; 仮面ライダーファイズ　ver.060122

; 基本設定
[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 = 100
  ;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 = 0
  IntPersistIndex = 60
FloatPersistIndex = 40

[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 = 15     ;キャラの幅(後方,地上)
ground.front = 16    ;キャラの幅(前方,地上)
air.back = 12        ;キャラの幅(後方,空中)
air.front = 12       ;キャラの幅(前方,空中)
height = 60          ;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, -90   ;頭の大体の座標
mid.pos = -5, -60    ;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  = 2.4      ;前進の速度
walk.back = -2.2     ;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,-8.4    ;垂直ジャンプの速度
jump.back = -2.55    ;後ジャンプの速度
jump.fwd = 2.5       ;前ジャンプの速度
runjump.back = -2.55,-8.1 ;後ダッシュしながらのジャンプ速度(オプション)
runjump.fwd = 4,-8.1      ;前ダッシュしながらのジャンプ速度(オプション)
airjump.neu = 0,-8.1      ;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 = -2.55      ;２段ジャンプ以降の後ジャンプの速度(オプション)
airjump.fwd = 2.5         ;２段ジャンプ以降の前ジャンプの速度

[Movement]
airjump.num = 1      ;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 = .44         ;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 = 170
velset = 0,0

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

;---------------------------------------------------------------------------
; 勝った動作１
[Statedef 180]
type = S

[State 180, 1]
type = ChangeState
trigger1 = Time = 0
value = 181

;---------------------------------------------------------------------------
; 勝った動作２
[Statedef 181]
type = S
ctrl = 0
anim = 180
velset = 0,0

[State 181, 2] 
type = AssertSpecial
trigger1 = Time = [0,280]
flag = roundnotover

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 181, 3]
type = PlaySnd
trigger1 = time = 0
value = 100, 1

[State 181, 3]
type = PlaySnd
trigger1 = AnimElem = 9
value = 100, 2

;---------------------------------------------------------------------------
; 開始前の動作
[Statedef 190]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 190, 1] 
type = ChangeAnim
trigger1 = RoundState = 0
value = 190

[State 191, Visual effect]
type = Explod
trigger1 = Animelem = 12
anim = 195
pos = -3,-60
sprpriority = 3
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
scale = 1,1
shadow = 100,50,0

[State 190, 2] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, 3]
type = PlaySnd
trigger1 = Time = 0
value = 100, 0



[State 190, 4] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; 立ちパンチ
[Statedef 200]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 22
ctrl = 0
velset = 0,0
anim = 200
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 200, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Light
damage    = 25
guardflag = MA
pausetime = 12,12
sparkno = S205
guard.sparkno = S206
sparkxy = -10,-76
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2.5,-3.5

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 立ちキック
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 65
ctrl = 0
velset = 0,0
anim = 210
sprpriority = 2

[State 210, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 210, 2] 
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 50
animtype  = Medium
hitflag = MAF
guardflag = MA
pausetime = 12,12
sparkno = S215
guard.sparkno = S206
sparkxy = -10,-65
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -7
air.velocity = -3,-4

[State 210, 3]
type = PosAdd
trigger1 = AnimElem = 7
x = 12

[State 210, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 立ち武器攻撃
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 65
ctrl = 0
velset = 0,0
anim = 220
sprpriority = 1

[State 220, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Heavy
damage    = 75
guardflag = MA
pausetime = 12,12
sparkno = S225
guard.sparkno = S206
sparkxy = -10,-95
hitsound   = 5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5.5
air.velocity = -2.5,-4

[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;屈み・弱・攻撃
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 22
ctrl = 0
anim = 400
sprpriority = 2

[State 400, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 400, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 25
animtype  = Light
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = S205
guard.sparkno = S206
sparkxy = -5,-12
hitsound   = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 6
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20

[State 400, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;屈み・中・攻撃
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 70
ctrl = 0
anim = 410
sprpriority = 2

[State 410, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2

[State 410, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 50
animtype  = Medium
hitflag = MAF
guardflag = L
pausetime = 12,12
sparkno = S215
guard.sparkno = S206
sparkxy = -10,-12
hitsound   = 5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3,-4
guard.velocity = -5

