; これはカンフーマンのＣＮＳファイルです。
; コメントを参考にしてＣＮＳを理解してください

; これはKFMの定数と状態のファイルです。
; 絶対記入し、削除はしないでください。
[Data]
  ;体力ゲージの初期値
life = 1000
  ;攻撃力（これ以上に設定すると強くなる）
attack = 100
  ;防御力（これ以上に設定すると強くなる）
defence = 100
  ;コンボをくらっている時にあがる防御力
fall.defence_up = 50
  ;倒れてから起上がるまでのフレーム数
liedown.time = 16
  ;空中でどれだけコンボが繋がるか（高くすると無限コンボになるので注意）
airjuggle = 15
  ;hitdefで設定していない時の基本ヒットスパークナンバー
sparkno = 2
  ;設定してない時のガードナンバー
guard.sparkno = 40
  ;KOした時に声にエコーをかけるか（１でＯＮ）
KO.echo = 0
 volume = 0
  IntPersistIndex = 0
FloatPersistIndex = 40

[Size]
xscale = 1.098           ;水平方向の縮尺（通常１）
yscale = 1.1           ;垂直方向の縮尺（通常１）
ground.back = 18     ;キャラの幅(後方,地上)
ground.front = 18    ;キャラの幅(前方,地上)
air.back = 18        ;キャラの幅(後方,空中)
air.front = 18       ;キャラの幅(前方,空中)
height = 55          ;キャラの高さ
attack.dist = 160    ;攻撃をした時相手がガード体制に入る最低距離
proj.attack.dist = 90;攻撃をした時相手がガード体制に入る最低距離（飛び道具）
proj.doscale = 1     ;上で設定した縮尺を飛び道具にも適用するか（１でＯＮ）   
head.pos = 7, -87   ;頭の大体の座標
mid.pos = 2, -56    ;体の中心の大体の座標
shadowoffset = 0     ;影の垂直方向のオフセット
draw.offset = 0,0    ;使用しない

[Velocity]
walk.fwd  = 3.2      ;前進の速度
walk.back = -3.2     ;後退の速度
run.fwd  = 6.4, 0    ;前ダッシュの速度（ホップする時はyを-にする）
run.back = -6.5,-1.8 ;後ダッシュの速度（ホップする時はyを-にする）
jump.neu = 0,-9.4    ;垂直ジャンプの速度
jump.back = -4.25,2.2    ;後ジャンプの速度
jump.fwd = 4.3,2.2       ;前ジャンプの速度
runjump.back = -2.75,-8.3 ;後ダッシュしながらのジャンプ速度(オプション)
runjump.fwd = 4.2,-8.3      ;前ダッシュしながらのジャンプ速度(オプション)
airjump.neu = 0,-8.1      ;２段ジャンプ以降の垂直ジャンプの速度(オプション)
airjump.back = -2.55      ;２段ジャンプ以降の後ジャンプの速度(オプション)
airjump.fwd = 2.5         ;２段ジャンプ以降の前ジャンプの速度

[Movement]
airjump.num = 0      ;空中でジャンプする回数
airjump.height = 35  ;空中でジャンプする最低限の高さ
yaccel = .57         ;重力
stand.friction = .85  ;立ち状態の摩擦係数
crouch.friction = .82 ;屈み状態の摩擦係数

;---------------------------------------------------------------------------
; ステイトの解説
; [Statedef STATENO]
; type = ?      S/C/A/L  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｌ：ダウン
; movetype = ?  I/A/H    Ｉ：通常状態/Ａ：攻撃状態/Ｈ：ダメージをくらってる状態
; physics = ?   S/C/A/N  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｎ：無し
; juggle = ?             その攻撃に使うジャグル数
;

;---------------------------------------------------------------------------
; commonより ダッシュ
[Statedef 100]
type    = S
physics = S
anim = 100
sprpriority = 1

[State 191, 3]
type = PlaySnd
trigger1 = Time= 0
value = 100, 0
loop = 1
channel = 1

[State 100, 1]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 4]
type = ChangeState
trigger1 = command != "holdfwd"
value = 0

;---------------------------------------------------------------------------
; commonより バックステップ
[Statedef 105]
type    = S
physics = S
ctrl = 0
anim = 104
velset = 0,0

[State 105, 2]
type = NotHitBy
trigger1 = 1
value = SCA

[State 106, 4]
type = ChangeState
trigger1 = Time = 5
value = 106

; 空中
[Statedef 106]
type    = A
physics = A
ctrl = 0
anim = 105
sprpriority = 1

[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = -7.5
y = -3.8

[State 105, 2]
type = null;CtrlSet
trigger1 = Time = 2
value = 1

[State 105, 2]
type = NotHitBy
trigger1 = 1
value = SCA

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
value = 107


; 着地
[Statedef 107]
type    = S
physics = N
ctrl = 0
anim = 106
velset = 0,0

[State 106, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 106, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 106, 3]
type = MakeDust
trigger1 = Time = 2
pos = -5,-2
spacing = 1

[State 106, 4]
type = ChangeState
trigger1 = Time = 7
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; クイックアプローチストップ用
[Statedef 101]
type    = S
movetype = I
physics = N
anim = 101
ctrl = 0

[State 100, 1]
type = VelAdd
trigger1 = 1
x = -.2

[State 101, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = ifelse(command = "holddown",11,0)
ctrl = 1

;---------------------------------------------------------------------------
; タイムオーバーで負けた時
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 5
value = 170,0

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

;---------------------------------------------------------------------------
; 勝った動作１
[Statedef 180]
type = S

[State 180, 1]
type = VarRandom
trigger1 = Time = 0
v = 2
range = 0,2

[State 180, 1]
type = ChangeState
trigger1 = Var(2) = 0
value = 181

[State 180, 1]
type = ChangeState
trigger1 = Var(2) = 1
value = 182

[State 180, 1]
type = ChangeState
trigger1 = Var(2) = 2
value = 183

;---------------------------------------------------------------------------
; 勝った動作
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 13
value = 181,1

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

[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,150]
flag = roundnotover

;---------------------------------------------------------------------------
; 勝った動作2
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 16
value = 183,0


[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,190]
flag = roundnotover

;---------------------------------------------------------------------------
; 勝った動作[OK]
[Statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,0

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 9
value = 181,0

[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,250]
flag = roundnotover

;---------------------------------------------------------------------------
;イントロ選択
[Statedef 190]
type = S
ctrl = 0
anim = 0
velset = 0,0

[State 190,]
type = ChangeState
trigger1 = p2name = "Ryo" || p4name = "Ryo"
trigger2 = p2name = "Ryo Sakazaki" || p4name = "Ryo Sakazaki"
trigger3 = p2name = "RyuKoAct" || p4name = "RyuKoAct"
trigger4 = p2name = "Robert Garcia" || p4name = "Robert Garcia"
trigger5 = p2name = "Robert" || p4name = "Robert"
trigger6 = p2name = "Duck" || p4name = "Duck"
trigger7 = p2Name = "Duck King" || p4Name = "Duck King"
trigger8 = p2Name = "Joe" || p4Name = "Joe"
trigger9 = p2Name = "Joe Higashi" || p4Name = "Joe Higashi"
trigger10= p2Name = "Blue Mary" || p4Name = "Blue Mary"
trigger11= p2Name = "Andy Bogard" || p4Name = "Andy Bogard"
trigger12= p2Name = "Mr.Karate" || p4Name = "Mr.Karate"
trigger13= p2Name = "Mary" || p4Name = "Mary"
trigger14= p2Name = "Andy" || p4Name = "Andy"
trigger15= p2Name = "Mrkarate-2nd" || p4Name = "Mrkarate-2nd"
value = 193

[State 190,]
type = ChangeState
trigger1 = p2name = "Geese" || p4name = "Geese"
trigger2 = p2name = "Geese Howard" || p4name = "Geese Howard"
trigger3 = p2name = "NIGHTMARE GEESE" || p4name = "NIGHTMARE GEESE"
trigger4 = p2name = "N-Geese" || p4name = "N-Geese"
trigger5 = p2name = "Master Geese" || p4name = "Master Geese"
trigger6 = p2name = "W.Krauser" || p4name = "W.Krauser"
trigger7 = p2Name = "Krauser" || p4Name = "Krauser"
value = 194

[State 190,]
type = ChangeState
trigger1 = p2name = "Rock" || p4name = "Rock"
trigger2 = p2name = "Rock Howard" || p4name = "Rock Howard"
trigger3 = p2name = "cvsrock" || p4name = "cvsrock"
trigger4 = p2name = "Rouga Zanma" || p4name = "Rouga Zanma"
trigger5 = p2name = "Rouga" || p4name = "Rouga"
value = 196

[State 190,]
type = ChangeState
trigger1 = 1
value = 191+(random%2)

;---------------------------------------------------------------------------
; 通常登場
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 191, 3];ゲットレディ
type = PlaySnd
trigger1 = animelem = 21
value = 190,0

[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 4] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0

; 通常登場2
[Statedef 192]
type = S
ctrl = 0
anim = 193
velset = 0,0

[State 192, 3]
type = PlaySnd
trigger1 = animelem = 16
value = 190,1

[State 192, 2] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 192, 4] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; 特殊
[Statedef 193]
type = S
ctrl = 0
anim = 191
velset = 0,0

[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 4] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; 特殊2
[Statedef 194]
type = S
ctrl = 0
anim = 192
velset = 0,0

[State 191, 3];カモン
type = PlaySnd
trigger1 = animelem = 10
value = 2400,0

[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 4] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; 特殊3
[Statedef 196]
type = S
ctrl = 0
anim = 191
velset = 0,0

[State 191, 3];ルーキー！
type = PlaySnd
trigger1 = animelem = 4
value = 10,3

[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 4] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; 挑発の動作
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 3
value = 195,0
channel = 0

[State 195, 1]
type = CtrlSet
triggerall = !winko
trigger1 = Time = 30
value = 1

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; クイックMAX
[Statedef 198]
type = S
ctrl = 0
anim = 198
velset = 0,0
movetype = I
physics = S
poweradd = 0
sprpriority = 2

[state a]
type = varset
trigger1 = time = 0
v = 3
value = 1

[State 191, 3]
type = PlaySnd
trigger1 = time = 0
value = 199,1

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

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 6040
sprpriority = 3
postype = p1
pos = 0, 0
bindtime = 1
supermove = 1
under = 0

[state a]
type = varset
trigger1 = time = 0
v = 8
value = 752
;全23ドット
;32フレームで1ドット減るみたい

[State 2000, 6];MAXゲージ
type = helper
trigger1 = time = 0
trigger1 = facing = 1
id = 8100
persistent = 0
name = "MAX"
pos = 0,0
postype = P1
stateno = 8100
helpertype = normal
keyctrl = 0
ownpal = 1


[State 2000, 6];MAXゲージ
type = helper
trigger1 = time = 0
trigger1 = facing = -1
id = 8100
persistent = 0
name = "MAX"
pos = 0,0
postype = P1
stateno = 8101
helpertype = normal
keyctrl = 0
ownpal = 1

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; MAX発動
[Statedef 199]
type = S
ctrl = 0
anim = 197
velset = 0,0
movetype = I
physics = S
poweradd = -1000
sprpriority = 2

[state a]
type = varset
trigger1 = time = 0
v = 3
value = 2

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 1
value = 199,0

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


[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 6040
sprpriority = 3
postype = p1
pos = 0, 0
bindtime = 1
supermove = 1
under = 0

[state a]
type = varset
trigger1 = time = 0
v = 8
value = 752
;全23ドット
;32フレームで1ドット減るみたい

[State 2000, 6];MAXゲージ
type = helper
trigger1 = time = 0
trigger1 = facing = 1
id = 8100
persistent = 0
name = "MAX"
pos = 0,0
postype = P1
stateno = 8100
helpertype = normal
keyctrl = 0
ownpal = 1


[State 2000, 6];MAXゲージ
type = helper
trigger1 = time = 0
trigger1 = facing = -1
id = 8100
persistent = 0
name = "MAX"
pos = 0,0
postype = P1
stateno = 8101
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1020, 4]
type = EnvShake
trigger1 = animelem = 4
time = 15
ampl = -8
freq = 95
phase = 95

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
; 遠距離立ち・弱・パンチ・の動作
[Statedef 200]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 8                      
;Commonly-used controllers:
velset = 0,0                     ;このステートが始まった時に移動するか（0,0で動かない）
ctrl = 0                         ;このステート中に他のコマンドを受け付けるか(1で受け付ける)
anim = 200                       ;このステートで表示するスプライトステート番号(0で変化無し)
poweradd = 0                    ;このステートを使った時のパワー増加量(0で変化無し)

[State 200]
type = NotHitBy
trigger1 = prevstateno = 750
trigger1 = time <= 1
value = SCA,AA,AP

[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA                     ;立ち状態で、通常の攻撃(ｓは立ち、ｎは通常、aは攻撃を表す)
damage = 27,0                   ;ダメージ量（左が当たった時、右はガードした時）
getpower = 70, 70
animtype = Light                 ;当てた時の相手のポーズ（light/midium/hard/back）から選択
guardflag = MA                   ;ガードできる状態（ｍaは全ての状態でガード可能）
hitflag = MAF                    ;当てる事のできる条件
priority = 3, Hit                ;攻撃の優先権（0弱い　4通常　7強い
pausetime = 8, 9                 ;攻撃が当たった時の硬直時間（左が自分、右が相手）
sparkno = s7000                      ;ヒットエフェクトのスプライトステート（無ければ0）
sparkxy = -5, -89               ;ヒットエフェクトを表示する場所（相手の座標で）
hitsound = s202, 0                 ;ヒットした時の音（ｓ*,*にすると自分の音を使う）
guard.sparkno = s7010
guardsound = s120, 0                ;ガードした時の音（同上）
ground.type = high               ;相手のくらった場所（High：頭、体, Low：足, Trip：足払い）
ground.slidetime = 9             ;相手が後にすべる時間
ground.hittime  = 10             ;コンボが繋がる時間（高くしすぎない事）
ground.velocity = -6             ;地上で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
airguard.velocity = -2,-3     ;空中で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
air.type = Low                  ;空中で相手がくらった場所（上と同じ）
air.velocity = -2,-4           ;空中で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
air.hittime = 9                 ;空中でコンボが繋がる時間

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 201, 0

[State 200, 5]
type = PlaySnd
trigger1 = random < 350
trigger1 = AnimElem = 1
value = 200,0
channel = 0

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

;---------------------------------------------------------------------------
; 近距離立ち・弱・パンチ・の動作
[Statedef 205]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 8                      
;Commonly-used controllers:
velset = 0,0                     ;このステートが始まった時に移動するか（0,0で動かない）
ctrl = 0                         ;このステート中に他のコマンドを受け付けるか(1で受け付ける)
anim = 205                       ;このステートで表示するスプライトステート番号(0で変化無し)
poweradd = 0                    ;このステートを使った時のパワー増加量(0で変化無し)
sprpriority = 2                  ;表示した絵の重なり具合(2一番前　0通常　-1奥)

[State 200]
type = NotHitBy
trigger1 = prevstateno = 750
trigger1 = time <= 1
value = SCA,AA,AP

[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA                     ;立ち状態で、通常の攻撃(ｓは立ち、ｎは通常、aは攻撃を表す)
damage = 25, 0                   ;ダメージ量（左が当たった時、右はガードした時）
getpower = 70,70
animtype = Light                 ;当てた時の相手のポーズ（light/midium/hard/back）から選択
guardflag = MA                   ;ガードできる状態（ｍaは全ての状態でガード可能）
hitflag = MAF                    ;当てる事のできる条件
priority = 3, Hit                ;攻撃の優先権（0弱い　4通常　7強い
pausetime = 8, 9                 ;攻撃が当たった時の硬直時間（左が自分、右が相手）
sparkno = s7000                      ;ヒットエフェクトのスプライトステート（無ければ0）
sparkxy = -20, -89               ;ヒットエフェクトを表示する場所（相手の座標で）
hitsound = s202, 0                 ;ヒットした時の音（ｓ*,*にすると自分の音を使う）
guard.sparkno = s7010
guardsound = s120, 0                ;ガードした時の音（同上）
ground.type = high              ;相手のくらった場所（High：頭、体, Low：足, Trip：足払い）
ground.slidetime = 9             ;相手が後にすべる時間
ground.hittime  = 10             ;コンボが繋がる時間（高くしすぎない事）
ground.velocity = -6             ;地上で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
airguard.velocity = -2,-3     ;空中で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
air.type = Low                  ;空中で相手がくらった場所（上と同じ）
air.velocity = -2,-4           ;空中で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
air.hittime = 9                 ;空中でコンボが繋がる時間

[State 200, 5]
type = PlaySnd
trigger1 = random < 350
trigger1 = AnimElem = 1
value = 200,0
channel = 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 201, 0

