;----------------------------------------------------------
;必殺技
;----------------------------------------------------------
;上中段当身投げ
[Statedef 1000]
type        = S
movetype    = I
physics     = S
juggle      = 0
poweradd    = 0
ctrl        = 0
anim        = 1000
sprpriority = 2

[State 1000, reversaldef]
type          = reversaldef
trigger1      = time = [6,17]
reversal.attr = SA,AA
pausetime     = 10,40
p1stateno     = 1001
p2stateno     = 1002

[State 1000, ステート変更]
type     = ChangeState
trigger1 = AnimTime = 0
value    = 0
ctrl     = 1
;----------------------------
[Statedef 1001]
type        = S
movetype    = A
physics     = S
juggle      = 0
poweradd    = 150
ctrl        = 0
anim        = 1001
sprpriority = 2

[State 1001, 音を鳴らす]
type = PlaySnd
trigger1 = animelemtime(1) = 0
value = 1000, 0

[State 1001, 音を鳴らす]
type = PlaySnd
trigger1 = animelemtime(3) = 0
value = 1000, 0

[State 1001, 0]
type = Width
trigger1 = AnimElem = 1
value =  -5, 0

[State 1001, 4]
type = PosAdd
trigger1 = numenemy    = 1
trigger1 = animelemtime(2) = 0
x        = P2bodydist X + 60

[State 1001, 4]
type     = PosAdd
trigger1 = numenemy >= 2
trigger1 = animelemtime(2) = 0
x        = FrontEdgeDist + 40

[State 1000, 4]
type = PosAdd
trigger1 = numenemy >= 2
trigger1 = animelemtime(2) = 1
x        = P2bodydist X + 60

[State 1000, 1]
type = Turn
trigger1 = animelemtime(2) = 2
value = 0

[State 1001, 0]
type = Width
trigger1 = animelemtime(3) = 0
value =  -56,-10

[State 1001, 0]
type = Width
trigger1 = animelemtime(5) = 0
value =  -30,15

[State 1001, hitdef]
type = HitDef
trigger1 = AnimElem = 8
attr                = S, SA 
animtype            = Hard
damage              = 65, 6
priority            = 5
guardflag           = M
pausetime           = 15,15
sparkno             = 3
sparkxy             = -10,-70
hitsound            = S205,1
animtype            = back
guardsound          = 6,0
guard.dist          = 150
ground.type         = high
ground.slidetime    = 14
ground.hittime      = 25
ground.velocity     = -10,-3.5
air.velocity        = -10,-1.7
fall                = 1

[State 2204, ]
type     = targetlifeadd
trigger1 = animelemtime(8) = 0
trigger1 = numtarget
value    = -65
kill     = 1
absolute = 1

[State 1001, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;--------------------------------------
[Statedef 1002]
type        = S
movetype    = H
physics     = S
juggle      = 0
poweradd    = 50
ctrl        = 0

[State 1002, ];他の攻撃が入らないように
type = NotHitBy
trigger1 = 1
value = SCA

[State 1002, 掴んだ相手の位置１];TargetBindで相手を一時的に拘束
type = TargetBind
trigger1 = AnimElem = 1
time = 24
pos = 60, 0

[State 1002, 相手ステートに戻す]
type = SelfState
trigger1 = time > 25
value = 5035

[State 1002, 相手ステートに戻す]
type = SelfState
trigger1 = time > 40
trigger1 = pos Y < 0
value = 5100
;----------------------------------
;上下段当身投げ
[Statedef 1010]
type        = S
movetype    = I
physics     = S
juggle      = 0
poweradd    = 0
ctrl        = 0
anim        = 1010
sprpriority = 2

[State 1010, reversaldef]
type          = reversaldef
trigger1      = time = [5,16]
reversal.attr = SC,AA
pausetime     = 10,40
p1stateno     = 1011
p2stateno     = 1012

[State 1001, ステート変更]
type     = ChangeState
trigger1 = AnimTime = 0
value    = 0
ctrl     = 1
;----------------------------
[Statedef 1011]
type        = S
movetype    = A
physics     = S
juggle      = 0
poweradd    = 150
ctrl        = 0
anim        = 1011
sprpriority = 2

