;基本データ================================================================================================
[Data]
life=1000
power=1
attack=100
defence=100
fall.defence_up=50
liedown.time=50
airjuggle=15
sparkno=2
guard.sparkno=40
KO.echo=0
volume=255
IntPersistIndex=21
FloatPersistIndex=40  

[Size]
xscale=1.3
yscale=1.3
ground.back=20
ground.front=18
air.back=12
air.front=12
height= 60
attack.dist=160
proj.attack.dist=90
head.pos= 0,-38
mid.pos= 0,-20

[Velocity]
walk.fwd=3.0
walk.back=-3.0
run.fwd=4.5,0
run.back=-4.5,0
jump.neu=0,-10.0
jump.back=-3.0
jump.fwd= 3.0
runjump.back=-5.0,-8.0
runjump.fwd=5.0,-8.0
airjump.neu=0,-8.0
airjump.back=-3.0
airjump.fwd=3.0

[Movement]
airjump.num=1
airjump.height= 45
yaccel = .45
stand.friction  = .85
crouch.friction = .80

;負けポーズ（プリニー隊）------------------------------------------------------------------------------------------------
[Statedef 171]
type = S
ctrl = 0
anim = 175
velset = 0,0

[State 171]
type = NotHitBy
trigger1 = 1 
value = SCA
time = 1

;勝利ポーズ（分岐）----------------------------------------------------------------------------------
[Statedef 180]
type = S
ctrl = 0

[State 180]
type = ChangeState
trigger1 = time = 0
value = 181+random%8

;勝利ポーズ01-----------------------------------------------------------------------------
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 181]
type = AssertSpecial
trigger1 = time = [0, 360]
flag = roundnotover

[State 181]
type = PlaySnd
trigger1 = animelemtime(8) = 0
value = S1, 1
channel = 0

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

;勝利ポーズ02-----------------------------------------------------------------------------
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0

[State 182]
type = AssertSpecial
trigger1 = time = [0, 210]
flag = roundnotover

[State 182]
type = PlaySnd
trigger1 = animelemtime(4) = 0
value = S1, 2
channel = 0

[State 182]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;勝利ポーズ03-----------------------------------------------------------------------------
[Statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,0

[State 183]
type = AssertSpecial
trigger1 = time = [0, 310]
flag = roundnotover

[State 183]
type = PlaySnd
trigger1 = animelemtime(4) = 0
value = S1, 3
channel = 0

[State 183]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;勝利ポーズ04-----------------------------------------------------------------------------
[Statedef 184]
type = S
ctrl = 0
anim = 184
velset = 0,0

[State 184]
type = AssertSpecial
trigger1 = time = [0, 150]
flag = roundnotover

[State 184]
type = PlaySnd
trigger1 = animelemtime(6) = 0
value = S1, 4
channel = 0

[State 184]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;勝利ポーズ05-----------------------------------------------------------------------------
[Statedef 185]
type = S
ctrl = 0
anim = 185
velset = 0,0

[State 185]
type = AssertSpecial
trigger1 = time = [0, 300]
flag = roundnotover

[State 185]
type = PlaySnd
trigger1 = time = 0
value = S1, 5
channel = 0

[State 185]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;勝利ポーズ06-----------------------------------------------------------------------------
[Statedef 186]
type = S
ctrl = 0
anim = 186
velset = 0,0

[State 186]
type = AssertSpecial
trigger1 = time = [0, 360]
flag = roundnotover

[State 186]
type = PlaySnd
trigger1 = time = 0
value = S1, 6
channel = 0

[State 186]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;勝利ポーズ07-----------------------------------------------------------------------------
[Statedef 187]
type = S
ctrl = 0
anim = 187
velset = 0,0

[State 187]
type = AssertSpecial
trigger1 = time = [0, 210]
flag = roundnotover

[State 187]
type = PlaySnd
trigger1 = time = 0
value = S1, 7
channel = 0

[State 187]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;勝利ポーズ08-----------------------------------------------------------------------------
[Statedef 188]
type = S
ctrl = 0
anim = 188
velset = 0,0

[State 188]
type = AssertSpecial
trigger1 = time = [0, 210]
flag = roundnotover

[State 188]
type = PlaySnd
trigger1 = time = 24
value = S1, 8
channel = 0

[State 188]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;登場（分岐）------------------------------------------------------------------------------------------------------
[Statedef 190]
type = S
ctrl = 0

[State 190]
type = ChangeState
trigger1 = time = 0
value = 191+random%7

;アサギ・ザ・ビートル----------------------------------------------------------------------------------------------------------
[Statedef 191]
type = S
ctrl = 0
anim = 30100
velset = 0,0

[State 191]
type = AssertSpecial
trigger1 = 1
flag = intro

[State 191]
type = PlaySnd
trigger1 = time = 10
value = S5, 1

[State 191]
type = Explod
trigger1 = time = 0
anim = 30101
ID = 30101
pos = 0, -10
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 120
supermovetime = 0
pausemovetime = 0
scale = 1.0, 1.0
sprpriority = 0
ontop = 0
shadow = 0, 0, 0
ownpal = 1
ignorehitpause = 1

[State 191]
type = helper
trigger1 = time = 88
helpertype = normal
name = "Asagi"
ID = 198
pos = 0, -240
postype = p1
facing = 1
stateno = 198
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.3
size.yscale = 1.3
ignorehitpause = 1

[State 191]
type = helper
trigger1 = time = 120
helpertype = normal
name = "explod"
ID = 199
pos = 0, 0
postype = p1
facing = 1
stateno = 199
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.0
size.yscale = 1.0
ignorehitpause = 1

[State 191]
type = Changeanim
trigger1 = time = 120
value = 191

[State 191]
type = PlaySnd
trigger1 = Anim = 191
trigger1 = Animelemtime(4) = 0
value = S0, random%4
channel = 0

[State 191]
type = ChangeState
trigger1 = Anim = 191
trigger1 = AnimTime = 0
value = 0

;アサギ人形----------------------------------------------------------------------------------------------------------
[Statedef 192]
type = S
ctrl = 0
anim = 30200
velset = 0,0

[State 192]
type = AssertSpecial
trigger1 = 1
flag = intro

[State 192]
type = PlaySnd
trigger1 = time = 10
value = S5, 2

[State 192]
type = PlaySnd
trigger1 = Anim = 30200
trigger1 = Animelemtime(7) = 0
value = S10, 24

[State 192]
type = Explod
trigger1 = Anim = 30200
trigger1 = Animelemtime(7) = 0
anim = 30201
ID = 30201
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.0, 1.0
sprpriority = 1
ontop = 0
shadow = 0, 0, 0
ownpal = 1
ignorehitpause = 1

[State 192]
type = helper
trigger1 = time = 148
helpertype = normal
name = "Asagi"
ID = 198
pos = 0, -240
postype = p1
facing = 1
stateno = 198
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.3
size.yscale = 1.3
ignorehitpause = 1

[State 192]
type = helper
trigger1 = time = 180
helpertype = normal
name = "explod"
ID = 199
pos = 0, 0
postype = p1
facing = 1
stateno = 199
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.0
size.yscale = 1.0
ignorehitpause = 1

[State 192]
type = Changeanim
trigger1 = time = 180
value = 191

[State 192]
type = PlaySnd
trigger1 = Anim = 191
trigger1 = Animelemtime(4) = 0
value = S0, random%4
channel = 0

[State 192]
type = ChangeState
trigger1 = Anim = 191
trigger1 = AnimTime = 0
value = 0

;アサギ・シュバルツ・ネイチャー----------------------------------------------------------------------------------------------------------
[Statedef 193]
type = S
ctrl = 0
anim = 30300
velset = 0,0

[State 193]
type = AssertSpecial
trigger1 = 1
flag = intro

[State 193]
type = PlaySnd
trigger1 = time = 30
value = S5, 3

[State 193]
type = PlaySnd
trigger1 = Anim = 30300
trigger1 = Animelemtime(5) = 0
value = S10, 7

[State 193]
type = helper
trigger1 = time = 348
helpertype = normal
name = "Asagi"
ID = 198
pos = 0, -240
postype = p1
facing = 1
stateno = 198
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.3
size.yscale = 1.3
ignorehitpause = 1

[State 193]
type = helper
trigger1 = time = 380
helpertype = normal
name = "explod"
ID = 199
pos = 0, 0
postype = p1
facing = 1
stateno = 199
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.0
size.yscale = 1.0
ignorehitpause = 1

[State 193]
type = Changeanim
trigger1 = time = 380
value = 191

[State 193]
type = PlaySnd
trigger1 = Anim = 191
trigger1 = Animelemtime(4) = 0
value = S0, random%4
channel = 0

[State 193]
type = ChangeState
trigger1 = Anim = 191
trigger1 = AnimTime = 0
value = 0

;アサギ8ビット----------------------------------------------------------------------------------------------------------
[Statedef 194]
type = S
ctrl = 0
anim = 30400
velset = 0,0

[State 194]
type = AssertSpecial
trigger1 = 1
flag = intro

[State 194]
type = PlaySnd
trigger1 = time = 10
value = S5, 4

[State 194]
type = Explod
trigger1 = time = 20
anim = ifelse(facing = 1,30401,30402)
ID = 30401
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 120
supermovetime = 0
pausemovetime = 0
scale = 1.0, 1.0
sprpriority = 0
ontop = 0
shadow = 0, 0, 0
ownpal = 1
ignorehitpause = 1

[State 194]
type = helper
trigger1 = time = 108
helpertype = normal
name = "Asagi"
ID = 198
pos = 0, -240
postype = p1
facing = 1
stateno = 198
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.3
size.yscale = 1.3
ignorehitpause = 1

[State 194]
type = helper
trigger1 = time = 140
helpertype = normal
name = "explod"
ID = 199
pos = 0, 0
postype = p1
facing = 1
stateno = 199
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.0
size.yscale = 1.0
ignorehitpause = 1

[State 194]
type = Changeanim
trigger1 = time = 140
value = 191

[State 194]
type = PlaySnd
trigger1 = Anim = 191
trigger1 = Animelemtime(4) = 0
value = S0, random%4
channel = 0

[State 194]
type = ChangeState
trigger1 = Anim = 191
trigger1 = AnimTime = 0
value = 0

;アサギ・A・アサリンド----------------------------------------------------------------------------------------------------------
[Statedef 195]
type = S
ctrl = 0
anim = 30500
velset = 0,0

[State 195]
type = Explod
trigger1 = time = 0
anim = 30501
ID = 30501
pos = 0, -30
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 240
supermovetime = 0
pausemovetime = 0
scale = 1.0, 0.5
sprpriority = 0
ontop = 0
shadow = 0, 0, 0
ownpal = 1
ignorehitpause = 1

[State 195]
type = Explod
trigger1 = time = 60
anim = 30502
ID = 30502
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 1
ontop = 0
shadow = 0, 0, 0
ownpal = 1
ignorehitpause = 1

[State 195]
type = AssertSpecial
trigger1 = 1
flag = intro

[State 195]
type = PlaySnd
trigger1 = time = 30
value = S5, 5

[State 195]
type = helper
trigger1 = time = 208
helpertype = normal
name = "Asagi"
ID = 198
pos = 0, -240
postype = p1
facing = 1
stateno = 198
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.3
size.yscale = 1.3
ignorehitpause = 1

[State 195]
type = helper
trigger1 = time = 240
helpertype = normal
name = "explod"
ID = 199
pos = 0, 0
postype = p1
facing = 1
stateno = 199
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.0
size.yscale = 1.0
ignorehitpause = 1

[State 195]
type = Changeanim
trigger1 = time = 240
value = 191

[State 195]
type = PlaySnd
trigger1 = Anim = 191
trigger1 = Animelemtime(4) = 0
value = S0, random%4
channel = 0

[State 195]
type = ChangeState
trigger1 = Anim = 191
trigger1 = AnimTime = 0
value = 0

;黒杉あさぎ----------------------------------------------------------------------------------------------------------
[Statedef 196]
type = S
ctrl = 0
anim = 30600
velset = 0,0

[State 196]
type = AssertSpecial
trigger1 = 1
flag = intro

[State 196]
type = PlaySnd
trigger1 = time = 10
value = S5, 6

[State 196]
type = helper
trigger1 = time = 258
helpertype = normal
name = "Asagi"
ID = 198
pos = 0, -240
postype = p1
facing = 1
stateno = 198
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.3
size.yscale = 1.3
ignorehitpause = 1

[State 196]
type = helper
trigger1 = time = 290
helpertype = normal
name = "explod"
ID = 199
pos = 0, 0
postype = p1
facing = 1
stateno = 199
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.0
size.yscale = 1.0
ignorehitpause = 1

[State 196]
type = Changeanim
trigger1 = time = 290
value = 191

[State 196]
type = PlaySnd
trigger1 = Anim = 191
trigger1 = Animelemtime(4) = 0
value = S0, random%4
channel = 0

[State 196]
type = ChangeState
trigger1 = Anim = 191
trigger1 = AnimTime = 0
value = 0

;プリティープリニー----------------------------------------------------------------------------------------------------------
[Statedef 197]
type = S
ctrl = 0
anim = 30700
velset = 0,0

[State 197]
type = AssertSpecial
trigger1 = 1
flag = intro

[State 197]
type = PlaySnd
trigger1 = time = 0
value = S5, 7
pan = -215
channel = 0

[State 197]
type = PlaySnd
trigger1 = Anim = 30700
trigger1 = Animelemtime(13) = 0
value = S5, 8
channel = 0

[State 197]
type = helper
trigger1 = time = 96
helpertype = normal
name = "explod"
ID = 199
pos = 0, 0
postype = p1
facing = 1
stateno = 199
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.0
size.yscale = 1.0
ignorehitpause = 1

[State 197]
type = Changeanim
trigger1 = time = 96
value = 191

[State 197]
type = PlaySnd
trigger1 = Anim = 191
trigger1 = Animelemtime(4) = 0
value = S0, random%4
channel = 0

[State 197]
type = ChangeState
trigger1 = Anim = 191
trigger1 = AnimTime = 0
value = 0

;落下プリニー--------------------------------------
[Statedef 198]
type = A
physics = N
ctrl = 0
anim = 198
velset = 0,0

