
;---------------------------------------------------------------------------
;必殺技1
[Statedef 500]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 100015
ctrl = 0
sprpriority = 2

[State 3300, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = AnimElem = 1
time = 50
pos = 0, -80
anim = s10300
sound = s1000,0
poweradd = -1000

[State 210, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 11
trigger3 = AnimElem = 17
trigger4 = AnimElem = 23
attr = S, NA
animtype  = Medium
damage    = 57
guardflag = MA
pausetime = 12,12
sparkno = 1
sparkxy = -10,-70
hitsound   = s1000,7
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 13
ground.velocity = -5.5
air.velocity = -2.5,-4

[State 230, ヒット定義]
type = HitDef
trigger1 = AnimElem = 30
attr = S, NA
animtype  = Medium
damage    = 99999
guardflag = MA
pausetime = 12,12
sparkno = 0
sparkxy = -10,-37
hitsound   = s1000,6
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -5
air.velocity = -2.5,-3.5

[State 210, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;必殺技2
[Statedef 750]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 100011
ctrl = 0
sprpriority = 2

[State 3300, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = AnimElem = 1
time = 50
pos = 0, -80
anim = s10300
sound = s1000,0
poweradd = -1000

[State 3000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 751
ctrl = 1

[Statedef 751]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 100012
ctrl = 0
sprpriority = 2

[State 3000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 752
ctrl = 1

[Statedef 752]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 100013
ctrl = 0
sprpriority = 2

[State 193, 画面全体色変更]
type = AllPalFX
trigger1 = AnimElem = 1
time = 3
add = 0,0,0
mul = 0,0,0
color = 0
invertall = 1

[State 230, ヒット定義]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
animtype  = Medium
damage    = 99999
guardflag = MA
pausetime = 12,12
sparkno = 0
sparkxy = -10,-37
hitsound   = s1000,6
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -5
air.velocity = -2.5,-3.5

[State 3000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 753
ctrl = 1

[Statedef 753]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 100014
ctrl = 0
sprpriority = 2

[State 3000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;必殺技3
[Statedef 1000]
type    = S
movetype= A
physics = S
juggle  = 6
poweradd= 0
anim = 100002
ctrl = 0
sprpriority = 2

[State 3300, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime (1) >= 0) && (AnimElemTime (8) < 0)
value = 25,0

[State 3300, 無敵]
type = NotHitBy
trigger1 = animelem = 1
value = SCA
time = 90

[State 3300, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = AnimElem = 3
time = 50
pos = 0, -80
anim = s10300
sound = s1000,0
poweradd = -1000

[State 3500, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = unguardable

[State 3300, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 1001
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 1001]
type    = S
movetype= A
physics = S
juggle  = 6
poweradd= 0
anim = 100003
ctrl = 0
sprpriority = 2

[State 1200, 2]
type = Posset
trigger1 = (anim = 100003) && (animelem = 1)
trigger1 = facing = 1
x = enemynear,Pos x-25

[State 1200, 2]
type = Posset
trigger1 = (anim = 100003) && (animelem = 1)
trigger1 = facing = -1
x = enemynear,pos x+25

[State 3300, ヒット定義]
type = HitDef
trigger1 = AnimElem = 8
trigger2 = AnimElem = 9
trigger3 = animelem = 10
attr = S, HA
animtype  = up
damage    = 100, 5
getpower  = 0
priority  = 5
guardflag = MADFL
pausetime = 30,30
sparkxy = -10,-60
sparkno = s10320
guard.sparkno = s10250
hitsound   = s1000,3
guardsound = s1000,4
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -1,-20
guard.velocity = -7
air.velocity = -1,-20
airguard.velocity = -7,-2
envshake.time = 30        
envshake.ampl = 12         
envshake.freq = 170          
fall = 1
kill = 0
p1stateno = 1002
p2stateno = 1003

[State 3500, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = unguardable

[State 3300, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 1002]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
velset = 0,0
anim = 100004
ctrl = 0
sprpriority = 10

