;---------------------------------------------------------------------------
; ここからは必殺技のステート
;---------------------------------------------------------------------------
; 弱グラビティスマッシュ
; CNS レベル: 中級

[Statedef 1060]
type     = S
movetype = A
physics  = S
juggle   =0; 8
poweradd = 0
velset   = 0,0
anim     = 1050
ctrl     = 0
sprpriority = 2

[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = s10,14
channel = 7

[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = s12,5
channel = 9

[State 1000, helper]
type = Helper
trigger1 = AnimElem = 4
name = "GS"
stateno = 1070
ID = 1060
helpertype = normal
pos = -15,-80
postype = p1
facing = 1
keyctrl = 0
ownpal = 1

[State 1100, explod]
type = Explod
trigger1 = AnimElem = 3
persistent = 0
anim = 1065
ID = 1060
postype = P1
pos = -15,-80
sprpriority = 5
bindtime = -1
ownpal = 1
removeongethit = 1
removetime = -1

[State 1000, changestate]
type = ChangeState
triggerall = AnimElemtime(7) >= 8
trigger1 = command != "holdx"
trigger2 = time = 154
value = 1065

;---------------------------------------------------------------------------
; 弱グラビティスマッシュ発射

[Statedef 1065]
type     = S
movetype = A
physics  = S
juggle   =0; 8
poweradd = 0
velset   = 0,0
anim     = 1055
ctrl     = 0
sprpriority = 2

[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,15
channel = 7

[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = s12,6
channel = 9

[State 1000,]
type = RemoveExplod
trigger1 = time = 0
ID = 1060

[State 3000]
type = Projectile
trigger1 = AnimElem = 1
projID = 1060
projanim = 1065
projremove = 1
projpriority = 10
projhitanim = 1070
projremanim = 1070
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 50
ownpal = 0
offset = 0,-80
velocity = 5, 0
attr = S, SP
animtype = Hard
damage = 90 ,9
hitflag = MAF
guardflag = MA
hitsound = s1,1
guardsound = s2,1
pausetime = 0,10
sparkno = s4020
guard.sparkno = s4100
sparkxy = 20,0
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -5,-5
guard.velocity = -9
air.juggle = 8
air.velocity = -5,-5
fall = 1
fall.recover = 0
palfx.time = 50
palfx.add = 0,10,50
palfx.mul = 240,240,240
palfx.sinadd = 100,100,100,5
palfx.invertall = 1
palfx.color = 0

[State 1000, changestate]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 強グラビティスマッシュ
; CNS レベル: 中級

[Statedef 1080]
type     = S
movetype = A
physics  = S
juggle   =0; 8
poweradd = 0
velset   = 0,0
anim     = 1050
ctrl     = 0
sprpriority = 2

[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = s10,14
channel = 7

[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = s12,5
channel = 9

[State 1000, helper]
type = Helper
trigger1 = AnimElem = 4
name = "GS"
stateno = 1070
ID = 1060
helpertype = normal
pos = -15,-80
postype = p1
facing = 1
keyctrl = 0
ownpal = 1

[State 1100, explod]
type = Explod
trigger1 = AnimElem = 3
persistent = 0
anim = 1065
ID = 1060
postype = P1
pos = -15,-80
sprpriority = 5
bindtime = -1
ownpal = 1
removeongethit = 1
removetime = -1

[State 1000, changestate]
type = ChangeState
triggerall = AnimElemtime(7) >= 8
trigger1 = command != "holdy"
trigger2 = time = 154
value = 1085

;---------------------------------------------------------------------------
; 強グラビティスマッシュ発射

[Statedef 1085]
type     = S
movetype = A
physics  = S
juggle   =0; 8
poweradd = 0
velset   = 0,0
anim     = 1055
ctrl     = 0
sprpriority = 2

[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,15
channel = 7

[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = s12,6
channel = 9

[State 1000,]
type = RemoveExplod
trigger1 = time = 0
ID = 1060

[State 3000]
type = Projectile
trigger1 = AnimElem = 1
projID = 1060
projanim = 1065
projremove = 1
projpriority = 10
projhitanim = 1070
projremanim = 1070
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 50
ownpal = 0
offset = 0,-80
velocity = 9, 0
attr = S, SP
animtype = Hard
damage = 90 ,9
hitflag = MAF
guardflag = MA
hitsound = s1,1
guardsound = s2,1
pausetime = 0,10
sparkno = s4020
guard.sparkno = s4100
sparkxy = 20,0
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -5,-5
guard.velocity = -9
air.juggle = 8
air.velocity = -5,-5
fall = 1
fall.recover = 0
palfx.time = 50
palfx.add = 0,10,50
palfx.mul = 240,240,240
palfx.sinadd = 100,100,100,5
palfx.invertall = 1
palfx.color = 0

[State 1000, changestate]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
; 弱ダークジェノサイド

[Statedef 1120]
type     = S
movetype = A
physics  = S
juggle   =0; 8
poweradd = 70
velset   = 0,0
anim     = 1150
ctrl     = 0
sprpriority = 2
facep2=1

[State 810, width拆
type = Width
trigger1 = 1
edge = 20,0
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time=0
id=1001
[State 170, nothitby]
type = NotHitBy
trigger1 = AnimElemtime(6) < 0
value = SCA
[State 0, StateTypeSet]
type = StateTypeSet
triggerall = movetype=I
triggerall = p2statetype=S||p2statetype=C
trigger1 = anim=1150
movetype = A  
[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = s20,16
channel = 0

[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = s3,2
channel=3

[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 9
value = s12,8
channel=1
[State 1000, ]
type = Posadd
trigger1 = AnimElem = 3
x = 10

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(3) = 0
x = 6

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(3) > 0
x = 1.6

[State 1000, ]
type = Velset
trigger1 = AnimElem = 5
y = -7.4

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(5) >= 0
x = -.03

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(5) >= 0
y = .42

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElemtime(5) = 2
statetype = A
[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 = -90

[State 0, Explod]
type = Explod
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=movehit=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=0
[State 0, Explod]
type = Explod
triggerall = numexplod(7612)<1
triggerall = var(8)=1
trigger1=movehit=1
anim = ifelse(teamside=1,7601,7603)
ID = 7612
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 =99
supermovetime=99
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=0
[State 700, explod]
type = Explod
trigger1 = AnimElem = 4
trigger2 = AnimElem = 9
anim = 1110
id=1001
postype = P1
pos = -5, 10
sprpriority = 10
ownpal = 1
bindtime = 8
ignorehitpause = 0
removeongethit = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
damage = 45, 4
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = s4070
guard.sparkno = s4100
sparkxy = -20, -60
hitsound = S400,16
guardsound = s2,1
getpower=30,30
ground.type = Low
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -2,-11.25
air.type = High
air.velocity = -2,-11
air.hittime = 12
yaccel = .42
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
nochainid=1120

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 6
attr = A, SA
damage = 21, 4
animtype = up
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = s4070
guard.sparkno = s4100
sparkxy = -20, -80
hitsound = S400,16
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -2,-7
guard.velocity = -6
air.type = High
air.velocity = -2,-7
air.hittime = 12
yaccel = .45
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
nochainid=1120
[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 10
attr = A, SA
damage = 22, 4
animtype = up
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 16, 16
sparkno = s4070
guard.sparkno = s4100
sparkxy = -20, -80
hitsound = S400,17
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -3,-6.5
guard.velocity = -9
air.type = High
air.velocity = -3,-6.3
air.hittime = 12
yaccel = .5
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 16
envshake.ampl = 5
envshake.freq = 80
id=1120
nochainid=1120
[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim!=1105
trigger1 = pos y>=0  && time>8
value = 1105

[State 0, VelSet]
type = VelSet
trigger1 = anim=1105
x = 0
y = 0


[State 0, PosSet]
type = PosSet
trigger1 =anim=1105
y = 0
;ignorehitpause =
;persistent =

[State 0, VarSet]
type = Varadd
triggerall = var(10)=0 &&(prevstateno!=[1000,1999])
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,18,8)
ignorehitpause=0

[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit &&var(8)=1
v = 14   ;fv = 10
value = 1
ignorehitpause =1
[State 0, VarSet]
type = VarSet
trigger1 = time=1 &&var(14)=1
v = 14   ;fv = 10
value = 0
ignorehitpause =1
[State 0, PosAdd]
type = PosAdd
trigger1= animelem=3&&anim=1105
x =-7

