, 1]
type = ChangeAnim
triggerall = var(41) <= 20
triggerall = animelem = 1
triggerall = RoundState = 0
trigger1 = p2name = "G-akiha"
trigger2 = p4name = "G-akiha"
value = 173+var(0)*10000
[State 210, 1]
type = PlaySnd
triggerall = var(41) <= 20
triggerall = time = 170
trigger1 = p2name = "G-akiha"
trigger2 = p4name = "G-akiha"
value = 1000, 6
channel = 1
[State 210, 1]
type = stopSnd
triggerall = var(41) <= 20
triggerall = animelem = 3
trigger1 = p2name = "G-akiha"
trigger2 = p4name = "G-akiha"
channel = 1
[State 210, 1]
type = PlaySnd
triggerall = var(41) <= 20
triggerall = animelem = 9
trigger1 = p2name = "G-akiha"
trigger2 = p4name = "G-akiha"
value = 200, 2
[State 210, 1]
type = PlaySnd
triggerall = var(41) <= 20
triggerall = animelem = 32
trigger1 = p2name = "G-akiha"
trigger2 = p4name = "G-akiha"
value = 1000, 9

[State 191, 1]
type = ChangeAnim
trigger1 = var(0) = 2
trigger1 = RoundState = 0
value = 20192

[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 3] ;Change to stand state when done
type = ChangeState
trigger1 = AnimTime = 0
value = 0


;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 192]
type = S
ctrl = 0
anim = 171+var(0)*10000
velset = 0,0
sprpriority = 1

[State 210, 3]
type = SprPriority
trigger1 = animelem = 6
value = -1

[State var]
type = posadd
trigger1 = time = 0
x = 113

[State var]
type = velset
trigger1 = animelem = 2
x = -0.3

[State var]
type = lifeset
trigger1 = animelemtime(6) >= 0
value = 930

[State var]
type = velset
trigger1 = animelem = 7
x = -12.9

[State var]
type = velset
trigger1 = animelem = 10
x = -1.9

[State var]
type = velset
trigger1 = animelem = 16
x = 0

[State var]
type = varset
trigger1 = roundsexisted = 0
var(50) = 0

[State var]
type = varset
trigger1 = 1
var(51) = 0

[State 811]
type = varadd
trigger1 = time = 1
trigger1 = var(42) >= 10
var(50) = -3

[State 811]
type = varadd
trigger1 = time = 1
trigger1 = var(42) = 1
var(50) = 2

[State 811]
type = varadd
trigger1 = time = 1
trigger1 = var(42) = 2
var(50) = 3

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 200, 2

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 6
value = 1, 6

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 6
value = 20, 4

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 16
value = 2, 1

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 24
value = 12, 0

[State 191, 1]
type = ChangeAnim
trigger1 = var(42) = 0
trigger1 = RoundState = 0
value = 190+var(0)*10000

[State 191, 3] ;Change to stand state when done
type = ChangeState
trigger1 = AnimTime = 0
value = 0


;---------------------------------------------------------------------------
; Initialize (at the start of the round)
[Statedef 5900]
type = S

[State state]
type = ChangeState
trigger1 = roundsexisted = 0
trigger1 = teammode = turns
trigger1 = roundno>= 2
value = 5901

[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = roundsexisted = 0
value = 0

[State 5900, 2] ;Clear all float variables
type = VarRangeSet
trigger1 = roundsexisted = 0
fvalue = 0

[State 5900, 3] ;Intro for round 1
type = ChangeState
trigger1 = roundno >= 2
value = 0

[State 5900, 3] ;Intro for round 1
type = ChangeState
trigger1 = roundno = 1
value = 190

[Statedef 5901]
type = S
physics = N
anim = 42+var(0)*10000
velset = 6,-4

[State 5901]
type = AssertSpecial
trigger1 = 1
flag = intro
[State 5901]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State pos]
type = posadd
trigger1 = time = 0
x = -150
y = -60

[State snd]
type = PlaySnd
trigger1 = time = 25
value = 0,0

[State vel]
type = veladd
trigger1 = time < 25
y = .50

[State anim]
type = playsnd
trigger1 = var(0) <= 1
trigger1 = time = 0
value = s200,5

[State anim]
type = ChangeAnim
trigger1 = time = 25
value = 47+var(0)*10000

[State vel]
type = velset
trigger1 = time = 25
x = 0
y = 0

[State pos]
type = posset
trigger1 = time = 25
y = 0

[State end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 0
;---------------------------------------------------------------------------
;選択
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 1




[State 7]
type = null;changestate
trigger1 = animelem = 7
value = 20000

[State 100]
type = AssertSpecial
trigger1 = time >= 15
flag = nobardisplay

[State 811]
type = varset
trigger1 = Time = 0
var(1) = 0

[State 811]
type = varset
trigger1 = Time = 0
var(7) = 0

[State 811]
type = varadd
trigger1 = Time >= 5
trigger1 = Time <= 32
var(7) = -5

[State 811]
type = varset
trigger1 = var(7) = -150
var(7) = -150

[State 3000,00]
type = bgPalfx
trigger1 = time >= 0
add = var(7),var(7),var(7)
time = 3

[State 811]
type = varset
trigger1 = Time >= 15
trigger1 = command = "holddown"
var(1) = 1

[State 811]
type = varset
trigger1 = Time >= 15
trigger1 = command = "holdup"
var(1) = 0

[State explod]
type = Explod
triggerall = var(42) < 10
trigger1 = animelem = 7
trigger1 = Facing = 1
trigger2 = Facing = 1
trigger2 = Time >= 15
trigger2 = command = "holdup"
anim = 16050
id = 16050
scale = .5,.5
ontop = 1
supermove = 1
pausemovetime = 99999
removetime = -1
pos = 0,0
postype = back
bindtime = -1
sprpriority = 8
ownpal = 1

[State explod]
type = Explod
triggerall = var(42) < 10
trigger1 = Facing = 1
trigger1 = Time >= 15
trigger1 = command = "holddown"
anim = 16051
id = 16051
scale = .5,.5
ontop = 1
supermove = 1
pausemovetime = 99999
removetime = -1
pos = 0,0
postype = back
bindtime = -1
sprpriority = 8
ownpal = 1

[State explod]
type = Explod
triggerall = var(42) < 10
trigger1 = animelem = 7
trigger1 = Facing = -1
trigger2 = Facing = -1
trigger2 = Time >= 15
trigger2 = command = "holdup"
anim = 16050
id = 16050
scale = .5,.5
ontop = 1
facing = -1
supermove = 1
pausemovetime = 99999
removetime = -1
pos = 320,0
postype = back
bindtime = -1
sprpriority = 8
ownpal = 1

[State explod]
type = Explod
triggerall = var(42) < 10
trigger1 = Facing = -1
trigger1 = Time >= 15
trigger1 = command = "holddown"
anim = 16051
id = 16051
scale = .5,.5
ontop = 1
facing = -1
supermove = 1
pausemovetime = 99999
removetime = -1
pos = 320,0
postype = back
bindtime = -1
sprpriority = 8
ownpal = 1

[State explod]
type = Explod
triggerall = var(42) >= 10
trigger1 = animelem = 7
trigger1 = Facing = 1
trigger2 = Facing = 1
trigger2 = Time >= 15
trigger2 = command = "holdup"
anim = 16055
id = 16050
scale = .5,.5
ontop = 1
supermove = 1
pausemovetime = 99999
removetime = -1
pos = 0,0
postype = back
bindtime = -1
sprpriority = 8
ownpal = 1

[State explod]
type = Explod
triggerall = var(42) >= 10
trigger1 = Facing = 1
trigger1 = Time >= 15
trigger1 = command = "holddown"
anim = 16056
id = 16051
scale = .5,.5
ontop = 1
supermove = 1
pausemovetime = 99999
removetime = -1
pos = 0,0
postype = back
bindtime = -1
sprpriority = 8
ownpal = 1

[State explod]
type = Explod
triggerall = var(42) >= 10
trigger1 = animelem = 7
trigger1 = Facing = -1
trigger2 = Facing = -1
trigger2 = Time >= 15
trigger2 = command = "holdup"
anim = 16055
id = 16050
scale = .5,.5
ontop = 1
facing = -1
supermove = 1
pausemovetime = 99999
removetime = -1
pos = 320,0
postype = back
bindtime = -1
sprpriority = 8
ownpal = 1

[State explod]
type = Explod
triggerall = var(42) >= 10
trigger1 = Facing = -1
trigger1 = Time >= 15
trigger1 = command = "holddown"
anim = 16056
id = 16051
scale = .5,.5
ontop = 1
facing = -1
supermove = 1
pausemovetime = 99999
removetime = -1
pos = 320,0
postype = back
bindtime = -1
sprpriority = 8
ownpal = 1

[State 7]
type = changestate
triggerall = animelem = 7
triggerall = life <= 400
triggerall = roundno >= 2
trigger1 = var(50) >= 108
trigger2 = var(50) >= 105
trigger2 = p2life >= 700
trigger3 = var(50) >= 103
trigger3 = p2life >= 900
value = 20000

[State explod]
type = removeExplod
trigger1 = command = "holddown"
id = 16050

[State explod]
type = removeExplod
trigger1 =  command = "holdup"
id = 16051

[State 600, 4]
type = Pause
trigger1 = Animelem = 7
time = 70
movetime = 70

[State 600, 4]
type = Pause
trigger1 = Animelemtime(7) >= 70
trigger1 = gametime%3 = 0
time = 2
movetime = 2

[State 195, 3]
type = ChangeState
triggerall = Time >= 15
trigger1 = Var(1) = 0
trigger1 = command = "a"
trigger2 = var(55) = 1
value = 196
ctrl = 0

[State 195, 3]
type = ChangeState
trigger1 = Time  >= 15
trigger1 = Var(1) = 1
trigger1 = command = "a"
trigger2 = Time = 1000
value = 197
ctrl = 0


;---------------------------------------------------------------------------
;外す。
[Statedef 196]
type = S
ctrl = 0
anim = 196
velset = 0,0
movetype = I
physics = S
sprpriority = 1

[State explod]
type = removeExplod
trigger1 = 1
id = 16050

[State explod]
type = removeExplod
trigger1 =  1
id = 16051

[State 811]
type = varadd
trigger1 = animelemTime(21) >= 0
trigger1 = animelemTime(23) <= 10
var(7) = -11

[State 811]
type = varadd
trigger1 = animelemTime(23) >= 23
var(7) = 7

[State 3000,00]
type = BGPalfx
trigger1 = time >= 0
add = var(7),var(7),var(7)
time = 3

[State 1000, 3]
type = VarRandom
trigger1 = time = 0
v = 5
range = 1,2

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 8
trigger1 = var(42) >= 10
value = 1000, 0

[State 210, 1]
type = PlaySnd
trigger1 = var(5) = 1
trigger1 = var(42) < 10
trigger1 = animelem = 8
value = 1000, 5

[State 210, 1]
type = PlaySnd
trigger1 = var(5) = 2
trigger1 = var(42) < 10
trigger1 = animelem = 8
value = 1000, 6

[State 210, 1]
type = PlaySnd
trigger1 = AnimElemtime(19) = 0
value = 6, 0

[State 210, 1]
type = PlaySnd
trigger1 = AnimElemtime(21) = 0
value = 6, 1

[State 210, 1]
type = PlaySnd
trigger1 = AnimElemtime(21) = 0
value = 5, 1

[State explod]
type = Explod
trigger1 = AnimElemtime(21) = 0
anim = 16200
supermove = 1
pausemovetime = 99999
pos = 0,0
postype = back
sprpriority = 3
ownpal = 1

[State 1100, wind]
type = Helper
trigger1 = Animelem = 21
name = "magan"
stateno = 199
scale = 1,1
pos = -1,-86
ownpal = 1
supermovetime = 100
pausemovetime = 100
sprpriority = 4

[State 811]
type = varset
trigger1 = Time = 0
var(0) = 1

[State 811]
type = varset
trigger1 = Time = 0
var(41) = 1

[State 600, 4]
type = Pause
trigger1 = Time >= 0
time = 2
movetime = 2

[State 210, 1]
type = PlaySnd
trigger1 = Animtime = 0
value = 1000, 9

[State 195, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(55) = 1
trigger1 = P2BodyDist X < 50
trigger1 = enemy,movetype = H
value = 400

[State 195, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;やっぱやめ
[Statedef 197]
type = S
ctrl = 0
anim = 197
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State explod]
type = removeExplod
trigger1 = 1
id = 16050

[State explod]
type = removeExplod
trigger1 =  1
id = 16051

[State 811]
type = varset
trigger1 = Time = 0
var(0) = 0

[State 600, 4]
type = Pause
trigger1 = Time = 0
time = 4
movetime = 4

[State 195, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;七夜
[Statedef 198]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 1




[State 7]
type = changestate
trigger1 = animelem = 7
value = 20000
;------------------------------------------------------------------
;魔眼
[Statedef 199]
type = A
movetype = I
physics = N
anim = 16400
ctrl = 0
sprpriority = 2

[State 3000,00]
type = varset
trigger1 = time = 0
var(34) = -254

[State 3000,00]
type = varadd
trigger1 = time <= 8
var(34) = 20

[State 3000,00]
type = varset
trigger1 = time = 9
var(34) = 10

[State 3000,00]
type = varadd
trigger1 = time >= 15
var(34) = -10

[State 3000,00]
type = Palfx
trigger1 = time >= 0
add = var(34),var(34),var(34)
time = 1

[State 1201,end]
type = Destroyself
trigger1 = animtime = 0
;---------------------------------------------------------------------------
; Stand to Crouch
[Statedef 10]
type    = C
physics = C
anim = 10+var(0)*10000

[State 40, 6]
type = ChangeState
trigger1 = command = "longjump"
value = 41
ctrl = 0

[State 10, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 11

;---------------------------------------------------------------------------
; Jump Start
[Statedef 40]
type    = S
physics = S
anim = 40+var(0)*10000
ctrl = 0
sprpriority = 1

[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 2]
type = VarSet
trigger1 = command = "holdfwd"
trigger2 = var(55) = 1
trigger2 = enemy,statetype = A
trigger2 = enemy,movetype = H
sysvar(1) = 1

[State 40, 3]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 110, vel]
type = velset
triggerall = var(41) != 19
trigger1 = AnimTime = 0
trigger1 = prevstateno = 101 ;RUN_FWD
trigger1 = sysvar(1) = 0
x = 3
[State 110, vel]
type = velset
triggerall = var(41) = 19
trigger1 = AnimTime = 0
trigger1 = prevstateno = 101 ;RUN_FWD
trigger1 = sysvar(1) = 0
x = 1.5

[State 40, 5]
type = VelSet
triggerall = var(41) != 19
trigger1 = AnimTime = 0
trigger1 = prevstateno = 101 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)
[State 40, 5]
type = VelSet
triggerall = var(41) != 19
trigger1 = AnimTime = 0
trigger1 = prevstateno = 101 ;RUN_FWD
trigger1 = sysvar(1) = -1
x = const(velocity.runjump.back.x)

[State 40, 5]
type = VelSet
triggerall = var(41) = 19
trigger1 = AnimTime = 0
trigger1 = prevstateno = 101 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)-1.5

[State 40, 1]
type = VarSet
trigger1 = time >= 0
trigger1 = var(8) = 0
trigger1 = prevstateno = 101
var(8) = 1

[State 101,0]
type = AfterImage
trigger1 = AnimElem = 1
trigger1 = var(45) = 0
trans = add1
TimeGap  = 1
FrameGap = 5
time = 0
length = 20
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; hi Jump Start
[Statedef 41]
type    = S
physics = S
anim = 45+var(0)*10000
ctrl = 0
sprpriority = 1

[State 40, 2]
type = VarSet
trigger1 = 1
sysvar(1) = 1

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
x = const(velocity.runjump.fwd.x) + 1.9
y = const(velocity.jump.y) + 0.2

[State 40, 6]
type = playsnd
trigger1 = AnimTime = 0
value = s0,8

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;--------------------------------------------------------------
;前ダッシュ開始
[Statedef 100]
type    = S
physics = S
anim = 100+var(0)*10000
sprpriority = 1
ctrl = 0
velset = 0,0

[State 100,next]
type = ChangeState
trigger1 = time = 1
value = 101
ctrl = 0

;---------------------------------------------------------------------------
;前ダッシュ
[Statedef 101]
type    = S
physics = S
anim = 100+var(0)*10000
sprpriority = 1
ctrl = 0


[State 100,next]
type = changestate
trigger1 = prevstateno != 105
trigger1 = time = 0
trigger1 = command = "holdback"
value = 106

[State 1100, wind]
type = Explod
triggerall = var(41) != 19
trigger1 = Time = 1
trigger2 = Time = 5
trigger3 = Time = 9
anim = 6018
scale = 1,1
postype = p1
pos = 0,-9
vel = 0,-3.5
sprpriority = 2
supermove = 0
ownpal = 1

[State 1200, Reversal]
type = ReversalDef
trigger1 = time <= 2
reversal.attr = SA, NA, SA, HA, NP ,SP
pausetime = 15, 25
hitsound = s4,random%1
sparkno = S6015 + random%2
sparkxy = 35, 0
numhits = 0

[State 101, sound]
type = PlaySnd
triggerall = var(0) <= 1
trigger1 = time = 0
value = 60,0

[State 210, 1]
type = PlaySnd
trigger1 = time = 0
value = 0, 6

[State 101,vel]
type = VelSet
triggerall = var(41) != 19
trigger1 = 1
trigger1 = var(0) <= 1
x = const(velocity.run.fwd.x)