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

;---------------------------------------------------------------------------
;遠距離強パンチ
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 210

[State 200]
type = NotHitBy
trigger1 = prevstateno = 750
trigger1 = time <= 1
value = SCA,AA,AP

[State 210, 1]
type = PlaySnd
trigger1 = Time = 4
value = 200, 1+random%2
channel = 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 6
value = 221, 0

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    = 64, 0
getpower = 116,116
guardflag = MA
pausetime = 12,13
sparkno = s7001
sparkxy = -10,-76
hitsound   = s222,0
guardsound = s120,0
guard.sparkno = s7011
ground.type = high
ground.slidetime = 19
ground.hittime  = 20
ground.velocity = -10.5
air.velocity = -2.5,-4.5

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


;---------------------------------------------------------------------------
; 近距離立ち・強・パンチ・の動作
[Statedef 215]
type    = S
movetype= A
physics = S
juggle  = 6
poweradd= 0
ctrl = 0
velset = 0,0
anim = 215
sprpriority = 2

[State 200]
type = NotHitBy
trigger1 = prevstateno = 750
trigger1 = time <= 1
value = SCA,AA,AP

[State 200, 1]
type = PlaySnd
trigger1 = Time = 2
value = 200, 1+random%2
channel = 0

[State 210, 1]
type = PlaySnd
trigger1 = Time = 4
value = 221, 0

[State 210, 2]
type = HitDef
trigger1 = time = 1
attr = S, NA
animtype  = Medium
damage    = 55;77
getpower = 116,116
guardflag = MA
pausetime = 11,15
sparkno = s7001
sparkxy = -30,-69
hitsound   = s222,0
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 18
ground.velocity = -10
air.velocity = -4,-4

[state a]
type = changestate
trigger1 = command = "y"
trigger1 = movecontact = 1
IgnoreHitPause = 1
value = 250

[State 215, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; コンビネーション
[Statedef 250]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 0
ctrl = 0
velset = 0,0
anim = 250
sprpriority = 2

[State 200, 1]
type = null;PlaySnd
trigger1 = Time = 1
value = 200, 1+random%2
channel = 0

[State 210, 1]
type = PlaySnd
trigger1 = Time = 3
value = 221, 0

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    = 37
getpower = 116,116
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -30,-69
hitsound   = s222,0
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10
air.velocity = -4,-4

[state a]
type = posadd
trigger1 = animelem = 2
trigger2 = animelem = 3
x = 4

[State 215, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;遠距離 立ち・弱・キック
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 230
sprpriority = 2

[State 200]
type = NotHitBy
trigger1 = prevstateno = 750
trigger1 = time <= 1
value = SCA,AA,AP

[State 200, 5]
type = PlaySnd
trigger1 = random < 350
trigger1 = AnimElem = 1
value = 200,0
channel = 0

[State 230, 1]
type = PlaySnd
trigger1 = Time = 2
value = 201, 1

[State 230, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = light
damage    = 30, 0
getpower = 70,70
guardflag = MA
pausetime = 9,10
sparkno = s7000
sparkxy = -15,-76
hitsound   = s224,0
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = -5
air.velocity = -2.2,-5

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;近距離 立ち・弱・キック
[Statedef 235]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 235
sprpriority = 2

[State 200]
type = NotHitBy
trigger1 = prevstateno = 750
trigger1 = time <= 1
value = SCA,AA,AP

[State 200, 5]
type = PlaySnd
trigger1 = random < 350
trigger1 = AnimElem = 1
value = 200,0
channel = 0

[State 230, 1]
type = PlaySnd
trigger1 = Time = 2
value = 201, 1

[State 230, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = light
damage    = 27, 0
getpower = 70,70
guardflag = MA
pausetime = 8,10
sparkno = s7000
sparkxy = -15,-43
hitsound   = s224,0
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 8
ground.hittime  = 10
ground.velocity = -5
air.velocity = -2.5,-4

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;遠距離 立ち・強・キック
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 200]
type = NotHitBy
trigger1 = prevstateno = 750
trigger1 = time <= 1
value = SCA,AA,AP

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 7
value = 221, 1

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 6
value = 200, 1+random%2
channel = 0

[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = hard
damage    = 76, 0
getpower = 116,116
guardflag = MA
pausetime = 12,13
sparkno = s7001
sparkxy = -15,-87
hitsound   = s225,0
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -10
air.velocity = -3,-5

[state a]
type = posadd
trigger1 = animelem = 3
trigger2 = animelem = 4
trigger3 = animelem = 5
x = 6

[state a]
type = posadd
trigger1 = animelem = 7
trigger2 = animelem = 8
x = 6

[state a]
type = posadd
trigger1 = animelem = 9
x = 5

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

;---------------------------------------------------------------------------
; 近距離立ち・強・キック
[Statedef 245]
type    = S
movetype= A
physics = S
juggle  = 6
poweradd= 0
ctrl = 0
velset = 0,0
anim = 245
sprpriority = 2

[State 200]
type = NotHitBy
trigger1 = prevstateno = 750
trigger1 = time <= 1
value = SCA,AA,AP

[State 240, 1]
type = PlaySnd
trigger1 = Time = 4
value = 221, 1

[State 200, 1]
type = PlaySnd
trigger1 = Time = 2
value = 200, 1+random%2
channel = 0

[State 240, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, NA
animtype  = Hard
getpower = 55,58
damage    = 35, 0
guardflag = MA
pausetime = 11,16
sparkno = s7001
sparkxy = -45,-84
hitsound   = s225,0
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 18
ground.velocity = 0
air.velocity = -4,-3.2
air.fall = 1
fall = 0
fall.recover = 0

[State 240, 2]
type = HitDef
trigger1 = animelem = 5
attr = S, NA
animtype  = Hard
getpower = 55,58
damage    = 35, 0
guardflag = MA
pausetime = 11,15
sparkno = s7001
sparkxy = -45,-82
hitsound   = s225,0
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 18
ground.velocity = -10
air.velocity = -4,-3.2
air.hittime = 18

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

;---------------------------------------------------------------------------
; ふっ飛ばし攻撃
[Statedef 290]
type    = S
movetype= A
physics = S
juggle  = 10
poweradd= 0
ctrl = 0
velset = 0,0
anim = 290
sprpriority = 2

[State 200]
type = NotHitBy
trigger1 = prevstateno = 750
trigger1 = time <= 1
value = SCA,AA,AP

[State 240,]
type = PowerAdd
trigger1 = time = 0
trigger1 = var(8) = 0
trigger1 = prevstateno = [150,151]
value = -1000

[State 240,]
type = NotHitBy
trigger1 = prevstateno = [150,151]
trigger1 = 1
value = SCA

[state a];MAX発動初期化
type = varset
trigger1 = time = 0
trigger1 = prevstateno = [150,151]
v = 8
value = 0

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 221, 1

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 290, 1
channel = 0

[state a]
type = playsnd
trigger1 = animelem = 12
value = 40,0

[State 240,]
type = palfx
trigger1 = prevstateno = [150,151]
trigger1 = time = 0
time = 5
add = 230,230,230

[State 240,]
type = AfterImage
trigger1 = prevstateno = [150,151]
trigger1 = time = 0
time = 38
trans = add1
timegap = 2
framegap = 2
length = 5
palbright = 12,12,12
palcontrast = 220,220,220
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = high
damage    = 84, 0
getpower = 146,146
guardflag = MA
pausetime = 12,13
sparkno = s7001
sparkxy = -15,-73
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -4,-4.8
air.velocity = -4,-5
fall = 1
fall.recover = 0

[state a]
type = posadd
trigger1 = animelem = 5
trigger2 = animelem = 7
trigger3 = animelem = 9
x = 8

[state a]
type = posadd
trigger1 = animelem = 6
x = 10

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


;---------------------------------------------------------------------------
;屈み・弱・パンチ
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 0
ctrl = 0
anim = 400
sprpriority = 2

[State 200, 5]
type = PlaySnd
trigger1 = random < 350
trigger1 = AnimElem = 1
value = 200,0
channel = 0

[State 400, 1]
type = PlaySnd
trigger1 = Time = 1
value = 201, 0

[State 400, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 25, 0
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = M
getpower = 70,70
pausetime = 8,9
sparkno = s7000
sparkxy = -10,-56
hitsound   = s202,0
guard.sparkno = s7010
guardsound = s120,0
ground.type = Low
ground.slidetime = 8
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2,-5.5

[State 400, 3]
type = CtrlSet
trigger1 = animelemtime(4) = 1
value = 1

[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;屈み・強・パンチ
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 0
ctrl = 0
anim = 410
sprpriority = 2

[State 410, 1]
type = PlaySnd
trigger1 = Time = 5
value = 221, 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 3
value = 200, 1+random%2
channel = 0

[State 410, 2]
type = HitDef
trigger1 = time = 0
attr = C, NA
damage    = 67, 0
animtype  = Medium
hitflag = MAF
guardflag = M
pausetime = 12,13
getpower = 116,116
sparkno = s7001
sparkxy = -10,-57
hitsound   = s222,0
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 18
ground.hittime  = 19
ground.velocity = -7
air.velocity = -3,-6

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

;---------------------------------------------------------------------------
;屈み・弱・キック
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 0
ctrl = 0
anim = 430
sprpriority = 2

[State 200, 5]
type = PlaySnd
trigger1 = random < 350
trigger1 = AnimElem = 1
value = 200,0
channel = 0

[State 430, 1]
type = PlaySnd
trigger1 = Time = 1
value = 201, 1

[State 430, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 26, 0
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 7,9
sparkno = s7000
sparkxy = -10,-4
hitsound   = s224,0
getpower = 70,70
guard.sparkno = s7010
guardsound = s120,0
ground.type = Low
ground.slidetime = 8
ground.hittime  = 10
ground.velocity = -5
air.velocity = -2,-5.5
down.velocity = -5,0
down.hittime = 20

[State 400, 3]
type = CtrlSet
trigger1 = animelemtime(5) = 1
value = 1

[State 430, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;屈み・強・キック
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 0
ctrl = 0
anim = 440
sprpriority = 2

[State 440, 2]
type = PlaySnd
trigger1 = Time = 6
value = 221, 1

[State 200, 1]
type = PlaySnd
trigger1 = Time = 4
value = 200, 1+random%2
channel = 0

[State 440, 3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 70, 0
hitflag = MAF
guardflag = L
pausetime = 12,13
sparkno = s7001
getpower = 116,116
sparkxy = -15,-34
hitsound   = s225,0
guardsound = s120,0
guard.sparkno = s7011
ground.type = Trip
ground.slidetime = 13
ground.hittime  = 18
ground.velocity = -1.5,-5
air.velocity = -4,-4.2
guard.velocity = -5
fall = 1

[State 440, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;ライジングアッパー
[Statedef 450]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 0
ctrl = 0
anim = 450
sprpriority = 2

[State 410, 1]
type = PlaySnd
trigger1 = Time = 5
value = 221, 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 3
value = 10, 2
channel = 0

[State 410, 2]
type = HitDef
trigger1 = time = 0
attr = C, NA
damage    = 63, 0
animtype  = Medium
hitflag = MAF
guardflag = M
pausetime = 12,13
getpower = 116,116
sparkno = s7001
sparkxy = -10,-89
hitsound   = s222,0
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -7
air.velocity = -3,-6

[state a]
type = posadd
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
x = 3

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

;---------------------------------------------------------------------------
;チャージキック
[Statedef 480]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 0
ctrl = 0
anim = 500
sprpriority = 2

[State 410, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 221, 1

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 10, 4
channel = 0

[State 410, 2]
type = HitDef
trigger1 = time = 0
attr = C, NA
damage    = 65, 0
animtype  = Medium
hitflag = MAF
guardflag = HA
pausetime = 12,13
getpower = 116,116
sparkno = s7001
sparkxy = -25,-77
hitsound   = s222,0
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 19
ground.hittime  = 19
ground.velocity = -9
air.velocity = -2.4,-6.5
air.fall = 1
fall = 0
fall.recover = 0

[state a]
type = posadd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 5
x = 7

[state a]
type = posadd
trigger1 = animelem = 6
x = 5

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

;---------------------------------------------------------------------------
;空中・弱・パンチ
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 0
ctrl = 0
anim = 600
sprpriority = 2

[State 200]
type = NotHitBy
trigger1 = prevstateno = 770
trigger1 = time <= 1
value = SCA,AA,AP

[State 200, 5]
type = PlaySnd
trigger1 = random < 350
trigger1 = AnimElem = 1
value = 200,0
channel = 0

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 201, 0

[State 600, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage   = 33, 0
getpower = 60,60
guardflag = HA
priority = 3
pausetime = 8,9
sparkno = s7000
sparkxy = -10,-80
hitsound   = s202,0
guard.sparkno = s7010
guardsound = s120,0
ground.type = low
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -4
air.velocity = -1.5,-3

;---------------------------------------------------------------------------
;斜め空中・弱・パンチ
[Statedef 605]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 0
ctrl = 0
anim = 605
sprpriority = 2

[State 200]
type = NotHitBy
trigger1 = prevstateno = 770
trigger1 = time <= 1
value = SCA,AA,AP

[State 200, 5]
type = PlaySnd
trigger1 = random < 350
trigger1 = AnimElem = 1
value = 200,0
channel = 0

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 201, 0

[State 600, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 33, 0
getpower = 60,60
guardflag = HA
priority = 3
pausetime = 8,9
sparkno = s7000
sparkxy = -10,-80
hitsound   = s202,0
guard.sparkno = s7010
guardsound = s120,0
ground.type = low
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -4
air.velocity = -1.5,-3

;---------------------------------------------------------------------------
;空中・強・パンチ
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 0
ctrl = 0
anim = 610
sprpriority = 2

[State 200]
type = NotHitBy
trigger1 = prevstateno = 770
trigger1 = time <= 1
value = SCA,AA,AP

[State 200, 1]
type = PlaySnd
trigger1 = Time = 3
value = 221, 0

[State 610, 2]
type = PlaySnd
trigger1 = Time = 2
value = 200, 1+random%2
channel = 0

[State 610, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 62, 0
guardflag = HA
getpower = 80,80
priority = 4
pausetime = 12,13
sparkno = s7001
sparkxy = -10,-46
hitsound   = s222,0
guard.sparkno = s7011
guardsound = s120,0
animtype = Med
ground.type = low
ground.slidetime = 17
ground.hittime  = 18
ground.velocity = -5
air.velocity = -3,-4

;---------------------------------------------------------------------------
;斜め空中・強・パンチ
[Statedef 615]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 0
ctrl = 0
anim = 615
sprpriority = 2

[State 200]
type = NotHitBy
trigger1 = prevstateno = 770
trigger1 = time <= 1
value = SCA,AA,AP

[State 200, 1]
type = PlaySnd
trigger1 = Time = 3
value = 221, 0

[State 610, 2]
type = PlaySnd
trigger1 = Time = 2
value = 200, 1+random%2
channel = 0

[State 610, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 62, 0
guardflag = HA
getpower = 80,0
priority = 4
pausetime = 12,13
sparkno = s7001
sparkxy = -10,-46
hitsound   = s222,0
guard.sparkno = s7011
guardsound = s120,0
animtype = Med
ground.type = low
ground.slidetime = 17
ground.hittime  = 18
ground.velocity = -5
air.velocity = -3,-4

;---------------------------------------------------------------------------
;垂直空中・弱・キック
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 0
ctrl = 0
anim = 630
sprpriority = 2

[State 200]
type = NotHitBy
trigger1 = prevstateno = 770
trigger1 = time <= 1
value = SCA,AA,AP

[State 200, 5]
type = PlaySnd
trigger1 = random < 350
trigger1 = AnimElem = 1
value = 200,0
channel = 0

[State 630, 1]
type = PlaySnd
trigger1 = Time = 1
value = 201, 1

[State 630, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 34, 0
getpower = 50,50
guardflag = HA
priority = 3
pausetime = 8,9
sparkno = s7000
sparkxy = -5,-34
hitsound   = s224,0
guard.sparkno = s7010
guardsound = s120,0
ground.type = low
ground.slidetime = 11
ground.hittime  = 13
ground.velocity = -4
air.velocity = -2,-3

;---------------------------------------------------------------------------
;斜め空中・弱・キック
[Statedef 635]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 0
ctrl = 0
anim = 635
sprpriority = 2

[State 200]
type = NotHitBy
trigger1 = prevstateno = 770
trigger1 = time <= 1
value = SCA,AA,AP

[State 200, 5]
type = PlaySnd
trigger1 = random < 350
trigger1 = AnimElem = 1
value = 200,0
channel = 0

[State 630, 1]
type = PlaySnd
trigger1 = Time = 1
value = 201, 1

[State 630, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 34, 0
getpower = 50,50
guardflag = HA
priority = 3
pausetime = 8,9
sparkno = s7000
sparkxy = -5,-34
hitsound   = s224,0
guard.sparkno = s7010
guardsound = s120,0
ground.type = low
ground.slidetime = 11
ground.hittime  = 13
ground.velocity = -4
air.velocity = -2,-3

