;---------------------;
;                     ;
;    ☆水無月遥☆   　;
;                     ;
;---------------------;

; 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

[State 170, 1]
type            = PlaySnd
trigger1        = time = 0
value           = 543, 2
volume          = 255
channel         = 4

[State 170, 2]
type            = NotHitBy
trigger1        = 1
value           = SCA
time            = 1

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

[State 180, 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           = 7751

[State 180, 2];シングルの時のみ(勝利デモ)
type            = ChangeState
triggerall      = teammode = single
triggerall      = matchover = 1
triggerall      = var(16) = 0
trigger1        = !(time)
value           = ifelse(random%2=0,3511,2122)

[State 180, 3]
type            = ChangeState
triggerall      = matchover = 1
trigger1        = time = 1
value           = ifelse(random%2=0,3333,1111)

[State 180, 4];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           = 1414

[State 180, 5]
type            = ChangeState
triggerall      = matchover = 0
triggerall      = var(16) = 0
trigger1        = time = 1
value           = ifelse(random%2=0,3333,1111)

;---------------------------------------------------------------------------
; 勝利ポーズ１
[Statedef 1111];1試合目勝利用;（ガッツポーズ）
type            = S
ctrl            = 0
anim            = 1111
velset          = 0,0

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

[State 1111, Voice]
type            = PlaySnd;BGM
trigger1        = (AnimElem = 1)
value           = 32,7
volume          = 255
channel         = 2
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 1
abspan          = 0

[State 1111, AssertSpecial]
type            = AssertSpecial
trigger1        = time < 300
flag            = roundnotover

[State 1111, AssertSpecial] 
type            = AssertSpecial
trigger1        = 1
flag            = Intro

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

;---------------------------------------------------------------------------
; 勝利ポーズ２
[Statedef 3333];1試合目勝利用（ポッキーあげる）
type            = S
ctrl            = 0
anim            = 3333
velset          = 0,0

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

[State 3333, Sound]
type            = PlaySnd;BGM
trigger1        = (AnimElem = 6)
trigger2        = (AnimElem = 11)
value           = 74,58
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 1
abspan          = 0

[State 3333, Voice]
type            = PlaySnd;BGM
trigger1        = (AnimElem = 15)
value           = 74,59
volume          = 255
channel         = 2
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 1
abspan          = 0

[State 3333, AssertSpecial]
type            = AssertSpecial
trigger1        = time < 300
flag            = roundnotover

[State 3333, AssertSpecial] 
type            = AssertSpecial
trigger1        = 1
flag            = Intro

[State 3333, NotHitBy]
type            = NotHitBy
trigger1        = 1
value           = SCA
time            = 1

;---------------------------------------------------------------------------
; 勝利ポーズ３（未使用）
[Statedef 2436];1試合目勝利用
type            = S
ctrl            = 0
anim            = 2436
velset          = 0,0

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

[State 2436, Sound]
type            = PlaySnd;うーん
trigger1        = (AnimElem = 2)
value           = 88,433
volume          = 255
channel         = 0
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 1
abspan          = 0

[State 2436, AssertSpecial]
type            = AssertSpecial
trigger1        = time < 270
flag            = roundnotover

[State 2436, AssertSpecial]
type            = AssertSpecial
trigger1        = 1
flag            = Intro

[State 2436, NotHitBy]
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 1414, AssertSpecial]
type            = AssertSpecial
trigger1        = 1
flag            = NoBarDisplay

[State 1414, PosSet];位置
type            = PosSet
trigger1        = time = 0
x               = 0
y               = 0

[State 1414, VarSet];スイッチ
type            = VarSet
trigger1        = time = 1
var(16)         = 0

[State 1414, EnvColor]
type            = EnvColor
trigger1        = (AnimElem = 1)
value           = 225,225,225
time            = 2
under           = 0

[State 1414, Explod];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 1414, 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 1414, AssertSpecial]
type		= AssertSpecial
trigger1        = 1
flag		= Intro
flag2		= NoMusic
flag3           = NoFG

[State 1414, AssertSpecial]
type            = AssertSpecial
trigger1        = time < 320
flag            = RoundNotOver

[State 1414, NotHitBy]
type            = NotHitBy
trigger1        = 1
value           = SCA
time            = 1

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

;文字カットイン（セリフ）
[State 2122, Explod-1]
type            = Explod
trigger1        = (AnimElem = 7)
Anim            = 7801
id              = 7801
pos             = 5,178
postype         = left
ownpal          = 1
bindtime        = -1
removetime      = -1
scale           = .65,.65
sprpriority     = 999
supermovetime   = 999999999
pausemovetime   = 999999999
ontop           = 1
facing          = 1

[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-1]
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   = 120
supermove       = 120
ontop           = 1

[State 2122, BGPalFX]
type            = BGPalFX
trigger1        = time > 143
time	        = 2
add	        = -275,-255,-255
mul	        = 155,155,155
sinadd	        = 20,0,0,0
color	        = 256
invertall       = 1

;文字カットイン(大勝利)
[State 2122, Explod-2]
type            = Explod
trigger1        = (AnimElem = 8)
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 2122, Explod-3]
type            = Explod
trigger1        = (AnimElem = 8)
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(大勝利)
[State 2122, Explod-4]
type            = Explod
trigger1        = (AnimElem = 8)
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)
[State 8001, Explod-5]
type            = Explod
trigger1        = (AnimElem = 8)
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

;カットイン
[State 8001, Explod-7]
type            = Explod
trigger1        = (AnimElem = 6)
Anim            = 1717
id              = 1717
pos             = -10, 2
postype         = left
ownpal          = 1
bindtime        = -1
removetime      = -1
scale           = .49,.49
sprpriority     = 99
supermovetime   = 999999999
pausemovetime   = 999999999
ontop           = 1
facing          = 1

