; これは白レンのＣＮＳファイルです。
; コメントを参考にしてＣＮＳを理解してください

;Var(0) = コンフィグ
;Var(1) = 音声
;Var(2) = キャンセル
;Var(3) = ハイジャンプ
;Var(4) = ヒット数補正
;Var(5) = クリティカルヒット判定
;Var(6) = イントロ分岐
;Var(7) = 
;Var(8) = 
;Var(9) = 特殊コマンド制限用
;Var(10) = ジャンプキャンセル回数
;Var(11) = 2段ジャンプ、空中ダッシュ回数、ローアルト判定
;Var(12) = リバーサルアタック
;Var(13) = HEAT&BLOODHEAT
;Var(14) = HEAT強制開放
;Var(15) = MAX表示/UNLIMITEDモード/CIRCUITBREAKモード
;Var(16) = ダッシュ慣性付き垂直ジャンプ判定
;Var(17)〜Var(19) = スーパーアーマー
;Var(20) = 弱攻撃コンボ制限
;Var(21) = 中攻撃コンボ制限
;Var(22) = 強攻撃コンボ制限
;Var(23) = 特殊攻撃コンボ制限
;Var(24) = 
;Var(25) = ループコンボ制限
;Var(26) = ゲージ選択
;Var(27) = EX-キャンセル用
;Var(28) = ダメージカウンター
;Var(29) = ダメージカウンター
;Var(30) = インバリッド判定
;Var(31) = 特定攻撃のコンボ補正
;Var(32)〜Var(35) = ヴァイタルソース
;Var(36) = 特殊コマンド制限用
;Var(37) = サーキットブレイク時パワー記憶
;Var(38) = カウンター判定
;Var(39) = HighCounterとLowCounter判別用
;Var(40) = リバースビート/シールドキャンセルカウント
;Var(41) = ヒットポーズ計算用
;Var(42) = 
;Var(43) = ＥＸエッジゲージ補正カウント
;Var(44) = 暗転時間カウント
;Var(45) = ガードキャンセルバンカーキャンセル用
;Var(46) = タイムカウント
;Var(47) = スノウバレット着地制御
;Var(48) = ファーストアタック判定
;Var(49) = パワー増加無効化
;Var(50) = ダウン追い討ち判定
;Var(51) = サーキットブレイク判定
;Var(52) = レデュースダメージ判定
;Var(53) = レデュースダメージ判定
;Var(54) = 
;Var(55) = 
;Var(56) = 開幕行動前用
;Var(57) = 
;Var(58) = AIランダム
;Var(59) = AI

;FVar(0) = コンボ補正
;FVar(1) = 特定攻撃のコンボ補正
;FVar(2) = ヒット数補正
;FVar(3) = クリティカルヒット補正
;FVar(4)&FVar(5) = 状態ダメージ補正
;FVar(6) = 
;FVar(7) = 
;FVar(8)〜FVar(9) = ヴァイタルソース
;FVar(10) = ガード削りKO用
;FVar(11) = リバースビート/シールドキャンセルダメージ補正
;FVar(12) = ＥＸキャンセル補正
;FVar(13) = 根性値補正
;FVar(14) = MBキャラ判定
;FVar(16) = ＥＸエッジゲージ補正
;FVar(20) = レデュースダメージ判定
;FVar(21) = レデュースダメージ判定
;FVar(22) = レデュースダメージヘルパー用
;FVar(23) = レデュースダメージAI用
;FVar(25) = ダウン追い討ちY方向ベクトル
;FVar(26) = アークドライブゲージ補正
;FVar(27) = レデュースダメージエフェクト用
;FVar(39) = やられモーションのアニメ変更用

; これは白レンの定数と状態のファイルです。
; 絶対記入し、削除はしないでください。
[Data]
  ;体力ゲージの初期値
Life = 1000
  ;攻撃力（これ以上に設定すると強くなる）
Attack = 90
  ;防御力（これ以上に設定すると強くなる）
Defence = 100
  ;コンボをくらっている時にあがる防御力
Fall.Defence_Up = 50
  ;倒れてから起上がるまでのフレーム数
Liedown.Time = 60
  ;空中でどれだけコンボが繋がるか（高くすると無限コンボになるので注意）
AirJuggle = 15
  ;hitdefで設定していない時の基本ヒットスパークナンバー
SparkNo = 2
  ;設定してない時のガードナンバー
Guard.SparkNo = 40
  ;KOした時に声にエコーをかけるか（１でＯＮ）
KO.Echo = 0
 Volume = 255
  IntPersistIndex = 13
FloatPersistIndex = 9

[Size]
xscale = 1           ;水平方向の縮尺（通常１）
yscale = 1           ;垂直方向の縮尺（通常１）
ground.back = 11     ;キャラの幅(後方,地上)
ground.front = 12    ;キャラの幅(前方,地上)
air.back = 15        ;キャラの幅(後方,空中)
air.front = 17       ;キャラの幅(前方,空中)
height = 45          ;キャラの高さ
attack.dist = 160    ;攻撃をした時相手がガード体制に入る最低距離
proj.attack.dist = 90;攻撃をした時相手がガード体制に入る最低距離（飛び道具）
proj.doscale = 0     ;上で設定した縮尺を飛び道具にも適用するか（１でＯＮ）   
head.pos = -5, -70   ;頭の大体の座標
mid.pos = -5, -40    ;体の中心の大体の座標
shadowoffset = 0     ;影の垂直方向のオフセット
draw.offset = 0,0    ;使用しない

[Velocity]
walk.fwd  = 1.6      ;前進の速度
walk.back = -1.3     ;後退の速度
run.fwd  = 4.6, 0    ;前ダッシュの速度（ホップする時はyを-にする）
run.back = -4.5,-3.8 ;後ダッシュの速度（ホップする時はyを-にする）
jump.neu = 0,-9.5    ;垂直ジャンプの速度
jump.back = -1.5    ;後ジャンプの速度
jump.fwd = 1.8       ;前ジャンプの速度
runjump.back = -2.2,-9.5 ;後ダッシュしながらのジャンプ速度(オプション)
runjump.fwd = 2.2,-9.5      ;前ダッシュしながらのジャンプ速度(オプション)
airjump.neu = 0,-8.7      ;２段ジャンプ以降の垂直ジャンプの速度(オプション)
airjump.back = -1.5      ;２段ジャンプ以降の後ジャンプの速度(オプション)
airjump.fwd = 1.8         ;２段ジャンプ以降の前ジャンプの速度

[Movement]
airjump.num = 0      ;空中でジャンプする回数
airjump.height = 35  ;空中でジャンプする最低限の高さ
yaccel = .52         ;重力
stand.friction = .85  ;立ち状態の摩擦係数
crouch.friction = .82 ;屈み状態の摩擦係数

;---------------------------------------------------------------------------
; ステイトの解説
; [Statedef STATENO]
; type = ?      S/C/A/L  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｌ：ダウン
; movetype = ?  I/A/H    Ｉ：通常状態/Ａ：攻撃状態/Ｈ：ダメージをくらってる状態
; physics = ?   S/C/A/N  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｎ：無し
; juggle = ?             その攻撃に使うジャグル数
;

;---------------------------------------------------------------------------
; タイムオーバーで負けた時
[Statedef 170]
Type = S
Ctrl = 0
Anim = 182
VelSet = 0,0


[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 1
Range = 0,1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = changestate
Trigger1 = time = 0
Trigger1 = random >= 499
Value = 171
ctrl = 0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999




[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 2
Value = s5000, 7
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999




[State 170, 1]
Type = NotHitBy
Trigger1 = 1
Value = SCA
Time = 1

[State -1]
Type = AssertSpecial
Trigger1 = Time >= 0
Trigger1 = Time <= 200
Flag = RoundNotOver





[Statedef 171]
Type = S
Ctrl = 0
Anim = 170
VelSet = 0,0


[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 1
Range = 0,1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999



[State -1]
Type = PlaySnd
Trigger1 = var(1) = 0
Trigger1 = AnimElem = 2
Value = s5000, 5
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = var(1) = 1
Trigger1 = AnimElem = 2
Value = s5000, 6
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State 170, 1]
Type = NotHitBy
Trigger1 = 1
Value = SCA
Time = 1

[State -1]
Type = AssertSpecial
Trigger1 = Time >= 0
Trigger1 = Time <= 200
Flag = RoundNotOver



;---------------------------------------------------------------------------
; 勝った動作１
[Statedef 180]
Type = S
Ctrl = 0
Anim = 181
VelSet = 0,0

[State 180, 2]
Type = ChangeState
Trigger1 = enemy,name = "Tohno_Shiki" || enemy,name = "shiki_tohno" || enemy,name = "Shiki_Nanaya" || enemy,name = "Nanaya_T" || enemy,name = "Nanaya_Shiki"
Value = 182

[State -1]
Type = VarRandom
Triggerall = enemy,name != "Tohno_Shiki" || enemy,name != "shiki_tohno" || enemy,name != "Shiki_Nanaya" || enemy,name != "Nanaya_T" || enemy,name != "Nanaya_Shiki"
Trigger1 = Time = 0
V = 6
Range = 0,1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1] 
Type = ChangeState
Triggerall = Var(6) = 1
Trigger1 = Time = 0
Value = 181

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 1
Range = 0,2
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 0
Trigger1 = Time = 35
Value = s180, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 1
Trigger1 = Time = 35
Value = s180, 1
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 2
Trigger1 = Time = 35
Value = s180, 2
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
TriggerAll = enemy,name = "Len"
Trigger1 = Time = 35
Value = s190, 16
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SCA
Time = 1

[State -1]
Type = AssertSpecial
Trigger1 = Time >= 0
Trigger1 = Time <= 350
Flag = RoundNotOver

;---------------------------------------------------------------------------
; 勝った動作２
[Statedef 181]
Type = S
Ctrl = 0
Anim = 183
VelSet = 0,0

[State -1]
Type = Explod
Trigger1 = Animelem = 1
Anim = 3205
ID = 181
PosType = P1
Pos = -10,-50
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = Animelem = 27
Anim = 635
ID = 181
PosType = P1
Pos = -5,0
Ownpal = 1
SprPriority = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = Animelem = 31
Anim = 8059
ID = 181
PosType = P1
Pos = 0,-50
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Animelem = 5
Value = s0, 0
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Animelem = 12
Value = s0, 0
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Animelem = 28
Value = s30, 1
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Animelem = 31
Value = s1100, 0
Channel = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 1
Range = 0,2
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 0
Trigger1 = Time = 0
Value = s180, 1
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 1
Trigger1 = Time = 0
Value = s190, 13
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 2
Trigger1 = Time = 0
Value = s190, 14
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
TriggerAll = enemy,name = "Len"
Trigger1 = Time = 0
Value = s190, 15
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SCA
Time = 1

[State -1]
Type = AssertSpecial
Trigger1 = Time >= 0
Trigger1 = Time <= 300
Flag = RoundNotOver

;---------------------------------------------------------------------------
; 勝った動作３（vs.志貴or七夜）
[Statedef 182]
Type = S
Ctrl = 0
Anim = 182
VelSet = 0,0

[State -1]
Type = PlaySnd
Trigger1 = Animelem = 2
Value = s0, 0
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Animelem = 1
Value = s190, 10
Channel = 1
volume = 100
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SCA
Time = 1

[State -1]
Type = AssertSpecial
Trigger1 = Time >= 0
Trigger1 = Time <= 350
Flag = RoundNotOver

;---------------------------------------------------------------------------
; 開始前の動作 1
[Statedef 191]
Type = S
Ctrl = 0
Anim = 191
VelSet = 0,0

[State -1] 
Type = AssertSpecial
Trigger1 = 1
Flag = Intro

[State -1]
Type = Explod
Trigger1 = Animelem = 2
Trigger1 = NumExplod(192) = 0
ID = 192
PosType = P1
Pos = -1,0
Anim = 192
Ownpal = 1
SprPriority = -5
IgnoreHitPause = 0
Persistent = 0
BindTime = -1
RemoveOnGetHit = 1

[State -1]
Type = PlaySnd
Trigger1 = Animelem = 2
Value = s1100, 0
Channel = 0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 1
Range = 0,5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 0
Trigger1 = Time = 0
Value = s190, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 1
Trigger1 = Time = 0
Value = s190, 1
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 2
Trigger1 = Time = 0
Value = s190, 2
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 3
Trigger1 = Time = 0
Value = s190, 5
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 4
Trigger1 = Time = 0
Value = s190, 6
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 5
Trigger1 = Time = 0
Value = s190, 8
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
TriggerAll = enemy,name = "Tohno_Shiki" || enemy,name = "shiki_tohno" || enemy,name = "Shiki_Nanaya" || enemy,name = "Nanaya_T" || enemy,name = "Nanaya_Shiki"
Trigger1 = Time = 0
Value = s190, 12
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
TriggerAll = enemy,name = "Len"
Trigger1 = Time = 0
Value = s190, 17
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PowerSet
Trigger1 = RoundNo = 1
Trigger1 = Time = 0
Value = 1000
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1] 
Type = ChangeState
Trigger1 = animTime = 0
Value = 0
ctrl = 0

;---------------------------------------------------------------------------
; 挑発の動作
[Statedef 195]
Type = S
Ctrl = 0
Anim = 195
MoveType = I
Physics = S
Sprpriority = 2

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 1
Range = 0,4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 0
Trigger1 = Time = 10
Value = s450, 5
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 1
Trigger1 = Time = 10
Value = s190, 2
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 2
Trigger1 = Time = 10
Value = s900, 9
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) >= 3
Trigger1 = Time = 10
Value = s1800, 10
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = PlaySnd
Trigger1 = Time = 10
Value = s0, 0
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Time = 45
Value = s0, 0
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1] 
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
; 立ち弱
[Statedef 200]
Type    = S                      
MoveType= A                      
Physics = S                      
Juggle  = 0                      
;Commonly-used controllers:
Ctrl = 0                         ;このステート中に他のコマンドを受け付けるか(1で受け付ける)
Anim = 200                       ;このステートで表示するスプライトステート番号(0で変化無し)
SprPriority = 2                  ;表示した絵の重なり具合(2一番前　0通常　-1奥)
Facep2 = 1

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 1
Range = 0,2
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 0
Trigger1 = Time = 3
Value = s210, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 1
Trigger1 = Time = 3
Value = s610, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Time = 3
Value = s30, 0
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Time = 4
Value = s1, 100
Channel = 3
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = RemoveExplod
Trigger1 = Time = 0
Trigger1 = NumExplod(205) = 1
ID = 205

[State -1]
Type = Explod
Trigger1 = Time = 0
Trigger1 = NumExplod(205) = 0
ID = 205
PosType = P1
Pos = 20,-36
Anim = 205
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0
BindTime = -1
RemoveOnGetHit = 1

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = MoveHit = 1
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = MoveHit = 1
Trigger1 = FVar(1) > 0.78
FV = 1
Value = 0.78
IgnoreHitPause = 1

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = AnimElem = 3
Attr = S, NA                                             ;立ち状態で、通常の攻撃(ｓは立ち、ｎは通常、aは攻撃を表す)
Damage = Ceil(FVar(0)*(35-Var(4)%2))                     ;ダメージ量（左が当たった時、右はガードした時）
AnimType = Light                                         ;当てた時の相手のポーズ（light/midium/hard/back）から選択
GuardFlag = M                                            ;ガードできる状態（ｍaは全ての状態でガード可能）
HitFlag = MAFD                                           ;当てる事のできる条件
Priority = 1, Hit                                        ;攻撃の優先権（0弱い　4通常　7強い
PauseTime = 6, IfElse(P2MoveType = A,12,6)               ;攻撃が当たった時の硬直時間（左が自分、右が相手）
Guard.PauseTime = 6, 6
HitSound = s1, 103                                       ;ヒットした時の音（ｓ*,*にすると自分の音を使う）
GuardSound = s120, 0                                     ;ガードした時の音（同上）
SparkXY = -Random%20, -50-Random%20
SparkNo = -1
Guard.SparkNo = s160
Ground.Type = High                                       ;相手のくらった場所（High：頭、体, Low：足, Trip：足払い）
Ground.SlideTime = 10                                    ;相手が後にすべる時間
Ground.HitTime  = 10                                     ;コンボが繋がる時間（高くしすぎない事）
Ground.Velocity = -3                                   ;地上で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
Down.Velocity = -3.6,-2.5
Air.Type = High                                          ;空中で相手がくらった場所（上と同じ）
Air.Velocity = -1.8*Var(50),IfElse(Var(50)=1,-5.6,FVar(25));空中で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
Ground.CornerPush.VelOff = -3
Air.CornerPush.VelOff = -2.8*Var(50)
Down.CornerPush.VelOff = -5.6
YAccel = .48
ID = 200
Kill = 1
Guard.Kill = 0
Fall = 0
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 18
GetPower = Ceil(FVar(16)*40), Ceil(0.85*FVar(16)*40)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*20),Ceil(IfElse(FVar(16)=0,1,FVar(16))*10)

[State -1]
Type = VarSet
Trigger1 = 1
Trigger1 = Var(20)%10 = 0
V = 20
Value = Var(20)+1

[State -1]
Type = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1
Persistent = 1

[State -1] 
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
; 立ち中
[Statedef 210]
Type    = S
MoveType= A
Physics = S
Juggle  = 0
Ctrl = 0
Anim = 216
SprPriority = 2
Facep2 = 1

[State -1]
Type = Helper
Trigger1 = Time = 1
StateNo = 9000
ID = 9000
PosType = P1
Ownpal = 1
SprPriority = 5


[State -1]
Type = changeanim
Trigger1 = anim = 216
trigger1 = animelemtime(1) >= 2
trigger1 = animelemtime(1) <= 10
trigger1 = command != "b"
trigger1 = command != "B溜め"
Value = 210
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = PlaySnd
Trigger1 = animelem = 3
Value = s210, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = animelem = 3
Value = s30, 1
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = animelem = 4
Value = s1, 101
Channel = 3
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = anim = 210
Trigger1 = animelemtime(2) = 0
ID = 215
PosType = P1
Pos = -15,-60
Anim = 215
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0
BindTime = -1
RemoveTime = -2
RemoveOnGetHit = 1


[State -1]
Type = Explod
Trigger1 = anim = 216
Trigger1 = animelemtime(2) = 0
ID = 700
PosType = P1
Pos = -15,-60
Anim = 700
Ownpal = 1
SprPriority = 4
IgnoreHitPause = 1
Persistent = 0
BindTime = -1
RemoveTime = -2
RemoveOnGetHit = 1


[State -1]
Type = Explod
Trigger1 = anim = 216
Trigger1 = animelemtime(4) = 0
ID = 216
PosType = P1
Pos = -15,-60
Anim = 215
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0
BindTime = -1
RemoveTime = -2
RemoveOnGetHit = 1


[State -1]
Type = PlaySnd
Trigger1 = anim = 216
Trigger1 = animelemtime(2) = 0
Value = s700, 0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999



[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = MoveHit = 1
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = posAdd
Trigger1 = AnimElemtime(5) = 0
Trigger1 = anim = 210
x = 12
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = posAdd
Trigger1 = AnimElemtime(5) = 0
Trigger1 = anim = 216
x = 20
IgnoreHitPause = 1
Persistent = 1

[State -1]
type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = anim = 210
Trigger1 = AnimElem = 5
Attr = S, NA
AnimType  = Medium
Damage    = Ceil(FVar(0)*(30-Var(4)%2))
HitFlag = MAFD
GuardFlag = M
Priority = 2, Hit
PauseTime = 4,IfElse(P2MoveType = A,12,4)
Guard.PauseTime = 4,4
HitSound   = s10,1
GuardSound = s120, 0
SparkXY = -Random%20, -35-Random%20
SparkNo = -1
Guard.SparkNo = s160
Ground.Type = High
Ground.SlideTime = 12
Ground.HitTime  = 12
Ground.Velocity = -5
Guard.Velocity = -6
Air.Velocity = -1.2*Var(50),IfElse(Var(50)=1,-6.6,FVar(25))
Down.Velocity = -2.4,-2.5
Ground.CornerPush.VelOff = -5
Air.CornerPush.VelOff = -2.2*Var(50)
Down.CornerPush.VelOff = -4.4
YAccel = .48
Kill = 1
Guard.Kill = 0
Fall = 0
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 19
GetPower = Ceil(FVar(16)*25), Ceil(0.85*FVar(16)*25)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*12),Ceil(IfElse(FVar(16)=0,1,FVar(16))*6)




[State -1]
type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = anim = 210
Trigger1 = AnimElem = 7
Attr = S, NA
AnimType  = Medium
Damage    = Ceil(FVar(0)*(50-Var(4)%2))
HitFlag = MAFD
GuardFlag = M
Priority = 2, Hit
PauseTime = 4,IfElse(P2MoveType = A,12,4)
Guard.PauseTime = 4,4
HitSound   = s1,104
GuardSound = s120,0
SparkXY = -Random%20, -50-Random%20
SparkNo = -1
Guard.SparkNo = s160
Ground.Type = High
Ground.SlideTime = 12
Ground.HitTime  = 12
Ground.Velocity = -5
Guard.Velocity = -6
Air.Velocity = -1.2*Var(50),IfElse(Var(50)=1,-6.6,FVar(25))
Down.Velocity = -2.4,-2.5
Ground.CornerPush.VelOff = -6
Air.CornerPush.VelOff = -2.2*Var(50)
Down.CornerPush.VelOff = -4.4
YAccel = .48
ID = 211
Kill = 1
Guard.Kill = 0
Fall = 0
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 19
GetPower = Ceil(FVar(16)*45), Ceil(0.85*FVar(16)*45)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*22),Ceil(IfElse(FVar(16)=0,1,FVar(16))*11)

[State -1]
type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = anim = 210
Trigger1 = AnimElem = 8
Attr = S, NA
AnimType  = Medium
Damage    = Ceil(FVar(0)*(50-Var(4)%2))
HitFlag = MAFD
GuardFlag = M
Priority = 2, Hit
PauseTime = 5,IfElse(P2MoveType = A,14,6)
Guard.PauseTime = 5,6
HitSound   = s10,1
GuardSound = s120, 0
SparkXY = -Random%20, -50-Random%20
SparkNo = -1
Guard.SparkNo = s160
Ground.Type = High
Ground.SlideTime = 11
Ground.HitTime  = 11
Ground.Velocity = -5
Guard.Velocity = -7
Air.Velocity = -1.5*Var(50),IfElse(Var(50)=1,-6.6,FVar(25))
Down.Velocity = -3,-2.5
Ground.CornerPush.VelOff = -6
Air.CornerPush.VelOff = -2.5*Var(50)
Down.CornerPush.VelOff = -5
YAccel = .48
ID = 212
Kill = 1
Guard.Kill = 0
Fall = 0
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 20
GetPower = Ceil(FVar(16)*45), Ceil(0.85*FVar(16)*45)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*22),Ceil(IfElse(FVar(16)=0,1,FVar(16))*11)




[State -1]
type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = anim = 216
Trigger1 = AnimElem = 5
Attr = S, NA
AnimType  = Medium
Damage    = Ceil(FVar(0)*(80-Var(4)%2))
HitFlag = MAFD
GuardFlag = M
Priority = 2, Hit
PauseTime = 4,IfElse(P2MoveType = A,12,4)
Guard.PauseTime = 4,4
HitSound   = s1,118
GuardSound = s120,0
SparkXY = -Random%20, -35-Random%20
SparkNo = -1
Guard.SparkNo = s160
Ground.Type = High
Ground.SlideTime = 13
Ground.HitTime  = 13
Ground.Velocity = -5
Guard.Velocity = -6
Air.Velocity = -1.2*Var(50),IfElse(Var(50)=1,-6.6,FVar(25))
Down.Velocity = -2.4,-2.5
Ground.CornerPush.VelOff = -5
Air.CornerPush.VelOff = -2.2*Var(50)
Down.CornerPush.VelOff = -4.4
YAccel = .48
Kill = 1
Guard.Kill = 0
Fall = 0
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 19
GetPower = Ceil(FVar(16)*25), Ceil(0.85*FVar(16)*25)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*12),Ceil(IfElse(FVar(16)=0,1,FVar(16))*6)
P2Facing = 1
ID = 5600

[State 1000, 0]
type = TargetState
Trigger1 = Var(50) = 1
trigger1 = movehit
trigger1 = anim = 216
value = 5600
ID = 5600
persistent = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = 1
Trigger1 = Var(21)%10 = 0
V = 21
Value = Var(21)+1

[State -1]
Type = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1
Persistent = 1

[State -1] 
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
; 立ち強
[Statedef 220]
Type    = S
MoveType= A
Physics = S
Juggle  = 0
Ctrl = 0
Anim = 226
SprPriority = 2
Facep2 = 1

[State -1]
Type = Helper
Trigger1 = Time = 3
StateNo = 9000
ID = 9001
PosType = P1
Ownpal = 1
SprPriority = 5

[State -1]
Type = Helper
Trigger1 = Time = 6
StateNo = 9000
ID = 9002
PosType = P1
Ownpal = 1
SprPriority = 5

[State -1]
Type = changeanim
Trigger1 = anim = 226
trigger1 = animelemtime(1) <= 10
trigger1 = command != "c"
trigger1 = command != "C溜め"
Value = 220
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = changeanim
Trigger1 = anim = 220
trigger1 = animelem = 9
Trigger1 = anim = 220
trigger1 = command = "c" | command = "C溜め"
Value = 227
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = PlaySnd
Trigger1 = anim = 220
Trigger1 = animelem = 3
Trigger2 = anim = 226
Trigger2 = animelem = 2
Value = s220, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
trigger1 = anim = 227
Trigger1 = animelem = 3
Value = s220, 1
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VelSet
trigger1 = anim != 226
Trigger1 = animelem = 3
X = 3.3

[State -1]
Type = VelSet
trigger1 = anim = 226
Trigger1 = animelem = 3
X = 10



[State -1]
Type = VelSet
trigger1 = anim = 227
Trigger1 = animelem = 4
X = 4

[State -1]
Type = VelSet
trigger1 = anim = 220 |  anim = 226
Trigger1 = animelem = 5
X = 1.6