;---------------------------------------------------------------------------
;空中・強・キック
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 0
ctrl = 0
anim = 640
sprpriority = 2

[State 200]
type = NotHitBy
trigger1 = prevstateno = 770
trigger1 = time <= 1
value = SCA,AA,AP

[State 640, 2]
type = PlaySnd
trigger1 = Time = 3
value = 221, 1

[State 640, 2]
type = PlaySnd
trigger1 = Time = 2
value = 200, 1+random%2
channel = 0

[State 640, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 62, 0
guardflag = HA
getpower = 80,0
priority = 4
pausetime = 12,13
sparkno = s7001
sparkxy = -10,-37
hitsound   = s225,0
guard.sparkno = s7011
guardsound = s120,0
animtype = Med
ground.type = low
ground.slidetime = 17
ground.hittime  = 18
ground.velocity = -5
air.velocity = -3,-4

;---------------------------------------------------------------------------
;空中斜め・強・キック
[Statedef 645]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 0
ctrl = 0
anim = 645
sprpriority = 2

[State 200]
type = NotHitBy
trigger1 = prevstateno = 770
trigger1 = time <= 1
value = SCA,AA,AP

[State 640, 2]
type = PlaySnd
trigger1 = Time = 3
value = 221, 1

[State 640, 2]
type = PlaySnd
trigger1 = Time = 2
value = 200, 1+random%2
channel = 0

[State 640, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 62, 0
guardflag = HA
getpower = 80,80
priority = 4
pausetime = 12,13
sparkno = s7001
sparkxy = -10,-37
hitsound   = s225,0
guard.sparkno = s7011
guardsound = s120,0
animtype = Med
ground.type = low
ground.slidetime = 17
ground.hittime  = 18
ground.velocity = -5
air.velocity = -3,-4

;---------------------------------------------------------------------------
;空中ふっ飛ばし攻撃
[Statedef 690]
type    = A
movetype= A
physics = A
juggle  = 10
poweradd= 0
ctrl = 0
anim = 690
sprpriority = 2

[State 200]
type = NotHitBy
trigger1 = prevstateno = 770
trigger1 = time <= 1
value = SCA,AA,AP

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 290,1
channel = 0

[State 640, 2]
type = PlaySnd
trigger1 = Time = 4
value = 221, 1

[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
animtype  = Low
damage    = 85, 0
getpower = 120,120
guardflag = HA
pausetime = 12,13
sparkno = s7001
sparkxy = -15,-54
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4,-4.5
air.velocity = -4,-4.8
fall = 1
fall.recover = 0

;---------------------------------------------------------------------------
;緊急回避前
[Statedef 700]
; type = S      S/C/A/L  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｌ：ダウン
; movetype = I    Ｉ：通常状態/Ａ：攻撃状態/Ｈ：ダメージをくらってる状態
; physics = N   S/C/A/N  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｎ：無し
poweradd= 0
ctrl = 0
anim = 700
velset = 0,0
sprpriority = 2

[State 700,]
type = Poweradd
triggerall = time = 0
trigger1 = var(8) = 0
trigger1 = prevstateno = [150,151]
value = -1000

[State 700,];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [150,151]
time = 5
add = 230,230,230

[state a];MAX発動初期化
type = varset
trigger1 = time = 0
trigger1 = prevstateno = [150,151]
v = 8
value = 0

[state a]
type = posset
trigger1 = time = 0
y = 0

[State 1];無敵の状態を作る
type = NotHitBy
trigger1 = animelem = 9,<=0
value = SCA

[state a]
type = playerpush
trigger1 = animelem = 9,<= 0
value = 0

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 700, 0
channel = 0

[State 600, 1]
type = velset
trigger1 = Time = 0
x = 0

[State 600, 1]
type = velset
trigger1 = animelem = 4
x = 5

[State 600, 1]
type = velset
trigger1 = animelem = 9
x = 0

[State 50, 4];←成功したときの残像
type = AfterImage
trigger1 = time = 0
time = -1
trans = add1
timegap = 2
framegap = 2
length = 6
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[state -2, a];残像消去
type = afterimagetime
trigger1 = animelem = 9
time = 0

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

;---------------------------------------------------------------------------
;緊急回避後ろ
[Statedef 701]
; type = S      S/C/A/L  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｌ：ダウン
; movetype = I    Ｉ：通常状態/Ａ：攻撃状態/Ｈ：ダメージをくらってる状態
; physics = S   S/C/A/N  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｎ：無し
poweradd= 0
ctrl = 0
anim = 701
sprpriority = 2
velset = 0,0

[State 700,]
type = Poweradd
triggerall = time = 0
trigger1 = var(8) = 0
trigger1 = prevstateno = [150,151]
value = -1000

[State 700,];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [150,151]
time = 5
add = 230,230,230

[state a];MAX発動初期化
type = varset
trigger1 = time = 0
trigger1 = prevstateno = [150,151]
v = 8
value = 0

[state a]
type = posset
trigger1 = time = 0
y = 0

[State 1];無敵の状態を作る
type = NotHitBy
trigger1 = animelem = 9,<=0
value = SCA

[state a]
type = playerpush
trigger1 = animelem = 9,<= 0
value = 0

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 700, 0
channel = 0

[State 600, 1]
type = velset
trigger1 = Time = 0
x = 0

[State 600, 1]
type = velset
trigger1 = animelem = 4
x = -5

[State 600, 1]
type = velset
trigger1 = animelem = 9
x = 0


[State 50, 4];←成功したときの残像
type = AfterImage
trigger1 = time = 0
time = -1
trans = add1
timegap = 2
framegap = 2
length = 6
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[state -2, a];残像消去
type = afterimagetime
trigger1 = animelem = 9
time = 0

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

;---------------------------------------------------------------------------
;ダウン回避
[Statedef 702]
type = S      ;S/C/A/L  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｌ：ダウン
movetype = I   ; Ｉ：通常状態/Ａ：攻撃状態/Ｈ：ダメージをくらってる状態
physics = N   ;S/C/A/N  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｎ：無し
poweradd= 0
ctrl = 0
anim = 702
sprpriority = 2
velset = 0,0

[state a]
type = posset
trigger1 = time = 0
y = 0

[State 1];無敵の状態を作る
type = NotHitBy
trigger1 = 1
value = SCA

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

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 700, 0
channel = 0

[State 600, 1]
type = velset
trigger1 = Time = 0
x = -6

[State 600, 1]
type = veladd
trigger1 = vel x <= 0
trigger1 = gametime % 2
x = 0.4

[state a]
type = velset
trigger1 = vel x >= 0
x = 0

[State 50, 4];←成功したときの残像
type = AfterImage
trigger1 = time = 0
time = -1
trans = add1
timegap = 2
framegap = 2
length = 6
palbright = 0,0,0
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[state -2, a];残像消去
type = afterimagetime
trigger1 = animtime = 0
time = 0


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

;---------------------------------------------------------------------------
;クイックアプローチ
[Statedef 750]
type = S
movetype = I
anim = 750
ctrl = 0

[State 750]
type = PlaySnd
trigger1 = Time = 0
value = 105,10

[State 750]
type = PlaySnd
trigger1 = Time = 0
value = 801, 0
channel = 0

[State 750]
type = NotHitby
trigger1 = Time = [0,20]
value = SCA,AA,AP

[State 751]
type = Velset
trigger1 = time = 9
x = 6

[State 751]
type = Velset
trigger1 = time = 17
x = 0

[State 750]
type = ReversalDef
trigger1 = Time = [0,20]
reversal.attr = SCA, AA
numhits = 0
pausetime = 12,8
sparkno = s7012
sparkxy = 20, 0
hitsound = s801,10
id =750

[State 750]
type = AfterImage
trigger1 = Time = 1
time = 17
timegap  = 1
framgap = 3
length = 15
trans = add1
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1
ignorehitpause = 1

[State 750]
type = Palfx 
trigger1 = NumHelper(10003) 
trigger2 = NumHelper(10004)
time = 3
color = 8
mul = 195,195,195
add = 205,205,205
sinadd = 10,10,10
ignorehitpause = 1

[State 750]
type = EnvColor
trigger1 = NumHelper(10003) 
trigger2 = NumHelper(10004)
value = 230,230,230
time = 1
ignorehitpause = 1
under = 1

[State 751]
type = Helper
trigger1 = Time = 0
name = "approach"
ID = 10000
pos = 0,0
postype = p1
sprpriority = -3
stateno = 10000
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 751]
type = Helper
triggerall = !NumHelper(10003)
trigger1 = var(39) = 0
trigger1 = movehit && NumTarget
trigger1 = Target,GetHitVar(chainid) = 750
name = "approach2"
ID = 10003
pos = 0,0
postype = p1
sprpriority = -3
stateno = 10003
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 751]
type = Helper
triggerall = !NumHelper(10004)
trigger1 = var(40) = 0
trigger1 = helper(10000),stateno = 10001
name = "approach3"
ID = 10004
pos = 0,0
postype = p1
sprpriority = -3
stateno = 10004
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 751]
type = VarSet
trigger1 = var(39) = 1
var(39) = 0

[State 751]
type = ChangeState
triggerall = Time >= 10
trigger1 = command = "holdback" || command = "holddown"
value = 101

[State 751]
type = ChangeState
triggerall = Time >= 10
trigger1 = command = "holdup"
value = 40

[State 751]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;クイックパリィ
[Statedef 770]
type = A
movetype = I
physics = A
anim = 770
ctrl = 0

[State 770]
type = PlaySnd
trigger1 = Time = 0
value = 105,10

[State 770]
type = PlaySnd
trigger1 = Time = 0
value = 801, 0
channel = 0

[State 770]
type = NotHitby
trigger1 = Time = [0,20]
value = SCA,AA,AP

[State 770]
type = ReversalDef
trigger1 = Time = [0,20]
reversal.attr = SCA, AA
numhits = 0
pausetime = 12,8
sparkno = s7012
sparkxy = 20, 0
hitsound = s801,10
id =770

[State 770]
type = AfterImage
trigger1 = Time = 1
time = 13
timegap  = 1
framgap = 3
length = 12
trans = add1
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1
ignorehitpause = 1

[State 770]
type = Palfx 
trigger1 = NumHelper(10008) 
trigger2 = NumHelper(10009)
time = 3
color = 8
mul = 195,195,195
add = 205,205,205
sinadd = 10,10,10
ignorehitpause = 1

[State 770]
type = EnvColor
trigger1 = NumHelper(10008) 
trigger2 = NumHelper(10009)
value = 230,230,230
time = 1
ignorehitpause = 1
under = 1

[State 771]
type = Helper
trigger1 = Time = 0
name = "approach4"
ID = 10005
pos = 0,0
postype = p1
sprpriority = -3
stateno = 10005
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 771]
type = Helper
triggerall = !NumHelper(10008)
trigger1 = var(39) = 0
trigger1 = movehit && NumTarget
trigger1 = Target,GetHitVar(chainid) = 770
name = "approach5"
ID = 10008
pos = 0,0
postype = p1
sprpriority = -3
stateno = 10008
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 771]
type = Helper
triggerall = !NumHelper(10009)
trigger1 = var(40) = 0
trigger1 = helper(10005),stateno = 10006
name = "approach6"
ID = 10009
pos = 0,0
postype = p1
sprpriority = -3
stateno = 10009
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 771]
type = VarSet
trigger1 = var(39) = 1
var(39) = 0

[state a] 
type = changestate
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

[State 771]
type = ChangeState
trigger1 = AnimTime = 0
value = 775
ctrl = 1

[Statedef 775]
type    = A
movetype= I
physics = A
ctrl = 1
anim = 775

[state a] 
type = changestate
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------------------------
;グラスピングアッパー
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
Trigger1 = p2stateno != 150 && 151 && 152 && 153 && 130 && 131 && 140
attr = S, NT          ;ｓ：立ち　ｎ：通常　ｔ：投げ
hitflag = M-          ;コンボの途中から投げが入らないよう設定してある
priority = 1, Miss    ;１は優先順位が低いので技がでないかミスするという設定
sparkno = -1          ;-をつければスパークエフェクトは無い
sprpriority = 1       ;２Ｐより上にカンフーマンが表示される
;p1facing = ifelse (command = "holdfwd", -1, 1) ;前を押したらターンする設定
p2facing = 1          ;？
p1stateno = 801       ;投げが成功した場合の移動する１Ｐのステート
p2stateno = 805       ;投げが成功した場合の移動する２Ｐのステート
;hitsound = S800,0
fall = 1              ;落ちる力を２Ｐにかけるか

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

;---------------------------------------------------------------------------
;投げている自分
[Statedef 801]
type    = S
movetype= A
physics = N
anim = 801
sprpriority = 2

[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 800, 0

[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 4
value = 801,20

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 6
value = 1000, 2

[State 810, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = 221, 0

[State 1000, 5]
type = Explod
trigger1 = animelem = 2
anim = 7080
sprpriority = 3
postype = p1
velset = 0,0
pos = 43,-71
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 6
anim = 7003
sprpriority = 3
postype = p1
velset = 0,0
pos = 43,-89
bindtime = 1
supermove = 1
under = 0
ownpal = 1

;:::相手

[State 801, 2]
type = TargetBind
trigger1 = animelem = 1
pos = 35,0

[State 801, 2]
type = TargetBind
trigger1 = animelem = 6
pos = 39,0

[state a]
type = targetstate
trigger1 = animelem = 6
value = 806

[state a]
type = targetlifeadd
trigger1 = animelem = 6
value = -100

[state a, Envshake]
type = Envshake
trigger1 = animelem = 6,=2
time = 15
freq = 80
ampl = -8

;:::相手

[State 210, Width];画面端の押し戻し判定
type = Width
trigger1 = 1;animelem = 1
edge = 40,40


[state a] 
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;投げられている相手
[Statedef 805]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 805

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1



;---------------------------------------------------------------------------
;投げられている相手2
[Statedef 806]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 806

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[state a]
type = velset
trigger1 = animelem = 2
x = -5
y = -6

[State 821, 1] ;これは重力これは毎フレーム事に0.4の力が加わります
type = VelAdd
Trigger1 = animelem = 2,>= 0
y = .4

[State 821, 3] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 

;---------------------------------------------------------------------------
;バスタースルー
[Statedef 850]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
Trigger1 = p2stateno != 150 && 151 && 152 && 153 && 130 && 131 && 140
attr = S, NT          ;ｓ：立ち　ｎ：通常　ｔ：投げ
hitflag = M-          ;コンボの途中から投げが入らないよう設定してある
priority = 1, Miss    ;１は優先順位が低いので技がでないかミスするという設定
sparkno = -1          ;-をつければスパークエフェクトは無い
sprpriority = 1       ;２Ｐより上にカンフーマンが表示される
;p1facing = ifelse (command = "holdfwd", -1, 1) ;前を押したらターンする設定
p2facing = 1          ;？
p1stateno = 851;投げが成功した場合の移動する１Ｐのステート
p2stateno = 855;投げが成功した場合の移動する２Ｐのステート
;hitsound = S800,0
fall = 1              ;落ちる力を２Ｐにかけるか

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


;---------------------------------------------------------------------------
;投げている自分
[Statedef 851]
type    = S
movetype= A
physics = N
anim = 850
sprpriority = 5

[state a]
type = turn
trigger1 = animtime = 0

[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 800, 0

[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 3
value = 850, 0

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 8
value = 850, 2

[State 1000, 5]
type = Explod
trigger1 = animelem = 2
anim = 7080
sprpriority = 3
postype = p1
velset = 0,0
pos = 43,-71
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1020, 4]
type = EnvShake
trigger1 = animelem = 8
time = 9
ampl = -5
freq = 95
phase = 95

;:::相手

[State 801, 2]
type = TargetBind
trigger1 = animelem = 1
pos = 35,0

[State 801, 2]
type = TargetBind
trigger1 = animelem = 3
pos = 38,0

[State 801, 2]
type = TargetBind
trigger1 = animelem = 4
pos = 30,-20

[State 801, 2]
type = TargetBind
trigger1 = animelem = 5
pos = 6,-96

[State 801, 2]
type = TargetBind
trigger1 = animelem = 6
pos = -22,-90

[State 801, 2]
type = TargetBind
trigger1 = animelem = 7
pos = -50,-82

[State 801, 2]
type = TargetBind
trigger1 = animelem = 8
pos = -78,0

[State 801, Explod]
type = Explod
trigger1 = animelem = 8
anim = 6700
postype = p2
pos = 0,0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = 5

[State 801, Explod]
type = Explod
trigger1 = animelem = 8
anim = 6500
postype = p2
pos = 0,0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = -1