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=7 && var(0)=0
trigger2 = animelem=11 && var(0)=1
movetype = I  
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=1105
movetype = I
statetype=S 
[State 1000,playsnd]
type = PlaySnd
trigger1 = animelemtime(1)=1&&anim=1105
value = s4,0

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime=0&&anim=1105
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 強ダークジェノサイド

[Statedef 1122]
type     = S
movetype = A
physics  = S
juggle   =0; 8
poweradd = 70
velset   = 0,0
anim     = 1155
ctrl     = 0
sprpriority = 2
facep2=1
[State 810, width拆
type = Width
trigger1 = 1
edge = 25,0

[State 170, nothitby]
type = NotHitBy
trigger1 = AnimElemtime(6) < 0
value = SCA

[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = s20,16
channel =0
[State 0, StateTypeSet]
type = StateTypeSet
triggerall = movetype=I
triggerall = p2statetype=S||p2statetype=C
trigger1 = anim=1155
movetype = A  
[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = s3,2
channel=3
[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 9
trigger3 = AnimElem = 19
value = s12,8
channel=1

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 3
x = 10

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(3) = 0
x = 4

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(3) > 0 && AnimElemtime(14) < 0
x = 2

[State 1000, ]
type = Velset
trigger1 = AnimElem = 5
y = -9

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(5) >= 0 && AnimElemtime(13) < 0
x = -.03

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(5) >= 0 && AnimElemtime(13) < 0
y = .4

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(23) >= 0
y = .38

[State 1000, ]
type = Velset
trigger1 = AnimElem = 13
x = 0
y = 0

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(23) >= 0
x = -2.4

[State 1000, ]
type = Velset
trigger1 = AnimElem = 23
y = -3.2

[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 19
value = s20,17
channel =0

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 5
statetype = A

[State 700, explod]
type = Explod
trigger1 = AnimElem = 4
trigger2 = AnimElem = 9
anim = 1110
postype = P1
pos = -5, 10
sprpriority = 10
ownpal = 1
bindtime = 8
ignorehitpause = 0
removeongethit = 1

[State 700, explod]
type = Explod
trigger1 = AnimElem = 19
anim = 1160
postype = P1
id=1001
pos = 0, 0
sprpriority = 10
ownpal = 1
bindtime = -1
ignorehitpause = 0
removeongethit = 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 = -90

[State 0, Explod]
type = Explod
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=movehit=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=0
[State 0, Explod]
type = Explod
triggerall = numexplod(7612)<1
triggerall = var(8)=1
trigger1=movehit=1
anim = ifelse(teamside=1,7601,7603)
ID = 7612
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 =99
supermovetime=99
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=0
[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
damage = 20, 4
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = s4070
guard.sparkno = s4100
sparkxy = -20, -60
hitsound = S400,16
guardsound = s2,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -2,-9
air.type = High
air.velocity = -2,-9
air.hittime = 12
yaccel = .45
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 6
attr = A, SA
damage = 32, 3
animtype = up
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = s4070
guard.sparkno = s4100
sparkxy = -20, -80
hitsound = S400,16
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -2,-8
guard.velocity = -6
air.type = High
air.velocity = -2,-8
air.hittime = 12
yaccel = .45
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 10
attr = A, SA
damage = 43, 4
animtype = up
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = s4070
guard.sparkno = s4100
sparkxy = -20, -80
hitsound = S400,17
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -2,-7
guard.velocity = -6
air.type = High
air.velocity = -2,-7
air.hittime = 12
yaccel = .45
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 20
attr = A, SA
damage = 30, 3
animtype = up
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 7, 7
sparkno = s4070
guard.sparkno = s4100
sparkxy = -20, -20
hitsound = S400,17
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -8,16
guard.velocity = -9
air.type = High
air.velocity = -8,16
airguard.velocity = -6,-6
air.hittime = 12
yaccel = .5
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 7
envshake.ampl = 5
envshake.freq = 80
fall.envshake.ampl = 5
fall.envshake.freq = 90
fall.envshake.time = 15
id=1210


[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim!=1125
trigger1 = pos y>=0  && time>8
value = 1125

[State 0, VelSet]
type = VelSet
trigger1 = anim=1125
x = 0
y = 0


[State 0, PosSet]
type = PosSet
trigger1 =anim=1125
y = 0
;ignorehitpause =
;persistent =

[State 0, VarSet]
type = Varadd
triggerall = var(10)=0 &&(prevstateno!=[1000,1999])
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,23,8)
ignorehitpause=0
 

[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit &&var(8)=1
v = 14   ;fv = 10
value = 1
[State 0, PosAdd]
type = PosAdd
trigger1= animelem=3&&anim=1125
x =-7
[State 0, VarSet]
type = VarSet
trigger1 = time=1 &&var(14)=1
v = 14   ;fv = 10
value = 0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=22
movetype = I  
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=1125
movetype = I
statetype=S 
[State 1000,playsnd]
type = PlaySnd
trigger1 = animelemtime(1)=1&&anim=1125
value = s4,0

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime=0&&anim=1125
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 弱ジェノサイドカッター

[Statedef 1124]
type     = S
movetype = A
physics  = S
juggle   =0;   =0; 8
poweradd = -1000
velset   = 0,0
anim     = 1161
ctrl     = 0
sprpriority = 2
facep2=1
[State 810, width拆
type = Width
trigger1 = 1
edge = 20,0

[State 170, nothitby]
type = NotHitBy
trigger1 = AnimElemtime(6) < 0
value = SCA

[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = s20,16
channel = 0
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time=0
id=1001
[State 0, StateTypeSet]
type = StateTypeSet
triggerall = movetype=I
triggerall = p2statetype=S||p2statetype=C
trigger1 = anim=1161
movetype = A  
[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = s3,2
channel=1
[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = s12,8
channel=2
[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, ]
type = Posadd
trigger1 = AnimElem = 1 | AnimElem = 2
x = 10

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 3
x = 5

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(5) = 0
x = 5

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(9) = 0
x = 0


[State 1000, ]
type = Velset
trigger1 = AnimElemtime(6) > 3
x = .45

[State 1000, ]
type = Velset
trigger1 = AnimElem = 5
y = -6.5

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(5) >= 0
x = -.03

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(5) >= 0
y = .525

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 5
statetype = A
[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 = -90

[State 0, Explod]
type = Explod
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=movehit=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=0
[State 0, Explod]
type = Explod
triggerall = numexplod(7612)<1
triggerall = var(8)=1
trigger1=movehit=1
anim = ifelse(teamside=1,7601,7603)
ID = 7612
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 =99
supermovetime=99
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=0
[State 700, explod]
type = Explod
trigger1 = AnimElem = 4
anim = 1110
id=1001
postype = P1
pos = -5, 10
sprpriority = 10
ownpal = 1
bindtime = 8
ignorehitpause = 0
removeongethit = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 115, 5
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime =10, 10
sparkno = s4070
guard.sparkno = s4100
sparkxy = -20, -60
hitsound = S400,16
guardsound = s2,1
getpower=30,30
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2,-7
air.type = High
air.velocity = -2,-7
air.hittime = 12
yaccel = .45
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0


[State 0, Width]
type = Width
trigger1 =1
edge = 30,0



[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim!=1105
trigger1 = pos y>=0  && time>8
value = 1105

[State 0, VelSet]
type = VelSet
trigger1 = anim=1105
x = 0
y = 0


[State 0, PosSet]
type = PosSet
trigger1 =anim=1105
y = 0
;ignorehitpause =
;persistent =

[State 0, VarSet]
type = Varadd
triggerall = var(10)=0 &&(prevstateno!=[1000,1999])
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,18,8)
ignorehitpause=0

[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit &&var(8)=1
v = 14   ;fv = 10
value = 1
ignorehitpause =1
[State 0, VarSet]
type = VarSet
trigger1 = time=1 &&var(14)=1
v = 14   ;fv = 10
value = 0
ignorehitpause =1
[State 0, PosAdd]
type = PosAdd
trigger1= animelem=3&&anim=1105
x =-7

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=7 && var(0)=0
trigger2 = animelem=11 && var(0)=1
movetype = I  
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=1105
movetype = I
statetype=S 
[State 1000,playsnd]
type = PlaySnd
trigger1 = animelemtime(1)=1&&anim=1105
value = s4,0

