;=====================================================================
; Definition of the Special Arts
;=====================================================================


;-------------------------------------------------------------------------------
; 拳コ・弱
[Statedef 1000]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 1000
ctrl = 0
;poweradd = 72
juggle  = 17 ;+(MoveHit&&P2StateType = A)*8

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -25

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -55

[State 100,1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 16
channel = 0

[State 100,1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4,2

[State 1100,VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = 6

[State 105, VelMul]
type = VelMul
trigger1 = 1
x = .85

[State 1100,VelSet]
type = VelSet
trigger1 = AnimElem = 7
x = 0

[State 1321, HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
damage = 35,4
animtype = UP
getpower = 90,60
givepower = 60,44
guardflag = HA
hitflag = MAF
hitsound = S5,2
guardsound = S6,0
pausetime = Ceil(15*IfElse((Var(30)=2&&Fvar(8)),.5,1)),Ceil(15*IfElse((Var(30)=2&&Fvar(8)),.5,1))
sparkno = 2
guard.sparkno = 40
sparkxy = -25,-55
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4.5,-10
air.velocity = -4.5,-10
guard.velocity = -7
guard.cornerpush.veloff = -18
air.cornerpush.veloff = 0
yaccel = .5
air.juggle = 8
fall = 1
fall.recover = !(Var(30) = 2 && Fvar(8))
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0


[State 400,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = I

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

;-------------------------------------------------------------------------------
; 拳コ・中
[Statedef 1010]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 1000
ctrl = 0
;poweradd = 72
juggle  = 17 ;+(MoveHit&&P2StateType = A)*8

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -25

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -55

[State 100,1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 16
channel = 0

[State 100,1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4,2

[State 1100,VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = 8

[State 105, VelMul]
type = VelMul
trigger1 = 1
x = .85

[State 1100,VelSet]
type = VelSet
trigger1 = AnimElem = 7
x = 0

[State 1321, HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
damage = 55,5
animtype = UP
getpower = 90,60
givepower = 60,44
guardflag = HA
hitflag = MAF
hitsound = S5,2
guardsound = S6,0
pausetime = Ceil(15*IfElse((Var(30)=2&&Fvar(8)),.5,1)),Ceil(15*IfElse((Var(30)=2&&Fvar(8)),.5,1))
sparkno = 2
guard.sparkno = 40
sparkxy = -25,-55
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4.5,-10
air.velocity = -4.5,-10
guard.velocity = -7
guard.cornerpush.veloff = -18
air.cornerpush.veloff = 0
yaccel = .5
air.juggle = 8
fall = 1
fall.recover = !(Var(30) = 2 && Fvar(8))
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0


[State 400,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = I

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

;-------------------------------------------------------------------------------
; 拳コ・強
[Statedef 1020]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 1000
ctrl = 0
;poweradd = 72
juggle  = 17 ;+(MoveHit&&P2StateType = A)*8

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -25

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -55

[State 100,1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 16
channel = 0

[State 100,1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4,2

[State 1100,VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = 11

[State 105, VelMul]
type = VelMul
trigger1 = 1
x = .85

[State 1100,VelSet]
type = VelSet
trigger1 = AnimElem = 7
x = 0

[State 1321, HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
damage = 75,6
animtype = UP
getpower = 90,60
givepower = 60,44
guardflag = HA
hitflag = MAF
hitsound = S5,2
guardsound = S6,0
pausetime = Ceil(15*IfElse((Var(30)=2&&Fvar(8)),.5,1)),Ceil(15*IfElse((Var(30)=2&&Fvar(8)),.5,1))
sparkno = 2
guard.sparkno = 40
sparkxy = -25,-55
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4.5,-10
air.velocity = -4.5,-10
guard.velocity = -7
guard.cornerpush.veloff = -18
air.cornerpush.veloff = 0
yaccel = .5
air.juggle = 8
fall = 1
fall.recover = !(Var(30) = 2 && Fvar(8))
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0


[State 400,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = I

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

;-------------------------------------------------------------------------------
; 疾駆け
[Statedef 1100]
type    = S
movetype = I
physics = S
anim = 1100
ctrl = 0
;poweradd = 72

[State 100,0]
type = VelSet
trigger1 = PrevStateNo != 1230
x = 0
y = 0

[State 100,1]
type = PlaySnd
trigger1 = Time = 0
value = 0, 8
channel = 0

[State 100,0]
type = VelSet
trigger1 = 1
x = 7.5

[State 105,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
trigger1 = PrevStateNo != 1230
value = 1, 2
channel = 5

[State 105,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3,=1
value = 1, 3
channel = 5

[State 105,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6,=1
value = 1, 4
channel = 5

[State 100,4]
type = ChangeState
trigger1 = Time > 2
trigger1 = Command = "Hassoukyaku_a" || Command = "Hassoukyaku_b" || Command = "Hassoukyaku_c"
value = 1200
ctrl = 0

[State 100,4]
type = ChangeState
triggerall = Time > 2
trigger1 = Command = "a" || Command = "b" || Command = "c"
value = IfElse((Command = "a"),1110,IfElse((Command = "b"),1120,1150))
ctrl = 0

[State 100,4]
type = ChangeState
trigger1 = Time >= 44
value = 1110
ctrl = 0

[State 100,6]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

;------------------------ 停止
[Statedef 1110]
type = S
movetype = I
physics = N
anim = 1110

[State 100,1]
type = PlaySnd
trigger1 = Time = 0
value = 0, 17
channel = 0

[State 100,1]
type = PlaySnd
trigger1 = Time = 0
value = 1,5

[State 105, VelMul]
type = VelMul
trigger1 = 1
x = .95

[State 1100,VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = 0

[State 101,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 追加・中K
[Statedef 1120]
type    = C
movetype= A
physics = N
anim = 1120
ctrl = 0
;poweradd = 72
juggle  = 8+(MoveHit&&P2StateType = A)*8

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -15

[State 100,1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,9

[State 100,1]
type = PlaySnd
trigger1 = Time = 0
value = 0, 18
channel = 0

[State 105, VelMul]
type = VelMul
trigger1 = 1
x = .965

[State 1100,VelSet]
type = VelSet
trigger1 = AnimElem = 8
x = 0

[State 420,HitDef]
type = HitDef
trigger1 = Time = 0
attr = C, NA
animtype = Hard
damage    = 11,4
getpower = 90,60
givepower = 60,44
guardflag = L
hitflag = MAF
pausetime = Ceil(15*IfElse((Var(30)=2&&Fvar(8)),.5,1)),Ceil(15*IfElse((Var(30)=2&&Fvar(8)),.5,1))
sparkno = 2
guard.sparkno = 40
sparkxy = -10,-15
hitsound = S5, 5
guardsound = S6, 0
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10
air.velocity = -3,-7
ground.cornerpush.veloff = -18
air.cornerpush.veloff = 0
yaccel = .4
id = 1120
numhits = 1
air.fall = 0
fall.recover = 0