[State -1]
Type = VelSet
Trigger1 = animelem = 6
X = 1.4

[State -1]
Type = VelSet
Trigger1 = AnimElem = 9
Trigger2 = AnimElem = 19
X = 0

[State -1]
Type = PlaySnd
Trigger1 = anim = 220
Trigger1 = animelem = 2
Trigger2 = anim = 226
Trigger2 = animelem = 3
Value = s30, 1
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = anim = 220
Trigger1 = animelem = 2
Trigger2 = anim = 226
Trigger2 = animelem = 3
Value = s1, 102
Channel = 3
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999



[State -1]
Type = PlaySnd
Trigger1 = anim = 227
Trigger1 = animelem = 4
Value = s30, 1
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = anim = 227
Trigger1 = animelem = 4
Value = s1, 102
Channel = 3
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = Explod
trigger1 = anim = 220
Trigger1 = animelem = 2
Anim = 225
ID = 225
PosType = P1
Pos = 29,-28
Anim = 225
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 0
RemoveTime = -2
BindTime = -1
RemoveOnGetHit = 1
Persistent = 0

[State -1]
Type = Explod
trigger1 = anim = 226
Trigger1 = animelem = 3
Anim = 229
ID = 229
PosType = P1
Pos = 29,-28
Anim = 225
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 0
RemoveTime = -2
BindTime = -1
RemoveOnGetHit = 1
Persistent = 0

[State -1]
Type = Explod
trigger1 = anim = 227
Trigger1 = animelem = 2
Anim = 228
ID = 228
PosType = P1
Pos = 29,-28
Anim = 225
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 0
RemoveTime = -2
BindTime = -1
RemoveOnGetHit = 1
Persistent = 0


[State -1]
Type = Explod
Trigger1 = anim = 226
Trigger1 = animelemtime(2) = 0
ID = 700
PosType = P1
Pos = -25,-50
Anim = 700
Ownpal = 1
SprPriority = 4
IgnoreHitPause = 1
Persistent = 0
BindTime = 5
RemoveTime = -2
RemoveOnGetHit = 1



[State -1]
Type = PlaySnd
Trigger1 = anim = 226
Trigger1 = animelemtime(2) = 0
Value = s700, 0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999



[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = MoveHit = 1
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = MoveHit = 1
Trigger1 = FVar(1) > 0.85
FV = 1
Value = 0.85
IgnoreHitPause = 1

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Anim = 220
Trigger1 = AnimElem = 4
Attr = S, NA
AnimType  = Hard
Damage    = Ceil(FVar(0)*(45-Var(4)%2))
HitFlag = MAFD
GuardFlag = M
Priority = 3, Hit
PauseTime = 10,IfElse(P2MoveType = A,22,12)
Guard.PauseTime = 10,12
HitSound   = s1,110
GuardSound = s120,0
SparkXY = -Random%20, -35-Random%20
SparkNo = -1
Guard.SparkNo = s160
Ground.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = -5.4
Air.Velocity = -1*Var(50),IfElse(Var(50)=1,-7.2,FVar(25))
Down.Velocity = -2,-2.5
Ground.CornerPush.VelOff = -6.4
Air.CornerPush.VelOff = -2*Var(50)
Down.CornerPush.VelOff = -4
YAccel = .48
ID = 220
Kill = 1
Guard.Kill = 0
Fall = 0
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 30
GetPower = Ceil(FVar(16)*50), Ceil(0.85*FVar(16)*50)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*25),Ceil(IfElse(FVar(16)=0,1,FVar(16))*12)

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Anim = 220
Trigger1 = AnimElem = 7
Attr = S, NA
AnimType  = Hard
Damage    = Ceil(FVar(0)*(40-Var(4)%2))
HitFlag = MAFD
GuardFlag = M
Priority = 3, Hit
PauseTime = 7,IfElse(P2MoveType = A,18,8)
Guard.PauseTime = 7,8
HitSound   = s1,110
GuardSound = s120,0
SparkXY = -Random%20, -45-Random%20
SparkNo = -1
Guard.SparkNo = s160
Ground.Type = High
Ground.SlideTime = 13
Ground.HitTime  = 13
Ground.Velocity = -5.4
Guard.Velocity = -7
Air.Velocity = -2.2*Var(50),IfElse(Var(50)=1,-7.2,FVar(25))
Down.Velocity = -4.4,-2.5
Ground.CornerPush.VelOff = -6.4
Air.CornerPush.VelOff = -3.2*Var(50)
Down.CornerPush.VelOff = -6.4
YAccel = .48
ID = 221
Kill = 1
Guard.Kill = 0
Fall = 0
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 22
GetPower = Ceil(FVar(16)*30), Ceil(0.85*FVar(16)*30)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*15),Ceil(IfElse(FVar(16)=0,1,FVar(16))*7)



[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Anim = 226
Trigger1 = AnimElem = 4
Attr = S, NA
AnimType  = Hard
Damage    = Ceil(FVar(0)*(45-Var(4)%2))
HitFlag = MAFD
GuardFlag = M
Priority = 3, Hit
PauseTime = 10,IfElse(P2MoveType = A,22,12)
Guard.PauseTime = 10,12
HitSound   = s1,118
GuardSound = s120,0
SparkXY = -Random%20, -35-Random%20
SparkNo = -1
Guard.SparkNo = s160
Ground.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = -2.4,-4
Air.Velocity = -1*Var(50),IfElse(Var(50)=1,-7,FVar(25))
Down.Velocity = -2,-2.5
Ground.CornerPush.VelOff = -6.4
Air.CornerPush.VelOff = -2*Var(50)
Down.CornerPush.VelOff = -4
YAccel = .48
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 30
GetPower = Ceil(FVar(16)*50), Ceil(0.85*FVar(16)*50)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*25),Ceil(IfElse(FVar(16)=0,1,FVar(16))*12)



[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Anim = 227
Trigger1 = AnimElem = 5
Attr = S, NA
AnimType  = Hard
Damage    = Ceil(FVar(0)*(40-Var(4)%2))
HitFlag = MAFD
GuardFlag = M
Priority = 3, Hit
PauseTime = 5,IfElse(P2MoveType = A,16,6)
Guard.PauseTime = 5,6
HitSound   = s1,110
GuardSound = s120,0
SparkXY = -Random%20, -40-Random%20
SparkNo = -1
Guard.SparkNo = s160
Ground.Type = High
Ground.SlideTime = 10
Ground.HitTime  = 10
Ground.Velocity = -4
Guard.Velocity = -5
Air.Velocity = -2.2*Var(50),IfElse(Var(50)=1,-7,FVar(25))
Down.Velocity = -4.4,-2.5
Ground.CornerPush.VelOff = -5
Air.CornerPush.VelOff = -3.2*Var(50)
Down.CornerPush.VelOff = -6.4
YAccel = .48
ID = 222
Kill = 1
Guard.Kill = 0
Fall = 0
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 20
GetPower = Ceil(FVar(16)*30), Ceil(0.85*FVar(16)*30)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*15),Ceil(IfElse(FVar(16)=0,1,FVar(16))*7)

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Anim = 227
Trigger1 = AnimElem = 7
Attr = S, NA
AnimType  = Hard
Damage    = Ceil(FVar(0)*(40-Var(4)%2))
HitFlag = MAFD
GuardFlag = M
Priority = 3, Hit
PauseTime = 5,IfElse(P2MoveType = A,16,6)
Guard.PauseTime = 5,6
HitSound   = s1,110
GuardSound = s120,0
SparkXY = -Random%20, -40-Random%20
SparkNo = -1
Guard.SparkNo = s160
Ground.Type = High
Ground.SlideTime = 10
Ground.HitTime  = 10
Ground.Velocity = -4
Guard.Velocity = -5
Air.Velocity = -2.2*Var(50),IfElse(Var(50)=1,-7,FVar(25))
Down.Velocity = -5.4,-2.5
Ground.CornerPush.VelOff = -5
Air.CornerPush.VelOff = -3.2*Var(50)
Down.CornerPush.VelOff = -6.4
YAccel = .48
ID = 223
Kill = 1
Guard.Kill = 0
Fall = 0
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 20
GetPower = Ceil(FVar(16)*30), Ceil(0.85*FVar(16)*30)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*15),Ceil(IfElse(FVar(16)=0,1,FVar(16))*7)

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Anim = 227
Trigger1 = AnimElem = 9
Attr = S, NA
AnimType  = Hard
Damage    = Ceil(FVar(0)*(45-Var(4)%2))
HitFlag = MAFD
GuardFlag = M
Priority = 3, Hit
PauseTime = 8,IfElse(P2MoveType = A,19,9)
Guard.PauseTime = 8,9
HitSound   = s1,110
GuardSound = s120,0
SparkXY = -Random%20, -55-Random%20
SparkNo = -1
Guard.SparkNo = s160
Ground.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = -8.6
Guard.Velocity = -12
Air.Velocity = -3.2*Var(50),IfElse(Var(50)=1,-7,FVar(25))
Down.Velocity = -6.4,-2.5
Ground.CornerPush.VelOff = -9.6
Air.CornerPush.VelOff = -4.2*Var(50)
Down.CornerPush.VelOff = -8.4
YAccel = .48
ID = 224
Kill = 1
Fall = 0
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 26
GetPower = Ceil(FVar(16)*50), Ceil(0.85*FVar(16)*50)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*25),Ceil(IfElse(FVar(16)=0,1,FVar(16))*12)


[State -1]
Type = VarSet
Trigger1 = 1
Trigger1 = Var(22)%10 = 0
V = 22
Value = Var(22)+1

[State -1]
Type = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1
Persistent = 1

[State -1] 
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
; 立ち中特殊
[Statedef 230]
Type    = S
MoveType= A
Physics = S
Juggle  = 0
Ctrl = 0
Anim = 211
SprPriority = 2
Facep2 = 1

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = PlaySnd
Trigger1 = Time = 1
Value = s220, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = velset
Trigger1 = AnimElem = 1
X = 8

[State -1]
Type = velset
Trigger1 = AnimElem = 3
X = 0

[State -1]
Type = varset
Trigger1 = time = 0
v = 55
value = 0
IgnoreHitPause = 1


[State -1]
Type = varset
Trigger1 = movecontact
v = 55
value = 1
IgnoreHitPause = 1
Persistent = 1


[State -1]
Type = veladd
Trigger1 = AnimElem = 6
trigger1 = var(55) = 0
X = 5
IgnoreHitPause = 1
Persistent = 1


[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 3
Value = s30, 1
Channel = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 3
Value = s1, 101
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = Explod
Trigger1 = AnimElem = 2
Anim = 217
ID = 217
PosType = P1
Pos = 20,-15
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 0
RemoveTime = -2
BindTime = -1
RemoveOnGetHit = 1
Persistent = 0

[State -1]
Type = VarAdd
Trigger1 = MoveHit
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = MoveHit = 1
Trigger1 = FVar(1) > 0.75
FV = 1
Value = 0.75
IgnoreHitPause = 1

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = AnimElem = 4
Attr = S, NA
AnimType  = Up
Damage    = Ceil(FVar(0)*(80-Var(4)%2))
HitFlag = MAFD
GuardFlag = M
Priority = 2, Hit
PauseTime = 10,IfElse(P2MoveType = A,19,11)
Guard.PauseTime = 10,11
HitSound   = s1,120
GuardSound = s120,0
SparkXY = -Random%20, -60-Random%20
SparkNo = -1
Guard.SparkNo = s160
Ground.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = 0,-10.6
Guard.Velocity = -8
Air.Velocity = IfElse(Var(50)=1,0,-6),IfElse(Var(50)=1,-10.2,FVar(25))
Down.Velocity = -6,-2.5
Ground.CornerPush.VelOff = IfElse(Var(50)=1,0,-7)
Guard.CornerPush.VelOff = -10
Air.CornerPush.VelOff = IfElse(Var(50)=1,0,-7)
AirGuard.CornerPush.VelOff = -7
Down.CornerPush.VelOff = -7
YAccel = .48
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 32
GetPower = Ceil(FVar(16)*90), Ceil(0.85*FVar(16)*90)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*45),Ceil(IfElse(FVar(16)=0,1,FVar(16))*22)

[State -1]
Type = VarSet
Trigger1 = 1
Trigger1 = Var(23)%10 = 0
V = 23
Value = Var(23)+1


[State -1]
Type = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1
Persistent = 1

[State -1] 
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
;屈み弱
[Statedef 400]
Type    = C
MoveType= A
Physics = C
Juggle  = 0
Ctrl = 0
Anim = 400
SprPriority = 2
Facep2 = 1

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0


[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 1
Range = 0,2
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 0
Trigger1 = Time = 3
Value = s210, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 1
Trigger1 = Time = 3
Value = s610, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = PlaySnd
Trigger1 = Time = 1
Value = s30, 0
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Time = 2
Value = s1, 100
Channel = 3
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = RemoveExplod
Trigger1 = Time = 0
Trigger1 = NumExplod(405) = 1
ID = 405

[State -1]
Type = Explod
Trigger1 = time = 0
Anim = 405
ID = 405
PosType = P1
Pos = 15,-20
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
RemoveTime = -2
RemoveOnGetHit = 1

[State -1]
Type = VarAdd
Trigger1 = MoveHit
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = MoveHit = 1
Trigger1 = FVar(1) > 0.76
FV = 1
Value = 0.76
IgnoreHitPause = 1

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = AnimElem = 3
Attr = C, NA
Damage = Ceil(FVar(0)*(30-Var(4)%2))
Priority  = 1, Hit
AnimType  = Light
HitFlag = MAFD
GuardFlag = L
PauseTime = 6,IfElse(P2MoveType = A,13,7)
Guard.PauseTime = 6,7
HitSound   = s10,0
GuardSound = s120,0
SparkXY = -Random%20, -20-Random%20
SparkNo = -1
Guard.SparkNo = s160
Ground.Type = Low
Ground.SlideTime = 10
Ground.HitTime  = 10
Ground.Velocity = -3.4
Air.Velocity = -1.9*Var(50),IfElse(Var(50)=1,-5.4,FVar(25))
Down.Velocity = -3.8,-2.5
Ground.CornerPush.VelOff = -3.4
Air.CornerPush.VelOff = -2.9*Var(50)
Down.CornerPush.VelOff = -4.8
YAccel = .48
Kill = 1
Guard.Kill = 0
Fall = 0
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 20
GetPower = Ceil(FVar(16)*30), Ceil(0.85*FVar(16)*30)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*15),Ceil(IfElse(FVar(16)=0,1,FVar(16))*7)

[State -1]
Type = VarSet
Trigger1 = 1
Trigger1 = Var(20)/10%10 = 0
V = 20
Value = Var(20)+10

[State -1]
Type = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 11
Ctrl = 1

;---------------------------------------------------------------------------
;屈み中
[Statedef 410]
Type    = C
MoveType= A
Physics = C
Juggle  = 0
Ctrl = 0
Anim = 410
SprPriority = 2
Facep2 = 1

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 1
Range = 0,2
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 0
Trigger1 = Time = 3
Value = s210, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 1
Trigger1 = Time = 3
Value = s610, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0


[State -1]
Type = PlaySnd
Trigger1 = AnimElemtime(2) = 1
Value = s30, 1
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = AnimElemtime(2) = 0
Value = s1, 102
Channel = 3
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = PlaySnd
Trigger1 = AnimElemtime(8) = 1
Value = s30, 1
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = AnimElemtime(8) = 0
Value = s1, 102
Channel = 3
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999





[State -1]
Type = Explod
Trigger1 = AnimElem = 2
Anim = 415
ID = 415
PosType = P1
Pos = 5,-55
Scale = 1, 1
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0
BindTime = -1
RemoveTime = -2
RemoveOnGetHit = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = AnimElem = 2
Anim = 416
ID = 416
PosType = P1
Pos = 0,-50
Scale = 1, 1
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0
BindTime = -1
RemoveTime = -2
RemoveOnGetHit = 1
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = VarAdd
Trigger1 = MoveHit
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = MoveHit = 1
Trigger1 = FVar(1) > 0.65
FV = 1
Value = 0.65
IgnoreHitPause = 1

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = AnimElem = 3
Attr = C, NA
Damage    = Ceil(FVar(0)*(65-Var(4)%2))
AnimType  = medium
HitFlag = MAFD
GuardFlag = L
Priority  = 1, Hit
PauseTime = 8,IfElse(P2MoveType = A,17,9)
Guard.PauseTime = 8,9
HitSound   = s1,117
GuardSound = s120,0
SparkXY = -Random%20, -20-Random%20
SparkNo = -1
Guard.SparkNo = s160
Ground.SlideTime = 13
Ground.HitTime  = 13
Ground.Velocity = -4
Guard.Velocity = -10
Air.Velocity = IfElse(Var(50)=1,-1,-5),IfElse(Var(50)=1,-6,FVar(25))
Down.Velocity = -2,-2.5
Ground.CornerPush.VelOff = -2
Air.CornerPush.VelOff = IfElse(Var(50)=1,-2,-6)
Down.CornerPush.VelOff = -6
YAccel = .48
Guard.Kill = 0
Fall = 0
Air.Fall = 0
Fall.Recover = 0
GetPower = Ceil(FVar(16)*70), Ceil(0.85*FVar(16)*70)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*35),Ceil(IfElse(FVar(16)=0,1,FVar(16))*17)

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = AnimElem = 10
Attr = C, NA
Damage    = Ceil(FVar(0)*(65-Var(4)%2))
AnimType  = Medium
HitFlag = MAFD
GuardFlag = L
Priority  = 1, Hit
PauseTime = 8,IfElse(P2MoveType = A,17,9)
Guard.PauseTime = 8,9
HitSound   = s1,117
GuardSound = s120,0
SparkXY = -Random%20, -20-Random%20
SparkNo = -1
Guard.SparkNo = s160
Ground.Type = Trip
Ground.SlideTime = 13
Ground.HitTime  = 13
Ground.Velocity = -1,-3.4
Guard.Velocity = -10
Air.Velocity = IfElse(Var(50)=1,-1,-5),IfElse(Var(50)=1,-3,FVar(25))
Down.Velocity = -2,-2.5
Ground.CornerPush.VelOff = -2
Air.CornerPush.VelOff = IfElse(Var(50)=1,-2,-6)
Down.CornerPush.VelOff = -6
YAccel = .48
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = 0
GetPower = Ceil(FVar(16)*70), Ceil(0.85*FVar(16)*70)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*35),Ceil(IfElse(FVar(16)=0,1,FVar(16))*17)




[State -1]
Type = VarSet
Trigger1 = 1
Trigger1 = Var(21)/10%10 = 0
V = 21
Value = Var(21)+10

[State -1]
Type = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 11
Ctrl = 1

;---------------------------------------------------------------------------
;屈み強
[Statedef 420]
Type    = C
MoveType= A
Physics = C
Juggle  = 0
Ctrl = 0
Anim = 426
SprPriority = 2
Facep2 = 1


[State -1]
Type = changeanim
Trigger1 = anim = 426
trigger1 = animelemtime(1) <= 10
trigger1 = command != "c"
trigger1 = command != "C溜め"
Value = 420
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = changeanim
TriggerAll = Command = "holddown"
Trigger1 = Command = "holdfwd"
trigger1 = time = 0
Value = 427
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = PlaySnd
Trigger1 = anim = 427
Trigger1 = animelem = 3
Value = s30, 1
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = anim != 427
Trigger1 = animelem = 4
Value = s1, 102
Channel = 3
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999





[State -1]
Type = Explod
Trigger1 = anim = 426
Trigger1 = animelemtime(2) = 0
ID = 700
PosType = P1
Pos = -10,-50
Anim = 700
Ownpal = 1
SprPriority = 4
IgnoreHitPause = 1
Persistent = 0
BindTime = 5
RemoveTime = -2
RemoveOnGetHit = 1



[State -1]
Type = PlaySnd
Trigger1 = anim = 426
Trigger1 = animelemtime(2) = 0
Value = s700, 0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999





[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0


[State -1]
Type = Helper
Trigger1 = anim = 427
Trigger1 = animelem = 3
StateNo = 421
ID = 421
PosType = P1
Pos = 30,0
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0


[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = AnimElem = 6
Attr = C, NA
Damage    = Ceil(FVar(0)*(75-Var(4)%2))
AnimType  = Medium
HitFlag = MAFD
GuardFlag = L
Priority  = 2, Hit
PauseTime = 10,IfElse(P2MoveType = A,20,10)
Guard.PauseTime = 10,10
HitSound   = s1,120
GuardSound = s120,0
SparkXY = -Random%20, -20-Random%20
SparkNo = -1
Guard.SparkNo = s160
Ground.Type = Trip
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = -1,-4
Guard.Velocity = -10
Air.Velocity = IfElse(Var(50)=1,-1,-5),IfElse(Var(50)=1,-3.6,FVar(25))
Down.Velocity = -2,-2.5
Ground.CornerPush.VelOff = -2
Air.CornerPush.VelOff = IfElse(Var(50)=1,-2,-6)
Down.CornerPush.VelOff = -6
YAccel = .48
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = 0
GetPower = Ceil(FVar(16)*70), Ceil(0.85*FVar(16)*70)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*35),Ceil(IfElse(FVar(16)=0,1,FVar(16))*17)


[State -1]
Type = VelSet
Trigger1 = NumHelper(421) > 0
Trigger1 = Helper(421),MoveHit = 1
Trigger1 = EnemyNear,BackEdgeBodyDist <= 0
X = IfElse(P2StateType=A,-2*Var(50),IfElse(P2StateType=L,-4,-2))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = VelSet
Trigger1 = NumHelper(421) > 0
Trigger1 = Helper(421),MoveGuarded = 1
Trigger1 = EnemyNear,BackEdgeBodyDist <= 0
X = IfElse(P2StateType=A,-3*Var(50),IfElse(P2StateType=L,-6,-3))
IgnoreHitPause = 1
Persistent = 0



[State -1]
Type = VarSet
Trigger1 = time = 0
v = 55
value = 0
IgnoreHitPause = 1
Persistent = 0


[State -1]
Type = VarSet
Trigger1 = movehit
v = 55
value = 1
IgnoreHitPause = 1
Persistent = 1


[State -1]
Type = VelSet
Trigger1 = anim = 426
Trigger1 = animelem = 5
x = 8

[State -1]
Type = VelSet
Trigger1 = anim = 426
Trigger1 = animelem = 10
x = 0



[State -1]
Type = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1
Persistent = 1


[State -1]
Type = ChangeState
Triggerall = command = "holddown"
Trigger1 = var(55) = 0
Trigger1 = command = "c"
Trigger1 = animelemtime(6) >= 1
Trigger1 = animelemtime(8) <= 3
Value = 430
Ctrl = 0

[State -1]
Type = ChangeState
Triggerall = command = "holddown"
Trigger1 = var(55) = 1
Trigger1 = command = "c"
Trigger1 = animelemtime(6) >= 1
Trigger1 = animelemtime(8) <= 3
Value = 440
Ctrl = 0


[State -1]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 11
Ctrl = 1


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

;屈み強追撃（ヒットなし）
[Statedef 430]
Type    = C
MoveType= A
Physics = S
Juggle  = 0
Ctrl = 0
Anim = 430
SprPriority = 2
Facep2 = 1

[State -1]
Type = statetypeset
Trigger1 = animelemtime(4) <= 0
stateType = C

[State -1]
Type = statetypeset
Trigger1 = animelemtime(4) >= 1
Trigger1 = animelemtime(11) <= 0
stateType = A

[State -1]
Type = statetypeset
Trigger1 = animelemtime(11) >= 1
stateType = C


[State -1]
Type = PlaySnd
Trigger1 = animelem = 4
Value = s30, 1
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = animelem = 5
Value = s1, 102
Channel = 3
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999




[State -1]
Type = Explod
Trigger1 = animelemtime(5) = 0
ID = 435
PosType = P1
Pos = -55,-50
Anim = 435
Ownpal = 1
SprPriority = 4
IgnoreHitPause = 0
Persistent = 0
BindTime = -1
RemoveTime = -2
RemoveOnGetHit = 1



[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0


[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
trigger1 = !movecontact
Trigger1 = AnimElem = 8
Attr = A, NA
Damage    = Ceil(FVar(0)*(75-Var(4)%2))
AnimType  = Medium
HitFlag = MAFD
GuardFlag = HA
Priority  = 3, Hit
PauseTime = 8,IfElse(P2MoveType = A,17,9)
Guard.PauseTime = 8,9
HitSound   = s1,120
GuardSound = s120,0
SparkXY = -Random%20, -35-Random%20
SparkNo = -1
Guard.SparkNo = s160
Ground.Type = Trip
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = -1,-3.6
Guard.Velocity = -10
Air.Velocity = IfElse(Var(50)=1,-1,-5),IfElse(Var(50)=1,-3.2,FVar(25))
AirGuard.Velocity = -3,-1.4
Down.Velocity = -2,-2.5
Ground.CornerPush.VelOff = -2
Air.CornerPush.VelOff = IfElse(Var(50)=1,-2,-6)
Down.CornerPush.VelOff = -6
P2Facing = 1
ID = 5700
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = 1
GetPower = Ceil(FVar(16)*70), Ceil(0.85*FVar(16)*70)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*35),Ceil(IfElse(FVar(16)=0,1,FVar(16))*17)

[State 1000, 0]
type = TargetState
Trigger1 = Var(50) = 1
trigger1 = movehit
trigger1 = P2StateType = A
value = 5700
ID = 5700
persistent = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = Veladd
Trigger1 = animelemtime(4) = 0
y = -5
persistent = 0

[State -1]
Type = Velset
Trigger1 = animelemtime(4) >= 0
trigger1 = animelemtime(11) <= 0
x = 3
persistent = 1


[State -1]
Type = Veladd
Trigger1 = animelemtime(4) >= 0
trigger1 = animelemtime(11) <= 0
y = 0.3


[State -1]
Type = VelSet
trigger1 = animelemtime(11) = 1
x = 0
y = 0


[State -1]
Type = posset
trigger1 = animelemtime(11) = 1
y = 0




[State -1]
Type = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1
Persistent = 1



[State -1]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 11
Ctrl = 1


;屈み強追撃（ヒットあり）
[Statedef 440]
Type    = C
MoveType= A
Physics = S
Juggle  = 0
Ctrl = 0
Anim = 440
SprPriority = 2
Facep2 = 1


[State -1]
Type = statetypeset
Trigger1 = animelemtime(4) <= 0
stateType = C

[State -1]
Type = statetypeset
Trigger1 = animelemtime(4) >= 1
Trigger1 = animelemtime(11) <= 0
stateType = A

