;リュウ　必殺技用ｃｎｓ
;==================================
;昇竜拳
;弱
[Statedef 1000]
type = S
movetype = A
physics = S
anim = 1000
velset = 0,0
ctrl = 0
poweradd = 147
juggle = 15

[State 1000, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 4

[State 1100, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = s0,1

[State 1000, 8]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage    = 126,32
animtype = Heavy
getpower = 63
givepower = 21
guardflag = M
hitflag = MAF
hitsound = s100,3
guardsound = s100,20
pausetime = 16,16
sparkno = s8050
guard.sparkno = s8040
sparkxy = 0,-55
ground.type = Low
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -3,-8
air.velocity = -3,-8
yaccel = 0.45
fall = 1
air.fall = 1
air.hittime = 36

[State 1000, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 1001

;上昇
[Statedef 1001]
type = A
movetype = A
physics = N
anim = 1001
juggle = 15

[State 1001, 1]
type = PosAdd
trigger1 = Time = [2,9]
X = 2

[State 1001, 2]
type = VelSet
trigger1 = Time = 2
Y = -6

[State 1000, 8]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
damage    = 28,7
animtype = Heavy
getpower = 63
givepower = 21
guardflag = MA
hitflag = MAF
hitsound = s100,3
guardsound = s100,20
pausetime = 16,16
sparkno = s8050
guard.sparkno = s8040
sparkxy = 0,-90
ground.type = High
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -3,-8
air.velocity = -3,-8
yaccel = 0.45
fall = 1
air.fall = 1
air.hittime = 36

[State 1001, 3]
type = VelAdd
trigger1 = Time >= 2
Y = 0.4

[State 1001, 9]
type = ChangeState
trigger1 = Time > 2 && Pos Y >= 0
value = 1002

[Statedef 1002]
type = S
movetype = I
physics = S
anim = 1002
velset = 0,0

[State 1002, 1]
type = PosSet
trigger1 = Time = 0
Y = 0

[State 1002, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;中
[Statedef 1010]
type = S
movetype = A
physics = S
anim = 1000
velset = 0,0
ctrl = 0
poweradd = 147
juggle = 15

[State 1010, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 8

[State 1100, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = s0,1

[State 1000, 8]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage    = 133,33
animtype = Heavy
getpower = 63
givepower = 21
guardflag = M
hitflag = MAF
hitsound = s100,3
guardsound = s100,20
pausetime = 16,16
sparkno = s8050
guard.sparkno = s8040
sparkxy = 0,-55
ground.type = Low
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -4,-8.5
air.velocity = -4,-8.5
yaccel = 0.45
fall = 1
air.fall = 1
air.hittime = 36

[State 1010, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 1011

;上昇
[Statedef 1011]
type = A
movetype = A
physics = N
anim = 1011
juggle = 15

[State 1011, 1]
type = PosAdd
trigger1 = Time = [2,10]
X = 4

[State 1011, 1]
type = PosAdd
trigger1 = Time = [11,12]
X = 2

[State 1011, 2]
type = VelSet
trigger1 = Time = 2
Y = -8

[State 1011, 3]
type = VelAdd
trigger1 = Time >= 2
Y = 0.4

[State 1000, 8]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
damage    = 28,7
animtype = Heavy
getpower = 63
givepower = 21
guardflag = MA
hitflag = MAF
hitsound = s100,3
guardsound = s100,20
pausetime = 16,16
sparkno = s8050
guard.sparkno = s8040
sparkxy = 0,-90
ground.type = High
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -3,-8
air.velocity = -3,-8
yaccel = 0.45
fall = 1
air.fall = 1
air.hittime = 36

[State 1011, 9]
type = ChangeState
trigger1 = Time > 2 && Pos Y >= 0
value = 1002

;強
[Statedef 1020]
type = S
movetype = A
physics = S
anim = 1000
velset = 0,0
ctrl = 0
poweradd = 147
juggle = 15

