;---------------------------------------------------------------------------
; ここからは必殺技のステート
;---------------------------------------------------------------------------
; 弱ブリッツボール上段
; CNS レベル: 中級

[Statedef 1000]
type     = S
movetype = A
physics  = S
juggle   =0; 0
poweradd = 0
velset   = 0,0
anim     = 1000
ctrl     = 0
sprpriority = 2
facep2=1
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0
[State 0, VarSet]
type = VarSet
trigger1 = 1
v = 9    ;fv = 10
value = 0
;ignorehitpause = 
;persistent = 

[State 0, VarSet]
type = Varadd
trigger1 =AnimElem = 6
v = 17;fv = 10
value = 1
ignorehitpause = 0
;persistent = 
[State 0, VarSet]
type = VarSet
triggerall = var(8)=0
trigger1 = p2statetype=A && prevstateno=[200,699] 
v = 5    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 

[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 = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
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
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
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

[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=1,7610,7612)
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=1,7611,7613)
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 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,10
channel=0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 7
value = s12,0
channel=1

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 5
persistent = 0
anim = 1005
postype = P1
pos = 0,0
sprpriority = 5
bindtime = 1
ownpal = 1
velocity = 1,0
accel = -.02,0

[State 1000, ヘルパーを出す]
type = Helper
trigger1 = AnimElem = 6
name = "BB"
stateno = 1001
ID = 1000
helpertype = normal
pos = 40,-95
postype = p1
facing = 1
keyctrl = 0
ownpal = 1

;[State 3000]
;type = Projectile
;trigger1 = AnimElem = 6
;projID = 1000
;projanim = 1010
;projremove = 1
;projpriority = 1
;projhitanim = 1020
;projremanim = 1020
;
;projsprpriority = 5
;projshadow = 0,0,0
;projremovetime = -1
;getpower=60,60
;ownpal = 1
;offset = 40,-95
;velocity = 4, 0
;attr = S, SP
;animtype = Hard
;damage = 70 ,5
;hitflag = MAF
;guardflag = MA
;hitsound = s1,9
;guardsound = s2,2
;pausetime = 0,8
;sparkno = s4020
;guard.sparkno = s4120
;sparkxy = 20,0
;ground.type = High
;ground.hittime = 16
;guard.ctrltime=16
;ground.slidetime = 21
;ground.velocity = -9
;air.velocity = -3.5,-5.5
;yaccel=.42
;ground.cornerpush.veloff=0
;air.cornerpush.veloff=0



[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=7
movetype = I   
[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 強ブリッツボール上段
; CNS レベル: 中級

[Statedef 1025]
type     = S
movetype = A
physics  = S
juggle   =0; 0
poweradd = 0
velset   = 0,0
anim     = 1025
ctrl     = 0
sprpriority = 2
facep2=1
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 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
trigger1 =AnimElem = 6
v = 17;fv = 10
value = 1
ignorehitpause = 0
[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90
[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s10,10
channel=0
[State 0, VarSet]
type = VarSet
triggerall = var(8)=0
trigger1 = p2statetype=A && prevstateno=[200,699] 
v = 5    ;fv = 10
value = 1
[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 7
value = s12,0
channel=1
[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=1,7610,7612)
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 = .65,.65
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=1,7611,7613)
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 = .65,.65
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 5
persistent = 0
anim = 1005
postype = P1
pos = 0,0
sprpriority = 5
bindtime = 1
ownpal = 1
velocity = 1,0
accel = -.02,0
[State 1000, ヘルパーを出す]
type = Helper
trigger1 = AnimElem = 6
name = "BB"
stateno = 1001
ID = 1025
helpertype = normal
pos = 40,-95
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
;[State 1000, ヘルパーを出す]
;type = Helper
;trigger1 = AnimElem = 6
;name = "BB"
;stateno = 1001
;ID = 1000
;helpertype = normal
;pos = 40,-95
;postype = p1
;facing = 1
;keyctrl = 0
;ownpal = 1
;[State 0, VarSet]
;type = VarSet
;trigger1 = 1
;v = 9    ;fv = 10
;value = 1
;[State 3000]
;type = Projectile
;trigger1 = AnimElem = 6
;projID = 1001
;projanim = 1010
;projremove = 1
;projpriority = 1
;projhitanim = 1020
;projremanim = 1020
;projsprpriority = 5
;projshadow = 0,0,0
;projremovetime = -1
;getpower=60,60
;ownpal = 1
;offset = 40,-95
;velocity = 8, 0
;attr = S, SP
;animtype = Hard
;damage =  90,10
;hitflag = MAF
;guardflag = MA
;hitsound = s1,9
;guardsound = s2,2
;pausetime = 0,8
;sparkno = s4020
;guard.sparkno = s4120
;sparkxy = 20,0
;ground.type = High
;ground.hittime = 16
;guard.ctrltime=16
;ground.slidetime = 21
;ground.velocity = -9
;air.velocity = -3.5,-7
;yaccel=.42
;ground.cornerpush.veloff=0
;air.cornerpush.veloff=0
;air.juggle = ifelse(var(5)=1,16,0)
;air.fall = 1
;fall.recover = 0
;palfx.time = 25
;palfx.add = 30,-40,-140
;palfx.sinadd = 60,60,50,10
;palfx.color = 0
;palfx.invertall = 1
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=7
movetype = I   
[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 強ブリッツボール上段
; CNS レベル: 中級

[Statedef 1030]
type     = S
movetype = A
physics  = S
juggle   =0; 0
poweradd = -1000
velset   = 0,0
anim     = 1000
ctrl     = 0
sprpriority = 2
facep2=1
[State 210, 1];EX
type = PlaySnd
trigger1 = time = 0
value = 3000, 5
channel=3
[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
trigger1 =AnimElem = 6
v = 17;fv = 10
value = 1
ignorehitpause = 0
[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, VarSet]
type = VarSet
triggerall = var(8)=0
trigger1 = p2statetype=A && prevstateno=[200,699] 
v = 5    ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
trigger1 = 1
v = 9    ;fv = 10
value = 2
[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=1,7610,7612)
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 = .65,.65
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=1,7611,7613)
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 = .65,.65
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6100
pos = 0, 0
postype = p1
bindtime = 1
facing=-1
sprpriority = 5
ownpal = 1
scale = .65,.65
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6101
pos = 0, 0
postype = p1
bindtime = 1
facing=1
sprpriority = -1
ownpal = 1
scale = .65,.65

[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6102
pos = 0, 0
postype = p1
bindtime = 1
facing=-1
sprpriority = 4
ownpal = 1
scale = .65,.65
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6103
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -2
ownpal = 1
scale = .65,.65
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s10,10
channel=0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 7
value = s12,0
channel=1

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 5
persistent = 0
anim = 1005
postype = P1
pos = 0,0
sprpriority = 5
bindtime = 1
ownpal = 1
velocity = 1,0
accel = -.02,0
[State 1000, ヘルパーを出す]
type = Helper
trigger1 = AnimElem = 6
name = "BB"
stateno = 1001
ID = 1030
helpertype = normal
pos = 40,-95
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
;[State 1000, ヘルパーを出す]
;type = Helper
;trigger1 = AnimElem = 6
;name = "BB"
;stateno = 1001
;ID = 1000
;helpertype = normal
;pos = 40,-95
;postype = p1
;facing = 1
;keyctrl = 0
;ownpal = 1
;
;[State 3000]
;type = Projectile
;trigger1 = AnimElem = 6
;projID = 1002
;projanim = 1010
;projremove = 1
;projpriority = 1
;projhitanim = 1020
;projremanim = 1020
;projsprpriority = 5
;projshadow = 0,0,0
;projremovetime = -1
;ownpal = 1
;offset = 40,-95
;velocity = 13, 0
;attr = S, SP
;animtype = Hard
;damage = 35,9
;hitflag = MAF
;numhits=1
;projhits=2
;air.juggle = ifelse(var(5)=1,16,0)
;guardflag = MA
;givepower=30
;getpower=0
;hitsound = s1,9
;guardsound = s2,2
;pausetime = 9,9
;sparkno = s4020
;guard.sparkno = s4120
;sparkxy = 20,0
;ground.type = High
;ground.hittime = 16
;guard.ctrltime=16
;ground.slidetime = 21
;ground.velocity = -9
;air.velocity = -3.5,-6
;yaccel=.42
;ground.cornerpush.veloff=0
;air.cornerpush.veloff=0
;air.fall = 1
;fall.recover = 0
;palfx.time = 25
;palfx.add = 30,-40,-140
;palfx.sinadd = 60,60,50,10
;palfx.color = 0
;palfx.invertall = 1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=7
movetype = I   


