;---------------------------------------------------------------------------
; 基本データ
;---------------------------------------------------------------------------
[Data]
life              = 1000   ;ライフ（体力ゲージ）最大値
power             = 9000   ;パワーゲージ最大値（オプション・デフォルトは3000=Lv.3）
attack            = 100    ;攻撃力（デフォルトは１００％）
defence           = 100    ;防御力（デフォルトは１００％）
fall.defence_up   = 50     ;横に倒れている時に一時的に加える防御力（％）
liedown.time      = 60     ;横に倒れている時間（フレーム）
airjuggle         = 15     ;ジャグルポイント限界値（「小ネタ.txt」参照）
sparkno           = 2      ;デフォルトのヒットスパーク（fightfxから）
guard.sparkno     = 40     ;デフォルトのガードスパーク（fightfxから）
KO.echo           = 0      ;ＫＯ時の音声（11,0）にエコーを掛けるか否か（0=掛けない,1=掛ける）
volume            = 0      ;キャラの標準の音量（最小-255・最大255）
IntPersistIndex   = 60     ;次のラウンドへ持ち越せる「Var」のアドレスの範囲を決める（※１）
FloatPersistIndex = 40     ;次のラウンドへ持ち越せる「FVar」のアドレスの範囲を決める（※１）

;---------------------------------------------------------------------------
; ※１：変数のラウンド持ち越し方法
;
; 　変数を次のラウンドへ持ち越したい場合は、↑の
; 　「IntPersistIndex」と「FloatPersistIndex」を使う。
; 　そのやり方はM.U.G.E.Nの説明書にすら載ってないので、ここで例を元に解説。
;
; 　①IntPersistIndex = 23　（Var(23)～Var(59)までを全て次のラウンドへ持ち越せる）
; 　②FloatPersistIndex = 18（FVar(18)～FVar(39)までを全て次のラウンドへ持ち越せる）
;
; 　つまり「Var(**)（Fvar(**)）以降全ての変数を持ち越す」という命令になる。
; 　それ以前のアドレスの変数は全て持ち越さなくなる。
;
; 　全ての変数を持ち越さない場合は、
; 　IntPersistIndexは60以上、FloatPersistIndexは40以上にしておこう。
;
; 　×これはダメ×
; 　　①IntPersistIndex = 10,15,20,25　（15,20,25の部分は意味無し）
; 　　②FloatPersistIndex = 4,16 　　　（16の部分は意味無し）
; 　　これらは最初の数字以外全て無効。
; 
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; サイズ
;---------------------------------------------------------------------------
[Size]
xscale           = 0.8       ;キャラの横の大きさ（絶対値・float）
yscale           = 0.8       ;キャラの縦の大きさ（絶対値・float）
ground.back      = 15      ;地上にいる時の「後方の物理的な幅」
ground.front     = 16      ;地上にいる時の「前方の物理的な幅」
air.back         = 12      ;空中にいる時の「後方の物理的な幅」
air.front        = 12      ;空中にいる時の「前方の物理的な幅」
height           = 60      ;キャラの物理的な高さ（高いほど相手は飛び越しにくくなる）
attack.dist      = 160     ;相手がガード態勢に入る最低の距離
proj.attack.dist = 90      ;自分の「Projectile」に対して相手がガード態勢に入る最低の距離
proj.doscale     = 0       ;xscaleとyscaleを「Projectile」にも影響させるか否か（0=させない・1=させる）
head.pos         = -5,-90  ;キャラの標準の頭の座標（Bind系で適用される）
mid.pos          = -5,-60  ;キャラの標準の体中心の座標（Bind系で適用される）
shadowoffset     = 0       ;影のＹ軸方向の位置座標
draw.offset      = 0,0     ;キャラの表示座標（Ｘ軸,Ｙ軸）

;---------------------------------------------------------------------------
; 移動速度
;---------------------------------------------------------------------------
[Velocity]
walk.fwd     = 2.4         ;前進速度（Ｘ軸・[Statedef 20]に適用される）
walk.back    = -2.2        ;後退速度（Ｘ軸・[Statedef 20]に適用される）
run.fwd      = 2.4       ;前方に走る速度（Ｘ軸,Ｙ軸・[Statedef 100]に適用される）
run.back     = -6.5,-3.8   ;後方に走る速度（Ｘ軸,Ｙ軸・[Statedef 105]に適用される）
jump.neu     = 0,-12.4      ;垂直ジャンプの速度（Ｘ軸,Ｙ軸・[Statedef 40]に適用される）
jump.back    = -3.60       ;後方ジャンプの速度（Ｘ軸・[Statedef 40]に適用される）
jump.fwd     = 5.10         ;前方ジャンプの速度（Ｘ軸・[Statedef 40]に適用される）
runjump.back = -2.55,-8.1  ;後方に走ってからのジャンプ速度（Ｘ軸,Ｙ軸・[Statedef 40]に適用される）
runjump.fwd  = 4,-8.1      ;前方に走ってからのジャンプ速度（Ｘ軸,Ｙ軸・[Statedef 40]に適用される）
airjump.neu  = 0,-8.1      ;空中垂直ジャンプ速度（Ｘ軸,Ｙ軸・[Statedef 45]に適用される）
airjump.back = -2.55       ;空中後方ジャンプ速度（Ｘ軸・[Statedef 45]に適用される）
airjump.fwd  = 2.5         ;空中前方ジャンプ速度（Ｘ軸・[Statedef 45]に適用される）

;---------------------------------------------------------------------------
; 運動関係
;---------------------------------------------------------------------------
[Movement]
airjump.num     = 1        ;空中ジャンプが出来る回数
airjump.height  = 35       ;空中ジャンプが出来る最低の高度（Ｙ軸）
yaccel          = .44      ;Ｙ軸加速度（重力）
stand.friction  = .85      ;立っている時の摩擦係数（ステートのPhysicsが「S」の時）
crouch.friction = .82      ;しゃがんでいる時の摩擦係数（ステートのPhysicsが「C」の時）

;===========================================================================
; ステート
;===========================================================================
;===========================================================================
; 基本行動
;===========================================================================
;---------------------------------------------------------------------------
;タイムオーバー（負けた時）
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 170, 無敵]
type = NotHitBy
trigger1 = 1 ;トリガーを何も書かず「1」にする事により、『無条件で常に実行させる命令』になる。
value = SCA
time = 1

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 9
value = s11, 0
volume = 100

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;勝利ポーズ分岐（common1.cnsには無いけど、これもコモンステート）
[Statedef 180]
type = S

[State 180, ステート変更]
type = ChangeState
trigger1 = Time = 1
value = 181

[State 191, 特殊効果]
type = AssertSpecial
triggerall = Time < 900
trigger1 = enemy,name="R-9 Leo"
flag = RoundNotOver

;勝利ポーズ（咆哮）
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 181, 特殊効果]
type = AssertSpecial
triggerall = Time < 420
trigger1 = enemy,name="ultraseven"
trigger2 = enemy,name="ultraman Leo"
trigger3 = enemy,name="silverbloome"
trigger4 = enemy,name="R-9 Leo"
trigger5 = enemy,name="Leo"
flag = RoundNotOver

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

[State 182, エフェクト];溶けて爆発するマッキー二号
type = Explod
triggerall = AnimElem = 2
trigger1 = enemy,name="ultraseven"
trigger2 = enemy,name="ultraman Leo"
trigger3 = enemy,name="silverbloome"
trigger4 = enemy,name="R-9 Leo"
trigger5 = enemy,name="Leo"
anim = 4200
postype = p1
pos = 0, -80
velocity = 6, -2
accel = 0, .32
removetime = 35

[State 181, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 9
value = s11, 1


[State 181, 音を鳴らす]
type = PlaySnd
triggerall = Time = 80
triggerall = AnimElem = 4
trigger1 = enemy,name="ultraseven"
trigger2 = enemy,name="ultraman Leo"
trigger3 = enemy,name="silverbloome"
trigger4 = enemy,name="R-9 Leo"
trigger5 = enemy,name="Leo"
value = s0, 16

[State 181, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;イントロ分岐（試合開始前の登場演出アクション） 
[Statedef 191] 
type = S  
ctrl = 0
anim = 0
velset = 0, 0 

[State 8000, 特殊効果];試合が開始するまではこのコントローラを使おう（※２）
type = AssertSpecial
trigger1 = 1
flag = Intro ;イントロの状態


[State 191, VSゾフィーかつ友軍アンノウンハンド] 
type = ChangeState 
triggerall = Time = 0
trigger1= P3Name = "Unknown_Hand"
trigger1 = (P2Name = "zoffy") || (P4Name = "zoffy")
value = 8006

[State 191, 友軍アンノウンハンド] 
type = ChangeState
triggerall = Time = 0
trigger1= P3Name = "Unknown_Hand"
value = 8021

[State 191, VSゾフィー] 
type = ChangeState 
triggerall = Time = 1
trigger1 = (P2Name = "zoffy") || (P4Name = "zoffy")
value = 8020

