[data]
life = 1000
attack = 100
defence = 90
fall.defence_up = 55
liedown.time = 15
airjuggle = 99999
sparkno = 2
guard.sparkno = s5555
ko.echo = 0
volume = 255
intpersistindex = 60
floatpersistindex = 40

[size]
xscale = .9           ;horizontal scaling Factor.
yscale = 1.07           ;vertical scaling Factor.
ground.back = 31     ;player width (back, ground)
ground.front = 27    ;player width (front, ground)
air.back = 22        ;player width (back, air)
air.front = 22       ;player width (front, air)
height = 50	     ;height of player (for opponent to jump over)
attack.dist = 160    ;default attack Distance
proj.attack.dist = 90 ;default attack Distance For projectiles
proj.doscale = 0     ;set to 1 to scale projectiles too   
head.pos = 31, -35   ;approximate position of head
mid.pos = 0, -25    ;approximate position of midsection
shadowoffset = 0     ;number of pixels to vertically offset the shadow
draw.offset = 0,0    ;player Drawing offset in pixels (x, y)

[velocity]
walk.fwd  = 3.4           ;walk Forward
walk.back = -2.8         ;walk backward
run.fwd  = 9,0      ;run Forward (x, y)
run.back = -9.5,0    ;hop backward (x, y)
jump.neu = 0,-12.5          ;neutral jumping velocity (x, y)
jump.back = -3,-12.5   ;jump back speed (x, y)
jump.fwd = 2.7,-12.5      ;jump Forward speed (x, y)
runjump.back = -3,-9 ;running jump speeds (opt)
runjump.fwd = 4,-8.5     ;.
airjump.neu = 0,-8.1      ;.
airjump.back = -2.55      ;air jump speeds (opt)
airjump.fwd = 2.5         ;.

[movement]
airjump.num = 0       ;number of air jumps allowed (opt)
airjump.height = 35   ;minimum Distance From ground before you can air jump (opt)
yaccel = .5         ;vertical acceleration
stand.friction = .85  ;friction coefficient when standing
crouch.friction = .82 ;friction coefficient when crouching

;---------------------------------------------------------------------------
; Format:
; [statedef stateno]
; type = ?      s/c/a/l  stand/crouch/air/liedown
; movetype = ?  i/a/h    idle/attack/gethit
; physics = ?   s/c/a/n  stand/crouch/air/none
; juggle = ?             air juggle points move requires
;
; [state stateno, ?]     ? - any number you choose
; type = ?
; ...


;---------------------------------------------------------------------------
; Lose by Time Over

[Statedef 170]
type = S
ctrl = 0
anim = 171
velset = 0,0


[State 170]
type = null;ChangeState
trigger1 = Time = 0 && random < 400
value = 172

[State 170]
type = PosSet
trigger1 = Time = 0
y = 0


[State 170]
type = null;PlaySnd
trigger1 = Time = 7
value = 170,4



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


;---------------------------------------------------------------------------
; Lose 

[Statedef 172]
type = S
ctrl = 0
velset = 0,0
anim = 172


[State 172]
type = PosSet
trigger1 = Time = 0
y = 0

[State 172]
type = null;PlaySnd
trigger1 = Time = 0
value = 171,2


[State 172]
type = NotHitBy
trigger1 = 1
value = SCA

[State 172]
type = CtrlSet
trigger1 = Time = 120
value = 1

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

[Statedef 173]
type = S
ctrl = 0
velset = 0,0
anim = 9800



[State 173]
type = PosSet
trigger1 = Time = 0
y = 0


[State 173]
type = PlaySnd
trigger1 = Time = 0
value = 170,0

[State 173]
type = NotHitBy
trigger1 = 1
value = SCA

[State 173]
type = CtrlSet
trigger1 = Time = 120
value = 1


;---------------------------------------------------------------------------
; DRAWGAME (Time over)
[Statedef 175]
type = S
ctrl = 0
velset = 0,0

[State 175, 1] ; If no anim, use go to lose state.
type = ChangeState
trigger1 = Time = 0
trigger1 = !SelfAnimExist(175)
value = 170

[State 175, 2]
type = ChangeAnim
trigger1 = Time = 0
value = 175

[State 175, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
; Win state decider

[Statedef 180]
type = S
velset = 0,0

[state 180] 
type = AssertSpecial 
trigger1 = Time >= 0 
flag = NoBarDisplay

[State 180, 0]
type = PosSet
trigger1 = Time = 0
y = 0


[State 180]
type = Width
trigger1 = Time = 0
value = 50,50



[State 180]
type = null;PlaySnd
trigger1 = Time = 0 && random < 500
trigger1 = MatchOver = 0
value = 181,4


[State 180]
type = null;ChangeState
trigger1 = Time = 0 
trigger1 = MatchOver = 1
value = 185

[State 180]
type = ChangeState
trigger1 = Time >= 1
trigger1 = WinTime
value = 181+random%3


[State 180]
type = ChangeState
trigger1 = Time >= 1
trigger1 = WinKO
value = 181+random%3

;---------------------------------------------------------------------------
; Win pose 1 - Time Over

[Statedef 189]
type = S
ctrl = 0
anim = 181
velset = 0,0
sprpriority = 0

[state 189] 
type = AssertSpecial 
trigger1 = Time >= 0 
flag = NoBarDisplay


[state 189] 
type = PlaySnd
trigger1 = Time = 1
value = 181,0

[State 189]
type = AssertSpecial
trigger1 = Time < 150
flag = roundnotover

;---------------------------------------------------------------------------
; Win pose 1 - Win KO

[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0
sprpriority = 0

[State 181] 
type = AssertSpecial 
trigger1 = Time >= 0 
flag = NoBarDisplay


[State 181]
type = PlaySnd
trigger1 = Time = 30
value = 181,0

[State 181]
type = AssertSpecial
trigger1 = Time < 120
flag = roundnotover


;---------------------------------------------------------------------------
; Win pose 2- Win KO

[Statedef 182]
type = S
ctrl = 0
physics = N
anim = 182
sprpriority = 0
;facep2 = 1
velset = 0,0

[State 182] 
type = AssertSpecial 
trigger1 = Time >= 0 
flag = NoBarDisplay


[State 182]
type = PlaySnd
trigger1 = AnimElem = 5
value = 181,1


[State 182]
type = AssertSpecial
trigger1 = Time < 120
flag = roundnotover


;---------------------------------------------------------------------------
; Win pose 3- Win KO

[Statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,0
sprpriority = 0


[State 183] 
type = AssertSpecial 
trigger1 = Time >= 0 
flag = NoBarDisplay

[State 183] 
type = Turn
trigger1 = Time = 0
trigger1 = FrontEdgeDist < 150



[State 183]
type = Helper
trigger1 = AnimElem = 8
stateno = 6183


[State 183]
type = PlaySnd
trigger1 = AnimElem = 17
value = 181,2

[State 183]
type = VelSet
trigger1 = AnimElem = 11
x = 7
y = -4


[State 183]
type = VelAdd
trigger1 = AnimElemNo(0) = [11,14]
y = 0.35


[State 183]
type = VelSet
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
x = 0
y = 0

[State 183]
type = VelSet
trigger1 = AnimElem = 15
x = 0
y = 0

[State 183]
type = PosSet
trigger1 = AnimElem = 15
y = 0



[State 183]
type = AssertSpecial
trigger1 = Time < 150
flag = roundnotover


;---------------------------------------------------------------------------
; Win pose 4- Win KO

[Statedef 184]
type = S
ctrl = 0
anim = 184
velset = 0,0
sprpriority = 0

[State 184] 
type = AssertSpecial 
trigger1 = Time >= 0 
flag = NoBarDisplay



[State 184]
type = AssertSpecial
trigger1 = Time < 120
flag = roundnotover


;---------------------------------------------------------------------------
; Win pose 5- Win KO

[Statedef 185]
type = S
ctrl = 0
anim = 185
velset = 0,0
sprpriority = 0

[State 185] 
type = AssertSpecial 
trigger1 = Time >= 0 
flag = NoBarDisplay



[State 185]
type = PlaySnd
trigger1 = Time = 50
value = 181,0





[State 185]
type = AssertSpecial
trigger1 = Time < 120
flag = roundnotover


;---------------------------------------------------------------------------
; Win pose 6- Win KO

[Statedef 186]
type = S
ctrl = 0
anim = 186
velset = 0,0
sprpriority = 0

[State 186] 
type = AssertSpecial 
trigger1 = Time >= 0 
flag = NoBarDisplay


[State 186]
type = PlaySnd
trigger1 = Time = 7
value = 182,random%3


[State 186]
type = AssertSpecial
trigger1 = Time < 120
flag = roundnotover


;---------------------------------------------------------------------------
; Win pose 7- Win KO

[Statedef 187]
type = S
ctrl = 0
anim = 187
velset = 0,0
sprpriority = 0

[State 187] 
type = AssertSpecial 
trigger1 = Time >= 0 
flag = NoBarDisplay


[State 187]
type = Helper
trigger1 = Time = 17
stateno = 6187
id = 6187
ownpal = 1
postype = Front

[State 187]
type = ChangeAnim
trigger1 = AnimElem = 8
value = anim
elem = 4
persistent = 0


[State 187]
type = ChangeAnim
trigger1 = AnimElem = 8
trigger1 = NumHelper(6187)
trigger1 = Helper(6187),ParentDist X > 30
value = anim
elem = 4



[State 187]
type = AssertSpecial
trigger1 = Time < 300
flag = roundnotover


;---------------------------------------------------------------------------
; Win pose 8 Win KO

[Statedef 188]
type = S
ctrl = 0
anim = 188
velset = 0,0
sprpriority = 0

[State 188]
type = AssertSpecial 
trigger1 = Time >= 0 
flag = NoBarDisplay




[State 188]
type = PosAdd
trigger1 = AnimElemNo(0) = [6,7]
trigger1 = ScreenPos Y > 130
y = -9


[State 188]
type = ChangeAnim
trigger1 = ScreenPos Y < 130
value = anim
elem = 8
persistent = 0


[State 188]
type = PlaySnd
trigger1 = AnimElem = 9
value = 192,0


[State 188]
type = PosAdd
trigger1 = AnimElem = 9
y = 30
persistent = 0

[State 188]
type = AssertSpecial
trigger1 = Time < 240
flag = roundnotover


;---------------------------------------------------------------------------
; Introduction

[Statedef 191]
type = S
ctrl = 0
physics = N
anim = 9800
velset = 0,0
sprpriority = 0
poweradd=1000



[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro



[State 191, 3] ;Change to
type = ChangeState
trigger1 = Time = 1; && random < 400
value = 192+random%3




;---------------------------------------------------------------------------
; Introduction

[Statedef 192]
type = S
ctrl = 0
physics = N
anim = 192
velset = 0,0
sprpriority = 0




[State 192]
type = null;AssertSpecial
trigger1 = 1
flag = noshadow


[State 192]
type = VarSet
trigger1 = Time = 0
fvar(0) = Pos X


[State 192]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0


[State 192]
type = PosSet
trigger1 = Time = 0
x = Pos X + 20*facing


[State 192]
type = Helper
trigger1 = Time = 0
stateno = 6192
ownpal = 1


[State 192]
type = PosSet
trigger1 = AnimElem = 6
y = -130

[State 192]
type = VelSet
trigger1 = AnimElem = 6
y = 2




[State 192]
type = ChangeAnim
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = anim
elem = 7
persistent = 0


[State 192]
type = VelSet
trigger1 = AnimElem = 7, = 1
x = 0
y = 0
persistent = 0

[State 192]
type = PosSet
trigger1 = AnimElem = 7, = 1
y = 0
persistent = 0

[State 192]
type = PlaySnd
trigger1 = AnimElem = 7
value = 192,0

[State 192]
type = VelSet
trigger1 = AnimElem = 10
x = -1
y = -7


[State 192]
type = VelAdd
trigger1 = AnimElem = 10, >= 0
y = 0.4


[State 192]
type = VelSet
trigger1 = abs(Pos X) > abs(fvar(0))
x = 0
persistent = 0

[State 192]
type = PosSet
trigger1 = abs(Pos X) > abs(fvar(0))
x = fvar(0)
persistent = 0


[State 192] ;Freeze animation until PreIntro is over
type = null;ChangeAnim
trigger1 = RoundState = 0
value = 190

[State 192] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro


[State 192]
type = null;AssertSpecial
trigger1 = AnimElemNo(0) = [0,5]
trigger1 = Time%2 = 0
flag = invisible

[State 192]
type = PalFx
trigger1 = AnimElemNo(0) = [0,5]
time = 30
add = 64,64,64
sinadd = 16,16,16,20


[State 192]
type = PalFx
trigger1 = AnimElemNo(0) = 6
time = 1
color = 256
add = -128,-128,-128


[State 192]
type = varset
trigger1 = Time = 0
var(1) = 0


[State 192]
type = PalFx
trigger1 = AnimElemNo(0) = 7
time = 1
color = 256
add = -130+13*var(1),-130+13*var(1),-130+13*var(1)


[State 192]
type = Varadd
trigger1 = AnimElemNo(0) = 7
var(1) = 1


[State 192]
type = PalFx
trigger1 = AnimElem = 6 || AnimElem = 8
time = 0




[State 192]
type = ChangeState
trigger1 = Pos Y >= 0 && AnimElem = 10, >= 0
trigger1 = Vel Y > 0
value = 198
ctrl = 0




[State 192]
type = null;ChangeState
trigger1 = AnimTime = 0
value = 199
ctrl = 0


;---------------------------------------------------------------------------
; Introduction 2

[Statedef 193]
type = S
ctrl = 0
physics = N
anim = 193
velset = 0,0
sprpriority = 0


[State 193]
type = null;AssertSpecial
trigger1 = 1
flag = noshadow


[State 193]
type = VarSet
trigger1 = Time = 0
fvar(0) = Pos X


[State 193]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0


[State 193]
type = null;PosSet
trigger1 = Time = 0
x = Pos X + 20*facing


[State 193]
type = Helper
trigger1 = Time = 0
stateno = 6192
ownpal = 1


[State 193]
type = PosSet
trigger1 = AnimElem = 6
y = -130

[State 193]
type = VelSet
trigger1 = AnimElem = 6
y = 2




[State 193]
type = ChangeAnim
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = anim
elem = 7
persistent = 0


[State 193]
type = VelSet
trigger1 = AnimElem = 7, = 1
x = 0
y = 0
persistent = 0

[State 193]
type = PosSet
trigger1 = AnimElem = 7, = 1
y = 0
persistent = 0

[State 193]
type = PlaySnd
trigger1 = AnimElem = 9
value = 193,0


[State 193]
type = VelSet
trigger1 = AnimElem = 10
x = 0
y = 0


[State 193]
type = VelSet
trigger1 = abs(Pos X) > abs(fvar(0))
x = 0
persistent = 0

[State 193]
type = PosSet
trigger1 = abs(Pos X) > abs(fvar(0))
x = fvar(0)
persistent = 0



[State 193]
type = PlaySnd
trigger1 = AnimElem = 10
value = 5100,0

[State 52]
type = Explod
trigger1 = AnimElem = 10
anim = 7052
sprpriority = -2
pos = 0,0
ownpal = 1

[State 193] ;Freeze animation until PreIntro is over
type = null;ChangeAnim
trigger1 = RoundState = 0
value = 190

[State 193] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro


[State 193]
type = null;AssertSpecial
trigger1 = AnimElemNo(0) = [0,5]
trigger1 = Time%2 = 0
flag = invisible

[State 193]
type = null;PalFx
trigger1 = AnimElemNo(0) = [0,5]
time = 30
add = 64,64,64
sinadd = 16,16,16,20


[State 193]
type = PalFx
trigger1 = AnimElemNo(0) = 6
time = 1
color = 256
add = -128,-128,-128


[State 193]
type = varset
trigger1 = Time = 0
var(1) = 0


[State 193]
type = PalFx
trigger1 = AnimElemNo(0) = 7
time = 1
color = 256
add = -130+13*var(1),-130+13*var(1),-130+13*var(1)


[State 193]
type = Varadd
trigger1 = AnimElemNo(0) = 7
var(1) = 1


[State 193]
type = PalFx
trigger1 = AnimElem = 6 || AnimElem = 8 || AnimElem = 10
time = 1
color = 256
add = 0,0,0


[State 193]
type = null;ChangeState
trigger1 = Pos Y >= 0 && AnimElem = 10, >= 0
trigger1 = Vel Y > 0
value = 198
ctrl = 0




[State 193]
type = ChangeState
trigger1 = AnimTime = 0
value = 199
ctrl = 0





;---------------------------------------------------------------------------
; Introduction 3

[Statedef 194]
type = S
ctrl = 0
physics = N
anim = 194
velset = 0,0
sprpriority = 0


[State 194]
type = Null;AssertSpecial
trigger1 = 1
flag = nobardisplay


[State 194]
type = screenbound
trigger1 = Time >= 0
value = 0
movecamera = 0, 0


[State 194]
type = PlaySnd
trigger1 = AnimElem = 3
value = 194,0




[State 194] ;Freeze animation until PreIntro is over
type = null;ChangeAnim
trigger1 = RoundState = 0
value = 190

[State 194] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro




[State 194]
type = ChangeState
trigger1 = AnimTime = 0
value = 199
ctrl = 0


;---------------------------------------------------------------------------
; Introduction 2

[Statedef 7196]
type = S
ctrl = 0
physics = N
anim = 7196
velset = -3,0
sprpriority = 3


[State 7196]
type = VarSet
trigger1 = Time = 0
fvar(0) = Pos X


[State 7196]
type = PosSet
trigger1 = Time = 0
x = -2*Pos X
y = -100

[State 7196]
type = screenbound
trigger1 = Time >= 0
value = 0
movecamera = 0, 0


[State 7196]
type = PlayerPush
trigger1 = 1
value = 0



[State 7196]
type = VelSet
trigger1 = Time = 0
x = -3
y = 3

[State 7196]
type = VelSet
trigger1 = FrontEdgeDist < 70
x = 0


[State 7196]
type = PosSet
trigger1 = Vel X = 0
x = fvar(0)
persistent = 0



[State 7196] ;Freeze animation until PreIntro is over
type = null;ChangeAnim
trigger1 = RoundState = 0
value = 190

[State 7196] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro


[State 7196]
type = ChangeAnim
trigger1 = Vel X != 0
trigger1 = AnimElem = 9
value = 196
elem = 4


[State 7196]
type = PlaySnd
trigger1 = Time = 4
value = 3001,0



[State 7196]
type = null;ChangeState
trigger1 = AnimTime = 0
value = 199
ctrl = 0


[State 7196]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 198
ctrl = 0

;---------------------------------------------------------------------------
; Introduction 

[Statedef 7197]
type = S
ctrl = 0
physics = N
anim = 7198
velset = -3,0
sprpriority = 3


[State 7197]
type = VarSet
trigger1 = Time = 0
fvar(0) = Pos X


[State 7197]
type = VarSet
trigger1 = Time = 0
var(0) = 0

[State 7197]
type = PosSet
trigger1 = Time = 0
x = -2*Pos X
y = -100

[State 7197]
type = Helper
trigger1 = Time = 0
stateno = 6197
ownpal = 1

[State 7197]
type = screenbound
trigger1 = Time >= 0
value = 0
movecamera = 0, 0


[State 7197]
type = PlayerPush
trigger1 = 1
value = 0



[State 7197]
type = VelSet
trigger1 = Time = 0
x = -3


[State 7197]
type = Turn
trigger1 = Time = 0


[State 7197]
type = VelSet
trigger1 = FrontEdgeDist < 70
x = 0


[State 7197]
type = PosSet
trigger1 = Vel X = 0
x = fvar(0)
persistent = 0



[State 7197] ;Freeze animation until PreIntro is over
type = null;ChangeAnim
trigger1 = RoundState = 0
value = 190

[State 7197] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro



[State 7197]
type = null;ChangeAnim
trigger1 = Vel X = 0
value = 7198
elem = 7
persistent = 0

[State 7197]
type = PlaySnd
trigger1 = Vel X = 0
value = 1550,1
persistent = 0


[State 7197]
type = VelAdd
trigger1 = Vel X = 0 && Pos Y < 0
y = 0.4

[State 7197]
type = null;PlaySnd
trigger1 = Time = 4
value = 3001,0


[State 7197]
type = VarSet
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
var(0) = 1


[State 7197]
type = PosSet
trigger1 = var(0)
y = 0


[State 7197]
type = VelSet
trigger1 = var(0)
y = 0



[State 7197]
type = ChangeAnim
trigger1 = var(0)
value = 7198
elem = 2
persistent = 0


[State 7197]
type = PlaySnd
trigger1 = var(0)
value = 197,0


[State 7197]
type = Turn
trigger1 = var(0)
persistent = 0


[State 7197]
type = VelSet
trigger1 = var(0)
y = -4
persistent = 0



[State 7197]
type = VarSet
trigger1 = var(0)
var(0) = 0


[State 7197]
type = Explod
trigger1 = AnimElem = 5, = 30
anim = 21541
ontop = 1


[State 7197]
type = PlaySnd
trigger1 = AnimElem = 5, = 30
value = 1550,4


[State 7197]
type = AssertSpecial
trigger1 = AnimElem = 5, >= 30
flag = invisible



[State 7197]
type = ChangeState
trigger1 = AnimElem = 5, >= 37
value = 199
ctrl = 0


;---------------------------------------------------------------------------
; Introduction 

[Statedef 7198]
type = S
ctrl = 0
physics = N
anim = 9800
velset = 0,0
sprpriority = 3

[State 7198]
type = screenbound
trigger1 = Time >= 0
value = 0
movecamera = 0, 0


[State 7198]
type = PlayerPush
trigger1 = 1
value = 0

[State 7198]
type = Explod
trigger1 = Time = 1
anim = 6311
ontop = 1
ownpal = 1
pos = 0,-floor(Pos Y)

[State 7198]
type = Explod
trigger1 = Time = 1
anim = 6311
facing = -1
ontop = 1
ownpal = 1
pos = 0,-floor(Pos Y)

[State 7198]
type = Helper
trigger1 = Time = 2
stateno = 6199
ownpal = 1




[State 7198]
type = PosSet
trigger1 = Time = 4
y = -240


[State 7198]
type = ChangeAnim
trigger1 = Time = 4
value = 7199


[State 7198] ;Freeze animation until PreIntro is over
type = null;ChangeAnim
trigger1 = RoundState = 0
value = 190

[State 7198] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro


[State 7198]
type = PlaySnd
trigger1 = Time = 8
value = 198,0
persistent = 0


[State 7198]
type = VelSet
trigger1 = Pos Y < 0
y = 0.5


[State 7198]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 198
ctrl = 0

;---------------------------------------------------------------------------
; Jump Land
[Statedef 198]
type    = S
physics = S
ctrl = 0
anim = 198
facep2 = 1
;movehitpersist = 1


[State 198]
type = null;ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 47, ifelse((vel x)>0, 48, 49))

[State 198]
type = VelSet
trigger1 = Time = 0
y = 0

[State 198]
type = PosSet
trigger1 = Time = 0
y = 0



;This controller plays a sound everytime  lands from a jump
[State 198, Landing Sound]
type = PlaySnd
trigger1 = Time = 1
value = 52,1

[State 198]
type = Explod
trigger1 = Time = 1
anim = 7052
sprpriority = -2
pos = 0,0

[State 198]
type = null;EnvShake
trigger1 = Time = 1
time = 8


[State 198]
type = null;CtrlSet
trigger1 = Time = 2
value = 1


[State 198]
type = ChangeState
trigger1 = AnimTime = 0
value = 199
ctrl = 0

;----------------------------------------------- 
[Statedef 199]; Move around before match 
type = S 
physics =S 
sprpriority = 0 
anim = 0
velset = 0,0



[State 199]
type = null;OffSet
trigger1 = Anim = [20,21]
y = -5

[State 199]
type = PosSet 
trigger1 = 1
y = 0 

[State 199]
type = VelSet 
trigger1 = Time = 0 
y = 0 


[State 199]
type = VelSet 
trigger1 = command = "holdfwd" 
x = 2.4 

[State 199]
type = VelSet 
trigger1 = command = "holdback" 
x = -2.0 

[State 199]
type = ChangeAnim 
trigger1 = command = "holdfwd" 
trigger1 = Anim != 20
value = 20

[State 199]
type = ChangeAnim 
trigger1 = command = "holdback" 
trigger1 = Anim != 21
value = 21

[State 199]
type = ChangeAnim 
trigger1 = command != "holdback" 
trigger1 = command != "holdfwd" 
trigger1 = Anim != 0 
value = 0

[State 199] 
type = VelSet 
trigger1 = command != "holdback" 
trigger1 = command != "holdfwd" 
x = 0 

[State 199]
type = VarSet 
trigger1 = roundstate != 2 
var(1) = floor(pos x) 

[State 199]
type = posset 
trigger1 = roundstate = 2 
trigger1 = var(1) != 0 
x = var(1) 

[State 199]
type = varset 
trigger1 = roundstate = 2 
var(1) = 0 

[State 199]
type = changestate 
trigger1 = ctrl 
value = ifelse((command = "holdfwd") || (command ="holdback"),20,0)


;---------------------------------------------------------------------------
; Taunt

[Statedef 195]
type = S
ctrl = 0
movetype = A
physics = N
poweradd = 50
anim = 195
velset = 0,0
sprpriority = 0



[State 195]
type = varset
trigger1 = Time = 0
var(1) = random%3



[State 195]
type = PlaySnd
trigger1 = AnimElem = 7
value = 195,var(1)


[State 195]
type = Helper
trigger1 = AnimElem = 7
stateno = 6195
id = 6195
ownpal = 1

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


;===========================================================================
;アドガ

;---------------------------------------------------------------------------
; Advance Guard (Stand)
[Statedef 7610]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 7610
ctrl = 0

[State 710, NotHitBy]
Type = NotHitBy
trigger1 = Time = 0
Value = SCA
Time = 26

[State 710, PlaySnd] 
type = PlaySnd 
trigger1 = time = 0
value = S200, 0

[State 710, PlaySnd] 
type = PlaySnd 
trigger1 = time = 0
value = S7970, 0 

[State 1000, Explod]
type = Explod
trigger1 = time = 0
removetime = -2
anim = 7020
pos = 47, -70
postype = p1
sprpriority = 2
ownpal = 1
bindtime = 1
supermove = 1
ontop = 1
ignorehitpause = 1
removeongethit = 1


[State 6000, PlayerPush]
type = PlayerPush
trigger1 = Time >= 0
value = 1

[State 710, Push Block]
type = Helper
trigger1 = Time = 0
name = "ADV Guard"
pos = 0,0
postype = p1
stateno = 714
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1


[State 710, Push Block]
type = Helper
trigger1 = Time = 0
name = "ADV Guard"
pos = 0,0
postype = p1
stateno = 713
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 710, Stop]
type = Velset
trigger1 = Time = [0,30]
x = 0
y = 0

[State 710, Done]
type = ChangeState
trigger1 = AnimTime = 0
value = 130
ctrl = 1

;---------------------------------------------------------------------------
; Advance Guard (Crouch)
[Statedef 7615]
type    = C
movetype= I
physics = C
velset = 0,0
anim = 7615
ctrl = 0

[State 711, PlaySnd] 
type = PlaySnd 
trigger1 = time = 0
value = S200,0 

[State 710, PlaySnd] 
type = PlaySnd 
trigger1 = time = 0
value = S7970, 0 

[State 1000, Explod]
type =Explod
trigger1 = time = 0
removetime = -2
anim = 7020
pos = 41, -38
postype = p1
sprpriority = 2
ownpal = 1
bindtime = 1
supermove = 1
ontop = 1
ignorehitpause = 1
removeongethit = 1

