;---------------------------------------------------------------------------
;カード０フール
[Statedef 9999]
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 takes
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 9999                     ;Change animation (Def: no change)
poweradd = 20                    ;Power to add (Def: 0)
sprpriority = 2  


[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
trigger4 = AnimElem = 8
trigger5 = AnimElem = 9
trigger6 = AnimElem = 10
trigger7 = AnimElem = 11
trigger8 = AnimElem = 12
trigger9 = AnimElem = 13
trigger10 = AnimElem = 14
trigger11 = AnimElem = 15
value = 0, 4

[State 200, 1]
type = PowerAdd
trigger1 = time = 0
value = 3000

type = NotHitBy
trigger1 = 1
value = SCA
time = 1


[State 200, 1]
type = Explod
trigger1 = TeamSide = 1
trigger1 = var(10) != 0
anim = 10113
ID = 10113
pos = 130, 40
postype = Left
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State 200, 1]
type = Explod
trigger1 = TeamSide = 2
trigger1 = var(10) != 0
anim = 10113
ID = 10113
pos = -130, 40
postype = right
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1




[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 15
value = 1, 1

[State 240, 1]
type = PlaySnd
trigger1 = AnimElem = 15
value = 12, 0
loop = 1
channel =255
volume =-160
lowpriority = 0



[State -1]
type = varset 
trigger1 = Time = 0
var(11) = 1

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
;カード１マジシャン
[Statedef 10100]
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 takes
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 10100                    ;Change animation (Def: no change)
poweradd = 20                    ;Power to add (Def: 0)
sprpriority = 2  


[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
trigger4 = AnimElem = 8
trigger5 = AnimElem = 9
trigger6 = AnimElem = 10
trigger7 = AnimElem = 11
trigger8 = AnimElem = 12
trigger9 = AnimElem = 13
trigger10 = AnimElem = 14
trigger11 = AnimElem = 15
value = 0, 4

[State 200, 1]
type = PowerAdd
trigger1 = time = 0
value = 3000

[State 200, 1]
type = Explod
trigger1 = TeamSide = 1
trigger1 = var(10) != 0
anim = 10113
ID = 10113
pos = 130, 40
postype = Left
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State 200, 1]
type = Explod
trigger1 = TeamSide = 2
trigger1 = var(10) != 0
anim = 10113
ID = 10113
pos = -130, 40
postype = right
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1


[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 15
value = 1, 1




[State -1]
type = varset 
trigger1 = Time = 0
var(12) = 1

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
;カード2女司長
[Statedef 10101]
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 takes
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 10101                     ;Change animation (Def: no change)
poweradd = 20                    ;Power to add (Def: 0)
sprpriority = 2  

[State 200, 1]
type = PowerAdd
trigger1 = time = 0
value = 3000

[State 200, 1]
type = Explod
trigger1 = TeamSide = 1
trigger1 = var(10) != 0
anim = 10113
ID = 10113
pos = 130, 40
postype = Left
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State 200, 1]
type = Explod
trigger1 = TeamSide = 2
trigger1 = var(10) != 0
anim = 10113
ID = 10113
pos = -130, 40
postype = right
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
trigger4 = AnimElem = 8
trigger5 = AnimElem = 9
trigger6 = AnimElem = 10
trigger7 = AnimElem = 11
trigger8 = AnimElem = 12
trigger9 = AnimElem = 13
trigger10 = AnimElem = 14
trigger11 = AnimElem = 15
value = 0, 4


[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 15
value = 1, 1






[State -1]
type = varset 
trigger1 = Time = 0
var(13) = 1

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;カード３女帝
[Statedef 10102]
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 takes
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 10102                     ;Change animation (Def: no change)
poweradd = 20                    ;Power to add (Def: 0)
sprpriority = 2  

