; サンプルキャラク??『カンフ??ン』のコンス?ンツとステ?トのフ?イルです。
;===========================================================================
; コンス?ンツ（定数）
;===========================================================================
;---------------------------------------------------------------------------
; ここがキャラの心臓部とも言うべき場所。
; １キャラ単位のライフや大きさなど、標?のステ??スを?め決めておく部分。
; このコ?ナ?自体省略出来ません。
;---------------------------------------------------------------------------
; 基?デ??
;---------------------------------------------------------------------------
[Data]
life              = 5000   ;ライフ（体力ゲ?ジ）最大値
power             = 10000   ;パワ?ゲ?ジ最大値（オプション・デフォルトは3000=Lv.3）
attack            = 105    ;攻撃力（デフォルトは１００％）
defence           = 70    ;防御力（デフォルトは１００％）
fall.defence_up   = 0     ;横に?れている時に一時的に加える防御力（％）
liedown.time      = 60     ;横に?れている時間（フレ??）
airjuggle         = 15     ;ジャグル?イント限界値（「小ネ?.txt」参照）
sparkno           = 2      ;デフォルトのヒットスパ?ク（fightfxから）
guard.sparkno     = 40     ;デフォルトのガ?ドスパ?ク（fightfxから）
KO.echo           = 1      ;ＫＯ時の音声（11,0）にエコ?を?けるか否か（0=?けない,1=?ける）
volume            = 250      ;キャラの標?の音量（最小-255・最大255）
IntPersistIndex   = 51     ;次のラウンドへ持ち越せる「Var」のアドレスの範囲を決める（※１）
FloatPersistIndex = 39     ;次のラウンドへ持ち越せる「FVar」のアドレスの範囲を決める（※１）

;---------------------------------------------------------------------------
; ※１：変数のラウンド持ち越し方?
;
; ?変数を次のラウンドへ持ち越したい場合は、↑の
; ?「IntPersistIndex」と「FloatPersistIndex」を使う。
; ?そのやり方はM.U.G.E.Nの説明書にすら載ってないので、ここで例を元に解説。
;
; ??IntPersistIndex = 23?（Var(23)?Var(59)までを全て次のラウンドへ持ち越せる）
; ?②FloatPersistIndex = 18（FVar(18)?FVar(39)までを全て次のラウンドへ持ち越せる）
;
; ?つまり「Var(**)（Fvar(**)）以?全ての変数を持ち越す」という命令になる。
; ?それ以前のアドレスの変数は全て持ち越さなくなる。
;
; ?全ての変数を持ち越さない場合は、
; ?IntPersistIndexは60以上、FloatPersistIndexは40以上にしておこう。
;
; ??これは?メ?
; ???IntPersistIndex = 10,15,20,25?（15,20,25の部分は意味無し）
; ??②FloatPersistIndex = 4,16 ???（16の部分は意味無し）
; ??これらは最初の数字以外全て無効。
; 
;---------------------------------------------------------------------------
; 改訂前の和訳ＫＦＭではPersistIndexの解釈が無茶苦茶間違ってました。
; 大変失礼致しました。(人・ω・｀)ごめんなさい
; 今回はちゃんと調べて正確な情報を載せてるんで安心してください（苦笑
;---------------------------------------------------------------------------
; サイズ
;---------------------------------------------------------------------------
[Size]
xscale           = 1       ;キャラの横の大きさ（絶対値・float）
yscale           = 1       ;キャラの縦の大きさ（絶対値・float）
ground.back      = 15      ;地上にいる時の「後方の物理的な幅」
ground.front     = 16      ;地上にいる時の「前方の物理的な幅」
air.back         = 12      ;空中にいる時の「後方の物理的な幅」
air.front        = 12      ;空中にいる時の「前方の物理的な幅」
height           = 60      ;キャラの物理的な高さ（高いほど相手は飛び越しにくくなる）
attack.dist      = 160     ;相手がガ?ド態勢に入る最低の距離
proj.attack.dist = 90      ;自分の「Projectile」に対して相手がガ?ド態勢に入る最低の距離
proj.doscale     = 0       ;xscaleとyscaleを「Projectile」にも影響させるか否か（0=させない・1=させる）
head.pos         = 5,-80  ;キャラの標?の頭の座標（Bind系で適用される）
mid.pos          = 5,-45  ;キャラの標?の体中心の座標（Bind系で適用される）
shadowoffset     = 0       ;影のＹ軸方向の位置座標
draw.offset      = 0,0     ;キャラの?示座標（Ｘ軸,Ｙ軸）

;---------------------------------------------------------------------------
; 移動速度
;---------------------------------------------------------------------------
[Velocity]
walk.fwd     = 2.5         ;前進速度（Ｘ軸・[Statedef 20]に適用される）
walk.back    = -1.8        ;後退速度（Ｘ軸・[Statedef 20]に適用される）
run.fwd      = 5.6,0       ;前方に走る速度（Ｘ軸,Ｙ軸・[Statedef 100]に適用される）
run.back     = -6.6,-1.8   ;後方に走る速度（Ｘ軸,Ｙ軸・[Statedef 105]に適用される）
jump.neu     = 0,-9.8      ;垂直ジャンプの速度（Ｘ軸,Ｙ軸・[Statedef 40]に適用される）
jump.back    = -2.55       ;後方ジャンプの速度（Ｘ軸・[Statedef 40]に適用される）
jump.fwd     = 2.5         ;前方ジャンプの速度（Ｘ軸・[Statedef 40]に適用される）
runjump.back = -2.55,-8.1  ;後方に走ってからのジャンプ速度（Ｘ軸,Ｙ軸・[Statedef 40]に適用される）
runjump.fwd  = 4,-8.1      ;前方に走ってからのジャンプ速度（Ｘ軸,Ｙ軸・[Statedef 40]に適用される）
airjump.neu  = 0,-8.1      ;空中垂直ジャンプ速度（Ｘ軸,Ｙ軸・[Statedef 45]に適用される）
airjump.back = -2.55       ;空中後方ジャンプ速度（Ｘ軸・[Statedef 45]に適用される）
airjump.fwd  = 2.5         ;空中前方ジャンプ速度（Ｘ軸・[Statedef 45]に適用される）

;---------------------------------------------------------------------------
; ?動関係
;---------------------------------------------------------------------------
[Movement]
airjump.num     = 14        ;空中ジャンプが出来る回数
airjump.height  = 35       ;空中ジャンプが出来る最低の高度（Ｙ軸）
yaccel          = .44      ;Ｙ軸加速度（重力）
stand.friction  = .85      ;立っている時の?擦係数（ステ?トのPhysicsが「S」の時）
crouch.friction = .82      ;しゃがんでいる時の?擦係数（ステ?トのPhysicsが「C」の時）

;===========================================================================
; ステ?ト
;===========================================================================
;---------------------------------------------------------------------------
; ここからはキャラのそれぞれの行動（ステ?ト）を設定する。
; 番号（ステ?トナンバ?）に気を付ければ良いだけで、
; 行動の決め方もステ?トの数も作りたいキャラによって自由。
;
; ?来ステ?トは別のフ?イルとして扱っているものだけど、
; このようにコンス?ンツフ?イルと一緒にまとめる事も可?。
;
; ステ?トの基?的な設定はおまけフォル?の「テンプレ?ト.txt」を参照。
;===========================================================================
; 基?行動
;===========================================================================
;---------------------------------------------------------------------------
; Stand
[Statedef 0]
type = S
physics = S
sprpriority = 0
;anim = 0

[State 0, 1]
type = ChangeAnim
triggerall = var(55)=0
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

[State 0, 1]
type = ChangeAnim
triggerall = var(55)=1
trigger1 = Anim != 16000 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 16000

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

[State 0, 3] ;Stop moving if low velocity or 4 ticks pass
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

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




[State 0, 4] ;Are you dead?
type = ChangeState
trigger1 = !alive
value = 5050
ctrl = 0


;---------------------------------------------------------------------------
;HIgh Jump Start
[Statedef 41]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1
facep2 = 1


[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 8001
ID = 40
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 8001
ID = 40
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 41, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 10
length = 10
timegap = 1
framegap = 4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S40,2
volume = 0
channel = -1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = f60
ID = 100
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

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

[State 40, 2]
type = VarSet
trigger1 = var(59) <= 0
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 40, 3]
type = VarSet
trigger1 = var(59) <= 0
trigger1 = command = "holdback"

sysvar(1) = -1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x)+2, const(velocity.jump.back.x)-2))
y = const(velocity.jump.y)-5

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)



[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;?ッシュ
[Statedef 100]
type = S
physics = N
ctrl = 0
anim = 100
velset = 7, 0

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 8001
ID = 100
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 7021
ID = 100
pos = 0,-40
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.6,0.6
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State -3]
type = ChangeState
triggerall=Roundstate=2
triggerall = statetype != A
triggerall = Ailevel > 0 && random <= (enemynear,ctrl = 0)*250
triggerall = P2bodydist X = [20,80]
triggerall = P2bodydist Y = [-60,10]
triggerall = var(55) = 0
triggerall = var(57) = 0
trigger1 = enemynear,statetype = A
trigger2 = enemynear,stateno = [38,40]
value = 700

[State -3]
type = ChangeState
triggerall=Roundstate=2
triggerall = statetype != A
trigger1 = Ailevel > 0 && random <= (enemynear,ctrl = 0)*200-(enemynear,stateno = [38,40])*1000-(enemynear,stateno = [120,159])*1000
trigger1 = P2bodydist X = [70,130]
trigger1 = P2bodydist Y = [-5,10]
trigger1 = var(51) = 0
trigger1 = var(57) = 0
trigger1 = enemynear,statetype = S
value = 1115

[State -3]
type = ChangeState
triggerall=Roundstate=2
triggerall = statetype != A
trigger1 = Ailevel > 0 && random <= (enemynear,ctrl = 0)*150
trigger1 = P2bodydist X = [130,190]
trigger1 = P2bodydist Y = [-5,10]
trigger1 = var(54) = 0
trigger1 = var(57) = 0
trigger1 = enemynear,statetype != A
value = 1120

[State 100, 1]
type = ChangeState
trigger1 = Animelem = 4
value = 101

;---------------------------------------------------------------------------
;?ッシュ2
[Statedef 101]
type    = S
physics = S
ctrl = 0

[State 101, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 0, CtrlSet]
type = CtrlSet
trigger1 = Time = 5
value = 1



[State 101, 2]
type = PosSet
trigger1 = Time = 0
y = 0



[State 101, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 101, 4]
type = MakeDust
trigger1 = Time = 1
pos = -25,3
spacing = 2





[State 101, 5]
type = MakeDust
trigger1 = time >= 8
trigger1 = time <= 25
pos = -15,3

;---------------------------------------------------------------------------
; Hop backwards
[Statedef 105]
type    = A
physics = N
ctrl = 0
anim = 105
sprpriority = 1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 8001
ID = 100
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 7021
ID = 100
pos = 0,-40
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.6,0.6
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
value = S40,1
volume = 250
channel = -1



[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = const(velocity.run.back.x)
;y = const(velocity.run.back.y)



[State 105, 3]
type = ChangeState
trigger1 = time = 10
value = 101

;---------------------------------------------------------------------------
; Hop backwards
[Statedef 115]
type    = A
physics = N
ctrl = 0
anim = 105
velset =0,0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time =15
value = 41
elem = 4


[State 0, Explod]
type = Explod
trigger1 = time =0
anim = 10000
ID = 110
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.5,0.5
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1




[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = time = 15
statetype = A       ;S,A,C,L
movetype = I        ;I,A,H
physics = A         ;A,C,S,N

[State 0, CtrlSet]
type = CtrlSet
trigger1 = time =5
value = 1

[State 0, VarAdd]
type = VarAdd
trigger1 = time = 0
v = 32    ;fv =
value = 1



[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 8001
ID = 100
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 7021
ID = 100
pos = 0,-40
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.6,0.6
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
value = S40,1
volume = 250
channel = -1



[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = -6
;y = const(velocity.run.back.y)



[State 105, 3]
type = ChangeState
trigger1 = time = 10
value = 116
ctrl = 1

;----------------------------------------------------------------------
;落下
[Statedef 116]
type    = A
movetype= I
physics = A

[State 0, VelMul]
type = VelMul
trigger1 = time = 0
x = 0.5
y = 0.5



[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Pos Y <=-100
trigger1 = time =0
value = 106

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Pos Y >-100
trigger1 = time =0
value = 106
elem = 5




[State 1052, ステ?ト変更]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 52
ctrl = 0



;----------------------------------------------------------------------------
;バリア
[Statedef 160]
type = A
movetype = I
physics = N
ctrl = 0
anim = 161
velset = 0,0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S120,0
volume = 0

[State 0, ParentVarAdd]
type = ParentVarAdd
trigger1 = time =0
v = 58    ;fv =
value = 2
;ignorehitpause =
;persistent =


[State 0, BindToRoot]
type = BindToRoot
trigger1 = root,statetype = C
time = 1
;facing = 0
pos = 10,20

[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
;ignorehitpause =
;persistent =

;===========================================================================
;牛鬼
[Statedef 161]
type = A
movetype = I
physics = N
ctrl = 0
anim = 160
velset = 0,0
sprpriority = 2

[State 0, BindToRoot]
type = BindToRoot
trigger1 = root,statetype = S
time = 1
;facing = 0
pos = 0,0
;ignorehitpause =
;persistent =

[State 0, BindToRoot]
type = BindToRoot
trigger1 = root,statetype = C
time = 1
;facing = 0
pos = 0,20
;ignorehitpause =
;persistent =

[State 0, BindToRoot]
type = BindToRoot
trigger1 = root,statetype = A
time = 1
;facing = 0
pos = 0,-20
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S800,1
volume = 0



[State 0, Explod]
type = Explod
trigger1 = time =0
anim = 162
ID = 150
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0


[State 0, ]
type = ChangeAnim
trigger1 = anim =160
trigger1 = root,stateno != [120,159]
value = 162

[State 0, PlaySnd]
type = PlaySnd
trigger1 = anim =162
trigger1 = root,stateno != [120,159]
trigger1 = Animtime = 0
value = S800,1
volume = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = anim =162
trigger1 = root,stateno != [120,159]
trigger1 = Animtime = 0

;---------------------------------------------------------------------------
;?イ?オ?バ?（負けた時）
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 170, 無敵]
type = NotHitBy
trigger1 = 1 ;トリガ?を何も書かず「1」にする事により、『無条件で常に実行させる命令』になる。
value = SCA
time = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;勝利??ズ分岐（common1.cnsには無いけど、これもコモンステ?ト）
[Statedef 180]
type = S

[State 180, ステ?ト変更]
type = ChangeState
triggerall = var(56) = 0
trigger1 = Time = 0
value = 181

[State 180, ステ?ト変更]
type = ChangeState
triggerall = var(56) >= 1
trigger1 = Time = 0
value = 182

;---------------------------------------------------------------------------
;勝利??ズ（礼をする）
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = time =5
value = S190,6
volume = 250
channel = 0



[State 181, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
;勝利??ズ  （満開使用）
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0

[State 0, Explod]
type = Explod
trigger1 =AnimelemTime(5) = 10
anim = 194
ID = 194
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 25
pausemovetime = 0
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, PalFX]
type = PalFX
trigger1 =AnimelemTime(5) = 10
time = 30
add = 250,250,250

[State 0, Explod]
type = Explod
trigger1 =AnimelemTime(5) = 15
anim = 8500
ID = 8500
pos = 0,-60
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 =AnimelemTime(5) = 10
value = S800,3
volume = 250

[State 0, Explod]
type = Explod
trigger1 =AnimelemTime(5) = 18
anim = 8100
ID = 8100
pos = 0,-40
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0




[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = time =70
value = S190,7
volume = 250
channel = 0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time <= 180
flag = roundnotover





[State 181, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;イントロ（試合開始前の登場演出アクション）
[Statedef 190]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 191, ステ?ト変更];アニメ?ションが終われば「通常立ち」のステ?トに変更する
type = ChangeState
triggerall = palno = [1,6]
trigger1 = Random <= 500
trigger1 = Time = 0
value = 192


[State 191, ステ?ト変更];アニメ?ションが終われば「通常立ち」のステ?トに変更する
type = ChangeState
;triggerall = palno = [1,6]
trigger1 = Time = 1
value = 193


;---------------------------------------------------------------------------
;イントロ（試合開始前の登場演出アクション）
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 191, アニメ変更];バトル画面に切り替わった瞬間のフェ?ドインの時、アニメを固定している
type = ChangeAnim
trigger1 = RoundState = 0
value = 190

[State 191, 特殊効果];試合が開始するまではこのコントロ?ラを使おう（※２）
type = AssertSpecial
trigger1 = 1
flag = Intro ;イントロの状態

[State 191, ステ?ト変更];アニメ?ションが終われば「通常立ち」のステ?トに変更する
type = ChangeState
trigger1 = Time = 360
value = 0

;これがカンフ??ンが蹴る板。カンフ??ンのステ?トをあなたのキャラに使うなら、
;下にある二つの「Explod」のステ?トコントロ?ラを消してお使いください。

[State 191, 音を鳴らす];蹴った直後の音
type = PlaySnd
trigger1 = AnimElem =1
value = s190,1
volume = 250
channel =0

;[State 191, 音を鳴らす];蹴った直後の音
;type = PlaySnd
;trigger1 = AnimElemTime(1) = 10
;value = s190,0
;volume = 250

[State 191, エフェクト];飛んで来る板
type = Explod
trigger1 = AnimElem = 8
anim = 8001
postype = p1
pos = 20, -60
velocity = 0, 0
accel = 0, 0
removetime = -2
persistent = 0
ownpal = 1
sprpriority = 5
scale = 2,2


[State 191, エフェクト];飛んで来る板
type = Explod
trigger1 = AnimElem =8
anim = 8001
postype = p1
pos = 20, -60
velocity = 0, 0
accel = 0, 0
removetime = -2
persistent = 0
ownpal = 1
sprpriority = 5
scale = 2,2

[State 191, 音を鳴らす];蹴った直後の音
type = PlaySnd
trigger1 = AnimElem =8
value = s190,0
volume = 250

[State 191, エフェクト];飛んで来る板
type = Explod
trigger1 = Animelem = 9
anim = 8001
postype = p1
pos = 20, -80
velocity = 0, 0
accel = 0, 0
removetime = -2
persistent = 0
ownpal = 1
sprpriority = 5
scale = 2,2

[State 191, 音を鳴らす];蹴った直後の音
type = PlaySnd
trigger1 = AnimElem =10
value = s190,0
volume = 250

[State 191, エフェクト];飛んで来る板
type = Explod
trigger1 = Animelem = 10
anim = 8001
postype = p1
pos = 0, -50
velocity = 0, 0
accel = 0, 0
removetime = -2
persistent = 0
ownpal = 1
sprpriority = 5
scale = 2,2

[State 0, PalFX]
type = PalFX
trigger1 = AnimElem =9
trigger2 = AnimElem =10
trigger3 = AnimElem =11
time = 5
add = 256,256,256
mul = 256,256,256
color = 256



[State 191, 音を鳴らす];蹴った直後の音
type = PlaySnd
trigger1 = AnimElem =11
value = s190,0
volume = 250

[State 191, エフェクト];飛んで来る板
type = Explod
trigger1 = Animelem = 11
anim = 8001
postype = p1
pos = 10, -70
velocity = 0, 0
accel = 0, 0
removetime = -2
persistent = 0
ownpal = 1
sprpriority = 5
scale = 2,2

[State 191, エフェクト];飛んで来る板
type = Explod
trigger1 = Animelem = 12
anim = 8001
postype = p1
pos = 0, -30
velocity = 0, 0
accel = 0, 0
removetime = -2
persistent = 0
ownpal = 1
sprpriority = 5
scale = 2,2

[State 191, 音を鳴らす];蹴った直後の音
type = PlaySnd
trigger1 = AnimElem =19
value = s120,1
volume = 250

[State 191, 音を鳴らす];蹴った直後の音
type = PlaySnd
trigger1 = AnimElem = 19
value = s100,4
volume = 250
channel =0


[State 191, 音を鳴らす];蹴った直後の音
type = PlaySnd
trigger1 = AnimElem =25
value = s120,0
volume = 250

[State 191, 音を鳴らす];蹴った直後の音
type = PlaySnd
trigger1 = AnimElem =25
value = s800,1
volume = 250

[State 191, エフェクト];飛んで来る板
type = Explod
trigger1 = Animelem = 25
anim = 8001
postype = p1
pos = 0, -50
velocity = 0, 0
accel = 0, 0
removetime = -2
persistent = 0
ownpal = 1
sprpriority = 5
scale = 2,2

[State 191, エフェクト];飛んで来る板
type = Explod
trigger1 = Animelem = 25
anim = 191
postype = p1
pos = 0, -50
velocity = 0, 0
accel = 0, 0
removetime = -2
persistent = 0
ownpal = 1
sprpriority = 5
scale = 2,2


;---------------------------------------------------------------------------
;イントロ（試合開始前の登場演出アクション）
[Statedef 192]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = anim = 190
trigger1 = time =0
value = S190,2
volume = 250
channel = 0


[State 191, アニメ変更];バトル画面に切り替わった瞬間のフェ?ドインの時、アニメを固定している
type = ChangeAnim
trigger1 = anim = 190
trigger1 = time = 160
value = 189





[State 191, アニメ変更];バトル画面に切り替わった瞬間のフェ?ドインの時、アニメを固定している
type = ChangeAnim
trigger1 = anim = 189
trigger1 = Animtime = 0
value = 191

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = anim = 191
trigger1 = Animelem =1
value = S190,3
volume = 250
channel = 0
lowpriority =1


[State 191, アニメ変更];バトル画面に切り替わった瞬間のフェ?ドインの時、アニメを固定している
type = ChangeAnim
trigger1 = anim = 191
trigger1 = time = 300
value = 1


[State 191, 特殊効果];試合が開始するまではこのコントロ?ラを使おう（※２）
type = AssertSpecial
trigger1 = 1
flag = Intro ;イントロの状態

[State 191, ステ?ト変更];アニメ?ションが終われば「通常立ち」のステ?トに変更する
type = ChangeState
trigger1 = Time = 380
value = 0

;---------------------------------------------------------------------------
;イントロ（試合開始前の登場演出アクション）
[Statedef 193]
type = S
ctrl = 0
anim = 193
velset = 0,0
sprpriority = 0

[State 0, Helper]
type = Helper
trigger1 = Palno = [7,12]
trigger1 = NumHelper(19000) = 0
trigger1 = time = 0
helpertype = normal ;player
name =""
ID =19000
stateno = 19000
pos = 0,-180
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 0.3
size.yscale = 0.3

[State 0, VarAdd]
type = VarAdd
trigger1 = NumHelper(19000)
trigger1 = Helper(19000),Stateno = 19000
trigger1 =  Palno = [7,12]
trigger1 = command = "F"
trigger1 = Ailevel = 0
fv = 39    ;fv =
value = 1

[State 0, VarAdd]
type = VarAdd
trigger1 = NumHelper(19000)
trigger1 = Helper(19000),Stateno = 19000
trigger1 =  Palno = [7,12]
trigger1 = command = "B"
trigger1 = Ailevel = 0
fv = 39    ;fv =
value = -1

[State 0, VarSet]
type = VarSet
trigger1 =  Palno = [7,12]
trigger1 = FVar(39) >= 5
fv = 39    ;fv = 10
value = 0

[State 0, VarSet]
type = VarSet
trigger1 =  Palno = [7,12]
trigger1 = FVar(39) <= -1
Fv = 39    ;fv = 10
value = 4

[State 193]
type = Varset
trigger1 =  Palno = [7,12]
trigger1 = Ailevel > 0
trigger1 = time = 0
fvar(39) = random%5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = NumHelper(19000)
trigger1 = Helper(19000),Stateno = 19000
trigger1 =  Palno = [7,12]
trigger1 = Ailevel = 0
trigger1 = (command = "F") || (command = "B")
value = S19000,0
volume = 250
channel = -1


[State 0, PlaySnd]
type = PlaySnd
trigger1 = NumHelper(19000)
trigger1 = Helper(19000),Stateno = 19000
trigger1 = Palno = [7,12]
trigger1 = Ailevel = 0
trigger1 = (command = "a") || (command = "b")|| (command = "c") ||(command = "start")
value = S19000,1
volume = 250
channel = -1


[State 0, PlaySnd]
type = PlaySnd
;trigger1 = fvar(39) = 1
trigger1 = NumHelper(19000)
trigger1 = Helper(19000),Stateno = 19000
trigger1 =  Palno = [7,12]
trigger1 = Ailevel = 0
trigger1 = (command = "a") || (command = "b")|| (command = "c") ||(command = "start")
value = S19000+fvar(39),0
volume = 250
channel = fvar(39)

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = anim = 193
trigger1 = time =0
value = S190,1
volume = 250
channel = 0

[State 0, Explod]
type = Explod
trigger1 =Animelem = 7
anim = 194
ID = 194
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 25
pausemovetime = 0
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 =Animelem = 10
anim = 188
ID = 188
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1.2,1.2
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0


[State 0, Explod]
type = Explod
trigger1 =Animelem = 10
anim = 8500
ID = 8500
pos = 0,-60
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 =Animelem = 10
anim = 12000
ID = 12000
pos = 0,-60
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 =Animelem = 12
anim = 8001
ID = 8001
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, PalFX]
type = PalFX
trigger1 = Animelem = 7
time = 25
add = 250,250,250

[State 191, ステ?ト変更];アニメ?ションが終われば「通常立ち」のステ?トに変更する
type = ChangeState
trigger1=  Palno = [7,12]
trigger1 = anim = 193
trigger1 = Animtime = 0
value = 10190

[State 191, アニメ変更];バトル画面に切り替わった瞬間のフェ?ドインの時、アニメを固定している
type = ChangeAnim
trigger1 = anim = 193
trigger1 = Animtime = 0
value = 2

[State 191, 特殊効果];試合が開始するまではこのコントロ?ラを使おう（※２）
type = AssertSpecial
trigger1 = 1
flag = Intro ;イントロの状態

[State 191, ステ?ト変更];アニメ?ションが終われば「通常立ち」のステ?トに変更する
type = ChangeState
trigger1 = Time = 150
value = 0

;---------------------------------------------------------------------------
; ※２：AssertSpecial
;
; ?他のコントロ?ラでは設定出来ない『特殊な効果』を指定する命令。
; ?設定したトリガ?が有効になってる間だけ一時的に適用される。
;
; ?適用出来るパラメ??はこのコントロ?ラを一つ設置する場合、最大３つまで。
; ?書式としては「flag」「flag2」「flag3」を順に加えていく?。
; ?flag2とflag3はオプション。ではその特殊効果を全て紹介。
;
; ?Intro          = イントロ（試合開始前の登場演出アクション）の状態になる。イントロステ?ト専用。
; ?Invisible      = 自分の姿を消す。しかし残像（AfterImage）は消せない。
; ?RoundNotOver   = 現在のラウンドを過ぎない。勝利??ズ専用。
; ?NoBarDisplay   = ライフバ?を非?示にする。
; ?NoBG           = ステ?ジの奥の画像を非?示にし、「?っ黒の背景」にする。
; ?NoFG           = ステ?ジの手前の画像を非?示にする。
; ?NoStandGuard   = 立ちガ?ドが出来なくなる。
; ?NoCrouchGuard  = しゃがみガ?ドが出来なくなる。
; ?NoAirGuard     = 空中ガ?ドが出来なくなる。
; ?NoAutoTurn     = 自動で振り向かない。
; ?NoJuggleCheck  = ジャグルを?ェックしない。（ジャグル?イントが減らなくなる）
; ?NoKOSnd        = ＫＯ時の音声（11,0）を鳴らさないようにする。画面中に存在する全員に有効なので注意。
; ?NoKOSlow       = ＫＯ時のスロ?モ?ションを無効にする。（ＫＯ直前に有効にしないといけない）
; ?NoShadow       = 自分の影を消す。
; ?GlobalNoShadow = 画面中に存在する全てのプレイヤ?（ヘルパ?とProjectileも含む）の影を消す。
; ?NoMusic        = 演奏しているＢＧＭを?める。（プラグインによってはＢＧＭがバグるので要注意）
; ?NoWalk         = 歩かない。（前か後ろのキ?を入力中コントロ?ルが可?の時に勝手に[Statedef 20]にならない）
; ?TimerFreeze    = ?イ?カウント（制限時間）を停?する。
; ?UnGuardable    = 自分の全ての攻撃が『ガ?ド不可』になる。
;
;---------------------------------------------------------------------------
;挑発
[Statedef 195]
type = S
movetype = I
physics = S
ctrl = 0
anim = 195
velset = 0,0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = time =5
value = S190,4
volume = 250
channel = 0


[State 195, コントロ?ル]
type = CtrlSet
trigger1 = Time = 60 ;このステ?トが４０フレ??になったら
value = 1            ;キ?コントロ?ルが可?になる。



[State 195, ステ?ト変更]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;===========================================================================
; 通常攻撃技
;===========================================================================
;---------------------------------------------------------------------------
; 通常技はそんなに難しいテクニックは使ってないから、
; テンプレ?トを見ながら確認すれば覚えやすいと思う。
; 基?忘るべからず。
;
; ステ?トナンバ?は、立ち技が２００?２９９、しゃがみ技が４００?４９９、
; ジャンプ技が６００?６９９の間で決めて作るのが一般的。
; しかし強制じゃないので自由に作っちゃってＯＫ。
;---------------------------------------------------------------------------
;立ち弱パン?
[Statedef 200]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 200
poweradd = 20
sprpriority = 2
facep2 = 1

