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

;
[Statedef 195]
type = S
movetype = I
physics = S
ctrl = 0
anim = 195
velset = 0,0
sprpriority = 2
poweradd = 300

[State 195, 炷]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 6


[State 195, 炷];܂܂sI
type = PlaySnd
trigger1 = AnimElem = 2
value = s2,17


[State 195, Q[W]
type = PowerAdd
trigger1 = AnimElem = 5
value = 200

[State 195, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;===========================================================================
; _bV
;===========================================================================

; RUN_Fwd
[Statedef 198]
type    = S
physics = S
ctrl = 1
anim = 100
sprpriority = 1

[State 198, ̓̍U]
type = NotHitBy
trigger1 = AnimElem = 1
value = A, AP
time = 12

[State 198, 炷]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 4


[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100,0 ]
type = Explod
trigger1 = Time = 0
anim = 102
sprpriority = 5
postype = p1
pos = -10, 0
velocity = 0.6, 0
accel = 0, 0
removetime = 20

[State 198, 1]
type = VelSet
trigger1 = AnimElem = 1
;x = 12
x = 17


[State 198, 1]
type = VelSet
trigger1 = AnimElem = 4
x = 0

[State 198, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

; RUN_BACK
[Statedef 199]
type    = A
physics = A
ctrl = 0
anim = 101
sprpriority = 1


[State 199, ̓̍U]
type = NotHitBy
trigger1 = AnimElem = 1
value = SCA,NA,SP,AT
time = 16

[State 199, 1]
type = VelSet
trigger1 = Time = 0
x = const(velocity.run.back.x)
y = const(velocity.run.back.y)

[State 199, 2]
type = CtrlSet
trigger1 = Time = 2
value = 1

[State 199, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 199


;===========================================================================
; ʏUZ
;===========================================================================
;---------------------------------------------------------------------------
; ʏZ͂ȂɓeNjbN͎gĂȂA
; ev[gȂmFΊo₷ƎvB
; {Yׂ炸B
;
; Xe[gio[́AZQOO`QXXAႪ݋ZSOO`SXXA
; WvZUOO`UXX̊ԂŌ߂č̂ʓIB
; Ȃ̂ŎRɍĂnjB
;---------------------------------------------------------------------------
;
[Statedef 200]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 200
poweradd = 0
sprpriority = 2
facep2 = 1

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

[State 200, qbg`]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA ;ʏŌiStanding, Normal Attackj
damage = 28, 0
getpower = 50,10
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = -1
sparkxy = -10, -76
hitsound = s1, 4
guardsound = 6, 0
ground.type = High
ground.slidetime = 20
air.slidetime = 20
ground.hittime  = 20
ground.velocity = -2.5, 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2,-3
air.hittime = 18
ground.cornerpush.veloff = -2.5

[State 200, Xe[gύX]
type = Explod
trigger1 = AnimElem = 2
scale = 1,1
anim = 5559
postype = p1
pos = 0,0
removetime = 800    ;̃GtFNg܂ł̎ԁit[j
bindtime= 800
sprpriority = 5

[State Effect,HitGuard]
type = Explod
Trigger1 = Movecontact = 1
Trigger1 = MoveGuarded = 0
anim = 3031
postype = p1
pos = 40,-74
Scale =0.4,0.4
ignorehitpause = 1
persistent = 0
pausemovetime = 15
ownpal = 1
sprpriority = 7
trans = AddAlpha   ;GtFNg̓ߏiAdd,Add1,Sub,None,AddAlphaj
alpha = 255,255

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

;--------------------------------------------------------------------------
;
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0,0
anim = 217
sprpriority = 1

[State 210, AjύX]
type = ChangeAnim
trigger1 = AnimElemTime(5) > 0 && AnimElemTime(6) <= 0
trigger1 = movecontact
value = 210
elem = 6
ignorehitpause = 1
persistent = 0

[State 210, 摜\Dx]
type = SprPriority
trigger1 = AnimElem = 5
value = 2

[State 1000, x]
type = VelSet
trigger1 = AnimElem = 3
x = 3

[State 210, IȃL̕]
type = Width
trigger1 = (AnimElemTime (2) >= 0) && (AnimElemTime (7) < 0)
value = 15,0  ;̏ꍇL̕ꎞIɑOɂPTsNZL΂ɂȂB
              ;l̈Ӗ́uÕsNZ,̃sNZʁv



[State 210, 炷]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 6

[State 210, qbg`]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Medium
damage    = 40
guardflag = MA
pausetime = 12,12
sparkno = s3027
sparkxy = -20,-64
hitsound   = s2,41
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 24
air.hittime  = 24
ground.velocity = -1.-2
air.velocity = -1,-4


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



;
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 75
ctrl = 0
velset = 0,0
anim = 220
sprpriority = 2


[State 1000, x]
type = VelSet
trigger1 = AnimElem = 3
x = 6

[State 220, 炷]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 6

[State 220, qbg`]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
hitflag = MAF
animtype  = low
damage    = 75
guardflag = MA
pausetime = 12,12
sparkno = s3028
sparkxy = -30,-45
hitsound   = s2,29
guardsound = 6,0
ground.type = low
ground.slidetime = 15
ground.hittime  = 28
air.hittime  = 28
ground.velocity = -1,-4.8
air.velocity = -1,-4.8


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


;--------------------------------------------------------------------------
; Zi

;r
[Statedef 250]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0,0
anim = 250
sprpriority = 1



[State 250, x]
type = VelSet
trigger1 = AnimElem = 5
x = 3

[State 250, IȃL̕]
type = Width
trigger1 = AnimElem = 1
value = 15,0  ;̏ꍇL̕ꎞIɑOɂPTsNZL΂ɂȂB
              ;l̈Ӗ́uÕsNZ,̃sNZʁv

[State 250, 炷]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 6

[State 250, qbg`]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Medium
damage    = 40
guardflag = HA
pausetime = 12,12
sparkno = s3027
sparkxy = -20,-64
hitsound   = s1,2
guardsound = 6,0
ground.type = high
ground.slidetime = 15
ground.hittime  = 34
air.hittime  = 34
ground.velocity = -1.-2
air.velocity = -1,-4


[State 250, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;OCuV[g
[Statedef 260]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 60
ctrl = 0
anim = 218
sprpriority = 1

[State 300, 炷]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2, 44

;-------------[U]
[State 260, 2]
type = HitDef
trigger1 = animelem = 3
attr = S, NA
damage = 50
priority = 6, Hit
animtype  = diagup
hitflag = MAFLD
guardflag = MA
pausetime = 12,12;17,17
guard.pausetime = 15,15
getpower = 123,123
sparkno = -1
sparkxy = -10,-20
hitsound = s2, 43
guardsound = 6,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0,-10;-14
guard.velocity = -12.5
air.velocity =0,-10;-14
down.velocity = -9,-2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.45 + var(3)*0.45;(enemy,gethitvar(hitcount)-1)*0.05
fall = 1
fall.recovertime = 30
ID = 410


[State 260,HitGuard];TuRpGtFNg
type = Explod
Trigger1 = Movecontact = 1
Trigger1 = MoveGuarded = 0
anim = 3031
postype = p1
pos = 40,-50
Scale =0.7,0.7
ignorehitpause = 1
persistent = 0
pausemovetime = 15
ownpal = 1
sprpriority = 7
trans = AddAlpha   ;GtFNg̓ߏiAdd,Add1,Sub,None,AddAlphaj
alpha = 255,255

[State 260, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[state a]
type = changestate
trigger1 = movehit
trigger1 = command = "holdup"
value = 261
ignorehitpause = 1



;--------------------------------------------------------------------------
;nCWv
;--------------------------------------------------------------------------
[Statedef 261]
type    = S
movetype= I
physics = N
juggle  = 8
anim = 219
ctrl = 1
poweradd= 0


[State 1200]
type = StatetypeSet
trigger1 = AnimElem= 2
statetype=A
physics = N


[State 261, 5]
type = VelSet
trigger1 = AnimElem = 2
;trigger1 = prevstateno = 260
y = -25

[State 261, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1


;--------------------------------------------------------------------------
; _bVU
[Statedef 300]
type    = S
movetype= A
physics = N
juggle  = 8
anim = 300
ctrl = 0
poweradd= 0
velset = 2,0

[State 300, 炷]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 6

[State 300, x]
type = VelSet
trigger1 = AnimElem = 1
x = 8

[State 1100, 4]
type = NotHitBy
trigger1 = 1
value = SC,AT
time = 11

[State 105, VelMul]
type = VelMul
trigger1 = AnimElem = 2,> 0
x = .80

[State 440, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage    = 40
animtype = UP;Hard
hitflag = MAF
guardflag = L
pausetime = 12,12
sparkno = 10                
sparkxy = -10, -76              
hitsound   = s1,2                 
guardsound = 6,0
ground.type = Low
ground.slidetime = 16
ground.hittime  = 28
guard.hittime  = 22
ground.velocity = -3,-6
air.hittime = 14
air.velocity = -1,-6
yaccel = .45
air.cornerpush.veloff = 0


[State 440, HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage    = 40
animtype = UP;Hard
hitflag = MAF
guardflag = L
pausetime = 12,12
sparkno = 10                
sparkxy = -10, -76              
hitsound   = s1,2                 
guardsound = 6,0
ground.type = Low
ground.slidetime = 16
ground.hittime  = 32
guard.hittime  = 25
ground.velocity = 1,-6
air.hittime = 14
air.velocity = -1,-6
yaccel = .45
air.cornerpush.veloff = 0


[State 500,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = I

[State 510,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;===========================================================================
;---------------------------------------------------------------------------
;Ⴊݎ
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 40
ctrl = 0
anim = 400
sprpriority = 2
facep2 = 1


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

[State 400, qbg`]
type = HitDef
trigger1 = Time = 0
attr = C, NA ;ႪݒʏŌiCrouching, Normal Attackj
;damage    = 40
damage    = 30
priority  = 3
animtype  = Medium
hitflag = MAFD
guardflag = L
pausetime = 5,5
sparkno = -1
sparkxy = -20,-5
hitsound = s1, 4
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 25
ground.velocity = -1.5
air.velocity = -1.5
ground.cornerpush.veloff = -3.5


[State Effect,HitGuard]
type = Explod
Trigger1 = Movecontact = 1
Trigger1 = MoveGuarded = 0
anim = 3031
postype = p1
pos = 45,-5
Scale =0.4,0.4
ignorehitpause = 1
persistent = 0
pausemovetime = 15
ownpal = 1
sprpriority = 7
trans = AddAlpha   ;GtFNg̓ߏiAdd,Add1,Sub,None,AddAlphaj
alpha = 255,255


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


;---------------------------------------------------------------------------
;Ⴊݒ
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 60
ctrl = 0
anim = 411
sprpriority = 2


[State 410, 炷]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1, 6

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

[State 410, ꔭڂ̃qbg`]
type = HitDef
trigger1 = AnimElem = 5
attr = C, NA
damage    = 50;40
animtype  = Medium
hitflag = MAF
guardflag = M
pausetime = 12,12
sparkno = s3027
sparkxy = -20,-56
hitsound   = s2,41
guardsound = 6,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
air.slidetime = 27
air.hittime  = 27
ground.velocity = -1.2;,-6
air.velocity = -1.2,-6


[State 410, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Ⴊ݋LbN
[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 75
ctrl = 0
anim = 420
sprpriority = 2

;[State 1000, x]
;type = VelSet
;trigger1 = AnimElem = 3
;x = 3

[State 420, Width Player]
Type = Width
Trigger1 = AnimElem = 3
Player = 30,0


[State 420, Width Player]
Type = Width
Trigger1 = AnimElem = 4
Player = 50,0

[State 420, 炷]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1, 6

[State 420, qbg`]
type = HitDef
trigger1 = AnimElem = 5
attr = C, NA
damage    = 70
animtype  = Hard
hitflag = MAFL
guardflag = L
pausetime = 8,8
sparkno = s3028
sparkxy = -20,-3
hitsound   = s1,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-6
air.velocity = -2,-6
fall = 1
fall.recover = 0
SprPriority = -1

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

;===========================================================================B
;---------------------------------------------------------------------------
;Wv
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 40
ctrl = 0
anim = 600
sprpriority = 2

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

[State 600, qbg`]
type = HitDef
trigger1 = Time = 0
attr = A, NA ;󒆒ʏŌiAir, Normal Attackj
damage    = 30
getpower = 30,5
guardflag = HA ;͂Ⴊ݃K[hoȂ
priority = 3
pausetime = 7,8
sparkno = -1
sparkxy = -10,0
hitsound = s1, 4
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 25
air.slidetime = 10
air.hittime = 25
ground.velocity = -2
air.velocity = -1.3,-3
fall.recover = 0

