
;---------------------------------------------------------------------------
;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, VarAdd]
type = VarAdd
trigger1 = Animelemtime(1) = 0
Fv = 38    ;fv =
value = 1


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

[State 3050, 超必殺技暗転時間停止]
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, 残像表示時間]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 0
time = 2



[State 3050, ステート変更]
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, 超必殺技暗転時間停止]
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, ステート変更]
type = ChangeState
trigger1 = Time = 0
value = 4000
ctrl = 0

;----------------------------------------------------------------------------
;へるぱー
[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, ヒット定義];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ダメージ量
ID =3000


[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, 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 -2, アーマー中の投げ以外無敵]
type = NotHitBy
trigger1 = NumHelper(22000)
trigger2 = Palno = 12 && Var(57) = 1
trigger3 = Palno = 12 && Stateno = [4000,4999]
value = SCA,AA,AP,AT
time = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = Palno = [1,11]
value = ,NT,ST,HT
time = 1


[State 10000, 3];相殺する場合、消滅ステートに移行
type = HitOverRide
trigger1 = Palno = [1,11]
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 = var(59) <= 0
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 = var(59) <= 0
trigger1 = command!="holdfwd"
trigger1 = command!="holdback"
trigger2 = Var(59) > 0  ;AI時移動関連記述
trigger2 = Vel X =0 && time >3
value = 4002

[State 0, VelSEt]
type = VelSet
trigger1 = var(59) <= 0
trigger1 = command="holddown"
trigger2 = Var(14) != 100
trigger2 = Var(59) > 1 && fvar(27)!=4  ;AI時移動関連記述
trigger2 = P2Bodydist Y > 20
trigger2 = !PlayerID(var(49)),HitDefAttr = SA,HA,HP
trigger3 = Var(14) != 100
trigger3 = Var(59) > 1 && fvar(27)!=4  ;AI時移動関連記述
trigger3 = Pos Y = [-70,0]
trigger3 = !PlayerID(var(49)),HitDefAttr = SA,HA,HP
trigger4 = Var(14) != 100
trigger4 = Var(59) = 1  ;AI時移動関連記述
trigger4 = Pos Y < 0
y = 3

[State 0, VelAdd]
type = VelSet
trigger1 = var(59) <= 0
trigger1 = command="holdup"
;trigger1 = vel y > 0
trigger2 = Var(14) != 100
trigger2 = Var(59) > 1  ;AI時移動関連記述
trigger2 = Pos Y > -80
trigger2 = PlayerID(var(49)),HitDefAttr = SA,HA,HP
trigger3 = Var(14) != 100
trigger3 = Var(59) > 1  ;AI時移動関連記述
trigger3 = fvar(27)=4
trigger3 = pos Y > enemynear,pos Y
y = -5

[State 0, VelAdd]
type = VelSet
trigger1 = var(59) <= 0
trigger1 = command="holdfwd"
trigger2 = Var(14) != 100
trigger2 = Var(59) > 0  ;AI時移動関連記述
trigger2 = P2Bodydist X > 110
trigger2 = Enemy,movetype != A
x = 2.5

[State 0, Changeanim]
type = ChangeAnim
triggerall = anim !=4020
trigger1 = var(59) <= 0
trigger1 = command="holdfwd"
trigger2 = Var(59) > 0  ;AI時移動関連記述
trigger2 = Vel X > 0
value = 4020

[State 0, VelAdd]
type = VelSet
trigger1 = var(59) <= 0
trigger1 = command="holdback"
trigger2 = Var(14) != 100
trigger2 = Var(59) > 0  ;AI時移動関連記述   相手が近すぎる（多分攻撃振ってると思うけど）
trigger2 = P2Bodydist X < 70
trigger3 = Var(14) != 100
trigger3 = Var(59) > 0  ;AI時移動関連記述   
trigger3 = Vel Y > 0    ; 浮かされた後下降中（一応距離をとる）
trigger3 = Pos Y <-10
trigger3 = P2Bodydist X < 80
x = -2.5

[State 0, Changeanim]
type = ChangeAnim
triggerall = anim !=4021
trigger1 = var(59) <= 0
trigger1 = command="holdback"
trigger2 = Var(59) > 0  ;AI時移動関連記述
trigger2 = Vel X < 0
value = 4021

[State 0, VelSet_AI]
type = VelSet
triggerall = Var(59) > 0  ;AI時移動関連記述
triggerall = Var(14) != 100
trigger1 = P2Bodydist X = [70,110]
trigger2 = PlayerID(var(49)),HitDefAttr = SA,HA,HP
trigger2 = inguarddist
x = 0

[State 0, VelSet_AI]
type = VelSet
triggerall = Var(59) > 0  ;AI時移動関連記述
triggerall = Var(14) != 100
trigger1 = vel y < 0
trigger1 = Pos Y < -80
y = 0


[State 0, Turn]
type = Turn
trigger1 = Var(14) != 100
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, ]
type = AssertSpecial
trigger1 = 1
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard

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



[State 0, ChangeState]
type = ChangeState
trigger1 = Var(59) <= 0
trigger1 = inguarddist 
trigger1 = command="holdback"

value = 4125
ctrl = 0

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

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

[State -2, アーマー中の投げ以外無敵]
type = NotHitBy
trigger1 = NumHelper(22000)
trigger2 = Palno = 12 && Var(57) = 1
trigger3 = Palno = 12 && Stateno = [4000,4999]
value = SCA,AA,AP,AT
time = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = Palno = [1,11]
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、消滅ステートに移行
type = HitOverRide
trigger1 = Palno = [1,11]
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 = Var(59) <= 0
trigger1 = command="holddown"
y = 2

[State 0, VelAdd]
type = VelSet
trigger1 = Var(59) <= 0
trigger1 = command="holdup"
;trigger1 = vel y > 0
y = -2

[State 0, VelAdd]
type = VelSet
trigger1 = Var(59) <= 0
trigger1 = command="holdfwd"
trigger2 = Var(59) > 0      ;AI移動用記述
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 = Var(59) <= 0
trigger1 = command !="holdfwd"

trigger2 = Var(59) > 0      ;AI移動用記述
trigger2 = P2dist X < 70
trigger3 = Var(59) > 0      ;AI移動用記述
trigger3 = PlayerID(var(49)),statetype != L && PlayerID(var(49)),movetype != H
trigger4 = var(59) > 2 && var(37) = 2
trigger4 = P2Bodydist X = [0,180]
value = 4000
ctrl = 0


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

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

[State -2, アーマー中の投げ以外無敵]
type = NotHitBy
trigger1 = NumHelper(22000)
trigger2 = Palno = 12 && Var(57) = 1
trigger3 = Palno = 12 && Stateno = [4000,4999]
value = SCA,AA,AP,AT
time = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = Palno = [1,11]
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、消滅ステートに移行
type = HitOverRide
trigger1 = Palno = [1,11]
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 = Var(59) <= 0      
trigger1 = command="holddown"
y = 2

[State 0, VelAdd]
type = VelSet
trigger1 = Var(59) <= 0
trigger1 = command="holdup"
;trigger1 = vel y > 0
y = -2

[State 0, VelAdd]
type = VelSet
trigger1 = Var(59) <= 0
trigger1 = command="holdback"

trigger2 = Var(59) > 0     ;AI移動用記述
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 = Var(59) <= 0
trigger1 = command !="holdback"

trigger2 = Var(59) > 0      ;AI移動用記述
trigger2 = P2dist X > 60
value = 4000
ctrl = 0



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

;---------------------------------------------------------------------------
;満開  ガード
[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 = 1


[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 = 1
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 = NumHelper(4121) = 0
;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 = 4123
stateno = 4123
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 99999
pausemovetime = 99999

[State 0, VelSet]
type = VelSet
trigger1 = NumHelper(4121)
trigger1 = Helper(4121),stateno = 4122
trigger1 = Helper(4121),time = 0
trigger1 = Helper(4121),GetHitVar(xvel)
x = Helper(4121),GetHitVar(xvel)*0.5

[State 0, VelAdd]
type = VelAdd
trigger1 = Vel X < 0
x = 0.1
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = Vel X > 0
x = 0
y = 0


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


[State 210, ステート変更]
type = ChangeState
triggerall = helper(4121),stateno = 4121
trigger1 = Var(59) <= 0
trigger1 = command!="hold_z"

trigger2 = Var(59) > 0
trigger2 = !inguarddist
;trigger2 = P2movetype != A
value = 4000
ctrl = 0

;---------------------------------------------------------------------------
;満開  オートガード
[Statedef 4125]
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 = 1


[State 0, LifeAdd]
type = VarAdd
trigger1 = Helper(4121),GetHitVar(damage)
v = 58
value = -ceil((Helper(4121),GetHitVar(damage))*0.05)


[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 = 1
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 = NumHelper(4121) = 0
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, LifeAdd]
type = LifeAdd
trigger1 = NumHelper(4121)
trigger1 = Helper(4121),GetHitVar(damage)
value = -ceil((Helper(4121),GetHitVar(damage))*0.2)
kill = 0


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


[State 0, VelSet]
type = VelSet
trigger1 = NumHelper(4121)
trigger1 = Helper(4121),stateno = 4122
trigger1 = Helper(4121),time = 0
trigger1 = Helper(4121),GetHitVar(xvel)
x = Helper(4121),GetHitVar(xvel)*0.5

