;-------------------------------------------------------------------------------
[Statedef 2001,うちはサスケ　]
type     = A
movetype = A
physics  = N
poweradd = 0
ctrl     = 0
sprpriority = 7;
velset   = 0, -5
anim     = 10191

[State 2020, 1];お覇王翔吼拳
type = PlaySnd
trigger1 = AnimElem = 1 && random%2 = 0
value = s192, 1

;---------------
[State 2000, 変数]
type =ParentVarAdd
trigger1 = time = 2 ;|| time = 22
trigger2 = time = 22 && parent,var(5) = 1
v = 5
value = 1+random%8
ignorehitpause=1
;---------------

[State 2001, 表示] 
type = SprPriority
trigger1 = 1
value = 7
ignorehitpause = 1 

[State 2001, 判定] 
type = nothitby 
trigger1 = 1
value = , AT,AA,NP,SP

[State 210, ]
type = veladd
trigger1 = time >= 1
y = .3

[State 2001,]
type = VarSet
trigger1 = time <= 0
v = 9
value = stateno

[State 2001, 攻撃を受けたら消滅ステートに移動]
type = HitOverride
trigger1 = Time <= 0
attr = SCA, HP
stateno = 2010    
time = -1

[State 2001, 攻撃]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
damage    = 200, 30
hitflag = MA
guardflag = MA
hitonce = 0
priority = 4
pausetime = 12,24
sparkno = s6001
guard.sparkno = s6002
sparkxy = 0,0
hitsound   = s1100, 1
guardsound = s1100, 1
animtype = hard
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5,-5.2
air.velocity = -1.5,-5
fall = 1
fall.recover = 0

[State 2001, 攻撃]
type =projectile
trigger1 = AnimElem = 1
trigger1 = NumProjID(10291) < 1
projanim =10291
projremovetime =1
projhitanim = 2010
projid =10291
offset =0,0
attr =S, HP
animtype =light
damage = 0
hitflag = P
guardflag =P
pausetime =0,0
sparkno = s6001
guard.sparkno = s6002
sparkky =0,0
hitsound = s1000,0
guardsound =s1000,0
ground.type =High
ground.slidetime =0
ground.hittime =0
ground.velocity =0,0
air.velocity =0,0
projscale = .5,.5

[State 2001,end]
type = Destroyself
trigger1 = time = 70


;-------------------------------------------------------------------------------
[Statedef 2002,小野沢悠貴]
type     = A
movetype = A
physics  = N
poweradd = 0
ctrl     = 0
sprpriority = 7;
velset   = 0, -5
anim     = 10192

[State 2020, 1];お覇王翔吼拳
type = PlaySnd
trigger1 = AnimElem = 1 && random%2 = 0
value = s192, 2

;---------------
[State 2000, 変数]
type =ParentVarAdd
triggerall = parent,var(6) = 0
trigger1 = time = 2 ;|| time = 22
trigger2 = time = 22 && parent,var(5) = 2
v = 5
value = 1+random%7
ignorehitpause=1

[State 2000, 変数]
type =ParentVarAdd
triggerall = parent,var(6) = 1
trigger1 = time = 2 ;|| time = 22
trigger2 = time = 22 && parent,var(5) = 2
v = 5
value = -1-random%1
ignorehitpause=1

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

[State 2001, 表示] 
type = SprPriority
trigger1 = 1
value = 7
ignorehitpause = 1 


[State 2001, 判定] 
type = nothitby 
trigger1 = 1
value = , AT,AA,NP,SP

[State 210, ]
type = veladd
trigger1 = time >= 1
y = .3

[State 2001,]
type = VarSet
trigger1 = time <= 0
v = 9
value = stateno


[State 2001, 攻撃を受けたら消滅ステートに移動]
type = HitOverride
trigger1 = Time <= 0
attr = SCA, HP
stateno = 2010    
time = -1

[State 2001, 攻撃]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
damage    = 200, 30
hitflag = MA
guardflag = MA
hitonce = 0
priority = 4
pausetime = 12,24
sparkno = s6001
guard.sparkno = s6002
sparkxy = 0,0
hitsound   = s1100, 1
guardsound = s1100, 1
animtype = hard
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5,-5.2
air.velocity = -1.5,-5
fall = 1
fall.recover = 0

[State 2001, 攻撃]
type =projectile
trigger1 = AnimElem = 1
trigger1 = NumProjID(10292) < 1
projanim =10292
projremovetime =1
projhitanim = 2010
projid =10292
offset =0,0
attr =S, HP
animtype =light
damage = 0
hitflag = P
guardflag =P
pausetime =0,0
sparkno = s6001
guard.sparkno = s6002
sparkky =0,0
hitsound = s1000,0
guardsound =s1000,0
ground.type =High
ground.slidetime =0
ground.hittime =0
ground.velocity =0,0
air.velocity =0,0
projscale = .5,.5

[State 2001,end]
type = Destroyself
trigger1 = time = 70



;-------------------------------------------------------------------------------
[Statedef 2003,小牧愛佳]
type     = A
movetype = A
physics  = N
poweradd = 0
ctrl     = 0
sprpriority = 7;
velset   = 0, -5
anim     = 10193

[State 2020, 1];お覇王翔吼拳
type = PlaySnd
trigger1 = AnimElem = 1 && random%2 = 0
value = s192, 3

;---------------
[State 2000, 変数]
type =ParentVarAdd
triggerall = parent,var(6) = 0
trigger1 = time = 2 ;|| time = 22
trigger2 = time = 22 && parent,var(5) = 3
v = 5
value = 1+random%6
ignorehitpause=1