[State 200, 1]
type = PowerAdd
trigger1 = time = 0
value = 3000

[State 200, 1]
type = Explod
trigger1 = TeamSide = 1
trigger1 = var(10) != 0
anim = 10113
ID = 10113
pos = 130, 40
postype = Left
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State 200, 1]
type = Explod
trigger1 = TeamSide = 2
trigger1 = var(10) != 0
anim = 10113
ID = 10113
pos = -130, 40
postype = right
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
trigger4 = AnimElem = 8
trigger5 = AnimElem = 9
trigger6 = AnimElem = 10
trigger7 = AnimElem = 11
trigger8 = AnimElem = 12
trigger9 = AnimElem = 13
trigger10 = AnimElem = 14
trigger11 = AnimElem = 15
value = 0, 4


[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 15
value = 1, 1




[State -1]
type = varset 
trigger1 = Time = 0

var(14) = 1

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;カード４エンペラー
[Statedef 10103]
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 takes
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 10103                    ;Change animation (Def: no change)
poweradd = 20                    ;Power to add (Def: 0)
sprpriority = 2  

[State 200, 1]
type = PowerAdd
trigger1 = time = 0
value = 3000

[State 200, 1]
type = Explod
trigger1 = TeamSide = 1
trigger1 = var(10) != 0
anim = 10113
ID = 10113
pos = 130, 40
postype = Left
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State 200, 1]
type = Explod
trigger1 = TeamSide = 2
trigger1 = var(10) != 0
anim = 10113
ID = 10113
pos = -130, 40
postype = right
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
trigger4 = AnimElem = 8
trigger5 = AnimElem = 9
trigger6 = AnimElem = 10
trigger7 = AnimElem = 11
trigger8 = AnimElem = 12
trigger9 = AnimElem = 13
trigger10 = AnimElem = 14
trigger11 = AnimElem = 15
value = 0, 4


[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 15
value = 1, 1




[State -1]
type = varset 
trigger1 = Time = 0

var(15) = 1

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
;カード５ハイエロファント
[Statedef 10104]
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 takes
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 10104                     ;Change animation (Def: no change)
poweradd = 20                    ;Power to add (Def: 0)
sprpriority = 2  

[State 200, 1]
type = PowerAdd
trigger1 = time = 0
value = 3000

[State 200, 1]
type = Explod
trigger1 = TeamSide = 1
trigger1 = var(10) != 0
anim = 10113
ID = 10113
pos = 130, 40
postype = Left
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State 200, 1]
type = Explod
trigger1 = TeamSide = 2
trigger1 = var(10) != 0
anim = 10113
ID = 10113
pos = -130, 40
postype = right
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
trigger4 = AnimElem = 8
trigger5 = AnimElem = 9
trigger6 = AnimElem = 10
trigger7 = AnimElem = 11
trigger8 = AnimElem = 12
trigger9 = AnimElem = 13
trigger10 = AnimElem = 14
trigger11 = AnimElem = 15
value = 0, 4


[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 15
value = 1, 1




[State -1]
type = varset 
trigger1 = Time = 0

var(16) = 1

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;カード６ラヴァース
[Statedef 10105]
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 takes
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 10105                     ;Change animation (Def: no change)
poweradd = 20                    ;Power to add (Def: 0)
sprpriority = 2  

[State 200, 1]
type = PowerAdd
trigger1 = time = 0
value = 3000

[State 200, 1]
type = Explod
trigger1 = TeamSide = 1
trigger1 = var(10) != 0
anim = 10113
ID = 10113
pos = 130, 40
postype = Left
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State 200, 1]
type = Explod
trigger1 = TeamSide = 2
trigger1 = var(10) != 0
anim = 10113
ID = 10113
pos = -130, 40
postype = right
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
trigger4 = AnimElem = 8
trigger5 = AnimElem = 9
trigger6 = AnimElem = 10
trigger7 = AnimElem = 11
trigger8 = AnimElem = 12
trigger9 = AnimElem = 13
trigger10 = AnimElem = 14
trigger11 = AnimElem = 15
value = 0, 4