[State -1]
Type = statetypeset
Trigger1 = animelemtime(11) >= 1
stateType = C


[State -1]
Type = PlaySnd
Trigger1 = animelem = 4
Value = s30, 1
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = animelem = 5
Value = s1, 102
Channel = 3
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999




[State -1]
Type = Explod
Trigger1 = animelemtime(5) = 0
ID = 435
PosType = P1
Pos = -55,-50
Anim = 445
Ownpal = 1
SprPriority = 4
IgnoreHitPause = 0
Persistent = 0
BindTime = -1
RemoveTime = -2
RemoveOnGetHit = 1



[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0


[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
trigger1 = !movecontact
Trigger1 =  AnimElem = 8
Attr = A, NA
Damage    = Ceil(FVar(0)*(75-Var(4)%2))
AnimType  = Medium
HitFlag = MAFD
GuardFlag = HA
Priority  = 3, Hit
PauseTime = 8,IfElse(P2MoveType = A,17,9)
Guard.PauseTime = 8,9
HitSound   = s1,120
GuardSound = s120,0
SparkXY = -Random%20, -35-Random%20
SparkNo = -1
Guard.SparkNo = s160
Ground.Type = Trip
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = -1,-3
Guard.Velocity = -10
Air.Velocity = IfElse(Var(50)=1,-1,-5),IfElse(Var(50)=1,-2.6,FVar(25))
AirGuard.Velocity = -3,-1.4
Down.Velocity = -2,-2.5
Ground.CornerPush.VelOff = -2
Air.CornerPush.VelOff = IfElse(Var(50)=1,-2,-6)
Down.CornerPush.VelOff = -6
YAccel = .48
P2Facing = 1
ID = 5700
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = 1
GetPower = Ceil(FVar(16)*70), Ceil(0.85*FVar(16)*70)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*35),Ceil(IfElse(FVar(16)=0,1,FVar(16))*17)

[State 1000, 0]
type = TargetState
Trigger1 = Var(50) = 1
trigger1 = movehit
trigger1 = P2StateType = A
value = 5700
ID = 5700
persistent = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = Veladd
Trigger1 = animelemtime(4) = 0
y = -3
persistent = 0

[State -1]
Type = Velset
Trigger1 = animelemtime(4) >= 0
trigger1 = animelemtime(11) <= 0
x = 2.5
persistent = 1


[State -1]
Type = Veladd
Trigger1 = animelemtime(4) >= 0
trigger1 = animelemtime(11) <= 0
y = 0.3


[State -1]
Type = VelSet
trigger1 = animelemtime(11) = 1
x = 0
y = 0


[State -1]
Type = posset
trigger1 = animelemtime(11) = 1
y = 0

[State -1]
Type = VarSet
Trigger1 = time = 0
v = 55
value = 0
IgnoreHitPause = 1
Persistent = 0


[State -1]
Type = VarSet
Trigger1 = movehit
v = 55
value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1
Persistent = 1


[State -1]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 11
Ctrl = 1


[State -1]
Type = ChangeState
Triggerall = command = "holdup"
Trigger1 = var(55) = 1
Trigger1 = animelemtime(12) >= 1
Value = 850
Ctrl = 0



;---------------------------------------------------------------------------
;空中弱
[Statedef 600]
Type    = A
MoveType= A
Physics = A
Juggle  = 0
Ctrl = 0
Anim = 600
SprPriority = 2

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 1
Range = 0,2
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 0
Trigger1 = Time = 3
Value = s210, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 1
Trigger1 = Time = 3
Value = s610, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Time = 3
Value = s30, 0
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Time = 4
Value = s30, 2
Channel = 3
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = RemoveExplod
Trigger1 = Time = 0
Trigger1 = NumExplod(605) = 1
ID = 605

[State -1]
Type = Explod
Trigger1 = AnimElem = 1
ID = 605
PosType = P1
Pos = 18,-66
Anim = 605
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0
BindTime = -1
RemoveTime = -2
RemoveOnGetHit = 1

[State -1]
Type = VarAdd
Trigger1 = MoveHit
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = AnimElem = 3
Attr = A, NA
Damage  = Ceil(FVar(0)*(35-Var(4)%2))
HitFlag = MAFD
GuardFlag = MA
Priority = 2, Hit
PauseTime = 6,IfElse(P2MoveType = A,13,7)
Guard.PauseTime = 6,7
HitSound   = s10,0
GuardSound = s120,0
SparkXY = -Random%20, -30-Random%20
SparkNo = -1
Guard.SparkNo = s160
Ground.Type = High
Ground.SlideTime = 11
Ground.HitTime  = 11
Ground.Velocity = -4
Air.Velocity = -1.3*Var(50),IfElse(Var(50)=1,-5.8,FVar(25))
AirGuard.Velocity = -3,-1.4
Down.Velocity = -2.6,-2.5
Ground.CornerPush.VelOff = -5
Air.CornerPush.VelOff = -2.3*Var(50)
Down.CornerPush.VelOff = -4.6
YAccel = .48
Kill = 1
Guard.Kill = 0
Fall = 0
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 23
GetPower = Ceil(FVar(16)*40), Ceil(0.85*FVar(16)*40)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*20),Ceil(IfElse(FVar(16)=0,1,FVar(16))*10)

[State -1]
Type = VarSet
Trigger1 = 1
Trigger1 = Var(20)/100 = 0
V = 20
Value = Var(20)+100

[State -1]
Type = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1
Persistent = 1

;---------------------------------------------------------------------------
;空中中
[Statedef 610]
Type    = A
MoveType= A
Physics = A
Juggle  = 0
Ctrl = 0
Anim = 611
SprPriority = 2

[State -1]
Type = changeanim
TriggerAll = Command = "holddown"
Trigger1 = Time = 0
Value = 610
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = changeanim
Trigger1 = anim = 611
trigger1 = animelemtime(2) >= 0
trigger1 = animelemtime(4) <= 1
trigger1 = command != "b"
trigger1 = command != "B溜め"
Value = 614
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Time = 4
Value = s610, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = PlaySnd
Trigger1 = Time = 4
Value = s30, 1
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Time = 5
Value = s30, 3
Channel = 3
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = anim = 610
Trigger1 = AnimElem = 1
ID = 615
PosType = P1
Pos = -5,-20
Anim = 615
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0
BindTime = -1
RemoveTime = -2
RemoveOnGetHit = 1

[State -1]
Type = Explod
Trigger1 = anim = 611
Trigger1 = AnimElem = 3
Trigger2 = anim = 614
Trigger2 = AnimElem = 1
ID = 616
PosType = P1
Pos = -25,-70
Anim = 616
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0
BindTime = -1
RemoveTime = 100000
RemoveOnGetHit = 1

[State -1]
Type = ModifyExplod
Trigger1 = AnimElem = 4
ID = 615
SprPriority = 1

[State -1]
Type = ModifyExplod
trigger1 = Anim = 614
Trigger1 = AnimElem = 8
ID = 616
anim = 617
RemoveTime = -2


[State -1]
Type = VarAdd
Trigger1 = MoveHit
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
TriggerAll = anim = 610
Trigger1 = AnimElem = 5
Attr = A, NA
Damage = Ceil(FVar(0)*(70-Var(4)%2))
HitFlag = MAFD
GuardFlag = HA
Priority = 3, Hit
PauseTime = 8,IfElse(P2MoveType = A,17,9)
Guard.PauseTime = 8,9
HitSound   = s10,4
GuardSound = s120,0
SparkXY = -Random%20, -30-Random%20
SparkNo = -1
Guard.SparkNo = s160
AnimType = Med
Ground.Type = High
Ground.SlideTime = 11
Ground.HitTime  = 11
Ground.Velocity = -5
Guard.Velocity = -7.5
Air.Velocity = -1.3*Var(50),IfElse(Var(50)=1,-6.6,FVar(25))
AirGuard.Velocity = -3,-1.4
Down.Velocity = -2.6,-2.5
Ground.CornerPush.VelOff = -6
Air.CornerPush.VelOff = -2.3*Var(50)
Down.CornerPush.VelOff = -3.6
YAccel = .48
Kill = 1
Guard.Kill = 0
Fall = 0
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 25
GetPower = Ceil(FVar(16)*80), Ceil(0.85*FVar(16)*80)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*40),Ceil(IfElse(FVar(16)=0,1,FVar(16))*20)

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
TriggerAll = var(55) = 0
TriggerAll = anim = 611
Trigger1 = AnimElem = 5
Trigger2 = AnimElem = 6
Trigger3 = AnimElem = 7
Trigger4 = AnimElem = 8
Attr = A, NA
Damage = Ceil(FVar(0)*(70-Var(4)%2))
HitFlag = MAFD
GuardFlag = HA
Priority = 3, Hit
PauseTime = 8,IfElse(P2MoveType = A,17,9)
Guard.PauseTime = 8,9
HitSound   = s10,4
GuardSound = s120,0
SparkXY = -Random%20, -30-Random%20
SparkNo = -1
Guard.SparkNo = s160
AnimType = Med
Ground.Type = High
Ground.SlideTime = 11
Ground.HitTime  = 11
Ground.Velocity = -5
Guard.Velocity = -7.5
Air.Velocity = -1.3*Var(50),IfElse(Var(50)=1,-6.6,FVar(25))
AirGuard.Velocity = -3,-1.4
Down.Velocity = -2.6,-2.5
Ground.CornerPush.VelOff = -6
Air.CornerPush.VelOff = -2.3*Var(50)
Down.CornerPush.VelOff = -3.6
YAccel = .48
Kill = 1
Guard.Kill = 0
Fall = 0
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 25
GetPower = Ceil(FVar(16)*80), Ceil(0.85*FVar(16)*80)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*40),Ceil(IfElse(FVar(16)=0,1,FVar(16))*20)


[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
TriggerAll = anim = 614
TriggerAll = var(55) = 0
Trigger1 = AnimElem = 2
Trigger2 = AnimElem = 3
Trigger3 = AnimElem = 4
Trigger4 = AnimElem = 5
Trigger5 = AnimElem = 6
Trigger6 = AnimElem = 7
Trigger7 = AnimElem = 8
Attr = A, NA
Damage = Ceil(FVar(0)*(70-Var(4)%2))
HitFlag = MAFD
GuardFlag = HA
Priority = 3, Hit
PauseTime = 8,IfElse(P2MoveType = A,17,9)
Guard.PauseTime = 8,9
HitSound   = s10,4
GuardSound = s120,0
SparkXY = -Random%20, -30-Random%20
SparkNo = -1
Guard.SparkNo = s160
AnimType = Med
Ground.Type = High
Ground.SlideTime = 11
Ground.HitTime  = 11
Ground.Velocity = -5
Guard.Velocity = -7.5
Air.Velocity = -1.3*Var(50),IfElse(Var(50)=1,-6.6,FVar(25))
AirGuard.Velocity = -3,-1.4
Down.Velocity = -2.6,-2.5
Ground.CornerPush.VelOff = -6
Air.CornerPush.VelOff = -2.3*Var(50)
Down.CornerPush.VelOff = -3.6
YAccel = .48
Kill = 1
Guard.Kill = 0
Fall = 0
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 25
GetPower = Ceil(FVar(16)*80), Ceil(0.85*FVar(16)*80)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*40),Ceil(IfElse(FVar(16)=0,1,FVar(16))*20)

[State -1]
Type = VarSet
Trigger1 = 1
Trigger1 = Var(21)/100 = 0
V = 21
Value = Var(21)+100

[State -1]
Type = VarSet
Trigger1 = time = 0
V = 55
Value = 0
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = Varset
Trigger1 = movecontact
V = 55
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1
Persistent = 1

;---------------------------------------------------------------------------
;空中強
[Statedef 620]
Type    = A
MoveType= A
Physics = A
Juggle  = 0
Ctrl = 0
Anim = 626
SprPriority = 2

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = Helper
Trigger1 = Time = 1
trigger1 = anim = 628
StateNo = 9000
ID = 9003
PosType = P1
Ownpal = 1
SprPriority = 5

[State -1]
Type = changeanim
Trigger1 = Command = "holddown"
Trigger1 = Time = 0
Value = 628
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = changeanim
Trigger1 = anim = 626
trigger1 = animelemtime(2) <= 5
trigger1 = command != "c"
trigger1 = command != "C溜め"
Value = 620
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = PlaySnd
trigger1 = anim = 620 | anim = 628
Trigger1 = Time = 7
trigger2 = anim = 626
trigger2 = animelem = 2
Value = s220, 1
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
trigger1 = anim = 620 | anim = 628
Trigger1 = Time = 7
trigger2 = anim = 626
trigger2 = animelem = 4
Value = s30, 1
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
trigger1 = anim = 620 | anim = 628
Trigger1 = Time = 8
trigger2 = anim = 626 
trigger2 = animelem = 5
Value = s1, 102
Channel = 3
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = time = 0
trigger1 = anim != 628
ID = 640
PosType = P1
Pos = -30,-70
Anim = 640
Ownpal = 1
SprPriority = -2
IgnoreHitPause = 0
Persistent = 0
BindTime = -1
RemoveTime = 15
RemoveOnGetHit = 1


[State -1]
Type = removeExplod
trigger1 = anim = 620
Trigger1 = AnimElemtime(3) = 0
trigger2 = anim = 628
ID = 640
persistent = 0

[State -1]
Type = Explod
trigger1 = anim = 620
Trigger1 = AnimElemtime(3) = 0
ID = 625
PosType = P1
Pos = -25,-75
Anim = 625
Ownpal = 1
SprPriority = -2
IgnoreHitPause = 0
Persistent = 0
BindTime = -1
RemoveTime = -2
RemoveOnGetHit = 1

[State -1]
Type = Explod
trigger1 = anim = 628
Trigger1 = AnimElemtime(3) = 0
ID = 628
PosType = P1
Pos = -25,-75
Anim = 627
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0
BindTime = -1
RemoveTime = -2
RemoveOnGetHit = 1

[State -1]
Type = Explod
Trigger1 = anim = 626
Trigger1 = animelemtime(2) = 0
ID = 700
PosType = P1
Pos = -20,-70
Anim = 700
Ownpal = 1
SprPriority = 4
IgnoreHitPause = 1
Persistent = 0
BindTime = -1
RemoveTime = -2
RemoveOnGetHit = 1



[State -1]
Type = PlaySnd
Trigger1 = anim = 626
Trigger1 = animelemtime(2) = 0
Value = s700, 0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VelAdd
Trigger1 = anim = 626
Trigger1 = animelem = 5
y = -8
IgnoreHitPause = 1
Persistent = 0


[State -1]
Type = VarAdd
Trigger1 = MoveHit
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = MoveHit = 1
Trigger1 = FVar(1) > 0.01
FV = 1
Value = 0.90*FVar(1)
IgnoreHitPause = 1

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = AnimElem = 4
Attr = A, NA
Damage = Ceil(FVar(0)*(120-Var(4)%2))
HitFlag = MAFD
GuardFlag = HA
Priority = 3, Hit
PauseTime = 10,IfElse(P2MoveType = A,21,11)
Guard.PauseTime = 10,11
HitSound   = s1,118
GuardSound = s120,0
SparkXY = -Random%20, -25-Random%20
SparkNo = -1
Guard.SparkNo = s160
AnimType = Hard
Ground.Type = High
Ground.SlideTime = 15
Ground.HitTime  = 15
Ground.Velocity = -5.5
Guard.Velocity = -8.5
Air.Velocity = -1.6*Var(50),IfElse(Var(50)=1,-6.8,FVar(25))
AirGuard.Velocity = -3,-1.4
Down.Velocity = -3.2,-2.5
Ground.CornerPush.VelOff = -6.5
Air.CornerPush.VelOff = -2.6*Var(50)
Down.CornerPush.VelOff = -4.2
YAccel = .48
Kill = 1
Guard.Kill = 0
Fall = 0
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 27
GetPower = Ceil(FVar(16)*120), Ceil(0.85*FVar(16)*120)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*60),Ceil(IfElse(FVar(16)=0,1,FVar(16))*30)

[State -1]
Type = Helper
TriggerAll = anim = 626
Trigger1 = animelem = 5
Pos = 10,-45
StateNo = 631
ID = 631
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999



[State -1]
Type = VarSet
Trigger1 = 1
Trigger1 = Var(22)/100 = 0
V = 22
Value = Var(22)+100

[State -1]
Type = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1
Persistent = 1


;---------------------------------------------------------------------------
;空中強玉
[Statedef 631]
Type    = S
MoveType= A
Physics = S
Juggle  = 0
Ctrl = 0
Anim = 629
SprPriority = 5


[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = velset
Trigger1 = time = 0
y = -12.5
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = velset
Trigger1 = time >= 0
x = 2.0
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = veladd
Trigger1 = time >= 1
y = 0.45
IgnoreHitPause = 1
Persistent = 1



[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = animelem = 2
Attr = A, NA
Damage = Ceil(parent,FVar(0)*(120-Var(4)%2))
HitFlag = MAFD
GuardFlag = HA
Priority = 1, Dodge
PauseTime = 10,IfElse(P2MoveType = A,21,11)
Guard.PauseTime = 10,11
HitSound   = s10,2
GuardSound = s120,0
SparkXY = -Random%20, -25-Random%20
SparkNo = -1
Guard.SparkNo = s160
AnimType = Hard
Ground.Type = High
Ground.SlideTime = 15
Ground.HitTime  = 15
Ground.Velocity = -5.5
Guard.Velocity = -8.5
Air.Velocity = -1.6*Var(50),IfElse(Var(50)=1,-6.4,FVar(25))
AirGuard.Velocity = -3,-1.4
Down.Velocity = -3.2,-2.5
Ground.CornerPush.VelOff = -6.5
Air.CornerPush.VelOff = -2.6*Var(50)
Down.CornerPush.VelOff = -4.2
YAccel = .48
Kill = 1
Guard.Kill = 0
Fall = 0
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 27
GetPower = Ceil(FVar(16)*120), Ceil(0.85*FVar(16)*120)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*60),Ceil(IfElse(FVar(16)=0,1,FVar(16))*30)


[State -1]
Type = varset
trigger1 = time = 0
v = 55
value = 0
Persistent = 0
IgnoreHitPause = 1

[State -1]
Type = varset
trigger1 = movecontact
v = 55
value = 1
Persistent = 1
IgnoreHitPause = 1

[State -2]
Type = Helper
TriggerAll = MoveHit
TriggerAll = P2MoveType = H
Trigger1 = NumHelper(6002) = 0
StateNo = 6000
ID = 6002
PosType = P2
Pos = IfElse(MoveType=H,Ceil(P2Dist X/2),0),-45-Ceil(P2BodyDist Y)
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999





[State -1]
Type = movehitreset
trigger1 = movehit
Persistent = 1
IgnoreHitPause = 1





[State -1]
Type = destroyself
trigger1 = var(55) = 1
Trigger2 = (pos y >= 0) && (vel y > 0)
IgnoreHitPause = 1
Persistent = 1





;---------------------------------------------------------------------------
;空中下強
[Statedef 630]
Type    = A
MoveType= A
Physics = A
Juggle  = 0
Ctrl = 0
Anim = 630
SprPriority = 2

[State -1]
Type = Helper
Trigger1 = Time = 1
StateNo = 9000
ID = 9003
PosType = P1
Ownpal = 1
SprPriority = 5


[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0


[State -1]
Type = VelAdd
Trigger1 = animelemtime(1) = 0
y = ifelse(vel y >= 4, -8,ifelse(vel y <= 0,0,-2))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = PlaySnd
Trigger1 = Time = 1
Value = s1300, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 2
Value = s30, 0
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Time = 10
Value = s30, 4
Channel = 3
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 6
Value = s30, 1
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Time = 26
Value = s30, 4
Channel = 3
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = Time = 0
ID = 635
PosType = P1
Pos = 0,0
Anim = 635
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0
BindTime = -1
RemoveTime = -2
RemoveOnGetHit = 1

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = MoveHit = 1
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = MoveHit = 1
Trigger1 = FVar(1) > 0.01
FV = 1
Value = 0.90*FVar(1)
IgnoreHitPause = 1

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Time = 9
Trigger2 = Time = 13
Trigger3 = Time = 17
Trigger4 = Time = 21
Trigger5 = Time = 25
Attr = A, NA
Damage  = Ceil(FVar(0)*(30-Var(4)%2))
HitFlag = MAFD
GuardFlag = HA
Priority = 3, Hit
PauseTime = 6,IfElse(P2MoveType = A,12,6)
Guard.PauseTime = 6,6
HitSound   = s10,2
GuardSound = s120,0
SparkXY = -Random%20, -25-Random%20
SparkNo = -1
Guard.SparkNo = s160
Ground.Type = High
Ground.SlideTime = 11
Ground.HitTime  = 11
Ground.Velocity = -5.2
Guard.Velocity = -7
Air.Velocity = -1.3*Var(50),IfElse(Var(50)=1,-6.4,FVar(25))
AirGuard.Velocity = -3,-1.4
Down.Velocity = -2.6,-2.2
Ground.CornerPush.VelOff = -6.2
Air.CornerPush.VelOff = -2.3*Var(50)
Down.CornerPush.VelOff = -4.6
YAccel = .45
Kill = 1
Guard.Kill = 0
Fall = 0
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 27
GetPower = Ceil(FVar(16)*60), Ceil(0.85*FVar(16)*60)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*30),Ceil(IfElse(FVar(16)=0,1,FVar(16))*15)

[State -1]
Type = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1
Persistent = 1

;---------------------------------------------------------------------------
;避け
[Statedef 750]
Type    = S
Physics = S
Ctrl = 0
Anim = 3360
SprPriority = -1


[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 1
Range = 0,2
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 0
Trigger1 = Time = 3
Value = s200, 5
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 1
Trigger1 = Time = 3
Value = s200, 6
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999




[State -1] 
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0




[State -1]
Type = PalFX
Trigger1 = Time = [1,15]
Time = 1
Add = 100-Var(8),100-Var(8),100-Var(8)
IgnoreHitPause = 0
Peresistent = 0

[State -1]
Type = VarAdd
Trigger1 = Time = [4,23]
V = 8
Value = 10

[State -1]
Type = VarSet
Trigger1 = Time = 23
V = 8
Value = 0

[State -1]
Type = ReversalDef
Trigger1 = Time = 1
Reversal.Attr = SCA, NA,SA,HA
NumHits = 0
Pausetime = 0,0
SparkNo = -1
SparkXY = 0,0
SprPriority = -1
GetPower = 0,0

[State -1]
Type = PlayerPush
Trigger1 = 1
Value = 0
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Time >= 1
StateNo = 2306
ID = 2306
Ownpal = 1
Keyctrl = 0
SprPriority = -5
IgnoreHitPause = 0
Persistent = 3

[State -1]
Type = NotHitBy
Trigger1 = Time = [1,26]
Value = , NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = StateTypeSet
Trigger1 = Time = 26
MoveType = A
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ChangeState
Triggerall = Time = 0
trigger1 = command = "holdfwd"
trigger2 = command = "holdback" 
Value = 755
Ctrl = 0


[State -1]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1


[Statedef 755]
Type    = S
Physics = S
Ctrl = 0
Anim = 750
SprPriority = -1

[State -1] 
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 1
Range = 0,2
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 0
Trigger1 = Time = 1
Value = s105, 1
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 1
Trigger1 = Time = 1
Value = s450, 5
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = PlaySnd
Trigger1 = Time = 1
Value = s30, 1
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = varset
Trigger1 = Time = 0
V = 55
value = 0


[State -1]
Type = varset
Trigger1 = Time = 1
V = 55
value = Ifelse((command ="holdfwd"),2,-2)



[State -1] 
Type = VelSet
Trigger1 = Time = [1,24]
X = var(55)

[State -1]
Type = PalFX
Trigger1 = Time = [1,8]
Time = 1
Add = 100-Var(8),100-Var(8),100-Var(8)
IgnoreHitPause = 0
Peresistent = 0

[State -1]
Type = VarAdd
Trigger1 = Time = [4,23]
V = 8
Value = 10

[State -1]
Type = VarSet
Trigger1 = Time = 23
V = 8
Value = 0

[State -1]
Type = ReversalDef
Trigger1 = Time = 1
Reversal.Attr = SCA, NA,SA,HA
NumHits = 0
Pausetime = 0,0
SparkNo = -1
SparkXY = 0,0
SprPriority = -1
GetPower = 0,0

[State -1]
Type = PlayerPush
Trigger1 = 1
Value = 0
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Time >= 1
StateNo = 2306
ID = 2306
Ownpal = 1
Keyctrl = 0
SprPriority = -5
IgnoreHitPause = 0
Persistent = 3

[State -1]
Type = NotHitBy
Trigger1 = Time = [1,26]
Value = , NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = StateTypeSet
Trigger1 = Time = 26
MoveType = A
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1




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


;コマンド投げ弱

[Statedef 6330]
Type    = S
MoveType= A
Physics = S
Juggle  = 0
Ctrl = 0
Anim = 800
SprPriority = 2
Facep2 = 1

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State 800, 1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Time = 0
Attr = S, ST          ;ｓ：立ち　ｎ：通常　ｔ：投げ
HitFlag = M-          ;コンボの途中から投げが入らないよう設定してある
Priority = 2, Miss    ;１は優先順位が低いので技がでないかミスするという設定
SparkNo = -1          ;-をつければスパークエフェクトは無い
Guard.SparkNo = s160
SprPriority = 1       ;２Ｐより上にカンフーマンが表示される
P1Facing = ifelse (command = "holdfwd", -1, 1) ;前を押したらターンする設定
P2Facing = 1          ;？
Fall = 1
Fall.Recover = 0
P1StateNo = 6335      ;投げが成功した場合の移動する１Ｐのステート
P2StateNo = 6336       ;投げが成功した場合の移動する２Ｐのステート
id = 6335


[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 4
Value = s0, 0
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 4
Value = s600, 5
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = AttackDist
Trigger1 = 1
Value = 0
Persistent = 1

[State -1]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
;コマンド投げ・投げている自分
;     このステートでは相手を設定した場所に固定した後、相手を飛ばしています
;     ここで相手の動きを制御しているのはtype = TargetBindというステートです
;     これを一定時間事にやっていくと綺麗に投げ飛ばされているように見えます。
;     そしてここにはHitDefが無いのでダメージはtype = TargetLifeAddで
;     ダメージを減らしています