[State 1020, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 8

[State 1100, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = s0,1

[State 1000, 8]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage    = 140,35
animtype = Heavy
getpower = 63
givepower = 21
guardflag = M
hitflag = MAF
hitsound = s100,3
guardsound = s100,20
pausetime = 16,16
sparkno = s8050
guard.sparkno = s8040
sparkxy = 0,-55
ground.type = Low
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -3,-9
air.velocity = -3,-9
yaccel = 0.45
fall = 1
air.fall = 1
air.hittime = 36

[State 1020, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 1021

;上昇
[Statedef 1021]
type = A
movetype = A
physics = N
anim = 1021
juggle = 15

[State 1021, 1]
type = PosAdd
trigger1 = Time = [2,14]
X = 4

[State 1021, 1]
type = PosAdd
trigger1 = Time = [15,17]
X = 2

[State 1021, 2]
type = VelSet
trigger1 = Time = 2
Y = -10

[State 1021, 3]
type = VelAdd
trigger1 = Time >= 2
Y = 0.4

[State 1000, 8]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
damage    = 28,7
animtype = Heavy
getpower = 63
givepower = 21
guardflag = MA
hitflag = MAF
hitsound = s100,3
guardsound = s100,20
pausetime = 16,16
sparkno = s8050
guard.sparkno = s8040
sparkxy = 0,-90
ground.type = High
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -3,-8
air.velocity = -3,-8
yaccel = 0.45
fall = 1
air.fall = 1
air.hittime = 36

[State 1021, 9]
type = ChangeState
trigger1 = Time > 2 && Pos Y >= 0
value = 1002

;波動拳
[Statedef 1100]
type = S
movetype = A
physics = S
anim = 1100
velset = 0,0
ctrl = 0
poweradd = 63

[State 1100, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = s0,0

[State 1100, 5]
type = Projectile
trigger1 = Time = 12
attr = A, SP
damage = 84,21
animtype = Heavy
getpower = 21
givepower = 21
guardflag = MA
hitflag = MAF
pausetime = 0,12
sparkno = s8050
guard.sparkno = s8040
sparkxy = 20,0
hitsound = s100,8
guardsound = s100,20
ground.type = High
ground.slidetime = 12
ground.hittime = 18 
ground.velocity = -11
air.velocity = -3,-4
projanim = 1150
projhitanim = 1151
projremanim = 1151
projcancelanim = 1151
velocity = 2.5
air.fall = 1
offset = 78,-55
projid = 1100
projpriority = 1
juggle = 1
air.juggle = 1

[State 1100, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;中
[Statedef 1110]
type = S
movetype = A
physics = S
anim = 1110
velset = 0,0
ctrl = 0
poweradd = 63

[State 1100, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = s0,0

[State 1100, 5]
type = Projectile
trigger1 = Time = 12
attr = A, SP
damage = 84,21
animtype = Heavy
getpower = 21
givepower = 21
guardflag = MA
hitflag = MAF
pausetime = 0,12
sparkno = s8050
guard.sparkno = s8040
sparkxy = 20,0
hitsound = s100,8
guardsound = s100,20
ground.type = High
ground.slidetime = 12
ground.hittime = 18 
ground.velocity = -11
air.velocity = -3,-4
projanim = 1150
projhitanim = 1151
projremanim = 1151
projcancelanim = 1151
velocity = 3.3
air.fall = 1
offset = 78,-55
projid = 1100
projpriority = 1
juggle = 1
air.juggle = 1

[State 1110, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;強
[Statedef 1120]
type = S
movetype = A
physics = S
anim = 1120
velset = 0,0
ctrl = 0
poweradd = 63

[State 1100, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = s0,0

[State 1100, 5]
type = Projectile
trigger1 = Time = 12
attr = A, SP
damage = 84,21
animtype = Heavy
getpower = 21
givepower = 21
guardflag = MA
hitflag = MAF
pausetime = 0,12
sparkno = s8050
guard.sparkno = s8040
sparkxy = 20,0
hitsound = s100,8
guardsound = s100,20
ground.type = High
ground.slidetime = 12
ground.hittime = 18 
ground.velocity = -11
air.velocity = -3,-4
projanim = 1150
projhitanim = 1151
projremanim = 1151
projcancelanim = 1151
velocity = 4.1
air.fall = 1
offset = 78,-55
projid = 1100
projpriority = 1
juggle = 1
air.juggle = 1