[State 2000, 変数]
type =ParentVarAdd
triggerall = parent,var(6) = 1
trigger1 = time = 2 ;|| time = 22
trigger2 = time = 22 && parent,var(5) = 3
v = 5
value = -1-random%2
ignorehitpause=1

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

[State 2001, 表示] 
type = SprPriority
trigger1 = 1
value = 7
ignorehitpause = 1 


[State 2001, 判定] 
type = nothitby 
trigger1 = 1
value = , AT,AA,NP,SP

[State 210, ]
type = veladd
trigger1 = time >= 1
y = .3

[State 2001,]
type = VarSet
trigger1 = time <= 0
v = 9
value = stateno

[State 2001, 攻撃を受けたら消滅ステートに移動]
type = HitOverride
trigger1 = Time <= 0
attr = SCA, HP
stateno = 2010    
time = -1

[State 2001, 攻撃]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
damage    = 200, 30
hitflag = MA
guardflag = MA
hitonce = 0
priority = 4
pausetime = 12,24
sparkno = s6001
guard.sparkno = s6002
sparkxy = 0,0
hitsound   = s1100, 1
guardsound = s1100, 1
animtype = hard
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5,-5.2
air.velocity = -1.5,-5
fall = 1
fall.recover = 0

[State 2001, 攻撃]
type =projectile
trigger1 = AnimElem = 1
trigger1 = NumProjID(10293) < 1
projanim =10293
projremovetime =1
projhitanim = 2010
projid =10293
offset =0,0
attr =S, HP
animtype =light
damage = 0
hitflag = P
guardflag =P
pausetime =0,0
sparkno = s6001
guard.sparkno = s6002
sparkky =0,0
hitsound = s1000,0
guardsound =s1000,0
ground.type =High
ground.slidetime =0
ground.hittime =0
ground.velocity =0,0
air.velocity =0,0
projscale = .5,.5

[State 2001,end]
type = Destroyself
trigger1 = time = 70



;-------------------------------------------------------------------------------
[Statedef 2004,桜玉吉]
type     = A
movetype = A
physics  = N
poweradd = 0
ctrl     = 0
sprpriority = 7;
velset   = 0, -5
anim     = 10194

[State 2020, 1];お覇王翔吼拳
type = PlaySnd
trigger1 = AnimElem = 1 && random%2 = 0
value = s192, 4

;---------------
[State 2000, 変数]
type =ParentVarAdd
triggerall = parent,var(6) = 0
trigger1 = time = 2 ;|| time = 22
trigger2 = time = 22 && parent,var(5) = 4
v = 5
value = 1+random%5
ignorehitpause=1

[State 2000, 変数]
type =ParentVarAdd
triggerall = parent,var(6) = 1
trigger1 = time = 2 ;|| time = 22
trigger2 = time = 22 && parent,var(5) = 4
v = 5
value = -1-random%3
ignorehitpause=1

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

[State 2001, 表示] 
type = SprPriority
trigger1 = 1
value = 7
ignorehitpause = 1 


[State 2001, 判定] 
type = nothitby 
trigger1 = 1
value = , AT,AA,NP,SP

[State 210, ]
type = veladd
trigger1 = time >= 1
y = .3

[State 2001,]
type = VarSet
trigger1 = time <= 0
v = 9
value = stateno

[State 2001, 攻撃を受けたら消滅ステートに移動]
type = HitOverride
trigger1 = Time <= 0
attr = SCA, HP
stateno = 2010    
time = -1

[State 2001, 攻撃]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
damage    = 200, 30
hitflag = MA
guardflag = MA
hitonce = 0
priority = 4
pausetime = 12,24
sparkno = s6001
guard.sparkno = s6002
sparkxy = 0,0
hitsound   = s1100, 1
guardsound = s1100, 1
animtype = hard
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5,-5.2
air.velocity = -1.5,-5
fall = 1
fall.recover = 0

[State 2001, 攻撃]
type =projectile
trigger1 = AnimElem = 1
trigger1 = NumProjID(10294) < 1
projanim =10294
projremovetime =1
projhitanim = 2010
projid =10294
offset =0,0
attr =S, HP
animtype =light
damage = 0
hitflag = P
guardflag =P
pausetime =0,0
sparkno = s6001
guard.sparkno = s6002
sparkky =0,0
hitsound = s1000,0
guardsound =s1000,0
ground.type =High
ground.slidetime =0
ground.hittime =0
ground.velocity =0,0
air.velocity =0,0
projscale = .5,.5

[State 2001,end]
type = Destroyself
trigger1 = time = 70


;-------------------------------------------------------------------------------
[Statedef 2005,杉下右京]
type     = A
movetype = A
physics  = N
poweradd = 0
ctrl     = 0
sprpriority = 7;
velset   = 0, -5
anim     = 10195

[State 2020, 1];お覇王翔吼拳
type = PlaySnd
trigger1 = AnimElem = 1 && random%2 = 0
value = s192, 5

;---------------
[State 2000, 変数]
type =ParentVarAdd
triggerall = parent,var(6) = 0
trigger1 = time = 2 ;|| time = 22
trigger2 = time = 22 && parent,var(5) = 5
v = 5
value = 1+random%4
ignorehitpause=1

[State 2000, 変数]
type =ParentVarAdd
triggerall = parent,var(6) = 1
trigger1 = time = 2 ;|| time = 22
trigger2 = time = 22 && parent,var(5) = 5
v = 5
value = -1-random%4
ignorehitpause=1

