;===========================================================================
; 必殺技
;===========================================================================
;===========================================================================
; 昇竜系
;===========================================================================
;------------------------------------------------------------------------------
; 弱昇竜
;------------------------------------------------------------------------------
[Statedef 1000]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1000
poweradd = 72
sprpriority = 2
facep2 = 1

[State 1000,エフェクト]
type = Explod
trigger1 = AnimElem = 7
anim = 1005
IgnoreHitPause = 0
Persistent = 0
bindtime = -1
ID = 1005
pos = 24,30
postype = p1
scale = 0.9,0.9
sprpriority = 3
removeongethit = 1

[State 1000]
type = PlaySnd
trigger1 = AnimElem = 2
channel = 0
value = S1000,0

[State 1000]
type = VarSet
trigger1 = time = 0
var(3) = 0

[State 1000]
type = HitDef
trigger1 = AnimElem = 6
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
attr = S, SA
damage = 48, 0
animtype = Light
guardflag = M
hitflag = MAFD
priority = 1, Hit
pausetime = 10,10
sparkno = -1
sparkxy = -5,-55
hitsound =S1,2
guardsound = S0,4
guard.sparkno = S10800
guard.pausetime = 7,7
guard.velocity = -3.2
guard.hittime = 32
guard.ctrltime = 32
ground.slidetime = 32
ground.type = High
ground.hittime  = 22
ground.velocity = -2.2,-7
air.type = High
air.velocity = -2.2,-7
air.hittime = 22
fall = 1
fall.recover = 1
fall.recovertime = 40

[State 1000]
type = Helper
trigger1 = movehit
id = 10005
stateno = 10005
postype = p2
pos = 0,-68
ownpal = 1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999

[State 1000]
type = VelSet
trigger1 = animelem = 8
X = 2.5
Y = -6.7

[State 1000]
type = VelSet
trigger1 = animelem = 13
y = 0
X = 0

[state 1000]
type = StatetypeSet
trigger1 = animelem = 8
statetype = A
physics = A

[State 1000,AT]
type = VarAdd
trigger1 = MoveHit
fvar(0) = -0.06
ignorehitpause = 1

[State 1000]
type = VarSet
trigger1 = MoveHit
var(3) = 1
ignorehitpause = 1

[State 1000]
type = VarSet
trigger1 = MoveGuarded
var(3) = 2
ignorehitpause = 1

[State 1000]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 1000]
type = ChangeState
triggerall = Animelemtime(10) >= 0
triggerall = Var(3) = 1
triggerall = P2BodyDist X < 25
triggerall = Statetype = A
triggerall = P2Statetype = A
triggerall = P2Movetype = H
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
value = 1001
ignorehitpause = 1

[State 1000]
type = ChangeState
trigger1 = AnimTime = 0
value = 900
ctrl = 1

;------------------------------------------------------------------------------
;小昇竜派生投げ
;------------------------------------------------------------------------------
[Statedef 1001]
type    = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1001
poweradd = 82
sprpriority = 2
facep2 = 1

[State 1001]
type = VarSet
trigger1 = time = 0
var(3) = 0

[State 1001]
type = HitDef
trigger1 = AnimElem = 1
attr = A, NT
hitflag = AFD
priority = 1, Miss
sparkno = -1
hitsound   = S1,1 
p1sprpriority = 1
p1facing = 1
p2facing = 1
p2stateno = 837
guard.dist = 0 
fall = 1
fall.recover = 0

[State 1001]
type = PlaySnd
trigger1 = AnimElem = 4
channel = 0
value = S2,2

[State 1001]
type = Velset
trigger1 = time = 0
x = 0
y = 0

[State 1001, 掴んだ相手の位置１]
type = TargetBind
trigger1 = AnimElemTime(1) < 0
pos = 35, -70

[State 1001, 掴んだ相手の位置１]
type = TargetBind
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) < 0
pos = 32, -72

[State 1001, 掴んだ相手の位置１]
type = TargetBind
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) < 0
pos = 28, -86

[State 1001, 掴んだ相手の位置１]
type = TargetBind
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) < 0
pos = -38, -32

[State 1001, 掴んだ相手の位置１]
type = TargetBind
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
pos = -42, -22

[State 1001, 掴んだ相手のステート変更]
type = TargetState
trigger1 = AnimElem = 6
value = 838

[State 830,掴んだ相手のライフ増減]
type = TargetLifeAdd
trigger1 = AnimElem = 6
value = ceil((-100*fvar(4))*fvar(0))

[State 1001, 振り返る]
type = Turn
trigger1 = AnimElem = 8

[State 1001]
type = velset
trigger1 = animelem = 7
x = 2.2
y = -4.4

[State 1001]
type = veladd
trigger1 = animelemtime(7) >= 0
y = Const(movement.yaccel)

[State 1001]
type = ChangeState
trigger1 = AnimTime = 0
value = 900
ctrl = 1

;===========================================================================
;投げ技(相手ステート)
;===========================================================================
;---------------------------------------------------------------------------
;相手側１
[Statedef 837]
type    = A
movetype= H
physics = N
velset = 0,0

[State 837]
type = ChangeAnim2
trigger1 = Time = 0
value = 835

[State 837]
type = SelfState
trigger1 = time > 60
value = 5050

;---------------------------------------------------------------------------
相手側２
[Statedef 838]
type    = A
movetype= H
physics = N
poweradd = 40

[State 838]
type = Velset
trigger1 = time = 0
x = 6
y = 10

[State 838, 相手ステートに戻す]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;------------------------------------------------------------------------------
;中昇竜
;------------------------------------------------------------------------------
[Statedef 1010]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1010
poweradd = 75
sprpriority = 2
facep2 = 1

[State 1010,エフェクト]
type = Explod
trigger1 = AnimElem = 7
anim = 1005
IgnoreHitPause = 0
Persistent = 0
bindtime = -1
ID = 1005
pos = 24,30
postype = p1
scale = 0.9,0.9
sprpriority = 3
removeongethit = 1

[State 1010]
type = NotHitBy
trigger1 = AnimElemtime(1) >= 0
trigger1 = AnimElemtime(4) <= 3
value = SCA,AT

[State 1010]
type = PlaySnd
trigger1 = AnimElem = 2
channel = 0
value = S1010,0

[State 1010]
type = VarSet
trigger1 = time = 0
var(3) = 0

[State 1010, ヒット定義]
type = HitDef
trigger1 = AnimElem = 6
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
trigger4 = AnimElem = 10
attr = S, SA
damage = 46, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 1, Hit
pausetime = 10,10
sparkno = -1
sparkxy = -5,-55
hitsound = S1,2
guard.sparkno = S10800
guardsound = S0,4
guard.velocity = -3.2
guard.hittime = 24
guard.ctrltime = 24
ground.slidetime = 24
ground.type = High
ground.hittime  = 25
ground.velocity = -2.2,-7
air.type = High
air.velocity = -2.2,-7
air.hittime = 25
fall = 1
fall.recovertime = 80

[State 1010,AT]
type = VarAdd
trigger1 = MoveHit
fvar(0) = -0.07
ignorehitpause = 1

[State 1010]
type = Helper
trigger1 = movehit
id = 10005
stateno = 10005
postype = p2
pos = 0,-68
ownpal = 1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999

[State 1010]
type = VelSet
trigger1 = animelem = 8
X = 3.5
Y = -9.5

[State 1010]
type = VelSet
trigger1 = animelem = 12
y = 0
X = 0

[state 1010]
type = StatetypeSet
trigger1 = animelem = 8
statetype = A
physics = A

[State 1010]
type = VarSet
trigger1 = MoveHit
var(3) = 1
ignorehitpause = 1

[State 1010]
type = VarSet
trigger1 = MoveGuarded
var(3) = 2
ignorehitpause = 1

[State 1010]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 1010]
type = ChangeState
triggerall = Animelemtime(11) >= 0
triggerall = Var(3) = 1
triggerall = Statetype = A
triggerall = P2Statetype = A
triggerall = P2Movetype = H
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
value = 1011
ignorehitpause = 1

[State 1010]
type = ChangeState
trigger1 = AnimTime = 0
value = 900
ctrl = 1

;------------------------------------------------------------------------------
;中昇竜派生サマソ
;------------------------------------------------------------------------------
[Statedef 1011]
type    = A
movetype= A
physics = A
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1011
poweradd = 80
sprpriority = 2
facep2 = 1

[State 1011]
type = VarSet
trigger1 = time = 0
var(3) = 0

[State 1010]
type = PlaySnd
trigger1 = AnimElem = 2
channel = 0
value = S2,4

[State 1011]
type = Explod
trigger1 = AnimElem = 1
anim = 1012
IgnoreHitPause = 0
Persistent = 0
bindtime = -1
ID = 1012
pos = 20,-5
postype = p1
sprpriority = 3
removeongethit = 1
scale = 0.9,0.9

[State 1011]
type = HitDef
trigger1 = AnimElem = 3
damage = 56, 0
attr = A, SA
guardflag = MA
hitflag = AF
pausetime = 10,10
priority = 1
sparkno = -1
hitsound   = S1,2 
guardsound = S0,4
guard.velocity = -1.0
guard.hittime = 24
guard.ctrltime = 24
ground.slidetime = 24
ground.type = High
ground.hittime  = 25
ground.velocity = -1.2,-6.2
air.type = High
air.velocity = -1.2,-6.2
air.hittime = 35+ceil(fvar(10)*20)
air.type = High
fall = 1
fall.recovertime = 45

[State 1011,AT]
type = VarAdd
trigger1 = MoveHit
fvar(9) = 1
ignorehitpause = 1

[State 1011,AT]
type = Varadd
trigger1 = MoveHit
fvar(0) = -0.19
ignorehitpause = 1

[State 1011,AT]
type = VarAdd
trigger1 = MoveHit
trigger1 = fvar(9) >= 1
fvar(0) = -0.10
ignorehitpause = 1

[State 1011,AT]
type = VarAdd
trigger1 = MoveHit
trigger1 = fvar(9) >= 0
trigger1 = fvar(10) = 1
fvar(0) = -0.06
ignorehitpause = 1

[State 1011]
type = Helper
trigger1 = movehit
id = 10005
stateno = 10005
postype = p2
pos = 0,-36
ownpal = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999