[State 420,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 7
movetype = I

[State 1000, TargetState]
type = TargetState
trigger1 = NumTarget(1120)
trigger1 = MoveHit
value = 1140

[State 1000, ChangeState]
type = ChangeState
trigger1 = NumTarget(1120)
trigger1 = Target(1120),StateNo = 1140
value = 1130

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

;-------------------------------------------------------------------------------
; 追加・強K
;------------------------ 空中
[Statedef 1150]
type = A
movetype = A
physics = N
ctrl = 0
Anim = 1150
velset = 3,-10
;poweradd = 72
juggle  = 8+(MoveHit&&P2StateType = A)*8

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -15

[State 100,1]
type = PlaySnd
trigger1 = Time = 0
value = 0, 19
channel = 0

[State 105,PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = 1, 1

[State 1201,VelAdd]
type = VelAdd
trigger1 = 1
y = .75

[State 620,HitDef]
type = HitDef
trigger1 = Time = 0
attr = A, NA
animtype = Hard
damage    = 11,4
getpower = 90,60
givepower = 60,44
guardflag = HA
hitflag = MAF
pausetime = Ceil(15*IfElse((Var(30)=2&&Fvar(8)),.5,1)),Ceil(15*IfElse((Var(30)=2&&Fvar(8)),.5,1))
sparkno = 2
guard.sparkno = 40
sparkxy = -10,-15
hitsound = S5, 5
guardsound = S6, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -10
air.velocity = -3,-7
ground.cornerpush.veloff = -18
air.cornerpush.veloff = 0
yaccel = .4
id = 1150
numhits = 1
air.fall = 0
fall.recover = 0


[State 1000, TargetState]
type = TargetState
trigger1 = NumTarget(1150)
trigger1 = MoveHit
value = 1170

[State 1000, ChangeState]
type = ChangeState
trigger1 = NumTarget(1150)
trigger1 = Target(1150),StateNo = 1170
value = 1160

[State 1201,End]
type = ChangeState
trigger1 = AnimElem = 7,>0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1151

;------------------------ 停止
[Statedef 1151]
type = S
movetype = I
physics = S
anim = 1151
velset = 0,0

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

[State 105,PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = 1, 3

[State 101,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 追加・中K（投げ動作）
;------------------------ 空中
[Statedef 1130]
type = S
movetype = A
physics = S
ctrl = 0
Anim = 1130
velset = 0,0

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

[State 200,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 7,0

[State 810,TargetBind]
type = TargetState
trigger1 = Time = 0
value = 1140

[State 860,TargetBind]
type = BindToTarget
trigger1 = AnimElemNo(0) <= 2
pos = 0,0

[State 100,0]
type = VelSet
trigger1 = AnimElem = 3
x = 5
y = -9

[State 810, Width]
type = Width
trigger1 = AnimElemNo(0) = [3,4]
edge = 20,0

[State 810, Width]
type = Width
trigger1 = AnimElemNo(0) = 5
edge = 25,0

[State 810, Width]
type = Width
trigger1 = AnimElemNo(0) = 6
edge = 40,0

[State 810, Width]
type = Width
trigger1 = AnimElemNo(0) = 7
edge = 30,0

[State 860,TargetBind]
type = TargetBind
trigger1 = AnimElemNo(0) = 3
pos = 10,-60

[State 860,TargetBind]
type = TargetBind
trigger1 = AnimElemNo(0) = 4
pos = 10,-75

[State 860,TargetBind]
type = TargetBind
trigger1 = AnimElemNo(0) = 5
pos = 15,-70

[State 860,TargetBind]
type = TargetBind
trigger1 = AnimElemNo(0) = 6
pos = 25,-45

[State 860,TargetBind]
type = TargetBind
trigger1 = AnimElemNo(0) = 7
pos = 20,-30

[State 105,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 3
statetype = A
physics = N

[State 910, 8]
type = PowerAdd
Trigger1 = AnimElem = 4
value = 60

[State 1201,VelAdd]
type = VelAdd
trigger1 = AnimElem = 3,>0
y = .75

[State 1201,End]
type = ChangeState
trigger1 = AnimElem = 3,>0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1131

;------------------------ 停止
[Statedef 1131]
type = S
movetype = A
physics = S
anim = 1131
velset = 0,0

[State 1200, NotHitBy]
type = NotHitBy
trigger1 = 1
value2 = SCA

[State 810,TargetBind]
type = TargetState
trigger1 = Time = 0
value = 1141

[State 810,TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 0
value = -50 ;-Ceil(ifelse((fvar(10)>.1),70*fvar(10),7))

[State 860,TargetBind]
type = TargetBind
trigger1 = Time = 0
pos = 20,-20

[State 1005, Explod]
type = Explod
trigger1 = Time = 0
anim = F62
;id = 2060
pos =20,0
scale = .5,.5
postype = P1
sprpriority = 6
facing = 1
bindtime = 1
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 1005, Explod]
type = Explod
trigger1 = Time = 5
anim = F62
;id = 2055
pos = 0,20
scale = .875,.875
postype = P2
sprpriority = 6
facing = 1
bindtime = 1
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 100,1]
type = PlaySnd
trigger1 = Time = 0
value = 7, 1

[State 861,HitAdd]
type = HitAdd
trigger1 = Time = 0
value = 1

[State 911, 2]
type = EnvShake
trigger1 = Time = 0
time = 15

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

[State 100,0]
type = VelSet
trigger1 = AnimElem = 3
x = -3.5
y = -4

[State 105,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 3
statetype = A
physics = N

[State 1201,VelAdd]
type = VelAdd
trigger1 = AnimElem = 3,>0
y = .45

[State 1201,End]
type = ChangeState
trigger1 = AnimElem = 3,>0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1132

;------------------------ 着地
[Statedef 1132]
type = S
movetype = I
physics = S
anim = 1132
velset = 0,0

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

[State -3,PlaySnd1]
type = PlaySnd
trigger1 = Time = 1
value = 1,3

[State 101,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 追加・中（投げられ側）
;------------------------ 1
[Statedef 1140]
type = A
movetype = H
physics = N
velset = 0, 0
ctrl = 0

[State 820, screenbound]
type = screenbound
Trigger1 = 1
value = 1
movecamera = 0,0

[State 910, 8]
type = PowerAdd
Trigger1 = AnimElem = 4
value = 50

[State 870,ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 1140

;------------------------ 2
[Statedef 1141]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

