; 7 空中属性の相手へのヒット数
;27 バニシングヒット　
;44 １コンボ中に星を奪ったかどうか
;43 ４つまで







;５X---------------------------------------
[Statedef 8200]
type    = S
movetype= A
physics = S
;juggle  = 0
poweradd= 0
ctrl = 0
anim = 200
sprpriority = 2
[state 0,0]
type = posadd
trigger1 = var(27) >= 1
x = ceil(enemy,gethitvar(hitcount)*-0.05)
ignorehitpause = 1

;[state 0, DEBUG]
;type = varset
;trigger1 = time = 1
;var(59) = 1

[state 0,0]
type = varrandom
trigger1 = time = 1
v = 19
range = 0,4
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 0
trigger1 = time = 5
value = 6, 0
channel = 0

;方向転換
[State 1510, Turn]
type = Turn
trigger1 = time = 0
trigger1 = P2Dist X < 0

[state 0,basuke]
type = varadd
triggerall = movehit
trigger1 = enemy,statetype = A
trigger1 = var(27) = 0
;;tt
v = 7
value = 1
persistent = 0

[state 0,0]
type = posadd
trigger1 = var(27) >= 1
trigger1 = movehit
trigger1 = hitpausetime <= 3
x = floor(enemy,gethitvar(hitcount)*-0.63)
ignorehitpause = 1

[State 200, HitDef]
type = HitDef
persistent = 0
triggerall = var(27) = 0
trigger1 = time >= 2
attr = S, NA
damage = 30, ifelse(var(49)>0,4,0)
getpower = 30,8
givepower = 18,4
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 4, Hit
pausetime = 5, 10
sparkno = -1;S8004
sparkxy = -5, -90
hitsound = S101, 1
guardsound = S0, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 8
ground.velocity = -3.3
air.velocity = -2,-3+(var(7)*0.4)
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)

[State 200, HitDef]
type = HitDef
persistent = 0
triggerall = var(27) >= 1
trigger1 = time >= 2
attr = S, NA
damage = 30, ifelse(var(49)>0,4,0)
getpower = 30,8
givepower = 18,4
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 4, Hit
pausetime = 9, 10
sparkno = -1;S8004
sparkxy = -5, -90
hitsound = S101, 1
guardsound = S0, 0
ground.type = High
ground.slidetime = 3
ground.hittime  = 8
ground.velocity = -2
air.velocity = -2,-3
p2stateno = 8715

[state a];ヒットエフェクト
type = Helper
trigger1 = UniqHitCount = 1 
id = 16000
name = "hit"
pos = Ceil(P2Dist X/2-15), -90-Ceil(P2BodyDist Y)
Postype = p2
stateno = 16000
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = .4
size.yscale = .4
supermovetime = 999999
pausemovetime = 999999



[State 210, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 100, 1


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

[State 200, AI];壁コン
type = ChangeState
trigger1 = time >= 7
trigger1 = var(59) = 1
trigger1 = random >= 20
trigger1 = movehit
trigger1 = var(27) >= 1
trigger1 = p2dist x = [0,35]
;trigger1 = frontedgedist = [0,50]
value = 8211

[State 200, AI];壁コン
type = ChangeState
trigger1 = time >= 8
trigger1 = var(59) = 1
trigger1 = random >= 220
trigger1 = movehit
trigger1 = var(27) >= 1
trigger1 = p2dist x = [0,35]
;trigger1 = frontedgedist = [0,50]
value = 8226

[State 200, AI]
type = ChangeState
trigger1 = time >= 6
trigger1 = var(59) = 1
trigger1 = random >= 420
trigger1 = movecontact
trigger1 = p2dist x = [0,35]
value = 8226

[State 200, AI]
type = ChangeState
trigger1 = time >= 6
trigger1 = var(59) = 1
trigger1 = random >= 420
trigger1 = movecontact
trigger1 = p2dist x >= 35
value = 8228


;---------------------------------------
[Statedef 8201]
type    = S
movetype= A
physics = S
juggle  = 3
poweradd= 0
ctrl = 0
anim = 202
sprpriority = 2
[state 0,0]
type = posadd
trigger1 = var(27) >= 1
x = ceil(enemy,gethitvar(hitcount)*-0.05)
ignorehitpause = 1

[State 3000, effect]
type = Explod
trigger1 = time = [25,50]
anim = 1240
ignorehitpause = 1
postype = p1
pos = 30,0
ownpal = 1
sprpriority = 5
bindtime = -1
scale = 2 - (time*0.03),2.8 - (time*0.04);,const(size.yscale)


;方向転換
[State 1510, Turn]
type = Turn
trigger1 = time = 0
trigger1 = P2Dist X < 0

[state 0,basuke]
type = varadd
triggerall = movehit
trigger1 = enemy,statetype = A
trigger1 = var(27) = 0
;;tt
v = 7
value = 1
persistent = 0

[state 0,0]
type = posadd
trigger1 = var(27) >= 1
trigger1 = movehit
trigger1 = hitpausetime <= 3
x = ceil(enemy,gethitvar(hitcount)*-0.45)
ignorehitpause = 1


[State 200, HitDef]
type = HitDef
persistent = 0
triggerall = var(27) = 0
trigger1 = animelem = 4
attr = S, SA
damage = ifelse(var(39)=1,60,55), ifelse(var(49)>0,4,0)
getpower = ifelse(var(50)=0,30,0),9
givepower = 12,5
animtype = heavy;
guardflag = HA
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
hitflag = MAFD
priority = 4, Hit
pausetime = 8, 15
guardpausetime = 8,6
;;guard.sparkno = S8003
sparkno = -1;S8004
sparkxy = -8, -77
hitsound = S101, 4
guardsound = S0, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -1,-3.2+(var(7)*0.3)
air.velocity = -1,-2.4+(var(7)*0.3)
down.velocity = -2,-1
envshake.time = 10
envshake.ampl = 3
fall = 1
air.fall = 1
fall.recover = 0

[State 200, HitDef]
type = HitDef
persistent = 0
triggerall = var(27) = 0
trigger1 = time >= 5
attr = S, SA
damage = ifelse(var(39)=1,70,65), ifelse(var(49)>0,4,0)
getpower = ifelse(var(50)=0,30,0),9
givepower = 12,5
animtype = heavy;
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 8, 8
;;guard.sparkno = S8003
sparkno = -1;S8004
sparkxy = -8, -77
hitsound = S101, 4
guardsound = S0, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -3.6
air.velocity = -4,3+(var(7)*0.5)
down.velocity = -2,-1
envshake.time = 10
envshake.ampl = 3
fall = 1
air.fall = 1
fall.recover = 0

[State 200, HitDef]
type = HitDef
persistent = 0
triggerall = var(27) >= 1
trigger1 = time >= 10
attr = S, SA
damage = ifelse(var(39)=1,70,65), ifelse(var(49)>0,4,0)
getpower = ifelse(var(50)=0,30,0),9
givepower = 12,5
animtype = heavy;
guardflag = HA
hitflag = MAFD
priority = 4, Hit
pausetime = 10, 8
;;guard.sparkno = S8003
sparkno = -1;S8004
sparkxy = -8, -77
hitsound = S101, 4
guardsound = S0, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -3
air.velocity = -5,-3
down.velocity = -2,-1
envshake.time = 10
envshake.ampl = 3
p2stateno = 8715

[State explod]
type = Explod
trigger1 = UniqHitCount = 1
anim = 16010
id = 16010
sprpriority = 9
postype = p2
pos = Ceil(P2Dist X/2-15), -77-Ceil(P2BodyDist Y)
bindtime = 1
supermove = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
scale = 0.5,0.5
supermovetime = 999999
pausemovetime = 999999

[State 210, 2]
type = PlaySnd
trigger1 = time = 2
value = 5, 9
channel = 0

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


;遠５X---------------------------------------
[Statedef 8202]
type    = S
movetype= A
physics = S
;juggle  = 0
poweradd= 0
ctrl = 0
anim = 201
sprpriority = 2
[state 0,0]
type = posadd
trigger1 = var(27) >= 1
x = ceil(enemy,gethitvar(hitcount)*-0.05)
ignorehitpause = 1

;[state 0, DEBUG]
;type = varset
;trigger1 = time = 1
;var(59) = 1


;方向転換
[State 1510, Turn]
type = Turn
trigger1 = time = 0
trigger1 = P2Dist X < 0

[state 0,basuke]
type = varadd
triggerall = movehit
trigger1 = enemy,statetype = A
trigger1 = var(27) = 0
;;tt
v = 7
value = 1
persistent = 0

[state 0,0]
type = posadd
trigger1 = var(27) >= 1
trigger1 = movehit
trigger1 = hitpausetime <= 3
x = floor(enemy,gethitvar(hitcount)*-0.63)
ignorehitpause = 1

[State 200, HitDef]
type = HitDef
persistent = 0
triggerall = var(27) = 0
trigger1 = time >= 2
attr = S, NA
damage = 30, ifelse(var(49)>0,4,0)
getpower = 30,8
givepower = 18,4
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 4, Hit
pausetime = 5, 10
sparkno = -1;S8004
sparkxy = -5, -100
hitsound = S101, 1
guardsound = S0, 0
ground.type = High
ground.slidetime = 3
ground.hittime  = 11
ground.velocity = -4
air.velocity = -2,-3+(var(7)*0.4)
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)

[State 200, HitDef]
type = HitDef
persistent = 0
triggerall = var(27) >= 1
trigger1 = time >= 2
attr = S, NA
damage = 30, ifelse(var(49)>0,4,0)
getpower = 30,8
givepower = 18,4
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 4, Hit
pausetime = 9, 10
sparkno = -1;S8004
sparkxy = -5, -100
hitsound = S101, 1
guardsound = S0, 0
ground.type = High
ground.slidetime = 3
ground.hittime  = 8
ground.velocity = -2
air.velocity = -2,-3
p2stateno = 8715


[state a];ヒットエフェクト
type = Helper
trigger1 = UniqHitCount = 1 
id = 16000
name = "hit"
pos = Ceil(P2Dist X/2-15), -100-Ceil(P2BodyDist Y)
Postype = p2
stateno = 16000
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = .4
size.yscale = .4
supermovetime = 999999
pausemovetime = 999999


[State 210, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 100, 1


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

;遠5A---------------------------------------
[Statedef 8203]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 211;7115
sprpriority = 2
[state 0,0]
type = posadd
trigger1 = var(27) >= 1
x = ceil(enemy,gethitvar(hitcount)*-0.05)
ignorehitpause = 1



;方向転換
[State 1510, Turn]
type = Turn
trigger1 = time = 0
trigger1 = P2Dist X < 0

;[state 0,basuke]
;type = varadd
;triggerall = movehit
;;trigger1 = enemy,statetype = A
;trigger1 = var(27) = 0
;;;tt
;v = 7
;value = 51
;persistent = 0

[state 0,0]
type = posadd
trigger1 = var(27) >= 1
trigger1 = movehit
trigger1 = hitpausetime <= 3
x = ceil(enemy,gethitvar(hitcount)*-0.49)
ignorehitpause = 1

[State 200, HitDef]
type = HitDef
persistent = 0
triggerall = var(27) = 0
trigger1 = time >= 3
attr = S, NA
damage = 25, ifelse(var(49)>0,4,0)
getpower = ifelse(var(50)=0,50,0),10
givepower = 20,5
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 4, Hit
pausetime = 8, 8
;;guard.sparkno = S8003
sparkno = -1;S8004
sparkxy = -3, -72
hitsound = S101, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = ifelse(var(37)=1,17,13)
ground.hittime  = ifelse(var(37)=1,17,13)
ground.velocity = -3.6
air.velocity = -4,-3+(var(7)*0.2)
;down.velocity = -4,-3+(var(7)*0.2)
;down.bounce = 1
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)

[State 200, HitDef]
type = HitDef
persistent = 0
triggerall = var(27) >= 1
trigger1 = time >= 3
attr = S, NA
damage = 25, ifelse(var(49)>0,4,0)
getpower = ifelse(var(50)=0,50,0),10
givepower = 20,5
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 4, Hit
pausetime = 5, 6
;;guard.sparkno = S8003
sparkno = -1;S8004
sparkxy = -3, -75
hitsound = S101, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = ifelse(var(37)=1,10,5)
ground.hittime  = ifelse(var(37)=1,20,16)
ground.velocity = -3
air.velocity = -4,-3
p2stateno = 8715

[state a];ヒットエフェクト
type = Helper
trigger1 = UniqHitCount = 1 
id = 16000
name = "hit"
pos = Ceil(P2Dist X/2-15), -72-Ceil(P2BodyDist Y)
Postype = p2
stateno = 16000
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = .4
size.yscale = .4
supermovetime = 999999
pausemovetime = 999999


[State 210, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 100, 2

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


;TOOI5Y---------------------------------------
[Statedef 8210]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 221;221
sprpriority = 2
[state 0,0]
type = posadd
trigger1 = var(27) >= 1
x = ceil(enemy,gethitvar(hitcount)*-0.05)
ignorehitpause = 1

[state 0,0]
type = varrandom
trigger1 = time = 1
v = 19
range = 0,2
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 1
trigger1 = time = 2
value = 6, 1
channel = 0

;方向転換
[State 1510, Turn]
type = Turn
trigger1 = time = 0
trigger1 = P2Dist X < 0

[state 0,basuke]
type = varadd
triggerall = movehit
trigger1 = enemy,statetype = A
trigger1 = var(27) = 0
;;tt
v = 7
value = 1
persistent = 0
ignorehitpause = 1

[state 0,0]
type = posadd
trigger1 = var(27) >= 1
trigger1 = movehit
trigger1 = hitpausetime <= 3
x = floor(enemy,gethitvar(hitcount)*-0.09)
ignorehitpause = 1

[State 200, HitDef]
type = HitDef
persistent = 0
triggerall = var(27) = 0
trigger1 = time >= 3
attr = S, NA
damage = 47, ifelse(var(49)>0,8,0)
getpower = 50,10
givepower = 20,5
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 4, Hit
pausetime = 10, 10
;;guard.sparkno = S8003
sparkno = -1;S8004
sparkxy = -13, -90
hitsound = S101, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 13
ground.hittime  = 15
ground.velocity = -4.2
air.velocity = -4,-3+(var(7)*0.3)
air.fall = 1
fall.recovertime = 28
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)

[State 200, HitDef]
type = HitDef
persistent = 0
triggerall = var(27) >= 1
trigger1 = time >= 3
attr = S, NA
damage = 47, ifelse(var(49)>0,4,0)
getpower = 50,10
givepower = 20,5
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 4, Hit
pausetime = -9, 16
;;guard.sparkno = S8003
sparkno = -1;S8004
sparkxy = -3, -90
hitsound = S101, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -4
air.velocity = -2,-3
air.fall = 1
fall.recovertime = 20
p2stateno = 8715

[State explod]
type = Explod
trigger1 = UniqHitCount = 1
anim = 16010
id = 16010
sprpriority = 9
postype = p2
pos = Ceil(P2Dist X/2-15), -90-Ceil(P2BodyDist Y)
bindtime = 1
supermove = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
scale = 0.5,0.5
supermovetime = 999999
pausemovetime = 999999

[State 210, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 100, 2

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

[State 200, AI];gureibu
type = ChangeState
trigger1 = time >= 7
trigger1 = var(59) = 1
trigger1 = enemy,statetype = C
trigger1 = var(7) <= 10
trigger1 = random >= 20
trigger1 = moveguarded
value = 8250


[State 200, AI];壁コン
type = ChangeState
trigger1 = time >= 5
trigger1 = var(59) = 1
trigger1 = random >= 15
trigger1 = movehit
trigger1 = var(27) >= 1
trigger1 = frontedgedist = [0,75]
trigger1 = enemy,gethitvar(hitcount) <= 13
value = 8228

;近5Y---------------------------------------
[Statedef 8211]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 220;7141
sprpriority = 2
[state 0,0]
type = posadd
trigger1 = var(27) >= 1
x = ceil(enemy,gethitvar(hitcount)*-0.05)
ignorehitpause = 1

[state 0,0]
type = varrandom
trigger1 = time = 1
v = 19
range = 0,2
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 1
trigger1 = time = 2
value = 6, 6
channel = 0

;方向転換
[State 1510, Turn]
type = Turn
trigger1 = time = 0
trigger1 = P2Dist X < 0

[state 0,basuke]
type = varadd
triggerall = movehit
trigger1 = enemy,statetype = A
trigger1 = var(27) = 0
ignorehitpause = 1
v = 7
value = 1
persistent = 0

[state 0,0]
type = posadd
trigger1 = var(27) >= 1
trigger1 = movehit
trigger1 = hitpausetime <= 3
x = floor(enemy,gethitvar(hitcount)*-0.09)
ignorehitpause = 1


[State 200, HitDef]
type = HitDef
;persistent = 0
triggerall = var(27) = 0
trigger1 = animelem = 5
trigger2 = animelem = 7
attr = S, NA
damage = 47, ifelse(var(49)>0,7,0)
getpower = 50,10
givepower = 20,5
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 4, Hit
pausetime = 8, 11
;;guard.sparkno = S8003
sparkno = -1;S8004
sparkxy = -3, -90
hitsound = S101, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 11
ground.velocity = -3.3
air.velocity = -3,-2.8+(var(7)*0.28)
air.fall = 1
fall.recovertime = 30
;forcestand = 1
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)

[State 200, HitDef]
type = HitDef
;persistent = 0
triggerall = var(27) >= 1
trigger1 = animelem = 5
trigger2 = animelem = 7
attr = S, NA
damage = 47, ifelse(var(49)>0,4,0)
getpower = 50,10
givepower = 20,5
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 4, Hit
pausetime = 8, 14
;;guard.sparkno = S8003
sparkno = -1;S8004
sparkxy = -3, -90
hitsound = S101, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 9
ground.velocity = -2
air.velocity = -2,-3
air.fall = 1
fall.recovertime = 20
forcestand = 1
p2stateno = 8715

[State explod]
type = Explod
trigger1 = UniqHitCount = 1
anim = 16010
id = 16010
sprpriority = 9
postype = p2
pos = Ceil(P2Dist X/2-15), -90-Ceil(P2BodyDist Y)
bindtime = 1
supermove = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
scale = 0.5,0.5
supermovetime = 999999
pausemovetime = 999999

[State 210, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 100, 2

[State 210, 3]
type = ChangeState
triggerall = var(59) = 0
trigger1 = movecontact
trigger1 = command = "y"
trigger1 = command != "holddown"
value = 8210
ctrl = 0

[State 210, 3]
type = ChangeState
triggerall = var(59) = 0
trigger1 = movecontact
trigger1 = command = "y"
trigger1 = command = "holddown"
value = 8410
ctrl = 0

[State 210, 3]
type = ChangeState
triggerall = var(59) = 0
trigger1 = movecontact
trigger1 = command = "b"
trigger1 = command != "holddown"
value = 8228
ctrl = 0

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = var(59)
trigger2 = AnimTime = 0
trigger2 = movecontact=0
value = 0
ctrl = 1