[State 1011]
type = Helper
trigger1 = movehit
id = 10005
stateno = 10005
postype = p2
pos = 0,-36
ownpal = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999

[State 1011]
type = VelSet
trigger1 = animelem = 2
trigger1 = fvar(9) = 0
X = 2.5
Y = -8

[State 1011]
type = VelSet
trigger1 = animelem = 2
trigger1 = fvar(9) = 1
X = 2.5
Y = -10

[State 1011]
type = VarSet
trigger1 = MoveHit
var(3) = 1
ignorehitpause = 1

[State 1011]
type = VarSet
trigger1 = MoveGuarded
var(3) = 2
ignorehitpause = 1

[State 1011]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 1011]
type = ChangeState
trigger1 = AnimTime = 0
value = 900
ctrl = 1

;------------------------------------------------------------------------------
;EX昇竜
;------------------------------------------------------------------------------
[Statedef 1020]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
poweradd = -1000
ctrl = 0
anim = 1020
sprpriority = 2
facep2 = 1

[State 1020]
type = PlaySnd
trigger1 = AnimElem = 4
channel = 0
value = S1020,1
;value = S1020,(Random%2)

[State 1020]
type = PlaySnd
trigger1 = AnimElem = 4
value = S0,6

[State 1020]
type = SuperPause
time = 68
anim = -1 
trigger1 = AnimElem = 4
movetime = 0
darken = 0
pausemovetime = 9999
supermovetime = 9999

[State 1020]
type = Helper
trigger1 = AnimElem = 4
id = 9010
stateno = 9010
postype = p1
pos = 0,0
ownpal = 1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 1020]
type = Explod
trigger1 = AnimElem = 4
anim = 10400
IgnoreHitPause = 1
Persistent = 0
ID = 10400
pos = 0,-60
postype = p1
sprpriority = 3
scale = 0.7,0.7
removeongethit = 1
supermovetime = 9999
pausemovetime = 9999

[State 1010]
type = NotHitBy
trigger1 = AnimElemtime(1) >= 0
trigger1 = AnimElemtime(5) <= 2
value = SCA,AT

[State 1020]
type = Explod
trigger1 = AnimElem = 7
anim = 1005
IgnoreHitPause = 0
Persistent = 0
bindtime = -1
ID = 1005
pos = 24,30
postype = p1
scale = 0.9,0.9
sprpriority = 3
removeongethit = 1

[State 1020]
type = VarSet
trigger1 = time = 0
var(3) = 0

[State 1020]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 8
trigger4 = AnimElem = 9
trigger5 = AnimElem = 10
trigger6 = AnimElem = 11
getpower  = 0
attr = S, SA
damage = 53, 0
animtype = Light
guardflag = M
hitflag = MAF
priority = 1, Hit
pausetime = 6,6
sparkno = -1
sparkxy = -5,-55
hitsound =S1,2
guard.sparkno = S10800
guardsound = S0,4
guard.velocity = -1.0
guard.hittime = 20
guard.ctrltime = 20
ground.slidetime = 20
ground.type = High
ground.hittime  = 10
ground.velocity = -2.2,-7
air.type = High
air.velocity = -2.2,-7
air.hittime = 18
fall = 1
fall.recover = 0

[State 1020]
type = Helper
trigger1 = movehit
id = 10005
stateno = 10005
postype = p2
pos = 0,-68
ownpal = 1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999

[State 1020]
type = Helper
trigger1 = AnimElem = 4
id = 1025
stateno = 1025
postype = p1
pos = floor((P2BodyDist X)+80),0
ownpal = 1
ignorehitpause = 1

[State 1020]
type = VelSet
trigger1 = animelem = 8
X = 4.5
Y = -11.5

[State 1020]
type = VelSet
trigger1 = animelem = 12
y = 0
X = 0

[state 1020]
type = StatetypeSet
trigger1 = animelem = 8
statetype = A
physics = A

[State 1020,AT]
type = VarAdd
trigger1 = MoveHit
fvar(0) = -0.08
ignorehitpause = 1

[State 1020]
type = VarSet
trigger1 = MoveHit
var(3) = 1
ignorehitpause = 1

[State 1020]
type = VarSet
trigger1 = MoveGuarded
var(3) = 2
ignorehitpause = 1

[State 1020]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 1020]
type = ChangeState
trigger1 = AnimTime = 0
value = 900
ctrl = 1


;===========================================================================
; 後昇竜系
;===========================================================================
;------------------------------------------------------------------------------
; 閃鞘・八穿始動
;------------------------------------------------------------------------------
[Statedef 1305]
type    = S
movetype= A
physics = N
juggle  = 1
ctrl = 0
velset = 0,0
anim = 1305
sprpriority = 2
facep2 = 1

[State 1305]
type = PlaySnd
trigger1 = AnimElem = 1
channel = 0
value = S1300,0

[State 1305]
type = PlaySnd
trigger1 = AnimElem = 7
channel = 1
value = S0,1

[State 1305]
type = AssertSpecial
trigger1 = AnimElemtime(7) >= 0
trigger1 = AnimElemtime(12) <= 0
flag = Noshadow

[State 1305]
type = Explod
trigger1 = AnimElem = 7
anim = 1301
IgnoreHitPause = 0
Persistent = 0
ID = 1301
pos = 30,0
postype = p1
sprpriority = 4
ignorehitpause = 1
removeongethit = 1

[State 1305]
type = VelSet
trigger1 = animelem = 8
X = 16

[State 1305]
type = VelSet
trigger1 = animelem = 10
X = 13

[State 1305]
type = VelSet
trigger1 = animelem = 11
X = 6

[State 1305]
type = VelSet
trigger1 = animelem = 12
X = 4

[State 1305]
type = VelSet
trigger1 = animelem = 14
X = 2

[State 1305]
type = VelSet
trigger1 = animelem = 15
X = 0

[State 1305]
type = ChangeState
trigger1 = animelemtime(9) >= 0
trigger1 = animelemtime(11) <= 3
trigger1 = P2BodyDist X = [-15,40]
trigger1 = P2BodyDist Y = [-20,0]
value = 1310

[State 1305]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------------------
; 閃鞘・八穿
;------------------------------------------------------------------------------
[Statedef 1310]
type    = S
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 1310
poweradd = 122
sprpriority = 2

[State 1310]
type = PlaySnd
trigger1 = AnimElem = 3
channel = 0
value = S1310,0

[State 1310]
type = Explod
trigger1 = AnimElem = 1
anim = 1315
IgnoreHitPause = 0
Persistent = 0
ID = 1315
pos = 120,-105
postype = p1
sprpriority = 3
scale = 0.9,0.9
removeongethit = 1

[State 1310]
type = posadd
trigger1 = time = 0
Y = -60

[State 1310]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = 68, 0
animtype = Light
guardflag = H
hitflag = MAF
priority = 1, Hit
pausetime = 6,6
sparkno = -1
sparkxy = -5,-55
hitsound =S1,6
guard.sparkno = S10800
guardsound = S0,4
guard.velocity = -0.4
guard.hittime = 25
guard.ctrltime = 25
ground.slidetime = 25
ground.type = High
ground.hittime  = 25
ground.velocity = 2.2,-4
air.type = High
air.velocity = 2.4,-2
air.hittime = 25
fall = 1
fall.recover = 0

[State 1310]
type = Helper
trigger1 = movehit
id = 10010
stateno = 10010
postype = p2
pos = 0,-46
ownpal = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999

[State 1310]
type = Helper
trigger1 = movehit
id = 10010
stateno = 10010
postype = p2
pos = 0,-46
ownpal = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999

[State 1310,AT]
type = VarAdd
trigger1 = MoveHit
fvar(0) = -0.2
ignorehitpause = 1

[State 1310]
type = VelSet
trigger1 = animelem = 1
X = 2

[State 1310]
type = VelSet
trigger1 = animelem = 2
Y = -6

[State 1310]
type = VelSet
trigger1 = animelem = 3
Y = -4

[State 1310]
type = VelSet
trigger1 = animelem = 6
Y = -2

[State 1310]
type = VelSet
trigger1 = animelem = 6
Y = 0

[State 1310]
type = VarSet
trigger1 = MoveHit
var(3) = 1
ignorehitpause = 1

[State 1310]
type = VarSet
trigger1 = MoveGuarded
var(3) = 2
ignorehitpause = 1

[State 1310]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 1310]
type = ChangeState
trigger1 = AnimTime = 0
value = 920
ctrl = 1

;------------------------------------------------------------------------------
; 閃鞘・七夜始動
;------------------------------------------------------------------------------
[Statedef 1300]
type    = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
velset = 0,0
anim = 1300
sprpriority = 2
facep2 = 1

[State 1300]
type = AssertSpecial
trigger1 = AnimElemtime(6) >= 0
flag = Noshadow

[State 1300]
type = PlaySnd
trigger1 = AnimElem = 5
channel = 1
value = S0,1

[State 1300]
type = Explod
trigger1 = AnimElem = 4
anim = 1301
IgnoreHitPause = 0
Persistent = 0
ID = 1301
pos = 30,0
postype = p1
sprpriority = 4
ignorehitpause = 1
removeongethit = 1

[State 1300]
type = VelSet
trigger1 = animelem = 6
X = 18

[State 1300]
type = ChangeState
trigger1 = AnimTime = 0
value = 1320
ctrl = 1

;------------------------------------------------------------------------------
; 閃鞘・七夜
;------------------------------------------------------------------------------
[Statedef 1320]
type    = S
movetype= A
physics = N
juggle  = 1
ctrl = 0
anim = 1320
poweradd = 121
sprpriority = 2

[State 1320]
type = VarSet
trigger1 = time = 0
var(3) = 0

[State 1320]
type = PlaySnd
trigger1 = AnimElem = 4
channel = 0
value = S1320,0

[State 1320]
type = AssertSpecial
trigger1 = AnimElemtime(1) >= 0
trigger1 = AnimElemtime(2) <= 0
flag = Noshadow

[State 1320]
type = PlayerPush
trigger1 = Animelemtime(1) >= 0
trigger1 = Animelemtime(7) <= 0
value = 0

