;---------------------------------------------------------------------------
; デッドエンド
[Statedef 500]
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)                   ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 200,ChangeAnim]
type = ChangeAnim;ここでanimを設定します
triggerall =PrevStateNo != 10000
trigger1 = Time = 0
value = 99999


[State 1000,HitOverride]
Type = HitOverride;ここでスーパーアーマーを設定します
Trigger1 =AnimElemTime(1) >= 0 && AnimElemTime(5) < 37
time = 1
attr = SCA,NA,SA,HA,NP,SP,HP
StateNo = 10000;スーパーアーマーのステートナンバーです
IgnoreHitPause = 1
SuperMoveTime = 999;念のため設定
PauseMoveTime = 999;同上

[State -3]
type = varset 
trigger1 =Time = 0
var(43) =30


[State -3, 1]
type = PowerAdd
trigger1 = AnimElem = 1
value = -1000



[State -3]
type = Explod
trigger1 = TeamSide = 1
trigger1 = AnimElem = 1
anim = 10175
ID = 10175
pos = 130, 40
postype = Left
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State -3]
type = Explod
trigger1 = TeamSide = 2
trigger1 = AnimElem = 1
anim = 10175
ID = 10175
pos = -130, 40
postype = right
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State -3]
type = Projectile
trigger1 = animelemtime(5) = 0
damage = 170, 5  
Attr =SCA,HP
HitFlag =MAF
guardflag =MA
AnimType =Hard
persistent = 0
projID = 10173
projanim = 10173
projscale = 1, 1
projremove = 0
projremovetime = 110
velocity = 40, 0
remvelocity = 0, 0
accel = 1.5, 0
velmul = 0, 0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 8
projedgebound = 20
projstagebound = 20
projheightbound = -240, 1
offset = 40, 50
postype = p1
sparkno = 0                      
sparkxy = -10, -76               
hitsound = 5, 4                  
guardsound = 6, 0                
ground.type = High               
ground.slidetime = 5            
ground.hittime  = 10             
ground.velocity = -4 ,-9               
airguard.velocity = -4.9,-9     
air.type = High                 
air.velocity = -4.4,-9            
air.hittime = 12                
supermove =99999
supermovetime = 99999
pausemovetime = 99999
fall =1






[State 240, 1]
type = PlaySnd
trigger1 = animelemtime(5) = 0
value = 18, 0




[State 1000,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 38
movetype = I

[State 1000, 0]
Type = NotHitBy
Trigger1 = AnimElem = 1
Value = SCA
Time = 291


[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; バスタアタック
[Statedef 510]
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)                   ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 200,ChangeAnim]
type = ChangeAnim;ここでanimを設定します
triggerall =PrevStateNo != 10000
trigger1 = Time = 0
value = 99999


[State 1000,HitOverride]
Type = HitOverride;ここでスーパーアーマーを設定します
Trigger1 =AnimElemTime(1) >= 0 && AnimElemTime(5) < 37
time = 1
attr = SCA,NA,SA,HA,NP,SP,HP
StateNo = 10000;スーパーアーマーのステートナンバーです
IgnoreHitPause = 1
SuperMoveTime = 999;念のため設定
PauseMoveTime = 999;同上

[State -3]
type = varset 
trigger1 =Time = 0
var(43) =31


[State -3, 1]
type = PowerAdd
trigger1 = AnimElem = 1
value = -1000



[State -3]
type = Explod
trigger1 = TeamSide = 1
trigger1 = AnimElem = 1
anim = 10176
ID = 10176
pos = 130, 40
postype = Left
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State -3]
type = Explod
trigger1 = TeamSide = 2
trigger1 = AnimElem = 1
anim = 10176
ID = 10176
pos = -130, 40
postype = right
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State -3]
type = Projectile
trigger1 = animelemtime(5) = 0
damage = 50, 5  
Attr =SCA,HP
HitFlag =MAFD
guardflag =MA
AnimType =Hard
persistent = 0
projID = 10174
projanim = 10174
projscale = 0.5, 0.5
projremove = 0
projremovetime = 30
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 0, 0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 8
projedgebound = 20
projstagebound = 20
projheightbound = -240, 1
offset = 10, 30
postype = p2
sparkno = 0                      
sparkxy = -10, -76               
hitsound = 5, 4                  
guardsound = 6, 0                
ground.type = High               
ground.slidetime = 5            
ground.hittime  = 10             
ground.velocity = -4 ,-9               
airguard.velocity = -4.9,-9     
air.type = High                 
air.velocity = -4.4,-9            
air.hittime = 12                
supermove =99999
supermovetime = 99999
pausemovetime = 99999
fall =1

[State -3]
type = Projectile
trigger1 = animelemtime(5) = 2
damage = 50, 5  
Attr =SCA,HP
HitFlag =MAFD
guardflag =MA
AnimType =Hard
persistent = 0
projID = 10174
projanim = 10174
projscale = 0.5, 0.5
projremove = 0
projremovetime = 30
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 0, 0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 8
projedgebound = 20
projstagebound = 20
projheightbound = -240, 1
offset = -10, 10
postype = p2
sparkno = 0                      
sparkxy = -10, -76               
hitsound = 5, 4                  
guardsound = 6, 0                
ground.type = High               
ground.slidetime = 5            
ground.hittime  = 10             
ground.velocity = -4 ,-9               
airguard.velocity = -4.9,-9     
air.type = High                 
air.velocity = -4.4,-9            
air.hittime = 12                
supermove =99999
supermovetime = 99999
pausemovetime = 99999
fall =1

[State -3]
type = Projectile
trigger1 = animelemtime(5) = 4
damage = 50, 5  
Attr =SCA,HP
HitFlag =MAFD
guardflag =MA
AnimType =Hard
persistent = 0
projID = 10174
projanim = 10174
projscale = 0.5, 0.5
projremove = 0
projremovetime = 30
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 0, 0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 8
projedgebound = 20
projstagebound = 20
projheightbound = -240, 1
offset = -5, 40
postype = p2
sparkno = 0                      
sparkxy = -10, -76               
hitsound = 5, 4                  
guardsound = 6, 0                
ground.type = High               
ground.slidetime = 5            
ground.hittime  = 10             
ground.velocity = -4 ,-9               
airguard.velocity = -4.9,-9     
air.type = High                 
air.velocity = -4.4,-9            
air.hittime = 12                
supermove =99999
supermovetime = 99999
pausemovetime = 99999
fall =1


[State 240, 1]
type = PlaySnd
trigger1 = animelemtime(5) = 0
value = 18, 1




[State 1000,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 38
movetype = I

[State 1000, 0]
Type = NotHitBy
Trigger1 = AnimElem = 1
Value = SCA
Time = 291


[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; リベリオン
[Statedef 520]
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)                   ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 200,ChangeAnim]
type = ChangeAnim;ここでanimを設定します
triggerall =PrevStateNo != 10000
trigger1 = Time = 0
value = 10179


[State 1000,HitOverride]
Type = HitOverride;ここでスーパーアーマーを設定します
Trigger1 =AnimElemTime(1) >= 0 && AnimElemTime(5) < 37
time = 1
attr = SCA,NA,SA,HA,NP,SP,HP
StateNo = 10000;スーパーアーマーのステートナンバーです
IgnoreHitPause = 1
SuperMoveTime = 999;念のため設定
PauseMoveTime = 999;同上

[State -3]
type = varset 
trigger1 =Time = 0
var(43) =32

[State -3, 1]
type = PowerAdd
trigger1 = AnimElem = 1
value = -1000



[State -3]
type = Explod
trigger1 = TeamSide = 1
trigger1 = AnimElem = 1
anim = 10177
ID = 10177
pos = 130, 40
postype = Left
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State -3]
type = Explod
trigger1 = TeamSide = 2
trigger1 = AnimElem = 1
anim = 10177
ID = 10177
pos = -130, 40
postype = right
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State -3]
type = HitDef
Trigger1 =animelemtime(4) = 0
attr = S, NA                    
damage = 0, 0                
animtype = light               
air.animtype = light 
persistent = 0
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                
pausetime = 8, 8                 
sparkno = 0                      
sparkxy = -10, -76               
hitsound = 5, 4                  
guardsound = 6, 0                
ground.type = High               
ground.slidetime = 5            
ground.hittime  = 10             
ground.velocity = 0            
airguard.velocity = 0,0     
air.type = High                 
air.velocity = 0,0          
air.hittime = 12                
supermove =99999
supermovetime = 99999
pausemovetime = 99999
fall =0
p1getp1state =531
p2getp1state =532                



[State -3]
type = Explod
trigger1 = animelemtime(5) = 0
anim = 10180
ID = 10180
pos =0, 50
postype = p1
facing = 1
vfacing = 1
bindtime = -1
scale = 1, 1
sprpriority =9
ontop =1






[State 240, 1]
type = PlaySnd
trigger1 = animelemtime(5) = 0
value = 19, 0




[State 1000,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 38
movetype = I

[State 1000, 0]
Type = NotHitBy
Trigger1 = AnimElem = 1
Value = SCA
Time = 291


[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 531




;---------------------------------------------------------------------------
; レボリューション
[Statedef 530]
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)                   ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 200,ChangeAnim]
type = ChangeAnim;ここでanimを設定します
triggerall =PrevStateNo != 10000
trigger1 = Time = 0
value = 10179


[State 1000,HitOverride]
Type = HitOverride;ここでスーパーアーマーを設定します
Trigger1 =AnimElemTime(1) >= 0 && AnimElemTime(5) < 37
time = 1
attr = SCA,NA,SA,HA,NP,SP,HP
StateNo = 10000;スーパーアーマーのステートナンバーです
IgnoreHitPause = 1
SuperMoveTime = 999;念のため設定
PauseMoveTime = 999;同上

[State -3]
type = varset 
trigger1 =Time = 0
var(43) =33


[State -3, 1]
type = PowerAdd
trigger1 = AnimElem = 1
value = -2000



[State -3]
type = Explod
trigger1 = TeamSide = 1
trigger1 = AnimElem = 1
anim = 10178
ID = 10178
pos = 130, 40
postype = Left
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State -3]
type = Explod
trigger1 = TeamSide = 2
trigger1 = AnimElem = 1
anim = 10178
ID = 10178
pos = -130, 40
postype = right
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State 200, 2]
type = HitDef
Trigger1 =animelemtime(4) = 0
attr = S, NA                    
damage = 0, 0                
animtype = light               
air.animtype = light 
persistent = 0
guardflag = MA                   
hitflag = MAF                    
priority = 8, Hit                
pausetime = 8, 8                 
sparkno = 0                      
sparkxy = -10, -76               
hitsound = 5, 4                  
guardsound = 6, 0                
ground.type = non               
ground.slidetime = 5            
ground.hittime  = 10             
ground.velocity = 0            
airguard.velocity = 0,0     
air.type = non                 
air.velocity = 0,0          
air.hittime = 12                
supermove =99999
supermovetime = 99999
pausemovetime = 99999
fall =0
p1getp1state =533
p2getp1state =534



[State -3]
type = Explod
trigger1 = animelemtime(5) = 0
anim = 10180
ID = 10180
pos =0, 50
postype = p1
facing = 1
vfacing = 1
bindtime = -1
scale = 1, 1
sprpriority =9
ontop =1



[State 240, 1]
type = PlaySnd
trigger1 = animelemtime(5) = 0
value = 19, 0




[State 1000,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 38
movetype = I

[State 1000, 0]
Type = NotHitBy
Trigger1 = AnimElem = 1
Value = SCA
Time = 291


[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 533



;---------------------------------------------------------------------------
; パワー増減
[Statedef 531]
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)                   ;Power to add (Def: 0)
sprpriority = 2    

[State 200,ChangeAnim]
type = ChangeAnim;ここでanimを設定します
triggerall =PrevStateNo != 10000
trigger1 = Time = 0
value = 0




[State -1]
type = varset 
trigger1 = Time = 0
var(29) = 1




[State 200, 4]
type = ChangeState
trigger1 = AnimElem = 1
value = 0
ctrl = 1



;---------------------------------------------------------------------------
; パワー増減
[Statedef 532]
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)                   ;Power to add (Def: 0)
sprpriority = 2    





[State -3, 1]
type = PowerAdd
trigger1 = Time = 0
value =1000


[State 200, 4]
type = ChangeState
trigger1 = AnimElem = 1
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; パワー増減3
[Statedef 533]
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)                   ;Power to add (Def: 0)
sprpriority = 2    

