[Data]
life = 1000
attack = 100
defence = 100
fall.defence_up = 50
liedown.time = 60
airjuggle = 15
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 255
IntPersistIndex = 60
FloatPersistIndex = 40

[Size]
xscale = 1
yscale = 1
ground.back = 17
ground.front = 23
air.back = 12 
air.front = 12
height = 60
attack.dist = 160
proj.attack.dist = 90
proj.doscale = 0
head.pos = -5, -95
mid.pos = -5, -60
shadowoffset = 0
draw.offset = 0,0

[Velocity]
walk.fwd  = 2.5
walk.back = -2.2
run.fwd  = 6, 0
run.back = -4.5,-3.8
jump.neu = 0,-8.4
jump.back = -2.55
jump.fwd = 2.5
runjump.back = -2.55,-8.1
runjump.fwd = 4,-8.1
airjump.neu = 0,-8.1
airjump.back = -2.55
airjump.fwd = 2.5

[Movement]
airjump.num = 0
airjump.height = 35
yaccel = .44
stand.friction = .85
crouch.friction = .82

[Quotes]
victory1 = A life shrouded in darkness is spent searching for the light...
victory2 = Every action has the potential to fill or empty one's heart.
victory3 = Fate is fate, whether or not you choose to accept it!
victory4 = I must continue on this path... Even if I must sacrifice myself!
victory5 = If existence is a nightmare, one can only hope they are dreaming.
victory6 = The twinkling of the stars speak of you future...
victory7 = Win or lose, you only achieve victory if you keep your soul!
victory8 = You may know your fists, but how well do you know your heart?

;---------------------------------------------------------------------------
; Lose by Time Over
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

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

[State 170, ChangeState]
type = Changeanim
trigger1 = Time = 100
value = 171

;---------------------------------------------------------------------------
; Win state decider
[Statedef 180]
type = S

[State 180, ChangeState]
type = ChangeState
triggerall = Time = 0
trigger1 = Command = "hold_x"
value = 181

[State 180, ChangeState]
type = ChangeState
triggerall = Time = 0
trigger1 = Command = "hold_a"
value = 182

[State 180, ChangeState]
type = ChangeState
triggerall = Time = 0
trigger1 = Command = "hold_y"
value = 185

[State 180, ChangeState]
type = ChangeState
triggerall = Time = 0
trigger1 = Command = "hold_b"
trigger2 = life >= 999
value = 188

[State 180, ChangeState]
type = ChangeState
trigger1 = Time = 1
value = IfElse((Random = [0,499]),181,185)

;---------------------------------------------------------------------------
; 勝利ポーズ「まだまだね。」
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 181, 0]
type = PlaySnd
trigger1 = time = 10
value = 3,4

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

;---------------------------------------------------------------------------
; 勝ちポーズ２(トランプ放るローズ)
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0
sprpriority = 2

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

[State 182, 1]
type = PlaySnd
trigger1 = AnimElem = 10
value = 3,2

[State 182, 2]
type = Helper
trigger1 = AnimElem = 14
name = "Card"
ID = 183
pos = -40,-80
postype = p1
stateno = 183
helpertype = normal
bindtime = -1
keyctrl = 0
ownpal = 1
persistent = 0
sprpriority = 3

;---------------------------------------------------------------------------
; 勝ちポーズ２(トランプ)
[Statedef 183]
type = A
ctrl = 0
anim = 183
velset = 1,-2
sprpriority = 10

[State 183, 0]
type = PosSet
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
y = 0

[State 183, 1]
type = Veladd
trigger1 = time >= 3
y = .2

[State 183, 2]
type = VelSet
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
x = 0
y = 0

[State 183, 3]
type = ChangeAnim
trigger1 = time >= 44
value = 184

;---------------------------------------------------------------------------
; 勝利ポーズ　三分身「それじゃあダメ。」
[Statedef 185]
type = S
ctrl = 0
anim = 185
velset = 0,0
sprpriority = 1

[State 185, 0]
type = PlaySnd
trigger1 = AnimElem = 4
value = 3,3

[State 185, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 185, 2]
type = Helper
trigger1 = AnimElem = 3
name = "niseROSE"
ID = 186
pos = 0,0
postype = p1
stateno = 186
helpertype = normal
bindtime = -1
keyctrl = 0
ownpal = 1
persistent = 0
sprpriority = 0

[State 185, 3]
type = Helper
trigger1 = AnimElem = 3
name = "eseROSE"
ID = 186
pos = 0,0
postype = p1
stateno = 187
helpertype = normal
bindtime = -1
keyctrl = 0
ownpal = 1
persistent = 0
sprpriority = 0

;---------------------------------------------------------------------------
; 三分身 右
[Statedef 186]
type = S
ctrl = 0
anim = 186
velset = 2,0
sprpriority = 1

[State 186, 0]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 186, 1]
type = velset
trigger1 = Time >= 20
x = 0

[State 186, 2]
type = ChangeAnim
trigger1 = time = 40
value = 187

;---------------------------------------------------------------------------
; 三分身 左
[Statedef 187]
type = S
ctrl = 0
anim = 186
velset = -2,0
sprpriority = 1

[State 187, 0]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 187, 1]
type = velset
trigger1 = Time >= 20
x = 0

[State 187, 2]
type = ChangeAnim
trigger1 = time = 40
value = 187

;---------------------------------------------------------------------------
; 勝ちポーズ４(パーフェクト)
[Statedef 188]
type = S
ctrl = 0
anim = 188
velset = 0,0
sprpriority = 1

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

[State 182, 1]
type = PlaySnd
trigger1 = time = 86
value = 3,5

[State 182, 2]
type = Helper
trigger1 = AnimElem = 3
name = "FoolCard"
ID = 189
pos = 0,0
postype = p1
stateno = 189
helpertype = normal
bindtime = -1
keyctrl = 0
ownpal = 1
persistent = 0
sprpriority = 3

;---------------------------------------------------------------------------
; 勝ちポーズ４(ヤケにデカいカード)
[Statedef 189]
type = S
ctrl = 0
anim = 189
velset = 0,0
sprpriority = 2

[State 189]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 189]
type = ChangeAnim
trigger1 = time = 82
value = 4020
[State 189]
type = posadd
trigger1 = time = 82
y = -60

[State 189]
type = DestroySelf
trigger1 = time = 98

;---------------------------------------------------------------------------
; Intro state decider
[Statedef 190]
type = S

[State 190, ChangeState]
type = ChangeState
triggerall = Time = 0
trigger1 = p2name = "M.Bison"
;trigger2 = p2name = "M.Bison2"
value = 193

[State 190, ChangeState]
type = ChangeState
trigger1 = Time = 0
value = 191

;---------------------------------------------------------------------------
; イントロその一
[Statedef 191]
type = S
ctrl = 0
anim = 190

[State 191, 0]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 190, 9]
type = ChangeState
triggerall = facing = 1
triggerall = TeamMode =  single
trigger1 = p2name = "RyuSFA"
value = 10000

[State 190, 9]
type = ChangeState
triggerall = facing = 1
triggerall = TeamMode =  single
trigger1 = p2name = "Guy"
value = 10001

[State 190, 9]
type = ChangeState
triggerall = facing = 1
triggerall = TeamMode =  single
trigger1 = p2name = "sbison"
value = 10002

[State 190, 10]
type = ChangeState
triggerall = facing = 1
triggerall = TeamMode =  single
trigger1 = p2name = "J_Rose"
value = 10003

[State 191, 1]
type = PosSet
trigger1 = time = 0
y = -10

[State 191, 2]
type = PlaySnd
trigger1 = time = 10
value = 6,4

[State 191, Soul]
type = Helper
trigger1 = Time = 1
name = "Soul"
ID = 192
pos = -42,-75
postype = p1
stateno = 192
helpertype = normal
bindtime = -1
keyctrl = 0
ownpal = 1
persistent = 0
sprpriority = 1

[State 191, Soul]
type = Helper
trigger1 = Time = 1
name = "Soul2"
ID = 192
pos = 42,-75
postype = p1
stateno = 192
helpertype = normal
bindtime = -1
keyctrl = 0
ownpal = 1
persistent = 0
sprpriority = 1

[State 191, 3]
type = posadd
trigger1 = time = [0,19]
trigger2 = time = [40,59]
trigger3 = time = [80,99]
trigger4 = time = [120,139]
y = .7
[State 191, 4]
type = posadd
trigger1 = time = [20,39] 
trigger2 = time = [60,79] 
trigger3 = time = [100,119] 
y = -.7
[State 191, 5]
type = velSet
trigger1 = time >= 140
y = 0

