;-----------------------
;立ち・弱
[Statedef 200]
type    = S                      ;キャラクターの状態　　[S-直立 / C-しゃがみ / A-空中 / L-ダウン]
movetype= A                      ;動作の種類　　[I-どちらでもない / A-攻撃 / H-やられ状態]
physics = S                      ;影響される重力＆加速度: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0                     ;キャラクターの移動状況
ctrl = 0                         ;コントロール不能か否か
anim = 200                       ;呼び出すアニメ番号
poweradd = 10                    ;パワーの増加値
hitcountpersist = 1

[State 200 , 1]
type = HitDef
trigger1 = AnimElem = 3          ;２枚目から以下の設定を有効に
attr = S, NA                     ;攻撃の種類, 属性　[S/C/A], [N/S/H][A/T/P] 
damage    = 10                   ;与えるダメージ, ガード時のダメージ 
animtype = Light                 ;攻撃の強さ　[Light/Medium/Hard/Back] 
getpower = 40,20                 ;自分のパワー増分, ガード時のパワー増分 
givepower = 10,5                 ;相手のパワー増分, ガード時のパワー増分 
guardflag = MA                   ;ガード可能な状態の指定　[H/L/A/M(HL)/MA] 
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 7,8                  ;フリーズ時間（自分）,フリーズ時間（相手） 
numhits = 1                      ;Number of hits to count as (Def: 1)
      
hitsound = s100, 1
guardsound = s103, 1
sparkno = -1
sparkxy = 0, -65
guard.sparkno = s1020
ground.type = low               ;地上にいる相手に攻撃が当たった時の相手の動作　[High/Low/Trip/None] 
ground.slidetime = 3             ;相手を後ずさりさせる時間 
ground.hittime  =  10             ;相手をヒット状態に保持する時間 
ground.velocity = -4             ;相手が地上にいる時に攻撃がヒットした場合の相手に与える初速度
airguard.velocity = -1.9, -2         ;相手が空中にいる時にガードされた場合の相手に与える初速度
air.velocity = -1.9,-3           ;相手が空中にいる時に攻撃がヒットした場合の相手に与える初速度
;fall = 1                        ;攻撃命中時、相手が空中復帰させない
;fall.recover = 0                ;リカバリー不能にさせる
guard.hittime = 9
guard.ctrltime = 8

[State 200 , 1]
type = PlaySnd
triggerall = Time = 1
trigger1 = Random <= 499
volume = 150
value = s1, 0

[State 200 , 1]
type = PlaySnd
trigger1 = Time = 1
value = s101, 1

;ヒットスパーク表示位置用変数
[state 205, 1]
Type = VarRandom
Trigger1 = Time = 0
v = 6
Range = -15,25
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;ヒットスパーク1
[State 200, 1]
type = Explod
trigger1 = MoveHit = 1
trigger1 = P2StateType != A
trigger1 = P2MoveType = H
persistent = 0
anim = 1010
pos = 10+var(6),-35+var(6)
postype = p2
sprpriority = 2
bindtime = 1
ignorehitpause = 1
vel = 0,0
accel = 0,0
scale = 0.45,0.45
ownpal = 1
;supermove = 1

;ヒットスパーク2
[State 200, 1]
type = helper
Trigger1 = movehit = 1
trigger1 = P2MoveType = H
helpertype = normal
name = "spark"
ID = 1011
pos = 10+var(6),-35+var(6)
postype = p2
persistent=0
IgnoreHitPause = 1
stateno = 1011
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 2.3
size.yscale = 2.3

[State -1]
Type = turn
Trigger1 = p2dist X < 0
Persistent = 0

[State 200 , 7]
type = ChangeState              ;アニメの終了確認後、通常状態 0 へ戻す。その際に入力待機状態へ
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;-----------------------
;立ち・中
[Statedef 201]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 201
poweradd = 20
ignorehitpause = 1
hitcountpersist = 1

[State 211 , 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage    = 20,2
animtype = Medium
getpower = 30,15
givepower = 12,8
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 7,8
numhits = 1
sparkno = -1
sparkxy = 0,-100
hitsound = s100,2
guardsound = s103,1
ground.type = High
ground.slidetime = 4
ground.hittime  =  12
ground.velocity = -5
guard.sparkno = s1020
airguard.velocity = -1.9, -2
air.velocity = -1.9,-3

[state -1]
type = varset
trigger1 = prevstateno != 401 
var(5) = 0

[state -1]
type = varset
trigger1 = prevstateno = 401 
var(5) = 1

[State 211 , 1]
type = PlaySnd
triggerall = Time = 1
trigger1 = Random <= 499
volume = 150
value = s1, 0

[State 211 , 1]
type = PlaySnd
trigger1 = Time = 6
value = s101, 2

;ヒットスパーク表示位置用変数
[state 211, 1]
Type = VarRandom
Trigger1 = Time = 0
v = 6
Range = -15,25
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;ヒットスパーク1
[State 211,1]
type = Explod
trigger1 = MoveHit = 1
trigger1 = P2StateType != A
trigger1 = P2MoveType = H
persistent = 0
anim = 1010
pos = -5+var(6),-65+var(6)
postype = p2
sprpriority = 2
bindtime = 1
ignorehitpause = 1
vel = 0,0
accel = 0,0
scale = 0.45,0.45
ownpal = 1
;supermove = 1

;ヒットスパーク2
[State 200, 1]
type = helper
Trigger1 = movehit = 1
trigger1 = P2MoveType = H
helpertype = normal
name = "spark"
ID = 1011
pos = -5+var(6),-65+var(6)
postype = p2
persistent=0
IgnoreHitPause = 1
stateno = 1011
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 3
size.yscale = 3

[State 221, 4]
type = Explod
trigger1 = MoveHit = 1
trigger1 = P2StateType = A
trigger1 = P2MoveType = H
persistent = 0
anim = 7020
pos = 40,-38
postype = p1
sprpriority = 2
bindtime = 1
ignorehitpause = 1
vel = 0,0
accel = 0,0
scale = 1,1
ownpal = 1

[State -1]
Type = turn
Trigger1 = p2dist X < 0
Persistent = 0

[State 211 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;-----------------------
立ち中２	
[Statedef 202]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 202
poweradd = 15
hitcountpersist = 1

[State 202 , 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage    = 15,1
animtype = Medium
getpower = 30,15
givepower = 12,8
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 7,8
numhits = 1
sparkno = -1
sparkxy = 0,-100
hitsound = s100,2
guardsound = s103,1
ground.type = High
ground.slidetime = 8
ground.hittime  = 13
ground.velocity = -6
guard.sparkno = s1020
airguard.velocity = -3, -3
air.velocity = -3,-4
guard.hittime = 11
guard.ctrltime = 10

[State 202 , 1]
type = veladd
trigger1 = animelem >= 1
trigger1 = animelemtime(4) <= 0
x = 9

[State 202 , 1]
type = PlaySnd
triggerall = Time = 8
trigger1 = Random <= 499
volume = 150
value = s1, 1

[State 202 , 1]
type = PlaySnd
trigger1 = Time = 6
value = s101, 2

;ヒットスパーク表示位置用変数
[state 202, 1]
Type = VarRandom
Trigger1 = Time = 0
v = 6
Range = -15,25
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;ヒットスパーク1
[State 202, 1]
type = Explod
trigger1 = MoveHit = 1
trigger1 = P2StateType != A
trigger1 = P2MoveType = H
persistent = 0
anim = 1010
pos = -5+var(6),-60+var(6)
postype = p2
sprpriority = 2
bindtime = 1
ignorehitpause = 1
vel = 0,0
accel = 0,0
scale = 0.45,0.45
ownpal = 1
;supermove = 1

;ヒットスパーク2
[State 200, 1]
type = helper
Trigger1 = movehit = 1
trigger1 = P2MoveType = H
helpertype = normal
name = "spark"
ID = 1011
pos = -5+var(6),-60+var(6)
postype = p2
persistent=0
IgnoreHitPause = 1
stateno = 1011
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 3
size.yscale = 3

[State 202 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------
;立ち強
[Statedef 203]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 203
poweradd = 30
hitcountpersist = 1

[State 203, 1] ;飛び道具の発射
type = Projectile                ;Projectileを呼び出します
trigger1 = AnimElem = 6
projID = 1000                    ;IDの指定。条件に使うらしい
projanim = 1000                  ;アニメの指定
projhitanim = 1000               ;ヒット時
projremanim = 1001               ;消滅時アニメ
projcancelanim = 1001            ;相殺時アニメ
projscale = 0.45,0.45             ;アニメ縮尺
projremove = 1                   ;消滅するかどうか
projremovetime = 5               ;射程時間
velocity = 20, 0                 ;初速度
remvelocity = 0, 0               ;消滅時速度
accel = 0, 0                     ;加速度
velmul = 1, 1                    ;速度係数（倍数加速？）
projhits = 1                     ;ヒット数
projmisstime = 0                 ;複数ヒットの場合、何フレごとにヒットするか。0で一瞬で全部当たる
                                 ;（↑）省略非推奨。でもpausetimeでやるのがいいかもらしい。
projpriority = 2                 ;優先度
projsprpriority = 3              ;スプライト表示優先度
projedgebound = 20               ;画面外にどのくらい出たら消滅するか
projstagebound = 20              ;ステージ外に(ry
projheightbound = -240, 1        ;上空射程、地上射程
offset = -5, -80                 ;発射位置
postype = p1                     ;発射基準位置
;projshadow = 0, 0, 0            ;影の色
supermovetime = 0                ;superpause中に動ける時間
pausemovetime = 0                ;pause中に動ける時間

attr = S, NP
damage    = 50,4
animtype = hard
getpower = 60,30
givepower =25,10
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 7,8
numhits = 1
sparkno = -1
sparkxy = 40, -30
hitsound = s100,3
guardsound = s103,1
ground.type = High
ground.slidetime = 10
ground.hittime  =  18
ground.velocity = -6
guard.sparkno = s1020
airguard.velocity = -5, -2
air.velocity = -5,-3
guard.hittime = 13
guard.ctrltime = 13