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

[State 2001, 表示] 
type = SprPriority
trigger1 = 1
value = 7
ignorehitpause = 1 


[State 2001, 判定] 
type = nothitby 
trigger1 = 1
value = , AT,AA,NP,SP

[State 210, ]
type = veladd
trigger1 = time >= 1
y = .3

[State 2001,]
type = VarSet
trigger1 = time <= 0
v = 9
value = stateno

[State 2001, 攻撃を受けたら消滅ステートに移動]
type = HitOverride
trigger1 = Time <= 0
attr = SCA, HP
stateno = 2010    
time = -1

[State 2001, 攻撃]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
damage    = 200, 30
hitflag = MA
guardflag = MA
hitonce = 0
priority = 4
pausetime = 12,24
sparkno = s6001
guard.sparkno = s6002
sparkxy = 0,0
hitsound   = s1100, 1
guardsound = s1100, 1
animtype = hard
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5,-5.2
air.velocity = -1.5,-5
fall = 1
fall.recover = 0

[State 2001, 攻撃]
type =projectile
trigger1 = AnimElem = 1
trigger1 = NumProjID(10295) < 1
projanim =10295
projremovetime =1
projhitanim = 2010
projid =10295
offset =0,0
attr =S, HP
animtype =light
damage = 0
hitflag = P
guardflag =P
pausetime =0,0
sparkno = s6001
guard.sparkno = s6002
sparkky =0,0
hitsound = s1000,0
guardsound =s1000,0
ground.type =High
ground.slidetime =0
ground.hittime =0
ground.velocity =0,0
air.velocity =0,0
projscale = .5,.5


[State 2001,end]
type = Destroyself
trigger1 = time = 70




;-------------------------------------------------------------------------------
[Statedef 2006,丹下段平]
type     = A
movetype = A
physics  = N
poweradd = 0
ctrl     = 0
sprpriority = 7;
velset   = 0, -5
anim     = 10196

[State 2020, 1];お覇王翔吼拳
type = PlaySnd
trigger1 = AnimElem = 1 && random%2 = 0
value = s192, 6

;---------------
[State 2000, 変数]
type =ParentVarAdd
triggerall = parent,var(6) = 0
trigger1 = time = 2 ;|| time = 22
trigger2 = time = 22 && parent,var(5) = 6
v = 5
value = 1+random%3
ignorehitpause=1

[State 2000, 変数]
type =ParentVarAdd
triggerall = parent,var(6) = 1
trigger1 = time = 2 ;|| time = 22
trigger2 = time = 22 && parent,var(5) = 6
v = 5
value = -1-random%5
ignorehitpause=1

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

[State 2001, 表示] 
type = SprPriority
trigger1 = 1
value = 7
ignorehitpause = 1 


[State 2001, 判定] 
type = nothitby 
trigger1 = 1
value = , AT,AA,NP,SP

[State 210, ]
type = veladd
trigger1 = time >= 1
y = .3

[State 2001,]
type = VarSet
trigger1 = time <= 0
v = 9
value = stateno

[State 2001, 攻撃を受けたら消滅ステートに移動]
type = HitOverride
trigger1 = Time <= 0
attr = SCA, HP
stateno = 2010    
time = -1

[State 2001, 攻撃]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
damage    = 200, 30
hitflag = MA
guardflag = MA
hitonce = 0
priority = 4
pausetime = 12,24
sparkno = s6001
guard.sparkno = s6002
sparkxy = 0,0
hitsound   = s1100, 1
guardsound = s1100, 1
animtype = hard
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5,-5.2
air.velocity = -1.5,-5
fall = 1
fall.recover = 0

[State 2001, 攻撃]
type =projectile
trigger1 = AnimElem = 1
trigger1 = NumProjID(10296) < 1
projanim =10296
projremovetime =1
projhitanim = 2010
projid =10296
offset =0,0
attr =S, HP
animtype =light
damage = 0
hitflag = P
guardflag =P
pausetime =0,0
sparkno = s6001
guard.sparkno = s6002
sparkky =0,0
hitsound = s1000,0
guardsound =s1000,0
ground.type =High
ground.slidetime =0
ground.hittime =0
ground.velocity =0,0
air.velocity =0,0
projscale = .5,.5

[State 2001,end]
type = Destroyself
trigger1 = time = 70



;-------------------------------------------------------------------------------
[Statedef 2007,ビッグスターブレイン]
type     = A
movetype = A
physics  = N
poweradd = 0
ctrl     = 0
sprpriority = 7;
velset   = 0, -5
anim     = 10197

[State 2020, 1];お覇王翔吼拳
type = PlaySnd
trigger1 = AnimElem = 1 && random%2 = 0
value = s192, 7

;---------------
[State 2000, 変数]
type =ParentVarAdd
triggerall = parent,var(6) = 0
trigger1 = time = 2 ;|| time = 22
trigger2 = time = 22 && parent,var(5) = 7
v = 5
value = 1+random%2
ignorehitpause=1

[State 2000, 変数]
type =ParentVarAdd
triggerall = parent,var(6) = 1
trigger1 = time = 2 ;|| time = 22
trigger2 = time = 22 && parent,var(5) = 7
v = 5
value = -1-random%6
ignorehitpause=1

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

[State 2001, 表示] 
type = SprPriority
trigger1 = 1
value = 7
ignorehitpause = 1 


[State 2001, 判定] 
type = nothitby 
trigger1 = 1
value = , AT,AA,NP,SP

[State 210, ]
type = veladd
trigger1 = time >= 1
y = .3

[State 2001,]
type = VarSet
trigger1 = time <= 0
v = 9
value = stateno

[State 2001, 攻撃を受けたら消滅ステートに移動]
type = HitOverride
trigger1 = Time <= 0
attr = SCA, HP
stateno = 2010    
time = -1