[State Effect,HitGuard]
type = Explod
Trigger1 = Movecontact = 1
Trigger1 = MoveGuarded = 0
anim = 3031
postype = p1
pos = 35,-50
Scale =0.4,0.4
ignorehitpause = 1
persistent = 0
pausemovetime = 15
sprpriority = 7
trans = AddAlpha   ;GtFNg̓ߏiAdd,Add1,Sub,None,AddAlphaj
alpha = 255,255


[State 600, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;Wv
[Statedef 601]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 40
ctrl = 0
anim = 599
sprpriority = 2

[State 601, 炷]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 601, qbg`]
type = HitDef
trigger1 = Time = 0
attr = A, NA ;󒆒ʏŌiAir, Normal Attackj
damage    = 30
getpower = 30,5
guardflag = HA ;͂Ⴊ݃K[hoȂ
priority = 3
pausetime = 7,8
sparkno = -1
sparkxy = -10,0
hitsound = s1, 4
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 25
air.slidetime = 20;10
air.hittime = 25
ground.velocity = -1,0
air.velocity = 0.7,-4


[State Effect,HitGuard]
type = Explod
Trigger1 = Movecontact = 1
Trigger1 = MoveGuarded = 0
anim = 3031
postype = p1
pos = 35,-50
Scale =0.4,0.4
ignorehitpause = 1
persistent = 0
pausemovetime = 15
ownpal = 1
sprpriority = 7
trans = AddAlpha   ;GtFNg̓ߏiAdd,Add1,Sub,None,AddAlphaj
alpha = 255,255

[State 601, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1



;---------------------------------------------------------------------------
;Wv
[Statedef 605]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 60
ctrl = 0
anim = 605
sprpriority = 2


[State 605, Width Player]
Type = Width
Trigger1 = AnimElem = 3
Player = 30,0

[State 605, 炷]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 6

[State 605, qbg`]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage    = 45
animtype  = Hard
guardflag = HA
priority = 4
pausetime = 10,10
sparkno = s3027
sparkxy = -20,-30
hitsound   = s2,41
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 14
air.hittime = 14
ground.velocity = -1,0
air.velocity = -1,-4


[State 605, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;Wv
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 75
ctrl = 0
anim = 613
sprpriority = 2
facep2   = 1


[State 610, 炷]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 6


[State 610, ꔭڂ̃qbg`]
type = HitDef
trigger1 = AnimElem = 5
attr = A, NA
damage    = 60;40
guardflag = HA
animtype  = Medium
priority = 4
pausetime = 12,12
sparkno = s3030
sparkxy = -30,-30
hitsound   = s1,8
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 25
air.slidetime = 25
ground.hittime  = 25
air.hittime = 25
ground.velocity = -1
air.velocity = -1,-3




[State 610, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;==========================================================================
;==========================================================================
;]эY
[Statedef 650]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 75
ctrl = 0
anim = 650
sprpriority = 2
facep2   = 1


[State 650, 炷]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 6


[State 650, x]
type = VelSet
trigger1 = AnimElem = 3
X = 0
Y = 0

[State 650, x]
type = Veladd
trigger1 = AnimElem = 4
x = 2;1.5
Y = 4


[State 650, qbg`]
type = HitDef
trigger1 = AnimElem = 4;5
attr = A, NA
hitflag = MAFLD
damage    = 60
guardflag = HA
animtype  = Medium
priority = 4
pausetime = 6,6
sparkno = -1
sparkxy = -30,-30
hitsound   = s2,29
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 35
air.slidetime = 35
ground.hittime  = 35
air.hittime = 35
ground.velocity = -3
air.velocity = -3,3

[State 650,HitGuard];TuRpGtFNg
type = Explod
Trigger1 = Movecontact = 1
Trigger1 = MoveGuarded = 0
anim = 3030
postype = p1
pos = 35,17
Scale =1.4,1.4
ignorehitpause = 1
persistent = 0
pausemovetime = 15
ownpal = 1
sprpriority = 7
;trans = AddAlpha   ;GtFNg̓ߏiAdd,Add1,Sub,None,AddAlphaj
;alpha = 255,255




[State 650, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1








;===========================================================================
; h
;===========================================================================

;ubLO
[Statedef 880]
type     = S
movetype = I
physics  = S
ctrl     = 0
anim     = 870
poweradd = 200
sprpriority = 4

;[State -1, ubLOXe[gړ]
;type = HitOverride
;trigger1 = Time = 1
;attr = SA, NA, SA, HA, NP, SP, HP
;attr = SA, NA, SA, HA, NP, SP, HP
;stateno = 890
;time = 7           

;[State 880, nʂɐݒu]
;type = PosSet
;trigger1 =Time = 0
;y = 0

[State 880, ]
type = PlaySnd
trigger1 = Time = 1
value = s2, 20
pausemovetime = 12

[State 880,~]
type = Pause
trigger1 = Time = 0
time = 12
movetime = 12

[State 880, F]
type = PalFX
trigger1 = Time = 0
time = 8
add  = 120,120,120
pausemovetime = 999

[State 880, G]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time  = 12


[State 880, GtFNg]
type = Explod
trigger1 = AnimElem = 1
anim = 3017
ownpal = 1
ontop = 1
postype = p1
pos = 0, -60
pausemovetime = 15


[State 880, BLOCKGtFNg]
type = Explod
trigger1 = !NumExplod(883) && Time = 0
trigger1 = StateNo = [880,882]
anim = 883
ID   = 883
pos  = IfElse (Facing = 1, -5, 5), -120
postype = P1
facing  = IfElse (Facing = 1, 1, -1)
bindtime= 20
pausemovetime = 20
removetime    = 20
ignorehitpause= 1
sprpriority = -1
ownpal      = 1
persistent  = 0

[State 880, I]
type = ChangeState
trigger1 = Time = 8
value = 0
ctrl = 1







;ubLO
[Statedef 881]
type     = C
movetype = I
physics  = C
ctrl     = 0
anim     = 871
poweradd = 200
sprpriority = 4

[State 881, nʂɐݒu]
type = PosSet
trigger1 =Time = 0
y = 0

[State 881, ]
type = PlaySnd
trigger1 = Time = 1
value = s2, 20
pausemovetime = 12

[State 881,~]
type = Pause
trigger1 = Time = 0
time = 12
movetime = 12

[State 881, F]
type = PalFX
trigger1 = Time = 0
time = 8
add  = 120,120,120
pausemovetime = 8

[State 881, G]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 12


[State 881, GtFNg]
type = Explod
trigger1 = AnimElem = 1
anim = 3017
ownpal = 1
ontop = 1
postype = p1
pos = 0, -50
pausemovetime = 15

[State 881, BLOCKGtFNg]
type = Explod
trigger1 = !NumExplod(883) && Time = 0
trigger1 = StateNo = [880,882]
anim = 883
ID   = 883
pos  = IfElse (Facing = 1, -5, 5), -110
postype = P1
facing  = IfElse (Facing = 1, 1, -1)
bindtime= 20
pausemovetime = 20
removetime    = 20
ignorehitpause= 1
sprpriority = -1
ownpal      = 1
persistent  = 0

[State 881, I]
type = ChangeState
trigger1 = Time = 8
value = 11
ctrl = 1

;󒆃ubLO
[Statedef 882]
type     = A
movetype = I
physics  = A
ctrl     = 0
anim     = 872
poweradd = 200
sprpriority = 4

[State 882, ]
type = PlaySnd
trigger1 = Time = 1
value = s2, 20
pausemovetime = 12

[State 882,~]
type = Pause
trigger1 = Time = 0
time = 8
[State 880,~]
type = Pause
trigger1 = Time = 1
time = 4
movetime = 4

[State 882, F]
type = PalFX
trigger1 = Time = 0
time = 8
add  = 120,120,120
pausemovetime = 8

;[State 882, d]
;type = VelAdd
;trigger1 = 1
;y = Const(Movement.yaccel)

[State 882, G]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 12

[State 882, GtFNg]
type = Explod
trigger1 = AnimElem = 1
anim = 3017
ownpal = 1
ontop = 1
postype = p1
pos = 0, -60
pausemovetime = 15

[State 882, BLOCKGtFNg]
type = Explod
trigger1 = !NumExplod(883) && Time = 0
trigger1 = StateNo = [880,882]
anim = 883
ID   = 883
pos  = IfElse (Facing = 1, -5, 5), -130
postype = P1
facing  = IfElse (Facing = 1, 1, -1)
bindtime= 20
pausemovetime = 20
removetime    = 20
ignorehitpause= 1
sprpriority = -1
ownpal      = 1
persistent  = 0

[State 882, I]
type = ChangeState
trigger1 = Time = 1
value = IfElse (PrevStateNo = 51, 51, 50)
ctrl  = 1




;===========================================================================

;===========================================================================


;F͂
[Statedef 900]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
poweradd= 60
ctrl = 0
anim = 800
sprpriority = 2

[State 900, qbg`ipj]
type = HitDef
trigger1 = Time = 0
attr = S, NT ;ʏ퓊iStanding, Normal Throwj
hitflag = M-  ;}CiXtĂ̂ő肪H炢̎͒͂߂Ȃ
priority = 1, Miss
sparkno = -1  ;-1qbgXp[N͕\Ȃ
p1sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 910
p2stateno = 920
guard.dist = 0 ;̃K[hԐɓ鋗OɂĂ̂ŁAK[hs
fall = 1
fall.recover = 0


[State 900, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;F
[Statedef 910]
type    = S
movetype= A
physics = S
anim = 901
poweradd = 60

[State 1000, x]
type = VelSet
trigger1 = AnimElem = 1
x = 4

[State 910];Ǎۈʒu
Type = Width
Trigger1 = AnimElem = 1
edge = 70,0

[State 910, ͂񂾑̃Ct];12P񕜗p
type = LifeAdd
trigger1 = AnimElem = 9
Trigger1 = PalNo = 12
value = 200

[State 910, ͂񂾑̃Ct];肪H炢Ԃ̎̂݋@\TargetnRg[
type = TargetLifeAdd
trigger1 = AnimElem = 9
value = -80

[State 910, ] ;12Pǉ_[W
type = LifeAdd
Triggerall = PalNo = 12
trigger1 = AnimElem = 4
value = -300

[State 910, 炷];n
type = PlaySnd
trigger1 = AnimElem = 7
value = s2, 32

[State 1310, GtFNg];nՌg
type = Explod
trigger1 = AnimElem = 7
anim = F61
sprpriority = 0
scale = 1,1
postype = P1
pos = 45,0
removetime = 10    ;̃GtFNg܂ł̎ԁit[j


[State 910, 炷];Hj
type = PlaySnd
trigger1 = AnimElem = 9
value = s1, 10


[State 1310, GtFNg];Ԃ
type = Explod
trigger1 = AnimElem = 9
anim = 3028
sprpriority = 5
scale = 1.5,1.5
postype = P1
pos = 53,-10
removetime = 38    ;̃GtFNg܂ł̎ԁit[j


[State 910, ͂񂾑̈ʒuP];TargetBindőꎞIɍS
type = TargetBind
trigger1 = AnimElem = 1
pos = 45, 0  ;̎ʒu瑊̎X=45EY=0̈ʒuɂ
time = 42


[State 1000, x]
type = VelSet
trigger1 = AnimElem = 13
x = -2

;[State 910, ړ]
;type = PosSet
;trigger1 = AnimTime = 0
;x = -0.4


[State 910, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1





;F葤i͂܂ē܂Łj
[Statedef 920]
type    = A
movetype= H
physics = S
velset = 0,0

[State 920, ̃AjύX]
type = ChangeAnim2
trigger1 = time = 1
value = 902


[State 920, Xe[gύX]
type = ChangeState
trigger1 = AnimElem = 13
trigger1 = life = 0
value = 921

[State 920, Xe[gɖ߂]
type = SelfState
trigger1 = time = 130
trigger1 = life != 0
value = 5120



;F葤i͂܂ē܂Łj
[Statedef 921]
type    = A
movetype= H
physics = S
velset = 0,0


[State 921, Xe[gɖ߂]
type = SelfState
trigger1 = time = 1
value = 5110


;===========================================================================
; Z
;===========================================================================





;===========================================================================
; KEZ
;===========================================================================
;---------------------------------------------------------------------------

;
[Statedef 1000]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 80
ctrl = 0
velset = 0,0
anim = 1000
sprpriority = 2


[State 1000, 炷];I
type = PlaySnd
trigger1 = AnimElem = 5
value = s2, 18
volume = 250

