;---------------------------------------------------------------------------
; 超必殺技
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 狡兎・望月
[Statedef 2000]
type     = A
movetype = A
physics  = N
juggle   = 1
velset = 0,0
anim = 2000
ctrl = 0
poweradd = 0
sprpriority = 2

[State 2000, 1]
type = PowerAdd
trigger1 = Time = 0
trigger1 = Floor((256*Life)/LifeMax) >= 65
value = -1000
persistent = 0
ignorehitpause = 1

[State 2000, 2]
type = Helper
triggerall = Var(1) != 1
triggerall = Time = 0
trigger1 = PrevStateNo = [1100,1110]
stateno = 2500
persistent = 0

[State 2000, 3]
type = PlaySnd
trigger1 = Time = 0
value = S4,3

[State 2000, 3]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = S0,2+(Random%2)
channel = 0

[State 2000, 3]
type = PlaySnd
trigger1 = AnimElemTime(7) = 0
trigger2 = AnimElemTime(10) = 0
trigger3 = AnimElemTime(13) = 0
trigger4 = AnimElemTime(16) = 0
value = S4,0

[State 2000, 4]
type = Explod
trigger1 = Time = 0
anim = IfElse(Var(1) = 0, 10190, 10220)
postype = p1
pos = 0,-45
bindtime = -1
ontop = 1
ownpal = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 999999999
supermovetime = 999999999

[State 2000, 5]
type = BGPalFx
trigger1 = MoveHit = 1
add = 256,-256,-256
time = 1

;力
[State 2000, 6]
type = HitDef
triggerall = Var(1) = 0
triggerall = Var(9) != 1
trigger1  = AnimElem = 7
trigger2  = AnimElem = 8
trigger3  = AnimElem = 9
trigger4  = AnimElem = 10
trigger5  = AnimElem = 11
trigger6  = AnimElem = 12
trigger7  = AnimElem = 13
trigger8  = AnimElem = 14
trigger9  = AnimElem = 15
trigger10 = AnimElem = 16
attr = S,HA
animtype = Hard
guardflag = HA
hitflag = MAF
damage = Floor(8*FVar(0)*FVar(1)*FVar(2))*Var(3),Ceil(1*FVar(0)*FVar(1)*FVar(2))*Var(3)
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 6,Hit
pausetime = 3,3
guard.pausetime = 3,3
sparkno = S10130
guard.sparkno = S10160
sparkxy = -20,-40
hitsound = s1,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -1
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = 0,0
air.type = High
air.hittime = 21
air.velocity = 0,-1
airguard.velocity = -1,-1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
id = 2000
air.fall = 1
fall.recover = 0
kill = 0

[State 2000, 7]
type = HitDef
trigger1 = Var(1) = 0
trigger1 = Var(9) != 1
trigger1 = P2StateType != A
trigger1 = AnimElem = 17
attr = S,HA
animtype = Hard
guardflag = HA
hitflag = MAF
damage = Floor(32*FVar(0)*FVar(1)*FVar(2))*Var(3),Ceil(4*FVar(0)*FVar(1)*FVar(2))*Var(3)
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 6,Hit
pausetime = 8,8
guard.pausetime = 8,8
sparkno = S10130
guard.sparkno = S10160
sparkxy = -20,0
hitsound = s4,1
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -10
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -10
air.type = High
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-8,8*(Facing*EnemyNear,Facing)),15
airguard.velocity = -4.5,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
id = 2001
air.fall = 1
fall.recover = 0
kill = 1

[State 2000, 8]
type = HitDef
trigger1 = Var(1) = 0
trigger1 = Var(9) != 1
trigger1 = P2StateType = A
trigger1 = AnimElem = 17
attr = S,HA
animtype = Hard
guardflag = HA
hitflag = MAF
damage = Floor(32*FVar(0)*FVar(1)*FVar(2))*Var(3),Ceil(4*FVar(0)*FVar(1)*FVar(2))*Var(3)
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 6,Hit
pausetime = 8,8
guard.pausetime = 8,8
sparkno = S10130
guard.sparkno = S10160
sparkxy = -20,0
hitsound = s4,1
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -10
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -10
air.type = High
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-8,8*(Facing*EnemyNear,Facing)),15
airguard.velocity = -4.5,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
id = 2002
air.fall = 1
fall.recover = 0
kill = 1

;技
[State 2000, 9]
type = HitDef
triggerall = Var(1) = 1
triggerall = Var(9) != 1
trigger1  = AnimElem = 7
trigger2  = AnimElem = 8
trigger3  = AnimElem = 9
trigger4  = AnimElem = 10
trigger5  = AnimElem = 11
trigger6  = AnimElem = 12
trigger7  = AnimElem = 13
trigger8  = AnimElem = 14
trigger9  = AnimElem = 15
trigger10 = AnimElem = 16
attr = S,HA
animtype = Hard
guardflag = HA
hitflag = MAF
damage = Floor(8*FVar(0)*FVar(1)*FVar(2))*Var(3),Ceil(1*FVar(0)*FVar(1)*FVar(2))*Var(3)
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 6,Hit
pausetime = 3,3
guard.pausetime = 3,3
sparkno = S10130
guard.sparkno = S10160
sparkxy = -20,-40
hitsound = s1,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -1
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = 0,0
air.type = High
air.hittime = 21
air.velocity = 0,-1
airguard.velocity = -1,-1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
id = 2000
air.fall = 1
fall.recover = 0
kill = 0

[State 2000, 10]
type = HitDef
trigger1 = Var(1) = 1
trigger1 = Var(9) != 1
trigger1 = P2StateType != A
trigger1 = AnimElem = 17
attr = S,HA
animtype = Hard
guardflag = HA
hitflag = MAF
damage = Floor(21*FVar(0)*FVar(1)*FVar(2))*Var(3),Ceil(2*FVar(0)*FVar(1)*FVar(2))*Var(3)
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 6,Hit
pausetime = 8,8
guard.pausetime = 8,8
sparkno = S10130
guard.sparkno = S10160
sparkxy = -20,0
hitsound = s4,1
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -10
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -10
air.type = High
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-8,8*(Facing*EnemyNear,Facing)),15
airguard.velocity = -4.5,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
id = 2001
air.fall = 1
fall.recover = 0
kill = 1

[State 2000, 11]
type = HitDef
trigger1 = Var(1) = 1
trigger1 = Var(9) != 1
trigger1 = P2StateType = A
trigger1 = AnimElem = 17
attr = S,HA
animtype = Hard
guardflag = HA
hitflag = MAF
damage = Floor(21*FVar(0)*FVar(1)*FVar(2))*Var(3),Ceil(2*FVar(0)*FVar(1)*FVar(2))*Var(3)
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 6,Hit
pausetime = 8,8
guard.pausetime = 8,8
sparkno = S10130
guard.sparkno = S10160
sparkxy = -20,0
hitsound = s4,1
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -10
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -10
air.type = High
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-8,8*(Facing*EnemyNear,Facing)),15
airguard.velocity = -4.5,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
id = 2002
air.fall = 1
fall.recover = 0
kill = 1

;極
[State 2000, 12]
type = HitDef
triggerall = Var(1) = 2
triggerall = Var(9) != 1
trigger1  = AnimElem = 7
trigger2  = AnimElem = 8
trigger3  = AnimElem = 9
trigger4  = AnimElem = 10
trigger5  = AnimElem = 11
trigger6  = AnimElem = 12
trigger7  = AnimElem = 13
trigger8  = AnimElem = 14
trigger9  = AnimElem = 15
trigger10 = AnimElem = 16
attr = S,HA
animtype = Hard
guardflag = HA
hitflag = MAF
damage = Floor(8*FVar(0)*FVar(1)*FVar(2))*Var(3),Ceil(1*FVar(0)*FVar(1)*FVar(2))*Var(3)
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 6,Hit
pausetime = 3,3
guard.pausetime = 3,3
sparkno = S10130
guard.sparkno = S10160
sparkxy = -20,-40
hitsound = s1,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -1
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = 0,0
air.type = High
air.hittime = 21
air.velocity = 0,-1
airguard.velocity = -1,-1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
id = 2000
air.fall = 1
fall.recover = 0
kill = 0

[State 2000, 13]
type = HitDef
trigger1 = Var(1) = 2
trigger1 = Var(9) != 1
trigger1 = P2StateType != A
trigger1 = AnimElem = 17
attr = S,HA
animtype = Hard
guardflag = HA
hitflag = MAF
damage = Floor(39*FVar(0)*FVar(1)*FVar(2))*Var(3),Ceil(4*FVar(0)*FVar(1)*FVar(2))*Var(3)
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 6,Hit
pausetime = 8,8
guard.pausetime = 8,8
sparkno = S10130
guard.sparkno = S10160
sparkxy = -20,0
hitsound = s4,1
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -10
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -10
air.type = High
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-8,8*(Facing*EnemyNear,Facing)),15
airguard.velocity = -4.5,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
id = 2001
air.fall = 1
fall.recover = 0
kill = 1

[State 2000, 14]
type = HitDef
trigger1 = Var(1) = 2
trigger1 = Var(9) != 1
trigger1 = P2StateType = A
trigger1 = AnimElem = 17
attr = S,HA
animtype = Hard
guardflag = HA
hitflag = MAF
damage = Floor(39*FVar(0)*FVar(1)*FVar(2))*Var(3),Ceil(4*FVar(0)*FVar(1)*FVar(2))*Var(3)
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 6,Hit
pausetime = 8,8
guard.pausetime = 8,8
sparkno = S10130
guard.sparkno = S10160
sparkxy = -20,0
hitsound = s4,1
guardsound = s3,0+(Random%2)
guard.hittime = 15
guard.velocity = -10
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -10
air.type = High
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-8,8*(Facing*EnemyNear,Facing)),15
airguard.velocity = -4.5,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
id = 2002
air.fall = 1
fall.recover = 0
kill = 1

[State 2000, 15]
type = Gravity
trigger1 = AnimElemTime(22) >= 0

[State 2000, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = AnimElemTime(17) < 0
trigger1 = MoveHit = 1
v = 4
value = 1
persistent = 4
ignorehitpause = 1

[State 2000, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = AnimElemTime(17) >= 0
trigger1 = MoveHit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 2000, 16]
type = TargetState
trigger1 = NumTarget(2000) > 0
trigger1 = AnimElemTime(17) >= 0
trigger1 = MoveHit && HitPauseTime = 0 && Target,Life < 4
value = 3902
persistent = 0

[State 2000, 17]
type = ChangeState
trigger1 = Pos Y >= -10
trigger1 = Vel Y > 0
value = 52

;---------------------------------------------------------------------------
; 狡兎・月隠
[Statedef 3000]
type     = S
movetype = A
physics  = S
velset = 0,0
anim = 3000
ctrl = 0
poweradd = 0
sprpriority = 2

[State 3000, 1]
type = PowerAdd
trigger1 = Time = 0
value = -1000
persistent = 0
ignorehitpause = 1

[State 3000, 2]
type = PlaySnd
trigger1 = Time = 0
value = S4,3

[State 3000, 3]
type = Explod
trigger1 = Time = 0
anim = 10200
postype = p1
pos = 0,-30
bindtime = -1
ontop = 1
ownpal = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 999999999
supermovetime = 999999999

[State 3000, 4]
type = Explod
trigger1 = AnimElemTime(6) = 0
trigger2 = AnimElemTime(9) = 0
anim = 10330
id = 10330
postype = P1
pos = -10,5
facing = -1
vel = -0.5,0
ownpal = 1
bindtime = 1
sprpriority = 2
ignorehitpause = 1

[State 3000, 5]
type = VelSet
trigger1 = AnimElemTime(6) >= 0
trigger1 = AnimElemTime(12) < 0
x = 10.0

[State 3000, 6]
type = HitDef
trigger1 = Var(9) != 1
trigger1 = AnimElem = 6
attr = S,HA
animtype = Hard
guardflag = M
hitflag = MAF
damage = 0,0
getpower = 0,0
givepower = 0,0
priority = 7,Hit
pausetime = 0,0
sparkno = S10130
guard.sparkno = S10160
sparkxy = -5,-40
hitsound = s2,0+(Random%5)
guardsound = s3,0+(Random%2)
ground.guardtime = 15
ground.hittime = 20
air.hittime = 20
guard.hittime = 15
numhits = 0
p2facing = 1
p2stateno = 3010
id = 3000
kill = 0

[State 3000, 7]
type = ChangeState
trigger1 = MoveHit; && !MoveReversed
value = 3001
ctrl = 0

[State 3000, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 狡兎・月隠・ダッシュヒット
[Statedef 3001]
type     = S
movetype = A
physics  = N
velset = 0,0
anim = 3001
ctrl = 0
poweradd = 0
sprpriority = 2

[State 3001, 1]
type = VelSet
trigger1 = Time = 0
x = 10.0

[State 3001, 2]
type = VelMul
trigger1 = Time > 0
x = 0.9

[State 3001, 3]
type = AssertSpecial
trigger1 = 1
flag = NoFG

[State 3001, 4]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 3001, 5]
type = AllPalFx
trigger1 = Time = 0
add = 256,256,256
time = 1

[State 3001, 6]
type = EnvColor
trigger1 = Time = 1
time = 175
value = 0,0,0
under = 1

