;///////////////////////////////////////////////////////////////////
;"E.HONDA" CNS File 
;Made By H''
;///////////////////////////////////////////////////////////////////
	 
;---------------------------------------------------------------------
;基本設定 
;---------------------------------------------------------------------
;変数表
;キャラクター用固有変数
;   var(0)  : リバーサルフラグ　その１
;   var(1)  : リバーサルフラグ　その２
;   Var(2)  :
;   Var(3)  :
;   Var(4)  :
;   Var(5)  :
;   Var(6)  :
;   Var(7)  :
;   Var(8)  :
;   Var(9)  :
;   Var(10) :
;   Var(11) : 百裂張り手受付時間
;	Var(12) : 掴み技回数カウンタ・連打判定　その１
;	Var(13) : レバガチャ入力カウンタ・連打判定　その２
;	Var(14) : レバガチャ入力カウンタ（相手側）・弱中強判定
;   Var(15) : 溜め時間計測　その１
;   Var(16) : 溜め時間計測　その２
;   Var(17) : 溜め方向フラグ
;   Var(18) : MoveHit引継ぎ
;---------------------------------------------------------------------

	 
[Data] 
life = 1028          ; 体力ゲージ、上限値（デフォルト：1000）
attack = 100         ; 攻撃力（％）
defence = 100        ; 防御力（％）
fall.defence_up = 50 ; 空中コンボ修正率（％）
liedown.time = 60    ; ダウン時間
airjuggle = 15        ; 空中コンボ
sparkno = 2        ; 初期ヒットスパーク番号
guard.sparkno = 40 ; 初期ガードスパーク番号
KO.echo = 1          ; ＫＯボイスエコー（0:OFF、1:ON）
volume = -100          ; キャラボイスボリューム値
IntPersistIndex = 30
FloatPersistIndex = 30
 
[Size] 
xscale = 0.5            ; 水平サイズ倍率
yscale = 0.5		; 垂直サイズ倍率
ground.back = 21	; キャラ幅（地上、後ろ側）
ground.front = 21	; キャラ幅（地上、前側）
air.back = 16		; キャラ幅（空中、後ろ側）
air.front = 16	; キャラ幅（空中、前側）
z.width = 10		; キャラ幅（ｚ軸）
height = 60		; キャラの高さ（ジャンプで飛び越せる高さ）
attack.width = 4,4	;Default attack width: back, front
attack.dist = 160	;Default attack distance
proj.attack.dist = 90;Default attack distance for projectiles
proj.doscale = 1	;Set to 1 to scale projectiles too
head.pos = 5,-90	; 頭部座標
mid.pos = 0,-60	; 体中心部座標
shadowoffset = 0	; キャラの影・オフセット値
draw.offset = 0,3    ;Player drawing offset in pixels (x, y)

[Velocity] 
walk.fwd  = 2.6		; 前進速度
walk.back = -1.8		; 後退速度
run.fwd  = 4.6,0		; 前ダッシュ速度（y<0の場合、ホップステップ）
run.back = -6,-4		; バックステップ速度（y=0の場合、走り）
jump.neu = 0,-8		; 垂直ジャンプ速度
jump.back = -3		; 後方ジャンプ速度
jump.fwd = 	2.8		; 前方ジャンプ速度
runjump.back = -7.3,-10	; 後方ジャンプ速度（ダッシュ中）
runjump.fwd = 6.5,-10		; 前方ジャンプ速度（ダッシュ中）
airjump.neu = 0,0		; 空中垂直ジャンプ速度
airjump.back = 0,0		; 空中後方ジャンプ速度
airjump.fwd = 0,0		; 空中前方ジャンプ速度
 
[Movement] 
airjump.num = 0	; 空中ジャンプ回数
airjump.height = 35	; 空中ジャンプ最低高度
yaccel = .45		; キャラ重力加速度
stand.friction = .85	; 摩擦係数（立ち状態）
crouch.friction = .82; 摩擦係数（しゃがみ状態）
  
;===================================================================
;基本動作 
;===================================================================

	 
;-----------------------------------------------------------------
;バックステップ 
;-------------------開始
[Statedef 105]
type = S
movetype = I
physics = S
anim = 105
ctrl = 0
velset = 0, 0

[State 105,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A
physics = N

[State 105,VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = Const(velocity.run.back.x)
y = Const(velocity.run.back.y)

[State 105, VelMul]
type = VelMul
trigger1 = AnimElem = 2, > 0
x = .95

[State 105,VelAdd]
type = VelAdd
trigger1 = AnimElem = 2, > 0
y = .55

[State 105,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 2

[State 105,VelAdd]
type = VelSet
trigger1 = AnimElem = 2, > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
x = 0

[State 105,PosSet]
type = PosSet
trigger1 = AnimElem = 2, > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
y = 0

[State 105,AfterImageTime]
type = AfterImageTime
trigger1 = PrevStateNo = 4520
trigger1 = AnimElem = 2, > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
time = 0

[State 105,ChangeState]
type = ChangeState
trigger1 = AnimElem = 2, > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 106

;------------------------ 停止
[Statedef 106]
type = S
movetype = I
physics = S
anim = 106
velset = 0, 0

[State 106,PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = 3,3

[State 106,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


 
;-----------------------------------------------------------------
;ラン 
;------------------------ 動作
[Statedef 100]
type    = S
movetype = I
physics = N
ctrl = 0
VelSet = 0,0

[State 100,ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
value = 100

[State 100,VelSet]
type = VelSet
trigger1 = AnimElem = 2,= 0
x = Const(velocity.run.fwd.x)

[State 100,ChangeState]
type = ChangeState
trigger1 = Command != "holdfwd" && Time >= 10
value = 101
ctrl = 1

[State 100,ChangeState]
type = ChangeState
trigger1 = Command = "holdupfwd"
value = 40

[State 100,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 3, 2
channel = 5

[State 100,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4,=1
value = 3, 3
channel = 5

[State 100,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7,=1
value = 3, 4
channel = 5

[State 100,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

;------------------------ 停止
[Statedef 101]
type = S
movetype = I
physics = S

[State 101,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 3,5

[State 101, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
value = 101

[State 101,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
 
;---------------------------------------------------------------------
;ステップ 
;------------------------ 開始
[Statedef 110]
type = S
movetype = I
physics = S
anim = 110
ctrl = 0
velset = 0, 0

[State 110,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A
physics = N

[State 110,VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = Const(velocity.run.back.x)*-1
y = Const(velocity.run.back.y)

[State 110,VelAdd]
type = VelAdd
trigger1 = AnimElem = 2, > 0
y = .55

[State 110,VelMul]
type = VelMul
trigger1 = AnimElem = 2, > 0
x = .95

[State 110,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 2

[State 110,VelAdd]
type = VelSet
trigger1 = AnimElem = 2, > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
x = 0

[State 110,PosSet]
type = PosSet
trigger1 = AnimElem = 2, > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
y = 0

[State 110,End]
type = ChangeState
trigger1 = AnimElem = 2, > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 111

;------------------------ 停止
[Statedef 111]
type = S
movetype = I
physics = S
anim = 111
velset = 0, 0

[State 111,PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = 3,3

[State 111,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
  
;===================================================================
;デモ 
;===================================================================

	 
;-----------------------------------------------------------------
;タイムアップ 
;------------------------ 負け
[Statedef 170]
type = S
ctrl = 0
anim = 175
velset = 0,0

[State 170,AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,360]
flag = RoundNotOver

;------------------------ 引き分け
[Statedef 175]
type = S
ctrl = 0
velset = 0,0

[State 175,ChangeState]
type = ChangeState
trigger1 = Time = 0
value = 170
 
;-----------------------------------------------------------------
;勝利 
[Statedef 180]
type = S

[State 180,ChangeState]
type = ChangeState
trigger1 = Time = 0
value = 180+random%4

;------------------------ 1
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 181,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 2

[State 181,AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,360]
flag = RoundNotOver

;------------------------ 2
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0

[State 182,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 3

[State 182,AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,360]
flag = RoundNotOver

;------------------------ 3
[Statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,0

[State 183,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 4

[State 183,AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,360]
flag = RoundNotOver

;------------------------ 4
[Statedef 184]
type = S
ctrl = 0
anim = 184
velset = 0,0

[State 184,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 5

[State 184,AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,360]
flag = RoundNotOver
 
;---------------------------------------------------------------------------
;イントロ1 
[Statedef 190]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 190,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 0+random%2
channel = 0

[State 190,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5,=1
value = 4, 0

[State 190,Explod]
type = Explod
trigger1 = AnimElem = 5,=1
anim = 191
pos = 0,0
postype = P1
sprpriority = 1
bindtime = 1
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 190,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
 
;-------------------------------------------------------------------------------
;挑発 
[Statedef 195]
type = S
movetype = I
physics = S
anim = 195
velset = 0, 0
ctrl = 0

[State 195,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 0+random%2
channel = 0

[State 195,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4,=1
value = 4, 0

[State 195,Explod]
type = Explod
trigger1 = AnimElem = 4,=1
anim = 191
pos = 0,0
postype = P1
sprpriority = 1
bindtime = 1
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 195,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
  
;===================================================================
;通常攻撃 
;===================================================================
	 
;-------------------------------------------------------------------
;立ち 
;----------------------------
;立ち弱パンチ
[Statedef 200]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 200
ctrl = 0
poweradd = 0

[State 200,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -20
ignorehitpause = 1

[State 200,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -55
ignorehitpause = 1

[State 200,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = AnimElem = 2
attr = S, NA
animtype = Light
damage    = ceil(ifelse((42*fvar(10))<7,7,(42*fvar(10))))
getpower = Ceil(72*fvar(5)),Ceil(36*fvar(5))
givepower = 35, 35
guardflag = M
hitflag = MAF
pausetime = Ceil(9*IfElse(Var(47),.5,1)),Ceil(9*IfElse(Var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 0
guardsound = S6, 0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11+var(34)*2
ground.velocity = -4.5*IfElse(Var(47),.7,1)
air.velocity = -3.5*IfElse(Var(47),.7,1),-6.5
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !Var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 200,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 3
movetype = I

[State 200,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------
;立ち中パンチ
[Statedef 210]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 210
ctrl = 0
triggerall = var(25) < 1
poweradd = Ceil(18*fvar(5))

[State 210,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -20
ignorehitpause = 1

[State 210,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -60
ignorehitpause = 1

[State 210,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = Time = 0
attr = S, NA
animtype = Medium
damage    = ceil(ifelse((77*fvar(10))<7,7,(77*fvar(10))))
getpower = Ceil(IfElse(var(41)>1,72,143)*fvar(5)),Ceil(36*fvar(5))
givepower = 35, 35
guardflag = M
hitflag = MAF
pausetime = Ceil(11*IfElse(Var(47),.5,1)),Ceil(11*IfElse(Var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 1
guardsound = S6, 0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 15+var(34)*2
ground.velocity = -8*IfElse(Var(47),.7,1)
air.velocity = -5*IfElse(Var(47),.7,1),-6
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !Var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 210,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

[State 210,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------
;立ち強パンチ
[Statedef 220]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 220
ctrl = 0
poweradd = Ceil(18*fvar(5))

[State 220,VarSet]
type = VarSet
trigger1 = Time = 0 || animelem = 3
var(20) = -10+(animelem = 3)*20
ignorehitpause = 1

[State 220,VarSet]
type = VarSet
trigger1 = Time = 0 || animelem = 3
var(21) = -85+(animelem = 3)*15
ignorehitpause = 1

[State 220,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = !MoveContact
trigger1 = !MoveReversed
trigger1 = animelem = 2
attr = S, NA
animtype = Hard
damage    = ceil(ifelse((112*fvar(10))<7,7,(112*fvar(10))))
getpower = Ceil(IfElse(var(41)>1,72,214)*fvar(5)),Ceil(36*fvar(5))
givepower = 35, 35
guardflag = M
hitflag = MAF
pausetime = Ceil(13*IfElse(Var(47),.5,1)),Ceil(13*IfElse(Var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 2
guardsound = S6, 0
ground.type = High
ground.slidetime = 17
ground.hittime  = 18+var(34)*3
ground.velocity = -10*IfElse(Var(47),.7,1)
air.velocity = -2*IfElse(Var(47),.7,1),-8.5
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !Var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 220,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = !MoveContact
trigger1 = !MoveReversed
trigger1 = animelem = 3
attr = S, NA
animtype = Hard
damage    = ceil(ifelse((105*fvar(10))<7,7,(105*fvar(10))))
getpower = Ceil(IfElse(var(41)>1,72,214)*fvar(5)),Ceil(36*fvar(5))
givepower = 35, 35
guardflag = M
hitflag = MAF
pausetime = Ceil(13*IfElse(Var(47),.5,1)),Ceil(13*IfElse(Var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 2
guardsound = S6, 0
ground.type = High
ground.slidetime = 17
ground.hittime  = 18+var(34)*3
ground.velocity = -10*IfElse(Var(47),.7,1)
air.velocity = -2*IfElse(Var(47),.7,1),-8.5
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !Var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130
persistent = 0

[State 220,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

[State 220,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------
;立ち弱キック
[Statedef 230]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 230
ctrl = 0
poweradd = 0

[State 230,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -20
ignorehitpause = 1

[State 230,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -15
ignorehitpause = 1

[State 230,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = Time = 0
attr = S, NA
animtype = Light
damage    = ceil(ifelse((28*fvar(10))<7,7,(28*fvar(10))))
getpower = Ceil(72*fvar(5)),Ceil(36*fvar(5))
givepower = 35, 35
guardflag = M
hitflag = MAF
pausetime = Ceil(9*IfElse(Var(47),.5,1)),Ceil(9*IfElse(Var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 3
guardsound = S6, 0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11+var(34)*2
ground.velocity = -4.5*IfElse(Var(47),.7,1)
air.velocity = -5*IfElse(Var(47),.7,1),-6
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !Var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 230,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 3
movetype = I

[State 230,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------
; 遠距離・立ち中キック
[Statedef 240]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 240
ctrl = 0
poweradd = Ceil(18*fvar(5))

[State 240,VarSet]
type = VarSet
trigger1 = Time = 0 || animelem = 3
var(20) = 15+(animelem = 3)*-35
ignorehitpause = 1

[State 240,VarSet]
type = VarSet
trigger1 = Time = 0 || animelem = 3
var(21) = -45+(animelem = 3)*-15
ignorehitpause = 1

[State 240,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = AnimElem = 2
attr = S, NA
animtype = Medium
damage    = ceil(ifelse((28*fvar(10))<7,7,(28*fvar(10))))
getpower = Ceil(IfElse(var(41)>1,72,143)*fvar(5)),Ceil(36*fvar(5))
givepower = 35, 35
guardflag = M
hitflag = MAF
pausetime = Ceil(11*IfElse(Var(47),.5,1)),Ceil(11*IfElse(Var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 4
guardsound = S6, 0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 15+var(34)*2
ground.velocity = -8*IfElse(Var(47),.7,1)
air.velocity = -3.5*IfElse(Var(47),.7,1),-6.5
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !Var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 240,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = AnimElem = 3
attr = S, NA
animtype = Medium
damage    = ceil(ifelse((49*fvar(10))<7,7,(49*fvar(10))))
getpower = Ceil(IfElse(var(41)>1,72,143)*fvar(5)),Ceil(36*fvar(5))
givepower = 35, 35
guardflag = M
hitflag = MAF
pausetime = Ceil(11*IfElse(Var(47),.5,1)),Ceil(11*IfElse(Var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 4
guardsound = S6, 0
ground.type = High
ground.slidetime = 14
ground.hittime  = 15+var(34)*2
ground.velocity = -8*IfElse(Var(47),.7,1)
air.velocity = -3.5*IfElse(Var(47),.7,1),-6.5
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !Var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 240,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

[State 240,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------
;近距離・立ち中キック
[Statedef 245]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 245
ctrl = 0
poweradd = Ceil(18*fvar(5))

ignorehitpause = 1
[State 1000, 0]
type = AfterImageTime
trigger1 = !Var(47)
trigger1 = PrevStateNo = 4010
trigger1 = Time = 0
time = 0

[State 245,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -25
ignorehitpause = 1

[State 245,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -70
ignorehitpause = 1

[State 245,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = AnimElem = 3 || animelem = 4
attr = S, NA
animtype = Medium
damage    = ceil(ifelse(((35+(AnimElem = 4)*14)*fvar(10))<7,7,((35+(AnimElem = 4)*14)*fvar(10))))
getpower = Ceil(IfElse(var(41)>1,72,143)*fvar(5)),Ceil(36*fvar(5))
givepower = 35, 35
guardflag = M
hitflag = MAF
pausetime = Ceil(13*IfElse(Var(47),.5,1)),Ceil(13*IfElse(Var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 4
guardsound = S6, 0
ground.type = High
ground.slidetime = 14
ground.hittime  = 15+var(34)*2
ground.velocity = -8*IfElse(Var(47),.7,1)
air.velocity = -2*IfElse(Var(47),.7,1),-8.5
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !Var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 245,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I

[State 245,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------
;立ち強キック
[Statedef 250]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 250
ctrl = 0
poweradd = Ceil(18*fvar(5))

[State 250,VarSet]
type = VarSet
trigger1 = Time = 0 || animelem = 4
var(20) = -15+(animelem = 4)*-5
ignorehitpause = 1

[State 250,VarSet]
type = VarSet
trigger1 = Time = 0 || animelem = 4
var(21) = -50+(animelem = 4)*-40
ignorehitpause = 1

[State 250,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = AnimElem = 3
attr = S, NA
animtype = Hard
damage    = ceil(ifelse((28*fvar(10))<7,7,(28*fvar(10))))
getpower = Ceil(IfElse(var(41)>1,72,214)*fvar(5)),Ceil(36*fvar(5))
givepower = 35, 35
guardflag = M
hitflag = MAF
pausetime = Ceil(13*IfElse(Var(47),.5,1)),Ceil(13*IfElse(Var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 5
guardsound = S6, 0
ground.type = Low
ground.slidetime = 17
ground.hittime  = 18+var(34)*3
ground.velocity = -10*IfElse(Var(47),.7,1)
air.velocity = -2*IfElse(Var(47),.7,1),-8.5
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !Var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 250,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = AnimElem = 4
attr = S, NA
animtype = Hard
damage    = ceil(ifelse((84*fvar(10))<7,7,(84*fvar(10))))
getpower = Ceil(IfElse(var(41)>1,72,214)*fvar(5)),Ceil(36*fvar(5))
givepower = 35, 35
guardflag = M
hitflag = MAF
pausetime = Ceil(13*IfElse(Var(47),.5,1)),Ceil(13*IfElse(Var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 5
guardsound = S6, 0
ground.type = High
ground.slidetime = 17
ground.hittime  = 18+var(34)*3
ground.velocity = -10*IfElse(Var(47),.7,1)
air.velocity = -2*IfElse(Var(47),.7,1),-8.5
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !Var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 250,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I