[Statedef 6335]
Type    = S
MoveType= A
Physics = N
VelSet = 0,0
Anim = 6335

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 1
Value = s10, 0
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 6
Value = s932, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = AnimElemtime(6) = 3
Value = s1, 105
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 7
Value = s0, 0
Channel = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 7
Value = s30, 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 7
Value = s1100, 0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999



[State -1]
Type = Explod
Trigger1 = AnimElem = 6
Anim = 6336
ID = 6336
Pos = 30,0
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
BindTime = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999



[State -1]
Type = TargetBind
Trigger1 = AnimElem >= 1
Trigger1 = AnimElem <= 6
Pos = 30, 0

[State -1]
Type = Width
Trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(12) < 0
Edge = 60,0


[State -1]
Type = TargetLifeAdd
Trigger1 = AnimElemtime(7) = 1 
Value = -Ceil(FVar(0)/(1.00-(0.08*FVar(4)))*(140-Var(4)%2))

[State -1]
Type = VarAdd
Trigger1 = AnimElem = 6
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = TargetState
Trigger1 = AnimElemtime(7) <= 0
Trigger1 = target,p2stateno != 6336
Value = 6336
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = TargetState
Trigger1 = AnimElemtime(7) = 2
Value = 6337


[State -2]
Type = Helper
Trigger1 = AnimElemtime(7) = 1
Trigger1 = NumHelper(6003) = 0
StateNo = 6003
ID = 6003
PosType = P1
Pos = 60,-50-Ceil(P2BodyDist Y)
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
TriggerAll = Var(0)%10 = 0
Trigger1 = NumHelper(8500) = 0
Trigger1 = AnimElemtime(7) >= 1
StateNo = 8500
ID = 8500
PosType = P2
Pos = 0,-50
Ownpal = 1
SprPriority = -1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseM



[State -1]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1
;---------------------------------------------------------------------------
;投げ・投げられている相手
; 
;     ここは投げられた瞬間の相手のステートです
;     たいしたことは書いてありませんがtypeがAになっている事です。
;     相手が投げれて空中にいる事を設定して次の821ステートに移動します

[Statedef 6336]
Type    = A
MoveType= H
Physics = N
VelSet = 0,0

[State -1]
Type = HitOverRide
Trigger1 = 1
Attr = , NT, ST, HT
Time = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlayerPush
Trigger1 = 1
Value = 0
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ChangeAnim2
Trigger1 = EnemyNear,Time <= 13
Trigger1 = Time = 0
Value = 50108

[State -1]
Type = null;ChangeAnim
Trigger1 = EnemyNear,Time >= 14
Trigger1 = Time = 0
Value = 5000

[State -1] 
Type = SelfState
Trigger1 = Time >= 10
Trigger1 = P2MoveType != A
Value = 5035

;---------------------------------------------------------------------------
;投げ・相手の空中の状態
;     
;     これは投げられている相手の状態ととれる行動を設定しています
;     type = SelfStateは相手のリカバー状態を設定する物でこの状態ならこれ。
;     と言うように地上近く、空中、叩きつけられた時と３つ設定しています。

[Statedef 6337]
Type    = A
MoveType= H
Physics = N
VelSet = -3.1,-8.1


[State 1000, 0]
type = PalFX
trigger1 = time = 0
Time = 90
Mul =  255,255,255
Add = -130,-130,-30
SinAdd = 10,10,70,6


[State -1]
Type = NotHitBy
Trigger1 = Vel Y <= 4
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ChangeAnim
TriggerAll = SelfAnimExist(5030)
Trigger1 = Time = 0
Value = 5030

[State -1]
Type = ChangeAnim
TriggerAll = SelfAnimExist(5035)
Trigger1 =! SelfAnimExist(5030)
Trigger1 = Time = 0
Trigger2 = Anim = 5030
Trigger2 = AnimTime = 0
Value = 5035

[State -1]
Type = ChangeAnim
TriggerAll = SelfAnimExist(5050)
Trigger1 =! SelfAnimExist(5030)
Trigger1 =! SelfAnimExist(5035)
Trigger1 = Time = 0
Trigger2 = Anim = 5030
Trigger2 = AnimTime = 0
Trigger3 = Anim = 5035
Trigger3 = AnimTime = 0
Value = 5050

[State -1] ;これは重力これは毎フレーム事に0.4の力が加わります
Type = VelAdd
Trigger1 = 1
y = .4

[State -1] 
Type = SelfState
TriggerAll = Vel Y > 4
TriggerAll = Pos Y >= -20
TriggerAll = Alive
TriggerAll = CanRecover
Trigger1 = Command = "recovery"
Value = 5200

[State -1] 
Type = SelfState
TriggerAll = Vel Y > 4
TriggerAll = Alive
TriggerAll = CanRecover
Trigger1 = Command = "recovery"
Value = 5210 

[State -1] 
Type = HitFallSet
TriggerAll = Vel Y > 4
Trigger1 = 1
Value = 1 

[State -1] 
Type = SelfState
Trigger1 = Vel Y > 4
Trigger1 = Pos Y >= 0
Value = 5100 



;コマンド投げ中

[Statedef 6340]
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
Anim      = 6340
PowerAdd  = 0
Facep2 = 1

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0


[State -1]
Type = PlaySnd
Trigger1 = AnimElemtime(3) = 0
Value = s2, 100
persistent = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = Veladd
Trigger1 = Time = [1,3]
X = 0.6

[State -1]
Type = VelSet
Trigger1 = Time = [3,29]
X = 4.4

[State -1]
Type = VelSet
Trigger1 = Time >= 30
X = 2.4

[State -1]
Type = ChangeState
Trigger1 = Time = 33
Value = 6330
Ctrl = 0



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


;コマンド投げ強

[Statedef 6350]
Type    = S
MoveType= A
Physics = S
Juggle  = 0
Ctrl = 0
Anim = 6350
SprPriority = 2
Facep2 = 1


[State -1]
Type = VarSet
Trigger1 = 1
V = 43
Value = -1
IgnoreHitPause = 1


[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = SuperPause
Trigger1 = animelemtime(2) = 0
Anim = -1
Time = 31
MoveTime = 31
P2DefMul = 1
Darken = 0

[State -1]
Type = VarSet
Trigger1 = animelemtime(2) = 0
V = 44
Value = 31

[State -1]
Type = NotHitBy
Trigger1 = Time = [1,32]
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = Helper
Trigger1 = AnimElem = 2
StateNo = IfElse(Var(26)=3,6015,6010)
ID = 10001
Name = "EX_Effect"
Pos = 10,-50
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999






[State -1]
Type = PlaySnd
Trigger1 = Time = 2
Trigger1 = var(5) <= 15
Value = s900, 6
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = PlaySnd
Trigger1 = Time = 2
Trigger1 = var(5) > 15
Value = s1800, 11
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = PowerAdd
Trigger1 = Time = 8
Trigger1 = Var(13) >= 0
Value = -1000

[State -1]
Type = PowerAdd
TriggerAll = Time = 8
Trigger1 = Var(13) = -1
Value = -500


[State -1]
Type = NotHitBy
Trigger1 = Time < 33
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 55
Value = 0

[State -1]
Type = VarSet
Trigger1 = movehit
V = 55
Value = 1
IgnoreHitPause = 1
Persistent = 1


[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = MoveHit
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = VarSet
Trigger1 = MoveHit = 1
Trigger1 = NumTarget(5600) > 0
Trigger1 = FVar(1) > 0.01
FV = 1
Value = 0.70*FVar(1)
IgnoreHitPause = 1


[State 800, 1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Time = 0
Attr = S, ST          ;ｓ：立ち　ｎ：通常　ｔ：投げ
HitFlag = M-          ;コンボの途中から投げが入らないよう設定してある
Priority = 2, Miss    ;１は優先順位が低いので技がでないかミスするという設定
SparkNo = -1          ;-をつければスパークエフェクトは無い
Guard.SparkNo = s160
SprPriority = 1       ;２Ｐより上にカンフーマンが表示される
P1Facing = ifelse (command = "holdfwd", -1, 1) ;前を押したらターンする設定
P2Facing = 1          ;？
Fall = 1
Fall.Recover = 0
P1StateNo = 6355      ;投げが成功した場合の移動する１Ｐのステート
P2StateNo = 6336       ;投げが成功した場合の移動する２Ｐのステート
id = 6335


[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 6
Value = s0, 0
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 6
Value = s600, 5
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = AttackDist
Trigger1 = 1
Value = 0
Persistent = 1

[State -1]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
;コマンド投げ・投げている自分
;     このステートでは相手を設定した場所に固定した後、相手を飛ばしています
;     ここで相手の動きを制御しているのはtype = TargetBindというステートです
;     これを一定時間事にやっていくと綺麗に投げ飛ばされているように見えます。
;     そしてここにはHitDefが無いのでダメージはtype = TargetLifeAddで
;     ダメージを減らしています




[Statedef 6355]
Type    = S
MoveType= A
Physics = N
VelSet = 0,0
Anim = 6335

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 1
Value = s10, 0
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 6
Value = s1700, 5
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = PlaySnd
Trigger1 = AnimElemtime(6) = 3
Value = s1, 105
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 7
Value = s0, 0
Channel = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 7
Value = s30, 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 7
Value = s1100, 0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999



[State -1]
Type = Explod
Trigger1 = AnimElem = 6
Anim = 6336
ID = 6336
Pos = 30,0
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
BindTime = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999



[State -1]
Type = TargetBind
Trigger1 = AnimElem >= 1
Trigger1 = AnimElem <= 6
Pos = 30, 0

[State -1]
Type = Width
Trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(12) < 0
Edge = 60,0


[State -1]
Type = TargetLifeAdd
Trigger1 = AnimElemtime(7) = 1
Value = -Ceil(FVar(0)/(1.00-(0.08*FVar(4)))*(140-Var(4)%2))




[State -1]
Type = VarAdd
Trigger1 = AnimElem = 7
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = TargetState
Trigger1 = AnimElemtime(7) <= 0
Trigger1 = target,p2stateno != 6336
Value = 6336
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = TargetState
Trigger1 = AnimElemtime(7) = 2
Value = 6357


[State -2]
Type = Helper
Trigger1 = AnimElemtime(7) = 1
Trigger1 = NumHelper(6003) = 0
StateNo = 6003
ID = 6003
PosType = P1
Pos = 60,-50-Ceil(P2BodyDist Y)
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
TriggerAll = Var(0)%10 = 0
Trigger1 = NumHelper(8500) = 0
Trigger1 = AnimElemtime(7) >= 1
StateNo = 8500
ID = 8500
PosType = P2
Pos = 0,-50
Ownpal = 1
SprPriority = -1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseM

[State -1]
Type = ctrlset
Trigger1 = AnimElemtime(7) >= 2
Value = 1



[State -1]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1




;---------------------------------------------------------------------------
;投げ・相手の空中の状態
;     
;     これは投げられている相手の状態ととれる行動を設定しています
;     type = SelfStateは相手のリカバー状態を設定する物でこの状態ならこれ。
;     と言うように地上近く、空中、叩きつけられた時と３つ設定しています。

[Statedef 6357]
Type    = A
MoveType= H
Physics = N
VelSet = -1.1,-10.1


[State 1000, 0]
type = PalFX
trigger1 = time = 0
Time = 90
Mul =  255,255,255
Add = -130,-130,-30
SinAdd = 10,10,70,6


[State -1]
Type = ChangeAnim
TriggerAll = SelfAnimExist(5030)
Trigger1 = Time = 0
Value = 5030

[State -1]
Type = ChangeAnim
TriggerAll = SelfAnimExist(5035)
Trigger1 =! SelfAnimExist(5030)
Trigger1 = Time = 0
Trigger2 = Anim = 5030
Trigger2 = AnimTime = 0
Value = 5035

[State -1]
Type = ChangeAnim
TriggerAll = SelfAnimExist(5050)
Trigger1 =! SelfAnimExist(5030)
Trigger1 =! SelfAnimExist(5035)
Trigger1 = Time = 0
Trigger2 = Anim = 5030
Trigger2 = AnimTime = 0
Trigger3 = Anim = 5035
Trigger3 = AnimTime = 0
Value = 5050

[State -1] ;これは重力これは毎フレーム事に0.4の力が加わります
Type = VelAdd
Trigger1 = 1
y = .4

[State -1] 
Type = SelfState
TriggerAll = Vel Y > 4
TriggerAll = Pos Y >= -20
TriggerAll = Alive
TriggerAll = CanRecover
Trigger1 = Command = "recovery"
Value = 5200

[State -1] 
Type = SelfState
TriggerAll = Vel Y > 4
TriggerAll = Alive
TriggerAll = CanRecover
Trigger1 = Command = "recovery"
Value = 5210 

[State -1] 
Type = HitFallSet
TriggerAll = Vel Y > 4
Trigger1 = 1
Value = 1 


[State -1] 
Type = SelfState
Trigger1 = Vel Y > 4
Trigger1 = Pos Y >= 0
Value = 5100 



;--------------------------------------------------------------------------
;通常投げ・発動
;     
;     投げのステートは少し複雑ですが順序良くならべればなんてことありません。
;     800：投げの発生と失敗した時
;     810：投げが成功した時の自分の動き
;     811：投げが成功した瞬間の相手の状態
;     812：投げが成功した時の相手の飛んでいく状態
;     とこんな具合です、投げは自分の他に相手の分も記述しなくてはなりません
;     でもそれだけです。


[Statedef 800]
Type    = S
MoveType= A
Physics = S
Juggle  = 0
Ctrl = 0
Anim = 800
SprPriority = 2
Facep2 = 1

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State 800, 1]
Type = HitDef
TriggerAll = Var(59) = 0
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Time = 2
Attr = S, NT          ;ｓ：立ち　ｎ：通常　ｔ：投げ
HitFlag = M-          ;コンボの途中から投げが入らないよう設定してある
Priority = 1, Miss    ;１は優先順位が低いので技がでないかミスするという設定
SparkNo = -1          ;-をつければスパークエフェクトは無い
Guard.SparkNo = s160
SprPriority = 1       ;２Ｐより上にカンフーマンが表示される
P1Facing = ifelse (command = "holdfwd", -1, 1) ;前を押したらターンする設定
P2Facing = 1          ;？
P1StateNo = 810       ;投げが成功した場合の移動する１Ｐのステート
P2StateNo = 811       ;投げが成功した場合の移動する２Ｐのステート
Fall = 1
Fall.Recover = 0

[State 800, 1]
Type = HitDef
TriggerAll = Var(59) != 0
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Time = 2
Attr = S, NT
HitFlag = M-
Priority = 1, Miss
SparkNo = -1
Guard.SparkNo = s160
SprPriority = 1
P1Facing = ifelse (FrontEdgeDist<BackEdgeDist, -1, 1)
P2Facing = 1
P1StateNo = 810
P2StateNo = 811
Fall = 1
Fall.Recover = 0

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 4
Value = s0, 0
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 4
Value = s600, 5
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999



[State -1]
Type = AttackDist
Trigger1 = 1
Value = 0
Persistent = 1

[State -1]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
;投げ・投げている自分
;     このステートでは相手を設定した場所に固定した後、相手を飛ばしています
;     ここで相手の動きを制御しているのはtype = TargetBindというステートです
;     これを一定時間事にやっていくと綺麗に投げ飛ばされているように見えます。
;     そしてここにはHitDefが無いのでダメージはtype = TargetLifeAddで
;     ダメージを減らしています

[Statedef 810]
Type    = S
MoveType= A
Physics = N
VelSet = 0,0
Anim = 810


[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 1
Value = s10, 0
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = time = 0
V = 1
Range = 0,2
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
trigger1 = var(1) = 0
Trigger1 = AnimElem = 6
Value = s450, 5
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = PlaySnd
trigger1 = var(1) = 1
Trigger1 = AnimElem = 6
Value = s1500, 9
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = PlaySnd
trigger1 = var(1) = 2
Trigger1 = AnimElem = 6
Value = s900, 6
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 7
Value = s0, 0
Channel = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = TargetBind
Trigger1 = AnimElem >= 1
Pos = 30, 0

[State -1]
Type = Width
Trigger1 = AnimElem = 1
Edge = 30,5

[State -1]
Type = TargetBind
Trigger1 = AnimElem = 4
Pos = 20, -20

[State -1]
Type = TargetBind
Trigger1 = AnimElem = 5
Pos = 10, -30

[State -1]
Type = TargetBind
Trigger1 = AnimElem = 6
Pos = 7, -33

[State -1]
Type = TargetLifeAdd
Trigger1 = AnimElem = 6
Value = -Ceil(FVar(0)/(1.00-(0.08*FVar(4)))*(140-Var(4)%2))

[State -1]
Type = VarAdd
Trigger1 = AnimElem = 6
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = TargetState
Trigger1 = Time <= 31
Value = 811
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = TargetState
Trigger1 = Time = 32
Value = 812

[State -1]
Type = Turn
Trigger1 = AnimTime = 0

[State -1]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
;投げ・投げられている相手
; 
;     ここは投げられた瞬間の相手のステートです
;     たいしたことは書いてありませんがtypeがAになっている事です。
;     相手が投げれて空中にいる事を設定して次の821ステートに移動します

[Statedef 811]
Type    = A
MoveType= H
Physics = N
VelSet = 0,0

[State -1]
Type = HitOverRide
Trigger1 = 1
Attr = , NT, ST, HT
Time = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlayerPush
Trigger1 = 1
Value = 0
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ChangeAnim
Trigger1 = EnemyNear,Time <= 13
Trigger1 = Time = 0
Value = 5010

[State -1]
Type = ChangeAnim
Trigger1 = EnemyNear,Time >= 14
Trigger1 = Time = 0
Value = 5000

[State -1] 
Type = SelfState
Trigger1 = Time >= 10
Trigger1 = P2MoveType != A
Value = 5035

;---------------------------------------------------------------------------
;投げ・相手の空中の状態
;     
;     これは投げられている相手の状態ととれる行動を設定しています
;     type = SelfStateは相手のリカバー状態を設定する物でこの状態ならこれ。
;     と言うように地上近く、空中、叩きつけられた時と３つ設定しています。

[Statedef 812]
Type    = A
MoveType= H
Physics = N
VelSet = 3.1,-8.1

[State -1]
Type = Turn
Trigger1 = Time = 0

[State -1]
Type = NotHitBy
Trigger1 = Vel Y <= 4
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ChangeAnim
TriggerAll = SelfAnimExist(5030)
Trigger1 = Time = 0
Value = 5030

[State -1]
Type = ChangeAnim
TriggerAll = SelfAnimExist(5035)
Trigger1 =! SelfAnimExist(5030)
Trigger1 = Time = 0
Trigger2 = Anim = 5030
Trigger2 = AnimTime = 0
Value = 5035

[State -1]
Type = ChangeAnim
TriggerAll = SelfAnimExist(5050)
Trigger1 =! SelfAnimExist(5030)
Trigger1 =! SelfAnimExist(5035)
Trigger1 = Time = 0
Trigger2 = Anim = 5030
Trigger2 = AnimTime = 0
Trigger3 = Anim = 5035
Trigger3 = AnimTime = 0
Value = 5050

[State -1] ;これは重力これは毎フレーム事に0.4の力が加わります
Type = VelAdd
Trigger1 = 1
y = .4

[State -1] 
Type = SelfState
TriggerAll = Vel Y > 4
TriggerAll = Pos Y >= -20
TriggerAll = Alive
TriggerAll = CanRecover
Trigger1 = Command = "recovery" || Command = "a" || Command = "b" || Command = "c" || Command = "x" || Command = "y" || Command = "z"
Value = 5200

[State -1] 
Type = SelfState
TriggerAll = Vel Y > 4
TriggerAll = Alive
TriggerAll = CanRecover
Trigger1 = Command = "recovery" || Command = "a" || Command = "b" || Command = "c" || Command = "x" || Command = "y" || Command = "z"
Value = 5210 

[State -1] 
Type = HitFallSet
TriggerAll = Vel Y > 4
Trigger1 = 1
Value = 1 

[State -1] 
Type = SelfState
Trigger1 = Vel Y > 4
Trigger1 = Pos Y >= 0
Value = 5100 

;---------------------------------------------------------------------------
;空中投げ
[Statedef 820]
Type    = A
MoveType= A
Physics = A
Juggle  = 0
Ctrl = 0
Anim = 820
SprPriority = 2

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State 800, 1]
Type = HitDef
TriggerAll = Var(59) = 0
TriggerAll = Var(25)/10%10 < 3
Trigger1 = AnimElem = 1
Trigger1 = P2StateNo != [154,155]
Attr = A, NT          ;ｓ：立ち　ｎ：通常　ｔ：投げ
HitFlag = AF          ;コンボの途中から投げが入らないよう設定してある
Priority = 1, Miss    ;１は優先順位が低いので技がでないかミスするという設定
SparkNo = -1          ;-をつければスパークエフェクトは無い
Guard.SparkNo = s160
SprPriority = 1       ;２Ｐより上にカンフーマンが表示される
P1Facing = ifelse (command = "holdfwd", 1, -1) ;前を押したらターンする設定
P2Facing = 1          ;？
P1StateNo = 830       ;投げが成功した場合の移動する１Ｐのステート
P2StateNo = 831       ;投げが成功した場合の移動する２Ｐのステート
Fall = 1
Air.Fall = 1

[State 800, 1]
Type = HitDef
TriggerAll = Var(59) != 0
TriggerAll = Var(25)/10%10 < 3
Trigger1 = AnimElem = 1
Trigger1 = P2StateNo != [154,155]
Attr = A, NT
HitFlag = AF
Priority = 1, Miss
SparkNo = -1
Guard.SparkNo = s160
SprPriority = 1
P1Facing = ifelse (FrontEdgeDist<BackEdgeDist, 1, -1)
P2Facing = 1
P1StateNo = 830
P2StateNo = 831
Fall = 1
Air.Fall = 1

[State -1]
Type = ChangeState
TriggerAll = Var(0)/100%10 = 0
TriggerAll = AnimElem = 2
TriggerAll = Var(20)/100 = 0
Trigger1 = Command = "A溜め" || Command = "Z溜め"
Trigger2 = Var(59) > 0
Value = 600

[State -1]
Type = ChangeState
TriggerAll = AnimElem = 2
Trigger1 = Var(0)/100%10 = 0
Trigger1 = Command != "A溜め" && Command != "Z溜め"
Trigger2 = Var(0)/100%10 = 0
Trigger2 = Var(20)/100 != 0
Trigger2 = Command = "A溜め" || Command = "Z溜め"
Trigger3 = Var(0)/100%10 = 0
Trigger3 = Var(20)/100 != 0
Trigger3 = Var(59) > 0
Trigger4 = Var(0)/100%10 = 1
Trigger4 = Var(22)/100 != 0
Value = 920

[State -1]
Type = ChangeState
TriggerAll = Var(0)/100%10 = 1
TriggerAll = Var(22)/100 = 0
Trigger1 = AnimElem = 2
Value = 620

[State -1]
Type = AttackDist
Trigger1 = 1
Value = 0
Persistent = 1

;---------------------------------------------------------------------------
;空中投げ
[Statedef 830]
Type    = A
MoveType= A
Physics = N
Anim = 830

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 1
Value = s10, 0
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = time = 0
V = 1
Range = 0,2
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
trigger1 = var(1) = 0
Trigger1 = AnimElem = 3
Value = s450, 5
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = PlaySnd
trigger1 = var(1) = 1
Trigger1 = AnimElem = 3
Value = s1500, 9
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = PlaySnd
trigger1 = var(1) = 2
Trigger1 = AnimElem = 3
Value = s900, 6
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VelSet
Trigger1 = Time = 0
X = 0
Y = 0

[State -1]
Type = TargetBind
Trigger1 = AnimElem >= 1
Pos = 5, -45

[State -1]
Type = Width
Trigger1 = AnimElem = 1
Edge = 30,0

[State -1]
Type = TargetBind
Trigger1 = AnimElem = 2
Pos = 25, -15

[State -1]
Type = VelSet
Trigger1 = AnimElem = 3
X = -1.6
Y = -3.1

[State -1]
Type = VelAdd
Trigger1 = Time >= 20
Y = .32

[State -1]
Type = TargetLifeAdd
Trigger1 = AnimElem = 3
Value = -Ceil(FVar(0)*(160-Var(4)%2))

[State -1]
Type = VarAdd
Trigger1 = AnimElem = 3
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = TargetState
Trigger1 = AnimElem = 3
Value = 832

[State -1]
Type = CtrlSet
Trigger1 = Time = 50
Value = 1

[State -1]
Type = ChangeState
Trigger1 = (Vel Y > 0) && (Pos Y >= 0)
Value = 52
Ctrl = 0

;---------------------------------------------------------------------------
;投げ・投げられている相手
[Statedef 831]
Type    = A
MoveType= H
Physics = N
VelSet = 0,0

[State -1] 
Type = HitFallSet
Trigger1 = 1
Value = 0

[State -1]
Type = ChangeAnim2
Trigger1 = Time = 0
Value = 831

[State -1] 
Type = SelfState
Trigger1 = Time >= 30
Trigger1 = P2MoveType != A
Value = 5035

;---------------------------------------------------------------------------
;投げ・相手の空中の状態
[Statedef 832]
Type    = A
MoveType= H
Physics = N
VelSet = -7,10

[State -1] 
Type = HitFallSet
Trigger1 = 1
Value = 1

[State -1]
Type = NotHitBy
Trigger1 = Time = 0
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 20
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ChangeAnim
TriggerAll = SelfAnimExist(5030)
Trigger1 = Time = 0
Value = 5030

[State -1]
Type = ChangeAnim
TriggerAll = SelfAnimExist(5035)
Trigger1 =! SelfAnimExist(5030)
Trigger1 = Time = 0
Trigger2 = Anim = 5030
Trigger2 = AnimTime = 0
Value = 5035

[State -1]
Type = ChangeAnim
TriggerAll = SelfAnimExist(5050)
Trigger1 =! SelfAnimExist(5030)
Trigger1 =! SelfAnimExist(5035)
Trigger1 = Time = 0
Trigger2 = Anim = 5030
Trigger2 = AnimTime = 0
Trigger3 = Anim = 5035
Trigger3 = AnimTime = 0
Value = 5050

[State -1] 
Type = SelfState
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 0
Value = 5100