[State 1100, エフェクト表示]
type = Explod
triggerall = p2stateno = 1004
trigger1 = time%5 = 0
trigger1 = time >= 50
anim = 100008
id = 100008
postype = P2
pos = 50 - ceil(random%36),-69 + ceil(random%60)   ;50,-38
sprpriority = 3
scale = 1,1
ontop = 1
removetime = 14
facing = ifelse(random<500,1,-1)

[State 1100, エフェクト表示]
type = Explod
trigger1 = p2stateno = 1005
anim = 100009
id = 100009
postype = P2
pos = 0,0
sprpriority = 5
scale = 1,1
ontop = 1
removetime = 38
facing = ifelse(random<500,1,-1)

[State 1100, エフェクト表示]
type = Explod
trigger1 = p2stateno = 1005
anim = 100010
id = 100010
postype = P2
pos = 0,0
sprpriority = 3
scale = 0.2,0.2
ontop = 1
removetime = -1
facing = ifelse(random<500,1,-1)

[State 1100, エフェクト表示]
type = Explod
trigger1 = p2stateno = 1005
anim = 100010
id = 100010
postype = P2
pos = -30,-10
sprpriority = 3
scale = 0.2,0.2
ontop = 1
removetime = -1
facing = ifelse(random<500,1,-1)

[State 1100, エフェクト表示]
type = Explod
trigger1 = p2stateno = 1005
anim = 100010
id = 100010
postype = P2
pos = 30,-10
sprpriority = 3
scale = 0.2,0.2
ontop = 1
removetime = -1
facing = ifelse(random<500,1,-1)

[State 1100, エフェクト表示]
type = Explod
trigger1 = p2stateno = 1005
anim = 100010
id = 100010
postype = P2
pos = -60, -15
sprpriority = 3
scale = 0.2,0.2
ontop = 1
removetime = -1
facing = ifelse(random<500,1,-1)

[State 1100, エフェクト表示]
type = Explod
trigger1 = p2stateno = 1005
anim = 100010
id = 100010
postype = P2
pos = 60, -15
sprpriority = 3
scale = 0.2,0.2
ontop = 1
removetime = -1
facing = ifelse(random<500,1,-1)

[State 3301, 音を鳴らす]
type = PlaySnd
trigger1 = numexplod(100008) >= 1
value = 1000,1

[State 3301, 音を鳴らす]
type = PlaySnd
trigger1 = numexplod(100009) = 1
value = 1000,2

[State 3301, ステート変更]
type = ChangeState
trigger1 = Time = 200
value = 0
ctrl = 1

;------------------
[Statedef 1003]
type    = A
movetype= H
physics = N
velset = 0,0

[State 3310, 制御した相手のアニメ変更]
type = ChangeAnim2
trigger1 = 1
value = 100005

[State 3310, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 3310, ステート変更]
type = ChangeState
trigger1 = HitShakeOver = 1 
value = 1004

;---------------------------------------------------------------------------
[Statedef 1004]
type    = A
movetype= H
physics = N
velset = -0,-40
sprpriority = 7

[State 3311, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 3311, 速度加算]
type = VelAdd
trigger1 = 1
y = .45

[State 3311, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 3311, アニメ変更]
type = ChangeAnim2
trigger1 = Time = 0
value = 100006

[State 3102, ステート変更] 
type = lifeset
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 0

[State 3102, ステート変更] 
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1005

;---------------------------------------------------------------------------
[Statedef 1005]
type = L
physics = C
movetype = H
velset = 0,0
ctrl = 0

[State 0, PalFXWiz]
type = PalFX
trigger1 = 1
time = -1
add = 256,0,0
mul = 32,32,32
sinadd = 0,0,0,1
invertall = 0
color = 256
;ignorehitpause = 0
;persistent = 1

[State 4105, posset]
type = posset
trigger1 = 1
y = 0

[State 4105, ChangeAnim2]
type = changeanim2
trigger1 = time = 0
value = 100007

[State 4105, End]
type = selfstate
trigger1 = !alive
value = 5150

[State 4105, End]
type = selfstate
trigger1 = time >= 97 && alive
value = 5120

;---------------------------------------------------------------------------
;必殺技4
[Statedef 1250]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 100016
ctrl = 0
sprpriority = 2