[State 250,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
 
;-------------------------------------------------------------------
;屈み 
;----------------------------
;しゃがみ弱パンチ
[Statedef 400]
type    = C
movetype= A
physics = C
velset = 0,0
anim = 400
ctrl = 0
poweradd = 0

[State 400,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10
ignorehitpause = 1

[State 400,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -50
ignorehitpause = 1

[State 400,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = Time = 0
attr = C, NA
animtype = Light
damage    = ceil(ifelse((35*fvar(10))<7,7,(35*fvar(10))))
getpower = Ceil(72*fvar(5)),Ceil(36*fvar(5))
givepower = 35, 35
guardflag = M
hitflag = MAF
pausetime = Ceil(9*IfElse(Var(47),.5,1)),Ceil(11*IfElse(Var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 0
guardsound = S6, 0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11+var(34)*2
ground.velocity = -4.5*IfElse(Var(47),.7,1)
air.velocity = -3.5*IfElse(Var(47),.7,1),-6.5
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !Var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 400,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 3
movetype = I

[State 400,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;----------------------------
; しゃがみ中パンチ
[Statedef 410]
type    = C
movetype= A
physics = C
velset = 0,0
anim = 410
ctrl = 0
poweradd = Ceil(18*fvar(5))

[State 410,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -20

[State 410,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -50

[State 410,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = Time = 0
attr = C, NA
animtype = Medium
damage    = ceil(ifelse((77*fvar(10))<7,7,(77*fvar(10))))
getpower = Ceil(IfElse(var(41)>1,72,143)*fvar(5)),Ceil(36*fvar(5))
givepower = 35, 35
guardflag = L
hitflag = M
pausetime = Ceil(11*IfElse(Var(47),.5,1)),Ceil(11*IfElse(Var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 1
guardsound = S6, 0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 15+var(34)*2
ground.velocity = -8*IfElse(Var(47),.7,1)
air.velocity = -3.5*IfElse(Var(47),.7,1),-6.5
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !Var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 410,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

[State 410,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;----------------------------
; しゃがみ強パンチ
[Statedef 420]
type    = C
movetype= A
physics = C
velset = 0,0
anim = 420
ctrl = 0
poweradd = Ceil(18*fvar(5))

[State 420,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -20

[State 420,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -10

[State 420,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = Time = 0
attr = C, NA
animtype = Hard
damage    = ceil(ifelse((91*fvar(10))<7,7,(91*fvar(10))))
getpower = Ceil(IfElse(var(41)>1,72,214)*fvar(5)),Ceil(36*fvar(5))
givepower = 35, 35
guardflag = M
hitflag = MAF
pausetime = Ceil(13*IfElse(Var(47),.5,1)),Ceil(13*IfElse(Var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 2
guardsound = S6, 0
ground.type = Trip
ground.slidetime = 17
ground.hittime  = 18+var(34)*3
ground.velocity = -1*IfElse(Var(47),.7,1),-6
guard.velocity = -10*IfElse(Var(47),.7,1)
air.velocity = -1*IfElse(Var(47),.7,1),-6
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
fall.recover = 0
air.fall = 1
yaccel = .5
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 420,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 3
movetype = I

[State 420,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;----------------------------
; しゃがみ弱キック
[Statedef 430]
type    = C
movetype= A
physics = C
velset = 0,0
anim = 430
ctrl = 0

[State 430,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10

[State 430,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -10

[State 430,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = Time = 0
attr = C, NA
animtype = Light
damage    = ceil(ifelse((28*fvar(10))<7,7,(28*fvar(10))))
getpower = Ceil(72*fvar(5)),Ceil(36*fvar(5))
givepower = 35, 35
guardflag = L
hitflag = MAF
pausetime = Ceil(9*IfElse(Var(47),.5,1)),Ceil(9*IfElse(Var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 3
guardsound = S6, 0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11+var(34)*2
ground.velocity = -4.5*IfElse(Var(47),.7,1)
air.velocity = -5.5*IfElse(Var(47),.7,1),-6
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 430,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 3
movetype = I

[State 430,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;----------------------------
; しゃがみ中キック
[Statedef 440]
type    = C
movetype= A
physics = C
velset = 0,0
anim = 440
ctrl = 0
poweradd = Ceil(18*fvar(5))

[State 440,VarSet]
type = VarSet
trigger1 = Time = 0 || animelem = 3
var(20) = 15+(animelem = 3)*-35
ignorehitpause = 1

[State 440,VarSet]
type = VarSet
trigger1 = Time = 0 || animelem = 3
var(21) = -25+(animelem = 3)*-25
ignorehitpause = 1

[State 440,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = AnimElem = 2 || AnimElem = 3
attr = S, NA
animtype = Medium
damage    = ceil(ifelse(((28+(AnimElem = 4)*21)*fvar(10))<7,7,((28+(AnimElem = 4)*21)*fvar(10))))
getpower = Ceil(IfElse(var(41)>1,72,143)*fvar(5)),Ceil(36*fvar(5))
givepower = 35, 35
guardflag = M
hitflag = MAF
pausetime = Ceil(11*IfElse(Var(47),.5,1)),Ceil(11*IfElse(Var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 4
guardsound = S6, 0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 15+var(34)*2
ground.velocity = -8*IfElse(Var(47),.7,1)
air.velocity = -5.5*IfElse(Var(47),.7,1),-6
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !Var(47)	
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 440,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

[State 440,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;-------------------------------------------------------------------------------
; しゃがみ強キック
[Statedef 450]
type    = C
movetype= A
physics = C
velset = 0,0
anim = 450
ctrl = 0
poweradd = Ceil(18*fvar(5))

[State 450,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10

[State 450,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -10

[State 450, HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = Time = 0
attr = C, NA
damage    = ceil(ifelse((98*fvar(10))<7,7,(98*fvar(10))))
getpower = Ceil(IfElse(var(41)>1,72,214)*fvar(5)),Ceil(36*fvar(5))
givepower = 35, 35
animtype = Hard
hitflag = MAF
guardflag = L
pausetime = Ceil(13*IfElse(Var(47),.5,1)),Ceil(13*IfElse(Var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 5
guardsound = S6, 0
ground.type = Trip
ground.slidetime = 17
ground.hittime  = 18+var(34)*3
ground.velocity = -1*IfElse(Var(47),.7,1),-6
guard.velocity = -10*IfElse(Var(47),.7,1)
air.velocity = -1*IfElse(Var(47),.7,1),-6
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
fall.recover = 0
air.fall = 1
yaccel = .5
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 450,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 3
movetype = I

[State 450,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
 
;-------------------------------------------------------------------
;ジャンプ 
;----------------------------
;ジャンプ弱パンチ
[Statedef 600]
type    = A
movetype= A
physics = A
anim = 600
poweradd= 0
ctrl = 0

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -55

[State 600,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = !MoveContact
trigger1 = !MoveReversed
trigger1 = AnimElem = 2 && Pos Y < enemynear,const(size.mid.pos.y)+35
attr = A, NA
animtype = Light
damage    = ceil(ifelse((49*fvar(10))<7,7,(49*fvar(10))))
getpower = Ceil(72*fvar(5)),Ceil(36*fvar(5))
givepower = 35, 35
guardflag = HA
hitflag = MAF
pausetime = Ceil(9*IfElse(Var(47),.25,1)),Ceil(9*IfElse(Var(47),.25,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 0
guardsound = S6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 10+var(34)*2
ground.velocity = -5*IfElse(Var(47),.7,1)
air.velocity = -3.5*IfElse(Var(47),.7,1),-7.5
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !Var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 600,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = !MoveContact
trigger1 = !MoveReversed
trigger1 = AnimElem = 2 && Pos Y >= enemynear,const(size.mid.pos.y)+35
attr = A, NA
animtype = Light
damage    = ceil(ifelse((49*fvar(10))<7,7,(49*fvar(10))))
getpower = Ceil(72*fvar(5)),Ceil(36*fvar(5))
givepower = 35, 35
guardflag = HA
hitflag = MAF
pausetime = Ceil(9*IfElse(Var(47),.5,1)),Ceil(9*IfElse(Var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 0
guardsound = S6, 0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 10+var(34)*2
ground.velocity = -5*IfElse(Var(47),.7,1)
air.velocity = -3.5*IfElse(Var(47),.7,1),-6.5
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !Var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 600,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 3
movetype = I

;----------------------------
;ジャンプ中パンチ
[Statedef 610]
type    = A
movetype= A
physics = A
anim = 610
poweradd= Ceil(18*fvar(5))
ctrl = 0

[State 220,VarSet]
type = VarSet
trigger1 = Time = 0 || animelem = 3
var(20) = -10+(animelem = 3)*-15
ignorehitpause = 1

[State 220,VarSet]
type = VarSet
trigger1 = Time = 0 || animelem = 3
var(21) = -105+(animelem = 3)*25
ignorehitpause = 1

[State 605,HitDef]
type = HitDef
triggerall = var(25) < 1
triggerall = !MoveContact
triggerall = !MoveReversed
trigger1 = AnimElem = 2 || AnimElem = 2
attr = A, NA
animtype = Medium
damage    = ceil(ifelse((77*fvar(10))<7,7,(77*fvar(10))))
getpower = Ceil(IfElse(var(41)>1,72,143)*fvar(5)),Ceil(36*fvar(5))
givepower = 35, 35
guardflag = HA
hitflag = MAF
pausetime = Ceil(9*IfElse(Var(47),.5,1)),Ceil(9*IfElse(Var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 1
guardsound = S6, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 11+var(34)*2
ground.velocity = -5*IfElse(Var(47),.7,1)
air.velocity = -3.5*IfElse(Var(47),.7,1),-6.5
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !Var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 600,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

;----------------------------
;ジャンプ強パンチ
[Statedef 620]
type    = A
movetype= A
physics = A
anim = 620
poweradd= Ceil(18*fvar(5))
ctrl = 0

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -55

[State 620,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = Time = 0
attr = A, NA
animtype = Hard
damage    = ceil(ifelse((112*fvar(10))<7,7,(112*fvar(10))))
getpower = Ceil(IfElse(var(41)>1,72,214)*fvar(5)),Ceil(36*fvar(5))
givepower = 35, 35
guardflag = HA
hitflag = MAF
pausetime = Ceil(9*IfElse(Var(47),.5,1)),Ceil(9*IfElse(Var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 2
guardsound = S6, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 11+var(34)*3
ground.velocity = -5*IfElse(Var(47),.7,1)
air.velocity = -3.5*IfElse(Var(47),.7,1),-6.5
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !Var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[state -3]
type = PosAdd
trigger1 = AnimElem = 5,<0
trigger1 = Vel X = 0
trigger1 = command = "holdfwd" || command = "holdback"
x = ifelse (command = "holdfwd", 1.5,-1.5)

[State 620,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

;----------------------------
;ジャンプ弱キック
[Statedef 630]
type    = A
movetype= A
physics = A
anim = 630
ctrl = 0

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -65

[State 630,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = Time = 0
attr = A, NA
animtype = Light
damage    = ceil(ifelse((42*fvar(10))<7,7,(42*fvar(10))))
getpower = Ceil(72*fvar(5)),Ceil(36*fvar(5))
givepower = 35, 35
guardflag = HA
hitflag = MAF
pausetime = Ceil(9*IfElse(Var(47),.5,1)),Ceil(9*IfElse(Var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 3
guardsound = S6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 10+var(34)*2
ground.velocity = -5*IfElse(Var(47),.7,1)
air.velocity = -3.5*IfElse(Var(47),.7,1),-6.5
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !Var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 630,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 3
movetype = I

;----------------------------
;ジャンプ中キック
[Statedef 640]
type    = A
movetype= A
physics = A
anim = 640
poweradd= Ceil(18*fvar(5))
ctrl = 0

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -50

[State 605,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = Time = 0
attr = A, NA
animtype = Medium
damage    = ceil(ifelse((70*fvar(10))<7,7,(70*fvar(10))))
getpower = Ceil(IfElse(var(41)>1,72,143)*fvar(5)),Ceil(36*fvar(5))
givepower = 35, 35
guardflag = HA
hitflag = MAF
pausetime = Ceil(9*IfElse(Var(47),.5,1)),Ceil(9*IfElse(Var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 4
guardsound = S6, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 11+var(34)*2
ground.velocity = -5*IfElse(Var(47),.7,1)
air.velocity = -3.5*IfElse(Var(47),.7,1),-6.5
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !Var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 630,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I

;----------------------------
;ジャンプ強キック
[Statedef 650]
type    = A
movetype= A
physics = A
anim = 650
poweradd= Ceil(18*fvar(5))
ctrl = 0

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -20

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -45

[State 655,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = !MoveContact
trigger1 = !MoveReversed
trigger1 = AnimElem = 3 && Pos Y < enemynear,const(size.mid.pos.y)+25
attr = A, NA
animtype = Hard
damage    = ceil(ifelse((98*fvar(10))<7,7,(98*fvar(10))))
getpower = Ceil(IfElse(var(41)>1,72,214)*fvar(5)),Ceil(36*fvar(5))
givepower = 35, 35
guardflag = HA
hitflag = MAF
pausetime = Ceil(9*IfElse(Var(47),.5,1)),Ceil(9*IfElse(Var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 5
guardsound = S6, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 11+var(34)*3
ground.velocity = -5*IfElse(Var(47),.7,1)
air.velocity = -5.5*IfElse(Var(47),.7,1),-6
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !Var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 655,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = !MoveContact
trigger1 = !MoveReversed
trigger1 = AnimElem = 3 && Pos Y >= enemynear,const(size.mid.pos.y)+25
attr = A, NA
animtype = Hard
damage    = ceil(ifelse((98*fvar(10))<7,7,(98*fvar(10))))
getpower = Ceil(IfElse(var(41)>1,72,214)*fvar(5)),Ceil(36*fvar(5))
givepower = 35, 35
guardflag = HA
hitflag = MAF
pausetime = Ceil(9*IfElse(Var(47),.5,1)),Ceil(9*IfElse(Var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 5
guardsound = S6, 0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11+var(34)*3
ground.velocity = -5*IfElse(Var(47),.7,1)
air.velocity = -5*IfElse(Var(47),.7,1),-6
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !Var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 630,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I
 
;-------------------------------------------------------------------
;特殊技 
;----------------------------
;払い蹴り
[Statedef 300]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 300
ctrl = 0
poweradd = Ceil(18*fvar(5))

[State 220,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10
ignorehitpause = 1

[State 220,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -25
ignorehitpause = 1

[State 250,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = AnimElem = 4
attr = S, NA
animtype = UP
damage    = ceil(ifelse((91*fvar(10))<7,7,(91*fvar(10))))
getpower = Ceil(IfElse(var(41)>1,72,214)*fvar(5)),Ceil(36*fvar(5))
givepower = 35, 35
guardflag = L
hitflag = MAF
pausetime = Ceil(13*IfElse(Var(47),.5,1)),Ceil(13*IfElse(Var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 5
guardsound = S6, 0
ground.type = High
ground.slidetime = 17
ground.hittime  = 18+var(34)*3
ground.velocity = -6*IfElse(Var(47),.7,1),-6
guard.velocity = -10*IfElse(Var(47),.7,1)
air.velocity = -6*IfElse(Var(47),.7,1),-6
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
fall.recover = 0
air.fall = 1
yaccel = .5
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 220,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I

[State 220,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
 
;-------------------------------------------------------------------
;通常投げ 
;-------------------------------------------------------------------
	 
;----------------------------
;俵投げ（Ｐ通常投げ） 
[Statedef 800]
type = S
movetype = A
physics = S
ctrl = 0
anim = 800
velset = 0, 0
poweradd = Ceil(18*fvar(5))

[State 800,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = 0
[State 800,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = 0

[State 800,HitDef]
type = Hitdef
trigger1 = !var(47)
trigger1 = Time = 0
trigger1 = P2MoveType != H
trigger1 = P2StateNo != [150,155]
attr = S, NT
priority = 3,Miss
hitonce = 1
getpower = 0
givepower = 35,35
hitflag = M-
numhits = 0
sparkno = -1
p1facing = ifelse (command = "holdfwd", 1,-1)
p2facing = 1
p1stateno = 810
p2stateno = 820
p2getp1state = 1
hitsound = -1
fall = 1
fall.recover = 0

[State 800,HitDef]
type = Hitdef
trigger1 = var(47)
trigger1 = Time = 0
trigger1 = P2StateNo != [150,155]
attr = S, NT
priority = 3,Miss
hitonce = 1
getpower = 0
givepower = 35,35
hitflag = MF
numhits = 0
sparkno = -1
p1facing = ifelse (command = "holdfwd", 1,-1)
p2facing = 1
p1stateno = 810
p2stateno = 820
p2getp1state = 1
hitsound = -1
fall = 1
fall.recover = 0

[State 800,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 3
movetype = I

[State 800,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,12
channel = 0

[State 800,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------
;俵投げ（成功）
[Statedef 810]
type    = S
movetype= A
physics = N
anim = 810

[State 810,PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = 7,0

[State 810,TargetBind]
type = ChangeState
trigger1 = AnimElem = 1,< 6
triggerall = (Target,Command = "holdfwd" || Target,Command = "holdback") && (Target,Command = "c" || Target,Command = "z")
triggerall = fvar(17) = 1 || (fvar(12) != [100,109]) && (fvar(12) = [0,999])
value = 950

[State 810,NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 810,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 810,Width]
type = Width
triggerall = AnimElem = 4
trigger1 = FrontEdgeBodyDist < 90
edge = 90,0

[State 810,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 9
channel = 0

[State 810,TargetBind]
type = TargetBind
trigger1 = AnimElem= 1
pos = -30*const(Size.xscale), -70

[State 810,TargetBind]
type = TargetBind
trigger1 = AnimElem = 2
pos = 6*const(Size.xscale), -85

[State 810,TargetBind]
type = TargetBind
trigger1 = AnimElem= 3
pos = 36*const(Size.xscale), -85

[State 810,TargetBind]
type = TargetBind
trigger1 = AnimElem = 4
pos = 96*const(Size.xscale),0

[State 810,targetState]
type = targetState
trigger1 = AnimElem = 4
value = 830

[State -2,2]
type = VarSet
trigger1 = AnimElem = 4
var(42) = 1

[State 810,TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 4
value = -Ceil(ifelse((fvar(10)>.1),140*fvar(10),6))

[State 810,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------
; 俵投げ（相手１）
[Statedef 820]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820,NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 820,Screenbound]
type = screenbound
Trigger1 = 1
value = 1
movecamera = 0,0

[State 820,ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 820

;----------------------------
;俵投げ（相手２）
[Statedef 830]
type    = A
movetype= H
physics = N
velset = -8,-5

[State 830,NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 830,veladd]
type = veladd
trigger1 = 1
y = .55

[State 830,velset]
type = velset
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 15
x = -2

[State 830,End]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 15
value = 5100
 
;----------------------------
;さば折り（Ｋ通常投げ） 
[Statedef 850]
type = S
movetype = A
physics = S
ctrl = 0
anim = 850
velset = 0, 0
poweradd = Ceil(18*fvar(5))

[State 800,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = 0
[State 800,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = 0

