;---------------------------------------------------------------------------
; ここからは必殺技のステート
;---------------------------------------------------------------------------
; Blitz Ball 1
[Statedef 1000]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1000
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,10

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 7
value = s12,0

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 5
persistent = 0
anim = 1005
postype = P1
pos = 0,0
sprpriority = 5
bindtime = 1
ownpal = 1
velocity = 1,0
accel = -.02,0

[State 1000, ヘルパーを出す]
type = Helper
trigger1 = AnimElem = 6
name = "BB"
stateno = 1001
ID = 1000
helpertype = normal
pos = 40,-95
postype = p1
facing = 1
keyctrl = 0
ownpal = 1

[State 3000]
type = Projectile
trigger1 = AnimElem = 6
projID = 1000
projanim = 1010
projremove = 1
projpriority = 1
projhitanim = 1020
projremanim = 1020
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 50
ownpal = 1
offset = 40,-95
velocity = 4, 0
attr = S, SP
animtype = Hard
damage = 90 ,9
hitflag = MAF
guardflag = MA
hitsound = s1,9
guardsound = s2,1
pausetime = 0,8
sparkno = S4060
guard.sparkno = S4130
sparkxy = 20,0
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.5,-4
air.fall = 1
fall.recover = 0
palfx.time = 25
palfx.add = 80,-40,-140
palfx.mul = 256,256,256
palfx.sinadd = 100,100,100,15
palfx.invertall = 1
palfx.color = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Blitz Ball 2
[Statedef 1025]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1025
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s10,10

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 7
value = s12,0

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 5
persistent = 0
anim = 1005
postype = P1
pos = 0,0
sprpriority = 5
bindtime = 1
ownpal = 1
velocity = 1,0
accel = -.02,0

[State 1000, ヘルパーを出す]
type = Helper
trigger1 = AnimElem = 6
name = "BB"
stateno = 1001
ID = 1000
helpertype = normal
pos = 40,-95
postype = p1
facing = 1
keyctrl = 0
ownpal = 1

[State 3000]
type = Projectile
trigger1 = AnimElem = 6
projID = 1000
projanim = 1010
projremove = 1
projpriority = 1
projhitanim = 1020
projremanim = 1020
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 50
ownpal = 1
offset = 40,-95
velocity = 8, 0
attr = S, SP
animtype = Hard
damage = 90 ,9
hitflag = MAF
guardflag = MA
hitsound = s1,9
guardsound = s2,1
pausetime = 0,8
sparkno = S4060
guard.sparkno = S4130
sparkxy = 20,0
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.5,-4
air.fall = 1
fall.recover = 0
palfx.time = 25
palfx.add = 80,-40,-140
palfx.mul = 256,256,256
palfx.sinadd = 100,100,100,15
palfx.invertall = 1
palfx.color = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Blitz Ball 3
[Statedef 1050]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1050
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,10

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 8
value = s12,0

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 5
persistent = 0
anim = 1055
postype = P1
pos = 0,0
sprpriority = 5
bindtime = 1
ownpal = 1
velocity = 1,0
accel = -.02,0

[State 1000, ヘルパーを出す]
type = Helper
trigger1 = AnimElem = 6
name = "BB"
stateno = 1001
ID = 1000
helpertype = normal
pos = 40,-30
postype = p1
facing = 1
keyctrl = 0
ownpal = 1

[State 3000]
type = Projectile
trigger1 = AnimElem = 6
projID = 1000
projanim = 1010
projremove = 1
projpriority = 1
projhitanim = 1020
projremanim = 1020
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 50
ownpal = 1
offset = 40,-30
velocity = 4, 0
attr = S, SP
animtype = Hard
damage = 90 ,9
hitflag = MAF
guardflag = MA
hitsound = s1,9
guardsound = s2,1
pausetime = 0,8
sparkno = S4060
guard.sparkno = S4130
sparkxy = 20,0
ground.type = Low
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.5,-4
air.fall = 1
fall.recover = 0
palfx.time = 25
palfx.add = 80,-40,-140
palfx.mul = 256,256,256
palfx.sinadd = 100,100,100,15
palfx.invertall = 1
palfx.color = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Blitz Ball 4

