[Statedef 2500]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 50
ctrl     = 0
velset   = 0,0
anim     = 2500
sprpriority = 2
facep2 = 1





[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -1000
movetime = 40
time = 40

[State 2000]
type = AssertSpecial
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(2) < 0
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 1
anim = 10010
sprpriority =-3
postype = p1
pos = 0,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1


[State 1000, 5]
type = Explod
trigger1 = Time = 1
anim = 10011
sprpriority = 3
postype = p1
pos = 0,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1




[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s5,1

[State -2]
type = VarSet
trigger1 = time = 0
var(2) = 0

[State 200,]
type = PlaySnd
trigger1 = Time =2
trigger1 = random < 500
value = 0,0
channel = 4
volume = 255

[State 200,]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 1

[State 210, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 7
trigger3 = AnimElem = 17
trigger4 = AnimElem = 19
trigger5 = AnimElem = 29
trigger6 = AnimElem = 32
trigger7 = AnimElem = 41
trigger8 = AnimElem = 44
attr = S, NA
animtype  = hard
damage    = 71,11
guardflag = MA
pausetime = 7,7
sparkno = s3
guard.sparkno = S10150
sparkxy = -10,-70
hitsound   = s4,2
guardsound = s4,9
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2
air.velocity = -1,-1
air.fall = 23
airguard.velocity = -4,-5
getpower = 53,53
givepower = 21,21
ground.cornerpush.veloff = -12
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -12
envshake.time = 12
envshake.ampl = 3
envshake.freq = 100

[State 210, ヒット定義]
type = HitDef
trigger1 = AnimElem = 51
attr = S, NA
animtype  = diagup
damage    = 91,0
guardflag = MA
pausetime = 12,12
sparkno = s22222
guard.sparkno = S10150
sparkxy = -10,-0
hitsound   = s23,23
guardsound = s4,9
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -6,-8
air.velocity = -6,-8
air.fall = 23
fall = 23
airguard.velocity = -4,-5
getpower = 53,53
givepower = 21,21
ground.cornerpush.veloff = -12
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -12
envshake.time = 12
envshake.ampl = 3
envshake.freq = 100
palfx.time =34
palfx.add = 100,-30,-120
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall =1


[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 45
value = 7,0

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


;.....................................................................
[Statedef 2400]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd = 100
ctrl = 0
anim = 2400
sprpriority = 2

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 30

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -1000
movetime = 40
time = 40

[State 2000]
type = AssertSpecial
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(2) < 0
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 1
anim = 10010
sprpriority =-3
postype = p1
pos = 33, -89
bindtime = 1
supermove = 1
under = 0
ownpal = 1


[State 1000, 5]
type = Explod
trigger1 = Time = 1
anim = 10011
sprpriority = 3
postype = p1
pos = 33, -89
bindtime = 1
supermove = 1
under = 0
ownpal = 1


[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s5,0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s12,14

[State 1000, 0]
type = NotHitBy
trigger1 = Time = 0
value = SA
time = 5

[State 1000, 1]
type = Velset
trigger1 = time >= 0
x = 0
y = 0



[State 1000, 2]
type = ChangeState
trigger1 = animtime = 0
value = 2401



[Statedef 2401]
type    = A
movetype= A
physics = N
juggle  = 4
ctrl = 0
anim =2401
sprpriority = 2


[State 1000, Explod]
type = Explod
trigger1 = animelem = 1
anim = 1105
ID = 2401
pos = 6,-10
postype = p1
bindtime = -1
sprpriority =30
ownpal = 1
removeongethit = 1

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 6
ID = 2401

[State 1001, 0]
type = Velset
trigger1 = time > 0
x = 7.5
y = 10

[State 1001, 1]
type = PlaySnd
trigger1 = animelem = 2
value = s0,5

[State 1001, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 14,8
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9, 11
sparkno = s4060
guard.sparkno = s4110
sparkxy = -15, -45
hitsound = s4,2
guardsound = s2,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0,-0
airguard.velocity = -2.3,-1.8
air.type = High
air.fall= 23
air.velocity = -0,-2
air.hittime = 12
p2stateno = 2003
p1stateno= 1122

[State 1001, 3]
type = ChangeState
trigger1 = Time > 0
trigger1 = Pos Y >= -10
value = 1002


[Statedef 1122]
type = S
movetype = I
physics = S
anim = 1002
velset = 0,0

[State 1002, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1002, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 2402


[Statedef 2402]
type    = A
movetype= A
physics = N
juggle  = 4
ctrl = 0
anim =2402
sprpriority = 2

[State 1000, Explod]
type = Explod
trigger1 = animelem = 6
anim = 22222
ID = 2401
pos = 6,20
postype = p1
bindtime = -1
sprpriority =30
ownpal = 1
removeongethit = 1

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 36
ID = 2401

[State 1000, Explod]
type = Explod
trigger1 = animelem = 21
anim = 25
ID = 2402
pos = 32,10
postype = p1
bindtime = -1
sprpriority =30
ownpal = 1
removeongethit = 1


[State 1000, Explod]
type = Explod
trigger1 = animelem = 21
anim = 25
ID = 2402
pos = 60,10
postype = p1
bindtime = -1
sprpriority =30
ownpal = 1
removeongethit = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 21
anim = 25
ID = 2402
pos = 120,10
postype = p1
bindtime = -1
sprpriority =30
ownpal = 1
removeongethit = 1


[State 1000, Explod]
type = Explod
trigger1 = animelem = 21
anim = 25
ID = 2402
pos = -12,10
postype = p1
bindtime = -1
sprpriority =30
ownpal = 1
removeongethit = 1


[State 1000, Explod]
type = Explod
trigger1 = animelem = 21
anim = 25
ID = 2402
pos = -40,10
postype = p1
bindtime = -1
sprpriority =30
ownpal = 1
removeongethit = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 21
anim = 25
ID = 2402
pos = -80,10
postype = p1
bindtime = -1
sprpriority =30
ownpal = 1
removeongethit = 1


[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 41
ID = 2402


[State 1001, 1]
type = PlaySnd
trigger1 = animelem = 2
value = s0,5

[State 1001, 2]
type = HitDef
trigger1 = animelem = 6
trigger2 = animelem = 7
trigger3 = animelem = 8
attr = S, NA
damage = 14,8
animtype = diagup
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9, 11
sparkno = s4060
guard.sparkno = s4110
sparkxy = -15, -45
hitsound = s4,3
guardsound = s2,0
ground.type = Low
ground.slidetime =34
ground.hittime  = 34
ground.velocity = -1,-9
air.velocity = -1,-9
air.type = High
fall = 23
air.fall = 23
air.hittime = 112

[State 1001, 2]
type = HitDef
trigger1 = animelem = 21
trigger2 = animelem =22
trigger3 = animelem = 23
attr = S, NA
damage = 54,8
animtype = diagup
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9, 11
sparkno = s4060
guard.sparkno = s4110
sparkxy = -15, -45
hitsound = s4,4
guardsound = s2,0
ground.type = Low
ground.slidetime =34
ground.hittime  = 34
ground.velocity = -1,-3
air.velocity = -1,-3
air.type = High
fall = 23
air.fall = 23
air.hittime = 112

[State 1001, 2]
type = HitDef
trigger1 = animelem = 24
attr = S, NA
damage = 154,8
animtype = diagup
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9, 11
sparkno = s4060
guard.sparkno = s4110
sparkxy = -15, -45
hitsound = s4,4
guardsound = s2,0
ground.type = Low
ground.slidetime =34
ground.hittime  = 34
ground.velocity = -8,-8
air.velocity = -8,-8
air.type = High
fall = 23
air.fall = 23
air.hittime = 112

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




[Statedef 3600]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     =3600
poweradd = -1000
ctrl     = 0
sprpriority = 2
triggerall = prevstateno = [1501,1501]

;Super Cancel Effect
[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno =[1501,1501]
anim = 9005
pos = 0,75
postype = left
removetime = -2
bindtime = -1
supermove = 1
pausemove = 1
pausemovetime = 99999
supermovetime = 99999
sprpriority = 9
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 1
anim = 10010
sprpriority =-3
postype = p1
pos = 40,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1


[State 1000, 5]
type = Explod
trigger1 = Time = 1
anim = 10011
sprpriority = 3
postype = p1
pos = 40,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State -2, Helper]
type = Helper
triggerall = !numhelper(1209)
trigger1 = time = 1
helpertype = normal
ID = 1209
stateno = 1209
pos = 237,37
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State 0, AssertSpecial]
type = AssertSpecial
;trigger1 = 1
trigger1 = AnimElem <= 36   ;THE NEW ONE, TO MORE KOF2002UM'S STYLE
flag = noBG
flag2 = noFG
flag3 = globalnoshadow


[State 2000, 15]
type = EnvColor
trigger1 = Time = 1
time = 4
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[State 1300, 5]
type = Envcolor
trigger1 = Time = 5
persistent = 0
ignorehitpause = 1
value = 2, 0, 0
time = 35
under = 1
supermove = 1

[State 2420,5]
type = SuperPause
trigger1 = Time = 2
time = 60
anim = -1
p2defmul = 1
movetime = 100
darken = 1

[State 3500, 13]
type = AssertSpecial
trigger1 = Time = [0,35]
flag = Nofg
flag1 = noshadow
ignorehitpause = 1



[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2,24
;channel = 0
volume = 255