[State 1011, 音を鳴らす]
type = PlaySnd
trigger1 = animelemtime(1) = 0
value = 1000, 0

[State 1011, 音を鳴らす]
type = PlaySnd
trigger1 = animelemtime(3) = 0
value = 1000, 0

[State 1011, 音を鳴らす]
type = PlaySnd
trigger1 = time = 17
value = 215, 0

[State 1011, 0]
type = Width
trigger1 = AnimElem = 1
value =  -5, 0

[State 1011, 4]
type = PosAdd
trigger1 = numenemy    = 1
trigger1 = animelemtime(2) = 0
x        = P2bodydist X - 60

[State 1011, 4]
type     = PosAdd
trigger1 = numenemy >= 2
trigger1 = animelemtime(2) = 0
x        = FrontEdgeDist - 40

[State 1000, 4]
type = PosAdd
trigger1 = numenemy >= 2
trigger1 = animelemtime(2) = 1
x        = P2bodydist X - 60

[State 1011, 0]
type = Width
trigger1 = animelemtime(4) = 0
value =  -26,-30

[State 1011, 0]
type = Width
trigger1 = animelemtime(6) = 0
value =  -17,30

[State 1011, hitdef]
type = HitDef
trigger1 = AnimElem = 6
attr                = S, SA 
animtype            = Hard
damage              = 60, 5
priority            = 5
guardflag           = HA
pausetime           = 15,15
sparkno             = S6010
sparkxy             = -10,-70
hitsound            = S130, 0
guardsound          = 6,0
guard.dist          = 150
ground.type         = trip
air.type         = trip
ground.slidetime    = 14
ground.hittime      = 25
ground.velocity     = -2,0
air.velocity        = -2,-2
fall                = 1

[State 2204, ]
type     = targetlifeadd
trigger1 = animelemtime(6) = 0
trigger1 = numtarget
value    = -60
kill     = 1
absolute = 1

[State 1011, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;--------------------------------------
[Statedef 1012]
type        = S
movetype    = H
physics     = S
juggle      = 0
poweradd    = 50
ctrl        = 0

[State 1012, ];他の攻撃が入らないように
type = NotHitBy
trigger1 = 1
value = SCA

[State 1012, 掴んだ相手の位置１];TargetBindで相手を一時的に拘束
type = TargetBind
trigger1 = AnimElem = 1
time = 24
pos = 45, 0

[State 1012, 相手ステートに戻す]
type = SelfState
trigger1 = time > 25
value = 5100

[State 1012, 相手ステートに戻す]
type = SelfState
trigger1 = time > 40
trigger1 = pos Y < 0
value = 5100
;----------------------------------
;空中当身投げ
[Statedef 1020]
type        = A
movetype    = I
physics     = N
juggle      = 0
poweradd    = 0
ctrl        = 0
anim        = 1020
sprpriority = 2

[State 1025, 9]
type     = veladd
trigger1 = time >= 0
y        =  .5

[State 1020, reversaldef]
type          = reversaldef
trigger1      = time = [3,12]
reversal.attr = SCA,AA
pausetime     = 10,40
p1stateno     = 1021
p2stateno     = 1022

[State 1020, ]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1025

;----------------------------
[Statedef 1021]
type        = A
movetype    = A
physics     = N
juggle      = 0
poweradd    = 150
ctrl        = 0
anim        = 1021
sprpriority = 2

[State 1021, ]
type           = Explod
trigger1       = time = 1
anim           = 1121
id             = 1021
pos            = -20,-50
postype        = p1
scale          = 1,1
sprpriority    = 10

[State 1021, ]
type           = Explod
trigger1       = time = 12
anim           = 1126
id             = 1021
pos            = -20,-50
postype        = p1
scale          = 1,1
sprpriority    = 10

[State 1021, ]
type     = velset
trigger1 = animelemtime(1) = 0
x        = 0
y        = 0