[State 850,HitDef]
type = Hitdef
trigger1 = !var(47)
trigger1 = Time = 0
trigger1 = P2MoveType != H
trigger1 = P2StateNo != [150,155]
attr = S, NT
priority = 3,Miss
hitonce = 1
getpower = 0
givepower = 35, 35
hitflag = M-
numhits = 0
sparkno = -1
p1facing = ifelse (command = "holdfwd", 1,-1)
p2facing = 1
p1stateno = 860
p2stateno = 870
p2getp1state = 1
hitsound = -1
fall = 1
fall.recover = 0

[State 850,HitDef]
type = Hitdef
trigger1 = var(47)
trigger1 = Time = 0
trigger1 = P2StateNo != [150,155]
attr = S, NT
priority = 3,Miss
hitonce = 1
getpower = 0
givepower = 35, 35
hitflag = MF
numhits = 0
sparkno = -1
p1facing = ifelse (command = "holdfwd", 1,-1)
p2facing = 1
p1stateno = 860
p2stateno = 870
p2getp1state = 1
hitsound = -1
fall = 1
fall.recover = 0

[State 850,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 3
movetype = I

[State 850,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,12
channel = 0

[State 850,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------
;さば折り（成功１）
[Statedef 860]
type = S
movetype = A
physics = S
anim = 860
velset = 0, 0
ctrl = 0

[State 860,TargetState]
type = TargetState
trigger1 = Time = 0
value = 870

[State 1330,HitAdd]
type = HitAdd
trigger1 = Time = 0
value = 1

[State 810,Width]
type = Width
triggerall = Time = 0
trigger1 = FrontEdgeBodyDist < 40
trigger2 = BackEdgeBodyDist < 40
edge = 40,40

[State 860,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 7,0

[State 860,VarSet]
type = VarSet
trigger1 = Time = 0
var(12) = 0

[State 860,VarSet]
type = VarSet
trigger1 = Time = 0
var(13) = 0

[State 860,VarSet]
type = VarSet
trigger1 = Time = 0
var(14) = 220

[State 860,TargetBind]
type = TargetBind
trigger1 = 1
pos = 30*const(Size.xscale),-80

[State 860,ChangeState]
type = ChangeState
trigger1 = AnimElem = 1,< 3
trigger1 = (Target,Command = "holdfwd" || Target,Command = "holdback") && (Target,Command = "z" || Target,Command = "c")
triggerall = fvar(17) = 1 || (fvar(12) != [100,109]) && (fvar(12) = [0,999])
value = 950

[State 860,TargetState]
type = TargetState
trigger1 = AnimTime = 0
value = 871

[State 860,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 861

;----------------------------
;さば折り（成功２）
[Statedef 861]
type = S
movetype = A
physics = S
velset = 0, 0
hitcountpersist = 1

[State 861,TargetState]
type = TargetState
trigger1 = Time = 0
value = 871

[State 861,VarAdd]
type = VarAdd
trigger1 = Time = 0
var(12) = 1

[State 861,ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
value = 861+ifelse(var(13)<0,0,var(13))

[State 861,VarSet]
type = VarSet
trigger1 = Time = 0
var(13) = -4

[State 861,VarAdd]
type = VarAdd
triggerall = Var(13)<3
trigger1 = !Var(59)
trigger1 = Command = "random"
trigger2 = Var(59)
trigger2 = time >= 0
var(13) = 1

[State 861,VarAdd]
type = VarAdd
triggerall = var(14) > 0
trigger1 = Target,Command = "random"
var(14) = -3

[State 861,VarAdd]
type = VarAdd
trigger1 = var(14) > 0
var(14) = -1

[State 861,TargetBind]
type = TargetBind
trigger1 = 1
pos = 18*const(Size.xscale),-85

[State 861,HitAdd]
type = HitAdd
trigger1 = AnimElem = 2
value = 1

[State 861,HitAdd]
type = Varadd
trigger1 = AnimElem = 2
var(41) = 1

[State -2,2]
type = VarSet
trigger1 = AnimElem = 2
var(42) = 1

[State 861,TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 2
value = -Ceil(ifelse((fvar(10)>.1),ifelse(var(14)<2,63,14)*fvar(10),7))
kill = 0

[State 861,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,10
channel = 0

[State 861,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 7,1

[State 861,Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 8200+(random%8)
pos =25,-85
postype = P1
sprpriority = 5
facing = -1
bindtime = 1
ownpal = 1
persistent = 0
ignorehitpause = 1
pausemovetime = -1
Supermovetime = -1

[State 861,TargetState]
type = TargetState
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
value = 871

[State 861,TargetState]
type = TargetState
trigger1 = AnimElem = 2
value = 872

[State 861,ChangeState]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = Target,life > 20
trigger1 = Var(14) > 0
trigger1 = var(12) = [1,14]
value = 861

[State 861,ChangeState]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = Target,life <= 20
trigger2 = Var(14) <= 0
trigger3 = var(12) > 14
value = 865

;----------------------------
;さば折り（成功３）
[Statedef 865]
type = S
movetype = I
physics = S
anim = 865
velset = 0, 0

[State 865,TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
pos = 18*const(Size.xscale),-85

[State 865,TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 2
value =  -Ceil(ifelse((fvar(10)>.1),21*fvar(10),7))

[State 865,HitAdd]
type = HitAdd
trigger1 = AnimElem = 2
value = 1

[State 861,HitAdd]
type = Varadd
trigger1 = AnimElem = 2
var(41) = 1

[State 865,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 7,1

[State 865,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,10
channel = 0

[State 865,Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 8200+(random%8)
pos =25,-85
postype = P1
sprpriority = 5
facing = -1
bindtime = 1
ownpal = 1
persistent = 0
ignorehitpause = 1
pausemovetime = -1
Supermovetime = -1

[State 865,TargetBind]
type = TargetBind
trigger1 = AnimElem = 2
pos = 18*const(Size.xscale),ifelse((-85-Target,const(Size.mid.pos.y)<-15),-15,(-85-Target,const(Size.mid.pos.y)))

[State 865,TargetBind]
type = TargetState
trigger1 = AnimElem = 2
value = 875

[State 865,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------
;さば折り（相手１）
[Statedef 870]
type = A
movetype = H
physics = N
velset = 0, 0
ctrl = 0

[State 870,ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 870

[State 870,screenbound]
type = screenbound
Trigger1 = 1
value = 1
movecamera = 0,0

;----------------------------
;さば折り（相手２）
[Statedef 871]
type = A
movetype = H
physics = N
velset = 0, 0
ctrl = 0

[State 871,ChangeAnim2]
type = ChangeAnim2
trigger1 = anim != [871,872]
trigger2 = anim = 872 && animtime = 0
value = 871

[State 871,ChangeAnim2]
type = ChangeAnim2
trigger1 = Command = "random"
value = 872

[State 871,screenbound]
type = screenbound
Trigger1 = 1
value = 1
movecamera = 0,0

;----------------------------
;さば折り（相手３）
[Statedef 872]
type = A
movetype = H
physics = N
velset = 0, 0
ctrl = 0

[State 872,ChangeAnim2]
type = ChangeAnim2
trigger1 = anim != [873,874]
trigger2 = anim = 874 && animtime = 0
value = 873

[State 872,ChangeAnim2]
type = ChangeAnim2
trigger1 = Command = "random"
value = 874

[State 872,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 4218,23
channel = 0
persistent = 0

[State 872,screenbound]
type = screenbound
Trigger1 = 1
value = 1
movecamera = 0,0

;----------------------------
;さば折り（相手４）
[Statedef 875]
type = A
movetype = H
physics = N
velset = -2.5,-6.5

[State 875,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 4218,23
channel = 0
persistent = 0

[State 875,ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
value = 5050

[State 875,ChangeAnim]
type = ChangeAnim
trigger1 = anim = 5050
trigger1 = Vel Y >= 1
trigger1 = SelfAnimExist(5060)
value = 5060
persistent = 0

[State 875,VelAdd]
type = VelAdd
trigger1 = 1
y = .45

[State 875,Muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 875,SelfState]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 25
value = 5100
   
;===================================================================
;必殺技 
;===================================================================
	 
;-------------------------------------------------------------------
;百裂張り手 
;----------------------------
;百裂張り手・弱（開始）
[Statedef 1000]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 1000
ctrl = 0
poweradd = Ceil(72*fvar(5))

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0 && var(22)=-1
var(25) = 0

[State 1000,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1001
ctrl = 0

;----------------------------
;百裂張り手・中（開始）
[Statedef 1010]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 1010
ctrl = 0
poweradd = Ceil(72*fvar(5))

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0 && var(22)=-1
var(25) = 0

[State 1010,VelSet]
type = VelSet
trigger1 = AnimTime = 0
x = 9

[State 1010,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1001
ctrl = 0

;----------------------------
;百裂張り手・強（開始）
[Statedef 1020]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 1020
ctrl = 0
poweradd = Ceil(72*fvar(5))

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0 && var(22)=-1
var(25) = 0

[State 1020,VelSet]
type = VelSet
trigger1 = AnimTime = 0
x = 12

[State 1020,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 0,11
channel = 0

[State 1020,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1001
ctrl = 0

;----------------------------
;百裂張り手（継続）
[Statedef 1001]
type    = S
movetype= A
physics = S
anim = ifelse (PrevStateNo!=1001,PrevStateNo+1,1001+var(14)*10)
ctrl = 0

[State 1001,VarSet]
type = VarSet
trigger1 = Time = 0
var(12) = 0

[State 1001,VarSet]
type = VarSet
trigger1 = Time = 0
var(13) = 0

[State 1001,VarSet]
type = VarSet
trigger1 = Time = 0
var(14) = 0

[State 1001,PlaySnd]
type = PlaySnd
trigger1 = anim = 1001 && (AnimElem = 1 || AnimElem = 4)
trigger2 = anim = 1011 && AnimElem = 4
value = 0,6
channel = 0

[State 1001,PlaySnd]
type = PlaySnd
trigger1 = anim = 1001 && (AnimElem = 2 || AnimElem = 5)
trigger2 = (anim = 1011 || anim = 1021) && AnimElem = 5
value = 4,2

[State 1001,VarSet]
type = VarSet
trigger1 = Time = 0 || AnimElem = 3 || AnimElem = 5
var(20) = -20+(animelem = 3)*20
ignorehitpause = 1

[State 1001,VarSet]
type = VarSet
trigger1 = Time = 0 || AnimElem = 3 || AnimElem = 5
var(21) = -55+(animelem = 3)*25+(animelem = 5)*-20
ignorehitpause = 1

[State 1001,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = AnimElem = 1 && PrevStateNo != 1001 || AnimElem = 5 || AnimElem = 6 && PrevStateNo != 1001
attr = S, SA
animtype = Hard
air.animtype = Back
damage    = ceil(ifelse(((35-(anim=1011||anim=1021)*7)*fvar(10))<7,7,((35-(anim=1011||anim=1021)*7)*fvar(10)))),ceil(ifelse(((35-(anim=1011||anim=1021)*7)*fvar(10)/8)<7,7,((35-(anim=1011||anim=1021)*7)*fvar(10)/8)))
getpower = Ceil(IfElse(var(41)>1,72,143)*fvar(5)),Ceil(36*fvar(5))
givepower = 35, 35
guardflag = M
hitflag = MAF
pausetime = Ceil(15*IfElse(Var(47),.5,1)),Ceil(15*IfElse(Var(47),.5,1))
sparkno = S8210+(random%8)
guard.sparkno = S8105
sparkxy = var(20),var(21)
hitsound = S5, 2
guardsound = S6, 0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 14+(PrevStateNo=1010)*5
ground.velocity = -11
air.velocity = -3,-7.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
air.fall = 1
fall.recover = 0
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130
envshake.time = 10
envshake.ampl = 2
forcestand = 1

[State 1001,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = AnimElem = 3
attr = S, SA
animtype = Hard
air.animtype = Back
damage    = ceil(ifelse(((35-(anim=1011||anim=1021)*7)*fvar(10))<7,7,((35-(anim=1011||anim=1021)*7)*fvar(10)))),ceil(ifelse(((35-(anim=1011||anim=1021)*7)*fvar(10)/8)<7,7,((35-(anim=1011||anim=1021)*7)*fvar(10)/8)))
getpower = Ceil(IfElse(var(41)>1,72,143)*fvar(5)),Ceil(36*fvar(5))
givepower = 35, 35
guardflag = M
hitflag = MAF
pausetime = Ceil(14*IfElse(Var(47),.5,1)),Ceil(15*IfElse(Var(47),.5,1))
sparkno = S8210+(random%8)
guard.sparkno = S8105
sparkxy = var(20),var(21)
hitsound = S5, 2
guardsound = S6, 0
ground.type = High
ground.slidetime = 14
ground.hittime  = 14+(PrevStateNo=1010)*5
ground.velocity = -11.5
air.velocity = -3,-7.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
air.fall = 1
fall.recover = 0
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130
envshake.time = 10
envshake.ampl = 2
forcestand = 1

[State 1001,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0 || AnimElem = 6 && PrevStateNo != 1001
trigger1 = var(12) > 1
value = 1001
ctrl = 0

[State 1001,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 1005
ctrl = 0

;----------------------------
;百裂張り手（終了）
[Statedef 1005]
type    = S
movetype= A
physics = S
ctrl = 0

[State 1005,VarSet]
type = VarSet
trigger1 = Time = 0
var(12) = 0

[State 1005,ChangeAnim]
type = ChangeAnim
Trigger1 = Time = 0
value = anim+4

[State 1005,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
 
;-------------------------------------------------------------------
;スーパー頭突き 
;----------------------------
;スーパー頭突き・弱（開始）
[Statedef 1100]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 1100
ctrl = 0
poweradd = Ceil(72*fvar(5))

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0 && var(22)=-1
var(25) = 0

[State 1100,NotHitBy]
type = NotHitBy
trigger1 = AnimElem = 3,<0
value = SCA

[State 1100,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,3
channel = 0

[State 1100,VarSet]
type = VarSet
trigger1 = Time = 0 || animelem = 4
var(20) = 0+(animelem = 4)*-10
ignorehitpause = 1

[State 1100,VarSet]
type = VarSet
trigger1 = Time = 0 || animelem = 4
var(21) = -80+(animelem = 4)*35
ignorehitpause = 1

[State 1100, HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = (!MoveHit && !MoveReversed) || Var(47)
trigger1 = animelem = 3 || animelem = 4
attr = S, SA
damage = ceil(ifelse(((112-(animelem = 4)*14)*fvar(10))<7,7,((112-(animelem = 4)*14)*fvar(10)))),ceil(ifelse(((112-(animelem = 4)*14)*fvar(10)/8)<7,7,((112-(animelem = 4)*14)*fvar(10)/8)))
animtype = Back
getpower = Ceil(IfElse(var(41)>1,72,143)*fvar(5)),Ceil(36*fvar(5))
givepower = 35, 35
guardflag = M
hitflag = MAF
hitsound = S5,2
guardsound = S6,0
pausetime = Ceil(14*IfElse(Var(47),.5,1)),Ceil(15*IfElse(Var(47),.5,1))
sparkno = S8210+(random%8)
guard.sparkno = S8105
sparkxy = var(20),var(21)
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4.5,-7
air.velocity = -4.5,-7
guard.velocity = -10
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130
envshake.time = 10
envshake.ampl = 2
forcestand = 1

[State 1100,Velset]
type = Velset
trigger1 = MoveContact
trigger1 = animelem = 4,>0
x = -5
persistent = 0

[State 1100,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1130+(MoveContact!=0)*10
ctrl = 0

;----------------------------
;スーパー頭突き・中（開始）
[Statedef 1110]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 1110
ctrl = 0
poweradd = Ceil(72*fvar(5))

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0 && var(22)=-1
var(25) = 0

[State 1110,NotHitBy]
type = NotHitBy
trigger1 = AnimElem = 3,<0
value = SCA

[State 1110,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,3
channel = 0

[State 1110,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10
ignorehitpause = 1

[State 1110,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -55
ignorehitpause = 1

[State 1110, HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = Time = 0
attr = S, SA
damage = ceil(ifelse((112*fvar(10))<7,7,(112*fvar(10)))),ceil(ifelse((112*fvar(10)/8)<7,7,(112*fvar(10)/8)))
animtype = Back
getpower = Ceil(IfElse(var(41)>1,72,143)*fvar(5)),Ceil(36*fvar(5))
givepower = 35, 35
guardflag = M
hitflag = MAF
hitsound = S5,2
guardsound = S6,0
pausetime = Ceil(15*IfElse(Var(47),.5,1)),Ceil(15*IfElse(Var(47),.5,1))
sparkno = S8210+(random%8)
guard.sparkno = S8105
sparkxy = var(20),var(21)
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4.5,-7
air.velocity = -4.5,-7
guard.velocity = -10
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130
envshake.time = 10
envshake.ampl = 2
forcestand = 1

[State 1110,Velset]
type = Velset
trigger1 = MoveContact
x = -5
persistent = 0

[State 1110,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1130+(MoveContact!=0)*10
ctrl = 0

;----------------------------
;スーパー頭突き・強（開始）
[Statedef 1120]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 1120
ctrl = 0
poweradd = Ceil(72*fvar(5))

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0 && var(22)=-1
var(25) = 0

[State 1120,NotHitBy]
type = NotHitBy
trigger1 = AnimElem = 3,<0
value = SCA

[State 1120,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,3
channel = 0

[State 1120,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10
ignorehitpause = 1

[State 1120,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -55
ignorehitpause = 1

[State 1120,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = Time = 0
attr = S, SA
animtype = Hard
air.animtype = Back
damage = ceil(ifelse((119*fvar(10))<7,7,(119*fvar(10)))),ceil(ifelse((119*fvar(10)/8)<7,7,(119*fvar(10)/8)))
getpower = Ceil(IfElse(var(41)>1,72,214)*fvar(5)),Ceil(36*fvar(5))
givepower = 35, 35
guardflag = M
hitflag = MAF
pausetime = Ceil(15*IfElse(Var(47),.5,1)),Ceil(15*IfElse(Var(47),.5,1))
sparkno = S8200+(random%8)+10
guard.sparkno = S8105
sparkxy = var(20),var(21)
hitsound = S5, 2
guardsound = S6, 0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -7
air.velocity = -4.5,-7
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 1
fall.recover = 0
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130
envshake.time = 10
envshake.ampl = 2
forcestand = 1

[State 1120,Velset]
type = Velset
trigger1 = MoveContact
x = -5
persistent = 0

[State 1120,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1130+(MoveContact!=0)*10
ctrl = 0

;----------------------------
;スーパー頭突き（突進）
[Statedef 1130]
type    = A
movetype= A
physics = N
velset = 6+(PrevStateNo=1110)*2+(PrevStateNo=1120)*4,0
anim = 1130
ctrl = 0

[State 4010,PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1130,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 3,0

[state 1130,VarSet]
type = VarSet
trigger1= Time = 0
var(14) = 0+(PrevStateNo=1110)+(PrevStateNo=1120)*2

