;---------------------------------------------------------------------------
;サーキットスパーク
[Statedef 950]
Type     = S
MoveType = A
Physics  = S
Anim     = 950
Ctrl     = 0
VelSet = 0,0
PowerAdd = 0
Facep2 = 1

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = NotHitBy
Trigger1 = AnimTime < -1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = PlaySnd
Trigger1 = Time = 1
Value = s990,1
Channel = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = EnvShake
Trigger1 = Time = 6
Time  = 24
Ampl  = 5
Freq  = 90

[State -1]
Type = Explod
Trigger1 = Time = 6
Anim = 10950
ID = 10950
Pos = 0,0
PosType = P1
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = RoundState <= 2
Trigger1 = Time = 11
Trigger1 = Var(13) <= 0
V = 51
Value = 177
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PowerSet
Trigger1 = RoundState <= 2
Trigger1 = Time = 11
Trigger1 = Var(13) > 0
Value = 0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = RoundState <= 2
Trigger1 = Time = 11
Trigger1 = Var(13) > 0
V = 13
Value = 0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Time = 10
Value = s950, 0
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PalFX
Trigger1 = Time >= 8
Time = 16
Add = 255-Var(7),255-Var(7),255-Var(7)
IgnoreHitPause = 0
Peresistent = 1

[State -1]
Type = VarAdd
Trigger1 = Time = [12,24]
V = 7
Value = 20

[State -1]
Type = BGPalFX
Trigger1 = Time >= 0
Time = 1
Add = 0-Var(8),0-Var(8),0-Var(8)
IgnoreHitPause = 0
Peresistent = 1

[State -1]
Type = VarAdd
Trigger1 = Time = [0,25]
V = 8
Value = 5

[State -1]
Type = VarAdd
Trigger1 = AnimTime >= -6
V = 8
Value = -20

[State -1]
Type = Explod
TriggerAll = Var(51) = 0
TriggerAll = Var(0)/1000%10 = 0
TriggerAll = NumExplod(25200) = 0
Trigger1 = Time = 11
Anim = 25200
PosType = Left
Pos = 160, 30
BindTime = -1
RemoveTime = -2
Ownpal = 1
OnTop = 1
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
SprPriority = 8
ID = 25200
Persistent = 0

[State -1]
Type = VarRangeSet
Trigger1 = AnimTime = 0
First = 7
Last = 8
Value = 0

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Time = 11
Attr = S, NT
Damage = Ceil(FVar(0)*(10-Var(4)%2))
AnimType = Hard
HitFlag = MAFD
Priority = 4, Hit
PauseTime = 1, 1+Var(41)
SparkNo = -1
Guard.SparkNo = -1
SparkXY = -Random%20, -50-Random%20
HitSound = s10, IfElse(Var(26)=2,2,IfElse(Var(26)=3,22,12))
SparkNo = -1
Guard.SparkNo = s160
Ground.Type = High
Air.Type = High
Ground.SlideTime = 10
Ground.HitTime  = 10
Ground.Velocity = -1.8,-9.8
Air.Velocity = IfElse(Var(50)=1,-1.8,-5),IfElse(Var(50)=1,-9.8,FVar(25))
Down.Velocity = -6,-2.5
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff =0
Down.CornerPush.VelOff = 0
YAccel = .48
Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 42
GetPower = 0
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*11)
EnvShake.Time = 15
EnvShake.Ampl = 5
EnvShake.Freq = 90

[State -1]
Type = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = AttackDist
Trigger1 = 1
Value = 30
Persistent = 1

[State -1] 
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
;強制開放
[Statedef 990]
Type     = S
MoveType = A
Physics  = S
Anim     = 990
Ctrl     = 0
VelSet = 0,0
PowerAdd = 0
Facep2 = 1

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = NotHitBy
Trigger1 = Time = 0
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 15