[Statedef 1075]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1075
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s10,10

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 8
value = s12,0

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 5
persistent = 0
anim = 1055
postype = P1
pos = 0,0
sprpriority = 5
bindtime = 1
ownpal = 1
velocity = 1,0
accel = -.02,0

[State 1000, ヘルパーを出す]
type = Helper
trigger1 = AnimElem = 6
name = "BB"
stateno = 1001
ID = 1000
helpertype = normal
pos = 40,-30
postype = p1
facing = 1
keyctrl = 0
ownpal = 1

[State 3000]
type = Projectile
trigger1 = AnimElem = 6
projID = 1000
projanim = 1010
projremove = 1
projpriority = 1
projhitanim = 1020
projremanim = 1020
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 50
ownpal = 1
offset = 40,-30
velocity = 8, 0
attr = S, SP
animtype = Hard
damage = 90 ,9
hitflag = MAF
guardflag = MA
hitsound = s1,9
guardsound = s2,1
pausetime = 0,8
sparkno = S4060
guard.sparkno = S4130
sparkxy = 20,0
ground.type = Low
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.5,-4
air.fall = 1
fall.recover = 0
palfx.time = 25
palfx.add = 80,-40,-140
palfx.mul = 256,256,256
palfx.sinadd = 100,100,100,15
palfx.invertall = 1
palfx.color = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Leg Tomahawk (WK)

[Statedef 1100]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 90
velset   = 0,0
anim     = 1100
ctrl     = 0
sprpriority = 5

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 40,0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,11

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 7
value = s12,1

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 2 | AnimElem = 3 | AnimElem = 4 | AnimElem = 7
trigger2 = AnimElem = 8
x = 10

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElemtime(7) >= 0
x = 4

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 7
y = -6

[State 1000, 軸位置移動]
type = VelAdd
trigger1 = AnimElemtime(7) >= 0
y = .55

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 7
statetype = A

[State 3000]
type = Explod
trigger1 = AnimElem = 7
anim = 1110
pos = -20,0
postype = p1
sprpriority = -5
ownpal = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 7
attr = A, SA
damage = 48,8
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9,9
sparkno = S4060
guard.sparkno = S4130
sparkxy = -10, -90
hitsound = s1,3
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,-5
air.velocity = -5,-5
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 8
attr = A, SA
damage = 48,8
animtype = Hard
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 9,9
sparkno = S4060
guard.sparkno = S4130
sparkxy = -25, -70
hitsound = s1,3
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,-5
air.velocity = -5,-5
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 9
attr = A, SA
damage = 48,8
animtype = High
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 11,12
sparkno = S4060
guard.sparkno = S4130
sparkxy = -25, -50
hitsound = s1,3
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,-5
air.velocity = -5,-5
guard.velocity = -10
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 10
value = 1105

[Statedef 1105]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1105
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = s4,0

[State 1000,]
type = Posadd
trigger1 = AnimTime = 0
x = 3

[State 1000,]
type = Posset
trigger1 = time = 0
y = 0

[State 1000, 軸位置移動]
type = Velset
trigger1 = time = 0
x = 0
y = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Leg Tomahawk (SK)

[Statedef 1150]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 90
velset   = 0,0
anim     = 1150
ctrl     = 0
sprpriority = 5

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 40,0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,11

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 7
value = s12,1

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 2 | AnimElem = 3 | AnimElem = 4 | AnimElem = 7
trigger2 = AnimElem = 8
x = 10

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElemtime(7) >= 0
x = 6

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 7
y = -8

[State 1000, 軸位置移動]
type = VelAdd
trigger1 = AnimElemtime(7) >= 0
y = .65

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 7
statetype = A

[State 3000]
type = Explod
trigger1 = AnimElem = 7
anim = 1110
pos = -20,0
postype = p1
sprpriority = -5
ownpal = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 7
attr = A, SA
damage = 54,10
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9,9
sparkno = S4060
guard.sparkno = S4130
sparkxy = -10, -90
hitsound = s1,3
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,-5
air.velocity = -5,-5
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 8
attr = A, SA
damage = 56,10
animtype = Hard
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 9,9
sparkno = S4060
guard.sparkno = S4130
sparkxy = -25, -70
hitsound = s1,3
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,-5
air.velocity = -5,-5
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 9
attr = A, SA
damage = 56,10
animtype = High
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 11,12
sparkno = S4060
guard.sparkno = S4130
sparkxy = -25, -50
hitsound = s1,3
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,-5
air.velocity = -5,-5
guard.velocity = -10
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 10
value = 1155