[state 1130,PosAdd]
type = PosAdd
trigger1 = Time%4=0
x = Vel x

[State 1130,Playerpush]
type = Playerpush
trigger1 = P2Statetype = L
value = 0

[State 1130,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -20
ignorehitpause = 1

[State 1130,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -55
ignorehitpause = 1

[State 1130, HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = Time = 0
attr = A, SA
damage = ceil(ifelse(((77+IfElse(var(14)=1,21,35))*fvar(10))<7,7,((77+IfElse(var(14)=1,21,35))*fvar(10)))),ceil(ifelse(((77+IfElse(var(14)=1,21,35))*fvar(10)/8)<7,7,((77+IfElse(var(14)=1,21,35))*fvar(10)/8)))
animtype = Back
getpower = Ceil(IfElse(var(41)>1,72,143)*fvar(5)),Ceil(36*fvar(5))
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S5,2
guardsound = S6,0
pausetime = Ceil(15*IfElse(Var(47),.5,1)),Ceil(15*IfElse(Var(47),.5,1))
sparkno = S8210+(random%8)
guard.sparkno = S8105
sparkxy = var(20),var(21)
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4.5,-7
air.velocity = -4.5,-7
guard.velocity = -10
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130
envshake.time = 10
envshake.ampl = 2
forcestand = 1

[State 1130,Velset]
type = Velset
trigger1 = MoveContact
x = -5
persistent = 0

[State 1130,Velset]
type = Velset
trigger1 = time = 6+(PrevStateNo=1110)*2+(PrevStateNo=1120)*23
trigger2 = time >= 6 && FrontEdgeBodyDist < 5
x = 0

[State 1130,ChangeState]
type = ChangeState
trigger1 = time = 6+(PrevStateNo=1110)*2+(PrevStateNo=1120)*23
trigger2 = MoveContact
trigger3 = time >= 6 && FrontEdgeBodyDist < 5
value = 1140
ctrl = 0

;----------------------------
;スーパー頭突き（終了）
[Statedef 1140]
type    = A
movetype= I
physics = N
anim = 1140+(!var(14))*10
ctrl = 0

[State 1140,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6,=1
value = 3,3

[State 1140,Velset]
type = Velset
trigger1 = AnimElem = 6
x = 0

[State 1140,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 6
statetype=S
physics=S

[State 1140,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
 
;-------------------------------------------------------------------
;スーパー百貫落とし 
;----------------------------
;スーパー百貫落とし・弱（開始）
[Statedef 1200]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 1200
ctrl = 0
poweradd = Ceil(72*fvar(5))

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0 && var(22)=-1
var(25) = 0

[State 1200,VarSet]
type = VarSet
trigger1 = Time = 0 || animelem = 13
var(20) = 0
ignorehitpause = 1

[State 1200,VarSet]
type = VarSet
trigger1 = Time = 0 || animelem = 13
var(21) = -55+(animelem = 13)*35
ignorehitpause = 1

[State 1200, HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = animelem = 6
attr = A, SA
damage = ceil(ifelse((84*fvar(10))<7,7,(84*fvar(10)))),ceil(ifelse((84*fvar(10)/8)<7,7,(84*fvar(10)/8)))
animtype = Hard
getpower = Ceil(IfElse(var(41)>1,72,143)*fvar(5)),Ceil(36*fvar(5))
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S5,2
guardsound = S6,0
pausetime = Ceil(15*IfElse(Var(47),.5,1)),Ceil(15*IfElse(Var(47),.5,1))
sparkno = S8210+(random%8)
guard.sparkno = S8105
sparkxy = var(20),var(21)
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3,-7
air.velocity = -3,-7
guard.velocity = -10
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130
envshake.time = 10
envshake.ampl = 2
forcestand = 1

[State 1200, HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = !MoveContact
trigger1 = !MoveReversed
trigger1 = animelem = 13
attr = A, SA
damage = ceil(ifelse((91*fvar(10))<7,7,(91*fvar(10)))),ceil(ifelse((91*fvar(10)/8)<7,7,(91*fvar(10)/8)))
animtype = Hard
getpower = Ceil(IfElse(var(41)>1,72,143)*fvar(5)),Ceil(36*fvar(5))
givepower = 35, 35
guardflag = HA
hitflag = MAF
hitsound = S5,2
guardsound = S6,0
pausetime = Ceil(15*IfElse(Var(47),.5,1)),Ceil(15*IfElse(Var(47),.5,1))
sparkno = S8210+(random%8)
guard.sparkno = S8105
sparkxy = var(20),var(21)
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4.5,-7
air.velocity = -4.5,-7
guard.velocity = -10
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130
envshake.time = 10
envshake.ampl = 2
forcestand = 1

[State 1200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,14
channel = 0

[State 1200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4,=1
value = 3,0

[State 1200,NotHitBy]
type = NotHitBy
trigger1 = AnimElem = 4,<0
value = SCA

[State 1200,Velset]
type = Velset
trigger1 = AnimElem = 4,=0
x = 8
y = -4

[State 1200,VelAdd]
type = PosAdd
trigger1 = AnimElemNo(0) = [4,6]
trigger1 = Time%4=0
y = Vel y

[State 1200,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4,=0
statetype = A
physics = N

[State 1200,VelAdd]
type = VelAdd
trigger1 = AnimElem = 12,> 0
y = .7

[State 1200,VelMul]
type = VelMul
trigger1 = AnimElemNo(0) = 6
x = .85

[State 1200,Velset]
type = Velset
trigger1 = AnimElem = 7
x = 0
y = 0

[State 1200,PlaySnd1]
type = PlaySnd
trigger1 = AnimElem = 12
value = 4,5

[State 1200,ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1230
ctrl = 0

;----------------------------
;スーパー百貫落とし・中（開始）
[Statedef 1210]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 1210
ctrl = 0
poweradd = Ceil(72*fvar(5))

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0 && var(22)=-1
var(25) = 0

[State 1210,VarSet]
type = VarSet
trigger1 = Time = 0 || animelem = 13
var(20) = 0
ignorehitpause = 1

[State 1210,VarSet]
type = VarSet
trigger1 = Time = 0 || animelem = 13
var(21) = -55+(animelem = 13)*35
ignorehitpause = 1

[State 1210, HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = animelem = 6
attr = A, SA
damage = ceil(ifelse((91*fvar(10))<7,7,(91*fvar(10)))),ceil(ifelse((91*fvar(10)/8)<7,7,(91*fvar(10)/8)))
animtype = Hard
getpower = Ceil(IfElse(var(41)>1,72,143)*fvar(5)),Ceil(36*fvar(5))
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S5,2
guardsound = S6,0
pausetime = Ceil(15*IfElse(Var(47),.5,1)),Ceil(15*IfElse(Var(47),.5,1))
sparkno = S8210+(random%8)
guard.sparkno = S8105
sparkxy = var(20),var(21)
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3,-7
air.velocity = -3,-7
guard.velocity = -10
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130
envshake.time = 10
envshake.ampl = 2
forcestand = 1

[State 1210, HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = !MoveContact
trigger1 = !MoveReversed
trigger1 = animelem = 13
attr = A, SA
damage = ceil(ifelse((98*fvar(10))<7,7,(98*fvar(10)))),ceil(ifelse((98*fvar(10)/8)<7,7,(98*fvar(10)/8)))
animtype = Hard
getpower = Ceil(IfElse(var(41)>1,72,143)*fvar(5)),Ceil(36*fvar(5))
givepower = 35, 35
guardflag = HA
hitflag = MAF
hitsound = S5,2
guardsound = S6,0
pausetime = Ceil(15*IfElse(Var(47),.5,1)),Ceil(15*IfElse(Var(47),.5,1))
sparkno = S8210+(random%8)
guard.sparkno = S8105
sparkxy = var(20),var(21)
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4.5,-7
air.velocity = -4.5,-7
guard.velocity = -10
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130
envshake.time = 10
envshake.ampl = 2
forcestand = 1

[State 1210,NotHitBy]
type = NotHitBy
trigger1 = AnimElem = 4,<0
value = SCA

[State 1210,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,14
channel = 0

[State 1210,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4,=1
value = 3,0

[State 1210,Velset]
type = Velset
trigger1 = AnimElem = 4,=0
x = 10
y = -5

[State 1210,VelAdd]
type = PosAdd
trigger1 = AnimElemNo(0) = [4,6]
trigger1 = Time%4=0
y = Vel y

[State 1210,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4,=0
statetype = A
physics = N

[State 1210,VelAdd]
type = VelAdd
trigger1 = AnimElem = 12,> 0
y = .7

[State 1210,VelMul]
type = VelMul
trigger1 = AnimElemNo(0) = 6
x = .85

[State 1210,Velset]
type = Velset
trigger1 = AnimElem = 7
x = 0
y = 0

[State 1210,PlaySnd1]
type = PlaySnd
trigger1 = AnimElem = 12
value = 4,5

[State 1210,ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1230
ctrl = 0

;----------------------------
;スーパー百貫落とし・強（開始）
[Statedef 1220]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 1210
ctrl = 0
poweradd = Ceil(72*fvar(5))

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0 && var(22)=-1
var(25) = 0

[State 1220,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = 0
ignorehitpause = 1

[State 1220,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -20
ignorehitpause = 1

[State 1220, HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = animelem = 13
attr = A, SA
damage = ceil(ifelse((105*fvar(10))<7,7,(105*fvar(10)))),ceil(ifelse((105*fvar(10)/8)<7,7,(105*fvar(10)/8)))
animtype = Hard
getpower = Ceil(IfElse(var(41)>1,72,143)*fvar(5)),Ceil(36*fvar(5))
givepower = 35, 35
guardflag = HA
hitflag = MAF
hitsound = S5,2
guardsound = S6,0
pausetime = Ceil(15*IfElse(Var(47),.5,1)),Ceil(15*IfElse(Var(47),.5,1))
sparkno = S8210+(random%8)
guard.sparkno = S8105
sparkxy = var(20),var(21)
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4.5*ifelse(P2dist X<0,-1,1),-7
air.velocity = -4.5*ifelse(P2dist X<0,-1,1),-7
guard.velocity = -10
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130
envshake.time = 10
envshake.ampl = 2
forcestand = 1

[State 1220,NotHitBy]
type = NotHitBy
trigger1 = AnimElem = 4,<0
value = SCA

[State 1220,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,14
channel = 0

[State 1220,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4,=1
value = 3,0

[State 1220,Velset]
type = Velset
trigger1 = AnimElem = 4,=0
x = 14
y = -7

[State 1220,VelAdd]
type = PosAdd
trigger1 = AnimElemNo(0) = [4,6]
trigger1 = Time%4=0
y = Vel y

[State 1220,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4,=0
statetype = A
physics = N

[State 1220,VelAdd]
type = VelAdd
trigger1 = AnimElem = 12,> 0
y = .7

[State 1220,VelMul]
type = VelMul
trigger1 = AnimElemNo(0) = 6
x = .85

[State 1220,Velset]
type = Velset
trigger1 = AnimElem = 7
x = 0
y = 0

[State 1220,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 12
value = 4,5

[State 1220,ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1230
ctrl = 0

;----------------------------
;スーパー百貫落とし（終了）
[Statedef 1230]
type    = S
movetype= I
physics = S
anim = 1230
velset = 0,0
ctrl = 0

[State 1230,posset]
type = posset
trigger1 = Time = 0
y = 0

[State 1230,PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = 3,3

[State 1230,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
 
;-------------------------------------------------------------------
;大銀杏投げ 
;----------------------------
;大銀杏投げ・弱
[Statedef 1300]
type = S
movetype = A
physics = S
anim = 1300
ctrl = 0
velset = 0, 0

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0 && var(22)=-1
var(25) = 0

[State 1300,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = 0
[State 1300,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = 0

[State 1300,HitDef]
type = Hitdef
trigger1 = !var(47)
trigger1 = Time = 0
trigger1 = P2MoveType != H
trigger1 = P2StateNo != [150,155]
attr = S, ST
priority = 7,Miss
getpower = Ceil(IfElse(var(41)>1,72,143)*fvar(5))
givepower = 35, 35
hitflag = M-
numhits = 0
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 1330
p2stateno = 1340
p2getp1state = 1
hitsound = -1
fall = 1
fall.recover = 0

[State 1300,HitDef]
type = Hitdef
trigger1 = var(47)
trigger1 = Time = 0
trigger1 = P2StateNo != [150,155]
attr = S, ST
priority = 7,Miss
getpower = Ceil(IfElse(var(41)>1,72,143)*fvar(5))
givepower = 35, 35
hitflag = MF
numhits = 0
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 1330
p2stateno = 1340
p2getp1state = 1
hitsound = -1
fall = 1
fall.recover = 0

[State 1300,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 3
movetype = I

[State 1300,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,12
channel = 0

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

;----------------------------
;大銀杏投げ・中
[Statedef 1310]
type = S
movetype = A
physics = S
anim = 1310
ctrl = 0
velset = 0, 0

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0 && var(22)=-1
var(25) = 0

[State 1310,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = 0
ignorehitpause = 1

[State 1310,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = 0
ignorehitpause = 1

[State 1300,HitDef]
type = Hitdef
trigger1 = !var(47)
trigger1 = Time = 0
trigger1 = P2MoveType != H
trigger1 = P2StateNo != [150,155]
attr = S, ST
priority = 7,Miss
getpower = Ceil(IfElse(var(41)>1,72,143)*fvar(5))
givepower = 35, 35
hitflag = M-
numhits = 0
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 1330
p2stateno = 1340
p2getp1state = 1
hitsound = -1
fall = 1
fall.recover = 0

[State 1300,HitDef]
type = Hitdef
trigger1 = var(47)
trigger1 = Time = 0
trigger1 = P2StateNo != [150,155]
attr = S, ST
priority = 7,Miss
getpower = Ceil(IfElse(var(41)>1,72,143)*fvar(5))
givepower = 35, 35
hitflag = MF
numhits = 0
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 1330
p2stateno = 1340
p2getp1state = 1
hitsound = -1
fall = 1
fall.recover = 0

[State 1310,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 3
movetype = I

[State 1310,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,12
channel = 0

[State 1310,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------
;大銀杏投げ・強
[Statedef 1320]
type = S
movetype = A
physics = S
anim = 1320
ctrl = 0
velset = 0, 0

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0 && var(22)=-1
var(25) = 0

[State 1320,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = 0
ignorehitpause = 1

[State 1320,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = 0
ignorehitpause = 1

[State 1300,HitDef]
type = Hitdef
trigger1 = !var(47)
trigger1 = Time = 0
trigger1 = P2MoveType != H
trigger1 = P2StateNo != [150,155]
attr = S, ST
priority = 7,Miss
getpower = Ceil(IfElse(var(41)>1,72,143)*fvar(5))
givepower = 35, 35
hitflag = M-
numhits = 0
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 1330
p2stateno = 1340
p2getp1state = 1
hitsound = -1
fall = 1
fall.recover = 0

[State 1300,HitDef]
type = Hitdef
trigger1 = var(47)
trigger1 = Time = 0
trigger1 = P2StateNo != [150,155]
attr = S, ST
priority = 7,Miss
getpower = Ceil(IfElse(var(41)>1,72,143)*fvar(5))
givepower = 35, 35
hitflag = MF
numhits = 0
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 1330
p2stateno = 1340
p2getp1state = 1
hitsound = -1
fall = 1
fall.recover = 0

[State 1320,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 3
movetype = I

[State 1320,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,12
channel = 0

[State 1320,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------
;大銀杏投げ（成功１）
[Statedef 1330]
type = S
movetype = A
physics = S
anim = 1330

[state 1330,VarSet]
type = VarSet
trigger1= Time = 0
var(14) = 0+(PrevStateNo=1310)+(PrevStateNo=1320)*2

[State 1330,PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = 7,0

[State 1330,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,13
channel = 0

[State 1330,TargetState]
type = TargetState
trigger1 = Time = 0
value = 1340

[State 1330,Width]
type = Width
triggerall = AnimElem = 1
trigger1 = FrontEdgeBodyDist < 40
edge = 40,0

[State 1330,Width]
type = Width
triggerall = AnimElem = 2
trigger1 = FrontEdgeBodyDist < 50
edge = 50,0

[State 1330,Width]
type = Width
trigger1 = AnimElem = 3
triggerall = FrontEdgeBodyDist < 70
edge = 70,0

[State 1330,Width]
type = Width
trigger1 = AnimElem = 4
triggerall = FrontEdgeBodyDist < 120
edge = 120,0

[state 1330,PosAdd]
type = PosAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
x = 32*const(Size.xscale)

[State 1330,TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
pos = 20*const(Size.xscale),-120

[State 1330,TargetBind]
type = TargetBind
trigger1 = AnimElem = 2
pos = 50*const(Size.xscale), -115

[State 1330,SprPriority]
type = SprPriority
trigger1 = AnimElem = 3
value = -1

[State 1330,TargetBind]
type = TargetBind
trigger1 = AnimElem = 3
pos = 55*const(Size.xscale),-110

[State 1330,SprPriority]
type = SprPriority
trigger1 = AnimElem = 4
value = 1

[State 1330,TargetBind]
type = TargetBind
trigger1 = AnimElem = 4
pos = 50*const(Size.xscale),-5

[State 1330,EnvShake]
type = EnvShake
trigger1 = AnimElem = 4
time = 15

[State 1330,Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 8310
id = 8310
pos = 55,0
scale = .5,.5
postype = P1
sprpriority = -2
facing = 1
bindtime = 1
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 1330,Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 8030
id = 8030
pos = 55,0
scale = .875,.875
postype = P1
sprpriority = -2
facing = 1
bindtime = 1
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 1330,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 3,9

[State 1330,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 5,2

[State -2,2]
type = VarSet
trigger1 = AnimElem = 4
var(42) = 1

[State 1330,TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 4
value = -Ceil(ifelse((fvar(10)>.1),56*fvar(10),6))
kill = 0

[State 1330,HitAdd]
type = HitAdd
trigger1 = AnimElem = 4
value = 1

[State 1330,HitAdd]
type = Varadd
trigger1 = AnimElem = 4
var(41) = 1

[State 1330,TargetBind]
type = TargetBind
trigger1 = AnimElem = 6,=0
pos = 95*const(Size.xscale),0

[State 1330,Velset]
type = Velset
trigger1 = AnimElem = 6,=1
x = 2
y = -11

[State 1330,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 6,=1
statetype = A
physics = N

[State 1330,VelAdd]
type = VelAdd
trigger1 = AnimElem = 6,> 1
y = .8

[State 1330,ChangeState]
type = ChangeState
trigger1 = AnimElem = 9,> 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1331

;----------------------------
;大銀杏投げ（成功２）
[Statedef 1331]
type    = S
movetype= A
physics = N
anim =1331
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1331,Posset]
type = Posset
trigger1 = Time = 0
y = 0