[State 101,vel]
type = VelSet
triggerall = var(41) = 19
trigger1 = 1
x = const(velocity.run.fwd.x)-2.4

[State 101,vel]
type = VelSet
trigger1 = 1
trigger1 = var(0) = 2
x = const(velocity.run.fwd.x)+3

[State 102,run]
type = AssertSpecial
trigger1 = 1
flag = nowalk
flag2 = noautoturn

[State 101,next]
type = ChangeState
triggerall = var(41) != 19
trigger1 = command = "BB"
value = 105
ctrl = 0

[State 101,next]
type = ChangeState
trigger1 = var(0) = 0
trigger1 = command = "アッパーEX"
value = 2000
ctrl = 0

[State 101,next]
type = ChangeState
trigger1 = var(0) = 0
trigger1 = command = "アッパー弱"
value = 1000
ctrl = 0

[State 101,next]
type = ChangeState
trigger1 = var(0) = 0
trigger1 = command = "アッパー強"
value = 1010
ctrl = 0

[State 101,next]
type = ChangeState
trigger1 = var(0) = 0
trigger1 = command = "生の直感 瞬"
value = 2100
ctrl = 0

[State 101,next]
type = ChangeState
trigger1 = var(0) = 0
trigger1 = command = "生の直感 進"
value = 1100
ctrl = 0

[State 101,next]
type = ChangeState
trigger1 = var(0) = 0
trigger1 = command = "生の直感 退"
value = 1110
ctrl = 0

[State 101,next]
type = ChangeState
trigger1 = time >= 1
trigger1 = command = "holdup"
value = 40
ctrl = 0

[State 101,next]
type = ChangeState
trigger1 = command = "a"
triggerall = command = "holddown"
value = 400
ctrl = 0

[State 101,next]
type = ChangeState
trigger1 = command = "b"
triggerall = command = "holddown"
value = 410
ctrl = 0

[State 101,next]
type = ChangeState
trigger1 = command = "c"
triggerall = command = "holddown"
value = 420
ctrl = 0

[State 101,next]
type = ChangeState
trigger1 = command = "a"
value = 200
ctrl = 0

[State 101,next]
type = ChangeState
trigger1 = command = "b"
value = 210
ctrl = 0

[State 101,next]
type = ChangeState
trigger1 = command = "c"
value = 220
ctrl = 0

[State 200, 7]
type = ChangeState
triggerall = P2BodyDist X < 90
triggerall = var(55) = 1
triggerall = var(56) >= 5
trigger1 = var(0) = 2
value = 410

[State 200, 7]
type = ChangeState
triggerall = var(55) = 1
triggerall = var(56) <= 2
trigger1 = P2BodyDist X < 50
value = 400

[State 101,next]
type = ChangeState
triggerall = var(41) != 19
trigger1 = time = 11
value = 102
ctrl = 0
[State 101,next]
type = ChangeState
triggerall = var(41) = 19
trigger1 = time = 14
value = 102
ctrl = 0
;---------------------------------------------------------------------------
;ダッシュ停止
[Statedef 102]
type    = S
physics = S
anim = 101+var(0)*10000
sprpriority = 1
ctrl = 1

[State 1100, wind]
type = changeanim
triggerall = var(41) = 19
trigger1 = Time = 0
value = 10102

[State 1100, wind]
type = Explod
triggerall = var(41) != 19
trigger1 = Time = 2
anim = 6018
scale = 1,1
postype = p1
pos = -40,-9
vel = 0,-3.5
sprpriority = 2
supermove = 0
ownpal = 1

[State 1100, wind]
type = Explod
triggerall = var(41) != 19
trigger1 = Time = 3
anim = 6018
scale = 1,1
postype = p1
pos = 0,-9
vel = 0,-3.5
sprpriority = 2
supermove = 0
ownpal = 1

[State 1100, wind]
type = Explod
triggerall = var(41) != 19
trigger1 = Time = 4
anim = 6018
scale = 1,1
postype = p1
pos = 40,-9
vel = 0,-3.5
sprpriority = 2
supermove = 0
ownpal = 1

[State 102,run]
type = AssertSpecial
trigger1 = 1
flag = nowalk
flag2 = noautoturn

[State 101,vel]
type = VelSet
triggerall = var(41) != 19
trigger1 = 1
x = 2

[State 101,vel]
type = VelSet
triggerall = var(41) = 19
trigger1 = time <= 5
x = 1.8

[State 102,end]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;----------------------------
;バックダッシュ開始
[Statedef 105]
type    = S
physics = S
ctrl = 0
anim = 105+var(0)*10000

[State 101,vel]
type = VelSet
trigger1 = 1
x = -3

[State 100,next]
type = turn
trigger1 = p2dist X < 0
value = 1

[State 210, 1]
type = PlaySnd
trigger1 = time = 0
trigger1 = var(0) = 2
value = 2050, 0


[State 100,next]
type = changestate
trigger1 = prevstateno != 101
trigger1 = time = 1
trigger1 = command = "holdfwd"
value = 101

[State 100,next]
type = ChangeState
trigger1 = Animtime = 0
value = 106
ctrl = 0

;---------------------------------------------
; バックダッシュ
[Statedef 106]
type    = S
physics = S
velset = 0,-4
ctrl = 0
anim = 106+var(0)*10000

[State 110, vel]
type = veladd
trigger1 = Time >= 0
trigger1 = var(0) <= 1
y = 0.6

[State 110, vel]
type = veladd
trigger1 = Time >= 0
trigger1 = var(0) = 2
y = 0.5

[State 210, 1]
type = PlaySnd
trigger1 = time = 0
value = 0, 5

[State 210, 1]
type = PlaySnd
trigger1 = time = 0
trigger1 = prevstateno != 3905
trigger1 = prevstateno != 3975
trigger1 = var(0) <= 1
value = 100, 3

[State 101,vel]
type = VelSet
trigger1 = 1
trigger1 = var(0) <= 1
trigger1 = prevstateno != 3905
trigger1 = prevstateno != 3975
x = const(velocity.run.back.x)

[State 101,vel]
type = VelSet
trigger1 = 1
trigger1 = var(0) <= 1
trigger1 = prevstateno = 3905|| prevstateno = 3975
x = const(velocity.run.back.x)+2

[State 101,vel]
type = VelSet
trigger1 = 1
trigger1 = var(0) = 2
x = const(velocity.run.back.x)-4

[State 40, 1]
type = VarSet
trigger1 = command = "BB"
var(28) = 1

[State 105, 0]
type = PlayerPush
trigger1 = Time >= 0 
value = 1

[State 111, pos XY = 0]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 107
ctrl = 1

;----------------------------
;バックダッシュ着地
[Statedef 107]
type    = S
physics = S
velset = -4,0
ctrl = 0
anim = 107+var(0)*10000

[State 1100, wind]
type = Explod
trigger1 = Time = 0
anim = 6017
scale = 1,1
postype = p1
pos = 30,0
sprpriority = 2
supermove = 0
ownpal = 1

[State 100,next]
type = ChangeState
triggerall = var(0) >= 1
trigger1 = time = 0
trigger1 = var(28) = 1
trigger2 = var(0) >= 1
trigger2 = command = "BB"
trigger3 = var(55) = 1
trigger3 = var(56) >= 4
value = 108
ctrl = 0

[State 100,next]
type = ChangeState
trigger1 = time <= 8
trigger1 = var(0) = 0
trigger1 = var(28) = 1
trigger1 = command = "BB"
value = 109
ctrl = 0

[State 210, 1]
type = PlaySnd
trigger1 = time = 0
value = 0, 0

[State 101,vel]
type = VelSet
triggerall = var(41) != 19
trigger1 = time <= 10
x = -3

[State 102,run]
type = AssertSpecial
trigger1 = 1
flag = nowalk
flag2 = noautoturn

[State 101,vel]
type = posSet
trigger1 = 1
y = 0

[State 100,next]
type = Ctrlset
trigger1 = var(0) = 0
value = 1

[State 100,next]
type = Ctrlset
trigger1 = var(0) >= 1
trigger1 = time >= 4
value = 1

[State 100,next]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1


;----------------------------
;バク転
[Statedef 108]
type    = S
physics = S
ctrl = 0
anim = 108+var(0)*10000

[State 1100, wind]
type = changeanim
triggerall = var(41) = 19
trigger1 = Time = 0
value = 10109

[State 210, 1]
type = PlaySnd
trigger1 = time = 0
trigger1 = var(0) = 2
value = 2050, 2

[State 40, 1]
type = VarSet
trigger1 = time = 1
var(28) = 0

[State 210, 1]
type = PlaySnd
trigger1 = time = 3
value = 0, 8

[State 101,vel]
type = VelSet
triggerall = var(41) != 19
trigger1 = time <= 11
x = -6

[State 101,vel]
type = VelSet
triggerall = var(41) = 19
trigger1 = time <= 11
x = -5.2

[State 102,run]
type = AssertSpecial
trigger1 = 1
flag = nowalk
flag2 = noautoturn

[State 1100, wind]
type = Explod
trigger1 = Time = 12
anim = 6017
scale = 1,1
postype = p1
pos = 10,0
vel = 0,0
sprpriority = 2
supermove = 0
ownpal = 1

[State 101,vel]
type = posSet
trigger1 = 1
y = 0

[State 100,next]
type = Ctrlset
trigger1 = animelem = 17
value = 1

[State 100,next]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;----------------------------
;転倒
[Statedef 109]
type    = A
physics = N
ctrl = 0
anim = 109

[State 210, 1]
type = PlaySnd
trigger1 = time = 0
value = 0, 0

[State 210, 1]
type = PlaySnd
trigger1 = time = 10
value = 30, 1

[State 110, vel]
type = velset
trigger1 = Time = 0
y = -1

[State 110, vel]
type = veladd
trigger1 = Time >= 0
y = 0.6

[State 210, 1]
type = PlaySnd
trigger1 = time = 0
value = 0, 5

[State 210, 1]
type = PlaySnd
trigger1 = time = 0
value = 100, 3

[State 101,vel]
type = VelSet
trigger1 = 1
x = const(velocity.run.back.x)

[State 40, 1]
type = VarSet
trigger1 = command = "BB"
trigger1 = var(0) >= 1
var(28) = 1

[State 111, pos XY = 0]
type = ChangeState
trigger1 = animtime = 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 111
ctrl = 0


;---------------------------------------------------------------------------
; HIT_LIEDOWN
[Statedef 111]
type    = L
movetype= H
physics = N

[State 5110, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 5110, 1] ;For hit up/up-diag type (from state 5081)
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110+var(0)*10000 + (anim % 10))
trigger1 = anim = [5081+var(0)*10000,5089+var(0)*10000]
value = 5110+var(0)*10000 + (anim % 10)

[State 5110, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110+var(0)*10000,5119+var(0)*10000] ;Not already changed anim
trigger1 = anim != [5161+var(0)*10000,5169+var(0)*10000]
trigger2 = !SelfAnimExist(5170+var(0)*10000 + (anim % 10))
value = 5170+var(0)*10000

[State 5110, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110+var(0)*10000,5119+var(0)*10000] ;Not already changed anim
trigger1 = anim = [5161+var(0)*10000,5169+var(0)*10000]
trigger1 = SelfAnimExist(5170+var(0)*10000 + (anim % 10))
value = 5170+var(0)*10000 + (anim % 10)

[State 5110, 4]
type = HitFallDamage
trigger1 = Time = 0

[State 5110, 5]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5110, Var] ;Get fall velocity
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)

[State 5110, 6]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = S2,1

[State 5110, 7]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 5110, 8]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5110, 9] ;For hit up type
type = ChangeAnim
persistent = 0
triggerall = anim = [5171+var(0)*10000,5179+var(0)*10000]
triggerall = SelfAnimExist(5110+var(0)*10000 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground anim
value = 5110+var(0)*10000 + (anim % 10)

[State 5110, 10] ;For normal
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111+var(0)*10000,5119+var(0)*10000]
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
value = 5110+var(0)*10000

[State 5110, 11] ;If just died
type = ChangeState
trigger1 = time = 20
value = 5120

[State 5110, 12]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 5110, 13] ;Friction
type = VelMul
trigger1 = 1
x = 0.85

[State 5110, 14]
type = ForceFeedback
trigger1 = alive
trigger1 = Time = 0
time = 8
ampl = 240
waveform = sine

[State 5110, 15]
type = ForceFeedback
trigger1 = !alive
trigger1 = Time = 0
ampl = 200, 7, -.467
time = 30
waveform = sine


;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;空中前ダッシュ
[Statedef 110]
type    = A
movetype = I
physics = N
ctrl = 1
anim = 42+var(0)*10000

[State 1100, wind]
type = Explod
trigger1 = Time = 2
anim = 6020
scale = 1,1
facing = 1
postype = p1
pos = 0,-55
sprpriority = 0
supermove = 0
ownpal = 1

[State 40, 1]
type = VarSet
trigger1 = time >= 4
var(8) = 0

[State 110, Dash_Snd]
type = PlaySnd
trigger1 = time = 1
value = 0,6

[State 3050, 0]
type = VarSet
trigger1 = Var(11) = 0
trigger1 = time = 0
v = 11
value = 1

[State 110, vel]
type = velset
triggerall = var(41) != 19
trigger1 = Time = 1
trigger1 = var(8) = 1
x = 6
y = -3.8

[State 110, vel]
type = velset
triggerall = var(41) != 19
trigger1 = Time = 2
trigger1 = var(8) = 0
x = 4
y = -3.8

[State 110, vel]
type = velset
triggerall = var(41) = 19
trigger1 = Time = 1
trigger1 = var(8) = 1
x = 4
y = -3.8

[State 110, vel]
type = velset
triggerall = var(41) = 19
trigger1 = Time = 2
trigger1 = var(8) = 0
x = 3.5
y = -3.8

[State 116, Vel]
type = veladd
trigger1 = Time >= 3
x = -0.04

[State 110, vel]
type = veladd
trigger1 = Time >= 3
Y = 0.45

[State 111, hosei]
type = PosSet
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
y = 0

[State 111, pos XY = 0]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

[State 111, pos XY = 0]
type = ChangeState
trigger1 = var(55) = 1
trigger1 = var(56) >= 1
trigger1 = P2BodyDist X < 100
value = 600


;---------------------------------------------------------------------------
;空中バックダッシュ
[Statedef 115]
type    = A
movetype = I
physics = N
Velset = 0,0
ctrl = 1
anim = 43+var(0)*10000

[State 210, 1]
type = PlaySnd
trigger1 = time = 1
value = 0, 6

[State 1100, wind]
type = Explod
trigger1 = Time = 2
anim = 6020
scale = 1,1
facing = -1
postype = p1
pos = 7,-55
sprpriority = 2
supermove = 0
ownpal = 1

[State 3050, 0]
type = VarSet
trigger1 = Var(11) = 0
trigger1 = time = 0
v = 11
value = 1

[State 116, Vel]
type = velset
trigger1 = Time = 0
x = -3
y = -3.8

[State 116, Vel]
type = veladd
trigger1 = Time >= 0
y = 0.45

[State 116, Vel]
type = veladd
trigger1 = Time >= 0
x = 0.01

[State 117, hosei]
type = PosSet
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
y = 0

[State 117, pos XY = 0]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 1



;---------------------------------------------------------------------------
;急降下
[Statedef 20110]
type    = A
movetype = I
physics = N
ctrl = 0
anim = 20118

[State 40, 1]
type = VarSet
trigger1 = time >= 4
var(8) = 0

[State 3050, 0]
type = VarSet
trigger1 = Var(11) = 0
trigger1 = time = 0
v = 11
value = 1

[State 110, vel]
type = velset
trigger1 = Time = 1
x = 0
y = 11

[State 110, vel]
type = veladd
trigger1 = Time >= 3
Y = 0.45

[State 111, hosei]
type = PosSet
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
y = 0

[State 111, pos XY = 0]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

;---------------------------------------------------------------------------
;二段ジャンプ
[Statedef 45]
type    = A
physics = N
ctrl = 0

[State 117, pos XY = 0]
type = ChangeState
trigger1 = var(9) = 1
value = 51
ctrl = 1

[State 599, Cansel_restrict]
type = varset
trigger1 = time = 1
var(10) = 1

[State 45, 1]
type = ChangeAnim
trigger1 = SelfAnimExist(44)
value = 44+var(0)*10000

[State 45, 2]
type = ChangeAnim
trigger1 = !SelfAnimExist(44)
value = 41+var(0)*10000

[State 45, 3]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 45, 4]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 45, 5]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 45, 6]
type = VelSet
trigger1 = Time = 2
trigger1 = Var(10) != 0
x = ifelse(sysvar(1)=0, const(velocity.airjump.neu.x), ifelse(sysvar(1)=1, const(velocity.airjump.fwd.x), const(velocity.airjump.back.x)))
y = const(velocity.airjump.y)

[State 45, 7]
type = ChangeState
trigger1 = Time = 2
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; Jump Up
[Statedef 50]
type    = A
physics = A

[State 45, 4]
type = Veladd
trigger1 = Time >= 13
trigger1 = command = "holdfwd"
trigger1 = anim = 41+var(0)*10000
trigger1 = vel x <= 1.8
x = 0.5

[State 45, 5]
type = Veladd
trigger1 = Time >= 13
trigger1 = command = "holdback"
trigger1 = anim = 41+var(0)*10000
trigger1 = vel x >= -1.8
x = -0.5

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = sysvar(1) = 0
value = 41+var(0)*10000

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = sysvar(1) = 1
value = 42+var(0)*10000

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = sysvar(1) = -1
value = 43+var(0)*10000