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

[State 870,ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 1141

[State 5000, 4]
type = ChangeAnim2
trigger1 = Time < 10
value = anim

[State 880,VelAdd]
type = VelSet
trigger1 = Time = 10
x = -5
y = -5

[State 880,VelAdd]
type = VelAdd
trigger1 = Time > 10
y = .5

[State 880,Muteki]
type = NotHitBy
trigger1 = Time <= 10
value = SCA

[State 880,VelAdd]
type = VelSet
trigger1 = Time > 10
trigger1 = Vel Y > 0 && Pos Y >= -20
x = -2

[State 880,SelfState]
type = SelfState
trigger1 = Time > 10
trigger1 = Vel Y > 0 && Pos Y >= -20
value = 5100

;-------------------------------------------------------------------------------
; 追加・強K（投げ動作）
;------------------------ 空中
[Statedef 1160]
type = S
movetype = A
physics = S
ctrl = 0
Anim = 1160
velset = 0,0

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

[State 40, 2]
type = VarSet
trigger1 = Time = 0
var(15) = IfElse((PrevStateNo=1420),1,0)

[State 200,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 7,0

[State 100,1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, IfElse((PrevStateNo=1420),21,13)
channel = 0

[State 100,0]
type = VelSet
trigger1 = AnimElem = 2
x = 3
y = -4

[State 810,TargetBind]
type = TargetState
trigger1 = Time = 0
value = 1170

[State 810, Width]
type = Width
trigger1 = AnimElemNo(0) = 7
edge = 20,0

[State 810, Width]
type = Width
trigger1 = AnimElemNo(0) = 8
edge = 30,0

[State 860,TargetBind]
type = BindToTarget
trigger1 = AnimElemNo(0) <= 1
pos = 0,0,Mid

[State 860,TargetBind]
type = TargetBind
trigger1 = AnimElemNo(0) = [2,3]
pos = -15,-15

[State 860,TargetBind]
type = TargetBind
trigger1 = AnimElemNo(0) = 4
pos = -40,-20

[State 860,TargetBind]
type = TargetBind
trigger1 = AnimElemNo(0) = 5
pos = -40,-65

[State 860,TargetBind]
type = TargetBind
trigger1 = AnimElemNo(0) = 6
pos = -10,-100

[State 860,TargetBind]
type = TargetBind
trigger1 = AnimElemNo(0) = 7
pos = 10,-100

[State 860,TargetBind]
type = TargetBind
trigger1 = AnimElemNo(0) = 8
pos = 20,-20

[State 105,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A
physics = N

[State 910, 8]
type = PowerAdd
Trigger1 = AnimElem = 4
value = 60

[State 1201,VelAdd]
type = VelAdd
trigger1 = AnimElem = 2,>0
y = .57

[State 1201,End]
type = ChangeState
trigger1 = AnimElem = 7,>0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1161

;------------------------ 停止
[Statedef 1161]
type = S
movetype = A
physics = S
anim = 1161
velset = 0,0

[State 1200, NotHitBy]
type = NotHitBy
trigger1 = 1
value2 = SCA

[State 1005, Explod]
type = Explod
trigger1 = Time = 0
anim = F62
;id = 2060
pos =20,0
scale = .5,.5
postype = P1
sprpriority = 6
facing = 1
bindtime = 1
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 1005, Explod]
type = Explod
trigger1 = Time = 5
anim = F62
;id = 2055
pos =0,20
scale = .875,.875
postype = P2
sprpriority = 6
facing = 1
bindtime = 1
ownpal = 1
persistent = 0
ignorehitpause = 1



[State 100,1]
type = PlaySnd
trigger1 = Time = 0
value = 7, 1

[State 810,TargetBind]
type = TargetState
trigger1 = Time = 0
value = 1141

[State 810,TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 0
value = -65 ;-Ceil(ifelse((fvar(10)>.1),70*fvar(10),7))

[State 860,TargetBind]
type = TargetBind
trigger1 = AnimElem = 2,< 0
pos = 20,-20

[State 861,HitAdd]
type = HitAdd
trigger1 = Time = 0
value = 1

[State 911, 2]
type = EnvShake
trigger1 = Time = 0
time = 15

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

[State 100,0]
type = VelSet
trigger1 = AnimElem = 4
x = -2.5
y = -4

[State 105,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
statetype = A
physics = N

[State 1201,VelAdd]
type = VelAdd
trigger1 = AnimElem = 4,>0
y = .5

[State 1201,End]
type = ChangeState
trigger1 = AnimElem = 4,>0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1162

;------------------------ 着地
[Statedef 1162]
type = S
movetype = I
physics = S
anim = 1162
velset = 0,0

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

[State -3,PlaySnd1]
type = PlaySnd
trigger1 = Time = 1
value = 1,3

[State 101,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 追加・中（投げられ側）
;------------------------ 1
[Statedef 1170]
type = A
movetype = H
physics = N
velset = 0, 0
ctrl = 0

[State 820, screenbound]
type = screenbound
Trigger1 = 1
value = 1
movecamera = 0,0

[State 910, 8]
type = PowerAdd
Trigger1 = AnimElem = 4
value = 50

[State 870,ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 1170

;-------------------------------------------------------------------------------
; 逆疾駆け
[Statedef 1200]
type    = S
movetype = I
physics = S
anim = 1200
ctrl = 0
;poweradd = 72

[State 100,0]
type = VelSet
trigger1 = PrevStateNo != 1100
x = 0
y = 0

[State 105,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 1, 2
channel = 5

[State 100,1]
type = PlaySnd
trigger1 = Time = 0
value = 0, 8
channel = 0

[State 100,0]
type = VelSet
trigger1 = AnimElem = 3,>=0
x = -7.5

[State 105,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5,=1
value = 1, 3
channel = 5

[State 105,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8,=1
value = 1, 4
channel = 5

[State 100,4]
type = ChangeState
trigger1 = Time > 8
trigger1 = Command = "Hayagake"
value = 1230
ctrl = 0

[State 40, 2]
type = VarSet
trigger1 = Time > 9
trigger1 = Command = "b" || Command = "c"
sysvar(1) = IfElse((Command = "b"),1,-1)

[State 100,4]
type = ChangeState
trigger1 = Time > 9
trigger1 = Command = "a" || Command = "b" || Command = "c"
value = IfElse((Command = "a"),1210,1220)
ctrl = 0

[State 100,4]
type = ChangeState
trigger1 = Time >= 44
value = 1210
ctrl = 0

[State 100,6]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

;------------------------ 追加・弱
[Statedef 1210]
type = S
movetype = I
physics = N
anim = 1210