[State 198]
type = sprpriority
trigger1 = 1
value = 1

[State 198]
type = Gravity
trigger1 = 1

[State 198]
type = Destroyself
trigger1 = Pos Y > 0

;爆発ヘルパー--------------------------------------
[Statedef 199]
type = S
ctrl = 0
anim = 10000
velset = 0,0

[State 199]
type = PlaySnd
trigger1 = time = 0
value = S10, 19

[State 199]
type = Explod
trigger1 = time = 0
anim = 30050
ID = 30050
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 3
ontop = 0
shadow = 0, 0, 0
ownpal = 1
ignorehitpause = 1

[State 199]
type = Explod
trigger1 = time = 0
anim = 30051
ID = 30051
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 4
ontop = 0
shadow = 0, 0, 0
ownpal = 1
ignorehitpause = 1

[State 199]
type = Explod
trigger1 = time = 0
anim = 30052
ID = 30052
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 3
ontop = 0
shadow = 0, 0, 0
ownpal = 1
ignorehitpause = 1

[State 199]
type = Destroyself
trigger1 = time = 1

;挑発------------------------------------------------------------------------------------------------------
[Statedef 200]
type = S
movetype = I
physics = S
anim = 200
ctrl = 0
velset = 0,0

[State 200]
type = PlaySnd
trigger1 = time = 0
value = S2, 1
channel = 0

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

;ペナルティ------------------------------------------------------------------------------------------------------
[Statedef 400]
type = A
movetype = A
physics = N
anim = 400
ctrl = 0
velset = 0,0

[State 400]
type = SprPriority
trigger1 = 1
value = 3

[State 400]
type = Gravity
trigger1 = 1

[State 400]
type = AttackDist
trigger1 = 1
value = 0

[State 400]
type = AssertSpecial
trigger1 = 1
flag = unguardable

[State 400]
type = HitDef
trigger1 = 1
attr = A,HP
hitflag = MAF
guardflag = MA
affectteam = F
animtype = hard
priority = 6,Hit
damage = 100
pausetime = 0, 0
guard.pausetime = 0, 20
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = S10, 7
guardsound = S10, 8
ground.type = Low
guard.slidetime = 20
ground.hittime = 20
air.hittime = 20
guard.ctrltime = 20
ground.velocity = 0, 0
guard.velocity = 0
air.velocity = 0, 0
airguard.velocity = 0, 0
airguard.ctrltime = 20
sprpriority = 1
getpower = -1000, 0
givepower = 0, 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
hitonce = 1
p1stateno = 401
p2stateno = 410
id = 400

[State 401]
type = ChangeState
trigger1 = Pos Y > 0
value = 401

[Statedef 401]
type = A
movetype = I
physics = N
anim = 401
ctrl = 0
velset = -2,-4

[State 401]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 401]
type = Gravity
trigger1 = 1

[State 401]
type = Playsnd
trigger1 = time = 0
value = S10, 50

[State 401]
type = Explod
trigger1 = time = 0
anim = 8002
ID = 8002
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.0, 1.0
sprpriority = 3
ontop = 0
shadow = 0, 0, 0
ownpal = 1
ignorehitpause = 1

[State 401]
type = Destroyself
trigger1 = Animtime = 0

[Statedef 410]
type = U
movetype = H
physics = N
anim = 5300
ctrl = 0

[State 410]
type = velset
trigger1 = pos Y >= 0
x = 0
y = 0

[State 410]
type = Statetypeset
trigger1 = pos Y >= 0
statetype = S
physics = S

[State 410]
type = Statetypeset
trigger1 = pos Y < 0
statetype = A
physics = N

[State 410]
type = Gravity
trigger1 = Statetype = A

[State 410]
type = posset
trigger1 = statetype = S
y = 0

[State 410]
type = SelfState
trigger1 = Time = 180
value = 0
ctrl = 1

;投げる-----------------------------------------------------------------------------------
;予備動作------------------
[Statedef 500]
type = S
movetype = A
physics = S
ctrl = 0
anim = 500
velset = 0,0

[State 500]
type = AttackDist
trigger1 = 1
value = 0

[State 500]
type = hitdef
trigger1 = Time = 0
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
p1sprpriority = -1
p1facing = 1
p2facing = 1
p1stateno = 501
p2stateno = 510
guard.dist = 0
fall = 1
id = 500

[State 500]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;持ち上げて------------------
[Statedef 501]
type = S
movetype = A
physics = S
ctrl = 0
anim = 501
velset = 0,0

[State 501]
type = PlaySnd
trigger1 = time = 0
value = S10, 4

[State 501]
type = TargetBind
trigger1 = animelemtime(1) >= 0
trugger1 = animelemtime(1) < 6
pos = 30,-30

[State 501]
type = TargetBind
trigger1 = animelemtime(2) >= 0
trugger1 = animelemtime(2) < 6
pos = 15,-45

[State 501]
type = AttackDist
trigger1 = 1
value = 0

[State 501]
type = ChangeState
trigger1 = AnimTime = 0
value = 502

;ジャンプしてポイ------------------
[Statedef 502]
type = A
movetype = A
physics = A
ctrl = 0
anim = 502
velset = 0,-10

[State 502]
type = PlaySnd
trigger1 = time = 0
value = S10, 0

[State 502]
type = TargetBind
trigger1 = time = 0
time = 11
pos = 0,-60

[State 502]
type = Targetlifeadd
trigger1 = Animelemtime(3) = 0
value = -80

[State 502]
type = PlaySnd
trigger1 = Animelemtime(3) = 0
value = S2, 2

[State 502]
type = PlaySnd
trigger1 = Animelemtime(3) = 0
value = S10, 5

[State 502]
type = TargetState
trigger1 = Animelemtime(3) = 0
value = 511

[State 502]
type = AttackDist
trigger1 = 1
value = 0

;予備動作逆------------------
[Statedef 503]
type = S
movetype = A
physics = S
ctrl = 0
anim = 500
velset = 0,0

[State 503]
type = AttackDist
trigger1 = 1
value = 0

[State 503]
type = hitdef
trigger1 = Time = 0
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
p1sprpriority = -1
p1facing = 1
p2facing = 1
p1stateno = 504
p2stateno = 510
guard.dist = 0
fall = 1
id = 500

[State 503]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;持ち上げて------------------
[Statedef 504]
type = S
movetype = A
physics = S
ctrl = 0
anim = 501
velset = 0,0

[State 504]
type = PlaySnd
trigger1 = time = 0
value = S10, 4

[State 504]
type = TargetBind
trigger1 = animelemtime(1) >= 0
trugger1 = animelemtime(1) < 6
pos = 30,-30

[State 504]
type = TargetBind
trigger1 = animelemtime(2) >= 0
trugger1 = animelemtime(2) < 6
pos = 15,-45

[State 504]
type = AttackDist
trigger1 = 1
value = 0

[State 504]
type = turn
trigger1 = AnimTime = 0

[State 504]
type = TargetFacing
trigger1 = AnimTime = 0
value = -1

[State 504]
type = ChangeState
trigger1 = AnimTime = 0
value = 502

;相手用ステート------------------
[Statedef 510]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 2

[State 510]
type = ChangeAnim2
trigger1 = Time = 0
value = 510

[State 510]
type = SelfState
trigger1 = time > 100
trigger2 = !GetHitVar(IsBound)
value = 5050

;---------------------------------------------------------------------------
[Statedef 511]
type    = A
movetype= H
physics = N
velset = -3,-6

[State 511]
type = VelAdd
trigger1 = 1
y = .3

[State 511]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;自爆抜け------------------------------------------------------------------------------------------------------
[Statedef 600]
type = A
movetype = H
physics = N
anim = 600
ctrl = 0
velset = -6,-8

[State 600]
type = lifeadd
trigger1 = time = 0
value = -100

[State 600]
type = VelAdd
trigger1 = 1
y = .45

[State 600]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;自爆ヘルパー------------------------------------------------------------------------------------------------------
[Statedef 610]
type = A
movetype = A
physics = N
anim = 610
ctrl = 0
velset = 0, 0

[State 199]
type = AssertSpecial
trigger1 = 1
flag = unguardable

[State 199]
type = PlaySnd
trigger1 = time = 0
value = S10, 19

[State 199]
type = Explod
trigger1 = time = 0
anim = 30050
ID = 30050
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 3
ontop = 0
shadow = 0, 0, 0
ownpal = 1
ignorehitpause = 1

[State 199]
type = Explod
trigger1 = time = 0
anim = 30052
ID = 30052
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 3
ontop = 0
shadow = 0, 0, 0
ownpal = 1
ignorehitpause = 1

[State 1000]
type = HitDef
trigger1 = animelem = 1
attr = A,SA
hitflag = MAFP
guardflag = MA
affectteam = E
animtype = hard
priority = 6,Hit
damage = 100
pausetime = 0, 0
guard.pausetime = 0, 0
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = -1
guardsound = -1
ground.type = High
guard.slidetime = 20
ground.hittime = 20
air.hittime = 20
guard.ctrltime = 20
ground.velocity = -6, -8
guard.velocity = 0
air.velocity = -6, -8
airguard.velocity = 0, 0
airguard.ctrltime = 20
sprpriority = 1
getpower = 0, 0
givepower = 200, 100
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
hitonce = 1
id = 1000
fall = 1
fall.recover = 0

[State 600]
type = Destroyself
trigger1 = time = 10

;必殺技----------------------------------------------------------------------------------------------------
;ヒップアタック-----------------------------------------------------------------------------------
[Statedef 1000]
type = A
movetype = A
physics = N
ctrl = 0
anim = 1000
velset = 0,0

[state 1000]
type = varset
trigger1 = time = 0
var(5) = 0

[State 1000]
type = PlaySnd
trigger1 = random < 500
trigger1 = time = 0
value = S2, 2
channel = 0

[State 1000]
type = PlaySnd
trigger1 = time = 0
value = S10, 6

[State 1000]
type = HitDef
trigger1 = var(46) = 0
trigger1 = animelem = 7
attr = S,SA
hitflag = MAF
guardflag = MA
affectteam = E
animtype = hard
priority = 6,Hit
damage = 0
pausetime = 20, 20
guard.pausetime = 0, 20
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = S10, 7
guardsound = S10, 8
ground.type = Low
guard.slidetime = 20
ground.hittime = 20
air.hittime = 20
guard.ctrltime = 20
ground.velocity = 0, 0
guard.velocity = 0
air.velocity = 0, 0
airguard.velocity = 0, 0
airguard.ctrltime = 20
sprpriority = 1
getpower = 0, 0
givepower = 200, 100
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
hitonce = 1
id = 1000

[State 1000]
type = HitDef
trigger1 = var(46) = 1
trigger1 = animelem = 7
attr = S,SA
hitflag = MAF
guardflag = MA
affectteam = E
animtype = hard
priority = 6,Hit
damage = 80
pausetime = 20, 30
guard.pausetime = 0, 20
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = S10, 7
guardsound = S10, 8
ground.type = Low
guard.slidetime = 20
ground.hittime = 20
air.hittime = 20
guard.ctrltime = 20
ground.velocity = 0, 0
guard.velocity = 0
air.velocity = 0, 0
airguard.velocity = 0, 0
airguard.ctrltime = 20
sprpriority = 1
getpower = 0, 0
givepower = 200, 100
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
hitonce = 1
id = 1000

[State 1000]
type = Explod
trigger1 = movecontact
anim = 8002
ID = 8002
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.0, 1.0
sprpriority = 2
ontop = 0
shadow = 0, 0, 0
ownpal = 1
ignorehitpause = 1

[State 1000]
type = varadd
trigger1 = Numhelper(1010) = 0
trigger1 = movehit
var(57) = 25
persistent = 0
ignorehitpause = 1

[State 1000]
type = helper
trigger1 = var(46) = 0
trigger1 = Numhelper(1010) = 0
trigger1 = movehit
helpertype = normal
name = "star1"
ID = 1010
pos = 0, 0
postype = p1
facing = 1
stateno = 1010
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.3
size.yscale = 1.3
ignorehitpause = 1

[State 1000]
type = TargetState
trigger1 = var(46) = 0
trigger1 = movehit && Numtarget
trigger1 = target(1000),stateno = 5000||target(1000),stateno = 5010||target(1000),stateno = 5020
value = 1050
ID = 1000
ignorehitpause = 1

[State 1000]
type = velset
trigger1 = animelemtime(7) = 0
y = 15

[State 1000]
type = velset
trigger1 = movecontact
y = 0

[State 1000]
type = changestate
trigger1 = movecontact
value = 1001
ignorehitpause=1

[State 1000]
type = PlaySnd
trigger1 = pos Y > 0
value = S10, 9

[State 1000]
type = EnvShake
trigger1 = pos Y > 0
time = 10
freq = 60
ampl = 4
phase = 0

[State 1000]
type = changestate
trigger1 = pos Y > 0
value = 1003

[Statedef 1001]
type    = A
physics = N
anim = 1001
velset = 0,0
sprpriority = 1

[State 1001]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 1001]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 1001]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 1001]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 1001]
type = ChangeState
trigger1 = AnimTime = 0
value = 1002

[Statedef 1002]
type    = A
physics = A

[State 1002]
type = playerpush
trigger1 = 1
value = 0

[State 1002]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 10

[State 1002]
type = VarSet
trigger1 = Time = 0
var(0) = 0

[State 1002]
type = VarSet
trigger1 = Time = 0
var(1) = 0

[State 1002]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 1002]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 1002]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3

[Statedef 1003]
type = A
movetype = I
physics = N
anim = 1003
ctrl = 0
velset = 0,0

[State 1003]
type = Explod
trigger1 = time = 0
anim = 8002
ID = 8002
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.0, 1.0
sprpriority = 2
ontop = 0
shadow = 0, 0, 0
ownpal = 1

[State 1003]
type = posset
trigger1 = time = 0
y = -10

[State 1003]
type = statetypeset
trigger1 = Animelemtime(3) >= 0
physics = A

[Statedef 1010]
type = A
physics = N
movetype = I
velset = 0,0
Anim = 1010
ctrl = 0

