; 仮面ライダーディケイド　ver.大ショッカーは、俺が潰す！
; 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 215,1]
type = VarRandom
trigger1 = Time = 0
v = 10
range = 0, 9

[State 215,2]
type = ChangeState
trigger1 = Var(10) = 0
value = 181

[State 215,3]
type = ChangeState
trigger1 = Var(10) = 1
value = 182

[State 215,3]
type = ChangeState
trigger1 = Var(10) = 2
value = 183


[State 215,3]
type = ChangeState
trigger1 = Var(10) = 3
value = 184

[State 215,3]
type = ChangeState
trigger1 = Var(10) = [4,5]
value = 185

[State 215,3]
type = ChangeState
trigger1 = Var(10) = [6,7]
value = 186

[State 215,3]
type = ChangeState
trigger1 = Var(10) = [8,9]
value = 187
;---------------------------------------------------------------------------
; 勝った動作２
[Statedef 181]
type = S
ctrl = 0
anim = 180
velset = 0,0

[State 181, 2] 
type = AssertSpecial
trigger1 = Time = [0,380]
flag = roundnotover

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

[State 181, 3]
type = PlaySnd
trigger1 = AnimElem = 7
value = 100, 1

;---------------------------------------------------------------------------
; 勝った動作:警官
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0

[State 181, 2] 
type = AssertSpecial
trigger1 = Time = [0,450]
flag = roundnotover

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

[State 181, 3]
type = PlaySnd
trigger1 = AnimElem = 9
value = 100, 2
;---------------------------------------------------------------------------
; 勝った動作:弁護士
[Statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,0

[State 181, 2] 
type = AssertSpecial
trigger1 = Time = [0,250]
flag = roundnotover

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

[State 181, 3]
type = PlaySnd
trigger1 = AnimElem = 6
value = 100, 3

;---------------------------------------------------------------------------
; 勝った動作:コック
[Statedef 184]
type = S
ctrl = 0
anim = 184
velset = 0,0

[State 181, 2] 
type = AssertSpecial
trigger1 = Time = [0,550]
flag = roundnotover

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

[State 181, 3]
type = PlaySnd
trigger1 = AnimElem = 5
value = 100, 4
;---------------------------------------------------------------------------
; 勝った動作:ジャージ
[Statedef 185]
type = S
ctrl = 0
anim = 185
velset = 0,0

[State 181, 2] 
type = AssertSpecial
trigger1 = Time = [0,450]
flag = roundnotover

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

[State 181, 3]
type = PlaySnd
trigger1 = AnimElem = 5
value = 100, 5

;---------------------------------------------------------------------------
; 勝った動作:天道
[Statedef 186]
type = S
ctrl = 0
anim = 186
velset = 0,0

[State 181, 2] 
type = AssertSpecial
trigger1 = Time = [0,550]
flag = roundnotover

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

[State 181, 3]
type = PlaySnd
trigger1 = AnimElem = 5
value = 100, 6

;---------------------------------------------------------------------------
; 勝った動作:俺が潰す！
[Statedef 187]
type = S
ctrl = 0
anim = 187
velset = 0,0

[State 181, 2] 
type = AssertSpecial
trigger1 = Time = [0,200]
flag = roundnotover

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

[State 181, 3]
type = PlaySnd
trigger1 = AnimElem = 6
value = 100, 7
;---------------------------------------------------------------------------
; 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 190, 2] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 801, 5]
type = explod
trigger1 = AnimElem = 4
anim = 195
pos = 0,-70
postype = p1
bindtime = 40
vel = 0,-1
sprpriority = 1
facing = ifelse(facing=1, 1, -1)
vfacing = 1


[State 801, 5]
type = explod
trigger1 = AnimElem = 7
anim = 196
pos = 0,-80
postype = p1
bindtime = 1
sprpriority = 1
facing = 1

[State 190, 3]
type = PlaySnd
trigger1 = AnimElem = 1,1
value = 100, 0
channel = 1

[State 190, 3]
type = PlaySnd
trigger1 = Time = 120
value = 101, 0
channel = 1


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

;---------------------------------------------------------------------------
; 立ち弱攻撃
[Statedef 200]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 22
ctrl = 0
velset = 0,0
anim = 200
poweradd = 20 
sprpriority = 2

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

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Light
damage    = 25
guardflag = MA
pausetime = 12,12 
;sparkno = S205
;guard.sparkno = S201
hitsound   = s200,1
guardsound = S201,0
sparkno = 0                     
guard.sparkno = 40  
sparkxy = -10,-85
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

;---------------------------------------------------------------------------
;キバパンチ
[Statedef 209]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 22
ctrl = 0
velset = 0,0
anim = 209
poweradd = 20 
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 600, 0

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
animtype  = Hard
hitflag = ML
damage    = 80
getpower  = 50
guardflag = H
pausetime = 12,12
sparkxy = -10,-80
;sparkno = s8020
hitsound   = s600,1
guardsound = S201,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5.5,-5
guard.cornerpush.veloff = -14
air.velocity = -5.5,-5
air.animtype = Back
yaccel = .66
fall = 1
air.fall = 1
fall.recover = 0
air.fall = 1
fall.recover = 0 

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


;---------------------------------------------------------------------------
; 立ち中攻撃
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 46
ctrl = 0
velset = 0,0
anim = 210
sprpriority = 2

[State 210, 1]
type = PlaySnd
trigger1 = Time = 2
value = 400, 0

[State 210, 2] 
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 50
animtype  = Medium
hitflag = MAF
guardflag = MA
pausetime = 12,12
;sparkno = S205
;guard.sparkno = S206
sparkno = 1
guard.sparkno = 40 
hitsound   = s400,1
guardsound = S201,0
sparkxy = -10,-83
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

;---------------------------------------------------------------------------
; 立ち強攻撃
[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 = 600, 0

[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
sparkno = 1
guard.sparkno = 40 
hitsound   = s600,1
guardsound = S201,0
sparkxy = -10,-100
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5.5
air.velocity = -2.5,-4

[State 220, 3]
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 = 200, 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
sparkno = 0                     
guard.sparkno = 40  
hitsound = s200,1
guardsound = S201,0
sparkxy = -5,-55
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 = 400, 0

[State 410, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 50
animtype  = Medium
hitflag = MAF
guardflag = L
pausetime = 12,12
;sparkno = S205
;guard.sparkno = S206
sparkno = 1                    
guard.sparkno = 40  
hitsound   = s400,1
guardsound = S201,0
sparkxy = -10,-15
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 = 600, 0

[State 420, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage    = 75
animtype  = Heavy
hitflag = MAFD
guardflag = L
pausetime = 12,12
;sparkno = S225
;guard.sparkno = S206
sparkno = 1
guard.sparkno = 40
hitsound   = s600,1
guardsound = S201,0
sparkxy = -5,-10
ground.type = Trip
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -1.5,-2
air.velocity = -1.2,-3
fall = 1

[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 = 200, 0

[State 600, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 25
guardflag = HA
priority = 3
pausetime = 8,8
sparkxy = -5,-50
;sparkno = S205
;guard.sparkno = S206
sparkno = 0
hitsound   = s200,1
guardsound = S201,0
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 = 400, 0

[State 610, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 50
guardflag = HA
priority = 4
pausetime = 12,12
sparkxy = -10,-45
;sparkno = S205
;guard.sparkno = S206
hitsound   = s400,1
guardsound = S201,0
sparkno = 1
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 = 600, 0

[State 620, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 75
guardflag = HA
priority = 4
pausetime = 12,12
sparkxy = -10,-80
;sparkno = S225
;guard.sparkno = S206
sparkno = 1
sparkxy = -10,-55
hitsound   = s600,1
guardsound = S201,0
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4




;---------------------------------------------------------------------------
;ライダー投げ
;-----------------------------------------------------------------------
; 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 801, 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 2500]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 22
ctrl = 0
velset = 0,0
anim = 2500
poweradd = 20 
sprpriority = 2

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

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 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


;-----------------------------------------------------------------------
;ライダーキック （弱）開始
[Statedef 1000]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0.5, -1.5
anim = 1000
velset = 0, 0
PowerAdd = 30

;[State 1000, Dust]
type = Explod
trigger1 = Animelem = 1
anim = 1050
pos = -3, 0
sprpriority = 3
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
scale = 1,1
shadow = 100,50,0

[State 1010, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1000, 0
channel = 1

[State 1010, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1001

;---------------------------------------------------------------------------
;ライダーキック （弱）攻撃
[Statedef 1001]
type    = A
movetype= A
physics = N
juggle  = 8
anim = 1001
velset = 0, 0

[State 1011, 1]
type = HitDef
trigger1 = AnimElem= 2
attr = A, SA
animtype = Heavy
damage = 80, 20
guardflag = HA
hitflag = MAF
getpower  = 10,5
givepower = 50,25
pausetime = 20, 27
;sparkno = S1060
;guard.sparkno = S206
;hitsound   = s600,1
;guardsound = 
hitsound   =  s600,1
guardsound = 6,0
sparkxy = -5,-60
ground.type = High
guard.slidetime = 3
ground.hittime  = 15
ground.velocity = -7, -5
air.velocity = -6.5,-4.5
fall = 1