[State 0, VelAdd]
type = VelAdd
trigger1 = Vel X < 0
x = 0.1
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = Vel X > 0
x = 0
y = 0


[State 210, ステート変更]
type = ChangeState
triggerall = helper(4121),stateno = 4121
trigger1 = Var(59) <= 0
trigger1 = !inguarddist

trigger2 = Var(59) > 0
trigger2 = !inguarddist
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]; アーマー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 = GetHitVar(damage)
value2 = SCA, AA,AT,AP
time = Ceil((GetHitVar(hitshaketime))+5)
IgnoreHitPause = 1

[State 9000, 0]; 透明＋影消し
type = AssertSpecial
trigger1 = 1
flag = Invisible
flag2 = NoShadow

[State 9000, 0]; 本体に追従
type = BindToParent
trigger1 = 1
time = 1
facing = 1
pos = 0,0

[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ートを繰り返す
type = HitOverRide
trigger1 = IsHelper(4121)
attr = SCA,AA,AP
stateno = 4122
slot = 0
time = 1
IgnoreHitPause = 1


[State 9000, 0]; 本体がアーマーパートを過ぎたら消滅
type = DestroySelf
trigger1 = Root,Stateno != 4120
trigger1 = Root,Stateno != 4125


;------------------------------------------------------
;Guard_Helper
[Statedef 4122]
type = A
movetype = H
physics = N

[State 9000, 0]; アーマー化した瞬間に重複被弾しないための無敵
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State -1, 無敵]
type = NotHitBy
trigger1 = GetHitVar(damage)
value2 = SCA, AA,AT,AP
time = Ceil((GetHitVar(hitshaketime))+5)
IgnoreHitPause = 1

[State 9000, 0]; 透明＋影消し
type = AssertSpecial
trigger1 = 1
flag = Invisible
flag2 = NoShadow

[State 9000, 0]; 本体に追従
type = BindToParent
trigger1 = 1
time = 1
facing = 1
pos = 0,0

[State 9000, 0]; 判定を揃える
type = ChangeAnim
trigger1 = SelfAnimExist(Parent,Anim)
value = Parent,Anim
elem = Parent,AnimElemNo(0)

[State 0, ChangeState]
type = ChangeState
trigger1 = hitover =1
value = 4121
ctrl = 0

[State 9000, 0]; 本体がアーマーパートを過ぎたら消滅
type = DestroySelf
trigger1 = Root,Stateno != 4120
trigger1 = Root,Stateno != 4125

;------------------------------------------------------
;Guard_Helper
[Statedef 4123]
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]; 本体がアーマーパートを過ぎたら消滅
type = DestroySelf
trigger1 = time = 10
 ;---------------------------------------------------------------------------
;満開時のダメージ処理
[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 =  Fvar(7) = 0
trigger1 = Gethitvar(damage)
v = 31    ;fv =
value =  Gethitvar(damage)

[State 0, VarAdd]
type = VarAdd
trigger1 = Fvar(7) != 0
trigger1 = Gethitvar(damage)
trigger1 = Numenemy = 2 || Enemy,stateno != [4000,4999]
v = 31    ;fv =
value =  Gethitvar(damage)

[State 0, VarAdd]
type = VarAdd
trigger1 = Fvar(7) != 0
trigger1 = Numenemy = 1
trigger1 = Enemy,stateno = [4000,4999]
trigger1 = Gethitvar(damage)
v = 31    ;fv =
value =  Gethitvar(damage)/5

[State 0, VarAdd]
type = VarAdd
trigger1 = Palno = [1,11]
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 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 = Fvar(7) != 0
trigger1 = time = 0
trigger1 = Numenemy = 1
trigger1 = Enemy,stateno = [4000,4999]
x = 8*ifelse(facing = 1,-1,-1)
y = GetHitVar(yvel)


[State 0, VelSet]
type = VelSet
trigger1 = Fvar(7) != 0
trigger1 = time = 0
trigger1 = Numenemy = 2 || Enemy,stateno != [4000,4999]
x = GetHitVar(xvel)*ifelse(facing = 1,1,-1)
y = GetHitVar(yvel)


[State 0, VelSet]
type = VelSet
trigger1 = Fvar(7) = 0
trigger1 = time = 0
x = GetHitVar(xvel)*ifelse(facing = 1,1,-1)
y = GetHitVar(yvel)


[State 0, ChangeState]
type = ChangeState
trigger1 = Var(31) >= 120
value = 3510
ctrl = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = GetHitVar(animtype)=0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = (GethitVar(hittime)/5) +5

[State 0, NotHitBy]
type = NotHitBy
trigger1 = GetHitVar(animtype)=1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = (GethitVar(hittime)/3)+3

[State 0, NotHitBy]
type = NotHitBy
trigger1 = GetHitVar(animtype)=[2,5]
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = (GethitVar(hittime))+3

[State 0, NotHitBy]
type = NotHitBy
trigger1 = Fvar(7) != 0
trigger1 = time = 0
trigger1 = Numenemy = 1
trigger1 = Enemy,stateno = [4000,4999]
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = (GethitVar(hittime))+5

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

[State 3050, ステート変更]
type = ChangeState
trigger1 = Fvar(7) != 0
trigger1 = time = 0
trigger1 = Numenemy = 1
trigger1 = Enemy,stateno = [4000,4999]
trigger1 = Time >= GethitVar(hittime)*2
value = 4000
ctrl = 0

[State 3050, ステート変更]
type = ChangeState
trigger1 = GetHitVar(animtype)=0
trigger1 = Time >= GethitVar(hittime)/5
trigger2 = GetHitVar(animtype)=1
trigger2 = Time >= GethitVar(hittime)/3
trigger3 = GetHitVar(animtype)>=2
trigger3 = Time >= GethitVar(hittime)
trigger4 = time >= 60
value = 4000
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = Var(58) <= 0
trigger2 = RoundState >= 3
value = 4501
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 = Var(57) = 1
trigger2 = roundstate !=2

v = 57    ;fv = 10
value = 0

[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 = 10


[State 3050, 超必殺技暗転;時間停止]
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(9) = 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 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard

[State 3050, ステート変更]
type = ChangeState
trigger1 = Time =10
value = 4510
ctrl = 1

 ;---------------------------------------------------------------------------
;散華   ダメージ中
[Statedef 4501]
type    = A
movetype= I
physics = N
anim = 4500
ctrl = 0
sprpriority = 2

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Life = 0
trigger1 = Anim != 5030
value = 5030


[State 0, VarSet]
type = VarSet
trigger1 = Var(57) = 1
trigger2 = roundstate !=2

v = 57    ;fv = 10
value = 0

[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 = 10


[State 3050, 超必殺技暗転;時間停止]
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(9) = 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, ステート変更]
type = ChangeState
trigger1 = Time = 10
value = 4510
ctrl = 0

;---------------------------------------------------------------------------
;落下
[Statedef 4510]
type    = A
movetype= I
physics = A
juggle  = 0
poweradd= 0

[State 0, CtrlSet]
type = CtrlSet
trigger1 = prevstateno = 4500
trigger1 = time = 0
value = 1


[State 0, VelSet]
type = VelSet
trigger1 = prevstateno = 4500
trigger1 = time = 0
x = 0
y = 0



[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Alive
trigger1 = Anim != 5050
trigger1 = prevstateno = 4501
value = 5050

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Alive
trigger1 = Anim != 41
trigger1 = prevstateno = 4500
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 =




;---------------------------------------------------------------------------
;満開パンチa
[Statedef 4200]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 30
ctrl = 0
velset = 0,0
anim = 4200
sprpriority = -1

[State -2, アーマー中の投げ以外無敵]
type = NotHitBy
trigger1 = NumHelper(22000)
trigger2 = Palno = 12 && Var(57) = 1
trigger3 = Palno = 12 && Stateno = [4000,4999]
value = SCA,AA,AP,AT
time = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = Palno = [1,11]
value = ,NT,ST,HT
time = 2

[State 10000, 3];相殺する場合、消滅ステートに移行
type = HitOverRide
trigger1 = Palno = [1,11]
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, 画像表示優先度]
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, ヒット定義]
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, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 4000
ctrl = 0

;---------------------------------------------------------------------------
;満開パンチb
[Statedef 4210]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 30
ctrl = 0
velset = 0,0
anim = 4210
sprpriority = -1

[State -2, アーマー中の投げ以外無敵]
type = NotHitBy
trigger1 = NumHelper(22000)
trigger2 = Palno = 12 && Var(57) = 1
trigger3 = Palno = 12 && Stateno = [4000,4999]
value = SCA,AA,AP,AT
time = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = Palno = [1,11]
value = ,NT,ST,HT
time = 2

[State 10000, 3];相殺する場合、消滅ステートに移行
type = HitOverRide
trigger1 = Palno = [1,11]
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, ヒット定義]
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, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 4000
ctrl = 0

;---------------------------------------------------------------------------
;満開パンチc
[Statedef 4220]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 30
ctrl = 0
velset = 0,0
anim = 4220
sprpriority = -1