[State 1331,TargetState]
type = TargetState
trigger1 = AnimElem = 1
value = 1341

[State 1331,EnvShake]
type = EnvShake
trigger1 = AnimElem = 1
time = 15

[State 1331,Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 8310
id = 8310
pos =0,0
scale = .5,.5
postype = P1
sprpriority = -2
facing = 1
bindtime = 1
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 1331,Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 8030
id = 8030
pos = 0,0
scale = .875,.875
postype = P1
sprpriority = -2
facing = 1
bindtime = 1
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 1331,TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 1
value = -Ceil(ifelse((fvar(10)>.1),(84+var(14)*7)*fvar(10),6))

[State 1331,HitAdd]
type = HitAdd
trigger1 = AnimElem = 1
value = 1

[State 1330,HitAdd]
type = Varadd
trigger1 = AnimElem = 1
var(41) = 1

[State 1331,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3,9

[State 1330,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,2

[State 1331,TargetState]
type = TargetState
trigger1 = AnimElem = 4
value = 1342

[State 1331,Velset]
type = Velset
trigger1 = AnimElem = 4
x = 2
y = -9

[State 1331,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
statetype = A
physics = N

[State 1331,VelAdd]
type = VelAdd
trigger1 = AnimElem = 4,> 0
y = .55

[State 1331,ChangeState]
type = ChangeState
trigger1 = AnimElem = 4,> 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1332

;----------------------------
;大銀杏投げ（成功３）
[Statedef 1332]
type    = S
movetype= I
physics = S
Anim = 1332
velset = 0,0

[State 1332,PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1332,PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = 3,3

[State 1332,TargetState]
type = TargetState
trigger1 = AnimElem = 1
value = 1343

[State 1332,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------
;大銀杏投げ（相手１）
[Statedef 1340]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1340,Turn]
type = Turn
trigger1 = Time = 0

[State 1340,Screenbound]
type = screenbound
Trigger1 = 1
value = 1
movecamera = 0,0

[State 1340,ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1340

[State 1343,End]
type = selfState
trigger1 = Time > 200
value = 5150-(alive)*30

;----------------------------
;大銀杏投げ（相手２）
[Statedef 1341]
type    = L
movetype= H
physics = S
velset = 0,0

[State 1341,Screenbound]
type = screenbound
Trigger1 = 1
value = 1
movecamera = 0,0

[State 1341,ChangeAnim]
type = ChangeAnim
trigger1 = Anim != 5080
value = 5080

[State 1343,End]
type = selfState
trigger1 = Time > 200
value = 5150-(alive)*30

;----------------------------
;大銀杏投げ（相手３）
[Statedef 1342]
type    = L
movetype= H
physics = S
velset = 0,0

[State 1342,Screenbound]
type = screenbound
Trigger1 = 1
value = 1
movecamera = 0,0

[State 1342,ChangeAnim]
type = ChangeAnim
trigger1 = Anim != 5110
value = 5110

[State 1343,End]
type = selfState
trigger1 = Time > 200
value = 5150-(alive)*30

;----------------------------
;大銀杏投げ（相手４）
[Statedef 1343]
type    = L
movetype= H
physics = S
velset = 0,0

[State 1343,End]
type = selfState
trigger1 = Time = 0
value = 5150-(alive)*30
  
;===================================================================
;スーパーコンボ 
;===================================================================

	 
;---------------------------------------------------------------------------
;鬼無双 
;----------------------------
;鬼無双_LV.1（開始）
[Statedef 3000]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 3000

[State 3000,AfterImage]
type = AfterImage
trigger1 = time = 0 && !var(47) && !var(36) && var(22)!=-1
time = 999999999
length = 9
TimeGap  = 2
FrameGap = 3
palbright = 0,0,0
palcontrast = 100,100,100
palpostbright = 0,0,0
paladd = -30,-30,-30
palmul = .75,.75,.75
trans = add1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0 && (var(22)=[-2,-1])
var(25) = 0

[state 3000,VarSet]
type = VarSet
trigger1 = Time = 0
var(36) = 0

[State 3000,PowerAdd]
type = PowerAdd
triggerall = time = 0
trigger1 = Var(30) <= 1 || (Var(30) = 2 && !fvar(8)) || Var(30) = 3 || (Var(30) = 5 && !fvar(8))
value = -ifelse(Var(30)=2,1500,1000)

[State 3000,Varadd]
type = VarSet
triggerall = Time = 0
trigger1 = (Var(30) = 4 && (100*life/const(data.life))>30)
trigger2 = Var(47)
fvar(37) = 0.00001

[State 3000,Varadd]
type = VarSet
triggerall = Time = 0
trigger1 = (Var(30) = [4,5]) && Fvar(8)
fvar(8) = 0

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(18) = 0

[State 3000,NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 55

[State 3000,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 0,15
channel = 0

[State 3000,Super]
type = Helper
trigger1 = AnimElem = 2,=1
persistent = 0
id = 8000
name = "super"
pos = 0,-80
postype = P1
stateno = ifelse((Var(30)=[4,6]),8010,8000)
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999
size.xscale = 1
size.yscale = 1

[State 3000,Pause]
type = SuperPause
trigger1 = AnimElem = 2,=1
time = 50+(var(36)*2)
movetime = 50+(var(36)*2)
anim = -1
sound = -1
pos = 0,0
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 0

[State 3000, VarSet]
type = VarSet
trigger1 = AnimElem = 2,=1
trigger1 = enemynear,stateno != [120,155]
trigger1 = !(enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "H”" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane")
trigger2 = enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
trigger3 = enemynear,authorname = "H”" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4400,4405]))
trigger4 = enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane" && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
fvar(22) = 50+(var(36)*2)

[State 3000,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -20
ignorehitpause = 1

[State 3000,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -55
ignorehitpause = 1

[State 3000,HitDef]
type = HitDef
triggerall = var(25) < ifelse(var(36)=0,3,ifelse(var(36)=1,5,9))
trigger1 = (!MoveHit && !MoveReversed)
trigger1 = AnimElem = 3 || AnimElem = 4
attr = S, HA
air.animtype = UP
animtype = Hard
damage = ceil(ifelse(((28+(AnimElem = 4)*21)*fvar(10))<7,7,((28+(AnimElem = 4)*21)*fvar(10)))),ceil(ifelse(((28+(AnimElem = 4)*21)*fvar(10)/8)<7,7,((28+(AnimElem = 4)*21)*fvar(10)/8)))
getpower = 0,0
givepower = 35, 35
guardflag = M
hitflag = MAF
pausetime = 7,8
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = var(20),var(21)
hitsound = S5, 2
guardsound = S6, 0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 40
ground.velocity = -8
guard.velocity = -10
air.velocity = -4.5,-6.5
yaccel = .5
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130
envshake.time = 10
envshake.ampl = 2
forcestand = 1

[State 3000,PlaySnd]
type = PlaySnd
trigger1 = AnimTime = 0
value = 3,1

[state 3000,VarSet]
type = VarSet
trigger1 = Time = 0
var(14) = 0

[State -2,VarSet]
type = VarSet
trigger1 = Time > 0
trigger1 = MoveHit
var(18) = 1

[State 3000,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3010

;----------------------------
;鬼無双_LV.2（開始）
[Statedef 3001]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 3001
poweradd = -2000

[State 3001,AfterImage]
type = AfterImage
trigger1 = Time = 0 && var(22)!=-1
time = 999999999
length = 9
TimeGap  = 2
FrameGap = 3
trans = add1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0 && (var(22)=[-2,-1])
var(25) = 0

[state 3000,VarSet]
type = VarSet
trigger1 = Time = 0
var(36) = 1

[State 3001,NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 60

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(18) = 0

[State 3001,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 0,15
channel = 0

[State 3001, Super]
type = Helper
trigger1 = AnimElem = 2,=1
persistent = 0
id = 8001
name = "super"
pos = 0,-80
postype = P1
stateno = 8000
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999
size.xscale = 1
size.yscale = 1

[State 3001,Pause]
type = SuperPause
trigger1 = AnimElem = 2,=1
time = 50+(var(36)*2)
movetime = 50+(var(36)*2)
anim = -1
sound = -1
pos = 0,0
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 0

[State 3000, VarSet]
type = VarSet
trigger1 = AnimElem = 2,=1
trigger1 = enemynear,stateno != [120,155]
trigger1 = !(enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "H”" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane")
trigger2 = enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
trigger3 = enemynear,authorname = "H”" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4400,4405]))
trigger4 = enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane" && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
fvar(22) = 50+(var(36)*2)

[State 3001,PlaySnd]
type = PlaySnd
trigger1 = AnimTime = 0
value = 3,1

[State 3001,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -20
ignorehitpause = 1

[State 3001,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -55
ignorehitpause = 1

[State 3001,HitDef]
type = HitDef
triggerall = var(25) < ifelse(var(36)=0,3,ifelse(var(36)=1,5,9))
trigger1 = AnimElem = 3 || AnimElem = 4
attr = S, HA
air.animtype = UP
animtype = Hard
damage = ceil(ifelse((28*fvar(10))<7,7,(28*fvar(10)))),ceil(ifelse((28*fvar(10)/8)<7,7,(28*fvar(10)/8)))
getpower = 0,0
givepower = 35, 35
guardflag = M
hitflag = MAF
pausetime = 7,8
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = var(20),var(21)
hitsound = S5, 2
guardsound = S6, 0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 40
ground.velocity = -8
guard.velocity = -10
air.velocity = -4.5,-6.5
yaccel = .5
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130
envshake.time = 10
envshake.ampl = 2
forcestand = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time > 0
trigger1 = MoveHit
var(18) = 1

[State 3001,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3010

;----------------------------
;鬼無双_LV.3（開始）
[Statedef 3002]
type = S
movetype = A
physics = S
ctrl = 0
Anim = 3002
velset = 0, 0

[State 3002,AfterImage]
type = AfterImage
trigger1 = Time = 0 && var(22)!=-1
time = 999999999
length = 9
TimeGap  = 2
FrameGap = 3
palbright = 30,30,30
palcontrast = 220,100,100
palpostbright = 0,0,0
paladd = 40,-35,-35
palmul = .65,.45,.45
trans = add1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0 && (var(22)=[-2,-1])
var(25) = 0

[state 3000,VarSet]
type = VarSet
trigger1 = Time = 0
var(36) = 2

[State 3002,PowerAdd]
type = PowerAdd
trigger1 = time = 0
value = -ifelse(Var(30)=5,1000,3000)

[State 3002,Varadd]
type = VarSet
trigger1 = Time = 0 && (Var(30) = 4 || Var(30) = 6)
fvar(37) = 0.00001

[State 3002,Varadd]
type = VarSet
triggerall = Time = 0
trigger1 = (Var(30) = [4,5]) && Fvar(8)
fvar(8) = 0

[State 3002,NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 66

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(18) = 0

[State 3002,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 0,15
channel = 0

[State 3002, Super]
type = Helper
trigger1 = AnimElem = 2,=1
persistent = 0
id = 8002
name = "super"
pos = 0,-80
postype = P1
stateno = ifelse((Var(30)=[4,6]),8010,8000)
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999
size.xscale = 1
size.yscale = 1

[State 3002,Pause]
type = SuperPause
trigger1 = AnimElem = 2,=1
time = 50+(var(36)*2)
movetime = 50+(var(36)*2)
anim = -1
sound = -1
pos = 0,0
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 0

[State 3000, VarSet]
type = VarSet
trigger1 = AnimElem = 2,=1
trigger1 = enemynear,stateno != [120,155]
trigger1 = !(enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "H”" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane")
trigger2 = enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
trigger3 = enemynear,authorname = "H”" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4400,4405]))
trigger4 = enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane" && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
fvar(22) = 50+(var(36)*2)

[State 3002,PlaySnd]
type = PlaySnd
trigger1 = AnimTime = 0
value = 3,1

[State 3002,VarSet]
type = VarSet
trigger1 = Time = 0 || animelem = 4
var(20) = 0+(animelem = 4)*-10
ignorehitpause = 1

[State 3002,VarSet]
type = VarSet
trigger1 = Time = 0 || animelem = 4
var(21) = -80+(animelem = 4)*35
ignorehitpause = 1

[State 3002,HitDef]
type = HitDef
triggerall = var(25) < ifelse(var(36)=0,3,ifelse(var(36)=1,5,9))
trigger1 = AnimElem = 3 || AnimElem = 4
attr = S, HA
air.animtype = UP
animtype = Hard
damage = ceil(ifelse((28*fvar(10))<7,7,(28*fvar(10)))),ceil(ifelse((28*fvar(10)/8)<7,7,(28*fvar(10)/8)))
getpower = 0,0
givepower = 35, 35
guardflag = M
hitflag = MAF
pausetime = 7,8
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = var(20),var(21)
hitsound = S5, 2
guardsound = S6, 0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 40
ground.velocity = -8
guard.velocity = -10
air.velocity = -4.5,-6.5
yaccel = .5
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130
envshake.time = 10
envshake.ampl = 2
forcestand = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time > 0
trigger1 = MoveHit
var(18) = 1

[State 3002,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3010

;----------------------------
;鬼無双（突進１）
[Statedef 3010]
type    = A
movetype= A
physics = N
velset = 8,0
anim = 3010
ctrl = 0

[State 4010,PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 3010,Helper]
type = Helper
trigger1 = 1
stateNo = 3060
ID = 3060
name = "ProjMUKOU"
pos = 0,0
PosType = P1
ownpal = 1
ignoreHitPause = 1
scale = const(size.xscale),const(size.yscale)

[State 3010,NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA, NP, SP, HP

[State 3010,PlaySnd]
type = PlaySnd
trigger1 = Time = 0 && PrevStateNo=[3000,3002]
value = 0,16
channel = 0

[State 3010,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 3,0

[state 3010,PosAdd]
type = PosAdd
trigger1 = Time%4=0
x = Vel x

[State 3010,Playerpush]
type = Playerpush
trigger1 = P2Statetype = L
value = 0

[State 3010,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -20
ignorehitpause = 1

[State 3010,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -55
ignorehitpause = 1

[State 3010,HitDef]
type = HitDef
triggerall = var(25) < ifelse(var(36)=0,3,ifelse(var(36)=1,5,9))
triggerall = Time = 0
trigger1 = PrevStateNo=3020 && var(36)=0
trigger2 = PrevStateNo=3030 && var(36)=1
attr = A, HA
damage = ceil(ifelse((105*fvar(10))<7,7,(105*fvar(10)))),ceil(ifelse((105*fvar(10)/8)<7,7,(105*fvar(10)/8)))
animtype = Back
getpower = 0,0
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S5,2
guardsound = S6,0
pausetime = 7,8
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = var(20),var(21)
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4.5,-7
air.velocity = -4.5,-6
ground.velocity = -8
guard.velocity = -10
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130
envshake.time = 10
envshake.ampl = 2
forcestand = 1

[State 3010,HitDef]
type = HitDef
triggerall = var(25) < ifelse(var(36)=0,3,ifelse(var(36)=1,5,9))
triggerall = Time = 0
trigger1 = PrevStateNo=3000 && var(36)=0
trigger2 = (PrevStateNo=3001||PrevStateNo=3020) && var(36)=1
trigger3 = var(36)=2
attr = S, HA
air.animtype = UP
animtype = Hard
damage = ceil(ifelse(((56+(var(34)=1)*14+(var(34)=2)*35)*fvar(10))<7,7,((56+(var(34)=1)*14+(var(34)=2)*35)*fvar(10)))),ceil(ifelse(((56+(var(34)=1)*14+(var(34)=2)*35)*fvar(10)/8)<7,7,((56+(var(34)=1)*14+(var(34)=2)*35)*fvar(10)/8)))
getpower = 0,0
givepower = 35, 35
guardflag = M
hitflag = MAF
pausetime = 7,8
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = var(20),var(21)
hitsound = S5, 2
guardsound = S6, 0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 40
ground.velocity = -8
guard.velocity = -10
air.velocity = -4.5,-6.5
yaccel = .5
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130
envshake.time = 10
envshake.ampl = 2
forcestand = 1

[State 3010,Velset]
type = Velset
trigger1 = time = 18 && (PrevStateNo=3000)
trigger2 = FrontEdgeBodyDist < 5
x = 0

[State 903, EnvShake]
type = EnvShake
trigger1 = MoveContact=1
time = 12
ampl = 3
ignorehitpause = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time > 0
trigger1 = MoveHit
var(18) = 1

[State 3010,ChangeState]
type = ChangeState
triggerall = Time > 0
trigger1 = time = 18 && (PrevStateNo=3000)
trigger2 = time = 34 && (PrevStateNo=3001)
trigger3 = time = 36 && (PrevStateNo=3002)
trigger4 = time = 12 && (PrevStateNo=3020||PrevStateNo=3030)
trigger5 = MoveContact
trigger6 = time >= 6 && FrontEdgeBodyDist < 5
value = 3020+(PrevStateNo=3020&&var(36)=1)*10+(PrevStateNo=3020&&var(36)=0||PrevStateNo=3030&&var(36)=1)*30+(PrevStateNo=3020&&var(36)=2)*20
ctrl = 0

;----------------------------
;鬼無双（突進２）
[Statedef 3020]
type    = A
movetype= A
physics = N
velset = 0,0
anim = 3020
ctrl = 0

[State 3020,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5,=1
value = 3,3

[State 3020,Velset]
type = Velset
trigger1 = AnimElem = 5
x = 0

[State 3020,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5
statetype=S
physics=S

[State 3020,VarSet]
type = VarSet
trigger1 = Time = 0 || animelem = 9
var(20) = 0+(animelem = 9)*-10
ignorehitpause = 1

[State 3020,VarSet]
type = VarSet
trigger1 = Time = 0 || animelem = 9
var(21) = -80+(animelem = 9)*35
ignorehitpause = 1

[State 3020,HitDef]
type = HitDef
triggerall = var(25) < ifelse(var(36)=0,3,ifelse(var(36)=1,5,9))
trigger1 = AnimElem = 8 || AnimElem = 9
attr = S, HA
air.animtype = UP
animtype = Hard
damage = ceil(ifelse((28*fvar(10))<7,7,(28*fvar(10)))),ceil(ifelse((28*fvar(10)/8)<7,7,(28*fvar(10)/8)))
getpower = 0,0
givepower = 35, 35
guardflag = M
hitflag = MAF
pausetime = 7,8
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = var(20),var(21)
hitsound = S5, 2
guardsound = S6, 0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 40
ground.velocity = -8
guard.velocity = -10
air.velocity = -4.5,-6.5
yaccel = .5
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130
envshake.time = 10
envshake.ampl = 2
forcestand = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time > 0
trigger1 = MoveHit
var(18) = 1

[State 3020,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3010

;----------------------------
;鬼無双（突進３）
[Statedef 3030]
type    = A
movetype= A
physics = N
velset = 0,0
anim = 3020
ctrl = 0

[State 3030,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5,=1
value = 3,3

[State 3030,Velset]
type = Velset
trigger1 = AnimElem = 5
x = 0

[State 3030,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5
statetype=S
physics=S

[State 3030,VarSet]
type = VarSet
trigger1 = Time = 0 || animelem = 9
var(20) = 0+(animelem = 9)*-10
ignorehitpause = 1