[State 410, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;屈み・強・攻撃

[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 50
ctrl = 0
anim = 420
sprpriority = 2

[State 420, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 420, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Heavy
damage    = 75
guardflag = MA
pausetime = 12,12
sparkno = S225
guard.sparkno = S206
sparkxy = -15,-85
hitsound   = 5,2
guardsound = 6,0
ground.type = Trip
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5.5
air.velocity = -2.5,-4

[State 420, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;空中・弱・攻撃
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 20
ctrl = 0
anim = 600
sprpriority = 2

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 600, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 25
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = S205
guard.sparkno = S206
sparkxy = -5,-75
hitsound   = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3

;---------------------------------------------------------------------------
;空中・中・攻撃
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
anim = 610
sprpriority = 2

[State 610, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 610, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 50
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = S215
guard.sparkno = S206
sparkxy = -10,-40
hitsound   = 5,3
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4

;---------------------------------------------------------------------------
;空中・強・攻撃
[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
anim = 620
sprpriority = 2

[State 620,１ ]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 620, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 75
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = S225
guard.sparkno = S206
sparkxy = -10,-55
hitsound   = 5,3
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4


;-----------------------------------------------------------------------
; THROW_ATTEMPT
[Statedef 800]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0
anim = 800
juggle = 0

[State 902, 2]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
getpower  = 50
givepower = 40
hitflag = M-
priority = 1, Miss
snap = 26, 0, 0, 1 ; Bind target for 1 frame
sparkno = -1
p2facing = -1
p1stateno = 801
p2stateno = 802
p2getp1state = 1
hitsound = 6,0
fall = 1

[State 902, 3] ;Holding fwd
type = HitDef
Trigger1 = Time = 0
Trigger1 = Command = "holdfwd"
attr = S, NT
getpower  = 50
givepower = 40
hitflag = M-
priority = 1, Miss
snap = 26, 0, 0, 1 ; Bind target for 1 frame
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 801
p2stateno = 802
p2getp1state = 1
hitsound = 6,0
fall = 1
fall.xvelocity = 2
fall.yvelocity = -7

[State 902, 4]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; THROW2_SUCCESS
[Statedef 801]
type    = S
movetype= A
physics = N
anim = 801

[State 1300, 5]
type = explod
trigger1 = AnimElem = 6
anim = 960
pos = -60,0
postype = p1
bindtime = 1

[State 903, 2]
type = Width
Trigger1 = AnimElem = 1, >= 0
Trigger1 = AnimElem = 3, < 0
edge = 0,20

[State 903, 3]
type = Width
Trigger1 = AnimElem = 3, >= 0
Trigger1 = AnimElem = 4, < 0
edge = 0,60

[State 903, 4]
type = Width
Trigger1 = AnimElem = 4, >= 0
Trigger1 = AnimElem = 5, < 0
edge = 0,110

[State 903, 5]
type = TargetBind
Trigger1 = Time >= 0
Trigger1 = AnimElem = 2, < 0
pos = 28,0
time = 1

[State 903, 6]
type = TargetBind
Trigger1 = AnimElem = 2, >= 0
Trigger1 = AnimElem = 3, < 0
pos = 28,0
time = 1

[State 903, 7]
type = TargetBind
Trigger1 = AnimElem = 3, >= 0
Trigger1 = AnimElem = 4, < 0
pos = 24,-60
time = 1

[State 903, 8]
type = TargetBind
Trigger1 = AnimElem = 4, >= 0
Trigger1 = AnimElem = 5, < 0
pos = 7,-100
time = 1

[State 903, 9]
type = TargetBind
Trigger1 = AnimElem = 5, >= 0
Trigger1 = AnimElem = 6, < 0
pos = -37,-72
time = 1

[State 903, 10]
type = TargetBind
Trigger1 = AnimElem = 6
pos = -46,-1
time = 1

[State 903, 11] ;Damage target
type = TargetLifeAdd
Trigger1 = AnimElem = 4
value = -85