;文字カットイン（セリフ）
[State 8001, Explod-1]
type            = Explod
trigger1        = (AnimElem = 7)
Anim            = 7801
id              = 7801
pos             = 5,178
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 2122, Explod-1]
type            = Explod
trigger1        = (AnimElem = 7)
Anim            = 7801
id              = 7801
pos             = 5,178
postype         = left
ownpal          = 1
bindtime        = -1
removetime      = -1
scale           = .65,.65
sprpriority     = 999
supermovetime   = 999999999
pausemovetime   = 999999999
ontop           = 1
facing          = 1

[State 2122, AssertSpecial]
type            = AssertSpecial
trigger1        = 1
flag            = Intro

[State 2122, AssertSpecial]
type            = AssertSpecial
trigger1        = time > 125
flag            = NoBarDisplay
flag2           = NoFG

[State 2122, AssertSpecial]
type		= AssertSpecial
trigger1        = time > 145 
flag		= Intro
flag2		= NoMusic

[State 2122, AssertSpecial]
type            = AssertSpecial
trigger1        = time < 900
flag            = RoundNotOver

[State 2122, VelSet]
type            = VelSet
trigger1        = (!Time)
x	        = 0
y	        = 0

[State 2122, PlaySound]
type            = PlaySnd;BGM
trigger1        = (AnimElem = 6)
value           = 7,7
volume          = 255
channel         = 8
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 1
abspan          = 0

[State 2122, PlaySound]
type            = PlaySnd;うーん
trigger1        = (AnimElem = 2)
value           = 6,88
volume          = 255
channel         = 0
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 1
abspan          = 0

[State 2122, VoiceSound]
type            = PlaySnd;文字の言葉
trigger1        = (AnimElem = 7)
value           = 88,48
volume          = 255
channel         = 0
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

;---------------
[State 2122, End]
type            = ChangeState
trigger1        = (!AnimTime)
value           = 0
ctrl	        = 1

;---------------------------------------------------------------------------
; 勝利ポーズD（完全決着）
[Statedef 3511];２試合目勝利用（うーん）
type            = S
movetype        = I
physics         = S
anim            = 3511
;velset          = 0,0,0
ctrl            = 0
poweradd        = 0
juggle          = 4
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2
;---------------

[State 3511, PlaySound]
type            = PlaySnd;
trigger1        = (AnimElem = 1)
value           = 32,7
volume          = 255
channel         = 2
lowpriority     = 0
freqmul         = 1.0
loop            = 0
pan             = 1
abspan          = 0

;文字カットイン（セリフ）
[State 3511, Explod-1]
type            = Explod
trigger1        = (AnimElem = 7)
Anim            = 7601
id              = 7601
pos             = 5,178
postype         = left
ownpal          = 1
bindtime        = -1
removetime      = -1
scale           = .65,.65
sprpriority     = 999
supermovetime   = 999999999
pausemovetime   = 999999999
ontop           = 1
facing          = 1

[State 3511, 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 3511, Explod-2]
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 3511, BGPalFX]
type            = BGPalFX
trigger1        = time > 143
time            = 2
add             = -275,-255,-255
mul             = 155,155,155
sinadd          = 20,0,0,0
color           = 256
invertall       = 1

;文字カットイン(大勝利)
[State 3511, Explod-3]
type            = Explod
trigger1        = (AnimElem = 8)
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 3511, Explod-3]
type            = Explod
trigger1        = (AnimElem = 8)
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(大勝利)
[State 3511, Explod-4]
type            = Explod
trigger1        = (AnimElem = 8)
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)
[State 3511, Explod-5]
type            = Explod
trigger1        = (AnimElem = 8)
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

;カットイン
[State 3511, Explod-6]
type            = Explod
trigger1        = (AnimElem = 6)
Anim            = 1717
id              = 1717
pos             = -10,2
postype         = left
ownpal          = 1
bindtime        = -1
removetime      = -1
scale           = .49,.49
sprpriority     = 99
supermovetime   = 999999999
pausemovetime   = 999999999
ontop           = 1
facing          = 1

;文字カットイン（セリフ）
[State 3511, Explod-7]
type            = Explod
trigger1        = (AnimElem = 7)
Anim            = 7601
id              = 7601
pos             = 5,178
postype         = left
ownpal          = 1
bindtime        = -1
removetime      = -1
scale           = .65,.65
sprpriority     = 999
supermovetime   = 999999999
pausemovetime   = 999999999
ontop           = 1
facing          = 1

[State 3511, AssertSpecial]
type            = AssertSpecial
trigger1        = 1
flag            = Intro

[State 3511, AssertSpecial]
type            = AssertSpecial
trigger1        = time > 125
flag            = NoBarDisplay
flag2           = NoFG

[State 3511, AssertSpecial]
type            = AssertSpecial
trigger1        = time > 145
flag            = Intro
flag2           = NoMusic

[State 3511, AssertSpecial]
type            = AssertSpecial
trigger1        = time < 900
flag            = RoundNotOver

[State 3511, VelSet]
type            = VelSet
trigger1        = (!Time)
x               = 0
y               = 0

[State 3511, PlaySound]
type            = PlaySnd;BGM
trigger1        = (AnimElem = 6)
value           = 7,7
volume          = 255
channel         = 8
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 1
abspan          = 0

[State 3511, VoiceSound]
type            = PlaySnd;文字の言葉
trigger1        = (AnimElem = 7)
value           = 3,177
volume          = 255
channel         = 0
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

