;---------------------------------------------------------------------------
; 基本データ
;---------------------------------------------------------------------------
[Data]
life              = 1000   ;ライフ（体力ゲージ）最大値
power             = 10000  ;パワーゲージ最大値（オプション・デフォルトは3000=Lv.3）
attack            = 20     ;攻撃力（デフォルトは１００％）
defence           = 250   ;防御力（デフォルトは１００％）
fall.defence_up   = 50     ;横に倒れている時に一時的に加える防御力（％）
liedown.time      = 60     ;横に倒れている時間（フレーム）
airjuggle         = 15     ;ジャグルポイント限界値（「小ネタ.txt」参照）
sparkno           = 2      ;デフォルトのヒットスパーク（fightfxから）
guard.sparkno     = 40     ;デフォルトのガードスパーク（fightfxから）
KO.echo           = 0      ;ＫＯ時の音声（11,0）にエコーを掛けるか否か（0=掛けない,1=掛ける）
volume            = 0      ;キャラの標準の音量（最小-255・最大255）
IntPersistIndex   = 50     ;次のラウンドへ持ち越せる「Var」のアドレスの範囲を決める（※１）
FloatPersistIndex = 40     ;次のラウンドへ持ち越せる「FVar」のアドレスの範囲を決める（※１）

;---------------------------------------------------------------------------
; ※１：変数のラウンド持ち越し方法
;
; 　変数を次のラウンドへ持ち越したい場合は、↑の
; 　「IntPersistIndex」と「FloatPersistIndex」を使う。
; 　そのやり方はM.U.G.E.Nの説明書にすら載ってないので、ここで例を元に解説。
;
; 　①IntPersistIndex = 23　（Var(23)～Var(59)までを全て次のラウンドへ持ち越せる）
; 　②FloatPersistIndex = 18（FVar(18)～FVar(39)までを全て次のラウンドへ持ち越せる）
;
; 　つまり「Var(**)（Fvar(**)）以降全ての変数を持ち越す」という命令になる。
; 　それ以前のアドレスの変数は全て持ち越さなくなる。
;
; 　全ての変数を持ち越さない場合は、
; 　IntPersistIndexは60以上、FloatPersistIndexは40以上にしておこう。
;
; 　×これはダメ×
; 　　①IntPersistIndex = 10,15,20,25　（15,20,25の部分は意味無し）
; 　　②FloatPersistIndex = 4,16 　　　（16の部分は意味無し）
; 　　これらは最初の数字以外全て無効。
; 
;---------------------------------------------------------------------------
; サイズ
;---------------------------------------------------------------------------
[Size]
xscale           = 1       ;キャラの横の大きさ（絶対値・float）
yscale           = 1.07    ;キャラの縦の大きさ（絶対値・float）
ground.back      = 25      ;地上にいる時の「後方の物理的な幅」
ground.front     = 30      ;地上にいる時の「前方の物理的な幅」
air.back         = 20      ;空中にいる時の「後方の物理的な幅」
air.front        = 20      ;空中にいる時の「前方の物理的な幅」
height           = 80      ;キャラの物理的な高さ（高いほど相手は飛び越しにくくなる）
attack.dist      = 160     ;相手がガード態勢に入る最低の距離
proj.attack.dist = 90      ;自分の「Projectile」に対して相手がガード態勢に入る最低の距離
proj.doscale     = 0       ;xscaleとyscaleを「Projectile」にも影響させるか否か（0=させない・1=させる）
head.pos         = -5,-90  ;キャラの標準の頭の座標（Bind系で適用される）
mid.pos          = -5,-60  ;キャラの標準の体中心の座標（Bind系で適用される）
shadowoffset     = 0       ;影のＹ軸方向の位置座標
draw.offset      = 0,0     ;キャラの表示座標（Ｘ軸,Ｙ軸）

;---------------------------------------------------------------------------
; 移動速度
;---------------------------------------------------------------------------
[Velocity]
walk.fwd     = 3.2         ;前進速度（Ｘ軸・[Statedef 20]に適用される）
walk.back    = -2.6        ;後退速度（Ｘ軸・[Statedef 20]に適用される）
run.fwd      = 9, 0        ;前方に走る速度（Ｘ軸,Ｙ軸・[Statedef 100]に適用される）
run.back     = -10,0       ;後方に走る速度（Ｘ軸,Ｙ軸・[Statedef 105]に適用される）
jump.neu     = 0,-13      ;垂直ジャンプの速度（Ｘ軸,Ｙ軸・[Statedef 40]に適用される）
jump.back    = -2.7       ;後方ジャンプの速度（Ｘ軸・[Statedef 40]に適用される）
jump.fwd     = 3         ;前方ジャンプの速度（Ｘ軸・[Statedef 40]に適用される）
runjump.back = -4.8,-13  ;後方に走ってからのジャンプ速度（Ｘ軸,Ｙ軸・[Statedef 40]に適用される）
runjump.fwd  = 4.8,-13      ;前方に走ってからのジャンプ速度（Ｘ軸,Ｙ軸・[Statedef 40]に適用される）


;---------------------------------------------------------------------------
; 運動関係
;---------------------------------------------------------------------------
[Movement]
airjump.num     = 0        ;空中ジャンプが出来る回数
airjump.height  = 35       ;空中ジャンプが出来る最低の高度（Ｙ軸）
yaccel          = .6      ;Ｙ軸加速度（重力）
stand.friction  = .85      ;立っている時の摩擦係数（ステートのPhysicsが「S」の時）
crouch.friction = .82      ;しゃがんでいる時の摩擦係数（ステートのPhysicsが「C」の時）

;===========================================================================
; ステート
;===========================================================================
;---------------------------------------------------------------------------
;===========================================================================
; 基本行動
;===========================================================================

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;タイムオーバー（負けた時）
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 170, ﾌﾊﾊﾊ]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = 0, 170
channel = 0

[State 170, 1]
type = AssertSpecial
trigger1 = Time = [0, 400]
flag = RoundNotOver

;---------------------------------------------------------------------------
; DRAWGAME (Time over)
[Statedef 175]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 175, ﾌﾊﾊﾊ]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = 0, 170
channel = 0

[State 175, 1]
type = AssertSpecial
trigger1 = Time = [0, 400]
flag = RoundNotOver
;---------------------------------------------------------------------------
;勝利ポーズ分岐（common1.cnsには無いけど、これもコモンステート）
[Statedef 180]
type = S

[State 180, ステート変更]
type = ChangeState
trigger1 = Time = 0
value = 181

;---------------------------------------------------------------------------
;勝利ポーズ
[Statedef 181]
type = S
ctrl = 0
anim = 180
velset = 0,0

[State 180, 常にひとり]
type = PlaySnd
trigger1 = Time = 2
value = 0, 180
channel = 0

[State 180, 1]
type = AssertSpecial
trigger1 = Time = [0, 260]
flag = RoundNotOver

[State 810, 1]
type = helper
trigger1 = time = 1
helpertype = player
stateno = 6600
pos = 0,100
name = "win"

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

[State 190, 2]
type = ChangeState
triggerall = time = 0 && var(50) != 1
trigger1 = P2Name = "Young Joseph +" || P2Name = "Young Joseph" || P2Name = "Joseph Joestar"
trigger2 = P4Name = "Young Joseph +" || P4Name = "Young Joseph" || P4Name = "Joseph Joestar"
value = 192

[State 190, 1]
type = ChangeState
triggerall = time = 0 && var(50) != 1
trigger1 = P2Name != "Young Joseph +" || P2Name != "Young Joseph" || P2Name != "Joseph Joestar"
trigger2 = P4Name != "Young Joseph +" || P4Name != "Young Joseph" || P4Name != "Joseph Joestar"
value = 191

[State 190, 4]
type = ChangeState
trigger1 = time = 0 && var(50) = 1
value = 194

;---------------------------------------------------------------------------
;イントロ通常
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0

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

[State 191, 残像]
type = AfterImage
trigger1 = time = 120
time = 50
length = 10
palcontrast = 200,200,200


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

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

[State 191, エフェクト];石仮面
type = Explod
trigger1 = RoundState != 0
trigger1 = AnimElem = 5
anim = 191
postype = p1
pos = 4,-121
sprpriority = 3
persistent = 0

[State 191, エフェクト];煙
type = Explod
trigger1 = RoundState != 0
trigger1 = AnimElem = 6
anim = 8400
postype = p1
pos = 0,0
sprpriority = 3
persistent = 0


[State 191, 声]
type = PlaySnd
trigger1 = AnimElemTime(5) = 80
value = 0, 0
channel = 5

[State 191, 煙]
type = PlaySnd
trigger1 = AnimElem = 6
value = 1, 3

;---------------------------------------------------------------------------
;イントロvsジョセフ
[Statedef 192]
type = A
ctrl = 0
anim = 0
velset = 0,0