[State 2001, 攻撃]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
damage    = 200, 30
hitflag = MA
guardflag = MA
hitonce = 0
priority = 4
pausetime = 12,24
sparkno = s6001
guard.sparkno = s6002
sparkxy = 0,0
hitsound   = s1100, 1
guardsound = s1100, 1
animtype = hard
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5,-5.2
air.velocity = -1.5,-5
fall = 1
fall.recover = 0

[State 2001, 攻撃]
type =projectile
trigger1 = AnimElem = 1
trigger1 = NumProjID(10297) < 1
projanim =10297
projremovetime =1
projhitanim = 2010
projid =10297
offset =0,0
attr =S, HP
animtype =light
damage = 0
hitflag = P
guardflag =P
pausetime =0,0
sparkno = s6001
guard.sparkno = s6002
sparkky =0,0
hitsound = s1000,0
guardsound =s1000,0
ground.type =High
ground.slidetime =0
ground.hittime =0
ground.velocity =0,0
air.velocity =0,0
projscale = .5,.5


[State 2001,end]
type = Destroyself
trigger1 = time = 70



;-------------------------------------------------------------------------------
[Statedef 2008,ぺヤングソース焼きそば]
type     = A
movetype = A
physics  = N
poweradd = 0
ctrl     = 0
sprpriority = 7;
velset   = 0, -5
anim     = 10198

[State 2020, 1];お覇王翔吼拳
type = PlaySnd
trigger1 = AnimElem = 1 && random%2 = 0
value = s192, 8

;---------------
[State 2000, 変数]
type =ParentVarAdd
triggerall = parent,var(6) = 0
trigger1 = time = 2 ;|| time = 22
trigger2 = time = 22 && parent,var(5) = 8
v = 5
value = 1+random%1
ignorehitpause=1

[State 2000, 変数]
type =ParentVarAdd
triggerall = parent,var(6) = 1
trigger1 = time = 2 ;|| time = 22
trigger2 = time = 22 && parent,var(5) = 8
v = 5
value = -1-random%7
ignorehitpause=1
;---------------

[State 2001, 表示] 
type = SprPriority
trigger1 = 1
value = 7
ignorehitpause = 1 


[State 2001, 判定] 
type = nothitby 
trigger1 = 1
value = , AT,AA,NP,SP

[State 210, ]
type = veladd
trigger1 = time >= 1
y = .3

[State 2001,]
type = VarSet
trigger1 = time <= 0
v = 9
value = stateno

[State 2001, 攻撃を受けたら消滅ステートに移動]
type = HitOverride
trigger1 = Time <= 0
attr = SCA, HP
stateno = 2010    
time = -1

[State 2001, 攻撃]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
damage    = 200, 30
hitflag = MA
guardflag = MA
hitonce = 0
priority = 4
pausetime = 12,24
sparkno = s6001
guard.sparkno = s6002
sparkxy = 0,0
hitsound   = s1100, 1
guardsound = s1100, 1
animtype = hard
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5,-5.2
air.velocity = -1.5,-5
fall = 1
fall.recover = 0

[State 2001, 攻撃]
type =projectile
trigger1 = AnimElem = 1
trigger1 = NumProjID(10298) < 1
projanim =10298
projremovetime =1
projhitanim = 2010
projid =10298
offset =0,0
attr =S, HP
animtype =light
damage = 0
hitflag = P
guardflag =P
pausetime =0,0
sparkno = s6001
guard.sparkno = s6002
sparkky =0,0
hitsound = s1000,0
guardsound =s1000,0
ground.type =High
ground.slidetime =0
ground.hittime =0
ground.velocity =0,0
air.velocity =0,0
projscale = .5,.5



[State 2001,end]
type = Destroyself
trigger1 = time = 70




;-------------------------------------------------------------------------------
[Statedef 2009,レッドインパルス]
type     = A
movetype = A
physics  = N
poweradd = 0
ctrl     = 0
sprpriority = 7;
velset   = 0, -5
anim     = 10199

[State 2020, 1];お覇王翔吼拳
type = PlaySnd
trigger1 = AnimElem = 1 && random%2 = 0
value = s192, 9

;---------------
[State 2000, 変数]
type =ParentVarAdd
trigger1 = time = 2 ;|| time = 22
trigger2 = time = 22 && parent,var(5) = 9
v = 5
value = -1-random%8
ignorehitpause=1


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

[State 2001, 表示] 
type = SprPriority
trigger1 = 1
value = 7
ignorehitpause = 1 


[State 2001, 判定] 
type = nothitby 
trigger1 = 1
value = , AT,AA,NP,SP

[State 210, ]
type = veladd
trigger1 = time >= 1
y = .3

[State 2001,]
type = VarSet
trigger1 = time <= 0
v = 9
value = stateno

[State 2001, 攻撃を受けたら消滅ステートに移動]
type = HitOverride
trigger1 = Time <= 0
attr = SCA, HP
stateno = 2010    
time = -1

[State 2001, 攻撃]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
damage    = 200, 30
hitflag = MA
guardflag = MA
hitonce = 0
priority = 4
pausetime = 12,24
sparkno = s6001
guard.sparkno = s6002
sparkxy = 0,0
hitsound   = s1100, 1
guardsound = s1100, 1
animtype = hard
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5,-5.2
air.velocity = -1.5,-5
fall = 1
fall.recover = 0

[State 2001, 攻撃]
type =projectile
trigger1 = AnimElem = 1
trigger1 = NumProjID(10299) < 1
projanim =10299
projremovetime =1
projhitanim = 2010
projid =10299
offset =0,0
attr =S, HP
animtype =light
damage = 0
hitflag = P
guardflag =P
pausetime =0,0
sparkno = s6001
guard.sparkno = s6002
sparkky =0,0
hitsound = s1000,0
guardsound =s1000,0
ground.type =High
ground.slidetime =0
ground.hittime =0
ground.velocity =0,0
air.velocity =0,0
projscale = .5,.5