;---------------
[State 3511, 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          = 0,0,0
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 7751, EnvColor]
type            = EnvColor
trigger1        = (AnimElem = 1)
value           = 225,225,225
time            = 2
under           = 0

[State 7751, Explod-1];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 7751, VoiceSound-Aoi]
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 7751, VoiceSound-Haruka]
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 7751, Henshin-Haruka];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 7751, Henshin-Kurumi];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 7751, Henshin-Aoi];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 7751, AssertSpecial]
type		= AssertSpecial
trigger1        = 1
flag		= Intro
flag2		= NoMusic
flag3           = NoFG

[State 7751, AssertSpecial]
type            = AssertSpecial
trigger1        = 1
flag            = NoBarDisplay

[State 7751, VarSet];スイッチ
type            = varset
trigger1        = time = 1
var(16)         = 0

[State 7751, 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   = 999999999
pausemovetime   = 999999999
size.xscale     = .72
size.yscale     = .72

[State 7751, 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 7751, 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 7751, 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 7751, Explod-2]
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 7751, 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 7751, Explod-4]
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 7751, Explod-5]
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 7751, Explod-6]
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 7751, Explod-7]
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 7751, Explod-8]
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 7751, Explod-9]
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 7751, Explod-10]
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 7751, AssertSpecial]
type            = AssertSpecial
trigger1        = 1
flag            = Intro

[State 7751, AssertSpecial]
type            = AssertSpecial
trigger1        = time < 650
flag            = RoundNotOver

[State 7751, VelSet]
type            = VelSet
trigger1        = (!Time)
x               = 0
y               = 0

[State 7751, 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 7751, End]
type            = ChangeState
trigger1        = (!AnimTime)
value           = 0
ctrl	        = 1

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

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

[State 190, aoi];vsあおい
type            = ChangeState
trigger1        = P2Name = "aoi" || P4Name = "aoi"
value           = 192

[State 190, etc];それ以外
type            = ChangeState
trigger1        = !(P2Name = "kurumi" || P4Name = "kurumi")
trigger1        = !(P2Name = "aoi" || P4Name = "aoi")
value           = ifelse(random > 500, 194 ,193)

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

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

[State 191, AssertSpecial]
type            = AssertSpecial
trigger1        = time < 500
flag            = RoundNotOver

[State 191, VoiceSound]
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あおい
type            = S
movetype        = I
physics         = N
anim            = 192
velset          = 0,0,0
ctrl            = 0
poweradd        = 0
juggle          = 0
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 1
;---------------

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

[State 192, AssertSpecial]
type            = Null;AssertSpecial
trigger1        = time < 500
flag            = RoundNotOver

[State 192, VoiceSound];あおい用声
type            = PlaySnd
trigger1        = (AnimElem = 3)
value           = 180,4
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

;---------------------------------------------------------------------------
[Statedef 193];うとうとビックリ（その他の敵）
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, AssertSpecial]
type            = AssertSpecial
trigger1        = 1
flag            = Intro

[State 193, AssertSpecial]
type            = AssertSpecial
trigger1        = time < 400
flag            = RoundNotOver

[State 193, VoiceSound]
type            = PlaySnd;
trigger1        = (AnimElem = 13)
value           = 82,99
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 1
abspan          = 0

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

;---------------------------------------------------------------------------
[Statedef 194];ポッキー
type            = S
movetype        = I
physics         = N
anim            = 194
velset          = 0,0
ctrl            = 0
poweradd        = 0
juggle          = 0
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 1
;---------------

[State 194, AssertSpecial]
type            = AssertSpecial
trigger1        = 1
flag            = Intro

[State 194, AssertSpecial]
type            = AssertSpecial
trigger1        = time < 300
flag            = RoundNotOver

[State 194, VoiceSound]
type            = PlaySnd;BGM
trigger1        = (AnimElem = 4)
trigger2        = (AnimElem = 9)
value           = 74,58
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 1
abspan          = 0

;---------------
[State 194, End]
type            = ChangeState
trigger1        = (AnimTime = 0)
value           = 0
ctrl            = 1

;---------------------------------------------------------------------------
; 挑発
[Statedef 5468]
type            = S
movetype        = I
physics         = S
anim            = 5468
;velset          = 0,0,0
ctrl            = 0
poweradd        = 250
juggle          = 4
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2
;---------------

[State 5468, VelSet]
type            = VelSet
trigger1        = (!Time)
x               = 0
y               = 0

[State 5468, PlayerPush]
type            = PlayerPush
trigger1        = 1
value           = 1

[State 5468, VoiceSound]
type            = PlaySnd
trigger1        = (AnimElem = 2)
value           = 543,2
volume          = 255
channel         = 0
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 5468, CtrlSet]
type            = CtrlSet
trigger1        = (AnimElem = 6)
value           = 1

;---------------
[State 5468, End]
type            = ChangeState
trigger1        = time = 2000
value           = 0
ctrl            = 1

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

[State 723, 1];投げ以外無敵
type            = HitBy
trigger1        = Time < 19
value           = SCA, NT, ST, HT

[State 723, VoiceSound]
type            = PlaySnd
trigger1        = (!Time)
value           = 32, 11
volume          = 200
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 723, AfterImage]
type            = AfterImage
triggerall      = NumHelper(9543) = 0
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 723, PlayerPush]
type            = PlayerPush
trigger1        = 1
value           = 0

[State 723, VelSet]
type            = VelSet
trigger1        = (AnimElem = 2)
trigger2        = (AnimElem = 3)
trigger3        = (AnimElem = 4)
x               = 7.6
y               = 0

[State 723, VelSet]
type            = VelSet
trigger1        = (AnimElem = 5)
trigger2        = (AnimElem = 6)
x               = 4.2
y               = 0

