;----------------------;
;                      ;
;     ☆神無月葵☆     ;
;                      ;
;----------------------;

; Format:
;[Statedef ?]
;type            = 
;movetype        = 
;physics         = 
;anim            = 
;velset          = 0,0
;ctrl            = 0
;poweradd        = 0
;juggle          = 0
;facep2          = 0
;hitdefpersist   = 0
;movehitpersist  = 0
;hitcountpersist = 0
;sprpriority     = 2
;---------------

;[State 0:     VelSet]
;type            = VelSet
;trigger1        = (!Time)
;x               = 0
;y               = 0

;---------------
;Sound
;---------------

;---------------
;Effects
;---------------


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

;---------------
;[State 0:     ChangeState]
;type            = ChangeState
;trigger1        = (!AnimTime)
;value           = 0
;ctrl		    = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Lose by Time Over
[Statedef 170]
type            = S
ctrl            = 0
anim            = 170
velset          = 0,0

;Hehehe
[State 0, ]
type            = PlaySnd
trigger1        = time = 0
value           = 180, 2
volume          = 255
channel         = 4

[State 0:     1]
type            = NotHitBy
trigger1        = 1
value           = SCA
time            = 1

;---------------------------------------------------------------------------
; Win state decider
[Statedef 180]
type            = S

[State 0:     1];ラジエーションで完全勝利
type            = ChangeState
triggerall = MatchOver = 1
triggerall = var(16) = 1
trigger1   = (enemynear(0),alive=0)
value           = ifelse(random>500,7751,ifelse(random> 500,7751,7751))

[State 0:     1]
type            = ChangeState
triggerall = var(16) = 0
triggerall = teammode = single;シングルの時のみ。
triggerall = MatchOver = 1
trigger1        = (!Time)
value           = ifelse(random>500,2122,ifelse(random> 500,2122,2122))

[State 0:     1]
type            = ChangeState
triggerall = MatchOver = 1
trigger1        = time = 2
value           = ifelse(random>500,1111,ifelse(random> 500,1111,1111))

[State 0:     1]
type            = ChangeState
triggerall = MatchOver = 0
triggerall = var(16) = 0
trigger1        = (!Time)
value           = ifelse(random>500,1111,ifelse(random> 500,1111,1111))

[State 0:     1];ラジエーションで勝利
type            = ChangeState
triggerall = MatchOver = 0
triggerall = var(16) = 1
trigger1   = (enemynear(0),alive=0)
value           = ifelse(random>500,1414,ifelse(random> 500,1414,1414))

;---------------------------------------------------------------------------
; 勝利ポーズ１
[Statedef 1111];1試合目勝利用;（お粗末さまでした）
type            = S
ctrl            = 0
anim            = 1111
velset          = 0,0

;---------------
;Sound
;---------------

[State 0:     PunchSound]
type            = PlaySnd;BGM
trigger1        = (AnimElem = 3)
value           = 55,2
volume          = 255
channel         = 2
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 1
abspan          = 0

[State 0:     Intro]
type            = AssertSpecial
trigger1        = time < 300
flag            = roundnotover

[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = Intro

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

[State 0:     1]
type            = NotHitBy
trigger1        = 1
value           = SCA
time            = 1

;---------------------------------------------------------------------------
; 1試合目勝利用ラジエーション勝利
[Statedef 1414]
type            = S
ctrl            = 0
anim            = 1414
velset          = 0,0

[State 0:     super effect]
type            = AssertSpecial
trigger1        = (1)
flag            = NoBarDisplay

[State 52, 2];位置
type = PosSet
trigger1 = time = 0
x = 0
y = 0

[State life, 2];スイッチ
type = varset
trigger1 = time = 1
var(16) = 0

[State 0:     Screen Flash]
type            = EnvColor
trigger1        = (AnimElem = 1)
value           = 225,225,225
time            = 2
under           = 0

[State 0:    Super effect];エフェクト
type            = Explod
trigger1        = (AnimElem = 1)
anim            = 7028
ID              = 7028
pos	        =  0,-40
postype         = p1
facing          = -1
vfacing         = -1
bindtime        = -1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = .8, .8
sprpriority     = 2
ontop           = 0
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 0:     BGPalFX]
type            = BGPalFX
trigger1        = (1)
time		    = 2
add	        = -155,-155,-155
mul	        = 255,255,255
sinadd		    = 0,0,0,0
color		    = 256
invertall	    = 0

[State 191:	AssertSpecial]
type		= AssertSpecial
trigger1        = (1) 
flag		= Intro
flag2		= NoMusic

[State 9027, 1]
type = Assertspecial
trigger1 = (1)
flag = NOfg

[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 0:     Intro]
type            = AssertSpecial
trigger1        = time < 320
flag            = roundnotover

[State 0:     1]
type            = NotHitBy
trigger1        = 1
value           = SCA
time            = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;---------------------------------------------------------------------------
; Intro Decider
[Statedef 190]
type            = S

[State 190, ChangeState];vsクルミ
type            = ChangeState
trigger1        = P2Name = "kurumi" || P4Name = "kurumi"
value           = 191

[State 190, ChangeState];vs遥
type            = ChangeState
trigger1        = P2Name = "haruka" || P4Name = "haruka"
value           = 192

[State 190, ChangeState];それ以外
type            = ChangeState
trigger1        = !(P2Name = "kurumi" || P4Name = "kurumi")
trigger1        = !(P2Name = "haruka" || P4Name = "haruka")
value           = 193

;---------------------------------------------------------------------------
[Statedef 191];vsクルミ
type            = S
movetype        = I
physics         = N
anim            = 191
velset          = 0,0
ctrl            = 0
poweradd        = 0
juggle          = 0
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 1
;---------------

[State 191, Intro]
type            = AssertSpecial
trigger1        = 1
flag            = Intro

[State 191, Intro]
type            = AssertSpecial
trigger1        = Time < 500
flag            = roundnotover

[State 191, PunchSound]
type            = PlaySnd;クルミ用声
trigger1        = (AnimElem = 3)
value           = 180,0
volume          = 255
channel         = 0
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 1
abspan          = 0

;---------------
[State 191, End]
type            = ChangeState
trigger1        = (AnimTime = 0)
value           = 0
ctrl            = 1