[State 1010]
type = posset
trigger1 = 1
x = floor(enemy(0),pos X)
y = floor(enemy(0),Const(size.head.pos.Y))+floor(enemy(0),pos Y)

[State 1010]
type = SprPriority
trigger1 = 1
value = 3

[State 1010]
type = Destroyself
trigger1 = Animtime = 0
trigger2 = time > 0
trigger2 = enemy(0),stateno != 1050

[Statedef 1050]
type = S
physics = N
movetype = H
ctrl = 0

[State 1050]
type = PlayerPush
trigger1 = 1
value = 0

[State 1050]
type = hitfallset
trigger1 = 1
value = 0

[State 1050]
type = ChangeAnim
trigger1 = time = 0
value = 5300

[State 1050]
type = velset
trigger1 = pos Y >= 0
x = 0
y = 0

[State 1050]
type = Statetypeset
trigger1 = pos Y >= 0
statetype = S
physics = S

[State 1050]
type = Statetypeset
trigger1 = pos Y < 0
statetype = A
physics = N

[State 1050]
type = Gravity
trigger1 = Statetype = A

[State 1050]
type = posset
trigger1 = statetype = S
y = 0

[State 1050]
type = NotHitBy
trigger1 = enemy(0),Numhelper(1010) = 0
time = 8
value = SCA

[State 1050]
type = Selfstate
trigger1 = enemy(0),Numhelper(1010) = 0
value = 0
ctrl = 1

[Statedef 1060]
type = S
physics = N
movetype = H
velset = 0,0
ctrl = 0

[State 1060]
type = hitfallset
trigger1 = 1
value = 0

[State 1060]
type = ChangeAnim
trigger1 = time = 0
value = 5300

[State 1060]
type = posset
trigger1 = time = 0
y = 0

[State 1060]
type = NotHitBy
trigger1 = enemy(1),Numhelper(1011) = 0
time = 8
value = SCA

[State 1060]
type = Selfstate
trigger1 = enemy(1),Numhelper(1011) = 0
value = 0
ctrl = 1

;アサギ・ワンダーバスター（仮）-----------------------------------------------------------------------------------
;地上--------------------------
[Statedef 1100]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1100
velset = 0,0

[State 1100]
type = varadd
trigger1 = time = 0
var(4) = 1

[State 1100]
type = playsnd
trigger1 = animelemtime(2) = 0
value = S10, 10

[State 1100]
type = Explod
trigger1 = animelemtime(2) = 0
anim = 1130
ID = 1130
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 2
ontop = 0
shadow = 0, 0, 0
ownpal = 1

[State 1100]
type = helper
trigger1 = animelemtime(2) = 0
helpertype = normal
name = "GOMI1"
ID = 1120
pos = 20, -20
postype = p1
facing = 1
stateno = 1120
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.3
size.yscale = 1.3

[State 1100]
type = helper
trigger1 = animelemtime(2) = 0
helpertype = normal
name = "GOMI2"
ID = 1121
pos = 20, -20
postype = p1
facing = 1
stateno = 1120
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.3
size.yscale = 1.3

[State 1100]
type = HitDef
trigger1 = var(58) = 0
trigger1 = animelem = 2
attr = S, NA
animtype  = Light
damage    = 10, 0
guardflag = MA
pausetime = 0,5
sparkno = S8000
sparkxy = -10,-37
hitsound   = S10,12
guard.sparkno = S8004
guardsound = S10,13
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
air.hittime = 8
guard.ctrltime = 5
ground.velocity = -2,-2
air.velocity = -2.5,-3.5
guard.velocity = -4
airguard.velocity = 0, 0
getpower = 0, 0
givepower = 10, 0
ground.cornerpush.veloff = -3
air.cornerpush.veloff = -3
down.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
airguard.cornerpush.veloff = -3
persistent = 0

[State 1100]
type = HitDef
trigger1 = var(58) = 1
trigger1 = animelem = 2
attr = S, NA
animtype  = Light
damage    = 20, 0
guardflag = MA
pausetime = 0,5
sparkno = S8001
sparkxy = -10,-37
hitsound   = S10,12
guard.sparkno = S8004
guardsound = S10,13
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
air.hittime = 8
guard.ctrltime = 5
ground.velocity = -2,-2
air.velocity = -2.5,-3.5
guard.velocity = -4
airguard.velocity = 0, 0
getpower = 0, 0
givepower = 10, 0
ground.cornerpush.veloff = -3
air.cornerpush.veloff = -3
down.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
airguard.cornerpush.veloff = -3
persistent = 0

[State 1100]
type = varadd
trigger1 = movehit
var(57) = 3
persistent = 0
ignorehitpause = 1

[State 1100]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;空中--------------------------
[Statedef 1110]
type = A
movetype = A
physics = A
ctrl = 0
anim = 1110
facep2 = 1

[State 1110]
type = varadd
trigger1 = time = 0
var(4) = 1

[State 1110]
type = playsnd
trigger1 = animelemtime(2) = 0
value = S10, 10

[State 1110]
type = Explod
trigger1 = animelemtime(2) = 0
anim = 1131
ID = 1131
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 2
ontop = 0
shadow = 0, 0, 0
ownpal = 1

[State 1110]
type = helper
trigger1 = animelemtime(2) = 0
helpertype = normal
name = "GOMI1"
ID = 1120
pos = 20, -20
postype = p1
facing = 1
stateno = 1120
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.3
size.yscale = 1.3

[State 1110]
type = helper
trigger1 = animelemtime(2) = 0
helpertype = normal
name = "GOMI2"
ID = 1121
pos = 20, -20
postype = p1
facing = 1
stateno = 1120
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.3
size.yscale = 1.3

[State 1110]
type = HitDef
trigger1 = var(58) = 0
trigger1 = animelem = 2
attr = A, NA
animtype  = Light
damage    = 10, 0
guardflag = MA
pausetime = 0,5
sparkno = S8000
sparkxy = -10,-37
hitsound   = S10,12
guard.sparkno = S8004
guardsound = S10, 13
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
air.hittime = 8
guard.ctrltime = 5
ground.velocity = -2,-2
air.velocity = -2.5,-3.5
guard.velocity = -4
airguard.velocity = 0, 0
getpower = 0, 0
givepower = 10, 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
persistent = 0

[State 1110]
type = HitDef
trigger1 = var(58)
trigger1 = animelem = 2
attr = A, NA
animtype  = Light
damage    = 20, 5
guardflag = MA
pausetime = 0,5
sparkno = S8001
sparkxy = -10,-37
hitsound   = S10,12
guard.sparkno = S8004
guardsound = S10, 13
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
air.hittime = 8
guard.ctrltime = 5
ground.velocity = -2,-2
air.velocity = -2.5,-3.5
guard.velocity = -4
airguard.velocity = 0, 0
getpower = 0, 0
givepower = 10, 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
persistent = 0

[State 1110]
type = varadd
trigger1 = movehit
var(57) = 3
persistent = 0
ignorehitpause = 1

;ナスとか----------------------------------------------
[Statedef 1120]
type = A
movetype = A
physics = N
ctrl = 0
velset = 0,0

[State 1120]
type = AngleAdd
trigger1 = 1
value = -15

[State 1120]
type = AngleDraw
trigger1 = 1

[State 1120]
type =ChangeAnim
trigger1 = Ishelper(1120)
trigger1 = time = 0
value = 1120+parent,var(4)%3

[State 1120]
type = ChangeAnim
trigger1 = Ishelper(1121)
trigger1 = time = 0
value = 1120+(parent,var(4)+2)%3

[State 1120]
type = velset
trigger1 = Ishelper(1120)
trigger1 = time = 0
x = 3
y = -10

[State 1120]
type = velset
trigger1 = Ishelper(1121)
trigger1 = time = 0
x = 3
y = -14

[State 1120]
type = veladd
trigger1 = 1
y = 0.6

[State 1120]
type = HitDef
trigger1 = 1
attr = A, NP
animtype  = Light
damage    = 5, 0
guardflag = MA
pausetime = 0,5
sparkno = S8003
sparkxy = 0,0
hitsound   = S10,11
guard.sparkno = S8004
guardsound = S10, 13
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
air.hittime = 8
guard.ctrltime = 5
ground.velocity = -2,-2
air.velocity = -2.5,-3.5
guard.velocity = -4
airguard.velocity = 0, 0
getpower = 0, 0
givepower = 10, 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 1120]
type = parentvaradd
trigger1 = movehit = 1
var(57) = 2
persistent = 0

[State 1120]
type = DestroySelf
trigger1 = movecontact

[state 1120]
type = ChangeState
trigger1 = pos Y >= 0
trigger2 = ScreenPos X <= 0
trigger3 = ScreenPos X >= 320
value = 1130

[Statedef 1130]
type = S
movetype = I
physics = N
Anim = 8002
ctrl = 0
velset = 0,0

[State 1130]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1130]
type = DestroySelf
trigger1 = Animtime = 0

;アサギ・ザ・ショットガン（仮）-----------------------------------------------------------------------------------
;地上01--------------------------
[Statedef 1200]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1200
velset = 0,0

[State 1200]
type = playsnd
trigger1 = time = 0
value = S10, 14

[State 1200]
type = Explod
trigger1 = animelemtime(1) = 0
anim = 1210
ID = 1210
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 2
ontop = 0
shadow = 0, 0, 0
ownpal = 1

[State 1200]
type = varadd
trigger1 = var(21) >= 1
trigger1 = animelemtime(1) = 0
var(21) = -1

[State 1200]
type = projectile
trigger1 = animelemtime(1) = 0
projID = 1230
projanim = 1230
projhitanim = 8005
projscale = 1.0, 1.0
projremovetime = 40
velocity = 8, 0
projsprpriority = 2
projedgebound = 240
projstagebound = 240
offset = 40, -25
postype = p1
attr = S,NP
hitflag = MA
guardflag = MA
animtype = Light
damage = 20, 0
pausetime = 0, 6
guard.pausetime = 0, 0
sparkno = -1
guard.sparkno = S8004
sparkxy = 0, 0
hitsound = -1
guardsound = S10,13
ground.type = High
air.type = High
ground.slidetime = 10
guard.slidetime = 3
ground.hittime = 10
air.hittime = 10
guard.ctrltime = 2
yaccel = .5
ground.velocity = -3, -2
guard.velocity = -2
air.velocity = -3, -6
airguard.velocity = -2, 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
airguard.ctrltime = 2
getpower = 0, 0
givepower = 50, 20

[state 1200]
type = ChangeState
trigger1 = Animtime = 0
value = 1201

;地上--------------------------
[Statedef 1201]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1201
velset = 0,0

[State 1201]
type = Explod
trigger1 = animelemtime(1) = 0
anim = 1220
ID = 1220
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 2
ontop = 0
shadow = 0, 0, 0
ownpal = 1

[state 1201]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;空中01--------------------------
[Statedef 1202]
type = A
movetype = A
physics = A
ctrl = 0
anim = 1200

[State 1202]
type = playsnd
trigger1 = time = 0
value = S10, 14

[State 1202]
type = Explod
trigger1 = animelemtime(1) = 0
anim = 1210
ID = 1210
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 2
ontop = 0
shadow = 0, 0, 0
ownpal = 1

[State 1202]
type = varadd
trigger1 = var(21) >= 1
trigger1 = animelemtime(1) = 0
var(21) = -1

[State 1202]
type = projectile
trigger1 = animelemtime(1) = 0
projID = 1230
projanim = 1230
projhitanim = 8005
projscale = 1.0, 1.0
projremovetime = 40
velocity = 8, 0
projsprpriority = 2
projedgebound = 240
projstagebound = 240
offset = 40, -25
postype = p1
attr = A,NP
hitflag = MA
guardflag = MA
animtype = Light
damage = 20, 0
pausetime = 0, 6
guard.pausetime = 0, 0
sparkno = -1
guard.sparkno = S8004
sparkxy = 0, 0
hitsound = -1
guardsound = S10,13
ground.type = High
air.type = High
ground.slidetime = 10
guard.slidetime = 3
ground.hittime = 10
air.hittime = 10
guard.ctrltime = 2
yaccel = .5
ground.velocity = -3, -2
guard.velocity = -2
air.velocity = -3, -6
airguard.velocity = -2, 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
airguard.ctrltime = 2
getpower = 0, 0
givepower = 50, 20

[state 1202]
type = ChangeState
trigger1 = Animtime = 0
value = 1203

;空中--------------------------
[Statedef 1203]
type = A
movetype = A
physics = A
ctrl = 0
anim = 1203

[State 1203]
type = Explod
trigger1 = animelemtime(1) = 0
anim = 1220
ID = 1220
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 2
ontop = 0
shadow = 0, 0, 0
ownpal = 1

;地上02--------------------------
[Statedef 1204]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1204
velset = 0,0

[State 1204]
type = playsnd
trigger1 = time = 0
value = S10, 14

[State 1204]
type = Explod
trigger1 = animelemtime(1) = 0
anim = 1211
ID = 1211
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 2
ontop = 0
shadow = 0, 0, 0
ownpal = 1

[State 1204]
type = varadd
trigger1 = var(21) >= 1
trigger1 = animelemtime(1) = 0
var(21) = -1

[State 1204]
type = projectile
trigger1 = animelemtime(1) = 0
projID = 1230
projanim = 1231
projhitanim = 8005
projscale = 1.0, 1.0
projremovetime = 40
velocity = 0, -8
projsprpriority = 2
projedgebound = 240
projstagebound = 240
projheightbound = -480,1
offset = -3, -80
postype = p1
attr = S,NP
hitflag = MA
guardflag = MA
animtype = Light
damage = 20, 0
pausetime = 0, 6
guard.pausetime = 0, 0
sparkno = -1
guard.sparkno = S8004
sparkxy = 0, 0
hitsound = -1
guardsound = S10,13
ground.type = High
air.type = High
ground.slidetime = 10
guard.slidetime = 3
ground.hittime = 10
air.hittime = 10
guard.ctrltime = 2
yaccel = .5
ground.velocity = -3, -2
guard.velocity = -2
air.velocity = -3, -6
airguard.velocity = -2, 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
airguard.ctrltime = 2
getpower = 0, 0
givepower = 50, 20

[state 1204]
type = ChangeState
trigger1 = Animtime = 0
value = 1205

;地上--------------------------
[Statedef 1205]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1205
velset = 0,0