[State 1120, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;灼熱波動拳
;弱
[Statedef 1200]
type = S
movetype = A
physics = S
anim = 1110
velset = 0,0
ctrl = 0
poweradd = 63

[State 1100, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = s0,0

[State 1200, 5]
type = Helper
trigger1 = Time = 12
name = "TAMA"
ID = 1100
postype = p1
pos = 78,-55
stateno = 1250
helpertype = normal
ownpal = 1
keyctrl = 0

[State 1200, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;中
[Statedef 1210]
type = S
movetype = A
physics = S
anim = 1120
velset = 0,0
ctrl = 0
poweradd = 63

[State 1100, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = s0,0

[State 1210, 5]
type = Helper
trigger1 = Time = 12
name = "TAMA"
ID = 1100
postype = p1
pos = 78,-55
stateno = 1260
helpertype = normal
ownpal = 1
keyctrl = 0

[State 1120, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;強
[Statedef 1220]
type = S
movetype = A
physics = S
anim = 1130
velset = 0,0
ctrl = 0
poweradd = 63

[State 1100, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = s0,0

[State 1220, 5]
type = Helper
trigger1 = Time = 15
name = "TAMA"
ID = 1100
postype = p1
pos = 78,-55
stateno = 1270
helpertype = normal
ownpal = 1
keyctrl = 0

[State 1220, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;灼熱弾
;弱
[Statedef 1250]
type = A
movetype = A
physics = N
anim = 1250
velset = 2.5,0
ctrl = 0
juggle = 1

[State 1250, 0]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 1250, 1]
type = SprPriority
trigger1 = Time >= 0
value = 5

[State 1250, 1]
type = Explod
trigger1 = MoveHit && NumExplod(1250) = 0
anim = 8410
postype = p2
pos = 0,ceil((enemynear,const(size.head.pos.y)*0.9))
sprpriority = 7
bindtime = -1
ID = 1250

[State 1250, 1]
type = Explod
trigger1 = MoveHit && NumExplod(1251) = 0
anim = 8410
postype = p2
pos = -20,ceil((enemynear,const(size.head.pos.y)*0.9)+5)
sprpriority = 7
bindtime = -1
ID = 1251

[State 1250, 1]
type = Explod
trigger1 = MoveHit && NumExplod(1252) = 0
anim = 8411
postype = p2
pos = 10,ceil((enemynear,const(size.mid.pos.y)*0.5))
sprpriority = 7
bindtime = -1
ID = 1252

[State 1250, 1]
type = Explod
trigger1 = MoveHit && NumExplod(1253) = 0
anim = 8411
postype = p2
pos = -10,ceil((enemynear,const(size.mid.pos.y)*0.5)+5)
sprpriority = 7
bindtime = -1
ID = 1253

[State 1250, 2]
type = HitOverRide
trigger1 = Time = 0
attr = SCA,NP,SP,HP
slot = 0
stateno = 1251

[State 1250, 3]
type = HitDef
trigger1 = Time = [1,2]
attr = A, SP
damage = 84,21
animtype = Heavy
getpower = 21
givepower = 21
guardflag = MA
hitflag = MAF
pausetime = 0,12
sparkno = s8050
guard.sparkno = s8040
sparkxy = 20,0
hitsound = s100,8
guardsound = s100,20
ground.type = High
ground.slidetime = 12
ground.hittime = 18 
ground.velocity = -3,-4
air.velocity = -3,-4
fall = 1
air.fall = 1
palfx.time = 44
palfx.add = 160,96,32
palfx.mul = 72,32,16
palfx.color = 0

[State 1250, 3]
type = HitDef
trigger1 = Time = 3
attr = A, SP
damage = 84,21
animtype = Heavy
getpower = 21
givepower = 21
guardflag = MA
hitflag = MAF
pausetime = 0,12
sparkno = s8050
guard.sparkno = s8040
sparkxy = 20,0
hitsound = s100,8
guardsound = s100,20
ground.type = High
ground.slidetime = 12
ground.hittime = 18 
ground.velocity = -8
air.velocity = -3,-4
air.fall = 1
palfx.time = 44
palfx.add = 160,96,32
palfx.mul = 72,32,16
palfx.color = 0

