; サリーちゃんのパパ
;---------------------------------------------
;v=2 強弱判定
;v=3 サリー
;v=4 ヨガスマッシュ・ヨガテレポート
;v=5 レバガチャ１Ｐ・x座標
;v=6 レバガチャ２Ｐ・y座標
;v=7 インフェルノヒットタイマー
;v=8 インフェルノループカウント
;v=9 フィニッシュ
;v=10 モードチェンジ
;
;---------------------------------------------
[Data]
  ;体力ゲージの初期値
life = 1000
  ;攻撃力（これ以上に設定すると強くなる）
attack = 100
  ;防御力（これ以上に設定すると強くなる）
defence = 100
  ;コンボをくらっている時にあがる防御力
fall.defence_up = 50
  ;倒れてから起上がるまでのフレーム数
liedown.time = 60
  ;空中でどれだけコンボが繋がるか（高くすると無限コンボになるので注意）
airjuggle = 15
  ;hitdefで設定していない時の基本ヒットスパークナンバー
sparkno = 2
  ;設定してない時のガードナンバー
guard.sparkno = 40
  ;KOした時に声にエコーをかけるか（１でＯＮ）
KO.echo = 0
 volume = 255
  IntPersistIndex = 10
FloatPersistIndex = 40

[Size]
xscale = 1           ;水平方向の縮尺（通常１）
yscale = 1           ;垂直方向の縮尺（通常１）
ground.back = 18     ;キャラの幅(後方,地上)
ground.front = 20    ;キャラの幅(前方,地上)
air.back = 15        ;キャラの幅(後方,空中)
air.front = 15       ;キャラの幅(前方,空中)
height = 50          ;キャラの高さ
attack.dist = 160    ;攻撃をした時相手がガード体制に入る最低距離
proj.attack.dist = 90;攻撃をした時相手がガード体制に入る最低距離（飛び道具）
proj.doscale = 0     ;上で設定した縮尺を飛び道具にも適用するか（１でＯＮ）   
head.pos = 18, -83   ;頭の大体の座標
mid.pos = -1, -60    ;体の中心の大体の座標
shadowoffset = 0     ;影の垂直方向のオフセット
draw.offset = 0,0    ;使用しない

[Velocity]
walk.fwd  = 1.7      ;前進の速度
walk.back = -1.7     ;後退の速度
run.fwd  = 5.6, 0    ;前ダッシュの速度（ホップする時はyを-にする）
run.back = -5.5, 0   ;後ダッシュの速度（ホップする時はyを-にする）
jump.neu = 0,-7.2    ;垂直ジャンプの速度
jump.back = -1.6     ;後ジャンプの速度
jump.fwd = 1.6       ;前ジャンプの速度
runjump.back = -2.55,-8.1 ;後ダッシュしながらのジャンプ速度(オプション)
runjump.fwd = 4,-8.1      ;前ダッシュしながらのジャンプ速度(オプション)
airjump.neu = 0,-8.1      ;２段ジャンプ以降の垂直ジャンプの速度(オプション)
airjump.back = -2.55      ;２段ジャンプ以降の後ジャンプの速度(オプション)
airjump.fwd = 2.5         ;２段ジャンプ以降の前ジャンプの速度

[Movement]
airjump.num = 0      ;空中でジャンプする回数
airjump.height = 35  ;空中でジャンプする最低限の高さ
yaccel = .44         ;重力
stand.friction = .85  ;立ち状態の摩擦係数
crouch.friction = .82 ;屈み状態の摩擦係数

[Quotes]
victory1 = A friend, no matter how weak or poor... is worth dying for.
victory2 = Meditate now... Then the answers you seek will be revealed.
victory3 = My family... My friends... I will fight for their souls.
victory4 = Peace and tranquility... This is the way of Yoga!
victory5 = Shed your ego and become a part of what is around you. Awaken!
victory6 = The mind can often be a more formidable weapon than the body!
victory7 = To prove your bravery is to protect those who are innocent.
victory8 = Victory is to control yourself as well as control the opponent.

;---------------------------------------------------------------------------
; ステイトの解説
; [Statedef STATENO]
; type = ?      S/C/A/L  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｌ：ダウン
; movetype = ?  I/A/H    Ｉ：通常状態/Ａ：攻撃状態/Ｈ：ダメージをくらってる状態
; physics = ?   S/C/A/N  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｎ：無し
; juggle = ?             その攻撃に使うジャグル数


;---------------------------------------------------------------------------
; Jump Start
[Statedef 40]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 2]
type = VarSet
trigger1 = !var(59)
trigger1 = command = "holdfwd"
trigger2 = var(59)
sysvar(1) = 1

[State 40, 3]
type = VarSet
trigger1 = !var(59)
trigger1 = command = "holdback"
trigger2 = var(59)
trigger2 = p2statetype = L && BackEdgeBodyDist > 70
sysvar(1) = -1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; Jump Up
[Statedef 50]
type    = A
physics = A

[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3

[State 50, 4]
type = Veladd
trigger1 = 1
y = -.22

;---------------------------------------------------------------------------
;着地
[Statedef 52]
type    = S
physics = S
ctrl = 0
anim = 47

[State 52, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 52, 3]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ドリル着地
[Statedef 53]
type    = S
physics = S
ctrl = 0
anim = 48

[State 53, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 53, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 53, 3]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 53, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; GUARD (start)
[Statedef 120]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged

[State 120, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 120 + (statetype = C) + (statetype = A)*2

[State 120, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 120, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 120, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 120, Hi to Lo]
type = StateTypeSet
triggerall = statetype = S
trigger1 = !var(59)
trigger1 = command = "holddown"
trigger2 = var(59)
trigger2 = EnemyNear,StateType != A
trigger2 = random <= var(59)*40 || var(59) > 3
statetype = C
physics = C

[State 120, Lo to Hi]
type = StateTypeSet
triggerall = statetype = C
trigger1 = !var(59)
trigger1 = command != "holddown"
trigger2 = var(59)
trigger2 = EnemyNear,StateType = A
trigger2 = random <= var(59)*40 || var(59) > 3
statetype = S
physics = S

[State 120, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 130 + (statetype = C) + (statetype = A)*2

[State 120, Stop Guarding]
type = ChangeState
trigger1 = !var(59)
trigger1 = command != "holdback"
trigger2 = !inguarddist
trigger3 = var(59) = [1,4]
Trigger3 = P2BodyDist X<0
Trigger3 = Random <= (5-var(59))*80
value = 140

;---------------------------------------------------------------------------
; STAND GUARD (guarding)
[Statedef 130]
type    = S
physics = S


[State 130, 1]
type = ChangeAnim
trigger1 = Anim != 130
value = 130

[State 130, Hi to Lo]
type = ChangeState
trigger1 = !var(59)
trigger1 = command = "holddown"
trigger2 = var(59)
trigger2 = EnemyNear,StateType != A
trigger2 = random <= var(59)*40 || var(59) > 3
value = 131

[State 130, Stop Guarding]
type = ChangeState
trigger1 = !var(59)
trigger1 = command != "holdback"
trigger2 = !inguarddist
trigger3 = var(59) = [1,4]
Trigger3 = P2BodyDist X<0
Trigger3 = Random <= (5-var(59))*80
value = 140

;---------------------------------------------------------------------------
; CROUCH GUARD (guarding)
[Statedef 131]
type    = C
physics = C

[State 131, 1]
type = ChangeAnim
trigger1 = Anim != 131
value = 131

[State 131, Lo to Hi]
type = ChangeState
trigger1 = !var(59)
trigger1 = command != "holddown"
trigger2 = var(59)
trigger2 = EnemyNear,StateType = A
trigger2 = random <= var(59)*40 || var(59) > 3
value = 130

[State 131, Stop Guarding]
type = ChangeState
trigger1 = !var(59)
trigger1 = command != "holdback"
trigger2 = !inguarddist
trigger3 = var(59) = [1,4]
Trigger3 = P2BodyDist X<0
Trigger3 = Random <= (5-var(59))*80
value = 140

;---------------------------------------------------------------------------
; AIR GUARD (guarding)
[Statedef 132]
type    = A
physics = N

[State 132, 1]
type = ChangeAnim
trigger1 = Anim != 132
value = 132

[State 132, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 132, 3]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 132, 4]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 132, 5]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 132, 6]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command = "holdback"
trigger1 = inguarddist
value = 130

[State 132, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52

[State 132, Stop Guarding]
type = ChangeState
trigger1 = !var(59)
trigger1 = command != "holdback"
trigger2 = !inguarddist
trigger3 = var(59) = [1,4]
Trigger3 = P2BodyDist X<0
Trigger3 = Random <= (5-var(59))*80
value = 140

;---------------------------------------------------------------------------
; GUARD (end)
[Statedef 140]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged
ctrl = 1

[State 140, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 140 + (statetype = C) + (statetype = A)*2

[State 140, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 140, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 140, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 140, Hi to Lo]
type = StateTypeSet
triggerall = statetype = S
trigger1 = !var(59)
trigger1 = command = "holddown"
trigger2 = var(59)
trigger2 = EnemyNear,StateType != A
trigger2 = Random <= var(59)*40 || var(59) > 3
statetype = C
physics = C

[State 140, Lo to Hi]
type = StateTypeSet
triggerall = statetype = C
trigger1 = !var(59)
trigger1 = command != "holddown"
trigger2 = var(59)
trigger2 = EnemyNear,StateType = A
trigger2 = Random <= var(59)*40 || var(59) > 3
statetype = S
physics = S

;---------------------------------------------------------------------------
; SGUARDHIT (shaking)
[Statedef 150]
type    = S
movetype= H
physics = N
velset = 0,0

[State 150, 1]
type = ChangeAnim
trigger1 = 1
value = 150

[State 150, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*ifelse((!Var(59)),(command = "holddown"),(EnemyNear,StateType!=A))

[State 150, Hi to Lo]
type = StateTypeSet
triggerall = statetype = S
trigger1 = !var(59)
trigger1 = command = "holddown"
trigger2 = var(59)
trigger2 = EnemyNear,StateType != A
trigger2 = Random <= var(59)*40
statetype = C
physics = C

[State 150, Lo to Hi]
type = StateTypeSet
triggerall = statetype = C
trigger1 = !var(59)
trigger1 = command != "holddown"
trigger2 = var(59)
trigger2 = EnemyNear,StateType = A
trigger2 = Random <= var(59)*40 || var(59) > 3
statetype = S
physics = S

[State 150, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 3

;---------------------------------------------------------------------------
; SGUARDHIT2 (knocked back)
[Statedef 151]
type    = S
movetype= H
physics = S
anim = 150

[State 151, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 151, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0

[State 151, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 151, Hi to Lo]
type = StateTypeSet
triggerall = statetype = S
trigger1 = !var(59)
trigger1 = command = "holddown"
trigger2 = var(59)
trigger2 = EnemyNear,StateType != A
trigger2 = Random <= var(59)*40 || var(59) > 3
statetype = C
physics = C

[State 151, Lo to Hi]
type = StateTypeSet
triggerall = statetype = C
trigger1 = !var(59)
trigger1 = command != "holddown"
trigger2 = var(59)
trigger2 = EnemyNear,StateType = A
trigger2 = Random <= var(59)*40 || var(59) > 3
statetype = S
physics = S

[State 151, 4]
type = ChangeState
trigger1 = HitOver
value = 130
ctrl = 1

;---------------------------------------------------------------------------
; CGUARDHIT (shaking)
[Statedef 152]
type    = C
movetype= H
physics = N
velset = 0,0

[State 152, 1]
type = ChangeAnim
trigger1 = 1
value = 151

[State 152, 3]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*ifelse((!Var(59)),(command = "holddown"),(EnemyNear,StateType!=A))

[State 152, Hi to Lo]
type = StateTypeSet
triggerall = statetype = S
trigger1 = !var(59)
trigger1 = command = "holddown"
trigger2 = var(59)
trigger2 = EnemyNear,StateType != A
trigger2 = Random <= var(59)*40 || var(59) > 3
statetype = C
physics = C

[State 152, Lo to Hi]
type = StateTypeSet
triggerall = statetype = C
trigger1 = !var(59)
trigger1 = command != "holddown"
trigger2 = var(59)
trigger2 = EnemyNear,StateType = A
trigger2 = Random <= var(59)*40 || var(59) > 3
statetype = S
physics = S

[State 152, 4]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; CGUARDHIT2 (knocked back)
[Statedef 153]
type    = C
movetype= H
physics = C
anim = 151

[State 153, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 153, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0

[State 153, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 153, Hi to Lo]
type = StateTypeSet
triggerall = statetype = S
trigger1 = !var(59)
trigger1 = command = "holddown"
trigger2 = var(59)
trigger2 = EnemyNear,StateType != A
trigger2 = Random <= var(59)*40 || var(59) > 3
statetype = C
physics = C

[State 153, Lo to Hi]
type = StateTypeSet
triggerall = statetype = C
trigger1 = !var(59)
trigger1 = command != "holddown"
trigger2 = var(59)
trigger2 = EnemyNear,StateType = A
trigger2 = Random <= var(59)*40 || var(59) > 3
statetype = S
physics = S

[State 153, 4]
type = ChangeState
trigger1 = HitOver
value = 131
ctrl = 1

;---------------------------------------------------------------------------
; AGUARDHIT2 (knocked away)
[Statedef 155]
type    = A
movetype= H
physics = N
anim = 152

[State 155, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 155, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 155, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 155, 4]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 155, 5]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 155, 7]
type = VarSet
trigger1 = time = 0
var(2) = 0

[State 155, 8]
type = VarSet
trigger1 = command = "recoveryg"
trigger1 = pos y >= -50 && vel y > 0
var(2) = 1

[State 155, 9]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = var(2)
value = 5201

[State 155, 10]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command != "holdback"
value = 52

[State 155, 11]
type = ChangeState
trigger1 = sysvar(0)
value = 130

;---------------------------------------------------------------------------
; タイムオーバーで負けた時
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

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

;---------------------------------------------------------------------------
;勝った動作分岐
[Statedef 180]
type = S

[State 180, 1]
type = VarRandom
trigger1 = 1
v = 1
range = 1,100

[State 180, 2]
type = VarSet
trigger1 = Command = "holdx"
var(1) = 1

[State 180, 3]
type = VarSet
trigger1 = Command = "holda"
var(1) = 21

[State 180, 4]
type = VarSet
trigger1 = Command = "holdz"
var(1) = 41

[State 180, 5]
type = VarSet
trigger1 = Command = "holdy"
var(1) = 61

[State 180, 6]
type = VarSet
trigger1 = Command = "holdb" || Command = "holdc"
var(1) = 81

[State 180, 7]
type = ChangeState
trigger1 = var(1) = [ 1,40]
value = 182

[State 180, 8]
type = ChangeState
trigger1 = var(1) = [41,60]
value = 183

[State 180, 9]
type = ChangeState
trigger1 = var(1) = [61,100]
value = 181

;---------------------------------------------------------------------------
;勝った動作（立ち合掌）
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

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

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 3 && var(1) = [61,80]
value = 195,0

[State 181, 3]
type = PlaySnd
trigger1 = AnimElem = 3 && var(1) = [81,100]
value = 180,1

[State 181, 4]
type = AssertSpecial
trigger1 = time = [1,400]
flag = RoundNotOver

;---------------------------------------------------------------------------
;勝った動作（浮き合掌）
[Statedef 182]
type = S
physics = N
ctrl = 0
anim = 182
velset = 0,0

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

[State 182, 2]
type = PlaySnd
trigger1 = time = 16 && var(1) = [ 1,20]
value = 180,0

[State 182, 3]
type = PlaySnd
trigger1 = time = 16 && var(1) = [21,40]
value = 180,1

[State 182, 4]
type = velset
trigger1 = time > 16
y =  cos(0.25 * time)

[State 182, 5]
type = AssertSpecial
trigger1 = time = [1,400]
flag = RoundNotOver

;---------------------------------------------------------------------------
;勝った動作（浮き笑い）
[Statedef 183]
type = S
physics = N
ctrl = 0
anim = 183
velset = 0,0

[State 183, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 183, 2]
type = PlaySnd
trigger1 = time = 16
value = 180,0