[State 1205]
type = Explod
trigger1 = animelemtime(1) = 0
anim = 1221
ID = 1221
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 2
ontop = 0
shadow = 0, 0, 0
ownpal = 1

[state 1205]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;空中02--------------------------
[Statedef 1206]
type = A
movetype = A
physics = A
ctrl = 0
anim = 1206

[State 1206]
type = playsnd
trigger1 = time = 0
value = S10, 14

[State 1206]
type = Explod
trigger1 = animelemtime(1) = 0
anim = 1211
ID = 1211
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 2
ontop = 0
shadow = 0, 0, 0
ownpal = 1

[State 1206]
type = varadd
trigger1 = var(21) >= 1
trigger1 = animelemtime(1) = 0
var(21) = -1

[State 1206]
type = projectile
trigger1 = animelemtime(1) = 0
projID = 1230
projanim = 1231
projhitanim = 8005
projscale = 1.0, 1.0
projremovetime = 40
velocity = 0, -8
projsprpriority = 2
projedgebound = 240
projstagebound = 240
projheightbound = -480,1
offset = -3, -80
postype = p1
attr = A,NP
hitflag = MA
guardflag = MA
animtype = Light
damage = 20, 0
pausetime = 0, 6
guard.pausetime = 0, 0
sparkno = -1
guard.sparkno = S8004
sparkxy = 0, 0
hitsound = -1
guardsound = S10,13
ground.type = High
air.type = High
ground.slidetime = 10
guard.slidetime = 3
ground.hittime = 10
air.hittime = 10
guard.ctrltime = 2
yaccel = .5
ground.velocity = -3, -2
guard.velocity = -2
air.velocity = -3, -6
airguard.velocity = -2, 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
airguard.ctrltime = 2
getpower = 0, 0
givepower = 50, 20

[state 1206]
type = ChangeState
trigger1 = Animtime = 0
value = 1207

;空中--------------------------
[Statedef 1207]
type = A
movetype = I
physics = A
ctrl = 0
anim = 1207

[State 1207]
type = Explod
trigger1 = animelemtime(1) = 0
anim = 1221
ID = 1221
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 2
ontop = 0
shadow = 0, 0, 0
ownpal = 1

;空中03--------------------------
[Statedef 1208]
type = A
movetype = A
physics = A
ctrl = 0
anim = 1208

[State 1208]
type = playsnd
trigger1 = time = 0
value = S10, 14

[State 1208]
type = Explod
trigger1 = animelemtime(1) = 0
anim = 1212
ID = 1212
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 2
ontop = 0
shadow = 0, 0, 0
ownpal = 1

[State 1208]
type = varadd
trigger1 = var(21) >= 1
trigger1 = animelemtime(1) = 0
var(21) = -1

[State 1208]
type = projectile
trigger1 = animelemtime(1) = 0
projID = 1230
projanim = 1231
projhitanim = 8005
projscale = 1.0, 1.0
projremovetime = 40
velocity = 0, 8
projsprpriority = 2
projedgebound = 240
projstagebound = 240
offset = -3, 10
postype = p1
attr = A,NP
hitflag = MA
guardflag = MA
animtype = Light
damage = 20, 0
pausetime = 0, 6
guard.pausetime = 0, 0
sparkno = -1
guard.sparkno = S8004
sparkxy = 0, 0
hitsound = -1
guardsound = S10,13
ground.type = High
air.type = High
ground.slidetime = 10
guard.slidetime = 3
ground.hittime = 10
air.hittime = 10
guard.ctrltime = 2
yaccel = .5
ground.velocity = -3, -2
guard.velocity = -2
air.velocity = -3, -6
airguard.velocity = -2, 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
airguard.ctrltime = 2
getpower = 0, 0
givepower = 50, 20

[state 1208]
type = ChangeState
trigger1 = Animtime = 0
value = 1209

;空中--------------------------
[Statedef 1209]
type = A
movetype = I
physics = A
ctrl = 0
anim = 1209

[State 1209]
type = Explod
trigger1 = animelemtime(1) = 0
anim = 1222
ID = 1222
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 2
ontop = 0
shadow = 0, 0, 0
ownpal = 1

;アサギ・ガトリング（仮）-----------------------------------------------------------------------------------
;地上01--------------------------
[Statedef 1300]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1300
velset = 0,0

[State 1300]
type = PlaySnd
trigger1 = 1
value = S10, 15
channel = 13
loop = 0
lowpriority = 1

[state 1300]
type = ChangeState
triggerall = var(22) > 0
triggerall = var(54) = 2
triggerall = Animtime = 0
trigger1 = var(59) = 0
trigger1 = command ="hold_x"
trigger2 = var(59) >= 1 && roundstate = 2
value = 1301

[state 1300]
type = ChangeState
trigger1 = var(22) <= 0
trigger2 = var(54) != 2
trigger3 = var(59) = 0
trigger3 = command !="hold_x"
value = 1302

[Statedef 1301]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1301
velset = 0,0

[State 1300]
type = PlaySnd
trigger1 = animelemtime(1) = 0
value = S10, 16

[State 1301]
type = Explod
trigger1 = animelemtime(1) = 0
anim = 1310
ID = 1310
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 2
ontop = 0
shadow = 0, 0, 0
ownpal = 1

[State 1301]
type = Explod
trigger1 = Numexplod(1320) = 0
anim = 1320
ID = 1320
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 2
ontop = 0
shadow = 0, 0, 0
ownpal = 1

[State 1301]
type = varadd
trigger1 = var(22) >= 1
trigger1 = animelemtime(1) = 0
var(22) = -1

[State 1301]
type = projectile
trigger1 = animelemtime(1) = 0
projID = 1330
projanim = 1330
projhitanim = 8005
projscale = 1.0, 1.0
projremovetime = 40
velocity = 8, 0
projsprpriority = 2
projedgebound = 240
projstagebound = 240
offset = 40, -25
postype = p1
attr = S,NP
hitflag = MA
guardflag = MA
animtype = Light
damage = 20, 0
pausetime = 0, 6
guard.pausetime = 0, 0
sparkno = -1
guard.sparkno = S8004
sparkxy = 0, 0
hitsound = -1
guardsound = S10,13
ground.type = High
air.type = High
ground.slidetime = 10
guard.slidetime = 3
ground.hittime = 10
air.hittime = 10
guard.ctrltime = 2
yaccel = .5
ground.velocity = -3, -2
guard.velocity = -2
air.velocity = -3, -6
airguard.velocity = -2, 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
airguard.ctrltime = 2
getpower = 0, 0
givepower = 50, 20

[State 1301]
type = HitDef
trigger1 = var(58) = 0
trigger1 = animelem = 2
attr = A, NA
animtype  = Light
damage    = 5, 0
guardflag = MA
pausetime = 0,1
sparkno = S8000
sparkxy = -10,-37
hitsound   = S10,12
guard.sparkno = S8004
guardsound = S10, 13
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
air.hittime = 8
guard.ctrltime = 5
ground.velocity = -3,-4
air.velocity = -2.5,-3.5
guard.velocity = -4
airguard.velocity = 0, 0
getpower = 0, 0
givepower = 10, 0
ground.cornerpush.veloff = -4
air.cornerpush.veloff = -4
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -3
airguard.cornerpush.veloff = -3
persistent = 0

[State 1301]
type = HitDef
trigger1 = var(58)
trigger1 = animelem = 2
attr = A, NA
animtype  = Light
damage    = 10, 5
guardflag = MA
pausetime = 0,5
sparkno = S8001
sparkxy = -10,-37+random%30
hitsound   = S10,12
guard.sparkno = S8004
guardsound = S10, 13
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
air.hittime = 8
guard.ctrltime = 5
ground.velocity = -2,-2
air.velocity = -2.5,-3.5
guard.velocity = -4
airguard.velocity = 0, 0
getpower = 0, 0
givepower = 10, 0
ground.cornerpush.veloff = -4
air.cornerpush.veloff = -4
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -4
airguard.cornerpush.veloff = -4
persistent = 0

[State 1301]
type = varadd
trigger1 = movehit = 1
var(57) = 3
persistent = 0

[State 1301]
type = helper
trigger1 = Numhelper(1340) = 0
trigger1 = animelemtime(3) = 0
helpertype = normal
name = "tsuchi_kemui_mother"
ID = 1340
pos = 120, 0
postype = p1
facing = 1
stateno = 1340
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.3
size.yscale = 1.3

[state 1301]
type = ChangeState
trigger1 = var(22) = 0
value = 1302

[state 1301]
type = ChangeState
triggerall = var(54) = 2
triggerall = Animtime = 0
trigger1 = var(59) = 0
trigger1 = command ="hold_x"
trigger2 = var(59) >= 1 && roundstate = 2
value = 1301

[state 1301]
type = ChangeState
triggerall = var(54) != 2
trigger1 = var(59) = 0
trigger1 = command ="hold_x"
trigger2 = var(59) = 0
trigger2 = command !="hold_x"
value = 1302

[state 1301 AI]
type = ChangeState
triggerall = statetype = S
triggerall = var(59) >= 1
trigger1 = random < 20
trigger2 = var(58) = 1
trigger3 = roundstate = 3
trigger4 = var(54) != 2
value = 1302

[Statedef 1302]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1302
velset = 0,0

[state 1302]
type = ChangeState
trigger1 = var(22) >= 0
trigger1 = var(54) = 2
trigger1 = time > 3
trigger1 = var(59) = 0
trigger1 = command ="攻撃ボタン"
value = 1300

[state 1302]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;地上02--------------------------
[Statedef 1303]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1303
velset = 0,0

[State 1303]
type = PlaySnd
trigger1 = 1
value = S10, 15
channel = 13
loop = 0
lowpriority = 1

[state 1303]
type = ChangeState
trigger1 = var(22) > 0
trigger1 = var(54) = 2
trigger1 = command ="hold_x"
trigger1 = Animtime = 0
value = 1304

[state 1303]
type = ChangeState
trigger1 = var(22) <= 0
trigger2 = var(54) != 2
trigger3 = command !="hold_x"
value = 1305

[Statedef 1304]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1304
velset = 0,0

[State 1304]
type = PlaySnd
trigger1 = animelemtime(1) = 0
value = S10, 16

[State 1304]
type = Explod
trigger1 = animelemtime(1) = 0
anim = 1311
ID = 1311
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 2
ontop = 0
shadow = 0, 0, 0
ownpal = 1

[State 1304]
type = Explod
trigger1 = Numexplod(1321) = 0
anim = 1321
ID = 1321
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 2
ontop = 0
shadow = 0, 0, 0
ownpal = 1

[State 1304]
type = varadd
trigger1 = var(22) >= 1
trigger1 = animelemtime(1) = 0
var(22) = -1

[State 1304]
type = projectile
trigger1 = animelemtime(1) = 0
projID = 1330
projanim = 1330
projhitanim = 8005
projscale = 1.0, 1.0
projremovetime = 40
velocity = 0, -8
projsprpriority = 2
projedgebound = 240
projstagebound = 240
projheightbound = -480,1
offset = 0, -60
postype = p1
attr = S,NP
hitflag = MA
guardflag = MA
animtype = Light
damage = 20, 0
pausetime = 0, 6
guard.pausetime = 0, 0
sparkno = -1
guard.sparkno = S8004
sparkxy = 0, 0
hitsound = -1
guardsound = S10,13
ground.type = High
air.type = High
ground.slidetime = 10
guard.slidetime = 3
ground.hittime = 10
air.hittime = 10
guard.ctrltime = 2
yaccel = .5
ground.velocity = -3, -2
guard.velocity = -2
air.velocity = -3, -6
airguard.velocity = -2, 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
airguard.ctrltime = 2
getpower = 0, 0
givepower = 50, 20

[State 1304]
type = HitDef
trigger1 = var(58) = 0
trigger1 = animelem = 2
attr = A, NA
animtype  = Light
damage    = 5, 0
guardflag = MA
pausetime = 0,5
sparkno = S8000
sparkxy = -10,-37
hitsound   = S10,12
guard.sparkno = S8004
guardsound = S10, 13
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
air.hittime = 8
guard.ctrltime = 5
ground.velocity = -2,-4
air.velocity = -2.5,-3.5
guard.velocity = -4
airguard.velocity = 0, 0
getpower = 0, 0
givepower = 10, 0
ground.cornerpush.veloff = -4
air.cornerpush.veloff = -4
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -3
airguard.cornerpush.veloff = -3
persistent = 0

[State 1304]
type = HitDef
trigger1 = var(58)
trigger1 = animelem = 2
attr = A, NA
animtype  = Light
damage    = 10, 5
guardflag = MA
pausetime = 0,5
sparkno = S8001
sparkxy = -10,-37+random%30
hitsound   = S10,12
guard.sparkno = S8004
guardsound = S10, 13
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
air.hittime = 8
guard.ctrltime = 5
ground.velocity = -2,-2
air.velocity = -2.5,-3.5
guard.velocity = -4
airguard.velocity = 0, 0
getpower = 0, 0
givepower = 10, 0
ground.cornerpush.veloff = -4
air.cornerpush.veloff = -4
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -4
airguard.cornerpush.veloff = -4
persistent = 0

[State 1304]
type = varadd
trigger1 = movehit = 1
var(57) = 3
persistent = 0

[state 1304]
type = ChangeState
trigger1 = var(22) = 0
value = 1305

[state 1304]
type = ChangeState
trigger1 = var(54) = 2
trigger1 = command ="hold_x"
trigger1 = Animtime = 0
value = 1304

[state 1304]
type = ChangeState
trigger1 = var(54) != 2
trigger1 = command ="hold_x"
trigger2 = command !="hold_x"
value = 1305

[Statedef 1305]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1305
velset = 0,0

[state 1305]
type = ChangeState
trigger1 = var(22) > 0
trigger1 = var(54) = 2
trigger1 = command ="攻撃ボタン"
value = 1303

[state 1305]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

[Statedef 1340]
type = S
movetype = I
physics = S
ctrl = 0
anim = 10000
velset = 0,0