[State 191, 6]
type = PosSet
trigger1 = time >= 140
y = 0

[State 191, 7]
type = Changeanim
trigger1 = Time = 140
value = 191

[State 191, 8]
type = AssertSpecial
trigger1 = time = [0, 200]
flag = Intro

;------------------------------------------------------------
; Introduction Against M. Bison

[Statedef 10003]
type = S
ctrl = 0
anim = 193
velset = 0,0

[State 1500, 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P4Name = "Dan Hibiki"
trigger2 = P3Name = "Dan Hibiki"
value = 0

[State 10001, 5]
type = ChangeAnim
triggerall = Anim = 193
trigger1 = Time = 92
value = 0

[State 193]
type = PlaySnd
trigger1 = time = 20
value = 3,0


[State 193]
type = PlaySnd
trigger1 = time = 29
value = 4,5


[State 10003, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time <= 880
flag = Intro

[State 10003, Exlod] ;Textbox background
type = Explod
trigger1 = Time = 100
anim = F9510646
postype = left
pos = 160,50
ownpal = 1
sprpriority = 5

[State 10003, Exlod2] ;Text
type = Explod
trigger1 = Time = 80
anim = F100001121
postype = left
pos = 160,50
ownpal = 1
ontop = 1

[State 10003, 4] ;Change to stand state
type = ChangeState
trigger1 = Time = 880
value = 0

;------------------------------------------------------------
; Introduction Against M. Bison

[Statedef 10000]
type = S
ctrl = 0
anim = 170123
velset = 0,0

[State 1500, 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P4Name = "Dan Hibiki"
trigger2 = P3Name = "Dan Hibiki"
value = 0

[State 10000, 5]
type = ChangeAnim
triggerall = Anim = 170123
trigger1 = Time = 84
value = 0




[State 10000, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time <= 1100
flag = Intro

[State 10000, Exlod] ;Textbox background
type = Explod
trigger1 = Time = 100
anim = F9510
postype = left
pos = 160,50
ownpal = 1
sprpriority = 5

[State 10000, Exlod2] ;Text
type = Explod
trigger1 = Time = 80
anim = F10043
postype = left
pos = 160,50
ownpal = 1
ontop = 1

[State 10000, 4] ;Change to stand state
type = ChangeState
trigger1 = Time = 1100
value = 0

;------------------------------------------------------------
; Introduction Against M. Bison

[Statedef 10001]
type = S
ctrl = 0
anim = 193
velset = 0,0

[State 1500, 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P4Name = "Dan Hibiki"
trigger2 = P3Name = "Dan Hibiki"
value = 0

[State 10001, 5]
type = ChangeAnim
triggerall = Anim = 193
trigger1 = Time = 92
value = 0

[State 193]
type = PlaySnd
trigger1 = time = 20
value = 3,0


[State 193]
type = PlaySnd
trigger1 = time = 29
value = 4,5


[State 10001, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time <= 1100
flag = Intro

[State 10001, Exlod] ;Textbox background
type = Explod
trigger1 = Time = 100
anim = F9510
postype = left
pos = 160,50
ownpal = 1
sprpriority = 5

[State 10001, Exlod2] ;Text
type = Explod
trigger1 = Time = 80
anim = F10044
postype = left
pos = 160,50
ownpal = 1
ontop = 1

[State 10001, 4] ;Change to stand state
type = ChangeState
trigger1 = Time = 1100
value = 0

;------------------------------------------------------------
; Introduction Against M. Bison

[Statedef 10002]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 1500, 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P4Name = "Dan Hibiki"
trigger2 = P3Name = "Dan Hibiki"
value = 0

[State 10002, 5]
type = ChangeAnim
triggerall = Anim = 190
trigger1 = Time = 92
value = 0


[State 10002, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time <= 880
flag = Intro

[State 10002, Exlod] ;Textbox background
type = Explod
trigger1 = Time = 100
anim = F9510646
postype = left
pos = 160,50
ownpal = 1
sprpriority = 5

[State 10002, Exlod2] ;Text
type = Explod
trigger1 = Time = 80
anim = F10045
postype = left
pos = 160,50
ownpal = 1
ontop = 1

[State 10002, 4] ;Change to stand state
type = ChangeState
trigger1 = Time = 880
value = 0

;---------------------------------------------------------------------------
; イントロその一(ソオルパーワー)
[Statedef 192]
type = A
ctrl = 0
anim = 4000
velset = 0,0
sprpriority = 1

[State 192, 0]
type = posadd
trigger1 = time = [0,19]
trigger2 = time = [40,59]
trigger3 = time = [80,99]
trigger4 = time = [120,139]
y = .2
[State 192, 1]
type = posadd
trigger1 = time = [20,39] 
trigger2 = time = [60,79] 
trigger3 = time = [100,119] 
y = -.2
[State 192, 2]
type = velSet
trigger1 = time >= 140
y = 0

[State 4050, キラリ]
type = Helper
trigger1 = time = 0
name = "kira"
ID = 4050
pos = 0,0
postype = p1
stateno = 4050
helpertype = normal
bindtime = -1
keyctrl = 0
ownpal = 1
persistent = 0
sprpriority = 3

[State 4050, キラリ2]
type = Helper
trigger1 = time = 60
name = "kira2"
ID = 4050
pos = 2,0
postype = p1
stateno = 4050
helpertype = normal
bindtime = -1
keyctrl = 0
ownpal = 1
persistent = 0
sprpriority = 3

[State 192, 3]
type = ChangeAnim
trigger1 = time = 143
value = 4010

[State 192, 3]
type = destroyself
trigger1 = time >= 160

;---------------------------------------------------------------------------
; イントロその二(対かりん)
[Statedef 193]
type = S
ctrl = 0
anim = 193
velset = 0,0

[State 193]
type = PlaySnd
trigger1 = time = 29
value = 4,5

[State 193]
type = Helper
trigger1 = AnimElem = 20
name = "Card"
ID = 194
pos = 30,-70
postype = p2
stateno = 194
helpertype = normal
bindtime = -1
keyctrl = 0
ownpal = 1
persistent = 0
sprpriority = 3

[State 193]
type = Changeanim
trigger1 = Time = 80
value = 195

[State 193]
type = PlaySnd
trigger1 = time = 90
value = 3,0

[State 193]
type = ChangeState
trigger1 = Time = 180
value = 0
ctrl = 0

[State 193]
type = AssertSpecial
trigger1 = time = [0, 220]
flag = intro

;---------------------------------------------------------------------------
; 対かりん(トランプ)
[Statedef 194]
type = A
ctrl = 0
anim = 183
velset = 1,-2
sprpriority = -2

[State 183, 0]
type = PosSet
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
y = 0

[State 183, 1]
type = Veladd
trigger1 = time >= 3
y = .2

[State 183, 2]
type = VelSet
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
x = 0
y = 0

[State 183, 3]
type = ChangeAnim
trigger1 = time >= 40
value = 194

;---------------------------------------------------------------------------
; 挑発
[Statedef 195]
type = S
movetype = I
physics = S
sprpriority = 2
ctrl = 0
poweradd = 200
anim = 195
velset = 0,0

[State 195, 0]
type = PlaySnd
trigger1 = time = 1
value = 3,2

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

;---------------------------------------------------------------------------
;ダッシュ
[Statedef 100]
type = S
physics = N
ctrl = 0
anim = 100

[State 100, 0]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)

[State 100, 1] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 2] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 3]
type = Explod
trigger1 = Time = 0
anim = 102
ID = 102
pos = 0,-10
postype = p1
sprpriority = 3
bindtime = -1
ownpal = 1
removeongethit = 1

[State 100,4]
type = ChangeState
trigger1 = Command = "holdfwd" && Command = "holdup" 
value = 40

[State 100, 5]
type = ChangeState
trigger1 = Time = 22
trigger2 = command = "holdback"
value = 101

;------------------------ 停止
[Statedef 101]
type = S
movetype = I
physics = S
anim = 101
velset = 0, 0

[State 101,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------
; 緊急回避動作（前）
[Statedef 900]
type = S
movetype = I
physics = N
ctrl = 0
anim = 900
velset = 0, 0

[State 900,0]
type = NotHitBy
trigger1 = AnimElem = 5, < 0
value = SCA

[State 900,1]
type = HitBy
trigger1 = 1
value = SC, NT, ST, HT

[State 900,2]
type = PlayerPush
trigger1 = 1
value = 0

[State 900,3]
type = VelSet
trigger1 = AnimElem = 1
x = 5.50

[State 900,4]
type = VelSet
trigger1 = AnimElem = 5
x = 0

[State 900,5]
type = PlaySnd
trigger1 = Time = 1
value = 0,0

[State 900, 6]
type = AfterImage
trigger1 = Time = 0
time = 15
length = 10
framegap = 3
trans = add1
palcontrast = 128,128,128
paladd = 0,0,0
palmul = 1,1,1

