;-----------------------------------------------------------------------------
; スナイパーリフト
[Statedef 3000]
type     = S
movetype = A
physics  = S
ctrl     = 0
velset   = 0,0
PowerAdd = -1000
anim     = 3000

[State 3000]
type = NotHitBy
trigger1 = Time < 34
value = SCA
time = 1

[State 3000]
type = Helper
trigger1 = Time = 2
persistent = 0
id = 4000
name = "Hiper"
pos = -18,-51
postype = P1
stateno = 4000
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[State 3000]
type = Pause
trigger1 = Time = 2
time = 30
movetime = 30

[State 3000]
type = PlaySnd
trigger1 = Time = 1
value = 2, 1
channel = 1

[State 3000]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = 6, 0

[State 3000]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = 4, 4

[State 3000]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = 0, 0
channel = 1

[State 3000]
type = AfterImage
trigger1 = Time = 0
trans = add1
TimeGap  = 1
FrameGap = 6
time = 50
length = 15
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1;.9, .9, .9

[State 3000]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = 6

[State 3000]
type = HitDef
trigger1 = AnimElem = 5
attr = S, HA
animtype  = High
damage    = 50,5
guardflag = MA
pausetime = 8,7
sparkno = s4540
guard.sparkno = s4600
sparkxy = -10,-51
hitsound   = s5,4
guardsound = s5,7
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 3,0   
air.velocity = 0,0
fall.recover = 0
envshake.time = 10
envshake.ampl = 3
kill = 0

[State 3000]
type = HitDef
trigger1 = AnimElem = 6
attr = S, HA
animtype  = up
damage    = 150,30
guardflag = MA
pausetime = 15,15
sparkno = s4540
guard.sparkno = s4600
sparkxy = -15,-75
hitsound   = s5,4
guardsound = s5,7
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 0,-10   
air.velocity = 0,-9
p1stateno = 3010
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0

[State 3000]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;-------------------------------
; スナイパーリフト成功
[Statedef 3010]
type     = S
movetype = A
physics  = N
ctrl     = 0
velset   = 0,0
PowerAdd = 0
anim     = 3010

[State 3010]
type = PlaySnd
trigger1 = Time = 4
value = 9, 3
[State 3010]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0 || AnimElemTime(5) = 0
value = 8, 2

[State 3010]
type = StateTypeSet
trigger1 = AnimElemTime(4) = 0
StateType = A
physics = N

[State 3010]
type = VelSet
trigger1 = AnimElemTime(4) = 12
x = 1
y = -11

[State 3010]
type = Veladd
trigger1 = AnimElemTime(4) >= 12
y = .42

[State 3010]
type = ctrlset
trigger1 = AnimElemTime(5) >= 0
value = 1

[State 3010]
type = ChangeState
trigger1 = AnimElemTime(5) >= 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 52

;----------------------------------------------------------------------------
;スナイパーアサルト
[Statedef 3100]
type     = A
movetype = A
physics  = N
ctrl     = 0
velset   = 0,0
PowerAdd = -1000
anim     = 3100

[State 3100]
type = VelAdd
trigger1 = AnimElemTime(3) >= 2
y = .5

[State 3100]
type = NotHitBy
trigger1 = Time < 30
value = SCA
time = 1

[State 3100]
type = Helper
trigger1 = Time = 2
persistent = 0
id = 4000
name = "Hiper"
pos = 5,-108
postype = P1
stateno = 4000
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[State 3100]
type = Pause
trigger1 = Time = 2
time = 28
movetime = 28

[State 3100]
type = PlaySnd
trigger1 = Time = 0
value = 2, 2
channel = 1

[State 3100]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = 4, 4

[State 3100]
type = AfterImage
trigger1 = Time = 0
trans = add1
TimeGap  = 1
FrameGap = 6
time = 30
length = 15
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1;.9, .9, .9

[State 3100]
type = HitDef
trigger1 = AnimElem = 3
attr = A, HA
animtype  = High
damage    = 65,15
guardflag = MA
pausetime = 15,15
sparkno = s4540
guard.sparkno = s4600
sparkxy = -10,-60
hitsound   = s5,4
guardsound = s5,7
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 0,-5   
air.velocity = 0,-3
p1stateno = 3110
fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 3