[State 191, VSアンノウンハンド] 
type = ChangeState
triggerall = Time = 0
trigger1 = (P2Name = "Unknown_Hand") || (P4Name = "Unknown_Hand")
value = 8011

[State 191, VSノア] 
type = ChangeState 
triggerall = Time = 0
trigger1 = (P2Name = "next") || (P4Name = "next")
value = 8001

[State 191, VSウルトラマン] 
type = ChangeState 
triggerall = Time = 0
trigger1 = (P2Name = "ultraman") || (P4Name = "ultraman")
trigger2 = (P2Name = "ultraman1st") || (P4Name = "ultraman1st")
trigger3 = (P2Name = "ultraman_jack") || (P4Name = "ultraman_jack")
trigger4 = (P2Name = "ultraman_tarou") || (P4Name = "ultraman_tarou")
trigger5 = (P2Name = "ultraman_tiga") || (P4Name = "ultraman_tiga")
trigger6 = (P2Name = "ultraman_dyna") || (P4Name = "ultraman_dyna")
trigger7 = (P2Name = "ultraman_gaia") || (P4Name = "ultraman_gaia")
trigger8 = (P2Name = "ultraman_agul") || (P4Name = "ultraman_agul")
value = 8002


[State 191, VSレイヴン] 
type = ChangeState 
triggerall = Time = 0
trigger1 = (P2Name = "NineBall=Seraph") || (P4Name = "NineBall=Seraph")
trigger2 = (P2Name = "WG") || (P4Name = "WG")
trigger3 = (P2Name = "Fragile") || (P4Name = "Fragile")
trigger4 = (P2Name = "Evange") || (P4Name = "Evange")
trigger5 = (P2Name = "PHANTASMA") || (P4Name = "PHANTASMA")
trigger6 = (P2Name = "kubiwatuki_kemono") || (P4Name = "kubiwatuki_kemono")
trigger7 = (P2Name = "amida") || (P4Name = "amida")
trigger8 = (P2Name = "mechanical-amida") || (P4Name = "mechanical-amida")
trigger9 = (P2Name = "haizilyo") || (P4Name = "haizilyo")
trigger10 = (P2Name = "IBIS") || (P4Name = "IBIS")
trigger11 = (P2Name = "read") || (P4Name = "read")
value = 8003

[State 191, VS小清水] 
type = ChangeState 
triggerall = Time = 0
trigger1 = (P2Name = "Nadja Applefield") || (P4Name = "Nadja Applefield")
trigger2 = (P2Name = "Kanako") || (P4Name = "Kanako")
trigger3 = (P2Name = "zuku") || (P4Name = "zuku")
trigger4 = (P2Name = "tenko") || (P4Name = "tenko")
value = 8004


[State 191, VSレオ関連] 
type = ChangeState 
triggerall = Time = 0
trigger1 = (P2Name = "ultraseven") || (P4Name = "ultraseven")
trigger2 = (P2Name = "ultraman_leo") || (P4Name = "ultraman_leo")
trigger3 = (P2Name = "leo") || (P4Name = "leo")
trigger4 = (P2Name = "silverbloome") || (P4Name = "silverbloome")
trigger5 = (P2Name = "R-9 LEO") || (P4Name = "R-9 LEO")
trigger6 = (P2Name = "ultraman leo") || (P4Name = "ultraman leo")
value = 8007

[State 191, 敵と味方がノスフェル] 
type = ChangeState 
triggerall = Time = 0
trigger1 = (P2Name = "NOSFERU") || (P4Name = "NOSFERU")
trigger2= P3Name = "NOSFERU"
value = 8010


[State 191, 通常] 
type = ChangeState 
trigger1 = Time = 2
value = 8010

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

;イントロ（試合開始前の登場演出アクション）

;味方がアンノウンハンド
[Statedef 8021]
type = S
ctrl = 0
anim = 181
velset = 0,0
poweradd = 20000

[State 8021, 特殊効果];試合が開始するまではこのコントローラを使おう（※２）
type = AssertSpecial
trigger1 = 1
flag = Intro ;イントロの状態

[State 8021, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 8021, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 9
value = s11, 1
volume = 250

[State 8021, ステート変更];アニメーションが終われば「通常立ち」のステートに変更する
type = ChangeState
trigger1 = AnimTime = 0
value = 0


;敵がNプロジェクトのウルトラマン

[Statedef 8001]
type = S
ctrl = 0
anim = 135
poweradd = 1000
velset = 0,0

[State 8001, 特殊効果];試合が開始するまではこのコントローラを使おう（※２）
type = AssertSpecial
trigger1 = 1
flag = Intro ;イントロの状態


[State 8001, エフェクト];ファウスト立っている
type = Explod
trigger1 = AnimElem = 1
anim = 4022
scale = 0.8,0.8
postype = p1
pos = 50, 0
removetime = 137     ;このエフェクトが消えるまでの時間（フレーム）


[State 8001, エフェクト];ファウスト斬られる
type = Explod
trigger1 = AnimElem = 13
anim = 4024
postype = p1
pos = 20, -10
removetime = 107

[State 8001,カットイン]
type = Explod
trigger1 = AnimElem = 11
anim = 4001
pos = 0, 0
scale = 1,1
postype = back
bindtime = -1
removetime = -2
supermovetime = 120
pausemovetime = 120
sprpriority = -1
ownpal = 1
removeongethit = 1

[State 3051, 流血エフェクト]
type = Explod
trigger1 = AnimElem = 12
anim = f12
ownpal = 1
ontop = 1          ;エフェクトを常に画面手前に表示させるか否か（0=させない,1=させる）
postype = p1
size.xscale = 30
size.yscale = 30
pos = ceil(40*const(size.xscale)),ceil(-100*const(size.yscale))


[State 3051, 流血エフェクト]
type = Explod
trigger1 = AnimElem = 13
anim = f12
ownpal = 1
ontop = 1          ;エフェクトを常に画面手前に表示させるか否か（0=させない,1=させる）
postype = p1
size.xscale = 20
size.yscale = 20
pos = ceil(40*const(size.xscale)),ceil(-75*const(size.yscale))

[State 3051, 流血エフェクト]
type = Explod
trigger1 = AnimElem = 14
anim = f12
ownpal = 1

ontop = 1          ;エフェクトを常に画面手前に表示させるか否か（0=させない,1=させる）
postype = p1
size.xscale = 10
size.yscale = 10
pos = ceil(40*const(size.xscale)),ceil(-70*const(size.yscale))

[State 3051, 流血エフェクト]
type = Explod
trigger1 = AnimElem = 15
anim = f11
ownpal = 1
ontop = 1          ;エフェクトを常に画面手前に表示させるか否か（0=させない,1=させる）
postype = p1
size.xscale = 10
size.yscale = 10
pos = ceil(50*const(size.xscale)),ceil(-60*const(size.yscale))

[State 8001, エフェクト];ファウスト蹴られる
type = Explod
trigger1 = AnimElem = 20
anim = 4023
postype = p1
pos = 40, -10
velocity = 6, -2
accel = 0, .32
removetime = 35

[State 8005, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 12, 0

[State 3051, 音を鳴らす];突き刺し用
type = PlaySnd
trigger1 = AnimElem = 12
value = s0, 3

[State 3051, 音を鳴らす];突き刺し音
type = PlaySnd
trigger1 = AnimElem = 20
value = s0, 4

[State 3051, 音を鳴らす];悲鳴
type = PlaySnd
trigger1 = AnimElem = 21
value = s10, 2

[State 8001, ステート変更];アニメーションが終われば「通常立ち」のステートに変更する
type = ChangeState
trigger1 = AnimTime = 0
value = 0


;敵がNプロジェクト以外のウルトラマン
[Statedef 8002]
type = S
ctrl = 0
anim = 190
poweradd = 1000
velset = 0,0

[State 8002, 特殊効果];試合が開始するまではこのコントローラを使おう（※２）
type = AssertSpecial
trigger1 = 1
flag = Intro ;イントロの状態

[State 8002, エフェクト];立っているツヴァイ
type = Explod
trigger1 = AnimElem = 1
anim = 4021
scale = 0.8,0.8
postype = p1
pos = 100, 0
removetime = 126     ;このエフェクトが消えるまでの時間（フレーム）

[State 8002, エフェクト];ツヴァイ呑まれる
type = Explod
trigger1 = AnimElem = 15
anim = 4025
postype = p1
pos = 100, -25
velocity = -8
removetime = 5

[State 8002, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 10, 9

[State 8002, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 15
value = 10, 10

[State 8002, ステート変更];アニメーションが終われば「通常立ち」のステートに変更する
type = ChangeState
trigger1 = AnimTime = 0
value = 0


;敵がレイヴン(アーマードコア関連キャラ)
[Statedef 8003]
type = S
ctrl = 0
anim = 192
velset = 0,0
poweradd = 1000