;---------------------------------------------------------------------------
;大ジャンプ
[Statedef 850]
Type    = U
Physics = U

[State -1] 
Type = VarSet
Trigger1 = Time = 0
V = 3
Value = 1


[State -1, AI] 
Type = ChangeState
TriggerAll = Var(59) > 0
Trigger1 = Var(3) = 1
Trigger1 = StateType != A
Value = 39

[State -1] 
Type = ChangeState
TriggerAll = Var(59) = 0
Trigger1 = Var(3) = 1
Trigger1 = StateType != A
Value = 40

[State -1] 
Type = ChangeState
Trigger1 = Var(3) = 1
Trigger1 = StateType = A
Value = 45





;---------------------------------------------------------------------------
; 立ち　EX-シールド
[Statedef 900]
Type    = S
Physics = S
Anim    = 900
Ctrl    = 0
Facep2 = 1


[State -1]
Type = Varset
Trigger1 = time = 0
V = 55
value = 0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = Varadd
Trigger1 = MoveHit
V = 55
value = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999



[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = PlaySnd
Trigger1 = Time = 0
Value = s900, 0
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = random < 500
trigger1 = time = 1
Value = s200, 7
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = NotHitBy
Trigger1 = MoveHit = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1

[State -1]
Type = ReversalDef
Trigger1 = P2StateNo != [400,409]
Trigger1 =! MoveContact
Reversal.Attr = SA, NA,SA,HA,NP,SP,HP
NumHits = 0
Pausetime = 13,17
HitSound = S901,0+Random%2
SparkNo = -1
Guard.SparkNo = -1
SparkXY = 0,0
GetPower = IfElse(FVar(16)=0,0,50),0

[State -1]
Type = ReversalDef
Trigger1 = P2StateNo = [400,409]
Trigger1 =! MoveContact
Reversal.Attr = C, NA,SA,HA,NP,SP,HP
NumHits = 0
Pausetime = 13,17
HitSound = S901,0+Random%2
SparkNo = -1
Guard.SparkNo = -1
SparkXY = 0,0
GetPower = IfElse(FVar(16)=0,0,50),0

[State -1]
Type = Explod
Trigger1 = Time = 0
Anim = 955
ID = 955
Pos = 30,-65
PosType = P1
Facing = IfElse(Random%2=0,1,-1)
Ownpal = 1
Keyctrl = 0
SprPriority = 5
BindTime = -1
IgnoreHitPause = 1

[State -1]
Type = Explod
Trigger1 = Time = 0
Anim = 960
ID = 960
Pos = 30,-65
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 4
BindTime = -1
RemoveTime = -1
IgnoreHitPause = 1

[State -1]
Type = Helper
Trigger1 = Time = 0
StateNo = 901
ID = 901
Name = "Helper"
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = MoveHit
StateNo = 957
ID = 957
PosType = P1
Pos = 30,-65
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = MoveHit
V = 1
Range = 0,3
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 0
Trigger1 = MoveHit
Value = s200,8
Channel = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 1
Trigger1 = MoveHit
Value = s450,5
Channel = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 2
Trigger1 = MoveHit
Value = s450,6
Channel = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 3
Trigger1 = MoveHit
Value = s450,7
Channel = 1
IgnoreHitPause = 1
Persistent = 0


[State -1] 
Type = ChangeState
TriggerAll = Var(59) = 0
Trigger1 = MoveHit = [1,2]
Trigger1 = Command = "236z"
Value = 905

[State -1] 
Type = ChangeState
TriggerAll = Var(59) = 0
TriggerAll =! MoveHit
Trigger1 = Command != "A溜め"
Trigger1 = Command != "B溜め"
Trigger1 = Command != "C溜め"
Trigger1 = Command = "Z溜め"
Trigger1 = Time = 5
Trigger1 = Power > 0
Value = 902

[State -1] 
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
; 立ち　シールド
[Statedef 902]
Type    = S
Physics = S
Anim    = 902
Ctrl    = 0

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0


[State -1]
Type = Varset
Trigger1 = time = 0
V = 55
value = 0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = Varadd
Trigger1 = MoveHit
V = 55
value = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = PowerAdd
Trigger1 = Var(13) = 0
Trigger1 = Var(14) = 0
Trigger1 = Anim = 902
Value = -12

[State -1]
Type = NotHitBy
Trigger1 = MoveHit = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1

[State -1]
Type = ReversalDef
Trigger1 = P2StateNo != [400,409]
Trigger1 = Anim = 902
Trigger1 =! MoveContact
Reversal.Attr = SA, NA,SA,HA,NP,SP,HP
NumHits = 0
Pausetime = 13,13
HitSound = S901,0+Random%2
SparkNo = -1
Guard.SparkNo = s160
SparkXY = 0,0
GetPower = IfElse(FVar(16)=0,0,50),0

[State -1]
Type = ReversalDef
Trigger1 = P2StateNo = [400,409]
Trigger1 = Anim = 902
Trigger1 =! MoveContact
Reversal.Attr = C, NA,SA,HA,NP,SP,HP
NumHits = 0
Pausetime = 13,13
HitSound = S901,0+Random%2
SparkNo = -1
Guard.SparkNo = s160
SparkXY = 0,0
GetPower = IfElse(FVar(16)=0,0,50),0

[State -1]
Type = Helper
Trigger1 = MoveHit
StateNo = 957
ID = 958
PosType = P1
Pos = 30,-65
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = MoveHit
V = 1
Range = 0,3
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 0
Trigger1 = MoveHit
Value = s200,8
Channel = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 1
Trigger1 = MoveHit
Value = s450,5
Channel = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 2
Trigger1 = MoveHit
Value = s450,6
Channel = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 3
Trigger1 = MoveHit
Value = s450,7
Channel = 1
IgnoreHitPause = 1
Persistent = 0

[State -1] 
Type = ChangeAnim
TriggerAll = Anim = 902
Trigger1 = Command != "Z溜め"
Trigger2 = MoveHit
Trigger3 = Time = 90
Trigger4 = Power = 0 && Var(13) = 0
Trigger5 = Command = "a"
Trigger6 = Command = "b"
Trigger7 = Command = "c"
Value = 903

[State -1] 
Type = ChangeState
Trigger1 = Anim = 903
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
; 立ち　シールド カウンター
[Statedef 905]
Type    = S
MoveType = A
Physics = S
Anim    = 905
Ctrl    = 0
SprPriority = 2
Facep2 = 1

[State -1]
Type = NotHitBy
Trigger1 = Time = 0
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 35
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = statetypeset
Trigger1 = animelemtime(23) <= 0
stateType = S

[State -1]
Type = statetypeset
Trigger1 = animelemtime(23) >= 1
stateType = A
Physics = A



[State -1]
Type = playsnd
Trigger1 = time = 0
Value = s2500, 0
channel = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = SuperPause
Trigger1 = Time = 0
Anim = -1
Time = 27 
MoveTime = 13
P2DefMul = 1
Darken = 0

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 44
Value = 13

[State -1]
Type = Helper
Trigger1 = AnimElem = 1
StateNo = IfElse(Var(26)=3,6015,6010)
ID = 10001
Name = "EX_Effect"
Pos = 27,-61
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999



[State -1]
Type = Explod
Trigger1 = Time = 15
Anim = 906
ID = 906
PosType = P1
Pos = 0,-40
Ownpal = 1
Scale = 1,1
Vel = 0,-1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = animelem = 7
Anim = 6336
ID = 6336
PosType = P1
Pos = 30,0
Ownpal = 1
Scale = 1,1
Vel = 0,0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = Explod
Trigger1 = animelem = 14
Anim = 6336
ID = 6336
PosType = P1
Pos = 80,0
Ownpal = 1
Scale = 1,1
Vel = 0,0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999



[State -1]
Type = Explod
Trigger1 = animelem = 23
Anim = 6336
ID = 6336
PosType = P1
Pos = 130,0
Ownpal = 1
Scale = 1,1
Vel = 0,0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = playsnd
Trigger1 = animelem = 7 | animelem = 14 | animelem = 23
Value = s1, 105
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = playsnd
Trigger1 = animelem = 7 | animelem = 14 | animelem = 23
Value = s1100, 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 20
Value = s220, 1
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarAdd
Trigger1 = MoveHit
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = animelem = 8 | animelem = 15 | animelem = 24
Attr = S, SA
Damage = Ceil(FVar(0)*(210-Var(4)%2)), Ceil(FVar(1)*21)
AnimType = Up
HitFlag = MAFD
GuardFlag = MA
Priority = 3, Hit
PauseTime = 8,IfElse(P2MoveType = A,18,8)
Guard.PauseTime = 8,8
HitSound = s10, 2
GuardSound = s120, 0
SparkXY = -Random%20, -50-Random%20
SparkNo = -1
Guard.SparkNo = s161
Ground.Type = High
Air.Type = High
Ground.SlideTime = 15
Ground.HitTime  = 15
Air.HitTime = 12
Ground.Velocity = -1.8,-6.4
Guard.Velocity = -3
Air.Velocity = -1.8,-6.4
AirGuard.Velocity = -3,-1.4
Down.Velocity = -7,-2.5
Ground.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = -10
Air.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = -5*Var(50)
Down.CornerPush.VelOff = -8
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 25
EnvShake.Time = 12
EnvShake.Ampl = 4
EnvShake.Freq = 60
GetPower = 0, 0
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*105),Ceil(IfElse(FVar(16)=0,1,FVar(16))*52)
ID = 905
palfx.Time = 60
palfx.Mul =  255,255,255
palfx.Add = -130,-130,-30
palfx.SinAdd = 10,10,70,6




[State -1]
Type = veladd
Trigger1 = animelem = 23
X = 3
y = -6
Persistent = 0



[State -1]
Type = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 51


;---------------------------------------------------------------------------
; しゃがみ　EX-シールド
[Statedef 910]
Type    = C
Physics = C
Anim    = 910
Ctrl    = 0
Facep2 = 1

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = PlaySnd
Trigger1 = Time = 0
Value = s900, 0
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Time = 1
Trigger1 = random < 500
Value = s200, 7
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = NotHitBy
Trigger1 = MoveHit = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1

[State -1]
Type = ReversalDef
Trigger1 = (P2StateNo != [200,209]) && (P2StateNo != [600,609])
Trigger1 =! MoveContact
Reversal.Attr = C, NA,SA,HA,NP,SP,HP
Pausetime = 13,17
HitSound = S901,0+Random%2
SparkNo = -1
Guard.SparkNo = -1
NumHits = 0
SparkXY = 0,0
GetPower = IfElse(FVar(16)=0,0,50),0

[State -1]
Type = ReversalDef
Trigger1 = (P2StateNo = [200,209]) || (P2StateNo = [600,609])
Trigger1 =! MoveContact
Reversal.Attr = SA, NA,SA,HA,NP,SP,HP
Pausetime = 13,17
HitSound = S901,0+Random%2
SparkNo = -1
Guard.SparkNo = -1
NumHits = 0
SparkXY = 0,0
GetPower = IfElse(FVar(16)=0,0,50),0

[State -1]
Type = Explod
Trigger1 = Time = 0
Anim = 955
ID = 955
Pos = 48,-28
PosType = P1
Facing = IfElse(Random%2=0,1,-1)
Ownpal = 1
Keyctrl = 0
SprPriority = 5
BindTime = -1
IgnoreHitPause = 1

[State -1]
Type = Explod
Trigger1 = Time = 0
Anim = 960
ID = 960
Pos = 48,-28
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 4
BindTime = -1
RemoveTime = -1
IgnoreHitPause = 1

[State -1]
Type = Helper
Trigger1 = Time = 0
StateNo = 901
ID = 911
Name = "Helper"
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = MoveHit
StateNo = 957
ID = 957
PosType = P1
Pos = 48,-28
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = MoveHit
V = 1
Range = 0,3
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 0
Trigger1 = MoveHit
Value = s200,8
Channel = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 1
Trigger1 = MoveHit
Value = s450,5
Channel = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 2
Trigger1 = MoveHit
Value = s450,6
Channel = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 3
Trigger1 = MoveHit
Value = s450,7
Channel = 1
IgnoreHitPause = 1
Persistent = 0

[State -1] 
Type = ChangeState
TriggerAll = Var(59) = 0
Trigger1 = MoveHit = [1,2]
Trigger1 = Command = "236z"
Value = 915

[State -1] 
Type = ChangeState
TriggerAll = Var(59) = 0
TriggerAll =! MoveHit
Trigger1 = Command != "A溜め"
Trigger1 = Command != "B溜め"
Trigger1 = Command != "C溜め"
Trigger1 = Command = "Z溜め"
Trigger1 = Time = 5
Trigger1 = Power > 0
Value = 912

[State -1] 
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 11
Ctrl = 1

;---------------------------------------------------------------------------
; しゃがみ　シールド
[Statedef 912]
Type    = C
Physics = C
Anim    = 912
Ctrl    = 0

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = PowerAdd
Trigger1 = Var(13) = 0
Trigger1 = Var(14) = 0
Trigger1 = Anim = 912
Value = -12

[State -1]
Type = NotHitBy
Trigger1 = MoveHit = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1

[State -1]
Type = ReversalDef
Trigger1 = (P2StateNo != [200,209]) && (P2StateNo != [600,609])
Trigger1 = Anim = 912
Trigger1 =! MoveContact
Reversal.Attr = C, NA,SA,HA,NP,SP,HP
NumHits = 0
Pausetime = 13,13
HitSound = S901,0+Random%2
SparkNo = -1
Guard.SparkNo = s160
SparkXY = 0,0
GetPower = IfElse(FVar(16)=0,0,50),0

[State -1]
Type = ReversalDef
Trigger1 = (P2StateNo = [200,209]) || (P2StateNo = [600,609])
Trigger1 = Anim = 912
Trigger1 =! MoveContact
Reversal.Attr = SA, NA,SA,HA,NP,SP,HP
NumHits = 0
Pausetime = 13,13
HitSound = S901,0+Random%2
SparkNo = -1
Guard.SparkNo = s160
SparkXY = 0,0
GetPower = IfElse(FVar(16)=0,0,50),0

[State -1]
Type = Helper
Trigger1 = MoveHit
StateNo = 957
ID = 958
PosType = P1
Pos = 48,-28
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = MoveHit
V = 1
Range = 0,3
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 0
Trigger1 = MoveHit
Value = s200,8
Channel = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 1
Trigger1 = MoveHit
Value = s450,5
Channel = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 2
Trigger1 = MoveHit
Value = s450,6
Channel = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 3
Trigger1 = MoveHit
Value = s450,7
Channel = 1
IgnoreHitPause = 1
Persistent = 0

[State -1] 
Type = ChangeAnim
TriggerAll = Anim = 912
Trigger1 = Command != "Z溜め"
Trigger2 = MoveHit
Trigger3 = Time = 90
Trigger4 = Power = 0 && Var(13) = 0
Trigger5 = Command = "a"
Trigger6 = Command = "b"
Trigger7 = Command = "c"
Value = 913

[State -1] 
Type = ChangeState
Trigger1 = Anim = 913
Trigger1 = AnimTime = 0
Value = 11
Ctrl = 1

;---------------------------------------------------------------------------
; しゃがみ　シールド カウンター
[Statedef 915]
Type    = S
Physics = S
Anim    = 915
Ctrl    = 0
Facep2 = 1

[State -1]
Type = PlaySnd
Trigger1 = time = 0
Value = s190,8
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 999
PauseMoveTime = 999


[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = SuperPause
Trigger1 = Time = 1
Anim = -1
Time = 30
MoveTime = 26
P2DefMul = 1
Darken = 0

[State -1]
Type = VarSet
Trigger1 = Time = 1
V = 44
Value = 26

[State -1]
Type = NotHitBy
Trigger1 = Time = 0
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 35
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = AnimElem = 2
StateNo = IfElse(Var(26)=3,6015,6010)
ID = 10001
Name = "EX_Effect"
Pos = 5,-40
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999




[State -1]
Type = Helper
Trigger1 = AnimElem = 5
StateNo = 11008
ID = 11008
Postype = P1
Pos = 20,-40
Ownpal = 1
Scale = 1,1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = Helper
Trigger1 = AnimElem = 9
StateNo = 11008
ID = 11008
Postype = P1
Pos = 38,-47
Ownpal = 1
Scale = 1,1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0



[State -1]
Type = Helper
Trigger1 = AnimElem = 14
StateNo = 11008
ID = 11008
Postype = P1
Pos = 18,-38
Ownpal = 1
Scale = 1,1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0


[State -1]
Type = Helper
Trigger1 =  AnimElem = 18
StateNo = 11000
ID = 11000
Postype = P1
Pos = 35,-52
Ownpal = 1
Scale = 1,1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0



[State -1]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 11
Ctrl = 1

;---------------------------------------------------------------------------
; 空中　EX-シールド
[Statedef 920]
Type    = A
Physics = A
Anim    = 920
Ctrl    = 0

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = PlaySnd
Trigger1 = Time = 0
Value = s900, 0
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = PlaySnd
Trigger1 = time = 1
Trigger1 = random < 500
Value = s200,7
Channel = 1
IgnoreHitPause = 1
Persistent = 0


[State -1]
Type = NotHitBy
Trigger1 = MoveHit = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1

[State -1]
Type = ReversalDef
Trigger1 =! MoveContact
Reversal.Attr = SCA, NA,SA,HA,NP,SP,HP
Pausetime = 13,17
HitSound = S901,0+Random%2
SparkNo = -1
Guard.SparkNo = s160
NumHits = 0
SparkXY = 0,0
GetPower = IfElse(FVar(16)=0,0,50),0

[State -1]
Type = Explod
Trigger1 = Time = 0
Anim = 955
ID = 955
Pos = 32,-50
PosType = P1
Facing = IfElse(Random%2=0,1,-1)
Ownpal = 1
Keyctrl = 0
SprPriority = 5
BindTime = -1
IgnoreHitPause = 1

[State -1]
Type = Explod
Trigger1 = Time = 0
Anim = 960
ID = 960
Pos = 32,-50
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 4
BindTime = -1
RemoveTime = -1
IgnoreHitPause = 1

[State -1]
Type = Helper
Trigger1 = Time = 0
StateNo = 901
ID = 921
Name = "Helper"
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = MoveHit
StateNo = 957
ID = 957
PosType = P1
Pos = 32,-50
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
RemoveTime = -2
RemoveOnGetHit = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = MoveHit
V = 1
Range = 0,3
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 0
Trigger1 = MoveHit
Value = s200,8
Channel = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 1
Trigger1 = MoveHit
Value = s450,5
Channel = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 2
Trigger1 = MoveHit
Value = s450,6
Channel = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 3
Trigger1 = MoveHit
Value = s450,7
Channel = 1
IgnoreHitPause = 1
Persistent = 0

[State -1] 
Type = ChangeState
TriggerAll = Var(59) = 0
Trigger1 = MoveHit = [1,2]
Trigger1 = Command = "236z"
Value = 925

[State -1]
Type = Null;ChangeState
Trigger1 = Var(13) <= -1
Trigger1 = MoveHit = 2
Value = 3100

[State -1] 
Type = ChangeState
TriggerAll = Var(59) = 0
TriggerAll =! MoveHit
Trigger1 = Command != "A溜め"
Trigger1 = Command != "B溜め"
Trigger1 = Command != "C溜め"
Trigger1 = Command = "Z溜め"
Trigger1 = Time = 5
Trigger1 = Power > 0
Value = 922

;---------------------------------------------------------------------------
; 空中　シールド
[Statedef 922]
Type    = A
Physics = A
Anim    = 922
Ctrl    = 0

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = PowerAdd
Trigger1 = Var(13) = 0
Trigger1 = Var(14) = 0
Trigger1 = Anim = 922
Value = -12

[State -1]
Type = NotHitBy
Trigger1 = MoveHit = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1

[State -1]
Type = ReversalDef
Trigger1 = Anim = 922
Trigger1 =! MoveContact
Reversal.Attr = SCA, NA,SA,HA,NP,SP,HP
NumHits = 0
Pausetime = 13,13
HitSound = S901,0+Random%2
SparkNo = -1
Guard.SparkNo = s160
SparkXY = 0,0
GetPower = IfElse(FVar(16)=0,0,50),0

[State -1]
Type = Helper
Trigger1 = MoveHit
StateNo = 957
ID = 958
PosType = P1
Pos = 32,-50
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
RemoveTime = -2
RemoveOnGetHit = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = MoveHit
V = 1
Range = 0,3
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 0
Trigger1 = MoveHit
Value = s200,8
Channel = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 1
Trigger1 = MoveHit
Value = s450,5
Channel = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 2
Trigger1 = MoveHit
Value = s450,6
Channel = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 3
Trigger1 = MoveHit
Value = s450,7
Channel = 1
IgnoreHitPause = 1
Persistent = 0

[State -1] 
Type = ChangeAnim
TriggerAll = Anim = 922
Trigger1 = Command != "Z溜め"
Trigger2 = MoveHit
Trigger3 = Time = 90
Trigger4 = Power = 0 && Var(13) = 0
Trigger5 = Command = "a"
Trigger6 = Command = "b"
Trigger7 = Command = "c"
Value = 923

;---------------------------------------------------------------------------
; 空中　シールド カウンター
[Statedef 925]
Type    = A
MoveType = A
Physics = N
Anim    = 925
Ctrl    = 0
VelSet  = 0,0

[State -1]
Type = NotHitBy
Trigger1 = Time = 0
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 35
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = PlaySnd
Trigger1 = time = 0
Value = s1500,10
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 999
PauseMoveTime = 999

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = VelSet
Trigger1 = AnimElem = 1
X = 0
Y = 0

[State -1]
Type = VelSet
Trigger1 = Time = 21
X = -1
Y = -4

[State -1]
Type = VelAdd
Trigger1 = Time >= 23
Y = .4

[State -1]
Type = SuperPause
Trigger1 = Time = 0
Anim = -1
Time = 20
MoveTime = 12
P2DefMul = 1
Darken = 0

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 44
Value = 12

[State -1]
Type = Helper
Trigger1 = AnimElem = 1
StateNo = IfElse(Var(26)=3,6015,6010)
ID = 10001
Name = "EX_Effect"
Pos = 32,-50
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = animelem = 6
ID = 2505
PosType = p1
Pos = 50,-30
StateNo = 2505
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999




[State -1]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 51

;---------------------------------------------------------------------------
; 空中　シールド カウンターP2
[Statedef 928]
Type    = A
MoveType = H
Physics = N
VelSet  = 0,0

[State -1]
Type = VelSet
Trigger1 = Time = 10
Y = 7

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 30
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ChangeAnim
TriggerAll = SelfAnimExist(5030)
Trigger1 = Time = 0
Value = 5030

[State -1]
Type = ChangeAnim
TriggerAll = SelfAnimExist(5035)
Trigger1 =! SelfAnimExist(5030)
Trigger1 = Time = 0
Trigger2 = Anim = 5030
Trigger2 = AnimTime = 0
Value = 5035

[State -1]
Type = ChangeAnim
TriggerAll = SelfAnimExist(5050)
Trigger1 =! SelfAnimExist(5030)
Trigger1 =! SelfAnimExist(5035)
Trigger1 = Time = 0
Trigger2 = Anim = 5030
Trigger2 = AnimTime = 0
Trigger3 = Anim = 5035
Trigger3 = AnimTime = 0
Value = 5050

[State -1] 
Type = SelfState
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 0
Value = 5100

;---------------------------------------------------------------------------
; シールドバンカー
[Statedef 930]
Type      = S
Physics   = S
Ctrl      = 0
Anim      = 930
Facep2 = 1

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = VelSet
Trigger1 = Time = 0
Trigger1 = PrevStateNo = [150,153]
X = 0
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = PowerAdd
Trigger1 = Var(13) = 0
Trigger1 = Var(14) = 0
Trigger1 = Time = 0
Trigger1 = PrevStateNo = [150,153]
Value = -500

[State -1]
Type = VarSet
TriggerAll = Var(59) = 0
TriggerAll = Var(45) = 0
TriggerAll = Command = "jump"
Trigger1 = Time = 0
Trigger1 = PrevStateNo = 151 || PrevStateNo = 153
V = 45
Value = 850

[State -1]
Type = VarSet
TriggerAll = Var(59) = 0
TriggerAll = Var(45) = 0
TriggerAll = Command = "FF" || Command = "holdfwd" && Command = "ab" && Command != "holddown" && Command != "holdup"
Trigger1 = Time = 0
Trigger1 = PrevStateNo = 151 || PrevStateNo = 153
V = 45
Value = 1400

[State -1]
Type = VarSet
TriggerAll = Var(59) = 0
TriggerAll = Var(45) = 0
TriggerAll = Command = "BB" || Command = "holdback" && Command = "ab" && Command != "holddown" && Command != "holdup"
Trigger1 = Time = 0
Trigger1 = PrevStateNo = 151 || PrevStateNo = 153
V = 45
Value = 1450

[State -1]
Type = VarSet
TriggerAll = Var(59) = 0
TriggerAll = Var(0)/100%10 = 1
TriggerAll = Command = "222z"
TriggerAll = Var(45) = 0
TriggerAll = Time = 0
TriggerAll = PrevStateNo = 151 || PrevStateNo = 153
Trigger1 = Var(13) = 1
Trigger2 = Power >= 1000
Trigger2 = Var(13) = 0
Trigger2 = Var(14) = 0
V = 45
Value = 990

[State -1]
Type = VarSet
TriggerAll = Var(59) = 0
TriggerAll = Var(0)/100%10 = 0
TriggerAll = Command = "abc" || Command = "x" && Command != "holddown" && Command != "holdfwd" && Command != "holdback"
TriggerAll = Var(45) = 0
TriggerAll = Time = 0
TriggerAll = PrevStateNo = 151 || PrevStateNo = 153
Trigger1 = Var(13) = 1
Trigger2 = Power >= 1000
Trigger2 = Var(13) = 0
Trigger2 = Var(14) = 0
V = 45
Value = 990

[State -1]
Type = VarSet
TriggerAll = Var(59) = 0
TriggerAll = Var(45) = 0
TriggerAll = Command = "holddown"
TriggerAll = Command != "holdfwd" && Command != "holdback"
TriggerAll = Command = "ab" || Command = "x"
Trigger1 = Time = 0
Trigger1 = PrevStateNo = 151 || PrevStateNo = 153
V = 45
Value = 750

