;---------------------------------------------------------------------------
; ここからは必殺技のステート
;---------------------------------------------------------------------------
; 弱烈風拳
; CNS レベル: 中級

[Statedef 1000]
type     = S
movetype = A
physics  = S
juggle   =0;   =0; 0
poweradd = 0
velset   = 0,0
anim     = ifelse(var(0)=1,1030,1000)
ctrl     = 0
sprpriority = 2
facep2=1
[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = s(10+(var(0)*10)),13
channel=0
[State 0, PosSet]
type = PosSet
trigger1 = time = 0 && prevstateno=[1120,1124]
y = 0

[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 7
value = s12,4
channel=1
[State 1100, explod]
type = Explod
trigger1 = AnimElem = 7
persistent = 0
anim = 1005
postype = P1
pos = 10,10
sprpriority = 5
bindtime = 1
ownpal = 1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time=0
id=1001
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time=0
id=1001
[State 0, VarSet]
type = Varadd
trigger1 =AnimElem = 6
v = 17;fv = 10
value = 1
ignorehitpause = 0
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0

;trans = "add" ;"none","add1","sub"
;ignorehitpause = 
;persistent =

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

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

[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = prevstateno!=[300,305]
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
ownpal=1
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = prevstateno!=[300,305]
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
ownpal=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=1,7620,7622)
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 0, VarSet]
type = VarSet
trigger1 = time=0
v = 9  ;fv = 10
value =0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 200, 6
channel=0
[State 0, Explod]
type = Explod
trigger1 = animelem = 6
anim =1003
ID =1001
pos = 45,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
scale = .5,.5
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
[State 0, Explod]
type = Explod
trigger1 = animelem = 6
anim =1004
ID =1001
pos = 45,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
scale = .5,.5
sprpriority = 1
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 9  ;fv = 10
value =0

[State 0, Helper]
type = Helper
trigger1 = animelem  = 7
helpertype = normal ;player
name ="Haoh-ken"
ID = 1001
stateno = 1001
pos =35,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =animelem=8 
movetype = I        ;I,A,H
;ignorehitpause = 
;persistent = 


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

;---------------------------------------------------------------------------
; 強烈風拳
; CNS レベル: 中級

[Statedef 1005]
type     = S
movetype = A
physics  = S
juggle   =0;   =0; 0
poweradd = 0
velset   = 0,0
anim     = ifelse(var(0)=1,1031,1020)
ctrl     = 0
sprpriority = 2
facep2=1
[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = s(10+(var(0)*10)),13
channel=0
[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 7
value = s12,4
channel=1
[State 0, PosSet]
type = PosSet
trigger1 = time = 0 && prevstateno=[1120,1124]
y = 0
[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 9  ;fv = 10
value =1

[State 1100, explod]
type = Explod
trigger1 = AnimElem = 7
persistent = 0
anim = 1005
postype = P1
pos = 10,10
sprpriority = 5
bindtime = 1
ownpal = 1

[State 0, VarSet]
type = Varadd
trigger1 =AnimElem = 6
v = 17;fv = 10
value = 1
ignorehitpause = 0
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0

;trans = "add" ;"none","add1","sub"
;ignorehitpause = 
;persistent =

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

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

[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = prevstateno!=[300,305]
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
ownpal=1
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = prevstateno!=[300,305]
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
ownpal=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=1,7620,7622)
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, 1]
type = PlaySnd
trigger1 = Time = 1
value = 200, 6
channel=0
[State 0, Explod]
type = Explod
trigger1 = animelem = 6
anim =1003
ID =1001
pos = 45,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
scale = .5,.5
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
[State 0, Explod]
type = Explod
trigger1 = animelem = 6
anim =1004
ID =1001
pos = 45,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
scale = .5,.5
sprpriority = 1
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
[State 0, Helper]
type = Helper
trigger1 = animelem  = 7
helpertype = normal ;player
name ="Haoh-ken"
ID = 1001
stateno = 1001
pos =45,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =animelem=8 
movetype = I        ;I,A,H
;ignorehitpause = 
;persistent = 



[State 1000, changestate]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 強烈風拳
; CNS レベル: 中級

[Statedef 1006]
type     = S
movetype = A
physics  = S
juggle   =0;   =0; 0
poweradd = -1000
velset   = 0,0
anim     = ifelse(var(0)=1,1032,1021)
ctrl     = 0
sprpriority = 2
facep2=1
[State 210, 1];EX
type = PlaySnd
trigger1 = time = 0
value = 3000, 5
channel=2
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time=0
id=1001
[State 0, PosSet]
type = PosSet
trigger1 = time = 0 && prevstateno=[1120,1124]
y = 0

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

[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6102
pos = 0, 0
postype = p1
bindtime = 1
facing=-1
sprpriority = 4
ownpal = 1
scale = .65,.65
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6103
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -2
ownpal = 1
scale = .65,.65
[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = s(10+(var(0)*10)),13
channel=0

[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 7
value = s12,4
channel=1
[State 1100, explod]
type = Explod
trigger1 = AnimElem = 7
persistent = 0
anim = 1005
postype = P1
pos = 10,10
sprpriority = 5
bindtime = 1
ownpal = 1

[State 0, VarSet]
type = Varadd
trigger1 =AnimElem = 6
v = 17;fv = 10
value = 1
ignorehitpause = 0
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0

;trans = "add" ;"none","add1","sub"
;ignorehitpause = 
;persistent =

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

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

[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = prevstateno!=[300,305]
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
ownpal=1
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = prevstateno!=[300,305]
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
ownpal=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=1,7620,7622)
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 0, VarSet]
type = VarSet
trigger1 = time=0
v = 9  ;fv = 10
value =2

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 200, 6
channel=0


[State 0, Helper]
type = Helper
trigger1 = animelem  = 7
helpertype = normal ;player
name ="Haoh-ken"
ID = 1001
stateno = 1001
pos =45,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=1-(var(0)*.5)
size.yscale=1-(var(0)*.5)
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =animelem=8 
movetype = I        ;I,A,H
;ignorehitpause = 
;persistent = 



[State 1000, changestate]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 弱ジェノサイドカッター

[Statedef 1100]
type     = S
movetype = A
physics  = S
juggle   =0;   =0; 8
poweradd = 50
velset   = 0,0
anim     = 1100
ctrl     = 0
sprpriority = 2
facep2=1
[State 810, width拆
type = Width
trigger1 = 1
edge = 20,0

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

[State 170, nothitby]
type = HitBy
trigger1 = AnimElemtime(2) >= 0 && animelemtime(7)<0
value = SCA,AA,AP


[State 0, StateTypeSet]
type = StateTypeSet
triggerall = movetype=I
triggerall = p2statetype=S||p2statetype=C
trigger1 = anim=1100
movetype = A  
[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,16
channel = 0
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time=0
id=1001
[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 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(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 = .45