[Statedef 1155]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1155
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = s4,0

[State 1000,]
type = Posadd
trigger1 = AnimTime = 0
x = 3

[State 1000,]
type = Posset
trigger1 = time = 0
y = 0

[State 1000, 軸位置移動]
type = Velset
trigger1 = time = 0
x = 0
y = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Kaiser Projectil (WK)

[Statedef 1200]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 100
velset   = 0,0
anim     = 1200
ctrl     = 0
sprpriority = 5

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 40,0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s10,12

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s3,2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,2

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 2
x = 10

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElemtime(3) >= 0
x = 4

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 3
y = -10

[State 1000, 軸位置移動]
type = VelAdd
trigger1 = AnimElemtime(3) >= 0
y = .8

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 3
statetype = A

[State 3000]
type = Explod
trigger1 = AnimElem = 3
anim = 1110
pos = -10,0
postype = p1
sprpriority = -5
ownpal = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = A, SA
damage = 100,10
animtype = Diagup
guardflag = H
hitflag = MA
priority = 3, Hit
pausetime = 12,13
sparkno = S4060
guard.sparkno = S4130
sparkxy = -30, -60
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6,-6
air.velocity = -6,-6
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 4
envshake.freq = 80

[State 1000, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 40
value = 1205

[Statedef 1205]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1205
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s12,9

[State 3000]
type = Explod
trigger1 = AnimElem = 2
anim = 1110
pos = -30,0
postype = p1
sprpriority = -5
ownpal = 1

[State 3000]
type = Explod
trigger1 = AnimElem = 2
anim = 1110
pos = 30,0
postype = p1
sprpriority = -5
ownpal = 1
facing = -1

[State 1000,]
type = Posset
trigger1 = time = 0
y = 0

[State 1000, 軸位置移動]
type = Velset
trigger1 = time = 0
x = 0
y = 0

[State 820, 1]
type = EnvShake
trigger1 = AnimElem = 2
ampl = 4
freq = 85
time = 8

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Kaiser Projectil (SK)

[Statedef 1250]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 100
velset   = 0,0
anim     = 1200
ctrl     = 0
sprpriority = 5

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 40,0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s10,12

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s3,2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,2

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 2
x = 10

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElemtime(3) >= 0
x = 8

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 3
y = -10

[State 1000, 軸位置移動]
type = VelAdd
trigger1 = AnimElemtime(3) >= 0
y = .8

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 3
statetype = A

[State 3000]
type = Explod
trigger1 = AnimElem = 3
anim = 1110
pos = -10,0
postype = p1
sprpriority = -5
ownpal = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = A, SA
damage = 120,12
animtype = Diagup
guardflag = H
hitflag = MA
priority = 3, Hit
pausetime = 12,13
sparkno = S4060
guard.sparkno = S4130
sparkxy = -30, -60
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6,-6
air.velocity = -6,-6
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 4
envshake.freq = 80

[State 1000, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 40
value = 1205

;---------------------------------------------------------------------------
; Kaiser Dual Sobat (WK)

[Statedef 1300]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 60
velset   = 0,0
anim     = 1300
ctrl     = 0
sprpriority = 5

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 30,0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s10,12

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 8
value = s10,9

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 8
value = s0,3

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 2 | AnimElem = 5
x = 10

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage = 45,9
animtype = Hard
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 9,9
sparkno = S4060
guard.sparkno = S4130
sparkxy = -25, -60
hitsound = s1,3
guardsound = s2,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -8
air.velocity = -4,-4
air.type = High
air.hittime = 12