[State 3100]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 52

;-------------------------------
; スナイパーアサルトＨＩＴ
[Statedef 3110]
type = A
movetype = A
physics = N
ctrl = 0
poweradd = 0
velset = 0,0
anim = 3110

[State 3110]
type = AfterImage
trigger1 = Time = 0
trans = add1
TimeGap  = 1
FrameGap = 6
time = 40
length = 15
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1;.9, .9, .9

[State 3110]
type = velset
triggerall = Anim = 3110
trigger1 = AnimElemTime(6) = 0
x = 2.5
y = -1

[State 3110]
type = PlaySnd
triggerall = Anim = 3110
trigger1 = AnimElemTime(2) = 0
value = 4, 3

[State 3110]
type = HitDef
triggerall = Anim = 3110
trigger1 = AnimElem = 3
attr = A, HA
animtype  = Hard
damage    = 55,12
guardflag = MA
pausetime = 15,13
sparkno = s4540
guard.sparkno = s4600
sparkxy = -15,-75
hitsound   = s5,4
guardsound = s5,7
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4   
air.velocity = 0,-4
fall= 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 3

[State 3110]
type = PlaySnd
triggerall = Anim = 3110
trigger1 = AnimElemTime(6) = 0
value = 9, 0
channel = 1
[State 3110]
type = PlaySnd
triggerall = Anim = 3110
trigger1 = AnimElemTime(5) = 2
value = 4, 4

[State 3110]
type = HitDef
triggerall = Anim = 3110
trigger1 = AnimElem = 7
attr = A, HA
animtype  = DiugUp
damage    = 108,20
guardflag = MA
pausetime = 30,40
sparkno = s4540
guard.sparkno = s4600
sparkxy = -20,-60
hitsound   = s5,5
guardsound = s5,7
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -7,-5   
air.velocity = -10,-5
envshake.time = 20
envshake.ampl = 5
fall = 1
fall.recover = 0

[State 3110]
type = velset
trigger1 = time = 50
x = 5
y = -4

[State 3110]
type = VelAdd
trigger1 = time >= 50
y = .55

[State 3110]
type = ChangeAnim
trigger1 = time = 54
value = 3120

[State 3110]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 52

;-------------------------------
;スピンドライブスマッシャー
[Statedef 3200]
type     = S
movetype = A
physics  = S
ctrl     = 0
juggle  = 4
velset   = 0,0
PowerAdd = -1000
anim     = 3200
sprpriority = 2

[State 3200]
type = NotHitBy
trigger1 = Time < 32
value = SCA
time = 1

[State 3200]
type = Helper
trigger1 = Time = 2
persistent = 0
id = 4000
name = "Hiper"
pos = 11,-19
postype = P1
stateno = 4000
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[State 3200]
type = Pause
trigger1 = Time = 2
time = 33
movetime = 33

[State 3200]
type = PlaySnd
trigger1 = Time = 2
value = 2, 0

[State 3200]
type = AfterImage
trigger1 = Time = 0
trans = add1
TimeGap  = 1
FrameGap = 6
time = 120
length = 15
PalBright   =   0,  0,  0
PalContrast = 50,50,200
PalAdd      =   0,  0,  0
PalMul      =  1,1,1;.9, .9, .9

[State 3200]
type = StateTypeSet
trigger1 = AnimElemTime(6) = 0
StateType = A
physics = N

[State 3200]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = 8, 3

[State 3200]
type = VelSet
trigger1 = AnimElemTime(6) = 0
x = 5
y = -1
[State 3200]
type = VelAdd
trigger1 = AnimElemTime(6) >= 0
y = .3

[State 3200]
type = HitDef
trigger1 = AnimElem = 6
attr = A, HA
animtype  = Hard
damage    = 40,10
guardflag = MA
pausetime = 4,5
sparkno = s4540
guard.sparkno = s4600
sparkxy = -15,-52
hitsound   = s5,4
guardsound = s5,7
ground.type = Low
ground.slidetime = 21
ground.hittime  = 22
ground.velocity = -6
air.velocity = -2.5,-4
envshake.time = 10
envshake.ampl = 3