;---------------------------------------------------------------------------
[Statedef 192];vs遥
type            = S
movetype        = I
physics         = N
anim            = 192
velset          = 0,0
ctrl            = 0
poweradd        = 0
juggle          = 0
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 1
;---------------

[State 192, Intro]
type            = AssertSpecial
trigger1        = 1
flag            = Intro

[State 192, Intro]
type            = AssertSpecial
trigger1        = Time < 500
flag            = roundnotover

[State 192, PunchSound];遥用声
type            = PlaySnd
trigger1        = (AnimElem = 3)
value           = 180,0
volume          = 255
channel         = 0
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 1
abspan          = 0

;---------------
[State 192, End]
type            = ChangeState
trigger1        = (AnimTime = 0)
value           = 0
ctrl            = 1

;---------------------------------------------------------------------------
; その他の敵用intro
[Statedef 193]
type            = S
movetype        = I
physics         = N
anim            = 193
velset          = 0,0
ctrl            = 0
poweradd        = 0
juggle          = 0
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 1
;---------------

[State 193, Intro]
type            = AssertSpecial
trigger1        = 1
flag            = Intro

[State 193, Intro]
type            = AssertSpecial
trigger1        = Time < 400
flag            = roundnotover

[State 193, PunchSound]
type            = PlaySnd;
trigger1        = (AnimElem = 4)
value           = 6,88
volume          = 255
channel         = 0
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 1
abspan          = 0

;---------------
[State 193, End]
type            = ChangeState
trigger1        = (AnimTime = 0)
value           = 0
ctrl            = 1

;---------------------------------------------------------------------------
; 勝利ポーズA（完全決着）
[Statedef 2122];２試合目勝利用（これにて）
type            = S
movetype        = I
physics         = S
anim            = 2122
;velset          = 0,0
ctrl            = 0
poweradd        = 0
juggle          = 4
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2
;---------------

[State 2122, AssertSpecial]
type            = AssertSpecial
trigger1        = time > 125
flag            = NoBarDisplay

[State 2122, Helper]
type            = Helper
trigger1        = time = 125
helpertype      = normal
name            = "あいこんけし"
id              = 3172
pos             = 17,-30
postype         = p1
facing          = 1
stateno	        = 3172
keyctrl	        = 0
ownpal          = 1
supermovetime   = 999999999
pausemovetime   = 999999999
size.xscale     = .72
size.yscale     = .72

;暗幕
[State 2122, Explod-3]
type            = Explod
trigger1        = time = 105
Anim            = 3586
id              = 3586
pos             = 0,0
postype         = back
ownpal          = 1
bindtime        = -1
removetime      = 40
scale           = 1,1
sprpriority     = 88
supermovetime   = 999999999
pausemovetime   = 999999999
ontop           = 1

[State 2122, BGPalFX]
type            = BGPalFX
trigger1        = time > 143
time            = 2
add             = -275,-275,-275
mul             = 255,255,255
sinadd          = 0,0,0,0
color           = 256
invertall       = 0

;文字カットイン(大勝利)
[State 8001, Explod-3]
type = Explod
trigger1        = (AnimElem = 13)
Anim = 9766
id = 9766
pos =  200,100
postype = left
ownpal = 1
bindtime = -1
removetime = 9999
scale = .9,.9
sprpriority = 999
supermovetime   = 999999999
pausemovetime   = 999999999
ontop = 1
facing = 1

;文字カットイン(大勝利)光
[State 8001, Explod-3]
type = Explod
trigger1        = (AnimElem = 13)
Anim = 4999
id = 4999
pos =  0,0
postype = p1
ownpal = 1
bindtime = -1
removetime = 2
scale = 2,2
sprpriority = 1000
supermovetime   = 999999999
pausemovetime   = 999999999
ontop = 1
facing = 1

;文字カットイン（セリフ）
[State 8001, Explod-3]
type = Explod
trigger1        = (AnimElem = 11)
Anim = 7801
id = 7801
pos =  8,190
postype = left
ownpal = 1
bindtime = -1
removetime = -1
scale = .65,.65
sprpriority = 999
supermovetime   = 999999999
pausemovetime   = 999999999
ontop = 1
facing = 1

;文字カットイン（セリフ）
[State 8001, Explod-3]
type = Explod
trigger1        = (AnimElem = 11)
Anim = 7801
id = 7801
pos =  8,190
postype = left
ownpal = 1
bindtime = -1
removetime = -1
scale = .65,.65
sprpriority = 999
supermovetime   = 999999999
pausemovetime   = 999999999
ontop = 1
facing = 1

;カットイン
[State 8001, Explod-3]
type = Explod
trigger1        = (AnimElem = 10)
Anim = 1717
id = 1717
pos = -13, 2
postype = back
ownpal = 1
bindtime = -1
removetime = -1
scale = .49,.49
sprpriority = 99
supermovetime = 999999999
pausemovetime = 999999999
ontop = 1
facing = 1

[State 191, 2]
type            = AssertSpecial
trigger1        = 1
flag            = Intro

[State 0:     Intro]
type            = AssertSpecial
trigger1        = time < 850
flag            = roundnotover

[State 191:	AssertSpecial]
type		= AssertSpecial
trigger1        = time > 145
flag		= Intro
flag2		= NoMusic

[State 0:     PunchSound]
type            = PlaySnd;BGM
trigger1        = (AnimElem = 10)
value           = 7,7
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 1
abspan          = 0

[State 0:     PunchSound]
type            = PlaySnd;やりました
trigger1        = (AnimElem = 2)
value           = 8,165
volume          = 255
channel         = 0
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 1
abspan          = 0

[State 0:     VelSet]
type            = VelSet
trigger1        = (!Time)
x               = 0
y               = 0

[State 0:     VoiceSound]
type            = PlaySnd;文字の言葉
trigger1        = (AnimElem = 11)
value           = 88,48
volume          = 255
channel         = 0
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

;---------------
[State 0:     End]
type            = ChangeState
trigger1        = (!AnimTime)
value           = 0
ctrl            = 1

