;---------------------------------------------------------------------------
; 必殺技
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 疾空殺Ａ
[Statedef 1000]
type     = S
movetype = A
physics  = N
juggle   = 1
velset = 0,0
anim = 1000
ctrl = 0
poweradd = IfElse(Var(1)=0,31,16)
sprpriority = 2

[State 1000, 1]
type = PosAdd
triggerall = Time = 0
triggerall = Enemy,BackEdgeBodyDist <= 0
trigger1 = PrevStateNo = 200
trigger2 = PrevStateNo = 201
trigger3 = PrevStateNo = 202
trigger4 = PrevStateNo = 210
trigger5 = PrevStateNo = 211
trigger6 = PrevStateNo = 250
trigger7 = PrevStateNo = 400
trigger8 = PrevStateNo = 401
trigger9 = PrevStateNo = 410
x = 8

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = S20,10

[State 1000, 3]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = S23,0
channel = 0

[State 1000, 4]
type = PosAdd
trigger1 = AnimElem = 3
x = -8

[State 1000, 5]
type = PosAdd
trigger1 = AnimElem = 7
x = 8

[State 1000, 6]
type = PosAdd
trigger1 = AnimElem = 8
x = 16

[State 1000, 7]
type = PosAdd
trigger1 = AnimElem = 16
x = -16

[State 1000, 8]
type = Explod
trigger1 = AnimElemTime(9) = 0
anim = 51000
id = 51000
postype = P1
pos = 0,0
ownpal = 1
bindtime = 1
sprpriority = 3
ignorehitpause = 1

[State 1000, 9]
type = Helper
trigger1 = AnimElemTime(9) = 0
name = "shikku_attack_a"
stateno = 1050
id = 1050
pos = 51,0
postype = P1
helpertype = Normal
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1

[State 1000, 10]
type = StateTypeSet
trigger1 = AnimElem = 14
movetype = I

[State 1000, 11]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 疾空殺Ｂ
[Statedef 1010]
type     = S
movetype = A
physics  = N
juggle   = 1
velset = 0,0
anim = 1010
ctrl = 0
poweradd = IfElse(Var(1)=0,31,16)
sprpriority = 2

[State 1010, 1]
type = PosAdd
triggerall = Time = 0
triggerall = Enemy,BackEdgeBodyDist <= 0
trigger1 = PrevStateNo = 200
trigger2 = PrevStateNo = 201
trigger3 = PrevStateNo = 202
trigger4 = PrevStateNo = 210
trigger5 = PrevStateNo = 211
trigger6 = PrevStateNo = 250
trigger7 = PrevStateNo = 400
trigger8 = PrevStateNo = 401
trigger9 = PrevStateNo = 410
x = 8

[State 1010, 2]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = S23,0
channel = 0

[State 1010, 3]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = S0,0

[State 1010, 4]
type = PlaySnd
trigger1 = AnimElemTime(18) = 0
value = S23,1
channel = 0

[State 1010, 5]
type = PlaySnd
trigger1 = AnimElemTime(20) = 0
value = S20,10

[State 1010, 6]
type = PosAdd
trigger1 = AnimElem = 3
x = -8

[State 1010, 7]
type = PosAdd
trigger1 = AnimElem = 7
x = 8

[State 1010, 8]
type = PosAdd
trigger1 = AnimElem = 8
trigger2 = AnimElem = 20
x = 16

[State 1010, 9]
type = PosAdd
trigger1 = AnimElem = 15
trigger2 = AnimElem = 26
x = -16

[State 1010, 10]
type = Explod
trigger1 = AnimElemTime(9) = 0
anim = 51000
id = 51000
postype = P1
pos = 0,0
ownpal = 1
bindtime = 1
sprpriority = 3
ignorehitpause = 1

[State 1010, 11]
type = Explod
trigger1 = AnimElemTime(21) = 0
anim = 51010
id = 51010
postype = P1
pos = 0,0
ownpal = 1
bindtime = 1
sprpriority = 3
ignorehitpause = 1

[State 1010, 12]
type = Helper
trigger1 = AnimElemTime(9) = 0
name = "shikku_attack_b1"
stateno = 1060
id = 1060
pos = 49,0
postype = P1
helpertype = Normal
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1

[State 1010, 13]
type = Helper
trigger1 = AnimElemTime(21) = 0
name = "shikku_attack_b2"
stateno = 1061
id = 1061
pos = 69,0
postype = P1
helpertype = Normal
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1

[State 1010, 14]
type = StateTypeSet
trigger1 = AnimElem = 24
movetype = I

[State 1010, 15]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 虚空殺Ａ
[Statedef 1100]
type     = S
movetype = A
physics  = N
juggle   = 1
velset = 0,0
anim = 1100
ctrl = 0
poweradd = IfElse(Var(1)=0,31,16)
sprpriority = 2

[State 1100, 1]
type = PosAdd
triggerall = Time = 0
triggerall = Enemy,BackEdgeBodyDist <= 0
trigger1 = PrevStateNo = 200
trigger2 = PrevStateNo = 201
trigger3 = PrevStateNo = 202
trigger4 = PrevStateNo = 210
trigger5 = PrevStateNo = 211
trigger6 = PrevStateNo = 250
trigger7 = PrevStateNo = 400
trigger8 = PrevStateNo = 401
trigger9 = PrevStateNo = 410
x = 8

[State 1100, 2]
type = PosAdd
trigger1 = AnimElem = 2
x = 8

[State 1100, 3]
type = PosAdd
trigger1 = AnimElem = 4
x = 16

[State 1100, 4]
type = PosAdd
trigger1 = AnimElem = 13
x = -8

[State 1100, 5]
type = PosAdd
trigger1 = AnimTime = 0
x = -16

[State 1100, 6]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = S23,2
channel = 0

[State 1100, 7]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = S0,0

[State 1100, 8]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = S20,12

[State 1100, 9]
type = Explod
trigger1 = AnimElemTime(7) = 0
anim = 51100
id = 51100
postype = P1
pos = 0,0
ownpal = 1
bindtime = 1
sprpriority = 3
ignorehitpause = 1

;力
[State 1100, 10]
type = HitDef
trigger1 = Var(1) = 0
trigger1 = Var(9) = 0
trigger1 = AnimElem = 7
attr = S,SA
animtype = Up
guardflag = M
hitflag = MAF
damage = Floor(Ceil(31*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(3*FVar(2))
getpower = 125,63
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 15,15
guard.pausetime = 15,15
priority = 4,Hit
sparkno = S15070
guard.sparkno = S15210
sparkxy = -15,-80
hitsound = S1,3+(Random%6)
guardsound = S5,0+(Random%2)
guard.hittime = 14
guard.velocity = -5
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -1.5,-11
air.type = High
air.hittime = 27
air.velocity = IfElse(Var(7)=0,-1.5,1.5*(Facing*EnemyNear,Facing)),-11
airguard.velocity = -1.5,-11
ground.cornerpush.veloff = -6
air.cornerpush.veloff = -6
guard.cornerpush.veloff = -7
airguard.cornerpush.veloff = -7
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .70
id = 1100
fall = 1
fall.recover = 1
fall.recovertime = 25

;技
[State 1100, 11]
type = HitDef
trigger1 = Var(1) = 1
trigger1 = Var(9) = 0
trigger1 = AnimElem = 7
attr = S,SA
animtype = Up
guardflag = M
hitflag = MAF
damage = Floor(Ceil(20*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(2*FVar(2))
getpower = 47,16
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 15,15
guard.pausetime = 15,15
priority = 4,Hit
sparkno = S15070
guard.sparkno = S15210
sparkxy = -15,-80
hitsound = S1,3+(Random%6)
guardsound = S5,0+(Random%2)
guard.hittime = 14
guard.velocity = -5
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -1.5,-11
air.type = High
air.hittime = 27
air.velocity = IfElse(Var(7)=0,-1.5,1.5*(Facing*EnemyNear,Facing)),-11
airguard.velocity = -1.5,-11
ground.cornerpush.veloff = -6
air.cornerpush.veloff = -6
guard.cornerpush.veloff = -7
airguard.cornerpush.veloff = -7
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .70
id = 1100
fall = 1
fall.recover = 1
fall.recovertime = 25

;極
[State 1100, 12]
type = HitDef
trigger1 = Var(1) = 2
trigger1 = Var(9) = 0
trigger1 = AnimElem = 7
attr = S,SA
animtype = Up
guardflag = M
hitflag = MAF
damage = Floor(Ceil(23*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(2*FVar(2))
getpower = 47,IfElse(!(Var(50)&32),0,16)
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 15,15
guard.pausetime = 15,15
priority = 4,Hit
sparkno = S15070
guard.sparkno = S15210
sparkxy = -15,-80
hitsound = S1,3+(Random%6)
guardsound = S5,0+(Random%2)
guard.hittime = 14
guard.velocity = -5
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -1.5,-11
air.type = High
air.hittime = 27
air.velocity = IfElse(Var(7)=0,-1.5,1.5*(Facing*EnemyNear,Facing)),-11
airguard.velocity = -1.5,-11
ground.cornerpush.veloff = -6
air.cornerpush.veloff = -6
guard.cornerpush.veloff = -7
airguard.cornerpush.veloff = -7
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .70
id = 1100
fall = 1
fall.recover = 1
fall.recovertime = 25