[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 = prevstateno!=[300,305]
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 = prevstateno!=[300,305]
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 = 40, 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,-5
air.type = High
air.velocity = -2,-5
air.hittime = 12
yaccel = .45
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
nochainid=440
[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
attr = A, SA
damage = 47, 5
animtype = up
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 12, 12
sparkno = s4070
guard.sparkno = s4100
sparkxy = -20, -80
hitsound =S400,16
guardsound = s2,1
getpower=30,30
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -4,-8
guard.velocity = -9
air.type = High
air.velocity = -4,-8
air.hittime = 12
yaccel = .45
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
nochainid=440
[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


;---------------------------------------------------------------------------
; 強ジェノサイドカッター

[Statedef 1102]
type     = S
movetype = A
physics  = S
juggle   =0;   =0; 8
poweradd = 50
velset   = 0,0
anim     = 1120
ctrl     = 0
sprpriority = 2
facep2=1
[State 810, width拆
type = Width
trigger1 = 1
edge = 20,0
[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 0, StateTypeSet]
type = StateTypeSet
triggerall = movetype=I
triggerall = p2statetype=S||p2statetype=C
trigger1 = anim=1120
movetype = A  
[State 0, Explod]
type = Explod
triggerall = prevstateno!=[300,305]
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 = prevstateno!=[300,305]
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 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 170, nothitby]
type = NotHitBy
trigger1 = AnimElemtime(5) < 0
value = SCA

[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,16
channel = 0

[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 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 = 6.5

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

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

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

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

[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = prevstateno!=[300,305]
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
ownpal=1
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = prevstateno!=[300,305]
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
ownpal=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=1,7620,7622)
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 = 5
attr = A, SA
damage = 40, 5
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10, 10
sparkno = s4070
guard.sparkno = s4100
getpower=30,30
sparkxy = -20, -60
hitsound = S400,16
guardsound = s2,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -1.5,-10
air.type = High
air.velocity = -1.5,-10
air.hittime = 12
yaccel = .45
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
nochainid=440
[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 6
attr = A, SA
damage = 47, 5
animtype = up
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 12, 12
sparkno = s4070
guard.sparkno = s4100
sparkxy = -20, -80
hitsound = S400,16
guardsound = s2,1
getpower=30,30
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -2.5,-11
guard.velocity = -10
air.type = High
air.velocity = -2.5,-9.5
air.hittime = 12
yaccel = .49
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
nochainid=440
[State 0, Width]
type = Width
trigger1 =1
edge = 30,0



[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=10 && var(0)=0
trigger2 = animelem=11 && var(0)=1
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

;---------------------------------------------------------------------------
; 強ジェノサイドカッター

[Statedef 1104]
type     = S
movetype = A
physics  = S
juggle   =0;   =0; 8
poweradd = -1000
velset   = 0,0
anim     = 1126
ctrl     = 0
sprpriority = 2
facep2=1
[State 810, width拆
type = Width
trigger1 = 1
edge = 20,0
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0
[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

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

[State 0, VarSet]
type = VarSet
trigger1 =(prevstateno=[200,650]) && var(8)=1 && time=0 
v = 8   ;fv = 10
value = 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=1126
movetype = A  
[State 170, nothitby]
type = NotHitBy
trigger1 = AnimElemtime(6) < 0
value = SCA
[State 0, Explod]
type = Explod
triggerall = prevstateno!=[300,305]
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 = prevstateno!=[300,305]
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 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 = AnimElem = 1
value = s10,16
channel = 0
[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 9
value = s3,2
channel=1

[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 8
value = s12,8
channel=2
[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
trigger2 = AnimElemtime(9) = 0
x = 4.5

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(6) > 3
trigger2 = AnimElemtime(10) > 3
x = .45

[State 1000, ]
type = Velset
trigger1 = AnimElem = 5
y = -7.5

[State 1000, ]
type = Velset
trigger1 = AnimElem = 9
y = -3.5
[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(5) >= 0 && animelemtime(9)<0
trigger2 = AnimElemtime(5) >= 0 && animelemtime(10)>0
y = .5

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

[State 700, explod]
type = Explod
trigger1 = AnimElem = 4
trigger2 = AnimElem = 8
id=1001
anim = 1110
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
trigger2 = AnimElem = 6
attr = A, SA
damage = 30, 5
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 7, 7
sparkno = s4070
guard.sparkno = s4100
sparkxy = -20, -60
hitsound = S400,16
guardsound = s2,1
getpower=0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -1.5,-7
air.type = High
air.velocity = -1.5,-7
air.hittime = 12
yaccel = .45
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
nochainid=440
[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 10
attr = A, SA
damage = 68, 5
animtype = diagup
guardflag = M
hitflag = MAF
priority = 5, Hit
pausetime = 8, 8
sparkno = s4070
guard.sparkno = s4100
sparkxy = -20, -80
hitsound = S400,16
guardsound = s2,1
getpower=0
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -2.5,-8
guard.velocity = -10
air.type = High
air.velocity = -4.5,-8.75
air.hittime = 12
yaccel = .43
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
nochainid=440
[State 0, Width]
type = Width
trigger1 =1
edge = 30,0



;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=1105
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=14
movetype = I  
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=1105+(var(0)*50)
movetype = I
statetype=S 

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim!=1105+(var(0)*50)
trigger1 = pos y>=0  && time>8
value = 1105+(var(0)*10)

[State 0, VelSet]
type = VelSet
trigger1 = anim=1105+(var(0)*50)
x = 0
y = 0


[State 0, PosSet]
type = PosSet
trigger1 =anim=1105+(var(0)*50)
y = 0
[State 1000,playsnd]
type = PlaySnd
trigger1 = animelemtime(1)=1&&anim=1105+(var(0)*50)
value = s4,0

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime=0&&anim=1105+(var(0)*10)
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 弱カイザーウェイブ

[Statedef 1200]
type     = S
movetype = A
physics  = S
juggle   =0;   =0; 0
velset   = 0,0
ctrl     = 0
anim     = 1200
sprpriority = 2
facep2=1
[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500
[State 0, 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 = s10,18
channel = 0



[State 810, width拆
type = Width
trigger1 = 1
edge = 65,0


[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = prevstateno!=[300,305]
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
ownpal=1
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = prevstateno!=[300,305]
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
ownpal=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=1,7620,7622)
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 = s10,20
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 = 1205


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

[Statedef 1205]
type     = S
movetype = A
physics  = S
juggle   =0;   =0; 0
velset   = 0,0
anim     = 1205
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 = s10,19
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 = 1101
pos =70,-68
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=.5
size.yscale=.5

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



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

[Statedef 1206]
type     = S
movetype = A
physics  = S
juggle   =0;   =0; 0
velset   = 0,0
ctrl     = 0
anim     = 1240
sprpriority = 2
facep2=1
[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time=0
id=1001
[State 810, width拆
type = Width
trigger1 = 1
edge = 65,0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = prevstateno!=[300,305]
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
ownpal=1
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = prevstateno!=[300,305]
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
ownpal=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=1,7620,7622)
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 = s10,18
channel = 0

[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 14
value = s10,20
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 = 1207


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

[Statedef 1207]
type     = S
movetype = A
physics  = S
juggle   =0;   =0; 0
velset   = 0,0
anim     = 1245
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 = s10,19
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 = 1101
pos =70,-68
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=.5
size.yscale=.5