[State 211 , 1]
type = PlaySnd
trigger1 = Time = 6
volume = 150
value = s1, 2

[State 211 , 1]
type = PlaySnd
trigger1 = Time = 22
value = s100, 0

;ヒットスパーク表示位置用変数
[state 203, 1]
Type = VarRandom
Trigger1 = Time = 0
v = 6
Range = -15,25
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;ヒットスパーク1
[State 203, 1]
type = Explod
trigger1 = ProjHitTime(1000) = 1
trigger1 = P2StateType != A
trigger1 = P2MoveType = H
persistent = 0
anim = 1010
pos = var(6),-70+var(6)
postype = p2
sprpriority = 2
bindtime = 1
ignorehitpause = 1
vel = 0,0
accel = 0,0
scale = 0.45,0.45
ownpal = 1
;supermove = 1

;ヒットスパーク2
[State 200, 1]
type = helper
Trigger1 = ProjHitTime(1000) = 1
trigger1 = P2MoveType = H
helpertype = normal
name = "spark"
ID = 1011
pos = var(6),-70+var(6)
postype = p2
persistent=0
IgnoreHitPause = 1
stateno = 1011
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 4
size.yscale = 3.5

[State -1]
Type = turn
Trigger1 = p2dist X < 0
Persistent = 0

[State 203 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;-----------------------
;しゃがみ弱
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 1
velset = 0,0
ctrl = 0
anim = 400
poweradd = 10
hitcountpersist = 1

[State 410 , 1]
type = HitDef
trigger1 = AnimElem = 4
attr = C, NA
damage    = 12
animtype = Light
getpower = 40,20
givepower = 10,5
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 7,8
numhits = 1
sparkno = -1
sparkxy = 10,-50
hitsound = s100,1
guardsound = s103,1
ground.type = Low
ground.slidetime = 3
ground.hittime  =  10
ground.velocity = -4
guard.sparkno = s1020
airguard.velocity = -1.9, -2
air.velocity = -1.9,-3
guard.hittime = 9
guard.ctrltime = 8

[State 220 , 1]
type = PlaySnd
triggerall = Time = 1
trigger1 = Random<= 499
volume = 150
value = s1, 0

[State 220 , 1]
type = PlaySnd
trigger1 = Time = 1
value = s101, 1

;ヒットスパーク表示位置用変数
[state 410, 1]
Type = VarRandom
Trigger1 = Time = 0
v = 6
Range = -15,5
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;ヒットスパーク1
[State 410, 1]
type = Explod
trigger1 = MoveHit = 1
trigger1 = P2StateType != A
trigger1 = P2MoveType = H
persistent = 0
anim = 1010
pos = var(6),-5+var(6)
postype = p2
sprpriority = 2
bindtime = 1
ignorehitpause = 1
vel = 0,0
accel = 0,0
scale = 0.45,0.45
ownpal = 1
;supermove = 1

;ヒットスパーク2
[State 200, 1]
type = helper
Trigger1 = movehit = 1
trigger1 = P2MoveType = H
helpertype = normal
name = "spark"
ID = 1011
pos = var(6),-5+var(6)
postype = p2
persistent=0
IgnoreHitPause = 1
stateno = 1011
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 2.3
size.yscale = 2.3

[State -1]
Type = turn
Trigger1 = p2dist X < 0
Persistent = 0

[State 410 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;-----------------------
;しゃがみ中
[Statedef 401]
type    = C
movetype= A
physics = C
juggle  = 1
velset = 0,0
ctrl = 0
anim = 401
poweradd = 20
hitcountpersist = 1

[State 411 , 1]
type = HitDef
trigger1 = AnimElem = 4
attr = C, NA
damage    = 30,1
animtype = Medium
getpower = 50,25
givepower = 20,8
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 7,8
numhits = 1
sparkno = -1
sparkxy = 10,-50
hitsound = s100,2
guardsound = s103,1
ground.type = Low
ground.slidetime = 9
ground.hittime  =  14
ground.velocity = -6
guard.sparkno = s1020
airguard.velocity = -3, -3
air.velocity = -4,-3
guard.hittime = 14
guard.ctrltime = 14

[state -1]
type = varset
trigger1 = prevstateno != 202 
var(5) = 0

[state -1]
type = varset
trigger1 = prevstateno = 202 
var(5) = 1

[State 221 , 1]
type = PlaySnd
triggerall = Time = 1
trigger1 = Random<= 499
volume = 150
value = s1, 1

[State 221 , 1]
type = PlaySnd
trigger1 = Time = 1
value = s101, 2

;ヒットスパーク表示位置用変数
[state 411, 1]
Type = VarRandom
Trigger1 = Time = 0
v = 6
Range = -15,15
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;ヒットスパーク1
[State 411, 1]
type = Explod
trigger1 = MoveHit = 1
trigger1 = P2StateType != A
trigger1 = P2MoveType = H
persistent = 0
anim = 1010
pos = -5+var(6),-35+var(6)
postype = p2
sprpriority = 2
bindtime = 1
ignorehitpause = 1
vel = 0,0
accel = 0,0
scale = 0.45,0.45
ownpal = 1
;supermove = 1

;ヒットスパーク2
[State 200, 1]
type = helper
Trigger1 = movehit = 1
trigger1 = P2MoveType = H
helpertype = normal
name = "spark"
ID = 1011
pos = -5+var(6),-35+var(6)
postype = p2
persistent=0
IgnoreHitPause = 1
stateno = 1011
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 3
size.yscale = 3

[State 411, 4]
type = Velset
trigger1 = time = 0
x = 6

[State 411, 4]
type = Velset
trigger1 = time = 11
x = 0

[State -1]
Type = turn
Trigger1 = p2dist X < 0
Persistent = 0

[State 411 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;-----------------------
しゃがみ強
[Statedef 403]
type    = C
movetype= A
physics = C
juggle  = 1
velset = 0,0
ctrl = 0
anim = 403
poweradd = 30
hitcountpersist = 1

[State 221 , 1]
type = PlaySnd
trigger1 = Time = 4
volume = 150
value = s1, 2

[State 403, 1] ;飛び道具の発射
type = helper
trigger1 = AnimElem = 5
helpertype = normal
name = "crouch"
ID = 404
pos = 20, -50
postype = p1
facing = 1
stateno = 404
ownpal = 1
size.xscale = 0.45
size.yscale = 0.45

[State -1]
Type = turn
Trigger1 = p2dist X < 0
Persistent = 0

[State 403 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


;-----------------------
;空弱
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 600
poweradd = 10
hitcountpersist = 1

[State 600 , 1]
type = PlaySnd
triggerall = Time = 1
trigger1 = Random <= 499
volume = 150
value = s1, 0

[State 600 , 1]
type = PlaySnd
trigger1 = Time = 1
value = s101, 1

[State 600 , 1]
type = HitDef
trigger1 = AnimElem = 4
attr = A, NA
damage    = 12
animtype = Light
getpower = 40,20
givepower = 10,5
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 7,8
numhits = 1
sparkno = -1
sparkxy = 0,-58
hitsound = s100,1
guardsound = s103,1
ground.type = High
ground.slidetime = 3
ground.hittime  =  10
ground.velocity = -3
air.velocity = -2.3, -2.5
guard.sparkno = s1020
airguard.velocity = -2.3, -2
guard.hittime = 6
guard.ctrltime = 6

;ヒットスパーク表示位置用変数
[state 600, 1]
Type = VarRandom
Trigger1 = Time = 0
v = 6
Range = -15,25
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;ヒットスパーク1
[State 600, 1]
type = Explod
trigger1 = MoveHit = 1
trigger1 = P2StateType != A
trigger1 = P2MoveType = H
persistent = 0
anim = 1010
pos = 35+var(6),-30+var(6)
postype = p1
sprpriority = 2
bindtime = 1
ignorehitpause = 1
vel = 0,0
accel = 0,0
scale = 0.45,0.45
ownpal = 1
;supermove = 1

;ヒットスパーク2
[State 200, 1]
type = helper
Trigger1 = movehit = 1
trigger1 = P2MoveType = H
helpertype = normal
name = "spark"
ID = 1011
pos = 35+var(6),-30+var(6)
postype = p1
persistent=0
IgnoreHitPause = 1
stateno = 1011
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 2.3
size.yscale = 2.3

