;----------------------;
;                      ;
;    ☆葉月クルミ☆    ;
;                      ;
;----------------------;

; 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 180, 0];パーフェクト（パーフェクト勝利）
type       = ChangeState
triggerall = Life = LifeMax
trigger1   = Enemy,Alive = 0
value      = 9999		;エンジェルダンス

[State 180, 1]
type       = ChangeState
triggerall = MatchOver = 1
triggerall = TeamMode = Single	;シングルの時のみ。
trigger1   = (!Time)
value      = 2122

[State 180, 2]
type       = ChangeState
triggerall = MatchOver = 1
trigger1   = Time = 2
value      = ifelse(Random%3=0,2436,ifelse(Random%3=1,1111,3333))

[State 180, 3]
type       = ChangeState
triggerall = MatchOver = 0
trigger1   = (!Time)
value      = ifelse(Random%3=0,2436,ifelse(Random%3=1,1111,3333))

;---------------------------------------------------------------------------
; エンジェルダンス
[Statedef 9999]
type            = S
movetype        = I
physics         = S
anim            = 9999
;velset          = 0,0
ctrl            = 0
poweradd        = 0
juggle          = 0
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 9
scale = .5,.5
ontop = 1
;---------------

[State 9999:    AssertSpecial]
type            = AssertSpecial
trigger1        = Time < 900
flag            = RoundNotOver

[State 9999:    AssertSpecial]
type            = AssertSpecial
trigger1        = (1)
flag            = Intro
flag2           = NoMusic

[State 9999:    AssertSpecial]
type            = AssertSpecial
trigger1        = (1)
flag            = Invisible
flag2           = NoBarDisplay
flag3           = NOfg

[State 9999:    NotHitBy]
type            = NotHitBy
trigger1        = (1)
value           = SCA
time            = -1

[State 9999:    PosSet]
type            = PosSet
trigger1        = (1)
x               = 0
y               = 0

[State 9999:    PlayerPush]
type            = PlayerPush
trigger1        = (1)
value           = 1

[State 0:     kira];きらきら
type            = Explod
trigger1        = animelem = 2
anim            = 6244
ID              = 6244
pos             = -20,-25
postype         = p1
facing          = 1
vfacing         = 1
bindtime        = -1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = 600
supermovetime   = 0
pausemovetime   = 0
scale           = 1, 1
sprpriority     = 10
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 0:     kira];きらきら
type            = Explod
trigger1        = animelem = 2
anim            = 6244
ID              = 6244
pos             = 10,-45
postype         = p1
facing          = 1
vfacing         = 1
bindtime        = -1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = 630
supermovetime   = 0
pausemovetime   = 0
scale           = 1, 1
sprpriority     = 8
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 0:     kira];きらきら
type            = Explod
trigger1        = animelem = 142
anim            = 6244
ID              = 6244
pos             = -10,-55
postype         = p1
facing          = 1
vfacing         = 1
bindtime        = -1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = 24
supermovetime   = 0
pausemovetime   = 0
scale           = 1, 1
sprpriority     = 9
ontop           = 1
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State -2:     Screen Flash];
type            = EnvColor
trigger1        = time = 13
value           = 255,255,255
time            = 10
under           = 0

[State -2:     Screen Flash];
type            = EnvColor
triggerall      = (time < 65)
trigger1        = ((time >20) && (timemod = 6,0)) 
value           = 255,255,255
time            = 1
under           = 0

[State -2:     Screen Flash];
type            = EnvColor
triggerall      = (time <725)
trigger1        = ((time >100) && (timemod = 20,0)) 
value           = 255,255,255
time            = 2
under           = 1

[State -2:     Screen Flash];
type            = EnvColor
triggerall      = (time <725)
trigger1        = ((time >20) && (timemod = 40,0)) 
value           = 55,255,55
time            = 2
under           = 1

[State -2:     Screen Flash];
type            = EnvColor
triggerall      = (time <725)
trigger1        = ((time >40) && (timemod = 60,0)) 
value           = 55,55,255
time            = 2
under           = 1

[State -2:     Screen Flash];
type            = EnvColor
triggerall      = (time <725)
trigger1        = ((time >60) && (timemod = 80,0)) 
value           = 255,255,25
time            = 2
under           = 0