[State 183, 3]
type = velset
trigger1 = time > 16
y =  cos(0.25 * time)

[State 183, 4]
type = AssertSpecial
trigger1 = time = [1,400]
flag = RoundNotOver

;---------------------------------------------------------------------------
; 開始前の動作
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 191, 1] 
type = ChangeAnim
trigger1 = RoundState = 0
value = 190

[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 3]
type = PlaySnd
trigger1 = AnimElem = 6, 0
value = 190,0

[State 191, 4]
type = Explod
trigger1 = AnimElem = 7, 0
anim = 191
ID = 191
postype = p1
pos = -47, -42
removetime = 34
sprpriority = -2

[State 191, 5]
type = ModifyExplod
trigger1 = AnimElem = 8, 0
ID = 191
postype = p1
pos = -47, -42
vel = -.35, 0
accel = 0, .05

[State 191, 6] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0

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

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

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 空中挑発の動作
[Statedef 196]
type = A
ctrl = 0
anim = 183
velset = 0,0
movetype = I
physics = N
sprpriority = 2

[State 196, 2]
type = PlaySnd
trigger1 = time = 16
value = 180,0

[State 196, 3]
type = velset
trigger1 = time = 17
y = .4

[State 196, 4] 
type = velset
trigger1 = Pos Y >= 0
y = 0

[State 196, 4] 
type = ChangeState
trigger1 = time = 150
value = 197

;--------------------------------------------------
; 空中挑発の動作終了
[Statedef 197]
type = A
ctrl = 0
anim = 196
movetype = I
physics = N
sprpriority = 2

[State 196, 3]
type = veladd
trigger1 = 1
y = .22

[State 197, 4] 
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------------------------
; 立ち・弱・パンチ・の動作
[Statedef 200]
type    = S
movetype= A
physics = S
juggle  = 2
ctrl = 0
anim = 200
poweradd = 20
sprpriority = 2

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Light
damage    = 23
hitflag = MAF
guardflag = MA
pausetime = 8,8
sparkno = S2900
guard.sparkno = S2904
sparkxy = -5, -80
hitsound   = S10,0
guardsound = S5,0
ground.type = High
ground.slidetime = 7
ground.hittime  = 12
ground.velocity = -4
air.velocity = -1.5,-3

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = MoveContact = 0
attr = S, NA
animtype  = Light
damage    = 23
hitflag = MAF
guardflag = MA
pausetime = 8,8
sparkno = S2900
guard.sparkno = S2904
sparkxy = 0, -40
hitsound   = S10,0
guardsound = S5,0
ground.type = low
ground.slidetime = 7
ground.hittime  = 12
ground.velocity = -4
air.velocity = -1.5,-3

[State 200, 3]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0
volume = 0

[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;前入れ立ち「弱」パンチの動作
[Statedef 205]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 20
ctrl = 0
anim = 205
sprpriority = 2

[State 205, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Light
damage    = 25
guardflag = MA
pausetime = 12,12
sparkno = S2900
guard.sparkno = S2904
sparkxy = 0,-70
hitsound   = S10,0
guardsound = S5,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4.5
air.velocity = -2,-3

[State 205, 2]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0
volume = 0

[State 205, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 立ち「中」パンチの動作
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 40
ctrl = 0
velset = 0,0
anim = 210
sprpriority = 2

[State 210, 1]
type = HitDef
trigger1 = AnimElem = 6, 3
trigger1 = P2BodyDist X > 35
attr = S, NA
animtype  = Medium
damage    = 38
guardflag = MA
pausetime = 12,12
sparkno = S2901
guard.sparkno = S2904
sparkxy = -10,-50
hitsound   = S10,1
guardsound = S5,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6.5
air.velocity = -3.5,-4

[State 210, 2]
type = PlaySnd
trigger1 = Time = 6
value = 0, 1

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

;---------------------------------------------------------------------------
;後入れ立ち「中」パンチの動作
[Statedef 215]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 37
ctrl = 0
anim = 215
sprpriority = 2

[State 215, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 35
guardflag = MA
pausetime = 8,8
sparkno = S2901
guard.sparkno = S2904
sparkxy = -10,-70
hitsound   = S10,1
guardsound = S5,0
ground.type = High
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -5.5
air.velocity = -2.8,-4.5

[State 215, 2]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = MoveContact = 0
attr = S, NA
animtype  = Medium
damage    = 35
guardflag = MA
pausetime = 12,12
sparkno = S2901
guard.sparkno = S2904
sparkxy = 0,-90
hitsound   = S10,1
guardsound = S5,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 16
ground.velocity = -5.5
air.velocity = -2.8,-4.5

[State 215, 3]
type = PlaySnd
trigger1 = Time = 1
value = 200, 0

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

[State 215, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 立ち「強」パンチの動作
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 59
ctrl = 0
velset = 0,0
anim = 220
sprpriority = 2

[State 220, 1]
type = HitDef
trigger1 = AnimElem = 6, 3
trigger1 = P2BodyDist X > 35
attr = S, NA
animtype  = hard
damage    = 61
guardflag = MA
pausetime = 15,15
sparkno = S2902
guard.sparkno = S2904
sparkxy = -10,-50
hitsound   = S10,2
guardsound = S5,0
ground.type = Low
ground.slidetime = 30
ground.hittime  = 25
ground.velocity = -10
air.velocity = -7.5,-3.5

[State 220, 2]
type = PlaySnd
trigger1 = Time = 5
value = 200, 1

[State 220, 3]
type = PlaySnd
trigger1 = Time = 6
value = 0, 2

[State 220, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;後入れ立ち「強」パンチの動作
[Statedef 225]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 42
ctrl = 0
anim = 225
sprpriority = 2

[State 225, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = hard
damage    = 29
guardflag = MA
pausetime = 10,12
sparkno = S2902
guard.sparkno = S2904
sparkxy = -10,-50
hitsound   = S10,2
guardsound = S5,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 18
ground.velocity = -8.5
air.velocity = -6.5,-3.5

[State 225, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = hard
damage    = 35
guardflag = MA
pausetime = 15,15
sparkno = S2902
guard.sparkno = S2904
sparkxy = -10,-50
hitsound   = S10,2
guardsound = S5,0
ground.type = Low
ground.slidetime = 23
ground.hittime  = 20
ground.velocity = -8.5
air.velocity = -6.5,-3.5

[State 225, 3]
type = PlaySnd
trigger1 = Time = 1
value = 200, 1

[State 225, 4]
type = PlaySnd
trigger1 = Time = 4
value = 0, 2

[State 225, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;立ち・弱・キック
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 22
ctrl = 0
velset = 0,0
anim = 230
sprpriority = 2

[State 230, 1]
type = HitDef
trigger1 = AnimElem = 4, 3
trigger1 = P2BodyDist X > 35
attr = S, NA
animtype  = Light
damage    = 22
guardflag = MA
pausetime = 13,13
sparkno = S2900
guard.sparkno = S2904
sparkxy = -10,-23
hitsound   = S10,3
guardsound = S5,0
ground.type = Low
ground.slidetime = 13
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2.5,-3.5

[State 230, 2]
type = PlaySnd
trigger1 = Time = 5
value = 0, 0

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;後入れ立ち・弱・キック
[Statedef 235]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 22
ctrl = 0
anim = 235
sprpriority = 2

[State 235, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Light
damage    = 22
guardflag = MA
pausetime = 12,12
sparkno = S2900
guard.sparkno = S2904
sparkxy = -10,-30
hitsound   = S10,3
guardsound = S5,0
ground.type = Low
ground.slidetime = 13
ground.hittime  = 13
ground.velocity = -5
air.velocity = -2.5,-3.5

[State 235, 2]
type = PlaySnd
trigger1 = Time = 3
value = 0, 0

[State 235, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 立ち・中・キック
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 43
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 240, 1]
type = HitDef
trigger1 = AnimElem = 6, 3
trigger1 = P2BodyDist X > 40
attr = S, NA
animtype  = Medium
damage    = 41
guardflag = MA
pausetime = 14,14
sparkno = S2901
guard.sparkno = S2904
sparkxy = -10,-80
hitsound   = S10,4
guardsound = S5,0
ground.type = High
ground.slidetime = 22
ground.hittime  = 19
ground.velocity = -6.2
air.velocity = -3.2,-3

[State 240, 2]
type = PlaySnd
trigger1 = Time = 5
value = 0, 1

[State 240, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;後入れ立ち・中・キック
[Statedef 245]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 43
ctrl = 0
anim = 245
sprpriority = 2

[State 245, 1]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = P2BodyDist X > 9
attr = S, NA
animtype  = Medium
damage    = 40
guardflag = MA
pausetime = 14,14
sparkno = S2901
guard.sparkno = S2904
sparkxy = -10,-75
hitsound   = S10,4
guardsound = S5,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 14
ground.velocity = -6.2
air.velocity = -3.2,-3

[State 245, 2]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = P2BodyDist X < 10
attr = S, NA
animtype  = Medium
damage    = 40
guardflag = MA
pausetime = 14,14
sparkno = S2901
guard.sparkno = S2904
sparkxy = -10,-75
hitsound   = S10,4
guardsound = S5,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 17
ground.velocity = -6.2
air.velocity = -3.2,-3

[State 245, 2]
type = PlaySnd
trigger1 = Time = 3
value = 0, 1

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

;---------------------------------------------------------------------------
; 立ち・強・キック
[Statedef 250]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 62
ctrl = 0
velset = 0,0
anim = 250
sprpriority = 2

[State 250, 1]
type = HitDef
trigger1 = AnimElem = 6, 3
trigger1 = P2BodyDist X > 60
attr = S, NA
animtype  = hard
damage    = 67
guardflag = MA
pausetime = 16,16
sparkno = S2902
guard.sparkno = S2904
sparkxy = -10,-90
hitsound   = S10,5
guardsound = S5,0
ground.type = High
ground.slidetime = 24
ground.hittime  = 22
ground.velocity = -10.6
air.velocity = -6.2,-3

[State 250, 2]
type = PlaySnd
trigger1 = Time = 5
value = 200, 1

[State 250, 3]
type = PlaySnd
trigger1 = Time = 5
value = 0, 2

[State 250, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;後入れ立ち・強・キック
[Statedef 255]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 60
ctrl = 0
anim = 255
sprpriority = 2

[State 255, 1]
type = HitDef
trigger1 = AnimElem = 4
trigger1 = P2BodyDist X > 9
attr = S, NA
animtype  = hard
damage    = 63
guardflag = MA
pausetime = 16,16
sparkno = S2902
guard.sparkno = S2904
sparkxy = -10,-72
hitsound   = S10,5
guardsound = S5,0
ground.type = High
ground.slidetime = 25
ground.hittime  = 22
ground.velocity = -10
air.velocity = -6.2,-3

[State 255, 2]
type = HitDef
trigger1 = AnimElem = 4
trigger1 = P2BodyDist X < 10
attr = S, NA
animtype  = hard
damage    = 63
guardflag = MA
pausetime = 16,16
sparkno = S2902
guard.sparkno = S2904
sparkxy = -10,-67
hitsound   = S10,5
guardsound = S5,0
ground.type = Low
ground.slidetime = 23
ground.hittime  = 19
ground.velocity = -10
air.velocity = -6.2,-3

[State 255, 3]
type = PlaySnd
trigger1 = Time = 2
value = 200, 2

[State 255, 4]
type = PlaySnd
trigger1 = Time = 3
value = 0, 2

[State 255, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;屈み・弱・パンチ
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 3
poweradd= 22
ctrl = 0
anim = 400
sprpriority = 2

[State 400, 1]
type = HitDef
trigger1 = AnimElem = 5, 3
trigger1 = P2BodyDist X > 40
attr = C, NA
damage    = 23
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 11,11
sparkno = S2900
guard.sparkno = S2904
sparkxy = -10,-28
hitsound   = S10,0
guardsound = S5,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 12
ground.velocity = -4
air.velocity = -3.5,-3

[State 400, 2]
type = PlaySnd
trigger1 = Time = 5
value = 0, 0

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

;---------------------------------------------------------------------------
;後入れ屈み・弱・パンチ
[Statedef 405]
type    = C
movetype= A
physics = C
juggle  = 2
poweradd= 17
ctrl = 0
anim = 405
sprpriority = 2

[State 405, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 18
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = M
pausetime = 10,10
sparkno = S2900
guard.sparkno = S2904
sparkxy = -10,-49
hitsound   = S10,0
guardsound = S5,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 13
ground.velocity = -4
air.velocity = -3.5,-3

[State 405, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 0

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

;---------------------------------------------------------------------------
;屈み・中・パンチ
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 45
ctrl = 0
anim = 410
sprpriority = 2

[State 410, 1]
type = HitDef
trigger1 = AnimElem = 5, 3
trigger1 = P2BodyDist X > 40
attr = C, NA
damage    = 43
priority  = 3
animtype  = Medium
hitflag = MAF
guardflag = L
pausetime = 14,14
sparkno = S2901
guard.sparkno = S2904
sparkxy = -10,-28
hitsound   = S10,1
guardsound = S5,0
ground.type = Low
ground.slidetime = 21
ground.hittime  = 19
ground.velocity = -7.3
air.velocity = -4.5,-3

[State 410, 2]
type = PlaySnd
trigger1 = Time = 7
value = 0, 1

[State 410, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;後入れ屈み・中・パンチ
[Statedef 415]
type    = C
movetype= A
physics = C
juggle  = 4
poweradd= 38
ctrl = 0
anim = 415
sprpriority = 2

[State 415, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 36
priority  = 3
animtype  = Medium
hitflag = MAF
guardflag = M
pausetime = 13,13
sparkno = S2901
guard.sparkno = S2904
sparkxy = -10,-49
hitsound   = S10,1
guardsound = S5,0
ground.type = Low
ground.slidetime = 17
ground.hittime  = 15
ground.velocity = -7
air.velocity = -5.5,-3

[State 415, 2]
type = PlaySnd
trigger1 = Time = 3
value = 0, 1

[State 415, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;屈み・強・パンチ
[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 70
ctrl = 0
anim = 420
sprpriority = 2

[State 420, 1]
type = HitDef
trigger1 = AnimElem = 5, 3
trigger1 = P2BodyDist X > 40
attr = C, NA
damage    = 68
priority  = 3
animtype  = hard
hitflag = MAF
guardflag = L
pausetime = 16,16
sparkno = S2902
guard.sparkno = S2904
sparkxy = -10,-28
hitsound   = S10,2
guardsound = S5,0
ground.type = Low
ground.slidetime = 23
ground.hittime  = 22
ground.velocity = -10.5
air.velocity = -7.5,-3

[State 420, 2]
type = PlaySnd
trigger1 = Time = 12
value = 0, 2

[State 420, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;後入れ屈み・強・パンチ
[Statedef 425]
type    = C
movetype= A
physics = C
juggle  = 4
poweradd= 59
ctrl = 0
anim = 425
sprpriority = 2

[State 425, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 56
priority  = 3
animtype  = hard
hitflag = MAF
guardflag = M
pausetime = 15,15
sparkno = S2902
guard.sparkno = S2904
sparkxy = -10,-49
hitsound   = S10,2
guardsound = S5,0
ground.type = Low
ground.slidetime = 22
ground.hittime  = 19
ground.velocity = -11
air.velocity = -7.5,-3

[State 425, 2]
type = PlaySnd
trigger1 = Time = 4
value = 0, 2

[State 425, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;屈み・弱・キック
[Statedef 430]
type    = C
movetype= A
physics = N
juggle  = 5
poweradd= 22
ctrl = 0
anim = 430
sprpriority = 2

[State 430, 1]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 22
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 12,12
sparkno = S2900
guard.sparkno = S2904
sparkxy = -10,-8
hitsound   = S10,3
guardsound = S5,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 13
ground.velocity = -5
air.velocity = -3,-2

[State 430, 2]
type = PlaySnd
trigger1 = Time = 3
value = 0, 3

[State 430, 3]
type = Velset
trigger1 = AnimElem = 4
x = 2.7

[State 430, 4]
type = Velset
trigger1 = AnimElem = 8
x = 0

[State 430, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;後入れ屈み・弱・キック
[Statedef 435]
type    = C
movetype= A
physics = N
juggle  = 3
poweradd= 20
ctrl = 0
anim = 435
sprpriority = 2