[State 200, AI];壁コン
type = ChangeState
trigger1 = time >= 5
trigger1 = var(59) = 1
trigger1 = random >= 200
trigger1 = movehit
trigger1 = var(27) >= 1
trigger1 = frontedgedist = [0,50]
trigger1 = enemy,gethitvar(hitcount) <= 8
value = 8210

[State 200, AI]
type = ChangeState
trigger1 = movecontact
trigger1 = var(59) = 1
trigger1 = random >= 160
trigger1 = random >= 500
value = 8410

;近5Y2---------------------------------------
[Statedef 8212]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 220;7141
sprpriority = 2
[state 0,0]
type = posadd
trigger1 = var(27) >= 1
x = ceil(enemy,gethitvar(hitcount)*-0.05)
ignorehitpause = 1

[state 0,0]
type = varrandom
trigger1 = time = 1
v = 19
range = 0,2
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 1
trigger1 = time = 2
value = 6, 6
channel = 0

;方向転換
[State 1510, Turn]
type = Turn
trigger1 = time = 0
trigger1 = P2Dist X < 0

[state 0,basuke]
type = varadd
triggerall = movehit
trigger1 = enemy,statetype = A
trigger1 = var(27) = 0
ignorehitpause = 1
v = 7
value = 1
persistent = 0

[state 0,0]
type = posadd
trigger1 = var(27) >= 1
trigger1 = movehit
trigger1 = hitpausetime <= 3
x = floor(enemy,gethitvar(hitcount)*-0.09)
ignorehitpause = 1


[State 200, HitDef]
type = HitDef
;persistent = 0
triggerall = var(27) = 0
trigger1 = animelem = 5
trigger2 = animelem = 7
attr = S, NA
damage = 47, ifelse(var(49)>0,7,0)
getpower = 50,10
givepower = 20,5
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 4, Hit
pausetime = 8, 11
;;guard.sparkno = S8003
sparkno = -1;S8004
sparkxy = -3, -90
hitsound = S101, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 11
ground.velocity = -3.3
air.velocity = -3,-2.8+(var(7)*0.28)
air.fall = 1
fall.recovertime = 30
;forcestand = 1
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)

[State 200, HitDef]
type = HitDef
;persistent = 0
triggerall = var(27) >= 1
trigger1 = animelem = 5
trigger2 = animelem = 7
attr = S, NA
damage = 47, ifelse(var(49)>0,4,0)
getpower = 50,10
givepower = 20,5
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 4, Hit
pausetime = 8, 14
;;guard.sparkno = S8003
sparkno = -1;S8004
sparkxy = -3, -90
hitsound = S101, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 9
ground.velocity = -2
air.velocity = -2,-3
air.fall = 1
fall.recovertime = 20
forcestand = 1
p2stateno = 8715

[State explod]
type = Explod
trigger1 = UniqHitCount = 1
anim = 16010
id = 16010
sprpriority = 9
postype = p2
pos = Ceil(P2Dist X/2-15), -90-Ceil(P2BodyDist Y)
bindtime = 1
supermove = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
scale = 0.5,0.5
supermovetime = 999999
pausemovetime = 999999

[State 210, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 100, 2

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

;5A---------------------------------------
[Statedef 8225]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 210;7115
sprpriority = 2
[state 0,0]
type = posadd
trigger1 = var(27) >= 1
x = ceil(enemy,gethitvar(hitcount)*-0.05)
ignorehitpause = 1



;方向転換
[State 1510, Turn]
type = Turn
trigger1 = time = 0
trigger1 = P2Dist X < 0

;[state 0,basuke]
;type = varadd
;triggerall = movehit
;;trigger1 = enemy,statetype = A
;trigger1 = var(27) = 0
;;;tt
;v = 7
;value = 51
;persistent = 0

[state 0,0]
type = posadd
trigger1 = var(27) >= 1
trigger1 = movehit
trigger1 = hitpausetime <= 3
x = ceil(enemy,gethitvar(hitcount)*-0.49)
ignorehitpause = 1

[State 200, HitDef]
type = HitDef
persistent = 0
triggerall = var(27) = 0
trigger1 = time >= 3
attr = S, NA
damage = 25, ifelse(var(49)>0,4,0)
getpower = ifelse(var(50)=0,50,0),10
givepower = 20,5
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 4, Hit
pausetime = 8, 9
;;guard.sparkno = S8003
sparkno = -1;S8004
sparkxy = -3, -25
hitsound = S101, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = ifelse(var(37)=1,14,12)
ground.hittime  = ifelse(var(37)=1,14,12)
ground.velocity = -3.5
air.velocity = -4,-3+(var(7)*0.2)
;down.velocity = -4,-3+(var(7)*0.2)
;down.bounce = 1
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)

[State 200, HitDef]
type = HitDef
persistent = 0
triggerall = var(27) >= 1
trigger1 = time >= 3
attr = S, NA
damage = 25, ifelse(var(49)>0,4,0)
getpower = ifelse(var(50)=0,50,0),10
givepower = 20,5
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 4, Hit
pausetime = 5, 6
;;guard.sparkno = S8003
sparkno = -1;S8004
sparkxy = -3, -25
hitsound = S101, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = ifelse(var(37)=1,10,5)
ground.hittime  = ifelse(var(37)=1,20,16)
ground.velocity = -3
air.velocity = -4,-3
p2stateno = 8715


[state a];ヒットエフェクト
type = Helper
trigger1 = UniqHitCount = 1 
id = 16000
name = "hit"
pos = Ceil(P2Dist X/2-15), -25-Ceil(P2BodyDist Y)
Postype = p2
stateno = 16000
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = .4
size.yscale = .4
supermovetime = 999999
pausemovetime = 999999

[State 210, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 100, 2

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


[State 200, AI]
type = ChangeState
trigger1 = time >= 5
trigger1 = var(59) = 1
trigger1 = random >= 800
trigger1 = movehit
value = 8410


;6A---------------------------------------
[Statedef 8227]
type    = A
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 212;7115
sprpriority = 2
[state 0,0]
type = posadd
trigger1 = var(27) >= 1
x = ceil(enemy,gethitvar(hitcount)*-0.05)
ignorehitpause = 1
[state 0,0]
type = posadd
trigger1 = time = [10,12]
x = 2
ignorehitpause = 1

[state 0,0]
type = varrandom
trigger1 = time = 1
v = 19
range = 0,1
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 0
trigger1 = time = 3
value = 6, 11
channel = 0
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 1
trigger1 = time = 3
value = 6, 12
channel = 0


;方向転換
[State 1510, Turn]
type = Turn
trigger1 = time = 0
trigger1 = P2Dist X < 0

;[state 0,basuke]
;type = varadd
;triggerall = movehit
;;trigger1 = enemy,statetype = A
;trigger1 = var(27) = 0
;;;tt
;v = 7
;value = 51
;persistent = 0

[state 0,0]
type = posadd
trigger1 = var(27) >= 1
trigger1 = movehit
trigger1 = hitpausetime <= 3
x = ceil(enemy,gethitvar(hitcount)*-0.49)
ignorehitpause = 1

[State 200, HitDef]
type = HitDef
persistent = 0
triggerall = var(27) = 0
trigger1 = time >= 3
attr = S, NA
damage = 25, ifelse(var(49)>0,4,0)
getpower = ifelse(var(50)=0,50,0),10
givepower = 20,5
animtype = medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 8, 8
;;guard.sparkno = S8003
sparkno = -1;S8004
sparkxy = -3, -55
hitsound = S101, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = ifelse(var(37)=1,10,9)
ground.hittime  = ifelse(var(37)=1,20,16)
ground.velocity = -3,-4
air.velocity = -3,-4+(var(7)*0.2)
;down.velocity = -4,-3+(var(7)*0.2)
;down.bounce = 1
fall = 1
air.fall = 1
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)

[State 200, HitDef]
type = HitDef
persistent = 0
triggerall = var(27) >= 1
trigger1 = time >= 3
attr = S, NA
damage = 25, ifelse(var(49)>0,4,0)
getpower = ifelse(var(50)=0,50,0),10
givepower = 20,5
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 4, Hit
pausetime = 5, 6
;;guard.sparkno = S8003
sparkno = -1;S8004
sparkxy = -3, -25
hitsound = S101, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = ifelse(var(37)=1,10,5)
ground.hittime  = ifelse(var(37)=1,20,16)
ground.velocity = -3
air.velocity = -4,-3
p2stateno = 8715

[State explod]
type = Explod
trigger1 = UniqHitCount = 1
anim = 16010
id = 16010
sprpriority = 9
postype = p2
pos = Ceil(P2Dist X/2-15), -55-Ceil(P2BodyDist Y)
bindtime = 1
supermove = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
scale = 0.5,0.5
supermovetime = 999999
pausemovetime = 999999

[State 210, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 100, 2

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


;近5B---------------------------------------
[Statedef 8226]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 230;7116
sprpriority = 2
[state 0,0]
type = posadd
trigger1 = var(27) >= 1
x = ceil(enemy,gethitvar(hitcount)*-0.05)
ignorehitpause = 1

[state 0,0]
type = varrandom
trigger1 = time = 1
v = 19
range = 0,2
[State 210, 2]
type = PlaySnd
;trigger1 = var(19) = 1
trigger1 = time = 4
value = 6, 3
channel = 0

;方向転換
[State 1510, Turn]
type = Turn
trigger1 = time = 0
trigger1 = P2Dist X < 0

[state 0,basuke]
type = varadd
triggerall = movehit
trigger1 = enemy,statetype = A
trigger1 = var(27) = 0
ignorehitpause = 1
v = 7
value = 1
persistent = 0

[state 0,0]
type = posadd
trigger1 = var(27) >= 1
trigger1 = movehit
trigger1 = hitpausetime <= 5
x = floor(enemy,gethitvar(hitcount)*-0.16)
ignorehitpause = 1



[State 200, HitDef]
type = HitDef
persistent = 0
triggerall = var(27) = 0
trigger1 = time = 4
attr = S, NA
damage = 34, ifelse(var(49)>0,9,0)
getpower = ifelse(var(50)=0,50,0),10
givepower = 20,5
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 13,19
;;guard.sparkno = S8003
sparkno = -1;S8004
sparkxy = -3, -85
hitsound = S101, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = ifelse(var(37)=1,10,14)
ground.hittime  = ifelse(var(37)=1,23,19)
air.hittime  = ifelse(var(37)=1,23,19)
ground.velocity = -4
air.velocity = -4,-3+(var(7)*0.36)
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
fall.recovertime = 32

[State 200, HitDef]
type = HitDef
persistent = 0
triggerall = var(27) >= 1
trigger1 = time = 4
attr = S, NA
damage = 32, ifelse(var(49)>0,4,0)
getpower = ifelse(var(50)=0,50,0),10
givepower = 20,5
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 4, Hit
pausetime = 8,16
;;guard.sparkno = S8003
sparkno = -1;S8004
sparkxy = -3, -85
hitsound = S101, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = ifelse(var(37)=1,10,8)
ground.hittime  = ifelse(var(37)=1,20,16)
ground.velocity = -3,-0
air.velocity = -4,-3
p2stateno = 8715

[State explod]
type = Explod
trigger1 = UniqHitCount = 1
anim = 16010
id = 16010
sprpriority = 9
postype = p2
pos = Ceil(P2Dist X/2-15), -85-Ceil(P2BodyDist Y)
bindtime = 1
supermove = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
scale = 0.5,0.5
supermovetime = 999999
pausemovetime = 999999

[State 210, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 100, 2

[State 200, AI]
type = ChangeState
trigger1 = time >= 5
trigger1 = var(59) = 1
trigger1 = random >= 40
trigger1 = movehit
trigger1 = var(27) = 0
value = 8710

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

[State 210, 3]
type = ChangeState
triggerall = var(59) = 0
trigger1 = movecontact
trigger1 = command = "b"
trigger1 = command != "holddown"
value = 8228
ctrl = 0


[State 200, AI];壁コン
type = ChangeState
trigger1 = var(59) = 1
trigger1 = random >= 200
trigger1 = movehit
trigger1 = var(27) >= 1
trigger1 = enemy,pos y <= -24
trigger1 = enemy,gethitvar(hitcount) <= 5
value = 8250

[State 200, AI];壁コン
type = ChangeState
trigger1 = var(59) = 1
trigger1 = random >= 410
trigger1 = movehit
trigger1 = var(27) >= 1
trigger1 = enemy,pos y >= -40
;trigger1 = enemy,gethitvar(hitcount) <= 8
value = 8228


;遠5B---------------------------------------
[Statedef 8228]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 231;7116
sprpriority = 2
[state 0,0]
type = posadd
trigger1 = var(27) >= 1
x = ceil(enemy,gethitvar(hitcount)*-0.05)
ignorehitpause = 1


[state 0,0]
type = changestate
triggerall = var(59) = 0
trigger1 = time >= 2
trigger1 = movecontact
trigger1 = command = "teikuu"
value = 4043
ctrl = 1
[state 0,0]
type = changestate
triggerall = var(59) = 0
trigger1 = time >= 2
trigger1 = movecontact
trigger1 = command = "high2"
value = 4041
ctrl = 1
[state 0,0]
type = changestate
trigger1 = var(59) = 0
trigger1 = time >= 8
trigger1 = movecontact
trigger1 = command = "holdup"
value = 40
ctrl = 1

[state 0,0]
type = varrandom
trigger1 = time = 1
v = 19
range = 0,1
[State 210, 2]
type = PlaySnd
;trigger1 = var(19) = 1
trigger1 = time = 4
value = 6, 1
channel = 0

;方向転換
[State 1510, Turn]
type = Turn
trigger1 = time = 0
trigger1 = P2Dist X < 0

[state 0,basuke]
type = varadd
triggerall = movehit
trigger1 = enemy,statetype = A
trigger1 = var(27) = 0
ignorehitpause = 1
v = 7
value = 1
persistent = 0

[state 0,0]
type = posadd
trigger1 = var(27) >= 1
trigger1 = movehit
trigger1 = hitpausetime <= 6
x = floor(enemy,gethitvar(hitcount)*-0.16)
ignorehitpause = 1


[State 200, HitDef]
type = HitDef
persistent = 0
triggerall = var(27) = 0
trigger1 = time >= 4
attr = S, NA
damage = 42, ifelse(var(49)>0,9,0)
getpower = ifelse(var(50)=0,50,0),10
givepower = 20,5
animtype = heavy
guardflag = MA
hitflag = MAFD
priority = 4, Hit
pausetime = 9,10
;;guard.sparkno = S8003
sparkno = -1;S8004
sparkxy = -13, -75
hitsound = S101, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = ifelse(var(37)=1,13,10)
ground.hittime  = 16
ground.velocity = -4,-8.7
air.velocity = -4,-3.7+(var(7)*0.38)
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
fall.recovertime = 30
fall = 1
air.fall = 1

[State 200, HitDef]
type = HitDef
persistent = 0
triggerall = var(27) >= 1
trigger1 = time >= 4
attr = S, NA
damage = 42, ifelse(var(49)>0,4,0)
getpower = ifelse(var(50)=0,50,0),10
givepower = 20,5
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 4, Hit
pausetime = 7,16
;;guard.sparkno = S8003
sparkno = -1;S8004
sparkxy = -13, -75
hitsound = S101, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = ifelse(var(37)=1,10,8)
ground.hittime  = ifelse(var(37)=1,20,16)
ground.velocity = -3,-0
air.velocity = -4,-3
p2stateno = 8715

[State explod]
type = Explod
trigger1 = UniqHitCount = 1
anim = 16010
id = 16010
sprpriority = 9
postype = p2
pos = Ceil(P2Dist X/2-15), -75-Ceil(P2BodyDist Y)
bindtime = 1
supermove = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
scale = 0.5,0.5
supermovetime = 999999
pausemovetime = 999999

[State 210, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 100, 2

[State 210, 3]
type = ChangeState
trigger1 = var(59) = 0
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 210, 3]
type = ChangeState
trigger1 = var(59) = 1
trigger1 = var(27) = 0
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 200, AI];壁コン
type = ChangeState
trigger1 = var(59) = 1
trigger1 = random >= 200
trigger1 = movehit
trigger1 = var(27) >= 1
trigger1 = enemy,pos y <= -25
trigger1 = enemy,gethitvar(hitcount) <= 9
value = 8250

[State 200, AI];壁コン
type = ChangeState
trigger1 = var(59) = 1
trigger1 = random >= 410
trigger1 = movehit
trigger1 = var(27) >= 1
trigger1 = enemy,gethitvar(hitcount) <= 5
value = 8233
[State 200, AI];壁コン
type = ChangeState
trigger1 = var(59) = 1
trigger1 = random >= 810
trigger1 = movehit
trigger1 = var(27) >= 1
trigger1 = enemy,gethitvar(hitcount) >= 9
value = 1040
[State 200, AI];壁コン
type = ChangeState
trigger1 = var(59) = 1
trigger1 = random >= 400
trigger1 = movehit
trigger1 = var(27) >= 1
trigger1 = enemy,gethitvar(hitcount) >= 5
value = 1000

[State -1];壁一撃
type = ChangeState
value = 8800
trigger1 = random >= 80
trigger1 = var(41) = 2
trigger1 = var(59) = 1
trigger1 = var(24) = 7
trigger1 = enemy,life >= 90 || life < 100

[State 200, AI]
type = ChangeState
trigger1 = time >= 5
trigger1 = var(59) = 1
trigger1 = random >= 200
trigger1 = movehit
trigger1 = var(27) = 0
value = 1033


;---------------------------------------------------------------------------
; AI Jump Start
[Statedef 8233]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[state 0,0];メルティコンボリセット
type = varset
trigger1 = time >= 0
var(47) = 0

[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 2]
type = VarSet
trigger1 = 1
sysvar(1) = 1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 8232
ctrl = 0

;---------------------------------------------------------------------------
; AI Jump Up
[Statedef 8232]
type    = A
physics = A

[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 50, 2]
type = ChangeAnim
;triggerall = prevstateno = 45
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 200, AI]
type = ChangeState
trigger1 = var(59) = 1
trigger1 = time >= 5
trigger1 = random >= 900
value = 8620

[State 200, AI]
type = ChangeState
trigger1 = var(59) = 1
trigger1 = time >= 5
trigger1 = random >= 900
value = 8630

[state 0,0]
type = ctrlset
trigger1 = time >= 8
value = 1

[State 200, AI]
type = ChangeState
trigger1 = var(59) = 1
trigger1 = var(7) = 0
trigger1 = time = [4,5]
trigger1 = random >= 900
value = 8230

;------------------------------------------
;AI 低空空中ダッシュair dash
[Statedef 8230]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 7508;102
sprpriority = 2

[State 105, 2]
type = CtrlSet
trigger1 = Time = 4
value = 1

[State 105, 2]
type = CtrlSet
trigger1 = var(41) = 1
trigger1 = Time = 5
value = 1

[State 0, 0]
type = PlaySnd
trigger1 = time = 0
value = 0, 2

[State 105, 1]
type = VelSet
trigger1 = Time = [2,20]
x = 6;4.8
y = 0
[state 0,0]
type = velset
trigger1 = time = 22
x = 3.9