[State 8003, 特殊効果];試合が開始するまではこのコントローラを使おう（※２）
type = AssertSpecial
trigger1 = 1
flag = Intro ;イントロの状態

[State 8003, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 8003, エフェクト];車
type = Explod
trigger1 = AnimElem = 1
anim = 4026
scale = 0.8,0.8
postype = p1
pos = 40, 10
removetime = 130    ;このエフェクトが消えるまでの時間（フレーム）

[State 8003, エフェクト];爆発
type = Explod
trigger1 = AnimElem = 12
anim = 4010
scale = 3,3
postype = p1
pos = 40, 10
sprpriority = 1
removetime = 22    ;このエフェクトが消えるまでの時間（フレーム）

[State 8003, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6
value = s10, 11
volume = 250

[State 8003, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 12
value = s0, 16

[State 8003, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;敵が小清水
[Statedef 8004]
type = S
ctrl = 0
anim = 193
velset = 0,0
poweradd = 1000

[State 8004, 特殊効果];試合が開始するまではこのコントローラを使おう（※２）
type = AssertSpecial
trigger1 = 1
flag = Intro ;イントロの状態


[State 8004 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 8020, エフェクト];チェスターアルファ
type = Explod
trigger1 = AnimElem = 3
anim = 4027
postype = p1
pos = -100, -120
velocity = 5
removetime = 90

[State 8004 音を鳴らす]
type = PlaySnd
trigger1 = time = 10
value = s1, 6
volume = 250

[State 8004 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = s10, 1
volume = 250

[State 8004 ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;敵がレオ関連
[Statedef 8007]
type = S
ctrl = 0
anim = 191
poweradd = 1000
velset = 0,0

[State 8007, 特殊効果];試合が開始するまではこのコントローラを使おう（※２）
type = AssertSpecial
trigger1 = 1
flag = Intro ;イントロの状態


[State 8007, エフェクト];マッキー二号
type = Explod
trigger1 = AnimElem = 1
anim = 4037
postype = p1
pos = 350, -80
scale = 0.8,0.8
velocity = -2
removetime = 130

[State 8007, 飛行音]
type = PlaySnd
trigger1 = AnimElem = 4
value = s1, 6
volume = 250

[State 8007, エフェクト];マッキー二号喰われる
type = Explod
trigger1 = AnimElem = 16
anim = 4038
postype = p1
pos = 45, -80
scale = 0.8,0.8
velocity = -7
removetime = 10

[State 8007, MAC隊員断末魔]
type = PlaySnd
trigger1 = AnimElem = 15
value = 12, 7

[State 8007, ステート変更];アニメーションが終われば「通常立ち」のステートに変更する
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;敵がアンノウンハンド
[Statedef 8011]
type = S
ctrl = 0
anim = 195
poweradd = 1000
velset = 0,0

[State 8011,殊効果];試合が開始するまではこのコントローラを使おう（※２）
type = AssertSpecial
trigger1 = 1
flag = Intro ;イントロの状態


[State 8011,クト];クロムチェスターΔ
type = Explod
trigger1 = AnimElem = 1
anim = 4039
postype = p1
pos = 350, -80
scale = 0.8,0.8
velocity = -2
removetime = 130

[State 8011,フェクト];クロムチェスターγ食われる
type = Explod
trigger1 = AnimElem = 16
anim = 4039
postype = p1
pos = 45, -80
scale = 0.8,0.8
velocity = -7
removetime = 10

[State 80011, 飛行音]
type = PlaySnd
trigger1 = AnimElem = 4
value = s1, 6
volume = 250

[State 8007, いっしー悲鳴]
type = PlaySnd
trigger1 = AnimElem = 15
value = 12, 8

[State 8007, ステート変更];アニメーションが終われば「通常立ち」のステートに変更する
type = ChangeState
trigger1 = AnimTime = 0
value = 0


;敵がゾフィーで味方がアンノウンハンド
[Statedef 8006]
type = A
ctrl = 0
anim = 194
velset = 0,0
poweradd = 10000


[State 8006, 特殊効果];試合が開始するまではこのコントローラを使おう（※２）
type = AssertSpecial
trigger1 = 1
flag = Intro ;イントロの状態


[State 8006 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1


[State 8006 隊長]
type = PlaySnd
trigger1 = AnimElem = 10
value = s12, 5
volume = 250

[State 8006 ナイトレイダー隊員]
type = PlaySnd
trigger1 = AnimElem = 18
value = s12, 6
volume = 250


[State 8006, エフェクト];ハイパーストライクチェスター
type = Explod
trigger1 = AnimElem = 15
anim = 4033
postype = p1
pos = -100, -80
velocity = 5
removetime = 90

[State 8006 飛行音]
type = PlaySnd
trigger1 = AnimElem = 15
value = s1, 6
volume = 250

[State 8006, 爆発ヘルパー1]
type = Helper
trigger1 = AnimElem = 18
Persistent = 0
name = "bomb2"
stateno = 8101
pos = -90,-55
postype = front
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
ID = 8100


[State 8006, 爆発ヘルパー2]
type = Helper
trigger1 = AnimElem = 19
Persistent = 0
name = "bomb2"
stateno = 8101
pos = -120,-80
postype = front
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
ID = 8100


[State 8006, 爆発ヘルパー3]
type = Helper
trigger1 = AnimElem = 21
Persistent = 0
name = "bomb2"
stateno = 8101
pos = -50,-50
postype = front
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
ID = 8100


[State 8006, 爆発ヘルパー4]
type = Helper
trigger1 = AnimElem = 22
Persistent = 0
name = "bomb2"
stateno = 8101
pos = -88,-70
postype = front
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
ID = 8100



[State 8006 ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 8101];爆発ヘルパー2
type     = S
movetype = A
physics  = N
ctrl = 0
anim = 4010
velset = 0,0
sprpriority = 1

[State 8101, 2];あたり判定1
type = HitDef
trigger1 = AnimElem = 1 
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
attr = S, HP
animtype  = hard
damage    = 80, 2
priority  = 5
hitflag = MAF
guardflag = MA
pausetime = 0,15
sparkxy = 0, -50
sparkno = S10070
guard.sparkno = S11030 
hitsound   = S3300,0
guardsound = 6,0
ground.type = trip
ground.slidetime = 4
ground.hittime  = 4
air.hittime  = 4
ground.velocity = 0
guard.velocity =  0
air.velocity = 0,0
fall = 1
fall.recover = 0

[State 8100, 3]
type = NotHitBy
trigger1 = Time >= 0
value = SCA, NA, SA, HA, NT, ST, HT


[State 8101 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s0, 16
volume = 250

[State 8101, ヘルパーを消去]
type = DestroySelf
trigger1 = AnimElem = 4

;敵がゾフィー
[Statedef 8020]
type = A
ctrl = 0
anim = 194
velset = 0,0
poweradd = 1000


[State 8020, 特殊効果];試合が開始するまではこのコントローラを使おう（※２）
type = AssertSpecial
trigger1 = 1
flag = Intro ;イントロの状態


[State 8020 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1


[State 8020 イラストレーター]
type = PlaySnd
trigger1 = AnimElem = 10
value = s12, 3
volume = 250

[State 8020 凪]
type = PlaySnd
trigger1 = AnimElem = 18
value = s12, 4
volume = 250

[State 8020, エフェクト];チェスターアルファ
type = Explod
trigger1 = AnimElem = 15
anim = 4027
postype = p1
pos = -100, -120
velocity = 5
removetime = 90


[State 8020 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 15
value = s1, 6
volume = 250

[State 8020, 爆発ヘルパー1]
type = Helper
trigger1 = AnimElem = 17
Persistent = 0
name = "bomb"
stateno = 8100
pos = -90,-55
postype = front
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
ID = 8100


[State 8020, 爆発ヘルパー2]
type = Helper
trigger1 = AnimElem = 19
Persistent = 0
name = "bomb"
stateno = 8100
pos = -120,-80
postype = front
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
ID = 8100


[State 8020, 爆発ヘルパー3]
type = Helper
trigger1 = AnimElem = 21
Persistent = 0
name = "bomb"
stateno = 8100
pos = -50,-50
postype = front
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
ID = 8100


[State 8020, 爆発ヘルパー4]
type = Helper
trigger1 = AnimElem = 23
Persistent = 0
name = "bomb"
stateno = 8100
pos = -88,-70
postype = front
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
ID = 8100


[State 8020, 爆発ヘルパー5]
type = Helper
trigger1 = AnimElem = 24
Persistent = 0
name = "bomb"
stateno = 8100
pos = -120,-50
postype = front
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
ID = 8100


[State 8020, 爆発ヘルパー6]
type = Helper
trigger1 = AnimElem = 26
Persistent = 0
name = "bomb"
stateno = 8100
pos = -80,-90
postype = front
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
ID = 8100


[State 8020 ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 8100];爆発ヘルパー
type     = S
movetype = A
physics  = N
ctrl = 0
anim = 4010
velset = 0,0
sprpriority = 1