[state a]
type = targetlifeadd
trigger1 = animelem = 8
value = -100

[state a, Envshake]
type = Envshake
trigger1 = animelem = 8,=2
time = 15
freq = 80
ampl = -8

;:::相手

[State 210, Width];画面端の押し戻し判定
type = Width
trigger1 = animelem = 7
edge = 60,70

[State 821, 3] 
type = changeState
trigger1 = animtime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
;投げられている相手
[Statedef 855]
type    = A
movetype= H
physics = N
velset = 0,0

[state a]
type = null;turn
trigger1 = animelem = 6

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 855

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[state a]
type = velset
trigger1 = animelem = 7
x = 5
y = -4

[State 821, 1] ;これは重力これは毎フレーム事に0.4の力が加わります
type = VelAdd
Trigger1 = animelem = 7,>= 0
y = .4

[State 821, 3] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;必殺技
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 弱パワーウェイブ
[Statedef 1000]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 90
velset = 0,0
anim = 1000
ctrl = 0

[State 200]
type = NotHitBy
trigger1 = prevstateno = 750
trigger1 = time <= 1
value = SCA,AA,AP

[state a];残像消去
type = afterimagetime
trigger1 = time = 0
time = 0

[state a];ロッキュー
type = playsnd
trigger1 = animelem = 2
value = 1000,0
channel = 0

[State 1000,飛ぶ道具ヘルパー呼び出し] 
type = Helper
trigger1 = AnimElemtime(7) = 0
id = 1000
name = "wave"
sprpriority = 5
pos = 50,0
postype = p1
stateno = 1010
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
persistent = 0
keyctrl = 0
ownpal = 1
scale = 1.1,1.1

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 1010];こっちはヘルパー用ステートです 
type = A
ctrl = 0
anim = 1010
velset = 0,0
movetype = A
physics = N
sprpriority = 5
juggle = 8

[state a]
type = playsnd
trigger1 = animelem = 1
value = 1000,1
 
[State 1010, Velocity]
type = VelSet
trigger1 = time = 1
x = 5

[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1

[state a]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1015


[State 2];攻撃の指定
type = HitDef
trigger1 = Time = 0
attr = S, SP
animtype  = hard
damage    = 66, 9
getpower = 45,45
hitflag =HA,MA,LA,AA
guardflag = MA
pausetime = 0,10
sparkno = s7002
sparkxy = 0,-30
hitsound   = s1000,2
guard.sparkno = s7012
guardsound = s121,0
ground.type = low
ground.slidetime = 19
ground.hittime  = 19
ground.velocity = -9,0
air.velocity = -4,-4
air.juggle = 8
fall = 0
air.fall = 1
fall.recover = 0
envshake.time = 15
envshake.ampl = -3
envshake.freq = 80
envshake.phase = 80

[State 1010, 2]
type = changestate
trigger1 = movecontact
value = 1015

[State 1010, 3]
type = destroyself
trigger1 = frontedgedist <= -40
trigger2 = time >= 300

[Statedef 1015];消滅ステート
type = A
ctrl = 0
anim = 1015
velset = 0,0
movetype = A
physics = N
sprpriority = 5
scale = 1.1,1.1

[State 1015, Velocity]
type = VelSet
trigger1 = time = 0
x = 0

[state 1015, destroyself]
type = destroyself
trigger1 = AnimTime = 0


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 強パワーウェイブ
[Statedef 1001]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 90
velset = 0,0
anim = 1001
ctrl = 0

[State 200]
type = NotHitBy
trigger1 = prevstateno = 750
trigger1 = time <= 1
value = SCA,AA,AP

[state a];残像消去
type = afterimagetime
trigger1 = time = 0
time = 0

[state a];ロッキュー
type = playsnd
trigger1 = animelem = 2
value = 1000,0
channel = 0

[State 1001,飛ぶ道具ヘルパー呼び出し] 
type = Helper
trigger1 = AnimElemtime(7) = 0
id = 1001
name = "wave"
sprpriority = 5
pos = 50,0
postype = p1
stateno = 1011
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
persistent = 0
keyctrl = 0
ownpal = 1
scale = 1.1,1.1

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 1011];こっちはヘルパー用ステートです 
type = A
ctrl = 0
anim = 1010
velset = 0,0
movetype = A
physics = N
sprpriority = 5
juggle = 8

[state a]
type = playsnd
trigger1 = animelem = 1
value = 1000,1
 
[State 1011, Velocity]
type = VelSet
trigger1 = time = 1
x = 8

[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1

[state a]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1015


[State 2];攻撃の指定
type = HitDef
trigger1 = Time = 0
attr = S, SP
animtype  = hard
damage    = 66, 9
getpower = 45,45
hitflag =HA,MA,LA,AA
guardflag = MA
pausetime = 0,10
sparkno = s7002
sparkxy = 0,-30
hitsound   = s1000,2
guard.sparkno = s7012
guardsound = s121,0
ground.type = low
ground.slidetime = 19
ground.hittime  = 19
ground.velocity = -9,0
air.velocity = -4,-4
air.juggle = 8
fall = 0
air.fall = 1
fall.recover = 0
envshake.time = 15
envshake.ampl = -3
envshake.freq = 80
envshake.phase = 80

[State 1011, 2]
type = changestate
trigger1 = movecontact
value = 1015

[State 1011, 3]
type = destroyself
trigger1 = frontedgedist <= -40
trigger2 = time >= 300


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; ラウンドウェイブ
[Statedef 1005]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 80
velset = 0,0
anim = 1005
ctrl = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;↓↓↓
[state a];どこキャンMAXゲージ減少
type = varadd
trigger1 = time = 0
trigger1 = var(11) = 1
v = 8
value = -98

[state a];どこキャンコマンド判定初期化
type = varset
trigger1 = time = 1
v = 11
value = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;↑↑↑

[State 200]
type = NotHitBy
trigger1 = prevstateno = 750
trigger1 = time <= 1
value = SCA,AA,AP

[state a];残像消去
type = afterimagetime
trigger1 = time = 0
time = 0

[state a];グドラック
type = playsnd
trigger1 = animelem = 2
value = 1005,0
channel = 0

[state a]
type = playsnd
trigger1 = animelem = 7
value = 1005,1

[State 1000, 5]
type = Explod
trigger1 = animelemtime(7) = 1
anim = 1030
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
removeongethit = 1

[State 2];攻撃の指定
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype  = hard
damage    = 55, 9
getpower = 45,45
hitflag =HA,MA,LA,AA
guardflag = M
pausetime = 7,15
sparkno = s7002
sparkxy = -20,-45
hitsound   = s1000,2
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 0
ground.hittime  = 19
ground.velocity = -4,-6
air.velocity = -4,-6
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 15
envshake.ampl = -3
envshake.freq = 80
envshake.phase = 80

[State 210, Width]
type = null;Width
trigger1 = 1
player = 20,20

[state a]
type = playerpush
trigger1 = movehit
value = 0

[state a]
type = posfreeze
trigger1 = movehit
value = 1
time = -1

[state a]
type = posadd
trigger1 = animelemtime(5) = 1
x = 8

[state a]
type = posadd
trigger1 = animelemtime(6) = 0
x = 6

[state a]
type = posadd
trigger1 = animelemtime(6) = 1
x = 4

[state a]
type = posadd
trigger1 = animelemtime(7) = 0
x = 2

[State 1000, 相殺ヘルパーを出す]
type = Helper
trigger1 = animelem=8,=0
name = "sousai"
stateno = 1035
ID = 1035
helpertype = normal
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;----------------------------------------------------------------------
;相殺ヘルパー
[Statedef 1035]
type     = S
movetype = I
physics  = N
ctrl     = 0
anim     = 1035
sprpriority = 5

[State 1001, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = NoShadow ;影を消す

[State 2001, 無敵]
type = NotHitBy
trigger1 = 1
value = , AA, AT

[State 2001, 攻撃を受けたら消滅ステートに移動]
type = HitOverride
trigger1 = 1
attr = SCA, NP, SP
stateno = 1035
slot=0

[State 2001, 攻撃を受けたら消滅ステートに移動]
type = HitOverride
trigger1 = 1
attr = SCA, HP
stateno = 1036
slot=1

[State 1001, このヘルパーを消す]
type = DestroySelf
trigger1 = root,movetype=H
trigger2 = time >= 13
ignorehitpause=1

;----------------------------------------------------------------------
;相殺後ヘルパー
[Statedef 1036]
type     = S
movetype = I
physics  = N
ctrl     = 0
anim     = 1036
sprpriority = 5

[State 2001, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1001, このヘルパーを消す]
type = DestroySelf
trigger1 = animtime=0

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 弱バーンナックル
[Statedef 1100]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 90
velset = 0,0
anim = 1100
ctrl = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;↓↓↓
[state a];どこキャンMAXゲージ減少
type = varadd
trigger1 = time = 0
trigger1 = var(11) = 1
v = 8
value = -98

[state a];どこキャンコマンド判定初期化
type = varset
trigger1 = time = 1
v = 11
value = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;↑↑↑

[State 200]
type = NotHitBy
trigger1 = prevstateno = 750
trigger1 = time <= 1
value = SCA,AA,AP

[state a];残像消去
type = afterimagetime
trigger1 = time = 0
time = 0

[state a];バーニン
type = playsnd
trigger1 = animelem = 2
value = 1100,0
channel = 0

[state a]
type = playsnd
trigger1 = animelem = 5
value = 1100,1

[state a]
type = statetypeset
trigger1 = animelem = 5
value = A

[state a]
type = posadd
trigger1 = time = 11
x = 7

[state a]
type = velset
trigger1 = time = 10
x = 7
y = -1

[state a]
type = veladd
trigger1 = animelem = 6,>=0
y = 0.4

[State 1000, 5]
type = Explod
trigger1 = time = 11
anim = 1110
id = 1110
sprpriority = 4
postype = p1
pos = 0,0
bindtime = -1
supermove = 1
removeongethit = 1
removetime = -1
under = 0
ownpal = 1
scale = 1.1,1.1

[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 6030
sprpriority = 3
postype = p1
pos = 10,0
bindtime = 1
supermove = 1
under = 0
vel = -0.5,0
ownpal = 1
scale = 1.1,1.1

[State 1000, 5]
type = Explod
trigger1 = time = 11
anim = 7081
sprpriority = 5
postype = p1
pos = -10,0
bindtime = 1
supermove = 1
removeongethit = 1
under = 0
vel = -0.5,0
ownpal = 1
scale = 1.1,1.1

[State 2];攻撃の指定
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype  = hard
damage    = 88, 9
getpower = 55,55
guardflag = MA
pausetime = 12,13
sparkno = s7002
sparkxy = -20,-75
hitsound   = s225,3
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 18
ground.velocity = -4.5,-4.5
air.velocity = -4.5,-4.5
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 15
envshake.ampl = -3
envshake.freq = 80
envshake.phase = 80

[state a] 
type = changestate
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1105


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 強バーンナックル
[Statedef 1101]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 90
velset = 0,0
anim = 1101
ctrl = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;↓↓↓
[state a];どこキャンMAXゲージ減少
type = varadd
trigger1 = time = 0
trigger1 = var(11) = 1
v = 8
value = -98

[state a];どこキャンコマンド判定初期化
type = varset
trigger1 = time = 1
v = 11
value = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;↑↑↑

[State 200]
type = NotHitBy
trigger1 = prevstateno = 750
trigger1 = time <= 1
value = SCA,AA,AP

[state a];残像消去
type = afterimagetime
trigger1 = time = 0
time = 0

[state a];バーニン
type = playsnd
trigger1 = animelem = 4
value = 1100,0
channel = 0

[state a]
type = playsnd
trigger1 = animelem = 10
value = 1100,1

[state a]
type = statetypeset
trigger1 = animelem = 10
value = A

[state a]
type = posadd
trigger1 = time = 21
x = 7

[state a]
type = velset
trigger1 = time = 22
x = 9
y = -2

[state a]
type = veladd
trigger1 = time >= 22
y = 0.2

[State 1000, 5]
type = Explod
trigger1 = time = 22
anim = 1110
id = 1110
sprpriority = 4
postype = p1
pos = 0,0
bindtime = -1
supermove = 1
removeongethit = 1
removetime = -1
under = 0
ownpal = 1
scale = 1.1,1.1

[State 1000, 5]
type = Explod
trigger1 = time = 21
anim = 6030
sprpriority = 3
postype = p1
pos = 10,0
bindtime = 1
supermove = 1
under = 0
vel = -0.5,0
ownpal = 1
scale = 1.1,1.1

[State 1000, 5]
type = Explod
trigger1 = time = 22
anim = 7081
sprpriority = 5
postype = p1
pos = -10,0
bindtime = 1
supermove = 1
removeongethit = 1
under = 0
vel = -0.5,0
ownpal = 1
scale = 1.1,1.1

[State 2];攻撃の指定
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype  = hard
damage    = 100, 9
getpower = 55,55
guardflag = MA
pausetime = 12,13
sparkno = s7002
sparkxy = -20,-75
hitsound   = s225,3
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 18
ground.velocity = -4.5,-4.5
air.velocity = -4.5,-4.5
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 15
envshake.ampl = -3
envshake.freq = 80
envshake.phase = 80

[state a] 
type = changestate
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1105


; バーンナックル・着地
[Statedef 1105]
type    = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
anim = 1105
ctrl = 0

[state a];残像消去
type = afterimagetime
trigger1 = time = 0
time = 0

[state a]
type = removeexplod
trigger1 = time = 0
id = 1110

[state a]
type = posset
trigger1 = time = 0
y = 0

[state a]
type = playsnd
trigger1 = time = 0
value = 40,0


[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 弱クラックシュート
[Statedef 1200]
type    = S
movetype= A
physics = N
juggle  = ifelse((((prevstateno = 1005)||(prevstateno = 1309))&&(var(8)>=1)),0,8)
poweradd= 90
velset = 0,0
anim = 1200
ctrl = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;↓↓↓
[state a];どこキャンMAXゲージ減少
type = varadd
trigger1 = time = 0
trigger1 = var(11) = 1
v = 8
value = -98

[state a];どこキャンコマンド判定初期化
type = varset
trigger1 = time = 1
v = 11
value = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;↑↑↑

[State 200]
type = NotHitBy
trigger1 = prevstateno = 750
trigger1 = time <= 1
value = SCA,AA,AP

[state a];残像消去
type = afterimagetime
trigger1 = time = 0
time = 0

[state a];キックバット
type = playsnd
trigger1 = animelem = 5
value = 1200,0
channel = 0

[state a]
type = playsnd
trigger1 = animelem = 8
value = 1200,1

[state a]
type = statetypeset
trigger1 = animelem = 7
value = A

[state a]
type = velset
trigger1 = animelem = 7
x = 4
y = -5

[state a]
type = veladd
trigger1 = animelem = 7,>=0
y = 0.5

[State 1000, 5]
type = Explod
trigger1 = animelemtime(6) = 2
anim = 6100
sprpriority = 3
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
vel = -0.5,0
ownpal = 1
scale = 1.1,1.1

[State 2];攻撃の指定
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype  = hard
damage    = 45, 9
getpower = 55,55
guardflag = MA
pausetime = 11,12
sparkno = s7002
sparkxy = -15,-70
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = low
ground.slidetime = 22
ground.hittime  = 23
ground.velocity = -10,0
air.velocity = -4.5,-6.5
fall = 0
air.fall = 1
fall.recover = 0
envshake.time = 15
envshake.ampl = -3
envshake.freq = 80
envshake.phase = 80

[State 2];攻撃の指定
type = HitDef
trigger1 = animelem = 11
attr = A, SA
animtype  = hard
damage    = 45, 9
getpower = 55,55
guardflag = MA
pausetime = 12,13
sparkno = s7002
sparkxy = -25,-55
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = low
ground.slidetime = 22
ground.hittime  = 23
ground.velocity = -10,0
air.velocity = -4.5,-6.5
fall = 0
air.fall = 1
fall.recover = 0
envshake.time = 15
envshake.ampl = -3
envshake.freq = 80
envshake.phase = 80

[state a]
type = posadd
trigger1 = animelem = 5
x = 8

[state a]
type = posadd
trigger1 = animelem = 6
x = 10

[state a] 
type = changestate
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1205

; クラックシュート・着地
[Statedef 1205]
type    = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
anim = 1205
ctrl = 0

[state a]
type = removeexplod
trigger1 = time = 0
id = 1200

[state a]
type = posset
trigger1 = time = 0
y = 0

[state a]
type = playsnd
trigger1 = time = 0
value = 40,0


[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 強クラックシュート
[Statedef 1201]
type    = S
movetype= A
physics = N
juggle  = ifelse((((prevstateno = 1005)||(prevstateno = 1309))&&(var(8)>=1)),0,8)
poweradd= 90
velset = 0,0
anim = 1201
ctrl = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;↓↓↓
[state a];どこキャンMAXゲージ減少
type = varadd
trigger1 = time = 0
trigger1 = var(11) = 1
v = 8
value = -98