[State 1021, 音を鳴らす]
type     = PlaySnd
trigger1 = animelemtime(2) = 0
value    = 1000, 0

[State 1021, 音を鳴らす]
type     = PlaySnd
trigger1 = animelemtime(5) = 0
value    = 1000, 0

[State 1021, 4]
type     = PosAdd
trigger1 = numenemy    = 1
trigger1 = animelemtime(4) = 0
x        = P2bodydist X - 30

[State 1021, 4]
type     = PosAdd
trigger1 = numenemy >= 2
trigger1 = animelemtime(4) = 0
x        = FrontEdgeDist + 10

[State 1021, 4]
type     = PosAdd
trigger1 = numenemy >= 2
trigger1 = animelemtime(4) = 1
x        = P2bodydist X - 30

[State 1021, ]
type = velset
trigger1 = animelem = 4
y = -40

[State 1021, ]
type     = velset
trigger1 = animelemtime(5) = 0
y        = 0

[State 1021, ]
type     = velset
trigger1 = animelem = 9
y        = 30

;[State 1021, ]
;type     = statetypeset
;trigger1 = animelem = 9
;physics  = A

[State 1021, 0]
type     = Width
trigger1 = animelemtime(8) = 0
value    =  6,40

[State 1021, hitdef]
type = HitDef
trigger1 = AnimElem = 9
attr                = A, SA 
animtype            = Hard
damage              = 70, 7
priority            = 5
guardflag           = HA
pausetime           = 15,15
sparkno             = S6010
sparkxy             = -10,-70
hitsound            = S130, 0
animtype            = medium
guardsound          = 6,0
guard.dist          = 150
ground.type         = trip
ground.slidetime    = 14
ground.hittime      = 25
ground.velocity     = -1,2
air.velocity        = -1,50
fall                = 1

[State 2204, ]
type     = targetlifeadd
trigger1 = animelemtime(9) = 0
trigger1 = numtarget
value    = -70
kill     = 1
absolute = 1

[State 1020, ]
type = ChangeState
trigger1 = time >15
trigger1 = Pos Y >= 0
value = 1023
;--------------------------------------
[Statedef 1022]
type        = U
movetype    = U
physics     = U
juggle      = 0
poweradd    = 50
ctrl        = 0

[State 1022, ];他の攻撃が入らないように
type     = NotHitBy
trigger1 = 1
value    = SCA

[State 1022, 相手ステートに戻す]
type     = SelfState
trigger1 = time > 30
trigger1 = pos Y > 0
value    = 50
ctrl = 1


[State 1022, 相手ステートに戻す]
type     = SelfState
trigger1 = time > 30
trigger1 = pos Y = 0
value    = 0
ctrl = 1


[State 1022, 相手ステートに戻す]
type     = SelfState
trigger1 = time > 30
trigger1 = pos Y < 0
value    = 5100
;--------------------------------------
[Statedef 1023]
type        = S
movetype    = A
physics     = S
juggle      = 0
poweradd    = 0
ctrl        = 0
anim        = 1022
sprpriority = 2

[State 1021, ]
type     = velset
trigger1 = time = 0
y        = 0

[State 1001, 4]
type     = Posset
trigger1 = animelemtime(1) = [0,2]
y        = 0

[State 1011, ステート変更]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------
[Statedef 1025]
type        = S
physics     = S
movetype    = I
juggle      = 0
poweradd    = 0
ctrl        = 0
anim        = 1025
sprpriority = 2

[State 1025, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1025, 2]
type     = Turn
trigger1 = p2dist X < 0

[State 1021, ]
type = velset
trigger1 = time = 0
y = 0

[State 1025, ステート変更]
type     = ChangeState
trigger1 = AnimTime = 0
value    = 0
ctrl     = 1
;---------------------------------
[Statedef 1100,自己領域・前短]
type        = S
physics     = S
movetype    = I
juggle      = 0
poweradd    = 0
ctrl        = 0
anim        = 1100
sprpriority = 2