[State 8100, 2]
type = HitDef
trigger1 = AnimElem = 1 
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
attr = S, HP
animtype  = hard
damage    = 12, 2
priority  = 5
hitflag = MAF
guardflag = MA
pausetime = 0,15
sparkxy = 0, -50
sparkno = S10070
guard.sparkno = S11030 
hitsound   = S3300,0
guardsound = 6,0
ground.type = trip
ground.slidetime = 4
ground.hittime  = 4
ground.velocity = 0
guard.velocity =  0
air.velocity = 0,0
air.hittime  = 4
fall = 1
fall.recover = 0

[State 8100, 3]
type = NotHitBy
trigger1 = Time >= 0
value = SCA, NA, SA, HA, NT, ST, HT


[State 8005 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s0, 16
volume = 250

[State 8100, ヘルパーを消去]
type = DestroySelf
trigger1 = AnimElem = 4




;通常時
[Statedef 8010]
type = S
ctrl = 0
anim = 192
velset = 0,0
poweradd = 1000

[State 8010, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 8010, エフェクト];車
type = Explod
trigger1 = AnimElem = 1
anim = 4026
scale = 0.8,0.8
postype = p1
pos = 40, 10
removetime = 130    ;このエフェクトが消えるまでの時間（フレーム）

[State 8010, エフェクト];爆発
type = Explod
trigger1 = AnimElem = 12
anim = 4010
scale = 3,3
postype = p1
sprpriority = 1
pos = 40, 10
removetime = 22    ;このエフェクトが消えるまでの時間（フレーム）

[State 8010, 悲鳴]
type = PlaySnd
trigger1 = AnimElem = 6
value = s10, 2
volume = 250

[State 8010, 爆発]
type = PlaySnd
trigger1 = AnimElem = 12
value = s0, 16

[State 8010, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;===========================================================================
; 通常攻撃技
;===========================================================================
;立ち弱パンチ
[Statedef 200]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 200
poweradd = 90
sprpriority = 2
facep2 = 1

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 1, 1
[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 10, 0
animtype = Light
guardflag = MA
hitflag = MAF
affectteam = B
priority = 3, Hit
pausetime = 8, 8
sparkno = 10
sparkxy = -10, -76
hitsound = s1, 4
guardsound = 6, 0
ground.type = High
ground.slidetime = 1
ground.hittime  = 10
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 10, 0
animtype = Light
guardflag = MA
hitflag = MAF
affectteam = B
priority = 3, Hit
pausetime = 8, 8
sparkno = 10
sparkxy = -10, -76
hitsound = s1, 4
guardsound = 6, 0
ground.type = High
ground.slidetime = 1
ground.hittime  = 10
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 10, 0
animtype = Light
guardflag = MA
hitflag = MAF
affectteam = B
priority = 3, Hit
pausetime = 8, 8
sparkno = 10
sparkxy = -10, -76
hitsound = s1, 4
guardsound = 6, 0
ground.type = High
ground.slidetime = 1
ground.hittime  = 10
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 10, 0
animtype = Light
guardflag = MA
hitflag = MAF
affectteam = B
priority = 3, Hit
pausetime = 8, 8
sparkno = 10
sparkxy = -10, -76
hitsound = s1, 4
guardsound = 6, 0
ground.type = High
ground.slidetime = 1
ground.hittime  = 10
ground.velocity = -1
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;立ち強パンチ
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 80
ctrl = 0
velset = 0,0
anim = 210
sprpriority = -1

[State 210, アニメ変更]
type = ChangeAnim
trigger1 = AnimElemTime(6) > 0 && AnimElemTime(7) <= 0
trigger1 = movecontact
value = 210
elem = 6
ignorehitpause = 1
persistent = 0

[State 210, 画像表示優先度]
type = SprPriority
trigger1 = AnimElem = 5
value = 2

[State 210, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime (2) >= 0) && (AnimElemTime (7) < 0)
value = 15,0  ;この場合キャラの幅を一時的に前に１５ピクセル伸ばす事になる。
              ;値の意味は「前方のピクセル増減量,後方のピクセル増減量」

[State 210, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 1, 2

[State 210, 1発目のヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 36
guardflag = MA
pausetime = 12,12
affectteam = B
sparkno = 12
sparkxy = -10,-70
hitsound   = S0, 1
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -2.5
air.velocity = -2.5,-4

[State 410, 二発目のヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage    = 36
animtype  = Medium
hitflag = MAF
guardflag = MA
pausetime = 12,12
sparkno = 12
sparkxy = -10,-83
hitsound   = S0, 2
affectteam = B
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -1
air.velocity = -3,-4

[State 410, 3発目のヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = C, NA
damage    = 36
animtype  = Medium
hitflag = MAF
guardflag = MA
pausetime = 12,12
affectteam = B
sparkno = 12
sparkxy = -10,-83
hitsound   = S0, 3
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -1
air.velocity = -3,-4



[State 210, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;立ち弱キック
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0,0
anim = 230
sprpriority = 2
facep2   = 1

[State 230, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 1, 0

[State 410, 一発目のヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 30
animtype  = Medium
hitflag = MAF
guardflag = M
pausetime = 12,12
sparkno = 12
sparkxy = -10,-55
hitsound   = s0,1
affectteam = B
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3
air.velocity = -1,-1

[State 410, 二発目のヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = C, NA
damage    = 36
animtype  = Medium
hitflag = MAF
guardflag = MA
pausetime = 12,12
sparkno = 12
sparkxy = -10,-83
hitsound   = s0,2
guardsound = 6,0
affectteam = B
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 3
air.velocity = 6,-1

[State 230, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;立ち強キック
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 65
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 240, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 2
x = 30 ;Ｘ軸を前方に１２ピクセル移動させる

[State 240, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 1, 0

[State 240, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 5
attr = S, NA
animtype  = Medium
hitflag = MAF
damage    = 50
guardflag = MA
pausetime = 12,12
sparkno = 10
affectteam = B
sparkxy = -10,-60
hitsound   = s0,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -7.2,0
air.velocity = -7.2,-3.2


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


;しゃがみ弱パンチ
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 60
ctrl = 0
anim = 400
sprpriority = 2
facep2 = 1

[State 400, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 1, 1

[State 400, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA ;しゃがみ通常打撃（Crouching, Normal Attack）
damage    = 10
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = 10
sparkxy = -10,-42
hitsound   = s1,4
affectteam = B
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 10
ground.velocity = -4
air.velocity = -1.5,-3

[State 400, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA ;しゃがみ通常打撃（Crouching, Normal Attack）
damage    = 10
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = 10
sparkxy = -10,-42
hitsound   = s1,4
affectteam = B
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 10
ground.velocity = -4
air.velocity = -1.5,-3

[State 400, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = C, NA ;しゃがみ通常打撃（Crouching, Normal Attack）
damage    = 10
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = 10
sparkxy = -10,-42
hitsound   = s1,4
affectteam = B
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 10
ground.velocity = -4
air.velocity = -1.5,-3

[State 400, コントロール]
type = CtrlSet
trigger1 = Time = 5
value = 1

[State 400, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11 ;しゃがむステートへ（コモンステート）


;しゃがみ強パンチ
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 65
ctrl = 0
anim = 410
sprpriority = 2

[State 410, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 1, 2

[State 410, 一発目のヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 37
animtype  = Medium
hitflag = MAF
guardflag = M
pausetime = 12,12
affectteam = B
sparkno = 12
sparkxy = -10,-55
hitsound   = s0,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3,-4

[State 410, 二発目のヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage    = 30
animtype  = Medium
hitflag = MAF
guardflag = M
pausetime = 12,12
affectteam = B
sparkno = 12
sparkxy = -10,-83
hitsound   = s0,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -7
air.velocity = -3,-4

[State 410, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ弱キック
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 60
ctrl = 0
anim = 430
sprpriority = 2
facep2   = 1

[State 430, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 1, 0

[State 430, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 35
animtype  = Light
hitflag = MAFD
affectteam = B
guardflag = C
pausetime = 12,12
sparkno = 10
sparkxy = -10,-8
hitsound   = s0,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 1
ground.hittime  = 10
ground.velocity = -3
air.velocity = -2,-3
down.velocity = -1,0
down.hittime = 20
fall = 1

[State 430, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ強キック
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 70
ctrl = 0
anim = 440
sprpriority = 2
facep2   = 1

[State 440, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 1, 1

[State 440, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 10
hitflag = MAFD
guardflag = 
pausetime = 12,12
sparkno = 10
sparkxy = -5,-10
hitsound   = s1,4
guardsound = 6,0
ground.type = trip ;この攻撃を食らうと相手は吹っ飛べば「転ぶアニメ」になる
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 1.5,-2
down.velocity = 1.5,-2
air.velocity = -1.2,-3
guard.velocity = -5
forcestand = 1
fall = 1

[State 440, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;===========================================================================
;---------------------------------------------------------------------------
;ジャンプ弱パンチ
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 60
ctrl = 0
anim = 600
sprpriority = 2