[State 200,ChangeAnim]
type = ChangeAnim;ここでanimを設定します
triggerall =PrevStateNo != 10000
trigger1 = Time = 0
value = 0





[State -1]
type = varset 
trigger1 = Time = 0
var(30) = 1




[State 200, 4]
type = ChangeState
trigger1 = AnimElem = 1
value = 0
ctrl = 1



;---------------------------------------------------------------------------
; パワー増減4
[Statedef 534]
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)                   ;Power to add (Def: 0)
sprpriority = 2    






[State -3, 1]
type = PowerAdd
trigger1 = Time = 0
value =3000


[State 200, 4]
type = ChangeState
trigger1 = AnimElem = 1
value = 0
ctrl = 1






;---------------------------------------------------------------------------
; エンジェルアロー
[Statedef 540]
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)                   ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 200,ChangeAnim]
type = ChangeAnim;ここでanimを設定します
triggerall =PrevStateNo != 10000
trigger1 = Time = 0
value = 99999


[State 1000,HitOverride]
Type = HitOverride;ここでスーパーアーマーを設定します
Trigger1 =AnimElemTime(1) >= 0 && AnimElemTime(5) < 37
time = 1
attr = SCA,NA,SA,HA,NP,SP,HP
StateNo = 10000;スーパーアーマーのステートナンバーです
IgnoreHitPause = 1
SuperMoveTime = 999;念のため設定
PauseMoveTime = 999;同上

[State -3]
type = varset 
trigger1 =Time = 0
var(43) =34


[State -3, 1]
type = PowerAdd
trigger1 = AnimElem = 1
value = -500



[State -3]
type = Explod
trigger1 = TeamSide = 1
trigger1 = AnimElem = 1
anim = 10183
ID = 10183
pos = 130, 40
postype = Left
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State -3]
type = Explod
trigger1 = TeamSide = 2
trigger1 = AnimElem = 1
anim = 10183
ID = 10183
pos = -130, 40
postype = right
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State 1455, 飛び道具] ;一番前
type = Projectile   ;飛び道具 
trigger1 =   animelemtime(5) = 0 ;アニメが6枚目になったら 
attr = S, NA   
hitflag = MAF   ;ダウン状態にのみヒットしない 
guardflag = MA   ;どのような状態でもガード可 
damage = 5,1   ;ダメージ 
getpower = 10   ;パワー増加量 
animtype = medium  ;吹き飛び  
persistent = 0    ;条件があっても1度しか出なくなる
offset = 40,-20   ;位置 
velocity = 4,0   ;移動速度 数字右　-左移動＋右移動　数字左上下　-上移動＋下移動　
projID = 10182   ;ID番号
hitsound = 5, 4 
projanim = 10182   ;アニメ番号 
projscale = 0.3,0.2   ;大きさ 
projshadow = -1   ;影 -1でステージ依存 
air.type = Low  ;空中でののけぞり方 
air.velocity = -3,-2   ;空中ののけぞり 
air.hittime = 12   ;空中ヒット時間 
pausetime =0,100
guard.pausetime = 0,0
postype =p1
ground.type =Low
projremove = 1

[State 1455, 飛び道具] ;一番前
type = Projectile   ;飛び道具 
trigger1 =   animelemtime(5) = 0 ;アニメが6枚目になったら 
attr = S, NA   
hitflag = MAF   ;ダウン状態にのみヒットしない 
guardflag = MA   ;どのような状態でもガード可 
damage = 5,1   ;ダメージ 
getpower = 10   ;パワー増加量 
animtype = medium  ;吹き飛び   
persistent = 0   
offset = 40,-15  ;位置 
velocity = 4,0   ;移動速度 数字右　-左移動＋右移動　数字左上下　-上移動＋下移動　
projID = 10182   ;ID番号
hitsound = 5, 4
projanim = 10182   ;アニメ番号 
projscale = 0.3,0.2   ;大きさ 
projshadow = -1   ;影 -1でステージ依存 
air.type = Low  ;空中でののけぞり方 
air.velocity = -3,-2   ;空中ののけぞり 
air.hittime = 12   ;空中ヒット時間 
pausetime =0,100
guard.pausetime = 0,0
postype =p1
ground.type =Low
projremove = 1

[State 1455, 飛び道具] ;一番前
type = Projectile   ;飛び道具 
trigger1 =   animelemtime(5) = 0 ;アニメが6枚目になったら 
attr = S, NA   
hitflag = MAF   ;ダウン状態にのみヒットしない 
guardflag = MA   ;どのような状態でもガード可 
damage = 5,1   ;ダメージ 
getpower = 10   ;パワー増加量 
animtype = medium  ;吹き飛び  
persistent = 0    
offset = 40,-10  ;位置 
velocity = 4,0   ;移動速度 数字右　-左移動＋右移動　数字左上下　-上移動＋下移動　
projID = 10182   ;ID番号
hitsound = 5, 4
projanim = 10182   ;アニメ番号 
projscale = 0.3,0.2   ;大きさ 
projshadow = -1   ;影 -1でステージ依存 
air.type = Low  ;空中でののけぞり方 
air.velocity = -3,-2   ;空中ののけぞり 
air.hittime = 12   ;空中ヒット時間 
pausetime =0,100
guard.pausetime = 0,0
postype =p1
ground.type =Low
projremove = 1

[State 240, 1]
type = PlaySnd
trigger1 = animelemtime(5) = 0
value = 18, 0




[State 1000,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 38
movetype = I

[State 1000, 0]
Type = NotHitBy
Trigger1 = AnimElem = 1
Value = SCA
Time = 291


[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



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


;---------------------------------------------------------------------------
; マリンカリン
[Statedef 550]
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)                   ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 200,ChangeAnim]
type = ChangeAnim;ここでanimを設定します
triggerall =PrevStateNo != 10000
trigger1 = Time = 0
value = 99999


[State 1000,HitOverride]
Type = HitOverride;ここでスーパーアーマーを設定します
Trigger1 =AnimElemTime(1) >= 0 && AnimElemTime(5) < 37
time = 1
attr = SCA,NA,SA,HA,NP,SP,HP
StateNo = 10000;スーパーアーマーのステートナンバーです
IgnoreHitPause = 1
SuperMoveTime = 999;念のため設定
PauseMoveTime = 999;同上

[State -3]
type = varset 
trigger1 =Time = 0
var(43) =35


[State -3, 1]
type = PowerAdd
trigger1 = AnimElem = 1
value = 1000



[State -3]
type = Explod
trigger1 = TeamSide = 1
trigger1 = AnimElem = 1
anim = 10186
ID = 10186
pos = 130, 40
postype = Left
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State -3]
type = Explod
trigger1 = TeamSide = 2
trigger1 = AnimElem = 1
anim = 10186
ID = 10186
pos = -130, 40
postype = right
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State 1455, 飛び道具] ;一番前
type = Projectile   ;飛び道具 
trigger1 =   animelemtime(5) = 0 ;アニメが6枚目になったら 
attr = S, NA   
hitflag = MAF   ;ダウン状態にのみヒットしない 
guardflag = MA   ;どのような状態でもガード可 
damage = 1,1   ;ダメージ 
getpower = 10   ;パワー増加量 
animtype = medium  ;吹き飛び 
persistent = 0     
offset = 0, -10   ;位置 
velocity = 0,0   ;移動速度 数字右　-左移動＋右移動　数字左上下　-上移動＋下移動　
projID = 10188   ;ID番号
hitsound = 5,0 
projanim = 10188  ;アニメ番号 
projscale = 0.3,0.2   ;大きさ 
projshadow = -1   ;影 -1でステージ依存 
air.type = Low  ;空中でののけぞり方 
air.velocity = -3,-3   ;空中ののけぞり 
air.hittime = 12   ;空中ヒット時間 
pausetime =0,150
guard.pausetime = 0,0
postype =p2
ground.type =Low
projremove = 1
projremovetime = 30



[State 240, 1]
type = PlaySnd
trigger1 = animelemtime(5) = 0
value = 20, 0




[State 1000,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 38
movetype = I

[State 1000, 0]
Type = NotHitBy
Trigger1 = AnimElem = 1
Value = SCA
Time = 291


[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; テンタラフー
[Statedef 560]
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)                   ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 200,ChangeAnim]
type = ChangeAnim;ここでanimを設定します
triggerall =PrevStateNo != 10000
trigger1 = Time = 0
value = 10179


[State 1000,HitOverride]
Type = HitOverride;ここでスーパーアーマーを設定します
Trigger1 =AnimElemTime(1) >= 0 && AnimElemTime(5) < 37
time = 1
attr = SCA,NA,SA,HA,NP,SP,HP
StateNo = 10000;スーパーアーマーのステートナンバーです
IgnoreHitPause = 1
SuperMoveTime = 999;念のため設定
PauseMoveTime = 999;同上

[State -3]
type = varset 
trigger1 =Time = 0
var(43) =36


[State -3, 1]
type = PowerAdd
trigger1 = AnimElem = 1
value = -2000



[State -3]
type = Explod
trigger1 = TeamSide = 1
trigger1 = AnimElem = 1
anim = 10184
ID = 10184
pos = 130, 40
postype = Left
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State -3]
type = Explod
trigger1 = TeamSide = 2
trigger1 = AnimElem = 1
anim = 10184
ID = 10184
pos = -130, 40
postype = right
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State 1455, 飛び道具] ;一番前
type = Projectile   ;飛び道具 
trigger1 =   animelemtime(5) = 0 ;アニメが6枚目になったら 
attr = S, NA   
hitflag = MAF   ;ダウン状態にのみヒットしない 
guardflag = MA   ;どのような状態でもガード可 
damage = 1,1   ;ダメージ 
getpower = 10   ;パワー増加量 
animtype = medium  ;吹き飛び  
persistent = 0    
offset = 0, -10   ;位置 
velocity = 0,0   ;移動速度 数字右　-左移動＋右移動　数字左上下　-上移動＋下移動　
projID = 10191  ;ID番号
hitsound = 5,0 
projanim = 10190  ;アニメ番号 
projscale = 0.3,0.2   ;大きさ 
projshadow = -1   ;影 -1でステージ依存 
air.type = Low  ;空中でののけぞり方 
air.velocity = -3,-3   ;空中ののけぞり 
air.hittime = 12   ;空中ヒット時間 
pausetime =0,200
guard.pausetime = 0,0
postype =p2
ground.type =Low
projremove = 1              


[State 1455, 飛び道具] ;一番前
type = Projectile   ;飛び道具 
trigger1 =   animelemtime(5) = 2 ;アニメが6枚目になったら 
attr = S, NA   
hitflag = MAF   ;ダウン状態にのみヒットしない 
guardflag = MA   ;どのような状態でもガード可 
damage = 1,1   ;ダメージ 
getpower = 10   ;パワー増加量 
animtype = medium  ;吹き飛び  
persistent = 0    
offset = -30, -10   ;位置 
velocity = 0,0   ;移動速度 数字右　-左移動＋右移動　数字左上下　-上移動＋下移動　
projID = 10191  ;ID番号
hitsound = 5,0 
projanim = 10190  ;アニメ番号 
projscale = 0.3,0.2   ;大きさ 
projshadow = -1   ;影 -1でステージ依存 
air.type = Low  ;空中でののけぞり方 
air.velocity = -3,-3   ;空中ののけぞり 
air.hittime = 12   ;空中ヒット時間 
pausetime =0,200
guard.pausetime = 0,0
postype =p2
ground.type =Low
projremove = 1 


[State 1455, 飛び道具] ;一番前
type = Projectile   ;飛び道具 
trigger1 =   animelemtime(5) = 4 ;アニメが6枚目になったら 
attr = S, NA   
hitflag = MAF   ;ダウン状態にのみヒットしない 
guardflag = MA   ;どのような状態でもガード可 
damage = 1,1   ;ダメージ 
getpower = 10   ;パワー増加量 
animtype = medium  ;吹き飛び  
persistent = 0    
offset = 30, -10   ;位置 
velocity = 0,0   ;移動速度 数字右　-左移動＋右移動　数字左上下　-上移動＋下移動　
projID = 10191  ;ID番号
hitsound = 5,0 
projanim = 10190  ;アニメ番号 
projscale = 0.3,0.2   ;大きさ 
projshadow = -1   ;影 -1でステージ依存 
air.type = Low  ;空中でののけぞり方 
air.velocity = -3,-3   ;空中ののけぞり 
air.hittime = 12   ;空中ヒット時間 
pausetime =0,200
guard.pausetime = 0,0
postype =p2
ground.type =Low
projremove = 1 