[State -2, アーマー中の投げ以外無敵]
type = NotHitBy
trigger1 = NumHelper(22000)
trigger2 = Palno = 12 && Var(57) = 1
trigger3 = Palno = 12 && Stateno = [4000,4999]
value = SCA,AA,AP,AT
time = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = Palno = [1,11]
value = ,NT,ST,HT
time = 2

[State 10000, 3];相殺する場合、消滅ステートに移行
type = HitOverRide
trigger1 = Palno = [1,11]
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, 画像表示優先度]
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, ヒット定義]
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, ステート変更]
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 =

;---------------------------------------------------------------------------
;満開運送
[Statedef 4230]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 30
ctrl = 0
velset = 0,0
anim = 4230
sprpriority = -1

[State -2, アーマー中の投げ以外無敵]
type = NotHitBy
trigger1 = NumHelper(22000)
trigger2 = Palno = 12 && Var(57) = 1
trigger3 = Palno = 12 && Stateno = [4000,4999]
value = SCA,AA,AP,AT
time = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = Palno = [1,11]
value = ,NT,ST,HT
time = 2

[State 10000, 3];相殺する場合、消滅ステートに移行
type = HitOverRide
trigger1 = Palno = [1,11]
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, 画像表示優先度]
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, ヒット定義]
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
nochainID = 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, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 4000
ctrl = 0

;---------------------------------------------------------------------------
;満開運送    運送中
[Statedef 4231]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 10,0
anim = 4231
sprpriority = -5

[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 = Var(52) = 0
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, ステート変更]
type = ChangeState
trigger1 = Frontedgedist <= 180
trigger2 = Time >= 150
value = 4232
ctrl = 0

;---------------------------------------------------------------------------
;運び終わり
[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, ステート変更]
type = ChangeState
trigger1 = Animtime = 0
value = 4000
ctrl = 0


;---------------------------------------------------------------------------
;相手側　運送される
[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, 相手ステートに戻す]
type = SelfState
trigger1 = roundstate!=2
trigger2 = Time >= 5000
value = 5100

;---------------------------------------------------------------------------
;相手側　叩き付けられる
[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, 相手ステートに戻す]
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　床ドン  チャージ
[Statedef 4240]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 4240
sprpriority = -1

[State 0, VarSet]
type = VarSet
trigger1 = time =0
v = 26    ;fv = 10
value = 0

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

[State -2, アーマー中の投げ以外無敵]
type = NotHitBy
trigger1 = NumHelper(22000)
trigger2 = Palno = 12 && Var(57) = 1
trigger3 = Palno = 12 && Stateno = [4000,4999]
value = SCA,AA,AP,AT
time = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = Palno = [1,11]
value = ,NT,ST,HT
time = 2

[State 10000, 3];相殺する場合、消滅ステートに移行
type = HitOverRide
trigger1 = Palno = [1,11]
trigger1 = var(57) = 1
trigger1 = Time >=0
time = 1
attr = SCA, NA, SA, HA, NP, SP, HP
slot = 0
stateno = 4450

[State 210, 画像表示優先度]
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 210, 音を鳴らす]
type = PlaySnd
trigger1 = Var(26) = 40
trigger1 = Var(26) = 180
value = s800, 1

[State 0, Explod]
type = Explod
trigger1 = NumExplod(4240) = 0
trigger1 = Var(26) >= 40
anim = 8003
ID =4240
pos = -80,-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 = 0
scale = 1,1
sprpriority = 8
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(4240)
trigger1 = Var(26) >= 80 && Var(26) < 180
anim = 8003
ID = 4240
pos = -80,-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 = 0
scale = 1.3,1.3
sprpriority = 8
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(4240)
trigger1 = Var(26) >= 180
anim = 8003
ID = 4240
pos = -80,-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 = 0
scale = 1.6,1.6
sprpriority = 8
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0



[State 0, VarAdd]
type = VarAdd
trigger1 = 1
v = 26    ;fv =
value = 1


[State 210, ステート変更]
type = ChangeState
trigger1 = Var(59) <= 0
trigger1 = command !="hold_b"
value = 4241
ctrl = 0


[State 210, ステート変更]
type = ChangeState
triggerall = Var(59) > 0 && fvar(27)!=4
trigger1 = Var(26) > 40
trigger1 = P2bodydist X = [-40,110]

trigger2 = Var(59) > 2
trigger2 = Var(26) > 100
trigger2 = !(P2bodydist X = [-40,110])

trigger3 = Var(59) > 2 && Var(58) < 40
trigger3 = Var(26) >= 180
trigger3 = PlayerID(var(49)),stateno = [120,155]

trigger3 = Var(59) > 2 && Var(58) >= 40
trigger3 = Var(26) >= 100
trigger3 = PlayerID(var(49)),stateno = [120,155]

trigger4 = Var(59) = 2
trigger4 = Var(26) >= (Random=[1,180])
trigger4 = Random < 60

trigger5 = Var(59) > 2
trigger5 = Var(26) > 50
trigger5 = helper(111111),var(16)=6
value = 4241
ctrl = 0

[State 210, ステート変更]
type = ChangeState
triggerall = Var(59) > 2 && fvar(27)=4
trigger1 = helper(30000),var(1)>=140
trigger1 = P2bodydist X = [-40,110]
value = 4241
ctrl = 0

;---------------------------------------------------------------------------
;満開　床ドン  落下
[Statedef 4241]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 1,15
anim = 4241
sprpriority = -1

[State -2, アーマー中の投げ以外無敵]
type = NotHitBy
trigger1 = NumHelper(22000)
trigger2 = Palno = 12 && Var(57) = 1
trigger3 = Palno = 12 && Stateno = [4000,4999]
value = SCA,AA,AP,AT
time = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = Palno = [1,11]
value = ,NT,ST,HT
time = 2

[State 10000, 3];相殺する場合、消滅ステートに移行
type = HitOverRide
trigger1 = Palno = [1,11]
trigger1 = var(57) = 1
trigger1 = Time >=0
time = 1
attr = SCA, NA, SA, HA, NP, SP, HP
slot = 0
stateno = 4243

[State 210, 画像表示優先度]
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 210, ステート変更]
type = ChangeState
trigger1 = Pos Y > -20
value = 4242
ctrl = 0

;---------------------------------------------------------------------------
;満開　床ドン  落下
[Statedef 4243]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 1,15
anim = 4241
sprpriority = -1

[State -2, アーマー中の投げ以外無敵]
type = NotHitBy
trigger1 = NumHelper(22000)
trigger2 = Palno = 12 && Var(57) = 1
trigger3 = Palno = 12 && Stateno = [4000,4999]
value = SCA,AA,AP,AT
time = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = Palno = [1,11]
value = ,NT,ST,HT
time = 2

[State 10000, 3];相殺する場合、消滅ステートに移行
type = HitOverRide
trigger1 = Palno = [1,11]
trigger1 = var(57) = 1
trigger1 = Time >=0
time = 1
attr = SCA, NA, SA, HA, NP, SP, HP
slot = 0
stateno = 4450

[State 210, 画像表示優先度]
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 210, ステート変更]
type = ChangeState
trigger1 = Pos Y > -20
value = 4242
ctrl = 0
;---------------------------------------------------------------------------
;満開 床ドン
[Statedef 4242]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 30
ctrl = 0
velset = 0,0
anim = 4242
sprpriority = -1

[State -2, アーマー中の投げ以外無敵]
type = NotHitBy
trigger1 = NumHelper(22000)
trigger2 = Palno = 12 && Var(57) = 1
trigger3 = Palno = 12 && Stateno = [4000,4999]
value = SCA,AA,AP,AT
time = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = Palno = [1,11]
value = ,NT,ST,HT
time = 2

[State 0, NotHitBy]
type = NotHitBy
trigger1 = Palno = [1,11]
trigger1 = Var(26) > 80
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1



[State 10000, 3];相殺する場合、消滅ステートに移行
type = HitOverRide
trigger1 = Palno = [1,11]
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
trigger1 = Var(26) >40
value = S100,8
volume = 250
channel = 0


[State 210, 画像表示優先度]
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 = s1100, 1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 1
anim = 4245
ID = 4240
pos = 30,30
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 = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, Helper]
type = Helper
trigger1 = Var(26) >40 &&Var(26) <= 80
trigger1 = NumHelper(4245) = 0
trigger1 = Animelem = 1
helpertype = normal ;player
name = ""
ID = 4245
stateno = 4245
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 0.4
size.yscale = 0.4

[State 0, Helper]
type = Helper
trigger1 = Var(26) > 40 &&Var(26) <= 80
trigger1 = NumHelper(4246) = 0
trigger1 = Animelem = 1
helpertype = normal ;player
name = ""
ID = 4246
stateno = 4245
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = -1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 0.4
size.yscale = 0.4

[State 0, Helper]
type = Helper
trigger1 = Var(26) >80 &&Var(26) <= 180
trigger1 = NumHelper(4245) = 0
trigger1 = Animelem = 1
helpertype = normal ;player
name = ""
ID = 4245
stateno = 4245
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 0.7
size.yscale = 0.7

[State 0, Helper]
type = Helper
trigger1 = Var(26) > 80 &&Var(26) <= 180
trigger1 = NumHelper(4246) = 0
trigger1 = Animelem = 1
helpertype = normal ;player
name = ""
ID = 4246
stateno = 4245
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = -1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 0.7
size.yscale = 0.7