[State 600 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;-----------------------
;空中
[Statedef 601]
type    = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 601
poweradd = 20
hitcountpersist = 1

[State 601 , 1]
type = PlaySnd
triggerall = Time = 1
trigger1 = Random <= 499
volume = 150
value = s1, 3

[State 601 , 1]
type = PlaySnd
trigger1 = Time = 1
value = s101, 2

[State 601 , 1]
type = HitDef
trigger1 = AnimElem = 5
attr = A, NA
damage    = 35,3
animtype = Light
getpower = 50,25
givepower = 20,8
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 7,8
numhits = 1
sparkno = -1
sparkxy = 0,-58
hitsound = s100,3
guardsound = s103,1
ground.type = High
ground.slidetime = 8
ground.hittime  =  12
ground.velocity = -3
air.velocity = -2.3, -2.5
guard.sparkno = s1020
airguard.velocity = -2.3, -2
guard.hittime = 8
guard.ctrltime = 8

;ヒットスパーク表示位置用変数
[state 600, 1]
Type = VarRandom
Trigger1 = Time = 0
v = 6
Range = -15,25
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;ヒットスパーク1
[State 601, 1]
type = Explod
trigger1 = MoveHit = 1
trigger1 = P2StateType != A
trigger1 = P2MoveType = H
persistent = 0
anim = 1010
pos = 30+var(6),-35+var(6)
postype = p1
sprpriority = 2
bindtime = 1
ignorehitpause = 1
vel = 0,0
accel = 0,0
scale = 0.45,0.45
ownpal = 1
;supermove = 1

;ヒットスパーク2
[State 200, 1]
type = helper
Trigger1 = movehit = 1
trigger1 = P2MoveType = H
helpertype = normal
name = "spark"
ID = 1011
pos = 30+var(6),-35+var(6)
postype = p1
persistent=0
IgnoreHitPause = 1
stateno = 1011
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 3
size.yscale = 3

[State 601 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;-----------------------
;空強
[Statedef 602]
type    = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 602
poweradd = 30
hitcountpersist = 1

[State 602 , 1]
type = PlaySnd
triggerall = Time = 1
trigger1 = Random <= 499
volume = 150
value = s1, 0

[State 602, 1] 
type = helper
trigger1 = AnimElem = 7
helpertype = normal
name = "air"
ID = 2005
pos = 20, -60
postype = p1
facing = 1
stateno = 2005
ownpal = 1
size.xscale = 0.45
size.yscale = 0.45

[State 602 , 1]
type = velset
trigger1 = animelemtime(7) = 0
x = -4
y = -6.5

[State 602 , 1]
type = veladd
trigger1 = animelemtime(8) > 0
y = .05

[State 602 , 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1


;-----------------------
;特殊技	
[Statedef 820]
type    = A
movetype= A
physics = N
juggle  = 1
ctrl = 0
anim = 820
velset = 0, 0
hitcountpersist = 1

[State 820 , 1]
type = HitDef
trigger1 = AnimElemtime(9) = 0
attr = A, NA
damage    = 45,3
animtype = hard
getpower = 30,15
givepower = 12,8
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 6,8
numhits = 1
sparkno = -1
sparkxy = 0,-100
hitsound = s100,3
guardsound = s103,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -6
guard.sparkno = s1020
airguard.velocity = -3, -3
air.velocity = -3,-4
guard.hittime = 8
guard.ctrltime = 8
id = 820

[State 820 , 1]
type = velset
trigger1 = animelemtime(4) = 0
x = 6
y = -7.2

[State 820 , 1]
type = veladd
trigger1 = animelemtime(4) >= 1
y = .72

[State 202 , 1]
type = PlaySnd
triggerall = Time = 8
trigger1 = Random <= 499
volume = 150
value = s1, 3

[State 820 , 1]
type = afterimage
trigger1 = time = 0
length = 10
palcolor = 256
palinvertall = 0
;palbright = 30,30,30
palcontrast = 220,150,220
palmul = .70,.40,.70
timegap = 1
framegap = 3
trans = add

[State 820 , 1]
type = afterimagetime
trigger1 = time = 0
time = 30

[State 202 , 1]
type = PlaySnd
trigger1 = animelemTime(10) = 0
value = s101, 2

;ヒットスパーク表示位置用変数
[state 202, 1]
Type = VarRandom
Trigger1 = Time = 0
v = 6
Range = -15,25
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;ヒットスパーク1
[State 202, 1]
type = Explod
trigger1 = MoveHit = 1
trigger1 = P2StateType != A
trigger1 = P2MoveType = H
persistent = 0
anim = 1010
pos = -5+var(6),-60+var(6)
postype = p2
sprpriority = 2
bindtime = 1
ignorehitpause = 1
vel = 0,0
accel = 0,0
scale = 0.45,0.45
ownpal = 1
;supermove = 1

;ヒットスパーク2
[State 200, 1]
type = helper
Trigger1 = movehit = 1
trigger1 = P2MoveType = H
helpertype = normal
name = "spark"
ID = 1011
pos = -5+var(6),-60+var(6)
postype = p2
persistent=0
IgnoreHitPause = 1
stateno = 1011
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 4
size.yscale = 3

[State -1]
Type = turn
Trigger1 = p2dist X < 0
Persistent = 0

[State 202 , 7]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -10
trigger1 = time >= 10
value = 821

;-----------------------
;特殊技着地	
[Statedef 821]
type    = S
physics = S
ctrl = 0
anim = 821
hitcountpersist = 1

[State 820 , 1]
type = afterimage
trigger1 = time = 0
trigger1 = prevstateno = 820
length = 10
palcolor = 256
palinvertall = 0
;palbright = 30,30,30
palcontrast = 150,50,150
palmul = .50,.20,.7
timegap = 1
framegap = 3
trans = add1

[State 820 , 1]
type = afterimagetime
trigger1 = time = 0
trigger1 = prevstateno = 820
time = 10

[State 52, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 52, 3]
type = null;CtrlSet
trigger1 = Time = 7
value = 1

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------
;特殊技キャンセル版	
[Statedef 822]
type    = A
movetype= A
physics = N
juggle  = 1
ctrl = 0
anim = 822
velset = 0, 0
hitcountpersist = 1

[State 820 , 1]
type = HitDef
trigger1 = AnimElemtime(6) = 0
attr = A, NA
damage    = 40,2
animtype = hard
getpower = 30,15
givepower = 12,8
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4,8
numhits = 1
sparkno = -1
sparkxy = 0,-100
hitsound = s100,3
guardsound = s103,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -6
guard.sparkno = s1020
airguard.velocity = -3, -3
air.velocity = -3,-4
guard.hittime = 8
guard.ctrltime = 8
id = 822

[State 820 , 1]
type = velset
trigger1 = animelemtime(4) = 0
x = 4.5
y = -6.5

[State 820 , 1]
type = veladd
trigger1 = animelemtime(4) >= 1
y = .8

[State 202 , 1]
type = PlaySnd
triggerall = Time = 3
trigger1 = Random <= 499
volume = 150
value = s1, 3

[State 820 , 1]
type = null;afterimage
trigger1 = time = 0
length = 10
palcolor = 256
palinvertall = 0
;palbright = 30,30,30
palcontrast = 220,150,220
palmul = .70,.40,.70
timegap = 1
framegap = 3
trans = add

[State 820 , 1]
type = null;afterimagetime
trigger1 = time = 0
time = 30

[State 202 , 1]
type = PlaySnd
trigger1 = animelemTime(7) = 0
value = s101, 2

;ヒットスパーク表示位置用変数
[state 202, 1]
Type = VarRandom
Trigger1 = Time = 0
v = 6
Range = -15,25
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;ヒットスパーク1
[State 202, 1]
type = Explod
trigger1 = MoveHit = 1
trigger1 = P2StateType != A
trigger1 = P2MoveType = H
persistent = 0
anim = 1010
pos = -5+var(6),-60+var(6)
postype = p2
sprpriority = 2
bindtime = 1
ignorehitpause = 1
vel = 0,0
accel = 0,0
scale = 0.45,0.45
ownpal = 1
;supermove = 1

;ヒットスパーク2
[State 200, 1]
type = helper
Trigger1 = movehit = 1
trigger1 = P2MoveType = H
helpertype = normal
name = "spark"
ID = 1011
pos = -5+var(6),-60+var(6)
postype = p2
persistent=0
IgnoreHitPause = 1
stateno = 1011
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 4
size.yscale = 3

[State -1]
Type = turn
Trigger1 = p2dist X < 0
Persistent = 0

[State 202 , 7]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -10
trigger1 = time >= 10
value = 821

;-|　　必殺技　　|--------------------------------------------------------------

;投げ成否判定
[Statedef 800] 
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 800
persistent = 0

[State 800, 1]
type = HitDef
trigger1 = time = 0
attr = S, NT
getpower = 80,20
givepower = 80,20
hitflag = M-
priority = 3, Miss
numhits = 0
hitsound = s102,0
guardsound = s103,1
sparkno = -1
sparkxy = -10,-45
p1facing = ifelse(command="holdfwd",1,ifelse(command="holdback",-1,1))
p2facing = 1
p1stateno = 801
p2stateno = 802
fall = 1