[State 435, 1]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 20
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 11,11
sparkno = S2900
guard.sparkno = S2904
sparkxy = -10,-8
hitsound   = S10,3
guardsound = S5,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 14
ground.velocity = -5
air.velocity = -3,-2

[State 435, 2]
type = PlaySnd
trigger1 = Time = 3
value = 0, 0

[State 435, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;屈み・中・キック
[Statedef 440]
type    = C
movetype= A
physics = N
juggle  = 7
poweradd= 46
ctrl = 0
anim = 440
sprpriority = 2

[State 440, 1]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 45
animtype  = Medium
hitflag = MAF
guardflag = L
pausetime = 13,13
sparkno = S2901
guard.sparkno = S2904
sparkxy = -10,-8
hitsound   = S10,4
guardsound = S5,0
ground.type = Low
ground.slidetime = 19
ground.hittime  = 22
ground.velocity = -7
air.velocity = -5,-2

[State 440, 2]
type = PlaySnd
trigger1 = Time = 3
value = 0, 3

[State 440, 3]
type = Velset
trigger1 = AnimElem = 4
x = 4.5

[State 440, 4]
type = Velset
trigger1 = AnimElem = 9
x = 0

[State 440, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;後入れ屈み・中・キック
[Statedef 445]
type    = C
movetype= A
physics = C
juggle  = 4
poweradd= 40
ctrl = 0
anim = 445
sprpriority = 2

[State 445, 1]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 40
animtype  = Medium
hitflag = MAF
guardflag = L
pausetime = 13,13
sparkno = S2901
guard.sparkno = S2904
sparkxy = -10,-8
hitsound   = S10,4
guardsound = S5,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 15
ground.velocity = -7
air.velocity = -5,-2

[State 445, 2]
type = PlaySnd
trigger1 = Time = 3
value = 0, 1

[State 445, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;屈み・強・キック
[Statedef 450]
type    = C
movetype= A
physics = N
juggle  = 7
poweradd= 66
ctrl = 0
anim = 450
sprpriority = 2

[State 450, 1]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 64
hitflag = MAF
guardflag = L
pausetime = 10,10
sparkno = S2902
guard.sparkno = S2904
sparkxy = -10,-8
hitsound   = S10,5
guardsound = S5,0
ground.type = Trip
ground.slidetime = 19
ground.hittime  = 22
ground.velocity = -2, -4
air.velocity = -4,-3.5
guard.velocity = -5.5
fall = 1

[State 450, 2]
type = PlaySnd
trigger1 = Time = 7
value = 0, 3

[State 450, 3]
type = Velset
trigger1 = AnimElem = 4
x = 5.5

[State 450, 4]
type = Velset
trigger1 = AnimElem = 10
x = 0

[State 450, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;後入れ屈み・強・キック
[Statedef 455]
type    = C
movetype= A
physics = C
juggle  = 4
poweradd= 40
ctrl = 0
anim = 455
sprpriority = 2

[State 455, 1]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 60
hitflag = MAF
guardflag = L
pausetime = 10,10
sparkno = S2902
guard.sparkno = S2904
sparkxy = -10,-8
hitsound   = S10,5
guardsound = S5,0
ground.type = Trip
ground.slidetime = 23
ground.hittime  = 22
ground.velocity = -2, -4
air.velocity = -4,-3.5
guard.velocity = -6
fall = 1

[State 455, 2]
type = PlaySnd
trigger1 = Time = 4
value = 0, 2

[State 455, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;空中・弱・パンチ
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 25
ctrl = 0
anim = 600
sprpriority = 2

[State 600, 1]
type = HitDef
trigger1 = AnimElem = 4, 3
attr = A, NA
damage    = 23
animtype  = Light
guardflag = HA
pausetime = 8,8
sparkno = S2900
guard.sparkno = S2904
sparkxy = -10,25
hitsound   = S10,0
guardsound = S5,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4
air.velocity = -2.5,-2.3

[State 600, 2]
type = PlaySnd
trigger1 = Time = 4
value = 0, 0

;---------------------------------------------------------------------------
;後入れ空中・弱・パンチ
[Statedef 605]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 20
ctrl = 0
anim = 605
sprpriority = 2

[State 605, 1]
type = HitDef
trigger1 = time = 0
attr = A, NA
damage    = 19
animtype  = Light
guardflag = HA
pausetime = 8,8
sparkno = S2900
guard.sparkno = S2904
sparkxy = -15,-40
hitsound   = S10,0
guardsound = S5,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4
air.velocity = -2.8,-2.5

[State 605, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 0

;---------------------------------------------------------------------------
;空中・中・パンチ
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 45
ctrl = 0
anim = 610
sprpriority = 2

[State 610, 1]
type = HitDef
trigger1 = AnimElem = 4, 3
trigger1 = P2BodyDist X > 35
attr = A, NA
damage    = 47
animtype  = Medium
guardflag = HA
pausetime = 13,13
sparkno = S2901
guard.sparkno = S2904
sparkxy = -10,-87
hitsound   = S10,1
guardsound = S5,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 13
ground.velocity = -8
air.velocity = -4.3,-3

[State 610, 2]
type = PlaySnd
trigger1 = Time = 5
value = 0, 1

;---------------------------------------------------------------------------
;後入れ空中・中・パンチ
[Statedef 615]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 40
ctrl = 0
anim = 615
sprpriority = 2

[State 615, 1]
type = HitDef
trigger1 = time = 0
attr = A, NA
damage    = 38
animtype  = Medium
guardflag = HA
pausetime = 13,13
sparkno = S2901
guard.sparkno = S2904
sparkxy = -15,-87
hitsound   = S10,1
guardsound = S5,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 13
ground.velocity = -8
air.velocity = -4.5,-3

[State 615, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

;---------------------------------------------------------------------------
;空中・強・パンチ
[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 7
poweradd= 69
ctrl = 0
anim = 620
sprpriority = 2

[State 620, 1]
type = HitDef
trigger1 = AnimElem = 4, 3
trigger1 = P2BodyDist X > 25
attr = A, NA
damage    = 69
animtype  = hard
guardflag = HA
pausetime = 15,15
sparkno = S2902
guard.sparkno = S2904
sparkxy = -10,-10
hitsound   = S10,2
guardsound = S5,0
ground.type = High
ground.slidetime = 22
ground.hittime  = 19
ground.velocity = -9.3
air.velocity = -3.3,-1

[State 620, 2]
type = PlaySnd
trigger1 = Time = 5
value = 0, 2

;---------------------------------------------------------------------------
;後入れ空中・強・パンチ
[Statedef 625]
type    = A
movetype= A
physics = A
juggle  = 6
poweradd= 60
ctrl = 0
anim = 625
sprpriority = 2

[State 625, 1]
type = HitDef
trigger1 = time = 0
attr = A, NA
damage    = 58
animtype  = hard
guardflag = HA
pausetime = 15,15
sparkno = S2902
guard.sparkno = S2904
sparkxy = -15,-65
hitsound   = S10,2
guardsound = S5,0
ground.type = High
ground.slidetime = 22
ground.hittime  = 19
ground.velocity = -9
air.velocity = -3.5,-2.5

[State 625, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2

;---------------------------------------------------------------------------
;空中・弱・キック
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 24
ctrl = 0
anim = 630
sprpriority = 2

[State 630, 1]
type = HitDef
trigger1 = AnimElem = 4, 3
trigger1 = P2BodyDist X > 50
attr = A, NA
damage    = 22
animtype  = Light
guardflag = HA
pausetime = 8,8
sparkno = S2900
guard.sparkno = S2904
sparkxy = -10,-40
hitsound   = S10,3
guardsound = S5,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4
air.velocity = -2.5,-2.3

[State 630, 2]
type = PlaySnd
trigger1 = Time = 5
value = 0, 0

;---------------------------------------------------------------------------
;後入れ空中・弱・キック
[Statedef 635]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 20
ctrl = 0
anim = 635
sprpriority = 2

[State 635, 1]
type = HitDef
trigger1 = time = 0
attr = A, NA
damage    = 20
animtype  = Light
guardflag = HA
pausetime = 8,8
sparkno = S2900
guard.sparkno = S2904
sparkxy = -15,-53
hitsound   = S10,3
guardsound = S5,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4
air.velocity = -2.8,-2.5

[State 635, 2]
type = PlaySnd
trigger1 = Time = 3
value = 0, 0

;---------------------------------------------------------------------------
;空中・中・キック
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 46
ctrl = 0
anim = 640
sprpriority = 2

[State 640, 1]
type = HitDef
trigger1 = AnimElem = 4, 3
trigger1 = P2BodyDist X > 35
attr = A, NA
damage    = 48
animtype  = Medium
guardflag = HA
pausetime = 13,13
sparkno = S2901
guard.sparkno = S2904
sparkxy = -10,-40
hitsound   = S10,4
guardsound = S5,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 13
ground.velocity = -8
air.velocity = -4.3,-3

[State 640, 2]
type = PlaySnd
trigger1 = Time = 7
value = 0, 1

;---------------------------------------------------------------------------
;後入れ空中・中・キック
[Statedef 645]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 41
ctrl = 0
anim = 645
sprpriority = 2

[State 645, 1]
type = HitDef
trigger1 = time = 0
attr = A, NA
damage    = 40
animtype  = Medium
guardflag = HA
pausetime = 13,13
sparkno = S2901
guard.sparkno = S2904
sparkxy = -15,-53
hitsound   = S10,4
guardsound = S5,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 13
ground.velocity = -8
air.velocity = -4.5,-3

[State 645, 2]
type = PlaySnd
trigger1 = Time = 4
value = 0, 1

;---------------------------------------------------------------------------
;空中・強・キック
[Statedef 650]
type    = A
movetype= A
physics = A
juggle  = 7
poweradd= 70
ctrl = 0
anim = 650
sprpriority = 2

[State 650, 1]
type = HitDef
trigger1 = AnimElem = 4, 3
trigger1 = P2BodyDist X > 55
attr = A, NA
damage    = 70
animtype  = hard
guardflag = HA
pausetime = 15,15
sparkno = S2902
guard.sparkno = S2904
sparkxy = -10,-100
hitsound   = S10,5
guardsound = S5,0
ground.type = High
ground.slidetime = 22
ground.hittime  = 19
ground.velocity = -9.3
air.velocity = -3.3,-1

[State 650, 2]
type = PlaySnd
trigger1 = Time = 5
value = 0, 2

;---------------------------------------------------------------------------
;後入れ空中・強・キック
[Statedef 655]
type    = A
movetype= A
physics = A
juggle  = 6
poweradd= 60
ctrl = 0
anim = 655
sprpriority = 2

[State 655, 1]
type = HitDef
trigger1 = time = 0
attr = A, NA
damage    = 62
animtype  = hard
guardflag = HA
pausetime = 15,15
sparkno = S2902
guard.sparkno = S2904
sparkxy = -15,-80
hitsound   = S10,5
guardsound = S5,0
ground.type = High
ground.slidetime = 22
ground.hittime  = 19
ground.velocity = -9
air.velocity = -3.5,-2.5

[State 655, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2

;---------------------------------------------------------------------------
;弱ドリルキック
[Statedef 660]
type    = A
movetype= A
physics = N
juggle  = 6
poweradd= 60
ctrl = 0
anim = 660
sprpriority = 2

[State 660, 1]
type = HitDef
trigger1 = time = 0
attr = A, NA
damage    = 62
animtype  = hard
guardflag = HA
pausetime = 15,15
sparkno = S2902
guard.sparkno = S2904
sparkxy = -15,-20
hitsound   = S10,5
guardsound = S5,0
ground.type = High
ground.slidetime = 22
ground.hittime  = 20
ground.velocity = -9
air.velocity = -3.5,-2.5

[State 660, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2

[State 660, 3]
type = Velset
trigger1 = time = 3
x = 5
y = 1.8

[State 660, 4] 
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -20
value = 53

;---------------------------------------------------------------------------
;中ドリルキック
[Statedef 670]
type    = A
movetype= A
physics = N
juggle  = 6
poweradd= 60
ctrl = 0
anim = 670
sprpriority = 2

[State 670, 1]
type = HitDef
trigger1 = time = 0
attr = A, NA
damage    = 62
animtype  = hard
guardflag = HA
pausetime = 15,15
sparkno = S2902
guard.sparkno = S2904
sparkxy = -15, 0
hitsound   = S10,5
guardsound = S5,0
ground.type = High
ground.slidetime = 22
ground.hittime  = 20
ground.velocity = -9
air.velocity = -3.5,-2.5

[State 670, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2

[State 670, 3]
type = Velset
trigger1 = time = 3
x = 4.5
y = 4

[State 670, 4] 
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -10
value = 53

;---------------------------------------------------------------------------
;強ドリルキック
[Statedef 680]
type    = A
movetype= A
physics = N
juggle  = 6
poweradd= 60
ctrl = 0
anim = 680
sprpriority = 2

[State 680, 1]
type = HitDef
trigger1 = time = 0
attr = A, NA
damage    = 62
animtype  = hard
guardflag = HA
pausetime = 15,15
sparkno = S2902
guard.sparkno = S2904
sparkxy = -15, 20
hitsound   = S10,5
guardsound = S5,0
ground.type = High
ground.slidetime = 22
ground.hittime  = 20
ground.velocity = -9
air.velocity = -3.5,-2.5

[State 680, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2

[State 680, 3]
type = Velset
trigger1 = time = 3
x = 2.5
y = 5.6

[State 680, 4] 
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
value = 53

;---------------------------------------------------------------------------
;ドリルヘッド
[Statedef 690]
type    = A
movetype= A
physics = N
juggle  = 6
poweradd= 60
ctrl = 0
anim = 690
sprpriority = 2

[State 690, 1]
type = HitDef
trigger1 = time = 0
attr = A, NA
damage    = 62
animtype  = hard
guardflag = HA
pausetime = 15,15
sparkno = S2902
guard.sparkno = S2904
sparkxy = -15,-40
hitsound   = S10,2
guardsound = S5,0
ground.type = High
ground.slidetime = 22
ground.hittime  = 20
ground.velocity = -9
air.velocity = -3.5,-2.5

[State 690, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2

[State 690, 3]
type = Velset
trigger1 = time = 3
x = 5.2
y = 2

[State 690, 4] 
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -15
value = 53

;---------------------------------------------------------------------------
;ヨガショック
[Statedef 700]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 700
sprpriority = 2

[State 700, 1]
type = ChangeState
trigger1 = command != "holdx"
value = 200

[State 700, 2]
type = ChangeState
trigger1 = Time = 60
value = 710

;---------------------------------------------------------------------------
;ヨガショック撲
[Statedef 710]
type    = S
movetype= A
physics = S
juggle  = 7
ctrl = 0
velset = 0,0
anim = 710
sprpriority = 2

[State 710, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage    = 61
guardflag = HA
pausetime = 15,15
sparkno = S2902
guard.sparkno = S2904
sparkxy = -10,-50
hitsound   = S10,2
guardsound = S5,0
ground.type = Low
ground.slidetime = 30
ground.hittime  = 25
ground.velocity = -10
air.velocity = -7.5,-3.5

[State 700, 2]
type = PlaySnd
trigger1 = Time = 3
value = 800, 1

[State 700, 3]
type = PlaySnd
trigger1 = Time = 0
value = 0, 2

[State 700, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ヨガスマッシュ・発動
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2
poweradd = 50

[State 800, 1]
type = HitDef
trigger1 = Time = 0
trigger1 = p2movetype != H
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = (P2StateNo != 150) || (P2StateNo != 152)
attr = S, NT
hitflag = M-
getpower = 30
givepower = 30
priority = 3, Miss
hitsound   = S800,0
numhits = 0
sparkno = -1
sprpriority = 1
p1facing = ifelse (command = "holdfwd", 1, -1)
p2facing = 1
p1stateno = 810
p2stateno = 850
fall = 1

[State 800, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 800,2

[State 800, 3]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ヨガスマッシュ・掴み
[Statedef 810]
type    = S
movetype= A
physics = N
anim = 810