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 8
attr = A, SA
damage = 48,9
animtype = Hard
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 11,11
sparkno = S4060
guard.sparkno = S4130
sparkxy = -25, -65
hitsound = s1,3
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,-5
air.velocity = -5,-5
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Kaiser Dual Sobat (SK)

[Statedef 1350]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 60
velset   = 0,0
anim     = 1305
ctrl     = 0
sprpriority = 5

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 30,0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,12

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s12,2

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 1
x = 10

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElemtime(1) >= 0
x = 5.5

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 1
y = -3

[State 1000, 軸位置移動]
type = VelAdd
trigger1 = AnimElemtime(1) >= 0
y = .48

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 1
statetype = A

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimElemtime(2) > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1355

[Statedef 1355]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 0
velset   = 0,0
anim     = 1300
ctrl     = 0
sprpriority = 5

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 30,0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = s4,0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s10,13

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 8
value = s10,9

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 8
value = s0,3

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 2 | AnimElem = 5
x = 10

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage = 48,9
animtype = Hard
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 9,9
sparkno = S4060
guard.sparkno = S4130
sparkxy = -25, -60
hitsound = s1,3
guardsound = s2,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -8
air.velocity = -4,-4
air.type = High
air.hittime = 12

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 8
attr = A, SA
damage = 48,9
animtype = Hard
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 11,11
sparkno = S4060
guard.sparkno = S4130
sparkxy = -25, -65
hitsound = s1,3
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,-5
air.velocity = -5,-5
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Phoenix Throw (WP)

[Statedef 1400]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 60
velset   = 0,0
anim     = 1400
ctrl     = 0
sprpriority = 2

[State 170, 無敵]
type = NotHitBy
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(2) < 0
value = SCA

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,13

[State 1400, ]
type = ReversalDef
trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(4) < 0
attr = S,SA
reversal.attr = SA,AA
sparkxy = 20,0
sparkno = -1
pausetime = 15,15
hitsound = s2,1
p1stateno = 1410
p2stateno = 1420

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Phoenix Throw (SP)

[Statedef 1450]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 60
velset   = 0,0
anim     = 1450
ctrl     = 0
sprpriority = 2

[State 170, 無敵]
type = NotHitBy
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(2) < 0
value = SCA

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,13

[State 1400, ]
type = ReversalDef
trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(4) < 0
attr = S,SA
reversal.attr = SA,AA
sparkxy = 20,0
sparkno = -1
pausetime = 15,15
hitsound = s2,1
p1stateno = 1410
p2stateno = 1420

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Phoenix throw (Conectado)

[Statedef 1410]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 80
anim     = 1405
ctrl     = 0
sprpriority = 2

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 50,0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 8
value = s10,14

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 8
value = s12,7

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 8
value = s0,4

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 9
value = s1,9

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 9
value = s12,9

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(2) < 0
pos = 60, 0

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(3) < 0
pos = 45, -95

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(4) < 0
pos = 15, -125

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(5) < 0
pos = -5, -145

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(5) >= 0 && AnimElemtime(6) < 0
pos = -45, -140

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(6) >= 0 && AnimElemtime(7) < 0
pos = -50, -140

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(7) >= 0 && AnimElemtime(8) < 0
pos = 40, -125

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(8) >= 0 && AnimElemtime(9) < 0
pos = 65, -95

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(9) >= 0 && AnimElemtime(10) < 0
pos = 60, -35

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(10) >= 0 && AnimElemtime(10) < 8
pos = 60, -40

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(10) = 8
pos = 105, -10

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 8
anim = 1415
postype = P1
pos = 0, 0
sprpriority = 5
ownpal = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 9
anim = 1420
postype = P1
pos = 67, 0
sprpriority = -5
ownpal = 0

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 9
anim = 1425
postype = P1
pos = 67, 0
sprpriority = 15
ownpal = 0

[State 810, 1]
type = TargetLifeAdd
trigger1 = AnimElem = 9
value = -120

[State 820, 1]
type = EnvShake
trigger1 = AnimElem = 9
ampl = 7
freq = 80
time = 10

[State 1000, ステート変更]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 1420]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1410

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 2100, 移動終了]
type = null;PosSet
trigger1 = time = 0
y = 0

