;=====================================================================
;  CNS File For "Chang Koehan"                          Made By M.M.R.
;                                       Ver. 1.0           2000.Nov.10
;=====================================================================

;---------------------------------------------------------------------
; 基本設定
[Data]
life = 1200          ; 体力ゲージ、上限値（デフォルト：1000）
attack = 100         ; 攻撃力（％）
defence = 110        ; 防御力（％）
fall.defence_up = 50 ; 空中コンボ修正率（％）
liedown.time = 40    ; ダウン時間
airjuggle = 15       ; 空中コンボ
sparkno = S2520      ; 初期ヒットスパーク番号
guard.sparkno = S2900; 初期ガードスパーク番号
KO.echo = 0          ; ＫＯボイスエコー（0:OFF、1:ON）
volume = -5          ; キャラボイスボリューム値

[Size]
xscale = 1           ; 水平サイズ倍率
yscale = 1           ; 垂直サイズ倍率
ground.back = 25     ; キャラ幅（地上、後ろ側）
ground.front = 25    ; キャラ幅（地上、前側）
air.back = 15        ; キャラ幅（空中、後ろ側）
air.front = 15       ; 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 = 0     ;Set to 1 to scale projectiles too   
head.pos = 11,-107   ; 頭部座標
mid.pos = 0,-70      ; 体中心部座標
shadowoffset = 2     ; キャラの影・オフセット値

[Velocity]
walk.fwd  = 1.75      ; 前進速度
walk.back = -1.65     ; 後退速度
run.fwd  = 3.8, 0    ; 前ダッシュ速度（y<0の場合、ホップステップ）
run.back = -3.8,-4.5 ; バックステップ速度（y=0の場合、走り）
jump.neu = 0,-8.2    ; 垂直ジャンプ速度
jump.back = -2.00    ; 後方ジャンプ速度
jump.fwd = 2.40      ; 前方ジャンプ速度
;runjump.back = -2.55,-8.1 ; 後方ジャンプ速度（ダッシュ中）
runjump.fwd = 3.2,-9.0      ; 前方ジャンプ速度（ダッシュ中）
;airjump.neu = 0,-9.3      ; 空中垂直ジャンプ速度
;airjump.back = -2.55,-8.1 ; 空中後方ジャンプ速度
;airjump.fwd = 2.5,-8.1    ; 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 = .43          ; 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）

;===============================================================================
; Definition of the Basic Action
;===============================================================================

;-------------------------------------------------------------------------------
; ダッシュ
[Statedef 100]
type    = S
movetype = I
physics = N
anim = 100

[State 100,0]
type = VelSet
trigger1 = Time = 0
x = 3.8

[State 100,1]
type = PlaySnd
trigger1 = TimeMod = 17, 0
value = 100, 0

[State 100,3]
type = ChangeState
trigger1 = Command != "holdfwd"
value = 0
ctrl = 1

;---------------------------------------------------------------------
; バックステップ
;-----------------------------空中
[Statedef 105]
type = A
movetype = I
physics = A
anim = 105
ctrl = 0
velset = -3.8,-4.5

[State 105,0]
type = PlaySnd
trigger1 = Time = 0
value = 105, 0

[State 105,1]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 106

;-----------------------------着地
[Statedef 106]
type = S
movetype = I
physics = S
anim = 47

[State 106,0]
type = VelSet
trigger1 = Time = 0
y = 0

[State 106,1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 106,2]
type = MakeDust
trigger1 = Time >= 0
pos = -30, 0

[State 106,3]
type = PlaySnd
trigger1 = Time = 0
value = 47, 0

[State 106,4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;===============================================================================
; Definition of the Win/Lose/Intro Pause
;===============================================================================

;-------------------------------------------------------------------------------
; 時間切れ負け
[Statedef 170]
type = S
ctrl = 0
anim = 175
velset = 0,0

[State 170,1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 170,2]
type = Explod
trigger1 = AnimElem = 2
anim = 176
pos = 0,0
postype = P1
sprpriority = -1
bindtime = -1
ownpal = 1

[State 170,3]
type = EnvShake
trigger1 = Time = 25
time = 5

[State 170,4]
type = PlaySnd
trigger1 = Time = 25
value = 170, 0

[State 170,5]
type = Explod
trigger1 = Time = 25
anim = 2600
pos = -1,-15
postype = P1
sprpriority = -2
bindtime = 1
ownpal = 1

[State 170,6]
type = Explod
trigger1 = Time = 25
anim = 2650
pos = -1,-15
postype = P1
sprpriority = 0
bindtime = 1
ownpal = 1

[State 170,7]
type = PlaySnd
trigger1 = AnimElem = 8
value = 170, 1

[State 170,8]
type = Helper
trigger1 = AnimElem = 9
name = "Piece of Chain 1"
pos = 13,-124
postype = P1
stateno = 171
keyctrl = 0
ownpal = 1

[State 170,9]
type = Helper
trigger1 = AnimElem = 9
name = "Piece of Chain 2"
pos = 32,-110
postype = P1
stateno = 172
keyctrl = 0
ownpal = 1

[State 170,10]
type = Helper
trigger1 = AnimElem = 9
name = "Piece of Chain 3"
pos = 1,-96
postype = P1
stateno = 173
keyctrl = 0
ownpal = 1

[State 170,11]
type = Helper
trigger1 = AnimElem = 9
name = "Piece of Chain 4"
pos = -15,-98
postype = P1
stateno = 174
keyctrl = 0
ownpal = 1

[State 170,12]
type = AssertSpecial
trigger1 = Time = [0,250]
flag = RoundNotOver

;-----------------------------鎖
;--------------Piece of Chain 1
[Statedef 171]
type = A
movetype = I
physics = N
anim = 177
ctrl = 0
velset = 2.0,-3.5

[State 171,1]
type = VelAdd
trigger1 = Time >= 0
y = .41

[State 171,2]
type = ChangeState
trigger1 = Pos Y >= 0
value = 176

;--------------Piece of Chain 2
[Statedef 172]
type = A
movetype = I
physics = N
anim = 177
ctrl = 0
velset = 3.0,-3.5

[State 172,1]
type = VelAdd
trigger1 = Time >= 0
y = .41

[State 172,2]
type = ChangeState
trigger1 = Pos Y >= 0
value = 176

;--------------Piece of Chain3
[Statedef 173]
type = A
movetype = I
physics = N
anim = 177
ctrl = 0
velset = -2.0,-3.5

[State 173,1]
type = VelAdd
trigger1 = Time >= 0
y = .41

[State 173,2]
type = ChangeState
trigger1 = Pos Y >= 0
value = 176

;--------------Piece of Chain 4
[Statedef 174]
type = A
movetype = I
physics = N
anim = 177
ctrl = 0
velset = -3.0,-3.5

[State 174,1]
type = VelAdd
trigger1 = Time >= 0
y = .41

[State 174,2]
type = ChangeState
trigger1 = Pos Y >= 0
value = 176

;--------------Piece of Chain 5
[Statedef 176]
type = S
movetype = I
physics = S
anim = 178
velset = 0, 0

[State 176,0]
type = PosSet
trigger1 = Time = 0
y = 0

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

[State 175,0]
type = ChangeState
trigger1 = Time = 0
value = 170

;-------------------------------------------------------------------------------
; 勝利
[Statedef 180]
type = S

[State 180,0]
type = VarRandom
trigger1 = Time = 0
v = 3
range = 0,99

[State 180,1]
type = ChangeState
trigger1 = Var(3) = [0,32]
value = 181

[State 180,2]
type = ChangeState
trigger1 = Var(3) = [33,67]
value = 182

[State 180,3]
type = ChangeState
trigger1 = Var(3) = [68,99]
value = 183

;-------------------------------------------------------------------------------
; 勝利１
[Statedef 181]
type = S
ctrl = 0
anim = 4300
velset = 0,0,0

[State 181,1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

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

[State 181,3]
type = AssertSpecial
trigger1 = Time = [0,100]
flag = RoundNotOver

;-------------------------------------------------------------------------------
; 勝利２
[Statedef 182]
type = S
ctrl = 0
anim = 4310
velset = 0,0,0

[State 182,1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 182,2]
type = PlaySnd
trigger1 = AnimElem = 6
value = 182, 0

[State 182,3]
type = AssertSpecial
trigger1 = Time = [0,180]
flag = RoundNotOver

;-------------------------------------------------------------------------------
; 勝利３
[Statedef 183]
type = S
ctrl = 0
anim = 4320
velset = 0,0,0

[State 183,0]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 183,1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 170, 0

[State 183,2]
type = PlaySnd
trigger1 = AnimElem = 6
value = 183, 0

[State 183,3]
type = EnvShake
trigger1 = AnimElem = 5
time = 15

[State 183,4]
type = AssertSpecial
trigger1 = Time = [0,180]
flag = RoundNotOver

;-------------------------------------------------------------------------------
; イントロ
[Statedef 191]
type = S
ctrl = 0
anim = 4400
velset = 0,0,0

[State 191,0]
type = ChangeState
triggerall = Time = 0
trigger1 = P2Name = "Choi Bounge"
trigger2 = P4Name = "Choi Bounge"
trigger3 = P2Name = "Choi"
trigger4 = P4Name = "Choi"
value = 192

[State 191,1]
type = ChangeState
triggerall = Time = 0
trigger1 = P2Name = "Kim Kaphwan"
trigger2 = P4Name = "Kim Kaphwan"
trigger3 = P2Name = "Kim"
trigger4 = P4Name = "Kim"
value = 193

[State 191,2]
type = PlaySnd
trigger1 = AnimElem = 12
value = 191, 0

[State 191,3]
type = PlaySnd
trigger1 = AnimElem = 14
value = 191, 1

[State 191,4]
type = AssertSpecial
trigger1 = Time = [0,190]
flag = Intro

[State 191,5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;-------------------------------------------------------------------------------
; イントロ２（ＶＳチョイ専用）
[Statedef 192]
type = S
anim = 4410

[State 192,0]
type = AssertSpecial
trigger1 = Time = [0,220]
flag = Intro

[State 192,1]
type = Explod
trigger1 = Time = 39
anim = 4415
pos = 9,-142
postype = P1
bindtime = -1

[State 192,2]
type = PlaySnd
trigger1 = AnimElem = 5
value = 193, 1

[State 192,3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;-------------------------------------------------------------------------------
; イントロ３（ＶＳキム専用）
[Statedef 193]
type = S
anim = 4420

[State 193,0]
type = AssertSpecial
trigger1 = Time = [0,240]
flag = Intro

[State 193,1]
type = Explod
trigger1 = AnimElem = 2
anim = 4425
pos = 0, 0
postype = P1
sprpriority = 2
ownpal = 1
bindtime = -1

[State 193,2]
type = PlaySnd
trigger1 = AnimElem = 14
value = 192, 0

[State 193,3]
type = PlaySnd
trigger1 = AnimElem = 18
value = 192, 1

[State 193,4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;-------------------------------------------------------------------------------
; 挑発
[Statedef 195]
type = S
movetype = I
physics = S
anim = 197
velset = 0, 0
ctrl = 0

[State 195,0]
type = PlaySnd
trigger1 = Time = 0
value = 195, 0

[State 195,1]
type = CtrlSet
trigger1 = Time = 10
value = 1

[State 195,2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;===============================================================================
; Definition of the Basic Arts
;===============================================================================

;-------------------------------------------------------------------------------
; 近距離立ち弱パンチ
[Statedef 200]
type    = S
movetype= A
physics = S
juggle  = 2
velset = 0,0
ctrl = 0
anim = 200
poweradd = 20

[State 200,0]
type = PlaySnd
trigger1 = Time = 0
value = 200, 0

[State 200,1]
type = VarRandom
trigger1 = Time = 0
v = 10
range = 0, 9

[State 200,2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Var(10) = [0,4]
value = 500, 0

[State 200,3]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage    = 62
animtype = Light
getpower = 30
givepower = 5
guardflag = M
hitflag = MAF
pausetime = 10,10
numhits = 1
sparkno = S2500
guard.sparkno = S2950
sparkxy = -10,-90
hitsound = S200, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 6
ground.hittime  = 12
ground.velocity = -6
air.velocity = -2.3,-3

[State 200,4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;+++++++++++++++++++++++++++++
; ＣＰＵ専用
;+++++++++++++++++++++++++++++
[State 9000,0]
type = VarRandom
triggerall = Var(30) = 1
trigger1 = Time = 0
v = 29
range = 0,99

[State 9000,1]
type = ChangeState
triggerall = Var(30) = 1
triggerall = MoveContact = 1
trigger1 = AnimElem = 4, <= 5
trigger1 = Var(29) = [0,24]
value = 1250

[State 9000,2]
type = ChangeState
triggerall = Var(30) = 1
triggerall = MoveContact = 1
triggerall = P2BodyDist X <= 15
trigger1 = AnimElem = 4, <= 5
trigger1 = Var(29) = [50,74]
value = 1300

;+++++++++++++++++++++++++++++

;-------------------------------------------------------------------------------
; 近／遠距離立ち弱キック
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 20
ctrl = 0
velset = 0,0,0
anim = 210

[State 210,0]
type = PlaySnd
trigger1 = Time = 0
value = 200, 1

[State 210,1]
type = VarRandom
trigger1 = Time = 0
v = 10
range = 0, 9

[State 210,2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Var(10) = [0,4]
value = 500, 0

[State 210,3]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Light
damage    = 64
getpower = 32
givepower = 5
guardflag = M
pausetime =  12,12
numhit = 1
sparkno = S2500
guard.sparkno = S2950
sparkxy = -15,-52
hitsound   = S200, 2
guardsound = S0, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -4
air.velocity = -2.2,-3.2

[State 210,4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;+++++++++++++++++++++++++++++
; ＣＰＵ専用
;+++++++++++++++++++++++++++++
[State 9000,0]
type = VarRandom
triggerall = Var(30) = 1
trigger1 = Time = 0
v = 29
range = 0,99

[State 9000,1]
type = ChangeState
triggerall = Var(30) = 1
triggerall = MoveContact = 1
trigger1 = AnimElem = 3, <= 2
trigger1 = Var(29) = [0,24]
value = 850

[State 9000,2]
type = ChangeState
triggerall = Var(30) = 1
triggerall = MoveContact = 1
triggerall = P2BodyDist X <= 15
trigger1 = AnimElem = 3, <= 2
trigger1 = Var(29) = [50,74]
value = 1300

;+++++++++++++++++++++++++++++

;-------------------------------------------------------------------------------
; 近距離立ち強パンチ
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 3
poweradd= 32
ctrl = 0
velset = 0,0,0
anim = 220

[State 220,0]
type = PlaySnd
trigger1 = Time = 0
value = 200, 0

[State 220,1]
type = VarRandom
trigger1 = Time = 0
v = 10
range = 0, 9

[State 220,2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Var(10) = [0,4]
value = 500, 1

[State 220,3]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Heavy
damage    = 55
getpower = 48
givepower = 8
guardflag = M
pausetime = 15,15
sparkno = S2510
guard.sparkno = S2950
sparkxy = -15,-65
hitsound   = S600, 0
guardsound = S0, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -7
air.velocity = -4.2,-3.2

[State 220,4]
type = HitDef
trigger1 = AnimElem = 8
attr = S, NA
animtype  = Heavy
damage    = 60
getpower = 20
givepower = 8
guardflag = M
pausetime = 11,15
sparkno = S2510
guard.sparkno = S2950
sparkxy = -15,-16
hitsound   = S600, 0
guardsound = S0, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -7
air.velocity = -4.2,-3.2

[State 220,5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 近距離立ち強キック
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 3
poweradd= 32
ctrl = 0
velset = 0,0,0
anim = 230

[State 230,0]
type = PlaySnd
trigger1 = Time = 0
value = 200, 1

[State 230,1]
type = VarRandom
trigger1 = Time = 0
v = 10
range = 0, 9

[State 230,2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Var(10) = [0,4]
value = 500, 1

[State 230,3]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Heavy
damage    = 124
getpower = 48
givepower = 8
guardflag = M
pausetime = 15,15
sparkno = S2510
guard.sparkno = S2950
sparkxy = -15,-68
hitsound   = S200, 4
guardsound = S0, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -7
air.velocity = -4.2,-3.2

[State 230,4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;+++++++++++++++++++++++++++++
; ＣＰＵ専用
;+++++++++++++++++++++++++++++
[State 9000,0]
type = VarRandom
triggerall = Var(30) = 1
trigger1 = Time = 0
v = 29
range = 0,99

[State 9000,1]
type = ChangeState
triggerall = Var(30) = 1
triggerall = MoveContact = 1
trigger1 = AnimElem = 4, <= 4
trigger1 = Var(29) = [0,24]
value = 1250

[State 9000,2]
type = ChangeState
triggerall = Var(30) = 1
triggerall = MoveContact = 1
triggerall = P2BodyDist X <= 15
trigger1 = AnimElem = 4, <= 4
trigger1 = Var(29) = [25,49]
value = 1300

[State 9000,3]
type = ChangeState
triggerall = Var(30) = 1
triggerall = MoveContact = 1
triggerall = Power >= 3000
trigger1 = AnimElem = 4, <= 4
trigger1 = Var(29) = [60,99]
value = 3200

;+++++++++++++++++++++++++++++

;-------------------------------------------------------------------------------
; 遠距離立ち弱パンチ
[Statedef 250]
type    = S
movetype= A
physics = S
juggle  = 2
velset = 0,0
ctrl = 0
anim = 250
poweradd = 20

[State 250,0]
type = PlaySnd
trigger1 = Time = 0
value = 200, 0

[State 250,1]
type = VarRandom
trigger1 = Time = 0
v = 10
range = 0, 9

[State 250,2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Var(10) = [0,4]
value = 500, 0

[State 250,3]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage    = 60
animtype = Light
getpower = 30
givepower = 5
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 10,4
numhits = 1
sparkno = S2500
guard.sparkno = S2950
sparkxy = -15,-85
hitsound = S200, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 6
ground.hittime  = 11
ground.velocity = -6
air.velocity = -2.3,-3

[State 250,4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 遠距離立ち強パンチ
[Statedef 270]
type    = S
movetype= A
physics = S
juggle  = 3
poweradd= 32
ctrl = 0
velset = 0,0,0
anim = 270

[State 270,0]
type = PlaySnd
trigger1 = Time = 0
value = 200, 0

[State 270,1]
type = VarRandom
trigger1 = Time = 0
v = 10
range = 0, 9

[State 270,2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Var(10) = [0,4]
value = 500, 1

[State 270,3]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Heavy
damage    = 118
getpower = 48
givepower = 8
guardflag = M
pausetime = 11,15
sparkno = S2510
guard.sparkno = S2950
sparkxy = -10,-88
hitsound   = S600, 0
guardsound = S0, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -7
air.velocity = -4.2,-3.2

[State 270,4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 遠距離立ち強キック
[Statedef 280]
type    = S
movetype= A
physics = S
juggle  = 3
poweradd= 32
ctrl = 0
velset = 0,0,0
anim = 280

[State 280,0]
type = PlaySnd
trigger1 = Time = 0
value = 200, 1

[State 280,1]
type = VarRandom
trigger1 = Time = 0
v = 10
range = 0, 9

[State 280,2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Var(10) = [0,4]
value = 500, 1

[State 280,3]
type = PosAdd
trigger1 = AnimElem = 3
x = 24

[State 280,4]
type = PosAdd
trigger1 = AnimElem = 8
x = -24

[State 280,5]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Heavy
damage    = 110
getpower = 48
givepower = 8
guardflag = M
pausetime = 11,15
sparkno = S2510
guard.sparkno = S2950
sparkxy = -15,-45
hitsound   = S200, 4
guardsound = S0, 0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -7,-0
air.velocity = -4.2,-3.2

[State 280,6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; しゃがみ弱パンチ
[Statedef 300]
type    = C
movetype= A
physics = C
juggle  = 2
poweradd= 20
ctrl = 0
anim = 300

[State 300,0]
type = PlaySnd
trigger1 = Time = 0
value = 200, 0

[State 300,1]
type = VarRandom
trigger1 = Time = 0
v = 10
range = 0, 9

[State 300,2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Var(10) = [0,4]
value = 500, 0

[State 300,3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 60
animtype  = Light
getpower  = 30
givepower = 5
hitflag = MAF
guardflag = M
pausetime = 10,10
sparkno = S2500
guard.sparkno = S2950
sparkxy = -15,-50
hitsound   = S200, 2
guardsound = S0, 0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 12
ground.velocity = -4
air.velocity = -1.3,-3

[State 300,4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;+++++++++++++++++++++++++++++
; ＣＰＵ専用
;+++++++++++++++++++++++++++++
[State 9000,0]
type = VarRandom
triggerall = Var(30) = 1
trigger1 = Time = 0
v = 29
range = 0,99

[State 9000,1]
type = ChangeState
triggerall = Var(30) = 1
triggerall = MoveContact = 1
trigger1 = AnimElem = 4, <= 3
trigger1 = Var(29) = [0,34]
value = 1250

[State 9000,2]
type = ChangeState
triggerall = Var(30) = 1
triggerall = MoveContact = 1
triggerall = P2BodyDist X <= 15
trigger1 = AnimElem = 4, <= 3
trigger1 = Var(29) = [50,69]
value = 1300

[State 9000,2]
type = ChangeState
triggerall = Var(30) = 1
triggerall = MoveContact = 1
trigger1 = AnimElem = 4, <= 3
trigger1 = Var(29) = [70,84]
value = 1100

;+++++++++++++++++++++++++++++

;-------------------------------------------------------------------------------
; しゃがみ弱キック
[Statedef 310]
type    = C
movetype= A
physics = C
juggle  = 2
poweradd= 20
ctrl = 0
anim = 310

[State 310,0]
type = PlaySnd
trigger1 = Time = 0
value = 200, 1

[State 310,1]
type = VarRandom
trigger1 = Time = 0
v = 10
range = 0, 9

[State 310,2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Var(10) = [0,4]
value = 500, 0

[State 310,3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 63
animtype = Light
getpower  = 30
givepower = 5
hitflag = MAF
guardflag = L
pausetime = 12,8
sparkno = S2500
guard.sparkno = S2950
sparkxy = -15,-5
hitsound   = S200, 2
guardsound = S0, 0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -6
air.velocity = -2.2,-3

[State 310,4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;+++++++++++++++++++++++++++++
; ＣＰＵ専用
;+++++++++++++++++++++++++++++
[State 9000,0]
type = VarRandom
triggerall = Var(30) = 1
trigger1 = Time = 0
v = 29
range = 0,99

[State 9000,1]
type = ChangeState
triggerall = Var(30) = 1
triggerall = MoveContact = 1
trigger1 = AnimElem = 5, <= 3
trigger1 = Var(29) = [0,34]
value = 1250

[State 9000,2]
type = ChangeState
triggerall = Var(30) = 1
triggerall = MoveContact = 1
triggerall = P2BodyDist X <= 15
trigger1 = AnimElem = 5, <= 3
trigger1 = Var(29) = [50,69]
value = 1300

[State 9000,2]
type = ChangeState
triggerall = Var(30) = 1
triggerall = MoveContact = 1
trigger1 = AnimElem = 5, <= 3
trigger1 = Var(29) = [70,84]
value = 1100

;+++++++++++++++++++++++++++++

;-------------------------------------------------------------------------------
; しゃがみ強パンチ
[Statedef 320]
type    = C
movetype= A
physics = C
juggle  = 3
poweradd= 32
ctrl = 0
anim = 320

[State 320,0]
type = PlaySnd
trigger1 = Time = 0
value = 200, 0

[State 320,1]
type = VarRandom
trigger1 = Time = 0
v = 10
range = 0, 9

[State 320,2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Var(10) = [0,4]
value = 500, 1

[State 320,3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 108
animtype  = Heavy
getpower  = 48
givepower = 8
hitflag = MAF
guardflag = M
pausetime = 12,12
sparkno = S2510
guard.sparkno = S2950
sparkxy = -15,-90
hitsound   = S600, 0
guardsound = S0, 0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -7
air.velocity = -1.3,-5.2