[State 3030,VarSet]
type = VarSet
trigger1 = Time = 0 || animelem = 9
var(21) = -80+(animelem = 9)*35
ignorehitpause = 1

[State 3030,HitDef]
type = HitDef
triggerall = var(25) < ifelse(var(36)=0,3,ifelse(var(36)=1,5,9))
trigger1 = AnimElem = 8 || AnimElem = 9
attr = S, HA
air.animtype = UP
animtype = Hard
damage = ceil(ifelse((28*fvar(10))<7,7,(28*fvar(10)))),ceil(ifelse((28*fvar(10)/8)<7,7,(28*fvar(10)/8)))
getpower = 0,0
givepower = 35, 35
guardflag = M
hitflag = MAF
pausetime = 7,8
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = var(20),var(21)
hitsound = S5, 2
guardsound = S6, 0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 40
ground.velocity = -8
guard.velocity = -10
air.velocity = -4.5,-6.5
yaccel = .5
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130
envshake.time = 10
envshake.ampl = 3
forcestand = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time > 0
trigger1 = MoveHit
var(18) = 1

[State 3030,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3010

;----------------------------
;鬼無双（Lv.3フィニッシュ）
[Statedef 3040]
type    = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 3040

[State 3040,Velset]
type = Velset
trigger1 = AnimElem = 10
x = 12

[State 3040,VelMul]
type = VelMul
trigger1 = AnimElem = 15,>0
x = .65

[State 3040,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7
value = 0,11
channel = 0

[State 3040,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 10 || AnimElem = 13 || AnimElem = 15 || AnimElem = 18
value = 4,2

[State 3040,VarSet]
type = VarSet
trigger1 = AnimElem = 10 || AnimElem = 14 || AnimElem = 15 || AnimElem = 19 || AnimElem = 12 || AnimElem = 17
var(20) = -20+(animelem=12||animelem=17)*20
ignorehitpause = 1

[State 3040,VarSet]
type = VarSet
trigger1 = AnimElem = 10 || AnimElem = 14 || AnimElem = 15 || AnimElem = 19 || AnimElem = 12 || AnimElem = 17
var(21) = -55+(animelem=12||animelem=17)*25+(animelem=14||animelem=19)*-20
ignorehitpause = 1

[State 3040,HitDef]
type = HitDef
triggerall = var(25) < ifelse(var(36)=0,3,ifelse(var(36)=1,5,9))
trigger1 = AnimElem = 10 || AnimElem = 14 || AnimElem = 15 || AnimElem = 19
attr = S, HA
animtype = Hard
air.animtype = Back
damage = ceil(ifelse((28*fvar(10))<7,7,(28*fvar(10)))),ceil(ifelse((28*fvar(10)/8)<7,7,(28*fvar(10)/8)))
getpower = 0,0
givepower = 35,35
guardflag = M
hitflag = MAF
pausetime = 6,8
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = var(20),var(21)
hitsound = S5, 2
guardsound = S6, 0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -10+(AnimElem = 19)*5.5,0+(AnimElem = 19)*-7
air.velocity = -4.5,-6.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
forcestand = 1
fall = (AnimElem = 19)
air.fall = 1
fall.recover = 0
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130
envshake.time = 10
envshake.ampl = 3

[State 3040,HitDef]
type = HitDef
triggerall = var(25) < ifelse(var(36)=0,3,ifelse(var(36)=1,5,9))
trigger1 = AnimElem = 12 || AnimElem = 17
attr = S, HA
animtype = Hard
air.animtype = Back
damage = ceil(ifelse((28*fvar(10))<7,7,(28*fvar(10)))),ceil(ifelse((28*fvar(10)/8)<7,7,(28*fvar(10)/8)))
getpower = 0,0
givepower = 35,35
guardflag = M
hitflag = MAF
pausetime = 6,8
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = var(20),var(21)
hitsound = S5, 2
guardsound = S6, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -10+(AnimElem = 17)*5.5,0+(AnimElem = 17)*-7
air.velocity = -4.5,-6.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
forcestand = 1
fall = (AnimElem = 17)
air.fall = 1
fall.recover = 0
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130
envshake.time = 10
envshake.ampl = 3

[State -2,VarSet]
type = VarSet
trigger1 = Time > 0
trigger1 = MoveHit
var(18) = 1

[State 3040,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 20
movetype = I

[State 3040,AfterImageTime]
type = AfterImageTime
trigger1 = AnimElem = 20
time = 0

[State 3040,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;----------------------------
;鬼無双（終了）
[Statedef 3050]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 3030
ctrl = 0

[State 3050,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5,=1
value = 3,3

[State 3050,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5
statetype=S
physics=S

[State 3050,AfterImageTime]
type = AfterImageTime
trigger1 = AnimElem = 5
time = 0

[State 3050,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------
;鬼無双（飛び道具無効化）
[Statedef 3060]
type    = A
movetype= I
Physics  = N
Anim     = 3050

[State 3060,reversaldef]
type = reversaldef
trigger1 = 1
reversal.attr = SCA,AP
pausetime = 0,0
sparkno = -1
sparkxy = 0,0
hitsound = -1
numhits = 0
ID = 3060

[State 3060,projectile]
type = projectile
trigger1 = Time = 0
projanim = 3051
projremove = 1
projremovetime = 1
projremAnim = -1
projhitanim = -1
projhits = 0
projid = 3060
projpriority = 1
offset = 0,0
attr = A, HP
getpower = 0
animtype = UP
damage = 0
hitflag = P
guardflag = MA
pausetime = 0,0
sparkno = -1
sparkky = 0,0
hitsound = -1
guardsound = -1
Guard.Dist = 0

[State 3060,DestroySelf]
type = DestroySelf
trigger1 = Time > 0
 	
;-------------------------------------------------------------------
;大蛇砕き 
;----------------------------
;大蛇砕き
[Statedef 3100]
type = S
movetype = A
physics = S
anim = 3100
ctrl = 0
velset = 0, 0

[State 3100, AfterImage]
type = AfterImage
trigger1 = Time = 0 && var(22)!=-1
time = 999999999
length = 9
TimeGap  = 2
FrameGap = 3
palbright = 30,30,30
palcontrast = 220,100,100
palpostbright = 0,0,0
paladd = 40,-35,-35
palmul = .65,.45,.45
trans = add1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0 && (var(22)=[-2,-1])
var(25) = 0

[state 3000,VarSet]
type = VarSet
trigger1 = Time = 0
var(36) = 2

[State 3002,PowerAdd]
type = PowerAdd
trigger1 = time = 0
value = -ifelse(Var(30)=5,1000,3000)

[State 4100,Varadd]
type = VarSet
trigger1 = Time = 0 && (Var(30) = 4 || Var(30) = 6)
fvar(37) = 0.00001

[State 4100,Varadd]
type = VarSet
triggerall = Time = 0
trigger1 = (Var(30) = [4,5]) && Fvar(8)
fvar(8) = 0

[State 3000,NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 64

[State 1300,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 0,17
channel = 0

[State -2]
type = VarRandom
trigger1 = Time = 0
v = 14
range = 0,2

[State 3000, Super]
type = Helper
trigger1 = AnimElem = 2
persistent = 0
id = 8002
name = "super"
pos = Ceil(75*const(Size.xscale)),-65
postype = P1
stateno = ifelse((Var(30)=[4,6]),8010,8000)
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999
size.xscale = 1
size.yscale = 1

[State 3000, Pause]
type = SuperPause
trigger1 = AnimElem = 2
time = 50
movetime = 50
anim = -1
sound = -1
pos = 0,0
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 0

[State 3000, VarSet]
type = VarSet
trigger1 = AnimElem = 2,=1
trigger1 = enemynear,stateno != [120,155]
trigger1 = !(enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "H”" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane")
trigger2 = enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
trigger3 = enemynear,authorname = "H”" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4400,4405]))
trigger4 = enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane" && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
fvar(22) = 50+(var(36)*2)

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(28) = 1

[State 1300,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = 0
[State 1300,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = 0

[State 3000,HitDef]
type = Hitdef
trigger1 = AnimElem = 3
trigger1 = P2MoveType != H
trigger1 = P2StateNo != [150,155]
attr = S, HT
priority = 3,Miss
getpower = 0
hitflag = M-
numhits = 0
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 3110
p2stateno = 3120
p2getp1state = 1
hitsound = -1
fall = 1
fall.recover = 0

[State 3000, AfterImageTime]
type = AfterImageTime
Trigger1 = AnimTime = 0
Time = 0

[State 1300,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,12
channel = 0

[State 1300,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

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

;----------------------------
;大蛇砕き（成功１）
[Statedef 3110]
type = S
movetype = A
physics = S
anim = 3110

[State 1341,Screenbound]
type = screenbound
Trigger1 = 1
value = 1
movecamera = 1,1

[State 1330,TargetState]
type = TargetState
trigger1 = Time = 0
value = 3120

[State 1330,Width]
type = Width
triggerall = AnimElem = 1
trigger1 = FrontEdgeBodyDist < 40
edge = 40,0

[State 1330,Width]
type = Width
triggerall = FrontEdgeBodyDist < 50
trigger1 = AnimElem = 2
trigger2 = AnimElemNo(0) = 10
trigger3 = AnimElemNo(0) = 12
edge = 50,0

[State 1330,Width]
type = Width
triggerall = FrontEdgeBodyDist < 70
trigger1 = AnimElem = 3
trigger2 = AnimElemNo(0) = 11
edge = 70,0

[state 1330,PosAdd]
type = PosAdd
trigger1 = AnimElem = 3
x = 32*const(Size.xscale)

[State 1330,TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
pos = 20*const(Size.xscale),-120

[State 1330,TargetBind]
type = TargetBind
trigger1 = AnimElem = 2
pos = 50*const(Size.xscale), -115

[State 1330,SprPriority]
type = SprPriority
trigger1 = AnimElem = 3
value = -1

[State 1330,TargetBind]
type = TargetBind
trigger1 = AnimElem = 3
pos = 55*const(Size.xscale),-110

[State 1300,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,ifelse(var(14)=0,18,ifelse(var(14)=1,20,23))
channel = 0

[State 1330,SprPriority]
type = SprPriority
trigger1 = AnimElem = 4
value = 1

[State 1330,TargetBind]
type = TargetBind
trigger1 = AnimElem = 4
pos = 50*const(Size.xscale),-5

[State 1330,EnvShake]
type = EnvShake
trigger1 = AnimElem = 4
time = 15

[State 1330,Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 8310
id = 8310
pos = 55,0
scale = .5,.5
postype = P1
sprpriority = -2
facing = 1
bindtime = 1
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 1330,Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 8030
id = 8030
pos = 55,0
scale = .875,.875
postype = P1
sprpriority = -2
facing = 1
bindtime = 1
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 1330,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 3,9

[State 1330,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 5,2

[State -2,2]
type = VarSet
trigger1 = AnimElem = 4
var(42) = 1

[State 1330,TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 4
value = -Ceil(ifelse((fvar(10)>.1),126*fvar(10),6))
kill = 0

[State 1330,HitAdd]
type = HitAdd
trigger1 = AnimElem = 4
value = 1

[State 1330,HitAdd]
type = Varadd
trigger1 = AnimElem = 4
var(41) = 1

[State 1330,TargetBind]
type = TargetBind
trigger1 = AnimElemNo(0) = 7
pos = 20*const(Size.xscale),-20

[State 1330,TargetBind]
type = TargetBind
trigger1 = AnimElemNo(0) = 8
pos = 20*const(Size.xscale),-95

[State 1330,TargetBind]
type = TargetBind
trigger1 = AnimElemNo(0) = 9
pos = 5*const(Size.xscale),-105

[State 1330,TargetBind]
type = TargetBind
trigger1 = AnimElemNo(0) = 10
pos = 10*const(Size.xscale), -115

[State 1330,TargetBind]
type = TargetBind
trigger1 = AnimElemNo(0) = 11
pos = 55*const(Size.xscale),-110

[State 1330,TargetBind]
type = TargetBind
trigger1 = AnimElemNo(0) = 12
pos = 50*const(Size.xscale),-5

[State 1330,Velset]
type = Velset
trigger1 = AnimElem = 8
x = 1
y = -5

[State 1330,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 8
statetype = A
physics = N

[State 1330,VelAdd]
type = VelAdd
trigger1 = AnimElem = 8,> 0
y = .4

[State 1330,ChangeState]
type = ChangeState
trigger1 = AnimElem = 12,> 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 3111

;----------------------------
;大蛇砕き（成功２）
[Statedef 3111]
type = S
movetype = A
physics = S
anim = 3111
velset = 0,0

[State 1300,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = var(14)=0 || var(14)=2
value = 0,ifelse(var(14)=0,19,14)
channel = 0

[State 1330,SprPriority]
type = SprPriority
trigger1 = AnimElem = 1
value = 1

[State 1330,TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
pos = 50*const(Size.xscale),-5

[State 1330,Width]
type = Width
trigger1 = AnimElem = 1
triggerall = FrontEdgeBodyDist < 120
edge = 120,0

[State 1330,EnvShake]
type = EnvShake
trigger1 = AnimElem = 1
time = 15

[State 1330,Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 8310
id = 8310
pos = 55,0
scale = .5,.5
postype = P1
sprpriority = -2
facing = 1
bindtime = 1
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 1330,Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 8030
id = 8030
pos = 55,0
scale = .875,.875
postype = P1
sprpriority = -2
facing = 1
bindtime = 1
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 1330,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3,9

[State 1330,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,2

[State 1330,TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 1
value = -Ceil(ifelse((fvar(10)>.1),140*fvar(10),6))
kill = 0

[State 1330,HitAdd]
type = HitAdd
trigger1 = AnimElem = 1
value = 1

[State 1330,HitAdd]
type = Varadd
trigger1 = AnimElem = 1
var(41) = 1

[State 1330,TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
pos = 95*const(Size.xscale),0

[State 1330,TargetState]
type = TargetState
trigger1 = AnimElem = 1
value = 3121

[State 1330,Velset]
type = Velset
trigger1 = AnimElem = 1,=1
x = 3
y = -15

[State 1330,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 1,=1
statetype = A
physics = N

[State 1330,VelAdd]
type = VelAdd
trigger1 = AnimElem = 1,> 1
y = 1.2

[State 1330,ChangeState]
type = ChangeState
trigger1 = AnimElem = 4,> 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 3112

;----------------------------
;大蛇砕き（成功３）
[Statedef 3112]
type    = S
movetype= A
physics = N
anim =1331
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1331,Posset]
type = Posset
trigger1 = Time = 0
y = 0

[State 1300,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = var(14)=1 || var(14)=2
value = 0,ifelse(var(14)=1,21,13)
channel = 0

[State 1331,TargetState]
type = TargetState
trigger1 = AnimElem = 1
value = 1341

[State 1331,EnvShake]
type = EnvShake
trigger1 = AnimElem = 1
time = 15

[State 1331,Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 8310
id = 8310
pos =0,0
scale = .5,.5
postype = P1
sprpriority = -2
facing = 1
bindtime = 1
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 1331,Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 8030
id = 8030
pos = 0,0
scale = .875,.875
postype = P1
sprpriority = -2
facing = 1
bindtime = 1
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 1331,TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 1
value = -Ceil(ifelse((fvar(10)>.1),(196+var(14)*7)*fvar(10),6))

[State 1331,HitAdd]
type = HitAdd
trigger1 = AnimElem = 1
value = 1

[State 1330,HitAdd]
type = Varadd
trigger1 = AnimElem = 1
var(41) = 1

[State 1330,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3,9

[State 1331,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,2

[State 1331,TargetState]
type = TargetState
trigger1 = AnimElem = 4
value = 1342

[State 1331,Velset]
type = Velset
trigger1 = AnimElem = 4
x = 2
y = -9

[State 1331,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
statetype = A
physics = N

[State 1331,VelAdd]
type = VelAdd
trigger1 = AnimElem = 4,> 0
y = .55

[State 3050,AfterImageTime]
type = AfterImageTime
trigger1 = AnimElem = 7
time = 0

[State 1331,ChangeState]
type = ChangeState
trigger1 = AnimElem = 4,> 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 3113

;----------------------------
;大蛇砕き（成功４）
[Statedef 3113]
type    = S
movetype= I
physics = S
Anim = 1332
velset = 0,0

[State 1332,PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1332,PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = 3,3

[State 1332,TargetState]
type = TargetState
trigger1 = AnimElem = 1
value = 1343

[State 1332,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------
;大銀杏投げ（相手１）
[Statedef 3120]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1340,Turn]
type = Turn
trigger1 = Time = 0

[State 1340,Screenbound]
type = screenbound
Trigger1 = 1
value = 1
movecamera = 0,0

[State 1340,ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3120

;----------------------------
;大銀杏投げ（相手２）
[Statedef 3121]
type    = L
movetype= H
physics = S
velset = 0,0

[State 1341,Screenbound]
type = screenbound
Trigger1 = 1
value = 1
movecamera = 0,0

[State 1340,ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3121
 
;---------------------------------------------------------------------------
;富士颪 
;----------------------------
;富士颪_LV.1（開始）
[Statedef 3200]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 3200

[State 3000,AfterImage]
type = AfterImage
trigger1 = time = 0 && !var(47) && !var(36) && var(22)!=-1
time = 999999999
length = 9
TimeGap  = 2
FrameGap = 3
palbright = 0,0,0
palcontrast = 100,100,100
palpostbright = 0,0,0
paladd = -30,-30,-30
palmul = .75,.75,.75
trans = add1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0 && (var(22)=[-2,-1])
var(25) = 0

[state 3200,VarSet]
type = VarSet
trigger1 = Time = 0
var(36) = 0

[State 3200,PowerAdd]
type = PowerAdd
triggerall = time = 0
trigger1 = Var(30) <= 1 || (Var(30) = 2 && !fvar(8)) || Var(30) = 3 || (Var(30) = 5 && !fvar(8))
value = -ifelse(Var(30)=2,1500,1000)

[State 3200,Varadd]
type = VarSet
triggerall = Time = 0
trigger1 = (Var(30) = 4 && (100*life/const(data.life))>30)
trigger2 = Var(47)
fvar(37) = 0.00001

[State 3200,Varadd]
type = VarSet
triggerall = Time = 0
trigger1 = (Var(30) = [4,5]) && Fvar(8)
fvar(8) = 0

[State 3200,NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 54

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(18) = 0

[State 3200,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 0,22
channel = 0

[State 3200,Super]
type = Helper
trigger1 = AnimElem = 2,=1
persistent = 0
id = 8000
name = "super"
pos = 25, -57
postype = P1
stateno = ifelse((Var(30)=[4,6]),8010,8000)
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999
size.xscale = 1
size.yscale = 1

[State 3200,Pause]
type = SuperPause
trigger1 = AnimElem = 2,=1
time = 50+(var(36)*2)
movetime = 50+(var(36)*2)
anim = -1
sound = -1
pos = 0,0
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 0