[State 1000, 炷]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 6

[State 1000, x]
type = VelSet
trigger1 = AnimElem = 6
;x = 3
x = 2




[State 1000, qbg`]
type = HitDef
trigger1 = AnimElem = 7
attr = S, SA
animtype  = Hard
hitflag = MAFP
damage    = 30,10
guardflag = MA
pausetime = 12,12
sparkno = s3028                    
sparkxy = -15, -76 
hitsound   = s1,8
guardsound = 6,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 13
ground.velocity = -1.5,-3.5
air.velocity = -1.5,-2.5
down.hittime = 40
air.fall = 1
fall = 1
fall.recover = 0


[State 1000, qbg`]
type = HitDef
trigger1 = AnimElem = 8
attr = S, SA
animtype  = Hard
hitflag = MAFP
damage    = 45,5
guardflag = MA
pausetime = 12,12
sparkno = s3030                    
sparkxy = -18, -76
hitsound   = s1,8
guardsound = 6,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 13
ground.velocity = -1,-3.5
air.velocity = -1.5,-2.5
down.hittime = 40
air.fall = 1
fall = 1
fall.recover = 0


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





;n
[Statedef 1010]
type    = S
movetype= A
physics = C
juggle  = 4
poweradd= 80
ctrl = 0
velset = 0,0
anim = 1010
sprpriority = 2


[State 1010, 摜\Dx]
type = SprPriority
trigger1 = AnimElem = 5
value = 2

[State 1010, 炷]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 6



[State 1010, 炷];͂I
type = PlaySnd
trigger1 = AnimElem = 3
value = s2, 3
volume = 250

[State 1010, 炷]
type = PlaySnd
trigger1 = AnimElem = 4
value = s1, 9

[State 1000, x]
type = VelSet
trigger1 = AnimElem = 6
x = 2


[State 1010, qbg`]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
animtype  = Hard
hitflag = MAFP
guardflag = MA
damage    = 30,5
pausetime = 12,12
sparkno = s3027                    
sparkxy = -10, -50
hitsound   = s1,2
guardsound = 6,0
pausetime = 30;20
ground.type = Low
ground.slidetime = 20
ground.hittime  = 40
air.hittime  = 40
ground.velocity = -0.8,-6
air.velocity = -0.8,-6
down.hittime = 40

[State 882, aGtFNg]
type = Explod
trigger1 = AnimElem = 5
anim = 1012
ownpal = 1
ontop = 1
postype = p1
pos = 70,-58
pausemovetime = 18
scale = 0.6,0.6


[State 1010, awp[]
type = Helper
trigger1 = AnimElem = 5
helpertype = Normal
ID = 1011
name = "impact1"
postype = p1
pos = 70,-58
stateno = 1011
ownpal = 1
;bindtime = -1
size.xscale = 0.6
size.yscale = 0.6


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


;awp[
[Statedef 1011]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1013
sprpriority = 3
size.xscale = 0.6
size.yscale = 0.6

[State 1011,1]
type = Nothitby
Trigger1 = 1
value = SCA
time=1

[State 1000, x]
type = VelSet
trigger1 = AnimElem = 1
x = 2


[State 1011, HitDef]
type = HitDef
facing = -1
trigger1 = AnimElem = 1
attr = S, SP
getpower = 0
animtype  = Heavy
damage    = 35+(PalNo = 12)*80,10+(PalNo = 12)*30
hitflag = MAFDP
guardflag = MA
priority = 7, Hit
sprpriority = 3
pausetime = 10,5
sparkno = s3028                    
sparkxy = -10, 0         
hitsound = s1, 2               
guardsound = 6, 2 
ground.type = Trip
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -0.8,-6
air.type = low
air.velocity = -0.8,-5
air.animtype = Back
air.fall = 1
fall = 1
fall.recover = 0

[State 1011, DestroySelf]
type = DestroySelf
trigger1 = AnimElem = 6



;a
[Statedef 1013]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 80
ctrl = 0
velset = 0,0
anim = 1600
sprpriority = 2


;[State 1013, 炷];I
;type = PlaySnd
;trigger1 = AnimElem = 5
;value = s2, 18
;volume = 250

[State 1013, 炷]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 6

[State 1013, 炷]
type = PlaySnd
trigger1 = AnimElem = 6
value = 2, 42

[State 1013, x]
type = VelSet
trigger1 = AnimElem = 6
x = 6

[State 1013, 3] ;aGtFNg
type = Explod
trigger1 = AnimElem = 6
anim = 1602
ownpal = 1
postype = p1
pos =  8, -67
SprPriority = 5
BindTime = 7


[State 1013, qbg`]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
animtype = Back
hitflag = MAFP
damage    = 30,10
guardflag = L
pausetime = 12,12
sparkno = s3028                 
sparkxy = -35, -45 
hitsound   = s2,41
guardsound = 6,0
ground.type = Low
ground.slidetime = 30
air.slidetime = 30
ground.hittime  = 20;13
ground.velocity = -1.5,0;-6;-3.5
air.velocity = -1.5,-6;-2.5
down.hittime = 40
;air.fall = 1
;fall = 1
;fall.recover = 0


[State 1013, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1






;n
[Statedef 1020]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 80
ctrl = 0
velset = 0,0
anim = 1015
sprpriority = 2


[State 1020, 摜\Dx]
type = SprPriority
trigger1 = AnimElem = 5
value = 2

[State 1020, 炷]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 6


[State 1020, 炷];͂I
type = PlaySnd
trigger1 = AnimElem = 3
value = s2, 3
volume = 250

[State 1020, 炷]
type = PlaySnd
trigger1 = AnimElem = 4
value = s1, 9

[State 1020, x]
type = VelSet
trigger1 = AnimElem = 4
x = -1
Y = -4


[State 1020, qbg`]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA
animtype  = Hard
hitflag = MAFD
damage    = 30+(PalNo = 12)*80,10+(PalNo = 12)*30
guardflag = HA
pausetime = 8,8
sparkno = s3027                    
sparkxy = -10, -20
hitsound   = s1,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 13
ground.velocity = -0.5,-5
air.velocity = -0.5,-5
down.hittime = 40


[State 1020, awp[]
type = Helper
trigger1 = AnimElem = 4
helpertype = Normal
ID = 1021
name = "impact2"
postype = p1
pos = -30,-110
stateno = 1021
ownpal = 1
bindtime = -1
size.xscale = 0.6
size.yscale = 0.6


;[State 1020, Xe[gύX]
;type = ChangeState
;trigger1 = AnimTime = 0
;value = 50
;ctrl = 1




;awp[
[Statedef 1021]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 1021
sprpriority = 3
size.xscale = 0.6
size.yscale = 0.6

[State 1021,1]
type = Nothitby
Trigger1 = 1
value = SCA
time=1

[State 1021, x]
type = VelSet
trigger1 = AnimElem = 1
x = 2.9
Y = 3.5

[State 1021, HitDef]
type = HitDef
facing = -1
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
attr = A, SP
getpower = 0
animtype  = Heavy
damage    = 30+(PalNo = 12)*80,5+(PalNo = 12)*30
guardflag = HA
hitflag = MAFDP
priority = 7, Hit
sprpriority = 3
pausetime = 0,2
sparkno = s3028                    
sparkxy = -10, 50        
hitsound = s1, 2
guardsound = 6, 2 
ground.type = low
ground.slidetime = 30
ground.hittime  = 8
ground.velocity = -0.5,-6.5
air.type = low
air.velocity = -0.5,-6.5
air.animtype = Back
air.fall = 1
fall = 1
fall.recover = 0

[State 1021, DestroySelf]
type = DestroySelf
trigger1 = AnimElem = 5













;===========================================================================
; ˌ
;===========================================================================
;---------------------------------------------------------------------------


;U
[Statedef 1015]
type    = S
movetype= A
physics = S
poweradd= 70
velset = 0,0
anim = 1500
ctrl = 0
sprpriority = 1


[State 1015, 炷]
type = PlaySnd
trigger1 = AnimElem = 5
value = s1, 11


[State 1015, qbg`];a
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
animtype  = Hard
hitflag = MAF
guardflag = MA
damage    = 40,5
pausetime = 6,12
sparkno = s3028
sparkxy = -30, -35
hitsound   = s2,41
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 20
air.hittime  = 20
ground.velocity = -0.8,0
air.velocity = -0.8,-3
down.hittime = 40


[State 1015, ѓ];m[}
type = Projectile
Trigger1 = PalNo < 10
trigger1 = AnimElem = 6
attr = S, SP ;KEѓiStanding, Special Projectilej
damage = 20,3
getpower = 15,5
animtype = Hard
pausetime = 0,12
;-----------------------------------Projectilep̃p[^
offset = 66,-44;49,-80                ;ѓ𔭎˂ʒuiw,xj
velocity = 7,0 ;ѓ̈ړxiw,xj
;accel = 1.5,0                  ;ѓ̉x(float)iw,xj
projID = 310                 ;ѓ̂hcio[iNumProjIDȂǂŔfj
projanim = 311                ;ѓ̃AjiANVio[j
projhitanim = 314             ;ѓqbg̃AjiANVio[j
projremanim = 314             ;ѓ鎞̃AjiANVio[j
projscale = 1,1                ;ѓ̑傫iw,xj݂Q{
projshadow = 0,0,0             ;ѓ̉e̐Fi,,j݉e
projhits = 1                   ;ѓ̃qbgiQȏȂ瑽iqbgɂȂj
projmisstime = 1               ;ѓ̘AŃqbgȂԊu@projhitsQȏ̎̂
projpriority = 3               ;ѓ̍UDxEProjectileƏȂi
projremovetime = -1            ;ѓ̏܂ł̎ԁit[j-1Ȃ瓖邩ʊOɏo܂ŏȂ
;-----------------------------------ȊOɂ܂܂BdocstH_QƁB
guardflag = MA
priority = 3
sparkno = s3029                    
sparkxy = 25,0
guard.sparkno = 40
hitsound = s1,2
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 10
ground.velocity = -6,0
guard.slidetime = 5
air.velocity = -3,-4
air.juggle = 4 ;Projectilȅꍇ͂Őݒ肵ȂƃqbgWOȂ
;envshake.time = 8
;envshake.ampl = 6
;envshake.freq = 100





[State 1015, ѓ];ij
type = Projectile
Trigger1 = PalNo >= 10
trigger1 = AnimElem = 7
attr = S, SP ;KEѓiStanding, Special Projectilej
damage = 25,3
getpower = 15,5
animtype = Hard
pausetime = 0,12
;-----------------------------------Projectilep̃p[^
offset = 49,-80                ;ѓ𔭎˂ʒuiw,xj
velocity = 7,-2 ;ѓ̈ړxiw,xj
;accel = 1.5,0                  ;ѓ̉x(float)iw,xj
projID = 311                 ;ѓ̂hcio[iNumProjIDȂǂŔfj
projanim = 311                ;ѓ̃AjiANVio[j
projhitanim = 314             ;ѓqbg̃AjiANVio[j
projremanim = 314             ;ѓ鎞̃AjiANVio[j
projscale = 1,1                ;ѓ̑傫iw,xj݂Q{
projshadow = 0,0,0             ;ѓ̉e̐Fi,,j݉e
projhits = 1                   ;ѓ̃qbgiQȏȂ瑽iqbgɂȂj
projmisstime = 1               ;ѓ̘AŃqbgȂԊu@projhitsQȏ̎̂
projpriority = 3               ;ѓ̍UDxEProjectileƏȂi
projremovetime = -1            ;ѓ̏܂ł̎ԁit[j-1Ȃ瓖邩ʊOɏo܂ŏȂ
;-----------------------------------ȊOɂ܂܂BdocstH_QƁB
guardflag = MA
priority = 3
sparkno = s3029                    
sparkxy = 25,0
guard.sparkno = 40
hitsound = s1,2
guardsound = 6,0
ground.type = High
ground.slidetime = 14
guard.slidetime = 5
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 4 ;Projectilȅꍇ͂Őݒ肵ȂƃqbgWOȂ
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100