[State 191,1]
type = VarSet
trigger1 = Time = 0
var(2) = 1

[State 191,1]
type = VarSet
trigger1 = Time = 0
var(53) = 1

[State 191, 声]
type = PlaySnd
trigger1 = time = 25
volume = 100
value = 0, 1
channel = 5

[State 192, アニメ変更];バトル画面に切り替わった瞬間のフェードインの時、アニメを固定している
type = ChangeAnim
trigger1 = RoundState = 0
value = 0


[State 192, 特殊効果];試合が開始するまではこのコントローラを使おう（※２）
type = AssertSpecial
trigger1 = 1
flag = Intro ;イントロの状態

[State 192, ステート変更]
type = ChangeState
trigger1 = Time = 300
value = 10001
;---------------------------------------------------------------------------
;イントロ敗北後
[Statedef 194]
type = S
ctrl = 0
anim = 5150
velset = 0,0

[State 193, 1]
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = noshadow

[State 193, 1]
type = LifeSet
triggerall = 0
trigger1 = time = 0
value = 0

[State 193, 2]
type = ChangeState
trigger1 = time = 0
value = 5150
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;変身中
[StateDef 10001]
type = A
physics = S
anim = 10001
ctrl = 0

[State 10001,1]
type = VarSet
trigger1 = Time = 0
var(2) = 1

[State 10001,2]
type = PosSet
trigger1 = Pos Y > 0
y = 0

[State 10001, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 =RoundState = 1
value = 10003

[State 10001, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 10000

[State 10001, 4]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2, 6

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

;鳥状態
[StateDef 10000]
type = A
physics = S
anim = 10000
ctrl = 1

[State 10000.PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = 7, 5

[State 10000.1]
type = AssertSpecial
trigger1 = var(2) != 0
flag = NoWalk

[State 10000, 2]
type = VelSet
trigger1 = command = "holdfwd"
trigger1 = var(2) = 1
x = 4

[State 10000, 3]
type = VelSet
trigger1 = command = "holdback"
trigger1 = var(2) = 1
x = -4

[State 10000, 4]
type = VelSet
trigger1 = command = "holdup"
trigger1 = var(2) = 1
y = -4


[State 10000, 5]
type = VelSet
trigger1 = command = "holddown"
trigger1 = var(2) = 1
y = 4


[State 10000,6]
type = VelSet
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger1 = command != "holdup"
trigger1 = command != "holddown"
x = 0
y = 0

[State 10000,7]
type = PosSet
trigger1 = Pos Y > 0
y = 0

[State 10000,8]
type = Turn
trigger1 = P2Dist X < 0

[State 10000,10]
type = PosSet
trigger1 = Pos Y > 0
y = 0

[State 10000, 11]
type = ChangeState
trigger1 = Win = 1
trigger2 = RoundState >= 3
trigger3 = var(2) != 1
value = 10002

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

;変身解除
[StateDef 10002]
type = A
physics = A
anim = 10002
ctrl = 0

[State 10001,1]
type = VarSet
trigger1 = Time = 0
var(2) = 0

[State 10001, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 51
ctrl = 1

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

;イントロ用
[StateDef 10003]
type = A
physics = S
anim = 10000
ctrl = 0

[State 10000.PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = 7, 5

[State 10003, 1]
type = ChangeState
trigger1 =RoundState = 2
trigger1 = Time = 180
value = 10000
ctrl = 1

;------------------------------
;立ち弱攻撃
[Statedef 200]
type = S
movetype = A
physics = N
juggle = 0
ctrl = 0
anim = 200
poweradd = 40

[State 200, Width]
type = Width
trigger1 = 1
edge = 5,0

[State 200, Position]
type = PosSet
trigger1 = time = 0
y = 0

[State 200, Velocity]
type = VelSet
triggerall = prevstateno != [100,105]
trigger1 = Time = 0
x = 0

[State 200, Velocity]
type = VelSet
trigger1 = Time = 0
y = 0

[State 200, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 1


[State 200, 1]
type = Projectile
trigger1 = AnimElem = 2
attr = S, NA
projanim = 20200
projhitanim = -1
projid = 30000
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
hitflag = MAF
guardflag = H
animtype = Light
air.animtype = back
fall.animtype = back
priority = 7,Hit
damage = 100, 10
pausetime = 0,11
guard.pausetime = 0,11
sparkno = S8109
guard.sparkno = S8100
sparkxy = 100,-100
hitsound = S3,6
guardsound = S2,3
ground.type = High
air.type = High
ground.slidetime = 11
ground.hittime = 11
air.hittime = 11
guard.ctrltime = 11
ground.velocity = -6
guard.velocity = -5.5
air.velocity = -20.5,-10
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
getpower = 40
givepower = 20
persistent = 0
air.fall = 0
fall.recover = 1
yaccel = .44

[State 200, 2]
type = ChangeState
trigger1 = animelemtime(5) >= 0 && command != "holddown" && (command = "holdfwd" || command = "holdback") && prevstateno != [100,105]
value = 20
ctrl = 1

[State 200, 3]
type = ChangeState
trigger1 = animelemtime(5) >= 0 && command = "holdup"  && prevstateno != [100,105]
value = 40

[State 200, 4]
type = ChangeState
trigger1 = animelemtime(5) >= 0 && command = "holddown" && prevstateno != [100,105]
value = 10
ctrl = 1


[State 200, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;立ち中攻撃
[Statedef 210]
type = S
movetype = A
physics = N
juggle = 0
ctrl = 0
anim = 210
poweradd = 40

[State 210, Width]
type = Width
trigger1 = 1
edge = 5,0

[State 210, Position]
type = PosSet
trigger1 = time = 0
y = 0

[State 210, Velocity]
type = VelSet
triggerall = prevstateno != [100,105]
trigger1 = Time = 0
x = 0

[State 210, Velocity]
type = VelSet
trigger1 = Time = 0
y = 0

[State 220, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4, 6

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 2
channel = 0

[State 220, 2]
type = Projectile
trigger1 = AnimElem = 3
attr = S, NA
hitflag = MAF
guardflag = L
projanim = 20210
projhitanim = -1
projid = 30000
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 6
postype = p1
offset = 0,0
velocity = 0
animtype = middle
air.animtype = back
fall.animtype = back
priority = 7,Hit
damage = 200,10
pausetime = 0,13
guard.pausetime = 0,13
sparkno = S8201
guard.sparkno = S8100
sparkxy = 70,-15
hitsound = S5,1
guardsound = S2,3
ground.type = High
air.type = High
ground.slidetime = 14
ground.hittime = 14
air.hittime = 14
guard.ctrltime = 14
ground.velocity = -8.5
guard.velocity = -8
air.velocity = -20.5,-8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
getpower = 50
givepower = 25
persistent = 0
air.fall = 0
fall.recover = 1
yaccel = .44

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;立ち強攻撃
[Statedef 250]
type = S
movetype = A
physics = N
juggle = 0
ctrl = 0
anim = 250
poweradd = 50
sprpriority = 2

[State 250, Width]
type = Width
trigger1 = 1
edge = 5,0

[State 250, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 250, Velocity]
type = VelSet
triggerall = prevstateno != [100,105]
trigger1 = Time = 0
x = 0

[State 250, Velocity]
type = VelSet
trigger1 = Time = 0
y = 0

[State 250, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4, 7


[State 250, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 3
channel = 0

[State 220, 1]
type = Projectile
trigger1 = AnimElem = 3
attr = S, NA
hitflag = MAF
guardflag = M
projanim = 20250
projhitanim = -1
projid = 30000
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype = Middle
air.animtype = back
fall.animtype = back
priority = 7,Hit
damage = 300,15
pausetime = 13,13
guard.pausetime = 13,13
sparkno = S8111
guard.sparkno = S8100
sparkxy = 88, -87
hitsound = S3,8
guardsound = S2,3
ground.type = High
air.type = High
ground.slidetime = 14
ground.hittime = 14
air.hittime = 14
guard.ctrltime = 14
ground.velocity = -8.5
guard.velocity = -8
air.velocity = -20.5,-10
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
getpower = 60
givepower = 30
persistent = 1
air.fall = 1
fall.recover = 1
yaccel = .44
guard.kill = 0


[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ弱攻撃
[Statedef 400]
type = C
movetype = A
physics = N
juggle = 0
ctrl = 0
anim = 400
poweradd = 0

[State 400, Width]
type = Width
trigger1 = 1
edge = 5,0

[State 400, Position]
type = PosSet
trigger1 = time = 0
y = 0

[State 400, Velocity]
type = VelSet
triggerall = prevstateno != [100,105]
trigger1 = Time = 0
x = 0