[State 723, VelSet]
type            = VelSet
trigger1        = (AnimElem = 7)
x               = 1
y               = 0

;---------------
[State 723, 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          = 0,0,0
ctrl            = 0
poweradd        = 0
juggle          = 0
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = -1
;---------------

[State 724, 1];投げ以外無敵
type            = HitBy
trigger1        = Time < 19
value           = SCA, NT, ST, HT

[State 724, VoiceSound]
type            = PlaySnd
trigger1        = (!Time)
value           = 32, 11
volume          = 200
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 724, AfterImage]
type            = AfterImage
triggerall      = NumHelper(9543) = 0
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 724, VelSet]
type            = VelSet
trigger1        = (AnimElem = 2)
trigger2        = (AnimElem = 3)
trigger3        = (AnimElem = 4)
x               = -7.6
y               = 0

[State 724, VelSet]
type            = VelSet
trigger1        = (AnimElem = 5)
trigger2        = (AnimElem = 6)
x               = -4.2
y               = 0

[State 724, VelSet]
type            = VelSet
trigger1        = (AnimElem = 7)
x               = -1
y               = 0

[State 724, PlayerPush]
type            = PlayerPush
trigger1        = 1
value           = 0

;---------------
[State 724, 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        = 10*var(51)
juggle          = 4
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2
;---------------

[State 200, VelSet]
type            = VelSet
trigger1        = AnimElem = 2
x               = 2
y               = 0

[State 200, PlayerPush]
type            = PlayerPush
trigger1        = 1
value           = 1

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

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

[State 200, VoiceSound]
type            = PlaySnd
trigger1        = Time = 0
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 200, 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          = 14,0
pausetime       = 7,8
guard.pausetime = 7,8
sparkno         = S7000
guard.sparkno   = S7007
sparkxy         = -10,-35
hitsound        = S13,2
guardsound      = S13,0
ground.slidetime= 16
ground.hittime  = 16
guard.hittime   = 12
air.hittime     = 20
ground.velocity = -3,0
air.velocity    = -3,0
ground.cornerpush.veloff = -5
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*var(51),3*var(51)
givepower       = 20,3

;---------------
[State 200, 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        = 10*var(51)
juggle          = 4
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2
;---------------

[State 211, VelSet]
type            = VelSet
trigger1        = AnimElem = 2
x               = 2
y               = 0

[State 211, PlayerPush]
type            = PlayerPush
trigger1        = 1
value           = 1

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

[State 211, KickSound]
type            = PlaySnd
trigger1        = AnimElem = 2
value           = 13,1
volume          = 200
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 211, VoiceSound]
type            = PlaySnd
trigger1        = Time = 0
value           = 70,ifelse(random>500,2,ifelse(random> 500,2,2))
volume          = 200
channel         = 2
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

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

[State 211, 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          = 20,0
pausetime       = 7,8
guard.pausetime = 7,8
sparkno         = S7000
guard.sparkno   = S7007
sparkxy         = -10,-25
hitsound        = S13,2
guardsound      = S13,0
ground.slidetime= 10
ground.hittime  = 10
guard.hittime   = 6
air.hittime     = 20
ground.velocity = -3,0
air.velocity    = -3,0
ground.cornerpush.veloff = -5
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*var(51),5*var(51)
givepower       = 20,3

;---------------
[State 211, End]
type            = ChangeState
trigger1        = (!AnimTime)
value           = 0
ctrl            = 1

;---------------------------------------------------------------------------
; しゃがみ弱パンチ
[Statedef 448]
type            = C
movetype        = A
physics         = C
anim            = 448
;velset          = 0,0
ctrl            = 0
poweradd        = 10*var(51)
juggle          = 4
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2
;---------------

[State 448, PunchSound]
type            = PlaySnd
trigger1        = AnimElem = 2
value           = 13,1
volume          = 200
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 448, PlayerPush]
type            = PlayerPush
trigger1        = 1
value           = 1

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

[State 448, HitDef]
type            = HitDef
trigger1        = AnimElem = 2
attr            = C,NA
hitflag         = MAF
guardflag       = M
animtype        = Light
air.animtype    = Light
ground.type     = Low
priority        = 4,Hit
damage          = 13,0
pausetime       = 7,8
guard.pausetime = 7,8
sparkno         = S7000
guard.sparkno   = S7007
sparkxy         = -10,-25
hitsound        = S13,2
guardsound      = S13,0
ground.slidetime= 11
ground.hittime  = 11
guard.hittime   = 7
air.hittime     = 20
ground.velocity = -2,0
air.velocity    = -2,0
ground.cornerpush.veloff = -2
fall            = 0
fall.recover    = 0
fall.damage     = 0
air.fall        = 0
down.velocity   = 0,0
down.hittime    = 0
down.bounce     = 0
ID              = 448
chainID         = -1
numhits         = 1
kill            = 1
getpower        = 15*var(51),3*var(51)
givepower       = 20,3

;---------------
[State 448, End]
type            = ChangeState
trigger1        = (!AnimTime)
value           = 11
ctrl            = 1

;---------------------------------------------------------------------------
; しゃがみ弱キック
[Statedef 442]
type            = C
movetype        = A
physics         = C
anim            = 442
;velset          = 0,0
ctrl            = 0
poweradd        = 10*var(51)
juggle          = 4
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2
;---------------

[State 442, KickSound]
type            = PlaySnd
trigger1        = AnimElem = 2
value           = 13,1
volume          = 200
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 442, PlayerPush]
type            = PlayerPush
trigger1        = 1
value           = 1