[State 903, 12] ;Shake
type = EnvShake
Trigger1 = AnimElem = 6
time = 30

[State 903, 13] ;Hit ground sound
type = PlaySnd
Trigger1 = AnimElem = 6
value = F7,0

;[State 903, 15]
;type = Turn
;Trigger1 = AnimTime = 0

[State 903, 16]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Thrown by Throw2
[Statedef 802]
type    = A
movetype= H
physics = N
ctrl = 0
velset = 0,0

[State 904, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 802

[State 904, 2]
type = ScreenBound
Trigger1 = Time >= 0
value = 0

[State 904, 3] ;Bounce into air
type = ChangeState
Trigger1 = AnimElem = 4
value = 803

;---------------------------------------------------------------------------
; Thrown by Throw2 (Bounce into air)
[Statedef 803]
type    = L
movetype= H
physics = N
velset = 0

[State 905, 5] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = SelfState
value = 5100

[State 905, 5] ;ground to air
type = Veladd
trigger1 = animelem = 1, >= 0
x = 4
y = -6

[State 905, 5] ;air to ground
type = Velset
trigger1 = time >=  3
x = 2
y = 4

[State 931, 3] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = SelfState
value = 5110

[Statedef 9000]
type = A
movetype = I

[State 9000, 1]
type = VarSet
trigger1 = Time = 0
v = 20
value = 1

[State 1500, 2]
type = PlaySnd
trigger1 = Time = 0
value = 14,1

[State 4000,Spark]
type = SuperPause
trigger1 = Time = 1
time = 5
movetime = 4
anim = -1

[State 9000, 4]
type = ChangeState
trigger1 = Time = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ダッシュ       
[Statedef 100]          
type = A             
physics = A           
ctrl = 0
anim = 100
velset = 5, -5

[State 100, 1]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 101

;---------------------------------------------------------------------------
;ダッシュ2
[Statedef 101]
type    = S
physics = S
ctrl = 1

[State 101, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 101, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 101, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 101, 4]
type = MakeDust
trigger1 = Time = 1
pos = -25,3
spacing = 2

[State 101, 5]
type = MakeDust
trigger1 = time >= 8
trigger1 = time <= 25
pos = -15,3

;-------------------------------------------------------------------------------
; スマッシュキック・ショート
[Statedef 1000]
type = S
movetype = A
physics = S
anim = 1000
velset = 9,0
ctrl = 0
poweradd = 40
juggle = 4

[State 1000, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage    = 80,20
animtype = Heavy
getpower = 50
givepower = 20
guardflag = MA
hitflag = MAF
pausetime = 12,12
sparkno = S1005
guard.sparkno = S206
sparkxy = -10,-60
hitsound = S1100,1
guardsound = 6,0
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -7, -5
air.velocity = -6.5,-4.5
fall = 1

[State 1000 , 2]
type = PlaySnd
Trigger1 = AnimElem = 2
value = 1100,0

[State 1200, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 1101,0
channel = 0

[State 1000, Explod]
type = Explod
trigger1 = AnimElem = 1, = 0
anim = 1050
sprpriority = 2
postype = p1
pos = 30,5
bindtime = 1
ownpal = 1
name = "Dust"

[State 1000, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; スマッシュキック・ロング
[Statedef 1010]
type = S
movetype = A
physics = S
anim = 1010
velset = 12,0
ctrl = 0
poweradd = 40
juggle = 4

[State 1010, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage    = 95,22
animtype = Heavy
getpower = 50
givepower = 20
guardflag = MA
hitflag = MAF
pausetime = 12,12
sparkno = S1015
guard.sparkno = S206
sparkxy = -10,-60
hitsound = S1100,1
guardsound = 6,0
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -7, -5
air.velocity = -6.5,-4.5
fall = 1

[State 1010 , 2]
type = PlaySnd
Trigger1 = AnimElem = 2
value = 1100,0

[State 1010, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 1101,0
channel = 0

[State 1010, Explod]
type = Explod
trigger1 = AnimElem = 1, = 0
anim = 1050
sprpriority = 2
postype = p1
pos = 30,5
bindtime = 1
ownpal = 1
name = "Dust"