[State 3000]
type = hitdef
trigger1 = animelem = 5
trigger2 = animelem = 6
trigger3 = animelem = 7
trigger4 = animelem = 8
trigger5 = animelem = 9
trigger6 = animelem = 10
trigger7 = animelem = 12
trigger8 = animelem = 13
getpower = 0
ownpal = 0
offset = 15,-60
velocity = 15, 0
attr = S, SP
animtype = diagup
damage = 80 ,50
hitflag = MAF;D
guardflag = MA
hitsound = s5,4
guardsound = s4,9
pausetime = 0,12
sparkno = s2050
guard.sparkno = s10151
sparkxy = 20,-45
ground.type = Low
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -4,-8
air.juggle = 8
air.velocity = -4,-8
envshake.time = 42
envshake.ampl = 18
envshake.freq = 100
palfx.time = 50
air.fall = 23
fall = 23
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1


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

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




[Statedef 2108]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 2108
poweradd = -1000
ctrl     = 0
juggle   = ifelse(Var(11) = 1 || Var(12) = 1,0,8);7
sprpriority = 2
triggerall = prevstateno = [1550,1550]

;Super Cancel Effect
[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno =[1550,1550]
anim = 9005
pos = 0,75
postype = left
removetime = -2
bindtime = -1
supermove = 1
pausemove = 1
pausemovetime = 99999
supermovetime = 99999
sprpriority = 9
ownpal = 1


[State -2]
type = VarSet
trigger1 = time = 0
var(1) = 0


[State 1000, 5]
type = Explod
trigger1 = Time = 1
anim = 10000
sprpriority =-3
postype = p1
pos = 0,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1


[State 1000, 5]
type = Explod
trigger1 = Time = 1
anim = 10001
sprpriority = 3
postype = p1
pos = 0,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2000, 15]
type = EnvColor
trigger1 = Time = 1
time = 4
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[State 1300, 5]
type = Envcolor
trigger1 = Time = 1
persistent = 0
ignorehitpause = 1
value = 2, 0, 0
time = 35
under = 1
supermove = 1

[State 2420,5]
type = SuperPause
trigger1 = Time = 1
time = 35
anim = -1
p2defmul = 1
movetime = 35
darken = 1

[State 3500, 13]
type = AssertSpecial
trigger1 = Time = [0,35]
flag = Nofg
flag1 = noshadow
ignorehitpause = 1



[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 2
value = 5,1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2,24
;channel = 0
volume = 255




[State 3000]
type = hitdef
trigger1 =time = 0
getpower = 0
ownpal = 0
offset = 15,-60
velocity = 15, 0
attr = S, SP
animtype = diagup
damage = 100 ,50
hitflag = MAF;D
guardflag = MA
hitsound = s5,4
guardsound = s4,9
pausetime = 0,12
sparkno = s2050
guard.sparkno = s10151
sparkxy = 20,-45
ground.type = Low
ground.hittime = 23
ground.slidetime = 23
ground.velocity = 6,-0
air.juggle = 8
air.velocity = 6,-1

[State 1000, ヘルパーを出す]
type = Helper
trigger1 = AnimElem = 6
name = "BAKUHATSU"
stateno = 1662
ID = 1662
helpertype = normal
pos = 40,-0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1

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



[Statedef 2109]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 2109
poweradd = 80
ctrl     = 0
juggle   = ifelse(Var(11) = 1 || Var(12) = 1,0,8);7
sprpriority = 2

[State 3001,p ]
type = Pause
trigger1 = (timemod = 1,0) && (animelem = 5, > 0) && (animelem = 5, < 10)
trigger2 = (timemod = 1,0) && (animelem = 12, > 0) && (animelem = 12, < 10)
trigger3 = (timemod = 1,0) && (animelem = 19, > 0) && (animelem = 19, < 10)
time = 4

[State 3000]
type =velset
trigger1 = animelem =2
trigger2 = animelem =3
trigger3 = animelem =4
trigger4 = animelem = 5
x = 5

[State 3000]
type =velset
trigger1 = animelem =7
trigger2 = animelem =8
trigger3 = animelem =9
trigger4 = animelem =10
trigger4 = animelem =11
x = -10

[State -2, ヘルパーを出す]
type = Helper
trigger1 = time = 30
name = "MAX3"
stateno = 100000
ID = 100000
helpertype = normal
pos = 0,0
postype = p2
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 3000]
type = hitdef
trigger1 =animelem = 5
getpower = 0
ownpal = 0
offset = 15,-60
velocity = 15, 0
attr = S, SP
animtype = hard
damage = 100 ,50
hitflag = MAF;D
guardflag = MA
hitsound = s5,4
guardsound = s4,9
pausetime = 0,12
sparkno = s2050
guard.sparkno = s10151
sparkxy = 20,-45
ground.type = Low
ground.hittime = 23
ground.slidetime = 23
ground.velocity = 8,-1
air.juggle = 8
air.velocity = 8,-1
envshake.time = 42
envshake.ampl = 18
envshake.freq = 100
palfx.time = 50
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1


[State 3000]
type = hitdef
trigger1 =animelem = 8
getpower = 0
ownpal = 0
offset = 15,-60
velocity = 15, 0
attr = S, SP
animtype = hard
damage = 100 ,50
hitflag = MAF;D
guardflag = MA
hitsound = s5,4
guardsound = s4,9
pausetime = 0,12
sparkno = s2050
guard.sparkno = s10151
sparkxy = 20,-45
ground.type = Low
ground.hittime = 66
ground.slidetime = 66
ground.velocity = -8,-0
air.juggle = 8
air.velocity = -8,-0
envshake.time = 42
envshake.ampl = 18
envshake.freq = 100
palfx.time = 50
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1

[State 3000]
type = hitdef
trigger1 =animelem = 15
getpower = 0
ownpal = 0
offset = 15,-60
velocity = 15, 0
attr = S, SP
animtype = diagup
damage = 230 ,50
hitflag = MAF;D
guardflag = MA
hitsound = s5,4
guardsound = s4,9
pausetime = 0,12
sparkno = s2050
guard.sparkno = s10151
sparkxy = 20,-45
ground.type = Low
ground.hittime = 23
ground.slidetime = 23
ground.velocity =- 8,-7
air.juggle = 8
air.fall = 3
fall = 3
air.velocity = -8,-7
envshake.time = 42
envshake.ampl = 18
envshake.freq = 100
palfx.time = 50
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1

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


[Statedef 2102]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 2200
poweradd = -1000
ctrl     = 0
juggle   = ifelse(Var(11) = 1 || Var(12) = 1,0,8);7
sprpriority = 2
triggerall = prevstateno = [1501,1501]

;Super Cancel Effect
[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno =[1501,1501]
anim = 9005
pos = 0,75
postype = left
removetime = -2
bindtime = -1
supermove = 1
pausemove = 1
pausemovetime = 99999
supermovetime = 99999
sprpriority = 9
ownpal = 1


[State -2]
type = VarSet
trigger1 = time = 0
var(1) = 0
[State 1000, 5]
type = Explod
trigger1 = Time = 11
anim = 10000
sprpriority =-3
postype = p1
pos = 0,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1


[State 1000, 5]
type = Explod
trigger1 = Time = 11
anim = 10001
sprpriority = 3
postype = p1
pos = 0,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2000, 15]
type = EnvColor
trigger1 = Time = 1
time = 4
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[State 1300, 5]
type = Envcolor
trigger1 = Time = 5
persistent = 0
ignorehitpause = 1
value = 2, 0, 0
time = 35
under = 1
supermove = 1

[State 2420,5]
type = SuperPause
trigger1 = Time = 1
time = 35
anim = -1
p2defmul = 1
movetime = 35
darken = 1

[State 3500, 13]
type = AssertSpecial
trigger1 = Time = [0,35]
flag = Nofg
flag1 = noshadow
ignorehitpause = 1



[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 2
value = 5,1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2,24
;channel = 0
volume = 255

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 4
anim = 2220
sprpriority = 3
postype = p1
pos = 35,-30
bindtime = 1
supermove = 1
under = 0
ownpal = 1


[State 3000]
type = Projectile
trigger1 = AnimElem = 5
projID = 1500
projanim = 33
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 0
ownpal = 0
offset = 15,-60
velocity = 15, 0
attr = S, SP
animtype = diagup
damage = 230 ,50
hitflag = MAF;D
guardflag = MA
hitsound = s5,4
guardsound = s4,9
pausetime = 0,12
sparkno = s78
guard.sparkno = s10151
sparkxy = -30,-45
ground.type = Low
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -20,-8
air.velocity = -20,-8
fall = 31
palfx.time = 60
palfx.mul = 190,190,200
palfx.sinadd = -180,-180,-180,15
palfx.add = 40,40,50
palfx.color = 0
palfx.invertall = 1
p2stateno =8014


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

[Statedef 8014]
type    = A
movetype= H
physics = N
velset = 0,0;-13,-.5

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 9000, 1]
type = ScreenBound
trigger1 = 1
movecamera = 0,0

[State 1021,0]
type = velset
trigger1 = time = 1
x = -24
y = -1

[State 840, 2]
type = afterimage
trigger1 = time = 5
time = 13
length = 3
PalBright   =   0,  0,  0
PalContrast = 255,255,255
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
FrameGap = 2
ignorehitpause = 1



[State 821, 4]
type = changeanim
trigger1 = time = 0
trigger1 = selfAnimExist(5051)
value = 5051

