;---------------------------------------------------------------------------
; ここからは超必殺技のステート
;---------------------------------------------------------------------------
[Statedef 2000];-----------------------------------------お覇王翔吼拳(低速
type    = S
movetype= A
physics = S
juggle  = 3
velset = 0,0
anim = 2000
ctrl = 0
sprpriority = 2
poweradd = -1000

[State 2000, 判定]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1


[State 2020, 1];お覇王翔吼拳
type = PlaySnd
trigger1 = AnimElem = 1
value = s3, 4

[State 2020, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s0, 3

[State 2000, ランダムに変数を選ぶ]
type = VarRandom
trigger1 = time = 1
v = 5
range = 1,9  ;範囲を決定


[State 2000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



[State 2000,バラモス呼び出し];----------------------------------------
type = Helper
trigger1 = var(5) = 1
trigger1 = AnimElem = 4
helperype = normal
name = "Cross angel"
id = 2001
pos = 0,0
postype = p1
stateno = 2001
helpertype = normal
size.xscale = 1
size.yscale = 1
ownpal = 1
keyctrl = 0



[State 2000,エクシア呼び出し];----------------------------------------
type = Helper
trigger1 = var(5) = 2
trigger1 = AnimElem = 4
helperype = normal
name = "Ohara directorl"
id = 2002
pos = 0,0
postype = p1
stateno = 2002
helpertype = normal
size.xscale = 1
size.yscale = 1
ownpal = 1
keyctrl = 0

[State 2000,シーナ呼び出し];----------------------------------------
type = Helper
trigger1 = var(5) = 3
trigger1 = AnimElem = 4
helperype = normal
name = "The O"
id = 2003
pos = 0,0
postype = p1
stateno = 2003
helpertype = normal
size.xscale = .5
size.yscale = .5
ownpal = 1
keyctrl = 0

[State 2000,マッドサンダー呼び出し];----------------------------------------
type = Helper
trigger1 = var(5) = 4
trigger1 = AnimElem = 4
helperype = normal
name = "Leo pardon"
id = 2004
pos = 0,0
postype = p1
stateno = 2004
helpertype = normal
size.xscale = .5
size.yscale = .5
ownpal = 1
keyctrl = 0

[State 2000,絶望呼び出し];----------------------------------------
type = Helper
trigger1 = var(5) = 5
trigger1 = AnimElem = 4
helperype = normal
name = "Eisen"
id = 2005
pos = 0,0
postype = p1
stateno = 2005
helpertype = normal
size.xscale = .5
size.yscale = .5
ownpal = 1
keyctrl = 0

[State 2000,てつを呼び出し];----------------------------------------
type = Helper
trigger1 = var(5) = 6
trigger1 = AnimElem = 4
helperype = normal
name = "Ecsdes"
id = 2006
pos = 0,0
postype = p1
stateno = 2006
helpertype = normal
size.xscale = .5
size.yscale = .5
ownpal = 1
keyctrl = 0

[State 2000,レッドキング呼び出し];----------------------------------------
type = Helper
trigger1 = var(5) = 7
trigger1 = AnimElem = 4
helperype = normal
name = "Gilvader"
id = 2007
pos = 0,0
postype = p1
stateno = 2007
helpertype = normal
size.xscale = .5
size.yscale = .5
ownpal = 1
keyctrl = 0

[State 2000,サクラ呼び出し];----------------------------------------
type = Helper
trigger1 = var(5) = 8
trigger1 = AnimElem = 4
helperype = normal
name = "Zero"
id = 2008
pos = 0,0
postype = p1
stateno = 2008
helpertype = normal
size.xscale = .5
size.yscale = .5
ownpal = 1
keyctrl = 0

[State 2000,悠二呼び出し];----------------------------------------
type = Helper
trigger1 = var(5) = 9
trigger1 = AnimElem = 4
helperype = normal
name = "14th angel"
id = 2009
pos = 0,0
postype = p1
stateno = 2009
helpertype = normal
size.xscale = .5
size.yscale = .5
ownpal = 1
keyctrl = 0


;---------------------------------------------------------------------------
[Statedef 2020];-----------------------------------------お覇王翔吼拳(高速
type    = S
movetype= A
physics = S
juggle  = 3
velset = 0,0
anim = 2000
ctrl = 0
sprpriority = 2
poweradd = -1000