[State 600, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 1, 1

[State 600, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
attr = A, NA ;空中通常打撃（Air, Normal Attack）
damage    = 20
guardflag = HA ;相手はしゃがみガードが出来ない
priority = 3
pausetime = 7,8
sparkno = 10
sparkxy = -10,-58
hitsound   = s1,4
guardsound = 6,0
ground.type = High
affectteam = B
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3


[State 600, コントロール]
type = CtrlSet
trigger1 = Time = 17
value = 1

;---------------------------------------------------------------------------
;ジャンプ強パンチ
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
anim = 610
sprpriority = 2

[State 610, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 1, 2

[State 610, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 40
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = 12
affectteam = B
sparkxy = -10,-55
hitsound   = s0,2
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,4
fall = 1
air.fall = 1
fall.damage = 20
yaccel = 0.10

;---------------------------------------------------------------------------
;ジャンプ弱キック
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 60
ctrl = 0
anim = 630
sprpriority = 2

[State 630, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 1

[State 630, ヒット定義]
type = HitDef
trigger1 = AnimElem = 1
attr = A, NA
damage = 30
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = 10
affectteam = B
sparkxy = -5,-35
hitsound   = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,3
fall = 1
air.fall = 1
fall.recover = 0

;---------------------------------------------------------------------------
;ジャンプ強キック
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
anim = 640
sprpriority = 2

[State 640, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 0

[State 640, ヒット定義]
type = HitDef
trigger1 = AnimElem = 1
attr = A, NA
damage    = 70
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = 10
sparkxy = -10,-40
affectteam = B
hitsound   = s0,0
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3,4
fall = 1
air.fall = 1
fall.recover = 0



;===========================================================================
; 必殺技
;===========================================================================

;---------------------------------------------------------------------------
;ステルスキック
[Statedef 1010]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 100
velset = 0,0
anim = 260
ctrl = 0
sprpriority = 2
facep2   = 1


[State 1010, 相手の特定の攻撃属性無効]
type = NotHitBy
trigger1 = AnimElem = 1
value = SC, NP
time = 35


[State 1010, 残像]
type = AfterImage
trigger1 = AnimElem = 2, 1
time = 2

[State 1010, 残像表示時間]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 1 && Time < 60
time = 2


[State 1010, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = s11, 1
volume = -200

[State 1010, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 2
x = 30

[State 1010, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 13
x = 20

[State 1010, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 5
x = 20

[State 1010, 移動速度]
type = VelSet
trigger1 = AnimElem = 5
x = 10

[State 1010, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
animtype  = Hard
damage    = 15, 4
ctrl = 0
priority  = 4
guardflag = L
pausetime = 15,15
affectteam = B
sparkno = 10
sparkxy = -10,-60
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 8
ground.hittime  = 15
ground.velocity = -1,-2
air.velocity = -4,-2.5
fall = 0


[State 1010, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
ctrl = 0
animtype  = Hard
damage    = 40, 2
priority  = 5
getpower  = 0
guardflag = MAL
pausetime = 15,15
sparkno = 10
sparkxy = -10,-60
affectteam = B
hitsound   = s0,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 8
ground.hittime  = 15
ground.velocity = -1,-3.5
air.velocity = -4,-3
fall = 1

[State 1010, ヒット定義]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
animtype  = Hard
damage    = 35, 4
ctrl = 0
priority  = 4
guardflag = L
pausetime = 15,15
affectteam = B
sparkno = 10
sparkxy = -10,-60
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 8
ground.hittime  = 15
ground.velocity = -3,-2.5
air.velocity = -4,-2.5
fall = 0

[State 1010, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;

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

;---------------------------------------------------------------------------
;ノスフェルクロー
[Statedef 1210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 100
velset = 0,0
anim = 290
ctrl = 0
sprpriority = 2


[State 1210, 相手の特定の攻撃属性無効]
type = NotHitBy
trigger1 = AnimElem = 1
value = A, AA, AP, AT
time = 30


[State 1210, 残像]
type = AfterImage
trigger1 = AnimElem = 1
time = 2

[State 1210, 残像表示時間]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 1 && Time < 60
time = 2

[State 1210, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s11, 1
volume = -200

[State 1210, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
value = 10,0

[State 1210, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(9) < 0
value = 20,0

[State 1210, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
trigger4 = AnimElem = 5
trigger5 = AnimElem = 6
attr = S, SA
Hitflag = MAFD
animtype  = Hard
damage    = 40, 2
priority  = 5
guardflag = MA
pausetime = 15,15
sparkno = 12
sparkxy = -10,-60
hitsound   = s0,2
guardsound = 6,0
ground.type = Low
affectteam = B
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3,-3.5
air.velocity = -4,-3
air.cornerpush.veloff = 0
down.cornerpush.veloff = 5
fall = 1
fall.recover = 0
ctrl = 0

[State 1210, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;空中ノスフェルクロー
[Statedef 1220]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 500
velset = 0,0
anim = 650
ctrl = 0
sprpriority = 2

[State 1220, 相手の特定の攻撃属性無効]
type = NotHitBy
trigger1 = AnimElem = 1
value = S, NT
time = 13


[State 1220, 残像]
type = AfterImage
trigger1 = AnimElem = 1
time = 2

[State 1220, 残像表示時間]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 1 && Time < 60
time = 2

[State 1220, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s11, 1
volume = -200

[State 1220, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
value = 10,0

[State 1220, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(9) < 0
value = 20,0

[State 1220, 画面振動]
type = EnvShake
trigger1 = AnimElem = 6
time = 8
ampl = 2
freq = 170

[State 1220, ヒット定義]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
attr = A, SA
animtype  = Hard
damage    = 40, 2
priority  = 5
Hitflag = MAF
guardflag = MA
pausetime = 15,15
sparkno = 12
sparkxy = -10,-60
hitsound   = s0,2
guardsound = 6,0
ground.type = Low
affectteam = B
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4,3.5
air.velocity = -4,6
fall = 1
fall.damage = 20
fall.recover = 0
yaccel = 0.10
ctrl = 0

[State 1220, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
attr = S, SA
animtype  = Hard
damage    = 40, 2
priority  = 5
Hitflag = MAFD
guardflag = MA
pausetime = 15,15
sparkno = 12
sparkxy = -10,-60
hitsound   = s0,2
guardsound = 6,0
ground.type = Low
affectteam = B
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4,3.5
air.velocity = -4,6
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 50
yaccel = 0.10
ctrl = 0


;===========================================================================
; 超必殺技
;===========================================================================
;ハイパーノスフェルクロー
[Statedef 3000]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 3000
ctrl = 0
sprpriority = 2
facep2   = 1

[State 3000, 物理的なキャラの幅]
type = Width
trigger1 = AnimElem = 2, >= 0
value = 15,0

[State 3000, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
anim = 100       ;超必エフェクトのアクションナンバー。通常は「fightfx.air」のアニメを使うが、
                 ;左に「s」を付ければ「自分のairファイル」のアクションナンバーが使える。
pos = 25, -57    ;超必エフェクトの座標（Ｘ軸,Ｙ軸）
sound = 20, 0    ;超必発動サウンド。通常は「common.snd」の音を使うが、
                 ;左に「s」を付ければ「自分のsndファイル」の音が使える。
poweradd = -2000 ;パワーゲージ増減量
;time = 50       ;ポーズする時間（フレーム）
;movetime = 0    ;ポーズ中に動ける時間。timeよりも多いとバグる（デフォルトは０）
;darken = 1      ;ポーズ中画面を暗転するか否か（0=しない・1=する）
                 ;暗転する色は「ownpal」の有無により「Explod」や「ヘルパー」にも影響するので注意。
;p2defmul = 1.0  ;直前のステートを「SuperPauseを設置したステート」でキャンセルした場合、
                 ;『相手に一時的に与える防御力乗算値(float)』。
                 ;デフォルトは０。（相手の防御力が上がり、ダメージ量に下方修正が掛かる）
                 ;１にすれば『ダメージ補正が掛からなくなる』事になる。
                 ;相手が食らい状態以外（相手のMoveTypeが「H」以外）になれば解除される。
;unhittable = 1  ;ポーズ中自分を無敵状態にするか否か（0=しない・1=する）
                 ;デフォルトは１。

[State 4000,カットイン]
type = Explod
trigger1 = AnimElem = 1
anim = 4000
pos = -20, 0
scale = 1,1
postype = back
bindtime = -1
removetime = -2
supermovetime = 120
pausemovetime = 120
sprpriority = -1
ownpal = 1
removeongethit = 1

[State 3000, 残像]
type = AfterImage
trigger1 = AnimElem = 2, 1
time = 2

[State 3000, 残像表示時間]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 1 && Time < 60
time = 2

[State 3000, 相手の特定の攻撃属性無効]
type = NotHitBy
trigger1 = AnimElem = 2
value = , AT
time = 150