[State 900,7]
type = Turn
trigger1 = AnimTime = 0 && P2BodyDist X < -5

[State 900,8]
type = ChangeState
trigger1 = AnimTime = 0
value = 10
ctrl = 1

;---------------------------------------------------------------------
; 緊急回避動作（後）
[Statedef 910]
type = S
movetype = I
physics = N
ctrl = 0
anim = 910
velset = 0, 0

[State 910,0]
type = NotHitBy
trigger1 = AnimElem = 5, < 0
value = SCA

[State 910,1]
type = HitBy
trigger1 = 1
value = SC, NT, ST, HT

[State 910,2]
type = PlayerPush
trigger1 = 1
value = 0

[State 910,3]
type = VelSet
trigger1 = AnimElem = 1
x = -5.00

[State 910,4]
type = VelSet
trigger1 = AnimElem = 5
x = 0

[State 910,5]
type = PlaySnd
trigger1 = Time = 1
value = 0,0

[State 910, 6]
type = AfterImage
trigger1 = Time = 0
time = 15
length = 10
framegap = 3
trans = add1
palcontrast = 128,128,128
paladd = 0,0,0
palmul = 1,1,1

[State 4150,7]
type = ChangeState
trigger1 = AnimTime = 0
value = 10
ctrl = 1

;-----------------------前ブロッキング 
[Statedef 1001] 
type = S
movetype= I
physics = S
juggle = 0
ctrl = 0
anim = 1001
velset = 2.5,0

[State 1001, 0] 
type = ReversalDef
trigger1 = Time = 0
attr = S, NT
reversal.attr = SA, NA, SA, HA, NP, SP, HP, AP
pausetime = 0,15
sparkno = -1
sparkxy = 60,-20
sprpriority = -1
p1stateno = 1002

[State 1001, 1] 
type = ChangeState
trigger1 = Time = 6
value = 20
ctrl = 1

;---------------------------------------------------------------------------
;前ブロッキング：成功時 
[Statedef 1002]
type = S
movetype= I
physics = N
anim = 1002
poweradd = 400
velset = -0.05,0

[State 1002, 0]
type = PalFX
trigger1 = time = 0
time = 5
add = 80,80,255

[State 1002, 1];エフェクト
type = Explod
trigger1 = Time = 0
ignorehitpause = 1
persistent = 0
anim = 1005
pos = 30,-67
random = 0, 0
sprpriority = 2
ownpal = 1
supermove = 1

[State 1002, 2]
type = CtrlSet
trigger1 = time = 15
value = 1

[State 1002, 3] 
type = PlayerPush
trigger1 = Time >= 0
value = 1

[State 1002, 4]
type = Playsnd
trigger1 = Time = 0
value = 8,1
[State 1002, 5]
type = Playsnd
trigger1 = Time = 0
value = 0,3

[State 1002, 6]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------下ブロッキング 
[Statedef 1003] 
type = S
movetype= I
physics = S
juggle = 0
ctrl = 0
anim = 1003
velset = 0,0

[State 1003, 0] 
type = ReversalDef
trigger1 = Time = 0
attr = S, NT
reversal.attr = SC, NA, SA, HA, SP, HP, NP, AP
pausetime = 0,15
sparkno = -1
sparkxy = 60,-20
sprpriority = -1
p1stateno = 1004

[State 1003, 1] 
type = ChangeState
trigger1 = Time = 5
value = 10
ctrl = 1

;---------------------------------------------------------------------------
;下ブロッキング：成功時 
[Statedef 1004]
type = S
movetype= I
physics = N
anim = 1004
poweradd = 400
velset = 0,0

[State 1004, 0]
type = PalFX
trigger1 = time = 0
time = 5
add = 80,80,255

[State 1004, 1];エフェクト
type = Explod
trigger1 = Time = 0
ignorehitpause = 1
persistent = 0
anim = 1005
pos = 20,-24
random = 0, 0
sprpriority = 2
ownpal = 1
supermove = 1

[State 1004, 2]
type = CtrlSet
trigger1 = time = 15
value = 1

[State 1004, 3] 
type = PlayerPush
trigger1 = Time >= 0
value = 1

[State 1004, 4]
type = Playsnd
trigger1 = Time = 0
value = 8,1
[State 1004, 5]
type = Playsnd
trigger1 = Time = 0
value = 0,3

[State 1004, 6]
type = ChangeState
Trigger1 = AnimTime = 0
value = 10
ctrl = 1

;---------------------------------------------------------------------------
; 立ち弱Ｐ
[Statedef 200]
type    = S
movetype= A 
physics = S
juggle  = 4
ctrl = 0  
anim = 200 
sprpriority = 2 

[State 200]
type = Helper
trigger1 = AnimElem = 2
trigger1 = var(5) > 0 
name = "niserose"
ID = 10200
pos = 0,0
postype = p1
stateno = 10200
ownpal = 1

[State 200, 0]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage   = 20, 1
getpower = 25,12
givepower = 12,6
animtype = Light
guardflag = MA 
hitflag = MA
;priority = 1, Hit
pausetime = 9, 9
sparkno = 0  
sparkxy = -10, -66 
hitsound = s5, 0 
guardsound = S5,6 
ground.type = High 
ground.slidetime = 11
ground.hittime  = 12  
ground.velocity = -4  
air.type = High 
air.velocity = -2,-2
air.hittime = 12

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 4, 0

[State 200, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 立ち弱Ｐ
[Statedef 216]
type    = S
movetype= A 
physics = S
juggle  = 5
ctrl = 0  
anim = 31511
sprpriority = 2 

[State 200]
type = Helper
trigger1 = AnimElem = 2
trigger1 = var(5) > 0 
name = "niserose"
ID = 10200
pos = 0,0
postype = p1
stateno = 10200
ownpal = 1

[State 200, 0]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 40, 2
getpower = 40,14
givepower = 20,12
animtype = Light
guardflag = MA 
hitflag = MA 
;priority = 1, Hit               
pausetime = 9, 9
sparkno = 1  
sparkxy = -10, -66 
hitsound = s1233, 0 
guardsound = S5,6 
ground.type = High 
ground.slidetime = 13
ground.hittime  = 15 
ground.velocity = -6  
air.type = High 
air.velocity = -3,-3
air.hittime = 15 

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 4, 4

[State 200, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;近距離立ち強パンチ
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0
anim = 210
sprpriority = -1

[State 210, 0]
type = PlaySnd
trigger1 = Time = 2
value = 4, 4

[State 210, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 0

[State 210]
type = Helper
trigger1 = AnimElem = 6
trigger1 = var(5) > 0 
name = "niserose"
ID = 10210
pos = 0,0
postype = p1
stateno = 10210
ownpal = 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
animtype  = hard
damage    = 60,3
getpower = 60,16
givepower = 30,22
guardflag = MA
hitflag = MA
pausetime = 9,12
sparkno = 2
sparkxy = -20,-70
hitsound   = s5,1
guardsound = s5, 6
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -8
air.velocity = -4,-2

[State 210, 2]
type = SprPriority
trigger1 = AnimElem = 5
value = 2

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
;近距離立ち強パンチ
[Statedef 21011]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0
anim = 21011

[State 210, 0]
type = PlaySnd
trigger1 = Time = 2
value = 4, 4

[State 210, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 0

[State 210]
type = Helper
trigger1 = AnimElem = 3
trigger1 = var(5) > 0 
name = "niserose"
ID = 10210
pos = 0,0
postype = p1
stateno = 10210
ownpal = 1


[State 210, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = hard
damage    = 55,3
getpower = 60,16
givepower = 30,22
guardflag = MA
hitflag = MA
pausetime = 12,12
sparkno = 2
sparkxy = -20,-90
hitsound   = s5,1
guardsound = s5, 6
ground.type = High
ground.slidetime = 13
ground.hittime  = 15
ground.velocity = -8
air.velocity = -4,-2

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;遠距離立ち強パンチ
[Statedef 215]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0
anim = 215
sprpriority = 1

[State 215, 0]
type = PlaySnd
trigger1 = AnimElem = 5
value = 4, 4

[State 215, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 1

[State 210]
type = Helper
trigger1 = AnimElem = 6
trigger1 = var(5) > 0 
name = "niserose"
ID = 10215
pos = 0,0
postype = p1
stateno = 10215
ownpal = 1

[State 215, 2]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
animtype  = hard
damage    = 60
getpower = 60,16
givepower = 30,22
guardflag = MA
hitflag = MA
pausetime = 9,12
sparkno = 2
sparkxy = -10,-70
hitsound   = s5,1
guardsound = s5, 6
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -8
air.velocity = -4,-2

[State 215, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;遠距離立ち強パンチ
[Statedef 215221]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0
anim = 215
sprpriority = 1