[State -1]
Type = EnvShake
Trigger1 = Time = 10
Time  = 24
Ampl  = 5
Freq  = 90

[State -1]
Type = Helper
Trigger1 = Time = 10
StateNo = 10990
ID = 10990
Pos = 0,15
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Time = 10
StateNo = 10991
ID = 10991
Pos = 10,-70
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Time = 1
Value = s990,1
Channel = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = PlaySnd
Trigger1 = Time = 10
Value = sIfElse((Var(26)=[2,3]),990,950), 0
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PalFX
Trigger1 = Time >= 7
Time = 16
Add = 255-Var(8),255-Var(8),255-Var(8)
IgnoreHitPause = 0
Peresistent = 1

[State -1]
Type = VarAdd
Trigger1 = Time >= 11
Trigger1 = Time <= 23
V = 8
Value = 20

[State -1]
Type = VarSet
Trigger1 = RoundState <= 2
Trigger1 = Var(13) = 1
Trigger1 = Time = 14
V = 13
Value = -1

[State -1]
Type = VarSet
Trigger1 = RoundState <= 2
Trigger1 = Var(13) = 0
Trigger1 = Time = 14
V = 14
Value = 1

[State -1]
Type = VarSet
TriggerAll = Time = 14
Trigger1 = Var(14) = 1
V = 46
Value = 30
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
TriggerAll = Time = 14
Trigger1 = Var(13) = -1
V = 46
Value = 60
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
TriggerAll = Time = 14
Trigger1 = Var(13) = -1
Trigger2 = Var(14) = 1
V = 49
Value = (Power)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
TriggerAll = Var(51) = 0
TriggerAll = Var(0)/1000%10 = 0
TriggerAll = NumExplod(25200) = 0
Trigger1 = Time = 14
Anim = 25200
PosType = Left
Pos = 160, 30
BindTime = -1
RemoveTime = -2
Ownpal = 1
OnTop = 1
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
SprPriority = 8
ID = 25200
Persistent = 0

[State -1]
Type = AfterImage
Trigger1 = Var(13) = -1
Trigger1 = Time = 14
Time = 99999
Trans = Add
Length   = 10
TimeGap  = 1
FrameFap = 1
PalBright = 0 , 0 , 0
PalContrast = 150 , 150 , 150
PalAdd = 100 , 100 , 0
PalMul = .5 , .5 , .5
IgnoreHitPause = 1
Peresistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = AfterImage
Trigger1 = Var(13) = 0
Trigger1 = Time = 14
Time = 999999
Trans = Add
Length   = 10
TimeGap  = 1
FrameFap = 1
PalBright = 0 , 0 , 0
PalContrast = 50 , 50 , 255
PalAdd = 0 , 0 , 0
PalMul = .5 , .5 , .5
IgnoreHitPause = 1
Peresistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = AnimTime = 0
V = 8
Value = 0

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Var(50) = 1
Trigger1 = Time = 14
Attr = S, NA
Damage = Ceil(FVar(0)*(10-Var(4)%2))
AnimType = Hard
HitFlag = MAFD
Priority = 4, Hit
PauseTime = 1, 1+Var(41)
SparkNo = -1
Guard.SparkNo = -1
SparkXY = -Random%20, -50-Random%20
HitSound = s10, IfElse((Var(26)=[2,3]),2,12)
SparkNo = -1
Guard.SparkNo = s160
Ground.Type = High
Air.Type = High
Ground.SlideTime = 10
Ground.HitTime  = 10
Ground.Velocity = -5
Air.Velocity = -3,-3
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Guard.cornerPush.VelOff = 0
Airguard.CornerPush.VelOff = 0
P2Facing = 1
Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
GetPower = 0
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*11)
P2StateNo = 5600
ID = 5600
EnvShake.Time = 15
EnvShake.Ampl = 5
EnvShake.Freq = 90