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 0, PosAdd]
type = PosAdd
trigger1 = time =0
x = 10



[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = time = 1
value = S100,0
volume = 250
channel = 0

[State 200, ヒット定?]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 43, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = s8006
sparkxy = -10, -26
hitsound = s1, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 200, ステ?ト変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 下の「立ち強パン?」のステ?トを見てみましょ。
;
;「Width」のコントロ?ラは相手や画面?を押すための『物理的な幅』を
; 一時的に伸ばしたり縮ませたりする命令。
; キャラの幅はバトル中に「Ctrl+C」を押して「判定?ックス」を?示させてる時に
; 一緒に確認出来る。「軸位置から伸びる黄緑色の線」がその幅。
;
; 後は「ChangeAnim」を使って５枚目で攻撃を当てたらすぐに６枚目に
; コ?を進ませる命令をしてたり、
;『画像?示優先度』で「振りかぶる時は奥」「振り切った直後から手前」に
; モ?ション?示の?作をしてるくらいで、難しくない処理。
;
; これは?談だけど、Widthの読み方は「ウィッズ」。
; この解説文書いた時に初めて読み方知ったよ！?｡ﾟ(?ﾂД`?ﾟ｡
;---------------------------------------------------------------------------
;立ち強パン?
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 3
poweradd= 35
ctrl = 0
velset = 0,0
anim = 210
sprpriority = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = time = 1
value = S100,1
volume = 250
channel = 0

[State 200];乗算補正
type = Varset
trigger1 = movehit=1
fv = 1
value = fVar(1)*0.8
persistent = 0
ignorehitpause = 1

[State 210, アニメ変更]
type = ChangeAnim
trigger1 = AnimElemTime(5) > 0 && AnimElemTime(6) <= 0
trigger1 = movecontact
value = 210
elem = 6
ignorehitpause = 1
persistent = 0

[State 210, 画像?示優先度]
type = SprPriority
trigger1 = AnimElem = 5
value = 2

[State 210, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime (2) >= 0) && (AnimElemTime (7) < 0)
value = 15,0  ;この場合キャラの幅を一時的に前に１５ピクセル伸ばす事になる。
              ;値の意味は「前方のピクセル増減量,後方のピクセル増減量」

[State 210, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = s0, 4
channel = 250

[State 210, ヒット定?]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    = 55
guardflag = MA
pausetime = 10,10
sparkno = s8004
sparkxy = -20,-70
hitsound   = s1,1
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -5.5
air.velocity = -2.5,-4
envshake.time = 2
envshake.ampl = 1

[State 210, ステ?ト変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

  ;---------------------------------------------------------------------------
;立ち弱キック
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 50
ctrl = 0
;velset = 0,0
anim = 230
sprpriority = 2

[State 200];乗算補正
type = Varset
trigger1 = movehit=1
fv = 1
value = fVar(1)*0.7
persistent = 0
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = time = 1
value = S100,8
volume = 250
channel = 0

[State 240, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
;trigger4 = AnimElem = 8
;trigger5 = AnimElem = 9
x = 10 ;Ｘ軸を前方に１２ピクセル移動させる

[State 0, Explod]
type = Explod
trigger1 = Animelem = 4
anim = 231
ID = 230
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1



[State 230, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 5
value = s0, 2
volume = 250

[State 230, ヒット定?]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = hard
damage    = 67,5
guardflag = MAP
pausetime = 16,16
sparkno = s8005
sparkxy = -10,-57
hitsound   = s1,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -8
air.velocity = -6.5,-3.5
;fall = 1
;fall.recover = 0

[State 230, ステ?ト変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;立ち弱キック
[Statedef 240]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 22
ctrl = 0
velset = 0,0
anim = 250
sprpriority = 2

[State 200];乗算補正
type = Varset
trigger1 = movehit=1
fv = 1
value = fVar(1)*0.7
persistent = 0
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = time = 1
value = S100,5
volume = 250
channel = 0


[State 0, Explod]
type = Explod
trigger1 = Animelem = 4
anim = 8001
ID = 700
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 1
anim = 8030
ID = 700
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 1
anim = 8001
ID = 700
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 255
ID = 240
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
;ignorehitpause =
;trans =
;persistent =
;supermove = 0
;pausemove = 0




[State 240, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
x = 10 ;Ｘ軸を前方に１２ピクセル移動させる

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = 2
y = -6


[State 0, VelMul]
type = VelMul
trigger1 = AnimElem = 3
x = 1
y = 0.4


[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = 2
y = 8

[State 0, Gravity]
type = Gravity
trigger1 = AnimElemTime(4) >= 0
;ignorehitpause =
;persistent =



[State 230, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 5
value = s0, 2
volume = 250

[State 230, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 10
value = s120, 0
volume = 250

[State 230, ヒット定?]
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype  = hard
damage    = 97
guardflag = HA
pausetime = 12,12
sparkno = s8004
sparkxy = -10,-27
hitsound   = s1,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -1,8
air.velocity = -1,8.5
fall =1
fall.recover =0
air.fall = 1
fall.recover = 0          ;相手は空中受け身が出来なくなる
fall.damage = 20          ;相手が地面に激突した瞬間の?メ?ジ量
fall.envshake.ampl = 8    ;相手が地面に激突した瞬間の画面振動
fall.envshake.time = 4
envshake.time = 4
envshake.ampl = 2

[State 230, ステ?ト変更]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 250
ctrl = 0

;----------------------------------------------------------------------
;落下
[Statedef 250]
type    = A
movetype= I
physics = N
anim = 251
sprpriority = 1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 256
ID = 250
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1



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


[State 1052, 軸位置];地面に軸をリセットしている
type = PosSet
trigger1 = Time = 0

y = 0

[State 1052, 音を鳴らす];着地音
type = PlaySnd
trigger1 = Time = 0
value = 40, 0



[State 1052, ステ?ト変更]
type = ChangeState
trigger1 = Animtime =0
value = 252
ctrl = 0

;----------------------------------------------------------------------
;：着地
[Statedef 252]
type    = S
movetype= I
physics = S
anim = 252
sprpriority = 1

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


[State 1052, 軸位置];地面に軸をリセットしている
type = PosSet
trigger1 = Time = 0

y = 0



[State 1052, ステ?ト変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;===========================================================================
;---------------------------------------------------------------------------
; ２Ｄ格ゲ?でのしゃがみ通常攻撃は空中ガ?ドが不可な作品が結?多い。
; カンフ??ンも例外ではなかったみたい。
; ↓のしゃがみ弱パン?のguardflagが「L」のみになってるのに注目。
; 意味は「Low」。相手はこのしゃがみ弱パン?をガ?ドする場合、
; 「しゃがみガ?ドだけしか出来ない」という事になる。
;
; それ以外は簡単。
;---------------------------------------------------------------------------
;しゃがみ弱パン?
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 2
poweradd= 15
ctrl = 0
anim = 400
sprpriority = 2
facep2 = 1

[State 200];乗算補正
type = Varset
trigger1 = movehit=1
fv = 1
value = fVar(1)*0.8
persistent = 0
ignorehitpause = 1

[State 400, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = time = 1
value = S100,0
volume = 250
channel = 0

[State 400, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 400, ヒット定?]
type = HitDef
trigger1 = Time = 0
attr = C, NA ;しゃがみ通常打撃（Crouching, Normal Attack）
damage    = 23
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s8006
sparkxy = -10,-42
hitsound   = s1,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 6
ground.hittime  = 12
ground.velocity = -4
air.velocity = -1.5,-3

[State 400, コントロ?ル]
type = CtrlSet
trigger1 = Time = 5
value = 1

[State 400, ステ?ト変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11 ;しゃがむステ?トへ（コモンステ?ト）

;---------------------------------------------------------------------------
; 効果の違う攻撃を連続でヒットさせる場合は、複数のHitDefが必要。
; ↓のしゃがみ強パン?のguardflagの効果がそれぞれ別々（MとMA）なように、
; パラメ??が数値じゃなければ特に。こればかりはどうしようもない。
;---------------------------------------------------------------------------
;しゃがみ強パン?
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 2
poweradd= 50
ctrl = 0
anim = 410
sprpriority = 2

[State 410, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = time = 1
value = S100,10
volume = 250
channel = 0


[State 410, 一発目のヒット定?]
type = HitDef
trigger1 = time = 0
attr = C, NA
damage    = 45
animtype  = Medium
hitflag = MAF
guardflag = M
pausetime = 12,12
sparkno = s8004
sparkxy = -10,-55
hitsound   = s1,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -5,0
air.hittime  = 25
air.velocity = -0.5,-6.5
air.fall =1
fall.recovertime = 40
yaccel =0.3


[State 410, ステ?ト変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ弱キック
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 4
poweradd= 22
ctrl = 0
anim = 440
sprpriority = 2

[State 430, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = time = 1
value = S100,8
volume = 250
channel = 0

[State 430, ヒット定?]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 65
animtype  = hard
hitflag = MA
guardflag = L
pausetime = 12,12
sparkno = s8005
sparkxy = -10,-8
hitsound   = s1,2
guardsound = 6,0
ground.type = low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3,-3
down.velocity = -5,0
fall =0
fall.recover =0

[State 430, ステ?ト変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


;===========================================================================
;---------------------------------------------------------------------------
; ジャンプ通常攻撃にChangeStateのコントロ?ラが無いのは、
; Physicsを「A」にしているから。
; おまけフォル?の「小ネ?.txt」を参照。（Physicsの仕組み）
;
; しゃがみ通常技とは逆に、ジャンプ通常技は基?的に「中段属性」の攻撃。
; しゃがみガ?ドが出来ないのが普通なので、guardflagを「HA」にしておくのが定石。
;「立ちガ?ドの需要性」と「空対地のガ?ドの揺さぶりによる駆け引き」を
; プレイヤ?に楽しんでもらうための先人達の知恵だね。
;---------------------------------------------------------------------------
;ジャンプ弱パン?
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= 11
ctrl = 0
anim = 600
sprpriority = 2

[State 600];乗算補正
type = Varset
trigger1 = movehit=1
fv = 1
value = fVar(1)*0.8
persistent = 0
ignorehitpause = 1

[State 600, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 4
value = 0, 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = time = 4
value = S100,11
volume = 250
channel = 0

[State 600, ヒット定?]
type = HitDef
trigger1 = Time = 0
attr = A, NA ;空中通常打撃（Air, Normal Attack）
damage    = 20
guardflag = HA ;相手はしゃがみガ?ドが出来ない
priority = 3
pausetime = 7,8
sparkno = s8006
sparkxy = -10,-58
hitsound   = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -4
air.velocity = -1.3,-3



[State 600, コントロ?ル]
type = CtrlSet
trigger1 = Time = 17
value = 1



;---------------------------------------------------------------------------
;ジャンプ弱キック
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 20
ctrl = 0
anim = 630
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = time = 1
value = S100,8
volume = 250
channel = 0



[State 630, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 4
value = s0, 2


[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = time = 5
value = S100,1
volume = 250
channel = 0
ignorehitpause =1

[State 610, ヒット定?]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 52
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = s8004
sparkxy = -10,-55
hitsound   = s1,1
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5
air.velocity = -3,-2
air.hittime  = 30


;---------------------------------------------------------------------------
;ジャンプ強パン?
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
anim = 610
sprpriority = 2

[State 200];乗算補正
type = Varset
trigger1 = movehit=1
fv = 1
value = fVar(1)*0.8
persistent = 0
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = time = 5
value = S100,8
volume = 250
channel = 0
ignorehitpause =1

[State 610, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1


[State 0, Explod]
type = Explod
trigger1 = Animelem = 3
anim = 611
ID = 610
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1



[State 630, ヒット定?]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 90
guardflag = HA
priority = 3
pausetime = 12,12
sparkno = s8005
sparkxy = -5,-35
hitsound   = s1,2
guardsound = 6,0
ground.type = High
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.velocity = -7,10
air.fall = 1
fall.recover = 0          ;相手は空中受け身が出来なくなる
fall.damage = 20          ;相手が地面に激突した瞬間の?メ?ジ量
fall.envshake.ampl = 8    ;相手が地面に激突した瞬間の画面振動
fall.envshake.time = 4
envshake.time = 4
envshake.ampl = 2
down.bounce = 1
;---------------------------------------------------------------------------
;ジャンプ強キック
[Statedef 640]
type    = A
movetype= A
physics = N
juggle  = 2
poweradd= 65
ctrl = 0
anim = 640
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 = time =0
x = 3
y = -3

[State 0, VelMul]
type = VelMul
trigger1 = time = 12
x = 0.5
y = 0.5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = time = 1
value = S100,4
volume = 250
channel = 0

[State 630, 音を鳴らす]
type = PlaySnd
trigger1 = AnimelemTime(4) = 0
;trigger1 = Time%4 = 0
value = s1100, 0


[State 0, VelSet]
type = VelSet
trigger1 = animelem =4
x = 10
y = 10

[State 0, Explod]
type = Explod
trigger1 = animelem =4
anim = 652
ID = 650
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1




[State 640, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 640, ヒット定?]
type = HitDef
trigger1 =Time = 0
attr = A, NA
damage    = 100,15
hitflag =MAFD
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = s1102
sparkxy = -10,-20
hitsound   = s1,2
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3,-4
fall = 1
fall.recover = 0          ;相手は空中受け身が出来なくなる
fall.damage = 20          ;相手が地面に激突した瞬間の?メ?ジ量
fall.envshake.ampl = 8    ;相手が地面に激突した瞬間の画面振動
fall.envshake.time = 4
envshake.time = 4
envshake.ampl = 2

[State 210, ステ?ト変更]
type = ChangeState
trigger1 = movecontact =1
value = 646
ctrl = 0

[State 210, ステ?ト変更]
type = ChangeState
trigger1 = Vel Y> 0&& Pos Y >=10
value = 645
ctrl = 0


;----------------------------------------------------------------------
;着地
[Statedef 645]
type    = S
movetype= I
physics = S
anim = 650
sprpriority = 1

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



[State 1052, 軸位置];地面に軸をリセットしている
type = PosSet
trigger1 = Time = 0
y = 0

[State 1052, 音を鳴らす];着地音
type = PlaySnd
trigger1 = Time = 0
value = 40, 0

[State 1052, コントロ?ル]
type = CtrlSet
trigger1 = AnimElem = 3, -1
value = 1

[State 1052, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 4
x = -15

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
id = 650



[State 1052, ステ?ト変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
;落下
[Statedef 646]
type    = A
movetype= I
physics = N
anim = 655
sprpriority = 1
velset = -4,-6

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


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

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
id = 650


[State 1052, ステ?ト変更]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 645
ctrl = 0




;---------------------------------------------------------------------------
;?ッシュ昇竜
[Statedef 700]
type    = A
movetype= A
physics = N
juggle  = 5
poweradd= 46
ctrl = 0
anim = 1020
sprpriority = 2


[State 200];乗算補正
type = Varset
trigger1 = movehit=1
fv = 1
value = fVar(1)*0.8
persistent = 0
ignorehitpause = 1


[State 0, PosAdd]
type = PosAdd
trigger1 = Animelem = 2
trigger2 = Animelem = 3
x = 4
y = 0


[State 200, 効果音]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = Time = 2
value = S100, 7
channel =0


[State 0, VelSet]
type = VelSet
trigger1 = Animelem = 3
x = 2
y = -6

[State 0, Gravity]
type = Gravity
trigger1 = time >=20
;ignorehitpause =
;persistent =

[State 0, VelMul]
type = VelMul
trigger1 = Time = 25
x = 0.6
y = 0.6

[State 0, VelMul]
type = VelMul
trigger1 = Time = 10
x = 0.7
y = 0.7

[State 1200, 音を鳴らす]
type = PlaySnd
trigger1 = Time  = 10
value = s0, 2

[State 0, Explod]
type = Explod
trigger1 = Animelem = 3
anim = 701
ID = 700
pos = 10,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 3
anim = 8001
ID = 700
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 3
anim = 8030
ID = 700
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 3
anim = 8001
ID = 700
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1



[State 0, Helper]
type = Helper
trigger1 = Animelem = 3
trigger1 = movehit
helpertype = normal ;player
name = ""
ID = 7025
stateno = 701
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0





[State 210, 効果音]
type = PlaySnd
trigger1 = Time = 2
value = S0, 1

[State 210, ヒット定?]
type = HitDef
trigger1 = Animelem = 2
attr = A, SA
damage    = 35
animtype  = up
hitflag = MAF
guardflag = M
pausetime = 6,6
sparkno = S8006
guard.sparkno = 40
hitsound   = S1, 2
guardsound = S6, 0
sparkxy = -10,-90
ground.type = low
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = -0,-9
air.velocity = -0,-9
yaccel=0.44

[State 210, ヒット定?]
type = HitDef
trigger1 = Animelem = 3
attr = A, SA
damage    = 35
animtype  = up
hitflag = MAF
guardflag = M
pausetime = 8,8
sparkno = S8006
guard.sparkno = 40
hitsound   = S1, 2
guardsound = S6, 0
sparkxy = -10,-90
ground.type = low
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = -0,-9
air.velocity = -0,-9
yaccel=0.44
ID =700

[State 210, ヒット定?]
type = HitDef
trigger1 = Animelem = 4
attr = A, SA
damage    = 45
animtype  = up
hitflag = MAF
guardflag = M
pausetime = 10,10
sparkno = S8004
guard.sparkno = 40
hitsound   = S1, 2
guardsound = S6, 0
sparkxy = -10,-90
ground.type = low
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = -2,-6
air.velocity = -2,-6
fall = 1
fall.recovertime = 35
yaccel=0.54

[State 0, CtrlSet]
type = CtrlSet
trigger1 = Animelem = 4
trigger1 = movehit
value = 1
ignorehitpause = 1



[State 210, ステ?ト変更]
type = ChangeState
trigger1 = Vel Y> 0&& Pos Y >=0
value = 52
ctrl = 1

;----------------------------------------------------------------------------
;エフェクト
[Statedef 701]
type = A
movetype = I
physics = N
ctrl = 0
anim = 7025
velset = 0,0
sprpriority = 2

[State 0, BindToTarget]
type = BindToTarget
trigger1 = time = 0
time = 1
ID = 700
;pos = 0,0,"Foot";"Mid","Head"




[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible
flag3 = noAutoTurn

[State 0, Explod]
type = Explod
trigger1 = Time = 0
anim = 7025
ID = 7025
pos = 0,-60
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 100
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0


[State 0, Trans]
type = Trans
trigger1 = 1
trans =  add
;alpha = 256,256
ignorehitpause = 1
;persistent =



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

;---------------------------------------------------------------------------
;昇竜
[Statedef 710]
type    = A
movetype= A
physics = N
juggle  = 5
poweradd= 46
ctrl = 0
velset = 0,0
anim = 700
sprpriority = 2


[State 200];乗算補正
type = Varset
trigger1 = movehit=1
fv = 1
value = fVar(1)*0.8
persistent = 0
ignorehitpause = 1


[State 0, PosAdd]
type = PosAdd
trigger1 = Animelem = 2
trigger2 = Animelem = 3
x = 15
y = 0


[State 200, 効果音]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = Time = 2
value = S1000, 0
channel =0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time =0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 10

[State 0, VelSet]
type = VelSet
trigger1 = Animelem = 5
x = 2
y = -6




[State 0, VelMul]
type = VelMul
trigger1 = Time = 25
x = 0.2
y = 0.2

[State 0, VelMul]
type = VelMul
trigger1 = Time = 10
x = 0.5
y = 0.5

[State 0, Gravity]
type = Gravity
trigger1 = time >=30

[State 1200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = s0, 2
volume =250

[State 1200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = s120, 0
volume =250

[State 0, Explod]
type = Explod
trigger1 = Animelem = 4
anim = 701
ID = 700
pos = 5,5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 4
anim = 8001
ID = 700
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 4
anim = 8030
ID = 700
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 4
anim = 8001
ID = 700
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 5
anim = 8410
ID = 700
pos = 30,-120
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 2
pausemovetime = 0
scale = 0.5,0.5
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1


[State 210, 効果音]
type = PlaySnd
trigger1 = Time = 2
value = S0, 1

[State 210, ヒット定?]
type = HitDef
trigger1 = time = 0
attr = A, SA
damage    = 85
animtype  = hard
hitflag = MAF
guardflag = M
pausetime = 8,8
sparkno = S8005
guard.sparkno = 40
hitsound   = S1, 2
guardsound = S6, 0
sparkxy = -10,-90
ground.type = low
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = -1,-9
air.velocity = -1,-7
fall = 1
fall.recover = 0
yaccel=0.4
envshake.time = 4
envshake.ampl = 2


[State 210, ステ?ト変更]
type = ChangeState
triggerall = movehit
triggerall = Time >= 26
trigger1 = Ailevel = 0
trigger1 = command = "b"
trigger2 = Ailevel > 0
value = 720
ctrl = 0


[State 210, ステ?ト変更]
type = ChangeState
trigger1 = Vel Y> 0&& Pos Y >=0
value = 52
ctrl = 1

;---------------------------------------------------------------------------
;昇竜からのたたき落とし
[Statedef 720]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 30
ctrl = 0
anim = 610
sprpriority = 2

[State 200];乗算補正
type = Varset
trigger1 = movehit=1
fv = 1
value = fVar(1)*0.8
persistent = 0
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = time = 8
value = S100,8
volume = 250
channel = 0

[State 610, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 5
value = 0, 1

[State 0, VelSet]
type = VelSet
trigger1 = Time = 2
x = 2



[State 0, Explod]
type = Explod
trigger1 = Animelem = 3
anim = 611
ID = 610
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 610, ヒット定?]
type = HitDef
trigger1 = Time = 0
attr = A, SA
damage = 80
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = s8005
sparkxy = -10,-55
hitsound   = s1,2
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,5
air.velocity = -4,10
air.fall = 1
fall.recover = 0
yaccel=0.44
envshake.time = 4
envshake.ampl = 4
fall.damage = 20          ;相手が地面に激突した瞬間の?メ?ジ量
fall.envshake.ampl = 3    ;相手が地面に激突した瞬間の画面振動
fall.envshake.freq = 10
fall.envshake.time = 4
down.velocity = -5,-5
down.bounce = 1

;===========================================================================
; 投げ技
;===========================================================================
;---------------------------------------------------------------------------
; エレクバイトが「作るのが退屈と感じる時もあるよ」って言ってるけど、
; 作り出したら意外とハ?って楽しくなる投げ技。
; 投げる相手の正確な座標取りは面?臭いけどね（コラ
; 投げ用のHitDefはテンプレ?トと見比べて確認すればわかるはず。
;---------------------------------------------------------------------------
;カンフ?スル?：掴み
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 800]
type = Selfstate
trigger1 = enemynear,p2dist x < 0
trigger1 = Ailevel > 0 && var(55) = 0
value = 400
ctrl = 0

[State 800]
type = Selfstate
trigger1 = enemynear,p2dist x < 0
trigger1 = Ailevel > 0 && var(54) = 0
value = 210
ctrl = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = time =0
value = S5,0
volume = 250
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
value = S0,0
volume = 250



[State 800, ヒット定?]
type = HitDef
trigger1 = Time = 0
trigger1 = P2statetype !=A
attr = S, NT
damage = 72
hitflag = MA-
;guardflag =
priority = 4
pausetime = 4,4
sparkno = s8006
sparkxy = -10,-35
hitsound   = 5,3
guardsound = 6,0
animtype = hard
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,0
air.velocity = -5,-2
guard.velocity = -12
guard.dist = 0
ID = 800
kill =0


[State 800, ヒット定?]
type = HitDef
trigger1 = Time = 0
trigger1 = P2statetype =A
attr = S, NT
damage = 72
hitflag = MA-
;guardflag =
priority = 4
pausetime = 4,4
sparkno = s8006
sparkxy = -10,-35
hitsound   = 5,3
guardsound = 6,0
animtype = hard
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,0
air.velocity = -5,-2
guard.velocity = -12
guard.dist = 0
ID = 800
kill =0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = Animelem = 4
value = S800,2
volume = 250
channel = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = Numtarget(800)
trigger1 = !Target(800),Ishelper
trigger1 = movehit=1
value = 810
ctrl = 0



[State 0, TargetState]
type = TargetState
trigger1 = Numtarget(800)
trigger1 = !Target(800),Ishelper
trigger1 = movehit =1
value = 820
ID = 800


[State 800, ステ?ト変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;カンフ?スル?：成功（放り投げる）
[Statedef 810]
type    = S
movetype= A
physics = N
anim = 810
poweradd = 60


[State 0, TargetState]
type = TargetState
trigger1 = Numtarget(800)
trigger1 = !Target(800),Ishelper
trigger1 = AnimElemTime(4) < 0
value = 820
ID = 800


[State 810, 音を鳴らす];掴み用
type = PlaySnd
trigger1 = AnimElem = 4
value = s1, 1


[State 810, 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 = 38, 0  ;自分の軸位置から相手の軸をX=28・Y=0の位置にする

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(6) < 0
edge = 40,0 ;画面?を押す幅を変える（オレンジの線）

[State 810, 掴んだ相手の位置２]
type = TargetBind
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(4) < 0
pos = 48, 0

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 8004
ID = 800
pos = 0,-40
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1


;相手が食らい状態の時のみ??するTarget系コントロ?ラ
[State 810, 掴んだ相手のライフ増減]
type = TargetLifeAdd
trigger1 = AnimElem = 4
value = -78

[State 810, 掴んだ相手のステ?ト変更]
type = TargetState
trigger1 = AnimElem = 5
value = 821


[State 810, ステ?ト変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; こっちは制御を奪った相手の食らいステ?ト。
; 相手の制御を解く場合、「ChangeState」のコントロ?ラにしてしまうと
;「相手が制御を奪われた状態のままになるバグ」が発生してしまう。
; なので必ず『SelfState』で相手のステ?トに戻し、制御を解除しないといけない。
; そこさえ注意しておけば、自由に相手の食らいモ?ションを設定出来る。
;
; デバッグ?示中に相手の情報の一部の文字が黄色になったら、それが
; P2StateNoやTargetStateで制御を奪われた状態の証。
; 投げが成功したらCtrl+Dで相手側の情報を確認だ！m9っ｀Д´)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;カンフ?スル?：相手側１（掴まれて放り投げられるまで）
[Statedef 820]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = -1
facep2 = 1

[State 820, 相手のアニメ変更]
type = ChangeAnim2
trigger1 = Time = 0
value = 820

[State 820, 相手ステ?トに戻す]
type = SelfState
trigger1 = !GetHitVar(IsBound) ;（※３）
value = 5050

;---------------------------------------------------------------------------
; ※３：GetHitVar
;
; ?食らってしまった『相手の攻撃の効果』を
; ?自分側が「特殊な変数」に変換して判断するトリガ?。
;?「GetHitVar(**)」の『**』に該当する、?め決められているパラメ??を全て紹介。
;
; ?大概「相手のHitDefとProjectileのパラメ??」から引き出すので、かなり多い（苦笑
;
;
; ?XVelAdd             = 自分が負けて吹っ飛んだ時の「Ｘ軸方向の加速度(float)」を計測する
; ?YVelAdd             = 自分が負けて吹っ飛んだ時の「Ｙ軸方向の加速度(float)」を計測する
; ?Type                = 自分の「食らいアニメの種類」。（0=None・1=High・2=Low・3=Trip）
; ?AnimType            = 相手のHitDefに設定されている「animtype」を判断する
;                        （0=Light・1=Medium・2=Hard・3=Back・4=Up・5=DiagUp）
; ?GroundType          = 相手のHitDefに設定されている「ground.type」を判断する
; ?AirType             = 相手のHitDefに設定されている「air.type」を判断する
;
; ?Damage              = 相手から食らってしまった「?メ?ジ量」を計測する
; ?HitCount            = 相手の「現在のヒット数」を計測する
; ?FallCount           = 自分が「地面に激突した回数」を判断する
; ?HitShakeTime        = 自分の「ヒット硬直時間」を計測する
; ?HitTime             = 自分の「食らい時間」を計測する
; ?SlideTime           = 相手のHitDefに設定されている「slidetime」を判断する
; ?CtrlTime            = 相手のHitDefに設定されている「(air)guard.ctrltime」を判断する
; ?RecoverTime         = 横に?れている時の「起き上がるまでの時間」を判断する
;
; ?XOff                = 相手のHitDefに設定されている「"snap"のＸ軸」を判断する（非推奨）
; ?YOff                = 相手のHitDefに設定されている「"snap"のＹ軸」を判断する（非推奨）
; ?ZOff                = 相手のHitDefに設定されている「"snap"のＺ軸」を判断する？（存在しないので無意味）
;
; ?XVel                = 相手のHitDefに設定されている「Ｘ軸の食らい状態の移動速度」を判断する
; ?YVel                = 相手のHitDefに設定されている「Ｙ軸の食らい状態の移動速度」を判断する
; ?YAccel              = 相手のHitDefに設定されている「yaccel」を判断する
; ?chainID             = 相手のHitDefに設定されている「chainID」を判断する
; ?Guarded             =「相手のコン?での最後の攻撃をガ?ドした場合」を判断する
; ?IsBound             =「TargetBindで掴まれてる状態」を判断する
;
; ?Fall                = 相手のHitDefに設定されている「fall」を判断する
; ?Fall.Damage         = 相手のHitDefに設定されている「fall.damage」を判断する
; ?Fall.XVel           = 相手のHitDefに設定されている「fall.xvelocity」を判断する
; ?Fall.YVel           = 相手のHitDefに設定されている「fall.yvelocity」を判断する
; ?Fall.Recover        = 相手のHitDefに設定されている「fall.recover」を判断する
; ?Fall.RecoverTime    = 相手のHitDefに設定されている「fall.recovertime」を判断する
; ?Fall.Kill           = 相手のHitDefに設定されている「fall.kill」を判断する
; ?Fall.EnvShake.Time  = 相手のHitDefに設定されている「fall.envshake.time」を判断する
; ?Fall.EnvShake.Freq  = 相手のHitDefに設定されている「fall.envshake.freq」を判断する
; ?Fall.EnvShake.Ampl  = 相手のHitDefに設定されている「fall.envshake.ampl」を判断する
; ?Fall.EnvShake.Phase = 相手のHitDefに設定されている「fall.envshake.phase」を判断する
;
;---------------------------------------------------------------------------
;カンフ?スル?：相手側２（放り投げられた）
[Statedef 821]
type    = A
movetype= H
physics = N
velset = -6.8,-3
poweradd = 40