[State 400, Velocity]
type = VelSet
trigger1 = Time = 0
y = 0

[State 400, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 1


[State 400, 1]
type = Projectile
trigger1 = AnimElem = 2
attr = C, NA
projanim = 20400
projhitanim = -1
projid = 30000
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
hitflag = MAF
guardflag = L
animtype = Light
air.animtype = back
fall.animtype = back
priority = 7,Hit
damage = 100, 10
pausetime = 0,11
guard.pausetime = 0,11
sparkno = S8109
guard.sparkno = S8100
sparkxy = 100, -45
hitsound = S3,6
guardsound = S2,3
ground.type = Low
air.type = Low
ground.slidetime = 11
ground.hittime = 11
air.hittime = 11
guard.ctrltime = 11
ground.velocity = -6
guard.velocity = -5.5
air.velocity = -20.5,-10
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
getpower = 40
givepower = 20
persistent = 0
air.fall = 0
fall.recover = 1
yaccel = .44

[State 400, 3]
type = ChangeState
trigger1 = animelemtime(5) >= 0 && command != "holddown" && (command = "holdfwd" || command = "holdback") && prevstateno != [100,105]
value = 20
ctrl = 1

[State 400, 4]
type = ChangeState
trigger1 = animelemtime(5) >= 0 && command = "holdup"  && prevstateno != [100,105]
value = 40

[State 400, 5]
type = ChangeState
trigger1 = animelemtime(5) >= 0 && command != "holddown" && command != "holdfwd" && command != "holdback" && prevstateno != [100,105]
value = 12
ctrl = 1

[State 400, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ中攻撃
[Statedef 410]
type = C
movetype = A
physics = N
juggle = 0
ctrl = 0
anim = 410
poweradd = 40

[State 410, Width]
type = Width
trigger1 = 1
edge = 5,0

[State 410, Position]
type = PosSet
trigger1 = time = 0
y = 0

[State 410, Velocity]
type = VelSet
triggerall = prevstateno != [100,105]
trigger1 = Time = 0
x = 0

[State 410, Velocity]
type = VelSet
trigger1 = Time = 0
y = 0

[State 410, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4, 6

[State 420, 1]
type = Projectile
trigger1 = AnimElem = 2
attr = C, NA
projanim = 20410
projhitanim = -1
projid = 30000
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
hitflag = MAF
guardflag = L
animtype = Light
air.animtype = medium
fall.animtype = back
priority = 7,Hit
damage = 200, 10
pausetime = 0,13
guard.pausetime = 0,13
sparkno = S8201
guard.sparkno = S8100
sparkxy = 80, 0
hitsound = S5,1
guardsound = S2,3
ground.type = Low
air.type = Low
ground.slidetime = 13
ground.hittime = 13
air.hittime = 13
guard.ctrltime = 13
ground.velocity = -6
guard.velocity = -5.5
air.velocity = -20.5,-10
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
getpower = 50
givepower = 25
persistent = 0
air.fall = 0
fall.recover = 1
yaccel = .44

[State 400, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ強攻撃
[Statedef 420]
type = C
movetype = A
physics = N
juggle = 0
ctrl = 0
anim = 420
poweradd = 50

[State 420, Width]
type = Width
trigger1 = 1
edge = 5,0

[State 420, Width]
type = Width
trigger1 = animelemtime(11) < 0
player = 30,0

[State 420, Position]
type = PosSet
trigger1 = time = 0
y = 0

[State 420, Velocity]
type = VelSet
triggerall = prevstateno != [100,105]
trigger1 = Time = 0
trigger2 = AnimElem = 4
x = 0

[State 420, Velocity]
type = VelSet
trigger1 = Time = 0
y = 0

[State 420, 0]
type = PlaySnd
trigger1 = AnimElem = 4
value = 6, 0

[State 420, Explod]
type = Explod
trigger1 = AnimElem = 4
Anim = 7000
id = 7000
pos = ceil(115*const(size.xscale)), 0
postype = P1
ownpal = 1
ignorehitpause = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)
pausemovetime = 99999999
persistent = 0

[State 420, Explod]
type = Explod
trigger1 = AnimElem = 4
Anim = 7001
id = 7001
pos = ceil(123*const(size.xscale)), 0
postype = P1
ownpal = 1
ignorehitpause = 1
sprpriority = 2
scale = const(size.xscale),const(size.yscale)
pausemovetime = 99999999
persistent = 0

[State 420, EnvShake]
type = EnvShake
trigger1 = AnimElem = 4
time = 16
ampl = 5
persistent = 0

[State 420, 1]
type = statetypeset
trigger1 = AnimElem = 5
movetype = I

[State 420, 1]
type = Projectile
trigger1 = AnimElem = 5
attr = C, NA
projanim = 20420
projhitanim = -1
projid = 30000
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
projhits = 2
projmisstime = 0
postype = p1
offset = 0,0
velocity = 0
hitflag = MAF
guardflag = L
animtype = heavy
air.animtype = back
fall.animtype = back
priority = 7,Hit
damage = 300, 15
pausetime = 9,17
guard.pausetime = 9,17
sparkno = S8202
guard.sparkno = S8100
sparkxy = 130, -32
hitsound = S5,2
guardsound = S2,3
ground.type = Low
air.type = Low
ground.slidetime = 17
ground.hittime = 17
air.hittime = 17
guard.ctrltime = 17
ground.velocity = -8.5
guard.velocity = -8
air.velocity = -20.5,-10
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
getpower = 60
givepower = 30
persistent = 0
fall = 0
air.fall = 0
fall.recover = 1
fall.recovertime = 24
yaccel = .35;44
p2facing = 1

[State 400, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;------------------------------
;------------------------------
;ジャンプ弱攻撃
[Statedef 600]
type = A
movetype = A
physics = A
juggle = 0
ctrl = 0
anim = 600
poweradd = 30

[State 600, Width]
type = Width
trigger1 = 1
edge = 5,0

[State 600, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4, 5

[State 600]
type = changeanim
triggerall = anim = 600
trigger1 = AnimTime = 0
value = 601

[State 600]
type = statetypeset
triggerall = anim = 601
trigger1 = AnimElem = 1
movetype = I



[State 600, 1]
type = Projectile
triggerall = Anim = 600
trigger1 = AnimElem = 2
attr = A, NA
projanim = 20600
projhitanim = -1
projid = 30000
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
hitflag = MAF
guardflag = HA
animtype = Light
air.animtype = back
fall.animtype = back
priority = 7,Hit
damage = 100, 10
pausetime = 0,11
guard.pausetime = 0,11
sparkno = S8200
guard.sparkno = S8100
sparkxy = 65,-40
hitsound = S5,0
guardsound = S2,3
ground.type = High
air.type = High
ground.slidetime = 11
ground.hittime = 11
air.hittime = 11
guard.ctrltime = 11
ground.velocity = -6
guard.velocity = -5.5
air.velocity = -20.5,-10
airguard.velocity = -3.5,-3.2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
getpower = 40
givepower = 20
persistent = 0
air.fall = 0
fall.recover = 1
yaccel = .44

[State 600, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 52


;------------------------------
;ジャンプ中攻撃
[Statedef 610]
type = A
movetype = A
physics = A
juggle = 0
ctrl = 0
anim = 610
poweradd = 40

[State 610, Width]
type = Width
trigger1 = 1
edge = 5,0

[State 610, 0]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4, 7


[State 610, 1]
type = Projectile
trigger1 = AnimElem = 3
attr = A, NA
projanim = 20610
projhitanim = -1
projid = 30000
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
hitflag = MAF
guardflag = HA
animtype = middle
air.animtype = back
fall.animtype = back
priority = 7,Hit
damage = 200, 10
pausetime = 0,11
guard.pausetime = 0,11
sparkno = S8111
guard.sparkno = S8100
sparkxy = 100,0
hitsound = S3,8
guardsound = S2,3
ground.type = low
air.type = low
ground.slidetime = 11
ground.hittime = 11
air.hittime = 11
guard.ctrltime = 11
ground.velocity = -6
guard.velocity = -5.5
air.velocity = -20.5,-10
airguard.velocity = -3.5,-3.2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
getpower = 50
givepower = 25
persistent = 0
air.fall = 0
fall.recover = 1
yaccel = .44

[State 610, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 52

;------------------------------
;ジャンプ強攻撃
[Statedef 620]
type = A
movetype = A
physics = A
juggle = 0
ctrl = 0
anim = 620
poweradd = 50

[State 620, Width]
type = Width
trigger1 = 1
edge = 5,0

[State 610, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 2


[State 620, 1]
type = Projectile
trigger1 = AnimElem = 3
attr = A, NA
projanim = 20620
projhitanim = -1
projid = 30000
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
hitflag = MAF
guardflag = HA
animtype = heavy
air.animtype = back
fall.animtype = back
priority = 7,Hit
damage = 300, 15
pausetime = 11,11
guard.pausetime = 11,11
sparkno = S8111
guard.sparkno = S8100
sparkxy = 70,-10
hitsound = S3,8
guardsound = S2,3
ground.type = High
air.type = High
ground.slidetime = 11
ground.hittime = 11
air.hittime = 11
guard.ctrltime = 11
ground.velocity = -6
guard.velocity = -5.5
air.velocity = -20.5,-10
airguard.velocity = -3.5,-3.2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
getpower = 60
givepower = 30
persistent = 0
air.fall = 1
fall.recover = 1
yaccel = .44