[state a];どこキャンコマンド判定初期化
type = varset
trigger1 = time = 1
v = 11
value = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;↑↑↑

[State 200]
type = NotHitBy
trigger1 = prevstateno = 750
trigger1 = time <= 1
value = SCA,AA,AP

[state a];残像消去
type = afterimagetime
trigger1 = time = 0
time = 0

[state a];キックバット
type = playsnd
trigger1 = animelem = 5
value = 1200,0
channel = 0

[state a]
type = playsnd
trigger1 = animelem = 8
value = 1200,1

[state a]
type = statetypeset
trigger1 = animelem = 7
value = A

[state a]
type = velset
trigger1 = animelem = 7
x = 5
y = -7

[state a]
type = veladd
trigger1 = animelem = 7,>=0
y = 0.55

[State 1000, 5]
type = Explod
trigger1 = animelemtime(6) = 2
anim = 6100
sprpriority = 3
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
vel = -0.5,0
ownpal = 1
scale = 1.1,1.1

[State 2];攻撃の指定
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype  = hard
damage    = 43, 9
getpower = 55,55
guardflag = MA
pausetime = 11,12
sparkno = s7002
sparkxy = -15,-120
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = low
ground.slidetime = 22
ground.hittime  = 23
ground.velocity = -10,0
air.velocity = -4.5,-6.5
fall = 0
air.fall = 1
fall.recover = 0
envshake.time = 15
envshake.ampl = -3
envshake.freq = 80
envshake.phase = 80

[State 2];攻撃の指定
type = HitDef
trigger1 = animelem = 11
attr = A, SA
animtype  = hard
damage    = 55, 9
getpower = 55,55
guardflag = MA
pausetime = 12,13
sparkno = s7002
sparkxy = -25,-55
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 22
ground.hittime  = 23
ground.velocity = -3.5,-3.5
air.velocity = -4.5,-6.5
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 15
envshake.ampl = -3
envshake.freq = 80
envshake.phase = 80

[state a]
type = posadd
trigger1 = animelem = 5
x = 8

[state a]
type = posadd
trigger1 = animelem = 6
x = 10

[state a] 
type = changestate
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1205

; クラックシュート・着地
[Statedef 1205]
type    = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
anim = 1205
ctrl = 0

[state a]
type = removeexplod
trigger1 = time = 0
id = 1201

[state a]
type = posset
trigger1 = time = 0
y = 0

[state a]
type = playsnd
trigger1 = time = 0
value = 40,0


[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 弱パワーダンク
[Statedef 1300]
type    = S
movetype= A
physics = N
juggle  = 1
poweradd= 90
velset = 0,0
anim = 1300
ctrl = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;↓↓↓
[state a];どこキャンMAXゲージ減少
type = varadd
trigger1 = time = 0
trigger1 = var(11) = 1
v = 8
value = -98

[state a];どこキャンコマンド判定初期化
type = varset
trigger1 = time = 1
v = 11
value = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;↑↑↑

[State 200]
type = NotHitBy
trigger1 = prevstateno = 750
trigger1 = time <= 1
value = SCA,AA,AP

[state a];残像消去
type = afterimagetime
trigger1 = time = 0
time = 0

[state a];ビートアップ
type = playsnd
trigger1 = animelem = 2
value = 1300,0
channel = 0

[State 2];攻撃の指定
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype  = up
damage    = 30, 9
getpower = 55,55
hitflag =HA,MA,LA,AA
guardflag = MA
pausetime = 11,11
sparkno = s7003
sparkxy = -10,-70
hitsound   = s1000,2
guard.sparkno = s7012
guardsound = s121,0
ground.type = low
ground.slidetime = 0
ground.hittime  = 18
ground.velocity = -2,-7.8
air.velocity = -2,-7.8
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 15
envshake.ampl = -3
envshake.freq = 80
envshake.phase = 80

[state a]
type = posadd
trigger1 = animelem = 2
trigger2 = animelem = 3
x = 3

[state a];ブレーキング
type = changestate
trigger1 = movehit
trigger1 = command = "緊急回避前"
value = 1309

[state a]
type = changestate
trigger1 = animtime = 0
value = 1305


; 弱パワーダンク・続き
[Statedef 1305]
type    = A
movetype= A
physics = N
juggle  = 5
poweradd= 50
velset = 3,-8
anim = 1305
ctrl = 0

[state a];
type = playsnd
trigger1 = animelem = 2
value = 1300,1

[state a];
type = playsnd
trigger1 = animelem = 8
value = 1300,2

[state a]
type = posadd
trigger1 = animelem = 1
x = 10

[state a]
type = veladd
trigger1 = 1
y = 0.4

[State 1000, 5]
type = Explod
trigger1 = time = 1
anim = 1115
sprpriority = 3
postype = p1
pos = -9,17
bindtime = 1
supermove = 1
under = 0
vel = -0.5,0
ownpal = 1
scale = 1.1,1.1

[State -2, 2]
type = Explod
trigger1 = AnimElem = 8
ID = 1320
anim = 1320
pos = 0,0
postype = p1
ownpal = 1
removetime = 16
bindtime = 16
sprpriority = 4
persistent = 0
ignorehitpause = 1
removeongethit = 1
scale = 1.1,1.1

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 8
anim = 1330
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removeongethit = 1
under = 0
vel = -0.5,0
ownpal = 1
scale = 1.1,1.1

[State 2];攻撃の指定
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype  = hard
damage    = 28, 9
getpower = 45,45
guardflag = MA
pausetime = 8,9
guard.pausetime = 8,9
sparkno = s7003
sparkxy = -10,-78
hitsound   = s1000,2
guard.sparkno = s7012
guardsound = s121,0
ground.type = low
ground.slidetime = 0
ground.hittime  = 18
ground.velocity = -3,-5.8
air.velocity = -3,-5.8
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 15
envshake.ampl = -3
envshake.freq = 80
envshake.phase = 80

[State 2];攻撃の指定
type = HitDef
trigger1 = animelem = 8
attr = A, SA
damage = 46, 9
guardflag = H
pausetime = 0,5
guard.pausetime = 0,10
sparkno = s7005
guard.sparkno = s7012
sparkxy = -36,-23
hitsound   = s225,3
guardsound = s121,0
animtype = hard
ground.type = low
ground.slidetime = 21
ground.hittime  = 21
guard.ctrltime = 21
ground.velocity = -13
guard.velocity = -11
air.type = low
air.velocity = -5,15
air.hittime = 20
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 15
envshake.ampl = -3
envshake.freq = 80
envshake.phase = 80
fall.envshake.time = 12
fall.envshake.ampl = 4
fall.envshake.freq = 80

[state a] 
type = changestate
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1307


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 強パワーダンク
[Statedef 1301]
type    = S
movetype= A
physics = N
juggle  = 1
poweradd= 90
velset = 0,0
anim = 1301
ctrl = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;↓↓↓
[state a];どこキャンMAXゲージ減少
type = varadd
trigger1 = time = 0
trigger1 = var(11) = 1
v = 8
value = -98

[state a];どこキャンコマンド判定初期化
type = varset
trigger1 = time = 1
v = 11
value = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;↑↑↑

[State 200]
type = NotHitBy
trigger1 = prevstateno = 750
trigger1 = time <= 1
value = SCA,AA,AP

[state a];残像消去
type = afterimagetime
trigger1 = time = 0
time = 0


[state a];ビートアップ
type = playsnd
trigger1 = animelem = 2
value = 1300,0
channel = 0

[State 2];攻撃の指定
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype  = up
damage    = 30, 9
getpower = 55,55
hitflag =HA,MA,LA,AA
guardflag = MA
pausetime = 11,11
sparkno = s7003
sparkxy = -10,-70
hitsound   = s1000,2
guard.sparkno = s7012
guardsound = s121,0
ground.type = low
ground.slidetime = 0
ground.hittime  = 18
ground.velocity = -2,-7.8
air.velocity = -2,-7.8
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 15
envshake.ampl = -3
envshake.freq = 80
envshake.phase = 80

[state a]
type = posadd
trigger1 = animelem = 2
trigger2 = animelem = 3
x = 3

[state a];ブレーキング
type = changestate
trigger1 = movehit
trigger1 = command = "緊急回避前"
value = 1309

[state a]
type = changestate
trigger1 = animtime = 0
value = 1306


; 強パワーダンク・続き
[Statedef 1306]
type    = A
movetype= A
physics = N
juggle  = 5
poweradd= 50
velset = 4,-10
anim = 1306
ctrl = 0

[state a];
type = playsnd
trigger1 = animelem = 2
value = 1300,1

[state a];
type = playsnd
trigger1 = animelem = 8
value = 1300,2

[state a]
type = posadd
trigger1 = animelem = 1
x = 10

[state a]
type = veladd
trigger1 = 1
y = 0.5

[State 1000, 5]
type = Explod
trigger1 = time = 1
anim = 1115
sprpriority = 3
postype = p1
pos = -9,20
bindtime = 1
supermove = 1
under = 0
vel = -0.5,0
ownpal = 1
scale = 1.1,1.1

[State -2, 2]
type = Explod
trigger1 = AnimElem = 8
ID = 1320
anim = 1320
pos = 0,2
postype = p1
ownpal = 1
removetime = 16
bindtime = 16
sprpriority = 4
persistent = 0
ignorehitpause = 1
removeongethit = 1
scale = 1.1,1.1

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 8
anim = 1330
sprpriority = 5
postype = p1
pos = 0,2
bindtime = 1
supermove = 1
removeongethit = 1
under = 0
vel = -0.5,0
ownpal = 1
scale = 1.1,1.1

[State 2];攻撃の指定
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype  = hard
damage    = 30, 9
getpower = 45,45
guardflag = MA
pausetime = 8,9
guard.pausetime = 8,9
sparkno = s7003
sparkxy = -10,-78
hitsound   = s1000,2
guard.sparkno = s7012
guardsound = s121,0
ground.type = low
ground.slidetime = 0
ground.hittime  = 18
ground.velocity = -4.5,-6
air.velocity = -4.5,-6
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 15
envshake.ampl = -3
envshake.freq = 80
envshake.phase = 80

[State 2];攻撃の指定
type = HitDef
trigger1 = animelem = 8
attr = A, SA
damage = 50, 9
guardflag = H
pausetime = 0,5
guard.pausetime = 0,10
sparkno = s7005
guard.sparkno = s7012
sparkxy = -26,-23
hitsound   = s225,3
guardsound = s121,0
animtype = hard
ground.type = low
ground.slidetime = 21
ground.hittime  = 21
guard.ctrltime = 21
ground.velocity = -13
guard.velocity = -11
air.type = low
air.velocity = -5,15
air.hittime = 20
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 15
envshake.ampl = -3
envshake.freq = 80
envshake.phase = 80
fall.envshake.time = 12
fall.envshake.ampl = 4
fall.envshake.freq = 80

[state a] 
type = changestate
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1307




; パワーダンク・着地
[Statedef 1307]
type    = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
anim = 1307
ctrl = 0

[state a]
type = posset
trigger1 = time = 0
y = 0

[state a]
type = playsnd
trigger1 = time = 0
value = 40,0

[state a];残像消去
type = afterimagetime
trigger1 = animtime = 0
time = 0

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


; ダンクブレーキング
[Statedef 1309]
type    = S
movetype= A
physics = N
juggle  = 8
velset = 6,0
anim = 1309
ctrl = 0

[state a];
type = playsnd
trigger1 = time = 0
value = 1300,1

[State 50, 4];←残像
type = AfterImage
trigger1 = time = 0
time = -1
trans = none
timegap = 2
framegap = 2
length = 10
ignorehitpause = 0
palbright = 3,3,64
;palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[state a]
type = posadd
trigger1 = animelem = 1
x = 10

[state a]
type = posset
trigger1 = time = 0
y = 0

[state a]
type = velset
trigger1 = animelem = 4
x = 4

[state a]
type = velset
trigger1 = animelem = 5
x = 3

[state a]
type = velset
trigger1 = animelem = 6
x = 2

[state a]
type = velset
trigger1 = animelem = 7
x = 1

[state a]
type = velset
trigger1 = animelem = 8
x = 1

[state a];残像消去
type = afterimagetime
trigger1 = animtime = 0
time = 0

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 弱パワーチャージ
[Statedef 1400]
type    = S
movetype= A
physics = N
juggle  = 2
poweradd= 90
velset = 0,0
anim = 1400
ctrl = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;↓↓↓
[state a];どこキャンMAXゲージ減少
type = varadd
trigger1 = time = 0
trigger1 = var(11) = 1
v = 8
value = -98

[state a];どこキャンコマンド判定初期化
type = varset
trigger1 = time = 1
v = 11
value = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;↑↑↑

[State 200]
type = NotHitBy
trigger1 = prevstateno = 750
trigger1 = time <= 1
value = SCA,AA,AP

[state a];残像消去
type = afterimagetime
trigger1 = time = 0
time = 0

[state a];シュッ
type = playsnd
trigger1 = animelem = 4
value = 1400,0
channel = 0

[state a];
type = playsnd
trigger1 = animelem = 8
value = 221,0

[state a]
type = posadd
trigger1 = animelem = 3
x = 15

[state a]
type = posadd
trigger1 = animelem = 5
x = 9

[state a]
type = velset
trigger1 = time = 9
x = 7

[state a]
type = veladd
;trigger1 = time >=9
trigger1 = vel x >= 0.3
x = -0.3

[State 1000, 5]
type = Explod
trigger1 = time = 6
anim = 6150
sprpriority = 4
postype = p1
pos = 6,0
bindtime = 1
supermove = 1
under = 0
vel = -0.5,0
ownpal = 1
scale = 1.1,1.1

[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 6150
sprpriority = 4
postype = p1
pos = 6,0
bindtime = 1
supermove = 1
under = 0
vel = -0.5,0
ownpal = 1
scale = 1.1,1.1

[State 2];攻撃の指定
type = HitDef
trigger1 = time = 0
attr = S, SA
animtype  = hard
damage    = 32, 9
getpower = 55,55
guardflag = MA
pausetime = 16,16
sparkno = s7002
sparkxy = -10,-65
hitsound   = s1000,2
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 19
ground.velocity = -7,0
air.velocity = -4,-4
fall = 0
air.fall = 1
fall.recover = 0
envshake.time = 15
envshake.ampl = -3
envshake.freq = 80
envshake.phase = 80


;;;;;;;;;;;;;;;;;;;;;;;;;;;;↓↓↓
[State -2, a];どこキャン時の点滅(失敗)
type = palfx
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
triggerall = gametime % 2
trigger1 = command = "弱バーンナックル"
trigger2 = command = "強バーンナックル"
trigger3 = command = "弱クラックシュート"
trigger4 = command = "強クラックシュート"
trigger5 = command = "弱パワーダンク"
trigger6 = command = "強パワーダンク"
trigger7 = command = "ラウンドウェイブ"
trigger8 = command = "弱ビートコンビネーション"
trigger9 = command = "強ビートコンビネーション"
time = 10
add = 248,248,248
;mul = 248,248,248
color = 1
ignorehitpause = 1

[state a];コマンド判定
type = varset
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "弱バーンナックル"
trigger2 = command = "強バーンナックル"
trigger3 = command = "弱クラックシュート"
trigger4 = command = "強クラックシュート"
trigger5 = command = "弱パワーダンク"
trigger6 = command = "強パワーダンク"
trigger7 = command = "ラウンドウェイブ"
trigger8 = command = "弱ビートコンビネーション"
trigger9 = command = "強ビートコンビネーション"
v = 11
value = 1


[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "弱バーンナックル"
value = 1100

[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "強バーンナックル"
value = 1101

[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "弱クラックシュート"
value = 1200

[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "強クラックシュート"
value = 1201

[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "弱パワーダンク"
value = 1300

[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "強パワーダンク"
value = 1301

[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "ラウンドウェイブ"
value = 1005

[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "弱ビートコンビネーション"
value = 1470

[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "強ビートコンビネーション"
value = 1471

;;;;;;;;;;;;;;;;;;;;;;;;;;;;↑↑↑


[state a]
type = changestate
trigger1 = animelemtime(8) >= 0
trigger1 = animelemtime(9) <= 0
trigger1 = command = "弱パワーチャージ追加"
value = 1410

[state a]
type = changestate
trigger1 = animelemtime(8) >= 0
trigger1 = animelemtime(9) <= 0
trigger1 = command = "チャージスラッシュ"
value = 1430

[state a]
type = changestate
trigger1 = animelemtime(8) >= 0
trigger1 = animelemtime(9) <= 0
trigger1 = command = "ソバット"
value = 1450