[State -1]
Type = turn
Trigger1 = p2dist X < 0
Persistent = 0

[State 800, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------
;投げ成功自分
[Statedef 801]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 810
poweradd = 20
persistent = 0

[state 801, 1]
type = TargetBind
trigger1 = time = 0
pos = 15,0

[State 801, 1]
type = velset 
trigger1 = AnimElemTime(6) = 0
x = -2.5
y = -6

[State 801, 1]
type = posadd 
trigger1 = AnimElemTime(6) = 0
x = 5
y = -30

[State 801, 1]
type = velAdd 
trigger1 = AnimElemTime(7) = 0 || AnimElemTime(8) = 0 || AnimElemTime(9) = 0 || AnimElemTime(10) = 0 || AnimElemTime(11) = 0
y = 3

[state 801, 1]
type = playsnd
trigger1 = AnimElemTime(6) = 0
volume = 150
value = s100, 2

;ヒットスパーク表示位置用変数
[state 600, 1]
Type = VarRandom
Trigger1 = Time = 0
v = 6
Range = -15,25
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;ヒットスパーク1
[State 205, 1]
type = Explod
trigger1 = AnimElemTime(6) = 0
persistent = 0
anim = 1010
pos = 25+var(6),-45+var(6)
postype = p1
sprpriority = 2
bindtime = 1
ignorehitpause = 1
vel = 0,0
accel = 0,0
scale = 0.45,0.45
ownpal = 1
;supermove = 1

;ヒットスパーク2
[State 200, 1]
type = helper
Trigger1 = AnimElemTime(6) = 0
helpertype = normal
name = "spark"
ID = 1011
pos = 25+var(6),-45+var(6)
postype = p1
persistent=0
IgnoreHitPause = 1
stateno = 1011
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 3
size.yscale = 3

[State 800, 2]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = pos Y >= 0
value = 106


;-----------------------
;投げ成功相手
[Statedef 802]
type    = S
movetype= H
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 5000

[State 802, 2]
type = changeanim2
trigger1 = time = 0
value = 802

[state 802, 1]
type = lifeadd
trigger1 = animelemtime(2) = 0
value = -50
absolute = 0 ;1で防御無視

[State 802, 2]
type = velset
trigger1 = animelemtime(2) = 0
x = -3.5
y = -4

[State 802, 2]
type = veladd
trigger1 = animelemtime(2) >= 0
y = .4

[State 802, 3]
type = selfstate
trigger1 = vel y >0
trigger1 = pos y >= 25
value = 5100


;-----------------------
;ステップ射撃
[Statedef 205]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 205
poweradd = 20
hitcountpersist = 1

[State 205 , 1]
type = PosAdd
trigger1 = time = 0
x = 34

[State 205, 1]
type = Velset
trigger1 = time = 0
x = -2

[State 205, 1]
type = Velset
trigger1 = time = 10
x = 0

[State 205, 1]
type = VarRandom
trigger1 = time = 0
v = 4
range = 0,5

[State 211 , 1]
type = PlaySnd
trigger1 = Time = 1
trigger1 = var(4) = 1
volume = 150
value = s1, 0

[State 211 , 1]
type = PlaySnd
trigger1 = Time = 1
trigger1 = var(4) = 2
volume = 150
value = s1, 2

[State 211 , 1]
type = PlaySnd
trigger1 = Time = 1
trigger1 = var(4) = 3
volume = 150
value = s1, 3

[State 211 , 1]
type = PlaySnd
trigger1 = AnimElemtime(1) = 2
value = s100, 0

[state 211, 1]
type = helper
trigger1 = time = 2
helpertype = normal
name = "stepshot"
ID = 2000
pos = -15, -80
postype = p1
facing = 1
stateno = 2000
ownpal = 1
size.xscale = 0.45
size.yscale = 0.45

[State 205 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;-----------------------
;弱トライデント
[statedef 207]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 207
poweradd = 15
IgnoreHitPause = 1
hitcountpersist = 1

[State 211 , 1];1,2発目
type = HitDef
trigger1 = AnimElem = 4 || animelem = 12
attr = S, NA
damage    = 20,1
animtype = up
getpower = 30,15
givepower = 12,8
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4,8
numhits = 1
sparkno = -1
sparkxy = 0,-100
hitsound = s100,2
guardsound = s103,1
ground.type = High
ground.slidetime = 8
ground.hittime  =  12
ground.velocity = -.8, -5.7
air.velocity = -.8, -4.7
fall = 1
guard.sparkno = s1020
fall.recover = 0
guard.hittime = 17
guard.ctrltime = 17

[State 211 , 1];3発目
type = HitDef
trigger1 = animelem = 24
attr = S, NA
damage    = 30,2
animtype = up
getpower = 30,15
givepower = 12,8
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4,8
numhits = 1
sparkno = -1
sparkxy = 0,-100
hitsound = s100,2
guardsound = s103,1
ground.type = High
ground.slidetime = 15
ground.hittime  =  12
ground.velocity = -5, -2
air.velocity = -5, -2
fall = 1
guard.sparkno = s1020
fall.recovertime = 15
guard.hittime = 22
guard.ctrltime = 22

[State 207, 1] 
type = explod
trigger1 = AnimElem = 2 || animelem = 11
ID = 1025
anim = 1025
pos = -40, -80
postype = p1
facing = 1
scale = .6, .5
ontop = 1
ownpal = 1
removeongethit = 1
bindtime = 20

[State 207, 1] 
type = helper
trigger1 = AnimElem = 22
name = "trident"
ID = 1026
stateno = 1026
pos = 20, -50
postype = p1
facing = 1
size.xscale = .65
size.yscale = .45
ownpal = 1
removeongethit = 1

[state 207, 1]
type = VarRandom
trigger1 = time = 0
v = 4
range = 0,99

[State 207, 1]
type = Velset
trigger1 = AnimElem >= 3 || AnimElem >= 11 ||  AnimElem >= 22
x = 3.8

[State 207, 1]
type = Velset
trigger1 = AnimElem >= 5 || AnimElem >= 13 ||  AnimElem >= 25
x = 0

[State 211 , 1]
type = PlaySnd
trigger1 = Time = 1
trigger1 = var(4) >= 10
value = s3, 0
volume = 150
channel = 2

[State 211 , 1]
type = PlaySnd
trigger1 = Time = 1
trigger1 = var(4) < 10
value = s3, 1
volume = 150
channel = 2

;ヒットスパーク表示位置用変数
[state 600, 1]
Type = VarRandom
Trigger1 = animelem = 1 || AnimElem = 11 ||  AnimElem = 22
v = 6
Range = -15,25
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;ヒットスパーク1
[State 211, 1]
type = Explod
trigger1 = time > 0
trigger1 = MoveHit = 1
trigger1 = P2MoveType = H
anim = 1010
pos = 65+var(6),-70+var(6)
postype = p1
sprpriority = 2
bindtime = 1
ignorehitpause = 1
vel = 0,0
accel = 0,0
scale = 0.45,0.45
ownpal = 1
;supermove = 1

;ヒットスパーク2
[State 211, 1]
type = helper
trigger1 = time > 0
trigger1 = movehit =1
trigger1 = P2MoveType = H
helpertype = normal
name = "spark"
ID = 1011
pos = 65+var(6),-70+var(6)
postype = p1
facing = 1
stateno = 1011
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 4
size.yscale = 3

[State -1]
Type = turn
Trigger1 = p2dist X < 0
Persistent = 0

[State 207 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;-----------------------
;強トライデント
[statedef 211]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 211
poweradd = 15
IgnoreHitPause = 1
hitcountpersist = 1

[State 211 , 1];1,2発目
type = HitDef
trigger1 = AnimElem = 4 || animelem = 12
attr = S, NA
damage    = 30,2
animtype = up
getpower = 30,15
givepower = 12,8
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4,8
numhits = 1
sparkno = -1
sparkxy = 0,-100
hitsound = s100,3
guardsound = s103,1
ground.type = High
ground.slidetime = 15
ground.hittime  =  12
ground.velocity = -.8, -5.7
air.velocity = -.8, -5.2
guard.sparkno = s1020
fall = 1
fall.recover = 0
guard.hittime = 18
guard.ctrltime = 18

[State 211 , 1];3発目
type = HitDef
trigger1 = animelem = 24
attr = S, NA
damage    = 40,3
animtype = up
getpower = 30,15
givepower = 12,8
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4,8
numhits = 1
sparkno = -1
sparkxy = 0,-100
hitsound = s100,3
guardsound = s103,1
ground.type = High
ground.slidetime = 15
ground.hittime  =  12
ground.velocity = -7.5, -2
air.velocity = -7.5, -2
guard.sparkno = s1020
fall = 1
fall.recover = 0
guard.hittime = 22
guard.ctrltime = 22

[State 211, 1] 
type = explod
trigger1 = AnimElem = 2 || animelem = 11
ID = 1025
anim = 1025
pos = -40, -80
postype = p1
facing = 1
scale = .6, .5
ontop = 1
ownpal = 1
removeongethit = 1
bindtime = 20

[State 211, 1] 
type = helper
trigger1 = AnimElem = 22
name = "trident"
ID = 1026
stateno = 1026
pos = 20, -50
postype = p1
facing = 1
size.xscale = .65
size.yscale = .45
ownpal = 1
removeongethit = 1