[State 2001,end]
type = Destroyself
trigger1 = time = 70



;-------------------------------------------------------------------------------
[Statedef 2021,うちはサスケ　]
type     = A
movetype = A
physics  = N
poweradd = 0
ctrl     = 0
sprpriority = 7;
velset   = 22, 0
anim     = 10191

[State 2001, 表示] 
type = SprPriority
trigger1 = 1
value = 7
ignorehitpause = 1 



;----------
[State 2001,減速]
type = Veladd
trigger1 = vel X > 0
trigger1 = time >= 0
x = -.95

[State 2001,停止]
type = Velset
trigger1 = vel X < 0
trigger1 = time >= 0
x = 0
;----------
[State 2001, 判定] 
type = nothitby 
trigger1 = 1
value = , AT,AA,NP,SP

[State 2001,]
type = VarSet
trigger1 = time <= 0
v = 9
value = stateno

[State 2001, 攻撃を受けたら消滅ステートに移動]
type = HitOverride
trigger1 = Time <= 0
attr = SCA, HP
stateno = 2010    
time = -1

[State 2001, 攻撃]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
damage    = 200, 30
hitflag = MA
guardflag = MA
hitonce = 0
priority = 4
pausetime = 12,24
sparkno = s6001
guard.sparkno = s6002
sparkxy = 0,0
hitsound   = s1100, 1
guardsound = s1100, 1
animtype = hard
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5,-5.2
air.velocity = -1.5,-5
fall = 1
fall.recover = 0

[State 2001, 攻撃]
type =null; projectile
trigger1 = NumProjID(10291) < 1
projanim =10291
projremovetime =1
projhitanim = 2010
projid =10291
offset =0,0
attr =S, HP
animtype =light
damage = 0
hitflag = P
guardflag =P
pausetime =0,0
sparkno = s6001
guard.sparkno = s6002
sparkky =0,0
hitsound = s1000,0
guardsound =s1000,0
ground.type =High
ground.slidetime =0
ground.hittime =0
ground.velocity =0,0
air.velocity =0,0
projscale = .5,.5

[State 2001,end]
type = Destroyself
trigger1 = time = 70


;-------------------------------------------------------------------------------
[Statedef 2022,小野沢悠貴]
type     = A
movetype = A
physics  = N
poweradd = 0
ctrl     = 0
sprpriority = 7;
velset   = 22, 0
anim     = 10192

[State 2001, 表示] 
type = SprPriority
trigger1 = 1
value = 7
ignorehitpause = 1 



;----------
[State 2001,減速]
type = Veladd
trigger1 = vel X > 0
trigger1 = time >= 0
x = -.95

[State 2001,停止]
type = Velset
trigger1 = vel X < 0
trigger1 = time >= 0
x = 0
;----------
[State 2001, 判定] 
type = nothitby 
trigger1 = 1
value = , AT,AA,NP,SP

[State 2001,]
type = VarSet
trigger1 = time <= 0
v = 9
value = stateno


[State 2001, 攻撃を受けたら消滅ステートに移動]
type = HitOverride
trigger1 = Time <= 0
attr = SCA, HP
stateno = 2010    
time = -1

[State 2001, 攻撃]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
damage    = 200, 30
hitflag = MA
guardflag = MA
hitonce = 0
priority = 4
pausetime = 12,24
sparkno = s6001
guard.sparkno = s6002
sparkxy = 0,0
hitsound   = s1100, 1
guardsound = s1100, 1
animtype = hard
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5,-5.2
air.velocity = -1.5,-5
fall = 1
fall.recover = 0

[State 2001, 攻撃]
type =null; projectile
trigger1 = NumProjID(10292) < 1
projanim =10292
projremovetime =1
projhitanim = 2010
projid =10292
offset =0,0
attr =S, HP
animtype =light
damage = 0
hitflag = P
guardflag =P
pausetime =0,0
sparkno = s6001
guard.sparkno = s6002
sparkky =0,0
hitsound = s1000,0
guardsound =s1000,0
ground.type =High
ground.slidetime =0
ground.hittime =0
ground.velocity =0,0
air.velocity =0,0
projscale = .5,.5

[State 2001,end]
type = Destroyself
trigger1 = time = 70



;-------------------------------------------------------------------------------
[Statedef 2023,小牧愛佳]
type     = A
movetype = A
physics  = N
poweradd = 0
ctrl     = 0
sprpriority = 7;
velset   = 22, 0
anim     = 10193

[State 2001, 表示] 
type = SprPriority
trigger1 = 1
value = 7
ignorehitpause = 1 



;----------
[State 2001,減速]
type = Veladd
trigger1 = vel X > 0
trigger1 = time >= 0
x = -.95

[State 2001,停止]
type = Velset
trigger1 = vel X < 0
trigger1 = time >= 0
x = 0
;----------
[State 2001, 判定] 
type = nothitby 
trigger1 = 1
value = , AT,AA,NP,SP

[State 2001,]
type = VarSet
trigger1 = time <= 0
v = 9
value = stateno

[State 2001, 攻撃を受けたら消滅ステートに移動]
type = HitOverride
trigger1 = Time <= 0
attr = SCA, HP
stateno = 2010    
time = -1

[State 2001, 攻撃]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
damage    = 200, 30
hitflag = MA
guardflag = MA
hitonce = 0
priority = 4
pausetime = 12,24
sparkno = s6001
guard.sparkno = s6002
sparkxy = 0,0
hitsound   = s1100, 1
guardsound = s1100, 1
animtype = hard
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5,-5.2
air.velocity = -1.5,-5
fall = 1
fall.recover = 0