[State 3000, VarSet]
type = VarSet
trigger1 = AnimElem = 2,=1
trigger1 = enemynear,stateno != [120,155]
trigger1 = !(enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "H”" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane")
trigger2 = enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
trigger3 = enemynear,authorname = "H”" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4400,4405]))
trigger4 = enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane" && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
fvar(22) = 50+(var(36)*2)

[State 3200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3,=1
value = 4,2

[State 3200, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 3,=1
value = A
physics = N

[State 3200, Velocity]
type = VelSet
trigger1 = AnimElem = 3,=1
x = 3*const(Size.xscale)
y = -6

[State 3200, Velocity]
type = VelAdd
trigger1 = AnimElem = 3,>0
y = 0.7

[State 3200,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -20
ignorehitpause = 1

[State 3200,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -55
ignorehitpause = 1

[State 3200,HitDef]
type = HitDef
triggerall = var(25) < ifelse(var(36)=0,3,ifelse(var(36)=1,5,9))
trigger1 = Time = 0
attr = S, HA
air.animtype = Back
animtype = Hard
damage = ceil(ifelse((69*fvar(10))<7,7,(69*fvar(10)))),ceil(ifelse((69*fvar(10)/8)<7,7,(69*fvar(10)/8)))
getpower = 0,0
givepower = 35, 35
guardflag = M
hitflag = MAF
pausetime = 7,8
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = var(20),var(21)
hitsound = S5, 2
guardsound = S6, 0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 40
ground.velocity = -4.5
air.velocity = -1,-5
yaccel = .5
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130
envshake.time = 10
envshake.ampl = 2
forcestand = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time > 0
trigger1 = MoveHit
var(18) = 1

[State 3200,ChangeState]
type = ChangeState
trigger1 = AnimElem = 3,>0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 3210
ctrl = 0

;----------------------------
;富士颪_LV.2（開始）
[Statedef 3201]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 3200
poweradd = -2000

[State 3001,AfterImage]
type = AfterImage
trigger1 = Time = 0 && var(22)!=-1
time = 999999999
length = 9
TimeGap  = 2
FrameGap = 3
trans = add1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0 && var(22)=-1
var(25) = 0

[state 3000,VarSet]
type = VarSet
trigger1 = Time = 0
var(36) = 1

[State 3001,NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 57

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(18) = 0

[State 3001,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 0,22
channel = 0

[State 3001, Super]
type = Helper
trigger1 = AnimElem = 2,=1
persistent = 0
id = 8001
name = "super"
pos = 25, -57
postype = P1
stateno = 8000
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999
size.xscale = 1
size.yscale = 1

[State 3001,Pause]
type = SuperPause
trigger1 = AnimElem = 2,=1
time = 50+(var(36)*2)
movetime = 50+(var(36)*2)
anim = -1
sound = -1
pos = 0,0
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 0

[State 3000, VarSet]
type = VarSet
trigger1 = AnimElem = 2,=1
trigger1 = enemynear,stateno != [120,155]
trigger1 = !(enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "H”" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane")
trigger2 = enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
trigger3 = enemynear,authorname = "H”" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4400,4405]))
trigger4 = enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane" && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
fvar(22) = 50+(var(36)*2)

[State 3200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3,=1
value = 4,2

[State 3200, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 3,=1
value = A
physics = N

[State 3200, Velocity]
type = VelSet
trigger1 = AnimElem = 3,=1
x = 4*const(Size.xscale)
y = -6

[State 3200, Velocity]
type = VelAdd
trigger1 = AnimElem = 3,>0
y = 0.7

[State 3200,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -20
ignorehitpause = 1

[State 3200,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -55
ignorehitpause = 1

[State 3200,HitDef]
type = HitDef
triggerall = var(25) < ifelse(var(36)=0,3,ifelse(var(36)=1,5,9))
trigger1 = Time = 0
attr = S, HA
air.animtype = Back
animtype = Hard
damage = ceil(ifelse((84*fvar(10))<7,7,(84*fvar(10)))),ceil(ifelse((84*fvar(10)/8)<7,7,(84*fvar(10)/8)))
getpower = 0,0
givepower = 35, 35
guardflag = M
hitflag = MAF
pausetime = 7,8
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = var(20),var(21)
hitsound = S5, 2
guardsound = S6, 0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 40
ground.velocity = -4.5
air.velocity = -1,-5
yaccel = .5
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130
envshake.time = 10
envshake.ampl = 2
forcestand = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time > 0
trigger1 = MoveHit
var(18) = 1

[State 3200,ChangeState]
type = ChangeState
trigger1 = AnimElem = 3,>0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 3210
ctrl = 0

;----------------------------
;富士颪_LV.3（開始）
[Statedef 3202]
type = S
movetype = A
physics = S
ctrl = 0
Anim = 3200
velset = 0, 0

[State 3002,AfterImage]
type = AfterImage
trigger1 = Time = 0 && var(22)!=-1
time = 999999999
length = 9
TimeGap  = 2
FrameGap = 3
palbright = 30,30,30
palcontrast = 220,100,100
palpostbright = 0,0,0
paladd = 40,-35,-35
palmul = .65,.45,.45
trans = add1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0 && var(22)=-1
var(25) = 0

[state 3000,VarSet]
type = VarSet
trigger1 = Time = 0
var(36) = 2

[State 3002,PowerAdd]
type = PowerAdd
trigger1 = time = 0
value = -ifelse(Var(30)=5,1000,3000)

[State 3002,Varadd]
type = VarSet
trigger1 = Time = 0 && (Var(30) = 4 || Var(30) = 6)
fvar(37) = 0.00001

[State 3002,Varadd]
type = VarSet
triggerall = Time = 0
trigger1 = (Var(30) = [4,5]) && Fvar(8)
fvar(8) = 0

[State 3002,NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 60

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(18) = 0

[State 3002,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 0,22
channel = 0

[State 3002, Super]
type = Helper
trigger1 = AnimElem = 2,=1
persistent = 0
id = 8002
name = "super"
pos = 25, -57
postype = P1
stateno = ifelse((Var(30)=[4,6]),8010,8000)
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999
size.xscale = 1
size.yscale = 1

[State 3002,Pause]
type = SuperPause
trigger1 = AnimElem = 2,=1
time = 50+(var(36)*2)
movetime = 50+(var(36)*2)
anim = -1
sound = -1
pos = 0,0
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 0

[State 3000, VarSet]
type = VarSet
trigger1 = AnimElem = 2,=1
trigger1 = enemynear,stateno != [120,155]
trigger1 = !(enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "H”" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane")
trigger2 = enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
trigger3 = enemynear,authorname = "H”" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4400,4405]))
trigger4 = enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane" && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
fvar(22) = 50+(var(36)*2)

[State 3200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3,=1
value = 4,2

[State 3200, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 3,=1
value = A
physics = N

[State 3200, Velocity]
type = VelSet
trigger1 = AnimElem = 3,=1
x = 5*const(Size.xscale)
y = -6

[State 3200, Velocity]
type = VelAdd
trigger1 = AnimElem = 3,>0
y = 0.7

[State 3200,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -20
ignorehitpause = 1

[State 3200,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -55
ignorehitpause = 1

[State 3200,HitDef]
type = HitDef
triggerall = var(25) < ifelse(var(36)=0,3,ifelse(var(36)=1,5,9))
trigger1 = Time = 0
attr = S, HA
air.animtype = Back
animtype = Hard
damage = ceil(ifelse((112*fvar(10))<7,7,(112*fvar(10)))),ceil(ifelse((112*fvar(10)/8)<7,7,(112*fvar(10)/8)))
getpower = 0,0
givepower = 35, 35
guardflag = M
hitflag = MAF
pausetime = 7,8
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = var(20),var(21)
hitsound = S5, 2
guardsound = S6, 0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 40
ground.velocity = -4.5
air.velocity = -1,-5
yaccel = .5
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130
envshake.time = 10
envshake.ampl = 2
forcestand = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time > 0
trigger1 = MoveHit
var(18) = 1

[State 3200,ChangeState]
type = ChangeState
trigger1 = AnimElem = 3,>0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 3210
ctrl = 0

;----------------------------
;富士颪（着地）
[Statedef 3210]
type    = S
movetype= A
physics = S
anim = 3210
velset = 0,0
ctrl = 0

[State 3210,posset]
type = posset
trigger1 = Time = 0
y = 0

[State 3210,posadd]
type = posadd
trigger1 = Time = 0
x = 24*const(Size.xscale)

[State 3210,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4,=1
value = 4,2

[State 3210,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,8
channel = 0

[State 3010,HitDef]
type = HitDef
triggerall = var(25) < ifelse(var(36)=0,3,ifelse(var(36)=1,5,9))
trigger1 = Time = 0
attr = S, HA
damage = ceil(ifelse(((28*(var(36)+1))*fvar(10))<7,7,((28*(var(36)+1))*fvar(10)))),ceil(ifelse(((28*(var(36)+1))*fvar(10)/8)<7,7,((28*(var(36)+1))*fvar(10)/8)))
animtype = UP
getpower = 0,0
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S5,2
guardsound = S6,0
pausetime = 8,8
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = var(20),var(21)
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -1.5,-10
air.velocity = -1.5,-10
guard.velocity = -10
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130
envshake.time = 10
envshake.ampl = 2
forcestand = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time > 0
trigger1 = MoveHit
var(18) = 1

[State 3210,AfterImageTime]
type = AfterImageTime
trigger1 = AnimElem = 8,=30
time = 0

[State 3210,End]
type = ChangeState
trigger1 = Movehit
value = 3220
ctrl = 0

[State 3210,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------
;富士颪（追加攻撃）
[Statedef 3220]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 3220
ctrl = 0
hitdefpersist = 1

[State 3200,PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = 0,9
channel = 0

[State 1200,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 8,>=0
statetype = A
physics = N

[State 1200,Velset]
type = Velset
trigger1 = AnimElem = 8,=0
x = 12
y = -6

[State 1200,VarSet]
type = VarSet
trigger1 = animelem = 8
var(20) = 0
ignorehitpause = 1

[State 1200,VarSet]
type = VarSet
trigger1 = animelem = 8 || animelem = 17
var(21) = -55+(animelem = 17)*35
ignorehitpause = 1

[State 1200, HitDef]
type = HitDef
triggerall = var(25) < ifelse(var(36)=0,3,ifelse(var(36)=1,5,9))
trigger1 = animelem = 8 && var(36)=2 || animelem = 9 && var(36)!=0 || animelem = 10
attr = A, HA
damage = ceil(ifelse((28*fvar(10))<7,7,(28*fvar(10)))),ceil(ifelse((28*fvar(10)/8)<7,7,(28*fvar(10)/8)))
animtype = Hard
getpower = 0
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S5,2
guardsound = S6,0
pausetime = 4,4
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = var(20),var(21)
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -1,-7
air.velocity = -1,-6
guard.velocity = -10
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130
envshake.time = 10
envshake.ampl = 2
forcestand = 1

[State 1200, HitDef]
type = HitDef
triggerall = var(25) < ifelse(var(36)=0,3,ifelse(var(36)=1,5,9))
trigger1 = animelem = 17
attr = A, SA
damage = ceil(ifelse((56*fvar(10))<7,7,(56*fvar(10)))),ceil(ifelse((56*fvar(10)/8)<7,7,(56*fvar(10)/8)))
animtype = Hard
getpower = 0
givepower = 35, 35
guardflag = HA
hitflag = MAF
hitsound = S5,2
guardsound = S6,0
pausetime = 12,12
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = var(20),var(21)
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4.5,5
air.velocity = -4.5,5
guard.velocity = -10
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130
envshake.time = 10
envshake.ampl = 2
forcestand = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time > 0
trigger1 = MoveHit
var(18) = 1

[State 1200,VelAdd]
type = PosAdd
trigger1 = AnimElemNo(0) = [8,10]
trigger1 = Time%4=0
y = Vel y

[State 1200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8,=1
value = 3,0

[State 1200,VelAdd]
type = VelAdd
trigger1 = AnimElem = 17,> 0
y = 1.2

[State 1200,VelMul]
type = VelMul
trigger1 = AnimElemNo(0) = 10
x = .85

[State 1200,Velset]
type = Velset
trigger1 = AnimElem = 11
x = 0
y = 0

[State 1200,PlaySnd1]
type = PlaySnd
trigger1 = AnimElem = 16
value = 4,5

[State 1200,ChangeState]
type = ChangeState
trigger1 = AnimElem = 17,>0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 3230
ctrl = 0

;----------------------------
;富士颪（終了）
[Statedef 3230]
type    = S
movetype= I
physics = S
anim = 1230
velset = 0,0
ctrl = 0

[State 1230,posset]
type = posset
trigger1 = Time = 0
y = 0

[State 1230,PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = 3,3

[State 3210,AfterImageTime]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 1230,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
  
;===================================================================
;特殊動作 
;===================================================================

	 
;-------------------------------------------------------------------
; 回りこみ 
[Statedef 4000]
type = S
movetype = I
physics = N
ctrl = 0
anim = 4000
velset = 0, 0

[State 4000,Width]
type = Width
trigger1 = 1
edge = 5,0

[State 4000,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 0,ifelse(Random <= 500,10,11)
channel = 0

[State 4000,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 0

[State 4000,HitBy]
type = HitBy
trigger1 = Time = 0
value = SC, NT, ST, HT
Time = 18

[State 4000,PlayerPush]
type = PlayerPush
trigger1 = AnimElem = 6, < 0
value = 0

[State 4000,VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 5

[State 4000,VelSet]
type = VelSet
trigger1 = AnimElem = 6
x = 0

[State 4000,AfterImage]
type = AfterImage
trigger1 = AnimElem = 2,=1
trigger1 = !Var(47)
time = 999999999
length = 9
TimeGap  = 2
FrameGap = 3
palbright = 0,0,0
palcontrast = ifelse(Var(47),40,100),ifelse(Var(47),160,100),ifelse(Var(47),180,100)
palpostbright = 0,0,0
paladd = ifelse(Var(47),-90,-30),ifelse(Var(47),10,-30),ifelse(Var(47),30,-30)
palmul = ifelse(Var(47),.25,.75),ifelse(Var(47),.45,.75),ifelse(Var(47),.55,.75)
trans = add1

[State 4000,Turn]
type = Turn
trigger1 = AnimTime = 0 && P2BodyDist X < -5

[State 4000,AfterImageTime]
type = AfterImageTime
trigger1 = AnimElem = 6
trigger1 = !Var(47)
time = 0

[State 4000,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
 
;-------------------------------------------------------------------
; 避け 
[Statedef 4010]
type = S
movetype = I
physics = S
ctrl = 0
anim = 4010
velset = 0, 0
sprpriority = -1

[State 4010,HitBy]
type = HitBy
trigger1 = 1
value = SC, NT, ST, HT

[State 4010,PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = 0, 6
channel = 0

[State 4010,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2,=1
value = 4, 2

[State 4010,PlayerPush]
type = PlayerPush
trigger1 = AnimElem = 2,>=0 && AnimElem = 4,<0
value = 0

[State 3100, AfterImage]
type = AfterImage
trigger1 = AnimElem = 2,=1
trigger1 = !Var(47)
time = 999999999
length = 9
TimeGap  = 2
FrameGap = 3
palbright = 0,0,0
palcontrast = ifelse(Var(47),40,100),ifelse(Var(47),160,100),ifelse(Var(47),180,100)
palpostbright = 0,0,0
paladd = ifelse(Var(47),-90,-30),ifelse(Var(47),10,-30),ifelse(Var(47),30,-30)
palmul = ifelse(Var(47),.25,.75),ifelse(Var(47),.45,.75),ifelse(Var(47),.55,.75)
trans = add1

[State 4010,AfterImageTime]
type = AfterImageTime
trigger1 = AnimElem = 4
trigger1 = !Var(47)
time = 0

[State 4010,SprPriority]
type = SprPriority
trigger1 = AnimTime = 0
value = 0

[State 4010,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
	 
;-----------------------------------------------------------------------------
;カウンター攻撃（パンチ） 
[Statedef 4020]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 210
ctrl = 0
poweradd = 0
sprpriority = 0

[State 4020,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -20
ignorehitpause = 1

[State 4020,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -60
ignorehitpause = 1

[State 4020, 0]
type = AfterImageTime
trigger1 = Time = 0
trigger1 = !Var(47)
time = 0
ignorehitpause = 1

[State 4020, HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = Time = 0
attr = S, NA
damage    = ceil(ifelse((77*fvar(10))<7,7,(77*fvar(10))))
animtype = Back
getpower = 0
givepower = 35, 35
guardflag = M
hitflag = MAF
hitsound = S5,2
guardsound = S6,0
pausetime = 15,15
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,-5.5
air.velocity = -5,-5.5
guard.velocity = -10
yaccel = .5
fall = 1
fall.recover = !Var(47)
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 4020,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

[State 4020,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
  
;-------------------------------------------------------------------
;ブロッキング 
;-------------------------------------------------------------------
	 
;------------------------
;ブロッキング（立ち） 
[Statedef 4300]
type    = S
movetype= I
physics = S
anim = 4300
velset = 0,0
ctrl = 0

[State 10000, End]
type = VarSet
trigger1 = Time = 0
var(39) = 1

[State 10000, End]
type = VarSet
trigger1 = Time = 0
var(35) = 0

[State 10000, End]
type = VarSet
trigger1 = Time = 0
var(44) = 1

[State 1000, 0]
type = PowerAdd
trigger1 = time = 0
value = 26

[State 10000, End]
type = NotHitBy
trigger1 = 1
value = SCA

[State -2,PlaySnd]
type = PlaySnd
trigger1 = time = 3
value = 0, 6
channel = 0

[State -2,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 20, 9

[State -2, Explod(P2)]
type = Explod
trigger1 = Time = 0
anim = 8065
pos = Ceil(30*const(Size.xscale)),-80
postype = P1
sprpriority = 3
scale = .5,.5
bindtime = 1
ownpal = 1
ignorehitpause = 1
pausemovetime = -1
Supermovetime = -1

[State -2, 1]
type = PalFX
trigger1 = AnimElemNo(0) = 2
time = 1
add = 255,255,255
mul = 130,130,200

[State 151, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
 
;------------------------
;ブロッキング（しゃがみ） 
[Statedef 4301]
type    = C
movetype= I
physics = C
anim = 4301
velset = 0,0
ctrl = 0

[State 10000, End]
type = VarSet
trigger1 = Time = 0
var(39) = 1

[State 10000, End]
type = VarSet
trigger1 = Time = 0
var(35) = 0

[State 10000, End]
type = VarSet
trigger1 = Time = 0
var(44) = 1

[State 1000, 0]
type = PowerAdd
trigger1 = time = 0
value = 26

[State 10000, End]
type = NotHitBy
trigger1 = 1
value = SCA

[State -2,PlaySnd]
type = PlaySnd
trigger1 = time = 3
value = 0, 6
channel = 0

[State -2,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 20, 9

[State -2, Explod(P2)]
type = Explod
trigger1 = Time = 0
anim = 8065
pos = Ceil(50*const(Size.xscale)),-55
postype = P1
sprpriority = 3
scale = .5,.5
bindtime = 1
ownpal = 1
ignorehitpause = 1
pausemovetime = -1
Supermovetime = -1