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

[State 442, HitDef]
type            = HitDef
trigger1        = AnimElem = 2
attr            = C,NA
hitflag         = MAF
guardflag       = L
animtype        = Light
air.animtype    = Light
ground.type     = Low
priority        = 4,Hit
damage          = 15,0
pausetime       = 7,8
guard.pausetime = 7,8
sparkno         = S7000
guard.sparkno   = S7007
sparkxy         = -10,-15
hitsound        = S13,2
guardsound      = S13,0
ground.slidetime= 11
ground.hittime  = 11
guard.hittime   = 7
air.hittime     = 20
ground.velocity = -2,0
air.velocity    = -2,0
ground.cornerpush.veloff = -2
fall            = 0
fall.recover    = 0
fall.damage     = 0
air.fall        = 0
down.velocity   = 0,0
down.hittime    = 0
down.bounce     = 0
ID              = 442
chainID         = -1
numhits         = 1
kill            = 1
getpower        = 15*var(51),3*var(51)
givepower       = 10,3

;---------------
[State 442, End]
type            = ChangeState
trigger1        = (!AnimTime)
value           = 11
ctrl            = 1

;---------------------------------------------------------------------------
; 立ち強パンチ
[Statedef 201]
type            = S
movetype        = A
physics         = S
anim            = 201
ctrl            = 0
poweradd        = 15*var(51)
juggle          = 4
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2
;---------------

[State 201, VelSet]
type            = VelSet
trigger1        = AnimElem = 2
x               = 3
y               = 0

[State 201, PlayerPush]
type            = PlayerPush
trigger1        = 1
value           = 1

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

[State 201, SwingSound];効果音
type            = PlaySnd
trigger1        = AnimElem = 2
value           = 13,3
volume          = 200
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 201, VoiceSound]
type            = PlaySnd
trigger1        = Time = 4
value           = 70,ifelse(random>500,-1,ifelse(random> 500,1,1))
volume          = 200
channel         = 2
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

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

[State 201, 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          = 33,0
pausetime       = 10,11
guard.pausetime = 10,11
sparkno         = S7005 
guard.sparkno   = S7007
sparkxy         = -15,-45
hitsound        = S13,4
guardsound      = S13,0
ground.slidetime= 13
ground.hittime  = 13
guard.hittime   = 10
air.hittime     = 20
ground.velocity = -7.5,0
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        = 45*var(51),10*var(51)
givepower       = 20,3

;---------------
[State 201, 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        = 15*var(51)
juggle          = 4
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2
;---------------

[State 214, VelSet]
type            = VelSet
trigger1        = AnimElem = 2
x               = 5
y               = 0

[State 214, PlayerPush]
type            = PlayerPush
trigger1        = 1
value           = 1

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

[State 214, SwingSound];効果音
type            = PlaySnd
trigger1        = AnimElem = 3
value           = 13,3
volume          = 200
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 214, VoiceSound]
type            = PlaySnd
trigger1        = Time = 5
value           = 70,ifelse(random>500,1,ifelse(random> 500,1,1))
volume          = 200
channel         = 2
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

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

[State 214, HitDef]
type            = HitDef
trigger1        = AnimElem = 4
attr            = S,NA
hitflag         = MAF
guardflag       = M
animtype        = Medium
air.animtype    = Medium
ground.type     = High
priority        = 5,Hit
damage          = 35,0
pausetime       = 10,11
guard.pausetime = 10,11
sparkno         = S7005
guard.sparkno   = S7007
sparkxy         = -15,-35
hitsound        = S13,5
guardsound      = S13,0
ground.slidetime= 14
ground.hittime  = 14
guard.hittime   = 7
air.hittime     = 20
ground.velocity = -5,0
air.velocity    = -5,0
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*var(51),15*var(51)
givepower       = 20,3

;---------------
[State 214, End]
type            = ChangeState
trigger1        = (!AnimTime)
value           = 0
ctrl            = 1

;---------------------------------------------------------------------------
; しゃがみ強パンチ
[Statedef 431]
type            = C
movetype        = A
physics         = C
anim            = 431
ctrl            = 0
poweradd        = 15*var(51)
juggle          = 4
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2
;---------------

[State 431, VelSet]
type            = VelSet
trigger1        = AnimElem = 2
x               = 3
y               = 0

[State 431, PlayerPush]
type            = PlayerPush
trigger1        = 1
value           = 1

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

[State 431, SwingSound];効果音
type            = PlaySnd
trigger1        = AnimElem = 2
value           = 13,3
volume          = 200
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

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

[State 431, HitDef]
type            = HitDef
trigger1        = AnimElem = 2
attr            = C,NA
hitflag         = MAF
guardflag       = M
animtype        = Medium
air.animtype    = Medium
ground.type     = Low
priority        = 5,Hit
damage          = 32,0
pausetime       = 13,14
guard.pausetime = 13,14
sparkno         = S7005 
guard.sparkno   = S7007
sparkxy         = -15,-25
hitsound        = S13,4
guardsound      = S13,0
ground.slidetime= 10
ground.hittime  = 10
guard.hittime   = 5
air.hittime     = 20
ground.velocity = -7,0
air.velocity    = -7,-3
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              = 431
chainID         = -1
numhits         = 1
kill            = 1
getpower        = 50*var(51),10*var(51)
givepower       = 20,3

;---------------
[State 431, End]
type            = ChangeState
trigger1        = (!AnimTime)
value           = 0
ctrl            = 1

;---------------------------------------------------------------------------
; しゃがみ強キック
[Statedef 432]
type            = C
movetype        = A
physics         = C
anim            = 432
;velset          = 0,0
ctrl            = 0
poweradd        = 15*var(51)
juggle          = 4
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2
;---------------

[State 432, VelSet]
type            = VelSet
trigger1        = AnimElem = 2
x               = 7
y               = 0