[State 821, 速度加算];重力
type = VelAdd
trigger1 = 1
y = .44 ;現在のＹ軸方向の移動速度を「0.4?イント」ずつ増やしていく



[State 821, 相手ステ?トに戻す]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;===========================================================================
; 必殺技
;===========================================================================
;---------------------------------------------------------------------------
; カンフ??ンを代?する必殺技『カンフ?突き手』。
; 最初に公開されたM.U.G.E.N（1999/1/1当時のMS-DOS版）では
; この技と超必殺技の『三烈カンフ?突き手』しか持ってなかった。
;
;「P2BodyDist」は「自分から相手までの距離」を測るトリガ?。
; Bodyの記述が無い「P2Dist」の場合は、
;「自分の軸位置から相手の軸位置との距離」を測る。
;---------------------------------------------------------------------------
; 勇者ナックル 236a
[Statedef 1000]
type    = S
movetype= A
physics = S
juggle  = 3
poweradd= 110
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 2

[State 200];乗算補正
type = Varset
trigger1 = movehit=1
fv = 1
value = fVar(1)*0.6
persistent = 0
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = time =0
value = S100,3
volume = 250
channel = 0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 8
value = 0, 3

[State 0, Explod]
type = Explod
trigger1 = Animelem = 2
anim = 8310
ID = 230
pos = 50,-60
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.5,0.5
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1


[State 1000, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 5
x = 5

[State 1000, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 9
x = -5

[State 1000, ヒット定?];相手に近い場合
type = HitDef
trigger1 = AnimElem = 2

attr = S, SA ;立ち必殺技（Standing, Special Attack）
animtype  = Hard
damage    = 90, 4
priority  = 5
guardflag = MA
pausetime = 8,8
sparkno = s8004
sparkxy = -10,-60
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6,0
air.velocity = -2,-5
air.hittime = 35


[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact = 1
v = 58    ;fv =
value = 5

[State 0, VarAdd]
type = VarAdd
trigger1 = movehit = 1
v = 58    ;fv =
value = 5


[State 1000, ステ?ト変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; ※４：IfElse文
;
; ?条件を『分岐』させ、適用する値を細分化する命令。書式を見てみよう。
; 
; ??IfElse(■,●,▲)
;
; ??■ = 分岐させる条件（トリガ?を使う）
; ??● =「■」が『有効な時』に適用する値（?）
; ??▲ =「■」が『有効ではない時』に適用する値（偽）
;
; ?つまり『もし■が実行されていたら●（?）、そうでない場合は▲（偽）』
; ?という処理の流れになる。
;
; ?M.U.G.E.NでのIfElse文は数式として分類されているので、
; ?●と▲には「数値（数値を適用するトリガ?）」しか使えない。
;?（その中に更にIfElse文は何個も追加出来るけどね）
;
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;速いカンフ?突き手：相手側１（ヒット硬直）
[Statedef 1025]
type    = A
movetype= H
physics = N
velset = 0,0

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



[State 1025, 相手のアニメ変更]
type = ChangeAnim2
trigger1 = 1
value = 1025

[State 1025, ステ?ト変更]
type = ChangeState
trigger1 = HitShakeOver = 1 ;ヒット硬直が解けたら
value = 1026

;[State 1026, 相手ステ?トに戻す]
;type = SelfState
;trigger1 = roundstate!=2
;value = 5100

;---------------------------------------------------------------------------
;「FrontEdgeBodyDist」は『自分から前方の画面?までの距離』を、
;「BackEdgeBodyDist」は『自分から後方の画面?までの距離』を計測するトリガ?。
; 使ってないけど、さらに「Body」を抜いた『FrontEdgeDist』及び『BackEdgeDist』は
; それぞれ『自分の「軸位置」から前か後ろの画面?までの距離』を計測する事になる。
; ちなみにこれはＸ軸方向のみ。Ｙ軸方向の計測方?は無いので気を付けてね。
;---------------------------------------------------------------------------
;速いカンフ?突き手：相手側２（吹っ飛び）
[Statedef 1026]
type    = A
movetype= H
physics = N

[State 1026, 食らい中の速度]
type = HitVelSet
trigger1 = Time = 0
x = 1
;y = 1

;[State 1026, 速度加算];重力
;type = VelAdd
;trigger1 = 1
;y = .45

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
;ignorehitpause =
;persistent =


[State 1026, スクロ?ル]
type = ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1         ;画面スクロ?ルの影響を受けるか否か。0=受けない・1=受ける
movecamera = 0,1  ;カメラの動きをキャラに依存させるか否か。0=させない・1=させる（Ｘ軸,Ｙ軸）

[State 1026, ステ?ト変更];壁に激突するステ?トへ
type = ChangeState
;triggerall = Pos y <= 10
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 1027

[State 1026, 相手ステ?トに戻す]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
trigger2 = roundstate!=2
trigger3 = time>= 999

value = 5100


;---------------------------------------------------------------------------
;「Pos」はＸ軸が画面中央から、Ｙ軸が地面からの座標を決めるのに対し、
;『ScreenPos』は『常にウィンドウの一番左上からの横と縦の座標』を取る。
;---------------------------------------------------------------------------
;速いカンフ?突き手：相手側３（壁に激突）
[Statedef 1027]
type    = A
movetype= H
physics = N

[State 1027, 振り返る]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)

[State 1027, 軸位置移動]
type = PosAdd
trigger1 = Time = 0
x = 15 - BackEdgeBodyDist

[State 1027, 位置固定]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State 1027, スクロ?ル]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 1027, エフェクト]
type = Explod
trigger1 = Time = 0
anim = F72
pos = 0, floor(screenpos y) - 50 ;（※５）
postype = back
sprpriority = 3

[State 1027, 相手のアニメ変更]
type = ChangeAnim2
trigger1 = Time = 0
value = 1027

[State 1027, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = F7,0


[State 1026, 相手ステ?トに戻す]
type = SelfState
trigger1 = roundstate!=2
value = 5100

[State 1027, ステ?ト変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 1028

;---------------------------------------------------------------------------
; ※５：?数処理（floorとか付いてる所）
;
; ?括弧で挟んで中の数値をどうするか？小数?以下の数値を
;?「四捨五入」したり「切り捨てたり」する命令。
; ?これはプログラ?ングでは『?数処理』と呼ばれているものの一部で、
;
; ?Ceil(**)  = 天井関数(Ceiling)
; ??????（正の値は小数?以下を四捨五入、負の値は小数?以下を切り捨てる）
;
; ?Floor(**) = 床関数
; ??????（正の値は小数?以下を切り捨て、負の値は小数?以下を四捨五入する）
;
; ?という処理を値に適用し、整数への補正を行う。
; ?もちろん「正の値」は『０よりも上の数値』、「負の値」は『０よりも下の数値』の事。
; ?例えば、正の値2.8・負の値-2.8があるとする。これにCeilかFloorを?えると、
;
; ?Ceil(2.8)   = 3
; ?Ceil(-2.8)  = -2
; ?Floor(2.8)  = 2
; ?Floor(-2.8) = -3
;
; ?となる。
;---------------------------------------------------------------------------
;速いカンフ?突き手：相手側４（壁からのバウンド）
[Statedef 1028]
type    = A
movetype= H
physics = N

[State 1028, 相手の特定の攻撃属性無効];（※６）
type = NotHitBy
trigger1 = 1
value = , NA, NP

[State 1028, 移動速度]
type = VelSet
trigger1 = Time = 0
y = -6

[State 1028, 移動速度]
type = VelSet
trigger1 = Time = 0
x = 1.6

[State 1028, 振り返る]
type = Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)

[State 1028, 速度加算];重力
type = VelAdd
trigger1 = 1
y = .35

[State 1028, アニメ変更]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052) ;「!」が付いてるので、[Begin Action 5052]が無い場合
value = 5050

[State 1028, アニメ変更]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)  ;airフ?イルに[Begin Action 5052]が存在してれば
value = 5052

[State 1028, アニメ変更]
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State 1028, アニメ変更]
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062

[State 1028, 相手ステ?トに戻す]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
trigger2 = RoundState !=2
value = 5100

;---------------------------------------------------------------------------
; ※６：NotHitBy
;
; ?通常は「無敵状態」を設定するけど、?当は
;?『相手の「特定の属性を設定しているHitDef」を当たらなくする』コントロ?ラ。
; ?特定の属性はHitDefの「attr」のパラメ??が該当する。テンプレ?ト参照。
; ?まぁvalueに?える値を見れば早い。
;
; ?value = (相手のattrの状態), (相手のattrの属性１)(相手のattrの属性２),・・・
;
; ?これが?来の記述方?。
;?「value2」を増やす事により、もう一つ無敵にしたい属性を指定出来る。
; ?(属性１)と(属性２)を省略して書けば
; ?相手の(状態)のみを判断して攻撃を当たらなくする事が出来る。（「SC」など）
; ?逆に(状態)に関係無く特定の(属性１)と(属性２)に対して無敵にしたい場合は、
;?『(状態)を省略して(属性１)と(属性２)を設定する』。
; ?というか全ての状態（SとCとA全部の場合）で属性を実行したい時、
; ?SCAを加えてしまうと(属性１)と(属性２)が??しない（苦笑
;
; ?(例)?：?value = , AA,AP,AT
; ?もしくは?value = , NA,SA,HA,NP,SP,HP,NT,ST,HT
;
; ?実はSCAじゃなくても、この記述でも「無敵状態」になれる。
; ?例に挙げた見慣れない属性（AA・AP・AT）の意味は以下の通り。
;
; ?AA = 相手の「全ての打撃」が当たらなくなる????（All Attack）
; ?AP = 相手の「全てのProjectile」が当たらなくなる?（All Projectile）
; ?AT = 相手の「全ての投げ」が当たらなくなる????（All Throw）
;
; ?この３つは「HitBy」「ReversalDef」「HitOverRide」のコントロ?ラと、
;?「HitDefAttr」のトリガ?にも使える。
;===========================================================================
;---------------------------------------------------------------------------
; 膝蹴りの時に???ンかＢ??ンを押すと
;「撥ね蹴り」が出る、飛び上がる連続入力攻撃技。
; ステ?トが「地上での開始→飛び膝蹴り（??ンを押すと連続技）→着地」
; の３つに分かれている。
;---------------------------------------------------------------------------

;===========================================================================
;---------------------------------------------------------------------------
; ２ヒットする何の変哲も無い対空必殺技。これといって難しい処理は使ってない。
; カンフ?ニ?との併用で画面?でのコン?も上手く行けば出来る。
; 対空技に付き物な「無敵時間」が無いので、潰されやすいのが難?。
;---------------------------------------------------------------------------
;空中乱蹴り
[Statedef 1100]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 110
anim = 1100
ctrl = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = time = 1
value = S100,9
volume = 250
channel = 0

[State 0, VelMul]
type = VelSet
trigger1 = time = 0
x = 8


[State 0, Vel]
type = Velmul
trigger1 = AnimelemTime(10) <= 0
x = 0.9
y = 0.3


[State 0, Explod]
type = Explod
trigger1 = Animelem = 3
anim = 1105
ID = 1100
pos = 10,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 20
pausemovetime = 0
scale = 1,1
sprpriority = -2
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1


[State 1100, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 1


[State 240, ヒット定?]
type = HitDef
trigger1 = Animelem = 3
attr = S, SA
animtype  = Medium
damage    = 25
guardflag = MA
pausetime = 2,2
sparkno = s8006
sparkxy = -10,-60
hitsound   = s1,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = -1
air.velocity = -0.2,-1.2
numhits = 3

[State 1100, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = 0, 1

[State 240, ヒット定?]
type = HitDef
trigger1 = Animelem = 5
attr = S, NA
animtype  = Medium
damage    = 25
guardflag = MA
pausetime = 2,2
sparkno = s8006
sparkxy = -10,-60
hitsound   = s1,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = -1
air.velocity = -0.2,-1.2
numhits = 3


[State 1100, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 7
value = 0, 1

[State 240, ヒット定?]
type = HitDef
trigger1 = Animelem = 7
attr = S, NA
animtype  = Medium
damage    = 25
guardflag = MA
pausetime = 2,2
sparkno = s8006
sparkxy = -10,-60
hitsound   = s1,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = -1
air.velocity = -0.2,-0.2
numhits = 3


[State 1100, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 9
value = 0, 2

[State 0, Explod]
type = Explod
trigger1 = Animelem = 9
anim = 1511
ID = 1500
pos = 15,-15
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 240, ヒット定?]
type = HitDef
trigger1 = Animelem = 9
attr = S, NA
animtype  = Medium
damage    = 65
guardflag = MA
pausetime = 12,12
sparkno = s8004
sparkxy = -10,-60
hitsound   = s1,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -12 ,-4
air.velocity = -12.2,-3.2
fall = 1
fall.recover = 0


[State 1075, 音を鳴らす];カンフ??ンの声
type = PlaySnd
trigger1 = movehit= 1
value = s1,0



[State 1100, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(13) < 0
value = 5,0


;---------------------------------------------------------------------------
;下?キック
[Statedef 1110]
type    = A
movetype= A
physics = N
juggle  = 2
poweradd= 60
anim = 3220
ctrl = 0
sprpriority = 2
velset =0,0

[State 1100];乗算補正
type = Varset
trigger1 = movehit
fv = 1
value = fVar(1)*0.7
persistent = 0
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = time = 8
value = S1000,0
volume = 250
channel = 0

[State 3000, 残像]
type = AfterImage
trigger1 = AnimElem = 2
time = 12
palbright = 25,20,20
paladd = 25,20,20
;timegap = 3
framegap = 3

[State 0, VelMul]
type = VelSet
trigger1 = time = 10
x = 8
y = 18



[State 0, Explod]
type = Explod
trigger1 = time = 15
anim = 3215
ID = 1110
pos = 10,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -2
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1


[State 1100, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 1




[State 240, ヒット定?]
type = HitDef
id = 1110
trigger1 = Var(20) <1
trigger1 = Var(47) = 0 && Var(56)= 0
trigger1 = time =0
attr = A, SA
animtype  = Medium
damage    = 70
Hitflag = MAFD
guardflag = MA
pausetime = 5,5
sparkno = s8006
sparkxy = -10,-60
hitsound   = s1,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = -1
air.velocity = -0.2,-1.2
down.velocity = -0.3,-0.4
numhits = 1
fall = 0
fall.recover = 0


[State 240, ヒット定?]
type = HitDef
id = 1110
trigger1 = Var(20) <2
trigger1 = Var(47) = 1 || Var(56)>=1
trigger1 = time =0
attr = A, SA
animtype  = Medium
damage    = 100
Hitflag = MAFD
guardflag = MA
pausetime = 5,5
sparkno = s8004
sparkxy = -10,-60
hitsound   = s1,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = -1
air.velocity = -0.2,-4.2
down.velocity = -0.3,-2.5
numhits = 1
fall = 1
fall.recover = 0
down.bounce = 1
palfx.time = 50
palfx.add = 256,120,120
ID =1110

[State 0, VarSet]
type = VarSet
trigger1 = NumTarget(1110)
trigger1 =movehit
v = 29    ;fv = 10
value = Target(1110),ID

[State 0, VarAdd]
type = VarAdd
trigger1 =movehit =1
v = 20   ;fv = 10
value = 1


[State 0, Helper]
type = Helper
trigger1 = NumTarget(1110)
trigger1 =movehit
;trigger1 = numHelper(1111) = 0
helpertype = normal ;player
name = ""
ID = 1111
stateno = 1111
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0





[State 0, ChangeState]
type = ChangeState
trigger1 = Pos Y >=10 && Vel Y > 0
value = 252
ctrl = 0

;----------------------------------------------------------------------------
;エフェクト
[Statedef 1111]
type = A
movetype = I
physics = N
ctrl = 0
anim = 8600
velset = 0,0
sprpriority = 2

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = PlayerID(root,Var(29)),Pos X
y = PlayerID(root,Var(29)),Pos Y
;ignorehitpause =


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible
flag3 = noAutoTurn

[State 0, Explod]
type = Explod
trigger1 = Time = 0
anim = 8600
ID = 8600
pos = 10,-20
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 1000
scale = 1.3,1.3
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Trans]
type = Trans
trigger1 = 1
trans =  add
;alpha = 256,256
ignorehitpause = 1
;persistent =



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


;----------------------------------------------------------------------
;スライディング
[Statedef 1115]
type    = S
movetype= A
physics = N
anim = 1115
sprpriority = 1

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

[State 1052, 軸位置];地面に軸をリセットしている
type = PosSet
trigger1 = Time = 0
y = 0

[State 430, ヒット定?]
type = HitDef
trigger1 = Animelem = 3
attr = C, SA
damage    = 70
animtype  = hard
hitflag = MA
guardflag = L
pausetime = 8,8
sparkno = s8004
sparkxy = -10,-8
hitsound   = s1,2
guardsound = 6,0
ground.type = trip
ground.slidetime = 15
ground.hittime  = 24
ground.velocity = -4,-3
air.velocity = -3,-3
down.velocity = -5,-0.5
fall =1
fall.recover =0

[State 0, Explod]
type = Explod
trigger1 = Animelem = 3
anim = 8001
ID = 1115
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = Animelem = 3
anim = 7055
ID = 1115
pos = 60,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact = 1
v = 58    ;fv =
value = 2

[State 0, VarAdd]
type = VarAdd
trigger1 = movehit = 1
v = 58    ;fv =
value = 2

[State 1052, 音を鳴らす];着地音
type = PlaySnd
trigger1 = Time = 0
value = s0, 2

[State 0, VelMul]
type = VelMul
trigger1 = AnimelemTime(2) = 5
x = 0.7

[State 0, VelMul]
type = VelMul
trigger1 = AnimelemTime(3) = 5
x = 0.5

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = AnimelemTime(5) = 0
statetype = C       ;S,A,C,L
movetype = I        ;I,A,H
physics = S         ;A,C,S,N



[State 1052, ステ?ト変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;?ッシュパン?
[Statedef 1120]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
anim = 1400
ctrl = 0
sprpriority = 2
velset =6,-3


[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 3211
ID = 1110
pos = 10,0
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -2
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1


;[State 3000, 残像]
;type = AfterImage
;trigger1 = AnimElem = 2
;time = 12
;palbright = 25,20,20
;paladd = 25,20,20
;timegap = 3
;framegap = 3

[State 0, Gravity]
type = Gravity
trigger1 =Time >= 10


[State 0, ChangeState]
type = ChangeState
trigger1 = Time = 15
trigger2 = Time >= 12
trigger2 = Enemynear,pos x <= 40
value = 1130
ctrl = 0



;---------------------------------------------------------------------------
;中?ッシュパン?
[Statedef 1130]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 60
anim = 1410
ctrl = 0
sprpriority = 2

[State 1100];乗算補正
type = Varset
trigger1 = movehit
fv = 1
value = fVar(1)*0.7
persistent = 0
ignorehitpause = 1

[State 0, VelMul]
type = VelMul
trigger1 = time =0
x = 0.7

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact = 1
v = 58    ;fv =
value = 2

[State 0, VarAdd]
type = VarAdd
trigger1 = movehit = 1
v = 58    ;fv =
value = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = time = 0
value = S100,5
volume = 250
channel = 0


[State 1100, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 4

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Animelem = 3
statetype = A       ;S,A,C,L
movetype = I        ;I,A,H
physics = A         ;A,C,S,N

[State 0, Explod]
type = Explod
trigger1 = Animelem = 2
anim = 611
ID = 610
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 240, ヒット定?]
type = HitDef
trigger1 = time =0
attr = A, SA
animtype  = Medium
damage    = 70
Hitflag = MAFD
guardflag = HA
pausetime = 12,12
sparkno = s8004
sparkxy = -10,-60
hitsound   = s1,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = -4,6.2
guard.slidetime = 7
air.velocity = -3,6.2
down.velocity = -0.3,-0.4
numhits = 1
fall = 1
fall.recover = 0
;ID =1500

;[State 0, VarSet]
;type = VarSet
;trigger1 = NumTarget(1500)
;trigger1 =movehit
;v = 29    ;fv = 10
;value = Target(1500),ID




[State 0, VelMul]
type = VelMul
trigger1 = movehit =1
x = 0.4


;[State 0, TargetState]
;type = TargetState
;trigger1 = movehit =1
;value = 1545
;ID = 1500

[State 0, CtrlSet]
type = CtrlSet
trigger1 = Animelem = 5
value = 1

[State 1130]
type = Changestate
trigger1 = Ailevel > 0
trigger1 = moveguarded
trigger1 = ctrl
value = 1110




;===========================================================================
;---------------------------------------------------------------------------
; Win版カンフ??ンの新必殺技、カンフ?ブロ?。
; 要は崩拳で、両手に攻撃判定が有り、Simulにて挟み撃ちされた場合の
; 打開策用である。画面振動を起こすコントロ?ラ（EnvShake）にも注目しよう。
;---------------------------------------------------------------------------
;勇者パン? 214a
[Statedef 1200]
type    = S
movetype= A
physics = N
juggle  = 2
poweradd= 40
velset = 0,0
anim = 1200
ctrl = 0
sprpriority = 2

[State 0, Explod]
type = Explod
trigger1 = Animelem = 3
anim = 8310
ID = 1200
pos = 50,-40
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.8,0.8
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 200];乗算補正
type = Varset
trigger1 = movehit=1
fv = 1
value = fVar(1)*0.8
persistent = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 5
anim = 1216
ID = 1200
pos = 15,-35
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 25
pausemovetime = 0
scale = 1,0.6
sprpriority = -3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = numExplod(8001) <= 0
anim = 8001
ID = 8001
pos = 15,-0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1



[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = time = 1
value = S100,7
volume = 250
channel = 0

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 5
x = 8

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

[State 1200, 音を鳴らす]
type = PlaySnd
trigger1 = Time  = 0

value = s40, 0
volume =250



[State 1200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemtime(5) =0 ;&& AnimElemTime(9) < 0
;trigger1 = Time  = 0

value = s0, 5
volume =250

[State 1200, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
value = 10,0

[State 1200, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(9) < 0
value = 20,0

[State 1200, 画面振動];※縦揺れしか出来ません。横揺れ用は存在しません。
type = EnvShake
trigger1 = AnimElem = 6
time = 4    ;「画面が揺れる時間」を設定。
ampl = 2    ;「画面が揺れる縦の幅（範囲）」を設定。デフォルトは-4。
freq = 180  ;「画面が揺れる速度」を設定。デフォルトは60。
;phase = 90 ;「画面が揺れる最初の段階の強さ（規模）」を設定。デフォルトは90。
            ;ここで決めた段階から徐々に揺れが弱くなっていく。

[State 1200, ヒット定?]
type = HitDef
trigger1 = Time%5 = 0
attr = S, SA
animtype  = Hard
damage    = 12, 3
priority  = 5
guardflag = MA
pausetime = 2,2
sparkno = s8006
sparkxy = 0,-65
hitsound   = s1,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 18
ground.velocity = -10
ground.cornerpush.veloff = -12 ;相手が画面?の場合、自分に「ヒットバック」の速度を?える
guard.velocity = -7
air.velocity = -5.5,-1.5
airguard.velocity = -3.5,-1.3
fall = 1
fall.recover = 0

[State 1210, ステ?ト変更]
type = ChangeState
trigger1 = Time = 40
value = 1215
ctrl = 0

;---------------------------------------------------------------------------
;
[Statedef 1215]
type    = S
movetype= A
physics = S
anim = 1215
sprpriority = 1

[State 200];乗算補正
type = Varset
trigger1 = movehit=1
fv = 1
value = fVar(1)*0.6
persistent = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 8310
ID = 1200
pos = 50,-60
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1.2,0.5
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1


[State 210, ヒット定?]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage    = 55
animtype  = Medium
hitflag = MAF
guardflag = MA
pausetime = 4,4
sparkno = S8004
guard.sparkno = 40
hitsound   = S1, 2
guardsound = S6, 0
sparkxy = -10,-60
ground.type = low
ground.slidetime = 7
ground.hittime  = 20
ground.velocity = -12,-3
air.velocity = -8,-3
fall = 1
fall.recover = 0
yaccel=0.44
fall.damage = 20          ;相手が地面に激突した瞬間の?メ?ジ量
fall.envshake.ampl = 8    ;相手が地面に激突した瞬間の画面振動
fall.envshake.time = 4
envshake.time = 4
envshake.ampl = 2

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact = 1
v = 58    ;fv =
value = 2

[State 0, VarAdd]
type = VarAdd
trigger1 = movehit = 1
v = 58    ;fv =
value = 2

[State 1052, 軸位置];地面に軸をリセットしている
type = PosSet
trigger1 = Time = 0
y = 0

[State 1052, 音を鳴らす];着地音
type = PlaySnd
trigger1 = Time = 0
value = 40, 0

[State 1052, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 4
x = -15

[State 1052, ステ?ト変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;空中勇者パン?
[Statedef 1230]
type    = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
poweradd= 40
anim = 3100
ctrl = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = time = 0
value = s100,7
volume = 250
channel = 0


[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 3
value = S3000,3
volume = 250


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

[State 0, VelSet]
type = VelSet
trigger1 =  Animelem = 4
x = 10
y = 8

[State 0, Helper]
type = Helper
trigger1 = Animelem = 4
helpertype = normal ;player
name = "Explod"
ID = 3105
stateno =3105
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 0.6
size.yscale = 0.6





[State 3000, ヒット定?];フィニッシュ
type = HitDef
trigger1 = time%2 = 0
attr = A, SA
damage    = 20, 3
getpower  = 0
priority  = 5
guardflag = MA
pausetime = 5,5
sparkno = s8006
sparkxy = -10,-60
hitsound   = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3,-2
guard.velocity = -12
air.velocity = -8,2
airguard.velocity = -3,-3
;fall.animtype = Hard
fall = 1
fall.recover = 0
down.velocity = -5,-7
down.bounce = 1
fall.xvelocity = -2
fall.yvelocity = -6.6

[State 3050, ステ?ト変更]
type = ChangeState
trigger1 = time = 35
value = 1235
ctrl = 0


[State 3050, ステ?ト変更]
type = ChangeState
trigger1 = Pos y >= -10 && Vel Y > 0
trigger2 = time = 40
value = 3101
ctrl = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;くるりん
[Statedef 1235]
type    = A
movetype= A
physics = A
anim = 3101

[State 0, VelMul]
type = VelMul
trigger1 = time = 0
x = 0.3
y = 0.4

;---------------------------------------------------------------------------
;立ち足払い
[Statedef 1300]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 30
ctrl = 0
velset = 0,0
anim = 1300
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = time =0
value = S100,6
volume = 250
channel = 0

[State 0, Explod]
type = Explod
trigger1 = animelem =3
anim = 1305
ID = 1300
pos = -10,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1


[State 240, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 6
value = 0, 1

[State 240, ヒット定?]
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype  = Medium
damage    = 53
hitflag   = MAFD
guardflag = L
pausetime = 6,6
sparkno = s8004
sparkxy = -10,-30
hitsound   = s1,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2,-1
air.velocity = -2.2,-2.2
down.velocity = -5,-2
down.cornerpush.veloff = -15
fall = 1
fall.recover = 0

[State 240, ステ?ト変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;ラッシュキック前
[Statedef 1400]
type    = S
movetype= A
physics = S
juggle  = 3
poweradd= 65
ctrl = 0
velset = 3,0
anim = 1500
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = time =0
value = S100,5
volume = 250
channel = 0

[State 0, PosAdd]
type = PosAdd
trigger1 = Animelem =2
trigger2 = Animelem =3
x = 10

[State 0, VarSet]
type = VarSet
trigger1 =time =0
v = 10    ;fv = 10
value = 0



[State 240, 音を鳴らす]
type = PlaySnd
trigger1 = Animelem = 4
value = s0, 1

[State 230, ヒット定?]
type = HitDef
trigger1 = Animelem = 4
attr = S, SA
animtype  = hard
damage    = 67
guardflag = MAP
pausetime = 12,12
sparkno = s8004
sparkxy = -10,-57
hitsound   = s1,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -2
air.velocity = -2.5,-3.5
envshake.time = 4
envshake.ampl = 2