[State 0, 0]
type        = Explod
trigger1    = time = 2
postype     = p1
pos         = 0,0
anim        = 1120
sprpriority = 10
PauseMoveTime = 9999

[State 1000, 相手の特定の攻撃属性無効]
type     = NotHitBy
trigger1 = time = 0
value    = SCA
time     = 10

[State 1000, 相手の特定の攻撃属性無効]
type     = NotHitBy
triggerall = palno = 11
triggerall = var(15) >= 3
trigger1 = time = 0
value    = SCA
time     = 29

[State 0, 0]
type        = Explod
trigger1    = time = 18
postype     = p1
pos         = 0,0
anim        = 1125
sprpriority = 10
PauseMoveTime = 9999

[State 1100, 音を鳴らす]
type     = PlaySnd
trigger1 = animelemtime(4) = 0
value    = 1000, 0

[State 1021, 4]
type     = PosAdd
trigger1 = animelemtime(7) = 0
x        = 90

[state 0,0]
type     = playerpush
trigger1 = time = [10,18]
value    = 0

[state 0,0]
type     = posset
trigger1 = time <= 1
y        = 0

[State 1025, 2]
type     = Turn
trigger1 = p2dist X < 0

[State 1025, ステート変更]
type     = ChangeState
trigger1 = AnimTime = 0
value    = 0
ctrl     = 1
;---------------------------------
[Statedef 1101,自己領域・前長]
type        = S
physics     = S
movetype    = I
juggle      = 0
poweradd    = 0
ctrl        = 0
anim        = 1100
sprpriority = 2

[State 1000, 相手の特定の攻撃属性無効]
type     = NotHitBy
trigger1 = time = 0
value    = SCA
time     = 10

[State 1000, 相手の特定の攻撃属性無効]
type     = NotHitBy
triggerall = palno = 11
triggerall = var(15) >= 3
trigger1 = time = 0
value    = SCA
time     = 29

[State 0, 0]
type        = Explod
trigger1    = time = 2
postype     = p1
pos         = 0,0
anim        = 1120
sprpriority = 10
PauseMoveTime = 9999

[State 0, 0]
type        = Explod
trigger1    = time = 18
postype     = p1
pos         = 0,0
anim        = 1125
sprpriority = 10
PauseMoveTime = 9999

[State 1100, 音を鳴らす]
type     = PlaySnd
trigger1 = animelemtime(4) = 0
value    = 1000, 0

[State 1021, 4]
type     = PosAdd
trigger1 = animelemtime(7) = 0
x        = 180

[state 0,0]
type     = playerpush
trigger1 = time = [10,18]
value    = 0

[state 0,0]
type     = posset
trigger1 = time <= 1
y        = 0

[State 1025, 2]
type     = Turn
trigger1   = p2dist X < 0

[State 1025, ステート変更]
type     = ChangeState
trigger1 = AnimTime = 0
value    = 0
ctrl     = 1
;---------------------------------
[Statedef 1102,自己領域・後短]
type        = S
physics     = S
movetype    = I
juggle      = 0
poweradd    = 0
ctrl        = 0
anim        = 1100
sprpriority = 2

[State 1000, 相手の特定の攻撃属性無効]
type     = NotHitBy
trigger1 = time = 0
value    = SCA
time     = 10

[State 1000, 相手の特定の攻撃属性無効]
type     = NotHitBy
triggerall = palno = 11
triggerall = var(15) >= 3
trigger1 = time = 0
value    = SCA
time     = 29

[State 0, 0]
type        = Explod
trigger1    = time = 2
postype     = p1
pos         = 0,0
anim        = 1120
sprpriority = 10
PauseMoveTime = 9999

[State 0, 0]
type        = Explod
trigger1    = time = 18
postype     = p1
pos         = 0,0
anim        = 1125
sprpriority = 10
PauseMoveTime = 9999

[State 1100, 音を鳴らす]
type     = PlaySnd
trigger1 = animelemtime(4) = 0
value    = 1000, 0