[State 2100, 移動終了]
type = VelSet
trigger1 = AnimElem = 10
x = -4
y = -4

[State 2100, 移動終了]
type = Veladd
trigger1 = AnimElemtime(10) >= 0
y = .4

[State 700,]
type = Palfx
trigger1 = AnimElem = 8
time = 60
add = 80,-40,-140
mul = 256,256,256
sinadd = 100,100,100,15
invertall = 1
color = 0

[State 820, 1]
type = SelfState
triggerall = AnimElemtime(12) >= 0
trigger1 = Pos Y >= 50
trigger1 = Vel Y > 0
value = 5100

;---------------------------------------------------------------------------
; Kaiser Throw (WP)

[Statedef 1500]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 1500
sprpriority = 2

[State 170, 無敵]
type = NotHitBy
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(4) < 0
value = SCA

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s0,4

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s10,9

[State 800, ヒット定義（投げ用）]
type = HitDef
trigger1 = Time = 0
attr = S, ST
hitflag = A-
numhits = 0
pausetime = 0,0
priority = 1, Miss
sparkno = S4090
sparkxy = -20,-120
p1sprpriority = 1     ;攻撃が当たった時に自分の画像表示優先度を1にします
p2sprpriority = 0     ;攻撃が当たった時に相手の画像表示優先度を0にします
p2facing = 1
p1stateno = 1510
p2stateno = 1520
guard.dist = 0

[State 800, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Kaiser Throw (SP)

[Statedef 1550]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 1515
sprpriority = 2

[State 170, 無敵]
type = NotHitBy
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(4) < 0
value = SCA

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s0,4

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s10,9

[State 800, ヒット定義（投げ用）]
type = HitDef
trigger1 = Time = 0
attr = S, ST
hitflag = A-
numhits = 0
pausetime = 0,0
priority = 1, Miss
sparkno = S4090
sparkxy = -20,-120
p1sprpriority = 1     ;攻撃が当たった時に自分の画像表示優先度を1にします
p2sprpriority = 0     ;攻撃が当たった時に相手の画像表示優先度を0にします
p2facing = 1
p1stateno = 1510
p2stateno = 1520
guard.dist = 0

[State 800, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------------------------------------------------
;投げ１・投げている（自分）
[Statedef 1510]
type    = S
movetype= A
physics = N
anim = 1505

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = s1,5

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 8
value = s10,15

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 8
value = s0,4

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 10
value = s12,9

[State 810, 1]
type = Posadd
Trigger1 = AnimTime = 0
x = -15

[State 810, 1]
type = Posadd
Triggerall = BackEdgeDist < 60
Trigger1 = AnimElem = 4 | AnimElem = 5 | AnimElem = 6 | AnimElem = 7
Trigger2 = AnimElem = 8 | AnimElem = 9
x = 10

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(2) < 0
pos = 60, -60

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(3) < 0
pos = 45, -120

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(4) < 0
pos = -10, -160

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(5) < 0
pos = -15, -155

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(5) >= 0 && AnimElemtime(6) < 0
pos = -10, -150

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(6) >= 0 && AnimElemtime(7) < 0
pos = -5, -140

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(7) >= 0 && AnimElemtime(8) < 0
pos = 25, -135

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(8) >= 0 && AnimElemtime(9) < 0
pos = -55, -125

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(9) >= 0 && AnimElemtime(10) < 0
pos = -80, -95

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(10) >= 0 && AnimElemtime(11) < 0
pos = -75, -35

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(11) >= 0 && AnimElemtime(11) < 8
pos = -75, -40

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(11) = 8
pos = -120, -10

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 10
anim = 1420
postype = P1
pos = -87, 0
sprpriority = -5
ownpal = 0

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 10
anim = 1425
postype = P1
pos = -87, 0
sprpriority = 15
ownpal = 0

[State 810, 1]
type = TargetLifeAdd
trigger1 = AnimElem = 10
value = -110

[State 820, 1]
type = EnvShake
trigger1 = AnimElem = 10
ampl = 7
freq = 80
time = 10