[State 1000, 3]
type = Changeanim
trigger1 = time >= 22
value = 43
ctrl = 1

[state 0,0]
type = varadd
trigger1 = time = 1
var(5) = 1

[state 0,0]
type = varadd
triggerall = var(41) = 3
triggerall = var(33) = 2
;triggerall = var(32) >= 2
trigger1 = time = 1
var(32) = 1

[state 0,0]
type = velset
trigger1 = time <= 1
x = 7

[state 0,0]
type = veladd
trigger1 = time >= 22
y = 0.45

[State 1000, 3]
type = ChangeState
trigger1 = time >= 23
value = 51
ctrl = 1

[State 1000, 3]
type = ChangeState
trigger1 = pos y >= 0
value = 52
ctrl = 1

[State 1000, AI]
type = ChangeState
triggerall = var(59) = 1
triggerall = enemy,statetype = A
trigger1 = p2bodydist x = [-5,65]
trigger1 = p2bodydist y = [-125,-90]
value = 8600
ctrl = 0

[State 1000, AI]
type = ChangeState
triggerall = var(59) = 1
trigger1 = p2bodydist x = [-5,75]
trigger1 = p2bodydist y = [-25,85]
trigger2 = time = 2
value = 8630
ctrl = 0


;--------------------------------------------------------------------------
; ブースト追い　AI
[Statedef 8231]
type = S
physics = N
velset = 9,0
movetye = I
sprpriority = 0
anim = 7508

[State 1000, AI]
type = ChangeState
triggerall = var(59) = 1
trigger1 = p2bodydist x = [-5,15]
trigger1 = enemy,backedgedist <= 2
trigger2 = frontedgedist <= 25
value = 8200
ctrl = 0

[State -1];壁一撃
type = ChangeState
value = 8800
trigger1 = p2bodydist x = [-5,45]
trigger1 = random >= 80
trigger1 = var(41) = 2
trigger1 = var(59) = 1
trigger1 = var(24) = 7
trigger1 = enemy,life >= 90 || life < 100

[State 1000, AI]
type = ChangeState
trigger1 = time >= 200
trigger2 = enemy,movetype != H
trigger3 = enemy,stateno != 8715
trigger3 = time <= 1
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; RUN_FWD dash hokuto AI
[Statedef 8235]
type    = S
physics = N
anim = 100;7508
sprpriority = 1
velset = 0,0
ctrl = 0


[State 0, 0]
type = Explod
triggerall = var(41) = 2
trigger1 = time = 2
postype = p1
pos = 0,0
anim = 7765
scale = 0.5,0.5
ownpal = 1
keyctrl = 0
sprpriority = 4

[state 0,0];メルティコンボリセット
type = varset
trigger1 = time >= 0
var(45) = 0
[state 0,0];メルティコンボリセット
type = varset
trigger1 = time >= 0
var(46) = 0
[state 0,0];メルティコンボリセット
type = varset
trigger1 = time >= 0
var(47) = 0

[State 1000, Snd1]
type = PlaySnd
trigger1 = time = 1
value = 0,4

[State 200, 4]
type = CtrlSet
trigger1 = time >= 30
trigger2 = enemy,movetype = A
value = 1

[State 100, 1]
type = VelSet
trigger1 = enemy,name = "JAGI"
trigger1 = enemy,Numhelper(1001) = 0
trigger1 = time = 2
trigger2 = enemy,name != "JAGI"
trigger2 = time = 2
x = 7;const(velocity.run.fwd.x)
[State 100, 1]
type = VelSet
trigger1 = enemy,name = "JAGI"
trigger1 = enemy,Numhelper(1001) >= 1
trigger1 = time = 2
x = 0.9;const(velocity.run.fwd.x)
[State 100, 1]
type = Veladd
triggerall = var(41) = 2
trigger1 = time = [2,20]
x = 0.06

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk
flag2 = NoAutoTurn


[State 200, 0]
type = ChangeState
trigger1 = time >= 40
trigger2 = enemy,movetype = A
value = 52
ctrl = 1


[State 200, AI]
type = ChangeState
trigger1 = time >= 6
trigger1 = var(59) = 1
trigger1 = random >= 200
trigger1 = p2dist x = [0,38]
value = 8400
[State 200, AI]
type = ChangeState
trigger1 = time >= 7
trigger1 = var(59) = 1
;trigger1 = enemy,statetype = C
trigger1 = random >= 320
trigger1 = p2dist x = [80,170]
value = 8250
[State 200, AI]
type = ChangeState
trigger1 = time >= 6
trigger1 = var(59) = 1
trigger1 = random >= 320
trigger1 = p2bodydist x = [-5,9]
trigger1 = enemy,stateno = [120,131]
value = 980
[State 200, AI]
type = ChangeState
trigger1 = time >= 6
trigger1 = var(59) = 1
trigger1 = random >= 120
trigger1 = p2bodydist x = [70,109]
value = 8410

[State 200, AI]
type = ChangeState
trigger1 = time >= 6
trigger1 = var(59) = 1
trigger1 = random >= 920
trigger1 = p2bodydist x <= 120
trigger1 = enemy,movetype = A
value = 235




;---:::::::::::::::::::::::::::::::::::::::::::::
;屈み弱パンチ
[Statedef 8400]
type    = C
movetype= A
physics = C
juggle  = 0
ctrl = 0
anim = 400
poweradd = 0
sprpriority = 2

[state -3,AI用しゃがみ滑り防止]
type = VelMul
trigger1 = var(59)>0
trigger1 = prevstateno != 10
trigger1 = !time
x = .75
IgnoreHitPause = 0

[state 0,0]
type = posadd
trigger1 = var(27) >= 1
x = ceil(enemy,gethitvar(hitcount)*-0.05)
ignorehitpause = 1

[state 0,0]
type = varrandom
trigger1 = time = 1
v = 19
range = 0,3
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 0
trigger1 = time = 2
value = 6, 0
channel = 0


;方向転換
[State 1510, Turn]
type = Turn
trigger1 = time = 0
trigger1 = P2Dist X < 0

[state 0,basuke]
type = varadd
triggerall = movehit
trigger1 = enemy,statetype = A
trigger1 = var(27) = 0
ignorehitpause = 1
v = 7
value = 1
persistent = 0

[state 0,reverse]
type = varset
trigger1 = time = 0
trigger1 = enemy,gethitvar(hitcount) >= 2
fvar(5) = fvar(5)*0.88
persistent = 0

[state 0,0]
type = posadd
trigger1 = var(27) >= 1
trigger1 = movehit
trigger1 = hitpausetime <= 5
x = ceil(enemy,gethitvar(hitcount)*-0.52)
ignorehitpause = 1

[State 200, HitDef]
type = HitDef
triggerall = var(27) = 0
trigger1 = time >= 2
persistent = 0
attr = C, NA
damage = 28, ifelse(var(49)>0,4,0)
getpower = ifelse(var(50)=0,20,0),4
givepower = 9,3
animtype = Light
guardflag = MA
hitflag = MAFD
priority = 4, Hit
pausetime = 7, 8
guard.pausetime = 4, 3
sparkno = -1;S8000
sparkxy = 0, -70
hitsound = S101, 1
guardsound = S0, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 12
ground.velocity = -3.7
air.velocity = -2,-3+(var(7)*0.25)
down.velocity = -1,-0.1
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)

[State 200, HitDef]
type = HitDef
triggerall = var(27) >= 1
trigger1 = time >= 2
persistent = 0
attr = C, NA
damage = 28, ifelse(var(49)>0,4,0)
getpower = ifelse(var(50)=0,20,0),4
givepower = 9,3
animtype = Light
guardflag = M
hitflag = MAFD
priority = 4, Hit
pausetime = 7, 3
guard.pausetime = 3, 3
sparkno = -1;S8000
sparkxy = 0, -70
hitsound = S101, 1
guardsound = S0, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 12
ground.velocity = -2
air.velocity = -2,(var(7)*0.3)
down.velocity = -1,-0.1
p2stateno = 8715

[state a];ヒットエフェクト
type = Helper
trigger1 = UniqHitCount = 1 
id = 16000
name = "hit"
pos = Ceil(P2Dist X/2-15), -60-Ceil(P2BodyDist Y)
Postype = p2
stateno = 16000
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = .4
size.yscale = .4
supermovetime = 999999
pausemovetime = 999999

[State 0, 0]
type = PlaySnd
trigger1 = time = 2
value = 100, 1

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 200, AI]
type = ChangeState
trigger1 = time >= 4
trigger1 = var(59) = 1
trigger1 = random >= 200
trigger1 = movecontact;hit
value = 8410

;---:::::::::::::::::::::::::::::::::::::::::::::
;屈みちゅうパンチ　
[Statedef 8410]
type    = C
movetype= A
physics = C
juggle  = 0
ctrl = 0
anim = 420;405
poweradd = 0
sprpriority = 2

[state -3,AI用しゃがみ滑り防止]
type = VelMul
trigger1 = var(59)>0
trigger1 = prevstateno != 10
trigger1 = !time
x = .75
IgnoreHitPause = 0

[state 0,0]
type = posadd
trigger1 = var(27) >= 1
x = ceil(enemy,gethitvar(hitcount)*-0.1)
ignorehitpause = 1

[state 0,0]
type = posadd
trigger1 = time = 5
x = 8
ignorehitpause = 1

;方向転換
[State 1510, Turn]
type = Turn
trigger1 = time = 0
trigger1 = P2Dist X < 0

[state 0,basuke]
type = varadd
triggerall = movehit
trigger1 = enemy,statetype = A
trigger1 = var(27) = 0
ignorehitpause = 1
v = 7
value = 1
persistent = 0

[state 0,0]
type = posadd
trigger1 = var(27) >= 1
trigger1 = movehit
trigger1 = hitpausetime <= 5
x = ceil(enemy,gethitvar(hitcount)*-0.56)
ignorehitpause = 1

[State 200, HitDef]
type = HitDef
triggerall = var(27) = 0
trigger1 = time >= 3
persistent = 0
attr = C, NA
damage = 35, ifelse(var(49)>0,4,0)
getpower = ifelse(var(50)=0,50,0),6
givepower = 22,6
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 8, 13
guard.pausetime = 10, 12
sparkno = -1;S8000
sparkxy = -20, -85
hitsound = S101, 2
guardsound = S0, 0
ground.type = high
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -6,0
air.velocity = -5,-3.5+(var(7)*0.35)
down.velocity = -3,-1
air.fall = 1
fall.recovertime = 20
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)

[State 200, HitDef]
type = HitDef
triggerall = var(27) >= 1
trigger1 = time >= 3
persistent = 0
attr = C, NA
damage = 35, ifelse(var(49)>0,4,0)
getpower = ifelse(var(50)=0,50,0),6
givepower = 22,6
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 11, 12
guard.pausetime = 3, 6
sparkno = -1;S8000
sparkxy = -20, -85
hitsound = S101, 2
guardsound = S0, 0
ground.type = high
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -6.6,0
air.velocity = -5,-4
down.velocity = -3,-1
air.fall = 1
fall.recovertime = 20
p2stateno = 8715

[State explod]
type = Explod
trigger1 = UniqHitCount = 1
anim = 16010
id = 16010
sprpriority = 9
postype = p2
pos = Ceil(P2Dist X/2-15), -70-Ceil(P2BodyDist Y)
bindtime = 1
supermove = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
scale = 0.5,0.5
supermovetime = 999999
pausemovetime = 999999

[State 0, 0]
type = PlaySnd
trigger1 = time = 4
value = 100, 2

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 200, AI];gureibu
type = ChangeState
;trigger1 = time >= 7
trigger1 = var(59) = 1
trigger1 = random >= 530
trigger1 = moveguarded
value = 8250
[State 200, AI]
type = ChangeState
trigger1 = var(59) = 1
trigger1 = moveguarded
trigger1 = var(27) = 0
;trigger1 = p2dist x = [-20,50]
trigger1 = random >= 500
value = 8430

[State 200, AI]
type = ChangeState
trigger1 = time >= 7
trigger1 = p2dist x = [0,36]
trigger1 = var(59) = 1
trigger1 = random >= 100
trigger1 = movehit
value = 8226



;---:::::::::::::::::::::::::::::::::::::::::::::
;屈み2B足払い
[Statedef 8430]
type    = C
movetype= A
physics = C
juggle  = 0
ctrl = 0
anim = 430
poweradd = 0
sprpriority = 2

[state -3,AI用しゃがみ滑り防止]
type = VelMul
trigger1 = var(59)>0
trigger1 = prevstateno != 10
trigger1 = !time
x = .75
IgnoreHitPause = 0

[state 0,0]
type = posadd
trigger1 = var(27) >= 1
x = ceil(enemy,gethitvar(hitcount)*-0.05)
ignorehitpause = 1


[State 210, 2]
type = PlaySnd
trigger1 = time = 4
value = 6, 11
channel = 0


;方向転換
[State 1510, Turn]
type = Turn
trigger1 = time = 0
trigger1 = P2Dist X < 0

[state 0,basuke]
type = varadd
triggerall = movehit
trigger1 = enemy,statetype = A
trigger1 = var(27) = 0
;trigger1 = hitpausetime <= 5
ignorehitpause = 1
v = 7
value = 1
persistent = 0

[state 0,0]
type = posadd
trigger1 = var(27) >= 1
x = ceil(enemy,gethitvar(hitcount)*-0.19)
ignorehitpause = 1
[state 0,0]
type = posadd
trigger1 = var(27) >= 1
trigger1 = movehit
trigger1 = hitpausetime <= 3
x = ceil(enemy,gethitvar(hitcount)*-0.58)
ignorehitpause = 1

[State 200, HitDef]
type = HitDef
triggerall = var(27) = 0
trigger1 = time >= 2
persistent = 0
attr = C, NA
damage = 65, ifelse(var(49)>0,4,0)
getpower = ifelse(var(50)=0,120,0),24
givepower = 94,37
animtype = up;heavy
guardflag = LA
hitflag = MAFD
priority = 4, Hit
pausetime = 7, ifelse(var(37)=1,14,12)
guard.pausetime = 11, 18
sparkno = -1;S8000
sparkxy = -25, -19
hitsound = S101, 5
guardsound = S0, 0
ground.type = low
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -4,-6
air.velocity = -3.3,-5.3+(var(7)*0.3)
down.velocity = -4,-1
guard.velocity = -4.4
envshake.time = 10
envshake.ampl = 2
fall = 1
air.fall = 1
fall.recovertime = 30
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)

[State 200, HitDef]
type = HitDef
triggerall = var(27) >= 1
trigger1 = time >= 3
persistent = 0
attr = C, NA
damage = 65, ifelse(var(49)>0,4,0)
getpower = ifelse(var(50)=0,120,0),24
givepower = 94,37
animtype = up;heavy
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 3, ifelse(var(37)=1,20,14)
guard.pausetime = 2, 10
sparkno = -1;S8000
sparkxy = -25, -18
hitsound = S101, 5
guardsound = S0, 0
ground.type = trip;high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1,0
air.velocity = -1,-2
fall.recovertime = 30
down.velocity = -3,-1
guard.velocity = -4.4
envshake.time = 10
envshake.ampl = 2
p2stateno = 8715

[state a];ヒットエフェクト
type = Helper
trigger1 = UniqHitCount = 1 
id = 16020
name = "hit"
pos = Ceil(P2Dist X/2-15), -18-Ceil(P2BodyDist Y)
Postype = p2
stateno = 16020
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = .4
size.yscale = .4
supermovetime = 999999
pausemovetime = 999999

[State 0, 0]
type = PlaySnd
trigger1 = time = 4
value = 100, 3

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 200, AI]
type = ChangeState
;trigger1 = p2dist y <= -40 || p2dist x >= 60
trigger1 = var(59) = 1
trigger1 = random >= 560
trigger1 = movehit
value = 1033


;---:::::::::::::::::::::::::::::::::::::::::::::
;屈みA
[Statedef 8420]
type    = C
movetype= A
physics = C
juggle  = 0
ctrl = 0
anim = 410
poweradd = 0
sprpriority = 2

[state -3,AI用しゃがみ滑り防止]
type = VelMul
trigger1 = var(59)>0
trigger1 = prevstateno != 10
trigger1 = !time
x = .75
IgnoreHitPause = 0

[state 0,0]
type = posadd
trigger1 = var(27) >= 1
x = ceil(enemy,gethitvar(hitcount)*-0.05)
ignorehitpause = 1

;方向転換
[State 1510, Turn]
type = Turn
trigger1 = time = 0
trigger1 = P2Dist X < 0

[state 0,basuke]
type = varadd
triggerall = movehit
trigger1 = enemy,statetype = A
trigger1 = var(27) = 0
ignorehitpause = 1
v = 7
value = 1
persistent = 0

[state 0,0]
type = posadd
trigger1 = var(27) >= 1
trigger1 = movehit
trigger1 = hitpausetime <= 3
x = ceil(enemy,gethitvar(hitcount)*-0.19)


[State 200, HitDef]
type = HitDef
triggerall = var(27) = 0
trigger1 = time >= 4
persistent = 0
attr = C, NA
damage = 22, ifelse(var(49)>0,4,0)
getpower = ifelse(var(50)=0,50,0),6
givepower = 22,6
animtype = medium
guardflag = L
hitflag = MAFD
priority = 7, Hit
pausetime = 11, 13
guard.pausetime = 6, 7
sparkno = -1;S8000
sparkxy = -20, -25
hitsound = S101, 2
guardsound = S0, 0
ground.type = low;trip
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -3,-1+(var(7)*0.3)
down.velocity = -3,-1
guard.velocity = -4
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
air.fall = 1
fall.recovertime = 8

[State 200, HitDef]
type = HitDef
triggerall = var(27) >= 1
trigger1 = time >= 4
persistent = 0
attr = C, NA
damage = 22, ifelse(var(49)>0,4,0)
getpower = ifelse(var(50)=0,50,0),6
givepower = 22,6
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 10, 12
guard.pausetime = 3, 6
sparkno = -1;S8000
sparkxy = -20, -20
hitsound = S101, 2
guardsound = S0, 0
ground.type = high
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -3.4,0
air.velocity = -3.5,-2
fall.recovertime = 25
down.velocity = -3,-1
guard.velocity = -4.4
envshake.time = 10
envshake.ampl = 2
;fall = 1
air.fall = 1
fall.recovertime = 30
p2stateno = 8715

[state a];ヒットエフェクト
type = Helper
trigger1 = UniqHitCount = 1 
id = 16000
name = "hit"
pos = Ceil(P2Dist X/2-15), -30-Ceil(P2BodyDist Y)
Postype = p2
stateno = 16000
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = .4
size.yscale = .4
supermovetime = 999999
pausemovetime = 999999

[State 0, 0]
type = PlaySnd
trigger1 = time = 4
value = 100, 2

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


[State 200, AI]
type = ChangeState
trigger1 = time >= 6
trigger1 = var(59) = 1
trigger1 = random >= 320
trigger1 = movecontact
value = 8410


;--------------------------------------------------
;JX パンチ
[Statedef 8600]
type    = A
movetype= A
physics = A
ctrl = 0
anim = 600
sprpriority = 2
poweradd = 0