[State 1455, 飛び道具] ;一番前
type = Projectile   ;飛び道具 
trigger1 =   animelemtime(5) = 6 ;アニメが6枚目になったら 
attr = S, NA   
hitflag = MAF   ;ダウン状態にのみヒットしない 
guardflag = MA   ;どのような状態でもガード可 
damage = 1,1   ;ダメージ 
getpower = 10   ;パワー増加量 
animtype = medium  ;吹き飛び  
persistent = 0    
offset = 0, -40   ;位置 
velocity = 0,0   ;移動速度 数字右　-左移動＋右移動　数字左上下　-上移動＋下移動　
projID = 10191  ;ID番号
hitsound = 5,0 
projanim = 10190  ;アニメ番号 
projscale = 0.3,0.2   ;大きさ 
projshadow = -1   ;影 -1でステージ依存 
air.type = Low  ;空中でののけぞり方 
air.velocity = -3,-3   ;空中ののけぞり 
air.hittime = 12   ;空中ヒット時間 
pausetime =0,200
guard.pausetime = 0,0
postype =p2
ground.type =Low
projremove = 1 

[State 1455, 飛び道具] ;一番前
type = Projectile   ;飛び道具 
trigger1 =   animelemtime(5) = 8 ;アニメが6枚目になったら 
attr = S, NA   
hitflag = MAF   ;ダウン状態にのみヒットしない 
guardflag = MA   ;どのような状態でもガード可 
damage = 1,1   ;ダメージ 
getpower = 10   ;パワー増加量 
animtype = medium  ;吹き飛び  
persistent = 0    
offset = 0, -20   ;位置 
velocity = 0,0   ;移動速度 数字右　-左移動＋右移動　数字左上下　-上移動＋下移動　
projID = 10191  ;ID番号
hitsound = 5,0 
projanim = 10190  ;アニメ番号 
projscale = 0.3,0.2   ;大きさ 
projshadow = -1   ;影 -1でステージ依存 
air.type = Low  ;空中でののけぞり方 
air.velocity = -3,-3   ;空中ののけぞり 
air.hittime = 12   ;空中ヒット時間 
pausetime =0,200
guard.pausetime = 0,0
postype =p2
ground.type =Low
projremove = 1 

[State 240, 1]
type = PlaySnd
trigger1 = animelemtime(5) = 0
trigger2 = animelemtime(5) = 2
trigger3 = animelemtime(5) = 4
trigger4 = animelemtime(5) = 6
trigger5 = animelemtime(5) = 8
value = 20, 1




[State 1000,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 38
movetype = I

[State 1000, 0]
Type = NotHitBy
Trigger1 = AnimElem = 1
Value = SCA
Time = 291


[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
; プリンパ
[Statedef 570]
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)                   ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 200,ChangeAnim]
type = ChangeAnim;ここでanimを設定します
triggerall =PrevStateNo != 10000
trigger1 = Time = 0
value = 10179


[State 1000,HitOverride]
Type = HitOverride;ここでスーパーアーマーを設定します
Trigger1 =AnimElemTime(1) >= 0 && AnimElemTime(5) < 37
time = 1
attr = SCA,NA,SA,HA,NP,SP,HP
StateNo = 10000;スーパーアーマーのステートナンバーです
IgnoreHitPause = 1
SuperMoveTime = 999;念のため設定
PauseMoveTime = 999;同上

[State -3]
type = varset 
trigger1 =Time = 0
var(43) =37


[State -3, 1]
type = PowerAdd
trigger1 = AnimElem = 1
value = -1500



[State -3]
type = Explod
trigger1 = TeamSide = 1
trigger1 = AnimElem = 1
anim = 10185
ID = 10185
pos = 130, 40
postype = Left
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State -3]
type = Explod
trigger1 = TeamSide = 2
trigger1 = AnimElem = 1
anim = 10185
ID = 10185
pos = -130, 40
postype = right
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State 1455, 飛び道具] ;一番前
type = Projectile   ;飛び道具 
trigger1 =   animelemtime(5) = 0 ;アニメが6枚目になったら 
attr = S, NA   
hitflag = MAF   ;ダウン状態にのみヒットしない 
guardflag = MA   ;どのような状態でもガード可 
damage = 1,1   ;ダメージ 
getpower = 10   ;パワー増加量 
animtype = medium  ;吹き飛び  
persistent = 0    
offset = 0, -10   ;位置 
velocity = 0,0   ;移動速度 数字右　-左移動＋右移動　数字左上下　-上移動＋下移動　
projID = 10190   ;ID番号
hitsound = 5,0 
projanim = 10190  ;アニメ番号 
projscale = 0.3,0.2   ;大きさ 
projshadow = -1   ;影 -1でステージ依存 
air.type = Low  ;空中でののけぞり方 
air.velocity = -3,-3   ;空中ののけぞり 
air.hittime = 12   ;空中ヒット時間 
pausetime =0,200
guard.pausetime = 0,0
postype =p2
ground.type =Low
projremove = 1
projremovetime = 30


[State 240, 1]
type = PlaySnd
trigger1 = animelemtime(5) = 0
value = 20, 1




[State 1000,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 38
movetype = I

[State 1000, 0]
Type = NotHitBy
Trigger1 = AnimElem = 1
Value = SCA
Time = 291


[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




;---------------------------------------------------------------------------
; チャージ
[Statedef 580]
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)                   ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 200,ChangeAnim]
type = ChangeAnim;ここでanimを設定します
triggerall =PrevStateNo != 10000
trigger1 = Time = 0
value = 99999


[State 1000,HitOverride]
Type = HitOverride;ここでスーパーアーマーを設定します
Trigger1 =AnimElemTime(1) >= 0 && AnimElemTime(5) < 37
time = 1
attr = SCA,NA,SA,HA,NP,SP,HP
StateNo = 10000;スーパーアーマーのステートナンバーです
IgnoreHitPause = 1
SuperMoveTime = 999;念のため設定
PauseMoveTime = 999;同上

[State -3]
type = varset 
trigger1 =Time = 0
var(43) =38


[State -3, 1]
type = PowerAdd
trigger1 = AnimElem = 1
value = -1000

[State -1]
type = varset 
trigger1 = animelemtime(5) = 0
var(31) = 1

[State -3]
type = Explod
trigger1 = TeamSide = 1
trigger1 = AnimElem = 1
anim = 10193
ID = 10193
pos = 130, 40
postype = Left
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State -3]
type = Explod
trigger1 = TeamSide = 2
trigger1 = AnimElem = 1
anim = 10193
ID = 10193
pos = -130, 40
postype = right
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1


[State -3]
type = Explod
trigger1 = animelemtime(5) = 0
anim = 10195
ID = 10195
pos = 0, -30
postype = p1
facing = -1
vfacing = 1
bindtime = 900
scale = 0.5, 0.5
removetime =900
sprpriority =9
ontop =1


[State 240, 1]
type = PlaySnd
trigger1 = AnimElemTime(5) >= 0
value = 0, 2
volume = 10



[State 1000,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 38
movetype = I

[State 1000, 0]
Type = NotHitBy
Trigger1 = AnimElem = 1
Value = SCA
Time = 291


[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; ゴットハンド
[Statedef 590]
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)                   ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 200,ChangeAnim]
type = ChangeAnim;ここでanimを設定します
triggerall =PrevStateNo != 10000
trigger1 = Time = 0
value = 99999


[State 1000,HitOverride]
Type = HitOverride;ここでスーパーアーマーを設定します
Trigger1 =AnimElemTime(1) >= 0 && AnimElemTime(5) < 37
time = 1
attr = SCA,NA,SA,HA,NP,SP,HP
StateNo = 10000;スーパーアーマーのステートナンバーです
IgnoreHitPause = 1
SuperMoveTime = 999;念のため設定
PauseMoveTime = 999;同上

[State -3]
type = varset 
trigger1 =Time = 0
var(43) =39


[State -3, 1]
type = PowerAdd
trigger1 = AnimElem = 1
value = -1500



[State -3]
type = Explod
trigger1 = TeamSide = 1
trigger1 = AnimElem = 1
anim = 10192
ID = 10192
pos = 130, 40
postype = Left
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State -3]
type = Explod
trigger1 = TeamSide = 2
trigger1 = AnimElem = 1
anim = 10192
ID = 10192
pos = -130, 40
postype = right
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State 1455, 飛び道具] ;一番前
type = Projectile   ;飛び道具 
trigger1 =   animelemtime(5) = 0 ;アニメが6枚目になったら 
attr = S, NA   
hitflag = MAF   ;ダウン状態にのみヒットしない 
guardflag = MA   ;どのような状態でもガード可 
persistent = 0;条件が合っても1度しか発動しない
damage = 190,5   ;ダメージ 
getpower = 10   ;パワー増加量 
animtype = Hard  ;吹き飛び      
offset = -10, -150   ;位置 
velocity = 0,8   ;移動速度 数字右　-左移動＋右移動　数字左上下　-上移動＋下移動　
projID = 10196   ;ID番号
hitsound = 5, 4 
projanim = 10196  ;アニメ番号 
projscale = 0.5, 0.5
projremove = 0
projremovetime = 710
velocity = 0, 19
remvelocity = 0, 0
accel = 0, 6
velmul = 0, 0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 8
projedgebound = 20
projstagebound = 20
projheightbound = -240, 1
postype = p2
sparkno = 0                      
sparkxy = -10, -76               
hitsound = 5, 4                  
guardsound = 6, 0                
ground.type = High               
ground.slidetime = 5            
ground.hittime  = 10             
ground.velocity = -4 ,-9               
airguard.velocity = -4.9,-9     
air.type = High                 
air.velocity = -4.4,-9            
air.hittime = 12                
supermove =99999
supermovetime = 99999
pausemovetime = 99999
fall =1

[State 240, 1]
type = PlaySnd
trigger1 = AnimElemTime(5) >= 0
value = 21, 0



[State 1000,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 38
movetype = I

[State 1000, 0]
Type = NotHitBy
Trigger1 = AnimElem = 1
Value = SCA
Time = 291


[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; ヒートウェィブ
[Statedef 600]
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)                   ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 200,ChangeAnim]
type = ChangeAnim;ここでanimを設定します
triggerall =PrevStateNo != 10000
trigger1 = Time = 0
value = 99999

[State 1000,HitOverride]
Type = HitOverride;ここでスーパーアーマーを設定します
Trigger1 =AnimElemTime(1) >= 0 && AnimElemTime(5) < 37
time = 1
attr = SCA,NA,SA,HA,NP,SP,HP
StateNo = 10000;スーパーアーマーのステートナンバーです
IgnoreHitPause = 1
SuperMoveTime = 999;念のため設定
PauseMoveTime = 999;同上

[State -3]
type = varset 
trigger1 =Time = 0
var(43) =40


[State -3, 1]
type = PowerAdd
trigger1 = AnimElem = 1
value = -1500



[State -3]
type = Explod
trigger1 = TeamSide = 1
trigger1 = AnimElem = 1
anim = 10194
ID = 10194
pos = 130, 40
postype = Left
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State -3]
type = Explod
trigger1 = TeamSide = 2
trigger1 = AnimElem = 1
anim = 10194
ID = 10194
pos = -130, 40
postype = right
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State -3]
type = Projectile
trigger1 = animelemtime(5) = 0
damage = 30, 5  
Attr =SCA,HP
HitFlag =MAF
guardflag =MA
AnimType =Hard
persistent = 0;条件が合っても1度しか発動しない
projID = 10197
projanim = 10197
projscale = 0.5, 0.5
projremove = 0
projremovetime = 110
velocity = 6, 0
remvelocity = 0, 0
accel = 1.5, 0
velmul = 0, 0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 8
projedgebound = 20
projstagebound = 20
projheightbound = -240, 1
offset = 40, 50
postype = p1
sparkno = 0                      
sparkxy = -10, -76               
hitsound = 5, 4                  
guardsound = 6, 0                
ground.type = High               
ground.slidetime = 5            
ground.hittime  = 10             
ground.velocity = -4 ,-9               
airguard.velocity = -4.9,-9     
air.type = High                 
air.velocity = -4.4,-9            
air.hittime = 12                
supermove =99999
supermovetime = 99999
pausemovetime = 99999
fall =1