[State 1021, 4]
type     = PosAdd
trigger1 = animelemtime(7) = 0
x        = -90

[state 0,0]
type     = playerpush
trigger1 = time = [10,18]
value    = 0

[state 0,0]
type     = posset
trigger1 = time <= 1
y        = 0

[State 1025, 2]
type     = Turn
trigger1 = p2dist X < 0

[State 1025, ステート変更]
type     = ChangeState
trigger1 = AnimTime = 0
value    = 0
ctrl     = 1
;---------------------------------
[Statedef 1103,自己領域・後長]
type        = S
physics     = S
movetype    = I
juggle      = 0
poweradd    = 0
ctrl        = 0
anim        = 1100
sprpriority = 2

[State 1000, 相手の特定の攻撃属性無効]
type     = NotHitBy
trigger1 = time = 0
value    = SCA
time     = 10

[State 1000, 相手の特定の攻撃属性無効]
type     = NotHitBy
triggerall = palno = 11
triggerall = var(15) >= 3
trigger1 = time = 0
value    = SCA
time     = 29

[State 0, 0]
type        = Explod
trigger1    = time = 2
postype     = p1
pos         = 0,0
anim        = 1120
sprpriority = 10
PauseMoveTime = 9999

[State 0, 0]
type        = Explod
trigger1    = time = 18
postype     = p1
pos         = 0,0
anim        = 1125
sprpriority = 10
PauseMoveTime = 9999

[State 1100, 音を鳴らす]
type     = PlaySnd
trigger1 = animelemtime(4) = 0
value    = 1000, 0

[State 1021, 4]
type     = PosAdd
trigger1 = animelemtime(7) = 0
x        = -180

[state 0,0]
type     = playerpush
trigger1 = time = [10,18]
value    = 0

[state 0,0]
type     = posset
trigger1 = time <= 1
y        = 0

[State 1025, 2]
type     = Turn
trigger1 = p2dist X < 0

[State 1025, ステート変更]
type     = ChangeState
trigger1 = AnimTime = 0
value    = 0
ctrl     = 1
;---------------------------------
[Statedef 1104,自己領域・裏前動作]
type        = S
physics     = S
movetype    = I
juggle      = 0
poweradd    = 0
ctrl        = 0
anim        = 1104
sprpriority = 2

[State 1000, 相手の特定の攻撃属性無効]
type     = NotHitBy
trigger1 = time = 0
value    = SCA
time     = 6

[State 1000, 相手の特定の攻撃属性無効]
type     = NotHitBy
triggerall = palno = 11
triggerall = var(15) >= 3
trigger1 = time = 0
value    = SCA
time     = 12

[State 0, 0]
type        = Explod
trigger1    = time = 2
postype     = p1
pos         = 0,0
anim        = 1120
sprpriority = 10
PauseMoveTime = 9999

[State 1100, 音を鳴らす]
type     = PlaySnd
trigger1 = animelemtime(4) = 0
value    = 1000, 0

[State 1100, 4]
type     = ChangeState
trigger1 = AnimTime = 0
value    = 1105
;------------------------------------
[Statedef 1105,自己領域・裏出現]
type        = U
physics     = U
movetype    = I
velset      = 0
poweradd    = 0
ctrl        = 0
anim        = 1105

[State 1000, 相手の特定の攻撃属性無効]
type     = NotHitBy
trigger1 = time = 0
value    = SCA
time     = 8

[State 1000, 相手の特定の攻撃属性無効]
type     = NotHitBy
triggerall = palno = 11
triggerall = var(15) >= 3
trigger1 = time = 0
value    = SCA
time     = 17

[State 1001, 4]
type      = StateTypeSet
trigger1  = animelemtime(1) = 0
statetype = S
physics   = S

[State 1001, 4]
type     = Posset
trigger1 = animelemtime(1) = 1
y        = 0

[State 0, 0]
type        = Explod
trigger1    = time = 6
postype     = p1
pos         = 0,0
anim        = 1125
sprpriority = 10
PauseMoveTime = 9999