[State 620, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 52

;------------------------------
;輝彩滑刀１
[Statedef 1000]
type = S
movetype = A
physics = N
juggle = 0
ctrl = 0
anim = 1000
sprpriority = 2

[State 1000, Width]
type = Width
trigger1 = 1
edge = 5,0

[State 1000, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1000, Velocity]
type = VelSet
trigger1 = Time = 0
x = 0

[State 1000, Velocity]
type = VelSet
trigger1 = Time = 0
y = 0

[State 1000,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = unguardable

[State 1000, 0]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
trigger5 = AnimElem = 7
trigger6 = AnimElem = 8
trigger7 = AnimElem = 9
value = 1, 1
channel = 1


[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = Random < 400
value = 0, 10
volume = 0
channel = 0

[State 1000, 1]
type = Projectile
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
trigger5 = AnimElem = 7
trigger6 = AnimElem = 8
trigger7 = AnimElem = 9
attr = S, SA
hitflag = MAFP
projanim = 21000
projhitanim = -1
projid = 30000
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype = hard
air.animtype = hard
fall.animtype = hard
priority = 7,Hit
damage = 100,15
pausetime = 13,13
guard.pausetime = 13,13
sparkno = S8107
guard.sparkno = S8100
sparkxy = 88, -65
hitsound = S3,9
guardsound = S2,3
ground.type = High
air.type = High
ground.slidetime = 14
ground.hittime = 14
air.hittime = 14
guard.ctrltime = 14
ground.velocity = 0.0
guard.velocity = -8
air.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
getpower = 35
givepower = 20
persistent = 1
fall = 1
air.fall = 1
fall.recover = 0
yaccel = .44
guard.kill = 0


[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------
;輝彩滑刀2
[Statedef 1010]
type = S
movetype = A
physics = N
juggle = 0
ctrl = 0
anim = 1010
sprpriority = 2

[State 1010, Width]
type = Width
trigger1 = 1
edge = 5,0

[State 1010, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1010, Velocity]
type = VelSet
trigger1 = Time = 0
x = 0

[State 1010, Velocity]
type = VelSet
trigger1 = Time = 0
y = 0

[State 1010,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = unguardable

[State 1010, 0]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1, 1


[State 1010, 1]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = Random < 400
value = 0, 12
volume = 100
channel = 0

[State 1000, 1]
type = Projectile
trigger1 = AnimElem = 4
attr = S, SA
hitflag = MAFP
projanim = 21010
projhitanim = -1
projid = 30000
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype = hard
air.animtype = hard
fall.animtype = hard
priority = 7,Hit
damage = 350,15
pausetime = 13,13
guard.pausetime = 13,13
sparkno = S8108
guard.sparkno = S8100
sparkxy = 88, -100
hitsound = S3,9
guardsound = S2,3
ground.type = High
air.type = High
ground.slidetime = 14
ground.hittime = 14
air.hittime = 14
guard.ctrltime = 14
ground.velocity = 0,-3
guard.velocity = -8
air.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
getpower = 100
givepower = 50
persistent = 1
fall = 1
air.fall = 1
fall.recover = 0
yaccel = .44
guard.kill = 0


[State 1010, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------
;輝彩滑刀3
[Statedef 1020]
type = S
movetype = A
physics = N
juggle = 0
ctrl = 0
anim = 1020
sprpriority = 0

[State 1020, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1020.1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1020.2]
type = VelSet
trigger1 = time >= 1
x = 40


[State 1020,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = unguardable

[State 1020, 0]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 1


[State 1020, 1]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = Random < 400
value = 0, 11
volume = 100
channel = 0

[State 1020, 1]
type = Projectile
trigger1 = AnimElem = 3
attr = S, SA
hitflag = MAFP
projanim = 21020
projhitanim = -1
projid = 30000
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype = hard
air.animtype = hard
fall.animtype = hard
priority = 7,Hit
damage = 400,15
pausetime = 13,13
guard.pausetime = 13,13
sparkno = S8107
guard.sparkno = S8100
sparkxy = 70, -100
hitsound = S3,9
guardsound = S2,3
ground.type = High
air.type = High
ground.slidetime = 14
ground.hittime = 14
air.hittime = 14
guard.ctrltime = 14
ground.velocity = 0,0
guard.velocity = -8
air.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
getpower = 150
givepower = 75
persistent = 1
fall = 1
air.fall = 1
fall.recover = 0
yaccel = .44
guard.kill = 0


[State 1020, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------------------------------------------
;はもんしっそう
[statedef 3000]
type = S
movetype = A
physics = S
velset = 0,0
anim = 3000
ctrl = 0

[state 3000,はもんしっそうだと～？]
type = playsnd
trigger1 = time=0
value = 0,100
channel = 0

[state 3000,カットイン]
type = helper
triggerall = !numhelper(4999)
trigger1 = animelemtime(3) = 0
helpertype = player
name = "cutin"
id = 4999
pos = 0,0
postype = back
facing = 1
stateno = 4999
ownpal = 1
supermovetime = 2147483647

[state 3000,暗転]
type = superpause
trigger1 = animelemtime(3)=0
pos = 15,-75
anim = s8000
sound = s3,3
poweradd = -2000
time = 45
darken = 0
p2defmul = 1

[state 3000,初撃]
type = Projectile
triggerall = roundstate = 2
trigger1 = animelemtime(5) = 0
attr = S, SA
hitflag = MAF
projanim = 23000
projhitanim = -1
projid = 30000
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype = up
priority = 7,hit
damage = 7,0
getpower = 0,0
guardflag = M
pausetime = 3,6
sparkno = s6104
guard.sparkno = s8203
sparkxy = 0,-110
hitsound = s5,5
guardsound = s2,3
ground.type = high
ground.velocity = -0.8,-12
air.velocity = -0.8,-12
guard.velocity = -3
airguard.velocity = -3,-3
ground.slidetime = 12
ground.hittime = 12
air.hittime = 12
p2facing = 1
yaccel = 0.4
fall = 1
fall.recover = 0
kill = 0

[state 3000,命中]
type = changestate
triggerall = roundstate=2
triggerall=animelemtime(6)=0
trigger1 = ProjHit30000 = 1,<10
trigger1 = numtarget
value = 3010

[state 3000,失敗]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;はもんしっそう(成功)
[statedef 3010]
type　=　S
movetype = A
physics = S
anim = 3010

[state 3010,ガード認識距離]
type = attackdist
trigger1 = 1
value = 0

[state 3010,対象ステート]
type = targetstate
trigger1 = time = 0
value = 3020

[state 3010,こっちを向かせる]
type = targetfacing
trigger1 = animelemtime(15)<60
value = -1

[state 3010,対象の速度]
type = targetvelset
trigger1 = time = 0
x = -0.8
y = -12

[state 3010,背景を暗く]
type = bgpalfx
trigger1 = time = 0
time = 42
mul = 128,128,128

[state 3010,ワムウ]
type = Explod
trigger1 = time = 0
anim=8800
id = 8800
pos = floor(ifelse(facing=1,screenpos x,320-screenpos x)),0
postype = back
bindtime = -1
supermovetime = 42
pausemovetime = 42
ontop = 1
ownpal = 1

[state 3010,cooo]
type = playsnd
trigger1 = AnimElemTime(5) = 0
value = 7,4

[state 3010,一時停止]
type = pause
trigger1 = time = 1
time = 42

[state 3010,溶けて流れ落ちろ]
type = playsnd
trigger1 = AnimElemTime(5) = 0
value = 0,101
channel = 0

[state 3010,対象の位置]
type = targetbind
trigger1 = animelemno(0) = 15
pos = 100,-20

[state 3010,背景演出用ヘルパー]
type = helper
trigger1 = animelemtime(15) = 0
helpertype = player
name = "omoide_BG"
ID = 3000
pos = 0,0
postype = back
stateno = 3012
ownpal = 1

[state 3010,ｷﾗｰﾝ]
type = explod
trigger1 = animelemtime(15) = -9
anim = 8011
id = 8011
pos = 100,-80
postype = p1
scale = const(size.xscale)*3,const(size.yscale)*3
bindtime = -1
ontop = 1
ownpal = 1

[state 3010,連続ヒット:ダメージ]
type = targetlifeadd
trigger1 = animelemtime(15) = [0,60]
value = -40
kill = 0

[state 3010,連続ヒット:被ダメゲージ増加]
type = targetpoweradd
trigger1 = animelemtime(15) = [0,60]
value = 2

[state 3010,連続ヒット:ヒット数]
type = hitadd
trigger1 = animelemtime(15) = [0,60]
value = 20

[state 3010,連続ヒット:疑似ヒット音]
type = playsnd
trigger1 = animelemtime(15) = [0,60]
value = 5,5
channel = 2