[State -3]
type = Projectile
trigger1 = animelemtime(5) = 0
damage = 30, 5  
Attr =SCA,HP
HitFlag =MAF
guardflag =MA
AnimType =Hard
persistent = 0;条件が合っても1度しか発動しない
projID = 10197
projanim = 10197
projscale = 0.5, 0.5
projremove = 0
projremovetime = 110
velocity = 6, 0
remvelocity = 0, 0
accel = 1.5, 0
velmul = 0, 0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 8
projedgebound = 20
projstagebound = 20
projheightbound = -240, 1
offset = 40, 30
postype = p1
sparkno = 0                      
sparkxy = -10, -76               
hitsound = 5, 4                  
guardsound = 6, 0                
ground.type = High               
ground.slidetime = 5            
ground.hittime  = 10             
ground.velocity = -4 ,-9               
airguard.velocity = -4.9,-9     
air.type = High                 
air.velocity = -4.4,-9            
air.hittime = 12                
supermove =99999
supermovetime = 99999
pausemovetime = 99999
fall =1

[State -3]
type = Projectile
trigger1 = animelemtime(5) = 0
damage = 30, 5  
Attr =SCA,HP
HitFlag =MAF
guardflag =MA
AnimType =Hard
persistent = 0;条件が合っても1度しか発動しない
projID = 10197
projanim = 10197
projscale = 0.5, 0.5
projremove = 0
projremovetime = 110
velocity = 6, 0
remvelocity = 0, 0
accel = 1.5, 0
velmul = 0, 0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 8
projedgebound = 20
projstagebound = 20
projheightbound = -240, 1
offset = 40, 70
postype = p1
sparkno = 0                      
sparkxy = -10, -76               
hitsound = 5, 4                  
guardsound = 6, 0                
ground.type = High               
ground.slidetime = 5            
ground.hittime  = 10             
ground.velocity = -4 ,-9               
airguard.velocity = -4.9,-9     
air.type = High                 
air.velocity = -4.4,-9            
air.hittime = 12                
supermove =99999
supermovetime = 99999
pausemovetime = 99999
fall =1


[State -3]
type = Projectile
trigger1 = animelemtime(5) = 0
damage = 30, 5  
Attr =SCA,HP
HitFlag =MAF
guardflag =MA
AnimType =Hard
persistent = 0;条件が合っても1度しか発動しない
projID = 10197
projanim = 10197
projscale = 0.5, 0.5
projremove = 0
projremovetime = 110
velocity = 7, 0
remvelocity = 0, 0
accel = 1.5, 0
velmul = 0, 0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 8
projedgebound = 20
projstagebound = 20
projheightbound = -240, 1
offset = 60, 60
postype = p1
sparkno = 0                      
sparkxy = -10, -76               
hitsound = 5, 4                  
guardsound = 6, 0                
ground.type = High               
ground.slidetime = 5            
ground.hittime  = 10             
ground.velocity = -4 ,-9               
airguard.velocity = -4.9,-9     
air.type = High                 
air.velocity = -4.4,-9            
air.hittime = 12                
supermove =99999
supermovetime = 99999
pausemovetime = 99999
fall =1

[State -3]
type = Projectile
trigger1 = animelemtime(5) = 0
damage = 30, 5  
Attr =SCA,HP
HitFlag =MAF
guardflag =MA
AnimType =Hard
persistent = 0;条件が合っても1度しか発動しない
projID = 10197
projanim = 10197
projscale = 0.5, 0.5
projremove = 0
projremovetime = 110
velocity = 7, 0
remvelocity = 0, 0
accel = 1.5, 0
velmul = 0, 0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 8
projedgebound = 20
projstagebound = 20
projheightbound = -240, 1
offset = 60, 40
postype = p1
sparkno = 0                      
sparkxy = -10, -76               
hitsound = 5, 4                  
guardsound = 6, 0                
ground.type = High               
ground.slidetime = 5            
ground.hittime  = 10             
ground.velocity = -4 ,-9               
airguard.velocity = -4.9,-9     
air.type = High                 
air.velocity = -4.4,-9            
air.hittime = 12                
supermove =99999
supermovetime = 99999
pausemovetime = 99999
fall =1


[State 240, 1]
type = PlaySnd
trigger1 = animelemtime(5) = 0
value = 18, 0




[State 1000,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 38
movetype = I

[State 1000, 0]
Type = NotHitBy
Trigger1 = AnimElem = 1
Value = SCA
Time = 291


[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
; タカルジャ
[Statedef 610]
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)                   ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 200,ChangeAnim]
type = ChangeAnim;ここでanimを設定します
triggerall =PrevStateNo != 10000
trigger1 = Time = 0
value = 99999


[State 1000,HitOverride]
Type = HitOverride;ここでスーパーアーマーを設定します
Trigger1 =AnimElemTime(1) >= 0 && AnimElemTime(5) < 37
time = 1
attr = SCA,NA,SA,HA,NP,SP,HP
StateNo = 10000;スーパーアーマーのステートナンバーです
IgnoreHitPause = 1
SuperMoveTime = 999;念のため設定
PauseMoveTime = 999;同上

[State -3]
type = varset 
trigger1 =Time = 0
var(43) =41


[State -3, 1]
type = PowerAdd
trigger1 = AnimElem = 1
value = -500

[State -1]
type = varset 
trigger1 = animelemtime(5) = 0
var(32) = 1

[State -3]
type = Explod
trigger1 = TeamSide = 1
trigger1 = AnimElem = 1
anim = 10198
ID = 10198
pos = 130, 40
postype = Left
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State -3]
type = Explod
trigger1 = TeamSide = 2
trigger1 = AnimElem = 1
anim = 10198
ID = 10198
pos = -130, 40
postype = right
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1


[State -3]
type = Explod
trigger1 = animelemtime(5) = 0
anim = 10195
ID = 10195
pos = 0, -30
postype = p1
facing = -1
vfacing = 1
bindtime = 900
scale = 0.5, 0.5
removetime =900
sprpriority =9
ontop =1


[State 240, 1]
type = PlaySnd
trigger1 = AnimElemTime(5) >= 0
value = 0, 2
volume = 10


[State 1000,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 38
movetype = I

[State 1000, 0]
Type = NotHitBy
Trigger1 = AnimElem = 1
Value = SCA
Time = 291


[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
; ハマオン単体
[Statedef 620]
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)                   ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 200,ChangeAnim]
type = ChangeAnim;ここでanimを設定します
triggerall =PrevStateNo != 10000
trigger1 = Time = 0
value = 99999


[State 1000,HitOverride]
Type = HitOverride;ここでスーパーアーマーを設定します
Trigger1 =AnimElemTime(1) >= 0 && AnimElemTime(5) < 37
time = 1
attr = SCA,NA,SA,HA,NP,SP,HP
StateNo = 10000;スーパーアーマーのステートナンバーです
IgnoreHitPause = 1
SuperMoveTime = 999;念のため設定
PauseMoveTime = 999;同上

[State -3]
type = varset 
trigger1 =Time = 0
var(43) =42


[State -3, 1]
type = PowerAdd
trigger1 = AnimElem = 1
value = -1000



[State -3]
type = Explod
trigger1 = TeamSide = 1
trigger1 = AnimElem = 1
anim = 10200
ID = 10200
pos = 130, 40
postype = Left
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State -3]
type = Explod
trigger1 = TeamSide = 2
trigger1 = AnimElem = 1
anim = 10200
ID = 10200
pos = -130, 40
postype = right
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State -3]
type = Projectile
trigger1 = animelemtime(5) = 0
damage = 999999, 1 
Attr =SCA,HP
HitFlag =MAF
guardflag =MA
AnimType =Hard
persistent = 0;条件が合っても1度しか発動しない
projID = 10201
projanim = 10201
projscale = 0.5, 0.5
projremove = 0
projremovetime = 73
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 0, 0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 8
projedgebound = 20
projstagebound = 20
projheightbound = -240, 1
offset = 0, 30
postype = p2
sparkno = 0                      
sparkxy = -10, -76               
hitsound = 5, 4                  
guardsound = 6, 0                
ground.type = High               
ground.slidetime = 5            
ground.hittime  = 10             
ground.velocity = 0             
airguard.velocity = 0,0    
air.type = High                 
air.velocity = 0,0          
air.hittime = 12                
fall =1






[State 240, 1]
type = PlaySnd
trigger1 = animelemtime(5) = 37
value = 22, 0




[State 1000,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 38
movetype = I

[State 1000, 0]
Type = NotHitBy
Trigger1 = AnimElem = 1
Value = SCA
Time = 291


[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
; マハンマ拡大
[Statedef 630]
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)                   ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 200,ChangeAnim]
type = ChangeAnim;ここでanimを設定します
triggerall =PrevStateNo != 10000
trigger1 = Time = 0
value = 99999


[State 1000,HitOverride]
Type = HitOverride;ここでスーパーアーマーを設定します
Trigger1 =AnimElemTime(1) >= 0 && AnimElemTime(5) < 37
time = 1
attr = SCA,NA,SA,HA,NP,SP,HP
StateNo = 10000;スーパーアーマーのステートナンバーです
IgnoreHitPause = 1
SuperMoveTime = 999;念のため設定
PauseMoveTime = 999;同上

[State -3]
type = varset 
trigger1 =Time = 0
var(43) =43


[State -3, 1]
type = PowerAdd
trigger1 = AnimElem = 1
value = -1500



[State -3]
type = Explod
trigger1 = TeamSide = 1
trigger1 = AnimElem = 1
anim = 10199
ID = 10199
pos = 130, 40
postype = Left
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State -3]
type = Explod
trigger1 = TeamSide = 2
trigger1 = AnimElem = 1
anim = 10199
ID = 10199
pos = -130, 40
postype = right
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State -3]
type = Projectile
trigger1 = animelemtime(5) = 0
damage = 999999, 1 
Attr =SCA,HP
HitFlag =MAF
guardflag =MA
AnimType =Hard
persistent = 0;条件が合っても1度しか発動しない
projID = 10201
projanim = 10201
projscale = 0.5, 0.5
projremove = 0
projremovetime = 73
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 0, 0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 8
projedgebound = 20
projstagebound = 20
projheightbound = -240, 1
offset = 0, 30
postype = p2
sparkno = 0                      
sparkxy = -10, -76               
hitsound = 5, 4                  
guardsound = 6, 0                
ground.type = High               
ground.slidetime = 5            
ground.hittime  = 10             
ground.velocity = 0             
airguard.velocity = 0,0     
air.type = High                 
air.velocity = 0,0          
air.hittime = 12                
fall =1


[State -3]
type = Projectile
trigger1 = animelemtime(5) = 0
damage = 999999, 1 
Attr =SCA,HP
HitFlag =MAF
guardflag =MA
AnimType =Hard
persistent = 0;条件が合っても1度しか発動しない
projID = 10201
projanim = 10201
projscale = 0.5, 0.5
projremove = 0
projremovetime = 73
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 0, 0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 8
projedgebound = 20
projstagebound = 20
projheightbound = -240, 1
offset = 50, 30
postype = p2
sparkno = 0                      
sparkxy = -10, -76               
hitsound = 5, 4                  
guardsound = 6, 0                
ground.type = High               
ground.slidetime = 5            
ground.hittime  = 10             
ground.velocity = 0             
airguard.velocity = 0,0     
air.type = High                 
air.velocity = 0,0          
air.hittime = 12                
fall =1



[State -3]
type = Projectile
trigger1 = animelemtime(5) = 0
damage = 999999, 1 
Attr =SCA,HP
HitFlag =MAF
guardflag =MA
AnimType =Hard
persistent = 0;条件が合っても1度しか発動しない
projID = 10201
projanim = 10201
projscale = 0.5, 0.5
projremove = 0
projremovetime = 73
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 0, 0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 8
projedgebound = 20
projstagebound = 20
projheightbound = -240, 1
offset = -50, 30
postype = p2
sparkno = 0                      
sparkxy = -10, -76               
hitsound = 5, 4                  
guardsound = 6, 0                
ground.type = High               
ground.slidetime = 5            
ground.hittime  = 10             
ground.velocity = 0             
airguard.velocity = 0,0     
air.type = High                 
air.velocity = 0,0          
air.hittime = 12                
fall =1



[State 240, 1]
type = PlaySnd
trigger1 = animelemtime(5) = 37
value = 22, 0




[State 1000,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 38
movetype = I

[State 1000, 0]
Type = NotHitBy
Trigger1 = AnimElem = 1
Value = SCA
Time = 291


[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1





;---------------------------------------------------------------------------
; テトラカーン
[Statedef 640]
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)                   ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 200,ChangeAnim]
type = ChangeAnim;ここでanimを設定します
triggerall =PrevStateNo != 10000
trigger1 = Time = 0
value = 99999