[State 810, 1]
type = TargetBind
trigger1 = 1
pos = 48, 0

[State 810, 2]
type = Width
trigger1 = Time = 0
edge = 50,0

[State 810, 3]
type = Varset
trigger1 = Time = 0
var(4) = 0

[State 810, 4]
type = Varset
trigger1 = Time = 0
var(5) = 0

[State 810, 5]
type = Varset
trigger1 = Time = 0
var(6) = 0

[State 810, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 820

;---------------------------------------------------------------------------
;ヨガスマッシュ・撲
[Statedef 820]
type    = S
movetype= A
physics = N
anim = 820

[State 820, 1]
type = TargetState
trigger1 = time = 0
value = 860

[State 820, 2]
type = VarAdd
trigger1 = 1
var(4) = 1

[State 820, 3]
type = VarAdd
trigger1 = !var(59)
trigger1 = Command = "gacha"
trigger2 = var(59) > 3
var(5) = 1

[State 820, 4]
type = VarAdd
trigger1 = target,command = "gacha"
var(6) = 1

[State 820, 5]
type = PalFx
trigger1 = TimeMod = 5, 0
trigger1 = command = "gacha" || var(59) > 3
add = 200,200,200
mul = 255,255,255
time = 1

[State 820, 6]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = time > 6 && command = "gacha"
trigger3 = time > 6 && var(59) > 3
value = 825

;---------------------------------------------------------------------------
;ヨガスマッシュ・撲
[Statedef 825]
type    = S
movetype= A
physics = N
anim = 825

[State 825, 1]
type = TargetState
trigger1 = time = 0
value = 865

[State 825, 2]
type = VarAdd
trigger1 = 1
var(4) = 1

[State 825, 3]
type = VarAdd
trigger1 = !var(59)
trigger1 = Command = "gacha"
trigger2 = var(59) > 3
var(5) = 1

[State 825, 4]
type = VarAdd
trigger1 = target,command = "gacha"
var(6) = 1

[State 825, 5]
type = PalFx
trigger1 = TimeMod = 5, 0
trigger1 = command = "gacha" || var(59) > 3
add = 200,200,200
mul = 255,255,255
time = 1

[State 825, 6]
type = PlaySnd
trigger1 = time = 0
value = 800, 1

[State 825, 7]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = time > 5 && command = "gacha"
trigger3 = time > 5 && var(59) > 3
value = 830

;---------------------------------------------------------------------------
;ヨガスマッシュ・撲
[Statedef 830]
type    = S
movetype= A
physics = N
anim = 830

[State 830, 1]
type = TargetState
trigger1 = time = 0
value = 870

[State 830, 2]
type = VarAdd
trigger1 = 1
var(4) = 1

[State 830, 3]
type = VarAdd
trigger1 = !var(59)
trigger1 = Command = "gacha"
trigger2 = var(59) > 3
var(5) = 1

[State 830, 4]
type = VarAdd
trigger1 = target,command = "gacha"
var(6) = 1

[State 830, 5]
type = PalFx
trigger1 = TimeMod = 5, 0
trigger1 = command = "gacha" || var(59) > 3
add = 200,200,200
mul = 255,255,255
time = 1

[State 830, 6]
type = PlaySnd
trigger1 = time = 0
value = 10, 2

[State 830, 7]
type = TargetLifeAdd
trigger1 = Var(4) < 26
trigger1 = time = 0
value = -60

[State 830, 8]
type = TargetLifeAdd
trigger1 = Var(4) > 25
trigger1 = time = 0
value = -20

[State 830, 9]
type = HitAdd
trigger1 = time = 0
value = 1

[State 830, 10]
type = Explod
trigger1 = time = 0
anim = 2902
pos = 46, -77
postype = P1
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[State 830, 11]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = time > 5 && command = "gacha"
trigger3 = time > 5 && var(59) > 3
value = 835

;---------------------------------------------------------------------------
;ヨガスマッシュ・撲
[Statedef 835]
type    = S
movetype= A
physics = N
anim = 835

[State 835, 1]
type = TargetState
trigger1 = time = 0
value = 865

[State 835, 2]
type = VarAdd
trigger1 = 1
var(4) = 1

[State 835, 3]
type = VarAdd
trigger1 = !var(59)
trigger1 = Command = "gacha"
trigger2 = var(59) > 3
var(5) = 1

[State 835, 4]
type = VarAdd
trigger1 = target,command = "gacha"
var(6) = 1

[State 835, 5]
type = PalFx
trigger1 = TimeMod = 5, 0
trigger1 = command = "gacha" || var(59) > 3
add = 200,200,200
mul = 255,255,255
time = 1

[State 835, 7]
type = ChangeState
triggerall = Time = 0
trigger1 = var(4) >= 180 - floor(Var(6) * 1.5)
trigger2 = P2Life < 1
value = 840

[State 835, 8]
type = ChangeState
triggerall = P2Life > 0
trigger1 = AnimTime = 0
trigger2 = time > 3 && command = "gacha"
trigger3 = time > 3 && var(59) > 3
value = 820

;---------------------------------------------------------------------------
;ヨガスマッシュ・終了
[Statedef 840]
type    = S
movetype= A
physics = N
anim = 840

[State 840, 1]
type = TargetState
trigger1 = AnimElem = 2
value = 880

[State 840, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ヨガスマッシュ・投げられている相手
[Statedef 850]
type    = A
movetype= H
physics = N
velset = 0,0

[State 850, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 850

[State 850, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 860

;---------------------------------------------------------------------------
;ヨガスマッシュ 撲・投げられている相手
[Statedef 860]
type    = A
movetype= H
physics = N

[State 860, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 860

[State 860, 2]
type = PalFx
trigger1 = TimeMod = 5, 0
trigger1 = command = "gacha"
add = 200,200,200
mul = 255,255,255
time = 1

;---------------------------------------------------------------------------
;ヨガスマッシュ 撲・投げられている相手
[Statedef 865]
type    = A
movetype= H
physics = N

[State 865, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 865

[State 865, 2]
type = PalFx
trigger1 = TimeMod = 5, 0
trigger1 = command = "gacha"
add = 200,200,200
mul = 255,255,255
time = 1

;---------------------------------------------------------------------------
;ヨガスマッシュ 撲・投げられている相手
[Statedef 870]
type    = A
movetype= H
physics = N

[State 870, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 870

[State 870, 2]
type = PalFx
trigger1 = TimeMod = 5, 0
trigger1 = command = "gacha"
add = 200,200,200
mul = 255,255,255
time = 1

;---------------------------------------------------------------------------
;ヨガスマッシュ 撲・投げられている相手
[Statedef 875]
type    = A
movetype= H
physics = N

[State 875, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 875

[State 875, 2]
type = PalFx
trigger1 = TimeMod = 5, 0
trigger1 = command = "gacha"
add = 200,200,200
mul = 255,255,255
time = 1

;---------------------------------------------------------------------------
;ヨガスマッシュ・投げられている相手
[Statedef 880]
type    = A
movetype= H
physics = N
velset = -4,-7

[State 880, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 880

[State 880, 2]
type = VelAdd
trigger1 = Time > 0
y = .40

[State 880, 3] 
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 

;---------------------------------------------------------------------------
;ヨガススルー・発動
[Statedef 900]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2
poweradd = 50

[State 900, 1]
type = HitDef
trigger1 = !var(59)
trigger1 = Time = 0
trigger1 = p2movetype != H
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = (P2StateNo != 150) || (P2StateNo != 152)
attr = S, NT
hitflag = M-
getpower = 70
givepower = 70
priority = 3, Miss
hitsound   = S800,0
numhits = 0
sparkno = -1
sprpriority = 1
p1facing = ifelse (command = "holdfwd", -1, 1)
p2facing = 1
p1stateno = 910
p2stateno = 950
fall = 1

[State 900, 1]
type = HitDef
trigger1 = var(59)
trigger1 = Time = 0
trigger1 = p2movetype != H
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = (P2StateNo != 150) || (P2StateNo != 152)
attr = S, NT
hitflag = M-
getpower = 70
givepower = 70
priority = 3, Miss
hitsound   = S800,0
numhits = 0
sparkno = -1
sprpriority = 1
p1facing = ifelse (BackEdgeBodyDist >= 30, -1, 1)
p2facing = 1
p1stateno = 910
p2stateno = 950
fall = 1

[State 900, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 800,2

[State 900, 3]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ヨガススルー・掴み投げ
[Statedef 910]
type    = S
movetype= A
physics = N
anim = 910

[State 910, 1]
type = Width
trigger1 = Time > 0
edge = 40,40

[State 910, 2]
type = TargetBind
trigger1 = AnimElemTime(4) < 0
pos = 47, 0

[State 910, 3]
type = TargetBind
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) < 0
pos = 30, -76

[State 910, 4]
type = TargetBind
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(5) < 4
pos = 26, -80

[State 910, 5]
type = TargetBind
trigger1 = AnimElemTime(5) >= 4 && AnimElemTime(6) < 0
pos = -10, -80

[State 910, 6]
type = TargetLifeAdd
trigger1 = AnimElem = 6
value = -120

[State 910, 7]
type = TargetState
trigger1 = AnimElem = 6
value = 960

[State 910, 8]
type = Turn
trigger1 = AnimTime = 0

[State 910, 9]
type = PlaySnd
trigger1 = AnimElem = 4
value = 200,1

[State 910, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ヨガススルー・投げられている相手
[Statedef 950]
type    = A
movetype= H
physics = N
velset = 0,0

[State 950, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 950

;---------------------------------------------------------------------------
;ヨガススルー・相手の空中の状態
[Statedef 960]
type    = A
movetype= H
physics = N
velset = 4.5,-6.5

[State 960, 1]
type = VelAdd
Trigger1 = 1
y = .35

[State 960, 2]
type = PosAdd
Trigger1 = time = 0
x = 60
y = 80

[State 960, 3] 
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 

;---------------------------------------------------------------------------
;空中ヨガススルー・発動
[Statedef 980]
type    = A
movetype= A
physics = A
juggle  = 0
ctrl = 0
anim = 980
sprpriority = 2
poweradd = 50

[State 980, 1]
type = HitDef
trigger1 = Time = 0
trigger1 = P2Dist Y > -30 && P2Dist Y < 15
trigger1 = p2movetype != H
trigger1 = p2statetype = A
trigger1 = P2StateNo != 154
attr = A, NT
hitflag = AF-
getpower = 70
givepower = 70
priority = 3, Miss
hitsound   = S800,0
numhits = 0
sparkno = -1
sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 990
p2stateno = 950
fall = 1

[State 980, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 800,2

[State 980, 3]
type = Varset
trigger1 = Time = 0
fvar(5) = vel x

[State 980, 4]
type = Varset
trigger1 = Time = 0
fvar(6) = vel y

[State 980, 5]
type = Veladd
trigger1 = 1
y = -.22

;---------------------------------------------------------------------------
;空中ヨガススルー・掴み
[Statedef 990]
type    = A
movetype= A
physics = N
anim = 990
velset = 0,0

[State 990, 1]
type = Width
trigger1 = Time < 40
edge = 40,40

[State 990, 2]
type = TargetBind
trigger1 = AnimElemTime(4) < 0
pos = 47, 0

[State 990, 3]
type = TargetBind
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) < 0
pos = 30, -76

[State 990, 4]
type = TargetBind
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(5) < 4
pos = 26, -80

[State 990, 5]
type = TargetBind
trigger1 = AnimElemTime(5) >= 4 && AnimElemTime(6) < 0
pos = -10, -80

[State 990, 6]
type = TargetLifeAdd
trigger1 = AnimElem = 6
value = -120

[State 990, 7]
type = TargetState
trigger1 = AnimElem = 6
value = 960

[State 990, 8]
type = Turn
trigger1 = AnimElem = 8

[State 990, 9]
type = Velset
trigger1 = time = 40
x = fvar(5)
y = fvar(6)

[State 990, 11]
type = veladd
trigger1 = time > 40
y = .22

[State 990, 11]
type = PlaySnd
trigger1 = AnimElem = 4
value = 200,1

[State 990, 12] 
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;###################################################
;ヨガファイア
[Statedef 1000]
type    = S
movetype= A
physics = S
juggle  = 2
velset = 0,0
ctrl = 0
anim = 1000
poweradd = 75
sprpriority = 2

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

[State 1000, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = command = "yofix"
var(2) = 1

[State 1000, 3]
type = VarSet
trigger1 = Time = 0
trigger1 = command = "yofiy"
var(2) = 2

[State 1000, 4]
type = VarSet
trigger1 = Time = 0
trigger1 = command = "yofiz"
trigger2 = var(59)
var(2) = 3

[state 1000, 5]
type = Helper
trigger1 = AnimElem = 5
ID = 1000
pos = 74, -53
postype = p1
stateno = 1040 + var(2) * 10
helpertype = normal
name = "fire"
keyctrl = 0
ownpal = 1

[State 1000, 7]
type = Width
trigger1 = AnimElem = 4
player = 10,10

[State 1000, 8]
type = ChangeState
trigger1 = Time = 51 + var(2)
value = 0
ctrl = 1

;----------------------------------------------
;ヨガファイア 弱
[Statedef 1050]
type = A
movetype = A
physics = N
velset = 2.8, 0
anim = 1050
juggle  = 6

[State 1050, 1]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage    = 75, 5
animtype  = Hard
hitflag = MAF
guardflag = MA
pausetime = 3,8
getpower = 30
givepower = 30
sparkno = -1
guard.sparkno = S2905
sparkxy = -10, 0
hitsound   = -1
guardsound = S5,0
ground.type = Low
ground.slidetime = 21
ground.hittime  = 18
ground.velocity = -10
air.velocity = -4.5,-4
palfx.time = 28
palfx.mul = 240,220,128
palfx.sinadd = 32,128,190,16
palfx.add = 190,180,84

[State 1050, 2]
type = changeanim
trigger1 = time = 64
value = 1055

[State 1050, 3]
type = VelSet
trigger1 = time = 64
x = 1.4

[State 1050, 4]
type = PlaySnd
trigger1 = Time = 0
value = 0, 4

[State 1050, 5]
type = PlaySnd
trigger1 = Movehit
trigger1 = P2movetype = H
value = 10, 2

[State 1050, 6]
type = notHitby
trigger1 = 1
value = SAC

[State 1050, 7]
type = Hitby
trigger1 = 1
value = SAC, NP, SP, HP

[State 1050, 8]
type = Explod
trigger1 = Movehit = 1 && NumExplod(1050) = 0
trigger1 = P2movetype = H
anim = 2910
ID = 1050
pos = target,Const(size.mid.pos.x),target,Const(size.mid.pos.y)
postype = P2
sprpriority = 2
facing = -1
bindtime = -1
ownpal = 1
ignorehitpause = 1

[State 1050, 9]
type = Explod
trigger1 = Movehit = 1 && Numexplod(1055) = 0
trigger1 = P2movetype = H
anim = 2903
ID = 1055
pos = 0, 0
postype = P1
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[State 1050, 10]
type = HitOverride
trigger1 = Ishelper
attr = SAC, NP, SP, HP
stateno = 1090

[State 1050, 11]
type = Changestate
trigger1 = movecontact
trigger2 = Time = 96
value = 1090

;----------------------------------------------
;ヨガファイア 中
[Statedef 1060]
type = A
movetype = A
physics = N
velset = 3.6, 0
anim = 1060
juggle  = 6

[State 1060, 1]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage    = 85, 5
animtype  = Hard
hitflag = MAF
guardflag = MA
pausetime = 3,0
guard.pausetime = 3,12
getpower = 30
givepower = 30
sparkno = -1
guard.sparkno = S2905
sparkxy = -10, 0
hitsound   = -1
guardsound = S5,0
ground.type = High
ground.slidetime = 23
ground.hittime  = 20
ground.velocity = -4.5,-4
air.velocity = -4.5,-4
palfx.time = 30
palfx.mul = 240,220,128
palfx.sinadd = 32,128,190,16
palfx.add = 190,180,84
fall = 1
fall.recovertime = 20