[State 1100, 13]
type = StateTypeSet
trigger1 = AnimElem = 11
movetype = I

[State 1100, Blood]
type = Explod
trigger1 = Time > 0 && MoveHit = 1
anim = 15110
id = 15110
pos = -5,-75
postype = P2
facing = -1
scale = 1,1
bindtime = 1
ownpal = 1
sprpriority = 1
persistent = 0
ignorehitpause = 1

[State 1100, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 1100, 14]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 虚空殺Ｂ
[Statedef 1110]
type     = S
movetype = A
physics  = N
juggle   = 1
velset = 0,0
anim = 1110
ctrl = 0
poweradd = IfElse(Var(1)=0,63,31)
sprpriority = 2

[State 1110, 1]
type = PosAdd
triggerall = Time = 0
triggerall = Enemy,BackEdgeBodyDist <= 0
trigger1 = PrevStateNo = 200
trigger2 = PrevStateNo = 201
trigger3 = PrevStateNo = 202
trigger4 = PrevStateNo = 210
trigger5 = PrevStateNo = 211
trigger6 = PrevStateNo = 250
trigger7 = PrevStateNo = 400
trigger8 = PrevStateNo = 401
trigger9 = PrevStateNo = 410
x = 8

[State 1110, 2]
type = PosAdd
trigger1 = AnimElem = 3
x = 8

[State 1110, 3]
type = PosAdd
trigger1 = AnimElem = 4
x = 16

[State 1110, 4]
type = PosAdd
trigger1 = AnimElem = 13
x = -8

[State 1110, 5]
type = PosAdd
trigger1 = AnimTime = 0
x = -16

[State 1110, 6]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = S23,2
channel = 0

[State 1110, 7]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = S0,0

[State 1110, 8]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = S20,12

[State 1110, 9]
type = Explod
trigger1 = AnimElemTime(7) = 0
anim = 51110
id = 51110
postype = P1
pos = 0,0
ownpal = 1
bindtime = 1
sprpriority = 3
ignorehitpause = 1

;力
[State 1110, 10]
type = HitDef
trigger1 = Var(1) = 0
trigger1 = Var(9) = 0
trigger1 = AnimElem = 7
attr = S,SA
animtype = Up
guardflag = M
hitflag = MAF
damage = Floor(Ceil(39*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(4*FVar(2))
getpower = 156,78
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 15,15
guard.pausetime = 15,15
priority = 4,Hit
sparkno = S15070
guard.sparkno = S15210
sparkxy = -15,-80
hitsound = S1,3+(Random%6)
guardsound = S5,0+(Random%2)
guard.hittime = 14
guard.velocity = -5
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -1.5,-11
air.type = High
air.hittime = 27
air.velocity = IfElse(Var(7)=0,-1.5,1.5*(Facing*EnemyNear,Facing)),-11
airguard.velocity = -1.5,-11
ground.cornerpush.veloff = -6
air.cornerpush.veloff = -6
guard.cornerpush.veloff = -7
airguard.cornerpush.veloff = -7
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .70
id = 1110
fall = 1
fall.recover = 1
fall.recovertime = 25

;技
[State 1110, 11]
type = HitDef
trigger1 = Var(1) = 1
trigger1 = Var(9) = 0
trigger1 = AnimElem = 7
attr = S,SA
animtype = Up
guardflag = M
hitflag = MAF
damage = Floor(Ceil(26*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(3*FVar(2))
getpower = 63,31
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 15,15
guard.pausetime = 15,15
priority = 4,Hit
sparkno = S15070
guard.sparkno = S15210
sparkxy = -15,-80
hitsound = S1,3+(Random%6)
guardsound = S5,0+(Random%2)
guard.hittime = 14
guard.velocity = -5
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -1.5,-11
air.type = High
air.hittime = 27
air.velocity = IfElse(Var(7)=0,-1.5,1.5*(Facing*EnemyNear,Facing)),-11
airguard.velocity = -1.5,-11
ground.cornerpush.veloff = -6
air.cornerpush.veloff = -6
guard.cornerpush.veloff = -7
airguard.cornerpush.veloff = -7
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .70
id = 1110
fall = 1
fall.recover = 1
fall.recovertime = 25

;極
[State 1110, 12]
type = HitDef
trigger1 = Var(1) = 2
trigger1 = Var(9) = 0
trigger1 = AnimElem = 7
attr = S,SA
animtype = Up
guardflag = M
hitflag = MAF
damage = Floor(Ceil(30*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(3*FVar(2))
getpower = 63,IfElse(!(Var(50)&32),0,16)
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 15,15
guard.pausetime = 15,15
priority = 4,Hit
sparkno = S15070
guard.sparkno = S15210
sparkxy = -15,-80
hitsound = S1,3+(Random%6)
guardsound = S5,0+(Random%2)
guard.hittime = 14
guard.velocity = -5
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -1.5,-11
air.type = High
air.hittime = 27
air.velocity = IfElse(Var(7)=0,-1.5,1.5*(Facing*EnemyNear,Facing)),-11
airguard.velocity = -1.5,-11
ground.cornerpush.veloff = -6
air.cornerpush.veloff = -6
guard.cornerpush.veloff = -7
airguard.cornerpush.veloff = -7
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .70
id = 1110
fall = 1
fall.recover = 1
fall.recovertime = 25

[State 1110, 13]
type = StateTypeSet
trigger1 = AnimElem = 11
movetype = I

[State 1110, Blood]
type = Explod
trigger1 = Time > 0 && MoveHit = 1
anim = 15110
id = 15110
pos = -5,-75
postype = P2
facing = -1
scale = 1,1
bindtime = 1
ownpal = 1
sprpriority = 1
persistent = 0
ignorehitpause = 1

[State 1110, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 1110, 14]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 翔尾閃
[Statedef 1200]
type     = S
movetype = A
physics  = N
juggle   = 1
velset = 0,0
anim = ifelse(Var(1) = 0, 1200, 1201)
ctrl = 0
poweradd = IfElse(Var(1)=0,31,16)
sprpriority = 2

[State 1200, 1]
type = PosAdd
triggerall = Time = 0
triggerall = Enemy,BackEdgeBodyDist <= 0
trigger1 = PrevStateNo = 200
trigger2 = PrevStateNo = 201
x = 8

[State 1200, 2]
type = PosAdd
triggerall = Time = 0
triggerall = Enemy,BackEdgeBodyDist <= 0
trigger1 = PrevStateNo = 210
trigger2 = PrevStateNo = 211
trigger3 = PrevStateNo = 250
trigger4 = PrevStateNo = 400
trigger5 = PrevStateNo = 401
x = 16

[State 1200, 3]
type = PosAdd
triggerall = Time = 0
triggerall = Enemy,BackEdgeBodyDist <= 0
trigger1 = PrevStateNo = 202
trigger2 = PrevStateNo = 410
x = 24

[State 1200, 4]
type = VarSet
trigger1 = 1
v = 15
value = (P2StateNo = [120,159])
ignorehitpause = 1

[State 1200, 5]
type = PosAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
x = 15

[State 1200, 6]
type = PosAdd
trigger1 = AnimElemTime(8) = 0
x = 8

[State 1200, 7]
type = PosAdd
trigger1 = AnimElemTime(8) = 1
x = 12

[State 1200, 8]
type = PosAdd
trigger1 = AnimElemTime(9) = 0
x = 13

[State 1200, 9]
type = PosAdd
trigger1 = AnimElemTime(9) = 1
x = 10

[State 1200, 10]
type = PosAdd
trigger1 = AnimElemTime(10) = 0
x = 15

[State 1200, 11]
type = PosAdd
trigger1 = AnimElemTime(10) = 1
x = 8

[State 1200, 12]
type = PosAdd
trigger1 = AnimElemTime(11) = 0
x = 7

[State 1200, 13]
type = PosAdd
trigger1 = AnimElemTime(11) = 1
x = 6

[State 1200, 14]
type = PosAdd
trigger1 = AnimElemTime(12) = 0
x = 5

[State 1200, 15]
type = PosAdd
trigger1 = AnimElemTime(12) = 1
x = 4

[State 1200, 16]
type = PosAdd
trigger1 = AnimElemTime(13) = 0
x = 3

[State 1200, 17]
type = PosAdd
trigger1 = AnimElemTime(13) = 1
x = 2

[State 1200, 18]
type = PosAdd
trigger1 = AnimElemTime(14) = 0
x = 1

[State 1200, 19]
type = PlaySnd
trigger1 = AnimElemTime(8) = 0
value = S20,6

[State 1200, 20]
type = PlaySnd
trigger1 = AnimElemTime(8) = 0
value = S23,3
channel = 0

[State 1200, 21]
type = Explod
trigger1 = AnimElemTime(5) = 0
anim = 15420
id = 15420
postype = P1
pos = 18,5
ownpal = 1
bindtime = 1
sprpriority = 3
ignorehitpause = 1

[State 1200, 22]
type = Explod
trigger1 = AnimElemTime(5) = 0
anim = 15420
id = 15420
postype = P1
pos = -18,5
facing = -1
ownpal = 1
bindtime = 1
sprpriority = 3
ignorehitpause = 1