[State -2:     Screen Flash];
type            = EnvColor
triggerall      = (time <840)
triggerall      = (time >770)
trigger1        = ((time >1) && (timemod = 7,0)) 
value           = 255,255,255
time            = 1
under           = 0

[State 0:     AfterImage]
type            = AfterImage
trigger1        = (AnimElem = 1)
time            = -1
length          = 1
palcolor        = 1
palinvertall    = 0
palbright       = 8,222,8
palcontrast     = 8,222,8
palpostbright   = 0,0,0
paladd          = 99,90,90
palmul          = 95,95,95
timegap         = 0
framegap        = 0
trans           = Add

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

;開始エフェクト
[State 8001, Explod-3]
type = Explod
trigger1 = (AnimElem = 1)
Anim = 4677
id = 4677
pos = 160, 120
postype = back
ownpal = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 9
supermovetime = 999999999
pausemovetime = 999999999

;おどり
[State 8001, Explod-3]
type = Explod
trigger1 = (AnimElem = 1)
Anim = 9999
id = 9999
pos = 0, 0
postype = p1
ownpal = 1
bindtime = -1
removetime = 9999
scale = .38,.38
sprpriority = 8
supermovetime = 999999999
pausemovetime = 999999999

;カットイン
[State 8001, Explod-3]
type = Explod
trigger1 = (AnimElem = 79)
Anim = 9991
id = 9991
pos = 230, 160
postype = back
ownpal = 1
bindtime = -1
removetime = -2
scale = .8,.8
sprpriority = 9
supermovetime = 999999999
pausemovetime = 999999999
ontop = 1

;カットイン
[State 8001, Explod-3]
type = Explod
trigger1 = (AnimElem = 34)
trigger2 = (AnimElem = 121)
Anim = 9995
id = 9995
pos = 80, 160
postype = back
ownpal = 1
bindtime = -1
removetime = -2
scale = .8,.8
sprpriority = 9
supermovetime = 999999999
pausemovetime = 999999999
ontop = 1

;カットイン
[State 8001, Explod-3]
type = Explod
trigger1 = (AnimElem = 121)
Anim = 9995
id = 9995
pos = 80, 160
postype = back
ownpal = 1
bindtime = -1
removetime = -2
scale = .8,.8
sprpriority = 9
supermovetime = 999999999
pausemovetime = 999999999
ontop = 1

[State 0:     VoiceSound]
type            = PlaySnd
trigger1        = (AnimElem = 1)
value           = 77,777
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:     VoiceSound]
type            = PlaySnd
trigger1        = (AnimElem = 2)
value           = 7777,55
volume          = 255
channel         = 0
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:    Helper]
type            = Helper
trigger1        = time = 1
helpertype      = normal
name            = "icon_off_9999"
id              = 3172
pos             = 18,-18
postype         = p1
facing          = 1
stateno	        = 3172
keyctrl	        = 0
ownpal          = 1
supermovetime   = 999999999
pausemovetime   = 999999999
size.xscale     = .72
size.yscale     = .72

;---------------
[State 0:     End]
type            = ChangeState
trigger1        = Time = 2000
value           = 0
ctrl            = 1

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

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

[State 1111, Intro]
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 2436];1試合目勝利用（でいもーると）
type            = S
ctrl            = 0
anim            = 2436
velset          = 0,0

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

[State 2436, PunchSound]
type            = PlaySnd;でいもーると
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 = 1
flag = Intro

[State 2436, Intro]
type            = AssertSpecial
trigger1        = time < 230
flag            = roundnotover

[State 2436, NotHitBy]
type            = NotHitBy
trigger1        = 1
value           = SCA
time            = 1

;---------------------------------------------------------------------------
; 勝利ポーズ３
[Statedef 3333];1試合目勝利用（はあ・・）
type            = S
ctrl            = 0
anim            = 3333
velset          = 0,0

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

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

[State 3333, Intro]
type            = AssertSpecial
trigger1        = time < 270
flag            = roundnotover

[State 3333, PunchSound]
type            = PlaySnd;はあ・・
trigger1        = (AnimElem = 2)
value           = 6,88
volume          = 255
channel         = 0
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 1
abspan          = 0

