;さくら　必殺技
;=============================
;咲桜拳
;弱
[Statedef 1000]
type = S
movetype = A
physics = N
anim = 1000
velset = 0,0
ctrl = 0
poweradd = 84
juggle = 1

[State 1000, 1]
type = VelSet
trigger1 = Time = 3
X = 5

[State 1000, 8]
type = PlaySnd
trigger1 = AnimElem = 6
value = s100,11

[State 1000, 1]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
damage    = 105,26
animtype = Heavy
getpower = 63
givepower = 21
guardflag = M
hitflag = MAF
hitsound = s100,3
guardsound = s100,20
pausetime = 14,14
sparkno = s8050
guard.sparkno = s8040
sparkxy = -8,-52
ground.type = Low
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -3,-8
air.velocity = -3,-8
air.hittime = 36
fall = 1
air.fall = 1
yaccel = 0.4

[State 1000, 8]
type = PlaySnd
trigger1 = Time = 1
value = s10,1

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

[Statedef 1001]
type = A
movetype = A
physics = N
anim = 1001
velset = 2,-5.4
juggle = 1

[State 1001, 1]
type = VelAdd
trigger1 = Time = [1,12]
trigger2 = Time >= 16
Y = 0.45

[State 1001, 2]
type = VelSet
trigger1 = Time = 16
X = 1

[State 1000, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
damage    = 14,3
animtype = Heavy
getpower = 63
givepower = 21
guardflag = MA
hitflag = MAF
hitsound = s100,3
guardsound = s100,20
pausetime = 11,11
sparkno = s8050
guard.sparkno = s8040
sparkxy = -8,-80
ground.type = High
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -3,-8
air.velocity = -3,-8
air.hittime = 36
fall = 1
air.fall = 1
yaccel = 0.4

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

;中
[Statedef 1010]
type = S
movetype = A
physics = N
anim = 1010
velset = 0,0
ctrl = 0
poweradd = 84
juggle = 1

[State 1010, 1]
type = VelSet
trigger1 = Time = 3
X = 5

[State 1000, 8]
type = PlaySnd
trigger1 = AnimElem = 6
value = s100,11

[State 1010, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
damage    = 105,26
animtype = Heavy
getpower = 63
givepower = 21
guardflag = M
hitflag = MAF
hitsound = s100,3
guardsound = s100,20
pausetime = 4,4
sparkno = s8050
guard.sparkno = s8040
sparkxy = -8,-30
ground.type = Low
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -3
air.velocity = -3,-8
air.fall = 1

[State 1010, 1]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
damage    = 14,3
animtype = Heavy
getpower = 63
givepower = 21
guardflag = M
hitflag = MAF
hitsound = s100,3
guardsound = s100,20
pausetime = 4,4
sparkno = s8050
guard.sparkno = s8040
sparkxy = -8,-52
ground.type = High
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -3
air.velocity = -3,-8
air.fall = 1

[State 1000, 8]
type = PlaySnd
trigger1 = Time = 1
value = s10,1

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

[Statedef 1011]
type = A
movetype = A
physics = N
anim = 1011
velset = 2,-8.1
juggle = 1

[State 1011, 1]
type = VelAdd
trigger1 = Time >= 0
Y = 0.45

[State 1011, 2]
type = VelSet
trigger1 = Vel Y >= 0 
X = 1

[State 1010, 1]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
attr = A, SA
damage    = 14,3
animtype = Heavy
getpower = 63
givepower = 21
guardflag = MA
hitflag = MAF
hitsound = s100,3
guardsound = s100,20
pausetime = 4,4
sparkno = s8050
guard.sparkno = s8040
sparkxy = -8,-80
ground.type = High
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -3,-9
air.velocity = -3,-9
air.hittime = 36
fall = 1
air.fall = 1
yaccel = 0.4

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

;強
[Statedef 1020]
type = S
movetype = A
physics = N
anim = 1020
velset = 0,0
ctrl = 0
poweradd = 84
juggle = 1

[State 1010, 1]
type = VelSet
trigger1 = Time = 3
X = 5

[State 1000, 8]
type = PlaySnd
trigger1 = AnimElem = 6
value = s100,11

[State 1010, 1]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
damage    = 105,26
animtype = Heavy
getpower = 63
givepower = 21
guardflag = M
hitflag = MAF
hitsound = s100,3
guardsound = s100,20
pausetime = 4,4
sparkno = s8050
guard.sparkno = s8040
sparkxy = -8,-30
ground.type = Low
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -3
air.velocity = -3,-8
air.fall = 1