[State 1200, 23]
type = Explod
trigger1 = AnimElemTime(8) = 0
anim = 51200
id = 51200
postype = P1
pos = 0,0
ownpal = 1
bindtime = 1
sprpriority = 3
removeongethit = 1
ignorehitpause = 1

;共通１
[State 1200, 24]
type = HitDef
trigger1 = Var(9) = 0
trigger1 = Var(15) = 1
trigger1 = !MoveContact && !MoveReversed
trigger1 = AnimElemTime(7) >= 0 && AnimElemTime(8) < 0
attr = C,SA
animtype = Medium
guardflag = L
hitflag = M
damage = 0,0
getpower = 0,0
givepower = 0,0
pausetime = 0,0
guard.pausetime = 0,0
priority = 4,Hit
sparkno = S15040
guard.sparkno = S15210
sparkxy = -10,-25
hitsound = S1,3+(Random%6)
guardsound = S5,0+(Random%2)
guard.hittime = 17
guard.velocity = -5
ground.type = Low
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -4,0
air.type = High
air.hittime = 27
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
airguard.velocity = -3,-6.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2facing = IfElse(Var(7)=0,1,0)
numhits = 0
yaccel = .45
id = 1200

;共通２
[State 1200, 25]
type = HitDef
trigger1 = Var(9) = 0
trigger1 = Var(15) = 0
trigger1 = !MoveContact && !MoveReversed
trigger1 = AnimElemTime(7) >= 0 && AnimElemTime(8) < 0
attr = C,SA
animtype = Medium
guardflag = L
hitflag = M
damage = 0,0
getpower = 0,0
givepower = 0,0
pausetime = 0,0
guard.pausetime = 0,0
priority = 4,Hit
sparkno = S15040
guard.sparkno = S15210
sparkxy = -10,-25
hitsound = S1,3+(Random%6)
guardsound = S5,0+(Random%2)
guard.hittime = 17
guard.velocity = -5
ground.type = Low
ground.slidetime = 27
ground.hittime = 27
ground.velocity = 0,0
air.type = High
air.hittime = 27
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
airguard.velocity = -3,-6.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
forcestand = 1
p1stateno = 1202
p2facing = IfElse(Var(7)=0,1,0)
numhits = 0
yaccel = .45
id = 1205

;力
[State 1200, 26]
type = HitDef
trigger1 = Var(1) = 0
trigger1 = Var(9) = 0
trigger1 = AnimElem = 13
attr = S,SA
animtype = Medium
guardflag = M
hitflag = MAF
damage = Floor(Ceil(30*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(3*FVar(2))
getpower = 125,63
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 12,12
guard.pausetime = 12,12
priority = 4,Hit
sparkno = S15030
guard.sparkno = S15210
sparkxy = 0,-65
hitsound = S2,6+(Random%2)
guardsound = S5,0+(Random%2)
guard.hittime = 17
guard.velocity = -5
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -8,0
air.type = High
air.hittime = 27
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
airguard.velocity = -3,-6.5
ground.cornerpush.veloff = -12.5
air.cornerpush.veloff = -6
guard.cornerpush.veloff = -8.5
airguard.cornerpush.veloff = -8.5
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
id = 1200

;技
[State 1200, 27]
type = HitDef
trigger1 = Var(1) = 1
trigger1 = Var(9) = 0
trigger1 = AnimElem = 13
attr = S,SA
animtype = Medium
guardflag = M
hitflag = MAF
damage = Floor(Ceil(23*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(2*FVar(2))
getpower = 63,31
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 12,12
guard.pausetime = 12,12
priority = 4,Hit
sparkno = S15030
guard.sparkno = S15210
sparkxy = 0,-65
hitsound = S2,6+(Random%2)
guardsound = S5,0+(Random%2)
guard.hittime = 17
guard.velocity = -5
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -8,0
air.type = High
air.hittime = 27
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
airguard.velocity = -3,-6.5
ground.cornerpush.veloff = -12.5
air.cornerpush.veloff = -6
guard.cornerpush.veloff = -8.5
airguard.cornerpush.veloff = -8.5
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
id = 1200

;極
[State 1200, 28]
type = HitDef
trigger1 = Var(1) = 2
trigger1 = Var(9) = 0
trigger1 = AnimElem = 13
attr = S,SA
animtype = Medium
guardflag = M
hitflag = MAF
damage = Floor(Ceil(27*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(3*FVar(2))
getpower = 63,IfElse(!(Var(50)&32),0,16)
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 12,12
guard.pausetime = 12,12
priority = 4,Hit
sparkno = S15030
guard.sparkno = S15210
sparkxy = 0,-65
hitsound = S2,6+(Random%2)
guardsound = S5,0+(Random%2)
guard.hittime = 17
guard.velocity = -5
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -8,0
air.type = High
air.hittime = 27
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
airguard.velocity = -3,-6.5
ground.cornerpush.veloff = -12.5
air.cornerpush.veloff = -6
guard.cornerpush.veloff = -8.5
airguard.cornerpush.veloff = -8.5
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
id = 1200

[State 1200, 29]
type = StateTypeSet
trigger1 = AnimElem = 16
movetype = I

[State 1200, Blood]
type = Explod
trigger1 = AnimElemTime(8) < 0
trigger1 = Time > 0 && MoveHit = 1
anim = 15120
id = 15120
pos = 0,-50
postype = P2
facing = -1
scale = 1,1
bindtime = 1
ownpal = 1
sprpriority = 1
persistent = 0
ignorehitpause = 1

[State 1200, Blood]
type = Explod
trigger1 = AnimElemTime(8) >= 0
trigger1 = Time > 0 && MoveHit = 1
anim = 15130
id = 15130
pos = 0,-70
postype = P2
facing = -1
scale = 1,1
bindtime = 1
ownpal = 1
sprpriority = 1
persistent = 0
ignorehitpause = 1

[State 1200, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = AnimElemTime(13) >= 0
trigger1 = MoveHit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 1200, 30]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 翔尾閃（初段ヒット）
[Statedef 1202]
type     = S
movetype = A
physics  = N
juggle   = 1
velset = 0,0
anim = 1202
ctrl = 0
poweradd = 0
sprpriority = 2

[State 1202, 1]
type = PlayerPush
trigger1 = 1
value = 0

[State 1202, 2]
type = PosAdd
trigger1 = AnimElemTime(1) = 0
x = 8

[State 1202, 3]
type = PosAdd
trigger1 = AnimElemTime(1) = 1
x = 15

[State 1202, 4]
type = PosAdd
trigger1 = AnimElemTime(2) = 0
x = 9

[State 1202, 5]
type = PosAdd
trigger1 = AnimElemTime(2) = 1
x = 20

[State 1202, 6]
type = PosAdd
trigger1 = AnimElemTime(3) = 0
x = 18

[State 1202, 7]
type = PosAdd
trigger1 = AnimElemTime(3) = 1
x = 11

[State 1202, 8]
type = PosAdd
trigger1 = AnimElemTime(4) = 0
x = 10

[State 1202, 9]
type = PosAdd
trigger1 = AnimElemTime(4) = 1
x = 9

[State 1202, 10]
type = PosAdd
trigger1 = AnimElemTime(5) = 0
x = 8

[State 1202, 11]
type = PosAdd
trigger1 = AnimElemTime(6) = 0
x = 7

[State 1202, 12]
type = PosAdd
trigger1 = AnimElemTime(7) = 0
x = 6

[State 1202, 13]
type = PosAdd
trigger1 = AnimElemTime(7) = 1
x = 5

[State 1202, 14]
type = PosAdd
trigger1 = AnimElemTime(8) = 0
x = 4

[State 1202, 15]
type = PosAdd
trigger1 = AnimElemTime(8) = 1
x = 3

[State 1202, 16]
type = PosAdd
trigger1 = AnimElemTime(9) = 0
x = 2

[State 1202, 17]
type = PosAdd
trigger1 = AnimElemTime(9) = 1
x = 1

[State 1202, 18]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = S20,6

[State 1202, 19]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = S23,3
channel = 0

[State 1202, 20]
type = Explod
trigger1 = Time = 0
anim = 51201
id = 51201
postype = P1
pos = 0,0
ownpal = 1
bindtime = 1
sprpriority = 3
ignorehitpause = 1

[State 1202, Blood]
type = Explod
trigger1 = Time = 0
anim = 15120
id = 15120
pos = 0,-50
postype = P2
facing = -1
scale = 1,1
bindtime = 1
ownpal = 1
sprpriority = 1
persistent = 0
ignorehitpause = 1

[State 1202, 21]
type = Explod
trigger1 = AnimElemTime(3) = 0
anim = 15420
id = 15420
postype = P1
pos = -10,5
facing = -1
ownpal = 1
bindtime = 1
sprpriority = 3
ignorehitpause = 1

[State 1202, 22]
type = TargetState
trigger1 = AnimElemTime(6) = 0
id = 1205
value = 1205

[State 1202, 23]
type = PowerAdd
trigger1 = Var(1) = 0
trigger1 = NumTarget(1205) > 0
trigger1 = AnimElemTime(6) = 0
value = 32
persistent = 0