[State 432, PlayerPush]
type            = PlayerPush
trigger1        = 1
value           = 1

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

[State 432, SwingSound];効果音
type            = PlaySnd
trigger1        = AnimElem = 2
value           = 13,3
volume          = 200
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

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

[State 432, HitDef]
type            = HitDef
trigger1        = AnimElem = 2
attr            = C,NA
hitflag         = MAF
guardflag       = L
animtype        = Medium
air.animtype    = Medium
ground.type     = Trip
priority        = 5,Hit
damage          = 40,0
pausetime       = 13,14
guard.pausetime = 13,14
sparkno         = S7005
guard.sparkno   = S7007
sparkxy         = -15,-15
hitsound        = S13,5
guardsound      = S13,0
ground.slidetime= 10
ground.hittime  = 10
guard.hittime   = 6
air.hittime     = 20
ground.velocity = -2,-2
air.velocity    = -2,-2
ground.cornerpush.veloff = -6
fall            = 1
fall.recover    = 0
fall.damage     = 0
air.fall        = 1
down.velocity   = 0,0
down.hittime    = 0
down.bounce     = 0
ID              = 432
chainID         = -1
numhits         = 1
kill            = 1
getpower        = 40*var(51),3*var(51)
givepower       = 20,3

;---------------
[State 432, End]
type            = ChangeState
trigger1        = (!AnimTime)
value           = 0
ctrl            = 1

;---------------------------------------------------------------------------
; チェリーヌキック
[Statedef 2144]
type            = S
movetype        = A
physics         = S
anim            = 2144
;velset          = 0,0
ctrl            = 0
poweradd        = 15*var(51)
juggle          = 1
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2
;---------------

[State 2144, AfterImage]
type            = AfterImage
triggerall      = NumHelper(9543) = 0
trigger1        = (!Time)
time            = 24
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 2144, VelSet]
type            = VelSet
trigger1        = (AnimElem = 3)
trigger2        = (AnimElem = 5)
trigger3        = (AnimElem = 8)
x               = 3
y               = 0

[State 2144, PlayerPush]
type            = PlayerPush
trigger1        = 1
value           = 1

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

[State 2144, KickSound]
type            = PlaySnd
trigger1        = (AnimElem = 3)
trigger2        = (AnimElem = 5)
trigger3        = (AnimElem = 9)
value           = 13,3
volume          = 200
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 2144, VoiceSound]
type            = PlaySnd
trigger1        = (AnimElem = 3)
value           = 6,100
volume          = 200
channel         = 2
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

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

[State 2144, HitDef]
type            = HitDef
trigger1        = AnimElem = 3
attr            = S,NA
hitflag         = MAF
guardflag       = MA
animtype        = Light
air.animtype    = Light
ground.type     = Low
priority        = 4,Hit
damage          = 18,2
pausetime       = 6,7
guard.pausetime = 6,7
sparkno         = S7000
guard.sparkno   = S7007
sparkxy         = -10,-23
hitsound        = S13,5
guardsound      = S13,0
ground.slidetime= 12
ground.hittime  = 16
guard.hittime   = 10
air.hittime     = 20
ground.velocity = -2,0
air.velocity    = -2,-1
ground.cornerpush.veloff = -1
fall            = 0
fall.recover    = 0
fall.damage     = 0
air.fall        = 0
down.velocity   = 0,0
down.hittime    = 0
down.bounce     = 0
ID              = 2144
chainID         = -1
numhits         = 1
kill            = 1
getpower        = 15*var(51),7*var(51)
givepower       = 10,3

[State 2144, HitDef]
type            = HitDef
trigger1        = AnimElem = 5
attr            = S,NA
hitflag         = MAF
guardflag       = MA
animtype        = Light
air.animtype    = Light
ground.type     = Low
priority        = 4,Hit
damage          = 18,2
pausetime       = 6,7
guard.pausetime = 6,7
sparkno         = S7000
guard.sparkno   = S7007
sparkxy         = -10,-34
hitsound        = S13,5
guardsound      = S13,0
ground.slidetime= 12
ground.hittime  = 16
guard.hittime   = 10
air.hittime     = 20
ground.velocity = -2,0
air.velocity    = -2,-1
ground.cornerpush.veloff = -2
fall            = 0
fall.recover    = 0
fall.damage     = 0
air.fall        = 0
down.velocity   = 0,0
down.hittime    = 0
down.bounce     = 0
ID              = 2145
chainID         = -1
numhits         = 1
kill            = 1
getpower        = 15*var(51),7*var(51)
givepower       = 10,3

[State 2144, HitDef]
type            = HitDef
trigger1        = AnimElem = 11
attr            = S,NA
hitflag         = MAF
guardflag       = MA
animtype        = Medium
air.animtype    = Medium
ground.type     = High
priority        = 5,Hit
damage          = 25,3
pausetime       = 13,14
guard.pausetime = 13,14
sparkno         = S7000
guard.sparkno   = S7007
sparkxy         = -10,-30
hitsound        = S13,5
guardsound      = S13,0
ground.slidetime= 16
ground.hittime  = 20
guard.hittime   = 10
air.hittime     = 20
ground.velocity = -5,0
air.velocity    = -5,-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              = 2146
chainID         = -1
numhits         = 1
kill            = 1
getpower        = 15*var(51),7*var(51)
givepower       = 10,3

;---------------
[State 2144, End]
type            = ChangeState
trigger1        = (!AnimTime)
value           = 0
ctrl            = 1

;---------------------------------------------------------------------------
; キュンキュンエリアル
[Statedef 612]
type            = S
movetype        = A
physics         = S
anim            = 612
;velset          = 0,0
ctrl            = 0
poweradd        = 20*var(51)
juggle          = 4
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2
;---------------