[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 弱ブリッツボール下段
; CNS レベル: 中級

[Statedef 1050]
type     = S
movetype = A
physics  = S
juggle   =0; 0
poweradd = 0
velset   = 0,0
anim     = 1050
ctrl     = 0
sprpriority = 2
facep2=1
[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,10
channel=0
[State 0, VarSet]
type = Varadd
trigger1 =AnimElem = 6
v = 17;fv = 10
value = 1
ignorehitpause = 0
[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 8
value = s12,0
channel=1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=1 && numexplod(7615)>0 && time=0 
id = 7615
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = 1
v = 9    ;fv = 10
value = 0
[State 0, VarSet]
type = VarSet
triggerall = var(8)=0
trigger1 = p2statetype=A && prevstateno=[200,699] 
v = 5    ;fv = 10
value = 1
[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=1,7610,7612)
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=1,7611,7613)
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 = 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 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 5
persistent = 0
anim = 1055
postype = P1
pos = 0,0
sprpriority = 5
bindtime = 1
ownpal = 1
velocity = 1,0
accel = -.02,0
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0
[State 1000, ヘルパーを出す]
type = Helper
trigger1 = AnimElem = 6
name = "BB"
stateno = 1001
ID = 1050
helpertype = normal
pos = 40,-30
postype = p1
facing = 1
keyctrl = 0
ownpal = 1

;[State 3000]
;type = Projectile
;trigger1 = AnimElem = 6
;projID = 1050
;projanim = 1010
;projremove = 1
;projpriority = 1
;projhitanim = 1020
;projremanim = 1020
;projsprpriority = 5
;projshadow = 0,0,0
;projremovetime = -1
;getpower=60,60
;ownpal = 1
;offset = 40,-30
;velocity = 4, 0
;attr = S, SP
;animtype = Hard
;damage =  70,9
;hitflag = MAF
;guardflag = MA
;hitsound = s1,9
;guardsound = s2,2
;pausetime = 0,8
;sparkno = s4020
;guard.sparkno = s4120
;sparkxy = 20,0
;ground.type = Low
;ground.hittime = 16
;guard.ctrltime=16
;ground.slidetime = 21
;ground.velocity = -9
;air.velocity = -3.5,-5.5
;yaccel=.42
;ground.cornerpush.veloff=0
;air.cornerpush.veloff=0
;air.fall = 1
;air.juggle = ifelse(var(5)=1,16,0)
;fall.recover = 0
;palfx.time = 25
;palfx.add = 30,-40,-140
;palfx.sinadd = 60,60,50,10
;palfx.color = 0
;palfx.invertall = 1
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=7
movetype = I   
[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 強ブリッツボール下段
; CNS レベル: 中級

[Statedef 1075]
type     = S
movetype = A
physics  = S
juggle   =0; 0
poweradd = 0
velset   = 0,0
anim     = 1075
ctrl     = 0
sprpriority = 2
facep2=1
[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s10,10
channel=0
[State 0, VarSet]
type = Varadd
trigger1 =AnimElem = 6
v = 17;fv = 10
value = 1
ignorehitpause = 0
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=1 && numexplod(7615)>0 && time=0 
id = 7615
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = 1
v = 9    ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
triggerall = var(8)=0
trigger1 = p2statetype=A && prevstateno=[200,699] 
v = 5    ;fv = 10
value = 1
[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=1,7610,7612)
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=1,7611,7613)
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 = 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 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 8
value = s12,0
channel=1

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 5
persistent = 0
anim = 1055
postype = P1
pos = 0,0
sprpriority = 5
bindtime = 1
ownpal = 1
velocity = 1,0
accel = -.02,0
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0
;[State 1000, ヘルパーを出す]
;type = Helper
;trigger1 = AnimElem = 6
;name = "BB"
;stateno = 1001
;ID = 1000
;helpertype = normal
;pos = 40,-30
;postype = p1
;facing = 1
;keyctrl = 0
;ownpal = 1
;
;[State 3000]
;type = Projectile
;trigger1 = AnimElem = 6
;projID = 1003
;projanim = 1010
;projremove = 1
;projpriority = 1
;projhitanim = 1020
;projremanim = 1020
;projsprpriority = 5
;projshadow = 0,0,0
;projremovetime = -1
;getpower=60,60
;ownpal = 1
;offset = 40,-30
;velocity = 8, 0
;attr = S, SP
;animtype = Hard
;damage =  90,9
;hitflag = MAF
;guardflag = MA
;hitsound = s1,9
;guardsound = s2,2
;pausetime = 0,8
;sparkno = s4020
;guard.sparkno = s4120
;sparkxy = 20,0
;ground.type = Low
;ground.hittime = 16
;guard.ctrltime=16
;ground.slidetime = 21
;ground.velocity = -9
;air.velocity = -3.5,-6
;yaccel=.42
;ground.cornerpush.veloff=0
;air.cornerpush.veloff=0
;air.fall = 1
;fall.recover = 0
;air.juggle = ifelse(var(5)=1,16,0)
;palfx.time = 25
;palfx.add = 30,-40,-140
;palfx.sinadd = 60,60,50,10
;palfx.color = 0
;palfx.invertall = 1
[State 1000, ヘルパーを出す]
type = Helper
trigger1 = AnimElem = 6
name = "BB"
stateno = 1001
ID = 1075
helpertype = normal
pos = 40,-30
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=7
movetype = I   
[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 弱ブリッツボール下段
; CNS レベル: 中級

[Statedef 1080]
type     = S
movetype = A
physics  = S
juggle   =0; 0
poweradd = -1000
velset   = 0,0
anim     = 1050
ctrl     = 0
sprpriority = 2
facep2=1
[State 0, VarSet]
type = Varadd
trigger1 =AnimElem = 6
v = 17;fv = 10
value = 1
ignorehitpause = 0
;ignorehitpause = 
;persistent = 

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=1 && numexplod(7615)>0 && time=0 
id = 7615
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = 1
v = 9    ;fv = 10
value = 2
[State 0, VarSet]
type = VarSet
triggerall = var(8)=0
trigger1 = p2statetype=A && prevstateno=[200,699] 
v = 5    ;fv = 10
value = 1
[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=1,7610,7612)
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=1,7611,7613)
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 210, 1];EX
type = PlaySnd
trigger1 = time = 0
value = 3000, 5
channel=3
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6100
pos = 0, 0
postype = p1
bindtime = 1
facing=-1
sprpriority = 5
ownpal = 1
scale = .65,.65
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6101
pos = 0, 0
postype = p1
bindtime = 1
facing=1
sprpriority = -1
ownpal = 1
scale = .65,.65

[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6102
pos = 0, 0
postype = p1
bindtime = 1
facing=-1
sprpriority = 4
ownpal = 1
scale = .65,.65
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6103
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -2
ownpal = 1
scale = .65,.65

[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, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,10
channel=0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 8
value = s12,0
channel=1

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 5
persistent = 0
anim = 1055
postype = P1
pos = 0,0
sprpriority = 5
bindtime = 1
ownpal = 1
velocity = 1,0
accel = -.02,0
[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=1,7610,7612)
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=1,7611,7613)
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 1000, ヘルパーを出す]
;type = Helper
;trigger1 = AnimElem = 6
;name = "BB"
;stateno = 1001
;ID = 1000
;helpertype = normal
;pos = 40,-30
;postype = p1
;facing = 1
;keyctrl = 0
;ownpal = 1
;
;[State 3000]
;type = Projectile
;trigger1 = AnimElem = 6
;projID = 1001
;projanim = 1010
;projremove = 1
;projpriority = 2
;projhitanim = 1020
;projremanim = 1020
;projsprpriority = 5
;projshadow = 0,0,0
;projremovetime = -1
;ownpal = 1
;offset = 40,-30
;velocity = 7.5, 0
;attr = S, SP
;animtype = Hard
;damage = 90,10
;hitflag = MAF
;guardflag = MA
;hitsound = s1,9
;getpower=0
;givepower=50
;guardsound = s2,2
;pausetime = 0,8
;air.juggle = ifelse(var(5)=1,16,0)
;sparkno = s4020
;guard.sparkno = s4120
;sparkxy = 20,0
;ground.type = Low
;ground.hittime = 16
;guard.ctrltime=16
;ground.slidetime = 21
;ground.velocity = -5,-5
;air.velocity = -3.5,-6
;yaccel=.42
;ground.cornerpush.veloff=0
;air.cornerpush.veloff=0
;fall = 1
;fall.recover = 0
;palfx.time = 25
;palfx.add = 30,-40,-140
;palfx.sinadd = 60,60,50,10
;palfx.color = 0
;palfx.invertall = 1
[State 1000, ヘルパーを出す]
type = Helper
trigger1 = AnimElem = 6
name = "BB"
stateno = 1001
ID = 1080
helpertype = normal
pos = 40,-30
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=7
movetype = I   
[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 弱レッグトマホーク