[State 1202, 24]
type = PowerAdd
trigger1 = Var(1) != 0
trigger1 = NumTarget(1205) > 0
trigger1 = AnimElemTime(6) = 0
value = 16
persistent = 0

[State 1202, 25]
type = TargetLifeAdd
trigger1 = Var(1) = 0
trigger1 = AnimElemTime(6) = 0
id = 1205
value = -Floor((Ceil(40*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3)*(Const(data.attack)*0.01))
kill = 1

[State 1202, 26]
type = TargetLifeAdd
trigger1 = Var(1) = 1
trigger1 = AnimElemTime(6) = 0
id = 1205
value = -Floor((Ceil(29*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3)*(Const(data.attack)*0.01))
kill = 1

[State 1202, 27]
type = TargetLifeAdd
trigger1 = Var(1) = 2
trigger1 = AnimElemTime(6) = 0
id = 1205
value = -Floor((Ceil(34*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3)*(Const(data.attack)*0.01))
kill = 1

[State 1202, 28]
type = HitAdd
trigger1 = NumTarget(1205) > 0
trigger1 = AnimElemTime(6) = 0
value = 1

;力
[State 1202, 29]
type = HitDef
trigger1 = Var(1) = 0
trigger1 = Var(9) = 0
trigger1 = AnimElem = 6
attr = S,SA
animtype = Medium
guardflag = L
hitflag = M
damage = Floor(Ceil(40*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(5*FVar(2))
getpower = 156,78
givepower = IfElse(Var(4)=1,31,0),0
priority = 4,Hit
pausetime = 14,14
guard.pausetime = 14,14
sparkno = S15030
guard.sparkno = S15210
sparkxy = -5,-20
hitsound = S2,2+(Random%4)
guardsound = S5,0+(Random%2)
guard.hittime = 14
guard.velocity = -5
ground.type = Trip
ground.slidetime = 27
ground.hittime = 27
ground.velocity = 0,-1
air.type = High
air.hittime = 27
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
airguard.velocity = -3,-6.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
guard.kill = 0
p2facing = IfElse(Var(7)=0,1,0)
p2stateno = 1205
yaccel = .45
id = 1206
fall = 1
fall.recover = 0

;技
[State 1202, 30]
type = HitDef
trigger1 = Var(1) = 1
trigger1 = Var(9) = 0
trigger1 = AnimElem = 6
attr = S,SA
animtype = Medium
guardflag = L
hitflag = M
damage = Floor(Ceil(29*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(3*FVar(2))
getpower = 63,31
givepower = IfElse(Var(4)=1,31,0),0
priority = 4,Hit
pausetime = 14,14
guard.pausetime = 14,14
sparkno = S15030
guard.sparkno = S15210
sparkxy = -5,-20
hitsound = S2,2+(Random%4)
guardsound = S5,0+(Random%2)
guard.hittime = 14
guard.velocity = -5
ground.type = Trip
ground.slidetime = 27
ground.hittime = 27
ground.velocity = 0,-1
air.type = High
air.hittime = 27
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
airguard.velocity = -3,-6.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
guard.kill = 0
p2facing = IfElse(Var(7)=0,1,0)
p2stateno = 1205
yaccel = .45
id = 1206
fall = 1
fall.recover = 0

;極
[State 1202, 31]
type = HitDef
trigger1 = Var(1) = 2
trigger1 = Var(9) = 0
trigger1 = AnimElem = 6
attr = S,SA
animtype = Medium
guardflag = L
hitflag = M
damage = Floor(Ceil(34*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(4*FVar(2))
getpower = 63,IfElse(!(Var(50)&32),0,16)
givepower = IfElse(Var(4)=1,31,0),0
priority = 4,Hit
pausetime = 14,14
guard.pausetime = 14,14
sparkno = S15030
guard.sparkno = S15210
sparkxy = -5,-20
hitsound = S2,2+(Random%4)
guardsound = S5,0+(Random%2)
guard.hittime = 14
guard.velocity = -5
ground.type = Trip
ground.slidetime = 27
ground.hittime = 27
ground.velocity = 0,-1
air.type = High
air.hittime = 27
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
airguard.velocity = -3,-6.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
guard.kill = 0
p2facing = IfElse(Var(7)=0,1,0)
p2stateno = 1205
yaccel = .45
id = 1206
fall = 1
fall.recover = 0

[State 1202, Blood]
type = Explod
trigger1 = Time > 0 && MoveHit = 1
trigger2 = NumTarget(1205) > 0
trigger2 = AnimElemTime(6) = 0
anim = 15120
id = 15120
pos = 0,-60
postype = P2
facing = -1
scale = 1,1
bindtime = 1
ownpal = 1
sprpriority = 1
persistent = 0
ignorehitpause = 1

[State 1202, Slash]
type = Explod
trigger1 = NumTarget(1205) > 0
trigger1 = AnimElemTime(6) = 0
anim = 15030
id = 15030
pos = -5,-20
postype = P1
facing = 1
scale = 1,1
bindtime = 1
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

[State 1202, HitCount]
type = VarAdd
triggerall = Time > 0
trigger1 = MoveHit = 1
trigger2 = NumTarget(1205) > 0
trigger2 = AnimElemTime(6) = 0
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 1202, 32]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 翔尾閃（初段ヒット・相手やられ）
[Statedef 1205]
type     = S
movetype = H
physics  = N
velset = 0,0
ctrl = 0

[State 1205, 1]
type = ChangeState
trigger1 = !Alive
value = 3902

[State 1205, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 1205

[State 1205, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1206

;---------------------------------------------------------------------------
; 翔尾閃（初段ヒット・相手ダウン）
[Statedef 1206]
type     = L
movetype = H
physics  = N
velset = 0,0
ctrl = 0

[State 1206, 1]
type = NotHitBy
trigger1 = Time < 12
value = SCA
time = 1

[State 1206, 2]
type = ChangeAnim
triggerall = Time = 0
trigger1 = !SelfAnimExist(5110)
trigger1 = !SelfAnimExist(5170)
value = 244

[State 1206, 3]
type = ChangeAnim
triggerall = Time = 0
trigger1 = SelfAnimExist(5110)
trigger1 = SelfAnimExist(5170)
value = 5170

[State 1206, 4]
type = ChangeAnim
triggerall = Time = 0
trigger1  = Name = "sanada_ani" && AuthorName = "ohgaki"
trigger2  = Name = "Shigen_naoe" && AuthorName = "ohgaki"
trigger3  = Name = "kaede" && AuthorName = "ohgaki"
trigger4  = Name = "Setsuna" && AuthorName = "HSR"
trigger5  = Name = "Hibiki Takane" && AuthorName = "HSR"
trigger6  = Name = "Mukuro" && AuthorName = "ahuron"
trigger7  = Name = "Mukuro" && AuthorName = "HAL"
trigger8  = Name = "Shinnosuke Kagami" && AuthorName = "ahuron"
trigger9  = Name = "Shinnosuke Kagami" && AuthorName = "HAL"
trigger10 = Name = "Shinnosuke Kagami" && AuthorName = "ohgaki"
trigger11 = Name = "Ponta" && AuthorName = "ahuron"
trigger12 = Name = "Hyo Amano" && AuthorName = "abuhachi"
trigger13 = Name = "Kouryu" && AuthorName = "abuhachi"
trigger14 = Name = "Musashi Akatsuki" && AuthorName = "abuhachi"
trigger15 = Name = "Lee Rekka" && AuthorName = "abuhachi"
trigger16 = Name = "Genbu no Okina" && AuthorName = "HAL"
trigger17 = Name = "zantetsu" && AuthorName = "HAL"
trigger18 = Name = "Moriya Minakata" && AuthorName = "HAL"
trigger19 = Name = "Kojiroh Sanada" && AuthorName = "HAL"
trigger20 = Name = "Juzo Kanzaki" && AuthorName = "HAL"
trigger21 = Name = "Shikyoh" && AuthorName = "ohgaki"
trigger22 = Name = "Akari Ichijo" && AuthorName = "ohgaki"
trigger23 = Name = "washizuka" && AuthorName = "ohgaki"
trigger24 = Name = "Yuki" && AuthorName = "ohgaki"
trigger25 = Name = "Maede" && AuthorName = "ohgaki"
trigger26 = Name = "Inaba Tewi" && AuthorName = "HAL"
trigger27 = Name = "Kanna" && AuthorName = "ohgaki"
trigger28 = Name = "Nayu" && AuthorName = "ohgaki"
trigger29 = Name = "Chibi Suika" && AuthorName = "ohgaki"
trigger30 = Name = "Unyuho" && AuthorName = "ohgaki" && SelfAnimExist(5081) && SelfAnimExist(5111)
value = 5081

