; サリーちゃんのパパ（ジャーマン）
;|||||||||||||||||||||||||||||||||||||||||||||||||||
;ダッシュ
[Statedef 100]
type = S
physics = N
velset = 0,0
ctrl = 0
anim = 100

[State 100, 1]
type = VelSet
trigger1 = AnimElem = 2
x = const(velocity.run.fwd.x)

[State 100, 2]
type = AssertSpecial
trigger1 = 1
flag = NoWalk
flag2 = NoAutoTurn

[State 100, 3]
type = playsnd
trigger1 = AnimElem = 2
value = 0,12

[State 100, 4]
type = ChangeState
trigger1 = Time = 30
value = 0
ctrl = 1

;---------------------------------------------------
;バックダッシュ
[Statedef 105]
type = S
physics = N
velset = 0,0
ctrl = 0
anim = 105

[State 105, 1]
type = VelSet
trigger1 = AnimElem = 2
x = const(velocity.run.back.x)

[State 105, 2]
type = AssertSpecial
trigger1 = 1
flag = NoWalk
flag2 = NoAutoTurn

[State 105, 3]
type = playsnd
trigger1 = AnimElem = 2
value = 0,12

[State 105, 4]
type = ChangeState
trigger1 = Time = 30
value = 0
ctrl = 1


;###################################################
;ロケットパンチ
[Statedef 1600]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 1600
poweradd = 0
sprpriority = 1

[State 1600, 1]
type = playsnd
trigger1 = time = 0
value = 1000,5

[State 1600, 2]
type = playsnd
trigger1 = AnimElem = 4
value = 1000,6

[State 1600, 3]
type = playsnd
trigger1 = AnimElem = 3
value = 0,7

[state 1600, 4]
type = Helper
trigger1 = AnimElem = 4
ID = 1000
pos = 65, -66
postype = p1
stateno = 1650
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1600, 5]
type = Explod
trigger1 = AnimElem = 4
anim = 2930
postype = p1
pos = 25, -66
bindtime = 1
sprpriority = 3
ownpal = 1

[State 1600, 6]
type = Velset
trigger1 = AnimElem = 4
x = -4

[State 1600, 7]
type = Posadd
trigger1 = AnimTime = 0
x = -17

[State 1600, 8]
type = Width
trigger1 = AnimElem = 3
player = 10,10

[State 1600, 9]
type = VarSet
trigger1 = !var(59)
trigger1 = Time = 0 && command = "yofix"
var(2) = 1

[State 1600, 10]
type = VarSet
trigger1 = !var(59)
trigger1 = Time = 0 && command = "yofiy"
var(2) = 2

[State 1600, 11]
type = VarSet
trigger1 = !var(59)
trigger1 = Time = 0 && command = "yofiz"
var(2) = 3

[State 1600, 11]
type = VarSet
trigger1 = var(59)
trigger1 = Time = 0
var(2) = ifelse(random%3 = 0, 1,ifelse(random%3 = 1,2,3))

[State 1600, 12]
type = PowerAdd
trigger1 = Time = 0
value = 60 + var(2) * 15

[State 1600, 13]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------
;ロケットパンチ
[Statedef 1650]
type = A
movetype = A
physics = N
velset = 0, 0
anim = 1650
juggle  = 6
sprpriority = 2

[State 1650, 1]
type = VelSet
trigger1 = time = 0 && root, var(2) = 1
x = 3.2

[State 1650, 2]
type = VelSet
trigger1 = time = 0 && root, var(2) = 2
x = 4.4

[State 1650, 3]
type = VelSet
trigger1 = time = 0 && root, var(2) = 3
x = 5.6

[State 1650, 4]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage    = 90 + root, var(2) * 20 , 5
animtype  = Hard
hitflag = MAF
guardflag = MA
pausetime = 2,5
getpower = 30
givepower = 30
sparkno = -1
guard.sparkno = S2960
sparkxy = 10, 0
hitsound   = S3000,7
guardsound = S5,0
ground.type = Low
ground.slidetime = 21
ground.hittime  = 18
ground.velocity = -5,-5
air.velocity = -4.5,-4
palfx.time = 28
palfx.mul = 240,220,128
palfx.sinadd = 32,128,190,16
palfx.add = 190,180,84
fall = 1
fall.recover = 0

[State 1650, 5]
type = PlaySnd
trigger1 = Time = 0
value = 0, 8

[State 1650, 6]
type = notHitby
trigger1 = 1
value = SAC

[State 1650, 7]
type = Hitby
trigger1 = 1
value = SAC, NP, SP, HP

[State 1650, 8]
type = Explod
trigger1 = Movehit && 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 1650, 9]
type = Explod
trigger1 = MoveContact = 0
trigger1 = timemod = 5, 0
anim = 2940
pos = -45, 0
postype = P1
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[State 1650, 10]
type = HitOverride
trigger1 = Ishelper
attr =SAC, NP, SP, HP
stateno = 1670

[State 1650, 11]
type = Changestate
trigger1 = movehit
value = 1660

[State 1650, 12]
type = Changestate
trigger1 = MoveGuarded
trigger2 = Time = 100
value = 1670

[State 1650, 13]
type = destroyself
trigger1 = FrontEdgeDist < - 30

;----------------------------------------------
;ロケットパンチ（ＨＩＴ）
[Statedef 1660]
type = A
movetype = A
physics = N
velset = 0, 0
anim = 2950
sprpriority = 2

[State 1660, 1]
type = Explod
trigger1 = time = 6
trigger2 = time = 12
anim = 2950
pos = 0, 0
random = 30,30
postype = P1
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[State 1660, 2]
type = destroyself
trigger1 = animtime = 0

;----------------------------------------------
;ロケットパンチ（ＭＩＳＳ）
[Statedef 1670]
type = A
movetype = A
physics = N
velset = 2.5, 0
anim = 1660
sprpriority = 2

[State 1670, 1]
type = Explod
trigger1 = time = 0
anim = 1670
pos = 0, -3
vel = 2.5, 0
accel = 0, .2
postype = P1
sprpriority = 2
ownpal = 1
ignorehitpause = 1

[State 1670, 2]
type = Veladd
trigger1 = 1
y = .21

[State 1670, 3]
type = destroyself
trigger1 = animtime = 0

;###################################################
;ジャーマンミサイル
[Statedef 1700]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 1700
poweradd = 0
sprpriority = 1

[State 1700, 1]
type = playsnd
trigger1 = time = 0
value = 1000,5

[State 1700, 2]
type = playsnd
trigger1 = AnimElem = 8
value = 1000,7

[state 1700, 3]
type = Helper
trigger1 = AnimElem = 8
ID = 1000
pos = 50, -16
postype = p1
stateno = 1750
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1700, 4]
type = VarSet
trigger1 = !var(59)
trigger1 = Time = 0 && command = "gema"
var(2) = 1

[State 1700, 5]
type = VarSet
trigger1 = !var(59)
trigger1 = Time = 0 && command = "gemb"
var(2) = 2

[State 1700, 6]
type = VarSet
trigger1 = !var(59)
trigger1 = Time = 0 && command = "gemc"
var(2) = 3

[State 1700, 11]
type = VarSet
trigger1 = var(59)
trigger1 = Time = 0
var(2) = ifelse(random%3 = 0, 1,ifelse(random%3 = 1,2,3))

[State 1700, 7]
type = PowerAdd
trigger1 = Time = 0
value = 60 + var(2) * 15

[State 1700, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 1710

;------------------------------------------------
;ジャーマンミサイル終わり
[Statedef 1710]
type    = C
movetype= A
physics = C
velset = 0,0
ctrl = 0
anim = 12
sprpriority = 1

