;---------------------------------------------------------------------------
; ここからは超必殺技のステート
;---------------------------------------------------------------------------
; 弱カイザーウェイブ
; CNS レベル: 中級

[Statedef 2000]
type     = S
movetype = A
physics  = S
juggle   =0; 0
poweradd=-1000
velset   = 0,0
anim     = 2000
ctrl     = 0
sprpriority = 2
facep2=1
[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=1 && numexplod(7615)>0 && time=0 
id = 7615
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7640,7642)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim =ifelse(teamside=1,7641,7643)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1
v = 8   ;v = 570
value = 0
[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 30

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = time = 0
edge = 40,0


[State 0, Pause]
type = Pause
trigger1 = time=0
time = 30
movetime = 30
;endcmdbuftime = 0
;pausebg = 1
;ignorehitpause = 
;persistent = 


[State 0, PalFXWiz]
type = BGPalFX
trigger1 =time=0 
time =30 
add = 50,50,50
mul = 256,256,256
sinadd = 0,0,0,10
invertall = 0
color = 0
[State 0, VarAdd]
type = Varset
trigger1 =time=0
v =34     ;fv = 
value = 0
ignorehitpause=1
[State 0, VarAdd]
type = Varset
trigger1 =time=0
v =35     ;fv = 
value = 50
ignorehitpause=1
[State 0, BGPalFX]
type = BGPalFX
triggerall = var(34)>=0
trigger1 = time=[30,50]
time = 1
add = var(35),var(35),var(35)
mul = 256,256,256
sinadd = 50,50,50,50
invertall = 0
color = var(34)
ignorehitpause = 1
[State 0, VarAdd]
type = VarAdd
trigger1 =time=[30,50] 
v =34     ;fv = 
value = 13
ignorehitpause=0
[State 0, VarAdd]
type = VarAdd
trigger1 =time=[30,50] 
v =35     ;fv = 
value = -2
ignorehitpause=0
;[State 2000]
;type = AssertSpecial
;trigger1 = Time = [0,30]
;flag = NoFG
;flag2 = NOBG
;ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7000
pos = 0,-105
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7001
pos = 0,-105
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7003
pos = 0,-105
sprpriority = -4
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7002
pos = 0,-105
sprpriority = 19
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3000,0
channel=4


[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 4
anim = 2010
postype = P1
pos = 0,0
bindtime = -1
removetime = -1
sprpriority = 5
ownpal = 1
supermove = 0
removeongethit = 1
ID = 2000

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,17
channel=0
[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 31
value = s12,5
channel = 1


[State 3000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(4) >= 0
trigger1 = (command != "holdx" && AILevel=0) ||(AILevel>0 && p2statetype!=A && p2movetype!=H)||(AILevel>0  && p2movetype=H)
trigger1 = time = [31,53]
value = 2005

[State 3000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(4) >= 0
trigger1 = (command != "holdx"&& AILevel=0) ||(AILevel>0 && p2statetype=A && p2bodydist x <100)
trigger1 = time = [54,76]
value = 2010

[State 3000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(4) >= 0
trigger1 = (command != "holdx"&& AILevel=0) ||(AILevel>0 && p2statetype!=L && enemy,prevstateno=5120)
trigger1 = time >= 77
trigger2 = time = 118
value = 2015

;---------------------------------------------------------------------------
; Lv.1 発射

[Statedef 2005]
type     = S
movetype = A
physics  = S
juggle   =0; 0
velset   = 0,0
anim     = 2005
ctrl     = 0
sprpriority = 2
[State 0, BGPalFX]
type = BGPalFX
trigger1= var(35)>0
time = 1
add = var(35),var(35),var(35)
mul = 256,256,256
sinadd = 50,50,50,50
invertall = 0
color = var(34)
ignorehitpause = 1
[State 0, VarAdd]
type = VarAdd
trigger1 =var(35)>0
v =34     ;fv = 
value = 13
ignorehitpause=1
[State 0, VarAdd]
type = VarAdd
trigger1 =var(35)>0 
v =35     ;fv = 
value = -3
ignorehitpause=1
[State 2000,]
type = RemoveExplod
trigger1 = time = 0
ID = 2000

[State 3000]
type = explod
trigger1 = AnimElem = 5
anim = 2110
pos = -10,0
postype = p1
sprpriority = 10
ownpal = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 1
anim = 2015
postype = P1
pos = 0,0
bindtime = -1
sprpriority = 5
ownpal = 1
removeongethit = 1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 5
value = s10,18
channel=0

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 5
value = s12,6
channel=1

[State -2,]
type = StopSnd
trigger1 = AnimElem = 4
channel = 4

[State 3000]
type = Projectile
trigger1 = AnimElem = 5
projID = 2000
projanim = 2030
projremove = 1
projpriority = 5
hitpriority=5
projsprpriority = 10
projshadow = 0,0,0
projhitanim = 2035
projremanim = 2035
projstagebound = 60
projhits = 1
getpower = 0
ownpal = 0
offset = 50, 0
velocity = ifelse(prevstateno=2000,5,10), 0
attr = S, HP
animtype = Hard
damage = ceil(220*fvar(2)) ,15
hitflag = MAF
guardflag = M
hitsound = s400,5
guardsound = s2,2
pausetime = 2,10
sparkno = s4020
sparkxy = 20,-70
guard.sparkno = s4120
ground.type = High
ground.hittime = 22
ground.slidetime = 22
ground.velocity = -6, -6
guard.velocity = -11
air.velocity = -6, -6
air.juggle = ifelse(var(5)=1,16,0)
fall = 1
fall.recover = 0

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

;---------------------------------------------------------------------------
; Lv.2 発射

[Statedef 2010]
type     = S
movetype = A
physics  = S
juggle   =0; 0
velset   = 0,0
anim     = 2005
ctrl     = 0
sprpriority = 2
[State 0, BGPalFX]
type = BGPalFX
trigger1= var(35)>0
time = 1
add = var(35),var(35),var(35)
mul = 256,256,256
sinadd = 50,50,50,50
invertall = 0
color = var(34)
ignorehitpause = 1
[State 0, VarAdd]
type = VarAdd
trigger1 =var(35)>0
v =34     ;fv = 
value = 13
ignorehitpause=1
[State 0, VarAdd]
type = VarAdd
trigger1 =var(35)>0 
v =35     ;fv = 
value = -3
ignorehitpause=1
[State 2000,]
type = RemoveExplod
trigger1 = time = 0
ID = 2000

[State 3000]
type = explod
trigger1 = AnimElem = 5
anim = 2110
pos = -10,0
postype = p1
sprpriority = 10
ownpal = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 1
anim = 2020
postype = P1
pos = 0,0
bindtime = -1
sprpriority = 5
ownpal = 1
removeongethit = 1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 5
value = s10,18
channel=0

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 5
value = s12,6
channel=1

[State -2,]
type = StopSnd
trigger1 = AnimElem = 4
channel = 4

[State 3000]
type = Projectile
trigger1 = AnimElem = 5
projID = 2000
projanim = 2040
projremove = 1
projpriority = 4
projsprpriority = 10
projshadow = 0,0,0
projhitanim = 2045
projremanim = 2045
projstagebound = 60
projhits = 1
getpower = 0
ownpal = 0
offset = 50, 0
velocity = ifelse(prevstateno=2000,5,10), 0
attr = S, HP
animtype = up
damage =ceil(245*fvar(2)) ,25
hitflag = MAF
guardflag = M
hitsound = s400,5
guardsound = s2,2
pausetime = 2,10
sparkno = s4020
sparkxy = 20,-70
guard.sparkno = s4120
ground.type = High
ground.hittime = 22
ground.slidetime = 22
ground.velocity = -6, -6
guard.velocity = -11
air.velocity = -6, -6
air.juggle = ifelse(var(5)=1,16,0)
fall = 1
fall.recover = 0

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

;---------------------------------------------------------------------------
; Lv.3 発射

[Statedef 2015]
type     = S
movetype = A
physics  = S
juggle   =0; 0
velset   = 0,0
anim     = 2005
ctrl     = 0
sprpriority = 2
[State 0, BGPalFX]
type = BGPalFX
trigger1= var(35)>0
time = 1
add = var(35),var(35),var(35)
mul = 256,256,256
sinadd = 50,50,50,50
invertall = 0
color = var(34)
ignorehitpause = 1
[State 0, VarAdd]
type = VarAdd
trigger1 =var(35)>0
v =34     ;fv = 
value = 13
ignorehitpause=1
[State 0, VarAdd]
type = VarAdd
trigger1 =var(35)>0 
v =35     ;fv = 
value = -3
ignorehitpause=1
[State 2000,]
type = RemoveExplod
trigger1 = time = 0
ID = 2000

[State 3000]
type = explod
trigger1 = AnimElem = 5
anim = 2110
pos = -10,0
postype = p1
sprpriority = 10
ownpal = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 1
anim = 2025
postype = P1
pos = 0,0
bindtime = -1
sprpriority = 5
ownpal = 1
removeongethit = 1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 5
value = s10,18
channel=0

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 5
value = s12,6
channel=1

[State -2,]
type = StopSnd
trigger1 = AnimElem = 4
channel = 4

[State 3000]
type = Projectile
trigger1 = AnimElem = 5
projID = 2000
projanim = 2050
projremove = 1
projpriority = 5
hitpriority=5
projsprpriority = 10
projshadow = 0,0,0
projhitanim = 2055
projremanim = 2055
projstagebound = 60
projhits = 1
getpower = 0
ownpal = 0
offset = 50, 0
velocity = ifelse(prevstateno=2000,5,10), 0
attr = S, HP
animtype = Diagup
damage =ceil(325*fvar(2)) ,40
hitflag = MAF
guardflag = M
hitsound =s400,5
guardsound = s2,2
pausetime = 2,10
sparkno = s4020
sparkxy = 20,-70
guard.sparkno = s4120
ground.type = High
ground.hittime = 22
ground.slidetime = 22
ground.velocity = -7, -7
guard.velocity = -12
air.velocity = -7, -7
air.juggle = ifelse(var(5)=1,16,0)
fall = 1
fall.recover = 0

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

;---------------------------------------------------------------------------
; 強カイザーウェイブ
; CNS レベル: 中級

[Statedef 2050]
type     = S
movetype = A
physics  = S
juggle   =0; 0
velset   = 0,0
poweradd=-1000
anim     =2000
ctrl     = 0
sprpriority = 2
facep2=1
[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 30

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = time = 0
edge = 40,0
[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=1 && numexplod(7615)>0 && time=0 
id = 7615
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7640,7642)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim =ifelse(teamside=1,7641,7643)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1
v = 8   ;v = 570
value = 0
[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3000,0
channel=4
[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,17
channel=0
[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 31
value = s12,5
channel = 1


[State 0, Pause]
type = Pause
trigger1 = time=0
time = 30
movetime = 30
;endcmdbuftime = 0
;pausebg = 1
;ignorehitpause = 
;persistent = 

[State 0, PalFXWiz]
type = BGPalFX
trigger1 =time=0 
time =30 
add = 50,50,50
mul = 256,256,256
sinadd = 0,0,0,10
invertall = 0
color = 0
[State 0, VarAdd]
type = Varset
trigger1 =time=0
v =34     ;fv = 
value = 0
ignorehitpause=1
[State 0, VarAdd]
type = Varset
trigger1 =time=0
v =35     ;fv = 
value = 50
ignorehitpause=1
[State 0, BGPalFX]
type = BGPalFX
triggerall = var(34)>=0
trigger1 = time=[30,50]
time = 1
add = var(35),var(35),var(35)
mul = 256,256,256
sinadd = 50,50,50,50
invertall = 0
color = var(34)
ignorehitpause = 1
[State 0, VarAdd]
type = VarAdd
trigger1 =time=[30,50] 
v =34     ;fv = 
value = 13
ignorehitpause=0
[State 0, VarAdd]
type = VarAdd
trigger1 =time=[30,50] 
v =35     ;fv = 
value = -2
ignorehitpause=0

;[State 2000]
;type = AssertSpecial
;trigger1 = Time = [0,30]
;flag = NoFG
;flag2 = NOBG
;ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7000
pos = 0,-105
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7001
pos = 0,-105
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7003
pos = 0,-105
sprpriority = -4
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7002
pos = 0,-105
sprpriority = 19
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5