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

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

[Statedef 1208]
type     = S
movetype = A
physics  = S
juggle   =0;   =0; 0
velset   = 0,0
ctrl     = 0
poweradd=-1000
anim     = 1250
sprpriority = 2
facep2=1
[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time=0
id=1001
[State 810, width拆
type = Width
trigger1 = 1
edge = 65,0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = prevstateno!=[300,305]
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
ownpal=1
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = prevstateno!=[300,305]
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
ownpal=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=1,7620,7622)
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 = s10,20
channel = 0
[State 0, Null]
type = Null
trigger1 =1
trigger1 = var(9):=1 
;ignorehitpause = 
;persistent = 

[State 3000, changestate]
type = ChangeState
trigger1= animtime=0
value = 1209


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

[Statedef 1209]
type     = S
movetype = A
physics  = S
juggle   =0;   =0; 0
velset   = 0,0
anim     = 1245
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 = s10,19
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 = 1101
pos =70,-68
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=.5
size.yscale=.5

[State 3000, changestate]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 弱ゴッドプレス

[Statedef 1300]
type     = S
movetype = A
physics  = S
juggle   =0;   =0; 8
poweradd = 50
velset   = 0,0
anim     = 1300
ctrl     = 0
sprpriority = 2
facep2=1



[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0
[State 0, 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 = prevstateno!=[300,305]
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
ownpal=1
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = prevstateno!=[300,305]
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
ownpal=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=1,7620,7622)
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 = 2 && anim=1300
value = s10,8

[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 5& anim=1300
value = s5,0
channel = 8


[State 0, VelSet]
type = VelSet
triggerall = anim=1300 
trigger1 = animelemtime(5) >= 0
x = 6.5
[State 0, VelSet]
type = VelSet
triggerall = anim=1315
trigger1 = animelemtime(1) >= 0
x = 6.5
[State 0, VelSet]
type = VelSet
trigger1 = anim = 1320 || anim=1322 || (anim=1310 && animelem =6)||  (anim=1305 && animelemtime(1)=10)
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, StateTypeSet]
type = StateTypeSet
triggerall = movetype=I
triggerall = p2statetype=S||p2statetype=C
trigger1 = anim=1300
movetype = A  

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

[State 0, VelSet]
type = VelSet
trigger1 = (anim = 1310&&animelem=1)||(anim=1305 && animelemtime(1)=1)
x = 2.5

[State 0, VelMul]
type = VelMul
trigger1 =anim=1310||anim=1305
x = .9

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

[State 1060, 4]
type = HitDef
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
nochainid=440
p2stateno=1330
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
nochainid=440
;ignorehitpause = 



[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = (time= 30)&& anim !=[1305,1323]
trigger2= anim=1300 && frontedgebodydist<35 && animelemtime(6)>0
value = 1305

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = movehit
trigger1 =anim != [1315,1322]
value = 1315
elem= animelemno(0)-4

[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, ChangeAnim]
type = ChangeAnim
triggerall = moveguarded
trigger1 = time >= 13 && anim != 1310
value = 1310
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=1310 &&animelem=3
trigger2 = anim=1321
movetype = I        ;I,A,H


[State 0, SprPriority]
type = SprPriority
trigger1 =anim=1315
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=1300
edge = 60,0
[State 810, Width 2-11]
type = Width
trigger1 = AnimElemTime(1) >= 0 && anim=1315
edge = 25,0
[State 0, ChangeAnim]
type = ChangeAnim
triggerall = frontedgedist < 45 && anim=1315
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 = s10,21
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=1330
trigger1 = animelemtime(1) >= 0 && anim = 1315
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(100*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 1100, 5]
type = ChangeState
trigger1 =(animtime = 0 && (anim =1310 || anim = 1305|| anim=1322))
value = 0
ctrl = 1

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

[Statedef 1301]
type     = S
movetype = A
physics  = S
juggle   =0;   =0; 8
poweradd = 50
velset   = 0,0
anim     = 1301
ctrl     = 0
sprpriority = 2
facep2=1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time=0
id=1001

[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =p2statetype=A 
flag = unguardable
;trans = "add" ;"none","add1","sub"
;ignorehitpause = 
;persistent =
[State 0, StateTypeSet]
type = StateTypeSet
triggerall = movetype=I
triggerall = p2statetype=S||p2statetype=C
trigger1 = anim=1301
movetype = A  
[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

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

[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = prevstateno!=[300,305]
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
ownpal=1
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = prevstateno!=[300,305]
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
ownpal=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=1,7620,7622)
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 = 2 && anim=1301
value = s(10+(var(0)*10)),8

[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 5& anim=1301
value = s5,0
channel = 8


[State 0, VelSet]
type = VelSet
triggerall = anim=1301 
trigger1 = animelemtime(5) >= 0
x = 7.5
[State 0, VelSet]
type = VelSet
triggerall = anim=1315
trigger1 = animelemtime(1) >= 0
x = 7.5
[State 0, VelSet]
type = VelSet
trigger1 = anim = 1320 || anim=1322 || (anim=1310 && animelem =6)||  (anim=1305 && animelemtime(1)=10)
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=1305 && animelemtime(1)=1)
x = 2.5

[State 0, VelMul]
type = VelMul
trigger1 =anim=1310||anim=1305
x = .9

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

[State 1060, 4]
type = HitDef
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
nochainid=440
p2stateno=1330
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
nochainid=440

;ignorehitpause = 



[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = (time= 40)&& anim !=[1305,1323]
trigger2= anim=1301 && frontedgebodydist<35 && animelemtime(6)>0
value = 1305

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = movehit
trigger1 =anim != [1315,1322]
value = 1315
elem= animelemno(0)-4

[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, ChangeAnim]
type = ChangeAnim
triggerall = moveguarded
trigger1 = time >= 13 && anim != 1310
value = 1310
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=1310 &&animelem=3
trigger2 = anim=1321
movetype = I        ;I,A,H


[State 0, SprPriority]
type = SprPriority
trigger1 =anim=1315
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=1301
edge = 60,0
[State 810, Width 2-11]
type = Width
trigger1 = AnimElemTime(1) >= 0 && anim=1315
edge = 25,0
[State 0, ChangeAnim]
type = ChangeAnim
triggerall = frontedgedist < 55 && anim=1315
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 = s10,21
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=1330
trigger1 = animelemtime(1) >= 0 && anim = 1315
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(100*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 1100, 5]
type = ChangeState
trigger1 =(animtime = 0 && (anim =1310 || anim = 1305|| anim=1322))
value = 0
ctrl = 1

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

;-----------------------------------------
[Statedef 1302]
type     = S
movetype = A
physics  = S
juggle   =0;   =0; 8
poweradd =-1000
velset   = 0,0
anim     = 1302
ctrl     = 0
sprpriority = 2
facep2=1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time=0
id=1001
[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 0, StateTypeSet]
type = StateTypeSet
triggerall = movetype=I
triggerall = p2statetype=S||p2statetype=C
trigger1 = anim=1302
movetype = A  
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6101
pos = 0, 0
postype = p1
bindtime = 1
facing=1
sprpriority = -1
ownpal = 1
scale = .65,.65