[State 1710, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------
;ジャーマンミサイル
[Statedef 1750]
type = A
movetype = A
physics = N
velset = 0, 0
anim = 1750
juggle  = 6
sprpriority = 2

[State 1750, 1]
type = VelSet
trigger1 = time = 0 && root, var(2) = 1
x = 3.2

[State 1750, 2]
type = VelSet
trigger1 = time = 0 && root, var(2) = 2
x = 4.4

[State 1750, 3]
type = VelSet
trigger1 = time = 0 && root, var(2) = 3
x = 5.6

[State 1750, 4]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage    = 80 + root, var(2) * 15 , 5
animtype  = Hard
hitflag = MAF
guardflag = LA
pausetime = 2,5
getpower = 30
givepower = 30
sparkno = -1
guard.sparkno = S2960
sparkxy = 10, 0
hitsound   = S3000,7
guardsound = S5,0
ground.type = Low
ground.slidetime = 21
ground.hittime  = 18
ground.velocity = -5,-5
air.velocity = -4.5,-4
palfx.time = 28
palfx.mul = 240,220,128
palfx.sinadd = 32,128,190,16
palfx.add = 190,180,84
fall = 1
fall.recover = 0

[State 1750, 5]
type = PlaySnd
trigger1 = Time = 0
value = 0, 9

[State 1750, 6]
type = notHitby
trigger1 = 1
value = SAC

[State 1750, 7]
type = Hitby
trigger1 = 1
value = SAC, NP, SP, HP

[State 1750, 8]
type = Explod
trigger1 = Movehit && 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 1750, 9]
type = Explod
trigger1 = MoveContact = 0
trigger1 = timemod = 5, 0
anim = 2940
pos = -35, 0
postype = P1
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[State 1750, 10]
type = HitOverride
trigger1 = Ishelper
attr =SAC, NP, SP, HP
stateno = 1660

[State 1750, 11]
type = Changestate
trigger1 = movecontact
trigger2 = Time = 100
value = 1660

[State 1750, 12]
type = destroyself
trigger1 = FrontEdgeDist < - 30

;###################################################
;ハリケーンアーム
[Statedef 1800]
type    = S
movetype= A
physics = S
juggle  = 10
velset = 0,0
ctrl = 0
anim = 1800
poweradd = 100
sprpriority = 1

[State 1800, 1]
type = playsnd
trigger1 = time = 0
value = 1000,5

[State 1800, 2]
type = playsnd
trigger1 = time = 10
value = 1000,8

[State 1800, 3]
type = playsnd
trigger1 = time = 10
value = 0,10

[State 1800, 4]
type = HitDef
trigger1 = time = 0
attr = S, SA
animtype  = diagup
damage    = 200,10
guardflag = MA
pausetime = 3, 3
sparkno = S2903
guard.sparkno = S2905
sparkxy = 0, -120
hitsound   = S10,5
guardsound = S5,0
ground.type = High
ground.slidetime = 25
ground.hittime  = 22
ground.velocity = -3.4,-9.5
air.velocity = -3.4,-7.5
fall = 1

[State 1800, 5]
type = Explod
trigger1 = time > 10 && Numexplod(1800) = 0
anim = 1820
ID = 1800
pos = 0, 0
postype = P1
sprpriority = 2
bindtime = -1
ownpal = 1
ignorehitpause = 1

[State 1800, 6]
type = VarSet
trigger1 = !var(59)
trigger1 = Time = 0 && command = "hax"
var(2) = 1

[State 1800, 7]
type = VarSet
trigger1 = !var(59)
trigger1 = Time = 0 && command = "hay"
var(2) = 2

[State 1800, 8]
type = VarSet
trigger1 = !var(59)
trigger1 = Time = 0 && command = "haz"
var(2) = 3

[State 1800, 11]
type = VarSet
trigger1 = var(59)
trigger1 = Time = 0
var(2) = ifelse(random%3 = 0, 1,ifelse(random%3 = 1,2,3))

[State 1800, 9]
type = nothitby
trigger1 = time = 0
value = SCA
time = 10

[State 1800, 10]
type = ChangeState
trigger1 = Time = 10 + var(2) * 10
value = 1810

;------------------------------------------------
;ハリケーンアーム終わり
[Statedef 1810]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 1810
sprpriority = 1

[State 1810, 1]
type = RemoveExplod
trigger1 = time = 0
ID = 1800

[State 1810, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;###################################################
;ハリケーンアームＭＡＸ
[Statedef 1850]
type    = S
movetype= A
physics = S
juggle  = 3
velset = 0,0
ctrl = 0
anim = 1850
poweradd = -1000
sprpriority = 1

[State 1850, 1]
type = playsnd
trigger1 = time = 0
value = 3000,3

[State 1850, 2]
type = playsnd
trigger1 = AnimElem = 3
value = 1000,8

[State 1850, 3]
type = playsnd
trigger1 = AnimElem = 4
value = 0,10

[State 1850, 4]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
animtype  = diagup
damage    = 200 + var(4) ,5
guardflag = MA
pausetime = 3, 10
sparkno = S2903
guard.sparkno = S2905
sparkxy = 0, -120
hitsound   = S10,5
guardsound = S5,0
ground.type = High
ground.slidetime = 25
ground.hittime  = 22
ground.velocity = -3.4,-9.5
air.velocity = -3.4,-7.5
fall = 1

[State 1850, 5]
type = Explod
trigger1 = time > 60 && Numexplod(1800) = 0
anim = 1820
ID = 1800
pos = 0, 0
postype = P1
sprpriority = 2
supermove = 9999
bindtime = -1
ownpal = 1
ignorehitpause = 1

[State 1850, 6]
type = VarSet
trigger1 = !var(59)
trigger1 = Time = 0 && command = "hax"
var(2) = 1

[State 1850, 7]
type = VarSet
trigger1 = !var(59)
trigger1 = Time = 0 && command = "hay"
var(2) = 2

[State 1850, 8]
type = VarSet
trigger1 = !var(59)
trigger1 = Time = 0 && command = "haz"
var(2) = 3

[State 1800, 11]
type = VarSet
trigger1 = var(59)
trigger1 = Time = 0
var(2) = ifelse(random%3 = 0, 1,ifelse(random%3 = 1,2,3))

[State 1850, 9]
type = nothitby
trigger1 = time < 60
value = SCA
time = 20

[State 1850, 10]
type = superpause
trigger1 = Time = 0
time = 50
movetime = 50
anim = -1
darken = 0
unhittable = 1

[State 1850, 11]
type = Explod
trigger1 = time = 10
trigger2 = time = 26
anim = 2980
postype = p1
pos = 180, -70
vel = -14, 0
supermove = 16
bindtime = 1
sprpriority = 2

[State 1850, 12]
type = Explod
trigger1 = time = 10
trigger2 = time = 26
anim = 2980
postype = p1
pos = 180, -200
vel = -14, 10
supermove = 16
bindtime = 1
sprpriority = 2

[State 1850, 13]
type = Explod
trigger1 = time = 10
trigger2 = time = 26
anim = 2980
postype = p1
pos = 180, 60
vel = -14, -10
supermove = 16
bindtime = 1
sprpriority = 2

[State 1850, 14]
type = Explod
trigger1 = time = 10
trigger2 = time = 26
anim = 2980
postype = p1
pos = -180, -70
vel = 14, 0
supermove = 16
bindtime = 1
sprpriority = 2

[State 1850, 15]
type = Explod
trigger1 = time = 10
trigger2 = time = 26
anim = 2980
postype = p1
pos = -180, -200
vel = 14, 10
supermove = 16
bindtime = 1
sprpriority = 2