[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 4
anim = 2010
postype = P1
pos = 0,0
bindtime = -1
removetime = -1
sprpriority = 5
ownpal = 1
supermove = 0
removeongethit = 1
ID = 2000

[State 3000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(4) >= 0
trigger1 = (command != "holdy" && AILevel=0) ||(AILevel>0 && p2statetype!=A && p2movetype!=H)||(AILevel>0  && p2movetype=H)
trigger1 = time = [31,53]
value = 2005

[State 3000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(4) >= 0
trigger1 = (command != "holdy"&& AILevel=0) ||(AILevel>0 && p2statetype=A && p2bodydist x <100)
trigger1 = time = [54,76]
value = 2010

[State 3000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(4) >= 0
trigger1 = (command != "holdy"&& AILevel=0) ||(AILevel>0 && p2statetype!=L && enemy,prevstateno=5120)
trigger1 = time >= 77
trigger2 = time = 118
value = 2015


;---------------------------------------------------------------------------
; 弱アンリミテッドデザイア

[Statedef 2100]
type     = S
movetype = A
physics  = S
juggle   =0; 8
velset   = 0,0
poweradd=-1000
anim     = 2100
ctrl     = 0
sprpriority = 2
facep2=1
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 810, 物理的なキャラの幅]
type = Width
trigger1 = time = 0
edge = 40,0

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 40
[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=1 && numexplod(7615)>0 && time=0 
id = 7615
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7640,7642)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim =ifelse(teamside=1,7641,7643)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1
v = 8   ;v = 570
value = 0


[State 0, Pause]
type = Pause
trigger1 = time=0
time = 30
movetime = 30
;endcmdbuftime = 0
;pausebg = 1
;ignorehitpause = 
;persistent = 

[State 0, PalFXWiz]
type = BGPalFX
trigger1 =time=0 
time =30 
add = 50,50,50
mul = 256,256,256
sinadd = 0,0,0,10
invertall = 0
color = 0
[State 0, VarAdd]
type = Varset
trigger1 =time=0
v =34     ;fv = 
value = 0
ignorehitpause=1
[State 0, VarAdd]
type = Varset
trigger1 =time=0
v =35     ;fv = 
value = 50
ignorehitpause=1
[State 0, BGPalFX]
type = BGPalFX
triggerall = var(34)>=0
trigger1 = time=[30,50]
time = 1
add = var(35),var(35),var(35)
mul = 256,256,256
sinadd = 50,50,50,50
invertall = 0
color = var(34)
ignorehitpause = 1
[State 0, VarAdd]
type = VarAdd
trigger1 =time=[30,50] 
v =34     ;fv = 
value = 13
ignorehitpause=0
[State 0, VarAdd]
type = VarAdd
trigger1 =time=[30,50] 
v =35     ;fv = 
value = -2
ignorehitpause=0

;[State 2000]
;type = AssertSpecial
;trigger1 = Time = [0,30]
;flag = NoFG
;flag2 = NOBG
;ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7000
pos = 0,-105
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7001
pos = 0,-105
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7003
pos = 0,-105
sprpriority = -4
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7002
pos = 0,-105
sprpriority = 19
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5


[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3000,0
channel=4



[State 181,]
type = PlaySnd
trigger1 = AnimElem = 4
value = s12,7
channel=1
[State 1000, ]
type = Velset
trigger1 = AnimElemTime(4) >= 0
x =4.25

[State 300,]
type = AfterImage
trigger1 = time = 0
time = 80
trans = add1
timegap = 2
framegap = 2
length = 6
palbright = 8,8,8
palcontrast = 200,100,100
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[State 3000]
type = explod
trigger1 = AnimElem = 4
anim = 2110
pos = 0,0
postype = p1
sprpriority = 10
ownpal = 1
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =   (p2stateno=5120||(enemy,prevstateno=5120)||p2statetype!=A)
movetype =A


[State 1950]
type = HitDef
trigger1 = Time = 0
attr = S,HA
getpower = 0
damage = 0,0
animtype = Hard
hitflag = MAF
guardflag = M
priority = 5
pausetime = 10,10
sparkno = s4020
sparkxy = -30,-70
hitsound = s400,2
guardsound = s2,2
guard.sparkno = s4120
guard.velocity = -5
ground.type = High
ground.slidetime = 22
ground.hittime = 22
guard.ctrltime=14
ground.velocity = 0,0
air.velocity = 0,0
p2facing = 1
p1stateno = 2110
p2stateno = 2130

[State 1000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(4) >= 0
trigger1 = time = 54
trigger2 = Moveguarded
value = 2105
ctrl = 0

;---------------------------------------------------------------------------
; 強アンリミテッドデザイア

[Statedef 2150]
type     = S
movetype = A
physics  = S
juggle   =0; 8
velset   = 0,0
poweradd=-1000
anim     = 2150
ctrl     = 0
sprpriority = 2
facep2=1
[State 810, 物理的なキャラの幅]
type = Width
trigger1 = time = 0
edge = 40,0

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 30
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =   (p2stateno=5120||(enemy,prevstateno=5120)||p2statetype!=A)
movetype =A


[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=1 && numexplod(7615)>0 && time=0 
id = 7615
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7615
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7615
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7640,7642)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim =ifelse(teamside=1,7641,7643)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1
v = 8   ;v = 570
value = 0


[State 0, Pause]
type = Pause
trigger1 = time=0
time = 30
movetime = 30
;endcmdbuftime = 0
;pausebg = 1
;ignorehitpause = 
;persistent = 
[State 0, PalFXWiz]
type = BGPalFX
trigger1 =time=0 
time =30 
add = 50,50,50
mul = 256,256,256
sinadd = 0,0,0,10
invertall = 0
color = 0
[State 0, VarAdd]
type = Varset
trigger1 =time=0
v =34     ;fv = 
value = 0
ignorehitpause=1
[State 0, VarAdd]
type = Varset
trigger1 =time=0
v =35     ;fv = 
value = 50
ignorehitpause=1
[State 0, BGPalFX]
type = BGPalFX
triggerall = var(34)>=0
trigger1 = time=[30,50]
time = 1
add = var(35),var(35),var(35)
mul = 256,256,256
sinadd = 50,50,50,50
invertall = 0
color = var(34)
ignorehitpause = 1
[State 0, VarAdd]
type = VarAdd
trigger1 =time=[30,50] 
v =34     ;fv = 
value = 13
ignorehitpause=0
[State 0, VarAdd]
type = VarAdd
trigger1 =time=[30,50] 
v =35     ;fv = 
value = -2
ignorehitpause=0

;[State 2000]
;type = AssertSpecial
;trigger1 = Time = [0,30]
;flag = NoFG
;flag2 = NOBG
;ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7000
pos = 0,-105
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7001
pos = 0,-105
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7003
pos = 0,-105
sprpriority = -4
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7002
pos = 0,-105
sprpriority = 19
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5


[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3000,0
channel=4



[State 181,]
type = PlaySnd
trigger1 = AnimElem = 4
value = s12,7
channel=1
[State 1000, ]
type = Velset
trigger1 = AnimElemTime(4) >= 0
x = 8.5

[State 300,]
type = AfterImage
trigger1 = time = 0
time = 80
trans = add1
timegap = 2
framegap = 2
length = 6
palbright = 8,8,8
palcontrast = 200,100,100
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[State 3000]
type = explod
trigger1 = AnimElem = 4
anim = 2110
pos = 0,0
postype = p1
sprpriority = 10
ownpal = 1

[State 1950]
type = HitDef
trigger1 = Time = 0
attr = S,HA
getpower = 0
damage = 0,0
animtype = Hard
hitflag = MAF
guardflag = M
priority = 5
pausetime = 10,10
sparkno = s4020
sparkxy = -30,-70
hitsound = s400,2
guardsound = s2,2
guard.sparkno = s4120
guard.velocity = -5
ground.type = High
ground.slidetime = 22
ground.hittime = 22
guard.ctrltime=14
ground.velocity = 0,0
air.velocity = 0,0
p2facing = 1
p1stateno = 2110
p2stateno = 2130

[State 1000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(4) >= 0
trigger1 = time = 64
trigger2 = Moveguarded
value = 2105
ctrl = 0

;---------------------------------------------------------------------------
; 移動終了
[Statedef 2105]
type    = S
physics = S
ctrl = 0
anim = 2105

[State -2, 残像]
type = AfterImage
trigger1 = time = 0
time = 1

[State 52, 1]
type = VelSet
trigger1 = AnimElem = 3
x = 0
y = 0

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

;---------------------------------------------------------------------------
; アンリミテッドデザイア　発動

[Statedef 2110]
type     = S
movetype = A
physics  = S
juggle   =0; 0
velset   = 0,0
anim     = 2115
ctrl     = 0
sprpriority = 5
[State 0, BGPalFX]
type = BGPalFX
trigger1= var(35)>0
time = 1
add = var(35),var(35),var(35)
mul = 256,256,256
sinadd = 50,50,50,50
invertall = 0
color = var(34)
ignorehitpause = 1
[State 0, VarAdd]
type = VarAdd
trigger1 =var(35)>0
v =34     ;fv = 
value = 13
ignorehitpause=1
[State 0, VarAdd]
type = VarAdd
trigger1 =var(35)>0 
v =35     ;fv = 
value = -3
ignorehitpause=1
[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 60,0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 29
trigger3 = AnimElem = 46
value = s10,7
channel=0

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 14
trigger2 = AnimElem = 63
value = s10,8
channel=0

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 14
trigger3 = AnimElem = 24
trigger4 = AnimElem = 30
trigger5 = AnimElem = 38
trigger6 = AnimElem = 47
trigger7 = AnimElem = 56
trigger8 = AnimElem = 64
value = s0,4
channel=1

[State 52, 1]
type = VelSet
trigger1 = AnimElem = 4
x = 0

[State 52, 1]
type = VelSet
trigger1 = AnimElem = 6
trigger2 = AnimElem = 14
trigger3 = AnimElem = 24
trigger4 = AnimElem = 29
trigger5 = AnimElem = 36
trigger6 = AnimElem = 45
trigger7 = AnimElem = 55
trigger8 = AnimElem = 63
x = 4

[State 810, 1]
type = TargetBind
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(64) < 0
pos = 60,0

[State 300,]
type = AfterImage
trigger1 = time = 0
time = 250
trans = add1
timegap = 2
framegap = 2
length = 5
palbright = 8,8,8
palcontrast = 200,100,100
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[State 3000]
type = Explod
trigger1 = AnimElem = 6
trigger2 = AnimElem = 14
trigger3 = AnimElem = 24
trigger4 = AnimElem = 29
trigger5 = AnimElem = 36
trigger6 = AnimElem = 45
trigger7 = AnimElem = 55
trigger8 = AnimElem = 63
anim = 1110
pos = 0,0
postype = p1
sprpriority = -5
ownpal = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 8
attr = S, HA
getpower = 0
damage = 21,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = s4020
sparkxy = -25,-70
hitsound = s400,3
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2130
kill = 0
envshake.time = 10
envshake.ampl = 5
envshake.freq = 80
ground.cornerpush.veloff=0
[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 15
attr = S, HA
getpower = 0
damage = 22,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = s4020
sparkxy = -25,-60
hitsound = s400,2
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2130
kill = 0
envshake.time = 10
envshake.ampl = 5
envshake.freq = 80
ground.cornerpush.veloff=0
[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 25
attr = S, HA
getpower = 0
damage = 23,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = s4020
sparkxy = -20,-85
hitsound = s400,2
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2120
kill = 0
envshake.time = 10
envshake.ampl = 5
envshake.freq = 80
ground.cornerpush.veloff=0
[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 30
attr = S, HA
getpower = 0
damage = 25,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = s4020
sparkxy = -20,-90
hitsound = s400,2
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2120
kill = 0
envshake.time = 10
envshake.ampl = 5
envshake.freq = 80
ground.cornerpush.veloff=0
[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 38
attr = S, HA
getpower = 0
damage = 26,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = s4020
sparkxy = -25,-40
hitsound = s400,3
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2130
kill = 0
envshake.time = 10
envshake.ampl = 5
envshake.freq = 80
ground.cornerpush.veloff=0
[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 47
attr = S, HA
getpower = 0
damage = 28,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = s4020
sparkxy = -20,-60
hitsound = s400,2
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2130
kill = 0
envshake.time = 10
envshake.ampl = 5
envshake.freq = 80
ground.cornerpush.veloff=0
[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 57
attr = S, HA
getpower = 0
damage = 30,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = s4020
sparkxy = -20,-90
hitsound = s400,2
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2120
kill = 0
envshake.time = 10
envshake.ampl = 5
envshake.freq = 80
ground.cornerpush.veloff=0
[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 64
attr = S, HA
getpower = 0
damage =33,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = s4020
sparkxy = -25,-90
hitsound = s400,2
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2135
kill = 0
envshake.time = 10
envshake.ampl = 5
envshake.freq = 80
ground.cornerpush.veloff=0
[State 52, 4]
type = ChangeState
trigger1 = Animtime = 0
value = 2115