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

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


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

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

[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = prevstateno!=[300,305]
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
ownpal=1
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = prevstateno!=[300,305]
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
ownpal=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=1,7620,7622)
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 = 2 && anim=1302
value = s(10+(var(0)*10)),8

[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 5& anim=1302
value = s5,0
channel = 8


[State 0, VelSet]
type = VelSet
triggerall = anim=1302 
trigger1 = animelemtime(5) >= 0
x = 8
[State 0, VelSet]
type = VelSet
triggerall = anim=1315
trigger1 = animelemtime(1) >= 0
x = 8
[State 0, VelSet]
type = VelSet
trigger1 = anim = 1323 || anim=1322 || (anim=1310 && animelem =6)||  (anim=1305 && animelemtime(1)=10)
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=1305 && animelemtime(1)=1)
x = 2.5

[State 0, VelMul]
type = VelMul
trigger1 =anim=1310||anim=1305
x = .9

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

[State 1060, 4]
type = HitDef
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
nochainid=440
p2stateno=1330
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
nochainid=440
;ignorehitpause = 



[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = (time= 50)&& anim !=[1305,1323]
trigger2= anim=1302&& frontedgebodydist<45 && animelemtime(6)>0
value = 1305

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = movehit
trigger1 =anim != [1315,1323]
value = 1315
elem= animelemno(0)-4




[State 0, ChangeAnim]
type = ChangeAnim
triggerall = moveguarded
trigger1 = time >= 13 && anim != 1310
value = 1310
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=1310 &&animelem=3
trigger2 = anim=1321
movetype = I        ;I,A,H


[State 0, SprPriority]
type = SprPriority
trigger1 =anim=1315
value = -1

[State 0, SprPriority]
type = SprPriority
trigger1 =anim=1323
value = 2


[State 810, Width 2-11]
type = Width
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(7) < 0 && anim=1302
edge = 60,0
[State 810, Width 2-11]
type = Width
trigger1 = AnimElemTime(1) >= 0 && anim=1315
edge = 25,0
[State 0, ChangeAnim]
type = ChangeAnim
triggerall = frontedgedist < 35 && anim=1315
trigger1 = anim != [1320,1323]
value = 1323

[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 = s10,21
channel=0
[State 0, PosAdd]
type = PosAdd
trigger1 = anim=1323 && animelemtime(1)=0
x = -45
[State 0, PosAdd]
type = PosAdd
trigger1 = anim=1323 && animelem=8
x = 15

[State 810, Bind 2-4]
type = TargetBind
triggerall = movehit && p2stateno=1330
trigger1 = animelemtime(1) >= 0 && anim = 1315
pos = -15, -56
ignorehitpause=1
[State 810, Bind 5]
type = TargetBind
trigger1 = animelemtime(1)>=0&&animelemtime(2)<0&& anim = 1323
pos = 60, -64

[State 810, Bind 5]
type = TargetBind
trigger1 =animelemtime(2)>=0&&animelemtime(3)<0&& anim = 1323
pos = 97, -75
[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 2&& anim = 1323
time = 13
freq = 60
ampl = -4
phase = 90
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 2&& anim = 1323
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 = 1323
value = S400, 10

[State 3000]
type = Explod
trigger1 = AnimElemtime(1) = 1&& anim = 1323
anim = 1360
pos = -38,0
postype = p1
sprpriority = -5
ownpal = 1

[State 3000]
type = Explod
trigger1 = AnimElem = 2&& anim = 1323
anim = 4020
pos = 95,-75
postype = p1
ontop = 1
ownpal = 1
[State 820, 1]
type = EnvShake
trigger1 = AnimElem = 2&& anim = 1323
time = 12
ampl = 6
freq = 80


[State 0, LifeAdd]
type = targetLifeAdd
trigger1 = animelem=2 && anim=1323
value = -ceil(131*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, TargetState]
type = TargetState
trigger1 = animelem=3&&anim=1323
value =ifelse(numexplod(7962)>0,1335,1165)
[State 1000, ];EX
type = explod
trigger1 = p2stateno=1165 && p2movetype=H
anim = 7962
id=7962
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -2
ownpal = 1
scale = .65,.65
[State 1100, 5]
type = ChangeState
trigger1 =(animtime = 0 && (anim =1310 || anim = 1305|| anim=1323))
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;投げ１・投げられている（相手の動作）動作

[Statedef 1330]
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!=[1300,1302])
value = 5100

;---------------------------------------------------------------------------
;吹っ飛び動作

[Statedef 1335]
type    = A
movetype= H
physics = N
velset = 0,0
[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1330
[State 2120]
type = ScreenBound
trigger1 = AnimElemtime(19) < 0
value =0
movecamera = 0,0
ignorehitpause=1
[State 0, NotHitBy]
type = NotHitBy
trigger1 = enemy,numexplod(7962)>0 && enemy,stateno!=3000
value = SCA
;value2 = S,NA
time = 1
;ignorehitpause = 
;persistent = 


[State 1000, ]
type = Velset
trigger1 = AnimElemtime(19) = 0
x = -1
y = -6

[State 1000, ]
type = Posset
trigger1 = AnimElem = 19
y = -10

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(19) >= 0
y = .4

[State 820, 1]
type = SelfState
triggerall = AnimElemtime(23) >= 0
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100

;---------------------------------------------------------------------------
; 弱ダークバリア

[Statedef 1500]
type     = S
movetype = A
physics  = S
juggle   =0;   =0; 8
poweradd =20
velset   = 0,0
anim     = 1500
ctrl     = 0
sprpriority = 2
[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, 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 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = prevstateno!=[300,305]
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
ownpal=1
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = prevstateno!=[300,305]
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
ownpal=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=1,7620,7622)
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 = 4
value = s(10+(var(0)*10)),24
channel=0

[State 1000,playsnd]
type = PlaySnd
trigger1 = time = 8
value = s12,14
channel=1

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 3 | AnimElem = 4
x = 10

[State 1000, helper]
type = Helper
trigger1 = AnimElem = 4
name = "LDB"
stateno = 1151
ID = 1500
helpertype = normal
pos = 60,-53
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=.75
size.yscale=.75
[State 1000, changestate]
type = Changeanim
trigger1 = time = 25 && anim!=1505
value = 1505
[State 1000, changestate]
type = Changeanim
triggerall = numHelper(1500) = 1&& anim!=1505
trigger1 = (Helper(1500),Stateno=1152)
trigger2 = (Helper(1500),Stateno=1154)
trigger3 = (Helper(1500),Stateno=1159)
value = 1505
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=1505 
movetype = I        ;I,A,H


[State 1000, ]
type = Posadd
trigger1 = AnimElem = 3 && anim=1505
x = -19

[State 1000, changestate]
type = ChangeState
trigger1 = Animtime = 0 && anim=1505
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 強ダークバリア

[Statedef 1501]
type     = S
movetype = A
physics  = S
juggle   =0;   =0; 8
poweradd = 20
velset   = 0,0
anim     = 1550+(var(0)*10)
ctrl     = 0
sprpriority = 2
[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, 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 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = prevstateno!=[300,305]
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
ownpal=1
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = prevstateno!=[300,305]
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
ownpal=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=1,7620,7622)
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 = 4
value = s(10+(var(0)*10)),24
channel=0

