
;===========================================================================
; 超必殺技
;===========================================================================
;---------------------------------------------------------------------------
; 最初のM.U.G.E.Nから存在するカンフーマンの超必殺技。
; 超必なので攻撃を当ててもゲージを増やさないようにする事に気を付けるだけで、
; 後は結構簡単な処理にまとめられてる。
; 超必時の暗転用の処理（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 = Fvar(14) = 0
trigger1 = Var(52) = 0
trigger1 = time = 10
value = S3000,1
volume = 250
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Fvar(14) = 1
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 = Fvar(14) = 0
trigger1 = AnimelemTIme(7) = 0
anim =3001
ID = 3001
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
scale = 1,1
sprpriority = 11
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
supermove = 1
pausemovetime = 83

;[State 0, Pause]
;type = Pause
;trigger1 =AnimelemTIme(7) = 1
;time = 76
;movetime = 0
;endcmdbuftime = 0
;pausebg = 1
;ignorehitpause =
;persistent =

[State 3000, 相手の特定の攻撃属性無効]
type = NotHitBy
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(9) < 0
value = SCA,AA,AP,AT
time = 1




[State 3000, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = Fvar(14) = 0
trigger1 = AnimElem = 1, 1
anim = s8500       ;超必エフェクトのアクションナンバー。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ファイル」のアクションナンバーが使える。
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ファイル」の音が使える。
poweradd = -(1000+ifelse(Fvar(12)=0,500,0)) ;パワーゲージ増減量
time = 57+76       ;ポーズする時間（フレーム）
movetime = 57    ;ポーズ中に動ける時間。timeよりも多いとバグる（デフォルトは０）

[State 3000, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = Fvar(14) = 1
trigger1 = AnimElem = 1, 1
anim = s8500       ;超必エフェクトのアクションナンバー。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ファイル」のアクションナンバーが使える。
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ファイル」の音が使える。
poweradd = -(1000+ifelse(Fvar(12)=0,500,0)) ;パワーゲージ増減量
time = 57       ;ポーズする時間（フレーム）
movetime = 57    ;ポーズ中に動ける時間。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, 残像表示時間]
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
trigger2 =Animelem =1
value = , NA, SA, AT ,AP
time = 1

[State 3000, 相手の特定の攻撃属性無効]
type = NotHitBy
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(13) < 0
value2 = , NA, SA, AT ,AP
time = 1

[State 3000, 相手の特定の攻撃属性無効]
type = NotHitBy
trigger1 = AnimElemTime(13) >= 0
value2 = ,AP
time = 1

[State 3000, 相手の特定の攻撃属性無効]
type = NotHitBy
trigger1 = Palno = [11,12]
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 -2];補正
type = Varset
trigger1 = fvar(1) <0.5
fv = 3
value = 1.6
ignorehitpause = 1

[State 3000, ヒット定義];フィニッシュ
type = HitDef
trigger1 = Palno =[1,11]
trigger1 = time = 0
attr = S, HA
animtype  = Hard
damage    = ifelse((240*fvar(1)*fvar(3))<150,150,ifelse(270*fvar(1)*fvar(3) >240 ,250 ,ceil(240*fvar(1)*fvar(3)))),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 = 0          ;相手が地面に激突した瞬間のダメージ量
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
guard.kill = 0
nochainID = 3000

[State 3000, ヒット定義];フィニッシュ
type = HitDef
trigger1 = Palno = 12
trigger1 = time = 0
attr = S, HA
animtype  = Hard
damage    = ifelse((300*fvar(1)*fvar(3))<250,250,ifelse(300*fvar(1)*fvar(3) >300 ,300 ,300*fvar(1)*fvar(3))),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 = 0          ;相手が地面に激突した瞬間のダメージ量
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
guard.kill = 0

[State 0, TargetState]
type = TargetState
trigger1 = NumTarget(3000)
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, ステート変更]
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