[State 711, NotHitBy]
Type = NotHitBy
trigger1 = Time = 0
Value = SCA
Time = 26



[State 711, Push Block]
type = Helper
trigger1 = Time = 0
name = "ADV Guard"
pos = 0,0
postype = p1
stateno = 714
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1



[State 711, Push Block]
type = Helper
trigger1 = Time = 0
name = "ADV Guard"
pos = 0,0
postype = p1
stateno = 713
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 711, Stop]
type = Velset
trigger1 = Time = [0,30]
x = 0
y= 0

[State 711, Done]
type = ChangeState
trigger1 = AnimTime = 0
value = 131
ctrl = 1

;---------------------------------------------------------------------------
; Advance Guard (Air)
[Statedef 7620]
type    = A
movetype= I
physics = A
velset = 0,0
anim = 7620
ctrl = 0

[State 1000, Explod]
type =Explod
trigger1 = time = 0
removetime = -2
anim = 7020
pos = 31, -80
postype = p1
sprpriority = 1
ownpal = 1
bindtime = 1
supermove = 1
ontop = 1
ignorehitpause = 1
removeongethit = 1


[State 710, PlaySnd] 
type = PlaySnd 
trigger1 = time = 0
value = S7970, 0 

[State 712, NotHitBy]
Type = NotHitBy
trigger1 = Time = 0
Value = SCA
Time = 26



[State 712, Push Block]
type = Helper
trigger1 = Time = 0
name = "ADV Guard"
pos = 0,0
postype = p1
stateno = 714
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1


[State 712, Push Block]
type = Helper
trigger1 = Time = 0
name = "ADV Guard"
pos = 0,0
postype = p1
stateno = 713
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 712, Stop]
type = Velset
trigger1 = Time = [0,30]
x = 0
y = 0

[State 712, Done]
type = ChangeState
trigger1 = AnimTime = 0
value = 132
ctrl = 1

;---------------------------------------------------------------------------
; Advance Guard Fwd
[Statedef 713]
type    = A
movetype= I 
physics = N
velset = 0,0
anim = 40001


[State 713, Not Get Hit]
type = NotHitBy
Trigger1 = Time >= 0
value = , AA ,AP ,AT
Time = 1

[State 713, Push]
type = PlayerPush
trigger1 = Time >= 0
value = 1

[State 713, Shove]
type = VelSet
trigger1 = Time >= 0
x = 15

[State 713, Done]
type = DestroySelf
trigger1 = Time = 25

;---------------------------------------------------------------------------
; Advance Guard Back
[Statedef 714]
type    = A
movetype= I 
physics = N
velset = 0,0
anim = 40001


[State 714, Not Get Hit]
type = NotHitBy
Trigger1 = Time >= 0
value = , AA ,AP ,AT
Time = 1

[State 714, Push]
type = PlayerPush
trigger1 = Time >= 0
value = 1

[State 714, Shove]
type = VelSet
trigger1 = Time >= 0
x = -15

[State 714, Done]
type = DestroySelf
trigger1 = Time = 25

;-----------------------------------------------------------------------------------
; 転がり
[Statedef 705]
type = L
movetype = I
physics = N
ctrl = 0
anim =7800
sprpriority = 1
facep2 = 1
velset = 0, 0


[State 690, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 690, VelSet]
type = VelSet
trigger1 = AnimElem = 1
postype = p2
x = 10

[state 690, playerpush]
type = playerpush
trigger1 = 1
value = 0
time = -1

[State 690, NotHitBy]
type = NotHitBy
trigger1 = 1
time = 1
value = SCA

[State 690, ChangeAnim]
type = VelSet
trigger1 = AnimTime = 0
x = 0

[State 850, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[Statedef 706]
type = L
movetype = I
physics = N
ctrl = 0
anim =7801
sprpriority = 1
facep2 = 1
velset = 0, 0


[State 690, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 690, VelSet]
type = VelSet
trigger1 = AnimElem = 1
postype = p2
x = -10

[state 690, playerpush]
type = playerpush
trigger1 = 1
value = 0
time = -1

[State 690, NotHitBy]
type = NotHitBy
trigger1 = 1
time = 1
value = SCA

[State 690, ChangeAnim]
type = VelSet
trigger1 = AnimTime = 0
x = 0

[State 850, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; ＳＪコンボ用
[statedef 10022]
type    = a
movetype = i
physics = s
anim = 40
ctrl = 0
sprpriority = 1

[State -2,SJ判定]
type = VarSet
trigger1  = time=0
var(41) = 1

[state 10023, 1]
type = playsnd
trigger1 = time = 0
value = S7710,0

[State 1240, Spark]
type = Explod
trigger1 = Time = 0
pos = 0, 0
postype = p1
anim = 7022
sprpriority = 5
;scale= 0.5,0.5
ownpal = 1
ignorehitpause = 1

[state 10022, 2]
type = varset
trigger1 = time = 0
sysvar(1) = 0

[state 10022, 3]
type = varset
trigger1 = command = "holdfwd"
sysvar(1) = 1

[state 10022, 4]
type = varset
trigger1 = command = "holdback"
sysvar(1) = -1

[state 10022, 5]
type = velset
trigger1 = animtime = 0
y = -9.5

[state 10022, 6]
type = velset
trigger1 = animtime = 0  && sysvar(1) = 1
x = 3;ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))

[state 10022, 7]
type = velset
trigger1 = animtime = 0  && sysvar(1) = -1
x = -1;ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))

[state 10022, 8]
type = veladd
trigger1 = time > 8 && command = "holdback"
x = -.02

[state 10022, 9]
type = veladd
trigger1 = time > 8 && command = "holdfwd"
x = 2;.5

[state 10022, 10]
type = changestate
trigger1 = animtime = 0
value = 51
ctrl = 1
;---------------------------------------------------------------------------
; ＳＪ
[statedef 10023]
type    = a
movetype = i
physics = s
anim = 40
ctrl = 0
sprpriority = 1

[State -2,SJ判定]
type = VarSet
trigger1  = time=0
var(41) = 1

[State 1240, Spark]
type = Explod
trigger1 = Time = 2
pos = 0, 0
postype = p1
anim = 7022
sprpriority = 5
;scale= 0.5,0.5
ownpal = 1
ignorehitpause = 1

[state 10023, 1]
type = playsnd
trigger1 = time = 2
value = S7710,0

[state 10023, 2]
type = varset
trigger1 = time = 0
sysvar(1) = 0

[state 10023, 3]
type = varset
trigger1 = command = "holdfwd"
sysvar(1) = 1

[state 10023, 4]
type = varset
trigger1 = command = "holdback"
sysvar(1) = -1

[state 10023, 5]
type = velset
trigger1 = animtime = 0
y = -10.7

[State 45, 6]
type = VelSet
trigger1 = Time = 2
x = ifelse(sysvar(1)=0, const(velocity.airjump.neu.x), ifelse(sysvar(1)=1, 5, const(velocity.airjump.back.x)))
;y = const(velocity.airjump.y)

;[state 10023, 6]
;type = velset
;trigger1 = animtime = 0 && sysvar(1) = 1
;x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))

;[state 10023, 7]
;type = velset
;trigger1 = animtime = 0 && sysvar(1) = -1
;x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))

[state 10023, 8]
type = veladd
trigger1 = time > 7 && command = "holdback"
x = -8;.45

[state 10023, 9]
type = veladd
trigger1 = time > 7 && command = "holdfwd"
x = 8;.45

[state 10023, 10]
type = changestate
trigger1 = animtime = 0
value = 51
ctrl = 1

;---------------------------------------------------------------------------
; wall bounce jump start
[statedef 10024]
type    = a
physics = n
anim = 7730
ctrl = 0
sprpriority = 1

[state 40, 1]
type = velset
trigger1 = time < 10
x = 0
y = 0

[state 40, 4]
type = velset
trigger1 = animtime = 0
x = 4.5
y = -6.4

[state 40, 6]
type = changestate
trigger1 = animtime = 0
value = 50
ctrl = 1


;---------------------------------------------------------------------------
;カウンター
;---------------------------------------------------------------------------
[statedef 2222]
type = A
movetype = A
physics = N
anim = 1400
poweradd = 50
juggle = 5
velset = 0,0
ctrl = 0

[State 4500, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S114, 0
volume = 255

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S113, 0
volume = 255

[State 1400,無敵]
type = nothitby
trigger1 = time=0
time=36
value = SCA


[state 3100, SuperPause] 
type = SuperPause 
trigger1 = time = 0  
time = 20 
poweradd = -1000


[State 1460]
type = Explod
trigger1 = Time = 0
anim = 5556
ontop = 1
ownpal = 1
sprpriority = 4
supermovetime = 999
pausemovetime = 999
pos = 30,-68


[state 4500, ReverseDef] 
type = ReversalDef 
trigger1 = Anim = 150
reversal.attr = SCA, AA, AP, AT, NA, NP, NT, SA, SP, ST, HA, HP, HT 
pausetime = 20,0 
sparkxy = 20,-50 
hitflag = MA
priority = 1 
sparkno = -1 
p2facing = 1 
p2getp1state = 1 


[State 0,pos ]
type = Gravity
trigger1 = 1

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


[State 0, PosAdd]
type = PosAdd
trigger1 = time = 7
y = -2
ignorehitpause = 1
persistent = 0

[State 0, ]
type = VelSet
trigger1 = animelem = 5
x = 10
y = -10
ignorehitpause = 1
persistent = 0

[State 0, ]
type = VelAdd
trigger1 = time >= 10 && vel x >0
x = -1

[State 0, ]
type = VelSet
trigger1 = animelem = 8
x = 0


[State 0, ]
type = PlaySnd
trigger1 = animelem = 2
value = S0,2

[State 0, ]
type = PlaySnd
trigger1 = animelem = 2
value = S1480,0


[State 1460]
type = Explod
trigger1 = Time = 2
anim = 7023
ontop = 1
ownpal = 1
sprpriority = 3

[State 0, ]
type = nothitby
trigger1 = time = 0
time = 10
value = SCA

[State 0, ]
type = EnvColor
trigger1 = movehit = 1
value = 255,255,255
time = 4
under = 0
ignorehitpause = 1
persistent = 0

[State 0, ]
type = HitDef
trigger1 = movecontact = 0
attr = S,NA
animtype = up
air.animtype = up
fall.animtype = up
ground.type = high
air.type = low
priority = 6,Hit   ;Hit,Miss,Dodge
hitflag = MAF
guardflag = MA
damage = 7*ifelse(18*fvar(6)>=1,floor(18*fvar(6)),1),7
pausetime = 11,9
guard.pausetime = 5,4
sparkno = S6665
guard.sparkno = S5555
sparkxy = 0,-120
hitsound = S1,2
guardsound = S1111,0
ground.slidetime = 25
guard.slidetime = 25
ground.hittime = 25
guard.hittime = 25
air.hittime = 25
ground.velocity = -0.25,-13
guard.velocity = -3
air.velocity = -1.5,-9
airguard.velocity = -2,-2
ground.cornerpush.veloff = -3
air.cornerpush.veloff = -2
getpower  = 40
givepower = 20
fall = 1
air.fall = 1
fall.recover=0
yaccel = .6


[State 620, VarAdd]
type = VarAdd
trigger1 = HitCount = 1
var(40) = 1
ignorehitpause = 1
persistent = 0

[State 0, ]
type = ChangeState
triggerall = hitcount = 1 && time >= 12 && vel y = [-4,4]
trigger1 = command = "x"
trigger2 = command = "y"
trigger3 = command = "z"
value = 1426



[State 0, StateTypeSet]
type = Changestate
trigger1 = animtime=0
value = 50


;----------------------------------------------------------------------------
;通常
;---------------------------------------------------------------------------
;立ち弱パンチ

[Statedef 200]
type = S
movetype = A
physics = S
anim = 200
juggle = 3
facep2 = 1
ctrl = 0
poweradd=21

[State a, 慣性]
type = Velset
trigger1 = (Time > 0) && (time <= 10) && (PrevStateNo = 100)
x = 5

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


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


[State 200, HitDef]
type = HitDef
trigger1 = time=0
attr = S, NA
animtype = Light
damage = 7*ifelse(6*fvar(6)>=1,floor(6*fvar(6)),1)
hitflag = MAF
guardflag = MA
pausetime = 8, 8
sparkno = S6660
guard.sparkno = S5555
sparkxy = 0,-60
hitsound = S1,0
guardsound = S1111,0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -9
guard.slidetime = 11
guard.hittime = 13
air.velocity = -3,-1
airguard.velocity = -6
ground.cornerpush.veloff = -8
air.cornerpush.veloff = -1.5
fall.recovertime = 17
air.hittime = 17
getpower= 21,21
givepower= 14

[State 200, VarAdd]
type = VarAdd
trigger1 = HitCount = 1
var(40) = 1
ignorehitpause = 1
persistent = 0

[State 0]
type =targetstate
trigger1 = movehit
persistent = 0
ignorehitpause = 1
value = 293    

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





;---------------------------------------------------------------------------
;立ち中パンチ

[Statedef 210]
type = S
movetype = A
physics = S
anim = 210
juggle = 3
poweradd = 56
facep2 = 1
ctrl = 0

[State a, 慣性]
type = Velset
trigger1 = (Time > 0) && (time <= 10) && (PrevStateNo = 100)
x = 5

[State 210]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,1


[State 210]
type = PlaySnd
trigger1 = AnimElem = 1
value = 210,0


[State 210, HitDef]
type = HitDef
trigger1 = time=0
attr = S, NA
animtype = Up
damage =  7*ifelse(8*fvar(6)>=1,floor(8*fvar(6)),1)
hitflag = MAF
guardflag = MA
pausetime = 8, 8
sparkno = S6661
guard.sparkno = S5555
sparkxy = 0,-60
hitsound = S1,1
guardsound = S1111,0
ground.hittime = 30
air.hittime = 30
ground.slidetime = 30
fall.recovertime=30
ground.type = High
guard.slidetime = 20
guard.hittime = 20
guard.velocity = -8
ground.velocity = 0,-17
air.velocity = 0,-14.5
airguard.velocity = -6
yaccel = .6
getpower= 22,22
givepower= 32

[State 1240, Spark]
type = Explod
trigger1 = movehit
pos = 0, -60
postype = p1
anim = 7025
sprpriority = 5
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 0]
type =targetstate
trigger1 = movehit
persistent = 0
ignorehitpause = 1
value = 5429     

[State 210, VarAdd]
type = VarAdd
trigger1 = HitCount = 1
var(40) = 1
ignorehitpause = 1
persistent = 0

[state 210, 5]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;立ち強P
[Statedef 220]
type = S
movetype = A
physics = S
anim = 220
poweradd = 56
juggle = 3
facep2 = 1
ctrl = 0

[State a, 慣性]
type = Velset
trigger1 = (Time > 0) && (time <= 10) && (PrevStateNo = 100)
x = 5

[State 220]
type = PlaySnd
trigger1 = AnimElem = 2
value = 220,0


[State 220]
type = PlaySnd
trigger1 = AnimElem = 3
value = 220,1

[State 240, HitDef]
type = HitDef
trigger1 = time=0
attr = S, NA
animtype = Medium
damage =  7*ifelse(17*fvar(6)>=1,floor(17*fvar(6)),1)
hitflag = MAFD
guardflag = MA
pausetime = 8, 8
sparkno = S6662
guard.sparkno = S5555
sparkxy = 0,-80
hitsound = S1,2
guardsound = S1111,0
ground.type = Low
ground.slidetime = 14
ground.hittime = 21
ground.velocity = -8,-3
guard.slidetime = 17
guard.hittime = 19
air.hittime = 27
guard.velocity = -8
air.velocity = -5,-1
airguard.velocity = -6
ground.cornerpush.veloff = -10
air.cornerpush.veloff = -3
fall.recovertime = 27
getpower= 36,36
givepower= 14

[State 0]
type =targetstate
trigger1 = movehit
persistent = 0
ignorehitpause = 1
value = 293     


[State 240, VarAdd]
type = VarAdd
trigger1 = HitCount = 1
var(40) = 1
ignorehitpause = 1
persistent = 0

[state 210, 5]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;立ち弱キック
[Statedef 230]
type = S
movetype = A
physics = S
anim = 230
juggle = 3
facep2 = 1
ctrl = 0
poweadd=21

[State a, 慣性]
type = Velset
trigger1 = (Time > 0) && (time <= 10) && (PrevStateNo = 100)
x = 5


[State 300]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,0


[State 230, HitDef]
type = HitDef
trigger1 = time=0
attr = S, NA
animtype = Light
damage =  7*ifelse(6*fvar(6)>=1,floor(6*fvar(6)),1)
hitflag = MAF
guardflag = MA
pausetime = 8, 8
sparkno = S6660
guard.sparkno = S5555
sparkxy = 0,-54
hitsound = S1,0
guardsound = S1111,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 12
ground.velocity = -10
guard.slidetime = 11
guard.hittime = 14
air.hittime = 18
air.velocity = -3
airguard.velocity = -6
ground.cornerpush.veloff = -13
air.cornerpush.veloff = -2
fall.recovertime = 18
getpower= 21,21
givepower= 14


[State 230, VarAdd]
type = VarAdd
trigger1 = HitCount = 1
var(40) = 1
ignorehitpause = 1
persistent = 0

[State 0]
type = targetstate
trigger1 = movehit
persistent = 0
ignorehitpause = 1
value = 293                            

[state 200, 7]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;立ち中K

[Statedef 240]
type = S
movetype = A
physics = S
anim = 240
juggle = 3
poweradd = 56
facep2 = 1
ctrl = 0

[State a, 慣性]
type = Velset
trigger1 = (Time > 0) && (time <= 10) && (PrevStateNo = 100)
x = 5


[State 310]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,1

[State 310]
type = PlaySnd
trigger1 = AnimElem = 4
value = 200,0


[State 240, HitDef]
type = HitDef
trigger1 = time=0
attr = S, NA
animtype = Medium
damage =  7*ifelse(9*fvar(6)>=1,floor(9*fvar(6)),1)
hitflag = MAF
guardflag = MA
pausetime = 8, 8
sparkno = S6661
guard.sparkno = S5555
sparkxy = 0,-80
hitsound = S1,1
guardsound = S1111,0
ground.type = Low
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -10
guard.slidetime = 17
guard.hittime = 21
air.hittime = 22
guard.velocity = -8
air.velocity = -5,-2
airguard.velocity = -6
ground.cornerpush.veloff = -11
air.cornerpush.veloff = -3
fall.recovertime = 22
getpower= 21,21
givepower= 14




[State 240, VarAdd]
type = VarAdd
trigger1 = HitCount = 1
var(40) = 1
ignorehitpause = 1
persistent = 0

[State 0]
type = targetstate
trigger1 = movehit
persistent = 0
ignorehitpause = 1
value = 293             

[state 210, 5]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; 強K
[Statedef 250]
type = S
movetype = A
physics = S
anim = 250
juggle = 3
poweradd = 56
facep2 = 1
ctrl = 0

[State a, 慣性]
type = Velset
trigger1 = (Time > 0) && (time <= 10) && (PrevStateNo = 100)
x = 5

[State 320]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,2

[State 320]
type = PlaySnd
trigger1 = AnimElem = 3
value = 220,0


[State 250, HitDef]
type = HitDef
trigger1 = time =0
attr = S, NA
animtype = Hard
damage =  7*ifelse(18*fvar(6)>=1,floor(18*fvar(6)),1)
hitflag = MAF
guardflag = MA
pausetime = 9, 9
sparkno = S6662
guard.sparkno = S5555
sparkxy = 0,-80
hitsound = S1,2
guardsound = S1111,0
ground.type = High
ground.slidetime = 19
ground.hittime = 21
air.hittime = 35
ground.velocity = -14
guard.slidetime = 15
guard.hittime = 18
guard.velocity = -10
air.velocity = -1,-16
airguard.velocity = -7
ground.cornerpush.veloff = -16
air.cornerpush.veloff = -4
fall.recovertime = 35
getpower= 32,32
givepower= 32
yaccel=.6

[State 1240, Spark]
type = Explod
trigger1 = movehit && p2statetype = A
pos = 0, -60
postype = p1
anim = 7025
sprpriority = 5
ownpal = 1
ignorehitpause = 1
persistent = 0


[State 250, VarAdd]
type = VarAdd
trigger1 = HitCount = 1
var(40) = 1
ignorehitpause = 1
persistent = 0
        

[state 210, 5]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ弱パンチ

[Statedef 400]
type = C
movetype = A
physics = C
anim = 400
juggle = 3
facep2 = 1
ctrl = 0
poweradd = 21


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

[State 400, HitDef]
type = HitDef
trigger1 = time = 0
attr = C, NA
animtype = Light
damage =  7*ifelse(5*fvar(6)>=1,floor(5*fvar(6)),1)
hitflag = MAFD
guardflag = LA
pausetime = 8, 8
sparkno = S6660
guard.sparkno = S5555
sparkxy = 0,-30
hitsound = S1,0
guardsound = S1111,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 12
ground.velocity = -5
guard.slidetime = 11
guard.hittime = 14
air.hittime = 16
air.velocity = -3,-1
airguard.velocity = -6
ground.cornerpush.veloff = -6
air.cornerpush.veloff = -1
fall.recovertime = 16
getpower= 21,21
givepower= 14


[State 400, VarAdd]
type = VarAdd
trigger1 = HitCount = 1
var(40) = 1
ignorehitpause = 1
persistent = 0

[State 0]
type =targetstate
trigger1 = movehit
persistent = 0
ignorehitpause = 1
value = 293           

[state 400, 4]
type = changestate
trigger1 = animtime = 0
value = 11
ctrl = 1


;---------------------------------------------------------------------------
; しゃがみ中P
[Statedef 410]
type = C
movetype = A
physics = C
anim = 410
juggle = 3
poweradd = 56
facep2 = 1
ctrl = 0



[State 410]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,1


[State 410, HitDef]
type = HitDef
trigger1 = time = 0
attr = C, NA
animtype = Medium
damage =  7*ifelse(9*fvar(6)>=1,floor(9*fvar(6)),1)
hitflag = MAFD
guardflag = MA
pausetime = 8, 8
sparkno = S6661
guard.sparkno = S5555
sparkxy = 0,-80
hitsound = S1,1
guardsound = S1111,0
ground.type = Low
ground.slidetime = 14
ground.hittime = 15
ground.velocity = -14
guard.slidetime = 11
guard.hittime = 18
guard.velocity = -8
air.velocity = -2,-5.5
airguard.velocity = -6
ground.cornerpush.veloff = -8
air.cornerpush.veloff = -1
fall.recovertime = 25
air.hittime = 25
yaccel = .6
getpower= 21,21
givepower= 14

[State 410, VarAdd]
type = VarAdd
trigger1 = HitCount = 1
var(40) = 1
ignorehitpause = 1
persistent = 0


[State 0]
type = targetstate
trigger1 = movehit
persistent = 0
ignorehitpause = 1
value = 293
  

[state 410, 4]
type = changestate
trigger1 = animtime = 0
value = 11
ctrl = 1


;---------------------------------------------------------------------------
;CHP
[Statedef 420]
type = C
movetype = A
physics = C
anim = 420
poweradd = 56
facep2 = 1
ctrl = 0


[State 420]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,2


[State 420]
type = PlaySnd
trigger1 = AnimElem = 3
value = 220,0


[State 410, HitDef]
type = HitDef
trigger1 = time = 0
attr = C, NA
animtype = Medium
damage =  7*ifelse(18*fvar(6)>=1,floor(18*fvar(6)),1)
hitflag = MAFD
guardflag = MA
pausetime = 8, 8
sparkno = S6662
guard.sparkno = S5555
sparkxy = 0,-50
hitsound = S1,2
guardsound = S1111,0
ground.type = Low
ground.slidetime = 14
ground.hittime = 20
ground.velocity = -12
guard.slidetime = 12
guard.hittime = 23
guard.velocity = -11
air.velocity = -5,-3.5
airguard.velocity = -6
ground.cornerpush.veloff = -10
air.cornerpush.veloff = -3
fall.recovertime = 27
air.hittime = 27
getpower= 32,32
givepower= 14


[State 410, VarAdd]
type = VarAdd
trigger1 = HitCount = 1
var(40) = 1
ignorehitpause = 1
persistent = 0

[State 0]
type =targetstate
trigger1 = movehit
persistent = 0
ignorehitpause = 1
value = 293         


[state 410, 4]
type = changestate
trigger1 = animtime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; しゃがみ弱キック

[Statedef 430]
type = C
movetype = A
physics = C
anim = 430
juggle = 3
facep2 = 1 
ctrl = 0
poweradd=21

[State 500]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,0


[State 430, HitDef]
type = HitDef
trigger1 = time = 0
attr = C, NA
animtype = Light
damage =  7*ifelse(6*fvar(6)>=1,floor(6*fvar(6)),1)
hitflag = MAFD
guardflag = LA
pausetime = 8, 8
sparkno = S6660
guard.sparkno = S5555
sparkxy = 0,-10
hitsound = S1,0
guardsound = S1111,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 12
ground.velocity = -7
guard.slidetime = 11
guard.hittime = 15
air.velocity = -3
airguard.velocity = -6
ground.cornerpush.veloff = -7
air.cornerpush.veloff = -1
fall.recovertime = 19
air.hittime = 19
getpower= 21,21
givepower= 14


[State 430, VarAdd]
type = VarAdd
trigger1 = HitCount = 1
var(40) = 1
ignorehitpause = 1
persistent = 0

[State 0]
type = targetstate
trigger1 = movehit
persistent = 0
ignorehitpause = 1
value = 293            

[state 410, 4]
type = changestate
trigger1 = animtime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; しゃがみ中K

[Statedef 440]
type = C
movetype = A
physics = C
anim = 440
juggle = 3
poweradd = 56
facep2 = 1
ctrl = 0

[State 510]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,1


[State 510]
type = PlaySnd
trigger1 = AnimElem = 3
value = 200,0

[State 440, HitDef]
type = HitDef
trigger1 = time = 0
attr = C, NA
animtype = Medium
damage =  7*ifelse(9*fvar(6)>=1,floor(9*fvar(6)),1)
hitflag = MAF
guardflag = MA
pausetime = 9, 9
sparkno = S6661
guard.sparkno = S5555
sparkxy = 0,-70
hitsound = S1,1
guardsound = S1111,0
ground.type = Low
ground.hittime = 19
air.hittime = 24
fall.recovertime = 24
guard.slidetime = 12
guard.hittime = 21
guard.velocity = -8
ground.velocity = 0,-6
air.velocity = 0,-5
airguard.velocity = -6
getpower= 21,21
givepower= 14
yaccel=.6


[State 440, VarAdd]
type = VarAdd
trigger1 = HitCount = 1
var(40) = 1
ignorehitpause = 1
persistent = 0

[State 0]
type = targetstate
trigger1 = movehit
persistent = 0
ignorehitpause = 1
value = 293           

[state 410, 4]
type = changestate
trigger1 = animtime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; 大足

[Statedef 450]
type = C
movetype = A
physics = C
anim = 450
juggle = 3
poweradd = 56
facep2 = 1
ctrl = 0