[state 190]
type = changestate
Trigger1 = backedgedist <= 0
Trigger2 = frontedgedist <= 0
value = 8015

[Statedef 8015]
type    = A
movetype= H
physics = N
velset = 0,0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3310, Life"Add"]
type = LifeAdd
trigger1 = animelem = 4
trigger2 = animelem = 11
trigger3 = animelem = 22
value = -70
kill = 0

[State 0, VelSet]
type = VelSet
trigger1 = time > 5&& time < 10
x = 8.5
y = -7.2

[State 1027, エフェクト表示]
type = Explod
trigger1 = Time = 0
anim = 4020
pos = 0, floor(ScreenPos Y) - 70
postype = Back
sprpriority = -1

[State 1027, エフェクト表示]
type = Explod
trigger1 = Time = 0
anim = 4020
pos = 0, floor(ScreenPos Y) - 70
postype = Back
sprpriority = 5

[State 1027, PlaySound]
type = PlaySnd
trigger1 = Time = 5
value = F5,5

[State 1027, PlaySound]
type = PlaySnd
trigger1 = Time = 0
value = F7,1

[State 821, 4]
type = changeanim
trigger1 = time = 0
trigger1 = selfAnimExist(5052)
value = 5052

[State 821, 4]
type = changeanim
trigger1 = time = 15
trigger1 = selfAnimExist(5062)
value = 5062

[State 9000, 1]
type = ScreenBound
trigger1 = 1
movecamera = 0,0


[State 821, 1]
type = VelAdd
Trigger1 = time > 8
y = .5
x = .05

[State 821, 4]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

[Statedef 2103]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 2200
poweradd = -2000
ctrl     = 0
juggle   = ifelse(Var(11) = 1 || Var(12) = 1,0,8);7
sprpriority = 2
triggerall = prevstateno = [2108,2108]

;Super Cancel Effect
[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno =[2108,2108]
anim = 9004
pos = 0,75
postype = left
removetime = -2
bindtime = -1
supermove = 1
pausemove = 1
pausemovetime = 99999
supermovetime = 99999
sprpriority = 9
ownpal = 1


[State -2]
type = VarSet
trigger1 = time = 0
var(1) = 0

[State 1000, 5]
type = Explod
trigger1 = Time = 1
anim = 10010
sprpriority =-3
postype = p1
pos = 8,-88
bindtime = 1
supermove = 1
under = 0
ownpal = 1


[State 1000, 5]
type = Explod
trigger1 = Time = 1
anim = 10011
sprpriority = 3
postype = p1
pos = 8,-88
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2000, 15]
type = EnvColor
trigger1 = Time = 1
time = 4
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[State 1300, 5]
type = Envcolor
trigger1 = Time = 5
persistent = 0
ignorehitpause = 1
value = 2, 0, 0
time = 35
under = 1
supermove = 1

[State 2420,5]
type = SuperPause
trigger1 = Time = 1
time = 35
anim = -1
p2defmul = 1
movetime = 35
darken = 1

[State 3500, 13]
type = AssertSpecial
trigger1 = Time = [0,35]
flag = Nofg
flag1 = noshadow
ignorehitpause = 1



[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 2
value = 5,1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2,24
;channel = 0
volume = 255


[State 3000]
type = Projectile
trigger1 = AnimElem = 5
projID = 1500
projanim = 83
projremove = 1
projpriority = 1
projhitanim = 77
projremanim = -1
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 0
ownpal = 0
offset = 15,-60
velocity = 15, 0
attr = S, SP
animtype = diagup
damage = 530 ,50
hitflag = MAF;D
guardflag = MA
hitsound = s5,4
guardsound = s4,9
pausetime = 0,12
sparkno = s4010
guard.sparkno = s10151
sparkxy = 20,-45
ground.type = Low
ground.hittime = 83
ground.slidetime = 83
ground.velocity = -20,-8
ground.velocity = -20,-8
fall = 441
air.velocity = -6,-0
envshake.time = 42
envshake.ampl = 3
envshake.freq = 100
palfx.time = 104
palfx.add = 100,-30,-120
palfx.sinadd = 40,30,0,10
palfx.color = 0
p2stateno = 8014

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

;------  弱 百式・鬼焼き[出始め]  ------
[Statedef 1000]
type = S
movetype = A
physics = S
anim = 1000
velset = 0
poweradd = 130
ctrl = 0
juggle = 8
facep2 = 1

[State 1000,1]
type = VarSet
trigger1 = time = 0
var(1) = 0

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

[State 1000,2]
type = NotHitBy
trigger1 = Time = 0
value = SCA,NA,SA,HA,NP,SP,HP,AA,AP
time = 6

[State 1000,3]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2,1
;channel = 0
volume = 255

[State 1000,4]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5,2
;channel = 4

[State 1000,5]
type = PosAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
x = 10

[State 1000]
type = null;VarSet
triggerall = Movehit = 1
trigger1 = AnimElem = 4
var(1) = 1
ignorehitpause = 1
persistent = 0

[State 1000]
type = null;VarSet
triggerall = Movehit = 1
trigger1 = AnimElem = 5
var(1) = 1
ignorehitpause = 1
persistent = 0

[State 1000]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
animtype = Hard
damage = 98,10
getpower = 100,100
givepower = 20,20
hitflag = MAF
guardflag = MA
sparkno = s4010
guard.sparkno = s10151
sparkxy = -15,-60
pausetime = 12,12
hitsound = S4,2
guardsound = S4,9
ground.slidetime = 30
ground.hittime = 17
ground.velocity = -2.5,-12
air.velocity = -2.5,-12
guard.hittime = 17
guard.velocity = -13
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
fall.recover = 0
;fall.recovertime = 65
palfx.time = 50
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
yaccel = .537

[State 1000]
type = HitDef
;triggerall = var(1) != 1
trigger1 = AnimElem = 5
attr = S, SA
animtype = Hard
damage = 98,10
getpower = 100,100
givepower = 20,20
hitflag = MA
guardflag = MA
sparkno = s4010
guard.sparkno = s10151
sparkxy = -15,-80
pausetime = 12,12
hitsound = s4,2
guardsound = s4,9
ground.slidetime = 30
ground.hittime = 17
ground.velocity = -2.5,-12
air.velocity = -2.5,-12
guard.hittime = 17
guard.velocity = -13
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
fall.recover = 0
;fall.recovertime = 65
palfx.time = 50
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
yaccel = .537

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 5
persistent = 0
anim = 1750
id = 1700
postype = P1
pos = 15,0
sprpriority = 10

[State 1000]
type = ChangeState
trigger1 = AnimTime = 0
value = 1001

;------  弱 百式・鬼焼き[空中]  ------
[Statedef 1001]
type = A
movetype = A
physics = N
anim = 1001

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

[State 1001, 2]
type = PosAdd
trigger1 = AnimElem = 1
x = 24

[State 1001, 3]
type = VelSet
trigger1 = Time = 0
x = 0
y = -5

[State 1001, 4]
type = VelAdd
trigger1 = Time > 0
y = .6

[State 5040, 4]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

[State 1000, Explod]
type = Explod
trigger1 = animelem = 1
anim = 25
ID = 1001
pos = 80,-0
postype = p1
bindtime = -1
removetime = -1
sprpriority =30
ownpal = 1
removeongethit = 1

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = animelem =8
ID =1001


[State 1001, 7]
type = HitDef
;triggerall = var(1) != 1
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6= AnimElem = 6
trigger7 = AnimElem = 7
attr = A, SA
animtype = Hard
damage = 98,10
getpower = 50,50
givepower = 20,20
sparkno = s4010
guard.sparkno = s10151
sparkxy = -15,-100
hitflag = MA
guardflag = MA
pausetime = 12,12
hitsound = s4,2
guardsound = s4,9
ground.slidetime = 30
ground.hittime = 17
ground.velocity = -2,-7.5
air.velocity = -2,-7.5
guard.hittime = 17
guard.velocity = -13
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
fall.recover = 0
;fall.recovertime = 65
palfx.time = 50
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
yaccel = .5

[State 1000]
type = null;VarSet
trigger1 = AnimElem = 4
var(1) = 0
ignorehitpause = 1
persistent = 0

[State 1100]
type = Explod
trigger1 = AnimElem = 4
persistent = 0
anim = 1760
postype = P1
pos = 0,0
sprpriority = 10

[State 1001, 21]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1002

;------  弱 百式・鬼焼き[着地]  ------
[Statedef 1002]
type = S
movetype = I
physics = S
anim = 1002
velset = 0,0

[State 1002, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1002, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------  強 百式・鬼焼き[出始め]  ------
[Statedef 1100]
type = S
movetype = A
physics = S
anim = 1100
velset = 0
poweradd = ifelse(Var(10) != 0,0,130)
ctrl = 0
juggle = 8
facep2 = 1

[State -2]
type = VarSet
trigger1 = time = 0
var(1) = 0

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

[State 1120]
type = NotHitBy
trigger1 = Time = 0
value = SCA,NA,SA,HA,NP,SP,HP,AA,AP
time = 8

[State 1000]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2,1
;channel = 0
volume = 255

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5,2
;channel = 4

[State 1000]
type = null;PosAdd
trigger1 = AnimElem = 5
x = 13

[State 1000, 3]
type = PosAdd
trigger1 = AnimElem = 2 || AnimElem = 3
x = 10

[State 1000]
type = null;VarSet
triggerall = Movehit = 1
trigger1 = AnimElem = 4
var(1) = 1
ignorehitpause = 1
persistent = 0