[State 1340]
type = helper
trigger1 = time = 0
helpertype = normal
name = "tsuchi_kemui"
ID = 1350
pos = 0, 0
postype = p1
facing = 1
stateno = 1350
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.3
size.yscale = 1.3

[State 1340]
type = helper
trigger1 = time = 12
helpertype = normal
name = "tsuchi_kemui"
ID = 1350
pos = 60, 0
postype = p1
facing = 1
stateno = 1350
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.3
size.yscale = 1.3

[State 1340]
type = helper
trigger1 = time = 24
helpertype = normal
name = "tsuchi_kemui"
ID = 1350
pos = 120, 0
postype = p1
facing = 1
stateno = 1350
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.3
size.yscale = 1.3

[State 1340]
type = DestroySelf
trigger1 = time = 60

[Statedef 1350]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1350
velset = 0,0

[State 1350]
type = SprPriority
trigger1 = 1
value = 3

[State 1350]
type = PlaySnd
trigger1 = time = 0
value = S10,17

[State 1350]
type = HitDef
trigger1 = Animelem = 2
attr = A, NP
animtype  = Light
damage    = 30, 0
guardflag = MA
pausetime = 0,5
sparkno = S8005
sparkxy = 0,0
hitsound   = -1
guard.sparkno = S8004
guardsound = S10, 13
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
air.hittime = 8
guard.ctrltime = 5
ground.velocity = -2,-2
air.velocity = -2.5,-3.5
guard.velocity = -4
airguard.velocity = 0, 0
getpower = 0, 0
givepower = 10, 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 1350]
type = parentvaradd
trigger1 = movehit = 1
var(57) = 5
persistent = 0

[State 1350]
type = DestroySelf
trigger1 = Animtime = 0

;アサギの凄いバズーカ（仮）-----------------------------------------------------------------------------------
;地上01--------------------------
[Statedef 1400]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1400
velset = 0,0

[State 1400]
type = playsnd
trigger1 = time = 0
value = S10, 18

[State 1400]
type = Explod
trigger1 = animelemtime(1) = 0
anim = 1410
ID = 1410
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 5
ontop = 0
shadow = 0, 0, 0
ownpal = 1

[State 1400]
type = varadd
trigger1 = var(23) >= 1
trigger1 = animelemtime(1) = 0
var(23) = -1

[State 1400]
type = helper
trigger1 = animelemtime(1) = 0
helpertype = normal
name = "Missile"
ID = 1420
pos = 50, -20
postype = p1
facing = 1
stateno = 1420
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.3
size.yscale = 1.3

[state 1400]
type = ChangeState
trigger1 = Animtime = 0
value = 1401

;地上--------------------------
[Statedef 1401]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1401
velset = 0,0

[state 1401]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;地上02--------------------------
[Statedef 1402]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1402
velset = 0,0

[State 1402]
type = playsnd
trigger1 = time = 0
value = S10, 18

[State 1402]
type = Explod
trigger1 = animelemtime(1) = 0
anim = 1411
ID = 1411
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 5
ontop = 0
shadow = 0, 0, 0
ownpal = 1

[State 1402]
type = varadd
trigger1 = var(23) >= 1
trigger1 = animelemtime(1) = 0
var(23) = -1

[State 1402]
type = helper
trigger1 = animelemtime(1) = 0
helpertype = normal
name = "Missile"
ID = 1421
pos = 0, -60
postype = p1
facing = 1
stateno = 1421
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.3
size.yscale = 1.3

[state 1402]
type = ChangeState
trigger1 = Animtime = 0
value = 1403

;地上--------------------------
[Statedef 1403]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1403
velset = 0,0

[state 1403]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1


;空中01--------------------------
[Statedef 1404]
type = A
movetype = A
physics = A
ctrl = 0
anim = 1404

[State 1404]
type = playsnd
trigger1 = time = 0
value = S10, 18

[State 1404]
type = Explod
trigger1 = animelemtime(1) = 0
anim = 1410
ID = 1410
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 5
ontop = 0
shadow = 0, 0, 0
ownpal = 1

[State 1404]
type = varadd
trigger1 = var(23) >= 1
trigger1 = animelemtime(1) = 0
var(23) = -1

[State 1404]
type = helper
trigger1 = animelemtime(1) = 0
helpertype = normal
name = "Missile"
ID = 1420
pos = 50, -20
postype = p1
facing = 1
stateno = 1420
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.3
size.yscale = 1.3

;ミサイル01--------------------------
[Statedef 1420]
type = A
movetype = A
physics = N
ctrl = 0
anim = 1420
velset = 0,0

[State 1420]
type = SprPriority
trigger1 = 1
value = 2

[State 1420]
type = helper
trigger1 = time = 0
helpertype = normal
name = "fire"
ID = 1422
pos = 0, 0
postype = p1
facing = 1
stateno = 1422
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.3
size.yscale = 1.3

[state 1420]
type = turn
trigger1 = time > 20
trigger1 = P2Dist X < 0

[state 1420]
type = AngleSet
trigger1 = time = [0, 20]
value = 00

[state 1420]
type = AngleSet
trigger1 = time > 20
trigger1 = P2Dist X != 0
value = -Ceil((Atan((P2Dist Y-20)/(P2Dist X)))*(180/Pi))

[state 1420]
type = AngleSet
trigger1 = time > 20
trigger1 = P2Dist X = 0
trigger1 = P2Dist Y < 0
value = 90

[state 1420]
type = AngleSet
trigger1 = time > 20
trigger1 = P2Dist X = 0
trigger1 = P2Dist Y >= 0
value = -90

[state 1420]
type = AngleDraw
trigger1 = 1

[state 1420]
type = velset
trigger1 = time > 20
trigger1 = P2Dist X != 0
x = 6*cos(Atan((P2Dist Y-20)/(P2Dist X)))
y = 6*sin(Atan((P2Dist Y-20)/(P2Dist X)))

[state 1420]
type = velset
trigger1 = time = [0, 10]
x = 6
y = 0

[state 1420]
type = velset
trigger1 = time > 20
trigger1 = P2Dist X = 0
trigger1 = P2Dist Y-20 < 0
x = 0
y = -6

[state 1420]
type = velset
trigger1 = time > 20
trigger1 = P2Dist X = 0
trigger1 = P2Dist Y-20 >= 0
x = 0
y = 6

[State 1420]
type = HitDef
trigger1 = 1
attr = A,SP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = hard
priority = 6,Hit
damage = 0
pausetime = 0, 10
guard.pausetime = 0, 20
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = -1
guardsound = S10, 8
ground.type = Low
guard.slidetime = 20
ground.hittime = 20
air.hittime = 20
guard.ctrltime = 20
ground.velocity = 0, 0
guard.velocity = 0
air.velocity = 0, 0
airguard.velocity = 0, 0
airguard.ctrltime = 20
sprpriority = 1
getpower = 0, 0
givepower = 200, 100
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
numhits = 0
hitonce = 1

[State 1420]
type = parentvaradd
trigger1 = movehit
var(57) = 20

[State 1420]
type = NotHitBy
trigger1 = 1
value =,AA,AT

[State 1420]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1430

[State 1420]
type = Changestate
trigger1 = movecontact
trigger2 = P2Dist X = [-5, 5]
trigger2 = P2Dist Y-20= [-5, 5]
value = 1430

;ミサイル02--------------------------
[Statedef 1421]
type = A
movetype = A
physics = N
ctrl = 0
anim = 1420
velset = 0,0

[State 1421]
type = SprPriority
trigger1 = 1
value = 2

[State 1421]
type = helper
trigger1 = time = 0
helpertype = normal
name = "fire"
ID = 1423
pos = 0, 0
postype = p1
facing = 1
stateno = 1423
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.3
size.yscale = 1.3

[state 1421]
type = turn
trigger1 = time > 20
trigger1 = P2Dist X < 0

[state 1421]
type = AngleSet
trigger1 = time = [0, 20]
value = 90

[state 1421]
type = AngleSet
trigger1 = time > 20
trigger1 = P2Dist X != 0
value = -Ceil((Atan((P2Dist Y-20)/(P2Dist X)))*(180/Pi))

[state 1421]
type = AngleSet
trigger1 = time > 20
trigger1 = P2Dist X = 0
trigger1 = P2Dist Y < 0
value = 90

[state 1421]
type = AngleSet
trigger1 = time > 20
trigger1 = P2Dist X = 0
trigger1 = P2Dist Y >= 0
value = -90

[state 1421]
type = AngleDraw
trigger1 = 1

[state 1421]
type = velset
trigger1 = time > 20
trigger1 = P2Dist X != 0
x = 6*cos(Atan((P2Dist Y-20)/(P2Dist X)))
y = 6*sin(Atan((P2Dist Y-20)/(P2Dist X)))

[state 1421]
type = velset
trigger1 = time = [0, 10]
trigger2 = time > 20
trigger2 = P2Dist X = 0
trigger2 = P2Dist Y-20 < 0
x = 0
y = -6

[state 1421]
type = velset
trigger1 = time > 20
trigger1 = P2Dist X = 0
trigger1 = P2Dist Y-20 >= 0
x = 0
y = 6

[State 1421]
type = HitDef
trigger1 = 1
attr = A,SP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = hard
priority = 6,Hit
damage = 0
pausetime = 0, 10
guard.pausetime = 0, 20
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = -1
guardsound = S10, 8
ground.type = Low
guard.slidetime = 20
ground.hittime = 20
air.hittime = 20
guard.ctrltime = 20
ground.velocity = 0, 0
guard.velocity = 0
air.velocity = 0, 0
airguard.velocity = 0, 0
airguard.ctrltime = 20
sprpriority = 1
getpower = 0, 0
givepower = 200, 100
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
numhits = 0
hitonce = 1

[State 1421]
type = parentvaradd
trigger1 = movehit
var(57) = 20

[State 1421]
type = NotHitBy
trigger1 = 1
value =,AA,AT

[State 1421]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1430

[State 1421]
type = Changestate
trigger1 = movecontact
trigger2 = P2Dist X = [-5, 5]
trigger2 = P2Dist Y-20= [-5, 5]
value = 1430

;炎01--------------------------
[Statedef 1422]
type = A
movetype = I
physics = N
ctrl = 0
anim = 1422
velset = 0,0

[State 1422]
type = SprPriority
trigger1 = 1
value = 2

[state 1422]
type = BindToParent
trigger1 = 1
value = 0, 0

[state 1422]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256, 256

[state 1422]
type = turn
trigger1 = time > 20
trigger1 = P2Dist X < 0

[state 1422]
type = AngleSet
trigger1 = time = [0, 20]
value = 0

[state 1422]
type = AngleSet
trigger1 = time > 20
trigger1 = P2Dist X != 0
value = -Ceil((Atan((P2Dist Y-20)/(P2Dist X)))*(180/Pi))

[state 1422]
type = AngleSet
trigger1 = time > 20
trigger1 = P2Dist X = 0
trigger1 = P2Dist Y-20 < 0
value = 90

[state 1422]
type = AngleSet
trigger1 = time > 20
trigger1 = P2Dist X = 0
trigger1 = P2Dist Y-20 >= 0
value = -90

[state 1422]
type = AngleDraw
trigger1 = 1

[state 1422]
type = Destroyself
trigger1 = parent,stateno = 1430

;炎02--------------------------
[Statedef 1423]
type = A
movetype = I
physics = N
ctrl = 0
anim = 1422
velset = 0,0

[State 1423]
type = SprPriority
trigger1 = 1
value = 2

[state 1423]
type = BindToParent
trigger1 = 1
value = 0, 0

[state 1423]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256, 256

[state 1423]
type = turn
trigger1 = time > 20
trigger1 = P2Dist X < 0

[state 1423]
type = AngleSet
trigger1 = time = [0, 20]
value = 90

[state 1423]
type = AngleSet
trigger1 = time > 20
trigger1 = P2Dist X != 0
value = -Ceil((Atan((P2Dist Y-20)/(P2Dist X)))*(180/Pi))

[state 1423]
type = AngleSet
trigger1 = time > 20
trigger1 = P2Dist X = 0
trigger1 = P2Dist Y-20 < 0
value = 90

[state 1423]
type = AngleSet
trigger1 = time > 20
trigger1 = P2Dist X = 0
trigger1 = P2Dist Y-20 >= 0
value = -90

[state 1423]
type = AngleDraw
trigger1 = 1

[state 1423]
type = Destroyself
trigger1 = parent,stateno = 1430

;爆発--------------------------
[Statedef 1430]
type = A
movetype = A
physics = N
ctrl = 0
anim = 1430
velset = 0,0

[State 1430]
type = Playsnd
trigger1 = time = 0
value = S10, 19

[State 1430]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 1430]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256, 256

[State 1430]
type = AngleDraw
trigger1 = time = [0,10]
scale = 0.1*time, 0.1*time

[State 1430]
type = AngleDraw
trigger1 = time = [11,40]
scale = 1.0, 1.0

[State 1430]
type = AngleDraw
trigger1 = time = [41,60]
scale = 1.00-(0.05 *(time-40)), 1.00-(0.05 *(time-40))

[State 1430]
type = SprPriority
trigger1 = 1
value = 2

[State 1430]
type = HitDef
trigger1 = 1
attr = A, NP
animtype  = Hard
damage    = 5, 0
guardflag = MA
pausetime = 0,20
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = S8004
guardsound = S10, 13
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
air.hittime = 8
guard.ctrltime = 5
ground.velocity = -2,-2
air.velocity = -2.5,-3.5
guard.velocity = -4
airguard.velocity = 0, 0
getpower = 0, 0
givepower = 10, 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[state 1430]
type = Destroyself
trigger1 = Animtime = 0

;アサギのワクワク火炎放射器（仮）-----------------------------------------------------------------------------------
;地上01--------------------------
[Statedef 1500]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1500

[State 1500]
type = playsnd
trigger1 = pos Y > 0
value = S10, 1
persistent = 0

[State 1500]
type = velset
trigger1 = pos Y >= 0
x = 0
y = 0

[State 1500]
type = Statetypeset
trigger1 = pos Y >= 0
statetype = S
physics = S

[State 1500]
type = Statetypeset
trigger1 = pos Y < 0
statetype = A
physics = N

[State 1500]
type = Gravity
trigger1 = Statetype = A

[State 1500]
type = posset
trigger1 = statetype = S
y = 0

[State 1500]
type = playsnd
trigger1 = time = 0
value = S10, 20
channel = 15

[State 1500]
type = helper
trigger1 = time = 0
helpertype = normal
name = "Fire!!"
ID = 1520
pos = 0, 0
postype = p1
facing = 1
stateno = 1520
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.3
size.yscale = 1.3