[State 520]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,2


[State 520]
type = PlaySnd
trigger1 = AnimElem = 3
value = 220,0


[State 450, HitDef]
type = HitDef
trigger1 = time = 0
attr = C, NA
animtype = Hard
damage =  7*ifelse(9*fvar(6)>=1,floor(9*fvar(6)),1)
hitflag = MAFD
guardflag = LA
pausetime = 9,9
sparkno = S6662
guard.sparkno = S5555
sparkxy = 0,-10
hitsound = S1,2
guardsound = S1111,0
ground.type = Trip
ground.velocity = 0,-3
guard.slidetime = 21
guard.hittime = 21
guard.velocity = -11
air.velocity = 0,-3
airguard.velocity = -10
fall = 1
fall.recover = 0
getpower= 32,32
givepower= 14


[State 450, VarAdd]
type = VarAdd
trigger1 = HitCount = 1
var(40) = 1
ignorehitpause = 1
persistent = 0

[State 0]
type = targetstate
trigger1 = movehit
persistent = 0
ignorehitpause = 1
value = 489            

[state 410, 4]
type = changestate
trigger1 = animtime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;空中通常技
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 空弱P
[Statedef 600]
type = A
movetype = A
physics = A
anim = 600
juggle = 1
;facep2 = 1
ctrl = 0
poweradd =21


[state 0 ,]
type = velset
trigger1 = movecontact
trigger1 = vel Y>0
y=3
ignorehitpause = 1
persistent = 0

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


[State 600]
type = PlaySnd
trigger1 = Time = 3
value = 200,0


[State 600, HitDef]
type = HitDef
trigger1 = time = 0
attr = A, NA
animtype = Light
damage =  7*ifelse(4*fvar(6)>=1,floor(4*fvar(6)),1)
hitflag = MAFD
guardflag = HA
pausetime = 8, 8
sparkno = S6660
guard.sparkno = S5555
sparkxy = -10,-60+floor(P2Dist Y)
hitsound = S1,0
guardsound = S1111,0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -5
guard.slidetime = 12
guard.hittime = 17
air.hittime = 21
air.velocity = 0,-3;(IfElse(Vel Y < 0,(Vel Y)*.45,-5))
airguard.velocity = -6
fall.recovertime = 21
getpower= 14,14
givepower= 14
yaccel=.6
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -2

[State 600, VarAdd]
type = VarAdd
trigger1 = HitCount = 1
var(40) = 1
ignorehitpause = 1
persistent = 0


[State 611, VarAdd]
type = VarAdd
trigger1 = HitCount = 1
var(42) = 1
ignorehitpause = 1
persistent = 0

[State 0]
type =targetstate
trigger1 = movehit
persistent = 0
ignorehitpause = 1
value = 293              


[state 600, 3]
type = changestate
trigger1 = var(41) = 1
trigger1 = animtime = -2
value = 50
ctrl = 1

[state 600, 3]
type = changestate
trigger1 = animtime = 0
value = 50
ctrl = 0



;---------------------------------------------------------------------------
; 空中P
[Statedef 610]
type = A
movetype = A
physics = A
anim = 610
poweradd = 56
juggle = 1
;facep2 = 1
ctrl = 0


[state 0 ,]
type = velset
trigger1 = movecontact
trigger1 = vel Y>0
y=3
ignorehitpause = 1
persistent = 0

[State 610]
type = PlaySnd
trigger1 = Time = 1
value = 0,1


[State 610]
type = PlaySnd
trigger1 = Time = 5
value = 210,0


[State 610, HitDef]
type = HitDef
trigger1 = time = 0
attr = A, NA
animtype = Medium
damage =  7*ifelse(8*fvar(6)>=1,floor(8*fvar(6)),1)
hitflag = MAFD
guardflag = HA
pausetime = 8, 8
sparkno = S6661
guard.sparkno = S5555
sparkxy = -10,-60+floor(P2Dist Y)
hitsound = S1,1
guardsound = S1111,0
ground.type = High
ground.slidetime = 14
ground.hittime = 15
ground.velocity = -6
guard.slidetime = 14
guard.hittime = 23
guard.velocity = -10
air.hittime = 26
air.velocity = -1,(IfElse(Vel Y < 0,(Vel Y)*.75,-5))
airguard.velocity = -6
fall.recovertime = 26
getpower= 21,21
givepower= 14
yaccel=.5
ground.cornerpush.veloff = -8
air.cornerpush.veloff = -3

[State 610, VarAdd]
type = VarAdd
trigger1 = HitCount = 1
var(40) = 1
ignorehitpause = 1
persistent = 0

[State 611, VarAdd]
type = VarAdd
trigger1 = HitCount = 1
var(42) = 1
ignorehitpause = 1
persistent = 0



[state 600, 3]
type = changestate
trigger1 = var(41) = 1
trigger1 = animtime = -1
value = 50
ctrl = 1

[state 600, 3]
type = changestate
trigger1 = animtime = 0
value = 50
ctrl = 0

;---------------------------------------------------------------------------
; J強P

[Statedef 620]
type = A
movetype = A
physics = A
anim = 620
poweradd = 56
juggle = 1
ctrl = 0

[State 620]
type = PlaySnd
trigger1 = Time = 1
value = 0,2

[State 620]
type = PlaySnd
trigger1 = Time = 5
value = 220,0



[State 620, HitDef]
type = HitDef
triggerall =var(42) >1
triggerall =var(41) =1
trigger1 = time = 0
attr = A, NA
animtype = Hard
damage =  7*ifelse(12*fvar(6)>=1,floor(12*fvar(6)),1)
hitflag = MAFD
guardflag = HA
pausetime = 8, 10
sparkno = S6662
guard.sparkno = S5555
sparkxy = -10,-60+floor(P2Dist Y)
hitsound = S1,2
guardsound = S1111,0
ground.type = High
ground.slidetime = 17
ground.hittime = 19
ground.velocity = -15
guard.slidetime = 18
guard.hittime = 24
guard.velocity = -10
air.velocity = -1,12
airguard.velocity = -6
air.hittime = 60
yaccel = .77
getpower= 32,32
givepower= 32
air.fall=1
fall.recover=0
ground.cornerpush.veloff = -17
air.cornerpush.veloff = -5

[State 620, HitDef]
type = HitDef
triggerall =var(42) <2
trigger1 = time = 0
attr = A, NA
animtype = Hard
damage =  8*ifelse(12*fvar(6)>=1,floor(12*fvar(6)),1)
hitflag = MAF
guardflag = HA
pausetime = 8, 10
sparkno = S6662
guard.sparkno = S5555
sparkxy = -10,-60+floor(P2Dist Y)
hitsound = S1,2
guardsound = S1111,0
ground.type = High
ground.slidetime = 17
ground.hittime = 19
ground.velocity = -15
guard.slidetime = 18
guard.hittime = 24
guard.velocity = -10
air.velocity = -4,12
airguard.velocity = -6
air.hittime = 60
fall.recovertime = 60
yaccel = .77
getpower= 32,32
givepower= 32
ground.cornerpush.veloff = -17

[State 620, HitDef]
type = HitDef
triggerall =var(42) >2
triggerall =var(41) =0
trigger1 = time = 0
attr = A, NA
animtype = Hard
damage =  8*ifelse(12*fvar(6)>=1,floor(12*fvar(6)),1)
hitflag = MAF
guardflag = HA
pausetime = 7, 10
sparkno = S6662
guard.sparkno = S5555
sparkxy = -10,-60+floor(P2Dist Y)
hitsound = S1,2
guardsound = S1111,0
ground.type = High
ground.slidetime = 17
ground.hittime = 19
ground.velocity = -15
guard.slidetime = 18
guard.hittime = 24
guard.velocity = -10
air.velocity = -1,12
airguard.velocity = -6
air.hittime = 60
fall.recovertime = 60
yaccel = .77
getpower= 32,32
givepower= 32
air.fall=1
fall.recover=0
ground.cornerpush.veloff = -17
air.cornerpush.veloff = -5

[State 620, HitDef]
type = HitDef
triggerall =var(41) =0
trigger1 = time = 0
attr = A, NA
animtype = Hard
damage =  8*ifelse(12*fvar(6)>=1,floor(12*fvar(6)),1)
hitflag = MAF
guardflag = HA
pausetime = 7, 10
sparkno = S6662
guard.sparkno = S5555
sparkxy = -10,-60+floor(P2Dist Y)
hitsound = S1,2
guardsound = S1111,0
ground.type = High
ground.slidetime = 17
ground.hittime = 19
ground.velocity = -15
guard.slidetime = 18
guard.hittime = 25
guard.velocity = -10
air.velocity = -3,12
airguard.velocity = -6
air.hittime = 60
fall.recovertime = 60
yaccel = .77
getpower= 32,32
givepower= 32
ground.cornerpush.veloff = -17
air.cornerpush.veloff = -5

[State 620, VarAdd]
type = VarAdd
trigger1 = HitCount = 1
var(40) = 1
ignorehitpause = 1
persistent = 0

[State 611, VarAdd]
type = VarAdd
trigger1 = HitCount = 1
var(42) = 1
ignorehitpause = 1
persistent = 0

[State 0]
type = targetstate
trigger1 = movehit
trigger1 = var(42) <2
persistent = 0
ignorehitpause = 1
value = 293       
        
[state 600, 3]
type = changestate
trigger1 = var(41) = 1
trigger1 = animtime = -1
value = 50
ctrl = 1


[state 600, 3]
type = changestate
trigger1 = animtime = 0
value = 50
ctrl = 0


;---------------------------------------------------------------------------
; J弱K

[Statedef 630]
type = A
movetype = A
physics = A
anim = 630
juggle = 1
;facep2 = 1
ctrl = 0
poweradd = 21

[state 0 ,]
type = velset
trigger1 = movecontact
trigger1 = vel Y>0
y=3
ignorehitpause = 1
persistent = 0


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


[State 630, HitDef]
type = HitDef
trigger1 = time = 0
attr = A, NA
animtype = Light
damage =  7*ifelse(6*fvar(6)>=1,floor(6*fvar(6)),1)
hitflag = MAFD
guardflag = HA
pausetime = 8, 8
sparkno = S6660
guard.sparkno = S5555
sparkxy = -10,-60+floor(P2Dist Y)
hitsound = S1,0
guardsound = S1111,0
ground.type = High
ground.slidetime = 13
ground.hittime = 10
ground.velocity = -7
guard.slidetime = 12
guard.hittime = 18
air.hittime = 22
air.velocity = 0,(IfElse(Vel Y < 0,(Vel Y)*.6,-4))
airguard.velocity = -6
fall.recovertime = 22
getpower= 21,21
givepower= 14
yaccel=.5
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -2

[State 611, VarAdd]
type = VarAdd
trigger1 = HitCount = 1
var(42) = 1
ignorehitpause = 1
persistent = 0

[State 630, VarAdd]
type = VarAdd
trigger1 = HitCount = 1
var(40) = 1
ignorehitpause = 1
persistent = 0


[State 0]
type = targetstate
trigger1 = movehit
persistent = 0
ignorehitpause = 1
value = 293         


[state 600, 3]
type = changestate
trigger1 = animtime = 0
value = 50
ctrl = 1


;---------------------------------------------------------------------------
; J中K

[Statedef 640]
type = A
movetype = A
physics = A
anim = 640
poweradd = 56
juggle = 1
;facep2 = 1
ctrl = 0

[state 0 ,]
type = velset
trigger1 = movecontact
trigger1 = vel Y>0
y=3
ignorehitpause = 1
persistent = 0

[State 710]
type = PlaySnd
trigger1 = Time = 2
value = 0,1

[State 710]
type = PlaySnd
trigger1 = Time = 5
value = 200,0

[State 640, HitDef]
type = HitDef
trigger1 = time = 0
attr = A, NA
animtype = Medium
damage =  7*ifelse(8*fvar(6)>=1,floor(8*fvar(6)),1)
hitflag = MAFD
guardflag = HA
pausetime = 8, 8
sparkno = S6661
guard.sparkno = S5555
sparkxy = -10,-60+floor(P2Dist Y)
hitsound = S1,1
guardsound = S1111,0
ground.type = High
ground.slidetime = 14
ground.hittime = 15
ground.velocity = -8
guard.slidetime = 12
guard.hittime = 23
guard.velocity = -10
air.hittime = 26
air.velocity = -1,(IfElse(Vel Y < 0,(Vel Y)*.75,-3.8))
airguard.velocity = -6
fall.recovertime = 26
getpower= 21,21
givepower= 14
yaccel=.6
ground.cornerpush.veloff = -8
air.cornerpush.veloff = -3

[State 640, VarAdd]
type = VarAdd
trigger1 = HitCount = 1
var(40) = 1
ignorehitpause = 1
persistent = 0

[State 611, VarAdd]
type = VarAdd
trigger1 = HitCount = 1
var(42) = 1
ignorehitpause = 1
persistent = 0

[State 0]
type = targetstate
trigger1 = movehit
persistent = 0
ignorehitpause = 1
value = 293         


[state 600, 3]
type = changestate
trigger1 = animtime = 0
value = 50
ctrl = 1


;---------------------------------------------------------------------------
; J強K

[Statedef 650]
type = A
movetype = A
physics = A
anim = 650
poweradd = 56
juggle = 1
ctrl = 0


[State 720]
type = PlaySnd
trigger1 = Time = 2
value = 0,2

[State 720]
type = PlaySnd
trigger1 = Time = 5
value = 220,0

[State 651, HitDef]
type = HitDef
triggerall =var(42) >1
triggerall =var(41) =1
trigger1 = time = 0
attr = A, NA
animtype = Hard
damage =  7*ifelse(18*fvar(6)>=1,floor(18*fvar(6)),1)
hitflag = MAFD
guardflag = HA
pausetime = 8, 9
sparkno = S6662
guard.sparkno = S5555
sparkxy = -10,-60+floor(P2Dist Y)
hitsound = S1,2
guardsound = S1111,0
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -12
guard.slidetime = 23
guard.hittime = 24
guard.velocity = -8
air.velocity = -14,12
airguard.velocity = -6
air.fall = 1
fall.recover = 0
fall.envshake.time = 10
fall.envshake.ampl = 5
fall.xvelocity = -5
fall.yvelocity = 0
getpower= 32,32
givepower= 56
yaccel=.8

[State 651, HitDef]
type = HitDef
triggerall =var(42) <1
trigger1 = time = 0
attr = A, NA
animtype = Hard
damage =  7*ifelse(18*fvar(6)>=1,floor(18*fvar(6)),1)
hitflag = MAFD
guardflag = HA
pausetime = 8, 9
sparkno = S6662
guard.sparkno = S5555
sparkxy = -10,-60+floor(P2Dist Y)
hitsound = S1,2
guardsound = S1111,0
ground.type = High
ground.slidetime = 22
ground.hittime = 22
ground.velocity = -8
guard.slidetime = 23
guard.hittime = 24
guard.velocity = -8
air.velocity = -14,12
airguard.velocity = -6
;air.fall = 1
;fall.recover = 0
fall.envshake.time = 10
fall.envshake.ampl = 5
fall.xvelocity = -5
fall.yvelocity = 0
getpower= 32,32
givepower= 56
yaccel=.8


[State 651, HitDef]
type = HitDef
triggerall =var(41) =0
trigger1 = time = 0
attr = A, NA
animtype = Hard
damage =  7*ifelse(18*fvar(6)>=1,floor(18*fvar(6)),1)
hitflag = MAFD
guardflag = HA
pausetime = 8, 9
sparkno = S6662
guard.sparkno = S5555
sparkxy = -10,-60+floor(P2Dist Y)
hitsound = S1,2
guardsound = S1111,0
ground.type = High
ground.slidetime = 22
ground.hittime = 22
ground.velocity = -8
guard.slidetime = 23
guard.hittime = 24
guard.velocity = -8
air.velocity = -14,12
airguard.velocity = -6
air.fall = 1
fall.recover = 0
fall.envshake.time = 10
fall.envshake.ampl = 5
fall.xvelocity = -5
fall.yvelocity = 0
getpower= 32,32
givepower= 56
yaccel=.8


[State 651, VarAdd]
type = VarAdd
trigger1 = HitCount = 1
var(40) = 1
ignorehitpause = 1
persistent = 0

[State 611, VarAdd]
type = VarAdd
trigger1 = HitCount = 1
var(42) = 1
ignorehitpause = 1
persistent = 0

[State 0]
type = targetstate
trigger1 = movehit
trigger1 = var(42) <2
persistent = 0
ignorehitpause = 1
value = 293       


[state 600, 3]
type = changestate
trigger1 = animtime = 0
value = 50
ctrl = 1


;---------------------------------------------------------------------------
; 投げ


[Statedef 800]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 0



[State 800]
type = HitDef
trigger1 = hitcount < 1
attr = S, NT          ;Attributes: Standing, Normal Throw
hitflag = M-          ;Affect only ground people who are not being hit
priority = 5, Miss    ;Throw has low priority, must be miss or dodge type.
sparkno = -1          ;No spark
p1sprpriority = 1     ;Draw p1's sprite in front of p2
                      ;p2's sprite priority is set to 0 by default
p1facing = 1
p2facing = 1          ;Force p2 to face p`
p1stateno = 810       ;On success, changes to state 810
p2stateno = 820       ;If hit, p2 changes to state 820 
guard.dist = 0        ;This prevents p2 from going into a guard state if close
fall = 1  
fall.recover = 0            ;Force p2 into falling down
hitsound = S1,9 
id = 800
fall.damage=65

[State 620, VarAdd]
type = VarAdd
trigger1 = HitCount = 1
var(40) = 1
ignorehitpause = 1
persistent = 0

[State 800]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Throw

[Statedef 810]
type    = S
movetype= A
physics = N
anim = 810
poweradd = 60
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 0



[State 810]
type = NotHitBy
trigger1 = 1
value = SCA



[State 810]
type = TargetBind
trigger1 = AnimElemNo(0) = 1
pos = 55,0

[State 810]
type = TargetBind
trigger1 = AnimElemNo(0) = 2
pos = 19,-7

[State 810]
type = TargetBind
trigger1 = AnimElemNo(0) = 3
pos = -16,-12

[State 810]
type = TargetBind
trigger1 = AnimElemNo(0) = 4
pos = -52,-30

[State 810]
type = TargetBind
trigger1 = AnimElemNo(0) = 5
pos = -67,-83


[State 810]
type = TargetBind
trigger1 = AnimElemNo(0) = 6
pos = -42,-121

[State 810]
type = TargetBind
trigger1 = AnimElemNo(0) = 7
pos = 49,-95

[State 810]
type = TargetBind
trigger1 = AnimElemNo(0) = 8
pos = 61,-37


[State 810]
type = PlaySnd
trigger1 = AnimElem = 8
value = 210,0

[State 810]
type = TargetLifeAdd
trigger1 = AnimElem = 8
value = -140*(fvar(6))




[State 810]
type = PowerAdd
trigger1 = AnimElem = 8
value = 50

[State 810]
type = VelSet
trigger1 = AnimElem = 2
y = -7

[State 810]
type = VelAdd
trigger1 = AnimElem = 2, >= 0
y = 0.2

[State 810]
type = VelAdd
trigger1 = AnimElem = 7, >= 0
y = 0.2

[State 810]
type = StateTypeSet
trigger1 = Pos Y < 0
statetype = A
persistent = 0

[State 810]
type = TargetState
trigger1 = AnimElem = 8, >= 2
value = 823

[State 810]
type = ChangeState
trigger1 = AnimElem = 8, >= 2
value = 813
ctrl = 0



[State 810]
type = ChangeState
trigger1 = !NumTarget(800)
value = 0+635*(StateType = A)
ctrl = 1


;---------------------------------------------------------------------------
; Throw

[Statedef 811]
type    = A
movetype= A
physics = N
anim = 811
poweradd = 0
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 0



[State 811]
type = NotHitBy
trigger1 = 1
value = SCA


[State 811]
type = TargetBind
trigger1 = AnimElemNo(0) = 1
pos = 0,-65

[State 811]
type = TargetBind
trigger1 = AnimElemNo(0) = 2
pos = 27,-41

[State 811]
type = TargetBind
trigger1 = AnimElemNo(0) = 3
trigger2 = AnimTime = 0
pos = -41,-57

[State 811]
type = TargetBind
trigger1 = AnimElemNo(0) = 4
pos = 7,-57

[State 811]
type = TargetBind
trigger1 = AnimElemNo(0) = 5
pos = 46,-32

[State 811]
type = TargetBind
trigger1 = AnimElemNo(0) = 6
pos = 59,-20

[State 811]
type = TargetBind
trigger1 = AnimElemNo(0) = 7
pos = 51,-12

[State 811]
type = TargetBind
trigger1 = AnimElemNo(0) = 8
pos = 0,0


[State 811]
type = TargetBind
trigger1 = AnimElemNo(0) = 9
pos = 37,-18

[State 811]
type = TargetBind
trigger1 = AnimElemNo(0) = 10
pos = -49,-44


[State 811]
type = VelAdd
trigger1 = 1
y = 0.4


[State 811]
type = TargetLifeAdd
trigger1 = Pos Y > -90
value = -100
persistent = 0

[State 811]
type = PowerAdd
trigger1 = Pos Y > -90
value = 50
persistent = 0

[State 811]
type = PlaySnd
trigger1 = Pos Y > -90
value = 220,0
persistent = 0

[State 811]
type = TargetState
trigger1 = Pos Y > -90
value = 823

[State 811]
type = ChangeState
trigger1 = Pos Y > -70
value = 813
ctrl = 0


[State 811]
type = ChangeState
trigger1 = !NumTarget(800)
value = 0+635*(Statetype = A)
ctrl = 1


;---------------------------------------------------------------------------
; Throw

[Statedef 812]
type    = S
movetype= A
physics = N
anim = 620
poweradd = 0
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 0


[State 812]
type = NotHitBy
trigger1 = 1
value = SCA




[State 812]
type = TargetBind
trigger1 = 1
pos = 63,-73




[State 812]
type = PlaySnd
trigger1 = Time = 7
value = 220,0

[State 812]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,2


[State 812]
type = Explod
trigger1 = AnimElem = 3
anim = 8200+random%2
ontop = 1
ownpal = 1
pos = 63,-73


[State 812]
type = TargetLifeAdd
trigger1 = AnimElem = 3
value = -100

[State 812]
type = PowerAdd
trigger1 = AnimElem = 3
value = 50

[State 812]
type = TargetState
trigger1 = AnimElem = 4
value = 823

[State 812]
type = ChangeState
trigger1 = AnimElem = 4
value = 813
ctrl = 0


[State 812]
type = ChangeState
trigger1 = !NumTarget(800)
value = 813
ctrl = 1


;---------------------------------------------------------------------------
; Throw End

[Statedef 813]
type    = A
movetype= I
physics = A
juggle  = 0
velset = 0,0
ctrl = 1
sprpriority = 0



[State 813]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 70
persistent = 0

[State 813]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 52
ctrl = 1



;---------------------------------------------------------------------------
;Thrown

[Statedef 820]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State 820]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0




[State 820]
type = ChangeAnim2
trigger1 = Time = 0
value = 820

[State 820]
type = Turn
trigger1 = facing = enemynear,facing

[State 820]
type = SelfState
trigger1 = !gethitvar(isbound)
value = 5050


[State 820]
type = DestroySelf
trigger1 = ishelper


;---------------------------------------------------------------------------
;Thrown

[Statedef 821]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State 821]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 821]
type = ChangeAnim2
trigger1 = Time = 0
value = 821

[State 821]
type = Turn
trigger1 = facing = enemynear,facing


[State 821]
type = SelfState
trigger1 = !gethitvar(isbound)
value = 5050


[State 821]
type = DestroySelf
trigger1 = ishelper


;---------------------------------------------------------------------------
;Thrown

[Statedef 823]
type    = A
movetype= H
physics = N
velset = -2,8
poweradd = 60



[State 823] ;Gravity
type = VelAdd
trigger1 = 1
y = .4



[State 823] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground


;---------------------------------------------------------------------------
;Thrown

[Statedef 824]
type    = S
movetype= H
physics = N
velset = -7,0





[State 824]
type = ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 0
movecamera = 1,0


[State 824]
type = VelSet
trigger1 = BackEdgeBodyDist < 15
trigger2 = FrontEdgeBodyDist < 15
x = 0



[State 823]
type = SelfState
trigger1 = Time = 120
value = 0
ctrl = 1

;-------------------------------------------------------------------------
;Wall Smack
[Statedef 825]
type = A
movetype = H
physics = N


[State 825, 4]
type = ChangeAnim2
trigger1 = time = 0
trigger1 = Vel Y = 0
value = 827


[State 825, Sound]
type = PlaySnd
trigger1 = Time = 0
value = F7,0


[State 825, 6]
type = VelSet
trigger1 = time = 0
x = ifelse(Vel X < 0,3,-3)
y = -5



[State 825, 7]
type = VelAdd
trigger1 = time >= 0
y = .39


[State 825, 8]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100


;-------------------------------------------------------------------------
;Hit Ground By Throw
[Statedef 826]
type = A
movetype = H
physics = N
velset = 0,0



[State 826, Sound]
type = PlaySnd
trigger1 = Time = 0
value = F7,0


[State 826, 6]
type = VelSet
trigger1 = time = 0
x = 2.6



[State 826, 7]
type = VelAdd
trigger1 = time >= 0
y = .39



[State 826, 8]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100


;-------------------------------------------------------------------------
;Wall Smack
[Statedef 827]
type = A
movetype = H
physics = N


[State 827, Sound]
type = PlaySnd
trigger1 = Time = 0
value = F7,0


[State 827, 7]
type = VelAdd
trigger1 = time >= 0
y = .39


[State 827, 8]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100



;---------------------------------------------------------------------------
; 投げ


[Statedef 830]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 0


[State 830]
type = HitDef
trigger1 = hitcount < 1
attr = S, NT          ;Attributes: Standing, Normal Throw
hitflag = M-          ;Affect only ground people who are not being hit
priority = 5, Miss    ;Throw has low priority, must be miss or dodge type.
sparkno = -1          ;No spark
p1sprpriority = 1     ;Draw p1's sprite in front of p2
                      ;p2's sprite priority is set to 0 by default
p1facing = 1
p2facing = 1          ;Force p2 to face p`
p1stateno = 840       ;On success, changes to state 840
p2stateno = 850       ;If hit, p2 changes to state 850
guard.dist = 0        ;This prevents p2 from going into a guard state if close
fall = 1              ;Force p2 into falling down
hitsound = S1,9 
id = 800
fall.damage=100

[State 620, VarAdd]
type = VarAdd
trigger1 = HitCount = 1
var(40) = 1
ignorehitpause = 1
persistent = 0


[State 830]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Toss

[Statedef 840]
type    = S
movetype= A
physics = N
anim = 840
poweradd = 60
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 0




[State 850]
type = null;Turn
trigger1 = Time = 0



[State 840]
type = NotHitBy
trigger1 = 1
value = SCA


[State 840]
type = TargetBind
trigger1 = AnimElemNo(0) = 1
pos = 64,-70

[State 840]
type = TargetBind
trigger1 = AnimElemNo(0) = 2
pos = 12,-43

[State 840]
type = TargetBind
trigger1 = AnimElemNo(0) = 3
pos = -9,-83

[State 840]
type = TargetBind
trigger1 = AnimElemNo(0) = 4
pos = -23,-87

[State 840]
type = TargetBind
trigger1 = AnimElemNo(0) = 5
pos = -30,-87

[State 840]
type = TargetBind
trigger1 = AnimElemNo(0) = 6
pos = -95,-83


[State 840]
type = PlaySnd
trigger1 = AnimElem = 6
value = 220,0


[State 840]
type = TargetLifeAdd
trigger1 = AnimElem = 6
value = -90*(fvar(6))



[State 840]
type = PowerAdd
trigger1 = AnimElem = 6
value = 50



[State 840]
type = TargetState
trigger1 = AnimElem = 6, >= 2
value = 855

[State 840]
type = ChangeState
trigger1 = AnimElem = 6, >= 2
value = 843

[State 840]
type = ChangeState
trigger1 = !NumTarget(800)
value = 843
ctrl = 0




;---------------------------------------------------------------------------
; Toss End