;===========================================================================
;---------------------------------------------------------------------------
; カンフーアッパーの超必殺技版。
; 攻撃がヒットしたら別のステートへ変更する処理と、
; HitDefに特殊なパラメータを加えている程度。
; テンプレートと見比べたら理解出来るはず。
;---------------------------------------------------------------------------
;空中勇者パンチ
[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, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = Fvar(14) = 0
trigger1 = AnimElem = 1, 1
anim = s8400       ;超必エフェクトのアクションナンバー。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ファイル」のアクションナンバーが使える。
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ファイル」の音が使える。
poweradd = -(1000+ifelse(Fvar(12)=0,500,0));パワーゲージ増減量
time = 15+80      ;ポーズする時間（フレーム）
movetime = 8    ;ポーズ中に動ける時間。timeよりも多いとバグる（デフォルトは０）
darken = 1      ;ポーズ中画面を暗転するか否か（0=しない・1=する）
                 ;暗転する色は「ownpal」の有無により「Explod」や「ヘルパー」にも影響するので注意。
;p2defmul = 1.0  ;直前のステートを「SuperPauseを設置したステート」でキャンセルした場合、
                 ;『相手に一時的に与える防御力乗算値(float)』。
                 ;デフォルトは０。（相手の防御力が上がり、ダメージ量に下方修正が掛かる）
                 ;１にすれば『ダメージ補正が掛からなくなる』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  ;ポー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, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = Fvar(14) = 1
trigger1 = AnimElem = 1, 1
anim = s8400       ;超必エフェクトのアクションナンバー。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ファイル」のアクションナンバーが使える。
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ファイル」の音が使える。
poweradd = -(1000+ifelse(Fvar(12)=0,500,0));パワーゲージ増減量
time = 15      ;ポーズする時間（フレーム）
movetime = 5    ;ポーズ中に動ける時間。timeよりも多いとバグる（デフォルトは０）
darken = 1      ;ポーズ中画面を暗転するか否か（0=しない・1=する）
                 ;暗転する色は「ownpal」の有無により「Explod」や「ヘルパー」にも影響するので注意。
;p2defmul = 1.0  ;直前のステートを「SuperPauseを設置したステート」でキャンセルした場合、
                 ;『相手に一時的に与える防御力乗算値(float)』。
                 ;デフォルトは０。（相手の防御力が上がり、ダメージ量に下方修正が掛かる）
                 ;１にすれば『ダメージ補正が掛からなくなる』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  ;ポーズ中自分を無敵状態にするか否か（0=しない・1=する）
                 
[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 3
value = S3000,5
volume = 250


[State 0, Explod]
type = Explod
trigger1 = Fvar(14) = 0
trigger1 = Time = 8
anim =3001
ID = 3001
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
scale = 1,1
sprpriority = 15
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 1
supermove = 1
pausemovetime = 83


[State 3050, 相手の特定の攻撃属性無効]
type = NotHitBy
trigger1 = AnimElemTime(4) < 0
value = , NA, SA, AT ,AP
time = 1

[State 3050, 相手の特定の攻撃属性無効]
type = NotHitBy
trigger1 = AnimElemTime(4) >= 0
value = ,AP
time = 1

[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 -2];補正
type = Varset
trigger1 = fvar(1) <0.5
fv = 3
value = 1.6
ignorehitpause = 1



[State 3000, ヒット定義];フィニッシュ
type = HitDef
trigger1 = time = 0
attr = A, HA
damage    = ifelse((240*fvar(1)*fvar(3))<150,150,ifelse(270*fvar(1)*fvar(3) >240 ,250 ,240*fvar(1)*fvar(3))),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 = 0          ;相手が地面に激突した瞬間のダメージ量
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, ステート変更]
type = ChangeState
trigger1 = movecontact
value = 3102
ctrl = 0

[State 3050, ステート変更]
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, 残像表示時間]
type = AfterImageTime
trigger1 = AnimTime < -2
time = 2

[State 3050, ステート変更]
type = ChangeState
trigger1 = Pos y >= 0 && Vel Y > 0
value = 52

;----------------------------------------------------------------------------
;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, 超必殺技暗転時間停止]
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(7) = 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 = 1
;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, ステート変更]
type = ChangeState
trigger1 = Time = 100
value = 3102
ctrl = 1

 ;---------------------------------------------------------------------------
;3ゲージ当身　始動
[Statedef 3300]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 3300
ctrl = 0
sprpriority = 0
poweradd = -1000