[State 3000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s11, 1


[State 3000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 10
value = 1, 2

[State 3000, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 2
x = 20

[State 3000, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 11
trigger3 = AnimElem = 13
trigger4 = AnimElem = 17
trigger5 = AnimElem = 19
trigger6 = AnimElem = 21
x = 20

[State 3000, 移動速度]
type = VelSet
trigger1 = AnimElem = 5
trigger2 = AnimElem = 13
trigger3 = AnimElem = 21
x = 6

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

[State 3000, ヒット定義]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
trigger3 = AnimElem = 5
trigger4 = AnimElem = 7
trigger5 = AnimElem = 10
trigger6 = AnimElem = 11
trigger7 = AnimElem = 12
trigger8 = AnimElem = 13
trigger9 = AnimElem = 14
trigger10 = AnimElem = 15
attr = S, HA ;立ち超必殺技（Standing, Hyper Attack）
animtype  = Hard
damage    = 30,17
getpower  = 0 ;攻撃を当てた時にパワーゲージを増やさないようにしてる
priority  = 6
affectteam = B
guardflag = HA
pausetime = 15,15
sparkno = 12
sparkxy = -10,-60
hitsound   = s0,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -3.4
air.velocity = -3,-1.-1
air.fall = 1
fall.animtype = Hard
fall.recover = 0
ctlr = 0

[State 3000, ヒット定義];蹴り一発目
type = HitDef
trigger1 = AnimElem = 18
attr = S, HA
animtype  = Hard
damage    = 20,8
hitflag = MAFD
getpower  = 0
priority  = 5
affectteam = B
guardflag = MA
pausetime = 15,15
sparkno = 12
sparkxy = -10,-60
hitsound   = s0, 0
guardsound = 6,0
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -5, -4
guard.velocity = -12
air.velocity = 3,-4
airguard.velocity = -3,3
fall.animtype = Hard
fall = 1
fall.recover = 0

[State 3000, ヒット定義];フィニッシュ
type = HitDef
trigger1 = AnimElem = 20
attr = S, HA
animtype  = Hard
damage    = 30,12
hitflag = MAFD
getpower  = 0
priority  = 5
affectteam = B
guardflag = MA
pausetime = 15,15
sparkno = 12
sparkxy = -10,-60
hitsound   = s0,4
guardsound = 6,0
ground.type = Trip
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -50, -4
guard.velocity = -12
air.velocity = -5,-4
airguard.velocity = -2,-3
fall.animtype = Hard
fall = 1
fall.recover = 0


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



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

;リコ殺し：掴み
[Statedef 3050]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3050
sprpriority = 2
poweradd = -3000 ;パワーゲージ増減量
facep2   = 1



[State 3050, 相手の特定の攻撃属性無効]
type = NotHitBy
trigger1 = AnimElem = 1
value = , NA, SA, AT
time = 11


[State 3050, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 1
anim = 100       ;超必エフェクトのアクションナンバー。通常は「fightfx.air」のアニメを使うが、
                 ;左に「s」を付ければ「自分のairファイル」のアクションナンバーが使える。
pos = 25, -57    ;超必エフェクトの座標（Ｘ軸,Ｙ軸）
sound = 20, 0    ;超必発動サウンド。通常は「common.snd」の音を使うが、
                 ;左に「s」を付ければ「自分のsndファイル」の音が使える。
poweradd = 0 ;パワーゲージ増減量
;time = 300       ;ポーズする時間（フレーム）
;movetime = 0    ;ポーズ中に動ける時間。timeよりも多いとバグる（デフォルトは０）
darken = 1      ;ポーズ中画面を暗転するか否か（0=しない・1=する）
                 ;暗転する色は「ownpal」の有無により「Explod」や「ヘルパー」にも影響するので注意。
;p2defmul = 1.0  ;直前のステートを「SuperPauseを設置したステート」でキャンセルした場合、
                 ;『相手に一時的に与える防御力乗算値(float)』。
                 ;デフォルトは０。（相手の防御力が上がり、ダメージ量に下方修正が掛かる）
                 ;１にすれば『ダメージ補正が掛からなくなる』事になる。
                 ;相手が食らい状態以外（相手のMoveTypeが「H」以外）になれば解除される。
unhittable = 1  ;ポーズ中自分を無敵状態にするか否か（0=しない・1=する）


[State 3050, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = AnimElem = 5
sound = s11, 1
anim = -1
poweradd = 0     ;パワーゲージ増減量
;time = 300       ;ポーズする時間（フレーム）
;movetime = 0    ;ポーズ中に動ける時間。timeよりも多いとバグる（デフォルトは０）
darken = 1      ;ポーズ中画面を暗転するか否か（0=しない・1=する）
                 ;暗転する色は「ownpal」の有無により「Explod」や「ヘルパー」にも影響するので注意。
;p2defmul = 1.0  ;直前のステートを「SuperPauseを設置したステート」でキャンセルした場合、
                 ;『相手に一時的に与える防御力乗算値(float)』。
                 ;デフォルトは０。（相手の防御力が上がり、ダメージ量に下方修正が掛かる）
                 ;１にすれば『ダメージ補正が掛からなくなる』事になる。
                 ;相手が食らい状態以外（相手のMoveTypeが「H」以外）になれば解除される。
unhittable = 1  ;ポーズ中自分を無敵状態にするか否か（0=しない・1=する）
                 ;デフォルトは１。


[State 4000,カットイン]
type = Explod
trigger1 = AnimElem = 5
anim = 4000
pos = -20, 0
scale = 1,1
postype = back
bindtime = -1
removetime = -2
supermovetime = 120
pausemovetime = 120
sprpriority = -1
ownpal = 1
removeongethit = 1

[State 3050, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
X = 20

[State 3050, ヒット定義（投げ用）]
type = HitDef
trigger1 = AnimElem = 5
ctrl = 0
attr = S, HT ;立ち通常投げ（Standing, Normal Throw）
hitflag = MAFD  
affectteam = B
priority = 1, Miss
sparkno = -1  ;
p1sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 3051
p2stateno = 3052
guard.dist = 0 ;相手のガード態勢に入る距離を０にしてるので、ガード不可
fall = 1
fall.recover = 0

[State 3050, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;リコ殺し：成功（ぶったぎる）
[Statedef 3051]
type    = S
movetype= A
physics = N
anim = 3051
poweradd = 0

[State 3051, 変数];「rikokill」のコマンドが入力されているかどうかを判断する
type = VarSet
trigger1 = Time = 0
var(2) = command = "rikokill"

[State 3051, 音を鳴らす];掴み用
type = PlaySnd
trigger1 = AnimElem = 1
value = s0, 1

[State 3051, 音を鳴らす];突き刺し用
type = PlaySnd
trigger1 = AnimElem = 5
value = s0, 3

[State 3051, 音を鳴らす];突き刺し用
type = PlaySnd
trigger1 = AnimElem = 11
value = s0, 4

[State 3051, 掴んだ相手の位置１];TargetBindで相手を一時的に拘束
type = TargetBind
trigger1 = AnimElemTime(2) < 0
pos = 45, 10  ;自分の軸位置から相手の軸をX=45・Y=0の位置にする
time = 120

[State 3051, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(12) < 0
edge = 60,0 ;画面端を押す幅を変える（オレンジの線）


[State 3051, 掴んだ相手の向き];Var(2)が有効な時
type = TargetFacing
trigger1 = var(2)
trigger1 = AnimElem = 1
value = -1


;相手が食らい状態の時のみ機能するTarget系コントローラ
[State 3051, 掴んだ相手のライフ増減]
type = TargetLifeAdd
trigger1 = AnimElem = 5
sparkno = 12
value = -500

;相手が食らい状態の時のみ機能するTarget系コントローラ
[State 3051, 掴んだ相手のライフ増減]
type = TargetLifeAdd
trigger1 = AnimElem = 11
value = -50

[State 3051, 掴んだ相手のステート変更]
type = TargetState
trigger1 = AnimElem = 13
value = 3053

[State 4000,カットイン]
type = Explod
trigger1 = AnimElem = 2
anim = 4001
pos = 0, 0
scale = 1,1
postype = back
bindtime = -1
removetime = -2
supermovetime = 120
pausemovetime = 120
sprpriority = -1
ownpal = 1
removeongethit = 1


[State 3051, 流血エフェクト]
type = Explod
trigger1 = AnimElem = 2
anim = f12
ownpal = 1
ontop = 1          ;エフェクトを常に画面手前に表示させるか否か（0=させない,1=させる）
postype = p1
size.xscale = 30
size.yscale = 30
pos = ceil(40*const(size.xscale)),ceil(-100*const(size.yscale))


[State 3051, 流血エフェクト]
type = Explod
trigger1 = AnimElem = 3
anim = f12
ownpal = 1
ontop = 1          ;エフェクトを常に画面手前に表示させるか否か（0=させない,1=させる）
postype = p1
size.xscale = 20
size.yscale = 20
pos = ceil(40*const(size.xscale)),ceil(-75*const(size.yscale))