[state 3010,連続ヒット:疑似ヒットスパーク]
type = explod
trigger1 = animelemtime(15) = [0,60]
anim = 8204
pos = -10,-80
postype = p2
ontop = 1
ownpal = 1

[state 3010,フィニッシュ:ダメージ]
type = targetlifeadd
trigger1 = animelemtime(15)=61
value = -40

[state 3010,フィニッシュ:被ダメゲージ増加]
type = targetpoweradd
trigger1 = animelemtime(15)=61
value = 55

[state 3010,フィニッシュ:疑似ヒット音]
type = playsnd
trigger1 = animelemtime(15)=61
value=5,11

[state 3010,対象ステート変更]
type = targetstate
trigger1 = animelemtime(15) = 61
value = 3021

[state 3010,終了]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



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

;はもんしっそう:対象側
[statedef 3020]
type = A
movetype = H
phisics = N
ctrl = 0

[state 3020,すり抜け]
type = playerpush
trigger1 = 1
value = 0

[state 3020,無敵]
type=nothitby
trigger1 = 1
value = sca

[state 3020,アニメ変更(打ち上げ)]
type = changeanim
trigger1 = time < 30
value = ifelse(selfanimexist(5051),5051,5030)

[state 3020,重力]
type = veladd
trigger1 = !gethitvar(isbound)
y = 0.4

[state 3020,アニメ変更(落下)]
type = changeanim
trigger1 = selfanimexist(5060) || selfanimexist(5061)
trigger1 = time < 57
trigger1 = vel y > 0
persistent = 0
value = ifelse(selfanimexist(5061),5061,5060)

[state 3020,アニメ変更(吹っ飛ぶ)]
type = changeanim
trigger1 = time = 57
value = ifelse(selfanimexist(5035),5035,5030)

;---------------------------------------------------------------------------
;はもんしっそう:対象側(壁吹っ飛び)
[statedef 3021]
type = A
movetype = H
physics = N
ctrl = 0

[state 3021,すり抜け]
type = playerpush
trigger1 = 1
value = 0

[state 3021,無敵]
type = nothitby
trigger1 = 1
value = sca

[state 3021,喰らい重力]
type = veladd
trigger1 = 1
y = 0.2

[state 3021,喰らい速度]
type = velset
trigger1 = time = 0
x = -14
y = -5

[state 3021,カメラ固定]
type = screenbound
trigger1 = 1
value = 0

[state 3021,壁にぶつかって落下へ]
type = changestate
trigger1 = backedgebodydist < 10
trigger2 = frontedgebodydist < 10
value = 5100

[state 3021,壁まで飛ばずに落下]
type=selfstate
trigger1 = pos y >= 0
trigger1=vel y > 0
value = 5100

;---------------------------------------------------------------------------
;はもんしっそう:背景ヘルパー
[statedef 3012]
anim = 5000
type = U
movetype = I
phtsics = N
ctrl = 0

[State 3012, 1]
type = turn
trigger1 = time = 0
trigger1 = facing != root,facing

[state 3012,ステージ背景を隠す]
type = assertspecial
trigger1 = 1
flag = nobg
flag2 = nofg

[State 3012, Explod]
type = Explod
trigger1 = Time = 1
anim = 8740
id = 8730
pos = 0,0
postype = back
sprpriority = -206
ownpal = 0
bindtime = -1
removetime = -1
pausemovetime = -1
supermovetime = -1

[State 3012, Explod]
type = Explod
trigger1 = Time = 1
anim = 8741
id = 8731
pos = 0,0
postype = back
sprpriority = -206
ownpal = 0
bindtime = -1
removetime = -1
pausemovetime = -1
supermovetime = -1

[State 3012, Explod]
type = Explod
trigger1 = Time = 1
anim = 8742
id = 8732
pos = 0,0
postype = back
sprpriority = -206
ownpal = 0
bindtime = -1
removetime = -1
pausemovetime = -1
supermovetime = -1

[State 3012, Explod]
type = Explod
trigger1 = Time = 1
anim = 8743
id = 8733
pos = 0,0
postype = back
sprpriority = -206
ownpal = 0
bindtime = -1
removetime = -1
pausemovetime = -1
supermovetime = -1

[State 3012, Explod]
type = Explod
trigger1 = Time = 1
anim = 8740
id = 8735
pos = 0,0
postype = back
sprpriority = -206
ownpal = 0
bindtime = -1
removetime = -1
pausemovetime = -1
supermovetime = -1

[State 3012, Explod]
type = Explod
trigger1 = Time = 1
anim = 8741
id = 8736
pos = 0,0
postype = back
sprpriority = -206
ownpal = 0
bindtime = -1
removetime = -1
pausemovetime = -1
supermovetime = -1

[State 3012, Explod]
type = Explod
trigger1 = Time = 1
anim = 8742
id = 8737
pos = 0,0
postype = back
sprpriority = -206
ownpal = 0
bindtime = -1
removetime = -1
pausemovetime = -1
supermovetime = -1

[State 3012, Explod]
type = Explod
trigger1 = Time = 1
anim = 8743
id = 8738
pos = 0,0
postype = back
sprpriority = -206
ownpal = 0
bindtime = -1
removetime = -1
pausemovetime = -1
supermovetime = -1

[State 3012, ModifyExplod]
type = ModifyExplod
trigger1 = Numexplod(8730)
Id = 8730
postype = back
pos = -(time*8)%512,-8
ignorehitpause = 1

[State 3012, ModifyExplod]
type = ModifyExplod
trigger1 = Numexplod(8731)
Id = 8731
postype = back
pos = -(time*12)%512,88
ignorehitpause = 1

[State 3012, ModifyExplod]
type = ModifyExplod
trigger1 = Numexplod(8732)
Id = 8732
postype = back
pos = -(time*16)%51,152
ignorehitpause = 1

[State 3012, ModifyExplod]
type = ModifyExplod
trigger1 = Numexplod(8733)
Id = 8733
postype = back
pos = -(time*20)%512,216
ignorehitpause = 1

[State 3012, ModifyExplod]
type = ModifyExplod
trigger1 = Numexplod(8735)
Id = 8735
postype = back
pos = 512-(time*8)%512,-8
ignorehitpause = 1

[State 3012, ModifyExplod]
type = ModifyExplod
trigger1 = Numexplod(8736)
Id = 8736
postype = back
pos = 512-(time*12)%512,88
ignorehitpause = 1

[State 3012, ModifyExplod]
type = ModifyExplod
trigger1 = Numexplod(8737)
Id = 8737
postype = back
pos = 512-(time*16)%512,152
ignorehitpause = 1

[State 3012, ModifyExplod]
type = ModifyExplod
trigger1 = Numexplod(8738)
Id = 8738
postype = back
pos = 512-(time*20)%512,216
ignorehitpause = 1

[state 3012,想い出の日々1]
type = explod
trigger1 = time = 1
anim = 8814
id = 8814
postype = back
pos = 240,60
removetime = -1
bindtime = -1
sprpriority = -205
scale = 0.8,0.8
pausemovetime = 2147483647
supermovetime = 2147483647

[state 3012,想い出の日々2]
type = explod
trigger1 = time = 12
anim = 8815
id = 8815
postype = back
pos = 80,180
removetime= - 1
bindtime = -1
sprpriority = -205
scale = 0.8,0.8
pausemovetime = 2147483647
supermovetime = 2147483647

[state 3012,想い出の日々3]
type=explod
trigger1 = time = 24
anim = 8816
id = 8816
postype = back
pos = 240,180
removetime = -1
bindtime = -1
sprpriority = -205
scale = 0.8,0.8
pausemovetime = 2147483647
supermovetime = 2147483647

[state 3012,想い出の日々4]
type = explod
trigger1 = time = 36
anim = 8817
id = 8817
postype = back
pos = 80,60
removetime = -1
bindtime = -1
sprpriority = -205
scale = 0.8,0.8
pausemovetime = 2147483647
supermovetime = 2147483647

[state 3012,カーズドヤ顔]
type=explod
trigger1=time=48
anim=8819
id=8819
postype = back
pos = 160,240
removetime = -1
bindtime = -1
sprpriority = -204
pausemovetime = 2147483647
supermovetime = 2147483647

[state 3012,終了]
type = changestate
trigger1 = root,stateno != [3010,3011]
value = 3013

;---------------------------------------------------------------------------
;ヘルパー消去
[statedef 3013]
anim = 5000
type = U
movetype = I
phtsics = N
ctrl = 0

[state 3013,消去]
type = removeexplod
trigger1 = time=0

[state 3013,終了]
type = destroyself
triggerall = ishelper
trigger1 = time = 0

;-----------------------------------------------------------------------
;超必殺カットイン
[Statedef 4999]
ctrl = 0
anim = 5000