[State 0, Helper]
type = Helper
trigger1 = Var(26) >=180
trigger1 = NumHelper(4245) = 0
trigger1 = Animelem = 1
helpertype = normal ;player
name = ""
ID = 4245
stateno = 4245
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 0.7
size.yscale = 0.7

[State 0, Helper]
type = Helper
trigger1 = Var(26) >=180
trigger1 = NumHelper(4246) = 0
trigger1 = Animelem = 1
helpertype = normal ;player
name = ""
ID = 4246
stateno = 4245
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = -1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 0.7
size.yscale = 0.7


[State 210, ヒット定義]
type = HitDef
trigger1 = Var(26) <= 40
trigger1 = AnimElem = 1
attr = S, HA
animtype  = Medium
damage    = 90
hitflag = MAFD
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, ヒット定義]
type = HitDef
trigger1 = Var(26) > 40 &&Var(26) <= 80
trigger1 = AnimElem = 1
attr = S, HA
animtype  = Medium
damage    = 120
hitflag = MAFD
guardflag = HA
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, ヒット定義]
type = HitDef
trigger1 = Var(26) > 80 &&Var(26) <= 180
trigger1 = AnimElem = 1
attr = S, HA
animtype  = Medium
damage    = 160
hitflag = MAFD
guardflag = HA
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, ヒット定義]
type = HitDef
trigger1 = Var(26) > 180
trigger1 = AnimElem = 1
attr = S, HA
animtype  = Medium
damage    = 200
hitflag = MAFD
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

[State 210, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 4000
ctrl = 0

;---------------------------------------------------------------------------
;衝撃波
[Statedef 4245]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 8,0
anim = 4245
sprpriority = -1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Root,Var(26) >180
value = 4246

[State 0, PosSet]
type = PosSet
trigger1 =1
y = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 9999


[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 210, ヒット定義]
type = HitDef
triggerall = time =0
trigger1 = Root,Var(26) >=40 && Root,Var(26) <80
attr = S, HA
hitflag = MAFD
animtype  = Medium
damage    = 100
guardflag = L
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, ヒット定義]
type = HitDef
triggerall = time =0
trigger1 = Root,Var(26) >=80 && Root,Var(26) <180
attr = S, HA
hitflag = MAFD
animtype  = Medium
damage    = 170
guardflag =
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, ヒット定義]
type = HitDef
triggerall = time =0
trigger1 = Root,Var(26) >=180
attr = S, HA
hitflag = MAFD
animtype  = Medium
damage    = 220
guardflag =
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 0, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgedist < -20
trigger2 = Time >= 300

;---------------------------------------------------------------------------
;衝撃波
[Statedef 4246]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 8,0
anim = 4245
sprpriority = -1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Root,Var(26) >180
value = 4246

[State 0, PosSet]
type = PosSet
trigger1 =1
y = 0


[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 9999


[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 210, ヒット定義]
type = HitDef
triggerall = time =0
trigger1 = Root,Var(26) >=40 && Root,Var(26) <80
attr = S, HA
hitflag = MAFD
animtype  = Medium
damage    = 100
guardflag = L
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, ヒット定義]
type = HitDef
triggerall = time =0
trigger1 = Root,Var(26) >=80 && Root,Var(26) <180
attr = S, HA
hitflag = MAFD
animtype  = Medium
damage    = 170
guardflag =
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, ヒット定義]
type = HitDef
triggerall = time =0
trigger1 = Root,Var(26) >=180
attr = S, HA
hitflag = MAFD
animtype  = Medium
damage    = 220
guardflag =
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 0, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgedist < -20
trigger2 = Time >= 300

;---------------------------------------------------------------------------
;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 -2, アーマー中の投げ以外無敵]
type = NotHitBy
trigger1 = NumHelper(22000)
trigger2 = Palno = 12 && Var(57) = 1
trigger3 = Palno = 12 && Stateno = [4000,4999]
value = SCA,AA,AP,AT
time = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = Palno = [1,11]
value = ,NT,ST,HT
time = 2

[State 10000, 3];相殺する場合、消滅ステートに移行
type = HitOverRide
trigger1 = Palno = [1,11]
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, 画像表示優先度]
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, ヒット定義]
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
p2facing = 1

[State 0, TargetState]
type = TargetState
trigger1 = NumTarget(4300)
trigger1 = movehit
trigger1 = !Target(4300),ISHelper
value = 4315
ID = 4300

[State 0, TargetBind]
type = TargetBind
trigger1 = NumTarget(4300)
trigger1 = movehit
trigger1 = !Target(4300),ISHelper
time = 200
id = 4300
pos = 120,0

[State 0, VarSet]
type = VarSet
trigger1 = NumTarget(4300)
trigger1 = movehit
v = 29   ;fv = 10
value = Target(3000),ID

[State 0, ChangeState]
type = ChangeState
trigger1 = NumTarget(4300)
trigger1 = movehit
trigger1 = !Target(4300),ISHelper
value = 4305
ctrl = 0


[State 210, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 4000
ctrl = 0

;---------------------------------------------------------------------------
;満開らっしゅ　タコ殴り
[Statedef 4305]
type    = A
movetype= A
physics = N
juggle  = 3
poweradd= 0
ctrl = 0
velset = 0,0
anim = 4305
sprpriority = 2

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


[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、消滅ステートに移行
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, 画像表示優先度]
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, ステート変更]
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, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze

[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、消滅ステートに移行
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, 画像表示優先度]
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
triggerall = palno != 12
trigger1 = Animelem = 7
value =  -350
ID = 4300
kill = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall = palno = 12
trigger1 = Animelem = 7
value =  -850
ID = 4300
kill = 1

[State 210, ステート変更]
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
facep2   = 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
facep2   = 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

;---------------------------------------------------------------------------
;勇者部五か条ひとーつ
[Statedef 4330]
type    = A
movetype= A
physics = N
juggle  = 0
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 -2, アーマー中の投げ以外無敵]
type = NotHitBy
trigger1 = NumHelper(22000)
trigger2 = Palno = 12 && Var(57) = 1
trigger3 = Palno = 12 && Stateno = [4000,4999]
value = SCA,AA,AP,AT
time = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = Palno = [1,11]
value = ,NT,ST,HT
time = 2

[State 10000, 3];相殺する場合、消滅ステートに移行
type = HitOverRide
trigger1 = Palno = [1,11]
trigger1 = var(57) = 1
trigger1 = Time >=0
time = 1
attr = SCA, NA, SA, HA, NP, SP, HP
slot = 0
stateno = 4450

[State 210, 画像表示優先度]
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, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HA
animtype  = Medium
damage    = 250
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 = 4330
kill = 0
p2facing = 1

[State 0, TargetState]
type = TargetState
trigger1 = NumTarget(4330)
trigger1 = movehit
trigger1 = !Target(4330),ISHelper
value = 4340
ID = 4330

[State 0, TargetBind]
type = TargetBind
trigger1 = NumTarget(4330)
trigger1 = movehit
trigger1 = !Target(4330),ISHelper
time = 2
id = 4330
pos = 200,0

[State 0, VarSet]
type = VarSet
trigger1 = NumTarget(4330)
trigger1 = movehit
v = 29   ;fv = 10
value = Target(4330),ID

[State 0, ChangeState]
type = ChangeState
trigger1 = NumTarget(4330)
trigger1 = movehit
trigger1 = !Target(4330),ISHelper
value = 4331
ctrl = 0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = Stateno = [4330,4337]
flag = nomusic
flag2 = timerfreeze

[State 210, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 4500
ctrl = 0

;---------------------------------------------------------------------------
;勇者部五か条ひとーつ
[Statedef 4331]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 4330
sprpriority = -3

[State 0, PosAdd]
type = PosAdd
trigger1 = frontedgedist < 160
x = -10

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = Stateno = [4330,4337]
flag = nomusic
flag2 = timerfreeze

[State 0, VarSet]
type = VarSet
trigger1 = time =0
v = 27    ;fv = 10
value = pos X
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
triggerall = Time = 0
;trigger1 = Var(18) = 0
trigger1 = NumEnemy = 1
value = S4300,6
volume = 0
channel = -1


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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = time = 0
value = S4300,3
volume = 250
channel = 0

[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、消滅ステートに移行
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, Explod]
type = Explod
trigger1 = Animelem = 3
anim = 8320
ID = 4200
pos = 90,-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, SprPriority]
type = SprPriority
trigger1 = Animelem =3
value = 4

[State 210, 音を鳴らす]
type = PlaySnd
trigger1 = Animelem = 3
value = s0, 4
volume =250

[State 210, 音を鳴らす]
type = PlaySnd
trigger1 = Animelem = 3
value = s1, 2
volume =250

[State 0, VelSet]
type = VelSet
trigger1 = Animelem = 3
x = -10



[State 0, EnvShake]
type = EnvShake
trigger1 = Animelem = 3
time = 8
freq = 20
ampl = -2

[State 0, TargetState]
type = TargetState
trigger1 = NumTarget(4330)
trigger1 = Animelem =3
trigger1 = !Target(4330),ISHelper
value = 4341
ID = 4330