[State 100,1]
type = PlaySnd
trigger1 = Time = 0
value = 1,5

[State 105, VelMul]
type = VelMul
trigger1 = 1
x = .95

[State 1100,VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = 0

[State 101,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------ 追加・中強
[Statedef 1220]
type    = S
physics = S
ctrl = 0
sprpriority = 1
velset = 0,0

[State 1000, 0]
type = ChangeAnim
trigger1 = Time = 0
value = IfElse(sysvar(1) = 1,1220,1225)

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

[State 40, VarSet(12)]
type = VarSet
trigger1 = AnimTime = 0
var(32) = 4

[State 105,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 1, 1



[State 3001, Super]
type = Helper
trigger1 = AnimTime = 0
id = 2100
name = "jump Effect"
pos =0,0
postype = P1
stateno = 2100
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 4600,10]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;------------------------ 疾駆けへ移行
[Statedef 1230]
type = S
movetype = I
physics = S
anim = 1230
ctrl = 0

[State 105,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 1, 2
channel = 5

[State 100,4]
type = ChangeState
trigger1 = AnimTime = 0
value = 1100
ctrl = 0

;---------------------------------------------------------------------
; 烈風脚
;------------------------
[Statedef 1300]
type    = S
movetype= A
physics = S
anim = 1300
ctrl = 0
;poweradd = 72
juggle  = 3 ;+(MoveHit&&P2StateType = A)*8

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -75

[State 810,LifeAdd]
type = LifeAdd
trigger1 = Time = 0
value = -32
kill = 0

[State 1200, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value2 = SCA
Time = 8

[State 100,1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 20
channel = 0

[State -3,PlaySnd1]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 9 || AnimElem = 15
value = 4,5

[State 1140,VarSet]
type = VarSet
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 200,VarSet(32)]
type = VarSet
trigger1 = MoveHit
trigger1 = HitPauseTime != 0
trigger1 = !(Var(30) = 2 && Fvar(8))
var(16) = 1
ignorehitpause = 1

[State 3001, Super]
type = Helper
trigger1 = AnimElem = 4
persistent = 0
id = 1305
pos = 0,0
postype = P1
stateno = 1305
helpertype = normal
keyctrl = 0
facing = 1
ownpal = 1

[State 1321, HitDef]
type = HitDef
;trigger1 = NumTarget
;trigger1 = Target,StateType = A
;trigger1 = var(16) = 1
;trigger1 = AnimElem = 4 || AnimElem = 7 || AnimElem = 10 || AnimElem = 13
trigger1 = AnimElem = 4
attr = S, SA
damage = 64,11
animtype = Hard
getpower = 90,60
givepower = 60,44
guardflag = MA
hitflag = MAF
hitsound = S5,5
guardsound = S6,0
pausetime = 10,10
sparkno = 2
guard.sparkno = 40
sparkxy = -10,-75
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4.5,-7
air.velocity = -4.5,-7
guard.velocity = -10
guard.cornerpush.veloff = -18
air.cornerpush.veloff = 0
yaccel = .5
;air.juggle = 4
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0


[State 1321, HitDef]
type = HitDef
;triggerall = var(16) = 0
;trigger1 = AnimElem = 4 || AnimElem = 7 || AnimElem = 10 || AnimElem = 13
trigger1 = AnimElem = 4 
;trigger1 = NumTarget
;trigger1 = Target,Statetype != A
;trigger2 = !NumTarget
;trigger3 = Var(30) = 2 && Fvar(8)
attr = S, SA
damage = 64,11
animtype = Hard
getpower = 90,60
givepower = 60,44
guardflag = MA
hitflag = MAF
hitsound = S5,5
guardsound = S6,0
pausetime = 10,10
sparkno = 2
guard.sparkno = 40
sparkxy = -10,-75
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4.5,-7
air.velocity = -4.5,-7
guard.velocity = -10
guard.cornerpush.veloff = -18
air.cornerpush.veloff = 0
yaccel = .5
;air.juggle = 4
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0


[State 100,0]
type = VelSet
trigger1 = AnimElem = 19
x = -4.5
y = -3

[State 105,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 19
statetype = A
physics = N

[State 1201,VelAdd]
type = VelAdd
trigger1 = AnimElem = 19,>0
y = .38

[State 1201,End]
type = ChangeState
trigger1 = AnimElem = 19,>0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1301

;------------------------ 着地
[Statedef 1301]
type = S
movetype = I
physics = S
anim = 1151
velset = 0,0

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

[State -3,PlaySnd1]
type = PlaySnd
trigger1 = Time = 1
value = 1,3

[State 101,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------
; 烈風脚
;------------------------
[Statedef 130011]
type    = S
movetype= A
physics = S
anim = 130011
ctrl = 0
;poweradd = 72
juggle  = 3 ;+(MoveHit&&P2StateType = A)*8

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -75

[State 810,LifeAdd]
type = LifeAdd
trigger1 = Time = 0
value = -42
kill = 0

[State 1200, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value2 = SCA
Time = 8

[State 100,1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 20
channel = 0

[State -3,PlaySnd1]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 9 || AnimElem = 15
value = 4,5

[State 1140,VarSet]
type = VarSet
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 200,VarSet(32)]
type = VarSet
trigger1 = MoveHit
trigger1 = HitPauseTime != 0
trigger1 = !(Var(30) = 2 && Fvar(8))
var(16) = 1
ignorehitpause = 1

[State 3001, Super]
type = Helper
trigger1 = AnimElem = 4
persistent = 0
id = 1305
pos = 0,0
postype = P1
stateno = 1305
helpertype = normal
keyctrl = 0
facing = 1
ownpal = 1

[State 1321, HitDef]
type = HitDef
;trigger1 = NumTarget
;trigger1 = Target,StateType = A
;trigger1 = var(16) = 1
;trigger1 = AnimElem = 4 || AnimElem = 7 || AnimElem = 10 || AnimElem = 13
trigger1 = AnimElem = 4
attr = S, SA
damage = 80,15
animtype = Hard
getpower = 90,60
givepower = 60,44
guardflag = MA
hitflag = MAF
hitsound = S5,5
guardsound = S6,0
pausetime = 10,10
sparkno = 2
guard.sparkno = 40
sparkxy = -10,-75
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4.5,-7
air.velocity = -4.5,-7
guard.velocity = -10
guard.cornerpush.veloff = -18
air.cornerpush.veloff = 0
yaccel = .5
;air.juggle = 4
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0