[State 612, VelSet]
type            = VelSet
trigger1        = AnimElem = 2
x               = 6
y               = 0

[State 612, PlayerPush]
type            = PlayerPush
trigger1        = 1
value           = 1

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

[State 612, SwingSound];効果音
type            = PlaySnd
trigger1        = AnimElem = 5
value           = 13,3
volume          = 200
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 612, VoiceSound]
type            = PlaySnd
trigger1        = AnimElem = 3
value           = 999,11
volume          = 200
channel         = 2
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

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

[State 612, HitDef]
type            = HitDef
trigger1        = AnimElem = 5
attr            = S,NA
hitflag         = MAF
guardflag       = MA
animtype        = DiagUp
air.animtype    = DiagUp
ground.type     = High
priority        = 7,Hit
damage          = 30,0
pausetime       = 7,8
guard.pausetime = 7,8
sparkno         = S7005
guard.sparkno   = S7007
sparkxy         = -15,-35
hitsound        = S13,5
guardsound      = S13,0
ground.slidetime= 16
ground.hittime  = 16
guard.hittime   = 7
air.hittime     = 20
ground.velocity = -1.5,-7
air.velocity    = -1.5,-7
ground.cornerpush.veloff = -6
fall            = 1
fall.recover    = 1
fall.recovertime= 40
fall.damage     = 0
air.fall        = 1
down.velocity   = 0,0
down.hittime    = 0
down.bounce     = 0
ID              = 612
chainID         = -1
numhits         = 1
kill            = 1
getpower        = 75*var(51),20*var(51)
givepower       = 20,3
yaccel          = 0.4

;---------------
[State 612, 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        = 10*var(51)
juggle          = 1
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2
;---------------

[State 400, PlayerPush]
type            = PlayerPush
trigger1        = 1
value           = 1

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

[State 400, PunchSound]
type            = PlaySnd
trigger1        = (!Time)
value           = 13,1
volume          = 200
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 400, 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          = 13,0
pausetime       = 7,7
guard.pausetime = 7,7
sparkno         = S7000
guard.sparkno   = S7007
sparkxy         = -10,-50
hitsound        = S13,2
guardsound      = S13,0
ground.slidetime= 16
ground.hittime  = 16
guard.hittime   = 12
air.hittime     = 24
ground.velocity = -3,0
air.velocity    = -2,-0.1
air.cornerpush.veloff = -4
fall            = 0
fall.recover    = 1
fall.recovertime= 25
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*var(51),4*var(51)
givepower       = 10,0
yaccel          = 0.4

;---------------
[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        = 15*var(51)
juggle          = 1
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2
;---------------

[State 401, PlayerPush]
type            = PlayerPush
trigger1        = 1
value           = 1

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

[State 401, VoiceSound]
type            = PlaySnd
trigger1        = (!Time)
value           = 70,ifelse(random>500,-1,ifelse(random> 500,1,1))
volume          = 200
channel         = 2
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 401, PunchSound]
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 401, 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          = 30,0
pausetime       = 10,11
guard.pausetime = 10,11
sparkno         = S7005 
guard.sparkno   = S7007
sparkxy         = -15,-65
hitsound        = S13,4
guardsound      = S13,0
ground.slidetime= 20
ground.hittime  = 20
guard.hittime   = 16
air.hittime     = 28
ground.velocity = -8,0
air.velocity    = -4,-0.2
ground.cornerpush.veloff = -7
air.cornerpush.veloff = -7
fall            = 0
fall.recover    = 1
fall.recovertime= 30
fall.damage     = 0
air.fall        = 1
down.velocity   = 0,0
down.hittime    = 0
down.bounce     = 0
ID              = 401
chainID         = -1
numhits         = 1
kill            = 1
getpower        = 55*var(51),10*var(51)
givepower       = 20,3
yaccel          = 0.4

;---------------
[State 401, 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        = 10*var(51)
juggle          = 1
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2
;---------------

[State 402, PlayerPush]
type            = PlayerPush
trigger1        = 1
value           = 1

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

[State 402, SwingSound]
type            = PlaySnd
trigger1        = (!Time)
value           = 13,1
volume          = 200
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 402, 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 402, HitDef]
type            = HitDef
trigger1        = AnimElem = 2
attr            = A,NA
hitflag         = MAF
guardflag       = MA
animtype        = Light
air.animtype    = Light
priority        = 4,Hit
damage          = 15,0
pausetime       = 7,7
guard.pausetime = 7,7
sparkno         = S7000
guard.sparkno   = S7007
sparkxy         = -7,-25
hitsound        = S13,2
guardsound      = S13,0
ground.slidetime= 16
ground.hittime  = 16
guard.hittime   = 12
air.hittime     = 24
ground.velocity = -3,0
air.velocity    = -2,-0.1
ground.cornerpush.veloff = -4
air.cornerpush.veloff = -4
fall            = 0
fall.recover    = 1
fall.recovertime= 25
fall.damage     = 0
air.fall        = 1
down.velocity   = 0,0
down.hittime    = 0
down.bounce     = 0
ID              = 402
chainID         = -1
numhits         = 1
kill            = 1
getpower        = 15*var(51),6*var(51)
givepower       = 12,0
yaccel          = 0.4

;---------------
[State 402, 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        = 15*var(51)
juggle          = 1
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2
;---------------

[State 403, PlayerPush]
type            = PlayerPush
trigger1        = 1
value           = 1