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime=0&&anim=1105
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 弱バニシングラッシュ

[Statedef 1400]
type     = S
movetype =A
physics  = S
juggle   =0; 0
poweradd = 90
velset   = 0,0
anim     = 1400
ctrl     = 0
sprpriority = 2
facep2=1
[State 0, PosSet]
type = PosSet
trigger1 = time = 0 && prevstateno=[1120,1124]
y = 0

[State 0, StateTypeSet]
type = StateTypeSet
triggerall = movetype=I
triggerall = p2statetype=S||p2statetype=C
trigger1 = anim=1400
movetype = A  
[State 1000,playsnd]
type = PlaySnd
trigger1 = time = 8
value = s12,12
channel = 3

[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 = time=0
id=1001

[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 =99
supermovetime=99
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7612)<1
triggerall = var(8)=1
trigger1=time=0
anim = ifelse(teamside=1,7601,7603)
ID = 7612
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 =99
supermovetime=99
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=0


[State 810, width拆
type = Width
trigger1 = time = 0
edge = 50,0

[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 8 && anim=1400
value = s20,8
channel=0

[State 2110, 相手と重なった時の処理]
type = PlayerPush
trigger1 = AnimElemTime(9) >= 0
value = 0

[State 1000, ]
type = Velset
triggerall = anim=1400 
trigger1 = AnimElemtime(9) >= 0
x = 14

[State 700, explod]
type = Explod
triggerall = anim=1400 
trigger1 = AnimElem = 9
anim = 1415
postype = P1
pos = 0, 0
sprpriority = 10
ownpal = 0
bindtime = 5
removeongethit = 1

[State 0, PosAdd]
type = PosAdd
trigger1 = anim=1410 && animelemtime(1)=1
x = 120


[State 3000]
type = explod
triggerall = anim=1400 
trigger1 = AnimElem = 9
anim = 1285
pos = 0,0
postype = p1
sprpriority = 10
ownpal = 1

[State 0, VelSet]
type = VelSet
triggerall = anim=2001
trigger1 = animelemtime(1) >= 0
x = 13
[State 0, VelSet]
type = VelSet
trigger1 = anim = 1320 || anim=1322 || (anim=1310 && animelem =6)||  (anim=1410 && animelemtime(1)=1)
x = 0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=1321
physics = N
statetype=A
;ignorehitpause = 
;persistent = 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=1322
physics = S
[State 0, VelSet]
type = VelSet
trigger1 =anim= 1321&& animelemtime(1)=1
x = -5
y = -5

[State 0, PosSet]
type = PosSet
trigger1 =anim=1322
y = 0
;ignorehitpause =
;persistent =


[State 0, VelAdd]
type = VelAdd
trigger1 =anim=1321
y = .45

[State 0, VelSet]
type = VelSet
trigger1 = (anim = 1310&&animelem=1)||(anim=1410 && animelemtime(1)=1)
x = 2.5

[State 0, VelMul]
type = VelMul
trigger1 =anim=1310||anim=1410
x = .9

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =p2statetype=A 
flag = unguardable

[State 1060, 4]
type = HitDef
triggerall = time >13
trigger1 = !movecontact
attr = S, ST
animtype  = Medium
damage    = 0, 4
priority  = 5
guardflag = MA
hitflag=MAF
pausetime = 0,0
guard.pausetime=8,8
sparkno = s4000              ;??????? (?????:[Data]????????????????) ?3
guard.sparkno = s4100
sparkxy = -10,-50
hitsound   = S400,1
guardsound = S2, 1
getpower=0,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -1
guard.velocity = -7
air.velocity = -4,-4.5
p2facing = 1
id=1200
p2stateno=1405
fall=1
fall.recover=0

[State 0, Width]
type = Width
trigger1 = anim=1310
player = 27,0
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0 &&(prevstateno!=[1000,1999]) && anim!=1310
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,18,8)
ignorehitpause=0

;ignorehitpause = 



[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = (time= 18)&& anim =1400
value = 1410

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = movehit
trigger1 =anim!=2001&&anim != [1315,1322]
value = 2001

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = animtime = 0 && anim=1320
trigger1 = anim != [1321,1322]
value = 1321

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = pos y>0 && anim=1321 && animelemtime(1)>1
trigger1 = anim != 1322
value = 1322




[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=1410
trigger2 = anim=1321
movetype = I        ;I,A,H


[State 0, SprPriority]
type = SprPriority
trigger1 =anim=2001
value = -1

[State 0, SprPriority]
type = SprPriority
trigger1 =anim=1320
value = 2


[State 810, Width 2-11]
type = Width
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(7) < 0 && anim=1400
edge = 60,0
[State 810, Width 2-11]
type = Width
trigger1 = AnimElemTime(1) >= 0 && anim=2001
edge = 25,0
[State 0, ChangeAnim]
type = ChangeAnim
triggerall = frontedgedist < 30 && anim=2001
trigger1 = anim != [1320,1322]
value = 1320

[State 1000,playsnd]
type = PlaySnd
trigger1 = animelemtime(1) = 1&& anim=1320
value = s12,10
channel = 1

[State 1000,playsnd]
type = PlaySnd
trigger1 = animelemtime(1) = 1&& anim=1320
value = s20,21
channel=0
[State 0, PosAdd]
type = PosAdd
trigger1 = anim=1320 && animelemtime(1)=0
x = -45


[State 810, Bind 2-4]
type = TargetBind
triggerall = movehit && p2stateno=1405
trigger1 = anim = 2001
pos = -15, -66
ignorehitpause=1
[State 810, Bind 5]
type = TargetBind
trigger1 = animelemtime(1)>=0&&animelemtime(2)<0&& anim = 1320
pos = 60, -64

[State 810, Bind 5]
type = TargetBind
trigger1 =animelemtime(2)>=0&&animelemtime(3)<0&& anim = 1320
pos = 97, -75
[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 2&& anim = 1320
time = 13
freq = 60
ampl = -4
phase = 90
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 2&& anim = 1320
anim =4010
ID =4010
pos = 100,-74
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,1
sprpriority = 9
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1
[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2&& anim = 1320
value = S400, 10

[State 3000]
type = Explod
trigger1 = AnimElemtime(1) = 1&& anim = 1320
anim = 1360
pos = -38,0
postype = p1
sprpriority = -5
ownpal = 1

[State 3000]
type = Explod
trigger1 = AnimElem = 2&& anim = 1320
anim = 4020
pos = 95,-75
postype = p1
ontop = 1
ownpal = 1
[State 820, 1]
type = EnvShake
trigger1 = AnimElem = 2&& anim = 1320
time = 12
ampl = 6
freq = 80


[State 0, LifeAdd]
type = targetLifeAdd
trigger1 = animelem=2 && anim=1320
value = -ceil(115*fvar(2))
kill = 1
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000
trigger1 =animelem=2 && anim=1320
v = 57    ;v = 570
value =65

[State 0, PowerAdd]
type = PowerAdd
triggerall = var(10)=0&&prevstateno!=1451
trigger1 =animelem=2 && anim=1320
value = 70
[State 0, TargetState]
type = TargetState
trigger1 = animelem=3&&anim=1320
value =1335
[State 810, width拆
type = Width
trigger1 = time = 0
edge = 50,0
[State 1100, 5]
type = ChangeState
trigger1 =(animtime = 0 && (anim =1310 || anim = 1410|| anim=1322))
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 弱バニシングラッシュ

[Statedef 1401]
type     = S
movetype =A
physics  = S
juggle   =0; 0
poweradd = 90
velset   = 0,0
anim     = 1450
ctrl     = 0
sprpriority = 2
facep2=1
[State 0, PosSet]
type = PosSet
trigger1 = time = 0 && prevstateno=[1120,1124]
y = 0

[State 1000,playsnd]
type = PlaySnd
trigger1 = time = 15
value = s12,12
channel = 7
[State 0, StateTypeSet]
type = StateTypeSet
triggerall = movetype=I
triggerall = p2statetype=S||p2statetype=C
trigger1 = anim=1450
movetype = A  
[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 = time=0
id=1001

[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 =99
supermovetime=99
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7612)<1
triggerall = var(8)=1
trigger1=time=0
anim = ifelse(teamside=1,7601,7603)
ID = 7612
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 =99
supermovetime=99
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=0