[State 1250, 4]
type = ChangeState
trigger1 = MoveContact
value = 1251

[State 1250, 9]
type = DestroySelf
trigger1 = FrontEdgeDist < -30

;消滅
[Statedef 1251]
type = A
movetype = I
physics = N
anim = 1251
velset = 0,0

[State 1251, 9]
type = DestroySelf
trigger1 = AnimTime = 0

;中
[Statedef 1260]
type = A
movetype = A
physics = N
anim = 1250
velset = 3.3,0
ctrl = 0
juggle = 1

[State 1260, 0]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 1260, 1]
type = SprPriority
trigger1 = Time >= 0
value = 5

[State 1250, 1]
type = Explod
trigger1 = MoveHit && NumExplod(1250) = 0
anim = 8410
postype = p2
pos = 0,ceil((enemynear,const(size.head.pos.y)*0.9))
sprpriority = 7
bindtime = -1
ID = 1250

[State 1250, 1]
type = Explod
trigger1 = MoveHit && NumExplod(1251) = 0
anim = 8410
postype = p2
pos = -20,ceil((enemynear,const(size.head.pos.y)*0.9)+5)
sprpriority = 7
bindtime = -1
ID = 1251

[State 1250, 1]
type = Explod
trigger1 = MoveHit && NumExplod(1252) = 0
anim = 8411
postype = p2
pos = 10,ceil((enemynear,const(size.mid.pos.y)*0.5))
sprpriority = 7
bindtime = -1
ID = 1252

[State 1250, 1]
type = Explod
trigger1 = MoveHit && NumExplod(1253) = 0
anim = 8411
postype = p2
pos = -10,ceil((enemynear,const(size.mid.pos.y)*0.5)+5)
sprpriority = 7
bindtime = -1
ID = 1253

[State 1260, 2]
type = HitOverRide
trigger1 = Time = 0
attr = SCA,NP,SP,HP
slot = 0
stateno = 1251

[State 1260, 3]
type = HitDef
trigger1 = Time = [1,2]
attr = A, SP
damage = 84,21
animtype = Heavy
getpower = 21
givepower = 21
guardflag = MA
hitflag = MAF
pausetime = 0,12
sparkno = s8050
guard.sparkno = s8040
sparkxy = 20,0
hitsound = s100,8
guardsound = s100,20
ground.type = High
ground.slidetime = 12
ground.hittime = 18 
ground.velocity = -3,-4
air.velocity = -3,-4
fall = 1
air.fall = 1
palfx.time = 44
palfx.add = 160,96,32
palfx.mul = 72,32,16
palfx.color = 0

[State 1260, 3]
type = HitDef
trigger1 = Time = 3
attr = A, SP
damage = 84,21
animtype = Heavy
getpower = 21
givepower = 21
guardflag = MA
hitflag = MAF
pausetime = 0,12
sparkno = s8050
guard.sparkno = s8040
sparkxy = 20,0
hitsound = s100,8
guardsound = s100,20
ground.type = High
ground.slidetime = 12
ground.hittime = 18 
ground.velocity = -8
air.velocity = -3,-4
air.fall = 1
palfx.time = 44
palfx.add = 160,96,32
palfx.mul = 72,32,16
palfx.color = 0

[State 1260, 4]
type = ChangeState
trigger1 = MoveContact
value = 1251

[State 1260, 9]
type = DestroySelf
trigger1 = FrontEdgeDist < -30

;強
[Statedef 1270]
type = A
movetype = A
physics = N
anim = 1250
velset = 4.1,0
ctrl = 0
juggle = 1

[State 1270, 0]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 1270, 1]
type = SprPriority
trigger1 = Time >= 0
value = 5

[State 1250, 1]
type = Explod
trigger1 = MoveHit && NumExplod(1250) = 0
anim = 8410
postype = p2
pos = 0,ceil((enemynear,const(size.head.pos.y)*0.9))
sprpriority = 7
bindtime = -1
ID = 1250