[State 1850, 16]
type = Explod
trigger1 = time = 10
trigger2 = time = 26
anim = 2980
postype = p1
pos = -180, 60
vel = 14, -10
supermove = 16
bindtime = 1
sprpriority = 2

[State 1850, 17]
type = Explod
trigger1 = time = 10
trigger2 = time = 26
anim = 2980
postype = p1
pos = 0, -200
vel = 0, 10
supermove = 16
bindtime = 1
sprpriority = 2

[State 1850, 18]
type = Explod
trigger1 = time = 10
trigger2 = time = 26
anim = 2980
postype = p1
pos = 0, 60
vel = 0, -10
supermove = 16
bindtime = 1
sprpriority = 2

[State 1850, 19]
type = PalFx
trigger1 = TimeMod = 3, 0
trigger1 = time <= 50
add = 200,200,200
mul = 248,248,248
time = 1

[State 1850, 20]
type = VarSet
trigger1 = Time = 0
var(4) = 0

[State 1850, 21]
type = VarSet
trigger1 = Movehit
trigger1 = P2movetype = H
var(4) = -175

[State 1850, 22]
type = ChangeState
trigger1 = Time = 60 + var(2) * 10
value = 1810

;###################################################
;スパークサンダー（弱）
[Statedef 1900]
type    = S
movetype= A
physics = S
juggle  = 10
velset = 0,0
ctrl = 0
anim = 1900
poweradd = 100
sprpriority = 1

[State 1900, 1]
type = playsnd
trigger1 = time = 0
value = 1000,5

[State 1900, 2]
type = playsnd
trigger1 = time = 10
value = 1000,9

[State 1900, 3]
type = playsnd
trigger1 = AnimElem = 7
value = 0,11

[State 1900, 4]
type = HitDef
trigger1 = AnimElem = 7
Trigger1 = Movehit = 0
attr = S, SA
animtype  = back
damage    = 150,5
guardflag = MA
pausetime = 3, 12
sparkno = S2903
guard.sparkno = S2905
sparkxy = 0, -80
hitsound   = S10,5
guardsound = S5,0
ground.type = High
ground.slidetime = 25
ground.hittime  = 22
ground.velocity = -3.4,-5
air.velocity = -3.4,-4.3
juggle  = 10
air.juggle  = 10
palfx.time = 55
palfx.color = 0 
palfx.add = -100,-100,-100 
palfx.sinadd = 248,248,248,5
palfx.invertall = 1
fall = 1

[State 1900, 5]
type = Explod
trigger1 = Movehit && NumExplod(1900) = 0
trigger1 = P2movetype = H
anim = 2970
ID = 1900
pos = target,Const(size.mid.pos.x),target,Const(size.mid.pos.y)
postype = P2
sprpriority = 2
bindtime = -1
ownpal = 1
ignorehitpause = 1

[State 1900, 6]
type = ChangeState
trigger1 = Time = 45
value = 1910

;------------------------------------------------
;スパークサンダー終わり
[Statedef 1910]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 1910
sprpriority = 1

[State 1910, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;###################################################
;スパークサンダー（中）
[Statedef 1920]
type    = S
movetype= A
physics = S
juggle  = 10
velset = 0,0
ctrl = 0
anim = 1920
poweradd = 100
sprpriority = 1

[State 1920, 1]
type = playsnd
trigger1 = time = 0
value = 1000,10

[State 1920, 2]
type = playsnd
trigger1 = time = 15
value = 1000,5

[State 1920, 3]
type = playsnd
trigger1 = time = 30
value = 1000,9

[State 1920, 4]
type = playsnd
trigger1 = AnimElem = 9
value = 0,11

[State 1920, 5]
type = HitDef
trigger1 = AnimElem = 9
Trigger1 = Movehit = 0
attr = S, SA
animtype  = back
damage    = 150,5
guardflag = MA
pausetime = 3, 15
sparkno = S2903
guard.sparkno = S2905
sparkxy = 0, -80
hitsound   = S10,5
guardsound = S5,0
ground.type = High
ground.slidetime = 25
ground.hittime  = 22
ground.velocity = -3.4,-5
air.velocity = -3.4,-4.3
palfx.time = 55
palfx.color = 0 
palfx.add = -100,-100,-100 
palfx.sinadd = 248,248,248,5
palfx.invertall = 1
fall = 1

[State 1920, 6]
type = Explod
trigger1 = Movehit && NumExplod(1900) = 0
trigger1 = P2movetype = H
anim = 2970
ID = 1900
pos = target,Const(size.mid.pos.x),target,Const(size.mid.pos.y)
postype = P2
sprpriority = 2
bindtime = -1
ownpal = 1
ignorehitpause = 1

[State 1920, 7]
type = ChangeState
trigger1 = Time = 70
value = 1930

;------------------------------------------------
;スパークサンダー終わり
[Statedef 1930]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 1930
sprpriority = 1

[State 1930, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;###################################################
;スパークサンダー（強）
[Statedef 1940]
type    = S
movetype= A
physics = S
juggle  = 10
velset = 0,0
ctrl = 0
anim = 1940
poweradd = 100
sprpriority = 1

[State 1940, 1]
type = playsnd
trigger1 = time = 0
value = 1000,10

[State 1940, 2]
type = playsnd
trigger1 = time = 20
value = 1000,5

[State 1940, 3]
type = playsnd
trigger1 = time = 40
value = 1000,9

[State 1940, 4]
type = playsnd
trigger1 = AnimElem = 9
value = 0,11

[State 1940, 5]
type = HitDef
trigger1 = AnimElem = 9
Trigger1 = Movehit = 0
attr = S, SA
animtype  = back
damage    = 150,5
guardflag = MA
pausetime = 3, 15
sparkno = S2903
guard.sparkno = S2905
sparkxy = 0, -80
hitsound   = S10,5
guardsound = S5,0
ground.type = High
ground.slidetime = 25
ground.hittime  = 22
ground.velocity = -3.4,-5
air.velocity = -3.4,-4.3
palfx.time = 55
palfx.color = 0 
palfx.add = -100,-100,-100 
palfx.sinadd = 248,248,248,5
palfx.invertall = 1
fall = 1

[State 1940, 6]
type = Explod
trigger1 = Movehit && NumExplod(1900) = 0
trigger1 = P2movetype = H
anim = 2970
ID = 1900
pos = target,Const(size.mid.pos.x),target,Const(size.mid.pos.y)
postype = P2
sprpriority = 2
bindtime = -1
ownpal = 1
ignorehitpause = 1

[State 1940, 7]
type = ChangeState
trigger1 = Time = 90
value = 1950

;------------------------------------------------
;スパークサンダー終わり
[Statedef 1950]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 1930
sprpriority = 1

[State 1950, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;メッサーシュミット
[Statedef 2000]
type    = A
movetype= A
physics = N
juggle  = 10
velset = 0,0
poweradd= 100
ctrl = 0
anim = 2000
sprpriority = 2

[State 2000, 1]
type = Angleset
trigger1 = Time = 9
value = 10

[State 2000, 2]
type = AngleDraw
trigger1 = Time > 0

[State 2000, 3]
type = HitDef
trigger1 = time = 0
attr = A, NA
damage    = 62
animtype  = hard
guardflag = HA
pausetime = 6,10
sparkno = S2902
guard.sparkno = S2904
sparkxy = -15,-60
hitsound   = S10,2
guardsound = S5,0
ground.type = High
ground.slidetime = 22
ground.hittime  = 20
ground.velocity = -4, -5
air.velocity = -3.5,-4.5
fall = 1
fall.recover = 0