[State 1500]
type = varadd
trigger1 = var(24) >= 1
var(24) = -1

[State 1500]
type = HitDef
triggerall = statetype = S
triggerall = var(58) = 0
trigger1 = animelem = 2
trigger2 = animelem = 4
attr = S, NA
animtype  = Light
damage    = 5, 0
guardflag = MA
pausetime = 0,3
sparkno = S8000
sparkxy = -10,-37
hitsound   = S10,12
guard.sparkno = S8004
guardsound = S10, 13
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
air.hittime = 8
guard.ctrltime = 5
ground.velocity = -3,-4
air.velocity = -2.5,-3.5
guard.velocity = -4
airguard.velocity = 0, 0
getpower = 0, 0
givepower = 10, 0
ground.cornerpush.veloff = -4
air.cornerpush.veloff = -4
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -3
airguard.cornerpush.veloff = -3

[State 1500]
type = HitDef
triggerall = statetype = S
triggerall = var(58) = 1
trigger1 = animelem = 2
trigger2 = animelem = 4
attr = S, NA
animtype  = Light
damage    = 10, 5
guardflag = MA
pausetime = 0,3
sparkno = S8001
sparkxy = -10,-37
hitsound   = S10,12
guard.sparkno = S8004
guardsound = S10, 13
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
air.hittime = 8
guard.ctrltime = 5
ground.velocity = -3,-4
air.velocity = -2.5,-3.5
guard.velocity = -4
airguard.velocity = 0, 0
getpower = 0, 0
givepower = 10, 0
ground.cornerpush.veloff = -4
air.cornerpush.veloff = -4
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -3
airguard.cornerpush.veloff = -3

[State 1500]
type = HitDef
triggerall = statetype = A
triggerall = var(58) = 0
trigger1 = animelem = 2
trigger2 = animelem = 4
attr = A, NA
animtype  = Light
damage    = 5, 0
guardflag = MA
pausetime = 0,3
sparkno = S8000
sparkxy = -10,-37
hitsound   = S10,12
guard.sparkno = S8004
guardsound = S10, 13
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
air.hittime = 8
guard.ctrltime = 5
ground.velocity = -3,-4
air.velocity = -2.5,-3.5
guard.velocity = -4
airguard.velocity = 0, 0
getpower = 0, 0
givepower = 10, 0
ground.cornerpush.veloff = -4
air.cornerpush.veloff = -4
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -3
airguard.cornerpush.veloff = -3

[State 1500]
type = HitDef
triggerall = statetype = A
triggerall = var(58) = 1
trigger1 = animelem = 2
trigger2 = animelem = 4
attr = A, NA
animtype  = Light
damage    = 10, 5
guardflag = MA
pausetime = 0,3
sparkno = S8001
sparkxy = -10,-37
hitsound   = S10,12
guard.sparkno = S8004
guardsound = S10, 13
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
air.hittime = 8
guard.ctrltime = 5
ground.velocity = -3,-4
air.velocity = -2.5,-3.5
guard.velocity = -4
airguard.velocity = 0, 0
getpower = 0, 0
givepower = 10, 0
ground.cornerpush.veloff = -4
air.cornerpush.veloff = -4
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -3
airguard.cornerpush.veloff = -3

[state 1500]
type = varadd
trigger1 = movehit = 1
var(57) = 1
ignorehitpause = 1

[State 1500]
type = Explod
trigger1 = time = 3
anim = 1510
ID = 1510
pos = 45, -10
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 3
ontop = 0
shadow = 0, 0, 0
ownpal = 1
persistent = 0
removeongethit = 1

[State 1500]
type = Explod
trigger1 = time = 4
anim = 1510
ID = 1510
pos = 55, -10
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 0
pausemovetime = 0
scale = 0.7, 0.7
sprpriority = 3
ontop = 0
shadow = 0, 0, 0
ownpal = 1
persistent = 0
removeongethit = 1

[State 1500]
type = Explod
trigger1 = time = 5
anim = 1510
ID = 1510
pos = 67, -10
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 0
pausemovetime = 0
scale = 0.9, 0.9
sprpriority = 3
ontop = 0
shadow = 0, 0, 0
ownpal = 1
persistent = 0
removeongethit = 1

[State 1500]
type = Explod
trigger1 = time = 6
anim = 1510
ID = 1510
pos = 80, -10
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 0
pausemovetime = 0
scale = 1.1, 1.1
sprpriority = 3
ontop = 0
shadow = 0, 0, 0
ownpal = 1
persistent = 0
removeongethit = 1

[State 1500]
type = Explod
trigger1 = time = 7
anim = 1510
ID = 1510
pos = 94, -10
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 3
ontop = 0
shadow = 0, 0, 0
ownpal = 1
persistent = 0
removeongethit = 1

[State 1500]
type = Explod
trigger1 = time = 8
anim = 1510
ID = 1510
pos = 109, -10
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 0
pausemovetime = 0
scale = 1.6, 1.6
sprpriority = 3
ontop = 0
shadow = 0, 0, 0
ownpal = 1
persistent = 0
removeongethit = 1

[state 1500]
type = ChangeState
triggerall = statetype = S
trigger1 = var(59) = 0
trigger1 = time >= 9
trigger1 = command != "hold_x"
trigger2 = var(24) = 0
value = 1501

[state 1500 AI]
type = ChangeState
triggerall = statetype = S
triggerall = var(59) >= 1
trigger1 = random < 20
trigger2 = var(58) = 1
trigger3 = P2BodyDist X != [-5,110]
trigger4 = roundstate = 3
trigger5 = var(54) != 4
value = 1501

[state 1500]
type = ChangeState
triggerall = statetype = A
trigger1 = var(59) = 0
trigger1 = time >= 9
trigger1 = command != "hold_x"
trigger2 = var(24) = 0
value = 1504

;地上--------------------------
[Statedef 1501]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1501
velset = 0,0

[state 1501]
type = RemoveExplod
trigger1 = time = 0
id = 1510
persistent = 0

[State 1500]
type = Explod
trigger1 = time = 0
anim = 1511
ID = 1511
pos = 45, -10
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 3
ontop = 0
shadow = 0, 0, 0
ownpal = 1
persistent = 0
removeongethit = 1

[State 1500]
type = Explod
trigger1 = time = 0
anim = 1511
ID = 1511
pos = 55, -10
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.7, 0.7
sprpriority = 3
ontop = 0
shadow = 0, 0, 0
ownpal = 1
persistent = 0
removeongethit = 1

[State 1500]
type = Explod
trigger1 = time = 0
anim = 1511
ID = 1511
pos = 67, -10
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.9, 0.9
sprpriority = 3
ontop = 0
shadow = 0, 0, 0
ownpal = 1
persistent = 0
removeongethit = 1

[State 1500]
type = Explod
trigger1 = time = 0
anim = 1511
ID = 1511
pos = 80, -10
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.1, 1.1
sprpriority = 3
ontop = 0
shadow = 0, 0, 0
ownpal = 1
persistent = 0
removeongethit = 1

[State 1500]
type = Explod
trigger1 = time = 0
anim = 1511
ID = 1511
pos = 94, -10
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 3
ontop = 0
shadow = 0, 0, 0
ownpal = 1
persistent = 0
removeongethit = 1

[State 1500]
type = Explod
trigger1 = time = 0
anim = 1511
ID = 1511
pos = 109, -10
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.6, 1.6
sprpriority = 3
ontop = 0
shadow = 0, 0, 0
ownpal = 1
persistent = 0
removeongethit = 1

[state 1501]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;地上02--------------------------
[Statedef 1502]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1502
velset = 0,0

[State 1502]
type = playsnd
trigger1 = time = 0
value = S10, 20
channel = 15

[State 1502]
type = varadd
trigger1 = var(24) >= 1
var(24) = -1

[State 1502]
type = helper
trigger1 = time = 0
helpertype = normal
name = "Fire!!"
ID = 1521
pos = 0, 0
postype = p1
facing = 1
stateno = 1521
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.3
size.yscale = 1.3

[State 1502]
type = Explod
trigger1 = time = 3
anim = 1510
ID = 1510
pos = 3, -80
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 3
ontop = 0
shadow = 0, 0, 0
ownpal = 1
persistent = 0
removeongethit = 1

[State 1502]
type = Explod
trigger1 = time = 4
anim = 1510
ID = 1510
pos = 3, -90
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 0
pausemovetime = 0
scale = 0.8, 0.7
sprpriority = 3
ontop = 0
shadow = 0, 0, 0
ownpal = 1
persistent = 0
removeongethit = 1

[State 1502]
type = Explod
trigger1 = time = 5
anim = 1510
ID = 1510
pos = 3, -105
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 0
pausemovetime = 0
scale = 1.1, 0.9
sprpriority = 3
ontop = 0
shadow = 0, 0, 0
ownpal = 1
persistent = 0
removeongethit = 1

[State 1502]
type = Explod
trigger1 = time = 6
anim = 1510
ID = 1510
pos = 3, -120
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 0
pausemovetime = 0
scale = 1.4, 1.1
sprpriority = 3
ontop = 0
shadow = 0, 0, 0
ownpal = 1
persistent = 0
removeongethit = 1

[State 1502]
type = Explod
trigger1 = time = 7
anim = 1510
ID = 1510
pos = 3, -135
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 0
pausemovetime = 0
scale = 1.8, 1.3
sprpriority = 3
ontop = 0
shadow = 0, 0, 0
ownpal = 1
persistent = 0
removeongethit = 1

[State 1502]
type = Explod
trigger1 = time = 8
anim = 1510
ID = 1510
pos = 3, -150
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 0
pausemovetime = 0
scale = 2.1, 1.6
sprpriority = 3
ontop = 0
shadow = 0, 0, 0
ownpal = 1
persistent = 0
removeongethit = 1

[state 1503]
type = ChangeState
trigger1 = var(59) = 0
trigger1 = time >= 9
trigger1 = command != "hold_x"
trigger2 = var(24) = 0
value = 1503

[state 1503 AI]
type = ChangeState
triggerall = var(59) >= 1
trigger1 = random < 20
trigger2 = var(58) = 1
trigger3 = P2BodyDist X != [-30,30]
trigger4 = roundstate = 3
trigger5 = var(54) != 4
value = 1503

;地上--------------------------
[Statedef 1503]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1503
velset = 0,0

[state 1503]
type = RemoveExplod
trigger1 = time = 0
id = 1510
persistent = 0

[State 1502]
type = Explod
trigger1 = time = 0
anim = 1511
ID = 1511
pos = 3, -80
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 3
ontop = 0
shadow = 0, 0, 0
ownpal = 1
persistent = 0
removeongethit = 1

[State 1502]
type = Explod
trigger1 = time = 0
anim = 1511
ID = 1511
pos = 3, -90
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.8, 0.7
sprpriority = 3
ontop = 0
shadow = 0, 0, 0
ownpal = 1
persistent = 0
removeongethit = 1

[State 1502]
type = Explod
trigger1 = time = 0
anim = 1511
ID = 1511
pos = 3, -105
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.1, 0.9
sprpriority = 3
ontop = 0
shadow = 0, 0, 0
ownpal = 1
persistent = 0
removeongethit = 1

[State 1502]
type = Explod
trigger1 = time = 0
anim = 1511
ID = 1511
pos = 3, -120
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.4, 1.1
sprpriority = 3
ontop = 0
shadow = 0, 0, 0
ownpal = 1
persistent = 0
removeongethit = 1

[State 1502]
type = Explod
trigger1 = time = 0
anim = 1511
ID = 1511
pos = 3, -135
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.8, 1.3
sprpriority = 3
ontop = 0
shadow = 0, 0, 0
ownpal = 1
persistent = 0
removeongethit = 1

[State 1502]
type = Explod
trigger1 = time = 0
anim = 1511
ID = 1511
pos = 3, -150
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 2.1, 1.6
sprpriority = 3
ontop = 0
shadow = 0, 0, 0
ownpal = 1
persistent = 0
removeongethit = 1

[state 1503]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;空中--------------------------
[Statedef 1504]
type = A
movetype = I
physics = A
ctrl = 0
anim = 1504

[state 1504]
type = RemoveExplod
trigger1 = time = 0
id = 1510
persistent = 0

[State 1504]
type = Explod
trigger1 = time = 0
anim = 1511
ID = 1511
pos = 45, -10
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 3
ontop = 0
shadow = 0, 0, 0
ownpal = 1
persistent = 0
removeongethit = 1

[State 1504]
type = Explod
trigger1 = time = 0
anim = 1511
ID = 1511
pos = 55, -10
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.7, 0.7
sprpriority = 3
ontop = 0
shadow = 0, 0, 0
ownpal = 1
persistent = 0
removeongethit = 1

[State 1504]
type = Explod
trigger1 = time = 0
anim = 1511
ID = 1511
pos = 67, -10
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.9, 0.9
sprpriority = 3
ontop = 0
shadow = 0, 0, 0
ownpal = 1
persistent = 0
removeongethit = 1

[State 1504]
type = Explod
trigger1 = time = 0
anim = 1511
ID = 1511
pos = 80, -10
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.1, 1.1
sprpriority = 3
ontop = 0
shadow = 0, 0, 0
ownpal = 1
persistent = 0
removeongethit = 1

[State 1504]
type = Explod
trigger1 = time = 0
anim = 1511
ID = 1511
pos = 94, -10
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 3
ontop = 0
shadow = 0, 0, 0
ownpal = 1
persistent = 0
removeongethit = 1

[State 1504]
type = Explod
trigger1 = time = 0
anim = 1511
ID = 1511
pos = 109, -10
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.6, 1.6
sprpriority = 3
ontop = 0
shadow = 0, 0, 0
ownpal = 1
persistent = 0
removeongethit = 1

;火炎01--------------------------------------------------------
[Statedef 1520]
type = S
movetype = A
physics = N
ctrl = 0
anim = 1520
velset = 0,0