;---------------------------------------------------------------------------
; 勝利ポーズc（ラジエーション完全決着）
[Statedef 7751];２試合目勝利用
type            = S
movetype        = I
physics         = S
anim            = 1464
;velset          = 0,0
ctrl            = 0
poweradd        = 0
juggle          = 4
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2
;---------------

[State 7751, PosSet];位置
type            = PosSet
trigger1        = time = 0
x               = 0
y               = 0

[State 0:     Screen Flash]
type            = EnvColor
trigger1        = (AnimElem = 1)
value           = 225,225,225
time            = 2
under           = 0

[State 0:    Super effect];エフェクト
type            = Explod
trigger1        = (AnimElem = 1)
anim            = 7028
ID              = 7028
pos             = 156,152
postype         = left
facing          = -1
vfacing         = -1
bindtime        = -1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = 1.5, 1.5
sprpriority     = 2
ontop           = 0
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 0:     VoiceSound]
type            = PlaySnd;あおい言葉
trigger1        = time = 50
value           = 67,71
volume          = 255
channel         = 1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:     VoiceSound]
type            = PlaySnd;遥言葉
trigger1        = time = 210
value           = 67,72
volume          = 255
channel         = 0
lowpriority     = 0
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:     kao];変身遥
type            = Explod;
trigger1        = (AnimElem = 1)
anim            = 8222
ID              = 8222
pos             = 93,130
postype         = back
stateno         = 8222
keyctrl         = 0
ignorehitpause  = 1
persistent      = 0
sprpriority     = 3
facing          = 1
vfacing         = 1
bindtime        = -1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = 330
ontop           = 0
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = .25, .25
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 0:     kao];変身クルミ
type            = Explod;
trigger1        = (AnimElem = 1)
anim            = 8995
ID              = 8995
pos             = 140,140
postype         = back
stateno         = 8995
keyctrl         = 0
ignorehitpause  = 1
persistent      = 0
sprpriority     = 3
facing          = 1
vfacing         = 1
bindtime        = -1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = 330
ontop           = 0
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = .25, .25
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 0:     kao];変身葵
type            = Explod;
trigger1        = (AnimElem = 1)
anim            = 8223
ID              = 8223
pos             = 180,127
postype         = back
stateno         = 8233
keyctrl         = 0
ignorehitpause  = 1
persistent      = 0
sprpriority     = 3
facing          = 1
vfacing         = 1
bindtime        = -1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = 330
ontop           = 0
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = .25, .25
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 191:	AssertSpecial]
type		= AssertSpecial
trigger1        = (1) 
flag		= Intro
flag2		= NoMusic

[State 0:     super effect]
type            = AssertSpecial
trigger1        = (1)
flag            = NoBarDisplay
flag2           = NoFG

[State life, 2];スイッチ
type            = varset
trigger1        = time = 1
var(16)         = 0

[State 0:    Helper]
type            = Helper
trigger1        = time = 1
helpertype      = normal
name            = "あいこんけし"
id              = 3172
pos             = 17,-30
postype         = p1
facing          = 1
stateno	        = 3172
keyctrl	        = 0
ownpal          = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = .72
size.yscale     = .72

[State 0:     VoiceSound]
type            = PlaySnd;BGM
trigger1        = time = 360
value           = 727,772
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:     BGPalFX]
type            = BGPalFX
trigger1        = time < 320
time            = 2
add	        = -175,-175,-175
mul	        = 255,255,255
sinadd          = 0,0,0,0
color           = 256
invertall       = 0

[State 0:     BGPalFX]
type            = BGPalFX
trigger1        = time > 320
time            = 2
add	        = -275,-275,-275
mul	        = 255,255,255
sinadd          = 0,0,0,0
color           = 256
invertall       = 0

;文字カットイン(大勝利)
[State 8001, Explod-3]
type = Explod
trigger1        = time  = 450
Anim = 9766
id = 9766
pos =  200,145
postype = left
ownpal = 1
bindtime = -1
removetime = 9999
scale = .9,.9
sprpriority = 999
supermovetime   = 999999999
pausemovetime   = 999999999
ontop = 1
facing = 1

;文字カットイン(大勝利)光
[State 8001, Explod-3]
type = Explod
trigger1        = time  = 450
Anim = 4999
id = 4999
pos =  0,0
postype = p1
ownpal = 1
bindtime = -1
removetime = 2
scale = 2,2
sprpriority = 1000
supermovetime   = 999999999
pausemovetime   = 999999999
ontop = 1
facing = 1

;光
[State 8001, Explod-3]
type = Explod
trigger1        = time  = 455
Anim = 4999
id = 4999
pos =  0,0
postype = p1
ownpal = 1
bindtime = -1
removetime = 2
scale = 2,2
sprpriority = 1000
supermovetime   = 999999999
pausemovetime   = 999999999
ontop = 1
facing = 1

;光
[State 8001, Explod-3]
type = Explod
trigger1        = time  = 455
Anim = 4999
id = 4999
pos =  0,0
postype = p1
ownpal = 1
bindtime = -1
removetime = 2
scale = 2,2
sprpriority = 1000
supermovetime   = 999999999
pausemovetime   = 999999999
ontop = 1
facing = 1

;光
[State 8001, Explod-3]
type = Explod
trigger1        = time  = 456
Anim = 4999
id = 4999
pos =  0,0
postype = p1
ownpal = 1
bindtime = -1
removetime = 2
scale = 2,2
sprpriority = 8
supermovetime   = 999999999
pausemovetime   = 999999999
ontop = 1
facing = 1

;文字カットイン（セリフ）
[State 8001, Explod-3]
type = Explod
trigger1        = time  = 355
Anim = 7666
id = 7666
pos =  30,165
postype = left
ownpal = 1
bindtime = -1
removetime = -1
scale = .8,.8
sprpriority = 7
supermovetime   = 999999999
pausemovetime   = 999999999
ontop = 1
facing = 1

;文字カットイン（セリフ）
[State 8001, Explod-3]
type = Explod
trigger1        = time  = 350
Anim = 7666
id = 7666
pos =  30,165
postype = left
ownpal = 1
bindtime = -1
removetime = -1
scale = .8,.8
sprpriority = 999
supermovetime   = 999999999
pausemovetime   = 999999999
ontop = 1
facing = 1