[State 1011, 2]
type = VelSet
trigger1 = Time > 0
;x = 7
x = 8.5

[State 1011, 3]
type = VelSet
trigger1 = Time > 0
trigger1 = Time < 5
y = -3.5

[State 1011, 4]
type = VelSet
trigger1 = Time > 4   
trigger1 = Time < 15
y = 0

[State 1011, 5]
type = VelSet
trigger1 = Time > 15
trigger1 = Pos Y < -2
y = 7.5

[State 1011, 6]
type = VelSet
trigger1 = Time > 20
x = 0

[State 1011,10]
type = ChangeState
trigger1 = Time > 20
trigger2 = Pos Y > -2 
value = 1002

;---------------------------------------------------------------------------
;ライダーキック  着地
[Statedef 1002]
type    = C
movetype= A
physics = S
anim = 1002
velset = 0.25, 0

[State 1002, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1002, 2]
type = VelAdd
trigger1 = Vel X > 0.2
x = -0.05

[State 1002, 3]
type = VelSet
trigger1 = Vel X <= 0.2
x = 0

[State 1002, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;ライダーキック （強）開始
[Statedef 1800]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0, 0
anim = 1800
velset = 0, 0
PowerAdd = 30

;[State 1000, Dust]
type = Explod
trigger1 = Animelem = 1
anim = 1050
pos = -3, 0
sprpriority = 3
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
scale = 1,1
shadow = 100,50,0

[State 1020, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1801

[Statedef 1801]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0.5, -1.5
anim = 1801
velset = 0, 0
PowerAdd = 30

[State 1020, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1802

;---------------------------------------------------------------------------
;ライダーキック （強）攻撃
[Statedef 1802]
type    = A
movetype= A
physics = N
juggle  = 8
anim = 1802
velset = 0, 0

[State 1021, 1]
type = VelSet
trigger1 = Time > 0
;x = 7
;x = 8.5
x = 10

[State 1020, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1000, 0
channel = 1

[State 1021, 2]
type = VelSet
trigger1 = Time > 0
trigger1 = Time < 5
y = -3.5

[State 1021, 3]
type = VelSet
trigger1 = Time > 4   
trigger1 = Time < 15
y = 0

[State 1021, 4]
type = VelSet
trigger1 = Time > 15
trigger1 = Pos Y < -2
y = 7.5

[State 1021, 5]
type = VelSet
trigger1 = Time > 20
x = 0

[State 1021,7]
type = ChangeState
trigger1 = Time > 20
trigger2 = Pos Y > -2 
value = 1803

[State 1021, 8]
type = HitDef
trigger1 = AnimElem= 1
attr = A, SA
animtype = Hard
damage = 100,35
guardflag = HA
hitflag = MAF
getpower  = 10,5
givepower = 50,25
pausetime = 20, 27
;sparkno = S1060
;guard.sparkno = S206
;hitsound   = s600,1
;guardsound = 6,0
hitsound   = s600,1
guardsound = 6,0
sparkxy = -5,-60
ground.type = Low
guard.slidetime = 20
ground.velocity = -8,-7
guard.velocity = -7
air.velocity = -8,-7
airguard.velocity = -5, -4
fall = 1
p2stateno = 1015

;ライダーキック  着地
[Statedef 1803]
type    = C
movetype= A
physics = S
anim = 1803
velset = 0.25, 0

[State 1002, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1002, 2]
type = VelAdd
trigger1 = Vel X > 0.2
x = -0.05

[State 1002, 3]
type = VelSet
trigger1 = Vel X <= 0.2
x = 0

[State 1002, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


; 攻撃をくらった相手の状態

[Statedef 1015]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1025, Anim] ;２Ｐのスプライトステートを変更しています
type = ChangeAnim2
trigger1 = 1
value = 1025

[State 1025, State]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 1016

;------------------
; 飛んでいく相手のステート

[Statedef 1016]
type    = A
movetype= H
physics = N

[State 1026, Velocity]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 1026, Gravity]
type = VelAdd
trigger1 = 1
y = .45

[State 1026, No scroll]
type = ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 0,1

[State 1026, Hit wall]
type = ChangeState
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 1017

[State 1026, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;------------------
; 飛んでいった相手の壁に当たる状態のステート

[Statedef 1017]
type    = A
movetype= H
physics = N

[State 1027, Turn]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)

[State 1027, Pos]
type = PosAdd
trigger1 = Time = 0
x = 15 - BackEdgeBodyDist

[State 1027, Stop moving]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State 1027, No scroll]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 1027, Spark]
type = Explod
trigger1 = Time = 0
anim = F72
pos = 0, floor (screenpos y) - 50
postype = back
sprpriority = 3

[State 1027, Anim]
type = ChangeAnim2
trigger1 = Time = 0
value = 1027

[State 1027, Sound]
type = PlaySnd
trigger1 = Time = 0
value = F7,0

[State 1027, State]
type = ChangeState
trigger1 = AnimTime = 0
value = 1018

;------------------
; 壁に当たった相手が落ちるステート

[Statedef 1018]
type    = A
movetype= H
physics = N

[State 1028, 1]
type = NotHitBy
trigger1 = 1
value = , NA, NP

[State 1028, Vel Y]
type = VelSet
trigger1 = Time = 0
y = -6

[State 1028, Vel X]
type = VelSet
trigger1 = Time = 0
x = 1.6

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

[State 1028, Gravity]
type = VelAdd
trigger1 = 1
y = .35

[State 1028, Anim 5050] 
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 1028, Anim 5052] 
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

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

[State 1028, Anim 5062] 
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062

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

;-------------------------------------------------------------------------------
; アタックライド：ブラスト
[Statedef 1100]
type = S
movetype = A
physics = S
anim = 1100
velset = 0
ctrl = 0
poweradd = 40
juggle = 4

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

[State 1100, hand1]
type = explod
trigger1 = time = 30
anim = 1101
pos = 40,-115
postype = p1
bindtime = 40
vel = 0,-1
sprpriority = 1
facing = 1
vfacing = 1

[State 1100, hand2]
type = explod
trigger1 = time = 40
anim = 1101
pos = 45,-90
postype = p1
bindtime = 40
vel = 0,-1
sprpriority = 1
facing = 1
vfacing = 1

[State 1100, 4]
type = Projectile
triggerall = AnimElem = 4
trigger1 = Var(3) = 0
trigger2 = Var(3) = 4
attr = S, NP
projanim = 1150
;projhitanim = 1160
;projid = 1000
projsprpriority = 2
projedgebound = 120
postype = p1
offset = 65,-105
velocity = 8
damage = 20,5
animtype = medium
guardflag = MA
pausetime = 0,8
;sparkno = S3110
;guard.sparkno = S3130
hitsound   = 5,4
guardsound = 6,0
sparkxy = -5,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -8
air.velocity = -2.5,-5

[State 1100, 4]
type = Projectile
triggerall = time = 30
trigger1 = Var(3) = 0
trigger2 = Var(3) = 4
attr = S, NP
projanim = 1150
;projhitanim = 1160
;projid = 1000
projsprpriority = 2
projedgebound = 120
postype = p1
offset = 75,-120
velocity = 8
damage = 20,5
animtype = medium
guardflag = MA
pausetime = 0,8
;sparkno = S3110
;guard.sparkno = S3130
hitsound   = 5,4
guardsound = 6,0
sparkxy = -5,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -8
air.velocity = -2.5,-5

[State 1100, 4]
type = Projectile
triggerall = time = 40
trigger1 = Var(3) = 0
trigger2 = Var(3) = 4
attr = S, NP
projanim = 1150
;projhitanim = 1160
;projid = 1000
projsprpriority = 2
projedgebound = 120
postype = p1
offset = 85,-95
velocity = 8
damage = 20,5
animtype = medium
guardflag = MA
pausetime = 0,8
;sparkno = S3110
;guard.sparkno = S3130
hitsound   = 5,4
guardsound = 6,0
sparkxy = -5,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -8
air.velocity = -2.5,-5

[State 1100,4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; ブラストペガサス
[Statedef 1110]
type = S
movetype = A
physics = S
anim = 1110
velset = 0
ctrl = 0
poweradd = 40
juggle = 4

[State 1100 , 2]
type = PlaySnd
Trigger1 = AnimElem = 3
value = 400,0

[State 1100, 3]
type = Projectile
triggerall = AnimElem = 3
trigger1 = Var(3) = 0
trigger2 = Var(3) = 4
attr = S, SP
projanim = 1151
;projhitanim = 1160
projid = 1000
projsprpriority = 2
projedgebound = 120
postype = p1
offset = 80,-120
velocity = 6,-6
damage = 50,12
animtype = medium
guardflag = H
pausetime = 0,8
;sparkno = S3110
;guard.sparkno = S3130
sparkxy = -5,0
hitsound   = 5,4
guardsound = 6,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -8
air.velocity = -2.5,-5