[State 1321, HitDef]
type = HitDef
;triggerall = var(16) = 0
;triggerall = AnimElem = 4 || AnimElem = 7 || AnimElem = 10 || AnimElem = 13
;trigger1 = NumTarget
;trigger1 = Target,Statetype != A
;trigger2 = !NumTarget
;trigger3 = Var(30) = 2 && Fvar(8)
trigger1 = AnimElem = 4
attr = S, SA
damage = 80,15
animtype = Hard
getpower = 90,60
givepower = 60,44
guardflag = MA
hitflag = MAF
hitsound = S5,5
guardsound = S6,0
pausetime = 10,10
sparkno = 2
guard.sparkno = 40
sparkxy = -10,-75
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4.5,-7
air.velocity = -4.5,-7
guard.velocity = -10
guard.cornerpush.veloff = -18
air.cornerpush.veloff = 0
yaccel = .5
;air.juggle = 4
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0


[State 100,0]
type = VelSet
trigger1 = AnimElem = 19
x = -4.5
y = -3

[State 105,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 19
statetype = A
physics = N

[State 1201,VelAdd]
type = VelAdd
trigger1 = AnimElem = 19,>0
y = .38

[State 1201,End]
type = ChangeState
trigger1 = AnimElem = 19,>0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1301


;---------------------------------------------------------------------
; 烈風脚
;------------------------
[Statedef 130012]
type    = S
movetype= A
physics = S
anim = 130012
ctrl = 0
;poweradd = 72
juggle  = 3 ;+(MoveHit&&P2StateType = A)*8

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -75

[State 810,LifeAdd]
type = LifeAdd
trigger1 = Time = 0
value = -22
kill = 0

[State 1200, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value2 = SCA
Time = 8

[State 100,1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 20
channel = 0

[State -3,PlaySnd1]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 9 || AnimElem = 15
value = 4,5

[State 1140,VarSet]
type = VarSet
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 200,VarSet(32)]
type = VarSet
trigger1 = MoveHit
trigger1 = HitPauseTime != 0
trigger1 = !(Var(30) = 2 && Fvar(8))
var(16) = 1
ignorehitpause = 1

[State 3001, Super]
type = Helper
trigger1 = AnimElem = 4
persistent = 0
id = 1305
pos = 0,0
postype = P1
stateno = 1305
helpertype = normal
keyctrl = 0
facing = 1
ownpal = 1

[State 1321, HitDef]
type = HitDef
;trigger1 = NumTarget
;trigger1 = Target,StateType = A
;trigger1 = var(16) = 1
;trigger1 = AnimElem = 4 || AnimElem = 7 || AnimElem = 10 || AnimElem = 13
trigger1 = AnimElem = 4
attr = S, SA
damage = 44,14
animtype = Hard
getpower = 90,60
givepower = 60,44
guardflag = MA
hitflag = MAF
hitsound = S5,5
guardsound = S6,0
pausetime = 10,10
sparkno = 2
guard.sparkno = 40
sparkxy = -10,-75
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4.5,-7
air.velocity = -4.5,-7
guard.velocity = -10
guard.cornerpush.veloff = -18
air.cornerpush.veloff = 0
yaccel = .5
;air.juggle = 8
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0


[State 1321, HitDef]
type = HitDef
;triggerall = var(16) = 0
;triggerall = AnimElem = 4 || AnimElem = 7 || AnimElem = 10 || AnimElem = 13
;trigger1 = NumTarget
;trigger1 = Target,Statetype != A
;trigger2 = !NumTarget
;trigger3 = Var(30) = 2 && Fvar(8)
trigger1 = AnimElem = 4
attr = S, SA
damage = 44,14
animtype = Hard
getpower = 90,60
givepower = 60,44
guardflag = MA
hitflag = MAF
hitsound = S5,5
guardsound = S6,0
pausetime = 10,10
sparkno = 2
guard.sparkno = 40
sparkxy = -10,-75
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4.5,-7
air.velocity = -4.5,-7
guard.velocity = -10
guard.cornerpush.veloff = -18
air.cornerpush.veloff = 0
yaccel = .5
;air.juggle = 4
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0


[State 100,0]
type = VelSet
trigger1 = AnimElem = 19
x = -4.5
y = -3

[State 105,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 19
statetype = A
physics = N

[State 1201,VelAdd]
type = VelAdd
trigger1 = AnimElem = 19,>0
y = .38

[State 1201,End]
type = ChangeState
trigger1 = AnimElem = 19,>0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1301

;------------------------ エフェクト
[Statedef 1305]
type = A
movetype = I
physics = N
ctrl = 0
anim = 1305
velset = 0,0
ownpal = 1
sprpriority = 3

[State 1000, 0]
type = BindToRoot
trigger1 = root,AnimElem = 20,<0
pos = 0,0

[State 1000, 0]
type = ChangeAnim
trigger1 = root,AnimElemNo(0) = 4 || root,AnimElemNo(0) = 10
value = anim
elem = 1
[State 1000, 0]
type = ChangeAnim
trigger1 = root,AnimElemNo(0) = 5 || root,AnimElemNo(0) = 11
value = anim
elem = 2
[State 1000, 0]
type = ChangeAnim
trigger1 = root,AnimElemNo(0) = 6 || root,AnimElemNo(0) = 12
value = anim
elem = 3
[State 1000, 0]
type = ChangeAnim
trigger1 = root,AnimElemNo(0) = 7 || root,AnimElemNo(0) = 13
value = anim
elem = 4
[State 1000, 0]
type = ChangeAnim
trigger1 = root,AnimElemNo(0) = 8 || root,AnimElemNo(0) = 14
value = anim
elem = 5
[State 1000, 0]
type = ChangeAnim
trigger1 = root,AnimElemNo(0) = 9
value = anim
elem = 6

[State 1000, 0]
type = ChangeAnim
trigger1 = root,AnimElem = 15
value = anim
elem = 7

[State 4110, Explod]
type = Explod
trigger1 = root,AnimElem = 4
anim = 1306
id = 1306
pos = 0,0
postype = P1
sprpriority = 3
bindtime = -1
removetime = -1
ownpal = 1
persistent = 0

[State 1000, 0]
type = RemoveExplod
trigger1 = root,AnimElem = 15
trigger2 = Root,StateNo != 1300
id = 1306

[State 4110, Explod]
type = Explod
trigger1 = root,AnimElem = 15
anim = 1307
pos = 0,0
postype = P1
sprpriority = 3
bindtime = -1
ownpal = 1
persistent = 0

[State 7602,DestroySelf]
type = DestroySelf
trigger1 = Root,StateNo != 1300 && Root,StateNo != 4500
trigger2 = AnimTime = 0

;---------------------------------------------------------------------------
; 八艘脚・弱P
[Statedef 1400]
type = A
movetype = I
physics = N
anim = 1400
velset = 0, 0
ctrl = 0
;poweradd = 72