[State 1320]
type = Explod
trigger1 = AnimElem = 1
anim = 1325
IgnoreHitPause = 0
Persistent = 0
bindtime = -1
ID = 1325
pos = -150,0
postype = p1
sprpriority = 3
removeongethit = 1

[State 1320]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 48, 0
animtype = Light
guardflag = M
hitflag = MAF
priority = 1, Hit
pausetime = 6,6
sparkno = -1
sparkxy = -5,-50
guard.sparkno = S10800
hitsound = S1,6
guardsound = S0,4
guard.hittime = 25
guard.ctrltime = 25
guard.velocity = -1.2
ground.type = High
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = 0,-2.6
air.type = High
air.velocity = 0,-7
air.hittime = 25
fall = 1
fall.recover = 0

[State 1320]
type = Helper
trigger1 = movehit
id = 10010
stateno = 10010
postype = p2
pos = 0,-36
ownpal = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999

[State 1320]
type = Helper
trigger1 = movehit
id = 10010
stateno = 10010
postype = p2
pos = 0,-36
ownpal = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999

[State 1320,AT]
type = VarAdd
trigger1 = MoveHit
fvar(0) = -0.08
ignorehitpause = 1

[State 1320,AT]
type = Varset
trigger1 = MoveHit
fvar(11) = 1
ignorehitpause = 1

[State 1320]
type = VelSet
trigger1 = animelem = 1
X = 12

[State 1320]
type = VelSet
trigger1 = animelem = 9
X = 6

[state 1320]
type = StatetypeSet
trigger1 = animelem = 9
physics = S

[State 1320]
type = VarSet
trigger1 = MoveHit
var(3) = 1
ignorehitpause = 1

[State 1320]
type = VarSet
trigger1 = MoveGuarded
var(3) = 2
ignorehitpause = 1

[State 1320]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 1320]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------------------
; 閃鞘・一風始動
;------------------------------------------------------------------------------
[Statedef 1330]
type    = S
movetype= A
physics = N
juggle  = 1
ctrl = 0
velset = 0,0
anim = 1330
sprpriority = 2
facep2 = 1

[State 1330]
type = PlaySnd
trigger1 = AnimElem = 1
channel = 0
value = S1300,0

[State 1330]
type = PlaySnd
trigger1 = AnimElem = 7
channel = 1
value = S0,1

[State 1330]
type = AssertSpecial
trigger1 = AnimElemtime(7) >= 0
trigger1 = AnimElemtime(12) <= 0
flag = Noshadow

[State 1330]
type = Explod
trigger1 = AnimElem = 7
anim = 1301
IgnoreHitPause = 0
Persistent = 0
ID = 1301
pos = 30,0
postype = p1
sprpriority = 4
ignorehitpause = 1
removeongethit = 1

[State 1330]
type = VelSet
trigger1 = animelem = 8
X = 18

[State 1330]
type = VelSet
trigger1 = animelem = 10
X = 15

[State 1330]
type = VelSet
trigger1 = animelem = 11
X = 14

[State 13305]
type = VelSet
trigger1 = animelem = 12
X = 6

[State 1330]
type = VelSet
trigger1 = animelem = 14
X = 4

[State 1330]
type = VelSet
trigger1 = animelem = 15
X = 2

[State 1330]
type = VelSet
trigger1 = animelem = 16
X = 0

[State 1330]
type = ChangeState
trigger1 = animelemtime(8) >= 0
trigger1 = animelemtime(12) <= 3
trigger1 = P2BodyDist X = [-30,-15]
trigger1 = P2BodyDist Y = [-15,0]
value = 1335

[State 1330]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------------------
; 閃鞘・一風成功
;------------------------------------------------------------------------------

[Statedef 1335]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1335
sprpriority = 2

[State 1335]
type = posadd
trigger1 = time = 0
X = 30

[State 1335]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
p1sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 1340
p2stateno = 1341
guard.dist = 0
fall = 1
fall.recover = 0

[State 1335]
type = Helper
trigger1 = movehit
id = 10005
stateno = 10005
postype = p2
pos = 2,-32
ownpal = 1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999

[State 1335, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1340]
type    = S
movetype= A
physics = N
anim = 1340
poweradd = 145
ctrl = 0

[State 1340, 変数];「holdfwd」のコマンドが入力されているかどうかを判断する
type = VarSet
trigger1 = Time = 0
var(2) = command = "holdfwd"

[State 1340, 音を鳴らす];掴み用
type = PlaySnd
trigger1 = AnimElem = 2
value =S1,1

[State 1340, 掴んだ相手の位置１];TargetBindで相手を一時的に拘束
type = TargetBind
trigger1 = AnimElemTime(2) < 0
pos = -35,-35  ;自分の軸位置から相手の軸をX=28・Y=0の位置にする

[State 1340, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(12) < 0
edge = -60,0 ;画面端を押す幅を変える（オレンジの線）

[State 1340, 掴んだ相手の位置２]
type = TargetBind
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(4) < 0
pos = -35,-40

[State 1340, 掴んだ相手の位置２]
type = TargetBind
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) < 0
pos = -33,-68

[State 1340, 掴んだ相手の位置３]
type = TargetBind
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
pos = -19,-83

[State 1340, 振り返る];Var(2)が有効な時
type = Turn
trigger1 = var(2)
trigger1 = AnimElem = 8

[State 1340, 軸位置移動];Var(2)が有効な時
type = PosAdd
trigger1 = var(2)
trigger1 = AnimElem = 8
x = -37

[State 1340, 掴んだ相手の向き];Var(2)が有効な時
type = TargetFacing
trigger1 = var(2)
trigger1 = AnimElem = 8
value = -1

[State 1340, 掴んだ相手の位置４]
type = TargetBind
trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(7) < 0
pos = -17, -87

[State 1340, 掴んだ相手の位置５]
type = TargetBind
trigger1 = AnimElemTime(7) >= 0 && AnimElemTime(8) < 0
pos = -14, -90

[State 1340, 掴んだ相手の位置６]
type = TargetBind
trigger1 = AnimElemTime(8) >= 0 && AnimElemTime(9) < 0
pos = 0, -90

[State 1340, 掴んだ相手の位置７]
type = TargetBind
trigger1 = AnimElemTime(9) >= 0 && AnimElemTime(10) < 0
pos = 16, -70

[State 1340, 掴んだ相手の位置８]
type = TargetBind
trigger1 = AnimElemTime(10) >= 0 && AnimElemTime(11) < 0
pos = 25, -65

[State 1340, 掴んだ相手の位置９]
type = TargetBind
trigger1 = AnimElemTime(11) >= 0 && AnimElemTime(12) < 0
pos = 42, -58

[State 1340, 掴んだ相手の位置１０]
type = TargetBind
trigger1 = AnimElemTime(12) >= 0 && AnimElemTime(13) < 0
pos = 56, -43

[State 1340, 掴んだ相手の位置１０]
type = TargetBind
trigger1 = AnimElemTime(13) >= 0 && AnimElemTime(14) < 0
pos = 63, -33

[State 1340, 掴んだ相手の位置１０]
type = TargetBind
trigger1 = AnimElemTime(14) >= 0 && AnimElemTime(15) < 0
pos = 80, -23

[State 1340, 掴んだ相手の位置１０]
type = TargetBind
trigger1 = AnimElemTime(14) >= 0 && AnimElemTime(15) < 0
pos = 100, -10

[State 1340, 掴んだ相手の位置１０]
type = TargetBind
trigger1 = AnimElemTime(15) >= 0 && AnimElemTime(16) < 0
pos = 114, 0

;相手が食らい状態の時のみ機能するTarget系コントローラ
[State 1340, 掴んだ相手のライフ増減]
type = TargetLifeAdd
trigger1 = AnimElem = 16
value = ceil(-121*fvar(0))

[State 1340, 掴んだ相手のステート変更]
type = TargetState
trigger1 = AnimElem = 16
value = 1342

[State 1342]
type = PlaySnd
trigger1 = AnimElem = 16
channel = 1
value = S3,0

[State 1340]
type = PlaySnd
trigger1 = AnimElem = 16
channel = 0
value = S2,1

[State 1320,AT]
type = Velset
trigger1 = AnimElem = 7
x = 5
y = 0

[State 1320,AT]
type = Veladd
trigger1 =  Vel X > 0
x = -0.5

[State 1320,AT]
type = Velset
trigger1 = Vel X < 0
x = 0

[State 1320,AT]
type = Varset
trigger1 = AnimElem = 17
fvar(11) = 1
ignorehitpause = 1

[State 1320,AT]
type = VarAdd
trigger1 = AnimElem = 17
fvar(0) = -0.7
ignorehitpause = 1

[State 1340, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 17

[State 1340, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;===========================================================================
;投げ技(相手ステート)
;===========================================================================
;---------------------------------------------------------------------------
;相手側１
[Statedef 1341]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1341, 相手のアニメ変更]
type = ChangeAnim2
trigger1 = Time = 0
value = 1341

[State 1341, 相手ステートに戻す]
type = SelfState
trigger1 = time > 60
value = 5050

;---------------------------------------------------------------------------
相手側２
[Statedef 1342]
type    = A
movetype= H
physics = S
poweradd = 20

[State 1342]
type = ChangeAnim2
trigger1 = Time = 0
value = 1342

[State 1342]
type = Velset
trigger1 = time = 0
y = -6.8
x = 0

[State 1342]
type = veladd
trigger1 = time > 5
y = 0.46

[State 1342]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;===========================================================================
; 前波動系(空中限定) 
;===========================================================================
;------------------------------------------------------------------------------
; EX三鷹
;------------------------------------------------------------------------------
[Statedef 1500]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 1500
poweradd = -1000
sprpriority = 2

[State 1500]
type = VarSet
trigger1 = time = 0
var(3) = 0

[State 1020]
type = PlaySnd
trigger1 = AnimElem = 1
value = S0,6

[State 1500]
type = PlaySnd
trigger1 = AnimElem = 1
channel = 0
value = S1500,0

[State 1500]
type = PlaySnd
trigger1 = AnimElem = 4
channel = 0
value = S0,3

[State 1500]
type = SuperPause
time = 68
anim = -1 
trigger1 = AnimElem = 1
movetime = 0
darken = 0
pausemovetime = 9999
supermovetime = 9999