[State 1206, 5]
type = ChangeAnim
triggerall = Anim = 5081
triggerall = Time = 20 || AnimTime = 0
trigger1  = Name = "sanada_ani" && AuthorName = "ohgaki"
trigger2  = Name = "Shigen_naoe" && AuthorName = "ohgaki"
trigger3  = Name = "kaede" && AuthorName = "ohgaki"
trigger4  = Name = "Setsuna" && AuthorName = "HSR"
trigger5  = Name = "Hibiki Takane" && AuthorName = "HSR"
trigger6  = Name = "Mukuro" && AuthorName = "ahuron"
trigger7  = Name = "Mukuro" && AuthorName = "HAL"
trigger8  = Name = "Shinnosuke Kagami" && AuthorName = "ahuron"
trigger9  = Name = "Shinnosuke Kagami" && AuthorName = "HAL"
trigger10 = Name = "Shinnosuke Kagami" && AuthorName = "ohgaki"
trigger11 = Name = "Ponta" && AuthorName = "ahuron"
trigger12 = Name = "Hyo Amano" && AuthorName = "abuhachi"
trigger13 = Name = "Kouryu" && AuthorName = "abuhachi"
trigger14 = Name = "Musashi Akatsuki" && AuthorName = "abuhachi"
trigger15 = Name = "Lee Rekka" && AuthorName = "abuhachi"
trigger16 = Name = "Genbu no Okina" && AuthorName = "HAL"
trigger17 = Name = "zantetsu" && AuthorName = "HAL"
trigger18 = Name = "Moriya Minakata" && AuthorName = "HAL"
trigger19 = Name = "Kojiroh Sanada" && AuthorName = "HAL"
trigger20 = Name = "Juzo Kanzaki" && AuthorName = "HAL"
trigger21 = Name = "Shikyoh" && AuthorName = "ohgaki"
trigger22 = Name = "Akari Ichijo" && AuthorName = "ohgaki"
trigger23 = Name = "washizuka" && AuthorName = "ohgaki"
trigger24 = Name = "Yuki" && AuthorName = "ohgaki"
trigger25 = Name = "Maede" && AuthorName = "ohgaki"
trigger26 = Name = "Inaba Tewi" && AuthorName = "HAL"
trigger27 = Name = "Kanna" && AuthorName = "ohgaki"
trigger28 = Name = "Nayu" && AuthorName = "ohgaki"
trigger29 = Name = "Chibi Suika" && AuthorName = "ohgaki"
trigger30 = Name = "Unyuho" && AuthorName = "ohgaki" && SelfAnimExist(5081) && SelfAnimExist(5111)
value = 5111

[State 1206, 6]
type = ChangeAnim
trigger1 = Anim = 244 || Anim = 5170
trigger1 = AnimTime = 0
value = 5110

[State 1206, 7]
type = EnvShake
trigger1 = Time = 0
time = 5
freq = 120
ampl = 6
phase = -1

[State 1206, 8]
type = PosSet
trigger1 = 1
y = 0

[State 1206, 9]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 1206, 10]
type = SelfState
trigger1 = Time = 5
trigger1 = Life = 0 || !Alive
value = 5110

[State 1206, 11]
type = SelfState
trigger1 = Time = 25
value = 5120

;---------------------------------------------------------------------------
; 無明剣
[Statedef 1210]
type     = S
movetype = A
physics  = N
juggle   = 1
velset = 0,0
anim = 1210
ctrl = 0
poweradd = IfElse(Var(1)=0,31,16)
sprpriority = 2

[State 1210, 1]
type = PosAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 17
x = 16

[State 1210, 2]
type = PosAdd
trigger1 = AnimElem = 14
trigger2 = AnimElem = 34
x = -16

[State 1210, 3]
type = VelSet
trigger1 = AnimElemTime(6) = 0
x = 7.0

[State 1210, 4]
type = VelSet
trigger1 = AnimElemTime(17) = 0
trigger2 = AnimElemTime(25) = 0
x = 6.0

[State 1210, 5]
type = VelSet
trigger1 = AnimElemTime(8) = 1
trigger2 = AnimElemTime(20) = 1
trigger3 = AnimElemTime(28) = 1
x = 0

[State 1210, 6]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = S20,3

[State 1210, 7]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = S22,0
channel = 0

[State 1210, 8]
type = PlaySnd
trigger1 = AnimElemTime(16) = 0
value = S20,4

[State 1210, 9]
type = PlaySnd
trigger1 = AnimElemTime(16) = 0
value = S22,1
channel = 0

[State 1210, 10]
type = PlaySnd
trigger1 = AnimElemTime(24) = 0
value = S20,5

[State 1210, 11]
type = PlaySnd
trigger1 = AnimElemTime(24) = 0
value = S22,4
channel = 0

[State 1210, 12]
type = Explod
trigger1 = AnimElemTime(25) = 0
anim = 15420
id = 15420
postype = P1
pos = -25,5
facing = -1
ownpal = 1
bindtime = 1
sprpriority = 3
ignorehitpause = 1

;力
[State 1210, 13]
type = HitDef
trigger1 = Var(1) = 0
trigger1 = Var(9) = 0
trigger1 = AnimElem = 8
attr = S,SA
animtype = Medium
guardflag = M
hitflag = MAF
damage = Floor(Ceil(10*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(1*FVar(2))
getpower = 16,16
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 3,3
guard.pausetime = 3,3
priority = 4,Hit
sparkno = S15030
guard.sparkno = S15210
sparkxy = 0,-75
hitsound = S2,2+(Random%4)
guardsound = S5,0+(Random%2)
guard.hittime = 14
guard.velocity = -4.5
ground.type = High
ground.slidetime = 26
ground.hittime = 26
ground.velocity = -8,0
air.type = High
air.hittime = 27
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
airguard.velocity = -3,-6.5
ground.cornerpush.veloff = -12
air.cornerpush.veloff = -7
guard.cornerpush.veloff = -8
airguard.cornerpush.veloff = -8
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
kill = 0
id = 1210

[State 1210, 14]
type = HitDef
trigger1 = Var(1) = 0
trigger1 = Var(9) = 0
trigger1 = AnimElem = 16
attr = S,SA
animtype = Medium
guardflag = M
hitflag = MAF
damage = Floor(Ceil(13*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(1*FVar(2))
getpower = 16,16
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 3,3
guard.pausetime = 3,3
priority = 4,Hit
sparkno = S15030
guard.sparkno = S15210
sparkxy = 0,-75
hitsound = S2,0+(Random%4)
guardsound = S5,0+(Random%2)
guard.hittime = 8
guard.velocity = -5
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -6,0
air.type = High
air.hittime = 27
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
airguard.velocity = -3,-6.5
ground.cornerpush.veloff = -10
air.cornerpush.veloff = -6
guard.cornerpush.veloff = -8
airguard.cornerpush.veloff = -8
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
kill = 0
id = 1211

[State 1210, 15]
type = HitDef
trigger1 = Var(1) = 0
trigger1 = Var(9) = 0
trigger1 = AnimElem = 26
attr = S,SA
animtype = Medium
guardflag = M
hitflag = MAF
damage = Floor(Ceil(19*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(2*FVar(2))
getpower = 16,16
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 15,15
guard.pausetime = 15,15
priority = 4,Hit
sparkno = S15030
guard.sparkno = S15210
sparkxy = 0,-75
hitsound = S2,6+(Random%2)
guardsound = S5,0+(Random%2)
guard.hittime = 17
guard.velocity = -5
ground.type = Low
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -6,0
air.type = High
air.hittime = 27
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
airguard.velocity = -3,-6.5
ground.cornerpush.veloff = -8
air.cornerpush.veloff = -5
guard.cornerpush.veloff = -8
airguard.cornerpush.veloff = -8
p1sprpriority = 2
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
id = 1212

;技
[State 1210, 16]
type = HitDef
trigger1 = Var(1) = 1
trigger1 = Var(9) = 0
trigger1 = AnimElem = 8
attr = S,SA
animtype = Medium
guardflag = M
hitflag = MAF
damage = Floor(Ceil(9*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(1*FVar(2))
getpower = 16,16
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 1,1
guard.pausetime = 1,1
priority = 4,Hit
sparkno = S15030
guard.sparkno = S15210
sparkxy = 0,-75
hitsound = S2,2+(Random%4)
guardsound = S5,0+(Random%2)
guard.hittime = 9
guard.velocity = -4.5
ground.type = High
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -3.5,0
air.type = High
air.hittime = 27
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
airguard.velocity = -3,-6.5
ground.cornerpush.veloff = -6
air.cornerpush.veloff = -8
guard.cornerpush.veloff = -4
airguard.cornerpush.veloff = -4
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
kill = 0
id = 1210

[State 1210, 17]
type = HitDef
trigger1 = Var(1) = 1
trigger1 = Var(9) = 0
trigger1 = AnimElem = 16
attr = S,SA
animtype = Medium
guardflag = M
hitflag = MAF
damage = Floor(Ceil(11*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(1*FVar(2))
getpower = 16,16
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 1,1
guard.pausetime = 1,1
priority = 4,Hit
sparkno = S15030
guard.sparkno = S15210
sparkxy = 0,-75
hitsound = S2,0+(Random%4)
guardsound = S5,0+(Random%2)
guard.hittime = 9
guard.velocity = -5
ground.type = High
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -6,0
air.type = High
air.hittime = 27
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
airguard.velocity = -3,-6.5
ground.cornerpush.veloff = -10.5
air.cornerpush.veloff = -9
guard.cornerpush.veloff = -9.5
airguard.cornerpush.veloff = -9.5
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
kill = 0
id = 1211