[State 215, 0]
type = PlaySnd
trigger1 = AnimElem = 5
value = 4, 4

[State 215, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 1

[State 210]
type = Helper
trigger1 = AnimElem = 6
trigger1 = var(5) > 0 
name = "niserose"
ID = 10215
pos = 0,0
postype = p1
stateno = 10215
ownpal = 1

[State 215, 2]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
animtype  = hard
damage    = 20,3
getpower = 60,16
givepower = 30,22
guardflag = MA
hitflag = MA
pausetime = 9,12
sparkno = 2
sparkxy = -10,-70
hitsound   = s5,1
guardsound = s5, 6
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -8
air.velocity = -4,-2

[State 215, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;遠距離立ち強パンチ
[Statedef 220]
type    = S
movetype = A
physics = S                    
juggle = 8
velset = 0,0                     
ctrl = 0                        
anim = 220
sprpriority = 1

[State 210]
type = Helper
trigger1 = AnimElem = 3
trigger1 = var(5) > 0 
name = "niserose"
ID = 10215
pos = 0,0
postype = p1
stateno = 10215
ownpal = 1

[State 215, 0]
type = PlaySnd
trigger1 = AnimElem = 5
value = 4, 4

;[State 215, 1]
;type = PlaySnd
;trigger1 = AnimElem = 4
;value = 0, 1

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 4
movetype = I

[State 215, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = hard
damage    = 65,3
getpower = 60,16
givepower = 30,22
guardflag = MA
hitflag = MA
pausetime = 9,9
sparkno = 2
sparkxy = -10,-70
hitsound   = s5,1
guardsound = s5, 6
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -8
air.velocity = -4,-2

[State 215, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 立ち弱キック
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0,0
anim = 230

[State 230, 0]
type = PlaySnd
trigger1 = Time = 1
value = 4, 1

[State 230]
type = Helper
trigger1 = AnimElem = 2
trigger1 = var(5) > 0 
name = "niserose"
ID = 10230
pos = 0,0
postype = p1
stateno = 10230
ownpal = 1

[State 230, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 23,1
getpower = 25,12
givepower = 12,6
guardflag = MA
hitflag = MA
pausetime = 12,12
sparkno = 0
sparkxy = -10,-30
hitsound   = s5,2
guardsound = s5,6
ground.type = High
ground.slidetime = 9
ground.hittime  = 10
ground.velocity = -4
air.velocity = -2,-2
air.hittime  = 6

[State 230, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 近距離立ち強キック
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 2
ctrl = 0
velset = 0,0
anim = 240
sprpriority = -1

[State 240, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,0

[State 240, 1]
type = SprPriority
trigger1 = AnimElem = 2
value = 2

[State 240, 2]
type = PlaySnd
trigger1 = Time = 2
value = 4, 3

;[State 240]
;type = Helper
;trigger1 = AnimElem = 5
;trigger1 = var(5) > 0 
;name = "niserose"
;ID = 10240
;pos = 0,0
;postype = p1
;stateno = 10240
;ownpal = 1

[State 240, 3]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = hard
damage    = 63,3
getpower = 60,16
givepower = 30,22
guardflag = MA
hitflag = MA
pausetime = 9,9
sparkno = 1
sparkxy = -12,-70
hitsound   = s5,4
guardsound = s5,6
ground.type = High
ground.slidetime = 13
ground.hittime  = 15
ground.velocity = -6
air.velocity = -3,-3

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 250]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0  
anim = 250

[State 230]
type = Helper
trigger1 = AnimElem = 4
trigger1 = var(5) > 0 
name = "niserose"
ID = 10245
pos = 0,0
postype = p1
stateno = 10245
ownpal = 1

[State 201, 1]
type = HitDef
trigger1 = AnimElemtime(4) >= 0 && timemod = 2,1
trigger1 = var(33) > 0
trigger1 = hitcount < 3
attr = S, NA
damage    = 65, 3
getpower = 60,16
givepower = 30,22
animtype = Medium
guardflag = HA
hitflag = MA
;priority = 4, Hit
pausetime = 9,9
sparkxy = 0,-85
sparkno = 2
guard.sparkno = 40
hitsound = S5,4
guardsound = S5,6
ground.type = low
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -8
air.velocity = -4,-2


[State 201, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage    = 65, 3
getpower = 60,16
givepower = 30,22
animtype = Medium
guardflag = HA
hitflag = MAF
;priority = 4, Hit
pausetime = 9,9
sparkxy = 0,-80
sparkno = 2
guard.sparkno = 40
hitsound = S5,4
guardsound = S5,6
ground.type = low
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -8
air.velocity = -4,-2

[State 240, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,2

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 3
value = 4,3

[State 201, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 遠距離立ち強キック
[Statedef 245]
type    = S
movetype= A
physics = S
juggle  = 2
ctrl = 0
velset = 0,0
anim = 245
sprpriority = 2

[State 245, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,1

[State 245, 1]
type = PlaySnd
trigger1 = Time = 2
value = 4, 3

[State 230]
type = Helper
trigger1 = AnimElem = 6
trigger1 = var(5) > 0 
name = "niserose"
ID = 10245
pos = 0,0
postype = p1
stateno = 10245
ownpal = 1

[State 245, 2]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
animtype  = hard
damage    = 63, 3
getpower = 60,16
givepower = 30,22
guardflag = MA
hitflag = MA
pausetime = 9,9
sparkno = 2
sparkxy = -10,-60
hitsound   = s5,4
guardsound = S5,6
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -8
air.velocity = -4,-2

[State 245, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; 遠距離立ち強キック
[Statedef 242]
type    = S
movetype= A
physics = S
juggle  = 2
ctrl = 0
velset = 0,0
anim = 242
sprpriority = 2

;[State 245, 0]
;type = PlaySnd
;trigger1 = AnimElem = 1
;value = 0,1

[State 245, 1]
type = PlaySnd
trigger1 = Time = 2
value = 4, 3

[State 230]
type = Helper
trigger1 = AnimElem = 6
trigger1 = var(5) > 0 
name = "niserose"
ID = 10245
pos = 0,0
postype = p1
stateno = 10245
ownpal = 1

[State 245, 2]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
animtype  = hard
damage    = 55, 3
getpower = 63,16
givepower = 30,22
guardflag = MA
hitflag = MA
pausetime = 9,9
sparkno = 2
sparkxy = -10,-60
hitsound   = s5,4
guardsound = S5,6
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -8
air.velocity = -4,-2

[State 245, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




;---------------------------------------------------------------------------
; 遠距離立ち強キック
[Statedef 255]
type    = S
movetype= A
physics = S
juggle  = 2
ctrl = 0
velset = 0,0
anim = 255
sprpriority = 2



[State 245, 1]
type = PlaySnd
trigger1 = Time = 2
value = 4, 2

[State 230]
type = Helper
trigger1 = AnimElem = 6
trigger1 = var(5) > 0 
name = "niserose"
ID = 10245
pos = 0,0
postype = p1
stateno = 10245
ownpal = 1

[State 245, 2]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
animtype  = hard
damage    = 43, 2
getpower = 40,14
givepower = 20,12
guardflag = MA
hitflag = MA
pausetime = 9,9
sparkno = 1
sparkxy = -10,-60
hitsound   = s5,3
guardsound = s5,6
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -8
air.velocity = -4,-2

[State 245, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ弱パンチ
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 4
ctrl = 0
anim = 400
sprpriority = 2

[State 400, 0]
type = PlaySnd
trigger1 = Time = 1
value = 4, 0

[State 400]
type = Helper
trigger1 = AnimElem = 2
trigger1 = var(5) > 0 
name = "niserose"
ID = 10400
pos = 0,0
postype = p1
stateno = 10400
ownpal = 1

[State 400, 1]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 17,1
getpower = 25,12
givepower = 12,6
;priority  = 1
animtype  = Light
hitflag = MA
guardflag = M
pausetime = 11,10
sparkno = 0
sparkxy = -10,-32
hitsound   = s5,0
guardsound = s5,6
ground.type = Low
ground.slidetime = 8
ground.hittime  = 9
ground.velocity = -4
air.velocity = -2,-3
air.hittime  = 6

;[State 400, 2]
;type = CtrlSet
;trigger1 = Time = 15
;value = 1

[State 400, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ弱パンチ
[Statedef 405]
type    = C
movetype= A
physics = C
juggle  = 5
ctrl = 0
anim = 405
sprpriority = 2

[State 405, 0]
type = PlaySnd
trigger1 = Time = 1
value = 4, 4

[State 405]
type = Helper
trigger1 = AnimElem = 2
trigger1 = var(5) > 0 
name = "niserose"
ID = 10400
pos = 0,0
postype = p1
stateno = 10400
ownpal = 1