[State 3001, 7]
type = PlaySnd
trigger1 = AnimElemTime(7) = 0
value = S5,1

[State 3001, 8]
type = VelSet
trigger1 = AnimElemTime(7) = 0
y = -12.0

[State 3001, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 3002
ctrl = 0

;---------------------------------------------------------------------------
; 狡兎・月隠・フィニッシュ
[Statedef 3002]
type     = A
movetype = A
physics  = N
velset = 0,0
anim = 3002
ctrl = 0
poweradd = 0
sprpriority = 2

[State 3002, 1]
type = AssertSpecial
trigger1 = 1
flag = NoFG

[State 3002, 2]
type = AttackDist
trigger1 = 1
value = 0

[State 3002, 3]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 3002, 4]
type = PosSet
trigger1 = NumTarget(3000) > 0
x = Target(3000),Pos X + (60 * Target(3000),Facing)
y = Target(3000),Pos Y

;一撃目（分身）
[State 3002, 5]
type = Helper
trigger1 = NumHelper(3003) = 0
trigger1 = AnimElemTime(2) = 0
helpertype = normal
name = "tewi_3003"
stateno = 3003
id = 3003
pos = 0,0
postype = p1
keyctrl = 0
ownpal = 1
persistent = 0
pausemovetime = 0
supermovetime = 0
ignorehitpause = 1

;二撃目（分身）
[State 3002, 6]
type = Helper
trigger1 = NumHelper(3004) = 0
trigger1 = AnimElemTime(3) = 0
helpertype = normal
name = "tewi_3004"
stateno = 3004
id = 3004
pos = 0,0
postype = p1
facing = -1
keyctrl = 0
ownpal = 1
persistent = 0
pausemovetime = 0
supermovetime = 0
ignorehitpause = 1

;三撃目（分身）
[State 3002, 7]
type = Helper
trigger1 = NumHelper(3005) = 0
trigger1 = AnimElemTime(4) = 0
helpertype = normal
name = "tewi_3005"
stateno = 3005
id = 3005
pos = 0,0
postype = p1
keyctrl = 0
ownpal = 1
persistent = 0
pausemovetime = 0
supermovetime = 0
ignorehitpause = 1

;四撃目（分身）
[State 3002, 8]
type = Helper
trigger1 = NumHelper(3006) = 0
trigger1 = AnimElemTime(5) = 0
helpertype = normal
name = "tewi_3006"
stateno = 3006
id = 3006
pos = 0,0
postype = p1
facing = -1
keyctrl = 0
ownpal = 1
persistent = 0
pausemovetime = 0
supermovetime = 0
ignorehitpause = 1

;五撃目（分身）
[State 3002, 9]
type = Helper
trigger1 = NumHelper(3007) = 0
trigger1 = AnimElemTime(6) = 0
helpertype = normal
name = "tewi_3007"
stateno = 3007
id = 3007
pos = 0,0
postype = p1
facing = -1
keyctrl = 0
ownpal = 1
persistent = 0
pausemovetime = 0
supermovetime = 0
ignorehitpause = 1

[State 3002, 10]
type = Gravity
trigger1 = AnimElemTime(29) >= 0

[State 3002, 11]
type = AfterImage
trigger1 = Time = 80
time = 30
palbright = 0,0,0
palcontrast = 128,128,128
paladd = 0,0,0
palmul = 1,1,1
timegap = 2
framegap = 2
length = 6
trans = add1

[State 3002, 12]
type = PlaySnd
trigger1 = AnimElemTime(27) = 0
value = S0,2+(Random%2)

[State 3002, 13]
type = AllPalFx
trigger1 = AnimElemTime(3) = 4
trigger2 = AnimElemTime(4) = 4
trigger3 = AnimElemTime(5) = 4
trigger4 = AnimElemTime(6) = 4
trigger5 = AnimElemTime(7) = 4
trigger6 = AnimElemTime(28) = 0
add = 256,256,256
time = 1

;力
[State 3002, 14]
type = HitDef
triggerall = Var(1) = 0
trigger1 = AnimElemTime(3) = 4
trigger2 = AnimElemTime(4) = 4
trigger3 = AnimElemTime(5) = 4
trigger4 = AnimElemTime(6) = 4
trigger5 = AnimElemTime(7) = 4
attr = A,HA
animtype = Hard
guardflag = 
hitflag = MAF
damage = Floor(15*FVar(0)*FVar(1)*FVar(2))*Var(3),0
getpower = 0,0
givepower = 0,0
priority = 7,Hit
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10130
guard.sparkno = S10160
sparkxy = -10+(Random%10),-45+(Random%10)
hitsound = s2,0+(Random%5)
ground.type = High
ground.velocity = 0,0
air.type = High
air.velocity = 0,0
p2stateno = 3012
kill = 0
yaccel = .45

[State 3002, 15]
type = HitDef
trigger1 = Var(1) = 0
trigger1 = AnimElemTime(28) = 0
attr = S,HA
animtype = Hard
guardflag = 
hitflag = MAF
damage = Floor(80*FVar(0)*FVar(1)*FVar(2))*Var(3),0
getpower = 0,0
givepower = 0,0
priority = 7,Hit
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10130
guard.sparkno = S10160
sparkxy = -10,-20
hitsound = s4,1
ground.type = High
ground.velocity = 0,0
air.type = High
air.velocity = 0,0
p2stateno = 3014
kill = 0
yaccel = .45

;極
[State 3002, 16]
type = HitDef
triggerall = Var(1) != 0
trigger1 = AnimElemTime(3) = 4
trigger2 = AnimElemTime(4) = 4
trigger3 = AnimElemTime(5) = 4
trigger4 = AnimElemTime(6) = 4
trigger5 = AnimElemTime(7) = 4
attr = A,HA
animtype = Hard
guardflag = 
hitflag = MAF
damage = Floor(16*FVar(0)*FVar(1)*FVar(2))*Var(3),0
getpower = 0,0
givepower = 0,0
priority = 7,Hit
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10130
guard.sparkno = S10160
sparkxy = -10+(Random%10),-45+(Random%10)
hitsound = s2,0+(Random%5)
ground.type = High
ground.velocity = 0,0
air.type = High
air.velocity = 0,0
p2stateno = 3012
kill = 0
yaccel = .45

[State 3002, 17]
type = HitDef
trigger1 = Var(1) != 0
trigger1 = AnimElemTime(28) = 0
attr = S,HA
animtype = Hard
guardflag = 
hitflag = MAF
damage = Floor(95*FVar(0)*FVar(1)*FVar(2))*Var(3),0
getpower = 0,0
givepower = 0,0
priority = 7,Hit
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10130
guard.sparkno = S10160
sparkxy = -10,-20
hitsound = s4,1
ground.type = High
ground.velocity = 0,0
air.type = High
air.velocity = 0,0
p2stateno = 3014
kill = 0
yaccel = .45

[State 3002, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1 && HitCount = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 3002, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1 && HitCount = 2
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 3002, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1 && HitCount = 3
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 3002, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1 && HitCount = 4
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 3002, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1 && HitCount = 5
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 3002, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1 && HitCount = 6
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 3002, 18]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1112

;---------------------------------------------------------------------------
; 狡兎・月隠・相手打ち上げ
[Statedef 3010]
type     = A
movetype = H
physics  = N
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 1

[State 3010, 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3010, 1]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 3010, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 3010

[State 3010, 3]
type = VelSet
trigger1 = Time = 0
y = -20.0

[State 3010, 4]
type = ChangeState
trigger1 = Time >= 40
value = 3011

;---------------------------------------------------------------------------
; 狡兎・月隠・相手落下
[Statedef 3011]
type    = A
movetype= H
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 1

[State 3011, 1]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 3011, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 3010

[State 3011, 3]
type = PosSet
trigger1 = Time = 25
x = 0

[State 3011, 4]
type = VelAdd
trigger1 = Time >= 0
y = 0.65

[State 3011, 5]
type = ChangeState
trigger1 = Time >= 45
value = 3012

;---------------------------------------------------------------------------
; 狡兎・月隠・相手ダメージ１
[Statedef 3012]
type    = A
movetype= H
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 1

[State 3012, 1]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 3012, 2]
type = VelSet
trigger1 = Time = 0
y = 0

[State 3012, 3]
type = ChangeAnim2
trigger1 = Time = 0
value = 3011

[State 3012, 4]
type = ChangeState
trigger1 = Time >= 20
value = 3013

;---------------------------------------------------------------------------
; 狡兎・月隠・相手ダメージ２
[Statedef 3013]
type     = A
movetype = H
physics  = N
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 1

[State 3013, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 3012

[State 3013, 2]
type = VelSet
trigger1 = AnimElemTime(2) < 0
x = 0
y = 0

[State 3013, 3]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = 0
y = -5.5

[State 3013, 4]
type = VelAdd
trigger1 = AnimElemTime(2) > 0
y = 0.4

[State 3013, 5]
type = LifeSet
trigger1 = Pos Y < 0
trigger1 = Vel Y > 0
trigger1 = Life <= 1
value = 1

[State 3013, 6]
type = LifeSet
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
trigger1 = Life <= 1
value = 0

[State 3013, 7]
type = SelfState
trigger1 = Time > 11
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
; 狡兎・月隠・地面叩き付け
[Statedef 3014]
type     = A
movetype = H
physics  = N
velset = 0,0
ctrl = 0

[State 3014, 1]
type = VelSet
trigger1 = Time = 10
x = -12
y = 15

[State 3014, 2]
type = LifeSet
trigger1 = Pos Y < 0
trigger1 = Vel Y > 0
trigger1 = Life <= 1
value = 1

[State 3014, 3]
type = LifeSet
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
trigger1 = Life <= 1
value = 0

[State 3014, 4]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1116

;---------------------------------------------------------------------------
; 狡兎・月待ち（上段）
[Statedef 3500]
type     = S
movetype = A
physics  = N
juggle   = 0
velset = 0,0
anim = IfElse((PrevStateNo=210||PrevStateNo=410),3501,3500)
ctrl = 0
poweradd = 0
sprpriority = 2

[State 3500, AfterImage]
type = AfterImage
trigger1 = 1
time = -1
timegap = 1
framegap = 2
length = 5
palcolor = 256
palcontrast = 196,196,196
paladd = 0,0,255
palmul = 0,0,255
trans = none
ignorehitpause = 1

[State 3500, 1]
type = PowerAdd
trigger1 = Time = 0
value = -1000
persistent = 0
ignorehitpause = 1

[State 3500, 2]
type = PlaySnd
trigger1 = Time = 1
value = s4,3

[State 3500, 3]
type = AssertSpecial
trigger1 = Time = [10,49]
flag = NoFG

[State 3500, 4]
type = Explod
trigger1 = Time = 0
anim = 10230
postype = p1
pos = 0,-30
bindtime = -1
ontop = 1
ownpal = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 999999999
supermovetime = 999999999

[State 3500, 5]
type = Explod
trigger1 = AnimElemTime(3) = 3
trigger1 = Facing = 1
anim = 10110
pos = 0,8
postype = Left
scale = FVar(6),1
ownpal = 1
sprpriority = -2
removetime = 30
pausemovetime = 999999999
supermovetime = 999999999

[State 3500, 6]
type = Explod
trigger1 = AnimElemTime(3) = 3
trigger1 = Facing = -1
anim = 10110
pos = 0,8
postype = Right
scale = FVar(6),1
facing = -1
ownpal = 1
sprpriority = -2
removetime = 30
pausemovetime = 999999999
supermovetime = 999999999

[State 3500, 7]
type = AllPalFx
trigger1 = AnimElemTime(2) = 4
trigger2 = AnimElemTime(4) = 27
trigger3 = AnimElemTime(4) = 28
add = -256,-256,-256
time = 1

[State 3500, 8]
type = AllPalFx
trigger1 = AnimElemTime(3) = 0
trigger2 = AnimElemTime(4) = 29
add = 256,256,256
time = 1

[State 3500, 9]
type = BGPalFx
trigger1 = AnimElemTime(3) = 1
add = -256,-256,-256
time = 1

[State 3500, 10]
type = EnvColor
trigger1 = AnimElemTime(3) = 0
time = 36
value = 0,0,0
under = 1

[State 3500, 11]
type = Pause
trigger1 = AnimElemTime(3) = 0
time = 33
movetime = 33

[State 3500, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 3502

;---------------------------------------------------------------------------
; 狡兎・月待ち（下段）
[Statedef 3501]
type     = S
movetype = A
physics  = N
juggle   = 0
velset = 0,0
anim = IfElse((PrevStateNo=210||PrevStateNo=410),3501,3500)
ctrl = 0
poweradd = 0
sprpriority = 2

[State 3501, AfterImage]
type = AfterImage
trigger1 = 1
time = -1
timegap = 1
framegap = 2
length = 5
palcolor = 256
palcontrast = 196,196,196
paladd = 0,0,255
palmul = 0,0,255
trans = none
ignorehitpause = 1

[State 3501, 1]
type = PowerAdd
trigger1 = Time = 0
value = -1000
persistent = 0
ignorehitpause = 1