[State 1015, ѓ];iPj
type = Projectile
Trigger1 = PalNo >= 10
trigger1 = AnimElem = 7
attr = S, SP ;KEѓiStanding, Special Projectilej
damage = 15,5
getpower = 10,5
animtype = Hard
pausetime = 0,12
;-----------------------------------Projectilep̃p[^
offset = 49,-79                ;ѓ𔭎˂ʒuiw,xj
velocity = 7,-1 ;ѓ̈ړxiw,xj
;accel = 1.5,0                  ;ѓ̉x(float)iw,xj
projID = 312                ;ѓ̂hcio[iNumProjIDȂǂŔfj
projanim = 312               ;ѓ̃AjiANVio[j
projhitanim = 314             ;ѓqbg̃AjiANVio[j
projremanim = 314             ;ѓ鎞̃AjiANVio[j
projscale = 1,1                ;ѓ̑傫iw,xj݂Q{
projshadow = 0,0,0             ;ѓ̉e̐Fi,,j݉e
projhits = 1                   ;ѓ̃qbgiQȏȂ瑽iqbgɂȂj
projmisstime = 1               ;ѓ̘AŃqbgȂԊu@projhitsQȏ̎̂
projpriority = 3               ;ѓ̍UDxEProjectileƏȂi
projremovetime = -1            ;ѓ̏܂ł̎ԁit[j-1Ȃ瓖邩ʊOɏo܂ŏȂ
;-----------------------------------ȊOɂ܂܂BdocstH_QƁB
guardflag = MA
priority = 3
sparkno = s3029                    
sparkxy = 25,0
guard.sparkno = 40
hitsound = s1,2
guardsound = 6,0
ground.type = High
ground.slidetime = 14
guard.slidetime = 5
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 4 ;Projectilȅꍇ͂Őݒ肵ȂƃqbgWOȂ
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100


[State 1015, ѓ];iQj
type = Projectile
Trigger1 = PalNo >= 10
trigger1 = AnimElem = 7
attr = S, SP ;KEѓiStanding, Special Projectilej
damage = 15,5
getpower = 10,3
animtype = Hard
pausetime = 0,12
;-----------------------------------Projectilep̃p[^
offset = 49,-75                ;ѓ𔭎˂ʒuiw,xj
velocity = 7,0 ;ѓ̈ړxiw,xj
;accel = 1.5,0                  ;ѓ̉x(float)iw,xj
projID = 313                 ;ѓ̂hcio[iNumProjIDȂǂŔfj
projanim = 313                ;ѓ̃AjiANVio[j
projhitanim = 314             ;ѓqbg̃AjiANVio[j
projremanim = 314             ;ѓ鎞̃AjiANVio[j
projscale = 1,1                ;ѓ̑傫iw,xj݂Q{
projshadow = 0,0,0             ;ѓ̉e̐Fi,,j݉e
projhits = 1                   ;ѓ̃qbgiQȏȂ瑽iqbgɂȂj
projmisstime = 1               ;ѓ̘AŃqbgȂԊu@projhitsQȏ̎̂
projpriority = 3               ;ѓ̍UDxEProjectileƏȂi
projremovetime = -1            ;ѓ̏܂ł̎ԁit[j-1Ȃ瓖邩ʊOɏo܂ŏȂ
;-----------------------------------ȊOɂ܂܂BdocstH_QƁB
guardflag = MA
priority = 3
sparkno = s3029                    
sparkxy = 25,0
guard.sparkno = 40
hitsound = s1,2
guardsound = 6,0
ground.type = High
ground.slidetime = 14
guard.slidetime = 5
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 4 ;Projectilȅꍇ͂Őݒ肵ȂƃqbgWOȂ
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100


[State 1015, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;===========================================================================
; gKEZ
;===========================================================================


;v
[Statedef 1100]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 1100
poweradd= 80
ctrl = 0
sprpriority = 2



[State 1100, 摜̐F]
type = PalFX
Trigger1 = AnimElem = 1
time = 12
add = 20,70,150
sinadd = 64,32,5,3

[State 1100, 炷];OV
type = PlaySnd
trigger1 = AnimElem = 1
value = s1,6


[State 1100,g]
type = HitOverride
trigger1 = AnimElem = 2
attr = SA,AA; SCA,ASĂAŌU
stateno = 1101
time = 12 ; gt


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


;g
[Statedef 1101]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 1101
ctrl = 0
sprpriority = 0
poweradd = 50

[State 1101, Ԓ~]
Type = SuperPause
trigger1 = time = 0
time = 40
MoveTime = 42
anim = s-1
sound = s2, 31

[State 1101, GtFNg];g
type = Explod
trigger1 = AnimElem = 1
anim = 3032
scale = 0.5,0.5
supermove = 1
postype = P1
pos = -40,-140
sprpriority = 7
trans = AddAlpha   ;GtFNg̓ߏiAdd,Add1,Sub,None,AddAlphaj
alpha = 255,255
removetime = 15


[State 1101, G]
type = NotHitBy
trigger1 = AnimElem = 1
value = SCA
time  = 48


[State 1101, qbg`];Ђ
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA ;ʏŌiStanding, Normal Attackj
damage = 0, 0
animtype = Light
guardflag = 
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = s-3
sparkxy = -10, -76
hitsound = s-1, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 100
ground.velocity = 5, 0
airguard.velocity = 0,0
air.type = High
air.velocity = 0,-9.5
air.hittime = 300
air.fall = 1
fall.recover = 0
hitonce = 1

[State 1101, 7];gǌf
type = ChangeState
trigger1 = P2statetype = A
Trigger1 = AnimElem = 5
Trigger2 = AnimElem = 5
trigger2 = P2statetype = L
Trigger3 = AnimElem = 5
Trigger3 = p2bodydist X >= 43
value = 0
ctrl = 1


[State 1101, SprPriority]
Type = SprPriority
Trigger1 = AnimElem = 5
Value = 3


[State 220, 炷]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 6

[State 1101, G]
type = NotHitBy
trigger1 = AnimElem = 1
value = SCA
time  = 42


[State 1101, qbg`];R
type = HitDef
trigger1 = AnimElem = 8
attr = S, SA
animtype  = Up
damage    = 56,56
hitflag = MAF
guardflag = 
priority = 7, Hit;	
pausetime = 8,8;15,15
sparkno = s-3
sparkxy = -10,-17
hitsound = s2,30
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0, 0
air.hittime  = 0
p2stateno = 1103
air.velocity = 0, 0
sprpriority = 2
hitonce = 1

;Ă
[State 1101, hit]
type = ChangeState
trigger1 = enemy,stateno = 1103
value = 1102

[State 1101, end];
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1


;vgFǌ
[Statedef 1102]
type    = S
movetype= A
physics = N
anim = 1102
poweradd = 30
sprpriority = 2

[State 1102, G]
type = NotHitBy
trigger1 = AnimElem = 1
value = SCA
time  = 54


[State 1102, ͂񂾑̈ʒu];TargetBindőꎞIɍS
type = TargetBind
trigger1 = AnimElem = 1
pos = 40, 0
time  = 42


;肪H炢Ԃ̎̂݋@\TargetnRg[
[State 1102, ͂񂾑̃Ct]
type = TargetLifeAdd
trigger1 = AnimElem = 2
value = -100


;12Pǉ_[W
[State 1102, 2] 
type = TargetLifeAdd
Triggerall = PalNo = 12
trigger1 = AnimElem = 2
value = -500

[State 1102, 2] ;GՊp
type = Explod
trigger1 = AnimElem = 2
anim = 1103
ownpal = 1
postype = p1
pos =  55, -64
SprPriority = 0


[State 1102,EnvShake];h
Type = EnvShake
trigger1 = AnimElem = 1
Time = 13;12
Freq = 60
Ampl = 20
Phase = 0
Persistent                 = 1
IgnoreHitPause             = 0


[State 1102, 3] ;Ԃ
type = Explod
trigger1 = AnimElem = 2
anim = 3026
ownpal = 1
postype = p1
pos =  30, -59
scale = 0.5,0.5
SprPriority = -1

[State 1102, 4];Ԃ2
type = Explod
trigger1 = AnimElem = 2
anim = 3028
sprpriority = 5
scale = 1.6,1.6
postype = P1
pos = 41,-52
removetime = 38    ;̃GtFNg܂ł̎ԁit[j


[State 1102, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;vF葤i͂܂ē܂Łj
[Statedef 1103]
type    = S
movetype= H
physics = S
velset = 0,0
anim = 1104

[State 1103, ̃AjύX]
type = ChangeAnim2
trigger1 = time = 1
value = 1104

[State 1103, I]
Type = SelfState
trigger1 = Time = 58
value = 5050


;===========================================================================
;ig
;===========================================================================

;񕜎a
[Statedef 1110]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 1120
poweradd= 80
ctrl = 0
sprpriority = 2


[State 1100, 摜̐F]
type = PalFX
trigger1 = AnimElem = 2
time = 10
add = 20,70,150
sinadd = 64,32,5,3

[State 1100, IȃL̕]
type = Width
trigger1 = AnimElem = 1
value = 30,0  ;̏ꍇL̕ꎞIɑOɂPTsNZL΂ɂȂB
              ;l̈Ӗ́uÕsNZ,̃sNZʁv


[State 1110,g]
type = HitOverride
trigger1 = AnimElem = 2
attr = SC,AA; SCA,ASĂAŌU
stateno = 1111
time = 12 ; gt

[State 1110, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;g
[Statedef 1111]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 1121
ctrl = 0
sprpriority = 0
poweradd = 50

[State 1101, GtFNg];g
type = Explod
trigger1 = AnimElem = 2
anim = 3032
scale = 0.5,0.5
supermove = 1
postype = P1
pos = -50,-120
sprpriority = 7
trans = AddAlpha   ;GtFNg̓ߏiAdd,Add1,Sub,None,AddAlphaj
alpha = 255,255
removetime = 15

[State 1111, Ԓ~]
Type = SuperPause
trigger1 = time = 0
time = 40
MoveTime = 42
anim = s-1
sound = s2, 31


[State 1111, G]
type = NotHitBy
trigger1 = AnimElem = 1
value = SCA
time  = 65


[State 1111, qbg`];Ђ
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA ;ʏŌiStanding, Normal Attackj
damage = 0, 0
animtype = Light
guardflag = 
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = s-3
sparkxy = -10, -76
hitsound = s-1, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 100
ground.velocity = 5, 0
airguard.velocity = 0,0
air.type = High
air.velocity = 0,-9.5
air.hittime = 300
air.fall = 1
fall.recover = 0
hitonce = 1

[State 1111, 7];gǌf
type = ChangeState
trigger1 = P2statetype = A
Trigger1 = AnimElem = 4
Trigger2 = AnimElem = 4
trigger2 = P2statetype = L
Trigger3 = AnimElem = 4
Trigger3 = p2bodydist X >= 43
value = 0
ctrl = 1


[State 1111, SprPriority]
Type = SprPriority
Trigger1 = AnimElem = 5
Value = 5


[State 220, 炷]
type = PlaySnd
trigger1 = AnimElem = 7
value = 1, 6

[State 1111, G]
type = NotHitBy
trigger1 = AnimElem = 1
value = SCA
time  = 42


[State 1111, qbg`];R
type = HitDef
trigger1 = AnimElem = 9
attr = S, SA
animtype  = Up
damage    = 56,56
hitflag = MAF
guardflag = 
priority = 7, Hit;	
pausetime = 8,8;15,15
sparkno = -1
sparkxy = -10,-17
hitsound = s2,30
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0, 0
air.hittime  = 0
p2stateno = 1113
air.velocity = 0, 0
sprpriority = 2
hitonce = 1

;Ă
[State 1111, hit]
type = ChangeState
trigger1 = enemy,stateno = 1113
value = 1112

[State 1111, end];
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1


;񕜎agFǌ
[Statedef 1112]
type    = S
movetype= A
physics = N
anim = 1113
poweradd = 30
sprpriority = 2

[State 1112, G]
type = NotHitBy
trigger1 = AnimElem = 1
value = SCA
time  = 73


[State 1112, ͂񂾑̈ʒu];TargetBindőꎞIɍS
type = TargetBind
trigger1 = AnimElem = 1
pos = 50, 0;40
time  = 42


;肪H炢Ԃ̎̂݋@\TargetnRg[
[State 1112, ͂񂾑̃Ct]
type = TargetLifeAdd
trigger1 = AnimElem = 5
value = -100


;12Pǉ_[W
[State 1112, 2] 
type = TargetLifeAdd
Triggerall = PalNo = 12
trigger1 = AnimElem = 2
value = -500



[State 1112,EnvShake];h
Type = EnvShake
trigger1 = AnimElem = 1
Time = 13;12
Freq = 60
Ampl = 20
Phase = 0
Persistent                 = 1
IgnoreHitPause             = 0

[State 1112, 3];Ԃ
type = Explod
trigger1 = AnimElem = 1
anim = 3028
sprpriority = 5
scale = 1.8,1.8
postype = P1
pos = 72,-42
removetime = 38    ;̃GtFNg܂ł̎ԁit[j


[State 1112, 4] ;oԂ
type = Explod
trigger1 = AnimElem = 5
anim = 3026
ownpal = 1
postype = p1
pos =  55, -36
scale = 0.8,0.8
SprPriority = 5