[State 0, PalFX]
type = PalFX
trigger1 = Time = 0
trigger2 = Time = 119
time = 10
add = 250,250,250

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 35    ;fv = 10
value = 0

[State 0, Explod]
type = Explod
trigger1 = time =0
trigger2 = time = 120
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 =Time = 0
trigger2 = time = 120
value = S800,1
volume = 250


[State 0, ReversalDef]
type = ReversalDef
trigger1 = Time >=0 && Time < 60
reversal.attr = SCA, NA, SA, HA          ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
pausetime =5,5
sparkno = -1
hitsound = S1,3
:p1stateno = 3301
;p2stateno = 3320
id=3320
P2Facing =1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = Time = 0
value = S4400,3
volume = 250
channel = 0


[State 0, VarSet]
type = VarSet
trigger1 = NumTarget(3320)
trigger1 = !Target,Ishelper
v = 29   ;fv = 10
value = Target(3320),ID

[state 0, changestate]
type = changestate
trigger1 = NumTarget(3320)
trigger1 = !Target,Ishelper
value = 3301

[state 0, targetstate ]
type = targetstate
trigger1 = NumTarget(3320)
trigger1 = !Target,Ishelper
value = 3320

[State 0, StopSnd]
type = StopSnd
trigger1 = Time = 120
channel = 0


[State 0, ChangeState]
type = ChangeState
trigger1 = Time = 130
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;当身成功
[Statedef 3301]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 3301
ctrl = 0
sprpriority = 0
poweradd = -2000

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

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = palno = [1,10]
trigger1 = Target(3320),Life < 500
trigger2 = palno = 11
trigger2 = Target(3320),Life < 700
trigger3 = palno = 12
trigger3 = Target(3320),Life < 1000
flag = nomusic



[State 0, Pause]
type = Pause
trigger1 = time = 0
time = 150
movetime = 150


[State 0, VarSet]
type = VarSet
trigger1 = time = 0
trigger1 = random < var(59)*3
trigger1 = Life < 300
v = 35    ;fv = 10
value = 1

[State 0, StopSnd]
type = StopSnd
trigger1 = time =0
channel = 0

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

[State 0, Explod]
type = Explod
trigger1 = time =0
anim = 3310
ID = 3310
pos = 0,0
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
pausemovetime = 9999
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
scale = 1,1.4
sprpriority = 15
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
supermove = 1
pausemove = 1

[State 0, TargetState]
type = TargetState
trigger1 = time =0
value = 3321

[State 0, TargetBind]
type = TargetBind
trigger1 = NumTarget(3320)
time = 1
pos = 50,0

[State 0, TargetDrop]
type = TargetDrop
trigger1 = Target,Ishelper
trigger2 = NumTarget(3320) >= 2
excludeID = 3320
keepone = 1

[State 0, TargetDrop]
type = TargetDrop
trigger1 = Target,Ishelper
excludeID = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = palno = [1,10]
trigger1 = Target(3320),Life < 200+300*(1+fvar(4))*fvar(2)
trigger1 = Time = 150
value = S4300,6
volume = -250
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = palno = 11
trigger1 = Target(3320),Life < 200+500*(1+fvar(4))*fvar(2)
trigger1 = Time = 150
value = S4300,6
volume = -250
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = palno = 12
trigger1 = Target(3320),Life < 200+1000*(1+fvar(4))*fvar(2)
trigger1 = Time = 150
value = S4300,6
volume = -250
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = Time = 155
value = S3300,0
volume = 250
channel = 0

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

[State 0, ChangeState]
type = ChangeState
trigger1 = Time = 455
value = 3302
ctrl = 0

;---------------------------------------------------------------------------
;みんながそんな思いをするくらいなら
[Statedef 3302]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
sprpriority = 0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = palno = [1,10]
trigger1 = Target(3320),Life < 500
trigger2 = palno = 11
trigger2 = Target(3320),Life < 700
trigger3 = palno = 12
trigger3 = Target(3320),Life < 1000
flag = nomusic


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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = Time = 0
value = S3300,1
volume = 250
channel = 0


[State 0, ChangeState]
type = ChangeState
trigger1 = Time = 170
value = 3303
ctrl = 0