;[State 1100, 3]
type = Projectile
triggerall = AnimElem = 3
trigger1 = Var(3) = 0
trigger2 = Var(3) = 4
attr = S, NP
projanim = 1150
;projhitanim = 1160
projid = 1000
projsprpriority = 2
projedgebound = 120
postype = p1
offset = 75,-70
velocity = 6
damage = 50,12
animtype = medium
guardflag = L
pausetime = 0,8
;sparkno = S3110
;guard.sparkno = S3130
hitsound   = 5,4
guardsound = 6,0
sparkxy = -5,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -8
air.velocity = -2.5,-5

[State 1100,4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; バッシャーマグナム
[Statedef 1120]
type = S
movetype = A
physics = S
anim = 1600
velset = 0
ctrl = 0
poweradd = 40
juggle = 4

[State 1100 , 2]
type = PlaySnd
Trigger1 = AnimElem = 4
value = 1600,0

[State 1400, 4]
type = Helper
trigger1 = animelem = 4
pos = 50,-100
postype = p1
stateno = 1505
helpertype = normal
ownpal = 1
keyctrl = 0

[State 1100,4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ホーミング弾
[Statedef 1505]
type    = S
movetype = A
physics = S
juggle  = 8
velset = 0
ctrl = 0
anim = 1505
poweradd = 0

[State 1505]
type = Velset
trigger1 = P2Dist X > 0 ;相手の中心座標より前にいるとき
x= 1

[State 1505]
type = Velset
trigger1 = P2Dist X < 0 ;相手の中心座標より後ろにいるとき
x= -1

[State 1505]
type = Velset
triggerall = P2statetype = S || P2statetype = A ;相手が立ちもしくは空中stateのとき 
trigger1 = ((P2Dist Y)+(Enemy,Const(size.mid.pos.y))*1.5) > 0 ;P2Dist+(P2のsizeで設定された中心座標×1.5)より上にいるとき
y= 1

[State 1505]
type = Velset;posadd
triggerall = P2statetype = S || P2statetype = A ;相手が立ちもしくは空中stateのとき 
trigger1 = ((P2Dist y)+(Enemy,Const(size.mid.pos.y))*1.5) < 0 ;P2Dist+(P2のsizeで設定された中心座標×1.5)より下にいるとき
y = -1

[State 1505]
type = Velset
triggerall = P2statetype = C || P2statetype = L ;相手がしゃがみもしくはダウンstateのとき 
trigger1 = ((P2Dist Y)+(Enemy,Const(size.mid.pos.y))/1.5) > 0 ;P2Dist+(P2のsizeで設定された中心座標÷1.5)より上にいるとき
y= 1

[State 1505]
type = Velset
triggerall = P2statetype = C || P2statetype = L ;相手がしゃがみもしくはダウンstateのとき
trigger1 = ((P2Dist y)+(Enemy,Const(size.mid.pos.y))/1.5) < 0 ;P2Dist+(P2のsizeで設定された中心座標÷1.5)より下にいるとき
y = -1


[State 210, 1]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
trigger5 = AnimElem = 7
trigger6 = AnimElem = 8
trigger7 = AnimElem = 9
attr = S, NA
damage   = 50, 12
animtype = Hard
guardflag = MA
pausetime = 14,14
sparkxy =  -5,-1
sparkno = S1506
hitsound   = S1600,1
guardsound = 6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 23
ground.velocity = -9    
air.velocity = -2.1,-6.2
airguard.velocity = -3.2 
palfx.add = -200,-70,40     
palfx.mul = 232,256,256
palfx.sinadd = 10,0,40,2
palfx.invertall = 0
palfx.color = 0
palfx.time = 46  

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

[State 10000, 1];殴られたり投げられたりしないように設定
type = NotHitBy
trigger1 = Time >= 0
value = SCA, NA, SA, HA, NT, ST, HT

[State 10000, 3];相殺する場合、消滅ステートに移行
type = HitOverRide
trigger1 = Time = 0
time = -1
attr = SCA, NP, SP, HP
slot = 0
stateno = 1506

[State 10000, 4];当たったりガードされた場合に消滅ステートへ
type = ChangeState
trigger1 = MoveHit = 1
trigger2 = MoveGuarded = 1
value = 1506

[State 10000, 6];画面端で指定したところまで来たら消滅させる
type = DestroySelf
trigger1 = FrontEdgeDist <= -20

[State 200, 2]
type = destroyself
trigger1 = time >= 500


; Weak Fireball hit
[Statedef 1506]
type    = S
movetype = A
physics = S
juggle  = 1
velset = 0
ctrl = 0
anim = 1051
poweradd = 0

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

;-------------------------------------------------------------------------------
; ドラゴンストーム
[Statedef 1200]
type = S
movetype = A
physics = S
anim = 1200
velset = 0
ctrl = 0
poweradd = 40
juggle = 4

[State 1020, 1]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
trigger3 = AnimElem = 11
value = 1000, 0
channel = 1


[State 200, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Light
damage    = 30,8
guardflag = MA
pausetime = 0,12 
;sparkno = S205
;guard.sparkno = S206
;hitsound   = s200,1
;guardsound = 
sparkno = 0                     
guard.sparkno = 40  
hitsound = s200,1
guardsound = 6,0
sparkxy = -10,-60
ground.type = High
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2.5,-3.5

[State 210, 2] 
type = HitDef
trigger1 = AnimElem = 7
attr = S, NA
damage    = 60,12
animtype  = Medium
hitflag = MAF
guardflag = MA
pausetime = 6,12
;sparkno = S205
;guard.sparkno = S206
;hitsound   = s400,1
;guardsound = 
sparkno = 1
guard.sparkno = 40 
hitsound   = s400,1
guardsound = 6,0
sparkxy = -10,-55
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -7
air.velocity = -3,-4

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 10
attr = S, NA
animtype  = Heavy
damage    = 80,20
guardflag = MA
pausetime = 12,12
;sparkno = S225
;guard.sparkno = S206
;hitsound   = s600,1
;guardsound = 
sparkno = 1
guard.sparkno = 40 
hitsound   = s600,1
guardsound = 6,0
sparkxy = -10,-80
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5.5
air.velocity = -2.5,-4


[State 1100,3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
;カラミティタイタン
[statedef 1300]
type    = S
movetype= H   ;当身でもダメージを受けたい時はHを、受けたくない時はIを使いましょう
physics = S
juggle  = 1
ctrl = 0
anim = 1300

[State 1000,1]
type = HitOverride
trigger1 = time = 0
attr = SCA,AA　
slot = 1
stateno = 1301
time = 55
forceair = 0

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1301

[statedef 1301]
type    = S
movetype= H  
physics = S
juggle  = 1
ctrl = 0
anim = 1301

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 600, 0

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Heavy
damage    = 150,45
guardflag = MA
pausetime = 15,15
;sparkno = S225
;guard.sparkno = S206
;hitsound   = s600,1
;guardsound = 
sparkno = 1
guard.sparkno = 40 
hitsound   = s600,1
guardsound = 6,0
sparkxy = -10,-65
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5.5
air.velocity = -2.5,-4
fall = 1

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

;-------------------------------------------------------------------------------
;ドッガウォーク
[statedef 1310]
type    = S
movetype= H   ;当身でもダメージを受けたい時はHを、受けたくない時はIを使いましょう
physics = S
juggle  = 1
ctrl = 0
anim = 1310

[State 3001, 1]
type = VelSet
trigger1 = Time > 0
x = 1

[State 1000,1]
type = HitOverride
trigger1 = time = 0
attr = SC,AA　
slot = 1
stateno = 1311
time = 90
forceair = 0

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1311

[statedef 1311]
type    = S
movetype= H  
physics = S
juggle  = 1
ctrl = 0
anim = 1311

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 600, 0

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Heavy
damage    = 160,50
guardflag = MA
pausetime = 15,15
;sparkno = S225
;guard.sparkno = S206
;hitsound   = s600,1
;guardsound = 
sparkno = 1
guard.sparkno = 40 
hitsound   = s600,1
guardsound = 6,0
sparkxy = -10,-65
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5.5
air.velocity = -2.5,-4
fall = 1

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

;---------------------------------------------------------------------------
; 昇龍突破
[Statedef 1400]
type = S
movetype = A
physics = S
anim = 1400
velset = 0
ctrl = 0
poweradd = 40
juggle = 4

[State 1100 , 2]
type = PlaySnd
Trigger1 = AnimElem = 5
value = 1400,0

[state 2110, 2]
type = Helper
trigger1 = AnimElem = 5
ID = 1410
pos = 72, -68
postype = p1
stateno = 1410
helpertype = normal
name = "honou"
keyctrl = 1
ownpal = 1

[State 1100,4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------
; 炎
[Statedef 1410]
type = A
movetype = A
physics = N
anim = 1410
ctrl = 0
sprpriority = 3


[State 2150, 2]
type = HitOverride
trigger1 = 1
attr = SCA, NA, SA, HA, NP, SP, HP, NT, ST, HT
stateno = 1412