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 8001
ID = 1400
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0



[State 240, 音を鳴らす]
type = PlaySnd
trigger1 = Animelem = 8
value = s0, 2

[State 210, ステ?ト変更]
type = ChangeState
triggerall = power >=500
triggerall = time >= 15
trigger1 = Ailevel = 0
trigger1 = (command = "bb")
trigger2 = Ailevel > 0
trigger2 = movecontact
value = 1410
ctrl = 0

[State 240, ステ?ト変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ラッシュ
[Statedef 1410]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= -500
ctrl = 0
velset = 4,0
anim = 1510
sprpriority = 2

[State 0, Explod]
type = Explod
trigger1 = time =0
anim = 8000
ID = 1410
pos = 0,-60
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1


[State 0, PosAdd]
type = PosAdd
trigger1 = Animelem =2
trigger2 = Animelem =4
trigger3 = Animelem =6
x = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S800,1
volume = 250


[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = time = 0
value = S100,7
volume = 250
channel = 0



[State 240, 音を鳴らす]
type = PlaySnd
trigger1 = Animelem = 1
trigger2 = animelem = 4
trigger3 = animelem = 6
value = 0, 1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 2
anim = 1511
ID = 1500
pos = 20,-20
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.6,0.6
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 240, ヒット定?]
type = HitDef
trigger1 = Animelem = 2
attr = S, SA
animtype  = Medium
damage    = 6
guardflag = MA
pausetime = 2,2
sparkno = s8006
sparkxy = -10,-60
hitsound   = s1,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = 0
air.velocity = -0.2,-1.2

[State 0, Explod]
type = Explod
trigger1 = Animelem = 4
anim = 1513
ID = 1500
pos = 20,-30
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.6,0.6
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 240, ヒット定?]
type = HitDef
trigger1 = Animelem = 4
attr = S, SA
animtype  = Medium
damage    = 6
guardflag = MA
pausetime = 2,2
sparkno = s8006
sparkxy = -10,-60
hitsound   = s1,1
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = 0
air.velocity = -0.2,-1.2

[State 0, Explod]
type = Explod
trigger1 = Animelem = 6
anim = 1512
ID = 1500
pos = 20,-0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.6,0.6
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 240, ヒット定?]
type = HitDef
trigger1 = Animelem = 6
attr = S, SA
animtype  = Medium
damage    = 6
guardflag = MA
pausetime = 2,2
sparkno = s8006
sparkxy = -10,-60
hitsound   = s1,1
guardsound = 6,0
ground.type = high
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = 0
air.velocity = -0.2,-1.2

[State 210, ステ?ト変更]
type = ChangeState
trigger1 = Ailevel = 0
trigger1 = (command = "FF")
value = 100
ctrl = 1

[State 210, ステ?ト変更]
type = ChangeState
trigger1 = Ailevel = 0
trigger1 = (command = "BB")
value = 105
ctrl = 1

[State 0, Varadd]
type = Varadd
trigger1 = Ailevel = 0
trigger1 = Command = "bb"
v = 10    ;fv = 10
value = 8


[State 240, ステ?ト変更]
type = ChangeState
trigger1 = Ailevel = 0
trigger1 = Time = 58+var(10)
trigger2 = time >=158
value = 1415
ctrl = 0

;---------------------------------------------------------------------------
;ラッシュキックフィニッシュ
[Statedef 1415]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 30
ctrl = 0
velset = 0,0
anim = 1515
sprpriority = 2

[State 200];乗算補正
type = Varset
trigger1 = movehit=1
fv = 1
value = fVar(1)*0.7
persistent = 0
ignorehitpause = 1

[State 240, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 7
x = 12 ;Ｘ軸を前方に１２ピクセル移動させる

[State 240, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = time = 0
value = S100,8
volume = 0
channel = 0

[State 0, Explod]
type = Explod
trigger1 = Animelem = 2
anim = 1511
ID = 1500
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 240, ヒット定?]
type = HitDef
trigger1 = Var(47) = 0 && Var(56)= 0
trigger1 = Time = 0
attr = S, SA
animtype  = Medium
damage    = 80
guardflag = MA
pausetime = 12,12
sparkno = s8005
sparkxy = -10,-60
hitsound   = s1,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -12 ,-4
air.velocity = -12.2,-3.2
fall = 1
fall.recover = 0

[State 240, ヒット定?]
type = HitDef
trigger1 = Var(47) = 1 || Var(56)>=1
trigger1 = Time = 0
attr = S, SA
animtype  = Medium
damage    = 100
guardflag = MA
pausetime = 12,12
sparkno = s8005
sparkxy = -10,-60
hitsound   = s1,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -12 ,-4
air.velocity = -12.2,-3.2
fall = 1
fall.recover = 0
down.bounce = 1
palfx.time = 50
palfx.add = 256,120,120
ID =1415

[State 0, VarSet]
type = VarSet
trigger1 = NumTarget(1415)
trigger1 =movehit
v = 29    ;fv = 10
value = Target(1415),ID

[State 0, Helper]
type = Helper
trigger1 = NumTarget(1415)
trigger1 =movehit
trigger1 = numHelper(1111) = 0
helpertype = normal ;player
name = ""
ID = 1111
stateno = 1111
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact = 1
v = 58    ;fv =
value = 3

[State 0, VarAdd]
type = VarAdd
trigger1 = movehit = 1
v = 58    ;fv =
value = 2

[State 0, TargetState]
type = TargetState
trigger1 = !Target(1415),IShelper
trigger1 = movehit =1
value = 1025
ID = 1415

[State 240, ステ?ト変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;空中?ッシュパン?
[Statedef 1500]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
anim = 1400
ctrl = 0
sprpriority = 2
velset =6,-2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =1
value = S40,1
volume = 0

[State 0, VarAdd]
type = VarAdd
trigger1 = time = 0
v = 32    ;fv =
value = 1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 3211
ID = 1110
pos = 10,0
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -2
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = time = 3
anim = 7021
ID = 100
pos = 0,-40
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.6,0.6
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

;[State 3000, 残像]
;type = AfterImage
;trigger1 = AnimElem = 2
;time = 12
;palbright = 25,20,20
;paladd = 25,20,20
;timegap = 3
;framegap = 3

[State 0, Gravity]
type = Gravity
trigger1 =Time >= 10


[State 0, ChangeState]
type = ChangeState
trigger1 = Time = 15
trigger2 = Time >= 10
trigger2 = Enemynear,pos x <= 30
value = 1510
ctrl = 0



;---------------------------------------------------------------------------
;空中?ッシュパン?
[Statedef 1510]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 60
anim = 1410
ctrl = 0
sprpriority = 2

[State 1100];乗算補正
type = Varset
trigger1 = movehit
fv = 1
value = fVar(1)*0.7
persistent = 0
ignorehitpause = 1

[State 0, VelMul]
type = VelMul
trigger1 = time =0
x = 0.7

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = time = 0
value = S100,5
volume = 250
channel = 0

[State 0, VarAdd]
type = VarAdd
trigger1 = movecontact = 1
v = 58    ;fv =
value = 2

[State 0, VarAdd]
type = VarAdd
trigger1 = movehit = 1
v = 58    ;fv =
value = 3

[State 1100, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 4

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Animelem = 3
statetype = A       ;S,A,C,L
movetype = I        ;I,A,H
physics = A         ;A,C,S,N

[State 0, Explod]
type = Explod
trigger1 = Animelem = 2
anim = 611
ID = 610
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 240, ヒット定?]
type = HitDef
trigger1 = Var(22) <1
trigger1 = time =0
attr = A, SA
animtype  = Medium
damage    = 70
Hitflag = MAFD
guardflag = MA
pausetime = 12,12
sparkno = s8004
sparkxy = -10,-60
hitsound   = s1,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = -1
air.velocity = -3,6.2
down.velocity = -0.3,-0.4
numhits = 1
fall = 0
fall.recover = 0
ID =1500

[State 0, VarSet]
type = VarSet
trigger1 = NumTarget(1500)
trigger1 =movehit
v = 29    ;fv = 10
value = Target(1500),ID

[State 0, VarAdd]
type = VarAdd
trigger1 =movehit =1
v = 22   ;fv = 10
value = 1


[State 0, VelMul]
type = VelMul
trigger1 = movehit =1
x = 0.4


[State 0, TargetState]
type = TargetState
trigger1 = !Target(1500),IShelper
trigger1 = movehit =1
value = 1545
ID = 1500

[State 0, CtrlSet]
type = CtrlSet
trigger1 = Animelem = 5
value = 1


;---------------------------------------------------------------------------
;床バウンド 相手硬直
[Statedef 1545]
type    = A
movetype= H
physics = N
velset = 0,0

[State 645, 相手のアニメ変更]
type = ChangeAnim2
trigger1 = 1
value = 1415


[State 1026, 相手ステ?トに戻す]
type = SelfState
trigger1 = roundstate!=2
value = 5100

[State 645, ステ?ト変更]
type = ChangeState
trigger1 = HitShakeOver = 1 ;ヒット硬直が解けたら
value = 1546
;----------------------------------------------------------
;吹っ飛び）
[Statedef 1546]
type    = A
movetype= H
physics = N

[State 646, 食らい中の速度]
type = HitVelSet
trigger1 = Time = 0
x = 2
y = 4

[State 646, 速度加算];重力
type = VelAdd
trigger1 = 1
y = .44

[State 646, スクロ?ル]
type = ScreenBound
trigger1 = Pos y >0 &&vel Y >= 0
value = 1         ;画面スクロ?ルの影響を受けるか否か。0=受けない・1=受ける
movecamera = 0,1  ;カメラの動きをキャラに依存させるか否か。0=させない・1=させる（Ｘ軸,Ｙ軸）

[State 646, ステ?ト変更];壁に激突するステ?トへ
type = ChangeState
trigger1 = Pos y >0 && vel Y >= 0
value = 1547


[State 1026, 相手ステ?トに戻す]
type = SelfState
trigger1 = roundstate!=2
value = 5100



;---------------------------------------------------------------------------
;：相手側３（壁に激突）
[Statedef 1547]
type    = A
movetype= H
physics = N

[State 647, 振り返る]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)


[State 647, 位置固定]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State 647, スクロ?ル]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 647, エフェクト]
type = Explod
trigger1 = Time = 0
anim = F60
pos = 0, 0
postype = p1
sprpriority = 3

[State 647, 相手のアニメ変更]
type = ChangeAnim
trigger1 = Time = 0
value = 5160

[State 647, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = F7,0

[State 647, ステ?ト変更]
type = ChangeState
trigger1 = pos Y > 0 && Vel Y>=0
value = 1548

;---------------------------------------------------------------------------
;：相手側４（壁からのバウンド）
[Statedef 1548]
type    = A
movetype= H
physics = N

;[State 648, 相手の特定の攻撃属性無効];（※６）
;type = NotHitBy
;trigger1 = 1
;value = , NA, NP

[State 648, 移動速度]
type = VelSet
trigger1 = Time = 0
y = -5.7

[State 648, 移動速度]
type = VelSet
trigger1 = Time = 0
x = -2.0


[State 648, 速度加算];重力
type = VelAdd
trigger1 = 1
y = 0.38

[State 648, アニメ変更]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052) ;「!」が付いてるので、[Begin Action 5052]が無い場合
value = 5050

[State 648, アニメ変更]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)  ;airフ?イルに[Begin Action 5052]が存在してれば
value = 5052

[State 648, アニメ変更]
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State 648, アニメ変更]
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062

[State 648, 相手ステ?トに戻す]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;---------------------------------------------------------------------------
;バ?スト
[Statedef 1700]
type    = U
movetype= A
physics = N
juggle  = 0
poweradd= -500
ctrl = 0
sprpriority = 2
velset = 0,0
anim = 1700

[State 200];乗算補正
type = Varset
trigger1 = movehit=1
fv = 1
value = fVar(1)*0.5
persistent = 0
ignorehitpause = 1

[State 0, VarSet]
type = VarAdd
trigger1 = time = 0
v = 23    ;fv = 10
value = 1

[State 0, VarAdd]
type = VarAdd
trigger1 = Time = 0
v = 58    ;fv =
value = 5

[State 0, PosSet]
type = PosSet
trigger1 = Pos Y > 0
y = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = time =0
value = S5120,3
volume = 250
channel = 0

[State 0, PalFX]
type = PalFX
trigger1 = time = 0
time = 20
add = 150,50,50
sinadd = 100,20,20,40


[State 0, BGPalFX]
type = BGPalFX
trigger1 = time = 0
time = 20
add = 100,50,50
sinadd = 40,10,10,30


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
value = S190,0
volume = 250

[State 0, Explod]
type = Explod
trigger1 = time =0
anim = 8400
ID = 10000
pos = 0,-60
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 100
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = time =0
anim = 8500
ID = 10000
pos = 0,-60
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 100
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 3000, ヒット定?];フィニッシュ
type = HitDef
trigger1 = time = 0
attr = S, HA
animtype  = Hard
damage    = 10
getpower  = 0
priority  = 5
hitflag = MAFDP
guardflag =
pausetime = 8,8
sparkno = s8000
sparkxy = -10,-60
hitsound   = s1,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -12, -4
guard.velocity = -12
air.velocity = -12,-4
airguard.velocity = -3,-3
envshake.ampl = 4    ;相手が地面に激突した瞬間の画面振動
envshake.freq = 60
envshake.time = 8
fall.animtype = Hard
fall = 1
fall.recover = 0          ;相手が地面に激突した瞬間の?メ?ジ量
ID =3000
kill = 0


[State 0, TargetState]
type = TargetState
trigger1 = !Target(3000),ISHelper
trigger1 = movehit =1
value = 1025
ID = 3000



[State 701, ステ?ト変更]
type = ChangeState
trigger1 = (StateType != A) && (animTime = 0)
trigger2 = (StateType = A) && (animTime = 0)
value = ifelse(StateType=A,51,ifelse(StateType=C,11,0))
ctrl = 1

;===========================================================================
; 超必殺技
;===========================================================================
;---------------------------------------------------------------------------
; 最初のM.U.G.E.Nから存在するカンフ??ンの超必殺技。
; 超必なので攻撃を当ててもゲ?ジを増やさないようにする事に気を付けるだけで、
; 後は結?簡単な処理にまとめられてる。
; 超必時の暗?用の処理（SuperPause）にも刮目せよ！m9っ｀Д´)
;---------------------------------------------------------------------------
;勇者ぱああああああんち
[Statedef 2999]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
anim = 2999
ctrl = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = time = 10
value = S3000,1
volume = 250
channel = 0




[State 3000, 物理的なキャラの幅]
type = Width
trigger1 = AnimElem = 2, >= 0
value = 15,0

[State 3000, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 5
x = 5


[State 0, Explod]
type = Explod
trigger1 = AnimelemTIme(7) = 0
anim =3001
ID = 3001
pos = 0,-10
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 60
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
scale = 0.6,0.6
sprpriority = 11
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
supermove = 1
pausemovetime = 62

[State 0, Pause]
type = Pause
trigger1 =AnimelemTIme(7) = 1
time = 55
movetime = 0
;endcmdbuftime = 0
;pausebg = 1
;ignorehitpause =
;persistent =



[State 3000, 超必殺技暗?時間停?]
type = SuperPause
trigger1 = AnimElem = 1, 1
anim = s8500       ;超必エフェクトのアクションナンバ?。通常は「fightfx.air」のアニメを使うが、
                 ;左に「s」を付ければ「自分のairフ?イル」のアクションナンバ?が使える。
pos = 25, -57    ;超必エフェクトの座標（Ｘ軸,Ｙ軸）
sound = s800, 1    ;超必発動サウンド。通常は「common.snd」の音を使うが、
                 ;左に「s」を付ければ「自分のsndフ?イル」の音が使える。
poweradd = -1000 ;パワ?ゲ?ジ増減量
time = 57       ;??ズする時間（フレ??）
movetime = 57    ;??ズ中に動ける時間。timeよりも多いとバグる（デフォルトは０）

[State 0, Explod]
type = Explod
trigger1 = Animelem = 4
anim = 160
ID = 160
pos = -40,-40
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 15
pausemovetime = 100
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermove = 1
pausemove = 1


[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 9
value = S3000,5
volume = 250

[State 0, Explod]
type = Explod
trigger1 = Animelem = 4
anim = 8000
ID = 8000
pos = -10,-80
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 100
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermove = 1
pausemove = 1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 4
anim = 8100
ID = 8100
pos = 0,-40
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 100
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermove = 1
pausemove = 1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 4
anim = 8400
ID = 8400
pos = 0,-70
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 100
scale = 1,1
sprpriority = -3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermove = 1
pausemove = 1



[State 3000, 残像]
type = AfterImage
trigger1 = AnimElem = 8, 1
time = 2
paladd = 25,20,20
timegap = 1
framegap = 4



[State 3000, 残像?示時間]
type = AfterImageTime
trigger1 = AnimElemTime(8) >= 1 && Time < 95
time = 2

[State 3000, 相手の特定の攻撃属性無効]
type = NotHitBy
trigger1 = AnimElem = 2
value = , NA, SA, AT
time = 11

[State 3000, 相手の特定の攻撃属性無効]
type = NotHitBy
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(12) < 0
value2 = , NA, SA, AT
time = 1

[State 0, PlayerPush]
type = PlayerPush
trigger1 = Time >= 90
value = 0


[State 3000, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 2
x = 20

[State 0, VelSet]
type = VelSet
trigger1 = Animelem = 9
x = 10

[State 0, Explod]
type = Explod
trigger1 = Animelem = 9
anim = 8001
ID = 8001
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 100
scale = 1,1
sprpriority = -3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermove = 1
pausemove = 1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 9
anim = 7021
ID = 7021
pos = -40,-50
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = -0.1,0
random = 0,0
removetime = -2
pausemovetime = 100
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 10
anim = 8320
ID = 3000
pos = 0,-50
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.7,0.7
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1



[State 0, Explod]
type = Explod
trigger1 = Animelem = 10
anim =1511
ID = 3000
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;trans =
;persistent =


;[State 0, VelSet]
;type = VelSet
;trigger1 = movecontact
;x = 0


[State 0, Explod]
type = Explod
trigger1 = movecontact = 1
anim =256
ID = 3000
pos = 0,0
postype = p2  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1.5,1.5
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 =  movehit = 1
value = S1,2
volume = 0
channel = -1





[State 3000, ヒット定?];フィニッシュ
type = HitDef
trigger1 = time = 0
attr = S, HA
animtype  = Hard
damage    = 230,24
getpower  = 0
priority  = 5
guardflag = MA
pausetime = 15,25
sparkno = s8005
sparkxy = -10,-60
hitsound   = s1,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -12, -4
guard.velocity = -12
air.velocity = -12,-4
airguard.velocity = -3,-3
envshake.ampl = 6    ;相手が地面に激突した瞬間の画面振動
envshake.freq = 178
envshake.time = 15
fall.animtype = Hard
fall = 1
fall.recover = 0
fall.damage = 30          ;相手が地面に激突した瞬間の?メ?ジ量
fall.envshake.ampl = 6    ;相手が地面に激突した瞬間の画面振動
fall.envshake.freq = 178
fall.envshake.time = 15
ID =3000


[State 0, TargetState]
type = TargetState
trigger1 = !Target(3000),ISHelper
trigger1 = movehit =1
value = 1025
ID = 3000
;ignorehitpause =
;persistent =

[State 0, VarSet]
type = VarSet
trigger1 = NumTarget(3000)
trigger1 = movehit
v = 29   ;fv = 10
value = Target(3000),ID

[State 0, Helper]
type = Helper
trigger1 = NumTarget(3000)
trigger1 = movehit = 10
trigger1 = NumHelper(3001) = 0
helpertype = normal ;player
name = "Explod"
ID = 3001
stateno = 3001
pos = 0,-60
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
;size.xscale =
;size.yscale =
;size.ground.back =
;size.ground.front =
;size.air.back =
;size.air.front =
;size.height =
;size.proj.doscale =
;size.head.pos = ,
;size.mid.pos = ,
;size.shadowoffset =
;ignorehitpause =
;persistent =




[State 0, Velmul]
type = Velmul
trigger1 = Animelem = 15
x = 0.4

[State 0, Explod]
type = Explod
trigger1 = Animelem = 15
anim = 8001
ID = 8001
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 100
scale = 1,1
sprpriority = -3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermove = 1
pausemove = 1

[State 0, Velmul]
type = Velmul
trigger1 = Animelem = 17
x = 0.25




[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =  Animelem = 14
id =  3000


[State 3000, ステ?ト変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;勇者ぱああああああんち
[Statedef 3000]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
anim = 3000
ctrl = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = time = 0
value = S3000,1
volume = 250
channel = 0


[State 3000, 物理的なキャラの幅]
type = Width
trigger1 = AnimElem = 2, >= 0
value = 15,0

[State 3000, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 5
x = 5


[State 0, Explod]
type = Explod
trigger1 = AnimelemTIme(7) = 0
anim =3001
ID = 3001
pos = 0,-10
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 60
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
scale = 0.6,0.6
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
supermove = 1
pausemovetime = 62

[State 0, Pause]
type = Pause
trigger1 =AnimelemTIme(7) = 1
time = 55
movetime = 0
;endcmdbuftime = 0
;pausebg = 1
;ignorehitpause =
;persistent =



[State 3000, 超必殺技暗?時間停?]
type = SuperPause
trigger1 = AnimElem = 1, 1
anim = s8000       ;超必エフェクトのアクションナンバ?。通常は「fightfx.air」のアニメを使うが、
                 ;左に「s」を付ければ「自分のairフ?イル」のアクションナンバ?が使える。
pos = 25, -57    ;超必エフェクトの座標（Ｘ軸,Ｙ軸）
sound = s800, 0    ;超必発動サウンド。通常は「common.snd」の音を使うが、
                 ;左に「s」を付ければ「自分のsndフ?イル」の音が使える。
poweradd = -1000 ;パワ?ゲ?ジ増減量
time = 45       ;??ズする時間（フレ??）
movetime = 42    ;??ズ中に動ける時間。timeよりも多いとバグる（デフォルトは０）
;darken = 1      ;??ズ中画面を暗?するか否か（0=しない・1=する）
                 ;暗?する色は「ownpal」の有無により「Explod」や「ヘルパ?」にも影響するので注意。
;p2defmul = 1.0  ;直前のステ?トを「SuperPauseを設置したステ?ト」でキャンセルした場合、
                 ;『相手に一時的に?える防御力乗算値(float)』。
                 ;デフォルトは０。（相手の防御力が上がり、?メ?ジ量に下方修正が?かる）
                 ;１にすれば『?メ?ジ補正が?からなくなる』事になる。
                 ;相手が食らい状態以外（相手のMoveTypeが「H」以外）になれば解除される。
;unhittable = 1  ;??ズ中自分を無敵状態にするか否か（0=しない・1=する）
                 ;デフォルトは１。




                 

[State 3000, 残像]
type = AfterImage
trigger1 = AnimElem = 2, 1
time = 2
paladd = 250,200,200
timegap = 1
framegap = 4



[State 3000, 残像?示時間]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 1 && Time < 40
time = 2

[State 3000, 相手の特定の攻撃属性無効]
type = NotHitBy
trigger1 = AnimElem = 2
value = , NA, SA, AT
time = 11

[State 3000, 相手の特定の攻撃属性無効]
type = NotHitBy
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(12) < 0
value2 = , NA, SA, AT
time = 1


[State 3000, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 2
x = 20

[State 0, VelSet]
type = VelSet
trigger1 = Animelem = 8
x = 10

[State 0, Explod]
type = Explod
trigger1 = Animelem = 8
anim = 8320
ID = 3000
pos = 0,-50
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.7,0.7
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 8
anim =1511
ID = 3000
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;trans =
;persistent =


;[State 0, VelSet]
;type = VelSet
;trigger1 = movecontact
;x = 0


[State 0, Explod]
type = Explod
trigger1 = movecontact = 1
anim =256
ID = 3000
pos = 0,0
postype = p2  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1.5,1.5
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 =  movehit = 1
value = S1,2
volume = 0
channel = -1

[State 0, Explod]
type = Explod
trigger1 = movehit = 1
anim = 8400
ID = 10000
pos = 0,-60
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 100
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0



[State 3000, ヒット定?];フィニッシュ
type = HitDef
trigger1 = time = 0
attr = S, HA
animtype  = Hard
damage    = 245,24
getpower  = 0
priority  = 5
guardflag = MA
pausetime = 15,15
sparkno = s8000
sparkxy = -10,-60
hitsound   = s1,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -12, -4
guard.velocity = -12
air.velocity = -12,-4
airguard.velocity = -3,-3
envshake.ampl = 6    ;相手が地面に激突した瞬間の画面振動
envshake.freq = 178
envshake.time = 15
fall.animtype = Hard
fall = 1
fall.recover = 0
fall.damage = 60          ;相手が地面に激突した瞬間の?メ?ジ量
fall.envshake.ampl = 6    ;相手が地面に激突した瞬間の画面振動
fall.envshake.freq = 178
fall.envshake.time = 15
ID =3000


[State 0, TargetState]
type = TargetState
trigger1 = movehit =1
value = 1025
ID = 3000
;ignorehitpause =
;persistent =



[State 0, Velmul]
type = Velmul
trigger1 = Animelem = 9
x = 0.2

[State 0, Velmul]
type = Velmul
trigger1 = Animelem = 10
x = 0.15




[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =  Animelem = 10
id =  3000


[State 3000, ステ?ト変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------------
;エフェクト
[Statedef 3001]
type = A
movetype = I
physics = N
ctrl = 0
anim = 8400
velset = 0,0
sprpriority = 2

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = PlayerID(root,Var(29)),Pos X
y = PlayerID(root,Var(29)),Pos Y-50
;ignorehitpause =


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible
flag3 = noAutoTurn

[State 0, Explod]
type = Explod
trigger1 = Time = 10
anim = 8400
ID = 10000
pos = 0,-0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 100
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0


[State 0, Trans]
type = Trans
trigger1 = 1
trans =  add
;alpha = 256,256
ignorehitpause = 1
;persistent =



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

;===========================================================================
;---------------------------------------------------------------------------
; カンフ?アッパ?の超必殺技版。
; 攻撃がヒットしたら別のステ?トへ変更する処理と、
; HitDefに特殊なパラメ??を加えている程度。
; テンプレ?トと見比べたら理解出来るはず。
;---------------------------------------------------------------------------
;空中勇者パン?
[Statedef 3100]
type    = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
anim = 3100
ctrl = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = time = 0
value = S3000,1
volume = 250
channel = 0

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 8500
ID = 8500
pos = 0,-50
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 999
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
supermove = 1
;pausemove = 0

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 8100
ID = 8100
pos = 0,-50
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 999
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
supermove = 1


[State 3000, 超必殺技暗?時間停?]
type = SuperPause
trigger1 = AnimElem = 1, 1
anim = s8400       ;超必エフェクトのアクションナンバ?。通常は「fightfx.air」のアニメを使うが、
                 ;左に「s」を付ければ「自分のairフ?イル」のアクションナンバ?が使える。
pos = 25, -57    ;超必エフェクトの座標（Ｘ軸,Ｙ軸）
sound = s800, 1    ;超必発動サウンド。通常は「common.snd」の音を使うが、
                 ;左に「s」を付ければ「自分のsndフ?イル」の音が使える。
poweradd = -1000 ;パワ?ゲ?ジ増減量
time = 15       ;??ズする時間（フレ??）
movetime = 5    ;??ズ中に動ける時間。timeよりも多いとバグる（デフォルトは０）
darken = 1      ;??ズ中画面を暗?するか否か（0=しない・1=する）
                 ;暗?する色は「ownpal」の有無により「Explod」や「ヘルパ?」にも影響するので注意。
;p2defmul = 1.0  ;直前のステ?トを「SuperPauseを設置したステ?ト」でキャンセルした場合、
                 ;『相手に一時的に?える防御力乗算値(float)』。
                 ;デフォルトは０。（相手の防御力が上がり、?メ?ジ量に下方修正が?かる）
                 ;１にすれば『?メ?ジ補正が?からなくなる』事になる。
                 ;相手が食らい状態以外（相手のMoveTypeが「H」以外）になれば解除される。
;unhittable = 1  ;??ズ中自分を無敵状態にするか否か（0=しない・1=する）
                 ;デフォルトは１。
                 
[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 3
value = S3000,5
volume = 250


[State 0, Explod]
type = Explod
trigger1 = AnimelemTIme(2) = 4
anim =3001
ID = 3001
pos = 0,-10
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 60
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
scale = 0.6,0.6
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
supermove = 1
pausemovetime = 62

[State 0, Pause]
type = Pause
trigger1 =AnimelemTIme(2) = 5
time = 62
movetime = 0



[State 3050, 相手の特定の攻撃属性無効]
type = NotHitBy
trigger1 = AnimElem = 2
value = , NA, SA, AT
time = 6

[State 0, VelSet]
type = VelSet
trigger1 =  Animelem = 4
x = 12
y = 10

[State 0, Helper]
type = Helper
trigger1 = Animelem = 4
helpertype = normal ;player
name = "Explod"
ID = 3105
stateno =3105
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 0.6
size.yscale = 0.6