[State -1, Air M.Attack]
type = ChangeState
value = 610
triggerall = var(55) = 1
trigger1 = statetype = A
trigger1 = p2bodydist X < 40
trigger1 = enemy,statetype = A
trigger1 = enemy,movetype = H

[State -1, Air M.Attack]
type = ChangeState
value = 610
triggerall = var(55) = 1
trigger1 = statetype = A
trigger1 = p2bodydist X > 80
trigger1 = enemy,movetype != A

[State -1, Air_Dash]
type = ChangeState
value = 110
triggerall = var(11) = 0
triggerall = var(55) = 1
trigger1 = statetype = A
trigger1 = p2bodydist X > 80
trigger1 = enemy,movetype != A
trigger1 = ctrl
trigger1 = Pos Y < -16


;---------------------------------------------------------------------------
;キャンセル二段ジャンプ
[Statedef 46]
type    = A
physics = N
ctrl = 0
velset = 0,0

[State 599, Cansel_restrict]
type = varset
trigger1 = time = 1
var(9) = 1

[State 599, Cansel_restrict]
type = varset
trigger1 = time = 0
var(10) = 1

[State 45, 1]
type = ChangeAnim
trigger1 = SelfAnimExist(44+var(0)*10000)
value = 44+var(0)*10000

[State 45, 2]
type = ChangeAnim
trigger1 = !SelfAnimExist(44+var(0)*10000)
value = 41+var(0)*10000

[State 45, 3]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 45, 4]
type = VarSet
trigger1 = command = "holdfwd"
trigger2 = var(55) = 1
trigger2 = enemy,statetype = A
trigger2 = enemy,movetype = H
sysvar(1) = 1

[State 45, 5]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 45, 6]
type = VelSet
trigger1 = Time = 2
trigger1 = Var(10) != 0
x = ifelse(sysvar(1)=0, const(velocity.airjump.neu.x), ifelse(sysvar(1)=1, const(velocity.airjump.fwd.x), const(velocity.airjump.back.x)))
y = const(velocity.airjump.y)

[State 45, 7]
type = ChangeState
trigger1 = Time = 2
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; Jump Land
[Statedef 52]
type    = S
physics = S
ctrl = 1
anim = 47+var(0)*10000

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

[State explod]
type = Explod
trigger1 = time = 0
anim = 6017
ID = 6017
supermove = 1
pausemovetime = 1
pos = 0,-1
sprpriority = 2
removeongethit = 1
ownpal = 1

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

[State 52, 3]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 101, sound]
type = PlaySnd
trigger1 = time = 0
value = 0,0

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;立ち弱
[Statedef 200]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move take
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 200+var(0)*10000                       ;Change animation (Def: no change)
poweradd = 0                  ;Power to add (Def: 0)
sprpriority = 2                  ;Set layering priority to 2 (in front)

[State 210, 1]
type = turn
trigger1 = P2BodyDist X < -20
trigger1 = AnimElem = 1
value = 1

[State 1000, 3]
type = VarRandom
trigger1 = time = 0
v = 5
range = 0,3

[State 210, 1]
type = PlaySnd
triggerall = var(0) = 2
trigger1 = var(5) = 1
trigger1 = AnimElem = 1
value = 2050, 0

[State 210, 1]
type = PlaySnd
triggerall = var(0) = 2
trigger1 = var(5) = 2
trigger1 = AnimElem = 1
value = 2050, 1

[State 210, 1]
type = PlaySnd
triggerall = var(0) = 2
trigger1 = var(5) = 3
trigger1 = AnimElem = 1
value = 2050, 2

[State 210, 1]
type = PlaySnd
triggerall = var(0) <= 1
trigger1 = var(5) = 1
trigger1 = AnimElem = 1
value = 10, 4

[State 210, 1]
type = PlaySnd
triggerall = var(0) <= 1
trigger1 = var(5) = 2
trigger1 = AnimElem = 1
value = 10, 5

[State 210, 1]
type = PlaySnd
triggerall = var(0) <= 1
trigger1 = var(5) = 3
trigger1 = AnimElem = 1
value = 10, 0

[State 200]
type = VarSet
trigger1 = 1
v = 17
value = 1
IgnoreHitPause = 1


[State 200, 1]
type = HitDef
trigger1 = time=0
trigger1 = var(0) = 0
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 6, 0 
getpower = 0                  ;Damage that move inflicts, guard damage
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAFD                    ;Flags of conditions that move can hit
priority = 3, Hit               
pausetime = 6,4
guard.sparkno = S8030
sparkno = S6030+random%5                      ;Spark anim no (Def: set above)
sparkxy = -8, -73             
hitsound = s1, 0                  ;Sound to play on hit
guardsound = S2, 10               ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 12             ;Time opponent is in hit state
ground.velocity = -3             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     
air.type = High                  
air.cornerpush.veloff = 0
air.velocity = -1.1,-3      
air.hittime = 12                 
air.fall = 1

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
trigger1 = var(0) = 1
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 6, 0 
getpower = 0                  ;Damage that move inflicts, guard damage
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAFD                    ;Flags of conditions that move can hit
priority = 3, Hit               
pausetime = 6,4
guard.sparkno = S8030
sparkno = S6030+random%5                      ;Spark anim no (Def: set above)
sparkxy = -8, -23             
hitsound = s1, 0                  ;Sound to play on hit
guardsound = S2, 10               ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 12             ;Time opponent is in hit state
ground.velocity = -3             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     
air.type = High                  
air.cornerpush.veloff = 0
air.velocity = -1.1,-3      
air.hittime = 12                 
air.fall = 1

[State 200, 1]
type = HitDef
trigger1 = time >= 2
trigger1 = var(0) = 2
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 11, 0 
getpower = 0                  ;Damage that move inflicts, guard damage
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit               
pausetime = 3,4
guard.sparkno = S8030
sparkno = S6040+random%5                    ;Spark anim no (Def: set above)
sparkxy = -8, -63             
hitsound = s1, 9                  ;Sound to play on hit
guardsound = S2, 10               ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 12             ;Time opponent is in hit state
ground.velocity = -3             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     
air.type = High                  
air.cornerpush.veloff = 0
air.velocity = -1.1,-3      
air.hittime = 12                 
air.fall = 1

[State 12900]
type = Explod
trigger1 = Animelem = 4
trigger1 = var(0) = 2
anim = 16700
ID = 16700
postype = p1
pos = 20, 0
sprpriority = 3
bindtime = -1
ownpal = 1

[State 12900]
type = Explod
trigger1 = Animelem = 6
trigger1 = var(0) = 2
anim = 16707
ID = 16707
postype = p1
pos = 20, 0
sprpriority = 3
bindtime = -1
ownpal = 1
[State power]
type = PowerAdd
trigger1 = movehit = 1
trigger1 = var(45) = 0
value = 30
ignorehitpause = 1
persistent = 0

[State 101, sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,1

[State 200, 7]
type = ChangeState
triggerall = var(55) = 1
trigger1 = P2BodyDist X < 50
trigger1 = movecontact
trigger1 = var(18) = 0
value = 210

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;立ち中
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 0
ctrl = 0
anim = 210+var(0)*10000
sprpriority = -1

[State -2, M.Attack]
type = VarSet
trigger1 = 1
v = 18
value = 1
IgnoreHitPause = 1

[State 1000, 3]
type = VarRandom
trigger1 = time = 0
v = 5
range = 0,3

[State 210, 1]
type = PlaySnd
triggerall = var(0) = 0
trigger1 = var(5) = 1
trigger1 = AnimElem = 1
value = 10, 8

[State 210, 1]
type = PlaySnd
triggerall = var(0) = 0
trigger1 = var(5) = 2
trigger1 = AnimElem = 1
value = 10, 2

[State 210, 1]
type = PlaySnd
triggerall = var(0) = 0
trigger1 = var(5) = 3
trigger1 = AnimElem = 1
value = 10, 5

[State 210, 1]
type = PlaySnd
triggerall = var(0) = 1
trigger1 = var(5) = 2
trigger1 = AnimElem = 4
value = 10, 2

[State 210, 1]
type = PlaySnd
triggerall = var(0) = 1
trigger1 = var(5) = 3
trigger1 = AnimElem = 4
value = 10, 5

[State 210, 1]
type = PlaySnd
triggerall = var(0) = 2
trigger1 = var(5) = 1
trigger1 = AnimElem = 5
value = 2050, 1

[State 210, 1]
type = PlaySnd
triggerall = var(0) = 2
trigger1 = var(5) = 2
trigger1 = AnimElem = 5
value = 2050, 2

[State 210, 1]
type = PlaySnd
triggerall = var(0) = 2
trigger1 = var(5) = 3
trigger1 = AnimElem = 5
value = 2050, 3

[State 101,vel]
type = posadd
triggerall = var(41) = 19
trigger1 = animelem = 4
x = 14

[State 101,vel]
type = posadd
triggerall = var(0) = 2
trigger1 = animelem = 3
x = 10

[State 210, Width]
type = Width
trigger1 = (AnimElemTime (2) >= 0) && (AnimElemTime (7) < 0)
value = 15,0

[State 210, 1]
type = PlaySnd
triggerall = var(0) <= 1
trigger1 = AnimElem = 2
value = 0, 1

[State 210, 1]
type = PlaySnd
triggerall = var(0) = 2
trigger1 = AnimElem = 6
value = 0, 2

[State 210, 2]
type = HitDef
trigger1 = Anim = 210
trigger1 = time=0;AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 15
getpower = 0
guardflag = MA
pausetime = 4,4
guard.sparkno = S8030
sparkno = S6030+random%5 
sparkxy = -10,-59
hitsound   = S1,0
guardsound = S2,10
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -2.5
air.cornerpush.veloff = 0
air.velocity = -1.1,-3 
air.fall = 1
fall.recovertime = 50
[State 210, 2]
type = HitDef
trigger1 = Anim = 10210
trigger1 = AnimElem = 5
attr = S, NA
animtype  = Medium
damage    = 20
getpower = 0
guardflag = MA
pausetime = 8,8
guard.sparkno = S8030
sparkno = S6030+random%5 
sparkxy = -10,-70
hitsound   = S1,0
guardsound = S2,10
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -2.5
air.cornerpush.veloff = 0
air.velocity = -1.1,-3 
air.fall = 1

[State 210, 2]
type = HitDef
trigger1 = Anim = 20210
trigger1 = time >= 5
attr = S, NA
animtype  = Medium
damage    = 20
getpower = 0
guardflag = MA
hitflag = MAFD
pausetime = 3,8
guard.sparkno = S8030
sparkno = S6040+random%5 
sparkxy = -10,-70
hitsound   = S1,9
guardsound = S2,10
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -2.5
air.cornerpush.veloff = 0
air.velocity = -1.1,-6 
air.fall = 1

[State power]
type = PowerAdd
trigger1 = movehit = 1
trigger1 = var(45) = 0
value = 50
ignorehitpause = 1
persistent = 0

[State 210, 3]
type = ChangeAnim
trigger1 = Anim = 210
trigger1 = AnimElemTime(5) > 0 && AnimElemTime(6) <= 0
trigger1 = movecontact
ignorehitpause = 1
persistent = 0
value = 210
elem = 6

[State 1100, wind]
type = Explod
trigger1 = Anim = 20210
trigger1 = animelem = 6
anim = 16000
scale = 1,1
postype = p1
pos = 0,0
bindtime = -1
sprpriority = 4
supermove = 0
ownpal = 1
removeongethit = 1

[State 210, 5]
type = ChangeState
trigger1 = Anim = 10210
trigger1 = Animelemtime(6) >= 1
trigger1 = Animelemtime(9) <= 0
trigger1 = command = "b"
value = 215
ctrl = 1

[State 200, 7]
type = ChangeState
triggerall = var(55) = 1
trigger1 = Anim = 10210
trigger1 = Animelemtime(6) >= 3
trigger1 = Animelemtime(9) <= 0
trigger1 = movehit
value = 215

[State 200, 7]
type = ChangeState
triggerall = var(55) = 1
triggerall = var(0) = 0
trigger1 = movecontact
trigger1 = var(19) = 0
value = 220

[State 200, 7]
type = ChangeState
triggerall = var(55) = 1
triggerall = var(0) = 2
triggerall = enemy,statetype = A
trigger1 = animelem = 7
trigger1 = movehit
value = 40

[State 210, 4]
type = SprPriority
trigger1 = AnimElem = 5
value = 2

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;切り上げ
[Statedef 215]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 0
ctrl = 0
anim = 215+var(0)*10000
sprpriority = 2

[State 101,vel]
type = posadd
trigger1 = animelem = 1
x = 9

[State 101,vel]
type = posadd
trigger1 = animelem = 4
x = 10

[State 1010, 8]
type = ChangeState
trigger1 = animelemtime(1) >= 1
trigger1 = animelemtime(2) <= 10
trigger1 = command != "holdb"
trigger2 = var(55) = 1
trigger2 = var(56) >= 1
value = 216
ctrl = 0

[State -2, H.Attack]
type = VarSet
trigger1 = 1
v = 19
value = 1
IgnoreHitPause = 1

[State 210, 1]
type = PlaySnd
trigger1 = AnimElemtime(2) = 11
value = 3, 0

[State 1000, 3]
type = VarRandom
trigger1 = time = 0
v = 5
range = 0,1

[State 210, 1]
type = PlaySnd
trigger1 = var(5) = 0
trigger1 = AnimElemtime(3) = 1
value = 100, 1

[State 210, 1]
type = PlaySnd
trigger1 = var(5) = 1
trigger1 = AnimElemtime(3) = 1
value = 100, 2

[State 1100, wind]
type = Explod
trigger1 = animelemtime(2) = 11
anim = 6019
scale = 1,1
postype = p1
pos = -20,-53
bindtime = -1
sprpriority = 4
supermove = 0
ownpal = 1
removeongethit = 1

[State 1100, wind]
type = Explod
trigger1 = animelem = 3
anim = 16000
scale = 1,1
postype = p1
pos = 0,0
bindtime = -1
sprpriority = 4
supermove = 0
ownpal = 1
removeongethit = 1

[State 240, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = hard
damage    = 80
getpower = 0
guardflag = MAF
pausetime = 13,13
guard.sparkno = S8030
sparkno = S6040+random%5 
sparkxy = -18,-62
hitsound   = S1,9
guardsound = S2,10
ground.type = Low
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = 0,-9.4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.velocity = 0,-9.4
air.fall = 1
fall = 1

[State power]
type = PowerAdd
trigger1 = movehit = 1
trigger1 = var(45) = 0
value = 110
ignorehitpause = 1
persistent = 0

[State 200, 7]
type = ChangeState
triggerall = var(55) = 1
triggerall = var(0) = 1
trigger1 = movehit
value = 40

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;切り上げ
[Statedef 216]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 0
ctrl = 0
anim = 216+var(0)*10000
sprpriority = 2


[State 1000, 3]
type = VarRandom
trigger1 = time = 0
v = 5
range = 0,1

[State 210, 1]
type = PlaySnd
trigger1 = var(5) = 0
trigger1 = AnimElemtime(2) = 1
value = 100, 1

[State 210, 1]
type = PlaySnd
trigger1 = var(5) = 1
trigger1 = AnimElemtime(2) = 1
value = 100, 2

[State 101,vel]
type = posadd
trigger1 = animelem = 3
x = 6

[State 1100, wind]
type = Explod
trigger1 = animelem = 2
anim = 16000
scale = 1,1
postype = p1
pos = 0,0
bindtime = -1
sprpriority = 4
supermove = 0
ownpal = 1
removeongethit = 1

[State 240, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = up
damage    = 50
getpower = 0
guardflag = MAF
pausetime = 13,13
guard.sparkno = S8030
sparkno = S6040+random%5 
sparkxy = -18,-62
hitsound   = S1,9
guardsound = S2,10
ground.type = low
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = 0,-9.4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.velocity = 0,-9.4
air.fall = 1
fall = 1

[State power]
type = PowerAdd
trigger1 = movehit = 1
trigger1 = var(45) = 0
value = 60
ignorehitpause = 1
persistent = 0

[State 200, 7]
type = ChangeState
triggerall = var(55) = 1
triggerall = var(0) = 1
trigger1 = movehit
value = 40

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 立ち強
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 0
ctrl = 0
anim = 220+var(0)*10000
sprpriority = 2

[State 1010, 8]
type = ChangeState
triggerall = anim = 10220
trigger1 = animelemtime(3) >= 1
trigger1 = animelemtime(4) <= 10
trigger1 = command != "holdc"
trigger2 = animelemtime(3) >= 1
trigger2 = var(55) = 1
trigger2 = var(56) >= 1
value = 225
ctrl = 0

[State 1010, 8]
type = ChangeState
triggerall = anim = 10221
trigger1 = animelemtime(3) >= 1
trigger1 = animelemtime(4) <= 10
trigger1 = command != "holdc"
trigger2 = animelemtime(3) >= 1
trigger2 = var(55) = 1
trigger2 = var(56) >= 1
value = 225
ctrl = 0

[State -2, H.Attack]
type = VelSet
triggerall = var(41) != 19
trigger1 = anim = 10220
trigger1 = animelemtime(5) >= 0
trigger1 = animelemtime(8) <= 3
x = 4.4
IgnoreHitPause = 1

[State 1010, 8]
type = Changeanim
trigger1 = var(41) = 19
trigger1 = time = 0
value = 10221

[State -2, H.Attack]
type = VelSet
triggerall = var(41) = 19
trigger1 = animelemtime(5) >= 3
trigger1 = animelemtime(8) <= 0
x = 6.2
IgnoreHitPause = 1