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

; 強パワーチャージ
[Statedef 1401]
type    = S
movetype= A
physics = N
juggle  = 2
poweradd= 90
velset = 0,0
anim = 1401
ctrl = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;↓↓↓
[state a];どこキャンMAXゲージ減少
type = varadd
trigger1 = time = 0
trigger1 = var(11) = 1
v = 8
value = -98

[state a];どこキャンコマンド判定初期化
type = varset
trigger1 = time = 1
v = 11
value = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;↑↑↑

[State 200]
type = NotHitBy
trigger1 = prevstateno = 750
trigger1 = time <= 1
value = SCA,AA,AP

[state a];残像消去
type = afterimagetime
trigger1 = time = 0
time = 0

[state a];シュッ
type = playsnd
trigger1 = animelem = 4
value = 1400,0
channel = 0

[state a];
type = playsnd
trigger1 = animelem = 8
value = 221,0

[state a]
type = posadd
trigger1 = animelem = 3
x = 15

[state a]
type = posadd
trigger1 = animelem = 5
x = 9

[state a]
type = velset
trigger1 = time = 9
x = 10

[state a]
type = veladd
;trigger1 = time >=9
trigger1 = vel x >= 0.4
x = -0.42

[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 6150
sprpriority = 4
postype = p1
pos = 6,0
bindtime = 1
supermove = 1
under = 0
vel = -0.5,0
ownpal = 1
scale = 1.1,1.1

[State 1000, 5]
type = Explod
trigger1 = time = 14
anim = 6150
sprpriority = 4
postype = p1
pos = 6,0
bindtime = 1
supermove = 1
under = 0
vel = -0.5,0
ownpal = 1
scale = 1.1,1.1

[State 2];攻撃の指定
type = HitDef
trigger1 = time = 0
attr = S, SA
animtype  = hard
damage    = 35, 9
getpower = 55,55
guardflag = MA
pausetime = 16,16
sparkno = s7002
sparkxy = -10,-65
hitsound   = s1000,2
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 19
ground.velocity = -7,0
air.velocity = -4,-4
fall = 0
air.fall = 1
fall.recover = 0
envshake.time = 15
envshake.ampl = -3
envshake.freq = 80
envshake.phase = 80

;;;;;;;;;;;;;;;;;;;;;;;;;;;;↓↓↓
[State -2, a];どこキャン時の点滅(失敗)
type = palfx
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
triggerall = gametime % 2
trigger1 = command = "弱バーンナックル"
trigger2 = command = "強バーンナックル"
trigger3 = command = "弱クラックシュート"
trigger4 = command = "強クラックシュート"
trigger5 = command = "弱パワーダンク"
trigger6 = command = "強パワーダンク"
trigger7 = command = "ラウンドウェイブ"
trigger8 = command = "弱ビートコンビネーション"
trigger9 = command = "強ビートコンビネーション"
time = 10
add = 248,248,248
;mul = 248,248,248
color = 1
ignorehitpause = 1

[state a];コマンド判定
type = varset
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "弱バーンナックル"
trigger2 = command = "強バーンナックル"
trigger3 = command = "弱クラックシュート"
trigger4 = command = "強クラックシュート"
trigger5 = command = "弱パワーダンク"
trigger6 = command = "強パワーダンク"
trigger7 = command = "ラウンドウェイブ"
trigger8 = command = "弱ビートコンビネーション"
trigger9 = command = "強ビートコンビネーション"
v = 11
value = 1


[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "弱バーンナックル"
value = 1100

[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "強バーンナックル"
value = 1101

[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "弱クラックシュート"
value = 1200

[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "強クラックシュート"
value = 1201

[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "弱パワーダンク"
value = 1300

[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "強パワーダンク"
value = 1301

[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "ラウンドウェイブ"
value = 1005

[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "弱ビートコンビネーション"
value = 1470

[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "強ビートコンビネーション"
value = 1471

;;;;;;;;;;;;;;;;;;;;;;;;;;;;↑↑↑


[state a]
type = changestate
trigger1 = animelemtime(8) >= 0
trigger1 = animelemtime(9) <= 0
trigger1 = command = "強パワーチャージ追加"
value = 1411

[state a]
type = changestate
trigger1 = animelemtime(8) >= 0
trigger1 = animelemtime(9) <= 0
trigger1 = command = "チャージスラッシュ"
value = 1430

[state a]
type = changestate
trigger1 = animelemtime(8) >= 0
trigger1 = animelemtime(9) <= 0
trigger1 = command = "ソバット"
value = 1450

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


; 弱パワーチャージ2
[Statedef 1410]
type    = S
movetype= A
physics = N
juggle  = 3
velset = 6,0
anim = 1410
ctrl = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;↓↓↓
[state a];どこキャンMAXゲージ減少
type = varadd
trigger1 = time = 0
trigger1 = var(11) = 1
v = 8
value = -98

[state a];どこキャンコマンド判定初期化
type = varset
trigger1 = time = 1
v = 11
value = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;↑↑↑

[state a];ハッ
type = playsnd
trigger1 = animelem = 3
value = 1400,1
channel = 0

[state a];
type = playsnd
trigger1 = animelem = 6
value = 221,0

[state a]
type = veladd
;trigger1 = time >=1
trigger1 = vel x >= 0.3
x = -0.4

[state a]
type = posadd
trigger1 = animelem = 6
trigger2 = animelem = 7
trigger3 = animelem = 8
trigger4 = animelem = 9
x = 5

[State 1000, 5]
type = Explod
trigger1 = time = 5
anim = 6150
sprpriority = 4
postype = p1
pos = 2,0
bindtime = 1
supermove = 1
under = 0
vel = -0.5,0
ownpal = 1
scale = 1.1,1.1

[State 1000, 5]
type = Explod
trigger1 = time = 9
anim = 6150
sprpriority = 4
postype = p1
pos = -3,0
bindtime = 1
supermove = 1
under = 0
vel = -0.5,0
ownpal = 1
scale = 1.1,1.1

[State 2];攻撃の指定
type = HitDef
trigger1 = time = 0
attr = S, SA
animtype  = hard
damage    = 35, 9
getpower = 55,55
guardflag = MA
pausetime = 14,16
sparkno = s7002
sparkxy = -10,-68
hitsound   = s1000,2
guard.sparkno = s7012
guardsound = s121,0
ground.type = low
ground.slidetime = 19
ground.hittime  = 21
ground.velocity = -7,0
air.velocity = -4,-4
fall = 0
air.fall = 1
fall.recover = 0
envshake.time = 15
envshake.ampl = -3
envshake.freq = 80
envshake.phase = 80

;;;;;;;;;;;;;;;;;;;;;;;;;;;;↓↓↓
[State -2, a];どこキャン時の点滅(失敗)
type = palfx
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
triggerall = gametime % 2
trigger1 = command = "弱バーンナックル"
trigger2 = command = "強バーンナックル"
trigger3 = command = "弱クラックシュート"
trigger4 = command = "強クラックシュート"
trigger5 = command = "弱パワーダンク"
trigger6 = command = "強パワーダンク"
trigger7 = command = "ラウンドウェイブ"
trigger8 = command = "弱ビートコンビネーション"
trigger9 = command = "強ビートコンビネーション"
time = 10
add = 248,248,248
;mul = 248,248,248
color = 1
ignorehitpause = 1

[state a];コマンド判定
type = varset
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "弱バーンナックル"
trigger2 = command = "強バーンナックル"
trigger3 = command = "弱クラックシュート"
trigger4 = command = "強クラックシュート"
trigger5 = command = "弱パワーダンク"
trigger6 = command = "強パワーダンク"
trigger7 = command = "ラウンドウェイブ"
trigger8 = command = "弱ビートコンビネーション"
trigger9 = command = "強ビートコンビネーション"
v = 11
value = 1


[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "弱バーンナックル"
value = 1100

[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "強バーンナックル"
value = 1101

[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "弱クラックシュート"
value = 1200

[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "強クラックシュート"
value = 1201

[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "弱パワーダンク"
value = 1300

[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "強パワーダンク"
value = 1301

[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "ラウンドウェイブ"
value = 1005

[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "弱ビートコンビネーション"
value = 1470

[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "強ビートコンビネーション"
value = 1471

;;;;;;;;;;;;;;;;;;;;;;;;;;;;↑↑↑

[state a]
type = changestate
trigger1 = animelemtime(6) >= 0
trigger1 = animelemtime(7) <= 0
trigger1 = command = "弱パワーチャージ追加"
value = 1420

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

; チャージスラッシュ
[Statedef 1430]
type    = S
movetype= A
physics = N
juggle  = 4
velset = 6,0
anim = 1430
ctrl = 0

[State a];
type = PlaySnd
trigger1 = Time = 3
value = 221, 0

[State a];
type = PlaySnd
trigger1 = animelem = 3
value = 290, 0
channel = 0

[state a];
type = playsnd
trigger1 = animelem = 7
value = 1100,1

[state a]
type = statetypeset
trigger1 = animelem = 5
value = A

[state a]
type = velset
trigger1 = animelem = 5
x = 4
y = -5

[state a]
type = veladd
trigger1 = animelem = 5,>=0
y = 0.5

[State 1000, 5]
type = Explod
trigger1 = time = 6
anim = 6030
sprpriority = 4
postype = p1
pos = -8,4
bindtime = 1
supermove = 1
under = 0
vel = -0.5,0
ownpal = 1
scale = 1.1,1.1

[State 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = diagup
damage    = 70, 9
getpower = 60,60
guardflag = MA
pausetime = 13,14
sparkno = s7003
sparkxy = -40,-80
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s120,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4.3,-5.6
air.velocity = -4.2,-6.1
fall = 1
fall.recover = 0
envshake.time = 15
envshake.ampl = -3
envshake.freq = 80
envshake.phase = 80

[state a]
type = posadd
trigger1 = animelem = 3
trigger2 = animelem = 4
x = 4

[state a] 
type = changestate
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1431


; チャージスラッシュ・着地
[Statedef 1431]
type    = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
anim = 1431
ctrl = 0

[state a]
type = removeexplod
trigger1 = time = 0
id = 1430

[state a]
type = posset
trigger1 = time = 0
y = 0

[state a]
type = playsnd
trigger1 = time = 0
value = 40,0


[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

; ソバット
[Statedef 1450]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1450
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 7
value = 1300, 1

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 6
value = 10, 0
channel = 0

[state a]
type = statetypeset
trigger1 = animelem = 8
value = A

[state a]
type = velset
trigger1 = animelem = 8
x = 3
y = -2.5

[state a]
type = veladd
trigger1 = animelem = 10,>=0
y = 0.6

[state a]
type = posadd
trigger1 = animelem = 11
trigger2 = animelem = 12
trigger3 = animelem = 13
x = 5

[State 1000, 5]
type = Explod
trigger1 = animelem = 8
anim = 6100
sprpriority = 4
postype = p1
pos = 0,2
bindtime = 1
supermove = 1
under = 0
vel = -0.5,0
ownpal = 1
scale = 1.1,1.1

[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = high
damage    = 93, 9
getpower = 55,55
guardflag = HA
pausetime = 14,19
sparkno = s7002
sparkxy = -15,-67
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-4.5
air.velocity = -4,-4.8
fall = 1
fall.recover = 0
envshake.time = 15
envshake.ampl = -3
envshake.freq = 80
envshake.phase = 80


[state a] 
type = changestate
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1451

;ソバット着地
[Statedef 1451]
type    = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
anim = 1451
ctrl = 0

[state a]
type = removeexplod
trigger1 = time = 0
id = 1450

[state a]
type = posset
trigger1 = time = 0
y = 0

[state a]
type = playsnd
trigger1 = time = 0
value = 40,0


[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

; 強パワーチャージ2
[Statedef 1411]
type    = S
movetype= A
physics = N
juggle  = 3
velset = 6,0
anim = 1411
ctrl = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;↓↓↓
[state a];どこキャンMAXゲージ減少
type = varadd
trigger1 = time = 0
trigger1 = var(11) = 1
v = 8
value = -98

[state a];どこキャンコマンド判定初期化
type = varset
trigger1 = time = 1
v = 11
value = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;↑↑↑

[state a];ハッ
type = playsnd
trigger1 = animelem = 3
value = 1400,1
channel = 0

[state a];
type = playsnd
trigger1 = animelem = 6
value = 221,0

[state a]
type = veladd
;trigger1 = time >=1
trigger1 = vel x >= 0.3
x = -0.35

[state a]
type = posadd
trigger1 = animelem = 6
trigger2 = animelem = 7
trigger3 = animelem = 8
trigger4 = animelem = 9
x = 5

[State 1000, 5]
type = Explod
trigger1 = time = 9
anim = 6150
sprpriority = 4
postype = p1
pos = 2,0
bindtime = 1
supermove = 1
under = 0
vel = -0.5,0
ownpal = 1
scale = 1.1,1.1

[State 1000, 5]
type = Explod
trigger1 = time = 13
anim = 6150
sprpriority = 4
postype = p1
pos = -3,0
bindtime = 1
supermove = 1
under = 0
vel = -0.5,0
ownpal = 1
scale = 1.1,1.1

[State 2];攻撃の指定
type = HitDef
trigger1 = time = 0
attr = S, SA
animtype  = hard
damage    = 35, 9
getpower = 55,55
guardflag = MA
pausetime = 14,16
sparkno = s7002
sparkxy = -10,-68
hitsound   = s1000,2
guard.sparkno = s7012
guardsound = s121,0
ground.type = low
ground.slidetime = 19
ground.hittime  = 21
ground.velocity = -7,0
air.velocity = -4,-4
fall = 0
air.fall = 1
fall.recover = 0
envshake.time = 15
envshake.ampl = -3
envshake.freq = 80
envshake.phase = 80

;;;;;;;;;;;;;;;;;;;;;;;;;;;;↓↓↓
[State -2, a];どこキャン時の点滅(失敗)
type = palfx
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
triggerall = gametime % 2
trigger1 = command = "弱バーンナックル"
trigger2 = command = "強バーンナックル"
trigger3 = command = "弱クラックシュート"
trigger4 = command = "強クラックシュート"
trigger5 = command = "弱パワーダンク"
trigger6 = command = "強パワーダンク"
trigger7 = command = "ラウンドウェイブ"
trigger8 = command = "弱ビートコンビネーション"
trigger9 = command = "強ビートコンビネーション"
time = 10
add = 248,248,248
;mul = 248,248,248
color = 1
ignorehitpause = 1

[state a];コマンド判定
type = varset
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "弱バーンナックル"
trigger2 = command = "強バーンナックル"
trigger3 = command = "弱クラックシュート"
trigger4 = command = "強クラックシュート"
trigger5 = command = "弱パワーダンク"
trigger6 = command = "強パワーダンク"
trigger7 = command = "ラウンドウェイブ"
trigger8 = command = "弱ビートコンビネーション"
trigger9 = command = "強ビートコンビネーション"
v = 11
value = 1


[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "弱バーンナックル"
value = 1100

[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "強バーンナックル"
value = 1101

[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "弱クラックシュート"
value = 1200

[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "強クラックシュート"
value = 1201

[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "弱パワーダンク"
value = 1300

[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "強パワーダンク"
value = 1301

[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "ラウンドウェイブ"
value = 1005

[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "弱ビートコンビネーション"
value = 1470

[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "強ビートコンビネーション"
value = 1471

;;;;;;;;;;;;;;;;;;;;;;;;;;;;↑↑↑

[state a]
type = changestate
trigger1 = animelemtime(6) >= 0
trigger1 = animelemtime(7) <= 0
trigger1 = command = "強パワーチャージ追加"
value = 1421

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

; 弱パワーチャージ3
[Statedef 1420]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 7,0
anim = 1420
ctrl = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;↓↓↓
[state a];どこキャンMAXゲージ減少
type = varadd
trigger1 = time = 0
trigger1 = var(11) = 1
v = 8
value = -128

[state a];どこキャンコマンド判定初期化
type = varset
trigger1 = time = 1
v = 11
value = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;↑↑↑

[state a];チャージ
type = playsnd
trigger1 = animelem = 3
value = 1400,2
channel = 0

[state a];
type = playsnd
trigger1 = animelem = 5
value = 1100,1

[state a]
type = veladd
;trigger1 = time >=1
trigger1 = vel x >= 0.3
x = -0.3

[State 1000, 5]
type = Explod
trigger1 = time = 3
anim = 6150
sprpriority = 4
postype = p1
pos = -31,0
bindtime = 1
supermove = 1
under = 0
vel = -0.5,0
ownpal = 1
scale = 1.1,1.1

[State 1000, 5]
type = Explod
trigger1 = time = 7
anim = 6150
sprpriority = 4
postype = p1
pos = -40,0
bindtime = 1
supermove = 1
under = 0
vel = -0.5,0
ownpal = 1
scale = 1.1,1.1