[State 1000]
type = null;VarSet
triggerall = Movehit = 1
trigger1 = AnimElem = 5
var(1) = 1
ignorehitpause = 1
persistent = 0

[State 1000]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
animtype = Hard
damage = 42,10
getpower = 100,100
givepower = 20,20
hitflag = MAF
guardflag = MA
sparkno = s4010
guard.sparkno = s10151
sparkxy = -15,-60
pausetime = 12,12
hitsound = s4,2
guardsound = s4,9
ground.slidetime = 30
ground.hittime = 17
ground.velocity = -3
air.velocity = -2.5,-6
guard.hittime = 17
guard.velocity = -13
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = ifelse(p2statetype != A,0,1)
palfx.time = 50
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1

[State 1000]
type = HitDef
;triggerall = var(1) != 1
trigger1 = AnimElem = 5
attr = S, SA
animtype = Hard
damage = 42,10
getpower = 100,100
givepower = 20,20
hitflag = MAF
guardflag = MA
sparkno = s4010
guard.sparkno = s10151
sparkxy = -15,-80
pausetime = 12,12
hitsound = s4,2
guardsound = s4,9
ground.slidetime = 30
ground.hittime = 17
ground.velocity = -3
air.velocity = -2.5,-6
guard.hittime = 17
guard.velocity = -13
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = ifelse(p2statetype != A,0,1)
palfx.time = 50
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 5
persistent = 0
anim = 1750
id = 1700
postype = P1
pos = 15,0
sprpriority = 10

[State 1000]
type = ChangeState
trigger1 = AnimTime = 0
value = 1101

;------  強 百式・鬼焼き[空中]  ------
[Statedef 1101]
type = A
movetype = A
physics = N
anim = 1101

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

[State 1305, 1]
type = VarSet
trigger1    = time = 0
var(11)     = 0

[State 1101, 2]
type = PosAdd
trigger1 = AnimElem = 1
x = 17;24

[State 1001, 3]
type = VelSet
trigger1 = Time = 0
x = 0
y = -8.8

[State 1001, 4]
type = VelAdd
trigger1 = Time > 0
y = .5

[State 5040, 4]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

[State 1001, 7]
type = HitDef
;triggerall = var(1) != 1
trigger1 = AnimElem = 1
attr = A, SA
animtype = Hard
damage = 42,10
getpower = 50,50
givepower = 20,20
sparkno = s4010
guard.sparkno = s10151
sparkxy = -15,-100
hitflag = MAF
guardflag = MA
pausetime = 12,12
hitsound = s4,2
guardsound = s4,9
ground.slidetime = 30
ground.hittime = 17
ground.velocity = -2,-11
air.velocity = -2,-11
guard.hittime = 17
guard.velocity = -13
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
fall.recover = 0
palfx.time = 50
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
yaccel = .50

[State 1000]
type = null;VarSet
trigger1 = AnimElem = 4
var(1) = 0
ignorehitpause = 1
persistent = 0

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 7
persistent = 0
anim = 1760
postype = P1
pos = 0,0
sprpriority = 10

[State 1001, 21]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1102

;------  強 百式・鬼焼き[着地]  ------
[Statedef 1102]
type = S
movetype = I
physics = S
anim = 1102
velset = 0,0

[State 1002, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1002, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------  弱 百弐拾七式・葵花[初段]  ------
[Statedef 1200]
type = S
movetype = A
physics = N
anim = 1200
poweradd = 150
velset = 0
ctrl = 0
juggle = 8
facep2 = 1

[State -2]
type = VarSet
trigger1 = time = 0
var(1) = 0

[State 1200, 2]
type = null;Width
trigger1 = (AnimElem = 2,>=0 && AnimElem = 4,<=0)
value = 7,0

[State 1000]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,3
;channel = 0
volume = 255

[State 5040, 4]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = I

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 85,10
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 12,12
sparkno = s77
guard.sparkno = s10151
sparkxy = -20, -65
hitsound = s23,23
guardsound = s4,9
ground.type = High
ground.slidetime = 24
ground.hittime  = 24
ground.velocity = -6
guard.hittime = 19
guard.velocity = -10
guard.slidetime = 24
;guard.ctrltime = 24
air.velocity = -4,-4
air.type = High
air.hittime = 12
air.fall = 1
ground.cornerpush.veloff = -10
guard.cornerpush.veloff = -10
air.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = 3
envshake.freq = 100
palfx.time = 25
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 240, 3]
type = VelSet
trigger1 = AnimElem = 2
x = 6;6.5

[State 240, 3]
type = VelSet
trigger1 = AnimElem = 5
x = 2;2.5

[State 1000,VelMul]
type = VelMul
trigger1 = AnimElem = 5,>=8
x = 0.8

[State 1300, 7]
type = ChangeState
trigger1 = command = "aoi1" || var(1) = 1200
trigger1 = AnimElem = 4, >= 1
value = 1201
ignorehitpause = 0

[State 1302, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------  弱 百弐拾七式・葵花二段目 ------
[Statedef 1201]
type     = S
movetype = A
physics  = S
poweradd = 20
velset   = 0,0
anim     = 1210
ctrl     = 0
juggle = ifelse(p2statetype = A,1,13)
sprpriority = 2

[State -2]
type = VarSet
trigger1 = time = 0
var(1) = 0

[State 1200, 2]
type = null;Width
trigger1 = (AnimElem = 2,>=0 && AnimElem = 6,<=0)
value = 17,0

[State 1000]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,4
;channel = 0
volume = 255

[State 240, 3]
type = VelSet
trigger1 = AnimElem = 2 || AnimElem = 3
x = 8

[State 240, 3]
type = VelSet
trigger1 = AnimElem = 5
x = 4.5

[State 1000,VelMul]
type = VelMul
trigger1 = AnimElem = 6
x = 0.8

[State 5040, 4]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = I

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 83,10
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 12,12
sparkno = s333
guard.sparkno = s10151
sparkxy = -20, -65
hitsound = s23,23
guardsound = s4,9
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4.1,-6
guard.hittime = 13
guard.velocity = -10
air.velocity = -4,-6
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
ground.cornerpush.veloff = -15
guard.cornerpush.veloff = -15
air.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = 3
envshake.freq = 100
palfx.time = 25
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
[State 1000,]
type = ChangeState
trigger1 = command = "aoi1"|| var(1) = 1200
trigger1 = AnimElemtime(4) > 1 && AnimElemtime(7) < 2
value = 1202
ignorehitpause = 0

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

;------  弱 百弐拾七式・葵花三段目地上 ------
[Statedef 1202]
type     = S
movetype = A
physics  = S
poweradd = 20
velset   = 0,0
anim     = 1220
ctrl     = 0
sprpriority = 3

[State 1310, 1]
type = PosAdd
trigger1 = AnimElem = 1
x = 3.5

[State 1310, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1203

;------  弱 百弐拾七式・葵花三段目空中  ------
[Statedef 1203]
type = A
movetype = A
physics = N
anim = 1221
juggle = 1

[State 1000]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2,4
;channel = 0
volume = 255

[State 1000, 2]
type = null;Width
trigger1 = AnimElem = 1,<=0
value = 60,40

[State 1310, 1]
type = PosAdd
trigger1 = AnimElem = 1
x = 0

[State 1312, 1]
type = VelSet
trigger1 = time = 0
x = 4.2
y = -4.2

[State 1312, 2]
type = VelAdd
trigger1 = Time > 1
y = .6

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage = 82,10
animtype = up
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 4,4
sparkno = s78
guard.sparkno = s10151
sparkxy = -25, -60
hitsound = s23,23
guardsound = s4,9
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3,15
guard.velocity = -15
guard.hittime = 14
guard.velocity = -4.5
airguard.velocity = -2.3,-1.8
air.velocity = -7,15
air.type = High
air.hittime = 12
ground.cornerpush.veloff = -19
guard.cornerpush.veloff = -19
air.cornerpush.veloff = 0
fall = 1
fall.recover = 0
fall.envshake.ampl = 6
fall.envshake.freq = 100
fall.envshake.time = 12
palfx.time = 60
palfx.mul = 190,190,200
palfx.sinadd = -180,-180,-180,15
palfx.add = 40,40,50
palfx.color = 0
palfx.invertall = 1
[State 1000, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1204

;------  弱 百弐拾七式・葵花三段目着地  ------
[Statedef 1204]
type = S
movetype = I
physics = S
anim = 1222

[State 1000]
type = null;PlaySnd
trigger1 = time = 1
value = 2,4

[State 1313, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1313, 2]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

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

;-------------------------------------------------------------------------------
[Statedef 1209]
anim = 99999

[State 40001, P1 BG]
type = Explod
triggerall = !numexplod(15650)
triggerall = teamside = 1
trigger1 = !time
anim = 1209
ID = 15650
pos = 0,abs((240*var(0))-81)
postype = left  ;p2,front,back,left,right
pausemovetime = -1
supermovetime = -1
removetime = -2
bindtime = -1
scale = 1,1
sprpriority = -20
ownpal = 1
ignorehitpause = 1




[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 2
ID = 15650
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 4
ID = 15650
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 6
ID = 15650
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 8
ID = 15650
scale = 1,1
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 56
ID = 15650
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 57
ID = 15650
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 58
ID = 15650
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 59
ID = 15650
scale = 1,1