[State 1210, 18]
type = HitDef
trigger1 = Var(1) = 1
trigger1 = Var(9) = 0
trigger1 = AnimElem = 26
attr = S,SA
animtype = Medium
guardflag = M
hitflag = MAF
damage = Floor(Ceil(13*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(1*FVar(2))
getpower = 16,16
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 15,15
guard.pausetime = 15,15
priority = 4,Hit
sparkno = S15030
guard.sparkno = S15210
sparkxy = 0,-75
hitsound = S2,6+(Random%2)
guardsound = S5,0+(Random%2)
guard.hittime = 17
guard.velocity = -5
ground.type = Low
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -6,0
air.type = High
air.hittime = 27
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
airguard.velocity = -3,-6.5
ground.cornerpush.veloff = -10.5
air.cornerpush.veloff = -9
guard.cornerpush.veloff = -9.5
airguard.cornerpush.veloff = -9.5
p1sprpriority = 2
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
id = 1212

;極
[State 1210, 19]
type = HitDef
trigger1 = Var(1) = 2
trigger1 = Var(9) = 0
trigger1 = AnimElem = 8
attr = S,SA
animtype = Medium
guardflag = M
hitflag = MAF
damage = Floor(Ceil(13*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(1*FVar(2))
getpower = 16,16
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 3,3
guard.pausetime = 3,3
priority = 4,Hit
sparkno = S15030
guard.sparkno = S15210
sparkxy = 0,-75
hitsound = S2,2+(Random%4)
guardsound = S5,0+(Random%2)
guard.hittime = 14
guard.velocity = -4.5
ground.type = High
ground.slidetime = 26
ground.hittime = 26
ground.velocity = -8,0
air.type = High
air.hittime = 27
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
airguard.velocity = -3,-6.5
ground.cornerpush.veloff = -12
air.cornerpush.veloff = -7
guard.cornerpush.veloff = -8
airguard.cornerpush.veloff = -8
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
kill = 0
id = 1210

[State 1210, 20]
type = HitDef
trigger1 = Var(1) = 2
trigger1 = Var(9) = 0
trigger1 = AnimElem = 16
attr = S,SA
animtype = Medium
guardflag = M
hitflag = MAF
damage = Floor(Ceil(16*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(2*FVar(2))
getpower = 16,16
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 3,3
guard.pausetime = 3,3
priority = 4,Hit
sparkno = S15030
guard.sparkno = S15210
sparkxy = 0,-75
hitsound = S2,0+(Random%4)
guardsound = S5,0+(Random%2)
guard.hittime = 8
guard.velocity = -5
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -6,0
air.type = High
air.hittime = 27
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
airguard.velocity = -3,-6.5
ground.cornerpush.veloff = -10
air.cornerpush.veloff = -6
guard.cornerpush.veloff = -8
airguard.cornerpush.veloff = -8
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
kill = 0
id = 1211

[State 1210, 21]
type = HitDef
trigger1 = Var(1) = 2
trigger1 = Var(9) = 0
trigger1 = AnimElem = 26
attr = S,SA
animtype = Medium
guardflag = M
hitflag = MAF
damage = Floor(Ceil(25*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(3*FVar(2))
getpower = 16,16
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 15,15
guard.pausetime = 15,15
priority = 4,Hit
sparkno = S15030
guard.sparkno = S15210
sparkxy = 0,-75
hitsound = S2,6+(Random%2)
guardsound = S5,0+(Random%2)
guard.hittime = 17
guard.velocity = -5
ground.type = Low
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -6,0
air.type = High
air.hittime = 27
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
airguard.velocity = -3,-6.5
ground.cornerpush.veloff = -8
air.cornerpush.veloff = -5
guard.cornerpush.veloff = -8
airguard.cornerpush.veloff = -8
p1sprpriority = 2
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
id = 1212

[State 1210, 22]
type = StateTypeSet
trigger1 = AnimElem = 27
movetype = I

[State 1210, Blood]
type = Explod
trigger1 = AnimElemTime(8) >= 0
trigger1 = AnimElemTime(11) < 0
trigger1 = Time > 0 && MoveHit = 1
anim = 15110
id = 15110
pos = 0,-75
postype = P2
facing = -1
scale = 1,1
bindtime = 1
ownpal = 1
sprpriority = 1
persistent = 0
ignorehitpause = 1

[State 1210, Blood]
type = Explod
trigger1 = AnimElemTime(18) >= 0
trigger1 = AnimElemTime(21) < 0
trigger1 = Time > 0 && MoveHit = 1
anim = 15100
id = 15100
pos = 0,-75
postype = P2
facing = -1
scale = 1,1
bindtime = 1
ownpal = 1
sprpriority = 1
persistent = 0
ignorehitpause = 1

[State 1210, Blood]
type = Explod
trigger1 = AnimElemTime(26) >= 0
trigger1 = AnimElemTime(29) < 0
trigger1 = Time > 0 && MoveHit = 1
anim = 15130
id = 15130
pos = 0,-50
postype = P2
facing = -1
scale = 1,1
bindtime = 1
ownpal = 1
sprpriority = 1
persistent = 0
ignorehitpause = 1

[State 1210, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1 && HitCount = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 1210, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1 && HitCount = 2
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 1210, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1 && HitCount = 3
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 1210, 23]
type = TargetState
trigger1 = NumTarget
trigger1 = Target,Alive
trigger1 = AnimElemTime(26) > 0
trigger1 = MoveHit && HitPauseTime = 0 && Target,Life < 4
value = 3902
persistent = 0

[State 1210, 24]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 瞬塵
[Statedef 1220]
type     = S
movetype = A
physics  = N
juggle   = 0
velset = 0,0
anim = 1220
ctrl = 0
poweradd = 0
sprpriority = 2

[State 1220, 1]
type = AttackDist
trigger1 = 1
value = 0

[State 1220, 2]
type = PosAdd
triggerall = Time = 0
triggerall = Enemy,BackEdgeBodyDist <= 0
trigger1 = PrevStateNo = 200
trigger2 = PrevStateNo = 201
trigger3 = PrevStateNo = 202
trigger4 = PrevStateNo = 210
trigger5 = PrevStateNo = 211
trigger6 = PrevStateNo = 250
trigger7 = PrevStateNo = 400
trigger8 = PrevStateNo = 401
trigger9 = PrevStateNo = 410
x = 8

[State 1220, 3]
type = AfterImage
trigger1 = Time = 0
time = -1
palcolor = 256
palbright = 0,0,64
palcontrast = 162,162,256
paladd = 0,0,0
palmul = 1,1,1
length = 4
timegap = 2
framegap = 1
trans = none

[State 1220, 4]
type = VarSet
trigger1 = Time = 0
v = 25
value = 0
ignorehitpause = 1

[State 1220, 5]
type = Width
trigger1 = AnimElemTime(2) >= 0
value = -1,-1

[State 1220, 6]
type = PlayerPush
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(13) < 0
value = 0

[State 1220, 7]
type = PosAdd
trigger1 = AnimElem = 14
x = -8

[State 1220, 8]
type = PosAdd
trigger1 = AnimElem = 19
x = 8

[State 1220, 9]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = 9.0

[State 1220, 10]
type = VelSet
trigger1 = AnimElemTime(13) = 0
x = 3.125

[State 1220, 11]
type = VelMul
trigger1 = AnimElemTime(13) >= 0
x = 0.9375

[State 1220, 12]
type = VelSet
trigger1 = AnimElemTime(17) >= 0
x = 0

[State 1220, 13]
type = PlaySnd
trigger1 = Time = 0
value = S6,3
channel = 5
loop = 1

[State 1220, 14]
type = StopSnd
trigger1 = AnimElemTime(13) = 0
channel = 5

[State 1220, 15]
type = PlaySnd
trigger1 = AnimElemTime(13) = 0
value = S6,4

[State 1220, 16]
type = Explod
trigger1 = AnimElemTime(2) = 0
trigger2 = AnimElemTime(5) = 0
trigger3 = AnimElemTime(8) = 0
trigger4 = AnimElemTime(11) = 0
anim = 15420
id = 15420
postype = P1
pos = -25,5
facing = -1
ownpal = 1
bindtime = 1
sprpriority = 3
ignorehitpause = 1

[State 1220, 17]
type = Explod
trigger1 = AnimElemTime(13) = 0
anim = 15420
id = 15420
postype = P1
pos = 30,5
ownpal = 1
bindtime = 1
sprpriority = 3
ignorehitpause = 1

[State 1220, 18]
type = VarSet
trigger1 = AnimElemTime(13) = 0
v = 25
value = (P2Dist X < 0)
ignorehitpause = 1

[State 1220, 19]
type = Turn
trigger1 = AnimElemTime(13) = 0
trigger1 = P2Dist X < 0

[State 1220, 20]
type = StateTypeSet
trigger1 = AnimElem = 14
movetype = I

[State 1220, 21]
type = AfterImageTime
trigger1 = AnimElem = 19
time = 0

[State 1220, 22]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 天地（始動）
[Statedef 1230]
type     = S
movetype = A
physics  = N
juggle   = 0
velset = 0,0
anim = 1230
ctrl = 0
sprpriority = 2