[State 320,4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;+++++++++++++++++++++++++++++
; ＣＰＵ専用
;+++++++++++++++++++++++++++++
[State 9000,0]
type = VarRandom
triggerall = Var(30) = 1
trigger1 = Time = 0
v = 29
range = 0,99

[State 9000,1]
type = ChangeState
triggerall = Var(30) = 1
triggerall = MoveContact = 1
trigger1 = AnimElem = 4, <= 3
trigger1 = Var(29) = [0,34]
value = 1250

[State 9000,2]
type = ChangeState
triggerall = Var(30) = 1
triggerall = MoveContact = 1
triggerall = P2BodyDist X <= 15
trigger1 = AnimElem = 4, <= 3
trigger1 = Var(29) = [35,54]
value = 1300

[State 9000,2]
type = ChangeState
triggerall = Var(30) = 1
triggerall = MoveContact = 1
trigger1 = AnimElem = 4, <= 3
trigger1 = Var(29) = [55,69]
value = 1100

[State 9000,2]
type = ChangeState
triggerall = Var(30) = 1
triggerall = MoveContact = 1
triggerall = Power >= 3000
trigger1 = AnimElem = 4, <= 3
trigger1 = Var(29) = [70,94]
value = 3200

;+++++++++++++++++++++++++++++

;-------------------------------------------------------------------------------
; しゃがみ強キック
[Statedef 330]
type    = C
movetype= A
physics = C
juggle  = 3
poweradd= 32
ctrl = 0
anim = 330

[State 330,0]
type = PlaySnd
trigger1 = Time = 0
value = 200, 1

[State 330,1]
type = VarRandom
trigger1 = Time = 0
v = 10
range = 0, 9

[State 330,2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Var(10) = [0,4]
value = 500, 1

[State 330,3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 115
animtype = Hard
getpower  = 48
givepower = 8
hitflag = MAF
guardflag = L
pausetime = 12,12
sparkno = S2510
guard.sparkno = S2950
sparkxy = -15,-20
hitsound   = S600, 0
guardsound = S0, 0
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -3.2,-2
air.velocity = -4.0,-3
guard.velocity = -5
fall = 1

[State 330,4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;+++++++++++++++++++++++++++++
; ＣＰＵ専用
;+++++++++++++++++++++++++++++
[State 9000,0]
type = VarRandom
triggerall = Var(30) = 1
trigger1 = Time = 0
v = 29
range = 0,99

[State 9000,2]
type = ChangeState
triggerall = Var(30) = 1
triggerall = MoveContact = 1
trigger1 = AnimElem = 6, <= 4
trigger1 = Var(29) = [55,69]
value = 1100

;+++++++++++++++++++++++++++++

;-------------------------------------------------------------------------------
; ジャンプ弱パンチ
[Statedef 500]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 20
ctrl = 0
anim = 500

[State 500,0]
type = PlaySnd
trigger1 = Time = 0
value = 200, 0

[State 500,1]
type = VarRandom
trigger1 = Time = 0
v = 10
range = 0, 9

[State 500,2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Var(10) = [0,4]
value = 500, 0

[State 500,3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 60
getpower  = 30
givepower = 5
guardflag = HA
priority = 3
pausetime = 7,8
sparkno = S2500
guard.sparkno = S2950
sparkxy = -15,-75
hitsound   = S200, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

;-------------------------------------------------------------------------------
; ジャンプ弱キック
[Statedef 510]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 20
ctrl = 0
anim = 510

[State 510,0]
type = PlaySnd
trigger1 = Time = 0
value = 200, 1

[State 510,1]
type = VarRandom
trigger1 = Time = 0
v = 10
range = 0, 9

[State 510,2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Var(10) = [0,4]
value = 500, 0

[State 510,3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 61
getpower  = 30
givepower = 5
guardflag = HA
priority = 3
pausetime = 7,8
sparkno = S2500
guard.sparkno = S2950
sparkxy = -10,-65
hitsound   = S200, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

;-------------------------------------------------------------------------------
; ジャンプ強パンチ
[Statedef 520]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 32
ctrl = 0
anim = 520

[State 520,0]
type = PlaySnd
trigger1 = Time = 0
value = 200, 0

[State 520,1]
type = VarRandom
trigger1 = Time = 0
v = 10
range = 0, 9

[State 520,2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Var(10) = [0,4]
value = 500, 1

[State 520,3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 106
animtype = Hard
getpower  = 48
givepower = 8
guardflag = HA
priority = 3
pausetime = 7,9
sparkno = S2510
guard.sparkno = S2950
sparkxy = -10,-57
hitsound   = S600, 0
guardsound = S0, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -7
air.velocity = -4.0,-3

;-------------------------------------------------------------------------------
; ジャンプ強キック
[Statedef 530]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 32
ctrl = 0
anim = 530

[State 530,0]
type = PlaySnd
trigger1 = Time = 0
value = 200, 1

[State 530,1]
type = VarRandom
trigger1 = Time = 0
v = 10
range = 0, 9

[State 530,2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Var(10) = [0,4]
value = 500, 1

[State 530,3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 109
animtype = Hard
getpower  = 48
givepower = 8
guardflag = HA
priority = 3
pausetime = 9,11
sparkno = S2510
guard.sparkno = S2950
sparkxy = -10,-53
hitsound   = S200, 4
guardsound = S0, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -7
air.velocity = -4.0,-.4

;-------------------------------------------------------------------------------
; 地上ふっとばし攻撃
[Statedef 600]
type = S
movetype = A
physics = S
juggle = 5
poweradd = 50
anim = 600
ctrl = 0

[State 600,0]
type = PlaySnd
trigger1 = Time = 1
value = 200, 0

[State 600,1]
type = VarRandom
trigger1 = Time = 0
v = 10
range = 0, 9

[State 600,2]
type = PlaySnd
trigger1 = Time = 1
trigger1 = Var(10) = [0,4]
value = 500, 2

[State 600,3]
type = VelSet
trigger1 = AnimElem = 5
x = 8.2

[State 600,4]
type = VelAdd
trigger1 = AnimElem = 5, >= 0
x = -.20

[State 600,5]
type = VelSet
trigger1 = Vel X < 0
x = 0

[State 600,6]
type = Hitdef
trigger1 = Time = 0
attr = S, NA
damage    = 145
animtype = Hard
getpower = 48
givepower = 10
guardflag = M
hitflag = MAF
pausetime = 12,14
sparkno = S2520
guard.sparkno = S2900
sparkxy = -10,-75
hitsound = S1100, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 15
ground.velocity = -6,-3.0
air.velocity = -5.2,-2.5
fall = 1
fall.recover = 0
air.recover = 0
recover = 0

[State 600,7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;+++++++++++++++++++
; ＣＰＵ専用
;+++++++++++++++++++
[State 9000,0]
type = VarRandom
trigger1 = Var(30) = 1
trigger1 = Time = 0
v = 29
range = 0,99

[State 9000,1]
type = ChangeState
triggerall = Var(30) = 1
trigger1 = Var(29) = [0,69]
trigger1 = Time = 0
value = 0
ctrl = 1

;+++++++++++++++++++

;-------------------------------------------------------------------------------
; 空中ふっとばし攻撃
[Statedef 610]
type = A
movetype = A
physics = A
ctrl = 0
anim = 610
juggle = 5
poweradd = 40

[State 610,0]
type = PlaySnd
trigger1 = Time = 0
value = 200, 1

[State 610,1]
type = VarRandom
trigger1 = Time = 0
v = 10
range = 0, 9

[State 610,2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Var(10) = [0,4]
value = 500, 2

[State 610,3]
type = Hitdef
trigger1 = Time = 0
attr = A, NA
damage    = 120
animtype = Hard
getpower = 50
givepower = 10
guardflag = HA
hitflag = MAF
pausetime = 12,14
sparkno = S2520
guard.sparkno = S2900
sparkxy = -10,-63
hitsound = S1100, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 15
ground.velocity = -6.0,-3.0
air.velocity = -5.2,-2.5
fall = 1
fall.recover = 0
air.recover = 0
recover = 0

;===============================================================================
; Definition of the (Dir + Button) attack
;===============================================================================

;-------------------------------------------------------------------------------
; ひき逃げ
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 3
velset = 0,0
ctrl = 0
anim = 800
poweradd = 45

[State 800,0]
type = PosAdd
trigger1 = Time = (12,24]
x = 5.5

[State 800,1]
type = PosAdd
trigger1 = Time = (24,28]
x = 2.5

[State 800,2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4000, 0

[State 800,3]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage    = 90
animtype = Hard
getpower = 50
givepower = 10
guardflag = L
hitflag = MAF
pausetime = 8,7
sparkno = S2510
guard.sparkno = S2950
sparkxy = 0,-25
hitsound = S1100, 2
guardsound = S0, 0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5.0,-4.5
air.velocity = -5.0,-4.5
fall = 1
fall.recover = 0
air.recover = 0
recover = 0

[State 800,4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; ひき逃げ　　　　　＊通常技キャンセル時
[Statedef 850]
type    = S
movetype= A
physics = S
juggle  = 3
velset = 0,0
ctrl = 0
anim = 800
poweradd = 45

[State 850,0]
type = PosAdd
trigger1 = Time = (12,24]
x = 5.5

[State 850,1]
type = PosAdd
trigger1 = Time = (24,28]
x = 2.5

[State 850,2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4000, 0

[State 850,3]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage    = 90
animtype = Hard
getpower = 50
givepower = 10
guardflag = L
hitflag = MAF
pausetime = 8,7
sparkno = S2510
guard.sparkno = S2950
sparkxy = 0,-25
hitsound = S1100, 2
guardsound = S0, 0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5.0,-4.5
air.velocity = -5.0,-4.5
fall = 1
fall.recover = 0
air.recover = 0
recover = 0

[State 850,4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;===============================================================================
; Definition of the Basic Throws
;===============================================================================

;-------------------------------------------------------------------------------
; 破顔撃（パンチ投げ）
[Statedef 900]
type = S
movetype = A
physics = S
ctrl = 0
anim = 900
velset = 0, 0

[State 900,1]
type = Hitdef
trigger1 = Time = 0
attr = S, NT
getpower = 75
givepower = 7
hitflag = M-
numhits = 0
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 910
p2stateno = 920
p2getp1state = 1
hitsound = S900, 0
fall = 1
fall.recover = 0

[State 900,2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 破顔撃（成功）
[Statedef 910]
type = S
movetype = A
physics = S
anim = 910
velset = 0, 0
poweradd = 32

[State 910,0]
type = PosFreeze
trigger1 = Time >= 0

[State 910,1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 70,-76
time = 6

[State 910,2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 57,-87
time = 6

[State 910,3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 41,-93
time = 33

[State 910,4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 41,-88
time = 5

[State 910,5]
type = TargetBind
trigger1 = AnimElem = 5
pos = 84,-50
time = 1

[State 910,6]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Heavy
damage    = 110
getpower = 48
givepower = 10
guardflag = None
pausetime = 12,14
sparkno = S2510
guard.sparkno = S2950
sparkxy = -10,-82
hitsound   = S1100, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4.0,-3.0
fall = 1
recover = 0
fall.recover = 0
air.recover = 0

[State 910,7]
type = Explod
trigger1 = Time = 0
anim = 2400
ID = 2400
pos = 66,-88
postype = P1
sprpriority = 1

[State 910,8]
type = Explod
trigger1 = AnimElem = 3, = 2
anim = 930
pos = -40,-120
postype = P1
sprpriority = 2
bindtime = -1
ownpal = 1

[State 910,9]
type = PlaySnd
trigger1 = Animelem = 3, = 2
value = 900, 4

[State 910,10]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 破顔撃（喰らい側）
[Statedef 920]
type = S
movetype = H
physics = S
ctrl = 0

[State 920,1]
type = ChangeAnim2
trigger1 = Time = 0
value = 920

[State 920,2]
type = SelfState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 鎖締め（キック投げ）
[Statedef 950]
type = S
movetype = A
physics = S
ctrl = 0
anim = 900
velset = 0, 0

[State 950,1]
type = Hitdef
trigger1 = Time = 0
attr = S, NT
getpower = 75
givepower = 7
hitflag = M-
numhits = 0
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 960
p2stateno = 970
p2getp1state = 1
fall = 1
fall.recover = 0

[State 950,2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 鎖締め（成功）
[Statedef 960]
type = S
movetype = A
physics = S
anim = 950
velset = 0, 0
poweradd = 32

[State 960,0]
type = PosFreeze
trigger1 = Time >= 0

[State 960,1]
type = TargetBind
trigger1 = Time = 0
pos = 65, 0
time = 29

[State 960,2]
type = TargetBind
trigger1 = AnimElem = 6
pos = 65,-103
time = 5

[State 960,3]
type = TargetBind
trigger1 = AnimElem = 7
trigger2 = AnimElem = 11
trigger3 = AnimElem = 15
trigger4 = AnimElem = 19
pos = 15,-103
time = 11

[State 960,4]
type = TargetBind
trigger1 = AnimElem = 8
trigger2 = AnimElem = 10
trigger3 = AnimElem = 12
trigger4 = AnimElem = 14
trigger5 = AnimElem = 16
trigger6 = AnimElem = 18
trigger7 = AnimElem = 20
trigger8 = AnimElem = 22
pos = 16,-107
time = 5

[State 960,5]
type = TargetBind
trigger1 = AnimElem = 9
trigger2 = AnimElem = 13
trigger3 = AnimElem = 17
trigger4 = AnimElem = 21
pos = 23,-109
time = 11

[State 960,6]
type = TargetBind
trigger1 = AnimElem = 23
pos = 64,-100
time = 1

[State 960,7]
type = SprPriority
trigger1 = Time = 0
value = -1

[State 960,8]
type = Explod
trigger1 = AnimElem = 5
anim = 970
pos = 30,-144
postype = P1
sprpriority = 2
bindtime = -1

[State 960,9]
type = TargetLifeAdd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 9
trigger3 = AnimElem = 11
trigger4 = AnimElem = 13
trigger5 = AnimElem = 15
trigger6 = AnimElem = 17
trigger7 = AnimElem = 19
value = -14
kill = 0

[State 960,9']
type = TargetLifeAdd
trigger1 = AnimElem = 21
value = -14

[State 960,10]
type = PlaySnd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 9
trigger3 = AnimElem = 11
trigger4 = AnimElem = 13
trigger5 = AnimElem = 15
trigger6 = AnimElem = 17
trigger7 = AnimElem = 19
trigger8 = AnimElem = 21
value = 900, 3

[State 960,11]
type = Explod
trigger1 = AnimElem = 7
trigger2 = AnimElem = 11
trigger3 = AnimElem = 15
trigger4 = AnimElem = 19
anim = 2980
pos = 12,-95
postype = P1
sprpriority = 3
bindtime = 1
ownpal = 1
ignorehitpause = 1

[State 960,12]
type = Explod
trigger1 = AnimElem = 9
trigger2 = AnimElem = 13
trigger3 = AnimElem = 17
trigger4 = AnimElem = 21
anim = 2980
pos = 26,-100
postype = P1
sprpriority = 3
bindtime = 1
ownpal = 1
ignorehitpause = 1

[State 960,13]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 鎖締め（喰らい側）
[Statedef 970]
type = A
movetype = H
physics = N
velset = 0, 0
ctrl = 0

[State 970,0]
type = ChangeAnim2
trigger1 = Time = 0
value = 960

[State 970,1]
type = VelAdd
trigger1 = Time >= 169
y = .41

[State 970,2]
type = VelSet
trigger1 = Time = 169
x = -3.5
y = -2.5

[State 970,3]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoAutoTurn

[State 970,4]
type = ChangeState
trigger1 = Time > 170
trigger1 = Pos Y >= 0
value = 980

[Statedef 980]
type = A
movetype = H
physics = N
velet = 0, 0

[State 980,1]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoAutoTurn

[State 980,2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 980,3]
type = PlaySnd
trigger1 = Time = 0
value = F7, 0

[State 980,4]
type = VelSet
trigger1 = Time = 0
x = -3.5
y = -4.0

[State 980,5]
type = VelAdd
trigger1 = Time > 0
y = .41

[State 980,6]
type = Explod
trigger1 = Time = 0
anim = F15
pos = 0, 0

[State 980,7]
type = EnvShake
trigger1 = Time = 0
time = 20

[State 980,8]
type = Turn
trigger1 = Time > 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0

[State 980,9]
type = SelfState
trigger1 = Time > 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5110

;===============================================================================
; Definition of the Special Arts
;===============================================================================

;-------------------------------------------------------------------------------
; 鉄球粉砕撃・弱
[Statedef 1000]
type = S
movetype = A
physics = S
anim = 1000
velset = 0, 0
ctrl = 0
poweradd = 75
juggle = 6

[State 1000,0]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1000, 0

[State 1000,1]
type = PlaySnd
trigger1 = AnimElem = 7
value = 1000, 2

[State 1000,2]
type = ReversalDef
trigger1 = P2MoveType != H
trigger1 = Time = (6,19]
attr = S, SA
reversal.attr = SCA, NA, SA, HA
numhits = 0
getpower = 50
givepower = 15
pausetime = 1,4
sparkno = S2900
sparkxy = 10,-70
hitsound = S0, 0

[State 1000,3]
type = Projectile
trigger1 = AnimElem = 3
projanim = 1010
projremove = 0
projremovetime = 13
projpriority = 3
projhits = 99
projshadow = -1
offset = 0, 0
attr = S, SP
hitflag = P
numhits = 0
hitsound   = S0, 0
guardsound = S0, 0

;[State 1000,4]
;type = Explod
;trigger1 = ProjCancelTime = 1
;anim = F20
;pos = 15,-70
;postype = P1
;sprpriority = 2

[State 1000,4]
type = Hitdef
trigger1 = AnimElem = 7
attr = S, SA
animtype = Hard
hitflag = MAF
guardflag = M
damage = 200,25
getpower = 50
givepower = 10
sparkno = S2520
guard.sparkno = S2900
sparkxy = -10,-71
hitsound = S600, 1
guardsound = S0, 0
pausetime = 12,12
ground.slidetime = 15
ground.type = High
ground.velocity = -5.0,-6.0
guard.velocity = -4.0
air.animtype = Back
air.type = High
air.velocity = -5.0,-6.0
fall = 1 
fall.recover = 0
air.recover = 0
recover = 0

[State 1000,5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 鉄球粉砕撃・強
[Statedef 1050]
type = S
movetype = A
physics = S
anim = 1050
velset = 0, 0
ctrl = 0
poweradd = 100
juggle = 6

[State 1050,0]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = Time = 31
value = 1000, 1

[State 1050,1]
type = PlaySnd
trigger1 = AnimElem = 12
value = 1000, 0

[State 1050,2]
type = PlaySnd
trigger1 = AnimElem = 15
value = 1000, 2

[State 1050,3]
type = ReversalDef
trigger1 = Time = (6,42]
attr = S, SA
reversal.attr = SCA, NA, SA, HA
numhits = 0
getpower = 50
givepower = 15
pausetime = 1,4
sparkno = S2900
sparkxy = 10,-70
hitsound = S0, 0

[State 1050,4]
type = Projectile
trigger1 = AnimElem = 3
projanim = 1070
projremove = 0
projremovetime = 36
projpriority = 3
projhits = 99
projshadow = -1
offset = 0, 0
attr = S, SP
hitflag = P
hitsound   = S0, 0
guardsound = S0, 0
numhits = 0

;[State 1000,4]
;type = Explod
;trigger1 = ProjCancelTime = 1
;anim = F20
;pos = 15,-70
;postype = P1
;sprpriority = 2

[State 1050,5]
type = Projectile
trigger1 = TimeMod = 16, 6
trigger1 = Time < 42
projanim = 1060
projremove = 0
projremovetime = 2
projpriority = 3
projhits = 1
projshadow = -1
offset = 0, 0
attr = S, SA
damage   = 130,20
getpower = 50
givepower = 15
animtype = Back
guardflag = M
hitflag = MAF
pausetime = 0,6
hitsound   = S600, 1
guardsound = S0, 0
sparkno = S2520
guard.sparkno = S2900
sparkxy = 0,-141
ground.type = High
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -5.0,-6.0
fall = 1
air.animtype = Back
air.velocity = -5.0,-6.0
air.juggle = 15
air.fall = 1

[State 1050,6]
type = Projectile
trigger1 = TimeMod = 16, 8
trigger1 = Time < 42
projanim = 1061
projremove = 0
projremovetime = 2
projpriority = 3
projhits = 1
projshadow = -1
offset = 0, 0
attr = S, SA
damage   = 130,20
getpower = 50
givepower = 15
animtype = Back
guardflag = M
hitflag = MAF
pausetime = 0,6
hitsound   = S600, 1
guardsound = S0, 0
sparkno = S2520
guard.sparkno = S2900
sparkxy = 0,-118
ground.type = High
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -5.0,-6.0
fall = 1
air.animtype = Back
air.velocity = -5.0,-6.0
air.juggle = 15
air.fall = 1

[State 1050,7]
type = Projectile
trigger1 = TimeMod = 16, 10
trigger1 = Time < 42
projanim = 1062
projremove = 0
projremovetime = 2
projpriority = 3
projhits = 1
projshadow = -1
offset = 0, 0
attr = S, SA
damage   = 130,20
getpower = 50
givepower = 15
animtype = Back
guardflag = M
hitflag = MAF
pausetime = 0,6
hitsound   = S600, 1
guardsound = S0, 0
sparkno = S2520
guard.sparkno = S2900
sparkxy = 0,-90
ground.type = High
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -5.0,-6.0
fall = 1
air.animtype = Back
air.velocity = -5.0,-6.0
air.juggle = 15
air.fall = 1

[State 1050,8]
type = Projectile
trigger1 = TimeMod = 16, 12
trigger1 = Time < 42
projanim = 1063
projremove = 0
projremovetime = 2
projpriority = 3
projhits = 1
projshadow = -1
offset = 0, 0
attr = S, SA
damage   = 130,20
getpower = 50
givepower = 15
animtype = Back
guardflag = M
hitflag = MAF
pausetime = 0,6
hitsound   = S600, 1
guardsound = S0, 0
sparkxy = 0,-96
sparkno = S2520
guard.sparkno = S2900
ground.type = High
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -5.0,-6.0
fall = 1
air.animtype = Back
air.velocity = -5.0,-6.0
air.juggle = 15
air.fall = 1

[State 1050,9]
type = Projectile
trigger1 = TimeMod = 16, 14
trigger1 = Time < 42
projanim = 1064
projremove = 0
projremovetime = 2
projpriority = 3
projhits = 1
projshadow = -1
offset = 0, 0
attr = S, SA
damage   = 130,20
getpower = 50
givepower = 15
animtype = Back
guardflag = M
hitflag = MAF
pausetime = 0,6
hitsound   = S600, 1
guardsound = S0, 0
sparkxy = 0,-115
sparkno = S2520
guard.sparkno = S2900
ground.type = High
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -5.0,-6.0
fall = 1
air.animtype = Back
air.velocity = -5.0,-6.0
air.juggle = 15
air.fall = 1

[State 1050,10]
type = Projectile
;trigger1 = TimeMod = 16, 16
;trigger1 = Time < 42
trigger1 = Time = 16
trigger2 = Time = 32
projanim = 1065
projremove = 0
projremovetime = 2
projpriority = 3
projhits = 1
projshadow = -1
offset = 0, 0
attr = S, SA
damage   = 130,20
getpower = 50
givepower = 15
animtype = Back
guardflag = M
hitflag = MAF
pausetime = 0,6
hitsound   = S600, 1
guardsound = S0, 0
sparkxy = 0,-139
sparkno = S2520
guard.sparkno = S2900
ground.type = High
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -5.0,-6.0
fall = 1
air.animtype = Back
air.velocity = -5.0,-6.0
air.juggle = 15
air.fall = 1