;---------------------------------------------------------------------------
; レッグトマホーク

[Statedef 2115]
type     = S
movetype = A
physics  = N
juggle   =0; 0
poweradd = 0
velset   = 0,0
anim     = 710
ctrl     = 0
sprpriority = 5

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


[State 1000, 軸位置移動]
type = VelSet
triggerall=anim=710
trigger1 = AnimElem=2
x = -3.8

[State 2100, 移動終了]
type = VelSet
triggerall=anim=710
trigger1 = AnimElem = 8
x = -2
[State 0, VelMul]
type = VelMul
trigger1 =animelemtime(4)<0 && anim=1201
x = .8
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =animtime=0 && anim=710 
value = 1201
[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6&& anim=1201
value = s10,12
channel=0
[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6&& anim=1201
value = s3,2
channel=2
channel=1
[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6&& anim=1201
value = s12,2
channel=2

;ignorehitpause = 
;persistent = 

[State 1000, 軸位置移動]
type = Posadd
triggerall = anim=1201
trigger1 = AnimElem = 5
x = 10

[State 1000, 軸位置移動]
type = Velset
triggerall = anim=1201
trigger1 = AnimElemtime(6) >= 0
x =9

[State 1000, 軸位置移動]
type = Velset
triggerall = anim=1201
trigger1 = AnimElem = 6
y = -10

[State 1000, 軸位置移動]
type = VelAdd
triggerall = anim=1201
trigger1 = AnimElemtime(6) >= 0
y = .8

[State 6000, 3]
type = StateTypeSet
triggerall = anim=1201
trigger1 = AnimElem = 6
statetype = A

[State 3000]
type = Explod
triggerall = anim=1201
trigger1 = AnimElem =6
anim = 1110
pos = -10,0
postype = p1
sprpriority = -5
ownpal = 1

[State 200, ヒット定義]
type = HitDef
triggerall = anim=1201
trigger1 = animelem=8
attr = A, HA
damage = ceil(60/fvar(2)),10
animtype = Diagup
guardflag = H
hitflag = MA
priority = 3, Hit
pausetime = 12,13
sparkno = s4020
guard.sparkno = s4120
sparkxy = -30, -60
hitsound = s400,10
guardsound = s2,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6,-6
air.velocity = -6,-6
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 4
envshake.freq = 80
id=1100


[State 0, TargetState]
type = TargetState
triggerall = anim=1201
trigger1 =movehit && p2stateno!=1360 && p2statetype!=L
value =1360
ID = 1100
ignorehitpause =0 
[State 1000, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 10
value = 1205

;---------------------------------------------------------------------------
;相手動作(上段やられ)
[Statedef 2120]
type    = A
movetype= H
physics = N
velset = 0,0

[State 52, 1]
type = Hitfallset
trigger1 = 1
value = 0

[State 52, 1]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2130

[State 1830]
type = SelfState
triggerall = time > 35
trigger1 = Enemynear,Stateno != 2110
trigger1 = Enemynear,Stateno != 3110
trigger1 = Enemynear,Stateno != 3300
trigger1 = Enemynear,Stateno != 3305
value = 5000

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;相手動作(下段やられ)
[Statedef 2130]
type    = A
movetype= H
physics = N
velset = 0,0

[State 52, 1]
type = Hitfallset
trigger1 = 1
value = 0

[State 52, 1]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2135

[State 1830]
type = SelfState
triggerall = time > 35
trigger1 = Enemynear,Stateno != 2110
trigger1 = Enemynear,Stateno != 3110
trigger1 = Enemynear,Stateno != 3300
trigger1 = Enemynear,Stateno != 3305
value = 5000

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;相手動作(上段やられ)
[Statedef 2135]
type    = A
movetype= H
physics = N
velset = 0,0

[State 52, 1]
type = Hitfallset
trigger1 = 1
value = 0

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 8
statetype = S
physics = S

[State 52, 1]
type = VelSet
trigger1 = AnimElem = 8
x = -12

[State 52, 1]
type = VelSet
trigger1 = AnimElem = 11
x = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2130

[State 1830]
type = SelfState
triggerall = time > 35
trigger1 = Enemynear,Stateno != 2110
trigger1 = Enemynear,Stateno != 2115
trigger1 = Enemynear,Stateno != 3110
trigger1 = Enemynear,Stateno != 3300
trigger1 = Enemynear,Stateno != 3305
value = 5000

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ギガティックサイクロン

[Statedef 2200]
type     = S
movetype = A
physics  = S
juggle   =0; 0
velset   = 0,0
anim     = 2200
ctrl     = 0
sprpriority = 2

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = time = 0
edge = 70,0

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 31

[State 700,];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [1000,1999]
time = 5
add = 230,230,230

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -1000
movetime = 30
time = 30

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7000
pos = -3,-95
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7010
pos = -3,-95
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,1999]
anim = 7500
pos = ifelse(facing=1,-320,0),0
ontop = 1
ownpal = 1
postype = front
bindtime = -1
supermove = 1

[State 2000]
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,1999]
anim = 7510
pos = ifelse(facing=1,-320,0),0
ontop = 1
ownpal = 1
postype = front
bindtime = -1
supermove = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s9,0

[State 800, ヒット定義（投げ用）]
type = HitDef
trigger1 = AnimElem = 1
trigger1 = p2stateno != [120,159]
attr = S, HT
hitflag = M
pausetime = 0,0
priority = 1, Miss
sparkno = -1
p1sprpriority = 1
p2sprpriority = 0
p1facing = 1
p2facing = 1
p1stateno = 2210
p2stateno = 2220
guard.dist = 0
fall = 1
numhits = 0

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

;-----------------------------------------------------------------------------
;投げ１・投げている（自分）

[Statedef 2210]
type    = S
movetype= A
physics = N
anim = 2205

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 8
statetype = A

[State 2110, 相手と重なった時の処理]
type = PlayerPush
trigger1 = AnimElemTime(8) >= 0 && AnimElemTime(54) < 0
value = 0

[State 810, ]
type = Posset
trigger1 = time = 0
y = 0

[State 810, ]
type = Velset
trigger1 = AnimElemtime(8) >= 1 && AnimElemtime(54) < 0
y = -3

[State 810, ]
type = Velset
trigger1 = Pos Y <= -30
y = 0

[State 810, ]
type = Veladd
trigger1 = AnimElemtime(55) >= 0
y = .2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,19

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 7
value = s10,20

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 8
value = s3,2
channel=2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 8
trigger2 = AnimElem = 16
trigger3 = AnimElem = 24
trigger4 = AnimElem = 32
trigger5 = AnimElem = 40
trigger6 = AnimElem = 48
value = s3,2
channel=2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 10
trigger2 = AnimElem = 14
trigger3 = AnimElem = 18
trigger4 = AnimElem = 22
trigger5 = AnimElem = 26
trigger6 = AnimElem = 30
trigger7 = AnimElem = 34
trigger8 = AnimElem = 38
trigger9 = AnimElem = 42
trigger10 = AnimElem = 46
trigger11 = AnimElem = 50
value = s1,1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 54
value = s1,4

[State 1000, 音を鳴らす]
type = HitAdd
trigger1 = AnimElem = 10
trigger2 = AnimElem = 14
trigger3 = AnimElem = 18
trigger4 = AnimElem = 22
trigger5 = AnimElem = 26
trigger6 = AnimElem = 30
trigger7 = AnimElem = 34
trigger8 = AnimElem = 38
trigger9 = AnimElem = 42
trigger10 = AnimElem = 46
trigger11 = AnimElem = 50
trigger12 = AnimElem = 54
value = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 8
anim = 2215
pos = 0,0
sprpriority = 3
bindtime = -1
removetime = -1
ownpal = 1
supermove = 1
ID = 2200

[State 1000, ヘルパーを出す]
type = Helper
trigger1 = AnimElem = 8
name = "GS"
stateno = 2250
ID = 2200
helpertype = normal
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1

[State 1001,]
type = RemoveExplod
trigger1 = AnimElem = 55
ID = 2200

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 8
trigger2 = AnimElem = 16
trigger3 = AnimElem = 24
trigger4 = AnimElem = 32
trigger5 = AnimElem = 40
trigger6 = AnimElem = 48
anim = 4020
postype = P1
pos = 0, -135
sprpriority = 5
ownpal = 1
ontop = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 12
trigger2 = AnimElem = 20
trigger3 = AnimElem = 28
trigger4 = AnimElem = 36
trigger5 = AnimElem = 44
trigger6 = AnimElem = 52
anim = 4020
postype = P1
pos = 10, -85
sprpriority = 5
ownpal = 1
ontop = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 14
trigger2 = AnimElem = 22
trigger3 = AnimElem = 30
trigger4 = AnimElem = 38
trigger5 = AnimElem = 46
trigger6 = AnimElem = 54
anim = 4020
postype = P1
pos = 70, -120
sprpriority = 5
ownpal = 1
ontop = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 10
trigger2 = AnimElem = 18
trigger3 = AnimElem = 26
trigger4 = AnimElem = 34
trigger5 = AnimElem = 42
trigger6 = AnimElem = 50
anim = 4020
postype = P1
pos = -70, -105
sprpriority = 5
ownpal = 1
ontop = 1

[State 170, ]
type = TargetState
trigger1 = AnimElem = 8
value = 2225

[State 170, ]
type = TargetState
trigger1 = AnimElem = 55
value = 2230

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(1) = 0
pos = 65, 0

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(7) >= 0 && AnimElemtime(8) < 0
pos = 45, -5

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(8) >= 0 && AnimElemtime(9) < 0
Trigger2 = AnimElemtime(16) >= 0 && AnimElemtime(17) < 0
Trigger3 = AnimElemtime(24) >= 0 && AnimElemtime(25) < 0
Trigger4 = AnimElemtime(32) >= 0 && AnimElemtime(33) < 0
Trigger5 = AnimElemtime(40) >= 0 && AnimElemtime(41) < 0
Trigger6 = AnimElemtime(48) >= 0 && AnimElemtime(49) < 0
pos = 5, -50

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(9) >= 0 && AnimElemtime(10) < 0
Trigger2 = AnimElemtime(17) >= 0 && AnimElemtime(18) < 0
Trigger3 = AnimElemtime(25) >= 0 && AnimElemtime(26) < 0
Trigger4 = AnimElemtime(33) >= 0 && AnimElemtime(34) < 0
Trigger5 = AnimElemtime(41) >= 0 && AnimElemtime(42) < 0
Trigger6 = AnimElemtime(49) >= 0 && AnimElemtime(50) < 0
pos = -35, -45

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(10) >= 0 && AnimElemtime(11) < 0
Trigger2 = AnimElemtime(18) >= 0 && AnimElemtime(19) < 0
Trigger3 = AnimElemtime(26) >= 0 && AnimElemtime(27) < 0
Trigger4 = AnimElemtime(34) >= 0 && AnimElemtime(35) < 0
Trigger5 = AnimElemtime(42) >= 0 && AnimElemtime(43) < 0
Trigger6 = AnimElemtime(50) >= 0 && AnimElemtime(51) < 0
pos = -75, -40

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(11) >= 0 && AnimElemtime(12) < 0
Trigger2 = AnimElemtime(19) >= 0 && AnimElemtime(20) < 0
Trigger3 = AnimElemtime(27) >= 0 && AnimElemtime(28) < 0
Trigger4 = AnimElemtime(35) >= 0 && AnimElemtime(36) < 0
Trigger5 = AnimElemtime(43) >= 0 && AnimElemtime(44) < 0
Trigger6 = AnimElemtime(51) >= 0 && AnimElemtime(52) < 0
pos = -50, -15