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

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

[State 190, 1];vsはるか
type            = ChangeState
trigger1        = P2Name = "haruka" || P4Name = "haruka"
value           = 191

[State 190, 2];vsあおい
type            = ChangeState
trigger1        = P2Name = "aoi" || P4Name = "aoi"
value           = 192

[State 190, 3];vs竜宮レナ
type            = ChangeState
trigger1        = P2Name = "Rena_LV5" || P4Name = "Rena_LV5"
trigger2        = P2Name = "Ryuuguu_Rena" || P4Name = "Ryuuguu_Rena"
value           = 193

[State 190, 4];vsプーさん
type            = ChangeState
trigger1        = P2Name = "winnie the pooh" || P4Name = "winnie the pooh"
value           = 194

[State 190, 5];それ以外
type            = ChangeState
trigger1        = (!Time)
value           = ifelse(Random%3=0,195,ifelse(Random%3=1,196,197))

;---------------------------------------------------------------------------
[Statedef 191];vsはるか
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, AssertSpecial]
type            = AssertSpecial
trigger1        = 1
flag            = Intro

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

[State 191, PunchSound]
type            = PlaySnd;はるか用声
trigger1        = (AnimElem = 2)
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
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, Intro]
type            = AssertSpecial
trigger1        = time < 500
flag            = roundnotover

[State 192, Explod];きらきら
type            = Explod
trigger1        = AnimElem = 2
anim            = 6244
ID              = 6244
pos             = 10,-45
postype         = p1
facing          = 1
vfacing         = 1
bindtime        = -1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = 280
supermovetime   = 0
pausemovetime   = 0
scale           = .6, .6
sprpriority     = 3
ontop           = 0
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 192, PunchSound];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, PunchSound]
type            = PlaySnd;きらきら
trigger1        = (AnimElem = 2)
value           = 200,0
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 1
abspan          = 0

[State 192, PunchSound]
type            = PlaySnd;きらきら
trigger1        = (AnimElem = 34)
value           = 200,1
volume          = 255
channel         = -1
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];vsレナ
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, Intro]
type            = AssertSpecial
trigger1        = time < 500
flag            = roundnotover

[State 193, PunchSound]
type            = PlaySnd;レナ用声
trigger1        = (AnimElem = 2)
value           = 82,82
volume          = 255
channel         = 0
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 1
abspan          = 0

[State 193, PunchSound]
type            = PlaySnd;レナ用声
trigger1        = (AnimElem = 30)
value           = 82,83
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

;---------------------------------------------------------------------------
[Statedef 194];vsぷーさん
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, Intro]
type            = AssertSpecial
trigger1        = time < 500
flag            = roundnotover

[State 194, PunchSound];プーさん用声
type            = PlaySnd
trigger1        = (AnimElem = 2)
value           = 180,2
volume          = 255
channel         = 0
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 1
abspan          = 0

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

;---------------------------------------------------------------------------
[Statedef 195];vsそれ以外
type            = S
movetype        = I
physics         = N
anim            = 195
velset          = 0,0
ctrl            = 0
poweradd        = 0
juggle          = 0
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 1
;---------------

[State 195, AssertSpecial]
type            = AssertSpecial
trigger1        = 1
flag            = Intro

[State 195, Intro]
type            = AssertSpecial
trigger1        = time < 500
flag            = roundnotover

[State 195, PunchSound]
type            = PlaySnd
trigger1        = (AnimElem = 2)
value           = 180,1
volume          = 255
channel         = 0
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 1
abspan          = 0

;---------------
[State 195, End]
type            = ChangeState
trigger1        = (AnimTime = 0)
value           = 0
ctrl            = 1

;---------------------------------------------------------------------------
[Statedef 196];vsそれ以外2
type            = S
movetype        = I
physics         = N
anim            = 196
velset          = 0,0
ctrl            = 0
poweradd        = 0
juggle          = 0
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 1
;---------------

[State 196, AssertSpecial]
type            = AssertSpecial
trigger1        = 1
flag            = Intro

[State 196, Intro]
type            = AssertSpecial
trigger1        = time < 500
flag            = roundnotover