[State 1112, 炷];o
type = PlaySnd
trigger1 = AnimElem = 5
value = s1, 11


[State 1112, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;񕜎aF葤i͂܂ē܂Łj
[Statedef 1113]
type    = S
movetype= H
physics = S
velset = 0,0
anim = 1104

[State 1113, ̃AjύX]
type = ChangeAnim2
trigger1 = time = 1
value = 1104

[State 1113, I]
Type = SelfState
trigger1 = Time = 58
value = 5050








;===========================================================================
;iKEZ
;===========================================================================

;1
[Statedef 1200]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 85
ctrl = 0
velset = 0,0
anim = 1200
sprpriority = 2

[State 1200, IȃL̕]
type = Width
trigger1 = AnimElem =4
value = 15,0


[State 1200, x]
type = VelSet
trigger1 = AnimElem = 4
x = 4;3.5
y = -2;-1.5

[State 1200]
type = StatetypeSet
trigger1 = AnimElem= 2
statetype=A
physics = N

[State 1200, 炷]
type = PlaySnd
trigger1 = AnimElem = 2
value = s2, 42

[State 1200, 炷]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 6


[State 1102, 5];aGtFNg
type = Explod
trigger1 = AnimElem = 5
anim = 1204
sprpriority = 5
scale = 0.5,0.5
postype = P1
pos = 50,-36
removetime = 13    ;̃GtFNg܂ł̎ԁit[j
bindtime = 13

[State 1200, qbg`]
type = HitDef
trigger1 = AnimElem = 5
attr = S, HA
hitflag = MAF
animtype  = heavy
damage    = 85
guardflag = HA
pausetime = 12,12
sparkno = s3030
sparkxy = -25,-45
hitsound   = s1,2
guardsound = 6,0
ground.type = low
ground.slidetime = 15
ground.hittime  = 25
air.hittime  = 25
ground.velocity = -2,-6
air.velocity = -2,-6
fall = 1
airfall = 1


[State 1200]
type = StatetypeSet
trigger1 = AnimElem= 7
statetype=A
physics = A


[State 1200, Xe[gύX]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -4
value = 1220


;2
[Statedef 1201]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 85
ctrl = 0
velset = 0,0
anim = 1201
sprpriority = 2

[State 1201, IȃL̕]
type = Width
trigger1 = AnimElem = 4
value = 15,0


[State 1201, x]
type = VelSet
trigger1 = AnimElem = 4
x = 4;3.5
y = -2;-1.5

[State 1201]
type = StatetypeSet
trigger1 = AnimElem= 2
statetype = A
physics =  N


[State 1201, 炷]
type = PlaySnd
trigger1 = AnimElem = 2
value = s2, 42

[State 1201, 炷]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 6

[State 1102, 5];aGtFNg
type = Explod
trigger1 = AnimElem = 5
anim = 1204
sprpriority = 5
scale = 0.5,0.5
postype = P1
pos = 50,-36
removetime = 13    ;̃GtFNg܂ł̎ԁit[j
bindtime = 13

[State 1201, qbg`]
type = HitDef
trigger1 = AnimElem = 5
attr = S, HA
hitflag = MAF
animtype  = heavy
damage    = 85
guardflag = HA
pausetime = 12,12
sparkno = s3030
sparkxy = -10,-50
hitsound   = s1,2
guardsound = 6,0
ground.type = low
ground.slidetime = 15
ground.hittime  = 25
air.hittime  = 25
ground.velocity = -2,-6
air.velocity = -2,-6
fall = 1
airfall = 1


[State 1201]
type = StatetypeSet
trigger1 = AnimElem= 7
statetype=A
physics = A


[State 1201, Xe[gύX]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -4
value = 1220


;3()
[Statedef 1202]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 85
ctrl = 0
velset = 0,0
anim = 1209
sprpriority = 2

[State 1202, IȃL̕]
type = Width
trigger1 = AnimElem =4
value = 15,0


[State 1202, x]
type = VelSet
trigger1 = AnimElem = 4
x = 4
y = -6;-4


[State 1202, 炷];؉
type = PlaySnd
trigger1 = AnimElem = 2
value = s2, 42

[State 1202, 炷];O`
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 6

[State 1202, 5];aGtFNg
type = Explod
trigger1 = AnimElem = 5
anim = 1204
sprpriority = 5
scale = 0.5,0.5
postype = P1
pos = 50,-36
removetime = 13    ;̃GtFNg܂ł̎ԁit[j
bindtime = 13

[State 1202, qbg`]
type = HitDef
trigger1 = AnimElem = 5
attr = S, HA
hitflag = MAF
animtype  = heavy
damage    = 85
guardflag = HA
pausetime = 12,12
sparkno = s3030
sparkxy = -10,-50
hitsound   = s1,2
guardsound = 6,0
ground.type = low
ground.slidetime = 15
ground.hittime  = 25
air.hittime  = 25
ground.velocity = -2,-6
air.velocity = -2,-6
fall = 1
airfall = 1

[State 1202, Xe[gύX]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 1220



[Statedef 1220];咅n
type    = S
movetype= I
physics = S
anim = 1220
sprpriority = 1
;velset = 0,0
ctrl = 0

[State 1220, 1] ;nʂɐݒuXe[g
type = velSet
trigger1 = Time = 1
y = 0

[State 1220, 1] ;nʂɐݒuXe[g
type = PosSet
trigger1 = Time = 1
y = 0

[State 1220, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1






;{iT}\j
[Statedef 1300]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 85
ctrl = 0
velset = 0,0
anim = 1300
sprpriority = 2


[state 1300];ύX
type = StatetypeSet
trigger1 = Animelem = 2
statetype = A

[State 1202, 炷]
type = PlaySnd
trigger1 = AnimElem = 2
value = s2, 39

[State 880, G]
type = NotHitBy
trigger1 = Time = 0
value = A ,AA,AT,AP
time  = 15

[State 1300];x^
type = VelSet
trigger1 = Animelem = 2
x = 8
y = -4

[State 1202, 5];T}\GtFNg
type = Explod
trigger1 = AnimElem = 2
anim = 1301
sprpriority = 5
scale = 1,1
postype = P1
pos = 23,-10
removetime = 9    ;̃GtFNg܂ł̎ԁit[j
bindtime = 9


[State 1300];󒆂ɂȂ̂ŁAd͂^
type =  Gravity
trigger1 = Animelem = 5,> = 0

[State 1300, qbg`]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = PrevStateNo != 1010
attr = S, HA
hitflag = MAF
animtype  = heavy
damage    = 45,10
guardflag = HA
pausetime = 5,5
sparkno = -1;s3030
sparkxy = -10,-60
hitsound   = s2,40
guardsound = 6,0
ground.type = low
ground.slidetime = 40
ground.hittime  = 10
air.slidetime = 40
air.hittime  = 10
ground.velocity = -0.5,-8
air.velocity = -0.5,-8
fall = 1
airfall = 1

[State 1300, qbg`2]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = PrevStateNo = 1010
attr = S, HA
hitflag = MAF
animtype  = heavy
damage    = 45,10
guardflag = HA
pausetime = 5,5
sparkno = -1;s3030
sparkxy = -10,-60
hitsound   = s2,40
guardsound = 6,0
ground.type = low
ground.slidetime = 40
ground.hittime  = 10
air.slidetime = 40
air.hittime  = 10
ground.velocity = -0.5,-9
air.velocity = -0.5,-9.5
fall = 1
airfall = 1


[State Effect,HitGuard]
type = Explod
Trigger1 = Movecontact = 1
Trigger1 = MoveGuarded = 0
anim = 3030
postype = p1
pos = 50,-60
Scale =1.3,1.3
ignorehitpause = 1
persistent = 0
pausemovetime = 15
ownpal = 1
ontop = 1

[State 1300];nstateɈڍs
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 10
value = 52



;===========================================================================
; KEZ
;===========================================================================



;

;;
[Statedef 1401]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 1401
poweradd= 0
ctrl = 0
sprpriority = 2

[State 2100, Ó]Ԓ~]
type = SuperPause
trigger1 = AnimElem = 1
anim = s3018 
pos = -30,-30
sound = s1, 6     
poweradd = 0 ;p[Q[W
time = 25        ;|[Y鎞ԁit[j
movetime = 24    ;|[Yɓ鎞ԁBtimeƃoOiftHg͂Oj


[State 1401, ̓̍U]
type = NotHitBy
trigger1 = AnimElem = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AP,AA,AT
time = 100


[State 1401, ʒu]
type = posset
trigger1 = animelem = 5
x = ceil(enemynear,pos x + facing*10)
y = ceil(enemynear,pos y - 10)

[State 1400]
type = turn
trigger1 = animelem = 5
ignorehitpause = 1
persistent = 0

[State 1401, Xe[gύX]
type = ChangeState
trigger1 = AnimElem = 6
value = 1402


;;
[Statedef 1402]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 1402
facep = 1
poweradd= 0
ctrl = 0
sprpriority = 2

[State 1402,;GtFNg];o
type = Explod
trigger1 = AnimElem = 1
anim = s3018
scale = 1,1
postype = P1
pos = -30,-30
removetime = 24    ;̃GtFNg܂ł̎ԁit[j


[State 1402, Ԏwp[12Pp]
type = Helper
trigger1 = AnimElem = 1
helpertype = Normal
ID = 2202
name = "reddeathfield12"
postype = p1
pos = -30,-30
stateno = 2202
ownpal = 1
bindtime = 0
velset = 7,0
sprpriority = 3
sprpriority = 0

[State 1402, ̓̍U]
type = NotHitBy
trigger1 = AnimElem = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AP,AA,AT

[State 1402, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1


;ԎI1
[Statedef 1403]
type    = S
movetype= I
physics = A
anim = 44
sprpriority = 1
velset = 0,0
ctrl = 0

[State 1403, ̓̍U]
type = NotHitBy
trigger1 = AnimElem = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AP,AA,AT
time = 100

[State 1403, 2]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -20
value = 1404
ctrl = 0


;ԎI2
[Statedef 1404]
type    = S
movetype= I
physics = S
anim = 1404
sprpriority = 1
velset = 0,0
ctrl = 0

[State 1404, 1] ;nʂɐݒuXe[g
type = PosSet
trigger1 = Time = 0
y = 0

[State 1404, ̓̍U]
type = NotHitBy
trigger1 = AnimElem = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AP,AA,AT
time = 1

[State 1404, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




;===========================================================================
; KEZ
;===========================================================================
;Ԏ
[Statedef 2000]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= -1000
ctrl = 0
velset = 0,0
anim = 2000
sprpriority = 2


[State 2000, KEZÓ]Ԓ~]
type = SuperPause
trigger1 = AnimElem = 1
anim = -1       ;KGtFNg̃ANVio[Bʏ́ufightfx.airṽAjgA
                 ;Ɂusvt΁uairt@CṽANVio[gB
pos =  0, 10    ;KGtFNg̍Wiw,xj
sound = s2, 23     ;KTEhBʏ́ucommon.sndv̉gA
                 ;Ɂusvt΁usndt@Cv̉gB
poweradd = 0     ;p[Q[W
time = 30        ;|[Y鎞ԁit[j
movetime = 30    ;|[Yɓ鎞ԁBtimeƃoOiftHg͂Oj
p2defmul = 0


[State 2000, GtFNg];d
type = Explod
trigger1 = AnimElem = 1
anim = 3021
scale = 1,1
supermove = 1
postype = P1
pos = 0,10
sprpriority = 7
trans = AddAlpha   ;GtFNg̓ߏiAdd,Add1,Sub,None,AddAlphaj
alpha = 255,255
removetime = 30



[State 2000, GtFNg];JbgC
type = Explod
trigger1 = AnimElem = 1
anim = 4004
ID = 4004
scale = 0.18,0.18
supermove = 1
postype = back
pos = -50,-50
removetime = 40    ;̃GtFNg܂ł̎ԁit[j
sprpriority = 0
vel = 1.5,0



[State 3000, ModifyExplod]
type	= ModifyExplod
trigger1 = time = 24
ID	= 4004
trans	= AddAlpha
alpha =  256-var(2)*6.4, var(2)*6.4

[State 3000, VarSet]
type	= VarSet
trigger1= time = 0
var(2)	= 0

[State 2000,JbgCϐ]
type = Varadd
trigger1 = time > 1
var(2) = 1

[State 2000, 炷1];oCIgpjbV
type = PlaySnd
triggerall = AnimElem = 1
trigger1 = enemy,name = "F_Gills"
trigger2 = enemy,name = "Amazon_alpha"
value = s2,36
volume = 250


[State 2000, 炷2];I
type = PlaySnd
trigger1 = AnimElem = 8
value = s2, 18
volume = 250