;---------------------------------------------------------------------------
;回し蹴り
[Statedef 3303]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 3302
sprpriority = 0

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

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = palno = [1,10]
trigger1 = Target(3320),Life < 300
trigger2 = palno = 11
trigger2 = Target(3320),Life < 500
trigger3 = palno = 12
trigger3 = Target(3320),Life < 1000
flag = nomusic



[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem =4
trigger2 = Animelem =8
value = S800,1
volume = 250
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem =4
trigger2 = Animelem =8
value = S0,2
volume = 250
channel = -1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Animelem =4
trigger2 = Animelem =8
value = -100
ID = 3320
kill = 0
absolute = 1

[State 0, Pause]
type = Pause
trigger1 = Animelem =4
trigger2 = Animelem =9
time = 10
movetime = 0

[State 0, EnvShake]
type = EnvShake
trigger1 = Animelem =4
trigger2 = Animelem =9
time = 20
freq = 90
ampl = -2
phase = 90

[State 0, Explod]
type = Explod
trigger1 = Animelem =4
trigger2 = Animelem =8
anim = 8004
ID = 8004
pos = 40,-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 = 999
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1



[State 0, Pause]
type = Pause
trigger1 = AnimelemTime(3) > 0 && AnimelemTime(5) < 0
trigger1 = Time%3 = 0
time = 3
movetime = 1


[State 0, TargetState]
type = TargetState
trigger1 = Animelem =4
value = 3322

[State 0, Pause]
type = Pause
trigger1 = AnimelemTime(7) > 0 && AnimelemTime(9) < 0
trigger1 = Time%3 = 0
time = 3
movetime = 1

[State 0, TargetState]
type = TargetState
trigger1 = Animelem =10
value = 3323

[State 0, PosAdd]
type = PosAdd
trigger1 = Animelem =10
x = -300
y = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem =3
trigger2 = Animelem =9
value = S1,2
volume = 250
channel = -1

[State 0, ChangeState]
type = ChangeState
trigger1 = Animtime = 0
value = 3304
ctrl = 0

;---------------------------------------------------------------------------
;ジャンプ
[Statedef 3304]
type    = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 3304
sprpriority = 0

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

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = palno = [1,10]
trigger1 = Target(3320),Life < 300
trigger2 = palno = 11
trigger2 = Target(3320),Life < 500
trigger3 = palno = 12
trigger3 = Target(3320),Life < 1000
flag = nomusic


;[State 0, Pause]
;type = Pause
;trigger1 = Time = 0
;time =40
;movetime =40

[State 0, Pause]
type = Pause
trigger1 = time <60
trigger1 = Time%5 = 0
time = 3
movetime = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 2
value = S3000,3
volume = 250
channel = -1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 2
anim = 8140
ID = 8140
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 = 9999
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
supermove = 1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 2
anim = 8125
ID = 8125
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 = 9999
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
supermove = 1


[State 0, Explod]
type = Explod
trigger1 = time =0
trigger1 = NumExplod(8901) = 0
anim = 8901
ID = 8901
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 = 9999
scale = 1,1
sprpriority = -3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
supermove = 1
pausemove = 1

[State 0, Explod]
type = Explod
trigger1 = time =0
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 = 9999
scale = 2,1
sprpriority = -5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
supermove = 1
pausemove = 1

[State 0, PalFX]
type = AllPalFX
trigger1 = Animelem = 9
time = 30
add = 150,150,150

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 8
value = S3300,3
volume = 250
channel = -1


[State 0, Explod]
type = Explod
trigger1 = Animelem =12
anim = 8004
ID = 8004
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 = 999
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1


[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = Time = 0
value = S3300,2
volume = 250
channel = 0

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

[State 0, VelMul]
type = VelMul
trigger1 = Time = 10
x = 0.3
y = 0.3

[State 0, VelMul]
type = VelMul
trigger1 = Time = 30
x = 0.2
y = 0.1

[State 0, Pause]
type = Pause
trigger1  = Time > 40
trigger1 = Time%3 = 0
time = 4
movetime = 4


[State 0, ChangeState]
type = ChangeState
trigger1 = time = 180;280
value = 3305
ctrl = 0