[State 1050,11]
type = Projectile
;trigger1 = TimeMod = 16, 18
;trigger1 = Time < 42
trigger1 = Time = 18
trigger2 = Time = 34
projanim = 1066
projremove = 0
projremovetime = 2
projpriority = 3
projhits = 1
projshadow = -1
offset = 0, 0
attr = S, SA
damage   = 130,20
getpower = 50
givepower = 15
animtype = Back
guardflag = M
hitflag = MAF
pausetime = 0,6
hitsound   = S600, 1
guardsound = S0, 0
sparkxy = 0,-163
sparkno = S2520
guard.sparkno = S2900
ground.type = High
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -5.0,-6.0
fall = 1
air.animtype = Back
air.velocity = -5.0,-6.0
air.juggle = 15
air.fall = 1

[State 1050,12]
type = Projectile
;trigger1 = TimeMod = 16, 20
;trigger1 = Time < 42
trigger1 = Time = 20
trigger2 = Time = 36
projanim = 1067
projremove = 0
projremovetime = 2
projpriority = 3
projhits = 1
projshadow = -1
offset = 0, 0
attr = S, SA
damage   = 130,20
getpower = 50
givepower = 15
animtype = Back
guardflag = M
hitflag = MAF
pausetime = 0,6
hitsound   = S600, 1
guardsound = S0, 0
sparkxy = 0,-158
sparkno = S2520
guard.sparkno = S2900
ground.type = High
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -5.0,-6.0
fall = 1
air.animtype = Back
air.velocity = -5.0,-6.0
air.juggle = 15
air.fall = 1

[State 1050,13]
type = Hitdef
trigger1 = AnimElem = 15
attr = S, SA
animtype = Hard
hitflag = MAF
guardflag = M
damage = 250,30
getpower = 70
givepower = 20,10
sparkxy = -10,-71
sparkno = S2520
guard.sparkno = S2900
hitsound = S600, 1
guardsound = S0, 0
pausetime = 12,12
ground.slidetime = 15
ground.type = High
ground.velocity = -5.0,-6.0
guard.velocity = -4.0
air.animtype = Back
air.type = High
air.velocity = -5.0,-6.0
fall = 1 
fall.recover = 0
air.recover = 0
recover = 0

[State 1050,14]
type = PosAdd
trigger1 = Time = (47,55]
x = 4.0

[State 1050,15]
type = PosFreeze
trigger1 = Time <= 42

[State 1050,16]
type = PosAdd
trigger1 = Time = 43
x = .1

[State 1050,17]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------
; 鉄球飛燕斬・弱
;-----------------------------地上
[Statedef 1100]
type = S
movetype = A
physics = S
anim = 1100
ctrl = 0
velset = 0, 0
poweradd = 70
juggle = 6

[State 1100,0]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1100, 0

[State 1100,1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 1100,2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1110

;-----------------------------上昇
[Statedef 1110]
type = A
movetype = A
physics = N
anim = 1110
velset = 1.0,-8.0

[State 1110,0]
type = PlaySnd
trigger1 = Time = 0
value = 1100, 1

[State 1110,1]
type = VelAdd
trigger1 = Time >= 0
y = .41

[State 1110,2]
type = Hitdef
trigger1 = Time = 0
attr = A, SA
animtype = Hard
hitflag = MAF
guardflag = M
damage = 150,16
getpower = 50
givepower = 12
sparkxy = -10,-60
sparkno = S2520
guard.sparkno = S2900
hitsound = S1100, 2
guardsound = S0, 0
pausetime = 8,10
ground.hittime = 15
ground.slidetime = 15
ground.type = Low
ground.velocity = -10.0,0
guard.velocity = -4.0
air.animtype = Back
air.velocity = -6.0,-4.0

[State 1110,3]
type = Hitdef
trigger1 = AnimElem = 2
attr = A, SA
animtype = Hard
hitflag = MAF
guardflag = M
damage = 50,6
getpower = 20
givepower = 5
sparkxy = -10,-71
sparkno = S2520
guard.sparkno = S2900
hitsound = S1100, 2
guardsound = S0, 0
pausetime = 8,12
ground.slidetime = 15
ground.hittime = 19
ground.type = High
ground.velocity = -5.0,0
guard.velocity = -4.0
air.animtype = Back
air.type = High
air.velocity = -5.0,-4.0

[State 1110,4]
type = ChangeState
trigger1 = AnimTime = 0
value = 1120

;-----------------------------落下
[Statedef 1120]
type = A
movetype = A
physics = N
anim = 1120

[State 1120,0]
type = VelAdd
trigger1 = Time >= 0
y = .41

[State 1120,1]
type = Hitdef
trigger1 = Vel Y >= 0
persistent = 0
attr = A, SA
animtype = Hard
hitflag = MAF
guardflag = H
damage = 50,6
getpower = 20
givepower = 5
sparkxy = -10,-71
sparkno = S2520
guard.sparkno = S2900
hitsound = S1100, 2
guardsound = S0, 0
pausetime = 10,10
ground.slidetime = 15
ground.type = High
ground.velocity = -3.0,-4.0
guard.velocity = -3.0
air.animtype = Back
air.type = High
air.velocity = -3.0,-3.0
fall = 1 
fall.recover = 0
air.recover = 0
recover = 0

[State 1120,2]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1130

;-----------------------------起きあがり
[Statedef 1130]
type = S
movetype = I
physics = S
velset = 0, 0
anim = 1130

[State 1130,0]
type = PlaySnd
trigger1 = Time = 0
value = 900, 1

[State 1130,1]
type = PlaySnd
trigger1 = Time = 0
value = 3300, 1

[State 1130,2]
type = EnvShake
trigger1 = Time = 0
time = 20

[State 1130,3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1130,4]
type = Explod
trigger1 = Time = 0
anim = 2600
pos = 0, 0
postype = P1
sprpriority = -1
bindtime = 1
ownpal = 1
ignorehitpause = 1

[State 1130,5]
type = Explod
trigger1 = Time = 0
anim = 2650
pos = 0, 0
postype = P1
sprpriority = 2
bindtime = 1
ownpal = 1
ignorehitpause = 1

[State 1130,6]
type = ChangeState
trigger1 = AnimTime = 0
value = 12
ctrl = 1

;---------------------------------------------------------------------
; 鉄球飛燕斬・強
;-----------------------------地上
[Statedef 1150]
type = S
movetype = A
physics = S
anim = 1150
ctrl = 0
velset = 0, 0
poweradd = 70
juggle = 6

[State 1150,0]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 1150,1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1100, 0

[State 1150,2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1160

;-----------------------------上昇
[Statedef 1160]
type = A
movetype = A
physics = N
anim = 1160
velset = 1.0,-10.5

[State 1160,1]
type = PlaySnd
trigger1 = Time = 0
value = 1100, 1

[State 1160,2]
type = VelAdd
trigger1 = Time >= 0
y = .41

[State 1160,3]
type = Hitdef
trigger1 = Time = 0
attr = A, SA
animtype = Hard
hitflag = MAF
guardflag = M
damage = 200,20
getpower = 75
givepower = 20,10
sparkxy = -10,-60
sparkno = S2520
guard.sparkno = S2900
hitsound = S1100, 2
guardsound = S0, 0
pausetime = 10,12
ground.slidetime = 15
ground.type = Low
ground.velocity = -5.0,-6.0
guard.velocity = -3.0
air.animtype = Back
air.velocity = -5.0,-6.0
fall = 1
recover = 0
air.recover = 0
fall.recover = 0

[State 1160,4]
type = ChangeState
trigger1 = AnimTime = 0
value = 1170

;-----------------------------落下
[Statedef 1170]
type = A
movetype = A
physics = N
anim = 1170

[State 1170,0]
type = VelAdd
trigger1 = Time >= 0
y = .41

[State 1170,1]
type = Hitdef
trigger1 = Vel Y >= 0
persistent = 0
attr = A, SA
animtype = Hard
hitflag = MAF
guardflag = H
damage = 75,10
getpower = 40
givepower = 10
sparkxy = -10,-71
sparkno = S2520
guard.sparkno = S2900
hitsound = S1100, 2
guardsound = S0, 0
pausetime = 10,10
ground.slidetime = 15
ground.type = High
ground.velocity = -3.0,-2.0
guard.velocity = -3.0
air.animtype = Back
air.type = High
air.velocity = -3.0,-3.0
fall = 1 
fall.recover = 0
air.recover = 0
recover = 0

[State 1170,2]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1130

;---------------------------------------------------------------------
; 鉄球大回転・弱
[Statedef 1200]
type = S
movetype = A
physics = S
anim = 1200
ctrl = 0
velset = 0, 0
poweradd = 75
juggle = 6

[State 1200,0]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1200, 0

[State 1200,1]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 6
trigger3 = AnimElem = 8
trigger4 = AnimElem = 10
value = 1000, 1

[State 1200,2]
type = Projectile
;trigger1 = TimeMod = 18, 9
;trigger1 = Time < 100
trigger1 = Time = 9
trigger2 = Time = 27
trigger3 = Time = 45
trigger4 = Time = 63
trigger5 = Time = 81
trigger6 = Time = 99
projanim = 1210
projremove = 0
projremovetime = 1
projpriority = 3
projhits = 1
projshadow = -1
offset = 48,-138
attr = S, SA
damage   = 160,2
getpower = 60, 5
givepower = 20,10
animtype = Back
guardflag = M
hitflag = MAF
pausetime = 0,6
sparkno = S2520
guard.sparkno = S2900
hitsound   = S600, 1
guardsound = S0, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -5.0,-6.0
fall = 1
fall.recover = 0
air.recover = 0
recover = 0
air.animtype = Back
air.velocity = -5.0,-6.0
air.juggle = 15
air.fall = 1

[State 1200,3]
type = Projectile
;trigger1 = TimeMod = 18, 10
;trigger1 = Time < 100
trigger1 = Time = 10
trigger2 = Time = 28
trigger3 = Time = 46
trigger4 = Time = 64
trigger5 = Time = 82
projanim = 1210
projremove = 0
projremovetime = 1
projpriority = 3
projhits = 1
projshadow = -1
offset = 68,-126
attr = S, SA
damage   = 160,2
getpower = 60, 5
givepower = 20,10
animtype = Back
guardflag = M
hitflag = MAF
pausetime = 0,6
sparkno = S2520
guard.sparkno = S2900
hitsound   = S600, 1
guardsound = S0, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -5.0,-6.0
fall = 1
fall.recover = 0
air.recover = 0
recover = 0
air.animtype = Back
air.velocity = -5.0,-6.0
air.juggle = 15
air.fall = 1

[State 1200,4]
type = Projectile
;trigger1 = TimeMod = 18, 11
;trigger1 = Time < 100
trigger1 = Time = 11
trigger2 = Time = 29
trigger3 = Time = 47
trigger4 = Time = 65
trigger5 = Time = 83
projanim = 1210
projremove = 0
projremovetime = 1
projpriority = 3
projhits = 1
projshadow = -1
offset = 80,-112
attr = S, SA
damage   = 160,2
getpower = 60, 5
givepower = 20,10
animtype = Back
guardflag = M
hitflag = MAF
pausetime = 0,6
sparkno = S2520
guard.sparkno = S2900
hitsound   = S600, 1
guardsound = S0, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -5.0,-6.0
fall = 1
fall.recover = 0
air.recover = 0
recover = 0
air.animtype = Back
air.velocity = -5.0,-6.0
air.juggle = 15
air.fall = 1

[State 1200,5]
type = Projectile
;trigger1 = TimeMod = 18, 12
;trigger1 = Time < 100
trigger1 = Time = 12
trigger2 = Time = 30
trigger3 = Time = 48
trigger4 = Time = 66
trigger5 = Time = 84
projanim = 1210
projremove = 0
projremovetime = 1
projpriority = 3
projhits = 1
projshadow = -1
offset = 86,-100
attr = S, SA
damage   = 160,2
getpower = 60, 5
givepower = 20,10
animtype = Back
guardflag = M
hitflag = MAF
pausetime = 0,6
sparkno = S2520
guard.sparkno = S2900
hitsound   = S600, 1
guardsound = S0, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -5.0,-6.0
fall = 1
fall.recover = 0
air.recover = 0
recover = 0
air.animtype = Back
air.velocity = -5.0,-6.0
air.juggle = 15
air.fall = 1

[State 1200,6]
type = Projectile
;trigger1 = TimeMod = 18, 13
;trigger1 = Time < 100
trigger1 = Time = 13
trigger2 = Time = 31
trigger3 = Time = 49
trigger4 = Time = 67
trigger5 = Time = 85
projanim = 1210
projremove = 0
projremovetime = 1
projpriority = 3
projhits = 1
projshadow = -1
offset = 84,-89
attr = S, SA
damage   = 160,2
getpower = 60, 5
givepower = 20,10
animtype = Back
guardflag = M
hitflag = MAF
pausetime = 0,6
sparkno = S2520
guard.sparkno = S2900
hitsound   = S600, 1
guardsound = S0, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -5.0,-6.0
fall = 1
fall.recover = 0
air.recover = 0
recover = 0
air.animtype = Back
air.velocity = -5.0,-6.0
air.juggle = 15
air.fall = 1

[State 1200,7]
type = Projectile
;trigger1 = TimeMod = 18, 14
;trigger1 = Time < 100
trigger1 = Time = 14
trigger2 = Time = 32
trigger3 = Time = 50
trigger4 = Time = 68
trigger5 = Time = 86
projanim = 1210
projremove = 0
projremovetime = 1
projpriority = 3
projhits = 1
projshadow = -1
offset = 76,-83
attr = S, SA
damage   = 160,2
getpower = 60, 5
givepower = 20,10
animtype = Back
guardflag = M
hitflag = MAF
pausetime = 0,6
sparkno = S2520
guard.sparkno = S2900
hitsound   = S600, 1
guardsound = S0, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -5.0,-6.0
fall = 1
fall.recover = 0
air.recover = 0
recover = 0
air.animtype = Back
air.velocity = -5.0,-6.0
air.juggle = 15
air.fall = 1

[State 1200,8]
type = Projectile
;trigger1 = TimeMod = 18, 15
;trigger1 = Time < 100
trigger1 = Time = 15
trigger2 = Time = 33
trigger3 = Time = 51
trigger4 = Time = 69
trigger5 = Time = 87
projanim = 1210
projremove = 0
projremovetime = 1
projpriority = 3
projhits = 1
projshadow = -1
offset = 60,-80
attr = S, SA
damage   = 160,2
getpower = 60, 5
givepower = 20,10
animtype = Back
guardflag = M
hitflag = MAF
pausetime = 0,6
sparkno = S2520
guard.sparkno = S2900
hitsound   = S600, 1
guardsound = S0, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -5.0,-6.0
fall = 1
fall.recover = 0
air.recover = 0
recover = 0
air.animtype = Back
air.velocity = -5.0,-6.0
air.juggle = 15
air.fall = 1

[State 1200,9]
type = Projectile
;trigger1 = TimeMod = 18, 16
;trigger1 = Time < 100
trigger1 = Time = 16
trigger2 = Time = 34
trigger3 = Time = 52
trigger4 = Time = 70
trigger5 = Time = 88
projanim = 1210
projremove = 0
projremovetime = 1
projpriority = 3
projhits = 1
projshadow = -1
offset = 41,-83
attr = S, SA
damage   = 160,2
getpower = 60, 5
givepower = 20,10
animtype = Back
guardflag = M
hitflag = MAF
pausetime = 0,6
sparkno = S2520
guard.sparkno = S2900
hitsound   = S600, 1
guardsound = S0, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -5.0,-6.0
fall = 1
fall.recover = 0
air.recover = 0
recover = 0
air.animtype = Back
air.velocity = -5.0,-6.0
air.juggle = 15
air.fall = 1

[State 1200,10]
type = Projectile
;trigger1 = TimeMod = 18, 17
;trigger1 = Time < 100
trigger1 = Time = 17
trigger2 = Time = 35
trigger3 = Time = 53
trigger4 = Time = 71
trigger5 = Time = 89
projanim = 1210
projremove = 0
projremovetime = 1
projpriority = 3
projhits = 1
projshadow = -1
offset = 19,-90
attr = S, SA
damage   = 160,2
getpower = 60, 5
givepower = 20,10
animtype = Back
guardflag = M
hitflag = MAF
pausetime = 0,6
sparkno = S2520
guard.sparkno = S2900
hitsound   = S600, 1
guardsound = S0, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -5.0,-6.0
fall = 1
fall.recover = 0
air.recover = 0
recover = 0
air.animtype = Back
air.velocity = -5.0,-6.0
air.juggle = 15
air.fall = 1

[State 1200,11]
type = Projectile
;trigger1 = TimeMod = 18, 18
;trigger1 = Time < 100
trigger1 = Time = 18
trigger2 = Time = 36
trigger3 = Time = 54
trigger4 = Time = 72
trigger5 = Time = 90
projanim = 1210
projremove = 0
projremovetime = 1
projpriority = 3
projhits = 1
projshadow = -1
offset = -2,-100
attr = S, SA
damage   = 160,2
getpower = 60, 5
givepower = 20,10
animtype = Back
guardflag = M
hitflag = MAF
pausetime = 0,6
sparkno = S2520
guard.sparkno = S2900
hitsound   = S600, 1
guardsound = S0, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -5.0,-6.0
fall = 1
fall.recover = 0
air.recover = 0
recover = 0
air.animtype = Back
air.velocity = -5.0,-6.0
air.juggle = 15
air.fall = 1

[State 1200,12]
type = Projectile
;trigger1 = TimeMod = 18, 19
;trigger1 = Time < 100
trigger1 = Time = 19
trigger2 = Time = 37
trigger3 = Time = 55
trigger4 = Time = 73
trigger5 = Time = 91
projanim = 1210
projremove = 0
projremovetime = 1
projpriority = 3
projhits = 1
projshadow = -1
offset = -21,-113
attr = S, SA
damage   = 160,2
getpower = 60, 5
givepower = 20,10
animtype = Back
guardflag = M
hitflag = MAF
pausetime = 0,6
sparkno = S2520
guard.sparkno = S2900
hitsound   = S600, 1
guardsound = S0, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -5.0,-6.0
fall = 1
fall.recover = 0
air.recover = 0
recover = 0
air.animtype = Back
air.velocity = -5.0,-6.0
air.juggle = 15
air.fall = 1

[State 1200,13]
type = Projectile
;trigger1 = TimeMod = 18, 20
;trigger1 = Time < 100
trigger1 = Time = 20
trigger2 = Time = 38
trigger3 = Time = 56
trigger4 = Time = 74
trigger5 = Time = 92
projanim = 1210
projremove = 0
projremovetime = 1
projpriority = 3
projhits = 1
projshadow = -1
offset = -34,-126
attr = S, SA
damage   = 160,2
getpower = 60, 5
givepower = 20,10
animtype = Back
guardflag = M
hitflag = MAF
pausetime = 0,6
sparkno = S2520
guard.sparkno = S2900
hitsound   = S600, 1
guardsound = S0, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -5.0,-6.0
fall = 1
fall.recover = 0
air.recover = 0
recover = 0
air.animtype = Back
air.velocity = -5.0,-6.0
air.juggle = 15
air.fall = 1

[State 1200,14]
type = Projectile
;trigger1 = TimeMod = 18, 21
;trigger1 = Time < 100
trigger1 = Time = 21
trigger2 = Time = 39
trigger3 = Time = 57
trigger4 = Time = 75
trigger5 = Time = 93
projanim = 1210
projremove = 0
projremovetime = 1
projpriority = 3
projhits = 1
projshadow = -1
offset = -41,-139
attr = S, SA
damage   = 160,2
getpower = 60, 5
givepower = 20,10
animtype = Back
guardflag = M
hitflag = MAF
pausetime = 0,6
sparkno = S2520
guard.sparkno = S2900
hitsound   = S600, 1
guardsound = S0, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -5.0,-6.0
fall = 1
fall.recover = 0
air.recover = 0
recover = 0
air.animtype = Back
air.velocity = -5.0,-6.0
air.juggle = 15
air.fall = 1

[State 1200,15]
type = Projectile
;trigger1 = TimeMod = 18, 22
;trigger1 = Time < 100
trigger1 = Time = 22
trigger2 = Time = 40
trigger3 = Time = 58
trigger4 = Time = 76
trigger5 = Time = 94
projanim = 1210
projremove = 0
projremovetime = 1
projpriority = 3
projhits = 1
projshadow = -1
offset = -40,-150
attr = S, SA
damage   = 160,2
getpower = 60, 5
givepower = 20,10
animtype = Back
guardflag = M
hitflag = MAF
pausetime = 0,6
sparkno = S2520
guard.sparkno = S2900
hitsound   = S600, 1
guardsound = S0, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -5.0,-6.0
fall = 1
fall.recover = 0
air.recover = 0
recover = 0
air.animtype = Back
air.velocity = -5.0,-6.0
air.juggle = 15
air.fall = 1

[State 1200,16]
type = Projectile
;trigger1 = TimeMod = 18, 23
;trigger1 = Time < 100
trigger1 = Time = 23
trigger2 = Time = 41
trigger3 = Time = 59
trigger4 = Time = 77
trigger5 = Time = 95
projanim = 1210
projremove = 0
projremovetime = 1
projpriority = 3
projhits = 1
projshadow = -1
offset = -33,-157
attr = S, SA
damage   = 160,2
getpower = 60, 5
givepower = 20,10
animtype = Back
guardflag = M
hitflag = MAF
pausetime = 0,6
sparkno = S2520
guard.sparkno = S2900
hitsound   = S600, 1
guardsound = S0, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -5.0,-6.0
fall = 1
fall.recover = 0
air.recover = 0
recover = 0
air.animtype = Back
air.velocity = -5.0,-6.0
air.juggle = 15
air.fall = 1

[State 1200,17]
type = Projectile
;trigger1 = TimeMod = 18, 24
;trigger1 = Time < 100
trigger1 = Time = 24
trigger2 = Time = 42
trigger3 = Time = 60
trigger4 = Time = 78
trigger5 = Time = 96
projanim = 1210
projremove = 0
projremovetime = 1
projpriority = 3
projhits = 1
projshadow = -1
offset = -18,-160
attr = S, SA
damage   = 160,2
getpower = 60, 5
givepower = 20,10
animtype = Back
guardflag = M
hitflag = MAF
pausetime = 0,6
sparkno = S2520
guard.sparkno = S2900
hitsound   = S600, 1
guardsound = S0, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -5.0,-6.0
fall = 1
fall.recover = 0
air.recover = 0
recover = 0
air.animtype = Back
air.velocity = -5.0,-6.0
air.juggle = 15
air.fall = 1

[State 1200,18]
type = Projectile
;trigger1 = TimeMod = 18, 25
;trigger1 = Time < 100
trigger1 = Time = 25
trigger2 = Time = 43
trigger3 = Time = 61
trigger4 = Time = 79
trigger5 = Time = 97
projanim = 1210
projremove = 0
projremovetime = 1
projpriority = 3
projhits = 1
projshadow = -1
offset = 1,-159
attr = S, SA
damage   = 160,2
getpower = 60, 5
givepower = 20,10
animtype = Back
guardflag = M
hitflag = MAF
pausetime = 0,6
sparkno = S2520
guard.sparkno = S2900
hitsound   = S600, 1
guardsound = S0, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -5.0,-6.0
fall = 1
fall.recover = 0
air.recover = 0
recover = 0
air.animtype = Back
air.velocity = -5.0,-6.0
air.juggle = 15
air.fall = 1