[State 3000, ヒット定?];フィニッシュ
type = HitDef
trigger1 = time = 0
attr = S, HA
damage    = 230,24
getpower  = 0
priority  = 5
guardflag = MA
pausetime = 15,15
sparkno = s8400
sparkxy = -10,-60
hitsound   = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -3,4
guard.velocity = -12
air.velocity = -8,6
airguard.velocity = -3,-3
envshake.ampl = 6    ;相手が地面に激突した瞬間の画面振動
envshake.freq = 178
envshake.time = 15
;fall.animtype = Hard
fall = 1
fall.recover = 0
fall.damage = 30          ;相手が地面に激突した瞬間の?メ?ジ量
fall.envshake.ampl = 3    ;相手が地面に激突した瞬間の画面振動
fall.envshake.freq = 78
fall.envshake.time = 15
ID =3000
nochainID = 3000
;down.velocity = -2,-7
;down.bounce = 1
;fall.xvelocity = -2
;fall.yvelocity = -6.6

[State 0, VarSet]
type = VarSet
trigger1 = NumTarget(3000)
trigger1 =movehit
v = 29    ;fv = 10
value = Target(3000),ID

[State 0, VarAdd]
type = VarAdd
trigger1 =movehit =1
v = 22   ;fv = 10
value = 1


[State 0, TargetState]
type = TargetState
trigger1 = !Target(3000),IShelper
trigger1 = movehit =1
value = 1545
ID = 3000


[State 3050, ステ?ト変更]
type = ChangeState
trigger1 = movecontact
value = 3102
ctrl = 0

[State 3050, ステ?ト変更]
type = ChangeState
trigger1 = Pos y >= -10 && Vel Y > 0
value = 3101
ctrl = 0

;---------------------------------------------------------------------------
;くるりん
[Statedef 3101]
type    = A
movetype= A
physics = A
anim = 3101

[State 0, VelMul]
type = VelMul
trigger1 = time = 0
x = 0.3



[State 0, VelSet]
type = VelSet
trigger1 = time =0
y = -5




;---------------------------------------------------------------------------
;くるりん
[Statedef 3102]
type    = A
movetype= I
physics = A
anim = 3102
velset = -4,-7

[State 3051, 残像?示時間]
type = AfterImageTime
trigger1 = AnimTime < -2
time = 2

;----------------------------------------------------------------------------
;エフェクト
[Statedef 3105]
type = A
movetype = I
physics = N
ctrl = 0
anim = 8320
velset = 0,0
sprpriority = 4

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = 1
facing = 0
pos = 30,-40

;[State 0, PlaySnd]
;type = PlaySnd
;trigger1 = time =0
;value = S3000,5
;volume = 250
;channel = -1



[State 0, Trans]
type = Trans
trigger1 = 1
trans =  add
;alpha = 256,256
ignorehitpause = 1
;persistent =

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = -40
;scale =
ignorehitpause = 1
;persistent =

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



;---------------------------------------------------------------------------
;勇者キック
[Statedef 3200]
type    = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
anim = 3200
ctrl = 0
sprpriority = 2
poweradd = -2000

[State 0, VelSet]
type = VelSet
trigger1 = Animelem =4
x = 2
y = -15

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = time =0
value = S1000,3
volume = 250
channel = 0

[State 0, Explod]
type = Explod
trigger1 = Animelem =2
anim = 3211
ID = 3211
pos = 20,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 99999
scale = 0.7,0.7
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
supermove = 1

[State 0, Explod]
type = Explod
trigger1 = Animelem =2
anim = 3211
ID = 3211
pos = -20,0
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 99999
scale = 0.7,0.7
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
supermove = 1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 4
anim = 8001
ID = 700
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 99999
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermove = 1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 4
anim = 8001
ID = 700
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 99999
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermove = 1

[State 0, Explod]
type = Explod
trigger1 = Time=0
anim = 8400
ID = 8400
pos = 0,-40
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 99999
scale = 1,1
sprpriority = -5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermove = 1

[State 0, Explod]
type = Explod
trigger1 = Time=0
anim = 8410
ID = 8410
pos = 0,-40
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 99999
scale = 1,1
sprpriority = -4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermove = 1

[State 3050, 超必殺技暗?時間停?]
type = SuperPause
trigger1 = time = 0
pos = -5, -55
anim = s8500
sound = s800, 1
time =130
movetime = 46


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

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 35
value = 3210
ctrl = 0

;---------------------------------------------------------------------------
;勇者キック
[Statedef 3210]
type    = A
movetype= A
physics = N
juggle  = 0
velset = -4,-3
anim = 3210
ctrl = 0
sprpriority = 2





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

[State 0, ChangeState]
type = ChangeState
trigger1 = Animtime = 0
value = 3220
ctrl = 0

;---------------------------------------------------------------------------
;勇者キック
[Statedef 3220]
type    = A
movetype= A
physics = N
juggle  = 0
velset = 8,15
anim = 3220
ctrl = 0
sprpriority = 2



[State 0, Pause]
type = Pause
trigger1 = time =0
time = 20
movetime = 15


[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = time =0
value = S1000,4
volume = 250
channel = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = Var(47) = 0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1




[State 0, Explod]
type = Explod
trigger1 = time =0
anim = 3215
ID = 3215
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 99999
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
supermove = 1

[State 0, Explod]
type = Explod
trigger1 = time =0
anim = 8600
ID = 8301
pos = 20,-20
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 99999
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
supermove = 1

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

[State 0, ChangeState]
type = ChangeState
trigger1 = Pos Y>=0 && Vel Y >0
value = 3250
ctrl = 0

;----------------------------------------------------------------------
;：着地
[Statedef 3250]
type    = S
movetype= A
physics = N
anim = 3250
sprpriority = 1
velset =0,0




[State 0, BGPalFX]
type = BGPalFX
trigger1 = time =0
time = 100
sinadd = 250,150,0,200




[State 0, VarSet]
type = VarSet
trigger1 = 1
v = 28    ;fv = 10
value = time
ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = Animelem =1
anim = 3216
ID = 3216
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 99999
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
supermove = 1

[State 0, Explod]
type = Explod
trigger1 = Animelem =1
anim = 3211
ID = 3211
pos = -20,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 99999
scale = 0.7,0.7
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
supermove = 1

[State 0, Explod]
type = Explod
trigger1 = Animelem =1
anim = 3211
ID = 3211
pos = 20,0
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 99999
scale = 0.7,0.7
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
supermove = 1



[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 8301
ID = 8301
pos = 20,-10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 99999
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermove = 1
;pausemove = 0

[State 0, Explod]
type = Explod
trigger1 = time = 5
anim = 8301
ID = 8301
pos = 10,-10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 99999
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermove = 1

[State 0, Explod]
type = Explod
trigger1 = time =0
anim = 8600
ID = 8301
pos = 20,-20
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 99999
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
supermove = 1


[State 0, Helper]
type = Helper
trigger1 = time%10 = 0
helpertype = normal ;player
name = "fire"
ID = 8330
stateno = 8330
pos = Var(28)*2.5,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 10000
pausemovetime = 10000
ignorehitpause = 1

[State 0, Helper]
type = Helper
trigger1 = time%10 = 0
helpertype = normal ;player
name = "fire"
ID = 8330
stateno = 8330
pos = -Var(28)*2.5,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 10000
pausemovetime = 10000
ignorehitpause = 1



[State 0, Explod]
type = Explod
trigger1 = time =50
anim = 8340
ID = 8340
pos = 0,0
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 99999
scale = 2,2
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 1
supermove = 1

[State 1052, ステ?ト変更]
type = ChangeState
trigger1 = Time = 100
value = 3102
ctrl = 1

;----------------------------------------------------------------------------
;エフェクト
[Statedef 8330]
type = A
movetype = A
physics = N
ctrl = 0
anim = 8330
velset = 0,0
sprpriority = 3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
value = S1100,0
volume = 0
channel = -1

[State 0, Turn]
type = Turn
trigger1 = RootDist X > 0


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow


[State 16610, 2];←攻撃
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = ceil(40*root,fvar(1)),4
hitflag = MAFD
guardflag = MA
priority = 3
pausetime = 8,8
sparkxy = -10,-55
sparkno = S8301
;guard.sparkno =
hitsound   = S1, 2
guardsound = S6, 0
animtype = Med
ground.type = High
ground.slidetime = 27
ground.hittime  = 27
ground.velocity = -2,-2
air.velocity = -3,-4
envshake.time = 5           ;ヒットした時に画面を揺らす時間
envshake.ampl = 2           ;ヒットした時の画面の振幅
envshake.freq = 50          ;ヒットした時に画面が揺れる速度
palfx.time = 100
palfx.mul = 240,192,128
palfx.sinadd = 96,128,160,16
palfx.add = 224,128,64
fall = 1


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

 ;---------------------------------------------------------------------------
;満開!
[Statedef 3500]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 3500
ctrl = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = Time = 0
value = S4000,1
volume = 250
channel = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 10

[State 3050, 超必殺技暗?時間停?]
type = SuperPause
trigger1 = AnimElem = 2
pos = -5, -55
anim = s8500
sound = s4000, 0
time =150
movetime = 5

[State 0, PalFX]
type = PalFX
trigger1 = Animelem = 2
time = 100
add = 100,100,100
sinadd = 10,10,10,100



[State 0, Explod]
type = Explod
trigger1 = Animelemtime(2) = 0
anim = 8410
ID = 8410
pos = 0,-40
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 150
pausemovetime = 150
scale = 2,2
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
supermove = 1




[State 3050, 残像]
type = AfterImage
trigger1 = AnimElem = 2
time = 2

[State 3050, 残像?示時間]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 0
time = 2



[State 3050, ステ?ト変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 3510
ctrl = 1

 ;---------------------------------------------------------------------------
;満開!
[Statedef 3510]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 4000
ctrl = 0
sprpriority = 2

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 2

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1

[State 3050, 超必殺技暗?時間停?]
type = SuperPause
trigger1 = Time = 0
pos = -5, -55
anim = s8500
sound = s120, 0
time =0

[State 0, AllPalFX]
type = BGPalFX
trigger1 = Time = 0
time = 10
add = 250,250,250

[State 0, AllPalFX]
type = PalFX
trigger1 = Time = 0
time = 10
add = 250,250,250

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 12000
ID = 8410
pos = 0,-40
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 170
scale = 1,1
sprpriority = -3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
supermove = 1

[State 0, Helper]
type = Helper
trigger1 = time =0
helpertype = normal ;player
name = ""
ID = 4001
stateno = 4001
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 0, VarSet]
type = VarSet
trigger1 = time =0
v = 31    ;fv = 10
value = 0



[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 8500
ID = 8500
pos = 0,-40
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 170
scale = 2,2
sprpriority = -3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
supermove = 1



[State 3050, ステ?ト変更]
type = ChangeState
trigger1 = Time = 0
value = 4000
ctrl = 0

;----------------------------------------------------------------------------
;へるぱ?
[Statedef 4001]
type = A
movetype = A
physics = N
ctrl = 0
anim = 4001
velset = 0,0
sprpriority = 2

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

[State 3000, ヒット定?];フィニッシュ
type = HitDef
trigger1 = time = 0
attr = S, HA
animtype  = Hard
damage    = 10
getpower  = 0
priority  = 5
hitflag = MAFDP
guardflag =
pausetime = 5,5
sparkno = s8000
sparkxy = -10,-60
hitsound   = s1,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -12, -4
guard.velocity = -12
air.velocity = -12,-4
airguard.velocity = -3,-3
envshake.ampl = 4    ;相手が地面に激突した瞬間の画面振動
envshake.freq = 60
envshake.time = 8
fall.animtype = Hard
fall = 1
fall.recover = 0
fall.damage = 10          ;相手が地面に激突した瞬間の?メ?ジ量
ID =3000


[State 0, TargetState]
type = TargetState
trigger1 = !Target(3000),ISHelper
trigger1 = movehit =1
value = 1025
ID = 3000
;ignorehitpause =
;persistent =

[State 0, VarSet]
type = VarSet
trigger1 = NumTarget(3000)
trigger1 = movehit
v = 29   ;fv = 10
value = Target(3000),ID

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow



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

;----------------------------------------------------------------------------
;満開
[Statedef 4000]
type = A
movetype = I
physics = N
ctrl = 1
anim = 4002
velset = 0,0
sprpriority = 2

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,NT,ST,HT
time = 2


[State 10000, 3];相殺する場合、消滅ステ?トに移行
type = HitOverRide
trigger1 = var(57) = 1
trigger1 = Time >=0
time = 10
attr = SCA, NA, SA, HA, NP, SP, HP
slot = 0
stateno = 4450

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 57    ;fv = 10
value = 1

[State 0, VelMul]
type = VelMul
trigger1 = command!="holdfwd"
trigger1 = command!="holddown"
trigger1 = command!="holdup"
trigger1 = command!="holdback"
x = 0.5
y = 0.5



[State 0, Changeanim]
type = ChangeAnim
triggerall = anim !=4002
trigger1 = command!="holdfwd"
trigger1 = command!="holdback"
value = 4002

[State 0, VelSEt]
type = VelSet
trigger1 = Ailevel = 0
trigger1 = command="holddown"
trigger2 = Ailevel > 0
trigger2 = pos y < -10
y = 3

[State 0, VelAdd]
type = VelSet
trigger1 = Ailevel = 0
trigger1 = command="holdup"
;trigger1 = vel y > 0
y = -5

[State 0, VelAdd]
type = VelSet
trigger1 = command="holdfwd"
x = 2.5

[State 0, Changeanim]
type = ChangeAnim
triggerall = anim !=4020
trigger1 = command="holdfwd"
value = 4020

[State 0, VelAdd]
type = VelSet
trigger1 = command="holdback"
x = -2.5

[State 0, Changeanim]
type = ChangeAnim
triggerall = anim !=4021
trigger1 = command="holdback"
value = 4021



[State 0, Turn]
type = Turn
trigger1 = P2bodydist X <= -20



[State 0, PosSet]
type = PosSet
trigger1 = Pos Y > -10
y = -10

[State 0, VarSet]
type = VarSet
trigger1 = Var(58) <= 0
v = 58    ;fv = 10
value = 0



[State 0, ChangeState]
type = ChangeState
trigger1 = Var(58) <= 0
trigger2 = RoundState >= 3
value = 4500
ctrl = 0

;----------------------------------------------------------------------------
;満開   ?ッシュ
[Statedef 4100]
type = A
movetype = I
physics = N
ctrl = 0
anim = 4020
velset = 0,0
sprpriority = 2

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,NT,ST,HT
time = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S40,1
volume = 0
channel = -1

[State 0, Explod]
type = Explod
trigger1 = Time = 0
anim = 7021
ID = 7021
pos = -20,-60
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = Time = 0
anim = 8001
ID = 8001
pos = -100,-40
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.8,0.8
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1


[State 10000, 3];相殺する場合、消滅ステ?トに移行
type = HitOverRide
trigger1 = var(57) = 1
trigger1 = Time >=0
time = 10
attr = SCA, NA, SA, HA, NP, SP, HP
slot = 0
stateno = 4450


[State 0, VelSEt]
type = VelSet
trigger1 = Ailevel = 0
trigger1 = command="holddown"
trigger2 = Ailevel > 0
trigger2 = pos y < -10
y = 2

[State 0, VelAdd]
type = VelSet
trigger1 = Ailevel = 0
trigger1 = command="holdup"
;trigger1 = vel y > 0
y = -2

[State 0, VelAdd]
type = VelSet
trigger1 = Ailevel = 0
trigger1 = command="holdfwd"
trigger2 = Ailevel > 0
x = 5.5


[State 0, PosSet]
type = PosSet
trigger1 = Pos Y > -10
y = -10

[State 0, VarSet]
type = VarSet
trigger1 = Var(58) <= 0
v = 58    ;fv = 10
value = 0

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

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn


[State 0, ChangeState]
type = ChangeState
trigger1 = Ailevel = 0
trigger1 = command !="holdfwd"
trigger2 = Ailevel > 0
trigger2 = p2bodydist x <= 100
value = 4000
ctrl = 0


[State 0, ChangeState]
type = ChangeState
trigger1 = Var(58) <= 0
trigger2 = RoundState >= 3
value = 4500
ctrl = 0

;----------------------------------------------------------------------------
;満開   ?ッシュ
[Statedef 4105]
type = A
movetype = I
physics = N
ctrl = 0
anim = 4021
velset = 0,0
sprpriority = 2

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,NT,ST,HT
time = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S40,1
volume = 0
channel = -1

[State 0, Explod]
type = Explod
trigger1 = Time = 0
anim = 7021
ID = 7021
pos = 20,-60
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = Time = 0
anim = 8001
ID = 8001
pos = 100,-40
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.8,0.8
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1


[State 10000, 3];相殺する場合、消滅ステ?トに移行
type = HitOverRide
trigger1 = var(57) = 1
trigger1 = Time >=0
time = 10
attr = SCA, NA, SA, HA, NP, SP, HP
slot = 0
stateno = 4450


[State 0, VelSEt]
type = VelSet
trigger1 = command="holddown"
y = 2

[State 0, VelAdd]
type = VelSet
trigger1 = command="holdup"
;trigger1 = vel y > 0
y = -2

[State 0, VelAdd]
type = VelSet
trigger1 = command="holdback"
x = -5.5


[State 0, PosSet]
type = PosSet
trigger1 = Pos Y > -10
y = -10

[State 0, VarSet]
type = VarSet
trigger1 = Var(58) <= 0
v = 58    ;fv = 10
value = 0

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

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 0, ChangeState]
type = ChangeState
trigger1 = command !="holdback"
value = 4000
ctrl = 0



[State 0, ChangeState]
type = ChangeState
trigger1 = Var(58) <= 0
trigger2 = RoundState >= 3
value = 4500
ctrl = 0

;---------------------------------------------------------------------------
;満開  ガ?ド
[Statedef 4120]
type    = A
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 4100
sprpriority = -1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 3



[State 210, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime (2) >= 0) && (AnimElemTime (7) < 0)
value = 15,0  ;この場合キャラの幅を一時的に前に１５ピクセル伸ばす事になる。
              ;値の意味は「前方のピクセル増減量,後方のピクセル増減量」

[State 210, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4

[State 0, Explod]
type = Explod
trigger1 = Animelem = 2
anim = 4101
ID = 4101
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, Helper]
type = Helper
trigger1 = time =0
helpertype = normal ;player
name = "guard_helper"
ID = 4121
stateno = 4121
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 99999
pausemovetime = 99999


[State 0, Helper]
type = Helper
trigger1 = NumHelper(4121)
trigger1 = Helper(4121),GetHitVar(damage)
helpertype = normal ;player
name = "guard_helper"
ID = 4122
stateno = 4122
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 99999
pausemovetime = 99999


[State 0, ChangeState]
type = ChangeState
trigger1 = Var(58) <= 0
trigger2 = RoundState >= 3
value = 4500
ctrl = 0


[State 210, ステ?ト変更]
type = ChangeState
trigger1 = command!="hold_z"
value = 4000
ctrl = 0

;------------------------------------------------------
;Guard_Helper
[Statedef 4121]
type = A
movetype = I
physics = N

[State 9000, 0]; 不具合対策
type = ChangeState
trigger1 = !IsHelper
value = 0
ctrl = 1

[State 9000, 0]; ア???化した瞬間に重複被弾しないための無敵
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 1

[State 9000, 0]; 投げ無敵
type = NotHitBy
trigger1 = Time >= 1
value = ,AT
time = 2

[State -1, 無敵]
type = NotHitBy
trigger1 = NumHelper(4121)
trigger1 = Helper(4121),GetHitVar(damage)
value2 = SCA, AA,AT,AP
time = IfElse(Ceil(Helper(4121),GetHitVar(hitshaketime)/3)<=3,5,Ceil(Helper(4121),GetHitVar(hitshaketime)/3)+2)
IgnoreHitPause = 1

[State 9000, 0]; 透明?影消し
type = AssertSpecial
trigger1 = 1
flag = Invisible
flag2 = NoShadow

[State 9000, 0]; ?体に追?
type = BindToParent
trigger1 = 1
time = 1
facing = 1
pos = 0,0

[State -1, ?似ヒット停?]
type = Pause
trigger1 = NumHelper(4121)
trigger1 = Helper(4121),GetHitVar(damage)
trigger1 = Parent,stateno=[400,470]

time = Ceil(Helper(4121),GetHitVar(hitshaketime)/3)
movetime = Ceil(Helper(4121),GetHitVar(hitshaketime)/3)

[State 9000, 0]; 判定を揃える
type = ChangeAnim
trigger1 = SelfAnimExist(Parent,Anim)
value = Parent,Anim
elem = Parent,AnimElemNo(0)


[State 9000, 0]; 打撃?飛び道具を受けたらステ?トを繰り返す
type = HitOverRide
trigger1 = IsHelper(4121)
attr = SCA,AA,AP
stateno = 4121
slot = 0
time = 1
IgnoreHitPause = 1


[State 9000, 0]; ?体がア???パ?トを過ぎたら消滅
type = DestroySelf
trigger1 = Root,Stateno != 4120

;------------------------------------------------------
;Guard_Helper
[Statedef 4122]
type = A
movetype = I
physics = N
velset = 15,0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow




[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 10

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


[State 9000, 0]; ?体がア???パ?トを過ぎたら消滅
type = DestroySelf
trigger1 = time = 10
 ;---------------------------------------------------------------------------
;満開時の?メ?ジ処理
[Statedef 4450]
type    = A
movetype= H
physics = N
velset = 0,0
anim = 4500
ctrl = 0
sprpriority = 2

[State -2]
type = playsnd
triggerall = alive
triggerall = time = 1
triggerall = Var(52) = 0
trigger1 = random = [0,600]
value = 5000, 10
channel = 0
ignorehitpause = 1

[State 0, VarAdd]
type = VarAdd
trigger1 = Gethitvar(damage)
v = 31    ;fv =
value =  Gethitvar(damage)

[State 0, VarAdd]
type = VarAdd
trigger1 = time = 0
v = 58    ;fv =
value = -1

[State 0, Width]
type = Width
trigger1 = 1
value = 30,30



[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = GethitVar(hittime)/3


[State 10000, 3];相殺する場合、消滅ステ?トに移行
type = HitOverRide
trigger1 = var(57) = 1
trigger1 = Time >=0
time = 1
attr = SCA, NA, SA, HA, NP, SP, HP
slot = 0
stateno = 4450


[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 0
value = GetHitVar(damage)/120
kill = 0

[State 0, PosSet]
type = PosSet
trigger1 = Pos Y > -10
y = -10

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

[State 0, VelSet]
type = VelSet
trigger1 = Pos Y > -10
y = 0


[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = GetHitVar(xvel)
y = GetHitVar(yvel)

[State 0, ChangeState]
type = ChangeState
trigger1 = Var(31) >= 120
value = 3510
ctrl = 0



[State 3050, ステ?ト変更]
type = ChangeState
trigger1 = Time >= GethitVar(hittime)/3
value = 4000
ctrl = 0

 ;---------------------------------------------------------------------------
;散華
[Statedef 4500]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 4000
ctrl = 0
sprpriority = 2

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Life = 0
trigger1 = Anim != 5030
value = 5030

[State 0, VarSet]
type = VarSet
trigger1 = Time = 0
v = 58    ;fv = 10
value = 0



[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1


[State 3050, 超必殺技暗?;時間停?]
type = SuperPause
trigger1 = Time = 0
pos = -5, -55
anim = s8500
sound = s800, 3
time =10

[State 0, AllPalFX]
type = BGPalFX
trigger1 = Time = 0
time = 10
add = 250,250,250

[State 0, AllPalFX]
type = PalFX
trigger1 = Time = 0
time = 10
add = 250,250,250

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 8400
ID = 8410
pos = 0,-40
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 170
scale = 2,2
sprpriority = -3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
supermove = 1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 8500
ID = 8500
pos = 0,-40
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 170
scale = 2,2
sprpriority = -3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
supermove = 1

[State 0, VarAdd]
type = VarAdd
trigger1 = Var(49) = 1
trigger1 = time = 0
v = 56    ;fv =
value = 1

[State 0, VarRandom]
type = VarRandom
trigger1 = time = 0
trigger1 = Var(56) >=1
v = 50
range = 51,55

[State 0, VarSet]
type = VarSet
trigger1 = Var(50) = 51
v = 51    ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = Var(50) = 52
v = 52    ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = Var(50) = 53
v = 53    ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = Var(50) = 54
v = 54    ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = Var(50) = 55
v = 55    ;fv = 10
value = 1

[State 3050, ステ?ト変更]
type = ChangeState
trigger1 = Time = 5
value = 4510
ctrl = 1

;---------------------------------------------------------------------------
;落下
[Statedef 4510]
type    = A
movetype= I
physics = A
juggle  = 0
poweradd= 0
ctrl = 1
velset = 0,0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Alive
trigger1 = Anim != 41
value = 41
elem = 6
;ignorehitpause =
;persistent =



[State 0, ChangeState]
type = ChangeState
trigger1 = !Alive
;trigger1 = Life = 0
trigger1 = Anim != 5030
value = 5050
ctrl = 0
;anim =
;ignorehitpause =
;persistent =




;---------------------------------------------------------------------------
;満開パン?a
[Statedef 4200]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 30
ctrl = 0
velset = 0,0
anim = 4200
sprpriority = -1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,NT,ST,HT
time = 1

[State 10000, 3];相殺する場合、消滅ステ?トに移行
type = HitOverRide
trigger1 = var(57) = 1
trigger1 = Time >=0
time = 1
attr = SCA, NA, SA, HA, NP, SP, HP
slot = 0
stateno = 4450

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = time = 1
value = S100,10
volume = 250
channel = 0


[State 210, 画像?示優先度]
type = SprPriority
trigger1 = AnimElem = 5
value = 2

[State 210, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime (2) >= 0) && (AnimElemTime (7) < 0)
value = 15,0  ;この場合キャラの幅を一時的に前に１５ピクセル伸ばす事になる。
              ;値の意味は「前方のピクセル増減量,後方のピクセル増減量」

[State 210, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4

[State 0, Explod]
type = Explod
trigger1 = Animelem = 4
anim = 8320
ID = 4200
pos = 60,-55
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1


[State 210, ヒット定?]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HA
animtype  = Medium
damage    = 90
guardflag = MA
pausetime = 12,12
sparkno = s8310
sparkxy = -10,-70
hitsound   = s1,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -5.5
air.velocity = -2.5,-4
envshake.time = 4
envshake.ampl = 2



[State 210, ステ?ト変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 4000
ctrl = 0

;---------------------------------------------------------------------------
;満開パン?b
[Statedef 4210]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 30
ctrl = 0
velset = 0,0
anim = 4210
sprpriority = -1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,NT,ST,HT
time = 1

[State 10000, 3];相殺する場合、消滅ステ?トに移行
type = HitOverRide
trigger1 = var(57) = 1
trigger1 = Time >=0
time = 1
attr = SCA, NA, SA, HA, NP, SP, HP
slot = 0
stateno = 4450

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = time = 1
value = S100,5
volume = 250
channel = 0



[State 210, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime (2) >= 0) && (AnimElemTime (7) < 0)
value = 35,0  ;この場合キャラの幅を一時的に前に１５ピクセル伸ばす事になる。
              ;値の意味は「前方のピクセル増減量,後方のピクセル増減量」

[State 210, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = s0, 2



[State 0, Helper]
type = Helper
trigger1 = Animelem = 5
helpertype = normal ;player
name = "Explod"
ID = 4210
stateno = 4211
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
xscale  = 0.6
yscale  = 0.6




[State 210, ヒット定?]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HA
hitflag = MA
animtype  = Medium
damage    = 100
guardflag = M
pausetime = 6,6
sparkno = s8310
sparkxy = -10,-70
hitsound   = s1,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -2,-8
air.velocity = -2.5,-8
fall =1
envshake.time = 4
envshake.ampl = 2


[State 210, ステ?ト変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 4000
ctrl = 0

;---------------------------------------------------------------------------
;満開パン?c
[Statedef 4220]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 30
ctrl = 0
velset = 0,0
anim = 4220
sprpriority = -1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,NT,ST,HT
time = 1

[State 10000, 3];相殺する場合、消滅ステ?トに移行
type = HitOverRide
trigger1 = var(57) = 1
trigger1 = Time >=0
time = 1
attr = SCA, NA, SA, HA, NP, SP, HP
slot = 0
stateno = 4450

[State 0, VelSet]
type = VelSet
trigger1 = Animelem = 4
x = 6



[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = time = 1
value = S100,8
volume = 250
channel = 0


[State 210, 画像?示優先度]
type = SprPriority
trigger1 = AnimElem = 5
value = 2

[State 210, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime (2) >= 0) && (AnimElemTime (7) < 0)
value = 15,0  ;この場合キャラの幅を一時的に前に１５ピクセル伸ばす事になる。
              ;値の意味は「前方のピクセル増減量,後方のピクセル増減量」

[State 210, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4


[State 0, Explod]
type = Explod
trigger1 = Animelem = 4
anim = 8320
ID = 4200
pos = 60,-55
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -2
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1


[State 210, ヒット定?]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HA
animtype  = Medium
damage    = 140
guardflag =
pausetime = 12,12
sparkno = s8310
sparkxy = -10,-70
hitsound   = s1,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -6.5
air.velocity = -6.5,-3
envshake.time = 4
envshake.ampl = 2
fall = 1
fall.recover = 0