[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 15
value = 1, 1




[State -1]
type = varset 
trigger1 = Time = 0

var(17) = 1

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;カード７チェリオット
[Statedef 10106]
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 takes
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 10106                     ;Change animation (Def: no change)
poweradd = 20                    ;Power to add (Def: 0)
sprpriority = 2  

[State 200, 1]
type = PowerAdd
trigger1 = time = 0
value = 3000

[State 200, 1]
type = Explod
trigger1 = TeamSide = 1
trigger1 = var(10) != 0
anim = 10113
ID = 10113
pos = 130, 40
postype = Left
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State 200, 1]
type = Explod
trigger1 = TeamSide = 2
trigger1 = var(10) != 0
anim = 10113
ID = 10113
pos = -130, 40
postype = right
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
trigger4 = AnimElem = 8
trigger5 = AnimElem = 9
trigger6 = AnimElem = 10
trigger7 = AnimElem = 11
trigger8 = AnimElem = 12
trigger9 = AnimElem = 13
trigger10 = AnimElem = 14
trigger11 = AnimElem = 15
value = 0, 4


[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 15
value = 1, 1




[State -1]
type = varset 
trigger1 = Time = 0

var(18) = 1

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;カード8ストレングス
[Statedef 10107]
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 takes
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 10107                    ;Change animation (Def: no change)
poweradd = 20                    ;Power to add (Def: 0)
sprpriority = 2  

[State 200, 1]
type = Explod
trigger1 = TeamSide = 1
trigger1 = var(10) != 0
anim = 10113
ID = 10113
pos = 130, 40
postype = Left
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State 200, 1]
type = PowerAdd
trigger1 = time = 0
value = 3000

[State 200, 1]
type = Explod
trigger1 = TeamSide = 2
trigger1 = var(10) != 0
anim = 10113
ID = 10113
pos = -130, 40
postype = right
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
trigger4 = AnimElem = 8
trigger5 = AnimElem = 9
trigger6 = AnimElem = 10
trigger7 = AnimElem = 11
trigger8 = AnimElem = 12
trigger9 = AnimElem = 13
trigger10 = AnimElem = 14
trigger11 = AnimElem = 15
value = 0, 4


[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 15
value = 1, 1




[State -1]
type = varset 
trigger1 = Time = 0

var(19) = 1

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
;カード9ハーミット
[Statedef 10108]
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 takes
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 10108                    ;Change animation (Def: no change)
poweradd = 20                    ;Power to add (Def: 0)
sprpriority = 2  

[State 200, 1]
type = PowerAdd
trigger1 = time = 0
value = 3000

[State 200, 1]
type = Explod
trigger1 = TeamSide = 1
trigger1 = var(10) != 0
anim = 10113
ID = 10113
pos = 130, 40
postype = Left
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State 200, 1]
type = Explod
trigger1 = TeamSide = 2
trigger1 = var(10) != 0
anim = 10113
ID = 10113
pos = -130, 40
postype = right
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
trigger4 = AnimElem = 8
trigger5 = AnimElem = 9
trigger6 = AnimElem = 10
trigger7 = AnimElem = 11
trigger8 = AnimElem = 12
trigger9 = AnimElem = 13
trigger10 = AnimElem = 14
trigger11 = AnimElem = 15
value = 0, 4


[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 15
value = 1, 1




[State -1]
type = varset 
trigger1 = Time = 0

var(20) = 1

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




;---------------------------------------------------------------------------
;カード10運命
[Statedef 10109]
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 takes
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 10109                     ;Change animation (Def: no change)
poweradd = 20                    ;Power to add (Def: 0)
sprpriority = 2  

[State 200, 1]
type = PowerAdd
trigger1 = time = 0
value = 3000

[State 200, 1]
type = Explod
trigger1 = TeamSide = 1
trigger1 = var(10) != 0
anim = 10113
ID = 10113
pos = 130, 40
postype = Left
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State 200, 1]
type = Explod
trigger1 = TeamSide = 2
trigger1 = var(10) != 0
anim = 10113
ID = 10113
pos = -130, 40
postype = right
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1