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

[State 403, SwingSound]
type            = PlaySnd
trigger1        = (!Time)
value           = 13,3
volume          = 200
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 403, VoiceSound]
type            = PlaySnd
trigger1        = (!Time)
value           = 70,ifelse(random>500,1,ifelse(random> 500,1,1))
volume          = 200
channel         = 2
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

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

[State 403, 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          = 30,0
pausetime       = 10,11
guard.pausetime = 10,11
sparkno         = S7005
guard.sparkno   = S7007
sparkxy         = -7,-25
hitsound        = S13,5
guardsound      = S13,0
ground.slidetime= 20
ground.hittime  = 20
guard.hittime   = 16
air.hittime     = 28
ground.velocity = -4,0
air.velocity    = -3,-0.2
ground.cornerpush.veloff = -7
air.cornerpush.veloff = -7
fall            = 0
fall.recover    = 1
fall.recovertime= 30
fall.damage     = 0
air.fall        = 1
down.velocity   = 0,0
down.hittime    = 0
down.bounce     = 0
ID              = 403
chainID         = -1
numhits         = 1
kill            = 1
getpower        = 40*var(51),10*var(51)
givepower       = 15,0
yaccel          = 0.4

;---------------
[State 402, 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 627, AttackDist]
type            = AttackDist
trigger1        = 1
value           = 0

[State 627, VelSet]
type            = VelSet
trigger1        = AnimElem = 2
x               = 2
y               = 0

[State 627, VelSet]
type            = VelSet
trigger1        = (!Time)
x               = 0
y               = 0

[State 627, AssertSpecial];Cannot Guard
type 		= AssertSpecial
trigger1 	= 1
flag 		= UnGuardable

[State 627, HitDef]
type            = HitDef
trigger1        = AnimElem = 3
attr            = S,NT
hitflag         = M-
priority        = 7,miss
sparkno         = -1
pausetime       = 3,50
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 627, 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        = 100*var(51)
juggle          = 0
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2
;---------------

[State 629, VelSet]
type            = VelSet
trigger1        = (!Time)
x               = 0
y               = 0

[State 629, VelSet]
type            = VelSet
trigger1        = AnimElem = 9
x               = 3
y               = 0

[State 629, SwingSound]
type            = PlaySnd
trigger1        = AnimElem = 8
value           = 999,11
volume          = 200
channel         = 2
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 629, HitDef]
type            = HitDef
trigger1        = AnimElem = 3
attr            = S,NA
hitflag         = MAF
guardflag       = 
animtype        = Light
air.animtype    = Light
ground.type     = Low
priority        = 7,Hit
damage          = 13,5
pausetime       = 3,6
guard.pausetime = 3,6
sparkno         = S7000
guard.sparkno   = S7007
sparkxy         = -10,-25
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 = 0
fall            = 0
fall.recover    = 0
fall.damage     = 0
air.fall        = 0
down.velocity   = 0,0
down.hittime    = 0
down.bounce     = 0
ID              = 629
chainID         = -1
numhits         = 1
kill            = 1
snap            = 35
getpower        = 0,0
givepower       = 20,3

[State 629, HitDef]
type            = HitDef
trigger1        = AnimElem = 5
attr            = S,NA
hitflag         = MAF
guardflag       = 
animtype        = Light
air.animtype    = Light
ground.type     = High
priority        = 7,Hit
damage          = 13,5
pausetime       = 3,6
guard.pausetime = 3,6
sparkno         = S7000
guard.sparkno   = S7007
sparkxy         = -10,-40
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 = 0
fall            = 0
fall.recover    = 0
fall.damage     = 0
air.fall        = 0
down.velocity   = 0,0
down.hittime    = 0
down.bounce     = 0
ID              = 629
chainID         = -1
numhits         = 1
kill            = 1
snap            = 35
getpower        = 0,0
givepower       = 20,3

[State 629, HitDef]
type            = HitDef
trigger1        = AnimElem = 7
attr            = S,NA
hitflag         = MAF
guardflag       = 
animtype        = Light
air.animtype    = Light
ground.type     = Low
priority        = 7,Hit
damage          = 13,5
pausetime       = 3,6
guard.pausetime = 3,6
sparkno         = S7000
guard.sparkno   = S7007
sparkxy         = -10,-25
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 = 0
fall            = 0
fall.recover    = 0
fall.damage     = 0
air.fall        = 0
down.velocity   = 0,0
down.hittime    = 0
down.bounce     = 0
ID              = 629
chainID         = -1
numhits         = 1
kill            = 1
snap            = 35
getpower        = 0,0
givepower       = 20,3

[State 629, HitDef]
type            = HitDef
trigger1        = AnimElem = 9
attr            = S,NA
hitflag         = MAF
guardflag       = 
animtype        = DiagUp
air.animtype    = DiagUp
ground.type     = High
priority        = 7,Hit
damage          = 80,5
pausetime       = 9,4
guard.pausetime = 7,8
sparkno         = S7005
guard.sparkno   = S7007
sparkxy         = -15,-45
hitsound        = S13,5
guardsound      = S13,0
ground.slidetime= 22
ground.hittime  = 21
guard.hittime   = 14
air.hittime     = 20
ground.velocity = -4.5,-6
air.velocity    = -4.5,-6
ground.cornerpush.veloff = -26
fall            = 1
fall.recover    = 0
fall.damage     = 0
air.fall        = 1
down.velocity   = 0,0
down.hittime    = 0
down.bounce     = 0
ID              = 630
chainID         = -1
numhits         = 1
kill            = 1
snap            = 60,-2
getpower        = 0,0
givepower       = 20,3
yaccel          = 0.4

[State 629, 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

;---------------------------------------------------------------------------
[Statedef 11111]
ctrl = 0
anim = 10000

[State 11111, DestroySelf]
type = DestroySelf
trigger1 = 1

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