[State 1000,playsnd]
type = PlaySnd
trigger1 = time = 8
value = s12,14
channel=1

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 3 | AnimElem = 4
x = 10

[State 1000, helper]
type = Helper
trigger1 = AnimElem = 4
name = "LDB"
stateno =1151
ID = 1500
helpertype = normal
pos =60,-53
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=.75
size.yscale=.75
[State 1000, changestate]
type = Changeanim
trigger1 = time = 44 && anim!=1555
value = 1555
[State 1000, changestate]
type = Changeanim
triggerall = numHelper(1500) = 1&& anim!=1555
trigger1 = (Helper(1500),Stateno=1152)
trigger2 = (Helper(1500),Stateno=1154)
trigger3 = (Helper(1500),Stateno=1159)
value = 1555

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=1555 
movetype = I 


[State 1000, ]
type = Posadd
trigger1 = AnimElem = 3 &&anim=1555 
x = -19

[State 1000, changestate]
type = ChangeState
trigger1 = Animtime = 0&&anim=1555 
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 強ダークバリア

[Statedef 1502]
type     = S
movetype = A
physics  = S
juggle   =0;   =0; 8
poweradd = -1000
velset   = 0,0
anim     = 1551+(var(0)*10)
ctrl     = 0
sprpriority = 2
[State 210, 1];EX
type = PlaySnd
trigger1 = time = 0
value = 3000, 5
channel=2
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time=0
id=1001
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6100
pos = 0, 0
postype = p1
bindtime = 1
facing=-1
sprpriority = 5
ownpal = 1
scale = .65,.65
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6101
pos = 0, 0
postype = p1
bindtime = 1
facing=1
sprpriority = -1
ownpal = 1
scale = .65,.65

[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6102
pos = 0, 0
postype = p1
bindtime = 1
facing=-1
sprpriority = 4
ownpal = 1
scale = .65,.65
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6103
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -2
ownpal = 1
scale = .65,.65
[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

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

[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = prevstateno!=[300,305]
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
ownpal=1
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = prevstateno!=[300,305]
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
ownpal=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=1,7620,7622)
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
triggerall = var(0)=0
trigger1 = AnimElem = 4
value = s10,24
channel=0
[State 1000,playsnd]
type = PlaySnd
triggerall = var(0)=1
trigger1 =time=0
value = s20,24
channel=0
[State 1000,playsnd]
type = PlaySnd
triggerall = var(0)=0
trigger1 = time = 8
value = s12,14
channel=1

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 3 | AnimElem = 4
x = 10
[State 0, Width]
type = Width
trigger1 =time=0 
edge = 45,0
;value = 0,0
;ignorehitpause = 
;persistent = 

[State 1000, helper]
type = Helper
triggerall = var(0)=0
trigger1 = AnimElem = 4
name = "LDB"
stateno = 1151
ID = 1500
helpertype = normal
pos = 60,-53
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=.75
size.yscale=.75
[State 1000, changestate]
type = Changeanim
triggerall = var(0)=0
trigger1 = time >= 44 && anim!=1555
value = 1505
persistent=0

[State 0, ReversalDef]
type = ReversalDef
triggerall = var(0)=1
trigger1 = animelemtime(4)>=0&&animelemtime(5)<0
reversal.attr = SCA,AP         ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
pausetime = 0,13
sparkno = S4100
sparkxy = 60,-53 ;offset
hitsound = S400,2
p1stateno = 1503
;ignorehitpause = 
;persistent = 

[State 0, HitOverride]
type = HitOverride
triggerall = var(0)=1
trigger1 = animelemtime(4)>=0&&animelemtime(5)<0
attr = SCA,AP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 1503
time = 1
forceair = 0
ignorehitpause = 1
;persistent = 


[State 210, 2]
type = HitDef
trigger1 =  time > 0 && !movecontact
attr = S,SA
animtype  = Medium
air.animtype=Diagup
damage =50,5
guardflag = MA
hitflag=MAF
pausetime = 6,6
sparkno = s4020
priority=7
guard.sparkno = s4120
hitsound = s400,2
guardsound = s2,0
sparkxy = -10,-55
ground.type = High
getpower=0,0
ground.hittime =  23
guard.ctrltime=13
ground.slidetime =23
ground.velocity =-7,-4
guard.velocity=-7
air.velocity = -5.6,-3.8
fall=1
nochainid=440
fall.recover=0
air.juggle = ifelse(var(5)=1,16,0)
yaccel=.55
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0


[State 1000, changestate]
type = Changeanim
triggerall = var(0)=0
triggerall = numHelper(1500) = 1&& anim!=1505
trigger1 = (Helper(1500),Stateno=1152)
trigger2 = (Helper(1500),Stateno=1154)
trigger3 = (Helper(1500),Stateno=1159)
value = 1505

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=1505 
movetype = I 


[State 1000, ]
type = Posadd
trigger1 = AnimElem = 3 &&anim=1505 
x = -19

[State 1000, changestate]
type = ChangeState
trigger1 = Animtime = 0&&anim!=1551 
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 強烈風拳
; CNS レベル: 中級

[Statedef 1503]
type     = S
movetype = A
physics  = S
juggle   =0;   =0; 0
poweradd = 0
velset   = 0,0
anim     = 1562
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 = AnimElem = 7
value = s2,1
channel=2

[State 1100, explod]
type = Explod
trigger1 = AnimElem =1
persistent = 0
anim = 4100
postype = P1
pos = 56,-48
sprpriority = 5
bindtime = 1
ownpal = 1


[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 7
value = s(10+(var(0)*10)),17
channel=0
[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 7
value = s12,4
channel=1
[State 0, PosSet]
type = PosSet
trigger1 = time = 0 && prevstateno=[1120,1124]
y = 0

[State 1100, explod]
type = Explod
trigger1 = AnimElem = 7
persistent = 0
anim = 1005
postype = P1
pos = 10,10
sprpriority = 5
bindtime = 1
ownpal = 1


[State 0, NotHitBy]
type = NotHitBy
trigger1 = time <20
value = SCA
;value2 = S,NA
time = 1
;ignorehitpause = 
;persistent = 


;trans = "add" ;"none","add1","sub"
;ignorehitpause = 
;persistent =


[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = prevstateno!=[300,305]
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
ownpal=1
shadow = 0,0,0
removeongethit = 0
ignorehitpause=1
persistent=0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = prevstateno!=[300,305]
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
ownpal=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=1,7620,7622)
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, 1]
type = PlaySnd
trigger1 = Time = 1
value = 200, 6
channel=0
[State 0, Explod]
type = Explod
trigger1 = animelem = 6
anim =1003
ID =1001
pos = 45,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
scale = .5,.5
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
[State 0, Explod]
type = Explod
trigger1 = animelem = 6
anim =1004
ID =1001
pos = 45,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
scale = .5,.5
sprpriority = 1
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
[State 0, Helper]
type = Helper
trigger1 = animelem  = 7
helpertype = normal ;player
name ="Haoh-ken"
ID = 1001
stateno = 10011
pos =39,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=.75
size.yscale=.75