;カットイン
[State 8001, Explod-3]
type = Explod
trigger1        = time = 332
Anim = 1719
id = 1719
pos = -30, -10
postype = back
ownpal = 1
bindtime = -1
removetime = -1
scale = .52,.52
sprpriority = 5
supermovetime   = 999999999
pausemovetime   = 999999999
ontop = 1
facing = 1

;文字カットイン（セリフ）
[State 8001, Explod-3]
type = Explod
trigger1        = time  = 341
Anim = 7666
id = 7666
pos =  30,165
postype = left
ownpal = 1
bindtime = -1
removetime = -1
scale = .8,.8
sprpriority = 6
supermovetime   = 999999999
pausemovetime   = 999999999
ontop = 1
facing = 1

[State 0:     Intro]
type            = AssertSpecial
trigger1        = time < 650
flag            = roundnotover

[State 0:     VelSet]
type            = VelSet
trigger1        = (!Time)
x		        = 0
y		        = 0

[State 0:     VoiceSound]
type            = PlaySnd;文字の言葉
trigger1        = time = 340
value           = 67,73
volume          = 255
channel         = 0
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

;---------------
[State 0:     End]
type            = ChangeState
trigger1        = (!AnimTime)
value           = 0
ctrl		    = 1

;---------------------------------------------------
; 挑発
[Statedef 5468]
type            = S
movetype        = I
physics         = S
anim            = 5468
;velset          = 0,0
ctrl            = 0
poweradd        = 500
juggle          = 4
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2
;---------------

[State 700, 1]
type = stopSnd;
trigger1 = (StateNo != 5468)
channel = 8

[State 0:     VelSet]
type            = VelSet
trigger1        = (!Time)
x               = 0
y               = 0

[State 0:     PlayerPush]
type            = PlayerPush
trigger1        = (1)
value           = 1

[State 0:     VoiceSound];何て素晴らしいのかしら〜
type            = PlaySnd
trigger1        = (AnimElem = 3)
value           = 95,89
volume          = 255
channel         = 0
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 8001, Explod-3]
type = Explod
trigger1        = (AnimElem = 3)
Anim = 6244
id = 6244
pos = 9, -30
postype = p1
ownpal = 1
bindtime = -1
removetime = 90
scale = 1,1
sprpriority = 88
supermovetime = 999999999
pausemovetime = 999999999
ontop = 1

[State 8001, Explod-3]
type = Explod
trigger1        = (AnimElem = 3)
Anim = 6244
id = 6244
pos = 0, -12
postype = p1
ownpal = 1
bindtime = -1
removetime = 90
scale = 1,1
sprpriority = -2
supermovetime = 999999999
pausemovetime = 999999999
ontop = 0

[state 0, CtrlSet]
type            = CtrlSet
trigger1        = time = 90
value           = 1

;---------------
[State 0:     End]
type            = ChangeState
trigger1        = (AnimElem = 20)
value           = 0
ctrl            = 1

;---------------------------------------------------------------------------
; 緊急回避・前
[Statedef 723]
type            = S
movetype        = I
physics         = S
anim            = 723
;velset          = 0,0
ctrl            = 0
poweradd        = 0
juggle          = 0
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = -1
;---------------

[State 775, 1];投げ以外無敵
type = HitBy
trigger1        = Time < 22
value = SCA, NT, ST, HT

[State 0:     VoiceSound]
type            = PlaySnd
trigger1        = (!Time)
value           = 32, 11
volume          = 200
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:     AfterImage]
type            = AfterImage
trigger1        = (!Time)
time            = 18
length          = 10
palcolor        = 256
palinvertall    = 0
palbright       = 60,60,60
palcontrast     = 120,120,120
palpostbright   = 10,10,10
paladd          = 10,10,25
palmul          = .65,.65,.75
timegap         = 1
framegap        = 4
trans           = Add
ignorehitpause  = 1
persistent      = 1

[State 0:     VelSet]
type            = VelSet
trigger1        = (AnimElem = 2)
trigger2        = (AnimElem = 3)
trigger3        = (AnimElem = 4)
x               = 5.5
y               = 0

[State 0:     VelSet]
type            = VelSet
trigger1        = (AnimElem = 5)
trigger2        = (AnimElem = 6)
x               = 3.4
y               = 0

[State 0:     PlayerPush]
type            = PlayerPush
trigger1        = (1)
value           = 0

[State 0:     VelSet]
type            = VelSet
trigger1        = (AnimElem = 7)
x               = 1
y               = 0

;---------------
[State 0:     End]
type            = ChangeState
trigger1        = (!AnimTime)
value           = 0
ctrl            = 1

;---------------------------------------------------------------------------
; 緊急回避・後ろ
[Statedef 724]
type            = S
movetype        = I
physics         = S
anim            = 724
;velset          = 0,0
ctrl            = 0
poweradd        = 0
juggle          = 0
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = -1
;---------------

[State 775, 1];投げ以外無敵
type = HitBy
trigger1        = Time < 22
value = SCA, NT, ST, HT

[State 0:     VoiceSound]
type            = PlaySnd
trigger1        = (!Time)
value           = 32, 11
volume          = 200
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:     AfterImage]
type            = AfterImage
trigger1        = (!Time)
time            = 18
length          = 10
palcolor        = 256
palinvertall    = 0
palbright       = 60,60,60
palcontrast     = 120,120,120
palpostbright   = 10,10,10
paladd          = 10,10,25
palmul          = .65,.65,.75
timegap         = 1
framegap        = 4
trans           = Add
ignorehitpause  = 1
persistent      = 1

[State 0:     VelSet]
type            = VelSet
trigger1        = (AnimElem = 2)
trigger2        = (AnimElem = 3)
trigger3        = (AnimElem = 4)
x               = -5.5
y               = 0

[State 0:     VelSet]
type            = VelSet
trigger1        = (AnimElem = 5)
trigger2        = (AnimElem = 6)
x               = -3.4
y               = 0

[State 0:     PlayerPush]
type            = PlayerPush
trigger1        = (1)
value           = 0

[State 0:     VelSet]
type            = VelSet
trigger1        = (AnimElem = 7)
x               = -1
y               = 0