[State 1100,VelSet]
type = PosSet
trigger1 = Time = 0
x = (Pos x-ScreenPos x)*Facing

[State 40, 2]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 1

[State 40,VelSet]
type = VelSet
trigger1 = AnimTime = 0
x = 6
y = -4

[State 40, VarSet(12)]
type = VarSet
trigger1 = AnimTime = 0
var(32) = 1

[State -3,PlaySnd]
type = PlaySnd
trigger1 = AnimTime = 0
value = 0, 17
channel = 0

[State 4600,10]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; 八艘脚・中強P
;------------------------ 壁張り付き・中P
[Statedef 1410]
type = A
movetype = I
physics = N
anim = 1410
velset = 0, 0
ctrl = 0
;poweradd = 72

[State 1100,VelSet]
type = PosSet
trigger1 = Time = 0
x = (Pos x-ScreenPos x)*Facing

[State -3,PlaySnd1]
type = PlaySnd
trigger1 = Time = 0
value = 1,3

[State 40,VelSet]
type = VelSet
trigger1 = AnimTime = 0
x = 4

[State 4600,10]
type = ChangeState
trigger1 = AnimTime = 0
value = 1420

;------------------------ 壁張り付き・強P
[Statedef 1415]
type = A
movetype = I
physics = N
anim = 1410
velset = 0, 0
ctrl = 0
;poweradd = 72

[State 1100,VelSet]
type = PosSet
trigger1 = Time = 0
x = (Pos x-ScreenPos x)*Facing

[State -3,PlaySnd1]
type = PlaySnd
trigger1 = Time = 0
value = 1,3

[State 40,VelSet]
type = VelSet
trigger1 = AnimTime = 0
x = 8

[State 4600,10]
type = ChangeState
trigger1 = AnimTime = 0
value = 1420

;------------------------ 空中
[Statedef 1420]
type = A
movetype = A
physics = N
ctrl = 0
Anim = 1420
juggle  = 8+(MoveHit&&P2StateType = A)*8

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(28) = 1

[State 100,1]
type = PlaySnd
trigger1 = Time = 0
value = 0, 19
channel = 0

[State 1201,VelAdd]
type = VelAdd
trigger1 = 1
y = .5

[State 800,HitDef]
type = Hitdef
trigger1 = Time = 0
attr = A, ST
priority = 7,Miss
getpower = floor(72*fvar(5))
hitflag = M-
numhits = 1
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 1160
p2stateno = 1170
p2getp1state = 1
hitsound = -1
fall = 1
fall.recover = 0


[State 1201,End]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1421

;------------------------ 停止
[Statedef 1421]
type = S
movetype = I
physics = S
anim = 1421
velset = 4,0

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

[State -3,PlaySnd1]
type = PlaySnd
trigger1 = Time = 1
value = 1,3

[State 1100,VelSet]
type = PosAdd
trigger1 = AnimElem = 3
x = 10

[State 40,VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = 0



[State 101,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 八艘脚・弱K
[Statedef 1430]
type = A
movetype = I
physics = N
anim = 1430
velset = 0, 0
ctrl = 0
;poweradd = 72

[State 1100,VelSet]
type = PosSet
trigger1 = Time = 0
x = (Pos x-ScreenPos x)*Facing

[State 1201,VelAdd]
type = VelAdd
trigger1 = AnimElem = 6,>0
y = .5


[State -3,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6,=1
value = 0, 17
channel = 0

[State 1201,End]
type = ChangeState
trigger1 = AnimElem = 6,>0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 52

;------------------------ 壁張り付き・中K
[Statedef 1440]
type = A
movetype = I
physics = N
anim = 1440
velset = 0, 0
ctrl = 0
;poweradd = 72

[State 1100,VelSet]
type = PosSet
trigger1 = Time = 0
x = (Pos x-ScreenPos x)*Facing

[State 40,VelSet]
type = VelSet
trigger1 = AnimTime = 0
x = 1.5
y = 1

[State 4600,10]
type = ChangeState
trigger1 = AnimTime = 0
value = 1450

;------------------------ 壁張り付き・強K
[Statedef 1445]
type = A
movetype = I
physics = N
anim = 1440
velset = 0, 0
ctrl = 0
;poweradd = 72

[State 1100,VelSet]
type = PosSet
trigger1 = Time = 0
x = (Pos x-ScreenPos x)*Facing

[State 40,VelSet]
type = VelSet
trigger1 = AnimTime = 0
x = 7.5
y = 1

[State 4600,10]
type = ChangeState
trigger1 = AnimTime = 0
value = 1450

;------------------------ 空中
[Statedef 1450]
type = A
movetype = A
physics = N
ctrl = 0
Anim = 1450
juggle  = 8+(MoveHit&&P2StateType = A)*8

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -15

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -15

[State -3,PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = 0, 10
channel = 0

[State -3,PlaySnd1]
type = PlaySnd
trigger1 = Time = 0
value = 4,5

[State 1201,VelAdd]
type = VelAdd
trigger1 = 1
y = .5

[State 1321, HitDef]
type = HitDef
trigger1 = Time = 0
attr = A, SA
damage = 64,11
animtype = UP
getpower = 90,60
givepower = 60,44
guardflag = M
hitflag = MAF
hitsound = S5,5
guardsound = S6,0
pausetime = Ceil(9*IfElse((Var(30)=2&&Fvar(8)),.5,1)),Ceil(9*IfElse((Var(30)=2&&Fvar(8)),.5,1))
sparkno = 2
guard.sparkno = 40
sparkxy = -15,-15
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4.5,-7
air.velocity = -4.5,-7
guard.velocity = -10
guard.cornerpush.veloff = -18
air.cornerpush.veloff = 0
yaccel = .5
air.juggle = 8
fall = 1
fall.recover = !(Var(30) = 2 && Fvar(8))
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0


[State 1201,End]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1451

;------------------------ 停止
[Statedef 1451]
type = S
movetype = I
physics = S
anim = 1451
velset = 0,0

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

[State -3,PlaySnd1]
type = PlaySnd
trigger1 = Time = 1
value = 1,3

[State 101,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 天狗倒し
;------------------------ 弱
[Statedef 1500]
type = A
movetype = A
physics = A
ctrl = 0
anim = 1500
;poweradd = 72
juggle  = 8+(MoveHit&&P2StateType = A)*8