[state 0,0]
type = posadd
trigger1 = var(27) >= 1
x = ceil(enemy,gethitvar(hitcount)*-0.05)
ignorehitpause = 1

[state 0,0]
type = veladd
triggerall = var(57) = 1
trigger1 = movehit
y = -2
ignorehitpause = 1
persistent = 0



[state 0,basuke]
type = varadd
triggerall = movehit
trigger1 = enemy,statetype = A
trigger1 = var(27) = 0
ignorehitpause = 1
v = 7
value = 1
persistent = 0

[state 0,reverse]
type = varset
trigger1 = time = 0
trigger1 = enemy,gethitvar(hitcount) >= 2
fvar(5) = fvar(5)*0.85
persistent = 0

[state 0,reverse]
type = velmul
trigger1 = movecontact
trigger1 = var(57) = 1
trigger1 = vel y <= -2
y = 0.96
ignorehitpause = 1

[state 0,0]
type = posadd
trigger1 = var(27) >= 1
trigger1 = movehit
trigger1 = hitpausetime <= 3
x = ceil(enemy,gethitvar(hitcount)*-0.22)
ignorehitpause = 1
[state 0,0]
type = velmul
trigger1 = var(27) >= 1
trigger1 = movehit
trigger1 = vel x > 2
x = 0.09

[state 0,0]
type = playsnd
trigger1 = time = 2
value = 100,1

[State 200, HitDef1]
type = HitDef
persistent = 0
triggerall = var(27) = 0
trigger1 = time >= 2
attr = A, NA
damage = 34, ifelse(var(49)>0,4,0)
getpower = ifelse(var(50)=0,15,0)
givepower = 4
animtype = heavy
guardflag = HA
hitflag = MAFD
priority = 4, Hit
pausetime = 9, 8
guard.pausetime = 5, 11
sparkno = -1
sparkxy = -8, -75
hitsound = S101, 1
guardsound = S0, 0
ground.type = high
ground.slidetime = ifelse(var(37)=1,12,8)
ground.hittime  = ifelse(enemy,gethitvar(hitcount) >= 3,7,8)
air.slidetime = ifelse(var(37)=1,15,9)
air.hittime  = ifelse(var(37)=1,15,8)
ground.velocity = -2,0
fall.recovertime = 27
air.velocity = ifelse(var(57)=0,-1,0),ifelse(var(57)=0,-3.5+(var(7)*0.4),-5.8+(var(7)*0.4))
ground.cornerpush.veloff = -3
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
[State 200, HitDef1]
type = HitDef
persistent = 0
triggerall = var(27) >= 1
trigger1 = time >= 2
attr = A, NA
damage = 34, ifelse(var(49)>0,4,0)
getpower = ifelse(var(50)=0,15,0)
givepower = 4
animtype = heavy
guardflag = HA
hitflag = MAFD
priority = 4, Hit
pausetime = 10, 12
guard.pausetime = 5, 11
sparkno = -1
sparkxy = -8, -75
hitsound = S101, 1
guardsound = S0, 0
ground.type = high
ground.slidetime = ifelse(var(37)=1,12,8)
ground.hittime  = ifelse(enemy,gethitvar(hitcount) >= 3,7,8)
air.slidetime = ifelse(var(37)=1,15,13)
air.hittime  = ifelse(var(37)=1,15,13)
ground.velocity = -2,0
air.velocity = -1,-3+(var(7)*0.5)
ground.cornerpush.veloff = -3
p2stateno = 8715

[state a];ヒットエフェクト
type = Helper
trigger1 = UniqHitCount = 1 
id = 16000
name = "hit"
pos = Ceil(P2Dist X/2-15), -75-Ceil(P2BodyDist Y)
Postype = p2
stateno = 16000
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = .4
size.yscale = .4
supermovetime = 999999
pausemovetime = 999999

[State 210, 3]
type = ChangeState
trigger1 = pos y >= 0
value = 52

[State 210, 3]
type = Changeanim
trigger1 = anim != 5040
trigger1 = animtime = 0
value = 5040

[state 0,0]
type = ctrlset
trigger1 = time >= 16
trigger1 = anim = 5040
value = 1


[State 1000, AI]
type = ChangeState
triggerall = var(59) = 1
triggerall = enemy,statetype = A
triggerall = movehit
trigger1 = random >= 100
trigger1 = p2bodydist x = [-5,65]
trigger1 = p2bodydist y = [-125,-90]
value = 8600
ctrl = 0

[State 1000, AI]
type = ChangeState
triggerall = var(59) = 1
triggerall = enemy,statetype = A
triggerall = movehit
trigger1 = random >= 100
trigger1 = p2bodydist x = [-5,65]
trigger1 = p2bodydist y = [-5,40]
value = 8610
ctrl = 0

[State 1000, AI]
type = ChangeState
triggerall = var(59) = 1
triggerall = enemy,statetype = A
triggerall = movehit
trigger2 = fvar(7) >= 9
trigger1 = random >= 555
;trigger1 = p2bodydist x = [-5,65]
;trigger1 = p2bodydist y = [-5,40]
value = 8630
ctrl = 0

;--------------------------------------------------
;AI用 JX パンチ2
[Statedef 8601]
type    = A
movetype= A
physics = A
ctrl = 0
anim = 600
sprpriority = 2
poweradd = 0

[state 0,0]
type = posadd
trigger1 = var(27) >= 1
x = ceil(enemy,gethitvar(hitcount)*-0.05)
ignorehitpause = 1

[state 0,0]
type = veladd
triggerall = var(57) = 1
trigger1 = movehit
y = -2
ignorehitpause = 1
persistent = 0



[state 0,basuke]
type = varadd
triggerall = movehit
trigger1 = enemy,statetype = A
trigger1 = var(27) = 0
ignorehitpause = 1
v = 7
value = 1
persistent = 0

[state 0,reverse]
type = varset
trigger1 = time = 0
trigger1 = enemy,gethitvar(hitcount) >= 2
fvar(5) = fvar(5)*0.85
persistent = 0

[state 0,reverse]
type = velmul
trigger1 = movecontact
trigger1 = var(57) = 1
trigger1 = vel y <= -2
y = 0.96
ignorehitpause = 1

[state 0,0]
type = posadd
trigger1 = var(27) >= 1
trigger1 = movehit
trigger1 = hitpausetime <= 3
x = ceil(enemy,gethitvar(hitcount)*-0.22)
ignorehitpause = 1
[state 0,0]
type = velmul
trigger1 = var(27) >= 1
trigger1 = movehit
trigger1 = vel x > 2
x = 0.09

[state 0,0]
type = playsnd
trigger1 = time = 2
value = 100,1

[State 200, HitDef1]
type = HitDef
persistent = 0
triggerall = var(27) = 0
trigger1 = time >= 2
attr = A, NA
damage = 34, ifelse(var(49)>0,4,0)
getpower = ifelse(var(50)=0,15,0)
givepower = 4
animtype = heavy
guardflag = HA
hitflag = MAFD
priority = 4, Hit
pausetime = 9, 8
guard.pausetime = 5, 11
sparkno = -1
sparkxy = -8, -75
hitsound = S101, 1
guardsound = S0, 0
ground.type = high
ground.slidetime = ifelse(var(37)=1,12,8)
ground.hittime  = ifelse(enemy,gethitvar(hitcount) >= 3,7,8)
air.slidetime = ifelse(var(37)=1,15,9)
air.hittime  = ifelse(var(37)=1,15,8)
ground.velocity = -2,0
fall.recovertime = 27
air.velocity = ifelse(var(57)=0,-1,0),ifelse(var(57)=0,-3.5+(var(7)*0.4),-5.8+(var(7)*0.4))
ground.cornerpush.veloff = -3
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
[State 200, HitDef1]
type = HitDef
persistent = 0
triggerall = var(27) >= 1
trigger1 = time >= 2
attr = A, NA
damage = 34, ifelse(var(49)>0,4,0)
getpower = ifelse(var(50)=0,15,0)
givepower = 4
animtype = heavy
guardflag = HA
hitflag = MAFD
priority = 4, Hit
pausetime = 10, 12
guard.pausetime = 5, 11
sparkno = -1
sparkxy = -8, -75
hitsound = S101, 1
guardsound = S0, 0
ground.type = high
ground.slidetime = ifelse(var(37)=1,12,8)
ground.hittime  = ifelse(enemy,gethitvar(hitcount) >= 3,7,8)
air.slidetime = ifelse(var(37)=1,15,13)
air.hittime  = ifelse(var(37)=1,15,13)
ground.velocity = -2,0
air.velocity = -1,-3+(var(7)*0.5)
ground.cornerpush.veloff = -3
p2stateno = 8715

[state a];ヒットエフェクト
type = Helper
trigger1 = UniqHitCount = 1 
id = 16000
name = "hit"
pos = Ceil(P2Dist X/2-15), -75-Ceil(P2BodyDist Y)
Postype = p2
stateno = 16000
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = .4
size.yscale = .4
supermovetime = 999999
pausemovetime = 999999

[State 210, 3]
type = ChangeState
trigger1 = pos y >= 0
value = 52

[State 210, 3]
type = Changeanim
trigger1 = anim != 5040
trigger1 = animtime = 0
value = 5040

[state 0,0]
type = ctrlset
trigger1 = time >= 16
trigger1 = anim = 5040
value = 1

;--------------------------------------------------
;AI用 JX パンチ3
[Statedef 8602]
type    = A
movetype= A
physics = A
ctrl = 0
anim = 600
sprpriority = 2
poweradd = 0

[state 0,0]
type = posadd
trigger1 = var(27) >= 1
x = ceil(enemy,gethitvar(hitcount)*-0.05)
ignorehitpause = 1

[state 0,0]
type = veladd
triggerall = var(57) = 1
trigger1 = movehit
y = -2
ignorehitpause = 1
persistent = 0



[state 0,basuke]
type = varadd
triggerall = movehit
trigger1 = enemy,statetype = A
trigger1 = var(27) = 0
ignorehitpause = 1
v = 7
value = 1
persistent = 0

[state 0,reverse]
type = varset
trigger1 = time = 0
trigger1 = enemy,gethitvar(hitcount) >= 2
fvar(5) = fvar(5)*0.85
persistent = 0

[state 0,reverse]
type = velmul
trigger1 = movecontact
trigger1 = var(57) = 1
trigger1 = vel y <= -2
y = 0.96
ignorehitpause = 1

[state 0,0]
type = posadd
trigger1 = var(27) >= 1
trigger1 = movehit
trigger1 = hitpausetime <= 3
x = ceil(enemy,gethitvar(hitcount)*-0.22)
ignorehitpause = 1
[state 0,0]
type = velmul
trigger1 = var(27) >= 1
trigger1 = movehit
trigger1 = vel x > 2
x = 0.09

[state 0,0]
type = playsnd
trigger1 = time = 2
value = 100,1

[State 200, HitDef1]
type = HitDef
persistent = 0
triggerall = var(27) = 0
trigger1 = time >= 2
attr = A, NA
damage = 34, ifelse(var(49)>0,4,0)
getpower = ifelse(var(50)=0,15,0)
givepower = 4
animtype = heavy
guardflag = HA
hitflag = MAFD
priority = 4, Hit
pausetime = 9, 8
guard.pausetime = 5, 11
sparkno = -1
sparkxy = -8, -75
hitsound = S101, 1
guardsound = S0, 0
ground.type = high
ground.slidetime = ifelse(var(37)=1,12,8)
ground.hittime  = ifelse(enemy,gethitvar(hitcount) >= 3,7,8)
air.slidetime = ifelse(var(37)=1,15,9)
air.hittime  = ifelse(var(37)=1,15,8)
ground.velocity = -2,0
fall.recovertime = 27
air.velocity = ifelse(var(57)=0,-1,0),ifelse(var(57)=0,-3.5+(var(7)*0.4),-5.8+(var(7)*0.4))
ground.cornerpush.veloff = -3
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
[State 200, HitDef1]
type = HitDef
persistent = 0
triggerall = var(27) >= 1
trigger1 = time >= 2
attr = A, NA
damage = 34, ifelse(var(49)>0,4,0)
getpower = ifelse(var(50)=0,15,0)
givepower = 4
animtype = heavy
guardflag = HA
hitflag = MAFD
priority = 4, Hit
pausetime = 10, 12
guard.pausetime = 5, 11
sparkno = -1
sparkxy = -8, -75
hitsound = S101, 1
guardsound = S0, 0
ground.type = high
ground.slidetime = ifelse(var(37)=1,12,8)
ground.hittime  = ifelse(enemy,gethitvar(hitcount) >= 3,7,8)
air.slidetime = ifelse(var(37)=1,15,13)
air.hittime  = ifelse(var(37)=1,15,13)
ground.velocity = -2,0
air.velocity = -1,-3+(var(7)*0.5)
ground.cornerpush.veloff = -3
p2stateno = 8715

[state a];ヒットエフェクト
type = Helper
trigger1 = UniqHitCount = 1 
id = 16000
name = "hit"
pos = Ceil(P2Dist X/2-15), -75-Ceil(P2BodyDist Y)
Postype = p2
stateno = 16000
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = .4
size.yscale = .4
supermovetime = 999999
pausemovetime = 999999

[State 210, 3]
type = ChangeState
trigger1 = pos y >= 0
value = 52

[State 210, 3]
type = Changeanim
trigger1 = anim != 5040
trigger1 = animtime = 0
value = 5040

[state 0,0]
type = ctrlset
trigger1 = time >= 16
trigger1 = anim = 5040
value = 1

;------------------------------------------------------
;JY
[Statedef 8610]
type    = A
movetype= A
physics = A
juggle  = 0
ctrl = 0
anim = 620
sprpriority = 2
poweradd = 0

[state 0,0]
type = varset
trigger1 = movehit
trigger1 = var(37) = 1
v = 27
value = 1
ignorehitpause = 1

[State 210, 3]
type = targetstate
trigger1 = movehit
trigger1 = var(37) = 1
trigger1 = hitpausetime >= 7
value = 8715
persistent = 0
ignorehitpause = 1

[state 0,0]
type = veladd
trigger1 = var(57) >= 1
trigger1 = movehit
y = -2.5
persistent = 0
ignorehitpause = 1
[state 0,0]
type = posadd
trigger1 = var(27) >= 1
x = ceil(enemy,gethitvar(hitcount)*-0.05)
ignorehitpause = 1

[state 0,reverse]
type = velmul
trigger1 = movecontact
trigger1 = var(57) = 1
trigger1 = vel y <= -2
y = 0.9
ignorehitpause = 1

[state 0,0]
type = varrandom
trigger1 = time = 1
v = 19
range = 0,4
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 0
trigger1 = time = 4
value = 6, 6
channel = 0


[state 0,basuke]
type = varadd
triggerall = movehit
trigger1 = enemy,statetype = A
trigger1 = var(27) = 0
ignorehitpause = 1
v = 7
value = 1
persistent = 0

[state 0,reverse]
type = varset
trigger1 = time = 0
trigger1 = enemy,gethitvar(hitcount) >= 2
fvar(5) = fvar(5)*0.85
persistent = 0

[state 0,0]
type = posadd
trigger1 = var(27) >= 1
trigger1 = movehit
trigger1 = hitpausetime <= 3
x = ceil(enemy,gethitvar(hitcount)*-0.37)
ignorehitpause = 1
[state 0,0]
type = velmul
trigger1 = var(27) >= 1
trigger1 = movehit
trigger1 = vel x > 2
x = 0.09

[State 0, 0]
type = PlaySnd
trigger1 = time = 5
value = 100, 3

[State 200, HitDef1]
type = HitDef
triggerall = var(27) = 0
trigger1 = time >= 6
persistent = 0
attr = A, NA
damage = 51, ifelse(var(49)>0,8,0)
getpower = ifelse(var(50)=0,30,0)
givepower = 18
animtype = heavy
guardflag = HA
hitflag = MAFD
priority = 4, Hit
pausetime = ifelse(var(37)=1,10,9), ifelse(var(37)=1,15,10)
guard.pausetime = 8, 13
sparkno = -1
sparkxy = -8, -80
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 14
ground.hittime  = ifelse(enemy,gethitvar(hitcount) >= 3,12,19)
ground.velocity = -3,0
air.slidetime = ifelse(var(37)=1,16,12)
air.hittime  = ifelse(var(37)=1,16,12)
air.velocity = ifelse(var(57)=0,-3,0),-2+(var(7)*0.52)
air.fall = 1
fall.recovertime = ifelse(var(37)=1,44,37)
envshake.time = 10
envshake.ampl = 2
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)

[State 200, HitDef1]
type = HitDef
triggerall = movehit = 0
triggerall = var(27) =1
trigger1 = time >= 6
persistent = 0
attr = A, NA
damage = 51, ifelse(var(49)>0,4,0)
getpower = ifelse(var(50)=0,30,0)
givepower = 18
animtype = heavy
guardflag = HA
hitflag = MAFD
priority = 5, Hit
pausetime = ifelse(var(37)=1,12,10), ifelse(var(37)=1,20,12)
guard.pausetime = 8, 13
sparkno = -1
sparkxy = -8, -80
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 14
ground.hittime  = ifelse(enemy,gethitvar(hitcount) >= 3,12,19)
ground.velocity = -3,0
air.slidetime = ifelse(var(37)=1,20,15)
air.hittime  = ifelse(var(37)=1,20,15)
air.velocity = -3,-4.2+(var(7)*0.62)
air.fall = 1
fall.recovertime = ifelse(var(37)=1,40,30)
envshake.time = 10
envshake.ampl = 2
p2stateno = 8715

[State explod]
type = Explod
trigger1 = UniqHitCount = 1
anim = 16010
id = 16010
sprpriority = 9
postype = p2
pos = Ceil(P2Dist X/2-15), -80-Ceil(P2BodyDist Y)
bindtime = 1
supermove = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
scale = 0.5,0.5
supermovetime = 999999
pausemovetime = 999999

[State 210, 3]
type = ChangeState
trigger1 = pos y >= 0
value = 52

[State 210, 3]
type = Changeanim
trigger1 = anim != 5040
trigger1 = animtime = 0
value = 5040



;------------------------------------------------------
;JA けり
[Statedef 8620]
type    = A
movetype= A
physics = A
juggle  = 0
ctrl = 0
anim = 610;02
sprpriority = 2
poweradd = 0

[state 0,0]
type = veladd
triggerall = var(57) = 1
trigger1 = movehit
y = -3
ignorehitpause = 1
persistent = 0
[state 0,0]
type = posadd
trigger1 = var(27) >= 1
x = ceil(enemy,gethitvar(hitcount)*-0.05)
ignorehitpause = 1

[state 0,reverse]
type = velmul
trigger1 = movecontact
trigger1 = var(57) = 1
trigger1 = vel y <= -2
y = 0.95
ignorehitpause = 1



[state 0,basuke]
type = varadd
triggerall = movehit
trigger1 = enemy,statetype = A
trigger1 = var(27) = 0
ignorehitpause = 1
v = 7
value = 1
persistent = 0

[state 0,reverse]
type = varset
trigger1 = time = 0
trigger1 = enemy,gethitvar(hitcount) >= 2
fvar(5) = fvar(5)*0.85
persistent = 0