[State 1001, 0]
type     = Width
trigger1 = time = [0,7]
value    = -5, 0

[State 1001, 4]
type = PosAdd
trigger1 = numenemy = 1
trigger1 = time = 0
x        = P2bodydist X + 90

[State 1001, 4]
type     = PosAdd
trigger1 = numenemy >= 2
trigger1 = time = 0
x        = FrontEdgeDist + 40

[State 1000, 4]
type = PosAdd
trigger1 = numenemy >= 2
trigger1 = time = 1
x        = P2bodydist X + 40

[State 1025, 2]
type     = Turn
trigger1 = time = 5

[State 1025, ステート変更]
type     = ChangeState
trigger1 = AnimTime = 0
value    = 0
ctrl     = 1
;---------------------------------
[Statedef 1110,自己領域・着地]
type        = A
physics     = N
movetype    = I
juggle      = 0
poweradd    = 0
ctrl        = 0
anim        = 1110
sprpriority = 2

[State 1000, 相手の特定の攻撃属性無効]
type     = NotHitBy
trigger1 = time = 0
value    = SCA
time     = 10

[State 1000, 相手の特定の攻撃属性無効]
type     = NotHitBy
triggerall = palno = 11
triggerall = var(15) >= 3
trigger1 = time = 0
value    = SCA
time     = 27

[State 0, 0]
type        = Explod
trigger1    = time = 0
postype     = p1
pos         = 0,-50
anim        = 1120
sprpriority = 10
PauseMoveTime = 9999

[State 0, 0]
type        = Explod
trigger1    = time = 16
postype     = p1
pos         = 0,0
anim        = 1125
sprpriority = 10
PauseMoveTime = 9999

[State 1100, 音を鳴らす]
type     = PlaySnd
trigger1 = animelemtime(4) = 0
value    = 1000, 0

[State 1001, 0]
type     = Width
trigger1 = AnimElem = 1
value    =  -5, 0

[State 1001, 0]
type     = Width
trigger1 = animelemtime(7) = 0
value    =  -15,30

[State 1001, 4]
type     = Posset
trigger1 = animelemtime(6) = 0
y        = 0

[State 1001, 4]
type     = velset
trigger1 = time = 0
x        = 0
y        = 0

;[state 0,0]
;type     = playerpush
;trigger1 = time = [10,18]
;value    = 0

[State 1001, 4]
type     = statetypeset
trigger1 = animelemtime(6) = 0
physics  = S

[State 1025, ステート変更]
type     = ChangeState
trigger1 = AnimTime = 0
value    = 0
ctrl     = 1
;---------------------------------
[Statedef 1111,自己領域・空中裏前動作]
type        = A
physics     = N
movetype    = I
juggle      = 0
poweradd    = 0
ctrl        = 0
anim        = 1111
sprpriority = 2
velset      = 0,0

[State 1000, 相手の特定の攻撃属性無効]
type     = NotHitBy
trigger1 = time = 0
value    = SCA
time     = 10

[State 0, 0]
type        = Explod
trigger1    = time = 2
postype     = p1
pos         = 0,0
anim        = 1120
sprpriority = 10
PauseMoveTime = 9999

[State 1100, 音を鳴らす]
type     = PlaySnd
trigger1 = animelemtime(3) = 0
value    = 1000, 0

[State 1100, 4]
type     = ChangeState
trigger1 = AnimTime = 0
value    = 1105
;---------------------------------
[Statedef 1200,加速・前短]
type        = S
physics     = S
movetype    = I
poweradd    = 0
ctrl        = 0
anim        = 1200

[State 1100, 音を鳴らす]
type     = PlaySnd
trigger1 = animelemtime(2) = 0
value    = 1000, 0

[State 0, 0]
type        = Explod
trigger1    = time = 2
postype     = p1
pos         = 0,0
anim        = 101
sprpriority = 10
PauseMoveTime = 9999

[State -3, 加速制限カウント]
type       = varadd
triggerall = p2movetype = H
trigger1   = time = 1
var(8)     = 1
ignorehitpause = 1