[State 1250, 1]
type = Explod
trigger1 = MoveHit && NumExplod(1251) = 0
anim = 8410
postype = p2
pos = -20,ceil((enemynear,const(size.head.pos.y)*0.9)+5)
sprpriority = 7
bindtime = -1
ID = 1251

[State 1250, 1]
type = Explod
trigger1 = MoveHit && NumExplod(1252) = 0
anim = 8411
postype = p2
pos = 10,ceil((enemynear,const(size.mid.pos.y)*0.5))
sprpriority = 7
bindtime = -1
ID = 1252

[State 1250, 1]
type = Explod
trigger1 = MoveHit && NumExplod(1253) = 0
anim = 8411
postype = p2
pos = -10,ceil((enemynear,const(size.mid.pos.y)*0.5)+5)
sprpriority = 7
bindtime = -1
ID = 1253

[State 1270, 2]
type = HitOverRide
trigger1 = Time = 0
attr = SCA,NP,SP,HP
slot = 0
stateno = 1251

[State 1270, 3]
type = HitDef
trigger1 = Time = [1,2]
attr = A, SP
damage = 84,21
animtype = Heavy
getpower = 21
givepower = 21
guardflag = MA
hitflag = MAF
pausetime = 0,12
sparkno = s8050
guard.sparkno = s8040
sparkxy = 20,0
hitsound = s100,8
guardsound = s100,20
ground.type = High
ground.slidetime = 12
ground.hittime = 18 
ground.velocity = -3,-4
air.velocity = -3,-4
fall = 1
air.fall = 1
palfx.time = 44
palfx.add = 160,96,32
palfx.mul = 72,32,16
palfx.color = 0

[State 1270, 3]
type = HitDef
trigger1 = Time = 3
attr = A, SP
damage = 84,21
animtype = Heavy
getpower = 21
givepower = 21
guardflag = MA
hitflag = MAF
pausetime = 0,12
sparkno = s8050
guard.sparkno = s8040
sparkxy = 20,0
hitsound = s100,8
guardsound = s100,20
ground.type = High
ground.slidetime = 12
ground.hittime = 18 
ground.velocity = -8
air.velocity = -3,-4
air.fall = 1
palfx.time = 44
palfx.add = 160,96,32
palfx.mul = 72,32,16
palfx.color = 0

[State 1270, 4]
type = ChangeState
trigger1 = MoveContact
value = 1251

[State 1270, 9]
type = DestroySelf
trigger1 = FrontEdgeDist < -30

;竜巻旋風脚
;弱
[Statedef 1300]
type = A
movetype = A
physics = N
anim = 1300
velset = 2.5,-5
ctrl = 0
poweradd = 84
juggle = 15

[State 1300, 1]
type = VelAdd
trigger1 = Time <= 10
trigger2 = Time >= 25
Y = 0.4

[State 1300, 2]
type = VelSet
trigger1 = Time = 11
Y = 0

[State 1100, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = s0,2

[State 1000, 8]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA
damage    = 98,26
animtype = Heavy
getpower = 21
givepower = 21
guardflag = MA
hitflag = MAF
hitsound = s100,7
guardsound = s100,20
pausetime = 14,14
sparkno = s8050
guard.sparkno = s8040
sparkxy = -10,-45
ground.type = High
ground.slidetime = 18
ground.hittime  = 21
guard.velocity = -8
ground.velocity = -3,-6
air.velocity = -3,-4
yaccel = 0.45
fall = 1
air.fall = 1
air.hittime = 36

[State 1300, 9]
type = ChangeState
trigger1 = Time > 25 && Pos Y >= 0
value = 52

;中
[Statedef 1310]
type = A
movetype = A
physics = N
anim = 1310
velset = 2.5,-5
ctrl = 0
poweradd = 84
juggle = 15

[State 1310, 1]
type = VelAdd
trigger1 = Time <= 10
trigger2 = Time >= 37
Y = 0.4