[State 4999, Explod-2]
type = Explod
trigger1 = time = 1
Anim = 8700
pos = 0,0
postype = Left
ownpal = 1
bindtime = -1
removetime = 30
scale = .84,1.08
sprpriority = -105
supermovetime = 30

[State 4999, Explod-3]
type = Explod
trigger1 = time = 7
Anim = 7900
id = 7900
pos = -30,380
postype = back
ownpal = 1
bindtime = -1
removetime = 23
sprpriority = -90
supermovetime = 23

[State 4999, ModifyExplod-3]
type = ModifyExplod
trigger1 = Numexplod(7900)
Id = 7900
postype = back
pos = ceil(-20+((random%16)*ifelse((time%6=[1,3]),-1,1))),ceil(170+((random%16)*ifelse((time%6=[1,3]),-1,1)))
scale = ifelse(time>=22,2,.2+((time-6)*.125))*.833,ifelse(time>=22,2,.2+((time-6)*.125))*1.07

[State 4999, AssertSpecial-1]
type = AssertSpecial
trigger1 = time <= 29
flag = NoFG
flag2 = NoBG

[State 4999, DestroySelf]
type = DestroySelf
trigger1 = time = 30
;-----------------------------------------------------------------------
;勝利アイコンヘルパー
[Statedef 6600]
ctrl = 0
anim = 5000

;カーズ
[State 6600, Explod-1]
type = Explod
triggerall = roundstate = 4
triggerall = teamside = 1
trigger1 = time = 1
Anim = 6600
Id = 6600
pos = -285, 52
postype = left
ownpal = 1
ontop = 1
bindtime = -1
removetime = 100
pausemovetime = 99999999

[State 6600, ModifyExplod-1]
type = ModifyExplod
triggerall = teamside = 1
triggerall = time <= 20
trigger1 = NumExplod(6600)
Id = 6600
postype = left
pos = ceil(-285+(time*15)),52

[State 6600, ModifyExplod-1]
type = ModifyExplod
triggerall = teamside = 1
triggerall = time >= 81
trigger1 = NumExplod(6600)
Id = 6600
postype = left
pos = ceil(15-((time-80)*15)),52

[State 6600, Explod-2]
type = Explod
triggerall = roundstate = 4
triggerall = teamside = 2
trigger1 = time = 1
Anim = 6600
id = 6650
pos = 420, 52
postype = left
ownpal = 1
ontop = 1
bindtime = -1
removetime = 100
pausemovetime = 99999999

[State 6600, ModifyExplod-2]
type = ModifyExplod
triggerall = teamside = 2
triggerall = time <= 20
trigger1 = NumExplod(6650)
Id = 6650
postype = left
pos = ceil(420-(time*15)),52

[State 6600, ModifyExplod-2]
type = ModifyExplod
triggerall = teamside = 2
triggerall = time >= 81
trigger1 = NumExplod(6650)
Id = 6650
postype = left
pos = ceil(120+((time-80)*15)),52

;WIN
[State 6600, Explod-3]
type = Explod
triggerall = roundstate = 4
triggerall = teamside = 1
trigger1 = time = 7
Anim = 6601
id = 6601
pos = -285, 82
postype = left
ownpal = 1
ontop = 1
bindtime = -1
removetime = 100
scale = 1,1
pausemovetime = 99999999

[State 6600, ModifyExplod-3]
type = ModifyExplod
triggerall = teamside = 1
triggerall = time <= 26
trigger1 = NumExplod(6601)
Id = 6601
postype = left
pos = ceil(-285+((time-6)*15)),127

[State 6600, ModifyExplod-3]
type = ModifyExplod
triggerall = teamside = 1
triggerall = time >= 81
trigger1 = Numexplod(6601)
Id = 6601
postype = left
pos = ceil(15-((time-80)*15)),127

[State 6600, Explod-4]
type = Explod
triggerall = roundstate = 4
triggerall = teamside = 2
trigger1 = time = 7
Anim = 6601
id = 6651
pos = 420, 82
postype = left
ownpal = 1
ontop = 1
bindtime = -1
removetime = 100
scale = 1,1
pausemovetime = 99999999

[State 6600, ModifyExplod-4]
type = ModifyExplod
triggerall = teamside = 2
triggerall = time <= 26
trigger1 = NumExplod(6651)
Id = 6651
postype = left
pos = ceil(420-((time-6)*15)),127

[State 6600, ModifyExplod-4]
type = ModifyExplod
triggerall = teamside = 2
triggerall = time >= 81
trigger1 = NumExplod(6651)
Id = 6651
postype = left
pos = ceil(120+((time-80)*15)),127


;ToBeContinued
[State 6600, Explod-5]
type = Explod
triggerall = roundstate = 4
triggerall = teamside = 1
triggerall = matchover
trigger1 = time = 1
Anim = 6602
id = 6602
pos = 349, 200
postype = left
ownpal = 1
ontop = 1
bindtime = -1
removetime = -1
scale = 1,1
pausemovetime = 99999999

[State 6600, ModifyExplod-5]
type = ModifyExplod
triggerall = teamside = 1
trigger1 = NumExplod(6602)
Id = 6602
postype = left
pos = ceil(429-(time*27)),200

[State 6600, ModifyExplod-5]
type = ModifyExplod
triggerall = teamside = 1
triggerall = time = [15,19]
trigger1 = Numexplod(6602)
Id = 6602
postype = left
pos = ceil(-51+((time-14)*16)),200
ignorehitpause = 1

[State 6600, ModifyExplod-5]
type = ModifyExplod
triggerall = teamside = 1
triggerall = time >= 20
trigger1 = NumExplod(6602)
Id = 6602
postype = left
pos = 29,200

[State 6600, Explod-5]
type = Explod
triggerall = roundstate = 4
triggerall = teamside = 2
triggerall = matchover
trigger1 = time = 1
Anim = 6652
id = 6652
pos = 349, 200
postype = left
ownpal = 1
ontop = 1
bindtime = -1
removetime = -1
scale = 1,1
pausemovetime = 99999999

[State 6600, ModifyExplod-5]
type = ModifyExplod
triggerall = teamside = 2
triggerall = time <= 14
trigger1 = NumExplod(6652)
Id = 6652
postype = left
pos = ceil((time*27)-110),200

[State 6600, ModifyExplod-5]
type = ModifyExplod
triggerall = teamside = 2
triggerall = time = [15,19]
trigger1 = Numexplod(6652)
Id = 6652
postype = left
pos = ceil(370-((time-14)*16)),200
ignorehitpause = 1

[State 6600, ModifyExplod-5]
type = ModifyExplod
triggerall = teamside = 2
triggerall = time >= 20
trigger1 = NumExplod(6652)
Id = 6652
postype = left
pos = 290,200

[State 6600, Sound]
type = PlaySnd
triggerall = roundstate = 4
trigger1 = time = 20
value = 2,1
channel = 0
volume = 1000


;---------------------------------------------------------------------------
;メッセージアイコン（FIRST STRIKE）
[Statedef 6500]
physics  = N
sprpriority = -1

[State 6500]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1

[State 6500]
type = ChangeAnim
trigger1 = 1
value = parent,Anim
elem = parent,AnimElemNo(0)

[State 6500]
type = AssertSpecial
trigger1 = 1
flag = Invisible

[State 6500]
type = BindToRoot
trigger1 = 1

[State 6500]
type = Turn
trigger1 = Facing != parent,Facing

[State 6500, RemoveExplod]
type = RemoveExplod
trigger1 = time = 60
ID = 6500
persistent = 1

[State 6500, RemoveExplod]
type = RemoveExplod
trigger1 = time = 60
ID = 6501
persistent = 1

[State 6500, Explod]
type = Explod
trigger1 = teamside = 1
trigger1 = time = 1
id = 6500
pos = 0,0
postype = left
anim = 6500
ownpal = 1
ontop = 1
bindtime = -1
facing = 1
pausemovetime = 999999
supermovetime = 999999
scale = .5,.5

[State 6500, ModifyExplod]
type = ModifyExplod
triggerall = time <= 20
trigger1 = Numexplod(6500)
trigger1 = teamside = 1
Id = 6500
postype = left
pos = ceil(-120+(time*8)),70
facing = 1
ignorehitpause = 1

[State 6500, ModifyExplod]
type = ModifyExplod
triggerall = time = 22
trigger1 = Numexplod(6500)
trigger1 = teamside = 1
Id = 6500
postype = left
pos = 32,70
facing = 1
ignorehitpause = 1

[State 6500, Explod]
type = Explod
trigger1 = teamside = 2
trigger1 = time = 1
id = 6501
pos = -120,0
postype = left
anim = 6501
ownpal = 1
ontop = 1
bindtime = -1
facing = 1
pausemovetime = 999999
supermovetime = 999999
scale = .5,.5

[State 6500, ModifyExplod]
type = ModifyExplod
triggerall = time <= 20
trigger1 = Numexplod(6501)
trigger1 = teamside = 2
Id = 6501
postype = left
pos = ceil(439-(time*8)),70
facing = 1
ignorehitpause = 1