[State 0, Helper]
type = Helper
trigger1 = time =0
trigger1 = facing = 1
helpertype = normal ;player
name =  "BG"
ID = 4330
stateno = 4339
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 = 4330
stateno = 4339
pos = -250,0
postype = right    ;p2,front,back,left,right
facing = -1
keyctrl = 0
ownpal = 0
supermovetime = 9999
pausemovetime = 9999

[State 210, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 4332
ctrl = 0

;---------------------------------------------------------------------------
;勇者部五か条ひとーつ
[Statedef 4332]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 10,0
anim = 4331
sprpriority = 3

[State 0, VelSet]
type = VelSet
trigger1 = backedgedist > 110
x = 0
y = 0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = Stateno = [4330,4337]
flag = nomusic
flag2 = timerfreeze

[State 0, ScreenBound]
type = ScreenBound
trigger1 = backedgedist < 110
value = 0
movecamera = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S3000,3
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、消滅ステートに移行
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, 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 0, StopSnd]
type = StopSnd
triggerall = Time = 0
trigger1 = Var(18) = 1
;trigger2 = TeamMode = simul
;trigger2 = NumEnemy >= 2
channel = 0

[State 210, ステート変更]
type = ChangeState
triggerall = Time = 100
trigger1 = Var(18) = 1
;trigger2 = TeamMode = simul
;trigger2 = NumEnemy >= 2
value = 4335
ctrl = 0


[State 210, ステート変更]
type = ChangeState
trigger1 = Var(18) = 0
trigger1 = Time = 100
value = 4333
ctrl = 0

;---------------------------------------------------------------------------
;勇者部五か条ひとーつ
[Statedef 4333]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 4332
sprpriority = -2

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = Stateno = [4330,4337]
flag = nomusic
flag2 = timerfreeze

[State 0, TargetBind]
type = TargetBind
trigger1 = NumTarget(4330)
trigger1 = 1
trigger1 = !Target(4330),ISHelper
time = 200
id = 4330
pos = 200,0

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

[State 0, Explod]
type = Explod
trigger1 = Animelem = 4
anim = 8320
ID = 4200
pos = 90,-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, 音を鳴らす]
type = PlaySnd
trigger1 = Animelem =4
value = s0, 4
volume =250

[State 210, 音を鳴らす]
type = PlaySnd
trigger1 = Animelem = 4
value = s1, 2
volume =250

[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, EnvShake]
type = EnvShake
trigger1 = Animelem = 4
time = 8
freq = 50
ampl = -5

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Animelem = 4
value = -250
ID = 4330
kill = 0


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

[State 10000, 3];相殺する場合、消滅ステートに移行
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, ステート変更]
type = ChangeState
trigger1 = Animtime = 0
value = 4334
ctrl = 0

;---------------------------------------------------------------------------
;さらに五か条
[Statedef 4334]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 4330
sprpriority = -3

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = Stateno = [4330,4337]
flag = nomusic
flag2 = timerfreeze

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = time = 0
value = S4300,4
volume = 250
channel = 0

[State 0, TargetBind]
type = TargetBind
trigger1 = NumTarget(4330)
trigger1 = 1
trigger1 = !Target(4330),ISHelper
time = 200
id = 4330
pos = 200,0

[State 0, Explod]
type = Explod
trigger1 = time = 30
anim = 20102
ID = 4200
pos = 0,-0
postype = left
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 999
scale = 1,1
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, Pause]
type = Pause
trigger1 = time = 0
time = 20
movetime = 1

[State 0, Pause]
type = Pause
trigger1 = time = 30
time = 20
movetime = 1

[State 0, SprPriority]
type = SprPriority
trigger1 = Animelem =3
value = 4

[State 210, 音を鳴らす]
type = PlaySnd
trigger1 = Animelem =3
value = s0, 4
volume =250

[State 210, 音を鳴らす]
type = PlaySnd
trigger1 = Animelem = 3
value = s1, 2
volume =250

[State 0, Explod]
type = Explod
trigger1 = Animelem = 3
anim = 8320
ID = 4200
pos = 70,-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 = 999
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, Pause]
type = Pause
trigger1 = Animelem = 3
time = 120
movetime = 0


[State 0, EnvShake]
type = EnvShake
trigger1 = Animelem = 3
time = 8
freq = 50
ampl = -5

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

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Animelem = 3
value = -250
ID = 4330
kill = 0

[State 10000, 3];相殺する場合、消滅ステートに移行
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, ステート変更]
type = ChangeState
trigger1 = Animtime = 0
value = 4335
ctrl = 0

;---------------------------------------------------------------------------
;為せば大抵
[Statedef 4335]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim =4334
velset = 0,0
sprpriority = 3

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = Stateno = [4330,4337]
flag = nomusic
flag2 = timerfreeze

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = time = 0
value = S4300,5
volume = 250
channel = 0

[State 0, TargetBind]
type = TargetBind
trigger1 = NumTarget(4330)
trigger1 = 1
trigger1 = !Target(4330),ISHelper
time = 200
id = 4330
pos = 200,0

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

[State 10000, 3];相殺する場合、消滅ステートに移行
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, ステート変更]
type = ChangeState
;trigger1 = Animtime = 0
trigger1 = time = 178
value = 4336
ctrl = 0

;---------------------------------------------------------------------------
;何とかなーる
[Statedef 4336]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim =4330
velset = 0,0
sprpriority = 3

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = Stateno = [4330,4337]
flag = nomusic
flag2 = timerfreeze

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
value = S4000,0
volume = 250
channel = -1

[State 0, Explod]
type = Explod
trigger1 = time =0
anim = 8003
ID =4240
pos = -80,-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 = 0
scale = 1,1
sprpriority = 8
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0


[State 0, TargetBind]
type = TargetBind
trigger1 = NumTarget(4330)
trigger1 = 1
trigger1 = !Target(4330),ISHelper
time = 200
id = 4300
pos = 150,0

[State 0, Explod]
type = Explod
trigger1 = time = 10
anim = 20100
ID = 4336
pos = 0,-0
postype = left
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 999
scale = 1,1
sprpriority = 15
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = time =10
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 = 90
pausemovetime = 0
scale = 1,1
sprpriority = 12
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = time =100
anim = 20101
ID = 4336
pos = 0,-0
postype = left
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 90
scale = 1,1
sprpriority = 15
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, Pause]
type = Pause
trigger1 = time = 100
time = 60
movetime = 1

[State 0, Helper]
type = Helper
trigger1 = Animelem =4
helpertype = normal ;player
name =  "BG"
ID = 4330
stateno = 4338
pos = 250,0
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 9999
pausemovetime = 9999

[State 210, 音を鳴らす]
type = PlaySnd
trigger1 = Animelem =4
value = s0, 4
volume =250

[State 210, 音を鳴らす]
type = PlaySnd
trigger1 = Animelem = 4
value = s3000, 5
volume =250

[State 0, Explod]
type = Explod
trigger1 = Animelem = 4
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 = 10
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 4
anim = 8320
ID = 4200
pos = 80,-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
scale = 1.4,1.4
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 4
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 = 8
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
pausemoveTime =  9999

[State 0, EnvShake]
type = EnvShake
trigger1 = Animelem = 4
time = 8
freq = 50
ampl = -5

[State 0, EnvShake]
type = EnvShake
trigger1 = Animelem = 4
time = 100
freq = 50
ampl = -4

[State 210, 音を鳴らす]
type = PlaySnd
trigger1 =Animelem = 4
value = s1, 3

[State 0, Pause]
type = Pause
trigger1 = AnimelemTime(4) = 52
time = 100
movetime = 80

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimelemTime(4) = 52
trigger2 = AnimelemTime(4) >= 52
trigger2 = Target(4330),Life >0
value = -99999
ID = 4330
kill = 1
absolute = 1

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

[State 10000, 3];相殺する場合、消滅ステートに移行
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, ステート変更]
type = ChangeState
trigger1 = Animtime = 0
value = 4337
ctrl = 0

;---------------------------------------------------------------------------
;何とかなーる
[Statedef 4337]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim =4002
velset = 0,0
sprpriority = 3

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = Stateno = [4330,4337]
flag = nomusic
flag2 = timerfreeze

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

[State 0, TargetState]
type = TargetState
trigger1 = time = 0
value = 4342
ID = 4330

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

[State 10000, 3];相殺する場合、消滅ステートに移行
type = HitOverRide
trigger1 = var(57) = 1
trigger1 = Time >=0
time = 1
attr = SCA, NA, SA, HA, NP, SP, HP
slot = 0
stateno = 4500


[State 210, ステート変更]
type = ChangeState
trigger1 = time = 90
value = 4500
ctrl = 0

;----------------------------------------------------------------------------
;エフェクト
[Statedef 4338]
type = A
movetype = I
physics = N
ctrl = 0
anim = 8400
velset = 0,0
sprpriority = -5

[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 = 12000
ID = 3400
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 = 15
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 = animtime = 0

;----------------------------------------------------------------------------
;エフェクト
[Statedef 4339]
type = A
movetype = I
physics = N
ctrl = 0
anim = 8900
velset = 0,0
sprpriority = -7


[State 0, PosAdd]
type = PosAdd
trigger1 = frontedgedist >0
x = 10

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

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = root,stateno = 4336
flag = invisible

[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 = Root,Stateno != [4330,4350]


;---------------------------------------------------------------------------
;勇者部五か条ひとーつヒット相手
[Statedef 4340]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = 2
facep2   = 1