[State 2150, 3]
type = varset
trigger1 = time = 0
var(2) = Parent,var(2)

[State 2150, 4]
type = PlaySnd
trigger1 = AnimElem = 5,1
value = 1100,10

[State 2150, 5]
type = Changestate
trigger1 = Parent,movetype = H
trigger2 = Time >= 33 + var(2) * 21
value = 1412

[State 2150, 6]
type = Projectile
trigger1 = AnimElem = 5,>=0
trigger1 = time % 3 = 0
ProjAnim = 1411
ProjID = 1411
Projhitanim = -1
Projremove = 1
Projremovetime = 3
projpriority = 1
projedgebound = 1000
projstagebound = 1000
offset = 0,0
velocity = 0, 0
accel = 0, 0
air.juggle = 1

attr = S, SP
damage    = 12, 3
animtype  = Back
hitflag = MAFD
guardflag = MA
pausetime = 0,2
getpower = 20,10
sparkno = -1
sparkxy = floor(P2bodydist X), floor(P2bodydist Y - 50)
hitsound   = S1400,1
guardsound = S1400,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3,-5
guard.velocity = -10
air.velocity = -3,-5
down.velocity = -5,0
palfx.time = 30
palfx.mul = 240,220,128
palfx.sinadd = 32,128,190,16
palfx.add = 190,180,84
fall = 1
fall.recover = 0

;----------------------------------------------
; 終了
[Statedef 1412]
type = A
movetype = I
physics = N
velset = 0, 0
anim = 1412

[State 2190, 1]
type = destroyself
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;サンダーＡ
[Statedef 1500]
type    = S
movetype= A
physics = S
juggle  = 15
poweradd= 80
velset = 0,0
anim = 1500
ctrl = 0


[State 9901, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1500,0

[State 1101, 5]
type = envshake
trigger1 = animelem = 4
time = 30

[State 9901, 2]
type = Projectile
trigger1 = AnimElem = 4
projanim = 1509
projremovetime = 2
projhitanim = 1510
projpriority = 1
projshadow = -1
offset = 75,-90
velocity = 0
attr = S, SP
damage   = 60,25
animtype = back
guardflag = MA
hitflag = MAF
pausetime = 0,0
;hitsound   = S8,0
sparkno = S1511
guard.sparkno = S207
sparkxy = 0,0
;guardsound = S4,7
ground.type = low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.velocity = -3,-6
air.juggle = 3
air.fall = 1
fall = 1
palfx.time = 5
palfx.add = 220, 230,220

[State XXXX, End1]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = PalNo = [1, 6]
value = 0
ctrl = 1

[State XXXX, End2]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = PalNo = [7, 12]
trigger1 = P2BodyDist X <= 100
value = 0
ctrl = 1

[State XXXX, End3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = PalNo = [7, 12]
trigger1 = P2BodyDist X > 100
value = 1

;---------------------------------------------------------------------------
;サンダーＢ
[Statedef 1501]
type    = S
movetype= A
physics = S
juggle  = 15
poweradd= 80
velset = 0,0
anim = 1500
ctrl = 0

;[State 200, 1]
;type = PlaySnd
;trigger1 = Time = 1
;value = 55, 1

[State 9901, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1500,0

[State 1101, 5]
type = envshake
trigger1 = animelem = 4
time = 30

[State 9901, 2]
type = Projectile
trigger1 = AnimElem = 4
projanim = 1509
projremovetime = 2
projhitanim = 1510
projpriority = 1
projshadow = -1
offset = 150,-90
velocity = 0
attr = S, SP
damage   = 60,25
animtype = back
guardflag = MA
hitflag = MAF
pausetime = 0,0
;hitsound   = S8,0
sparkno = S1511
guard.sparkno = S207
sparkxy = 0,0
;guardsound = S4,7
ground.type = low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.velocity = -3,-6
air.juggle = 3
air.fall = 1
fall = 1
palfx.time = 5
palfx.add = 220, 230,220

[State XXXX, End1]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = PalNo = [1, 6]
value = 0
ctrl = 1

[State XXXX, End2]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = PalNo = [7, 12]
trigger1 = P2BodyDist X <= 100
value = 0
ctrl = 1

[State XXXX, End3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = PalNo = [7, 12]
trigger1 = P2BodyDist X > 100
value = 1

;---------------------------------------------------------------------------
;サンダーＣ
[Statedef 1502]
type    = S
movetype= A
physics = S
juggle  = 15
poweradd= 80
velset = 0,0
anim = 1500
ctrl = 0

;[State 200, 1]
;type = PlaySnd
;trigger1 = Time = 1
;value = 55, 1

[State 9901, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1500,0

[State 1101, 5]
type = envshake
trigger1 = animelem = 4
time = 30

[State 9901, 2]
type = Projectile
trigger1 = AnimElem = 4
projanim = 1509
projremovetime = 2
projhitanim = 1510
projpriority = 1
projshadow = -1
offset = 255,-90
velocity = 0
attr = S, SP
damage   = 60,25
animtype = back
guardflag = MA
hitflag = MAF
pausetime = 0,0
;hitsound   = S8,0
sparkno = S1511
guard.sparkno = S207
sparkxy = 0,0
;guardsound = S4,7
ground.type = low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.velocity = -3,-6
air.juggle = 3
air.fall = 1
fall = 1
palfx.time = 5
palfx.add = 220, 230,220

[State XXXX, End1]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = PalNo = [1, 6]
value = 0
ctrl = 1

[State XXXX, End2]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = PalNo = [7, 12]
trigger1 = P2BodyDist X <= 100
value = 0
ctrl = 1

[State XXXX, End3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = PalNo = [7, 12]
trigger1 = P2BodyDist X > 100
value = 1



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

[State 2100, 2]
type = PlaySnd
trigger1 = animelem=1
value = 1700, 0


[State 801, 5]
type = explod
trigger1 = time = 60
anim = 1750
pos = 0,-75
postype = p1
vel = 0,-1
sprpriority = 3
supermove = 1
bindtime = 35
facing = ifelse(facing=1, 1, -1)
vfacing = 1

[State 1000, Dust]
type = Explod
trigger1 = time = 110
anim = 1751
pos = -5, -75
sprpriority = 3
postype = p1
supermove = 1
bindtime = -1
facing = ifelse(facing=1, 1, -1)
ownpal = 1
scale = 1,1
shadow = 100,50,0


[State 2100,1];←ヘルパーを呼び出す
type = Helper
trigger1 = time = 100
name = "bajin"
sprpriority = 4
pos = -80,-100 
ID = 555
postype = p1
;facing = -1
stateno = 1701;←呼び出されたヘルパーはこのステートから始まる
helpertype = normal
keyctrl = 0          
ownpal = 1

[State -1, Kung Fu Throw];←これで本体の動きは終了
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 1701]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 1,10
anim = 1701
sprpriority = 2

[State 10011, 4];←あらゆる攻撃をくらったら921の消滅ステートに移動
type = HitOverride
trigger1 = Time = 0
attr = SCA, NT, ST, HT, NA, SA, HA,NP,SP,HP
stateno = 1705    
time = -1

[State 230, 3];←着地
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1702
ctrl = 0


[Statedef 1702]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1702
sprpriority = 2

[State 1100, 2]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
trigger4 = AnimElem = 9
trigger5 = AnimElem = 11
trigger6 = AnimElem = 13
value = 1700, 1

[State 1100, 3]
type = PowerAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
trigger4 = AnimElem = 9
trigger5 = AnimElem = 11
trigger6 = AnimElem = 13
value = -10

[State 1100, 3]
type = Projectile
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
trigger4 = AnimElem = 9
trigger5 = AnimElem = 11
trigger6 = AnimElem = 13
projanim = 1710
projhitanim = 1711
projcancelanim = 1712
projmisstime = 2
projpriority = 2
projshadow = -1
offset = 50, -100
velocity = 6
remvelocity = 1, 0
attr = C, SP
damage   = 20,5
animtype = back
guardflag = MA
hitflag = MAFP
pausetime = 0,5
hitsound   = S1700,2
guardsound = 6,0
sparkxy = 0,10
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -3.5
air.animtype = Back
air.juggle = 6
air.fall = 1
down.velocity = -3.5
down.hittime = 30
down.bounce = 0


[State 2100, 2]
type = PlaySnd
trigger1 = animelem=1
value = 800, 0

[State 10011, 4]
type = HitOverride
trigger1 = Time = 0
attr = SCA, NT, ST, HT, NA, SA, HA,NP,SP,HP
stateno = 1705      
time = -1

[State 230, 3]
type = ChangeState
trigger1 = animtime = 0
value = 1703
ctrl = 0

;ストライカーが消えるステートです。

[Statedef 1703]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1703
sprpriority = 2

[State 230, 3]
type = Veladd
trigger1 = time = 0
y = -6

[State 230, 3]
type = destroyself
trigger1 = time = 100

;※※※※※※※※※※※※※※※※※※※※ストライカーステート３
;
;ストライカーが消えるステートです。

[Statedef 1705]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1705
sprpriority = 2