[State 1010, 8]
type = ChangeState
triggerall = anim = 20220
trigger1 = animelemtime(3) >= 1
trigger1 = animelemtime(4) <= 9
trigger1 = command != "holdc"
trigger2 = animelemtime(3) >= 1
trigger2 = var(55) = 1
trigger2 = var(56) >= 1
value = 220+var(0)*5

[State -2, H.Attack]
type = VelSet
trigger1 = anim = 20220
trigger1 = animelemtime(5) >= 0
trigger1 = animelemtime(8) <= 3
x = 4.4
IgnoreHitPause = 1

[State -2, H.Attack]
type = VarSet
trigger1 = 1
v = 19
value = 1
IgnoreHitPause = 1

[State 240, 1]
type = PlaySnd
trigger1 = AnimElem = 5
trigger1 = var(0) = 0
value = 0, 2

[State 1000, 3]
type = VarRandom
trigger1 = time = 0
v = 5
range = 0,3

[State 210, 1]
type = PlaySnd
trigger1 = var(5) = 1
trigger1 = var(0) = 0
trigger1 = AnimElem = 5
value = 10, 2

[State 210, 1]
type = PlaySnd
trigger1 = var(5) = 2
trigger1 = var(0) = 0
trigger1 = AnimElem = 5
value = 10, 4

[State 210, 1]
type = PlaySnd
trigger1 = var(5) = 3
trigger1 = var(0) = 0
trigger1 = AnimElem = 5
value = 10, 6

[State 210, 1]
type = PlaySnd
trigger1 = var(0) >= 1
trigger1 = AnimElemtime(4) = 11
value = 3, 0

[State 210, 1]
type = PlaySnd
trigger1 = var(0) = 1
trigger1 = AnimElemtime(5) = 1
value = 52, 6

[State 210, 1]
type = PlaySnd
trigger1 = var(0) = 2
trigger1 = AnimElem = 6
value = 2052, 5

[State 1100, wind]
type = Explod
trigger1 = animelem = 5
trigger1 = var(0) >= 1
anim = 16027
scale = 1,1
postype = p1
pos = 0,0
bindtime = -1
sprpriority = 4
supermove = 0
ownpal = 1
removeongethit = 1

[State 1100, wind]
type = Explod
trigger1 = animelemtime(4) = 10
trigger1 = var(0) >= 1
anim = 6019
scale = 1,1
postype = p1
pos = -25,-66
bindtime = -1
sprpriority = 4
supermove = 0
ownpal = 1
removeongethit = 1

[State 240, 2]
type = HitDef
trigger1 = time = 0
trigger1 = Anim = 220
attr = S, NA
animtype  = hard
damage    = 19
getpower = 0
guardflag = MA
pausetime = 11,11
guard.sparkno = S8030
sparkno = S6030+random%5 
sparkxy = -11,-60
hitsound   = S1,1
guardsound = S2,10
ground.type = Low
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.velocity = -0.7,-4.4
air.fall = 1

[State 240, 2]
type = HitDef
trigger1 = AnimElem = 6
trigger1 = var(0) >= 1
attr = S, NA
animtype  = hard
damage    = 90,15
getpower = 0
guardflag = MA
hitflag = MAFD
pausetime = 13,13
guard.sparkno = S8030
sparkno = S6040+random%5 
sparkxy = 8,-40
hitsound   = S1,9
guardsound = S2,10
ground.type = Low
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -1.7,-4.4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.velocity = -1.7,-4.4
down.velocity = -0.1,0.1
air.fall = 1
fall = 1

[State power]
type = PowerAdd
trigger1 = movehit = 1
trigger1 = var(45) = 0
value = 80
ignorehitpause = 1
persistent = 0

[State 200, 7]
type = ChangeState
triggerall = var(55) = 1
triggerall = var(0) = 0
trigger1 = movehit
trigger1 = enemy,statetype = A
value = 1010

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 立ち強
[Statedef 225]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 0
ctrl = 0
anim = 225+var(0)*10000
sprpriority = 2

[State -2, H.Attack]
type = changeanim
triggerall = var(41) = 19
trigger1 = time = 0
value = 10226

[State -2, H.Attack]
type = VelSet
triggerall = var(41) = 19
trigger1 = animelemtime(1) >= 3
trigger1 = animelemtime(5) <= 0
x = 5.2
IgnoreHitPause = 1

[State 240, 4]
type = ChangeState
triggerall = var(41) = 19
trigger1 = movehit
trigger1 = animelemtime(3) >= 3
value = 227

[State 240, 4]
type = ChangeState
triggerall = var(41) = 19
trigger1 = animelemtime(5) >= 3
value = 227

[State -2, H.Attack]
type = VelSet
triggerall = var(41) != 19
trigger1 = var(0) >= 1
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(4) <= 3
x = 4.4
IgnoreHitPause = 1

[State -2, H.Attack]
type = VarSet
trigger1 = 1
v = 19
value = 1
IgnoreHitPause = 1

[State 240, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = s0, 3

[State 210, 1]
type = PlaySnd
trigger1 = var(0) = 1
trigger1 = AnimElem = 1
value = s10, 3

[State 210, 1]
type = PlaySnd
trigger1 = var(0) = 2
trigger1 = AnimElem = 1
value = s2052, 0

[State 1100, wind]
type = Explod
trigger1 = animelem = 2
anim = 16027
scale = 1,1
postype = p1
pos = 0,0
bindtime = -1
sprpriority = 4
supermove = 0
ownpal = 1
removeongethit = 1

[State 240, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = hard
damage    = 50
getpower = 0
guardflag = MA
hitflag = MAFD
pausetime = 11,11
guard.sparkno = S8030
sparkno = S6040+random%5 
sparkxy = 8,-40
hitsound   = S1,9
guardsound = S2,10
ground.type = Low
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -6.7
air.cornerpush.veloff = 0
air.velocity = -1.7,-4.4
down.velocity = -0.1,0.1
air.fall = 1

[State power]
type = PowerAdd
trigger1 = movehit = 1
trigger1 = var(45) = 0
value = 80
ignorehitpause = 1
persistent = 0

[State 200, 6]
type = ChangeState
triggerall = var(55) = 1
triggerall = var(0) = 1
triggerall = var(56) >= 1
trigger1 = movehit
trigger1 = enemy,movetype = H
value = 11000

[State 200, 7]
type = ChangeState
triggerall = var(55) = 1
triggerall = var(0) = 2
triggerall = var(56) >= 3
trigger1 = movehit
value = 21150

[State 200, 9]
type = ChangeState
triggerall = var(55) = 1
triggerall = var(0) = 2
triggerall = var(56) = 2
trigger1 = movehit
value = 21180

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; 立ち強hit
[Statedef 227]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 0
ctrl = 0
anim = 10227
sprpriority = 2

[State 240, 1]
type = posadd
trigger1 = AnimElem = 3
x = -7

[State 240, 4]
type = velset
trigger1 = Animelem = 2
x = 0

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 立ち強
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 0
ctrl = 0
anim = 225+var(0)*10000
sprpriority = 2

[State 1000, 3]
type = VarRandom
trigger1 = time = 0
v = 5
range = 0,1

[State 240, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 2

[State 210, 1]
type = PlaySnd
trigger1 = var(0) = 1
trigger1 = var(5) = 1
trigger1 = AnimElem = 1
value = s10, 3

[State 210, 1]
type = PlaySnd
trigger1 = var(0) = 2
trigger1 = var(5) = 1
trigger1 = AnimElem = 1
value = s2051, 0

[State -2, H.Attack]
type = VelSet
trigger1 = var(0) >= 1
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(4) <= 3
x = 4.4
IgnoreHitPause = 1

[State -2, H.Attack]
type = VarSet
trigger1 = 1
v = 19
value = 1
IgnoreHitPause = 1

[State 240, 1]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = var(0) = 0
value = 0, 2

[State 1000, 3]
type = VarRandom
trigger1 = time = 0
v = 5
range = 0,1

[State 210, 1]
type = PlaySnd
trigger1 = var(5) = 1
trigger1 = var(0) = 1
trigger1 = AnimElem = 1
value = 10, 3

[State 1100, wind]
type = Explod
trigger1 = animelem = 2
anim = 16027
scale = 1,1
postype = p1
pos = 0,0
bindtime = -1
sprpriority = 4
supermove = 0
ownpal = 1
removeongethit = 1

[State 240, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = hard
damage    = 50
getpower = 0
guardflag = MA
hitflag = MAFD
pausetime = 11,11
guard.sparkno = S8030
sparkno = S6040+random%5 
sparkxy = 8,-40
hitsound   = S1,9
guardsound = S2,10
ground.type = Low
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -6.7
air.cornerpush.veloff = 0
air.velocity = -1.7,-4.4
down.velocity = -0.1,0.1
air.fall = 1


[State power]
type = PowerAdd
trigger1 = movehit = 1
trigger1 = var(45) = 0
value = 80
ignorehitpause = 1
persistent = 0

[State 200, 7]
type = ChangeState
triggerall = var(55) = 1
triggerall = var(0) = 1
triggerall = var(56) >= 3
trigger1 = movehit
trigger1 = enemy,movetype = H
value = 11010

[State 200, 7]
type = ChangeState
triggerall = var(55) = 1
triggerall = var(0) = 2
triggerall = var(56) >= 4
trigger1 = movehit
value = 21150
[State 200, 7]
type = ChangeState
triggerall = var(55) = 1
triggerall = var(0) = 2
triggerall = var(56) = 3
trigger1 = movehit
value = 21180


[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;しゃがみ弱
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 1
poweradd= 0
ctrl = 0
anim = 300+var(0)*10000
sprpriority = 2

[State 1100, wind]
type = Explod
trigger1 = animelem = 5
trigger1 = Anim = 20300
anim = 16025
id = 16025
scale = 1,1
postype = p1
pos = 0,0
bindtime = -1
sprpriority = 4
supermove = 0
ownpal = 1
removeongethit = 1

[State 1100, wind]
type = removeExplod
trigger1 = animelem = 1
trigger1 = Anim = 20300
value = 16025

[State 410, 2]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = Anim = 20300
attr = C, NA
damage    = 20
getpower = 0
animtype  = Medium
hitflag = MAF
guardflag = L
pausetime = 3,4
guard.sparkno = S8030
sparkno = S6040+random%5 
sparkxy = -10,-22
hitsound   = S1,9
guardsound = S2,10
ground.type = Low
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -3
air.cornerpush.veloff = 0
air.velocity = -1.1,-3
air.fall = 1

[State 400]
type = VarSet
trigger1 = 1
v = 20
value = 1
IgnoreHitPause = 1

[State 1000, 3]
type = VarRandom
trigger1 = time = 0
v = 5
range = 0,3

[State 210, 1]
type = PlaySnd
triggerall = var(0) <= 1
trigger1 = var(5) = 1
trigger1 = AnimElem = 1
value = 10, 4

[State 210, 1]
type = PlaySnd
triggerall = var(0) <= 1
trigger1 = var(5) = 2
trigger1 = AnimElem = 1
value = 10, 5

[State 210, 1]
type = PlaySnd
triggerall = var(0) <= 1
trigger1 = var(5) = 3
trigger1 = AnimElem = 1
value = 10, 0

[State 210, 1]
type = PlaySnd
triggerall = var(0) = 2
trigger1 = var(5) = 1
trigger1 = AnimElem = 1
value = 2050, 0

[State 210, 1]
type = PlaySnd
triggerall = var(0) = 2
trigger1 = var(5) = 2
trigger1 = AnimElem = 1
value = 2050, 1

[State 400, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 8
getpower = 0
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = M
pausetime = 4,4
guard.sparkno = S8030
sparkno = S6030+random%5 
sparkxy = -10,-42
hitsound   = S1,0
guardsound = S2,10
ground.type = Low
ground.slidetime = 13
ground.hittime  = 13
ground.velocity = -3.2
air.cornerpush.veloff = 0
air.velocity = -0.7,-3 
air.fall = 1

[State power]
type = PowerAdd
trigger1 = movehit = 1
trigger1 = var(45) = 0
value = 30
ignorehitpause = 1
persistent = 0

[State 400, 4]
type = ctrlset
trigger1 = Animelemtime(5) >= 0
trigger1 = var(0) <= 1
value = 1

[State 200, 7]
type = ChangeState
triggerall = var(55) = 1
trigger1 = movehit
trigger1 = var(21) = 0
value = 410

[State 200, 7]
type = ChangeState
triggerall = var(55) = 1
triggerall = var(56) >= 2
triggerall = var(0) >= 1
trigger1 = movehit
trigger1 = P2BodyDist X < 40
value = 400

[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
;しゃがみ中
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 0
poweradd= 0
ctrl = 0
anim = 310+var(0)*10000
sprpriority = 2



[State down]
type = ChangeAnim
trigger1 = var(41) = 19
trigger1 = time = 0
value = 10311

[State down]
type = posadd
trigger1 = var(41) = 19
trigger1 = animelem = 8
x = 6

[State 410]
type = VarSet
trigger1 = 1
v = 21
value = 1
IgnoreHitPause = 1

[State 101,vel]
type = null;VelSet
trigger1 = animelem = 3
trigger1 = var(0) = 0
x = 6-1

[State 1000, 3]
type = VarRandom
trigger1 = time = 0
v = 5
range = 0,3

[State 210, 1]
type = PlaySnd
trigger1 = var(5) = 1
trigger1 = AnimElem = 3
trigger1 = var(0) = 0
value = 10, 4

[State 210, 1]
type = PlaySnd
trigger1 = var(5) = 2
trigger1 = AnimElem = 3
trigger1 = var(0) = 0
value = 10, 2

[State 410, 1]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = var(0) = 0
value = 0, 2

[State 410, 1]
type = PlaySnd
triggerall = var(0) = 1
trigger1 = var(5) <= 1
trigger1 = AnimElem = 4
value = 10, 4

[State 410, 1]
type = PlaySnd
triggerall = var(0) = 1
trigger1 = var(5) = 0
trigger1 = AnimElem = 8
value = 51, 1

[State 410, 1]
type = PlaySnd
triggerall = var(0) = 1
trigger1 = var(5) = 1
trigger1 = AnimElem = 8
value = 51, 0

[State 410, 1]
type = PlaySnd
triggerall = var(0) = 1
trigger1 = AnimElem = 4
trigger2 = AnimElem = 8
value = 0, 1

[State 410, 1]
type = PlaySnd
triggerall = var(0) = 2
trigger1 = AnimElem = 3
value = 0, 3

[State 410, 2]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Anim = 310
attr = C, NA
damage = 20
getpower = 0
animtype  = Medium
hitflag = MAFD
guardflag = L
pausetime = 9,9
guard.sparkno = S8030
sparkno = S6030+random%5 
sparkxy = -10,-8
hitsound   = S1,3
guardsound = S2,10
ground.type = Low
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -3
air.cornerpush.veloff = 0
air.velocity = -1.1,-4 
down.velocity = -0.1,0.1
air.fall = 1

[State 1100, wind]
type = velset
trigger1 = animelem = 3
trigger1 = Anim = 20310
x = 7

[State 210, 1]
type = PlaySnd
trigger1 = var(5) = 1
trigger1 = AnimElem = 3
trigger1 = var(0) = 2
value = 2050, 2

[State 210, 1]
type = PlaySnd
trigger1 = var(5) >= 2
trigger1 = AnimElem = 3
trigger1 = var(0) = 2
value = 2050, 3

[State 1100, wind]
type = Explod
trigger1 = animelem = 3
trigger1 = Anim = 20310
anim = 16027
scale = 1,1
postype = p1
pos = 26,11
bindtime = -1
sprpriority = 4
supermove = 0
ownpal = 1
removeongethit = 1

[State 410, 2]
type = HitDef
trigger1 = AnimElem = 4
trigger1 = Anim = 20310
attr = C, NA
damage = 50
getpower = 0
animtype  = Medium
hitflag = MAFD
guardflag = L
pausetime = 10,10
guard.sparkno = S8030
sparkno = S6040+random%5 
sparkxy = -20,-36
hitsound   = S1,9
guardsound = S2,10
ground.type = Low
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -3
air.cornerpush.veloff = 0
air.velocity = -1.1,-4 
down.velocity = -0.1,0.1
air.fall = 1

[State 1100, wind]
type = Explod
triggerall = animelem = 4
trigger1 = var(0) = 1
anim = 16020
scale = 1,1
postype = p1
pos = 0,0
bindtime = -1
sprpriority = 4
supermove = 0
ownpal = 1
removeongethit = 1

[State 410, 2]
type = HitDef
trigger1 = AnimElem = 4
trigger1 = p2statetype != C 
trigger1 = var(0) = 1
attr = C, NA
damage = 30
getpower = 0
animtype  = Medium
hitflag = MAFD
guardflag = L
pausetime = 6,10
guard.sparkno = S8030
sparkno = S6040+random%5 
sparkxy = -20,-36
hitsound   = S1,9
guardsound = S2,10
ground.type = Low
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -3
air.cornerpush.veloff = 0
air.velocity = -1.1,-4 
down.velocity = -0.1,0.1
air.fall = 1

[State 410, 2]
type = HitDef
trigger1 = AnimElem = 8
trigger1 = p2statetype != C 
trigger1 = var(0) = 1
attr = C, NA
damage = 40
getpower = 0
animtype  = Medium
hitflag = MA
guardflag = L
pausetime = 10,10
guard.sparkno = S8030
sparkno = S6040+random%5 
sparkxy = -10,-22
hitsound   = S1,9
guardsound = S2,10
ground.type = Low
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -3
air.cornerpush.veloff = 0
air.velocity = -1.1,-4 
air.fall = 1