[Statedef 1100]
type     = S
movetype = A
physics  = S
juggle   =0; 8
poweradd = 90
velset   = 0,0
anim     = 1100
ctrl     = 0
sprpriority = 5
facep2=1
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0

[State 0, VarSet]
type = VarSet
trigger1 =time= 0 && (prevstateno=[400,440]) && p2statetype=A 
v =5    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 

[State 0, VarSet]
type = VarSet
trigger1 =(prevstateno=[200,650]) && var(8)=1 && time=0 
v = 8   ;fv = 10
value = 0
[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 35,0
[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
persistent=0
[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
persistent=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 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
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=1,7611,7613)
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 = 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 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,11
channel=0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 7
value = s12,1
channel=1

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 2 | AnimElem = 3 | AnimElem = 4 | AnimElem = 7
trigger2 = AnimElem = 8
x = 10

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElemtime(7) >= 0
x = 4

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 7
y = -6

[State 1000, 軸位置移動]
type = VelAdd
trigger1 = AnimElemtime(7) >= 0
y = .55

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 7
statetype = A
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = movetype=I
triggerall = p2statetype=S||p2statetype=C
movetype = A  
[State 3000]
type = Explod
trigger1 = AnimElem = 7
anim = 1110
pos = -20,0
postype = p1
sprpriority = -5
ownpal = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 7
attr = A, SA
damage = 40,8
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 9,9
sparkno = s4020
guard.sparkno = s4120
sparkxy = -10, -90
hitsound = s400,5
getpower=50,50
guardsound = s2,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,-1
air.velocity = -5,-1
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
ground.cornerpush.veloff=0
yaccel=.47
[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 8
attr = A, SA
damage = 45,8
animtype = Hard
guardflag =  MA
hitflag = MAF
priority = 5, Hit
pausetime = 9,9
getpower=50,50
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s400,5
guardsound = s2,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,-5
air.velocity = -5,-5
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
ground.cornerpush.veloff=0
yaccel=.43
[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 9
attr = A, SA
damage = 32,8
animtype = High
guardflag =  MA
hitflag = MAF
priority = 5, Hit
pausetime = 11,12
sparkno = s4020
guard.sparkno = s4120
getpower=50,50
sparkxy = -25, -50
hitsound = s400,5
guardsound = s2,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,-7.5
air.velocity = -5,-7.5
guard.velocity = -10
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
ground.cornerpush.veloff=0
yaccel=.49
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0 &&(prevstateno!=[1000,1999])
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,30,10)
ignorehitpause=0


[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit &&var(8)=1
v = 14   ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = time=1 &&var(14)=1
v = 14   ;fv = 10
value = 0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=10
movetype = I   
[State 1000, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 10
value = 1105

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

[Statedef 1105]
type     = S
movetype = I
physics  = S
juggle   =0; 0
poweradd = 0
velset   = 0,0
anim     = 1105
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = s4,0
channel=2

[State 1000,]
type = Posadd
trigger1 = AnimTime = 0
x = 3

[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

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

[Statedef 1106]
type     = S
movetype = I
physics  = S
juggle   =0; 0
poweradd = 0
velset   = 0,0
anim     = 1107
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = s4,0
channel=2

[State 1000,]
type = Posadd
trigger1 = AnimTime = 0
x = 3

[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

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

[Statedef 1150]
type     = S
movetype = A
physics  = S
juggle   =0; 8
poweradd = 90
velset   = 0,0
anim     = 1150
ctrl     = 0
sprpriority = 5
facep2=1
[State 0, VarSet]
type = VarSet
trigger1 =(prevstateno=[200,650]) && var(8)=1 && time=0 
v = 8   ;fv = 10
value = 0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = movetype=I
triggerall = p2statetype=S||p2statetype=C
movetype = A  
[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
persistent=0
[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
persistent=0
[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 35,0
[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 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
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=1,7611,7613)
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 && var(7)=1
v = 8   ;v = 570
value = 0
[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,11
channel=0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 7
value = s12,1
channel=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 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 2 | AnimElem = 3 | AnimElem = 4 | AnimElem = 7
trigger2 = AnimElem = 8
x = 10

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElemtime(7) >= 0
x = 6

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 7
y = -8

[State 1000, 軸位置移動]
type = VelAdd
trigger1 = AnimElemtime(7) >= 0
y = .65

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 7
statetype = A

[State 3000]
type = Explod
trigger1 = AnimElem = 7
anim = 1110
pos = -20,0
postype = p1
sprpriority = -5
ownpal = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 7
attr = A, SA
damage =55,18
animtype = Hard
guardflag = MA
hitflag =MAF
priority = 5, Hit
pausetime = 9,9
sparkno = s4020
guard.sparkno = s4120
sparkxy = -10, -90
hitsound = s400,5
guardsound = s2,2
getpower=50,50
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,-5
air.velocity = -5,-2
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
ground.cornerpush.veloff=0
[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 8
attr = A, SA
damage =55,18
animtype = Hard
guardflag = MA
hitflag =MAF
priority = 5, Hit
pausetime = 9,9
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s400,5
guardsound = s2,2
ground.type = High
getpower=50,50
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -5,-5
air.velocity = -5,-1
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
ground.cornerpush.veloff=0
[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 9
attr = A, SA
damage =47,18
animtype = High
guardflag = HA
hitflag = MAF
priority = 5, Hit
pausetime = 11,12
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -50
hitsound = s400,5
guardsound = s2,2
getpower=50,50
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -5,-5
air.velocity = -5,-5
guard.velocity = -10
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
id=1100
ground.cornerpush.veloff=0
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit &&var(8)=1
v = 14   ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = time=1 &&var(14)=1
v = 14   ;fv = 10
value = 0
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000&&(prevstateno!=[1000,1999])
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,35,15)
ignorehitpause=0
[State 0, TargetState]
type = TargetState
trigger1 =movehit && p2stateno!=1151 && p2statetype!=L
value =1151
ID = 1100
ignorehitpause =0 
;persistent = 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=10
movetype = I   
[State 1000, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 10
value = 1155

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

[Statedef 1155]
type     = S
movetype = I
physics  = S
juggle   =0; 0
poweradd = 0
velset   = 0,0
anim     = 1155
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = s4,0
channel=2

[State 1000,]
type = Posadd
trigger1 = AnimTime = 0
x = 3

[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
;---------------------------------------------------------------------------
;Jump Light Punch
; CNS difficulty: easy
[Statedef 1151]
type    = A
movetype= H
physics = N
juggle  =0; 2
poweradd= 5
ctrl = 0
sprpriority = 2
velset=-8,6
poweradd= 59
ctrl = 0
sprpriority = -2
[State 0, Turn]
type = Turn
trigger1 = facing=enemy,facing
;ignorehitpause = 
;persistent = 

[State 0, VelAdd]
type = VelAdd
trigger1 =( anim!=612 && anim!=614)
y = .67

[State 0, NotHitBy]
type = NotHitBy
trigger1 = p2stateno=2115
value = SCA
;value2 = S,NA
time = 99
;ignorehitpause = 
;persistent = 

[State 0, ChangeAnim2]
type = ChangeAnim2
triggerall = anim!=614 && anim!=612 && anim!=613
trigger1 =pos y>=0 && time>3
value = 614
[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = pos y>=0 && anim=614 && animtime=0
value = 613

[State 0, VelSet]
type = VelSet
trigger1 =animelemtime(1)=2 && anim=613
y = -5
x=-3
[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,1
;ignorehitpause =
;persistent =

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =anim=614
statetype = L      ;S,A,C,L



[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = pos y>=0 &&  anim=613&& animelemtime(1)>5
value = 612

[State 0, PosSet]
type = PosSet
trigger1 =anim=612 ||anim=614
y = 0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 =  anim=612||anim=614
x = 0
y = 0
;ignorehitpause =
;persistent =

[State 0, SelfState]
type = SelfState
trigger1 =animtime=0 && anim=612
value =ifelse(alive,5110,5150)