[State 1010, 1]
type = HitDef
trigger1 = AnimElem = 7
attr = S, SA
damage    = 14,3
animtype = Heavy
getpower = 63
givepower = 21
guardflag = M
hitflag = MAF
hitsound = s100,3
guardsound = s100,20
pausetime = 4,4
sparkno = s8050
guard.sparkno = s8040
sparkxy = -8,-40
ground.type = High
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -3
air.velocity = -3,-8
air.fall = 1

[State 1010, 1]
type = HitDef
trigger1 = AnimElem = 8
attr = S, SA
damage    = 14,3
animtype = Heavy
getpower = 63
givepower = 21
guardflag = M
hitflag = MAF
hitsound = s100,3
guardsound = s100,20
pausetime = 4,4
sparkno = s8050
guard.sparkno = s8040
sparkxy = -8,-52
ground.type = Low
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -3
air.velocity = -3,-8
air.fall = 1

[State 1010, 1]
type = HitDef
trigger1 = AnimElem = 9
attr = S, SA
damage    = 14,3
animtype = Heavy
getpower = 63
givepower = 21
guardflag = M
hitflag = MAF
hitsound = s100,3
guardsound = s100,20
pausetime = 4,4
sparkno = s8050
guard.sparkno = s8040
sparkxy = -8,-60
ground.type = High
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -3
air.velocity = -3,-8
air.fall = 1

[State 1000, 8]
type = PlaySnd
trigger1 = Time = 1
value = s10,1

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

[Statedef 1021]
type = A
movetype = A
physics = N
anim = 1021
velset = 2,-9.9
juggle = 1

[State 1021, 1]
type = VelAdd
trigger1 = Time >= 0
Y = 0.45

[State 1021, 2]
type = VelSet
trigger1 = Vel Y >= 0 
X = 1

[State 1020, 1]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
attr = A, SA
damage    = 14,3
animtype = Heavy
getpower = 63
givepower = 21
guardflag = MA
hitflag = MAF
hitsound = s100,3
guardsound = s100,20
pausetime = 4,4
sparkno = s8050
guard.sparkno = s8040
sparkxy = -8,-85
ground.type = High
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -3,-10
air.velocity = -3,-10
air.hittime = 36
fall = 1
air.fall = 1
yaccel = 0.4

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

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

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

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

;------------------------------
;波動拳
;Lv1
[Statedef 1100]
type = S
movetype = A
physics = S
anim = 1100
velset = 0,0
ctrl = 0
juggle = 1

[State 1100, 1]
type = VarSet
trigger1 = Time = 0
v = 15
value = 0

[State 1100, 2]
type = VarSet
triggerall = Time = [5,13]
trigger1 = (Command = "x") || (Command = "y") || Command = "z"
v = 15
value = 1

[State 1100, 3]
type = ChangeState
trigger1 = Time = 14 && Var(15) = 1
value = 1110

[State 1100, 5]
type = Projectile
trigger1 = Time = 18
attr = A, SP
damage = 70,18
animtype = Heavy
getpower = 21
givepower = 21
guardflag = MA
hitflag = MAF
pausetime = 0,12
sparkno = s8050
guard.sparkno = s8040
sparkxy = 20,0
hitsound = s100,8
guardsound = s100,20
ground.type = High
ground.slidetime = 14
ground.hittime = 21 
ground.velocity = -8
air.velocity = -3,-4
projanim = 1250
projhitanim = 1251
projremanim = 1251
projcancelanim = 1251
velocity = 3.5
air.fall = 1
offset = 70,-56
projid = 1100
projpriority = 1
projremovetime = 45

[State 1000, 8]
type = PlaySnd
trigger1 = Time = 18
value = s10,0

[State 1000, 8]
type = PlaySnd
trigger1 = Time = 18
value = s100,14

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

;Lv2
[Statedef 1110]
type = S
movetype = A
physics = S
anim = 1110
velset = 0,0
ctrl = 0
juggle = 1

[State 1110, 1]
type = VarSet
trigger1 = Time = 0
v = 15
value = 0

[State 1110, 2]
type = VarSet
triggerall = Time = [1,9]
trigger1 = (Command = "x") || (Command = "y") || Command = "z"
v = 15
value = 1

[State 1110, 3]
type = ChangeState
trigger1 = Time = 10 && Var(15) = 1
value = 1120

[State 1110, 5]
type = Projectile
trigger1 = Time = 15
attr = A, SP
damage = 98,24
animtype = Heavy
getpower = 21
givepower = 21
guardflag = MA
hitflag = MAF
pausetime = 0,12
sparkno = s8050
guard.sparkno = s8040
sparkxy = 20,0
hitsound = s100,8
guardsound = s100,20
ground.type = High
ground.slidetime = 14
ground.hittime = 21 
ground.velocity = -8
air.velocity = -3,-4
projanim = 1260
projhitanim = 1261
projremanim = 1261
projcancelanim = 1261
velocity = 3
air.fall = 1
offset = 70,-56
projid = 1100
projpriority = 1
projremovetime = 29