[State 2001, 攻撃]
type =null; projectile
trigger1 = NumProjID(10293) < 1
projanim =10293
projremovetime =1
projhitanim = 2010
projid =10293
offset =0,0
attr =S, HP
animtype =light
damage = 0
hitflag = P
guardflag =P
pausetime =0,0
sparkno = s6001
guard.sparkno = s6002
sparkky =0,0
hitsound = s1000,0
guardsound =s1000,0
ground.type =High
ground.slidetime =0
ground.hittime =0
ground.velocity =0,0
air.velocity =0,0
projscale = .5,.5

[State 2001,end]
type = Destroyself
trigger1 = time = 70



;-------------------------------------------------------------------------------
[Statedef 2024,桜玉吉]
type     = A
movetype = A
physics  = N
poweradd = 0
ctrl     = 0
sprpriority = 7;
velset   = 22, 0
anim     = 10194

[State 2001, 表示] 
type = SprPriority
trigger1 = 1
value = 7
ignorehitpause = 1 



;----------
[State 2001,減速]
type = Veladd
trigger1 = vel X > 0
trigger1 = time >= 0
x = -.95

[State 2001,停止]
type = Velset
trigger1 = vel X < 0
trigger1 = time >= 0
x = 0
;----------
[State 2001, 判定] 
type = nothitby 
trigger1 = 1
value = , AT,AA,NP,SP

[State 2001,]
type = VarSet
trigger1 = time <= 0
v = 9
value = stateno

[State 2001, 攻撃を受けたら消滅ステートに移動]
type = HitOverride
trigger1 = Time <= 0
attr = SCA, HP
stateno = 2010    
time = -1

[State 2001, 攻撃]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
damage    = 200, 30
hitflag = MA
guardflag = MA
hitonce = 0
priority = 4
pausetime = 12,24
sparkno = s6001
guard.sparkno = s6002
sparkxy = 0,0
hitsound   = s1100, 1
guardsound = s1100, 1
animtype = hard
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5,-5.2
air.velocity = -1.5,-5
fall = 1
fall.recover = 0

[State 2001, 攻撃]
type =null; projectile
trigger1 = NumProjID(10294) < 1
projanim =10294
projremovetime =1
projhitanim = 2010
projid =10294
offset =0,0
attr =S, HP
animtype =light
damage = 0
hitflag = P
guardflag =P
pausetime =0,0
sparkno = s6001
guard.sparkno = s6002
sparkky =0,0
hitsound = s1000,0
guardsound =s1000,0
ground.type =High
ground.slidetime =0
ground.hittime =0
ground.velocity =0,0
air.velocity =0,0
projscale = .5,.5

[State 2001,end]
type = Destroyself
trigger1 = time = 70


;-------------------------------------------------------------------------------
[Statedef 2025,杉下右京]
type     = A
movetype = A
physics  = N
poweradd = 0
ctrl     = 0
sprpriority = 7;
velset   = 22, 0
anim     = 10195

[State 2001, 表示] 
type = SprPriority
trigger1 = 1
value = 7
ignorehitpause = 1 



;----------
[State 2001,減速]
type = Veladd
trigger1 = vel X > 0
trigger1 = time >= 0
x = -.95

[State 2001,停止]
type = Velset
trigger1 = vel X < 0
trigger1 = time >= 0
x = 0
;----------
[State 2001, 判定] 
type = nothitby 
trigger1 = 1
value = , AT,AA,NP,SP

[State 2001,]
type = VarSet
trigger1 = time <= 0
v = 9
value = stateno

[State 2001, 攻撃を受けたら消滅ステートに移動]
type = HitOverride
trigger1 = Time <= 0
attr = SCA, HP
stateno = 2010    
time = -1

[State 2001, 攻撃]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
damage    = 200, 30
hitflag = MA
guardflag = MA
hitonce = 0
priority = 4
pausetime = 12,24
sparkno = s6001
guard.sparkno = s6002
sparkxy = 0,0
hitsound   = s1100, 1
guardsound = s1100, 1
animtype = hard
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5,-5.2
air.velocity = -1.5,-5
fall = 1
fall.recover = 0

[State 2001, 攻撃]
type =null; projectile
trigger1 = NumProjID(10295) < 1
projanim =10295
projremovetime =1
projhitanim = 2010
projid =10295
offset =0,0
attr =S, HP
animtype =light
damage = 0
hitflag = P
guardflag =P
pausetime =0,0
sparkno = s6001
guard.sparkno = s6002
sparkky =0,0
hitsound = s1000,0
guardsound =s1000,0
ground.type =High
ground.slidetime =0
ground.hittime =0
ground.velocity =0,0
air.velocity =0,0
projscale = .5,.5


[State 2001,end]
type = Destroyself
trigger1 = time = 70




;-------------------------------------------------------------------------------
[Statedef 2026,丹下段平]
type     = A
movetype = A
physics  = N
poweradd = 0
ctrl     = 0
sprpriority = 7;
velset   = 22, 0
anim     = 10196

[State 2001, 表示] 
type = SprPriority
trigger1 = 1
value = 7
ignorehitpause = 1 


;----------
[State 2001,減速]
type = Veladd
trigger1 = vel X > 0
trigger1 = time >= 0
x = -.95

[State 2001,停止]
type = Velset
trigger1 = vel X < 0
trigger1 = time >= 0
x = 0
;----------
[State 2001, 判定] 
type = nothitby 
trigger1 = 1
value = , AT,AA,NP,SP