[State 1520]
type = BindToParent
trigger1 = 1
value = 0, 0

[State 1520]
type = HitDef
trigger1 = 1
attr = S, NP
animtype  = Light
damage    = 2, 0
guardflag = MA
pausetime = 0,2
sparkno = -1
sparkxy = -10,-37
hitsound   = -1
guard.sparkno = S8004
guardsound = S10, 13
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
air.hittime = 8
guard.ctrltime = 5
ground.velocity = -3,-4
air.velocity = -1.5,-3.5
guard.velocity = -4
airguard.velocity = 0, 0
getpower = 0, 0
givepower = 10, 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[state 1520]
type = parentvaradd
trigger1 = movehit = 1
var(57) = 2
ignorehitpause = 1

[state 1520]
type = Destroyself
trigger1 = parent,stateno != 1500

;火炎02--------------------------------------------------------
[Statedef 1521]
type = S
movetype = A
physics = N
ctrl = 0
anim = 1521
velset = 0,0

[State 1521]
type = BindToParent
trigger1 = 1
value = 0, 0

[State 1521]
type = HitDef
trigger1 = 1
attr = S, NP
animtype  = Light
damage    = 2, 0
guardflag = MA
pausetime = 0,2
sparkno = -1
sparkxy = -10,-37
hitsound   = -1
guard.sparkno = S8004
guardsound = S10, 13
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
air.hittime = 8
guard.ctrltime = 5
ground.velocity = -3,-4
air.velocity = -1.5,-3.5
guard.velocity = -4
airguard.velocity = 0, 0
getpower = 0, 0
givepower = 10, 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[state 1521]
type = parentvaradd
trigger1 = movehit = 1
var(57) = 2
ignorehitpause = 1

[state 1521]
type = Destroyself
trigger1 = parent,stateno != 1502

;アサギのカッコイイドリル（仮）-------------------------------------------------------------------
;地上01--------------------------
[Statedef 1600]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0, 0

[State 1600]
type = ChangeAnim
trigger1 = prevstateno != 1600
trigger1 = time = 0
value = 1600

[State 1600]
type = playsnd
trigger1 = time = 0
value = S10, 15
channel = 16
loop = 0
lowpriority = 1

[State 1600]
type = varadd
trigger1 = var(25) >= 1
var(25) = -1

[State 1600]
type = HitDef
triggerall = var(58) = 0
trigger1 = animelem = 2
trigger2 = animelem = 4
attr = S, NA
animtype  = Light
damage    = 10, 5
guardflag = MA
pausetime = 0,4
sparkno = S8000
sparkxy = -10,-37
hitsound   = S10,12
guard.sparkno = S8004
guardsound = S10, 13
ground.type = High
ground.slidetime = 16
ground.hittime  = 20
air.hittime = 8
guard.ctrltime = 5
ground.velocity = -2.0,0
air.velocity = -1.5,-2.0
guard.velocity = -4
airguard.velocity = 0, 0
getpower = 0, 0
givepower = 10, 0
ground.cornerpush.veloff = -2
air.cornerpush.veloff = -2
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -3
airguard.cornerpush.veloff = -3

[State 1600]
type = HitDef
triggerall = var(58) = 1
trigger1 = animelem = 2
trigger2 = animelem = 4
attr = S, NA
animtype  = Light
damage    = 20, 10
guardflag = MA
pausetime = 0,3
sparkno = S8001
sparkxy = -10,-37
hitsound   = S10,12
guard.sparkno = S8004
guardsound = S10, 13
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
air.hittime = 8
guard.ctrltime = 5
ground.velocity = -2.0,-2.5
air.velocity = -1.5,-2.0
guard.velocity = -4
airguard.velocity = 0, 0
getpower = 0, 0
givepower = 10, 0
ground.cornerpush.veloff = -2
air.cornerpush.veloff = -2
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -3
airguard.cornerpush.veloff = -3

[state 1600]
type = varadd
trigger1 = movehit = 1
var(57) = 2
ignorehitpause = 1

[state 1600]
type = ChangeState
trigger1 = var(25) >= 0
trigger1 = command = "攻撃ボタン"
trigger1 = time = [10,20]
value = 1600
persistent = 0
removeongethit = 1

[state 1600]
type = ChangeState
trigger1 = time = 20
trigger2 = var(25) = 0
value = 1601

;地上--------------------------
[Statedef 1601]
type = S
movetype = I
physics = S
anim = 1601
ctrl = 0

[state 1601]
type = Changestate
trigger1 = Animtime = 0
value = 0
ctrl = 1

;地上02--------------------------
[Statedef 1602]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0, 0

[State 1602]
type = ChangeAnim
trigger1 = prevstateno != 1602
trigger1 = time = 0
value = 1602

[State 1602]
type = playsnd
trigger1 = time = 0
value = S10, 15
channel = 16
loop = 0
lowpriority = 1

[State 1602]
type = varadd
trigger1 = var(25) >= 1
var(25) = -1

[State 1602]
type = HitDef
triggerall = var(58) = 0
trigger1 = animelem = 2
trigger2 = animelem = 4
attr = S, NA
animtype  = Light
damage    = 10, 5
guardflag = MA
pausetime = 0,4
sparkno = S8000
sparkxy = -10,-37
hitsound   = S10,12
guard.sparkno = S8004
guardsound = S10, 13
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
air.hittime = 8
guard.ctrltime = 5
ground.velocity = -2.0,-2.5
air.velocity = -1.5,-2.0
guard.velocity = -4
airguard.velocity = 0, 0
getpower = 0, 0
givepower = 10, 0
ground.cornerpush.veloff = -2
air.cornerpush.veloff = -2
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -3
airguard.cornerpush.veloff = -3

[State 1602]
type = HitDef
triggerall = var(58) = 1
trigger1 = animelem = 2
trigger2 = animelem = 4
attr = S, NA
animtype  = Light
damage    = 20, 10
guardflag = MA
pausetime = 0,3
sparkno = S8001
sparkxy = -10,-37
hitsound   = S10,12
guard.sparkno = S8004
guardsound = S10, 13
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
air.hittime = 8
guard.ctrltime = 5
ground.velocity = -2.0,-2.5
air.velocity = -1.5,-2.0
guard.velocity = -4
airguard.velocity = 0, 0
getpower = 0, 0
givepower = 10, 0
ground.cornerpush.veloff = -2
air.cornerpush.veloff = -2
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -3
airguard.cornerpush.veloff = -3

[state 1602]
type = varadd
trigger1 = movehit = 1
var(57) = 2
ignorehitpause = 1

[state 1602]
type = ChangeState
trigger1 = var(25) >= 1
trigger1 = command = "攻撃ボタン"
trigger1 = time = [10,20]
value = 1602
persistent = 0
removeongethit = 1

[state 1602]
type = ChangeState
trigger1 = time = 20
trigger2 = var(25) = 0
value = 1603

;地上--------------------------
[Statedef 1603]
type = S
movetype = I
physics = S
anim = 1603
ctrl = 0

[state 1603]
type = Changestate
trigger1 = Animtime = 0
value = 0
ctrl = 1

;空中01--------------------------
[Statedef 1604]
type = A
movetype = A
physics = A
ctrl = 0

[State 1604]
type = ChangeAnim
trigger1 = prevstateno != 1600
trigger1 = time = 0
value = 1600

[State 1604]
type = playsnd
trigger1 = time = 0
value = S10, 15
channel = 16
loop = 0
lowpriority = 1

[State 1604]
type = varadd
trigger1 = var(25) >= 1
var(25) = -1

[State 1604]
type = HitDef
triggerall = var(58) = 0
trigger1 = animelem = 2
trigger2 = animelem = 4
attr = A, NA
animtype  = Light
damage    = 10, 5
guardflag = MA
pausetime = 0,4
sparkno = S8000
sparkxy = -10,-37
hitsound   = S10,12
guard.sparkno = S8004
guardsound = S10, 13
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
air.hittime = 8
guard.ctrltime = 5
ground.velocity = -2.0,-2.5
air.velocity = -1.5,-2.0
guard.velocity = -4
airguard.velocity = 0, 0
getpower = 0, 0
givepower = 10, 0
ground.cornerpush.veloff = -2
air.cornerpush.veloff = -2
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -3
airguard.cornerpush.veloff = -3

[State 1604]
type = HitDef
triggerall = var(58) = 1
trigger1 = animelem = 2
trigger2 = animelem = 4
attr = A, NA
animtype  = Light
damage    = 20, 10
guardflag = MA
pausetime = 0,3
sparkno = S8001
sparkxy = -10,-37
hitsound   = S10,12
guard.sparkno = S8004
guardsound = S10, 13
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
air.hittime = 8
guard.ctrltime = 5
ground.velocity = -2.0,-2.5
air.velocity = -1.5,-2.0
guard.velocity = -4
airguard.velocity = 0, 0
getpower = 0, 0
givepower = 10, 0
ground.cornerpush.veloff = -2
air.cornerpush.veloff = -2
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -3
airguard.cornerpush.veloff = -3

[state 1604]
type = varadd
trigger1 = movehit = 1
var(57) = 2
ignorehitpause = 1

[state 1604]
type = ChangeState
trigger1 = var(25) >= 1
trigger1 = command = "攻撃ボタン"
trigger1 = time = [10,20]
value = 1604
persistent = 0
removeongethit = 1

[state 1604]
type = ChangeState
trigger1 = time = 20
trigger2 = var(25) = 0
value = 1605

;空中--------------------------
[Statedef 1605]
type = A
movetype = I
physics = A
ctrl = 0

[state 1605]
type = ChangeAnim
trigger1 = time = 0
value = 1605

;空中02--------------------------
[Statedef 1606]
type = A
movetype = A
physics = A
ctrl = 0

[State 1606]
type = ChangeAnim
trigger1 = prevstateno != 1600
trigger1 = time = 0
value = 1606

[State 1606]
type = playsnd
trigger1 = time = 0
value = S10, 15
channel = 16
loop = 0
lowpriority = 1

[State 1606]
type = varadd
trigger1 = var(25) >= 1
var(25) = -1

[State 1606]
type = HitDef
triggerall = var(58) = 0
trigger1 = animelem = 2
trigger2 = animelem = 4
attr = A, NA
animtype  = Light
damage    = 10, 5
guardflag = MA
pausetime = 0,4
sparkno = S8000
sparkxy = -10,-37
hitsound   = S10,12
guard.sparkno = S8004
guardsound = S10, 13
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
air.hittime = 8
guard.ctrltime = 5
ground.velocity = -2.0,-2.5
air.velocity = -1.5,-2.0
guard.velocity = -4
airguard.velocity = 0, 0
getpower = 0, 0
givepower = 10, 0
ground.cornerpush.veloff = -2
air.cornerpush.veloff = -2
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -3
airguard.cornerpush.veloff = -3

[State 1606]
type = HitDef
triggerall = var(58) = 1
trigger1 = animelem = 2
trigger2 = animelem = 4
attr = A, NA
animtype  = Light
damage    = 20, 10
guardflag = MA
pausetime = 0,3
sparkno = S8001
sparkxy = -10,-37
hitsound   = S10,12
guard.sparkno = S8004
guardsound = S10, 13
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
air.hittime = 8
guard.ctrltime = 5
ground.velocity = -2.0,-2.5
air.velocity = -1.5,-2.0
guard.velocity = -4
airguard.velocity = 0, 0
getpower = 0, 0
givepower = 10, 0
ground.cornerpush.veloff = -2
air.cornerpush.veloff = -2
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -3
airguard.cornerpush.veloff = -3

[state 1606]
type = varadd
trigger1 = movehit = 1
var(57) = 2
ignorehitpause = 1

[state 1606]
type = ChangeState
trigger1 = var(25) >= 1
trigger1 = command = "攻撃ボタン"
trigger1 = time = [10,20]
value = 1606
persistent = 0
removeongethit = 1

[state 1606]
type = ChangeState
trigger1 = time = 20
trigger2 = var(25) = 0
value = 1607

;空中--------------------------
[Statedef 1607]
type = A
movetype = I
physics = A
ctrl = 0

[state 1607]
type = ChangeAnim
trigger1 = time = 0
value = 1607

;空中03--------------------------
[Statedef 1608]
type = A
movetype = A
physics = A
ctrl = 0

[State 1608]
type = velset
trigger1 = movecontact
x = 0
y = 0

[State 1608]
type = ChangeAnim
trigger1 = prevstateno != 1608
trigger1 = time = 0
value = 1608

[State 1608]
type = playsnd
trigger1 = time = 0
value = S10, 15
channel = 16
loop = 0
lowpriority = 1

[State 1608]
type = varadd
trigger1 = var(25) >= 1
var(25) = -1

[State 1608]
type = HitDef
triggerall = var(58) = 0
trigger1 = animelem = 2
trigger2 = animelem = 4
attr = A, NA
animtype  = Light
damage    = 10, 5
guardflag = MA
pausetime = 0,4
sparkno = S8000
sparkxy = 0,37
hitsound   = S10,12
guard.sparkno = S8004
guardsound = S10, 13
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
air.hittime = 8
guard.ctrltime = 5
ground.velocity = -2.0,-2.5
air.velocity = -1.5,-2.0
guard.velocity = -4
airguard.velocity = 0, 0
getpower = 0, 0
givepower = 10, 0
ground.cornerpush.veloff = -2
air.cornerpush.veloff = -2
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -3
airguard.cornerpush.veloff = -3

[State 1608]
type = HitDef
triggerall = var(58) = 1
trigger1 = animelem = 2
trigger2 = animelem = 4
attr = A, NA
animtype  = Light
damage    = 20, 10
guardflag = MA
pausetime = 0,3
sparkno = S8001
sparkxy = 0,37
hitsound   = S10,12
guard.sparkno = S8004
guardsound = S10, 13
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
air.hittime = 8
guard.ctrltime = 5
ground.velocity = -2.0,-2.5
air.velocity = -1.5,-2.0
guard.velocity = -4
airguard.velocity = 0, 0
getpower = 0, 0
givepower = 10, 0
ground.cornerpush.veloff = -2
air.cornerpush.veloff = -2
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -3
airguard.cornerpush.veloff = -3