[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 2
ID = 15651
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 4
ID = 15651
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 6
ID = 15651
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 8
ID = 15651
scale = 1,1
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 56
ID = 15651
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 57
ID = 15651
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 58
ID = 15651
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 59
ID = 15651
scale = 1,1

[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 2
ID = 15660
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 4
ID = 15660
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 6
ID = 15660
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 8
ID = 15660
scale = 1,1
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 56
ID = 15660
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 57
ID = 15660
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 58
ID = 15660
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 59
ID = 15660
scale = 1,1

[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 2
ID = 15661
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 4
ID = 15661
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 6
ID = 15661
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 8
ID = 15661
scale = 1,1
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 56
ID = 15661
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 57
ID = 15661
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 58
ID = 15661
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 59
ID = 15661
scale = 1,1

[State 40001, DestroySelf]
type = DestroySelf
trigger1 = time = 60

;------  強 百弐拾七式・葵花[初段]  ------
[Statedef 1250]
type = S
movetype = A
physics = N
anim = 1250
poweradd = 150
velset = 0
ctrl = 0
juggle = 8
facep2 = 1

[State -2]
type = VarSet
trigger1 = time = 0
var(1) = 0


[State 1200, 2]
type = null;Width
trigger1 = (AnimElem = 2,>=0 && AnimElem = 4,<=0)
value = 7,0

[State 1000]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2,5

[State 5040, 4]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = I

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 85,10
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 12,12
sparkno = s77
guard.sparkno = s10151
sparkxy = -20, -65
hitsound = s23,23
guardsound = s4,9
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -6
guard.hittime = 24
guard.velocity = -11
air.velocity = -4,-4
air.type = High
air.hittime = 12
air.fall = 1
ground.cornerpush.veloff = -15
guard.cornerpush.veloff = -15
air.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = 3
envshake.freq = 100
palfx.time = 25
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
[State 240, 3]
type = VelSet
trigger1 = AnimElem = 2
x = 7

[State 240, 3]
type = VelSet
trigger1 = AnimElem = 5
x = 2.5

[State 1000,VelMul]
type = VelMul
trigger1 = AnimElem = 5,>=13
x = 0.5

[State 1300, 7]
type = ChangeState
trigger1 = command = "aoi2" || var(1) = 1250
trigger1 = AnimElem = 4, >= 1
value = 1260
ignorehitpause = 0

[State 1302, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------  強 百弐拾七式・葵花[ニ段目]  ------
[Statedef 1260]
type     = S
movetype = A
physics  = S
poweradd = 20
velset   = 0,0
anim     = 1260
ctrl     = 0
juggle = ifelse(p2statetype = A,1,13)
sprpriority = 2

[State -2]
type = VarSet
trigger1 = time = 0
var(1) = 0


[State 1200, 2]
type = null;Width
trigger1 = (AnimElem = 2,>=0 && AnimElem = 6,<=0)
value = 17,0

[State 1000]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,5

[State 240, 3]
type = VelSet
trigger1 = AnimElem = 2 || AnimElem = 3
x = 9

[State 240, 3]
type = VelSet
trigger1 = AnimElem = 5
x = 5

[State 1000,VelMul]
type = VelMul
trigger1 = AnimElem = 6
x = 0.5

[State 5040, 4]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = I

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 85,10
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 12,12
sparkno = s333
guard.sparkno = s10151
sparkxy = -20, -65
hitsound = s23,23
guardsound = s4,9
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4.4,-6
guard.hittime = 24
guard.velocity = -12
air.velocity = -4,-6
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
ground.cornerpush.veloff = -18
guard.cornerpush.veloff = -18
air.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = 3
envshake.freq = 100
palfx.time = 25
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
[State 1000,]
type = ChangeState
trigger1 = command = "aoi2" || var(1) = 1250
trigger1 = AnimElemtime(4) > 1 && AnimElemtime(7) < 2
value = 1270
ignorehitpause = 0

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

;------  強 百弐拾七式・葵花三段目地上  ------
[Statedef 1270]
type     = S
movetype = A
physics  = S
poweradd = 20
velset   = 0,0
anim     = 1270
ctrl     = 0
sprpriority = 3

[State 1310, 1]
type = PosAdd
trigger1 = AnimElem = 1
x = 0;3.5

[State 1310, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1271

;------  強 百弐拾七式・葵花三段目空中 ------
[Statedef 1271]
type = A
movetype = A
physics = N
anim = 1271
juggle = 1;ifelse(p2statetype = A,1,14)

[State 1000]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2,6

[State 1000, 2]
type = null;Width
trigger1 = AnimElem = 1,<=0
value = 60,40

[State 1310, 1]
type = PosAdd
trigger1 = AnimElem = 1
x = 0

[State 1312, 1]
type = VelSet
trigger1 = time = 0
x = 5.62
y = -4.6

[State 1312, 2]
type = VelAdd
trigger1 = Time > 1
y = .5

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage = 82,10
animtype = up
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 12,12
sparkno = s78
guard.sparkno = s10151
sparkxy = -25, -60
hitsound = s23,23
guardsound = s4,9
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -7.5,15
guard.hittime = 20
guard.velocity = -19
airguard.velocity = -3.2,-1.8
air.velocity = -7.5,15
air.type = High
air.hittime = 12
ground.cornerpush.veloff = -19
guard.cornerpush.veloff = -19
air.cornerpush.veloff = 0
fall = 1
fall.recover = 0
fall.envshake.ampl = 6
fall.envshake.freq = 100
fall.envshake.time = 12
fall.envshake.ampl = 6
fall.envshake.freq = 100
fall.envshake.time = 12
palfx.time = 60
palfx.mul = 190,190,200
palfx.sinadd = -180,-180,-180,15
palfx.add = 40,40,50
palfx.color = 0
palfx.invertall = 1
[State 1000, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1272

;------  強 百弐拾七式・葵花三段目着地  ------
[Statedef 1272]
type = S
movetype = I
physics = S
anim = 1272

[State 1000]
type = null;PlaySnd
trigger1 = time = 1
value = 2,4

[State 1313, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1313, 2]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

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

;------  弱 弐百拾弐式・琴月　陰 出始め ------
[Statedef 1300]
type = A
movetype = A
physics = N
anim = 1300
poweradd = 150
velset = 0
ctrl = 0
juggle = 8;ifelse(p2statetype = A,1,14)
facep2 = 1

[State -2]
type = VarSet
trigger1 = time = 0
var(1) = 0

[State 1260, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 1301

;------  弱 弐百拾弐式・琴月　陰 突進  ------
[Statedef 1301]
type = S
movetype = A
physics = N
anim = 1301

[State 1260, 1]
type = VelSet
trigger1 = AnimElem = 1,1
x = 9.5

[State 1260, 4]
type = ChangeState
trigger1 = AnimElem = 1,>=1
trigger1 = p2bodydist X < 60
value = 1303

[State 1000]
type = PlaySnd
trigger1 = time = 0
value = 2,3
;channel = 4
volume = 255

[State 1000]
type = PlaySnd
trigger1 = time = 0
value = 5,13
channel = 1
volume = 0

[State 1260, 4]
type = ChangeState
trigger1 = time = 14
value = 1302

;------  強 弐百拾弐式・琴月　陰 出始め ------
[Statedef 1350]
type = A
movetype = A
physics = N
anim = 1300
poweradd = 150
velset = 0
ctrl = 0
juggle = 1;ifelse(p2statetype = A,1,14)
facep2 = 1

[State -2]
type = VarSet
trigger1 = time = 0
var(1) = 0

[State 1260, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 1351

;------  強 弐百拾弐式・琴月　陰 突進  ------
[Statedef 1351]
type = S
movetype = A
physics = N
anim = 1301

[State 1260, 1]
type = VelSet
trigger1 = AnimElem = 1,1
x = 13.5

[State 1260, 4]
type = ChangeState
trigger1 = AnimElem = 1,>=1
trigger1 = p2bodydist X < 60
value = 1303

[State 1000]
type = PlaySnd
trigger1 = time = 0
value = 2,3
;channel = 4
volume = 255

[State 1000]
type = PlaySnd
trigger1 = time = 0
value = 5,13
channel = 1
volume = 0

[State 1260, 4]
type = ChangeState
trigger1 = time = 21
value = 1304

;------   弐百拾弐式・琴月　陰 止め  ------
[Statedef 1302]
type = S
movetype = I
physics = N
anim = 1302

[State 100, 4]
type = StopSnd
trigger1 = time = 0
channel = 4

[State 100, 4]
type = StopSnd
trigger1 = time = 0
channel = 1

[State 1660, 4]
type = VelMul
trigger1 = Time > 0
x = .8

[State 1260, 1]
type = VelSet
trigger1 = Time = 12
x = 0

[State 1270, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------   弐百拾弐式・琴月　陰 肘打ち ------
[Statedef 1303]
type = S
movetype = A
physics = N
anim = 1303

[State 100, 4]
type = StopSnd
trigger1 = time = 0
channel = 4

[State 100, 4]
type = StopSnd
trigger1 = time = 0
channel = 1

[State 1660, 4]
type = VelMul
trigger1 = Time > 0
x = .91

[State 1270, 6]
type = VelSet
trigger1 = Time = 35
x = 0

[State 5040, 4]
type = StateTypeSet
trigger1 = AnimElem = 7
movetype = I

[State 1270, 7]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
animtype = Hard
damage = 42,10
getpower = 100,100
givepower = 20,20
pausetime = 12,12
guard.pausetime = 12,12
sparkno = s4010
guard.sparkno = s10151
sparkxy = -15,-60
hitsound = S4,2
hitflag = MAF
guardflag = MA
guardsound = S4,9
ground.type = Low
ground.slidetime = 30
ground.hittime = 30
ground.velocity = -4.5
guard.hittime = 30
guard.velocity = -6.6
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -5
kill = 0