[State 3200]
type = HitDef
trigger1 = AnimElem = 8 || AnimElem = 11
attr = A, HA
animtype  = Hard
damage    = 30,5
guardflag = MA
pausetime = 3,4
sparkno = s4540
guard.sparkno = s4600
sparkxy = -20,-38
hitsound   = s5,4
guardsound = s5,7
ground.type = Low
ground.slidetime = 21
ground.hittime  = 22
ground.velocity = -6
air.velocity = -2.5,-4
envshake.time = 10
envshake.ampl = 3

[State 3200]
type = ChangeState
trigger1 = AnimTime = 0
value = 3210
ctrl = 0

;---------------------------------------------------------------------------
; キャノンスパイク
[Statedef 3210]
type = S
movetype = A
physics = N
juggle = 0
ctrl = 0
anim = 3210
poweradd = 0
velset = 4,0

[State 3210]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3210]
type = VelSet
trigger1 = AnimElemTime(3) = 0
x = 2

[State 3210]
type = VelSet
trigger1 = AnimElemTime(5) = 0
x = 7

[State 3210]
type = PlaySnd
trigger1 = AnimElemTime(7) = 0
value = 8, 0

[State 3210]
type = StateTypeSet
trigger1 = AnimElemTime(7) = 0
StateType = A
physics = N

[State 3210]
type = VelSet
trigger1 = AnimElemTime(7) = 0
x = 8
y = -11

[State 3210]
type = Veladd
trigger1 = AnimElemTime(7) >= 0
y = .5

[State 3210]
type = VelMul
trigger1 = Time >= 14
x = .9
persistent = 1

[State 3210]
type = HitDef
trigger1 = AnimElem = 5 || AnimElem = 7
attr = A, HA
animtype = Heavy
air.animtype = Back
damage = 45,16
getpower = 0,0
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 5,5
sparkno = s4540
guard.sparkno = s4600
sparkxy = -20, -60
hitsound   = s5,4
guardsound = s5,7
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -2.5,-10
guard.velocity = -9
air.velocity = -2.5,-10
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
yaccel = .45

[State 3210]
type = HitDef
trigger1 = AnimElem = 10
attr = A, HA
animtype = Heavy
air.animtype = Back
damage = 77,16
getpower = 0,0
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 10,12
sparkno = s4540
guard.sparkno = s4600
sparkxy = -20, -60
hitsound   = s5,4
guardsound = s5,7
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -2.5,-9
guard.velocity = -9
air.velocity = -2.5,-9
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
p1stateno = 1111
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
yaccel = .45
persistent = 0

[State 3210]
type = ChangeState
triggerall = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemTime(7) >= 0
value = 1190

;---------------------------------------------------------------------------
; Ｂ・スパイラル
[Statedef 3300]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= -2000
velset = 0,0
anim = 3300
ctrl = 0
sprpriority = 1

[State 3300]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = 10, 4

[State 3300]
type = HitDef
trigger1 = time = 0
attr = S, HT
animtype = up
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,-6
air.velocity = -8,-6
fall = 1
fall.recover = 0
p1stateno = 3310
p2stateno = 3350
p1facing = 1
kill = 0

[State 3300]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Ｂ・スパイラル キャンセル用
[Statedef 3305]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= -2000
velset = 0,0
anim = 3300
ctrl = 0
sprpriority = 1

[State 3305]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = 10, 4

[State 3305]
type = HitDef
trigger1 = time = 0
attr = S, HT
animtype = up
damage = 0,0
guardflag = M
Hitflag = MD
pausetime = 5,0
guard.sparkno = -1
sparkno = -1
sparkxy = 0,-72
sprpriority = -2
Hitsound = -1
ground.type = low
ground.slidetime = 15
ground.hittime = 15
guard.velocity = 0
ground.velocity = -8,-6
air.velocity = -8,-6
fall = 1
fall.recover = 0
p1stateno = 3310
p2stateno = 3350
p1facing = 1
kill = 0