[State 410, 2]
type = HitDef
trigger1 = AnimElem = 4
trigger1 = p2statetype = C 
trigger1 = var(0) = 1
attr = C, NA
damage = 35
getpower = 0
animtype  = Medium
hitflag = M
guardflag = L
pausetime = 10,10
guard.sparkno = S8030
sparkno = S6040+random%5 
sparkxy = -20,-19
hitsound   = S1,9
guardsound = S2,10
ground.type = trip
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -2,-2
air.cornerpush.veloff = 0
air.velocity = -1.1,-4
down.velocity = -0.1,0.1
fall = 1
yaccel = 0.3

[State 410, 2]
type = HitDef
trigger1 = AnimElem = 8
trigger1 = p2statetype = C 
trigger1 = var(0) = 1
attr = C, NA
damage = 45
getpower = 0
animtype  = Medium
hitflag = M
guardflag = L
pausetime = 10,10
guard.sparkno = S8030
sparkno = S6040+random%5 
sparkxy = -20,-19
hitsound   = S1,9
guardsound = S2,10
ground.type = trip
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -2,-2
air.cornerpush.veloff = 0
air.velocity = -1.1,-4
down.velocity = -0.1,0.1
fall = 1
yaccel = 0.3

[State 1100, wind]
type = Explod
trigger1 = animelem = 8
trigger1 = var(0) = 1
anim = 16025
scale = 1,1
postype = p1
pos = 0,0
bindtime = -1
sprpriority = 4
supermove = 0
ownpal = 1
removeongethit = 1

[State power]
type = PowerAdd
trigger1 = movehit = 1
trigger1 = var(45) = 0
value = 70
ignorehitpause = 1
persistent = 0

[State 200, 7]
type = ChangeState
triggerall = var(55) = 1
triggerall = var(0) >= 1
triggerall = movehit
triggerall = var(19) = 0
trigger1 = animelemtime(8) >= 1 
value = 220

[State 200, 7]
type = ChangeState
triggerall = var(55) = 1
triggerall = var(0) != 1
trigger1 = movehit
trigger1 = var(22) = 0
value = 420

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;足払い
[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 1
poweradd= 0
ctrl = 0
anim = 320+var(0)*10000
sprpriority = 2

[State 410]
type = changeanim
triggerall = var(41) = 19
trigger1 = time = 0
value = 10321

[State 410]
type = VarSet
trigger1 = 1
v = 22
value = 1
IgnoreHitPause = 1

[State 210, 3]
type = PlayerPush
trigger1 = var(0) = 2
value = 0

[State 1100, wind]
type = Explod
trigger1 = animelem = 1
trigger1 = Anim = 20320
anim = 16040
scale = 0.8,0.8
postype = p1
pos = -10,-20
bindtime = -1
sprpriority = 4
supermove = 0
ownpal = 1
removeongethit = 1

[State 420]
type = VelSet
trigger1 = var(0) = 2
trigger1 = animelem = 1
x = 21

[State 420, 2]
type = PlaySnd
triggerall = var(0) < 1
trigger1 = AnimElem = 3
value = 0, 3

[State 1000, 3]
type = VarRandom
trigger1 = time = 0
v = 5
range = 0,2


[State 210, 1]
type = PlaySnd
triggerall = var(0) = 0
trigger1 = var(5) = 0
trigger1 = AnimElem = 2
value = 52, 0

[State 210, 1]
type = PlaySnd
triggerall = var(0) = 0
trigger1 = var(5) = 1
trigger1 = AnimElem = 2
value = 52, 1

[State 210, 1]
type = PlaySnd
trigger1 = var(0) = 0
trigger1 = var(5) = 2
trigger1 = AnimElem = 2
value = 10, 7

[State 210, 1]
type = PlaySnd
triggerall = var(0) = 1
trigger1 = var(5) = 0
trigger1 = AnimElem = 5
value = 52, 0

[State 210, 1]
type = PlaySnd
triggerall = var(0) = 1
trigger1 = var(5) = 1
trigger1 = AnimElem = 5
value = 52, 1

[State 210, 1]
type = PlaySnd
trigger1 = var(0) = 1
trigger1 = var(5) = 2
trigger1 = AnimElem = 5
value = 10, 7

[State 210, 1]
type = PlaySnd
trigger1 = var(0) = 2
trigger1 = var(5) = 2
trigger1 = AnimElem = 1
value = 2052, 0

[State 420, 3]
type = HitDef
trigger1 = var(0) = 2
trigger1 = animelem = 2
attr = S, NA
damage = 40
getpower = 0
hitflag = MAFD
guardflag = L
pausetime = 3,4
guard.sparkno = S8030
sparkno = S6040+random%5 
sparkxy = -5,-18
hitsound   = S1,9
guardsound = S2,10
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.1,-4.4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.velocity = -1.2,-5.4
yaccel = 0.7
guard.velocity = -1
fall = 1

[State 420, 3]
type = HitDef
trigger1 = var(0) = 2
trigger1 = animelem = 3
attr = S, NA
damage = 70
getpower = 0
hitflag = MA
guardflag = L
pausetime = 7,8
guard.sparkno = S8030
sparkno = S6040+random%5 
sparkxy = -35,-48
hitsound   = S1,9
guardsound = S2,10
ground.type = low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4.1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.velocity = -1.2,-5.4
guard.velocity = -5

[State 420, 3]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage = 35
getpower = 0
hitflag = MAF
guardflag = L
pausetime = 12,12
guard.sparkno = S8030
sparkno = S6030+random%5 
sparkxy = -5,-18
hitsound   = S1,6
guardsound = S2,10
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-5.4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.velocity = -1.2,-5.4
yaccel = 0.7
guard.velocity = -5
fall = 1

[State power]
type = PowerAdd
trigger1 = movehit = 1
trigger1 = var(45) = 0
value = 100
ignorehitpause = 1
persistent = 0





[State 420, 4]
type = ChangeState
triggerall = var(0) >= 0
trigger1 = var(55) = 1
trigger1 = ((var(17) = 0) && (StateNo = 200) && (MoveContact))
trigger1 = movecontact
value = 200
ctrl = 1

[State 420, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Jump 弱
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= 0
ctrl = 0
anim = 400+var(0)*10000
sprpriority = 2

[State -2, Air L.Attack]
type = VarSet
trigger1 = 1
v = 23
value = 1
IgnoreHitPause = 1

[State 1000, 3]
type = VarRandom
trigger1 = time = 0
v = 5
range = 0,3

[State 210, 1]
type = PlaySnd
trigger1 = var(0) <= 1
trigger1 = var(5) = 1
trigger1 = AnimElem = 1
value = 10, 4

[State 210, 1]
type = PlaySnd
trigger1 = var(0) <= 1
trigger1 = var(5) = 2
trigger1 = AnimElem = 1
value = 10, 5

[State 210, 1]
type = PlaySnd
trigger1 = var(0) <= 1
trigger1 = var(5) = 3
trigger1 = AnimElem = 1
value = 10, 0

[State 210, 1]
type = PlaySnd
trigger1 = var(0) = 2
trigger1 = var(5) = 1
trigger1 = AnimElem = 1
value = 2050, 1

[State 210, 1]
type = PlaySnd
trigger1 = var(0) = 2
trigger1 = var(5) = 2
trigger1 = AnimElem = 1
value = 2050, 2

[State 210, 1]
type = PlaySnd
trigger1 = var(0) = 2
trigger1 = var(5) = 3
trigger1 = AnimElem = 1
value = 2050, 0

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1

[State 1100, wind]
type = Explod
trigger1 = animelem = 4
trigger1 = Anim = 20400
anim = 16030
ID = 16030
scale = 1,1
postype = p1
pos = 0,0
bindtime = -1
sprpriority = 4
supermove = 0
ownpal = 1
removeongethit = 1

[State 610, 3]
type = HitDef
trigger1 = Animelem = 4
trigger1 = Anim = 20400
attr = A, NA
damage = 20
getpower = 0
guardflag = HA
priority = 4
pausetime = 3,3
guard.sparkno = S8030
sparkno = S6040+random%5 
sparkxy = -10,-20
hitsound   = S1,9
guardsound = S2,10
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.cornerpush.veloff = 0
air.velocity = -2,-5
air.fall = 1


[State 600, 2]
type = HitDef
trigger1 = var(0) = 0
trigger1 = time=0
attr = A, NA
damage    = 6
getpower  = 0
guardflag = HA
priority = 3
pausetime = 6,6
guard.sparkno = S8030
sparkno = S6030+random%5 
sparkxy = -20,-40
hitsound   = S1,0
guardsound = S2,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.cornerpush.veloff = 0
air.velocity = -0.7,-4.6
air.fall = 1

[State 600, 2]
type = HitDef
trigger1 = var(0) = 1
trigger1 = time=0
attr = A, NA
damage    = 6
getpower  = 0
guardflag = HA
priority = 3
pausetime = 6,6
guard.sparkno = S8030
sparkno = S6030+random%5 
sparkxy = -20,-60
hitsound   = S1,0
guardsound = S2,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.cornerpush.veloff = 0
air.velocity = -0.7,-4.6
air.fall = 1

[State power]
type = PowerAdd
trigger1 = movehit = 1
trigger1 = var(45) = 0
value = 40
ignorehitpause = 1
persistent = 0

[State down]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 55+var(0)*10000

[State -1, Air Throw]
type = ChangeState
value = 600
triggerall = statetype = A
triggerall = var(55) = 1
triggerall = var(10) = 0
triggerall = p2statetype = A
triggerall = var(25) = 0
trigger1 = movehit >= 4

[State 600, 3]
type = CtrlSet
trigger1 = Anim = 55+var(0)*10000
value = 1

;---------------------------------------------------------------------------
;Jump 中
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= 0
ctrl = 0
anim = 410+var(0)*10000
sprpriority = 2

[State -2, Air M.Attack]
type = VarSet
trigger1 = 1
v = 24
value = 1
IgnoreHitPause = 1

[State 1000, 3]
type = VarRandom
trigger1 = time = 0
v = 5
range = 0,2

[State 210, 1]
type = PlaySnd
trigger1 = var(0) = 0
trigger1 = var(5) = 1
trigger1 = AnimElem = 5
value = 10, 6

[State 210, 1]
type = PlaySnd
trigger1 = var(0) = 0
trigger1 = var(5) = 2
trigger1 = AnimElem = 5
value = 10, 4

[State 210, 1]
type = PlaySnd
trigger1 = var(0) = 1
trigger1 = var(5) = 1
trigger1 = AnimElem = 3
value = 51, 0

[State 210, 1]
type = PlaySnd
trigger1 = var(0) = 1
trigger1 = var(5) = 2
trigger1 = AnimElem = 3
value = 51, 1

[State 210, 1]
type = PlaySnd
trigger1 = var(0) = 2
trigger1 = var(5) = 1
trigger1 = AnimElem = 2
trigger1 = Anim = 20410
value = 2050, 2

[State 210, 1]
type = PlaySnd
trigger1 = var(0) = 2
trigger1 = var(5) = 2
trigger1 = AnimElem = 2
trigger1 = Anim = 20410
value = 2051, 0

[State 610, 2]
type = PlaySnd
trigger1 = var(0) = 2
trigger1 = Animelem = 3
trigger1 = Anim = 20410
value = 0, 2

[State 610, 2]
type = PlaySnd
trigger1 = var(0) <= 1
trigger1 = Animelem = 6
value = 0, 2

[State 610, 3]
type = HitDef
trigger1 = Animelem = 6
trigger1 = Anim = 410
attr = A, NA
damage = 22
getpower  = 0
guardflag = HA
priority = 4
pausetime = 12,12
guard.sparkno = S8030
sparkno = S6030+random%5 
sparkxy = -10,-20
hitsound   = S1,1
guardsound = S2,10
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.cornerpush.veloff = 0
air.velocity = -3,-3
air.fall = 1

[State 1100, wind]
type = Explod
trigger1 = animelem = 4
trigger1 = Anim = 10410
anim = 16030
ID = 16030
scale = 1,1
postype = p1
pos = 0,0
bindtime = -1
sprpriority = 4
supermove = 0
ownpal = 1
removeongethit = 1

[State 610, 3]
type = HitDef
trigger1 = Animelem = 4 || Animelem = 5
trigger1 = Anim = 10410
attr = A, NA
damage = 22
getpower  = 0
guardflag = HA
priority = 4
pausetime = 14,13
guard.sparkno = S8030
sparkno = S6040+random%5 
sparkxy = -10,-20
hitsound   = S1,9
guardsound = S2,10
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.cornerpush.veloff = 0
air.velocity = -2,-5
air.fall = 1

[State 1100, wind]
type = Explod
trigger1 = animelem = 3
trigger1 = Anim = 20410
anim = 16715
ID = 16715
scale = 1,1
postype = p1
pos = 20,-88
bindtime = -1
sprpriority = 4
supermove = 0
ownpal = 1
removeongethit = 1

[State 610, 3]
type = HitDef
trigger1 = Animelem = 3
trigger1 = Anim = 20410
attr = A, NA
damage = 40
getpower  = 0
guardflag = HA
priority = 4
pausetime = 9,11
guard.sparkno = S8030
sparkno = S6040+random%5 
sparkxy = -10,-20
hitsound   = S1,9
guardsound = S2,10
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.cornerpush.veloff = 0
air.velocity = -2,-5
air.fall = 1

[State power]
type = PowerAdd
trigger1 = movehit = 1
trigger1 = var(45) = 0
value = 70
ignorehitpause = 1
persistent = 0

[State down]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 55

[State -1]
type = ChangeState
value = 46
triggerall = RoundState = 2
triggerall = var(10) = 0
triggerall = statetype = A
triggerall = var(55) = 1
trigger1 = enemy,statetype = A
trigger1 = enemy,movetype = H
trigger1 = movecontact

[State -1, Air Throw]
type = ChangeState
value = 621
triggerall = statetype = A
triggerall = var(55) = 1
triggerall = var(10) != 0
triggerall = p2statetype = A
triggerall = p2bodydist X < 5
triggerall = var(25) = 0
trigger1 = movehit
trigger1 = var(0) = 1
trigger1 = Animelem = 6
trigger2 = movehit
trigger2 = var(0) != 1

[State 600, 3]
type = CtrlSet
trigger1 = AnimTime = 0
value = 1

;---------------------------------------------------------------------------
;ジャンプ強
; CNS difficulty: easy
[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= 0
ctrl = 0
anim = 425+var(0)*10000
sprpriority = 2




[State -2, Air H.Attack]
type = VarSet
trigger1 = 1
v = 25
value = 1
IgnoreHitPause = 1

[State 1000, 3]
type = VarRandom
trigger1 = time = 0
v = 5
range = 0,2

[State 210, 1]
type = PlaySnd
trigger1 = var(0)<2
trigger1 = var(5) = 0
trigger1 = AnimElem = 1
value = 52, 0

[State 210, 1]
type = PlaySnd
trigger1 = var(0)<2
trigger1 = var(5) = 1
trigger1 = AnimElem = 1
value = 52, 1

[State 210, 1]
type = PlaySnd
trigger1 = var(0)<2
trigger1 = var(5) = 2
trigger1 = AnimElem = 1
value = 10, 7

[State 210, 1]
type = PlaySnd
triggerall = var(0) = 2
trigger1 = var(5) = 1
trigger1 = AnimElem = 4
value = 2052, 0

[State 210, 1]
type = PlaySnd
triggerall = var(0) = 2
trigger1 = var(5) = 2
trigger1 = AnimElem = 4
value = 2051, 0

[State 620, 2]
type = PlaySnd
trigger1 = time = 2
value = 0, 3

[State 1100, wind]
type = Explod
triggerall = animelem = 4
trigger1 = Anim = 20420
trigger2 = Anim = 20425
anim = 16716
ID = 16716
scale = 1,1
postype = p1
pos = 40,10
bindtime = -1
sprpriority = 4
supermove = 0
ownpal = 1
removeongethit = 1

[State 610, 3]
type = HitDef
triggerall = time >= 0
trigger1 = Anim = 20420
trigger2 = Anim = 20425
attr = A, NA
damage = 26
getpower  = 0
hitflag = MAF
guardflag = HA
priority = 4
pausetime = 3,3
guard.sparkno = S8030
sparkno = S6040+random%5 
sparkxy = -10,-20
hitsound   = S1,9
guardsound = S2,10
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.cornerpush.veloff = 0
air.velocity = -2,-5
air.fall = 1

[State 620, 3]
type = HitDef
trigger1 = var(0)<2
trigger1 = Animelem = 2
attr = A, NA
damage    = 60
getpower  = 0
guardflag = HA
priority = 4
pausetime = 12,12
guard.sparkno = S8030
sparkno = S6030+random%5 
sparkxy = -10,-20
hitsound   = S1,3
guardsound = S2,10
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.cornerpush.veloff = 0
air.velocity = -1,-5
air.fall = 1

[State power]
type = PowerAdd
trigger1 = movehit = 1
trigger1 = var(45) = 0
value = 80
ignorehitpause = 1
persistent = 0

[State 600, 3]
type = CtrlSet
trigger1 = Anim = 55
value = 1

[State down]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 55+var(0)*10000

[State -1, Air M.Attack]
type = ChangeState
value = 610
triggerall = var(55) = 1
triggerall = var(10) != 0
trigger1 = statetype = A
trigger1 = var(24) = 0
trigger1 = enemy,statetype = A
trigger1 = enemy,movetype = H
trigger1 = movecontact = 1