[State 810, width拆
type = Width
trigger1 = time = 0
edge = 50,0

[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 15 && anim=1450
value = s20,8
channel=0


[State 2110, 相手と重なった時の処理]
type = PlayerPush
triggerall = anim=1450 
trigger1 = AnimElemTime(15) >= 0
value = 0

[State 1000, ]
type = Velset
triggerall = anim=1450 
trigger1 = AnimElemtime(15) >= 0
x = 17

[State 700, explod]
type = Explod
triggerall = anim=1450 
trigger1 = AnimElem = 15
anim = 1415
postype = P1
pos = 0, 0
sprpriority = 10
ownpal = 0
bindtime = 2
removeongethit = 1

[State 0, PosAdd]
type = PosAdd
trigger1 = anim=1410 && animelemtime(1)=1
x = 120


[State 3000]
type = explod
triggerall = anim=1450 
trigger1 = AnimElem =15
anim = 1285
pos = 0,0
postype = p1
sprpriority = 10
ownpal = 1

[State 0, VelSet]
type = VelSet
triggerall = anim=2001
trigger1 = animelemtime(1) >= 0
x = 15
[State 0, VelSet]
type = VelSet
trigger1 = anim = 1320 || anim=1322 || (anim=1310 && animelem =6)||  (anim=1410 && animelemtime(1)=1)
x = 0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=1321
physics = N
statetype=A
;ignorehitpause = 
;persistent = 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=1322
physics = S
[State 0, VelSet]
type = VelSet
trigger1 =anim= 1321&& animelemtime(1)=1
x = -5
y = -5

[State 0, PosSet]
type = PosSet
trigger1 =anim=1322
y = 0
;ignorehitpause =
;persistent =


[State 0, VelAdd]
type = VelAdd
trigger1 =anim=1321
y = .45

[State 0, VelSet]
type = VelSet
trigger1 = (anim = 1310&&animelem=1)||(anim=1410 && animelemtime(1)=1)
x = 2.5

[State 0, VelMul]
type = VelMul
trigger1 =anim=1310||anim=1410
x = .9

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =p2statetype=A 
flag = unguardable

[State 1060, 4]
type = HitDef
triggerall = time >21
trigger1 = !movecontact
attr = S, ST
animtype  = Medium
damage    = 0, 4
priority  = 5
guardflag = MA
hitflag=MAF
pausetime = 0,0
guard.pausetime=8,8
sparkno = s4000              ;??????? (?????:[Data]????????????????) ?3
guard.sparkno = s4100
sparkxy = -10,-50
hitsound   = S400,1
guardsound = S2, 1
getpower=0,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -1
guard.velocity = -7
air.velocity = -4,-4.5
p2facing = 1
id=1200
p2stateno=1405
fall=1
fall.recover=0

[State 0, Width]
type = Width
trigger1 = anim=1310
player = 27,0
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0 &&(prevstateno!=[1000,1999]) && anim!=1310
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,18,8)
ignorehitpause=0
 

[State 1060, 4]
type = HitDef
trigger1 = anim=1310&&animelem=2
attr = S, SA
animtype  = Medium
damage    = 0, 10
priority  = 5
guardflag = MA
hitflag=MAF
pausetime = 0,0
guard.pausetime=2,2
sparkno = S7005+(random%4)
guard.sparkno = s4100
sparkxy = -10,-50
hitsound   = S400,1
guardsound = S2, 1
ground.type = Low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -1
guard.velocity = -7
air.velocity = -4,-4.5
p2facing = 1

;ignorehitpause = 



[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = (time= 30)&& anim =1450
value = 1410

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = movehit
trigger1 =anim!=2001&&anim != [1315,1322]
value = 2001

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = animtime = 0 && anim=1320
trigger1 = anim != [1321,1322]
value = 1321

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = pos y>0 && anim=1321 && animelemtime(1)>1
trigger1 = anim != 1322
value = 1322



[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=1410
trigger2 = anim=1321
movetype = I        ;I,A,H


[State 0, SprPriority]
type = SprPriority
trigger1 =anim=2001
value = -1

[State 0, SprPriority]
type = SprPriority
trigger1 =anim=1320
value = 2


[State 810, Width 2-11]
type = Width
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(15) < 0 && anim=1450
edge = 60,0
[State 810, Width 2-11]
type = Width
trigger1 =  anim=1320
edge = 60,0
[State 810, Width 2-11]
type = Width
trigger1 = AnimElemTime(1) >= 0 && anim=2001
edge = 25,0
[State 0, ChangeAnim]
type = ChangeAnim
triggerall = frontedgedist < 30 && anim=2001
trigger1 = anim != [1320,1322]
value = 1320

[State 1000,playsnd]
type = PlaySnd
trigger1 = animelemtime(1) = 1&& anim=1320
value = s12,10
channel = 1

[State 1000,playsnd]
type = PlaySnd
trigger1 = animelemtime(1) = 1&& anim=1320
value = s20,21
channel=0
[State 0, PosAdd]
type = PosAdd
trigger1 = anim=1320 && animelemtime(1)=0
x = -45


[State 810, Bind 2-4]
type = TargetBind
triggerall = movehit && p2stateno=1405
trigger1 = anim = 2001
pos = -15, -66
ignorehitpause=1
[State 810, Bind 5]
type = TargetBind
trigger1 = animelemtime(1)>=0&&animelemtime(2)<0&& anim = 1320
pos = 60, -64

[State 810, Bind 5]
type = TargetBind
trigger1 =animelemtime(2)>=0&&animelemtime(3)<0&& anim = 1320
pos = 97, -75
[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 2&& anim = 1320
time = 13
freq = 60
ampl = -4
phase = 90
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 2&& anim = 1320
anim =4010
ID =4010
pos = 100,-74
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,1
sprpriority = 9
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1
[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2&& anim = 1320
value = S400, 10

[State 3000]
type = Explod
trigger1 = AnimElemtime(1) = 1&& anim = 1320
anim = 1360
pos = -38,0
postype = p1
sprpriority = -5
ownpal = 1

[State 3000]
type = Explod
trigger1 = AnimElem = 2&& anim = 1320
anim = 4020
pos = 95,-75
postype = p1
ontop = 1
ownpal = 1
[State 820, 1]
type = EnvShake
trigger1 = AnimElem = 2&& anim = 1320
time = 12
ampl = 6
freq = 80


[State 0, LifeAdd]
type = targetLifeAdd
trigger1 = animelem=2 && anim=1320
value = -ceil(136*fvar(2))
kill = 1
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000
trigger1 =animelem=2 && anim=1320
v = 57    ;v = 570
value =65

[State 0, PowerAdd]
type = PowerAdd
triggerall = var(10)=0&&prevstateno!=1451
trigger1 =animelem=2 && anim=1320
value = 70
[State 0, TargetState]
type = TargetState
trigger1 = animelem=3&&anim=1320
value =1335
[State 810, width拆
type = Width
trigger1 = time = 0
edge = 50,0
[State 1100, 5]
type = ChangeState
trigger1 =(animtime = 0 && (anim =1310 || anim = 1410|| anim=1322))
value = 0
ctrl = 1




;---------------------------------------------------------------------------
; 弱バニシングラッシュ

[Statedef 1402]
type     = S
movetype =A
physics  = S
juggle   =0; 0
poweradd = -1000
velset   = 0,0
anim     = 1400
ctrl     = 0
sprpriority = 2
facep2=1
[State 0, PosSet]
type = PosSet
trigger1 = time = 0 && prevstateno=[1120,1124]
y = 0
[State 0, StateTypeSet]
type = StateTypeSet
triggerall = movetype=I
triggerall = p2statetype=S||p2statetype=C
trigger1 = anim=1402
movetype = A  
[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,playsnd]
type = PlaySnd
trigger1 = time = 8
value = s12,12
channel = 4

[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 = time=0
id=1001

[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 =99
supermovetime=99
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7612)<1
triggerall = var(8)=1
trigger1=time=0
anim = ifelse(teamside=1,7601,7603)
ID = 7612
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 =99
supermovetime=99
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=0


[State 810, width拆
type = Width
trigger1 = time = 0
edge = 50,0

[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 8 && anim=1400
value = s20,8
channel=0

[State 2110, 相手と重なった時の処理]
type = PlayerPush
trigger1 = AnimElemTime(9) >= 0
value = 0