;---------------
[State 0:     End]
type            = ChangeState
trigger1        = (!AnimTime)
value           = 0
ctrl            = 1

;---------------------------------------------------------------------------
; 弱パンチ
[Statedef 200]
type            = S
movetype        = A
physics         = S
anim            = 200
;velset          = 0,0
ctrl            = 0
poweradd        = 15
juggle          = 4
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2
;---------------

[State 0:     VelSet]
type            = VelSet
trigger1        = (AnimElem = 2)
x               = 2
y               = 0

[State 0:     KickSound]
type            = PlaySnd
trigger1        = (!Time)
value           = 13,1
volume          = 200
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:     PlayerPush]
type            = PlayerPush
trigger1        = (1)
value           = 1

;---------------
;Hit Details
;---------------

[State 0:     HitDef]
type            = HitDef
trigger1        = (AnimElem = 2)
attr            = S,NA
hitflag         = MAF
guardflag       = M
animtype        = Light
air.animtype    = Light
ground.type     = High
priority        = 4,Hit
damage          = ceil(10*fvar(1)*fvar(2)),0
pausetime       = 6,7
guard.pausetime = 6,7
sparkno         = S7000
guard.sparkno   = S7007
sparkxy         = -10,-35
hitsound        = S13,2
guardsound      = S13,0
ground.slidetime= 12
ground.hittime  = 12
guard.hittime   = 7
air.hittime     = 20
ground.velocity = -3,0
air.velocity    = -3,1
ground.cornerpush.veloff = -3
fall            = 0
fall.recover    = 0
fall.damage     = 0
air.fall        = 0
down.velocity   = 0,0
down.hittime    = 0
down.bounce     = 0
ID              = 200
chainID         = -1
numhits         = 1
kill            = 1
getpower        = 15,3
givepower       = 20,3

;---------------
[State 0:     End]
type            = ChangeState
trigger1        = (!AnimTime)
value           = 0
ctrl            = 1

;---------------------------------------------------------------------------
; 立ち強パンチ
[Statedef 201]
type            = S
movetype        = A
physics         = S
anim            = 201
ctrl            = 0
poweradd        = 20
juggle          = 4
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2
;---------------

[State 0:     VelSet]
type            = VelSet
trigger1        = (AnimElem = 2)
x               = 5
y               = 0

[State 0:     PlayerPush]
type            = PlayerPush
trigger1        = (1)
value           = 1

;---------------
;Sound/Effects
;---------------

[State 0:     SwingSound];効果音
type            = PlaySnd
trigger1        = (!Time)
value           = 13,3
volume          = 200
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:     VoiceSound]
type            = PlaySnd
trigger1        = (!Time)
value           = 70,ifelse(random>500,2,ifelse(random> 500,-1,-1))
volume          = 200
channel         = 2
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

;---------------
;Hit Details
;---------------

[State 0:     HitDef]
type            = HitDef
trigger1        = (AnimElem = 2)
attr            = S,NA
hitflag         = MAF
guardflag       = M
animtype        = Medium
air.animtype    = Medium
ground.type     = High
priority        = 5,Hit
damage          = ceil(18*fvar(1)*fvar(2)),0
pausetime       = 9,10
guard.pausetime = 9,10
sparkno         = S7005 
guard.sparkno   = S7007
sparkxy         = -15,-45
hitsound        = S13,4
guardsound      = S13,0
ground.slidetime= 14
ground.hittime  = 14
guard.hittime   = 11
air.hittime     = 20
ground.velocity = -8,0
air.velocity    = -4,-2
ground.cornerpush.veloff = -7
fall            = 0
fall.recover    = 0
fall.damage     = 0
air.fall        = 0
down.velocity   = 0,0
down.hittime    = 0
down.bounce     = 0
ID              = 201
chainID         = -1
numhits         = 1
kill            = 1
getpower        = 35,10
givepower       = 10,3

;---------------
[State 0:     End]
type            = ChangeState
trigger1        = (!AnimTime)
value           = 0
ctrl            = 1

;---------------------------------------------------------------------------
; 立ち弱キック
[Statedef 211]
type            = S
movetype        = A
physics         = S
anim            = 211
;velset          = 0,0
ctrl            = 0
poweradd        = 15
juggle          = 4
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2
;---------------

[State 0:     VelSet]
type            = VelSet
trigger1        = (AnimElem = 2)
x               = 2
y               = 0

[State 0:     PlayerPush]
type            = PlayerPush
trigger1        = (1)
value           = 1

;---------------
;Sound/Effects
;---------------

[State 0:     KickSound]
type            = PlaySnd
trigger1        = (!Time)
value           = 13,1
volume          = 200
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

;---------------
;Hit Details
;---------------

[State 0:     HitDef]
type            = HitDef
trigger1        = (AnimElem = 2)
attr            = S,NA
hitflag         = MAF
guardflag       = L
animtype        = Light
air.animtype    = Light
ground.type     = Low
priority        = 4,Hit
damage          = ceil(11*fvar(1)*fvar(2)),0
pausetime       = 6,7
guard.pausetime = 6,7
sparkno         = S7000
guard.sparkno   = S7007
sparkxy         = -10,-4
hitsound        = S13,2
guardsound      = S13,0
ground.slidetime= 12
ground.hittime  = 12
guard.hittime   = 7
air.hittime     = 20
ground.velocity = -2,0
air.velocity    = -2,0
ground.cornerpush.veloff = -3
fall            = 0
fall.recover    = 0
fall.damage     = 0
air.fall        = 0
down.velocity   = 0,0
down.hittime    = 0
down.bounce     = 0
ID              = 211
chainID         = -1
numhits         = 1
kill            = 1
getpower        = 15,5
givepower       = 20,3

;---------------
[State 0:     End]
type            = ChangeState
trigger1        = (!AnimTime)
value           = 0
ctrl            = 1

;---------------------------------------------------------------------------
; 立ち強キック
[Statedef 214]
type            = S
movetype        = A
physics         = S
anim            = 214
;velset          = 0,0
ctrl            = 0
poweradd        = 20
juggle          = 4
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2
;---------------