[State 2000, 4]
type = PlaySnd
trigger1 = Time = 7
value = 0, 12

[State 2000, 5]
type = Velset
trigger1 = time = 7
x = 6

[State 2000, 6]
type = Posadd
trigger1 = command = "holddown"
trigger1 = time > 7
trigger1 = Pos y < 1
y = 3

[State 2000, 7]
type = Posadd
trigger1 = command = "holdup"
trigger1 = time > 7
trigger1 = ScreenPos  y > 70
y = -3

[State 2000, 8]
type = PlayerPush
trigger1 = P2movetype = H
value = 0

[State 2000, 9]
type = Varset
trigger1 = !var(59)
trigger1 = Time > 7
trigger1 = command = "jba" || command = "jbb" || command = "jbc"
trigger1 = var(7) = 0 && var(2) = 0
trigger2 = var(59) > 2
trigger2 = Time > 7
trigger2 = var(7) = 0 && var(2) = 0
trigger2 = p2bodydist X = [-50,70]
var(7) = 16

[State 2000, 10]
type = Varset
trigger1 = Time = 0
var(2) = 0

[State 2000, 11]
type = Varset
trigger1 = !var(59)
trigger1 = command = "jba"
trigger1 = var(2) = 0 && var(7) = 16
var(2) = 1

[State 2000, 12]
type = Varset
trigger1 = !var(59)
trigger1 = command = "jbb"
trigger1 = var(2) = 0 && var(7) = 16
var(2) = 2

[State 2000, 13]
type = Varset
trigger1 = !var(59)
trigger1 = command = "jbc"
trigger1 = var(2) = 0 && var(7) = 16
var(2) = 3

[State 2000, 13]
type = Varset
trigger1 = var(59)
trigger1 = var(2) = 0 && var(7) = 16
var(2) = ifelse(random%3 = 0, 1,ifelse(random%3 = 1,2,3))

[State 2000, 14]
type = PlaySnd
trigger1 = var(7) = 15
value = 1000, 5

[State 2000, 15]
type = PlaySnd
trigger1 = var(7) = 2
value = 1000, 11
volume = 80

[state 2000, 16]
type = Helper
trigger1 = var(7) = 1
ID = 1000
pos = -35, -45
postype = p1
stateno = 2090 + var(2) * 10
helpertype = normal
name = "fire"
keyctrl = 0
ownpal = 1

[State 2000, 17]
type = poweradd
trigger1 = var(7) = 1
value = 70

[State 2000, 18]
type = ChangeState
trigger1 = FrontEdgeBodyDist <= 20 &&  time > 15
trigger2 = command = "xyz" &&  time > 15
trigger3 = time = 60
value = 2010

;---------------------------------------------------------------------------
;メッサーシュミット(終了）
[Statedef 2010]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 2010

[State 2010, 1]
type = Angleset
trigger1 = Time = 0
value = 10

[State 2010, 2]
type = AngleDraw
trigger1 = Time = 0

[State 2010, 3]
type = PlaySnd
trigger1 = Time = 1
value = 195, 1

[State 2010, 4]
type = Veladd
trigger1 = 1
y = .22

[State 2010, 5] 
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 53

;----------------------------------------------
;ジャーマンボム（弱）
[Statedef 2100]
type = A
movetype = A
physics = N
velset = 2, 0
anim = 2100
juggle  = 10

[State 2100, 1]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage    = 85, 5
animtype  = Hard
hitflag = MAF
guardflag = MA
pausetime = 0,3
guard.pausetime = 0,10
getpower = 0
givepower = 30
sparkno = -1
guard.sparkno = S2905
sparkxy = -10, 0
hitsound   = S10,8
guardsound = S5,0
ground.type = High
ground.slidetime = 23
ground.hittime  = 20
ground.velocity = 7
air.velocity = 3,-4

[State 2100, 2]
type = Veladd
trigger1 = Vel x > .4
x = -.4

[State 2100, 3]
type = Veladd
trigger1 = Vel y < 5
y = .3

[State 2100, 4]
type = PlaySnd
trigger1 = Time = 0
value = 0, 14

[State 2100, 5]
type = notHitby
trigger1 = 1
value = SAC

[State 2100, 6]
type = Hitby
trigger1 = 1
value = SAC, NP, SP, HP

[State 2100, 7]
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 2100, 8]
type = HitOverride
trigger1 = Ishelper
attr = SAC, NP, SP, HP
stateno = 2160

[State 2100, 9]
type = Changestate
trigger1 = movecontact
value = 2160

[State 2100, 10]
type = Changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 2130

;----------------------------------------------
;ジャーマンボム（中）
[Statedef 2110]
type = A
movetype = A
physics = N
velset = 2, 0
anim = 2110
juggle  = 10

[State 2110, 1]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage    = 100, 5
animtype  = Hard
hitflag = MAF
guardflag = MA
pausetime = 0,3
guard.pausetime = 0,10
getpower = 0
givepower = 30
sparkno = -1
guard.sparkno = S2905
sparkxy = -10, 0
hitsound   = S10,8
guardsound = S5,0
ground.type = High
ground.slidetime = 23
ground.hittime  = 20
ground.velocity = 3,-4
air.velocity = 3,-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 2100, 2]
type = Veladd
trigger1 = Vel x > .4
x = -.4

[State 2110, 3]
type = Veladd
trigger1 = Vel y < 5
y = .3

[State 2110, 4]
type = PlaySnd
trigger1 = Time = 0
value = 0, 14

[State 2110, 5]
type = notHitby
trigger1 = 1
value = SAC

[State 2110, 6]
type = Hitby
trigger1 = 1
value = SAC, NP, SP, HP

[State 2110, 7]
type = Explod
trigger1 = movehit && 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 2110, 8]
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 2110, 9]
type = HitOverride
trigger1 = Ishelper
attr = SAC, NP, SP, HP
stateno = 2160

[State 2110, 10]
type = Changestate
trigger1 = movecontact
value = 2160

[State 2110, 11]
type = Changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 2140

;----------------------------------------------
;ジャーマンボム（強）
[Statedef 2120]
type = A
movetype = A
physics = N
velset = 2, 0
anim = 2110
juggle  = 10

[State 2120, 1]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage    = 110, 5
animtype  = Hard
hitflag = MAF
guardflag = MA
pausetime = 0,3
guard.pausetime = 0,10
getpower = 0
givepower = 30
sparkno = -1
guard.sparkno = S2905
sparkxy = -10, 0
hitsound   = S10,8
guardsound = S5,0
ground.type = High
ground.slidetime = 23
ground.hittime  = 20
ground.velocity = 3,-4
air.velocity = 3,-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 2120, 2]
type = Veladd
trigger1 = Vel x > .4
x = -.4

[State 2120, 3]
type = Veladd
trigger1 = Vel y < 5
y = .3

[State 2120, 4]
type = PlaySnd
trigger1 = Time = 0
value = 0, 14

[State 2120, 5]
type = notHitby
trigger1 = 1
value = SAC

[State 2120, 6]
type = Hitby
trigger1 = 1
value = SAC, NP, SP, HP

[State 2120, 7]
type = Explod
trigger1 = movehit && 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 2120, 8]
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 2120, 9]
type = HitOverride
trigger1 = Ishelper
attr = SAC, NP, SP, HP
stateno = 2160

[State 2120, 10]
type = Changestate
trigger1 = movecontact
value = 2160

[State 2120, 11]
type = Changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 2150

;----------------------------------------------
;ジャーマンボム（弱地上）
[Statedef 2130]
type = A
movetype = A
physics = N
velset = 1.2, -3.6
anim = 2150
sprpriority = 2