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

[Statedef 1160]
type     = S
movetype = A
physics  = S
juggle   =0; 8
poweradd = -1000
velset   = 0,0
anim     = 1106
ctrl     = 0
sprpriority = 3
facep2=1
[State 210, 1];EX
type = PlaySnd
trigger1 = time = 0
value = 3000, 5
channel=3
[State 0, VarSet]
type = VarSet
trigger1 =(prevstateno=[200,650]) && var(8)=1 && time=0 
v = 8   ;fv = 10
value = 0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = movetype=I
triggerall = p2statetype=S||p2statetype=C
movetype = A  
[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
persistent=0
[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
persistent=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 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
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=1,7611,7613)
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 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6100
pos = 0, 0
postype = p1
bindtime = 1
facing=-1
sprpriority = 5
ownpal = 1
scale = .65,.65
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6101
pos = 0, 0
postype = p1
bindtime = 1
facing=1
sprpriority = -1
ownpal = 1
scale = .65,.65

[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6102
pos = 0, 0
postype = p1
bindtime = 1
facing=-1
sprpriority = 4
ownpal = 1
scale = .65,.65
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6103
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -2
ownpal = 1
scale = .65,.65
[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, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 35,0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,11
channel=0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 7
value = s12,1
channel=1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 8
value = s12,7
channel=1

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 2 | AnimElem = 3 | AnimElem = 4 | AnimElem = 7
trigger2 = AnimElem = 8
x = 10

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElemtime(7) >= 0
x = 6

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 7
y = -8

[State 1000, 軸位置移動]
type = VelAdd
trigger1 = AnimElemtime(7) >= 0
y = .65

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 7
statetype = A


[State 3000]
type = Explod
trigger1 = AnimElem = 7
anim = 1110
pos = -20,0
postype = p1
sprpriority = -5
ownpal = 1
[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 5
anim = 2125
postype = P1
pos = 0,0
bindtime = -1
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 0
[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 7
attr = A, SA
damage =50,10
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 6,6
sparkno = s4020
guard.sparkno = s4120
sparkxy = -10, -90
hitsound = s400,5
guardsound = s2,2
getpower=0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -1,-5
air.velocity = -5,-5
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 80
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
ground.cornerpush.veloff=0
yaccel=.47
[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 8
attr = A, SA
damage =42,10
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 6,6
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -70
getpower=0
hitsound = s400,5
guardsound = s2,2
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -1,-4.5
air.velocity = -1,-3.5
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 80
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
ground.cornerpush.veloff=0
yaccel=.47
[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 9
attr = A, SA
damage =50,10
animtype = High
guardflag =  MA
hitflag = MAF
priority = 5, Hit
pausetime = 8,8
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -50
getpower=0
hitsound = s400,5
guardsound = s2,2
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -3,-6.5
air.velocity = -3,-6.5
guard.velocity = -10
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 80
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
ground.cornerpush.veloff=0
yaccel=.43
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit &&var(8)=1
v = 14   ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = time=1 &&var(14)=1
v = 14   ;fv = 10
value = 0
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000 &&(prevstateno!=[1000,1999])
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,37,17)
ignorehitpause=0
;persistent = 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=10
movetype = I   
[State 1000, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 10
value = 1106
;---------------------------------------------------------------------------
; 弱カイザーキック

[Statedef 1200]
type     = S
movetype = A
physics  = S
juggle   =0; 8
poweradd = 100
velset   = 0,0
anim     = 1200
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 = 3
value = s10,12
channel=0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = movetype=I
triggerall = p2statetype=S||p2statetype=C
movetype = A  
[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s3,2
channel=2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,2
channel=1

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 2
x = 10

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElemtime(3) >= 0
x = 4

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 3
y = -10

[State 1000, 軸位置移動]
type = VelAdd
trigger1 = AnimElemtime(3) >= 0
y = .8

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

[State 3000]
type = Explod
trigger1 = AnimElem = 3
anim = 1110
pos = -10,0
postype = p1
sprpriority = -5
ownpal = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = A, SA
damage = 100,10
animtype = Diagup
guardflag = H
hitflag = MA
priority = 5, Hit
pausetime = 12,13
sparkno = s4020
guard.sparkno = s4120
sparkxy = -30, -60
hitsound = s1,4
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

[State 1000, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 40
value = 1205

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

[Statedef 1205]
type     = S
movetype = I
physics  = S
juggle   =0; 0
poweradd = 0
velset   = 0,0
anim     = 1205
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s12,9
channel=3

[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

;---------------------------------------------------------------------------
; 強カイザーキック

[Statedef 1250]
type     = S
movetype = A
physics  = S
juggle   =0; 8
poweradd = 100
velset   = 0,0
anim     = 1200
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 = 3
value = s10,12
channel=0

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

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,2
channel=1

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 2
x = 10

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElemtime(3) >= 0
x = 8

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 3
y = -10

[State 1000, 軸位置移動]
type = VelAdd
trigger1 = AnimElemtime(3) >= 0
y = .8

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

[State 3000]
type = Explod
trigger1 = AnimElem = 3
anim = 1110
pos = -10,0
postype = p1
sprpriority = -5
ownpal = 1
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = movetype=I
triggerall = p2statetype=S||p2statetype=C
movetype = A  
[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = A, SA
damage = 120,12
animtype = Diagup
guardflag = H
hitflag = MA
priority = 5, Hit
pausetime = 12,13
sparkno = s4020
guard.sparkno = s4120
sparkxy = -30, -60
hitsound = s1,4
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

[State 1000, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 40
value = 1205

;---------------------------------------------------------------------------
; 弱カイザーデュエルソバット

[Statedef 1300]
type     = S
movetype = A
physics  = S
juggle   =0; 8
poweradd = 50
velset   = 0,0
anim     = 1300
ctrl     = 0
sprpriority = 5
facep2=1
[State 0, VarSet]
type = VarSet
trigger1 =(prevstateno=[200,650]) && var(8)=1 && time=0 
v = 8   ;fv = 10
value = 0
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 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 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 30,0
[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 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
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=1,7611,7613)
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 = 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 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s10,12
channel=0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 8
value = s10,9
channel=0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 8
value = s0,3
channel=1

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 2 | AnimElem = 5
x = 10
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = movetype=I
triggerall = p2statetype=S||p2statetype=C
movetype = A  
[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage = 35,9
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 9,9
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -60
hitsound = s400,5
getpower=50,50
guardsound = s2,2
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3
air.velocity = -1,-3
air.type = High
air.hittime = 12
air.fall=1
ground.cornerpush.veloff=0
fall.recover=0
[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 8
attr = A, SA
damage = 37,9
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 11,11
sparkno = s4020
getpower=50,50
guard.sparkno = s4120
sparkxy = -25, -65
hitsound = s400,5
guardsound = s2,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4,-5
air.velocity = -3.5,-5.5
air.type = High
air.hittime = 12
fall=1
fall.recover=0
ground.cornerpush.veloff=0
yaccel=.47
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit &&var(8)=1
v = 14   ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = time=1 &&var(14)=1
v = 14   ;fv = 10
value = 0
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000 &&(prevstateno!=[1000,1999])
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,35,12)
ignorehitpause=0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=9
movetype = I   
[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 強カイザーデュエルソバット・ステップ

[Statedef 1350]
type     = S
movetype = A
physics  = S
juggle   =0; 0
poweradd = 90
velset   = 0,0
anim     = 1305
ctrl     = 0
sprpriority = 5
facep2=1
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0
[State 0, VarSet]
type = VarSet
trigger1 =(prevstateno=[200,650]) && var(8)=1 && time=0 
v = 8   ;fv = 10
value = 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=-120
[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, 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=1,7611,7613)
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 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 30,0
[State 0, HitBy]
type = notHitBy
trigger1 = animelemtime(2)>=0
value = C
time = 1
;ignorehitpause = 
;persistent = 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=2
statetype = A       ;S,A,C,L
;ignorehitpause = 
;persistent = 

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,12
channel=0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s12,2
channel=1

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 2
x = 10

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElemtime(2) >= 0
x = 5.7

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 2
y = -2.5

[State 1000, 軸位置移動]
type = VelAdd
trigger1 = AnimElemtime(2) >= 0
y = .48

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

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimElemtime(3) > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1355

;---------------------------------------------------------------------------
; 強カイザーデュエルソバット・攻撃

[Statedef 1355]
type     = S
movetype = A
physics  = S
juggle   =0; 8
poweradd = 0
velset   = 0,0
anim     = 1301
ctrl     = 0
sprpriority = 5
[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 = 1
edge = 30,0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = s4,0
channel=2
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = movetype=I
triggerall = p2statetype=S||p2statetype=C
movetype = A  
[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s10,13
channel=0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 8
value = s10,9
channel=0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 8
value = s0,3
channel=1