[State 1200,19]
type = Projectile
;trigger1 = TimeMod = 18, 26
;trigger1 = Time < 100
trigger1 = Time = 26
trigger2 = Time = 44
trigger3 = Time = 62
trigger4 = Time = 80
trigger5 = Time = 98
projanim = 1210
projremove = 0
projremovetime = 1
projpriority = 3
projhits = 1
projshadow = -1
offset = 22,-152
attr = S, SA
damage   = 160,2
getpower = 60, 5
givepower = 20,10
animtype = Back
guardflag = M
hitflag = MAF
pausetime = 0,6
sparkno = S2520
guard.sparkno = S2900
hitsound   = S600, 1
guardsound = S0, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -5.0,-6.0
fall = 1
fall.recover = 0
air.recover = 0
recover = 0
air.animtype = Back
air.velocity = -5.0,-6.0
air.juggle = 15
air.fall = 1

[State 1200,20]
type = VelSet
trigger1 = ProjContact = 1
x = -1.6

[State 1200,21]
type = PosAdd
trigger1 = Command = "holdfwd"
x = .75

[State 1200,22]
type = PosAdd
trigger1 = Command = "holdback"
x = -.75

[State 1200,23]
type = ChangeState
trigger1 = Command = "abcd"
trigger2 = AnimTime = 0
trigger3 = Time = 55
trigger3 = Var(30) = 1
trigger3 = ProjHit = 1
value = 0
ctrl = 1

;---------------------------------------------------------------------
; 鉄球大回転・強
[Statedef 1250]
type = S
movetype = A
physics = S
anim = 1250
ctrl = 0
velset = 0, 0
poweradd = 75
juggle = 6

[State 1250,0]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1200, 0

[State 1250,1]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 6
trigger3 = AnimElem = 8
trigger4 = AnimElem = 10
trigger5 = AnimElem = 12
trigger6 = AnimElem = 14
trigger7 = AnimElem = 16
trigger8 = AnimElem = 18
value = 1000, 1

[State 1250,2]
type = Projectile
;trigger1 = TimeMod = 18, 9
;trigger1 = Time < 190
trigger1 = Time = 9
trigger2 = Time = 27
trigger3 = Time = 45
trigger4 = Time = 63
trigger5 = Time = 81
trigger6 = Time = 99
trigger7 = Time = 117
trigger8 = Time = 135
trigger9 = Time = 153
trigger10 = Time = 171
trigger11 = Time = 189
projanim = 1210
projremove = 0
projremovetime = 1
projpriority = 3
projhits = 1
projshadow = -1
offset = 48,-138
attr = S, SA
damage   = 160,2
getpower = 60, 5
givepower = 20,10
animtype = Back
guardflag = M
hitflag = MAF
pausetime = 0,6
sparkno = S2520
guard.sparkno = S2900
hitsound   = S600, 1
guardsound = S0, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -5.0,-6.0
fall = 1
fall.recover = 0
air.recover = 0
recover = 0
air.animtype = Back
air.velocity = -5.0,-6.0
air.juggle = 15
air.fall = 1

[State 1250,3]
type = Projectile
;trigger1 = TimeMod = 18, 10
;trigger1 = Time < 190
trigger1 = Time = 10
trigger2 = Time = 28
trigger3 = Time = 46
trigger4 = Time = 64
trigger5 = Time = 82
trigger6 = Time = 100
trigger7 = Time = 118
trigger8 = Time = 136
trigger9 = Time = 154
trigger10 = Time = 172
projanim = 1210
projremove = 0
projremovetime = 1
projpriority = 3
projhits = 1
projshadow = -1
offset = 68,-126
attr = S, SA
damage   = 160,2
getpower = 60, 5
givepower = 20,10
animtype = Back
guardflag = M
hitflag = MAF
pausetime = 0,6
sparkno = S2520
guard.sparkno = S2900
hitsound   = S600, 1
guardsound = S0, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -5.0,-6.0
fall = 1
fall.recover = 0
air.recover = 0
recover = 0
air.animtype = Back
air.velocity = -5.0,-6.0
air.juggle = 15
air.fall = 1

[State 1250,4]
type = Projectile
;trigger1 = TimeMod = 18, 11
;trigger1 = Time < 190
trigger1 = Time = 11
trigger2 = Time = 29
trigger3 = Time = 47
trigger4 = Time = 65
trigger5 = Time = 83
trigger6 = Time = 101
trigger7 = Time = 119
trigger8 = Time = 137
trigger9 = Time = 155
trigger10 = Time = 173
projanim = 1210
projremove = 0
projremovetime = 1
projpriority = 3
projhits = 1
projshadow = -1
offset = 80,-112
attr = S, SA
damage   = 160,2
getpower = 60, 5
givepower = 20,10
animtype = Back
guardflag = M
hitflag = MAF
pausetime = 0,6
sparkno = S2520
guard.sparkno = S2900
hitsound   = S600, 1
guardsound = S0, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -5.0,-6.0
fall = 1
fall.recover = 0
air.recover = 0
recover = 0
air.animtype = Back
air.velocity = -5.0,-6.0
air.juggle = 15
air.fall = 1

[State 1250,5]
type = Projectile
;trigger1 = TimeMod = 18, 12
;trigger1 = Time < 190
trigger1 = Time = 12
trigger2 = Time = 30
trigger3 = Time = 48
trigger4 = Time = 66
trigger5 = Time = 84
trigger6 = Time = 102
trigger7 = Time = 120
trigger8 = Time = 138
trigger9 = Time = 156
trigger10 = Time = 174
projanim = 1210
projremove = 0
projremovetime = 1
projpriority = 3
projhits = 1
projshadow = -1
offset = 86,-100
attr = S, SA
damage   = 160,2
getpower = 60, 5
givepower = 20,10
animtype = Back
guardflag = M
hitflag = MAF
pausetime = 0,6
sparkno = S2520
guard.sparkno = S2900
hitsound   = S600, 1
guardsound = S0, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -5.0,-6.0
fall = 1
fall.recover = 0
air.recover = 0
recover = 0
air.animtype = Back
air.velocity = -5.0,-6.0
air.juggle = 15
air.fall = 1

[State 1250,6]
type = Projectile
;trigger1 = TimeMod = 18, 13
;trigger1 = Time < 190
trigger1 = Time = 13
trigger2 = Time = 31
trigger3 = Time = 49
trigger4 = Time = 67
trigger5 = Time = 85
trigger6 = Time = 103
trigger7 = Time = 121
trigger8 = Time = 139
trigger9 = Time = 157
trigger10 = Time = 175
projanim = 1210
projremove = 0
projremovetime = 1
projpriority = 3
projhits = 1
projshadow = -1
offset = 84,-89
attr = S, SA
damage   = 160,2
getpower = 60, 5
givepower = 20,10
animtype = Back
guardflag = M
hitflag = MAF
pausetime = 0,6
sparkno = S2520
guard.sparkno = S2900
hitsound   = S600, 1
guardsound = S0, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -5.0,-6.0
fall = 1
fall.recover = 0
air.recover = 0
recover = 0
air.animtype = Back
air.velocity = -5.0,-6.0
air.juggle = 15
air.fall = 1

[State 1250,7]
type = Projectile
;trigger1 = TimeMod = 18, 14
;trigger1 = Time < 190
trigger1 = Time = 14
trigger2 = Time = 32
trigger3 = Time = 50
trigger4 = Time = 68
trigger5 = Time = 86
trigger6 = Time = 104
trigger7 = Time = 122
trigger8 = Time = 140
trigger9 = Time = 158
trigger10 = Time = 176
projanim = 1210
projremove = 0
projremovetime = 1
projpriority = 3
projhits = 1
projshadow = -1
offset = 76,-83
attr = S, SA
damage   = 160,2
getpower = 60, 5
givepower = 20,10
animtype = Back
guardflag = M
hitflag = MAF
pausetime = 0,6
sparkno = S2520
guard.sparkno = S2900
hitsound   = S600, 1
guardsound = S0, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -5.0,-6.0
fall = 1
fall.recover = 0
air.recover = 0
recover = 0
air.animtype = Back
air.velocity = -5.0,-6.0
air.juggle = 15
air.fall = 1

[State 1250,8]
type = Projectile
;trigger1 = TimeMod = 18, 15
;trigger1 = Time < 190
trigger1 = Time = 15
trigger2 = Time = 33
trigger3 = Time = 51
trigger4 = Time = 69
trigger5 = Time = 87
trigger6 = Time = 105
trigger7 = Time = 123
trigger8 = Time = 141
trigger9 = Time = 159
trigger10 = Time = 177
projanim = 1210
projremove = 0
projremovetime = 1
projpriority = 3
projhits = 1
projshadow = -1
offset = 60,-80
attr = S, SA
damage   = 160,2
getpower = 60, 5
givepower = 20,10
animtype = Back
guardflag = M
hitflag = MAF
pausetime = 0,6
sparkno = S2520
guard.sparkno = S2900
hitsound   = S600, 1
guardsound = S0, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -5.0,-6.0
fall = 1
fall.recover = 0
air.recover = 0
recover = 0
air.animtype = Back
air.velocity = -5.0,-6.0
air.juggle = 15
air.fall = 1

[State 1250,9]
type = Projectile
;trigger1 = TimeMod = 18, 16
;trigger1 = Time < 190
trigger1 = Time = 16
trigger2 = Time = 34
trigger3 = Time = 52
trigger4 = Time = 70
trigger5 = Time = 88
trigger6 = Time = 106
trigger7 = Time = 124
trigger8 = Time = 142
trigger9 = Time = 160
trigger10 = Time = 178
projanim = 1210
projremove = 0
projremovetime = 1
projpriority = 3
projhits = 1
projshadow = -1
offset = 41,-83
attr = S, SA
damage   = 160,2
getpower = 60, 5
givepower = 20,10
animtype = Back
guardflag = M
hitflag = MAF
pausetime = 0,6
sparkno = S2520
guard.sparkno = S2900
hitsound   = S600, 1
guardsound = S0, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -5.0,-6.0
fall = 1
fall.recover = 0
air.recover = 0
recover = 0
air.animtype = Back
air.velocity = -5.0,-6.0
air.juggle = 15
air.fall = 1

[State 1250,10]
type = Projectile
;trigger1 = TimeMod = 18, 17
;trigger1 = Time < 190
trigger1 = Time = 17
trigger2 = Time = 35
trigger3 = Time = 53
trigger4 = Time = 71
trigger5 = Time = 89
trigger6 = Time = 107
trigger7 = Time = 125
trigger8 = Time = 143
trigger9 = Time = 161
trigger10 = Time = 179
projanim = 1210
projremove = 0
projremovetime = 1
projpriority = 3
projhits = 1
projshadow = -1
offset = 19,-90
attr = S, SA
damage   = 160,2
getpower = 60, 5
givepower = 20,10
animtype = Back
guardflag = M
hitflag = MAF
pausetime = 0,6
sparkno = S2520
guard.sparkno = S2900
hitsound   = S600, 1
guardsound = S0, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -5.0,-6.0
fall = 1
fall.recover = 0
air.recover = 0
recover = 0
air.animtype = Back
air.velocity = -5.0,-6.0
air.juggle = 15
air.fall = 1

[State 1250,11]
type = Projectile
;trigger1 = TimeMod = 18, 18
;trigger1 = Time < 190
trigger1 = Time = 18
trigger2 = Time = 36
trigger3 = Time = 54
trigger4 = Time = 72
trigger5 = Time = 90
trigger6 = Time = 108
trigger7 = Time = 126
trigger8 = Time = 144
trigger9 = Time = 162
trigger10 = Time = 180
projanim = 1210
projremove = 0
projremovetime = 1
projpriority = 3
projhits = 1
projshadow = -1
offset = -2,-100
attr = S, SA
damage   = 160,2
getpower = 60, 5
givepower = 20,10
animtype = Back
guardflag = M
hitflag = MAF
pausetime = 0,6
sparkno = S2520
guard.sparkno = S2900
hitsound   = S600, 1
guardsound = S0, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -5.0,-6.0
fall = 1
fall.recover = 0
air.recover = 0
recover = 0
air.animtype = Back
air.velocity = -5.0,-6.0
air.juggle = 15
air.fall = 1

[State 1250,12]
type = Projectile
;trigger1 = TimeMod = 18, 19
;trigger1 = Time < 190
trigger1 = Time = 19
trigger2 = Time = 37
trigger3 = Time = 55
trigger4 = Time = 73
trigger5 = Time = 91
trigger6 = Time = 109
trigger7 = Time = 127
trigger8 = Time = 145
trigger9 = Time = 163
trigger10 = Time = 181
projanim = 1210
projremove = 0
projremovetime = 1
projpriority = 3
projhits = 1
projshadow = -1
offset = -21,-113
attr = S, SA
damage   = 160,2
getpower = 60, 5
givepower = 20,10
animtype = Back
guardflag = M
hitflag = MAF
pausetime = 0,6
sparkno = S2520
guard.sparkno = S2900
hitsound   = S600, 1
guardsound = S0, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -5.0,-6.0
fall = 1
fall.recover = 0
air.recover = 0
recover = 0
air.animtype = Back
air.velocity = -5.0,-6.0
air.juggle = 15
air.fall = 1

[State 1250,13]
type = Projectile
;trigger1 = TimeMod = 18, 20
;trigger1 = Time < 190
trigger1 = Time = 20
trigger2 = Time = 38
trigger3 = Time = 56
trigger4 = Time = 74
trigger5 = Time = 92
trigger6 = Time = 110
trigger7 = Time = 128
trigger8 = Time = 146
trigger9 = Time = 164
trigger10 = Time = 182
projanim = 1210
projremove = 0
projremovetime = 1
projpriority = 3
projhits = 1
projshadow = -1
offset = -34,-126
attr = S, SA
damage   = 160,2
getpower = 60, 5
givepower = 20,10
animtype = Back
guardflag = M
hitflag = MAF
pausetime = 0,6
sparkno = S2520
guard.sparkno = S2900
hitsound   = S600, 1
guardsound = S0, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -5.0,-6.0
fall = 1
fall.recover = 0
air.recover = 0
recover = 0
air.animtype = Back
air.velocity = -5.0,-6.0
air.juggle = 15
air.fall = 1

[State 1250,14]
type = Projectile
;trigger1 = TimeMod = 18, 21
;trigger1 = Time < 190
trigger1 = Time = 21
trigger2 = Time = 39
trigger3 = Time = 57
trigger4 = Time = 75
trigger5 = Time = 93
trigger6 = Time = 111
trigger7 = Time = 129
trigger8 = Time = 147
trigger9 = Time = 165
trigger10 = Time = 183
projanim = 1210
projremove = 0
projremovetime = 1
projpriority = 3
projhits = 1
projshadow = -1
offset = -41,-139
attr = S, SA
damage   = 160,2
getpower = 60, 5
givepower = 20,10
animtype = Back
guardflag = M
hitflag = MAF
pausetime = 0,6
sparkno = S2520
guard.sparkno = S2900
hitsound   = S600, 1
guardsound = S0, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -5.0,-6.0
fall = 1
fall.recover = 0
air.recover = 0
recover = 0
air.animtype = Back
air.velocity = -5.0,-6.0
air.juggle = 15
air.fall = 1

[State 1250,15]
type = Projectile
;trigger1 = TimeMod = 18, 22
;trigger1 = Time < 190
trigger1 = Time = 22
trigger2 = Time = 40
trigger3 = Time = 58
trigger4 = Time = 76
trigger5 = Time = 94
trigger6 = Time = 112
trigger7 = Time = 130
trigger8 = Time = 148
trigger9 = Time = 166
trigger10 = Time = 184
projanim = 1210
projremove = 0
projremovetime = 1
projpriority = 3
projhits = 1
projshadow = -1
offset = -40,-150
attr = S, SA
damage   = 160,2
getpower = 60, 5
givepower = 20,10
animtype = Back
guardflag = M
hitflag = MAF
pausetime = 0,6
sparkno = S2520
guard.sparkno = S2900
hitsound   = S600, 1
guardsound = S0, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -5.0,-6.0
fall = 1
fall.recover = 0
air.recover = 0
recover = 0
air.animtype = Back
air.velocity = -5.0,-6.0
air.juggle = 15
air.fall = 1

[State 1250,16]
type = Projectile
;trigger1 = TimeMod = 18, 23
;trigger1 = Time < 190
trigger1 = Time = 23
trigger2 = Time = 41
trigger3 = Time = 59
trigger4 = Time = 77
trigger5 = Time = 95
trigger6 = Time = 113
trigger7 = Time = 131
trigger8 = Time = 149
trigger9 = Time = 167
trigger10 = Time = 185
projanim = 1210
projremove = 0
projremovetime = 1
projpriority = 3
projhits = 1
projshadow = -1
offset = -33,-157
attr = S, SA
damage   = 160,2
getpower = 60, 5
givepower = 20,10
animtype = Back
guardflag = M
hitflag = MAF
pausetime = 0,6
sparkno = S2520
guard.sparkno = S2900
hitsound   = S600, 1
guardsound = S0, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -5.0,-6.0
fall = 1
fall.recover = 0
air.recover = 0
recover = 0
air.animtype = Back
air.velocity = -5.0,-6.0
air.juggle = 15
air.fall = 1

[State 1250,17]
type = Projectile
;trigger1 = TimeMod = 18, 24
;trigger1 = Time < 190
trigger1 = Time = 24
trigger2 = Time = 42
trigger3 = Time = 60
trigger4 = Time = 78
trigger5 = Time = 96
trigger6 = Time = 114
trigger7 = Time = 132
trigger8 = Time = 150
trigger9 = Time = 168
trigger10 = Time = 186
projanim = 1210
projremove = 0
projremovetime = 1
projpriority = 3
projhits = 1
projshadow = -1
offset = -18,-160
attr = S, SA
damage   = 160,2
getpower = 60, 5
givepower = 20,10
animtype = Back
guardflag = M
hitflag = MAF
pausetime = 0,6
sparkno = S2520
guard.sparkno = S2900
hitsound   = S600, 1
guardsound = S0, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -5.0,-6.0
fall = 1
fall.recover = 0
air.recover = 0
recover = 0
air.animtype = Back
air.velocity = -5.0,-6.0
air.juggle = 15
air.fall = 1

[State 1250,18]
type = Projectile
;trigger1 = TimeMod = 18, 25
;trigger1 = Time < 190
trigger1 = Time = 25
trigger2 = Time = 43
trigger3 = Time = 61
trigger4 = Time = 79
trigger5 = Time = 97
trigger6 = Time = 115
trigger7 = Time = 133
trigger8 = Time = 151
trigger9 = Time = 169
trigger10 = Time = 187
projanim = 1210
projremove = 0
projremovetime = 1
projpriority = 3
projhits = 1
projshadow = -1
offset = 1,-159
attr = S, SA
damage   = 160,2
getpower = 60, 5
givepower = 20,10
animtype = Back
guardflag = M
hitflag = MAF
pausetime = 0,6
sparkno = S2520
guard.sparkno = S2900
hitsound   = S600, 1
guardsound = S0, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -5.0,-6.0
fall = 1
fall.recover = 0
air.recover = 0
recover = 0
air.animtype = Back
air.velocity = -5.0,-6.0
air.juggle = 15
air.fall = 1

[State 1250,19]
type = Projectile
;trigger1 = TimeMod = 18, 26
;trigger1 = Time < 190
trigger1 = Time = 26
trigger2 = Time = 44
trigger3 = Time = 62
trigger4 = Time = 80
trigger5 = Time = 98
trigger6 = Time = 116
trigger7 = Time = 134
trigger8 = Time = 152
trigger9 = Time = 170
trigger10 = Time = 188
projanim = 1210
projremove = 0
projremovetime = 1
projpriority = 3
projhits = 1
projshadow = -1
offset = 22,-152
attr = S, SA
damage   = 160,2
getpower = 60, 5
givepower = 20,10
animtype = Back
guardflag = M
hitflag = MAF
pausetime = 0,6
sparkno = S2520
guard.sparkno = S2900
hitsound   = S600, 1
guardsound = S0, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -5.0,-6.0
fall = 1
fall.recover = 0
air.recover = 0
recover = 0
air.animtype = Back
air.velocity = -5.0,-6.0
air.juggle = 15
air.fall = 1

[State 1250,20]
type = VelSet
trigger1 = ProjContact = 1
x = -2.0

[State 1250,21]
type = PosAdd
trigger1 = Command = "holdfwd"
x = .75

[State 1250,22]
type = PosAdd
trigger1 = Command = "holdback"
x = -.75

[State 1250,23]
type = ChangeState
trigger1 = Command = "abcd"
trigger2 = AnimTime = 0
trigger3 = Time = 55
trigger3 = Var(30) = 1
trigger3 = ProjHit = 1
value = 0
ctrl = 1

;---------------------------------------------------------------------
; 大破壊投げ・弱／強
;-----------------------------投げ予備動作
[Statedef 1300]
type = S
movetype = A
physics = S
anim = 1300
velset = 0, 0
ctrl = 0
poweradd = 50
juggle = 6

[State 1300,0]
type = HitDef
trigger1 = Time = 0
trigger1 = P2StateNo != 150
trigger1 = P2StateNo != 152
trigger1 = P2StateNo != 154
attr = S, ST
hitflag = M
guardflag = None
numhits = 0
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 1320
p2stateno = 1330
p2getp1state = 1
hitsound = S1300, 0

[State 1300,1]
type = ChangeState
trigger1 = AnimTime = 0
value = 1310

;----------------------------投げ失敗
[Statedef 1310]
type = S
movetype = I
physics = S
anim = 1310
velset = 0, 0

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

;-----------------------------投げ成功
[Statedef 1320]
type = S
movetype = A
physics = S
anim = 1320
velset = 0, 0

[State 1320,A]
type = PosSet
trigger1 = Time = 0
trigger1 = FrontEdgeDist < 50
trigger1 = Facing = 1
x = 80

[State 1320,B]
type = PosSet
trigger1 = Time = 0
trigger1 = FrontEdgeDist < 50
trigger1 = Facing = -1
x = -80

[State 1320,0]
type = Explod
trigger1 = Time = 0
anim = 2450
ID = 2450
pos = 70,-68
postype = P1
sprpriority = 1
ignorehitpause = 1

[State 1320,1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 73,-66
time = 13

[State 1320,2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 52,-136
time = 4

[State 1320,3]
type = TargetBind
trigger1 = AnimElem = 3
trigger2 = AnimElem = 13
trigger3 = AnimElem = 23
trigger4 = AnimElem = 33
pos = 0,-127
time = 4

[State 1320,4]
type = TargetBind
trigger1 = AnimElem = 4
trigger2 = AnimElem = 14
trigger3 = AnimElem = 24
trigger4 = AnimElem = 34
pos = -67,-45
time = 4

[State 1320,5]
type = TargetBind
trigger1 = AnimElem = 5
trigger2 = AnimElem = 15
trigger3 = AnimElem = 25
trigger4 = AnimElem = 35
pos = -64,-10
time = 6

[State 1320,6]
type = TargetBind
trigger1 = AnimElem = 6
trigger2 = AnimElem = 16
trigger3 = AnimElem = 26
trigger4 = AnimElem = 36
pos = -70,-34
time = 4

[State 1320,7]
type = TargetBind
trigger1 = AnimElem = 7
trigger2 = AnimElem = 17
trigger3 = AnimElem = 27
trigger4 = AnimElem = 37
pos = -22,-123
time = 3

[State 1320,8]
type = TargetBind
trigger1 = AnimElem = 8
trigger2 = AnimElem = 18
trigger3 = AnimElem = 28
trigger4 = AnimElem = 38
pos = -13,-125
time = 3

[State 1320,9]
type = TargetBind
trigger1 = AnimElem = 9
trigger2 = AnimElem = 19
trigger3 = AnimElem = 29
trigger4 = AnimElem = 39
pos = 63,-40
time = 3

[State 1320,10]
type = TargetBind
trigger1 = AnimElem = 10
trigger2 = AnimElem = 20
trigger3 = AnimElem = 30
trigger4 = AnimElem = 40
pos = 62,-4
time = 6

[State 1320,11]
type = TargetBind
trigger1 = AnimElem = 11
trigger2 = AnimElem = 21
trigger3 = AnimElem = 31
pos = 64,-25
time = 3