[State 3305]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Ｂ・スパイラル
[Statedef 3310]
type    = A
movetype= I
physics = N
anim = 3310
velset = 0,0
sprpriority = -1

[State 3310]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 3310]
type = TargetState
trigger1 = Time = 1
value = 3350

[State 3310]
type = Helper
trigger1 = Time = 1
persistent = 0
id = 4100
name = "Hiper"
pos = 56,-73
postype = P1
stateno = 4100
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[State 3310]
type = TargetState
trigger1 = AnimElemTime(2) = 0
value = 3360

[State 3310]
type = PlaySnd
trigger1 = Time = 0
value = 2,5
channel = 1

[State 3310]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = 4,4

[State 3310]
type = PosAdd
trigger1 = AnimElemTime(3) = 0
x = 13

[State 3310]
type = sprpriority
trigger1 = AnimElemTime(2) = 0
value = 2

[State 3310]
type = TargetBind
trigger1 = AnimElemTime(3) < 0
pos = 40, 0
[State 3310]
type = TargetBind
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(5) < 0
pos = 49, 0
[State 3310]
type = TargetBind
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
pos = 31, -43
[State 3310]
type = TargetBind
trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(7) < 0
pos = 20, -61
[State 3310]
type = TargetBind
trigger1 = AnimElemTime(7) = 0
pos = -5, -75

[State 1120, 7]
type = ChangeState
trigger1 = Animtime = 0
value = 3320

;-------------------------------
; スパイラル
[Statedef 3320]
type     = S
physics  = N
movetype = A
ctrl     = 0
velset   = 0,0
PowerAdd = 0
anim     = 3320

[State 3310]
type = TargetState
trigger1 = AnimElemTime(8) = 2
value = 3370

[State 3310]
type = PlaySnd
trigger1 = time = 10
value = 2,6
channel = 1

[State HitEff]
type = Explod
trigger1 = AnimElemTime(1) = 0
postype = p1
anim = 4540
pos = 8, -90
sprpriority = 5
[State 3310]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = 5,4

[State HitEff]
type = Explod
trigger1 = AnimElemTime(9) = 1
postype = p1
anim = 4530
pos = 70, -60
sprpriority = 5
[State HitEff]
type = Explod
trigger1 = AnimElemTime(10) = 0
postype = p1
anim = 4530
pos = 30, -40
sprpriority = 5
facing = -1
[State HitEff]
type = Explod
trigger1 = AnimElemTime(11) = 0
postype = p1
anim = 4530
pos = -30, -50
sprpriority = 5
[State HitEff]
type = Explod
trigger1 = AnimElemTime(12) = 0
postype = p1
anim = 4530
pos = -60, -60
sprpriority = 5
facing = -1
[State HitEff]
type = Explod
trigger1 = AnimElemTime(13) = 0
postype = p1
anim = 4530
pos = -10, -80
sprpriority = 5
[State HitEff]
type = Explod
trigger1 = AnimElemTime(14) = 0
postype = p1
anim = 4530
pos = 40, -90
sprpriority = 5
facing = -1

[State 3320]
type = PlaySnd
trigger1 = AnimElemTime(9) = 1 || AnimElemTime(10) = 0 || AnimElemTime(11) = 0
trigger2 = AnimElemTime(12) = 0 || AnimElemTime(13) = 0 || AnimElemTime(14) = 0
value = 5,4

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem= 9
pos = 50, -20
[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem= 10
pos = 20, -20
[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem= 11
pos = -10, -20
[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem= 12
pos = -35, -25
[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem= 13
pos = 0, -25
[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem= 14
pos = 25, -25

[state 3320]
type = HitAdd
trigger1 = AnimElemTime(1) = 0
trigger2 = AnimElemTime(9) = 1 || AnimElemTime(10) = 0 || AnimElemTime(11) = 0
trigger3 = AnimElemTime(12) = 0 || AnimElemTime(13) = 0 || AnimElemTime(14) = 0
value = 1