[State 1800,]
type = Turn
Trigger1 = Animtime = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;投げ１・投げられている（相手の動作）動作
[Statedef 1520]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1510

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 2100, 移動終了]
type = VelSet
trigger1 = AnimElem = 10
x = 4
y = -4

[State 2100, 移動終了]
type = Veladd
trigger1 = AnimElemtime(10) >= 0
y = .4

[State 820, 1]
type = SelfState
triggerall = AnimElemtime(12) >= 0
trigger1 = Pos Y >= 50
trigger1 = Vel Y > 0
value = 5100

;---------------------------------------------------------------------------
; Kaiser Suplex
[Statedef 1600]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 1600
sprpriority = 2

[State 170, 無敵]
type = NotHitBy
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(3) < 0
value = SCA

[State 200,]
type = Posadd
trigger1 = AnimElem = 2 | AnimElem = 3 | AnimElem = 4 | AnimElem = 5
x = 10

[State 200,]
type = Posadd
trigger1 = AnimElem = 7
x = -10

[State 800, ヒット定義（投げ用）]
type = HitDef
trigger1 = Time = 0
attr = S, ST
hitflag = M-
numhits = 0
pausetime = 0,0
priority = 1, Miss
sparkno = S4090
sparkxy = -20,-60
p1sprpriority = 1     ;攻撃が当たった時に自分の画像表示優先度を1にします
p2sprpriority = 0     ;攻撃が当たった時に相手の画像表示優先度を0にします
p2facing = 1
p1stateno = 1605
p2stateno = 1620
guard.dist = 0

[State 800, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Kaiser Suplex

[Statedef 1650]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 1650
sprpriority = 2

[State 170, 無敵]
type = NotHitBy
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(3) < 0
value = SCA

[State 200,]
type = Posadd
trigger1 = AnimElem = 2 | AnimElem = 3 | AnimElem = 4 | AnimElem = 5
x = 10

[State 200,]
type = Posadd
trigger1 = AnimElem = 7
x = -10

[State 800, ヒット定義（投げ用）]
type = HitDef
trigger1 = Time = 0
attr = S, ST
hitflag = M-
numhits = 0
pausetime = 0,0
priority = 1, Miss
sparkno = S4090
sparkxy = -20,-60
p1sprpriority = 1     ;攻撃が当たった時に自分の画像表示優先度を1にします
p2sprpriority = 0     ;攻撃が当たった時に相手の画像表示優先度を0にします
p2facing = 1
p1stateno = 1605
p2stateno = 1620
guard.dist = 0

[State 800, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------------------------------------------------
;投げ１・投げている（自分）
[Statedef 1605]
type    = S
movetype= A
physics = N
anim = 1605

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 40,0

[State 2110, 相手と重なった時の処理]
type = PlayerPush
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(4) < 0
value = 0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s1,5

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,15

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 7
value = s3,2

[State 200,]
type = Posadd
trigger1 = AnimElem = 2 | AnimElem = 6 | AnimElem = 7 | AnimElem = 8
x = 10

[State 2100, 移動]
type = VelSet
trigger1 = AnimElem = 7
x = 6
y = -6

[State 2100, 移動]
type = Veladd
trigger1 = AnimElemtime(7) >= 0
y = .38

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 7
statetype = A

[State 810, 1]
type = BindtoTarget
trigger1 = time = 0
pos = -10,0,Foot

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(5) < 0
pos = 0, 0

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(5) >= 0 && AnimElemtime(6) < 0
pos = -10, -80

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(6) >= 0 && AnimElemtime(7) < 0
pos = 0, -105

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(7) >= 0 && AnimElemtime(8) < 0
pos = 5, -120

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(8) >= 0 && AnimElemtime(9) < 0
pos = 25, -105

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(9) >= 0
pos = 35, -55

[State 820, 1]
type = ChangeState
triggerall = AnimElemtime(9) >= 0
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1610

;-----------------------------------------------------------------------------
;投げ１・投げている（自分）
[Statedef 1610]
type    = S
movetype= A
physics = N
anim = 1610
velset = 0,0