[Statedef 843]
type    = S
movetype= I
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 0

[State 843]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
;Thrown

[Statedef 850]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State 850]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 850]
type = SprPriority
trigger1 = AnimElem = 2
value = 1


[State 850]
type = ChangeAnim2
trigger1 = Time = 0
value = 850

[State 850]
type = null;Turn
trigger1 = Time = 0


[State 850]
type = Turn
trigger1 = AnimElem = 2;facing = enemynear,facing



[State 850]
type = SelfState
trigger1 = !gethitvar(isbound)
value = 5050


[State 850]
type = DestroySelf
trigger1 = ishelper



;---------------------------------------------------------------------------
;Thrown

[Statedef 851]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State 851]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 851]
type = ChangeAnim2
trigger1 = Time = 0
value = 851



[State 851]
type = Turn
trigger1 = facing = enemynear,facing


[State 851]
type = SelfState
trigger1 = !gethitvar(isbound)
value = 5050


[State 851]
type = DestroySelf
trigger1 = ishelper


;---------------------------------------------------------------------------
;Thrown

[Statedef 853]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State 853]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0



[State 853]
type = ChangeAnim2
trigger1 = Time = 0
value = 823



[State 853]
type = Turn
trigger1 = facing = enemynear,facing


[State 853]
type = SelfState
trigger1 = !gethitvar(isbound)
value = 5050


[State 853]
type = DestroySelf
trigger1 = ishelper


;---------------------------------------------------------------------------
;Thrown

[Statedef 855]
type    = A
movetype= H
physics = N
velset = -15,-5
poweradd = 60
sprpriority = -1


[State 855]
type = ChangeAnim2
trigger1 = Time = 0
value = 823



[State 855] ;Gravity
type = VelAdd
trigger1 = 1
y = 0.4


[State 855] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground


;---------------------------------------------------------------------------
;Thrown

[Statedef 857]
type    = A
movetype= H
physics = N
velset = -30,-3
poweradd = 60


[State 857]
type = ChangeAnim2
trigger1 = Time = 0
value = 823


[State 857] ;Gravity
type = VelAdd
trigger1 = 1
y = .4



[State 857] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground
;---------------------------------------------------------------------------
;Thrown

[Statedef 858]
type    = A
movetype= H
physics = N
velset = 0,17
poweradd = 60


[State 858]
type = ChangeAnim2
Trigger1 = Time = 0
value = 823


[State 858] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4


[State 858]
type = ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 1,0


[State 858] ;Hit ground
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 859 ;Hit ground

;---------------------------------------------------------------------------
;Thrown

[Statedef 859]
type    = A
movetype= H
physics = N
poweradd = 60


[State 859]
type = ChangeAnim2
trigger1 = Time = 0
value = 823


[State 859]
type = VelSet
trigger1 = Time = 0
x = -5
y = -7

[State 859] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4


[State 859] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground



;---------------------------------------------------------------------------
; 空投げ

[Statedef 920]
type    = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 920
sprpriority = 0



[State 920]
type = HitDef
trigger1 = hitcount < 1
attr = A, NT          ;Attributes: Standing, Normal Throw
hitflag = A-          ;Affect only ground people who are not being hit
priority = 6, Miss    ;Throw has low priority, must be miss or dodge type.
sparkno = -1          ;No spark
p1sprpriority = 1     ;Draw p1's sprite in front of p2
                      ;p2's sprite priority is set to 0 by default
p1facing = 1
p2facing = 1          ;Force p2 to face p`
p1stateno = 930       ;On success, changes to state 940
p2stateno = 940       ;If hit, p2 changes to state 940 
guard.dist = 0        ;This prevents p2 from going into a guard state if close
fall = 1 
fall,recover=0             ;Force p2 into falling down
hitsound = S1,9 
id = 800
fall.damage = 82


[State 920]
type = ChangeState
trigger1 = movecontact=0 && time>3
value = 620


[State 920]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 70


[State 920]
type = VelAdd
trigger1 = Time >= 7; && !var(54)
y = 0.4



[State 920]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 52
ctrl = 1



;---------------------------------------------------------------------------
; Air Throw

[Statedef 930]
type    = A
movetype= A
physics = N
anim = 930
poweradd = 60
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 0


[State 930]
type = NotHitBy
trigger1 = 1
value = SCA



[State 930]
type = TargetBind
trigger1 = AnimElemNo(0) = 1
pos = 21,-24

[State 930]
type = TargetBind
trigger1 = AnimElemNo(0) = 2
pos = -16,-28

[State 930]
type = TargetBind
trigger1 = AnimElemNo(0) = 3
pos = -46,-45

[State 930]
type = TargetBind
trigger1 = AnimElemNo(0) = 4
pos = -54,-85

[State 930]
type = TargetBind
trigger1 = AnimElemNo(0) = 5
pos = -40,-120

[State 930]
type = TargetBind
trigger1 = AnimElemNo(0) = 6
pos = 48,-94

[State 930]
type = TargetBind
trigger1 = AnimElemNo(0) = 7
pos = 55,-74



[State 930]
type = PlaySnd
trigger1 = AnimElem = 7
value = 220,0


[State 930]
type = TargetLifeAdd
trigger1 = AnimElem = 7
value = -100*(fvar(6))


[State 930]
type = PowerAdd
trigger1 = AnimElem = 7
value = 50


[State 930]
type = TargetState
trigger1 = AnimElem = 7, >= 2
value = 945


[State 930]
type = ChangeState
trigger1 = AnimElem = 7, >= 2
value = 935
ctrl = 1



[State 930]
type = ChangeState
trigger1 = !NumTarget(800)
value = 935
ctrl = 1




;---------------------------------------------------------------------------
; Air Throw End

[Statedef 935]
type    = A
movetype= I
physics = N
juggle  = 0
velset = 0,0
ctrl = 1
sprpriority = 0





[State 935]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 41
elem = 4
persistent = 0

[State 935]
type = VelAdd
trigger1 = Pos Y < 0
trigger2 = Anim = 41
y = 0.4


[State 935]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 52
ctrl = 1



;---------------------------------------------------------------------------
;Thrown 

[Statedef 940]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State 940]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0




[State 940]
type = ChangeAnim2
trigger1 = Time = 0
value = 940


[State 940]
type = SelfState
trigger1 = !gethitvar(isbound)
value = 5050


[State 940]
type = DestroySelf
trigger1 = ishelper


;---------------------------------------------------------------------------
;Thrown 

[Statedef 941]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State 941]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0


[State 941]
type = ChangeAnim2
trigger1 = Time = 0
value = 941

[State 941]
type = SelfState
trigger1 = !gethitvar(isbound)
value = 5050


[State 941]
type = DestroySelf
trigger1 = ishelper



;---------------------------------------------------------------------------
;Thrown 

[Statedef 942]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 3

[State 942]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0


[State 942]
type = ChangeAnim2
trigger1 = Time = 0
value = 942

[State 942]
type = SelfState
trigger1 = !gethitvar(isbound)
value = 5050


[State 942]
type = DestroySelf
trigger1 = ishelper


;---------------------------------------------------------------------------
;Thrown 
[Statedef 943]
type    = A
movetype= H
physics = N
poweradd = 60



[State 943]
type = ChangeAnim2
trigger1 = Time = 0
value = 823



[State 943] ;Gravity
type = Turn
trigger1 = Time = 0


[State 943] ;Gravity
type = VelSet
trigger1 = Time = 0
x = -9
y = -9

[State 943] ;Gravity
type = VelAdd
trigger1 = 1
y = 0.4


[State 943] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground


;---------------------------------------------------------------------------
;Thrown 
[Statedef 944]
type    = A
movetype= H
physics = N
velset = -0.2,10
poweradd = 60


[State 944] ;Gravity
type = VelAdd
trigger1 = 1
y = .4



[State 944] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground



;---------------------------------------------------------------------------
;Thrown 
[Statedef 945]
type    = A
movetype= H
physics = N
velset = -0.1,10
poweradd = 60



[State 945]
type = ChangeAnim2
trigger1 = Time = 0
value = 823


[State 945] ;Gravity
type = VelAdd
trigger1 = 1
y = .4

[State 945] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground




;-------------------------------------------------------------------------------
;必殺技
;-------------------------------------------------------------------------------
;ウェブボール弱
[statedef 1000]
type = S
movetype = I
physics = S
anim = 1000
poweradd = 50
velset = 0,0
ctrl = 0

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

[State 0, ]
type = PlaySnd
trigger1 = animelem = 3
value = 1450,1

[State 0, ]
type = PlaySnd
trigger1 = animelem = 5 
value = 1450,0

[State 1460]
type = Explod
trigger1 = Time = 1
anim = 7023
ontop = 1
ownpal = 1
sprpriority = 3

[State 0, ]
type = Helper
trigger1 = animelem = 6
helpertype = normal
name = "web-ball"
ID = 1005
pos = 20,-44
postype = p1
facing = 1
stateno = 1005
ownpal = 1

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


;弾ウェブボール弱
[Statedef 1005]
type = A
movetype = A
physics = N
ctrl = 0
anim = 1005
velset = 5,0
sprpriority = 5

[State 0, ]
type = Nothitby
trigger1 = 1
value = SCA,NA,SA,HA,NT,ST,HT

[State 0, ]
type = HitBy
trigger1 = 1
value = SCA,NP,SP,HP
time = 10

[State 0, ]
type = HitOverride
trigger1 = 1
slot = 1
time = 1
stateno = 1006
attr = SCA, NP, SP, HP
ignorehitpause = 1

[State 0, ]
type = VelSet
trigger1 = 1
x = 4
y = 0

[State 0, ]
type = AfterImage
trigger1 = time = 0
time = 999
length = 3
framegap = 1
palcolor = 38
trans = Add

[State 0, ]
type = EnvColor
trigger1 = movehit = 1
value = 255,255,0
time = 1
under = 0
ignorehitpause = 1
persistent = 0

[State 0, ]
type = HitDef
triggerall = p2stateno !=[5000,5120]
trigger1 = movecontact = 0
attr = S,SP
hitflag = MAFP
guardflag = MA 
animtype = light
air.type = low
guard.dist = 85
priority = 5,Hit
damage = 7*ifelse(8*root,fvar(6)>=1,floor(8*root,fvar(6)),1),7
pausetime = 0,0
guard.pausetime = 4,8
sparkno = -1
guard.sparkno = S1006
sparkxy = 15,0
hitsound = s1450,2
guardsound = s1111,0
ground.slidetime = 25
guard.slidetime = 25
ground.hittime = 25
guard.hittime = 25
air.hittime = 25
ground.velocity = 0
guard.velocity = 0
air.velocity = 0
getpower  = 40
givepower = 20


[State 620, VarAdd]
type = ParentVarAdd
trigger1 = HitCount = 1
var(40) = 1
ignorehitpause = 1
persistent = 0

[State 0, ]
type = DestroySelf
trigger1 = frontedgedist <= -15

[State 0, ]
type = TargetState
trigger1 = movehit
value = 1001
ignorehitpause = 1

[State 0, ]
type = Changestate
trigger1 = movehit
value = 1007
ignorehitpause = 1

[State 0, ]
type = Changestate
trigger1 = frontedgedist <= -25
trigger2 = moveguarded = 1
value = 1006

[Statedef 1006]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1006
velset = 0,0
sprpriority = 5

[State 0, ]
type = AfterImageTime
trigger1 = time = 0
time = 12

[State 0, ]
type = DestroySelf
trigger1 = animtime = 0

[Statedef 1007]
type = A
movetype = A
physics = N
ctrl = 0
anim = 1007
sprpriority = 5

[State 0, Explod]
type = Explod
trigger1 = numtarget != 0 && time = 0
trigger1 = (target,const(size.head.pos.y) <= -70)
anim = 1007
ID = 1007
pos = 0,0
bindtime = -1
removetime = -1
scale = ifelse((target,const(size.ground.back)+target,const(size.ground.back))>80,1.5,1.25),1.25
sprpriority = 8
shadow = -1,-1,-1
removeongethit = 1
ignorehitpause = 1
persistent = 1

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 0

[State 0, VelSet]
type = VelSet
trigger1 = pos y >= 0
y = 0

[State 0, ]
type = AfterImageTime
trigger1 = time = 0
time = 0

[State 0, ]
type = BindToTarget
trigger1 = time >= 0
time = 2
pos = 0,0,foot

[State 0, Gravity]
type = Gravity
trigger1 = target,stateno = 1002
trigger2 = target,stateno = 1012
trigger3 = target,stateno = 1022
ignorehitpause = 1
persistent = 1

[State 0, ]
type = ChangeState
trigger1 = prevstateno = 1005 && p2stateno != [1001,1002]
trigger2 = prevstateno = 1015 && p2stateno != [1011,1012]
trigger3 = prevstateno = 1025 && p2stateno != [1021,1022]
trigger4 = prevstateno = 1105 && p2stateno != [1001,1002]
trigger5 = prevstateno = 1115 && p2stateno != [1011,1012]
trigger6 = prevstateno = 1125 && p2stateno != [1021,1022]
trigger7 = prevstateno = 1206 && p2stateno != [1001,1002]
value = 1008

[Statedef 1008]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1008
sprpriority = 5

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 1007
ignorehitpause = 1
persistent = 0

[State 0, ]
type = AfterImage
trigger1 = time = 0
time = 999
length = 3
framegap = 1
palcolor = 38
trans = Add

[State 0, ]
type = DestroySelf
trigger1 = animtime = 0

[Statedef 1001]
type = U
movetype = H
physics = U
ctrl = 0
sprpriority = 0

[State 0, VelSet]
type = VelSet
trigger1 = statetype != A
x = 0
y = 0

[State 0, PosSet]
type = PosSet
trigger1 = statetype != A
;trigger2 = pos y >= -5
y = 0

[State 0, ]
type = ChangeAnim2
trigger1 = time = 0
value = 1001

[State 0, ChangeState]
type = ChangeState
trigger1 = statetype = A
value = 1002
ctrl = 0

[State 0, ]
type = selfstate
trigger1 = Time >= 10 && Life <= 0
value = 5000
ctrl = 0

[State 0, ]
type = ChangeState
triggerall = Life > 0
trigger1 = Time >= 25
trigger1 = Pos Y = 0
value = 1004

[Statedef 1002]
type = S
movetype = H
physics = N
ctrl = 0
velset = 0,0,0
sprpriority = 0

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 1001

[State 0, ]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1004

[State 0, ]
type = changestate
trigger1 = Time >= 10 && pos y < 0
value = 1003
ctrl = 0

[Statedef 1003]
type = A
movetype = H
physics = A
velset = 0,0,0

[State 0, ChangeAnim2]
type = ChangeAnim
trigger1 = time = 0
value = 5035

[State 0, SelfState]
type = SelfState
trigger1 = animtime = 0
value = 5030
ctrl = 0

[Statedef 1004]
type = S
movetype = H
physics = S
ctrl = 0
velset = 0,0
sprpriority = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 5005
ignorehitpause = 1

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
y = 0

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
trigger2 = pos y >= 0
y = 0

[State 0, ChangeState]
type = SelfState
trigger1 = time = 6
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
;ウェブボール中
;-------------------------------------------------------------------------------

[statedef 1010]
type = S
movetype = I
physics = S
anim = 1010
poweradd = 60
velset = 0,0
ctrl = 0

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

[State 0, ]
type = PlaySnd
trigger1 = animelem = 3
value = 1450,1

[State 0, ]
type = PlaySnd
trigger1 = animelem = 5  
value = 1450,0

[State 1460]
type = Explod
trigger1 = Time = 1
anim = 7023
ontop = 1
ownpal = 1
sprpriority = 3

[State 0, ]
type = Helper
trigger1 = animelem = 6
helpertype = normal
name = "web-ball"
ID = 1005
pos = 20,-43
postype = p1
facing = 1
stateno = 1015
ownpal = 1

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

[Statedef 1015]
type = S
movetype = A
physics = N
ctrl = 0
anim = 1005
velset = 7,0
sprpriority = 5

[State 0, ]
type = Nothitby
trigger1 = 1
value = SCA,NA,SA,HA,NT,ST,HT

[State 0, ]
type = HitBy
trigger1 = 1
value = SCA,NP,SP,HP
time = 1

[State 0, ]
type = HitOverride
trigger1 = 1
slot = 1
time = 1
stateno = 1006
attr = SCA, NP, SP, HP
ignorehitpause = 1

[State 0, ]
type = VelSet
trigger1 = 1
x = 5.5
y = 0

[State 0, ]
type = AfterImage
trigger1 = time = 0
time = 999
length = 3
framegap = 1
palcolor = 38
trans = Add

[State 0, ]
type = EnvColor
trigger1 = movehit = 1
value = 255,255,0
time = 1
under = 0
ignorehitpause = 1
persistent = 0

[State 0, ]
type = HitDef
triggerall = p2stateno !=[5000,5120]
trigger1 = movecontact = 0
attr = S,SP
hitflag = MAFP
guardflag = MA 
animtype = light
ground.type = low
air.type = low
guard.dist = 85
priority = 5,Hit
damage = 7*ifelse(8*root,fvar(6)>=1,floor(8*root,fvar(6)),1),7
pausetime = 0,0
guard.pausetime = 4,8
sparkno = -1
guard.sparkno = S1006
sparkxy = 15,0
hitsound = s1450,2
guardsound = s1111,0
ground.slidetime = 25
guard.slidetime = 25
ground.hittime = 25
guard.hittime = 25
air.hittime = 27
ground.velocity = -1
guard.velocity = -3
air.velocity = -1
getpower  = 40
givepower = 20

[State 620, VarAdd]
type = ParentVarAdd
trigger1 = HitCount = 1
var(40) = 1
ignorehitpause = 1
persistent = 0

[State 0, ]
type = TargetState
trigger1 = movehit
value = 1011
ignorehitpause = 1

[State 0, ]
type = Changestate
trigger1 = movehit
value = 1007
ignorehitpause = 1

[State 0, ]
type = Changestate
trigger1 = frontedgedist <= -25
trigger2 = moveguarded = 1
value = 1006

[Statedef 1011]
type = U
movetype = H
physics = U
ctrl = 0
sprpriority = 0

[State 0, VelSet]
type = VelSet
trigger1 = statetype != A
x = 0
y = 0

[State 0, PosSet]
type = PosSet
trigger1 = statetype != A
y = 0

[State 0, ]
type = ChangeAnim2
trigger1 = time = 0
value = 1001

[State 0, ChangeState]
type = ChangeState
trigger1 = statetype = A
value = 1012
ctrl = 0

[State 0, ]
type = selfstate
trigger1 = Time >= 30 && Life <= 0
value = 5000
ctrl = 0

[State 0, ]
type = ChangeState
triggerall = Life > 0
trigger1 = Time >= 30
trigger1 = Pos Y >= 0
value = 1004

[Statedef 1012]
type = A
movetype = H
physics = N
ctrl = 0
sprpriority = 0

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 1001

[State 0, ]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1004

[State 0, ]
type = changestate
trigger1 = Time >= 10 && pos y < 0
value = 1003
ctrl = 0

;-------------------------------------------------------------------------------
;ウェブボール強
;-------------------------------------------------------------------------------
[statedef 1020]
type = S
movetype = I
physics = S
anim = 1020
poweradd = 70
velset = 0,0
ctrl = 0

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

[State 0, ]
type = PlaySnd
trigger1 = animelem = 3
value = 1450,1

[State 0, ]
type = PlaySnd
trigger1 = animelem = 5 
value = 1450,0

[State 1460]
type = Explod
trigger1 = Time = 1
anim = 7023
ontop = 1
ownpal = 1
sprpriority = 3

[State 0, ]
type = Helper
trigger1 = animelem = 6
helpertype = normal
name = "web-ball"
ID = 1005
pos = 25,-40
postype = p1
facing = 1
stateno = 1025
ownpal = 1

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

[Statedef 1025]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1005
velset = 8,0
sprpriority = 5

[State 0, ]
type = Nothitby
trigger1 = 1
value = SCA,NA,SA,HA,NT,ST,HT

[State 0, ]
type = HitBy
trigger1 = 1
value = SCA,NP,SP,HP
time = 2

[State 0, ]
type = VelSet
trigger1 = 1
x = 7.5
y = 0

[State 0, ]
type = AfterImage
trigger1 = time = 0
time = 999
length = 3
framegap = 1
palcolor = 38
trans = Add

[State 0, ]
type = EnvColor
trigger1 = movehit = 1
value = 255,255,0
time = 1
under = 0
ignorehitpause = 1
persistent = 0

[State 0, ]
type = HitDef
trigger1 = movecontact = 0
attr = S,SP
hitflag = MAFP
guardflag = MA 
animtype = light
ground.type = low
air.type = low
priority = 5,Hit
guard.dist = 85
damage = 7*ifelse(8*root,fvar(6)>=1,floor(8*root,fvar(6)),1),7
pausetime = 0,8
guard.pausetime = 4,9
sparkno = -1
guard.sparkno = S1006
sparkxy = 15,0
hitsound = s1450,2
guardsound = s1111,0
ground.slidetime = 30
guard.slidetime = 25
ground.hittime = 30
guard.hittime = 28
air.hittime = 30
ground.velocity = -1
guard.velocity = -3
air.velocity = -1
getpower  = 40
givepower = 20

[State 620, VarAdd]
type = ParentVarAdd
trigger1 = HitCount = 1
var(40) = 1
ignorehitpause = 1
persistent = 0

[State 0, ]
type = TargetState
trigger1 = movehit
value = 1021
ignorehitpause = 1

[State 0, ]
type = Changestate
trigger1 = movehit
value = 1007
ignorehitpause = 1

[State 0, ]
type = HitOverride
trigger1 = 1
slot = 1
time = 2
stateno = 1006
attr = SCA, NP, SP, HP
ignorehitpause = 1

[State 0, ]
type = Changestate
trigger1 = movehit = 1
value = 1007

[State 0, ]
type = Changestate
trigger1 = frontedgedist <= -25
trigger2 = moveguarded = 1
value = 1006

[Statedef 1021]
type = U
movetype = H
physics = U
ctrl = 0
velset = 0,0
sprpriority = 0

[State 0, VelSet]
type = VelSet
trigger1 = statetype != A
x = 0
y = 0

[State 0, PosSet]
type = PosSet
trigger1 = statetype != A
y = 0

[State 0, ]
type = ChangeAnim2
trigger1 = time = 0
value = 1001

[State 0, ChangeState]
type = ChangeState
trigger1 = statetype = A
value = 1022
ctrl = 0

[State 0, ]
type = selfstate
trigger1 = Time >= 35 && Life <= 0
value = 5000
ctrl = 0

[State 0, ]
type = ChangeState
triggerall = Life > 0
trigger1 = Time >= 35
trigger1 = Pos Y = 0
value = 1004

[Statedef 1022]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0,0
sprpriority = 0

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 1001

[State 0, ]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1004

[State 0, ]
type = changestate
trigger1 = Time >= 35 && pos y < 0
value = 1003
ctrl = 0

;-------------------------------------------------------------------------------
;ウェブボール空弱
;-------------------------------------------------------------------------------

[statedef 1100]
type = A
movetype = I
physics = A
anim = 1130
poweradd = 50
velset = -0.3,-5
ctrl = 0

[State 0, ]
type = PlaySnd
trigger1 = animelem = 3
value = 1450,0

[State 0, ]
type = PlaySnd
trigger1 = animelem = 3
value = 1450,1


[State 0, ]
type =null; velset
trigger1 = time = 10
x=-0.3
y=-2.5

[State 0, ]
type = Helper
trigger1 = animelem = 6
helpertype = normal
name = "web-ball"
ID = 1005
pos = 40,-52
postype = p1
facing = 1
stateno = 1105
ownpal = 1


[State 0, ]
type = changestate
trigger1 = animtime = 0
value = 50
ctrl=1

[Statedef 1105]
type = A
movetype = A
physics = N
ctrl = 0
anim = 1105
velset = 4,4
sprpriority = 5

[State 0, ]
type = Nothitby
trigger1 = stateno = 1105
value = SCA,NA,SA,HA,NT,ST,HT

[State 0, ]
type = HitBy
trigger1 = stateno = 1105
value = SCA,NP,SP,HP
time = 1

[State 0, ]
type = HitOverride
trigger1 = stateno = 1105
slot = 1
time = 1
stateno = 1006
attr = SCA, NP, SP, HP
ignorehitpause = 1

[State 0, ]
type = ScreenBound
trigger1 = stateno = 1105
value = 0

[State 0, ]
type = VelSet
trigger1 = stateno = 1105
x = 2
y = 2

[State 0, ]
type = AfterImage
trigger1 = time = 0
time = 999
length = 3
framegap = 1
palcolor = 38
trans = Add

[State 0, ]
type = EnvColor
trigger1 = movehit = 1
value = 255,255,0
time = 1
under = 0
ignorehitpause = 1
persistent = 0

[State 0, ]
type = HitDef
trigger1 = stateno = 1105
attr = S,SP
hitflag = MAFP
guardflag = MA 
animtype = light
ground.type = low
air.type = low
guard.dist = 85
priority = 5,Hit
damage = 7*ifelse(8*root,fvar(6)>=1,floor(8*root,fvar(6)),1),7
pausetime = 0,8
guard.pausetime = 4,3
sparkno = -1
guard.sparkno = S1107
sparkxy = 15,-5
hitsound = s1450,2
guardsound = s1111,0
ground.slidetime = 25
guard.slidetime = 21
ground.hittime = 25
guard.hittime = 21
air.hittime = 25
fall.recovertime= 25
ground.velocity = -1
guard.velocity = -3
air.velocity = -1,-2
getpower  = 40
givepower = 20

[State 620, VarAdd]
type = ParentVarAdd
trigger1 = HitCount = 1
var(40) = 1
ignorehitpause = 1
persistent = 0

[State 0, ]
type = TargetState
trigger1 = movehit
value = 1001
ignorehitpause = 1

[State 0, ]
type = Changestate
trigger1 = movehit
value = 1007
ignorehitpause = 1

[State 0, ]
type = Changestate
trigger1 = pos y >= 0
value = 1106

[State 0, ]
type = Changestate
trigger1 = frontedgedist <= -25
trigger2 = moveguarded = 1
value = 1006

[Statedef 1106]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1106
velset = 0,0
sprpriority = 5

[State 0, ]
type = PlaySnd
trigger1 = time = 0
value = S6,1

[State 0, ]
type = PosSet
trigger1 = time >= 0
y = 0

[State 0, ]
type = AfterImageTime
trigger1 = time = 0
time = 12

[State 0, ]
type = DestroySelf
trigger1 = animtime = 0


;-------------------------------------------------------------------------------
;ウェブボール空中
;-------------------------------------------------------------------------------

[statedef 1110]
type = A
movetype = I
physics = A
anim = 1110
poweradd = 60
velset = -0.3,-2.4
ctrl = 0

[State 0, ]
type = PlaySnd
trigger1 = animelem = 3
value = 1450,1

[State 0, ]
type = PlaySnd
trigger1 = animelem = 5 
value = 1450,0

[State 0, ]
type = velset
trigger1 = time = 15 
x=-0.3
y=-2.5

[State 0, ]
type = Helper
trigger1 = animelem = 6
helpertype = normal
name = "web-ball"
ID = 1005
pos = 40,-52
postype = p1
facing = 1
stateno = 1115
ownpal = 1