[State 1000, 8]
type = PlaySnd
trigger1 = Time = 15
value = s10,0

[State 1000, 8]
type = PlaySnd
trigger1 = Time = 15
value = s100,14

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

;Lv3
[Statedef 1120]
type = S
movetype = A
physics = S
anim = 1120
velset = 0,0
ctrl = 0
juggle = 1

[State 1120, 1]
type = VarSet
trigger1 = Time = 0
v = 15
value = 0

[State 1120, 5]
type = Projectile
trigger1 = Time = 15
attr = A, SP
damage = 126,31
animtype = Heavy
getpower = 21
givepower = 21
guardflag = MA
hitflag = MAF
pausetime = 0,12
sparkno = s8050
guard.sparkno = s8040
sparkxy = 20,0
hitsound = s100,8
guardsound = s100,20
ground.type = High
ground.slidetime = 14
ground.hittime = 21 
ground.velocity = -8
air.velocity = -3,-4
projanim = 1270
projhitanim = 1271
projremanim = 1271
projcancelanim = 1271
velocity = 2.5
air.fall = 1
offset = 70,-56
projid = 1100
projpriority = 1
projremovetime = 19

[State 1000, 8]
type = PlaySnd
trigger1 = Time = 15
value = s10,0

[State 1000, 8]
type = PlaySnd
trigger1 = Time = 15
value = s100,14

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

;-------------------------------
;春風脚
;弱
[Statedef 1200]
type = A
movetype = A
physics = N
anim = 1200
velset = 0,0
ctrl = 0
poweradd = 126
juggle = 1

[State 1000, 8]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,2

[State 1200, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 1201

[Statedef 1201]
type = A
movetype = A
physics = N
anim = 1201
velset = 4,-3.15
juggle = 1

[State 1221, 1]
type = VelAdd
trigger1 = Time >= 0
Y = 0.45

[State 1000, 8]
type = PlaySnd
trigger1 = AnimElem = 4
value = s100,12

[State 1200, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA
damage    = 77,19
animtype = Heavy
getpower = 21
givepower = 21
guardflag = MA
hitflag = MAF
hitsound = s100,7
guardsound = s100,20
pausetime = 14,14
sparkno = s8050
guard.sparkno = s8040
sparkxy = -8,-52
ground.type = High
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -3,-4.8
air.velocity = -3,-4.8
air.hittime = 36
fall = 1
air.fall = 1
yaccel = 0.4

[State 1201, 9]
type = ChangeState
trigger1 = Time > 0 && Pos Y >= 0
value = 1202

[Statedef 1202]
type = S
movetype = I
physics = S
anim = 1202
velset = 0,0

[State 1202, 1]
type = PosSet
trigger1 = Time = 0
Y = 0

[State 1202, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;中
[Statedef 1210]
type = A
movetype = A
physics = N
anim = 1200
velset = 0,0
ctrl = 0
poweradd = 126
juggle = 1

[State 1000, 8]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,2

[State 1220, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 1211

[Statedef 1211]
type = A
movetype = A
physics = N
anim = 1211
velset = 4,-5.85
juggle = 1

[State 1211, 1]
type = VelAdd
trigger1 = Time >= 0
Y = 0.45

[State 1000, 8]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 8
value = s100,12

[State 1200, 1]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 8
attr = A, SA
damage    = 42,10
animtype = Heavy
getpower = 21
givepower = 21
guardflag = MA
hitflag = MAF
hitsound = s100,7
guardsound = s100,20
pausetime = 14,14
sparkno = s8050
guard.sparkno = s8040
sparkxy = -8,-52
ground.type = High
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -3,-4.8
air.velocity = -3,-4.8
air.hittime = 36
fall = 1
air.fall = 1
yaccel = 0.4

[State 1211, 9]
type = ChangeState
trigger1 = Time > 0 && Pos Y >= 0
value = 1202

;強
[Statedef 1220]
type = A
movetype = A
physics = N
anim = 1200
velset = 0,0
ctrl = 0
poweradd = 126
juggle = 1

[State 1000, 8]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,2

[State 1220, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 1221

[Statedef 1221]
type = A
movetype = A
physics = N
anim = 1221
velset = 4,-8.55
juggle = 1

[State 1221, 1]
type = VelAdd
trigger1 = Time >= 0
Y = 0.45

[State 1000, 8]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 8
trigger3 = AnimElem = 12
value = s100,12