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(12) >= 0 && AnimElemtime(13) < 0
Trigger2 = AnimElemtime(20) >= 0 && AnimElemtime(21) < 0
Trigger3 = AnimElemtime(28) >= 0 && AnimElemtime(29) < 0
Trigger4 = AnimElemtime(36) >= 0 && AnimElemtime(37) < 0
Trigger5 = AnimElemtime(44) >= 0 && AnimElemtime(45) < 0
Trigger6 = AnimElemtime(52) >= 0 && AnimElemtime(53) < 0
pos = 0, 10

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(13) >= 0 && AnimElemtime(14) < 0
Trigger2 = AnimElemtime(21) >= 0 && AnimElemtime(22) < 0
Trigger3 = AnimElemtime(29) >= 0 && AnimElemtime(30) < 0
Trigger4 = AnimElemtime(37) >= 0 && AnimElemtime(38) < 0
Trigger5 = AnimElemtime(45) >= 0 && AnimElemtime(46) < 0
Trigger6 = AnimElemtime(53) >= 0 && AnimElemtime(54) < 0
pos = 40, -5

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(14) >= 0 && AnimElemtime(15) < 0
Trigger2 = AnimElemtime(22) >= 0 && AnimElemtime(23) < 0
Trigger3 = AnimElemtime(30) >= 0 && AnimElemtime(31) < 0
Trigger4 = AnimElemtime(38) >= 0 && AnimElemtime(39) < 0
Trigger5 = AnimElemtime(46) >= 0 && AnimElemtime(47) < 0
pos = 55, -15

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(15) >= 0 && AnimElemtime(16) < 0
Trigger2 = AnimElemtime(23) >= 0 && AnimElemtime(24) < 0
Trigger3 = AnimElemtime(31) >= 0 && AnimElemtime(32) < 0
Trigger4 = AnimElemtime(39) >= 0 && AnimElemtime(40) < 0
Trigger5 = AnimElemtime(47) >= 0 && AnimElemtime(48) < 0
pos = 40, -35

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(54) = 0
pos = 80, -35

[State 810,]
type = EnvShake
trigger1 = AnimElem = 54
ampl = 5
freq = 80
time = 10

[State 2100,]
type = Envcolor
trigger1 = AnimElem = 10
trigger2 = AnimElem = 14
trigger3 = AnimElem = 18
trigger4 = AnimElem = 22
trigger5 = AnimElem = 26
trigger6 = AnimElem = 30
trigger7 = AnimElem = 34
trigger8 = AnimElem = 38
trigger9 = AnimElem = 42
trigger10 = AnimElem = 46
trigger11 = AnimElem = 50
trigger12 = AnimElem = 54
time = 1
value = 255,255,255
under = 1

[State 1000,]
type = TargetLifeadd
trigger1 = AnimElem = 10
trigger2 = AnimElem = 14
trigger3 = AnimElem = 18
trigger4 = AnimElem = 22
trigger5 = AnimElem = 26
trigger6 = AnimElem = 30
trigger7 = AnimElem = 34
trigger8 = AnimElem = 38
trigger9 = AnimElem = 42
trigger10 = AnimElem = 46
trigger11 = AnimElem = 50
value = - ceil(ifelse(fvar(2)<.5,20*.4,20))
kill = 0

[State 1000,]
type = TargetLifeadd
trigger1 = AnimElem = 54
value = -40

[State 810, 1]
type = ChangeState
Trigger1 = AnimElemtime(55) > 0
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 2215

;---------------------------------------------------------------------------
; 着地

[Statedef 2215]
type     = S
movetype = I
physics  = S
juggle   =0; 0
poweradd = 0
velset   = 0,0
anim     = 2210
ctrl     = 0
sprpriority = 2

[State 170, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
[State 2000]
type = AssertSpecial
trigger1 = prevstateno=3210
flag=nomusic
ignorehitpause = 1
[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = s4,0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s10,8
channel=0

[State 1000,]
type = Posset
trigger1 = time = 0
y = 0

[State 1000, 軸位置移動]
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

;---------------------------------------------------------------------------
;煙ヘルパー
[Statedef 2250]
type     = A
movetype = I
physics  = N
ctrl     = 0
anim     = 2220
sprpriority = 15

[State 170, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1000, ]
type = Posset
trigger1 = time = 0
y = 0

[State 1001, このヘルパーを消す]
type = ChangeState
trigger1 = Root,Stateno = 2210
trigger1 = Root,AnimElem = 54
trigger2 = Root,Stateno = 3210
trigger2 = Root,AnimElem = 70
value = 2255

;---------------------------------------------------------------------------
;煙ヘルパー2
[Statedef 2255]
type     = A
movetype = I
physics  = N
ctrl     = 0
anim     = 2225
sprpriority = 15

[State 170, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1000, ]
type = Posset
trigger1 = time = 0
y = 0

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

;---------------------------------------------------------------------------
;投げ１・投げられている（相手の動作）動作
[Statedef 2220]
type    = S
movetype= H
physics = S
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2230

[State 2100, 移動]
type = Velset
trigger1 = AnimElemtime(1) >= 0
x = 1
[State 0, PosSet]
type = PosSet
trigger1 = time=0
y = 0
;ignorehitpause = 
;persistent = 

[State 1830]
type = SelfState
trigger1 = time > 15 && Enemynear,Stateno != [2000,3999]
trigger2 = Animtime = 0
value = 5000

;---------------------------------------------------------------------------
;投げ１・投げられている（相手の動作）動作
[Statedef 2225]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2235

[State 810, 3]
type = SprPriority
Trigger1 = AnimElem = 2
value = -5

[State 810, 3]
type = SprPriority
Trigger1 = AnimElem = 3
value = 5

[State 1830]
type = SelfState
trigger1 = time > 15 && Enemynear,Stateno != [2000,3999]
value = 5000

;---------------------------------------------------------------------------
;投げ１・投げられている（相手の動作）動作
[Statedef 2230]
type    = A
movetype= H
physics = N
velset = 0,0

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = -6
y = -7

[State 52, 1]
type = Veladd
trigger1 = time >= 0
y = .45

[State 1830]
type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(5052)
value = 5052

[State 1830]
type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = !SelfAnimExist(5052)
value = 5050

[State 820, 1]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100

;---------------------------------------------------------------------------
; カイザーインフェルノ
; CNS レベル: 中級

[Statedef 2300]
type     = S
movetype = A
physics  = S
juggle   =0; 8
velset   = 0,0
anim     = 2300
ctrl     = 0
sprpriority = 2

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

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = time = 0
edge = 40,0

[State 700,];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [1000,1999]
time = 5
add = 230,230,230

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -1000
movetime = 30
time = 30

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7000
pos = 15,-85
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7010
pos = 15,-85
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,1999]
anim = 7500
pos = ifelse(facing=1,-320,0),0
ontop = 1
ownpal = 1
postype = front
bindtime = -1
supermove = 1

[State 2000]
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,1999]
anim = 7510
pos = ifelse(facing=1,-320,0),0
ontop = 1
ownpal = 1
postype = front
bindtime = -1
supermove = 1

[State 300,]
type = AfterImage
trigger1 = time = 0
time = 140
trans = add1
timegap = 2
framegap = 2
length = 6
palbright = 8,8,8
palcontrast = 200,200,200
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s9,0

[State 100g0, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 9
value = s10,1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s3,2
channel=2

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(8) < 0
x = 5

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
damage = 50, 5
getpower = 0
animtype = Hard
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = s4020
guard.sparkno = s4120
sparkxy = -20, -50
hitsound = s1,1
guardsound = s2,2
ground.type = Low
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -5
air.type = High
air.velocity = -4,-4
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 6
attr = S, HA
damage = 50, 5
getpower = 0
animtype = Hard
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = s4020
guard.sparkno = s4120
sparkxy = -20, -80
hitsound = s1,1
guardsound = s2,2
ground.type = Low
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -5
air.type = High
air.velocity = -4,-4
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 7
attr = S, HA
damage = 50, 5
getpower = 0
animtype = Hard
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = s4020
guard.sparkno = s4120
sparkxy = -20, -60
hitsound = s1,1
guardsound = s2,2
ground.type = Low
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -9
air.type = High
air.velocity = -5,-5
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 3000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 2305

;---------------------------------------------------------------------------
; ボディプレス

[Statedef 2305]
type     = S
movetype = A
physics  = S
juggle   =0; 0
poweradd = 0
velset   = 0,0
anim     = 2305
ctrl     = 0
sprpriority = 5

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 40,0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3,2
channel=2

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElemtime(1) >= 0
x = 5

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 1
y = -6

[State 1000, 軸位置移動]
type = VelAdd
trigger1 = AnimElemtime(1) >= 0
y = .6

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 1
statetype = A

[State 3000]
type = Explod
trigger1 = AnimElem = 1
anim = 1110
pos = -20,0
postype = p1
sprpriority = -5
ownpal = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = A, HA
damage = 100,10
animtype = Diagup
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 20,20
sparkno = s4020
guard.sparkno = s4120
sparkxy = -30, -70
hitsound = s400,12
guardsound = s2,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6,-6
air.velocity = -6,-6
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
envshake.time = 20
envshake.ampl = 5
envshake.freq = 80

[State 1000, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 30
value = 2310

;---------------------------------------------------------------------------
; 着地

[Statedef 2310]
type     = S
movetype = I
physics  = S
juggle   =0; 0
poweradd = 0
velset   = 0,0
anim     = 2310
ctrl     = 0
sprpriority = 2

[State 300,]
type = AfterImage
trigger1 = time = 0
time = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s12,9

[State 3000]
type = Explod
trigger1 = AnimElem = 2
anim = 1110
pos = -30,0
postype = p1
sprpriority = -5
ownpal = 1

[State 3000]
type = Explod
trigger1 = AnimElem = 2
anim = 1110
pos = 30,0
postype = p1
sprpriority = -5
ownpal = 1
facing = -1

[State 1000,]
type = Posset
trigger1 = time = 0
y = 0

[State 1000, 軸位置移動]
type = Velset
trigger1 = time = 0
x = 0
y = 0

[State 820, 1]
type = EnvShake
trigger1 = AnimElem = 2
ampl = 4
freq = 85
time = 8

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;弱リフトアップブロー

[Statedef 2500]
type     = S
movetype = A
physics  = S
juggle   =0; 0
velset   = 0,0
ctrl     = 0
poweradd=-1000
anim     = 1750
sprpriority = 2
facep2=1
[State 0, Turn]
type = Turn
trigger1 = time=0 && (prevstateno=1410 || prevstateno=1510) && p2bodydist x<0
;ignorehitpause = 
;persistent = 

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 2
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = movetype=I
triggerall = p2statetype=S||p2statetype=C
movetype = A 
[State 810, 物理的なキャラの幅]
type = Width
trigger1 = time = 0
edge = 40,0

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=1 && numexplod(7615)>0 && time=0 
id = 7615
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7640,7642)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim =ifelse(teamside=1,7641,7643)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1
v = 8   ;v = 570
value = 0
[State 0, Pause]
type = Pause
trigger1 = time=0
time = 30
;endcmdbuftime = 0
;pausebg = 1
;ignorehitpause = 
;persistent = 

[State 0, PalFXWiz]
type = BGPalFX
trigger1 =time=0 
time =31 
add = 50,50,50
mul = 256,256,256
sinadd = 0,0,0,10
invertall = 0
color = 0

[State 0, VarAdd]
type = Varset
trigger1 =time=0
v =34     ;fv = 
value = 0
ignorehitpause=1
[State 0, VarAdd]
type = Varset
trigger1 =time=0
v =35     ;fv = 
value = 50
ignorehitpause=1
[State 0, BGPalFX]
type = BGPalFX
trigger1 = time=[1,21]
time = 1
add = var(35),var(35),var(35)
mul = 256,256,256
sinadd = 50,50,50,50
invertall = 0
color = var(34)
ignorehitpause = 1
[State 0, VarAdd]
type = VarAdd
trigger1 = time=[1,21]
v =34     ;fv = 
value = 13
ignorehitpause=1
[State 0, VarAdd]
type = VarAdd
trigger1 =time= time=[1,21]
v =35     ;fv = 
value = -3
ignorehitpause=1

;[State 2000]
;type = AssertSpecial
;trigger1 = Time = [0,30]
;flag = NoFG
;flag2 = NOBG
;ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7000
pos = 0,-105
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7001
pos = 0,-105
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7003
pos = 0,-105
sprpriority = -4
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7002
pos = 0,-105
sprpriority = 19
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5