[State 196, PunchSound]
type            = PlaySnd;
trigger1        = (AnimElem = 2)
value           = 79,41
volume          = 255
channel         = 0
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 1
abspan          = 0

;---------------
[State 196, End]
type            = ChangeState
trigger1        = (AnimTime = 0)
value           = 0
ctrl            = 1

;---------------------------------------------------------------------------
[Statedef 197];vsそれ以外3
type            = S
movetype        = I
physics         = N
anim            = 197
velset          = 0,0
ctrl            = 0
poweradd        = 0
juggle          = 0
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 1
;---------------

[State 197, AssertSpecial]
type            = AssertSpecial
trigger1        = 1
flag            = Intro

[State 197, Intro]
type            = AssertSpecial
trigger1        = time < 500
flag            = roundnotover

;---------------
[State 197, 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（はあ・・）
type            = S
movetype        = I
physics         = S
anim            = 2122
;velset          = 0,0
ctrl            = 0
poweradd        = 0
juggle          = 0
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2
;---------------

[State 0:     super effect]
type            = AssertSpecial
trigger1        = time > 125
flag           = NoBarDisplay

[State 0:    Helper]
type            = Helper
trigger1        = time = 125
helpertype      = normal
name            = "icon_off_2122"
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 8001, 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 0:     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 = 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 8001, 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
[State 8001, Explod-3]
type = Explod
trigger1 = (AnimElem = 7)
Anim = 7801
id = 7801
pos =  5,185
postype = left
ownpal = 1
bindtime = -1
removetime = -1
scale = .7,.7
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 = 7)
Anim = 7801
id = 7801
pos =  5,185
postype = left
ownpal = 1
bindtime = -1
removetime = -1
scale = .7,.7
sprpriority = 999
supermovetime = 999999999
pausemovetime = 999999999
ontop = 1
facing = 1

;カットイン
[State 8001, Explod-3]
type = Explod
trigger1 = (AnimElem = 6)
Anim = 1717
id = 1717
pos = -20, 0
postype = back
ownpal = 1
bindtime = -1
removetime = -1
scale = .5,.5
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 < 900
flag            = roundnotover

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

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

[State 0:     PunchSound]
type            = PlaySnd;はあ・・
trigger1        = (AnimElem = 2)
value           = 6,88
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 = 7)
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

;---------------------------------------------------------------------------
; 挑発
[Statedef 5468]
type            = S
movetype        = I
physics         = S
anim            = 5468
;velset          = 0,0
ctrl            = 0
poweradd        = 250
juggle          = 0
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, End]
type            = ChangeState
trigger1        = (!AnimTime)
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 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
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, VelSet]
type            = VelSet
trigger1        = (AnimElem = 2)
trigger2        = (AnimElem = 3)
trigger3        = (AnimElem = 4)
x		        = 7.2
y		        = 0

[State 723, VelSet]
type            = VelSet
trigger1        = (AnimElem = 5)
trigger2        = (AnimElem = 6)
x		        = 4
y		        = 0

[State 723, PlayerPush]
type            = PlayerPush
trigger1        = (1)
value           = 0

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

[State 723, 1];投げ以外無敵
type            = HitBy
trigger1        = time < 23
value           = SCA,NT,ST,HT

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

[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
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               = -7.2
y               = 0

[State 724, VelSet]
type            = VelSet
trigger1        = (AnimElem = 5)
trigger2        = (AnimElem = 6)
x               = -4
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, 1];投げ以外無敵
type            = HitBy
trigger1        = time < 23
value           = SCA, NT, ST, HT

;---------------
[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        = ceil(15*fvar(3))
juggle          = 2
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, KickSound]
type            = PlaySnd
trigger1        = (!Time)
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)
value           = 70, ifelse(random>500,-1,2)
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          = ceil(11*fvar(1)*fvar(2)),0
pausetime       = 7,7
guard.pausetime = 7,7
sparkno         = S7000
guard.sparkno   = S7007
sparkxy         = -10,-35
hitsound        = S13,2
guardsound      = S13,0
ground.slidetime= 12
ground.hittime  = 12
guard.hittime   = 10
air.hittime     = 20
ground.velocity = -3
air.velocity    = -3,-1.5
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        = ceil(20*fvar(3)),ceil(5*fvar(3))
givepower       = 15,3