[State 1402, 2]
type = PosAdd
trigger1 = AnimElem = 7
x = 10

[State 1260, 4]
type = ChangeState
trigger1 = movehit = 1
value = 1304

[State 1270, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------  弱 弐百拾弐式・琴月　陰 倒す && ガード  ------
[Statedef 1304]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 9
ctrl     = 0
sprpriority = 5

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 60,0

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 8
value = 2,8
;channel = 0
volume = 255

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 26
value = 2,9
;channel = 0
volume = 255

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 43
value = 2,10
;channel = 0
volume = 255

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 52
value = 2,4
;channel = 0
volume = 255

[State 52, 1]
type = VelSet
trigger1 = animelem = 1
trigger2 = animelem = 2
x = 4


[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
getpower = 0
damage =21,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 5,5
sparkno = s3
sparkxy = -25,-55
hitsound = s4,2
ground.type = hard
ground.slidetime = 55
ground.hittime  = 55
ground.velocity = -1,0
envshake.time = 12
envshake.ampl = 3
envshake.freq = 100
palfx.time = 104
palfx.add = 100,-30,-120
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
kill = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 6
attr = S, HA
getpower = 0
damage =21,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 5,5
sparkno = s4010
sparkxy = -25,-55
hitsound = s4,2
ground.type = hard
ground.slidetime = 55
ground.hittime  = 55
ground.velocity = -1,0
envshake.time = 12
envshake.ampl = 3
envshake.freq = 100
palfx.time = 104
palfx.add = 100,-30,-120
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
kill = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 6
attr = S, HA
getpower = 0
damage =21,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 5,5
sparkno = s3
sparkxy = -25,-55
hitsound = s4,2
ground.type = hard
ground.slidetime = 55
ground.hittime  = 55
ground.velocity = -1,0
envshake.time = 12
envshake.ampl = 3
envshake.freq = 100
palfx.time = 104
palfx.add = 100,-30,-120
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
kill = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 9
attr = S, HA
getpower = 0
damage =21,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 5,5
sparkno = s4010
sparkxy = -25,-55
hitsound = s4,2
ground.type = hard
ground.slidetime = 55
ground.hittime  = 55
ground.velocity = -1,0
envshake.time = 12
envshake.ampl = 3
envshake.freq = 100
palfx.time = 104
palfx.add = 100,-30,-120
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
kill = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 12
attr = S, HA
getpower = 0
damage =21,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 5,5
sparkno = s3
sparkxy = -25,-55
hitsound = s4,2
ground.type = hard
ground.slidetime = 55
ground.hittime  = 55
ground.velocity = -1,0
envshake.time = 12
envshake.ampl = 3
envshake.freq = 100
palfx.time = 104
palfx.add = 100,-30,-120
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
kill = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 17
attr = S, HA
getpower = 0
damage =21,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 5,5
sparkno = s4010
sparkxy = -25,-55
hitsound = s4,2
ground.type = hard
ground.slidetime = 55
ground.hittime  = 55
ground.velocity = -1,0
envshake.time = 12
envshake.ampl = 3
envshake.freq = 100
palfx.time = 104
palfx.add = 100,-30,-120
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
kill = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 21
attr = S, HA
getpower = 0
damage =21,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 5,5
sparkno = s3
sparkxy = -25,-55
hitsound = s4,2
ground.type = hard
ground.slidetime = 55
ground.hittime  = 55
ground.velocity = -1,0
envshake.time = 12
envshake.ampl = 3
envshake.freq = 100
palfx.time = 104
palfx.add = 100,-30,-120
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
kill = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 29
attr = S, HA
getpower = 0
damage =21,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 5,5
sparkno = s3
sparkxy = -25,-55
hitsound = s4,2
ground.type = hard
ground.slidetime = 55
ground.hittime  = 55
ground.velocity = -1,0
envshake.time = 12
envshake.ampl = 3
envshake.freq = 100
palfx.time = 104
palfx.add = 100,-30,-120
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
kill = 0


[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 34
attr = S, HA
getpower = 0
damage = 215,0
animtype = diagup
hitflag = MAF
priority = 3, Hit
pausetime = 30,30
sparkno = s2050
sparkxy = -20,-60
hitsound = s5,4
ground.type = High
ground.slidetime = 55
ground.hittime  = 55
ground.velocity = -9,-8.5
air.velocity = -9,-8.5
fall = 1
fall.recover = 0
envshake.time = 42
envshake.ampl = 18
envshake.freq = 100
palfx.time = 50
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1

[State 1000]
type = PlaySnd
trigger1 = AnimElem = 52
value = 5,4
volume = 0

[State 1305, 1]
type = VarSet
trigger1    = time = 0
var(11)     = 0

[State 1305, 1]
type = null;VarSet
trigger1    = time = 0
var(12)     = 0

[State 1000, 0]
type = VarSet
trigger1 = time = 0
var(12) = 1
ignorehitpause = 0

[State -2, 1]
type = VarSet
trigger1 = AnimElem = 45
var(12)  = 0
ignorehitpause = 0

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 47
persistent = 0
anim = 4030
postype = P1
pos = 25,-73
sprpriority = 10

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 52
persistent = 0
anim = 2050
postype = P1
pos = 40,-70
sprpriority = 10
supermove = 1
scale = 0.8,0.8

[State 2100,]
type = Envcolor
trigger1 = AnimElem = 52
time = 2
value = 255,255,255
under = 1

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

;------  琴月[２P処理]  ------
[Statedef 1307]
type    = S
movetype= H
physics = N
;velset = 0,0
ctrl = 0

[State 1320, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 1330

[State 9000, 1]
type = PalFX
trigger1 = Animelem = 4
time = 30
add = 110,0,160
color = 1

[State 1520, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 210, 3]
type = null;PosAdd
trigger1 = time = 50
x = 23

[State 1307,4]
type = Changestate
Trigger1 = AnimTime = 0
value = 1308
ctrl = 0

;------  琴月[２P処理２]  ------
[Statedef 1308]
type = A
movetype = H
physics = N

[State 1520, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 1308, 1]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160

[State 210, 3]
type = PosAdd
trigger1 = time = 0
y = 17

[State 1308, Anim]
type = ChangeAnim
trigger1 = time = 0
value = 5160

[State 1308, 1];吹き飛び
type = VelSet
trigger1 = time = 0
y = 0;3.5
x = -0.5;6.5

[State 1525, 4]
type = VelAdd
trigger1 = Time > 0
y = .5

[State 1370, Sprite2]
type = SprPriority
trigger1 = time >= 0 
value = 1

[State 1420, State]
type = SelfState
trigger1 = Pos Y >= 20 && Vel Y > 0
value = 5100

;---------------------------------------------------------------------------
;屑風
[Statedef 1400]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 1400
sprpriority = 4

[State -2]
type = VarSet
trigger1 = time = 0
var(1) = 0

[State 200]
type = PlaySnd
trigger1 = AnimElem = 4
value = 6,0

[State 200]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,5
volume = 255
channel = 4

[State 3000]
type = null;HitBy
trigger1 = time = 0
value = SCA, NT, ST
time = 8

[State 1100, 無敵]
type = NotHitBy
trigger1 = time = 0;AnimElem = 1
value = SCA
time = 7

[State 800, ヒット定義（投げ用）]
type = HitDef
trigger1 = Time = 0
attr = S, ST
hitflag = M-
numhits = 0
priority = 6, Miss
sparkno = s4030
sparkxy = -20,-80
p1sprpriority = 1
p2sprpriority = 0
p2facing = 1
p1stateno = 1410
p2stateno = 1420
hitsound = S5,16
guard.dist = 0

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

;-----------------------------------------------------------------------------
;屑風p1処理

[Statedef 1410]
type    = S
movetype= A
physics = N
anim = 1410

[State 1000, 2]
type = Width
trigger1 = AnimElem = 1
value = 40,0

[State 810, 1]
type = PlaySnd
Trigger1 = time = 0
value = 0,11

[State 810, 1]
type = PlaySnd
Trigger1 = AnimElem = 10
value = 2,6
;channel = 0
volume = 255

[State 810, 1]
type = PlaySnd
Trigger1 = AnimElem = 11
value = 5,5
;channel = 0
volume = 100

[State 810, 1]
type = Sprpriority
trigger1 = AnimElem = 7 || AnimElem = 8 || AnimElem = 9
value = -2

[State 1500]
type = TargetBind
trigger1 = AnimElem = 1
pos = 22, 0
time = 1

[State 1500]
type = TargetBind
trigger1 = AnimElem = 2
pos = 33, 0
time = 1

[State 1500]
type = TargetBind
trigger1 = AnimElem = 3
pos = 36, 0
time = 1

[State 1500]
type = TargetBind
trigger1 = AnimElem = 4
pos = 33, 0
time = 1

[State 1500]
type = TargetBind
trigger1 = Animelem = 5
pos = 22, 0
time = 1

[State 1500]
type = TargetBind
trigger1 = AnimElem = 6
pos = 15, 0
time = 1

[State 1500]
type = TargetBind
trigger1 = AnimElem = 7
pos = 11, 0
time = 1

[State 1500]
type = TargetBind
trigger1 = AnimElem = 8 || AnimElem = 9
pos = 0, 0
time = 1