[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3000,0
channel=4

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =  (Time = [0,2])&& (p2stateno=5120||p2statetype!=L)
movetype =A

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,5
channel=0

[State 800, ヒット定義（投げ用）]
type = HitDef
triggerall= prevstateno!=1610 &&prevstateno!=1510 &&prevstateno!=1410
trigger1 = Time = [1,2]
attr = S,HT
hitflag = M
numhits = 0
pausetime = 0,0
priority = 1, Miss
sparkno = -1
sparkxy = -20,-60
guard.sparkno = s4100
guardsound = s2,0
p1sprpriority = 1     
p2sprpriority = 0    
p2facing = 1
p1stateno = 2530
p2stateno = 2520
guard.dist = 0

[State 800, ヒット定義（投げ用）]
type = HitDef
triggerall =prevstateno=1610 ||prevstateno=1510 ||prevstateno=1410
trigger1 = Time = [1,2]
attr =C, HA
hitflag = MAFD
numhits = 0
pausetime = 0,0
priority = 1
sparkno = -1
sparkxy = -20,-60
guard.sparkno = s4100
guardsound = s2,0
p1sprpriority = 1     
p2sprpriority = 0    
p2facing = 1
p1stateno = 2530
p2stateno = 2520
guard.dist = 0
[State 800, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;強リフトアップブロー

[Statedef 2550]
type     = S
movetype = A
physics  = S
juggle   =0; 0
velset   = 0,0
ctrl     = 0
poweradd=-1000
anim     = 1751
sprpriority = 2
facep2=1
[State 0, Turn]
type = Turn
trigger1 = time=0 && (prevstateno=1410 || prevstateno=1510) && p2bodydist x<0
[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 1

;ignorehitpause = 
;persistent = 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = movetype=I
triggerall = p2statetype=S||p2statetype=C
movetype = A 
[State 810, 物理的なキャラの幅]
type = Width
trigger1 = time = 0
edge = 40,0

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=1 && numexplod(7615)>0 && time=0 
id = 7615
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7640,7642)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim =ifelse(teamside=1,7641,7643)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1
v = 8   ;v = 570
value = 0
[State 0, Pause]
type = Pause
trigger1 = time=0
time = 30
;endcmdbuftime = 0
;pausebg = 1
;ignorehitpause = 
;persistent = 
[State 0, PalFXWiz]
type = BGPalFX
trigger1 =time=0 
time =31
add = 50,50,50
mul = 256,256,256
sinadd = 0,0,0,10
invertall = 0
color = 0
[State 0, VarAdd]
type = Varset
trigger1 =time=0
v =34     ;fv = 
value = 0
ignorehitpause=1
[State 0, VarAdd]
type = Varset
trigger1 =time=0
v =35     ;fv = 
value = 50
ignorehitpause=1
[State 0, BGPalFX]
type = BGPalFX
trigger1 =  time=[1,21]
time = 1
add = var(35),var(35),var(35)
mul = 256,256,256
sinadd = 50,50,50,50
invertall = 0
color = var(34)
ignorehitpause = 1
[State 0, VarAdd]
type = VarAdd
trigger1 = time=[1,21]
v =34     ;fv = 
value = 13
ignorehitpause=0
[State 0, VarAdd]
type = VarAdd
trigger1 = time=[1,21]
v =35     ;fv = 
value = -2
ignorehitpause=0

;[State 2000]
;type = AssertSpecial
;trigger1 = Time = [0,30]
;flag = NoFG
;flag2 = NOBG
;ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7000
pos = 0,-105
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7001
pos = 0,-105
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7003
pos = 0,-105
sprpriority = -4
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7002
pos = 0,-105
sprpriority = 19
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5


[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3000,0
channel=4


[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s10,5
channel=0

[State 0, NotHitBy]
type = notHitBy
trigger1 =time=0
value = SCA,NP,SP,AT,NA,SA
time = 5
;ignorehitpause = 
;persistent = 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelemtime(3)<0 && (p2stateno=5120||p2statetype!=L)
movetype =A

[State 800, ヒット定義（投げ用）]
type = HitDef
triggerall= prevstateno!=1610 &&prevstateno!=1510 &&prevstateno!=1410
trigger1 = animelem=2
attr = S,HT
hitflag = M
numhits = 0
pausetime = 0,0
priority = 1, Miss
sparkno = -1
sparkxy = -20,-60
guard.sparkno = s4100
guardsound = s2,0
p1sprpriority = 1     
p2sprpriority = 0    
p2facing = 1
p1stateno = 2530
p2stateno = 2520
guard.dist = 0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=3
movetype =I
[State 800, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------------------------------------------------
;投げ１・投げている（自分）
[Statedef 2510]
type    = S
movetype= A
physics = N
anim = 1705
[State 0, TargetState]
type = TargetState
triggerall = NumTarget;()
trigger1 =time=0
value =2520
[State 0, Explod]
type = Explod
triggerall = time=0
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, Explod]
type = Explod
triggerall = time=0
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 40,0

[State 2110, 相手と重なった時の処理]
type = PlayerPush
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(5) < 0
value = 0

[State 810, 3]
type = SprPriority
Trigger1 = AnimElem = 2
value = -1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 2
anim = 4040
postype = P1
pos = 50, -65
sprpriority = 15
ownpal = 0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s1,5
channel=1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,5
channel=0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = s3,2
channel=2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 10
value = s0,4
channel=4

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = Movehit = 1
value = s1,9
channel=1

[State 810, 1]
type = Posadd
Triggerall = BackEdgeDist < 60
Trigger1 = AnimElem = 1 | AnimElem = 2 | AnimElem = 3 | AnimElem = 4
x = 15

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(2) < 0
pos = 50, 0

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(3) < 0
pos = 50, -70

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(4) < 0
pos = 5, -40

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(5) < 0
pos = -50, -70

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(5) = 0
pos = -70, -25

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 150,0
animtype = Hard
guardflag = -1
hitflag = MAF
priority = 3, Hit
pausetime = 22,22
sparkno = s4020
guard.sparkno = s4120
sparkxy = -10, -150
hitsound = s400,12
guardsound = s2,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 2,-10
air.velocity = 2,-10
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
envshake.time = 15
envshake.ampl = 8
envshake.freq = 80
palfx.time = 100
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
air.juggle=0
p2stateno = 1725
yaccel=.47

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 11
anim = 1420
postype = P1
pos = 10, 0
sprpriority = -5
ownpal = 0
scale=.5,.5
[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 11
anim = 1425
postype = P1
pos = 10, 0
sprpriority = 15
ownpal = 0
scale=.5,.5
[State 1800,]
type = Turn
Trigger1 = Animtime = 0

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

;---------------------------------------------------------------------------
;投げ１・投げられている（相手の動作）動作
[Statedef 2520]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1710

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 2100, 移動]
type = VelSet
trigger1 = AnimElemtime(5) = 1
x = -1.5
y = -25.5

[State 2100, 移動]
type = Veladd
trigger1 = AnimElemtime(5) >= 1
y = .95

[State 820, 1]
type = SelfState
triggerall = AnimElemtime(6) >= 0
trigger1 = Pos Y >= 50
trigger1 = Vel Y > 0
value = 5100

;---------------------------------------------------------------------------
;投げ１・投げられている（相手の動作）動作
[Statedef 2525]
type    = A
movetype= H
physics = N
velset = 0,0

[State 170, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1715

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 2100, 移動]
type = Posadd
trigger1 = time = 0
y = -20

[State 2100, 移動]
type = Posadd
trigger1 = AnimElem = 12
y = 20

[State 2100, 移動]
type = VelSet
trigger1 = AnimElem = 12
x = 2
y = -10

[State 2100, 移動]
type = Veladd
trigger1 = AnimElemtime(12) >= 0
y = .5

[State 820, 1]
type = SelfState
triggerall = AnimElemtime(13) >= 0
trigger1 = Pos Y >= 50
trigger1 = Vel Y > 0
value = 5100
;---------------------------------------------------------------------------
; MAXカイザーウェイブXY
; CNS レベル: 中級

[Statedef 3000]
type     = S
movetype = A
physics  = S
juggle   =0; 0
velset   = 0,0
poweradd=-2000
anim     = 1800
ctrl     = 0
sprpriority = 2

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

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = time = 0
edge = 40,0
[State 0, Pause]
type = Pause
trigger1 = time=0
time = 30
movetime = 30
[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7640,7642)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim =ifelse(teamside=1,7641,7643)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1
v = 8   ;v = 570
value = 0
[State 210, 1];EX
type = PlaySnd
trigger1 = time = 0
value = 3000, 5
channel=2
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6110
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = 5
facing=-1
ownpal = 1
scale = .65,.65
pausemovetime=30
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6111
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -1
ownpal = 1
scale = .65,.65
pausemovetime=30
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6112
pos = 0, 0
postype = p1
facing=-1
bindtime = 1
sprpriority = 4
ownpal = 1
scale = .65,.65
pausemovetime=30
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6113
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -2
ownpal = 1
scale = .65,.65
pausemovetime=30
[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7100
pos = 0,-105
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7101
pos = 0,-105
sprpriority = -10
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale = .65,.65
[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7110
pos = 0,-105
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7110
pos = 0,-105
sprpriority = -10
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale = .65,.65

[State 300,]
type = AfterImage
trigger1 = time = 0
time = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3000,0
channel=4
[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,17
channel=0
[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = animelem=4
value = s12,5
channel = 1




[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6
value = s10,18
channel=0
channel=0
[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,3
channel=3
[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 7
value = s12,4
channel=3
[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 3
persistent = 0
anim = 1805
postype = P1
pos = -2,0
sprpriority = 5
bindtime = 1
ownpal = 1
removeongethit = 1
supermove = 1
pausemovetime=30

[State 3000]
type = explod
trigger1 = AnimElem = 7
anim = 2110
pos = -10,0
postype = p1
sprpriority = 10
ownpal = 1

[State 3000]
type = Projectile
trigger1 = AnimElem = 7
projID = 1800
projanim = 1810
projremove = 1
projpriority = 7
hitpriority=7
projhitanim = 1815
projremanim = 1815
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 0
ownpal = 1
offset = 50,-95
velocity = 11, 0
attr = S, SP
animtype = Hard
damage = 370,32
hitflag = MAF
guardflag = M
hitsound = s400,12
guardsound = s2,2
pausetime = 0,12
sparkno = s4020
guard.sparkno = s4120
sparkxy = 20,0
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -6,-6
guard.velocity = -11
air.juggle = 8
air.velocity = -6,-6
fall = 1
fall.recover = 0


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

;---------------------------------------------------------------------------
; Lv.2 発射

[Statedef 3010]
type     = S
movetype = A
physics  = S
juggle   =0; 0
velset   = 0,0
anim     = 2005
ctrl     = 0
sprpriority = 2

[State 2000,]
type = RemoveExplod
trigger1 = time = 0
ID = 2000

[State 3000]
type = explod
trigger1 = AnimElem = 5
anim = 2110
pos = -10,0
postype = p1
sprpriority = 10
ownpal = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 1
anim = 2020
postype = P1
pos = 0,0
bindtime = -1
sprpriority = 5
ownpal = 1
removeongethit = 1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 5
value = s10,18
channel=0

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 5
value = s12,6
channel=1

[State -2,]
type = StopSnd
trigger1 = AnimElem = 4
channel = 4

[State 3000]
type = Projectile
trigger1 = AnimElem = 5
projID = 2000
projanim = 3005
projremove = 1
projpriority = 4
projsprpriority = 10
projshadow = 0,0,0
projhitanim = 2045
projremanim = 2045
projstagebound = 60
projhits = 1
getpower = 0
ownpal = 0
offset = 50, 0
velocity = ifelse(command="holdy",10,5), 0
attr = S, HP
animtype = up
damage = 415 ,46
hitflag = MAF
guardflag = M
hitsound = s400,12
guardsound = s2,2
pausetime = 2,10
sparkno = s4020
sparkxy = 20,-70
guard.sparkno = s4120
ground.type = High
ground.hittime = 22
ground.slidetime = 22
ground.velocity = -6, -6
guard.velocity = -11
air.velocity = -6, -6
air.juggle = 8
fall = 1
fall.recover = 0

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

;---------------------------------------------------------------------------
; Lv.3 発射