[State 1500]
type = Helper
trigger1 = AnimElem = 1
id = 9010
stateno = 9010
postype = p1
pos = 0,0
ownpal = 1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 1500]
type = Explod
trigger1 = AnimElem = 1
anim = 10400
IgnoreHitPause = 1
Persistent = 0
ID = 10400
pos = 0,-60
postype = p1
sprpriority = 3
scale = 0.9,0.9
removeongethit = 1
supermovetime = 9999
pausemovetime = 9999

[State 1500]
type = Explod
trigger1 = AnimElem = 3
anim = 1510
IgnoreHitPause = 0
Persistent = 1
bindtime = -1
ID = 1510
pos = -35,-90
postype = p1
sprpriority = 3
scale = 0.8,0.8
removeongethit = 1
supermovetime = 9999
pausemovetime = 9999

[State 1500]
type = Explod
trigger1 = AnimElem = 3
anim = 1530
IgnoreHitPause = 1
Persistent = 0
bindtime = -1
ID = 1530
pos = 0,-60
postype = p1
sprpriority = 3
scale = 1.0,1.0
removeongethit = 1
supermovetime = 9999
pausemovetime = 9999

[State 1500]
type = velset
trigger1 = time = 0
x = 0
Y = 0

[State 1500]
type = velset
trigger1 = AnimElemtime(4) >= 0
x = 9
Y = 8

[State 1500]
type = AfterImage
trigger1 = time = 0
time = -1
length = 20
palcolor = 256
palinvertall = 0
palbright = 30,30,30
palcontrast = 120,120,220
palpostbright = 0,0,0
paladd = 10,10,25
palmul = .65,.65,.75
trans = add
alpha = 250, 256

[State 1500]
type = AfterImage
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
time = 0

[State 1500]
type = HitDef
trigger1 = AnimElemtime(4) >= 0
trigger1 = AnimElemtime(5) <= 3
trigger1 = Pos Y <= -35
attr = A, SA
damage = 25-(5*fvar(8)), 0
animtype = hard
guardflag = HA
hitflag = MAF
priority = 1, Hit
pausetime = 12,10
sparkno = -1
sparkxy = -5,-60
hitsound =S1,5
guardsound = S0,4
guard.velocity = -1.6
guard.sparkno = S10800
guard.hittime = 14
guard.ctrltime = 14
guard.cornerpush.veloff = 4.7
ground.slidetime = 14
ground.type = High
ground.slidetime = 14
ground.hittime  = 26
ground.velocity = -3.2,0
air.type = High
air.velocity = -2.2,6.5
air.hittime = 45
fall.recover = 1
fall.recovertime = 300 

[State 1500,AT]
type = VarSet
trigger1 = fvar(0) <= 0.25
trigger1 = fvar(8) = 0
fvar(0) = 0.4
ignorehitpause = 1

[State 1500,AT]
type = VarSet
trigger1 = fvar(0) <= 0.25
trigger1 = fvar(8) = 1
fvar(0) = 0.35
ignorehitpause = 1

[State 1500,AT]
type = VarAdd
trigger1 = MoveHit
fvar(14) = 1
ignorehitpause = 1

[State 1500]
type = Helper
trigger1 = movehit
id = 10005
stateno = 10010
postype = p2
pos = 10,-48
ownpal = 1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999

[State 1500]
type = Helper
trigger1 = movehit
id = 10005
stateno = 10010
postype = p2
pos = 10,-41
ownpal = 1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999

[State 1500]
type = TargetState
trigger1 = fvar(14) >= 5
trigger1 = MoveHit
value = 1531
ignorehitpause = 1

[State 1500]
type = VarAdd
trigger1 = MoveHit
fvar(0) = -0.04
ignorehitpause = 1

[State 1500]
type = VarSet
trigger1 = MoveHit
var(3) = 1
ignorehitpause = 1

[State 1500]
type = VarSet
trigger1 = MoveGuarded
var(3) = 2
ignorehitpause = 1

[State 1500]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 1500]
type = RemoveExplod
trigger1 = AnimTime = 0
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
ID = 1510

[State 1500]
type = ChangeState
trigger1 = Pos Y >= -30
value = 1505

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

[Statedef 1505]
type    = A
movetype= H
physics = N
juggle  = 0
ctrl = 0
anim = 1505
sprpriority = 2

[State 1505]
type = velset
trigger1 = time =0
x = 9
Y = 8

[State 1505]
type = AfterImage
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
time = 0

[State 1505]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1508
ctrl = 1

;---------------------------------------------------------------------------
;三鷹着地
[Statedef 1508]
type    = S
physics = S
ctrl = 0
anim = 930

[State 1508]
type = PlaySnd
trigger1 = AnimElem = 1
channel = 1
value = S0,2

[State 1508]
type = PosSet
trigger1 = time = 0
y = 0

[State 1508]
type = VelSet
trigger1 = time = 0
y = 0

[State 1508]
type = ChangeState
trigger1 = Animelemtime(6) = 1
value = 0
ctrl = 1

;------------------------------------------------------------------------------
; EX三鷹相手食らい
;------------------------------------------------------------------------------
;相手側１
[Statedef 1531]
type    = A
movetype= H
physics = N
poweradd = 20

[State 1531]
type = ChangeAnim2
trigger1 = Time = 0
value = 1531

[State 1531]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 1531]
type = VelSet
trigger1 = HitShakeOver = 1
x = (GetHitVar(xvel)*Facing)
y = GetHitVar(yvel)

[State 1531]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1532

;------------------------------------------------------------------------------
; EX三鷹相手食らい
;------------------------------------------------------------------------------
;相手側１
[Statedef 1532]
type    = A
movetype= H
physics = N
poweradd = 20

[State 1532]
type = ChangeAnim2
trigger1 = Time = 0
value = 1532

[State 1532]
type = Velset
trigger1 = time = 0
y = -10.8

[State 1532]
type = veladd
trigger1 = 1;time > 5
y = 0.46

[State 1532]
type = SelfState
trigger1 = time > 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;===========================================================================
; 前波動系
;===========================================================================
;------------------------------------------------------------------------------
; 弱八点衝
;------------------------------------------------------------------------------
[Statedef 1200]
type    = S
movetype= A
physics = S
juggle  = 7
ctrl = 0
anim = 1200
poweradd = 65
sprpriority = 2
facep2 = 1

[State 1200]
type = PlaySnd
trigger1 = AnimElem = 4
channel = 0
value = S1200,0

[State 1200]
type = VarSet
trigger1 = time = 0
var(3) = 0

[State 1200]
type = VelSet
trigger1 = command = "holdfwd"
trigger1 = AnimElemtime(1) >= 0
trigger1 = AnimElemtime(17) <= 2
x = 3

[State 1200]
type = VelSet
trigger1 = command = "holdback"
trigger1 = AnimElemtime(1) >= 0
trigger1 = AnimElemtime(17) <= 2
x = -3

[State 1200]
type = Explod
trigger1 = AnimElem = 7
trigger2 = AnimElem = 12
anim = 1230
IgnoreHitPause = 0
bindtime = -1
ID = 1230
pos = 8,-58
postype = p1
sprpriority = 4
removeongethit = 1

[State 1200]
type = Explod
trigger1 = AnimElem = 7
trigger2 = AnimElem = 12
anim = 1231
IgnoreHitPause = 0
bindtime = -1
ID = 1231
pos = 8,-38
postype = p1
sprpriority = 4
removeongethit = 1

[State 1200]
type = Explod
trigger1 = AnimElem = 7
trigger2 = AnimElem = 12
anim = 1232
IgnoreHitPause = 0
bindtime = -1
ID = 1232
pos = 8,-55
postype = p1
sprpriority = 4
removeongethit = 1

[State 1200]
type = Explod
trigger1 = AnimElem = 7
trigger2 = AnimElem = 12
anim = 1233
IgnoreHitPause = 0
bindtime = -1
ID = 1233
pos = 10,-35
postype = p1
sprpriority = 4
removeongethit = 1

[State 1200]
type = Explod
trigger1 = AnimElem = 8
trigger2 = AnimElem = 13
anim = 1233
IgnoreHitPause = 0
bindtime = -1
ID = 1234
pos = 10,-35
postype = p1
sprpriority = 5
removeongethit = 1

[State 1200]
type = Explod
trigger1 = AnimElem = 8
trigger2 = AnimElem = 13
anim = 1234
IgnoreHitPause = 0
bindtime = -1
ID = 1234
pos = 22,-68
postype = p1
sprpriority = 5
removeongethit = 1

[State 1200]
type = Explod
trigger1 = AnimElem = 8
trigger2 = AnimElem = 13
anim = 1235
IgnoreHitPause = 0
bindtime = -1
ID = 1235
pos = 12,-72
postype = p1
sprpriority = 5
removeongethit = 1

[State 1200]
type = Explod
trigger1 = AnimElem = 8
trigger2 = AnimElem = 13
anim = 1236
IgnoreHitPause = 0
bindtime = -1
ID = 1236
pos = 12,-75
postype = p1
sprpriority = 5
removeongethit = 1

[State 1200]
type = Explod
trigger1 = AnimElem = 9
trigger2 = AnimElem = 14
anim = 1237
IgnoreHitPause = 0
bindtime = -1
ID = 1237
pos = 12,-60
postype = p1
sprpriority = 5
removeongethit = 1

[State 1200]
type = Explod
trigger1 = AnimElem = 9
trigger2 = AnimElem = 14
anim = 1238
IgnoreHitPause = 0
bindtime = -1
ID = 1238
pos = 13,-49
postype = p1
sprpriority = 5
removeongethit = 1

[State 1200]
type = Explod
trigger1 = AnimElem = 10
trigger2 = AnimElem = 15
anim = 1239
IgnoreHitPause = 0
bindtime = -1
ID = 1239
pos = 16,-80
postype = p1
sprpriority = 5
removeongethit = 1

[State 1200]
type = Explod
trigger1 = AnimElem = 10
trigger2 = AnimElem = 15
anim = 1240
IgnoreHitPause = 0
bindtime = -1
ID = 1240
pos = 16,-80
postype = p1
sprpriority = 5
removeongethit = 1