[State 1060, 2]
type = changeanim
trigger1 = time = 48
value = 1065

[State 1060, 3]
type = VelSet
trigger1 = time = 48
x = 1.8

[State 1060, 4]
type = PlaySnd
trigger1 = Time = 0
value = 0, 4

[State 1060, 5]
type = PlaySnd
trigger1 = Movehit = 1
trigger1 = P2movetype = H
value = 10, 2

[State 1060, 6]
type = notHitby
trigger1 = 1
value = SAC

[State 1060, 7]
type = Hitby
trigger1 = 1
value = SAC, NP, SP, HP

[State 1060, 8]
type = Explod
trigger1 = Movehit = 1 && Numexplod(1050) = 0
trigger1 = P2movetype = H
anim = 2911
ID = 1050
pos = target,Const(size.mid.pos.x),target,Const(size.mid.pos.y)
postype = P2
sprpriority = 2
facing = -1
bindtime = -1
ownpal = 1
ignorehitpause = 1

[State 1060, 9]
type = Explod
trigger1 = Movehit = 1 && Numexplod(1055) = 0
trigger1 = P2movetype = H
anim = 2903
ID = 1055
pos = 0, 0
postype = P1
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[State 1060, 10]
type = HitOverride
trigger1 = Ishelper
attr = SAC, NP, SP, HP
stateno = 1090

[State 1060, 11]
type = Changestate
trigger1 = movecontact
trigger2 = Time = 72
value = 1090

;----------------------------------------------
;ヨガファイア 強
[Statedef 1070]
type = A
movetype = A
physics = N
velset = 4.5, 0
anim = 1070
juggle  = 6

[State 1070, 1]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage    = 85, 5
animtype  = Hard
hitflag = MAF
guardflag = MA
pausetime = 3,0
guard.pausetime = 3,12
getpower = 30
givepower = 30
sparkno = -1
guard.sparkno = S2905
sparkxy = -10, 0
hitsound   = -1
guardsound = S5,0
ground.type = High
ground.slidetime = 23
ground.hittime  = 20
ground.velocity = -4.5,-4
air.velocity = -4.5,-4
palfx.time = 30
palfx.mul = 240,220,128
palfx.sinadd = 32,128,190,16
palfx.add = 190,180,84
fall = 1
fall.recovertime = 20

[State 1070, 2]
type = changeanim
trigger1 = time = 40
value = 1075

[State 1070, 3]
type = VelSet
trigger1 = time = 40
x = 2

[State 1070, 4]
type = PlaySnd
trigger1 = Time = 0
value = 0, 4

[State 1070, 5]
type = PlaySnd
trigger1 = Movehit = 1
trigger1 = P2movetype = H
value = 10, 2

[State 1070, 6]
type = notHitby
trigger1 = 1
value = SAC

[State 1070, 7]
type = Hitby
trigger1 = 1
value = SAC, NP, SP, HP

[State 1070, 8]
type = Explod
trigger1 = Movehit = 1 && Numexplod(1050) = 0
trigger1 = P2movetype = H
anim = 2911
ID = 1050
pos = target,Const(size.mid.pos.x),target,Const(size.mid.pos.y)
postype = P2
sprpriority = 2
facing = -1
bindtime = -1
ownpal = 1
ignorehitpause = 1

[State 1070, 9]
type = Explod
trigger1 = Movehit = 1 && Numexplod(1055) = 0
trigger1 = P2movetype = H
anim = 2903
ID = 1055
pos = 0, 0
postype = P1
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[State 1070, 10]
type = HitOverride
trigger1 = Ishelper
attr = SAC, NP, SP, HP
stateno = 1090

[State 1070, 11]
type = Changestate
trigger1 = movecontact
trigger2 = Time = 56
value = 1090

;----------------------------------------------
;ヨガファイア 終了
[Statedef 1090]
type = A
movetype = A
physics = N
velset = 0, 0
anim = 1090

[State 1090, 1]
type = destroyself
trigger1 = animtime = 0

;###################################################
;ヨガフレイム
[Statedef 1100]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 1100
poweradd = 95
sprpriority = 2

[State 1100, 1]
type = PlaySnd
trigger1 = time = 1
value = 1000, 1

[State 1100, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = command = "yoflx"
var(2) = 1

[State 1100, 3]
type = VarSet
trigger1 = Time = 0
trigger1 = command = "yofly"
var(2) = 2

[State 1100, 4]
type = VarSet
trigger1 = Time = 0
trigger1 = command = "yoflz"
var(2) = 3

[state 1100, 5]
type = Helper
trigger1 = AnimElem = 3
ID = 1000
pos = 54, -50
postype = p1
stateno = 1150
helpertype = normal
name = "fire"
keyctrl = 0
ownpal = 1

[State 1100, 6]
type = Width
trigger1 = AnimElem = 2
player = 30,10

[State 1100, 7]
type = Changeanim
trigger1 = Time = 6 + var(2) * 3
value = 1110

[State 1100, 10]
type = ChangeState
triggerall = time > 17 + var(2) * 3
trigger1 = NumHelper(1000) = 0
value = 1110

;-----------------------------------------
;ヨガフレイム 終了
[Statedef 1110]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 1120

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

;----------------------------------------------
;ヨガフレイム 炎
[Statedef 1150]
type = A
movetype = A
physics = N
anim = 1150
juggle  = 10

[State 1150, 1]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage    = 90 + root, var(2) * 10, 10
animtype  = Back
hitflag = MAF
guardflag = MA
pausetime = 0,1
guard.pausetime = 0,12
getpower = 50
givepower = 50 + root, var(2) * 10
sparkno = -1
guard.sparkno = S2905
sparkxy = 50, -15
hitsound   = -1
guardsound = S5,0
ground.type = High
ground.slidetime = 23
ground.hittime  = 20
ground.velocity = -3.5,-5.5
air.velocity = -3,-5
palfx.time = 30
palfx.mul = 240,220,128
palfx.sinadd = 32,128,190,16
palfx.add = 190,180,84
fall = 1

[State 1150, 2]
type = PlaySnd
trigger1 = time = 0
value = 0, 5

[State 1150, 3]
type = PlaySnd
trigger1 = Movehit = 1
trigger1 = P2movetype = H
value = 10, 2

[State 1150, 4]
type = notHitby
trigger1 = 1
value = SAC

[State 1150, 5]
type = Hitby
trigger1 = 1
value = SAC, NP, SP, HP

[State 1150, 6]
type = HitOverride
trigger1 = Ishelper
attr = SAC, NP, SP, HP
stateno = 1160

[State 1150, 7]
type = Explod
trigger1 = Movehit = 1 && Numexplod(1050) = 0
trigger1 = P2movetype = H
anim = 2911
ID = 1050
pos = target,Const(size.mid.pos.x),target,Const(size.mid.pos.y)
postype = P2
sprpriority = 2
facing = -1
bindtime = -1
ownpal = 1
ignorehitpause = 1

[State 1150, 8]
type = Explod
trigger1 = Movehit = 1 && Numexplod(1055) = 0
trigger1 = P2movetype = H
anim = 2903
ID = 1055
pos = Floor(P2bodyDist x), -15
postype = P1
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[State 1150, 9]
type = BindToRoot
trigger1 = time >= 0
pos = 54, -50

[State 1150, 10]
type = Changestate
trigger1 = movecontact
trigger2 = Time = 21 + root, var(2) * 15 + ifelse (root, var(2) != 1, 3, 0)
trigger3 = Root, movetype = H
value = 1160

;----------------------------------------------
;ヨガフレイム 終了
[Statedef 1160]
type = A
movetype = A
physics = N
velset = 0, 0
anim = 1160

[State 1160, 1]
type = destroyself
trigger1 = animtime = 0

;###################################################
;ヨガブラスト
[Statedef 1200]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 1200
poweradd = 95
sprpriority = 2

[State 1200, 1]
type = PlaySnd
trigger1 = time = 1
value = 1000, 2

[State 1200, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = command = "yoba"
var(2) = 1

[State 1200, 3]
type = VarSet
trigger1 = Time = 0
trigger1 = command = "yobb"
var(2) = 2

[State 1200, 4]
type = VarSet
trigger1 = Time = 0
trigger1 = command = "yobc"
var(2) = 3

[state 1200, 5]
type = Helper
trigger1 = AnimElem = 3
ID = 1000
pos = 44, -94
postype = p1
stateno = 1250
helpertype = normal
name = "fire"
keyctrl = 0
ownpal = 1

[State 1200, 6]
type = Width
trigger1 = AnimElem = 2
player = 30,10

[State 1200, 7]
type = Changeanim
trigger1 = Time = 7 + var(2)
value = 1210

[State 1200, 8]
type = ChangeState
triggerall = time > 18 + var(2)
trigger1 = NumHelper(1000) = 0
value = 1210

;-----------------------------------------
;ヨガブラスト 終了
[Statedef 1210]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 1220

[State 1210, 1]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;----------------------------------------------
;ヨガブラスト 炎
[Statedef 1250]
type = A
movetype = A
physics = N
anim = 1250
juggle  = 10

[State 1250, 1]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage    = 90 + root, var(2) * 10, 10
animtype  = Back
hitflag = MAF
guardflag = MA
pausetime = 0,1
guard.pausetime = 0,12
getpower = 50
givepower = 50 + root, var(2) * 10
sparkno = -1
guard.sparkno = S2905
sparkxy = 50, -15
hitsound   = -1
guardsound = S5,0
ground.type = High
ground.slidetime = 23
ground.hittime  = 20
ground.velocity = -3.5,-5.5
air.velocity = -3,-5
palfx.time = 30
palfx.mul = 240,220,128
palfx.sinadd = 32,128,190,16
palfx.add = 190,180,84
fall = 1

[State 1250, 2]
type = PlaySnd
trigger1 = time = 0
value = 0, 6

[State 1250, 3]
type = PlaySnd
trigger1 = Movehit = 1
trigger1 = P2movetype = H
value = 10, 2

[State 1250, 4]
type = notHitby
trigger1 = 1
value = SAC

[State 1250, 5]
type = Hitby
trigger1 = 1
value = SAC, NP, SP, HP

[State 1250, 6]
type = HitOverride
trigger1 = Ishelper
attr = SAC, NP, SP, HP
stateno = 1160

[State 1250, 7]
type = Explod
trigger1 = Movehit = 1 && Numexplod(1050) = 0
trigger1 = P2movetype = H
anim = 2911
ID = 1050
pos = target,Const(size.mid.pos.x),target,Const(size.mid.pos.y)
postype = P2
sprpriority = 2
facing = -1
bindtime = -1
ownpal = 1
ignorehitpause = 1

[State 1250, 8]
type = Explod
trigger1 = Movehit = 1 && Numexplod(1055) = 0
trigger1 = P2movetype = H
anim = 2903
ID = 1055
pos = Floor(P2bodyDist x), -20
postype = P1
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[State 1250, 9]
type = BindToRoot
trigger1 = time >= 0
pos = 44, -94

[State 1250, 10]
type = Changestate
trigger1 = movecontact
trigger2 = Time = 6 + root, var(2) * 15
trigger3 = Root, movetype = H
value = 1260

;----------------------------------------------
;ヨガフレイム 終了
[Statedef 1260]
type = A
movetype = A
physics = N
velset = 0, 0
anim = 1260

[State 1260, 1]
type = destroyself
trigger1 = animtime = 0

;###################################################
;ヨガテレポート消える
[Statedef 1300]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 1300
sprpriority = 2

[State 1300, 1]
type = playsnd
trigger1 = time = 10
value = 1000,5

[State 1300, 2]
type = playsnd
trigger1 = time = 15
value = 1000,3

[State 1300, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1300, 4]
type = Explod
trigger1 = time = 19
ID = 3000
anim = 1350
postype = p1
pos = 0, -70
removetime = 7
bindtime = -1
sprpriority = 2
scale = .75, 1.3

[State 1300, 5]
type = ModifyExplod
trigger1 = time = [20,25]
ID = 3000
scale = (time*1.5-27) *.40, (25.2 - time) * 0.1

[State 1300, 6]
type = PalFX
trigger1 = Time = 11
time = 20
sinadd =  255,255,255,38
ignorehitpause = 1

[State 1300, 7]
type = VarSet
trigger1 = !var(59)
trigger1 = Time = 0
trigger1 = command = "yotpf"
var(2) = 1

[State 1300, 8]
type = VarSet
trigger1 = !var(59)
trigger1 = Time = 0
trigger1 = command = "yotpb"
var(2) = 2

[State 1300, 9]
type = VarSet
trigger1 = !var(59)
trigger1 = Time = 0
trigger1 = command = "yotkf"
var(2) = 3

[State 1300, 10]
type = VarSet
trigger1 = !var(59)
trigger1 = Time = 0
trigger1 = command = "yotkb"
var(2) = 4

[State 1300, 10]
type = VarSet
trigger1 = var(59)
trigger1 = Time = 0
var(2) = ifelse(random%4 = 0, 1,ifelse(random%4 = 1,2,ifelse(random%4 = 2,3,4)))

[State 1300, 10]
type = VarSet
trigger1 = var(59)
trigger1 = Time = 0
trigger1 = EnemyNear(var(50)),NumHelper > 0 || EnemyNear(var(50)),NumProj > 0
var(2) = 3

[State 1300, 11]
type = ChangeState
trigger1 = AnimTime = 0
value = 1310

;------------------------------------------
;ヨガテレポート移動
[Statedef 1310]
type    = S
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 1380

[State 1310, 1]
type = VarSet
trigger1 = Time = 0
var(4) = floor(P2Dist x)

[State 1310, 2]
type = velset
trigger1 = Time = 0 && var(2) = 1
x = (var(4) + 100) / 10

[State 1310, 3]
type = velset
trigger1 = Time = 0 && var(2) = 2
x = (var(4) - 100) / 10

[State 1310, 4]
type = velset
trigger1 = Time = 0 && var(2) = 3
x = (var(4) + 200) / 10

[State 1310, 5]
type = velset
trigger1 = Time = 0 && var(2) = 4
x = (var(4) - 200) / 10

[State 1310, 6]
type = Turn
trigger1 = Time = 10
trigger1 = p2dist X < -5

[State 1310, 7]
type = PalFX
trigger1 = Time = 0
time = 18
sinadd =  255,255,255,36
ignorehitpause = 1

[State 1310, 8]
type = ChangeState
trigger1 = Time = 10
value = 1320

;-------------------------------------------------
;ヨガテレポート現れる
[Statedef 1320]
type    = A
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 1310
sprpriority = 2

[State 1320, 1]
type = playsnd
trigger1 = time = 2
value = 1000,4

[State 1320, 2]
type = NotHitBy
trigger1 = time < 16
value = SCA
time = 1

[State 1320, 3]
type = Explod
trigger1 = time = 0
ID = 3000
anim = 1350
postype = p1
pos = 0, -70
removetime = 6
bindtime = -1
sprpriority = 2

[State 1320, 4]
type = ModifyExplod
trigger1 = time = [0,5]
ID = 3000
scale = (6 - time) * 0.6, time * 0.2

[State 1320, 5]
type = ChangeState
trigger1 = animTime = 0 && pos y = 0
value = 0
ctrl = 1

[State 1320, 6]
type = Changeanim
trigger1 = animTime = 0
value = 1320

[State 1320, 7]
type = Veladd
trigger1 = time >= 27
y = .22

[State 1320, 8] 
type = ctrlset
trigger1 = time >= 23 && Pos Y < 0
value = 1

[State 1320, 9] 
type = ChangeState
trigger1 = time >= 27
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 53

;###################################################
;ヨガテレポート消える
[Statedef 1330]
type    = A
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 1360
sprpriority = 2

[State 1330, 1]
type = playsnd
trigger1 = time = 5
value = 1000,3

[State 1330, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1330, 3]
type = Explod
trigger1 = time = 8
ID = 3000
anim = 1370
postype = p1
pos = -16, -56
removetime = 7
bindtime = -1
sprpriority = 2

[State 1330, 4]
type = ModifyExplod
trigger1 = time = [9,14]
ID = 3000
scale = 0.5 + (time - 8) * 0.3, (28.1 - time * 2) * 0.1

[State 1330, 5]
type = PalFX
trigger1 = Time = 0
time = 20
sinadd =  255,255,255,38
ignorehitpause = 1