[State 3501, 2]
type = PlaySnd
trigger1 = Time = 1
value = s4,3

[State 3501, 3]
type = AssertSpecial
trigger1 = Time = [10,49]
flag = NoFG

[State 3501, 4]
type = Explod
trigger1 = Time = 0
anim = 10230
postype = p1
pos = 0,-30
bindtime = -1
ontop = 1
ownpal = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 999999999
supermovetime = 999999999

[State 3501, 5]
type = Explod
trigger1 = AnimElemTime(3) = 3
trigger1 = Facing = 1
anim = 10110
pos = 0,8
postype = Left
scale = FVar(6),1
ownpal = 1
sprpriority = -2
removetime = 30
pausemovetime = 999999999
supermovetime = 999999999

[State 3501, 6]
type = Explod
trigger1 = AnimElemTime(3) = 3
trigger1 = Facing = -1
anim = 10110
pos = 0,8
postype = Right
scale = FVar(6),1
facing = -1
ownpal = 1
sprpriority = -2
removetime = 30
pausemovetime = 999999999
supermovetime = 999999999

[State 3501, 7]
type = AllPalFx
trigger1 = AnimElemTime(2) = 4
trigger2 = AnimElemTime(4) = 27
trigger3 = AnimElemTime(4) = 28
add = -256,-256,-256
time = 1

[State 3501, 8]
type = AllPalFx
trigger1 = AnimElemTime(3) = 0
trigger2 = AnimElemTime(4) = 29
add = 256,256,256
time = 1

[State 3501, 9]
type = BGPalFx
trigger1 = AnimElemTime(3) = 1
add = -256,-256,-256
time = 1

[State 3501, 10]
type = EnvColor
trigger1 = AnimElemTime(3) = 0
time = 36
value = 0,0,0
under = 1

[State 3501, 11]
type = Pause
trigger1 = AnimElemTime(3) = 0
time = 33
movetime = 33

[State 3501, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 3502

;---------------------------------------------------------------------------
; 狡兎・月待ち・ダッシュ
[Statedef 3502]
type     = S
movetype = A
physics  = N
juggle   = 0
velset = 0,0
anim = 3502
ctrl = 0
poweradd = 0
sprpriority = 2

[State 3502, 1]
type = PlaySnd
trigger1 = TimeMod = 23,0
value = S5,3
channel = 5

[State 3502, 2]
type = StopSnd
trigger1 = StateNo != 3502
channel = 5

[State 3502, 3]
type = VelSet
trigger1 = 1
x = 8.0

[State 3502, 4]
type = PlayerPush
trigger1 = P2StateType = L
value = 0

[State 3502, 5]
type = HitDef
trigger1 = Var(9) != 1
attr = S,HA
animtype = Hard
guardflag = M
hitflag = MAF
damage = 0,0
getpower = 0,0
givepower = 0,0
priority = 7,Hit
pausetime = 1,1
guard.sparkno = -1
sparkno = -1
hitsound = -1
guardsound = -1
ground.guardtime = 0
ground.hittime = 20
air.hittime = 20
guard.hittime = 15
id = 3502
numhits = 0
p2facing = 1
kill = 0

[State 3502, 6]
type = TargetState
trigger1 = NumTarget
trigger1 = MoveHit
value = 3900+(PrevStateNo = 3501)
id = 3502
persistent = 0
ignorehitpause = 1

[State 3502, 7]
type = TargetBind
trigger1 = MoveHit
pos = 50,0
id = 3502
ignorehitpause = 1

[State 3502, 8]
type = ChangeState
trigger1 = MoveContact
trigger2 = Time > 30
value = 3503+(PrevStateNo = 3501)
ignorehitpause = 1

;---------------------------------------------------------------------------
; 狡兎・月待ち・上段攻撃
[Statedef 3503]
type     = S
movetype = A
physics  = S
juggle   = 0
velset = 0,0
anim = 3503
ctrl = 0
poweradd = 0
sprpriority = 2

[State 3503, 1]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = 4.0

[State 3503, 2]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = S0,2+(Random%2)

;技
[State 3503, 3]
type = HitDef
trigger1 = Var(1) = 1
trigger1 = Var(9) = 0
trigger1 = AnimElem = 6
attr = S,HA
animtype = Hard
guardflag = H
hitflag = MAF
damage = Floor(19*FVar(0)*FVar(1)*FVar(2))*Var(3),Ceil(2*FVar(0)*FVar(1)*FVar(2))*Var(3)
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 7,Hit
pausetime = 15,15
guard.pausetime = 15,15
sparkno = s10140
guard.sparkno = s10160
sparkxy = -20,-80
hitsound = s2,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 12
guard.velocity = -4
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -4
air.hittime = 21
air.velocity = -3,-6.5
airguard.velocity = -3,-6.5
id = 3503
p2facing = 1
kill = 0
yaccel = .45

;極
[State 3503, 3]
type = HitDef
trigger1 = Var(1) != 1
trigger1 = Var(9) = 0
trigger1 = AnimElem = 6
attr = S,HA
animtype = Hard
guardflag = H
hitflag = MAF
damage = Floor(22*FVar(0)*FVar(1)*FVar(2))*Var(3),Ceil(3*FVar(0)*FVar(1)*FVar(2))*Var(3)
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 7,Hit
pausetime = 15,15
guard.pausetime = 15,15
sparkno = s10140
guard.sparkno = s10160
sparkxy = -20,-80
hitsound = s2,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 12
guard.velocity = -4
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -4
air.hittime = 21
air.velocity = -3,-6.5
airguard.velocity = -3,-6.5
id = 3503
p2facing = 1
kill = 0
yaccel = .45

[State 3503, 4]
type = StateTypeSet
trigger1 = AnimElem = 7
movetype = I

[State 3503, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 3503, 5]
type = EnvShake
trigger1 = Time > 0
trigger1 = MoveHit = 1
time = 5
freq = 80
ampl = 5
persistent = 0
ignorehitpause = 1

[State 3503, 6]
type = BGPalFx
trigger1 = Time > 0
trigger1 = MoveHit = 1
time = 2
add = 256,-256,-256
persistent = 0
ignorehitpause = 1

[State 3503, 7]
type = ChangeState
triggerall = Time > 0
triggerall = MoveType = A && MoveContact
trigger1 = Var(59) = 0
trigger1 = Command = "a"
trigger1 = Command != "holdup" && Command != "holddown"
trigger1 = Command != "holdfwd" && Command != "holdback"
trigger2 = Var(59) > 0
trigger2 = Random < Var(59) * Var(59) * 10
value = 3510
ignorehitpause = 1

[State 3503, 8]
type = TargetState
trigger1 = NumTarget
trigger1 = Anim = 3503
trigger1 = MoveHit = 1 && P2StateType = A
value = 3900
id = 3503
persistent = 0
ignorehitpause = 1

[State 3503, 9]
type = TargetState
trigger1 = NumTarget
trigger1 = AnimElemTime(7) >= 0
trigger1 = MoveHit && HitPauseTime = 0 && Target,Life < 4
value = 3902
persistent = 0

[State 3503, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 狡兎・月待ち・下段攻撃
[Statedef 3504]
type     = C
movetype = A
physics  = C
juggle   = 0
velset = 0,0
anim = 3504
ctrl = 0
poweradd = 0
sprpriority = 2

[State 3504, 1]
type = VelSet
trigger1 = AnimElemTime(4) < 0
x = 4.0

[State 3504, 2]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = S0,1

;技
[State 3504, 3]
type = HitDef
trigger1 = Var(1) = 1
trigger1 = Var(9) = 0
trigger1 = AnimElem = 3
attr = C,HA
animtype = Hard
guardflag = L
hitflag = MAF
damage = Floor(19*FVar(0)*FVar(1)*FVar(2))*Var(3),Ceil(2*FVar(0)*FVar(1)*FVar(2))*Var(3)
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 7,Hit
pausetime = 15,15
guard.pausetime = 15,15
sparkno = s10120
guard.sparkno = s10160
sparkxy = -20,-10
hitsound = s1,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 12
guard.velocity = -4
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -4
air.hittime = 21
air.velocity = -3,-6.5
airguard.velocity = -3,-6.5
id = 3504
p2facing = 1
kill = 0
yaccel = .45

;極
[State 3504, 3]
type = HitDef
trigger1 = Var(1) != 1
trigger1 = Var(9) = 0
trigger1 = AnimElem = 3
attr = C,HA
animtype = Hard
guardflag = L
hitflag = MAF
damage = Floor(22*FVar(0)*FVar(1)*FVar(2))*Var(3),Ceil(3*FVar(0)*FVar(1)*FVar(2))*Var(3)
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 7,Hit
pausetime = 15,15
guard.pausetime = 15,15
sparkno = s10120
guard.sparkno = s10160
sparkxy = -20,-10
hitsound = s1,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 12
guard.velocity = -4
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -4
air.hittime = 21
air.velocity = -3,-6.5
airguard.velocity = -3,-6.5
id = 3504
p2facing = 1
kill = 0
yaccel = .45

[State 3504, 5]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

[State 3504, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 3504, 6]
type = EnvShake
trigger1 = Time > 0
trigger1 = MoveHit = 1
time = 5
freq = 80
ampl = 5
persistent = 0
ignorehitpause = 1

[State 3504, 7]
type = BGPalFx
trigger1 = Time > 0
trigger1 = MoveHit = 1
time = 2
add = 256,-256,-256
persistent = 20
ignorehitpause = 1

[State 3504, 8]
type = ChangeState
triggerall = Time > 0
triggerall = MoveType = A && MoveContact
trigger1 = Var(59) = 0
trigger1 = Command = "a"
trigger1 = Command != "holdup" && Command != "holddown"
trigger1 = Command != "holdfwd" && Command != "holdback"
trigger2 = Var(59) > 0
trigger2 = Random < Var(59) * Var(59) * 10
value = 3510
ignorehitpause = 1

[State 3504, 9]
type = TargetState
trigger1 = NumTarget
trigger1 = Anim = 3504
trigger1 = MoveHit = 1 && P2StateType = A
value = 3901
id = 3504
persistent = 0
ignorehitpause = 1

[State 3504, 10]
type = TargetState
trigger1 = NumTarget
trigger1 = AnimElemTime(4) >= 0
trigger1 = MoveHit && HitPauseTime = 0 && Target,Life < 4
value = 3902
persistent = 0

[State 3504, 11]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; 狡兎・月待ち・共通ルート（Ａ）
[Statedef 3510]
type     = S
movetype = A
physics  = S
juggle   = 0
velset = 0,0
anim = 3510
ctrl = 0
poweradd = 0
sprpriority = 2

[State 3510, 1]
type = VelSet
trigger1 = AnimElemTime(3) < 0
x = 4.0

[State 3510, 2]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = S0,1

;技
[State 3510, 3]
type = HitDef
trigger1 = Var(1) = 1
trigger1 = Var(9) = 0
trigger1 = AnimElem = 3
attr = S,HA
animtype = Hard
guardflag = M
hitflag = MAF
damage = Floor(9*FVar(0)*FVar(1)*FVar(2))*Var(3),Ceil(1*FVar(0)*FVar(1)*FVar(2))*Var(3)
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 7,Hit
pausetime = 12,12
guard.pausetime = 12,12
sparkno = s10120
guard.sparkno = s10160
sparkxy = -20,-42
hitsound = s1,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 12
guard.velocity = -4
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -4
air.hittime = 21
air.velocity = -3,-6.5
airguard.velocity = -3,-6.5
id = 3510
p2facing = 1
kill = 0
yaccel = .45

;極
[State 3510, 3]
type = HitDef
trigger1 = Var(1) != 1
trigger1 = Var(9) = 0
trigger1 = AnimElem = 3
attr = S,HA
animtype = Hard
guardflag = M
hitflag = MAF
damage = Floor(11*FVar(0)*FVar(1)*FVar(2))*Var(3),Ceil(1*FVar(0)*FVar(1)*FVar(2))*Var(3)
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 7,Hit
pausetime = 12,12
guard.pausetime = 12,12
sparkno = s10120
guard.sparkno = s10160
sparkxy = -20,-42
hitsound = s1,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 12
guard.velocity = -4
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -4
air.hittime = 21
air.velocity = -3,-6.5
airguard.velocity = -3,-6.5
id = 3510
p2facing = 1
kill = 0
yaccel = .45

[State 3510, 4]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

[State 3510, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 3510, 5]
type = EnvShake
trigger1 = Time > 0
trigger1 = MoveHit = 1
time = 5
freq = 80
ampl = 5
persistent = 0
ignorehitpause = 1

[State 3510, 6]
type = BGPalFx
trigger1 = Time > 0
trigger1 = MoveHit = 1
time = 2
add = 256,-256,-256
persistent = 0
ignorehitpause = 1

[State 3510, 7]
type = ChangeState
triggerall = Time > 0
triggerall = MoveType = A && MoveContact
trigger1 = Var(59) = 0
trigger1 = Command = "b"
trigger1 = Command != "holdup" && Command != "holddown"
trigger1 = Command != "holdfwd" && Command != "holdback"
trigger2 = Var(59) > 0
trigger2 = Random < Var(59) * Var(59) * 10
value = 3511
ignorehitpause = 1