[State 2001,]
type = VarSet
trigger1 = time <= 0
v = 9
value = stateno

[State 2001, 攻撃を受けたら消滅ステートに移動]
type = HitOverride
trigger1 = Time <= 0
attr = SCA, HP
stateno = 2010    
time = -1

[State 2001, 攻撃]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
damage    = 200, 30
hitflag = MA
guardflag = MA
hitonce = 0
priority = 4
pausetime = 12,24
sparkno = s6001
guard.sparkno = s6002
sparkxy = 0,0
hitsound   = s1100, 1
guardsound = s1100, 1
animtype = hard
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5,-5.2
air.velocity = -1.5,-5
fall = 1
fall.recover = 0

[State 2001, 攻撃]
type =null; projectile
trigger1 = NumProjID(10296) < 1
projanim =10296
projremovetime =1
projhitanim = 2010
projid =10296
offset =0,0
attr =S, HP
animtype =light
damage = 0
hitflag = P
guardflag =P
pausetime =0,0
sparkno = s6001
guard.sparkno = s6002
sparkky =0,0
hitsound = s1000,0
guardsound =s1000,0
ground.type =High
ground.slidetime =0
ground.hittime =0
ground.velocity =0,0
air.velocity =0,0
projscale = .5,.5

[State 2001,end]
type = Destroyself
trigger1 = time = 70



;-------------------------------------------------------------------------------
[Statedef 2027,ビッグスターブレイン]
type     = A
movetype = A
physics  = N
poweradd = 0
ctrl     = 0
sprpriority = 7;
velset   = 22, 0
anim     = 10197

[State 2001, 表示] 
type = SprPriority
trigger1 = 1
value = 7
ignorehitpause = 1 


;----------
[State 2001,減速]
type = Veladd
trigger1 = vel X > 0
trigger1 = time >= 0
x = -.95

[State 2001,停止]
type = Velset
trigger1 = vel X < 0
trigger1 = time >= 0
x = 0
;----------
[State 2001, 判定] 
type = nothitby 
trigger1 = 1
value = , AT,AA,NP,SP

[State 2001,]
type = VarSet
trigger1 = time <= 0
v = 9
value = stateno

[State 2001, 攻撃を受けたら消滅ステートに移動]
type = HitOverride
trigger1 = Time <= 0
attr = SCA, HP
stateno = 2010    
time = -1

[State 2001, 攻撃]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
damage    = 200, 30
hitflag = MA
guardflag = MA
hitonce = 0
priority = 4
pausetime = 12,24
sparkno = s6001
guard.sparkno = s6002
sparkxy = 0,0
hitsound   = s1100, 1
guardsound = s1100, 1
animtype = hard
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5,-5.2
air.velocity = -1.5,-5
fall = 1
fall.recover = 0

[State 2001, 攻撃]
type =null; projectile
trigger1 = NumProjID(10297) < 1
projanim =10297
projremovetime =1
projhitanim = 2010
projid =10297
offset =0,0
attr =S, HP
animtype =light
damage = 0
hitflag = P
guardflag =P
pausetime =0,0
sparkno = s6001
guard.sparkno = s6002
sparkky =0,0
hitsound = s1000,0
guardsound =s1000,0
ground.type =High
ground.slidetime =0
ground.hittime =0
ground.velocity =0,0
air.velocity =0,0
projscale = .5,.5


[State 2001,end]
type = Destroyself
trigger1 = time = 70



;-------------------------------------------------------------------------------
[Statedef 2028,ぺヤングソース焼きそば]
type     = A
movetype = A
physics  = N
poweradd = 0
ctrl     = 0
sprpriority = 7;
velset   = 22, 0
anim     = 10198

[State 2001, 表示] 
type = SprPriority
trigger1 = 1
value = 7
ignorehitpause = 1 


;----------
[State 2001,減速]
type = Veladd
trigger1 = vel X > 0
trigger1 = time >= 0
x = -.95

[State 2001,停止]
type = Velset
trigger1 = vel X < 0
trigger1 = time >= 0
x = 0
;----------
[State 2001, 判定] 
type = nothitby 
trigger1 = 1
value = , AT,AA,NP,SP

[State 2001,]
type = VarSet
trigger1 = time <= 0
v = 9
value = stateno

[State 2001, 攻撃を受けたら消滅ステートに移動]
type = HitOverride
trigger1 = Time <= 0
attr = SCA, HP
stateno = 2010    
time = -1

[State 2001, 攻撃]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
damage    = 200, 30
hitflag = MA
guardflag = MA
hitonce = 0
priority = 4
pausetime = 12,24
sparkno = s6001
guard.sparkno = s6002
sparkxy = 0,0
hitsound   = s1100, 1
guardsound = s1100, 1
animtype = hard
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5,-5.2
air.velocity = -1.5,-5
fall = 1
fall.recover = 0

[State 2001, 攻撃]
type =null; projectile
trigger1 = NumProjID(10298) < 1
projanim =10298
projremovetime =1
projhitanim = 2010
projid =10298
offset =0,0
attr =S, HP
animtype =light
damage = 0
hitflag = P
guardflag =P
pausetime =0,0
sparkno = s6001
guard.sparkno = s6002
sparkky =0,0
hitsound = s1000,0
guardsound =s1000,0
ground.type =High
ground.slidetime =0
ground.hittime =0
ground.velocity =0,0
air.velocity =0,0
projscale = .5,.5



[State 2001,end]
type = Destroyself
trigger1 = time = 70




;-------------------------------------------------------------------------------
[Statedef 2029,レッドインパルス]
type     = A
movetype = A
physics  = N
poweradd = 0
ctrl     = 0
sprpriority = 7;
velset   = 22, 0
anim     = 10199