[State 1310, 2]
type = VelSet
trigger1 = Time = 11
Y = 0

[State 1100, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = s0,2

[State 1000, 8]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 8
attr = A, SA
damage    = 49,12
animtype = Heavy
getpower = 21
givepower = 21
guardflag = MA
hitflag = MAF
hitsound = s100,7
guardsound = s100,20
pausetime = 14,14
sparkno = s8050
guard.sparkno = s8040
sparkxy = -10,-45
ground.type = High
ground.slidetime = 18
ground.hittime  = 21
guard.velocity = -8
ground.velocity = -3,-6
air.velocity = -3,-4
yaccel = 0.45
fall = 1
air.fall = 1
air.hittime = 36

[State 1310, 9]
type = ChangeState
trigger1 = Time > 37 && Pos Y >= 0
value = 52

;強
[Statedef 1320]
type = A
movetype = A
physics = N
anim = 1320
velset = 2.5,-5
ctrl = 0
poweradd = 84
juggle = 15

[State 1320, 1]
type = VelAdd
trigger1 = Time <= 10
trigger2 = Time >= 49
Y = 0.4

[State 1320, 2]
type = VelSet
trigger1 = Time = 11
Y = 0

[State 1100, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = s0,2

[State 1000, 8]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 8
trigger3 = AnimElem = 12
attr = A, SA
damage    = 35,9
animtype = Heavy
getpower = 21
givepower = 21
guardflag = MA
hitflag = MAF
hitsound = s100,7
guardsound = s100,20
pausetime = 14,14
sparkno = s8050
guard.sparkno = s8040
sparkxy = -10,-45
ground.type = High
ground.slidetime = 18
ground.hittime  = 21
guard.velocity = -8
ground.velocity = -3,-6
air.velocity = -3,-4
yaccel = 0.45
fall = 1
air.fall = 1
air.hittime = 36

[State 1320, 9]
type = ChangeState
trigger1 = Time > 49 && Pos Y >= 0
value = 52

;空中竜巻旋風脚
;弱
[Statedef 1400]
type = A
movetype = A
physics = N
anim = 1400
ctrl = 0
poweradd = 84

[State 1400, 1]
type = VelAdd
trigger1 = Time = 0 && Vel X >= 0
X = 1

[State 1400, 2]
type = Gravity
trigger1 = Time >= 0

[State 1100, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = s0,2

[State 1000, 8]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
attr = A, SA
damage    = 49,12
animtype = Heavy
getpower = 21
givepower = 21
guardflag = MA
hitflag = MAF
hitsound = s100,7
guardsound = s100,20
pausetime = 14,14
sparkno = s8050
guard.sparkno = s8040
sparkxy = -10,-45
ground.type = High
ground.slidetime = 18
ground.hittime  = 21
guard.velocity = -8
ground.velocity = -3,-6
air.velocity = -3,-4
yaccel = 0.45
fall = 1
air.fall = 1
air.hittime = 36

[State 1400, 9]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52

;中
[Statedef 1410]
type = A
movetype = A
physics = N
anim = 1400
ctrl = 0
poweradd = 84

[State 1410, 1]
type = VelAdd
trigger1 = Time = 0 && Vel X >= 0 
X = 1.5

[State 1410, 1]
type = VelAdd
trigger1 = Time = 0 
Y = -1

[State 1410, 2]
type = Gravity
trigger1 = Time >= 0

[State 1100, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = s0,2

[State 1000, 8]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
attr = A, SA
damage    = 49,12
animtype = Heavy
getpower = 21
givepower = 21
guardflag = MA
hitflag = MAF
hitsound = s100,7
guardsound = s100,20
pausetime = 14,14
sparkno = s8050
guard.sparkno = s8040
sparkxy = -10,-45
ground.type = High
ground.slidetime = 18
ground.hittime  = 21
guard.velocity = -8
ground.velocity = -3,-6
air.velocity = -3,-4
yaccel = 0.45
fall = 1
air.fall = 1
air.hittime = 36

[State 1410, 9]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52

;強
[Statedef 1420]
type = A
movetype = A
physics = N
anim = 1400
ctrl = 0
poweradd = 84