[Statedef 3015]
type     = S
movetype = A
physics  = S
juggle   =0; 0
velset   = 0,0
anim     = 2005
ctrl     = 0
sprpriority = 2

[State 2000,]
type = RemoveExplod
trigger1 = time = 0
ID = 2000

[State 3000]
type = explod
trigger1 = AnimElem = 5
anim = 2110
pos = -10,0
postype = p1
sprpriority = 10
ownpal = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 1
anim = 2025
postype = P1
pos = 0,0
bindtime = -1
sprpriority = 5
ownpal = 1
removeongethit = 1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 5
value = s10,18
channel=0

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 5
value = s12,6
channel=1

[State -2,]
type = StopSnd
trigger1 = AnimElem = 4
channel = 4

[State 3000]
type = Projectile
trigger1 = AnimElem = 5
projID = 2000
projanim = 3010
projremove = 1
projpriority = 5
projsprpriority = 10
projshadow = 0,0,0
projhitanim = 2055
projremanim = 2055
projstagebound = 60
projhits = 1
getpower = 0
ownpal = 0
offset = 50, 0
velocity = ifelse(command="holdy",10,5), 0
attr = S, HP
animtype = Diagup
damage = 450 ,48
hitflag = MAF
guardflag = M
hitsound = s400,12
guardsound = s2,2
pausetime = 2,10
sparkno = s4020
sparkxy = 20,-70
guard.sparkno = s4120
ground.type = High
ground.hittime = 22
ground.slidetime = 22
ground.velocity = -7, -7
guard.velocity = -12
air.velocity = -7, -7
air.juggle = 8
fall = 1
fall.recover = 0

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



;---------------------------------------------------------------------------
; MAXアンリミテッドデザイア

[Statedef 3100]
type     = S
movetype = A
physics  = S
juggle   =0; 8
velset   = 0,0
poweradd=-2000
anim     = 2150
ctrl     = 0
sprpriority = 2
facep2=1
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =   (p2stateno=5120||(enemy,prevstateno=5120)||p2statetype!=A)
movetype =A


[State 810, 物理的なキャラの幅]
type = Width
trigger1 = time = 0
edge = 40,0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 45
[State 0, Pause]
type = Pause
trigger1 = time=0
time = 30
movetime = 30
[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=1 && numexplod(7615)>0 && time=0 
id = 7615
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7640,7642)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim =ifelse(teamside=1,7641,7643)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1
v = 8   ;v = 570
value = 0
[State 210, 1];EX
type = PlaySnd
trigger1 = time = 0
value = 3000, 5
channel=2
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6110
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = 5
facing=-1
ownpal = 1
scale = .65,.65
pausemovetime=30
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6111
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -1
ownpal = 1
scale = .65,.65
pausemovetime=30
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6112
pos = 0, 0
postype = p1
facing=-1
bindtime = 1
sprpriority = 4
ownpal = 1
scale = .65,.65
pausemovetime=30
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6113
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -2
ownpal = 1
scale = .65,.65
pausemovetime=30

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1


[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7100
pos = 0,-105
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7101
pos = 0,-105
sprpriority = -10
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale = .5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7110
pos = 0,-105
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7111
pos = 0,-105
sprpriority = -10
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale = .5,.5



[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3000,0
channel=4

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 5
value = s12,7
channel=1
[State 1000, ]
type = Velset
trigger1 = AnimElemTime(4) >= 0
x = 8.5

[State 300,]
type = AfterImage
trigger1 = time = 0
time = 80
trans = add1
timegap = 2
framegap = 2
length = 6
palbright = 8,8,8
palcontrast = 200,100,100
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[State 3000]
type = explod
trigger1 = AnimElem = 5
anim = 2110
pos = 0,0
postype = p1
sprpriority = 10
ownpal = 1

[State 1950]
type = HitDef
trigger1 = Time = 0
attr = S,HA
getpower = 0
damage = 0,0
animtype = Hard
hitflag = MAF
guardflag = M
priority = 5
pausetime = 10,10
sparkno = s4020
sparkxy = -30,-70
hitsound = s400,2
guardsound = s2,2
guard.sparkno = s4120
guard.velocity = -5
ground.type = High
ground.slidetime = 22
ground.hittime = 22
guard.ctrltime=14
ground.velocity = 0,0
air.velocity = 0,0
p2facing = 1
p1stateno = 3110
p2stateno = 2130

[State 1000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(4) >= 0
trigger1 = time = 64
trigger2 = Moveguarded
value = 2105
ctrl = 0

;---------------------------------------------------------------------------
; MAXアンリミテッドデザイア　発動

[Statedef 3110]
type     = S
movetype = A
physics  = S
juggle   =0; 0
velset   = 0,0
anim     = 2115
ctrl     = 0
sprpriority = 5

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

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 29
trigger3 = AnimElem = 46
value = s10,7
channel=0

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 14
trigger2 = AnimElem = 63
value = s10,8
channel=0

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 14
trigger3 = AnimElem = 24
trigger4 = AnimElem = 30
trigger5 = AnimElem = 38
trigger6 = AnimElem = 47
trigger7 = AnimElem = 56
trigger8 = AnimElem = 64
value = s0,4
channel=1

[State 52, 1]
type = VelSet
trigger1 = AnimElem = 4
x = 0

[State 52, 1]
type = VelSet
trigger1 = AnimElem = 6
trigger2 = AnimElem = 14
trigger3 = AnimElem = 24
trigger4 = AnimElem = 29
trigger5 = AnimElem = 36
trigger6 = AnimElem = 45
trigger7 = AnimElem = 55
trigger8 = AnimElem = 63
x = 4

[State 810, 1]
type = TargetBind
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(64) < 0
pos = 60,0

[State 300,]
type = AfterImage
trigger1 = time = 0
time = 250
trans = add1
timegap = 2
framegap = 2
length = 5
palbright = 8,8,8
palcontrast = 200,100,100
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[State 3000]
type = Explod
trigger1 = AnimElem = 6
trigger2 = AnimElem = 14
trigger3 = AnimElem = 24
trigger4 = AnimElem = 29
trigger5 = AnimElem = 36
trigger6 = AnimElem = 45
trigger7 = AnimElem = 55
trigger8 = AnimElem = 63
anim = 1110
pos = 0,0
postype = p1
sprpriority = -5
ownpal = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 8
attr = S, HA
getpower = 0
damage =  32,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = s4020
sparkxy = -25,-70
hitsound = s400,3
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2130
kill = 0
envshake.time = 10
envshake.ampl = 5
envshake.freq = 80
ground.cornerpush.veloff=0
[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 15
attr = S, HA
getpower = 0
damage =22,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = s4020
sparkxy = -25,-60
hitsound = s400,2
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2130
kill = 0
envshake.time = 10
envshake.ampl = 5
envshake.freq = 80
ground.cornerpush.veloff=0
[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 25
attr = S, HA
getpower = 0
damage =35,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = s4020
sparkxy = -20,-85
hitsound = s400,2
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2120
kill = 0
envshake.time = 10
envshake.ampl = 5
envshake.freq = 80
ground.cornerpush.veloff=0
[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 30
attr = S, HA
getpower = 0
damage = 25,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = s4020
sparkxy = -20,-90
hitsound = s400,2
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2120
kill = 0
envshake.time = 10
envshake.ampl = 5
envshake.freq = 80
ground.cornerpush.veloff=0
[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 38
attr = S, HA
getpower = 0
damage = 40,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = s4020
sparkxy = -25,-40
hitsound = s400,3
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2130
kill = 0
envshake.time = 10
envshake.ampl = 5
envshake.freq = 80
ground.cornerpush.veloff=0
[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 47
attr = S, HA
getpower = 0
damage = 43,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = s4020
sparkxy = -20,-60
hitsound = s400,2
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2130
kill = 0
envshake.time = 10
envshake.ampl = 5
envshake.freq = 80
ground.cornerpush.veloff=0
[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 57
attr = S, HA
getpower = 0
damage = 46,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = s4020
sparkxy = -20,-90
hitsound = s400,2
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2120
kill = 0
envshake.time = 10
envshake.ampl = 5
envshake.freq = 80
ground.cornerpush.veloff=0
[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 64
attr = S, HA
getpower = 0
damage = 50,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = s4020
sparkxy = -25,-90
hitsound = s400,2
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2120
kill = 0
envshake.time = 10
envshake.ampl = 5
envshake.freq = 80
ground.cornerpush.veloff=0
[State 52, 4]
type = ChangeState
trigger1 = Animtime = 0
value = 3300

;---------------------------------------------------------------------------
;我が生涯に一片の悔いなし

[Statedef 3115]
type     = S
movetype = A
physics  = S
juggle   =0; 0
velset   = 0,0
ctrl     = 0
anim     = 1750
sprpriority = 2

[State 170, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA

[State 800, ヒット定義（投げ用）]
type = HitDef
trigger1 = Time = 0
trigger1 = p2stateno != [120,159]
attr = S, ST
hitflag = MAD
numhits = 0
pausetime = 0,0
priority = 1, Miss
sparkno = -1
sparkxy = -20,-60
p1sprpriority = 1     ;攻撃が当たった時に自分の画像表示優先度を1にします
p2sprpriority = 0     ;攻撃が当たった時に相手の画像表示優先度を0にします
p2facing = 1
p1stateno = 3120
p2stateno = 1720
guard.dist = 0

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

;-----------------------------------------------------------------------------
;投げ１・投げている（自分）
[Statedef 2530]
type    = S
movetype= A
physics = N
anim = 3100
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = 1
movetype =A
[State 0, BGPalFX]
type = BGPalFX
trigger1= var(35)>0
time = 1
add = var(35),var(35),var(35)
mul = 256,256,256
sinadd = 50,50,50,50
invertall = 0
color = var(34)
ignorehitpause = 1
[State 0, VarAdd]
type = VarAdd
trigger1 =var(35)>0
v =34     ;fv = 
value = 13
ignorehitpause=1
[State 0, VarAdd]
type = VarAdd
trigger1 =var(35)>0 
v =35     ;fv = 
value = -3
ignorehitpause=1
[State 0, Explod]
type = Explod
triggerall = time=0
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, Explod]
type = Explod
triggerall = time=0
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 40,0

[State 2110, 相手と重なった時の処理]
type = PlayerPush
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(5) < 0
value = 0

[State 810, 3]
type = SprPriority
Trigger1 = AnimElem = 2
value = -1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 2
anim = 4040
postype = P1
pos = 50, -65
sprpriority = 15
ownpal = 0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s1,5
channel=1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = s3,2
channel=2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 10
value = s0,4
channel=1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 10
value = s12,8
channel=1
[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = Movehit = 1
value = s1,9
channel=2

[State 810, 1]
type = Posadd
Triggerall = BackEdgeDist < 60
Trigger1 = AnimElem = 1 | AnimElem = 2 | AnimElem = 3 | AnimElem = 4
x = 15

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(2) < 0
pos = 50, 0

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(3) < 0
pos = 50, -70

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(4) < 0
pos = 5, -40

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(5) < 0
pos = -50, -70

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(5) = 0
pos = -70, -25

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, HA
damage = ifelse(var(8)=1,250,220)
getpower = 0
animtype = Diagup
guardflag = -1
hitflag = MAF
priority = 3, Hit
pausetime = 11,4
sparkno = -1
guard.sparkno = s4120
sparkxy = -10, -150
hitsound = -1
guardsound = s2,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 1,-18
air.velocity = 1,-18
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
envshake.time = 15
envshake.ampl = 8
envshake.freq = 80
palfx.time = 140
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
p2stateno = 1725

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 10
anim = 3105
postype = P1
pos = 0, 0
sprpriority = -15
ownpal = 0
pausemovetime=99
[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 11
anim = 3110
postype = P1
pos = 0, 0
sprpriority = 20
ownpal = 0
pausemovetime=99
scale=1,1.1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 11
anim = 1420
postype = P1
pos = 10, 0
sprpriority = -5
ownpal = 0
scale=.5,.5
[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 11
anim = 1425
postype = P1
pos = 10, 0
sprpriority = 15
ownpal = 0
scale=.5,.5
[State 1800,]
type = Turn
Trigger1 = Animtime = 0

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

;---------------------------------------------------------------------------
;投げ１・投げられている（相手の動作）動作
[Statedef 3125]
type    = A
movetype= H
physics = N
velset = 0,0