[State 1320,12]
type = TargetBind
trigger1 = AnimElem = 12
trigger2 = AnimElem = 22
trigger3 = AnimElem = 32
pos = 12,-120
time = 3

[State 1320,13]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoAutoTurn

[State 1320,14]
type = PosFreeze
trigger1 = Time >= 0

[State 1320,15]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 1320,16]
type = EnvShake
trigger1 = AnimElem = 5
trigger2 = AnimElem = 10
trigger3 = AnimElem = 15
trigger4 = AnimElem = 20
trigger5 = AnimElem = 25
trigger6 = AnimElem = 30
trigger7 = AnimElem = 35
trigger8 = AnimElem = 40
time = 20

[State 1320,17]
type = TargetLifeAdd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 10
trigger3 = AnimElem = 15
trigger4 = AnimElem = 20
trigger5 = AnimElem = 25
trigger6 = AnimElem = 30
trigger7 = AnimElem = 35
value = -28
kill = 0

[State 1320,17']
type = TargetLifeAdd
trigger1 = AnimElem = 40
value = -28

[State 1320,18]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 10
trigger3 = AnimElem = 15
trigger4 = AnimElem = 20
trigger5 = AnimElem = 25
trigger6 = AnimElem = 30
trigger7 = AnimElem = 35
trigger8 = AnimElem = 40
value = 900, 1

[State 1320,19]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 10
trigger3 = AnimElem = 15
trigger4 = AnimElem = 20
trigger5 = AnimElem = 25
trigger6 = AnimElem = 30
trigger7 = AnimElem = 35
trigger8 = AnimElem = 40
value = 900, 2

[State 1320,20]
type = Explod
trigger1 = AnimElem = 5
trigger2 = AnimElem = 15
trigger3 = AnimElem = 25
trigger4 = AnimElem = 35
anim = 2600
pos = -60, 0
postype = P1
sprpriority = -1
bindtime = 1
ownpal = 1
ignorehitpause = 1

[State 1320,21]
type = Explod
trigger1 = AnimElem = 5
trigger2 = AnimElem = 15
trigger3 = AnimElem = 25
trigger4 = AnimElem = 35
anim = 2650
pos = -60, 0
postype = P1
sprpriority = 2
bindtime = 1
ownpal = 1
ignorehitpause = 1

[State 1320,22]
type = Explod
trigger1 = AnimElem = 10
trigger2 = AnimElem = 20
trigger3 = AnimElem = 30
trigger4 = AnimElem = 40
anim = 2600
pos = 60, 0
postype = P1
sprpriority = -1
bindtime = 1
ownpal = 1
ignorehitpause = 1

[State 1320,23]
type = Explod
trigger1 = AnimElem = 10
trigger2 = AnimElem = 20
trigger3 = AnimElem = 30
trigger4 = AnimElem = 40
anim = 2650
pos = 60, 0
postype = P1
sprpriority = 2
bindtime = 1
ownpal = 1
ignorehitpause = 1

[State 1320,24]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------投げられ側
[Statedef 1330]
type = A
movetype = H
physics = N
velset = 0, 0
ctrl = 0

[State 1330,0]
type = ChangeAnim2
trigger1 = Time = 0
value = 1350

[State 1330,1]
type = VelSet
trigger1 = AnimElem = 36, = 7
x = -5.0
y = -3.0

[State 1330,2]
type = VelAdd
trigger1 = AnimElem = 36, >= 7
y = .48

[State 1330,3]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoAutoTurn

[State 1330,4]
type = Turn
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0

[State 1330,5]
type = PlaySnd
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = F7, 0

[State 1330,6]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------
; 鉄球太鼓打ち・弱／強共通
;-----------------------------構え〜失敗
[Statedef 1400]
type = S
movetype = A
physics = S
anim = 1400
velset = 0, 0
ctrl = 0
poweradd = 50
juggle = 6

[State 1400,1]
type = ReversalDef
trigger1 = Time = 0
attr = S, SA
reversal.attr = SCA, NA, SA
numhits = 0
getpower = 100
givepower = 15
pausetime = 7,20
sparkno = S2900
sparkxy = 0, -70
hitsound = S1300, 0
p1stateno = 1410

[State 1400,2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------当て身成功（小）
[Statedef 1410]
type = S
movetype = A
physics = S
anim = 1410
velset = 0, 0

[State 1410,0]
type = VarAdd
trigger1 = Time = 0
v = 6
value = 1

[State 1410,1]
type = ChangeState
trigger1 = AnimElem = 2
trigger1 = Var(6) >= 3
value = 1420

[State 1410,2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 191, 1

[State 1410,3]
type = Hitdef
trigger1 = Time = 0
attr = S, SA
animtype = Hard
hitflag = MAF
guardflag = M
damage = 25,10
getpower = 100
givepower = 25
sparkxy = -15,-62
sparkno = S2520
guard.sparkno = S2900
hitsound = S1100, 2
guardsound = S0, 0
pausetime = 12,12
ground.slidetime = 15
ground.type = High
ground.velocity = -4.0,-6.2
guard.velocity = -4.0
air.animtype = Back
air.type = High
air.velocity = -4.0,-6.2
fall = 1 
fall.recover = 0
air.recover = 0
recover = 0

[State 1410,4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------当て身成功（大）
[Statedef 1420]
type = S
movetype = A
physics = N
anim = 1420
velset = 0, 0

[State 1420,0]
type = VarSet
trigger1 = Time = 0
v = 6
value = 0

[State 1420,1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 191, 1

[State 1420,2]
type = Hitdef
trigger1 = Time = 0
attr = S, SA
animtype = Hard
hitflag = MAF
guardflag = M
damage = 235,30
getpower = 100
givepower = 25
sparkxy = -15,-62
sparkno = S2520
guard.sparkno = S2900
hitsound = S1100, 2
guardsound = S0, 0
pausetime = 6,8
ground.slidetime = 15
ground.type = High
ground.velocity = -4.0,-6.2
guard.velocity = -4.0
air.animtype = Back
air.type = High
air.velocity = -4.0,-6.2
fall = 1 
fall.recover = 0
air.recover = 0
recover = 0

[State 1420,3]
type = Explod
trigger1 = AnimElem = 4
anim = 2750
pos = 0, 0
postype = P1
sprpriority = 2
bindtime = 1
ownpal = 1
ignorehitpause = 1

[State 1420,4]
type = VelSet
trigger1 = AnimElem = 6
x = .5

[State 1420,5]
type = EnvShake
trigger1 = AnimElem = 7
time = 30

[State 1420,6]
type = PlaySnd
trigger1 = AnimElem = 7
value = 900, 1

[State 1420,7]
type = Explod
trigger1 = AnimElem = 7
anim = 2600
pos = 0, 0
postype = P1
sprpriority = -1
bindtime = 1
ownpal = 1
ignorehitpause = 1

[State 1420,8]
type = Explod
trigger1 = AnimElem = 7
anim = 2650
pos = 0, 0
postype = P1
sprpriority = 2
bindtime = 1
ownpal = 1
ignorehitpause = 1

[State 1420,9]
type = VelSet
trigger1 = AnimElem = 7, = 6
x = .5
y = -4.0

[State 1420,10]
type = VelAdd
trigger1 = AnimElem = 7, >= 6
y = .46

[State 1420,11]
type = ChangeState
trigger1 = AnimElem = 7, > 6
trigger1 = Pos Y >= 0
value = 1430

[Statedef 1430]
type = S
movetype = I
physics = S
anim = 1430

[State 1430,0]
type = PlaySnd
trigger1 = Time = 0
value = 900, 1

[State 1430,1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 1430,2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1430,3]
type = PosAdd
trigger1 = AnimTime = 0
x = -24

[State 1430,4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;=====================================================================
; Definition of the Super Arts
;=====================================================================

;---------------------------------------------------------------------
; 鉄球大圧殺			                   ***** Level 1 *****
;-----------------------------超必殺技演出
[Statedef 3000]
type = S
movetype = A
physics = S
anim = 3000
ctrl = 0
juggle = 7
velset = 0, 0
poweradd = -1000

[State 3000,0]
type = PosFreeze
trigger1 = Time >= 0

[State 3000,1]
type = AfterImage
trigger1 = Time = 0
time = 999
timegap = 2
framegap = 4
length = 10

[State 3000,2]
type = EnvColor
trigger1 = Time = 0
value = 0, 0, 0
time = 29
under = 1

[State 3000,3]
type = Explod
trigger1 = Time = 0
anim = 2100
ID = 2100
pos = 17,-92
postype = P1
sprpriority = -2
supermove = 1
ownpal = 1
removetime = 17
bindtime = -1

[State 3000,4]
type = Explod
trigger1 = Time = 0
anim = 2000
ID = 2000
pos = 17,-92
postype = P1
sprpriority = 4
supermove = 1
ownpal = 1
removetime = 28
bindtime = -1

[State 3000,5]
type = SuperPause
trigger1 = Time = 0
;movetime = 32
time = 32
anim = -1

[State 3000,6]
type = PlaySnd
trigger1 = Time = 0
value = 2000, 0

[State 3000,7]
type = NotHitBy
trigger1 = AnimElem = 2, <= 0
value = SCA

;-----------------------------発動
[State 3000,8]
type = PlaySnd
trigger1 = AnimElem = 4
value = 3000, 0

[State 3000,9]
type = ChangeState
trigger1 = AnimTime = 0
value = 3010

;-----------------------------上昇
[Statedef 3010]
type = A
movetype = A
physics = N
anim = 3010
velset = 2.0,-10.0

[State 3010,0]
type = PlaySnd
trigger1 = Time = 0
value = 3000, 1

[State 3010,1]
type = VelAdd
trigger1 = Time >= 0
y = .35

[State 3010,2]
type = Hitdef
trigger1 = Time = 0
attr = A, HA
animtype = Hard
hitflag = MAF
guardflag = M
damage = 300,35
getpower = 0
givepower = 50
sparkxy = -15,-70
sparkno = S2520
guard.sparkno = S2900
hitsound = S3000, 2
guardsound = S0, 0
pausetime = 8,8
ground.slidetime = 15
ground.type = High
ground.velocity = -2.0,-10.0
guard.velocity = -4.0
air.animtype = Back
air.type = High
air.velocity = -2.0,-10.0
fall = 1 
fall.recover = 0
air.recover = 0
recover = 0

[State 3010,3]
type = EnvColor
trigger1 = MoveHit = 1
persistent = 0
ignorehitpause = 1
value = 255,255,255
time = 2
under = 1

[State 3010,4]
type = ChangeState
trigger1 = Time > 0
trigger1 = Vel Y >= 0
value = 3020

;-----------------------------下降
[Statedef 3020]
type = A
movetype = A
physics = N
anim = 3020
velset = 1.55, 0

[State 3020,0]
type = PosAdd
trigger1 = Time = 0
y = -24

[State 3020,1]
type = VelAdd
trigger1 = Time >= 0
y = .30

[State 3020,2]
type = Hitdef
trigger1 = Time = 0
attr = A, HA
animtype = Hard
hitflag = MA
guardflag = H
damage = 250,28
getpower = 0
givepower = 50
sparkxy = -15,-25
sparkno = S2520
guard.sparkno = S2900
hitsound = S3000, 2
guardsound = S0, 0
pausetime = 8,8
ground.slidetime = 15
ground.type = High
ground.velocity = -2.0,-10.0
guard.velocity = -4.0
air.animtype = Back
air.type = High
air.velocity = -2.0,-10.0
fall = 1 
fall.recover = 0
air.recover = 0
recover = 0

[State 3020,3]
type = EnvColor
trigger1 = MoveHit = 1
persistent = 0
ignorehitpause = 1
value = 255,255,255
time = 2
under = 1

[State 3020,4]
type = ChangeState
trigger1 = Time > 0
trigger1 = Pos Y >= 0
value = 3030

;-----------------------------着地？
[Statedef 3030]
type = S
movetype = A
physics = N
anim = 3030
velset = 0, 0

[State 3030,0]
type = PlaySnd
trigger1 = Time = 0
value = 900, 1

[State 3030,1]
type = PlaySnd
trigger1 = Time = 0
value = 3300, 1

[State 3030,2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3030,3]
type = EnvShake
trigger1 = Time = 0
time = 40

[State 3030,4]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 3030,5]
type = Explod
trigger1 = Time = 0
anim = 2600
pos = 0, 0
postype = P1
sprpriority = -1
bindtime = 1
ownpal = 1
ignorehitpause = 1

[State 3030,6]
type = Explod
trigger1 = Time = 0
anim = 2650
pos = 0, 0
postype = P1
sprpriority = 2
bindtime = 1
ownpal = 1
ignorehitpause = 1

[State 3030,7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------
; 鉄球大圧殺			                   ***** Level 2 *****
;-----------------------------超必殺技演出
[Statedef 3100]
type = S
movetype = A
physics = N
anim = 3100
ctrl = 0
juggle = 7
velset = 0, 0
poweradd = -2000

[State 3100,0]
type = PosFreeze
trigger1 = Time = [0,1]

[State 3100,1]
type = AfterImage
trigger1 = Time = 0
time = 999
timegap = 2
framegap = 4
length = 10

[State 3100,2]
type = EnvColor
trigger1 = Time = 0
value = 0, 0, 0
time = 29
under = 1

[State 3100,3]
type = Explod
trigger1 = Time = 0
anim = 2300
ID = 2300
pos = 17,-92
postype = P1
sprpriority = -2
supermove = 1
ownpal = 1
removetime = 13
bindtime = -1

[State 3100,4]
type = Explod
trigger1 = Time = 0
anim = 2200
ID = 2200
pos = 17,-92
postype = P1
sprpriority = 4
supermove = 1
ownpal = 1
removetime = 28
bindtime = -1

[State 3100,5]
type = SuperPause
trigger1 = Time = 0
;movetime = 32
time = 32
anim = -1

[State 3100,6]
type = PlaySnd
trigger1 = Time = 0
value = 2000, 0

[State 3100,7]
type = NotHitBy
trigger1 = AnimElem = 2, <= 0
value = SCA

;-----------------------------発動（ダッシュ）
[State 3100,8]
type = PlaySnd
trigger1 = TimeMod = 17, 1
value = 100, 0

[State 3100,9]
type = VelSet
trigger1 = AnimElem = 2
x = 3.8

[State 3100,10]
type = ChangeState
trigger1 = Time = 20
value = 3110

;-----------------------------発動
[Statedef 3110]
type = S
movetype = A
physics = N
anim = 3110
velset = 0, 0

[State 3110,0]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3000, 0

[State 3110,1]
type = ChangeState
trigger1 = AnimTime = 0
value = 3120

;-----------------------------上昇
[Statedef 3120]
type = A
movetype = A
physics = N
anim = 3010
velset = 2.2,-12.0

[State 3120,0]
type = PlaySnd
trigger1 = Time = 0
value = 3000, 1

[State 3120,1]
type = VelAdd
trigger1 = Time >= 0
y = .40

[State 3120,2]
type = Hitdef
trigger1 = Time = 0
attr = A, HA
animtype = Hard
hitflag = MAF
guardflag = M
damage = 280,35
getpower = 0
givepower = 50
sparkxy = -15,-70
sparkno = S2520
guard.sparkno = S2900
hitsound = S3000, 2
guardsound = S0, 0
pausetime = 8,8
ground.slidetime = 15
ground.type = High
ground.velocity = -2.0,-9.0
guard.velocity = -4.0
air.animtype = Back
air.type = High
air.velocity = -2.0,-9.0
fall.yvelocity = 0
fall = 1 
fall.recover = 0
air.recover = 0
recover = 0

[State 3120,3]
type = EnvColor
trigger1 = MoveHit = 1
persistent = 0
ignorehitpause = 1
value = 255,255,255
time = 2
under = 1

[State 3120,4]
type = ChangeState
trigger1 = Time > 0
trigger1 = Vel Y >= 0
value = 3130

;-----------------------------下降
[Statedef 3130]
type = A
movetype = A
physics = N
anim = 3020
velset = 1.85, 0

[State 3130,0]
type = PosAdd
trigger1 = Time = 0
y = -24

[State 3130,1]
type = VelAdd
trigger1 = Time >= 0
y = .30

[State 3130,2]
type = Hitdef
trigger1 = Time = 0
attr = A, HA
animtype = Hard
hitflag = MA
guardflag = H
damage = 220,28
getpower = 0
givepower = 50
sparkxy = -15,-25
sparkno = S2520
guard.sparkno = S2900
hitsound = S3000, 2
guardsound = S0, 0
pausetime = 8,8
ground.slidetime = 15
ground.type = High
ground.velocity = -2.0,-10.0
guard.velocity = -4.0
air.animtype = Back
air.type = High
air.velocity = -2.0,-10.0
down.velocity = -2.0,-7.5
fall = 1 
fall.recover = 0
air.recover = 0
recover = 0

[State 3130,3]
type = Hitdef
trigger1 = Time = 30
trigger1 = MoveContact != 1
attr = A, HA
animtype = Hard
hitflag = MAFD
guardflag = H
damage = 220,28
getpower = 0
givepower = 50
sparkxy = -15,-25
sparkno = S2520
guard.sparkno = S2900
hitsound = S3000, 2
guardsound = S0, 0
pausetime = 8,8
ground.slidetime = 15
ground.type = High
ground.velocity = -2.0,-10.0
guard.velocity = -4.0
air.animtype = Back
air.type = High
air.velocity = -2.0,-10.0
down.velocity = -2.0,-7.5
fall = 1 
fall.recover = 0
air.recover = 0
recover = 0

[State 3130,4]
type = EnvColor
trigger1 = MoveHit = 1
persistent = 0
ignorehitpause = 1
value = 255,255,255
time = 2
under = 1

[State 3130,5]
type = ChangeState
trigger1 = Time > 0
trigger1 = Pos Y >= 0
value = 3030

;---------------------------------------------------------------------
; 鉄球大圧殺　　　　　			　　       ***** Level 3 *****
;-----------------------------超必殺技演出
[Statedef 3200]
type = S
movetype = A
physics = N
anim = 3100
ctrl = 0
juggle = 7
velset = 0, 0
poweradd = -3000

[State 3200,0]
type = PosFreeze
trigger1 = Time = [0,1]

[State 3200,1]
type = AfterImage
trigger1 = Time = 0
time = 999
timegap = 2
framegap = 4
length = 10

[State 3200,2]
type = EnvColor
trigger1 = Time = 0
value = 0, 0, 0
time = 29
under = 1

[State 3200,3]
type = Explod
trigger1 = Time = 0
anim = 2300
ID = 2300
pos = 17,-92
postype = P1
sprpriority = -2
supermove = 1
ownpal = 1
removetime = 13
bindtime = -1

[State 3200,4]
type = Explod
trigger1 = Time = 0
anim = 2200
ID = 2200
pos = 17,-92
postype = P1
sprpriority = 4
supermove = 1
ownpal = 1
removetime = 28
bindtime = -1

[State 3200,5]
type = SuperPause
trigger1 = Time = 0
;movetime = 32
time = 32
anim = -1

[State 3200,6]
type = PlaySnd
trigger1 = Time = 0
value = 2000, 0

[State 3200,7]
type = NotHitBy
trigger1 = AnimElem = 2, <= 0
value = SCA

;-----------------------------発動（ダッシュ）
[State 3200,8]
type = PlaySnd
trigger1 = TimeMod = 17, 1
value = 100, 0

[State 3200,9]
type = VelSet
trigger1 = AnimElem = 2
x = 3.8

[State 3200,10]
type = ChangeState
trigger1 = Command != "holdz"
trigger2 = Time = 50
trigger3 = Var(30) = 1
trigger3 = P2BodyDist X <= 10
value = 3210

;-----------------------------発動
[Statedef 3210]
type = S
movetype = A
physics = N
anim = 3110
velset = 0, 0

[State 3210,1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3000, 0

[State 3210,2]
type = ChangeState
trigger1 = AnimTime = 0
value = 3220

;-----------------------------上昇
[Statedef 3220]
type = A
movetype = A
physics = N
anim = 3010
velset = 2.2,-13.5

[State 3220,0]
type = PlaySnd
trigger1 = Time = 0
value = 3000, 1

[State 3220,1]
type = VelAdd
trigger1 = Time >= 0
y = .36

[State 3220,2]
type = Hitdef
trigger1 = Time = 0
attr = A, HA
animtype = Hard
hitflag = MAF
guardflag = M
damage = 280,35
getpower = 0
givepower = 50
sparkxy = -15,-70
sparkno = S2520
guard.sparkno = S2900
hitsound = S3000, 2
guardsound = S0, 0
pausetime = 8,8
ground.slidetime = 15
ground.type = High
ground.velocity = -2.0,-9.0
guard.velocity = -4.0
air.animtype = Back
air.type = High
air.velocity = -2.0,-9.0
fall.yvelocity = -2.0
fall = 1 
fall.recover = 0
air.recover = 0
recover = 0

[State 3220,3]
type = EnvColor
trigger1 = MoveHit = 1
persistent = 0
ignorehitpause = 1
value = 255,255,255
time = 2
under = 1

[State 3220,4]
type = ChangeState
trigger1 = Time > 0
trigger1 = Vel Y >= 0
value = 3230

;-----------------------------下降
[Statedef 3230]
type = A
movetype = A
physics = N
anim = 3020
velset = 1.85, 0

[State 3230,0]
type = PosAdd
trigger1 = Time = 0
y = -24

[State 3230,1]
type = VelAdd
trigger1 = Time >= 0
y = .30

[State 3230,2]
type = Hitdef
trigger1 = Time = 0
attr = A, HA
animtype = Hard
hitflag = MA
guardflag = H
damage = 240,28
getpower = 0
givepower = 50
sparkxy = -15,-25
sparkno = S2520
guard.sparkno = S2900
hitsound = S3000, 2
guardsound = S0, 0
pausetime = 8,8
ground.slidetime = 15
ground.type = High
ground.velocity = -2.0,-3.0
guard.velocity = -4.0
air.animtype = Back
air.type = High
air.velocity = -2.0,-3.0
down.velocity = -2.0,-3.0
fall = 1 
fall.recover = 0
air.recover = 0
recover = 0

[State 3230,3]
type = Hitdef
trigger1 = Time = 30
trigger1 = MoveContact != 1
attr = A, HA
animtype = Hard
hitflag = MAFD
guardflag = H
damage = 220,28
getpower = 0
givepower = 50
sparkxy = -15,-25
sparkno = S2520
guard.sparkno = S2900
hitsound = S3000, 2
guardsound = S0, 0
pausetime = 8,8
ground.slidetime = 15
ground.type = High
ground.velocity = -2.0,-3.0
guard.velocity = -4.0
air.animtype = Back
air.type = High
air.velocity = -2.0,-3.0
down.velocity = -2.0,-3.0
fall = 1 
fall.recover = 0
air.recover = 0
recover = 0

[State 3230,4]
type = EnvColor
trigger1 = MoveHit = 1
persistent = 0
ignorehitpause = 1
value = 255,255,255
time = 2
under = 1

[State 3230,5]
type = ChangeState
trigger1 = Time > 0
trigger1 = Pos Y >= 0
value = 3240

;-----------------------------バウンド
[Statedef 3240]
type = A
movetype = A
physics = N
anim = 3200
velset = 2.0,-6.0

[State 3240,0]
type = PlaySnd
trigger1 = Time = 0
value = 900, 1

[State 3240,1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3240,2]
type = VelAdd
trigger1 = Time > 0
y = .36

[State 3240,3]
type = EnvShake
trigger1 = Time = 0
time = 30

[State 3240,4]
type = Hitdef
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -20
persistent = 0
attr = A, HA
animtype = Hard
hitflag = MAFD
guardflag = M
damage = 200,25
getpower = 0
givepower = 50
sparkxy = -15,-25
sparkno = S2520
guard.sparkno = S2900
hitsound = S3000, 2
guardsound = S0, 0
pausetime = 8,8
ground.slidetime = 15
ground.type = High
ground.velocity = -2.0,-10.0
guard.velocity = -4.0
air.animtype = Back
air.type = High
air.velocity = -2.0,-10.0
;down.velocity = -2.0,-10.0
fall = 1 
fall.recover = 0
air.recover = 0
recover = 0