[State 2130, 1]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage    = 85, 5
animtype  = Hard
hitflag = MAF
guardflag = MA
pausetime = 0,3
guard.pausetime = 0,10
getpower = 0
givepower = 30
sparkno = S2903
guard.sparkno = S2905
sparkxy = 0, 0
hitsound   = S10, 8
guardsound = S5,0
ground.type = High
ground.slidetime = 23
ground.hittime  = 20
ground.velocity = 3,-4
air.velocity = 3,-4
p1getp2facing = -1
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 2130, 2]
type = PlaySnd
trigger1 = Time = 0
value = 10, 9

[State 2130, 3]
type = Explod
trigger1 = movehit && 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 2130, 4]
type = Explod
trigger1 = time = 0
trigger2 = time = 5
trigger3 = time = 10
trigger4 = time = 15
anim = 2950
pos = 0, 0
postype = P1
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[State 2130, 5]
type = Velset
trigger1 = time = 15
x = 0
y = 0

[State 2130, 6]
type = destroyself
trigger1 = time = 35
trigger2 = movecontact

;----------------------------------------------
;ジャーマンボム（中地上）
[Statedef 2140]
type = A
movetype = A
physics = N
velset = -4, 0
anim = 2150
sprpriority = 2

[State 2140, 1]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage    = 100, 5
animtype  = Hard
hitflag = MAF
guardflag = MA
pausetime = 0,3
guard.pausetime = 0,10
getpower = 0
givepower = 30
sparkno = S2903
guard.sparkno = S2905
sparkxy = 0, 0
hitsound   = S10, 8
guardsound = S5,0
ground.type = High
ground.slidetime = 23
ground.hittime  = 20
ground.velocity = -3,-4
air.velocity = -3,-4
p1getp2facing = -1
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 2140, 2]
type = PlaySnd
trigger1 = Time = 0
value = 10, 9

[State 2140, 3]
type = Explod
trigger1 = movehit && 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 2140, 4]
type = Explod
trigger1 = time = 0
trigger2 = time = 5
trigger3 = time = 10
trigger4 = time = 15
anim = 2950
pos = 0, 0
postype = P1
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[State 2140, 5]
type = Velset
trigger1 = time = 15
x = 0
y = 0

[State 2140, 6]
type = destroyself
trigger1 = time = 35
trigger2 = movecontact

;----------------------------------------------
;ジャーマンボム（強地上）
[Statedef 2150]
type = A
movetype = A
physics = N
velset = 4, 0
anim = 2150
sprpriority = 2

[State 2150, 1]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage    = 110, 5
animtype  = Hard
hitflag = MAF
guardflag = MA
pausetime = 0,3
guard.pausetime = 0,10
getpower = 0
givepower = 30
sparkno = S2903
guard.sparkno = S2905
sparkxy = 0, 0
hitsound   = S10, 8
guardsound = S5,0
ground.type = High
ground.slidetime = 23
ground.hittime  = 20
ground.velocity = 3,-4
air.velocity = 3,-4
p1getp2facing = -1
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 2150, 2]
type = PlaySnd
trigger1 = Time = 0
value = 10, 9

[State 2150, 3]
type = Explod
trigger1 = movehit && 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 2150, 4]
type = Explod
trigger1 = time = 0
trigger2 = time = 5
trigger3 = time = 10
trigger4 = time = 15
anim = 2950
pos = 0, 0
postype = P1
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[State 2150, 5]
type = Velset
trigger1 = time = 15
x = 0
y = 0

[State 2150, 6]
type = destroyself
trigger1 = time = 35
trigger2 = movecontact

;----------------------------------------------
;ジャーマンボム（ＨＩＴ）
[Statedef 2160]
type = A
movetype = A
physics = N
anim = 2950
sprpriority = 2

[State 2160, 1]
type = Velset
trigger1 = time = 0
y = vel y * .75

[State 2160, 2]
type = Explod
trigger1 = time = 1
trigger2 = time = 3
trigger3 = time = 5
anim = 2950
pos = 0, 0 - floor(vel y * time)
random = 30,30
postype = P1
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[State 2160, 3]
type = destroyself
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;ジャーマンヘディング
[Statedef 2200]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 60
ctrl = 0
velset = 0,0
anim = 2200
sprpriority = 2

[State 2200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = up
damage    = 30
hitflag = A
guardflag = MA
pausetime = 10,12
sparkno = S2902
guard.sparkno = S2904
sparkxy = 0,-100
hitsound   = S10,2
guardsound = S5,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 18
ground.velocity = -3,-7
air.velocity = -2.5,-6.5
fall = 1

[State 2200, 2]
type = PlaySnd
trigger1 = Time = 1
value = 0, 13

[State 2200, 3]
type = PlaySnd
trigger1 = AnimElem = 6
trigger1 = movehit
value = 195, 0

[State 2200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;############################################################
;ジャーマンエクスプロージョン
[Statedef 3300]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 3300
poweradd = 0
sprpriority = 0

[State 3300, 1]
type = poweradd
trigger1 = time = 0 && life >= 500
value = -1000

[State 3300, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3000, 6
volume = 200

[State 3300, 3]
type = PlaySnd
trigger1 = AnimElem = 7
value = 3000, 8

[State 3300, 4]
type = nothitby
trigger1 = time = 0
trigger2 = time >= 40
value = SCA
time = 15

[State 3300, 5]
type = VarSet
trigger1 = Time = 0
var(4) = 0

[State 3300, 6] 
type = ChangeState
trigger1 = animtime = 0
value = 3310

;----------------------------------------------
;ジャーマンエクスプロージョン
[Statedef 3310]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 3310
poweradd = 0
sprpriority = 1

[State 3310, 1]
type = PlaySnd
trigger1 = time = 0
value = 3000, 7
volume = 100

[State 3310, 2]
type = PlaySnd
trigger1 = time = 41
value = 0, 13

[State 3310, 3]
type = Explod
trigger1 = time = 0
anim = 3380
postype = p1
pos = 0, 0
bindtime = -1
sprpriority = 1

[State 3310, 4]
type = Explod
trigger1 = time = 31
trigger1 = facing = 1
anim = 3330
postype = p1
pos = 0, floor(-ScreenPos Y )
vel = 0, floor(ScreenPos Y) / 10
bindtime = 1
sprpriority = 1

[State 3310, 5]
type = Explod
trigger1 = time = 31
trigger1 = facing = -1
anim = 3340
postype = p1
pos = 0, floor(-ScreenPos Y )
vel = 0, floor(ScreenPos Y) / 10
bindtime = 1
sprpriority = 1

[State 3310, 6]
type = Explod
trigger1 = time = 41
trigger1 = facing = 1
anim = 3330
postype = p1
pos = 0, 0
bindtime = 1
sprpriority = 1

[State 3310, 7]
type = Explod
trigger1 = time = 41
trigger1 = facing = -1
anim = 3340
postype = p1
pos = 0, 0
bindtime = 1
sprpriority = 1

[State 3310, 8]
type = Explod
trigger1 = time = 50
trigger1 = facing = -1
anim = 3320
postype = p1
pos = 0, 0
bindtime = 1
sprpriority = 2

[State 3310, 9]
type = Projectile
trigger1 = time = 1
projanim = 3360
projremanim = 3365
offset = -20, -70
velocity = -1, -8
accel = 0, 0.5
projpriority = 2

[State 3310, 10]
type = Projectile
trigger1 = time = 2
projanim = 3370
projremanim = 3375
offset = 20, -70
velocity = .8, -6
accel = 0, 0.4
projpriority = 2

[State 3310, 11]
type = Projectile
trigger1 = time = 0
projanim = 3350
projremanim = 3355
offset = 0, -80
velocity = 0, -11
accel = 0, 0.45
projpriority = 2