[State 1200]
type = Explod
trigger1 = AnimElem = 10
trigger2 = AnimElem = 15
anim = 1241
IgnoreHitPause = 0
bindtime = -1
ID = 1241
pos = 16,-80
postype = p1
sprpriority = 5
removeongethit = 1

[State 1200]
type = Explod
trigger1 = AnimElem = 11
trigger2 = AnimElem = 16
anim = 1242
IgnoreHitPause = 0
bindtime = -1
ID = 1242
pos = 16,-82
postype = p1
sprpriority = 5
removeongethit = 1

[State 1200]
type = HitDef
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
trigger4 = AnimElem = 10
trigger5 = AnimElem = 11
trigger6 = AnimElem = 12
trigger7 = AnimElem = 13
trigger8 = AnimElem = 14
trigger9 = AnimElem = 15
trigger10 = AnimElem = 16
trigger11 = AnimElem = 17
attr = S, SA
damage = 21, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 1, Hit
pausetime = 2,6
sparkno = -1
sparkxy = -5,-60
hitsound =S1,5
guardsound = S0,4
guard.velocity = -1.6
guard.sparkno = S10800
guard.hittime = 14
guard.ctrltime = 14
guard.cornerpush.veloff = 0.7
ground.slidetime = 14
ground.type = High
ground.slidetime = 14
ground.hittime  = 20
ground.velocity = -0.8,0
air.type = High
air.velocity = -2.2,-3.1
air.hittime = 20
fall.recovertime = 65

[State 1200]
type = Helper
trigger1 = movehit
id = 10010
stateno = 10010
postype = p2
pos = 10,-48
ownpal = 1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999

[State 1200]
type = velset
trigger1 = P2Statetype != A
trigger1 = P2Movetype = H
trigger1 = AnimElemtime(18) >= 0
trigger1 = AnimElemtime(19) <= 2
X = -5.2

[State 1200,AT]
type = VarAdd
trigger1 = MoveHit
fvar(0) = -0.04
ignorehitpause = 1

[State 1200]
type = VarSet
trigger1 = MoveHit
var(3) = 1
ignorehitpause = 1

[State 1200]
type = VarSet
trigger1 = MoveGuarded
var(3) = 2
ignorehitpause = 1

[State 1200]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 1200]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------------------
; 中八点衝
;------------------------------------------------------------------------------
[Statedef 1210]
type    = S
movetype= A
physics = S
juggle  = 8
ctrl = 0
anim = 1210
poweradd = 51
sprpriority = 2
facep2 = 1

[State 1200]
type = PlaySnd
trigger1 = AnimElem = 4
channel = 0
value = S1210,0

[State 1210]
type = VarSet
trigger1 = time = 0
var(3) = 0

[State 1210]
type = VelSet
trigger1 = command = "holdfwd"
trigger1 = AnimElemtime(1) >= 0
trigger1 = AnimElemtime(28) <= 2
x = 3

[State 1210]
type = VelSet
trigger1 = command = "holdback"
trigger1 = AnimElemtime(1) >= 0
trigger1 = AnimElemtime(28) <= 2
x = -3

[State 1210]
type = Explod
trigger1 = AnimElem = 7
trigger2 = AnimElem = 12
trigger3 = AnimElem = 18
trigger4 = AnimElem = 23
anim = 1230
IgnoreHitPause = 0
bindtime = -1
ID = 1230
pos = 8,-58
postype = p1
sprpriority = 4
removeongethit = 1

[State 1210]
type = Explod
trigger1 = AnimElem = 7
trigger2 = AnimElem = 12
trigger3 = AnimElem = 18
trigger4 = AnimElem = 23
anim = 1231
IgnoreHitPause = 0
bindtime = -1
ID = 1231
pos = 8,-38
postype = p1
sprpriority = 4
removeongethit = 1

[State 1210]
type = Explod
trigger1 = AnimElem = 7
trigger2 = AnimElem = 12
trigger3 = AnimElem = 18
trigger4 = AnimElem = 23
anim = 1232
IgnoreHitPause = 0
bindtime = -1
ID = 1232
pos = 8,-55
postype = p1
sprpriority = 4
removeongethit = 1

[State 1210]
type = Explod
trigger1 = AnimElem = 7
trigger2 = AnimElem = 12
trigger3 = AnimElem = 18
trigger4 = AnimElem = 23
anim = 1233
IgnoreHitPause = 0
bindtime = -1
ID = 1233
pos = 10,-35
postype = p1
sprpriority = 4
removeongethit = 1

[State 1210]
type = Explod
trigger1 = AnimElem = 8
trigger2 = AnimElem = 13
trigger3 = AnimElem = 19
trigger4 = AnimElem = 24
anim = 1233
IgnoreHitPause = 0
bindtime = -1
ID = 1234
pos = 10,-35
postype = p1
sprpriority = 5
removeongethit = 1

[State 1210]
type = Explod
trigger1 = AnimElem = 8
trigger2 = AnimElem = 13
trigger3 = AnimElem = 19
trigger4 = AnimElem = 24
anim = 1234
IgnoreHitPause = 0
bindtime = -1
ID = 1234
pos = 22,-68
postype = p1
sprpriority = 5
removeongethit = 1

[State 1210]
type = Explod
trigger1 = AnimElem = 8
trigger2 = AnimElem = 13
trigger3 = AnimElem = 19
trigger4 = AnimElem = 24
anim = 1235
IgnoreHitPause = 0
bindtime = -1
ID = 1235
pos = 12,-72
postype = p1
sprpriority = 5
removeongethit = 1

[State 1210]
type = Explod
trigger1 = AnimElem = 8
trigger2 = AnimElem = 13
trigger3 = AnimElem = 19
trigger4 = AnimElem = 24
anim = 1236
IgnoreHitPause = 0
bindtime = -1
ID = 1236
pos = 12,-75
postype = p1
sprpriority = 5
removeongethit = 1

[State 1210]
type = Explod
trigger1 = AnimElem = 9
trigger2 = AnimElem = 14
trigger3 = AnimElem = 20
trigger4 = AnimElem = 25
anim = 1237
IgnoreHitPause = 0
bindtime = -1
ID = 1237
pos = 12,-60
postype = p1
sprpriority = 5
removeongethit = 1

[State 1210]
type = Explod
trigger1 = AnimElem = 9
trigger2 = AnimElem = 14
trigger3 = AnimElem = 20
trigger4 = AnimElem = 25
anim = 1238
IgnoreHitPause = 0
bindtime = -1
ID = 1238
pos = 13,-49
postype = p1
sprpriority = 5
removeongethit = 1

[State 1210]
type = Explod
trigger1 = AnimElem = 10
trigger2 = AnimElem = 15
trigger3 = AnimElem = 21
trigger4 = AnimElem = 26
anim = 1239
IgnoreHitPause = 0
bindtime = -1
ID = 1239
pos = 16,-80
postype = p1
sprpriority = 5
removeongethit = 1

[State 1210]
type = Explod
trigger1 = AnimElem = 10
trigger2 = AnimElem = 15
trigger3 = AnimElem = 21
trigger4 = AnimElem = 26
anim = 1240
IgnoreHitPause = 0
bindtime = -1
ID = 1240
pos = 16,-80
postype = p1
sprpriority = 5
removeongethit = 1

[State 1210]
type = Explod
trigger1 = AnimElem = 10
trigger2 = AnimElem = 15
trigger3 = AnimElem = 21
trigger4 = AnimElem = 26
anim = 1241
IgnoreHitPause = 0
bindtime = -1
ID = 1241
pos = 16,-80
postype = p1
sprpriority = 5
removeongethit = 1

[State 1210]
type = Explod
trigger1 = AnimElem = 11
trigger2 = AnimElem = 16
trigger3 = AnimElem = 21
trigger4 = AnimElem = 26
anim = 1242
IgnoreHitPause = 0
bindtime = -1
ID = 1242
pos = 16,-82
postype = p1
sprpriority = 5
removeongethit = 1

[State 1210]
type = HitDef
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
trigger4 = AnimElem = 10
trigger5 = AnimElem = 11
trigger6 = AnimElem = 12
trigger7 = AnimElem = 13
trigger8 = AnimElem = 14
trigger9 = AnimElem = 15
trigger10 = AnimElem = 16
trigger11 = AnimElem = 17
trigger12 = AnimElem = 18
trigger13 = AnimElem = 19
trigger14 = AnimElem = 20
trigger15 = AnimElem = 21
trigger16 = AnimElem = 22
trigger17 = AnimElem = 23
trigger18 = AnimElem = 24
trigger19 = AnimElem = 25
trigger20 = AnimElem = 26
trigger21 = AnimElem = 27
trigger22 = AnimElem = 28
attr = S, SA
damage = 26, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 1, Hit
pausetime = 2,6
sparkno = -1
sparkxy = -5,-60
hitsound =S1,5
guardsound = S0,4
guard.velocity = -1.8
guard.sparkno = S10800
guard.hittime = 16
guard.ctrltime = 16
guard.cornerpush.veloff = 0.7
ground.type = High
ground.slidetime = 16
ground.hittime  = 21
ground.velocity = -0.8,0
air.type = High
air.velocity = -2.2,-3.1
air.hittime = 21
fall.recovertime = 65

[State 1210]
type = velset
trigger1 = P2Statetype != A
trigger1 = P2Movetype = H
trigger1 = AnimElemtime(29) >= 0
trigger1 = AnimElemtime(30) <= 3
X = -4.7

[State 1210]
type = Helper
trigger1 = movehit
id = 10010
stateno = 10010
postype = p2
pos = 10,-48
ownpal = 1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999

[State 1210,AT]
type = VarAdd
trigger1 = MoveHit
fvar(0) = -0.07
ignorehitpause = 1

[State 1210]
type = VarSet
trigger1 = MoveHit
var(3) = 1
ignorehitpause = 1

[State 1210]
type = VarSet
trigger1 = MoveGuarded
var(3) = 2
ignorehitpause = 1

[State 1210]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 1210]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------------------
; EX八点衝
;------------------------------------------------------------------------------

[Statedef 1220]
type    = S
movetype= A
physics = S
juggle  = 10
ctrl = 0
poweradd = -1000
anim = 1220
sprpriority = 2
facep2 = 1