[State 1010, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; フォンブラスター・シングルモード 
[Statedef 1100]
type = C
movetype = A
physics = C
velset = 0,0
poweradd = 100
anim = 1100
ctrl = 0

[State 1100, Explod]
type = Explod
trigger1 = AnimElem = 1, = 0
anim = 1050
sprpriority = 2
postype = p1
pos = 30,5
bindtime = 1
ownpal = 1
name = "Dust"

[State 1000, 4]
type = helper
trigger1 = animelem = 3
ID = 25
pos = 70, -90
postype = p1
stateno = 1150
helpertype = normal
name = "Beam"
ownpal = 1
keyctrl = 0

[State 1200, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1, = 0
value = 1000,0

[State 1200, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 1001,0

[State 1200,3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1150]
type    = S
movetype = A
physics = S
juggle  = 8
ctrl = 0
anim = 1150
poweradd = 0

[State 1200, 2]
type = HitDef
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
attr = S, NA
animtype  = Light
damage    = 40,10
guardflag = MA
pausetime = 0,0
sparkno = S1151
guard.sparkno = S206
sparkxy = -50,0
hitsound   = 1000,1
guardsound = 6,0
ground.type = High
ground.slidetime = 6
ground.hittime  = 15
ground.velocity = -5.5
air.velocity = -2.5,-4

[state 45, 45]
type = sprpriority
trigger1 = time = 0
value = 5

[State 200, 2]
type = destroyself
trigger1 = time = 15

[Statedef 1152]
type    = S
movetype = A
physics = S
juggle  = 1
velset = 0
ctrl = 0
anim = 1151
poweradd = 0

[State 200, 2]
type = destroyself
trigger1 = animtime = 0

[State 6010, 1]
type = velset
trigger1 = time > 0
x = 0
;-------------------------------------------------------------------------------
; フォンブラスター・バーストモード 
[Statedef 1110]
type = C
movetype = A
physics = C
velset = 0,0
poweradd = 100
anim = 1110
ctrl = 0

[State 1100, Explod]
type = Explod
trigger1 = AnimElem = 1, = 0
anim = 1050
sprpriority = 2
postype = p1
pos = 30,5
bindtime = 1
ownpal = 1
name = "Dust"

[State 1000, 4]
type = helper
trigger1 = animelem = 4
ID = 25
pos = 70, -90
postype = p1
stateno = 1150
helpertype = normal
name = "Beam"
ownpal = 1
keyctrl = 0

[State 1000, 4]
type = helper
trigger1 = animelem = 7
ID = 25
pos = 70, -90
postype = p1
stateno = 1150
helpertype = normal
name = "Beam"
ownpal = 1
keyctrl = 0


[State 1200, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1, = 0
value = 1000,0

[State 1200, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 1001,0

[State 1200,3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
;アクセルムーブ
[Statedef 1200]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 1200
sprpriority = 2

[State 1200, 1]
type = playsnd
trigger1 = time = 10
value = 1000,5

[State 1200, 2]
type = playsnd
trigger1 = time = 15
value = 1000,3

[State 1200, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1200, 4]
type = Explod
trigger1 = time = 19
anim = 1350
postype = p1
pos = 0, -70
removetime = 7
bindtime = -1
sprpriority = 2
scale = .75, 1.3

[State 1200, 5]
type = ModifyExplod
trigger1 = time = [20,25]
ID = 3000
scale = (time*1.5-27) *.40, (25.2 - time) * 0.1

[State 1200, 6]
type = PalFX
trigger1 = Time = 11
time = 20
sinadd =  255,255,255,38
ignorehitpause = 1

[State 1200, 7]
type = VarSet
trigger1 = Time = 0
trigger1 = command = "ab"
var(2) = 1

[State 1200, 8]
type = VarSet
trigger1 = Time = 0
trigger1 = command = "bc"
var(2) = 2

[State 1200, 9]
type = VarSet
trigger1 = Time = 0
trigger1 = command = "D_ab"
var(2) = 3

[State 1200, 10]
type = VarSet
trigger1 = Time = 0
trigger1 = command = "D_bc"
var(2) = 4