[State 230, 3]
type = destroyself
trigger1 = time = 20

;---------------------------------------------------------------------------
;鬼棒術・烈火弾二連
[Statedef 2300]
type = S
movetype = A
physics = S
anim = 2300
velset = 0
ctrl = 0
poweradd = 40
juggle = 4

[State 1210, 1]
type = PlaySnd
Trigger1 = AnimElem = 3
Trigger2 = AnimElem = 4
value = 400,0

[State 1210,0]
type = Projectile
trigger1 = AnimElem = 3
trigger1 = Var(5) = 0
ProjID = 2300
projanim = 2350
projhitanim = 2355
projremanim = 2360
projedgebound = 120
projpriority = 1
projshadow = -1
offset = 65,-100
velocity = 5.0
attr = S, SP
damage   = 50, 12
getpower = 60
givepower = 10
animtype = Hard
guardflag = MA
hitflag = MAFP
pausetime = 0,10
hitsound   = S2300, 0
guardsound = S2300, 1
sparkxy = 500,500
sparkno = S215
guard.sparkno = S216
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5.0  
air.animtype = Hard
air.velocity = -5.0,-6
air.juggle = 3
down.velocity = -5.0,-6
down.hittime = 30
down.bounce = 0
palfx.time = 46
palfx.add = 40,-70,-200
palfx.sinadd = 40, 30, 0, 10
palfx.color = 0
palfx.invertall = 1

[State 1210,0]
type = Projectile
trigger1 = AnimElem = 4
trigger1 = Var(5) = 0
ProjID = 2300
projanim = 2350
projhitanim = 2355
projremanim = 2360
projedgebound = 120
projpriority = 1
projshadow = -1
offset = 65,-95
velocity = 5,-2
attr = S, SP
damage   = 50, 12
getpower = 60
givepower = 10
animtype = Hard
guardflag = MA
hitflag = MAFP
pausetime = 0,10
hitsound   = S2300, 0
guardsound = S2300, 1
sparkxy = 500,500
sparkno = S215
guard.sparkno = S216
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5.0  
air.animtype = Hard
air.velocity = -5.0,-6
air.juggle = 3
down.velocity = -5.0,-6
down.hittime = 30
down.bounce = 0
palfx.time = 46
palfx.add = 40,-70,-200
palfx.sinadd = 40, 30, 0, 10
palfx.color = 0
palfx.invertall = 1

[State 1200, 4]
type = Explod
trigger1 = projhit(1200) = 1
anim = 2365
postype = p2
pos = -30,-60   
sprpriority = 5
facing = 1
ontop = 1
ownpal = 1
ignorehitpause = 1

[State 1210,3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; セイバースラッシュ（弱）
[Statedef 1900]
type = S
movetype = A
physics = S
anim = 1900
velset = 0
ctrl = 0
poweradd = 40
juggle = 4

[State 1020, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1000, 0
channel = 1

[State 1103 , 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage    = 100,25
animtype = Hard
getpower = 52
givepower = 20
guardflag = MA
hitflag = MAF
pausetime = 32,30
;sparkno = S1250
;guard.sparkno = S206
sparkxy = -10,-75
hitsound = s600,1
guardsound = 6,0
ground.type = High
ground.slidetime = 7
ground.hittime  = 15
ground.velocity = -6,-3.0
air.velocity = -5.2,-2.5
palfx.time = 75
palfx.mul = 240,192,128
palfx.sinadd = 96,128,160,16
palfx.add = 224,128,64
fall = 1
fall.recover = 0
air.recover = 0
recover = 0


[State 1100,3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;アッパースラッシュ強

[Statedef 2100]
type = S
movetype = A
anim = 2100
velset = 0
ctrl = 0

[State 1150, 1]
type = PlaySnd
trigger1 = Time = 1
value = 1000,0

[State 410, 一発目のヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 45, 12
animtype  = Medium
hitflag = MAF
guardflag = M
pausetime = 12,12
sparkno = 1
sparkxy = -10,-55
hitsound   = s600,1
guardsound = S201,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -1, -11
air.velocity = -3,-9

fall.recover = 0

[State 1150, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 2101

[Statedef 2101]
type = A
movetype = A
anim = 2101
physics = A
ctrl = 0
velset = 5,-10
juggle = 10

[State 1151, 2]
type = VelAdd
trigger1 = Time != 1
x = -.2

[State 1151, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
damage    = 60, 4
animtype  = Light
getpower  = 10
givepower = 8
;hitflag = MA
guardflag = M
pausetime = 10,12
sparkxy = -2,-50
hitsound   = s600,1
guardsound = S201,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -3, -9
air.velocity = -3,-9

[State 1150, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 600,0

[State 1150, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage    = 35,10
animtype  = Hard
getpower  = 10
givepower = 8
hitflag = MA
guardflag = MA
pausetime = 9,9
sparkxy = -2,-50
hitsound   = s600,1
guardsound = S201,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -3, -9
air.velocity = -8,-3
fall = 1
fall.recover = 0

[State 1151, 1]
type = ChangeState
trigger1 = Vel Y >= 0
value = 2102

;---------------------------------------------------------------------------
[Statedef 2102]
type = A
movetype = I
anim = 2102
physics = N
ctrl = 0
velset = 0

[State 1220, 2]
type = ChangeState
trigger1 = pos y >= 0
value = 2103

[State 1152, 3]
type = VelAdd
trigger1 = time != 1000
y = .43

[State 1152, 6]
type = AfterImageTime
trigger1 = Time >= 0
time = 5

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

[Statedef 2103]
type = S
movetype = I
anim = 2103
physics = S
ctrl = 0
velset = 0,0

[State 1230, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 1230, 6]
type = AfterImageTime
trigger1 = Time >= 0
time = 5

[State 1153, 2]
type = PosSet
trigger1 = time = 0
y = 0

;-----------------------------------------------------------------------
;俺参上
[Statedef 9100]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 9100
sprpriority = 2

[State 2100, 2]
type = PlaySnd
trigger1 = animelem=1
value = 9000, 0

[State -1, Kung Fu Throw];←これで本体の動きは終了
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;-----------------------------------------------------------------------
;
[Statedef 9200]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 9200
sprpriority = 2

[State 2100, 2]
type = PlaySnd
trigger1 = animelem=1
value = 9000, 1

[State -1, Kung Fu Throw];←これで本体の動きは終了
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;-----------------------------------------------------------------------
;
[Statedef 9300]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 9300
sprpriority = 2

[State 2100, 2]
type = PlaySnd
trigger1 = animelem=1
value = 9000, 2

[State -1, Kung Fu Throw];←これで本体の動きは終了
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;-----------------------------------------------------------------------
;
[Statedef 9400]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 9400
sprpriority = 2

[State 2100, 2]
type = PlaySnd
trigger1 = animelem=1
value = 9000, 3

[State -1, Kung Fu Throw];←これで本体の動きは終了
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ディメイションキック 前動作
[Statedef 3000]
type = A
ctrl = 0
anim = 3000
velset = 0,0
movetype = A
physics = N

[State 801, 5]
type = explod
trigger1 = time = 100
anim = 3049
pos = 0,-75
postype = p1
vel = 0,-1
sprpriority = 1
supermove = 1
bindtime = 35
facing = ifelse(facing=1, 1, -1)
vfacing = 1

[State 1000, Dust]
type = Explod
trigger1 = time = 160
anim = 3050
pos = 5, -75
sprpriority = 3
postype = p1
supermove = 1
bindtime = -1
ownpal = 1
scale = 1,1
shadow = 100,50,0



[State 1000, Dust]
type = Explod
trigger1 = time = 290
anim = 3051
pos = 50, -87
sprpriority = 3
postype = p1
supermove = 1
bindtime = 20
ownpal = 1
scale = 1,1
shadow = 100,50,0

[State 1000, Dust]
type = Explod
trigger1 = time = 291
anim = 3052
pos = 60, -74
sprpriority = 3
postype = p1
supermove = 1
bindtime = 20
ownpal = 1
scale = 1,1
shadow = 100,50,0

[State 1000, Dust]
type = Explod
trigger1 = time = 292
anim = 3053
pos = 70, -61
sprpriority = 3
postype = p1
supermove = 1
bindtime = 20
ownpal = 1
scale = 1,1
shadow = 100,50,0

[State 1000, Dust]
type = Explod
trigger1 = time = 293
anim = 3054
pos = 80, -48
sprpriority = 3
postype = p1
supermove = 1
bindtime = 20
ownpal = 1
scale = 1,1
shadow = 100,50,0

[State 1000, Dust]
type = Explod
trigger1 = time = 294
anim = 3055
pos = 90, -35
sprpriority = 3
postype = p1
supermove = 1
bindtime = 20
ownpal = 1
scale = 1,1
shadow = 100,50,0

[State 1000, Dust]
type = Explod
trigger1 = time = 295
anim = 3056
pos = 100, -22
sprpriority = 3
postype = p1
supermove = 1
bindtime = 20
ownpal = 1
scale = 1,1
shadow = 100,50,0