[State 0, 0]
type = PlaySnd
trigger1 = time = 5
value = 100, 2

[state 0,0]
type = velmul
trigger1 = var(27) >= 1
trigger1 = movehit
trigger1 = vel x > 2
x = 0.09
ignorehitpause = 1
[state 0,0]
type = posadd
trigger1 = var(27) >= 1
trigger1 = movehit
trigger1 = hitpausetime <= 3
x = ceil(enemy,gethitvar(hitcount)*-0.25)
ignorehitpause = 1
[state 0,0]
type = null;velset
trigger1 = enemy,gethitvar(hitcount) >= 15
trigger1 = var(27) >= 1
trigger1 = movehit
x = 0

[State 200, HitDef1]
type = HitDef
triggerall = var(27) = 0
trigger1 = time >= 4
persistent = 0
attr = A, NA
damage = 33, ifelse(var(49)>0,4,0)
getpower = ifelse(var(50)=0,70,0)
givepower = 15
animtype = heavy
guardflag = HA
hitflag = MAFD
priority = 5, Hit
pausetime = 8, ifelse(var(37)=1,13,10)
guard.pausetime = 6, 7
sparkno = -1
sparkxy = -18, -55
hitsound = S101, 1
guardsound = S0, 0
ground.type = high
ground.slidetime = ifelse(var(37)=1,14,11)
ground.hittime  =  ifelse(enemy,gethitvar(hitcount) >= 3,10,18)
air.slidetime = ifelse(var(37)=1,17,10)
air.hittime  = ifelse(var(37)=1,17,10)
ground.velocity = -1.6,0
air.velocity = ifelse(var(57)=0,-1,0),ifelse(var(57)=0,-2.3+(var(7)*0.27),-2.2+(var(7)*0.27))
;fall = 1
air.fall = 1
fall.recovertime = 29
;p2stateno = 621
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)



[State 200, HitDef1]
type = HitDef
triggerall = var(27) >= 1
trigger1 = time >= 4
persistent = 0
attr = A, NA
damage = 45, ifelse(var(49)>0,4,0)
getpower = ifelse(var(50)=0,70,0)
givepower = 15
animtype = heavy
guardflag = HA
hitflag = MAFD
priority = 5, Hit
pausetime = 10, ifelse(var(37)=1,13,11)
guard.pausetime = 6, 7
sparkno = -1
sparkxy = -18, -55
hitsound = S101, 1
guardsound = S0, 0
ground.type = high
ground.slidetime = ifelse(var(37)=1,14,11)
ground.hittime  =  ifelse(enemy,gethitvar(hitcount) >= 3,10,18)
air.slidetime = ifelse(var(37)=1,17,13)
air.hittime  = ifelse(var(37)=1,17,13)
ground.velocity = -1.6,0
air.velocity = -1,-6.5+(var(7)*0.6)
;fall = 1
air.fall = 1
;p2stateno = 621
p2stateno = 8715

[state a];ヒットエフェクト
type = Helper
trigger1 = UniqHitCount = 1 
id = 16000
name = "hit"
pos = Ceil(P2Dist X/2-15), -55-Ceil(P2BodyDist Y)
Postype = p2
stateno = 16000
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = .4
size.yscale = .4
supermovetime = 999999
pausemovetime = 999999

[State 210, 3]
type = ChangeState
trigger1 = pos y >= 0
value = 52

[State 210, 3]
type = Changeanim
trigger1 = anim != 5040
trigger1 = animtime = 0
value = 5040

[state 0,0]
type = ctrlset
trigger1 = time >= 21
trigger1 = anim = 5040
value = 1

[State 1000, AI]
type = ChangeState
triggerall = var(59) = 1
triggerall = enemy,statetype = A
triggerall = movehit
trigger1 = random >= 100
trigger1 = p2bodydist x = [-5,65]
trigger1 = p2bodydist y = [-125,-90]
value = 8600
ctrl = 0

[State 1000, AI]
type = ChangeState
triggerall = var(59) = 1
triggerall = enemy,statetype = A
triggerall = movehit
trigger2 = fvar(7) >= 9
trigger1 = random >= 555
;trigger1 = p2bodydist x = [-5,65]
;trigger1 = p2bodydist y = [-5,40]
value = 8630
ctrl = 0

;------------------------------------------------------
;JA けり2
[Statedef 8621]
type    = A
movetype= A
physics = A
juggle  = 0
ctrl = 0
anim = 610;02
sprpriority = 2
poweradd = 0

[state 0,0]
type = veladd
triggerall = var(57) = 1
trigger1 = movehit
y = -3
ignorehitpause = 1
persistent = 0

[state 0,0]
type = posadd
trigger1 = var(27) >= 1
x = ceil(enemy,gethitvar(hitcount)*-0.05)
ignorehitpause = 1

[state 0,reverse]
type = velmul
trigger1 = movecontact
trigger1 = var(57) = 1
trigger1 = vel y <= -2
y = 0.95
ignorehitpause = 1

[state 0,basuke]
type = varadd
triggerall = movehit
trigger1 = enemy,statetype = A
trigger1 = var(27) = 0
ignorehitpause = 1
v = 7
value = 1
persistent = 0

[state 0,reverse]
type = varset
trigger1 = time = 0
trigger1 = enemy,gethitvar(hitcount) >= 2
fvar(5) = fvar(5)*0.85
persistent = 0

[State 0, 0]
type = PlaySnd
trigger1 = time = 5
value = 100, 2

[state 0,0]
type = velmul
trigger1 = var(27) >= 1
trigger1 = movehit
trigger1 = vel x > 2
x = 0.09
ignorehitpause = 1

[state 0,0]
type = posadd
trigger1 = var(27) >= 1
trigger1 = movehit
trigger1 = hitpausetime <= 3
x = ceil(enemy,gethitvar(hitcount)*-0.25)
ignorehitpause = 1

[State 200, HitDef1]
type = HitDef
triggerall = var(27) = 0
trigger1 = time >= 4
persistent = 0
attr = A, NA
damage = 33, ifelse(var(49)>0,4,0)
getpower = ifelse(var(50)=0,70,0)
givepower = 15
animtype = heavy
guardflag = HA
hitflag = MAFD
priority = 5, Hit
pausetime = 8, ifelse(var(37)=1,13,10)
guard.pausetime = 6, 7
sparkno = -1
sparkxy = -18, -55
hitsound = S101, 1
guardsound = S0, 0
ground.type = high
ground.slidetime = ifelse(var(37)=1,14,11)
ground.hittime  =  ifelse(enemy,gethitvar(hitcount) >= 3,10,18)
air.slidetime = ifelse(var(37)=1,17,10)
air.hittime  = ifelse(var(37)=1,17,10)
ground.velocity = -1.6,0
air.velocity = ifelse(var(57)=0,-1,0),ifelse(var(57)=0,-2.3+(var(7)*0.27),-2.2+(var(7)*0.27))
;fall = 1
air.fall = 1
fall.recovertime = 29
;p2stateno = 621
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)

[State 200, HitDef1]
type = HitDef
triggerall = var(27) >= 1
trigger1 = time >= 4
persistent = 0
attr = A, NA
damage = 45, ifelse(var(49)>0,4,0)
getpower = ifelse(var(50)=0,70,0)
givepower = 15
animtype = heavy
guardflag = HA
hitflag = MAFD
priority = 5, Hit
pausetime = 10, ifelse(var(37)=1,13,11)
guard.pausetime = 6, 7
sparkno = -1
sparkxy = -18, -55
hitsound = S101, 1
guardsound = S0, 0
ground.type = high
ground.slidetime = ifelse(var(37)=1,14,11)
ground.hittime  =  ifelse(enemy,gethitvar(hitcount) >= 3,10,18)
air.slidetime = ifelse(var(37)=1,17,13)
air.hittime  = ifelse(var(37)=1,17,13)
ground.velocity = -1.6,0
air.velocity = -1,-6.5+(var(7)*0.6)
;fall = 1
air.fall = 1
;p2stateno = 621
p2stateno = 8715

[state a];ヒットエフェクト
type = Helper
trigger1 = UniqHitCount = 1 
id = 16000
name = "hit"
pos = Ceil(P2Dist X/2-15), -55-Ceil(P2BodyDist Y)
Postype = p2
stateno = 16000
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = .4
size.yscale = .4
supermovetime = 999999
pausemovetime = 999999

[State 210, 3]
type = ChangeState
trigger1 = pos y >= 0
value = 52

[State 210, 3]
type = Changeanim
trigger1 = anim != 5040
trigger1 = animtime = 0
value = 5040

[state 0,0]
type = ctrlset
trigger1 = time >= 21
trigger1 = anim = 5040
value = 1

;------------------------------------------------------
;Jb　けり
[Statedef 8630]
type    = A
movetype= A
physics = A
juggle  = 0
ctrl = 0
anim = 630
sprpriority = 2
poweradd = 0
[state 0,0]
type = posadd
trigger1 = var(27) >= 1
x = ceil(enemy,gethitvar(hitcount)*-0.05)
ignorehitpause = 1

[state 0,0]
type = veladd
trigger1 = var(57) >= 1
trigger1 = movehit
y = -4
ignorehitpause = 1
persistent = 0

[state 0,reverse]
type = velmul
trigger1 = movecontact
trigger1 = var(57) = 1
trigger1 = vel y <= -2
y = 0.9
ignorehitpause = 1

[State 210, 2]
type = PlaySnd
;trigger1 = var(19) = 2
trigger1 = time = 4
value = 6, 3
channel = 0

[state 0,basuke]
type = varadd
triggerall = movehit
trigger1 = enemy,statetype = A
trigger1 = var(27) = 0
ignorehitpause = 1
v = 7
value = 1
persistent = 0

[state 0,reverse]
type = varset
trigger1 = time = 0
trigger1 = enemy,gethitvar(hitcount) >= 2
fvar(5) = fvar(5)*0.85
persistent = 0

[state 0,0]
type = posadd
ignorehitpause = 1
trigger1 = var(27) >= 1
trigger1 = movehit
trigger1 = hitpausetime <= 3
x = ceil(enemy,gethitvar(hitcount)*-0.62)
[state 0,0]
type = velmul
trigger1 = vel x > 2
trigger1 = var(27) >= 1
trigger1 = movehit
x = 0.09

[State 0, 0]
type = PlaySnd
trigger1 = time = 5
value = 100, 3

[State 200, HitDef1]
type = HitDef
triggerall = var(27) = 0
trigger1 = time >=  3
persistent = 0
attr = A, NA
damage = 60, ifelse(var(49)>0,6,0)
getpower = ifelse(var(50)=0,100,0)
givepower = 18
animtype = heavy
guardflag = HA
hitflag = MAFD
priority = 5, Hit
pausetime = ifelse(var(37)=1,12,9), ifelse(var(37)=1,13,9)
guard.pausetime = 8, 7
sparkno = -1
sparkxy = -25, -55
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 14
ground.hittime  = ifelse(enemy,gethitvar(hitcount) >= 3,12,23)
ground.velocity = -3,0
air.slidetime = ifelse(var(37)=1,10,6)
air.hittime  = ifelse(var(37)=1,10,10)
air.velocity = ifelse(var(57)=0,-3,0),-3.3+(var(7)*0.7)
air.fall = 1
fall.recovertime = ifelse(var(57)=1,44,40)
envshake.time = 10
envshake.ampl = 2
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-5 + var(7)*0.35)

[State 200, HitDef1]
type = HitDef
triggerall = var(27) >= 1
trigger1 = time >=  3
persistent = 0
attr = A, NA
damage = 60, ifelse(var(49)>0,4,0)
getpower = ifelse(var(50)=0,100,0)
givepower = 18
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 5, Hit
pausetime = ifelse(var(37)=1,12,9), ifelse(var(37)=1,22,11)
guard.pausetime = 8, 8
sparkno = -1
sparkxy = -25, -55
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 14
ground.hittime  = ifelse(enemy,gethitvar(hitcount) >= 3,12,23)
ground.velocity = -3,0
air.slidetime = ifelse(var(37)=1,20,15)
air.hittime  = ifelse(var(37)=1,20,15)
air.velocity = -3.5,-5.8
air.fall = 1
fall.recovertime = ifelse(var(37)=1,140,30)
envshake.time = 10
envshake.ampl = 2
p2stateno = 8715

[State explod]
type = Explod
trigger1 = UniqHitCount = 1
anim = 16010
id = 16010
sprpriority = 9
postype = p2
pos = Ceil(P2Dist X/2-15), -55-Ceil(P2BodyDist Y)
bindtime = 1
supermove = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
scale = 0.5,0.5
supermovetime = 999999
pausemovetime = 999999

[State 210, 3]
type = ChangeState
trigger1 = pos y >= 0
value = 52

[State 210, 3]
type = Changeanim
trigger1 = anim != 5040
trigger1 = animtime = 0
value = 5040

[State 200, AI];
type = ChangeState
trigger1 = var(59) = 1
trigger1 = movehit
;trigger1 = var(27) >= 1
value = 1020

;---------------------------------------
[Statedef 8250];ダストグレイヴグレイブ
type    = S
movetype= A
physics = S
;juggle  = 0
ctrl = 0
anim = 300;7224
sprpriority = 2

[state -3,AI用しゃがみ滑り防止]
type = VelMul
trigger1 = var(59)>0
trigger1 = prevstateno != 10
trigger1 = !time
x = .75
IgnoreHitPause = 0

[state 0,0]
type = posadd
trigger1 = var(27) >= 1
x = ceil(enemy,gethitvar(hitcount)*-0.05)
ignorehitpause = 1

[state 0,basuke]
type = varadd
triggerall = movehit
trigger1 = enemy,statetype = A
trigger1 = var(27) = 0
ignorehitpause = 1
v = 7
value = 1
persistent = 0

[state 0,0]
type = posadd
trigger1 = var(27) >= 1
trigger1 = movehit
x = ceil(enemy,gethitvar(hitcount)*-0.35)
ignorehitpause = 1

[State 3000, effect]
type = Explod
persistent = 0
trigger1 = time = 12
anim = 7269
postype = p1
pos = 20,0
ownpal = 1
sprpriority = 3

[State 200, HitDef]
type = HitDef
persistent = 0
triggerall = var(27) = 0
trigger1 = time >= 7
attr = S, SA
damage = ifelse(var(39)=1,46,35), ifelse(var(49)>0,8,0)
getpower = ifelse(var(50)=0,50,0),10
givepower = 20,5
animtype = medium
guardflag = 
hitflag = MAF
priority = 7, Hit
pausetime = 10,10;ifelse(var(37)=1,10,10)
sparkno = -1;S8004
sparkxy = -3, -85
hitsound = S90, 0
guardsound = S0, 0
ground.type = High
ground.slidetime = 40
guard.hittime = 45
guard.pausetime = 8,14
ground.hittime  = 30
ground.velocity = 0,-11+(var(7)*0.6)
air.velocity = 0,-8.2+(var(7)*0.6)
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5);(enemy,gethitvar(hitcount) * -0.5)
fall = 1
air.fall = 1
fall.recovertime = 35
;p2stateno = 251

[State 200, HitDef]
type = HitDef
persistent = 0
triggerall = var(27) >= 1
trigger1 = time >= 7
attr = S, SA
damage = ifelse(var(39)=1,55,41), ifelse(var(49)>0,4,0)
getpower = ifelse(var(50)=0,50,0),10
givepower = 20,5
animtype = medium
guardflag = M
hitflag = MAFD
priority = 4, Hit
pausetime = ifelse(var(37)=1,7,5), ifelse(var(37)=1,7,5)
;;guard.sparkno = S8003
sparkno = -1;S8004
sparkxy = -3, -65
hitsound = S90, 0
guardsound = S0, 0
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0,-13.5
air.velocity = 0,-13.5
fall = 1
air.fall = 1
fall.recovertime = 90
;p2stateno = 251
p2stateno = 8715
guard.hittime = 15

[State explod]
type = Explod
trigger1 = UniqHitCount = 1
anim = 16010
id = 16010
sprpriority = 9
postype = p2
pos = Ceil(P2Dist X/2-15), -85-Ceil(P2BodyDist Y)
bindtime = 1
supermove = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
scale = 0.5,0.5
supermovetime = 999999
pausemovetime = 999999

[State 3000, effect]
type = Explod
trigger1 = time = [29,35]
anim = 1344
ignorehitpause = 1
postype = p1
random = 66,40
pos = 95,-110
velocity = 0.1,-1
accel = 0,0.45
ownpal = 1
sprpriority = 2
scale = 0.5,0.5
[State 3000, effect]
type = Explod
trigger1 = time = 33
anim = 1345
ignorehitpause = 1
postype = p1
velocity = 0.1,-1
accel = 0,0.4
pos = 0,0
ownpal = 0
sprpriority = 2
scale = 0.5,0.5

[State 210, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 6, 10
channel = 0

[state 0,0]
type = changestate
triggerall = var(59) = 0
trigger1 = time >= 10
trigger1 = movehit
trigger1 = command = "holdup"
value = 8251
ctrl = 1

[State 210, 3]
type = velmul
trigger1 = movehit
trigger1 = pos y < 0
x = 0.5
ignorehitpause = 1
persistent = 0

[state 0,0]
type = changestate
triggerall = var(59) = 0
trigger1 = time >= 10
trigger1 = movehit
trigger1 = command = "holdup"
value = 8251
ctrl = 1

[state 0,0]
type = changestate
triggerall = var(59) = 1
trigger1 = time >= 10
trigger1 = movehit
value = 8252
ctrl = 0

[state 0,0]
type = changestate
triggerall = var(59)
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = movehit && AnimElemTime (7) > 0
trigger1 = enemynear,movetype = H
trigger1 = p2bodydist x = [-15,120]
trigger2 = movehit
trigger2 = time >= 15
trigger2 = enemynear,movetype = H
trigger2 = p2bodydist x = [121,200]
value = 8252

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

;---------------------------------------
[Statedef 8260];ダストグレイヴグレイブ2
type    = S
movetype= A
physics = S
;juggle  = 0
ctrl = 0
anim = 300;7224
sprpriority = 2

[state 0,0]
type = posadd
trigger1 = var(27) >= 1
x = ceil(enemy,gethitvar(hitcount)*-0.05)
ignorehitpause = 1

[state 0,basuke]
type = varadd
triggerall = movehit
trigger1 = enemy,statetype = A
trigger1 = var(27) = 0
ignorehitpause = 1
v = 7
value = 1
persistent = 0

[state 0,0]
type = posadd
trigger1 = var(27) >= 1
trigger1 = movehit
x = ceil(enemy,gethitvar(hitcount)*-0.35)
ignorehitpause = 1

[State 3000, effect]
type = Explod
persistent = 0
trigger1 = time = 12
anim = 7269
postype = p1
pos = 20,0
ownpal = 1
sprpriority = 3