[State 1200, 11]
type = ChangeState
trigger1 = AnimTime = 0
value = 1210

;------------------------------------------
;移動
[Statedef 1210]
type    = S
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 1205

[State 1210, 1]
type = VarSet
trigger1 = Time = 0
var(4) = floor(P2Dist x)

[State 1210, 2]
type = velset
trigger1 = Time = 0 && var(2) = 1
x = (var(4) + 100) / 10

[State 1210, 3]
type = velset
trigger1 = Time = 0 && var(2) = 2
x = (var(4) - 100) / 10

[State 1210, 4]
type = velset
trigger1 = Time = 0 && var(2) = 3
x = (var(4) + 200) / 10

[State 1210, 5]
type = velset
trigger1 = Time = 0 && var(2) = 4
x = (var(4) - 200) / 10

[State 1210, 6]
type = Turn
trigger1 = Time = 10
trigger1 = p2dist X < -5

[State 1210, 7]
type = PalFX
trigger1 = Time = 0
time = 18
sinadd =  255,255,255,36
ignorehitpause = 1

[State 1210, 8]
type = ChangeState
trigger1 = Time = 10
value = 1220

;-------------------------------------------------
;現れる
[Statedef 1220]
type    = A
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 1220
sprpriority = 2

[State 1220, 1]
type = playsnd
trigger1 = time = 2
value = 1000,4

[State 1220, 2]
type = NotHitBy
trigger1 = time < 16
value = SCA
time = 1

[State 1220, 3]
type = Explod
trigger1 = time = 0
ID = 3000
anim = 1350
postype = p1
pos = 0, -70
removetime = 6
bindtime = -1
sprpriority = 2

[State 1220, 4]
type = ModifyExplod
trigger1 = time = [0,5]
ID = 3000
scale = (6 - time) * 0.6, time * 0.2

[State 1220, 5]
type = ChangeState
trigger1 = animTime = 0 && pos y = 0
value = 0
ctrl = 1

[State 1220, 6]
type = Changeanim
trigger1 = animTime = 0
value = 1220

[State 1220, 7]
type = Veladd
trigger1 = time >= 27
y = .22

[State 1220, 8] 
type = ctrlset
trigger1 = time >= 23 && Pos Y < 0
value = 1

[State 1220, 9] 
type = ChangeState
trigger1 = time >= 27
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 53

;-------------------------------------------------------------------------------
; クリムゾンスマッシュ
[Statedef 3000]
type = A
movetype = A
physics = N
anim = 3000
ctrl = 0
velset = 0,0
juggle = 7
poweradd = 50

[State 3000, 1]
type = PosFreeze
trigger1 = Time = [0,8]

[State 3000, Super A]
type = SuperPause
trigger1 = AnimElem = 1
movetime = 1
pos = 20, -70
movetime = 50
time = 50

[State 1000, 4]
type = helper
trigger1 = time = 6
ID = 25
pos = 0, 0
postype = p1
stateno = 3050
helpertype = normal
name = "Fireball"
ownpal = 1
keyctrl = 0

[State 3200, Hurt]
type = powerAdd
trigger1 = animelem = 1
value = -1000

[State 3000 , 1]
type = PlaySnd
Trigger1 = Time = 0
value = 3100, 2

[State 3201, 9]
type = ChangeState
Trigger1 = Time = 30
value = 3200

[Statedef 3050]
type    = S
movetype = A
physics = S
juggle  = 8
velset = 1,2
ctrl = 0
anim = 3050
poweradd = 0

[State 3050, 1]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
attr = S, NA
damage   = 0, 0
animtype = Hard
guardflag = MA
pausetime = 14,14
sparkxy =  -50,0
sparkno = S3051
guard.sparkno = S206
hitsound   = S1,1
guardsound = S1,3
ground.type = High
ground.slidetime = 20
ground.hittime  = 40