[State 0, ]
type = changestate
trigger1 = animtime = 0
value = 50
ctrl=1

[Statedef 1115]
type = A
movetype = A
physics = N
ctrl = 0
anim = 1105
velset = 5,5
sprpriority = 5

[State 0, ]
type = Nothitby
trigger1 = stateno = 1115
value = SCA,NA,SA,HA,NT,ST,HT

[State 0, ]
type = HitBy
trigger1 = stateno = 1115
value = SCA,NP,SP,HP
time = 1

[State 0, ]
type = HitOverride
trigger1 = stateno = 1115
slot = 1
time = 1
stateno = 1006
attr = SCA, NP, SP, HP
ignorehitpause = 1

[State 0, ]
type = ScreenBound
trigger1 = stateno = 1115
value = 0

[State 0, ]
type = VelSet
trigger1 = stateno = 1115
x = 3.5
y = 3.5

[State 0, ]
type = AfterImage
trigger1 = time = 0
time = 999
length = 3
framegap = 1
palcolor = 38
trans = Add

[State 0, ]
type = EnvColor
trigger1 = movehit = 1
value = 255,255,0
time = 1
under = 0
ignorehitpause = 1
persistent = 0

[State 0, ]
type = HitDef
trigger1 = stateno = 1115
attr = S,SP
hitflag = MAFP
guardflag = MA 
animtype = light
ground.type = low
air.type = low
priority = 5,Hit
guard.dist = 85
damage = 7*ifelse(8*root,fvar(6)>=1,floor(8*root,fvar(6)),1),7
pausetime = 0,8
guard.pausetime = 4,3
sparkno = -1
guard.sparkno = S1107
sparkxy = 15,-5
hitsound = s1450,2
guardsound = s1111,0
ground.slidetime = 25
guard.slidetime = 25
ground.hittime = 25
guard.hittime = 25
air.hittime = 25
fall.recovertime= 25
ground.velocity = -1
guard.velocity = -3
air.velocity = -1,-2
getpower  = 40
givepower = 20

[State 620, VarAdd]
type = ParentVarAdd
trigger1 = HitCount = 1
var(40) = 1
ignorehitpause = 1
persistent = 0

[State 0, ]
type = TargetState
trigger1 = movehit
value = 1011
ignorehitpause = 1

[State 0, ]
type = Changestate
trigger1 = movehit
value = 1007
ignorehitpause = 1

[State 0, ]
type = Changestate
trigger1 = pos y >= 0
value = 1106

[State 0, ]
type = Changestate
trigger1 = frontedgedist <= -25
trigger2 = moveguarded = 1
value = 1006

;-------------------------------------------------------------------------------
;ウェブボール空強
;-------------------------------------------------------------------------------


[statedef 1120]
type = A
movetype = I
physics = A
anim = 1120
poweradd = 70
velset = 0,-4
ctrl = 0

[State 0, ]
type = PlaySnd
trigger1 = animelem = 3
value = 1450,1

[State 0, ]
type = PlaySnd
trigger1 = animelem = 5 
value = 1450,0

[State 0, ]
type = velset
trigger1 = time = 15 
x=-1
y=-3.2

[State 0, ]
type = Helper
trigger1 = animelem = 6
helpertype = normal
name = "web-ball"
ID = 1005
pos = 40,-53
postype = p1
facing = 1
stateno = 1125
ownpal = 1

[State 0, ]
type = changestate
trigger1 = animtime = 0
value = 50
ctrl=1

[Statedef 1125]
type = A
movetype = A
physics = N
ctrl = 0
anim = 1105
velset = 7,7
sprpriority = 5

[State 0, ]
type = Nothitby
trigger1 = stateno = 1125
value = SCA,NA,SA,HA,NT,ST,HT

[State 0, ]
type = HitBy
trigger1 = stateno = 1125
value = SCA,NP,SP,HP
time = 1

[State 0, ]
type = HitOverride
trigger1 = stateno = 1125
slot = 1
time = 1
stateno = 1006
attr = SCA, NP, SP, HP
ignorehitpause = 1

[State 0, ]
type = ScreenBound
trigger1 = stateno = 1125
value = 0

[State 0, ]
type = VelSet
trigger1 = stateno = 1125
x = 5.5
y = 5.5

[State 0, ]
type = AfterImage
trigger1 = time = 0
time = 999
length = 3
framegap = 1
palcolor = 38
trans = Add

[State 0, ]
type = EnvColor
trigger1 = movehit = 1
value = 255,255,0
time = 1
under = 0
ignorehitpause = 1
persistent = 0

[State 0, ]
type = HitDef
trigger1 = stateno = 1125
attr = S,SP
hitflag = MAFP
guardflag = MA 
animtype = light
ground.type = low
air.type = low
guard.dist = 85
priority = 5,Hit
damage = 7*ifelse(8*root,fvar(6)>=1,floor(8*root,fvar(6)),1),7
pausetime = 0,8
guard.pausetime = 4,3
sparkno = -1
guard.sparkno = S1107
sparkxy = 15,-5
hitsound = s1450,2
guardsound = s1111,0
ground.slidetime = 40
guard.slidetime = 30
ground.hittime = 40
guard.hittime = 30
air.hittime = 40
fall.recovertime= 40
ground.velocity = -1
guard.velocity = -3
air.velocity = -1,-2
getpower  = 40
givepower = 20

[State 620, VarAdd]
type = ParentVarAdd
trigger1 = HitCount = 1
var(40) = 1
ignorehitpause = 1
persistent = 0

[State 0, ]
type = TargetState
trigger1 = movehit
value = 1021
ignorehitpause = 1

[State 0, ]
type = Changestate
trigger1 = movehit
value = 1007
ignorehitpause = 1

[State 0, ]
type = Changestate
trigger1 = pos y >= 0
value = 1106

[State 0, ]
type = Changestate
trigger1 = frontedgedist <= -25
trigger2 = moveguarded = 1
value = 1006


;-------------------------------------------------------------------------------
;ウェブスイング弱
;-------------------------------------------------------------------------------

[statedef 1300]
type = A
movetype = A
physics = A
anim = 1300
poweradd = 56
juggle = 4
facep2 = 1
velset = 1,-5
ctrl = 0

[State 0, ]
type = Width
trigger1 = time = [0,10]
edge = 50,10
player = 10,0



[State 0, ]
type = PosFreeze
trigger1 = time <= 54
value = 1

[State 0, ]
type = PlayerPush
trigger1 = time <= 54
value = 0


[State 0, ]
type = PlaySnd
trigger1 = animelem = 8
value = S1510,0

[State 0, ]
type = PosAdd
trigger1 = time = 0
y = -40


[State 0, ]
type = EnvColor
trigger1 = movehit = 1
value = 255,255,0
time = 1
under = 0
ignorehitpause = 1
persistent = 0

[State 0, ]
type = HitDef
trigger1 = movecontact = 0
attr = A,SA
hitflag = MAFD
guardflag = MA
animtype = medium
air.animtype = medium
fall.animtype = back
ground.type = low
air.type = low
priority = 5,Hit
damage = 7*ifelse(18*fvar(6)>=1,floor(18*fvar(6)),1),7
pausetime = 10,10
guard.pausetime = 8,7
sparkno = S6662
guard.sparkno = S5555
sparkxy = 0,-30
hitsound = S1,2
guardsound = S1111,0
ground.slidetime = 25
guard.slidetime = 15
ground.hittime = 25
guard.hittime = 15
air.hittime = 25
ground.velocity = -3,-4
guard.velocity = -4
air.velocity = -2,-3
airguard.velocity = -3
ground.cornerpush.veloff = -15
air.cornerpush.veloff = -15
fall.recover = 0
fall = 1
fall.xvelocity =0
fall.yvelocity =0
down.bounce =0
down.velocity = -2,-8
down.hittime = 32
;guard.hittime = 2
;liedown.time = 15
fall.envshake.time = 18
fall.envshake.ampl = -10
;p2stateno = 1350
getpower  = 40
givepower = 20

[State 620, VarAdd]
type = VarAdd
trigger1 = HitCount = 1
var(40) = 1
ignorehitpause = 1
persistent = 0

[State 0, ]
type = null;Explod
trigger1 = animelem = 28
anim = 1301

[State 0, ]
type = VelSet
trigger1 = animelem = 28
x = 3
y = -3


[State 650, end]
type = ChangeState
trigger1 = frontedgedist <= 0
trigger2 = AnimTime = 0
value = 1305
ctrl = 0

[Statedef 1302]
type = A
movetype = H
physics = A
ctrl = 0
sprpriority = 0

[State 0, VelAdd]
type = VelAdd
trigger1 = time = 0
x = -4
y = -6

[State 0, ChangeAnim2]
type = ChangeAnim
trigger1 = time = 0
value = 5030
ignorehitpause = 1

[State 0, SelfState]
type = SelfState
trigger1 = time = 2
value = 5030

[statedef 1305]
type = A
movetype = A
physics = A
anim = 53
velset = 3,-8
ctrl = 0

[State 0, ]
type = Posset
trigger1 = time = 0
x=40


[State 0, ]
type = ChangeState
trigger1 = pos y >= 0
value = 52


;-------------------------------------------------------------------------------
;ウェブスイング中
;-------------------------------------------------------------------------------
[statedef 1310]
type = A
movetype = A
physics = A
anim = 1310
poweradd = 60
juggle = 4
facep2 = 1
velset = 2,-10
ctrl = 0

[State 0, ]
type = Width
trigger1 = time = [0,10]
edge = 50,10
player = 10,0


[State 0, ]
type = PosFreeze
trigger1 = time <= 56
value = 1

[State 0, ]
type = PlayerPush
trigger1 = time <= 56
value = 0



[State 0, ]
type = PlaySnd
trigger1 = animelem = 11
value = S1510,0

[State 0, ]
type = PosAdd
trigger1 = time = 0
y = -40


[State 0, ]
type = EnvColor
trigger1 = movehit = 1
value = 255,255,0
time = 1
under = 0
ignorehitpause = 1
persistent = 0

[State 0, ]
type = HitDef
trigger1 = movecontact = 0
attr = A,SA
hitflag = MAFD
guardflag =MA 
animtype = medium
air.animtype = medium
fall.animtype = back
ground.type = low
air.type = low
priority = 5,Hit
damage = 7*ifelse(22*fvar(6)>=1,floor(22*fvar(6)),1),7
pausetime = 13,13
guard.pausetime = 8,7
sparkno = S6662
guard.sparkno = S5555
sparkxy = 0,-30
hitsound = S1,2
guardsound = S1111,0
ground.slidetime = 25
guard.slidetime = 15
ground.hittime = 25
guard.hittime = 15
air.hittime = 25
ground.velocity = -2,-5
guard.velocity = -4
air.velocity = -2,-3
airguard.velocity = -3
fall.recover = 0
fall = 1
fall.xvelocity =0
fall.yvelocity =0
down.bounce =0
down.velocity = -2,-8
down.hittime = 32
;guard.hittime = 2
;liedown.time = 15
fall.envshake.time = 18
fall.envshake.ampl = -10
;p2stateno = 1350
getpower  = 40
givepower = 20

[State 620, VarAdd]
type = VarAdd
trigger1 = HitCount = 1
var(40) = 1
ignorehitpause = 1
persistent = 0


[State 0, ]
type = VelSet
trigger1 = animelem = 31
x = 3
y = -7


[State 650, end]
type = ChangeState
trigger1 = frontedgedist <= 0
trigger2 = AnimTime = 0
value = 1305
ctrl = 0

;-------------------------------------------------------------------------------
;ウェブスイング強
;-------------------------------------------------------------------------------
[statedef 1320]
type = A
movetype = A
physics = A
anim = 1320
poweradd = 70
juggle = 5
facep2 = 1
velset = 3,-15
ctrl = 0

[State 0, ]
type = Width
trigger1 = time = [0,10]
edge = 50,10
player = 10,0


[State 0, ]
type = PosFreeze
trigger1 = time <= 62
value = 1

[State 0, ]
type = PlayerPush
trigger1 = time <= 62
value = 0

[State 0, ]
type = PlaySnd
trigger1 = animelem = 7
value = S1510,0



[State 0, ]
type =null; PlaySnd
trigger1 = animelem = 9
value = S0,5

[State 0, ]
type = Posadd
trigger1 = time = 0
y=-40

[State 0, ]
type = EnvColor
trigger1 = movehit = 1
value = 255,255,0
time = 1
under = 0
ignorehitpause = 1
persistent = 0

[State 0, ]
type = HitDef
trigger1 = movecontact = 0
attr = A,SA
hitflag = MAFD
guardflag =MA 
animtype = hard
air.animtype = hard
fall.animtype = back
ground.type = low
air.type = low
priority = 5,Hit
damage = 7*ifelse(26*fvar(6)>=1,floor(26*fvar(6)),1),7
pausetime = 14,14
guard.pausetime = 8,7
sparkno = S6662
guard.sparkno = S5555
sparkxy = 0,-35
hitsound = S1,2
guardsound = S1111,0
ground.slidetime = 25
guard.slidetime = 15
ground.hittime = 25
guard.hittime = 15
air.hittime = 25
ground.velocity = -3,-6
guard.velocity = -4
air.velocity = -2,-3
airguard.velocity = -3
fall.recover = 0
fall = 1
fall.xvelocity =0
fall.yvelocity =0
down.bounce =0
down.velocity = -3,-8
down.hittime = 32
;guard.hittime = 2
;liedown.time = 15
fall.envshake.time = 18
fall.envshake.ampl = -10
;p2stateno = 1350
getpower  = 40
givepower = 20

[State 620, VarAdd]
type = VarAdd
trigger1 = HitCount = 1
var(40) = 1
ignorehitpause = 1
persistent = 0

[State 0, ]
type = null;Explod
trigger1 = animelem = 32
anim = 1321

[State 0, ]
type = VelSet
trigger1 = animelem = 32
x = 3
y = -9



[State 650, end]
type = ChangeState
trigger1 = frontedgedist <= 0
trigger2 = AnimTime = 0
value = 1305
ctrl = 0


;-----------------------------------------------------------------------------
;スパイダースティング弱
;-----------------------------------------------------------------------------
[statedef 1400]
type = A
movetype = A
physics = N
anim = 1400
poweradd = 50
juggle = 5
velset = 0,0
ctrl = 0

[State 0,pos ]
type = Gravity
trigger1 = 1


[State 0,pos ]
type = PosSet
trigger1 = time = 0
y = 0
ignorehitpause = 1


[State 0, PosAdd]
type = PosAdd
trigger1 = time = 7
y = -2
ignorehitpause = 1
persistent = 0

[State 0,vel ]
type = VelSet
trigger1 = animelem = 5
x = 8
y = -8
ignorehitpause = 1
persistent = 0

[State 0,vel ]
type = VelAdd
trigger1 = time > 10 && vel x > 0
x = -1

[State 0,vel ]
type = VelSet
trigger1 = animelem = 8
x = 0


[State 0,s ]
type = PlaySnd
trigger1 = animelem = 2
value = S0,2

[State 0,s ]
type = PlaySnd
trigger1 = animelem = 2
value = S1480,0


[State 1460]
type = Explod
trigger1 = Time = 2
anim = 7023
ontop = 1
ownpal = 1
sprpriority = 3

[State 0,muteki ]
type = nothitby
trigger1 = time = 0
time = 9
value = SCA

[State 0, ]
type = EnvColor
trigger1 = movehit = 1
value = 255,255,0
time = 1
under = 0
ignorehitpause = 1
persistent = 0

[State 0,hit ]
type = HitDef
trigger1 = movecontact = 0
attr = S,NA
animtype = up
air.animtype = up
fall.animtype = up
ground.type = high
air.type = low
priority = 6,Hit   
hitflag = MAF
guardflag = MA
damage = 33*ifelse(3*fvar(6)>=1,floor(3*fvar(6)),1),7
pausetime = 10,8
guard.pausetime = 5,4
sparkno = S6665
guard.sparkno = S5555
sparkxy = 0,-120
hitsound = S1,2
guardsound = S1111,0
ground.slidetime = 25
guard.slidetime = 25
ground.hittime = 25
guard.hittime = 25
air.hittime = 25
ground.velocity = -0.25,-11
guard.velocity = -3
air.velocity = -2,-9
airguard.velocity = -8,-2
ground.cornerpush.veloff = -3
air.cornerpush.veloff = -2
getpower  = 40
givepower = 20
fall = 1
air.fall = 1
fall.recover=0
yaccel = .6


[State 620, VarAdd]
type = VarAdd
trigger1 = HitCount = 1
var(40) = 1
ignorehitpause = 1
persistent = 0

[State 0,追加 ]
type = ChangeState
triggerall = hitcount = 1 && time >= 12 && vel y = [-3,3]
trigger1 = command = "x"
trigger2 = command = "y"
trigger3 = command = "z"
value = 1425

[State 0, StateTypeSet]
type = Changestate
trigger1 = animtime=0
value = 50


;-----------------------------------------------------------------------
;中
;-----------------------------------------------------------------------
[statedef 1410]
type = A
movetype = A
physics = N
anim = 1400
poweradd = 60
juggle = 5
velset = 0,0
ctrl = 0

[State 0,pos ]
type = Gravity
trigger1 = 1

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


[State 0, PosAdd]
type = PosAdd
trigger1 = time = 7
y = -2
ignorehitpause = 1
persistent = 0

[State 0, ]
type = VelSet
trigger1 = animelem = 5
x = 10
y = -10
ignorehitpause = 1
persistent = 0

[State 0, ]
type = VelAdd
trigger1 = time >= 10 && vel x >0
x = -1

[State 0, ]
type = VelSet
trigger1 = animelem = 8
x = 0


[State 0, ]
type = PlaySnd
trigger1 = animelem = 2
value = S0,2

[State 0, ]
type = PlaySnd
trigger1 = animelem = 2
value = S1480,0


[State 1460]
type = Explod
trigger1 = Time = 2
anim = 7023
ontop = 1
ownpal = 1
sprpriority = 3

[State 0, ]
type = nothitby
trigger1 = time = 0
time = 10
value = SCA

[State 0, ]
type = EnvColor
trigger1 = movehit = 1
value = 255,255,0
time = 1
under = 0
ignorehitpause = 1
persistent = 0

[State 0, ]
type = HitDef
trigger1 = movecontact = 0
attr = S,NA
animtype = up
air.animtype = up
fall.animtype = up
ground.type = high
air.type = low
priority = 6,Hit   ;Hit,Miss,Dodge
hitflag = MAF
guardflag = MA
damage = 42*ifelse(3*fvar(6)>=1,floor(3*fvar(6)),1),14
pausetime = 11,9
guard.pausetime = 5,4
sparkno = S6665
guard.sparkno = S5555
sparkxy = 0,-120
hitsound = S1,2
guardsound = S1111,0
ground.slidetime = 25
guard.slidetime = 25
ground.hittime = 25
guard.hittime = 25
air.hittime = 25
ground.velocity = -0.25,-13
guard.velocity = -3
air.velocity = -1.5,-9
airguard.velocity = -9,-2
ground.cornerpush.veloff = -3
air.cornerpush.veloff = -2
getpower  = 40
givepower = 20
fall = 1
air.fall = 1
fall.recover=0
yaccel = .6


[State 620, VarAdd]
type = VarAdd
trigger1 = HitCount = 1
var(40) = 1
ignorehitpause = 1
persistent = 0

[State 0, ]
type = ChangeState
triggerall = hitcount = 1 && time >= 12 && vel y = [-4,4]
trigger1 = command = "x"
trigger2 = command = "y"
trigger3 = command = "z"
value = 1426



[State 0, StateTypeSet]
type = Changestate
trigger1 = animtime=0
value = 50


;---------------------------------------------------------------------
;強
;---------------------------------------------------------------------

[statedef 1420]
type = A
movetype = A
physics = N
anim = 1400
poweradd = 70
juggle = 5
velset = 0,0
ctrl = 0

[State 0,pos ]
type = Gravity
trigger1 = 1


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


[State 0, PosAdd]
type = PosAdd
trigger1 = time = 7
y = -2
ignorehitpause = 1
persistent = 0

[State 0, ]
type = VelSet
trigger1 = animelem = 5
x = 12
y = -12
ignorehitpause = 1
persistent = 0

[State 0, ]
type = VelAdd
trigger1 = time >= 10 && vel x > 0
x = -1

[State 0, ]
type = VelSet
trigger1 = animelem = 8
x = 0


[State 0, ]
type = PlaySnd
trigger1 = animelem = 2
value = S0,2

[State 0, ]
type = PlaySnd
trigger1 = animelem = 2
value = S1480,0


[State 1460]
type = Explod
trigger1 = Time = 2
anim = 7023
ontop = 1
ownpal = 1
sprpriority = 3

[State 0, ]
type = nothitby
trigger1 = time = 0
time = 11
value = SCA

[State 0, ]
type = EnvColor
trigger1 = movehit = 1
value = 255,255,0
time = 1
under = 0
ignorehitpause = 1
persistent = 0

[State 0, ]
type = HitDef
trigger1 = movecontact = 0
attr = S,NA
animtype = up
air.animtype = up
fall.animtype = up
ground.type = high
air.type = low
hitflag = MAF
guardflag = MA
priority = 6,Hit   ;Hit,Miss,Dodge
damage = 49*ifelse(3*fvar(6)>=1,floor(3*fvar(6)),1),21
pausetime = 11,9
guard.pausetime = 5,4
sparkno = S6665
guard.sparkno = S5555
sparkxy = 0,-120
hitsound = S1,2
guardsound = S1111,0
ground.slidetime = 25
guard.slidetime = 25
ground.hittime = 25
guard.hittime = 25
air.hittime = 25
ground.velocity = -0.25,-15
guard.velocity = -3
air.velocity = -0.25,-12
airguard.velocity = -9,-3
ground.cornerpush.veloff = -3
air.cornerpush.veloff = -2
getpower  = 40
givepower = 20
fall = 1
air.fall = 1
fall.recover=0
yaccel = .6

[State 620, VarAdd]
type = VarAdd
trigger1 = HitCount = 1
var(40) = 1
ignorehitpause = 1
persistent = 0


[State 0, ]
type = ChangeState
triggerall = hitcount = 1 && time >= 12 && vel y = [-6,4]
trigger1 = command = "x"
trigger2 = command = "y"
trigger3 = command = "z"
value = 1427

[State 0, StateTypeSet]
type = Changestate
trigger1 = animtime=0
value = 50


;--------------------------------------------------------
;追加
;--------------------------------------------------------

[statedef 1425]
type = A
movetype = A
physics = A
anim = 1405
velset = 0,-1
ctrl = 0

[State 0, ]
type = PosFreeze
trigger1 = time <= 12
value = 1

[State 0, ]
type = PlaySnd
trigger1 = animelem = 3
value = 0,2

[State 0, ]
type = EnvColor
trigger1 = movehit = 1
value = 255,255,0
time = 1
under = 0
ignorehitpause = 1
persistent = 0

[State 0, ]
type = HitDef
trigger1 = movehit = 0
attr = A,NA
animtype = hard
air.animtype = hard
fall.animtype = back
ground.type = high
air.type = low
hitflag = MAF
guardflag = MA
damage = 14*ifelse(3*fvar(6)>=1,floor(3*fvar(6)),1),7
pausetime = 13,11
guard.pausetime = 5,4
sparkno = S6665
guard.sparkno = S5555
sparkxy = 0,-95
hitsound = S1,2
guardsound = S1111,0
ground.slidetime = 10
guard.slidetime = 10
ground.hittime = 10
guard.hittime = 10
air.hittime = 20
ground.velocity = -3
guard.velocity = -2
air.velocity = -2,14
airguard.velocity = -2,1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
getpower  = 40
givepower = 20
persistent = 0
air.fall = 1
fall.recover=0

[State 0, ]
type = HitDef
trigger1 = movecontact = 0
trigger1 = animelem = 4
attr = A,NA
animtype = hard
air.animtype = hard
fall.animtype = up
ground.type = high
air.type = low
hitflag = MAF
guardflag = MA
damage = 14*ifelse(3*fvar(6)>=1,floor(3*fvar(6)),1),7
pausetime = 13,11
guard.pausetime = 5,4
sparkno = S6665
guard.sparkno = S5555
sparkxy = -15,-90
hitsound = S1,2
guardsound = S1111,0
ground.slidetime = 10
guard.slidetime = 10
ground.hittime = 10
guard.hittime = 10
air.hittime = 20
ground.velocity = -2
guard.velocity = -3
air.velocity = -2,15
airguard.velocity = -2,1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
getpower  = 40
givepower = 20
air.fall = 1
fall.recover=0

[State 620, VarAdd]
type = VarAdd
trigger1 = HitCount = 1
var(40) = 1
ignorehitpause = 1
persistent = 0


[State 0, ]
type = ChangeState
trigger1 = animtime = 0
value = 50
ctrl = 0

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

[statedef 1426]
type = A
movetype = A
physics = A
anim = 1405
velset = 0,-1
ctrl = 0

[State 0, ]
type = PosFreeze
trigger1 = time <= 12
value = 1

[State 0, ]
type = PlaySnd
trigger1 = animelem = 3
value = 0,2

[State 0, ]
type = EnvColor
trigger1 = movehit = 1
value = 255,255,0
time = 1
under = 0
ignorehitpause = 1
persistent = 0

[State 0, ]
type = HitDef
trigger1 = movehit = 0
attr = A,NA
animtype = hard
air.animtype = hard
fall.animtype = back
ground.type = high
air.type = low
hitflag = MAF
guardflag = MA
damage = 21*ifelse(3*fvar(6)>=1,floor(3*fvar(6)),1),7
pausetime = 13,11
guard.pausetime = 5,4
sparkno = S6665
guard.sparkno = S5555
sparkxy = 0,-95
hitsound = S1,2
guardsound = S1111,0
ground.slidetime = 10
guard.slidetime = 10
ground.hittime = 10
guard.hittime = 10
air.hittime = 20
ground.velocity = -3
guard.velocity = -2
air.velocity = -2,14
airguard.velocity = -2,1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
getpower  = 40
givepower = 20
persistent = 0
air.fall = 1
fall.recover=0

[State 0, ]
type = HitDef
trigger1 = movecontact = 0
trigger1 = animelem = 4
attr = A,NA
animtype = hard
air.animtype = hard
fall.animtype = up
ground.type = high
air.type = low
hitflag = MAF
guardflag = MA
damage = 21*ifelse(3*fvar(6)>=1,floor(3*fvar(6)),1),7
pausetime = 13,11
guard.pausetime = 5,4
sparkno = S6665
guard.sparkno = S5555
sparkxy = -15,-90
hitsound = S1,2
guardsound = S1111,0
ground.slidetime = 10
guard.slidetime = 10
ground.hittime = 10
guard.hittime = 10
air.hittime = 20
ground.velocity = -2
guard.velocity = -3
air.velocity = -2,15
airguard.velocity = -2,1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
getpower  = 40
givepower = 20
air.fall = 1
fall.recover=0

[State 620, VarAdd]
type = VarAdd
trigger1 = HitCount = 1
var(40) = 1
ignorehitpause = 1
persistent = 0


[State 0, ]
type = ChangeState
trigger1 = animtime = 0
value = 50
ctrl = 0

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

[statedef 1427]
type = A
movetype = A
physics = A
anim = 1405
velset = 0,-1
ctrl = 0

[State 0, ]
type = PosFreeze
trigger1 = time <= 12
value = 1

[State 0, ]
type = PlaySnd
trigger1 = animelem = 3
value = 0,2

[State 0, ]
type = EnvColor
trigger1 = movehit = 1
value = 255,255,0
time = 1
under = 0
ignorehitpause = 1
persistent = 0