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Var(50) = 2
Trigger1 = Time = 14
Attr = S, NA
Damage = Ceil(FVar(0)*(10-Var(4)%2))
AnimType = Hard
HitFlag = MAFD
Priority = 4, Hit
PauseTime = 1, 1+Var(41)
SparkNo = -1
Guard.SparkNo = -1
SparkXY = -Random%20, -50-Random%20
HitSound = s10, IfElse((Var(26)=[2,3]),2,12)
SparkNo = -1
Guard.SparkNo = s160
Ground.Type = High
Air.Type = High
Ground.SlideTime = 10
Ground.HitTime  = 10
Ground.Velocity = -5
Air.Velocity = -3*Var(50),IfElse(Var(50)=1,-3,FVar(25))
Down.Velocity = -6,-2.5
Ground.CornerPush.VelOff = -6
Air.CornerPush.VelOff = -4*Var(50)
Down.CornerPush.VelOff = -8
Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
GetPower = 0
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*11)
ID = 5600
EnvShake.Time = 15
EnvShake.Ampl = 5
EnvShake.Freq = 90

[State -1]
Type = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = AttackDist
Trigger1 = 1
Value = 30
Persistent = 1

[State -1] 
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
;切り札そのに(下段掬い)　EX
[Statedef 2000]
Type    = C
MoveType= A
Physics = C
Juggle  = 0
PowerAdd= 0
Ctrl = 0
VelSet = 0,0
Anim = 2000
SprPriority = 2
Facep2 = 1

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 7
Value = 0

[State -1]
Type = NotHitBy
Trigger1 = Time = 0
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 43

[State -1]
Type = SuperPause
Trigger1 = AnimElem = 1
Anim = -1
Time = 35
MoveTime = 35
P2DefMul = 1
Darken = 0

[State -1]
Type = VarSet
Trigger1 = AnimElem = 1
V = 44
Value = 35

[State -1]
Type = Helper
Trigger1 = AnimElem = 1
StateNo = IfElse(Var(26)=3,6015,6010)
ID = 10001
Name = "EX_Effect"
Pos = -16,-32
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 1
Value = s2000, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = AnimElem = 4
V = 1
Range = 0,1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 0
Trigger1 = AnimElem = 4
Value = s220, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 5
Value = s1205, 0
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PosAdd
Trigger1 = Time = [42,48]
X = 9

[State -1]
Type = PosAdd
Trigger1 = Time = [49,50]
X = 7

[State -1]
Type = PosAdd
Trigger1 = Time = [51,53]
X = 5

[State -1]
Type = PosAdd
Trigger1 = Time = [54,56]
X = 4

[State -1]
Type = PosAdd
Trigger1 = Time = [57,59]
X = 3

[State -1]
Type = PosAdd
Trigger1 = Time = [60,62]
X = 2

[State -1]
Type = PosAdd
Trigger1 = Time = [63,65]
X = 1

[State -1]
Type = Explod
Trigger1 = AnimElem = 5
ID = 1005
PosType = P1
Pos = -15,-2
Anim = 1005
Ownpal = 1
SprPriority = 5
Persistent = 0
RemoveTime = -2
BindTime = -1
RemoveOnGetHit = 1

[State -1]
Type = VarAdd
Trigger1 = MoveHit
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = AnimElem = 5
Attr = C, SA
Damage = Ceil(FVar(0)*(100-Var(4)%2)), Ceil(FVar(1)*10)
HitFlag = MAFD
GuardFlag = L
Priority = 2, Hit
PauseTime = 10,10+Var(41)
Guard.PauseTime = 10,10
HitSound = s10, IfElse((Var(26)=[2,3]),5,15)
GuardSound = s120,IfElse((Var(26)=[2,3]),0,10)
SparkXY = -Random%20, -Random%20
SparkNo = -1
Guard.SparkNo = s161
AnimType = Hard
Ground.Type = Low
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = -1.5,-7
Guard.Velocity = -6
Air.Velocity = -1.5*Var(50),IfElse(Var(50)=1,-6.8,FVar(25))
Down.Velocity = -3,-2.5
Ground.CornerPush.VelOff = -2.5
Guard.CornerPush.VelOff = -7
Air.CornerPush.VelOff = -2.5*Var(50)
Down.CornerPush.VelOff = -4
YAccel = .48
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = 0
GetPower = 0, 0
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*11), Ceil(IfElse(FVar(16)=0,1,FVar(16))*5)