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(28) = 1

[State 1500,PosAdd]
type = PosAdd
trigger1 = AnimElem = 3
x = 4

[State 40, 1]
type = VarSet
trigger1 = Time = 0
var(14) = 1

[State 1510,HitDef]
type = Hitdef
triggerall = Var(30) = 2 && Fvar(8)
trigger1 = Time = 0
trigger1 = P2StateNo != 150
trigger1 = P2StateNo != 152
trigger1 = P2StateNo != 154
attr = A, ST
priority = 7,Miss
getpower = floor(IfElse(var(41)>1,72,143)*fvar(5))
hitflag = AF
numhits = 0
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 1530
p2stateno = 1540
p2getp1state = 1
hitsound = -1
fall = 1
fall.recover = 0

[State 1510,HitDef]
type = Hitdef
triggerall = Time = 0
triggerall = P2StateNo != 150
triggerall = P2StateNo != 152
triggerall = P2StateNo != 154
trigger1 = Var(30) != 2
trigger2 = Var(30) = 2 && !Fvar(8)
attr = A, ST
priority = 7,Miss
getpower = floor(IfElse(var(41)>1,72,143)*fvar(5))
hitflag = AF-
numhits = 0
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 1530
p2stateno = 1540
p2getp1state = 1
hitsound = -1
fall = 1
fall.recover = 0

[State 1500,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = 0, 11
channel = 0

[State 1500,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

;------------------------ 中
[Statedef 1510]
type = A
movetype = A
physics = A
ctrl = 0
anim = 1510
;poweradd = 72
juggle  = 8

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(28) = 1

[State 1510,PosAdd]
type = PosAdd
trigger1 = AnimElem = 3
x = 8

[State 40, 1]
type = VarSet
trigger1 = Time = 0
var(14) = 2

[State 1510,HitDef]
type = Hitdef
triggerall = Var(30) = 2 && Fvar(8)
trigger1 = Time = 0
trigger1 = P2StateNo != 150
trigger1 = P2StateNo != 152
trigger1 = P2StateNo != 154
attr = A, ST
priority = 7,Miss
getpower = floor(IfElse(var(41)>1,72,143)*fvar(5))
hitflag = AF
numhits = 0
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 1530
p2stateno = 1540
p2getp1state = 1
hitsound = -1
fall = 1
fall.recover = 0

[State 1510,HitDef]
type = Hitdef
triggerall = Time = 0
triggerall = P2StateNo != 150
triggerall = P2StateNo != 152
triggerall = P2StateNo != 154
trigger1 = Var(30) != 2
trigger2 = Var(30) = 2 && !Fvar(8)
attr = A, ST
priority = 7,Miss
getpower = floor(IfElse(var(41)>1,72,143)*fvar(5))
hitflag = AF-
numhits = 0
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 1530
p2stateno = 1540
p2getp1state = 1
hitsound = -1
fall = 1
fall.recover = 0

[State 1510,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = 0, 11
channel = 0

[State 1510,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

;------------------------ 強
[Statedef 1520]
type = A
movetype = A
physics = A
ctrl = 0
anim = 1520
;poweradd = 72
juggle  = 8

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(28) = 1

[State 1520,PosAdd]
type = PosAdd
trigger1 = AnimElem = 3
x = 12

[State 40, 1]
type = VarSet
trigger1 = Time = 0
var(14) = 3

[State 1510,HitDef]
type = Hitdef
triggerall = Var(30) = 2 && Fvar(8)
trigger1 = Time = 0
trigger1 = P2StateNo != 150
trigger1 = P2StateNo != 152
trigger1 = P2StateNo != 154
attr = A, ST
priority = 7,Miss
getpower = floor(IfElse(var(41)>1,72,143)*fvar(5))
hitflag = AF
numhits = 0
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 1530
p2stateno = 1540
p2getp1state = 1
hitsound = -1
fall = 1
fall.recover = 0

[State 1510,HitDef]
type = Hitdef
triggerall = Time = 0
triggerall = P2StateNo != 150
triggerall = P2StateNo != 152
triggerall = P2StateNo != 154
trigger1 = Var(30) != 2
trigger2 = Var(30) = 2 && !Fvar(8)
attr = A, ST
priority = 7,Miss
getpower = floor(IfElse(var(41)>1,72,143)*fvar(5))
hitflag = AF-
numhits = 0
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 1530
p2stateno = 1540
p2getp1state = 1
hitsound = -1
fall = 1
fall.recover = 0

[State 1520,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = 0, 11
channel = 0

[State 1520,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

;-------------------------------------------------------------------------------
; 天狗倒し（投げ動作）
;------------------------ 1
[Statedef 1530]
type = A
movetype = A
physics = N
ctrl = 0
Anim = 1530
velset = 0,0

[State 200,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 7,0



[State 3001, Super]
type = Helper
trigger1 = Time = 0
persistent = 0
id = 1550
pos = 160,0
postype = Left
stateno = 1550
helpertype = normal
keyctrl = 0
facing = 1

[State 1500,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 8
channel = 0

[State 1000, 0]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 810,TargetBind]
type = TargetState
trigger1 = Time = 0
value = 1540

[State 810, Width]
type = Width
trigger1 = AnimElemNo(0) = [1,2]
edge = 50,0

[State 810, Width]
type = Width
trigger1 = AnimElemNo(0) = 3
edge = 20,0

[State 810, Width]
type = Width
trigger1 = AnimElemNo(0) = 4
edge = 25,0

[State 860,TargetBind]
type = TargetBind
trigger1 = AnimElemNo(0) = 1
pos = 40,-55

[State 860,TargetBind]
type = TargetBind
trigger1 = AnimElemNo(0) = 2
pos = 0,-55

[State 860,TargetBind]
type = TargetBind
trigger1 = AnimElemNo(0) = 3
pos = 10,-75

[State 910, 8]
type = PowerAdd
Trigger1 = AnimElem = 4
value = 60

[State 860,TargetBind]
type = TargetBind
trigger1 = AnimElemNo(0) = 4
pos = 15,-70

[State 40,VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = ((320-(ifelse(Facing=1,0,320)+ScreenPos X))/15)*Facing
y = -5

[State 1201,VelAdd]
type = VelAdd
trigger1 = AnimElem = 3,> 0
y = .5

[State 101,End]
type = ChangeState
trigger1 = AnimElem = 3,> 0
trigger1 = Frontedgebodydist < 1
value = 1531

;------------------------ 2
[Statedef 1531]
type = A
movetype = A
physics = N
ctrl = 0
Anim = 1531
velset = 0,0

[State 1005, Explod]
type = Explod
trigger1 = Time = 0
anim = 2065
id = 2065
pos =0,Ceil(240-(240-ScreenPos Y)-50)
scale = .5,.5
postype = Front
sprpriority = -2
facing = 1
bindtime = 1
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 100,1]
type = PlaySnd
trigger1 = Time = 0
value = 7, 1