[State 3320]
type = ChangeState
trigger1 = time = 120
value = 3330
ctrl = 0

;-------------------------------
; Ｂ・スパイラル終了
[Statedef 3330]
type     = S
physics  = N
movetype = A
ctrl     = 0
velset   = 0,0
PowerAdd = 0
anim     = 3330

[State 3330]
type = TargetState
trigger1 = Time = 0
value = 3380

[State 3330]
type = EnvShake
Trigger1 = Time = 0
time = 20
freq = 50
ampl = 6
phase = 70

[State HitEff]
type = Explod
trigger1 = Time = 0
postype = p1
anim = 4540
pos = -10, -90
sprpriority = 5
[State 3330]
type = PlaySnd
trigger1 = Time = 0
value = 5,5

[state 3330]
type = TargetLifeAdd
trigger1 = time = 0
value = -486

[State 3330]
type = ChangeState
trigger1 = Animtime = 0
value = 195
ctrl = 0

;---------------------------------------------------------
;相手の状態
[Statedef 3350]
type    = S
movetype= H
physics = S
velset = 0,0
ctrl = 0
sprpriority = 0

[State 3350]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3350

[State 3350]
type = HitBy
Trigger1 = 1
value = SCA
time = 1

[State 3350]
type = SelfState
Trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------
;相手の状態
[Statedef 3360]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 0

[State 3360]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3360

[State 3360]
type = HitBy
Trigger1 = 1
value = SCA
time = 1

[State 3360]
type = VelSet
trigger1 = AnimElemTime(5) = 0
y = -12

[State 3360]
type = VelAdd
trigger1 = AnimElemTime(5) >= 0
y = .42

[State 3360]
type = SelfState
triggerall = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemTime(5) >= 0
value = 5100

;---------------------------------------------------------
;相手の状態
[Statedef 3370]
type    = A
movetype= H
physics = N
ctrl = 0
sprpriority = 0

[State 3370]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3370

[State 3370]
type = HitBy
Trigger1 = 1
value = SCA
time = 1

[State 3370]
type = SelfState
trigger1 = Time >= 100
value = 5050
ctrl = 0

;---------------------------------------------------------
;相手の状態
[Statedef 3380]
type    = A
movetype= H
physics = N
ctrl = 0
velset = -3.5,-11
sprpriority = 0

[State 3380]
type = HitFallSet
trigger1 = time = 0
value = 1

[State 3380]
type = veladd
trigger1 = 1
y = .4

[State 3380]
type = ChangeAnim
triggerall = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger1 = time = 0
value = 5050

[State 3380]
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 3380]
type = SelfState
trigger1 = Time > 20
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100

;-------------------------------
;スピンドライブスマッシャー
[Statedef 3500]
type     = S
movetype = A
physics  = S
ctrl     = 0
juggle  = 4
velset   = 0,0
PowerAdd = -2000
anim     = 3200
sprpriority = 2

[State 3500]
type = NotHitBy
trigger1 = Time < 36
value = SCA
time = 1

[State 3500]
type = Helper
trigger1 = Time = 2
persistent = 0
id = 4100
name = "Hiper"
pos = 11,-19
postype = P1
stateno = 4100
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[State 3500]
type = Pause
trigger1 = Time = 2
time = 33
movetime = 33

[State 3500]
type = PlaySnd
trigger1 = Time = 2
value = 2, 0

[State 3500]
type = AfterImage
trigger1 = Time = 0
trans = add1
TimeGap  = 1
FrameGap = 6
time = 120
length = 15
PalBright   =   0,  0,  0
PalContrast = 50,50,200
PalAdd      =   0,  0,  0
PalMul      =  1,1,1;.9, .9, .9

[State 3500]
type = StateTypeSet
trigger1 = AnimElemTime(6) = 0
StateType = A
physics = N

[State 3500]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = 8, 3

[State 3500]
type = VelSet
trigger1 = AnimElemTime(6) = 0
x = 8
y = -1
[State 3500]
type = VelAdd
trigger1 = AnimElemTime(6) >= 0
y = .3