[State 1200, 1]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 8
trigger3 = AnimElem = 12
attr = A, SA
damage    = 28,7
animtype = Heavy
getpower = 21
givepower = 21
guardflag = MA
hitflag = MAF
hitsound = s100,7
guardsound = s100,20
pausetime = 14,14
sparkno = s8050
guard.sparkno = s8040
sparkxy = -8,-52
ground.type = High
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -3,-4.8
air.velocity = -3,-4.8
air.hittime = 36
fall = 1
air.fall = 1
yaccel = 0.4

[State 1221, 9]
type = ChangeState
trigger1 = Time > 0 && Pos Y >= 0
value = 1202

;空中
[Statedef 1300]
type = A
movetype = A
physics = N
anim = 1300
ctrl = 0
poweradd = 126
juggle = 1

[State 1300, 1]
type = VelAdd
trigger1 = Time = 0
X = 1

[State 1000, 8]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,2

[State 1000, 8]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 8
value = s100,12

[State 1300, 1]
type = VelSet
trigger1 = Vel X >= 3
X = 3

[State 1300, 2]
type = VelAdd
trigger1 = Vel Y < 0 && Time = 0
Y = -1.5

[State 1310, 3]
type = VelAdd
trigger1 = Time >= 0
Y = 0.3

[State 1300, 1]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 8
attr = A, SA
damage    = 28,7
animtype = Heavy
getpower = 21
givepower = 21
guardflag = MA
hitflag = MAF
hitsound = s100,7
guardsound = s100,20
pausetime = 14,14
sparkno = s8050
guard.sparkno = s8040
sparkxy = -8,-52
ground.type = High
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -3,-4.8
air.velocity = -3,-4.8
air.hittime = 36
fall = 1
air.fall = 1
yaccel = 0.4

[State 1320, 9]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1202

;中
[Statedef 1310]
type = A
movetype = A
physics = N
anim = 1300
ctrl = 0
poweradd = 126
juggle = 1

[State 1310, 1]
type = VelAdd
trigger1 = Time = 0
X = 1.5

[State 1310, 1]
type = VelSet
trigger1 = Vel X >= 3.5
X = 3.5

[State 1310, 2]
type = VelAdd
trigger1 = Vel Y < 0 && Time = 0
Y = -1.5

[State 1310, 3]
type = VelAdd
trigger1 = Time >= 0
Y = 0.3

[State 1000, 8]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,2

[State 1000, 8]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 8
value = s100,12

[State 1300, 1]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 8
attr = A, SA
damage    = 28,7
animtype = Heavy
getpower = 21
givepower = 21
guardflag = MA
hitflag = MAF
hitsound = s100,7
guardsound = s100,20
pausetime = 14,14
sparkno = s8050
guard.sparkno = s8040
sparkxy = -8,-52
ground.type = High
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -3,-4.8
air.velocity = -3,-4.8
air.hittime = 36
fall = 1
air.fall = 1
yaccel = 0.4

[State 1310, 9]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1202

;強
[Statedef 1320]
type = A
movetype = A
physics = N
anim = 1300
ctrl = 0
poweradd = 126
juggle = 1

[State 1320, 1]
type = VelAdd
trigger1 = Time = 0
X = 2

[State 1320, 1]
type = VelSet
trigger1 = Vel X >= 4
X = 4

[State 1320, 2]
type = VelAdd
trigger1 = Vel Y < 0 && Time = 0
Y = -1.5

[State 1320, 3]
type = VelAdd
trigger1 = Time >= 0
Y = 0.3

[State 1000, 8]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,2

[State 1000, 8]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 8
value = s100,12

[State 1300, 1]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 8
attr = A, SA
damage    = 28,7
animtype = Heavy
getpower = 21
givepower = 21
guardflag = MA
hitflag = MAF
hitsound = s100,7
guardsound = s100,20
pausetime = 14,14
sparkno = s8050
guard.sparkno = s8040
sparkxy = -8,-52
ground.type = High
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -3,-4.8
air.velocity = -3,-4.8
air.hittime = 36
fall = 1
air.fall = 1
yaccel = 0.4

[State 1320, 9]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1202

;---------------------------------
;さくら落とし
;弱
[Statedef 1400]
type = A
movetype = I
physics = N
anim = 1400
velset = 0,0
ctrl = 0
poweradd = 147

[State 1400, 0]
type = Width
trigger1 = Time >= 0
edge = 30,0

[State 1400, 1]
type = VelSet
trigger1 = Time = 13
X = 2
Y = -8.1

[State 1400, 2]
type = VelAdd
trigger1 = Time >= 13
Y = 0.45

;攻撃
[State 1400, 8]
type = ChangeState
trigger1 = Time > 13 && Command = "x"
trigger2 = Time > 13 && Command = "y"
trigger3 = Time > 13 && Command = "z"
value = 1410