[State 0, VelSet]
type = VelSet
trigger1 = Animelem = 5
x = 0



[State 210, ステ?ト変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 4000
ctrl = 0

;----------------------------------------------------------------------------
;エフェクト
[Statedef 4211]
type = A
movetype = I
physics = N
ctrl = 0
anim = 8320
velset = 0,0
sprpriority = 2

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = 1
facing = 0
pos = 80,-80

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow





[State 0, Trans]
type = Trans
trigger1 = 1
trans =  add
;alpha = 256,256
ignorehitpause = 1
;persistent =

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = 90
;scale =
ignorehitpause = 1
;persistent =

[State 0, DestroySelf]
type = DestroySelf
trigger1 = Animtime =0
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
;満開?送
[Statedef 4230]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 30
ctrl = 0
velset = 0,0
anim = 4230
sprpriority = -1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,NT,ST,HT
time = 10

[State 10000, 3];相殺する場合、消滅ステ?トに移行
type = HitOverRide
trigger1 = var(57) = 1
trigger1 = Time >=0
time = 1
attr = SCA, NA, SA, HA, NP, SP, HP
slot = 0
stateno = 4450

[State 0, VelSet]
type = VelSet
trigger1 = Animelem = 3
x = 8


[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = time = 1
value = S100,11
volume = 250
channel = 0


[State 210, 画像?示優先度]
type = SprPriority
trigger1 = AnimElem = 5
value = 2


[State 210, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4


[State 0, Explod]
type = Explod
trigger1 = Animelem = 3
anim = 8320
ID = 4200
pos = 60,-55
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -2
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1


[State 210, ヒット定?]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
animtype  = Medium
damage    = 0
guardflag =
pausetime = 12,12
sparkno = s8005
sparkxy = -10,-70
hitsound   = s1,1
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -6.5
air.velocity = -6.5,-3
envshake.time = 4
envshake.ampl = 2
fall = 1
fall.recover = 0
ID = 4230

[State 0, VelSet]
type = VelSet
trigger1 = Animelem = 5
x = 0

[State 0, TargetState]
type = TargetState
trigger1 = NumTarget(4230)
trigger1 = movehit
trigger1 = !Target(4230),ISHelper
value = 4235
ID = 4230

[State 0, TargetBind]
type = TargetBind
trigger1 = NumTarget(4230)
trigger1 = movehit
trigger1 = !Target(4230),ISHelper
time = 200
id = 4230
pos = 250,-70

[State 0, VarSet]
type = VarSet
trigger1 = NumTarget(4230)
trigger1 = movehit
v = 29   ;fv = 10
value = Target(4230),ID

[State 0, ChangeState]
type = ChangeState
trigger1 = NumTarget(4230)
trigger1 = movehit
trigger1 = !Target(4230),ISHelper
value = 4231
ctrl = 0

[State 210, ステ?ト変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 4000
ctrl = 0

;---------------------------------------------------------------------------
;満開?送    ?送中
[Statedef 4231]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 10,0
anim = 4231
sprpriority = -1

[State 3000, 残像]
type = AfterImage
trigger1 = 1
time = 2
paladd = 25,20,20
timegap = 1
framegap = 4

;[State 0, PosAdd]
;type = PosAdd
;trigger1 = time = 0
;x = -250

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 5
value = S4300,2
volume = 250
channel = 0


[State 0, TargetBind]
type = TargetBind
trigger1 = 1
time = 1
id = 4230
pos = 160,-70;250,-70

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S40,2
volume = 250
channel = -1

[State 0, Explod]
type = Explod
trigger1 = Numexplod(8001) = 0
anim = 8001
ID = 8001
pos = 80,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = Numexplod(4233) = 0
anim = 4233
ID = 4233
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1

[State 0, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal ;player
name = "Explod"
ID = 4238
stateno = 4238
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0




[State 210, ステ?ト変更]
type = ChangeState
trigger1 = Frontedgedist <= 200
trigger2 = Time >= 150
value = 4232
ctrl = 0

;---------------------------------------------------------------------------
;?び終わり
[Statedef 4232]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 4232
sprpriority = -1

[State 0, PosAdd]
type = PosAdd
trigger1 = Frontedgedist <200
x = -250

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id =4233


[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S1,2
volume = 250
channel = -1

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Explod"
ID = 4230
stateno = 4237
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 10
freq = 30
ampl = -4
;phase = 90



[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = time = 0
value = -200
ID = 4230
kill = 1



[State 0, TargetBind]
type = TargetBind
trigger1 = time = 0
time = 1
id = 4230
pos = 250,-70


[State 0, TargetState]
type = TargetState
trigger1 = time = 0
value = 4236
ID = 4230



[State 210, ステ?ト変更]
type = ChangeState
trigger1 = Animtime = 0
value = 4000
ctrl = 0


;---------------------------------------------------------------------------
;相手側??送される
[Statedef 4235]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 0
facep2 = 1


[State 645, 相手のアニメ変更]
type = ChangeAnim2
trigger1 = 1
value = 4235


[State 1026, 相手ステ?トに戻す]
type = SelfState
trigger1 = roundstate!=2
trigger2 = Time >= 5000
value = 5100

;---------------------------------------------------------------------------
;相手側??き付けられる
[Statedef 4236]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 0

[State 645, 相手のアニメ変更]
type = ChangeAnim2
trigger1 = time = 0
value = 4236


[State 1026, 相手ステ?トに戻す]
type = SelfState
trigger1 = Animtime = 0
value = 5050

;----------------------------------------------------------------------------
;エフェクト
[Statedef 4237]
type = A
movetype = I
physics = N
ctrl = 0
anim = 8310
velset = 0,0
sprpriority = 2

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = PlayerID(root,Var(29)),Pos X
y = PlayerID(root,Var(29)),Pos Y
;ignorehitpause =

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 8320
ID = 4237
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 8310
ID = 4237
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 8310
ID = 4237
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible
flag3 = noAutoTurn



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

;----------------------------------------------------------------------------
;エフェクト
[Statedef 4238]
type = A
movetype = I
physics = N
ctrl = 0
anim = 8310
velset = 0,0
sprpriority = 2

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = PlayerID(root,Var(29)),Pos X
y = 0
;ignorehitpause =

[State 0, Explod]
type = Explod
trigger1 = Numexplod(7055) = 0
anim = 7055
ID = 7055
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0



[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible
flag3 = noAutoTurn



[State 0, DestroySelf]
type = DestroySelf
trigger1 = Root,Stateno !=4231

;---------------------------------------------------------------------------
;満開らっしゅ
[Statedef 4300]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,0
anim = 4300
sprpriority = 3

[State 0, SuperPause]
type = SuperPause
trigger1 = time =5
time = 30
anim = s8500
pos = 0,-40
movetime = 1
poweradd = -1000

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 6
value = S800,1
volume = 250
channel = -1


[State 0, BGPalFX]
type = BGPalFX
trigger1 = time =0
time = 30
add = -50,-50,-50



[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,NT,ST,HT
time = 1

[State 10000, 3];相殺する場合、消滅ステ?トに移行
type = HitOverRide
trigger1 = var(57) = 1
trigger1 = Time >=0
time = 1
attr = SCA, NA, SA, HA, NP, SP, HP
slot = 0
stateno = 4450

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = time = 1
value = S100,9
volume = 250
channel = 0


[State 210, 画像?示優先度]
type = SprPriority
trigger1 = AnimElem = 4
value = 3


[State 210, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime (2) >= 0) && (AnimElemTime (7) < 0)
value = 15,0  ;この場合キャラの幅を一時的に前に１５ピクセル伸ばす事になる。
              ;値の意味は「前方のピクセル増減量,後方のピクセル増減量」

[State 210, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4

[State 0, Explod]
type = Explod
trigger1 = Animelem = 4
anim = 8320
ID = 4200
pos = 60,-55
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1


[State 210, ヒット定?]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HA
animtype  = Medium
damage    = 30
guardflag =
pausetime = 12,12
sparkno = s8310
sparkxy = -10,-70
hitsound   = s1,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -5.5
air.velocity = -2.5,-4
envshake.time = 4
envshake.ampl = 2
ID = 4300

[State 0, TargetState]
type = TargetState
trigger1 = NumTarget(4300)
trigger1 = movehit
trigger1 = !Target(3000),ISHelper
value = 4315
ID = 4300

[State 0, TargetBind]
type = TargetBind
trigger1 = NumTarget(4300)
trigger1 = movehit
trigger1 = !Target(3000),ISHelper
time = 200
id = 4300
pos = 120,0

[State 0, VarSet]
type = VarSet
trigger1 = NumTarget(3000)
trigger1 = movehit
v = 29   ;fv = 10
value = Target(3000),ID

[State 0, ChangeState]
type = ChangeState
trigger1 = NumTarget(4300)
trigger1 = movehit
trigger1 = !Target(3000),ISHelper
value = 4305
ctrl = 0


[State 210, ステ?ト変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 4000
ctrl = 0

;---------------------------------------------------------------------------
;満開らっしゅ??コ殴り
[Statedef 4305]
type    = A
movetype= A
physics = N
juggle  = 3
poweradd= 0
ctrl = 0
velset = 0,0
anim = 4305
sprpriority = 2


[State 0, BGPalFX]
type = BGPalFX
trigger1 = time =0
time = 400
add = -50,-50,-50

[State 0, PosSet]
type = PosSet
trigger1 = facing = 1
trigger1 = time =0
x = -50
y = 0

[State 0, PosSet]
type = PosSet
trigger1 = facing = -1
trigger1 = time =0
x = 50
y = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = time = 25
value = S100,7
volume = 250
channel = 0

[State 0, Helper]
type = Helper
trigger1 = time =0
trigger1 = facing = 1
helpertype = normal ;player
name =  "BG"
ID = 4300
stateno = 4306
pos = 250,0
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 9999
pausemovetime = 9999

[State 0, Helper]
type = Helper
trigger1 = time =0
trigger1 = facing = -1
helpertype = normal ;player
name =  "BG"
ID = 4300
stateno = 4306
pos = -250,0
postype = right    ;p2,front,back,left,right
facing = -1
keyctrl = 0
ownpal = 0
supermovetime = 9999
pausemovetime = 9999

[State 0, Helper]
type = Helper
trigger1 = time =0
helpertype = normal ;player
name =  "BG"
ID = 4300
stateno = 4307
pos = 250,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 9999
pausemovetime = 9999


[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
time = 1

[State 10000, 3];相殺する場合、消滅ステ?トに移行
type = HitOverRide
trigger1 = var(57) = 1
trigger1 = Time >=0
time = 1
attr = SCA, NA, SA, HA, NP, SP, HP
slot = 0
stateno = 4450


[State 210, 画像?示優先度]
type = SprPriority
trigger1 = AnimElem = 5
value = 2

[State 210, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime (2) >= 0) && (AnimElemTime (7) < 0)
value = 15,0  ;この場合キャラの幅を一時的に前に１５ピクセル伸ばす事になる。
              ;値の意味は「前方のピクセル増減量,後方のピクセル増減量」

[State 210, 音を鳴らす]
type = PlaySnd
trigger1 = Animelem = 4
trigger2 = Animelem = 9
value = s0, 4

[State 0, Explod]
type = Explod
trigger1 = Animelem = 4
anim = 8320
ID = 4200
pos = 60,-55
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 9
anim = 8320
ID = 4200
pos = 60,-65
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -2
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 4
anim = 3211
ID = 4200
pos = 0,-10
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 210, 音を鳴らす]
type = PlaySnd
trigger1 = Animelem = 4
trigger2 = Animelem = 9
value = s1, 2

[State 0, EnvShake]
type = EnvShake
trigger1 = Animelem = 4
trigger2 = Animelem = 9
time = 10
freq = 30
ampl = -4
;phase = 90
;ignorehitpause =
;persistent =



[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Animelem = 4
trigger2 = Animelem = 9
value =  -20
ID = 4300
kill = 0

[State 210, ステ?ト変更]
type = ChangeState
trigger1 = Time = 200
value = 4310
ctrl = 0

;----------------------------------------------------------------------------
;エフェクト
[Statedef 4306]
type = A
movetype = I
physics = N
ctrl = 0
anim = 8900
velset = 0,0
sprpriority = -7



[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow


[State 0, Trans]
type = Trans
trigger1 = 1
trans =  add
;alpha = 256,256
ignorehitpause = 1
;persistent =

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = 90
ignorehitpause = 1


[State 0, DestroySelf]
type = DestroySelf
trigger1 = time =200
trigger2 = Root,Stateno != [4300,4305]
;ignorehitpause =

;----------------------------------------------------------------------------
;エフェクト
[Statedef 4307]
type = A
movetype = I
physics = N
ctrl = 0
anim = 8400
velset = 0,0
sprpriority = 2

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = PlayerID(root,Var(29)),Pos X
y = PlayerID(root,Var(29)),Pos Y
;ignorehitpause =


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible
flag3 = noAutoTurn

[State 0, Explod]
type = Explod
trigger1 = Root,Animelem = 4
anim = 8004
ID = 3400
pos = 50,-60
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 2,2
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
supermove = 9990
pausemove = 9990

[State 0, Explod]
type = Explod
trigger1 = Root,Animelem = 9
anim = 8004
ID = 3400
pos = 80,-40
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 2,2
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
supermove = 9990
pausemove = 9990


[State 0, Trans]
type = Trans
trigger1 = 1
trans =  add
;alpha = 256,256
ignorehitpause = 1
;persistent =



[State 0, DestroySelf]
type = DestroySelf
trigger1 = Root,Stateno != [4300,4305]

;---------------------------------------------------------------------------
;満開らっしゅ?フィニッシュ
[Statedef 4310]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 4310
sprpriority = 0

[State 0, SuperPause]
type = SuperPause
trigger1 = time =10
time = 120
anim = s8500
pos = 0,0
movetime = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = time = 1
value = S100,6
volume = 250
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S4000,0
volume = 250
channel = -1


[State 0, Explod]
type = Explod
trigger1 =time = 14
anim = 8400
ID = 4300
pos = 0,-60
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 9999
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
supermove = 1
pausemove = 1

[State 0, Explod]
type = Explod
trigger1 =time = 14
anim = 8410
ID = 4300
pos = 0,-60
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 119
pausemovetime = 9999
scale = 1.4,1.4
sprpriority = -3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
supermove = 1
pausemove = 1


[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
time = 1

[State 10000, 3];相殺する場合、消滅ステ?トに移行
type = HitOverRide
trigger1 = var(57) = 1
trigger1 = Time >=0
time = 1
attr = SCA, NA, SA, HA, NP, SP, HP
slot = 0
stateno = 4450

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = time = 20
value = S4300,0
volume = 250
channel = 0


[State 210, 画像?示優先度]
type = SprPriority
trigger1 = AnimElem = 7
value = 2

[State 210, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime (2) >= 0) && (AnimElemTime (7) < 0)
value = 15,0  ;この場合キャラの幅を一時的に前に１５ピクセル伸ばす事になる。
              ;値の意味は「前方のピクセル増減量,後方のピクセル増減量」

[State 210, 音を鳴らす]
type = PlaySnd
trigger1 =Animelem = 7
value = S3000, 4

[State 0, Explod]
type = Explod
trigger1 = Animelem = 7
anim = 3216
ID = 4200
pos = 0,20
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
scale = 2,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
pausemoveTime =  9999

[State 0, Explod]
type = Explod
trigger1 = Animelem = 7
anim = 8340
ID = 4200
pos = 0,-30
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
scale = 1.4,1.4
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 7
anim = 12000
ID = 4200
pos = 180,140
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
pausemoveTime =  9999

[State 0, EnvShake]
type = EnvShake
trigger1 = Animelem = 7
time = 100
freq = 50
ampl = -4

[State 210, 音を鳴らす]
type = PlaySnd
trigger1 =Animelem = 7
value = s1, 3


[State 0, Pause]
type = Pause
trigger1 = AnimelemTime(7) = 52
time = 100
movetime = 80



[State 0, TargetState]
type = TargetState
trigger1 = Animelem = 7
value = 4317
ID = 4300

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Animelem = 7
value =  -350
ID = 4300
kill = 1

[State 210, ステ?ト変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 4000
ctrl = 0

;---------------------------------------------------------------------------
;満開らっしゅ?ヒット相手
[Statedef 4315]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State 820, 相手のアニメ変更]
type = ChangeAnim2
trigger1 = Time = 0
value = 820

[State 0, ChangeState]
type = ChangeState
trigger1 = Time >= 1000
value = 4316
ctrl = 0


;---------------------------------------------------------------------------
;満開らっしゅ?ヒット相手
[Statedef 4316]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State 820, 相手のアニメ変更]
type = ChangeAnim2
trigger1 = Time = 0
value = 5300



;---------------------------------------------------------------------------
;満開らっしゅ?ヒット相手
[Statedef 4317]
type    = S
movetype= H
physics = N
velset = 0,-15
sprpriority = -1

[State 820, 相手のアニメ変更]
type = ChangeAnim2
trigger1 = Time = 0
value = 5051

[State 5050, 2] ;Coming down anim
type = ChangeAnim2
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 5050, 3] ;Gravity
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)


[State 5050, 6]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100 ;HIT_BOUNCE


;----------------------------------------------------------------------------
;満開ゲ?ジ
[Statedef 11000]
type = A
movetype = I
physics = N
ctrl = 0
anim = 11000
velset = 0,0
sprpriority = 2
movetime = 99999
supermovetime = 99999

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow






[State 0, Explod]
type = Explod
trigger1 = teamside = 1
trigger1 = Numexplod(11000) = 0
anim = 11000
ID = 11000
pos = 0,180
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 0.2,0.2
sprpriority = 6
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = teamside = 2
trigger1 = Numexplod(11000) = 0
anim = 11000
ID = 11000
pos = 0,180
postype = right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 0.2,0.2
sprpriority = 6
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = Numexplod(8100) = 0
trigger1 = teamside = 1
trigger1 = Root,Var(58) = 20
anim = 8100
ID = 8100
pos = 25,200
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 20
scale = 1,1
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
supermove = 1


[State 0, Explod]
type = Explod
trigger1 = Numexplod(8100) = 0
trigger1 = teamside = 2
trigger1 = Root,Var(58) = 20
anim = 8100
ID = 8100
pos = -25,200
postype = right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 20
scale = 1,1
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
supermove = 1


[State 0, Explod]
type = Explod
trigger1 = teamside = 1
trigger1 = root,Var(58) >= 20 &&  root,Var(58) < 40
trigger1 = Numexplod(11001) = 0
trigger1 = Numexplod(11002) = 0
trigger1 = Numexplod(11003) = 0
trigger1 = Numexplod(11004) = 0
trigger1 = Numexplod(11005) = 0
anim = 11001
ID = 11001
pos = 0,180
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 0.2,0.2
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = teamside = 2
trigger1 = root,Var(58) >= 20 &&  root,Var(58) < 40
trigger1 = Numexplod(11001) = 0
trigger1 = Numexplod(11002) = 0
trigger1 = Numexplod(11003) = 0
trigger1 = Numexplod(11004) = 0
trigger1 = Numexplod(11005) = 0
anim = 11001
ID = 11001
pos = 0,180
postype = right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 0.2,0.2
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = root,Var(58) >= 40 &&  root,Var(58) < 60
trigger2 = root,Var(58) <20
id = 11001

[State 0, Explod]
type = Explod
trigger1 = Numexplod(8100) = 0
trigger1 = teamside = 1
trigger1 = Root,Var(58) = 40
anim = 8100
ID = 8100
pos = 25,200
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 20
scale = 1,1
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
supermove = 1

[State 0, Explod]
type = Explod
trigger1 = Numexplod(8100) = 0
trigger1 = teamside = 2
trigger1 = Root,Var(58) = 40
anim = 8100
ID = 8100
pos = -25,200
postype = right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 20
scale = 1,1
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
supermove = 1

[State 0, Explod]
type = Explod
trigger1 = teamside = 1
trigger1 = root,Var(58) >= 40 &&  root,Var(58) < 60
trigger1 = Numexplod(11001) = 0
trigger1 = Numexplod(11002) = 0
trigger1 = Numexplod(11003) = 0
trigger1 = Numexplod(11004) = 0
trigger1 = Numexplod(11005) = 0
anim = 11002
ID = 11002
pos = 0,180
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 0.2,0.2
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = teamside = 2
trigger1 = root,Var(58) >= 40 &&  root,Var(58) < 60
trigger1 = Numexplod(11001) = 0
trigger1 = Numexplod(11002) = 0
trigger1 = Numexplod(11003) = 0
trigger1 = Numexplod(11004) = 0
trigger1 = Numexplod(11005) = 0
anim = 11002
ID = 11002
pos = 0,180
postype = right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 0.2,0.2
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = root,Var(58) >= 60 &&  root,Var(58) < 80
trigger2 = root,Var(58) <40
id = 11002

[State 0, Explod]
type = Explod
trigger1 = Numexplod(8100) = 0
trigger1 = teamside = 1
trigger1 = Root,Var(58) = 60
anim = 8100
ID = 8100
pos = 25,200
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 20
scale = 1,1
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
supermove = 1

[State 0, Explod]
type = Explod
trigger1 = Numexplod(8100) = 0
trigger1 = teamside = 2
trigger1 = Root,Var(58) = 60
anim = 8100
ID = 8100
pos = -25,200
postype = right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 20
scale = 1,1
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
supermove = 1


[State 0, Explod]
type = Explod
trigger1 = teamside = 1
trigger1 = root,Var(58) >= 60 &&  root,Var(58) < 80
trigger1 = Numexplod(11001) = 0
trigger1 = Numexplod(11002) = 0
trigger1 = Numexplod(11003) = 0
trigger1 = Numexplod(11004) = 0
trigger1 = Numexplod(11005) = 0
anim = 11003
ID = 11003
pos = 0,180
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 0.2,0.2
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = teamside = 2
trigger1 = root,Var(58) >= 60 &&  root,Var(58) < 80
trigger1 = Numexplod(11001) = 0
trigger1 = Numexplod(11002) = 0
trigger1 = Numexplod(11003) = 0
trigger1 = Numexplod(11004) = 0
trigger1 = Numexplod(11005) = 0
anim = 11003
ID = 11003
pos = 0,180
postype = right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 0.2,0.2
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0


[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = root,Var(58) >= 80 &&  root,Var(58) < 100
trigger2 = root,Var(58) <60
id = 11003

[State 0, Explod]
type = Explod
trigger1 = Numexplod(8100) = 0
trigger1 = teamside = 1
trigger1 = Root,Var(58) = 80
anim = 8100
ID = 8100
pos = 25,200
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 20
scale = 1,1
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
supermove = 1

[State 0, Explod]
type = Explod
trigger1 = Numexplod(8100) = 0
trigger1 = teamside = 2
trigger1 = Root,Var(58) = 80
anim = 8100
ID = 8100
pos = -25,200
postype = right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 20
scale = 1,1
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
supermove = 1


[State 0, Explod]
type = Explod
trigger1 = teamside = 1
trigger1 = root,Var(58) >= 80 &&  root,Var(58) < 100
trigger1 = Numexplod(11001) = 0
trigger1 = Numexplod(11002) = 0
trigger1 = Numexplod(11003) = 0
trigger1 = Numexplod(11004) = 0
trigger1 = Numexplod(11005) = 0
anim = 11004
ID = 11004
pos = 0,180
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 0.2,0.2
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = teamside = 2
trigger1 = root,Var(58) >= 80 &&  root,Var(58) < 100
trigger1 = Numexplod(11001) = 0
trigger1 = Numexplod(11002) = 0
trigger1 = Numexplod(11003) = 0
trigger1 = Numexplod(11004) = 0
trigger1 = Numexplod(11005) = 0
anim = 11004
ID = 11004
pos = 0,180
postype = right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 0.2,0.2
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0


[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = root,Var(58) >= 100 &&  root,Var(58) < 120
trigger2 = root,Var(58) <80
id = 11004

[State 0, Explod]
type = Explod
trigger1 = Numexplod(8100) = 0
trigger1 = teamside = 1
trigger1 = Root,Var(58) = 100
anim = 8100
ID = 8100
pos = 25,200
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 20
scale = 1,1
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
supermove = 1

[State 0, Explod]
type = Explod
trigger1 = Numexplod(8100) = 0
trigger1 = teamside = 2
trigger1 = Root,Var(58) = 100
anim = 8100
ID = 8100
pos = -25,200
postype = right  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 20
scale = 1,1
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
supermove = 1



[State 0, Explod]
type = Explod
trigger1 = teamside = 1
trigger1 = root,Var(58) >= 100 &&  root,Var(58) <= 120
trigger1 = Numexplod(11001) = 0
trigger1 = Numexplod(11002) = 0
trigger1 = Numexplod(11003) = 0
trigger1 = Numexplod(11004) = 0
trigger1 = Numexplod(11005) = 0
anim = 11005
ID = 11005
pos = 0,180
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 0.2,0.2
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = teamside = 2
trigger1 = root,Var(58) >= 100 &&  root,Var(58) <= 120
trigger1 = Numexplod(11001) = 0
trigger1 = Numexplod(11002) = 0
trigger1 = Numexplod(11003) = 0
trigger1 = Numexplod(11004) = 0
trigger1 = Numexplod(11005) = 0
anim = 11005
ID = 11005
pos = 0,180
postype = right  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 0.2,0.2
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = root,Var(58) <100
id = 11005

[State 0, VarAdd]
type = parentVarAdd
trigger1 = root,var(57) = 0
trigger1 = Var(58) >0
trigger1 = root,Var(58)%10 = 0
v = 58    ;fv =
value = 1



;---------------------------------------------------------------------------
;特殊キャンセル
[Statedef 10000]
type    = U
movetype= I
physics = U
juggle  = 0
poweradd= -1000+var(21)*500
ctrl = 0
sprpriority = 2

[State 0, Pause]
type = Pause
trigger1 = time =0
time = 10+var(21)*3
movetime = 10+var(21)*3

[State 0, PosSet]
type = PosSet
trigger1 = Pos Y > 0 && Vel Y >= 0
y = 0



[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = time =0
value = S5,0
volume = 250
channel = 0

[State 0, PalFX]
type = PalFX
trigger1 = time = 0
time = 20
add = 150,50,50
sinadd = 100,20,20,40


[State 0, BGPalFX]
type = BGPalFX
trigger1 = time = 0
time = 20
add = 100,50,50
sinadd = 40,10,10,30


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
value = S190,0
volume = 250

[State 0, Explod]
type = Explod
trigger1 = time =0
anim = 8400
ID = 10000
pos = 0,-60
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 100
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = time =0
anim = 8500
ID = 10000
pos = 0,-60
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 100
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, VarSet]
type = VarSet
trigger1 = time =1
v = 21    ;fv = 10
value = 0




[State 701, ステ?ト変更]
type = ChangeState
trigger1 = (StateType != A) && (Time = 5)
trigger2 = (StateType = A) && (Time > 2)
value = ifelse(StateType=A,51,ifelse(StateType=C,11,0))
ctrl = 1

;----------------------------------------------------------------------------
;目隠し
[Statedef 10001]
type = A
movetype = I
physics = N
ctrl = 0
anim = 9999
velset = 0,0
sprpriority = 5

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow



[State 0, BindToRoot]
type = BindToRoot
trigger1 = 1
time = 1



[State 0, Explod]
type = Explod
trigger1 = root,Var(48) = 1
trigger1 = NumExplod(9999) = 0
anim = 9999
ID = 9999
pos = 0,-0
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 2,2
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = root,Var(48) = 2
trigger1 = NumExplod(9999) = 0
anim = 9998
ID = 9999
pos = 0,-0
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 2,2
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = root,Var(48) = 3
trigger1 = NumExplod(9999) = 0
anim = 9999
ID = 9999
pos = 0,-0
postype = front ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 0.5,2
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = root,Var(48) = 4
trigger1 = NumExplod(9999) = 0
anim = 9999
ID = 9999
pos = -50,-260
postype = p2 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 0.5,3
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0



;---------------------------------------------------------------------------
;挑発
[Statedef 10195]
type = S
movetype = I
physics = S
ctrl = 0
anim = 10195
velset = 0,0
sprpriority =-2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
value = S800,1
volume = 250


[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 8003
ID = 10195
pos = 0,-50
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 8004
ID = 10195
pos = 0,-50
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 194
ID = 10195
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = time =10
value = S190,8
volume = 250
channel = 0

[State 0, Explod]
type = Explod
trigger1 = time = 99
anim = 8003
ID = 10195
pos = 0,-50
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = time = 99
anim = 8004
ID = 10195
pos = 0,-50
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = time = 99
anim = 194
ID = 10195
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =99
value = S800,1
volume = 250

[State 195, ステ?ト変更]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1



;----------------------------------------------------------------------------
;友奈シルエット
[Statedef 21100]
type = A
movetype = I
physics = N
ctrl = 0
anim = 21100
velset = 0,0
sprpriority = 5



[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible



[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 99999

[State 0, Explod]
type = Explod
trigger1 = teamside = 1
trigger1 = numexplod(21100) =0
anim = 21100
ID = 21100
pos = 30,170
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 0.4,0.4
sprpriority = 7
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = teamside = 1
trigger1 = numexplod(21103) =0
trigger1 = root,Var(51) =0
anim = 21103
ID = 21103
pos = 30,170
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 0.4,0.4
sprpriority = 7
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = teamside = 1
trigger1 = numexplod(21102) =0
trigger1 = root,Var(54) =0
anim = 21102
ID = 21102
pos = 30,170
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 0.4,0.4
sprpriority = 7
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = teamside = 1
trigger1 = numexplod(21101) =0
trigger1 = root,Var(55) =0
anim = 21101
ID = 21101
pos = 30,170
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 0.4,0.4
sprpriority = 7
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0