[State -1]
type = ChangeState
value = 46
triggerall = RoundState = 2
triggerall = var(10) = 0
triggerall = statetype = A
triggerall = var(55) = 1
trigger1 = var(24) >= 0
trigger1 = enemy,statetype = A
trigger1 = enemy,movetype = H
trigger1 = movecontact

;---------------------------------------------------------------------------
;ジャンプ強ブローバックエッジ
; CNS difficulty: easy
[Statedef 625]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= 0
ctrl = 0
anim = 420+var(0)*10000
sprpriority = 2

[State 1100, wind]
type = Explod
trigger1 = animelemtime(4) = 8
trigger1 = var(0) = 0
anim = 6019
scale = 1,1
postype = p1
pos = -32,-108
bindtime = -1
sprpriority = 4
supermove = 0
ownpal = 1
removeongethit = 1

[State 1100, wind]
type = Explod
trigger1 = animelemtime(4) = 13
trigger1 = var(0) = 1
anim = 6019
scale = 1,1
postype = p1
pos = -32,-108
bindtime = -1
sprpriority = 4
supermove = 0
ownpal = 1
removeongethit = 1

[State 1100, wind]
type = Explod
trigger1 = animelem = 5
trigger1 = var(0) = 2
anim = 6019
scale = 1,1
postype = p1
pos = 10,-84
bindtime = -1
sprpriority = 4
supermove = 0
ownpal = 1
removeongethit = 1

[State 1100, wind]
type = Explod
trigger1 = animelem = 4
trigger1 = Anim = 20420
anim = 16716
ID = 16716
scale = 1,1
postype = p1
pos = 40,10
bindtime = -1
sprpriority = 4
supermove = 0
ownpal = 1
removeongethit = 1

[State 620, 2]
type = PlaySnd
trigger1 = Animelem = 5
value = 3, 0

[State 1000, 3]
type = VarRandom
trigger1 = time = 0
v = 5
range = 0,2

[State 210, 1]
type = PlaySnd
triggerall = var(0) <= 1
trigger1 = var(5) = 0
trigger1 = AnimElem = 5
value = 52, 0

[State 210, 1]
type = PlaySnd
triggerall = var(0) <= 1
trigger1 = var(5) = 1
trigger1 = AnimElem = 5
value = 52, 1

[State 210, 1]
type = PlaySnd
triggerall = var(0) <= 1
trigger1 = var(5) = 2
trigger1 = AnimElem = 5
value = 10, 7

[State 210, 1]
type = PlaySnd
triggerall = var(0) = 2
trigger1 = var(5) = 1
trigger1 = AnimElem = 4
value = 2052, 0

[State 210, 1]
type = PlaySnd
triggerall = var(0) = 2
trigger1 = var(5) = 2
trigger1 = AnimElem = 4
value = 2051, 0

[State 620, 3]
type = HitDef
trigger1 = Animelem = 5
trigger1 = var(0) = 2
trigger1 = p2statetype != A
attr = A, NA
damage    = 36
getpower  = 0
guardflag = HA
hitflag = M
priority = 4
pausetime = 12,12
guard.sparkno = S8030
sparkno = S6040+random%5 
sparkxy = -10,-20
hitsound   = S1,9
guardsound = S2,10
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.cornerpush.veloff = 0
p2stateno = 2970
air.velocity = -1,-5
fall = 1

[State 620, 3]
type = HitDef
trigger1 = Animelem = 5
trigger1 = var(0) = 2
trigger1 = p2statetype = A
attr = A, NA
damage    = 36
getpower  = 0
guardflag = HA
hitflag = AF
priority = 4
pausetime = 12,12
guard.sparkno = S8030
sparkno = S6040+random%5 
sparkxy = -10,-20
hitsound   = S1,9
guardsound = S2,10
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.cornerpush.veloff = 0
air.velocity = 0,16
fall.yvelocity = 0
fall = 1

[State 620, 3]
type = HitDef
trigger1 = Animelem = 5
trigger1 = var(0) <= 1
trigger1 = p2statetype != A
attr = A, NA
damage    = 36
getpower  = 0
guardflag = HA
hitflag = M
priority = 4
pausetime = 12,12
guard.sparkno = S8030
sparkno = S6030+random%5 
sparkxy = -10,-20
hitsound   = S1,6
guardsound = S2,10
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.cornerpush.veloff = 0
p2stateno = 2970
air.velocity = -1,-5
fall = 1

[State 620, 3]
type = HitDef
trigger1 = Animelem = 5
trigger1 = var(0) <= 1
trigger1 = p2statetype = A
attr = A, NA
damage    = 36
getpower  = 0
guardflag = HA
hitflag = AF
priority = 4
pausetime = 12,12
guard.sparkno = S8030
sparkno = S6030+random%5 
sparkxy = -10,-20
hitsound   = S1,6
guardsound = S2,10
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.cornerpush.veloff = 0
air.velocity = -9,9
fall.yvelocity = 0
fall = 1

[State power]
type = PowerAdd
trigger1 = movehit = 1
trigger1 = var(45) = 0
value = 130
ignorehitpause = 1
persistent = 0

[State 600, 3]
type = CtrlSet
trigger1 = Anim = 55+var(0)*10000
value = 1

[State 1010, 8]
type = ChangeState
triggerall = animelemtime(3) >= 0
triggerall = animelemtime(4) <= 7
triggerall = command != "holdc"
trigger1 = var(0) = 0
trigger2 = var(0) = 2
value = 620
ctrl = 0

[State 1010, 8]
type = ChangeState
triggerall = var(0) = 1
trigger1 = animelemtime(3) >= 0
trigger1 = animelemtime(4) <= 9
trigger1 = command != "holdc"
trigger2 = var(55) = 1
trigger2 = p2statetype = A
value = 620
ctrl = 0

[State down]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 55+var(0)*10000


;---------------------------------------------------------------------------
;ジャンプ強(空中投げ用)
[Statedef 621]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= 0
ctrl = 0
sprpriority = 2

[State down]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = PrevStateno != 420+var(0)*10000
value = 421+var(0)*10000

[State -2, Air H.Attack]
type = VarSet
trigger1 = 1
v = 25
value = 1
IgnoreHitPause = 1

[State 800, 1]
type = HitDef
Trigger1 = Animelem = 1
Trigger1 = enemy,stateno != [120,155] 
attr = A, NT          
hitflag = AF      
priority = 1, Miss  
guard.sparkno = S8030
sparkxy = 0,-20  
sparkno = -1   
sprpriority = 1       
p1stateno = 850+var(0)*10000
p2stateno = 860
p2facing = 1       
guard.dist = 0      
fall = 1    
ID = 1

[State power]
type = PowerAdd
trigger1 = movehit = 1
trigger1 = var(45) = 0
value = 60
ignorehitpause = 1
persistent = 0

[State 1000, 3]
type = VarRandom
trigger1 = time = 0
v = 5
range = 0,4

[State 210, 1]
type = PlaySnd
trigger1 = var(0) <= 1
trigger1 = var(5) = 1
trigger1 = AnimElem = 5
value = 10, 3

[State 210, 1]
type = PlaySnd
trigger1 = var(0) <= 1
trigger1 = var(5) = 2
trigger1 = AnimElem = 5
value = 10, 6

[State 620, 2]
type = PlaySnd
trigger1 = Animelem = 5
value = 0, 3

[State 620, 3]
type = HitDef
trigger1 = Animelem = 5
attr = A, NA
damage    = 40
getpower  = 0
guardflag = HA
hitflag = M
priority = 4
pausetime = 12,12
guard.sparkno = S8030
sparkno = S6030+random%5 
sparkxy = -10,-20
hitsound   = S1,6
guardsound = S2,10
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.cornerpush.veloff = 0
p2stateno = 2970
air.velocity = -1,-5
fall = 1

[State 600, 3]
type = CtrlSet
trigger1 = Anim = 55+var(0)*10000
value = 1

[State 1010, 8]
type = ChangeState
trigger1 = animelemtime(3) >= 0
trigger1 = animelemtime(4) <= 7
trigger1 = command != "holdc"
value = 620
ctrl = 0

[State down]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 55

;---------------------------------------------------------------------------
;投げ
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
velset = 0,0
anim = 800+var(0)*10000
sprpriority = 2

[State 1000, 3]
type = VarRandom
trigger1 = time = 0
v = 5
range = 0,1

[State 210, 1]
type = PlaySnd
trigger1 = var(0) <= 1
trigger1 = var(5) = 0
trigger1 = AnimElem = 7
value = 30, 0

[State 210, 1]
type = PlaySnd
trigger1 = var(0) <= 1
trigger1 = var(5) = 1
trigger1 = AnimElem = 7
value = 30, 1

[State 210, 1]
type = PlaySnd
trigger1 = var(0) = 2
trigger1 = var(5) = 1
trigger1 = AnimElem = 5
value = 2030, 0

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
getpower = 0
attr = S, NT          ;Attributes: Standing, Normal Throw
hitflag = M-          ;Affect only ground people who are not being hit
priority = 1, Miss    ;Throw has low priority, must be miss or dodge type.
guard.sparkno = S8030
sparkno = S6030+random%5 
sparkxy = -25,-50
sprpriority = 1       ;Draw in front of p2
p1stateno = 810       ;On success, KFM changes to state 810
p2stateno = 820+var(0)*10000       ;If hit, p2 changes to state 820 in KFM's cns
guard.dist = 0        ;This prevents p2 from going into a guard state if close
fall = 1              ;Force p2 into falling down
p2facing = 1

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;投げ成功
[Statedef 810]
type    = S
movetype= A
physics = N
anim = 810+var(0)*10000
poweradd = 0

[State 100,sound]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = var(0) <= 1
value = 1, 2

[State 100,sound]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = var(0) = 2
value = 1, 0

[State 810, Grab Sound]
type = PlaySnd
trigger1 = var(0) = 0
trigger1 = AnimElem = 1
value = 32, 1

[State 210, 1]
type = PlaySnd
trigger1 = var(0) = 1
trigger1 = AnimElem = 4
value = 55, 0

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 43, 0

[State 810, Bind 2-4]
type = TargetBind
trigger1 = var(0) <= 1
trigger1 = AnimElem = 4
pos = 30, -30

[State 810, Bind 2-4]
type = TargetBind
trigger1 = var(0) <= 1
trigger1 = AnimElem = 5
pos = 28, -72

[State 810, Bind 2-4]
type = TargetBind
trigger1 = var(0) <= 1
trigger1 = AnimElem = 6
pos = 12, -84

[State 810, Bind 2-4]
type = TargetBind
trigger1 = var(0) <= 1
trigger1 = AnimElem  =7
pos = -8, -79

[State 810, Bind 2-4]
type = TargetBind
trigger1 = var(0) <= 1
trigger1 = AnimElem = 8
pos = -47, -79

[State 810, Bind 2-4]
type = TargetBind
trigger1 = var(0) <= 1
trigger1 = AnimElem = 9
pos = -54, -69

[State 810, Bind 2-4]
type = TargetBind
trigger1 = var(0) <= 1
trigger1 = AnimElem = 10
pos = -61, -49

[State 810, Bind 2-4]
type = TargetBind
trigger1 = var(0) <= 1
trigger1 = AnimElem = 11
pos = -66, -3

[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = var(0) <= 1
trigger1 = AnimElem = 12
value = -55

[State 610, 3]
type = HitDef
trigger1 = time = 0
attr = A, NA
damage = 0
getpower  = 0
guardflag = 
priority = 4
pausetime = 3,3
guard.sparkno = S8030
sparkno = -1
sparkxy = -10,-20
hitsound   = S0,4
guardsound = S2,10
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.cornerpush.veloff = 0
air.velocity = -2,-5
p2stateno = 830

[State 100,sound]
type = PlaySnd
trigger1 = var(0) = 2
trigger1 = time = 29
value = 1, 9

[State 100,sound]
type = PlaySnd
trigger1 = AnimElem = 8
trigger1 = var(0) = 2
value = 2100, 2

[State 1100, wind]
type = Explod
trigger1 = animelem = 11
trigger1 = var(0) = 2
anim = 16060
ID = 16060
scale = 1,1
postype = p1
pos = 20,0
bindtime = -1
sprpriority = 4
supermove = 0
ownpal = 1
removeongethit = 1

[State 1133, wind]
type = Explod
trigger1 = animelemtime(18) = 1
trigger1 = var(0) = 2
anim = 6042
scale = 1,1
postype = p2
pos = 0,-70
sprpriority = 4
supermove = 0
ownpal = 1

[State 1000, 1]
type = Pause
trigger1 = var(0) = 2
trigger1 = animelemTime(16) >= 0
trigger1 = animelemTime(22) <= 3
trigger1 = GameTime % 2 = 0
time = 2

[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(0) = 2
value = 0
ctrl = 1

[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(0) <= 1
value = 811
ctrl = 0


;---------------------------------------------------------------------------
;投げ成功
[Statedef 811]
type    = A
movetype= A
physics = N
anim = 811+var(0)*10000
velset = -1,-8
poweradd = 0

[State 811]
type = turn
trigger1 = time = 0
value = 1

[State 811]
type = veladd
trigger1 = time >= 0
y = 0.8

[State 810, State End]
type = ChangeState
trigger1 = pos Y >= 0
trigger1 = vel Y > 0
value = 52
ctrl = 1

;---------------------------------------------------------------------------
;投げ成功　相手
[Statedef 810]
type    = S
movetype= A
physics = N
anim = 810
poweradd = 0
velset = 0,0

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

[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2, 5

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 43, 0

[State 810, Bind 2-4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 30, -30

[State 810, Bind 2-4]
type = TargetBind
trigger1 = AnimElem = 5
pos = 28, -72

[State 810, Bind 2-4]
type = TargetBind
trigger1 = AnimElem = 6
pos = 12, -84

[State 810, Bind 2-4]
type = TargetBind
trigger1 = AnimElem  =7
pos = -8, -79

[State 810, Bind 2-4]
type = TargetBind
trigger1 = AnimElem = 8
pos = -47, -79

[State 810, Bind 2-4]
type = TargetBind
trigger1 = AnimElem = 9
pos = -54, -69

[State 810, Bind 2-4]
type = TargetBind
trigger1 = AnimElem = 10
pos = -57, -49

[State 810, Bind 2-4]
type = TargetBind
trigger1 = AnimElem = 11
pos = -59, -3

[State 810, Bind 2-4]
type = TargetBind
trigger1 = AnimElem = 12
pos = -63, 0

[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 12
value = -78

[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 811
ctrl = 0


;---------------------------------------------------------------------------
;投げ相手
[Statedef 10820]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 10820

[State 850, 3]
type = Velset
trigger1 = animtime = 0
x = 1

[State 821, 4] 
type = SelfState
trigger1 = animtime = 0
value = 5100 


;---------------------------------------------------------------------------
;投げ相手
[Statedef 820]
type    = A
movetype= H
physics = N
velset = 0,0

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

[State 850, 3]
type = Velset
trigger1 = animtime = 0
x = 1

[State 821, 4] 
type = SelfState
trigger1 = animtime = 0
value = 5100 


;---------------------------------------------------------------------------
;投げ相手
[Statedef 20820]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 20820

[State 850, 3]
type = Velset
trigger1 = animtime = 0
x = 0

[State 821, 4] 
type = SelfState
trigger1 = time = 60
value = 0

;--------------------------------------------
;切
[Statedef 830]
type    = A
movetype= H
physics = N
velset = 0,0

[State 210, 1]
type = lifeadd
trigger1 = time = 20
value = -180

[State 5110, 6]
type = changeanim2
trigger1 = Time = 0
value = 830

[State 5070, 1]
type = ChangeAnim 
trigger1 = time = 20
trigger1 = SelfAnimExist(5030)
value = 5030

[State 5070, 1]
type = ChangeAnim 
trigger1 = time = 20
trigger1 = SelfAnimExist(5060)
value = 5060

[State 5070, 1]
type = ChangeAnim 
trigger1 = time = 20
trigger1 = SelfAnimExist(5051)
value = 5051

[State 5070, 1]
type = ChangeAnim 
trigger1 = time = 20
trigger1 = SelfAnimExist(5052)
value = 5052

[State 5070, 1]
type = ChangeAnim 
trigger1 = time = 46
trigger1 = anim != 5052
trigger1 = SelfAnimExist(5061)
value = 5061

[State 2000]
type = ALLPalfx
trigger1 = time = 0
add = 255,0,0
time = 2

[State 2000]
type = bgPalfx
trigger1 = time = 1
add = -250,-250,-250
time = 40

[State 1021, Scroll]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

;[State 1021, Speed]
;type = posadd
;trigger1 = Time = 0
;y = -20

[State 1021, Speed]
type = VelSet
trigger1 = Time = 20
y = -8

[State 1021, Speed]
type = Veladd
trigger1 = Time >= 20
y = 0.32

[State 1021, Shake]
type = EnvShake
trigger1 = time = 20
time  = 15
ampl  = 6
freq  = 100
phase = 100

[State 1021]
type = selfstate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
alive = 1
value = 5100

[State 1021]
type = selfstate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
alive = 0
value = 5110

;---------------------------------------------------------------------------
;空中投げ
[Statedef 850]
type    = A
movetype= A
physics = N
anim = 850
poweradd = 0

[State 210, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10, 9

[State 850, 3]
type = Velset
trigger1 = time = 0
y = -3

[State 850, 3]
type = Velset
trigger1 = FrontEdgeBodyDist < 27
x = 0

[State 850, 3]
type = Veladd
trigger1 = time >= 3
y = 0.3

[State 850, NotHitby]
type = NotHitBy
trigger1 = 1
value = SCA

[State 850, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 3

[State 850, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 40, -65

[State 850, Bind 1]
type = TargetBind
trigger1 = AnimElem = 2
pos = 38, -61

[State 850, Bind 1]
type = TargetBind
trigger1 = AnimElemtime(3) >= 0
pos = 39, -50