[State 200, HitDef]
type = HitDef
persistent = 0
triggerall = var(27) = 0
trigger1 = time >= 7
attr = S, SA
damage = ifelse(var(39)=1,46,35), ifelse(var(49)>0,8,0)
getpower = ifelse(var(50)=0,50,0),10
givepower = 20,5
animtype = medium
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 10,10;ifelse(var(37)=1,10,10)
sparkno = -1;S8004
sparkxy = -3, -85
hitsound = S90, 0
guardsound = S0, 0
ground.type = High
ground.slidetime = 40
guard.hittime = 45
guard.pausetime = 8,14
ground.hittime  = 30
ground.velocity = 0,-11+(var(7)*0.6)
air.velocity = 0,-8.2+(var(7)*0.6)
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5);(enemy,gethitvar(hitcount) * -0.5)
fall = 1
air.fall = 1
fall.recovertime = 35
;p2stateno = 251

[State 200, HitDef]
type = HitDef
persistent = 0
triggerall = var(27) >= 1
trigger1 = time >= 7
attr = S, SA
damage = ifelse(var(39)=1,55,41), ifelse(var(49)>0,4,0)
getpower = ifelse(var(50)=0,50,0),10
givepower = 20,5
animtype = medium
guardflag = M
hitflag = MAFD
priority = 4, Hit
pausetime = ifelse(var(37)=1,7,5), ifelse(var(37)=1,7,5)
;;guard.sparkno = S8003
sparkno = -1;S8004
sparkxy = -3, -65
hitsound = S90, 0
guardsound = S0, 0
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0,-13.5
air.velocity = 0,-13.5
fall = 1
air.fall = 1
fall.recovertime = 90
;p2stateno = 251
p2stateno = 8715
guard.hittime = 15

[State explod]
type = Explod
trigger1 = UniqHitCount = 1
anim = 16010
id = 16010
sprpriority = 9
postype = p2
pos = Ceil(P2Dist X/2-15), -85-Ceil(P2BodyDist Y)
bindtime = 1
supermove = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
scale = 0.5,0.5
supermovetime = 999999
pausemovetime = 999999

[State 3000, effect]
type = Explod
trigger1 = time = [29,35]
anim = 1344
ignorehitpause = 1
postype = p1
random = 66,40
pos = 95,-110
velocity = 0.1,-1
accel = 0,0.45
ownpal = 1
sprpriority = 2
scale = 0.5,0.5
[State 3000, effect]
type = Explod
trigger1 = time = 33
anim = 1345
ignorehitpause = 1
postype = p1
velocity = 0.1,-1
accel = 0,0.4
pos = 0,0
ownpal = 0
sprpriority = 2
scale = 0.5,0.5

[State 210, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 6, 10
channel = 0

[State 210, 3]
type = velmul
trigger1 = movehit
trigger1 = pos y < 0
x = 0.5
ignorehitpause = 1
persistent = 0

[state 0,0]
type = changestate
trigger1 = movehit
value = 8262

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

;---------------------------------------
[Statedef 8251];追いジャンプ
type    = A
movetype= I
physics = A
juggle  = 0
ctrl = 1
anim = 41
sprpriority = 2
velset = 0,-12.5

[State 40, 1]
type = VarSet
trigger1 = var(43) <= 3
trigger1 = Time = 0
v = 57
value = 1

[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 2]
type = VarSet
;trigger1 = Time = 1
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 40, 3]
type = VarSet
;trigger1 = Time = 1
trigger1 = command = "holdback"
sysvar(1) = -1

[State 40, 4]
type = VelSet
trigger1 = Numhelper(2990) = 0
trigger1 = Time >= 2
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, 1.3, -1.3))

[state 0,0]
type = null;changestate
trigger1 = time = 2
value = 51

[State 40, 3]
type = Varadd
triggreall = var(41) = 2
trigger1 = Time = 0
var(32) = 1


;---------------------------------------
[Statedef 8252];AI 追いジャンプ
type    = A
movetype= I
physics = A
juggle  = 0
anim = 41
sprpriority = 2
velset = 0,-13.5

[State 40, 1]
type = VarSet
trigger1 = var(43) <= 3
trigger1 = Time = 0
v = 57
value = 1

[State 40, 2]
type = VarSet
trigger1 = 1
trigger2 = p2dist x >= 10
sysvar(1) = 1

[State 40, 4]
type = VelSet
trigger1 = Numhelper(2990) = 0
trigger1 = Time >= 2
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, 1.3, -1.3))

[State 200, AI]
type = ChangeState
trigger1 = var(59) = 1
trigger1 = time <= 9
trigger1 = p2dist y = [-130,-35]
trigger1 = random >= 10
trigger1 = enemy,gethitvar(hitcount) <= 6
value = 8600

[State 200, AI]
type = ChangeState
trigger1 = var(59) = 1
trigger1 = time >= 5
trigger1 = p2dist y = [-30,20]
trigger1 = random >= 10
trigger1 = enemy,gethitvar(hitcount) <= 6
value = 8620

[State 200, AI]
type = ChangeState
triggerall = var(59) = 1
trigger1 = time >= 5
trigger1 = p2dist y = [-60,-10]
trigger1 = random >= 10
trigger1 = enemy,gethitvar(hitcount) >= 6
trigger2 = var(27) >= 1
trigger2 = time >= 2
value = 8630

;ジャンプ弱パンチ
[State 200, AI]
type = ChangeState
triggerall = var(59)
triggerall = !fvar(22)
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype = A
triggerall = enemynear(var(13)),statetype = A
trigger1 = p2bodydist x = [-20,50]
trigger1 = pos y < -65
value = 8600

;ジャンプ弱パンチ2
[State 200, AI]
type = ChangeState
triggerall = var(59)
triggerall = fvar(22)=1
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype = A
triggerall = enemynear(var(13)),statetype = A
trigger1 = p2bodydist x = [-20,50]
trigger1 = pos y < -50
value = 8600

;ジャンプ強キック
[State 200, AI]
type = ChangeState
triggerall = var(59)
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype = A
triggerall = enemynear,statetype = A
trigger1 = p2bodydist x = [51,80]
trigger1 = pos y < -65
value = 8630

[state 0,0]
type = ctrlset
trigger1 = time >= 28
trigger2 = stateno = 5040
value = 1

;---------------------------------------
[Statedef 8262];AI 追いジャンプ2
type    = A
movetype= I
physics = A
juggle  = 0
anim = 41
sprpriority = 2
velset = 0,-13.5

[State 40, 1]
type = VarSet
trigger1 = var(43) <= 3
trigger1 = Time = 0
v = 57
value = 1

[State 40, 2]
type = VarSet
trigger1 = 1
trigger2 = p2dist x >= 10
sysvar(1) = 1

[State 40, 4]
type = VelSet
trigger1 = Numhelper(2990) = 0
trigger1 = Time >= 2
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, 1.3, -1.3))

;北斗千手殺
[State 200, AI]
type = ChangeState
triggerall = var(59)
triggerall = roundstate = 2
triggerall = random <= (var(59))*100
triggerall = statetype = A
triggerall = enemynear,statetype = A
triggerall = pos y = [-100,-20]
trigger1 = p2bodydist x = [-20,60]
value = 1020

[state 0,0]
type = ctrlset
trigger1 = AnimTime = 0;time >= 25
trigger2 = statetype != A
trigger3 = stateno = 5040
value = 1

;---------------------------------------
[Statedef 8700];ヘビーストライク　ヘヴィ
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 320;7223
sprpriority = 2

[state 0,0]
type = posadd
trigger1 = var(27) >= 1
x = ceil(enemy,gethitvar(hitcount)*-0.15)
ignorehitpause = 1

[state 2, hoshi]
type = varadd
triggerall = var(41) = 2
trigger1 = var(24) < 7
trigger1 = movehit
v = 24
value = 1
persistent = 0

[State 3000, effect]
type = Explod
trigger1 = time = 20
anim = 7139
postype = p1
pos = 10,-73
ownpal = 1
sprpriority = 5
id = 11
[state 0,0]
type = ModifyExplod
trigger1 = time >= 2
id = 11
scale = 1.4-(time*0.02),1.4-(time*0.02)

[State 200, HitDef]
type = HitDef
persistent = 0
triggerall = var(27) = 0
trigger1 = enemy,stateno != 8701
trigger1 = time >= 7
attr = S, SA
damage = 15, 0
kill = 0
getpower = ifelse(var(50)=0,50,0),10
givepower = 20,5
animtype = heavy
hitflag = M
priority = 5, Hit
pausetime = ifelse(var(37)=1,7,5), ifelse(var(37)=1,7,5)
;;guard.sparkno = S8003
sparkno = -1;S8004
sparkxy = -3, -85
hitsound = S95, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0,0
air.velocity = 0,0
air.fall = 1
fall.recover = 0
p2stateno = 8701
[State 200, HitDef]
type = HitDef
persistent = 0
triggerall = !movehit
triggerall = var(27) = 0
trigger1 = enemy,stateno = 8701
trigger1 = time >= 7
attr = S, SA
damage = 15, 0
kill = 0
getpower = ifelse(var(50)=0,50,0),10
givepower = 20,5
animtype = heavy
hitflag = M
priority = 5, Hit
pausetime = ifelse(var(37)=1,7,5), ifelse(var(37)=1,7,5)
;;guard.sparkno = S8003
sparkno = -1;S8004
sparkxy = -3, -85
hitsound = S95, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -5,-5
air.velocity = -5,-5
fall = 2
air.fall = 1
fall.recovertime = 10
[State 200, HitDef]
type = HitDef
persistent = 0
triggerall = var(27) = 0
trigger1 = enemy,statetype = A
trigger1 = time >= 7
attr = S, SA
damage = 15, 0
kill = 0
getpower = ifelse(var(50)=0,50,0),10
givepower = 20,5
animtype = heavy
hitflag = MAFD
priority = 5, Hit
pausetime = ifelse(var(37)=1,7,5), ifelse(var(37)=1,7,5)
;;guard.sparkno = S8003
sparkno = -1;S8004
sparkxy = -3, -85
hitsound = S95, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -5,-5
air.velocity = -5,-5
fall = 2
air.fall = 1
fall.recovertime = 10


[State explod]
type = Explod
trigger1 = UniqHitCount = 1
anim = 16010
id = 16010
sprpriority = 9
postype = p2
pos = Ceil(P2Dist X/2-15), -85-Ceil(P2BodyDist Y)
bindtime = 1
supermove = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
scale = 0.5,0.5
supermovetime = 999999
pausemovetime = 999999

[State 0, 0]
type = PlaySnd
trigger1 = time = 12
value = 230,1

[State 0, 0]
type = PlaySnd
trigger1 = time = 4
value = 6,40
channel = 0


[State 200, HitDef]
type = HitDef
persistent = 0
triggerall = !movehit
triggerall = var(27) >= 1
trigger1 = enemy,stateno != 8701
trigger1 = time >= 7
attr = S, SA
damage = 15, 0
kill = 0
getpower = ifelse(var(50)=0,50,0),10
givepower = 20,5
animtype = heavy
hitflag = M
priority = 5, Hit
pausetime = ifelse(var(37)=1,7,5), ifelse(var(37)=1,7,5)
;;guard.sparkno = S8003
sparkno = -1;S8004
sparkxy = -3, -85
hitsound = S95, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0,0
air.velocity = 0,0
air.fall = 1
fall.recover = 0
p2stateno = 8715
[State 200, HitDef]
type = HitDef
persistent = 0
triggerall = !movehit
triggerall = var(27) >= 1
trigger1 = enemy,stateno = 8701
trigger1 = time >= 7
attr = S, SA
damage = 15, 0
kill = 0
getpower = ifelse(var(50)=0,50,0),10
givepower = 20,5
animtype = heavy
hitflag = M
priority = 5, Hit
pausetime = ifelse(var(37)=1,7,5), ifelse(var(37)=1,7,5)
;;guard.sparkno = S8003
sparkno = -1;S8004
sparkxy = -3, -85
hitsound = S95, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -5,-5
air.velocity = -5,-5
fall = 1
air.fall = 1
fall.recovertime = 10
p2stateno = 8715
[State 200, HitDef]
type = HitDef
persistent = 0
triggerall = !movehit
triggerall = var(27) >= 1
trigger1 = enemy,statetype = A
trigger1 = time >= 7
attr = S, SA
damage = 15, 0
kill = 0
getpower = ifelse(var(50)=0,50,0),10
givepower = 20,5
animtype = heavy
hitflag = A
priority = 5, Hit
pausetime = ifelse(var(37)=1,7,5), ifelse(var(37)=1,7,5)
;;guard.sparkno = S8003
sparkno = -1;S8004
sparkxy = -3, -85
hitsound = S95, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -5,-5
air.velocity = -5,-5
fall = 2
air.fall = 1
fall.recovertime = 10
p2stateno = 8715

[State 210, 2]
type = PlaySnd
trigger1 = AnimElem = 5
value = 100, 2

[state 0,0]
type = velset
trigger1 = time = [27,38]
x = 7.2

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

[State 210, 2]
type = null;PlaySnd
persistent = 0
ignorehitpause = 1
trigger1 = movehit
value = 230, 5


;---------------------------------------------------------------------------
;よろけ
[Statedef 8701]
type    = S
movetype= H
physics = S
ctrl = 0
anim = 5300
sprpriority = 0
poweradd = 0
velset = 0,0

[state 0,0]
type = changeanim
trigger1 = authorname = "Drowin hokuto"
;trigger1 = enemy,stateno = 8228
trigger1 = time = 0
value = 5310

[State 1000, Snd1]
type = PlaySnd
trigger1 = authorname = "Drowin hokuto"
trigger1 = time = 1
value = 11,2
channel = 0

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

[state 0,0]
type = selfstate
trigger1 = life = 0
value = 5050
ctrl = 0

[state 0,0]
type = selfstate
triggerall = time >= 31
triggerall = random >= 780
trigger1 = command = "up"
trigger2 = command = "down"
trigger3 = command = "fwd"
trigger4 = command = "back"
value = 0
ctrl = 1

[state 0,0]
type = changestate
triggerall = power >=500
triggerall = time >= 29
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
trigger4 = command = "x"
trigger5 = command = "y"
trigger6 = command = "z"
value = 8702
ctrl = 0

[state 0,0]
type = palfx
triggerall = time >= 31
trigger1 = command = "up"
trigger2 = command = "down"
trigger3 = command = "fwd"
trigger4 = command = "back"
time = 2
add = 30,30,30

[state 0,0]
type = selfstate
trigger1 = time = 69
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;よろけkaihuku
[Statedef 8702]
type    = S
movetype= H
physics = S
ctrl = 0
;anim = 5300
sprpriority = 0
poweradd = 0
velset = 0,0
[state 0,0]
type = palfx
trigger1 = time = 0
time = 5
add = 80,80,80

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

[state 0,0]
type = selfstate
trigger1 = life = 0
value = 5050
ctrl = 0

[state 0,0]
type = poweradd
persistent = 0
trigger1 = time = 0
value = -500


[state 0,0]
type = selfstate
trigger1 = time = 1
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;よろけ　遠B
[Statedef 8703]
type    = S
movetype= H
physics = S
ctrl = 0
anim = 5300
sprpriority = 0
poweradd = 0
velset = 0,0

[state 0,0]
type = changeanim
trigger1 = authorname = "Drowin hokuto"
trigger1 = enemy,stateno = 1010
trigger1 = time = 0
value = 5310

[State 1000, Snd1]
type = PlaySnd
trigger1 = authorname = "Drowin hokuto"
trigger1 = time = 1
value = 11,2
channel = 0

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

[state 0,0]
type = selfstate
trigger1 = life = 0
value = 5050
ctrl = 0

[state 0,0]
type = selfstate
triggerall = time >= 25
triggerall = random >= 780
trigger1 = command = "up"
trigger2 = command = "down"
trigger3 = command = "fwd"
trigger4 = command = "back"
value = 0
ctrl = 1

[state 0,0]
type = palfx
triggerall = time >= 39
trigger1 = command = "up"
trigger2 = command = "down"
trigger3 = command = "fwd"
trigger4 = command = "back"
time = 2
add = 30,30,30

[state 0,0]
type = selfstate
trigger1 = time = 42
value = 0
ctrl = 1

;---------------------------------------
[Statedef 8710];バニシング
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 310
sprpriority = 2

[state 0,0]
type = posadd
trigger1 = var(27) >= 1
x = ceil(enemy,gethitvar(hitcount)*-0.28)
ignorehitpause = 1

[State 210, 3]
type = ChangeState
triggerall = !var(59)
triggerall = var(41) = 2
triggerall = time = [18,65]
trigger1 = command != "holdy"
trigger2 = command != "holdb"
value = 8711
ctrl = 0

[State 210, 3]
type = ChangeState
triggerall = var(59)
triggerall = var(41) = 2
trigger1 = time = [18,65]
value = 8711
ctrl = 0

[State 3000, effect]
type = Explod
trigger1 = time = 30
anim = 7139
postype = p1
pos = 0,-73
ownpal = 1
sprpriority = 5
id = 11
[state 0,0]
type = ModifyExplod
trigger1 = time >= 2
id = 11
scale = 1.5-(time*0.02),1.5-(time*0.02)

[State 200, AI]
type = ChangeState
trigger1 = time = 17
trigger1 = var(59) = 1
trigger1 = prevstateno = 8228
value = 8711

[State 210, 3]
type = ChangeState
triggerall = var(41) = 3
triggerall = time = [18,65]
trigger1 = command != "holdy"
trigger2 = command != "holdx"
value = 8711
ctrl = 0


[State 210, 3]
type = ChangeState
trigger1 = time >= 65
value = 8712
ctrl = 0

;---------------------------------------
[Statedef 8711];バニシング1
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 315;7226
sprpriority = 2

[State 210, 3]
type = ChangeState
triggerall = time = 0
trigger1 = enemy,stateno = [8715,8716]
value = 8713

[state 0,0]
type = posadd
trigger1 = var(27) >= 1
x = ceil(enemy,gethitvar(hitcount)*-0.15)
ignorehitpause = 1

[State 3000, effect]
type = Explod
trigger1 = time = 3
anim = 7456
postype = p1
pos = 28,-72
ownpal = 1
sprpriority = 5
id = 11

[state 0,0]
type = varset
triggerall = var(7) = 0
trigger1 = movehit
trigger1 = var(25) <= 1
v = 27
value = ifelse(var(27) = 0,1,0)
persistent = 0
ignorehitpause = 1

[State 210, 2]
type = PlaySnd
trigger1 = time = 1
value = 6, 11
channel = 0
ignorehitpause = 1

[state 0,0]
type = varadd
triggerall = var(26) = 0
triggerall = var(25) = 0
trigger1 = moveguarded
persistent = 0
ignorehitpause = 1
v = 48
value = 15
[state 0,0]
type = varadd
triggerall = var(26) = 0
triggerall = var(25) = 0
trigger1 = movehit
persistent = 0
ignorehitpause = 1
v = 48
value = 9

[State 200, HitDef]
type = HitDef
persistent = 0
triggerall = var(7) = 0
trigger1 = time >= 2
attr = S, SA
damage = 35, ifelse(var(49)>0,15,1)
guardflag = MA
getpower = ifelse(var(50)=0,50,0),10
givepower = 20,5
animtype = heavy
hitflag = MAFD
priority = 5, Hit
pausetime = 6,6
guard.pausetime = 7,11
;;guard.sparkno = S8003
sparkno = -1;S8004
sparkxy = -3, -85
hitsound = S101, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = 0,0
air.velocity = 0,0
air.fall = 1
fall.recover = 0
p2stateno = 8715