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

[state 0,0]
type     = posset
trigger1 = time <= 1
y        = 0

[state 0,0]
type     = assertspecial
trigger1 = time = [2,6]
flag     = invisible

[state 0,0]
type     = posadd
trigger1 = time >= 4
trigger1 = frontedgedist >= 20
x        = 14

[State 210, 3]
type = ChangeState
trigger1 = time >= 13
value = 1205
ctrl = 1
;---------------------------------
[Statedef 1201,加速・前長]
type        = S
physics     = S
movetype    = I
poweradd    = 0
ctrl        = 0
anim        = 1200

[State 1100, 音を鳴らす]
type     = PlaySnd
trigger1 = animelemtime(2) = 0
value    = 1000, 0

[State -3, 加速制限カウント]
type       = varadd
triggerall = p2movetype = H
trigger1   = time = 1
var(8)     = 1
ignorehitpause = 1

[State 0, 0]
type        = Explod
trigger1    = time = 2
postype     = p1
pos         = 0,0
anim        = 101
sprpriority = 10
PauseMoveTime = 9999

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

[state 0,0]
type     = posset
trigger1 = time <= 1
y        = 0

[state 0,0]
type     = assertspecial
trigger1 = time = [2,6]
flag     = invisible

[state 0,0]
type     = posadd
trigger1 = time >= 4
trigger1 = frontedgedist >= 20
x        = 25

[State 210, 3]
type = ChangeState
trigger1 = time >= 13
value = 1205
ctrl = 1
;---------------------------------
[Statedef 1202,加速・後短]
type        = S
physics     = S
movetype    = I
poweradd    = 0
ctrl        = 0
anim        = 1202

[State 1100, 音を鳴らす]
type     = PlaySnd
trigger1 = animelemtime(2) = 0
value    = 1000, 0

[State -3, 加速制限カウント]
type       = varadd
triggerall = p2movetype = H
trigger1   = time = 1
var(8)     = 1
ignorehitpause = 1

[State 0, 0]
type        = Explod
trigger1    = time = 2
postype     = p1
pos         = 0,0
anim        = 106
sprpriority = 10
PauseMoveTime = 9999

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

[state 0,0]
type     = posset
trigger1 = time <= 1
y        = 0

[state 0,0]
type     = assertspecial
trigger1 = time = [2,6]
flag     = invisible

[state 0,0]
type     = posadd
trigger1 = time >= 4
trigger1 = backedgedist >= 10
x        = -14

[State 210, 3]
type = ChangeState
trigger1 = time >= 13
value = 1205
ctrl = 1

[State 210, 3]
type = ChangeState
trigger1 = time >= 13
value = 1206
ctrl = 1
;---------------------------------
[Statedef 1203,加速・後長]
type        = S
physics     = S
movetype    = I
poweradd    = 0
ctrl        = 0
anim        = 1202

[State 1100, 音を鳴らす]
type     = PlaySnd
trigger1 = animelemtime(2) = 0
value    = 1000, 0

[State -3, 加速制限カウント]
type       = varadd
triggerall = p2movetype = H
trigger1   = time = 1
var(8)     = 1
ignorehitpause = 1

[State 0, 0]
type        = Explod
trigger1    = time = 2
postype     = p1
pos         = 0,0
anim        = 106
sprpriority = 10
PauseMoveTime = 9999

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

[state 0,0]
type     = posset
trigger1 = time <= 1
y        = 0

[state 0,0]
type     = assertspecial
trigger1 = time = [2,6]
flag     = invisible

[state 0,0]
type     = posadd
trigger1 = time >= 4
trigger1 = backedgedist >= 10
x        = -20

[State 210, 3]
type = ChangeState
trigger1 = time >= 13
value = 1205
ctrl = 1

[State 210, 3]
type = ChangeState
trigger1 = time >= 13
value = 1206
ctrl = 1

;---------------------------------
[Statedef 1205,加速・停止]
type        = S
physics     = S
movetype    = I
poweradd    = 0
ctrl        = 1
anim        = 1205

