;---------------------------------------------------------------------------
;スナイピングアロー
[Statedef 1000]
type    = S
movetype= A
physics = S
poweradd= 90
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 2

[State 1000]
type = PlaySnd
trigger1 = Time = 0
value = 1, 0
channel = 1

[State 1000]
Type = Helper
trigger1 = AnimTime = 0
Stateno = 4920
ID = 4920
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
facing = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1000]
type = ChangeState
trigger1 = AnimTime = 0
value = 1050
ctrl = 0

;---------------------------------------------------------------------------
; 強スナイピングアロー
[Statedef 1010]
type    = S
movetype= A
physics = S
poweradd= 100
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 2

[State 1010]
type = PlaySnd
trigger1 = Time = 0
value = 1, 0
channel = 1

[State 1010]
Type = Helper
trigger1 = AnimTime = 0
Stateno = 4920
ID = 4920
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
facing = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1010]
type = ChangeState
trigger1 = AnimTime = 0
value = 1050
ctrl = 0

;---------------------------------------------------------------------------
; スナイピングアロー(GO)
[Statedef 1050]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 0
velset = ifelse(prevstateno = 1000,7,9),-5.3
anim = 1050
ctrl = 0
sprpriority = 2

[State 1050]
type = PlaySnd
trigger1 = Time = 0
value = 6, 0

[State 1050]
type = VelMul
trigger1 = Time >= 10
x = .95
persistent = 1

[State 1050]
type = VelAdd
trigger1 = 1
y = .5

[State 1050]
type = HitDef
trigger1 = Time = 4
attr = A, SA
animtype  = Hard
damage    = 99,11
priority  = 4
guardflag = MA
pausetime = 10,12
sparkno = s4520
guard.sparkno = s4600
sparkxy = 10,-60
hitsound   = s5,4
guardsound = s5,7
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6,-3
air.velocity = -5,-3
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0

[State 1050]
type = ChangeState
trigger1 = time >= 20
value = 1090
ctrl = 0

;---------------------------------------------------------------------------
; スナイピングアロー(着地)
[Statedef 1090]
type    = S
movetype= I
physics = S
poweradd= 0
velset = 0,0
anim = 1090
ctrl = 0

[State 1090]
type = Posset
trigger1 = Time = 0
y = 0

[State 1090]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = 6, 1

[State Dust]
Type = Helper
trigger1 = AnimElemTime(2) = 0
Stateno = 4900
ID = 4900
Pos = -25,3
PosType = P1
Ownpal = 1
Keyctrl = 0

[State 1090]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 弱キャノンスパイク
[Statedef 1100]
type = S
movetype = A
physics = S
juggle = 8
ctrl = 0
anim = 1100
poweradd = 70
velset = 0,0

[State 1100]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 6

[State 1100]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1100]
type = VelSet
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(5) < 0
x = 6

[State 1100]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = 1, 1
channel = 1
[State 1100]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = 8, 0

[State 1100]
type = StateTypeSet
trigger1 = AnimElemTime(5) = 0
StateType = A
physics = N

[State 1100]
type = VelSet
trigger1 = AnimElemTime(5) = 0
x = 4
y = -10

[State 1100]
type = Veladd
trigger1 = AnimElemTime(5) >= 0
y = .5

[State 1100]
type = VelMul
trigger1 = Time >= 15
x = .90
persistent = 1

[State 1100]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
animtype = Heavy
air.animtype = Back
damage = 102,16
priority  = 7, Hit
hitflag = MAF
guardflag = M
pausetime = 10,11
sparkno = s4520
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
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
yaccel = .45
persistent = 0
getpower = 83,35
givepower = 35,35
forcestand = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 1100]
type = HitDef
trigger1 = AnimElem = 5 && !movecontact
attr = A, SA
animtype = Heavy
air.animtype = Back
damage = 92,16
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 11,12
sparkno = s4520
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
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
yaccel = .45
persistent = 0
getpower = 83,35
givepower = 35,35
forcestand = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 1100]
Type = Helper
trigger1 = AnimElemTime(4) = 0
Stateno = 4910
ID = 4910
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
facing = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 1100]
Type = Helper
trigger1 = AnimElemTime(5) = 0
Stateno = 4910
ID = 4910
Pos = 0,-10
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
facing = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1100]
type = ChangeState
trigger1 = AnimElemTime(5) >= 0
trigger1 = Vel Y > -1
value = 1105