[State 200, HitDef]
type = HitDef
persistent = 0
triggerall = var(7) > 0
trigger1 = time >= 2
attr = S, SA
damage = 35, ifelse(var(49)>0,15,1)
guardflag = MA
getpower = ifelse(var(50)=0,50,0),10
givepower = 20,5
animtype = heavy
hitflag = MAFD
priority = 5, Hit
pausetime = 12,10
guard.pausetime = 11,6
;;guard.sparkno = S8003
sparkno = -1;S8004
sparkxy = -3, -85
hitsound = S101, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -6,1
air.velocity = -6,3
fall = 1
air.fall = 1
envshake.time = 10
envshake.ampl = 3
fall.recover = 0

[State explod]
type = Explod
trigger1 = UniqHitCount = 1
anim = 16010
id = 16010
sprpriority = 9
postype = p2
pos = Ceil(P2Dist X/2-15), -85-Ceil(P2BodyDist Y)
bindtime = 1
supermove = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
scale = 0.5,0.5
supermovetime = 999999
pausemovetime = 999999

[state 2, hoshi]
type = varadd
trigger1 = var(41) = 2
trigger1 = var(44) % 10 = 0
trigger1 = var(24) < 7
trigger1 = var(27) <= 1
trigger1 = movehit
v = 24
value = 1
persistent = 0

[state 2, limitstar]
type = varadd
triggerall = var(43) <= 3
trigger1 = movehit
v = 43
value = 1
persistent = 0
ignorehitpause = 1

[State 210, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 100, 2

[state 0,0]
type = velset
trigger1 = time = [0,5]
x = 5

[state 0,0]
type = null;varset
triggerall = var(27) = 0
triggerall = var(48) <= 30
triggerall = movehit
triggerall = Numhelper(2990) = 0
triggerall = Numhelper(2996) = 0
trigger1 = command = "holdfwd"
persistent = 0
ignorehitpause = 1
v = 48
value = 29



[state 0,0]
type = null;varadd
trigger1 = movehit
;trigger1 = var(27) <= 1
v = 27
value = ifelse(var(27) <= 1,1,-2);ifelse(var(27) = 0,1,0)
persistent = 0
ignorehitpause = 1

[State 210, 3]
type = ChangeState
triggerall = var(59) = 1
trigger1 = Numhelper(2990) >= 1
trigger1 = movehit
value = 8231
ctrl = 0

[State 210, 3]
type = ChangeState
;triggerall = var(59) = 0
trigger1 = AnimTime = 0
trigger2 = Numhelper(2996) >= 1
value = 0
ctrl = 1

[State 2, BOOST]
type = Helper
triggerall = enemy,stateno = [8715,8716]
triggerall = var(7) = 0
triggerall = var(36) = 0
triggerall = movehit
triggerall = Numhelper(2996) = 0
triggerall = time >= 5
trigger1 = var(59) = 0
trigger1 = command = "holdfwd"
trigger2 = var(59)
trigger2 = enemynear,backedgebodydist <= 100
helpertype = normal
name = "boost"
pos = 0,0
stateno = 2990
ownpal = 1
id = 2990
keyctrl = 0

[State 2, BOOST]
type = Helper
triggerall = enemy,stateno = [8715,8716]
triggerall = var(7) = 0
triggerall = var(36) = 0
triggerall = movehit
triggerall = Numhelper(2996) = 0
triggerall = time >= 5
trigger1 = var(59) = 0
trigger1 = command = "holdfwd"
trigger2 = var(59)
trigger2 = enemynear,backedgebodydist <= 100
helpertype = normal
name = "boost"
pos = 0,0
stateno = 2996
ownpal = 1
id = 2996
keyctrl = 0

[state 0,star]
type = varadd
trigger1 = var(44) % 10 = 0
trigger1 = movehit
persistent = 0
v = 44
value = 1





[State 2, BOOST]
type = Helper
triggerall = var(59) = 1
triggerall = var(7) = 0
triggerall = var(36) = 0
triggerall = movehit
triggerall = Numhelper(2996) = 0
trigger1 = time >= 5
helpertype = normal
name = "boost"
pos = 0,0
stateno = 2990
ownpal = 1
id = 2990
keyctrl = 0
persistent = 0

[State 2, BOOST]
type = Helper
triggerall = var(59) = 1
triggerall = var(7) = 0
triggerall = var(36) = 0
triggerall = movehit
triggerall = Numhelper(2996) = 0
trigger1 = time >= 5
helpertype = normal
name = "boost"
pos = 0,0
stateno = 2996
ownpal = 1
id = 2996
keyctrl = 0
persistent = 0





;---------------------------------------
[Statedef 8712];バニシング2
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 315;7226
sprpriority = 2

[state 0,0]
type = posadd
trigger1 = var(27) >= 1
x = ceil(enemy,gethitvar(hitcount)*-0.12)
ignorehitpause = 1

[State 3000, effect]
type = Explod
trigger1 = time = 3
anim = 7456
postype = p1
pos = 28,-72
ownpal = 1
sprpriority = 5
id = 11

[State 3000, effect]
type = Explod
trigger1 = time = [3,5]
anim = 1056
postype = p1
pos = 30,-72
ownpal = 1
sprpriority = 5
id = 12
scale = 0.5+(time*0.02),0.5+(time*0.02)
[State 3000, effect]
type = Explod
trigger1 = time = [6,10]
anim = 1060
postype = p1
pos = 30,-72
ownpal = 1
sprpriority = 5
id = 12
scale = 0.5+(time*0.02),0.5+(time*0.02)
[State 3000, effect]
type = Explod
trigger1 = time = [11,14]
anim = 1061
postype = p1
pos = 30,-72
ownpal = 1
sprpriority = 5
id = 12
scale = 0.5+(time*0.02),0.5+(time*0.02)
[State 3000, effect]
type = Explod
trigger1 = time = [15,19]
anim = 1062
postype = p1
pos = 30,-72
ownpal = 1
sprpriority = 5
id = 12
scale = 0.5+(time*0.02),0.5+(time*0.02)


[state 0,0]
type = varadd
triggerall = var(26) = 0
triggerall = var(25) = 0
trigger1 = movehit
persistent = 0
ignorehitpause = 1
v = 48
value = 9

[state 2, hoshi]
type = varadd
triggerall = var(41) = 2
trigger1 = var(24) < 7
trigger1 = var(27) <= 1
trigger1 = movehit
trigger1 = var(44) % 10 = 0
v = 24
value = 1
persistent = 0
[state 2, limitstar]
type = varadd
triggerall = var(43) <= 3
trigger1 = movehit
v = 43
value = 1
persistent = 0
ignorehitpause = 1

[state 0,star]
type = varadd
trigger1 = var(44) % 10 = 0
trigger1 = movehit
persistent = 0
v = 44
value = 1

[state 0,0]
type = varrandom
trigger1 = time = 1
v = 19
range = 0,1
[State 210, 2]
type = PlaySnd
;trigger1 = var(19) = 0
trigger1 = time = 1
value = 6, 11
channel = 0
ignorehitpause = 1
[state 0,0]
type = null;varset
triggerall = var(27) = 0
triggerall = var(48) <= 30
triggerall = movehit
triggerall = Numhelper(2990) = 0
triggerall = Numhelper(2996) = 0
trigger1 = command = "holdfwd"
persistent = 0
ignorehitpause = 1
v = 48
value = 29

[state 0,0]
type = varset
triggerall = var(7) = 0
;trigger1 = var(25) <= 1
trigger1 = movehit
v = 27
value = ifelse(var(27) = 0,1,0)
persistent = 0
ignorehitpause = 1
[state 0,0]
type = null;varadd
trigger1 = movehit
;trigger1 = var(27) <= 1
v = 27
value = ifelse(var(27) <= 1,1,-2);ifelse(var(27) = 0,1,0)
persistent = 0
ignorehitpause = 1


[State 200, HitDef]
type = HitDef
persistent = 0
triggerall = movecontact = 0
triggerall = enemy,stateno != [120,155]
triggerall = var(7) = 0
trigger1 = time >= 4
attr = S, SA
damage = 35, 1
getpower = ifelse(var(50)=0,50,0),10
givepower = 20,5
animtype = heavy
hitflag = MAF
priority = 5, Hit
pausetime = ifelse(var(37)=1,7,5), ifelse(var(37)=1,7,5)
;;guard.sparkno = S8003
sparkno = -1;S8004
sparkxy = -3, -85
hitsound = S101, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 3
ground.hittime  = 3
ground.velocity = 0,0
air.velocity = 0,0
air.fall = 1
fall.recover = 0
p2stateno = 8715
[State 200, HitDef]
type = HitDef
persistent = 0
triggerall = enemy,stateno = [120,155]
triggerall = var(7) = 0
trigger1 = time >= 4
attr = S, SA
damage = 35, 1
getpower = ifelse(var(50)=0,50,0),10
givepower = 20,5
animtype = heavy
hitflag = MAFD
priority = 5, Hit
pausetime = ifelse(var(37)=1,7,5), ifelse(var(37)=1,7,5)
;;guard.sparkno = S8003
sparkno = -1;S8004
sparkxy = -3, -85
hitsound = S101, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 3
ground.hittime  = 3
ground.velocity = 0,0
air.velocity = 0,0
air.fall = 1
fall.recover = 0
p2stateno = 8717

[State 200, HitDef]
type = HitDef
persistent = 0
triggerall = var(7) > 0
trigger1 = time >= 2
attr = S, SA
damage = 35, ifelse(var(49)>0,15,1)
guardflag = MA
getpower = ifelse(var(50)=0,50,0),10
givepower = 20,5
animtype = heavy
hitflag = MAFD
priority = 5, Hit
pausetime = 12,10
guard.pausetime = 11,6
;;guard.sparkno = S8003
sparkno = -1;S8004
sparkxy = -3, -85
hitsound = S101, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -6,1
air.velocity = -6,3
fall = 1
air.fall = 1
envshake.time = 10
envshake.ampl = 3
fall.recover = 0

[State explod]
type = Explod
trigger1 = UniqHitCount = 1
anim = 16010
id = 16010
sprpriority = 9
postype = p2
pos = Ceil(P2Dist X/2-15), -85-Ceil(P2BodyDist Y)
bindtime = 1
supermove = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
scale = 0.5,0.5
supermovetime = 999999
pausemovetime = 999999

[State 210, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 100, 2

[state 0,0]
type = velset
trigger1 = time = [0,6]
x = 6.3

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = Numhelper(2996) >= 1
value = 0
ctrl = 1

[State 2, BOOST]
type = Helper
triggerall = var(7) = 0
triggerall = var(36) = 0
triggerall = movehit
triggerall = Numhelper(2996) = 0
trigger1 = command = "holdfwd"
trigger1 = time >= floor(enemy,GetHitVar(hittime)*0.5)+2;time >= 5
trigger1 = enemy,stateno != 8717
helpertype = normal
name = "boost"
pos = 0,0
stateno = 2990
ownpal = 1
id = 2990
keyctrl = 0
[State 2, BOOST]
type = Helper
triggerall = var(7) = 0
triggerall = var(36) = 0
triggerall = movehit
triggerall = Numhelper(2996) = 0
trigger1 = command = "holdfwd"
trigger1 = time >= floor(enemy,GetHitVar(hittime)*0.5)+2;time >= 5
trigger1 = enemy,stateno != 8717
helpertype = normal
name = "boost"
pos = 0,0
stateno = 2996
ownpal = 1
id = 2996
keyctrl = 0



;---------------------------------------
[Statedef 8713];バニシング1s
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 315;7226
sprpriority = 2

[state 0,0]
type = posadd
trigger1 = var(27) >= 1
x = ceil(enemy,gethitvar(hitcount)*-0.15)
ignorehitpause = 1

[State 3000, effect]
type = Explod
trigger1 = time = 3
anim = 7456
postype = p1
pos = 28,-72
ownpal = 1
sprpriority = 5
id = 11

[state 0,0]
type = varset
triggerall = var(7) = 0
trigger1 = movehit
trigger1 = var(25) <= 1
v = 27
value = ifelse(var(27) = 0,1,0)
persistent = 0
ignorehitpause = 1

[State 210, 2]
type = PlaySnd
trigger1 = time = 1
value = 6, 11
channel = 0
ignorehitpause = 1

[state 0,0]
type = varadd
triggerall = var(26) = 0
triggerall = var(25) = 0
trigger1 = moveguarded
persistent = 0
ignorehitpause = 1
v = 48
value = 15
[state 0,0]
type = varadd
triggerall = var(26) = 0
triggerall = var(25) = 0
trigger1 = movehit
persistent = 0
ignorehitpause = 1
v = 48
value = 9

[State 200, HitDef]
type = HitDef
persistent = 0
triggerall = var(7) = 0
trigger1 = time >= 2
attr = S, SA
damage = 35, ifelse(var(49)>0,15,1)
guardflag = MA
getpower = ifelse(var(50)=0,50,0),10
givepower = 20,5
animtype = heavy
hitflag = MAFD
priority = 5, Hit
pausetime = 6,6
guard.pausetime = 11,6
;;guard.sparkno = S8003
sparkno = -1;S8004
sparkxy = -3, -85
hitsound = S101, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = 0,0
air.velocity = 0,0
air.fall = 1
fall.recover = 0
;p2stateno = 8715

[State 200, HitDef]
type = HitDef
persistent = 0
triggerall = var(7) > 0
trigger1 = time >= 2
attr = S, SA
damage = 35, ifelse(var(49)>0,15,1)
guardflag = MA
getpower = ifelse(var(50)=0,50,0),10
givepower = 20,5
animtype = heavy
hitflag = MAFD
priority = 5, Hit
pausetime = 12,10
guard.pausetime = 11,6
;;guard.sparkno = S8003
sparkno = -1;S8004
sparkxy = -3, -85
hitsound = S101, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -6,1
air.velocity = -6,3
fall = 1
air.fall = 1
envshake.time = 10
envshake.ampl = 3
fall.recover = 0

[State explod]
type = Explod
trigger1 = UniqHitCount = 1
anim = 16010
id = 16010
sprpriority = 9
postype = p2
pos = Ceil(P2Dist X/2-15), -85-Ceil(P2BodyDist Y)
bindtime = 1
supermove = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
scale = 0.5,0.5
supermovetime = 999999
pausemovetime = 999999

[state 2, hoshi]
type = varadd
trigger1 = var(41) = 2
trigger1 = var(44) % 10 = 0
trigger1 = var(24) < 7
trigger1 = var(27) <= 1
trigger1 = movehit
v = 24
value = 1
persistent = 0

[state 2, limitstar]
type = varadd
triggerall = var(43) <= 3
trigger1 = movehit
v = 43
value = 1
persistent = 0
ignorehitpause = 1

[State 210, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 100, 2

[state 0,0]
type = velset
trigger1 = time = [0,5]
x = 4

[state 0,0]
type = null;varset
triggerall = var(27) = 0
triggerall = var(48) <= 30
triggerall = movehit
triggerall = Numhelper(2990) = 0
triggerall = Numhelper(2996) = 0
trigger1 = command = "holdfwd"
persistent = 0
ignorehitpause = 1
v = 48
value = 29



[state 0,0]
type = null;varadd
trigger1 = movehit
;trigger1 = var(27) <= 1
v = 27
value = ifelse(var(27) <= 1,1,-2);ifelse(var(27) = 0,1,0)
persistent = 0
ignorehitpause = 1

[State 210, 3]
type = ChangeState
triggerall = var(59) = 1
trigger1 = Numhelper(2990) >= 1
trigger1 = movehit
value = 8231
ctrl = 0

[State 210, 3]
type = ChangeState
;triggerall = var(59) = 0
trigger1 = AnimTime = 0
trigger2 = Numhelper(2996) >= 1
value = 0
ctrl = 1

[State 2, BOOST]
type = Helper
triggerall = enemy,stateno = [8715,8716]
triggerall = var(7) = 0
triggerall = var(36) = 0
triggerall = movehit
triggerall = Numhelper(2996) = 0
trigger1 = command = "holdfwd"
trigger1 = time >= 5
helpertype = normal
name = "boost"
pos = 0,0
stateno = 2990
ownpal = 1
id = 2990
keyctrl = 0
[State 2, BOOST]
type = Helper
triggerall = enemy,stateno = [8715,8716]
triggerall = var(7) = 0
triggerall = var(36) = 0
triggerall = movehit
triggerall = Numhelper(2996) = 0
trigger1 = command = "holdfwd"
trigger1 = time >= 5
helpertype = normal
name = "boost"
pos = 0,0
stateno = 2996
ownpal = 1
id = 2996
keyctrl = 0

[state 0,star]
type = varadd
trigger1 = var(44) % 10 = 0
trigger1 = movehit
persistent = 0
v = 44
value = 1





[State 2, BOOST]
type = Helper
triggerall = var(59) = 1
triggerall = var(7) = 0
triggerall = var(36) = 0
triggerall = movehit
triggerall = Numhelper(2996) = 0
trigger1 = time >= 5
helpertype = normal
name = "boost"
pos = 0,0
stateno = 2990
ownpal = 1
id = 2990
keyctrl = 0
persistent = 0
[State 2, BOOST]
type = Helper
triggerall = var(59) = 1
triggerall = var(7) = 0
triggerall = var(36) = 0
triggerall = movehit
triggerall = Numhelper(2996) = 0
trigger1 = time >= 5
helpertype = normal
name = "boost"
pos = 0,0
stateno = 2996
ownpal = 1
id = 2996
keyctrl = 0
persistent = 0





;---------------------------------------------------------------------------
;壁までふっとび
[Statedef 8715]
type    = A
movetype= H
physics = N
ctrl = 0
sprpriority = 2
velset = 0,0

[State 5100, 11]
type = PosFreeze
trigger1 = Time <= floor(GetHitVar(hittime)*0.8)

[state 0,0]
type = changestate
trigger1 = pos y = 0
trigger1 = prevstateno = [120,155]
value = 871

[state 0,0]
type = posadd
trigger1 = enemy,stateno != 8200
trigger1 = enemy,stateno != 8420
trigger1 = pos y > -15
trigger1 = time = 0
y = -10

[state 0,0]
type = turn
trigger1 = facing = enemy,facing
trigger1 = time = 0

[state 0,0]
type = changeanim
trigger1 = authorname = "Drowin hokuto"
;trigger1 = selfanimexist(5320)
trigger1 = time >= 0
value = 5320


[state 0,0]
type = changeanim
trigger1 = authorname = "Drowin hokuto" = 0
trigger1 = selfanimexist(5017)
trigger1 = time >= 0
value = 5017
[state 0,0]
type = changeanim
trigger1 = authorname = "Drowin hokuto" = 0
trigger1 = selfanimexist(5017) = 0
trigger1 = time >= 0
value = 5012