[State 1500]
type = TargetBind
trigger1 = AnimElem = 10
pos = -9, 0
time = 1

[State 1500]
type = TargetBind
trigger1 = AnimElem = 11
pos = -25, 0
time = 1

[State 1500,]
type = Turn
trigger1 = AnimElem = 10
;trigger1 = Animtime = 0
value = 1

[State 810, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;屑風p2処理
[Statedef 1420]
type    = S
movetype= H
physics = N
sprpriority = 0
ctrl = 0
;velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1420

[State 820, 1]
type = null;sprpriority
Trigger1 = AnimElem = 8
value = 5

[State 1322]
type = velset
trigger1 = AnimElem = 11, = 1
x = -20;11.3

[State 1322]
type = velmul
trigger1 = AnimElem = 11, > 1
x = .78

[State 1322]
type = null;velset
trigger1 = AnimElem = 18
x = 0

[State 1500,]
type = Turn
trigger1 = AnimElem = 10
value = 1

[State 820, 1]
type = SelfState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 弱百八式・闇払い

[Statedef 1500]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 1511
ctrl     = 0
sprpriority = 2

[State 1]
type = playsnd
trigger1 = Time = 0
value = s5,6

[State 1]
type = playsnd
trigger1 = Time = 0
value = s3,7

[State 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 28


[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 30

[State 170, 無敵]
type = NotHitBy
trigger1 = AnimElem = 5
value = SCA
time = 42

[State 1000, ヘルパーを出す]
type = Helper
trigger1 = AnimElem = 4
name = "BAKUHATSU"
stateno = 1661
ID = 1661
helpertype = normal
pos = 30,-0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1



[State 2000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1501]
type     = S
movetype = A
physics  = S
juggle = 0
poweradd = 100
velset   = 0,0
anim     = 1501
ctrl     = 0
sprpriority = 3


[State -2]
type = VarSet
trigger1 = time = 0
var(1) = 0

[State 1000]
type = PlaySnd
trigger1 = AnimElem = 4
value =s5,222

[State 1000]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2,0
;channel = 0
volume = 255

[State 3000]
type = Projectile
trigger1 = AnimElem = 4
projID = 1501
projhits = 3
projanim = 32
projremove = 1
projpriority = 1
projhitanim = 51
projremanim = -1
projsprpriority = 5
projshadow = 0,0,0
projremovetime =20
getpower = 0
ownpal = 0
offset = 25,40
velocity = 0, 0
attr = S, SP
animtype = hard
damage = 24 ,10
hitflag = MAF;D
guardflag = MA
hitsound = s5,15
guardsound = s4,9
pausetime = 0,12
sparkno = s4010
guard.sparkno = s10151
sparkxy = 20,-45
ground.type = Low
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -4,-0
air.juggle = 8
air.velocity = -5.6,-6.8
palfx.time = 30
palfx.color = 60
palfx.invertall = 1
palfx.add = 1,1,1
palfx.mul = 256,256,256
palfx.sinadd = 126,126,126,4

[State 3000]
type = Projectile
trigger1 = AnimElem = 5
projID = 1501
projhits = 3
projanim = 32
projremove = 1
projpriority = 1
projhitanim = 51
projremanim = -1
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 20
getpower = 0
ownpal = 0
offset = 55,40
velocity = 0, 0
attr = S, SP
animtype = hard
damage = 14 ,10
hitflag = MAF;D
guardflag = MA
hitsound = s5,15
guardsound = s4,9
pausetime = 0,12
sparkno = s4010
guard.sparkno = s10151
sparkxy = 20,-45
ground.type = Low
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -4,-0
air.juggle = 8
air.velocity = -5.6,-6.8
palfx.time = 30
palfx.color = 60
palfx.invertall = 1
palfx.add = 1,1,1
palfx.mul = 256,256,256
palfx.sinadd = 126,126,126,4

[State 3000]
type = Projectile
trigger1 = AnimElem = 6
projID = 1501
projhits = 3
projanim = 32
projremove = 1
projpriority = 1
projhitanim = 51
projremanim = -1
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 20
getpower = 0
ownpal = 0
offset = 85,40
velocity = 0, 0
attr = S, SP
animtype = hard
damage = 24 ,10
hitflag = MAF;D
guardflag = MA
hitsound = s5,15
guardsound = s4,9
pausetime = 0,12
sparkno = s4010
guard.sparkno = s10151
sparkxy = 20,-45
ground.type = Low
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -4,-0
air.juggle = 8
air.velocity = -5.6,-6.8
palfx.time = 30
palfx.color = 60
palfx.invertall = 1
palfx.add = 1,1,1
palfx.mul = 256,256,256
palfx.sinadd = 126,126,126,4

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

[Statedef 1502]
type     = S
movetype = A
physics  = S
poweradd = 100
velset   = 0,0
anim     = 1501
ctrl     = 0
sprpriority = 3

[State -2]
type = VarSet
trigger1 = time = 0
var(1) = 0

[State 1000]
type = PlaySnd
trigger1 = AnimElem = 4
value = 5,3

[State 1000]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2,0
;channel = 0
volume = 255

[State 3000]
type = Projectile
trigger1 = AnimElem = 4
projID = 1501
projhits = 3
projanim = 3
projremove = 1
projpriority = 1
projhitanim = 51
projremanim = -1
projsprpriority = 5
projshadow = 0,0,0
projremovetime =20
getpower = 0
ownpal = 0
offset = 25,-60
velocity = 0, 0
attr = S, SP
animtype = hard
damage = 24 ,10
hitflag = MAF;D
guardflag = MA
hitsound = s5,7
guardsound = s4,9
pausetime = 0,12
sparkno = s4010
guard.sparkno = s10151
sparkxy = 20,-45
ground.type = Low
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -4,-0
air.velocity = -5.6,-6.8
envshake.time = 12
envshake.ampl = 3
envshake.freq = 100
palfx.time = 25
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 3000]
type = Projectile
trigger1 = AnimElem = 5
projID = 1501
projhits = 3
projanim = 3
projremove = 1
projpriority = 1
projhitanim = 51
projremanim = -1
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 20
getpower = 0
ownpal = 0
offset = 55,-60
velocity = 0, 0
attr = S, SP
animtype = hard
damage = 14 ,10
hitflag = MAF;D
guardflag = MA
hitsound = s5,7
guardsound = s4,9
pausetime = 0,12
sparkno = s4010
guard.sparkno = s10151
sparkxy = 20,-45
ground.type = Low
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -4,-0
air.velocity = -5.6,-6.8
envshake.time = 12
envshake.ampl = 3
envshake.freq = 100
palfx.time = 25
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 3000]
type = Projectile
trigger1 = AnimElem = 6
projID = 1501
projhits = 3
projanim = 3
projremove = 1
projpriority = 1
projhitanim = 51
projremanim = -1
projsprpriority = 5
projshadow = 0,0,0
projremovetime =20
getpower = 0
ownpal = 0
offset =105,-60
velocity = 0, 0
attr = S, SP
animtype = diagup
damage = 24 ,10
hitflag = MAF;D
guardflag = MA
hitsound = s5,4
guardsound = s4,9
pausetime = 0,12
sparkno = s4010
guard.sparkno = s10151
sparkxy = 20,-45
ground.type = Low
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -4,-6
air.velocity = -5.6,-6.8
fall = 1
envshake.time = 12
envshake.ampl = 3
envshake.freq = 100
palfx.time = 25
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1



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

[Statedef 1504]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
anim = 2000

[State 1]
type = velset
trigger1 = animelem = 5
trigger2 = animelem = 6
trigger3 = animelem = 7
trigger4 = animelem = 8
trigger5 = animelem = 9
trigger6 = animelem = 10
x = 17

[State 1]
type = velset
trigger1 = animelem = 11
x = 0

[State 1000, Explod]
type = Explod
trigger1 = animelem = 6
anim = 85
ID = 1310
pos = 30,-30
postype = p1
bindtime = -1
removetime = -1
sprpriority =30
ownpal = 1
removeongethit = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 11
anim = 84
pos = 30,-30
postype = p1
bindtime = -1
sprpriority =30
ownpal = 1
removeongethit = 1

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 11
ID = 1310

[State 1]
type = playsnd
trigger1 = Time = 0
value = s5,8

[State 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 28


[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 30

[State 170, 無敵]
type = NotHitBy
trigger1 = AnimElem = 5
value = SCA
time = 42

[State 200, ヒット定義]
type = HitDef
trigger1 =  animelem =7
trigger2 =  animelem =8
trigger3 =  animelem =9
trigger4 =  animelem =10
attr = S, HA
getpower = 0
damage = 85,20
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = s3
sparkxy = -25,-55
hitsound = s4,2
ground.type = hard
ground.slidetime = 55
ground.hittime  = 55
ground.velocity = -5,-6
air.velocity = -5,-6
envshake.time = 12
envshake.ampl = 3
envshake.freq = 100
fall = 33
air.fall = 33
palfx.time = 104
palfx.add = 100,-30,-120
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall =1
kill =0

[State 1000, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[Statedef 1505]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
anim = 1505