[State 6500, ModifyExplod]
type = ModifyExplod
triggerall = time = 22
trigger1 = Numexplod(6501)
trigger1 = teamside = 2
Id = 6501
postype = left
pos = 287,70
facing = 1
ignorehitpause = 1

[State 6500,]
type = ParentVarAdd
trigger1 = time = 0
var(8) = 1

[State 6500,]
type = DestroySelf
trigger1 = time = 60
trigger2 = parent,var(38) != 124735
trigger3 = parent,var(52) != 0
;------------------------------
; アーマーヘルパー用ステート
[StateDef 6000]
physics  = N
sprpriority = -1

[State 6000]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 6000]
type = LifeSet
trigger1 = parent,var(38) != 124735
trigger2 = parent,var(52) != 0
value = 99999

[State 6000]
type = ChangeAnim
trigger1 = 1
value = parent,Anim
elem = parent,AnimElemNo(0)

[State 6000]
type = BindToRoot
trigger1 = 1

[State 6000]
type = Turn
trigger1 = Facing != parent,Facing

[State 6000]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 6000

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

;KO演出
[Statedef 7000]
type = A
movetype = A
physics = N
anim = 5050
ctrl = 0
sprpriority = -3

[State 7000, 1]
type = SelfState
triggerall = Time = 0
trigger1 = !Lose
trigger2 = var(38) != 124735 && life <= 1000
trigger3 = var(52) != 0 && life <= 1000
ignorehitpause=1
value = 120
ctrl = 1
anim = 0

[State 7000, 1]
type = AssertSpecial
trigger1 = life <= 0
trigger1 = time < 360
flag = roundnotover

[State 7000, 1]
type = PosSet
trigger1 = life <= 0
trigger1 = time = 0
x = var(4)
y = var(5)

[State 7000, 1]
type = VelAdd
trigger1 = life <= 0
trigger1 = time = 0
y = 1

[State 7000, var]
type = varset
trigger1 = life <= 0
triggerall = time = 0
trigger1 = var(38) = 124735
trigger2 = var(52) = 0
var(50) = 1

[State 7000, shake]
type = EnvShake
trigger1 = life <= 0
trigger1 = time = 1
time = 360
freq = 120
ampl = 10
phase = -1

[State 7000, RRRREEEEYYY]
type = PlaySnd
trigger1 = life <= 0
trigger1 = time = 2
value = 0, 111
volume = 0
channel = 0

[State 7000, 1]
type = PlaySnd
trigger1 = life <= 0
trigger1 = time = 10
channel = 1
value = 7,0
loop = 1

[State 7000, 1]
type = PlaySnd
trigger1 = life <= 0
trigger1 = time = 1
value = 7,1

[State 7000, 1]
type = PlaySnd
trigger1 = life <= 0
trigger1 = time = 2
channel = 2
value = 7,2
loop = 1

[State 7000, 1]
type = PlaySnd
trigger1 = life <= 0
trigger1 = time = 1
volume = 1000
value = 7,3

[State 7000, 1]
type = PlaySnd
trigger1 = life <= 0
trigger1 = time = 70
volume = 1000
value = 7,3

[State 7000, 1]
type = PlaySnd
trigger1 = time = 300
channel = 2
value = 7,2

[State 7000, 1]
type = PlaySnd
trigger1 = time = 300
channel = 1
value = 7,0

[State 7000, 1]
type = Explod
trigger1 = time = 1
anim = 15150
ID = 15150
removetime = 200
pos = 0,-80
postype = p1
vel = -1,-15

;カットイン
[State 7000, EnvColor]
type = palfx
trigger1 = life <= 0
trigger1 = time = (10,35)
add = 5*(time-10),5*(time-10),5*(time-10)
time = 1
persistent = 1
ignorehitpause = 1

[State 7000, EnvColor]
type = palfx
trigger1 = life <= 0
trigger1 = time >= 35
add = 128,128,128
time = 1
persistent = 1
ignorehitpause = 1

[State 7000, EnvColor]
type = palfx
trigger1 = life <= 0
trigger1 =time >= 60
add = 0,0,0
time = 1
persistent = 1
ignorehitpause = 1

[State 7000, VarSet]
type = VarSet
trigger1 = life <= 0
trigger1 = time = 1
fvar(0) = 200

[State 7000, VarSet]
type = VarSet
trigger1 = life <= 0
trigger1 = 1
fvar(0) = ifelse(fvar(0)*.6<.33,.33,fvar(0)*.6)

[State 7000, VarAdd]
type = VarAdd
trigger1 = life <= 0
trigger1 = 1
fvar(1) = fvar(0)
ignorehitpause = 1

[State 7000, Explod]
type = Explod
trigger1 = life <= 0
trigger1 = Time = 1
anim = 5052
id = 5052
pos = 160,120
postype = left
sprpriority = -90
ownpal = 0
bindtime = -1
removetime = 60
pausemovetime = -1
supermovetime = -1

[State 7000, Explod]
type = Explod
trigger1 = life <= 0
trigger1 = Time = 1
anim = 8730
id = 8730
pos = 0,0
postype = left
sprpriority = -105
ownpal = 0
bindtime = -1
removetime = 60
pausemovetime = -1
supermovetime = -1

[State 7000, Explod]
type = Explod
trigger1 = life <= 0
trigger1 = Time = 1
anim = 8731
id = 8731
pos = 0,0
postype = left
sprpriority = -105
ownpal = 0
bindtime = -1
removetime = 60
pausemovetime = -1
supermovetime = -1

[State 7000, Explod]
type = Explod
trigger1 = life <= 0
trigger1 = Time = 1
anim = 8732
id = 8732
pos = 0,0
postype = left
sprpriority = -105
ownpal = 0
bindtime = -1
removetime = 60
pausemovetime = -1
supermovetime = -1

[State 7000, Explod]
type = Explod
trigger1 = life <= 0
trigger1 = Time = 1
anim = 8733
id = 8733
pos = 0,0
postype = left
sprpriority = -105
ownpal = 0
bindtime = -1
removetime = 60
pausemovetime = -1
supermovetime = -1

[State 7000, Explod]
type = Explod
trigger1 = life <= 0
trigger1 = Time = 1
anim = 8730
id = 8735
pos = 0,0
postype = left
sprpriority = -105
ownpal = 0
bindtime = -1
removetime = 60
pausemovetime = -1
supermovetime = -1

[State 7000, Explod]
type = Explod
trigger1 = life <= 0
trigger1 = Time = 1
anim = 8731
id = 8736
pos = 0,0
postype = left
sprpriority = -105
ownpal = 0
bindtime = -1
removetime = 60
pausemovetime = -1
supermovetime = -1

[State 7000, Explod]
type = Explod
trigger1 = life <= 0
trigger1 = Time = 1
anim = 8732
id = 8737
pos = 0,0
postype = left
sprpriority = -105
ownpal = 0
bindtime = -1
removetime = 60
pausemovetime = -1
supermovetime = -1

[State 7000, Explod]
type = Explod
trigger1 = life <= 0
trigger1 = Time = 1
anim = 8733
id = 8738
pos = 0,0
postype = left
sprpriority = -105
ownpal = 0
bindtime = -1
removetime = 60
pausemovetime = -1
supermovetime = -1

[State 7000, ModifyExplod]
type = ModifyExplod
trigger1 = Numexplod(5052)
Id = 5052
postype = left
pos = ceil(400-fvar(1)),120
ignorehitpause = 1

[State 7000, ModifyExplod]
type = ModifyExplod
trigger1 = Numexplod(8730)
Id = 8730
postype = left
pos = -(time*8)%512,-8
ignorehitpause = 1

[State 7000, ModifyExplod]
type = ModifyExplod
trigger1 = Numexplod(8731)
Id = 8731
postype = left
pos = -(time*12)%512,88
ignorehitpause = 1

[State 7000, ModifyExplod]
type = ModifyExplod
trigger1 = Numexplod(8732)
Id = 8732
postype = left
pos = -(time*16)%512,152
ignorehitpause = 1

[State 7000, ModifyExplod]
type = ModifyExplod
trigger1 = Numexplod(8733)
Id = 8733
postype = left
pos = -(time*20)%512,216
ignorehitpause = 1

[State 7000, ModifyExplod]
type = ModifyExplod
trigger1 = Numexplod(8735)
Id = 8735
postype = left
pos = 512-(time*8)%512,-8
ignorehitpause = 1

[State 7000, ModifyExplod]
type = ModifyExplod
trigger1 = Numexplod(8736)
Id = 8736
postype = left
pos = 512-(time*12)%512,88
ignorehitpause = 1

[State 7000, ModifyExplod]
type = ModifyExplod
trigger1 = Numexplod(8737)
Id = 8737
postype = left
pos = 512-(time*16)%512,152
ignorehitpause = 1

