;没技。
;---------------------------------------------------------------------------
; 超Ｇキッケン

[Statedef 1070]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1070
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = s10,11

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = s12,6

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s13,4

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 3
anim = 1075
postype = P1
pos = -23, -5
scale = .4,.4
persistent = 0
sprpriority = 5
ownpal = 1
vel = 0,0

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 5
anim = 1005
postype = P1
pos = 20, -5
scale = 1,1
persistent = 0
sprpriority = 5
ownpal = 1
vel = 1.5,0

[State 1000, ヘルパーを出す]
type = Helper
trigger1 = AnimElem = 5
name = "Skikken"
stateno = 1075
ID = 1075
helpertype = normal
pos = 30,1
postype = p1
facing = 1
keyctrl = 0
ownpal = 1

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;超Ｇ・キッケンヘルパー
[Statedef 1075]
type = S
movetype = A
physics = N
anim = 1076
velset = 10,0
pos = 0,0
ctrl = 0
sprpriority = 1

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

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 0, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 11
sparkno = s1076
guard.sparkno = s1076
hitsound = s1,1
guardsound = s2,0
ground.type = Low
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -2.3,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12

[State 3100]
Type = Explod
Trigger1 = AnimElem = 1
Anim = 3410
ID = 1000
scale = .3,.3
Postype = P1
bindtime = -1
Pos = 30,0
SprPriority = 4
ownpal = 1
removetime = -2
ID = 3400
[State 3100]
Type = Explod
Trigger1 = AnimElem = 1
Anim = 3411
ID = 1000
scale = .35,.35
Postype = P1
bindtime = -1
Pos = 16,-10
SprPriority = 4
ownpal = 1
removetime = -2
ID = 3400
[State 3100]
Type = Explod
Trigger1 = AnimElem = 1
Anim = 3412
ID = 1000
scale = .4,.4
Postype = P1
bindtime = -1
Pos = 12,-15
SprPriority = 4
ownpal = 1
removetime = -2
ID = 3400
[State 3100]
Type = Explod
Trigger1 = AnimElem = 1
Anim = 3410
ID = 1000
scale = .5,.5
Postype = P1
bindtime = -1
Pos = 5,-20
SprPriority = 4
ownpal = 1
removetime = -2
ID = 3400


[State 3000]
type = Projectile
trigger1 = AnimElem = 1
projID = 1000
projanim = 1010
projremove = 1
projpriority = 1
projhitanim = 1015
projremanim = 1015
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
projscale = 0.8,0.8
getpower = 50
ownpal = 0
offset = 30,1
velocity = 10, 0
attr = S, SP
animtype = hard
damage = 110 ,9
hitflag = MAF
guardflag = M
hitsound = s13,3
guardsound = s2,1
pausetime = 0,30
sparkno = s3400
guard.sparkno = s4120
sparkxy = 20,-40
ground.type = low
ground.hittime = 21
ground.slidetime = 21
ground.velocity = 0,0
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
fall.recover = 0
palfx.color = 60
palfx.time = 80
palfx.sinadd = 120,120,120,3
envshake.time = 15
envshake.freq = 120
envshake.ampl = 5
envshake.phase = 90

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = Movehit
value = s1,1

[State a]
type = DestroySelf
trigger1 = MoveHit = 1

;---------------------------------------------------------------------------
; 超Ｇ・ランス
[Statedef 1470]
type     = S
movetype = A
physics  = S
juggle   = 7
poweradd = 50
velset   = 0,0
anim     = 1470
ctrl     = 0
sprpriority = 5

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 20,0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6
value = s10,14

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 10
value = s12,0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 10
value = s0,3

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 6
x = 15

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(6) >= 0 && AnimElemtime(10) <= 0
x = 8

[State 1000, ]
type = Velset
trigger1 = AnimElem = 10
x = 0

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 5
anim = 1205
postype = P1
pos = -15, 5
scale =0.5,0.5
sprpriority = 10
ownpal = 0

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 6
anim = 3100
postype = P1
pos = 0, 0
scale = .9,.9
sprpriority = 10
ownpal = 0
bindtime = -1
ignohitpause = 0
removeongethit = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 10
anim = 3112
postype = P1
pos = 20,-80 ;10, -80
scale = .9,.9
sprpriority = 0
ownpal = 0
bindtime = -1
ignohitpause = 0
removeongethit = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 7
attr = S, SA
damage = 40, 4
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 7
sparkno = s4070
guard.sparkno = s4120
sparkxy = -25, -80
hitsound = s1,6
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -3
air.type = High
air.velocity = -2,-3
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 10
attr = S, SA
damage = 35, 3
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 7
sparkno = s4070
guard.sparkno = s4120
sparkxy = -20, -70
hitsound = s1,6
guardsound = s2,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = 0
air.type = Low
air.velocity = -2,-3
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 800, ステート変更]
type = ChangeState
Trigger1 = AnimElem = 11
value = 1475

;---------------------------------------------------------------------------
; 超Ｇ・ランス2 クレイス
[Statedef 1475]
type     = S
movetype = A
physics  = S
juggle   = 0
anim = 1475
poweradd = 0
velset   = 0,0
ctrl     = 0
sprpriority = 2

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 20,0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s10,15
[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s3,2
[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,0
[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 11
value = s3,2
[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 11
value = s0,4
[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 11
value = s12,0

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 3
x = 15

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(3) >= 0
x = 2

[State 1000, ]
type = Velset
trigger1 = AnimElem = 3
y = -6.5

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(3) >= 0
x = .9

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(3) >= 0
y = .37

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 12
x = -1

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(12) >= 0
x = -0.5

[State 1000, ]
type = Velset
trigger1 = AnimElem = 12
y = -3

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(12) >= 0
x = -.8

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(12) >= 0
y = .001

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 3
statetype = A

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 3
anim = 1305
postype = P1
pos = 0, 0
sprpriority = 10
ownpal = 1
bindtime = -1
ignohitpause = 0
removeongethit = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 12
anim = 1410
postype = P1
pos = 20, 10
scale = .9,.9
sprpriority = 10
ownpal = 0
bindtime = -1
ignohitpause = 0
removeongethit = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage = 50, 5
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 9,9
sparkno = s4070
guard.sparkno = s4120
sparkxy = -20, -60
hitsound = s1,6
guardsound = s2,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -2,-5
air.type = High
air.velocity = -2,-5
air.hittime = 12
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
attr = A, SA
damage = 45, 5
animtype = up
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 10, 11
sparkno = s4070
guard.sparkno = s4120
sparkxy = -20, -80
hitsound = s1,6
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -4,-8
air.type = High
air.velocity = -4,-8
air.hittime = 12
yaccel = .43
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 12
attr = A, SA
damage = 40, 5
animtype = up
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 14, 10
sparkno = s4070
guard.sparkno = s4120
sparkxy = -20, -80
hitsound = s1,7
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -2,-9.5
air.type = High
air.velocity = -2,-9.5
air.hittime = 8
yaccel = .43
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 15
envshake.ampl = 10
envshake.freq = 100

[State 1000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(16) >= 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1060