[State 1000, Dust]
type = Explod
trigger1 = time = 296
anim = 3057
pos = 110,-9
sprpriority = 3
postype = p1
supermove = 1
bindtime = 20
ownpal = 1
scale = 1,1
shadow = 100,50,0

[State 1000, Dust]
type = Explod
trigger1 = time = 297
anim = 3058
pos = 120, 4
sprpriority = 3
postype = p1
supermove = 1
bindtime = 20
ownpal = 1
scale = 1,1
shadow = 100,50,0

[State 1000, Dust]
type = Explod
trigger1 = time = 298
anim = 3059
pos = 130, 17
sprpriority = 3
postype = p1
supermove = 1
bindtime = 20
ownpal = 1
scale = 1,1
shadow = 100,50,0

[State 1000, Dust]
type = Explod
trigger1 = time = 299
anim = 3060
pos = 140, 30
sprpriority = 3
postype = p1
supermove = 1
bindtime = 20
ownpal = 1
scale = 1,1
shadow = 100,50,0



[State 3050, Super A]
type = SuperPause
trigger1 = AnimElem = 1
pos = 10, -115
movetime = 290
time = 290

[State 3050, 1]
type = PlaySnd
trigger1 = time = 0
value = 3050, 0
channel = 1

[State 3050, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 3000, 0
channel = 1

[State 3050, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 3010
;---------------------------------------------------------------------------
;ディメイションキック  開始
[Statedef 3010]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 2.5, -8.5
anim = 3010
velset = 0, 0
PowerAdd = -1000

[State 1000, Dust]
type = Explod
trigger1 = Animelem = 1
anim = 1050
pos = -3, 0
sprpriority = 3
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
scale = 1,1
shadow = 100,50,0

[State 3000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1000, 0
channel = 1

[State 3000, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 3011

[Statedef 3011]
type    = A
movetype= I
physics = N
juggle  = 5
velset = 0,0
anim = 3011
ctrl = 0

[State 1101 , 3]
type = ChangeState
trigger1 = animtime = 0
value = 3012

;---------------------------------------------------------------------------
;ディメイションキック 攻撃
[Statedef 3012]
type    = A
movetype= A
physics = N
juggle  = 8
anim = 3012
velset = 0, 0

[State 3001, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 13
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 2

[State 3001, Friction]
type = VelMul
trigger1 = 1
x = .85 * ifelse (AnimElemTime(6) < 0, 1, .8)

[State 3001, Afterimage]
type = AfterImageTime
trigger1 = AnimElemTime(8) < 0
time = 2

[State 3001, Blink Yellow]
type = PalFX
trigger1 = Time = 0
time = 20
add = 32,16,0
sinadd = 64,32,5,3

[State 3001, 1]
type = VelSet
trigger1 = Time > 0
;x = 7
;x = 8.5
x = 8.5

[State 3001, 2]
type = VelSet
trigger1 = Time > 0
trigger1 = Time < 5
y = 5.5

[State 3001, 3]
type = VelSet
trigger1 = Time > 4   
trigger1 = Time < 15
y = 8.5

[State 3001, 4]
type = VelSet
trigger1 = Time > 15
trigger1 = Pos Y < -2
y = 10.5

[State 3001, 5]
type = VelSet
trigger1 = Time > 20
x = 0

[State 3001,7]
type = ChangeState
trigger1 = Time > 20
trigger2 = Pos Y > -2 
value = 3013


[State 3001, 8]
type = HitDef
trigger1 = AnimElem= 1
attr = A, SA
animtype = Hard
damage = 250,50
guardflag = HA
hitflag = MAF
getpower  = 10,5
givepower = 50,25
pausetime = 20, 27
sparkno = 3
sparkxy = -5, -38
hitsound   = s3001,0
guardsound = 6,0
ground.type = Low
guard.slidetime = 20
ground.velocity = -8,-7
guard.velocity = -7
air.velocity = -8,-7
airguard.velocity = -5, -4
;palfx.time = 100
;palfx.mul = 240,192,128
;palfx.sinadd = 96,128,160,16
;palfx.add = 224,128,64
fall = 1
p2stateno = 3230

;-------------------------------------------------------------------------
;ディメイションキック ヒット着地

[Statedef 3013]
type    = C
movetype= A
physics = S
anim = 3013
velset = 0.25, 0

[State 3002, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3002, 2]
type = VelAdd
trigger1 = Vel X > 0.2
x = -0.05

[State 3002, 3]
type = VelSet
trigger1 = Vel X <= 0.2
x = 0

[State 3002, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------
;クロスホーンライダーキック ヒット時相手動作１
;---------------------
[Statedef 3230]
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 = 3230

[State 3005, 9]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 3231

;---------------------
; クロスホーンライダーキック ヒット時相手動作２
;---------------------
[Statedef 3231]
type = A
movetype = H
physics = N
velset = -2.2,-15.3

[State 3006, 1]
type = VelAdd
trigger1 = Time > 0
y = .6

[State 3006, 2]
type = EnvShake
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
time = 16
ampl = 10
freq = 90
phase = 90
ignorehitpause = 1

[State 3006, 9]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100


;---------------------------------------------------------------------------
; クロックアップ
; 
[Statedef 3500]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= -2000
ctrl = 0
velset = 0,0
anim = 3500
sprpriority = 1

[State 6000, VarSet]
type = VarSet
trigger1 = AnimElem = 8
var(10) = 1

[State 801, 5]
type = explod
trigger1 = time = 100
anim = 1750
pos = 0,-75
postype = p1
vel = 0,-1
sprpriority = 3
supermove = 1
bindtime = 35
facing = ifelse(facing=1, 1, -1)
vfacing = 1

[State 1000, Dust]
type = Explod
trigger1 = time = 160
anim = 3550
pos = -5, -75
sprpriority = 3
postype = p1
supermove = 1
bindtime = -1
facing = ifelse(facing=1, 1, -1)
ownpal = 1
scale = 1,1
shadow = 100,50,0

[State 220, voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3500, 0

[State 3050, Super A]
type = SuperPause
trigger1 = AnimElem = 8
pos = 15, -115
movetime = 299
time = 300
sound = S3000, 4

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ライダーキック
[Statedef 3600]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= -1000
ctrl = 0
velset = 0,0
anim = 3600
sprpriority = 1

[State 801, 5]
type = explod
trigger1 = time = 100
anim = 3049
pos = 0,-75
postype = p1
vel = 0,-1
sprpriority = 3
supermove = 1
bindtime = 35
facing = ifelse(facing=1, 1, -1)
vfacing = 1

[State 1000, Dust]
type = Explod
trigger1 = time = 150
anim = 3650
pos = 5, -75
sprpriority = 3
postype = p1
supermove = 1
bindtime = -1
ownpal = 1
scale = 1,1
shadow = 100,50,0


[State 3050, Super A]
type = SuperPause
trigger1 = AnimElem = 1
pos = 15, -115
movetime = 295
time = 295
poweradd = -1000

[State 220, voice]
type = PlaySnd
trigger1 = time = 0
value = 3050, 0

[State 220, voice]
type = PlaySnd
trigger1 = AnimElem = 5
value = 3600, 0

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 9
value = 600, 0

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 10
attr = S, NA
animtype  = Heavy
damage    = 150, 45
guardflag = MA
pausetime = 12,12
sparkxy = -10,-70
sparkno = 3
;guard.sparkno = S206
hitsound   = s3001,0
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5.5
air.velocity = -2.5,-4
airguard.velocity = -4.5,-5
envshake.time = 25           ;ヒットした時に画面を揺らす時間
envshake.ampl = 7            ;ヒットした時の画面の振幅
envshake.freq = 176          ;ヒットした時に画面が揺れる速度
p2facing = 1                 ;ヒットしたら相手がこちらを向きます
fall = 1
fall.recover = 0             ;ヒットした時に相手が空中受け身を取れるかどうか（0=取れない・1=取れる）
fall.damage = 70             ;ヒット後、相手が地面に着地した時のダメージ
fall.envshake.ampl = 6       ;ヒット後、相手が地面に着地した時の画面の振幅
fall.envshake.freq = 178     ;ヒット後、相手が地面に着地した時に画面が揺れる速度
fall.envshake.time = 15      ;ヒット後、相手が地面に着地した時に画面を揺らす時間
mindist = 50,-100            ;相手の吹っ飛ぶ最短の距離を決めます
maxdist = 100,-10            ;相手の吹っ飛ぶ最長の距離を決めます
yaccel = .8

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;クウガゴウラム

[Statedef 4000]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= -1000
ctrl = 0
velset = 0,0
anim = 4000
sprpriority = 2


[State 6710,9]
type = SuperPause
trigger1 = time =0
pos = 10, -115
movetime = 400
time = 400