[State 2000, 炷]
type = PlaySnd
trigger1 = AnimElem = 1
value = s1, 6

[State 2000, x]
type = VelSet
trigger1 = AnimElem = 11
x = 8

[State 2000, 炷]
type = PlaySnd
trigger1 = AnimElem = 11
value = s1, 9


[State 1020, qbg`]
type = HitDef
trigger1 = AnimElem = 12
attr = S, HA
animtype  = Hard
hitflag   = MAFP
damage    = 140, 15
getpower  = 0
priority  = 4
guardflag = MA
pausetime = 12,10;8,7
sparkno = -1
sparkxy = 0,-70
guard.sparkno = 40
hitsound   = s2,30
guardsound = 6,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -8,-7
guard.velocity = -7
air.velocity = -8,-7
airguard.velocity = -5, -4
fall = 1
p2stateno = 2001
envshake.time = 12       ;UqbgɁuʂh鎞ԁvݒB
envshake.freq = 60      ;Uqbǵuʂh鑬xvݒBftHg60
envshake.ampl = 20        ;Uqbǵuʂhc̕í͈jvݒBftHg-4B
envshake.phase = 90      ;Uqbǵuʂhŏ̒iK̋iḰjvݒBftHg90B
                         ;Ō߂iK珙XɗhꂪキȂĂB


[State Effect,HitGuard]
type = Explod
Trigger1 = Movecontact = 1
Trigger1 = MoveGuarded = 0
anim = 3018
postype = p1
pos = 50,-30
ignorehitpause = 1
persistent = 0
pausemovetime = 24
ownpal = 1
sprpriority = 7

[State 2000, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;:葤Piqbgdj
[Statedef 2001]
type    = A
movetype= H
physics = N
velset = 0,0

[State 2001, ̃AjύX]
type = ChangeAnim2
trigger1 = 1
value = 2001

[State 2001, Xe[gύX]
type = ChangeState
trigger1 = HitShakeOver = 1 ;qbgd
value = 2002


;Ԏ܁F葤Qiсj
[Statedef 2002]
type    = A
movetype= H
physics = N

[State 2002, H炢̑x]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 2002, xZ];d
type = VelAdd
trigger1 = 1
y = .45

[State 2002, XN[]
type = ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1         ;ʃXN[̉e󂯂邩ۂB0=󂯂ȂE1=󂯂
movecamera = 0,1  ;J̓LɈˑ邩ۂB0=ȂE1=iw,xj

[State 2002, Xe[gύX];ǂɌ˂Xe[g
type = ChangeState
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 2003

[State 2002, Xe[gɖ߂]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100



;Ԏ܁F葤RiǂɌˁj
[Statedef 2003]
type    = A
movetype= H
physics = N

[State 2003, UԂ]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)

[State 2003, ʒuړ]
type = PosAdd
trigger1 = Time = 0
x = 15 - BackEdgeBodyDist

[State 2003, ʒuŒ]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State 2003, XN[]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 2003, GtFNg]
type = Explod
trigger1 = Time = 0
anim = F72
pos = 0, floor(screenpos y) - 50 ;iTj
postype = back
sprpriority = 3

[State 2003, ̃AjύX]
type = ChangeAnim2
trigger1 = Time = 0
value = 2002

[State 2003, 炷]
type = PlaySnd
trigger1 = Time = 0
value = F7,0

life炷
[State 2003, Xe[gύX]
type = LifeAdd
trigger1 = Time = 0
value = -30

[State 2003, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 2004


;Ԏ܁F葤Siǂ̃oEhj
[Statedef 2004]
type    = A
movetype= H
physics = N

[State 2004, ̓̍U];iUj
type = NotHitBy
trigger1 = 1
value = , NA, NP

[State 2004, ړx]
type = VelSet
trigger1 = Time = 0
y = -6

[State 2004, ړx]
type = VelSet
trigger1 = Time = 0
x = 1.6

[State 2004, UԂ]
type = Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)

[State 2004, xZ];d
type = VelAdd
trigger1 = 1
y = .35

[State 2004, AjύX]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052) ;u!vtĂ̂ŁA[Begin Action 5052]ꍇ
value = 5050

[State 2004, AjύX]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)  ;airt@C[Begin Action 5052]݂Ă
value = 5052

[State 2004, AjύX]
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State 2004, AjύX]
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062

[State 2004, Xe[gɖ߂]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100







;---------------------------------------------------------------------------
;Ԏb
[Statedef 2100]
type    = C
movetype= A
physics = C
juggle  = 4
velset = 0,0
anim = 2101
ctrl = 0
sprpriority = 2


[state 2100, 0];Cto[
type = assertspecial
trigger1 = Time >= 0
trigger1 = Time < 70
flag = NoBarDisplay
time = 80

[State 3000, KEZÓ]Ԓ~]
type = SuperPause
trigger1 = AnimElem = 1
anim = -1       ;KGtFNg̃ANVio[Bʏ́ufightfx.airṽAjgA
                 ;Ɂusvt΁uairt@CṽANVio[gB
pos =  0, 10    ;KGtFNg̍Wiw,xj
sound = s2, 23     ;KTEhBʏ́ucommon.sndv̉gA
                 ;Ɂusvt΁usndt@Cv̉gB
poweradd = 0     ;p[Q[W
time = 30        ;|[Y鎞ԁit[j
movetime = 30    ;|[Yɓ鎞ԁBtimeƃoOiftHg͂Oj
p2defmul = 0


[State 2100, GtFNg];d
type = Explod
trigger1 = AnimElem = 1
anim = 3021
scale = 1,1
supermove = 1
postype = P1
pos = 0,10
sprpriority = 7
trans = AddAlpha   ;GtFNg̓ߏiAdd,Add1,Sub,None,AddAlphaj
alpha = 255,255
removetime = 30

[State 2100, GtFNg];JbgC
type = Explod
trigger1 = AnimElem = 1
;anim = 4000
anim = 4019
scale = 0.5,0.5
supermove = 1
;postype = left
postype = back
;pos = 0,180
pos = 0,0
removetime = 30    ;̃GtFNg܂ł̎ԁit[j
sprpriority = 0




[State 2100, 炷];͂Ȃ
type = PlaySnd
trigger1 = AnimElem = 1
value = s2, 2
volume = 250

[State 2100, 炷];܂艹
type = PlaySnd
trigger1 = AnimElem = 3
value = s1,6
volume = 250

[State 2100, 炷];K
type = PlaySnd
trigger1 = AnimElem = 12
trigger1 = enemy,name != "FEAR_MACE_ROSENKRANZ"
value = s30, 1
volume = 250

[State 2100, 炷];K
type = PlaySnd
trigger1 = AnimElem = 12
trigger1 = enemy,name = "FEAR_MACE_ROSENKRANZ"
value = s2, 38



[State 2100, 炷];܂艹
type = PlaySnd
trigger1 = AnimElem = 13
value = s1,6
volume = 250

[State 2100, 炷];n艹
type = PlaySnd
trigger1 = AnimElem = 10
value = s2,33
volume = 250

[State 2100, h];
Type = EnvShake
trigger1 = AnimElem = 11
time = 140
Ampl = -4 ;Aʂ̏c240sNZF-4, 480sNZF-8, 720sNZF-16
Phase = 0 ;AFreq90ȏ̏ꍇA90ɂȂ܂B
Freq = 60
Persistent = 1
IgnoreHitPause = 0


;[State 2100, GtFNg];
;type = Explod
;trigger1 = AnimElem = 4
;anim = 3502
;postype = p1
;pos = -50,-10
;removetime = 179
;persistent = 0
;sprpriority = 0
;ownpal = 1

[State 2100, ܂wp[]
type = Helper
trigger1 = AnimElem = 4
helpertype = Normal
ID = 2103
name = "bloodsea"
postype = p1
pos = -50,-10
stateno = 2103
ownpal = 1
bindtime = 0
sprpriority = 0




[State 2100, Ԏbwp[12Pp]
type = Helper
Triggerall = PalNo = 12
trigger1 = AnimElem = 12
helpertype = Normal
ID = 2102
name = "reddeathbeast"
postype = p1
;pos = -150,0
pos = -100,0
stateno = 2101
ownpal = 1
bindtime = 0
velset = 7,0
sprpriority = 3


[State 2100, Ԏbwp[]
type = Helper
trigger1 = AnimElem = 12
helpertype = Normal
ID = 2101
name = "reddeathbeast"
postype = p1
;pos = -150,0
pos = -100,0
stateno = 2101
ownpal = 1
bindtime = 0
velset = 7,0
sprpriority = 3


[State 2100, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 5110
ctrl = 1




;Ԏbwp[
[Statedef 2101]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 3501
sprpriority = 3


[State 2101,1]
type = Nothitby
Trigger1 = 1
value = SCA
time=1

[State 2101,2]
type = VelSet
trigger1 = Time = 1
x = 3.8


[State 2101, HitDef]
type = HitDef
facing = -1
trigger1 = (Time%3) = 0
trigger1 = Time <= 100
attr = C, HA
getpower = 0
animtype  = Heavy
damage    = 28,5
guardflag = HA
hitflag = MAFDP
priority = 7, Hit
sprpriority = 3
pausetime = 0,2
sparkno = s3028                    
sparkxy = -10, -50             
hitsound = S1, 8                 
guardsound = 6, 2 
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -1,-1
air.type = low
air.velocity = -1,-1
air.animtype = Back
air.fall = 1
fall = 1
fall.recover = 0

[State 2101, DestroySelf]
type = DestroySelf
trigger1 = AnimElem = 18

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

;Ԏbwp[12P
[Statedef 2102]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 3501
sprpriority = 3


[State 2102,1]
type = Nothitby
Trigger1 = 1
value = SCA
time=1

[State 2102,2]
type = VelSet
trigger1 = Time = 1
x = 3.8


[State 2102, HitDef]
type = HitDef
facing = -1
trigger1 = (Time%3) = 0
trigger1 = Time <= 100
attr = C, HA
getpower = 0
animtype  = Heavy
damage    = 300,180
guardflag = HA
hitflag = MAFDP
priority = 7, Hit
sprpriority = 3
pausetime = 0,2
sparkno = s3028                    
sparkxy = -10, -50             
hitsound = S1, 8                 
guardsound = 6, 2 
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
air.hittime  = 30
ground.velocity = -1,-1
air.type = low
air.velocity = -1,-1
air.animtype = Back
air.fall = 1
fall = 1
fall.recover = 0

[State 2102, DestroySelf]
type = DestroySelf
trigger1 = AnimElem = 18

;---------------------------------------------------------------------------
;܂wp[
[Statedef 2103]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 3504
sprpriority = 0


[State 2103,1]
type = Nothitby
Trigger1 = 1
value = SCA
time=1

[State 2103, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = AnimElem = 10
trigger2 = Parent,stateno != 2100
value = 2104


;܂wp[
[Statedef 2104]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 3505
sprpriority = 0


[State 2104,1]
type = Nothitby
Trigger1 = 1
value = SCA
time=1

[State 2104, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0


;---------------------------------------------------------------------------
;Ԏ@
[Statedef 2200]
type    = C
movetype= A
physics = N
juggle  = 4
velset = 0,0
anim = 3100
ctrl = 0
sprpriority = 2


[state 2200, 0];Cto[
type = assertspecial
trigger1 = Time >= 0
trigger1 = Time < 70
flag = NoBarDisplay
time = 30


[State 2200, KEZÓ]Ԓ~]
type = SuperPause
trigger1 = AnimElem = 1
anim = -1       ;KGtFNg̃ANVio[Bʏ́ufightfx.airṽAjgA
                ;Ɂusvt΁uairt@CṽANVio[gB
pos =  -5, 10    ;KGtFNg̍Wiw,xj
sound = s2, 20    ;KTEhBʏ́ucommon.sndv̉gA
                 ;Ɂusvt΁usndt@Cv̉gB
poweradd = -2000 ;p[Q[W
time = 30        ;|[Y鎞ԁit[j
movetime = 30    ;|[Yɓ鎞ԁBtimeƃoOiftHg͂Oj


[State 2200, GtFNg];d
type = Explod
trigger1 = AnimElem = 1
anim = 3021
scale = 1,1
supermove = 1
postype = P1
pos = 0,10
sprpriority = 7
trans = AddAlpha   ;GtFNg̓ߏiAdd,Add1,Sub,None,AddAlphaj
alpha = 255,255
removetime = 30


[State 2200, GtFNg];g
type = Explod
trigger1 = AnimElem = 1
anim = 3017
scale = 1,1
supermove = 1
postype = p1
pos = 0, -60
removetime = 15    ;̃GtFNg܂ł̎ԁit[j
sprpriority = 0
ontop = 1