[State 0:     VoiceSound]
type            = PlaySnd
trigger1        = (!Time)
value           = 11,ifelse(random>500,11,ifelse(random> 500,11,11))
volume          = 200
channel         = 2
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:     VelSet]
type            = VelSet
trigger1        = (AnimElem = 2)
x               = 5
y               = 0

[State 0:     PlayerPush]
type            = PlayerPush
trigger1        = (1)
value           = 1

;---------------
;Sound/Effects
;---------------

[State 0:     SwingSound];効果音
type            = PlaySnd
trigger1        = (!Time)
value           = 13,3
volume          = 200
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

;---------------
;Hit Details
;---------------

[State 0:     HitDef]
type            = HitDef
trigger1        = (AnimElem = 2)
attr            = S,NA
hitflag         = MAF
guardflag       = L
animtype        = Medium
air.animtype    = Medium
ground.type     = Low
priority        = 5,Hit
damage          = ceil(20*fvar(1)*fvar(2)),0
pausetime       = 8,9
guard.pausetime = 8,9
sparkno         = S7005
guard.sparkno   = S7007
sparkxy         = -15,-10
hitsound        = S13,4
guardsound      = S13,0
ground.slidetime= 15
ground.hittime  = 15
guard.hittime   = 9
air.hittime     = 20
ground.velocity = -6,0
air.velocity    = -4,0
ground.cornerpush.veloff = -6
fall            = 0
fall.recover    = 0
fall.damage     = 0
air.fall        = 0
down.velocity   = 0,0
down.hittime    = 0
down.bounce     = 0
ID              = 214
chainID         = -1
numhits         = 1
kill            = 1
getpower        = 30,15
givepower       = 20,3

;---------------
[State 0:     End]
type            = ChangeState
trigger1        = (!AnimTime)
value           = 0
ctrl            = 1

;---------------------------------------------------------------------------
; アロー攻撃
[Statedef 2144]
type            = S
movetype        = A
physics         = S
anim            = 2144
;velset          = 0,0
ctrl            = 0
poweradd        = 20
juggle          = 4
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2
;---------------

[State 0:     AfterImage]
type            = AfterImage
trigger1        = (!Time)
time            = 15
length          = 10
palcolor        = 256
palinvertall    = 0
palbright       = 60,60,60
palcontrast     = 120,120,120
palpostbright   = 10,10,10
paladd          = 10,10,25
palmul          = .65,.65,.75
timegap         = 1
framegap        = 4
trans           = Add
ignorehitpause  = 1
persistent      = 1

[State 0:     VoiceSound]
type            = PlaySnd
trigger1        = (AnimElem = 3)
value           = 6,100
volume          = 200
channel         = 2
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:     VelSet]
type            = VelSet
trigger1        = (AnimElem = 3)
x               = 5
y               = 0

[State 0:     PlayerPush]
type            = PlayerPush
trigger1        = (1)
value           = 1

;---------------
;Sound/Effects
;---------------

[State 0:     KickSound]
type            = PlaySnd
trigger1        = (AnimElem = 2)
value           = 13,3
volume          = 200
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:     HitDef]
type            = HitDef
trigger1        = (AnimElem = 4)
attr            = S,NA
hitflag         = MAF
guardflag       = MA
animtype        = Diagup
air.animtype    = Diagup
ground.type     = High
priority        = 5,Hit
damage          = ceil(25*fvar(1)*fvar(2)), 0
pausetime       = 10,10
guard.pausetime = 10,10
sparkno         = S7000
guard.sparkno   = S7007
sparkxy         = -10,-38
hitsound        = S13,5
guardsound      = S13,0
ground.slidetime= 16
ground.hittime  = 16
guard.hittime   = 16
air.hittime     = 0
ground.velocity = -7,-6
air.velocity    = -7,-6
ground.cornerpush.veloff = -16
fall            = 1
fall.recover    = 0
fall.damage     = 0
air.fall        = 1
down.velocity   = 0,0
down.hittime    = 0
down.bounce     = 0
ID              = 2144
chainID         = -1
numhits         = 1
kill            = 1
getpower        = 20,7
givepower       = 10,3

;---------------
[State 0:     End]
type            = ChangeState
trigger1        = (!AnimTime)
value           = 0
ctrl            = 1

;---------------------------------------------------------------------------
; ジャンプ弱パンチ
[Statedef 400]
type            = A
movetype        = A
physics         = A
anim            = 400
;velset          = 0,0
ctrl            = 0
poweradd        = 15
juggle          = 1
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2
;---------------

[State 400:     PlayerPush]
type            = PlayerPush
trigger1        = (1)
value           = 1
ignorehitpause  = 1
persistent      = 1

[State 0:     KickSound]
type            = PlaySnd
trigger1        = (!Time)
value           = 13,1
volume          = 200
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:     VoiceSound]
type            = PlaySnd
trigger1        = (!Time)
value           = 70,ifelse(random>500,-1,ifelse(random> 500,2,2))
volume          = 200
channel         = 2
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

;---------------
;Hit Details
;---------------

[State 400:     HitDef]
type            = HitDef
trigger1        = (AnimElem = 2)
attr            = A,NA
hitflag         = MAF
guardflag       = MA
animtype        = Light
air.animtype    = Light
priority        = 4,Hit
damage          = ceil(10*fvar(1)*fvar(2)),0
pausetime       = 7,7
guard.pausetime = 7,7
sparkno         = S7000
guard.sparkno   = S7007
sparkxy         = -10,-50
hitsound        = S13,2
guardsound      = S13,0
ground.slidetime= 12
ground.hittime  = 12
guard.hittime   = 7
air.hittime     = 20
ground.velocity = -3,0
air.velocity    = -2,1
air.cornerpush.veloff = -4
fall            = 0
fall.recover    = 1
fall.damage     = 0
air.fall        = 1
down.velocity   = -3,2
down.hittime    = 0
down.bounce     = 0
ID              = 400
chainID         = -1
numhits         = 1
kill            = 1
getpower        = 15,4
givepower       = 10,3

;---------------
[State 400:     End]
type            = ChangeState
trigger1        = (!AnimTime)
value           = 50
ctrl            = 1