[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1715

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 2100, 移動]
type = Posadd
trigger1 = time = 0
y = -20

[State 2100, 移動]
type = Posadd
trigger1 = AnimElem = 12
y = 20

[State 2100, 移動]
type = VelSet
trigger1 = AnimElem = 12
x = 1
y = -20

[State 2100, 移動]
type = Veladd
trigger1 = AnimElemtime(12) >= 0
y = .5

[State 820, 1]
type = SelfState
triggerall = AnimElemtime(13) >= 0
trigger1 = Pos Y >= 50
trigger1 = Vel Y > 0
value = 5100

;---------------------------------------------------------------------------
; MAXギガティックサイクロン

[Statedef 3200]
type     = S
movetype = A
physics  = S
juggle   =0; 0
poweradd=-ifelse(var(10)=1,2000,3000)
velset   = 0,0
anim     = ifelse((prevstateno=2510||prevstateno=3120||prevstateno=1610),3201,3200)
ctrl     = 0
sprpriority = 2
facep2=1
; fvar(2):= -2

[State 0, VarSet]
type = Varadd
trigger1=time=0
v = 57    ;v = 570
value = -1000

[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1
v = 8   ;v = 570
value = 0
[State 810, 物理的なキャラの幅]
type = Width
trigger1 = time = 0
edge = 70,0

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 31
[State 0, Pause]
type = Pause
trigger1 = time=0
time = 30
movetime=30



[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7200
pos = 0,-105
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7201
pos = 160,120
postype=left
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.6557377049180328,ifelse(GameHeight=180,0.5247813411078717,0.6997084548104956)



[State 0, Explod]
type = Explod
triggerall = prevstateno=[2000,3199]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7630,7632)
ID = 7610
pos = ifelse(teamside=1,-50,80),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[2000,3199]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7631,7633)
ID = 7610
pos = ifelse(teamside=1,-50,80),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=1 && numexplod(7615)>0 && time=0 
id = 7615
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3000,2
channel=1


[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
flag3=nomusic
ignorehitpause = 1



[State 800, ヒット定義（投げ用）]
type = HitDef
trigger1 = AnimElem = 1
trigger1 = p2stateno != [120,159]
trigger1 = prevstateno != [2000,2999]
attr = S, HT
hitflag = M
pausetime = 0,0
priority = 1, Miss
sparkno = -1
p1sprpriority = 1
p2sprpriority = 0
p1facing = 1
p2facing = 1
p1stateno = 3210
p2stateno = 2220
guard.dist = 0
fall = 1
numhits = 0
[State 0, VarSet]
type = VarSet
trigger1 = AnimElem = 1
trigger1 = p2stateno != [120,159]
trigger1 = prevstateno = [1000,3199]
v = 13    ;fv = 10
value = 1
[State 800, ヒット定義（投げ用）]
type = HitDef
trigger1 = AnimElem = 1
trigger1 = p2stateno != [120,159]
trigger1 = prevstateno = [1000,3199]
attr = S, HA
hitflag = MAFD
pausetime = 0,0
priority = 5
sparkno = -1
p1sprpriority = 1
p2sprpriority = 0
p1facing = 1
p2facing = 1
p1stateno = 3210
p2stateno = 2220
guard.dist = 0
fall = 1
numhits = 0

;ignorehitpause = 
;persistent = 



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

;-----------------------------------------------------------------------------
;投げ１・投げている（自分）

[Statedef 3210]
type    = S
movetype= A
physics = N
anim = 3205


[State 0, Explod]
type = Explod
triggerall = time=0
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, Explod]
type = Explod
triggerall = time=0
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1




[State 2000]
type = AssertSpecial
trigger1 = AnimElemtime(71) < 0
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = AssertSpecial
trigger1 = 1
flag=nomusic
ignorehitpause = 1
[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 8
statetype = A

[State 2110, 相手と重なった時の処理]
type = PlayerPush
trigger1 = AnimElemTime(8) >= 0 && AnimElemTime(70) < 0
value = 0

[State 810, ]
type = Posset
trigger1 = time = 0
y = 0

[State 810, ]
type = Velset
trigger1 = AnimElemtime(8) >= 1 && AnimElemtime(70) < 0
y = -3

[State 810, ]
type = Velset
trigger1 = Pos Y <= -30
y = 0

[State 810, ]
type = Veladd
trigger1 = AnimElemtime(71) >= 0
y = .2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,19
channel=0
[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 7
value = s10,20
channel=0
[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 8
value = s3,2
channel=2
channel=3
[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 8
trigger2 = AnimElem = 16
trigger3 = AnimElem = 24
trigger4 = AnimElem = 32
trigger5 = AnimElem = 40
trigger6 = AnimElem = 48
trigger7 = AnimElem = 56
trigger8 = AnimElem = 64
value = s3,2
channel=4
[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 10
trigger2 = AnimElem = 14
trigger3 = AnimElem = 18
trigger4 = AnimElem = 22
trigger5 = AnimElem = 26
trigger6 = AnimElem = 30
trigger7 = AnimElem = 34
trigger8 = AnimElem = 38
trigger9 = AnimElem = 42
trigger10 = AnimElem = 46
trigger11 = AnimElem = 50
trigger12 = AnimElem = 54
trigger13 = AnimElem = 58
trigger14 = AnimElem = 62
trigger15 = AnimElem = 66
value = s400,8
channel=2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 70
value = s400,11

[State 1000, 音を鳴らす]
type = HitAdd
trigger1 = AnimElem = 10
trigger2 = AnimElem = 14
trigger3 = AnimElem = 18
trigger4 = AnimElem = 22
trigger5 = AnimElem = 26
trigger6 = AnimElem = 30
trigger7 = AnimElem = 34
trigger8 = AnimElem = 38
trigger9 = AnimElem = 42
trigger10 = AnimElem = 46
trigger11 = AnimElem = 50
trigger12 = AnimElem = 54
trigger13 = AnimElem = 58
trigger14 = AnimElem = 62
trigger15 = AnimElem = 66
trigger16 = AnimElem = 70
value = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 8
anim = 3210
pos = 0,0
sprpriority = 3
bindtime = -1
removetime = -1
ownpal = 1
supermove = 1
ID = 3200

[State 1000, ヘルパーを出す]
type = Helper
trigger1 = AnimElem = 8
name = "GS"
stateno = 2250
ID = 2200
helpertype = normal
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1

[State 1001,]
type = RemoveExplod
trigger1 = AnimElem = 71
ID = 3200

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 8
trigger2 = AnimElem = 16
trigger3 = AnimElem = 24
trigger4 = AnimElem = 32
trigger5 = AnimElem = 40
trigger6 = AnimElem = 48
trigger7 = AnimElem = 56
trigger8 = AnimElem = 64
anim = 4020
postype = P1
pos = 0, -135
sprpriority = 5
ownpal = 1
ontop = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 12
trigger2 = AnimElem = 20
trigger3 = AnimElem = 28
trigger4 = AnimElem = 36
trigger5 = AnimElem = 44
trigger6 = AnimElem = 52
trigger7 = AnimElem = 60
trigger8 = AnimElem = 68
anim = 4020
postype = P1
pos = 10, -85
sprpriority = 5
ownpal = 1
ontop = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 14
trigger2 = AnimElem = 22
trigger3 = AnimElem = 30
trigger4 = AnimElem = 38
trigger5 = AnimElem = 46
trigger6 = AnimElem = 54
trigger7 = AnimElem = 62
trigger8 = AnimElem = 70
anim = 4020
postype = P1
pos = 70, -120
sprpriority = 5
ownpal = 1
ontop = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 10
trigger2 = AnimElem = 18
trigger3 = AnimElem = 26
trigger4 = AnimElem = 34
trigger5 = AnimElem = 42
trigger6 = AnimElem = 50
trigger7 = AnimElem = 58
trigger8 = AnimElem = 66
anim = 4020
postype = P1
pos = -70, -105
sprpriority = 5
ownpal = 1
ontop = 1

[State 170, ]
type = TargetState
trigger1 = AnimElem = 8
value = 2225

[State 170, ]
type = TargetState
trigger1 = AnimElem = 71
value = 2230

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(1) = 0
pos = 65, 0

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(7) >= 0 && AnimElemtime(8) < 0
pos = 45, -5

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(8) >= 0 && AnimElemtime(9) < 0
Trigger2 = AnimElemtime(16) >= 0 && AnimElemtime(17) < 0
Trigger3 = AnimElemtime(24) >= 0 && AnimElemtime(25) < 0
Trigger4 = AnimElemtime(32) >= 0 && AnimElemtime(33) < 0
Trigger5 = AnimElemtime(40) >= 0 && AnimElemtime(41) < 0
Trigger6 = AnimElemtime(48) >= 0 && AnimElemtime(49) < 0
Trigger7 = AnimElemtime(56) >= 0 && AnimElemtime(57) < 0
Trigger8 = AnimElemtime(64) >= 0 && AnimElemtime(65) < 0
pos = 5, -50

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(9) >= 0 && AnimElemtime(10) < 0
Trigger2 = AnimElemtime(17) >= 0 && AnimElemtime(18) < 0
Trigger3 = AnimElemtime(25) >= 0 && AnimElemtime(26) < 0
Trigger4 = AnimElemtime(33) >= 0 && AnimElemtime(34) < 0
Trigger5 = AnimElemtime(41) >= 0 && AnimElemtime(42) < 0
Trigger6 = AnimElemtime(49) >= 0 && AnimElemtime(50) < 0
Trigger7 = AnimElemtime(57) >= 0 && AnimElemtime(58) < 0
Trigger8 = AnimElemtime(65) >= 0 && AnimElemtime(66) < 0
pos = -35, -45

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(10) >= 0 && AnimElemtime(11) < 0
Trigger2 = AnimElemtime(18) >= 0 && AnimElemtime(19) < 0
Trigger3 = AnimElemtime(26) >= 0 && AnimElemtime(27) < 0
Trigger4 = AnimElemtime(34) >= 0 && AnimElemtime(35) < 0
Trigger5 = AnimElemtime(42) >= 0 && AnimElemtime(43) < 0
Trigger6 = AnimElemtime(50) >= 0 && AnimElemtime(51) < 0
Trigger7 = AnimElemtime(58) >= 0 && AnimElemtime(59) < 0
Trigger8 = AnimElemtime(66) >= 0 && AnimElemtime(67) < 0
pos = -75, -40

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(11) >= 0 && AnimElemtime(12) < 0
Trigger2 = AnimElemtime(19) >= 0 && AnimElemtime(20) < 0
Trigger3 = AnimElemtime(27) >= 0 && AnimElemtime(28) < 0
Trigger4 = AnimElemtime(35) >= 0 && AnimElemtime(36) < 0
Trigger5 = AnimElemtime(43) >= 0 && AnimElemtime(44) < 0
Trigger6 = AnimElemtime(51) >= 0 && AnimElemtime(52) < 0
Trigger7 = AnimElemtime(59) >= 0 && AnimElemtime(60) < 0
Trigger8 = AnimElemtime(67) >= 0 && AnimElemtime(68) < 0
pos = -50, -15

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(12) >= 0 && AnimElemtime(13) < 0
Trigger2 = AnimElemtime(20) >= 0 && AnimElemtime(21) < 0
Trigger3 = AnimElemtime(28) >= 0 && AnimElemtime(29) < 0
Trigger4 = AnimElemtime(36) >= 0 && AnimElemtime(37) < 0
Trigger5 = AnimElemtime(44) >= 0 && AnimElemtime(45) < 0
Trigger6 = AnimElemtime(52) >= 0 && AnimElemtime(53) < 0
Trigger7 = AnimElemtime(60) >= 0 && AnimElemtime(61) < 0
Trigger8 = AnimElemtime(68) >= 0 && AnimElemtime(69) < 0
pos = 0, 10

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(13) >= 0 && AnimElemtime(14) < 0
Trigger2 = AnimElemtime(21) >= 0 && AnimElemtime(22) < 0
Trigger3 = AnimElemtime(29) >= 0 && AnimElemtime(30) < 0
Trigger4 = AnimElemtime(37) >= 0 && AnimElemtime(38) < 0
Trigger5 = AnimElemtime(45) >= 0 && AnimElemtime(46) < 0
Trigger6 = AnimElemtime(53) >= 0 && AnimElemtime(54) < 0
Trigger7 = AnimElemtime(61) >= 0 && AnimElemtime(62) < 0
Trigger8 = AnimElemtime(69) >= 0 && AnimElemtime(70) < 0
pos = 40, -5