[State 3300, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = AnimElem = 1
time = 50
pos = 0, -80
anim = s10300
sound = s1000,0
poweradd = -1000

[State 210, ヒット定義]
type = HitDef
trigger1 = AnimElem = 6
trigger2 = AnimElem = 8
trigger3 = AnimElem = 10
trigger4 = AnimElem = 12
attr = S, NA
animtype  = Medium
damage    = 57
guardflag = MA
pausetime = 12,12
sparkno = 1
sparkxy = -10,-70
hitsound   = s1000,8
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 13
ground.velocity = -5.5
air.velocity = -2.5,-4
envshake.time = 10   
envshake.freq = 300   
envshake.ampl = 6       
envshake.phase = 70      

[State 230, ヒット定義]
type = HitDef
trigger1 = AnimElem = 14
attr = S, NA
animtype  = Medium
damage    = 99999
guardflag = MA
pausetime = 12,12
sparkno = 0
sparkxy = -10,-37
hitsound   = s1000,8
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -5
air.velocity = -2.5,-3.5
envshake.time = 10   
envshake.freq = 300   
envshake.ampl = 6       
envshake.phase = 70      

[State 210, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;必殺技5
[Statedef 1500]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 100017
ctrl = 0
sprpriority = 2

[State 3300, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = AnimElem = 1
time = 50
pos = 0, -80
anim = s10300
sound = s1000,0
poweradd = -1000

[State 210, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 7
attr = S, NA
animtype  = Medium
damage    = 57
guardflag = MA
pausetime = 12,12
sparkno = 1
sparkxy = -10,-70
hitsound   = s1000,8
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 13
ground.velocity = -5.5
air.velocity = -2.5,-4
envshake.time = 10   
envshake.freq = 300   
envshake.ampl = 6       
envshake.phase = 70      

[State 230, ヒット定義]
type = HitDef
trigger1 = AnimElem = 14
attr = S, NA
animtype  = Medium
damage    = 99999
guardflag = MA
pausetime = 12,12
sparkno = 0
sparkxy = -10,-37
hitsound   = s1000,8
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -5
air.velocity = -2.5,-3.5
envshake.time = 10   
envshake.freq = 300   
envshake.ampl = 6       
envshake.phase = 70      

[State 210, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;必殺技6
[Statedef 1750]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 100018
ctrl = 0
sprpriority = 2

[State 3300, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = AnimElem = 1
time = 50
pos = 0, -80
anim = s10300
sound = s1000,0
poweradd = -1000

[State 3000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 1751
ctrl = 1

[Statedef 1751]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 100019
ctrl = 0
sprpriority = 2

[State 3000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 1752
ctrl = 1

[Statedef 1752]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 100020
ctrl = 0
sprpriority = 2

[State 230, ヒット定義]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
animtype  = Medium
damage    = 99999
guardflag = MA
pausetime = 12,12
sparkno = 0
sparkxy = -10,-37
hitsound   = s1000,9
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -5
air.velocity = -2.5,-3.5

[State -2]
type=explod
triggerall = !Ishelper
trigger1 = !Numexplod(100022)
anim = 100022
ID = 100022
sprpriority = 5
removetime = 14
bindtime = -1
postype = left
pos = 0,0
scale = 1,1
ignorehitpause = 1
supermovetime = -1
pausemovetime = -1
ownpal=1

[State 3000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 1753
ctrl = 1

[Statedef 1753]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 100021
ctrl = 0
sprpriority = 2

[State 3000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 2000]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 100023
ctrl = 0
sprpriority = 2

[State 3800, 位置設定]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3300, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = AnimElem = 1
time = 50
pos = 0, -80
anim = s10300
sound = s1000,0
poweradd = -1000

[State 3800, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 2001

[Statedef 2001]
type = S
movetype = A
physics = N
anim = 100024
juggle = 0
velset = 15,0

[State 3800, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3800, 向きを変える]
type = Turn
triggerall = P2BodyDist X <= -30
trigger1 = 1