[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
trigger4 = AnimElem = 8
trigger5 = AnimElem = 9
trigger6 = AnimElem = 10
trigger7 = AnimElem = 11
trigger8 = AnimElem = 12
trigger9 = AnimElem = 13
trigger10 = AnimElem = 14
trigger11 = AnimElem = 15
value = 0, 4


[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 15
value = 1, 1




[State -1]
type = varset 
trigger1 = Time = 0
var(21) = 1

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;カード11ジャスティス
[Statedef 10110]
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 takes
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 10110                    ;Change animation (Def: no change)
poweradd = 20                    ;Power to add (Def: 0)
sprpriority = 2  

[State 200, 1]
type = PowerAdd
trigger1 = time = 0
value = 3000

[State 200, 1]
type = Explod
trigger1 = TeamSide = 1
trigger1 = var(10) != 0
anim = 10113
ID = 10113
pos = 130, 40
postype = Left
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State 200, 1]
type = Explod
trigger1 = TeamSide = 2
trigger1 = var(10) != 0
anim = 10113
ID = 10113
pos = -130, 40
postype = right
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
trigger4 = AnimElem = 8
trigger5 = AnimElem = 9
trigger6 = AnimElem = 10
trigger7 = AnimElem = 11
trigger8 = AnimElem = 12
trigger9 = AnimElem = 13
trigger10 = AnimElem = 14
trigger11 = AnimElem = 15
value = 0, 4


[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 15
value = 1, 1




[State -1]
type = varset 
trigger1 = Time = 0
var(22) = 1

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;カード12ハングドマン
[Statedef 10111]
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 takes
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 10111                    ;Change animation (Def: no change)
poweradd = 20                    ;Power to add (Def: 0)
sprpriority = 2  

[State 200, 1]
type = PowerAdd
trigger1 = time = 0
value = 3000

[State 200, 1]
type = Explod
trigger1 = TeamSide = 1
trigger1 = var(10) != 0
anim = 10113
ID = 10113
pos = 130, 40
postype = Left
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State 200, 1]
type = Explod
trigger1 = TeamSide = 2
trigger1 = var(10) != 0
anim = 10113
ID = 10113
pos = -130, 40
postype = right
facing =1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1


[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
trigger4 = AnimElem = 8
trigger5 = AnimElem = 9
trigger6 = AnimElem = 10
trigger7 = AnimElem = 11
trigger8 = AnimElem = 12
trigger9 = AnimElem = 13
trigger10 = AnimElem = 14
trigger11 = AnimElem = 15
value = 0, 4


[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 15
value = 1, 1




[State -1]
type = varset 
trigger1 = Time = 0
var(23) = 1

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;カード13デス
[Statedef 10112]
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 takes
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 10112                    ;Change animation (Def: no change)
poweradd = 20                    ;Power to add (Def: 0)
sprpriority = 2  

[State 200, 1]
type = Explod
trigger1 = TeamSide = 1
trigger1 = var(10) != 0
anim = 10113
ID = 10113
pos = 130, 40
postype = Left
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State 200, 1]
type = PowerAdd
trigger1 = time = 0
value = 3000

[State 200, 1]
type = Explod
trigger1 = TeamSide = 2
trigger1 = var(10) != 0
anim = 10113
ID = 10113
pos = -130, 40
postype = right
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
trigger4 = AnimElem = 8
trigger5 = AnimElem = 9
trigger6 = AnimElem = 10
trigger7 = AnimElem = 11
trigger8 = AnimElem = 12
trigger9 = AnimElem = 13
trigger10 = AnimElem = 14
trigger11 = AnimElem = 15
value = 0, 4


[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 15
value = 1, 1




[State -1]
type = varset 
trigger1 = Time = 0
var(24) = 1

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1