;---------------------------------------------------------------------------
;そこだー！
[Statedef 3305]
type    = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
sprpriority = 0

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

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = palno = [1,10]
trigger1 = Target(3320),Life < 300
trigger2 = palno = 11
trigger2 = Target(3320),Life < 500
trigger3 = palno = 12
trigger3 = Target(3320),Life < 1000
flag = nomusic


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

[State 0, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 80
anim = s8500
sound = S800,1
pos = 25,-60

;[State 0, PosAdd]
;type = PosAdd
;trigger1 = time = 0
;x = -80
;y = -60

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

[State 0, TargetState]
type = TargetState
trigger1 =Time = 0
value = 3324


[State 0, ChangeState]
type = ChangeState
trigger1 = time = 5;200
value = 3306
ctrl = 0

;---------------------------------------------------------------------------
;勇者ぱああああああんち！
[Statedef 3306]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 3305
ctrl = 0
sprpriority = 0

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

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = palno = [1,10]
trigger1 = Target(3320),Life < 300
trigger2 = palno = 11
trigger2 = Target(3320),Life < 500
trigger3 = palno = 12
trigger3 = Target(3320),Life < 1000
flag = nomusic


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

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 0
x = -20
y = -10

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S3000,4
volume = 250
channel = -1


[State 0, Helper]
type = Helper
trigger1 = Animelem = 2
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 0, VelSet]
type = VelSet
trigger1 = Animelem = 2
x = 8.5
y = 4

[State 0, VelSet]
type = VelSet
trigger1 = Pos Y = [Target(Var(29)),Pos Y-60,Target(Var(29)),Pos Y+10]
x = 0
y = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = Pos Y = [Target(Var(29)),Pos Y-60,Target(Var(29)),Pos Y+10]
value = 3307
ctrl = 0

;---------------------------------------------------------------------------
;ヒット
[Statedef 3307]
type    = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
sprpriority = 0

[State 0, EnvShake]
type = EnvShake
trigger1 = time =0
time = 20
freq = 160
ampl = -2
phase = 90

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

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = palno = [1,10]
trigger1 = Target(3320),Life < 300
trigger2 = palno = 11
trigger2 = Target(3320),Life < 500
trigger3 = palno = 12
trigger3 = Target(3320),Life < 1000
flag = nomusic


[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 8500
ID = 8500
pos = 60,50
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 = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 15
value = S1,3
volume = 250
channel = -1

[State 0, PosSet]
type = PosAdd
trigger1 = time = 0
x = -50
y = -60

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Palno = [1,10]
trigger1 = time = 0
value = -300*(1+fvar(4))*fvar(2)
ID = 3320
kill = 1
absolute =1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Palno = 11
trigger1 = time = 0
value = -500*(1+fvar(4))*fvar(2)
ID = 3320
kill = 1
absolute =1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Palno = 12
trigger1 = time = 0
value = -1000*(1+fvar(4))*fvar(2)
ID = 3320
kill = 1
absolute =1

[State 0, TargetState]
type = TargetState
trigger1 = time =0
value = 3325

[State 0, TargetBind]
type = TargetBind
trigger1 = 1
time = 1
id = 3320
pos = 80,35

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 90
value = 3308
ctrl = 0

;---------------------------------------------------------------------------
;上から戻る
[Statedef 3308]
type    = A
movetype= I
physics = A
velset = 0,0
ctrl = 0
sprpriority = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =1
id = 9999

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =1
id = 8901


[State 0, TargetState]
type = TargetState
trigger1 = time =0
value = 3326

;[State 0, PosAdd]
;type = PosAdd
;trigger1 = time = 0
;x = -20
;y = -150

[State 0, ChangeState]
type = ChangeState
trigger1 = time =0
value = 3102
ctrl = 0



;---------------------------------------------------------------------------
;相手   固まる
[Statedef 3320]
type    = S
movetype= H
physics = N
velset = 0,0
;supermovetime = 9999
facep2   = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time =0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
;value2 = S,NA
time = 600

[state 0, changeanim]
type = changeanim
trigger1 = 1
elem = animelemno(0)
value = anim
ignorehitpause = 1