[state 3310, 12]
type = Helper
trigger1 = time = 1
ID = 1000
pos = 0, 0
postype = p1
stateno = 3320
helpertype = normal
name = "bomb"
keyctrl = 0
ownpal = 1

[State 3310, 13]
type = PlaySnd
trigger1 = AnimElem = 8 && var(4) = 1
value = 180, 1

[State 3310, 14] 
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;----------------------------------------------
;ジャーマンエクスプロージョン（攻撃関係）
[Statedef 3320]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 3385

[State 3320, 1]
type = HitDef
trigger1 = time = 0
trigger1 = P2Dist X > 0
attr = A, HP
damage    = 350,10
animtype  = Hard
hitflag = MAF
guardflag = MA
pausetime = 0,8
guard.pausetime = 0,0
getpower = 0
givepower = 0
sparkno = -1
guard.sparkno = S2960
sparkxy = 0, 0
hitsound   = S3000,7
guardsound = S5,0
ground.type = Low
ground.slidetime = 21
ground.hittime  = 18
ground.velocity = -15
air.velocity = -15
airguard.velocity = -4.5,-4
p2stateno = 3360
p2facing = 1
palfx.time = 100
palfx.mul = 240,220,128
palfx.sinadd = 32,128,190,16
palfx.add = 190,180,84
fall = 1
fall.recover = 0

[State 3320, 2]
type = HitDef
trigger1 = time = 0
trigger1 = P2Dist X <= 0
attr = A, HP
damage    = 350,10
animtype  = Hard
hitflag = MAF
guardflag = MA
pausetime = 0,8
guard.pausetime = 0,0
getpower = 0
givepower = 0
sparkno = -1
guard.sparkno = S2960
sparkxy = 0, 0
hitsound   = S3000,7
guardsound = S5,0
ground.type = Low
ground.slidetime = 21
ground.hittime  = 18
ground.velocity = 15
air.velocity = 15
airguard.velocity = 4.5,-4
p2stateno = 3380
p2facing = -1
palfx.time = 100
palfx.mul = 240,220,128
palfx.sinadd = 32,128,190,16
palfx.add = 190,180,84
fall = 1
fall.recover = 0

[state 3320, 3]
type = Helper
trigger1 = movehit && NumHelper(3350) = 0
trigger1 = P2movetype = H && p2stateno = 3360
ID = 3350
pos = 0, floor(P2Dist y)
postype = front
stateno = 3350
helpertype = normal
name = "bombhit"
keyctrl = 0
ownpal = 1

[state 3320, 4]
type = Helper
trigger1 = movehit && NumHelper(3355) = 0
trigger1 = P2movetype = H && p2stateno = 3380
ID = 3355
pos = 0, floor(P2Dist y)
postype = back
stateno = 3355
helpertype = normal
name = "bombhit"
keyctrl = 0
ownpal = 1

[state 3320, 5]
type = Helper
trigger1 = time = 5
ID = 1000
pos = 25, -70
postype = p1
stateno = 3340
helpertype = normal
name = "bomb1"
keyctrl = 0
ownpal = 1

[state 3320, 6]
type = Helper
trigger1 = time = 8
ID = 1000
pos = -25, -70
postype = p1
stateno = 3345
helpertype = normal
name = "bomb2"
keyctrl = 0
ownpal = 1

[state 3320, 7]
type = Helper
trigger1 = time = 11
ID = 1000
pos = 35, -50
postype = p1
stateno = 3330
helpertype = normal
name = "bomb3"
keyctrl = 0
ownpal = 1

[state 3320, 8]
type = Helper
trigger1 = time = 14
ID = 1000
pos = -35, -50
postype = p1
stateno = 3335
helpertype = normal
name = "bomb4"
keyctrl = 0
ownpal = 1

[state 3320, 9]
type = Helper
trigger1 = time = 17
ID = 1000
pos = 0, -80
postype = p1
stateno = 3325
helpertype = normal
name = "bomb5"
keyctrl = 0
ownpal = 1

[State 3320, 10]
type = ParentVarset
trigger1 = movehit && P2movetype = H
var(4) = 1

[State 3320, 13]
type = destroyself
trigger1 = time = 50

;----------------------------------------------
;ジャーマンエクスプロージョン（炎）
[Statedef 3325]
type = A
movetype = A
physics = N
velset = 0, -10
anim = 3386
sprpriority = 3

[State 3325, 1]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage    = 100, 5
animtype  = Hard
hitflag = MAF
guardflag = MA
pausetime = 0,3
guard.pausetime = 0,10
getpower = 0
givepower = 30
sparkno = S2903
guard.sparkno = S2905
sparkxy = 0, 0
hitsound   = S3000, 7
guardsound = S5,0
ground.type = High
ground.slidetime = 23
ground.hittime  = 20
ground.velocity = -4,-5
air.velocity = -4,-5
p1getp2facing = -1
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 3325, 2]
type = Explod
trigger1 = movehit && 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 3325, 3]
type = Explod
trigger1 = timemod = 6,5
anim = 2950
pos = 0, 0
postype = P1
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[State 3325, 4]
type = destroyself
trigger1 = movecontact
trigger2 = pos y < -300

;----------------------------------------------
;ジャーマンエクスプロージョン（炎）
[Statedef 3330]
type = A
movetype = A
physics = N
velset = 8, 0
anim = 3386
sprpriority = 3

[State 3330, 1]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage    = 100, 5
animtype  = Hard
hitflag = MAF
guardflag = MA
pausetime = 0,3
guard.pausetime = 0,10
getpower = 0
givepower = 30
sparkno = S2903
guard.sparkno = S2905
sparkxy = 0, 0
hitsound   = S3000, 7
guardsound = S5,0
ground.type = High
ground.slidetime = 23
ground.hittime  = 23
ground.velocity = -4,-5
guard.velocity = -15
air.velocity = -4,-5
p1getp2facing = -1
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 3330, 2]
type = Explod
trigger1 = movehit && 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 3330, 3]
type = Explod
trigger1 = timemod = 6,5
anim = 2950
pos = 0, 0
postype = P1
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[State 3330, 4]
type = destroyself
trigger1 = movecontact
trigger2 = FrontEdgeDist < - 30

;----------------------------------------------
;ジャーマンエクスプロージョン（炎）
[Statedef 3335]
type = A
movetype = A
physics = N
velset = -8, 0
anim = 3386
sprpriority = 3

[State 3335, 1]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage    = 100, 5
animtype  = Hard
hitflag = MAF
guardflag = MA
pausetime = 0,3
guard.pausetime = 0,10
getpower = 0
givepower = 30
sparkno = S2903
guard.sparkno = S2905
sparkxy = 0, 0
hitsound   = S3000, 7
guardsound = S5,0
ground.type = High
ground.slidetime = 23
ground.hittime  = 20
ground.velocity = -4,-5
air.velocity = -4,-5
p1getp2facing = -1
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 3335, 2]
type = Explod
trigger1 = movehit && 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 3335, 3]
type = Explod
trigger1 = timemod = 6,5
anim = 2950
pos = 0, 0
postype = P1
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[State 3335, 4]
type = destroyself
trigger1 = movecontact
trigger2 = BackEdgeDist < - 30

;----------------------------------------------
;ジャーマンエクスプロージョン（炎）
[Statedef 3340]
type = A
movetype = A
physics = N
velset = 7, -8
anim = 3386
sprpriority = 3