[State -1]
Type = VarSet
Trigger1 = MoveContact = 1
V = 7
Value = 1
IgnoreHitPause = 1

[State -1]
Type = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = PowerAdd
Trigger1 = Time = 8
Trigger1 = Var(13) >= 0
Value = -1000

[State -1]
Type = PowerAdd
TriggerAll = Time = 8
Trigger1 = Var(13) = -1
Value = -500

[State -1]
Type = VarSet
Trigger1 = 1
V = 43
Value = -1
IgnoreHitPause = 1

[State -1]
Type = ChangeState
Trigger1 = Var(7) = 1
Value = 2010

[State -1]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 11
Ctrl = 1

;---------------------------------------------------------------------------
;切り札そのに(下段掬い)2　EX
[Statedef 2010]
Type    = S
MoveType= A
Physics = S
Juggle  = 0
PowerAdd= 0
Ctrl = 0
VelSet = 0,0
Anim = 2010
SprPriority = 2

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 7
Value = 0

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 5
Value = s41, IfElse((Var(26)=[2,3]),0,10)
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 6
Value = s30, IfElse((Var(26)=[2,3]),2,12)
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 5
Value = s2010, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PosAdd
Trigger1 = Time = [0,1]
X = 7

[State -1]
Type = PosAdd
Trigger1 = Time = 2
X = 5

[State -1]
Type = PosAdd
Trigger1 = Time = 3
X = 2

[State -1]
Type = PosAdd
Trigger1 = Time = [14,16]
X = 10

[State -1]
Type = Explod
Trigger1 = AnimElem = 6
ID = 217
PosType = P1
Pos = 0,0
Anim = 217
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0
BindTime = -1
RemoveTime = -2
RemoveOnGetHit = 1

[State -1]
Type = VarAdd
Trigger1 = MoveHit
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = MoveHit = 1
Trigger1 = FVar(1) > 0.01
FV = 1
Value = 0.70*FVar(1)
IgnoreHitPause = 1

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Var(50) = 1
Trigger1 = AnimElem = 7
Attr = S, SA
Damage = Ceil(FVar(0)*(100-Var(4)%2))
HitFlag = MAFD
GuardFlag = M
Priority = 3, Hit
PauseTime = 8,8+Var(41)
Guard.PauseTime = 8,8
HitSound   = s20, IfElse((Var(26)=[2,3]),0,10)
GuardSound = s120,IfElse((Var(26)=[2,3]),0,10)
SparkXY = -Random%20, -75-Random%20
SparkNo = -1
Guard.SparkNo = s160
AnimType = Hard
Ground.Type = Low
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = -1.5,-7.5
Guard.Velocity = -6
Air.Velocity = -1.5*Var(50),IfElse(Var(50)=1,-7.2,FVar(25))
Down.Velocity = -3,-2.5
Ground.CornerPush.VelOff = -2.5
Guard.CornerPush.VelOff = -7
Air.CornerPush.VelOff = -2.5*Var(50)
Down.CornerPush.VelOff = -4
YAccel = .48
P2StateNo = 5600
P2Facing = 1
ID = 5600
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = 1
GetPower = 0, 0
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*11), Ceil(IfElse(FVar(16)=0,1,FVar(16))*5)