[State 3051, 流血エフェクト]
type = Explod
trigger1 = AnimElem = 4
anim = f12
ownpal = 1

ontop = 1          ;エフェクトを常に画面手前に表示させるか否か（0=させない,1=させる）
postype = p1
size.xscale = 10
size.yscale = 10
pos = ceil(40*const(size.xscale)),ceil(-70*const(size.yscale))

[State 3051, 流血エフェクト]
type = Explod
trigger1 = AnimElem = 11
anim = f11
ownpal = 1
ontop = 1          ;エフェクトを常に画面手前に表示させるか否か（0=させない,1=させる）
postype = p1
size.xscale = 10
size.yscale = 10
pos = ceil(50*const(size.xscale)),ceil(-60*const(size.yscale))

[State 3051, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;リコ殺し：相手側１（掴まれて放り投げられるまで）
[Statedef 3052]
type    = A
movetype= H
physics = N
velset = 0,0

[State 3052, 相手のアニメ変更]
type = ChangeAnim2
trigger1 = Time = 5
value = 5010

[State 3052, 相手のアニメ変更]
type = ChangeAnim2
trigger1 = Time = 12
value = 3052

[State 3052, 相手ステートに戻す]
type = SelfState
trigger1 = !GetHitVar(IsBound) ;（※３）
value = 5050

;---------------------------------------------------------------------------
; ※３：GetHitVar
;
; 　食らってしまった『相手の攻撃の効果』を
; 　自分側が「特殊な変数」に変換して判断するトリガー。
;　「GetHitVar(**)」の『**』に該当する、予め決められているパラメータを全て紹介。
;
; 　大概「相手のHitDefとProjectileのパラメータ」から引き出すので、かなり多い（苦笑
;
;
; 　XVelAdd             = 自分が負けて吹っ飛んだ時の「Ｘ軸方向の加速度(float)」を計測する
; 　YVelAdd             = 自分が負けて吹っ飛んだ時の「Ｙ軸方向の加速度(float)」を計測する
; 　Type                = 自分の「食らいアニメの種類」。（0=None・1=High・2=Low・3=Trip）
; 　AnimType            = 相手のHitDefに設定されている「animtype」を判断する
;                        （0=Light・1=Medium・2=Hard・3=Back・4=Up・5=DiagUp）
; 　GroundType          = 相手のHitDefに設定されている「ground.type」を判断する
; 　AirType             = 相手のHitDefに設定されている「air.type」を判断する
;
; 　Damage              = 相手から食らってしまった「ダメージ量」を計測する
; 　HitCount            = 相手の「現在のヒット数」を計測する
; 　FallCount           = 自分が「地面に激突した回数」を判断する
; 　HitShakeTime        = 自分の「ヒット硬直時間」を計測する
; 　HitTime             = 自分の「食らい時間」を計測する
; 　SlideTime           = 相手のHitDefに設定されている「slidetime」を判断する
; 　CtrlTime            = 相手のHitDefに設定されている「(air)guard.ctrltime」を判断する
; 　RecoverTime         = 横に倒れている時の「起き上がるまでの時間」を判断する
;
; 　XOff                = 相手のHitDefに設定されている「"snap"のＸ軸」を判断する（非推奨）
; 　YOff                = 相手のHitDefに設定されている「"snap"のＹ軸」を判断する（非推奨）
; 　ZOff                = 相手のHitDefに設定されている「"snap"のＺ軸」を判断する？（存在しないので無意味）
;
; 　XVel                = 相手のHitDefに設定されている「Ｘ軸の食らい状態の移動速度」を判断する
; 　YVel                = 相手のHitDefに設定されている「Ｙ軸の食らい状態の移動速度」を判断する
; 　YAccel              = 相手のHitDefに設定されている「yaccel」を判断する
; 　chainID             = 相手のHitDefに設定されている「chainID」を判断する
; 　Guarded             =「相手のコンボでの最後の攻撃をガードした場合」を判断する
; 　IsBound             =「TargetBindで掴まれてる状態」を判断する
;
; 　Fall                = 相手のHitDefに設定されている「fall」を判断する
; 　Fall.Damage         = 相手のHitDefに設定されている「fall.damage」を判断する
; 　Fall.XVel           = 相手のHitDefに設定されている「fall.xvelocity」を判断する
; 　Fall.YVel           = 相手のHitDefに設定されている「fall.yvelocity」を判断する
; 　Fall.Recover        = 相手のHitDefに設定されている「fall.recover」を判断する
; 　Fall.RecoverTime    = 相手のHitDefに設定されている「fall.recovertime」を判断する
; 　Fall.Kill           = 相手のHitDefに設定されている「fall.kill」を判断する
; 　Fall.EnvShake.Time  = 相手のHitDefに設定されている「fall.envshake.time」を判断する
; 　Fall.EnvShake.Freq  = 相手のHitDefに設定されている「fall.envshake.freq」を判断する
; 　Fall.EnvShake.Ampl  = 相手のHitDefに設定されている「fall.envshake.ampl」を判断する
; 　Fall.EnvShake.Phase = 相手のHitDefに設定されている「fall.envshake.phase」を判断する
;
;---------------------------------------------------------------------------
;リコ殺し：相手側２（放り投げられた）
[Statedef 3053]
type    = A
movetype= H
physics = N
velset = -4.8,-7
poweradd = 40

[State 3053, 速度加算];重力
type = VelAdd
trigger1 = 1
y = .4 ;現在のＹ軸方向の移動速度を「0.4ポイント」ずつ増やしていく


[State 3053, 相手ステートに戻す]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

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



----------------------------------------------------------------------------------------------------------


;ペドレオン召喚
[Statedef 1300] 
type    = S 
movetype= I
physics = S
juggle  = 4 
poweradd = -100
ctrl = 0 
velset = 0,0 
anim = 230

[State 1300, 1] 
type = PlaySnd
trigger1 = AnimElem = 1
value = s7, 1 

[State 1300, 2];ヘルパー
type = helper 
trigger1 = !IsHelper
trigger1 = AnimElem = 4
stateno = 1310
pos = 0,0
postype = back
bindtime = 1
helpertype = normal
keyctrl = 0
ownpal = 1  
name = "Elf"
size.xscale = 1
size.yscale = 1
ID=1310

[State 1300, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

;ペドレオン
[Statedef 1310] 
type    = S 
movetype= A 
physics = N
juggle  = 0 
ctrl = 0 
velset = 2,0 
anim = 1300

[State 1310, 1] 
type = hitdef
trigger1 = !movecontact
attr = S, ST 
hitflag = M 
priority = 2, Miss 
damage = 15 
pausetime = 7,7 
sparkno = 12
sparkxy = -10,-60
animtype = Medium
ground.type =  high
ground.slidetime = 30 
ground.hittime = 20 
ground.velocity = 1,0
p1stateno = 1330
p2stateno = 1331 
p2facing = 1
forcestand = 1
kill = 0

[State 1310, 2] 
type = HitOverride 
trigger1 = time = 0 
time = -1 
attr = SCA, AA, AP, NA, NP, SA, SP, HA, HP,NT,ST,HT
slot = 0 
stateno = 1320

[State 1310, 2] 
type = velset
trigger1 = pos y > 0
y = 0

[State 1310, 3]
type = VelSet
trigger1 = AnimElem = 1 && anim = 1320
x = 3

[State 1310, 4] 
type = ParentVarSet
trigger1 = frontedgedist < -50 && time>10
trigger2 = backedgedist < -150 && time>10
var(23) = 0

[State 1310, 5] 
Type = destroyself 
trigger1 = frontedgedist < -50 && time>10
trigger2 = backedgedist < -150 && time>10

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

;ペドレオン(ダウン)
[Statedef 1320] 
type    = A 
movetype= I 
physics = N
juggle  = 4 
ctrl = 0 
velset = -3,-6
anim = 1310

[State 1320, 1] 
type = ParentVarSet
trigger1 = time = 0
var(23) = 0

[State 1320, 2] 
type = PlaySnd 
trigger1 = time = 0
value = s1,5

[State 1320, 3] 
trigger1 = anim = 1310
trigger2 = anim = 1311 && pos y < 0
type = Gravity

[State 1320, 4] 
type = ChangeAnim
trigger1 = pos y > 25 && anim != 1310
value = 1331

[State 1320, 5] 
type = Posset
trigger1 = pos y > 0
y = 0

[State 1320, 6] 
type = velset
trigger1 = anim = 1310
x = 0

[State 1320, 7]
type = PalFX
trigger1 = time >= 10
add = 5*(10-time),5*(10-time),5*(10-time)
time = 2

[State 1320, 8] 
Type = destroyself 
trigger1 = time >= 25 && anim != 1311

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

;ペドレオンしがみつき
[Statedef 1330] 
type    = A
movetype= A 
physics = N 
velset = 0,0 
anim = 1320
sprpriority = 3
ctrl = 0