[State 1220]
type = VarSet
trigger1 = time = 0
var(3) = 0

[State 1200]
type = VelSet
trigger1 = command = "holdfwd"
trigger1 = AnimElemtime(1) >= 0
trigger1 = AnimElemtime(39) <= 2
x = 3

[State 1200]
type = VelSet
trigger1 = command = "holdback"
trigger1 = AnimElemtime(1) >= 0
trigger1 = AnimElemtime(39) <= 2
x = -3

[State 1220]
type = PlaySnd
trigger1 = AnimElem = 4
value = S0,6

[State 1220]
type = PlaySnd
trigger1 = AnimElem = 4
channel = 0
value = S1220,0

[State 1220]
type = SuperPause
time = 68
anim = -1 
trigger1 = AnimElem = 4
movetime = 0
darken = 0
pausemovetime = 9999
supermovetime = 9999

[State 1220]
type = Helper
trigger1 = AnimElem = 4
id = 9010
stateno = 9010
postype = p1
pos = 0,0
ownpal = 1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 1220]
type = Explod
trigger1 = AnimElem = 4
anim = 10400
IgnoreHitPause = 1
Persistent = 0
ID = 10400
pos = 0,-60
postype = p1
sprpriority = 3
scale = 0.7,0.7
removeongethit = 1
supermovetime = 9999
pausemovetime = 9999

[State 1220]
type = Explod
trigger1 = AnimElem = 7
trigger2 = AnimElem = 12
trigger3 = AnimElem = 18
trigger4 = AnimElem = 23
trigger5 = AnimElem = 29
trigger6 = AnimElem = 34
anim = 1230
IgnoreHitPause = 0
bindtime = -1
ID = 1230
pos = 8,-58
postype = p1
sprpriority = 4
removeongethit = 1

[State 1220]
type = Explod
trigger1 = AnimElem = 7
trigger2 = AnimElem = 12
trigger3 = AnimElem = 18
trigger4 = AnimElem = 23
trigger5 = AnimElem = 29
trigger6 = AnimElem = 34
anim = 1231
IgnoreHitPause = 0
bindtime = -1
ID = 1231
pos = 8,-38
postype = p1
sprpriority = 4
removeongethit = 1

[State 1220]
type = Explod
trigger1 = AnimElem = 7
trigger2 = AnimElem = 12
trigger3 = AnimElem = 18
trigger4 = AnimElem = 23
trigger5 = AnimElem = 29
trigger6 = AnimElem = 34
anim = 1232
IgnoreHitPause = 0
bindtime = -1
ID = 1232
pos = 8,-55
postype = p1
sprpriority = 4
removeongethit = 1

[State 1220]
type = Explod
trigger1 = AnimElem = 7
trigger2 = AnimElem = 12
trigger3 = AnimElem = 18
trigger4 = AnimElem = 23
trigger5 = AnimElem = 29
trigger6 = AnimElem = 34
anim = 1233
IgnoreHitPause = 0
bindtime = -1
ID = 1233
pos = 10,-35
postype = p1
sprpriority = 4
removeongethit = 1

[State 1220]
type = Explod
trigger1 = AnimElem = 8
trigger2 = AnimElem = 13
trigger3 = AnimElem = 19
trigger4 = AnimElem = 24
trigger5 = AnimElem = 30
trigger6 = AnimElem = 35
anim = 1233
IgnoreHitPause = 0
bindtime = -1
ID = 1234
pos = 10,-35
postype = p1
sprpriority = 5
removeongethit = 1

[State 1220]
type = Explod
trigger1 = AnimElem = 8
trigger2 = AnimElem = 13
trigger3 = AnimElem = 19
trigger4 = AnimElem = 24
trigger5 = AnimElem = 30
trigger6 = AnimElem = 35
anim = 1234
IgnoreHitPause = 0
bindtime = -1
ID = 1234
pos = 22,-68
postype = p1
sprpriority = 5
removeongethit = 1

[State 1220]
type = Explod
trigger1 = AnimElem = 8
trigger2 = AnimElem = 13
trigger3 = AnimElem = 19
trigger4 = AnimElem = 24
trigger5 = AnimElem = 30
trigger6 = AnimElem = 35
anim = 1235
IgnoreHitPause = 0
bindtime = -1
ID = 1235
pos = 12,-72
postype = p1
sprpriority = 5
removeongethit = 1

[State 1220]
type = Explod
trigger1 = AnimElem = 8
trigger2 = AnimElem = 13
trigger3 = AnimElem = 19
trigger4 = AnimElem = 24
trigger5 = AnimElem = 30
trigger6 = AnimElem = 35
anim = 1236
IgnoreHitPause = 0
bindtime = -1
ID = 1236
pos = 12,-75
postype = p1
sprpriority = 5
removeongethit = 1

[State 1220]
type = Explod
trigger1 = AnimElem = 9
trigger2 = AnimElem = 14
trigger3 = AnimElem = 20
trigger4 = AnimElem = 25
trigger5 = AnimElem = 31
trigger6 = AnimElem = 36
anim = 1237
IgnoreHitPause = 0
bindtime = -1
ID = 1237
pos = 12,-60
postype = p1
sprpriority = 5
removeongethit = 1

[State 1220]
type = Explod
trigger1 = AnimElem = 9
trigger2 = AnimElem = 14
trigger3 = AnimElem = 20
trigger4 = AnimElem = 25
trigger5 = AnimElem = 31
trigger6 = AnimElem = 36
anim = 1238
IgnoreHitPause = 0
bindtime = -1
ID = 1238
pos = 13,-49
postype = p1
sprpriority = 5
removeongethit = 1

[State 1220]
type = Explod
trigger1 = AnimElem = 10
trigger2 = AnimElem = 15
trigger3 = AnimElem = 21
trigger4 = AnimElem = 26
trigger5 = AnimElem = 32
trigger6 = AnimElem = 37
anim = 1239
IgnoreHitPause = 0
bindtime = -1
ID = 1239
pos = 16,-80
postype = p1
sprpriority = 5
removeongethit = 1

[State 1220]
type = Explod
trigger1 = AnimElem = 10
trigger2 = AnimElem = 15
trigger3 = AnimElem = 21
trigger4 = AnimElem = 26
trigger5 = AnimElem = 32
trigger6 = AnimElem = 37
anim = 1240
IgnoreHitPause = 0
bindtime = -1
ID = 1240
pos = 16,-80
postype = p1
sprpriority = 5
removeongethit = 1

[State 1220]
type = Explod
trigger1 = AnimElem = 10
trigger2 = AnimElem = 15
trigger3 = AnimElem = 21
trigger4 = AnimElem = 26
trigger5 = AnimElem = 32
trigger6 = AnimElem = 37
anim = 1241
IgnoreHitPause = 0
bindtime = -1
ID = 1241
pos = 16,-80
postype = p1
sprpriority = 5
removeongethit = 1

[State 1220]
type = Explod
trigger1 = AnimElem = 11
trigger2 = AnimElem = 16
trigger3 = AnimElem = 21
trigger4 = AnimElem = 26
trigger5 = AnimElem = 32
trigger6 = AnimElem = 37
anim = 1242
IgnoreHitPause = 0
bindtime = -1
ID = 1242
pos = 16,-82
postype = p1
sprpriority = 5
removeongethit = 1

[State 1220]
type = HitDef
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
trigger4 = AnimElem = 10
trigger5 = AnimElem = 11
trigger6 = AnimElem = 12
trigger7 = AnimElem = 13
trigger8 = AnimElem = 14
trigger9 = AnimElem = 15
trigger10 = AnimElem = 16
trigger11 = AnimElem = 17
trigger12 = AnimElem = 18
trigger13 = AnimElem = 19
trigger14 = AnimElem = 20
trigger15 = AnimElem = 21
trigger16 = AnimElem = 22
trigger17 = AnimElem = 23
trigger18 = AnimElem = 24
trigger19 = AnimElem = 25
trigger20 = AnimElem = 26
trigger21 = AnimElem = 27
trigger22 = AnimElem = 28
trigger23 = AnimElem = 29
trigger24 = AnimElem = 30
trigger25 = AnimElem = 31
trigger26 = AnimElem = 32
trigger27 = AnimElem = 33
trigger28 = AnimElem = 34
trigger29 = AnimElem = 35
trigger30 = AnimElem = 36
trigger31 = AnimElem = 37
trigger32 = AnimElem = 38
trigger33 = AnimElem = 39
getpower  = 0
attr = S, SA
damage = 36, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 1, Hit
pausetime = 2,6
sparkno = -1
sparkxy = -5,-60
hitsound =S1,5
guardsound = S0,4
guard.velocity = -2.5
guard.sparkno = S10800
guard.hittime = 18
guard.ctrltime = 18
guard.cornerpush.veloff = 0.7
ground.slidetime = 18
ground.type = High
ground.hittime  = 24
ground.velocity = -0.8,0
air.type = High
air.velocity = -2.2,-3.1
air.hittime = 24
fall.recover = 0

[State 1210]
type = velset
trigger1 = P2Statetype != A
trigger1 = P2Movetype = H
trigger1 = AnimElemtime(40) >= 0
trigger1 = AnimElemtime(41) <= 3
X = -3.1

[State 1220]
type = Helper
trigger1 = movehit
id = 10010
stateno = 10010
postype = p2
pos = 10,-48
ownpal = 1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999

[State 1220,AT]
type = VarAdd
trigger1 = MoveHit
fvar(0) = -0.07
ignorehitpause = 1

[State 1220]
type = VarSet
trigger1 = MoveHit
var(3) = 1
ignorehitpause = 1

[State 1220]
type = VarSet
trigger1 = MoveGuarded
var(3) = 2
ignorehitpause = 1

[State 1220]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 1220]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;===========================================================================
; 後波動系
;===========================================================================
;------------------------------------------------------------------------------
; 弱後波動
;------------------------------------------------------------------------------
[Statedef 1100]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1100
poweradd = 131
sprpriority = 2
facep2 = 1