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Var(50) = 2
Trigger1 = AnimElem = 7
Attr = S, SA
Damage = Ceil(FVar(0)*(100-Var(4)%2))
HitFlag = MAFD
GuardFlag = M
Priority = 3, Hit
PauseTime = 8,8+Var(41)
Guard.PauseTime = 8,8
HitSound   = s20, IfElse((Var(26)=[2,3]),0,10)
GuardSound = s120,IfElse((Var(26)=[2,3]),0,10)
SparkXY = -Random%20, -Random%20
SparkNo = -1
Guard.SparkNo = s160
AnimType = Hard
Ground.Type = Low
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = -1.5,-7.5
Guard.Velocity = -6
Air.Velocity = -1.5*Var(50),IfElse(Var(50)=1,-7.2,FVar(25))
Down.Velocity = -3,-2.5
Ground.CornerPush.VelOff = -2.5
Guard.CornerPush.VelOff = -7
Air.CornerPush.VelOff = -2.5*Var(50)
Down.CornerPush.VelOff = -4
YAccel = .48
ID = 5600
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = 25
GetPower = 0, 0
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*11), Ceil(IfElse(FVar(16)=0,1,FVar(16))*5)

[State -1]
Type = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarSet
Trigger1 = 1
V = 43
Value = -1
IgnoreHitPause = 1

[State -1]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
;切り札そのいち(大斬り)　EX
[Statedef 2100]
Type    = S
MoveType= A
Physics = S
Juggle  = 0
PowerAdd= 0
Ctrl = 0
VelSet = 0,0
Anim = 2100
SprPriority = 2
Facep2 = 1

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = NotHitBy
Trigger1 = Time = 0
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 35

[State -1]
Type = SuperPause
Trigger1 = AnimElem = 1
Anim = -1
Time = 35
MoveTime = 35
P2DefMul = 1
Darken = 0

[State -1]
Type = VarSet
Trigger1 = AnimElem = 1
V = 44
Value = 35

[State -1]
Type = Helper
Trigger1 = AnimElem = 1
StateNo = IfElse(Var(26)=3,6015,6010)
ID = 10001
Name = "EX_Effect"
Pos = -18,-45
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 2
Value = s110, 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 3
Value = s210, 2
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 10
Value = s420, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 6
Value = s30, IfElse((Var(26)=[2,3]),2,12)
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 10
Value = s41, IfElse((Var(26)=[2,3]),0,10)
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 11
Value = s30, IfElse((Var(26)=[2,3]),2,12)
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PosAdd
Trigger1 = Time = [36,37]
X = 6

[State -1]
Type = PosAdd
Trigger1 = Time = 38
X = 5

[State -1]
Type = PosAdd
Trigger1 = Time = 39
X = 4

[State -1]
Type = PosAdd
Trigger1 = Time = 40
X = 3

[State -1]
Type = PosAdd
Trigger1 = Time = 41
X = 2

[State -1]
Type = PosAdd
Trigger1 = Time = 42
X = 1

[State -1]
Type = PosAdd
Trigger1 = Time = [45,48]
X = 12

[State -1]
Type = PosAdd
Trigger1 = Time = 49
X = 8

[State -1]
Type = PosAdd
Trigger1 = Time = 50
X = 6

[State -1]
Type = PosAdd
Trigger1 = Time = 51
X = 4

[State -1]
Type = PosAdd
Trigger1 = Time = 52
X = 2

[State -1]
Type = PosAdd
Trigger1 = Time = 53
X = 1

[State -1]
Type = PosAdd
Trigger1 = Time = [70,75]
X = 10

[State -1]
Type = PosAdd
Trigger1 = Time = [76,77]
X = 8

[State -1]
Type = PosAdd
Trigger1 = Time = [78,79]
X = 6

[State -1]
Type = PosAdd
Trigger1 = Time = [80,81]
X = 4

[State -1]
Type = PosAdd
Trigger1 = Time = [82,83]
X = 2

[State -1]
Type = PosAdd
Trigger1 = Time = [84,85]
X = 1

[State -1]
Type = Explod
Trigger1 = Time = 36
ID = 1106
PosType = P1
Pos = -28,0
Anim = 1106
Ownpal = 1
SprPriority = 4
Persistent = 0
RemoveTime = -2
RemoveOnGetHit = 1