[State 405, 1]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 38,2
getpower = 40,14
givepower = 20,12
;priority  = 3
animtype  = Light
hitflag = MA
guardflag = M
pausetime = 10,10
sparkno = 1
sparkxy = -10,-39
hitsound   = s1233,0
guardsound = s5,6
ground.type = Low
ground.slidetime = 13
ground.hittime  = 15
ground.velocity = -6
air.velocity = -3,-4

;[State 405, 2]
;type = CtrlSet
;trigger1 = Time = 5
;value = 1

[State 405, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


;---------------------------------------------------------------------------
;しゃがみ強パンチ
[Statedef 410]
type    = S
movetype= A
physics = S
juggle  = 19
velset = 0,0
anim = 410
ctrl = 0
sprpriority = 2

[State 410]
type = Helper
trigger1 = AnimElem = 2
trigger1 = var(5) > 0 
name = "niserose"
ID = 10410
pos = 0,0
postype = p1
stateno = 10410
ownpal = 1

[State 410, 0]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = up
damage    = 58,3
getpower = 60,16
givepower = 30,22
guardflag = M
hitflag = MA
pausetime = 9,11
;priority = 1, Hit
sparkno = 2
sparkxy = -13, -90
hitsound = s5,1
guardsound = s5,6
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -1,-9
air.velocity = -1, -7
fall = 1
air.fall = 1
fall.recover = 0

[State 410, Sound]
type = PlaySnd
trigger1 = Time = 0
value = 4, 4

[State 410, Sound]
type = PlaySnd
trigger1 = Time = 2
value = 0, 3

[State 410, 1]
type = Posset
trigger1 = Time = 0
y = 0

[State 410, Sound]
type = PlaySnd
trigger1 = command = "holdup"
trigger1 = movehit = 1
trigger1 = AnimElem = 10,1
value = 8, 0

[State 410, 2]
type = VelSet
trigger1 = command = "holdup"
trigger1 = movehit = 1
trigger1 = AnimElem = 10,1
x = 2.5
y = -10

[State 410, 3]
type = ChangeState
trigger1 = command = "holdup"
trigger1 = movehit = 1
trigger1 = AnimElem = 10,1
value = 50
ctrl = 1

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ弱キック
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 5
ctrl = 0
anim = 430
sprpriority = 2

[State 430, 0]
type = PlaySnd
trigger1 = Time = 1
value = 4, 1

[State 430]
type = Helper
trigger1 = AnimElem = 2
trigger1 = var(5) > 0 
name = "niserose"
ID = 10430
pos = 0,0
postype = p1
stateno = 10430
ownpal = 1


[State 430, 1]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 20,1
getpower = 25,12
givepower = 12,6
animtype  = Light
hitflag = MA
guardflag = L
pausetime = 10,10
sparkno = 0
sparkxy = -10,-8
hitsound   = s5,2
guardsound = s5,6
ground.type = Low
ground.slidetime = 9
ground.hittime  = 10
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 12

[State 430, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Crouch Strong Kick
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 7
ctrl = 0
anim = 440
sprpriority = 2

[State 440, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,2

[State 440, 1]
type = PlaySnd
trigger1 = Time = 2
value = 4, 3

[State 210]
type = Helper
trigger1 = AnimElem = 1
trigger1 = var(5) > 0 
name = "niserose"
ID = 10430
pos = 0,0
postype = p1
stateno = 10430
ownpal = 1

[State 440, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 60,2
getpower = 60,16
givepower = 30,22
hitflag = MA
guardflag = L
pausetime = 12,12
sparkno = 2
sparkxy = -20,-10
hitsound   = s5,4
guardsound = s5,6
ground.type = Trip
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2,-3
air.velocity = -2,-3
guard.velocity = -5
fall = 1

[State 440, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;ジャンプ弱パン
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 7
ctrl = 0
anim = 600
sprpriority = 2

[State 600, 0]
type = PlaySnd
trigger1 = Time = 1
value = 4, 0

[State 200]
type = Helper
trigger1 = AnimElem = 2
trigger1 = var(5) > 0 
name = "niserose"
ID = 10600
pos = 0,0
postype = p1
stateno = 10600
ownpal = 1

[State 600, 1]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 20,1
getpower = 25,12
givepower = 12,6
guardflag = HA
;priority = 3
pausetime = 9,9
sparkno = 0
sparkxy = -10,-58
hitsound   = s5,0
guardsound = s5,6
ground.type = High
ground.slidetime = 11
ground.hittime  = 12
ground.velocity = -4
air.velocity = -2,-2

[State 600, 1]
type = ctrlset
trigger1 = animelem = 4
value = 0

;[State 450, 3]
;type = ChangeState
;trigger1 = AnimTime = 0
;value = 0
;ctrl = 1

;---------------------------------------------------------------------------
;ジャンプ弱パン
[Statedef 600111]
type    = A
movetype= A
physics = A
juggle  = 7
ctrl = 0
anim = 600111
sprpriority = 2

[State 600, 0]
type = PlaySnd
trigger1 = Time = 1
value = 4, 0

[State 610, 1]
type = PlaySnd
trigger1 = Time = 2
value = 4, 4


[State 200]
type = Helper
trigger1 = AnimElem = 2
trigger1 = var(5) > 0 
name = "niserose"
ID = 10600
pos = 0,0
postype = p1
stateno = 10600
ownpal = 1

[State 600, 1]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 40,2
getpower = 25,12
givepower = 12,6
guardflag = HA
;priority = 3
pausetime = 9,9
sparkno = 1
sparkxy = -10,-68
hitsound = s1233, 0 
guardsound = S5,6 
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6
air.velocity = -3,-3

[State 600, 1]
type = ctrlset
trigger1 = animelem = 4
value = 0

;[State 600, 1]
;type = ctrlset
;trigger1 = animelem = 4
;value = 1
;---------------------------------------------------------------------------
;ジャンプ強パンチ
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 7
ctrl = 0
anim = 610
sprpriority = 2

[State 610, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,3

[State 610, 1]
type = PlaySnd
trigger1 = Time = 2
value = 4, 4

[State 610]
type = Helper
trigger1 = AnimElem = 4
trigger1 = var(5) > 0 
name = "niserose"
ID = 10610
pos = 0,0
postype = p1
stateno = 10610
ownpal = 1

[State 610, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 60,3
getpower = 60,16
givepower = 30,22
guardflag = HA
;priority = 4
pausetime = 9,9
sparkno = 2
sparkxy = -10,-55
hitsound   = s5,1
guardsound = s5,6
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -8
air.velocity = -4,-2
air.fall = 1

[State 610, 3]
type = Explod
trigger1 = animelem = 9
anim = 615
ID = 615
pos = 0, 0
postype = p1
sprpriority = 3
bindtime = -1
ownpal = 1
removeongethit = 1

[State 610, 4]
type = ctrlset
trigger1 = animelem = 10
value = 0

;---------------------------------------------------------------------------
;ジャンプ強パンチ
[Statedef 616]
type    = A
movetype= A
physics = A
juggle  = 7
ctrl = 0
anim = 616
sprpriority = 2



[State 610, 1]
type = PlaySnd
trigger1 = Time = 2
value = 4, 4

[State 610]
type = Helper
trigger1 = AnimElem = 4
trigger1 = var(5) > 0 
name = "niserose"
ID = 10610
pos = 0,0
postype = p1
stateno = 10610
ownpal = 1

[State 610, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 40,2
getpower = 40,14
givepower = 20,12
guardflag = HA
;priority = 4
pausetime = 9,9
sparkno = 1
sparkxy = -10,-55
hitsound   = s1233,0
guardsound = s5,6
animtype = Med
ground.type = High
ground.slidetime = 13
ground.hittime  = 15
ground.velocity = -6
air.velocity = -3,-3



[State 610, 4]
type = ctrlset
trigger1 = animelem = 10
value = 0

;---------------------------------------------------------------------------
;ジャンプ弱キック
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 7
ctrl = 0
anim = 630
sprpriority = 2

[State 630, 0]
type = PlaySnd
trigger1 = Time = 1
value = 4, 1

[State 630]
type = Helper
trigger1 = AnimElem = 2
trigger1 = var(5) > 0 
name = "niserose"
ID = 10630
pos = 0,0
postype = p1
stateno = 10630
ownpal = 1

[State 620, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 23,1
getpower = 25,12
givepower = 12,6
guardflag = HA
;priority = 3
pausetime = 9,9
sparkno = 0
sparkxy = -10,-17
hitsound   = s5,2
guardsound = s5,6
ground.type = High
ground.slidetime = 11
ground.hittime  = 12
ground.velocity = -4
air.velocity = -2,-1