[State 1000, 8]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,3

[State 1400, 9]
type = ChangeState
trigger1 = Time > 13 && Pos Y >= 0
value = 1405

;中
[Statedef 1401]
type = A
movetype = I
physics = N
anim = 1400
velset = 0,0
ctrl = 0
poweradd = 147

[State 1400, 0]
type = Width
trigger1 = Time >= 0
edge = 30,0

[State 1400, 1]
type = VelSet
trigger1 = Time = 13
X = 2
Y = -9

[State 1400, 2]
type = VelAdd
trigger1 = Time >= 13
Y = 0.45

;攻撃
[State 1400, 8]
type = ChangeState
trigger1 = Time > 13 && Command = "x"
trigger2 = Time > 13 && Command = "y"
trigger3 = Time > 13 && Command = "z"
value = 1410

[State 1000, 8]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,3

[State 1400, 9]
type = ChangeState
trigger1 = Time > 13 && Pos Y >= 0
value = 1405

;強
[Statedef 1402]
type = A
movetype = I
physics = N
anim = 1400
velset = 0,0
ctrl = 0
poweradd = 147

[State 1400, 0]
type = Width
trigger1 = Time >= 0
edge = 30,0

[State 1400, 1]
type = VelSet
trigger1 = Time = 13
X = 2
Y = -10.5

[State 1400, 2]
type = VelAdd
trigger1 = Time >= 13
Y = 0.45

;攻撃
[State 1400, 8]
type = ChangeState
trigger1 = Time > 13 && Command = "x"
trigger2 = Time > 13 && Command = "y"
trigger3 = Time > 13 && Command = "z"
value = 1410

[State 1000, 8]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,3

[State 1400, 9]
type = ChangeState
trigger1 = Time > 13 && Pos Y >= 0
value = 1405

;----------------------------------------
;何も出さないで着地
[Statedef 1405]
type = S
movetype = I
physics = N
anim = 1401
velset = 0,0

[State 1401, 1]
type = PosSet
trigger1 = Time = 0
Y = 0

[State 1401, 2]
type = VelSet
trigger1 = Time = 7
X = 3

[State 1401, 3]
type = VelMul
trigger1 = Time = [7,21]
X = 0.9

[State 1401, 4]
type = VelSet
trigger1 = Time = 22
X = 0

[State 1000, 8]
type = PlaySnd
trigger1 = AnimElem = 1
value = s0,2

[State 1401, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------
;１段目
[Statedef 1410]
type = A
movetype = A
physics = N
anim = 1410
juggle = 1

[State 1400, 0]
type = Width
trigger1 = Time >= 0
edge = 30,0

[State 1410, 1]
type = VelAdd
trigger1 = Time >= 0
Y = 0.45

[State 1000, 8]
type = PlaySnd
trigger1 = AnimElem = 2
value = s20,2

[State 1400, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
damage    = 70,7
animtype = Heavy
getpower = 84
givepower = 21
guardflag = MA
hitflag = MAF
hitsound = s100,3
guardsound = s100,20
pausetime = 14,14
sparkno = s8050
guard.sparkno = s8040
sparkxy = -8,-52
ground.type = High
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -3.6,-6.8
air.velocity = -3.6,-6.8
air.hittime = 36
fall = 1
air.fall = 1
yaccel = 0.45

[State 1410, 8]
type = ChangeState
trigger1 = MoveContact && HitOver = 1
value = 1411

[State 1410, 9]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1450

;２段目
[Statedef 1411]
type = A
movetype = A
physics = N
anim = 1420
velset = 3.5,-8.1
juggle = 1

[State 1400, 0]
type = Width
trigger1 = Time >= 0
edge = 30,0

[State 1411, 1]
type = VelAdd
trigger1 = Time >= 0
Y = 0.45

;追加
[State 1411, 8]
type = ChangeState
trigger1 = Time > 14 && Command = "x"
trigger2 = Time > 14 && Command = "y"
trigger3 = Time > 14 && Command = "z"
value = 1412

[State 1411, 9]
type = ChangeState
trigger1 = Time > 0 && Pos Y >= 0
value = 1450

;弱２段目攻撃
[Statedef 1412]
type = A
movetype = A
physics = N
anim = 1430
juggle = 1

[State 1400, 0]
type = Width
trigger1 = Time >= 0
edge = 30,0

[State 1412, 1]
type = VelAdd
trigger1 = Time >= 0
Y = 0.45

[State 1000, 8]
type = PlaySnd
trigger1 = AnimElem = 2
value = s20,3

[State 1400, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
damage    = 56,14
animtype = Heavy
getpower = 84
givepower = 21
guardflag = MA
hitflag = MAF
hitsound = s100,3
guardsound = s100,20
pausetime = 14,14
sparkno = s8050
guard.sparkno = s8040
sparkxy = -8,-52
ground.type = High
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -4,-6.8
air.velocity = -4,-6.8
air.hittime = 36
fall = 1
air.fall = 1
yaccel = 0.45