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(14) >= 0 && AnimElemtime(15) < 0
Trigger2 = AnimElemtime(22) >= 0 && AnimElemtime(23) < 0
Trigger3 = AnimElemtime(30) >= 0 && AnimElemtime(31) < 0
Trigger4 = AnimElemtime(38) >= 0 && AnimElemtime(39) < 0
Trigger5 = AnimElemtime(46) >= 0 && AnimElemtime(47) < 0
Trigger6 = AnimElemtime(54) >= 0 && AnimElemtime(55) < 0
Trigger7 = AnimElemtime(62) >= 0 && AnimElemtime(63) < 0
pos = 55, -15

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(15) >= 0 && AnimElemtime(16) < 0
Trigger2 = AnimElemtime(23) >= 0 && AnimElemtime(24) < 0
Trigger3 = AnimElemtime(31) >= 0 && AnimElemtime(32) < 0
Trigger4 = AnimElemtime(39) >= 0 && AnimElemtime(40) < 0
Trigger5 = AnimElemtime(47) >= 0 && AnimElemtime(48) < 0
Trigger6 = AnimElemtime(55) >= 0 && AnimElemtime(56) < 0
Trigger7 = AnimElemtime(63) >= 0 && AnimElemtime(64) < 0
pos = 40, -35

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(70) = 0
pos = 80, -35

[State 810,]
type = EnvShake
trigger1 = AnimElem = 70
ampl = 5
freq = 80
time = 10

[State 2100,]
type = Envcolor
trigger1 = AnimElem = 10
trigger2 = AnimElem = 14
trigger3 = AnimElem = 18
trigger4 = AnimElem = 22
trigger5 = AnimElem = 26
trigger6 = AnimElem = 30
trigger7 = AnimElem = 34
trigger8 = AnimElem = 38
trigger9 = AnimElem = 42
trigger10 = AnimElem = 46
trigger11 = AnimElem = 50
trigger12 = AnimElem = 54
trigger13 = AnimElem = 58
trigger14 = AnimElem = 62
trigger15 = AnimElem = 66
time = 1
value = 255,255,255
under = 1

[State 1000,]
type = TargetLifeadd
trigger1 = AnimElem = 10
trigger2 = AnimElem = 14
trigger3 = AnimElem = 18
trigger4 = AnimElem = 22
trigger5 = AnimElem = 26
trigger6 = AnimElem = 30
trigger7 = AnimElem = 34
trigger8 = AnimElem = 38
trigger9 = AnimElem = 42
trigger10 = AnimElem = 46
trigger11 = AnimElem = 50
trigger12 = AnimElem = 54
trigger13 = AnimElem = 58
trigger14 = AnimElem = 62
trigger15 = AnimElem = 66
value = -ceil(ifelse(fvar(2)<.5,26*.5,26*fvar(2)))
kill = 0

[State 1000,]
type = TargetLifeadd
trigger1 = AnimElem = 70
value = -70
[State 0, VarSet]
type = VarSet
trigger1 =animelem=70 && var(8)=1 
v = 7    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 

[State 810, 1]
type = ChangeState
Trigger1 = AnimElemtime(71) > 0
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 2215

;---------------------------------------------------------------------------
; MAXカイザーインフェルノ
; CNS レベル: 中級

[Statedef 3300]
type     = S
movetype = A
physics  = S
juggle   =0; 8
velset   = 0,0
anim     = 3300
ctrl     = 0
sprpriority = 2


[State 810, 物理的なキャラの幅]
type = Width
trigger1 = time = 0
edge = 40,0

[State 0, Pause]
type = Pause
trigger1 = time=0
time = 30
movetime = 30
[State 700,];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [1000,1999]
time = 5
add = 230,230,230
[State 210, 1];EX
type = PlaySnd
trigger1 = time = 0
value = 3000, 5
channel=2
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6110
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = 5
facing=-1
ownpal = 1
scale = .65,.65
pausemovetime=30
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6111
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -1
ownpal = 1
scale = .65,.65
pausemovetime=30
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6112
pos = 0, 0
postype = p1
facing=-1
bindtime = 1
sprpriority = 4
ownpal = 1
scale = .65,.65
pausemovetime=30
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6113
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -2
ownpal = 1
scale = .65,.65
pausemovetime=30

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7100
pos = 0,-105
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7101
pos = 0,-105
sprpriority = -10
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale = .65,.65
[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7110
pos = 0,-105
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7110
pos = 0,-105
sprpriority = -10
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale = .65,.65

[State 2000]
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,1999]
anim = 7500
pos = ifelse(facing=1,-320,0),0
ontop = 1
ownpal = 1
postype = front
bindtime = -1
supermove = 1



[State 300,]
type = AfterImage
trigger1 = time = 0
time = 200
trans = add1
timegap = 2
framegap = 2
length = 6
palbright = 8,8,8
palcontrast = 200,50,50
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3000,0
channel=1

[State 100g0, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 37
value = s10,1
channel=0
[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 11
trigger2 = AnimElem = 21
trigger3 = AnimElem = 31
value = s3,2
channel=2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = Movehit = 1
value = s1,9
;channel=5
[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElemtime(10) >= 0 && AnimElemtime(16) < 0
trigger2 = AnimElemtime(20) >= 0 && AnimElemtime(26) < 0
trigger3 = AnimElemtime(30) >= 0 && AnimElemtime(36) < 0
x = 5

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 11
trigger2 = AnimElem = 21
trigger3 = AnimElem = 31
attr = S, HA
damage = ifelse(animelemtime(20)>0 ,24,18), 4
getpower = 0
animtype = Hard
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = s4020
guard.sparkno = s4120
sparkxy = -20, -50
hitsound = s400,5
guardsound = s2,2
ground.type = Low
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -5
air.type = High
air.velocity = -4,-4
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 60
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
p2stateno = 2120
kill = 0
envshake.time = 10
envshake.ampl = 5
envshake.freq = 80
ground.cornerpush.veloff=0
[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 14
trigger2 = AnimElem = 24
trigger3 = AnimElem = 34
attr = S, HA
damage = ifelse(animelemtime(20)>0 ,26,19), 4
getpower = 0
animtype = Hard
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = s4020
guard.sparkno = s4120
sparkxy = -20, -80
hitsound = s400,5
guardsound = s2,2
ground.type = Low
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -5
air.type = High
air.velocity = -4,-4
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 60
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
p2stateno = 2120
kill = 0
envshake.time = 10
envshake.ampl = 5
envshake.freq = 80
ground.cornerpush.veloff=0
[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 15
trigger2 = AnimElem = 25
trigger3 = AnimElem = 35
attr = S, HA
damage = ifelse(animelemtime(20)>0,26,22), 4
getpower = 0
animtype = Hard
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = s4020
guard.sparkno = s4120
sparkxy = -20, -60
hitsound = s400,5
guardsound = s2,2
ground.type = Low
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -9
air.type = High
air.velocity = -5,-5
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 60
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
p2stateno = 2120
kill = 0
envshake.time = 10
envshake.ampl = 5
envshake.freq = 80
ground.cornerpush.veloff=0
[State 3000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 3305

;---------------------------------------------------------------------------
; ボディプレス

[Statedef 3305]
type     = S
movetype = A
physics  = S
juggle   =0; 0
poweradd = 0
velset   = 0,0
anim     = 2305
ctrl     = 0
sprpriority = 5

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 40,0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3,2
channel=2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = Movehit = 1
value = s1,9
channel=2
[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElemtime(1) >= 0
x = 5

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 1
y = -6

[State 1000, 軸位置移動]
type = VelAdd
trigger1 = AnimElemtime(1) >= 0
y = .6

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 1
statetype = A

[State 3000]
type = Explod
trigger1 = AnimElem = 1
anim = 1110
pos = -20,0
postype = p1
sprpriority = -5
ownpal = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = A, HA
damage =ceil(60/fvar(2)),14
animtype = Diagup
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 20,20
sparkno = s4020
guard.sparkno = s4120
sparkxy = -30, -70
hitsound = s400,11
guardsound = s2,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6,-6
air.velocity = -6,-6
air.type = High
getpower = 0
air.hittime = 12
fall = 1
fall.recover = 0
envshake.time = 20
envshake.ampl = 5
envshake.freq = 80
palfx.time = 80
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
id=1300

[State 0, TargetState]
type = TargetState
trigger1 =movehit && (p2stateno!=[1360,1361])
value =1360
ID = 1300
ignorehitpause =0 
[State 1000, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 30
value = 2310

;---------------------------------------------------------------------------
;弱リフトアップブロー

[Statedef 2800]
type     = S
movetype = A
physics  = S
juggle   =0; 0
velset   = 0,0
poweradd=0
ctrl     = 0
anim     = 1752
sprpriority = 2
facep2=1
[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 32
[State 0, Turn]
type = Turn
trigger1 = time=0 && (prevstateno=1410 || prevstateno=1510) && p2bodydist x<0


[State 810, 物理的なキャラの幅]
type = Width
trigger1 = time = 0
edge = 40,0

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =50
supermovetime=50
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =50
supermovetime=50
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7640,7642)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =50
supermovetime=50
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim =ifelse(teamside=1,7641,7643)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =50
supermovetime=50
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1
v = 8   ;v = 570
value = 0
[State 210, 1];EX
type = PlaySnd
trigger1 = time = 0
value = 3000, 5
channel=2
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6110
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = 5
facing=-1
ownpal = 1
scale = .65,.65
pausemovetime=30
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6111
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -1
ownpal = 1
scale = .65,.65
pausemovetime=30
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6112
pos = 0, 0
postype = p1
facing=-1
bindtime = 1
sprpriority = 4
ownpal = 1
scale = .65,.65
pausemovetime=30
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6113
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -2
ownpal = 1
scale = .65,.65
pausemovetime=30

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,31]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1
[State 2000, superpause]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -2000
movetime = 30
p2defmul=1
darken=0
time = 30
sound=s3000,0


[State 0, PalFXWiz]
type = BGPalFX
trigger1 =time=0
time =31
add = -256,-256,-256
mul = 256,256,256
sinadd = 0,0,0,10
invertall = 0
color = 0
[State 0, VarAdd]
type = Varset
trigger1 =time=0
v =34     ;fv = 
value = 0
ignorehitpause=1
[State 0, VarAdd]
type = Varset
trigger1 =time=0
v =35     ;fv = 
value = -256
ignorehitpause=1
[State 0, BGPalFX]
type = BGPalFX
triggerall = var(34)>=0
trigger1 = time=[30,50]
time = 1
add = var(35),var(35),var(35)
mul = 256,256,256
sinadd = 256,256,256,50
invertall = 0
color = 256
ignorehitpause = 1
[State 0, VarAdd]
type = VarAdd
trigger1 =time=[30,50]
v =35     ;fv = 
value = 12
ignorehitpause=0

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7100
pos = 0,-105
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7101
pos = 0,-105
sprpriority = -10
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale = .5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7110
pos = 0,-105
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7111
pos = 0,-105
sprpriority = -10
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale = .5,.5


[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,5
channel=0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =   (p2stateno=5120||p2statetype!=L) && time <2
movetype =A

[State 800, ヒット定義（投げ用）]
type = HitDef
triggerall =prevstateno!=1610 &&prevstateno!=1510 &&prevstateno!=1410
trigger1 = Time = 1
attr = S,HT
hitflag = M
numhits = 0
pausetime = 0,0
priority = 1, Miss
sparkno = -1
sparkxy = -20,-60
guard.sparkno = s4100
guardsound = s2,0
p1sprpriority = 1     
p2sprpriority = 0    
p2facing = 1
p1stateno = 2530
p2stateno = 2520
guard.dist = 0


[State 800, ヒット定義（投げ用）]
type = HitDef
triggerall =prevstateno=1610 ||prevstateno=1510 ||prevstateno=1410
trigger1 = Time = 1
attr =C, HA
hitflag = MAFD
numhits = 0
pausetime = 0,0
priority = 1
sparkno = -1
sparkxy = -20,-60
guard.sparkno = s4100
guardsound = s2,0
p1sprpriority = 1     
p2sprpriority = 0    
p2facing = 1
p1stateno = 2530
p2stateno = 2520
guard.dist = 0
[State 800, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