[State 1000, 5]
type = Explod
trigger1 = animelemtime(6) = 1
anim = 6150
sprpriority = 4
postype = p1
pos = -2,0
bindtime = 1
supermove = 1
under = 0
vel = -0.5,0
ownpal = 1
scale = 1.1,1.1

[State 2];攻撃の指定
type = HitDef
trigger1 = time = 0
attr = S, SA
animtype  = diagup
damage    = 47, 9
getpower = 55,55
guardflag = M
pausetime = 16,18
sparkno = s7002
sparkxy = -10,-49
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -5,-4
air.velocity = -5,-4
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 15
envshake.ampl = -3
envshake.freq = 80
envshake.phase = 80

;;;;;;;;;;;;;;;;;;;;;;;;;;;;↓↓↓
[State -2, a];どこキャン時の点滅(失敗)
type = palfx
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
triggerall = gametime % 2
trigger1 = command = "弱バーンナックル"
trigger2 = command = "強バーンナックル"
trigger3 = command = "弱クラックシュート"
trigger4 = command = "強クラックシュート"
trigger5 = command = "弱パワーダンク"
trigger6 = command = "強パワーダンク"
trigger7 = command = "ラウンドウェイブ"
trigger8 = command = "弱ビートコンビネーション"
trigger9 = command = "強ビートコンビネーション"
time = 10
add = 248,248,248
;mul = 248,248,248
color = 1
ignorehitpause = 1

[state a];コマンド判定
type = varset
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "弱バーンナックル"
trigger2 = command = "強バーンナックル"
trigger3 = command = "弱クラックシュート"
trigger4 = command = "強クラックシュート"
trigger5 = command = "弱パワーダンク"
trigger6 = command = "強パワーダンク"
trigger7 = command = "ラウンドウェイブ"
trigger8 = command = "弱ビートコンビネーション"
trigger9 = command = "強ビートコンビネーション"
v = 11
value = 1


[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "弱バーンナックル"
value = 1100

[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "強バーンナックル"
value = 1101

[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "弱クラックシュート"
value = 1200

[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "強クラックシュート"
value = 1201

[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "弱パワーダンク"
value = 1300

[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "強パワーダンク"
value = 1301

[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "ラウンドウェイブ"
value = 1005

[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "弱ビートコンビネーション"
value = 1470

[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "強ビートコンビネーション"
value = 1471

;;;;;;;;;;;;;;;;;;;;;;;;;;;;↑↑↑

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

; 強パワーチャージ3
[Statedef 1421]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 9,0
anim = 1421
ctrl = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;↓↓↓
[state a];どこキャンMAXゲージ減少
type = varadd
trigger1 = time = 0
trigger1 = var(11) = 1
v = 8
value = -98

[state a];どこキャンコマンド判定初期化
type = varset
trigger1 = time = 1
v = 11
value = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;↑↑↑

[state a];チャージ
type = playsnd
trigger1 = animelem = 3
value = 1400,2
channel = 0

[state a];
type = playsnd
trigger1 = animelem = 5
value = 1100,1

[state a]
type = veladd
;trigger1 = time >=1
trigger1 = vel x >= 0.3
x = -0.3

[State 1000, 5]
type = Explod
trigger1 = time = 5
anim = 6150
sprpriority = 4
postype = p1
pos = -31,0
bindtime = 1
supermove = 1
under = 0
vel = -0.5,0
ownpal = 1
scale = 1.1,1.1

[State 1000, 5]
type = Explod
trigger1 = time = 9
anim = 6150
sprpriority = 4
postype = p1
pos = -40,0
bindtime = 1
supermove = 1
under = 0
vel = -0.5,0
ownpal = 1
scale = 1.1,1.1

[State 1000, 5]
type = Explod
trigger1 = animelemtime(6) = 1
anim = 6150
sprpriority = 4
postype = p1
pos = -2,0
bindtime = 1
supermove = 1
under = 0
vel = -0.5,0
ownpal = 1
scale = 1.1,1.1

[State 2];攻撃の指定
type = HitDef
trigger1 = time = 0
attr = S, SA
animtype  = diagup
damage    = 50, 9
getpower = 55,55
guardflag = M
pausetime = 16,18
sparkno = s7002
sparkxy = -10,-49
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -5,-4
air.velocity = -5,-4
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 15
envshake.ampl = -3
envshake.freq = 80
envshake.phase = 80

;;;;;;;;;;;;;;;;;;;;;;;;;;;;↓↓↓
[State -2, a];どこキャン時の点滅(失敗)
type = palfx
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
triggerall = gametime % 2
trigger1 = command = "弱バーンナックル"
trigger2 = command = "強バーンナックル"
trigger3 = command = "弱クラックシュート"
trigger4 = command = "強クラックシュート"
trigger5 = command = "弱パワーダンク"
trigger6 = command = "強パワーダンク"
trigger7 = command = "ラウンドウェイブ"
trigger8 = command = "弱ビートコンビネーション"
trigger9 = command = "強ビートコンビネーション"
time = 10
add = 248,248,248
;mul = 248,248,248
color = 1
ignorehitpause = 1

[state a];コマンド判定
type = varset
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "弱バーンナックル"
trigger2 = command = "強バーンナックル"
trigger3 = command = "弱クラックシュート"
trigger4 = command = "強クラックシュート"
trigger5 = command = "弱パワーダンク"
trigger6 = command = "強パワーダンク"
trigger7 = command = "ラウンドウェイブ"
trigger8 = command = "弱ビートコンビネーション"
trigger9 = command = "強ビートコンビネーション"
v = 11
value = 1


[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "弱バーンナックル"
value = 1100

[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "強バーンナックル"
value = 1101

[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "弱クラックシュート"
value = 1200

[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "強クラックシュート"
value = 1201

[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "弱パワーダンク"
value = 1300

[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "強パワーダンク"
value = 1301

[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "ラウンドウェイブ"
value = 1005

[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "弱ビートコンビネーション"
value = 1470

[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "強ビートコンビネーション"
value = 1471

;;;;;;;;;;;;;;;;;;;;;;;;;;;;↑↑↑

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; クイッククラック
[Statedef 1460]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 90
velset = 0,0
anim = 1460
ctrl = 0

[State 200]
type = NotHitBy
trigger1 = prevstateno = 770
trigger1 = time <= 1
value = SCA,AA,AP

[state a];残像消去
type = afterimagetime
trigger1 = time = 0
time = 0

[State 170, 無敵]
type = NotHitBy
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(5) < 0
value = SCA

[state a]
type = playsnd
trigger1 = animelem = 6
value = 10, 10
channel = 0

[state a]
type = playsnd
trigger1 = animelem = 7
value = 1200,1

[state a]
type = statetypeset
trigger1 = animelem = 1
value = A

[state a]
type = velset
trigger1 = animelem = 1
y = -1

[state a]
type = velset
trigger1 = animelem = 2
trigger2 = animelem = 3
x = 2
y = -3

[state a]
type = velset
trigger1 = animelem = 4
trigger2 = animelem = 5
trigger3 = animelem = 6
x = 1.5
y = -2

[state a]
type = veladd
trigger1 = animelem = 7,>=0
y = 0.65

[state a]
type = veladd
trigger1 = animelem = 7,>=0
x = 0.1

[State 2];攻撃の指定
type = HitDef
trigger1 = time = 0
attr = A, SA
animtype  = hard
damage    = 105, 9
getpower = 55,55
guardflag = H
pausetime = 10,11
sparkno = s7005
sparkxy = -25,-55
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 22
ground.hittime  = 23
ground.velocity = -3.5,-3.5
air.velocity = -4.5,-6.5
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 15
envshake.ampl = -3
envshake.freq = 80
envshake.phase = 80
p2facing = 1
p2stateno = 1461

[state a] 
type = changestate
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1205

;---------------------------------------------------------------------------
;吹っ飛び動作
[Statedef 1461]
type    = A
movetype= H
physics = N
velset = 0,0

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

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1461

[State 2100, 移動終了]
type = VelSet
trigger1 = AnimElem = 11
x = -7
y = 11

[State 2100, 移動終了]
type = Veladd
trigger1 = AnimElemtime(11) >= 0
y = .42

[State 820, 1]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1462

;スライドダウン1
[Statedef 1462]
type    = L
movetype= H
physics = N
velset = -4,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1462

[State 2100, 移動]
type = PosSet
trigger1 = time = 0
y = 0

[state a]
type = changestate
trigger1 = animtime = 0
value = 1463

;スライドダウン2
[Statedef 1463]
type    = L
movetype= H
physics = N
velset = -4,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1463

[State 2100, 移動]
type = PosSet
trigger1 = time = 0
y = 0

[State 2100, 移動]
type = Veladd
trigger1 = time >= 0 && AnimElemtime(8) <= 4
x = .1

[State 2100, 移動終了]
type = VelSet
trigger1 = AnimElemtime(8) = 5
x = 0

[State 2100,]
type = MakeDust
trigger1 = vel x < 0
spacing = 4

[State 820, 1]
type = SelfState
trigger1 = Animtime = 0
trigger1 = Alive
value = 5120

[State 820, 1]
type = SelfState
trigger1 = Animtime = 0
trigger1 = !Alive
value = 5150

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 弱ビートコンビネーション
[Statedef 1470]
type    = S
movetype= A
physics = N
juggle  = 5
poweradd= 90
velset = 0,0
anim = 1470
ctrl = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;↓↓↓
[state a];どこキャンMAXゲージ減少
type = varadd
trigger1 = time = 0
trigger1 = var(11) = 1
v = 8
value = -98

[state a];どこキャンコマンド判定初期化
type = varset
trigger1 = time = 1
v = 11
value = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;↑↑↑

[State 200]
type = NotHitBy
trigger1 = prevstateno = 750
trigger1 = time <= 1
value = SCA,AA,AP

[state a];残像消去
type = afterimagetime
trigger1 = time = 0
time = 0

[state a]
type = playsnd
trigger1 = animelem = 4
value = 10, 7
channel = 0

[state a]
type = playsnd
trigger1 = animelem = 5
value = 221, 0

[state a]
type = playsnd
trigger1 = animelem = 2
value = 105, 0

[state a]
type = Velset
trigger1 = time = 5
x = 2.8

[state a]
type = Velset
trigger1 = time = 24
x = 0

[State 1000, 5]
type = Explod
trigger1 = time = 7
anim = 6150
sprpriority = 4
postype = p1
pos = 6,0
bindtime = 1
supermove = 1
under = 0
vel = -0.5,0
ownpal = 1
scale = 1.1,1.1

[State 1000, 5]
type = Explod
trigger1 = time = 11
anim = 6150
sprpriority = 4
postype = p1
pos = 6,0
bindtime = 1
supermove = 1
under = 0
vel = -0.5,0
ownpal = 1
scale = 1.1,1.1

[State 2];攻撃の指定
type = HitDef
trigger1 = time = 0
attr = S, SA
animtype  = hard
damage    = 40, 9
getpower = 45,40
guardflag = L
pausetime = 15,20
sparkno = s7002
sparkxy = -10,-48
hitsound   = s1000,2
guard.sparkno = s7012
guardsound = s121,0
ground.type = low
ground.slidetime = 21
ground.hittime  = 24
ground.velocity = -7,0
air.velocity = -4,-4
fall = 0
air.fall = 1
fall.recover = 0
envshake.time = 15
envshake.ampl = -3
envshake.freq = 80
envshake.phase = 80

;;;;;;;;;;;;;;;;;;;;;;;;;;;;↓↓↓
[State -2, a];どこキャン時の点滅(失敗)
type = palfx
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
triggerall = gametime % 2
trigger1 = command = "弱バーンナックル"
trigger2 = command = "強バーンナックル"
trigger3 = command = "弱クラックシュート"
trigger4 = command = "強クラックシュート"
trigger5 = command = "弱パワーダンク"
trigger6 = command = "強パワーダンク"
trigger7 = command = "ラウンドウェイブ"
trigger8 = command = "弱パワーチャージ"
trigger9 = command = "強パワーチャージ"
time = 10
add = 248,248,248
;mul = 248,248,248
color = 1
ignorehitpause = 1

[state a];コマンド判定
type = varset
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "弱バーンナックル"
trigger2 = command = "強バーンナックル"
trigger3 = command = "弱クラックシュート"
trigger4 = command = "強クラックシュート"
trigger5 = command = "弱パワーダンク"
trigger6 = command = "強パワーダンク"
trigger7 = command = "ラウンドウェイブ"
trigger8 = command = "弱パワーチャージ"
trigger9 = command = "強パワーチャージ"
v = 11
value = 1


[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "弱バーンナックル"
value = 1100

[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "強バーンナックル"
value = 1101

[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "弱クラックシュート"
value = 1200

[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "強クラックシュート"
value = 1201

[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "弱パワーダンク"
value = 1300

[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "強パワーダンク"
value = 1301

[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "ラウンドウェイブ"
value = 1005

[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "弱パワーチャージ"
value = 1400

[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "強パワーチャージ"
value = 1401

;;;;;;;;;;;;;;;;;;;;;;;;;;;;↑↑↑

[state a]
type = changestate
trigger1 = animtime = 0
value = 1475
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 強ビートコンビネーション
[Statedef 1471]
type    = S
movetype= A
physics = N
juggle  = 5
poweradd= 90
velset = 0,0
anim = 1470
ctrl = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;↓↓↓
[state a];どこキャンMAXゲージ減少
type = varadd
trigger1 = time = 0
trigger1 = var(11) = 1
v = 8
value = -98

[state a];どこキャンコマンド判定初期化
type = varset
trigger1 = time = 1
v = 11
value = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;↑↑↑

[State 200]
type = NotHitBy
trigger1 = prevstateno = 750
trigger1 = time <= 1
value = SCA,AA,AP

[state a];残像消去
type = afterimagetime
trigger1 = time = 0
time = 0

[state a]
type = playsnd
trigger1 = animelem = 4
value = 10, 7
channel = 0

[state a]
type = playsnd
trigger1 = animelem = 5
value = 221, 0

[state a]
type = playsnd
trigger1 = animelem = 2
value = 105, 0

[state a]
type = Velset
trigger1 = time = 5
x = 4

[state a]
type = Velset
trigger1 = time = 24
x = 0

[State 1000, 5]
type = Explod
trigger1 = time = 7
anim = 6150
sprpriority = 4
postype = p1
pos = 6,0
bindtime = 1
supermove = 1
under = 0
vel = -0.5,0
ownpal = 1
scale = 1.1,1.1

[State 1000, 5]
type = Explod
trigger1 = time = 11
anim = 6150
sprpriority = 4
postype = p1
pos = 6,0
bindtime = 1
supermove = 1
under = 0
vel = -0.5,0
ownpal = 1
scale = 1.1,1.1

[State 2];攻撃の指定
type = HitDef
trigger1 = time = 0
attr = S, SA
animtype  = hard
damage    = 45, 9
getpower = 40,40
guardflag = L
pausetime = 15,20
sparkno = s7002
sparkxy = -10,-48
hitsound   = s1000,2
guard.sparkno = s7012
guardsound = s121,0
ground.type = low
ground.slidetime = 21
ground.hittime  = 24
ground.velocity = -7,0
air.velocity = -4,-4
fall = 0
air.fall = 1
fall.recover = 0
envshake.time = 15
envshake.ampl = -3
envshake.freq = 80
envshake.phase = 80

;;;;;;;;;;;;;;;;;;;;;;;;;;;;↓↓↓
[State -2, a];どこキャン時の点滅(失敗)
type = palfx
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
triggerall = gametime % 2
trigger1 = command = "弱バーンナックル"
trigger2 = command = "強バーンナックル"
trigger3 = command = "弱クラックシュート"
trigger4 = command = "強クラックシュート"
trigger5 = command = "弱パワーダンク"
trigger6 = command = "強パワーダンク"
trigger7 = command = "ラウンドウェイブ"
trigger8 = command = "弱パワーチャージ"
trigger9 = command = "強パワーチャージ"
time = 10
add = 248,248,248
;mul = 248,248,248
color = 1
ignorehitpause = 1

[state a];コマンド判定
type = varset
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "弱バーンナックル"
trigger2 = command = "強バーンナックル"
trigger3 = command = "弱クラックシュート"
trigger4 = command = "強クラックシュート"
trigger5 = command = "弱パワーダンク"
trigger6 = command = "強パワーダンク"
trigger7 = command = "ラウンドウェイブ"
trigger8 = command = "弱パワーチャージ"
trigger9 = command = "強パワーチャージ"
v = 11
value = 1


[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "弱バーンナックル"
value = 1100

[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "強バーンナックル"
value = 1101

[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "弱クラックシュート"
value = 1200

[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "強クラックシュート"
value = 1201

[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "弱パワーダンク"
value = 1300

[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "強パワーダンク"
value = 1301

[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "ラウンドウェイブ"
value = 1005

[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "弱パワーチャージ"
value = 1400

[state a]
type = changestate
triggerall = movecontact
triggerall = var(8) >=1
triggerall = statetype = S
trigger1 = command = "強パワーチャージ"
value = 1401