[State 1000, ]
type = Velset
triggerall = anim=1400 
trigger1 = AnimElemtime(9) >= 0
x = 17.5

[State 700, explod]
type = Explod
triggerall = anim=1400 
trigger1 = AnimElem = 9
anim = 1415
postype = P1
pos = 0, 0
sprpriority = 10
ownpal = 0
bindtime = 5
removeongethit = 1

[State 0, PosAdd]
type = PosAdd
trigger1 = anim=1410 && animelemtime(1)=1
x = 120


[State 3000]
type = explod
triggerall = anim=1400 
trigger1 = AnimElem = 9
anim = 1285
pos = 0,0
postype = p1
sprpriority = 10
ownpal = 1


[State 2000]
type = Explod
triggerall = numexplod(2015)=0
trigger1 = AnimElemtime(1) = 1 && anim=2001
anim = 2015
pos =-13,-66
sprpriority = 9
ownpal = 1
bindtime = -1
supermove = 1
removetime=-1
scale=.75,.75
id=2015
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = anim!=2001&&anim!=2002
id = 2015

[State 0, VelSet]
type = VelSet
triggerall = anim=2001
trigger1 = animelemtime(1) >= 0
x = 13
[State 0, VelSet]
type = VelSet
trigger1 = anim = 1320 || anim=1322 || (anim=1310 && animelem =6)||  (anim=1410 && animelemtime(1)=1)
x = 0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=1321
physics = N
statetype=A
;ignorehitpause = 
;persistent = 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=1322
physics = S
[State 0, VelSet]
type = VelSet
trigger1 =anim= 1321&& animelemtime(1)=1
x = -5
y = -5

[State 0, PosSet]
type = PosSet
trigger1 =anim=1322
y = 0
;ignorehitpause =
;persistent =


[State 0, VelAdd]
type = VelAdd
trigger1 =anim=1321
y = .45

[State 0, VelSet]
type = VelSet
trigger1 = (anim = 1310&&animelem=1)||(anim=1410 && animelemtime(1)=1)
x = 2.5

[State 0, VelMul]
type = VelMul
trigger1 =anim=1310||anim=1410
x = .9

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =p2statetype=A 
flag = unguardable

[State 1060, 4]
type = HitDef
triggerall = time >13
trigger1 = !movecontact
attr = S, ST
animtype  = Medium
damage    = 0, 4
priority  = 5
guardflag = MA
hitflag=MAF
pausetime = 0,0
guard.pausetime=8,8
sparkno = s4000              ;??????? (?????:[Data]????????????????) ?3
guard.sparkno = s4100
sparkxy = -10,-50
hitsound   = S400,1
guardsound = S2, 1
getpower=0,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -1
guard.velocity = -7
air.velocity = -4,-4.5
p2facing = 1
id=1200
p2stateno=1405
fall=1
fall.recover=0

[State 0, Width]
type = Width
trigger1 = anim=1310
player = 27,0
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0 &&(prevstateno!=[1000,1999]) && anim!=1310
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,18,8)
ignorehitpause=0

;ignorehitpause = 



[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = (time= 18)&& anim =1400
value = 1410

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = movehit
trigger1 =anim!=2001&&anim != [1315,1322]
value = 2001

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = animtime = 0 && anim=1320
trigger1 = anim != [1321,1322]
value = 1321

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = pos y>0 && anim=1321 && animelemtime(1)>1
trigger1 = anim != 1322
value = 1322




[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=1410
trigger2 = anim=1321
movetype = I        ;I,A,H


[State 0, SprPriority]
type = SprPriority
trigger1 =anim=2001
value = -1

[State 0, SprPriority]
type = SprPriority
trigger1 =anim=1320
value = 2


[State 810, Width 2-11]
type = Width
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(7) < 0 && anim=1400
edge = 60,0
[State 810, Width 2-11]
type = Width
trigger1 = AnimElemTime(1) >= 0 && anim=2001
edge = 25,0
[State 0, ChangeAnim]
type = ChangeAnim
triggerall = frontedgedist < 30 && anim=2001
trigger1 = anim != [1320,1322]
value = 1320

[State 1000,playsnd]
type = PlaySnd
trigger1 = animelemtime(1) = 1&& anim=1320
value = s12,10
channel = 1

[State 1000,playsnd]
type = PlaySnd
trigger1 = animelemtime(1) = 1&& anim=1320
value = s20,21
channel=0
[State 0, PosAdd]
type = PosAdd
trigger1 = anim=1320 && animelemtime(1)=0
x = -45


[State 810, Bind 2-4]
type = TargetBind
triggerall = movehit && p2stateno=1405
trigger1 = anim = 2001
pos = -15, -66
ignorehitpause=1
[State 810, Bind 5]
type = TargetBind
trigger1 = animelemtime(1)>=0&&animelemtime(2)<0&& anim = 1320
pos = 60, -64

[State 810, Bind 5]
type = TargetBind
trigger1 =animelemtime(2)>=0&&animelemtime(3)<0&& anim = 1320
pos = 97, -75
[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 2&& anim = 1320
time = 13
freq = 60
ampl = -4
phase = 90
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 2&& anim = 1320
anim =4010
ID =4010
pos = 100,-74
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,1
sprpriority = 9
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1
[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2&& anim = 1320
value = S400, 10

[State 3000]
type = Explod
trigger1 = AnimElemtime(1) = 1&& anim = 1320
anim = 1360
pos = -38,0
postype = p1
sprpriority = -5
ownpal = 1

[State 3000]
type = Explod
trigger1 = AnimElem = 2&& anim = 1320
anim = 4020
pos = 95,-75
postype = p1
ontop = 1
ownpal = 1
[State 820, 1]
type = EnvShake
trigger1 = AnimElem = 2&& anim = 1320
time = 12
ampl = 6
freq = 80


[State 1000, playsnd]
type = PlaySnd
trigger1 = AnimElem = 2&& anim=1320
value = s400,12
channel=2

[State 1000, playsnd]
type = PlaySnd
trigger1 = AnimElem = 2&& anim=1320
value = s12,21
channel=1
[State 1000,]
type = RemoveExplod
trigger1 = time = 0
ID = 2000

[State 3000]
type = Explod
trigger1 = AnimElemtime(1)= 1&& anim=1320
anim = 1360
pos = -38,0
postype = p1
sprpriority = -5
ownpal = 1

[State 3000]
type = Explod
trigger1 = AnimElem = 2&& anim=1320
anim = 4020
pos = 95,-75
postype = p1
ontop = 1
ownpal = 1

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 2&& anim=1320
persistent = 0
anim = 2020
postype = P1
pos = 70,-10
sprpriority = 5
bindtime = 1
ownpal = 1
scale = 1.5,1.5

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 4&& anim=1320
persistent = 0
anim = 2025
postype = P1
pos = 70,-10
sprpriority = 15
bindtime = 1
ownpal = 1

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 2 && anim=1320
persistent = 0
anim = 2030
postype = P1
pos = 70,-10
sprpriority = 10
bindtime = 1
ownpal = 1
scale = .75,.75
removetime = 26

[State 0, LifeAdd]
type = targetLifeAdd
trigger1 = animelem=2 && anim=1320
value = -ceil(157*fvar(2))
kill = 1

[State 0, TargetState]
type = TargetState
trigger1 = animelem=3&&anim=1320
value =2035

[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000
trigger1 =animelem=2 && anim=1320
v = 57    ;v = 570
value =65

[State 0, TargetState]
type = TargetState
trigger1 = animelem=3&&anim=1320
value =1335
[State 810, width拆
type = Width
trigger1 = time = 0
edge = 50,0
[State 1100, 5]
type = ChangeState
trigger1 =(animtime = 0 && (anim =1310 || anim = 1410|| anim=1322))
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 弱バニシングラッシュ　突進

[Statedef 1405]
type    = A
movetype= H
physics = N
velset = 0,0
[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

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

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1325

[State 820, 1]
type = SelfState
trigger1 = Anim = 1325
trigger1 = (Enemy,Stateno!=[1400,1402])
value = 5100




;---------------------------------------------------------------------------
; 弱カイザーウェイブ