[state 0,0]
type     = posset
trigger1 = time = 1
y        = 0

[State 100, 9]
type           = AssertSpecial
trigger1       = 1
flag           = nostandguard
flag2          = nocrouchguard
ignorehitpause = 1

[State 100, 9]
type           = AssertSpecial
trigger1       = 1
flag           = nowalk
flag2          = NoAutoTurn
ignorehitpause = 1

[State 210, 3]
type     = ChangeState
trigger1 = animtime = 0
value    = 0
ctrl     = 1
;---------------------------------
[Statedef 1206,加速・停止後]
type        = S
physics     = S
movetype    = I
poweradd    = 0
ctrl        = 1
anim        = 1206

[state 0,0]
type     = posset
trigger1 = time = 1
y        = 0

[State 100, 9]
type           = AssertSpecial
trigger1       = 1
flag           = nostandguard
flag2          = nocrouchguard
ignorehitpause = 1

[State 100, 9]
type           = AssertSpecial
trigger1       = 1
flag           = nowalk
flag2          = NoAutoTurn
ignorehitpause = 1

[State 210, 3]
type     = ChangeState
trigger1 = animtime = 0
value    = 0
ctrl     = 1
;------------------------------------------
;防御系システム
;------------------------------------------
;ガードキャンセル
[Statedef 4000,自己領域・避]
type        = U
physics     = U
movetype    = I
poweradd    = 0
ctrl        = 0

[State 1001, 4]
type      = nothitby
trigger1  = 1
value     = SCA

[State 0, 0]
type     = AssertSpecial
trigger1 = time = [2,4]
flag     = invisible

[State 1100, 音を鳴らす]
type     = PlaySnd
trigger1 = time = 1
value    = 1000, 0

[State 0, 0]
type        = Explod
trigger1    = time = 0
postype     = p1
pos         = 0,0
anim        = 4001
sprpriority = 10

[State 1025, ステート変更]
type     = ChangeState
trigger1 = Time = 4
value    = 4001
ctrl     = 0
;------------------------------------
[Statedef 4001,自己領域・出現]
type        = U
physics     = U
movetype    = I
velset      = 0
poweradd    = 0
ctrl        = 0
anim        = 4000

[State 1002, ]
type       = NotHitBy
triggerall = palno = 11
trigger1   = 1
value      = SCA

[State 1001, 4]
type      = StateTypeSet
trigger1  = animelemtime(1) = 0
statetype = S
physics   = S

[State 1001, 4]
type     = Posset
trigger1 = animelemtime(1) = 0
y        = 0

[State 0, 0]
type        = Explod
trigger1    = time = 3
postype     = p1
pos         = 0,0
anim        = 1125
sprpriority = 10

[State 1001, 0]
type     = Width
trigger1 = time = [0,4]
value    = -5, 0

[State 1001, 4]
type = PosAdd
trigger1 = numenemy = 1
trigger1 = time = 0
x        = FrontEdgeDist +10

[State 1001, 4]
type     = PosAdd
trigger1 = numenemy >= 2
trigger1 = time = 0
x        = FrontEdgeDist -10

[State 1025, 2]
type     = Turn
trigger1 = time = 2

[State 1025, ステート変更]
type     = ChangeState
trigger1 = AnimTime = 0
value    = 0
ctrl     = 1
;------------------------------------------
;くらい抜け
[Statedef 4100,自己領域・逃]
type        = U
physics     = U
movetype    = I
poweradd    = -4000
ctrl        = 0
velset      = 0,0

[State 1001, 4]
type      = nothitby
trigger1  = 1
value     = SCA

[State 0, 0]
type     = AssertSpecial
trigger1 = time = [2,4]
flag     = invisible

[State 1100, 音を鳴らす]
type     = PlaySnd
trigger1 = time = 1
value    = 1000, 0

[State 0, 0]
type        = Explod
trigger1    = time = 0
postype     = p1
pos         = 0,0
anim        = 4001
sprpriority = 10

[State 1025, ステート変更]
type     = ChangeState
trigger1 = Time = 4
value    = 4001
ctrl     = 0

