[State 1330, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 1340

;------------------------------------------
;ヨガテレポート移動
[Statedef 1340]
type    = S
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 1380

[State 1340, 1]
type = posset
trigger1 = Time = 0
y = 0

[State 1340, 2]
type = PalFX
trigger1 = Time = 0
time = 18
sinadd =  255,255,255,36
ignorehitpause = 1

[State 1340, 3]
type = ChangeState
trigger1 = Time = 10
value = 1320

;===================================================
;ゼロカウンター
[Statedef 1400]
type    = S
movetype= A
physics = S
ctrl = 0
poweradd = -1000
velset = 0,0
anim = 1400
sprpriority = 1

[State 1400, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage    = 20
getpower = 0
givepower = 30
guardflag = MA
pausetime = 0,15
sparkno = S2903
guard.sparkno = S2905
sparkxy = -10,-70
hitsound   = S10,2
guardsound = S5,0
p2stateno = 1420
ground.type = Low
ground.slidetime = 30
ground.hittime  = 25
fall = 1
fall.recover = 0
air.recover = 0
recover = 0

[State 1400, 2]
type = PlaySnd
trigger1 = AnimElem = 5
value = 800, 1

[State 1400, 3]
type = Explod
trigger1 = Time = 6
anim = 1460
pos = 50,-90
postype = P1
sprpriority = -1
supermove = 22
bindtime = 22
ownpal = 1

[State 1400, 4]
type = superpause
trigger1 = Time = 0
time = 25
anim = S1450
sound = S10, 7
pos = 50, floor(-ScreenPos y)
movetime = 25
darken = 0

[State 1400, 5]
type = Envcolor
trigger1 = MoveHit && time = 25
value = 255,255,255
time = 2
ignorehitpause = 1

[State 1400, 6]
type = Explod
trigger1 = MoveHit
trigger1 = Target,Anim = 1420 && NumExplod(1400) = 0
anim = 1470
ID = 1400
pos = 0, 0
postype = P2
sprpriority = 2
bindtime = -1
removetime = 48
ownpal = 1
ignorehitpause = 1

[State 1400, 7]
type = nothitby
trigger1 = time = 0
value = SCA
time = 25

[State 1400, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------------------
;ゼロカウンター相手側
[Statedef 1420]
type = A
movetype = H
physics = N
ctrl = 0

[State 1420, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 1420

[State 1420, 2]
type = VelSet
trigger1 = time = 16
x = -4
y = -8.5

[State 1420, 3]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[State 1420, 4]
type = VelAdd
trigger1 = time > 15
y = .4

[State 1420, 5]
type = SelfState
trigger1 = time > 15
trigger1 = Vel Y > 0 && Pos Y >= -15
value = 5100

;############################################################
;ヨガインフェルノLv1
[Statedef 3000]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 3000
poweradd = -1000
sprpriority = 0

[State 3000, 1]
type = superpause
trigger1 = Time = 4
time = 48
movetime = 48
anim = S3900
sound = S3000, 0
pos = -20, -85
darken = 1
unhittable = 1

[State 3000, 2]
type = PlaySnd
trigger1 = time = 3
value = 3000, 1

[State 3000, 3]
type = AfterImage
trigger1 = Time = 2
time = 200
timegap = 1
framegap = 5
palinvertall = 1
palbright   =   5,  5,  5
palcontrast = 150,150,230
paladd      =  30, 30, 30
palmul      =  .8, .8, .8
trans = add

[State 3000, 4]
type = Varset
trigger1 = animtime = 0
var(2) = 1

[State 3000, 5]
type = Varset
trigger1 = animtime = 0
var(9) = 0

[State 3000, 6]
type = Varset
trigger1 = animtime = 0
var(8) = 8

[State 3000, 7]
type = Varset
trigger1 = animtime = 0
var(4) = 0

[State 3000, 8]
type = ChangeState
trigger1 = animtime = 0
value = 3030

;############################################################
;ヨガインフェルノLv1
[Statedef 3000]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 3000
poweradd = -1000
sprpriority = 0

[State 3000, 1]
type = superpause
trigger1 = Time = 4
time = 48
movetime = 48
anim = S3900
sound = S3000, 0
pos = -20, -85
darken = 1
unhittable = 1

[State 3000, 2]
type = PlaySnd
trigger1 = time = 3
value = 3000, 1

[State 3000, 3]
type = AfterImage
trigger1 = Time = 2
time = 200
timegap = 1
framegap = 5
palinvertall = 1
palbright   =   5,  5,  5
palcontrast = 150,150,230
paladd      =  30, 30, 30
palmul      =  .8, .8, .8
trans = add

[State 3000, 4]
type = Varset
trigger1 = animtime = 0
var(2) = 1

[State 3000, 5]
type = Varset
trigger1 = animtime = 0
var(9) = 1

[State 3000, 6]
type = Varset
trigger1 = animtime = 0
var(8) = 8

[State 3000, 7]
type = Varset
trigger1 = animtime = 0
var(4) = 0

[State 3000, 8]
type = ChangeState
trigger1 = animtime = 0
value = 3030

;############################################################
;ヨガインフェルノLv2
[Statedef 3010]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 3000
poweradd = -2000
sprpriority = 0

[State 3010, 1]
type = superpause
trigger1 = Time = 4
time = 48
movetime = 48
anim = S3910
sound = S3000, 0
pos = -20, -85
darken = 1
unhittable = 1

[State 3010, 2]
type = PlaySnd
trigger1 = time = 3
value = 3000, 1

[State 3010, 3]
type = AfterImage
trigger1 = Time = 2
time = 200
timegap = 1
framegap = 5
palinvertall = 1
palbright   =   5,  5,  5
palcontrast = 150,150,230
paladd      =  30, 30, 30
palmul      =  .8, .8, .8
trans = add

[State 3010, 4]
type = Varset
trigger1 = animtime = 0
var(2) = 2

[State 3010, 5]
type = Varset
trigger1 = animtime = 0
var(9) = 2

[State 3010, 6]
type = Varset
trigger1 = animtime = 0
var(8) = 50

[State 3010, 7]
type = Varset
trigger1 = animtime = 0
var(4) = 0

[State 3010, 8]
type = ChangeState
trigger1 = animtime = 0
value = 3030

;############################################################
;ヨガインフェルノLv3
[Statedef 3020]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 3000
poweradd = -3000
sprpriority = 0

[State 3020, 1]
type = superpause
trigger1 = Time = 4
time = 48
movetime = 48
anim = S3920
sound = S3000, 0
pos = -20, -85
darken = 1
unhittable = 1

[State 3020, 2]
type = PlaySnd
trigger1 = time = 3
value = 3000, 1

[State 3020, 3]
type = AfterImage
trigger1 = Time = 2
time = 200
timegap = 1
framegap = 5
palinvertall = 1
palbright   =   5,  5,  5
palcontrast = 150,150,230
paladd      =  30, 30, 30
palmul      =  .8, .8, .8
trans = add

[State 3020, 4]
type = Varset
trigger1 = animtime = 0
var(2) = 3

[State 3020, 5]
type = Varset
trigger1 = animtime = 0
var(9) = 3

[State 3020, 6]
type = Varset
trigger1 = animtime = 0
var(8) = 90

[State 3020, 7]
type = Varset
trigger1 = animtime = 0
var(4) = 0

[State 3020, 8]
type = ChangeState
trigger1 = animtime = 0
value = 3030

;-----------------------------------------------
;ヨガインフェルノ攻撃
[Statedef 3030]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 3010

[State 3030, 1]
type = Varadd
trigger1 = Time = 0
var(2) = -1

[State 3030, 2]
type = Varset
trigger1 = AnimElem = 2
fvar(5) = 2.6

[State 3030, 3]
type = Varset
trigger1 = AnimElem = 2
fvar(6) = .5

[State 3030, 4]
type = Varset
trigger1 = AnimElem = 3
fvar(5) = 2.7

[State 3030, 5]
type = Varset
trigger1 = AnimElem = 3
fvar(6) = 0

[State 3030, 6]
type = Varset
trigger1 = AnimElem = 4
fvar(5) = 2.6

[State 3030, 7]
type = Varset
trigger1 = AnimElem = 4
fvar(6) = -.5

[State 3030, 8]
type = Varset
trigger1 = AnimElem = 5
fvar(5) = 2.2

[State 3030, 9]
type = Varset
trigger1 = AnimElem = 5
fvar(6) = -.75

[State 3030, 10]
type = Varset
trigger1 = AnimElem = 6
fvar(5) = 1.8

[State 3030, 11]
type = Varset
trigger1 = AnimElem = 6
fvar(6) = -.9

[State 3030, 12]
type = Varset
trigger1 = AnimElem = 7
fvar(5) = 2

[State 3030, 13]
type = Varset
trigger1 = AnimElem = 7
fvar(6) = -.45

[State 3030, 14]
type = Varset
trigger1 = AnimElem = 8
fvar(5) = 2.4

[State 3030, 15]
type = Varset
trigger1 = AnimElem = 8
fvar(6) = 0

[State 3030, 16]
type = Varset
trigger1 = AnimElem = 9
fvar(5) = 2.3

[State 3030, 17]
type = Varset
trigger1 = AnimElem = 9
fvar(6) = .5

[State 3030, 18]
type = Varset
trigger1 = AnimElem = 10
fvar(5) = 2.5

[State 3030, 19]
type = Varset
trigger1 = AnimElem = 10
fvar(6) = .8

[State 3030, 20]
type = Varset
trigger1 = AnimElem = 11
fvar(5) = 2.4

[State 3030, 21]
type = Varset
trigger1 = AnimElem = 11
fvar(6) = .9

[state 3030, 22]
type = Helper
trigger1 = AnimElem = 2
ID = 1000
pos = 60, -50
postype = p1
stateno = 3050
helpertype = normal
name = "fire"
keyctrl = 0
ownpal = 1

[state 3030, 23]
type = Helper
trigger1 = AnimElem = 3
ID = 1000
pos = 58, -60
postype = p1
stateno = 3050
helpertype = normal
name = "fire"
keyctrl = 0
ownpal = 1

[state 3030, 24]
type = Helper
trigger1 = AnimElem = 4
ID = 1000
pos = 56, -70
postype = p1
stateno = 3050
helpertype = normal
name = "fire"
keyctrl = 0
ownpal = 1

[state 3030, 25]
type = Helper
trigger1 = AnimElem = 5
ID = 1000
pos = 54, -75
postype = p1
stateno = 3050
helpertype = normal
name = "fire"
keyctrl = 0
ownpal = 1

[state 3030, 26]
type = Helper
trigger1 = AnimElem = 6
ID = 1000
pos = 50, -82
postype = p1
stateno = 3050
helpertype = normal
name = "fire"
keyctrl = 0
ownpal = 1

[state 3030, 27]
type = Helper
trigger1 = AnimElem = 7
ID = 1000
pos = 54, -75
postype = p1
stateno = 3050
helpertype = normal
name = "fire"
keyctrl = 0
ownpal = 1

[state 3030, 28]
type = Helper
trigger1 = AnimElem = 8
ID = 1000
pos = 56, -70
postype = p1
stateno = 3050
helpertype = normal
name = "fire"
keyctrl = 0
ownpal = 1

[state 3030, 29]
type = Helper
trigger1 = AnimElem = 9
ID = 1000
pos = 58, -60
postype = p1
stateno = 3050
helpertype = normal
name = "fire"
keyctrl = 0
ownpal = 1

[state 3030, 30]
type = Helper
trigger1 = AnimElem = 10
ID = 1000
pos = 59, -50
postype = p1
stateno = 3050
helpertype = normal
name = "fire"
keyctrl = 0
ownpal = 1

[state 3030, 31]
type = Helper
trigger1 = AnimElem = 11
ID = 1000
pos = 60, -45
postype = p1
stateno = 3050
helpertype = normal
name = "fire"
keyctrl = 0
ownpal = 1

[State 3030, 32]
type = HitDef
triggerall = time = 0
trigger1 = var(4) = 0 && var(2) = 0
trigger2 = var(4) = 1 && var(2) = 5
trigger3 = var(4) = 2 && var(2) = 10
attr = A, SP
damage    =  (6 - var(9)) * 10, 5
animtype  = Hard
hitflag = MAF
guardflag = MA
pausetime = 0,2
getpower = 0
givepower = 20
sparkno = -1
guard.sparkno = S2905
sparkxy = -10, 0
hitsound   = -1
guardsound = S5,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 18
ground.velocity = 10
air.velocity = 4.5,-4
palfx.time = 28
palfx.mul = 240,220,128
palfx.sinadd = 32,128,190,16
palfx.add = 190,180,84

[State 3030, 33]
type = VarAdd
trigger1 = movecontact && P2movetype = H
var(4) = 1

[State 3030, 34]
type = Explod
trigger1 = Movehit && NumExplod(1050) = 0
trigger1 = P2movetype = H
anim = 2910
ID = 1050
pos = target,Const(size.mid.pos.x),target,Const(size.mid.pos.y)
postype = P2
sprpriority = 2
facing = -1
bindtime = -1
ownpal = 1
ignorehitpause = 1

[State 3030, 35]
type = Explod
trigger1 = Movehit && Numexplod(1055) = 0
trigger1 = P2movetype = H
anim = 2903
ID = 1055
pos = 0, target,Const(size.mid.pos.y)
postype = P2
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[State 3030, 36]
type = PlaySnd
trigger1 = Movehit
trigger1 = P2movetype = H
value = 10, 2

[State 3030, 37]
type = MoveHitReset
trigger1 = 1

[State 3030, 38]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 7
value = 0, 6

[State 3030, 39]
type = ChangeState
trigger1 = time = 19 && var(2) = 0
value = 3040

[State 3030, 40]
type = ChangeState
trigger1 = animtime = 0
value = 3030

;-----------------------------------------------
;ヨガインフェルノ終わり
[Statedef 3040]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 3020

[State 3040, 1]
type = AfterImageTime
trigger1 = Time = 10
time = 0

[State 3040, 2]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;----------------------------------------------
;ヨガインフェルノ炎
[Statedef 3050]
type = A
movetype = A
physics = N
anim = 3050
juggle  = 2
sprpriority = 1

[State 3050, 1]
type = VelSet
trigger1 = time = 0
x = root, fvar(5)
y = root, fvar(6)

[State 3050, 2]
type = HitDef
triggerall = time = 0 
triggerall = P2StateNo != 150 && P2StateNo != 152 && P2StateNo != 154
triggerall = P2StateNo != 5000 && P2StateNo != 5010 && P2StateNo != 5020
triggerall = root, var(7) = 0 && root, var(8) > 0
trigger1 = root, var(4) = 1 && root, var(9) >= 2
trigger2 = root, var(4) = 3 && root, var(9) >= 2
trigger3 = root, var(4) = 5 && root, var(9) >= 2
trigger4 = root, var(4) = 7 && root, var(9) = 3
trigger5 = root, var(4) = 9 && root, var(9) = 3
trigger6 = root, var(4) = 11 && root, var(9) = 3
attr = A, SP
damage    = ((6 - root, var(9)) * 10 + ifelse(root, var(9) = 3, 5, 0)), 5
animtype  = Hard
hitflag = MAF
guardflag = MA
pausetime = 2,2
priority  = 1
getpower = 0
givepower = 20
sparkno = -1
guard.sparkno = S2905
sparkxy = -10, 0
hitsound   = -1
guardsound = S5,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 18
ground.velocity = -10
air.velocity = -4.5,-4
palfx.time = 28
palfx.mul = 240,220,128
palfx.sinadd = 32,128,190,16
palfx.add = 190,180,84
air.fall = 1