[State 0, PosAdd]
type = PosAdd
trigger1 = backedgedist > 40
x = -10

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


[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

;---------------------------------------------------------------------------
;勇者部五か条ひとーつヒット相手
[Statedef 4341]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 2

[State 820, 相手のアニメ変更]
type = ChangeAnim2
trigger1 = Time = 0
value = 4340

[State 0, ChangeState]
type = ChangeState
trigger1 = Time >= 1000
value = 4316
ctrl = 0

;---------------------------------------------------------------------------
;ヒット相手
[Statedef 4342]
type    = S
movetype= H
physics = N
velset = -8,-3
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

 ;---------------------------------------------------------------------------
;一撃 始動　当身
[Statedef 4390]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 4390
ctrl = 0
sprpriority = 0
poweradd = -1000

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
trigger2 = time = 120
value = S800,1
volume = 250
channel = -1

[State 0, Explod]
type = Explod
trigger1 = time =0
trigger2 = time = 120
anim = 8100
ID = 8100
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 = 9999
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
supermove = 1

[State 0, LifeSet]
type = LifeSet
trigger1 = time =0
value = 1


[State 0, Explod]
type = Explod
trigger1 = time =0
anim = 160
ID = 160
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 = 120
pausemovetime = 0
scale = 1,1
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermove = 0

[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 = S1,0
p1stateno = 4400	;※更新保留
p2stateno = 4420	;※更新保留
id=4420

;※更新保留
;[state 0, changestate]
;type = changestate
;trigger1 = NumTarget(4420)
;trigger1 = !Target,Ishelper
;value = 4400

;[state 0, targetstate ]
;type = targetstate
;trigger1 = NumTarget(4420)
;trigger1 = !Target,Ishelper
;value = 4420

[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(4420)
v = 29   ;fv = 10
value = Target(4420),ID



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


[State 0, ChangeState]
type = ChangeState
trigger1 = Time = 120
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;一撃　自分　崩れる動作
[Statedef 4400]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 4400
ctrl = 0
sprpriority = 0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze
flag2 = nomusic

[State 0, VarSet]
type = VarSet
trigger1 = NumTarget(4420)
v = 29   ;fv = 10
value = Target(4420),ID

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

[State 0, LifeSet]
type = LifeSet
trigger1 = time =0
value = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze
flag2 = nomusic


[State 0, VarAdd]
type = VarAdd
trigger1 = Var(9) = 1
trigger1 = Animelemtime(1) = 0
Fv = 38    ;fv =
value = 1

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

[State 0, SuperPause]
type = SuperPause
trigger1 = time =0
time = 850
anim = s8500
pos = 0,-40
movetime = 850
poweradd = 0

[State 0, PalFX]
type = AllPalFX
trigger1 =AnimelemTime(6) = 0
time = 20
add = 250,250,250

[State 0, Explod]
type = Explod
trigger1 =AnimelemTime(6) = 0
anim = 8001
ID = 4400
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 = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
supermove= 1


[State 0, PlaySnd]
type = PlaySnd
trigger1 =AnimelemTime(6) = 0
value = S800,3
volume = 250

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = AnimelemTime(7) = 350
value = S4400,4
volume = 250
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = AnimelemTime(7) = 480
value = S4400,3
volume = 250
channel = 0

[State 0, StopSnd]
type = StopSnd
trigger1 = AnimelemTime(7) = 530
channel = 0
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = Time = 720
value = S4400,0
volume = 250
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 780
value = S4300,6
volume = -250
channel = -1

[State 0, Explod]
type = Explod
trigger1 = Facing = -1
trigger1 = AnimelemTime(7) = 600
anim = 20103
ID = 20103
pos = 0,-0
postype = left
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 999
scale = 1,1
sprpriority = 15
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermove= 1

[State 0, Explod]
type = Explod
trigger1 = Facing = 1
trigger1 = AnimelemTime(7) = 600
anim = 20103
ID = 20103
pos = -1,-0
postype = Right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 999
scale = 1,1
sprpriority = 15
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermove= 1

[State 0, ChangeState]
type = ChangeState
trigger1 = Time = 850
value = 4401
ctrl = 0

 ;---------------------------------------------------------------------------
;うおおおおおおおおおおおおお　　叫び
[Statedef 4401]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 4401
ctrl = 0
sprpriority = 0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze
flag2 = nomusic



[State 0, VarSet]
type = VarSet
trigger1 = time =0
v = 16    ;fv = 10
value = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time =0
id = 160


[State 0, Helper]
type = Helper
trigger1 = NumHelper(4430)=0
helpertype = normal ;player
name = "Serch&Bind"
ID = 4430
stateno = 4430
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 9999
pausemovetime = 9999

[State 0, Explod]
type = Explod
trigger1 = time =0
anim = 160
ID = 160
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 = -1
pausemovetime = 350
scale = 1,1
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
supermove = 1

[State 0, Explod]
type = Explod
trigger1 = time =50
anim = 4411
ID = 4411
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 = -1
pausemovetime = 9999
scale = 1,1
sprpriority = -3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
supermove = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 100
value = S4000,0
volume = 250
channel = -1


[State 0, PosAdd]
type = PosAdd
trigger1 = time =99
x = -200

[State 0, BGPalFX]
type = BGPalFX
trigger1 = 1
time = 1
add = -150,-150,-150
;mul = 256,256,256
;sinadd = 0,0,0,10

[State 0, Explod]
type = Explod
trigger1 = time =99
anim = 8420
ID = 8420
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 = 2,2
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
supermove = 1



[State 0, TargetState]
type = TargetState
trigger1 = numtarget(4420)
trigger1 = time = 99
value = 4421

[State 0, Explod]
type = Explod
trigger1 = time =99
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 = 1.5,1.5
sprpriority = -6
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
supermove = 1

[State 0, Explod]
type = Explod
trigger1 = time =99
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 = 2,2
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
supermove = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 99
value = S3000,2
volume = 250
channel = -1

[State 0, SuperPause]
type = SuperPause
trigger1 = time =100
time = 260
anim = s8500
pos = 0,-40
movetime = 250
poweradd = 0

[State 0, EnvShake]
type = EnvShake
trigger1 = time =0
time = 360
freq = 160
ampl = -2
phase = 90

[State 0, Explod]
type = Explod
trigger1 = time =0
anim = 8410
ID = 8410
pos = 0,-80
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 350
pausemovetime = 350
scale = 1,1
sprpriority = -5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
supermove = 1

[State 0, Helper]
type = Helper
trigger1 = Time = 250
helpertype = normal ;player
name = "RightArm"
ID = 4400
stateno = 4402
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 9999
pausemovetime = 9999

[State 0, Explod]
type = Explod
trigger1 = Facing = 1
trigger1 = time = 300
anim = 20104
ID = 20104
pos = -1,0
postype = right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 999
scale = 1,1
sprpriority = 15
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermove= 1

[State 0, Explod]
type = Explod
trigger1 = Facing = -1
trigger1 = time = 300
anim = 20104
ID = 20104
pos = 0,-0
postype = left
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 999
scale = 1,1
sprpriority = 15
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermove= 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 350
id =4411
;ignorehitpause =
;persistent =


[State 0, ChangeState]
type = ChangeState
trigger1 = time = 351
value = 4404
ctrl = 0

;----------------------------------------------------------------------------
;満開　右腕
[Statedef 4402]
type = A
movetype = I
physics = N
ctrl = 0
anim = 4402
velset = 0,0
sprpriority = 8

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze
flag2 = nomusic

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

[State 0, DestroySelf]
type = ChangeState
trigger1 = animtime = 0
Value = 4403


;----------------------------------------------------------------------------
;満開　右腕
[Statedef 4403]
type = A
movetype = I
physics = N
ctrl = 0
anim = 4403
velset = 0,0
sprpriority = 8

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze
flag2 = nomusic

[State 0, EnvShake]
type = EnvShake
trigger1 = Animelem = 2
time = 10
freq = 190
ampl = -5
phase = 90

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 2
value = S1100,0
volume = 250
channel = -1

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

;----------------------------------------------------------------------------
;友奈本体　飛び上がり
[Statedef 4404]
type = A
movetype = A
physics = N
ctrl = 0
anim = 4404
velset = 0,0
sprpriority = 13

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze
flag2 = nomusic

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time =0
id =160

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time =0
id =4411

[State 0, SuperPause]
type = SuperPause
trigger1 = time =0
anim = -1
time = 280
pos = 0,-40
movetime = 280
poweradd = 0

[State 0, PalFX]
type = AllPalFX
trigger1 = Animelem = 2
trigger2 = Animelem = 5
trigger3 = Animelem = 6
time = 10
add = 250,250,250


[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 2
trigger2 = Animelem = 5
trigger3 = Animelem = 6
value = S190,0
volume = 250
channel = -1


[State 0, Explod]
type = Explod
trigger1 = Animelem = 2
anim = 8004
ID = 4400
pos = -30,-35
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 = 1,1
sprpriority = 14
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
supermove = 1
pausemove = 1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 5
anim = 8004
ID = 4400
pos = 0,-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
scale = 1,1
sprpriority = 14
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
supermove = 1
pausemove = 1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 6
anim = 8004
ID = 4400
pos = 0,-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
scale = 1,1
sprpriority = 14
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
supermove = 1
pausemove = 1