[State 7000, ModifyExplod]
type = ModifyExplod
trigger1 = Numexplod(8738)
Id = 8738
postype = left
pos = 512-(time*20)%512,216
ignorehitpause = 1

[State 7000, RemoveExplod]
type = RemoveExplod
trigger1 = time = 60
trigger2 = RoundState = 4
id = 5052

[State 7000, RemoveExplod]
type = RemoveExplod
trigger1 = RoundState = 4
trigger2 = !NumExplod(5052)
id = 8730

[State 7000, RemoveExplod]
type = RemoveExplod
trigger1 = RoundState = 4
trigger2 = !NumExplod(5052)
id = 8731

[State 7000, RemoveExplod]
type = RemoveExplod
trigger1 = RoundState = 4
trigger2 = !NumExplod(5052)
id = 8732

[State 7000, RemoveExplod]
type = RemoveExplod
trigger1 = RoundState = 4
trigger2 = !NumExplod(5052)
id = 8733

[State 7000, RemoveExplod]
type = RemoveExplod
trigger1 = RoundState = 4
trigger2 = !NumExplod(5052)
id = 8735

[State 7000, RemoveExplod]
type = RemoveExplod
trigger1 = RoundState = 4
trigger2 = !NumExplod(5052)
id = 8736

[State 7000, RemoveExplod]
type = RemoveExplod
trigger1 = RoundState = 4
trigger2 = !NumExplod(5052)
id = 8737

[State 7000, RemoveExplod]
type = RemoveExplod
trigger1 = RoundState = 4
trigger2 = !NumExplod(5052)
id = 8738


;岩
[State 7000, 1]
type = Explod
trigger1 = life <= 0
trigger1 = time = 10
anim = 15151
postype = left
pos = 160,190
random = 300,120
vel = 0,-10

[State 7000, 1]
type = Explod
trigger1 = life <= 0
trigger1 = time = 120
anim = 15151
postype = left
pos = 160,190
random = 200,120
vel = 0,-10

[State 7000, 1]
type = Explod
trigger1 = life <= 0
trigger1 = time = 30
anim = 15151
postype = left
pos = 160,190
random = 200,120
vel = 0,-10
sprpriority = 2

[State 7000, 1]
type = Explod
trigger1 = life <= 0
trigger1 = time = 40
anim = 15151
postype = left
pos = 160,190
random = 200,120
vel = 0,-10

[State 7000, 1]
type = Explod
trigger1 = life <= 0
trigger1 = time = 100
anim = 15151
postype = left
pos = 160,190
random = 200,120
vel = 0,-10
sprpriority = 2

[State 7000, 1]
type = Explod
trigger1 = life <= 0
trigger1 = time = 150
anim = 15151
postype = left
pos = 160,190
random = 200,120
vel = 0,-10
sprpriority = 2

[State 7000, 1]
type = Explod
trigger1 = life <= 0
trigger1 = time = 200
anim = 15151
postype = left
pos = 160,190
random = 200,120
vel = 0,-10
sprpriority = 2

[State 7000, 1]
type = Explod
trigger1 = life <= 0
trigger1 = time = 260
anim = 15151
postype = left
pos = 160,190
random = 200,120
vel = 0,-10
sprpriority = 2

[State 7000, 1]
type = Explod
trigger1 = life <= 0
trigger1 = time = 300
anim = 15151
postype = left
pos = 160,190
random = 200,120
vel = 0,-10
sprpriority = 2

[State 7000, 1]
type = Explod
trigger1 = life <= 0
trigger1 = time = 120
anim = 15151
postype = left
pos = 160,190
random = 200,120
vel = 0,-10
sprpriority = 2

;大爆発
[State 7000, 1]
type = Explod
trigger1 = life <= 0
trigger1 = time = 10
anim = 15152
postype = left
pos = 140,190
removetime = 300

[State 7000, 1]
type = Explod
trigger1 = life <= 0
trigger1 = time = 40
anim = 15152
postype = left
pos = 160,210
removetime = 300

[State 7000, 1]
type = Explod
trigger1 = life <= 0
trigger1 = time = 60
anim = 15152
postype = left
pos = 250,200
removetime = 300


;爆発
[State 7000, 1]
type = Explod
trigger1 = life <= 0
trigger1 = time = 1
anim = 15153
postype = left
pos = 160,180
random = 320,120
removetime = 300

[State 7000, 1]
type = Explod
trigger1 = life <= 0
trigger1 = time = 5
anim = 15153
postype = left
pos = 160,180
random = 320,120
removetime = 300

[State 7000, 1]
type = Explod
trigger1 = life <= 0
trigger1 = time = 10
anim = 15153
postype = left
pos = 160,180
random = 320,120
removetime = 300

[State 7000, 1]
type = Explod
trigger1 = life <= 0
trigger1 = time = 20
anim = 15153
postype = left
pos = 160,180
random = 320,120
removetime = 300

[State 7000, 1]
type = Explod
trigger1 = life <= 0
trigger1 = time = 30
anim = 15153
postype = left
pos = 160,180
random = 320,120
removetime = 300

[State 7000, 1]
type = Projectile
trigger1 = time <= 360
attr = A, AA
affectteam = B
projanim = 25153
projhitanim = -1
projid = 30000
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 300
postype = p2
offset = 0,0
velocity = 0
hitflag = MAFD
animtype = up
air.animtype = up
fall.animtype = up
priority = 7,Hit
damage = 9999999999999999999999999999999999999999,9999999999999999999999999999999999999999
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S15152
guard.sparkno = S15152
sparkxy = 70,-10
hitsound = S7,3
guardsound = S7,3
ground.type = High
air.type = High
ground.slidetime = 11
ground.hittime = 11
air.hittime = 11
guard.ctrltime = 11
ground.velocity = -2,-10
guard.velocity = -1
air.velocity = -2,-10
airguard.velocity = -3.5,-3.2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
getpower = 0
givepower = 0
persistent = 0
air.fall = 1
fall.recover = 0
yaccel = .1

[State 7000, 1]
type = ChangeState
trigger1 = life <= 0
trigger1 = Time >= 360
trigger1 = roundstate = 3
value = 7001


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

;KO演出2
[Statedef 7001]
type = L
movetype = I
physics = N
anim = 5050
ctrl = 0
sprpriority = -3

[State 7001, 1]
type = AssertSpecial
trigger1 = time < 20
flag = roundnotover

[State 7001, 1]
type = Explod
trigger1 = time = 1 && var(50) = 1
anim = 5053
postype = left
pos = 0,0
sprpriority = 4
ownpal = 1
bindtime = -1
pausemovetime = 999999
supermovetime = 999999

;ToBeContinued
[State 7001, Explod-5]
type = Explod
triggerall = teamside = 1
trigger1 = time = 1 && var(50) = 1
Anim = 6602
id = 6602
pos = 349, 200
postype = left
ownpal = 1
ontop = 1
bindtime = -1
removetime = -1
scale = 1,1
pausemovetime = 99999999

[State 7001, ModifyExplod-5]
type = ModifyExplod
triggerall = teamside = 1
trigger1 = NumExplod(6602)
Id = 6602
postype = left
pos = ceil(429-(time*27)),200

[State 7001, ModifyExplod-5]
type = ModifyExplod
triggerall = teamside = 1
triggerall = time = [15,19]
trigger1 = Numexplod(6602)
Id = 6602
postype = left
pos = ceil(-51+((time-14)*16)),200
ignorehitpause = 1

[State 7001, ModifyExplod-5]
type = ModifyExplod
triggerall = teamside = 1
triggerall = time >= 20
trigger1 = NumExplod(6602)
Id = 6602
postype = left
pos = 29,200

[State 7001, Explod-5]
type = Explod
triggerall = teamside = 2
trigger1 = time = 1 && var(50) = 1
Anim = 6652
id = 6652
pos = 349, 200
postype = left
ownpal = 1
ontop = 1
bindtime = -1
removetime = -1
scale = 1,1
pausemovetime = 99999999

[State 7001, ModifyExplod-5]
type = ModifyExplod
triggerall = teamside = 2
triggerall = time <= 14
trigger1 = NumExplod(6652)
Id = 6652
postype = left
pos = ceil((time*27)-110),200

[State 7001, ModifyExplod-5]
type = ModifyExplod
triggerall = teamside = 2
triggerall = time = [15,19]
trigger1 = Numexplod(6652)
Id = 6652
postype = left
pos = ceil(370-((time-14)*16)),200
ignorehitpause = 1

[State 7001, ModifyExplod-5]
type = ModifyExplod
triggerall = teamside = 2
triggerall = time >= 20
trigger1 = NumExplod(6652)
Id = 6652
postype = left
pos = 290,200

[State 7001, Sound]
type = PlaySnd
trigger1 = time = 20
value = 2,1
channel = 0
volume = 1000

[State 7001, 1]
type = ChangeState
trigger1 = Time = 22
value = 5150

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