[State 3510, 8]
type = TargetState
trigger1 = NumTarget
trigger1 = Anim = 3510
trigger1 = MoveHit = 1 && P2StateType = A
value = 3900
id = 3510
persistent = 0
ignorehitpause = 1

[State 3510, 9]
type = TargetState
trigger1 = NumTarget
trigger1 = AnimElemTime(4) >= 0
trigger1 = MoveHit && HitPauseTime = 0 && Target,Life < 4
value = 3902
persistent = 0

[State 3510, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 狡兎・月待ち・共通ルート（ＡＢ）
[Statedef 3511]
type     = S
movetype = A
physics  = S
juggle   = 0
velset = 0,0
anim = 3511
ctrl = 0
poweradd = 0
sprpriority = 2

[State 3511, 1]
type = VelSet
trigger1 = AnimElemTime(3) < 0
x = 4.0

[State 3511, 2]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = S0,1

;技
[State 3511, 3]
type = HitDef
trigger1 = Var(1) = 1
trigger1 = Var(9) = 0
trigger1 = AnimElem = 3
attr = S,HA
animtype = Hard
guardflag = M
hitflag = MAF
damage = Floor(9*FVar(0)*FVar(1)*FVar(2))*Var(3),Ceil(1*FVar(0)*FVar(1)*FVar(2))*Var(3)
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 7,Hit
pausetime = 12,12
guard.pausetime = 12,12
sparkno = s10120
guard.sparkno = s10160
sparkxy = -20,-42
hitsound = s1,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 12
guard.velocity = -4
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -4
air.hittime = 21
air.velocity = -3,-6.5
airguard.velocity = -3,-6.5
id = 3511
p2facing = 1
kill = 0
yaccel = .45

;極
[State 3511, 3]
type = HitDef
trigger1 = Var(1) != 1
trigger1 = Var(9) = 0
trigger1 = AnimElem = 3
attr = S,HA
animtype = Hard
guardflag = M
hitflag = MAF
damage = Floor(11*FVar(0)*FVar(1)*FVar(2))*Var(3),Ceil(1*FVar(0)*FVar(1)*FVar(2))*Var(3)
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 7,Hit
pausetime = 12,12
guard.pausetime = 12,12
sparkno = s10120
guard.sparkno = s10160
sparkxy = -20,-42
hitsound = s1,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 12
guard.velocity = -4
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -4
air.hittime = 21
air.velocity = -3,-6.5
airguard.velocity = -3,-6.5
id = 3511
p2facing = 1
kill = 0
yaccel = .45

[State 3511, 4]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

[State 3511, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 3511, 5]
type = EnvShake
trigger1 = Time > 0
trigger1 = MoveHit = 1
time = 5
freq = 80
ampl = 5
persistent = 0
ignorehitpause = 1

[State 3511, 6]
type = BGPalFx
trigger1 = Time > 0
trigger1 = MoveHit = 1
time = 2
add = 256,-256,-256
persistent = 0
ignorehitpause = 1

[State 3511, 7]
type = ChangeState
triggerall = Time > 0
triggerall = MoveType = A && MoveContact
trigger1 = Var(59) = 0
trigger1 = Command = "c"
trigger1 = Command != "holdup" && Command != "holddown"
trigger1 = Command != "holdfwd" && Command != "holdback"
trigger2 = Var(59) > 0
trigger2 = Random < Var(59) * Var(59) * 10
value = 3512
ignorehitpause = 1

[State 3511, 8]
type = TargetState
trigger1 = NumTarget
trigger1 = Anim = 3511
trigger1 = MoveHit = 1 && P2StateType = A
value = 3900
id = 3511
persistent = 0
ignorehitpause = 1

[State 3511, 9]
type = TargetState
trigger1 = NumTarget
trigger1 = AnimElemTime(4) >= 0
trigger1 = MoveHit && HitPauseTime = 0 && Target,Life < 4
value = 3902
persistent = 0

[State 3511, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 狡兎・月待ち・共通ルート（ＡＢＣ）
[Statedef 3512]
type     = S
movetype = A
physics  = S
juggle   = 0
velset = 0,0
anim = 3512
ctrl = 0
poweradd = 0
sprpriority = 2

[State 3512, 1]
type = VelSet
trigger1 = AnimElemTime(4) < 0
x = 4.0

[State 3512, 2]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = S0,1

;技
[State 3512, 3]
type = HitDef
trigger1 = Var(1) = 1
trigger1 = Var(9) = 0
trigger1 = AnimElem = 4
attr = S,HA
animtype = Hard
guardflag = M
hitflag = MAF
damage = Floor(9*FVar(0)*FVar(1)*FVar(2))*Var(3),Ceil(1*FVar(0)*FVar(1)*FVar(2))*Var(3)
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 7,Hit
pausetime = 12,12
guard.pausetime = 12,12
sparkno = s10120
guard.sparkno = s10160
sparkxy = -20,-25
hitsound = s1,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 12
guard.velocity = -4
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -4
air.hittime = 21
air.velocity = -3,-6.5
airguard.velocity = -3,-6.5
id = 3512
p2facing = 1
kill = 0
yaccel = .45

;極
[State 3512, 3]
type = HitDef
trigger1 = Var(1) != 1
trigger1 = Var(9) = 0
trigger1 = AnimElem = 4
attr = S,HA
animtype = Hard
guardflag = M
hitflag = MAF
damage = Floor(11*FVar(0)*FVar(1)*FVar(2))*Var(3),Ceil(1*FVar(0)*FVar(1)*FVar(2))*Var(3)
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 7,Hit
pausetime = 12,12
guard.pausetime = 12,12
sparkno = s10120
guard.sparkno = s10160
sparkxy = -20,-25
hitsound = s1,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 12
guard.velocity = -4
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -4
air.hittime = 21
air.velocity = -3,-6.5
airguard.velocity = -3,-6.5
id = 3512
p2facing = 1
kill = 0
yaccel = .45

[State 3512, 4]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I

[State 3512, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 3512, 5]
type = EnvShake
trigger1 = Time > 0
trigger1 = MoveHit = 1
time = 5
freq = 80
ampl = 5
persistent = 0
ignorehitpause = 1

[State 3512, 6]
type = BGPalFx
trigger1 = Time > 0
trigger1 = MoveHit = 1
time = 2
add = 256,-256,-256
persistent = 15
ignorehitpause = 1

;通常・下段ルートへ
[State 3512, 7]
type = ChangeState
triggerall = Time > 0
triggerall = MoveType = A && MoveContact
trigger1 = Var(59) = 0
trigger1 = Command = "a"
trigger1 = Command != "holdup" && Command != "holddown"
trigger1 = Command != "holdfwd" && Command != "holdback"
value = 3520
ignorehitpause = 1

;打ち上げ・特殊ルートへ
[State 3512, 8]
type = ChangeState
triggerall = Time > 0
triggerall = MoveType = A && MoveContact
trigger1 = Var(59) = 0
trigger1 = Command = "holddown" && Command = "c"
value = 3530
ignorehitpause = 1

;打ち上げ・特殊ルートへ
[State 3512, AI]
type = ChangeState
triggerall = Time > 0
triggerall = MoveType = A && MoveContact
trigger1 = Var(59) > 0
trigger1 = Power >= 1000 || Floor((256*Life)/LifeMax) < 65
trigger1 = Random > 1000 - Var(59) * Var(59) * 10
value = 3530
ignorehitpause = 1

;通常・下段ルートへ
[State 3512, AI]
type = ChangeState
triggerall = Time > 0
triggerall = MoveType = A && MoveContact
trigger1 = Var(59) > 0
trigger1 = Random < Var(59) * Var(59) * 10
value = 3520
ignorehitpause = 1

[State 3512, 9]
type = TargetState
trigger1 = NumTarget
trigger1 = Anim = 3512
trigger1 = MoveHit = 1 && P2StateType = A
value = 3900
id = 3512
persistent = 0
ignorehitpause = 1

[State 3512, 10]
type = TargetState
trigger1 = NumTarget
trigger1 = AnimElemTime(5) >= 0
trigger1 = MoveHit && HitPauseTime = 0 && Target,Life < 4
value = 3902
persistent = 0

[State 3512, 11]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 狡兎・月待ち・通常＆下段ルート（Ａ）
[Statedef 3520]
type     = S
movetype = A
physics  = S
juggle   = 0
velset = 0,0
anim = 3520
ctrl = 0
poweradd = 0
sprpriority = 2

[State 3520, 1]
type = VelSet
trigger1 = AnimElemTime(3) < 0
x = 4.0

[State 3520, 2]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = S0,1

;技
[State 3520, 3]
type = HitDef
trigger1 = Var(1) = 1
trigger1 = Var(9) = 0
trigger1 = AnimElem = 3
attr = S,HA
animtype = Hard
guardflag = M
hitflag = MAF
damage = Floor(11*FVar(0)*FVar(1)*FVar(2))*Var(3),Ceil(1*FVar(0)*FVar(1)*FVar(2))*Var(3)
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 7,Hit
pausetime = 10,10
guard.pausetime = 10,10
sparkno = s10120
guard.sparkno = s10160
sparkxy = -20,-20
hitsound = s1,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 12
guard.velocity = -4
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -4
air.hittime = 21
air.velocity = -3,-6.5
airguard.velocity = -3,-6.5
id = 3520
p2facing = 1
kill = 0
yaccel = .45

;極
[State 3520, 3]
type = HitDef
trigger1 = Var(1) != 1
trigger1 = Var(9) = 0
trigger1 = AnimElem = 3
attr = S,HA
animtype = Hard
guardflag = M
hitflag = MAF
damage = Floor(13*FVar(0)*FVar(1)*FVar(2))*Var(3),Ceil(1*FVar(0)*FVar(1)*FVar(2))*Var(3)
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 7,Hit
pausetime = 10,10
guard.pausetime = 10,10
sparkno = s10120
guard.sparkno = s10160
sparkxy = -20,-20
hitsound = s1,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 12
guard.velocity = -4
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -4
air.hittime = 21
air.velocity = -3,-6.5
airguard.velocity = -3,-6.5
id = 3520
p2facing = 1
kill = 0
yaccel = .45

[State 3520, 4]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

[State 3520, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 3520, 5]
type = EnvShake
trigger1 = Time > 0
trigger1 = MoveHit = 1
time = 5
freq = 80
ampl = 5
persistent = 0
ignorehitpause = 1

[State 3520, 6]
type = BGPalFx
trigger1 = Time > 0
trigger1 = MoveHit = 1
time = 2
add = 256,-256,-256
persistent = 0
ignorehitpause = 1

[State 3520, 7]
type = ChangeState
triggerall = Time > 0
triggerall = MoveType = A && MoveContact
trigger1 = Var(59) = 0
trigger1 = Command = "b"
trigger1 = Command != "holdup" && Command != "holddown"
trigger1 = Command != "holdfwd" && Command != "holdback"
trigger2 = Var(59) > 0
trigger2 = Random < Var(59) * Var(59) * 10
value = 3521
ignorehitpause = 1

[State 3520, 8]
type = TargetState
trigger1 = NumTarget
trigger1 = Anim = 3520
trigger1 = MoveHit = 1 && P2StateType = A
value = 3900
id = 3520
persistent = 0
ignorehitpause = 1

[State 3520, 9]
type = TargetState
trigger1 = NumTarget
trigger1 = AnimElemTime(4) >= 0
trigger1 = MoveHit && HitPauseTime = 0 && Target,Life < 4
value = 3902
persistent = 0

[State 3520, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 狡兎・月待ち・通常＆下段ルート（ＡＢ）
[Statedef 3521]
type     = S
movetype = A
physics  = S
juggle   = 0
velset = 0,0
anim = 3521
ctrl = 0
poweradd = 0
sprpriority = 2

[State 3521, 1]
type = VelSet
trigger1 = AnimElemTime(5) < 0
x = 4.0

[State 3521, 2]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = S0,2+(Random%2)

;技
[State 3521, 3]
type = HitDef
trigger1 = Var(1) = 1
trigger1 = Var(9) = 0
trigger1 = AnimElem = 6
attr = S,HA
animtype = Hard
guardflag = M
hitflag = MAF
damage = Floor(11*FVar(0)*FVar(1)*FVar(2))*Var(3),Ceil(1*FVar(0)*FVar(1)*FVar(2))*Var(3)
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 7,Hit
pausetime = 10,10
guard.pausetime = 10,10
sparkno = s10130
guard.sparkno = s10160
sparkxy = -20,-40
hitsound = s2,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 12
guard.velocity = -4
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -4
air.hittime = 21
air.velocity = -3,-6.5
airguard.velocity = -3,-6.5
id = 3521
p2facing = 1
kill = 0
yaccel = .45

;極
[State 3521, 3]
type = HitDef
trigger1 = Var(1) != 1
trigger1 = Var(9) = 0
trigger1 = AnimElem = 6
attr = S,HA
animtype = Hard
guardflag = M
hitflag = MAF
damage = Floor(13*FVar(0)*FVar(1)*FVar(2))*Var(3),Ceil(1*FVar(0)*FVar(1)*FVar(2))*Var(3)
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 7,Hit
pausetime = 10,10
guard.pausetime = 10,10
sparkno = s10130
guard.sparkno = s10160
sparkxy = -20,-40
hitsound = s2,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 12
guard.velocity = -4
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -4
air.hittime = 21
air.velocity = -3,-6.5
airguard.velocity = -3,-6.5
id = 3521
p2facing = 1
kill = 0
yaccel = .45