[State -1]
Type = Explod
Trigger1 = AnimElem = 6
ID = 1105
PosType = P1
Pos = 0,0
Anim = 1105
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0
RemoveTime = -2
RemoveOnGetHit = 1

[State -1]
Type = Explod
Trigger1 = AnimElem = 11
ID = 2105
PosType = P1
Pos = 0,0
Anim = 2105
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 0
BindTime = -1
Persistent = 0
RemoveTime = -2
RemoveOnGetHit = 1

[State -1]
Type = VarAdd
Trigger1 = MoveHit
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = MoveHit = 1
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Time = 48
Trigger2 = Time = 50
Attr = S, SA
Damage = Ceil(FVar(0)*(60-Var(4)%2)), Ceil(FVar(1)*6)
HitFlag = MAFD
GuardFlag = M
Priority = 2, Hit
PauseTime = 6,6+Var(41)
Guard.PauseTime = 6,6
HitSound   = s20, IfElse((Var(26)=[2,3]),0,10)
GuardSound = s120,IfElse((Var(26)=[2,3]),0,10)
SparkXY = -Random%20, -70-Random%20
SparkNo = -1
Guard.SparkNo = s161
AnimType = Hard
Ground.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = -5.5
Air.Velocity = -2*Var(50),IfElse(Var(50)=1,-7,FVar(25))
Down.Velocity = -3,-2.5
Ground.CornerPush.VelOff = -6.5
Air.CornerPush.VelOff = -3*Var(50)
Down.CornerPush.VelOff = -4
YAccel = .48
Kill = 1
Guard.Kill = 0
Fall = 0
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = 27
GetPower = 0, 0
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*11), Ceil(IfElse(FVar(16)=0,1,FVar(16))*5)

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Time = 52
Attr = S, SA
Damage = Ceil(FVar(0)*(80-Var(4)%2)), Ceil(FVar(1)*8)
HitFlag = MAFD
GuardFlag = M
Priority = 2, Hit
PauseTime = 10,10+Var(41)
Guard.PauseTime = 10,10
HitSound   = s20, IfElse((Var(26)=[2,3]),0,10)
GuardSound = s120,IfElse((Var(26)=[2,3]),0,10)
SparkXY = -Random%20, -70-Random%20
SparkNo = -1
Guard.SparkNo = s161
AnimType = Hard
Ground.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = -5.5
Air.Velocity = -2*Var(50),IfElse(Var(50)=1,-7,FVar(25))
Down.Velocity = -3,-2.5
Ground.CornerPush.VelOff = -6.5
Air.CornerPush.VelOff = -3*Var(50)
Down.CornerPush.VelOff = -4
YAccel = .48
Kill = 1
Guard.Kill = 0
Fall = 0
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = 27
GetPower = 0, 0
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*11), Ceil(IfElse(FVar(16)=0,1,FVar(16))*5)

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Var(50) = 1
Trigger1 = AnimElem = 11
Attr = S, SA
Damage = Ceil(FVar(0)*(120-Var(4)%2)), Ceil(FVar(1)*12)
HitFlag = MAFD
GuardFlag = M
Priority = 2, Hit
PauseTime = 10,10+Var(41)
Guard.PauseTime = 10,10
HitSound   = s20, IfElse((Var(26)=[2,3]),0,10)
GuardSound = s120,IfElse((Var(26)=[2,3]),0,10)
SparkXY = -Random%20, -30-Random%20
SparkNo = -1
Guard.SparkNo = s161
AnimType = Hard
Ground.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = -5.5
Air.Velocity = -2*Var(50),IfElse(Var(50)=1,-7,FVar(25))
Down.Velocity = -3,-2.5
Ground.CornerPush.VelOff = -6.5
Air.CornerPush.VelOff = -3*Var(50)
Down.CornerPush.VelOff = -4
YAccel = .48
P2StateNo = 5600
P2Facing = 1
ID = 5600
Kill = 1
Guard.Kill = 0
Fall = 0
Air.Fall = 1
Fall.Recover = 1
GetPower = 0, 0
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*11), Ceil(IfElse(FVar(16)=0,1,FVar(16))*5)