[State 3340, 1]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage    = 100, 5
animtype  = Hard
hitflag = MAF
guardflag = MA
pausetime = 0,3
guard.pausetime = 0,10
getpower = 0
givepower = 30
sparkno = S2903
guard.sparkno = S2905
sparkxy = 0, 0
hitsound   = S3000, 7
guardsound = S5,0
ground.type = High
ground.slidetime = 23
ground.hittime  = 20
ground.velocity = -4,-5
air.velocity = -4,-5
p1getp2facing = -1
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 3340, 2]
type = Explod
trigger1 = movehit && 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 3340, 3]
type = Explod
trigger1 = timemod = 6,5
anim = 2950
pos = 0, 0
postype = P1
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[State 3340, 4]
type = destroyself
trigger1 = movecontact
trigger2 = FrontEdgeDist < - 30

;----------------------------------------------
;ジャーマンエクスプロージョン（炎）
[Statedef 3345]
type = A
movetype = A
physics = N
velset = -7, -8
anim = 3386
sprpriority = 3

[State 3345, 1]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage    = 100, 5
animtype  = Hard
hitflag = MAF
guardflag = MA
pausetime = 0,3
guard.pausetime = 0,10
getpower = 0
givepower = 30
sparkno = S2903
guard.sparkno = S2905
sparkxy = 0, 0
hitsound   = S3000, 7
guardsound = S5,0
ground.type = High
ground.slidetime = 23
ground.hittime  = 20
ground.velocity = -4,-5
air.velocity = -4,-5
p1getp2facing = -1
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 3345, 2]
type = Explod
trigger1 = movehit && 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 3345, 3]
type = Explod
trigger1 = timemod = 6,5
anim = 2950
pos = 0, 0
postype = P1
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[State 3345, 4]
type = destroyself
trigger1 = movecontact
trigger2 = BackEdgeDist < - 30

;----------------------------------------------
;ジャーマンエクスプロージョン（爆風前）
[Statedef 3350]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 3385

[State 3350, 1]
type = PlaySnd
trigger1 = P2StateNo = 3365
trigger1 = timemod = 6,0
value = 3000, 7

[State 3350, 2]
type = Explod
trigger1 = P2StateNo = 3365
trigger1 = timemod = 2,0
anim = 2950
postype = p1
pos = 0, -80
random = 90,100
bindtime = 1
sprpriority = 3

[State 3350, 3]
type = destroyself
trigger1 = P2StateNo = 3370
trigger2 = time = 100

;----------------------------------------------
;ジャーマンエクスプロージョン（爆風後）
[Statedef 3355]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 3385

[State 3355, 1]
type = PlaySnd
trigger1 = P2StateNo = 3385
trigger1 = timemod = 6,0
value = 3000, 7

[State 3355, 2]
type = Explod
trigger1 = P2StateNo = 3385
trigger1 = timemod = 2,0
anim = 2950
postype = p1
pos = 0, -80
random = 90,100
bindtime = 1
sprpriority = 3

[State 3355, 3]
type = destroyself
trigger1 = P2StateNo = 3390
trigger2 = time = 100

;------------------------------------------------
;ジャーマンエクスプロージョン（相手の状態）
[Statedef 3360]
type    = A
movetype= H
physics = N
velset = 0,0

[State 3360, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 3390

[State 3360, 2]
type = HitVelSet
trigger1 = HitShakeOver = 1
x = 1

[State 3360, 3]
type = posadd
trigger1 = time = 0
y = -10

[State 3360, 4]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 3360, 5]
type = ChangeState
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 3365

;---------------------------------------------------
;ジャーマンエクスプロージョン（相手の状態壁ＨＩＴ）
[Statedef 3365]
type    = A
movetype= H
physics = N

[State 3365, 1]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)

[State 3365, 2]
type = PosAdd
trigger1 = Time = 0
x = 15 - BackEdgeBodyDist

[State 3365, 3]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State 3365, 4]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 3365, 5]
type = ChangeAnim2
trigger1 = Time = 0
value = 3395

[State 3365, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 3370

;--------------------------------------------
;ジャーマンエクスプロージョン
（壁に当たった相手が落ちるステート）
[Statedef 3370]
type    = A
movetype= H
physics = N

[State 3370, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3370, 2]
type = VelSet
trigger1 = Time = 0
x = 2
y = -5

[State 3370, 3]
type = Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)

[State 3370, 4]
type = VelAdd
trigger1 = 1
y = .35

[State 3370, 5] 
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 3370, 6] 
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 3370, 7] 
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State 3370, 8] 
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062

[State 3370, 9] 
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;------------------------------------------------
;ジャーマンエクスプロージョン（相手の状態）
[Statedef 3380]
type    = A
movetype= H
physics = N
velset = 0,0

[State 3380, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 3390

[State 3380, 2]
type = HitVelSet
trigger1 = HitShakeOver = 1
x = 1

[State 3380, 3]
type = posadd
trigger1 = time = 0
y = -10

[State 3380, 4]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 3380, 5]
type = ChangeState
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 3385

;---------------------------------------------------
;ジャーマンエクスプロージョン（相手の状態壁ＨＩＴ）
[Statedef 3385]
type    = A
movetype= H
physics = N

[State 3385, 1]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)

[State 3385, 2]
type = PosAdd
trigger1 = Time = 0
x = 15 - BackEdgeBodyDist

[State 3385, 3]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State 3385, 4]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 3385, 5]
type = ChangeAnim2
trigger1 = Time = 0
value = 3395

[State 3385, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 3390

;--------------------------------------------
;ジャーマンエクスプロージョン
（壁に当たった相手が落ちるステート）
[Statedef 3390]
type    = A
movetype= H
physics = N

[State 3390, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3390, 2]
type = VelSet
trigger1 = Time = 0
x = 2
y = -5

[State 3390, 3]
type = Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)

[State 3390, 4]
type = VelAdd
trigger1 = 1
y = .35

[State 3390, 5] 
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 3390, 6] 
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 3390, 7] 
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State 3390, 8] 
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062

[State 3390, 9] 
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;############################################################
;ジャーマンエクスプロージョン（ＭＡＸ）
[Statedef 3400]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 3400
poweradd = -1000
sprpriority = 0

[State 3400, 1]
type = poweradd
trigger1 = time = 0 && life >= 500
value = -2000

[State 3400, 2]
type = superpause
trigger1 = Time = 0
time = 50
movetime = 50
anim = -1
darken = 0
unhittable = 1

[State 3400, 3]
type = Explod
trigger1 = time = 10
trigger2 = time = 26
anim = 2980
postype = p1
pos = 180, -70
vel = -14, 0
supermove = 16
bindtime = 1
sprpriority = 2

[State 3400, 4]
type = Explod
trigger1 = time = 10
trigger2 = time = 26
anim = 2980
postype = p1
pos = 180, -200
vel = -14, 10
supermove = 16
bindtime = 1
sprpriority = 2

[State 3400, 5]
type = Explod
trigger1 = time = 10
trigger2 = time = 26
anim = 2980
postype = p1
pos = 180, 60
vel = -14, -10
supermove = 16
bindtime = 1
sprpriority = 2

[State 3400, 6]
type = Explod
trigger1 = time = 10
trigger2 = time = 26
anim = 2980
postype = p1
pos = -180, -70
vel = 14, 0
supermove = 16
bindtime = 1
sprpriority = 2

[State 3400, 7]
type = Explod
trigger1 = time = 10
trigger2 = time = 26
anim = 2980
postype = p1
pos = -180, -200
vel = 14, 10
supermove = 16
bindtime = 1
sprpriority = 2

[State 3400, 8]
type = Explod
trigger1 = time = 10
trigger2 = time = 26
anim = 2980
postype = p1
pos = -180, 60
vel = 14, -10
supermove = 16
bindtime = 1
sprpriority = 2