[State 2020, 判定]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1


[State 2020, 1];お覇王翔吼拳
type = PlaySnd
trigger1 = AnimElem = 1
value = s3, 10

[State 2020, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s0, 3

[State 2020, ランダムに変数を選ぶ]
type = VarRandom
trigger1 = time = 1
v = 5
range = 1,9  ;範囲を決定


[State 2020, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



[State 2020,バラモス呼び出し];----------------------------------------
type = Helper
trigger1 = var(5) = 1
trigger1 = AnimElem = 4
helperype = normal
name = "Cross angel"
id = 2021
pos = 0,0
postype = p1
stateno = 2021
helpertype = normal
size.xscale = 1
size.yscale = 1
ownpal = 1
keyctrl = 0



[State 2020,エクシア呼び出し];----------------------------------------
type = Helper
trigger1 = var(5) = 2
trigger1 = AnimElem = 4
helperype = normal
name = "Ohara directorl"
id = 2022
pos = 0,0
postype = p1
stateno = 2022
helpertype = normal
size.xscale = 1
size.yscale = 1
ownpal = 1
keyctrl = 0

[State 2020,シーナ呼び出し];----------------------------------------
type = Helper
trigger1 = var(5) = 3
trigger1 = AnimElem = 4
helperype = normal
name = "The O"
id = 2023
pos = 0,0
postype = p1
stateno = 2023
helpertype = normal
size.xscale = .5
size.yscale = .5
ownpal = 1
keyctrl = 0

[State 2020,マッドサンダー呼び出し];----------------------------------------
type = Helper
trigger1 = var(5) = 4
trigger1 = AnimElem = 4
helperype = normal
name = "Leo pardon"
id = 2024
pos = 0,0
postype = p1
stateno = 2024
helpertype = normal
size.xscale = .5
size.yscale = .5
ownpal = 1
keyctrl = 0

[State 2020,絶望呼び出し];----------------------------------------
type = Helper
trigger1 = var(5) = 5
trigger1 = AnimElem = 4
helperype = normal
name = "Eisen"
id = 2025
pos = 0,0
postype = p1
stateno = 2025
helpertype = normal
size.xscale = .5
size.yscale = .5
ownpal = 1
keyctrl = 0

[State 2020,てつを呼び出し];----------------------------------------
type = Helper
trigger1 = var(5) = 6
trigger1 = AnimElem = 4
helperype = normal
name = "Ecsdes"
id = 2026
pos = 0,0
postype = p1
stateno = 2026
helpertype = normal
size.xscale = .5
size.yscale = .5
ownpal = 1
keyctrl = 0

[State 2020,レッドキング呼び出し];----------------------------------------
type = Helper
trigger1 = var(5) = 7
trigger1 = AnimElem = 4
helperype = normal
name = "Gilvader"
id = 2027
pos = 0,0
postype = p1
stateno = 2027
helpertype = normal
size.xscale = .5
size.yscale = .5
ownpal = 1
keyctrl = 0

[State 2020,サクラ呼び出し];----------------------------------------
type = Helper
trigger1 = var(5) = 8
trigger1 = AnimElem = 4
helperype = normal
name = "Zero"
id = 2028
pos = 0,0
postype = p1
stateno = 2028
helpertype = normal
size.xscale = .5
size.yscale = .5
ownpal = 1
keyctrl = 0

[State 2020,悠二呼び出し];----------------------------------------
type = Helper
trigger1 = var(5) = 9
trigger1 = AnimElem = 4
helperype = normal
name = "14th angel"
id = 2029
pos = 0,0
postype = p1
stateno = 2029
helpertype = normal
size.xscale = .5
size.yscale = .5
ownpal = 1
keyctrl = 0




;---------------------------------------------------------------------------３連殴り
[Statedef 3000]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 3000
ctrl = 0
sprpriority = 2

[State 3000]
type = PlaySnd
trigger1 = Time = 3
value = 3, 1

[State 3000, Width]
type = Width
trigger1 = AnimElem = 2, >= 0
value = 15,0

[State 3000, Super A]
type = SuperPause
trigger1 = AnimElem = 2, 1
pos = 25, -57
anim = 100
sound = 20, 0
poweradd = -1000