[State 0, ]
type = HitDef
trigger1 = movehit = 0
attr = A,NA
animtype = hard
air.animtype = hard
fall.animtype = back
ground.type = high
air.type = low
hitflag = MAF
guardflag = MA
damage = 37*ifelse(3*fvar(6)>=1,floor(3*fvar(6)),1),7
pausetime = 13,11
guard.pausetime = 5,4
sparkno = S6665
guard.sparkno = S5555
sparkxy = 0,-95
hitsound = S1,2
guardsound = S1111,0
ground.slidetime = 10
guard.slidetime = 10
ground.hittime = 10
guard.hittime = 10
air.hittime = 20
ground.velocity = -3
guard.velocity = -2
air.velocity = -2,14
airguard.velocity = -2,1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
getpower  = 40
givepower = 20
persistent = 0
air.fall = 1
fall.recover=0

[State 0, ]
type = HitDef
trigger1 = movecontact = 0
trigger1 = animelem = 4
attr = A,NA
animtype = hard
air.animtype = hard
fall.animtype = up
ground.type = high
air.type = low
hitflag = MAF
guardflag = MA
damage = 37*ifelse(3*fvar(6)>=1,floor(3*fvar(6)),1),7
pausetime = 13,11
guard.pausetime = 5,4
sparkno = S6665
guard.sparkno = S5555
sparkxy = -15,-90
hitsound = S1,2
guardsound = S1111,0
ground.slidetime = 10
guard.slidetime = 10
ground.hittime = 10
guard.hittime = 10
air.hittime = 20
ground.velocity = -2
guard.velocity = -3
air.velocity = -2,15
airguard.velocity = -2,1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
getpower  = 40
givepower = 20
air.fall = 1
fall.recover=0

[State 620, VarAdd]
type = VarAdd
trigger1 = HitCount = 1
var(40) = 1
ignorehitpause = 1
persistent = 0


[State 0, ]
type = ChangeState
trigger1 = animtime = 0
value = 50
ctrl = 0


;--------------------------------------------------------------------------------------
[Statedef 21540];糸
type = S
movetype = A
physics = N
ctrl = 0
anim = 21540
velset = 0,0
sprpriority = 1

[State 0, ]
type = Nothitby
trigger1 = 1
value = SCA

[State 0, ]
type = DestroySelf
trigger1 = parent,animelem = 9
trigger2= animtime = 0
trigger3 = parent,stateno != 1500

;--------------------------------------------------------------------------------------
[Statedef 21560];糸
type = S
movetype = A
physics = N
ctrl = 0
anim = 21560
velset = 0,0
sprpriority = 1

[State 0, ]
type = Nothitby
trigger1 = 1
value = SCA

[State 0, ]
type = DestroySelf
trigger1 = parent,animelem = 9
trigger2= animtime = 0
trigger3 = parent,stateno != 1510

;--------------------------------------------------------------------------------------
[Statedef 21580];糸
type = S
movetype = A
physics = N
ctrl = 0
anim = 21580
velset = 0,0
sprpriority = 1

[State 0, ]
type = Nothitby
trigger1 = 1
value = SCA

[State 0, ]
type = DestroySelf
trigger1 = parent,animelem = 9
trigger2= animtime = 0
trigger3 = parent,stateno != 1520


;-------------------------------------------------------------------------
;ウェブスロー弱
;-------------------------------------------------------------------------

[statedef 1500]
type = S
movetype = A
physics = S
anim = 1500
poweradd = 50
velset = 0,0
ctrl = 0

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

[State 0, ]
type = PlaySnd
trigger1 = animelem = 3
value = 1540,0



[State 0, Explod]
type = helper
trigger1 = animelem = 4
stateno = 21540
pos = 80,-52
helpertype = normal
name = "ito"
ID = 21540
postype = p1
facing = 1
ownpal = 1


[State 0, ]
type = HitDef
trigger1 = animelem = 4
trigger1 = moveguarded = 0
attr = S,ST
hitflag = MAF
guardflag = MA
sparkxy = 0,-55
sparkno = -1
hitsound = S1450,2
;guard.sparkno = S1507
getpower  = 40
givepower = 20
p1stateno = 1501
p2stateno = 1508

[State 0, ]
type = HitDef
trigger1 = animelem = 5
trigger1 = moveguarded = 0
attr = S,ST
hitflag = MAF
guardflag = MA
sparkxy = 0,-55
sparkno = -1
;guard.sparkno = S1507
hitsound = S1450,2
getpower  = 40
givepower = 20
p1stateno = 1502
p2stateno = 1508

[State 0, ]
type = HitDef
trigger1 = animelem = 6
trigger1 = moveguarded = 0
attr = S,ST
hitflag = MAF
guardflag = MA
sparkxy = 0,-55
sparkno = -1
;guard.sparkno = S1507
hitsound = S1450,2
guard.dist = 200
getpower  = 40
givepower = 20
p1stateno = 1503
p2stateno = 1508

[State 0, ]
type = HitDef
trigger1 = animelem = 7
trigger1 = moveguarded = 0
attr = S,ST
hitflag = MAF
guardflag = MA
sparkxy = 0,-55
sparkno = -1
;guard.sparkno = S1507
hitsound = S1450,2
guard.dist = 230
getpower  = 40
givepower = 20
p1stateno = 1504
p2stateno = 1508

[State 0, ]
type = HitDef
trigger1 = animelem = 8
trigger1 = moveguarded = 0
attr = S,ST
hitflag = MAF
guardflag = MA
sparkxy = 0,-55
sparkno = -1
;guard.sparkno = S1507
hitsound = S1450,2
guard.dist = 250
getpower  = 40
givepower = 20
p1stateno = 1505
p2stateno = 1508

[State 620, VarAdd]
type = ParentVarAdd
trigger1 = HitCount = 1
var(40) = 1
ignorehitpause = 1
persistent = 0


[State 0, ]
type = EnvColor
trigger1 = movehit = 1
value = 255,255,0
time = 1
under = 0
ignorehitpause = 1
persistent = 0

[State 0, ]
type = Helper
trigger1 = animelem = 9
trigger1 = moveguarded = 0
helpertype = normal
name = "web-line"
ID = 1005
pos = 200,-52
postype = p1
facing = 1
stateno = 1506
ownpal = 1

[State 0, ]
type = ChangeAnim
trigger1 = moveguarded = 1
value = 1500
elem = 9
ignorehitpause = 1
persistent = 0

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

[statedef 1501]
type = S
movetype = A
physics = S
anim = 1501
sprpriority = -1
velset = 0,0
ctrl = 0

[State 0, ]
type = null;PlaySnd
trigger1 = time = 4
value = S1540,1

[State 0, ]
type = ChangeState
trigger1 = numtarget <= 0
value = 0
ctrl = 1

[State 0, ]
type = TargetBind
trigger1 = stateno = 1501
time = 1
pos = 115,-55

[State 0, ]
type = ChangeState
trigger1 = animtime = 0
value = 1502

[statedef 1502]
type = S
movetype = A
physics = S
anim = 1502
sprpriority = -1
velset = 0,0
ctrl = 0

[State 0, ]
type = null;PlaySnd
trigger1 = time = 4
value = S1540,1

[State 0, ]
type = TargetBind
trigger1 = stateno = 1502
time = 1
pos = 175,-55

[State 0, ]
type = ChangeState
trigger1 = animtime = 0
value = 1503

[statedef 1503]
type = S
movetype = A
physics = S
anim = 1503
sprpriority = -1
velset = 0,0
ctrl = 0

[State 0, ]
type =null; PlaySnd
trigger1 = time = 4
value = S1540,1

[State 0, ]
type = ChangeState
trigger1 = numtarget <= 0
value = 0
ctrl = 1

[State 0, ]
type = TargetBind
trigger1 = stateno = 1503
time = 1
pos = 215,-55

[State 0, ]
type = ChangeState
trigger1 = animtime = 0
value = 1504

[statedef 1504]
type = S
movetype = A
physics = S
anim = 1504
sprpriority = -1
velset = 0,0
ctrl = 0

[State 0, ]
type = PlaySnd
trigger1 = time = 4
value = S1540,1

[State 0, ]
type = ChangeState
trigger1 = numtarget <= 0
value = 0
ctrl = 1

[State 0, ]
type = TargetBind
trigger1 = stateno = 1504
time = 1
pos = 230,-55

[State 0, ]
type = ChangeState
trigger1 = animtime = 0
value = 1505

[statedef 1505]
type = S
movetype = A
physics = S
anim = 1505
velset = 0,0
sprpriority = -1
ctrl = 0

[State 0, ]
type = ChangeState
trigger1 = numtarget <= 0
value = 0
ctrl = 1

[State 0, Width]
type = Width
trigger1 = time >= 0
edge = ifelse(time>=10,60,100),ifelse(time<=24,20,ifelse(time <=28,60,130))

[State 0, ]
type = ScreenBound
trigger1 = time >= 0
value = 1
movecamera = 1,1
ignorehitpause = 1
persistent = 1

[State 0, ]
type = PlaySnd
trigger1 = animelem = 5
value = S1540,2

[State 0, ]
type = PlaySnd
trigger1 = animelem = 12
value = S1540,2

[State 0, ]
type = PlaySnd
trigger1 = animelem = 13
value = S220,0
channel = 1
lowpriority = 1

[State 0, ]
type = TargetFacing
trigger1 = animelem = 1
trigger2 = animelem = 11
value = 1

[State 0, ]
type = TargetFacing
trigger1 = animelem = 7
value = -1

[State 0, ]
type = SprPriority
trigger1 = animelem = 9
value = 1

[State 0, ]
type = SprPriority
trigger1 = animelem = 13
value = -1

[State 0, ]
type = TargetBind
trigger1 = animelem = 1
time = 4
pos = 240,-55

[State 0, ]
type = TargetBind
trigger1 = animelem = 2
time = 4
pos = 220,-60

[State 0, ]
type = TargetBind
trigger1 = animelem = 3
time = 4
pos = 195,-75

[State 0, ]
type = TargetBind
trigger1 = animelem = 4
time = 4
pos = 180,-85

[State 0, ]
type = TargetBind
trigger1 = animelem = 5
time = 4
pos = 105,-80

[State 0, ]
type = TargetBind
trigger1 = animelem = 6
time = 4
pos = 25,-80

[State 0, ]
type = TargetBind
trigger1 = animelem = 7
time = 4
pos = -105,-80

[State 0, ]
type = TargetBind
trigger1 = animelem = 8
time = 4
pos = -155,-95

[State 0, ]
type = TargetBind
trigger1 = animelem = 9
time = 4
pos = -110,-110

[State 0, ]
type = TargetBind
trigger1 = animelem = 10
time = 4
pos = -5,-120

[State 0, ]
type = TargetBind
trigger1 = animelem = 11
time = 4
pos = 35,-95

[State 0, ]
type = TargetBind
trigger1 = animelem = 12
time = 4
pos = 140,-80

[State 0, ]
type = TargetBind
trigger1 = animelem = 13
time = 4
pos = 150,-60

[State 0, ]
type = TargetBind
trigger1 = animelem = 14
time = 4
pos = 20,-45

[State 0, ]
type = TargetBind
trigger1 = animelem = 15
time = 4
pos = -140,-45

[State 0, ]
type = TargetLifeAdd
trigger1 = animelem = 16
value =  -260*(fvar(6))


[State 0, ]
type = TargetState
trigger1 = animelem = 16
value = 1509

[State 0, ]
type = TargetDrop
trigger1 = animelem = 16

[State 0, ]
type = Turn
trigger1 = animelem = 17

[State 0, ]
type = ScreenBound
trigger1 = time >= 64
value = 0

[State 0, ]
type = ChangeState
trigger1 = backedgedist <= -20
trigger1 = animtime = 0
value = 101
ctrl = 1

[State 0, ChangeAnim2]
type = ChangeAnim
trigger1 = backedgedist > 0 && time >= 75
value = 1505
elem = 22
ignorehitpause = 1
persistent = 0

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

[Statedef 1506]
type = S
movetype = A
physics = N
ctrl = 0
anim = 1506
velset = 7,0
sprpriority = 5

[State 0, ]
type = Nothitby
trigger1 = stateno = 1506
value = SCA,NA,SA,HA,NT,ST,HT

[State 0, ]
type = HitBy
trigger1 = stateno = 1506
value = SCA,NP,SP,HP
time = 10

[State 0, ]
type = HitOverride
trigger1 = stateno = 1506
slot = 1
time = 1
stateno = 1507
attr = SCA, NP, SP, HP
ignorehitpause = 1

[State 0, ]
type = ScreenBound
trigger1 = stateno = 1506
value = 0

[State 0, ]
type = VelSet
trigger1 = stateno = 1506
x = 6
y = 0

[State 0, ]
type = AfterImage
trigger1 = time = 0
time = 999
length = 3
framegap = 1
palcolor = 38
trans = Add

[State 0, ]
type = EnvColor
trigger1 = movehit = 1
value = 255,255,0
time = 1
under = 0
ignorehitpause = 1
persistent = 0

[State 0, ]
type = HitDef
trigger1 = stateno = 1506
attr = S,SA
hitflag = MAF
guardflag = MA 
animtype = light
ground.type = high
air.type = low
priority = 5,Hit
damage = 7*ifelse(5*root,fvar(6)>=1,floor(5*root,fvar(6)),1),7
pausetime = 0,8
guard.pausetime = 4,3
sparkno = S6660
guard.sparkno = S5555
sparkxy = 10,0
hitsound = S1450,2
guardsound = s1111,0
ground.slidetime = 25
guard.slidetime = 25
ground.hittime = 25
guard.hittime = 25
air.hittime = 25
ground.velocity = -1
guard.velocity = -3
air.velocity = -1
getpower  = 40
givepower = 20

[State 620, VarAdd]
type = ParentVarAdd
trigger1 = HitCount = 1
var(40) = 1
ignorehitpause = 1
persistent = 0

[State 0, ]
type = DestroySelf
trigger1 = frontedgedist <= -200

[State 0, ]
type = Changestate
trigger1 = movehit = 1
trigger2 = movecontact = 1
trigger3 = time = 30
value = 1507

[Statedef 1507]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1507
velset = 0,0
sprpriority = 5

[State 0, ]
type = AfterImageTime
trigger1 = time = 0
time = 10

[State 0, ]
type = DestroySelf
trigger1 = animtime = 0

[Statedef 1508]
type = A
movetype = H
physics = A
ctrl = 0
anim = 5000
velset = 0,0
sprpriority = 0

[State 0, ]
type = ScreenBound
trigger1 = stateno = 1508
value = 0
movecamera = 1,0

[State 0, ]
type = ChangeAnim2
trigger1 = time = 0
value = 1508

[Statedef 1509]
type = A
movetype = H
physics = A
ctrl = 0
anim = 5030
velset = -10,-1.25
sprpriority = 0

[State 0, ]
type = ChangeAnim2
trigger1 = time = 0
value = 5030

[State 0, ]
type = SelfState
trigger1 = time >= 1
value = 5050


;----------------------------------------------------------------------
;ウェブスロー中
;----------------------------------------------------------------------

[statedef 1510]
type = S
movetype = A
physics = S
anim = 1510
poweradd = 50
velset = 0,0
ctrl = 0

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

[State 0, ]
type = PlaySnd
trigger1 = animelem = 3
value = 1540,0



[State 0, Explod]
type = helper
trigger1 = animelem = 4
stateno = 21560
pos = 50,-92
helpertype = normal
name = "ito"
ID = 21560
postype = p1
facing = 1
ownpal = 1




[State 0, ]
type = HitDef
trigger1 = animelem = 4
trigger1 = moveguarded = 0
attr = S,ST
hitflag = MAF
guardflag = MA
sparkxy = 0,-85
sparkno = -1
hitsound = S1450,2
;guard.sparkno = S1517
getpower  = 40
givepower = 20
p1stateno = 1511
p2stateno = 1508

[State 0, ]
type = HitDef
trigger1 = animelem = 5
trigger1 = moveguarded = 0
attr = S,ST
hitflag = MAF
guardflag = MA
sparkxy = 0,-110
sparkno = -1
;guard.sparkno = S1517
hitsound = S1450,2
getpower  = 40
givepower = 20
p1stateno = 1512
p2stateno = 1508

[State 0, ]
type = HitDef
trigger1 = animelem = 6
trigger1 = moveguarded = 0
attr = S,ST
hitflag = MAF
guardflag = MA
sparkxy = 0,-140
sparkno = -1
;guard.sparkno = S1517
hitsound = S1450,2
guard.dist = 200
getpower  = 40
givepower = 20
p1stateno = 1513
p2stateno = 1508

[State 0, ]
type = HitDef
trigger1 = animelem = 7
trigger1 = moveguarded = 0
attr = S,ST
hitflag = MAF
guardflag = MA
sparkxy = 0,-165
sparkno = -1
;guard.sparkno = S1517
hitsound = S1450,2
guard.dist = 230
getpower  = 40
givepower = 20
p1stateno = 1514
p2stateno = 1508

[State 0, ]
type = HitDef
trigger1 = animelem = 8
trigger1 = moveguarded = 0
attr = S,ST
hitflag = MAF
guardflag = MA
sparkxy = 0,-190
sparkno = -1
;guard.sparkno = S1517
hitsound = S1450,2
guard.dist = 250
getpower  = 40
givepower = 20
p1stateno = 1515
p2stateno = 1508

[State 620, VarAdd]
type = ParentVarAdd
trigger1 = HitCount = 1
var(40) = 1
ignorehitpause = 1
persistent = 0

[State 0, ]
type = EnvColor
trigger1 = movehit = 1
value = 255,255,0
time = 1
under = 0
ignorehitpause = 1
persistent = 0

[State 0, ]
type = Helper
trigger1 = animelem = 9
trigger1 = moveguarded = 0
helpertype = normal
name = "web-line"
ID = 1005
pos = 160,-198
postype = p1
facing = 1
stateno = 1516
ownpal = 1

[State 0, ]
type = ChangeAnim
trigger1 = moveguarded = 1
value = 1510
elem = 9
ignorehitpause = 1
persistent = 0

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

[statedef 1511]
type = S
movetype = A
physics = S
anim = 1511
sprpriority = -1
velset = 0,0
ctrl = 0

[State 0, ]
type = PlaySnd
trigger1 = time = 4
value = S1540,1

[State 0, ]
type = TargetBind
trigger1 = stateno = 1511
time = 1
pos = 95,-110

[State 0, ]
type = ChangeState
trigger1 = animtime = 0
value = 1512

[statedef 1512]
type = S
movetype = A
physics = S
anim = 1512
sprpriority = -1
velset = 0,0
ctrl = 0

[State 0, ]
type = TargetBind
trigger1 = stateno = 1512
time = 1
pos = 130,-140

[State 0, ]
type = ChangeState
trigger1 = animtime = 0
value = 1513

[statedef 1513]
type = S
movetype = A
physics = S
anim = 1513
sprpriority = -1
velset = 0,0
ctrl = 0

[State 0, ]
type = PlaySnd
trigger1 = time = 4
value = S1540,1

[State 0, ]
type = TargetBind
trigger1 = stateno = 1513
time = 1
pos = 150,-160

[State 0, ]
type = ChangeState
trigger1 = animtime = 0
value = 1514

[statedef 1514]
type = S
movetype = A
physics = S
anim = 1514
sprpriority = -1
velset = 0,0
ctrl = 0

[State 0, ]
type = PlaySnd
trigger1 = time = 4
value = S1540,1

[State 0, ]
type = TargetBind
trigger1 = stateno = 1514
time = 1
pos = 175,-175

[State 0, ]
type = ChangeState
trigger1 = animtime = 0
value = 1515

[statedef 1515]
type = S
movetype = A
physics = S
anim = 1515
velset = 0,0
sprpriority = -1
ctrl = 0

[State 0, Width]
type = Width
trigger1 = time >= 0
edge = ifelse(time>=10,60,100),ifelse(time<=25,20,ifelse(time >=28,100,60))

[State 0, ]
type = ScreenBound
trigger1 = time >= 0
value = 1
movecamera = 1,1
ignorehitpause = 1
persistent = 1

[State 0, ]
type = PlaySnd
trigger1 = animelem = 5
value = S1540,2

[State 0, ]
type = PlaySnd
trigger1 = animelem = 12
value = S1540,2

[State 0, ]
type = PlaySnd
trigger1 = animelem = 13
value = S220,0
channel = 1
lowpriority = 1

[State 0, ]
type = TargetFacing
trigger1 = animelem = 1
trigger2 = animelem = 11
value = 1

[State 0, ]
type = TargetFacing
trigger1 = animelem = 7
value = -1

[State 0, ]
type = SprPriority
trigger1 = animelem = 9
value = 1

[State 0, ]
type = SprPriority
trigger1 = animelem = 13
value = -1

[State 0, ]
type = TargetBind
trigger1 = animelem = 1
time = 4
pos = 175,-170

[State 0, ]
type = TargetBind
trigger1 = animelem = 2
time = 4
pos = 160,-160

[State 0, ]
type = TargetBind
trigger1 = animelem = 3
time = 4
pos = 150,-135

[State 0, ]
type = TargetBind
trigger1 = animelem = 4
time = 4
pos = 145,-120

[State 0, ]
type = TargetBind
trigger1 = animelem = 5
time = 4
pos = 105,-80

[State 0, ]
type = TargetBind
trigger1 = animelem = 6
time = 4
pos = 25,-80

[State 0, ]
type = TargetBind
trigger1 = animelem = 7
time = 4
pos = -105,-80

[State 0, ]
type = TargetBind
trigger1 = animelem = 8
time = 4
pos = -155,-95

[State 0, ]
type = TargetBind
trigger1 = animelem = 9
time = 4
pos = -110,-110

[State 0, ]
type = TargetBind
trigger1 = animelem = 10
time = 4
pos = -5,-120

[State 0, ]
type = TargetBind
trigger1 = animelem = 11
time = 4
pos = 35,-95

[State 0, ]
type = TargetBind
trigger1 = animelem = 12
time = 4
pos = 140,-80

[State 0, ]
type = TargetBind
trigger1 = animelem = 13
time = 4
pos = 150,-60

[State 0, ]
type = TargetBind
trigger1 = animelem = 14
time = 4
pos = 20,-45

[State 0, ]
type = TargetBind
trigger1 = animelem = 15
time = 4
pos = -140,-45

[State 0, ]
type = TargetLifeAdd
trigger1 = animelem = 16
value = -260*(fvar(6))

[State 0, ]
type = TargetState
trigger1 = animelem = 16
value = 1509

[State 0, ]
type = TargetDrop
trigger1 = animelem = 16

[State 0, ]
type = Turn
trigger1 = animelem = 17

[State 0, ]
type = ScreenBound
trigger1 = time >= 64
value = 0

[State 0, ]
type = ChangeState
trigger1 = backedgedist <= -20
trigger1 = animtime = 0
value = 101
ctrl = 1

[State 0, ChangeAnim2]
type =null; ChangeAnim
trigger1 = backedgedist > 10 && time >= 75
value = 1515
elem = 22
ignorehitpause = 1
persistent = 0

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

[Statedef 1516]
type = S
movetype = A
physics = N
ctrl = 0
anim = 1516
velset = 5,-5
sprpriority = 5

[State 0, ]
type = Nothitby
trigger1 = stateno = 1516
value = SCA,NA,SA,HA,NT,ST,HT

[State 0, ]
type = HitBy
trigger1 = stateno = 1516
value = SCA,NP,SP,HP
time = 10

[State 0, ]
type = HitOverride
trigger1 = stateno = 1516
slot = 1
time = 1
stateno = 1517
attr = SCA, NP, SP, HP
ignorehitpause = 1

[State 0, ]
type = ScreenBound
trigger1 = stateno = 1516
value = 0

[State 0, ]
type = VelSet
trigger1 = stateno = 1516
x = 3.5
y = -3.5

[State 0, ]
type = AfterImage
trigger1 = time = 0
time = 999
length = 3
framegap = 1
palcolor = 38
trans = Add

[State 0, ]
type = EnvColor
trigger1 = movehit = 1
value = 255,255,0
time = 1
under = 0
ignorehitpause = 1
persistent = 0

[State 0, ]
type = HitDef
trigger1 = stateno = 1516
attr = S,SA
hitflag = MAF
guardflag = MA 
animtype = light
ground.type = high
air.type = low
priority = 5,Hit
damage = 7*ifelse(5*root,fvar(6)>=1,floor(5*root,fvar(6)),1),7
pausetime = 0,8
guard.pausetime = 4,3
sparkno = S6660
guard.sparkno = S5555
sparkxy = 10,0
hitsound = S1450,2
guardsound = s1111,0
ground.slidetime = 25
guard.slidetime = 25
ground.hittime = 25
guard.hittime = 25
air.hittime = 25
ground.velocity = -1
guard.velocity = -3
air.velocity = -1
getpower  = 40
givepower = 20

[State 620, VarAdd]
type = ParentVarAdd
trigger1 = HitCount = 1
var(40) = 1
ignorehitpause = 1
persistent = 0

[State 0, ]
type = DestroySelf
trigger1 = frontedgedist <= -200

[State 0, ]
type = Changestate
trigger1 = movehit = 1
trigger2 = movecontact = 1
trigger3 = time = 30
value = 1517

[Statedef 1517]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1517
velset = 0,0
sprpriority = 5

[State 0, ]
type = AfterImageTime
trigger1 = time = 0
time = 10

[State 0, ]
type = DestroySelf
trigger1 = animtime = 0

;-----------------------------------------------------------------------------------
;ウェブスロー強
;-----------------------------------------------------------------------------------

[statedef 1520]
type = S
movetype = A
physics = S
anim = 1520
poweradd = 70
velset = 0,0
ctrl = 0

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

[State 0, ]
type = PlaySnd
trigger1 = animelem = 3
value = 1540,0


[State 0, Explod]
type = helper
trigger1 = animelem = 4
stateno = 21580
pos = 20,-110
helpertype = normal
name = "ito"
ID = 21580
postype = p1
facing = 1
ownpal = 1

[State 0, ]
type = HitDef
trigger1 = animelem = 4
trigger1 = moveguarded = 0
attr = S,ST
hitflag = MAF
guardflag = MA
sparkxy = 0,-85
sparkno = -1
hitsound = S1450,2
;guard.sparkno = S1527
getpower  = 40
givepower = 20
p1stateno = 1521
p2stateno = 1508

[State 0, ]
type = HitDef
trigger1 = animelem = 5
trigger1 = moveguarded = 0
attr = S,ST
hitflag = MAF
guardflag = MA
sparkxy = 0,-110
sparkno = -1
;guard.sparkno = S1527
hitsound = S1450,2
getpower  = 40
givepower = 20
p1stateno = 1522
p2stateno = 1508

[State 0, ]
type = HitDef
trigger1 = animelem = 6
trigger1 = moveguarded = 0
attr = S,ST
hitflag = MAF
guardflag = MA
sparkxy = 0,-140
sparkno = -1
;guard.sparkno = S1527
hitsound = S1450,2
guard.dist = 200
getpower  = 40
givepower = 20
p1stateno = 1523
p2stateno = 1508

[State 0, ]
type = HitDef
trigger1 = animelem = 7
trigger1 = moveguarded = 0
attr = S,ST
hitflag = MAF
guardflag = MA
sparkxy = 0,-165
sparkno = -1
;guard.sparkno = S1527
hitsound = S1450,2
guard.dist = 230
getpower  = 40
givepower = 20
p1stateno = 1524
p2stateno = 1508