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =animelem=8 
movetype = I        ;I,A,H
;ignorehitpause = 
;persistent = 



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

;---------------------------------------------------------------------------
; 弱ビースディストラクション

[Statedef 1600]
type     = S
movetype = A
physics  = S
juggle   =0;   =0; 7
poweradd = 50
velset   = 0,0
anim     = 1600
ctrl     = 0
sprpriority = 2
[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, 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, StateTypeSet]
type = StateTypeSet
triggerall = movetype=I
triggerall = p2statetype!=A
trigger1 = anim=1600
movetype = A  
[State 0, Explod]
type = Explod
triggerall = prevstateno!=[300,305]
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 = prevstateno!=[300,305]
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 = 1
edge = 20,0

[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = s(10+(var(0)*10)),11
channel=0



[State 0, VarSet]
type = VarSet
triggerall = var(14)=0
trigger1 =time= 0 && (prevstateno=[200,440]) && p2statetype=A &&var(8)=0
v =5    ;fv = 10
value = 1
[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 12
trigger3 = AnimElem = 16
value = s12,8
channel=2
[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 12
trigger3 = AnimElem = 16
value = s0,3
channel=1
[State 1000, ]
type = Posadd
trigger1 = AnimElem = 4 | AnimElem = 5
x = 10

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(6) >= 0 && AnimElemtime(9) <= 0
x = 8

[State 1000, ]
type = Velset
trigger1 = AnimElem = 10
x = 0

[State 700, explod]
type = Explod
trigger1 = AnimElem = 5
id=1001
anim = 1605
postype = P1
pos = 40, -85
sprpriority = 10
ownpal = 1
bindtime = 1
removeongethit = 1
[State 700, explod]
type = Explod
trigger1= AnimElem = 15
id=1001
anim = 1605
postype = P1
pos = 25, -85
sprpriority = 10
ownpal = 1
bindtime = 1
removeongethit = 1
[State 700, explod]
type = Explod
trigger1 = AnimElem = 11
id=1001
anim = 1610
postype = P1
pos = 15, -110
sprpriority = -10
ownpal = 1
bindtime = 1
removeongethit = 1


[State 3000]
type = Explod
trigger1 = AnimElem = 6
id=1001
anim = 1360
pos = 0,0
postype = p1
sprpriority = -5
ownpal = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
damage = 20, 3
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 2, 4
sparkno = s4070
guard.sparkno = s4100
sparkxy = -25, -80
hitsound =  s400,16
guardsound = s2,1
ground.type = High
ground.slidetime = 20
getpower=30,30
ground.hittime  = 21
ground.velocity = 2
air.type = High
air.velocity = -2,-4
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
nochainid=440
yaccel=.44

[State 0, Width]
type = Width
trigger1 = 1
player = 13,0


[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 12
attr = S, SA
damage = 21, 2
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime =2, 4
sparkno = s4070
guard.sparkno = s4100
sparkxy = -20, -70
getpower=30,30
hitsound = s400,16
guardsound = s2,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = 0
guard.velocity= 0
air.type = Low
air.velocity = -2,-4
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
nochainid=440

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 16
attr = S, SA
damage = 28, 3
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
sparkno = s4070
guard.sparkno = s4100
sparkxy = -25, -80
hitsound =  s400,17
guardsound = s2,1
ground.type = High
ground.slidetime = 20
getpower=30,30
ground.hittime  = 21
ground.velocity =-6,-5
air.type = High
air.velocity = -6,-5
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
id=1210
nochainid=440

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=17
movetype = I        ;I,A,H


[State 0, TargetState];-spin hard knock down
type = TargetState
trigger1 =movehit && p2stateno!=[1360,1363] 
value =1360
ID = 1210
ignorehitpause=0
[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 800, changestate]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 強ビースディストラクション

[Statedef 1601]
type     = S
movetype = A
physics  = S
juggle   =0;   =0; 7
poweradd = 50
velset   = 0,0
anim     = 1650
ctrl     = 0
sprpriority = 2
[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, RemoveExplod]
type = RemoveExplod
trigger1 = time=0
id=1001
[State 0, VarSet]
type = VarSet
trigger1 =(var(41)=55||var(41)=66||(var(41)=45)) &&time=0 && var(42)=0
v = 42    ;fv = 10
value =21;-wait 34 ticks before proceeding 
ignorehitpause = 1

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

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

[State 0, StateTypeSet]
type = StateTypeSet
triggerall = movetype=I
triggerall = p2statetype=S||p2statetype=C
trigger1 = anim=1650
movetype = A  
[State 0, Explod]
type = Explod
triggerall = prevstateno!=[300,305]
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 = prevstateno!=[300,305]
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, VarSet]
type = VarSet
triggerall = var(14)=0
trigger1 =time= 0 && (prevstateno=[200,440]) && p2statetype=A &&var(8)=0
v =5    ;fv = 10
value = 1

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 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 = 1
edge = 20,0

[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = s(10+(var(0)*10)),11



[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 12
trigger3 = AnimElem = 16
value = s12,8

[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 12
trigger3 = AnimElem = 16
value = s0,3

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 4 | AnimElem = 5
x = 10

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(6) >= 0 && AnimElemtime(9) <= 0
x = 11

[State 1000, ]
type = Velset
trigger1 = AnimElem = 10
x = 0

[State 700, explod]
type = Explod
trigger1 = AnimElem = 5
anim = 1605
id=1001
postype = P1
pos = 50, -85
sprpriority = 10
ownpal = 1
bindtime = 1
removeongethit = 1

[State 700, explod]
type = Explod
trigger1 = AnimElem = 11
anim = 1610
id=1001
postype = P1
pos = 15, -110
sprpriority = -10
ownpal = 1
bindtime = 1
removeongethit = 1

[State 700, explod]
type = Explod
trigger1 = AnimElem = 15
anim = 1615
id=1001
postype = P1
pos = 35, -100
sprpriority = 10
ownpal = 1
bindtime = 1
removeongethit = 1

[State 3000]
type = Explod
trigger1 = AnimElem = 6
anim = 1360
id=1001
pos = 0,0
postype = p1
sprpriority = -5
ownpal = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
damage = 30, 3
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 6
sparkno = s4070
guard.sparkno = s4100
sparkxy = -25, -80
hitsound = s400,16
getpower=30,30
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -3
air.type = High
air.velocity = -2,-3
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
nochainid=440
[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 12
attr = S, SA
damage = 21, 2
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 2, 4
sparkno = s4070
guard.sparkno = s4100
sparkxy = -20, -70
hitsound = s400,16
guardsound = s2,1
getpower=30,30
ground.type = Low
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = 0
air.type = Low
air.velocity = -2,-3
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
nochainid=440
[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 16
attr = S, SA
damage = 39, 3
animtype = up
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = s4070
guard.sparkno = s4100
sparkxy = -20, -85
hitsound = s400,17
getpower=30,30
guardsound = s2,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 16
ground.velocity = -1.5,-8.2
guard.velocity = -9
air.type = High
air.velocity = -1.5,-8
air.hittime = 12
yaccel = .45
fall = 1
fall.recover = 0
nochainid=440
;ground.cornerpush.veloff = 0
;air.cornerpush.veloff = 0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=17
movetype = I 
[State 0, Width]
type = Width
trigger1 = 1
player = 8,0
[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 800, changestate]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 強ビースディストラクション