[Statedef 1260]
type     = S
movetype = A
physics  = S
juggle   =0;   =0; 0
velset   = 0,0
ctrl     = 0
anim     = 1260
sprpriority = 2
facep2=1
[State 0, PosSet]
type = PosSet
trigger1 = time = 0 && prevstateno=[1120,1124]
y = 0
[State 810, width拆
type = Width
trigger1 = 1
edge = 65,0
[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time=0
id=1001
[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90
[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = s20,18
channel = 0


[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 =99
supermovetime=99
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7612)<1
triggerall = var(8)=1
trigger1=time=0
anim = ifelse(teamside=1,7601,7603)
ID = 7612
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 =99
supermovetime=99
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=0
[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 14
value = s20,20
channel = 0

[State 0, Null]
type = Null
trigger1 =AnimElemtime(26) < 0
trigger1 = var(9):=0 
trigger2=AnimElemtime(26) >= 0 && AnimElemtime(37) < 2
trigger2 = var(9):=1
trigger3=AnimElemtime(37) >= 2
trigger3=var(9):=2
;ignorehitpause = 
;persistent = 




[State 3000, changestate]
type = ChangeState
triggerall = AnimElemtime(10) >= 0
trigger1 = command != "holdx"
trigger2= animtime=0
value = 1265


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

[Statedef 1265]
type     = S
movetype = A
physics  = S
juggle   =0;   =0; 0
velset   = 0,0
anim     = 1292
ctrl     = 0
sprpriority = 2

[State 3000]
type = explod
trigger1 = AnimElem = 2
anim = 1285
pos = -10,0
postype = p1
sprpriority = 10
ownpal = 1

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 1 | AnimElem = 2
x = 10

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 8 | AnimElem = 9
x = -10

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 2
value = s20,19
channel = 0

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 2
value = s12,9
channel=1

[State 0, Helper]
type = Helper
trigger1 = animelem  = 2
helpertype = normal ;player
name ="Haoh-ken"
ID = 1001
stateno = 11011
pos =70,-68
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=1
size.yscale=1

[State 3000, changestate]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
; 強カイザーウェイブ

[Statedef 1266]
type     = S
movetype = A
physics  = S
juggle   =0;   =0; 0
velset   = 0,0
ctrl     = 0
anim     = 1290
sprpriority = 2
facep2=1
[State 0, PosSet]
type = PosSet
trigger1 = time = 0 && prevstateno=[1120,1124]
y = 0
[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500
[State 810, width拆
type = Width
trigger1 = 1
edge = 65,0
[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 = time=0
id=1001
[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 =99
supermovetime=99
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7612)<1
triggerall = var(8)=1
trigger1=time=0
anim = ifelse(teamside=1,7601,7603)
ID = 7612
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 =99
supermovetime=99
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=0
[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = s20,18
channel = 0

[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 14
value = s20,20
channel = 0
[State 0, Null]
type = Null
trigger1 = AnimElemtime(26) < 0
trigger1 = var(9):=0 
trigger2=AnimElemtime(26) >= 0 && AnimElemtime(37) < 2
trigger2 = var(9):=1
trigger3=AnimElemtime(37) >= 2
trigger3=var(9):=2
;ignorehitpause = 
;persistent = 

[State 3000, changestate]
type = ChangeState
triggerall = AnimElemtime(12) >= 0
trigger1 = command != "holdy"
trigger2= animtime=0
value = 1267


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

[Statedef 1267]
type     = S
movetype = A
physics  = S
juggle   =0;   =0; 0
velset   = 0,0
anim     = 1292
ctrl     = 0
sprpriority = 2

[State 3000]
type = explod
trigger1 = AnimElem = 2
anim = 1285
pos = -10,0
postype = p1
sprpriority = 10
ownpal = 1

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 1 | AnimElem = 2
x = 10

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 8 | AnimElem = 9
x = -10

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 2
value = s20,19
channel = 0

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 2
value = s12,9
channel=1
[State 0, Helper]
type = Helper
trigger1 = animelem  = 2
helpertype = normal ;player
name ="Haoh-ken"
ID = 1001
stateno = 11011
pos =70,-68
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=1
size.yscale=1

[State 3000, changestate]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 強カイザーウェイブ

[Statedef 1268]
type     = S
movetype = A
physics  = S
juggle   =0;   =0; 0
velset   = 0,0
ctrl     = 0
poweradd=-1000
anim     = 1291
sprpriority = 2
facep2=1
[State 0, PosSet]
type = PosSet
trigger1 = time = 0 && prevstateno=[1120,1124]
y = 0
[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500
[State 810, width拆
type = Width
trigger1 = 1
edge = 65,0
[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 = time=0
id=1001
[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 =99
supermovetime=99
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7612)<1
triggerall = var(8)=1
trigger1=time=0
anim = ifelse(teamside=1,7601,7603)
ID = 7612
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 =99
supermovetime=99
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=0
[State 210, 1];EX
type = PlaySnd
trigger1 = time = 0
value = 3000, 5
channel=2
[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,playsnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = s(10+(var(0)*10)),18
channel = 0

[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 14
value = s20,20
channel = 0
[State 0, Null]
type = Null
trigger1 =1
trigger1 = var(9):=1 
;ignorehitpause = 
;persistent = 

[State 3000, changestate]
type = ChangeState
trigger1= animtime=0
value = 1269


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

[Statedef 1269]
type     = S
movetype = A
physics  = S
juggle   =0;   =0; 0
velset   = 0,0
anim     = 1292
ctrl     = 0
sprpriority = 2

[State 3000]
type = explod
trigger1 = AnimElem = 2
anim = 1285
pos = -10,0
postype = p1
sprpriority = 10
ownpal = 1

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 1 | AnimElem = 2
x = 10

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 8 | AnimElem = 9
x = -10
[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 2
value = s20,19
channel = 0

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 2
value = s12,9
channel=1
[State 0, Helper]
type = Helper
trigger1 = animelem  = 2
helpertype = normal ;player
name ="Haoh-ken"
ID = 1001
stateno = 11011
pos =70,-68
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=1
size.yscale=1

[State 3000, changestate]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 弱ルガールエクスキュージョン

[Statedef 1800]
type     = S
movetype = A
physics  = S
juggle   =0; 8
poweradd = 90
velset   = 0,0
anim     = 1800
ctrl     = 0
sprpriority = 2
facep2=1
[State 0, PosSet]
type = PosSet
trigger1 = time = 0 && prevstateno=[1120,1124]
y = 0

[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 = -90



[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =99
supermovetime=99
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=0

[State 810, width拆
type = Width
trigger1 = time = 0
edge = 40,0

[State 170, nothitby]
type = NotHitBy
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(4) < 0
value = SCA

[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = s10,11
channel=0
[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = s12,16
channel=1
[State 1000, ]
type = Posadd
trigger1 = AnimElem = 4 | AnimElem = 5 | AnimElem = 6
x = 10

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(5) >= 0
x = 15

[State 3000]
type = explod
trigger1 = AnimElem = 4
anim = 1285
pos = 0,0
postype = p1
sprpriority = 10
ownpal = 1

[State 200, ヒット定義]
type = HitDef
triggerall = p2statetype!=A || enemy,hitfall || p2stateno=1165
trigger1 = time = 0
attr = S, ST
damage = 0, 0
animtype = Hard
hitflag = MAF
guardflag = MA
priority = 1, Miss
pausetime = 0, 0
guard.pausetime = 0,10
sparkno = s4040
guard.sparkno = s4100
sparkxy = -20, -60
hitsound = s1,5
guardsound = s2,1
ground.type = High
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = 0
air.type = High
air.velocity = -3,-3
air.hittime = 12
fall = 1
fall.recover = 0
p1sprpriority = 0
p2sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 1815
p2stateno = 1830

[State 1000, changestate]
type = ChangeState
trigger1 = Time = 23
trigger2 = Moveguarded
value = 1805

;---------------------------------------------------------------------------
; ルガールエクスキュージョン　終了

[Statedef 1805]
type     = S
movetype = I
physics  = S
juggle   =0; 0
velset   = 0,0
poweradd = 0
anim     = 1805
ctrl     = 0

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

[State 1000, changestate]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ルガールエクスキュージョン　ヒット

[Statedef 1815]
type     = S
movetype = A
physics  = S
juggle   =0; 0
velset   = 0,0
poweradd = 0
anim     = 1810
ctrl     = 0