[State 2200 ,PosAdd]
Type= PosAdd
trigger1 = AnimElem = 1
X = 0
Y = -11
Persisten = 1
IgnoreHitPause = 0


[State 2200, GtFNg];JbgC
type = Explod
trigger1 = AnimElem = 1
anim = 4000
scale = 1,1
supermove = 1
;postype = left
postype = back
pos = 0,180
removetime = 30    ;̃GtFNg܂ł̎ԁit[j
sprpriority = 0


[State 199, ̓̍U]
type = NotHitBy
trigger1 = AnimElem = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AP,AA,AT
time = 60


[State 2200, 炷];~܂C͖I
type = PlaySnd
trigger1 = AnimElem = 1
value = s2, 22
volume = 250

[State 2200, 炷];܂艹
type = PlaySnd
trigger1 = AnimElem = 5
value = s1,6
volume = 250



[State 2200]
type = StatetypeSet
trigger1 = AnimElem= 5
statetype=A
physics = N

[State 2200, Ԏwp[12Pp]
type = Helper
Triggerall = PalNo = 12
trigger1 = AnimElem = 6
helpertype = Normal
ID = 2202
name = "reddeathfield12"
postype = p1
pos = -35,-40
stateno = 2202
ownpal = 1
bindtime = 0
velset = 7,0
sprpriority = 3


[State 2200, Ԏwp[]
type = Helper
Triggerall = PalNo != 12
trigger1 = AnimElem = 6
helpertype = Normal
ID = 2201
name = "reddeathfield"
postype = p1
pos = -35,-40
stateno = 2201
ownpal = 1
bindtime = 0
velset = 7,0
sprpriority = 3


[State 2200, Xe[gύX]
type = ChangeState
Triggerall = PalNo >= 10
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[State 2200, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 1403
ctrl = 1




;Ԏwp[
[Statedef 2201]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 3018
sprpriority = 3


[State 2201,1]
type = Nothitby
Trigger1 = 1
value = SCA
time=1


[State 2101, HitDef]
type = HitDef
facing = -1
;trigger1 = (Time%3) = 0
trigger1 = Time <= 24
attr = A, HA
getpower = 0
animtype  = Heavy
damage    = 0,0
guardflag = 
hitflag = MAFDP
priority = 7, Hit
sprpriority = 3
pausetime = 0,2
sparkno = 10                    
sparkxy = -10, -50             
;hitsound = S1, 8                 
guardsound = 6, 2 
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -5,-1
air.type = low
air.hittime  = 30
air.velocity = -5,-1
air.animtype = Back
air.fall = 1
fall = 1
fall.recover = 0

[State 2201, DestroySelf]
type = DestroySelf
trigger1 = AnimElem = 8


;Ԏwp[12Pp
[Statedef 2202]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 3018
sprpriority = 3


[State 2202,1]
type = Nothitby
Trigger1 = 1
value = SCA
time=1


[State 2102, HitDef]
type = HitDef
facing = -1
trigger1 = (Time%3) = 0
trigger1 = Time <= 24
attr = A, HA
getpower = 0
animtype  = Heavy
damage    = 150,0
guardflag = 
hitflag = MAFDP
priority = 7, Hit
sprpriority = 3
pausetime = 0,2
sparkno = 10                    
sparkxy = -10, -50             
;hitsound = S1, 8                 
guardsound = 6, 2 
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -5,-1
air.type = low
air.hittime  = 30
air.velocity = -5,-1
air.animtype = Back
air.fall = 1
fall = 1
fall.recover = 0

[State 2202, DestroySelf]
type = DestroySelf
trigger1 = AnimElem = 8

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


;ԎR 
[Statedef 2300]
type    = S
movetype= A
physics = N
juggle  = 4
velset = 0,0
anim = 2300
ctrl = 0
sprpriority = 2
poweradd = -1000


[State 2300, KEZÓ]Ԓ~]
type = SuperPause
trigger1 = AnimElem = 1
anim = s3021       ;KGtFNg̃ANVio[Bʏ́ufightfx.airṽAjgA
                 ;Ɂusvt΁uairt@CṽANVio[gB
pos =  0, 10    ;KGtFNg̍Wiw,xj
sound = s2, 23     ;KTEhBʏ́ucommon.sndv̉gA
                 ;Ɂusvt΁usndt@Cv̉gB
poweradd = 0     ;p[Q[W
time = 40        ;|[Y鎞ԁit[j
movetime = 40    ;|[Yɓ鎞ԁBtimeƃoOiftHg͂Oj
p2defmul = 0

[State 2300, GtFNg];JbgC
type = Explod
trigger1 = AnimElem = 1
anim = 4000
scale = 1,1
supermove = 1
postype = back
pos = 0,180
removetime = 40    ;̃GtFNg܂ł̎ԁit[j
sprpriority = 0


[State 2300, 炷];xłɂ͖
type = PlaySnd
trigger1 = AnimElem = 1
value = s2, 4
volume = 250

[State 1020]
type = StatetypeSet
trigger1 = AnimElem= 3
statetype=A
physics = A

[State 2300, 炷];XgCN
type = PlaySnd
triggerall = AnimElem = 1
trigger1 = enemy,name = "F_Gills"
trigger2 = enemy,name = "Amazon_alpha"
value = s2, 34
volume = 250

[State 1000, ̓̍U]
type = NotHitBy
trigger1 = AnimElem = 3
value = SCA,AA,AP,AT
time = 10


[State 3017,1]
type=HitDef
trigger1=TimeMod=3,0
attr=A,HA
priority=7,Hit
animtype=Heavy
pausetime=5,10
guard.pausetime=0,25
damage = 70+(PalNo = 12)*22,10+(PalNo = 12)*2
hitflag=MAFP
guardflag=MA
sparkno = s3013
sparkxy = 75,-150
hitsound   = s1,2
guard.sparkno = S6001
guardsound = 6,0
ground.type=High
ground.slidetime=25
ground.hittime=25
ground.velocity=-1.2,-11.5
guard.velocity=-4.2
airguard.velocity=.9,-.8
air.velocity=-1.2,-11.5
air.hittime=12
getpower=20,5
givepower=10,2
fall=1
p2stateno = 3015


[State 2300, ̓̍U]
type = NotHitBy
trigger1 = p2stateno = 3015
value = SCA,NA,SP,AT
time = 100

[State 2300, 2]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -20
value = 2301



[Statedef 2301];ԎRn
type    = S
movetype= I
physics = S
anim = 2301
sprpriority = 1
velset = 0,0

[State 2301, 1] ;nʂɐݒuXe[g
type = PosSet
trigger1 = Time = 0
y = 0

[State 2301, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1










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




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

;Ԏ 
[Statedef 3000]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 3000
ctrl = 0
sprpriority = 2
poweradd = -1000


[State 3000,1]
type = Nothitby
Trigger1 = 1
value = SCA
time=1


[State 3000, KEZÓ]Ԓ~]
type = SuperPause
trigger1 = AnimElem = 1
anim = -1       ;KGtFNg̃ANVio[Bʏ́ufightfx.airṽAjgA
                 ;Ɂusvt΁uairt@CṽANVio[gB
pos =  0, 10    ;KGtFNg̍Wiw,xj
sound = s2, 23     ;KTEhBʏ́ucommon.sndv̉gA
                 ;Ɂusvt΁usndt@Cv̉gB
poweradd = 0     ;p[Q[W
time = 30        ;|[Y鎞ԁit[j
movetime = 30    ;|[Yɓ鎞ԁBtimeƃoOiftHg͂Oj
p2defmul = 0


[State 2100, GtFNg];d
type = Explod
trigger1 = AnimElem = 1
anim = 3021
scale = 1,1
supermove = 1
postype = P1
pos = 0,10
sprpriority = 7
trans = AddAlpha   ;GtFNg̓ߏiAdd,Add1,Sub,None,AddAlphaj
alpha = 255,255
removetime = 30



[State 3000, IȃL̕]
type = Width
trigger1 = AnimElem = 1
value = 50,0  ;̏ꍇL̕ꎞIɑOɂPTsNZL΂ɂȂB
              ;l̈Ӗ́uÕsNZ,̃sNZʁv

[State 3000, GtFNg];JbgC
type = Explod
trigger1 = AnimElem = 1
anim = 4005
ID = 4005
scale = 0.25,0.25
supermove = 1
postype = back
pos = -80,-10
removetime = 40    ;̃GtFNg܂ł̎ԁit[j
sprpriority = 0
vel = 1.5,0


[State 3000, ModifyExplod]
type	= ModifyExplod
trigger1 = time = 24
ID	= 4005
trans	= AddAlpha
alpha =  256-var(2)*6.4, var(2)*6.4

[State 3000, VarSet]
type	= VarSet
trigger1= time = 0
var(2)	= 0

[State 2000,JbgCϐ]
type = Varadd
trigger1 = time > 1
var(2) = 1



[State 3000, 炷];xłɂ͖
type = PlaySnd
trigger1 = AnimElem = 1
value = s2, 4
volume = 250

[State 3000, 炷];oCIgXbV
type = PlaySnd
triggerall = AnimElem = 1
trigger1 = enemy,name = "F_Gills"
trigger2 = enemy,name = "Amazon_alpha"
value = s2, 35
volume = 250


[state 3000, 0];Cto[
type = assertspecial
trigger1 = Time >= 0
flag = NoBarDisplay
time=-1

[State 3011,]
Type = AssertSpecial
trigger1 = AnimElem = 1
Flag = NoKOSlow


[State 3011,End]
type=ChangeState
trigger1=AnimTime=0
value=3001

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

;Ԏ@ˌ
[Statedef 3001]
type=S
movetype=A
physics=S
anim= 3001

[State 3001,]
Type = AssertSpecial
trigger1= 1
Flag = NoKOSlow

[State 3001, IȃL̕]
type = Width
trigger1 = (AnimElemTime (2) >= 0) && (AnimElemTime (10) < 0)
trigger1 = AnimElem = 1
value = 100,0
;value = 75,0  ;̏ꍇL̕ꎞIɑOɂPTsNZL΂ɂȂB
              ;l̈Ӗ́uÕsNZ,̃sNZʁv


[State 3001, nothitby];G
Type = NotHitBy
Trigger1 = AnimElemNo(0)<=2
value = SCA


[State 3001, 炷]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 4

[State 3001, 炷];R艹
type = PlaySnd
trigger1 = AnimElem = 7
value = 2, 44

[State 3001,0 ]
type = Explod
trigger1 = Time = 0
anim = 102
sprpriority = 5
postype = p1
pos = -10, 0
velocity = .5, 0
accel = 0, 0
removetime = 20

[State 198, 1]
type = VelSet
trigger1 = AnimElem = 1
x = 12

[State 3017,1];Ca
type=HitDef
trigger1=AnimElem = 1
attr=S,HA
priority=7,Hit
animtype=Heavy
pausetime=5,10
guard.pausetime=0,25
damage = 70+(PalNo = 12)*22,10+(PalNo = 12)*2
hitflag=MAFP
guardflag=MA
sparkno = -1;s3028
sparkxy = 10,-60
hitsound   = s1,2
guard.sparkno = 40
guardsound = 6,0
ground.type=High
ground.slidetime=25
ground.hittime=40;25
ground.velocity=-1.2,-11.5
guard.velocity=-4.2
airguard.velocity=.9,-.8
air.velocity=-1.2,-11.5
air.hittime=12
getpower=20,5
givepower=10,2
p1stateno = 3011
p2stateno = 3015
hitonce = 1

[State 3001,2];TuR
type = HitDef
trigger1=AnimElem = 8
attr = C, NA ;ႪݒʏŌiCrouching, Normal Attackj
damage    = 40
priority  = 3
animtype  = Medium
hitflag = MAF
guardflag = MA
pausetime = 5,5
sparkno = -1
sparkxy = 10,-25
hitsound = s1, 4
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 25
ground.velocity = -1.5,-5
air.velocity = -1.5,-5
ground.cornerpush.veloff = -3.5


[State 3001,HitGuard];TuRpGtFNg
type = Explod
Trigger1 = Movecontact = 1
Trigger1 = MoveGuarded = 0
anim = 3031
postype = p1
pos = 40,-50
Scale =0.4,0.4
ignorehitpause = 1
persistent = 0
pausemovetime = 15
ownpal = 1
sprpriority = 7
trans = AddAlpha   ;GtFNg̓ߏiAdd,Add1,Sub,None,AddAlphaj
alpha = 255,255