[State 1000, ]
type = TargetState
trigger1 = time = 0
value = 1625

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s12,9

[State 2100, 移動終了]
type = Posset
trigger1 = time = 0
y = 0

[State 810, 1]
type = Posadd
Trigger1 = AnimElem = 4 | AnimElem = 5 | AnimElem = 6
x = 10

[State 2100, 移動]
type = VelSet
trigger1 = AnimElem = 4
x = -3.5
y = -4.5

[State 2100, 移動]
type = Veladd
trigger1 = AnimElemtime(4) >= 0
y = .4

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 4
statetype = A

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(2) < 0
pos = 30, -25

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(3) < 0
pos = 35, -30

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(3) = 4
pos = 70, 25

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 1
anim = 1420
postype = P1
pos = 40, 0
sprpriority = -5
ownpal = 0

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 1
anim = 1425
postype = P1
pos = 40, 0
sprpriority = 15
ownpal = 0

[State 810, 1]
type = TargetLifeAdd
trigger1 = AnimElem = 1
value = -140

[State 820, 1]
type = EnvShake
trigger1 = AnimElem = 1
ampl = 7
freq = 80
time = 10

[State 820, 1]
type = ChangeState
triggerall = AnimElemtime(6) >= 0
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1615

;---------------------------------------------------------------------------
; 着地

[Statedef 1615]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1615
ctrl     = 0
sprpriority = 2

[State 1800,]
type = Turn
Trigger1 = time = 0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = s4,0

[State 1000,]
type = Posset
trigger1 = time = 0
y = 0

[State 1000, 軸位置移動]
type = Velset
trigger1 = time = 0
x = 0
y = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;投げ１・投げられている（相手の動作）動作
[Statedef 1620]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1620

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 2100, 移動終了]
type = Posset
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(4) < 0
y = 0

[State 1830]
type = SelfState
trigger1 = time > 15 && Enemynear,Stateno != 1605
value = 5000

;---------------------------------------------------------------------------
;投げ１・投げられている（相手の動作）動作
[Statedef 1625]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1625

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 2100, 移動]
type = VelSet
trigger1 = AnimElemtime(4) = 1
x = -3
y = -5

[State 2100, 移動]
type = Veladd
trigger1 = AnimElemtime(4) >= 1
y = .5

[State 820, 1]
type = SelfState
triggerall = AnimElemtime(6) >= 0
trigger1 = Pos Y >= 50
trigger1 = Vel Y > 0
value = 5100

;---------------------------------------------------------------------------
; Kaiser Slam
[Statedef 1700]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 1700
sprpriority = 2

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,5

[State 800, ヒット定義（投げ用）]
type = HitDef
trigger1 = Time = 0
trigger1 = p2stateno != [120,159]
attr = S, ST
hitflag = M
numhits = 0
pausetime = 0,0
priority = 1, Miss
sparkno = S4090
sparkxy = -20,-60
p1sprpriority = 1     ;攻撃が当たった時に自分の画像表示優先度を1にします
p2sprpriority = 0     ;攻撃が当たった時に相手の画像表示優先度を0にします
p2facing = 1
p1stateno = 1710
p2stateno = 1720
guard.dist = 0

[State 800, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Kaiser Slam
[Statedef 1750]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 1750
sprpriority = 2

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,5

[State 800, ヒット定義（投げ用）]
type = HitDef
trigger1 = Time = 0
trigger1 = p2stateno != [120,159]
attr = S, ST
hitflag = M
numhits = 0
pausetime = 0,0
priority = 1, Miss
sparkno = S4090
sparkxy = -20,-60
p1sprpriority = 1     ;攻撃が当たった時に自分の画像表示優先度を1にします
p2sprpriority = 0     ;攻撃が当たった時に相手の画像表示優先度を0にします
p2facing = 1
p1stateno = 1710
p2stateno = 1720
guard.dist = 0

[State 800, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------------------------------------------------
;投げ１・投げている（自分）
[Statedef 1710]
type    = S
movetype= A
physics = N
anim = 1705

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 40,0

[State 2110, 相手と重なった時の処理]
type = PlayerPush
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(5) < 0
value = 0

[State 810, 3]
type = SprPriority
Trigger1 = AnimElem = 2
value = -1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s1,5