[State 220, voice]
type = PlaySnd
trigger1 = time =0
value = 3050, 0


[State 2100, 2]
type = PlaySnd
trigger1 = animelem = 6
value = 4000, 0


[State 2100, 2]
type = PlaySnd
trigger1 = animelem = 7
value = 400, 0

[State 801, 5]
type = explod
trigger1 = animelem = 6
anim = 4050
pos = 0,-75
postype = p1
vel = 0,-1
sprpriority = 3
supermove = 1
bindtime = 35
facing = ifelse(facing=1, 1, -1)
vfacing = 1

[State 801, 5]
type = explod
trigger1 = time = 133
anim = 4055
pos = 0,-75
postype = p1
vel = 0,0
sprpriority = 3
supermove = 1
bindtime = 35
facing = ifelse(facing=1, 1, -1)
vfacing = 1

[State 2100,1];←ヘルパーを呼び出す
type = Helper
trigger1 = time = 250
name = "kuugagouramu"
sprpriority = 4
pos = 50,-100 
ID = 4000
postype = p1
;facing = -1
stateno = 4010;←呼び出されたヘルパーはこのステートから始まる
helpertype = normal
keyctrl = 0          
ownpal = 0
supermovetime = 400

[State -1, Kung Fu Throw];←これで本体の動きは終了
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;着地
[Statedef 4010]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 1,10
anim = 4010
sprpriority = 3

[State 10000, 1];殴られたり投げられたりしないように設定
type = NotHitBy
trigger1 = Time >= 0
value = SCA, NT, ST, HT, NA, SA, HA,NP,SP,HP


[State 230, 3];←着地
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 4011
ctrl = 0

;変形
[Statedef 4011]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 4011
sprpriority = 3

[State 2100, 2]
type = PlaySnd
trigger1 = animelem=6
trigger2 = animelem=8
value = 200, 0

[State 2100, 2]
type = PlaySnd
trigger1 = time = 180
value = 600, 0

[State 10000, 1];殴られたり投げられたりしないように設定
type = NotHitBy
trigger1 = Time >= 0
value = SCA, NT, ST, HT, NA, SA, HA,NP,SP,HP

[State 230, 3]
type = ChangeState
trigger1 = animtime = 0
value = 4012
ctrl = 0


;特攻
[Statedef 4012]
type    = S
movetype= H
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 4012
sprpriority = 2

[State 2100, 2]
type = PlaySnd
trigger1 = time = 0
value = 600, 0


[State 1011, 2]
type = VelSet
trigger1 = Time > 0
x = 8.5


[State 10000, 1];殴られたり投げられたりしないように設定
type = NotHitBy
trigger1 = Time >= 0
value = SCA, NT, ST, HT, NA, SA, HA,NP,SP,HP

[State 10000, 4];当たったりガードされた場合に消滅ステートへ
type = ChangeState
trigger1 = MoveHit = 1
trigger2 = MoveGuarded = 1
value = 4019

[State 2110, 2];←攻撃
type = HitDef
trigger1 = animelem=1
attr = S, NA
animtype  = hard
damage    = 0,0
priority=4
hitflag = MAF 
guardflag = MA
pausetime = 0,0
guard.pausetime=0,12
sparkno = 3
guard.sparkno=40        
sparkxy = 10,-75
hitsound   = s600,1
guardsound = S201,0
ground.type = high
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
air.velocity = -2.2,-4.2
p1stateno = 4015
p2stateno = 4016
p2facing=1

[State 2100, 2]
type = PlaySnd
trigger1 = animelem=1
value = 800, 0

[State 10000, 6];画面端で指定したところまで来たら消滅させる
type = ChangeState
trigger1 = FrontEdgeDist <= -20
value = 4019

;---------------------------------------------------------------------------
;ゴッドプレス・成功
[Statedef 4015]
type    = S
movetype= A
physics = N
poweradd= 100
ctrl = 0
velset = 5,0
anim = 4015
sprpriority = -2

[STate 1506]
type=velset
trigger1=animelem=1
x=9

[STate 1510]
type=TargetBind
trigger1=Animelem=1,>=0
trigger1=Animelem=2,<=0
pos=50,-70

[STate 1510]
type=TargetBind
trigger1=Animelem=1,>=0
pos=50,-60

[State 1510]
type=PlaySnd
trigger1=Animelem=1
value=0,32
channel=0

[STate 1506]
type=StopSnd
trigger1=Time=0
channel=13

[State 100,5]
type=PlaySnd
trigger1=animelem=1
value=1,16
channel=1

[STate 0]
type = Explod
trigger1 = animelem=1
anim = 2080
id = 2080
sprpriority = 4
pos = -50,0
postype = p1
ignorehitpause = 1
ownpal = 1

[State 6351,2]
type=Explod
trigger1=animelem=2
anim=30
sprpriority=-3
pos=40,0
postype=p1
ownpal=1

[STate 1500,3]
type=Screenbound
trigger1=time>=85
value=0

[STate 1510]
type=ChangeState
trigger1=FrontEdgeBodydist <=10
trigger2=Time>=85
value=4017

;---------------------------------------------------------------------------
;ゴッドプレス・成功・相手
[Statedef 4016]
type    = S
movetype= H
physics = N
poweradd= 50
ctrl = 0
velset = 0,0
sprpriority = 2

[STate 1520]
type=ChangeAnim2
trigger1=Time=0
value=4016

[STate 1520]
type=Screenbound
trigger1=1
value=0

[STate 3020]
type=ChangeSTate
trigger1=enemy,movetype=H
value=3998

;---------------------------------------------------------------------------
;投げ相打ち・相手
[Statedef 3998]
type    = A
movetype= H
physics = N
poweradd= 0
ctrl = 0
sprpriority = -2
velset=-4,-3

[STate 3998]
type=Changeanim2
trigger1=time=0
value=3998

[STate 3998]
type=VelAdd
trigger1=1
y=.4

[State 3998]
type=Selfstate
trigger1=Pos Y>=0&&Vel Y>0
value=5100

;---------------------------------------------------------------------------
;ゴッドプレス・成功・叩きつけ
[Statedef 4017]
type    = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
anim = 4017
sprpriority = -2

[State 1530]
type=PosAdd
trigger1=Time=0
x=-80

[STate 1510]
type=TargetBind
trigger1=Animelem=1
pos=20,-60

[STate 1510]
type=TargetBind
trigger1=Animelem=2
pos=80,-60

[STate 1510]
type=TargetBind
trigger1=Animelem=3
pos=90,0

[STate 1510]
type=Targetstate
trigger1=Animelem=3
value=4018

[STate 1510]
type=Targetlifeadd
trigger1=Animelem=3
value=-200

[STate 1530]
type=EnvShake
trigger1=Animelem=3
ampl=7
time=15

[STate 0]
type = Explod
trigger1 = animelem=3
anim = 4300
id = 4300
sprpriority = -4
pos = 100,-50
postype = p1
ignorehitpause = 1
ownpal = 1

[STate 0]
type = Explod
trigger1 = animelem=3
anim = 2003
id = 2003
sprpriority = 3
pos = 80,-60
postype = p1
ignorehitpause = 1
ownpal = 1

[State 100,5]
type=PlaySnd
trigger1=animelem=3
value = S999,2
channel=1

[STate 1510]
type=ChangeState
trigger1=animtime=0
value=4019
:value=105

;---------------------------------------------------------------------------
;ゴッドプレス・成功・相手
[Statedef 4018]
type    = A
movetype= H
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = -4

[STate 1520]
type=ChangeAnim2
trigger1=Time=0
value=4018

[STate 1540]
type=VelSet
trigger1=ANimelem=2
y=-6

[STate 1540]
type=Veladd
trigger1=ANimelem=2,>=0
y=.4

[STate 1510]
type=selfState
trigger1=pos Y>=0&&vel Y>0
value=5100

[State 1550]
type=Screenbound
trigger1=1
value=0

;※※※※※※※※※※※※※※※※※※※※ストライカーステート３
;
;ストライカーが消えるステートです。

[Statedef 4019]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 4019
sprpriority = 2

[State 10000, 1];殴られたり投げられたりしないように設定
type = NotHitBy
trigger1 = Time >= 0
value = SCA, NT, ST, HT, NA, SA, HA,NP,SP,HP

[STate 1510]
type=ChangeState
trigger1=animtime=0
value=4022


[Statedef 4022]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,-8
anim = 4022
sprpriority = 2

[State 10000, 1];殴られたり投げられたりしないように設定
type = NotHitBy
trigger1 = Time >= 0
value = SCA, NT, ST, HT, NA, SA, HA,NP,SP,HP

;[State 2110, 1];←とりあえず加速させてる
type = VelAdd
Trigger1 = 1
y = -.8

[State 230, 3]
type = destroyself
trigger1 = time = 40


;---------------------------------------------------------------------------
;CDCDハイパーライダーキック 前動作
[Statedef 6000]
type = A
ctrl = 0
anim = 6000
velset = 0,0
movetype = A
physics = N


[State 220, voice]
type = PlaySnd
trigger1 = time = 100
value = 3600, 0

[State 801, 5]
type = explod
trigger1 = time = 100
anim = 3049
pos = 0,-75
postype = p1
vel = 0,-1
sprpriority = 3
supermove = 1
bindtime = 35
facing = ifelse(facing=1, 1, -1)
vfacing = 1