[State 810,TargetBind]
type = TargetState
trigger1 = Time = 0
value = 1541

[State 810,TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 0
value = -40 ;Ceil(ifelse((fvar(10)>.1),37*fvar(10),4))
Kill = 0

[State 911, 2]
type = EnvShake
trigger1 = Time = 0
time = 15

[State 860,TargetBind]
type = TargetBind
trigger1 = AnimElemNo(0) = 1
pos = 15,-70

[State 860,TargetBind]
type = TargetBind
trigger1 = AnimElemNo(0) = 2
pos = 25,-55

[State 860,TargetBind]
type = TargetBind
trigger1 = AnimElemNo(0) = 3
pos = 20,-35

[State 860,TargetBind]
type = TargetBind
trigger1 = AnimElemNo(0) = 4
pos = -15,-30

[State 860,TargetBind]
type = TargetBind
trigger1 = AnimElemNo(0) = 5
pos = -10,-30

[State 860,TargetBind]
type = TargetBind
trigger1 = AnimElemNo(0) = 6
pos = 5,-55


[State 1000, 0]
type = Turn
trigger1 = AnimElem = 4

[State 1000, 0]
type = TargetFacing
trigger1 = AnimElem = 4
value = 1

[State 1000, 0]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 1100,VelSet]
type = PosSet
trigger1 = Time = 0
x = (320-(Pos x-ScreenPos x))*Facing

[State 40,VelSet]
type = VelSet
trigger1 = AnimTime = 0
x = 3
y = -4

[State 101,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 1532

;------------------------ 3
[Statedef 1532]
type = A
movetype = A
physics = N
ctrl = 0
Anim = 1532

[State 1500,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 0, 22
channel = 0

[State 810,TargetBind]
type = TargetState
trigger1 = Time = 0
value = 1542

[State 1000, 0]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 810, Width]
type = Width
trigger1 = AnimElemNo(0) = 1
edge = 20,0

[State 810, Width]
type = Width
trigger1 = AnimElemNo(0) = 2
edge = 25,0

[State 810, Width]
type = Width
trigger1 = AnimElemNo(0) = 3
edge = 35,0

[State 810, Width]
type = Width
trigger1 = AnimElemNo(0) = 4
edge = 30,0

[State 860,TargetBind]
type = TargetBind
trigger1 = AnimElemNo(0) = 1
pos = 10,-70

[State 860,TargetBind]
type = TargetBind
trigger1 = AnimElemNo(0) = 2
pos = 15,-70

[State 860,TargetBind]
type = TargetBind
trigger1 = AnimElemNo(0) = 3
pos = 25,-45

[State 860,TargetBind]
type = TargetBind
trigger1 = AnimElemNo(0) = 4
pos = 20,-30

[State 1201,VelAdd]
type = VelAdd
trigger1 = 1
y = .75

[State 910, 8]
type = PowerAdd
Trigger1 = AnimElem = 4
value = 60

[State 1000, 0]
type = TargetFacing
trigger1 = Vel Y > 0 && Pos Y >= 0
value = -1

[State 1201,End]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1533

;------------------------ 4
[Statedef 1533]
type = S
movetype = A
physics = S
anim = 1533
velset = 0,0

[State 1200, NotHitBy]
type = NotHitBy
trigger1 = 1
value2 = SCA

[State 810,TargetBind]
type = TargetState
trigger1 = Time = 0
value = 1141

[State 810,TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 0
value = -55 ;-Ceil(ifelse((fvar(10)>.1),ifelse(var(14)=3,117,ifelse(var(14)=2,110,103))*fvar(10),ifelse(var(14)=3,12,ifelse(var(14)=2,11,10))))

[State 860,TargetBind]
type = TargetBind
trigger1 = AnimElem = 1,< 10
pos = 20,-20

[State 1005, Explod]
type = Explod
trigger1 = Time = 0
anim = F62
;id = 2060
pos =20,0
scale = .5,.5
postype = P1
sprpriority = 6
facing = 1
bindtime = 1
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 1005, Explod]
type = Explod
trigger1 = Time = 5
anim = F62
;id = 2055
pos =0,20
scale = .875,.875
postype = P2
sprpriority = 6
facing = 1
bindtime = 1
ownpal = 1
persistent = 0
ignorehitpause = 1


[State 100,1]
type = PlaySnd
trigger1 = Time = 0
value = 7, 1

[State 861,HitAdd]
type = HitAdd
trigger1 = Time = 0
value = 1

[State 911, 2]
type = EnvShake
trigger1 = Time = 0
time = 15

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

[State 100,0]
type = VelSet
trigger1 = AnimElem = 3
x = -3.5
y = -4

[State 105,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 3
statetype = A
physics = N



[State 1201,VelAdd]
type = VelAdd
trigger1 = AnimElem = 3,>0
y = .45

[State 1201,End]
type = ChangeState
trigger1 = AnimElem = 5,>0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1534

;------------------------ 5
[Statedef 1534]
type = S
movetype = I
physics = S
anim = 1534
velset = 0,0

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

[State 101,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 天狗倒し（相手動作）
;------------------------ 1
[Statedef 1540]
type = A
movetype = H
physics = N
velset = 0, 0
ctrl = 0



[State 820, screenbound]
type = screenbound
Trigger1 = 1
value = 1
movecamera = 0,0

[State 910, 8]
type = PowerAdd
Trigger1 = AnimElem = 4
value = 50

[State 870,ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 1540

;------------------------ 2
[Statedef 1541]
type = A
movetype = H
physics = N
velset = 0, 0
ctrl = 0

[State 820, screenbound]
type = screenbound
Trigger1 = 1
value = 1
movecamera = 0,0



[State 870,ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 1541

;------------------------ 3
[Statedef 1542]
type = A
movetype = H
physics = N
velset = 0, 0
ctrl = 0

[State 820, screenbound]
type = screenbound
Trigger1 = 1
value = 1
movecamera = 0,0

[State 910, 8]
type = PowerAdd
Trigger1 = AnimElem = 4
value = 60

[State 870,ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 1542

;---------------------------------------------------------------------------
; カメラ固定ヘルパー
;------------------------ 
[Statedef 1550]
type = A
movetype = I
physics = N
ctrl = 0
anim = 20000
velset = 0,0
ownpal = 1

[State 1100,VelSet]
type = PosSet
trigger1 = Time = 0
y = Root,Pos Y

[State 1000, 0]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,1

[State 7602,DestroySelf]
type = DestroySelf
trigger1 = Root,StateNo != [1500,1532]
trigger1 = Root,StateNo != [3200,3299]
trigger1 = Root,StateNo != [3300,3399]