[State 4110, 移動速度]
type = VelSet
triggerall = Vel X >= 5
trigger1 = P2Dist X >= 75
x = 5

[State 4110, 移動速度]
type = VelSet
triggerall = Vel X <= -5
trigger1 = P2Dist X < 75
x = -5

[State 4110, 移動速度]
type = VelSet
triggerall = Vel Y >= 5
trigger1 = P2Dist Y >= 1
y = 5

[State 4110, 移動速度]
type = VelSet
triggerall = Vel Y <= -5
trigger1 = P2Dist Y <= -1
y = -5

[State 4110, 速度増減]
type = VelAdd
trigger1 = P2Dist X >= 75
trigger1 = Vel X < 5
x = 0.2

[State 4110, 速度増減]
type = VelAdd
trigger1 = P2Dist X <75
trigger1 = Vel X > -5
x = -0.2

[State 4110, 速度増減]
type = VelAdd
trigger1 = P2Dist Y >= 1
trigger1 = Vel Y < 5
y = 0.2

[State 4110, 速度増減]
type = VelAdd
trigger1 = P2Dist Y <=- 1
trigger1 = Vel Y > -5
y = -0.2

[State 230, ヒット定義]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
trigger8 = AnimElem = 8
trigger9 = AnimElem = 9
trigger10 = AnimElem = 10
trigger11 = AnimElem = 11
trigger12 = AnimElem = 12
trigger13 = AnimElem = 13
trigger14 = AnimElem = 14
trigger15 = AnimElem = 15
trigger16 = AnimElem = 16
trigger17 = AnimElem = 17
trigger18 = AnimElem = 18
trigger19 = AnimElem = 19
trigger20 = AnimElem = 20
trigger21 = AnimElem = 21
trigger22 = AnimElem = 22
trigger23 = AnimElem = 23
trigger24 = AnimElem = 24
trigger25 = AnimElem = 25
trigger26 = AnimElem = 26
trigger27 = AnimElem = 27
trigger28 = AnimElem = 28
trigger29 = AnimElem = 29
trigger30 = AnimElem = 30
trigger31 = AnimElem = 31
trigger32 = AnimElem = 32
trigger33 = AnimElem = 33
trigger34 = AnimElem = 34
trigger35 = AnimElem = 35
trigger36 = AnimElem = 36
trigger37 = AnimElem = 37
trigger38 = AnimElem = 38
trigger39 = AnimElem = 39
trigger40 = AnimElem = 40
trigger41 = AnimElem = 41
trigger42 = AnimElem = 42
trigger43 = AnimElem = 43
trigger44 = AnimElem = 44
trigger45 = AnimElem = 45
trigger46 = AnimElem = 46
trigger47 = AnimElem = 47
trigger48 = AnimElem = 48
trigger49 = AnimElem = 49
trigger50 = AnimElem = 50
trigger51 = AnimElem = 51
trigger52 = AnimElem = 52
trigger53 = AnimElem = 53
trigger54 = AnimElem = 54
trigger55 = AnimElem = 55
trigger56 = AnimElem = 56
trigger57 = AnimElem = 57
trigger58 = AnimElem = 58
trigger59 = AnimElem = 59
trigger60 = AnimElem = 60
attr = S, NA
animtype  = Medium
damage    = 50
guardflag = MA
pausetime = 12,12
sparkno = 0
sparkxy = -10,-37
hitsound   = s1000,10
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -5
air.velocity = -2.5,-3.5

[State 3801, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 2002

[Statedef 2002]
type = S
movetype = I
physics = N
anim = 100025
velset = 0,7
ctrl = 0

[State 3802, 残像表示時間]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 3802, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 2003

[Statedef 2003]
type    = S
movetype= I
physics = S
anim = 0
sprpriority = 1
velset = 0,0

[State 1052, 軸位置設定] ;地面の位置に軸をリセット
type = PosSet
trigger1 = 1
y = 0

[State 1052, コントロール可否]
type = CtrlSet
trigger1 = AnimElem = 3, -1
value = 1

[State 1052, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 4
x = -15

[State 1052, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