[State 3521, 4]
type = StateTypeSet
trigger1 = AnimElem = 7
movetype = I

[State 3521, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 3521, 5]
type = EnvShake
trigger1 = Time > 0
trigger1 = MoveHit = 1
time = 5
freq = 80
ampl = 5
persistent = 0
ignorehitpause = 1

[State 3521, 6]
type = BGPalFx
trigger1 = Time > 0
trigger1 = MoveHit = 1
time = 2
add = 256,-256,-256
persistent = 0
ignorehitpause = 1

[State 3521, 7]
type = ChangeState
triggerall = Time > 0
triggerall = MoveType = A && MoveContact
trigger1 = Var(59) = 0
trigger1 = Command = "c"
trigger1 = Command != "holdup" && Command != "holddown"
trigger1 = Command != "holdfwd" && Command != "holdback"
trigger2 = Var(59) > 0
trigger2 = Random < Var(59) * Var(59) * 10
value = 3522
ignorehitpause = 1

[State 3521, 8]
type = TargetState
trigger1 = NumTarget
trigger1 = Anim = 3521
trigger1 = MoveHit = 1 && P2StateType = A
value = 3900
id = 3521
persistent = 0
ignorehitpause = 1

[State 3521, 9]
type = TargetState
trigger1 = NumTarget
trigger1 = AnimElemTime(7) >= 0
trigger1 = MoveHit && HitPauseTime = 0 && Target,Life < 4
value = 3902
persistent = 0

[State 3521, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 狡兎・月待ち・通常＆下段ルート（ＡＢＣ）
[Statedef 3522]
type     = S
movetype = A
physics  = S
juggle   = 0
velset = 0,0
anim = 3522
ctrl = 0
poweradd = 0
sprpriority = 2

[State 3522, 1]
type = VelSet
trigger1 = AnimElemTime(4) < 0
x = 4.0

[State 3522, 2]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = S0,1

;技
[State 3522, 3]
type = HitDef
trigger1 = Var(1) = 1
trigger1 = Var(9) = 0
trigger1 = AnimElem = 4
attr = S,HA
animtype = Hard
guardflag = M
hitflag = MAF
damage = Floor(11*FVar(0)*FVar(1)*FVar(2))*Var(3),Ceil(1*FVar(0)*FVar(1)*FVar(2))*Var(3)
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 7,Hit
pausetime = 10,10
guard.pausetime = 10,10
sparkno = s10130
guard.sparkno = s10160
sparkxy = -20,-40
hitsound = s1,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 12
guard.velocity = -4
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -4
air.hittime = 21
air.velocity = -3,-6.5
airguard.velocity = -3,-6.5
id = 3522
p2facing = 1
kill = 0
yaccel = .45

;極
[State 3522, 3]
type = HitDef
trigger1 = Var(1) != 1
trigger1 = Var(9) = 0
trigger1 = AnimElem = 4
attr = S,HA
animtype = Hard
guardflag = M
hitflag = MAF
damage = Floor(13*FVar(0)*FVar(1)*FVar(2))*Var(3),Ceil(1*FVar(0)*FVar(1)*FVar(2))*Var(3)
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 7,Hit
pausetime = 10,10
guard.pausetime = 10,10
sparkno = s10130
guard.sparkno = s10160
sparkxy = -20,-40
hitsound = s1,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 12
guard.velocity = -4
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -4
air.hittime = 21
air.velocity = -3,-6.5
airguard.velocity = -3,-6.5
id = 3522
p2facing = 1
kill = 0
yaccel = .45

[State 3522, 4]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I

[State 3522, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 3522, 5]
type = EnvShake
trigger1 = Time > 0
trigger1 = MoveHit = 1
time = 5
freq = 80
ampl = 5
persistent = 0
ignorehitpause = 1

[State 3522, 6]
type = BGPalFx
trigger1 = Time > 0
trigger1 = MoveHit = 1
time = 2
add = 256,-256,-256
persistent = 0
ignorehitpause = 1

;通常ルートへ
[State 3522, 8]
type = ChangeState
triggerall = Time > 0
triggerall = MoveType = A && MoveContact
trigger1 = Var(59) = 0
trigger1 = Command = "a"
trigger1 = Command != "holdup" && Command != "holddown"
trigger1 = Command != "holdfwd" && Command != "holdback"
value = 3540
ignorehitpause = 1

;下段ルートへ
[State 3522, 9]
type = ChangeState
triggerall = Time > 0
triggerall = MoveType = A && MoveContact
trigger1 = Var(59) = 0
trigger1 = Command = "c"
trigger1 = Command != "holdup" && Command != "holddown"
trigger1 = Command != "holdfwd" && Command != "holdback"
value = 3550
ignorehitpause = 1

;下段ルートへ
[State 3522, AI]
type = ChangeState
triggerall = Time > 0
triggerall = MoveType = A && MoveContact
trigger1 = Var(59) > 0
trigger1 = Random < Var(59) * Var(59) * 10
value = 3550
ignorehitpause = 1

;通常ルートへ
[State 3522, AI]
type = ChangeState
triggerall = Time > 0
triggerall = MoveType = A && MoveContact
trigger1 = Var(59) > 0
trigger1 = Random > 1000 - Var(59) * Var(59) * 10
value = 3540
ignorehitpause = 1

[State 3522, 9]
type = TargetState
trigger1 = NumTarget
trigger1 = Anim = 3522
trigger1 = MoveHit = 1 && P2StateType = A
value = 3900
id = 3522
persistent = 0
ignorehitpause = 1

[State 3522, 10]
type = TargetState
trigger1 = NumTarget
trigger1 = AnimElemTime(5) >= 0
trigger1 = MoveHit && HitPauseTime = 0 && Target,Life < 4
value = 3902
persistent = 0

[State 3522, 11]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 狡兎・月待ち・打ち上げ＆特殊ルート（２Ｃ）
[Statedef 3530]
type     = C
movetype = A
physics  = C
juggle   = 0
velset = 0,0
anim = 3530
ctrl = 0
poweradd = 0
sprpriority = 2

[State 3530, 1]
type = VelSet
trigger1 = AnimElemTime(2) < 0
x = 4.0

[State 3530, 2]
type = PlaySnd
trigger1 = AnimElemTime(1) = 5
value = S0,1

;技
[State 3530, 3]
type = HitDef
trigger1 = Var(1) = 1
trigger1 = Var(9) = 0
trigger1 = AnimElem = 2
attr = C,HA
animtype = Hard
guardflag = L
hitflag = MAF
damage = Floor(9*FVar(0)*FVar(1)*FVar(2))*Var(3),Ceil(1*FVar(0)*FVar(1)*FVar(2))*Var(3)
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 7,Hit
pausetime = 10,10
guard.pausetime = 10,10
sparkno = s10120
guard.sparkno = s10160
sparkxy = -20,-5
hitsound = s1,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 12
guard.velocity = -4
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -4
air.hittime = 21
air.velocity = -3,-6.5
airguard.velocity = -3,-6.5
id = 3530
p2facing = 1
kill = 0
yaccel = .45

;極
[State 3530, 3]
type = HitDef
trigger1 = Var(1) != 1
trigger1 = Var(9) = 0
trigger1 = AnimElem = 2
attr = C,HA
animtype = Hard
guardflag = L
hitflag = MAF
damage = Floor(13*FVar(0)*FVar(1)*FVar(2))*Var(3),Ceil(1*FVar(0)*FVar(1)*FVar(2))*Var(3)
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 7,Hit
pausetime = 10,10
guard.pausetime = 10,10
sparkno = s10120
guard.sparkno = s10160
sparkxy = -20,-5
hitsound = s1,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 12
guard.velocity = -4
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -4
air.hittime = 21
air.velocity = -3,-6.5
airguard.velocity = -3,-6.5
id = 3530
p2facing = 1
kill = 0
yaccel = .45

[State 3530, 4]
type = StateTypeSet
trigger1 = AnimElem = 3
movetype = I

[State 3530, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 3530, 5]
type = EnvShake
trigger1 = Time > 0
trigger1 = MoveHit = 1
time = 5
freq = 80
ampl = 5
persistent = 0
ignorehitpause = 1

[State 3530, 6]
type = BGPalFx
trigger1 = Time > 0
trigger1 = MoveHit = 1
time = 2
add = 256,-256,-256
persistent = 10
ignorehitpause = 1

;打ち上げルートへ
[State 3530, 7]
type = ChangeState
triggerall = Time > 0
triggerall = MoveType = A && MoveContact
trigger1 = Var(59) = 0
trigger1 = Command = "holddown" && Command = "c"
trigger2 = Var(59) > 0
trigger2 = Random < Var(59) * Var(59) * 10
value = 3560
ignorehitpause = 1

;特殊ルートへ
[State 3530, 8]
type = ChangeState
triggerall = Time > 0
triggerall = MoveType = A && MoveContact
trigger1 = Var(59) = 0
trigger1 = Command = "B+C" || Command = "z"
trigger1 = Command != "holdup" && Command != "holdfwd" && Command != "holdback"
trigger2 = Var(59) > 0
trigger2 = Random > 1000 - Var(59) * Var(59) * 10
value = 3570
ignorehitpause = 1

[State 3530, 9]
type = TargetState
trigger1 = NumTarget
trigger1 = Anim = 3530
trigger1 = MoveHit = 1 && P2StateType = A
value = 3901
id = 3530
persistent = 0
ignorehitpause = 1

[State 3530, 10]
type = TargetState
trigger1 = NumTarget
trigger1 = AnimElemTime(3) >= 0
trigger1 = MoveHit && HitPauseTime = 0 && Target,Life < 4
value = 3902
persistent = 0

[State 3530, 11]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 狡兎・月待ち・通常ルートフィニッシュ（Ａ）
[Statedef 3540]
type     = S
movetype = A
physics  = S
juggle   = 0
velset = 0,0
anim = 3540
ctrl = 0
poweradd = 0
sprpriority = 2

[State 3540, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3540, 1]
type = VelSet
trigger1 = AnimElemTime(5) < 0
x = 4.0

[State 3540, 2]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = S0,2+(Random%2)

;技
[State 3540, 3]
type = HitDef
trigger1 = Var(1) = 1
trigger1 = Var(9) = 0
trigger1 = AnimElem = 6
attr = S,HA
animtype = Hard
guardflag = M
hitflag = MAF
damage = Floor(16*FVar(0)*FVar(1)*FVar(2))*Var(3),Ceil(2*FVar(0)*FVar(1)*FVar(2))*Var(3)
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 7,Hit
pausetime = 10,10
guard.pausetime = 10,10
sparkno = s10140
guard.sparkno = s10160
sparkxy = -20,-80
hitsound = s2,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 12
guard.velocity = -4
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -4
air.hittime = 21
air.velocity = -3,-6.5
airguard.velocity = -3,-6.5
id = 3540
p2facing = 1
kill = 0
yaccel = .45

;極
[State 3540, 3]
type = HitDef
trigger1 = Var(1) != 1
trigger1 = Var(9) = 0
trigger1 = AnimElem = 6
attr = S,HA
animtype = Hard
guardflag = M
hitflag = MAF
damage = Floor(19*FVar(0)*FVar(1)*FVar(2))*Var(3),Ceil(2*FVar(0)*FVar(1)*FVar(2))*Var(3)
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 7,Hit
pausetime = 10,10
guard.pausetime = 10,10
sparkno = s10140
guard.sparkno = s10160
sparkxy = -20,-80
hitsound = s2,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 12
guard.velocity = -4
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -4
air.hittime = 21
air.velocity = -3,-6.5
airguard.velocity = -3,-6.5
id = 3540
p2facing = 1
kill = 0
yaccel = .45

[State 3540, 4]
type = StateTypeSet
trigger1 = AnimElem = 7
movetype = I

[State 3540, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 3540, 5]
type = EnvShake
trigger1 = Time > 0
trigger1 = MoveHit = 1
time = 5
freq = 80
ampl = 5
persistent = 0
ignorehitpause = 1

[State 3540, 6]
type = BGPalFx
trigger1 = Time > 0
trigger1 = MoveHit = 1
time = 2
add = 256,-256,-256
persistent = 0
ignorehitpause = 1

[State 3540, 7]
type = ChangeState
triggerall = Time > 0
triggerall = MoveType = A && MoveContact
trigger1 = Var(59) = 0
trigger1 = Command = "b"
trigger1 = Command != "holdup" && Command != "holddown"
trigger1 = Command != "holdfwd" && Command != "holdback"
trigger2 = Var(59) > 0
trigger2 = Random < Var(59) * Var(59) * 10
value = 3541
ignorehitpause = 1

[State 3540, 8]
type = TargetState
trigger1 = NumTarget
trigger1 = Anim = 3540
trigger1 = MoveHit = 1 && P2StateType = A
value = 3900
id = 3540
persistent = 0
ignorehitpause = 1

[State 3540, 9]
type = TargetState
trigger1 = NumTarget
trigger1 = AnimElemTime(7) >= 0
trigger1 = MoveHit && HitPauseTime = 0 && Target,Life < 4
value = 3902
persistent = 0