[State -1]
Type = VarSet
TriggerAll = Var(59) = 0
TriggerAll = Var(0)/100%10 = 1
TriggerAll = Var(45) = 0
TriggerAll = Command = "c"
TriggerAll = Time = 0
TriggerAll = PrevStateNo = 151 || PrevStateNo = 153
Trigger1 = Command = "holdfwd"
Trigger1 = P2BodyDist X < 4
Trigger1 = (P2StateType = S) || (P2StateType = C)
Trigger1 = P2MoveType != H
Trigger2 = Command = "holdback"
Trigger2 = P2BodyDist X < 5
Trigger2 = (P2StateType = S) || (P2StateType = C)
Trigger2 = P2MoveType != H
V = 45
Value = 800

[State -1]
Type = VarSet
TriggerAll = Var(59) = 0
TriggerAll = Var(0)/100%10 = 0
TriggerAll = Var(45) = 0
TriggerAll = Command = "az" || Command = "x" && Command != "holddown"
TriggerAll = Time = 0
TriggerAll = PrevStateNo = 151 || PrevStateNo = 153
Trigger1 = Command = "holdfwd"
Trigger2 = Command = "holdback"
V = 45
Value = 800

[State -1]
Type = Helper
TriggerAll = Var(0)%10 = 0
TriggerAll = NumHelper(7640) = 0
TriggerAll = Var(45) >= 1
Trigger1 = Time = 0
StateNo = 7600
PosType = P1
Pos = 0, (Const(Size.Mid.Pos.Y)+Const(Size.Head.Pos.Y))/2
Ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
SprPriority = 5
ID = 7640

[State -1]
Type = Helper
TriggerAll = Var(0)%10 = 0
TriggerAll = NumHelper(7641) = 0
TriggerAll = Var(45) >= 1
Trigger1 = Time = 0
StateNo = 7600
PosType = P1
Pos = 0, (Const(Size.Mid.Pos.Y)+Const(Size.Head.Pos.Y))/2
Ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
SprPriority = 5
ID = 7641

[State -1]
Type = Helper
TriggerAll = Var(0)%10 = 0
TriggerAll = NumHelper(7642) = 0
TriggerAll = Var(45) >= 1
Trigger1 = Time = 0
StateNo = 7600
PosType = P1
Pos = 0, (Const(Size.Mid.Pos.Y)+Const(Size.Head.Pos.Y))/2
Ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
SprPriority = 5
ID = 7642

[State -1]
Type = ChangeState
TriggerAll = Var(45) >= 1
Trigger1 = Time = 0
Value = Var(45)

[State -1]
Type = Helper
TriggerAll = Var(0)%10 = 0
TriggerAll = NumHelper(7610) = 0
Trigger1 = PrevStateNo = [150,153]
Trigger1 = Time = 0
StateNo = 7600
PosType = P1
Pos = 0, (Const(Size.Mid.Pos.Y)+Const(Size.Head.Pos.Y))/2
Ownpal = 1
IgnoreHitPause = 1
SprPriority = 5
ID = 7610

[State -1]
Type = Helper
TriggerAll = Var(0)%10 = 0
TriggerAll = NumHelper(7611) = 0
Trigger1 = PrevStateNo = [150,153]
Trigger1 = Time = 0
StateNo = 7600
PosType = P1
Pos = 0, (Const(Size.Mid.Pos.Y)+Const(Size.Head.Pos.Y))/2
Ownpal = 1
IgnoreHitPause = 1
SprPriority = 5
ID = 7611

[State -1]
Type = Helper
TriggerAll = Var(0)%10 = 0
TriggerAll = NumHelper(7612) = 0
Trigger1 = PrevStateNo = [150,153]
Trigger1 = Time = 0
StateNo = 7600
PosType = P1
Pos = 0, (Const(Size.Mid.Pos.Y)+Const(Size.Head.Pos.Y))/2
Ownpal = 1
IgnoreHitPause = 1
SprPriority = 5
ID = 7612


[State -1]
Type = Explod
Trigger1 = Time = 0
Anim = 955
ID = 955
Pos = 30,-65
PosType = P1
Facing = IfElse(Random%2=0,1,-1)
Ownpal = 1
Keyctrl = 0
SprPriority = 5
BindTime = -1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = Time = 0
Anim = 960
ID = 960
Pos = 30,-65
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 4
BindTime = -1
RemoveTime = -1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = ReversalDef
Trigger1 = AnimElem = 1
Reversal.Attr = SCA, NA,SA,HA,NP,SP,HP
Pausetime = 10,10
SparkNo = -1
Guard.SparkNo = s160
SparkXY = 0,0
GetPower = IfElse(FVar(16)=0,0,20),0

[State -1]
type = PlaySnd
trigger1 = Animelem = 1
value = s900, 0


[State -1]
Type = Helper
Trigger1 = Time = 0
StateNo = 901
ID = 931
Name = "Helper"
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = MoveHit
StateNo = 956
ID = 957
PosType = P1
Pos = 27,-61
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = MoveHit
V = 1
Range = 0,1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 0
Trigger1 = MoveHit
Value = s901,0
Channel = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 0
PauseMoveTime = 0

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 1
Trigger1 = MoveHit
Value = s901,1
Channel = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 0
PauseMoveTime = 0

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 4
Value = s932, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = AnimElemtime(3) = 4
Trigger2 = MoveHit = 1
Anim = 235
ID = 235
PosType = P1
Pos = 0,0
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
RemoveTime = -2
BindTime = -1
RemoveOnGetHit = 1
Persistent = 0



[State -1]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 932
Ctrl = 0

[State -1]
Type = ChangeState
Trigger1 = MoveHit = 1
Value = 933
Ctrl = 0

;---------------------------------------------------------------------------
;シールドバンカー
[Statedef 932]
Type      = S
Movetype  = A
Physics   = S
Ctrl      = 0
Anim      = 932
PowerAdd  = 0

[State -1]
Type = PosAdd
Trigger1 = AnimElem = 1
X = 20

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 1
Value = s1, 102

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 1
Value = s30, 1
channel = 1

[State -1]
Type = VarSet
Trigger1 = MoveHit = 1
Trigger1 = FVar(1) > 0.45
FV = 1
Value = 0.45
IgnoreHitPause = 1

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = AnimElem = 2
Attr = S, NA
AnimType  = Up
Damage    = Ceil(FVar(0)*(50-Var(4)%2))
HitFlag = MAFD
GuardFlag = MA
Priority = 3, Hit
PauseTime = 10,IfElse(P2MoveType = A,20,10)
Guard.PauseTime = 10,10
HitSound   = s1,118
GuardSound = s120,0
SparkXY = -Random%20, -60-Random%20
SparkNo = -1
Guard.SparkNo = s160
Ground.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = 0,-10.6
Guard.Velocity = -8
Air.Velocity = IfElse(Var(50)=1,0,-6),IfElse(Var(50)=1,-10.2,FVar(25))
AirGuard.Velocity = -3,-1.4
Down.Velocity = -6,-2.5
Ground.CornerPush.VelOff = IfElse(Var(50)=1,0,-7)
Guard.CornerPush.VelOff = -10
Air.CornerPush.VelOff = IfElse(Var(50)=1,0,-7)
AirGuard.CornerPush.VelOff = -7
Down.CornerPush.VelOff = -7
YAccel = .48
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 32
GetPower = Ceil(FVar(16)*100), Ceil(0.85*FVar(16)*100)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*50),Ceil(IfElse(FVar(16)=0,1,FVar(16))*25)

[State -1]
Type = VarSet
Trigger1 = 1
Trigger1 = Var(23)%10 = 0
V = 23
Value = Var(23)+1


[State -1]
Type = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1
Persistent = 1


[State -1]
Type = VarAdd
Trigger1 = MoveHit
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1] 
Type = PosAdd
Trigger1 = AnimTime = 0
X = 11



[State -1]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
;シールド成立版シールドバンカー
[Statedef 933]
Type      = S
Movetype  = A
Physics   = S
Ctrl      = 0
Anim      = 933
PowerAdd  = 0

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = PosAdd
Trigger1 = AnimElem = 1
X = 20

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 1
Value = s1, 102

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 1
Value = s30, 1
channel = 1

[State -1]
Type = VarSet
Trigger1 = MoveHit = 1
Trigger1 = FVar(1) > 0.45
FV = 1
Value = 0.45
IgnoreHitPause = 1

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = AnimElem = 2
Attr = S, NA
AnimType  = Up
Damage    = Ceil(FVar(0)*(50-Var(4)%2))
HitFlag = MAFD
GuardFlag = MA
Priority = 3, Hit
PauseTime = 10,IfElse(P2MoveType = A,20,10)
Guard.PauseTime = 10,10
HitSound   = s1,118
GuardSound = s120,0
SparkXY = -Random%20, -60-Random%20
SparkNo = -1
Guard.SparkNo = s160
Ground.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = 0,-10.6
Guard.Velocity = -8
Air.Velocity = IfElse(Var(50)=1,0,-6),IfElse(Var(50)=1,-10.2,FVar(25))
AirGuard.Velocity = -3,-1.4
Down.Velocity = -6,-2.5
Ground.CornerPush.VelOff = IfElse(Var(50)=1,0,-7)
Guard.CornerPush.VelOff = -10
Air.CornerPush.VelOff = IfElse(Var(50)=1,0,-7)
AirGuard.CornerPush.VelOff = -7
Down.CornerPush.VelOff = -7
YAccel = .48
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 32
GetPower = Ceil(FVar(16)*100), Ceil(0.85*FVar(16)*100)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*50),Ceil(IfElse(FVar(16)=0,1,FVar(16))*25)

[State -1]
Type = VarSet
Trigger1 = 1
Trigger1 = Var(23)%10 = 0
V = 23
Value = Var(23)+1


[State -1]
Type = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1
Persistent = 1


[State -1]
Type = VarAdd
Trigger1 = MoveHit
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1] 
Type = PosAdd
Trigger1 = AnimTime = 0
X = 11



[State -1]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
;グラスグラスティータイム
[Statedef 1000]
Type      = S
Movetype  = A
Physics   = S
Ctrl      = 0
VelSet = 0,0
Anim      = 1000
PowerAdd  = 0
Facep2 = 1

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 3
Value = s1000,3
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 0
PauseMoveTime = 0

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 1
Range = 0,3

[State -1]
Type = Helper
Trigger1 = AnimElem = 5
Trigger1 = Var(1) = 0
StateNo = 1010
ID = 1010
PosType = P1
Pos = 0,0
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = AnimElem = 5
Trigger1 = Var(1) = 1
StateNo = 1011
ID = 1011
PosType = P1
Pos = 0,0
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = AnimElem = 5
Trigger1 = Var(1) = 2
StateNo = 1012
ID = 1012
PosType = P1
Pos = 0,0
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = AnimElem = 5
Trigger1 = Var(1) = 3
StateNo = 1013
ID = 1013
PosType = P1
Pos = 0,0
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1] 
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
;フルールフリーズ弱
[Statedef 1100]
Type      = S
Movetype  = A
Physics   = S
Ctrl      = 0
VelSet = 0,0
Anim      = 11005
PowerAdd  = 0
SprPriority = 2

[State -1]
Type = changeanim
Trigger1 = anim = 11005
trigger1 = animelemtime(3) <= 6
trigger1 = command != "a"
trigger1 = command != "A溜め"
Value = 1100
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Time = 2
Trigger1 = anim = 11005
trigger1 = animelemtime(3) <= 6
StateNo = 9000
ID = 9004
PosType = P1
Ownpal = 1
SprPriority = 5

[State -1]
Type = Explod
Trigger1 = anim = 11005
Trigger1 = animelemtime(3) = 8
ID = 700
PosType = P1
Pos = -15,-85
Anim = 700
Ownpal = 1
SprPriority = 4
IgnoreHitPause = 1
Persistent = 0
BindTime = -1
RemoveTime = -2
RemoveOnGetHit = 1



[State -1]
Type = PlaySnd
Trigger1 = anim = 11005
Trigger1 = animelemtime(3) = 8
Value = s700, 0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = VelSet
Trigger1 = Time = 0
X = 0
Y = 0

[State -1]
Type = PlaySnd
Trigger1 = anim = 11005
Trigger1 = AnimElem = 5
Trigger2 = anim = 1100
Trigger2 = AnimElem = 2
Value = s1100,1
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 0
PauseMoveTime = 0

[State -1]
Type = Helper
Trigger1 = anim = 1100
Trigger1 = AnimElem = 2
StateNo = 11000
ID = 11000
Postype = P1
Pos = 26,-42
Ownpal = 1
Scale = 1,1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = Helper
Trigger1 = anim = 11005
Trigger1 = AnimElem = 5
StateNo = 11005
ID = 11000
Postype = P1
Pos = 26,-42
Ownpal = 1
Scale = 1,1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0


[State -1]
Type = VelSet
Trigger1 = NumHelper(11000) > 0
Trigger1 = Helper(11000),MoveHit = 1
Trigger1 = EnemyNear,BackEdgeBodyDist <= 0
X = IfElse(P2StateType=A,-2*Var(50),IfElse(P2StateType=L,-4,-2))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = VelSet
Trigger1 = NumHelper(11000) > 0
Trigger1 = Helper(11000),MoveGuarded = 1
Trigger1 = EnemyNear,BackEdgeBodyDist <= 0
X = IfElse(P2StateType=A,-3*Var(50),IfElse(P2StateType=L,-6,-3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = AttackDist
Trigger1 = 1
Value = 195
Persistent = 1

[State -1]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
;フルールフリーズ中
[Statedef 1150]
Type      = S
Movetype  = A
Physics   = S
Ctrl      = 0
VelSet = 0,0
Anim      = 1150
PowerAdd  = 0
SprPriority = 2

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = VelSet
Trigger1 = Time = 0
X = 0
Y = 0

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 5
Value = s1100,1
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 0
PauseMoveTime = 0

[State -1]
Type = Helper
Trigger1 = AnimElem = 5
StateNo = 11010
ID = 11010
Postype = P1
Pos = 10,-45
Ownpal = 1
Scale = 1,1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = VelSet
Trigger1 = NumHelper(11010) > 0
Trigger1 = Helper(11010),MoveHit = 1
Trigger1 = EnemyNear,BackEdgeBodyDist <= 0
X = IfElse(P2StateType=A,-2*Var(50),IfElse(P2StateType=L,-4,-2))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = VelSet
Trigger1 = NumHelper(11010) > 0
Trigger1 = Helper(11010),MoveGuarded = 1
Trigger1 = EnemyNear,BackEdgeBodyDist <= 0
X = IfElse(P2StateType=A,-3*Var(50),IfElse(P2StateType=L,-6,-3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = AttackDist
Trigger1 = 1
Value = 170
Persistent = 1

[State -1]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
;空中フルールフリーズ弱
[Statedef 1200]
Type      = A
Movetype  = A
Physics   = N
Ctrl      = 0
Anim      = 1200
PowerAdd  = 0

[State -1]
Type = Helper
Trigger1 = Time = 0
StateNo = 9000
ID = 9006
PosType = P1
Ownpal = 1
SprPriority = 5


[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = VelSet
Trigger1 = Time = 5
X = 0
Y = 0.5

[State -1]
Type = VelSet
Trigger1 = Time = 0
Trigger2 = Time = 17
X = 0
Y = 0

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 3
Value = s1100,1
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 0
PauseMoveTime = 0

[State -1]
Type = Helper
Trigger1 = AnimElem = 3
StateNo = 11001
ID = 11001
Postype = P1
Pos = 26,-50
Ownpal = 1
Scale = 1,1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = VelAdd
Trigger1 = Time >= 29
Y = .4

[State -1]
Type = VelSet
Trigger1 = NumHelper(11001) > 0
Trigger1 = Helper(11001),MoveHit = 1
Trigger1 = EnemyNear,BackEdgeBodyDist <= 0
X = IfElse(P2StateType=A,-1.5*Var(50),IfElse(P2StateType=L,-3,-1.5))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = VelSet
Trigger1 = NumHelper(11001) > 0
Trigger1 = Helper(11001),MoveGuarded = 1
Trigger1 = EnemyNear,BackEdgeBodyDist <= 0
X = IfElse(P2StateType=A,-2*Var(50),IfElse(P2StateType=L,-4,-2))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = AttackDist
Trigger1 = 1
Value = 195
Persistent = 1

[State -1]
Type = ChangeState
Trigger1 = (Vel Y > 0) && (Pos Y >= 0)
Value = 52
Ctrl = 0

;---------------------------------------------------------------------------
;空中フルールフリーズ中
[Statedef 1205]
Type      = A
Movetype  = A
Physics   = N
Ctrl      = 0
Anim      = 1205
PowerAdd  = 0

[State -1]
Type = Helper
Trigger1 = Time = 0
StateNo = 9000
ID = 9006
PosType = P1
Ownpal = 1
SprPriority = 5

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = VelSet
Trigger1 = Time = 5
X = 0
Y = 0.5

[State -1]
Type = VelSet
Trigger1 = Time = 0
Trigger2 = Time = 17
X = 0
Y = 0

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 3
Value = s1100,1
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 0
PauseMoveTime = 0

[State -1]
Type = Helper
Trigger1 = AnimElem = 3
StateNo = 11010
ID = 11010
Postype = P1
Pos = 10,-60
Ownpal = 1
Scale = 1,1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = VelAdd
Trigger1 = Time >= 29
Y = .4

[State -1]
Type = VelSet
Trigger1 = NumHelper(11010) > 0
Trigger1 = Helper(11010),MoveHit = 1
Trigger1 = EnemyNear,BackEdgeBodyDist <= 0
X = IfElse(P2StateType=A,-1.5*Var(50),IfElse(P2StateType=L,-3,-1.5))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = VelSet
Trigger1 = NumHelper(11010) > 0
Trigger1 = Helper(11010),MoveGuarded = 1
Trigger1 = EnemyNear,BackEdgeBodyDist <= 0
X = IfElse(P2StateType=A,-2*Var(50),IfElse(P2StateType=L,-4,-2))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = AttackDist
Trigger1 = 1
Value = 170
Persistent = 1

[State -1]
Type = ChangeState
Trigger1 = (Vel Y > 0) && (Pos Y >= 0)
Value = 52
Ctrl = 0




;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


;回転攻撃-弱
[Statedef 13300]
Type    = S
MoveType= A
Physics = S
Ctrl = 0
Anim = 13300
SprPriority = 2
Facep2 = 1


[State -1]
Type = changeanim
trigger1 = command != "a"
trigger1 = command != "A溜め"
Trigger1 = time = 8
Trigger2 = time = 15
Value = 13310
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = NotHitBy
trigger1 = anim = 13300
Trigger1 = animelemtime(3) >= 0
trigger2 = anim = 13310
Trigger2 = animelemtime(1) >= 0
Trigger2 = animelemtime(3) < 3
Value = , NP, SP, HP
Time = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = animelemtime(3) = 0
StateNo = 9500
ID = 9500
Ownpal = 1
Keyctrl = 0

[State -1]
Type = PosSet
TriggerAll = NumHelper(9500) > 0
TriggerAll = Time >= 0 
Trigger1 = Facing = 1
Trigger1 = Pos X > Helper(9500),Pos X
Trigger2 = Facing = -1
Trigger2 = Pos X < Helper(9500),Pos X
X = Ceil(Helper(9500),Pos X)


[State -1]
Type = veladd
Trigger1 = anim = 13310
Trigger1 = animelemtime(3) = 0
X = 6

[State -1]
Type = PlaySnd
Trigger1 = anim = 13310
Trigger1 = animelem = 4
Value = s1600, 5
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = anim = 13310
Trigger1 = animelem = 4
Value = s0, 105
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = anim = 13300
Trigger1 = animelemtime(3) >= 0
trigger1 = time%7 = 0
Value = s0, 105
;Channel = 3
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999





[State -1]
Type = Explod
Trigger1 = anim = 13300
Trigger1 = animelem = 2
Trigger2 = anim = 13300
Trigger2 = animelem = 4
Trigger3 = anim = 13300
Trigger3 = animelem = 6
ID = 13320
PosType = P1
Pos = -10,0
Anim = 13320
Ownpal = 1
SprPriority = 4
IgnoreHitPause = 0
Persistent = 1
BindTime = 3
RemoveTime = -2
RemoveOnGetHit = 1



[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Anim = 13310
Trigger1 = AnimElem = 5
Attr = C, NA
Damage    = Ceil(FVar(0)*(75-Var(4)%2))
AnimType  = Medium
HitFlag = MAFD
GuardFlag = L
Priority  = 2, Hit
PauseTime = 8,IfElse(P2MoveType = A,17,9)
Guard.PauseTime = 8,9
HitSound   = s1,120
GuardSound = s120,0
SparkXY = -Random%20, -20-Random%20
SparkNo = -1
Guard.SparkNo = s160
Ground.Type = hard
Ground.SlideTime = 13
Ground.HitTime  = 13
Ground.Velocity = -1,-3.4
Guard.Velocity = -10
Air.Velocity = IfElse(Var(50)=1,-1,-5),IfElse(Var(50)=1,-3.2,FVar(25))
Down.Velocity = -2,-2.5
Ground.CornerPush.VelOff = -2
Air.CornerPush.VelOff = IfElse(Var(50)=1,-2,-6)
Down.CornerPush.VelOff = -6
YAccel = .48
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = 0
GetPower = Ceil(FVar(16)*70), Ceil(0.85*FVar(16)*70)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*35),Ceil(IfElse(FVar(16)=0,1,FVar(16))*17)


[State -1]
Type = VelSet
Trigger1 = anim = 13300
Trigger1 = animelemtime(3) >= 0
Trigger2 = anim = 13310
Trigger2 = animelemtime(2) <= 0
x = 5.5
IgnoreHitPause = 1
Persistent = 1




[State -1]
Type = VarSet
Trigger1 = time = 0
v = 55
value = 0
IgnoreHitPause = 1
Persistent = 0


[State -1]
Type = VarSet
Trigger1 = movehit
v = 55
value = 1
IgnoreHitPause = 1
Persistent = 1



[State -1]
Type = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1
Persistent = 1


[State -1]
Type = ctrlset
Trigger1 = var(55) = 1
Value = 1



[State -1]
Type = ChangeState
Trigger1 = Anim = 13310
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1




;回転攻撃-中
[Statedef 13310]
Type    = S
MoveType= A
Physics = S
Juggle  = 0
Ctrl = 0
Anim = 13300
SprPriority = 2
Facep2 = 1

[State -1]
Type = Helper
Trigger1 = animelemtime(3) = 0
StateNo = 9500
ID = 9500
Ownpal = 1
Keyctrl = 0

[State -1]
Type = PosSet
TriggerAll = NumHelper(9500) > 0
TriggerAll = Time >= 0 
Trigger1 = Facing = 1
Trigger1 = Pos X > Helper(9500),Pos X
Trigger2 = Facing = -1
Trigger2 = Pos X < Helper(9500),Pos X
X = Ceil(Helper(9500),Pos X)

[State -1]
Type = changeanim
trigger1 = command != "b"
trigger1 = command != "B溜め"
Trigger1 = Anim = 13300
Trigger1 = time = 25
Value = 13340
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = changeanim
Triggerall = Anim = 13300
Triggerall = time = 25
trigger1 = command = "b"
trigger2 = command = "B溜め"
Value = 13350
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = NotHitBy
trigger1 = anim = 13300
Trigger1 = animelemtime(3) >= 0
trigger2 = anim = 13340
Trigger2 = animelemtime(1) >= 0
Trigger2 = animelemtime(3) < 3
trigger3 = anim = 13350
Trigger3 = animelemtime(1) >= 0
Trigger3 = animelemtime(1) < 3
Value = , NP, SP, HP
Time = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = PlaySnd
Trigger1 = anim = 13340
Trigger1 = animelem = 4
Value = s30, 1
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = anim = 13340
Trigger1 = animelem = 4
Value = s0, 102
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = PlaySnd
Trigger1 = anim = 13340
Trigger1 = animelem = 5
Value = s1600, 6
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = anim = 13300
Trigger1 = animelemtime(3) >= 0
trigger1 = time%7 = 0
Value = s0, 105
;Channel = 3
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999





[State -1]
Type = Explod
Trigger1 = anim = 13300
Trigger1 = animelem = 2
Trigger2 = anim = 13300
Trigger2 = animelem = 4
Trigger3 = anim = 13300
Trigger3 = animelem = 6
ID = 13320
PosType = P1
Pos = -10,0
Anim = 13320
Ownpal = 1
SprPriority = 4
IgnoreHitPause = 0
Persistent = 1
BindTime = 3
RemoveTime = -2
RemoveOnGetHit = 1



[State -1]
Type = Explod
Trigger1 = anim = 13340
Trigger1 = animelem = 1
ID = 13320
PosType = P1
Pos = 0,-110
Anim = 13330
Ownpal = 1
SprPriority = 4
IgnoreHitPause = 0
Persistent = 1
BindTime = 10
RemoveTime = -2
RemoveOnGetHit = 1




[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0


[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Anim = 13340
Trigger1 = AnimElem = 6
Attr = S, NA
Damage = Ceil(FVar(0)*(120-Var(4)%2))
HitFlag = MAFD
GuardFlag = HA
Priority = 2, Hit
PauseTime = 10,IfElse(P2MoveType = A,21,11)
Guard.PauseTime = 10,11
HitSound   = s1,118
GuardSound = s120,0
SparkXY = -Random%20, -5-Random%20
SparkNo = -1
Guard.SparkNo = s160
AnimType = Hard
Ground.Type = High
Ground.SlideTime = 15
Ground.HitTime  = 15
Ground.Velocity = -5.5
Guard.Velocity = -8.5
Air.Velocity = -1.6*Var(50),IfElse(Var(50)=1,-6.2,FVar(25))
AirGuard.Velocity = -3,-1.4
Down.Velocity = -3.2,-2.5
Ground.CornerPush.VelOff = -6.5
Air.CornerPush.VelOff = -2.6*Var(50)
Down.CornerPush.VelOff = -4.2
YAccel = .48
Kill = 1
Guard.Kill = 0
Fall = 0
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 26
GetPower = Ceil(FVar(16)*120), Ceil(0.85*FVar(16)*120)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*60),Ceil(IfElse(FVar(16)=0,1,FVar(16))*30)




[State -1]
Type = VelSet
Trigger1 = anim = 13300
Trigger1 = animelemtime(3) >= 0
Trigger2 = anim = 13340
Trigger2 = animelemtime(2) <= 0
x = 5
IgnoreHitPause = 1
Persistent = 1