[Statedef 1602]
type     = S
movetype = A
physics  = S
juggle   =0;   =0; 7
poweradd = -1000
velset   = 0,0
anim     = 1651
ctrl     = 0
sprpriority = 2

[State 0, StateTypeSet]
type = StateTypeSet
triggerall = movetype=I
triggerall = p2statetype=S||p2statetype=C
trigger1 = anim=1651
movetype = A  
[State 0, VarSet]
type = VarSet
trigger1 =(prevstateno=[200,650]) && var(8)=1 && time=0 
v = 8   ;fv = 10
value = 0
[State 210, 1];EX
type = PlaySnd
trigger1 = time = 0
value = 3000, 5
channel=3
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6100
pos = 0, 0
postype = p1
bindtime = 1
facing=-1
sprpriority = 5
ownpal = 1
scale = .65,.65
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6101
pos = 0, 0
postype = p1
bindtime = 1
facing=1
sprpriority = -1
ownpal = 1
scale = .65,.65
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time=0
id=1001
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6102
pos = 0, 0
postype = p1
bindtime = 1
facing=-1
sprpriority = 4
ownpal = 1
scale = .65,.65
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6103
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -2
ownpal = 1
scale = .65,.65
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0

[State 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, NotHitBy]
type = NotHitBy
trigger1 = time=0
value = SCA
;value2 = S,NA
time = 4
;ignorehitpause = 
;persistent = 

[State 0, VarSet]
type = VarSet
triggerall = var(14)=0
trigger1 =time= 0 && (prevstateno=[200,440]) && p2statetype=A &&var(8)=0
v =5    ;fv = 10
value = 1

[State 0, Explod]
type = Explod
triggerall = prevstateno!=[300,305]
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 = prevstateno!=[300,305]
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 = 1
edge = 20,0

[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = s(10+(var(0)*10)),11



[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 12
trigger3 = AnimElem = 16
value = s12,8

[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 12
trigger3 = AnimElem = 16
value = s0,3

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 4 | AnimElem = 5
x = 10

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(6) >= 0 && AnimElemtime(9) <= 0
x = 9

[State 1000, ]
type = Velset
trigger1 = AnimElem = 10
x = 0

[State 700, explod]
type = Explod
trigger1 = AnimElem = 5
anim = 1605
id=1001
postype = P1
pos = 50, -85
sprpriority = 10
ownpal = 1
bindtime = 1
removeongethit = 1

[State 700, explod]
type = Explod
trigger1 = AnimElem = 11
anim = 1610
id=1001
postype = P1
pos = 15, -110
sprpriority = -10
ownpal = 1
bindtime = 1
removeongethit = 1

[State 700, explod]
type = Explod
trigger1 = AnimElem = 15
anim = 1615
id=1001
postype = P1
pos = 35, -100
sprpriority = 10
ownpal = 1
bindtime = 1
removeongethit = 1

[State 3000]
type = Explod
trigger1 = AnimElem = 6
anim = 1360
pos = 0,0
postype = p1
sprpriority = -5
ownpal = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
damage =45, 3
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 6
sparkno = s4070
guard.sparkno = s4100
sparkxy = -25, -80
hitsound = s400,16
getpower=0,0
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -3
air.type = High
air.velocity = -2,-3
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
nochainid=1602

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 12
attr = S, SA
damage = 20, 2
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 2, 4
sparkno = s4070
guard.sparkno = s4100
sparkxy = -20, -70
hitsound = s400,16
guardsound = s2,1
getpower=0,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = 0
air.type = Low
air.velocity = -2,-3
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
nochainid=1602
[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 16
attr = S, SA
damage = 29, 3
animtype = up
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = s4070
guard.sparkno = s4100
sparkxy = -20, -85
hitsound =  s400,17
getpower=0,0
guardsound = s2,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 16
ground.velocity = -.45,-10.5
guard.velocity = -9
air.type = High
air.velocity = -.45,-10.5
air.hittime = 12
yaccel = .45
fall = 1
fall.recover = 0
id=1602
;ground.cornerpush.veloff = 0
;air.cornerpush.veloff = 0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=17
movetype = I 
[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, Width]
type = Width
trigger1 = 1
player = 17,0
[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 800, changestate]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 弱ダークスマッシュ

[Statedef 1700]
type     = A
movetype = A
physics  = N
juggle   =0;   =0; 2
poweradd = 40
velset   = 0,0
anim     = 1700+var(0)
ctrl     = 0
sprpriority = 5
[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, 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 0, Explod]
type = Explod
triggerall = prevstateno!=[300,305]
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 = prevstateno!=[300,305]
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, StateTypeSet]
type = StateTypeSet
triggerall = movetype=I
triggerall = p2statetype=S||p2statetype=C
trigger1 = 1
movetype = A  
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 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, width拆
type = Width
trigger1 = 1
edge = 30,0

[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = s(10+(var(0)*10)),14
channel = 0

[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 12&&var(0)=0
trigger2 = AnimElem = 10&&var(0)=1
value = s(10+(var(0)*10)),10
channel=0
[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = s12,5
channel = 1

[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 12&&var(0)=0
trigger2 = AnimElem = 10&&var(0)=1
value = s12,6
channel = 1
[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 12&&var(0)=0
trigger2 = AnimElem = 10&&var(0)=1
value = s3,2
channel = 2


[State 700, explod]
type = Explod
trigger1 = AnimElem = 2
anim = 1710
postype = P1
pos = 5,-100
sprpriority = 10
ownpal = 1
bindtime = -1
removeongethit = 1
removetime = 25-(var(0)*11)

[State 700, explod]
type = Explod
trigger1 = AnimElem = 12&&var(0)=0
trigger2 = AnimElem = 10&&var(0)=1
anim = 1715
ID = 1700
postype = P1
pos = 60,-70
sprpriority = 10
ownpal = 1
bindtime = -1
removeongethit = 1
removetime = -1

[State 1000, velset]
type = Velset
trigger1 = AnimElemtime(12-(var(0)*2)) >= 0
x = 6.5
y = 6.5

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = A, SA
damage = 75,5
animtype = Hard
guardflag = MA
hitflag = HAF
guardflag=H
priority = 3, Hit
pausetime = 9,10
sparkno = s4020
guard.sparkno = s4100
sparkxy = -25, -55
hitsound = s400,2
guardsound = s2,1
getpower=50,50
ground.type = High
ground.slidetime = 6
ground.hittime  = 23
guard.ctrltime=17
ground.velocity = -7;,-5
guard.velocity = -10
air.velocity = -3,-2
airguard.velocity = -5,-5
air.type = High
air.hittime = 12
air.fall = 1
yaccel=.49
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,playsnd]
type = PlaySnd
trigger1 = Movehit = 1
value = s12,7
channel=3
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0 &&(prevstateno!=[1000,1999])
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,35,8)
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 1000, changestate]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1701