[State 1000, Dust]
type = Explod
trigger1 = time = 150
anim = 3650
pos = 5, -75
sprpriority = 3
postype = p1
supermove = 1
bindtime = -1
ownpal = 1
scale = 1,1
shadow = 100,50,0


[State 1000, Dust]
type = Explod
trigger1 = AnimElem = 9
anim = 6050
pos = 50, 0
sprpriority = 2
postype = p1
supermove = 1
bindtime = -1
ownpal = 1
scale = 1,1
shadow = 100,50,0

[State 6710,9]
type = SuperPause
trigger1 = AnimElem = 5
pos = 10, -115
movetime = 275
time = 275


[State 220, voice]
type = PlaySnd
trigger1 = AnimElem = 5
value = 3050, 0


[State 3050, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 6010
;---------------------------------------------------------------------------
;クロスホーンライダーキック 開始
[Statedef 6010]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0.5, -1.5
anim = 6010
velset = 0, 0
PowerAdd = -3000

[State 1000, Dust]
type = Explod
trigger1 = Animelem = 1
anim = 1050
pos = -3, 0
sprpriority = 3
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
scale = 1,1
shadow = 100,50,0

[State 3000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1000, 0
channel = 1

[State 3000, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 6011

;---------------------------------------------------------------------------
;クロスホーンライダーキック 攻撃
[Statedef 6011]
type    = A
movetype= A
physics = N
juggle  = 8
anim = 6011
velset = 0, 0

[State 3000, 1]
type = PlaySnd
trigger1 = time = 0
value = 6050, 0
channel = 1

[State 3001, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 13
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 2

[State 3001, Friction]
type = VelMul
trigger1 = 1
x = .85 * ifelse (AnimElemTime(6) < 0, 1, .8)

[State 3001, Afterimage]
type = AfterImageTime
trigger1 = AnimElemTime(8) < 0
time = 2

[State 3001, Blink Yellow]
type = PalFX
trigger1 = Time = 0
time = 20
add = 32,16,0
sinadd = 64,32,5,3

[State 3001, 1]
type = VelSet
trigger1 = Time > 0
;x = 7
;x = 8.5
x = 10

[State 3001, 2]
type = VelSet
trigger1 = Time > 0
trigger1 = Time < 5
y = -7.5

[State 3001, 3]
type = VelSet
trigger1 = Time > 4   
trigger1 = Time < 15
y = 0

[State 3001, 4]
type = VelSet
trigger1 = Time > 15
trigger1 = Pos Y < -2
y = 7.5

[State 3001, 5]
type = VelSet
trigger1 = Time > 20
x = 0

[State 3001,7]
type = ChangeState
trigger1 = Time > 20
trigger2 = Pos Y > -2 
value = 6012

[State 1000, Dust]
type = Explod
trigger1 = time = 0
anim = 6055
pos = 100, -55
sprpriority = 3
postype = p1
supermove = 1
bindtime = -1
ownpal = 1
scale = 1,1
shadow = 100,50,0


[State 3001, 8]
type = HitDef
trigger1 = AnimElem= 1
attr = A, SA
animtype = Hard
damage = 480,75
guardflag = HA
hitflag = MAF
getpower  = 10,5
givepower = 50,25
pausetime = 20, 27
;sparkno = S3050
sparkxy = -5, -38
hitsound   = s6050,1
guardsound = 6,0
ground.type = Low
guard.slidetime = 20
ground.velocity = -8,-7
guard.velocity = -7
air.velocity = -8,-7
airguard.velocity = -5, -4
palfx.time = 100
palfx.color = 60
palfx.time = 24
palfx.sinadd = 120,120,120,3
;palfx.mul = 240,192,128
;palfx.sinadd = 96,128,160,16
;palfx.add = 224,128,64
fall = 1
p2stateno = 6030

;---------------------------------------------------------------------------
;クロスホーンライダーキック ヒット着地

[Statedef 6012]
type    = C
movetype= A
physics = S
anim = 6012
velset = 0.25, 0

[State 3002, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3002, 2]
type = VelAdd
trigger1 = Vel X > 0.2
x = -0.05

[State 3002, 3]
type = VelSet
trigger1 = Vel X <= 0.2
x = 0

[State 3002, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------
;クロスホーンライダーキック ヒット時相手動作１
;---------------------
[Statedef 6030]
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 = 3230

[State 3005, 9]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 6031

;---------------------
; クロスホーンライダーキック ヒット時相手動作２
;---------------------
[Statedef 6031]
type = A
movetype = H
physics = N
velset = -2.2,-15.3

[State 3006, 1]
type = VelAdd
trigger1 = Time > 0
y = .6

[State 3006, 2]
type = EnvShake
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
time = 16
ampl = 10
freq = 90
phase = 90
ignorehitpause = 1

[State 3006, 9]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
; コンプリートフォーム：フォトンバスター
[Statedef 6100]
type = A
ctrl = 0
anim = 6100
velset = 0,0
movetype = A
physics = N


[State 1100 , 2];FAR555
type = PlaySnd
trigger1 = time = 100
value = 6100, 0


[State 6710,9]
type = SuperPause
trigger1 = AnimElem = 5
pos = 10, -115
movetime = 275
time = 275

[State 220, voice]
type = PlaySnd
trigger1 = AnimElem = 5
value = 3050, 0

[State 801, 5];FAR文字
type = explod
trigger1 = time = 100
anim = 3049
pos = 0,-75
postype = p1
vel = 0,-1
sprpriority = 1
supermove = 1
bindtime = 35
facing = ifelse(facing=1, 1, -1)
vfacing = 1

[State 1000, Dust];FAR555マーク
type = Explod
trigger1 = time = 150
anim = 6156
pos = 5, -75
sprpriority = 4
postype = p1
supermove = 1
bindtime = -1
ownpal = 1
scale = 1,1
shadow = 100,50,0


[state 2110, 2];ブラスターファイズ
type = Explod
trigger1 = AnimElem = 9
anim = 6110
pos = 50, 0
sprpriority = 3
postype = p1
supermove = 1
bindtime = -1
ownpal = 1
scale = 1,1
shadow = 100,50,0


[state 2110, 2];CDCDビーム
type = Helper
trigger1 = AnimElem = 12
ID = 6150
pos = 60, -70
postype = p1
stateno = 6150
helpertype = normal
name = "honou"
keyctrl = 1
ownpal = 1


[state 2110, 2];555ビーム
type = Explod
trigger1 = AnimElem = 12
anim = 6155
pos = 110, -75
sprpriority = 4
postype = p1
supermove = 1
bindtime = -1
ownpal = 1
scale = 1,1
shadow = 100,50,0
sprpriority = 2

[State 1100,4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------
; CDCDビーム
[Statedef 6150]
type = A
movetype = A
physics = N
anim = 6150
ctrl = 0
sprpriority = 1


[State 2150, 2]
type = HitOverride
trigger1 = 1
attr = SCA, NA, SA, HA, NP, SP, HP, NT, ST, HT
stateno = 6152

[State 2150, 3]
type = varset
trigger1 = time = 0
var(2) = Parent,var(2)

[State 2150, 4]
type = PlaySnd
trigger1 = AnimElem = 5,1
value = 6100,1

[State 2150, 5]
type = Changestate
trigger1 = Parent,movetype = H
trigger2 = Time >= 20 + var(2) * 21
value = 6152

[State 2150, 6]
type = Projectile
trigger1 = AnimElem = 5,>=0
trigger1 = time % 3 = 0
ProjAnim = 6151
ProjID = 6151
Projhitanim = -1
Projremove = 1
Projremovetime = 3
projpriority = 1
projedgebound = 1000
projstagebound = 1000
offset = 0,0
velocity = 0, 0
accel = 0, 0
air.juggle = 1
attr = S, SP
damage    = 90, 20
animtype  = Back
hitflag = MAFD
guardflag = MA
pausetime = 0,2
getpower = 20,10
sparkno = -1
sparkxy = floor(P2bodydist X), floor(P2bodydist Y - 50)
hitsound   = s600,1
guardsound = S1400,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3,-5
guard.velocity = -10
air.velocity = -3,-5
down.velocity = -5,0
palfx.time = 30
palfx.mul = 240,220,128
palfx.sinadd = 32,128,190,16
palfx.add = 190,180,84
fall = 1
fall.recover = 0

;----------------------------------------------
; 終了
[Statedef 6152]
type = A
movetype = I
physics = N
velset = 0, 0
anim = 6152

[State 2190, 1]
type = destroyself
trigger1 = animtime = 0


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


;---------------------------------------------------------------------------
;クロックアップ時間計測
[State -3, VarSet11];Superpause発動してからの時間を計測
type = VarSet
trigger1 = var(10) = 0
var(11) = gametime

[State -3, VarSet10];Superpauseの終了する時間にvar(10)を0に戻す
type = VarSet
trigger1 = gametime-var(11) > 299
var(10) = 0