[State 0, Explod]
type = Explod
trigger1 = teamside = 2
trigger1 = numexplod(21100) =0
anim = 21100
ID = 21100
pos = -30,170
postype = right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 0.4,0.4
sprpriority = 7
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = teamside = 2
trigger1 = numexplod(21103) =0
trigger1 = root,Var(51) =0
anim = 21103
ID = 21103
pos = -30,170
postype = right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 0.4,0.4
sprpriority = 7
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = teamside = 2
trigger1 = numexplod(21102) =0
trigger1 = root,Var(54) =0
anim = 21102
ID = 21102
pos = -30,170
postype = right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 0.4,0.4
sprpriority = 7
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = teamside = 2
trigger1 = numexplod(21101) =0
trigger1 = root,Var(55) =0
anim = 21101
ID = 21101
pos = -30,170
postype = right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 0.4,0.4
sprpriority = 7
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = numexplod(21103)
trigger1 = root,Var(51) =1
id = 21103

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = numexplod(21102)
trigger1 = root,Var(54) =1
id = 21102

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = numexplod(21101)
trigger1 = root,Var(55) =1
id = 21101

[State 0, Explod]
type = Explod
trigger1 = teamside = 1
trigger1 = Root,Palno = [7,12]
trigger1 = Root,Fvar(39)
trigger1 = Roundstate= 2
trigger1 = numexplod(19000) =0
anim = 19000+Root,Fvar(39)
ID = 19000
pos = 30-(Root,Fvar(39)-1)*(Root,Fvar(39)*3+10),30
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 9999
scale = 0.2,0.2
sprpriority = 6
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = teamside =2
trigger1 = Root,Palno = [7,12]
trigger1 = Root,Fvar(39)
trigger1 = Roundstate= 2
trigger1 = numexplod(19000) =0
anim = 19000+Root,Fvar(39)
ID = 19000
pos = -(30-(Root,Fvar(39)-1)*(Root,Fvar(39)*3+10)),30
postype = right  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 9999
scale = 0.2,0.2
sprpriority = 6
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(19000)
trigger1 = Root,Var(19) = 100
ID = 19000
anim = 19000+Root,Fvar(39)
pos = -(30-(Root,Fvar(39)-1)*(Root,Fvar(39)*3+10)),30
trans = none
removetime = -1

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(19000)
trigger1 = Root,Var(19) < 100
pos = -(30-(Root,Fvar(39)-1)*(Root,Fvar(39)*3+10)),30
ID = 19000
trans = addalpha
alpha = 50,250
removetime = -1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = roundState = 2
id = 19001

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = roundState = 2
id = 19002

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = roundState = 2
id = 19003

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = roundState = 2
id = 19004


;----------------------------------------------------------------------------
;東郷
[Statedef 1053]
type = A
movetype = I
physics = N
ctrl = 0
anim = 1053
velset = 0,0
sprpriority = 2


[State 0, DestroySelf]
type = DestroySelf
trigger1 = Root,Movetype != H
trigger2 = Root,stateno != 3102
;----------------------------------------------------------------------------
;東郷
[Statedef 1054]
type = A
movetype = I
physics = N
ctrl = 0
anim = 1054
velset = 0,0
sprpriority = 5

[State 0, PosSet]
type = PosSet
trigger1 = Root,Anim = 88260
x = Root,Pos X
y = Root,Pos Y

[State 0, SprPriority]
type = SprPriority
trigger1 = Root,anim= 88260
value = 2

[State 0, Explod]
type = Explod
trigger1 = time = 1
anim = 1054
ID = 1053
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 1,1
sprpriority = -3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0



[State 0, SprPriority]
type = SprPriority
trigger1 = Root,Movetype != H
trigger2 = Root,anim!= 88260
value = -3

[State 0, DestroySelf]
type = DestroySelf
trigger1 = Time = 0 && Random<300
trigger2 = Root,anim!= 88260

;---------------------------------------------------------------------------
;イントロ（試合開始前の登場演出アクション）
[Statedef 10190]
type = S
ctrl = 0
anim = 2
velset = 0,0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = intro


[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1

[State 0, VarAdd]
type = VarAdd
trigger1 = NumHelper(19000)
trigger1 = Helper(19000),Stateno = 19000
trigger1 = command = "F"
fv = 39    ;fv =
value = 1

[State 0, VarAdd]
type = VarAdd
trigger1 = NumHelper(19000)
trigger1 = Helper(19000),Stateno = 19000
trigger1 = command = "B"
fv = 39    ;fv =
value = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = NumHelper(19000)
trigger1 = Helper(19000),Stateno = 19000
trigger1 = (command = "F") || (command = "B")
value = S19000,0
volume = 250
channel = -1



[State 0, VarSet]
type = VarSet
trigger1 = FVar(39) = 5
fv = 39    ;fv = 10
value = 0

[State 0, VarSet]
type = VarSet
trigger1 = FVar(39) = -1
Fv = 39    ;fv = 10
value = 4


[State 0, PlaySnd]
type = PlaySnd
trigger1 = NumHelper(19000)
trigger1 = Helper(19000),Stateno = 19000
trigger1 = (command = "a") || (command = "b")|| (command = "c") ||(command = "start")
value = S19000,1
volume = 250
channel = -1

[State 0, PlaySnd]
type = PlaySnd
;trigger1 = fvar(39) = 1
trigger1 = NumHelper(19000)
trigger1 = Helper(19000),Stateno = 19000
trigger1 = (command = "a") || (command = "b")|| (command = "c") ||(command = "start")
value = S19000+fvar(39),0
volume = 250
channel = fvar(39)



[State 0, ChangeState]
type = ChangeState
trigger1 = (command = "a") ||(command = "b")|| (command = "c") ||(command = "start")
trigger2 = NumHelper(19000) = 0
trigger3 = Helper(19000),Stateno = 19001
value = 0



;----------------------------------------------------------------------------
;アシスト選択
[Statedef 19000]
type = A
movetype = I
physics = N
ctrl = 0
anim = 19000
velset = 0,0
sprpriority = 15

[State 0, VarSet]
type = VarSet
trigger1 = Time = 0
v = 30    ;fv = 10
value = 100-(root,Ailevel > 0)*90

[State 0, VarAdd]
type = VarAdd
trigger1 = Time%6 = 0
v = 30    ;fv =
value = -1

[State 0, Explod]
type = Explod
trigger1 = NumExplod(11200) = 0
anim = 11200
ID = 11200
pos = -50,60
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = -1
scale = (Helper(19000),var(30)/100.0),1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;trans =
;persistent =
supermove = -1
pausemove = -1

[State 10000]
type = ModifyExplod
trigger1 = numexplod(11200) = 1
scale =  (Helper(19000),var(30)/100.0),1
ID = 11200


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 19000, ]
type = BindToRoot
trigger1 = Enemy,name = "Yuna" && Enemy,Authorname = "Arumikan"
trigger1 = Enemy,Palno = [7,12]
trigger1 = teamside = 2
pos = 0, -40


[State 19000, ]
type = BindToRoot
trigger1 = P3name = "Yuna" && partner,Authorname = "Arumikan"
trigger1 = partner,Palno = [7,12]
trigger1 = Palno = 8
pos = 0, -40

[State 0, Explod]
type = Explod
trigger1 = Root,FVar(39)
trigger1 = roundstate = 1
trigger1 = NumExplod(19000+Root,Fvar(39)) = 0
anim = 19000+Root,Fvar(39)
ID = 19000+Root,FVar(39)
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 0.3,0.3
sprpriority = 16
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0


[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = roundstate = 1
anim = 19000+Root,Fvar(39)
ID = 19000+Root,Fvar(39)
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.3,0.3
sprpriority = 16
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = root,Fvar(39) != 1
trigger2 = roundstate = 2
trigger3 = root,Ailevel = 0 && Root,command ="start"
id = 19001

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = root,Fvar(39) != 2
trigger2 = roundstate = 2
trigger3 = root,Ailevel = 0 && Root,command ="start"
id = 19002

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = root,Fvar(39) != 3
trigger2 = roundstate = 2
trigger3 = root,Ailevel = 0 && Root,command ="start"
id = 19003

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = root,Fvar(39) != 4
trigger2 = roundstate = 2
trigger3 = root,Ailevel = 0 && Root,command ="start"
id = 19004


[State 0, ChangeState]
type = ChangeState
trigger1 = root,Anim = 0
trigger2 = roundstate = 2
trigger3 = Root,stateno = 0
trigger4 = root,Ailevel = 0 && Root,command ="start"
trigger5 = Var(30)  <= 0
Value = 19001
;ignorehitpause =
;persistent =

;----------------------------------------------------------------------------
;アシスト選択
[Statedef 19001]
type = A
movetype = I
physics = N
ctrl = 0
anim = 19000
velset = 0,0
sprpriority = 15

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = roundstate = 1
anim = 19000+Root,Fvar(39)
ID = 19000+Root,Fvar(39)
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.3,0.3
sprpriority = 16
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = NumHelper(19000)
trigger1 = Time = 0
value = S19000,1
volume = 250
channel = -1

[State 0, PlaySnd]
type = PlaySnd
;trigger1 = fvar(39) = 1
trigger1 = NumHelper(19000)
trigger1 = Time = 0
value = S19000+Root,fvar(39),0
volume = 250
channel = fvar(39)

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
trigger2 = roundstate = 2
id = 11200


[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = root,Fvar(39) != 1
trigger2 = roundstate = 2
id = 19001

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = root,Fvar(39) != 2
trigger2 = roundstate = 2
id = 19002

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = root,Fvar(39) != 3
trigger2 = roundstate = 2
id = 19003

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = root,Fvar(39) != 4
trigger2 = roundstate = 2
id = 19004

[State 0, ChangeState]
type = DestroySelf
trigger1 = Time >= 5


;----------------------------------------------------------------------------
;アシスト?東郷
[Statedef 30000]
type = A
movetype = A
physics = N
ctrl = 0
anim = 30000
velset = 0,0
sprpriority = -1
facep2 = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 20

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
trigger2 = Animtime = -10
value = S19000,2
volume = 250
channel = -1

[State 0, Explod]
type = Explod
trigger1 = time = 0
trigger2 = Animtime = -10
anim = 19099+Root,Fvar(39)
ID = 19100
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 1000
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermove = 1
pausemove = 1




[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = time = 0
trigger1 = Root,Var(19)
v = 19    ;fv =
value = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 5
value = S30000,0
volume = 250
channel = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
trigger3 = AnimElem = 10
value = S30000,1
volume = 250
channel = -1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 2
trigger2 = AnimElem = 6
trigger3 = Animelem = 10
anim = 30001
ID = 30001
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -1
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 210, ヒット定?]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
attr = A, SP
animtype  = Medium
damage    = 25
guardflag = MA
pausetime = 1,10
sparkno = 3
sparkxy = -20,-70
hitsound   = s0,5
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -2
ground.cornerpush.veloff = 0
air.velocity = -0,-4
envshake.time = 2
envshake.ampl = 1

[State 210, ヒット定?]
type = HitDef
trigger1 = AnimElem = 10
attr = A, SP
animtype  = Medium
damage    = 35
guardflag = MA
pausetime = 1,10
sparkno = 3
sparkxy = -20,-70
hitsound   = s0,5
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -2.5
air.velocity = -2.5,-4
ground.cornerpush.veloff = 0
envshake.time = 2
envshake.ampl = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 12
value = S30000,3
volume = 250
channel = 1

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

;----------------------------------------------------------------------------
;アシスト?東郷  銀
[Statedef 30500]
type = A
movetype = A
physics = N
ctrl = 0
anim = 30500
velset = 0,0
sprpriority = -1
facep2 = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 20


[State 0, PosSet]
type = PosSet
trigger1 = time = 0
x = Root,Pos X -40
y = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S19000,2
volume = 250
channel = -1

[State 0, Explod]
type = Explod
trigger1 = time = 1
anim = 19099+Root,Fvar(39)
ID = 19100
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 1000
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermove = 1
pausemove = 1


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

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = time = 0
trigger1 = Root,Var(19)
v = 19    ;fv =
value = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 5
value = S30000,4
volume = 250
channel = 1



[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 12
value = S30000,3
volume = 250
channel = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = Time >= 80
trigger1 = Root,command != "hold_y"
value = 30501
ctrl = 0

 ;----------------------------------------------------------------------------
;東郷?銀?射撃
[Statedef 30501]
type = A
movetype = A
physics = N
ctrl = 0
anim = 30501
velset = 0,0
sprpriority = 3

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AP,NT,ST,HT
time = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 5
value = S30000,5
volume = 250
channel = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S30000,1
volume = 250
channel = -1

[State 0, Helper]
type = Helper
trigger1 = time = 1
helpertype = normal ;player
name = ""
ID = 30500
stateno = 30502
pos = 125,-12
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 4
size.yscale = 0.5


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 104
value = S19000,2
volume = 250
channel = -1

[State 0, Explod]
type = Explod
trigger1 = time = 104
anim = 19099+Root,Fvar(39)
ID = 19100
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 1000
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermove = 1
pausemove = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S30000,3
volume = 250
channel = 1


[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 114


;----------------------------------------------------------------------------
;東郷?銀?弾丸
[Statedef 30502]
type = A
movetype = A
physics = N
ctrl = 0
anim = 30502
velset = 0,0
sprpriority = 4

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AP,NT,ST,HT
time = 1

[State 210, ヒット定?]
type = HitDef
trigger1 = Time = 0
attr = A, SP
animtype  = Hard
damage    = 150
HitFlag = MAFD
guardflag = L
pausetime = 10,10
sparkno = 3
sparkxy = -20,-70
hitsound   = s0,5
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -2.5
air.velocity = -2.5,-4
ground.cornerpush.veloff = 0
envshake.time = 4
envshake.ampl = 2
fall = 1
fall.recover = 0



[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow


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


;----------------------------------------------------------------------------
;アシスト?風
[Statedef 31000]
type = A
movetype = A
physics = N
ctrl = 0
anim = 31000
velset = 0,0
sprpriority = 3
facep2 = 1


[State 0, PlayerPush]
type = PlayerPush
trigger1 = time <= 10
value = 1



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

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = time = 0
trigger1 = Root,Var(19)
v = 19    ;fv =
value = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 3
value = S0,2
volume = 250
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 3
value = S31000,0
volume = 250
channel = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
trigger2 = Animtime = -10
value = S19000,2
volume = 250
channel = -1

[State 0, Explod]
type = Explod
trigger1 = time = 0
trigger2 = Animtime = -10
anim = 19099+Root,Fvar(39)
ID = 19100
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 1000
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermove = 1
pausemove = 1

[State 210, ヒット定?]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
animtype  = Medium
damage    = 105
guardflag = MA
pausetime = 20,20
sparkno = s8010+Random%3
sparkxy = -20,-70
hitsound   = s1,5
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -12.5,-4
air.velocity = -12.5,-4
envshake.time = 8
envshake.ampl = 4
fall = 1
ID = 31000

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 31001
ID = 33000
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermove = 0
pausemove = 0


[State 0, TargetState]
type = TargetState
trigger1 = !Target(31000),ISHelper
trigger1 = movehit =1
value = 1025
ID = 31000

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 9
value = S31000,1+random%2
volume = 250
channel = 2

[State 0, SprPriority]
type = SprPriority
trigger1 = Animelem = 9
value = -3


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

;----------------------------------------------------------------------------
;アシスト?風
[Statedef 31500]
type = A
movetype = A
physics = N
ctrl = 0
anim = 31500
velset = 0,0
sprpriority = 3
facep2 = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1

[State 0, PlayerPush]
type = PlayerPush
trigger1 = time <= 10
value = 1


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

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = time = 0
trigger1 = Root,Var(19)
v = 19    ;fv =
value = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 3
value = S0,2
volume = 250
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 3
value = S31000,0
volume = 250
channel = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
trigger2 = Animtime = -10
value = S19000,2
volume = 250
channel = -1

[State 0, Explod]
type = Explod
trigger1 = time = 0
trigger2 = Animtime = -10
anim = 19099+Root,Fvar(39)
ID = 19100
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 1000
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermove = 1
pausemove = 1

[State 210, ヒット定?]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
animtype  = Medium
damage    = 105
guardflag = HA
pausetime = 20,20
sparkno = s8010+Random%3
sparkxy = -20,-70
hitsound   = s1,5
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -2.5,0
air.velocity = -2.5,10
envshake.time = 8
envshake.ampl = 4
;fall = 1
ID = 31500

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 5
anim = 31501
ID = 33000
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermove = 0
pausemove = 0


[State 0, TargetState]
type = TargetState
trigger1 = !Target(31500),ISHelper
trigger1 = movehit =1
value = 1545
ID = 31500

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 9
value = S31000,1+random%2
volume = 250
channel = 2

[State 0, SprPriority]
type = SprPriority
trigger1 = Animelem = 9
value = -3


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


;----------------------------------------------------------------------------
;アシスト?樹
[Statedef 32000]
type = A
movetype = A
physics = N
ctrl = 0
anim = 32000
velset = 0,0
sprpriority = -1
facep2 = 1

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 5
value = S32000,0+random%3
volume = 250
channel = 3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
trigger2 = Animtime = -10
value = S19000,2
volume = 250
channel = -1

[State 0, Explod]
type = Explod
trigger1 = time = 0
trigger2 = Animtime = -10
anim = 19099+Root,Fvar(39)
ID = 19100
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 1000
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermove = 1
pausemove = 1

[State 0, Explod]
type = Explod
trigger1 = Time = 5
anim = 32001
ID = 32000
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 60
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0



[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = time = 0
trigger1 = Root,Var(19)
v = 19    ;fv =
value = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 5
value = S32000,3
volume = 250
channel = -1


[State 0, Helper]
type = Helper
trigger1 = Time = 30
helpertype = normal ;player
name =""
ID = 32100
stateno = 32100
pos = 0,-60
postype = p2    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 140

;----------------------------------------------------------------------------
;樹ワイヤ
[Statedef 32100]
type = A
movetype = A
physics = N
ctrl = 0
anim = 32100
velset = 0,0
sprpriority = 4



[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NT,ST,HT
time = 1

[State 0, Explod]
type = Explod
trigger1 = Time = 0
anim = 32101
ID = 32100
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 60
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0



[State 210, ヒット定?]
type = HitDef
trigger1 = time%5 =0
attr = S, ST
animtype  = Medium
damage    = 5
guardflag = MA
pausetime = 5,5
sparkno = s8010+Random%3
sparkxy = -20,-35
hitsound   = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 50
ground.velocity = 0
air.velocity = -0,-1
guard.velocity = -1
envshake.time = 2
envshake.ampl = 1


[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 60

;----------------------------------------------------------------------------
;アシスト?樹 ??がい鏡バリア
[Statedef 32500]
type = A
movetype = A
physics = N
ctrl = 0
anim = 32500
velset = 0,0
sprpriority = -1
facep2 = 1

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

[State 0, AttackDist]
type = AttackDist
trigger1 = 1
value = 0


[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 5
value = S32000,2
volume = 250
channel = 3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
trigger2 = time = 130
value = S19000,2
volume = 250
channel = -1

[State 0, Explod]
type = Explod
trigger1 = time = 0
trigger2 = time = 130
anim = 19099+Root,Fvar(39)
ID = 19100
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 1000
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermove = 1
pausemove = 1

[State 0, Explod]
type = Explod
trigger1 = Time = 5
anim = 32501
ID = 32500
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0


[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = time = 0
trigger1 = Root,Var(19)
v = 19    ;fv =
value = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 5
value = S19000,2
volume = 250
channel = -1


[State 0, Helper]
type = Helper
trigger1 = Time = 30
helpertype = normal ;player
name =""
ID = 32501
stateno = 32501
pos = 40,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 130
id = 32500

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 140

;----------------------------------------------------------------------------
;樹????がい鏡バリア
[Statedef 32501]
type = A
movetype = A
physics = N
ctrl = 0
anim = 32502
velset = 0,0
sprpriority = 4

;[State 0, NotHitBy]
;type = NotHitBy
;trigger1 = 1
;value = SCA,NT,ST,HT
;time = 1

[State 0, AttackDist]
type = AttackDist
trigger1 = 1
value = 0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 10000, 3];相殺する場合、消滅ステ?トに移行
type = HitOverRide
trigger1 = Time >=0
time = 1
attr = SCA, NA, SA, HA, NP, SP, HP,AT
slot = 2
stateno = 32502

[State 0, ReversalDef]
type = ReversalDef
trigger1 =  Time >=0
reversal.attr = SCA,AA,AP,AT          ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
pauseTime= 5,5
;sparkno = S32503
hitsound = S32000,4
p1stateno = 32502

[State 0, DestroySelf]
type = DestroySelf
trigger1 = Time = 100
trigger2 = Numhelper(30000) = 0


;----------------------------------------------------------------------------
;樹????がい鏡バリア   カウン??
[Statedef 32502]
type = A
movetype = A
physics = N
ctrl = 0
anim = 32503
velset = 0,0
sprpriority = 4


[State 10000, 3];相殺する場合、消滅ステ?トに移行
type = HitOverRide
trigger1 = Time >=0
time = 1
attr = SCA, NA, SA, HA, NP, SP, HP, AT
slot = 2
stateno = 32502



[State 0, ReversalDef]
type = ReversalDef
trigger1 =  Time >=0
reversal.attr = SCA,AA,AP.AT           ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
pauseTime= 5,5
;sparkno = S32503
hitsound = S32000,4
p1stateno = 32502

[State 0, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal ;player
name = "SPS"
ID = 32503
stateno = 32503
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
Size.xscale = 3


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow


[State 0, ChangeState]
type = ChangeState
trigger1 = Animtime = 0
value = 32501
ctrl = 0


;----------------------------------------------------------------------------
;樹???すっぽこビ??
[Statedef 32503]
type = A
movetype = A
physics = N
ctrl = 0
anim = 32504
velset = 0,0
sprpriority = 5

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AP,NT,ST,HT
time = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S30000,1
volume = 250
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S32000,5
volume = 250
channel = 3

[State 210, ヒット定?]
type = HitDef
trigger1 = Time = 0
attr = A, SP
animtype  = Medium
damage    = 80
guardflag = MA
pausetime = 5,5
sparkno = 3
sparkxy = -20,-70
hitsound   = s0,5
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -2.5
air.velocity = -2.5,-4
ground.cornerpush.veloff = 0
envshake.time = 4
envshake.ampl = 2



[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow


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



;----------------------------------------------------------------------------
;アシスト?夏凜
[Statedef 33000]
type = A
movetype = A
physics = N
ctrl = 0
anim = 33000
velset = 0,0
sprpriority = -1
facep2 = 1

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



[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
trigger2 = Animtime = -10
value = S19000,2
volume = 250
channel = -1

[State 0, Explod]
type = Explod
trigger1 = time = 0
trigger2 = Animtime = -10
anim = 19099+Root,Fvar(39)
ID = 19100
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 1000
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermove = 1
pausemove = 1

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = time = 0
trigger1 = Root,Var(19)
v = 19    ;fv =
value = 0

[State 3000, 残像]
type = AfterImage
trigger1 = AnimElem = 2, 1
time = 5
paladd = 225,0,0
timegap = 2
framegap = 4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 5
value = S33000,0
volume = 250
channel = 4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 3
value = S33000,1
volume = 250
channel = -1




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

[State 0, VelSet]
type = VelSet
trigger1 = Animelem = 2
x = 2

[State 0, VelSet]
type = VelSet
trigger1 = Animelem = 3
x = 15

[State 0, PosAdd]
type = PosAdd
trigger1 = Animelem = 3
x = 100

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 7055
ID = 33000
pos = -20,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermove = 0
pausemove = 0

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 33001
ID = 33000
pos = -50,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 1000
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermove = 1
pausemove = 1

[State 210, ヒット定?]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
animtype  = Medium
damage    = 75
guardflag = MA
pausetime = 12,12
sparkno = s8010+Random%3
sparkxy = -20,-70
hitsound   = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 17
ground.velocity = -2.5,-5
air.velocity = -2.5,-5
envshake.time = 4
envshake.ampl = 2
fall = 1
fall.recover = 0


[State 0, VelSet]
type = VelSet
trigger1 = Animelem = 5
x = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 =  Animelem = 8
value = S33000,2
volume = 250
channel = 4

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

;----------------------------------------------------------------------------
;アシスト?夏凜
[Statedef 33500]
type = A
movetype = A
physics = N
ctrl = 0
anim = 33500
velset = 0,0
sprpriority = -1
facep2 = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
trigger2 = Animtime = -10
value = S19000,2
volume = 250
channel = -1

[State 0, Explod]
type = Explod
trigger1 = time = 0
trigger2 = Animtime = -10
anim = 19099+Root,Fvar(39)
ID = 19100
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 1000
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermove = 1
pausemove = 1

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = time = 0
trigger1 = Root,Var(19)
v = 19    ;fv =
value = 0


[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 5
value = S19004,random%3
volume = 250
channel = 4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 4
trigger2 = Animelem = 8
trigger3 = Animelem = 12
value = S33000,1
volume = 250
channel = -1


[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 4
trigger2 = Animelem = 8
trigger3 = Animelem = 12
value = S0,0
volume = 250
channel = -1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 4
trigger2 = Animelem = 8
trigger3 = Animelem = 12
anim = 7055
ID = 33000
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermove = 0
pausemove = 0


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



[State 0, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = normal ;player
name = ""
ID =33501
stateno = 33501
pos = 65,-67
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
;size.xscale =
;size.yscale =



[State 0, Helper]
type = Helper
trigger1 = AnimElem = 8
helpertype = normal ;player
name = ""
ID =33501
stateno = 33501
pos = 65,-47
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
;size.xscale =
;size.yscale =



[State 0, Helper]
type = Helper
trigger1 = AnimElem = 12
helpertype = normal ;player
name = ""
ID =33501
stateno = 33501
pos = 65,-52
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
;size.xscale =
;size.yscale =


[State 0, Helper]
type = Helper
trigger1 = AnimElem = 12
helpertype = normal ;player
name = ""
ID =33501
stateno = 33501
pos = 45,-42
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
;size.xscale =
;size.yscale =




[State 0, PlaySnd]
type = PlaySnd
trigger1 =  AnimelemTime(15) = 20
value = S33000,2
volume = 250
channel = 4

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

;----------------------------------------------------------------------------
;夏凜?刀
[Statedef 33501]
type = A
movetype = A
physics = N
ctrl = 0
anim = 33501
velset = 15,0
sprpriority = 3

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AP,NT,ST,HT
time = 1

[State 210, ヒット定?]
type = HitDef
trigger1 = Time = 0
attr = A, SP
animtype  = Medium
damage    = 25
guardflag = MA
pausetime = 10,10
sparkno =  S8010+Random%3
sparkxy = -20,-40
hitsound   = s1,6
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -2.5
air.velocity = -2.5,-4
ground.cornerpush.veloff = 0
envshake.time = 4
envshake.ampl = 2
ID =33500

[State 0, VarSet]
type = VarSet
trigger1 = NumTarget(33500)
trigger1 = movehit
v = 29   ;fv = 10
value = Target(33500),ID

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 0, ChangeState]
type = ChangeState
trigger1 = movehit
trigger1 = PlayerIDExist(var(29))
value = 33502
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = moveguarded
value = 33503
ctrl = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time >= 300




;----------------------------------------------------------------------------
;夏凜?刀
[Statedef 33502]
type = A
movetype = I
physics = N
ctrl = 0
anim = 33501+random%3
velset = 0,0
sprpriority = -2

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = PlayerID(Var(29)),Pos X
y = PlayerID(Var(29)),Pos Y+Const(size.mid.pos.y)

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AP,NT,ST,HT
time = 1


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow


[State 0, DestroySelf]
type = DestroySelf
trigger1 = time >= 100

;----------------------------------------------------------------------------
;夏凜?刀   弾かれ
[Statedef 33503]
type = A
movetype = I
physics = N
ctrl = 0
anim = 33504
velset = 2,-4
sprpriority = -2

[State 0, VelAdd]
type = VelAdd
trigger1 = Time >= 10
y = 0.3


[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AP,NT,ST,HT
time = 1


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow


[State 0, DestroySelf]
type = DestroySelf
trigger1 = time >= 150
trigger2 = Pos Y >= 10

;===========================================================================
; 常時監視ステ?ト（?２）
;===========================================================================
;---------------------------------------------------------------------------
; 通常の食らい状態（Statedef 5000?5199間）でも、
; 相手に（「P2StateNo」や「TargetState」等で）制御を奪われても、
; 常に登?したステ?トコントロ?ラが有効になります。
; サブシステ?等を制御する時に重宝するでしょう。
;---------------------------------------------------------------------------

[Statedef -2]



[State ,ｹ･ｻ
type = attackmulset
trigger1 = 1
value = 1+palno*0.2 ;palnoｺﾄ1ｿﾉﾒﾔｸﾄｳﾉﾆ萢鈹ﾗﾖ｣ｬﾊﾗﾖﾔｽｴ･ｻｦﾋ覬ﾊﾔｽｶ爛ｬｵｫｲｻｿﾉﾒﾔﾊﾇｸｺﾊ
ignorehitpause=1