[State 3540, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 狡兎・月待ち・通常ルートフィニッシュ（ＡＢ）
[Statedef 3541]
type     = S
movetype = A
physics  = S
juggle   = 0
velset = 0,0
anim = 3541
ctrl = 0
poweradd = 0
sprpriority = 2

[State 3541, 1]
type = VelSet
trigger1 = AnimElemTime(5) < 0
x = 4.0

[State 3541, 2]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = S0,2+(Random%2)

;技
[State 3541, 3]
type = HitDef
trigger1 = Var(1) = 1
trigger1 = Var(9) = 0
trigger1 = AnimElem = 6
attr = S,HA
animtype = Hard
guardflag = M
hitflag = MAF
damage = Floor(16*FVar(0)*FVar(1)*FVar(2))*Var(3),Ceil(1*FVar(0)*FVar(1)*FVar(2))*Var(3)
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 7,Hit
pausetime = 10,10
guard.pausetime = 10,10
sparkno = s10130
guard.sparkno = s10160
sparkxy = -20,-50
hitsound = s2,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 12
guard.velocity = -4
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -4
air.hittime = 21
air.velocity = -3,-6.5
airguard.velocity = -3,-6.5
id = 3541
p2facing = 1
kill = 0
yaccel = .45

;極
[State 3541, 3]
type = HitDef
trigger1 = Var(1) != 1
trigger1 = Var(9) = 0
trigger1 = AnimElem = 6
attr = S,HA
animtype = Hard
guardflag = M
hitflag = MAF
damage = Floor(19*FVar(0)*FVar(1)*FVar(2))*Var(3),Ceil(1*FVar(0)*FVar(1)*FVar(2))*Var(3)
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 7,Hit
pausetime = 10,10
guard.pausetime = 10,10
sparkno = s10130
guard.sparkno = s10160
sparkxy = -20,-50
hitsound = s2,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 12
guard.velocity = -4
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -4
air.hittime = 21
air.velocity = -3,-6.5
airguard.velocity = -3,-6.5
id = 3541
p2facing = 1
kill = 0
yaccel = .45

[State 3541, 4]
type = StateTypeSet
trigger1 = AnimElem = 7
movetype = I

[State 3541, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 3541, 5]
type = EnvShake
trigger1 = Time > 0
trigger1 = MoveHit = 1
time = 5
freq = 80
ampl = 5
persistent = 0
ignorehitpause = 1

[State 3541, 6]
type = BGPalFx
trigger1 = Time > 0
trigger1 = MoveHit = 1
time = 2
add = 256,-256,-256
persistent = 20
ignorehitpause = 1

[State 3541, 7]
type = ChangeState
triggerall = Time > 0
triggerall = MoveType = A && MoveContact
trigger1 = Var(59) = 0
trigger1 = Command = "236+C"
trigger2 = Var(59) > 0
trigger2 = Random < Var(59) * Var(59) * 10
value = 3542
ignorehitpause = 1

[State 3541, 8]
type = TargetState
trigger1 = NumTarget
trigger1 = Anim = 3541
trigger1 = MoveHit = 1 && P2StateType = A
value = 3900
id = 3541
persistent = 0
ignorehitpause = 1

[State 3541, 9]
type = TargetState
trigger1 = NumTarget
trigger1 = AnimElemTime(7) >= 0
trigger1 = MoveHit && HitPauseTime = 0 && Target,Life < 4
value = 3902
persistent = 0

[State 3541, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 狡兎・月待ち・通常ルートフィニッシュ（ＡＢ２３６Ｃ）
[Statedef 3542]
type     = S
movetype = A
physics  = S
juggle   = 0
velset = 0,0
anim = 3542
ctrl = 0
poweradd = 0
sprpriority = 2

[State 3542, 1]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = 4.0

[State 3542, 2]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = S0,1

[State 3542, 2]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
trigger2 = AnimElemTime(7) = 0
trigger3 = AnimElemTime(10) = 0
trigger4 = AnimElemTime(13) = 0
value = S4,0

;技
[State 3542, 3]
type = HitDef
triggerall = Var(1) = 1
triggerall = Var(9) = 0
trigger1  = AnimElem = 4
trigger2  = AnimElem = 5
trigger3  = AnimElem = 6
trigger4  = AnimElem = 7
trigger5  = AnimElem = 8
trigger6  = AnimElem = 9
trigger7  = AnimElem = 10
trigger8  = AnimElem = 11
trigger9  = AnimElem = 12
trigger10 = AnimElem = 13
attr = S,HA
animtype = Hard
guardflag = M
hitflag = MAF
damage = Floor(5*FVar(0)*FVar(1)*FVar(2))*Var(3),Ceil(1*FVar(0)*FVar(1)*FVar(2))*Var(3)
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 7,Hit
pausetime = 3,3
guard.pausetime = 3,3
sparkno = s10130
guard.sparkno = s10160
sparkxy = -15,-80
hitsound = s1,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 12
guard.velocity = -1
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -0.5
air.hittime = 21
air.velocity = -3,-6.5
airguard.velocity = -3,-6.5
p2facing = 1
yaccel = .45
id = 3542
kill = 0

[State 3542, 3]
type = HitDef
trigger1 = Var(1) = 1
trigger1 = Var(9) = 0
trigger1 = AnimElem = 14
attr = S,HA
animtype = Up
guardflag = M
hitflag = MAF
damage = Floor(5*FVar(0)*FVar(1)*FVar(2))*Var(3),Ceil(1*FVar(0)*FVar(1)*FVar(2))*Var(3)
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 7,Hit
pausetime = 20,20
guard.pausetime = 20,20
sparkno = s10130
guard.sparkno = s10160
sparkxy = -15,-80
hitsound = s4,1
guardsound = s3,0+(Random%2)
guard.hittime = 12
guard.velocity = -4
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -3,-10
air.hittime = 21
air.velocity = -3,-10
airguard.velocity = -3,-6.5
p2facing = 1
yaccel = .65
id = 3543
fall = 0
fall.recover = 1
fall.recovertime = 50
kill = 1

;極
[State 3542, 4]
type = HitDef
triggerall = Var(1) != 1
triggerall = Var(9) = 0
trigger1  = AnimElem = 4
trigger2  = AnimElem = 5
trigger3  = AnimElem = 6
trigger4  = AnimElem = 7
trigger5  = AnimElem = 8
trigger6  = AnimElem = 9
trigger7  = AnimElem = 10
trigger8  = AnimElem = 11
trigger9  = AnimElem = 12
trigger10 = AnimElem = 13
attr = S,HA
animtype = Hard
guardflag = M
hitflag = MAF
damage = Floor(6*FVar(0)*FVar(1)*FVar(2))*Var(3),Ceil(1*FVar(0)*FVar(1)*FVar(2))*Var(3)
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 7,Hit
pausetime = 3,3
guard.pausetime = 3,3
sparkno = s10130
guard.sparkno = s10160
sparkxy = -15,-80
hitsound = s1,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 12
guard.velocity = -1
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -0.5
air.hittime = 21
air.velocity = -3,-6.5
airguard.velocity = -3,-6.5
p2facing = 1
yaccel = .45
id = 3542
kill = 0

[State 3542, 4]
type = HitDef
trigger1 = Var(1) != 1
trigger1 = Var(9) = 0
trigger1 = AnimElem = 14
attr = S,HA
animtype = Up
guardflag = M
hitflag = MAF
damage = Floor(6*FVar(0)*FVar(1)*FVar(2))*Var(3),Ceil(1*FVar(0)*FVar(1)*FVar(2))*Var(3)
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 7,Hit
pausetime = 20,20
guard.pausetime = 20,20
sparkno = s10130
guard.sparkno = s10160
sparkxy = -15,-80
hitsound = s4,1
guardsound = s3,0+(Random%2)
guard.hittime = 12
guard.velocity = -4
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -3,-10
air.hittime = 21
air.velocity = -3,-10
airguard.velocity = -3,-6.5
p2facing = 1
yaccel = .65
id = 3543
fall = 0
fall.recover = 1
fall.recovertime = 50
kill = 1

[State 3542, 5]
type = StateTypeSet
trigger1 = AnimElem = 15
movetype = I

[State 3542, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = AnimElemTime(14) < 0
trigger1 = MoveHit = 1
v = 4
value = 1
persistent = 4
ignorehitpause = 1

[State 3542, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = AnimElemTime(14) >= 0
trigger1 = MoveHit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 3542, 6]
type = EnvShake
trigger1 = Time > 0
trigger1 = MoveHit = 1
time = 5
freq = 80
ampl = 5
persistent = 0
ignorehitpause = 1

[State 3542, 7]
type = BGPalFx
trigger1 = Time > 0
trigger1 = AnimElemTime(14) < 0
trigger1 = MoveHit = 1
time = 1
add = 256,-256,-256
persistent = 4
ignorehitpause = 1

[State 3542, 7]
type = BGPalFx
trigger1 = Time > 0
trigger1 = AnimElemTime(14) = 1
trigger1 = MoveHit = 1
time = 1
add = 256,-256,-256
persistent = 0
ignorehitpause = 1

[State 3542, 8]
type = TargetState
trigger1 = NumTarget
trigger1 = Anim = 3542
trigger1 = MoveHit = 1 && P2StateType = A
value = 3900
id = 3542
persistent = 0
ignorehitpause = 1

[State 3542, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 狡兎・月待ち・下段ルートフィニッシュ（Ｃ）
[Statedef 3550]
type     = A
movetype = A
physics  = N
juggle   = 0
velset = 0,0
anim = 3550
ctrl = 0
poweradd = 0
sprpriority = 2

[State 3550, 1]
type = VelSet
trigger1 = Time >= 0
x = 4.0

[State 3550, 2]
type = VelSet
trigger1 = Time = 0
y = -4.0

[State 3550, 3]
type = Gravity
trigger1 = 1

[State 3550, 4]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = S0,2+(Random%2)

;技
[State 3550, 5]
type = HitDef
trigger1 = Var(1) = 1
trigger1 = Var(9) = 0
trigger1 = AnimElem = 4
attr = A,HA
animtype = Hard
guardflag = H
hitflag = MAF
damage = Floor(23*FVar(0)*FVar(1)*FVar(2))*Var(3),Ceil(3*FVar(0)*FVar(1)*FVar(2))*Var(3)
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 7,Hit
pausetime = 10,10
guard.pausetime = 10,10
sparkno = s10130
guard.sparkno = s10160
sparkxy = -20,-15
hitsound = s2,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 12
guard.velocity = -4
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -4
air.hittime = 21
air.velocity = -3,-6.5
airguard.velocity = -3,-6.5
id = 3550
p2facing = 1
kill = 0
yaccel = .45

;極
[State 3550, 5]
type = HitDef
trigger1 = Var(1) != 1
trigger1 = Var(9) = 0
trigger1 = AnimElem = 4
attr = A,HA
animtype = Hard
guardflag = H
hitflag = MAF
damage = Floor(27*FVar(0)*FVar(1)*FVar(2))*Var(3),Ceil(3*FVar(0)*FVar(1)*FVar(2))*Var(3)
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 7,Hit
pausetime = 10,10
guard.pausetime = 10,10
sparkno = s10130
guard.sparkno = s10160
sparkxy = -20,-15
hitsound = s2,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 12
guard.velocity = -4
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -4
air.hittime = 21
air.velocity = -3,-6.5
airguard.velocity = -3,-6.5
id = 3550
p2facing = 1
kill = 0
yaccel = .45

[State 3550, 6]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I

[State 3550, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 3550, 7]
type = EnvShake
trigger1 = Time > 0
trigger1 = MoveHit = 1
time = 5
freq = 80
ampl = 5
persistent = 0
ignorehitpause = 1

[State 3550, 8]
type = BGPalFx
trigger1 = Time > 0
trigger1 = MoveHit = 1
time = 2
add = 256,-256,-256
persistent = 0
ignorehitpause = 1

[State 3550, 9]
type = ChangeState
triggerall = Time > 0
triggerall = MoveType = A && MoveContact
trigger1 = Var(59) = 0
trigger1 = Command = "236+B"
trigger2 = Var(59) > 0
trigger2 = Random < Var(59) * Var(59) * 10
value = 3552
ignorehitpause = 1

[State 3550, 10]
type = TargetState
trigger1 = NumTarget
trigger1 = Anim = 3550
trigger1 = MoveHit = 1 && P2StateType = A
value = 3900
id = 3550
persistent = 0
ignorehitpause = 1

[State 3550, 11]
type = TargetState
trigger1 = NumTarget
trigger1 = AnimElemTime(5) >= 0
trigger1 = MoveHit && HitPauseTime = 0 && Target,Life < 4
value = 3902
persistent = 0

[State 3550, 12]
type = ChangeState
trigger1 = Pos Y >= 10
trigger1 = Vel Y > 0
value = 3551
ctrl = 0

;---------------------------------------------------------------------------
; 狡兎・月待ち・通常＆下段ルート（Ｃ・着地）
[Statedef 3551]
type     = S
movetype = I
physics  = N
juggle   = 0
velset = 0,0
anim = 3551
ctrl = 0
poweradd = 0
sprpriority = 2