[State -1]
Type = VarSet
Trigger1 = time = 0
v = 55
value = 0
IgnoreHitPause = 1
Persistent = 0


[State -1]
Type = VarSet
Trigger1 = movehit
v = 55
value = 1
IgnoreHitPause = 1
Persistent = 1



[State -1]
Type = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1
Persistent = 1


[State -1]
Type = ctrlset
Trigger1 = var(55) = 1
Value = 1



[State -1]
Type = ChangeState
Trigger1 = Anim = 13340
Trigger1 = AnimTime = 0
Trigger2 = Anim = 13350
Trigger2 = AnimTime = 0
Value = 0
Ctrl = 1





;---------------------------------------------------------------------------
; ナッツクラッカー1
[Statedef 22500]
Type    = C
MoveType= A
Physics = C
Juggle  = 0
Ctrl = 0
VelSet = 0,0
Anim = 5301
SprPriority = 2
Facep2 = 1


[State -1, Explod]
Type = Explod
Trigger1 = Time = 18
Anim = 15
ID = 15
Postype = P1
Pos = 0,0
Ownpal = 1
Scale = 1,1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
Removetime = -2
Removeongethit = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 10, 1]
type = VelMul
trigger1 = Time = 0
x = .75

[State 10, 1]
type = posadd
trigger1 = AnimTime = 0
x = 150

[State 10, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 22802


;---------------------------------------------------------------------------
; ナッツクラッカー2
[Statedef 22600]
Type    = C
MoveType= A
Physics = C
Juggle  = 0
Ctrl = 0
VelSet = 0,0
Anim = 5303
SprPriority = 2
Facep2 = 1

[State -1]
Type = Helper
Trigger1 = Time = 0
StateNo = 223200
ID = 223200
Postype = P1
Pos = 0,0
Ownpal = 1
SprPriority = 3
IgnoreHitPause = 1
Persistent = 0


[State 10, 1]
type = VelMul
trigger1 = Time = 0
x = .75


[State 10, 2]
type = ChangeState
trigger1 = Time = 35
value = 22802



;---------------------------------------------------------------------------
; ナッツクラッカー3
[Statedef 22700]
Type    = C
MoveType= A
Physics = C
Juggle  = 0
Ctrl = 0
VelSet = 0,0
Anim = 5303
SprPriority = 2
Facep2 = 1

[State -1]
Type = Helper
Trigger1 = Time = 0
StateNo = 2213310
ID = 2213310
Postype = P1
Pos = 0,0
Ownpal = 1
SprPriority = 3
IgnoreHitPause = 1
Persistent = 0


[State 10, 1]
type = VelMul
trigger1 = Time = 0
x = .75

[State 10, 1]
type = posadd
trigger1 = Time = 30
x = 50


[State 10, 2]
type = ChangeState
trigger1 = Time = 30
value = 22802


;---------------------------------------------------------------------------
; ナッツクラッカー4
[Statedef 22800]
Type    = C
MoveType= A
Physics = C
Juggle  = 0
Ctrl = 0
VelSet = 0,0
Anim = 5301
SprPriority = 2
Facep2 = 1


[State -1, Explod]
Type = Explod
Trigger1 = Time = 18
Anim = 15
ID = 15
Postype = P1
Pos = 0,0
Ownpal = 1
Scale = 1,1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
Removetime = -2
Removeongethit = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 10, 1]
type = VelMul
trigger1 = Time = 0
x = .75



[State -1]
Type = AttackDist
Trigger1 = 1
Value = 0
Persistent = 1

[State 10, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 22801


;---------------------------------------------------------------------------
; Crouching
[Statedef 22801]
type    = C
physics = C
anim = 22200
sprpriority = 0

[State -1]
Type = ChangeAnim
Trigger1 = anim != 22205
Trigger1 = P2Dist X < 0
Value = 22205

[State -1]
Type = Turn
Trigger1 = anim = 22205
Trigger1 = Animtime = 0

[State -1]
Type = Varrandom
Trigger1 = Time >= 0
V = 5
Range = 0,4
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 11, 1] ;Change from turning animation
type = ChangeAnim
trigger1 = anim != 22200 && animtime = 0
value = 22200

[State 11, 1] ;Change from turning animation
type = ChangeAnim
Trigger1 = Time >= 0
trigger1 = random <= 5 && anim = 22200
value = 22200 + var(5)
persistent = 1


[State 10, 2]
type = ChangeState
trigger1 = command = "holdfwd" | command = "holdback" | command = "holdup" | command = "holddown"
trigger2 = roundstate = 3
value = 22802


[Statedef 22802]
type    = C
physics = C
anim = 5302
sprpriority = 0
facep2 = 1

[State -1, Explod]
Type = Explod
Trigger1 = Time = 0
Anim = 16
ID = 16
Postype = P1
Pos = 0,0
Ownpal = 1
Scale = 1,1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
Removetime = -2
Removeongethit = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 12, 1]
type = ctrlset
trigger1 = command = "holdfwd" | command = "holdback" | command = "holdup" | command = "holddown"
trigger1 = Time >= 5
value = 1


[State 12, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; ナーサリー・ライム弱
[Statedef 1300]
Type    = A
MoveType= A
Physics = N
Juggle  = 0
Ctrl = 0
VelSet = 0,0
Anim = 1300
SprPriority = 2
Facep2 = 1

[State -1]
Type = Helper
Trigger1 = Time = 1
StateNo = 9000
ID = 9007
PosType = P1
Ownpal = 1
SprPriority = 5

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = PlaySnd
Trigger1 = Time = 1
Value = s1300, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = PlaySnd
Trigger1 = Time = 1
Value = s2, 100
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = NotHitBy
Trigger1 = Time < 3
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = Width
Trigger1 = Time >= 1
Value = -10
IgnoreHitPause = 0
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VelSet
Trigger1 = Time = [2,24]
X = 3.5

[State -1]
Type = PlaySnd
Trigger1 = Time = 6
Trigger1 = Time = 20
Value = s30, 3
Channel = 4
IgnoreHitPause = 1

[State -1]
Type = PosAdd
Trigger1 = Time = [3,4]
Y = -4

[State -1]
Type = PosAdd
Trigger1 = Time = [5,8]
Y = -3

[State -1]
Type = PosAdd
Trigger1 = Time = [9,11]
Y = -2

[State -1]
Type = PosAdd
Trigger1 = Time = [12,13]
Y = -1

[State -1]
Type = PosAdd
Trigger1 = Time = [14,15]
Y = 1

[State -1]
Type = PosAdd
Trigger1 = Time = [16,18]
Y = 2

[State -1]
Type = PosAdd
Trigger1 = Time = [19,22]
Y = 3

[State -1]
Type = PosAdd
Trigger1 = Time = [23,24]
Y = 4

[State -1]
Type = VelSet
Trigger1 = Time = 24
X = 0
Y = 0

[State -1]
Type = PosSet
Trigger1 = Time = 24
Y = 0

[State -1]
Type = StateTypeSet
Trigger1 = Time = 24
StateType = S
Physics = S
IgnoreHitPause = 1

[State -1]
Type = PlaySnd
Trigger1 = Time = 31
Value = s30, 1
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = AnimElem = 13
Anim = 1305
ID = 1305
PosType = P1
Pos = 28,0
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 0
BindTime = -1
RemoveTime = -2
RemoveOnGetHit = 1
Persistent = 0

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = MoveHit
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = AnimElem = 4
Trigger2 = AnimElem = 7
Attr = S, SA
AnimType  = Hard
Damage    = Ceil(FVar(0)*(30-Var(4)%2)),Ceil(FVar(1)*3)
GuardFlag = MA
Priority = 3, Hit
PauseTime = 4,IfElse(P2MoveType = A,13,3)
Guard.PauseTime = 4,3
HitSound   = s10,2
GuardSound = s120,0
SparkXY = -Random%20, -30-Random%20
SparkNo = -1
Guard.SparkNo = s161
Ground.Type = High
Ground.SlideTime = 20
Ground.HitTime  = 20
Ground.Velocity = -4
Guard.Velocity = -7
Air.Velocity = -2*Var(50),IfElse(Var(50)=1,-5.8,FVar(25))
AirGuard.Velocity = -3,-1.4
Down.Velocity = -4,-2.5
Ground.CornerPush.VelOff = -5
Air.CornerPush.VelOff = -3*Var(50)
Down.CornerPush.VelOff = -6
YAccel = .48
ID = 1300
Kill = 1
Guard.Kill = 0
Fall = 0
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 28
GetPower = Ceil(FVar(16)*30), Ceil(0.85*FVar(16)*30)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*15),Ceil(IfElse(FVar(16)=0,1,FVar(16))*7)

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = AnimElem = 9
Attr = S, SA
AnimType  = Hard
Damage    = Ceil(FVar(0)*(30-Var(4)%2)),Ceil(FVar(1)*3)
GuardFlag = MA
Priority = 3, Hit
PauseTime = 4,IfElse(P2MoveType = A,15,5)
Guard.PauseTime = 4,5
HitSound   = s10,2
GuardSound = s120,0
SparkXY = -Random%20, -30-Random%20
SparkNo = -1
Guard.SparkNo = s161
Ground.Type = High
Ground.SlideTime = 17
Ground.HitTime  = 17
Ground.Velocity = -4
Guard.Velocity = -7
Air.Velocity = -3.2*Var(50),IfElse(Var(50)=1,-5.8,FVar(25))
AirGuard.Velocity = -4,-1.4
Down.Velocity = -6.4,-2.5
Ground.CornerPush.VelOff = -5
Air.CornerPush.VelOff = -4.2*Var(50)
Down.CornerPush.VelOff = -8.4
YAccel = .48
ID = 1300
Kill = 1
Guard.Kill = 0
Fall = 0
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 29
GetPower = Ceil(FVar(16)*30), Ceil(0.85*FVar(16)*30)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*15),Ceil(IfElse(FVar(16)=0,1,FVar(16))*7)

[State -1]
Type = PosAdd
Trigger1 = AnimElem = 15
X = 15

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = AnimElem = 17
Attr = S, SA
AnimType  = Hard
Damage    = Ceil(FVar(0)*(50-Var(4)%2)),Ceil(FVar(1)*5)
GuardFlag = MA
Priority = 3, Hit
PauseTime = 8,IfElse(P2MoveType = A,18,8)
Guard.PauseTime = 8,8
HitSound   = s1,120
GuardSound = s120,0
SparkXY = -Random%20, -55-Random%20
SparkNo = -1
Guard.SparkNo = s161
Ground.Type = High
Ground.SlideTime = 15
Ground.HitTime  = 15
Ground.Velocity = -7.5
Air.Velocity = -3,IfElse(Var(50)=1,-6.6,FVar(25))
AirGuard.Velocity = -4,-1.4
Down.Velocity = -6,-2.5
Ground.CornerPush.VelOff = -8.5
Air.CornerPush.VelOff = -4
Down.CornerPush.VelOff = -8
YAccel = .48
ID = 1301
Kill = 1
Guard.Kill = 0
Fall = 0
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 30
GetPower = Ceil(FVar(16)*60), Ceil(0.85*FVar(16)*60)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*30),Ceil(IfElse(FVar(16)=0,1,FVar(16))*15)

[State -1]
Type = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = PosAdd
Trigger1 = AnimTime = 0
X = 7

[State -1] 
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

[State -1] 
Type = VarSet
Trigger1 = Time = [22,30]
Trigger1 = Command = "b"
V = 7
Value = 1

[State -1] 
Type = VarSet
Trigger1 = Time = [22,30]
Trigger1 = Command = "a"
V = 7
Value = 2

[State -1] 
Type = ChangeState
Trigger1 = Time = [24,30]
Trigger1 = Var(57) = 1
Value = 1301
Ctrl = 0

[State -1] 
Type = ChangeState
Trigger1 = Time = [24,30]
Trigger1 = Var(57) = 2
Value = 1302
Ctrl = 0

;---------------------------------------------------------------------------
; ナーサリー・ライム派生1
[Statedef 1301]
Type    = S
MoveType= A
Physics = S
Juggle  = 0
Ctrl = 0
VelSet = 0,0
Anim = 1301
SprPriority = 2

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1] 
Type = VarSet
Trigger1 = 1
V = 7
Value = 0

[State -1]
Type = PosAdd
Trigger1 = AnimTime = 0
X = 7

[State -1] 
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
; ナーサリー・ライム派生2
[Statedef 1302]
Type    = A
MoveType= A
Physics = N
Juggle  = 0
Ctrl = 0
VelSet = 0,0
Anim = 1302
SprPriority = 2

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1] 
Type = VarSet
Trigger1 = 1
V = 7
Value = 0

[State -1]
Type = Width
Trigger1 = Time >= 1
Value = -10
IgnoreHitPause = 0
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VelSet
Trigger1 = Time = [13,35]
X = 3.2

[State -1]
Type = PlaySnd
Trigger1 = Time = 17
Trigger1 = Time = 31
Value = s30, 3
Channel = 4
IgnoreHitPause = 1

[State -1]
Type = PosAdd
Trigger1 = Time = [14,15]
Y = -4

[State -1]
Type = PosAdd
Trigger1 = Time = [16,19]
Y = -3

[State -1]
Type = PosAdd
Trigger1 = Time = [20,22]
Y = -2

[State -1]
Type = PosAdd
Trigger1 = Time = [23,24]
Y = -1

[State -1]
Type = PosAdd
Trigger1 = Time = [25,26]
Y = 1

[State -1]
Type = PosAdd
Trigger1 = Time = [27,29]
Y = 2

[State -1]
Type = PosAdd
Trigger1 = Time = [30,33]
Y = 3

[State -1]
Type = PosAdd
Trigger1 = Time = [34,35]
Y = 4

[State -1]
Type = VelSet
Trigger1 = Time = 35
X = 0
Y = 0

[State -1]
Type = PosSet
Trigger1 = Time = 35
Y = 0

[State -1]
Type = StateTypeSet
Trigger1 = Time = 35
StateType = S
Physics = S
IgnoreHitPause = 1

[State -1]
Type = PlaySnd
Trigger1 = Time = 42
Value = s30, 1
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = MoveHit
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = AnimElem = 7
Trigger2 = AnimElem = 10
Attr = S, SA
AnimType  = Hard
Damage    = Ceil(FVar(0)*(30-Var(4)%2)),Ceil(FVar(1)*3)
GuardFlag = MA
Priority = 3, Hit
PauseTime = 4,IfElse(P2MoveType = A,13,3)
Guard.PauseTime = 4,3
HitSound   = s10,2
GuardSound = s120,0
SparkXY = -Random%20, -30-Random%20
SparkNo = -1
Guard.SparkNo = s161
Ground.Type = High
Ground.SlideTime = 20
Ground.HitTime  = 20
Ground.Velocity = -3.8
Guard.Velocity = -6
Air.Velocity = -2*Var(50),IfElse(Var(50)=1,-5.8,FVar(25))
AirGuard.Velocity = -4,-1.4
Down.Velocity = -4,-2.5
Ground.CornerPush.VelOff = -4.8
Air.CornerPush.VelOff = -3*Var(50)
Down.CornerPush.VelOff = -6
YAccel = .48
ID = 1300
Kill = 1
Guard.Kill = 0
Fall = 0
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 28
GetPower = Ceil(FVar(16)*30), Ceil(0.85*FVar(16)*30)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*15),Ceil(IfElse(FVar(16)=0,1,FVar(16))*7)

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = AnimElem = 12
Attr = S, SA
AnimType  = Hard
Damage    = Ceil(FVar(0)*(30-Var(4)%2)),Ceil(FVar(1)*3)
GuardFlag = MA
Priority = 3, Hit
PauseTime = 4,IfElse(P2MoveType = A,15,5)
Guard.PauseTime = 4,5
HitSound   = s10,2
GuardSound = s120,0
SparkXY = -Random%20, -30-Random%20
SparkNo = -1
Guard.SparkNo = s161
Ground.Type = High
Ground.SlideTime = 17
Ground.HitTime  = 17
Ground.Velocity = -3.8
Guard.Velocity = -6
Air.Velocity = -3.2*Var(50),IfElse(Var(50)=1,-5.8,FVar(25))
AirGuard.Velocity = -4,-1.4
Down.Velocity = -6.4,-2.5
Ground.CornerPush.VelOff = -4.8
Air.CornerPush.VelOff = -4.2*Var(50)
Down.CornerPush.VelOff = -8.4
YAccel = .48
ID = 1300
Kill = 1
Guard.Kill = 0
Fall = 0
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 29
GetPower = Ceil(FVar(16)*30), Ceil(0.85*FVar(16)*30)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*15),Ceil(IfElse(FVar(16)=0,1,FVar(16))*7)

[State -1]
Type = PosAdd
Trigger1 = AnimElem = 18
X = 15

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = AnimElem = 20
Attr = S, SA
AnimType  = Hard
Damage    = Ceil(FVar(0)*(50-Var(4)%2)),Ceil(FVar(1)*5)
GuardFlag = MA
Priority = 3, Hit
PauseTime = 8,IfElse(P2MoveType = A,18,8)
Guard.PauseTime = 8,8
HitSound   = s1,120
GuardSound = s120,0
SparkXY = -Random%20, -55-Random%20
SparkNo = -1
Guard.SparkNo = s161
Ground.Type = High
Ground.SlideTime = 15
Ground.HitTime  = 15
Ground.Velocity = -7.5
Air.Velocity = -3,IfElse(Var(50)=1,-6.6,FVar(25))
AirGuard.Velocity = -4,-1.4
Down.Velocity = -6,-2.5
Ground.CornerPush.VelOff = -8.5
Air.CornerPush.VelOff = -4
Down.CornerPush.VelOff = -8
YAccel = .48
ID = 1301
Kill = 1
Guard.Kill = 0
Fall = 0
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 30
GetPower = Ceil(FVar(16)*60), Ceil(0.85*FVar(16)*60)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*30),Ceil(IfElse(FVar(16)=0,1,FVar(16))*15)

[State -1]
Type = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = PosAdd
Trigger1 = AnimTime = 0
X = 7

[State -1] 
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
; ナーサリー・ライム中
[Statedef 1310]
Type    = A
MoveType= A
Physics = N
Juggle  = 0
Ctrl = 0
VelSet = 0,0
Anim = 1310
SprPriority = 2
Facep2 = 1

[State -1]
Type = Helper
Trigger1 = Time = 2
StateNo = 9000
ID = 9008
PosType = P1
Ownpal = 1
SprPriority = 5

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = PlaySnd
Trigger1 = Time = 1
Value = s1310, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Time = 1
Value = s2, 100
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = NotHitBy
Trigger1 = Time < 7
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = Width
Trigger1 = Time >= 1
Value = -10
IgnoreHitPause = 0
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VelSet
Trigger1 = Time = [6,28]
X = 4.4

[State -1]
Type = PlaySnd
Trigger1 = Time = 10
Trigger1 = Time = 24
Value = s30, 3
Channel = 4
IgnoreHitPause = 1

[State -1]
Type = PosAdd
Trigger1 = Time = [7,8]
Y = -4

[State -1]
Type = PosAdd
Trigger1 = Time = [9,12]
Y = -3

[State -1]
Type = PosAdd
Trigger1 = Time = [13,15]
Y = -2

[State -1]
Type = PosAdd
Trigger1 = Time = [16,17]
Y = -1

[State -1]
Type = PosAdd
Trigger1 = Time = [18,19]
Y = 1

[State -1]
Type = PosAdd
Trigger1 = Time = [20,22]
Y = 2

[State -1]
Type = PosAdd
Trigger1 = Time = [23,26]
Y = 3

[State -1]
Type = PosAdd
Trigger1 = Time = [27,28]
Y = 4

[State -1]
Type = VelSet
Trigger1 = Time = 28
X = 0
Y = 0

[State -1]
Type = PosSet
Trigger1 = Time = 28
Y = 0

[State -1]
Type = StateTypeSet
Trigger1 = Time = 28
StateType = S
Physics = S
IgnoreHitPause = 1

[State -1]
Type = PlaySnd
Trigger1 = Time = 35
Value = s30, 1
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = AnimElem = 13
Anim = 1305
ID = 1305
PosType = P1
Pos = 28,0
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 0
RemoveTime = -2
BindTime = -1
RemoveOnGetHit = 1
Persistent = 0

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = MoveHit
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = AnimElem = 4
Trigger2 = AnimElem = 6
Attr = S, SA
AnimType  = Hard
Damage    = Ceil(FVar(0)*(35-Var(4)%2)),Ceil(FVar(1)*3)
GuardFlag = MA
Priority = 3, Hit
PauseTime = 4,IfElse(P2MoveType = A,13,3)
Guard.PauseTime = 4,3
HitSound   = s10,2
GuardSound = s120,0
SparkXY = -Random%20, -30-Random%20
SparkNo = -1
Guard.SparkNo = s161
Ground.Type = High
Ground.SlideTime = 20
Ground.HitTime  = 20
Ground.Velocity = -5.5
Guard.Velocity = -7.5
Air.Velocity = -3*Var(50),IfElse(Var(50)=1,-6.2,FVar(25))
AirGuard.Velocity = -4,-1.4
Down.Velocity = -6,-2.5
Ground.CornerPush.VelOff = -6.5
Air.CornerPush.VelOff = -4*Var(50)
Down.CornerPush.VelOff = -8
YAccel = .48
ID = 1300
Kill = 1
Guard.Kill = 0
Fall = 0
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 28
GetPower = Ceil(FVar(16)*30), Ceil(0.85*FVar(16)*30)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*15),Ceil(IfElse(FVar(16)=0,1,FVar(16))*7)

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = AnimElem = 9
Attr = S, SA
AnimType  = Hard
Damage    = Ceil(FVar(0)*(35-Var(4)%2)),Ceil(FVar(1)*3)
GuardFlag = MA
Priority = 3, Hit
PauseTime = 4,IfElse(P2MoveType = A,15,5)
Guard.PauseTime = 4,5
HitSound   = s10,2
GuardSound = s120,0
SparkXY = -Random%20, -30-Random%20
SparkNo = -1
Guard.SparkNo = s161
Ground.Type = High
Ground.SlideTime = 17
Ground.HitTime  = 17
Ground.Velocity = -5.5
Guard.Velocity = -7.5
Air.Velocity = -3*Var(50),IfElse(Var(50)=1,-6.2,FVar(25))
AirGuard.Velocity = -4,-1.4
Down.Velocity = -6,-2.5
Ground.CornerPush.VelOff = -6.5
Air.CornerPush.VelOff = -4*Var(50)
Down.CornerPush.VelOff = -8
YAccel = .48
ID = 1300
Kill = 1
Guard.Kill = 0
Fall = 0
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 29
GetPower = Ceil(FVar(16)*30), Ceil(0.85*FVar(16)*30)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*15),Ceil(IfElse(FVar(16)=0,1,FVar(16))*7)

[State -1]
Type = PosAdd
Trigger1 = AnimElem = 15
X = 15

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Var(50) = 1
Trigger1 = AnimElem = 17
Attr = S, SA
AnimType  = Hard
Damage    = Ceil(FVar(0)*(120-Var(4)%2)),Ceil(FVar(1)*12)
GuardFlag = MA
Priority = 3, Hit
PauseTime = 8,IfElse(P2MoveType = A,14,4)
Guard.PauseTime = 8,4
HitSound   = s10,5
GuardSound = s120,0
SparkXY = -Random%20, -55-Random%20
SparkNo = -1
Guard.SparkNo = s161
Ground.Type = High
Ground.SlideTime = 20
Ground.HitTime  = 20
Ground.Velocity = -5
Guard.Velocity = -11
Air.Velocity = -3,-6.2
AirGuard.Velocity = -4,-1.4
P2StateNo = 5600
ID = 5600
P2Facing = 1
Kill = 1
Guard.Kill = 0
Fall.Recover = IfElse(P2MoveType = A,0,1)
GetPower = Ceil(FVar(16)*80), Ceil(0.85*FVar(16)*80)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*40),Ceil(IfElse(FVar(16)=0,1,FVar(16))*20)

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Var(50) = 2
Trigger1 = AnimElem = 17
Attr = S, SA
AnimType  = Hard
Damage    = Ceil(FVar(0)*(120-Var(4)%2)),Ceil(FVar(1)*12)
GuardFlag = MA
Priority = 3, Hit
PauseTime = 8,IfElse(P2MoveType = A,19,9)
Guard.PauseTime = 8,9
HitSound   = s1,120
GuardSound = s120,0
SparkXY = -Random%20, -55-Random%20
SparkNo = -1
Guard.SparkNo = s161
Ground.Type = High
Ground.SlideTime = 20
Ground.HitTime  = 20
Ground.Velocity = -8
Guard.Velocity = -11
Air.Velocity = -7,FVar(25)
AirGuard.Velocity = -4,-1.4
Down.Velocity = -7,-2.5
Ground.CornerPush.VelOff = -9
Air.CornerPush.VelOff = -9
Down.CornerPush.VelOff = -9
YAccel = .48
ID = 5600
Kill = 1
Guard.Kill = 0
Fall.Recover = IfElse(P2MoveType = A,0,1)
GetPower = Ceil(FVar(16)*80), Ceil(0.85*FVar(16)*80)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*40),Ceil(IfElse(FVar(16)=0,1,FVar(16))*20)

[State -1]
Type = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = PosAdd
Trigger1 = AnimTime = 0
X = 7

[State -1] 
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

[State -1] 
Type = VarSet
Trigger1 = Time = [26,34]
Trigger1 = Command = "b"
V = 7
Value = 1

[State -1] 
Type = VarSet
Trigger1 = Time = [26,34]
Trigger1 = Command = "a"
V = 7
Value = 2

[State -1] 
Type = ChangeState
Trigger1 = Time = [28,34]
Trigger1 = Var(7) = 1
Value = 1301
Ctrl = 0

[State -1] 
Type = ChangeState
Trigger1 = Time = [28,34]
Trigger1 = Var(7) = 2
Value = 1302
Ctrl = 0

;---------------------------------------------------------------------------
;ワルツ・ワーズ・ワイト 前
[Statedef 1400]
Type      = S
Physics   = S
Ctrl      = 0
Anim      = 1400
PowerAdd  = 0
Facep2 = 1