[state 0,0]
type = velset
trigger1 = time = 2
x = -9.8;8.6
y = 0

[state 0,0]
type = null;screenbound
trigger1 = 1
value = 1
movecamera = 0,1

[state 0,0]
type = changestate
triggerall = Time >= floor(GetHitVar(hittime)*0.6)
trigger1 = backedgedist <= 3
trigger2 = frontedgedist <= 1
trigger2 = time >= 20
value = 8716

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

[state 0,0]
type = posadd
;trigger1 = pos y < -40
trigger1 = enemy,stateno = [8600,8630]
trigger1 = time = 0
y = -4
[state 0,0]
type = posadd
trigger1 = pos y > -30
;trigger1 = enemy,stateno = [8600,8630]
trigger1 = time = 0
y = -3

[State 5100, 11]
type = PosFreeze
trigger1 = Time <= floor(GetHitVar(hittime)*0.5)

;---------------------------------------------------------------------------
;壁バウンド
[Statedef 8716]
type    = A
movetype= H
physics = N
ctrl = 0
velset = 0,0
sprpriority = 2
velset = 0,0

[state 0,0]
type = posadd
trigger1 = pos y > -30
;trigger1 = enemy,stateno = [8600,8630]
trigger1 = time = 0
y = -3

[state 0,0]
type = posadd
trigger1 = pos y >= -35
trigger1 = enemy,stateno != 8225
trigger1 = time = 0
y = ifelse(gethitvar(hitcount)<=15,-3,-2)
[state 0,0]
type = posadd
trigger1 = pos y = [-65,-35];< -35
trigger1 = enemy,stateno != 8225
trigger1 = time = 0
y = ifelse(gethitvar(hitcount)<=15,-3,-1)

[state 0,0]
type = changeanim
trigger1 = authorname = "Drowin hokuto"
;trigger1 = selfanimexist(5320)
trigger1 = time = 0
value = 5321

[state 0,0]
type = changeanim
trigger1 = authorname = "Drowin hokuto" = 0
trigger1 = time <= 12
value = 5030
[state 0,0]
type = changeanim
trigger1 = authorname = "Drowin hokuto" = 0
trigger1 = time = 13
value = 5070

[state 0,0]
type = lifeadd
trigger1 = time = 0
value = -1
kill = 0

[state 0,0]
type = poweradd
trigger1 = time = 0
value = 10

[State 3000, effect]
type = Explod
trigger1 = time = 0
anim = F72
postype = p1
pos = -20,-50
ownpal = 1
sprpriority = 3

[state 0,0]
type = envshake
trigger1 = time = 0
time = 12

[state 0,0]
type = velset
trigger1 = time = 15
x = 1.4
y = -1.8
[state 0,0]
type = veladd
trigger1 = time >= 16
y = 0.32;+(gethitvar(hitcount)*0.005)

;[state 0,0]
;type = selfstate
;trigger1 = time = 15
;value = 5071

[state 0,0]
type = selfstate
trigger1 = vel y > 0 && pos y >= 0
value = 5100




;---------------------------------------------------------------------------
;壁までふっとび ガード
[Statedef 8717]
type    = A
movetype= H
physics = N
ctrl = 0
sprpriority = 2
velset = 0,0

[State 5100, 11]
type = PosFreeze
trigger1 = Time <= floor(GetHitVar(hittime)*0.5)

[state 0,0]
type = turn
trigger1 = facing = enemy,facing
trigger1 = time = 0

[state 0,0]
type = changeanim
trigger1 = time >= 0
value = 5000

[state 0,0]
type = velset
trigger1 = time = 1
x = -8
y = 0

[state 0,0]
type = veladd
trigger1 = command = "up"
trigger2 = command = "down"
trigger3 = command = "back"
trigger4 = command = "fwd"
x = 1

[state 0,0]
type = changestate
trigger1 = backedgedist <= 3
value = 8716

[state 0,0]
type = selfstate
trigger1 = time >= (25 + floor(GetHitVar(hittime)*0.5))
trigger1 = vel x >= 0
value = 50
ctrl = 1




;---:::::::::::::::::::::::::::::::::::::::::::::
;----テーレッテー----------------------------------------------------------
;一撃
[Statedef 8800]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1325
sprpriority = 2
;velset = 0,0


[State 0, 0]
type = Helper
trigger1 = time = 10
helpertype = normal
name = "hokuto"
ID = 1997
stateno = 1997
postype = back
pos = 0,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200

[state 0,0]
type = BGpalfx
trigger1 = time >= 13
time = 5
add = 100,-130,-200
mul = 150,150,150
;invertall = 1
ignorehitpause = 1

[state a]
type = Helper
trigger1 = time = 1
pos = 0,0
postype = p1
stateno = 16303
helpertype = normal
pausemovetime = 99999
supermovetime = 99999
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = 1
size.yscale = 1


[State 3000, effect]
type = Explod
trigger1 = time = 13
anim = 1149
postype = p1
pos = 0,0
ownpal = 1
sprpriority = -5
supermovetime = 100
scale = const(size.xscale),const(size.yscale)

[state 0,0]
type = varset
trigger1 = time = 1
v = 50
value = 0

[State 0, 0]
type = PlaySnd
trigger1 = time = 1
value = 6,39
channel = 0

[State 3900, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 40;99

[State 3500, 1]
type = SuperPause
trigger1 = time = 13
time = 68
movetime = 68
pos = -14,-9
ownpal = 1
anim = -1
sound = S220,0
poweradd = 0;ifelse(var(50) = 4, -350, -1000)
darken = 0

[State 0, 0]
type = Helper
trigger1 = time = 13
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1999
postype = back
pos = -180,50
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
;size.xscale = 0.5
;size.yscale = 0.5

[State 210, 3]
type = ChangeState
triggerall = Numhelper(8802) >= 1
triggerall = time >= 115
trigger1 = helper(8802),movehit
trigger2 = enemy,stateno = 8805
value = 8803
ignorehitpause = 1

[State 210, 3]
type = ChangeState
trigger1 = time >= 120
trigger1 = Numhelper(8802) = 0
trigger1 = enemy,movetype != H
value = 8804
ctrl = 0

[State 200, HitDef1]
type = HitDef
trigger1 = animelem = 4
persistent = 0
attr = S, HA
damage = 20, 1
kill = 0
getpower = 0
givepower = 0
animtype = heavy
hitflag = MAF
guardflag = MA
priority = 5, hit
pausetime = 4, 15
guard.pausetime = 4, 15
sparkno = -1
sparkxy = -18, -76
hitsound = S101,3
;guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -1
air.velocity = -1,-3
air.fall = 1
fall.recover = 0
guard.kill = 0
guard.slidetime = 14
ground.cornerpush.veloff = 0
envshake.time = 15
envshake.ampl = 2
fall.recover = 0

[State 200, HitDef1]
type = HitDef
trigger1 = animelem = 8
persistent = 0
attr = S, HA
damage = 20, 1
kill = 0
getpower = 0
givepower = 0
animtype = heavy
hitflag = MAF
guardflag = MA
priority = 5, hit
pausetime = 1, 18
guard.pausetime = 1, 15
sparkno = -1
sparkxy = -28, -36
hitsound = S101,3
;guardsound = -1
ground.type = low
ground.slidetime = 6
ground.hittime  = 10
ground.velocity = -2,-1
air.velocity = -1,0
fall = 1
air.fall = 1
fall.recover = 0
guard.kill = 0
guard.slidetime = 14
ground.cornerpush.veloff = 0
envshake.time = 15
envshake.ampl = 2
fall.recover = 0
[state a];ヒットエフェクト
type = Helper
trigger1 = UniqHitCount = 1 
name = "hit"
pos = Ceil(P2Dist X/2-25), -76-Ceil(P2BodyDist Y)
Postype = p2
stateno = 16095
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = .5
size.yscale = .5
supermovetime = 999999
pausemovetime = 999999

[state a];ヒットエフェクト
type = Helper
trigger1 = UniqHitCount = 2
name = "hit"
pos = Ceil(P2Dist X/2-35), -36-Ceil(P2BodyDist Y)
Postype = p2
stateno = 16095
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = .5
size.yscale = .5
supermovetime = 999999
pausemovetime = 999999

[State 0, 0]
type = Helper
trigger1 = time = 1
helpertype = normal
name = "danger"
ID = 8801
stateno = 8801
postype = p1
pos = 0,0
keyctrl = 0
ownpal = 1
pausemovetime = 2000
supermovetime = 2000


[State 0, 0]
type = Helper
trigger1 = time = 80
trigger2 = time = 85
helpertype = normal
;persistent = 0
name = "dfire"
ID = 8802
stateno = 8802
postype = p1
pos = 40,0
keyctrl = 0
ownpal = 1
pausemovetime = 2000
supermovetime = 2000
size.yscale = 2
[State 0, 0]
type = Helper
trigger1 = time = 80
trigger2 = time = 85
helpertype = normal
;persistent = 0
name = "dfire"
ID = 8802
stateno = 8802
facing = -1
postype = p1
pos = 50,0
keyctrl = 0
ownpal = 1
pausemovetime = 2000
supermovetime = 2000
size.yscale = 2

[state 0,0]
type = velset
trigger1 = time = 70
y = -9
[state 0,0]
type = veladd
trigger1 = time = [80,110]
y = 0.5
[state 0,0]
type = posset
trigger1 = animelem = 10
y = -130
[state 0,0]
type = velset
trigger1 = animelem = 10
x = 0
y = 0
[State 210, 3]
type = SprPriority
trigger1 = animelem = 10
value = -5
ignorehitpause = 1


[state 0,0]
type = screenbound
trigger1 = time >= 70
value = 0

;---------------------------------------------------------------------------
;DANGER
[Statedef 8801]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 1327
sprpriority = -4
velset = 0,0


[State 3000, dorodoro]
type = Explod
persistent = 0
trigger1 = anim = 1328
anim = 1329
postype = p1
pos = 0,0
ownpal = 1
sprpriority = 1
pausemovetime = 250
supermovetime =250
bindtime = -1
removeongethit = 1
scale = const(size.xscale),const(size.yscale)
id = 1225
[State 3000, patin]
type = Explod
persistent = 0
trigger1 = anim = 1328
anim = 1330
postype = p1
pos = 0,0
ownpal = 1
sprpriority = 5
pausemovetime = 250
supermovetime =250
bindtime = -1
removeongethit = 1
scale = const(size.xscale),const(size.yscale)
id = 1225
[State 3000, fire]
type = null;Explod
persistent = 0
trigger1 = parent,animelem = 8
trigger1 = parent,anim = 1325
anim = 1331
postype = p1
pos = 0,0
ownpal = 1
sprpriority = 5
pausemovetime = 250
supermovetime =250
bindtime = -1
removeongethit = 1
scale = const(size.xscale),const(size.yscale)
id = 1225

[State 210, 3]
type = Changeanim
trigger1 = parent,animelem = 4;8
value = 1328

[state 0,0]
type = posadd
trigger1 = 1
ignorehitpause = 1
x = floor(parentdist x)

[state 0,0]
type = assertspecial
trigger1 = time >= 0
flag = noshadow
ignorehitpause = 1

[state 0,0]
type = changestate
trigger1 = parent,stateno != [8800,8807]
value = 8808


;---------------------------------------------------------------------------
;走る火
[Statedef 8802]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 1332
sprpriority = 4
velset = 4,0

[state 0,0]
type = posset
trigger1 = 1
ignorehitpause = 1
y = 0
[state 0,0]
type = velset
trigger1 = movehit
ignorehitpause = 1
x = 2.5

[state 0,0]
type = assertspecial
trigger1 = time >= 0
flag = noshadow
ignorehitpause = 1

[state 0,0]
type = destroyself
trigger1 = frontedgedist <= -50


[State 200, HitDef1]
type = HitDef
trigger1 = time >= 2
persistent = 0
attr = A, SA
damage = ifelse(var(39)=1,116,110), 4
getpower = ifelse(var(50)=0,60,0),28
givepower = 28,15
animtype = diagup
guardflag = MA
hitflag = MAFD
priority = 5, hit
pausetime = 10, 200
guard.pausetime = 5, 7
sparkno = -1
sparkxy = -8, -4
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -2
air.velocity = -2,-8.6
air.fall = 1
fall.recover = 0
kill = 0
guard.kill = 0
envshake.time = 10
envshake.ampl = 2
p2stateno = 8805

[state a];ヒットエフェクト
type = Helper
trigger1 = UniqHitCount = 1 
name = "hit"
pos = Ceil(P2Dist X/2-8), -4-Ceil(P2BodyDist Y)
Postype = p2
stateno = 16095
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = .5
size.yscale = .5
supermovetime = 999999
pausemovetime = 999999


;----テーレッテー----------------------------------------------------------
;火が決まったジャギ
[Statedef 8803]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1333
velset = 0,0
sprpriority = -5

[State 1000,0]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze

[state 0,0]
type = assertspecial
trigger1 = time = 0
trigger1 = var(41) = 2
flag = nomusic
[state 0,0]
type = playsnd
trigger1 = time = 0
;trigger1 = var(55) = 0
trigger1 = var(41) = 2
value = 1000,0
loop = 1
channel = 8
volume = 50
persistent = 0
[state 0,0]
type = varset
trigger1 = time = 0
trigger1 = var(41) = 2
v = 23
value = 1
[State 0, 0]
type = Helper
triggerall = Numhelper(8807) = 0
trigger1 = time = 1
helpertype = normal
name = "nomusic"
ID = 8807
stateno = 8807
postype = p1
pos = 0,-100
keyctrl = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
[state 0,0]
type = changestate
trigger1 = animtime = 0
value = 5040

[State 3000, effect]
type = Explod
trigger1 = time = 0
anim = 1334
postype = p2
pos = 0,0
persistent = 0
ownpal = 1
removetime = 150
sprpriority = 2
scale = 0.5,0.5;const(size.xscale),const(size.yscale)
id = 8803
[State 3000, fire]
type = Explod
persistent = 0
trigger1 = time = 1
anim = 1331
postype = p2
pos = -80,0
ownpal = 1
sprpriority = 5
pausemovetime = 250
supermovetime =250
bindtime = -1
removetime = 150
scale = 0.5,0.5;const(size.xscale),const(size.yscale)
[State 3000, fire]
type = Explod
persistent = 0
trigger1 = time = 1
anim = 1331
postype = p2
pos = -30,0
ownpal = 1
sprpriority = 5
pausemovetime = 250
supermovetime =250
bindtime = -1
removetime = 150
scale = 0.5,0.5;const(size.xscale),const(size.yscale)

[State 0, 0]
type = PlaySnd
trigger1 = time = 30
value = 4,0
channel = 0

[State 3000, effect]
type = Explod
trigger1 = time = 150
anim = 1335
postype = left
pos = 60,130
bindtime = -1
ownpal = 1
sprpriority = 5
ontop = 1
[State 3000, effect]
type = Explod
trigger1 = time = 150
anim = 1335
postype = left
pos = 160,130
ownpal = 1
sprpriority = 5
ontop = 1
bindtime = -1
[State 3000, effect]
type = Explod
trigger1 = time = 150
bindtime = -1
anim = 1335
postype = left
pos = 260,130
ownpal = 1
sprpriority = 5
ontop = 1

[State 210, 2]
type = PlaySnd
trigger1 = time = 150
value = 90, 7
[State 210, 2]
type = PlaySnd
trigger1 = time = 150
value = 31, 0

[state 0,0]
type = varset
trigger1 = time = 149
v = 24
value = 0

[State 3000, Backfire]
type = Explod
trigger1 = time = 0
anim = 1225
postype = back
pos = -40,0
ownpal = 1
velocity = 0,-10
sprpriority = -5
pausemovetime = 250
supermovetime =250
removeongethit = 1
scale = 2,2
removetime = 80
[State 3000, Backfire]
type = Explod
persistent = 51;40;24
trigger1 = time = [25,148];56
anim = 1225
postype = back
pos = -40,256
ownpal = 1
velocity = 0,-10
sprpriority = -5
pausemovetime = 250
supermovetime =250
removeongethit = 1
scale = 2,2
removetime = 82;80;24
id = 1225
[state -2, destroy]
type = removeexplod
trigger1 = time >= 149
id = 1225

;しっぱいジャギ
[Statedef 8804]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 5040
velset = 0,0
sprpriority = -5

[state 0,0]
type = powerset
trigger1 = time = 0
value = 0
[state 0,0]
type = varset
trigger1 = time = 0
v = 24
value = 6
[state 0,0]
type = varset
trigger1 = time = 0
v = 48
value = 0

[state 0,0]
type = changestate
trigger1 = time = 1
value = 5040








;---------------------------------------------------------------------------
;相手
[Statedef 8805]
type    = A
movetype= H
physics = N
ctrl = 0
anim = 5000;1188
sprpriority = 3
velset = 0,0

[state 0,0]
type = changeanim
trigger1 = 1
value = 5000

[state 0,0]
type = changestate
trigger1 = enemy,stateno = 8803
value = 8806

[State 3900, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 5



[State 210, 3]
type = selfState
trigger1 = enemy,movetype = H
trigger2 = time >= 200
value = 5050
ctrl = 0

;---------------------------------------------------------------------------
;相手
[Statedef 8806]
type    = A
movetype= H
physics = N
ctrl = 0
anim = 5000;1188
sprpriority = 3
velset = 0,0

[state 0,0]
type = palfx
trigger1 = enemy,numexplod(8803) = 1
time = 2
add = 200,0,0
mul = 100,100,100

[state 0,0]
type = lifeadd
trigger1 = enemy,numexplod(8803) = 1
value = -10
kill = 0
[state 0,0]
type = lifeadd
trigger1 = time = 149
value = -10000
[state 0,0]
type = lifeset
trigger1 = time = 149
value = 0

[state 0,0]
type = changeanim
trigger1 = 1
value = 5000

[State 3900, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 5


[state 0,0]
type = velset
trigger1 = time = 150
x = -7
y = -2

[State 210, 3]
type = selfState
trigger1 = time = 150
value = 5050
ctrl = 0



;---------------------
;music-box
;stopping
[Statedef 8807]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 9999
sprpriority = 0
velset = 0,0

[state 0,0]
type = assertspecial
trigger1 = time >= 0
;trigger1 = var(41) = 2
flag = nomusic
pausemovetime = 99999
supermovetime = 99999







;---------------------------------------------------------------------------
;DANGER
[Statedef 8808]
type    = S
movetype= I
physics = S
ctrl = 0
sprpriority = -5
velset = 0,0
anim = 1336

[state 0,0]
type = palfx
trigger1 = 1
time = 1
mul = 255-(time*25),255-(time*25),255-(time*25)

[state 0,0]
type = destroyself
trigger1 = time = 10


;---------------------------------------------------------------------------
;ガードブレイク
[Statedef 8820]
type    = S
movetype= H
physics = S
ctrl = 0
velset = 0,0
sprpriority = 0
anim = 1343

[State 100, 9]
type = AssertSpecial
trigger1 = 1
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
ignorehitpause = 1

[state 2, 0]
type = varset
trigger1 = time = 0
fv = 25
value = 0
persistent = 0
ignorehitpause = 1

[state 0,0]
type = pause
trigger1 = time = 5
time = 15
;movetime = 45

[State 0, 0]
type = PlaySnd
trigger1 = time = 0
value = 9,0
channel = 0

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