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 2 | AnimElem = 5
x = 10

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage = 40,9
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 9,9
sparkno = s4020
getpower=55,55
guard.sparkno = s4120
sparkxy = -25, -60
hitsound = s400,5
guardsound = s2,2
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5
air.velocity = -1,-4
air.type = High
air.fall=1
fall.recover = 0
air.hittime =99
ground.cornerpush.veloff=0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 8
attr = A, SA
damage =53,9
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 11,11
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -65
getpower=55,55
hitsound = s400,5
guardsound = s2,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,-5
air.velocity = -5,-5
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
id=1300
ground.cornerpush.veloff=0
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000 &&(prevstateno!=[1000,1999])
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,40,15)
ignorehitpause=0
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit &&var(8)=1
v = 14   ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = time=1 &&var(14)=1
v = 14   ;fv = 10
value = 0
[State 0, TargetState]
type = TargetState
trigger1 =movehit && (p2stateno!=[1360,1361])
value =1360
ID = 1300
ignorehitpause =0 
;persistent = 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=9
movetype = I   
[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw
[Statedef 1360]
type    = A
movetype= H
physics = N
velset = 0,0
[State 0, Turn]
type = Turn
trigger1 = facing=enemy,facing
[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0 && selfanimexist(5061)
value =5061

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0 && !selfanimexist(5061)
value =1104

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
;value2 = S,NA
time = 1
;ignorehitpause = 
;persistent = 

[State 0, VelSet]
type = VelSet
trigger1 =time=0 
x = -6.5
y = -5

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = .6
[State 0, ChangeState]
type = ChangeState
triggerall = p2stateno!=[2100,3200]
trigger1 = pos y >=0&& (time >5)
value =1361
[State 0, ChangeState]
type = ChangeState
triggerall = p2stateno=[2100,3200]
trigger1 = pos y >=0&& (time >5)
value =1363
;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw
[Statedef 1361]
type    = L
movetype= H
physics = N

[State 0, VelSet]
type = VelSet
trigger1 =vel x =-6.5
x = -3
;ignorehitpause =
;persistent =

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 855

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

[State 0, VelMul]
type = VelMul
trigger1 =1
x = .95
[State 0, VelSet]
type = VelSet
trigger1 =time>31
x = 0




[State 0, ChangeState]
type = selfState
trigger1 = time>57
value =ifelse(alive,5110,5150)
;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw
[Statedef 1363]
type    = L
movetype= H
physics = N

[State 0, VelSet]
type = VelSet
trigger1 =vel x =-5
x = -3
;ignorehitpause =
;persistent =

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 855

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

[State 0, VelMul]
type = VelMul
trigger1 =1
x = .95
[State 0, VelSet]
type = VelSet
trigger1 =time>31
x = 0




[State 0, ChangeState]
type = selfState
trigger1 = time>57
value =ifelse(alive,5110,5150)
;---------------------------------------------------------------------------
; 強カイザーデュエルソバット・ステップ

[Statedef 1365]
type     = S
movetype = A
physics  = S
juggle   =0; 0
poweradd = -1000
velset   = 0,0
anim     = 1306
ctrl     = 0
sprpriority = 3
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 = VarSet
trigger1 =(prevstateno=[200,650]) && var(8)=1 && time=0 
v = 8   ;fv = 10
value = 0
;ignorehitpause = 
;persistent = 

[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=1,7610,7612)
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=1,7611,7613)
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 210, 1];EX
type = PlaySnd
trigger1 = time = 0
value = 3000, 5
channel=3

[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0
;ignorehitpause = 
;persistent = 

[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6100
pos = 0, 0
postype = p1
bindtime = 1
facing=-1
sprpriority = 5
ownpal = 1
scale = .65,.65
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6101
pos = 0, 0
postype = p1
bindtime = 1
facing=1
sprpriority = -1
ownpal = 1
scale = .65,.65

[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6102
pos = 0, 0
postype = p1
bindtime = 1
facing=-1
sprpriority = 4
ownpal = 1
scale = .65,.65
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6103
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -2
ownpal = 1
scale = .65,.65
[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 30,0
[State 0, HitBy]
type = HitBy
trigger1 = animelemtime(1)>=0
value = A,AA,AP
time = 1
;ignorehitpause = 
;persistent = 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=2
statetype = A       ;S,A,C,L
;ignorehitpause = 
;persistent = 

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,12
channel=0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s12,2
channel=1

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 2
x = 10

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElemtime(2) >= 0
x = 6.5

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 2
y = -3

[State 1000, 軸位置移動]
type = VelAdd
trigger1 = AnimElemtime(2) >= 0
y = .54

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

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimElemtime(2) > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1366

;---------------------------------------------------------------------------
; 強カイザーデュエルソバット・攻撃

[Statedef 1366]
type     = S
movetype = A
physics  = S
juggle   =0; 8
poweradd =0
velset   = 0,0
anim     = 1302
ctrl     = 0
sprpriority = 3
[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 = 1
edge = 30,0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = s4,0
channel=2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s10,13
channel=0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 8
value = s10,9
channel=0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 8
value = s0,3
channel=1

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 2 | AnimElem = 5
x = 10

[State 0, HitBy]
type = HitBy
trigger1 = animelemtime(3)<=0
value = A,AA,AP
time = 1
;ignorehitpause = 
;persistent = 

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = movetype=I
triggerall = p2statetype=S||p2statetype=C
movetype = A  

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage = 60,9
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 9,9
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -60
hitsound = s400,5
getpower=0
givepower=30
guardsound = s2,2
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -1
air.velocity = -4,-4
air.type = High
air.fall=1
air.hittime = 12
fall.recover = 0
ground.cornerpush.veloff=0
[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 8
attr = A, SA
damage = 63,9
animtype = Hard
guardflag = MA
hitflag = MA
priority = 5, Hit
pausetime = 11,11
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -65
hitsound = s400,5
guardsound = s2,2
getpower=0
givepower=30
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -9,-4
air.velocity = -9,-4
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
id=1300
ground.cornerpush.veloff=0
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000 &&(prevstateno!=[1000,1999])
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,45,20)
ignorehitpause=0
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit &&var(8)=1
v = 14   ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = time=1 &&var(14)=1
v = 14   ;fv = 10
value = 0
[State 0, TargetState]
type = TargetState
trigger1 =movehit && (p2stateno!=[1290,1361])
value =ifelse(var(8),1290,1360)
ID = 1300
ignorehitpause =0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=9
movetype = I    
;persistent = 
[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;(ENEMY)???????????????
[Statedef 1290]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1295

[State 2, destroyself];??????
type = destroyself
trigger1 = ishelper

;---------------------[??]

[State 0, HitVelSet]
type = HitVelSet
trigger1 = hitshakeover
x = 1
y = 1
;ignorehitpause = 
;persistent =

[state a]
type = veladd
trigger1 = time > 15
y = 0.1

;---------------------[?????????]

[State 236]
type = ScreenBound
triggerall = time > 0
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 0,1

[State 236]
type = ChangeState
triggerall = time > 0
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 1291

[State 1100,end]
type = SelfState
triggerall = time > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100
ctrl = 0

;---------------------------------------------------------------------------
;(ENEMY)??????????????
[Statedef 1291]
type    = A
movetype= H
physics = N

[State 1100]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)

[State 1100]
type = ChangeAnim2
trigger1 = Time = 0
value = 1296

[State 1100]
type = PosAdd
trigger1 = Time = 0
x = 15 - BackEdgeBodyDist

[State 1100]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State 1100]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1




[State 237]
type = ChangeState
trigger1 = AnimTime = 0
value = 1292

;---------------------------------------------------------------------------
;(ENEMY)??????????????
[Statedef 1292]
type    = A
movetype= H
physics = N



[State 238]
type = Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)
[State 1028, Vel Y]
type = VelSet
trigger1 = Time = 0
y = -8.55

[State 1028, Vel X]
type = VelSet
trigger1 = Time = 0
x = -2.5

[State 1028, Turn]
type = Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)

[State 1028, Gravity]
type = VelAdd
trigger1 = 1
y = .44

[State 1028, Anim 5052] ;Self falling animation (diagup type)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 1028, Anim 5052] ;Self falling animation (diagup type)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 1028, Anim 5060] ;Coming down - normal
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State 1028, Anim 5062] ;Coming down - diagup type
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062
[State 1028, Turn]
type = Turn
triggerall = anim!=5052
trigger1 = (Time = 0) && (BackEdgeDist < 30)