[state 1608]
type = varadd
trigger1 = movehit = 1
var(57) = 2
ignorehitpause = 1

[state 1608]
type = ChangeState
trigger1 = var(25) >= 1
trigger1 = command = "攻撃ボタン"
trigger1 = time = [10,40]
value = 1608
persistent = 0
removeongethit = 1

[state 1608]
type = ChangeState
trigger1 = time = 40
trigger2 = var(25) = 0
value = 1609

;空中--------------------------
[Statedef 1609]
type = A
movetype = I
physics = A
ctrl = 0

[state 1609]
type = ChangeAnim
trigger1 = time = 0
value = 1609

;アサギwithニャーン（仮）-------------------------------------------------------------------
;--------------------------
[Statedef 1700]
type = S
movetype = I
physics = S
ctrl = 0
Anim = 1700
velset = 0, 0

[State 1700]
type = varadd
trigger1 = time = 0
trigger1 = var(26) >= 1
var(26) = -1

[state 1700]
type = playsnd
trigger1 = time = 0
value = S2, 3
channel = 0

[state 1700]
type = playsnd
trigger1 = time = 0
value = S10, 21

[state 1700]
type = playsnd
trigger1 = var(2) = 0
trigger1 = time%5 = 0
trigger1 = time > 36
trigger1 = life != lifemax
value = S10, 22
channel = 17
lowpriority = 0

[state 1700]
type = varset
trigger1 = time = 0
var(54) = 0

[state 1700]
type = lifeadd
trigger1 = time > 36
value = 1

[state 1700]
type = ctrlset
trigger1 = time > 36
value = 1

;ドリームキャスター（仮）-------------------------------------------------------------------
;--------------------------
[Statedef 1800]
type = S
movetype = I
physics = S
ctrl = 0
Anim = 1800
velset = 0, 0

[state 1800]
type = playsnd
trigger1 = time = 0
value = S2, 4
channel = 0

[state 1800]
type = varset
trigger1 = time = 0
var(54) = 0

[state 1800]
type = varadd
trigger1 = time < 30
var(57) = 1

[state 1800]
type = ctrlset
trigger1 = time > 90
value = 1

;魔香芋-------------------------------------------------------------------
;--------------------------
[Statedef 1900]
type = A
movetype = I
physics = N
ctrl = 0
Anim = 1900
velset = 0, 0

[State 1900]
type = varadd
trigger1 = time = 0
trigger1 = var(28) >= 1
var(28) = -1

[state 1900]
type = posadd
trigger1 = time = 0
y = -10

[state 1900]
type = playsnd
trigger1 = time = 0
value = S2, 5
channel = 0

[state 1900]
type = varset
trigger1 = time = 0
var(54) = 0

[state 1900]
type = Changestate
trigger1 = Animtime = 0
value = 1905

[Statedef 1905]
type = A
movetype = A
physics = N
ctrl = 0
Anim = 1905
velset = 0, 0

[state 1905]
type = AssertSpecial
trigger1 = 1
flag = noautoturn

[state 1905]
type = veladd
trigger1 = 1
y = 0.2

[state 1905]
type = velset
trigger1 = command = "holdfwd"
x = 2

[state 1905]
type = turn
trigger1 = command = "holdback"

[state 1905]
type = velset
trigger1 = time = 0
y = -4

[state 1905]
type = playsnd
trigger1 = time = 0
value = S10, 23

[State 1905]
type = Explod
trigger1 = time = 0
anim = 1910
ID = 1910
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 2
ontop = 0
shadow = 0, 0, 0
ownpal = 1
persistent = 0
removeongethit = 1

[State 1905]
type = HitDef
trigger1 = animelem = 1
attr = A, NP
animtype  = Light
damage    = 50, 0
guardflag = MA
pausetime = 0,3
sparkno = -1
sparkxy = 0,37
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
air.hittime = 8
guard.ctrltime = 5
ground.velocity = -2.0,-2.5
air.velocity = -1.5,-2.0
guard.velocity = -4
airguard.velocity = 0, 0
getpower = 0, 0
givepower = 10, 0
ground.cornerpush.veloff = -2
air.cornerpush.veloff = -2
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -3
airguard.cornerpush.veloff = -3

[state 1905]
type = statetypeset
trigger1 = Animelemtime(2) >= 0
movetype = A

[state 1905]
type = varadd
trigger1 = 1
var(5) = 1

[state 1905]
type = Changestate
triggerall = time >= 10
trigger1 = pos Y > 0
trigger2 = command = "ジャンプボタン"
value = 1905

[state 1905]
type = Changestate
trigger1 = var(5) > 300
value = 1906

[Statedef 1906]
type = A
movetype = I
physics = A
ctrl = 0
Anim = 1906
velset = 0, 0

[state 1906]
type = varset
trigger1 = time = 0
var(5) = 0

[Statedef 3000]
type = A
movetype = A
physics = N
ctrl = 0
Anim = 3000
facep2 = 1

[State 3000]
type = SuperPause
trigger1 = time = 7
time = 20
anim = S21050
sound = S10,24
pos = 0,-pos Y
movetime = 20
darken = 1
p2defmul = 1
poweradd = 0
unhittable = 1

[state 3000]
type = Playsnd
trigger1 = time = 7
value = S2,10+random%5
channel = 0

[state 3000]
type = varset
trigger1 = time = 0
fvar(2) = vel X

[state 3000]
type = varset
trigger1 = time = 0
fvar(3) = vel Y

[state 3000]
type = velset
trigger1 = time = 0
x = 0
y = 0

[State 3000]
type = helper
trigger1 = animelemtime(17) = 0
trigger2 = animelemtime(21) = 0
trigger3 = animelemtime(25) = 0
trigger4 = animelemtime(29) = 0
trigger5 = animelemtime(33) = 0
trigger6 = animelemtime(37) = 0
trigger7 = animelemtime(41) = 0
trigger8 = animelemtime(45) = 0
trigger9 = animelemtime(49) = 0
helpertype = normal
name = "baretto"
ID = 3020
pos = 50, -10
postype = p1
facing = 1
stateno = 3020
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.0
size.yscale = 1.0

[State 3000]
type = playsnd
trigger1 = animelemtime(17) = 0
trigger2 = animelemtime(21) = 0
trigger3 = animelemtime(25) = 0
trigger4 = animelemtime(29) = 0
trigger5 = animelemtime(33) = 0
trigger6 = animelemtime(37) = 0
trigger7 = animelemtime(41) = 0
trigger8 = animelemtime(45) = 0
trigger9 = animelemtime(49) = 0
value = S10,25

[State 3000]
type = helper
trigger1 = time = 7
helpertype = normal
name = "Cut_in"
ID = 3005
pos = 0, 0
postype = p1
facing = 1
stateno = 3005
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1.0
size.yscale = 1.0

[state 3000]
type = Changestate
trigger1 = animtime = 0
value = 3001

[Statedef 3001]
type = A
movetype = I
physics = A
ctrl = 0
Anim = 3001

[state 3001]
type = varset
trigger1 = time = 0
var(57) = 0

[state 3001]
type = velset
trigger1 = time = 0
x = fvar(2)
y = fvar(3)

[Statedef 3005]
type = A
movetype = I
physics = N
ctrl = 0
Anim = 10000
velset = 0, 0

[State 3005]
type = Explod
trigger1 = time = 0
anim = 3010
ID = 3010
pos = 0, 240
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 1.0, 1.0
sprpriority = -3
ontop = 0
shadow = 0, 0, 0
ownpal = 1
ignorehitpause = 1

[State 3005]
type = ModifyExplod
trigger1 = time >= 38
id = 3010
scale = 1.0+0.1*(time-38), 1.0+0.1*(time-38)
supermovetime = 99999
pausemovetime = 99999

[State 3005]
type = Explod
trigger1 = time = 0
anim = 3011
ID = 3011
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 99999
pausemovetime = 99999
scale = 1.0, 1.0
sprpriority = -2
ontop = 0
shadow = 0, 0, 0
ownpal = 1
ignorehitpause = 1

[State 3005]
type = Explod
trigger1 = time = 0
anim = 3012
ID = 3012
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 99999
pausemovetime = 99999
scale = 1.0, 1.0
sprpriority = 2
ontop = 0
shadow = 0, 0, 0
ownpal = 1
ignorehitpause = 1

[State 3005]
type = Destroyself
trigger1 = time = 46

[Statedef 3020]
type = A
movetype = A
physics = N
ctrl = 0
Anim = 3027

[state 3020]
type = velset
trigger1 = time = 0
trigger1 = parent,stateno = 3000
trigger1 = parent,animelem = 17
x = 6
y = 6

[state 3020]
type = velset
trigger1 = time = 0
trigger1 = parent,stateno = 3000
trigger1 = parent,animelem = 21
x = 6.4
y = 6

[state 3020]
type = velset
trigger1 = time = 0
trigger1 = parent,stateno = 3000
trigger1 = parent,animelem = 25
x = 6.8
y = 6

[state 3020]
type = velset
trigger1 = time = 0
trigger1 = parent,stateno = 3000
trigger1 = parent,animelem = 29
x = 7.2
y = 6

[state 3020]
type = velset
trigger1 = time = 0
trigger1 = parent,stateno = 3000
trigger1 = parent,animelem = 33
x = 7.6
y = 6

[state 3020]
type = velset
trigger1 = time = 0
trigger1 = parent,stateno = 3000
trigger1 = parent,animelem = 37
x = 8
y = 6

[state 3020]
type = velset
trigger1 = time = 0
trigger1 = parent,stateno = 3000
trigger1 = parent,animelem = 41
x = 8.4
y = 6

[state 3020]
type = velset
trigger1 = time = 0
trigger1 = parent,stateno = 3000
trigger1 = parent,animelem = 45
x = 8.8
y = 6

[state 3020]
type = velset
trigger1 = time = 0
trigger1 = parent,stateno = 3000
trigger1 = parent,animelem = 49
x = 9.2
y = 6

[State 3020]
type = Explod
trigger1 = time = 0
anim = 3030
ID = 3030
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.0, 1.0
sprpriority = 4
ontop = 0
shadow = 0, 0, 0
ownpal = 1
ignorehitpause = 1

[State 3020]
type = ModifyExplod
trigger1 = time = [0,9]
id = 3030
scale = 0.1+0.1*time, 0.1+0.1*time

[State 3020]
type = Explod
trigger1 = time = 0
anim = 3020
ID = 3020
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 30
supermovetime = 0
pausemovetime = 0
scale = 1.5, 1.5
sprpriority = 8
ontop = 0
shadow = 0, 0, 0
ownpal = 1
ignorehitpause = 1

[State 3020]
type = Explod
trigger1 = time = 1
anim = 3021
ID = 3021
pos = -2*floor(vel X), -2*floor(vel Y)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 30
supermovetime = 0
pausemovetime = 0
scale = 1.4, 1.4
sprpriority = 7
ontop = 0
shadow = 0, 0, 0
ownpal = 1
ignorehitpause = 1

[State 3020]
type = Explod
trigger1 = time = 2
anim = 3022
ID = 3022
pos = -4*floor(vel X), -4*floor(vel Y)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 30
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 6
ontop = 0
shadow = 0, 0, 0
ownpal = 1
ignorehitpause = 1

[State 3020]
type = Explod
trigger1 = time = 3
anim = 3023
ID = 3023
pos = -6*floor(vel X), -6*floor(vel Y)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 30
supermovetime = 0
pausemovetime = 0
scale = 1.0, 1.0
sprpriority = 5
ontop = 0
shadow = 0, 0, 0
ownpal = 1
ignorehitpause = 1

[State 3020]
type = HitDef
trigger1 = animelem = 1
attr = A, HP
animtype  = Hard
damage    = 0, 0
guardflag = MA
pausetime = 0,0
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
air.hittime =10
guard.ctrltime = 10
ground.velocity = 0,0
air.velocity = 0,0
guard.velocity = 0
airguard.velocity = 0, 0
getpower = 0, 0
givepower = 0, 0
numhits = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[state 3020]
type = Changestate
trigger1 = pos Y > 0
trigger2 = movecontact
value = 3021

[Statedef 3021]
type = A
movetype = A
physics = N
ctrl = 0
Anim = 3026
velset = 0, 0

[State 3021]
type = EnvShake
trigger1 = time = 0
time = 10
freq = 20
ampl = -10
phase = 0

[State 3021]
type = RemoveExplod
trigger1 = time = 0
id = 3020

[State 3021]
type = RemoveExplod
trigger1 = time = 0
id = 3021

[State 3021]
type = RemoveExplod
trigger1 = time = 0
id = 3022

[State 3021]
type = RemoveExplod
trigger1 = time = 0
id = 3023

[State 3021]
type = Explod
trigger1 = time = 0
anim = 3024
ID = 3024
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.0, 1.0
sprpriority = 10
ontop = 0
shadow = 0, 0, 0
ownpal = 1
ignorehitpause = 1

[State 3021]
type = ModifyExplod
trigger1 = time > 0
id = 3024
scale = 1.0+0.1*time, 1.0+0.1*time

[State 3021]
type = Explod
trigger1 = time = 3
anim = ifelse(random%2 = 0,3028,3029)
ID = 3028
pos = ifelse(random%2 = 0,-1,1)*random%80, ifelse(random%2 = 0,-1,1)*random%80
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.0, 1.0
sprpriority = 9
ontop = 0
shadow = 0, 0, 0
ownpal = 1
ignorehitpause = 1

[State 3021]
type = Explod
trigger1 = time = 0
anim = 3025
ID = 3025
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.0, 1.0
sprpriority = 4
ontop = 0
shadow = 0, 0, 0
ownpal = 1
ignorehitpause = 1

[State 3021]
type = HitDef
trigger1 = animelem = 1
attr = A, HP
animtype  = Hard
damage    = 50, 20
guardflag = MAF
pausetime = 0,20
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = S8004
guardsound = S10,13
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
air.hittime =20
guard.ctrltime = 20
ground.velocity = -4,-2
air.velocity = -4,-2
guard.velocity = -2
airguard.velocity = -2, -2
getpower = 0, 0
givepower = 0, 0
numhits = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[state 3021]
type = Destroyself
trigger1 = time > 16