;---------------------------------------------------------------------------
; ジャンプ強パンチ
[Statedef 401]
type            = A
movetype        = A
physics         = A
anim            = 401
;velset          = 0,0
ctrl            = 0
poweradd        = 20
juggle          = 1
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2
;---------------

[State 0:     PlayerPush]
type            = PlayerPush
trigger1        = (1)
value           = 1
ignorehitpause  = 1
persistent      = 1

;---------------
;Effects/Sound
;---------------

[State 0:     VoiceSound]
type            = PlaySnd
trigger1        = (!Time)
value           = 999,ifelse(random>500,-1,ifelse(random> 500,11,1))
volume          = 200
channel         = 2
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:     KickSound]
type            = PlaySnd
trigger1        = (!Time)
value           = 13,3
volume          = 200
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

;---------------
;Hit Details
;---------------

[State 0:     HitDef]
type            = HitDef
trigger1        = (AnimElem = 2)
attr            = S,NA
hitflag         = MAF
guardflag       = MA
animtype        = Medium
air.animtype    = Medium
ground.type     = High
priority        = 5,Hit
damage          = ceil(23*fvar(1)*fvar(2)), 0
pausetime       = 10,10
guard.pausetime = 10,10
sparkno         = S7005 
guard.sparkno   = S7007
sparkxy         = -15,-65
hitsound        = S13,4
guardsound      = S13,0
ground.slidetime= 15
ground.hittime  = 15
guard.hittime   = 10
air.hittime     = 20
ground.velocity = -8,0
air.velocity    = -4,0
ground.cornerpush.veloff = -7
air.cornerpush.veloff = -7
fall            = 0
fall.recover    = 0
fall.damage     = 0
air.fall        = 0
down.velocity   = 0,0
down.hittime    = 0
down.bounce     = 0
ID              = 401
chainID         = -1
numhits         = 1
kill            = 1
getpower        = 55,10
givepower       = 20,3

;---------------
[State 0:     End]
type            = ChangeState
trigger1        = (!AnimTime)
value           = 50
ctrl            = 1

;---------------------------------------------------------------------------
; ジャンプ弱キック
[Statedef 402]
type            = A
movetype        = A
physics         = A
anim            = 402
;velset          = 0,0
ctrl            = 0
poweradd        = 15
juggle          = 1
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2
;---------------

[State 0:     PlayerPush]
type            = PlayerPush
trigger1        = (1)
value           = 1
ignorehitpause  = 1
persistent      = 1

;---------------
;Effects/Sound
;---------------

[State 0:     SwingSound]
type            = PlaySnd
trigger1        = (!Time)
value           = 13,1
volume          = 200
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:     VoiceSound]
type            = PlaySnd
trigger1        = (!Time)
value           = 70,ifelse(random>500,-1,ifelse(random> 500,2,2))
volume          = 200
channel         = 2
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

;---------------
;Hit Details
;---------------

[State 0:     HitDef]
type            = HitDef
trigger1        = (AnimElem = 2)
attr            = A,NA
hitflag         = MAF
guardflag       = MA
animtype        = Medium
air.animtype    = Medium
priority        = 4,Hit
damage          = ceil(11*fvar(1)*fvar(2)),0
pausetime       = 7,7
guard.pausetime = 7,7
sparkno         = S7000
guard.sparkno   = S7007
sparkxy         = -7,-25
hitsound        = S13,2
guardsound      = S13,0 
ground.slidetime= 12
ground.hittime  = 12
guard.hittime   = 7
air.hittime     = 20
ground.velocity = -3,0
air.velocity    = -2,1
ground.cornerpush.veloff = -4
air.cornerpush.veloff = -4
fall            = 0
fall.recover    = 0
fall.damage     = 0
air.fall        = 0
down.velocity   = 0,0
down.hittime    = 0
down.bounce     = 0
ID              = 402
chainID         = -1
kill            = 1
numhits         = 1
getpower        = 15,6
givepower       = 12,3

;---------------
[State 0:     End]
type            = ChangeState
trigger1        = (!AnimTime)
value           = 50
ctrl            = 1

;---------------------------------------------------------------------------
; ジャンプ強キック
[Statedef 403]
type            = A
movetype        = A
physics         = A
anim            = 403
;velset          = 0,0
ctrl            = 0
poweradd        = 20
juggle          = 1
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2
;---------------

[State 0:     PlayerPush]
type            = PlayerPush
trigger1        = (1)
value           = 1
ignorehitpause  = 1
persistent      = 1

[State 0:     VoiceSound]
type            = PlaySnd
trigger1        = (!Time)
value           = 999,ifelse(random>500,11,ifelse(random> 500,11,11))
volume          = 200
channel         = 2
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

;---------------
;Effects/Sound
;---------------

[State 0:     SwingSound]
type            = PlaySnd
trigger1        = (!Time)
value           = 13,3
volume          = 200
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

;---------------
;Hit Details
;---------------

[State 0:     HitDef]
type            = HitDef
trigger1        = (AnimElem = 2)
attr            = A,NA
hitflag         = MAF
guardflag       = MA
animtype        = Medium
air.animtype    = Medium
ground.type     = High
priority        = 5,Hit
damage          = ceil(19*fvar(1)*fvar(2)),0
pausetime       = 10,10
guard.pausetime = 10,10
sparkno         = S7005
guard.sparkno   = S7007
sparkxy         = -7,-25
hitsound        = S13,4
guardsound      = S13,0
ground.slidetime= 15
ground.hittime  = 15
guard.hittime   = 10
air.hittime     = 20
ground.velocity = -4,0
air.velocity    = -3,-1
ground.cornerpush.veloff = -7
air.cornerpush.veloff = -7
fall            = 0
fall.recover    = 0
fall.damage     = 0
air.fall        = 0
down.velocity   = 0,2
down.hittime    = 0
down.bounce     = 0
ID              = 403
chainID         = -1
numhits         = 1
kill            = 1
getpower        = 40,10
givepower       = 15,3

;---------------
[State 0:     End]
type            = ChangeState
trigger1        = (!AnimTime)
value           = 50
ctrl            = 1

;---------------------------------------------------------------------------
; 投げ
[Statedef 627]
type            = S
movetype        = A
physics         = S
anim            = 627
;velset          = 0,0
ctrl            = 0
poweradd        = 0
juggle          = 0
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2
;---------------