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = NotHitBy
Trigger1 = animtime <= -8 
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlayerPush
Trigger1 = animtime <= -8 
Value = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999




[State -1]
Type = Helper
Trigger1 = Time = 5
StateNo = 1405
ID = 1405
Postype = P1
Pos = -20,0
random = 30,0
Ownpal = 1
Scale = 1,1
SprPriority = 3
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = Helper
Trigger1 = Time = 10
StateNo = 1405
ID = 1406
Postype = P1
Pos = 25,0
random = 30,0
Ownpal = 1
Scale = 1,1
SprPriority = 3
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = Helper
Trigger1 = Time = 15
StateNo = 1405
ID = 1407
Postype = P1
Pos = 65,0
random = 30,0
Ownpal = 1
Scale = 1,1
SprPriority = 3
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = NoWalk
Flag2 = NoAutoTurn

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 2
Value = s100, 0

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 16
Value = s105, 0

[State -1]
Type = VelSet
Trigger1 = Time = [5,41]
X = 2.0

[State -1]
Type = VelSet
Trigger1 = Time >= 42
X = 1

[State -1]
Type = ChangeState
Trigger1 = AnimTime >= -15
trigger1 = command = "holdfwd"
Value = 100
Ctrl = 0

[State -1]
Type = ChangeState
Trigger1 = AnimTime = 0
trigger1 = command != "holdfwd"
Value = 0
Ctrl = 1



;ワルツ・ワーズ・ワイト 後
[Statedef 1450]
Type      = S
Physics   = S
Ctrl      = 0
Anim      = 1450
PowerAdd  = 0
Facep2 = 1

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = NotHitBy
Trigger1 = animtime <= -8 
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlayerPush
Trigger1 = animtime <= -8 
Value = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = null;Helper
Trigger1 = Time = 5
StateNo = 1455
ID = 1405
Postype = P1
Pos = 50,0
random = 30,0
Ownpal = 1
Scale = 1,1
SprPriority = 3
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = null;Helper
Trigger1 = Time = 10
StateNo = 1455
ID = 1406
Postype = P1
Pos = 15,0
random = 40,0
Ownpal = 1
Scale = 1,1
SprPriority = 3
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = null;Helper
Trigger1 = Time = 15
StateNo = 1455
ID = 1407
Postype = P1
Pos = -20,0
random = 30,0
Ownpal = 1
Scale = 1,1
SprPriority = 3
IgnoreHitPause = 1
Persistent = 0



[State -1]
Type = Helper
Trigger1 = Time = 5
StateNo = 1405
ID = 1405
Postype = P1
Pos = 20,0
random = 30,0
Ownpal = 1
Scale = 1,1
SprPriority = 3
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = Helper
Trigger1 = Time = 10
StateNo = 1405
ID = 1406
Postype = P1
Pos = -5,0
random = 30,0
Ownpal = 1
Scale = 1,1
SprPriority = 3
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = Helper
Trigger1 = Time = 15
StateNo = 1405
ID = 1407
Postype = P1
Pos = -25,0
random = 30,0
Ownpal = 1
Scale = 1,1
SprPriority = 3
IgnoreHitPause = 1
Persistent = 0



[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = NoWalk
Flag2 = NoAutoTurn

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 2
Value = s100, 0

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 16
Value = s105, 0

[State -1]
Type = VelSet
Trigger1 = Time = [5,41]
X = -2.0

[State -1]
Type = VelSet
Trigger1 = Time >= 42
X = -1

[State -1]
Type = ChangeState
Trigger1 = AnimTime >= -15
trigger1 = command = "BB"
Value = 105
Ctrl = 0

[State -1]
Type = ctrlset
Trigger1 = AnimTime >= -10
Value = 1
Ctrl = 1




[State -1]
Type = ChangeState
Trigger1 = AnimTime = 0
trigger1 = command != "holdback"
Value = 0
Ctrl = 1



[State -1]
Type = ChangeState
Trigger1 = AnimTime = 0
trigger1 = command = "holdback"
Value = 20
Ctrl = 1



;---------------------------------------------------------------------------
;ワルツ・ワーズ・ワイト強
[Statedef 1410]
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
Anim      = 1410
PowerAdd  = 0
Facep2 = 1

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = NotHitBy
Trigger1 = Time < 81
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlayerPush
Trigger1 = 1
Value = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = SuperPause
Trigger1 = animelemtime(2) = 0
Anim = -1
Time = 30
MoveTime = 30
P2DefMul = 1
Darken = 0

[State -1]
Type = VarSet
Trigger1 = animelemtime(2) = 0
V = 44
Value = 30


[State -1]
Type = Helper
Trigger1 = AnimElem = 2
StateNo = IfElse(Var(26)=3,6015,6010)
ID = 10001
Name = "EX_Effect"
Pos = 10,-38
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999



[State -1]
Type = PowerAdd
Trigger1 = Time = 8
Trigger1 = Var(13) >= 0
Value = -1000

[State -1]
Type = PowerAdd
TriggerAll = Time = 8
Trigger1 = Var(13) = -1
Value = -500

[State -1]
Type = Width
Trigger1 = Time >= 1
Value = -10
IgnoreHitPause = 0
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999



[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = MoveHit
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = MoveHit = 1
Trigger1 = NumTarget(5600) > 0
Trigger1 = FVar(1) > 0.01
FV = 1
Value = 0.70*FVar(1)
IgnoreHitPause = 1

[State -1]
Type = VarSet
Trigger1 = 1
V = 43
Value = -1
IgnoreHitPause = 1


[State -1]
Type = PlaySnd
Trigger1 = Time = 36
Value = s1310, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Time = 35
StateNo = 1415
ID = 1415
Postype = P1
Pos = 0,0
Ownpal = 1
Scale = 1,1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = Helper
Trigger1 = Time = 46
StateNo = 1415
ID = 1415
Postype = P1
Pos = 0,0
Ownpal = 1
Scale = 1,1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = Helper
Trigger1 = Time = 57
StateNo = 1415
ID = 1415
Postype = P1
Pos = 0,0
Ownpal = 1
Scale = 1,1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = Helper
Trigger1 = Time = 68
StateNo = 1415
ID = 1415
Postype = P1
Pos = 0,0
Ownpal = 1
Scale = 1,1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = PlaySnd
Trigger1 = AnimElemtime(2) = 32
Value = s100, 0

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 18
Value = s105, 0

[State -1]
Type = VelSet
Trigger1 = Time = [36,77]
X = 7

[State -1]
Type = VelSet
Trigger1 = Time >= 78
X = 3

[State -1]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;



;ジャンプ膝蹴り？ 弱
[Statedef 3200]
Type    = C
MoveType= A
Physics = S
Juggle  = 0
Ctrl = 0
Anim = 3200
SprPriority = 2
Facep2 = 1

[State -1]
Type = Helper
Trigger1 = Time = 1
StateNo = 9000
ID = 9005
PosType = P1
Ownpal = 1
SprPriority = 5

[State -1]
Type = statetypeset
Trigger1 = animelemtime(4) <= 0
stateType = S

[State -1]
Type = statetypeset
Trigger1 = animelemtime(4) >= 1
stateType = A
Physics = A



[State -1]
Type = PlaySnd
Trigger1 = animelem = 4
Value = s30, 1
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = PlaySnd
Trigger1 = animelem = 5
Value = s30, 3
Channel = 3
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = animelem = 5
Value = s1500, 5
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = animelemtime(4) = 0
ID = 3210
PosType = P1
Pos = 0,5
Anim = 3210
Ownpal = 1
SprPriority = 4
IgnoreHitPause = 0
Persistent = 0
BindTime = 1
RemoveTime = -2
RemoveOnGetHit = 1



[State -1]
Type = Explod
Trigger1 = animelemtime(4) >= 0
Trigger1 = animelemtime(5) <= 5
Trigger1 = numexplod(33256) <= 3
Trigger1 = time%6 = 0
ID = 33256
PosType = P1
Pos = 0,-50
Anim = 3205
Ownpal = 1
SprPriority = 4
IgnoreHitPause = 0
Persistent = 1
BindTime = 1
RemoveTime = -2
RemoveOnGetHit = 1


[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0


[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
trigger1 = !movecontact
Trigger1 = AnimElem = 4
Attr = A, NA
Damage    = Ceil(FVar(0)*(75-Var(4)%2))
AnimType  = Medium
HitFlag = MAFD
GuardFlag = HA
Priority  = 3, Hit
PauseTime = 8,IfElse(P2MoveType = A,17,9)
Guard.PauseTime = 8,9
HitSound   = s1,120
GuardSound = s120,0
SparkXY = -Random%20, -35-Random%20
SparkNo = -1
Guard.SparkNo = s160
Ground.Type = hard
Ground.SlideTime = 13
Ground.HitTime  = 13
Ground.Velocity = -1,-4.2
Guard.Velocity = -10
Air.Velocity = IfElse(Var(50)=1,-1,-5),IfElse(Var(50)=1,-3.8,FVar(25))
AirGuard.Velocity = -3,-1.4
Down.Velocity = -2,-2.5
Ground.CornerPush.VelOff = -2
Air.CornerPush.VelOff = IfElse(Var(50)=1,-2,-6)
Down.CornerPush.VelOff = -6
YAccel = .48
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = 1
GetPower = Ceil(FVar(16)*70), Ceil(0.85*FVar(16)*70)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*35),Ceil(IfElse(FVar(16)=0,1,FVar(16))*17)


[State -1]
Type = Veladd
Trigger1 = animelemtime(4) = 0
y = -5
persistent = 0

[State -1]
Type = Veladd
Trigger1 = animelemtime(4) = 0
x = 4.5
persistent = 0


[State -1]
Type = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1
Persistent = 1


[State -1]
Type = varset
Trigger1 = AnimTime = 0
V = 47
value = 1

[State -1]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 51
Ctrl = 0




;ジャンプ膝蹴り？ 中
[Statedef 3210]
Type    = C
MoveType= A
Physics = S
Juggle  = 0
Ctrl = 0
Anim = 3200
SprPriority = 2
Facep2 = 1

[State -1]
Type = Helper
Trigger1 = Time = 1
StateNo = 9000
ID = 9005
PosType = P1
Ownpal = 1
SprPriority = 5


[State -1]
Type = statetypeset
Trigger1 = animelemtime(4) <= 0
stateType = S

[State -1]
Type = statetypeset
Trigger1 = animelemtime(4) >= 1
stateType = A
Physics = A



[State -1]
Type = PlaySnd
Trigger1 = animelem = 3
Value = s30, 1
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = PlaySnd
Trigger1 = animelem = 4
Value = s30, 3
Channel = 3
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = animelem = 4
Value = s1500, 6
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = animelemtime(4) = 0
ID = 3210
PosType = P1
Pos = 0,5
Anim = 3210
Ownpal = 1
SprPriority = 4
IgnoreHitPause = 0
Persistent = 0
BindTime = 1
RemoveTime = -2
RemoveOnGetHit = 1



[State -1]
Type = Explod
Trigger1 = animelemtime(3) >= 0
Trigger1 = animelemtime(5) <= 5
Trigger1 = numexplod(33256) <= 3
Trigger1 = time%6 = 0
ID = 33256
PosType = P1
Pos = 0,-50
Anim = 3205
Ownpal = 1
SprPriority = 4
IgnoreHitPause = 0
Persistent = 1
BindTime = 1
RemoveTime = -2
RemoveOnGetHit = 1


[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 55
Value = 0

[State -1]
Type = VarSet
Trigger1 = movehit
V = 55
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
trigger1 = !movecontact
Trigger1 = AnimElem = 4
Attr = A, NA
Damage    = Ceil(FVar(0)*(75-Var(4)%2))
AnimType  = Medium
HitFlag = MAFD
GuardFlag = HA
Priority  = 3, Hit
PauseTime = 8,IfElse(P2MoveType = A,17,9)
Guard.PauseTime = 8,9
HitSound   = s1,120
GuardSound = s120,0
SparkXY = -Random%20, -35-Random%20
SparkNo = -1
Guard.SparkNo = s160
Ground.Type = hard
Ground.SlideTime = 13
Ground.HitTime  = 13
Ground.Velocity = -1,-7.2
Guard.Velocity = -10
Air.Velocity = IfElse(Var(50)=1,-3,-6),IfElse(Var(50)=1,-6.8,FVar(25)-2)
AirGuard.Velocity = -3,-1.4
Down.Velocity = -2,-2.5
Ground.CornerPush.VelOff = -2
Air.CornerPush.VelOff = IfElse(Var(50)=1,-2,-6)
Down.CornerPush.VelOff = -6
YAccel = .48
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = 1
GetPower = Ceil(FVar(16)*70), Ceil(0.85*FVar(16)*70)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*35),Ceil(IfElse(FVar(16)=0,1,FVar(16))*17)


[State -1]
Type = Veladd
Trigger1 = animelemtime(4) = 0
y = -6.2
persistent = 0

[State -1]
Type = Veladd
Trigger1 = animelemtime(4) = 0
x = 6.5
persistent = 0

[State -1]
Type = Veladd
Trigger1 = animelemtime(4) >= 0
x = -0.05
persistent = 1


[State -1]
Type = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = ChangeState
Trigger1 = var(55) = 1
Trigger1 = command = "214a"
Value = 3130
Ctrl = 0



[State -1]
Type = ChangeState
Trigger1 = var(55) = 1
Trigger1 = Var(59) > 0
Value = 3310
Ctrl = 0


[State -1]
Type = varset
Trigger1 = AnimTime = 0
V = 47
value = 1

[State -1]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 51
Ctrl = 0



; 空中急降下
[Statedef 3130]
Type    = A
Physics = A
Anim    = 3130
Ctrl    = 0
VelSet  = 0,0

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 1

[State -1]
type = PlaySnd
Trigger1 = AnimElem = 4
value = s110, 0

[State -1]
Type = Explod
Trigger1 = AnimElem = 4
Anim = 111
ID = 111
Postype = P1
Pos = 12,-40
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
Removetime = -2
Removeongethit = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 11
Value = Var(11)+10

[State -1, VelSet]
Type = VelSet
Trigger1 = animelemtime(3) <= 3
X = 0
y = 0

[State -1, VelSet]
Type = VelSet
Trigger1 = animelemtime(4) >= 0
X = 7
y = 7

[State -1, VelSet]
Type = VelAdd
Trigger1 = Time >= 0
Y = 0

[State -1, CtrlSet]
Type = changeanim
Trigger1 = pos y >= -5
Trigger1 = vel y > 0
Trigger1 = anim = 3130
Value = 3140



[State -1, CtrlSet]
Type = CtrlSet
Trigger1 = Time >= 20
Value = 1





;空中ジャンプ膝蹴り？ 弱
[Statedef 3300]
Type    = A
MoveType= A
Physics = S
Juggle  = 0
Ctrl = 0
Anim = 3200
SprPriority = 2
Facep2 = 1
velset = 0.0

[State -1]
Type = Helper
Trigger1 = Time = 1
StateNo = 9000
ID = 9005
PosType = P1
Ownpal = 1
SprPriority = 5


[State -1]
Type = statetypeset
Trigger1 = animelemtime(4) >= 1
Physics = A


[State -1]
Type = PlaySnd
Trigger1 = animelem = 4
Value = s30, 1
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = PlaySnd
Trigger1 = animelem = 5
Value = s30, 3
Channel = 3
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = animelem = 5
Value = s190, 5
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = animelemtime(4) = 0
ID = 3210
PosType = P1
Pos = 0,0
Anim = 3305
Ownpal = 1
SprPriority = 4
IgnoreHitPause = 0
Persistent = 0
BindTime = 1
RemoveTime = -2
RemoveOnGetHit = 1



[State -1]
Type = Explod
Trigger1 = animelemtime(4) >= 0
Trigger1 = animelemtime(5) <= 5
Trigger1 = numexplod(33256) <= 3
Trigger1 = time%6 = 0
ID = 33256
PosType = P1
Pos = 0,-30
Anim = 3205
Ownpal = 1
SprPriority = 4
IgnoreHitPause = 0
Persistent = 1
BindTime = 1
RemoveTime = -2
RemoveOnGetHit = 1


[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0


[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
trigger1 = !movecontact
Trigger1 = AnimElem = 5
Attr = A, NA
Damage    = Ceil(FVar(0)*(75-Var(4)%2))
AnimType  = Medium
HitFlag = MAFD
GuardFlag = HA
Priority  = 3, Hit
PauseTime = 8,IfElse(P2MoveType = A,17,9)
Guard.PauseTime = 8,9
HitSound   = s10,5
GuardSound = s120,0
SparkXY = -Random%20, -35-Random%20
SparkNo = -1
Guard.SparkNo = s160
Ground.Type = hard
Ground.SlideTime = 13
Ground.HitTime  = 13
Ground.Velocity = -1,-5.6
Guard.Velocity = -10
Air.Velocity = IfElse(Var(50)=1,-1,-5),IfElse(Var(50)=1,-5.2,FVar(25))
AirGuard.Velocity = -3,-1.4
Down.Velocity = -2,-2.5
Ground.CornerPush.VelOff = -2
Air.CornerPush.VelOff = IfElse(Var(50)=1,-2,-6)
Down.CornerPush.VelOff = -6
YAccel = .48
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = 1
GetPower = Ceil(FVar(16)*70), Ceil(0.85*FVar(16)*70)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*35),Ceil(IfElse(FVar(16)=0,1,FVar(16))*17)



[State -1]
Type = Velset
Trigger1 = animelemtime(3) <= 3
y = 0
persistent = 1

[State -1]
Type = Velset
Trigger1 = animelemtime(3) <= 3
x = 0
persistent = 1


[State -1]
Type = Velset
Trigger1 = animelemtime(4) = 0
y = -5
persistent = 0

[State -1]
Type = Velset
Trigger1 = animelemtime(4) = 0
x = 4.5
persistent = 0


[State -1]
Type = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1
Persistent = 1


[State -1]
Type = varset
Trigger1 = AnimTime = 0
V = 47
value = 1


[State -1]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 51
Ctrl = 0




;ジャンプ膝蹴り？ 中
[Statedef 3310]
Type    = A
MoveType= A
Physics = A
Juggle  = 0
Ctrl = 0
Anim = 3200
SprPriority = 2
Facep2 = 1
velset = 0,0

[State -1]
Type = Helper
Trigger1 = Time = 1
StateNo = 9000
ID = 9005
PosType = P1
Ownpal = 1
SprPriority = 5


[State -1]
Type = statetypeset
Trigger1 = animelemtime(4) >= 1
Physics = A

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 55
Value = 0

[State -1]
Type = VarSet
Trigger1 = movehit
V = 55
Value = 1
IgnoreHitPause = 1
Persistent = 1



[State -1]
Type = PlaySnd
Trigger1 = animelem = 4
Value = s30, 1
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = PlaySnd
Trigger1 = animelem = 5
Value = s30, 3
Channel = 3
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = prevstateno != 3210 && prevstateno != 3320
Trigger1 = animelem = 5
Value = s190, 6
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = animelemtime(4) = 0
ID = 3210
PosType = P1
Pos = 0,0
Anim = 3305
Ownpal = 1
SprPriority = 4
IgnoreHitPause = 0
Persistent = 0
BindTime = 1
RemoveTime = -2
RemoveOnGetHit = 1



[State -1]
Type = Explod
Trigger1 = animelemtime(4) >= 0
Trigger1 = animelemtime(5) <= 5
Trigger1 = numexplod(33256) <= 3
Trigger1 = time%6 = 0
ID = 33256
PosType = P1
Pos = 0,-30
Anim = 3205
Ownpal = 1
SprPriority = 4
IgnoreHitPause = 0
Persistent = 1
BindTime = 1
RemoveTime = -2
RemoveOnGetHit = 1


[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 55
Value = 0

[State -1]
Type = VarSet
Trigger1 = movehit
V = 55
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
trigger1 = !movecontact
Trigger1 = AnimElem = 5
Attr = A, NA
Damage    = Ceil(FVar(0)*(75-Var(4)%2))
AnimType  = Medium
HitFlag = MAFD
GuardFlag = HA
Priority  = 3, Hit
PauseTime = 8,IfElse(P2MoveType = A,17,9)
Guard.PauseTime = 8,9
HitSound   = s1,120
GuardSound = s120,0
SparkXY = -Random%20, -35-Random%20
SparkNo = -1
Guard.SparkNo = s160
Ground.Type = hard
Ground.SlideTime = 13
Ground.HitTime  = 13
Ground.Velocity = -1,-5.6
Guard.Velocity = -10
Air.Velocity = IfElse(Var(50)=1,-1,-5),IfElse(Var(50)=1,-5.2,FVar(25))
AirGuard.Velocity = -3,-1.4
Down.Velocity = -2,-2.5
Ground.CornerPush.VelOff = -2
Air.CornerPush.VelOff = IfElse(Var(50)=1,-2,-6)
Down.CornerPush.VelOff = -6
YAccel = .48
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = 1
GetPower = Ceil(FVar(16)*70), Ceil(0.85*FVar(16)*70)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*35),Ceil(IfElse(FVar(16)=0,1,FVar(16))*17)


[State -1]
Type = Velset
Trigger1 = animelemtime(3) <= 3
y = 0
persistent = 1

[State -1]
Type = Velset
Trigger1 = animelemtime(3) <= 3
x = 0
persistent = 1



[State -1]
Type = Veladd
Trigger1 = animelemtime(4) = 0
y = -5
persistent = 0

[State -1]
Type = Veladd
Trigger1 = animelemtime(4) = 0
x = 5.5
persistent = 0



[State -1]
Type = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = ChangeState
Trigger1 = var(55) = 1
Value = 3320
Ctrl = 0


[State -1]
Type = varset
Trigger1 = AnimTime = 0
V = 47
value = 1

[State -1]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 51
Ctrl = 0


;ジャンプ膝蹴り？ 中追撃
[Statedef 3320]
Type    = A
MoveType= A
Physics = A
Juggle  = 0
Ctrl = 0
Anim = 3300
SprPriority = 2
Facep2 = 1
velset = 0,0


[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 55
Value = 0

[State -1]
Type = VarSet
Trigger1 = movehit
V = 55
Value = 1
IgnoreHitPause = 1
Persistent = 1


[State -1]
Type = PlaySnd
Trigger1 = animelem = 2
Value = s30, 1
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = PlaySnd
Trigger1 = animelem = 2
Value = s30, 3
Channel = 3
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999



[State -1]
Type = Explod
Trigger1 = animelemtime(2) = 0
ID = 3310
PosType = P1
Pos = 15,-15
Anim = 3310
Ownpal = 1
SprPriority = 4
IgnoreHitPause = 0
Persistent = 0
BindTime = 8
RemoveTime = -2
RemoveOnGetHit = 1



[State -1]
Type = Explod
Trigger1 = animelemtime(1) >= 0
Trigger1 = animelemtime(5) <= 5
Trigger1 = numexplod(33256) <= 3
Trigger1 = time%6 = 0
ID = 33256
PosType = P1
Pos = 0,-30
Anim = 3205
Ownpal = 1
SprPriority = 4
IgnoreHitPause = 0
Persistent = 1
BindTime = 1
RemoveTime = -2
RemoveOnGetHit = 1


[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 55
Value = 0

[State -1]
Type = VarSet
Trigger1 = movehit
V = 55
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = AnimElem = 2 ||  AnimElem = 3
Attr = A, NA
Damage    = Ceil(FVar(0)*(75-Var(4)%2))
AnimType  = Medium
HitFlag = MAFD
GuardFlag = HA
Priority  = 3, Hit
PauseTime = 5,IfElse(P2MoveType = A,12,5)
Guard.PauseTime = 5,5
HitSound   = s1,120
GuardSound = s120,0
SparkXY = -Random%20, -35-Random%20
SparkNo = -1
Guard.SparkNo = s160
Ground.Type = hard
Ground.SlideTime = 13
Ground.HitTime  = 13
Ground.Velocity = -1,-5.6
Guard.Velocity = -5
Air.Velocity = IfElse(Var(50)=1,-1,-5),IfElse(Var(50)=1,-5.2,FVar(25))-3
AirGuard.Velocity = -3,-1.4
Down.Velocity = -2,-2.5
Ground.CornerPush.VelOff = -2
Air.CornerPush.VelOff = IfElse(Var(50)=1,-2,-6)
Down.CornerPush.VelOff = -6
YAccel = .48
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = 1
GetPower = Ceil(FVar(16)*70), Ceil(0.85*FVar(16)*70)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*35),Ceil(IfElse(FVar(16)=0,1,FVar(16))*17)





[State -1]
Type = Veladd
Trigger1 = animelemtime(1) = 0
y = -6.5
persistent = 0

[State -1]
Type = Veladd
Trigger1 = animelemtime(1) = 0
x = 3
persistent = 0



[State -1]
Type = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1
Persistent = 1


[State -1]
Type = ctrlset
Trigger1 = var(55) = 1
trigger1 = animelemtime(3) >= 3
Trigger1 = prevstateno = 3330
Value = 1
Ctrl = 1


[State -1]
Type = varset
Trigger1 = AnimTime = 0
V = 47
value = 1

[State -1]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 51
Ctrl = 0


;---------------------------------------------------------------------------
;フルールフリーズ・ムシュワーフ弱
[Statedef 1500]
Type      = S
Movetype  = A
Physics   = S
Ctrl      = 0
VelSet = 0,0
Anim      = 1500
PowerAdd  = 0
Facep2 = 1

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = NotHitBy
Trigger1 = Time = [0,19]
Value = SAC, NT, ST, HT, NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 3
Value = s1000,3
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 0
PauseMoveTime = 0

[State -1]
Type = Helper
Trigger1 = AnimElem = 6
StateNo = 1505
ID = 1505
PosType = P1
Pos = 0,0
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0

[State -1] 
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
;フルールフリーズ・ムシュワーフ中
[Statedef 1510]
Type      = S
Movetype  = A
Physics   = S
Ctrl      = 0
VelSet = 0,0
Anim      = 1500
PowerAdd  = 0
Facep2 = 1

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = NotHitBy
Trigger1 = Time = [0,19]
Value = SAC, NT, ST, HT, NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 3
Value = s1000,3
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 0
PauseMoveTime = 0

[State -1]
Type = Helper
Trigger1 = AnimElem = 6
StateNo = 1515
ID = 1515
PosType = P1
Pos = 0,0
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0

[State -1] 
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1
                                                                                                                                                                                                                                                                                                                                                          