[State 3551, 1]
type = PosSet
trigger1 = 1
y = 0

[State 3551, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 狡兎・月待ち・下段ルートフィニッシュ（Ｃ２３６Ｂ）
[Statedef 3552]
type     = C
movetype = A
physics  = C
juggle   = 0
velset = 0,0
anim = 3552
ctrl = 0
poweradd = 0
sprpriority = 2

[State 3552, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3552, 2]
type = Width
trigger1 = AnimElemTime(7) >= 0
trigger1 = AnimElemTime(16) < 0
value = 50,0

[State 3552, 3]
type = VelSet
trigger1 = AnimElemTime(11) = 0
x = 5.0

[State 3552, 4]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
trigger2 = AnimElemTime(11) = 0
value = S0,2+(Random%2)

;技
[State 3552, 5]
type = HitDef
trigger1 = Var(1) = 1
trigger1 = Var(9) = 0
trigger1 = AnimElem = 4
attr = C,HA
animtype = Hard
guardflag = L
hitflag = MAF
damage = Floor(19*FVar(0)*FVar(1)*FVar(2))*Var(3),Ceil(2*FVar(0)*FVar(1)*FVar(2))*Var(3)
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 7,Hit
pausetime = 10,10
guard.pausetime = 10,10
sparkno = s10130
guard.sparkno = s10160
sparkxy = -20,-20
hitsound = s2,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 12
guard.velocity = -4
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -8
air.hittime = 21
air.velocity = -3,-6.5
airguard.velocity = -3,-6.5
p2facing = 1
yaccel = .45
id = 3552
kill = 0

[State 3552, 5]
type = HitDef
trigger1 = Var(1) = 1
trigger1 = Var(9) = 0
trigger1 = AnimElem = 12
attr = C,HA
animtype = Hard
guardflag = H
hitflag = MAF
damage = Floor(65*FVar(0)*FVar(1)*FVar(2))*Var(3),Ceil(7*FVar(0)*FVar(1)*FVar(2))*Var(3)
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 7,Hit
pausetime = 20,20
guard.pausetime = 20,20
sparkno = s10130
guard.sparkno = s10160
sparkxy = -20,-30
hitsound = s4,1
guardsound = s3,0+(Random%2)
guard.hittime = 12
guard.velocity = -4
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -3,-10
air.hittime = 21
air.velocity = -3,-10
airguard.velocity = -3,-6.5
p2facing = 1
yaccel = .65
id = 3553
fall = 0
fall.recover = 1
fall.recovertime = 50
kill = 1

;極
[State 3552, 6]
type = HitDef
trigger1 = Var(1) != 1
trigger1 = Var(9) = 0
trigger1 = AnimElem = 4
attr = C,HA
animtype = Hard
guardflag = L
hitflag = MAF
damage = Floor(22*FVar(0)*FVar(1)*FVar(2))*Var(3),Ceil(3*FVar(0)*FVar(1)*FVar(2))*Var(3)
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 7,Hit
pausetime = 10,10
guard.pausetime = 10,10
sparkno = s10130
guard.sparkno = s10160
sparkxy = -20,-20
hitsound = s2,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 12
guard.velocity = -4
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -4
air.hittime = 21
air.velocity = -3,-6.5
airguard.velocity = -3,-6.5
p2facing = 1
yaccel = .45
id = 3552
kill = 0

[State 3552, 6]
type = HitDef
trigger1 = Var(1) != 1
trigger1 = Var(9) = 0
trigger1 = AnimElem = 12
attr = C,HA
animtype = Hard
guardflag = H
hitflag = MAF
damage = Floor(78*FVar(0)*FVar(1)*FVar(2))*Var(3),Ceil(9*FVar(0)*FVar(1)*FVar(2))*Var(3)
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 7,Hit
pausetime = 20,20
guard.pausetime = 20,20
sparkno = s10130
guard.sparkno = s10160
sparkxy = -20,-30
hitsound = s4,1
guardsound = s3,0+(Random%2)
guard.hittime = 12
guard.velocity = -4
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -3,-10
air.hittime = 21
air.velocity = -3,-10
airguard.velocity = -3,-6.5
p2facing = 1
yaccel = .65
id = 3553
fall = 0
fall.recover = 1
fall.recovertime = 50
kill = 1

[State 3552, 7]
type = StateTypeSet
trigger1 = AnimElem = 13
movetype = I

[State 3552, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1 && HitCount = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 3552, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1 && HitCount = 2
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 3552, 8]
type = EnvShake
trigger1 = Time > 0
trigger1 = MoveHit = 1
time = 5
freq = 80
ampl = 5
persistent = 0
ignorehitpause = 1

[State 3552, 9]
type = BGPalFx
trigger1 = Time > 0
trigger1 = MoveHit = 1
time = 2
add = 256,-256,-256
persistent = 15
ignorehitpause = 1

[State 3552, 10]
type = TargetState
trigger1 = NumTarget
trigger1 = Anim = 3552
trigger1 = MoveHit = 1 && P2StateType = A
value = 3901
id = 3552
persistent = 0
ignorehitpause = 1

[State 3552, 11]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 狡兎・月待ち・打ち上げルートフィニッシュ（２Ｃ）
[Statedef 3560]
type     = C
movetype = A
physics  = C
juggle   = 0
velset = 0,0
anim = 3560
ctrl = 0
poweradd = 0
sprpriority = 2

[State 3560, 1]
type = VelSet
trigger1 = AnimElemTime(4) < 0
x = 4.0

[State 3560, 2]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = S0,1

;技
[State 3560, 3]
type = HitDef
trigger1 = Var(1) = 1
trigger1 = Var(9) = 0
trigger1 = AnimElem = 4
attr = C,HA
animtype = Hard
guardflag = L
hitflag = MAF
damage = Floor(14*FVar(0)*FVar(1)*FVar(2))*Var(3),Ceil(1*FVar(0)*FVar(1)*FVar(2))*Var(3)
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 7,Hit
pausetime = 10,10
guard.pausetime = 10,10
sparkno = s10120
guard.sparkno = s10160
sparkxy = -30,-10
hitsound = s2,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 12
guard.velocity = -4
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -8.2
air.hittime = 21
air.velocity = -3,-6.5
airguard.velocity = -3,-6.5
id = 3560
p2facing = 1
kill = 0
yaccel = .45

;極
[State 3560, 3]
type = HitDef
trigger1 = Var(1) != 1
trigger1 = Var(9) = 0
trigger1 = AnimElem = 4
attr = C,HA
animtype = Hard
guardflag = L
hitflag = MAF
damage = Floor(16*FVar(0)*FVar(1)*FVar(2))*Var(3),Ceil(2*FVar(0)*FVar(1)*FVar(2))*Var(3)
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 7,Hit
pausetime = 10,10
guard.pausetime = 10,10
sparkno = s10120
guard.sparkno = s10160
sparkxy = -30,-10
hitsound = s2,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 12
guard.velocity = -4
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -8.2
air.hittime = 21
air.velocity = -3,-6.5
airguard.velocity = -3,-6.5
id = 3560
p2facing = 1
kill = 0
yaccel = .45

[State 3560, 4]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I

[State 3560, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 3560, 5]
type = EnvShake
trigger1 = Time > 0
trigger1 = MoveHit = 1
time = 5
freq = 80
ampl = 5
persistent = 0
ignorehitpause = 1

[State 3560, 6]
type = BGPalFx
trigger1 = Time > 0
trigger1 = MoveHit = 1
time = 2
add = 256,-256,-256
persistent = 15
ignorehitpause = 1

[State 3560, 7]
type = ChangeState
triggerall = Time > 0
triggerall = MoveType = A && MoveContact
trigger1 = Var(59) = 0
trigger1 = Command = "holdfwd" && (Command = "B+C" || Command = "z")
trigger2 = Var(59) > 0
trigger2 = Random > 1000 - Var(59) * Var(59) * 10
value = 3561
ignorehitpause = 1

[State 3560, 8]
type = TargetState
trigger1 = NumTarget
trigger1 = Anim = 3560
trigger1 = MoveHit = 1 && P2StateType = A
value = 3901
id = 3560
persistent = 0
ignorehitpause = 1

[State 3560, 9]
type = TargetState
trigger1 = NumTarget
trigger1 = AnimElemTime(5) >= 0
trigger1 = MoveHit && HitPauseTime = 0 && Target,Life < 4
value = 3902
persistent = 0

[State 3560, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; 狡兎・月待ち・打ち上げルートフィニッシュ（２Ｃ６ＢＣ）
[Statedef 3561]
type     = S
movetype = A
physics  = S
juggle   = 0
velset = 0,0
anim = 3561
ctrl = 0
poweradd = 0
sprpriority = 2

[State 3561, 1]
type = VelSet
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(6) < 0
x = 4.0

[State 3561, 2]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = S0,2+(Random%2)

;技
[State 3561, 3]
type = HitDef
trigger1 = Var(1) = 1
trigger1 = Var(9) = 0
trigger1 = AnimElem = 6
attr = S,HA
animtype = Up
guardflag = H
hitflag = MAF
damage = Floor(47*FVar(0)*FVar(1)*FVar(2))*Var(3),Ceil(6*FVar(0)*FVar(1)*FVar(2))*Var(3)
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 7,Hit
pausetime = 20,20
guard.pausetime = 20,20
sparkno = s10140
guard.sparkno = s10160
sparkxy = -20,-80
hitsound = s4,1
guardsound = s3,0+(Random%2)
guard.hittime = 12
guard.velocity = -4
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -1,-13
air.hittime = 21
air.velocity = -1,-13
airguard.velocity = -3,-6.5
p2facing = 1
yaccel = .50
id = 3561
fall = 0
fall.recover = 1
fall.recovertime = 75
kill = 1

;極
[State 3561, 3]
type = HitDef
trigger1 = Var(1) != 1
trigger1 = Var(9) = 0
trigger1 = AnimElem = 6
attr = S,HA
animtype = Up
guardflag = H
hitflag = MAF
damage = Floor(55*FVar(0)*FVar(1)*FVar(2))*Var(3),Ceil(7*FVar(0)*FVar(1)*FVar(2))*Var(3)
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 7,Hit
pausetime = 20,20
guard.pausetime = 20,20
sparkno = s10140
guard.sparkno = s10160
sparkxy = -20,-80
hitsound = s4,1
guardsound = s3,0+(Random%2)
guard.hittime = 12
guard.velocity = -4
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -1,-13
air.hittime = 21
air.velocity = -1,-13
airguard.velocity = -3,-6.5
p2facing = 1
yaccel = .50
id = 3561
fall = 0
fall.recover = 1
fall.recovertime = 75
kill = 1

[State 3561, 4]
type = StateTypeSet
trigger1 = AnimElem = 7
movetype = I

[State 3561, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 3561, 5]
type = EnvShake
trigger1 = Time > 0
trigger1 = MoveHit = 1
time = 5
freq = 80
ampl = 5
persistent = 0
ignorehitpause = 1

[State 3561, 6]
type = BGPalFx
trigger1 = Time > 0
trigger1 = MoveHit = 1
time = 2
add = 256,-256,-256
persistent = 0
ignorehitpause = 1

[State 3561, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 狡兎・月待ち・特殊ルートフィニッシュ（ＢＣ）
[Statedef 3570]
type     = S
movetype = A
physics  = S
juggle   = 0
velset = 0,0
anim = 3570
ctrl = 0
poweradd = 0
sprpriority = 2

[State 3570, 1]
type = VelSet
trigger1 = AnimElemTime(8) < 0
x = 4.0

[State 3570, 2]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = S0,2+(Random%2)

;技
[State 3570, 3]
type = HitDef
trigger1 = Var(1) = 1
trigger1 = Var(9) = 0
trigger1 = AnimElem = 8
attr = S,HA
animtype = Hard
guardflag = H
hitflag = MAF
damage = Floor(38*FVar(0)*FVar(1)*FVar(2))*Var(3),Ceil(4*FVar(0)*FVar(1)*FVar(2))*Var(3)
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 7,Hit
pausetime = 10,10
guard.pausetime = 10,10
sparkno = s10130
guard.sparkno = s10160
sparkxy = -30,-65
hitsound = s2,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 12
guard.velocity = -4
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -4
air.hittime = 21
air.velocity = -3,-6.5
airguard.velocity = -3,-6.5
id = 3570
p2facing = 1
kill = 0
yaccel = .45

;極
[State 3570, 3]
type = HitDef
trigger1 = Var(1) != 1
trigger1 = Var(9) = 0
trigger1 = AnimElem = 8
attr = S,HA
animtype = Hard
guardflag = H
hitflag = MAF
damage = Floor(43*FVar(0)*FVar(1)*FVar(2))*Var(3),Ceil(5*FVar(0)*FVar(1)*FVar(2))*Var(3)
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 7,Hit
pausetime = 10,10
guard.pausetime = 10,10
sparkno = s10130
guard.sparkno = s10160
sparkxy = -30,-65
hitsound = s2,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 12
guard.velocity = -4
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -4
air.hittime = 21
air.velocity = -3,-6.5
airguard.velocity = -3,-6.5
id = 3570
p2facing = 1
kill = 0
yaccel = .45