[state 211, 1]
type = VarRandom
trigger1 = time = 0
v = 4
range = 0,99

[State 211, 1]
type = Velset
trigger1 = AnimElem >= 3 || AnimElem >= 11 ||  AnimElem >= 22
x = 6

[State 211, 1]
type = Velset
trigger1 = AnimElem >= 5 || AnimElem >= 13 ||  AnimElem >= 25
x = 0

[State 211 , 1]
type = PlaySnd
trigger1 = Time = 1
trigger1 = var(4) >= 10
value = s3, 2
volume = 150
channel = 3

[State 211 , 1]
type = PlaySnd
trigger1 = Time = 1
trigger1 = var(4) < 10
value = s3, 3
volume = 200
channel = 3

[State 211 , 1]
type = stopsnd
trigger1 = stateno != 211
channel = 3

;ヒットスパーク表示位置用変数
[state 600, 1]
Type = VarRandom
Trigger1 = animelem = 1 || AnimElem = 11 ||  AnimElem = 22
v = 6
Range = -15,25
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;ヒットスパーク1
[State 211, 1]
type = Explod
trigger1 = time > 0
trigger1 = MoveHit = 1
trigger1 = P2MoveType = H
anim = 1010
pos = 65+var(6),-70+var(6)
postype = p1
sprpriority = 2
bindtime = 1
ignorehitpause = 1
vel = 0,0
accel = 0,0
scale = 0.45,0.45
ownpal = 1
;supermove = 1

;ヒットスパーク2
[State 211, 1]
type = helper
trigger1 = time > 0
trigger1 = movehit =1
trigger1 = P2MoveType = H
helpertype = normal
name = "spark"
ID = 1011
pos = 65+var(6),-70+var(6)
postype = p1
facing = 1
stateno = 1011
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 4
size.yscale = 3

[State -1]
Type = turn
Trigger1 = p2dist X < 0
Persistent = 0

[State 211 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;-----------------------
;パルスエミッション
[Statedef 208]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 208
poweradd = 30
hitcountpersist = 1

[State 208, 1] 
type = helper
trigger1 = AnimElem = 6 || AnimElem = 11 ||  AnimElem = 16 ||  AnimElem = 21
helpertype = normal
name = "pulse"
ID = 2010
pos = 10, -80
postype = p1
facing = 1
stateno = 2010
ownpal = 1
;size.xscale = 0.45
;size.yscale = 0.45

[state 207, 1]
type = VarRandom
trigger1 = time = 0
v = 4
range = 0,99

[State 211 , 1]
type = PlaySnd
trigger1 = Time = 1
trigger1 = var(4) >= 10
value = s2, 0
volume = 150
channel = 0

[State 211 , 1]
type = PlaySnd
trigger1 = Time = 1
trigger1 = var(4) < 10
value = s2, 1
volume = 150
channel = 0

[State 211 , 1]
type = PlaySnd
trigger1 = AnimElem = 6 || AnimElem = 11 ||  AnimElem = 16 ||  AnimElem = 21
value = s100, 0

[State -1]
Type = turn
Trigger1 = p2dist X < 0
Persistent = 0

[State 208, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;-----------------------
;エイミングデバイス
[Statedef 206]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 206
poweradd = 30
hitcountpersist = 1

[State 206, 1] 
type = helper
trigger1 = AnimElem = 6
helpertype = normal
name = "aiming"
ID = 2020
pos = 12, -47
postype = p1
facing = 1
stateno = 2020
ownpal = 1
size.xscale = 1
;size.yscale = 0.45

[state 207, 1]
type = VarRandom
trigger1 = time = 0
v = 4
range = 0,99

[State 211 , 1]
type = PlaySnd
trigger1 = Time = 1
trigger1 = var(4) >= 10
value = s4, 0
volume = 150
channel = 0

[State 211 , 1]
type = PlaySnd
trigger1 = Time = 1
trigger1 = var(4) < 10
value = s4, 1
volume = 150
channel = 0

[State -1]
Type = turn
Trigger1 = p2dist X < 0
Persistent = 0

[State 208, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;-----------------------
;クレッセントローカス弱
[Statedef 209]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 209
poweradd = 30
hitcountpersist = 1

[state 1015, 1]
type = HitDef
trigger1 = (time%10) = 0
attr = S, SA
damage = 20,1
animtype = back
getpower = 60,10
givepower = 20,10
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0,10
numhits = 1
hitsound = s100,2
guardsound = s103,1
sparkno = -1
sparkxy = 0 ,-90
ground.type = High
ground.slidetime = 8
ground.hittime = 15
ground.velocity = -2, -6
air.velocity = -2.1, -6.8
guard.sparkno = s1020
fall = 1
fall.recovertime = 10
guard.hittime = 9
guard.ctrltime = 9

[State 209, 1] 
type = explod
trigger1 = time = 13
ID = 1015
anim = 1015
pos = 30, 0
postype = p1
facing = 1
scale = .35, .5
ontop = 1
ownpal = 1
removeongethit = 1

[State 209, 1] 
type = explod
trigger1 = time = 15
ID = 1016
anim = 1015
pos = 40, 0
postype = p1
facing = 1
scale = .4, .55
ontop = 1
ownpal = 1
removeongethit = 1

[State 209, 1] 
type = explod
trigger1 = time = 17
ID = 1017
anim = 1015
pos = 50, 0
postype = p1
facing = 1
scale = .45, .6
ontop = 1
ownpal = 1
removeongethit = 1

[State 209, 1] 
type = explod
trigger1 = time = 19
ID = 1018
anim = 1015
pos = 60, 0
postype = p1
facing = 1
scale = .55, .6
ontop = 1
ownpal = 1
removeongethit = 1

[state 207, 1]
type = VarRandom
trigger1 = time = 0
v = 4
range = 0,99

[State 211 , 1]
type = PlaySnd
trigger1 = Time = 1
trigger1 = var(4) >= 10
value = s6, 0
volume = 150
channel = 0

[State 211 , 1]
type = PlaySnd
trigger1 = Time = 1
trigger1 = var(4) < 10
value = s6, 1
volume = 150
channel = 0

;ヒットスパーク表示位置用変数
[state 205, 1]
type = VarRandom
trigger1 = Time = 0
v = 6
Range = -15,25
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;ヒットスパーク1
[State 205, 1]
type = Explod
trigger1 = MoveHit = 1
;trigger1 = P2StateType != A
trigger1 = P2MoveType = H
persistent = 0
anim = 1010
pos = var(6),var(6)-50
postype = p2
sprpriority = 2
bindtime = 1
ignorehitpause = 1
vel = 0,0
accel = 0,0
scale = 0.45,0.45
ownpal = 1
;supermove = 1

;ヒットスパーク2
[State 200, 1]
type = helper
Trigger1 = movehit = 1
trigger1 = P2MoveType = H
helpertype = normal
name = "spark"
ID = 1011
pos = var(6),var(6)-50
postype = p2
persistent=0
IgnoreHitPause = 1
stateno = 1011
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 3
size.yscale = 3

[State -1]
Type = turn
Trigger1 = p2dist X < 0
Persistent = 0

[State 208, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;-----------------------
;クレッセントローカス強
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 209
poweradd = 30
hitcountpersist = 1

[state 1015, 1]
type = HitDef
trigger1 = (time%9) = 0
attr = S, SA
damage = 25,1
animtype = hard
getpower = 60,10
givepower = 20,10
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0,7
numhits = 1
hitsound = s100,3
guardsound = s103,1
sparkno = -1
sparkxy = 0,-90
ground.type = High
ground.slidetime = 9
ground.hittime = 17
ground.velocity = -7
air.velocity = -2.3, -5
guard.sparkno = s1020
guard.hittime = 9
guard.ctrltime = 9

[State 209, 1] 
type = explod
trigger1 = time = 13
ID = 1015
anim = 1015
pos = 30, 0
postype = p1
facing = 1
scale = .35, .5
ontop = 1
ownpal = 1
removeongethit = 1

[State 209, 1] 
type = explod
trigger1 = time = 15
ID = 1016
anim = 1015
pos = 40, 0
postype = p1
facing = 1
scale = .4, .55
ontop = 1
ownpal = 1
removeongethit = 1

[State 209, 1] 
type = explod
trigger1 = time = 17
ID = 1017
anim = 1015
pos = 50, 0
postype = p1
facing = 1
scale = .45, .6
ontop = 1
ownpal = 1
removeongethit = 1

[State 209, 1] 
type = explod
trigger1 = time = 19
ID = 1018
anim = 1015
pos = 60, 0
postype = p1
facing = 1
scale = .55, .6
ontop = 1
ownpal = 1
removeongethit = 1

[state 207, 1]
type = VarRandom
trigger1 = time = 0
v = 4
range = 0,99

[State 211 , 1]
type = PlaySnd
trigger1 = Time = 1
trigger1 = var(4) >= 10
value = s6, 0
volume = 150
channel = 0

[State 211 , 1]
type = PlaySnd
trigger1 = Time = 1
trigger1 = var(4) < 10
value = s6, 1
volume = 150
channel = 0