;;;;;;;;;;;;;;;;;;;;;;;;;;;;↑↑↑

[state a]
type = changestate
trigger1 = animtime = 0
value = 1475
ctrl = 1

;追撃ハイキック
[Statedef 1475]
type    = S
movetype= A
physics = S
juggle  = 3
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1475

[State 1475, 1]
type = PlaySnd
trigger1 = animelem = 9
value = 221, 1

[State 1475, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = hard
damage    = 30, 9
getpower = 30,30
guardflag = MA
pausetime = 12,13
sparkno = s7002
sparkxy = -15,-97
hitsound   = s1000,2
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10
air.velocity = -3,-5
fall = 0
air.fall = 1
fall.recover = 0
envshake.time = 15
envshake.ampl = -3
envshake.freq = 80
envshake.phase = 80

[state a]
type = posadd
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
x = 10

[state a]
type = posadd
trigger1 = animelem = 6
trigger2 = animelem = 7
x = 9

[state a]
type = posadd
trigger1 = animelem = 8
x = 8

[state a]
type = changestate
trigger1 = movecontact
trigger1 = command = "フィニッシュバックブロー"
value = 1480

[State 1475, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; フィニッシュバックブロー
[Statedef 1480]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 90
velset = 0,0
anim = 1480
ctrl = 0

[State 1480, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 221, 2

[State 1480, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 10, 6
channel = 0

[State 1000, 5]
type = Explod
trigger1 = animelem = 4
anim = 6030
sprpriority = 3
postype = p1
pos = 4,0
bindtime = 1
supermove = 1
under = 0
vel = -0.5,0
ownpal = 1
scale = 1.1,1.1

[state a]
type = posadd
trigger1 = animelem = 2
trigger2 = animelem = 3
x = 5

[State 1480, 2]
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype  = diagup
damage    = 52, 9
getpower = 35,35
guardflag = MA
pausetime = 13,15
sparkno = s7002
sparkxy = -15,-87
hitsound   = s225,3
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4.5,-4.5
air.velocity = -4.5,-4.5
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 15
envshake.ampl = -3
envshake.freq = 80
envshake.phase = 80

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

; ライジングタックル

[Statedef 1500]
type     = S
movetype = A
physics  = S
juggle   = 9
poweradd = 0
velset   = 0,0
anim     = 1500
ctrl     = 0
sprpriority = 2

[State 200]
type = NotHitBy
trigger1 = prevstateno = 750
trigger1 = time <= 1
value = SCA,AA,AP

[state a];残像消去
type = afterimagetime
trigger1 = time = 0
time = 0

[State 170, 無敵]
type = NotHitBy
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(7) < 0
value = SCA

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s10,8
channel = 0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemtime(3) = 1
value = s1300,1

[State 1000, ]
type = PlaySnd
trigger1 = animelem = 5
value = 221, 2

[State 1000, ]
type = Velset
trigger1 = AnimElem = 4
x = 6

[State 1000, ]
type = Velset
trigger1 = AnimElem = 4
y = -12

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(4) >= 0
y = .45

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 1
x = 8

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 2
x = 12

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 5
y = 12

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 22
y = 11

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 24
y = 16

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 4
statetype = A

[State 1000, 5]
type = Explod
trigger1 = AnimElemtime(3) = 1
anim = 1115
sprpriority = 3
postype = p1
pos = -20,2
bindtime = 1
supermove = 1
under = 0
vel = -0.5,0
ownpal = 1
scale = 1.1,1.1

[State 50, 4];←残像
type = AfterImage
trigger1 = animelem = 3
time = -1
trans = none
timegap = 2
framegap = 2
length = 10
ignorehitpause = 0
palbright = 3,3,64
;palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
attr = A, SA
damage = 40, 9
getpower = 0,0
givepower = 20,20
animtype = up
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 8,8
sparkno = s7002
guard.sparkno = s7012
sparkxy = -7, -45
hitsound = s1000,2
guardsound = s121,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = 0.5,-7
air.type = High
air.velocity = 0.5,-7
air.hittime = 12
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 15
envshake.ampl = -3
envshake.freq = 80
envshake.phase = 80

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 7
trigger2 = AnimElem = 9
trigger3 = AnimElem = 11
trigger4 = AnimElem = 13
trigger5 = AnimElem = 15
trigger6 = AnimElem = 17
trigger7 = AnimElem = 19
attr = A, SA
damage = 26, 9
getpower = 0,0
givepower = 20,20
animtype = up
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 6, 6
sparkno = s7002
guard.sparkno = s7012
sparkxy = -7, -45
hitsound = s1000,2
guardsound = s121,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = 0.5,-7
air.type = High
air.velocity = 0.5,-7
air.hittime = 12
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 15
envshake.ampl = -3
envshake.freq = 80
envshake.phase = 80

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 20
attr = A, SA
damage = 27, 9
getpower = 0,0
givepower = 20,20
animtype = diagup
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 6, 7
sparkno = s7002
guard.sparkno = s7012
sparkxy = -7, -45
hitsound = s1000,2
guardsound = s121,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -4,-7
air.type = High
air.velocity = -4,-7
air.hittime = 12
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 15
envshake.ampl = -3
envshake.freq = 80
envshake.phase = 80

[State 1000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(26) >= 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1505

; ライジングタックル・着地
[Statedef 1505]
type    = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
anim = 1505
ctrl = 0

[state a];残像消去
type = afterimagetime
trigger1 = time = 0
time = 0

[state a]
type = posset
trigger1 = time = 0
y = 0

[state a]
type = playsnd
trigger1 = time = 0
value = 40,0


[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Varのラウンド持ち越し
[Statedef 5900]
type = S

[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = roundsexisted = 0
farst = 2
last = 59
value = 0

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

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


;---------------------------------------------------------------------------
; ここから下に新しいステートを書くと分かりやすくていいと思います
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; ここは-2のステートを書いてください、ヘルパー関係です
;---------------------------------------------------------------------------
[Statedef -2]

[state -2, a];右向き設定
type = varset
trigger1 = var(10) = 0
trigger1 = facing = 1
v = 10
value = 1

[state -2, a];左向き設定
type = varset
trigger1 = var(10) = 0
trigger1 = facing = -1
v = 10
value = 2

[State -2, 1];ダッシュの音止め
type = stopSnd
trigger1 = stateno != 100
channel = 1

[state a];断鋼刃エフェクト消去
type = removeexplod
trigger1 = movetype = H
id = 2200


[state a];超火炎音止め
type = stopsnd
trigger1 = movetype = H
channel = 3

[state a]
type = stopsnd
trigger1 = stateno != 1055
channel = 5

[State -2, 3]
type = stopSnd
trigger1 = MoveType = H
channel = 2

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[State -2, 二人目のイントロ]
type = ChangeState             ;二人目でもイントロを作る
value = 190                    ;イントロへ
triggerall = RoundsExisted = 0 ;自分が初参戦時
triggerall = TeamMode = Turns  ;ターンモード
trigger1 = stateno = 5900      ;5900番

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;::::::::変数設定(多分ダメージ関係が殆ど)
[state a]
type = varset
trigger1 = movetype = H
v = 12
value = 0

[state a]
type = varset
trigger1 = movetype = H
v = 13
value = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;::::::::パレットによるモード判別(1で本気)
[state -2, a]
type = varset
trigger1 = palno = 1
trigger2 = palno = 2
trigger3 = palno = 3
trigger4 = palno = 4
trigger5 = palno = 5
trigger6 = palno = 6
v = 1
value = 0

[state -2, a]
type = varset
trigger1 = palno = 7
trigger2 = palno = 8
trigger3 = palno = 9
trigger4 = palno = 10
trigger5 = palno = 11
trigger6 = palno = 12
v = 1
value = 1


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;::::::::スロー処理

[state -2, a];スロー処理をする時間のカウント
type = varadd
trigger1 = 1
persistent = 0
ignorehitpause = 1
v = 4
value = -1

[state -2, a];スロー処理
type = pause
trigger1 = var(4) >= 1
trigger1 = gametime % 2
persistent = 0
ignorehitpause = 1
time = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;//////////////////////////////////////////////////////////////////////////
;ダメージボイス
[state a]
type = PlaySnd
triggerall = stateno = 5000 ||  stateno = 5010 || stateno = 5020
triggerall = time = 0
triggerall = alive = 1
trigger1 = GetHitVar(animtype) = 0
value = 5000,ifelse(Random <= 200,10,0)+(random%2)
persistent = 0

[state a]
type = PlaySnd
triggerall = stateno = 5000 ||  stateno = 5010 || stateno = 5020 || stateno = 5070 || stateno = 5080
triggerall = time = 0
triggerall = alive = 1
trigger1 = GetHitVar(animtype) = 1
value = 5000,ifelse(Random <= 200,10,20)+(random%2)
persistent = 0

[state a]
type = PlaySnd
triggerall = stateno = 5000 ||  stateno = 5010 || stateno = 5020 || stateno = 5070 || stateno = 5080
triggerall = time = 0
triggerall = alive = 1
trigger1 = GetHitVar(animtype) = 2
trigger2 = GetHitVar(animtype) = 3
trigger3 = GetHitVar(animtype) = 4
value = 5000,ifelse(Random <= 200,20,30)+(random%2)
persistent = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;ダメージ時のエフェクトの消去
;//////////////////////////////////////////////////////////////////////////
[state a];バーンナックル
type = removeexplod
trigger1 = MoveType = H
id = 1110

[state a];パワーダンク
type = removeexplod
trigger1 = MoveType = H
id = 1320

;ダメージ時のエフェクトの消去
[State a]
type = removeexplod
trigger1 = MoveType = H
id = 2450

;ダメージ時のエフェクトの消去
[State a]
type = removeexplod
trigger1 = MoveType = H
id = 3010

;ダメージ時のエフェクトの消去
[state -2 ,a]
type = removeexplod
trigger1 = MoveType = H
id = 4200

[state a]
type = removeexplod
trigger1 = MoveType = H
id = 1655

[state a]
type = removeexplod
trigger1 = MoveType = H
id = 1860

[state -2, a];残像消去
type = afterimagetime
trigger1 = movetype = H
time = 0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = P2Stateno = 1462
value = s10,9
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;2002MAX発動
;//////////////////////////////////////////////////////////////////////////
[state -2 ,1];MAX発動時のパワーセット
type = varset
trigger1 = var(8) = 0
v = 9
value = power


[state -2 ,1];2002MAX発動時のゲージ減少
type = varadd
trigger1 = var(8) >= 1
v = 8
value = -1

[state -2, a];2002MAX発動時の攻撃力低下
type = attackmulset
trigger1 = var(8) >= 1
value = 0.6

[state -2, a];2002MAX発動時以外の攻撃力上昇
type = attackmulset
trigger1 = var(8) = 0
value = 1

[State -2, a];2002MAX発動時の点滅
type = palfx
trigger1 = var(8) >= 1
trigger1 = gametime % 2
time = 1
add = 126,126,45
;mul = 126,126,45
color = 1
ignorehitpause = 1

[state -2, a]
type = powerset
trigger1 = var(8) >= 1
trigger1 = var(3) = 1
value = var(9)-2000

[state -2, a]
type = powerset
trigger1 = var(8) >= 1
trigger1 = var(3) = 2
value = var(9)-1000

[state -2 ,1];初期値設定
type = varadd
trigger1 = var(8) <= 0
v = 8
value = 0

[state -2 ,a];ラウンド開始時のゲージ初期化
type = varset
trigger1 = roundstate = 4
v = 8
value = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;コンボ補正
[state -2]
type = varset
trigger1 = 1
trigger2 = roundstate = 0
trigger3 = enemy,movetype != H
trigger4 = enemy,stateno = [120,155]
fvar(0) = 1.0

[state -2]
type = varset
trigger1 = stateno = [200, 900]
trigger1 = enemy,movetype = H
trigger1 = enemy,gethitvar(hitcount) > 1
trigger1 = enemy,gethitvar(hitcount) <= 20
fvar(0) = abs((100.0-(55.0+(enemy,gethitvar(hitcount)/2.0)*5.0))/100.0)
ignorehitpause = 1

[state -2]
type = varset
trigger1 = stateno = [200, 900]
trigger1 = enemy,movetype = H
trigger1 = enemy,gethitvar(hitcount) > 21
fvar(0) = 0.25
ignorehitpause = 1

[state -2]
type = attackmulset
trigger1 = var(8) = 0
trigger1 = 1
value = fvar(0)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;KO時演出
[State -2, HyperComboFinish]
type = Helper
triggerall = roundstate >= 2
triggerall = WinKo && !var(32)
trigger1 = stateno = [2000, 3999]
trigger2 = projhittime(2000) = 1
trigger3 = projhittime(2001) = 1
trigger4 = projhittime(2300) = 1
trigger5 = projhittime(2502) = 1
ID = 8050
stateno = 8050
postype = left
pos = 160,-120
pausemovetime = 999999
supermovetime = 999999
ignorehitpause = 1
ownpal = 1

[State -2, HyperComboFinish]
type = PlaySnd
triggerall = roundstate >= 2
trigger1 = WinKo && !var(32)
value = 1000,3
ignorehitpause = 1
movetime = 20

[State -2, flash];画面フラッシュ
type = EnvColor
triggerall = roundstate >= 2
triggerall = WinKo && !var(32)
trigger1 = stateno = [200, 1500]
trigger2=numhelper(1000)
trigger3=numhelper(1001)
persistent = 0
ignorehitpause = 1
time = 1
value = 255,255,255
under = 1

[State -2,KO]
type = Varadd
trigger1 = roundstate = 3
ignorehitpause = 1
var(32) = 1

[State -2,KO]
type = Varset
trigger1 = roundstate = 0
ignorehitpause = 1
var(32) = 0

[State -2,KO]
type = Varadd
trigger1 = roundstate = 4
ignorehitpause = 1
fvar(1) = 1

[State -2,KO]
type = Varset
trigger1 = roundstate = 0
ignorehitpause = 1
fvar(1) = 0

;///////////////////////////////////////////////////////////////////////
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


;---------------------------------------------------------------------------
; ここから下は-3のステートを書いてください、ここに書いたものはゲーム中
; に条件が成立すればいつでも開始するステートです。
;---------------------------------------------------------------------------

[Statedef -3]

;ゲーム中に常にいつでも開始したいステート、ここでは「着地音」に使用しています
;下の条件は「52か106のステートに移動して１フレーム目に」と言う事です。
;52と106はバックステップとジャンプの着地のステートです。
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 
trigger2 = stateno = 107 
trigger3 = stateno = 103 
value = 40, 0


[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 40 
value = 40, 1

[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 105 
trigger2 = stateno = 101 
value = 105, 0

[State -3, 3];ダッシュの音止め
type = stopSnd
trigger1 = stateno != 100
channel = 1

[State -2, エフェクトを消す]
type = RemoveExplod
triggerall = NumExplod(1000) > 0 ;IDナンバー130のエフェクトの画面中の数が0よりも上、
trigger1 = Movetype = H          ;つまり１枚以上表示されている時
ID = 1000

;ダメージ時のエフェクトの消去
[State 1]
type = removeexplod
trigger1 = MoveType = H
ID = 2405

;ダメージ時のエフェクトの消去
[State 1]
type = removeexplod
trigger1 = MoveType = H
ID = 1000

[state a];影うつしの残像消去
type = afterimagetime
trigger1 = movetype = H
time = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; 小ジャンプ処理
[State -3, 5];小ジャンプ判定
type = varset
trigger1 = stateno = 40
trigger1 = command != "holdup"
v = 16
value = 1

[State -3, 5];小ジャンプ消去
type = varset
trigger1 = stateno = 40
trigger1 = command = "holdup"
v = 16
value = 0

[State -3, 5];小ジャンプ
type = veladd
trigger1 = stateno = 50
trigger1 = time = 1
trigger1 = var(16) = 1
y = 3


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;



; MAX2エフェクト
[Statedef 6050]
type = A
movetype = I
physics = N
anim = 9999
velset = 0, 0
ctrl = 0

[State 3020, 1]
type = Explod
trigger1 = !NumExplod(6020)
anim = 6050
id = 6020
postype = back
bindtime = -1
RemoveTime = -1
scale = 1.08,1.08
sprpriority = -99
persistent = 0

[State 3020, 1]
type = AssertSpecial
trigger1 =  NumExplod = 1
flag = NoBG
flag2 = NoFG
flag3 = NoBarDisplay
ignorehitpause = 1

[State 3020, 1]
type = RemoveExplod
triggerall = Time > 0
trigger1 = Parent,StateNo != 2600
ID = 6020

[State 3020, 1]
type = DestroySelf
triggerall = Time > 0
trigger1 = Parent,StateNo != 2600