[State 3240,5]
type = EnvColor
trigger1 = MoveHit = 1
persistent = 0
ignorehitpause = 1
value = 255,255,255
time = 2
under = 1

[State 3240,6]
type = Explod
trigger1 = Time = 0
anim = 2600
pos = 0, 0
postype = P1
sprpriority = -1
bindtime = 1
ownpal = 1
ignorehitpause = 1

[State 3240,7]
type = Explod
trigger1 = Time = 0
anim = 2650
pos = 0, 0
postype = P1
sprpriority = 2
bindtime = 1
ownpal = 1
ignorehitpause = 1

[State 3240,8]
type = ChangeState
trigger1 = Time > 0
trigger1 = Pos Y >= 0
value = 3030

;---------------------------------------------------------------------
; 鉄球大暴走				　         ***** Level 1 *****
;-----------------------------超必殺技演出
[Statedef 3300]
type = S
movetype = A
physics = S
anim = 3300
ctrl = 0
juggle = 7
velset = 0, 0
poweradd = -1000

[State 3300,1]
type = PosFreeze
trigger1 = Time >= 0

[State 3300,2]
type = AfterImage
trigger1 = AnimElem = 2
time = 999
timegap = 2
framegap = 4
length = 16

[State 3300,3]
type = EnvColor
trigger1 = AnimElem = 2
value = 0, 0, 0
time = 29
under = 1

[State 3300,4]
type = Explod
trigger1 = AnimElem = 2
anim = 2100
ID = 2100
pos = 3,-111
postype = P1
sprpriority = -2
supermove = 1
ownpal = 1
removetime = 17
bindtime = -1

[State 3300,5]
type = Explod
trigger1 = AnimElem = 2
anim = 2000
ID = 2000
pos = 3,-111
postype = P1
sprpriority = 4
supermove = 1
ownpal = 1
removetime = 28
bindtime = -1

[State 3300,6]
type = SuperPause
trigger1 = AnimElem = 2
time = 32
anim = -1

[State 3300,7]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2000, 0

[State 3300,8]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 9
value = 600, 0

[State 3300,9]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3300, 0

[State 3300,10]
type = NotHitBy
trigger1 = AnimTime != 0
value = SCA

[State 3300,11]
type = ChangeState
trigger1 = AnimTime = 0
value = 3310

;----------------------------ダッシュ
[Statedef 3310]
type = S
movetype = A
physics = N
anim = 3310
velset = 4.2, 0

[State 3310,0]
type = PlaySnd
trigger1 = TimeMod = 17, 0
value = 100, 0

[State 3310,1]
type = HitDef
trigger1 = Time = 0
attr = S, HA
numhits = 0
animtype  = Heavy
guardflag = M
pausetime = 8,10
sparkxy = -15,-65
sparkno = S2520
guard.sparkno = S2900
hitsound   = S200, 4
guardsound = S0, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -1.0
forcestand = 1
p2stateno = 3325

[State 3310,2]
type = ChangeState
trigger1 = Time >= 50
trigger1 = MoveContact = 0
value = 3320

[State 3310,3]
type = ChangeState
trigger1 = MoveGuarded = 1
value = 3330

[State 3310,4]
type = ChangeState
trigger1 = MoveHit = 1
value = 3340

;-----------------------------失敗
[Statedef 3320]
type = S
movetype = I
physics = S
anim = 3320

[State 3320,0]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 3320,1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 900, 1

[State 3320,2]
type = EnvShake
trigger1 = AnimElem = 5
time = 20

[State 3320,3]
type = Explod
trigger1 = AnimElem = 5
anim = 2600
pos = 0, 0
postype = P1
sprpriority = -1
bindtime = 1
ownpal = 1
ignorehitpause = 1

[State 3320,4]
type = Explod
trigger1 = AnimElem = 5
anim = 2650
pos = 0, 0
postype = P1
sprpriority = 2
bindtime = 1
ownpal = 1
ignorehitpause = 1

[State 3320,5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------喰らい側
[Statedef 3325]
type = S
movetype = H
physics = S
ctrl = 0
velset = 0, 0
anim = 5002

[State 3325,0]
type = PosSet
trigger1 = Pos Y != 0
y = 0

[State 3325,1]
type = SelfState
trigger1 = Time = 1
value = 5000

;-----------------------------ガード
[Statedef 3330]
type = S
movetype = A
physics = S
anim = 3330

[State 3330,0]
type = Hitdef
trigger1 = Time = 0
attr = S, HA
damage    = 145
animtype = Hard
getpower = 48
givepower = 10
guardflag = M
hitflag = MAF
pausetime = 12,14
sparkxy = -10,-75
sparkno = S2520
guard.sparkno = S2900
hitsound = S1100, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 15
ground.velocity = -6,-3.0
air.velocity = -5.2,-2.5
fall = 1
fall.recover = 0
air.recover = 0
recover = 0

[State 3330,1]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 3330,2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------ヒット（乱舞）
[Statedef 3340]
type = S
movetype = A
physics = N
velset = 2.0, 0
anim = 3340

[State 3340,0]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 3340,1]
type = VelSet
trigger1 = Time >= 0
x = 2.0

[State 3340,2]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
trigger3 = AnimElem = 27
attr = S, HA
animtype  = Heavy
damage    = 30
givepower = 8
guardflag = M
pausetime = 8,10
sparkxy = -20,-65
sparkno = S2520
guard.sparkno = S2900
hitsound   = S600, 0
guardsound = S0, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -1.0
kill = 0

[State 3340,3]
type = HitDef
trigger1 = AnimElem = 11
attr = S, HA
animtype  = Heavy
damage    = 30
givepower = 8
guardflag = M
pausetime = 8,8
sparkxy = -20,-68
sparkno = S2520
guard.sparkno = S2900
hitsound   = S200, 4
guardsound = S0, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -1.0
kill = 0

[State 3340,4]
type = HitDef
trigger1 = AnimElem = 16
attr = S, HA
damage    = 30
animtype = Hard
givepower = 5
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 8,8
sparkxy = -20,-85
sparkno = S2520
guard.sparkno = S2900
hitsound = S200, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 6
ground.hittime  = 18
ground.velocity = -1.0
kill = 0

[State 3340,5]
type = HitDef
trigger1 = AnimElem = 20
trigger2 = AnimElem = 22
attr = S, HA
animtype  = Hard
damage    = 30
givepower = 5
guardflag = M
pausetime =  8,8
sparkxy = -20,-52
sparkno = S2520
guard.sparkno = S2900
hitsound   = S200, 2
guardsound = S0, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -1
kill = 0

[State 3340,6]
type = HitDef
trigger1 = AnimElem = 31
attr = S, HA
animtype  = Heavy
damage    = 30
givepower = 8
guardflag = M
pausetime = 8,10
sparkxy = -20,-45
sparkno = S2520
guard.sparkno = S2900
hitsound   = S200, 4
guardsound = S0, 0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -1,0
kill = 0

[State 3340,7]
type = HitDef
trigger1 = AnimElem = 36
attr = S, HA
animtype  = Heavy
damage    = 30
givepower = 8
guardflag = M
pausetime = 0,5
sparkxy = -20,-80
sparkno = S2520
guard.sparkno = S2900
hitsound   = S1100, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -1,0
kill = 0

[State 3340,8]
type = HitDef
trigger1 = AnimElem = 39
attr = S, HA
animtype  = Heavy
damage    = 30
givepower = 8
guardflag = M
pausetime = 0,10
sparkxy = -20,-80
sparkno = S2520
guard.sparkno = S2900
hitsound   = S1100, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 60
ground.velocity = -1,0
kill = 0

[State 3340,9]
type = Explod
trigger1 = AnimElem = 35
anim = 3350
pos = 0, 0
postype = P1
sprpriority = 3
removetime = 18
bindtime = -1
ignorehitpause = 1
ownpal = 1

[State 3340,10]
type = MoveHitReset
trigger1 = AnimElem = 6
trigger2 = AnimElem = 10
trigger3 = AnimElem = 15
trigger4 = AnimElem = 19
trigger5 = AnimElem = 21
trigger6 = AnimElem = 26
trigger7 = AnimElem = 30
trigger8 = AnimElem = 35
trigger9 = AnimElem = 38

[State 3340,11]
type = EnvColor
triggerall = MoveHit = 1
trigger1 = AnimElem = 4, = 3
trigger2 = AnimElem = 7, = 3
trigger3 = AnimElem = 11, = 3
trigger4 = AnimElem = 16, = 3
trigger5 = AnimElem = 20, = 3
trigger6 = AnimElem = 22, = 3
trigger7 = AnimElem = 27, = 3
trigger8 = AnimElem = 31, = 3
trigger9 = AnimElem = 36, = 3
trigger10 = AnimElem = 39, = 3
value = 240,240,240
time = 2
under = 1
ignorehitpause = 1

[State 3340,12]
type = ChangeState
trigger1 = AnimTime = 0
value = 3350

;-----------------------------ラストアタック分岐
[Statedef 3350]
type = S
movetype = A
physics = S

[State 3350,0]
type = VarRandom
trigger1 = Time = 0
v = 20
range = 0,699

[State 3350,1]
type = ChangeState
trigger1 = Var(20) = [0,99]
value = 3355

[State 3350,2]
type = ChangeState
trigger1 = Var(20) = [100,199]
value = 3360

[State 3350,3]
type = ChangeState
trigger1 = Var(20) = [200,299]
value = 3365

[State 3350,4]
type = ChangeState
trigger1 = Var(20) = [300,399]
value = 3370

[State 3350,5]
type = ChangeState
trigger1 = Var(20) = [400,499]
value = 3375

[State 3350,6]
type = ChangeState
trigger1 = Var(20) = [500,599]
value = 3380

[State 3350,7]
type = ChangeState
trigger1 = Var(20) = [600,699]
value = 3385

;-----------------------------１
[Statedef 3355]
type = S
movetype = A
physics = S
anim = 210

[State 3355,0]
type = PlaySnd
trigger1 = Time = 0
value = 500, 1

[State 3355,1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 3355,2]
type = HitDef
trigger1 = Time = 0
attr = S, HA
animtype  = Hard
damage    = 43
givepower = 15
guardflag = M
pausetime =  35,35
sparkxy = -15,-52
sparkno = S2520
guard.sparkno = S2900
hitsound   = S3000, 2
guardsound = S0, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -4.0,-5.0
fall = 1
fall.recover = 0
air.recover = 0
recover = 0

[State 3355,3]
type = EnvColor
trigger1 = MoveHit = 1
persistent = 0
value = 255,255,255
time = 3
under = 1
ignorehitpause = 1

[State 3355,4]
type = EnvShake
trigger1 = MoveHit = 1
persistent = 0
ignorehitpause = 1
time = 45

[State 3355,5]
type = ChangeState
trigger1 = AnimTime = 0
value = 3395

;-----------------------------２
[Statedef 3360]
type = S
movetype = A
physics = S
anim = 600

[State 3360,0]
type = PlaySnd
trigger1 = Time = 0
value = 900, 2

[State 3360,1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 3360,2]
type = VelSet
trigger1 = AnimElem = 5
x = 8.2

[State 3360,3]
type = VelAdd
trigger1 = AnimElem = 5, >= 0
x = -.20

[State 3360,4]
type = VelSet
trigger1 = Vel X < 0
x = 0

[State 3360,5]
type = HitDef
trigger1 = Time = 0
attr = S, HA
animtype  = Hard
damage    = 46
givepower = 15
guardflag = M
pausetime =  35,35
sparkxy = -10,-75
sparkno = S2520
guard.sparkno = S2900
hitsound   = S3000, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -4.0,-5.0
fall = 1
fall.recover = 0
air.recover = 0
recover = 0

[State 3360,6]
type = EnvColor
trigger1 = MoveHit = 1
persistent = 0
value = 255,255,255
time = 3
under = 1
ignorehitpause = 1

[State 3360,7]
type = EnvShake
trigger1 = MoveHit = 1
persistent = 0
ignorehitpause = 1
time = 45

[State 3360,8]
type = ChangeState
trigger1 = AnimTime = 0
value = 3395

;-----------------------------３
[Statedef 3365]
type = S
movetype = A
physics = S
anim = 800

[State 3365,0]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4000, 0

[State 3365,1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 3365,2]
type = PosAdd
trigger1 = Time = (12,24]
x = 5.5

[State 3365,3]
type = PosAdd
trigger1 = Time = (24,28]
x = 2.5

[State 3365,4]
type = HitDef
trigger1 = Time = 0
attr = S, HA
animtype  = Hard
damage    = 42
givepower = 15
guardflag = L
pausetime =  35,35
sparkxy = 0,-25
sparkno = S2520
guard.sparkno = S2900
hitsound   = S3000, 2
guardsound = S0, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -4.0,-5.0
fall = 1
fall.recover = 0
air.recover = 0
recover = 0

[State 3365,5]
type = EnvColor
trigger1 = MoveHit = 1
persistent = 0
value = 255,255,255
time = 3
under = 1
ignorehitpause = 1

[State 3365,6]
type = EnvShake
trigger1 = MoveHit = 1
persistent = 0
ignorehitpause = 1
time = 45

[State 3365,7]
type = ChangeState
trigger1 = AnimTime = 0
value = 3395

;-----------------------------４
[Statedef 3370]
type = S
movetype = A
physics = N
anim = 3360

[State 3370,0]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4000, 0

[State 3370,1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 3370,2]
type = VelSet
trigger1 = AnimElem = 2
x = 4.75

[State 3370,3]
type = VelSet
trigger1 = AnimTime = 0
trigger2 = Vel X < 0
x = 0

[State 3370,4]
type = HitDef
trigger1 = Time = 0
attr = S, HA
animtype  = Hard
damage    = 40
givepower = 15
guardflag = L
pausetime =  35,35
sparkxy = -15,-52
sparkno = S2520
guard.sparkno = S2900
hitsound   = S3000, 2
guardsound = S0, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -4.0,-5.0
fall = 1
fall.recover = 0
air.recover = 0
recover = 0

[State 3370,5]
type = EnvColor
trigger1 = MoveHit = 1
persistent = 0
value = 255,255,255
time = 3
under = 1
ignorehitpause = 1

[State 3370,6]
type = EnvShake
trigger1 = MoveHit = 1
persistent = 0
ignorehitpause = 1
time = 45

[State 3370,7]
type = ChangeState
trigger1 = AnimTime = 0
value = 3395

;-----------------------------５
[Statedef 3375]
type = S
movetype = A
physics = N
anim = 3370

[State 3375,0]
type = PlaySnd
trigger1 = AnimElem = 5
value = 4000, 0

[State 3375,1]
type = ChangeState
trigger1 = AnimTime = 0
value = 3376

[Statedef 3376]
type = A
movetype = A
physics = N
anim = 3375
velset = 1.0, -7.5

[State 3376,0]
type = VelAdd
trigger1 = Time >= 0
y = .40

[State 3376,1]
type = HitDef
trigger1 = Time = 0
attr = A, HA
animtype  = Hard
damage    = 49
givepower = 15
guardflag = M
pausetime =  35,35
sparkxy = -15,-52
sparkno = S2520
guard.sparkno = S2900
hitsound   = S3000, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -4.0,-5.0
fall = 1
fall.recover = 0
air.recover = 0
recover = 0

[State 3376,2]
type = EnvColor
trigger1 = MoveHit = 1
persistent = 0
value = 255,255,255
time = 3
under = 1
ignorehitpause = 1

[State 3376,3]
type = EnvShake
trigger1 = MoveHit = 1
persistent = 0
ignorehitpause = 1
time = 45

[State 3376,4]
type = AfterImageTime
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
time = 0

[State 3376,5]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1130

;-----------------------------６
[Statedef 3380]
type = S
movetype = A
physics = N
anim = 3370

[State 3380,0]
type = ChangeState
trigger1 = AnimTime = 0
value = 3381

[Statedef 3381]
type = A
movetype = A
physics = N
anim = 3380
velset = .8, -7.0

[State 3381,0]
type = VelAdd
trigger1 = Time >= 0
y = .40

[State 3381,1]
type = HitDef
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -30
persistent = 0
attr = A, HA
animtype  = Hard
damage    = 50
givepower = 15
guardflag = H
pausetime =  35,35
sparkxy = -15,-52
sparkno = S2520
guard.sparkno = S2900
hitsound   = S3000, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -4.0,-5.0
fall = 1
fall.recover = 0
air.recover = 0
recover = 0

[State 3381,2]
type = EnvColor
trigger1 = MoveHit = 1
persistent = 0
value = 255,255,255
time = 3
under = 1
ignorehitpause = 1

[State 3381,3]
type = EnvShake
trigger1 = MoveHit = 1
persistent = 0
ignorehitpause = 1
time = 45

[State 3381,4]
type = AfterImageTime
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
time = 0

[State 3381,5]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1130

;-----------------------------７
[Statedef 3385]
type = S
movetype = A
physics = N
anim = 3370

[State 3385,0]
type = ChangeState
trigger1 = AnimTime = 0
value = 3386

[Statedef 3386]
type = A
movetype = A
physics = N
anim = 3390
velset = 1.0, -8.0

[State 3386,0]
type = VelAdd
trigger1 = Time >= 0
y = .40

[State 3386,1]
type = HitDef
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -40
persistent = 0
attr = A, HA
animtype  = Hard
damage    = 48
givepower = 15
guardflag = H
pausetime =  35,35
sparkxy = -15,-52
sparkno = S2520
guard.sparkno = S2900
hitsound   = S3000, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -4.0,-5.0
fall = 1
fall.recover = 0
air.recover = 0
recover = 0

[State 3386,2]
type = EnvColor
trigger1 = MoveHit = 1
persistent = 0
value = 255,255,255
time = 3
under = 1
ignorehitpause = 1

[State 3386,3]
type = EnvShake
trigger1 = MoveHit = 1
persistent = 0
ignorehitpause = 1
time = 45

[State 3386,4]
type = AfterImageTime
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
time = 0

[State 3386,5]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 3030

;-----------------------------終了
[Statedef 3395]
type = S
movetype = I
physics = S

[State 3395,0]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 3395,1]
type = ChangeState
trigger1 = Time = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------
; 鉄球大暴走				　         ***** Level 2 *****
;-----------------------------超必殺技演出
[Statedef 3400]
type = S
movetype = A
physics = N
anim = 3300
ctrl = 0
juggle = 7
velset = 0, 0
poweradd = -2000

[State 3400,0]
type = PosFreeze
trigger1 = Time >= 0

[State 3400,1]
type = AfterImage
trigger1 = AnimElem = 2
time = 999
timegap = 2
framegap = 4
length = 10

[State 3400,2]
type = EnvColor
trigger1 = AnimElem = 2
value = 0, 0, 0
time = 29
under = 1

[State 3400,3]
type = Explod
trigger1 = AnimElem = 2
anim = 2300
ID = 2300
pos = 3,-111
postype = P1
sprpriority = -2
supermove = 1
ownpal = 1
removetime = 13
bindtime = -1

[State 3400,4]
type = Explod
trigger1 = AnimElem = 2
anim = 2200
ID = 2200
pos = 3,-111
postype = P1
sprpriority = 4
supermove = 1
ownpal = 1
removetime = 28
bindtime = -1

[State 3400,5]
type = SuperPause
trigger1 = AnimElem = 2
;movetime = 32
time = 32
anim = -1

[State 3400,6]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2000, 0

[State 3400,7]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 9
value = 600, 0

[State 3400,8]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3300, 0

[State 3400,9]
type = NotHitBy
trigger1 = AnimTime != 0
value = SCA

[State 3400,10]
type = ChangeState
trigger1 = AnimTime = 0
value = 3410

;----------------------------ダッシュ
[Statedef 3410]
type = S
movetype = A
physics = N
anim = 3310
velset = 4.2, 0

[State 3410,0]
type = PlaySnd
trigger1 = TimeMod = 17, 0
value = 100, 0

[State 3410,1]
type = HitDef
trigger1 = Time = 0
attr = S, HA
numhits = 0
animtype  = Heavy
guardflag = M
pausetime = 8,10
sparkxy = -15,-65
sparkno = S2520
guard.sparkno = S2900
hitsound   = S200, 4
guardsound = S0, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -1.0
forcestand = 1
p2stateno = 3325

[State 3410,2]
type = ChangeState
trigger1 = Time >= 70
trigger1 = MoveContact = 0
value = 3420

[State 3410,3]
type = ChangeState
trigger1 = MoveGuarded = 1
value = 3330

[State 3410,4]
type = ChangeState
trigger1 = MoveHit = 1
value = 3430

;-----------------------------失敗
[Statedef 3420]
type = S
movetype = A
physics = S
anim = 3400

[State 3420,0]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 3420,1]
type = Hitdef
trigger1 = Time = 0
attr = S, HA
animtype = Hard
hitflag = MAF
guardflag = M
damage = 135,18
givepower = 20
sparkxy = -15,-62
sparkno = S2520
guard.sparkno = S2900
hitsound = S1200, 1
guardsound = S0, 0
pausetime = 6,8
ground.slidetime = 15
ground.type = High
ground.velocity = -4.0,-6.2
guard.velocity = -4.0
air.animtype = Back
air.type = High
air.velocity = -4.0,-6.2
fall = 1 
fall.recover = 0
air.recover = 0
recover = 0

[State 3420,2]
type = EnvShake
trigger1 = AnimElem = 3
time = 30

[State 3420,3]
type = PlaySnd
trigger1 = AnimElem = 3
value = 900, 1

[State 3420,4]
type = Explod
trigger1 = AnimElem = 3
anim = 2600
pos = 0, 0
postype = P1
sprpriority = -1
bindtime = 1
ownpal = 1
ignorehitpause = 1

[State 3420,5]
type = Explod
trigger1 = AnimElem = 3
anim = 2650
pos = 0, 0
postype = P1
sprpriority = 2
bindtime = 1
ownpal = 1
ignorehitpause = 1

[State 3420,6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------ヒット（乱舞）
[Statedef 3430]
type = S
movetype = A
physics = N
velset = 2.0, 0
anim = 3410

[State 3430,0]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 3430,1]
type = VelSet
trigger1 = Time >= 0
x = 2.0

[State 3430,2]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
trigger3 = AnimElem = 10
trigger4 = AnimElem = 13
trigger5 = AnimElem = 31
attr = S, HA
animtype  = Heavy
damage    = 25
givepower = 8
guardflag = M
pausetime = 8,10
sparkxy = -20,-65
sparkno = S2520
guard.sparkno = S2900
hitsound   = S600, 0
guardsound = S0, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -1.0
kill = 0

[State 3430,3]
type = HitDef
trigger1 = AnimElem = 17
attr = S, HA
animtype  = Heavy
damage    = 25
givepower = 8
guardflag = M
pausetime = 8,8
sparkxy = -20,-68
sparkno = S2520
guard.sparkno = S2900
hitsound   = S200, 4
guardsound = S0, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -1.0
kill = 0

[State 3430,4]
type = HitDef
trigger1 = AnimElem = 22
attr = S, HA
damage    = 25
animtype = Hard
givepower = 5
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 8,8
sparkxy = -20,-85
sparkno = S2520
guard.sparkno = S2900
hitsound = S200, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 6
ground.hittime  = 18
ground.velocity = -1.0
kill = 0

[State 3430,5]
type = HitDef
trigger1 = AnimElem = 26
trigger2 = AnimElem = 40
trigger3 = AnimElem = 42
attr = S, HA
animtype  = Hard
damage    = 25
givepower = 5
guardflag = M
pausetime =  8,8
sparkxy = -20,-52
sparkno = S2520
guard.sparkno = S2900
hitsound   = S200, 2
guardsound = S0, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -1
kill = 0