[State 3500]
type = HitDef
trigger1 = AnimElem = 6
attr = A, HA
animtype  = Hard
damage    = 40,10
guardflag = MA
pausetime = 5,5
sparkno = s4540
guard.sparkno = s4600
sparkxy = -15,-52
hitsound   = s5,4
guardsound = s5,7
ground.type = Low
ground.slidetime = 21
ground.hittime  = 22
ground.velocity = -6
air.velocity = -2.5,-4
envshake.time = 10
envshake.ampl = 3

[State 3500]
type = HitDef
trigger1 = AnimElem = 8 || AnimElem = 9
trigger2 = AnimElem = 10 || AnimElem = 11
attr = A, HA
animtype  = Hard
damage    = 32,5
hitflag = MAFD
guardflag = MA
pausetime = 5,5
sparkno = s4540
guard.sparkno = s4600
sparkxy = -20,-38
hitsound   = s5,4
guardsound = s5,7
ground.type = Low
ground.slidetime = 21
ground.hittime  = 22
ground.velocity = -6
air.velocity = -2.5,-4
envshake.time = 10
envshake.ampl = 3

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

;---------------------------------------------------------------------------
; キャノンスパイク
[Statedef 3510]
type = S
movetype = A
physics = N
juggle = 0
ctrl = 0
anim = 3220
poweradd = 0
velset = 5,0

[State 3510]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3510]
type = VelSet
trigger1 = AnimElemTime(3) = 0
x = 3

[State 3510]
type = VelSet
trigger1 = AnimElemTime(5) = 0
x = 7

[State 3510]
type = PlaySnd
trigger1 = AnimElemTime(7) = 0
value = 8, 0

[State 3510]
type = StateTypeSet
trigger1 = AnimElemTime(7) = 0
StateType = A
physics = N

[State 3510]
type = VelSet
trigger1 = AnimElemTime(7) = 0
x = 8
y = -13

[State 3510]
type = Veladd
trigger1 = AnimElemTime(7) >= 0
y = .5

[State 3510]
type = VelMul
trigger1 = Time >= 14
x = .9
persistent = 1

[State 3510]
type = HitDef
trigger1 = AnimElem = 5 || AnimElem = 7 || AnimElem = 9
attr = A, HA
animtype = Heavy
air.animtype = Back
damage = 55,16
getpower = 0,0
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 5,5
sparkno = s4540
guard.sparkno = s4600
sparkxy = -20, -60
hitsound   = s5,4
guardsound = s5,7
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -2.5,-10
guard.velocity = -9
air.velocity = -2.5,-10
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
yaccel = .45

[State 3510]
type = HitDef
trigger1 = AnimElem = 11
attr = A, HA
animtype = Heavy
air.animtype = Back
damage = 85,16
getpower = 0,0
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 10,12
sparkno = s4540
guard.sparkno = s4600
sparkxy = -20, -60
hitsound   = s5,4
guardsound = s5,7
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -2.5,-9
guard.velocity = -9
air.velocity = -2.5,-9
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
p1stateno = 1111
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
yaccel = .45
persistent = 0

[State 3510]
type = ChangeState
triggerall = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemTime(7) >= 0
value = 1190

;---------------------------------------------------------------------------
; スナイプブレイカー
[Statedef 3600]
type    = S
movetype= A
physics = S
poweradd= -2000
velset = 0,0
anim = 3600
ctrl = 0

[State 3600]
type = Posset
trigger1 = Time = 0
y = 0

[State 3600]
type = NotHitBy
trigger1 = Time < 34
value = SCA
time = 1

[State 3600]
type = Helper
trigger1 = Time = 2
persistent = 0
id = 4100
name = "Hiper"
pos = -3,-84
postype = P1
stateno = 4100
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[State 3600]
type = Pause
trigger1 = Time = 2
time = 28
movetime = 28

[State 3600]
type = PlaySnd
trigger1 = Time = 6
value = 2, 1
channel = 1

[State 3600]
type = PosAdd
trigger1 = AnimElemTime(2) = 0 || AnimElemTime(3) = 0
x = 15