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,5

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = s3,2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 10
value = s0,4

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = Movehit = 1
value = s1,9

[State 810, 1]
type = Posadd
Triggerall = BackEdgeDist < 60
Trigger1 = AnimElem = 1 | AnimElem = 2 | AnimElem = 3 | AnimElem = 4
x = 15

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(2) < 0
pos = 50, 0

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(3) < 0
pos = 50, -70

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(4) < 0
pos = 5, -40

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(5) < 0
pos = -50, -70

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(5) = 0
pos = -70, -25

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 140,0
animtype = Hard
guardflag = -1
hitflag = MAF
priority = 3, Hit
pausetime = 22,22
sparkno = S4070
guard.sparkno = S4130
sparkxy = -10, -150
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 2,-10
air.velocity = 2,-10
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
envshake.time = 15
envshake.ampl = 8
envshake.freq = 80
palfx.time = 100
palfx.add = 80,-40,-140
palfx.mul = 256,256,256
palfx.sinadd = 100,100,100,15
palfx.invertall = 1
palfx.color = 0
p2stateno = 1725

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 11
anim = 1420
postype = P1
pos = 10, 0
sprpriority = -5
ownpal = 0

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 11
anim = 1425
postype = P1
pos = 10, 0
sprpriority = 15
ownpal = 0

[State 1800,]
type = Turn
Trigger1 = Animtime = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;投げ１・投げられている（相手の動作）動作
[Statedef 1720]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1710

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 2100, 移動]
type = VelSet
trigger1 = AnimElemtime(5) = 1
x = -1.5
y = -25.5

[State 2100, 移動]
type = Veladd
trigger1 = AnimElemtime(5) >= 1
y = .95

[State 820, 1]
type = SelfState
triggerall = AnimElemtime(6) >= 0
trigger1 = Pos Y >= 50
trigger1 = Vel Y > 0
value = 5100

;---------------------------------------------------------------------------
;投げ１・投げられている（相手の動作）動作
[Statedef 1725]
type    = A
movetype= H
physics = N
velset = 0,0

[State 170, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1715

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 2100, 移動]
type = Posadd
trigger1 = time = 0
y = -20

[State 2100, 移動]
type = Posadd
trigger1 = AnimElem = 12
y = 20

[State 2100, 移動]
type = VelSet
trigger1 = AnimElem = 12
x = 2
y = -10

[State 2100, 移動]
type = Veladd
trigger1 = AnimElemtime(12) >= 0
y = .5

[State 820, 1]
type = SelfState
triggerall = AnimElemtime(13) >= 0
trigger1 = Pos Y >= 50
trigger1 = Vel Y > 0
value = 5100

;---------------------------------------------------------------------------
; Kassik Kaiser Wave
[Statedef 1800]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1800
ctrl     = 0
sprpriority = 2

[State 2100, 移動]
type = Posset
trigger1 = time = 0
y = 0

[State 290, Drain]
type = VarAdd
trigger1 = time = 0
v = 7
value = -500

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s10,16

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,3

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 7
value = s12,4

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 3
persistent = 0
anim = 1805
postype = P1
pos = -2,0
sprpriority = 5
bindtime = 1
ownpal = 1
removeongethit = 1
supermove = 0

[State 3000]
type = explod
trigger1 = AnimElem = 7
anim = 2110
pos = -10,0
postype = p1
sprpriority = 10
ownpal = 1

[State 3000]
type = Projectile
trigger1 = AnimElem = 7
projID = 1800
projanim = 1810
projremove = 1
projpriority = 1
projhitanim = 1815
projremanim = 1815
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 0
ownpal = 1
offset = 50,-95
velocity = 9, 0
attr = S, SP
animtype = Hard
damage = 200,32
hitflag = MAF
;guardflag = M
hitsound = s1,4
guardsound = s2,1
pausetime = 0,12
sparkno = S4060
guard.sparkno = S4130
sparkxy = 20,0
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -6,-6
guard.velocity = -11
air.juggle = 8
air.velocity = -6,-6
fall = 1
fall.recover = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;この下、一行以上空ける事…