[State 3001,3]
type=PlayerPush
trigger1=Time>=0
value=0

[State 3001,4]
type=Velset
trigger1=AnimElem = 1
x=18




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


;---------------------------------------------------------------------------
;Ԏ 

[Statedef 3011]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 80
velset = 0,0
anim = 3011
ctrl = 0
sprpriority = 2


[State 3051, ͂񂾑̈ʒuP];TargetBindőꎞIɍS
type = TargetBind
trigger1 = AnimElemTime(2) < 0
pos = 45, 0  ;̎ʒu瑊̎X=45EY=0̈ʒuɂ
time = 19;75

[State 3051, ͂񂾑̈ʒuP];TargetBindőꎞIɍS2
type = TargetBind
trigger1 = AnimElem = 19
pos = 45, -20
time = 1


[State 3011,]
Type = AssertSpecial
trigger1= 1
Flag = NoKOSlow

[State Effect,HitGuard];Ԃ
type = Explod
trigger1 = AnimElem = 1
anim = 3026
postype = p1
facing = -1
pos = 78,-50
Scale =0.5,0.5
ignorehitpause = 1
persistent = 0
pausemovetime = 15
ownpal = 1
ontop = 1


[State Effect,HitGuard];Ԃ
type = Explod
trigger1 = AnimElem = 1
anim = 3028
postype = p1
facing = -1
pos = 48,-50
Scale =1,1
ignorehitpause = 1
persistent = 0
pausemovetime = 15
ownpal = 1
ontop = 1


[State Effect,HitGuard];2ڌԂ1
type = Explod
trigger1 = AnimElem = 19
anim = 3030
postype = p1
facing = -1
pos = 35,-50
Scale =1.5,1.5
ignorehitpause = 1
persistent = 0
pausemovetime = 15
ownpal = 1
ontop = 1


[State Effect,HitGuard];2ڌԂ2
type = Explod
trigger1 = AnimElem = 19
anim = 3029
postype = p1
facing = -1
pos = 30,-50
Scale =2,2
ignorehitpause = 1
persistent = 0
pausemovetime = 15
ownpal = 1
ontop = 1

[State 3011, 炷];R艹
type = PlaySnd
trigger1 = AnimElem = 6
value = 2, 44

[State 3011, 炷];؂􂫉
type = PlaySnd
trigger1 = AnimElem = 19
value = s2, 30


;[State 3011, PalFx]
;type	= PalFX 
;triggerall = animelem = 1
;trigger1 = P2life < 110
;time	= 100
;add	= -256,-256,-256


[State 182, GtFNg];ԈÓ]
type = Explod
triggerall = AnimElem = 1
trigger1 = P2life < 110
trigger2 = P2life = 110
scale = 1,1
anim = 4009
postype = back
pos = 0,-50
removetime = 70    ;̃GtFNg܂ł̎ԁit[j
bindtime= -1
ownpal	= 1
sprpriority = -7


[State Effect,HitGuard];RグGtFNg2
type = Explod
trigger1 = AnimElem = 7
anim = 3031
postype = p1
pos = 30,-60
Scale =0.5,0.5
ignorehitpause = 1
persistent = 0
pausemovetime = 15
ownpal = 1
sprpriority = 7
trans = AddAlpha   ;GtFNg̓ߏiAdd,Add1,Sub,None,AddAlphaj
alpha = 255,255

[State 3011, 炷];ؒf
type = PlaySnd
trigger1 = AnimElem = 7
value = s2, 43

[State 3011, ExHitAdd];qbg
Type = HitAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 19
Value = 1

[State ,Pause];^ERグ
Type = Pause
trigger1 = AnimElem = 2
trigger2 = AnimElem = 7
Time = 6

[State ,Pause];^qbgXgbva
Type = Pause
trigger1 = AnimElem = 19
Time = 10

;[State 1102, 5];aGtFNg
;type = Explod
;trigger1 = AnimElem = 19
;anim = -1205
;sprpriority = 5
;scale = 0.8,0.8
;postype = P1
;pos = 50,-36
;removetime = 13    ;̃GtFNg܂ł̎ԁit[j
;bindtime = 13


[State 3011, Sound]
type = PlaySnd
trigger1 = AnimElem = 5
value = s110, 0



[State 199, GSA̓̍U]
type = NotHitBy
trigger1 = P2life = 0
trigger1 = AnimElem = 5
Trigger2 = PalNo = 12
value = SCA
time = 20

[State 3011, 炷];j
type = PlaySnd
trigger1 = AnimElem = 5
trigger1 = P2life = 0
value = s1, 10
volume = 200


;[State 3011, awp[]
;type = Helper
;trigger1 = AnimElem = 19
;helpertype = Normal
;ID = 3012
;name = "srash5"
;postype = p1
;pos = 5,-67
;stateno = 3012
;ownpal = 1
;size.xscale = 1
;size.yscale = 1
;PauseMoveTime = 11

[State 3011, 5]
type = ChangeState
trigger1 = P2life = 0
trigger1 = AnimTime = 0
value = 3018

[State 3011, 5]
type = ChangeState
trigger1 = P2life != 0
trigger1 = AnimTime = 0
value = 0
ctrl = 1




;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;Ԏ ʏ

[Statedef 3015]
type    = S
movetype= H
physics = N
juggle  = 4
poweradd= 0
ctrl = 0
sprpriority = 2
velset = 0,0

;[State 3011,1]
;type = posset
;trigger1 = animelem = 1
;x = ceil(enemynear,pos x = 5)
;y = ceil(enemynear,pos y = 0)

[State 3015,]
Type = AssertSpecial
trigger1= 1
trigger2 = AnimElem = 30
Flag = NoKOSlow

;̐ݒ肵AjɕύX
[State 3015, 1] 
type = ChangeAnim2
Trigger1 = Time = 1
value = 3015





;̐ݒ肵AjɕύX
[State 3015, 1] 
type = ChangeAnim2
trigger1 = AnimElem = 20
value = 3016


;a
[State 3015, 2] 
type = VelAdd
trigger1 = Anim = 3016 &&  AnimElem = 2
x = -8
y = 7;6;2


;LbN_[W
[State 3015, 2] 
type = LifeAdd
trigger1 =  Anim = 3015 &&  AnimElem = 6
value = -30


;ؒf_[W
[State 3015, 2] 
type = LifeAdd
trigger1 = Anim = 3016 &&  AnimElem = 1
value = -60

[State 3015, 3]
type = ScreenBound
trigger1 = Time > 0
Value = 1


[State 3015, 4]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
trigger1 = Anim = 3016; &&  AnimElem = 4
trigger1 = AnimTime = 0
value = 5100;trigger1 = AnimTime = 0
;value = 5100

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

















;===========================================================================
; 펞ĎXe[gi|Qj
;===========================================================================
[Statedef -2]
;---------------------------------------------------------------------------
; ʏ̐H炢ԁiStatedef 5000`5199ԁjłA
; ɁiuP2StateNovuTargetStatevŁjDĂA
; ɓo^Xe[gRg[LɂȂ܂B
; TuVXe𐧌䂷鎞ɏd󂷂ł傤B
;---------------------------------------------------------------------------




;===========================================================================
;12Pp
;===========================================================================
[State -2];12PQ[WŒ
Type = PowerSet
TriggerAll = RoundState = 2
Trigger1 = PalNo = 12
Trigger1 = time = 1
Value = PowerMax

[State -2];12Pǌh͏㏸
type = defenceMulSet
TriggerAll = RoundState = 2
Trigger1 = PalNo = 12
trigger1 = movetype = H
value = 0.1

[State -2,2];12PU͔{
type = AttackMulSet
TriggerAll = RoundState = 2
TriggerAll = PalNo = 12
;triggerAll = !ishelper
trigger1 = life <= 1000
value = 3


; WGtFNg
[State -2, ];{
type = Explod
triggerall = (anim=5555&&stateno=4530)||((anim=[5555,5556])&&stateno=3550)
trigger1 = time = 1
ID = 5557
scale = 1,1
anim = 5557
postype = p1
pos = 0,0
removetime = 600    ;̃GtFNg܂ł̎ԁit[j
sprpriority = 5

[State -2, ];ߖ1
type = PlaySnd
triggerall = (anim=5555&&stateno=4530)||((anim=[5555,5556])&&stateno=3550)
trigger1 = time = 302
value = s2,24
volume = 250

[State -2, ];ߖ2
type = PlaySnd
triggerall = (anim=5555&&stateno=4530)||((anim=[5555,5556])&&stateno=3550)
trigger1 = time = 342
value = s2,25
volume = 250

[State -2, ];ߖ2
type = PlaySnd
triggerall = (anim=5555&&stateno=4530)||((anim=[5555,5556])&&stateno=3550)
trigger1 = time = 620
value = s2,26
volume = 250

[State -2, ];Awɐ
type = Explod
triggerall =(anim=5555&&stateno=4530)||((anim=[5555,5556])&&stateno=3550)
trigger1= animelem = 1
trigger2 = time = 300
scale = 1,1
anim = 4012
postype = back
pos = -130,-40
removetime = 430    ;̃GtFNg܂ł̎ԁit[j
bindtime= -1
ownpal	= 1
sprpriority = 7

[State -2, ];Ó]
type = Explod
triggerall =(anim=5555&&stateno=4530)||((anim=[5555,5556])&&stateno=3550)
trigger1= animelem = 1
trigger2 = time = 300
scale = 1,1
anim = 4009
postype = back
pos = 0,-50
removetime = 430    ;̃GtFNg܂ł̎ԁit[j
bindtime= -1
ownpal	= 1
sprpriority = 6

[State -2, Explod d1]
type	= Explod
triggerall = !NumExplod(3023)
triggerall = statetype != L  ;|Ă鎞͔\
triggerall = StateNo != 191
triggerall = StateNo != 1401
triggerall = StateNo != 2100
triggerall = StateNo != 8000
triggerall = StateNo != 8001
trigger1= PalNo = 12
anim	= 3023
ID = 3023
pos	= -55, -110
postype	= p1
ownpal	= 1
bindtime = 5
sprpriority = 7
trans = AddAlpha   ;GtFNg̓ߏiAdd,Add1,Sub,None,AddAlphaj
alpha = 255,255


[State -2, Explod d2]
type	= Explod
triggerall = !NumExplod(3025)
triggerall = statetype != L  ;|Ă鎞͔\
triggerall = StateNo != 191
triggerall = StateNo != 1401
triggerall = StateNo != 2100
triggerall = StateNo != 8000
triggerall = StateNo != 8001
trigger1= PalNo = 12
anim	= 3025
ID = 3025
pos	= 0, 10
postype	= p1
ownpal	= 1
bindtime = 5
sprpriority = 7
trans = AddAlpha   ;GtFNg̓ߏiAdd,Add1,Sub,None,AddAlphaj
alpha = 255,255



;===========================================================================
;R{␳
;===========================================================================
;-------qbg
[State -2,hosei1]
type = varset
trigger1 = !numtarget
var(0) = 0

;------qbgZ
[State -2,hosei2]
type = varadd
triggerall = numtarget
triggerall = enemynear,movetype=h
triggerall = enemynear,gethitvar(hitcount)>var(0)
triggerall = stateNO != 200
trigger1 = movehit
trigger2 = projhittime(0) = 0
;wp[p
trigger3 = numhelper(1011)
trigger3 = helper(1011),movehit=1+(movetype!=a)
trigger4 = numhelper(1021)
trigger4 = helper(1021),movehit=1+(movetype!=a)
var(0) = 1

;-----␳
[State -2,hosei3]
type = attackmulset
Trigger1 = PalNo < 10
trigger1 = 1
value = 1.00-0.1*var(0)

[State -2,hosei4]
type = attackmulset
Trigger1 = PalNo < 10
trigger1 = var(0)>=10
value = 0.1

[State -2,AttackMulSet] 
Type = AttackMulSet 
TriggerAll = NumEnemy 
TriggerAll = Alive 
Trigger1 = p2MoveType!= H 
Trigger2 = p2StateNo = [150,155] 
Value = 1.0





;===========================================================================
; 펞ĎXe[gi|Rj
;===========================================================================
;---------------------------------------------------------------------------
; ͒ʏ̐H炢ԈȊÓuP2StateNovuTargetStatevŐ䂳ꂽA
; 쐬҂CӂɎw肵葤̐H炢Xe[gɌA
; o^Xe[gRg[Lɂ͂Ȃ܂B
; |P|QƏ肭gčs܂傤B
;---------------------------------------------------------------------------

[Statedef -3]

;-----------------------------------
;́uWvvuobNXebvv
;n鉹炷ݒĂ܂B

[State -3, 炷]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52  ;nXe[g
trigger2 = stateno = 106 ;obNXebv̒nXe[g
trigger3 = stateno = 1220 ;̒nXe[g 
value = 40, 0