[State 3570, 4]
type = StateTypeSet
trigger1 = AnimElem = 9
movetype = I

[State 3570, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 3570, 5]
type = EnvShake
trigger1 = Time > 0
trigger1 = MoveHit = 1
time = 5
freq = 80
ampl = 5
persistent = 0
ignorehitpause = 1

[State 3570, 6]
type = BGPalFx
trigger1 = Time > 0
trigger1 = MoveHit = 1
time = 2
add = 256,-256,-256
persistent = 0
ignorehitpause = 1

[State 3570, 7]
type = ChangeState
triggerall = Time > 0
triggerall = MoveType = A && MoveContact
trigger1 = Var(59) = 0
trigger1 = Command = "236+B"
trigger2 = Var(59) > 0
trigger2 = Random < Var(59) * Var(59) * 10
value = 3571
ignorehitpause = 1

[State 3570, 8]
type = TargetState
trigger1 = NumTarget
trigger1 = Anim = 3570
trigger1 = MoveHit = 1 && P2StateType = A
value = 3900
id = 3570
persistent = 0
ignorehitpause = 1

[State 3570, 9]
type = TargetState
trigger1 = NumTarget
trigger1 = AnimElemTime(9) >= 0
trigger1 = MoveHit && HitPauseTime = 0 && Target,Life < 4
value = 3902
persistent = 0

[State 3570, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 狡兎・月待ち・特殊ルートフィニッシュ（ＢＣ２３６Ｂ）
[Statedef 3571]
type     = S
movetype = A
physics  = S
juggle   = 0
velset = 0,0
anim = 3571
ctrl = 0
poweradd = 0
sprpriority = 2

[State 3571, 1]
type = VelSet
trigger1 = AnimElemTime(4) < 0
x = 2.0

[State 3571, 1]
type = VelSet
trigger1 = AnimElemTime(20) >= 0
trigger1 = AnimElemTime(24) <= 0
x = 4.0

[State 3571, 2]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
trigger2 = AnimElemTime(7) = 0
trigger3 = AnimElemTime(12) = 0
trigger4 = AnimElemTime(19) = 0
trigger5 = AnimElemTime(27) = 0
value = s0,1

;技
[State 3571, 3]
type = HitDef
triggerall = Var(1) = 1
triggerall = Var(9) = 0
trigger1 = AnimElem = 3
trigger2 = AnimElem = 8
trigger3 = AnimElem = 13
trigger4 = AnimElem = 20
attr = S,HA
animtype = Hard
guardflag = M
hitflag = MAF
damage = Floor(11*FVar(0)*FVar(1)*FVar(2))*Var(3),Ceil(1*FVar(0)*FVar(1)*FVar(2))*Var(3)
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 7,Hit
pausetime = 4,4
guard.pausetime = 4,4
sparkno = s10130
guard.sparkno = s10160
sparkxy = -20,-40
hitsound = s1,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 12
guard.velocity = -1
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -1
air.hittime = 21
air.velocity = -3,-6.5
airguard.velocity = -3,-6.5
p2facing = 1
yaccel = .45
id = 3571
kill = 0

[State 3571, 3]
type = HitDef
trigger1 = Var(1) = 1
trigger1 = Var(9) = 0
trigger1 = AnimElem = 28
attr = S,HA
animtype = Hard
guardflag = M
hitflag = MAF
damage = Floor(41*FVar(0)*FVar(1)*FVar(2))*Var(3),Ceil(5*FVar(0)*FVar(1)*FVar(2))*Var(3)
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 7,Hit
pausetime = 20,20
guard.pausetime = 20,20
sparkno = s10130
guard.sparkno = s10160
sparkxy = -25,-45
hitsound = s4,1
guardsound = s3,0+(Random%2)
guard.hittime = 12
guard.velocity = -4
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -6.5,-6.5
air.hittime = 21
air.velocity = -6.5,-6.5
airguard.velocity = -3,-6.5
p2facing = 1
yaccel = .70
id = 3572
fall = 1
fall.recover = 0
kill = 1

;極
[State 3571, 3]
type = HitDef
triggerall = Var(1) != 1
triggerall = Var(9) = 0
trigger1 = AnimElem = 3
trigger2 = AnimElem = 8
trigger3 = AnimElem = 13
trigger4 = AnimElem = 20
attr = S,HA
animtype = Hard
guardflag = M
hitflag = MAF
damage = Floor(13*FVar(0)*FVar(1)*FVar(2))*Var(3),Ceil(1*FVar(0)*FVar(1)*FVar(2))*Var(3)
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 7,Hit
pausetime = 4,4
guard.pausetime = 4,4
sparkno = s10130
guard.sparkno = s10160
sparkxy = -20,-40
hitsound = s1,0+(Random%5)
guardsound = s3,0+(Random%2)
guard.hittime = 12
guard.velocity = -1
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -1
air.hittime = 21
air.velocity = -3,-6.5
airguard.velocity = -3,-6.5
p2facing = 1
yaccel = .45
id = 3571
kill = 0

[State 3571, 3]
type = HitDef
trigger1 = Var(1) != 1
trigger1 = Var(9) = 0
trigger1 = AnimElem = 28
attr = S,HA
animtype = Hard
guardflag = M
hitflag = MAF
damage = Floor(48*FVar(0)*FVar(1)*FVar(2))*Var(3),Ceil(6*FVar(0)*FVar(1)*FVar(2))*Var(3)
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 7,Hit
pausetime = 20,20
guard.pausetime = 20,20
sparkno = s10130
guard.sparkno = s10160
sparkxy = -25,-45
hitsound = s4,1
guardsound = s3,0+(Random%2)
guard.hittime = 12
guard.velocity = -4
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -6.5,-6.5
air.hittime = 21
air.velocity = -6.5,-6.5
airguard.velocity = -3,-6.5
p2facing = 1
yaccel = .70
id = 3572
fall = 1
fall.recover = 0
kill = 1

[State 3571, 4]
type = StateTypeSet
trigger1 = AnimElem = 29
movetype = I

[State 3571, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = AnimElemTime(21) < 0
trigger1 = MoveHit = 1
v = 4
value = 1
persistent = 5
ignorehitpause = 1

[State 3571, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = AnimElemTime(28) >= 0
trigger1 = MoveHit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 3571, 5]
type = EnvShake
trigger1 = Time > 0
trigger1 = MoveHit = 1
time = 5
freq = 80
ampl = 5
persistent = 0
ignorehitpause = 1

[State 3571, 6]
type = BGPalFx
trigger1 = Time > 0
trigger1 = MoveHit = 1
trigger1 = AnimElemTime(3) = 1
time = 2
add = 256,-256,-256
persistent = 0
ignorehitpause = 1

[State 3571, 6]
type = BGPalFx
trigger1 = Time > 0
trigger1 = MoveHit = 1
trigger1 = AnimElemTime(8) = 1
time = 2
add = 256,-256,-256
persistent = 0
ignorehitpause = 1

[State 3571, 6]
type = BGPalFx
trigger1 = Time > 0
trigger1 = MoveHit = 1
trigger1 = AnimElemTime(13) = 1
time = 2
add = 256,-256,-256
persistent = 0
ignorehitpause = 1

[State 3571, 6]
type = BGPalFx
trigger1 = Time > 0
trigger1 = MoveHit = 1
trigger1 = AnimElemTime(20) = 1
time = 2
add = 256,-256,-256
persistent = 0
ignorehitpause = 1

[State 3571, 6]
type = BGPalFx
trigger1 = Time > 0
trigger1 = MoveHit = 1
trigger1 = AnimElemTime(28) = 1
time = 2
add = 256,-256,-256
persistent = 0
ignorehitpause = 1

[State 3571, 7]
type = TargetState
trigger1 = NumTarget
trigger1 = Anim = 3571
trigger1 = MoveHit = 1 && P2StateType = A
value = 3900
id = 3571
persistent = 0
ignorehitpause = 1

[State 3571, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 狡兎・月待ち・上段攻撃（相手食らい）
[Statedef 3900]
type     = S
movetype = H
physics  = N
juggle   = 0
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 0

[State 3900, 1]
type = HitFallSet
trigger1 = Time = 0
value = 0

[State 3900, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3900, 3]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 3900, 4]
type = ChangeAnim2
trigger1 = Time = 0
value = 3900

[State 3900, 5]
type = SelfState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 狡兎・月待ち・下段攻撃（相手食らい）
[Statedef 3901]
type     = S
movetype = H
physics  = N
juggle   = 0
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 0

[State 3901, 1]
type = HitFallSet
trigger1 = Time = 0
value = 0

[State 3901, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3901, 3]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 3901, 4]
type = ChangeAnim2
trigger1 = Time = 0
value = 3901

[State 3901, 5]
type = SelfState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 乱舞終了吹き飛び
[Statedef 3902]
type     = A
movetype = H
physics  = N
juggle   = 0
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 0

[State 3902, 1]
type = LifeSet
trigger1 = 1
value = 0

[State 3902, 2]
type = HitBy
trigger1 = 1
value = SCA, AA, AT, AP

[State 3902, 3]
type = ChangeAnim
trigger1 = Time = 0
value = 5030

[State 3902, 4]
type = VelSet
trigger1 = Time = 0
x = -2.5
y = -8.5

[State 3902, 5]
type = VelAdd
trigger1 = Time >= 0
y = 0.47

[State 3902, 6]
type = ChangeAnim
trigger1 = Anim != 5050
trigger1 = Vel Y > 0
value = 5050

[State 3902, 7]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1116

;---------------------------------------------------------------------------
; 通常ルートフィニッシュ（通常吹っ飛び受身可能）
[Statedef 3903]
type     = A
movetype = H
physics  = N
velset = 0,0
ctrl = 0
sprpriority = -1

[State 3903, 1]
type = HitFallSet
trigger1 = Time = 0
value = 0

[State 3903, 2]
type = HitBy
trigger1 = 1
value = SCA, AA, AT, AP

[State 3903, 3]
type = VelAdd
trigger1 = Time >= 1
y = GetHitVar(yaccel)

[State 3904, 4]
type = HitVelSet
trigger1 = Time = 1
x = 1
y = 1

[State 3903, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Anim = 5030
trigger1 = AnimTime = 0
trigger1 = SelfAnimExist(5035) = 1
value = 5035

[State 3903, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5051) = 1
value = 5051

[State 3903, 3]
type = ChangeAnim
trigger1 = Time = 4
trigger1 = Anim != 5051
trigger1 = SelfAnimExist(5061) = 0
trigger2 = Anim = 5035
trigger2 = AnimTime = 0
value = 5050

[State 3903, 4]
type = ChangeAnim
triggerall = (Anim = 5030) || (Anim = 5051)
triggerall = SelfAnimExist(5061) = 1
trigger1 = Vel Y != 0
trigger1 = Vel Y > -3.0
value = 5061

[State 3903, 7]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
; 下段ルートフィニッシュ（通常吹っ飛び受身可能）
[Statedef 3904]
type     = A
movetype = H
physics  = N
ctrl = 0
poweradd = 0

[State 3904, 1]
type = HitFallSet
trigger1 = Time = 0
value = 0

[State 3904, 2]
type = HitBy
trigger1 = 1
value = SCA, AA, AT, AP

[State 3904, 3]
type = VelAdd
trigger1 = Time >= 1
y = GetHitVar(yaccel)

[State 3904, 4]
type = HitVelSet
trigger1 = Time = 1
x = 1
y = 1

[State 3904, 5]
type = ChangeAnim
trigger1 = Time = 0
value = 5030

[State 3904, 6]
type = ChangeAnim
trigger1 = Anim = 5030
trigger1 = AnimTime = 0
trigger1 = SelfAnimExist(5035) = 1
value = 5035

[State 3904, 7]
type = ChangeAnim
trigger1 = Anim = 5035
trigger1 = AnimTime = 0
trigger2 = Time > 2 && Vel Y > -2 && Anim != 5050
value = 5050

[State 3904, 8]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100

;---------------------------------------------------------------------------
; 打ち上げルートフィニッシュ（相手打ち上げ）
[Statedef 3905]
type     = A
movetype = H
physics  = N
ctrl = 0
poweradd = 0
sprpriority = -1

[State 3905, 1]
type = HitBy
trigger1 = 1
value = SCA, AA, AT, AP

[State 3905, 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 3905, 3]
type = HitFallSet
trigger1 = Time = 0
value = 0

[State 3905, 4]
type = VelAdd
trigger1 = Time >= 1
y = GetHitVar(yaccel)

[State 3905, 5]
type = HitVelSet
trigger1 = Time = 1
x = 1
y = 1

[State 3905, 6]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Anim = 5030
trigger1 = AnimTime = 0
trigger1 = SelfAnimExist(5035) = 1
value = 5035

[State 3905, 7]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5051) = 1
value = 5051

[State 3905, 8]
type = ChangeAnim
trigger1 = Time = 4
trigger1 = Anim != 5051
trigger1 = SelfAnimExist(5061) = 0
trigger2 = Anim = 5035
trigger2 = AnimTime = 0
value = 5050

[State 3905, 9]
type = ChangeAnim
triggerall = (Anim = 5030) || (Anim = 5051)
triggerall = SelfAnimExist(5061) = 1
trigger1 = Vel Y != 0
trigger1 = Vel Y > -7.0
value = 5061

[State 3905, 10]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100