[State 100,sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 3

[State 850, Throw 11]
type = TargetState
trigger1 = AnimElem = 7
trigger1 = var(0) = 2
value = 861

[State 810, State End]
type = ChangeState
trigger1 = pos Y >= -20
trigger1 = vel Y > -20
value = 851
ctrl = 0


;---------------------------------------------------------------------------
;空中投げ叩き付け
[Statedef 851]
type    = A
movetype= A
physics = N
anim = 851
poweradd = 0

[State 210, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10, 7

[State 850, 3]
type = Velset
trigger1 = Animelem = 3
x = -1
y = -7

[State 850, 3]
type = Veladd
trigger1 = time >= 0
y = 0.4

[State 620, 3]
type = HitDef
trigger1 = Animelem = 3
attr = A, NA
damage    = 45
getpower  = 0
guardflag = 
priority = 4
hitonce = 1
pausetime = 1,1
guard.sparkno = S8030
sparkno = S6030+random%5 
sparkxy = -10,-40
hitsound   = S1,2
guardsound = S2,10
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.cornerpush.veloff = 0
air.velocity = -2,7
air.fall = 1
chainID = 1

[State power]
type = PowerAdd
trigger1 = movehit = 1
trigger1 = var(45) = 0
value = 160
ignorehitpause = 1
persistent = 0

[State 850, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 40, -40

[State 850, Bind 1]
type = TargetBind
trigger1 = AnimElem = 2
pos = 50, -29

[State 810, State End]
type = ChangeState
trigger1 = time >= 5
trigger1 = pos Y >= 0
trigger1 = vel Y > 0
value = 52
ctrl = 1

--------------------------------
;投げ相手
[Statedef 860]
type    = A
movetype= H
physics = N

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 860

;---------------------------------------------------------------------------
;相手2
[Statedef 861]
type    = A
movetype= H
physics = N
velset = -7.6,-1
poweradd = 40

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 870

;---------------------------------------------------------------------------
;相手2
[Statedef 862]
type    = A
movetype= H
physics = N
velset = 0,0
poweradd = 0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 871


;---------------------------------------------------------------------------
;空中投げ
[Statedef 20850]
type    = S
movetype= A
physics = N
anim = 20850
poweradd = 0
velset = 0,0

[State 210, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2100, 0

[State 850, NotHitby]
type = NotHitBy
trigger1 = 1
value = SCA

[State 850, Grab Sound]
type = posadd
trigger1 = AnimElem = 4
x = 40
y = -40

[State 850, Bind 1]
type = TargetBind
trigger1 = AnimElem = 4
pos = -20, -25
time = 1

[State 850, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 3

[State 850, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 40, -65
time = 1

[State 100,sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 3

[State 620, 3]
type = HitDef
trigger1 = time = 0
attr = A, NA
damage    = 80
getpower  = 0
guardflag = 
priority = 4
hitonce = 1
pausetime = 13,13
guard.sparkno = S8030
sparkno = S6040+random%5 
sparkxy = -19,-34
hitsound   = S1,9
guardsound = S2,10
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = 0
air.cornerpush.veloff = 0
air.velocity = 0,0
air.fall = 1
p2stateno = 866
chainID = 1

[State help]
type = Helper
trigger1 = animelem = 3
helpertype = normal
name = "kage"
stateno = 20851
ownpal = 1

[State 850, 3]
type = Velset
trigger1 = Animelem = 7
x = 1
y = -3

[State 850, 3]
type = Veladd
trigger1 = time >= 7
y = 0.5

[State 210, 4]
type = SprPriority
trigger1 = AnimElem = 5
value = -2

[State 810, State End]
type = turn
trigger1 = time >= 5
trigger1 = pos Y >= 0
trigger1 = vel Y > 0
value = 1

[State 810, State End]
type = ChangeState
trigger1 = time >= 5
trigger1 = pos Y >= 0
trigger1 = vel Y > 0
value = 52
ctrl = 1


;------------------------------------------------------------------------------
[Statedef 20851]
type = A
movetype = I
physics = N
anim = 999
ctrl = 0

[State 904]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State var]
type = varset
trigger1 = time = 0
var(32) = 0

[State var]
type = varadd
trigger1 = time >= 1
trigger1 = GameTime % 2 = 0
var(32) = 1
ignorehitpause = 1

[State pal]
type = PalFX
trigger1 = 1
time = 1
add = -var(32)*36,-var(32)*36,-var(32)*36
ignorehitpause = 1

[State var]
type = varset
trigger1 = time = 0
fvar(2) = 1

[State var]
type = varadd
trigger1 = time>= 1
fvar(2) = .01
ignorehitpause = 1

[State explod]
type = ModifyExplod
trigger1 = 1
ID = 200
scale = fvar(2),fvar(2)
ignorehitpause = 1

[State explod]
type = Explod
trigger1 = time = 0
trigger1 =  parent,stateno = 20850
anim = 20851
ID = 200
bindtime = 1
sprpriority = 3
removeongethit = 1

[State snd]
type = PlaySnd
trigger1 = time = 0
value = 904,0

[State explod]
type = RemoveExplod
trigger1 = parent,movetype = H
trigger2 = animtime = 0
ID = 200

[State end]
type = DestroySelf
trigger1 = parent,movetype = H
trigger2 = animtime = 0

;---------------------------------------------------------------------------
;相手
[Statedef 866]
type    = A
movetype= H
physics = N
velset = 0,0
poweradd = 40
SprPriority = 3

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 870

[State 820, 1]
type = velset
Trigger1 = Time = 12
y = -4
x = 4

[State 820, 1]
type = veladd
Trigger1 = Time >= 12
y = 0.3

[State 1021]
type = selfstate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100
;---------------------------------------------------------------------------
;空中投げ叩き付け
[Statedef 10850]
type    = A
movetype= A
physics = N
anim = 10850
poweradd = 0
sprpriority = -2

[State 210, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 0

[State 210, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = 55, 1

[State 850, Throw 11]
type = TargetState
trigger1 = time = 0
value = 862

[State 850, 3]
type = posadd
trigger1 = Animelem = 1
x = 0
y = 0

[State 850, 3]
type = Velset
trigger1 = Animelemtime(3) <= 0
x = 0
y = 0

[State 850, 3]
type = Velset
trigger1 = Animelem = 3
x = -1
y = -7

[State 850, 3]
type = Veladd
trigger1 = animelemtime(3) >= 0
y = 0.4

[State 620, 3]
type = HitDef
trigger1 = Animelem = 3
attr = A, NA
damage = 105
getpower  = 0
guardflag = 
priority = 4
hitonce = 1
pausetime = 1,1
guard.sparkno = S8030
sparkno = S6030+random%5 
sparkxy = -10,-40
hitsound   = S1,2
guardsound = S2,10
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.cornerpush.veloff = 0
air.velocity = -11,9
fall.xvelocity = 0
fall.yvelocity = 0
air.fall = 1
chainID = 1

[State power]
type = PowerAdd
trigger1 = movehit = 1
trigger1 = var(45) = 0
value = 90
ignorehitpause = 1
persistent = 0

[State 850, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 30, 0

[State 850, Bind 1]
type = TargetBind
trigger1 = AnimElem = 2
pos = 30, 0

[State 810, State End]
type = ChangeState
trigger1 = time >= 5
trigger1 = pos Y >= 0
trigger1 = vel Y > 0
value = 52
ctrl = 1

;---------------------------------------------------------------------------
;弱友を仕留めたアッパー
[Statedef 1000]
type    = S
movetype= A
physics = S
juggle  = 3
poweradd= 0
anim = 1000
ctrl = 0
sprpriority = 2

[State 100,sound]
type = PlaySnd
trigger1 = AnimElem = 9
value = 100, 1

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 9
value = 0, 3

[State 1000, 1]
type = Posadd
trigger1 = AnimElem = 9
x = 18


[State 1200, Reversal]
type = ReversalDef
trigger1 = AnimElemtime(8) <= 0
reversal.attr = SA, NA, SA, HA, NP ,SP
pausetime = 15, 25
hitsound = s4,random%1
sparkno = s6015+random%2
sparkxy = 10, -5
numhits = 0

[State 700, 6]
type = HitDef
trigger1 = AnimElem = 9
attr = S, SA
animtype  = UP
damage    = 37
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 7,7
guard.sparkno = S8030
sparkno = S6030+random%5 
sparkxy = -10,-60
hitsound   = S1,2
guardsound = S2,10
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -2,-6
guard.velocity = -5
air.cornerpush.veloff = 0
air.velocity = -2,-7
airguard.velocity = -5, -4
air.fall = 1
fall = 1
fall.recover = 0

[State power]
type = PowerAdd
trigger1 = movehit = 1
trigger1 = var(45) = 0
value = 150
ignorehitpause = 1
persistent = 0

[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;強友を仕留めたアッパー
[Statedef 1010]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 0
anim = 1010
ctrl = 0
sprpriority = -2

[State 1010]
type = PlaySnd
trigger1 = AnimElem = 9
value = 0, 3

[State 100,sound]
type = PlaySnd
trigger1 = AnimElem = 9
value = 100, 2

[State 1000, 1]
type = Posadd
trigger1 = AnimElem = 9
x = 18

[State 1200, Reversal]
type = ReversalDef
trigger1 = AnimElemtime(8) <= 0
reversal.attr = SA, NA, SA, HA, NP ,SP
pausetime = 15, 25
hitsound = s4,random%1
sparkno = s6015+random%2
sparkxy = 10, -5
numhits = 0

[State 700, 6]
type = HitDef
trigger1 = AnimElem = 9
attr = S, SA
animtype  = Hard
damage    = 10
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 4,4
guard.sparkno = S8030
sparkno = S6030+random%5 
sparkxy = -3,-40
hitsound   = S1,2
guardsound = S2,10
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -2
guard.velocity = -5
air.cornerpush.veloff = 0
air.velocity = -2,-3
airguard.velocity = -5, -4
air.fall = 1

[State 700, 6]
type = HitDef
trigger1 = AnimElem = 10
attr = S, SA
animtype  = Hard
damage    = 20
getpower  = 0
priority  = 6
hitflag = FA
guardflag = M
pausetime = 10,10
guard.sparkno = S8030
sparkno = S6030+random%5 
sparkxy = -10,-70
hitsound   = S1,6
guardsound = S2,10
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -2,-6
guard.velocity = -5
air.cornerpush.veloff = 0
air.velocity = -8,-3
airguard.velocity = -5, -4
p2stateno = 1020
p2facing = 1
air.fall = 1
fall = 1
fall.recover = 0

[State 700, 6]
type = HitDef
trigger1 = AnimElem = 11
attr = S, SA
animtype  = Hard
damage    = 20
getpower  = 0
priority  = 6
guardflag = M
hitflag = MC
pausetime = 13,13
guard.sparkno = S8030
sparkno = S6030+random%5 
sparkxy = -10,-70
hitsound   = S1,2
guardsound = S2,10
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0,-8
guard.velocity = -5
air.cornerpush.veloff = 0
air.velocity = 0,-7
airguard.velocity = -5, -4
air.fall = 1
fall = 1
fall.recover = 0

[State 1000, 3]
type = PowerAdd
trigger1 = movehit = 1
trigger1 = var(45) = 0
value = 130
ignorehitpause = 1
persistent = 0

[State 1200,]
type = helper
trigger1 = p2stateno = 1020
trigger1 = movehit = 1
name = "sound"
id = 720
bindtime = 0
pos = 0,-16
postype = p2
stateno = 725
helpertype = normal
ownpal = 1
keyctrl = 0
ignorehitpause = 0
persistent = 0

[State IC]
type = Varset
trigger1 = AnimTime = 0
var(15) = 0

[State IC]
type = Varset
trigger1 = animelemTime(3) = 0
var(15) = 1

[State IC]
type = Varset
trigger1 = time = 25
var(15) = 0

[State 1010, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------------
;ワイヤー吹っ飛び
[Statedef 1020]
type     = A
movetype = H
physics  = N
velset   = 0,0

[State 1020]
type = Velset
trigger1 = time >= 0
;trigger1 = HitPauseTime = 0
trigger1 = HitShakeOver = 1
x = -11

[State 1020]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1020

[State 1020]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 1020]
type = PlayerPush
trigger1 = 1
value = 0

[State 1020]
type = VelAdd
trigger1 = time >= 5
x = -0.5

[State 1020, Change]
type = ChangeState
trigger1 = BackEdgeDist <= 5
value = 1021

;--------------------------------------------
;ワイヤー吹っ飛び・壁衝突
[Statedef 1021]
type    = A
movetype= H
physics = N

[State 1021, P2Anim]
type = ChangeAnim2
Trigger1 = Time = 0
value = 5030

[State 1021, Scroll]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 1021, Speed]
type = posadd
trigger1 = Time = 0
x = -20

[State 1021, Speed]
type = VelSet
trigger1 = Time >= 0
x = 0
y = 0

[State 1021, Shake]
type = EnvShake
trigger1 = time = 0
time  = 15
ampl  = 6
freq  = 100
phase = 100

[State 1021]
type = PlaySnd
Trigger1 = Time = 0
value = f2,2

[State 1021]
type = ChangeState
trigger1 = Time = 10
value = 1022

;--------------------------------------------
;落下
[Statedef 1022]
type    = A
movetype= H
physics = N

[State 5050, 4] ;Recover near ground
type = selfstate
triggerall = time >= 18
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 5050, 5]; Recover in mid air
type = selfstate
triggerall = time >= 20
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 1022]
type = turn
trigger1 = time = 0

[State 1022]
type = ChangeAnim2
trigger1 = Time = 0
value = 1021

[State 1022]
type = VelSet
trigger1 = time = 0
x = -1.5
y = -5

[State 1022]
type = VelAdd
trigger1 = time >= 0
y = 0.38

[State 1022]
type = SelfState
trigger1 = ((Time > 0) && (Pos Y >= 0))
value = 5100


;---------------------------------------------------------------------------
;壁反射音のためのヘルパー
[Statedef 725]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 10000
sprpriority = 2

[State 756, Velocity]
type = VelSet
trigger1 = Time = 0
x = -9
y = -7

[State 756, Gravity]
type = VelAdd
trigger1 = 1
y = .45

[State 757, SE]
type = PlaySnd
trigger1 = p2stateno = 1021
value = 2,2

[State 3050, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = -1

[State 3050, 15]
type = DestroySelf
trigger1 = p2stateno = 1021
trigger2 = p2movetype = I

;---------------------------------------------------------------------------
;生の直感_進
[Statedef 1100]
type    = S
movetype= I
physics = S
juggle  = 4
poweradd= 0
anim = 1100
ctrl = 0
sprpriority = 2

[State 1000, 3]
type = PowerAdd
trigger1 = time = 0
trigger1 = var(45) = 0
value = 140

[State 1100]
type = Varset
trigger1 = Time = 0
var(7) = 10

[State 1100, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 3

[State 100,sound]
type = PlaySnd
trigger1 = AnimElem = 5
value = 100, 4

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 7
value = 0, 6

[State 1105, 1]
type = Velset
trigger1 = animelem = 7
x = 21

[State 1100, wind]
type = Explod
trigger1 = animelem = 7
anim = 6000
scale = 1,1
postype = p1
pos = 40,0
sprpriority = 4
supermove = 0
ownpal = 1

[State 1100]
type = Varadd
trigger1 = animelemtime(8) >= 0
var(7) = -40

[State 1100,00]
type = Palfx
trigger1 = animelemtime(8) >= 0
trigger1 = animelemtime(8) <= 4
add = var(7),var(7),var(7)
time = 1

[State 1100, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1105

;--------------------------------------------------------
;生の直感_進 移動中
[Statedef 1105]
type    = S
movetype= I
physics = N
velset = 0,0
juggle  = 1
anim = 1130
hitdefpersist = 1

[State 1105, 1]
type = Velset
trigger1 = 1
x = 9

[State 1100]
type = Varset
trigger1 = Time = 0
var(7) = -250

[State 100,sound]
type = PlaySnd
trigger1 = AnimElem = 9
value = 1100, 0

[State 1105, 3]
type = ChangeState
trigger1 = time >= 30
trigger2 = command != "holda"
trigger2 = time >= 2
value = 1150

;--------------------------------------------------------
;生の直感_進 終了
[Statedef 1150]
type    = S
movetype= I
physics = N
velset = 4,0
juggle  = 1
anim = 1150
hitdefpersist = 1

[State 1100]
type = Varadd
trigger1 = Time >= 0
var(7) = 25

[State 3000,00]
type = Palfx
trigger1 = time >= 0
trigger1 = time <= 10
add = var(7),var(7),var(7)
time = 1

[State 1300, 1]
type = NotHitBy
trigger1 = animelemtime(6) <= 0
value = SCA
time = 1

[State 1105, 1]
type = Veladd
trigger1 = time <= 9
x = -0.2

[State 100,sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 5

[State 1105, 3]
type = Ctrlset
trigger1 = animelem = 6
value = 1

[State 1105, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;生の直感_退
[Statedef 1110]
type    = S
movetype= I
physics = S
juggle  = 0
poweradd= 0
anim = 1110
ctrl = 0
sprpriority = 2

[State 1000, 3]
type = PowerAdd
trigger1 = time = 0
trigger1 = var(45) = 0
value = 80