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

[Statedef 1701]
type     = S
movetype = I
physics  = S
juggle   =0;   =0; 0
poweradd = 0
anim     = 1705+var(0)
ctrl     = 0
sprpriority = 2

[State 1000,]
type = RemoveExplod
trigger1 = time = 0
ID = 1700

[State 1000,playsnd]
type = PlaySnd
trigger1 = time = 0
value = s4,0

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

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

[State 1000, velset]
type = Velset
trigger1 = time = 0
y = 0

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

;---------------------------------------------------------------------------
; 強ダークスマッシュ

[Statedef 1702]
type     = A
movetype = A
physics  = N
juggle   =0;   =0; 2
poweradd = 40
velset   = 0,0
anim     = 1750+(var(0)*10)
ctrl     = 0
sprpriority = 5
[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, 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 0, StateTypeSet]
type = StateTypeSet
triggerall = movetype=I
triggerall = p2statetype=S||p2statetype=C
trigger1 = 1
movetype = A  
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A && animelemtime(12)<0 
v = 33   ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype!=A && animelemtime(12)<0 
v = 33   ;fv = 10
value = 0
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
triggerall = prevstateno!=[300,305]
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 = prevstateno!=[300,305]
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 210, width拆
type = Width
trigger1 = 1
edge = 30,0

[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = s(10+(var(0)*10)),14
channel = 0

[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 12
value = s(10+(var(0)*10)),10
channel=0
[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = s12,5
channel = 1

[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 12
value = s12,6
channel = 1
[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 12
value = s3,2
channel = 2


[State 700, explod]
type = Explod
trigger1 = AnimElem = 2
anim = 1710
postype = P1
pos = 5,-100
sprpriority = 10
ownpal = 1
bindtime = -1
removeongethit = 1
removetime = 25-(var(0)*4)

[State 700, explod]
type = Explod
trigger1 = AnimElem = 12
anim = 1715
ID = 1700
postype = P1
pos = 60,-70
sprpriority = 10
ownpal = 1
bindtime = -1
removeongethit = 1
removetime = -1

[State 1000, velset]
type = Velset
trigger1 = AnimElemtime(12) >= 0
x = 8.5
y = 8.5

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = A, SA
damage = 90,5
animtype = Hard
guardflag = MA
hitflag = HAF
guardflag=H
priority = 3, Hit
pausetime = 9,10
sparkno = s4020
guard.sparkno = s4100
sparkxy = -25, -55
hitsound = s400,2
getpower=50,50
guardsound = s2,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 23
guard.ctrltime=17
ground.velocity = -2,-7.2
guard.velocity = -10
air.velocity = -5,7
airguard.velocity = -5,-5
air.type = High
air.hittime = 12
fall=1
air.fall = 1
fall.recover = 0
yaccel=.47
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
id=1210
;[State 0, TargetState];-spin hard knock down
;type = TargetState
;trigger1 =movehit && p2stateno!=11151 && var(33)=1
;value =11152
;ID = 1210
;ignorehitpause=0
[State 1000,playsnd]
type = PlaySnd
trigger1 = Movehit = 1
value = s12,7
channel=3
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0 &&(prevstateno!=[1000,1999])
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,35,8)
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 1000, changestate]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1703

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

[Statedef 1703]
type     = S
movetype = I
physics  = S
juggle   =0;   =0; 0
poweradd = 0
anim     = 1755+var(0)
ctrl     = 0
sprpriority = 2

[State 1000,]
type = RemoveExplod
trigger1 = time = 0
ID = 1700

[State 1000,playsnd]
type = PlaySnd
trigger1 = time = 0
value = s4,0

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

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

[State 1000, velset]
type = Velset
trigger1 = time = 0
y = 0

[State 1000, changestate]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 強ダークスマッシュ

[Statedef 1704]
type     = A
movetype = A
physics  = N
juggle   =0;   =0; 2
poweradd = -1000
velset   = 0,0
anim     = 1751+(var(0)*10)
ctrl     = 0
sprpriority = 2
[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 0, StateTypeSet]
type = StateTypeSet
triggerall = movetype=I
triggerall = p2statetype=S||p2statetype=C
trigger1 = 1
movetype = A  

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time=6
value = SCA
;value2 = S,NA
time = 12+(var(0)*19)
;ignorehitpause = 
;persistent = 

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time=0
id=1001
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6102
pos = 0, 0
postype = p1
bindtime = 1
facing=-1
sprpriority = 4
ownpal = 1
scale = .65,.65
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6103
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -2
ownpal = 1
scale = .65,.65
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0
[State 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, VarSet]
type = VarSet
trigger1 = p2statetype=A && animelemtime(12)<0 
v = 33   ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype!=A && animelemtime(12)<0 
v = 33   ;fv = 10
value = 0
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
triggerall = prevstateno!=[300,305]
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 = prevstateno!=[300,305]
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 210, width拆
type = Width
trigger1 = 1
edge = 30,0

[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = s(10+(var(0)*10)),14
channel = 0

[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = s(10+(var(0)*10)),10
channel=0
[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = s12,5
channel = 1

[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = s12,6
channel = 1
[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = s3,2
channel = 2


[State 700, explod]
type = Explod
trigger1 = AnimElem = 2
anim = 1710
postype = P1
pos = 5,-100
sprpriority = 3
ownpal = 1
bindtime = -1
removeongethit = 1
removetime = 16

[State 700, explod]
type = Explod
trigger1 = AnimElem = 8
anim = 1715
ID = 1700
postype = P1
pos = 60,-70
sprpriority = 3
ownpal = 1
bindtime = -1
removeongethit = 1
removetime = -1

[State 1000, velset]
type = Velset
trigger1 = AnimElemtime(8) >= 0
x = 8.5+var(0)
y = 8.5+var(0)

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = A, SA
damage = 85,5
animtype = Hard
guardflag = MA
hitflag = HAF
guardflag=H
priority = 3, Hit
pausetime = 9,10
sparkno = s4020
guard.sparkno = s4100
sparkxy = -25, -55
hitsound = s400,2
guardsound = s2,1
ground.type = High
getpower=0
ground.slidetime = 15
ground.hittime  = 23
guard.ctrltime=17
ground.velocity = -2,-7.2
guard.velocity = -10
air.velocity = -3,-6
airguard.velocity = -5,-5
air.type = High
air.hittime = 12
fall=1
air.fall = 1
fall.recover = 0
yaccel=.47
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
id=1210

[State 1000,playsnd]
type = PlaySnd
trigger1 = Movehit = 1
value = s12,7
channel=3
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0 &&(prevstateno!=[1000,1999])
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,35,8)
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 1000, changestate]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1705

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

[Statedef 1705]
type     = S
movetype = I
physics  = S
juggle   =0;   =0; 0
poweradd = 0
anim     = 1705
ctrl     = 0
sprpriority = 2

[State 1000,]
type = RemoveExplod
trigger1 = time = 0
ID = 1700

[State 1000,playsnd]
type = PlaySnd
trigger1 = time = 0
value = s4,0

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

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

[State 1000, velset]
type = Velset
trigger1 = time = 0
y = 0

[State 1000, changestate]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;この下、一行以上空ける事…