[State 0, ]
type = HitDef
trigger1 = animelem = 8
trigger1 = moveguarded = 0
attr = S,ST
hitflag = MAF
guardflag = MA
sparkxy = 0,-190
sparkno = -1
;guard.sparkno = S1527
hitsound = S1450,2
guard.dist = 250
getpower  = 40
givepower = 20
p1stateno = 1515
p2stateno = 1508

[State 620, VarAdd]
type = ParentVarAdd
trigger1 = HitCount = 1
var(40) = 1
ignorehitpause = 1
persistent = 0

[State 0, ]
type = EnvColor
trigger1 = movehit = 1
value = 255,255,0
time = 1
under = 0
ignorehitpause = 1
persistent = 0

[State 0, ]
type = Helper
trigger1 = animelem = 9
trigger1 = moveguarded = 0
helpertype = normal
name = "web-line"
ID = 1005
pos = 20,-265
postype = p1
facing = 1
stateno = 1526
ownpal = 1

[State 0, ]
type = ChangeAnim
trigger1 = moveguarded = 1
value = 1520
elem = 9
ignorehitpause = 1
persistent = 0

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

[statedef 1521]
type = S
movetype = A
physics = S
anim = 1521
sprpriority = -1
velset = 0,0
ctrl = 0

[State 0, ]
type = PlaySnd
trigger1 = time = 4
value = S1540,1

[State 0, ]
type = TargetBind
trigger1 = stateno = 1521
time = 1
pos = 20,-110

[State 0, ]
type = ChangeState
trigger1 = animtime = 0
value = 1522

[statedef 1522]
type = S
movetype = A
physics = S
anim = 1522
sprpriority = -1
velset = 0,0
ctrl = 0

[State 0, ]
type = PlaySnd
trigger1 = time = 4
value = S1540,1

[State 0, ]
type = TargetBind
trigger1 = stateno = 1522
time = 1
pos = 20,-145

[State 0, ]
type = ChangeState
trigger1 = animtime = 0
value = 1523

[statedef 1523]
type = S
movetype = A
physics = S
anim = 1523
sprpriority = -1
velset = 0,0
ctrl = 0

[State 0, ]
type = PlaySnd
trigger1 = time = 4
value = S1540,1

[State 0, ]
type = TargetBind
trigger1 = stateno = 1523
time = 1
pos = 20,-195

[State 0, ]
type = ChangeState
trigger1 = animtime = 0
value = 1524

[statedef 1524]
type = S
movetype = A
physics = S
anim = 1524
sprpriority = -1
velset = 0,0
ctrl = 0

[State 0, ]
type = PlaySnd
trigger1 = time = 4
value = S1540,1

[State 0, ]
type = TargetBind
trigger1 = stateno = 1524
time = 1
pos = 20,-255

[State 0, ]
type = ChangeState
trigger1 = animtime = 0
value = 1515

[Statedef 1526]
type = S
movetype = A
physics = N
ctrl = 0
anim = 1526
velset = 5,-5
sprpriority = 5

[State 0, ]
type = Nothitby
trigger1 = stateno = 1526
value = SCA,NA,SA,HA,NT,ST,HT

[State 0, ]
type = HitBy
trigger1 = stateno = 1526
value = SCA,NP,SP,HP
time = 10

[State 0, ]
type = HitOverride
trigger1 = stateno = 1526
slot = 1
time = 1
stateno = 1517
attr = SCA, NP, SP, HP
ignorehitpause = 1

[State 0, ]
type = ScreenBound
trigger1 = stateno = 1526
value = 0

[State 0, ]
type = VelSet
trigger1 = stateno = 1526
x = 0
y = -6

[State 0, ]
type = AfterImage
trigger1 = time = 0
time = 999
length = 3
framegap = 1
palcolor = 38
trans = Add

[State 0, ]
type = EnvColor
trigger1 = movehit = 1
value = 255,255,0
time = 1
under = 0
ignorehitpause = 1
persistent = 0

[State 0, ]
type = HitDef
trigger1 = stateno = 1526
attr = S,SA
hitflag = MAF
guardflag = MA 
animtype = light
ground.type = high
air.type = low
priority = 5,Hit
damage = 7*ifelse(5*root,fvar(6)>=1,floor(5*root,fvar(6)),1),7
pausetime = 0,8
guard.pausetime = 4,3
sparkno = S6660
guard.sparkno = S5555
sparkxy = 10,0
hitsound = S1450,2
guardsound = s1111,0
ground.slidetime = 25
guard.slidetime = 25
ground.hittime = 25
guard.hittime = 25
air.hittime = 25
ground.velocity = -1
guard.velocity = -3
air.velocity = -1
getpower  = 40
givepower = 20

[State 620, VarAdd]
type = ParentVarAdd
trigger1 = HitCount = 1
var(40) = 1
ignorehitpause = 1
persistent = 0

[State 0, ]
type = DestroySelf
trigger1 = frontedgedist <= -200

[State 0, ]
type = Changestate
trigger1 = movehit = 1
trigger2 = movecontact = 1
trigger3 = time = 30
value = 1527

[Statedef 1527]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1527
velset = 0,0
sprpriority = 5

[State 0, ]
type = AfterImageTime
trigger1 = time = 0
time = 10

[State 0, ]
type = DestroySelf
trigger1 = animtime = 0



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

;ゲージ技

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


;------------------------------------------------------------------------------------------------------------
; マキシマムスパイダー
[Statedef 2000]
type    = A
movetype= I
physics = N
velset = backedgedist/-5 * (.35),-10
anim = 2000
ctrl = 0
sprpriority = 2

[State 9030, 1]
type = VarSet
trigger1 = time = 0
var(46) = 1

[State 0, ]
type = ScreenBound
trigger1 = time >= 0

[State 0, ]
type = VelAdd
trigger1 = vel y <= 0
y = .6

[State 0, ]
type = VelSet
trigger1 = vel x = 0
trigger1 = backedgedist < 25
x = .45

[State 0, ]
type = changestate
trigger1 = pos y < -65
trigger1 = backedgebodydist <= 25
trigger2 = vel y > 1
value = 2001

[State 0, ]
type = Playerpush
trigger1 = 1
value = 0


[State 0, VarSet]
type = VarSet
trigger1 = 1
v = 12
value = 0
ignorehitpause = 0
persistent = 1

[State 0, ]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 50
ctrl=1

[statedef 2001]
type = A
movetype = A
physics = N
anim = 2001
velset = 0,0
ctrl = 0

[State 0, VarSet]
type = VarSet
trigger1 = 1
v = 12
value = 0
ignorehitpause = 0
persistent = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time >= 0
value = SCA,NA,NP,NP,NT,ST
time = 2
ignorehitpause = 1
persistent = 1

[State 0, HitBy]
type = HitBy
trigger1 = time >= 0
value = SCA,SA,HA,HP,HT
time = 2
ignorehitpause = 1
persistent = 1

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 0, ]
type = PosFreeze
triggerall = Stateno = 2001
trigger1 = BackEdgeBodyDist < 2

[State 0, ]
type = PlayerPush
trigger1 = Stateno = 2001
value = 0

[State 0, ]
type = VelSet
trigger1 = BackEdgeBodyDist > 1
x = -5

[State 0, ]
type = PlaySnd
trigger1 = time = 2
value = S112,0

[State 0, ]
type = PlaySnd
trigger1 = time = 3
value = S3001,0

[state 202,1]
type = explod
trigger1 = time = 2
persistent = 0
anim = 5557
pos = -10,-60
;scale=0.5,0.5
postype = p1
supermove = 1
sprpriority = 3
bindtime = -1
ownpal = 1

[state 202,1]
type = explod
trigger1 = time = 2
persistent = 0
anim = 5558
pos = -10,-60
;scale=0.5,0.5
postype = p1
supermove = 1
sprpriority = 3
bindtime = -1
ownpal = 1

[State 0, ]
type = SuperPause
trigger1 = time = 2
time = 40
sound = S20,0
anim = -1
pos = 5,-70
darken = 1
poweradd = -1000
p2defmul=1

[State 0, ]
type = Changestate
triggerall = animtime = 0 && !var(0)
trigger1 = command = "holddown" && command != "holdup" && command != "holdfwd"
value = ifelse(p2bodydist x >= 60,2005,2025)

[State 0, ]
type = Changestate
triggerall = animtime = 0 && !var(0)
trigger1 = command = "holdup" && command != "holdfwd" && command != "holddown"
value = ifelse(p2bodydist x >= 60,2010,2020)

[State 0, ]
type = Changestate
triggerall = animtime = 0 && !var(0)
trigger1 = command = "holdfwd" && command != "holdup" && command != "holddown"
value = 2015

[State 0, ]
type = Changestate
triggerall = animtime = 0
trigger1 = !var(0) && command = "holdfwd" && command != "holdup" && command != "holddown"
trigger2 = p2bodydist y = [-20,20]
trigger3 = enemynear,vel y >= -5 && (p2bodydist y = [-60,60]) && var(0)
trigger4 = p2dist x >= 150 && (p2bodydist y = [-60,60]) && var(0)
value = 2015

[State 0, ]
type = Changestate
triggerall = animtime = 0
trigger1 = !var(0) && command = "holddown" && command != "holdup" && command != "holdfwd"
trigger2 = p2bodydist y > 20
value = ifelse(p2bodydist x >= 60,2005,2025)

[State 0, ]
type = Changestate
triggerall = animtime = 0
trigger1 = !var(0) && command = "holdup" && command != "holdfwd" && command != "holddown"
trigger2 = p2bodydist y < -20
value = ifelse(p2bodydist x >= 60,2010,2020)

[State 0, ]
type = Changestate
trigger1 = animtime = 0
value = 2015

[statedef 2002]
type = A
movetype = A
physics = N
anim = 2002
velset = 0,0
hitcountpersist = 1
ctrl = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time >= 0
value = SCA,NA,NP,NP,NT,ST
time = 2
ignorehitpause = 1
persistent = 1

[State 0, HitBy]
type = HitBy
trigger1 = time >= 0
value = SCA,SA,HA,HP,HT
time = 2
ignorehitpause = 1
persistent = 1

[State 0, ]
type = ScreenBound
trigger1 = time >= 0
value = 1
movecamera = 0,0

[State 0, ]
type = Turn
trigger1 = time = 0

[State 0, ]
type = PosFreeze
triggerall = Stateno = 2002
trigger1 = BackEdgeBodyDist < 2

[State 0, ]
type = PlayerPush
trigger1 = Stateno = 2002
value = 0

[State 0, ]
type = VelSet
trigger1 = BackEdgeBodyDist > 1
x = -5

[State 0, ]
type = AfterImageTime
trigger1 = stateno = 2002
trigger1 = palno != 10
time = 5

[State 0, ]
type = Changestate
trigger1 = animtime = 0
trigger1 = p2bodydist x > 20
trigger1 = p2bodydist y > 20
value = 2005
value = ifelse(p2bodydist x <= 80,2005,2025)

[State 0, ]
type = Changestate
trigger1 = animtime = 0
trigger1 = p2bodydist x > 20
trigger1 = p2bodydist y < -20
value = 2010

[State 0, ]
type = Changestate
trigger1 = animtime = 0
trigger1 = p2bodydist y = [-20,20]
value = 2015

[State 0, ]
type = ChangeState
trigger1 = animtime = 0
trigger1 = p2bodydist x <= 20
trigger1 = p2bodydist y < -20
value = 2020

[State 0, ]
type = Changestate
trigger1 = animtime = 0
trigger1 = p2bodydist x <= 20
trigger1 = p2bodydist y > 20
value = 2025

[State 0, ]
type = Changestate
trigger1 = p2statetype = L
trigger2 = hitcount = 0
trigger3 = var(12) = 0
value = 2030

[statedef 2003]
type = S
movetype = A
physics = S
anim = 2003
velset = 0,0
hitcountpersist = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time >= 0
value = SCA,NA,NP,NP,NT,ST
time = 2
ignorehitpause = 1
persistent = 1

[State 0, HitBy]
type = HitBy
trigger1 = time >= 0
value = SCA,SA,HA,HP,HT
time = 2
ignorehitpause = 1
persistent = 1

[State 0, ]
type = ScreenBound
trigger1 = time >= 0
value = 1
movecamera = 0,0

[State 0, ]
type = Width
trigger1 = 1
edge = -20,-30
player = -20,-30

[State 0, ]
type = Turn
trigger1 = p2dist x < 0
persistent = 0

[State 0, ]
type = AfterImageTime
trigger1 = stateno = 2003
trigger1 = palno != 10
time = 10

[State 0, ]
type = Changestate
trigger1 = animtime = 0
value = ifelse(p2bodydist x >= 120,2015,ifelse(p2bodydist x >= 20 && p2bodydist y >= -100,2010,2020))

[State 0, ]
type = Changestate
trigger1 = animtime = 0
trigger1 = p2bodydist y = [-20,20]
value = 2015

[State 0, ]
type = Changestate
trigger1 = p2statetype = L
trigger2 = hitcount = 0
trigger3 = var(12) = 0
value = 2030

[statedef 2004]
type = A
movetype = A
physics = N
anim = 2004
velset = 0,0
hitcountpersist = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time >= 0
value = SCA,NA,NP,NP,NT,ST
time = 2
ignorehitpause = 1
persistent = 1

[State 0, HitBy]
type = HitBy
trigger1 = time >= 0
value = SCA,SA,HA,HP,HT
time = 2
ignorehitpause = 1
persistent = 1

[State 0, ]
type = ScreenBound
trigger1 = time >= 0
value = 1
movecamera = 0,0

[State 0, ]
type = Width
trigger1 = 1
edge = -20,-30
player = -20,-30

[State 0, ]
type = Turn
trigger1 = p2dist x < 0
persistent = 0

[State 0, ]
type = PlayerPush
trigger1 = Stateno = 2004
value = 0

[State 0, ]
type = AfterImageTime
trigger1 = stateno = 2004
trigger1 = palno != 10
time = 10

[State 0, ]
type = VelSet
trigger1 = screenpos y >= 50
y = 0

[State 0, ]
type = VelSet
trigger1 = screenpos y > 50
y = -5

[State 0, ]
type = Changestate
trigger1 = animtime = 0
value = ifelse(p2bodydist x >= 20 && p2bodydist y <= 100,2005,2025)

[State 0, ]
type = ChangeState
trigger1 = p2statetype = L
trigger2 = hitcount = 0
trigger3 = var(12) = 0
value = 2030

[statedef 2005]
type = A
movetype = A
physics = N
anim = 2005
velset = 17,11
facep2 = 1
hitcountpersist = 1
ctrl = 0

[State 0, VarAdd]
type = VarAdd
trigger1 = movehit
v = 12
value = 1
ignorehitpause = 1
persistent = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time >= 0
value = SCA,NA,NP,NP,NT,ST
time = 2
ignorehitpause = 1
persistent = 1

[State 0, HitBy]
type = HitBy
trigger1 = time >= 0
value = SCA,SA,HA,HP,HT
time = 2
ignorehitpause = 1
persistent = 1

[State 0, ]
type = VarSet
trigger1 = movehit =1
trigger1 = Win
v =  1
value = 1

[State 0, VelAdd]
type = VelAdd
trigger1 = time = 0
y = (p2dist y/20)-5
x = (p2dist x/30)

[State 0, VelSet]
type = VelSet
trigger1 = vel y <= 2
y = 2

[State 0, ]
type = VelAdd
trigger1 = time >= 5
x = .2
y = .2

[State 0, ]
type = ScreenBound
trigger1 = stateno = 2005
value = 1
movecamera = 0,0

[State 0, ]
type = PlayerPush
trigger1 = stateno = 2005
value = 0

[State 0, ]
type = AfterImageTime
trigger1 = stateno = 2005
trigger1 = palno != 10
time = 20

[State 0, ]
type = EnvColor
triggerall = NumHelper(536) = 0
trigger1 = movehit = 1
value = 255,255,0
time = 1
under = 0
ignorehitpause = 1
persistent = 0

[State 0, ]
type = HitDef
trigger1 = movehit = 0
attr = A,HA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = up
ground.type = low
air.type = low
priority = 7,Hit
damage = 7*ifelse(12*fvar(6)>=1,floor(12*fvar(6)),1),14
pausetime = 5+((hitcount>=4)*20),5+((hitcount>=4)*20)
guard.pausetime = 5,5
sparkno = S6665
guard.sparkno = S5555
sparkxy = 0,-40
hitsound = S1,2
guardsound = S1111,0
ground.slidetime = 50
ground.hittime = 50
air.hittime = 100
ground.velocity = 0,-10
guard.velocity = -4
air.velocity = 0-((hitcount>=4)*10),-10
airguard.velocity = -5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0 
airguard.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 2050

[State 620, VarAdd]
type = null;VarAdd
trigger1 = HitCount = 1
var(40) = 1
ignorehitpause = 1
persistent = 0

[State 0, ]
type = ChangeState
trigger1 = movehit = 1
trigger1 = hitcount = 5
trigger2 = moveguarded = 1
trigger3 = var(12) >= 5
value = 2030

[State 0, ]
type = ChangeState
trigger1 = frontedgedist <= 5
;trigger1 = movehit = 1
;trigger2 = hitcount >= 1
value = 2002

[State 0, ]
type = ChangeState
trigger1 = pos y >= 0
;trigger1 = movehit = 1
;trigger2 = hitcount >= 1
value = 2003

[State 0, ]
type = ChangeState
trigger1 = screenpos y >= 225
;trigger1 = movehit = 1
;trigger2 = hitcount >= 1
value = 2003

[State 0, ]
type = Null
triggerall = frontedgedist <= 5 || pos y >= 0
trigger1 = prevstateno != 2001
trigger1 = p2statetype = L
value = 2030

[statedef 2010]
type = A
movetype = A
physics = N
anim = 2010
velset = 18,-11
hitcountpersist = 1
ctrl = 0

[State 0, VarAdd]
type = VarAdd
trigger1 = movehit
v = 12
value = 1
ignorehitpause = 1
persistent = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time >= 0
value = SCA,NA,NP,NP,NT,ST
time = 2
ignorehitpause = 1
persistent = 1

[State 0, HitBy]
type = HitBy
trigger1 = time >= 0
value = SCA,SA,HA,HP,HT
time = 2
ignorehitpause = 1
persistent = 1

[State 0, ]
type = VarSet
trigger1 = movehit =1
trigger1 = Win
v =  1
value = 1

[State 0, ]
type = VelAdd
trigger1 = time >= 5
x = .2
y = -0.2

[State 0, ]
type = ScreenBound
trigger1 = stateno = 2010
value = 1
movecamera = 0,0

[State 0, ]
type = PlayerPush
trigger1 = stateno = 2010
value = 0

[State 0, ]
type = AfterImageTime
trigger1 = stateno = 2010
trigger1 = palno != 10
time = 20

[State 0, ]
type = EnvColor
triggerall = NumHelper(536) = 0
trigger1 = movehit = 1
value = 255,255,0
time = 1
under = 0
ignorehitpause = 1
persistent = 0

[State 0, ]
type = HitDef
trigger1 = movehit = 0
attr = A,HA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = up
ground.type = low
air.type = low
priority = 7,Hit
damage = 7*ifelse(13*fvar(6)>=1,floor(13*fvar(6)),1),14
pausetime = 5+((hitcount>=4)*20),5+((hitcount>=4)*20)
guard.pausetime = 5,5
sparkno = S6665
guard.sparkno = S5555
sparkxy = 0,-105
hitsound = S1,2
guardsound = S1111,0
ground.slidetime = 100
ground.hittime = 100
air.hittime = 100
ground.velocity = 0,-10
guard.velocity = -4
air.velocity = 0-((hitcount>=4)*10),-10
airguard.velocity = -5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0 
airguard.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 2050

[State 620, VarAdd]
type = null;VarAdd
trigger1 = HitCount = 1
var(40) = 1
ignorehitpause = 1
persistent = 0

[State 0, ]
type = ChangeState
triggerall = movehit = 1
trigger1 = hitcount = 5
trigger2 = moveguarded = 1
trigger3 = var(12) >= 5
value = 2030

[State 0, ]
type = ChangeState
trigger1 = frontedgedist <= 5
;trigger1 = movehit = 1
;trigger2 = hitcount >= 1
value = 2002

[State 0, ]
type = ChangeState
trigger1 = screenpos y <= 0
;trigger1 = movehit = 1
;rigger2 = hitcount >= 1
value = 2004

[State 0, ]
type = Null
triggerall = hitcount = 0
trigger1 = movehit = 0
trigger1 = frontedgedist <= 5
trigger2 = p2stateno = 5100
value = 2030

[statedef 2015]
type = A
movetype = A
physics = N
anim = 2015
velset = 24,0
hitcountpersist = 1
ctrl = 0

[State 0, VarAdd]
type = VarAdd
trigger1 = movehit
v = 12
value = 1
ignorehitpause = 1
persistent = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time >= 0
value = SCA,NA,NP,NP,NT,ST
time = 2
ignorehitpause = 1
persistent = 1

[State 0, HitBy]
type = HitBy
trigger1 = time >= 0
value = SCA,SA,HA,HP,HT
time = 2
ignorehitpause = 1
persistent = 1

[State 0, ]
type = VarSet
trigger1 = movehit =1
trigger1 = Win
v =  1
value = 1

[State 0, VelAdd]
type = Null
trigger1 = time = 0
y = -1*(p2dist y/20)

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
y = ifelse(p2dist y > -10,3,ifelse(p2dist y <= -20,-3,0))
persistent = 0

[State 0, ]
type = VelAdd
trigger1 = time >= 0
x = .2

[State 0, ]
type = ScreenBound
trigger1 = stateno = 2015
value = 1
movecamera = 0,0

[State 0, ]
type = PlayerPush
trigger1 = stateno = 2015
value = 0

[State 0, ]
type = AfterImageTime
trigger1 = stateno = 2015
trigger1 = palno != 10
time = 20

[State 0, ]
type = EnvColor
triggerall = NumHelper(536) = 0
trigger1 = movehit = 1
value = 255,255,0
time = 1
under = 0
ignorehitpause = 1
persistent = 0

[State 0, ]
type = HitDef
trigger1 = movehit = 0
attr = A,HA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = up
ground.type = low
air.type = low
priority = 7,Hit
damage = 7*ifelse(14*fvar(6)>=1,floor(14*fvar(6)),1),14
pausetime = 5+((hitcount>=4)*20),5+((hitcount>=4)*20)
guard.pausetime = 5,5
sparkno = S6665
guard.sparkno = S5555
sparkxy = 0,-75
hitsound = S1,2
guardsound = S1111,0
ground.slidetime = 100
ground.hittime = 100
air.hittime = 100
ground.velocity = 0,-10
guard.velocity = -4
air.velocity = 0-((hitcount>=4)*10),-10
airguard.velocity = -5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0 
airguard.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 2050

[State 620, VarAdd]
type = null;VarAdd
trigger1 = HitCount = 1
var(40) = 1
ignorehitpause = 1
persistent = 0

[State 0, ]
type = ChangeState
trigger1 = movehit = 1
trigger1 = hitcount = 5
trigger2 = moveguarded = 1
trigger3 = var(12) >= 5
value = 2030

[State 0, ]
type = ChangeState
trigger1 = frontedgedist <= 5
;trigger1 = movehit = 1
;trigger2 = hitcount >= 1
value = 2002

[State 0, ]
type = Null
triggerall = hitcount = 0
trigger1 = movehit = 0
trigger1 = frontedgedist <= 5
trigger2 = p2stateno = 5100
value = 2030

[statedef 2020]
type = A
movetype = A
physics = N
anim = 2020
velset = 11,-17
hitcountpersist = 1
ctrl = 0

[State 0, VarAdd]
type = VarAdd
trigger1 = movehit
v = 12
value = 1
ignorehitpause = 1
persistent = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time >= 0
value = SCA,NA,NP,NP,NT,ST
time = 2
ignorehitpause = 1
persistent = 1

[State 0, HitBy]
type = HitBy
trigger1 = time >= 0
value = SCA,SA,HA,HP,HT
time = 2
ignorehitpause = 1
persistent = 1

[State 0, ]
type = VarSet
trigger1 = movehit =1
trigger1 = Win
v =  1
value = 1

[State 0, ]
type = VelSet
trigger1 = time = 0
trigger1 = p2bodydist x <= 0 && p2bodydist y <= -100
x = 0

[State 0, ]
type = VelAdd
trigger1 = time >= 5
x = .2
y = -0.2

[State 0, ]
type = ScreenBound
trigger1 = stateno = 2020
value = 1
movecamera = 0,0

[State 0, ]
type = PlayerPush
trigger1 = stateno = 2020
value = 0

[State 0, ]
type = AfterImageTime
trigger1 = stateno = 2020
trigger1 = palno != 10
time = 20

[State 0, ]
type = EnvColor
triggerall = NumHelper(536) = 0
trigger1 = movehit = 1
value = 255,255,0
time = 1
under = 0
ignorehitpause = 1
persistent = 0

[State 0, ]
type = HitDef
trigger1 = movehit = 0
attr = A,HA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = up
ground.type = low
air.type = low
priority = 7,Hit
damage = 7*ifelse(12*fvar(6)>=1,floor(12*fvar(6)),1),14
pausetime = 5+((hitcount>=4)*20),5+((hitcount>=4)*20)
guard.pausetime = 5,5
sparkno = S6665
guard.sparkno = S5555
sparkxy = 0,-120
hitsound = S1,2
guardsound = S1111,0
ground.slidetime = 100
ground.hittime = 100
air.hittime = 100
ground.velocity = -0.25,-10
guard.velocity = -4
air.velocity = -3-((hitcount>=4)*10),-8
airguard.velocity = -5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0 
airguard.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 2050

[State 620, VarAdd]
type = null;VarAdd
trigger1 = HitCount = 1
var(40) = 1
ignorehitpause = 1
persistent = 0

[State 0, ]
type = ChangeState
trigger1 = movehit = 1
trigger1 = hitcount = 5
trigger2 = moveguarded = 1
trigger3 = var(12) >= 5
value = 2030

[State 0, ]
type = ChangeState
trigger1 = frontedgedist <= 5
;trigger1 = movehit = 1
;trigger2 = hitcount >= 1
value = 2002

[State 0, ]
type = ChangeState
trigger1 = screenpos y <= 50
;trigger1 = movehit = 1
;trigger2 = hitcount >= 1
value = 2004

[State 0, ]
type = Null
triggerall = hitcount = 0
trigger1 = movehit = 0
trigger1 = frontedgedist <= 5
trigger2 = p2stateno = 5100
trigger3 = screenpos y <= 50 && movehit = 0 && hitcount = 0
value = 2030

[statedef 2025]
type = A
movetype = A
physics = N
anim = 2025
velset = 11,17
hitcountpersist = 1
ctrl = 0

[State 0, VarAdd]
type = VarAdd
trigger1 = movehit
v = 12
value = 1
ignorehitpause = 1
persistent = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time >= 0
value = SCA,NA,NP,NP,NT,ST
time = 2
ignorehitpause = 1
persistent = 1

[State 0, HitBy]
type = HitBy
trigger1 = time >= 0
value = SCA,SA,HA,HP,HT
time = 2
ignorehitpause = 1
persistent = 1

[State 0, VelAdd]
type = VelAdd
trigger1 = p2dist x >= 10
x = 2
persistent = 0


[State 0, ]
type = VelSet
trigger1 = time = 0
trigger1 = p2bodydist x <= 0 && p2bodydist y >= 100
x = 0

[State 0, ]
type = VelAdd
trigger1 = time >= 5
x = .2
y = .2

[State 0, ]
type = ScreenBound
trigger1 = stateno = 2025
value = 1
movecamera = 0,0