[State -2, 1]
type = PalFX
trigger1 = AnimElemNo(0) = 2
time = 1
add = 255,255,255
mul = 130,130,200

[State 151, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
 
;------------------------
;ブロッキング（空中） 
[Statedef 4302]
type    = A
movetype= I
physics = N
anim = 4302
velset = 0,0
ctrl = 0

[State 10000, End]
type = VarSet
trigger1 = Time = 0
var(35) = 0

[State 10000, End]
type = VarSet
trigger1 = Time = 0
var(39) = 1

[State 10000, End]
type = VarSet
trigger1 = Time = 0
var(44) = 1

[State 1000, 0]
type = PowerAdd
trigger1 = time = 0
value = 26

[State 10000, End]
type = NotHitBy
trigger1 = AnimElem = 4,<0
value = SCA

[State -2,PlaySnd]
type = PlaySnd
trigger1 = time = 3
value = 0, 6
channel = 0

[State -2,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 20, 9

[State -2, Explod(P2)]
type = Explod
trigger1 = Time = 0
anim = 8065
pos = 10,-80
postype = P1
sprpriority = 3
scale = .5,.5
bindtime = 1
ownpal = 1
ignorehitpause = 1
pausemovetime = -1
Supermovetime = -1

[State -2, 1]
type = PalFX
trigger1 = AnimElemNo(0) = 2
time = 1
add = 255,255,255
mul = 130,130,200

[State 100,0]
type = VelSet
trigger1 = AnimElem = 4
y = -5
persistent = 0

[State 151, 3]
type = CtrlSet
trigger1 = AnimElem = 4,>=0
value = 1

[State 1201,VelAdd]
type = VelAdd
trigger1 = AnimElem = 4,>=0
y = .35

[State 1201,End]
type = ChangeState
trigger1 = AnimElem = 4,>=0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 52
  
;---------------------------------------------------------------------
;ガードキャンセル攻撃 
[Statedef 4505]
type    = S
movetype= A
physics = S
anim = 4500
velset = 0,0
ctrl = 0

[State 1200, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value2 = SCA
Time = 3

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,17
channel = 0

[State -3,PlaySnd1]
type = PlaySnd
trigger1 = Time = 1
value = 4,2

[State 1100,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = 0
ignorehitpause = 1

[State 1100,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -30
ignorehitpause = 1

[State 1321, HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = Time = 0
attr = S, HA
damage = 56
animtype = DiagUp
getpower = 0
givepower = 35, 35
guardflag = M
hitflag = MAF
hitsound = S5,2
guardsound = S6,0
pausetime = 15,15
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = var(20),var(21)
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -2.5,-8
air.velocity = -2.5,-8
guard.velocity = -8
yaccel = .5
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
kill = 0

[State 220,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = I

[State 220,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
  
;===================================================================
[Statedef -3] 
;===================================================================

;---------------------------------------------------------------------------
[State -2, クリップボード]
type = DisplayToClipboard
trigger1 = 1
text = "AI=%d, GP=%f"
params = var(59),fvar(37)
ignorehitpause = 1

[State -2, 距離確認デバック]
type = AppendToClipboard
trigger1 = 1
text =  "P2X:%f,P2Y:%f,Vx%f,Vy%f,Py%f \n"
params = P2BodyDist x,P2BodyDist y,vel x,vel y,Pos y
IgnoreHitPause = 1
	 
;----------------------------------------------
; 画面端の処理 
[state -3]
type = varset
trigger1 = numtarget
trigger1 = movecontact = 1
fvar(15) = target,GetHitVar(slidetime)
ignorehitpause = 1

[state -3]
type = varadd
trigger1 = numtarget
trigger1 = fvar(15)/1000 < target,GetHitVar(slidetime)
fvar(15) = 1000
ignorehitpause = 1

[state -3]
type = varset
trigger1 = numtarget
trigger1 = movecontact = 1
var(27) = target,GetHitVar(slidetime)
ignorehitpause = 1

[state -3]
type = varadd
trigger1 = var(27) > 0
var(27) = -1
ignorehitpause = 1

[state -3]
type = PosAdd
trigger1 = NumHelper(8000)=0
trigger1 = NumHelper(8001)=0
trigger1 = NumHelper(8002)=0
trigger1 = Pos Y = 0
trigger1 = ProjContact=0
trigger1 = movetype!=H
trigger1 = numtarget
trigger1 = target,statetype!=A
trigger1 = (target,stateno=[5000,5099])||(target,stateno=[150,169])
trigger1 = target,backedgebodydist < 5 || target,Frontedgebodydist < 5
trigger1 = var(27) > 0 && StateNo!= 4505
x = -1*Abs((target,GetHitVar(xvel))*(ifelse((target,statetype=C),(target,const(movement.crouch.friction)),(target,const(movement.stand.friction)))**(-1+fvar(15)/1000)))

[state -3]
type = Width
trigger1 = StateNo= [1000,1999]
trigger2 = StateNo= [3000,3999]
trigger3 = Var(47)
edge = 5,0
 
;-----------------------------------------------------------------
; コマンド関連 
;----------------------------プレイヤー
;溜めコマンド処理
[state -3]
type = Varadd
TriggerAll = !Var(59)
trigger1 = Command = "holdback"
trigger1 = var(17) != 1 && var(17) != 11 && var(15) = [0,47]
trigger2 = var(15) < 0
var(15) = 1
ignorehitpause = 1

[state -3]
type = Varadd
TriggerAll = !Var(59)
trigger1 = Command = "holddown"
trigger1 = var(17) != 10 && var(17) != 11 && var(16) = [0,47]
trigger2 = var(16) < 0
var(16) = 1
ignorehitpause = 1

[state -3]
type = Varset
TriggerAll = !Var(59)
trigger1 = Command != "holdback"
trigger1 = var(17) != 1 && var(17) != 11 && var(15) = [0,47]
trigger2 = StateNo = [1000,1099]
var(15) = 0
ignorehitpause = 1

[state -3]
type = Varset
TriggerAll = !Var(59)
trigger1 = Command != "holddown"
trigger1 = var(17) != 10 && var(17) != 11 && var(16) = [0,47]
trigger2 = StateNo = [1000,1099]
var(16) = 0
ignorehitpause = 1

[state -3]
type = Varset
TriggerAll = !Var(59)
trigger1 = StateNo = [1000,1099]
var(17) = 0
ignorehitpause = 1

[state -3]
type = Varadd
TriggerAll = !Var(59)
triggerall = Command = "holdback"
trigger1 = var(15) = 48 && (var(17) = 0 || var(17) = 10)
var(17) = 1
ignorehitpause = 1

[state -3]
type = Varadd
TriggerAll = !Var(59)
triggerall = Command = "holddown"
trigger1 = var(16) = 48 && (var(17) = 1 || var(17) = 0)
var(17) = 10
ignorehitpause = 1

[state -3]
type = Varset
TriggerAll = !Var(59)
triggerall = Command != "holdback"
trigger1 = var(15) = 48 && (var(17) = 1 || var(17) = 11)
var(15) = -25
ignorehitpause = 1

[state -3]
type = Varset
TriggerAll = !Var(59)
triggerall = Command != "holddown"
trigger1 = var(16) = 48 && (var(17) = 10 || var(17) = 11)
var(16) = -25
ignorehitpause = 1

[state -3]
type = Varadd
TriggerAll = !Var(59)
trigger1 = var(15) = 0
trigger1 = var(17) = 1 || var(17) = 11
var(17) = -1
ignorehitpause = 1

[state -3]
type = Varadd
TriggerAll = !Var(59)
trigger1 = var(16) = 0
trigger1 = var(17) = 10 || var(17) = 11
var(17) = -10
ignorehitpause = 1

;----------------------------AI
[state -3,後]
type = Varadd
TriggerAll = Var(59)
TriggerAll=RoundState = 2
trigger1 = var(15) = [0,47]
var(15) = 1
ignorehitpause = 1

[state -3,下]
type = Varadd
TriggerAll = Var(59)
TriggerAll=RoundState = 2
trigger1 = var(16) = [0,47]
var(16) = 1
ignorehitpause = 1

[state -3,not後]
type = Varset
TriggerAll = Var(59)
TriggerAll=RoundState = 2
trigger1 = StateNo=0&&Time>2||(StateNo=20&&vel x>=0)||(StateNo=19&&vel x>=0)||(StateNo=50&&vel x>=0)||StateNo=100||StateNo=105||StateNo=110||P2BodyDist X <0||StateNo=[4300,4499]
trigger2 = StateNo = [1000,1999]
trigger3 = StateNo = [3000,3999]
var(15) = 0
ignorehitpause = 1

[state -3,not下]
type = Varset
TriggerAll = Var(59)
TriggerAll=RoundState = 2
trigger1 = StateNo=0&&Time>2||StateNo=19||StateNo=20||StateNo=40||(StateNo=[60,62])||(StateNo=50&&vel x>=0)||StateNo=100||StateNo=105||StateNo=110||StateNo=[4300,4499]
trigger2 = StateNo = [1000,1999]
trigger3 = StateNo = [3000,3999]
var(16) = 0
ignorehitpause = 1

;----------------------------
;連打コマンド処理
[state -3]
type = VarSet
TriggerAll=RoundState = 2
triggerall = Command = "x" || Command = "y" || Command = "z"
trigger1 = StateNo != [800,899]
trigger1 = var(13) != 10
var(13) = 10

[state -3]
type = VarAdd
TriggerAll=RoundState = 2
triggerall = StateNo != [800,899]
trigger1 = var(13) = 10
var(12) = 1

[state -3]
type = VarAdd
TriggerAll=RoundState = 2
triggerall = var(13) > -1
trigger1 = StateNo != [800,899]
var(13) = -1

[state -3]
type = VarSet
TriggerAll=RoundState = 2
trigger1 = StateNo != [800,899]
trigger1 = var(13) = -1
var(12) = 0

[state -3]
type = VarSet
TriggerAll=RoundState = 2
trigger1 = StateNo != [800,899]
trigger1 = var(13) = -1
var(13) = 0

;----------------------------
;弱中強判別
[state -3]
type = VarSet
TriggerAll=RoundState = 2
trigger1 = StateNo != [800,899]
trigger1= Command = "x" || Command = "y" || Command = "z"
var(14) = ifelse(Command="z",2,ifelse(Command="y",1,0))
 
;-----------------------------------------------------------------
; サウンド関連 
;----------------------------
;ラウンド開始時音楽消去
[State -3, AssertSpecial]
type = AssertSpecial
triggerall = roundno = 1
trigger1 = roundstate < 2
flag = NoMusic

;----------------------------
;共通効果音（弱パンチ素振り）
[State -3,PlaySnd1]
type = PlaySnd
triggerall = Time = 1
trigger1 = StateNo = 200 || StateNo = 205 || StateNo = 400 || StateNo = 600 || StateNo = 605
value = 4,0

;共通効果音（中パンチ素振り）
[State -3,PlaySnd1]
type = PlaySnd
triggerall = Time = 1
trigger1 = StateNo = 210 || StateNo = 215 || StateNo = 410 || StateNo = 610 || StateNo = 615
value = 4,1

;共通効果音（強パンチ素振り）
[State -3,PlaySnd1]
type = PlaySnd
triggerall = Time = 1
trigger1 = StateNo = 220 || StateNo = 225 || StateNo = 420 || StateNo = 620 || StateNo = 625 || StateNo = 4020
value = 4,2

;共通効果音（弱キック素振り）
[State -3,PlaySnd1]
type = PlaySnd
triggerall = Time = 1
trigger1 = StateNo = 230 || StateNo = 235 || StateNo = 430 || StateNo = 630 || StateNo = 635
value = 4,3

;共通効果音（中キック素振り）
[State -3,PlaySnd1]
type = PlaySnd
triggerall = Time = 1
trigger1 = StateNo = 240 || StateNo = 245 || StateNo = 440 || StateNo = 640 || StateNo = 645
value = 4,4

;共通効果音（強キック素振り）
[State -3,PlaySnd1]
type = PlaySnd
triggerall = Time = 1
trigger1 = StateNo = 250 || StateNo = 255 || StateNo = 450 || StateNo = 650 || StateNo = 655 || StateNo = 300
value = 4,5

;---------------------------------------------------------------------
; 通常技用掛け声
[State -3,PlaySnd1]
type = PlaySnd
triggerall = Random < 400 && Time = 1
trigger1 = (StateNo = 200 || StateNo = 205 || StateNo = 230 || StateNo = 235)
trigger2 = (StateNo = 400 || StateNo = 430 || StateNo = 600 || StateNo = 605 || StateNo = 630 || StateNo = 635)
value = 0,ifelse(Random < 200,6,7)
channel = 0

[State -3,PlaySnd1]
type = PlaySnd
triggerall =  Random < 400 && Time = 1
trigger1 = (StateNo = 210 || StateNo = 215)
trigger2 = (StateNo = 220 || StateNo = 225)
trigger3 = (StateNo = 240 || StateNo = 245)
trigger4 = (StateNo = 250 || StateNo = 255)
trigger5 = (StateNo = 410 || StateNo = 415)
trigger6 = (StateNo = 420 || StateNo = 425)
trigger7 = (StateNo = 440 || StateNo = 445)
trigger8 = (StateNo = 450 || StateNo = 455)
trigger9 = (StateNo = 610 || StateNo = 615)
trigger10= (StateNo = 620 || StateNo = 625)
trigger11= (StateNo = 640 || StateNo = 645)
trigger12= (StateNo = 650 || StateNo = 655)
trigger13= StateNo = 300
trigger14= StateNo = 4020
value = 0,ifelse(Random < 200,7,8)
channel = 0

[State -3,PlaySnd]
type = Stopsnd
trigger1 = RoundState = 2
channel = 3

;---------------------------------------------------------------------
; やられ音声
[State -3,PlaySnd]
type = PlaySnd
triggerall = Time = 1 && Alive && Random <= 400
triggerall = StateNo = 5000 || StateNo = 5010
trigger1 = Anim = 5000 || Anim = 5010 || Anim = 5020
value = 5000,ifelse(Random <= 200,0,10)
channel = 0

[State -3,PlaySnd]
type = PlaySnd
triggerall = Time = 1 && Alive && Random <= 400
triggerall = StateNo = 5000 || StateNo = 5010
trigger1 = Anim = 5001 || Anim = 5011 || Anim = 5021
trigger2 = Anim = 5002 || Anim = 5012 || Anim = 5022
value = 5000,ifelse(Random <= 200,10,20)
channel = 0

[State -3,PlaySnd]
type = PlaySND
triggerall = Alive && Random <= 400
trigger1 = StateNo = 5000 && Time = 1
trigger1 = GetHitVar(fall)
trigger2 = StateNo = 5020 && Time = 1
trigger3 = StateNo = 5071 && Time = 1
value = 5000,20
channel = 0

;---------------------------------------------------------------------
; 特殊動作用音声
;----------------------------オリコン発動
[State 200,PlaySnd]
type = PlaySnd
trigger1 = StateNo = 4200 && Time = 1
trigger2 = StateNo = 4210 && Time = 1
value = 0,23
channel = 0
;----------------------------パワーMAX発動
[State 4150,PlaySnd]
type = PlaySnd
trigger1 = StateNo = 4150 && Time = 6
value = 0,9
channel = 0
;----------------------------パワー溜め動作
[State 4100,PlaySnd]
type = PlaySnd
trigger1 = StateNo = 4100 && Time = 1
value = 0,22
channel = 0
;----------------------------ジャストディフェンス
[State 200,PlaySnd]
type = PlaySnd
trigger1 = StateNo = 4400 && Time = 1
trigger2 = StateNo = 4402 && Time = 1
trigger3 = StateNo = 4404 && Time = 1
value = 0,6
channel = 0
;----------------------------ダウン回避
[State 200,PlaySnd]
type = PlaySnd
trigger1 = (StateNo = 5210 || StateNo = 5201) && Time = 1
value = 0,10
channel = 0
;----------------------------投げ抜け（られ）
[State 200,PlaySnd]
type = PlaySnd
trigger1 = StateNo = 950 && Time = 1
value = 0,24
channel = 0
 
;-----------------------------------------------------------------
; エフェクト関連 
;----------------------------
; 特殊エフェクト処理
[State -2,AfterImageTime]
type = AfterImageTime
trigger1 = MoveType = H && StateNo !=5110 && StateNo !=5120
time = 0

; 特殊エフェクト処理
[state 3000,VarSet]
type = VarSet
trigger1 = MoveType = H && StateNo !=5110 && StateNo !=5120
trigger2 = StateNo != [3000,3999]
var(36) = 0

;----------------------------
; 共通エフェクト（着地）
[State -2, Common Effect]
type = Explod
trigger1 = stateno = 52 && Time = 1
trigger2 = stateno = 106 && Time = 1
trigger3 = stateno = 111 && Time = 1
trigger4 = stateno = 1140 && AnimElem = 6,=1
trigger5 = stateno = 1230 && Time = 1
trigger6 = stateno = 1332 && Time = 1
trigger7 = stateno = 3210 && Time = 1
trigger8 = stateno = 3230 && Time = 1
anim = 8030
scale = .5,.5
sprpriority = -1
ownpal = 1
pausemovetime = -1
Supermovetime = -1

;----------------------------
;共通エフェクト（ダッシュ）
[State -2, Common Effect]
type = Explod
trigger1 = stateno = 100 && Time = 1
trigger2 = stateno = 110 && Time = 1
anim = 8040
pos = 20,0
scale = .5,.5
sprpriority = 5
ownpal = 1
pausemovetime = -1
Supermovetime = -1

;----------------------------
;共通エフェクト（バックステップ）
[State -2, Common Effect]
type = Explod
trigger1 = stateno = 105 && Time = 1
anim = 8040
facing = -1
pos = -30,0
scale = .5,.5
sprpriority = 5
ownpal = 1
pausemovetime = -1
Supermovetime = -1

 
;---------------------------------------------------------------------
; 特殊ジャンプ管理 
[State -2,VarSet]
type = VarSet
triggerall = !Var(59)
trigger1 = Command = "holddown"
var(31) = 10

[State -2,VarSet]
type = Varadd
triggerall = !Var(59)
trigger1 = var(31) > 0 && StateNo != 40 && Command != "holddown"
var(31) = -1

[State -2,VarSet]
type = VarSet
trigger1 = MoveType = H || StateNo = 11
var(31) = 0

[State -2,VarSet]
type = VarSet
trigger1 = StateNo != 40 && StateType != A
var(32) = 0

 
;---------------------------------------------------------------------
; 防御値修正 
[State -3,K-DefenceMul]
type = LifeAdd
trigger1 = Alive
trigger1 = fvar(8)
trigger1 = Var(30) = 6
trigger1 = var(33) > life
value = Ceil(-(life-var(33))+((life-var(33))/1.225))

[State -3,DefenceMul]
type = VarSet
trigger1 = var(33) != life
var(33) = life
   