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

[State 3000, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 1 && Time < 60
time = 2

[State 3000, Super D]
type = NotHitBy
trigger1 = AnimElem = 2
value = , NA, SA, AT
time = 12

[State 3000, Super E]
type = NotHitBy
trigger1 = AnimElemTime(2) >= 0 && Time < 30
value2 = C, NA
time = 1

[State 3000, 1]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 11
trigger3 = AnimElem = 18
value = 0, 3

[State 3000, 2]
type = PosAdd
trigger1 = AnimElem = 2
x = 20

[State 3000, 3]
type = PosAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 10
trigger3 = AnimElem = 12
trigger4 = AnimElem = 17
trigger5 = AnimElem = 19
trigger4 = AnimElem = 29
x = 10

[State 3000, 4]
type = VelSet
trigger1 = AnimElem = 5
trigger2 = AnimElem = 12
trigger3 = AnimElem = 19
x = 6

[State 3000, 4]
type = PosAdd
trigger1 = AnimElem = 5
x = 5

[State 3000, 5]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 12
attr = S, HA
animtype  = Hard
damage    = 72,4
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 15,15
sparkno = s6001
guard.sparkno = s6002
sparkxy = -10,-60
hitsound   = s1100, 1
guardsound = s1100, 1
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -6
air.velocity = -3,-3
air.fall = 1
fall.animtype = Hard
fall.recover = 0

[State 3000, 6]
type = HitDef
trigger1 = AnimElem = 19
attr = S, HA
animtype  = Hard
damage    = 75,4
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 15,15
sparkno = s6001
guard.sparkno = s6002
sparkxy = -10,-60
hitsound   = s1100, 1
guardsound = s1100, 1
ground.type = Low
ground.slidetime = 40
ground.hittime  = 40
ground.velocity = -5, -4
guard.velocity = -12
air.velocity = -5,-4
airguard.velocity = -3,-3
fall.animtype = Hard
fall = 1
fall.recover = 0

[State 3000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;カナダさんこんにちわ
[Statedef 4005]
type    = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
anim = 1005
sprpriority = -1
poweradd = 0

[State 3900, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA,NA,SA,HA,NP,SP,HP
time = 20

[state 0,0]
type = playsnd
trigger1 = time = 0
value = 200,8

[State 0, 0]
type = Helper
trigger1 = time = 5
helpertype = normal
name = "archer"
ID = 1000
stateno = 1006
postype = back
pos = -50,0
keyctrl = 0
ownpal = 1

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;さよならカナダさん
[Statedef 1006]
type    = A
movetype= A
physics = N
juggle  = 1
ctrl = 0
anim = 7008
sprpriority = 2

[state 0,0]
type = screenbound
trigger1 = 1
value = 0

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

[state 0,0]
type = velset
trigger1 = pos y >= 0
y = -10

[state 0,0]
type = velset
trigger1 = 1
x = 3.5

[state 0,0]
type = veladd
trigger1 = pos y < 0
y = 0.45

[State 0,0]
type = PlayerPush
trigger1 = Time >= 0
value = 0
ignorehitpauset = 1

[State 200, HitDef1]
type = HitDef
trigger1 = 1
persistent = 3
attr = A, SA
damage = 20, 0
getpower = 8
givepower = 7
animtype = medium
guardflag = MA
hitflag = MAF
priority = 2, hit
pausetime = 3, 2
guard.pausetime = 3, 3
sparkno = 2
sparkxy = -8, -24
hitsound = S6, 0
guardsound = S1, 1
ground.type = high
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -2,-3
air.velocity = -2,-3

[State 210, 3]
type = destroyself
trigger1 = frontedgedist <= -100

;---------------------------------------------------------------------------
ミニサウザー
[Statedef 700]
type     = S                     ;キャラの状態を指定（S=立ち・C=しゃがみ・A=空中・L=横に倒れている・U=前のステートの状態を引き継ぐ）
movetype = A                    ;キャラの行動内容を指定（I=何もしない・A=攻撃している・H=攻撃を食らっている）
physics  = S                     ;キャラの物理的な体勢（S=立ち・C=しゃがみ・A=空中・N=重力や摩擦の影響を受けない・U=前のステートの体勢を引き継ぐ）
juggle   = 0                     ;攻撃を当てた時に溜まるジャグルポイントの設定
velset   = 0,0                   ;移動初速度の設定（このステートでは0,0なので移動せず止まります）
ctrl     = 0                     ;コントロールの可否（0=キー操作不可・1=キー操作可能）
anim     = 701                  ;airファイルの[Begin Action 200]のアニメを使っています
poweradd = 0                   ;パワーゲージの増加量を設定
sprpriority = 2                  ;画像表示優先度　数値が多いと手前に、少ないと奥に優先されます