;---------------
[State 200, 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        = ceil(30*fvar(3))
juggle          = 2
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        = (!Time)
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)
value           = 70, 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          = ceil(24*fvar(1)*fvar(2)),0
pausetime       = 10,10
guard.pausetime = 10,10
sparkno         = S7005 
guard.sparkno   = S7007
sparkxy         = -15,-45
hitsound        = S13,4
guardsound      = S13,0
ground.slidetime= 20
ground.hittime  = 20
guard.hittime   = 10
air.hittime     = 20
ground.velocity = -6
air.velocity    = -6,-3
ground.cornerpush.veloff = -12
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        = ceil(35*fvar(3)),ceil(10*fvar(3))
givepower       = 20,5

;---------------
[State 201, 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        = ceil(15*fvar(3))
juggle          = 2
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        = (!Time)
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           = 70,2
volume          = 200
channel         = 2
lowpriority     = 0
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

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

[State 211, HitDef]
type            = HitDef
trigger1        = (AnimElem = 3)
attr            = S,NA
hitflag         = MAF
guardflag       = M
animtype        = Light
air.animtype    = Light
ground.type     = Low
priority        = 4,Hit
damage          = ceil(13*fvar(1)*fvar(2)),0
pausetime       = 7,7
guard.pausetime = 7,7
sparkno         = S7000
guard.sparkno   = S7007
sparkxy         = -10,-25
hitsound        = S13,2
guardsound      = S13,0
ground.slidetime= 12
ground.hittime  = 12
guard.hittime   = 8
air.hittime     = 20
ground.velocity = -2
air.velocity    = -2,-1.5
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              = 211
chainID         = -1
numhits         = 1
kill            = 1
getpower        = ceil(22*fvar(3)),ceil(6*fvar(3))
givepower       = 17,4

;---------------
[State 211, 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        = ceil(30*fvar(3))
juggle          = 2
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2
;---------------

[State 214, VelSet]
type            = VelSet
trigger1        = (AnimElem = 2)
x               = 4
y               = 0

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

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

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

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

[State 214, HitDef]
type            = HitDef
trigger1        = (AnimElem = 3)
attr            = S, NA
hitflag         = MAF
guardflag       = M
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         = -15,-35
hitsound        = S13,5
guardsound      = S13,0
ground.slidetime= 17
ground.hittime  = 17
guard.hittime   = 10
air.hittime     = 20
ground.velocity = -6
air.velocity    = -4,-2.5
ground.cornerpush.veloff = -12
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        = ceil(30*fvar(3)),ceil(8*fvar(3))
givepower       = 18,4

;---------------
[State 214, 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        = ceil(15*fvar(3))
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 400, KickSound]
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          = ceil(14*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
air.velocity    = -3,-2
air.cornerpush.veloff = -4
fall            = 0
fall.recover    = 0
fall.damage     = 0
air.fall        = 0
down.velocity   = -3,2
down.hittime    = 0
down.bounce     = 0
ID              = 400
chainID         = -1
numhits         = 1
kill            = 1
getpower        = ceil(20*fvar(3)),ceil(5*fvar(3))
givepower       = 15,3

;---------------
[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        = ceil(30*fvar(3))
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, 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 401, 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(25*fvar(1)*fvar(2)),0
pausetime       = 10,13
guard.pausetime = 13,13
sparkno         = S7005 
guard.sparkno   = S7007
sparkxy         = -15,-65
hitsound        = S13,4
guardsound      = S13,0
ground.slidetime= 17
ground.hittime  = 12
guard.hittime   = 7
air.hittime     = 20
ground.velocity = -8
air.velocity    = -6,-2
ground.cornerpush.veloff = -7
air.cornerpush.veloff = -7
fall            = 0
fall.recover    = 0
fall.damage     = 0
air.fall        = 0
down.velocity   = -6,2
down.hittime    = 0
down.bounce     = 0
ID              = 401
chainID         = -1
numhits         = 1
kill            = 1
getpower        = ceil(40*fvar(3)),ceil(12*fvar(3))
givepower       = 23,6