[State 620, 3]
type = ctrlset
trigger1 = animelem = 5
value = 0

;---------------------------------------------------------------------------
;ジャンプ強キック
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 7
ctrl = 0
anim = 640
sprpriority = 2



[State 640, 2]
type = PlaySnd
trigger1 = Time = 2
value = 4, 2

[State 640]
type = Helper
trigger1 = AnimElem = 2
trigger1 = var(5) > 0 
name = "niserose"
ID = 10640
pos = 0,0
postype = p1
stateno = 10640
ownpal = 1

[State 630, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 43,2
getpower = 40,14
givepower = 20,12
guardflag = HA
;priority = 4
pausetime = 9,9
sparkno = 1
sparkxy = -10,-50
hitsound   = s5,3
guardsound = s5,6
animtype = Med
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6
air.velocity = -3,-1

[State 630, 4]
type = ctrlset
trigger1 = animelem = 6
value = 0

;---------------------------------------------------------------------------
;ジャンプ強キック
[Statedef 650]
type    = A
movetype= A
physics = A
juggle  = 7
ctrl = 0
anim = 650
sprpriority = 2

;[State 640, 0]
;type = PlaySnd
;trigger1 = AnimElem = 1
;value = 335,0

[State 640, 2]
type = PlaySnd
trigger1 = Time = 2
value = 4, 3

[State 640]
type = Helper
trigger1 = AnimElem = 2
trigger1 = var(5) > 0 
name = "niserose"
ID = 10640
pos = 0,0
postype = p1
stateno = 10640
ownpal = 1

[State 630, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 63,3
getpower = 60,16
givepower = 30,22
guardflag = HA
;priority = 4
pausetime = 9,9
sparkno = 2
sparkxy = -10,-40
hitsound   = s5,4
guardsound = s5,6
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -8
air.velocity = -4,-2

[State 630, 4]
type = ctrlset
trigger1 = animelem = 6
value = 0


;---------------------------------------------------------------------------
;ジャンプ強キック
[Statedef 650002]
type    = A
movetype= A
physics = A
juggle  = -1
ctrl = 0
anim = 24044
sprpriority = 2

[State 640, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = 335,0

[State 640, 2]
type = PlaySnd
trigger1 = Time = 2
value = 4, 3

[State 640]
type = Helper
trigger1 = AnimElem = 2
trigger1 = var(5) > 0 
name = "niserose"
ID = 10640
pos = 0,0
postype = p1
stateno = 10640
ownpal = 1

[State 630, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 66,3
getpower = 60,16
givepower = 30,22
guardflag = HA
;priority = 4
pausetime = 9,9
sparkno = 2
sparkxy = -17,-80
hitsound   = s5,4
guardsound = s5,6
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -8
air.velocity = -4,-2



[State 630, 4]
type = ctrlset
trigger1 = animelem = 9
value = 0


;---------------------------------------------------------------------------
;投げ
[Statedef 700]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 700
ctrl = 0
poweradd = 30

[state nothit]
type = nothitby
trigger1 = p2bodydist x <= 35 && enemy, hitdefattr = SC, AA, AT
value = SCA, AA, AT
time = 2

[State 700]
type = HitDef
trigger1 = time = 0
attr = A, NT
animtype = hard
damage = 0,0
Hitflag = M
pausetime = 5,0
sparkno = -1
sparkxy = 0,-72
sprpriority = -2
Hitsound = -1
ground.type = low
ground.slidetime = 15
ground.hittime = 15
guard.velocity = -5.8
ground.velocity = -8
air.type = Low
air.velocity = -8,-2
p1stateno = 710
p2stateno = 750
facing = 1
fall = 1
fall.recover = 0

[State 700 miss rose]
type = PlaySnd
trigger1 = Time = 5
value = s10,2

[State 700 miss arm]
type = PlaySnd
trigger1 = Time = 5
value = s4,1

[State 700]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------
;Success
[Statedef 710]
type    = S
movetype= A
physics = N
velset = 0
ctrl = 0
anim = 710
sprpriority = 2

[State 710]
type = PlaySnd
trigger1 = Time = 0
value = S5,7
[State 710]
type = PlaySnd
trigger1 = Time = 0
value = S0,0
[State 710]
type = PlaySnd
trigger1 = Time = 9
value = S6,5

;[State 710]
;type = GameMakeAnim
;trigger1 = Time = 0
;value = 2
;pos = 30, -60

[State 710]
type = PosAdd
trigger1 = AnimElem = 1
x = 25
y = -60

[State 710]
type = BindToTarget
trigger1 = AnimElem = 2
pos = 0,((enemynear,const(size.head.pos.Y)-const(size.head.pos.Y))-88),foot

[State 710]
type = TargetLifeAdd
trigger1 = time = 9 || time = 18 || time = 27
trigger2 = time = 36 || time = 45 || time = 54
value = -12
kill = 0

[State 710, Soul]
type = Explod
trigger1 = time = 9
ignorehitpause = 1
anim = 4000
id = 4000
postype = p1
pos = 0,0
bindtime = -1
sprpriority = 3
ownpal = 1

[State 710]
type = ChangeState
trigger1 = time = 68
value = 711
ctrl = 0

;--------------------------------------
;Success2
[Statedef 711]
type    = A
movetype= A
physics = N
velset = 3,-3
ctrl = 0
anim = 715
sprpriority = 2

[State 711]
type = PlaySnd
trigger1 = Time = 0
value = S0,3
[State 711]
type = PlaySnd
trigger1 = Time = 0
value = S5,5

[State 711]
type = TargetLifeAdd
triggerall = numtarget = 1
trigger1 = time = 0
value = -20
absolute = 1
persistent = 0

[State 711, SoulFire] ;ソウルふぁいや〜！！
type = Explod
trigger1 = numexplod(4100) < 4
triggerall = Enemy, Name != "Duck Huntssd"
triggerall = Enemy, Name != "Bonus"
trigger1 = Time = [0,4]
ignorehitpause = 1
anim = 4101
id = 4100
postype = p2
pos = -10,-75
random = 50,3
bindtime = -1
sprpriority = 1
ownpal = 1

[State 711, SoulFire] ;ソウルふぁいや〜！！
type = Explod
trigger1 = numexplod(4100) < 4
triggerall = Enemy, Name != "Duck Huntssd"
triggerall = Enemy, Name != "Bonus"
trigger1 = Time = [0,4]
ignorehitpause = 1
anim = 4101
id = 4100
postype = p2
pos = 20,-75
random = 50,3
bindtime = -1
sprpriority = 1
ownpal = 1

[State 711]
type = veladd
trigger1 = Time >= 4
y = .4

[State turn]
type = turn
trigger1 = AnimElem = 3

[State 711]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1190
ctrl = 0

;--------------------------------------
; Throw no aite
[Statedef 750]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
facep2 = 1
sprpriority = 0

[state 750]
type = screenbound
trigger1 = 1
value = 0
movecamera = 1,0

[State 750]
type = PalFX
trigger1 = time = 8
time = 120
add = 0,0,16
mul = 192,192,300
sinadd = 5, 5,32, 6

[state 750]
type = changeanim2
trigger1 = 1
value = 750
persistent = 0

[State 750]
type = velset
trigger1 = Time = 68
x = 2
y = -5

[State 750]
type = veladd
trigger1 = Time >= 70
y = .4

[state 750]
type = changeanim2
trigger1 = Time >= 68
value = 5050
persistent = 0

[State 750]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
; Overhead Throw - Attempt
[Statedef 8501]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 700



[State 800]
type = PlaySnd
trigger1 = Time = 5
value = s10,2

[State 800]
type = PlaySnd
trigger1 = Time = 5
value = s4,1

[State 800, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
ground.hittime  = 20
p1facing = ifelse (command = "holdfwd", 1, -1)
p2facing = 1
p1stateno = 8012
p2stateno = 8015
forcestand = 1
numhits = 0
snap = 50,0


[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Attack
[Statedef 8012]
type    = S
movetype= A
physics = N
anim = 315111
;poweradd = 60


[State 1300, vel]
type = velset
trigger1 = time = [9,14]
x = 5

[State 1300, vel]
type = velset
trigger1 = time = [15,18]
x = 1

[State 1300, vel]
type = velset
trigger1 = time >= 19
x = 0

[State 1300]
type = Projectile
trigger1 = Time = 7
projanim = 4030
offset = 10, -50
velocity = -2, 0
projremovetime = 12
[State 1300]
type = Projectile
trigger1 = Time = 10
projanim = 4031
offset = -10, -70
velocity = -2, 0
projremovetime = 12
[State 1300]
type = Projectile
trigger1 = Time = 13
projanim = 4032
offset = 0, -62
velocity = -2, 0
projremovetime = 12
[State 1300]
type = Projectile
trigger1 = Time = 15
projanim = 4033
offset = 10, -44
velocity = -2, 0
projremovetime = 12
[State 1300]
type = Projectile
trigger1 = Time = 17
projanim = 4034
offset = -10, -30
velocity = -2, 0
projremovetime = 12
[State 1300]
type = Projectile
trigger1 = Time = 19
projanim = 4035
offset = 0, -75
velocity = -2, 0
projremovetime = 12