[State 1100]
type = VarSet
trigger1 = time = 0
var(3) = 0

[State 1100]
type = PlaySnd
trigger1 = AnimElem = 7
channel = 0
value = S1100,0

[State 1100]
type = Explod
trigger1 = AnimElem = 7
anim = 1105
IgnoreHitPause = 0
Persistent = 0
bindtime = -1
ID = 1105
pos = 0,2
postype = p1
scale = 0.5,0.5
sprpriority = 3
removeongethit = 1

[State 1100]
type = HitDef
trigger1 = AnimElem = 7
attr = S, SA
damage = ceil(48*Fvar(1)), 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 1, Hit
pausetime = 10,10
sparkno = -1
sparkxy = -5,-63
hitsound =S1,2
guardsound = S0,4
guard.velocity = -1.9
guard.sparkno = S10800
guard.hittime = 14
guard.ctrltime = 14
ground.slidetime = 14
ground.type = High
ground.hittime  = 22
ground.velocity = -3.2,-4.6
air.type = High
air.velocity = -2.8,(-4.2+(1*fvar(13)))
air.hittime = 25
fall = 1
fall.recovertime = 32

[State 1100]
type = Helper
trigger1 = movehit
id = 10005
stateno = 10005
postype = p2
pos = 0,-68
ownpal = 1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999

[State 1110,AT]
type = VarAdd
trigger1 = MoveHit
fvar(1) = -0.4
ignorehitpause = 1

[State 1100,AT]
type = VarAdd
trigger1 = MoveHit
fvar(0) = -0.08
ignorehitpause = 1

[State 1100,AT]
type = VarAdd
trigger1 = MoveHit
fvar(13) = 2
ignorehitpause = 1

[State 1100]
type = VelSet
trigger1 = animelem = 7
X = 12
Y = -2.5

[State 1100]
type = VelSet
trigger1 = animelem = 8
Y = 0

[State 1100]
type = VelSet
trigger1 = animelem = 11
X = 3
Y = 0

[state 1100]
type = StatetypeSet
trigger1 = animelem = 7
statetype = A
physics = N

[state 1100]
type = StatetypeSet
trigger1 = animelem = 11
statetype = A
physics = A

[State 1100]
type = VarSet
trigger1 = MoveHit
var(3) = 1
ignorehitpause = 1

[State 1100]
type = VarSet
trigger1 = MoveGuarded
var(3) = 2
ignorehitpause = 1

[State 1100]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 1100]
type = ChangeState
trigger1 = AnimTime = 0
value = 220
ctrl = 0

;------------------------------------------------------------------------------
; 中後波動
;------------------------------------------------------------------------------

[Statedef 1110]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1110
poweradd = 89
sprpriority = 2
facep2 = 1

[State 1110]
type = VarSet
trigger1 = time = 0
var(3) = 0

[State 1110]
type = PlaySnd
trigger1 = AnimElem = 7
channel = 0
value = S1110,0

[State 1100]
type = Explod
trigger1 = AnimElem = 7
anim = 1105
IgnoreHitPause = 0
Persistent = 0
bindtime = -1
ID = 1105
pos = 0,2
postype = p1
scale = 0.5,0.5
sprpriority = 3
removeongethit = 1

[State 1110]
type = HitDef
trigger1 = AnimElem = 7
trigger2 = AnimElem = 9
attr = S, SA
damage = ceil(37*Fvar(1)), 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 1, Hit
pausetime = 10,10
sparkno = -1
sparkxy = -5,-63
hitsound =S1,2
guardsound = S0,4
guard.sparkno = S10800
guard.hittime = 8
guard.ctrltime = 8
guard.velocity = -1.6
ground.type = High
ground.slidetime = 8
ground.hittime  = 24
ground.velocity = -3.2,-4.6
air.type = High
air.velocity = -2.6,(-4.2+(1*fvar(13)))
air.hittime = 29
fall = 1
fall.recovertime = 32

[State 1100]
type = Helper
trigger1 = movehit
id = 10005
stateno = 10005
postype = p2
pos = 0,-68
ownpal = 1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999

[State 1110]
type = VelSet
trigger1 = animelem = 7
X = 12
Y = -2.5

[State 1110]
type = VelSet
trigger1 = animelem = 8
Y = 0

[State 1110]
type = VelSet
trigger1 = animelem = 11
X = 3
Y = 0

[state 1110]
type = StatetypeSet
trigger1 = animelem = 7
statetype = A
physics = N

[state 1110]
type = StatetypeSet
trigger1 = animelem = 11
statetype = A
physics = A

[State 1110]
type = VarAdd
trigger1 = MoveHit
trigger1 = Animelemtime(8) >= 0
fvar(1) = -0.4
ignorehitpause = 1

[State 1110]
type = VarAdd
trigger1 = MoveHit
fvar(0) = -0.07
ignorehitpause = 1

[State 1100,AT]
type = VarAdd
trigger1 = MoveHit
trigger1 = Animelemtime(8) >= 0
fvar(13) = 2
ignorehitpause = 1

[State 1110]
type = VarSet
trigger1 = MoveHit
var(3) = 1
ignorehitpause = 1

[State 1110]
type = VarSet
trigger1 = MoveGuarded
var(3) = 2
ignorehitpause = 1

[State 1110]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 1110]
type = ChangeState
trigger1 = AnimTime = 0
value = 900
ctrl = 0

;------------------------------------------------------------------------------
;強後波動
;------------------------------------------------------------------------------
[Statedef 1120]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
poweradd = -1000
anim = 1120
sprpriority = 2

[State 1120]
type = VarSet
trigger1 = time = 0
var(3) = 0

[State 1120]
type = PlaySnd
trigger1 = AnimElem = 4
value = S0,6

[State 1120]
type = SuperPause
time = 68
anim = -1 
trigger1 = AnimElem = 4
movetime = 0
darken = 0
pausemovetime = 9999
supermovetime = 9999

[State 1120]
type = Helper
trigger1 = AnimElem = 4
id = 9010
stateno = 9010
postype = p1
pos = 0,0
ownpal = 1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 1120]
type = Explod
trigger1 = AnimElem = 4
anim = 10400
IgnoreHitPause = 1
Persistent = 0
ID = 10400
pos = 0,-60
postype = p1
sprpriority = 3
scale = 0.7,0.7
removeongethit = 1
supermovetime = 9999
pausemovetime = 9999

[State 1120]
type = PlaySnd
trigger1 = AnimElem = 4
channel = 0
value = S1020,0

[State 1120]
type = Explod
trigger1 = AnimElem = 7
anim = 1105
IgnoreHitPause = 0
Persistent = 0
bindtime = -1
ID = 1105
pos = 0,2
postype = p1
scale = 0.5,0.5
sprpriority = 3
removeongethit = 1

[State 1120]
type = HitDef
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
trigger4 = AnimElem = 10
getpower  = 0
attr = S, SA
damage = 56, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 1, Hit
pausetime = 10,10
sparkno = -1
sparkxy = 0,0
hitsound =S1,2
guardsound = S0,4
guard.velocity = -1.8
guard.sparkno = S10800
guard.hittime = 18
guard.ctrltime = 18
ground.type = High
ground.slidetime = 18
ground.hittime  = 25
ground.velocity = -2.2,-5.6
air.type = High
air.velocity = -2.2,-5.6
air.hittime = 30
fall = 1
fall.recover = 0

[State 1120]
type = Helper
trigger1 = movehit
id = 10005
stateno = 10005
postype = p2
pos = 0,-68
ownpal = 1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999

[State 1120]
type = VelSet
trigger1 = animelem = 7
X = 12
Y = -2.5

[State 1120]
type = VelSet
trigger1 = animelem = 8
Y = 0

[State 1120]
type = VelSet
trigger1 = animelem = 11
X = 3
Y = 0

[state 1120]
type = StatetypeSet
trigger1 = animelem = 7
statetype = A
physics = N

[State 1120,AT]
type = VarAdd
trigger1 = MoveHit
fvar(0) = -0.05
ignorehitpause = 1

[state 1120]
type = VarSet
trigger1 = fvar(8) = 1
trigger1 = fvar(14) < 5
fvar(0) = 0.13
ignorehitpause = 1

[State 1120]
type = VarSet
trigger1 = fvar(8) = 0
trigger1 = fvar(10) = 0
trigger1 = fvar(14) >= 5
fvar(0) = 0.5
ignorehitpause = 1

[State 1120]
type = VarSet
trigger1 = fvar(10) = 1
trigger1 = fvar(14) >= 5
fvar(0) = 0.7
ignorehitpause = 1

[State 1120]
type = VarSet
trigger1 = fvar(8) = 1
trigger1 = fvar(14) >= 5
fvar(0) = 0.3
ignorehitpause = 1

[State 1120,AT]
type = VarSet
trigger1 = fvar(0) < 0.25
trigger1 = fvar(8) = 0
trigger1 = fvar(14) < 5
fvar(0) = 0.23
ignorehitpause = 1

[State 1120,AT]
type = VarSet
trigger1 = fvar(0) < 0.4
trigger1 = fvar(8) = 1
trigger1 = fvar(10) = 1
trigger1 = fvar(14) < 5
fvar(0) = 0.35
ignorehitpause = 1

[State 1130,AT]
type = VarSet
trigger1 = fvar(0) < 0.4
trigger1 = fvar(9) <= 2
trigger1 = fvar(9) > 3
trigger1 = fvar(14) < 5
fvar(0) = 0.38
ignorehitpause = 1

[State 1130,AT]
type = VarSet
trigger1 = fvar(0) < 0.5
trigger1 = fvar(10) = 1
trigger1 = fvar(14) < 5
fvar(0) = 0.47
ignorehitpause = 1

[State 1120]
type = VarSet
trigger1 = MoveHit
var(3) = 1
ignorehitpause = 1

[State 1120]
type = VarSet
trigger1 = MoveGuarded
var(3) = 2
ignorehitpause = 1

[State 1120]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 1120]
type = ChangeState
trigger1 = AnimTime = 0
value = 1130
ctrl = 0

;------------------------------------------------------------------------------
;強後波動派生
;------------------------------------------------------------------------------
[Statedef 1130]
type    = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1130
sprpriority = 2