[State 3400, 9]
type = Explod
trigger1 = time = 10
trigger2 = time = 26
anim = 2980
postype = p1
pos = 0, -200
vel = 0, 10
supermove = 16
bindtime = 1
sprpriority = 2

[State 3400, 10]
type = Explod
trigger1 = time = 10
trigger2 = time = 26
anim = 2980
postype = p1
pos = 0, 60
vel = 0, -10
supermove = 16
bindtime = 1
sprpriority = 2

[State 3400, 11]
type = PalFx
trigger1 = TimeMod = 3, 0
trigger1 = time <= 50
add = 200,200,200
mul = 248,248,248
time = 1

[State 3400, 12]
type = PlaySnd
trigger1 = time = 0
value = 3000, 5
volume = 200

[State 3400, 13]
type = PlaySnd
trigger1 = time = 51
value = 3000, 6
volume = 200

[State 3400, 14]
type = PlaySnd
trigger1 = AnimElem = 7
value = 3000, 8

[State 3400, 15]
type = nothitby
trigger1 = time = 0
trigger2 = time >= 40
value = SCA
time = 15

[State 3400, 16]
type = VarSet
trigger1 = Time = 0
var(4) = 0

[State 3400, 17] 
type = ChangeState
trigger1 = animtime = 0
value = 3410

;----------------------------------------------
;ジャーマンエクスプロージョン（ＭＡＸ）
[Statedef 3410]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 3310
poweradd = 0
sprpriority = 1

[State 3410, 1]
type = PlaySnd
trigger1 = time = 0
value = 3000, 7
volume = 100

[State 3410, 2]
type = PlaySnd
trigger1 = time = 41
value = 0, 13

[State 3410, 3]
type = Explod
trigger1 = time = 0
anim = 3380
postype = p1
pos = 0, 0
bindtime = -1
sprpriority = 1

[State 3410, 4]
type = Explod
trigger1 = time = 31
trigger1 = facing = 1
anim = 3330
postype = p1
pos = 0, floor(-ScreenPos Y )
vel = 0, floor(ScreenPos Y) / 10
bindtime = 1
sprpriority = 1

[State 3410, 5]
type = Explod
trigger1 = time = 31
trigger1 = facing = -1
anim = 3340
postype = p1
pos = 0, floor(-ScreenPos Y )
vel = 0, floor(ScreenPos Y) / 10
bindtime = 1
sprpriority = 1

[State 3410, 6]
type = Explod
trigger1 = time = 41
trigger1 = facing = 1
anim = 3330
postype = p1
pos = 0, 0
bindtime = 1
sprpriority = 1

[State 3410, 7]
type = Explod
trigger1 = time = 41
trigger1 = facing = -1
anim = 3340
postype = p1
pos = 0, 0
bindtime = 1
sprpriority = 1

[State 3410, 8]
type = Explod
trigger1 = time = 50
trigger1 = facing = -1
anim = 3320
postype = p1
pos = 0, 0
bindtime = 1
sprpriority = 2

[State 3410, 9]
type = Projectile
trigger1 = time = 1
projanim = 3360
projremanim = 3365
offset = -20, -70
velocity = -1, -8
accel = 0, 0.5
projpriority = 2

[State 3410, 10]
type = Projectile
trigger1 = time = 2
projanim = 3370
projremanim = 3375
offset = 20, -70
velocity = .8, -6
accel = 0, 0.4
projpriority = 2

[State 3410, 11]
type = Projectile
trigger1 = time = 0
projanim = 3350
projremanim = 3355
offset = 0, -80
velocity = 0, -11
accel = 0, 0.45
projpriority = 2

[State 3410, 12]
type =  Explod
trigger1 = time = [0,20]
anim = 2950
postype = p1
pos = 0, -80
random = 120,120
bindtime = 1
sprpriority = 2

[state 3410, 13]
type = Helper
trigger1 = time = 1
ID = 1000
pos = 0, 0
postype = p1
stateno = 3420
helpertype = normal
name = "bomb"
keyctrl = 0
ownpal = 1

[State 3410, 14]
type = PlaySnd
trigger1 = AnimElem = 8 && var(4) = 1
value = 180, 1

[State 3410, 15] 
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;----------------------------------------------
;ジャーマンエクスプロージョン（攻撃関係）
[Statedef 3420]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 3385

[State 3420, 1]
type = HitDef
trigger1 = time = 0
trigger1 = P2Dist X > 0
attr = A, HP
damage    = 550,20
animtype  = Hard
hitflag = MAF
guardflag = MA
pausetime = 0,8
guard.pausetime = 0,0
getpower = 0
givepower = 0
sparkno = -1
guard.sparkno = S2960
sparkxy = 0, 0
hitsound   = S3000,7
guardsound = S5,0
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -15
air.velocity = -15
airguard.velocity = -4.5,-4
p2stateno = 3360
p2facing = 1
palfx.time = 100
palfx.mul = 240,220,128
palfx.sinadd = 32,128,190,16
palfx.add = 190,180,84
fall = 1
fall.recover = 0

[State 3420, 2]
type = HitDef
trigger1 = time = 0
trigger1 = P2Dist X <= 0
attr = A, HP
damage    = 550,20
animtype  = Hard
hitflag = MAF
guardflag = MA
pausetime = 0,8
guard.pausetime = 0,0
getpower = 0
givepower = 0
sparkno = -1
guard.sparkno = S2960
sparkxy = 0, 0
hitsound   = S3000,7
guardsound = S5,0
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 15
air.velocity = 15
airguard.velocity = 4.5,-4
p2stateno = 3380
p2facing = -1
palfx.time = 100
palfx.mul = 240,220,128
palfx.sinadd = 32,128,190,16
palfx.add = 190,180,84
fall = 1
fall.recover = 0

[state 3420, 3]
type = Helper
trigger1 = movehit && NumHelper(3350) = 0
trigger1 = P2movetype = H && p2stateno = 3360
ID = 3350
pos = 0, floor(P2Dist y)
postype = front
stateno = 3350
helpertype = normal
name = "bombhit"
keyctrl = 0
ownpal = 1

[state 3420, 4]
type = Helper
trigger1 = movehit && NumHelper(3355) = 0
trigger1 = P2movetype = H && p2stateno = 3380
ID = 3355
pos = 0, floor(P2Dist y)
postype = back
stateno = 3355
helpertype = normal
name = "bombhit"
keyctrl = 0
ownpal = 1

[state 3420, 5]
type = Helper
trigger1 = time = 5
ID = 1000
pos = 25, -70
postype = p1
stateno = 3340
helpertype = normal
name = "bomb1"
keyctrl = 0
ownpal = 1

[state 3420, 6]
type = Helper
trigger1 = time = 8
ID = 1000
pos = -25, -70
postype = p1
stateno = 3345
helpertype = normal
name = "bomb2"
keyctrl = 0
ownpal = 1

[state 3420, 7]
type = Helper
trigger1 = time = 11
ID = 1000
pos = 35, -50
postype = p1
stateno = 3330
helpertype = normal
name = "bomb3"
keyctrl = 0
ownpal = 1

[state 3420, 8]
type = Helper
trigger1 = time = 14
ID = 1000
pos = -35, -50
postype = p1
stateno = 3335
helpertype = normal
name = "bomb4"
keyctrl = 0
ownpal = 1

[state 3420, 9]
type = Helper
trigger1 = time = 17
ID = 1000
pos = 0, -80
postype = p1
stateno = 3325
helpertype = normal
name = "bomb5"
keyctrl = 0
ownpal = 1

[State 3420, 10]
type = ParentVarset
trigger1 = movehit && P2movetype = H
var(4) = 1

[State 3420, 13]
type = destroyself
trigger1 = time = 50