[State ,ｷﾀﾓ
type = defencemulset
trigger1 = 1
value = 1-palno*0.03;palnoｺﾄ0.1ｿﾉﾒﾔｸﾄｳﾉﾆ萢鈹ﾗﾖ｣ｬﾊﾗﾖﾔｽｴﾀﾓｦﾋ覬ﾊﾔｽｶ爛ｬｷｶﾎｧﾎｪ[0,0.1]ｱﾕﾇ�
ignorehitpause=1

[State ,ｼ･ｵﾗﾁｦ]
type = defencemulset
trigger1 = life <= lifemax*(palno*0.02)
value = 1-(1-(life/lifemax))
ignorehitpause=1

[State -2, ﾎﾞﾏﾞﾆ
type = powerset
trigger1 = palno>=9&&power<10000
value = 10000

;ﾊｱｳ｣ｻﾖｸｴﾑｪﾁｿ
[State -2]
type = LifeAdd
triggerall =1
trigger1 = palno>= 7
trigger1 = life<lifemax*(palno*0.075)
trigger1 = GameTime%3 = 1
value = (palno-6)*0.625
ignorehitpause = 1


;ｷﾖｸﾖｸﾖｸ�

[State 0, NotHitBy]
type = NotHitBy
trigger1 = Var(57)=1
value = ,NT,ST,HT
time = 1

[State 0, ParentVarSet]
type = VarSet
trigger1 = 1
v = 30    ;fv =
value = gametime


[State -2, SelfState]
type = SelfState
trigger1 = Var(57) = 1
trigger1 = Var(30):=gametime
trigger1 = Var(30)!= Var(33)
value = 4000
ctrl = 1

[State 0, VarSet]
type = VarSet
trigger1 =(Enemy,hitdefattr = SCA,HA,HP)||(Enemy,hitdefattr = SCA,AT)
trigger1 = Enemy,movetype = A
v = 25    ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = Enemy,movetype != A
;trigger2 = movetype !=H
v = 25    ;fv = 10
value = 0


[State -2, SelfState]
type = SelfState
triggerall = !ctrl && Var(57) = 0
triggerall = roundstate = 2
triggerall = !canrecover
triggerall = Ailevel = 0
triggerall = command !="a" ||command !="a+b"
triggerall = command !="b" ;||command !="hold_b"
triggerall = command ="z" || (command = "recovery" && !Canrecover )
triggerall = Var(23) < Var(24)
triggerall = Var(25) = 0
triggerall = Stateno != [5110,5120]
triggerall = Stateno != [120,139]
triggerall = Alive
trigger1 = power>= 500
trigger1 = movetype = H
;trigger2 = Var(30)!= Var(33)
;trigger2 =movetype = H
value = 1700
ctrl = 0

[State -2, SelfState]
type = SelfState
triggerall = !ctrl && Var(57) = 0
triggerall = roundstate = 2
triggerall = !canrecover
triggerall = Ailevel > 0 && time <= 1 && random <= 100+(gethitvar(hitcount) >= 5)*800
triggerall = Var(23) < Var(24)
triggerall = Var(25) = 0
triggerall = Stateno != [5110,5120]
triggerall = Stateno != [120,139]
triggerall = Alive
trigger1 = power>= 500
trigger1 = movetype = H
value = 1700
ctrl = 0

[State 0, VarAdd]
type = VarAdd
trigger1 = Roundstate = 2
trigger1 =  Palno = [7,12]
trigger1 = time%6 = 0
trigger1 = Var(19) < 100
trigger1 = Numhelper(30000) = 0
v = 19    ;fv =
value = 1
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
trigger1 =roundState = 1
v = 19    ;fv = 10
value = 50

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(19) = 99
trigger1 = roundstate = 2
value = S19000+fvar(39),Random%2
volume = 250
channel = fvar(39)
lowpriority  =1

[State 0, VarSet]
type = VarSet
trigger1 = Var(19) >= 100
v = 19    ;fv = 10
value = 100

[State -1, アシスト呼び出し  7Pのみ]
type = Helper
triggerall = Roundstate = 2
triggerall = ailevel = 0
triggerall = command = "x"
trigger1 = FVar(39)
trigger1 = Numhelper(30000) = 0
trigger1 = Var(19) = 100
helpertype = normal ;player
name = "asist"
ID = 30000
stateno = 29000+FVar(39)*1000
pos = ifelse(FVar(39)=4,-30,ifelse(Fvar(39)=2,40,0)),-0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1

[State -1, アシスト呼び出し  7Pのみ]
type = Helper
triggerall = Roundstate = 2
triggerall = ailevel = 0
triggerall = command = "y"
trigger1 = FVar(39)
trigger1 = Numhelper(30000) = 0
trigger1 = Var(19) = 100
helpertype = normal ;player
name = "asist"
ID = 30000
stateno = 29500+FVar(39)*1000
pos = ifelse(FVar(39)=4,-30,ifelse(Fvar(39)=2,40,0)),-0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1

[State -1, アシスト呼び出し  7Pのみ]
type = Helper
triggerall = Roundstate = 2
triggerall = ailevel > 0
triggerall = random <= 200
trigger1 = FVar(39)
trigger1 = Numhelper(30000) = 0
trigger1 = Var(19) = 100
helpertype = normal ;player
name = "asist"
ID = 30000
stateno = 29000+FVar(39)*1000
pos = ifelse(FVar(39)=4,-30,ifelse(Fvar(39)=2,40,0)),-0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1

[State -1, アシスト呼び出し  7Pのみ]
type = Helper
triggerall = Roundstate = 2
triggerall = ailevel > 0
trigger1 = FVar(39)
trigger1 = Numhelper(30000) = 0
trigger1 = Var(19) = 100
helpertype = normal ;player
name = "asist"
ID = 30000
stateno = 29500+FVar(39)*1000
pos = ifelse(FVar(39)=4,-30,ifelse(Fvar(39)=2,40,0)),-0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1



[State 0, SprPriority]
type = SprPriority
trigger1 = Var(53) = 1
trigger1 = Stateno != 3500
value = 5
;ignorehitpause =
;persistent =



[State 0, VelAdd]
type = VelAdd
trigger1 = var(5) = 1
y = 0.2

[State 0, Helper]
type = Helper
trigger1 = NumHelper(10001) = 0
trigger1 = Var(53) =1
trigger1 = Var(48)
helpertype = normal ;player
name = "kuro"
ID = 10001
stateno = 10001
pos = 0,0
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0



;======================================================
;散華箇所
;======================================================

[State 0, VarRandom]
type = VarRandom
trigger1 = Var(51)+Var(52)+Var(53)+Var(54)+Var(55) !=Var(56)
trigger1 = Var(56) >=1 && Var(56) <= 5
v = 50
range = 51,55

[State 0, VarSet]
type = VarSet
trigger1 = Var(50) = 51
v = 51    ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = Var(50) = 52
v = 52    ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = Var(50) = 53
v = 53    ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = Var(50) = 54
v = 54    ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = Var(50) = 55
v = 55    ;fv = 10
value = 1


[State 0, VarAdd]
type = VarAdd
trigger1 =var(57) = 1
trigger1 = time%8 = 0
trigger1 = stateno !=4231
trigger1 = stateno !=4305
v = 58    ;fv =
value = -1
ignorehitpause = 1
;persistent =

[State 0, VarSet]
type = VarSet
trigger1 = Var(58) < 0
v = 58    ;fv = 10
value = 0

[State 0, VarSet]
type = VarSet
trigger1 = Var(57) = 1
trigger1 = Var(58) = 0
trigger2 = roundstate !=2

v = 57    ;fv = 10
value = 0

[State 0, ChangeState]
type = selfState
triggerAll = stateno != [4000,4999]
trigger1 = Var(57) = 1
trigger1 = Var(58) > 0
value = 4000
ctrl = 0

[State 0, NotHitBy]
type = NotHitBy
triggerAll = stateno = [4000,4999]
trigger1 = Var(57) = 1
trigger1 = Var(58) > 0
value = ,NT,ST,HT
time = 10


[State 0, ChangeState]   ; 強制満開
type = SelfState
triggerALL = Var(58) >= 120
triggerALL = stateno != [4000,4999]
triggerALL = Stateno != [3500,3510]
trigger1 = Var(46) = 1
trigger2 = Var(46) = 2  && (P2life > LIfe)
value = 3500
ctrl = 0


[State 0, VarSet]
type = VarSet
trigger1 = Roundstate =2
trigger1 = Var(58) >= 120
v = 58    ;fv = 10
value = 120

[State -2];補正
type = Varset
trigger1 = enemy,movetype != H
trigger2 = enemy,stateno = [120,155]
trigger3 = movetype = H
fv = 1
value = 1
ignorehitpause = 1

[State -2];補正
type = Varset
trigger1 = stateno = 10000
trigger1 = fvar(7) <=0.5
fv = 1
value = 0.5
ignorehitpause = 1

[State -2]
type = Varset
trigger1 = enemy,movetype != H
trigger2 = enemy,stateno = [120,155]
trigger3 = movetype = H
v = 20
value = 0
ignorehitpause = 1

[State -2]
type = Varset
trigger1 = enemy,movetype != H
trigger2 = enemy,stateno = [120,155]
trigger3 = movetype = H
v = 22
value = 0
ignorehitpause = 1

[State -2];補正
type = AttackMulSet
trigger1 = 0
value = 1*fvar(1)
ignorehitpause = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = Var(52)
flag = nokosnd


[State 0, VarSet]
type = VarSet
trigger1 = Stateno = 52 || Stateno = 5120
trigger2 = Statetype = S || Statetype = C
trigger3 = Pos Y >= -5 && Vel Y > 0
v = 32    ;fv = 10
value = 0

[State 0, Helper]
type = Helper
triggerall = Numhelper(151) = 0
triggerall = time =0
trigger1 = stateno = 120
;trigger2 = movetype = H
helpertype = normal ;player
name = ""
ID = 151
stateno = 161
pos = 40,-70
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0

[State 0, Helper]
type = Helper
triggerall = time =0
trigger1 = stateno = [150,159]
trigger1 = Numhelper(150) = 0
;trigger2 = stateno != [150,159]
;trigger2 = movetype = H
helpertype = normal ;player
name = ""
ID = 150
stateno = 160
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0

[State 0, Helper]
type = Helper
trigger1=NumHelper(1053) =0
trigger1=numenemy
trigger1=P2name="33_reika"&&enemynear,authorname="33"&&(stateno=[3101,3102])&&movetype=H
trigger1=Fvar(39) != 1
helpertype = normal ;player
name = "Togo"
ID = 1053
stateno = 1053
pos = 0,0
postype = P1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 120
pausemovetime = 120

[State 0, Helper]
type = Helper
trigger1=NumHelper(1053) =0
trigger1=numenemy
trigger1 = AnimElemTime(1) = 1
trigger1=P2name="Kumagawa Misogi"&&enemynear,authorname="Elecbyte"&&(anim=88260)&&movetype=H
trigger1=Fvar(39) != 1
helpertype = normal ;player
name = "Togo"
ID = 1053
stateno = 1054
pos = 0,0
postype = P1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 120
pausemovetime = 120

[State 0, Explod]
type = Explod
trigger1 = Numexplod(5557) = 0
trigger1 = (anim=5555&&stateno=4530)||((anim=[5555,5556])&&stateno=3550)
anim = 5557
ID = 5557
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 1,1
sprpriority = 1
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0


[State 0, Explod]
type = Explod
trigger1 = Numexplod(5558) = 0
trigger1=(anim=5555&&stateno=4530)||((anim=[5555,5556])&&stateno=3550)
anim = 5558
ID = 5558
pos = -35,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 1,1
sprpriority = 1
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
persistent = 0


[State 0, Explod]
type = Explod
trigger1 = Numexplod(5559) = 0
trigger1=(anim=5555&&stateno=4530)||((anim=[5555,5556])&&stateno=3550)
anim = 1054
ID = 5559
pos = -60,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 1,1
sprpriority = -3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
persistent = 0

[State 0, Explod]
type = Explod
trigger1 = Numexplod(5560) = 0
trigger1=(anim=5555&&stateno=4530)||((anim=[5555,5556])&&stateno=3550)
anim = 5559
ID = 5560
pos = 50,0
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 1,1
sprpriority = -2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
persistent = 0

[State 0, Explod]
type = Explod
trigger1 = Numexplod(5561) = 0
trigger1=(anim=5555&&stateno=4530)||((anim=[5555,5556])&&stateno=3550)
anim = 5560
ID = 5561
pos = 25,0
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 1,1
sprpriority = -2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
persistent = 0

[State 0, Explod]
type = Explod
trigger1 = Numexplod(5562) = 0
trigger1=(anim=5555&&stateno=4530)||((anim=[5555,5556])&&stateno=3550)
anim = 5561
ID = 5562
pos = -90,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 1,1
sprpriority = -2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
persistent = 0

[state -2];食べた直後の「しばらくお待ちください」の?示が出ている時
type=PlaySnd
trigger1=(anim=5555&&stateno=4530&&time=100)||((anim=[5555,5556])&&stateno=3550&&time=180)
value=s5555,5
channel = 0
volume = 250


[state -2];食べた直後の「しばらくお待ちください」の?示が出ている時
type=PlaySnd
trigger1=(anim=5555&&stateno=4530&&time=510)||((anim=[5555,5556])&&stateno=3550&&time=590)
value=s5555,0
channel = 2
volume = 250

[state -2];食べた直後の「しばらくお待ちください」の?示が出ている時
type=PlaySnd
trigger1=(anim=5555&&stateno=4530&&time=510)||((anim=[5555,5556])&&stateno=3550&&time=590)
value=s5555,7
channel = 3
volume = 250

[state -2];食べた直後の「しばらくお待ちください」の?示が出ている時
type=PlaySnd
trigger1=(anim=5555&&stateno=4530&&time=510)||((anim=[5555,5556])&&stateno=3550&&time=590)
value=s19004,2
channel = 4
volume = 250

[state -2];食べた直後の「しばらくお待ちください」の?示が出ている時
type=PlaySnd
trigger1=(anim=5555&&stateno=4530&&time=510)||((anim=[5555,5556])&&stateno=3550&&time=590)
value=s5555,6
channel = 1
volume = 250

[State 0, Pause]
type = Pause
trigger1=(anim=5555&&stateno=4530&&time=510)||((anim=[5555,5556])&&stateno=3550&&time=590)
time = 550
movetime = 1




[State 0, VarAdd]
type = VarAdd
triggerall = alive
triggerall = time = 1
triggerall = Var(52) = 0
trigger1 = stateno = 5000 || stateno = 5010 || stateno = 5030
trigger1 = anim = 5000 || anim = 5010 || anim = 5020
trigger2 = var(30) != Var(33)
;trigger2 = anim = 5000 || anim = 5010 || anim = 5020
v = 58    ;fv =
value = 2
ignorehitpause = 1

[State 0, VarAdd]
type = VarAdd
triggerall = alive
triggerall = time = 1
triggerall = Var(52) = 0
trigger1 = stateno = 5100
trigger1 = anim = 5100
v = 58    ;fv =
value = 5
ignorehitpause = 1

[State -2]
type = playsnd
triggerall = alive
triggerall = time = 1
triggerall = Var(52) = 0
trigger1 = stateno = 5000 || stateno = 5010 || stateno = 5030
trigger1 = anim = 5000 || anim = 5010 || anim = 5020
trigger1 = random = [0,600]
value = 5000, 0
channel = 0
ignorehitpause = 1

[State -2]
type = playsnd
triggerall = alive
triggerall = time = 1
triggerall = Var(52) = 0
trigger1 = stateno = 5000 || stateno = 5010 || stateno = 5030
trigger1 = anim = 5001 || anim = 5011 || anim = 5021
trigger1 = random = [0,600]
value = 5000, 10
channel = 0
ignorehitpause = 1

[State -2]
type = playsnd
triggerall = alive
triggerall = time = 1
triggerall = Var(52) = 0
trigger1 = stateno = 5000 || stateno = 5010
trigger1 = anim = 5002 || anim = 5012 || anim = 5022
trigger1 = random = [0,600]
value = 5000, 10
channel = 0
ignorehitpause = 1

[State -2]
type = playsnd
triggerall = alive
triggerall = time = 1
triggerall = Var(52) = 0
trigger1 = GetHitVar(animtype) = [3,5]
trigger1 = stateno = 5020 || stateno = 5030
trigger1 = anim = 5030
trigger1 = random = [0,600]
value = 5000, 0
channel = 0
ignorehitpause = 1
lowpriority =1

[State -2]
type = playsnd
triggerall = alive
triggerall = time = 1
triggerall = Var(52) = 0
trigger1 = stateno = 5100
trigger1 = anim = 5100
trigger1 = random = [0,600]
value = 5000, 10
channel = 0
ignorehitpause = 1

[State -2]
type = playsnd
triggerall = alive
triggerall = time = 1
trigger1 = stateno = 5120
trigger1 = anim = 5120
value = 5120,4
ignorehitpause = 1

[State -2]
type = playsnd
triggerall = alive
triggerall = time = 1
triggerall = Var(52) = 0
trigger1 = stateno = 5120
trigger1 = anim = 5120
trigger1 = random = [0,600]
value = 5120, 0+random%3
channel = 0
ignorehitpause = 1


[State -2, 変数];板投げ用
type = VarSet
trigger1 = (StateNo != 1300)
var(5) = 0

;=================================
[State -2, ];
Type = VarSet
trigger1 = RoundState = 2
var(40) = 0 + (NumEnemy = 2 && EnemyNear(0),life <= 0)
IgnoreHitPause = 1

;=================================


[State -2, エフェクトを消す];パワ?溜めステ?ト用
type = RemoveExplod
triggerall = NumExplod(4101) > 0
                          ;↑はＩＤナンバ?「130」のExplodの画面中の数が0よりも多い、
                          ;つまり１枚以上?示されている時
trigger1 = StateNo != 4120 ;ステ?トが７００（パワ?溜め）以外の時
trigger2 = MoveType != I  ;MoveTypeが「I（何もしてない）」以外の時
ID = 4101                  ;消すExplodの特定のＩＤナンバ?を指定



[State -2, エフェクトを消す];パワ?溜めステ?ト用
type = RemoveExplod
triggerall = NumExplod(8301) > 0
                          ;↑はＩＤナンバ?「130」のExplodの画面中の数が0よりも多い、
                          ;つまり１枚以上?示されている時
trigger1 = StateNo != 3250 ;ステ?トが７００（パワ?溜め）以外の時
trigger2 = MoveType != A  ;MoveTypeが「I（何もしてない）」以外の時
ID = 8301


[State -2, エフェクトを消す];パワ?溜めステ?ト用
type = RemoveExplod
triggerall = NumExplod(1053) > 0
triggerall = NumHelper(1053) > 0
                          ;↑はＩＤナンバ?「130」のExplodの画面中の数が0よりも多い、
                          ;つまり１枚以上?示されている時
trigger1 = anim != 88260 ;ステ?トが７００（パワ?溜め）以外の時
ID = 1053

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =  Stateno != [2999,3000]
trigger2 = MoveType != A
id =  3000


[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =  Stateno != [640,645]
trigger2 = MoveType != A
id =  650

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 != (anim=5555&&stateno=4530)&&((anim=[5555,5556])&&stateno=3550)
trigger2 = roundstate != 2
trigger3 = Stateno = [5120,5150]
id =  5557

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 != (anim=5555&&stateno=4530)&&((anim=[5555,5556])&&stateno=3550)
trigger2 = roundstate != 2
trigger3 = Stateno = [5120,5150]
id =  5558

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 != (anim=5555&&stateno=4530)&&((anim=[5555,5556])&&stateno=3550)
trigger2 = roundstate != 2
trigger3 = Stateno = [5120,5150]
id =  5559

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 != (anim=5555&&stateno=4530)&&((anim=[5555,5556])&&stateno=3550)
trigger2 = roundstate != 2
trigger3 = Stateno = [5120,5150]
id =  5560

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 != (anim=5555&&stateno=4530)&&((anim=[5555,5556])&&stateno=3550)
trigger2 = roundstate != 2
trigger3 = Stateno = [5120,5150]
id =  5561

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 != (anim=5555&&stateno=4530)&&((anim=[5555,5556])&&stateno=3550)
trigger2 = roundstate != 2
trigger3 = Stateno = [5120,5150]
id =  5562

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = Stateno!= [4230,4232]
id =4233


[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = Fvar(39) != 1
trigger2 = roundstate = 2
id = 19001

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = Fvar(39) != 2
trigger2 = roundstate = 2
id = 19002

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = Fvar(39) != 3
trigger2 = roundstate = 2
id = 19003

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = Fvar(39) != 4
trigger2 = roundstate = 2
id = 19004

;-----------------------------------
;ここは「パワ?溜め」のステ?トで発生させた「Explod」のエフェクト画像を
;特定の条件が有効になれば消す、という処理をしています。

[State -2, エフェクトを消す];パワ?溜めステ?ト用
type = RemoveExplod
triggerall = NumExplod(130) > 0
                          ;↑はＩＤナンバ?「130」のExplodの画面中の数が0よりも多い、
                          ;つまり１枚以上?示されている時
trigger1 = StateNo != 700 ;ステ?トが７００（パワ?溜め）以外の時
trigger2 = MoveType != I  ;MoveTypeが「I（何もしてない）」以外の時
ID = 130                  ;消すExplodの特定のＩＤナンバ?を指定



;-----------------------------------
[State -2, クリップ??ド]
type = DisplayToClipboard
trigger1 = 1
text = "Cancel=%d, Throw=%d, Button=%d, Body-Distance X=%d,Y=%d \n"
params = var(1),var(2),var(5),floor(P2BodyDist X),floor(P2BodyDist Y)

[State -2, クリップ??ド（追加専用）]
type = AppendToClipboard
trigger1 = 1
text = "Position X=%d,Y=%d, Velocity X=%f,Y=%f, Hit=%d \n"
params = floor(Pos X),floor(Pos Y),(Vel X),(Vel Y),(MoveHit)




;右代?縁寿 他「メ?返し＆メ?再反?」対応ステ?ト
[state ];メ?返し＆メ?再反??パワ?ゲ?ジ消費?2
type=Poweradd
triggerall=alive&&!numexplod(19864)&&!numexplod(19865)
trigger1=numenemy&&!numpartner
trigger1=enemy,var(56)=19861004&&enemy,Authorname="YU-TOHARU"&&(enemy,stateno=2910||enemy,stateno=2930)&&enemy,time=2
trigger2=numenemy&&numpartner
trigger2=enemy,var(56)=19861004&&enemy,Authorname="YU-TOHARU"&&(enemy,stateno=2910||enemy,stateno=2930)&&enemy,time=2&&(ID<Partner,ID||(ID>Partner,ID&&partner,numexplod(19864)=0&&partner,numexplod(19865)=0))
trigger3=numenemy>=2&&!numpartner
trigger3=enemy(1),var(56)=19861004&&enemy(1),Authorname="YU-TOHARU"&&(enemy(1),stateno=2910||enemy(1),stateno=2930)&&enemy(1),time=2
trigger4=numenemy>=2&&numpartner
trigger4=enemy(1),var(56)=19861004&&enemy(1),Authorname="YU-TOHARU"&&(enemy(1),stateno=2910||enemy(1),stateno=2930)&&enemy(1),time=2&&(ID<Partner,ID||(ID>Partner,ID&&partner,numexplod(19864)=0&&partner,numexplod(19865)=0))
value=-1000   ;←消費量の目安は下記にあります。1回分の消費量にして下さい。
ignorehitpause=1

[state ];メ?返し??イス
type=PlaySnd
triggerall=alive&&!numexplod(19864)
trigger1=numenemy
trigger1=enemy,var(56)=19861004&&enemy,Authorname="YU-TOHARU"&&enemy,stateno=2910&&enemy,time=2
trigger2=numenemy>=2
trigger2=enemy(1),var(56)=19861004&&enemy(1),Authorname="YU-TOHARU"&&enemy(1),stateno=2910&&enemy(1),time=2
value=s5120,3
ignorehitpause=1

[state ];メ?返し?カットイン（右向き）
type=Explod
triggerall=alive&&!numexplod(19864)
trigger1=numenemy
trigger1=enemy,var(56)=19861004&&enemy,Authorname="YU-TOHARU"&&enemy,stateno=2910&&enemy,time=2&&enemy,facing=-1
trigger2=numenemy>=2
trigger2=enemy(1),var(56)=19861004&&enemy(1),Authorname="YU-TOHARU"&&enemy(1),stateno=2910&&enemy(1),time=2&&enemy(1),facing=-1
anim=19864
ID=19864
postype=left
pos=0,240
scale=0.5,0.5
ownpal=1
bindtime=-1
sprpriority=50
pausemovetime=100
supermovetime=100
ignorehitpause=1

[state ];メ?返し?カットイン（左向き）
type=Explod
triggerall=alive&&!numexplod(19864)
trigger1=numenemy
trigger1=enemy,var(56)=19861004&&enemy,Authorname="YU-TOHARU"&&enemy,stateno=2910&&enemy,time=2&&enemy,facing=1
trigger2=numenemy>=2
trigger2=enemy(1),var(56)=19861004&&enemy(1),Authorname="YU-TOHARU"&&enemy(1),stateno=2910&&enemy(1),time=2&&enemy(1),facing=1
anim=19864
ID=19864
postype=right
pos=0,240
facing=-1
scale=0.5,0.5
ownpal=1
bindtime=-1
sprpriority=50
pausemovetime=100
supermovetime=100
ignorehitpause=1

[state ];メ?再反???イス
type=PlaySnd
triggerall=alive&&!numexplod(19865)
trigger1=numenemy
trigger1=enemy,var(56)=19861004&&enemy,Authorname="YU-TOHARU"&&enemy,stateno=2930&&enemy,time=2
trigger2=numenemy>=2
trigger2=enemy(1),var(56)=19861004&&enemy(1),Authorname="YU-TOHARU"&&enemy(1),stateno=2930&&enemy(1),time=2
value=s5120,3
ignorehitpause=1

[state ];メ?再反??カットイン（右向き）
type=Explod
triggerall=alive&&!numexplod(19865)
trigger1=numenemy
trigger1=enemy,var(56)=19861004&&enemy,Authorname="YU-TOHARU"&&enemy,stateno=2930&&enemy,time=2&&enemy,facing=-1
trigger2=numenemy>=2
trigger2=enemy(1),var(56)=19861004&&enemy(1),Authorname="YU-TOHARU"&&enemy(1),stateno=2930&&enemy(1),time=2&&enemy(1),facing=-1
anim=19865
ID=19865
postype=left
pos=0,240
scale=0.5,0.5
ownpal=1
bindtime=-1
sprpriority=50
pausemovetime=100
supermovetime=100
ignorehitpause=1

[state ];メ?再反??カットイン（左向き）
type=Explod
triggerall=alive&&!numexplod(19865)
trigger1=numenemy
trigger1=enemy,var(56)=19861004&&enemy,Authorname="YU-TOHARU"&&enemy,stateno=2930&&enemy,time=2&&enemy,facing=1
trigger2=numenemy>=2
trigger2=enemy(1),var(56)=19861004&&enemy(1),Authorname="YU-TOHARU"&&enemy(1),stateno=2930&&enemy(1),time=2&&enemy(1),facing=1
anim=19865
ID=19865
postype=right
pos=0,240
facing=-1
scale=0.5,0.5
ownpal=1
bindtime=-1
sprpriority=50
pausemovetime=100
supermovetime=100
ignorehitpause=1


[State 0, DestroySelf]
type = DestroySelf
trigger1 = IShelper
trigger1 = Stateno = 0
;ignorehitpause =
;persistent =

;削りKO移行
[State -2, 3]
type = ChangeState
trigger1 = !alive
trigger1 = prevstateno = 130 || prevstateno = 131 || prevstateno = [150,153]
trigger1 = Stateno = [5000,5050]
value = 5950

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = Anim = 5950
trigger2 = PrevStateno = [120,139]
flag = nokosnd

[state ]
type=ChangeAnim
triggerall=numenemy&&movetype=H&&statetype!=A
trigger1=((P2name="cvsgouki"||P2name="cvsgouki_ex")&&enemynear,authorname="Warusaki3"&&stateno=3450&&time=1)||(P2name="Shin Gouki SSF'2 Plus"&&enemynear,authorname="Guille_N_Roll"&&enemynear,stateno=3410&&(stateno=[5000,5100]))
trigger2=(P2name="Tin's S_Gouki"&&stateno=5951&&anim=5951)
value=5950

[State ]
type=selfstate
trigger1=P2name="Tin's S_Gouki"&&stateno=5951&&anim=5950&&animelem=7
value=5110

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; ■最後に『コモンステ?ト』について■
; コモンステ?トとは、全キャラ共通の基?動作のステ?トです。
; 通常は特に変更しない限り、M.U.G.E.N?体のdataフォル?にある
;「common1.cns（コモンステ?トフ?イル）」を使います。
;
; しかし、もしもあなたのキャラのステ?トフ?イルでcommon1.cnsと同じ番号の
; 基?動作のステ?トを作った場合は処理が上書きされ、
; common1.cns側の同じ番号のステ?トは無効になります。
;
; common1.cnsのプログラ?優先度は最低に属しているので、
; ステ?トの作成には番号に注意しないといけません。
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