[State 700,攻撃音声] 
type = playsnd
trigger1 = time = 0
value = 700,0

[State 700,攻撃音声] 
type = playsnd
trigger1 = time = 3
trigger2 = time = 4
trigger3 = time = 5
trigger4 = time = 7
trigger5 = time = 9
trigger6 = time = 11
trigger7 = time = 13
trigger8 = time = 15
value = 1300,random%3
freqmul = 1.1

[State 700, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 1
pos = -999, 999
darken = 1
anim = 100
sound = S1700, 0
poweradd = -1000

[State 700, 発生保障]
type = nothitby
trigger1 = time = [0,7]
value = SCA,AA,AT,AP

[State 700,聖帝子軍団]
type = Projectile
trigger1 = time != 0 && time%3 = 0
projID = 700
projanim = 700
projhitanim = 700
projremanim = 700
projcancelanim = 700
projscale = 0.25, 0.25
projremove = 1
projremovetime = -1
velocity = 5, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 2
projsprpriority = 3
projedgebound = 2000
projstagebound = 2000
projheightbound = -240, 240
offset = 0, 0
postype = back
projshadow = 0, 0, 0
supermovetime = 0
pausemovetime = 0
attr = S, HA                     ;攻撃属性: これは Standing, Normal Attack（立ち通常攻撃）
damage = 72, 2                   ;相手に与えるダメージ（ヒットした時,ガードされた時）
animtype = Hard                 ;当たった時の相手のアニメの種類: Light, Medium, Hard, Back, Up, DiagUp (デフォルト：Light)
guardflag = MA                ;相手が立ち・しゃがみ・空中どのガードが出来るかを決めます（現在はMiddleAir（全部ガードされます））
hitflag = MAFD                    ;相手がどの状態の時で攻撃を当てられるかを決めます（現在はMiddleAirFall（立ち・しゃがみ・空中・やられ落下））
priority = 5, Hit                ;攻撃優先度: 0 (最低) 7 (最高) 4がデフォルト・種類はHit/Miss/Dodge (デフォルト：Hit)
pausetime = 10, 10                 ;攻撃を当てた時の自分と相手の硬直時間（自分,相手）
sparkno = 0                      ;ヒットスパーク (デフォルト：[Data]の項目で設定したモノが適用される) ★３
guard.sparkno = 40               ;ガードスパーク (デフォルト：[Data]の項目で設定したモノが適用される) ★３
sparkxy = -10, -40               ;ヒットスパークの位置（Ｘ軸,Ｙ軸）
hitsound = s6,0                  ;ヒットサウンド（PlaySndと同じやり方）
guardsound = s7,1                ;ガードサウンド（PlaySndと同じやり方）
ground.type = trip              ;当たった時の地上の相手のアニメの属性: High, Low, Trip (デフォルト：High)
ground.slidetime = 10             ;当たった時の地上の相手がのけぞる時間
ground.hittime  = 10             ;当たった時の地上の相手のやられ状態の時間
ground.velocity = -4,0           ;当たった時の地上の相手の初速度（Ｘ軸,Ｙ軸）
airguard.velocity = -4,-2     ;ガードされた時の空中の相手の初速度 (デフォルト：(air.xvel*1.5, air.yvel/2))
air.type = trip                  ;当たった時の空中の相手のアニメの属性: High, Low, Trip (デフォルト：ground.typeと同じになる)
air.velocity = -4,-2          ;当たった時の空中の相手の初速度（Ｘ軸,Ｙ軸）
air.hittime = 20                 ;当たった時の空中の相手のやられ状態の時間
fall = 1
air.fall = 1
fall.recover = 0
id = 700

[State 700 , 2]
type = ChangeState
trigger1 = time = 100
value = 0
ctrl = 1