[State 3430,6]
type = HitDef
trigger1 = AnimElem = 35
attr = S, HA
animtype  = Heavy
damage    = 25
givepower = 8
guardflag = M
pausetime = 8,10
sparkxy = -20,-45
sparkno = S2520
guard.sparkno = S2900
hitsound   = S200, 4
guardsound = S0, 0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -1,0
kill = 0

[State 3430,7]
type = HitDef
trigger1 = AnimElem = 48
attr = S, HA
animtype  = Heavy
damage    = 25
givepower = 8
guardflag = M
pausetime = 8,15
sparkxy = -20,-88
sparkno = S2520
guard.sparkno = S2900
hitsound   = S200, 4
guardsound = S0, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -2.0
kill = 0

[State 3430,8]
type = HitDef
trigger1 = AnimElem = 55
trigger2 = AnimElem = 58
trigger3 = AnimElem = 61
trigger4 = AnimElem = 64
attr = S, HA
animtype  = Heavy
damage    = 25
givepower = 8
guardflag = M
pausetime = 0,5
sparkxy = -20,-80
sparkno = S2520
guard.sparkno = S2900
hitsound   = S1100, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -1,0
kill = 0

[State 3430,9]
type = HitDef
trigger1 = AnimElem = 67
attr = S, HA
animtype  = Heavy
damage    = 25
givepower = 8
guardflag = M
pausetime = 0,10
sparkxy = -20,-80
sparkno = S2520
guard.sparkno = S2900
hitsound   = S1100, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 60
ground.velocity = -1,0
kill = 0

[State 3430,10]
type = Explod
trigger1 = AnimElem = 54
anim = 3350
pos = 0, 0
postype = P1
sprpriority = 3
removetime = 45
bindtime = -1
ignorehitpause = 1
ownpal = 1

[State 3430,11]
type = MoveHitReset
trigger1 = AnimElem = 6
trigger2 = AnimElem = 9
trigger3 = AnimElem = 12
trigger4 = AnimElem = 16
trigger5 = AnimElem = 21
trigger6 = AnimElem = 25
trigger7 = AnimElem = 30
trigger8 = AnimElem = 34
trigger9 = AnimElem = 39
trigger10 = AnimElem = 41
trigger11 = AnimElem = 47
trigger12 = AnimElem = 54
trigger13 = AnimElem = 57
trigger14 = AnimElem = 60
trigger15 = AnimElem = 63
trigger16 = AnimElem = 66

[State 3430,12]
type = EnvColor
triggerall = MoveHit = 1
trigger1 = AnimElem = 4, = 3
trigger2 = AnimElem = 7, = 3
trigger3 = AnimElem = 10, = 3
trigger4 = AnimElem = 13, = 3
trigger5 = AnimElem = 17, = 3
trigger6 = AnimElem = 22, = 3
trigger7 = AnimElem = 26, = 3
trigger8 = AnimElem = 31, = 3
trigger9 = AnimElem = 35, = 3
trigger10 = AnimElem = 40, = 3
trigger11 = AnimElem = 42, = 3
trigger12 = AnimElem = 48, = 3
trigger13 = AnimElem = 55, = 3
trigger14 = AnimElem = 58, = 3
trigger15 = AnimElem = 61, = 3
trigger16 = AnimElem = 64, = 3
trigger17 = AnimElem = 67, = 3
value = 255,255,255
time = 2
under = 1
ignorehitpause = 1

[State 3430,13]
type = ChangeState
trigger1 = AnimTime = 0
value = 3350

;---------------------------------------------------------------------
; 鉄球大暴走				　         ***** Level 3 *****
;-----------------------------超必殺技演出
[Statedef 3500]
type = S
movetype = A
physics = N
anim = 3300
ctrl = 0
juggle = 7
velset = 0, 0
poweradd = -3000

[State 3500,0]
type = PosFreeze
trigger1 = Time >= 0

[State 3500,1]
type = AfterImage
trigger1 = AnimElem = 2
time = 999
timegap = 2
framegap = 4
length = 10

[State 3500,2]
type = EnvColor
trigger1 = AnimElem = 2
value = 0, 0, 0
time = 29
under = 1

[State 3500,3]
type = Explod
trigger1 = AnimElem = 2
anim = 2300
ID = 2300
pos = 3,-111
postype = P1
sprpriority = -2
supermove = 1
ownpal = 1
removetime = 13
bindtime = -1

[State 3500,4]
type = Explod
trigger1 = AnimElem = 2
anim = 2200
ID = 2200
pos = 3,-111
postype = P1
sprpriority = 4
supermove = 1
ownpal = 1
removetime = 28
bindtime = -1

[State 3500,5]
type = SuperPause
trigger1 = AnimElem = 2
;movetime = 32
time = 32
anim = -1

[State 3500,6]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2000, 0

[State 3500,7]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 9
value = 600, 0

[State 3500,8]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3300, 0

[State 3500,9]
type = NotHitBy
trigger1 = AnimTime != 0
value = SCA

[State 3500,10]
type = ChangeState
trigger1 = AnimTime = 0
value = 3510

;----------------------------ダッシュ
[Statedef 3510]
type = S
movetype = A
physics = N
anim = 3310
velset = 4.2, 0

[State 3510,0]
type = PlaySnd
trigger1 = TimeMod = 17, 0
value = 100, 0

[State 3510,1]
type = HitDef
trigger1 = Time = 0
attr = S, HA
numhits = 0
animtype  = Heavy
guardflag = M
pausetime = 8,10
sparkxy = -15,-65
sparkno = S2520
guard.sparkno = S2900
hitsound   = S200, 4
guardsound = S0, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -1.0
forcestand = 1
p2stateno = 3325

[State 3510,2]
type = ChangeState
trigger1 = Time >= 90
trigger1 = MoveContact = 0
value = 3420

[State 3510,3]
type = ChangeState
trigger1 = MoveGuarded = 1
value = 3330

[State 3510,4]
type = ChangeState
trigger1 = MoveHit = 1
value = 3520

;-----------------------------ヒット（乱舞）前半
[Statedef 3520]
type = S
movetype = A
physics = N
velset = 2.0, 0
anim = 3340

[State 3520,0]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 3520,1]
type = VelSet
trigger1 = Time >= 0
x = 2.0

[State 3520,2]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
trigger3 = AnimElem = 27
attr = S, HA
animtype  = Heavy
damage    = 25
givepower = 8
guardflag = M
pausetime = 8,10
sparkxy = -20,-65
sparkno = S2520
guard.sparkno = S2900
hitsound   = S600, 0
guardsound = S0, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -1.0
kill = 0

[State 3520,3]
type = HitDef
trigger1 = AnimElem = 11
attr = S, HA
animtype  = Heavy
damage    = 25
givepower = 8
guardflag = M
pausetime = 8,8
sparkxy = -20,-68
sparkno = S2520
guard.sparkno = S2900
hitsound   = S200, 4
guardsound = S0, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -1.0
kill = 0

[State 3520,4]
type = HitDef
trigger1 = AnimElem = 16
attr = S, HA
damage    = 25
animtype = Hard
givepower = 5
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 8,8
sparkxy = -20,-85
sparkno = S2520
guard.sparkno = S2900
hitsound = S200, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 6
ground.hittime  = 18
ground.velocity = -1.0
kill = 0

[State 3520,5]
type = HitDef
trigger1 = AnimElem = 20
trigger2 = AnimElem = 22
attr = S, HA
animtype  = Hard
damage    = 25
givepower = 5
guardflag = M
pausetime =  8,8
sparkxy = -20,-52
sparkno = S2520
guard.sparkno = S2900
hitsound   = S200, 2
guardsound = S0, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -1
kill = 0

[State 3520,6]
type = HitDef
trigger1 = AnimElem = 31
attr = S, HA
animtype  = Heavy
damage    = 25
givepower = 8
guardflag = M
pausetime = 8,10
sparkxy = -20,-45
sparkno = S2520
guard.sparkno = S2900
hitsound   = S200, 4
guardsound = S0, 0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -1,0
p2stateno = 3535
kill = 0

[State 3520,7]
type = MoveHitReset
trigger1 = AnimElem = 6
trigger2 = AnimElem = 10
trigger3 = AnimElem = 15
trigger4 = AnimElem = 19
trigger5 = AnimElem = 21
trigger6 = AnimElem = 26
trigger7 = AnimElem = 30

[State 3520,8]
type = EnvColor
triggerall = MoveHit = 1
trigger1 = AnimElem = 4, = 3
trigger2 = AnimElem = 7, = 3
trigger3 = AnimElem = 11, = 3
trigger4 = AnimElem = 16, = 3
trigger5 = AnimElem = 20, = 3
trigger6 = AnimElem = 22, = 3
trigger7 = AnimElem = 27, = 3
trigger8 = AnimElem = 31, = 3
value = 255,255,255
time = 2
under = 1
ignorehitpause = 1

[State 3520,9]
type = ChangeState
trigger1 = AnimElem = 35
value = 3530

;-----------------------------休憩
[Statedef 3530]
type = S
movetype = I
physics = N
velset = 0, 0
anim = 5300

[State 3530,0]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 3530,1]
type = PlaySnd
trigger1 = Time = 0
value = 6000, 0

[State 3530,2]
type = ChangeState
trigger1 = Time = 120
value = 3540

;-----------------------------喰らい側（休憩中）
[Statedef 3535]
type = S
movetype = H
physics = S
ctrl = 0

[State 3535,0]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = AnimExist(5300) = 1
value = 5300

[State 3535,1]
type = ChangeAnim2
trigger1 = Time = 0
trigger1 = Anim != 5300
value = 3510

[State 3535,2]
type = SelfState
trigger1 = Time = 160
value = 0
ctrl = 1

;----------------------------ダッシュ（２回目）
[Statedef 3540]
type = S
movetype = A
physics = N
anim = 3310
velset = 4.2, 0

[State 3540,0]
type = PlaySnd
trigger1 = TimeMod = 17, 1
value = 100, 0

[State 3540,1]
type = HitDef
trigger1 = Time = 0
attr = S, HA
numhits = 0
animtype  = Heavy
guardflag = M
pausetime = 8,10
sparkxy = -15,-65
sparkno = S2520
guard.sparkno = S2900
hitsound   = S200, 4
guardsound = S0, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -1.0
forcestand = 1
p2stateno = 3325

[State 3540,2]
type = ChangeState
trigger1 = Time >= 30
trigger1 = MoveContact = 0
value = 3420

[State 3540,3]
type = ChangeState
trigger1 = MoveGuarded = 1
value = 3330

[State 3540,4]
type = ChangeState
trigger1 = MoveHit = 1
value = 3550

;-----------------------------ヒット（乱舞）後半
[Statedef 3550]
type = S
movetype = A
physics = N
velset = 2.0, 0
anim = 3410

[State 3550,0]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 3550,1]
type = VelSet
trigger1 = Time >= 0
x = 2.0

[State 3550,2]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
trigger3 = AnimElem = 10
trigger4 = AnimElem = 13
trigger5 = AnimElem = 31
attr = S, HA
animtype  = Heavy
damage    = 20
givepower = 8
guardflag = M
pausetime = 8,10
sparkxy = -20,-65
sparkno = S2520
guard.sparkno = S2900
hitsound   = S600, 0
guardsound = S0, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -1.0
kill = 0

[State 3550,3]
type = HitDef
trigger1 = AnimElem = 17
attr = S, HA
animtype  = Heavy
damage    = 20
givepower = 8
guardflag = M
pausetime = 8,8
sparkxy = -20,-68
sparkno = S2520
guard.sparkno = S2900
hitsound   = S200, 4
guardsound = S0, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -1.0
kill = 0

[State 3550,4]
type = HitDef
trigger1 = AnimElem = 22
attr = S, HA
damage    = 20
animtype = Hard
givepower = 5
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 8,8
sparkxy = -20,-85
sparkno = S2520
guard.sparkno = S2900
hitsound = S200, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 6
ground.hittime  = 18
ground.velocity = -1.0
kill = 0

[State 3550,5]
type = HitDef
trigger1 = AnimElem = 26
trigger2 = AnimElem = 40
trigger3 = AnimElem = 42
attr = S, HA
animtype  = Hard
damage    = 20
givepower = 5
guardflag = M
pausetime =  8,8
sparkxy = -20,-52
sparkno = S2520
guard.sparkno = S2900
hitsound   = S200, 2
guardsound = S0, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -1
kill = 0

[State 3550,6]
type = HitDef
trigger1 = AnimElem = 35
attr = S, HA
animtype  = Heavy
damage    = 20
givepower = 8
guardflag = M
pausetime = 8,10
sparkxy = -20,-45
sparkno = S2520
guard.sparkno = S2900
hitsound   = S200, 4
guardsound = S0, 0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -1,0
kill = 0

[State 3550,7]
type = HitDef
trigger1 = AnimElem = 48
attr = S, HA
animtype  = Heavy
damage    = 20
givepower = 8
guardflag = M
pausetime = 8,15
sparkxy = -20,-88
sparkno = S2520
guard.sparkno = S2900
hitsound   = S200, 4
guardsound = S0, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -2.0
kill = 0

[State 3550,8]
type = MoveHitReset
trigger1 = AnimElem = 6
trigger2 = AnimElem = 9
trigger3 = AnimElem = 12
trigger4 = AnimElem = 16
trigger5 = AnimElem = 21
trigger6 = AnimElem = 25
trigger7 = AnimElem = 30
trigger8 = AnimElem = 34
trigger9 = AnimElem = 39
trigger10 = AnimElem = 41
trigger11 = AnimElem = 47

[State 3550,9]
type = EnvColor
triggerall = MoveHit = 1
trigger1 = AnimElem = 4, = 3
trigger2 = AnimElem = 7, = 3
trigger3 = AnimElem = 10, = 3
trigger4 = AnimElem = 13, = 3
trigger5 = AnimElem = 17, = 3
trigger6 = AnimElem = 22, = 3
trigger7 = AnimElem = 26, = 3
trigger8 = AnimElem = 31, = 3
trigger9 = AnimElem = 35, = 3
trigger10 = AnimElem = 40, = 3
trigger11 = AnimElem = 42, = 3
trigger12 = AnimElem = 48, = 3
value = 255,255,255
time = 2
under = 1
ignorehitpause = 1

[State 3550,10]
type = ChangeState
trigger1 = AnimElem = 54
value = 3560

;-----------------------------ヒット（乱舞）後半＋α
[Statedef 3560]
type = S
movetype = A
physics = N
anim = 3500

[State 3560,0]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 3560,1]
type = VelSet
trigger1 = Time >= 0
x = 2.0

[State 3560,2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HA
damage    = 20
animtype = Hard
givepower = 5
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 8,8
sparkxy = -20,-85
sparkno = S2520
guard.sparkno = S2900
hitsound = S200, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 6
ground.hittime  = 18
ground.velocity = -1.0
kill = 0

[State 3560,3]
type = HitDef
trigger1 = AnimElem = 8
trigger2 = AnimElem = 11
trigger3 = AnimElem = 14
trigger4 = AnimElem = 17
attr = S, HA
animtype  = Heavy
damage    = 20
givepower = 8
guardflag = M
pausetime = 0,5
sparkxy = -20,-80
sparkno = S2520
guard.sparkno = S2900
hitsound   = S1100, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -1,0
kill = 0

[State 3560,4]
type = HitDef
trigger1 = AnimElem = 20
attr = S, HA
animtype  = Heavy
damage    = 20
givepower = 8
guardflag = M
pausetime = 0,10
sparkxy = -20,-80
sparkno = S2520
guard.sparkno = S2900
hitsound   = S1100, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 60
ground.velocity = -1,0
kill = 0

[State 3560,5]
type = Explod
trigger1 = AnimElem = 7
anim = 3350
pos = 0, 0
postype = P1
sprpriority = 3
removetime = 45
bindtime = -1
ignorehitpause = 1
ownpal = 1

[State 3560,6]
type = MoveHitReset
trigger1 = AnimElem = 7
trigger2 = AnimElem = 10
trigger3 = AnimElem = 13
trigger4 = AnimElem = 16
trigger5 = AnimElem = 19

[State 3560,7]
type = EnvColor
triggerall = MoveHit = 1
trigger1 = AnimElem = 4, = 4
trigger2 = AnimElem = 8, = 3
trigger3 = AnimElem = 11, = 3
trigger4 = AnimElem = 14, = 3
trigger5 = AnimElem = 17, = 3
trigger6 = AnimElem = 20, = 3
value = 255,255,255
time = 2
under = 1
ignorehitpause = 1

[State 3560,8]
type = ChangeState
trigger1 = AnimTime = 0
value = 3350

;---------------------------------------------------------------------
; 鉄球大撲殺				　         ***** Level 1 *****
;-----------------------------超必殺技演出
[Statedef 3600]
type = S
movetype = A
physics = S
anim = 3600
ctrl = 0
juggle = 7
velset = 0, 0
poweradd = -1000

[State 3600,1]
type = PosFreeze
trigger1 = Time >= 0

[State 3600,2]
type = AfterImage
trigger1 = AnimElem = 1
time = 999
timegap = 2
framegap = 4
length = 16

[State 3600,3]
type = EnvColor
trigger1 = AnimElem = 1
value = 0, 0, 0
time = 29
under = 1

[State 3600,4]
type = Explod
trigger1 = AnimElem = 1
anim = 2100
ID = 2100
pos = 25,-90
postype = P1
sprpriority = -2
supermove = 1
ownpal = 1
removetime = 17
bindtime = -1

[State 3600,5]
type = Explod
trigger1 = AnimElem = 1
anim = 2000
ID = 2000
pos = 25,-90
postype = P1
sprpriority = 4
supermove = 1
ownpal = 1
removetime = 28
bindtime = -1

[State 3600,6]
type = SuperPause
trigger1 = AnimElem = 1
time = 32
anim = -1

[State 3600,7]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2000, 0

[State 3600,8]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3600, 0

[State 3600,9]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 3600,10]
type = ChangeState
trigger1 = AnimTime = 0
value = 3610

;-----------------------------攻撃
[Statedef 3610]
type = S
movetype = A
physics = N
anim = 3610
velset = .8, 0

[State 3610,0]
type = VelSet
trigger1 = Time >= 0
x = .8

[State 3610,1]
type = HitDef
trigger1 = Time < 22
trigger1 = AnimElem = 5
attr = S, HA
animtype  = Heavy
damage    = 45, 6
givepower = 10
hitflag = MAFD
guardflag = M
pausetime = 8,10
sparkxy = -20,-30
sparkno = S2520
guard.sparkno = S2900
hitsound   = S1100, 2
guardsound = S0, 0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 25
ground.velocity = -1,0
air.velocity = -1.0,-2.0
kill = 0

[State 3610,1]
type = HitDef
trigger1 = Time >= 22
trigger1 = AnimElem = 5
attr = S, HA
animtype  = Heavy
damage    = 45, 6
givepower = 10
guardflag = M
pausetime = 8,10
sparkxy = -20,-30
sparkno = S2520
guard.sparkno = S2900
hitsound   = S1100, 2
guardsound = S0, 0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 25
ground.velocity = -1,0
air.velocity = -1.0,-2.0
kill = 0

[State 3610,2]
type = MoveHitReset
trigger1 = Time = 25

[State 3610,3]
type = Explod
trigger1 = AnimElem = 6
anim = 2800
pos = 51, 0
postype = P1
sprpriority = 0
bindtime = 1
ownpal = 1
ignorehitpause = 1

[State 3610,4]
type = ChangeState
trigger1 = Time = 46
trigger1 = MoveHit = 0
value = 3620

[State 3610,5]
type = MoveHitReset
trigger1 = AnimElem = 4

[State 3610,6]
type = EnvColor
triggerall = MoveHit = 1
trigger1 = Time = 21
trigger2 = Time = 46
trigger3 = Time = 71
trigger4 = Time = 96
trigger5 = Time = 121
time = 2
value = 255,255,255
under = 1
ignorehitpause = 1

[State 3610,7]
type = EnvShake
triggerall = MoveHit = 1
trigger1 = Time = 21
trigger2 = Time = 46
trigger3 = Time = 71
trigger4 = Time = 96
trigger5 = Time = 121
time = 15
ignorehitpause = 1

[State 3610,8]
type = PlaySnd
trigger1 = Time = 18
trigger2 = Time = 43
trigger3 = Time = 68
trigger4 = Time = 93
trigger5 = Time = 118
value = 1300, 1

[State 3610,9]
type = ChangeState
trigger1 = Time = 132
value = 3630

;-----------------------------空振り
[Statedef 3620]
type = S
movetype = I
physics = S
anim = 3620

[State 3620,0]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 3620,1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------ラストアタック
[Statedef 3630]
type = S
movetype = A
physics = S
anim = 3630

[State 3630,0]
type = HitDef
trigger1 = Time = 0
attr = S, HA
damage    = 80,10
animtype  = Heavy
givepower = 20
hitflag = MAF
guardflag = M
pausetime = 12,12
sparkxy = -15,-90
sparkno = S2520
guard.sparkno = S2900
hitsound   = S3000, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -1.0,-12.0
air.velocity = -1.0,-10.0
p2stateno = 3640
fall = 1
fall.recover = 0
air.recover = 0
recover = 0

[State 3630,1]
type = EnvColor
trigger1 = MoveHit = 1
persistent = 0
time = 2
value = 255,255,255
under = 1
ignorehitpause = 1

[State 3630,2]
type = EnvShake
trigger1 = MoveHit = 1
persistent = 0
time = 25
ignorehitpause = 1

[State 3630,3]
type = Explod
trigger1 = AnimElem = 2
anim = 2700
pos = 0, 0
postype = P1
sprpriority = 2
bindtime = 1
ownpal = 1
;ignorehitpause = 1

[State 3630,4]
type = AfterImageTime
trigger1 = AnimTime = 0
time = 0

[State 3630,5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------喰らい側
[Statedef 3640]
type = A
movetype = H
physics = N
velset = 0, 0
ctrl = 0

[State 3640,0]
type = ChangeAnim2
trigger1 = Time = 0
value = 3640

[State 3640,1]
type = VelSet
trigger1 = HitShakeOver = 1
persistent = 0
x = -1.0
y = -14.0

[State 3640,2]
type = VelAdd
trigger1 = Vel X < 0 
y = .40

[State 3640,3]
type = ChangeState
trigger1 = Vel X < 0
trigger1 = Vel Y > 0
value = 3650

[Statedef 3650]
type = A
movetype = H
physics = N

[State 3650,0]
type = ChangeAnim2
trigger1 = Time = 0
value = 3650

[State 3650,1]
type = VelAdd
trigger1 = Time >= 0
y = .40

[State 3650,2]
type = SelfState
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------
; 鉄球大撲殺				　         ***** Level 2 *****
;-----------------------------超必殺技演出
[Statedef 3700]
type = S
movetype = A
physics = N
anim = 3600
ctrl = 0
juggle = 7
velset = 0, 0
poweradd = -2000

[State 3700,0]
type = PosFreeze
trigger1 = Time >= 0

[State 3700,1]
type = AfterImage
trigger1 = AnimElem = 1
time = 999
timegap = 2
framegap = 4
length = 10

[State 3700,2]
type = EnvColor
trigger1 = AnimElem = 1
value = 0, 0, 0
time = 29
under = 1

[State 3700,3]
type = Explod
trigger1 = AnimElem = 1
anim = 2300
ID = 2300
pos = 25,-90
postype = P1
sprpriority = -2
supermove = 1
ownpal = 1
removetime = 13
bindtime = -1

[State 3700,4]
type = Explod
trigger1 = AnimElem = 1
anim = 2200
ID = 2200
pos = 25,-90
postype = P1
sprpriority = 4
supermove = 1
ownpal = 1
removetime = 28
bindtime = -1

[State 3700,5]
type = SuperPause
trigger1 = AnimElem = 1
;movetime = 32
time = 32
anim = -1