[State 0:     AttackDist]
type            = AttackDist
trigger1        = 1
value           = 0

[State 0:     VelSet]
type            = VelSet
trigger1        = AnimElem = 2
x               = 2
y               = 0

[State 0:     VelSet]
type            = VelSet
trigger1        = (!Time)
x               = 0
y               = 0

[State 0:     AssertSpecial] ;Cannot Guard
type            = AssertSpecial
trigger1 	= (1)
flag            = unguardable

[State 0:     HitDef]
type            = HitDef
trigger1        = AnimElem = 3
attr            = S, NT
hitflag         = M-
priority        = 7,miss
sparkno         = -1
pausetime       = 15,50
ground.hittime  = 30
guard.hittime   = 30
air.hittime     = 30
guard.dist      = 0
numhits         = 0
snap            = 30,0
hitsound        = S66,23
p1stateno       = 629
p2facing        = 1

;---------------
[State 0:     ChangeState]
type            = ChangeState
trigger1        = (!AnimTime)
value           = 0
ctrl            = 1

;---------------------------------------------------------------------------
; 投げ始め
[Statedef 629]
type            = S
movetype        = A
physics         = S
anim            = 629
velset          = 0,0
ctrl            = 0
poweradd        = 125
juggle          = 0
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2
;---------------

[State 0:     PunchSound]
type            = PlaySnd
trigger1        = (AnimElem = 2)
value           = 999,11
volume          = 255
channel         = 0
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:     HitDef]
type            = HitDef
trigger1        = (AnimElem = 2)
attr            = S,NT
hitflag         = MAF
guardflag       = 
animtype        = Diagup
air.animtype    = Diagup
ground.type     = High
priority        = 7,Hit
damage          = 70,70
pausetime       = 0,2
guard.pausetime = 0,2
sparkno         = S2222
guard.sparkno   = S2222
sparkxy         = -10,-25
hitsound        = S76,9
guardsound      = S76,9
ground.slidetime= 33
ground.hittime  = 33
guard.hittime   = 33
air.hittime     = 33
ground.velocity = 5.6,-5.6
air.velocity    = 5.6,-5.6
ground.cornerpush.veloff = -.1
fall            = 1
fall.recover    = 0
fall.damage     = 20
air.fall        = 1
down.velocity   = 0,0
down.hittime    = 0
down.bounce     = 0
ID              = 210
chainID         = -1
numhits         = 1
kill            = 1
getpower        = 0,0
givepower       = 20,3

[State 500:     Turn]
type            = Turn
trigger1        = (AnimElem = 5)

[State 0:     ChangeState]
type            = ChangeState
trigger1        = (!AnimTime)
value           = 0
ctrl            = 1

;---------------------------------------------------------------------------
; A.I.起動ヘルパー
;---------------------------------------------------------------------------
[Statedef 10000]
ctrl = 0
anim = 10000

[State 10000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Invisible

[State 10000, Facing]
type = Turn
trigger1 = Facing != Root,Facing

[State 10000, SelfState]
type = SelfState
trigger1 = !IsHelper
value = 0

[State 10000, Judgement]
type = VarSet
trigger1  = Command = "a" && Root,Command = "a"
trigger2  = Command = "b" && Root,Command = "b"
trigger3  = Command = "c" && Root,Command = "c"
trigger4  = Command = "x" && Root,Command = "x"
trigger5  = Command = "y" && Root,Command = "y"
trigger6  = Command = "z" && Root,Command = "z"
trigger7  = Command = "start" && Root,Command = "start"
trigger8  = Command = "fwd" && Root,Command = "fwd"
trigger9  = Command = "back" && Root,Command = "back"
trigger10 = Command = "up" && Root,Command = "up"
trigger11 = Command = "down" && Root,Command = "down"
var(20) = -1

[State 10000, Disappear]
type = DestroySelf
triggerall = IsHelper
trigger1  = Root,Var(20) || Var(20) = -1
trigger2  = Command = "a" && Root,Command = "a"
trigger3  = Command = "b" && Root,Command = "b"
trigger4  = Command = "c" && Root,Command = "c"
trigger5  = Command = "x" && Root,Command = "x"
trigger6  = Command = "y" && Root,Command = "y"
trigger7  = Command = "z" && Root,Command = "z"
trigger8  = Command = "start" && Root,Command = "start"
trigger9  = Command = "fwd" && Root,Command = "fwd"
trigger10 = Command = "back" && Root,Command = "back"
trigger11 = Command = "up" && Root,Command = "up"
trigger12 = Command = "down" && Root,Command = "down"

[State 20000, AI_ON]
type = VarSet
triggerall = Var(20) != -1
triggerall = Time > 1
trigger1  = Root,Command = "a"
trigger2  = Root,Command = "b"
trigger3  = Root,Command = "c"
trigger4  = Root,Command = "x"
trigger5  = Root,Command = "y"
trigger6  = Root,Command = "z"
trigger7  = Root,Command = "start"
trigger8  = Root,Command = "fwd"
trigger9  = Root,Command = "back"
trigger10 = Root,Command = "up"
trigger11 = Root,Command = "down"
var(20) = 1

;---------------------------------------------------------------------------
; アロー消去１
[Statedef 12000]
ctrl = 0
velset = 0,0
anim = 10000

[State 12000, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1

[State 12000, Explod]
type = Explod
trigger1 = Time = 0
anim = 12000
id = 12000
pos = 0,0
scale = 1,.9
sprpriority = -1
bindtime = -1
removetime = -2
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 12000, 2]
type = DestroySelf
trigger1 = Time > 0
trigger1 = NumExplod(12000) = 0

;---------------------------------------------------------------------------
; アロー消去２
[Statedef 12001]
ctrl = 0
velset = 0,0
anim = 10000

[State 12001, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1

[State 12001, Explod]
type = Explod
trigger1 = Time = 0
anim = 12001
id = 12001
pos = 0,0
scale = .9,.9
sprpriority = -1
bindtime = -1
removetime = -2
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 12001, 2]
type = DestroySelf
trigger1 = Time > 0
trigger1 = NumExplod(12000) = 0

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