[State 1100]
type = ChangeState
trigger1 = movecontact
value = 1111

[State 1100]
type = ChangeState
triggerall = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemTime(5) >= 0
value = 1190

;---------------------------------------------------------------------------
; 強キャノンスパイク
[Statedef 1110]
type = S
movetype = A
physics = S
juggle = 8
ctrl = 0
anim = 1100
poweradd = 70
velset = 0,0

[State 1110]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 6

[State 1110]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1110]
type = VelSet
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(5) < 0
x = 7

[State 1110]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = 1, 1
channel = 1
[State 1110]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = 8, 0

[State 1110]
type = StateTypeSet
trigger1 = AnimElemTime(5) = 0
StateType = A
physics = N

[State 1110]
type = VelSet
trigger1 = AnimElemTime(5) = 0
x = 5
y = -13

[State 1110]
type = Veladd
trigger1 = AnimElemTime(5) >= 0
y = .5

[State 1110]
type = VelMul
trigger1 = Time >= 15
x = .90
persistent = 1

[State 1110]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
animtype = Heavy
air.animtype = Back
damage = 102,16
priority  = 7, Hit
hitflag = MAF
guardflag = M
pausetime = 10,11
sparkno = s4520
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
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
yaccel = .45
persistent = 0
getpower = 83,35
givepower = 35,35
forcestand = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 1110]
type = HitDef
trigger1 = AnimElem = 5 && !movecontact
attr = A, SA
animtype = Heavy
air.animtype = Back
damage = 92,16
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 11,12
sparkno = s4520
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
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
yaccel = .45
persistent = 0
getpower = 83,35
givepower = 35,35
forcestand = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 1110]
Type = Helper
trigger1 = AnimElemTime(4) = 0
Stateno = 4910
ID = 4910
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0
facing = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1110]
type = ChangeState
trigger1 = AnimElemTime(5) >= 0
trigger1 = Vel Y > -1
value = 1105

[State 1110]
type = ChangeState
trigger1 = movecontact
value = 1111

[State 1110]
type = ChangeState
triggerall = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemTime(5) >= 0
value = 1190

;---------------------------------------------------------------------------
; キャノンスパイク（下降）
[Statedef 1105]
type    = A
movetype= I
physics = N
anim = 1105
ctrl = 0

[State 1105]
type = VelAdd
trigger1 = 1
y = .52

[State 1105]
type = VelMul
trigger1 = 1
x = .90
persistent = 1

[State 1105]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1190

;---------------------------------------------------------------------------
;SpikeHit
[Statedef 1111]
type    = A
movetype= I
physics = N
poweradd= 0
velset = -0.5,-12
anim = 1111
ctrl = 0
sprpriority = 2

[State 1111]
type = VelAdd
trigger1 = 1
y = .52

[State 1111]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1190

;---------------------------------------------------------------------------
; キャノンスパイク（着地）
[Statedef 1190]
type = S
physics = S
ctrl = 0
anim = 1190
velset = 0,0

[State 1190]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1190]
type = PlaySnd
trigger1 = Time = 0
value = 6, 1

[State Dust]
Type = Helper
trigger1 = Time = 0
Stateno = 4900
ID = 4900
Pos = -22,3
PosType = P1
Ownpal = 1
Keyctrl = 0

[State 1190]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; スパイラルアロー
[Statedef 1200]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 0
velset = 0,0
anim = 1200
ctrl = 0
sprpriority = 2

[State 1200]
type = ChangeState
trigger1 = AnimTime = 0
value = 1210
ctrl = 0

;---------------------------------------------------------------------------
; スパイラルアロー(GO)
[Statedef 1210]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 110
velset = 11,-3
anim = 1210
ctrl = 0
sprpriority = 2

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

[State 1210]
type = PlaySnd
trigger1 = Time = 0
value = 8, 3

[State 1210]
type = VelSet
trigger1 = Time >= 2
x = 6
[State 1210]
type = Veladd
trigger1 = Time >= 2
y = .45