[State 1300]
type = Helper
trigger1 = AnimElem = 4
trigger1 = var(5) > 0 
name = "niserose"
ID = 11300
pos = 0,0
postype = p1
stateno = 11300
ownpal = 1











[State 800, 0]
type = NotHitBy
trigger1 = 1
value = SCA, NP, SP
time = 2

[State 800, Bind]
type = TargetBind
trigger1 = AnimElem = 1
pos = 50, 0

[State 810]
type = PlaySnd
trigger1 = Time = 0
value = S5,7

[State 1300, Snd]
type = PlaySnd
trigger1 = AnimElem = 9
value = 0,1

[State 1300, Snd]
type = PlaySnd
trigger1 = AnimElem = 9
value = 4,5

[State 800, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NT
damage = 70, 6
getpower = 90,60
givepower = 60,44
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
sparkxy = -40, -70
sparkno = 2
guard.sparkno = 40
hitsound = S5,1
guardsound = S5,6
ground.type = High
air.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -4, -3
air.velocity = -5.5, -3
palfx.time = 60
palfx.add = 0,0,16
palfx.mul = 192,192,300
palfx.sinadd = 5, 5,32, 6
fall = 1
fall.recover = 0

;ground.type = High 
;ground.slidetime = 5 
;ground.hittime  = 12  
;ground.velocity = -6  
;airguard.velocity = -1.9,-.8 
air.type = High 
;air.velocity = -1.4,-3
;air.hittime = 12 
;forcestand = 1
;fall = 1


[State 1300, SoulFire] ;ソウルふぁいや〜！！
type = Explod
trigger1 = MoveHit = 1
triggerall = Enemy, Name != "Duck Huntssd"
triggerall = Enemy, Name != "Bonus"
trigger1 = numexplod(4100) < 4
ignorehitpause = 1
anim = 4101
id = 4100
postype = p2
pos = -10,-40
random = 50,3
velocity = 0, 2
bindtime = -1
sprpriority = 2
ownpal = 1

[State 1300, SoulFire] ;ソウルふぁいや〜！！
type = Explod
trigger1 = MoveHit = 1
triggerall = Enemy, Name != "Duck Huntssd"
triggerall = Enemy, Name != "Bonus"
trigger1 = numexplod(4100) < 4
ignorehitpause = 1
anim = 4101
id = 4100
postype = p2
pos = 20,-60
random = 50,3
bindtime = -1
sprpriority = 2
ownpal = 1

[State 1300, Exp]
type = Explod
trigger1 = AnimElem = 24
anim = 1301
ID = 1301
pos = 0,0
postype = p1
sprpriority = 3
bindtime = -1
ownpal = 1
removeongethit = 1

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





; Custom states
;---------------------------------------------------------------------------
; Opponent Hit
[Statedef 8015]
type    = S
movetype= H
physics = N
;velset = 0,0



[State 802, LifeAdd]
type = LifeAdd
trigger1 = AnimTime = 0
value = -75

[State 910, 8]
type = PowerAdd
Trigger1 = AnimElem = 4
value = 30


[State 802, Anim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 50101

;[State 802, SelfState]
;type = SelfState
;trigger1 = AnimTime = 0
;value = 5010

;---------------------------------------------------------------------------
;空中投げ
[Statedef 800]
type    = A
movetype= A
physics = A
juggle  = 0
anim = 705
ctrl = 0
poweradd = 30

[State 800]
type = HitDef
trigger1 = time = 0
attr = A, NT
animtype = hard
damage = 0,0
guard = 0
hitflag = AF
numhits = 0
pausetime = 0,0
sparkno = -1
sparkxy = 0,-72
sprpriority = -2
Hitsound = -1
ground.type = low
ground.slidetime = 15
ground.hittime = 15
guard.velocity = -5.8
ground.velocity = -8
air.type = Low
air.velocity = -8,-2
p1stateno = 810
p2stateno = 850
facing = 1
fall = 1
fall.recover = 0

[State 800]
type = PlaySnd
trigger1 = Time = 5
value = s10,1

[State 800]
type = PlaySnd
trigger1 = Time = 5
value = s4,1

[State 800]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1190
ctrl = 0

;--------------------------------------
;Success
[Statedef 810]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 711
sprpriority = 2

[State 810]
type = PlaySnd
trigger1 = time = 0
value = S0,0
[State 810]
type = PlaySnd
trigger1 = Time = 0
value = S5,7
[State 810]
type = PlaySnd
trigger1 = Time = 10
value = S6,5

;[State 810]
;type = GameMakeAnim
;trigger1 = Time = 0
;value = 2
;pos = 30, -60

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 27, -80 

[State 810]
type = TargetLifeAdd
trigger1 = animelem = 3
trigger2 = animelem = 9
value = -11
kill = 0
[state 810]
type = HitAdd
trigger1 = animelem = 3
trigger2 = animelem = 9
value = 1


[State 810]
type = TargetState
trigger1 = time = 60
value = 1170

[State 810]
type = ChangeState
trigger1 = time = 60
value = 811

ctrl = 0

;--------------------------------------
;　…その後私は…。
[Statedef 811]
type    = A
movetype= A
physics = N
velset = .5,-.8
ctrl = 0
anim = 1150
sprpriority = 0

[State 811]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 811]
type = NotHitBy
trigger1 = 1
value = SCA

[State 811]
type = PlaySnd
trigger1 = Time = 10
value = S0,2

[State 811, Bind 1]
type = TargetBind
trigger1 = AnimElem= 1
pos = 25, -80 
[State 811, Bind 2]
type = TargetBind
trigger1 = AnimElem= 2
pos = 8, -65
[State 811, Bind 3]
type = TargetBind
trigger1 = AnimElem= 3
pos = 5, -70
[State 811, Bind 4]
type = TargetBind
trigger1 = AnimElem= 4
pos = -10, -10

[State 811,spr]
type = sprpriority
trigger1 = AnimElem = 4
value = 2

[State 811,turn]
type = turn
trigger1 = AnimElem = 6

[State 811]
type = velset
trigger1 = AnimElem = 5
x = 3
y = -5

[State 811]
type = veladd
trigger1 = Time >= 20
y = .4

[State 811,Width]
type = Width
trigger1 = AnimElem = 3
edge = 25,0

[State 811]
type = TargetLifeAdd
triggerall = numtarget = 1
trigger1 = animelem = 5
value = -52
absolute = 1
persistent = 0

[State 811]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1190
ctrl = 0

;--------------------------------------
; Air Throw no aite
[Statedef 850]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
facep2 = 1
sprpriority = 0

[state 850]
type = screenbound
trigger1 = 1
value = 0
movecamera = 1,0

[state 850]
type = changeanim2
trigger1 = time = 0
value = 760
persistent = 0

[State 850]
type = PalFX
trigger1 = time = 0
time = 77
add = 0,0,16
mul = 192,192,300
sinadd = 5, 5,32, 6

;--------------------------------------
; キラキラ
[Statedef 4050]
type    = S
velset = 0,.3
ctrl = 0
anim = 4050

[State 1000, 1]
type = Projectile
trigger1 = Time = 0
projanim = 4030
projhitanim = 4030
projID = 4030
offset = 10, 1
velocity = 0, 2
projremovetime = 12
[State 1000, 1]
type = Projectile
trigger1 = Time = 13
projanim = 4031
projhitanim = 4031
projID = 4031
offset = -10, 2
velocity = 0, 2
projremovetime = 12
[State 1000, 1]
type = Projectile
trigger1 = Time = 26
projanim = 4032
projhitanim = 4032
projID = 4032
offset = 0, -5
velocity = 0, 2
projremovetime = 12
[State 1000, 1]
type = Projectile
trigger1 = Time = 5
projanim = 4033
projhitanim = 4033
projID = 4033
offset = 10, 1
velocity = 0, 2
projremovetime = 12
[State 1000, 1]
type = Projectile
trigger1 = Time = 17
projanim = 4034
projhitanim = 4034
projID = 4034
offset = -10, 2
velocity = 0, 2
projremovetime = 12
[State 1000, 1]
type = Projectile
trigger1 = Time = 30
projanim = 4035
projhitanim = 4035
projID = 4035
offset = 0, -5
velocity = 0, 2
projremovetime = 12