[State 1000,HitOverride]
Type = HitOverride;ここでスーパーアーマーを設定します
Trigger1 =AnimElemTime(1) >= 0 && AnimElemTime(5) < 37
time = 1
attr = SCA,NA,SA,HA,NP,SP,HP
StateNo = 10000;スーパーアーマーのステートナンバーです
IgnoreHitPause = 1
SuperMoveTime = 999;念のため設定
PauseMoveTime = 999;同上

[State -3]
type = varset 
trigger1 =Time = 0
var(43) =44


[State -3, 1]
type = PowerAdd
trigger1 = AnimElem = 1
value = -1000

[State -1]
type = varset 
trigger1 = animelemtime(5) = 0
var(34) = 1

[State -3]
type = Explod
trigger1 = TeamSide = 1
trigger1 = AnimElem = 1
anim = 10202
ID = 10202
pos = 130, 40
postype = Left
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State -3]
type = Explod
trigger1 = TeamSide = 2
trigger1 = AnimElem = 1
anim = 10202
ID = 10202
pos = -130, 40
postype = right
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1



[State -3]
type = Explod
trigger1 = animelemtime(5) = 0
anim = 10208
ID = 10208
pos = 10, 30
postype = p1
facing = -1
vfacing = 1
bindtime = 450
scale = 0.3, 0.1
removetime =450
sprpriority =-3



[State 240, 1]
type = PlaySnd
trigger1 = animelemtime(5) = 37
value = 22, 0




[State 1000,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 38
movetype = I

[State 1000, 0]
Type = NotHitBy
Trigger1 = AnimElem = 1
Value = SCA
Time = 291


[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1





;---------------------------------------------------------------------------
; マララカーン
[Statedef 650]
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)                   ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 200,ChangeAnim]
type = ChangeAnim;ここでanimを設定します
triggerall =PrevStateNo != 10000
trigger1 = Time = 0
value = 99999


[State 1000,HitOverride]
Type = HitOverride;ここでスーパーアーマーを設定します
Trigger1 =AnimElemTime(1) >= 0 && AnimElemTime(5) < 37
time = 1
attr = SCA,NA,SA,HA,NP,SP,HP
StateNo = 10000;スーパーアーマーのステートナンバーです
IgnoreHitPause = 1
SuperMoveTime = 999;念のため設定
PauseMoveTime = 999;同上

[State -3]
type = varset 
trigger1 =Time = 0
var(43) =45


[State -3, 1]
type = PowerAdd
trigger1 = AnimElem = 1
value = -1000

[State -1]
type = varset 
trigger1 = animelemtime(5) = 0
var(35) = 1

[State -3]
type = Explod
trigger1 = TeamSide = 1
trigger1 = AnimElem = 1
anim = 10203
ID = 10203
pos = 130, 40
postype = Left
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State -3]
type = Explod
trigger1 = TeamSide = 2
trigger1 = AnimElem = 1
anim = 10203
ID = 10203
pos = -130, 40
postype = right
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State -3]
type = Explod
trigger1 = animelemtime(5) = 0
anim = 10209
ID = 10209
pos = 10, 30
postype = p1
facing = -1
vfacing = 1
bindtime = 450
scale = 0.3, 0.1
removetime =450
sprpriority =-3







[State 240, 1]
type = PlaySnd
trigger1 = animelemtime(5) = 37
value = 22, 0




[State 1000,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 38
movetype = I

[State 1000, 0]
Type = NotHitBy
Trigger1 = AnimElem = 1
Value = SCA
Time = 291


[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ムドオン 敵単体
[Statedef 660]
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)                   ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 200,ChangeAnim]
type = ChangeAnim;ここでanimを設定します
triggerall =PrevStateNo != 10000
trigger1 = Time = 0
value = 99999

[State 1000,HitOverride]
Type = HitOverride;ここでスーパーアーマーを設定します
Trigger1 =AnimElemTime(1) >= 0 && AnimElemTime(5) < 37
time = 1
attr = SCA,NA,SA,HA,NP,SP,HP
StateNo = 10000;スーパーアーマーのステートナンバーです
IgnoreHitPause = 1
SuperMoveTime = 999;念のため設定
PauseMoveTime = 999;同上

[State -3]
type = varset 
trigger1 =Time = 0
var(43) =46


[State -3, 1]
type = PowerAdd
trigger1 = AnimElem = 1
value = -1000



[State -3]
type = Explod
trigger1 = TeamSide = 1
trigger1 = AnimElem = 1
anim = 10205
ID = 10205
pos = 130, 40
postype = Left
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State -3]
type = Explod
trigger1 = TeamSide = 2
trigger1 = AnimElem = 1
anim = 10205
ID = 10205
pos = -130, 40
postype = right
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State -3]
type = Projectile
trigger1 = animelemtime(5) = 0
damage = 999999, 1 
Attr =SCA,HP
HitFlag =MAF
guardflag =MA
AnimType =Hard
persistent = 0;条件が合っても1度しか発動しない
projID = 10213
projanim = 10213
projscale = 1, 1
projremove = 0
projremovetime = 72
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 0, 0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 8
projedgebound = 20
projstagebound = 20
projheightbound = -240, 1
offset = 0, 30
postype = p2
sparkno = 0                      
sparkxy = -10, -76               
hitsound = 5, 4                  
guardsound = 6, 0                
ground.type = High               
ground.slidetime = 5            
ground.hittime  = 10             
ground.velocity = 0             
airguard.velocity = 0,0    
air.type = High                 
air.velocity = 0,0          
air.hittime = 12                
fall =1






[State 240, 1]
type = PlaySnd
trigger1 = animelemtime(5) = 37
value = 23, 0




[State 1000,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 38
movetype = I

[State 1000, 0]
Type = NotHitBy
Trigger1 = AnimElem = 1
Value = SCA
Time = 291


[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
; マハムド 敵全体
[Statedef 670]
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)                   ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 200,ChangeAnim]
type = ChangeAnim;ここでanimを設定します
triggerall =PrevStateNo != 10000
trigger1 = Time = 0
value = 99999


[State 1000,HitOverride]
Type = HitOverride;ここでスーパーアーマーを設定します
Trigger1 =AnimElemTime(1) >= 0 && AnimElemTime(5) < 37
time = 1
attr = SCA,NA,SA,HA,NP,SP,HP
StateNo = 10000;スーパーアーマーのステートナンバーです
IgnoreHitPause = 1
SuperMoveTime = 999;念のため設定
PauseMoveTime = 999;同上

[State -3]
type = varset 
trigger1 =Time = 0
var(43) =47


[State -3, 1]
type = PowerAdd
trigger1 = AnimElem = 1
value = -1500



[State -3]
type = Explod
trigger1 = TeamSide = 1
trigger1 = AnimElem = 1
anim = 10204
ID = 10204
pos = 130, 40
postype = Left
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State -3]
type = Explod
trigger1 = TeamSide = 2
trigger1 = AnimElem = 1
anim = 10204
ID = 10204
pos = -130, 40
postype = right
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State -3]
type = Projectile
trigger1 = animelemtime(5) = 0
damage = 999999, 1 
Attr =SCA,HP
HitFlag =MAF
guardflag =MA
AnimType =Hard
persistent = 0;条件が合っても1度しか発動しない
projID = 10213
projanim = 10213
projscale = 1, 1
projremove = 0
projremovetime = 72
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 0, 0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 8
projedgebound = 20
projstagebound = 20
projheightbound = -240, 1
offset = 0, 30
postype = p2
sparkno = 0                      
sparkxy = -10, -76               
hitsound = 5, 4                  
guardsound = 6, 0                
ground.type = High               
ground.slidetime = 5            
ground.hittime  = 10             
ground.velocity = 0             
airguard.velocity = 0,0     
air.type = High                 
air.velocity = 0,0          
air.hittime = 12                
fall =1


[State -3]
type = Projectile
trigger1 = animelemtime(5) = 0
damage = 999999, 1 
Attr =SCA,HP
HitFlag =MAF
guardflag =MA
AnimType =Hard
persistent = 0;条件が合っても1度しか発動しない
projID = 10213
projanim = 10213
projscale = 1, 1
projremove = 0
projremovetime = 72
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 0, 0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 8
projedgebound = 20
projstagebound = 20
projheightbound = -240, 1
offset = 50, 30
postype = p2
sparkno = 0                      
sparkxy = -10, -76               
hitsound = 5, 4                  
guardsound = 6, 0                
ground.type = High               
ground.slidetime = 5            
ground.hittime  = 10             
ground.velocity = 0             
airguard.velocity = 0,0     
air.type = High                 
air.velocity = 0,0          
air.hittime = 12                
fall =1



[State -3]
type = Projectile
trigger1 = animelemtime(5) = 0
damage = 999999, 1 
Attr =SCA,HP
HitFlag =MAF
guardflag =MA
AnimType =Hard
persistent = 0;条件が合っても1度しか発動しない
projID = 10213
projanim = 10213
projscale = 1, 1
projremove = 0
projremovetime = 72
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 0, 0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 8
projedgebound = 20
projstagebound = 20
projheightbound = -240, 1
offset = -50, 30
postype = p2
sparkno = 0                      
sparkxy = -10, -76               
hitsound = 5, 4                  
guardsound = 6, 0                
ground.type = High               
ground.slidetime = 5            
ground.hittime  = 10             
ground.velocity = 0             
airguard.velocity = 0,0     
air.type = High                 
air.velocity = 0,0          
air.hittime = 12                
fall =1



[State 240, 1]
type = PlaySnd
trigger1 = animelemtime(5) = 37
value = 23, 0




[State 1000,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 38
movetype = I

[State 1000, 0]
Type = NotHitBy
Trigger1 = AnimElem = 1
Value = SCA
Time = 291


[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; ポイズマ
[Statedef 680]
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)                   ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 200,ChangeAnim]
type = ChangeAnim;ここでanimを設定します
triggerall =PrevStateNo != 10000
trigger1 = Time = 0
value = 99999


[State 1000,HitOverride]
Type = HitOverride;ここでスーパーアーマーを設定します
Trigger1 =AnimElemTime(1) >= 0 && AnimElemTime(5) < 37
time = 1
attr = SCA,NA,SA,HA,NP,SP,HP
StateNo = 10000;スーパーアーマーのステートナンバーです
IgnoreHitPause = 1
SuperMoveTime = 999;念のため設定
PauseMoveTime = 999;同上

[State -3]
type = varset 
trigger1 =Time = 0
var(43) =48


[State -3, 1]
type = PowerAdd
trigger1 = AnimElem = 1
value = -500



[State -3]
type = Explod
trigger1 = TeamSide = 1
trigger1 = AnimElem = 1
anim = 10206
ID = 10206
pos = 130, 40
postype = Left
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State -3]
type = Explod
trigger1 = TeamSide = 2
trigger1 = AnimElem = 1
anim = 10206
ID = 10206
pos = -130, 40
postype = right
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State -3]
type = Projectile
trigger1 = animelemtime(5) = 0
damage = 1, 1 
Attr =SCA,HP
HitFlag =MAF
guardflag =MA
AnimType =light
persistent = 0;条件が合っても1度しか発動しない
projID = 10214
projanim = 10214
projscale = 1, 1
projremove = 0
projremovetime = 87
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 0, 0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 8
projedgebound = 20
projstagebound = 20
projheightbound = -240, 1
offset = 0, -10
postype = p2
sparkno = 0                      
sparkxy = -10, -76               
hitsound = 5, 4                  
guardsound = 6, 0                
ground.type = High               
ground.slidetime = 5            
ground.hittime  = 10             
ground.velocity = 0             
airguard.velocity = 0,0    
air.type = High                 
air.velocity = 0,0          
air.hittime = 12                
fall =0






[State 240, 1]
type = PlaySnd
trigger1 = animelemtime(5) = 37
value = 23, 0




[State 1000,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 38
movetype = I

[State 1000, 0]
Type = NotHitBy
Trigger1 = AnimElem = 1
Value = SCA
Time = 291


[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 淀んだ吐息
[Statedef 690]
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)                   ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 200,ChangeAnim]
type = ChangeAnim;ここでanimを設定します
triggerall =PrevStateNo != 10000
trigger1 = Time = 0
value = 99999