[State 1230, 1]
type = AttackDist
trigger1 = 1
value = 0

[State 1230, 2]
type = VelSet
trigger1 = Time = 0
x = 3.25

[State 1230, 3]
type = VelMul
trigger1 = Time >= 0
x = 0.9375

[State 1230, 4]
type = VelSet
trigger1 = AnimElemTime(8) >= 0
x = 0

[State 1230, 5]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = S0,2

[State 1230, 6]
type = PlaySnd
trigger1 = AnimElemTime(8) = 0
value = S22,8

[State 1230, 7]
type = Explod
trigger1 = AnimElemTime(6) = 0
anim = 15420
id = 15420
postype = P1
pos = 55,5
ownpal = 1
bindtime = 1
sprpriority = 3
ignorehitpause = 1

[State 1230, 8]
type = HitDef
trigger1 = AnimElem = 1
trigger1 = P2BodyDist X = [-50,15]
attr = S,ST
animtype = Medium
hitflag = M-
guardflag = 
damage = 0,0
getpower = 0,0
givepower = 0,0
priority = 1,Miss
pausetime = 0,0
guard.pausetime = 0,0
;hitsound = 5,2
;guardsound = 6,0
ground.type = Low
ground.slidetime = 0
ground.hittime = 0
ground.velocity = 0,0
sprpriority = 1
p1stateno = 1231
p2stateno = 1235
numhits = 0
id = 1230
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
guard.dist = 0

[State 1230, 9]
type = PowerAdd
trigger1 = AnimElem = 1
value = 16
persistent = 0

[State 1230, 10]
type = AfterImageTime
trigger1 = AnimElem = 10
time = 0

[State 1230, 11]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 投げ（投げている自分）
[Statedef 1231]
type     = S
movetype = A
physics  = N
velset = 0,0
anim = 1231
ctrl = 0
poweradd = 0

[State 1231, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1231, 2]
type = Width
trigger1 = 1
edge = 3,3
ignorehitpause = 1

[State 1231, 3]
type = VelSet
trigger1 = Time = 0
x = 5.5

[State 1231, 4]
type = VelMul
trigger1 = Time >= 0
x = 0.9625

[State 1231, 5]
type = VelSet
trigger1 = Time = 35
x = 0

[State 1230, 6]
type = Turn
trigger1 = Time = 0
trigger1 = NumTarget(1230) > 0
trigger1 = Facing * Target(1230),Facing = 1

[State 1231, 7]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = S5,3

[State 1231, 8]
type = PlaySnd
trigger1 = AnimElemTime(8) = 0
value = S20,0

[State 1231, 9]
type = PlaySnd
trigger1 = AnimElemTime(11) = 0
value = S22,0+(Random%4)

[State 1231, 10]
type = TargetBind
trigger1 = AnimElemTime(8) < 0
id = 1230
pos = 50,0

[State 1231, 11]
type = Explod
trigger1 = AnimElemTime(13) = 0
anim = 15420
id = 15420
postype = P1
pos = 35,5
facing = 1
ownpal = 1
bindtime = 1
sprpriority = 3
ignorehitpause = 1

[State 1231, 12]
type = PowerAdd
trigger1 = AnimElemTime(16) = 0
value = 32
persistent = 0

[State 1231, 13]
type = TargetLifeAdd
trigger1 = Var(1) = 1
trigger1 = AnimElemTime(16) = 0
id = 1230
value = -Floor((Ceil(26*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3)*(Const(data.attack)*0.01))
kill = 1

[State 1231, 14]
type = TargetLifeAdd
trigger1 = Var(1) != 1
trigger1 = AnimElemTime(16) = 0
id = 1230
value = -Floor((Ceil(30*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3)*(Const(data.attack)*0.01))
kill = 1

[State 1231, HitCount]
type = VarAdd
trigger1 = AnimElemTime(16) = 0
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 1231, 15]
type = AfterImageTime
trigger1 = AnimElem = 20
time = 0

[State 1231, 16]
type = Turn
trigger1 = AnimTime = 0

[State 1231, 17]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 投げ（投げられている相手１）
[Statedef 1235]
type     = S
movetype = H
physics  = N
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 1

[State 1235, 1]
type = HitOverRide
trigger1 = 1
attr = , NT, ST, HT
time = 1
ignorehitpause = 1

[State 1235, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 1235, 3]
type = ChangeAnim2
trigger1 = Time = 0
value = 1235

[State 1235, 4]
type = Turn
trigger1 = AnimElemTime(5) = 0

[State 1235, 5]
type = VelSet
trigger1 = AnimElemTime(5) = 0
x = -8
y = -19

[State 1235, 6]
type = VelAdd
trigger1 = AnimElemTime(5) >= 0
y = 1.25

[State 1235, 7]
type = StateTypeSet
trigger1 = AnimElemTime(5) = 0
statetype = A

[State 1235, 8]
type = SelfState
trigger1 = Time >= 8
trigger1 = Pos Y = 0
value = 5001

[State 1235, 9]
type = ChangeState
trigger1 = Pos Y >= -25
trigger1 = Vel Y > 0
value = 1236

;---------------------------------------------------------------------------
; 投げ（投げられている相手２）
[Statedef 1236]
type     = L
movetype = H
physics  = N
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 0

[State 1236, 1]
type = NotHitBy
trigger1 = Time < 30
value = SCA
time = 1

[State 1236, 2]
type = ChangeAnim
triggerall = Anim != 5101
triggerall = Time < 6
trigger1 = SelfAnimExist(5100)
trigger1 = SelfAnimExist(5110)
trigger1 = SelfAnimExist(5170)
value = 5100

[State 1236, 3]
type = ChangeAnim
triggerall = Anim = 5100
triggerall = Time = 6
trigger1 = SelfAnimExist(5100)
trigger1 = SelfAnimExist(5110)
trigger1 = SelfAnimExist(5170)
value = 5170

[State 1236, 4]
type = ChangeAnim
triggerall = Time < 10
trigger1 = SelfAnimExist(5101)
trigger1 = SelfAnimExist(5111)
value = 5101

[State 1236, 5]
type = ChangeAnim
trigger1 = Anim = 5170
trigger1 = AnimTime = 0
trigger2 = Anim = 5101
trigger2 = AnimTime = 0
trigger2 = Name = "Shigen_Naoe" && AuthorName = "ohgaki"
value = 5110

[State 1236, 6]
type = ChangeAnim
trigger1 = SelfAnimExist(5161)
trigger1 = Anim = 5101
trigger1 = AnimTime = 0
value = 5161

[State 1236, 7]
type = ChangeAnim
trigger1 = !SelfAnimExist(5161)
trigger1 = Anim = 5101
trigger1 = AnimTime = 0
trigger2 = Anim = 5161
trigger2 = AnimTime = 0
trigger3 = Anim = 5161
trigger3 = AnimTime > 0
trigger3 = AnimElemTime(AnimElemNo(0)+1) = 0
trigger3 = AnimElemTime(AnimElemNo(0)) >= 5
value = 5111 

[State 1236, 8]
type = EnvShake
trigger1 = Time = 0
time = 5
freq = 120
ampl = 6
phase = -1

[State 1236, 9]
type = PosSet
trigger1 = 1
y = 0

[State 1236, 10]
type = VelSet
trigger1 = 1
y = 0

[State 1236, 11]
type = VelSet
trigger1 = Time = 6
x = -2.0

[State 1236, 12]
type = VelSet
trigger1 = Vel X >= -1.0
x = 0

[State 1236, 13]
type = VelMul
trigger1 = Time >= 6
x = 0.9375

[State 1236, 14]
type = SelfState
trigger1 = Anim = [5110,5111]
trigger1 = Life = 0 || !Alive
value = 5150

[State 1236, 15]
type = SelfState
trigger1 = Time = 60
value = 5120

;---------------------------------------------------------------------------
; 散華
[Statedef 1300]
type     = S
movetype = A
physics  = N
juggle   = 1
velset = 0,0
anim = 1300
ctrl = 0
poweradd = 0
sprpriority = 2

[State 1300, 1]
type = PosAdd
trigger1 = AnimElem = 4
x = 16

[State 1300, 2]
type = PosAdd
trigger1 = AnimElem = 15
x = -16

[State 1300, 3]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = S20,7

[State 1300, 4]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = S23,3
channel = 0

;技
[State 1300, 5]
type = HitDef
trigger1 = Var(1) = 1
trigger1 = Var(9) = 0
trigger1 = !(MoveContact || MoveReversed)
trigger1 = AnimElemTime(6) >= 0
attr = S,SA
animtype = Up
guardflag = M
hitflag = MAF
damage = Floor(Ceil(28*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(3*FVar(2))
getpower = 63,31
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 5,5
guard.pausetime = 5,5
priority = 4,Hit
sparkno = S15080
guard.sparkno = S15210
sparkxy = -10,-80
hitsound = S1,3+(Random%6)
guardsound = S5,0+(Random%2)
guard.hittime = 14
guard.velocity = -5
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -1,-13
air.type = High
air.hittime = 27
air.velocity = IfElse(Var(7)=0,-1,1*(Facing*EnemyNear,Facing)),-13
airguard.velocity = -1,-13
ground.cornerpush.veloff = -4
air.cornerpush.veloff = -4
guard.cornerpush.veloff = -7
airguard.cornerpush.veloff = -7
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .50
id = 1300
fall = 1
fall.recover = 1
fall.recovertime = 9999