[State 3050, 3]
type = HitDef
triggerall = time = 0
triggerall = P2StateNo != 150 && P2StateNo != 152 && P2StateNo != 154
triggerall = P2StateNo != 5000 && P2StateNo != 5010 && P2StateNo != 5020
triggerall = root, var(7) = 0 && root, var(8) > 0
trigger1 = root, var(4) = 0
trigger2 = root, var(4) = 2 && root, var(9) >= 2
trigger3 = root, var(4) = 4 && root, var(9) >= 2
trigger4 = root, var(4) = 6 && root, var(9) >= 2
trigger5 = root, var(4) = 8 && root, var(9) = 3
trigger6 = root, var(4) = 10 && root, var(9) = 3
attr = A, SP
damage    = ((6 - root, var(9)) * 10 + ifelse(root, var(9) = 3, 5, 0)), 5
animtype  = Hard
hitflag = MAF
guardflag = MA
pausetime = 2,2
priority  = 1
getpower = 0
givepower = 20
sparkno = -1
guard.sparkno = S2905
sparkxy = -10, 0
hitsound   = -1
guardsound = S5,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 18
ground.velocity = 10
air.velocity = 4.5,-4
palfx.time = 28
palfx.mul = 240,220,128
palfx.sinadd = 32,128,190,16
palfx.add = 190,180,84
air.fall = 1

[State 3050, 4]
type = HitDef
trigger1 = time = 0 && root, var(8) = 0 && (p2stateno != [5030, 5035]) && (p2stateno != [150, 155])
attr = A, SP
damage    = ((8 - root, var(9)) * 10 + ifelse(root, var(9) = 3, 5, 0)), 5
animtype  = Hard
hitflag = MAF
guardflag = MA
pausetime = 0,2
getpower = 0
givepower = 20
sparkno = -1
guard.sparkno = S2905
sparkxy = -10, 0
hitsound   = -1
guardsound = S5,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 18
ground.velocity = -3.5,-7
air.velocity = -4.5,-4
palfx.time = 48
palfx.mul = 240,220,128
palfx.sinadd = 32,128,190,16
palfx.add = 190,180,84
fall = 1
fall.recover = 0

[State 3050, 5]
type = ParentVarSet
trigger1 = movecontact && P2movetype = H
trigger2 = movecontact && (p2stateno = [150, 155])
var(7) = 6

[State 3050, 6]
type = ParentVarAdd
trigger1 = movecontact && P2movetype = H
trigger2 = movecontact && (p2stateno = [150, 155])
var(4) = 1 + ifelse(root, var(8) = 0 , 20, 0)

[State 3050, 7]
type = PlaySnd
trigger1 = Movehit
trigger1 = P2movetype = H
value = 10, 2

[State 3050, 8]
type = notHitby
trigger1 = 1
value = SAC

[State 3050, 9]
type = Hitby
trigger1 = 1
value = SAC, NP, SP, HP

[State 3050, 10]
type = Explod
trigger1 = Movehit && NumExplod(1050) = 0
trigger1 = P2movetype = H
anim = 2910
ID = 1050
pos = target,Const(size.mid.pos.x),target,Const(size.mid.pos.y)
postype = P2
sprpriority = 2
facing = -1
bindtime = -1
ownpal = 1
ignorehitpause = 1

[State 3050, 11]
type = Explod
trigger1 = Movehit && Numexplod(1055) = 0
trigger1 = P2movetype = H
anim = 2903
ID = 1055
pos = 0, 0
postype = P1
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[State 3050, 12]
type = Explod
trigger1 = Movehit && Numexplod(1060) = 0
trigger1 = P2movetype = H && root, var(8) = 0
anim = 2911
ID = 1060
pos = target,Const(size.mid.pos.x),target,Const(size.mid.pos.y)
postype = P2
sprpriority = 2
facing = -1
bindtime = -1
ownpal = 1
ignorehitpause = 1

[State 3050, 13]
type = MoveHitReset
trigger1 = 1

[State 3050, 14]
type = HitOverride
trigger1 = Ishelper
attr = SAC, NP, SP, HP
stateno = 3060

[State 3050, 15]
type = Changestate
trigger1 = movecontact
trigger2 = animtime = 0
value = 3060

;----------------------------------------------
;ヨガインフェルノ 終了
[Statedef 3060]
type = A
movetype = A
physics = N
anim = 3060

[State 3060, 1]
type = destroyself
trigger1 = animtime = 0

;############################################################
;ヨガストリームLV1
[Statedef 3100]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
poweradd = -1000
anim = 3100

[State 3100, 1]
type = superpause
trigger1 = Time = 4
time = 48
movetime = 48
anim = S3900
sound = S3000, 0
pos = -10, -71
darken = 1
unhittable = 1

[State 3100, 2]
type = PlaySnd
trigger1 = time = 3
value = 3000, 2

[State 3100, 3]
type = AfterImage
trigger1 = Time = 2
time = 200
timegap = 1
framegap = 5
palinvertall = 1
palbright   =   5,  5,  5
palcontrast = 150,150,230
paladd      =  30, 30, 30
palmul      =  .8, .8, .8
trans = add

[State 3100, 4]
type = Varset
trigger1 = time = 0
var(2) = 1

[State 3100, 5]
type = Varset
trigger1 = time = 0
var(4) = 0

[state 3100, 6]
type = Helper
trigger1 = time = 55
ID = 1000
pos = 70, 0
postype = p1
stateno = 3150
helpertype = normal
name = "fire"
keyctrl = 0
ownpal = 1

[State 3100, 7]
type = Width
trigger1 = AnimElemTime (3) >= 0
value = 30, 0

[State 3100, 8]
type = ChangeState
trigger1 = Time > 55
trigger1 = NumHelper(1000) = 0
value = 3130

;############################################################
;ヨガストリームLV2
[Statedef 3110]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
poweradd = -2000
anim = 3100

[State 3110, 1]
type = superpause
trigger1 = Time = 4
time = 48
movetime = 48
anim = S3910
sound = S3000, 0
pos = -10, -71
darken = 1
unhittable = 1

[State 3110, 2]
type = PlaySnd
trigger1 = time = 3
value = 3000, 2

[State 3110, 3]
type = AfterImage
trigger1 = Time = 2
time = 200
timegap = 1
framegap = 5
palinvertall = 1
palbright   =   5,  5,  5
palcontrast = 150,150,230
paladd      =  30, 30, 30
palmul      =  .8, .8, .8
trans = add

[State 3110, 4]
type = Varset
trigger1 = time = 0
var(2) = 2

[State 3110, 5]
type = Varset
trigger1 = time = 0
var(4) = 0

[state 3110, 6]
type = Helper
trigger1 = time = 55
ID = 1000
pos = 70, 0
postype = p1
stateno = 3150
helpertype = normal
name = "fire"
keyctrl = 0
ownpal = 1

[State 3110, 7]
type = Width
trigger1 = AnimElemTime (3) >= 0
value = 30, 0

[State 3110, 8]
type = ChangeState
trigger1 = Time > 55
trigger1 = NumHelper(1000) = 0
value = 3130

;############################################################
;ヨガストリームLV3
[Statedef 3120]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
poweradd = -3000
anim = 3100

[State 3120, 1]
type = superpause
trigger1 = Time = 4
time = 48
movetime = 48
anim = S3920
sound = S3000, 0
pos = -10, -71
darken = 1
unhittable = 1

[State 3120, 2]
type = PlaySnd
trigger1 = time = 3
value = 3000, 2

[State 3120, 3]
type = AfterImage
trigger1 = Time = 2
time = 200
timegap = 1
framegap = 5
palinvertall = 1
palbright   =   5,  5,  5
palcontrast = 150,150,230
paladd      =  30, 30, 30
palmul      =  .8, .8, .8
trans = add

[State 3120, 4]
type = Varset
trigger1 = time = 0
var(2) = 3

[State 3120, 5]
type = Varset
trigger1 = time = 0
var(4) = 0

[state 3120, 6]
type = Helper
trigger1 = time = 55
ID = 1000
pos = 70, 0
postype = p1
stateno = 3150
helpertype = normal
name = "fire"
keyctrl = 0
ownpal = 1

[State 3120, 7]
type = Width
trigger1 = AnimElemTime (3) >= 0
value = 30, 0

[State 3120, 8]
type = ChangeState
trigger1 = Time > 55
trigger1 = NumHelper(1000) = 0
value = 3130

;-----------------------------------------------
;ヨガストリーム終わり
[Statedef 3130]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 3110

[State 3130, 1]
type = AfterImageTime
trigger1 = time = 10
time = 0

[State 3130, 2]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;----------------------------------------------
;ヨガフストリーム 炎
[Statedef 3150]
type = A
movetype = A
physics = N
anim = 3150
juggle  = 3

[State 3150, 1]
type = HitDef
trigger1 = root, var(7) = 0 && time <= 12 + root, var(2) * 12
trigger1 = movecontact = 0
attr = A, SP
damage    = 83, 6
animtype  = Back
hitflag = MAF
guardflag = L
pausetime = 0,13
getpower = 0
givepower = 50
sparkno = -1
guard.sparkno = S2906
sparkxy = 30, 0
hitsound   = -1
guardsound = S5,0
ground.type = High
ground.slidetime = 23
ground.hittime  = 20
ground.velocity = -10
air.velocity = -3,-5
palfx.time = 30
palfx.mul = 240,220,128
palfx.sinadd = 32,128,190,16
palfx.add = 190,180,84

[State 3150, 2]
type = HitDef
trigger1 = root, var(7) = 0 && time > 12 + root, var(2) * 12
trigger1 = movecontact = 0
attr = A, SP
damage    = 80, 6
animtype  = Back
hitflag = MAF
guardflag = L
pausetime = 0,1
guard.pausetime = 0,12
getpower = 0
givepower = 50
sparkno = -1
guard.sparkno = S2906
sparkxy = 30, 0
hitsound   = -1
guardsound = S5,0
ground.type = High
ground.slidetime = 23
ground.hittime  = 20
ground.velocity = -3.5,-6.5
air.velocity = -3,-5
palfx.time = 30
palfx.mul = 240,220,128
palfx.sinadd = 32,128,190,16
palfx.add = 190,180,84
fall = 1
fall.recover = 0

[State 3150, 3]
type = PlaySnd
trigger1 = time = 0
value = 0, 6

[State 3150, 4]
type = PlaySnd
trigger1 = Movehit
trigger1 = P2movetype = H
value = 10, 2

[State 3250, 5]
type = notHitby
trigger1 = 1
value = SAC

[State 3150, 6]
type = ParentVarSet
trigger1 = movecontact && P2movetype = H
trigger2 = movecontact && (p2stateno != [150, 155])
var(4) = 1

[State 3150, 7]
type = ParentVarSet
trigger1 = movecontact && P2movetype = H
trigger2 = movecontact && (p2stateno = [150, 155])
var(7) = 12

[State 3150, 8]
type = Explod
trigger1 = Movehit && Numexplod(1050) = 0
trigger1 = P2movetype = H
anim = 2910
ID = 1050
pos = target,Const(size.mid.pos.x),target,Const(size.mid.pos.y)
postype = P2
sprpriority = 2
facing = -1
bindtime = -1
ownpal = 1
ignorehitpause = 1

[State 3150, 9]
type = Explod
trigger1 = Movehit && Numexplod(1055) = 0
trigger1 = P2movetype = H && time > 12 + root, var(2) * 12
anim = 2911
ID = 1055
pos = target,Const(size.mid.pos.x),target,Const(size.mid.pos.y)
postype = P2
sprpriority = 2
facing = -1
bindtime = -1
ownpal = 1
ignorehitpause = 1

[State 3150, 10]
type = Explod
trigger1 = Movehit
trigger1 = P2movetype = H
anim = 2903
pos = 20, 0
postype = P2
sprpriority = 3
facing = -1
ownpal = 1
ignorehitpause = 1

[State 3150, 11]
type = MoveHitReset
trigger1 = 1

[State 3150, 12]
type = BindToRoot
trigger1 = time >= 0
pos = 70, 0

[State 3150, 13]
type = Changestate
trigger1 = movecontact
trigger2 = Time = 26 + root, var(2) * 12
trigger3 = Root, movetype = H
value = 3160

;----------------------------------------------
;ヨガフレイム 終了
[Statedef 3160]
type = A
movetype = A
physics = N
velset = 0, 0
anim = 3160

[State 3160, 1]
type = destroyself
trigger1 = animtime = 0

;############################################################
;ヨガストライクLV1
[Statedef 3200]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
poweradd = -1000
anim = 3200

[State 3200, 1]
type = superpause
trigger1 = Time = 4
time = 48
movetime = 48
anim = S3900
sound = S3000, 0
pos = 5, -95
darken = 1
unhittable = 1

[State 3200, 2]
type = PlaySnd
trigger1 = time = 3
value = 3000, 3

[State 3200, 3]
type = AfterImage
trigger1 = Time = 0
time = 300
length = 25
timegap = 1
framegap = 7
palinvertall = 1
palbright   =   5,  5,  5
palcontrast = 150,150,230
paladd      =  30, 30, 30
palmul      =  .8, .8, .8
trans = add

[State 3200, 4]
type = VarSet
trigger1 = Time = 0
var(2) = 1

[State 3200, 5]
type = ChangeState
trigger1 = animtime = 0
value = 3210

;############################################################
;ヨガストライクLV2
[Statedef 3201]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
poweradd = -2000
anim = 3200

[State 3201, 1]
type = superpause
trigger1 = Time = 4
time = 48
movetime = 48
anim = S3910
sound = S3000, 0
pos = 5, -95
darken = 1
unhittable = 1

[State 3201, 2]
type = PlaySnd
trigger1 = time = 3
value = 3000, 3

[State 3201, 3]
type = AfterImage
trigger1 = Time = 0
time = 300
length = 25
timegap = 1
framegap = 7
palinvertall = 1
palbright   =   5,  5,  5
palcontrast = 150,150,230
paladd      =  30, 30, 30
palmul      =  .8, .8, .8
trans = add

[State 3201, 4]
type = VarSet
trigger1 = Time = 0
var(2) = 2

[State 3201, 5]
type = ChangeState
trigger1 = animtime = 0
value = 3210

;############################################################
;ヨガストライクLV3
[Statedef 3202]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
poweradd = -3000
anim = 3200

[State 3202, 1]
type = superpause
trigger1 = Time = 4
time = 48
movetime = 48
anim = S3920
sound = S3000, 0
pos = 5, -95
darken = 1
unhittable = 1

[State 3202, 2]
type = PlaySnd
trigger1 = time = 3
value = 3000, 3

[State 3202, 3]
type = AfterImage
trigger1 = Time = 0
time = 300
length = 25
timegap = 1
framegap = 7
palinvertall = 1
palbright   =   5,  5,  5
palcontrast = 150,150,230
paladd      =  30, 30, 30
palmul      =  .8, .8, .8
trans = add

[State 3202, 4]
type = VarSet
trigger1 = Time = 0
var(2) = 3

[State 3202, 5]
type = ChangeState
trigger1 = animtime = 0
value = 3210

;----------------------------------------------
;ヨガストライク
[Statedef 3210]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 1.8, -7
anim = 3210

[State 3210, 1]
type = HitDef
trigger1 = Time = 0
trigger1 = p2movetype != H
trigger1 = p2statetype = A
trigger1 = P2StateNo != 154
attr = A, HT
hitflag = AF-
getpower = 0
givepower = 0
priority = 4, Miss
hitsound   = S800,0
numhits = 0
sparkno = -1
sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 3220
p2stateno = 3260
fall = 1

[State 3210, 2]
type = Varset
trigger1 = Time = 0
var(4) = 0

[State 3210, 3]
type = Veladd
trigger1 = 1
y = .22

[State 3210, 4]
type = AfterImageTime
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
time = 0

[State 3210, 5] 
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;----------------------------------------------
;ヨガストライク掴み
[Statedef 3220]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0, 0
anim = 3220

[State 3220, 1]
type = BindToTarget
trigger1 = time = 0
time = 3
pos = 0, 80, head

[State 3220, 2]
type = TargetBind
trigger1 = AnimElem = 2,>= 0
pos = 32, -82

[State 3220, 3]
type = Veladd
trigger1 = time > 3
y = .22

[State 3220, 4] 
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 3230

;----------------------------------------------
;ヨガストライク投げ準備
[Statedef 3230]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0, 0
anim = 3230

[State 3230, 1]
type = TargetState
trigger1 = time = 0
value = 3270

[State 3230, 1]
type = posset
trigger1 = time = 0
y = 0

[State 3230, 2]
type = TargetBind
trigger1 = AnimElem = 1
pos = 32, -83

[State 3230, 3] 
type = ChangeState
trigger1 = animtime = 0
value = 3240

;----------------------------------------------
;ヨガストライク投げ
[Statedef 3240]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0, 0
anim = 3240