[State 1]
type = playsnd
trigger1 = animelem = 5
value = s17,22

[State 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 28


[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 30

[State 170, 無敵]
type = NotHitBy
trigger1 = AnimElem = 5
value = SCA
time = 42


[State 3000]
type = Projectile
trigger1 = AnimElem = 5
projID = 1500
projanim = 16
projremove = 0
projpriority = 10
projhitanim = -1
projremanim = -1
projcancelanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 20
projmisstime = 6
supermovetime = 0
pausemovetime = 0
getpower = 0
ownpal = 0
offset = 10,-0
velocity =0,0
attr = S, HP
animtype = hard
damage = 109,44
hitflag = MAF
guardflag = M
hitsound = s5,221
guardsound = s4,9
pausetime = 0,10
sparkno = s4020
guard.sparkno = s4120
sparkxy = 0,0
ground.type = High
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -9,-7
air.velocity = -9,-7
air.fall = 333
fall = 333
air.fall = 3
fall.recover = 0
palfx.time = 30
palfx.color = 60
palfx.invertall = 1
palfx.add = 1,1,1
palfx.mul = 256,256,256
palfx.sinadd = 126,126,126,4


[State 3000]
type = Projectile
trigger1 = AnimElem = 5
projID = 1500
projanim = 16
projremove = 0
projpriority = 10
projhitanim = -1
projremanim = -1
projcancelanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 20
projmisstime = 6
supermovetime = 0
pausemovetime = 0
getpower = 0
ownpal = 0
offset = 70,-0
velocity =00,0
attr = S, HP
animtype = hard
damage = 109,44
hitflag = MAF
guardflag = M
hitsound = s5,221
guardsound = s4,9
pausetime = 0,10
sparkno = s4020
guard.sparkno = s4120
sparkxy = 0,0
ground.type = High
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -9,-7
air.velocity = -9,-7
air.fall = 43
fall = 333
air.fall = 3
fall.recover = 0
palfx.time = 30
palfx.color = 60
palfx.invertall = 1
palfx.add = 1,1,1
palfx.mul = 256,256,256
palfx.sinadd = 126,126,126,4

[State 3000]
type = Projectile
trigger1 = AnimElem = 5
projID = 1500
projanim = 16
projremove = 0
projpriority = 10
projhitanim =-1
projremanim = -1
projcancelanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 20
projmisstime = 6
supermovetime = 0
pausemovetime = 0
getpower = 0
ownpal = 0
offset = -50,-0
velocity =00,0
attr = S, HP
animtype = hard
damage = 109,44
hitflag = MAF
guardflag = M
hitsound = s5,221
guardsound = s4,9
pausetime = 0,10
sparkno = s4020
guard.sparkno = s4120
sparkxy = 0,0
ground.type = High
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -9,-7
air.velocity = -9,-7
air.fall = 3
fall = 333
fall.recover = 0
palfx.time = 30
palfx.color = 60
palfx.invertall = 1
palfx.add = 1,1,1
palfx.mul = 256,256,256
palfx.sinadd = 126,126,126,4

[State 2000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[State 1000, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------------------------------------------
; 強百八式・闇払い

[Statedef 1550]
type     = S
movetype = A
physics  = S
juggle = 0;ifelse(p2statetype = L,0,8)
poweradd = 100
velset   = 0,0
anim     = 1511
ctrl     = 0
sprpriority = 3

[State 1]
type = playsnd
trigger1 = Time = 0
value = s5,6

[State 1]
type = playsnd
trigger1 = Time = 0
value = s3,7


[State 1000, ヘルパーを出す]
type = Helper
trigger1 = AnimElem = 4
name = "BAKUHATSU"
stateno = 1660
ID = 1660
helpertype = normal
pos = 30,-0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1





[State 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 28


[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 30

[State 170, 無敵]
type = NotHitBy
trigger1 = AnimElem = 5
value = SCA
time = 42


[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = A, HP
damage = 108,10
getpower = 0
animtype = hard
hitflag = MAF
guardflag = M
priority = 3, Hit
pausetime =3,10
sparkno = -1
guard.sparkno = s4120
hitsound = s5,9
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = 0,-7
guard.velocity = 9
air.type = High
air.velocity = 0,-7
yaccel = .4
air.hittime = 12
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0



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

;---------------------------------------------------------------------------
[Statedef 1660]
type     = A
movetype = A
physics  = N
juggle   = 1
ctrl     = 0
anim     = 1510
sprpriority = 15

[State 1001, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = NoShadow ;影を消す

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = s12,5

[State 1000, 音を鳴らす]
type =velset
trigger1 = animelem  = 2
trigger2 = animelem  = 3
x = 8

[State 1000, 音を鳴らす]
type =velset
trigger1 = animelem  = 4
x = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = A, HP
damage = 108,10
getpower = 0
animtype = hard
hitflag = MAF
guardflag = M
priority = 3, Hit
pausetime =3,10
sparkno = s80
guard.sparkno = s4120
hitsound = s7,12
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -8,-0
guard.velocity = 9
air.type = High
sparkxy = -30,-60
air.velocity = -8,-5
yaccel = .4
air.hittime = 12
fall.recover = 330
air.fall = 444
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 15
palfx.add = 0,0,70
palfx.sinadd = 50,50,50,15
palfx.invertall = 1
palfx.color = 1

[State 1000, ]
type = Varset
trigger1 = Movehit
var(17) = 3

[State 1001, このヘルパーを消す]
type = DestroySelf
trigger1 = AnimTime = 0

[Statedef 1661]
type     = A
movetype = A
physics  = N
juggle   = 1
ctrl     = 0
anim     = 1512
sprpriority = 15

[State 1001, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = NoShadow ;影を消す

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = s12,5

[State 1000, 音を鳴らす]
type =velset
trigger1 = animelem  = 2
trigger2 = animelem  = 3
x = 18

[State 1000, 音を鳴らす]
type =velset
trigger1 = animelem  = 4
x = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = A, HP
damage = 108,10
getpower = 0
animtype = hard
hitflag = MAF
guardflag = M
priority = 3, Hit
pausetime =3,10
sparkno = s78
sparkxy = -30,-60
guard.sparkno = s4120
hitsound = s23,23
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -5,-7
guard.velocity = 9
air.type = High
air.velocity = -5,-7
yaccel = .4
air.hittime = 12
fall = 333
fall.recover = 330
air.fall = 444
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 60
palfx.mul = 190,190,200
palfx.sinadd = -180,-180,-180,15
palfx.add = 40,40,50
palfx.color = 0
palfx.invertall = 1

[State 1000, ]
type = Varset
trigger1 = Movehit
var(17) = 3

[State 1001, このヘルパーを消す]
type = DestroySelf
trigger1 = AnimTime = 0

[Statedef 1662]
type     = A
movetype = A
physics  = N
juggle   = 1
ctrl     = 0
anim     = 1662
sprpriority = 15

[State 1001, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = NoShadow ;影を消す

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = s12,5

[State 1000, 音を鳴らす]
type =velset
trigger1 = animelem=2,>0 && animelem=53,<0
x = 2

[State 1000, 音を鳴らす]
type =velset
trigger1 = animelem  = 54
x = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = animelem=2,>0 && animelem=52,<0
attr = A, HP
damage = 41,10
getpower = 0
animtype = hard
hitflag = MAF
guardflag = M
priority = 3, Hit
pausetime =9,9
sparkxy = -30,-60
sparkno = s78
guard.sparkno = s4120
hitsound = s23,23
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -3,-0
guard.velocity = 11
air.type = High
air.velocity = -8,-5
air.hittime = 12
fall.recover = 330
air.fall = 444
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 60
palfx.mul = 190,190,200
palfx.sinadd = -180,-180,-180,15
palfx.add = 40,40,50
palfx.color = 0
palfx.invertall = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = animelem = 52
attr = A, HP
damage = 84,10
getpower = 0
animtype = hard
hitflag = MAF
guardflag = M
priority = 3, Hit
pausetime =10,10
sparkno = s78
sparkxy = -30,-60
guard.sparkno = s4120
hitsound = s23,23
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -11,-5
guard.velocity = 11
air.type = High
air.velocity = -11,-5
air.hittime = 12
fall = 444
air.fall = 444
palfx.time = 60
palfx.mul = 190,190,200
palfx.sinadd = -180,-180,-180,15
palfx.add = 40,40,50
palfx.color = 0
palfx.invertall = 1
fall.recover = 330
air.fall = 444
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 1001, このヘルパーを消す]
type = DestroySelf
trigger1 = Animelem = 68



;--------------------------------------------------------------
[Statedef 100000]
type     = A
movetype = I
physics  = N
ctrl     = 0
anim     = 9999
sprpriority = -50

[State 181, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = noBG
flag2 = noFG
flag3 = noshadow

[State 2000]
type = Explod
trigger1 = time = 0
anim = 100000
ID = 100000
pos = 0,0
postype = back
ownpal = 1
bindtime = -1
removetime = -1
supermove = 1
sprpriority = -100

[State 2000]
type = Explod
trigger1 = time = 0
anim = 100000
ID = 100000
pos = -320,0
postype = back
ownpal = 1
bindtime = -1
removetime = -1
supermove = 1
sprpriority = -100

[State 1000,]
type = RemoveExplod
trigger1 = root,stateno != [2108,2109]
trigger2 = root,stateno = 2109
trigger2 = root,AnimElem = 18
ID = 100000

[State 800, ステート変更]
type = DestroySelf
trigger1 = root,stateno != [2108,2109]
trigger2 = root,stateno = 2109
trigger2 = root,AnimElem = 18