[State 2001, 表示] 
type = SprPriority
trigger1 = 1
value = 7
ignorehitpause = 1 


;----------
[State 2001,減速]
type = Veladd
trigger1 = vel X > 0
trigger1 = time >= 0
x = -.95

[State 2001,停止]
type = Velset
trigger1 = vel X < 0
trigger1 = time >= 0
x = 0
;----------

[State 2001, 判定] 
type = nothitby 
trigger1 = 1
value = , AT,AA,NP,SP

[State 2001,]
type = VarSet
trigger1 = time <= 0
v = 9
value = stateno

[State 2001, 攻撃を受けたら消滅ステートに移動]
type = HitOverride
trigger1 = Time <= 0
attr = SCA, HP
stateno = 2010    
time = -1

[State 2001, 攻撃]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
damage    = 200, 30
hitflag = MA
guardflag = MA
hitonce = 0
priority = 4
pausetime = 12,24
sparkno = s6001
guard.sparkno = s6002
sparkxy = 0,0
hitsound   = s1100, 1
guardsound = s1100, 1
animtype = hard
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5,-5.2
air.velocity = -1.5,-5
fall = 1
fall.recover = 0

[State 2001, 攻撃]
type =null; projectile
trigger1 = NumProjID(10299) < 1
projanim =10299
projremovetime =1
projhitanim = 2010
projid =10299
offset =0,0
attr =S, HP
animtype =light
damage = 0
hitflag = P
guardflag =P
pausetime =0,0
sparkno = s6001
guard.sparkno = s6002
sparkky =0,0
hitsound = s1000,0
guardsound =s1000,0
ground.type =High
ground.slidetime =0
ground.hittime =0
ground.velocity =0,0
air.velocity =0,0
projscale = .5,.5


[State 2001,end]
type = Destroyself
trigger1 = time = 70



;=========================================================
[Statedef 2010,消滅]
type     = U
movetype = A
physics  = N
poweradd = 0
ctrl     = 0
velset   = 0, -5
anim     = 1
sprpriority = 7;

[State 2010, 判定]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 2010,end]
type = Destroyself
trigger1 = time = 100



















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

[Statedef 9999]
type = U
movetype = H
physics = N
hitdefpersist = 1

[State 9999,animelemnoをvar(3)に];なくてもいいかも知れない
type = VarSet
trigger1 = time <= 0
v = 2
value = AnimElemNo(0)
ignorehitpause = 1

[State 9999,アーマーステートから来たのならアニメ200をvar(3)枚目から];なくてもいいかも知れない
type = ChangeAnim
trigger1 = 1
value = anim
elem = var(2)

[State 9999,あった方がいいかも]
type = PosFreeze
trigger1 = 1
value = 1

[State 9999,攻撃食らう前のステートに戻す]
type = ChangeState
trigger1 = HitShakeOver
value = var(0)
ctrl = var(1)

[State 1000, 2]
type = playsnd
triggerall = anim = 1000
trigger1 = var(3) = 1
trigger1 = animelem = 10
value = 1000,1

[State 1060, 5]
type = envshake
triggerall = anim = 1000
triggerall = var(3) = 1
trigger1 = animelem = 10
trigger2 = animelem = 11
trigger3 = animelem = 12
trigger4 = animelem = 13
trigger5 = animelem = 14
trigger6 = animelem = 15
trigger7 = animelem = 16
trigger8 = animelem = 17
trigger9 = animelem = 18
trigger10 = animelem = 19
trigger11 = animelem = 20
time = 5
frep = 130
ampl = 7


[State 210, 2]
type = velset
trigger1 = anim = 1200
trigger1 = var(3) = 1
trigger1 = animelem = 7
x = 10


;---------------------------------------------------------------------------
[Statedef 6001,var(25)セット];アーマーON
type    = S
movetype= I
physics = A
juggle = 0
ctrl = 0
anim = 0

[State 6001,var(25)セット]
type = Varset
triggerall = 1
trigger1 = var(25) = 0
v = 25
value = 1

[State 200,0]
type = Changestate
trigger1 = time = 3
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 6002,var(25)セット];アーマーOFF
type    = S
movetype= I
physics = A
juggle = 0
ctrl = 0
anim = 0

[State 6001,var(25)セット]
type = Varset
triggerall = 1
trigger1 = var(25) = 1
v = 25
value = 0

[State 200,0]
type = Changestate
trigger1 = time = 3
value = 0
ctrl = 1

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

[Statedef 6000];やられ
type    = L
movetype = H
physics = N
juggle = 0
ctrl = 0
anim = 5500

[State 200,0]
type = velset
trigger1 = hitshakeover
x = -5
persistent = 0

[State 200,0]
type = Changestate
trigger1 = time = 3
value = 5150


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

[Statedef 3];相手押し
type    = S
movetype = I
physics = N
juggle = 0
ctrl = 0
anim = 3

;----------
[State 2001, 判定] 
type = nothitby 
trigger1 = 1
value = SCA, AT,AA,AP

[State 2001, 判定]
type = BindToParent
trigger1 = 1
time = 1
facing = 1
pos = 0, 0

[State 2001, 判定]
type = PlayerPush
trigger1 = 1
value = 1


[State 2001,end]
type = Destroyself
trigger1 = parent,life = 0
trigger2 = parent,vel X <= 0 

;---------------------------------------------------------------------------
; Stand to Crouch
[Statedef 10]
type    = S
physics = S
anim = 0

[State 0, 2]
type = posSet
trigger1 = Time = 0
y = 0

[State 40, 6]
type = ChangeState
trigger1 = command = "holdfwd" || command = "holdback"
value = 20
ctrl = 1

[State 0, Override]
type = ChangeState
trigger1 = time = 0
value = 0
ctrl = 1