[State 3240, 1]
type = TargetState
trigger1 = time = 0
value = 3280

[State 3240, 2]
type = TargetBind
trigger1 = AnimElem = 2,< 0
pos = 32, -85

[State 3240, 3]
type = TargetBind
trigger1 = (AnimElem = 2,>= 0) && (AnimElem = 4,< 0)
pos = 32, -82

[State 3240, 4]
type = TargetBind
trigger1 = (AnimElem = 4,>= 0) && (AnimElem = 5,< 0)
pos = 28, -85

[State 3240, 5]
type = TargetBind
trigger1 = (AnimElem = 5,>= 0) && (AnimElem = 6,< 0)
pos = 16, -88

[State 3240, 6]
type = TargetBind
trigger1 = (AnimElem = 6,>= 0) && (AnimElem = 7,< 0)
pos = -135, -5

[State 3240, 7]
type = TargetBind
trigger1 = (AnimElem = 7,>= 0) && (AnimElem = 8,< 0)
pos = -125, -5

[State 3240, 8]
type = TargetBind
trigger1 = (AnimElem = 8,>= 0) && (AnimElem = 9,< 0)
pos = -100, -5

[State 3240, 9]
type = TargetBind
trigger1 = (AnimElem = 9,>= 0) && (AnimElem = 10,< 0)
pos = -10, -20

[State 3240, 10]
type = TargetBind
trigger1 = AnimElem = 10,>= 0
pos = 45, -40

[State 3240, 11]
type = Width
trigger1 = AnimElemTime (6) < 0
value = 50,50

[State 3240, 12]
type = Width
trigger1 = AnimElemTime (6) >= 0
value = 50,130

[State 3240, 13]
type = hitadd
trigger1 = animelem = 6
value = 1

[State 3240, 14]
type = Explod
trigger1 = animelem = 7 && Numexplod(3298) = 0
anim = 3298
ID = 3298
pos = -135, 0
postype = P1
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[State 3240, 15]
type = Explod
trigger1 = animelem = 7 && Numexplod(3299) = 0
anim = 3299
ID = 3299
pos = -135, 0
postype = P1
sprpriority = -2
ownpal = 1
ignorehitpause = 1

[State 3240, 16]
type = PlaySnd
trigger1 = animelem = 6
value = 10, 6

[State 3240, 17]
type = PlaySnd
trigger1 = animelem = 5
value = 200, 1

[State 3240, 18]
type = EnvShake
trigger1 = animelem = 6
time = 8

[State 3240, 19]
type = TargetLifeAdd
trigger1 = animelem = 6 && var(4) = 1
value = -250
kill = ifelse(var(2) = 1, 1, 0)

[State 3240, 20]
type = TargetLifeAdd
trigger1 = animelem = 6 && var(4) = 2
value = -100
kill = -var(2) + 3

[State 3240, 21]
type = TargetLifeAdd
trigger1 = animelem = 6 && var(4) = 3
value = -100

[State 3240, 22]
type = Varadd
trigger1 = Time = 0
var(4) = 1

[State 3240, 23] 
type = ChangeState
trigger1 = animelem = 7 && var(4) = var(2)
value = 3250

[State 3240, 24] 
type = ChangeState
trigger1 = animtime = 0
value = 3240

;----------------------------------------------
;ヨガストライク投げ終わり
[Statedef 3250]
type    = A
movetype= A
physics = N
ctrl = 0
velset = -1.8, -7
anim = 3250

[State 3250, 1]
type = TargetState
trigger1 = time = 0
value = 3290

[State 3250, 2]
type = Veladd
trigger1 = 1
y = .22

[State 3250, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 3250, 4]
type = AfterImageTime
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
time = 0

[State 3250, 5] 
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;-----------------------------------------------
;投げられ
[Statedef 3260]
type = A
movetype = H
physics = N
velset = 0, 0
ctrl = 0
sprpriority = 0

[State 3260, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 3260

[State 3260, 2]
type = AfterImage
trigger1 = Time = 0
time = 300
length = 25
timegap = 1
framegap = 7
palinvertall = 1
palbright   =   5,  5,  5
palcontrast = 150,150,230
paladd      =  30, 30, 30
palmul      =  .8, .8, .8
trans = add

;-----------------------------------------------
;投げられ２
[Statedef 3270]
type = A
movetype = H
physics = N
velset = 0, 0
ctrl = 0
sprpriority = 0

[State 3270, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 3270

[State 3270, 2]
type = ScreenBound
trigger1 = 1
value = 0

;-----------------------------------------------
;投げられ３
[Statedef 3280]
type = A
movetype = H
physics = N
velset = 0, 0
ctrl = 0
sprpriority = 0

[State 3280, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 3280

[State 3280, 2]
type = ScreenBound
trigger1 = 1
value = 0

;-----------------------------------------------
;投げられ４
[Statedef 3290]
type = A
movetype = H
physics = N
velset = 0, 0
ctrl = 0
sprpriority = 0

[State 3290, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 3290

[State 3290, 3]
type = posset
trigger1 = time = 0
y = 0

[State 3290, 4]
type = AfterImageTime
trigger1 = time = 0
time = 0

[State 3290, 5]
type = SelfState
triggerall = alive
trigger1 = animtime = 0
value = 5120

[State 3290, 5]
type = SelfState
triggerall = !alive
trigger1 = animtime = 0
value = 5150

;###################################################
;彼方へ
[Statedef 4000]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 1300
sprpriority = 2

[State 4000, 1]
type = playsnd
trigger1 = time = 10
value = 1000,5

[State 4000, 2]
type = playsnd
trigger1 = time = 15
value = 1000,3

[State 4000, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 4000, 4]
type = Explod
trigger1 = time = 19
ID = 3000
anim = 1350
postype = p1
pos = 0, -70
removetime = 7
supermove = 10
bindtime = -1
sprpriority = 2
scale = .75, 1.3

[State 4000, 5]
type = ModifyExplod
trigger1 = time = [20,25]
ID = 3000
scale = (time*1.5-27) *.40, (25.2 - time) * 0.1

[State 4000, 6]
type = PalFX
trigger1 = Time = 11
time = 20
sinadd =  255,255,255,38
ignorehitpause = 1

[State 4000, 7]
type = superpause
trigger1 = Time = 0
time = 33
anim = -1
sound = -1
movetime = 33

[State 4000, 8]
type = ChangeState
trigger1 = Time = 32
value = 4010

;------------------------------------------
;彼方へ（移動）
[Statedef 4010]
type    = S
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 100

[State 4010, 1]
type = posset
trigger1 = Time = 0
y = floor(-ScreenPos y) -100

[State 4010, 2]
type = playsnd
trigger1 = time = 0
value = 190,0

[State 4010, 3]
type = playsnd
trigger1 = time = 50
value = 3000,10
volume = 200

[State 4010, 4]
type = playsnd
trigger1 = time = 130
value = 180,1

[State 4010, 5]
type = playsnd
trigger1 = time = 200
value = 3000,11
volume = 200

[State 4010, 6]
type = playsnd
trigger1 = time = 350
value = 3000,6
volume = 200

[State 4010, 7]
type = superpause
trigger1 = Time = 0
time = 400
anim = -1
sound = -1
movetime = 400

[State 4010, 8]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 4010, 9]
type = ChangeState
trigger1 = Time = 398
value = 4020

;-------------------------------------------------
;彼方へ（発進）
[Statedef 4020]
type    = A
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 4000
sprpriority = 1

[State 4020, 1]
type = playsnd
trigger1 = time = 0
value = 3000,8

[State 4020, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 4020, 3]
type = Velset
trigger1 = time = 0
y = (-pos y / 10)

[State 4020, 4]
type = Velset
trigger1 = time = 10
y = 0

[State 4020, 5]
type = PlaySnd
trigger1 = time = [10,40]
trigger1 = timemod = 8,0
value = 3000, 7
volume = 100

[State 4020, 6]
type = Explod
trigger1 = time = 10
anim = 3380
postype = p1
pos = -10, 0
bindtime = -1
supermove = 30
sprpriority = 0

[State 4020, 7]
type =  Explod
trigger1 = time = [10,40]
anim = 2950
postype = p1
pos = 0, -80
random = 120,120
bindtime = 1
supermove = 18
sprpriority = 2

[State 4020, 8]
type = EnvShake
trigger1 = time = 10
time = 30

[State 4020, 9]
type = superpause
trigger1 = Time = 0
time = 60
anim = -1
sound = -1
movetime = 60

[State 4020, 10]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 4020, 11]
type = VarSet
trigger1 = time = 0
var(10) = 1

[State 4020, 12]
type = ChangeState
trigger1 = Time = 70
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ここから下に新しいステートを書くと分かりやすくていいと思います
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; HITA_FALL (knocked up, falling)
[Statedef 5050]
type    = A
movetype= H
physics = N

[State 5050, 1] ;Change anim when done with transition
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0     ;If no transition anim
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090 ;Not if hit off ground anim
value = 5050

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

[State 5050, 3] ;Gravity
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5050, 4] ;Recover near ground
type = ChangeState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recoveryg"
value = 5200 ;HITFALL_RECOVER

[State 5050, 5]; Recover in mid air
type = ChangeState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 5050, 6]; Recover in mid air
type = ChangeState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
triggerall = var(10) = 0
trigger1 = Command = "reyt"
value = 1330 ;HITFALL_AIRRECOVER

[State 5050, 7]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100 ;HIT_BOUNCE

;---------------------------------------------------------------------
;ダウン回避 ころころ
[Statedef 5201]
type = S
movetype = I
physics = N
anim = 5200
ctrl = 0
velset = 0, 0

[State 5201, 1]
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < -5

[State 5201, 2]
type = VelSet
trigger1 = Time = 13
x = 5

[State 5201, 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5201, 4]
type = NotHitBy
trigger1 = 1
value = SCA, NT, ST, HT
time = 1

[State 5201, 5]
type = PlayerPush
trigger1 = 1
value = 0

[State 5201, 6]
type = VelSet
trigger1 = Time = 37 && Command != "holdfwd"
trigger2 = Time = 61
x = 0

[State 5201, 7]
type = Turn
triggerall = P2BodyDist X < 0
trigger1 = Time = 37 && Command != "holdfwd"
trigger2 = Time = 61

[State 5201, 8]
type = ChangeState
trigger1 = Time = 37 && Command != "holdfwd"
trigger2 = Time = 61
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; ここは-2のステートを書いてください、ヘルパー関係です
;---------------------------------------------------------------------------
[Statedef -2]

;デバッグモードに白い文字の表示を加える
[State -2, デバッグ表示]
type = DisplayToClipboard
trigger1 = 1
text = "V1-C=%d,V2-S=%d,V3-J=%d,V4-D=%d,V5-B=%d"
params = var(1),var(2),var(3),var(4),var(5)
ignorehitpause = 1

;表示を横に加える
[State -2, デバッグ表示その2]
type = AppendToClipboard
trigger1 = 1
text = " V58-A=%d,V59-R=%d,FEBD=%d,Y=%d"
params = var(58),var(59),FrontEdgeBodyDist,floor(Pos Y)
ignorehitpause = 1

;表示を下に加える
[State -2, デバッグ表示その3]
type = AppendToClipboard
trigger1 = 1
text = "\nDist X=%d,Y=%d, Vel X=%d/10,Y=%d/10 : BEBD=%d"
params = floor(P2BodyDist X),ceil(P2BodyDist Y),ceil(Vel X*10),floor(Vel Y*10),BackEdgeBodyDist
ignorehitpause = 1

[state -2,サリー]
type = helper
trigger1 = P3Name != "Dhalsim"
trigger1 = Time = 0
trigger1 = NumHelper(6000) = 0
ID = 6000
pos = 130 + ifelse (var(3) = -1, 50, 0), -4
postype = left
stateno = 6000
size.shadowoffset = -4
helpertype = normal
name = "sari"
ownpal = 1

[State -2,反重力]
type = Veladd
triggerall = statetype = A
trigger1 = StateNo = [120,153]
trigger2 = StateNo = [600,655]
trigger3 = StateNo = 51
y = -.22

[State -2, タイマー]
type = Varadd
trigger1 = var(7) > 0
var(7) = -1

[State -2, タイマー]
type = Varadd
trigger1 = var(8) > 0
var(8) = -1

[State -2,残像]
type = AfterImageTime
trigger1 = MoveType = H
trigger2 = StateNo = 52
Time = 0

[State -2, フィニッシュ音]
type = PlaySnd
triggerall = MoveType != H
triggerall = Win && !WinTime
triggerall = NumExplod(3950) = 0 && NumExplod(3960) = 0
trigger1 = NumHelper(3000) != 0
trigger2 = StateNo = [3030, 3040]
trigger3 = StateNo = [3100, 3120]
trigger4 = StateNo = [3240, 3250]
value = 3000, 4
volume = 255
persistent = 0
ignorehitpause=1

[State -2,スパコンフィニッシュ１]
type = Explod
triggerall = MoveType != H
triggerall = Win && !WinTime
triggerall = NumExplod(3950) = 0
trigger1 = NumHelper(3000) != 0
trigger2 = StateNo = [3030, 3040]
trigger3 = StateNo = [3100, 3120]
anim = 3950
ID = 3950
pos = -32, 8
postype = left
sprpriority = -3
persistent = 0
bindtime = -1
ownpal = 1
ignorehitpause = 1

[State -2,スパコンフィニッシュ２]
type = Explod
triggerall = MoveType != H
triggerall = Win && !WinTime
triggerall = NumExplod(3960) = 0
trigger1 = StateNo = [3240, 3250]
anim = 3960
ID = 3960
pos = -32, 8
postype = left
sprpriority = -3
persistent = 0
bindtime = -1
ownpal = 1
ignorehitpause = 1

[State -2,無背景]
type = AssertSpecial
triggerall = 1
trigger1 = NumExplod(3950) = 1 || NumExplod(3960) = 1
flag = NoBG
flag2 = NoFG
ignorehitpause = 1

[State -2,無音・無バー]
type = AssertSpecial
triggerall = 1
trigger1 = NumExplod(3950) = 1 || NumExplod(3960) = 1
flag = NoMusic
flag2 = NoBarDisplay
ignorehitpause = 1


;---------------------------------------------------------------------------
; ここから下は-3のステートを書いてください、ここに書いたものはゲーム中
; に条件が成立すればいつでも開始するステートです。
;---------------------------------------------------------------------------
[Statedef -3]

[State -3,着地音]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52
value = 40, 0

[State -3,転ぶ]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateNo = 5071
value = 5000, 2

[State -3,受身]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateNo = 5210
value = 200, 0

[State -3,攻撃弱・中HIT]
type = playSnd
triggerall = random < 600
triggerall = Time = 1
triggerall = stateNo = 5000 || stateNo = 5010
triggerall = Alive = 1
trigger1 = Anim = 5000
trigger2 = Anim = 5010
trigger3 = Anim = 5020
value = 5000, 0

[State -3,攻撃中HIT]
type = playSnd
triggerall = random < 600
triggerall = Time = 1
triggerall = StateNo = 5000 || StateNo = 5010
triggerall = Alive = 1
trigger1 = Anim = 5001
trigger2 = Anim = 5011
trigger3 = Anim = 5021
value = 5000, random % 2

[State -3,攻撃強HIT]
type = playSnd
triggerall = random < 600
triggerall = Time = 1
triggerall = StateNo = 5000 || StateNo = 5010
triggerall = Alive = 1
trigger1 = Anim = 5002
trigger2 = Anim = 5012
trigger3 = Anim = 5022
value = 5000, 1

[State -3, 向き]
type = VarSet
triggerall = var(3) != -1
triggerall = var(3) != 1
trigger1 = Facing = 1
var(3) = 1

[State -3, 向き]
type = VarSet
triggerall = var(3) != -1
triggerall = var(3) != 1
trigger1 = Facing = -1
var(3) = -1

[State -3,ハリケーン]
type = RemoveExplod
trigger1 = StateNo != 1800 && StateNo != 1850
ID = 1800