;ヒットスパーク表示位置用変数
[state 205, 1]
type = VarRandom
trigger1 = Time = 0
v = 6
Range = -15,25
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;ヒットスパーク1
[State 205, 1]
type = Explod
trigger1 = MoveHit = 1
;trigger1 = P2StateType != A
trigger1 = P2MoveType = H
persistent = 0
anim = 1010
pos = var(6),var(6)-50
postype = p2
sprpriority = 2
bindtime = 1
ignorehitpause = 1
vel = 0,0
accel = 0,0
scale = 0.45,0.45
ownpal = 1
;supermove = 1

;ヒットスパーク2
[State 200, 1]
type = helper
Trigger1 = movehit = 1
trigger1 = P2MoveType = H
helpertype = normal
name = "spark"
ID = 1011
pos = var(6),var(6)-50
postype = p2
persistent=0
IgnoreHitPause = 1
stateno = 1011
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 4
size.yscale = 3

[State -1]
Type = turn
Trigger1 = p2dist X < 0
Persistent = 0

[State 208, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;-----------------------
;マグネティックフィールド
[Statedef 215]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 215
hitcountpersist = 1

[State 215, 1] 
type = helper
trigger1 = AnimElemtime(8) = 0
helpertype = normal
name = "magnetic"
ID = 2040
pos = 15, 0
postype = p1
facing = 1
stateno = 2040
ownpal = 1
size.xscale = 2.3
;size.yscale = 0.45

[state 215, 1]
type = velset
trigger1 = time = 0
trigger1 = animelemtime(5) <= 2
x = -7.5

[state 215, 1]
type = velset
trigger1 = animelemtime(11) >= 0
trigger1 = animelemtime(15) <= 0
x = -2.2

[state 215, 1]
type = VarRandom
trigger1 = time = 0
v = 4
range = 0,99

[State 215 , 1]
type = PlaySnd
trigger1 = Time = 1
trigger1 = var(4) >= 10
value = s7, 0
volume = 150
channel = 0

[State 215 , 1]
type = PlaySnd
trigger1 = Time = 1
trigger1 = var(4) < 10
value = s7, 1
volume = 150
channel = 0

[State 215, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;-----------------------
;マグネティックフィールドキャンセル版
[Statedef 216]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 216
hitcountpersist = 1

[State 215, 1] 
type = helper
trigger1 = AnimElemtime(6) = 0
helpertype = normal
name = "magnetic"
ID = 2040
pos = 15, 0
postype = p1
facing = 1
stateno = 2040
ownpal = 1
size.xscale = 2.3
;size.yscale = 0.45

[state 215, 1]
type = velset
trigger1 = time = 0
trigger1 = animelemtime(5) <= 2
x = -7.5

[state 215, 1]
type = velset
trigger1 = animelemtime(11) >= 0
trigger1 = animelemtime(15) <= 0
x = -2.2

[State 215 , 1]
type = PlaySnd
trigger1 = Time = 1
value = s7, 2
volume = 150
channel = 0

[State 215, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------
;チャージ弱
[Statedef 217]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 10,0
ctrl = 0
anim = 217
hitcountpersist = 1

[State 217 , 1]
type = hitdef
trigger1 = time = 0
attr = S, NP
damage = 45,2
animtype = hard
getpower = 60,30
givepower = 15,8
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0,8
hitsound = s100,3
guardsound = s103,1
sparkno = -1
sparkxy = 0, -10
ground.type = hard
ground.slidetime = 9
ground.hittime = 13
ground.velocity = -6
guard.sparkno = s1020
airguard.velocity = -3, 2
guard.hittime = 8
guard.ctrltime = 9
air.velocity = -3,-3

[State 217 , 1]
type = PlaySnd
trigger1 = Time = 1
value = s1, (random%2)
volume = 150
channel = 0

;ヒットスパーク表示位置用変数
[state 600, 1]
Type = VarRandom
Trigger1 = animelem = 1 || AnimElem = 11 ||  AnimElem = 22
v = 6
Range = -15,25
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;ヒットスパーク1
[State 211, 1]
type = Explod
trigger1 = time > 0
trigger1 = MoveHit = 1
trigger1 = P2MoveType = H
anim = 1010
pos = 65+var(6),-70+var(6)
postype = p1
sprpriority = 2
bindtime = 1
ignorehitpause = 1
vel = 0,0
accel = 0,0
scale = 0.45,0.45
ownpal = 1
;supermove = 1

;ヒットスパーク2
[State 211, 1]
type = helper
trigger1 = time > 0
trigger1 = movehit =1
trigger1 = P2MoveType = H
helpertype = normal
name = "spark"
ID = 1011
pos = 65+var(6),-70+var(6)
postype = p1
facing = 1
stateno = 1011
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 4
size.yscale = 3

[State -1]
Type = turn
Trigger1 = p2dist X < 0
Persistent = 0

[State 217, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------
;チャージ強
[Statedef 218]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 14,0
ctrl = 0
anim = 218
hitcountpersist = 1

[State 218 , 1]
type = hitdef
trigger1 = time = 0
trigger2 = time = 10
attr = S, NP
damage = 35,2
animtype = hard
getpower = 45,20
givepower = 20,10
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0,10
hitsound = s100,3
guardsound = s103,1
sparkno = -1
sparkxy = 0, -10
ground.type = hard
ground.slidetime = 10
ground.hittime = 14
ground.velocity = -8
guard.sparkno = s1020
airguard.velocity = -3, 2
guard.hittime = 7
guard.ctrltime = 8
air.velocity = -3,-3

[State 218 , 1]
type = velmul
trigger1 = 1
x = 0.85

[State 218 , 1]
type = PlaySnd
trigger1 = Time = 1
value = s1, (random%2)
volume = 150
channel = 0

;ヒットスパーク表示位置用変数
[state 600, 1]
Type = VarRandom
Trigger1 = animelem = 1 || AnimElem = 11 ||  AnimElem = 22
v = 6
Range = -15,25
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;ヒットスパーク1
[State 211, 1]
type = Explod
trigger1 = time > 0
trigger1 = MoveHit = 1
trigger1 = P2MoveType = H
anim = 1010
pos = 65+var(6),-70+var(6)
postype = p1
sprpriority = 2
bindtime = 1
ignorehitpause = 1
vel = 0,0
accel = 0,0
scale = 0.45,0.45
ownpal = 1
;supermove = 1

;ヒットスパーク2
[State 211, 1]
type = helper
trigger1 = time > 0
trigger1 = movehit =1
trigger1 = P2MoveType = H
helpertype = normal
name = "spark"
ID = 1011
pos = 65+var(6),-70+var(6)
postype = p1
facing = 1
stateno = 1011
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 4
size.yscale = 3

[State -1]
Type = turn
Trigger1 = p2dist X < 0
Persistent = 0

[State 218, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------
;エリアル
[Statedef 219]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 219
hitcountpersist = 1

[State 219 , 1]
type = helper
trigger1 = AnimElem = 7
helpertype = normal
name = "aliel"
ID = 2007
pos = -8, -52
postype = p1
facing = 1
stateno = 2007
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5


[State 219 , 1]
type = PlaySnd
trigger1 = Time = 1
trigger1 = random < 499
value = s1, 2+(random%2)
volume = 150
channel = 0

[State -1]
Type = turn
Trigger1 = p2dist X < 0
Persistent = 0

[State 219, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-|　　超必殺技　　|------------------------------------------------------------
;グラビティビュレット
[Statedef 3000]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3000
poweradd = 30
hitcountpersist = 1

;--------超必殺演出----------
[state 3000, 1]
type = SuperPause
trigger1 = time = 0
time = 30
anim = -1
sound = S105,0
pos = 5,-80
darken = 0
p2defmul = 1.125
poweradd = -2000
unhittable = 1
movetime = 30

[State 3000, 1] 
type = helper
trigger1 = time = 0
helpertype = normal
name = "exeffect"
ID = 4000
pos = -13, -105
postype = p1
facing = 1
stateno = 4000
ownpal = 1
size.xscale = 0.45
size.yscale = 0.45
supermovetime = 9999
pausemovetime = 9999

[State 3000, 1]
type = helper
trigger1 = time = 0
helpertype = normal
name = "cut-in"
ID = 4003
pos = -60,-200
postype = back
facing = 1
stateno = 4003
ownpal = 1
size.xscale = 0.25
size.yscale = 0.25
supermovetime = 9999
pausemovetime = 9999

[State 3100, 4]
type = BGPalFX
trigger1 = time = 1
time = 30
add = 0, 0, 0
sinadd = -150, -150, -150, 240
ignorehitpause = 1                 ;ヒット停止時間を無視してステコンが実行
persistent = 0                     ;持続性のトリガーでも1回しかステコンが実行されない、らしい

;---------ここまで-----------

[State 3000, 1] 
type = helper
trigger1 = AnimElem = 4
helpertype = normal
name = "gravity"
ID = 3002
pos = 0, -120
postype = p1
facing = 1
stateno = 3002
ownpal = 1
size.xscale = 0.75
size.yscale = 0.75

[state 207, 1]
type = VarRandom
trigger1 = time = 0
v = 4
range = 0,99

[State 211 , 1]
type = PlaySnd
trigger1 = Time = 17
trigger1 = var(4) >= 10
value = s50, 0
volume = 150
channel = 0