[State 1410, 8]
type = ChangeState
trigger1 = MoveContact && HitOver = 1
value = 1413

[State 1412, 9]
type = ChangeState
trigger1 = Time > 0 && Pos Y >= 0
value = 1450

;3段目
[Statedef 1413]
type = A
movetype = A
physics = N
anim = 1420
velset = 4,-7.2
juggle = 1

[State 1400, 0]
type = Width
trigger1 = Time >= 0
edge = 30,0

[State 1413, 1]
type = VelAdd
trigger1 = Time >= 0
Y = 0.45

[State 1413, 8]
type = ChangeState
trigger1 = Time > 14 && Command = "x"
trigger2 = Time > 14 && Command = "y"
trigger3 = Time > 14 && Command = "z"
value = 1414

[State 1413, 9]
type = ChangeState
trigger1 = Time > 0 && Pos Y >= 0
value = 1450

;3段目攻撃
[Statedef 1414]
type = A
movetype = A
physics = N
anim = 1430
juggle = 1

[State 1400, 0]
type = Width
trigger1 = Time >= 0
edge = 30,0

[State 1414, 1]
type = VelAdd
trigger1 = Time >= 0
Y = 0.45

[State 1000, 8]
type = PlaySnd
trigger1 = AnimElem = 2
value = s20,1

[State 1400, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
damage    = 42,10
animtype = Heavy
getpower = 84
givepower = 21
guardflag = MA
hitflag = MAF
hitsound = s100,3
guardsound = s100,20
pausetime = 14,14
sparkno = s8050
guard.sparkno = s8040
sparkxy = -8,-52
ground.type = High
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -4.4,-6.8
air.velocity = -4.4,-6.8
air.hittime = 36
fall = 1
air.fall = 1
yaccel = 0.45

[State 1414, 8]
type = ChangeState
trigger1 = MoveContact && HitOver = 1
value = 1415

[State 1414, 9]
type = ChangeState
trigger1 = Time > 0 && Pos Y >= 0
value = 1450

;ラストジャンプ
[Statedef 1415]
type = A
movetype = A
physics = N
anim = 1440
velset = 4,-7.2

[State 1400, 0]
type = Width
trigger1 = Time >= 0
edge = 30,0

[State 1415, 1]
type = VelAdd
trigger1 = Time >= 0
Y = 0.45

[State 1415, 9]
type = ChangeState
trigger1 = Time > 0 && Pos Y >= 0
value = 1450

;-----------------------------------------
;着地
[Statedef 1450]
type = S
movetype = I
physics = S
anim = 1402
velset = 0,0

[State 1450, 1]
type = PosSet
trigger1 = Time = 0
Y = 0

[State 1450, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1 

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

[State 1500, 1]
type = NotHitBy
trigger1 = Time > 25
value = SCA
time = 1

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

[State 1500, 4]
type = PosAdd
trigger1 = Time = 2
trigger2 = Time = 6
X = 2

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

[State 1500, 4]
type = PosAdd
trigger1 = Time = 12
trigger2 = Time = 16
X = -2

[State 1500, 4]
type = PosAdd
trigger1 = Time = 14
X = -8

[State 1000, 8]
type = PlaySnd
trigger1 = Time = 26
value = s100,51

[State 1500, 5]
type = VelSet
trigger1 = Time = [26,39]
X = 12

[State 1500, 4]
type = VelSet
trigger1 = Time = [40,46]
X = 8

[State 1500, 4]
type = VelSet
trigger1 = Time = [47,50]
X = 4

[State 1500, 4]
type = VelSet
trigger1 = Time >= 51
X = 2

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

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

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

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

[State 1500, 9]
type = ChangeState
trigger1 = Time = 59
trigger2 = FrontEdgeDist < 5 && Time > 25
value = 1501