[State 1000,HitOverride]
Type = HitOverride;ここでスーパーアーマーを設定します
Trigger1 =AnimElemTime(1) >= 0 && AnimElemTime(5) < 37
time = 1
attr = SCA,NA,SA,HA,NP,SP,HP
StateNo = 10000;スーパーアーマーのステートナンバーです
IgnoreHitPause = 1
SuperMoveTime = 999;念のため設定
PauseMoveTime = 999;同上

[State -3]
type = varset 
trigger1 =Time = 0
var(43) =49


[State -3, 1]
type = PowerAdd
trigger1 = AnimElem = 1
value = -500



[State -3]
type = Explod
trigger1 = TeamSide = 1
trigger1 = AnimElem = 1
anim = 10207
ID = 10207
pos = 130, 40
postype = Left
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State -3]
type = Explod
trigger1 = TeamSide = 2
trigger1 = AnimElem = 1
anim = 10207
ID = 10207
pos = -130, 40
postype = right
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State -3]
type = Projectile
trigger1 = animelemtime(5) = 0
damage = 1, 1 
Attr =SCA,HP
HitFlag =MAF
guardflag =MA
AnimType =light
persistent = 0;条件が合っても1度しか発動しない
projID = 10216
projanim = 10216
projscale = 1, 1
projremove = 0
projremovetime = 87
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 0, 0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 8
projedgebound = 20
projstagebound = 20
projheightbound = -240, 1
offset = 0, -10
postype = p2
sparkno = 0                      
sparkxy = -10, -76               
hitsound = 5, 4                  
guardsound = 6, 0                
ground.type = High               
ground.slidetime = 5            
ground.hittime  = 10             
ground.velocity = 0             
airguard.velocity = 0,0    
air.type = High                 
air.velocity = 0,0          
air.hittime = 12                
fall =0






[State 240, 1]
type = PlaySnd
trigger1 = animelemtime(5) = 37
value = 23, 0


[State -3]
type = Explod
trigger1 = animelemtime(5) = 0
anim = 10217
ID = 10217
pos = 0, -30
postype = p2
facing = -1
vfacing = 1
bindtime = 900
scale = 0.5, 0.5
removetime =900
sprpriority =9
ontop =1

[State 1000,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 38
movetype = I

[State 1000, 0]
Type = NotHitBy
Trigger1 = AnimElem = 1
Value = SCA
Time = 291


[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
; ラクンダ
[Statedef 700]
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)                   ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 200,ChangeAnim]
type = ChangeAnim;ここでanimを設定します
triggerall =PrevStateNo != 10000
trigger1 = Time = 0
value = 99999


[State 1000,HitOverride]
Type = HitOverride;ここでスーパーアーマーを設定します
Trigger1 =AnimElemTime(1) >= 0 && AnimElemTime(5) < 37
time = 1
attr = SCA,NA,SA,HA,NP,SP,HP
StateNo = 10000;スーパーアーマーのステートナンバーです
IgnoreHitPause = 1
SuperMoveTime = 999;念のため設定
PauseMoveTime = 999;同上

[State -3]
type = varset 
trigger1 =Time = 0
var(43) =50


[State -3, 1]
type = PowerAdd
trigger1 = AnimElem = 1
value = -500




[State -3]
type = Explod
trigger1 = TeamSide = 1
trigger1 = AnimElem = 1
anim = 10219
ID = 10219
pos = 130, 40
postype = Left
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State -3]
type = Explod
trigger1 = TeamSide = 2
trigger1 = AnimElem = 1
anim = 10219
ID = 10219
pos = -130, 40
postype = right
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1


[State -3]
type = varset 
trigger1 = AnimElem = 1
var(38) = 1





[State 240, 1]
type = PlaySnd
trigger1 = animelemtime(5) = 37
value = 23, 0


[State -3]
type = Explod
trigger1 = animelemtime(5) = 0
anim = 10218
ID = 10218
pos = 0, -30
postype = p2
facing = -1
vfacing = 1
bindtime = 900
scale = 0.5, 0.5
removetime =900
sprpriority =9
ontop =1

[State 1000,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 38
movetype = I

[State 1000, 0]
Type = NotHitBy
Trigger1 = AnimElem = 1
Value = SCA
Time = 291


[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




;---------------------------------------------------------------------------
; 五月雨斬り
[Statedef 710]
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)                   ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 200,ChangeAnim]
type = ChangeAnim;ここでanimを設定します
triggerall =PrevStateNo != 10000
trigger1 = Time = 0
value = 99999

[State 1000,HitOverride]
Type = HitOverride;ここでスーパーアーマーを設定します
Trigger1 =AnimElemTime(1) >= 0 && AnimElemTime(5) < 37
time = 1
attr = SCA,NA,SA,HA,NP,SP,HP
StateNo = 10000;スーパーアーマーのステートナンバーです
IgnoreHitPause = 1
SuperMoveTime = 999;念のため設定
PauseMoveTime = 999;同上

[State -3]
type = varset 
trigger1 =Time = 0
var(43) =51

[State -3, 1]
type = PowerAdd
trigger1 = AnimElem = 1
value = -1500



[State -3]
type = Explod
trigger1 = TeamSide = 1
trigger1 = AnimElem = 1
anim = 10221
ID = 10221
pos = 130, 40
postype = Left
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State -3]
type = Explod
trigger1 = TeamSide = 2
trigger1 = AnimElem = 1
anim = 10221
ID = 10221
pos = -130, 40
postype = right
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State -3]
type = Projectile
trigger1 = var(31) = 0
trigger1 = TeamSide = 1
trigger1 = animelemtime(5) = 0
damage = 8, 3  
Attr =SCA,HP
HitFlag =MAFD
guardflag =MA
AnimType =Hard
persistent = 0;条件が合っても1度しか発動しない
projID = 10222
projanim = 10222
projscale = 1, 1
projremove = 0
projremovetime = 39
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 0, 0
projhits = 20
projmisstime = 1
projpriority = 4
projsprpriority = 8
projedgebound = 20
projstagebound = 20
projheightbound = -240, 1
offset = -180, 100
postype = right
sparkno = 0                      
sparkxy = -10, -76               
hitsound = 5, 4                  
guardsound = 6, 0                
ground.type = High               
ground.slidetime = 5            
ground.hittime  = 90             
ground.velocity = -1.5,-2.5                
airguard.velocity = -1.5,-2.5       
air.type = High                 
air.velocity = -1.5,-2.5              
air.hittime = 90                
supermove =99999
supermovetime = 99999
pausemovetime = 99999
fall =1


[State -3]
type = Projectile
trigger1 = var(31) = 1
trigger1 = TeamSide = 1
trigger1 = animelemtime(5) = 0
damage = 13, 3  
Attr =SCA,HP
HitFlag =MAFD
guardflag =MA
AnimType =Hard
persistent = 0;条件が合っても1度しか発動しない
projID = 10222
projanim = 10222
projscale = 1, 1
projremove = 0
projremovetime = 39
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 0, 0
projhits = 20
projmisstime = 1
projpriority = 4
projsprpriority = 8
projedgebound = 20
projstagebound = 20
projheightbound = -240, 1
offset = -180, 100
postype = right
sparkno = 0                      
sparkxy = -10, -76               
hitsound = 5, 4                  
guardsound = 6, 0                
ground.type = High               
ground.slidetime = 5            
ground.hittime  = 90             
ground.velocity = -1.5,-2.5                
airguard.velocity = -1.5,-2.5       
air.type = High                 
air.velocity = -1.5,-2.5              
air.hittime = 90                
supermove =99999
supermovetime = 99999
pausemovetime = 99999
fall =1



[State -3]
type = Projectile
trigger1 = var(31) = 0
trigger1 = TeamSide = 2
trigger1 = animelemtime(5) = 0
damage = 8, 3  
Attr =SCA,HP
HitFlag =MAFD
guardflag =MA
AnimType =Hard
persistent = 0;条件が合っても1度しか発動しない
projID = 10222
projanim = 10222
projscale = 1, 1
projremove = 0
projremovetime = 39
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 0, 0
projhits = 20
projmisstime = 1
projpriority = 4
projsprpriority = 8
projedgebound = 20
projstagebound = 20
projheightbound = -240, 1
offset = -180, 100
postype = Left
sparkno = 0                      
sparkxy = -10, -76               
hitsound = 5, 4                  
guardsound = 6, 0                
ground.type = High               
ground.slidetime = 5            
ground.hittime  = 90             
ground.velocity = -1.5,-2.5                
airguard.velocity = -1.5,-2.5       
air.type = High                 
air.velocity = -1.5,-2.5              
air.hittime = 90                
supermove =99999
supermovetime = 99999
pausemovetime = 99999
fall =1


[State -3]
type = Projectile
trigger1 = var(31) = 1
trigger1 = TeamSide = 2
trigger1 = animelemtime(5) = 0
damage = 13, 3  
Attr =SCA,HP
HitFlag =MAFD
guardflag =MA
AnimType =Hard
persistent = 0;条件が合っても1度しか発動しない
projID = 10222
projanim = 10222
projscale = 1, 1
projremove = 0
projremovetime = 39
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 0, 0
projhits = 20
projmisstime = 1
projpriority = 4
projsprpriority = 8
projedgebound = 20
projstagebound = 20
projheightbound = -240, 1
offset = -180, 100
postype = Left
sparkno = 0                      
sparkxy = -10, -76               
hitsound = 5, 4                  
guardsound = 6, 0                
ground.type = High               
ground.slidetime = 5            
ground.hittime  = 90             
ground.velocity = -1.5,-2.5                
airguard.velocity = -1.5,-2.5       
air.type = High                 
air.velocity = -1.5,-2.5              
air.hittime = 90                
supermove =99999
supermovetime = 99999
pausemovetime = 99999
fall =1


[State 240, 1]
type = PlaySnd
trigger1 = animelemtime(5) = 0
value = 24, 0




[State 1000,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 38
movetype = I

[State 1000, 0]
Type = NotHitBy
Trigger1 = AnimElem = 1
Value = SCA
Time = 291


[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; デスバウンド
[Statedef 720]
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)                   ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 200,ChangeAnim]
type = ChangeAnim;ここでanimを設定します
triggerall =PrevStateNo != 10000
trigger1 = Time = 0
value = 99999


[State 1000,HitOverride]
Type = HitOverride;ここでスーパーアーマーを設定します
Trigger1 =AnimElemTime(1) >= 0 && AnimElemTime(5) < 37
time = 1
attr = SCA,NA,SA,HA,NP,SP,HP
StateNo = 10000;スーパーアーマーのステートナンバーです
IgnoreHitPause = 1
SuperMoveTime = 999;念のため設定
PauseMoveTime = 999;同上

[State -3]
type = varset 
trigger1 =Time = 0
var(43) =52


[State -3, 1]
type = PowerAdd
trigger1 = AnimElem = 1
value = -1500



[State -3]
type = Explod
trigger1 = TeamSide = 1
trigger1 = AnimElem = 1
anim = 10220
ID = 10220
pos = 130, 40
postype = Left
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State -3]
type = Explod
trigger1 = TeamSide = 2
trigger1 = AnimElem = 1
anim = 10220
ID = 10220
pos = -130, 40
postype = right
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State -3]
type = Projectile
trigger1 = var(31) = 0
trigger1 = animelemtime(5) = 0
damage = 138, 5  
Attr =SCA,HP
HitFlag =MAFD
guardflag =MA
AnimType =Hard
persistent = 0;条件が合っても1度しか発動しない
projID = 10223
projanim = 10223
projscale = 0.5, 0.5
projremove = 0
projremovetime = 54
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 0, 0
projhits = 1
projmisstime = 1
projpriority = 4
projsprpriority = 8
projedgebound = 20
projstagebound = 20
projheightbound = -240, 1
offset = 70, 60
postype = p1
sparkno = 0                      
sparkxy = -10, -76               
hitsound = 5, 4                  
guardsound = 6, 0                
ground.type = High               
ground.slidetime = 5            
ground.hittime  = 90             
ground.velocity = -1.5,-2.5                
airguard.velocity = -1.5,-2.5       
air.type = High                 
air.velocity = -1.5,-2.5              
air.hittime = 90                
supermove =99999
supermovetime = 99999
pausemovetime = 99999
fall =1