[State 1000,playsnd]
type = PlaySnd
trigger1 = time = 11
value = s12,17
channel=1
[State 1000,playsnd]
type = PlaySnd
trigger1 = time = 11
value = s20,20
channel=0
[State 810, width拆
type = Width
trigger1 = time = 0
edge = 80,0

[State 1100, explod]
type = Explod
trigger1 = time = 11
persistent = 0
anim = 1825
ID = 1800
postype = P1
pos = 0,0
sprpriority = -15
bindtime = -1
ownpal = 1
removeongethit = 1
removetime = -1

[State 0, Explod]
type = Explod
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 =99
supermovetime=99
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=0
[State 0, Explod]
type = Explod
triggerall = numexplod(7612)<1
triggerall = var(8)=1
trigger1=time=0
anim = ifelse(teamside=1,7601,7603)
ID = 7612
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 =99
supermovetime=99
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=0
[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,-90

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(4) < 0
pos = 60,-150

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(4) >= 0
pos = 60,-145

[State 810, 1]
type = TargetLifeAdd
trigger1 = time=97
value = -ifelse((prevstateno=1850),90,70)

[State 0, TargetState]
type = TargetState
trigger1 =time=98
value =1835
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000
trigger1 =time=97
v = 57    ;v = 570
value =65

[State 0, PowerAdd]
type = PowerAdd
triggerall = var(10)=0&&prevstateno!=1451
trigger1 =time=97
value = 70

[State 1000, changestate]
type = ChangeState
trigger1 = time = 98
value = 1820
;---------------------------------------------------------------------------
; ルガールエクスキュージョン　ヒット

[Statedef 1816]
type     = S
movetype = A
physics  = S
juggle   =0; 0
velset   = 0,0
poweradd = 0
anim     = 1810
ctrl     = 0

[State 1000,playsnd]
type = PlaySnd
trigger1 = time = 11
value = s12,17
channel=1
[State 1000,playsnd]
type = PlaySnd
trigger1 = time = 11
value = s20,20
channel=0
[State 810, width拆
type = Width
trigger1 = time = 0
edge = 80,0

[State 1100, explod]
type = Explod
trigger1 = time = 11
persistent = 0
anim = 1825
ID = 1800
postype = P1
pos = 0,0
sprpriority = -15
bindtime = -1
ownpal = 1
removeongethit = 1
removetime = -1

[State 0, Explod]
type = Explod
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 =99
supermovetime=99
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=0
[State 0, Explod]
type = Explod
triggerall = numexplod(7612)<1
triggerall = var(8)=1
trigger1=time=0
anim = ifelse(teamside=1,7601,7603)
ID = 7612
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 =99
supermovetime=99
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=0
[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,-90

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(4) < 0
pos = 60,-150

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(4) >= 0
pos = 60,-145


[State 1000, playsnd]
type = PlaySnd
trigger1 = time=20
trigger2 = time=45
trigger3 = time=90
value = s12,25
channel=1
[State 1000,]
type = RemoveExplod
trigger1 = time = 0
ID = 2000



[State 1100, エフェクト表示]
type = Explod
trigger1 = time=20
trigger2 = time=45
trigger3 = time=90
anim = 2031
postype = P1
pos = 70,-10
sprpriority = 5
bindtime = 1
ownpal = 1
scale = 1.5,1.5

[State 1100, エフェクト表示]
type = Explod
trigger1 = time=20
trigger2 = time=45
trigger3 = time=90
anim = 2025
postype = P1
pos = 70,-10
sprpriority = 15
bindtime = 1
ownpal = 1


[State 810, 1]
type = TargetLifeAdd
trigger1 = time=20
trigger2 = time=45
trigger3 = time=90
value = -ceil(40)
kill = ifelse(time<80,0,1)
[State 0, TargetState]
type = TargetState
trigger1 =time=91
value =1835
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000
trigger1 = time=20
trigger2 = time=45
trigger3 = time=90
v = 57    ;v = 570
value =15
[State 1000, changestate]
type = ChangeState
trigger1 = time = 91
value = 1820

;---------------------------------------------------------------------------
; ルガールエクスキュージョン　フィニッシュ

[Statedef 1820]
type     = S
movetype = A
physics  = S
juggle   =0; 0
velset   = 0,0
poweradd = 0
anim     = 1815
ctrl     = 0

[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 1 && prevstateno!=1816
value = s12,18
channel=1
[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 1 && prevstateno!=1816
value = s12,19
channel=2
[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = s20,10
channel=0

[State 1000,]
type = RemoveExplod
trigger1 = time = 0
ID = 1800

[State 1100, explod]
type = Explod
trigger1 = AnimElem = 1 && prevstateno!=1816
persistent = 0
anim = 1830
postype = P1
pos = 70,-130
sprpriority = 5
bindtime = 1
ownpal = 1

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(1) = 0
pos = 70,-50

[State 2100,]
type = Envcolor
trigger1 = AnimElem = 1
time = 1
value = 255,255,255
under = 0

[State 810,]
type = EnvShake
trigger1 = AnimElem = 1
time = 15
ampl = 8
freq = 90

[State 1000, changestate]
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 1830]
type    = A
movetype= H
physics = N
velset = 0,0

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

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

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1820

[State 1322]
type = Posset
trigger1 = time = 0
y = 0



;---------------------------------------------------------------------------
;投げ１・投げられている（相手の動作）動作
[Statedef 1835]
type    = A
movetype= H
physics = N
velset = 0,0

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

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 5051

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

[State 1322]
type = velset
trigger1 = Time = 0
x = -3.5
y = -7.5

[State 1322]
type = veladd
trigger1 = Time > 0
y = .43

[State 1323]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100

;---------------------------------------------------------------------------
; 強ルガールエクスキュージョン

[Statedef 1850]
type     = S
movetype = A
physics  = S
juggle   =0; 8
poweradd = 90
velset   = 0,0
anim     = 1850
ctrl     = 0
sprpriority = 2
facep2=1
[State 0, PosSet]
type = PosSet
trigger1 = time = 0 && prevstateno=[1120,1124]
y = 0

[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 = -90



[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =99
supermovetime=99
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=0
[State 810, width拆
type = Width
trigger1 = time = 0
edge = 40,0

[State 170, nothitby]
type = NotHitBy
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(6) < 0
value = SCA

[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = s20,11
channel=0
[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = s12,16
channel=1
[State 1000, ]
type = Posadd
trigger1 = AnimElem = 4 | AnimElem = 5 | AnimElem = 6
x = 10

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(5) >= 0
x = 15

[State 3000]
type = explod
trigger1 = AnimElem = 4
anim = 1285
pos = 0,0
postype = p1
sprpriority = 10
ownpal = 1

[State 200, ヒット定義]
type = HitDef
triggerall = P2Movetype != H
triggerall = P2Stateno != [150,155]
trigger1 = time = 0
attr = S, ST
damage = 0, 0
animtype = Hard
hitflag = M-
guardflag = -1
priority = 1, Miss
pausetime = 0, 0
guard.pausetime = 0,10
sparkno = s4040
guard.sparkno = s4100
sparkxy = -20, -60
hitsound = s1,5
guardsound = s2,1
ground.type = High
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = 0
air.type = High
air.velocity = -3,-3
air.hittime = 12
fall = 1
fall.recover = 0
p1sprpriority = 0
p2sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 1815
p2stateno = 1830

[State 1000, changestate]
type = ChangeState
trigger1 = Time = 33
trigger2 = Moveguarded
value = 1805
;---------------------------------------------------------------------------
; 強ルガールエクスキュージョン

[Statedef 1851]
type     = S
movetype = A
physics  = S
juggle   =0; 8
poweradd = -1000
velset   = 0,0
anim     = 1851
ctrl     = 0
sprpriority = 2
facep2=1
[State 0, PosSet]
type = PosSet
trigger1 = time = 0 && prevstateno=[1120,1124]
y = 0

[State 810, width拆
type = Width
trigger1 = time = 0
edge = 40,0

[State 170, nothitby]
type = NotHitBy
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(2) < 0
value = SCA