[State 0, Explod]
type = Explod
trigger1 = Animelem = 2
anim = 8500
ID = 4400
pos = -30,-35
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 = 1,1
sprpriority = 14
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
supermove = 1
pausemove = 1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 5
anim = 8500
ID = 4400
pos = 0,-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
scale = 1,1
sprpriority = 14
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
supermove = 1
pausemove = 1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 6
anim = 8500
ID = 4400
pos = 0,-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
scale = 1,1
sprpriority = 14
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
supermove = 1
pausemove = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = Time = 0
value = S4400,1
volume = 250
channel = 0

[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 = 300
pausemovetime = 9999
scale = 1,1
sprpriority = 12
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
supermove = 1
pausemove = 1

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

[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 = 300
pausemovetime = 9999
scale = 2,1
sprpriority = 11
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
supermove = 1
pausemove = 1

[State 0, PosAdd]
type = PosAdd
Trigger1 = Facing = 1
trigger1 = Pos X < -20
x = 1

[State 0, PosAdd]
type = PosAdd
Trigger1 = Facing = 1
trigger1 = Pos X > -20
x = -1

[State 0, PosAdd]
type = PosAdd
Trigger1 = Facing = -1
trigger1 = Pos X < 20
x = -1

[State 0, PosAdd]
type = PosAdd
Trigger1 = Facing = -1
trigger1 = Pos X > 20
x = 1


[State 0, DestroySelf]
type = ChangeState
trigger1 = time = 280
value = 4405

;----------------------------------------------------------------------------
;友奈本体　勇者！結城友奈！
[Statedef 4405]
type = A
movetype = A
physics = N
ctrl = 0
anim = 4405
velset = 0,0
sprpriority = 5

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze
flag2 = nomusic

[State 0, SuperPause]
type = SuperPause
trigger1 = time =0
anim = -1
time = 170
pos = 0,-40
movetime = 170
poweradd = 0

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

[State 0, Explod]
type = Explod
trigger1 = facing = 1
trigger1 = time = 0
anim = 20105
ID = 20105
pos = 0,-0
postype = left
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 999
scale = 1,1
sprpriority = 15
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermove= 1

[State 0, Explod]
type = Explod
trigger1 = facing = -1
trigger1 = time = 0
anim = 20105
ID = 20105
pos = 0,-0
postype = Right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 999
scale = 1,1
sprpriority = 15
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermove= 1


[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = Time = 0
value = S4400,2
volume = 250
channel = 0

[State 0, Explod]
type = Explod
trigger1 = time =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 = 120
pausemovetime = 0
scale = 1,1
sprpriority = 12
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
supermove= 1

[State 0, DestroySelf]
type = ChangeState
trigger1 = time = 170
value = 4406

;----------------------------------------------------------------------------
;おおおおおおおおおおおおおお
[Statedef 4406]
type = A
movetype = A
physics = N
ctrl = 0
velset = 0,0
sprpriority = 13
anim = 4406

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze
flag2 = nomusic

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 13


[State 0, SuperPause]
type = SuperPause
trigger1 = time =0
anim = s8500
time = 360
pos = 0,-40
movetime = 360
poweradd = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = Time = 20
value = S4400,6
volume = 250
channel = 0

[State 0, PalFX]
type = AllPalFX
trigger1 = Animelem = 4
time = 5
add = 250,250,250

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimelemTime(3)= 8
value = S800,3
volume = 250

[State 0, Explod]
type = Explod
trigger1 = AnimelemTime(3)= 8
anim = 4407
ID = 4407
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 = 1.5,1.5
sprpriority = 15
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
supermove = 1
pausemove = 1


[State 0, Explod]
type = Explod
trigger1 = time =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 = 380
pausemovetime = 9999
scale = 1,1
sprpriority = 12
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
supermove = 1
pausemove = 1

[State 0, Explod]
type = Explod
trigger1 = time =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 = 120
pausemovetime = 0
scale = 1,1
sprpriority = 11
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, PosAdd]
type = PosAdd
Trigger1 = Facing = 1
trigger1 = Pos X < -30
x = 1

[State 0, PosAdd]
type = PosAdd
Trigger1 = Facing = 1
trigger1 = Pos X > -30
x = -1

[State 0, PosAdd]
type = PosAdd
Trigger1 = Facing = -1
trigger1 = Pos X < 30
x = -1

[State 0, PosAdd]
type = PosAdd
Trigger1 = Facing = -1
trigger1 = Pos X > 30
x = 1

[State 0, DestroySelf]
type = ChangeState
trigger1 = time = 360
Value = 4407

;----------------------------------------------------------------------------
;おおおおおおおおおおおおおお
[Statedef 4407]
type = A
movetype = A
physics = N
ctrl = 0
velset = 0,0
sprpriority = 13
anim = 4408

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze
flag2 = nomusic

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 13

[State 0, SuperPause]
type = SuperPause
trigger1 = time =0
anim = -1
time = 60
pos = 0,-40
movetime = 60
poweradd = 0

[State 0, PalFX]
type = AllPalFX
trigger1 = Animelem = 3
time = 5
add = 250,250,250


[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimelemTime(2)= 8
value = S800,3
volume = 250

[State 0, Explod]
type = Explod
trigger1 = AnimelemTime(2)= 8
anim = 4409
ID = 4409
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 = 15
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
supermove = 1
pausemove = 1


[State 0, Explod]
type = Explod
trigger1 = time =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 = 260
pausemovetime = 9999
scale = 1,1
sprpriority = 12
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
supermove = 1
pausemove = 1

[State 0, Explod]
type = Explod
trigger1 = time =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 = 230
pausemovetime = 0
scale = 1,1
sprpriority = 11
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
supermove = 1

[State 0, PosAdd]
type = PosAdd
Trigger1 = Facing = 1
trigger1 = Pos X < -30
x = 1

[State 0, PosAdd]
type = PosAdd
Trigger1 = Facing = 1
trigger1 = Pos X > -30
x = -1

[State 0, PosAdd]
type = PosAdd
Trigger1 = Facing = -1
trigger1 = Pos X < 30
x = -1

[State 0, PosAdd]
type = PosAdd
Trigger1 = Facing = -1
trigger1 = Pos X > 30
x = 1

[State 0, VarAdd]
type = VarAdd
trigger1 = Var(9) = 1
trigger1 = AnimelemTime(2)= 8
v = 56    ;fv =
value = 1

[State 0, VarRandom]
type = VarRandom
trigger1 = AnimelemTime(2)= 8
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 0, DestroySelf]
type = ChangeState
trigger1 = time = 60
Value = 4408

;----------------------------------------------------------------------------
;届けええええええええええええ
[Statedef 4408]
type = A
movetype = A
physics = N
ctrl = 0
velset = 0,0
sprpriority = 5

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze
flag2 = nomusic

[State 0, SuperPause]
type = SuperPause
trigger1 = time =0
anim = -1
time = 180
pos = 0,-40
movetime = 180
poweradd = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = Time = 10
value = S4400,7
volume = 250
channel = 0

[State 0, Explod]
type = Explod
trigger1 = Facing = -1
trigger1 = time = 0
anim = 20106
ID = 20106
pos = 0,-0
postype = left
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 180
pausemovetime = 999
scale = 1,1
sprpriority = 15
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermove= 1

[State 0, Explod]
type = Explod
trigger1 = Facing = 1
trigger1 = time = 0
anim = 20106
ID = 20106
pos = -1,-0
postype = Right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 180
pausemovetime = 999
scale = 1,1
sprpriority = 15
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermovetime = 9999

[State 0, PosAdd]
type = PosAdd
trigger1 = Time = 180
x = -200

[State 0, DestroySelf]
type = ChangeState
trigger1 = time = 180
Value = 4409

;----------------------------------------------------------------------------
;届けええええええええええええ
[Statedef 4409]
type = A
movetype = A
physics = N
ctrl = 0
velset = 1.2,0
sprpriority = 5

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze
flag2 = nomusic

[State 0, TargetState]
type = TargetState
trigger1 = numtarget(4420)
trigger1 = target,stateno != 4422
value = 4422


[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 13

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

[State 0, Explod]
type = Explod
trigger1 = time =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 = 180
pausemovetime = 0
scale = 1,1
sprpriority = -6
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
supermovetime = 9999

[State 0, Explod]
type = Explod
trigger1 = time =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 = 300
pausemovetime = 9999
scale = 1,1
sprpriority = -5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
supermovetime = 9999
pausemove = 1

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



[State 0, Pause]
type = Pause
triggerall = Time%3 = 0
trigger1 = Facing = 1
trigger1 = ceil((Helper(4430),Pos X)-(Pos X)) < 120

trigger2 = Facing = -1
trigger2 = -ceil((Helper(4430),Pos X)-(Pos X)) < 120

time = 3
movetime = 1

[State 0, VelSet]
type = VelSet
trigger1 = Facing = 1
trigger1 = ceil((Helper(4430),Pos X)-(Pos X)) < 60

trigger2 = Facing = -1
trigger2 = -ceil((Helper(4430),Pos X)-(Pos X)) < 60
x = 0

[State 0, DestroySelf]
type = ChangeState
trigger1 = Facing = 1
trigger1 = ceil((Helper(4430),Pos X)-(Pos X)) < 60

trigger2 = Facing = -1
trigger2 = -ceil((Helper(4430),Pos X)-(Pos X)) < 60
Value = 4410