[State -3]
type = Projectile
trigger1 = var(31) = 1
trigger1 = animelemtime(5) = 0
damage = 209, 10 
Attr =SCA,HP
HitFlag =MAFD
guardflag =MA
AnimType =Hard
persistent = 0;条件が合っても1度しか発動しない
projID = 10223
projanim = 10223
projscale =0.5, 0.5
projremove = 0
projremovetime = 54
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 0, 0
projhits = 1
projmisstime = 1
projpriority = 4
projsprpriority = 8
projedgebound = 20
projstagebound = 20
projheightbound = -240, 1
offset =  70, 60
postype = p1
sparkno = 0                      
sparkxy = -10, -76               
hitsound = 5, 4                  
guardsound = 6, 0                
ground.type = High               
ground.slidetime = 5            
ground.hittime  = 90             
ground.velocity = -1.5,-2.5                
airguard.velocity = -1.5,-2.5       
air.type = High                 
air.velocity = -1.5,-2.5              
air.hittime = 90                
supermove =99999
supermovetime = 99999
pausemovetime = 99999
fall =1







[State 240, 1]
type = PlaySnd
trigger1 = animelemtime(5) = 0
value = 25, 0




[State 1000,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 38
movetype = I

[State 1000, 0]
Type = NotHitBy
Trigger1 = AnimElem = 1
Value = SCA
Time = 291


[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ムド 敵単体
[Statedef 730]
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)                   ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 200,ChangeAnim]
type = ChangeAnim;ここでanimを設定します
triggerall =PrevStateNo != 10000
trigger1 = Time = 0
value = 99999


[State 1000,HitOverride]
Type = HitOverride;ここでスーパーアーマーを設定します
Trigger1 =AnimElemTime(1) >= 0 && AnimElemTime(5) < 37
time = 1
attr = SCA,NA,SA,HA,NP,SP,HP
StateNo = 10000;スーパーアーマーのステートナンバーです
IgnoreHitPause = 1
SuperMoveTime = 999;念のため設定
PauseMoveTime = 999;同上

[State -3]
type = varset 
trigger1 =Time = 0
var(43) =53


[State -3, 1]
type = PowerAdd
trigger1 = AnimElem = 1
value = -700



[State -3]
type = Explod
trigger1 = TeamSide = 1
trigger1 = AnimElem = 1
anim = 10224
ID = 10224
pos = 130, 40
postype = Left
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State -3]
type = Explod
trigger1 = TeamSide = 2
trigger1 = AnimElem = 1
anim = 10224
ID = 10224
pos = -130, 40
postype = right
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State -3]
type = Projectile
trigger1 = animelemtime(5) = 0
damage = 999999, 1 
Attr =SCA,HP
HitFlag =MAF
guardflag =MA
AnimType =Hard
persistent = 0;条件が合っても1度しか発動しない
projID = 10228
projanim = 10228
projscale = 1, 1
projremove = 0
projremovetime = 144
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 0, 0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 8
projedgebound = 20
projstagebound = 20
projheightbound = -240, 1
offset = 0, 30
postype = p2
sparkno = 0                      
sparkxy = -10, -76               
hitsound = 5, 4                  
guardsound = 6, 0                
ground.type = High               
ground.slidetime = 5            
ground.hittime  = 10             
ground.velocity = 0             
airguard.velocity = 0,0    
air.type = High                 
air.velocity = 0,0          
air.hittime = 12                
fall =1






[State 240, 1]
type = PlaySnd
trigger1 = animelemtime(5) = 37
value = 23, 0




[State 1000,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 38
movetype = I

[State 1000, 0]
Type = NotHitBy
Trigger1 = AnimElem = 1
Value = SCA
Time = 291


[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
; コンセントレート
[Statedef 740]
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)                   ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 200,ChangeAnim]
type = ChangeAnim;ここでanimを設定します
triggerall =PrevStateNo != 10000
trigger1 = Time = 0
value = 99999


[State 1000,HitOverride]
Type = HitOverride;ここでスーパーアーマーを設定します
Trigger1 =AnimElemTime(1) >= 0 && AnimElemTime(5) < 37
time = 1
attr = SCA,NA,SA,HA,NP,SP,HP
StateNo = 10000;スーパーアーマーのステートナンバーです
IgnoreHitPause = 1
SuperMoveTime = 999;念のため設定
PauseMoveTime = 999;同上

[State -3]
type = varset 
trigger1 =Time = 0
var(43) =54


[State -3, 1]
type = PowerAdd
trigger1 = AnimElem = 1
value = -1000

[State -1]
type = varset 
trigger1 = animelemtime(5) = 0
var(39) = 1

[State -3]
type = Explod
trigger1 = TeamSide = 1
trigger1 = AnimElem = 1
anim = 10225
ID = 10225
pos = 130, 40
postype = Left
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State -3]
type = Explod
trigger1 = TeamSide = 2
trigger1 = AnimElem = 1
anim = 10225
ID = 110225
pos = -130, 40
postype = right
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1


[State -3]
type = Explod
trigger1 = animelemtime(5) = 0
anim = 10229
ID = 10229
pos = 0, -30
postype = p1
facing = -1
vfacing = 1
bindtime = 900
scale = 0.5, 0.5
removetime =900
sprpriority =9
ontop =1


[State 240, 1]
type = PlaySnd
trigger1 = AnimElemTime(5) >= 0
value = 0, 2
volume = 10



[State 1000,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 38
movetype = I

[State 1000, 0]
Type = NotHitBy
Trigger1 = AnimElem = 1
Value = SCA
Time = 291


[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; メギドラ
[Statedef 750]
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)                   ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 200,ChangeAnim]
type = ChangeAnim;ここでanimを設定します
triggerall =PrevStateNo != 10000
trigger1 = Time = 0
value = 99999


[State 1000,HitOverride]
Type = HitOverride;ここでスーパーアーマーを設定します
Trigger1 =AnimElemTime(1) >= 0 && AnimElemTime(5) < 37
time = 1
attr = SCA,NA,SA,HA,NP,SP,HP
StateNo = 10000;スーパーアーマーのステートナンバーです
IgnoreHitPause = 1
SuperMoveTime = 999;念のため設定
PauseMoveTime = 999;同上

[State -3]
type = varset 
trigger1 =Time = 0
var(43) =55


[State -3, 1]
type = PowerAdd
trigger1 = AnimElem = 1
value = -3000



[State -3]
type = Explod
trigger1 = TeamSide = 1
trigger1 = AnimElem = 1
anim = 10226
ID = 10226
pos = 130, 40
postype = Left
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State -3]
type = Explod
trigger1 = TeamSide = 2
trigger1 = AnimElem = 1
anim = 10226
ID = 10226
pos = -130, 40
postype = right
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State -3]
type = Projectile
trigger1 = var(39) = 0
trigger1 = TeamSide = 1
trigger1 = animelemtime(5) = 0
damage = 500, 5  
Attr =SCA,HP
HitFlag =MAFD
guardflag =MA
AnimType =Hard
persistent = 0;条件が合っても1度しか発動しない
projID = 10230
projanim = 10230
projscale = 1, 1
projremove = 0
projremovetime = 90
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 0, 0
projhits = 1
projmisstime = 1
projpriority = 4
projsprpriority = 8
projedgebound = 20
projstagebound = 20
projheightbound = -240, 1
offset = -180, 50
postype = right
sparkno = 0                      
sparkxy = -10, -76               
hitsound = 5, 4                  
guardsound = 6, 0                
ground.type = High               
ground.slidetime = 5            
ground.hittime  = 90             
ground.velocity = -1.5,-2.5                
airguard.velocity = -1.5,-2.5       
air.type = High                 
air.velocity = -1.5,-2.5              
air.hittime = 90                
supermove =99999
supermovetime = 99999
pausemovetime = 99999
fall =1


[State -3]
type = Projectile
trigger1 = var(39) = 1
trigger1 = TeamSide = 1
trigger1 = animelemtime(5) = 0
damage = 750, 10  
Attr =SCA,HP
HitFlag =MAFD
guardflag =MA
AnimType =Hard
persistent = 0;条件が合っても1度しか発動しない
projID = 10230
projanim = 10230
projscale = 1, 1
projremove = 0
projremovetime = 90
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 0, 0
projhits = 1
projmisstime = 1
projpriority = 4
projsprpriority = 8
projedgebound = 20
projstagebound = 20
projheightbound = -240, 1
offset = -180, 50
postype = right
sparkno = 0                      
sparkxy = -10, -76               
hitsound = 5, 4                  
guardsound = 6, 0                
ground.type = High               
ground.slidetime = 5            
ground.hittime  = 90             
ground.velocity = -1.5,-2.5                
airguard.velocity = -1.5,-2.5       
air.type = High                 
air.velocity = -1.5,-2.5              
air.hittime = 90                
supermove =99999
supermovetime = 99999
pausemovetime = 99999
fall =1




[State -3]
type = Projectile
trigger1 = var(39) = 0
trigger1 = TeamSide = 2
trigger1 = animelemtime(5) = 0
damage = 500, 5  
Attr =SCA,HP
HitFlag =MAFD
guardflag =MA
AnimType =Hard
persistent = 0;条件が合っても1度しか発動しない
projID = 10230
projanim = 10230
projscale = 1, 1
projremove = 0
projremovetime = 90
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 0, 0
projhits = 1
projmisstime = 1
projpriority = 4
projsprpriority = 8
projedgebound = 20
projstagebound = 20
projheightbound = -240, 1
offset = -180, 50
postype = Left
sparkno = 0                      
sparkxy = -10, -76               
hitsound = 5, 4                  
guardsound = 6, 0                
ground.type = High               
ground.slidetime = 5            
ground.hittime  = 90             
ground.velocity = -1.5,-2.5                
airguard.velocity = -1.5,-2.5       
air.type = High                 
air.velocity = -1.5,-2.5              
air.hittime = 90                
supermove =99999
supermovetime = 99999
pausemovetime = 99999
fall =1


[State -3]
type = Projectile
trigger1 = var(39) = 1
trigger1 = TeamSide = 2
trigger1 = animelemtime(5) = 0
damage = 750, 10  
Attr =SCA,HP
HitFlag =MAFD
guardflag =MA
AnimType =Hard
persistent = 0;条件が合っても1度しか発動しない
projID = 10230
projanim = 10230
projscale = 1, 1
projremove = 0
projremovetime = 90
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 0, 0
projhits = 1
projmisstime = 1
projpriority = 4
projsprpriority = 8
projedgebound = 20
projstagebound = 20
projheightbound = -240, 1
offset = -180, 50
postype = Left
sparkno = 0                      
sparkxy = -10, -76               
hitsound = 5, 4                  
guardsound = 6, 0                
ground.type = High               
ground.slidetime = 5            
ground.hittime  = 90             
ground.velocity = -1.5,-2.5                
airguard.velocity = -1.5,-2.5       
air.type = High                 
air.velocity = -1.5,-2.5              
air.hittime = 90                
supermove =99999
supermovetime = 99999
pausemovetime = 99999
fall =1

[State 240, 1]
type = PlaySnd
trigger1 = animelemtime(5) = 37
value = 25, 0




[State 1000,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 38
movetype = I

[State 1000, 0]
Type = NotHitBy
Trigger1 = AnimElem = 1
Value = SCA
Time = 291


[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; デビルタッチ
[Statedef 760]
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)                   ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 200,ChangeAnim]
type = ChangeAnim;ここでanimを設定します
triggerall =PrevStateNo != 10000
trigger1 = Time = 0
value = 99999


[State 1000,HitOverride]
Type = HitOverride;ここでスーパーアーマーを設定します
Trigger1 =AnimElemTime(1) >= 0 && AnimElemTime(5) < 37
time = 1
attr = SCA,NA,SA,HA,NP,SP,HP
StateNo = 10000;スーパーアーマーのステートナンバーです
IgnoreHitPause = 1
SuperMoveTime = 999;念のため設定
PauseMoveTime = 999;同上

[State -3]
type = varset 
trigger1 =Time = 0
var(43) =56


[State -3, 1]
type = PowerAdd
trigger1 = AnimElem = 1
value = -1000



[State -3]
type = Explod
trigger1 = TeamSide = 1
trigger1 = AnimElem = 1
anim = 10227
ID = 10227
pos = 130, 40
postype = Left
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State -3]
type = Explod
trigger1 = TeamSide = 2
trigger1 = AnimElem = 1
anim = 10227
ID = 10227
pos = -130, 40
postype = right
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State -3]
type = Projectile
trigger1 = animelemtime(5) = 0
damage = 1, 1 
Attr =SCA,HP
HitFlag =MAF
guardflag =MA
AnimType =light
persistent = 0;条件が合っても1度しか発動しない
projID = 10231
projanim = 10231
projscale = 0.1, 0.1
projremove = 0
projremovetime = 13
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 0, 0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 8
projedgebound = 20
projstagebound = 20
projheightbound = -240, 1
offset = 0, -60
postype = p2
sparkno = 0                      
sparkxy = -10, -76               
hitsound = 5, 4                  
guardsound = 6, 0                
ground.type = High               
ground.slidetime = 5            
ground.hittime  = 10             
ground.velocity = 0             
airguard.velocity = 0,0    
air.type = High                 
air.velocity = 0,0          
air.hittime = 12                
fall =0