[State 1130]
type = VarSet
trigger1 = time = 0
var(3) = 0

[State 1130]
type = Explod
trigger1 = AnimElem = 4
anim = 1005
IgnoreHitPause = 0
Persistent = 0
bindtime = -1
ID = 1005
pos = 24,30
postype = p1
scale = 0.9,0.9
sprpriority = 3
removeongethit = 1

[State 1130]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
getpower  = 0
attr = A, SA
damage = 61, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 1, Hit
pausetime = 10,10
sparkno = -1
sparkxy = 0,0
hitsound =S1,2
guardsound = S0,4
guard.velocity = -2.9
guard.hittime = 22
guard.ctrltime = 22
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -1.2,-6.6
air.type = High
air.velocity = -1.2,-6.6
air.hittime = 25
fall = 1
fall.recovertime = 80

[state 1130]
type = StatetypeSet
trigger1 = animelem = 4
statetype = A
physics = A

[State 1130]
type = Helper
trigger1 = movehit
id = 10005
stateno = 10005
postype = p2
pos = 0,-68
ownpal = 1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999

[State 1130]
type = VelSet
trigger1 = animelem = 1
X = 0
Y = 2

[State 1130]
type = VelSet
trigger1 = animelem = 4
X = 4
Y = -8.5

[State 1130]
type = VelSet
trigger1 = animelem = 10
X = 0.5

[State 1130,AT]
type = VarAdd
trigger1 = MoveHit
fvar(0) = -0.05
ignorehitpause = 1

[State 1130]
type = VarSet
trigger1 = fvar(10) = 0
trigger1 = fvar(8) = 0
trigger1 = fvar(14) >= 5
fvar(0) = 0.5
ignorehitpause = 1

[State 1130]
type = VarSet
trigger1 = fvar(10) = 1
trigger1 = fvar(14) >= 5
fvar(0) = 0.7
ignorehitpause = 1

[State 1130]
type = VarSet
trigger1 = fvar(8) = 1
trigger1 = fvar(14) >= 5
fvar(0) = 0.3
ignorehitpause = 1

[state 1130]
type = VarSet
trigger1 = fvar(8) = 1
trigger1 = fvar(14) < 5
fvar(0) = 0.13
ignorehitpause = 1

[State 1130,AT]
type = VarSet
trigger1 = fvar(0) < 0.25
trigger1 = fvar(8) = 0
trigger1 = fvar(14) < 5
fvar(0) = 0.2
ignorehitpause = 1

[State 1120,AT]
type = VarSet
trigger1 = fvar(0) < 0.4
trigger1 = fvar(8) = 1
trigger1 = fvar(10) = 1
trigger1 = fvar(14) < 5
fvar(0) = 0.35
ignorehitpause = 1

[State 1130,AT]
type = VarSet
trigger1 = fvar(0) < 0.4
trigger1 = fvar(9) <= 2
trigger1 = fvar(9) > 3
trigger1 = fvar(14) < 5
fvar(0) = 0.37
ignorehitpause = 1

[State 1130,AT]
type = VarSet
trigger1 = fvar(0) < 0.5
trigger1 = fvar(10) = 1
trigger1 = fvar(14) < 5
fvar(0) = 0.47
ignorehitpause = 1

[State 1130]
type = VarSet
trigger1 = MoveHit
var(3) = 1
ignorehitpause = 1

[State 1130]
type = VarSet
trigger1 = MoveGuarded
var(3) = 2
ignorehitpause = 1

[State 1130]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 1130]
type = ChangeState
trigger1 = AnimTime = 0
value = 900
ctrl = 0

;===========================================================================
; 下々系
;===========================================================================
;------------------------------------------------------------------------------
; 水月弱
;------------------------------------------------------------------------------
[Statedef 1400]
type    = S
physics = N
juggle  = 1
ctrl = 0
velset = 0,0
anim = 1400
sprpriority = 2
facep2 = 1

[State 1400]
type = AssertSpecial
trigger1 = AnimElemtime(7) >= 0
trigger1 = AnimElemtime(12) <= 0
flag = Noshadow

[State 1400]
type = PlayerPush
trigger1 = Animelemtime(7) >= 0
trigger1 = Animelemtime(12) <= 0
value = 0

[State 1400]
type = PlaySnd
trigger1 = AnimElem = 7
channel = 1
value = S0,1

[State 1400]
type = Explod
trigger1 = AnimElem = 7
anim = 1301
IgnoreHitPause = 0
Persistent = 0
ID = 1301
pos = 30,0
postype = p1
sprpriority = 4
removeongethit = 1

[State 1400]
type = VelSet
trigger1 = animelem = 7
X = 13

[State 1400]
type = VelSet
trigger1 = animelem = 12
X = 9

[State 1400]
type = VelSet
trigger1 = animelem = 13
X = 8

[State 1400]
type = VelSet
trigger1 = animelem = 14
X = 4

[State 1400]
type = VelSet
trigger1 = animelem = 15
X = 0

[state 1400]
type = StatetypeSet
trigger1 = Pos Y < 0
statetype = A
physics = A

[State 1400]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------------------
; 水月中
;------------------------------------------------------------------------------
[Statedef 1410]
type    = S
physics = N
juggle  = 1
ctrl = 0
velset = 0,0
anim = 1410
sprpriority = 2
facep2 = 1

[State 1410]
type = AssertSpecial
trigger1 = AnimElemtime(7) >= 0
flag = Noshadow

[State 1410]
type = PlaySnd
trigger1 = AnimElem = 7
channel = 1
value = S0,1

[State 1410]
type = Explod
trigger1 = AnimElem = 7
anim = 1301
IgnoreHitPause = 0
Persistent = 0
ID = 1301
pos = 30,0
postype = p1
sprpriority = 4
removeongethit = 1

[State 1410]
type = VelSet
trigger1 = animelem = 8
trigger1 = fvar(8) = 1
trigger1 = fvar(10) = 1
Y = -40

[State 1410]
type = VelSet
trigger1 = animelem = 8
trigger1 = fvar(8) = 0
Y = -24

[State 1410]
type = VelSet
trigger1 = animelem = 8
trigger1 = fvar(10) = 0
Y = -24

[State 1410]
type = VelSet
trigger1 = animelem = 9
Y = 0

[State 1410]
type = ChangeState
trigger1 = AnimTime = 0
value = 1415
ctrl = 0

;------------------------------------------------------------------------------
; 水月中落下
;------------------------------------------------------------------------------

[Statedef 1415]
type    = A
physics = A
ctrl = 1
anim = 220

[State 1415]
type = ChangeAnim;(アニメを変える)
trigger1 = Pos Y >= 0;(接地、あるいは地面より深く落ちたら)
trigger1 = Vel Y > 0;(落下中)
value = 52;(着地ステートへ移動)
ctrl = 0

;------------------------------------------------------------------------------
; 水月強
;------------------------------------------------------------------------------
[Statedef 1420]
type    = S
physics = S
juggle  = 1
ctrl = 0
velset = 0,0
anim = 1420
sprpriority = 2
facep2 = 1

[State 1420]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;===========================================================================
; 22キャンセル
;===========================================================================
[Statedef 980]
type    = A
physics = N
ctrl = 0
anim = 980

[State 980]
type = VelSet
trigger1 = 1
Y = 18
X = 0

[State 980]
type = AfterImage
trigger1 = time = 0
time = -1
length = 20
palcolor = 256
palinvertall = 0
palbright = 30,30,30
palcontrast = 120,120,220
palpostbright = 0,0,0
paladd = 10,10,25
palmul = .65,.65,.75
trans = addalpha
alpha = 250, 256

[State 980]
type = AfterImage
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
time = 0

[State 980]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 981
ctrl = 0

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

[Statedef 981]
type    = S
physics = S
ctrl = 0
anim = 981

[State 981]
type = PlaySnd
trigger1 = AnimElem = 1
channel = 1
value = S0,2

[State 981]
type = PosSet
trigger1 = time = 0
y = 0

[State 981]
type = VelSet
trigger1 = time = 0
y = 0

[State 981]
type = ChangeState
trigger1 = Animelemtime(5) = 1
value = 0
ctrl = 1

;===========================================================================
; 落下ディレイ(小)
;===========================================================================
[Statedef 920]
type    = A
physics = N
ctrl = 0
anim = 920

[State 920]
type = veladd
trigger1 = 1
y = Const(movement.yaccel)

[State 920]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 930
ctrl = 0

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

[Statedef 930]
type    = S
physics = S
ctrl = 0
anim = 930

[State 930]
type = PlaySnd
trigger1 = AnimElem = 1
channel = 1
value = S0,2

[State 930]
type = PosSet
trigger1 = time = 0
y = 0

[State 930]
type = VelSet
trigger1 = time = 0
y = 0

[State 930]
type = ChangeState
trigger1 = Animelemtime(6) = 1
value = 0
ctrl = 1

;===========================================================================
; 落下ディレイ(大)
;===========================================================================
[Statedef 900]
type    = A
physics = N
ctrl = 0
anim = 900

[State 900]
type = veladd
trigger1 = 1
y = Const(movement.yaccel)


[State 900]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 910
ctrl = 0

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

[Statedef 910]
type    = S
physics = S
ctrl = 0
anim = 910

[State 910]
type = PlaySnd
trigger1 = AnimElem = 1
channel = 1
value = S0,2

[State 910]
type = PosSet
trigger1 = time = 0
y = 0

[State 910]
type = VelSet
trigger1 = time = 0
y = 0

[State 910]
type = ChangeState
trigger1 = Animelemtime(6) = 3
value = 0
ctrl = 1

;===========================================================================
; 落下ディレイ(EX昇竜)
;===========================================================================
[Statedef 880]
type    = A
physics = N
ctrl = 0
anim = 880

[State 880]
type = veladd
trigger1 = 1
y = Const(movement.yaccel)


[State 880]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 890
ctrl = 0

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

[Statedef 890]
type    = S
physics = S
ctrl = 0
anim = 890

[State 890]
type = PlaySnd
trigger1 = AnimElem = 1
channel = 1
value = S0,2

[State 890]
type = PosSet
trigger1 = time = 0
y = 0

[State 890]
type = VelSet
trigger1 = time = 0
y = 0

[State 890]
type = ChangeState
trigger1 = Animelemtime(6) = 3
value = 0
ctrl = 1

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