[state 3050, 45]
type = sprpriority
trigger1 = time = 0
value = 5

[State 3050, 2]
type = destroyself
trigger1 = time = 35

[State 3050, 2]
type = changestate
trigger1 = movehit = 1
value = 3052

[State 3050, 2]
type = changestate
trigger1 = moveguarded = 1
value = 3052

[State 3050, 1]
type = velset
trigger1 = time > 0
x = 4

[Statedef 3052]
type    = S
movetype = A
physics = S
juggle  = 1
velset = 0
ctrl = 0
anim = 3052
poweradd = 0

[State 3051, 2]
type = destroyself
trigger1 = animtime = 0

[State 3051, 1]
type = velset
trigger1 = time > 0
x = 0

[Statedef 3200]
type = A
movetype = A
physics = N
anim = 3200
ctrl = 0
velset = 0,0
juggle = 7

[State 3000 , 1]
type = PlaySnd
Trigger1 = Time = 0
value = 1001, 0

[State 3200, 2]
type = velset
trigger1 = AnimElem = 2
x = 8
y = 3.5

[State 3200, 4]
type = HitDef
trigger1 = AnimElem = 2
;trigger1 = Time = 0
attr = A, S
damage = 180,45
animtype = hard
hitflag = HLAF
guardflag = NA
pausetime = 0,0
sparkno = S3555
sparkxy = 20,-50
sprpriority = 5
guard.sparkno = -1
hitsound   = S3100, 1
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 20
ground.velocity = -15    
airguard.velocity = -15    
air.type = Low
air.velocity = -15,-15
air.juggle = 0
air.fall = 1
down.hittime = 50
fall.recover = 0
fall = 1
fall.animtype = Hard
palfx.time = 50
palfx.mul = 240,192,128
palfx.sinadd = 96,128,160,16
palfx.add = 224,128,64
p2stateno = 3005

[State 3201, 9]
type = ChangeState
Trigger1 = Pos Y >= 0
value = 0
ctrl = 1

;---------------------
;ライダーキック ヒット時相手動作１
;---------------------
[Statedef 3005]
type = A
movetype = H
physics = N

[State 1010, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0
z = 0

[State 3005, 2]
type = ChangeAnim2
Trigger1 = Time >= 0
value = 3005

[State 3005, 9]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 3006

;---------------------
; ライダーキック ヒット時相手動作２
;---------------------
[Statedef 3006]
type = A
movetype = H
physics = N
velset = -2.2,-15.3

[State 1105, 1]
type = VelAdd
trigger1 = Time > 0
y = .6

[State 1106, 2]
type = EnvShake
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
time = 16
ampl = 10
freq = 90
phase = 90
ignorehitpause = 1

[State 1106, 9]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100


;---------------------------------------------------------------------------
; Dash Forward
[Statedef 100]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 100
sprpriority = 1

[State 100, 1]
type = VelSet
trigger1 = Time = 0
x = const(velocity.run.fwd.x)
y = const(velocity.run.back.y)

[State 100, 2]
type = VelAdd
trigger1 = 1
y = .25

[State 100, 3]
type = CtrlSet
trigger1 = Time = 2
value = 1

[State 100, 4]
type = Explod
trigger1 = Time = 4
ID = 100
anim = 102
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
sprpriority = 5
persistent = 0
removeongethit = 1

[State 100, 5]
type = AssertSpecial
trigger1 = 1
flag = nowalk

[State 100, 6]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,2

[State 100, 7]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 101

;---------------------------------------------------------
; Dash Forward (land)
[Statedef 101]
type    = S
physics = S
velset = 0,0
ctrl = 0
anim = 101

[State 101, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 101, 2]
type = MakeDust
trigger1 = Time = 2
pos = -5,-2
spacing = 1

[State 101, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; ここから下に新しいステートを書くと分かりやすくていいと思います
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; ここは-2のステートを書いてください、ヘルパー関係です
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; ここから下は-3のステートを書いてください、ここに書いたものはゲーム中
; に条件が成立すればいつでも開始するステートです。
;---------------------------------------------------------------------------

[Statedef -3]

;ゲーム中に常にいつでも開始したいステート、ここでは「着地音」に使用しています
;下の条件は「52か106のステートに移動して１フレーム目に」と言う事です。
;52と106はバックステップとジャンプの着地のステートです。
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 
trigger2 = stateno = 106 
value = 40, 0