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

[State 1500, 1]
type = NotHitBy
trigger1 = Time > 25
value = SCA
time = 1

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

[State 1500, 4]
type = PosAdd
trigger1 = Time = 2
trigger2 = Time = 6
X = -2

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

[State 1500, 4]
type = PosAdd
trigger1 = Time = 12
trigger2 = Time = 16
X = 2

[State 1500, 4]
type = PosAdd
trigger1 = Time = 14
X = 8

[State 1000, 8]
type = PlaySnd
trigger1 = Time = 26
value = s100,51

[State 1500, 5]
type = VelSet
trigger1 = Time = [26,39]
X = -12

[State 1500, 4]
type = VelSet
trigger1 = Time = [40,46]
X = -8

[State 1500, 4]
type = VelSet
trigger1 = Time = [47,50]
X = -4

[State 1500, 4]
type = VelSet
trigger1 = Time >= 51
X = -2

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

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

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

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

[State 1500, 9]
type = ChangeState
trigger1 = Time = 59
trigger2 = BackEdgeDist < 5 && Time > 25
value = 1501

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

[State 1500, 1]
type = NotHitBy
trigger1 = Time > 25
value = SCA
time = 1

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

[State 1500, 4]
type = PosAdd
trigger1 = Time = 2
trigger2 = Time = 6
X = 2

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

[State 1500, 4]
type = PosAdd
trigger1 = Time = 12
trigger2 = Time = 16
X = -2

[State 1500, 4]
type = PosAdd
trigger1 = Time = 14
X = -8

[State 1000, 8]
type = PlaySnd
trigger1 = Time = 26
value = s100,51

[State 1500, 4]
type = VelSet
trigger1 = Time = [26,38]
X = 8

[State 1500, 4]
type = VelSet
trigger1 = Time = [39,41]
X = 4

[State 1500, 4]
type = VelSet
trigger1 = Time >= 42
X = 2

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

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

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

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

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

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

[State 1500, 1]
type = NotHitBy
trigger1 = Time > 25
value = SCA
time = 1

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

[State 1500, 4]
type = PosAdd
trigger1 = Time = 2
trigger2 = Time = 6
X = -2

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

[State 1500, 4]
type = PosAdd
trigger1 = Time = 12
trigger2 = Time = 16
X = 2

[State 1500, 4]
type = PosAdd
trigger1 = Time = 14
X = 8

[State 1000, 8]
type = PlaySnd
trigger1 = Time = 26
value = s100,51

[State 1500, 4]
type = VelSet
trigger1 = Time = [26,38]
X = -8

[State 1500, 4]
type = VelSet
trigger1 = Time = [39,42]
X = -4

[State 1500, 4]
type = VelSet
trigger1 = Time >= 43
X = -2

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

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

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

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

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

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

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

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

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

;----------------------
;斬空波動拳
[Statedef 1600]
type = A
movetype = A
physics = N
anim = 1600
ctrl = 0
poweradd = 84

[State 1600, 1]
type = Gravity
trigger1 = Time >= 0

[State 1000, 8]
type = PlaySnd
trigger1 = Time = 9
value = s10,0

[State 1000, 8]
type = PlaySnd
trigger1 = Time = 9
value = s100,14

[State 1600, 2]
type = Projectile
trigger1 = Time = 9
attr = A, SP
damage = 70,18
animtype = Heavy
getpower = 21
givepower = 21
guardflag = MA
hitflag = MAF
pausetime = 0,12
sparkno = s8050
guard.sparkno = s8040
sparkxy = 20,0
hitsound = s100,8
guardsound = s100,20
ground.type = High
ground.slidetime = 14
ground.hittime = 21 
ground.velocity = -8
air.velocity = -3,-4
projanim = 1610
projhitanim = 1615
projremanim = 1615
projcancelanim = 1615
velocity = 2.8,3
air.fall = 1
offset = 40,-45
projid = 1100
projpriority = 1

[State 1600, 9]
type = ChangeState
trigger1 = Time > 0 && Pos Y >= 0
value = 1601

[Statedef 1610]
type = A
movetype = A
physics = N
anim = 1600
ctrl = 0
poweradd = 84

[State 1610, 1]
type = Gravity
trigger1 = Time >= 0

[State 1000, 8]
type = PlaySnd
trigger1 = Time = 9
value = s10,0

[State 1000, 8]
type = PlaySnd
trigger1 = Time = 9
value = s100,14

[State 1610, 2]
type = Projectile
trigger1 = Time = 9
attr = A, SP
damage = 70,18
animtype = Heavy
getpower = 21
givepower = 21
guardflag = MA
hitflag = MAF
pausetime = 0,12
sparkno = s8050
guard.sparkno = s8040
sparkxy = 20,0
hitsound = s100,8
guardsound = s100,20
ground.type = High
ground.slidetime = 14
ground.hittime = 21 
ground.velocity = -8
air.velocity = -3,-4
projanim = 1610
projhitanim = 1615
projremanim = 1615
projcancelanim = 1615
velocity = 3.2,3.3
air.fall = 1
offset = 40,-45
projid = 1100
projpriority = 1