[State 1028, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;---------------------------------------------------------------------------
;弱フェニックススルー

[Statedef 1400]
type     = S
movetype = A
physics  = S
juggle   =0; 0
poweradd = 30
velset   = 0,0
anim     = 1400
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=1,7610,7612)
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=1,7611,7613)
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 && var(7)=1
v = 8   ;v = 570
value = 0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,13
channel=0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = movetype=I
triggerall = p2statetype=S||p2statetype=C
movetype = A  
[State 1400, ]
type = ReversalDef
trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(4) < 0
attr = S,SA
reversal.attr = SA,AA
sparkxy = 20,0
sparkno = s4110
pausetime = 15,15
hitsound = s400,2
p1stateno = 1410
p2stateno = 1420
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=4
movetype = I   
[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;強フェニックススルー

[Statedef 1450]
type     = S
movetype = A
physics  = S
juggle   =0; 0
poweradd = 30
velset   = 0,0
anim     = 1450
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, StateTypeSet]
type = StateTypeSet
trigger1 = movetype=I
triggerall = p2statetype=S||p2statetype=C
movetype = A  
[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=1,7610,7612)
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=1,7611,7613)
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 && var(7)=1
v = 8   ;v = 570
value = 0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,13
channel=0

[State 1400, ]
type = ReversalDef
trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(4) < 0
attr = S,SA
reversal.attr = SA,AA
sparkxy = 20,0
sparkno = s4110
pausetime = 15,15
hitsound = s400,2
p1stateno = 1410
p2stateno = 1420
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=4
movetype = I   
[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;強フェニックススルー

[Statedef 1451]
type     = S
movetype = A
physics  = S
juggle   =0; 0
poweradd = -1000
velset   = 0,0
anim     = 1401
ctrl     = 0
sprpriority = 2
facep2=1
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 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, StateTypeSet]
type = StateTypeSet
trigger1 = movetype=I
triggerall = p2statetype=S||p2statetype=C
movetype = A  
[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=1,7610,7612)
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=1,7611,7613)
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 210, 1];EX
type = PlaySnd
trigger1 = time = 0
value = 3000, 5
channel=3
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6100
pos = 0, 0
postype = p1
bindtime = 1
facing=-1
sprpriority = 5
ownpal = 1
scale = .65,.65
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6101
pos = 0, 0
postype = p1
bindtime = 1
facing=1
sprpriority = -1
ownpal = 1
scale = .65,.65

[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6102
pos = 0, 0
postype = p1
bindtime = 1
facing=-1
sprpriority = 4
ownpal = 1
scale = .65,.65
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6103
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -2
ownpal = 1
scale = .65,.65
[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,13
channel=0

[State 1400, ]
type = ReversalDef
trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(4) < 0
attr = S,SA
reversal.attr = SCA,AA
sparkxy = 20,0
sparkno = s4110
pausetime = 15,15
hitsound = s400,2
p1stateno = 2510
p2stateno = 2520
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=4
movetype = I   
[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;当て身投げ　発動

[Statedef 1410]
type     = S
movetype = A
physics  = S
juggle   =0; 0
poweradd = ifelse(prevstateno=1451,0,80)
anim     = 1405
ctrl     = 0
sprpriority = 2
[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 = 50,0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 8
value = s10,14
channel=0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 8
value = s12,7
channel=1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 8
value = s0,4
channel=2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 9
value = s400,10
channel=4

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 9
value = s12,9
channel=3

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(2) < 0
pos = 60, 0

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(3) < 0
pos = 45, -95

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(4) < 0
pos = 15, -125

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(5) < 0
pos = -5, -145

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(5) >= 0 && AnimElemtime(6) < 0
pos = -45, -140

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(6) >= 0 && AnimElemtime(7) < 0
pos = -50, -140

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(7) >= 0 && AnimElemtime(8) < 0
pos = 40, -125

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(8) >= 0 && AnimElemtime(9) < 0
pos = 65, -95

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(9) >= 0 && AnimElemtime(10) < 0
pos = 60, -35

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(10) >= 0 && AnimElemtime(10) < 8
pos = 60, -40

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(10) = 8
pos = 105, -10

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 8
anim = 1415
postype = P1
pos = 0, 0
sprpriority = 5
ownpal = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 9
anim = 1420
postype = P1
pos = 67, 0
sprpriority = -5
ownpal = 0
scale=.5,.5
[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 9
anim = 1425
postype = P1
pos = 67, 0
sprpriority = 15
ownpal = 0
scale=.5,.5
[State 810, 1]
type = TargetLifeAdd
trigger1 = AnimElem = 9
value = ceil(-120*fvar(2))
[State 0, VarSet]
type = VarSet
trigger1 = AnimElem = 9 &&var(8)=1
v = 14   ;fv = 10
value = 1
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000
trigger1 =animelem=9 
v = 57    ;v = 570
value =ifelse(prevstateno=1451,85,ifelse(prevstateno=1450,75,65))

[State 0, PowerAdd]
type = PowerAdd
triggerall = var(10)=0&&prevstateno!=1451
trigger1 =animelem=9 
value = 120
;ignorehitpause = 
;persistent = 

[State 820, 1]
type = EnvShake
trigger1 = AnimElem = 9
ampl = 7
freq = 80
time = 10

[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 1420]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1410

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0
[State 0, NotHitBy]
type = HitBy
trigger1 = 1
value = SCA,HA
;value2 = S,NA
time = 1
;ignorehitpause = 
;persistent = 

[State 2100, 移動終了]
type = null;PosSet
trigger1 = time = 0
y = 0

[State 2100, 移動終了]
type = VelSet
trigger1 = AnimElem = 10
x = -2
y = -4

[State 2100, 移動終了]
type = Veladd
trigger1 = AnimElemtime(10) >= 0
y = .4

[State 700,]
type = Palfx
trigger1 = AnimElem = 8
time = 60
add = 30,-40,-140
sinadd = 60,60,50,10
color = 0
invertall = 1

[State 820, 1]
type = SelfState
triggerall = AnimElemtime(12) >= 0
trigger1 = Pos Y >= 50
trigger1 = Vel Y > 0
value = 5100

;---------------------------------------------------------------------------
;弱カイザークロー

[Statedef 1500]
type     = S
movetype = A
physics  = S
juggle   =0; 0
velset   = 0,0
ctrl     = 0
poweradd=50
anim     = ifelse((prevstateno=[200,440]),1501,1500)
sprpriority = 2

[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 = VarSet
trigger1 =prevstateno=[1000,1999] 
v = 28    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 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 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
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=1,7611,7613)
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 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s0,4
channel=1

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s10,9
channel=0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = movetype=I
triggerall = p2statetype=S||p2statetype=C
movetype = A  
[State 800, ヒット定義（投げ用）]
type = HitDef
triggerall = (p2stateno!=[150,154])
trigger1 = Time = 0
attr = S, ST
hitflag = MAF
pausetime = 0,0
priority = 1
getpower=75,75
sparkno = s4040
sparkxy = -20,-120
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 = 1510
p2stateno = 1520
guard.dist = 0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=6
movetype = I   
[State 800, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;強カイザークロー

[Statedef 1550]
type     = S
movetype = A
physics  = S
juggle   =0; 0
velset   = 0,0
ctrl     = 0
poweradd=90
anim     = 1515
sprpriority = 2
[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 = VarSet
trigger1 =prevstateno=[1000,1999] 
v = 28    ;fv = 10
value = 1
[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, StateTypeSet]
type = StateTypeSet
trigger1 = movetype=I
triggerall = p2statetype=S||p2statetype=C
movetype = A  
[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=1,7610,7612)
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=1,7611,7613)
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 && var(7)=1
v = 8   ;v = 570
value = 0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s0,4
channel=1

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s10,9
channel=0

[State 800, ヒット定義（投げ用）]
type = HitDef
triggerall = (p2stateno!=[150,154])
trigger1 = Time = 0
attr = S, ST
hitflag = MAF
pausetime = 0,0
priority = 1
sparkno = s4040
sparkxy = -20,-120
getpower=85,85
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 = 1510
p2stateno = 1520
guard.dist = 0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=6
movetype = I   
[State 800, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;強カイザークロー