[State 211 , 1]
type = PlaySnd
trigger1 = Time = 17
trigger1 = var(4) < 10
value = s50, 1
volume = 150
channel = 0

[State -1]
Type = turn
Trigger1 = p2dist X < 0
Persistent = 0

[State 208, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 3001


;-----------------------
;グラビティとバースト後のバックステップ
[Statedef 3001]
type    = A
physics = N
ctrl = 0
anim = 105
hitcountpersist = 1

[State 3001, 0]
trigger1 = 1
type = veladd
x = -.05
y = 0.8

[State 3001, 1]
type = VelSet
trigger1 = Time = 0
x = const(velocity.run.back.x)
y = const(velocity.run.back.y)

[State 3001, 2]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 106


;-----------------------
;プルートホーン
[Statedef 3010]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3010
hitcountpersist = 1

;--------超必殺演出----------
[state 3000, 1]
type = SuperPause
trigger1 = time = 0
time = 30
anim = -1
sound = S105,0
pos = 5,-80
darken = 0
p2defmul = 1.125
poweradd = -1000
unhittable = 1
movetime = 30

[State 3000, 1] 
type = helper
trigger1 = time = 0
helpertype = normal
name = "exeffect"
ID = 4000
pos = ifelse((p2dist X < 0),-45,25), -65
postype = p1
facing = 1
stateno = 4000
ownpal = 1
size.xscale = 0.45
size.yscale = 0.45
supermovetime = 9999
pausemovetime = 9999

[State 3000, 1]
type = helper
trigger1 = time = 0
helpertype = normal
name = "cut-in"
ID = 4003
pos = -60,-200
postype = back
facing = 1
stateno = 4003
ownpal = 1
size.xscale = 0.25
size.yscale = 0.25
supermovetime = 9999
pausemovetime = 9999

[State 3100, 4]
type = BGPalFX
trigger1 = time = 1
time = 30
add = 0, 0, 0
sinadd = -150, -150, -150, 240
ignorehitpause = 1                 ;ヒット停止時間を無視してステコンが実行
persistent = 0                     ;持続性のトリガーでも1回しかステコンが実行されない、らしい

;---------ここまで-----------

[State 3010, 1] 
type = helper
trigger1 = AnimElemtime(6) = 0
helpertype = normal
name = "pluto1"
ID = 2030
pos = 20, -50
postype = p1
facing = 1
stateno = 2030
ownpal = 1
size.xscale = 0.55
size.yscale = 0.55

[State 3010, 1] 
type = helper
trigger1 = AnimElemtime(6) = 0
helpertype = normal
name = "pluto2"
ID = 2031
pos = 20, -50
postype = p1
facing = 1
stateno = 2031
ownpal = 1
size.xscale = 0.55
size.yscale = 0.55

[State 3010, 1] 
type = helper
trigger1 = AnimElemtime(6) = 0
helpertype = normal
name = "pluto3"
ID = 2032
pos = 20, -50
postype = p1
facing = 1
stateno = 2032
ownpal = 1
size.xscale = 0.55
size.yscale = 0.55

[State 3010, 1] 
type = helper
trigger1 = AnimElemtime(6) = 0
helpertype = normal
name = "pluto4"
ID = 2033
pos = 20, -50
postype = p1
facing = 1
stateno = 2033
ownpal = 1
size.xscale = 0.55
size.yscale = 0.55

[State 3010, 1] 
type = helper
trigger1 = AnimElemtime(6) = 0
helpertype = normal
name = "pluto5"
ID = 2034
pos = 20, -50
postype = p1
facing = 1
stateno = 2034
ownpal = 1
size.xscale = 0.55
size.yscale = 0.55

[state 3010, 1]
type = VarRandom
trigger1 = time = 0
v = 4
range = 0,99

[State 3010 , 1]
type = PlaySnd
trigger1 = animelemtime(2) = 0
trigger1 = var(4) >= 10
value = s51, 0
volume = 255
channel = 0

[State 3010 , 1]
type = PlaySnd
trigger1 = animelemtime(2) = 0
trigger1 = var(4) < 10
value = s51, 1
volume = 255
channel = 0

[State -1]
Type = turn
Trigger1 = p2dist X < 0
Persistent = 0

[State 3010, 7]
type = ChangeState
trigger1 = numhelper(2030) = 1 || numhelper(2031) = 1 || numhelper(2032) = 1 || numhelper(2033) = 1 || numhelper(2034) = 1
trigger1 = helper(2030),movecontact || helper(2031),movecontact || helper(2032),movecontact || helper(2033),movecontact || helper(2034),movecontact
trigger1 = animelemtime(6) >= 0
value = 3011

[State 3010, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------
;プルートホーンhit
[Statedef 3011]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3011
hitcountpersist = 1

[State 3010, 1] 
type = helper
trigger1 = AnimElemtime(8) = 0 || AnimElemtime(15) = 0 || AnimElemtime(22) = 0 || AnimElemtime(29) = 0
helpertype = normal
name = "pluto1"
ID = 2030
pos = 20, -50
postype = p1
facing = 1
stateno = 2030
ownpal = 1
size.xscale = 0.55
size.yscale = 0.55

[State 3010, 1] 
type = helper
trigger1 = AnimElemtime(8) = 0 || AnimElemtime(15) = 0 || AnimElemtime(22) = 0 || AnimElemtime(29) = 0
helpertype = normal
name = "pluto2"
ID = 2031
pos = 20, -50
postype = p1
facing = 1
stateno = 2031
ownpal = 1
size.xscale = 0.55
size.yscale = 0.55

[State 3010, 1] 
type = helper
trigger1 = AnimElemtime(8) = 0 || AnimElemtime(15) = 0 || AnimElemtime(22) = 0 || AnimElemtime(29) = 0
helpertype = normal
name = "pluto3"
ID = 2032
pos = 20, -50
postype = p1
facing = 1
stateno = 2032
ownpal = 1
size.xscale = 0.55
size.yscale = 0.55

[State 3010, 1] 
type = helper
trigger1 = AnimElemtime(8) = 0 || AnimElemtime(15) = 0 || AnimElemtime(22) = 0 || AnimElemtime(29) = 0
helpertype = normal
name = "pluto4"
ID = 2033
pos = 20, -50
postype = p1
facing = 1
stateno = 2033
ownpal = 1
size.xscale = 0.55
size.yscale = 0.55

[State 3010, 1] 
type = helper
trigger1 = AnimElemtime(8) = 0 || AnimElemtime(15) = 0 || AnimElemtime(22) = 0 || AnimElemtime(29) = 0
helpertype = normal
name = "pluto5"
ID = 2034
pos = 20, -50
postype = p1
facing = 1
stateno = 2034
ownpal = 1
size.xscale = 0.55
size.yscale = 0.55

[state 3010, 1]
type = VarRandom
trigger1 = time = 0
v = 4
range = 0,99

[State 3010 , 1]
type = stopsnd
trigger1 = time = 0
channel = 0

[State 3010 , 1]
type = PlaySnd
trigger1 = animelemtime(3) = 0 || AnimElemtime(10) = 0 || AnimElemtime(17) = 0
trigger1 = var(4) >= 10
value = s51, 2
volume = 150
channel = 0

[State 3010 , 1]
type = PlaySnd
trigger1 = animelemtime(3) = 0 || AnimElemtime(10) = 0 || AnimElemtime(17) = 0
trigger1 = var(4) < 10
value = s51, 3
volume = 150
channel = 0

[State 3010 , 1]
type = PlaySnd
trigger1 = animelemtime(24) = 0
trigger1 = var(4) >= 10
value = s51, 0
volume = 150

[State 3010 , 1]
type = PlaySnd
trigger1 = animelemtime(24) = 0
trigger1 = var(4) < 10
value = s51, 1
volume = 150

[State 3010 , 1]
type = PlaySnd
trigger1 = AnimElemtime(8) = 0 || AnimElemtime(15) = 0 || AnimElemtime(22) = 0 || AnimElemtime(29) = 0
value = s100, 0
channel = 0

[State 3010, 1] ;Blink white
type = PalFX
trigger1 = animelemtime(3) = 0 || AnimElemtime(10) = 0 || AnimElemtime(17) = 0 || animelemtime(24) = 0
time = 3
add = 128,128,128 ;256,256,256

[State 3010, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------
;バーストエミッション
[Statedef 3015]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3015
hitcountpersist = 1

;--------超必殺演出----------
[state 3000, 1]
type = SuperPause
trigger1 = animelemtime(6) = 0
time = 30
anim = -1
sound = S105,0
pos = 5,-80
darken = 0
p2defmul = 1.125
poweradd = -3000
unhittable = 1
movetime = 30

[State 3000, 1] 
type = helper
trigger1 = animelemtime(6) = 0
helpertype = normal
name = "exeffect"
ID = 4000
pos = ifelse((p2dist X < 0),-45,25), -80
postype = p1
facing = 1
stateno = 4000
ownpal = 1
size.xscale = 0.45
size.yscale = 0.45
supermovetime = 9999
pausemovetime = 9999