[State 240, 1]
type = PlaySnd
trigger1 = animelemtime(5) = 3
value = 23, 0




[State 1000,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 38
movetype = I

[State 1000, 0]
Type = NotHitBy
Trigger1 = AnimElem = 1
Value = SCA
Time = 291


[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; 夜の女王
[Statedef 770]
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)                   ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 200,ChangeAnim]
type = ChangeAnim;ここでanimを設定します
triggerall =PrevStateNo != 10000
trigger1 = Time = 0
value = 99999


[State 1000,HitOverride]
Type = HitOverride;ここでスーパーアーマーを設定します
Trigger1 =AnimElemTime(1) >= 0 && AnimElemTime(5) < 37
time = 1
attr = SCA,NA,SA,HA,NP,SP,HP
StateNo = 10000;スーパーアーマーのステートナンバーです
IgnoreHitPause = 1
SuperMoveTime = 999;念のため設定
PauseMoveTime = 999;同上

[State -3]
type = varset 
trigger1 =Time = 0
var(43) =57


[State -3]
type = varset 
trigger1 =Time = 0
var(44) =1

[State -3, 1]
type = PowerAdd
trigger1 = AnimElem = 1
value = -3000



[State -3]
type = Explod
trigger1 = TeamSide = 1
trigger1 = AnimElem = 1
anim = 10232
ID = 10232
pos = 130, 40
postype = Left
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State -3]
type = Explod
trigger1 = TeamSide = 2
trigger1 = AnimElem = 1
anim = 10232
ID = 10232
pos = -130, 40
postype = right
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1



[State -3]
type = Projectile
trigger1 = TeamSide = 1
trigger1 = animelemtime(5) = 0
damage =  8, 1   
Attr =SCA,HP
HitFlag =MAFD
guardflag =MA
AnimType =Hard
persistent = 0;条件が合っても1度しか発動しない
projID = 10233
projanim = 10233
projscale = 0.7, 0.6
projremove = 0
projremovetime = 423
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 0, 0
projhits = 99
projmisstime = 3
projpriority = 4
projsprpriority = 8
projedgebound = 20
projstagebound = 20
projheightbound = -240, 1
offset = -130, 35
postype = right
sparkno = 0                      
sparkxy = -10, -76               
hitsound = 5, 4                  
guardsound = 6, 0                
ground.type = High               
ground.slidetime = 5            
ground.hittime  = 90             
ground.velocity = -1.5,-2.5                
airguard.velocity = -1.5,-2.5       
air.type = High                 
air.velocity = -1.5,-2.5              
air.hittime = 90                
supermove =99999
supermovetime = 99999
pausemovetime = 99999
fall =1


[State -3]
type = Projectile
trigger1 = TeamSide = 2
trigger1 = animelemtime(5) = 0
damage = 8, 1  
Attr =SCA,HP
HitFlag =MAFD
guardflag =MA
AnimType =Hard
persistent = 0;条件が合っても1度しか発動しない
projID = 10233
projanim = 10233
projscale = 0.7, 0.6
projremove = 0
projremovetime = 423
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 0, 0
projhits = 99
projmisstime = 3
projpriority = 4
projsprpriority = 8
projedgebound = 20
projstagebound = 20
projheightbound = -240, 1
offset = -130, 35
postype = Left
sparkno = 0                      
sparkxy = -10, -76               
hitsound = 5, 4                  
guardsound = 6, 0                
ground.type = High               
ground.slidetime = 5            
ground.hittime  = 90             
ground.velocity = -1.5,-2.5                
airguard.velocity = -1.5,-2.5       
air.type = High                 
air.velocity = -1.5,-2.5              
air.hittime = 90                
supermove =99999
supermovetime = 99999
pausemovetime = 99999




[State 240, 1]
type = PlaySnd
trigger1 = animelemtime(5) = 37
value = 25, 0




[State 1000,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 38
movetype = I

[State 1000, 0]
Type = NotHitBy
Trigger1 = AnimElem = 1
Value = SCA
Time = 291


[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; ポイズンミスト
[Statedef 780]
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)                   ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 200,ChangeAnim]
type = ChangeAnim;ここでanimを設定します
triggerall =PrevStateNo != 10000
trigger1 = Time = 0
value = 99999


[State 1000,HitOverride]
Type = HitOverride;ここでスーパーアーマーを設定します
Trigger1 =AnimElemTime(1) >= 0 && AnimElemTime(5) < 37
time = 1
attr = SCA,NA,SA,HA,NP,SP,HP
StateNo = 10000;スーパーアーマーのステートナンバーです
IgnoreHitPause = 1
SuperMoveTime = 999;念のため設定
PauseMoveTime = 999;同上

[State -3]
type = varset 
trigger1 =Time = 0
var(43) =58


[State -3, 1]
type = PowerAdd
trigger1 = AnimElem = 1
value = -1500



[State -3]
type = Explod
trigger1 = TeamSide = 1
trigger1 = AnimElem = 1
anim = 10234
ID = 10234
pos = 130, 40
postype = Left
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State -3]
type = Explod
trigger1 = TeamSide = 2
trigger1 = AnimElem = 1
anim = 10234
ID = 10234
pos = -130, 40
postype = right
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State -3]
type = Projectile
trigger1 = animelemtime(5) = 0
damage = 1, 1 
Attr =SCA,HP
HitFlag =MAF
guardflag =MA
AnimType =light
persistent = 0;条件が合っても1度しか発動しない
projID = 10234
projanim = 10235
projscale = 1.5, 1.5
projremove = 0
projremovetime = 87
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 0, 0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 8
projedgebound = 20
projstagebound = 20
projheightbound = -240, 1
offset = 0, -40
postype = p2
sparkno = 0                      
sparkxy = -10, -76               
hitsound = 5, 4                  
guardsound = 6, 0                
ground.type = High               
ground.slidetime = 5            
ground.hittime  = 10             
ground.velocity = 0             
airguard.velocity = 0,0    
air.type = High                 
air.velocity = 0,0          
air.hittime = 12                
fall =0






[State 240, 1]
type = PlaySnd
trigger1 = animelemtime(5) = 37
value = 23, 0




[State 1000,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 38
movetype = I

[State 1000, 0]
Type = NotHitBy
Trigger1 = AnimElem = 1
Value = SCA
Time = 291


[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 闇夜のドレス
[Statedef 790]
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)                   ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 200,ChangeAnim]
type = ChangeAnim;ここでanimを設定します
triggerall =PrevStateNo != 10000
trigger1 = Time = 0
value = 99999


[State 1000,HitOverride]
Type = HitOverride;ここでスーパーアーマーを設定します
Trigger1 =AnimElemTime(1) >= 0 && AnimElemTime(5) < 37
time = 1
attr = SCA,NA,SA,HA,NP,SP,HP
StateNo = 10000;スーパーアーマーのステートナンバーです
IgnoreHitPause = 1
SuperMoveTime = 999;念のため設定
PauseMoveTime = 999;同上

[State -3]
type = varset 
trigger1 =Time = 0
var(43) =59


[State -3, 1]
type = PowerAdd
trigger1 = AnimElem = 1
value = -3000



[State -3]
type = Explod
trigger1 = TeamSide = 1
trigger1 = AnimElem = 1
anim = 10237
ID = 10237
pos = 130, 40
postype = Left
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State -3]
type = Explod
trigger1 = TeamSide = 2
trigger1 = AnimElem = 1
anim = 10237
ID = 10237
pos = -130, 40
postype = right
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1


[State -3]
type = varset 
trigger1 =var(42) = 0
var(42) = 1


[State 240, 1]
type = PlaySnd
trigger1 = animelemtime(5) = 37
value = 23, 0




[State 1000,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 38
movetype = I

[State 1000, 0]
Type = NotHitBy
Trigger1 = AnimElem = 1
Value = SCA
Time = 291


[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
; マハラクンダ
[Statedef 800]
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)                   ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 200,ChangeAnim]
type = ChangeAnim;ここでanimを設定します
triggerall =PrevStateNo != 10000
trigger1 = Time = 0
value = 99999


[State 1000,HitOverride]
Type = HitOverride;ここでスーパーアーマーを設定します
Trigger1 =AnimElemTime(1) >= 0 && AnimElemTime(5) < 37
time = 1
attr = SCA,NA,SA,HA,NP,SP,HP
StateNo = 10000;スーパーアーマーのステートナンバーです
IgnoreHitPause = 1
SuperMoveTime = 999;念のため設定
PauseMoveTime = 999;同上

[State -3]
type = varset 
trigger1 =Time = 0
var(43) =60


[State -3, 1]
type = PowerAdd
trigger1 = AnimElem = 1
value = -1000




[State -3]
type = Explod
trigger1 = TeamSide = 1
trigger1 = AnimElem = 1
anim = 10238
ID = 10238
pos = 130, 40
postype = Left
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State -3]
type = Explod
trigger1 = TeamSide = 2
trigger1 = AnimElem = 1
anim = 10238
ID = 10238
pos = -130, 40
postype = right
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1


[State -3]
type = varset 
trigger1 = AnimElem = 1
var(38) = 1





[State 240, 1]
type = PlaySnd
trigger1 = animelemtime(5) = 37
value = 23, 0


[State -3]
type = Explod
trigger1 = animelemtime(5) = 0
anim = 10218
ID = 10218
pos = 0, -30
postype = p2
facing = -1
vfacing = 1
bindtime = 900
scale = 0.5, 0.5
removetime =900
sprpriority =9
ontop =1

[State 1000,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 38
movetype = I

[State 1000, 0]
Type = NotHitBy
Trigger1 = AnimElem = 1
Value = SCA
Time = 291


[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




;---------------------------------------------------------------------------
; デビルスマイル
[Statedef 810]
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)                   ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 200,ChangeAnim]
type = ChangeAnim;ここでanimを設定します
triggerall =PrevStateNo != 10000
trigger1 = Time = 0
value = 99999


[State 1000,HitOverride]
Type = HitOverride;ここでスーパーアーマーを設定します
Trigger1 =AnimElemTime(1) >= 0 && AnimElemTime(5) < 37
time = 1
attr = SCA,NA,SA,HA,NP,SP,HP
StateNo = 10000;スーパーアーマーのステートナンバーです
IgnoreHitPause = 1
SuperMoveTime = 999;念のため設定
PauseMoveTime = 999;同上

[State -3]
type = varset 
trigger1 =Time = 0
var(43) =61


[State -3, 1]
type = PowerAdd
trigger1 = AnimElem = 1
value = -1000



[State -3]
type = Explod
trigger1 = TeamSide = 1
trigger1 = AnimElem = 1
anim = 10239
ID = 10239
pos = 130, 40
postype = Left
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State -3]
type = Explod
trigger1 = TeamSide = 2
trigger1 = AnimElem = 1
anim = 10239
ID = 10239
pos = -130, 40
postype = right
facing = 1
vfacing = 1
bindtime = -1
scale = 0.5, 0.5
sprpriority =9
ontop =1

[State -3]
type = Projectile
trigger1 = animelemtime(5) = 0
damage = 1, 1 
Attr =SCA,HP
HitFlag =MAF
guardflag =MA
AnimType =light
persistent = 0;条件が合っても1度しか発動しない
projID = 10231
projanim = 10240
projscale = 0.1, 0.1
projremove = 0
projremovetime = 30
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 0, 0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 8
projedgebound = 20
projstagebound = 20
projheightbound = -240, 1
offset = 0, -60
postype = p2
sparkno = 0                      
sparkxy = -10, -76               
hitsound = 5, 4                  
guardsound = 6, 0                
ground.type = High               
ground.slidetime = 5            
ground.hittime  = 10             
ground.velocity = 0             
airguard.velocity = 0,0    
air.type = High                 
air.velocity = 0,0          
air.hittime = 12                
fall =0






[State 240, 1]
type = PlaySnd
trigger1 = animelemtime(5) = 3
value = 23, 0




[State 1000,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 38
movetype = I

[State 1000, 0]
Type = NotHitBy
Trigger1 = AnimElem = 1
Value = SCA
Time = 291


[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