[Statedef 1551]
type     = S
movetype = A
physics  = S
juggle   =0; 0
poweradd=-1000
velset   = 0,0
ctrl     = 0
anim     = 1502
sprpriority = 2
[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 = VarSet
trigger1 =prevstateno=[1000,1999] 
v = 28    ;fv = 10
value = 1
[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)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
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=1,7611,7613)
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, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=1 && numexplod(7615)>0 && time=0 
id = 7615
;ignorehitpause = 
;persistent = 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = movetype=I
triggerall = p2statetype=S||p2statetype=C
movetype = A  
[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, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0
[State 210, 1];EX
type = PlaySnd
trigger1 = time = 0
value = 3000, 5
channel=3
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6100
pos = 0, 0
postype = p1
bindtime = 1
facing=-1
sprpriority = 5
ownpal = 1
scale = .65,.65
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6101
pos = 0, 0
postype = p1
bindtime = 1
facing=1
sprpriority = -1
ownpal = 1
scale = .65,.65

[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6102
pos = 0, 0
postype = p1
bindtime = 1
facing=-1
sprpriority = 4
ownpal = 1
scale = .65,.65
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6103
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -2
ownpal = 1
scale = .65,.65
[State 170, 無敵]
type = NotHitBy
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(2) < 0
value = SCA

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s0,4
channel=1

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s10,9
channel=0

[State 800, ヒット定義（投げ用）]
type = HitDef
triggerall = (p2stateno!=[150,154])
trigger1 = Time = 0
attr = S, ST
hitflag = MAF
pausetime = 0,0
priority = 1
sparkno = s4040
sparkxy = -20,-120
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 = 1510
p2stateno = 1520
guard.dist = 0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=6
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 1510]
type    = S
movetype= A
physics = N
poweradd=ifelse(prevstateno=1551,0,120)
anim = 1505
[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 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = s1,5
channel=1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 8
value = s10,15
channel=0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 8
value = s0,4
channel=2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 10
value = s12,9
channel=3

;[State 810, 1]
;type = Posadd
;Trigger1 = AnimTime = 0
;x = -15
;
[State 810, 1]
type = Posadd
Triggerall = BackEdgeDist < 60
Trigger1 = AnimElem = 4 | AnimElem = 5 | AnimElem = 6 | AnimElem = 7
Trigger2 = AnimElem = 8 | AnimElem = 9
x = 10

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(2) < 0
pos = 60, -60

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(3) < 0
pos = 45, -120

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(4) < 0
pos = -10, -160

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(5) < 0
pos = 30, -155

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(5) >= 0 && AnimElemtime(6) < 0
pos = -6, -150

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(6) >= 0 && AnimElemtime(7) < 0
pos = -48, -140

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(7) >= 0 && AnimElemtime(8) < 0
pos = -56, -135

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(8) >= 0 && AnimElemtime(9) < 0
pos = 46, -125

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(9) >= 0 && AnimElemtime(10) < 0
pos = 68, -95

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(10) >= 0 && AnimElemtime(11) < 0
pos = 60, -35

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(11) >= 0 && AnimElemtime(11) < 8
pos = 60, -40

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(11) = 8
pos = 80, -10

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 10
anim = 1420
postype = P1
pos = 87, 0
sprpriority = -5
ownpal = 0
scale=.5,.5

;ignorehitpause = 
;persistent = 
[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 10
anim = 1425
postype = P1
pos = 87, 0
sprpriority = 15
ownpal = 0
scale=.5,.5
[State 810, 1]
type = TargetLifeAdd
trigger1 = AnimElem = 10
value = -ceil(ifelse(fvar(2)<.3,ifelse(prevstateno=1551,155,110)*.3,ifelse(prevstateno=1551,155,110)*fvar(2)))

[State 0, VarSet]
type = VarSet
trigger1 = AnimElem = 10&&var(8)=1
v = 14   ;fv = 10
value = 1
ignorehitpause=1
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000 &&(var(28)=0)
trigger1 =animelem=10
v = 57    ;v = 570
value =ifelse(prevstateno=1551,85,ifelse(prevstateno=1550,75,65))


[State 0, PowerAdd]
type = PowerAdd
triggerall = var(10)=0&&prevstateno!=1551
trigger1 =animelem=10
value = 110
[State 820, 1]
type = EnvShake
trigger1 = AnimElem = 10
ampl = 7
freq = 80
time = 10

[State 1800,]
type = Turn
Trigger1 = Animelem=4
[State 810, 1]
type = Posadd
Trigger1 = animelem=4
x = -15
[State 810, 1]
type = Posadd
Trigger1 = animelem=5
x = 35
[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 1520]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1510

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0
[State 0, NotHitBy]
type = HitBy
trigger1 = 1
value = SCA,HA
;value2 = S,NA
time = 1
[State 2100, 移動終了]
type = VelSet
trigger1 = AnimElem = 10&& enemy,prevstateno!=1551
x = 2
y = -4

[State 2100, 移動終了]
type = Veladd
trigger1 = AnimElemtime(10) >= 0
y = .4

[State 820, 1]
type = SelfState
triggerall = AnimElemtime(12) >= 0 && enemy,prevstateno!=1551
trigger1 = Pos Y >= 50
trigger1 = Vel Y > 0
value = 5100
[State 820, 1]
type = changeState
trigger1 = animelem=10 && enemy,prevstateno=1551
value = 2011
;---------------------------------------------------------------------------
;弱カイザースープレックス

[Statedef 1600]
type     = S
movetype = A
physics  = S
juggle   =0; 0
velset   = 0,0
ctrl     = 0
poweradd=50
anim     = 1600
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, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 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 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
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=1,7611,7613)
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 200,]
type = Posadd
trigger1 = AnimElem = 2 | AnimElem = 3 | AnimElem = 4 | AnimElem = 5
x = 10

[State 200,]
type = Posadd
trigger1 = AnimElem = 7
x = -10
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = movetype=I
triggerall = p2statetype=S||p2statetype=C
movetype = A  
[State 800, ヒット定義（投げ用）]
type = HitDef
trigger1 = animelem=2
attr = S, ST
hitflag = M-
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 = 1605
p2stateno = 1620
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

;---------------------------------------------------------------------------
;強カイザースープレックス

[Statedef 1650]
type     = S
movetype = A
physics  = S
juggle   =0; 0
velset   = 0,0
ctrl     = 0
poweradd=50
anim     = 1650
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, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 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 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
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=1,7611,7613)
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 200,]
type = Posadd
trigger1 =AnimElem = 4 | AnimElem = 5
x = 10

[State 200,]
type = Posadd
trigger1 = AnimElem = 7
x = -10
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = movetype=I
triggerall = p2statetype=S||p2statetype=C
movetype = A  
[State 800, ヒット定義（投げ用）]
type = HitDef
trigger1 = animelem=3
attr = S, ST
hitflag = M-
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 = 1605
p2stateno = 1620
guard.dist = 0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=4
movetype = I 
[State 800, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;強カイザースープレックス

[Statedef 1651]
type     = S
movetype = A
physics  = S
juggle   =0; 0
velset   = 0,0
ctrl     = 0
poweradd=-1000
anim     = 1651
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, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0
[State 170, 無敵]
type = NotHitBy
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(3) < 0
value = SCA
[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=1,7610,7612)
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=1,7611,7613)
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 210, 1];EX
type = PlaySnd
trigger1 = time = 0
value = 3000, 5
channel=3
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6100
pos = 0, 0
postype = p1
bindtime = 1
facing=-1
sprpriority = 5
ownpal = 1
scale = .65,.65
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6101
pos = 0, 0
postype = p1
bindtime = 1
facing=1
sprpriority = -1
ownpal = 1
scale = .65,.65
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = movetype=I
triggerall = p2statetype=S||p2statetype=C
movetype = A  
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6102
pos = 0, 0
postype = p1
bindtime = 1
facing=-1
sprpriority = 4
ownpal = 1
scale = .65,.65
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6103
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -2
ownpal = 1
scale = .65,.65
[State 200,]
type = Posadd
trigger1 = AnimElem = 2 | AnimElem = 3 | AnimElem = 4 | AnimElem = 5
x = 10

[State 200,]
type = Posadd
trigger1 = AnimElem = 7
x = -10

[State 800, ヒット定義（投げ用）]
type = HitDef
trigger1 = Time = 0
attr = S, ST
hitflag = M-
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 = 1605
p2stateno = 1620
guard.dist = 0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelemtime(3)>=0 && p2statetype!=L
movetype = I 

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelemtime(5)>=0 && p2statetype=L
movetype = A
[State 800, ヒット定義（投げ用）]
type = HitDef
triggerall = p2statetype=L
trigger1 = animelem=7
attr =C, SA
hitflag = MAFD
numhits = 0
pausetime = 0,0
priority = 1
sparkno = -1
sparkxy = -60,-0
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 = 1606
p2stateno = 1620
guard.dist = 0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=8
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 1605]
type    = S
movetype= A
physics = N
anim = 1605