;----------------------------------------------------------------------------
;タッチ
[Statedef 4410]
type = A
movetype = I
physics = N
ctrl = 0
velset = 0,0
sprpriority = 13

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

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze
flag2 = nomusic

[State 0, Explod]
type = Explod
trigger1 = Facing = -1
trigger1 = time =0
anim = 20107
ID = 20107
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 = 200
pausemovetime = 9999
scale = 1,1
sprpriority = 15
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
supermove = 1
pausemove = 1

[State 0, SuperPause]
type = SuperPause
trigger1 = time =0
anim = -1
time = 100
pos = 0,-40
movetime = 100
poweradd = 0

[State 0, Explod]
type = Explod
trigger1 = Facing = 1
trigger1 = time =0
anim = 20107
ID = 20107
pos = -1,0
postype = Right  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 200
pausemovetime = 9999
scale = 1,1
sprpriority = 15
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
supermove = 1
pausemove = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Var(16) = 1
trigger1 = NumEnemy = 1
trigger1 = Anim != 4410
trigger1 = Time = 100
value = 4410

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time >= 100
value = -99999
ID = 4420
kill = 1
absolute = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 100
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;KO
[Statedef 4411]
physics = S
movetype = H
ctrl = 0
velset = 0,0

[State 0, LifeAdd]
type = LifeAdd
trigger1 = Var(16) = 1
trigger1 = NumEnemy >= 2
trigger1 = RoundState =2
trigger1 = Time =0
trigger1 = Anim = 4410
value = -Enemy,lifemax -1000;-1000
kill = 1

[State 860, 4]
type = NotHitBy
trigger1 = 1
value = SCA

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Anim = 5950
trigger1 = Animelem = 2
value = S40,0
volume = 250
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Anim = 5950
trigger1 = AnimelemTime(6) = 0
value = S11,10
volume = 250
channel = -1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = Var(16) = 1
trigger1 = NumEnemy >= 2
trigger1 = Anim = 4410
flag = nokosnd
flag2 = nokoslow
flag3 = nomusic


[State 190, 4]
type = ChangeAnim
trigger1 = Hitshakeover
value = 4410
persistent = 0

[State 1100, ChangeState]
type = ChangeState
triggerall = Anim = 4410
trigger1 = Animtime = 0
value = 5150


;---------------------------------------------------------------------------
;相手   固まる
[Statedef 4420]
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 = 1200


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

[State 0, SelfState]
type = SelfState
trigger1 = time > 1200
trigger1 = !gethitvar(isbound)
value =5110

;---------------------------------------------------------------------------
;相手   画面端まで移動
[Statedef 4421]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = 4
;supermovetime = 9999

[State 0, turn]	;AI追加記述
type = Turn
trigger1 = Facing = enemy,Facing
ignorehitpause = 1

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 0, ChangeAnim2]
type = ChangeAnim
trigger1 = anim != 130 
value = 130
;elem = 1


[State 0, NotHitBy]
type = NotHitBy
trigger1 = time =0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
;value2 = S,NA
time = 1200

[State 0, PosAdd]
type = PosAdd
trigger1 = Time = 0
x = -200
y = 0

[State 0, SelfState]
type = SelfState
trigger1 = time > 1200
trigger1 = !gethitvar(isbound)
value =5110


;---------------------------------------------------------------------------
;相手　
[Statedef 4422]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = 5
;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 = 600

[State 0, ChangeAnim2]
type = ChangeAnim
trigger1 = anim != 130 
value = 130
;elem = 1



[State 5050, 6]
type = SelfState
trigger1 = !Alive
value = 5110 ;HIT_BOUNCE

[State 0, SelfState]
type = SelfState
trigger1 = time > 600
trigger1 = !gethitvar(isbound)
value =5110;5300

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



;----------------------------------------------------------------------------
; 相手　サーチバインド
[Statedef 4430]
type = A
movetype = I
physics = N
ctrl = 0
anim = 0
velset = 0,0
sprpriority = -2

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze
flag2 = nomusic

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
;value2 = S,NA
time = 600

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


[State 0, PosSet]
type = PosSet
trigger1 = Facing =1
x = PlayerID(Root,Var(29)),Pos X-30
y = PlayerID(Root,Var(29)),Pos Y

[State 0, PosSet]
type = PosSet
trigger1 = Facing =-1
x = PlayerID(Root,Var(29)),Pos X+30
y = PlayerID(Root,Var(29)),Pos Y

[State 0, DestroySelf]
type = DestroySelf
trigger1 = Root,ctrl = 1
trigger2 = Root,movetype = H
trigger3 = RoundState != 2
trigger4 = Root,stateno = 0

;---------------------------------------------------------------------------
;バースト
[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)*0.2
persistent = 0
ignorehitpause = 1

[State -2];バースト後キル制御
type = Varset
trigger1 = Time = 0
fv = 12
value = 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, ヒット定義];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ダメージ量
ID =1700
kill = 0

[State 0, TargetState]
type = TargetState
trigger1 = NumTarget(1700)
trigger1 = !Target(1700),ISHelper
trigger1 = movehit =1
value = 1025
ID = 1700


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

;---------------------------------------------------------------------------
;ガーキャン
[Statedef 1710]
type    = U
movetype= A
physics = N
juggle  = 0
poweradd= -1000
ctrl = 0
sprpriority = 2
velset = 0,0
anim = 1000

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
trigger1 = Anim != 1710
trigger1 = Statetype = A
value = 1710



[State 0, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 22

[State 0, Pause]
type = Pause
trigger1 = Time = 0
time = 12
movetime = 4



[State 200];乗算補正
type = Varset
trigger1 = Palno =[1,10]
trigger1 = movehit=1
fv = 1
value = fVar(1)*0.5
persistent = 0
ignorehitpause = 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 = S1700,0
volume = 250
channel = 0

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


[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, ヒット定義];フィニッシュ
type = HitDef
trigger1 = time = 0
attr = S, HA
animtype  = Hard
damage    = 60
getpower  = 0
priority  = 5
hitflag = MA
guardflag = MA
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ダメージ量
kill = 0



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

;---------------------------------------------------------------------------
;前転
[Statedef 1720]
type    = A
movetype= I
physics = N
anim = 1720
sprpriority = -3
ctrl = 0

[State 0, VelSet]
type = VelSet
trigger1 = Animelem = 2
x = 5
y = 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, VelMul]
type = VelMul
trigger1 =AnimElem = 5
x = 0.6

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = Animelemtime(4) = 0
trigger1 = P2Movetype = A
trigger1 = P2bodydist X = [-30,60]
value = S190,13
volume = 250
channel = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = AnimelemTime(2)>0 && AnimelemTime(5)< 5
value = SCA,NA,SA,HA,NP,SP,HP
time = 1

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

[State 0, VelSet]
type = VelMul
trigger1 = Animelem = 6
x = 0.5

[State 1102, 効果音] ;着地音
type = PlaySnd
trigger1 = Time = 0
value = s40, 1



[State 1102, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;パワー溜め（特殊行動）
[Statedef 1800]
type     = S
movetype = I
physics  = S
ctrl     = 0
velset   = 0,0
anim     = 1800
sprpriority = 1

[State 700, パワーゲージ増減]
type = PowerAdd
trigger1 = 1
value = 3

[State 700, 押し判定]
type = PlayerPush
trigger1 = 1
value = 0 ;相手を押さず、すり抜ける事が出来る。

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1800,0
volume = 250
channel = -1


[State 700, エフェクト];「テンプレート.txt」参照
type = Explod
trigger1 = NumExplod(1800) = 0 ;ＩＤナンバー「130」のExplodが画面中に１枚も出ていない時
anim = 1801
postype = p1
pos = 10,5
sprpriority = 3
ownpal = 1
removetime = -1 ;「-1」なのでアニメーションが終わらず常に繰り返す
ID = 1800
scale = 0.5,0.5
sprpriority = 0



[State 700, ステート変更]
type = ChangeState
triggerall = var(59)<= 0
trigger1 = command != "hold_z" ;「hold_c」のコマンドではない時（Ｃボタンが離されたら）
trigger2 = Power >= 3000       ;パワーゲージがレベル３まで溜まったら
value = 0
ctrl = 1

[State 700, ステート変更]
type = ChangeState
triggerall = var(59) > 0
trigger1 = (Var(59)<=2 && power>=1000) || (Var(59)>2 && power>=3000)
trigger2 = P2bodydist X<160
Trigger3 = PlayerID(var(49)),Movetype =A
trigger4 = P2bodydist X<190
trigger4 = PlayerID(var(49)),Vel X>1
trigger5 = Inguarddist
trigger6 = Roundstate!=2
;trigger7 = (PlayerID(var(49)),Stateno =[5100,5109]) && power>=1000
value = 0
ctrl = 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, ステート変更]
type = ChangeState
trigger1 = (StateType != A) && (Time = 5)
trigger2 = (StateType = A) && (Time > 2)
value = ifelse(StateType=A,51,ifelse(StateType=C,11,0))
ctrl = 1

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