[State 1330, 音を鳴らす] 
type = PlaySnd 
trigger1 = animtime = 0
trigger2 = time = 3
value = s0, 6

[State 1330, 音を鳴らす] 
type = PlaySnd 
trigger1 = animtime = 0
trigger2 = time = 24
value = s0, 6

[State 1330, 音を鳴らす] 
type = PlaySnd 
trigger1 = animtime = 0
trigger2 = time = 48
value = s0, 6

[State 1330, 1] 
type = hitdef
trigger1 = animtime = 0
trigger2 = time = 66
attr = SC, ST 
priority = 1, Miss 
hitflag = M
damage   = 5
ontop = 1 
pausetime = 5,5
sparkno= 12 
sparkxy = -10,-60
animtype = Medium
ground.type =  Low 
ground.slidetime = 30 
ground.hittime = 32 
ground.velocity = 0,0 
p2facing = 1
numhits = 0
p2stateno = 1331 

[State 1330, 2] 
type = TargetBind 
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(66) < 0
pos = 0, 0

[State 1330, 3] 
type = changestate
trigger1 = time = 66
trigger2 = p2stateno != 1331 && animtime = 0 
trigger3 = numtarget = 0 
value = 1320

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

ぺドレオン（しがみつき相手側）
[Statedef 1331] 
type    = S
movetype = H
physics = N
sprpriority = 1

[State 1331,1 ]
type = ChangeAnim2
trigger1 = Time = 0
value = 5000

[State 1331, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1331, 3]
type = velSet
trigger1 = Time = 0
x = 0
y = 0

[State 1331, 4] 
type = selfState
trigger1 = time = 66
value = 0
ctrl = 1


;再生器官
[Statedef 4010]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3100
sprpriority = 2

[State 4010]
type = pause
trigger1 = AnimElem = 1
time = 45
movetime = 45

[State 4010]
type = lifeadd
trigger1 = AnimElem = 1
value = 1

[State 4010, 超必殺技暗転時間停止]
type = superpause
trigger1 = AnimElem =  2
pos = 0, -45    ;超必エフェクトの座標（Ｘ軸,Ｙ軸）
sound = s20, 0    ;超必発動サウンド。通常は「common.snd」の音を使うが、
                 ;左に「s」を付ければ「自分のsndファイル」の音が使える。
poweradd = -3000 ;パワーゲージ増減量
time = 10       ;ポーズする時間（フレーム）
movetime = 13    ;ポーズ中に動ける時間。timeよりも多いとバグる（デフォルトは０）
darken = 0


[State 4010]
type = lifeadd
trigger1 = AnimElem = 1
value = 9999


[State 4011, 音を鳴らす] 
type = PlaySnd 
trigger1 = animtime = 0
trigger2 = time = 24
value = s0, 6
volume = 200

[State 4010, ヒット定義]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA 
animtype  = diagup
damage    = 0
priority  = 7
hitflag = MAFD
guardflag = MA
pausetime = 0,0
sparkxy = -10,-70
hitsound   = s0,6
guardsound = 6,0
ground.type = hard
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -20,-4
air.velocity = -20,-4
fall = 1
ctrl = 0


[State 4011, 音を鳴らす] 
type = PlaySnd 
trigger1 = animtime = 0
trigger2 = time = 1
value = s0, 16
volume = 150

[State 4010, エフェクト];爆発
type = Explod
trigger1 = AnimElem = 1
anim = 4010
scale = 3,3
postype = p1
pos = 0, 0
sprpriority = 1
removetime = 22    ;このエフェクトが消えるまでの時間（フレーム）


[State 4010]
type = lifeadd
trigger1 = AnimElem = 1
value = 9999


[State 4011, 音を鳴らす] 
type = PlaySnd 
trigger1 = AnimElem = 2
value = s0, 6
volume = 250

[State 4011, 音を鳴らす] 
type = PlaySnd 
trigger1 = AnimElem =  4
value = s11, 1
volume = 200



[State 4010, ヒット定義]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA 
animtype  = diagup
damage    = 0
priority  = 7
hitflag = MAFD
guardflag = 
pausetime = 0,0
sparkxy = -10,-70
hitsound   = s0,6
guardsound = 6,0
ground.type = hard
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -20,-4
air.velocity = -20,-4
fall = 1

[State 4010, 画面振動]
type = EnvShake
trigger1 = AnimElem = 15
time = 10    ;「画面が揺れる時間」を設定。
ampl = 28    ;「画面が揺れる縦の幅（範囲）」を設定。デフォルトは-4。
freq = 220  ;「画面が揺れる速度」を設定。デフォルトは60。

[State 4010, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 5110
ctrl = 0

;板齧り（ゲージ溜め）
[Statedef 700]
type     = S
movetype = I
physics  = S
ctrl     = 0
velset   = 0,0
anim     = 800
sprpriority = 1

[State 700, パワーゲージ増減]
type = PowerAdd
trigger1 = 1
value = 12

[State 700, 押し判定]
type = PlayerPush
trigger1 = 1
value = 0 ;相手を押さず、すり抜ける事が出来る。

[State 700, エフェクト];「テンプレート.txt」参照
type = Explod
trigger1 = NumExplod(130) = 0 ;ＩＤナンバー「130」のExplodが画面中に１枚も出ていない時
anim = f130
facing = -1
postype = p1
pos = -5,0
sprpriority = 3
ownpal = 1
removetime = -1 ;「-1」なのでアニメーションが終わらず常に繰り返す
ID = 130

[State 700, ステート変更]
type = ChangeState
trigger1 = command != "hold_c" ;「hold_c」のコマンドではない時（Ｃボタンが離されたら）
trigger2 = Power >= 6000       ;パワーゲージがレベル6まで溜まったら
value = 0
ctrl = 1

;===========================================================================
; 常時監視ステート（－２）
;===========================================================================
;---------------------------------------------------------------------------
; 通常の食らい状態（Statedef 5000～5199間）でも、
; 相手に（「P2StateNo」や「TargetState」等で）制御を奪われても、
; 常に登録したステートコントローラが有効になります。
; サブシステム等を制御する時に重宝するでしょう。
;---------------------------------------------------------------------------

[Statedef -2]

[State -2, 変数];板投げ用
type = VarSet
trigger1 = (StateNo != 1300)
var(5) = 0

;-----------------------------------
;ここは「パワー溜め」のステートで発生させた「Explod」のエフェクト画像を
;特定の条件が有効になれば消す、という処理をしています。

[State -2, エフェクトを消す];パワー溜めステート用
type = RemoveExplod
triggerall = NumExplod(130) > 0
                          ;↑はＩＤナンバー「130」のExplodの画面中の数が0よりも多い、
                          ;つまり１枚以上表示されている時
trigger1 = StateNo != 700 ;ステートが７００（パワー溜め）以外の時
trigger2 = MoveType != I  ;MoveTypeが「I（何もしてない）」以外の時
ID = 130                  ;消すExplodの特定のＩＤナンバーを指定

;-----------------------------------
[State -2, クリップボード]
type = DisplayToClipboard
trigger1 = 1
text = "Cancel=%d, Throw=%d, Button=%d, Body-Distance X=%d,Y=%d \n"
params = var(1),var(2),var(5),floor(P2BodyDist X),floor(P2BodyDist Y)

[State -2, クリップボード（追加専用）]
type = AppendToClipboard
trigger1 = 1
text = "Position X=%d,Y=%d, Velocity X=%f,Y=%f, Hit=%d \n"
params = floor(Pos X),floor(Pos Y),(Vel X),(Vel Y),(MoveHit)



[State -2, assertspecial]
type = assertspecial
Triggerall = Var(0) = 0
triggerall = life <= 0 || gethitvar(damage) >= life 
trigger1 = power >= 2000
flag = noko
ignorehitpause = 1

[State -2, SelfState]
type = selfstate
Triggerall = Var(0) = 0
triggerall = life <= 0 || gethitvar(damage) >= life 
triggerall = life <= 0
triggerall = alive
trigger1 = power >= 2000
Trigger1 = Var(0) := 1
value = 4010
ignorehitpause = 1

[State -2]
type = defencemulset
Trigger1 = Var(0) = 1
value = 0.8


;===========================================================================
; 準常時監視ステート（－３）
;===========================================================================
;---------------------------------------------------------------------------
; こちらは通常の食らい状態以外の「P2StateNo」や「TargetState」等で制御された、
; 作成者が任意に指定した相手側の食らいステートに限り、
; 登録したステートコントローラが有効にはなりません。
; －１や－２と上手く使い分けて行きましょう。
;---------------------------------------------------------------------------

[Statedef -3]

;-----------------------------------
;ここは「ジャンプ」か「バックステップ」をした後に
;着地する音を鳴らす設定をしています。

[State -3, 音を鳴らす]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52  ;着地ステート
trigger2 = stateno = 106 ;バックステップ後の着地ステート
value = 40, 0