[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(4) < 0
value = 0

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 4
anim = 4040
postype = P1
pos = 0, -60
sprpriority = 15
ownpal = 0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s1,5
channel=1
[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,15
channel=0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 7
value = s3,2
channel=2

[State 200,]
type = Posadd
trigger1 = AnimElem = 2 | AnimElem = 6 | AnimElem = 7 | AnimElem = 8
x = 10

[State 2100, 移動]
type = VelSet
trigger1 = AnimElem = 7
x = 6
y = -6

[State 2100, 移動]
type = Veladd
trigger1 = AnimElemtime(7) >= 0
y = .38

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 7
statetype = A

[State 810, 1]
type = BindtoTarget
trigger1 = time = 0
pos = -10,0,Foot

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

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(5) >= 0 && AnimElemtime(6) < 0
pos = -10, -80

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(6) >= 0 && AnimElemtime(7) < 0
pos = 0, -105

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(7) >= 0 && AnimElemtime(8) < 0
pos = 5, -120

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(8) >= 0 && AnimElemtime(9) < 0
pos = 25, -105

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(9) >= 0
pos = 35, -55

[State 820, 1]
type = ChangeState
triggerall = AnimElemtime(9) >= 0
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1610
;-----------------------------------------------------------------------------
;投げ１・投げている（自分）
[Statedef 1606]
type    = S
movetype= A
physics = N
anim = 1606

[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(0) >= 0 && AnimElemTime(8) < 0
value = 0

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 1
anim = 4040
postype = P1
pos = 0, -10
sprpriority = 15
ownpal = 0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 9
value = s1,5
channel=1
[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6
value = s10,15
channel=0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 11
value = s3,2
channel=2

[State 200,]
type = Posadd
trigger1 = AnimElem = 6 | AnimElem = 10 | AnimElem = 11 | AnimElem = 12
x = 10

[State 2100, 移動]
type = VelSet
trigger1 = AnimElem = 11
x = 6
y = -6

[State 2100, 移動]
type = Veladd
trigger1 = AnimElemtime(11) >= 0
y = .38

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 11
statetype = A

[State 810, 1]
type = BindtoTarget
trigger1 = animelem=7
pos = -10,0,Foot

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(2) < 0
pos =79,0
[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(3) < 0
pos = 75,-56
[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(4) < 0
pos = 67,-57
[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(5) < 0
pos = 59,-62
[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(5) >= 0 && AnimElemtime(6) < 0
pos = 20,0
[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(6) >= 0 && AnimElemtime(7) < 0
pos = 0,0

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(10) >= 0 && AnimElemtime(11) < 0
pos = -10, -80

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(11) >= 0 && AnimElemtime(12) < 0
pos = 0, -105

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(12) >= 0 && AnimElemtime(13) < 0
pos = 5, -120

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(13) >= 0 && AnimElemtime(14) < 0
pos = 25, -105

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(14) >= 0
pos = 35, -55

[State 820, 1]
type = ChangeState
triggerall = AnimElemtime(14) >= 0
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1610
;-----------------------------------------------------------------------------
;投げ１・投げている（自分）
[Statedef 1610]
type    = S
movetype= A
physics = N
anim = 1610
velset = 0,0

[State 1000, ]
type = TargetState
trigger1 = time = 0
value = 1625

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s12,9
channel=3

[State 2100, 移動終了]
type = Posset
trigger1 = time = 0
y = 0

[State 810, 1]
type = Posadd
Trigger1 = AnimElem = 4 | AnimElem = 5 | AnimElem = 6
x = 10

[State 2100, 移動]
type = VelSet
trigger1 = AnimElem = 4
x = -3.5
y = -4.5

[State 2100, 移動]
type = Veladd
trigger1 = AnimElemtime(4) >= 0
y = .4

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 4
statetype = A

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(2) < 0
pos = 30, -25

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(3) < 0
pos = 35, -30

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(3) = 4
pos = 70, 25

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 1
anim = 1420
postype = P1
pos = 40, 0
sprpriority = -5
ownpal = 0
scale=.5,.5
[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 1
anim = 1425
postype = P1
pos = 40, 0
sprpriority = 15
ownpal = 0
scale=.5,.5
[State 810, 1]
type = TargetLifeAdd
trigger1 = AnimElem = 1
value = -ceil(ifelse(fvar(2)<.3,ifelse(prevstateno=1606,120,140)*.3,ifelse(prevstateno=1606,120,140)*(fvar(2)+.05)))

[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000
trigger1 =animelem=1 
v = 57    ;v = 570
value =ifelse(prevstateno=1651,135,ifelse(prevstateno=1650,100,120))

[State 0, PowerAdd]
type = PowerAdd
triggerall = var(10)=0&&prevstateno!=1651
trigger1 =animelem=1 
value = 110

[State 0, VarSet]
type = VarSet
trigger1 = AnimElem = 1&&var(8)=1
v = 14   ;fv = 10
value = 1
ignorehitpause=1
[State 0, HitAdd]
type = HitAdd
trigger1 = AnimElem = 1
value = 1
;ignorehitpause = 
;persistent = 
[State 820, 1]
type = EnvShake
trigger1 = AnimElem = 1
ampl = 7
freq = 80
time = 10

[State 820, 1]
type = ChangeState
triggerall = AnimElemtime(6) >= 0
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1615

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

[Statedef 1615]
type     = S
movetype = I
physics  = S
juggle   =0; 0
poweradd = 0
velset   = 0,0
anim     = 1615
ctrl     = 0
sprpriority = 2

[State 1800,]
type = Turn
Trigger1 = time = 0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = s4,0
channel=2

[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

;---------------------------------------------------------------------------
;投げ１・投げられている（相手の動作）動作
[Statedef 1620]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = ifelse(p2stateno=1606,1621,1620)

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

[State 2100, 移動終了]
type = Posset
triggerall = anim=1620
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(4) < 0
y = 0
[State 2100, 移動終了]
type = Posset
triggerall = anim=1621
trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(5) < 0
y = 0

[State 1830]
type = SelfState
trigger1 = time > 15 && (Enemynear,Stateno != [1605,1606])
value = 5000

;---------------------------------------------------------------------------
;投げ１・投げられている（相手の動作）動作
[Statedef 1625]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1625
[State 0, NotHitBy]
type = HitBy
trigger1 = 1
value = SCA,HA
;value2 = S,NA
time = 1
[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 2100, 移動]
type = VelSet
trigger1 = AnimElemtime(4) = 1
x = -3
y = -5

[State 2100, 移動]
type = Veladd
trigger1 = AnimElemtime(4) >= 1
y = .5

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

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

[Statedef 1700]
type     = S
movetype = A
physics  = S
juggle   =0; 0
velset   = 0,0
ctrl     = 0
anim     = 1700
sprpriority = 2

[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
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = movetype=I
triggerall = p2statetype=S||p2statetype=C
movetype = A 
[State 800, ヒット定義（投げ用）]
type = HitDef
trigger1 = Time = 0
trigger1 = p2stateno != [120,159]
attr = S, ST
hitflag = M
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 = 1710
p2stateno = 1720
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 1750]
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 = time = 0
value = SCA
time = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,5
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = movetype=I
triggerall = p2statetype=S||p2statetype=C
movetype = A 
[State 800, ヒット定義（投げ用）]
type = HitDef
trigger1 = Time = 0
trigger1 = p2stateno != [120,159]
attr = S, ST
hitflag = M
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 = 1710
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 1710]
type    = S
movetype= A
physics = N
anim = 1705

[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

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

[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=2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = Movehit = 1
value = s400,10
channel=4

[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 = 140,0
animtype = Hard
guardflag = -1
hitflag = MAF
priority = 5, Hit
pausetime = 22,22
sparkno = s4020
guard.sparkno = s4120
sparkxy = -10, -150
hitsound = s1,4
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
p2stateno = 1725

[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 1720]
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 1725]
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 = 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

;---------------------------------------------------------------------------
; クラシックカイザーウェイブ
; CNS レベル: 中級

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

[State 2100, 移動]
type = Posset
trigger1 = time = 0
y = 0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s10,1
channel=06

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,3
channel=1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 7
value = s12,4
channel=1

[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 = 0

[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 = 1
projhitanim = 1815
projremanim = 1815
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 0
ownpal = 1
offset = 50,-95
velocity = 9, 0
attr = S, SP
animtype = Hard
damage = 160 ,32
hitflag = MAF
guardflag = M
hitsound = s1,4
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 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;この下、一行以上空ける事…