[State 1420, 1]
type = VelAdd
trigger1 = Time = 0 && Vel X >= 0 
X = 2

[State 1420, 1]
type = VelAdd
trigger1 = Time = 0 
Y = -2

[State 1420, 2]
type = Gravity
trigger1 = Time >= 0

[State 1100, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = s0,2

[State 1000, 8]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
attr = A, SA
damage    = 49,12
animtype = Heavy
getpower = 21
givepower = 21
guardflag = MA
hitflag = MAF
hitsound = s100,7
guardsound = s100,20
pausetime = 14,14
sparkno = s8050
guard.sparkno = s8040
sparkxy = -10,-45
ground.type = High
ground.slidetime = 18
ground.hittime  = 21
guard.velocity = -8
ground.velocity = -3,-6
air.velocity = -3,-4
yaccel = 0.45
fall = 1
air.fall = 1
air.hittime = 36

[State 1420, 9]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52

;================================
;阿修羅閃空
;前・長
[Statedef 1500]
type = S
movetype = I
physics = N
anim = 1500
velset = 0,0
ctrl = 0

[State 1500, 1]
type = NotHitBy
trigger1 = Time > 20
value = SCA
time = 1

[State 1500, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 1500, 4]
type = PosAdd
trigger1 = Time = [2,4]
trigger2 = Time = [7,8]
X = 2

[State 1500, 4]
type = PosAdd
trigger1 = Time = [5,6]
X = 4

[State 1500, 4]
type = PosAdd
trigger1 = Time = [12,14]
trigger2 = Time = [17,19]
X = -2

[State 1500, 4]
type = PosAdd
trigger1 = Time = [15,16]
X = -4

[State 1000, 8]
type = PlaySnd
trigger1 = Time = 21
value = s100,51

[State 1500, 5]
type = VelSet
trigger1 = Time = 21
X = 12

[State 1500, 5]
type = VelAdd
trigger1 = Time > 20
X = -0.25

[State 1500, 5]
type = ChangeAnim
trigger1 = P2Dist X < 5 && Anim = 1500 && Time > 26
value = 1505

[State 1500,6]
type = AfterImage
trigger1 = Time = 0
time = 999
length = 16
palbright = 40,40,40
palcontrast = 250,250,250
palpostbright = -80,-80,-80
timegap = 1
flamegap = 1
trans = add1

[State 1500, 8]
type = VarSet
trigger1 = Time = 0
v = 18
value = 0

[State 1500, 8]
type = VarSet
trigger1 = Anim = 1505
v = 18
value = 1

[State 1500, 9]
type = ChangeState
trigger1 = Time = 68
trigger2 = FrontEdgeDist < 5 && Time > 25
value = 1501

;後ろ・長
[Statedef 1520]
type = S
movetype = I
physics = N
anim = 1500
velset = 0,0
ctrl = 0

[State 1520, 1]
type = NotHitBy
trigger1 = Time > 20
value = SCA
time = 1

[State 1520, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 1500, 4]
type = PosAdd
trigger1 = Time = [2,4]
trigger2 = Time = [7,8]
X = 2

[State 1500, 4]
type = PosAdd
trigger1 = Time = [5,6]
X = 4

[State 1500, 4]
type = PosAdd
trigger1 = Time = [12,14]
trigger2 = Time = [17,19]
X = -2

[State 1500, 4]
type = PosAdd
trigger1 = Time = [15,16]
X = -4

[State 1000, 8]
type = PlaySnd
trigger1 = Time = 21
value = s100,51

[State 1500, 5]
type = VelSet
trigger1 = Time = 21
X = -12

[State 1500, 5]
type = VelAdd
trigger1 = Time > 20
X = 0.25

[State 1520, 5]
type = ChangeAnim
trigger1 = P2Dist X = 0 && Anim = 1500 && Time > 26
value = 1505

[State 1520,6]
type = AfterImage
trigger1 = Time = 0
time = 999
length = 16
palbright = 40,40,40
palcontrast = 250,250,250
palpostbright = -80,-80,-80
timegap = 1
flamegap = 1
trans = add1