[State 1610, 9]
type = ChangeState
trigger1 = Time > 0 && Pos Y >= 0
value = 1601

[Statedef 1620]
type = A
movetype = A
physics = N
anim = 1600
ctrl = 0
poweradd = 84

[State 1620, 1]
type = Gravity
trigger1 = Time >= 0

[State 1000, 8]
type = PlaySnd
trigger1 = Time = 9
value = s10,0

[State 1000, 8]
type = PlaySnd
trigger1 = Time = 9
value = s100,14

[State 1620, 2]
type = Projectile
trigger1 = Time = 9
attr = A, SP
damage = 70,18
animtype = Heavy
getpower = 21
givepower = 21
guardflag = MA
hitflag = MAF
pausetime = 0,12
sparkno = s8050
guard.sparkno = s8040
sparkxy = 20,0
hitsound = s100,8
guardsound = s100,20
ground.type = High
ground.slidetime = 14
ground.hittime = 21 
ground.velocity = -8
air.velocity = -3,-4
projanim = 1610
projhitanim = 1615
projremanim = 1615
projcancelanim = 1615
velocity = 3.5,3.6
air.fall = 1
offset = 40,-45
projid = 1100
projpriority = 1

[State 1620, 9]
type = ChangeState
trigger1 = Time > 0 && Pos Y >= 0
value = 1601

;--------------------------------------
[Statedef 1601]
type = c
movetype = I
physics = c
anim = 1601
velset = 0,0

[State 1601, 1]
type = PosSet
trigger1 = Time = 0
Y = 0

[State 1601, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 11

;------------------------------
;波動拳
[Statedef 1700]
type = S
movetype = A
physics = S
anim = 1100
velset = 0,0
ctrl = 0
juggle = 1

[State 1000, 8]
type = PlaySnd
trigger1 = Time = 18
value = s10,0

[State 1000, 8]
type = PlaySnd
trigger1 = Time = 18
value = s100,14

[State 1700, 5]
type = Projectile
trigger1 = Time = 18
attr = A, SP
damage = 70,18
animtype = Heavy
getpower = 21
givepower = 21
guardflag = MA
hitflag = MAF
pausetime = 0,12
sparkno = s8050
guard.sparkno = s8040
sparkxy = 20,0
hitsound = s100,8
guardsound = s100,20
ground.type = High
ground.slidetime = 14
ground.hittime = 21 
ground.velocity = -8
air.velocity = -3,-4
projanim = 1710
projhitanim = 1715
projremanim = 1715
projcancelanim = 1715
velocity = 2.5
air.fall = 1
offset = 70,-56
projid = 1100
projpriority = 1

[State 1700, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1710]
type = S
movetype = A
physics = S
anim = 1100
velset = 0,0
ctrl = 0
juggle = 1

[State 1000, 8]
type = PlaySnd
trigger1 = Time = 18
value = s10,0

[State 1000, 8]
type = PlaySnd
trigger1 = Time = 18
value = s100,14

[State 1710, 5]
type = Projectile
trigger1 = Time = 18
attr = A, SP
damage = 70,18
animtype = Heavy
getpower = 21
givepower = 21
guardflag = MA
hitflag = MAF
pausetime = 0,12
sparkno = s8050
guard.sparkno = s8040
sparkxy = 20,0
hitsound = s100,8
guardsound = s100,20
ground.type = High
ground.slidetime = 14
ground.hittime = 21 
ground.velocity = -8
air.velocity = -3,-4
projanim = 1710
projhitanim = 1715
projremanim = 1715
projcancelanim = 1715
velocity = 3
air.fall = 1
offset = 70,-56
projid = 1100
projpriority = 1

[State 1710, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1720]
type = S
movetype = A
physics = S
anim = 1100
velset = 0,0
ctrl = 0
juggle = 1

[State 1000, 8]
type = PlaySnd
trigger1 = Time = 18
value = s10,0

[State 1000, 8]
type = PlaySnd
trigger1 = Time = 18
value = s100,14

[State 1720, 5]
type = Projectile
trigger1 = Time = 18
attr = A, SP
damage = 70,18
animtype = Heavy
getpower = 21
givepower = 21
guardflag = MA
hitflag = MAF
pausetime = 0,12
sparkno = s8050
guard.sparkno = s8040
sparkxy = 20,0
hitsound = s100,8
guardsound = s100,20
ground.type = High
ground.slidetime = 14
ground.hittime = 21 
ground.velocity = -8
air.velocity = -3,-4
projanim = 1710
projhitanim = 1715
projremanim = 1715
projcancelanim = 1715
velocity = 3.5
air.fall = 1
offset = 70,-56
projid = 1100
projpriority = 1

[State 1720, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