[State 3700,6]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2000, 0

[State 3700,7]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3600, 0

[State 3700,8]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 3700,9]
type = ChangeState
trigger1 = AnimTime = 0
value = 3710

;-----------------------------攻撃
[Statedef 3710]
type = S
movetype = A
physics = N
anim = 3610
velset = .8, 0

[State 3710,0]
type = NotHitBy
trigger1 = Time <= 8
value = SCA

[State 3710,1]
type = VelSet
trigger1 = Time >= 0
x = .8

[State 3710,2]
type = HitDef
trigger1 = Time < 22
trigger1 = AnimElem = 5
attr = S, HA
animtype  = Heavy
damage    = 52, 6
givepower = 10
hitflag = MAFD
guardflag = M
pausetime = 8,10
sparkxy = -20,-30
sparkno = S2520
guard.sparkno = S2900
hitsound   = S1100, 2
guardsound = S0, 0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 25
ground.velocity = -1,0
air.velocity = -1.0,-2.0
kill = 0

[State 3710,2]
type = HitDef
trigger1 = Time = [22,97)
trigger1 = AnimElem = 5
attr = S, HA
animtype  = Heavy
damage    = 52, 6
givepower = 10
guardflag = M
pausetime = 8,10
sparkxy = -20,-30
sparkno = S2520
guard.sparkno = S2900
hitsound   = S1100, 2
guardsound = S0, 0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 25
ground.velocity = -1,0
air.velocity = -1.0,-2.0
kill = 0

[State 3710,3]
type = HitDef
trigger1 = Time >= 97
trigger1 = AnimElem = 5
attr = S, HA
animtype  = Heavy
damage    = 52, 6
givepower = 10
guardflag = M
pausetime = 4,6
sparkxy = -20,-30
sparkno = S2520
guard.sparkno = S2900
hitsound   = S1100, 2
guardsound = S0, 0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 25
ground.velocity = -1,0
air.velocity = -1.0,-2.0
kill = 0

[State 3710,4]
type = MoveHitReset
trigger1 = Time = 25

[State 3710,5]
type = Explod
trigger1 = AnimElem = 6
anim = 2800
pos = 51, 0
postype = P1
sprpriority = 0
bindtime = 1
ownpal = 1
ignorehitpause = 1

[State 3710,6]
type = ChangeState
trigger1 = Time = 46
trigger1 = MoveHit = 0
value = 3620

[State 3710,7]
type = MoveHitReset
trigger1 = AnimElem = 4

[State 3710,8]
type = EnvColor
triggerall = MoveHit = 1
trigger1 = Time = 21
trigger2 = Time = 46
trigger3 = Time = 71
trigger4 = Time = 96
trigger5 = Time = 121
trigger6 = Time = 146
trigger7 = Time = 171
time = 2
value = 255,255,255
under = 1
ignorehitpause = 1

[State 3710,9]
type = EnvShake
triggerall = MoveHit = 1
trigger1 = Time = 21
trigger2 = Time = 46
trigger3 = Time = 71
trigger4 = Time = 96
trigger5 = Time = 121
trigger6 = Time = 146
trigger7 = Time = 171
time = 15
ignorehitpause = 1

[State 3710,10]
type = PlaySnd
trigger1 = Time = 18
trigger2 = Time = 43
trigger3 = Time = 68
trigger4 = Time = 93
trigger5 = Time = 118
trigger6 = Time = 143
trigger7 = Time = 168
value = 1300, 1

[State 3710,11]
type = ChangeState
trigger1 = Time = 182
value = 3630

;---------------------------------------------------------------------
; 鉄球大撲殺				　         ***** Level 3 *****
;-----------------------------超必殺技演出
[Statedef 3800]
type = S
movetype = A
physics = N
anim = 3600
ctrl = 0
juggle = 7
velset = 0, 0
poweradd = -3000

[State 3800,0]
type = PosFreeze
trigger1 = Time >= 0

[State 3800,1]
type = AfterImage
trigger1 = AnimElem = 1
time = 999
timegap = 2
framegap = 4
length = 10

[State 3800,2]
type = EnvColor
trigger1 = AnimElem = 1
value = 0, 0, 0
time = 29
under = 1

[State 3800,3]
type = Explod
trigger1 = AnimElem = 1
anim = 2300
ID = 2300
pos = 25,-90
postype = P1
sprpriority = -2
supermove = 1
ownpal = 1
removetime = 13
bindtime = -1

[State 3800,4]
type = Explod
trigger1 = AnimElem = 1
anim = 2200
ID = 2200
pos = 25,-90
postype = P1
sprpriority = 4
supermove = 1
ownpal = 1
removetime = 28
bindtime = -1

[State 3800,5]
type = SuperPause
trigger1 = AnimElem = 1
;movetime = 32
time = 32
anim = -1

[State 3800,6]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2000, 0

[State 3800,7]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3600, 0

[State 3800,8]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 3800,9]
type = ChangeState
trigger1 = AnimTime = 0
value = 3810

;-----------------------------攻撃
[Statedef 3810]
type = S
movetype = A
physics = N
anim = 3610
velset = .8, 0

[State 3810,0]
type = NotHitBy
trigger1 = Time <= 15
value = SCA

[State 3810,1]
type = VelSet
trigger1 = Time >= 0
x = .8

[State 3810,2]
type = HitDef
trigger1 = Time < 22
trigger1 = AnimElem = 5
attr = S, HA
animtype  = Heavy
damage    = 45, 6
givepower = 10
hitflag = MAFD
guardflag = M
pausetime = 8,10
sparkxy = -20,-30
sparkno = S2520
guard.sparkno = S2900
hitsound   = S1100, 2
guardsound = S0, 0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 25
ground.velocity = -1,0
air.velocity = -1.0,-2.0
kill = 0

[State 3810,2]
type = HitDef
trigger1 = Time = [22,97)
trigger1 = AnimElem = 5
attr = S, HA
animtype  = Heavy
damage    = 45, 6
givepower = 10
guardflag = M
pausetime = 8,10
sparkxy = -20,-30
sparkno = S2520
guard.sparkno = S2900
hitsound   = S1100, 2
guardsound = S0, 0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 25
ground.velocity = -1,0
air.velocity = -1.0,-2.0
kill = 0

[State 3810,3]
type = HitDef
trigger1 = Time >= 97
trigger1 = Time < 197
trigger1 = AnimElem = 5
attr = S, HA
animtype  = Heavy
damage    = 45, 6
givepower = 10
guardflag = M
pausetime = 4,6
sparkxy = -20,-30
sparkno = S2520
guard.sparkno = S2900
hitsound   = S1100, 2
guardsound = S0, 0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 25
ground.velocity = -1,0
air.velocity = -1.0,-2.0
kill = 0

[State 3810,4]
type = HitDef
trigger1 = Time >= 197
trigger1 = AnimElem = 5
attr = S, HA
animtype  = Heavy
damage    = 45, 6
givepower = 10
guardflag = M
pausetime = 1,3
sparkxy = -20,-30
sparkno = S2520
guard.sparkno = S2900
hitsound   = S1100, 2
guardsound = S0, 0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 25
ground.velocity = -1,0
air.velocity = -1.0,-2.0
kill = 0

[State 3810,5]
type = MoveHitReset
trigger1 = Time = 25

[State 3810,6]
type = Explod
trigger1 = AnimElem = 6
anim = 2800
pos = 51, 0
postype = P1
sprpriority = 0
bindtime = 1
ownpal = 1
ignorehitpause = 1

[State 3810,7]
type = ChangeState
trigger1 = Time = 46
trigger1 = MoveHit = 0
value = 3620

[State 3810,8]
type = MoveHitReset
trigger1 = AnimElem = 4

[State 3810,9]
type = EnvColor
triggerall = MoveHit = 1
trigger1 = Time = 21
trigger2 = Time = 46
trigger3 = Time = 71
trigger4 = Time = 96
trigger5 = Time = 121
trigger6 = Time = 146
trigger7 = Time = 171
trigger8 = Time = 196
trigger9 = Time = 221
trigger10 = Time = 246
trigger11 = Time = 271
time = 2
value = 255,255,255
under = 1
ignorehitpause = 1

[State 3810,10]
type = EnvShake
triggerall = MoveHit = 1
trigger1 = Time = 21
trigger2 = Time = 46
trigger3 = Time = 71
trigger4 = Time = 96
trigger5 = Time = 121
trigger6 = Time = 146
trigger7 = Time = 171
trigger8 = Time = 196
trigger9 = Time = 221
trigger10 = Time = 246
trigger11 = Time = 271
time = 15
ignorehitpause = 1

[State 3810,11]
type = PlaySnd
trigger1 = Time = 18
trigger2 = Time = 43
trigger3 = Time = 68
trigger4 = Time = 93
trigger5 = Time = 118
trigger6 = Time = 143
trigger7 = Time = 168
trigger8 = Time = 193
trigger9 = Time = 218
trigger10 = Time = 243
trigger11 = Time = 268
value = 1300, 1

[State 3810,12]
type = ChangeState
trigger1 = Time = 282
value = 3630

;=====================================================================
; 特殊動作
;=====================================================================
;
;---------------------------------------------------------------------
; ガードキャンセル緊急回避動作（前）
[Statedef 4000]
type = S
movetype = I
physics = N
ctrl = 0
anim = 4000
velset = 0, 0
poweradd = -500

[State 4000,0]
type = ChangeState
trigger1 = Time = 0
trigger1 = Command = "holdback"
value = 4100

[State 4000,1]
type = SuperPause
trigger1 = Time = 0
time = 10
movetime = 2
anim = -1

[State 4000,2]
type = Explod
trigger1 = Time = 0
anim = 2000
pos = 0,-50
postype = P1
sprpriority = 3
supermove = 1
ownpal = 1

[State 4000,3]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 4000,4]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 4000,5]
type = VelSet
trigger1 = AnimElem = 2
x = 5.0

[State 4000,6]
type = VelSet
trigger1 = AnimTime = 0
x = 0

[State 4000,7]
type = AfterImage
trigger1 = Time = 0
time = 26
length = 20
timegap = 2
framegap = 4
palbright = 80,80,80
palcontrast = 150,100,150
paladd = 20,20,20
palmul = .25,.25,.25
trans = add

[State 4000,8]
type = VarSet
trigger1 = Time = 0
v = 4
value = 0

[State 4000,9]
type = PlaySnd
trigger1 = Time = 0
value = 4000, 0

[State 4000,10]
type = ChangeState
trigger1 = Var(30) != 1
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;+++++++++++++++++++
; ＣＰＵ専用
;+++++++++++++++++++
[State 9000,0]
type = VarRandom
trigger1 = Var(30) = 1
trigger1 = Time = 0
v = 29
range = 0,99

[State 9000,1]
type = ChangeState
triggerall = Var(30) = 1
triggerall = P2BodyDist X >= 0
triggerall = Power >= 1000
triggerall = Power < 2000
trigger1 = Var(29) = [0,59]
trigger1 = AnimTime = 0
value = 3300

[State 9000,2]
type = ChangeState
triggerall = Var(30) = 1
triggerall = P2BodyDist X >= 0
triggerall = Power >= 2000
triggerall = Power < 3000
trigger1 = Var(29) = [0,59]
trigger1 = AnimTime = 0
value = 3700

[State 9000,3]
type = ChangeState
triggerall = Var(30) = 1
triggerall = P2BodyDist X >= 0
triggerall = Power >= 3000
trigger1 = Var(29) = [0,59]
trigger1 = AnimTime = 0
value = 3200

[State 9000,4]
type = ChangeState
triggerall = Var(30) = 1
triggerall = P2BodyDist X >= 0
triggerall = Power < 1000
trigger1 = Var(29) = [0,59]
trigger1 = P2BodyDist X <= 40
trigger1 = AnimTime = 0
value = 1250

[State 9000,5]
type = ChangeState
triggerall = Var(30) = 1
triggerall = P2BodyDist X >= 0
triggerall = Power < 1000
trigger1 = Var(29) = [0,59]
trigger1 = P2BodyDist X > 40
trigger1 = AnimTime = 0
value = 1100

[State 9000,6]
type = ChangeState
triggerall = Var(30) = 1
trigger1 = Var(29) = [60,99]
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 9000,7]
type = Turn
triggerall = Var(30) = 1
trigger1 = P2Dist X < 0
trigger1 = AnimTime = 0

;+++++++++++++++++++

;---------------------------------------------------------------------
; 緊急回避動作（前）  （ＫＯＦ９８仕様）
[Statedef 4050]
type = S
movetype = I
physics = N
ctrl = 0
anim = 4000
velset = 0, 0

[State 4050,0]
type = NotHitBy
trigger1 = Time = [0,20]
value = SCA

[State 4050,1]
type = HitBy
trigger1 = Time >= 0
value = SC, NT, ST, HT

[State 4050,2]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 4050,3]
type = VelSet
trigger1 = AnimElem = 2
x = 4.75

[State 4050,4]
type = VelSet
trigger1 = AnimTime = 0
x = 0

[State 4050,5]
type = PlaySnd
trigger1 = Time = 1
value = 4000, 0

[State 4050,6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;+++++++++++++++++++
; ＣＰＵ専用
;+++++++++++++++++++
[State 9000,0]
type = VarRandom
trigger1 = Var(30) = 1
trigger1 = Time = 0
v = 29
range = 0,99

[State 9000,1]
type = ChangeState
triggerall = Var(30) = 1
triggerall = P2BodyDist X = [0,15]
trigger1 = Var(29) = [0,49]
trigger1 = Time = 0
value = 1300
ctrl = 1

[State 9000,1]
type = ChangeState
triggerall = Var(30) = 1
trigger1 = Var(29) = [50,84]
trigger1 = Time = 0
value = 0
ctrl = 1

;+++++++++++++++++++

;---------------------------------------------------------------------
; ガードキャンセル緊急回避動作（後）
[Statedef 4100]
type = S
movetype = I
physics = N
ctrl = 0
anim = 4100
velset = 0, 0

[State 4100,0]
type = SuperPause
trigger1 = Time = 0
time = 10
movetime = 2
anim = -1

[State 4100,1]
type = Explod
trigger1 = Time = 0
anim = 2000
pos = 0,-50
postype = P1
sprpriority = 3
supermove = 1
ownpal = 1

[State 4100,2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 4100,3]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 4100,4]
type = VelSet
trigger1 = AnimElem = 2
x = -4.75

[State 4100,5]
type = VelSet
trigger1 = AnimTime = 0
x = 0

[State 4100,6]
type = AfterImage
trigger1 = Time = 0
time = 26
length = 20
timegap = 2
framegap = 4
palbright = 80,80,80
palcontrast = 150,100,150
paladd = 20,20,20
palmul = .25,.25,.25
trans = add

[State 4100,7]
type = VarSet
trigger1 = Time = 0
v = 4
value = 0

[State 4100,8]
type = PlaySnd
trigger1 = Time = 0
value = 4000, 0

[State 4100,9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------
; 緊急回避動作（後）  （ＫＯＦ９８仕様）
[Statedef 4150]
type = S
movetype = I
physics = N
ctrl = 0
anim = 4100
velset = 0, 0

[State 4150,0]
type = NotHitBy
trigger1 = Time = [0,24]
value = SCA

[State 4150,1]
type = HitBy
trigger1 = Time >= 0
value = SC, NT, ST, HT

[State 4150,2]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 4150,3]
type = VelSet
trigger1 = AnimElem = 2
x = -4.25

[State 4150,4]
type = VelSet
trigger1 = AnimTime = 0
x = 0

[State 4150,5]
type = PlaySnd
trigger1 = Time = 1
value = 4000, 0

[State 4150,6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;+++++++++++++++++++
; ＣＰＵ専用
;+++++++++++++++++++
[State 9000,0]
type = VarRandom
trigger1 = Var(30) = 1
trigger1 = Time = 0
v = 29
range = 0,99

[State 9000,1]
type = ChangeState
triggerall = Var(30) = 1
trigger1 = Var(29) = [0,59]
trigger1 = Time = 0
value = 0
ctrl = 1

;+++++++++++++++++++

;---------------------------------------------------------------------
; ガードキャンセル吹っ飛ばし攻撃
[Statedef 4500]
type = S
movetype = A
physics = S
ctrl = 0
anim = 4500
velset = 0, 0
poweradd = -500

[State 4500,0]
type = SuperPause
trigger1 = Time = 0
time = 10
movetime = 2
anim = -1

[State 4500,1]
type = Explod
trigger1 = Time = 0
anim = 2000
pos = 0,-50
postype = P1
sprpriority = 3
supermove = 1
ownpal = 1

[State 4500,2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 4500,3]
type = AfterImage
trigger1 = Time = 0
time = 29
length = 20
timegap = 2
framegap = 4
palbright = 80,80,80
palcontrast = 150,100,150
paladd = 20,20,20
palmul = .25,.25,.25
trans = add

[State 4500,4]
type = VarSet
trigger1 = Time = 0
v = 4
value = 0

[State 4500,5]
type = PlaySnd
trigger1 = AnimElem = 2
value = 900, 2

[State 4500,6]
type = VelSet
trigger1 = AnimElem = 5
x = 5.2

[State 4500,7]
type = VelAdd
trigger1 = AnimElem = 5, >= 0
x = -.20

[State 4500,8]
type = VelSet
trigger1 = Vel X < 0
x = 0

[State 4500,9]
type = Hitdef
trigger1 = Time = 0
attr = S, SA
damage    = 68
animtype = Hard
getpower = 48
givepower = 10
guardflag = M
hitflag = MAF
pausetime = 12,14
sparkxy = -10,-58
sparkno = S2520
guard.sparkno = S2900
hitsound = S1100, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 15
ground.velocity = -6,-3.0
air.velocity = -5.2,-2.5
fall = 1
fall.recover = 0
air.recover = 0
recover = 0

[State 4500,10]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------
; 各種ジャンプ
[Statedef 40]
type = S
movetype = I
physics = S
anim = 40
ctrl = 0

[State 4600,0]
type = VarSet
trigger1 = Var(28) = 1
v = 26
value = 1

[State 4600,1]
type = VarSet
trigger1 = Time = 0
v = 27
value = 0

[State 4600,2]
type = VarSet
trigger1 = Command = "holdfwd"
v = 27
value = 1

[State 4600,3]
type = VarSet
trigger1 = Command = "holdback"
v = 27
value = -1

[State 4600,4]
type = VelSet
triggerall = AnimTime = 0
trigger1 = Var(26) = 0
trigger1 = Var(27) = -1
x = -2.00
y = -8.2

[State 4600,5]
type = VelSet
trigger1 = AnimTime = 0
;trigger1 = Var(26) = 0
trigger1 = Var(27) = 0
x = 0
y = -8.2

[State 4600,6]
type = VelSet
triggerall = AnimTime = 0
trigger1 = Var(26) = 0
trigger1 = Var(27) = 1
x = 2.40
y = -8.2

[State 4600,7]
type = VelSet
triggerall = AnimTime = 0
trigger1 = Var(26) = 1
trigger1 = Var(27) = -1
x = -3.5
y = -7.5

[State 4600,8]
type = VelSet
triggerall = AnimTime = 0
trigger1 = Var(26) = 1
trigger1 = Var(27) = 1
x = 4.0
y = -7.5

[State 4600,A]
type = VelSet
triggerall = Var(26) = 0
trigger1 = AnimTime = 0
trigger1 = Command != "holdup"
y = -4.9

[State 4600,9]
type = AfterImage
trigger1 = Var(26) = 1
trigger1 = Var(27) != 0
trigger1 = AnimTime = 0
length = 6
palbright = 10,10,10
palcontrast = 255,255,255
palpostbright = 5,5,5
timegap = 2
framegap = 1
trans = add1
time = 13

[State 4600,10]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------
; ダウン回避
[Statedef 5201]
type = S
movetype = I
physics = N
anim = 5200
ctrl = 0

[State 5201,0]
type = VelSet
trigger1 = Time = 0
x = -3.0
y = 0

[State 5201,1]
type = VelAdd
trigger1 = Time >= 16
x = .80

[State 5201,2]
type = VelSet
trigger1 = Time > 16
trigger1 = Vel X >= 0
x = 0
y = 0

[State 5201,3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5201,4]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 5201,5]
type = PlaySnd
trigger1 = Time = 0
value = 4000, 0

[State 5201,6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;=====================================================================
; Stuff to do
;=====================================================================

[Statedef -2]

;---------------------------------------------------------------------
; Remove Special Effect when damaged
[State -2, 1]
type = AfterImageTime
trigger1 = stateno = 5000
trigger2 = stateno = 5001
trigger3 = stateno = 5002
trigger4 = stateno = 5010
trigger5 = stateno = 5011
trigger6 = stateno = 5012
trigger7 = stateno = 5020
trigger8 = stateno = 5021
trigger9 = stateno = 5022
trigger10 = stateno = 5070
trigger11 = stateno = 5110
trigger12 = stateno = 5120
Time = 0

;---------------------------------------------------------------------
; ガードキャンセル緊急回避動作判定
[State -2,2]
type = VarSet
triggerall = Time = 0
trigger1 = StateNo = 150
trigger2 = StateNo = 152
trigger3 = StateNo = 154
v = 4
value = 1

[State -2,3]
type = VarSet
trigger1 = Var(9)  = 1
trigger1 = Time = 15
v = 4
value = 0

;---------------------------------------------------------------------
; Sound Fix
[State -2,4]
type = PlaySnd
triggerall = Time = 1
trigger1 = StateNo = 52
trigger2 = StateNo = 106
value = 47, 0

[State -2,5]
type = PlaySnd
triggerall = Time = 1
trigger1 = StateNo = 50
value = 40, 0

[State -2,6]
type = PlaySnd
triggerall = Random < 500
triggerall = Time = 1
triggerall = StateNo = 5000
triggerall = Alive = 1
trigger1 = Anim = 5000
trigger2 = Anim = 5010
value = 5000, 0

[State -2,7]
type = PlaySnd
triggerall = Random < 500
triggerall = Time = 1
triggerall = StateNo = 5010
trigger1 = Anim = 5020
value = 5000, 1

[State -2,8]
type = PlaySnd
triggerall = Random < 500
triggerall = Time = 1
triggerall = StateNo = 5000
trigger1 = Anim = 5001
trigger2 = Anim = 5011
value = 5000, 1

[State -2,9]
type = PlaySnd
triggerall = Random < 400
triggerall = Time = 1
triggerall = StateNo = 5010
trigger1 = Anim = 5021
value = 5000, 2

[State -2,10]
type = PlaySnd
triggerall = Random < 400
triggerall = Time = 1
trigger1 = StateNo = 5000
trigger1 = Anim = 5002
trigger2 = StateNo = 5000
trigger2 = Anim = 5012
trigger3 = StateNO = 5010
trigger3 = Anim = 5022
value = 5000, 2

[State -2,11]
type = PlaySnd
triggerall = Random = [600,699]
triggerall = Time = 1
trigger1 = StateNo = 5000
trigger1 = Anim = 5002
trigger2 = StateNo = 5000
trigger2 = Anim = 5012
trigger3 = StateNO = 5010
trigger3 = Anim = 5022
value = 5000, 3

;-----------------------------------------------------------
; ＣＰＵ専用フラグ
[State -2,12]
type = VarSet
trigger1 = Command = "cpu"
persistent = 0
v = 30
value = 1

[State -2,13]
type = VarRandom
trigger1 = Var(30) = 1
trigger1 = Ctrl = 1
persitent = 0
v = 29
range = 0,99

;-----------------------------------------------------------
; 大ジャンプ用フラグ
[State -2,14]
type = VarSet
trigger1 = Time = 0
trigger1 = Command = "holddown"
persistent = 0
v = 28
value = 1

[State -2,15]
type = VarSet
trigger1 = Time = 5
v = 28
value = 0

[State -2,16]
type = VarSet
triggerall = Var(26) != 0
trigger1 = StateType = A
trigger2 = MoveType = H
v = 26
value = 0