[State 3600]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = 4, 4

[State 3600]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HA
animtype  = Hard
damage    = 40,5
guardflag = MA
pausetime = 7,9
sparkno = s4540
guard.sparkno = s4600
sparkxy = -10,-52
hitsound   = s5,2
guardsound = s5,7
ground.type = Low
ground.slidetime = 21
ground.hittime  = 22
ground.velocity = -5.5
air.velocity = -2.5,-4
envshake.time = 10
envshake.ampl = 3

[State 3600]
type = HitDef
trigger1 = AnimElem = 5
attr = S, HA
animtype  = Hard
damage    = 40,5
guardflag = MA
pausetime = 10,15
sparkno = s4540
guard.sparkno = s4600
sparkxy = -20,-60
hitsound   = s5,4
guardsound = s5,7
ground.type = High
ground.slidetime = 21
ground.hittime  = 22
ground.velocity = 3
air.velocity = 2,-4
air.fall = 1
p1stateno = 3610
fall.recover = 0
envshake.time = 10
envshake.ampl = 3

[State 3600]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; スナイプブレイカーらんぶぶぶぶん
[Statedef 3610]
type    = S
movetype= A
physics = N
poweradd= 0
velset = 0,0
anim = 3610
ctrl = 0

[State 3610]
type = Posset
trigger1 = Time = 0
y = 0

[State 3610]
type = PlaySnd
trigger1 = Time = 6
value = 2, 3
channel = 1

[State 3610]
type = PosAdd
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(7) < 0
x = 4
[State 3610]
type = PosAdd
trigger1 = AnimElemTime(30) >= 0 && AnimElemTime(31) < 0
x = 6

[State 3610]
type = PlaySnd
trigger1 = AnimElemTime(10) = 1 || AnimElemTime(25) = 1 || AnimElemTime(32) = 0
value = 4, 2

[State 3610]
type = PlaySnd
trigger1 = AnimElemTime(6) = 2 || AnimElemTime(19) = 0
value = 4, 4

[State 3610]
type = HitDef
trigger1 = AnimElem = 11 || AnimElem = 20 || AnimElem = 26
attr = S, HA
animtype  = Hard
damage    = 37,5
guardflag = MA
pausetime = 7,9
sparkno = s4540
guard.sparkno = s4600
sparkxy = -20,-52
hitsound   = s5,4
guardsound = s5,7
ground.type = High
ground.slidetime = 21
ground.hittime  = 22
ground.velocity = -1
air.velocity = -2.5,-4
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3

[State 3610]
type = HitDef
trigger1 = AnimElem = 7 || AnimElem = 21 || AnimElem = 32
attr = S, HA
animtype  = Hard
damage    = 41,5
guardflag = MA
pausetime = 7,9
sparkno = s4540
guard.sparkno = s4600
sparkxy = -15,-42
hitsound   = s5,4
guardsound = s5,7
ground.type = Low
ground.slidetime = 21
ground.hittime  = 22
ground.velocity = -1
air.velocity = -2.5,-4
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3

[State 3000]
type = HitDef
trigger1 = AnimElem = 33
attr = S, HA
animtype  = up
damage    = 80,20
guardflag = MA
pausetime = 15,15
sparkno = s4540
guard.sparkno = s4600
sparkxy = -15,-75
hitsound   = s5,4
guardsound = s5,7
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 0,-10   
air.velocity = 0,-9
p1stateno = 3620
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0

[State 3640]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------
; ブレイカー成功
[Statedef 3620]
type     = S
movetype = A
physics  = N
ctrl     = 0
velset   = 0,0
PowerAdd = 0
anim     = 3010

[State 3620]
type = PlaySnd
trigger1 = Time = 0
value = 2, 4
[State 3620]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0 || AnimElemTime(5) = 0
value = 8, 2

[State 3620]
type = StateTypeSet
trigger1 = AnimElemTime(4) = 0
StateType = A
physics = N

[State 3620]
type = VelSet
trigger1 = AnimElemTime(4) = 12
x = 1
y = -11

[State 3620]
type = Veladd
trigger1 = AnimElemTime(4) >= 12
y = .42

[State 3620]
type = ctrlset
trigger1 = AnimElemTime(5) >= 0
value = 1

[State 3620]
type = ChangeState
trigger1 = AnimElemTime(5) >= 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 52