[State 1520, 8]
type = VarSet
trigger1 = Time = 0
v = 18
value = 0

[State 1520, 8]
type = VarSet
trigger1 = Anim = 1505
v = 18
value = 1

[State 1520, 9]
type = ChangeState
trigger1 = Time = 52
trigger2 = BackEdgeDist < 5 && Time > 25
value = 1501

;前・短
[Statedef 1510]
type = S
movetype = I
physics = N
anim = 1500
velset = 0,0
ctrl = 0

[State 1500, 1]
type = NotHitBy
trigger1 = Time > 20
value = SCA
time = 1

[State 1500, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 1500, 4]
type = PosAdd
trigger1 = Time = [2,4]
trigger2 = Time = [7,8]
X = 2

[State 1500, 4]
type = PosAdd
trigger1 = Time = [5,6]
X = 4

[State 1500, 4]
type = PosAdd
trigger1 = Time = [12,14]
trigger2 = Time = [17,19]
X = -2

[State 1500, 4]
type = PosAdd
trigger1 = Time = [15,16]
X = -4

[State 1000, 8]
type = PlaySnd
trigger1 = Time = 21
value = s100,51

[State 1500, 5]
type = VelSet
trigger1 = Time = 21
X = 8

[State 1500, 5]
type = VelAdd
trigger1 = Time > 20
X = -0.25

[State 1500, 5]
type = ChangeAnim
trigger1 = P2Dist X = 0 && Anim = 1500 && Time > 26
value = 1505

[State 1500,6]
type = AfterImage
trigger1 = Time = 0
time = 999
length = 16
palbright = 40,40,40
palcontrast = 250,250,250
palpostbright = -80,-80,-80
timegap = 1
flamegap = 1
trans = add1

[State 1500, 8]
type = VarSet
trigger1 = Time = 0
v = 18
value = 0

[State 1500, 8]
type = VarSet
trigger1 = Anim = 1505
v = 18
value = 1

[State 1500, 9]
type = ChangeState
trigger1 = Time = 51
trigger2 = FrontEdgeDist < 5 && Time > 25
value = 1501

;後ろ・短
[Statedef 1530]
type = S
movetype = I
physics = N
anim = 1500
velset = 0,0
ctrl = 0

[State 1500, 1]
type = NotHitBy
trigger1 = Time > 20
value = SCA
time = 1

[State 1500, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 1500, 4]
type = PosAdd
trigger1 = Time = [2,4]
trigger2 = Time = [7,8]
X = 2

[State 1500, 4]
type = PosAdd
trigger1 = Time = [5,6]
X = 4

[State 1500, 4]
type = PosAdd
trigger1 = Time = [12,14]
trigger2 = Time = [17,19]
X = -2

[State 1500, 4]
type = PosAdd
trigger1 = Time = [15,16]
X = -4

[State 1000, 8]
type = PlaySnd
trigger1 = Time = 21
value = s100,51

[State 1500, 5]
type = VelSet
trigger1 = Time = 21
X = -8

[State 1500, 5]
type = VelAdd
trigger1 = Time > 20
X = 0.25

[State 1500, 5]
type = ChangeAnim
trigger1 = P2Dist X = 0 && Anim = 1500 && Time > 26
value = 1505

[State 1500,6]
type = AfterImage
trigger1 = Time = 0
time = 999
length = 16
palbright = 40,40,40
palcontrast = 250,250,250
palpostbright = -80,-80,-80
timegap = 1
flamegap = 1
trans = add1

[State 1500, 8]
type = VarSet
trigger1 = Time = 0
v = 18
value = 0

[State 1500, 8]
type = VarSet
trigger1 = Anim = 1505
v = 18
value = 1

[State 1500, 9]
type = ChangeState
trigger1 = Time = 51
trigger2 = BackEdgeDist < 5 && Time > 25
value = 1501

;------------------------------
[Statedef 1501]
type = S
movetype = I
physics = S
anim = 0
velset = 0,0

[State 1501, 0]
type = Turn
trigger1 = Time = 0 && Var(18) = 1

[State 1501, 1]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 1501, 9]
type = ChangeState
trigger1 = Time = 13
value = 0
ctrl = 1