[State 1100]
type = Varset
trigger1 = Time = 0
var(7) = 10

[State 1100, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 3

[State 1105, 1]
type = turn
trigger1 = animelem = 9
value = 1

[State 1105, 1]
type = Velset
trigger1 = animelem = 9
x = 19

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 9
value = 0, 6

[State 100,sound]
type = PlaySnd
trigger1 = AnimElem = 5
value = 100, 3

[State 1100, wind]
type = Explod
trigger1 = animelem = 9
anim = 6000
scale = 1,1
postype = p1
pos = 40,0
sprpriority = 4
supermove = 0
ownpal = 1

[State 1100]
type = Varadd
trigger1 = animelemtime(10) >= 0
var(7) = -40

[State 3000,00]
type = Palfx
trigger1 = animelemtime(10) >= 0
trigger1 = animelemtime(10) <= 4
add = var(7),var(7),var(7)
time = 1

[State 1100, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1115

;------------------
;生の直感_退　移動中
[Statedef 1115]
type    = S
movetype= I
physics = N
juggle  = 0
velset = 0,0
anim = 1130
hitdefpersist = 1 ;Keep the HitDef from previous state active

[State 1100]
type = Varset
trigger1 = Time = 0
var(7) = -250

[State 1105, 1]
type = Velset
trigger1 = 1
x = 9

[State 1105, 3]
type = ChangeState
trigger1 = time >= 27
trigger2 = command != "holdb"
trigger2 = time >= 2
value = 1160

;--------------------------------------------------------
;生の直感_退 終了
[Statedef 1160]
type    = S
movetype= I
physics = N
velset = 4,0
juggle  = 1
anim = 1160
hitdefpersist = 1

[State 1100]
type = Varadd
trigger1 = Time >= 0
var(7) = 25

[State 3000,00]
type = Palfx
trigger1 = time >= 0
trigger1 = time <= 10
add = var(7),var(7),var(7)
time = 1

[State 1300, 1]
type = NotHitBy
trigger1 = animelemtime(6) <= 0
value = SCA
time = 1

[State 1105, 1]
type = Veladd
trigger1 = time <= 9
x = -0.2

[State 1105, 1]
type = turn
trigger1 = animelem = 7
value = 1

[State 100,sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 5

[State 1105, 3]
type = Ctrlset
trigger1 = animelem = 8
value = 1

[State 1105, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;シールドバンカー
[Statedef 950]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 0
anim = 950
ctrl = 0
sprpriority = 1

[State 1000, 3]
type = PowerAdd
trigger1 = PrevStateno = [140,159]
trigger1 = time = 0
value = -500

[State help]
type = Helper
trigger1 = time = 1
helpertype = normal
name = "shield"
stateno = 904
ownpal = 1

[State 100,sound]
type = PlaySnd
trigger1 = time = 4
trigger1 = movehit = 0
value = 0, 7

[State explod]
type = Explod
trigger1 = time = 5
anim = 6010 + random%2
supermove = 1
pausemovetime = 1
pos = -6,-74
sprpriority = 3
bindtime = -1
removeongethit = 1
ownpal = 1

[State 100,sound]
type = PlaySnd
trigger1 = AnimElem = 5
trigger1 = movehit
value = 100, 0

[State 1200, Reversal]
type = ReversalDef
trigger1 = AnimElemtime(3) <= 0
reversal.attr = S, NA, SA
pausetime = 10, 25
sparkno = -1
sparkxy = 8, -40
numhits = 0

[State 700, 6]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
animtype  = Hard
damage    = 45
getpower  = 0
priority  = 6
guardflag = M
hitflag = M
pausetime = 13,13
guard.sparkno = S8030
sparkno = S6030+random%5 
sparkxy = -10,-60
hitsound   = S1,6
guardsound = S2,10
ground.type = high
ground.slidetime = 24
ground.hittime  = 24
ground.velocity = -6,0
guard.velocity = -5
air.velocity = 0,-7
airguard.velocity = -5, -4
air.fall = 1

[State 1000, 3]
type = PowerAdd
trigger1 = movehit = 1
trigger1 = var(45) = 0
value = 100
ignorehitpause = 1
persistent = 0

[State 1200, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 暫烈拳-1
[Statedef 1055]
type = S
movetype = A
physics = S
anim = 1055
velset = 0
ctrl = 0
juggle = 6
poweradd = 0
hitcountpersist = 1

[State -1]
Type = PlaySnd
trigger1 = AnimElem = 1
Value = 300,0
IgnoreHitPause = 1
Persistent = 3
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 8
trigger3 = AnimElem = 11
trigger4 = AnimElem = 14
trigger5 = AnimElem = 17
trigger6 = AnimElem = 20
trigger7 = AnimElem = 23
trigger8 = AnimElem = 26
trigger9 = AnimElem = 29
trigger10= AnimElem = 32
trigger11= AnimElem = 35
trigger12= AnimElem = 38
trigger13= AnimElem = 41
trigger14= AnimElem = 44
trigger15= AnimElem = 47
trigger16= AnimElem = 50
Value = 0,1
Channel = 4
IgnoreHitPause = 1
Persistent = 3
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1055, 1]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 8
trigger3 = AnimElem = 11
trigger4 = AnimElem = 14
trigger5 = AnimElem = 17
trigger6 = AnimElem = 20
trigger7 = AnimElem = 23
trigger8 = AnimElem = 26
trigger9 = AnimElem = 29
trigger10= AnimElem = 32
trigger11= AnimElem = 35
trigger12= AnimElem = 38
trigger13= AnimElem = 41
trigger14= AnimElem = 44
trigger15= AnimElem = 47
trigger16= AnimElem = 50
attr = S, SA
damage = 0,ceil(ifelse(ceil(enemy,life>3),3,ceil(enemy,life-1)))
animtype = Hard
guardflag = MA
hitflag = MAF
getpower = 100,80
pausetime = 2,0
priority = 4,miss
guard.sparkno = S8030
sparkno = S6030+random%5 
sparkxy = -5, -90
hitsound   = S1,6
guardsound = S2,10
ground.type = Low
ground.slidetime = 10
ground.hittime  = 18
guard.velocity = 0
air.velocity = -4,-3
airguard.velocity = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -3
p1stateno = 1056
p2stateno = 9020
p2facing = 1
snap = 30,0
Guard.Kill = 0

[State 1055, muteki]
type = NotHitBy
value = SCA
trigger1 = movehit


[State 1055, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 暫烈拳-2
[Statedef 1056]
type = S
movetype = A
physics = S
anim = 1056
poweradd = 0

[State 1055, muteki]
type = NotHitBy
value = SCA
trigger1 = 1

[State -1]
Type = PlaySnd
trigger1 = AnimElem = 38
Value = 1055,1
IgnoreHitPause = 1
Persistent = 3
SuperMoveTime = 9999
PauseMoveTime = 9999


[State 1056, 1]
type = HitAdd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 4
trigger3 = AnimElem = 7
trigger4 = AnimElem = 10
trigger5 = AnimElem = 13
trigger6 = AnimElem = 16
trigger7 = AnimElem = 19
trigger8 = AnimElem = 22
trigger9 = AnimElem = 25
trigger10= AnimElem = 28
trigger11= AnimElem = 31
value = 1

[State 1056, 1]
type = TargetLifeAdd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 4
trigger3 = AnimElem = 7
trigger4 = AnimElem = 10
trigger5 = AnimElem = 13
trigger6 = AnimElem = 16
trigger7 = AnimElem = 19
trigger8 = AnimElem = 22
trigger9 = AnimElem = 25
trigger10= AnimElem = 28
trigger11= AnimElem = 31
value = floor(-20/2**hitcount)-5
kill = 0

[State 1056, 1]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 4
trigger3 = AnimElem = 7
trigger4 = AnimElem = 10
trigger5 = AnimElem = 13
trigger6 = AnimElem = 16
trigger7 = AnimElem = 19
trigger8 = AnimElem = 22
trigger9 = AnimElem = 25
trigger10= AnimElem = 28
trigger11= AnimElem = 31
value = 1,6

[State 1056, 1]
type = Explod
trigger1 = AnimElem = 1
trigger2 = AnimElem = 4
trigger3 = AnimElem = 7
anim = 6030+random%5
pos = 35,-65
sprpriority = 5
ownpal = 1

[State 1056, 1]
type = Explod
trigger1 = AnimElem = 10
trigger2 = AnimElem = 13
trigger3 = AnimElem = 16
anim = 6030+random%5
pos = 35,-75
sprpriority = 5
ownpal = 1

[State 1056, 1]
type = Explod
trigger1 = AnimElem = 19
trigger2 = AnimElem = 22
trigger3 = AnimElem = 25
trigger4 = AnimElem = 28
trigger5 = AnimElem = 31
anim = 6030+random%5
pos = 35,-95
sprpriority = 5
ownpal = 1

[State 1056, 1]
type = HitDef
trigger1 = AnimElem = 38
attr = S, SA
damage = 35,10;ceil(ifelse(ceil(enemy,life>7),7,ceil(enemy,life-1)))
animtype = up
guardflag = M
hitflag = MAF
getpower = 150,100
pausetime = 21,21
guard.sparkno = S8030
sparkno = S6030+random%5 
sparkxy = -38, -70
hitsound = S1,7
guardsound = S2,10
ground.type = Low
ground.slidetime = 10
ground.hittime  = 18
ground.velocity = -2,-8
air.velocity = -2,-8
fall = 1
fall.recover = 0
envshake.time = 24
envshake.ampl = -10
Guard.Kill = 0

[State 1056, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 暫烈拳(P2)
[Statedef 9020]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 1052, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 1052

[State 1052, 2]
type = velset
trigger1 = Time = 2
y = -.42

;---------------------------------------------------------------------------


;---------------------------------------------------------------------------
;臥龍尾弱
[Statedef 1200]
type    = A
movetype= A
physics = S
juggle  = 2
poweradd= 0
ctrl = 0
anim = 1200
sprpriority = 2



[State 1100, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 11






[State 410, 4]
type = null;posadd
trigger1 = animelemtime(2) = 0
trigger2 = animelemtime(3) = 0
trigger3 = animelemtime(4) = 0
x = -5


[State 410, 4]
type = velset
trigger1 = animelemtime(3) >= 1
trigger1 = animelemtime(11) <= 1
x = 6








[State 210, 1]
type = PlaySnd
trigger1 = time = 12
value = 1209, 0+(random%2)






[State 410, 2]
type = HitDef
trigger1 = time = 13
attr = S, SA
damage    = 40,10;ceil(ifelse(ceil(enemy,life>10),10,ceil(enemy,life-1)))
getpower  = 0
animtype  = low
hitflag = MAFD
guardflag = M
pausetime = 11,11
guard.sparkno = S8030
sparkno = S6030+random%5 
sparkxy = -10,-42
hitsound   = S1,6
guardsound = S2,10
ground.type = low
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -1.1,-5.3
air.cornerpush.veloff = 0
air.velocity = -1.1,-5.2
down.velocity = -0.1,0.1
fall = 1
fall.recovertime = 20
p2stateno = 268
Guard.Kill = 0
[State power]
type = PowerAdd
trigger1 = movehit = 1
trigger1 = var(45) = 0
value = 100
ignorehitpause = 1
persistent = 0



[State 410, 4]
type = VelAdd
trigger1 = movehit
x = -.2


[State 920]
type = null;Changeanim
trigger1 = Anim = 1200
trigger1= movecontact
value = 4522
elem = 8


[State 850, 3]
type = null;Velset
trigger1 = Anim = 4522
x = -3



[State 920]
type = null;ChangeState
trigger1 = Anim = 4522
;trigger1 = animtime = 0
value = 3930
ctrl = 0

[State 920]
type = ChangeState
;trigger1= !movecontact
trigger1 = animtime = 0
value = 53
ctrl = 0

;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
;臥龍尾強
[Statedef 1210]
type    = A
movetype= A
physics = S
juggle  = 2
poweradd= 0
ctrl = 0
anim = 1210
sprpriority = 2


[State 210, 1]
type = PlaySnd
trigger1 = time = 12
value = 1209, 0+(random%2)

[State 410, 4]
type = velset
trigger1 = animelemtime(3) >= 1
trigger1 = animelemtime(11) < 1
x = 8+.5

[State 410, 4]
type = velset
trigger1 = animelemtime(11) = 1
x = 0

[State 410, 4]
type = velset

trigger1 = animelemtime(11) > 1
trigger1 = animelemtime(16) <= 1
x = 4


[State 1100, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 5









[State 410, 2]
type = HitDef
trigger1 = animelem = 4,>0
trigger1= !movecontact
attr = S, SA
damage    = 17,10;ceil(ifelse(ceil(enemy,life>10),10,ceil(enemy,life-1)))
getpower  = 0
animtype  = low
hitflag = MAFD
guardflag = M
pausetime = 11,11
guard.sparkno = S8030
sparkno = S6030+random%5 
sparkxy = -10,-42
hitsound   = S1,6
guardsound = S2,10
ground.type = low
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -1.1,-2
air.cornerpush.veloff = 0
air.velocity = -1.1,-2
down.velocity = -0.1,0.1
fall = 1
fall.recover = 0
;p2stateno = 268
Guard.Kill = 0

[State 410, 2]
type = HitDef
trigger1 = animelem = 12;,>0

attr = S, SA
damage    = 27,10;ceil(ifelse(ceil(enemy,life>10),10,ceil(enemy,life-1)))
getpower  = 0
animtype  = low
hitflag = MAFD
guardflag = M
pausetime = 11,11
guard.sparkno = S8030
sparkno = S6030+random%5 
sparkxy = -10,-42
hitsound   = S1,6
guardsound = S2,10
ground.type = low
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -1.1,-9
air.cornerpush.veloff = 0
air.velocity = -1.1,-9
down.velocity = -0.1,0.1
fall = 1
fall.recover = 0
p2stateno = 268
Guard.Kill = 0
[State 920]
type = Changeanim
trigger1 = Anim = 1210
trigger1= movecontact
trigger1= animelemtime(11)<0
value = 1210
elem = 11

[State 920]
type = Changeanim
trigger1 = Anim = 1210
trigger1= !movecontact
trigger1= animelemtime(11)=0
value = 1210
elem = 17


[State power]
type = PowerAdd
trigger1 = movehit = 1
trigger1 = var(45) = 0
value = 100
ignorehitpause = 1
persistent = 0


[State 920]
type = null;ChangeState
trigger1=  movecontact
value = 3930
ctrl = 0

[State 920]
type = ChangeState
;trigger1= !movecontact
trigger1 = animtime = 0
value = 53
ctrl = 0
;---------------------------------------------------------------------------


;---------------------------------------------------------------------------
;挑発
[Statedef 70195]
type = S
ctrl = 0
anim = 195+var(0)*10000
velset = 0,0
movetype = I
physics = S
sprpriority = 1

[State 210, 1]
type = PlaySnd
trigger1 = time=0
trigger1 = var(0) = 1
value = 33000,5

[State 210, 1]
type = PlaySnd
trigger1 = time=0
trigger1 = var(0) = 2
value = 33000,0

[State 195, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------



;---------------------------------------------------------------------------
; パワー溜め
[Statedef 970]
type = S
physics = N
ctrl = 0
velset = 0,0
anim = 970+var(0)*10000

[State 970, SE]
type = PlaySnd
trigger1 = animelem = 4
value = S30,15

[State 970, ボイス]
type = PlaySnd
trigger1 = var(0)<2
trigger1 = animelem = 4
value = S100,71


[State 970, パワー増加]
type = PowerAdd
trigger1 = animelemtime(3) >= 0
value = 4+Ceil(0.059375*(Time-5))-(Time<10)-(Time%2)*(Time>=12)

[State 970, 溜めエフェ]
type = Explod
trigger1 = var(0)<2
trigger1 = !NumExplod(13271)
trigger1 = animelem = 4
anim = 13270
id = 13270
pos = 0,12
postype = p1
ownpal = 1
bindtime = 99999
removetime = 99999
removeongethit = 1
sprpriority = 2
ignorehitpause = 1


[State 970, 溜めエフェ]
type = Explod
trigger1 = var(0)=2
trigger1 = !NumExplod(13271)
trigger1 = animelem = 3
anim = 13270
id = 13270
pos = 0,12
postype = p1
ownpal = 1
bindtime = 99999
removetime = 99999
removeongethit = 1
sprpriority = 2
ignorehitpause = 1

[State 970, SE]
type = PlaySnd
trigger1 = var(0)=2
trigger1 = animelem = 3
value = S2200,1

[State 970, SE]
type = PlaySnd
trigger1 = var(0)=2
trigger1 = animelem = 3
value = S30,15

[State 970, パワー溜め終了 - ステート移動]
type = ChangeState
triggerall = time >= 22
trigger1 = (command != "holdz" && command != "holdc" )&&!var(55)
trigger2 = var(45)
trigger3 = var(55)
trigger3 = roundstate = 3|| p2statetype!=L&&(inguarddist||p2bodydist X <=70&&p2movetype!=H)||p2stateno=5120&&p2bodydist X <=40
value = 971

;---------------------------------------------------------------------------
; パワー溜め
[Statedef 971]
type = S
physics = N
ctrl = 0
velset = 0,0
anim = 971+var(0)*10000
sprpriority = 1

[State 970, 溜め終了エフェ]
type = Explod
trigger1 = !NumExplod(13271)
trigger1 = time = 0
anim = 13271
id = 13271
pos = 0,12
postype = p1
ownpal = 1
bindtime = 999
pausemovetime = 999
removeongethit = 1
sprpriority = 2

[State 971, 終了 - ステート移動]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------