[State 0, ]
type = PlayerPush
trigger1 = stateno = 2025
value = 0


[State 0, ]
type = EnvColor
triggerall = NumHelper(536) = 0
trigger1 = movehit = 1
value = 255,255,0
time = 1
under = 0
ignorehitpause = 1
persistent = 0

[State 0, ]
type = HitDef
trigger1 = movehit = 0
attr = A,HA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = up
ground.type = low
air.type = low
priority = 7,Hit
damage = 7*ifelse(12*fvar(6)>=1,floor(12*fvar(6)),1),14
pausetime = 5+((hitcount>=4)*20),5+((hitcount>=4)*20)
guard.pausetime = 5,5
sparkno = S6665
guard.sparkno = S5555
sparkxy = 0,-10
hitsound = S1,2
guardsound = S1111,0
ground.slidetime = 100
ground.hittime = 100
air.hittime = 100
ground.velocity = -0.25,-10
guard.velocity = -4
air.velocity = -3-((hitcount>=4)*10),-8
airguard.velocity = -5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0 
airguard.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 2050

[State 620, VarAdd]
type = null;VarAdd
trigger1 = HitCount = 1
var(40) = 1
ignorehitpause = 1
persistent = 0

[State 0, ]
type = ChangeState
trigger1 = movehit = 1
trigger1 = hitcount = 5
trigger2 = moveguarded = 1
trigger3 = var(12) >= 5
value = 2030

[State 0, ]
type = ChangeState
trigger1 = frontedgedist <= 5
;trigger1 = movehit = 1
;trigger2 = hitcount >= 1
value = 2002

[State 0, ]
type = ChangeState
trigger1 = pos y >= 0
;trigger1 = movehit = 1
;trigger2 = hitcount >= 1
value = 2003

[State 0, ]
type = ChangeState
trigger1 = screenpos y >= 225
;trigger1 = movehit = 1
;trigger2 = hitcount >= 1
value = 2003

[State 0, ]
type = Null
trigger1 = prevstateno != 2001
trigger1 = p2statetype = L
value = 2030

[statedef 2030]
type = S
movetype = A
physics = N
facep2 = 1
hitcountpersist = 1
ctrl = 0

[State 620, VarAdd]
type = VarAdd
trigger1 = time = 0
var(40) = 5
ignorehitpause = 1
persistent = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time >= 0
value = SCA,NA,NP,NP,NT,ST
time = 2
ignorehitpause = 1
persistent = 1

[State 0, HitBy]
type = HitBy
trigger1 = time >= 0
value = SCA,SA,HA,HP,HT
time = 2
ignorehitpause = 1
persistent = 1

[State 0, Gravity]
type = Gravity
trigger1 = time >= 0

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = -2
y = -8

[State 0, ]
type = ChangeAnim
trigger1 = time = 0
trigger1 = hitcount = 0
value = 43

[State 0, ScreenBound]
type = ScreenBound
trigger1 = hitcount > 0
value = 0
movecamera = 0,0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0 && hitcount >= 1
value = 2030

[State 0, ChangeState]
type = ChangeState
trigger1 = anim = 43
value = 50
ctrl = 1

[State 0, ChangeState]
type = ChangeState
triggerall = anim != 43
trigger1 = pos y >= 0
value = 2031
ctrl = 0

[statedef 2031]
type = S
movetype = I
physics = S
velset = 0,0,0
anim = 0
ctrl = 0

[State 0, VelSet]
type =null; VelSet
trigger1 = 1
y = 0

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 0, ScreenBound]
type = null;ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 0, ]
type = null;ChangeState
trigger1 = time = 40
trigger2 = backedgedist >= -25
value = 101

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

[statedef 2050]
type = A
movetype = H
physics = N
velset = 0,-10
ctrl = 0

[State 0, Gravity]
type = Gravity
trigger1 = pos y < 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 5010
ignorehitpause = 1
persistent = 0

[State 0, ChangeAnim]
type = ChangeState
trigger1 = hitshakeover
trigger2 = time >= 20
value = 2051
ignorehitpause = 0
persistent = 0

[Statedef 2051]
type    = A
movetype= H
physics = N
ctrl = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 5030
ignorehitpause = 1
persistent = 0

[State 5030, 1]
type = VelAdd;Gravity
trigger1 = 1
y = GetHitVar(yaccel)

[State 5030, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim = 5030 && vel y >= 0
value = 5061
ignorehitpause = 1
persistent = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = screenpos y <= 55
value = 2052
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = backedgedist <= 5
trigger2 = frontedgedist <= 5
value = 2053
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = pos y >= 0 && vel y > 0
value = 2054
ctrl = 0

[statedef 2052]
type = A
movetype = H
physics =N
vel = 0,0
ctrl = 0

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 10
freq = 60
ampl = -4
phase = 90
ignorehitpause = 1
persistent = 0

[State 0, Gravity]
type = Gravity
trigger1 = pos y < 0

[State 5100, 9]
type = HitFallDamage
trigger1 = Time = 3

[State 5100, 10]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 0, PosFreeze]
type = PosFreeze
trigger1 = time = 0
value = 6
ignorehitpause = 1
persistent = 1

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = 0
y = -1
ignorehitpause = 1
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 5010
ignorehitpause = 1
persistent = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim = 5010 && time = 5
value = 5030
ignorehitpause = 1
persistent = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim = 5030 && vel y >= 0
value = 5061
ignorehitpause = 1
persistent = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = pos y >= 0 && vel y > 0
value = 2054
ctrl = 0

[statedef 2053]
type = A
movetype = H
physics =N
facep2 = 1
vel = 0,0
ctrl = 0

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 10
freq = 75
ampl = -8
phase = 90
ignorehitpause = 1
persistent = 0

[State 5100, 9]
type = HitFallDamage
trigger1 = Time = 3

[State 5100, 10]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 0, Gravity]
type = Gravity
trigger1 = pos y < 0

[State 0, PosFreeze]
type = PosFreeze
trigger1 = time = 0
value = 6
ignorehitpause = 1
persistent = 1

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = 1
y = -6
ignorehitpause = 1
persistent = 1

[State 0, Explod]
type = Explod
trigger1 = time = 1
anim = f71
postype = back
pos = 0,pos y + const(size.mid.pos.y)
facing = 1
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 5010
ignorehitpause = 1
persistent = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim = 5010 && time = 5
value = 5030
ignorehitpause = 1
persistent = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim = 5030 && vel y >= 0
value = 5061
ignorehitpause = 1
persistent = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = pos y >= 0 && vel y > 0
value = 2054
ctrl = 0

[statedef 2054]
type = L
movetype = H
physics = N
facep2 = 1
vel = 0,0
ctrl = 0

[State 5100, 8]
type = GameMakeAnim
trigger1 = Time = 1
value = 60
pos = 0, 0
under = 1

[State 5100, 8]
type = GameMakeAnim
trigger1 = Time = 1
value = 61 + (sysvar(1) > 14)
pos = 0, 0
ontop = 1

[State 5100, 9]
type = HitFallDamage
trigger1 = Time = 3

[State 5100, 10]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 10
freq = 75
ampl = -8
phase = 90
ignorehitpause = 1
persistent = 0

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 0, PosSet]
type = PosSet
trigger1 = pos y >= 0
y = 0
ignorehitpause = 1
persistent = 1

[State 0, Gravity]
type = Gravity
trigger1 = pos y < 0

[State 0, PosFreeze]
type = PosFreeze
trigger1 = time = 0
value = 6
ignorehitpause = 1
persistent = 1

[State 0, VelSet]
type = VelSet
trigger1 = anim = 5090
x = -1
y = -6
ignorehitpause = 1
persistent = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 5100
ignorehitpause = 1
persistent = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim = 5100 && animtime = 0
value = ifelse(selfanimexist(5090),5090,5030)
ignorehitpause = 1
persistent = 0

[State 0, SelfState]
type = SelfState
trigger1 = anim = 5090
trigger2 = anim = 5030
value = 5101


;-----------------------------------------------------------------------------
;クローラーアサルト
;-----------------------------------------------------------------------------

[statedef 3000]
type = S
movetype = A
physics = S
anim = 3000
velset = 0,0
ctrl = 0

[State 9030, 1]
type = VarSet
trigger1 = time = 0
var(46) = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 14
ignorehitpause = 1
persistent = 0


[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 0
ignorehitpause = 1

[State 0, ]
type = VarSet
trigger1 = movehit =1
trigger1 = Win
v =  1
value = 1

[State 0, ]
type = PlaySnd
trigger1 = animelem = 2
value = S112,0

[state 202,1]
type = explod
trigger1 = animelem = 2
persistent = 0
anim = 5557
pos = -10,-60
;scale=0.5,0.5
postype = p1
supermove = 1
sprpriority = 3
bindtime = -1
ownpal = 1

[state 202,1]
type = explod
trigger1 = animelem = 2
persistent = 0
anim = 5558
pos = -10,-60
;scale=0.5,0.5
postype = p1
supermove = 1
sprpriority = 3
bindtime = -1
ownpal = 1

[State 0, ]
type = SuperPause
trigger1 = animelem = 2
time = 40
;sound = S20,0
pos = -25,-43
darken = 1
poweradd = -1000
p2defmul=1

[State 0, ]
type = StateTypeSet
trigger1 = animelem = 3
movetype = A

[State 0, ]
type = VelSet
trigger1 = time = 17
x = 10

[State 0, ]
type = VelSet
trigger1 = time >= 17
x = 8.5


[State 0, ]
type = PlaySnd
trigger1 = animelem = 4
trigger2 = animelem = 10
trigger3 = animelem = 18
trigger4 = animelem = 23
channel = 3
value = 0,1

[State 0, ]
type = PlaySnd
trigger1 = animelem = 8
trigger2 = animelem = 15
trigger3 = animelem = 25
channel = 4
value = 0,2

[State 0, ]
type = PlaySnd
trigger1 = animelem = 4
trigger2 = animelem = 10
trigger3 = animelem = 18
trigger4 = animelem = 23
channel = 1
value = S210,0
channel = 1
lowpriority = 1

[State 0, ]
type = PlaySnd
trigger1 = animelem = 8
trigger2 = animelem = 15
trigger3 = animelem = 25
channel = 2
value = S220,0
channel = 1
lowpriority = 1

[State 0, ]
type = EnvColor
triggerall = NumHelper(536) = 0
trigger1 = movehit = 1
value = 255,255,0
time = 1
under = 0
ignorehitpause = 1
persistent = 1

[State 0, ]
type = MoveHitReset
trigger1 = movecontact = 1
persistent = 1

[State 0, ]
type = HitDef
trigger1 = animelem = 5
trigger2 = animelem = 11
trigger3 = animelem = 19
trigger4 = animelem = 24
attr = S,HA
hitflag = MAFD
guardflag = MA
animtype = hard
air.animtype = hard
ground.type = low
air.type = low
priority = 6,Hit
damage = 7*ifelse(19*fvar(6)>=1,floor(19*fvar(6)),1),7
pausetime = 2,15
guard.pausetime = 2,2
sparkno = S7240
guard.sparkno = S5555
sparkxy = -5,-75
hitsound = S1,2
guardsound = S1111,0
ground.slidetime = 30
guard.slidetime = 30
ground.hittime = 30
guard.hittime = 30
air.hittime = 30
down.slidetime = 30
down.hittime = 30
ground.velocity = -2,0
guard.velocity = -1
air.velocity = -4,-2
airguard.velocity = -1
down.velocity = -2,-4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
airguard.ctrltime = 0
recover = 0
down.recover = 0
bounce.recover = 0
getpower = 0,0

[State 0, ]
type = HitDef
trigger1 = animelem = 9
trigger2 = animelem = 16
trigger3 = animelem = 26
attr = S,HA
hitflag = MAFD
guardflag = MA
animtype = hard
air.animtype = hard
ground.type = high
air.type = low
priority = 6,Hit
damage = 7*ifelse(11*fvar(6)>=1,floor(11*fvar(6)),1),7
pausetime = 2,15
guard.pausetime = 2,2
sparkno = S7240
guard.sparkno = S5555
sparkxy = -15,-60
hitsound = S1,2
guardsound = S1111,0
ground.slidetime = 30
guard.slidetime = 30
ground.hittime = 30
guard.hittime = 30
air.hittime = 30
down.slidetime = 30
down.hittime = 30
ground.velocity = -2,0
guard.velocity = -1
air.velocity = -4,-2
airguard.velocity = -1
down.velocity = -2,-4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
airguard.ctrltime = 0
recover = 0
down.recover = 0
bounce.recover = 0
getpower = 0,0

[State 620, VarAdd]
type = VarAdd
trigger1 = HitCount = 1
var(40) = 1
ignorehitpause = 1
persistent = 1

[State 0, ]
type = ChangeState
trigger1 = animtime = 0
value = 3005

[statedef 3005]
type = S
movetype = A
physics = S
anim = 3005
velset = 0,0
ctrl = 0


[State 0, ]
type = null;PosSet
trigger1 = time = 0
y = 0


[State 0, ]
type = PlaySnd
trigger1 = animelem = 2
value = S220,0
channel = 1
lowpriority = 1

[State 0, ]
type = EnvColor
trigger1 = movehit = 1
value = 255,255,0
time = 2
under = 1
ignorehitpause = 1
persistent = 0



[State 0, ]
type = VelSet
trigger1 = time = 4
x = 7
ignorehitpause = 1
persistent = 0

[State 0, ]
type = HitDef
trigger1 = animelem = 3
attr = S,HA
hitflag = MAFD
guardflag = MA
animtype = hard
air.animtype = hard
ground.type = low
air.type = low
fall.animtype = back
priority = 6,Hit
damage = 105,14
pausetime = 12,12
guard.pausetime = 4,3
sparkno = S7240
guard.sparkno = S5555
sparkxy = -15,-60
hitsound = S1,2
guardsound = S1111,0
ground.slidetime = 20
guard.slidetime = 20
ground.hittime = 20
guard.hittime = 20
air.hittime = 20
ground.velocity = -8,-8
guard.velocity = -5
air.velocity = -8,-8
airguard.velocity = -5
yaccel = 0.5
;ground.cornerpush.veloff = -50
;air.cornerpush.veloff = -50
getpower = 0,0
;forcestand = 1
fall.recover = 0
fall = 1
fall.xvelocity =0
fall.yvelocity =0
down.bounce =0
down.velocity = -5,-8
down.hittime = 32
guard.hittime = 2
liedown.time = 30
fall.envshake.time = 18
fall.envshake.ampl = -10

[State 620, VarAdd]
type = VarAdd
trigger1 = HitCount = 1
var(40) = 1
ignorehitpause = 1
persistent = 0

[State 0, ]
type = ChangeState
trigger1 = animtime = 0
value = 0;ifelse(backedgedist <=-20,624,101)
ctrl=1

;-----------------------------------------------------------------------
;Rave Finisher Attack
;-----------------------------------------------------------------------

[Statedef 623]
type    = A
physics = A

[State 623, a1]
type = ChangeAnim
trigger1 = !Time
value = 51

[State 623, a3]
type = ScreenBound
triggerall = var(20) = 1
trigger1=1
value = 1
movecamera = 0,0
ignorehitpause = 1

[Statedef 624] ;jump down aerial rave
type    = A
physics = N

[State 624, 0]
type = VelSet
trigger1 = !time
x = 0
y = 0

[State 624, 1a]
type = VarSet
trigger1 = !time
v = 1
value = 0
ignorehitpause = 1

[State 624, a]
type = ChangeAnim
trigger1 = !Time
value = 51

[State 624, 0]
type = ScreenBound
trigger1 = 1
value = 0

[State 624, 1]
type = ChangeState
trigger1 = time>= 25
;trigger2 = (enemynear,vel x = [-3,3]) && (enemynear,vel y = 0)
value = 625
ctrl = 0

[Statedef 625];wait out screen
type = S
physics = S
anim = 100
sprpriority = 1
ctrl = 0

[State 192, A7]
type = PosSet
trigger1 = !time
y = 0

[State 625, 0]
type = VelSet
trigger1 = time>5
x = 25

[State 625, 0]
type = ScreenBound
trigger1 = 1
value = 0

[State 625, 1]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 625, 2]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 625, 3]
type = ChangeState
trigger1 = p2bodydist x <= 230
;trigger2 = BackEdgeDist > -10
value = 101
ctrl = 1




;------------------------------------------------------------------------------------------------------------
;Guard Shield Helper
[Statedef 6120]
type = S
movetype = I
physics = N
anim = 6120 + (Parent,StateType = C) + 2*(Parent,StateType = A)
ctrl = 0
sprpriority = 2
velset = 0,0


[State 6120]
type = Turn
trigger1 = AnimElem = 4, < 0
trigger1 = facing!= parent,facing

[State 6120]
type = ChangeAnim
trigger1 = AnimElem = 4
value = anim
elem = 3


[State 6120]
type = ChangeAnim
trigger1 = Parent,Anim = [140,142]
trigger2 = (Parent,Anim != [120,155])
value = anim
elem = 4
persistent = 0

[State 6120]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = NumHelper(6120) = 2

[State 6120]
type = BindToParent
trigger1 = AnimElemNo(0) = [1,4]
pos = 0,0


;------------------------------------------------------------------------------------------------------------
;Guard Push Shield Helper
[Statedef 6125]
type = S
movetype = I
physics = N
anim = 27610 + 5*(Parent,StateType = C) + 10*(Parent,StateType = A)
ctrl = 0
sprpriority = 2
velset = 0,0

[State 6125]
type = Turn
trigger1 = AnimElem = 5, < 0
trigger1 = facing!= parent,facing

[State 6125]
type = ChangeAnim
trigger1 = AnimTime = 0 && Anim = 27610
value = 6120
elem = 5
persistent = 0


[State 6125]
type = ChangeAnim
trigger1 = AnimTime = 0 && Anim = 27615
value = 6121
elem = 5
persistent = 0


[State 6125]
type = ChangeAnim
trigger1 = AnimTime = 0 && Anim = 27620
value = 6122
elem = 5
persistent = 0

[State 6125]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = NumHelper(6120) = 2

[State 6125]
type = BindToParent
trigger1 = Parent,Stateno = [7610,7620]
pos = 0,0




;------------------------------------------------------------------------------------------------------------
;Win 3 Helper
[Statedef 6183]
type = S
movetype = I
physics =N
anim = 6183
ctrl = 0
sprpriority = -1
velset = 0,0



[State 6183]
type = varset
trigger1 = Time = 0
var(2) = parent,stateno


[State 6183]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 6183]
type = ChangeAnim
trigger1 = AnimElem = 3
value = anim


[State 6183]
type = ChangeAnim
trigger1 = Parent,AnimElem = 21
value = anim
elem = 3


[State 6183]
type = PlaySnd
trigger1 = AnimElem = 3, = 1
value = 182,0


[State 6183]
type = DestroySelf
trigger1 = parent,stateno != var(2)




;------------------------------------------------------------------------------------------------------------
;Intro Helper
[Statedef 6192]
type = S
movetype = I
physics =N
anim = 6192
ctrl = 0
sprpriority = -1
velset = 0,0


[State 6192]
type = ChangeAnim
trigger1 = ParentDist Y < -90
value = anim
elem = 2
persistent = 0

[State 6192]
type = null;Turn
trigger1 = Parent,Facing != Facing

[State 6192]
type = DestroySelf
trigger1 = Parent,AnimElem = 8
trigger2 = parent,stateno != [192,199]


[State 6192]
type = null;BindToParent
trigger1 = 1




;------------------------------------------------------------------------------------------------------------
;Intro Helper
[Statedef 6193]
type = S
movetype = I
physics =N
anim = 6193
ctrl = 0
sprpriority = -1
velset = 0,0



[State 6193]
type = Turn
trigger1 = Time = 0

[State 6193]
type = VelSet
trigger1 = Time = 0
x = -2
y = -8

[State 6193]
type = VelAdd
trigger1 = Pos Y < 0
y = 0.4


[State 6193]
type = PlaySnd
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 192,1
persistent = 0

[State 6193]
type = VelSet
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
y = -5
persistent = 0



[State 6193]
type = DestroySelf
trigger1 = parent,stateno != [192,199]


[State 6193]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 6194


;------------------------------------------------------------------------------------------------------------
;Intro Helper
[Statedef 6194]
type = S
movetype = I
physics =N
anim = 6194
ctrl = 0
sprpriority = -1
velset = 0,0


[State 6194]
type = PlaySnd
trigger1= Time = 0
value = 192,1

[State 6194]
type = null;Turn
trigger1 = Time = 0

[State 6194]
type = PosSet
trigger1 = Time = 0
y = 0



[State 6194]
type = DestroySelf
trigger1 = parent,stateno != [192,199]
trigger2 = Time >= 60

[State 6194]
type = AssertSpecial
trigger1 = Time >= 30 && Time%2 = 0
flag = invisible


;------------------------------------------------------------------------------------------------------------
;Taunt Helper
[Statedef 6195]
type = S
movetype = I
physics =N
anim = 6195+parent,var(1) - 20*(parent,facing = -1)
ctrl = 0
sprpriority = 1
velset = 0,0



[State 6195]
type = Turn
trigger1 = Time = 0
trigger1 = parent,facing = -1

[State 6195]
type = DestroySelf
trigger1 = Parent,Stateno != 195
trigger2 = Parent,AnimElem = 8



[State 6195]
type = BindToParent
trigger1 = parent,facing
pos = 100,0

[State 6195]
type = BindToParent
trigger1 = parent,facing = -1
pos = 20,0

;------------------------------------------------------------------------------------------------------------
;Cloak
[Statedef 6199]
type = S
movetype = I
physics =N
anim = 6000
ctrl = 0
sprpriority = 1
velset = 0,0



[State 6199]
type = Turn
trigger1 = Parent,Facing != Facing

[State 6199]
type = DestroySelf
trigger1 = parent,stateno != 199

[State 6199]
type = BindToParent
trigger1 = 1
pos = 0,-1

;------------------------------------------------------------------------------------------------------------
;Guard Shield
[Statedef 7510]
type = S
movetype = I
physics =N
anim = 7510
ctrl = 0
sprpriority = 4
velset = 0,0

[State 7510]
type = Varset
trigger1 = Time = 0
var(2) = parent,stateno


[State 7510]
type = BindToParent
trigger1 = Parent,Anim = 130
trigger2 = Parent,Anim = 150
pos = 0,0

[State 7510]
type = BindToParent
trigger1 = Parent,Anim = 131
trigger2 = Parent,Anim = 151
pos = 13,18


[State 7510]
type = BindToParent
trigger1 = Parent,Anim = 132
trigger2 = Parent,Anim = 152
pos = 1,-44

[State 7510]
type = DestroySelf
trigger1 = parent,anim != [130,132]
trigger1 = parent,anim != [150,152]



;------------------------------------------------------------------------------------------------------------
;General Explode Helper, No Loop
[Statedef 7555]
type = S
movetype = I
physics = N
anim = Parent,var(15)
ctrl = 0
sprpriority = 4
velset = 0,0

[State 7555]
type = Varset
trigger1 = Time = 0
var(2) = Parent,Anim

[State 7555]
type = BindToParent
trigger1 = 1

[State 7555]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Parent,Anim != var(2)


;----------------------------------------------------------
; Air Dash Forward
[Statedef 340]
type    = A
physics = N
anim = 340
sprpriority = 0
velset = 0,0
ctrl = 1




[State 1340]
type = PlaySnd
trigger1 = Time = 1
value = 1430,0



[State 1340]
type = PlaySnd
trigger1 = AnimElem = 6
value = 200,0

[State 1340]
type = PlaySnd
trigger1 = AnimElem = 6
value = 0,2


[State 1340]
type = PosAdd
trigger1 = AnimElem = 2
x = -1
y = -7


[State 1340]
type = PosAdd
trigger1 = AnimElem = 3
x = -6
y = -6

[State 1340]
type = PosAdd
trigger1 = AnimElem = 4
x = -3
y = -3


[State 1340]
type = PosAdd
trigger1 = AnimElem = 5
x = -3
y = -3

[State 1340]
type = PosAdd
trigger1 = AnimElem = 6
x = -3
y = -3

[State 1340]
type = PosAdd
trigger1 = AnimElem = 7
x = 1
y = 1

[State 1340]
type = PosAdd
trigger1 = AnimElem = 8
x = 1
y = 1

[State 1340]
type = PosAdd
trigger1 = AnimElem = 9
x = 1
y = 1

[State 1340]
type = PosAdd
trigger1 = AnimElem = 10
x = 2
y = 2

[State 1340]
type = PosAdd
trigger1 = AnimElem = 11
x = 1
y = 1

[State 1340]
type = PosAdd
trigger1 = AnimElem = 12
x = 2
y = 2

[State 1340]
type = PosAdd
trigger1 = AnimElem = 13
x = 7
y = 7

[State 1340]
type = PosAdd
trigger1 = AnimElem = 14
x = 2
y = 4

[State 1340]
type = PosAdd
trigger1 = AnimElem = 15
x = 5
y = 5


[State 1340]
type = PosAdd
trigger1 = AnimElem = 16
x = 4
y = 4

[State 1340]
type = PosAdd
trigger1 = AnimElem = 17
x = 5
y = 5

[State 1340]
type = PosAdd
trigger1 = AnimElem = 18
x = 6
y = 4


[State 1340]
type = PosAdd
trigger1 = AnimElem = 19
x = 19
y = 5

[State 1340]
type = PosAdd
trigger1 = AnimElem = 20
x = 24
y = 0

[State 1340]
type = PosAdd
trigger1 = AnimElem = 21
x = 12
y = 0

[State 1340]
type = PosAdd
trigger1 = AnimElem = 22
x = 12
y = 0

[State 1340]
type = PosAdd
trigger1 = AnimElem = 23
x = 14
y = 0

[State 1340]
type = PosAdd
trigger1 = AnimElem = 24
x = 12
y = 0

[State 1340]
type = PosAdd
trigger1 = AnimElem = 25
x = 32
y = 0

[State 1340]
type = PosAdd
trigger1 = AnimElem = 26
x = 13
y = -3

[State 1340]
type = PosAdd
trigger1 = AnimElem = 27
x = 11
y = -5

[State 1340]
type = PosAdd
trigger1 = AnimElem = 28
x = 10
y = -10

[State 1340]
type = PosAdd
trigger1 = AnimElem = 29
x = 8
y = -10

[State 1340]
type = PosAdd
trigger1 = AnimElem = 30
x = 24
y = 3



[State 1340] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 1340]
type = CtrlSet
trigger1 = Time = 9
value = 1




[State 1340]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 341
persistent = 0




[State 1340]
type = VelSet
trigger1 = Anim = 341
x = 3
y = -7
persistent = 0


[State 1340]
type = VelAdd
trigger1 = Anim = 341 || Anim = 70
y = 0.4


[State 1340]
type = ChangeAnim
trigger1 = AnimTime = 0 && Anim = 341
value = 70
persistent = 0


[State 1340]
type = ChangeState
triggerall = time >12
trigger1 = command = "holddown"
value = 51
ctrl = 1

[State 1340]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

;---------------------------------------------------------------------------
; フィニッシュ
[Statedef 7777]
type = A
movetype = I
physics = N
anim = 9999

[State 9030, 1]
type = VarSet
trigger1 = time = 0
var(46) = 0
;value = parent, var(46)

[State 9030, 2]
type = Explod
trigger1 = time = 0
ID = 7777
anim = 7777
postype = left
pos = 0, 0
bindtime = -1
removetime = -2
sprpriority = 5
ownpal = 1

[State 9030, 2]
type = null;AssertSpecial
trigger1 = NumExplod(7777) = 1
flag = NoBG
flag2 = NoFG
flag3 = Nomusic



[State 9030, 5]
type = PlaySnd
trigger1 = time = 0
value = 170, 1