[State 3000, 1]
type = helper
trigger1 = animelemtime(6) = 0
helpertype = normal
name = "cut-in"
ID = 4003
pos = -60,-200
postype = back
facing = 1
stateno = 4003
ownpal = 1
size.xscale = 0.25
size.yscale = 0.25
supermovetime = 9999
pausemovetime = 9999

[State 3100, 4]
type = BGPalFX
trigger1 = animelemtime(6) = 0
time = 30
add = 0, 0, 0
sinadd = -150, -150, -150, 240
ignorehitpause = 1                 ;ヒット停止時間を無視してステコンが実行
persistent = 0                     ;持続性のトリガーでも1回しかステコンが実行されない、らしい

;---------ここまで-----------

[State 3000, 1]
type = playsnd
trigger1 = animelemtime(9) = 3
value = s52, (random%2)
volume = 255
channel = 0

[state 105, 1]
type = HitBy
trigger1 = animelemtime(7) = 0
value = S,ST
time = 40

[state 105, 1]
type = HitBy
trigger1 = animelemtime(7) = 0
value = S,HT
time = 40

[State -1]
Type = ChangeState
Trigger1 = animtime = 0
Value = 3016

;-----------------------
;バーストエミッション射出中
[Statedef 3016]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3016
hitcountpersist = 1

[state 3016, 1]
type = playsnd
trigger1 = time = 5
value = s109, 0
channel = 3
loop = 1

[state 3016, 1]
type = StopSnd
Trigger1 = var(7) <= 0
trigger2 = command != "hold_b"
trigger3 = movetype = H
channel = 3

[state 3016, 1]
type = explod
trigger1 = time = 0
pos = 23, -63
removetime = -1
ontop = 1
ID = 3021
pos = 0, 0
postype = p1
facing = 1
anim = 3021
ownpal = 1
scale = 2,2.2

[state 3021, 1]
type = removeexplod
Trigger1 = var(7) <= 0
trigger2 = command != "hold_b"
trigger3 = movetype = H
iD = 3021

[state 3021, 1]
type = hitdef
trigger1 = time%9 = 0
attr = 	A, HP
damage = 36, 5
animtype = up
getpower = 8,2
givepower = 10,8
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0,8
numhits = 1
hitsound = s100,3
guardsound = s103,1
sparkno = -1
sparkxy = 10, ifelse((enemynear,StateType != A), 25, -20)
ground.type = low
ground.slidetime = 7
ground.hittime = 20
ground.velocity = -5
guard.velocity = -1.5
air.velocity = -.7,-1
airguard.velocity = -2, -3
fall = 1
fall.recover = 0
guard.sparkno = s1020

[State -1]
Type = ChangeState
Trigger1 = var(7) <= 0
trigger2 = command != "hold_b"
Value = 3017

;-----------------------
;バーストエミッション終わり
[Statedef 3017]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3017
hitcountpersist = 1

[state 3017, 1]
type = playsnd
trigger1 = time = 0
value = s109, 1

[state 3017, 1]
type = Explod
trigger1 = time = 0
anim = 3022
ID = 3022
pos = 23, -63
postype = p1
bindtime = -1
removetime = -2
scale = 2, 2.2
;sprpriority = 1
ontop = 1
ownpal = 1

[state 3017, 1]
type = ChangeAnim
trigger1 = time = 40
value = 3018

[State -1]
Type = ChangeState
Trigger1 = time = 45
Value = 3001

;-----------------------
;シールド
[Statedef 900]
Type    = S
MoveType= I
Physics = S
Juggle  = 0
Ctrl = 0
Anim = 900
SprPriority = 2

[State -1]
Type = turn
Trigger1 = p2dist X < 0
Persistent = 0

[State -1]
type = playsnd
trigger1 = time = 0
value = s107, 0

[state -1]
type = explod
trigger1 = time = 0
anim = 2055
id = 2055
pos = 20, -50
postype = p1
ontop = 1
ownpal = 1
scale = .25, .25

[State -2]
Type = HitOverRide
Trigger1 =! MoveContact
Attr = SCA, NA, NT, NP
slot = 1
StateNo = 9999
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2]
Type = HitOverRide
Trigger1 =! MoveContact
Attr = SCA, SA, HA, ST, HT, SP, HP
slot = 2
StateNo = 10000
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ChangeState
Trigger1 = animtime = 0
Value = 0
Ctrl = 1


;-----------------------
;シールド成功
[Statedef 9999]
Type    = S
MoveType= A
Physics = S
Juggle  = 0
Ctrl = 0
Anim = 9999
SprPriority = 2

[state -1]
type = removeexplod
trigger1 = time = 0
id = 2055

[State -1] ;Blink white
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,128,128 ;256,256,256

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 15
IgnoreHitPause = 1

[State -1]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "protect"
ID = 2050
pos = 50, -100
postype = p1
facing = -1
stateno = 2050
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = .85
size.yscale = .85

[State -1]
type = Helper
TriggerAll = Var(59) <= 0
TriggerAll = Time >= 0
Trigger1 = Command = "エイミング・デバイス"
trigger1 = var(15) = 0
helpertype = normal
name = "CA"
ID = 2052
pos = 0, -50
postype = p1
facing = 1
stateno = 2052
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = .7
size.yscale = .6
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
size.height = 0
size.head.pos = 0, -10
size.mid.pos = 0, -5

[State -1]
type = Helper
TriggerAll = Var(59) <= 0
TriggerAll = Time >= 0
Trigger1 = Command = "パルス・エミッション"
trigger1 = var(15) = 0
helpertype = normal
name = "CA2"
ID = 2053
pos = 0, -50
postype = p1
facing = 1
stateno = 2053
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = .7
size.yscale = .7
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
size.height = 0
size.head.pos = 0, -10
size.mid.pos = 0, -5

[state -1]
type = playsnd
trigger1 = Time = 0
value = s107, 1

[State -1]
Type = turn
Trigger1 = p2dist X < 0
Persistent = 0

[State -1]
Type = Pause
Trigger1 = Time = 0
Time = 10
IgnoreHitPause = 1
Persistent = 0

[State 211 , 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
hitflag = MAF
affectteam = E
guardflag = 
animtype = Medium
air.animtype = back
fall.animtype = back
priority = 7, Hit
damage    = 0
pausetime = 0,0
;guard.pausetime = 
sparkno = -1
;guard.sparkno = 
;sparkxy =
;hitsound =
;guardsound = 
ground.type = high
air.type = high
ground.slidetime = 10
;guard.slidetime =
ground.hittime = 10
;guard.hittime =
air.hittime = 10
;guard.ctrltime =
;guard.dist =
;yaccel =
ground.velocity = -15,0
;guard.velocity =
air.velocity = -10,5
;airguard.velocity =
;ground.cornerpush.veloff = 
;air.cornerpush.veloff = 
;down.cornerpush.veloff =
;guard.cornerpush.veloff = 
;airguard.ctrltime =
;air.juggle =
;mindist =
;maxdist = 
;snap = 
;sprpriority =
;p1facing = 
;p1getp2facing = 
;p2facing = 
;p1stateno = 
;p2stateno = 10000
;p2getp1state = 
;forcestand = 
fall = ifelse(p2statetype = A,1,0)
;fall.xvelocity =
;fall.yvelocity = 
fall.recover = 0
;fall.recovertime =
;fall.damage = 
;air.fall =
;down.velocity =
;down.hittime = 
;down.bounce = 
;id = 
;chainID = 
;nochainID = 
;hitonce = 
;kill = 
;guard.kill =
;fall.kill = 
;numhits =
getpower = 30,15
givepower = 0,0
;envshake.time = 
;envshake.freq = 
;envshake.ampl = 
;envshake.phase = 
;fall.envshake.time = 
;fall.envshake.freq = 
;fall.envshake.ampl = 
;fall.envshake.phase =

;ステート移動予定
;[State -1]
;Type = null;ChangeState
;TriggerAll = Var(59) <= 0
;TriggerAll = Time > 1
;Trigger1 = Command = "パルス・エミッション"
;Value = 2052
;Ctrl = 1

[State -1]
Type = ChangeState
Trigger1 = Anim = 9999
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1


;-----------------------
;ブレイク
[Statedef 10000]
Type    = S
MoveType= H
Physics = S
Juggle  = 0
Ctrl = 0
Anim = 5000
SprPriority = 2

[state -1]
type = removeexplod
trigger1 = time = 0
id = 2055

[State -1] ;Blink white
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,128,128 ;256,256,256

[State -1]
type = playsnd
trigger1 = time = 0
value = s107, 2

[State -1]
type = Explod
trigger1 = time = 0
anim = 2051
ID = 2051
pos = 50, -100
postype = p1
facing = -1
removetime = 7
supermovetime = 9999
pausemovetime = 9999
scale = .85, .85
sprpriority = 2
ontop = 1
ownpal = 1
removeongethit = 1

[State -1]
type = Explod
trigger1 = time = 5
anim = 2053
ID = 2053
pos = -70, -90
postype = p1
facing = 1
vfacing = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = .45, .35
sprpriority = 2
ownpal = 1
removeongethit = 1

[State -1]
type = Pause
trigger1 = time = 0
time = 10
movetime = 1

[State -1]
type = nothitby
trigger1 = time = 0
time = 30
value = SCA

[State -1]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 5000
Ctrl = 1

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