[State 0, SelfState]
type = SelfState
trigger1 = time >=600
trigger1 = !gethitvar(isbound)
value =5120

;---------------------------------------------------------------------------
;相手  のけぞり
[Statedef 3321]
type    = S
movetype= H
physics = N
velset = 0,0
;supermovetime = 9999

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time =0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
;value2 = S,NA
time = 1000

[state 0, changeanim]
type = changeanim2
trigger1 = 1
value = 5000
elem = 1
ignorehitpause = 1

[State 0, SelfState]
type = SelfState
trigger1 = time >=1000
trigger1 = !gethitvar(isbound)
value =5120

;---------------------------------------------------------------------------
;相手  のけぞり
[Statedef 3322]
type    = S
movetype= H
physics = N
velset = 0,0
;supermovetime = 9999

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time =0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
;value2 = S,NA
time = 1000

[state 0, changeanim]
type = changeanim2
trigger1 = 1
value = 5002
elem = 3
ignorehitpause = 1

[State 0, SelfState]
type = SelfState
trigger1 = time >=1000
trigger1 = !gethitvar(isbound)
value =5120

;---------------------------------------------------------------------------
;相手  吹き飛び
[Statedef 3323]
type    = A
movetype= H
physics = N
velset = 0,0
;supermovetime = 9999

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time =0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
;value2 = S,NA
time = 1000

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

[state 0, changeanim]
type = changeanim2
trigger1 = time =0
value = 5030
ignorehitpause = 1


[state 0, changeanim]
type = changeanim2
trigger1 = Anim = 5030 && Animtime = 0
value = 5050
ignorehitpause = 1

[State 0, VelSet]
type = VelSet
trigger1 = time =0
x = -12
y = -4

[State 0, VelAdd]
type = VelAdd
trigger1 = Time > 10
y = 0.16

[State 0, VelSet]
type = VelSet
trigger1 = Vel Y > 0
trigger1 = Pos Y > -12
y = 0


[State 0, SelfState]
type = SelfState
trigger1 = time >=1000
trigger1 = !gethitvar(isbound)
value =5120

;---------------------------------------------------------------------------
;相手  吹画面中心へ
[Statedef 3324]
type    = A
movetype= H
physics = N
velset = 0,0
;supermovetime = 9999


[State 0, NotHitBy]
type = NotHitBy
trigger1 = time =0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
;value2 = S,NA
time = 1000


;[State 0, PosAdd]
;type = PosAdd
;Trigger1 = Facing = 1
;trigger1 = Pos X < -50
;x = 1

;[State 0, PosAdd]
;type = PosAdd
;Trigger1 = Facing = 1
;trigger1 = Pos X > -50
;x = -1

;[State 0, PosAdd]
;type = PosAdd
;Trigger1 = Facing = -1
;trigger1 = Pos X < 50
;x = -1

;[State 0, PosAdd]
;type = PosAdd
;Trigger1 = Facing = -1
;trigger1 = Pos X > 50
;x = 1

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


[State 0, SelfState]
type = SelfState
trigger1 = time >=1000
trigger1 = !gethitvar(isbound)
value =5120

;---------------------------------------------------------------------------
;相手  吹画面中心へ
[Statedef 3325]
type    = A
movetype= H
physics = N
velset = 0,0
;supermovetime = 9999

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time =0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
;value2 = S,NA
time = 1000


[state 0, changeanim]
type = changeanim2
trigger1 = time = 0
value = 5090
ignorehitpause = 1


[State 0, SelfState]
type = SelfState
trigger1 = time >=1000
trigger1 = !gethitvar(isbound)
value =5120

;---------------------------------------------------------------------------
;上から落ちる
[Statedef 3326]
type    = L
movetype= H
physics = N
velset = -6,15
;supermovetime = 9999

[State 0, PosAdd]
type = PosAdd
trigger1 = time =0
y = -20


[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
;value2 = S,NA
time = 1


[state 0, changeanim]
type = changeanim2
trigger1 = time = 0
value = 5050
ignorehitpause = 1


[State 0, SelfState]
type = selfState
trigger1 = Pos Y >= 0 && Vel Y > 0
value =5101


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