;---------------
[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        = ceil(15*fvar(3))
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          = ceil(15*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 = -4
air.velocity    = -4,-2
ground.cornerpush.veloff = -4
air.cornerpush.veloff = -4
fall            = 0
fall.recover    = 0
fall.damage     = 0
air.fall        = 0
down.velocity   = -4,2
down.hittime    = 0
down.bounce     = 0
ID              = 402
chainID         = -1
numhits         = 1
kill            = 1
getpower        = ceil(25*fvar(3)),ceil(8*fvar(3))
givepower       = 20,5

;---------------
[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        = ceil(30*fvar(3))
juggle          = 1
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2
;---------------

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

[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

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

;---------------
;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          = ceil(21*fvar(1)*fvar(2)),0
pausetime       = 10,11
guard.pausetime = 10,11
sparkno         = S7005
guard.sparkno   = S7007
sparkxy         = -7,-25
hitsound        = S13,5
guardsound      = S13,0
ground.slidetime= 15
ground.hittime  = 15
guard.hittime   = 7
air.hittime     = 20
ground.velocity = -4
air.velocity    = -4,-2.5
ground.cornerpush.veloff = -7
air.cornerpush.veloff = -7
fall            = 0
fall.recover    = 0
fall.damage     = 0
air.fall        = 0
down.velocity   = -4,2
down.hittime    = 0
down.bounce     = 0
ID              = 403
chainID         = -1
numhits         = 1
kill            = 1
getpower        = ceil(30*fvar(3)),ceil(8*fvar(3))
givepower       = 20,4

;---------------
[State 403, 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       = 13,50
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        = 0
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 = 6
x               = 7
y               = 0

[State 629, SwingSound]
type            = PlaySnd
trigger1        = AnimElem = 6
value           = 13,3
volume          = 200
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 629, SwingSound]
type            = PlaySnd
trigger1        = AnimElem = 2
value           = 76,9
volume          = 200
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 629, SwingSound]
type            = PlaySnd
trigger1        = AnimElem = 6
value           = 70,1
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        = Diagup
air.animtype    = Diagup
ground.type     = High
priority        = 7,Hit
damage          = 17,3
pausetime       = 6,1
guard.pausetime = 15,20
sparkno         = S9300
guard.sparkno	= S9350
sparkxy	        = -25,-70
hitsound        = S2,8
guardsound      = S3,0
ground.slidetime= 45
ground.hittime  = 45
guard.hittime   = 45
air.hittime     = 0
ground.velocity = -1,-6
air.velocity    = -1,-6
ground.cornerpush.veloff = 5
air.cornerpush.veloff = 5
fall            = 1
fall.recover    = 0
fall.damage     = 0
air.fall        = 1
down.velocity   = 0,0
down.hittime    = 0
down.bounce     = 0
ID              = 629
chainID         = -1
numhits         = 1
kill            = 0
getpower        = ceil(25*fvar(3)),ceil(10*fvar(3))
givepower       = 10,5

[State 629, HitDef]
type            = HitDef
trigger1        = (AnimElem = 7)
attr            = S,NA
hitflag         = MAF
guardflag       = 
animtype        = Hard
air.animtype    = Hard
ground.type     = High
priority        = 7,Hit
damage          = 68,5
pausetime       = 8,8
guard.pausetime = 8,8
sparkno         = S7005
guard.sparkno   = S7007
sparkxy         = -15,-35
hitsound        = S13,5
guardsound      = S13,0
ground.slidetime= 20
ground.hittime  = 20
guard.hittime   = 20
air.hittime     = 0
ground.velocity = -6,-6
air.velocity    = -6,-6
ground.cornerpush.veloff = -25
fall            = 1
fall.recover    = 0
fall.damage     = 0
air.fall        = 1
down.velocity   = 0,0
down.hittime    = 0
down.bounce     = 0
ID              = 629
chainID         = -1
numhits         = 1
kill            = 1
getpower        = ceil(30*fvar(3)),ceil(10*fvar(3))
givepower       = 15,5
envshake.time   = 8
envshake.freq   = 60
envshake.ampl   = -2
envshake.phase  = 1

[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

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