;極
[State 1300, 6]
type = HitDef
trigger1 = Var(1) = 2
trigger1 = Var(9) = 0
trigger1 = !(MoveContact || MoveReversed)
trigger1 = AnimElemTime(6) >= 0
attr = S,SA
animtype = Up
guardflag = M
hitflag = MAF
damage = Floor(Ceil(33*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(4*FVar(2))
getpower = 63,IfElse(!(Var(50)&32),0,16)
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 5,5
guard.pausetime = 5,5
priority = 4,Hit
sparkno = S15080
guard.sparkno = S15210
sparkxy = -10,-80
hitsound = S1,3+(Random%6)
guardsound = S5,0+(Random%2)
guard.hittime = 14
guard.velocity = -5
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -1,-13
air.type = High
air.hittime = 27
air.velocity = IfElse(Var(7)=0,-1,1*(Facing*EnemyNear,Facing)),-13
airguard.velocity = -1,-13
ground.cornerpush.veloff = -4
air.cornerpush.veloff = -4
guard.cornerpush.veloff = -7
airguard.cornerpush.veloff = -7
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .50
id = 1300
fall = 1
fall.recover = 1
fall.recovertime = 9999

[State 1300, 7]
type = StateTypeSet
trigger1 = AnimElem = 11
movetype = I

[State 1300, Blood]
type = Explod
trigger1 = Time > 0 && MoveHit = 1
anim = 15110
id = 15110
pos = -5,-75
postype = P2
facing = -1
scale = 1,1
bindtime = 1
ownpal = 1
sprpriority = 1
persistent = 0
ignorehitpause = 1

[State 1300, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 1300, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 鋼体術
[Statedef 1991]
type     = S
movetype = I
physics  = N
ctrl = 0
poweradd = 0

[State 1991, 1]
type = AssertSpecial
trigger1 = 1
flag  = Invisible
flag2 = NoShadow
ignorehitpause = 1

[State 1991, 2]
type = PosSet
trigger1 = 1
x = Root,Pos X
y = Root,Pos Y
ignorehitpause = 1

[State 1991, 3]
type = Turn
trigger1 = Facing != Root,Facing
ignorehitpause = 1

[State 1991, 4]
type = ChangeAnim
trigger1 = Root,MoveType != H
value = Root,Anim
elem = Root,AnimElemNo(0)
ignorehitpause = 1

[State 1991, 5]
type = NotHitBy
trigger1 = Root,MoveType != H
value  = , AA, AT
ignorehitpause = 1

[State 1991, 6]
type = NotHitby
trigger1 = Root,Alive = 0
trigger2 = Root,MoveType = H
trigger3 = Root,StateNo = 5050
trigger3 = Root,CanRecover = 1 && Root,HitFall = 1
trigger4 = Root,StateNo = 5120
value = SCA
ignorehitpause = 1

[State 1991, 7]
type = VarSet
trigger1 = GetHitVar(xvel) != 0
fv = 1
value = GetHitVar(xvel)
ignorehitpause = 1

[State 1991, 8]
type = VarSet
trigger1 = GetHitVar(yvel) != 0
fv = 2
value = GetHitVar(yvel)
ignorehitpause = 1

[State 1991, HitOverRide]
type = HitOverRide
trigger1 = 1
stateno = 1996
attr = SCA, AA, AP, AT
ignorehitpause = 1

[State 1991, DestroySelf]
type = DestroySelf
trigger1 = Time > 5

;---------------------------------------------------------------------------
; 打ち上げ吹っ飛び受身可能１
[Statedef 1996]
type     = A
movetype = H
physics  = N
ctrl = 0
poweradd = 0

[State 1996, 1]
type = HitBy
trigger1 = 1
value = SCA, AA, AT, AP

[State 1996, 2]
type = HitFallSet
trigger1 = Time = 0
value = 0

[State 1996, 3]
type = VelAdd
trigger1 = Time >= 1
y = GetHitVar(yaccel)

[State 1996, 4]
type = HitVelSet
trigger1 = Time = 1
x = 1
y = 1

[State 1996, 5]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Anim = 5030
trigger1 = AnimTime = 0
trigger1 = SelfAnimExist(5035) = 1
value = 5035

[State 1996, 6]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5051) = 1
value = 5051

[State 1996, 7]
type = ChangeAnim
trigger1 = Time = 4
trigger1 = Anim != 5051
trigger1 = SelfAnimExist(5061) = 0
trigger2 = Anim = 5035
trigger2 = AnimTime = 0
value = 5050

[State 1996, 8]
type = ChangeAnim
triggerall = (Anim = 5030) || (Anim = 5051)
triggerall = SelfAnimExist(5061) = 1
trigger1 = Vel Y != 0
trigger1 = Vel Y > -3.0
value = 5061

[State 1996, 9]
type = SelfState
trigger1 = Alive
trigger1 = Time >= 10
trigger1 = GetHitVar(fall.recover) = 1
trigger1 = Command = "recovery"
value = 5210

[State 1996, 10]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
; 打ち上げ吹っ飛び受身可能２
[Statedef 1997]
type     = A
movetype = H
physics  = N
ctrl = 0
poweradd = 0

[State 1997, 1]
type = HitBy
trigger1 = 1
value = SCA, AA, AT, AP

[State 1997, 2]
type = AfterImage
trigger1 = Time = 0
time = 55
timegap = 1
framegap = 2
length = 6
palcolor = 32
palcontrast = 128,96,256
paladd = 3,3,3
palmul = 1,1,1
trans = add1
ignorehitpause = 1

[State 1997, 3]
type = HitFallSet
trigger1 = Time = 0
value = 0

[State 1997, 4]
type = VelAdd
trigger1 = Time >= 1
y = GetHitVar(yaccel)

[State 1997, 5]
type = HitVelSet
trigger1 = Time = 1
x = 1
y = 1

[State 1997, 6]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Anim = 5030
trigger1 = AnimTime = 0
trigger1 = SelfAnimExist(5035) = 1
value = 5035

[State 1997, 7]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5051) = 1
value = 5051

[State 1997, 8]
type = ChangeAnim
trigger1 = Time = 4
trigger1 = Anim != 5051
trigger1 = SelfAnimExist(5061) = 0
trigger2 = Anim = 5035
trigger2 = AnimTime = 0
value = 5050

[State 1997, 9]
type = ChangeAnim
triggerall = (Anim = 5030) || (Anim = 5051)
triggerall = SelfAnimExist(5061) = 1
trigger1 = Vel Y != 0
trigger1 = Vel Y > -7.0
value = 5061

[State 1997, 10]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
; 通常吹っ飛び受身可能１
[Statedef 1998]
type     = A
movetype = H
physics  = N
ctrl = 0
poweradd = 0

[State 1998, 1]
type = HitBy
trigger1 = 1
value = SCA, AA, AT, AP

[State 1998, 2]
type = HitFallSet
trigger1 = Time = 0
value = 0

[State 1998, 3]
type = VelAdd
trigger1 = Time >= 1
y = GetHitVar(yaccel)

[State 1998, 4]
type = HitVelSet
trigger1 = Time = 1
x = 1
y = 1

[State 1998, 5]
type = ChangeAnim
trigger1 = Time = 0
value = 5030

[State 1998, 6]
type = ChangeAnim
trigger1 = Anim = 5030
trigger1 = AnimTime = 0
trigger1 = SelfAnimExist(5035) = 1
value = 5035

[State 1998, 7]
type = ChangeAnim
trigger1 = Anim = 5035
trigger1 = AnimTime = 0
trigger2 = Time > 2 && Vel Y > -2 && Anim != 5050
value = 5050

[State 1998, 8]
type = SelfState
trigger1 = Alive
trigger1 = Time >= 10
trigger1 = GetHitVar(fall.recover) = 1
trigger1 = Command = "recovery"
value = 5210

[State 1998, 9]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100

;---------------------------------------------------------------------------
; 通常吹っ飛び受身可能２
[Statedef 1999]
type     = U
movetype = H
physics  = U
ctrl = 0
poweradd = 0

[State 1999, 1]
type = HitFallSet
trigger1 = Time = 0
value = 0

[State 1999, 2]
type = StateTypeSet
trigger1 = StateType = S
physics = S

[State 1999, 3]
type = StateTypeSet
trigger1 = StateType = C
physics = C

[State 1999, 4]
type = SelfState
trigger1 = StateType != A
value = IfElse(StateType = S, 5000, 5010)

[State 1999, 5]
type = HitBy
trigger1 = 1
value = SCA, AA, AT, AP

[State 1999, 6]
type = VelAdd
trigger1 = Time >= 1
y = GetHitVar(yaccel)

[State 1999, 7]
type = HitVelSet
trigger1 = Time = 1
x = 1
y = 1

[State 1999, 8]
type = ChangeAnim
trigger1 = Time = 0
value = 5030

[State 1999, 9]
type = ChangeAnim
trigger1 = Anim = 5030
trigger1 = AnimTime = 0
trigger1 = SelfAnimExist(5035) = 1
value = 5035

[State 1999, 10]
type = ChangeAnim
trigger1 = Anim = 5035
trigger1 = AnimTime = 0
trigger2 = Time > 2 && Vel Y > -2 && Anim != 5050
value = 5050

[State 1999, 11]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100