[State 1000, 1]
type = Projectile
trigger1 = Time = 35
projanim = 4030
projhitanim = 4030
projID = 4030
offset = 10, 1
velocity = 0, 2
projremovetime = 12
[State 1000, 1]
type = Projectile
trigger1 = Time = 52
projanim = 4031
projhitanim = 4031
projID = 4031
offset = -10, 2
velocity = 0, 2
projremovetime = 12
[State 1000, 1]
type = Projectile
trigger1 = Time = 41
projanim = 4032
projhitanim = 4032
projID = 4032
offset = 0, -5
velocity = 0, 2
projremovetime = 12
[State 1000, 1]
type = Projectile
trigger1 = Time = 35
projanim = 4033
projhitanim = 4033
projID = 4033
offset = 10, 1
velocity = 0, 2
projremovetime = 12
[State 1000, 1]
type = Projectile
trigger1 = Time = 59
projanim = 4035
projhitanim = 4035
projID = 4035
offset = 0, -5
velocity = 0, 2
projremovetime = 12

[State 4050, 消滅]
type = destroyself
trigger1 = Time = 60

;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------
[Statedef -2]

[State -2,声消し]
type = StopSnd
trigger1 = StateNo != [1000, 3999]
channel = 2

[State -2,残像消し]
type = AfterImageTime
trigger1 = StateNo != [3000, 3999]
trigger1 = var(5) < 1
time = 0

[State -2, 変数直し]
type = varset
trigger1 = StateNo != [3100, 3199]
var(2) = 0

[State -2, 変数減少]
type = varadd
trigger1 = var(4) = 1
trigger1 = Time >= 1
var(5) = -1

[State -2,だっしゅ線消]
type = RemoveExplod
trigger1 = Stateno != 100
ID = 102

[State -2 ダッシュ音]
type = PlaySnd
triggerall = Time = 2
trigger1 = anim = 100
trigger2 = anim = 105
value = s8,0

[State -2 着地音]
type = PlaySnd
triggerall = Time = 1
trigger1 = anim = 47
value = s6,0

; ランダム喘ぎ
[State -2, 1]
type = VarRandom
triggerall = Time = 1
trigger1 = stateno = 5000
trigger2 = stateno = 5010
v = 7
range = 0,24

; 弱、中やられ時のランダム喘ぎ声。
[State -2, 2]
type = PlaySnd
triggerall = Var(7) = [0,4]
triggerall = time = 1
triggerall = stateno = 5000
triggerall = Alive = 1
trigger1 = anim = 5000
trigger2 = anim = 5001
trigger3 = anim = 5010
trigger4 = anim = 5011
value = 10,0

; 弱、中やられ時のランダム喘ぎ声。
[State -2, 3]
type = PlaySnd
triggerall = Var(7) = [5,9]
triggerall = time = 1
triggerall = stateno = 5000
triggerall = Alive = 1
trigger1 = anim = 5000
trigger2 = anim = 5001
trigger3 = anim = 5010
trigger4 = anim = 5011
value = 10,1

; 弱、中やられ時のランダム喘ぎ声。(空中)
[State -2, 4]
type = PlaySnd
triggerall = Var(7) = [0,4]
triggerall = time = 1
triggerall = stateno = 5010
triggerall = Alive = 1
trigger1 = anim = 5020
trigger2 = anim = 5021
value = 10,0

; 弱、中やられ時のランダム喘ぎ声。(空中)
[State -2, 5]
type = PlaySnd
triggerall = Var(7) = [5,9]
triggerall = time = 1
triggerall = stateno = 5010
triggerall = Alive = 1
trigger1 = anim = 5020
trigger2 = anim = 5021
value = 10,1

; 強やられ時のランダム喘ぎ声。
[State -2, 6]
type = PlaySnd
triggerall = Var(7) = [0,4]
triggerall = time = 1
triggerall = stateno = 5000
triggerall = Alive = 1
trigger1 = anim = 5002
trigger2 = anim = 5012
value = 10,3

; 強やられ時のランダム喘ぎ声。
[State -2, 7]
type = PlaySnd
triggerall = Var(7) = [5,9]
triggerall = time = 1
triggerall = stateno = 5000
triggerall = Alive = 1
trigger1 = anim = 5002
trigger2 = anim = 5012
value = 10,4

; 強やられ時のランダム喘ぎ声。(空中)
[State -2, 8]
type = PlaySnd
trigger1 = Var(7) = [0,4]
trigger1 = time = 1
trigger1 = stateno = 5010
trigger1 = Alive = 1
trigger1 = anim = 5022
value = 10,0

; 強やられ時のランダム喘ぎ声。(空中)
[State -2, 9]
type = PlaySnd
trigger1 = Var(7) = [5,9]
trigger1 = time = 1
trigger1 = stateno = 5010
trigger1 = Alive = 1
trigger1 = anim = 5022
value = 10,1

[State -2, DEBUG]
trigger1 = 1
type = DisplayToClipboard
ignorehitpause = 1
text = "SEXYVOICE = %d *RoseTime= %d ILL = %d P2Dist X:%f, Y:%f, "
params = var(7) , var(5), var(4), P2BodyDist X, P2BodyDist Y;,

;--------------------------------------
[State -2, DEBUG]
type = AppendToClipBoard
trigger1 = 1
text = "\nby Juke Kisaragi"

;---------------------------------------------------------------
[Statedef -3]

[State -3]
type = varset
trigger1 = movetype = H
v = 5
value = 0

[State -3]
type = varset
trigger1 = var(5) = 0
v = 4
value = 0

[State -3]
type = AssertSpecial
trigger1 = var(5) > 0
flag = nojugglecheck

;---------------------------------------------------------------------------
;Sliding
[Statedef 435]
type    = A
movetype= A
physics = S
juggle  = 0
velset = 0
ctrl = 0
anim = 435

[State 640, 2]
type = PlaySnd
trigger1 = Time = 2
value = 4, 3

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 0,3


[State 210]
type = Helper
trigger1 = AnimElem = 1
trigger1 = var(5) > 0 
name = "niserose"
ID = 10430
pos = 0,0
postype = p1
stateno = 10430
ownpal = 1


[State 200, 7]
type = VelSet
trigger1 = time = 10
x = 6

[State 200, 7]
type = VelAdd
trigger1 = Vel X < 4
trigger1 = time > 10
trigger1 = time < 25
x = 1


[State 207, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA ;attr = A, SA
damage    = 40,2
getpower = 40,14
givepower = 20,12
animtype = Medium
hitflag = MA
guardflag = L
;priority = 3, Hit
pausetime = 9, 9
sparkxy = -20,-10
sparkno = 1
hitsound = S5,3
guardsound = S5,6
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3,-2
guard.hittime  = 15
guard.velocity = -3.5
air.type = High
air.velocity = -4,-5
air.fall = 1
;fall.animtype = High
fall = 1

[State 207, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


[Statedef 1260]
type = S
movetype = A
physics = S
anim = 1260
velset = 0
ctrl = 0

[State 1250, Snd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,2
channel = 2

[State 1250, Snd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 6,3
channel = 1

[State 1260, 2]
type = NotHitBy
trigger1 = Time = 0
value = ,AP
time = 5

[State 1260, 2]
type = NotHitBy
trigger1 = animelem = 5
value = ,AP
time = 5

;[State 1260, 3] 
;trigger1 = AnimTime = 0 
;type = ChangeAnim 
;value = 3106

[State 1260, 4]
type = HitDef
trigger1 = animelem = 5
;trigger1 = hitcount = 0
attr = S, SA
animtype = hard
damage = 80,6
getpower = 90,60
givepower = 60,44
priority  = 5
hitflag = MA
guardflag = MA
pausetime = 0,8
guard.pausetime = 1,8
sparkxy = -10,-40
sparkno = 2
guard.sparkno = 40
hitsound   = S5, 1
guardsound = S5,6
ground.type = High
ground.slidetime = 20
ground.hittime  = 15
ground.velocity = -4,0
air.velocity = -2,-8
persistent = 0
fall = 1
;air.recover = 0
;fall.recover = 0

[State 1260, ProjReflect]
type = HitDef
trigger1 = animelemtime(6) >= 0 && animelemtime(9) <= 3
attr = S, SA
animtype  = Hard
affectteam = B
damage    = 60,5
getpower = 90,60
givepower = 60,44
priority  = 99999
hitflag = P
guardflag = MA
pausetime = 0,10
sparkxy = -20,-60
sparkno = 2
hitsound = S5, 1
guardsound = S5,6
ground.type = Trip
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -20
guard.velocity = -25
air.velocity = -20,-5
airguard.velocity = -25,-5
p1stateno = 2052

;[State 1000, 5]
;type = ChangeState
;trigger1 = movecontact = 1
;value = 1004

[State 1260, 6]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1