[State 1210]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
attr = A, SA
animtype  = Hard
damage    = 20,2
priority  = 6
guardflag = MA
pausetime = 8,10
sparkno = s4520
guard.sparkno = s4600
sparkxy = 10,-30
hitsound   = s5,4
guardsound = s5,7
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3,-3
air.velocity = -3,-3
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0

[State 1000, 7]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1220
ctrl = 0

;---------------------------------------------------------------------------
; スパイラルアロー(着地)
[Statedef 1220]
type    = S
movetype= I
physics = N
poweradd= 0
velset = 5,0
anim = 1220
ctrl = 0
sprpriority = 2

[State 1220]
type = Posset
trigger1 = Time = 0
y = 0

[State 1220]
type = velSet
trigger1 = time = [5,9]
x = 3
[State 1220]
type = velSet
trigger1 = time = [10,15]
x = 1

[State Dust]
Type = Helper
trigger1 = Time % 5 = 0
Stateno = 4900
ID = 4900
Pos = -10,0
PosType = P1
Ownpal = 1
Keyctrl = 0

[State 1220]
type = PlaySnd
trigger1 = Time = 0
value = 8, 1

[State 1220]
type = ChangeState
trigger1 = AnimTime = 0
value = 1230
ctrl = 0

;---------------------------------------------------------------------------
;A(Land2)
[Statedef 1230]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
velset = 0,0
anim = 12
ctrl = 0
sprpriority = 2

[State 1000, 6]
type = Posset
trigger1 = Time = 0
y = 0

[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; アクセルスピンナックル
[Statedef 1400]
type    = S
movetype= A
physics = S
poweradd= 72
velset = 0,0
anim = 1400
ctrl = 0
sprpriority = 2

[State 1400]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1400]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = 1, 2
channel = 1
[State 1400]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = 6, 0

[State 1400]
type = StateTypeSet
trigger1 = AnimElemTime(3) = 0
StateType = A
physics = N

[State 1400]
type = VelSet
trigger1 = AnimElemTime(3) = 0
x = 3
y = -4

[State 1400]
type = Veladd
trigger1 = AnimElemTime(3) >= 0
y = .4

[State 1400]
type = ChangeState
trigger1 = AnimTime = 0
value = 1450
ctrl = 0

;---------------------------------------------------------------------------
; アクセルスピンナックル
[Statedef 1410]
type    = S
movetype= A
physics = S
poweradd= 72
velset = 0,0
anim = 1410
ctrl = 0
sprpriority = 2

[State 1410]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1410]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = 1, 2
channel = 1
[State 1410]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = 6, 0

[State 1410]
type = StateTypeSet
trigger1 = AnimElemTime(3) = 0
StateType = A
physics = N

[State 1410]
type = VelSet
trigger1 = AnimElemTime(3) = 0
x = 5
y = -4

[State 1410]
type = Veladd
trigger1 = AnimElemTime(3) >= 0
y = .4

[State 1410]
type = ChangeState
trigger1 = AnimTime = 0
value = 1450
ctrl = 0

;---------------------------------------------------------------------------
; アクセルスピンナックル
[Statedef 1450]
type    = S
movetype= A
physics = S
poweradd= 0
velset = 0,0
anim = 1450
ctrl = 0

[State 1450]
type = Posset
trigger1 = Time = 0
y = 0

[State 1450]
type = PosAdd
trigger1 = AnimElemTime(2) = 0 || AnimElemTime(3) = 0
x = 15

[State 1450]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = 4, 4

[State 1450]
type = PlaySnd
trigger1 = Time = 0
value = 6, 1

[State Dust]
Type = Helper
trigger1 = Time = 0
Stateno = 4900
ID = 4900
Pos = -25,3
PosType = P1
Ownpal = 1
Keyctrl = 0

[State 1450]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
animtype  = Hard
damage    = 40,5
guardflag = MA
pausetime = 7,9
sparkno = s4520
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 1450]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
animtype  = Hard
damage    = 40,5
guardflag = MA
pausetime = 10,10
sparkno = s4520
guard.sparkno = s4600
sparkxy = -20,-60
hitsound   = s5,4
guardsound = s5,7
ground.type = High
ground.slidetime = 21
ground.hittime  = 22
ground.velocity = -3,-4
air.velocity = -2.5,-4
fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 3

[State 1450]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