[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = s20,11
channel=0
[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = s12,16
channel=1
[State 1000, ]
type = Posadd
trigger1 = AnimElem = 2 | AnimElem = 3 | AnimElem = 4
x = 10
[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 200, ヒット定義]
type = HitDef
triggerall = p2statetype!=A || enemy,hitfall
triggerall = p2stateno!=[150,155]
trigger1 = time = 0
attr = S, ST
damage = 0, 0
animtype = Hard
hitflag = MAF
priority = 1, Miss
pausetime = 0, 0
guard.pausetime = 0,10
sparkno = s4040
guard.sparkno = s4100
sparkxy = -20, -60
hitsound = s1,5
guardsound = s2,1
ground.type = High
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = 0
air.type = High
air.velocity = -3,-3
air.hittime = 12
fall = 1
fall.recover = 0
p1sprpriority = 0
p2sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 1816
p2stateno = 1830

[State 1000, changestate]
type = ChangeState
trigger1 = animtime=0
value = 0
ctrl=1

;---------------------------------------------------------------------------
; ゴッドレーン　前方　大移動

[Statedef 1900]
type     = S
movetype = I
physics  = N
poweradd = 0
velset   = 0,0
anim     = 1900
ctrl     = 0
sprpriority = 1

[State 0, PosSet]
type = PosSet
trigger1 = time = 0 && prevstateno=[1120,1124]
y = 0


[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 = -90

[State 0, Explod]
type = Explod
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=movehit=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=0
[State 0, Explod]
type = Explod
triggerall = numexplod(7612)<1
triggerall = var(8)=1
trigger1=movehit=1
anim = ifelse(teamside=1,7601,7603)
ID = 7612
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 =99
supermovetime=99
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=0
[State 810, width拆
type = Width
trigger1 = time = 0
edge = 40,0

[State 170, nothitby]
type = NotHitBy
trigger1 = AnimElemtime(2) > 0
value = SCA

[State -3, 残像]
type = AfterImage
trigger1 = time = 15
time = 40
trans = add1
timegap = 3
framegap = 1
length = 8
palbright = 5,0,0
palcontrast = 250,120,120
paladd = 100,-50,-50

[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = s20,24
channel=0
[State 1000,playsnd]
type = PlaySnd
trigger1 = time = 15
value = s12,20
channel=1
[State 1000, ]
type = Velset
trigger1 = time = 15
x = 13

[State 1000, ]
type = Veladd
trigger1 = time >= 16
x = ifelse(Vel X > 0, -.26,.26)

[State 2110, 相手と重なった時の処理]
type = PlayerPush
trigger1 = AnimElemTime(2) > 0
value = 0

[State 1800,]
type = Turn
Triggerall = AnimElemtime(7) >= 0
trigger1 = P2dist X < -5

[State 1000, changestate]
type = ChangeState
trigger1 = Time = 48
value = 1905

;---------------------------------------------------------------------------
; ゴッドレーン　後方　大移動

[Statedef 1910]
type     = S
movetype = I
physics  = N
poweradd = 0
velset   = 0,0
anim     = 1900
ctrl     = 0
sprpriority = 1

[State 810, width拆
type = Width
trigger1 = time = 0
edge = 40,0

[State 0, PosSet]
type = PosSet
trigger1 = time = 0 && prevstateno=[1120,1124]
y = 0

[State 170, nothitby]
type = NotHitBy
trigger1 = AnimElemtime(2) > 0
value = SCA
[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 = -90

[State 0, Explod]
type = Explod
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=movehit=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=0
[State 0, Explod]
type = Explod
triggerall = numexplod(7612)<1
triggerall = var(8)=1
trigger1=movehit=1
anim = ifelse(teamside=1,7601,7603)
ID = 7612
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 =99
supermovetime=99
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=0
[State -3, 残像]
type = AfterImage
trigger1 = time = 15
time = 40
trans = add1
timegap = 3
framegap = 1
length = 8
palbright = 5,0,0
palcontrast = 250,120,120
paladd = 100,-50,-50

[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = s20,24
channel=0
[State 1000,playsnd]
type = PlaySnd
trigger1 = time = 15
value = s12,20
channel=1

[State 1000, ]
type = Velset
trigger1 = time = 15
x = -13

[State 1000, ]
type = Veladd
trigger1 = time >= 16
x = ifelse(Vel X < 0, .26,-.26)

[State 2110, 相手と重なった時の処理]
type = PlayerPush
trigger1 = AnimElemTime(2) > 0
value = 0

[State 1800,]
type = Turn
Triggerall = AnimElemtime(7) >= 0
trigger1 = P2dist X < -5

[State 1000, changestate]
type = ChangeState
trigger1 = Time = 48
value = 1905

;---------------------------------------------------------------------------
; ゴッドレーン　前方　小移動

[Statedef 1915]
type     = S
movetype = I
physics  = N
poweradd = 0
velset   = 0,0
anim     = 1900
ctrl     = 0
sprpriority = 1

[State 810, width拆
type = Width
trigger1 = time = 0
edge = 40,0

[State 0, PosSet]
type = PosSet
trigger1 = time = 0 && prevstateno=[1120,1124]
y = 0

[State 170, nothitby]
type = NotHitBy
trigger1 = AnimElemtime(2) > 0
value = SCA
[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 = -90

[State 0, Explod]
type = Explod
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=movehit=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=0
[State 0, Explod]
type = Explod
triggerall = numexplod(7612)<1
triggerall = var(8)=1
trigger1=movehit=1
anim = ifelse(teamside=1,7601,7603)
ID = 7612
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 =99
supermovetime=99
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=0
[State -3, 残像]
type = AfterImage
trigger1 = time = 15
time = 40
trans = add1
timegap = 3
framegap = 1
length = 6
palbright = 5,0,0
palcontrast = 250,120,120
paladd = 100,-50,-50

[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = s20,24
channel=0
[State 1000,playsnd]
type = PlaySnd
trigger1 = time = 15
value = s12,20
channel=1

[State 1000, ]
type = Velset
trigger1 = time = 15
x = 9

[State 1000, ]
type = Veladd
trigger1 = time >= 16
x = ifelse(Vel X > 0, -.2,.2)

[State 2110, 相手と重なった時の処理]
type = PlayerPush
trigger1 = AnimElemTime(2) > 0
value = 0

[State 1800,]
type = Turn
Triggerall = AnimElemtime(7) >= 0
trigger1 = P2dist X < -5

[State 1000, changestate]
type = ChangeState
trigger1 = Time = 42
value = 1905

;---------------------------------------------------------------------------
; ゴッドレーン　後方　小移動

[Statedef 1920]
type     = S
movetype = I
physics  = N
poweradd = 0
velset   = 0,0
anim     = 1900
ctrl     = 0
sprpriority = 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, PosSet]
type = PosSet
trigger1 = time = 0 && prevstateno=[1120,1124]
y = 0

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

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

[State 0, Explod]
type = Explod
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=movehit=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=0
[State 0, Explod]
type = Explod
triggerall = numexplod(7612)<1
triggerall = var(8)=1
trigger1=movehit=1
anim = ifelse(teamside=1,7601,7603)
ID = 7612
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 =99
supermovetime=99
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=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 =99
supermovetime=99
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=0
[State 810, width拆
type = Width
trigger1 = time = 0
edge = 40,0

[State 170, nothitby]
type = NotHitBy
trigger1 = AnimElemtime(2) > 0
value = SCA

[State -3, 残像]
type = AfterImage
trigger1 = time = 15
time = 40
trans = add1
timegap = 3
framegap = 1
length = 6
palbright = 5,0,0
palcontrast = 250,120,120
paladd = 100,-50,-50

[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = s20,24
channel=0
[State 1000,playsnd]
type = PlaySnd
trigger1 = time = 15
value = s12,20
channel=1

[State 1000, ]
type = Velset
trigger1 = time = 15
x = -9

[State 1000, ]
type = Veladd
trigger1 = time >= 16
x = ifelse(Vel X < 0, .2,-.2)

[State 2110, 相手と重なった時の処理]
type = PlayerPush
trigger1 = AnimElemTime(2) > 0
value = 0

[State 1800,]
type = Turn
Triggerall = AnimElemtime(7) >= 0
trigger1 = P2dist X < -5

[State 1000, changestate]
type = ChangeState
trigger1 = Time = 42
value = 1905

;---------------------------------------------------------------------------
; ゴッドレーン　停止

[Statedef 1905]
type     = S
movetype = I
physics  = S
juggle   =0; 0
poweradd = 0
anim     = 1905
ctrl     = 0
sprpriority = 1

[State 1000, ]
type = Velset
trigger1 = AnimElem = 3
x = 0

[State 1000, changestate]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;この下、一行以上空ける事…