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Var(50) = 2
Trigger1 = AnimElem = 11
Attr = S, SA
Damage = Ceil(FVar(0)*(120-Var(4)%2)), Ceil(FVar(1)*12)
HitFlag = MAFD
GuardFlag = M
Priority = 2, Hit
PauseTime = 10,10+Var(41)
Guard.PauseTime = 10,10
HitSound   = s20, IfElse((Var(26)=[2,3]),0,10)
GuardSound = s120,IfElse((Var(26)=[2,3]),0,10)
SparkXY = -Random%20, -30-Random%20
SparkNo = -1
Guard.SparkNo = s161
AnimType = Hard
Ground.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = -5.5
Air.Velocity = -2*Var(50),IfElse(Var(50)=1,-7,FVar(25))
Down.Velocity = -3,-2.5
Ground.CornerPush.VelOff = -6.5
Air.CornerPush.VelOff = -3*Var(50)
Down.CornerPush.VelOff = -4
YAccel = .48
ID = 5600
Kill = 1
Guard.Kill = 0
Fall = 0
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = 27
GetPower = 0, 0
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*11), Ceil(IfElse(FVar(16)=0,1,FVar(16))*5)

[State -1]
Type = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = PowerAdd
Trigger1 = Time = 8
Trigger1 = Var(13) >= 0
Value = -1000

[State -1]
Type = PowerAdd
TriggerAll = Time = 8
Trigger1 = Var(13) = -1
Value = -500

[State -1]
Type = VarSet
Trigger1 = 1
V = 43
Value = -1
IgnoreHitPause = 1

[State -1]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
;自分でもよくわからない蹴り(閃走・六魚)　EX
[Statedef 2200]
Type    = S
MoveType= A
Physics = S
Juggle  = 0
Ctrl = 0
Anim = 2200
SprPriority = 2
Facep2 = 1

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = NotHitBy
Trigger1 = Time = 0
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 48

[State -1]
Type = SuperPause
Trigger1 = AnimElem = 4
Anim = -1
Time = 35
MoveTime = 35
P2DefMul = 1
Darken = 0

[State -1]
Type = VarSet
Trigger1 = AnimElem = 4
V = 44
Value = 35

[State -1]
Type = Helper
Trigger1 = AnimElem = 4
StateNo = IfElse(Var(26)=3,6015,6010)
ID = 10001
Name = "EX_Effect"
Pos = 0,-45
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 3
Value = s2200, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VelSet
Trigger1 = Time = [39,42]
X = 2

[State -1]
Type = VelSet
Trigger1 = Time = 43
X = 5.1
Y = -11

[State -1]
Type = VelAdd
Trigger1 = Time >= 43
Y = .52

[State -1]
Type = VelSet
Trigger1 = AnimElem = 10
X = 1.5

[State -1]
Type = VelSet
Trigger1 = AnimElem = 11
X = 1

[State -1]
Type = VelSet
Trigger1 = AnimElem = 12
X = 0.5

[State -1]
Type = StateTypeSet
Trigger1 = AnimElem = 6
StateType = A
Physics = N
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 6
Value = s30, IfElse((Var(26)=[2,3]),1,11)
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 6
Value = s1205, 0
Channel = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 6
Value = s1200, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = AnimElem = 7
ID = 1205
PosType = P1
Pos = 18,15
Anim = 1205
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
RemoveTime = -2
RemoveOnGetHit = 1

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = MoveHit = 1
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = AnimElem = 5
Attr = S, SA
Damage = Ceil(FVar(0)*(160-Var(4)%2)), Ceil(FVar(1)*16)
AnimType = Up
HitFlag = MAF
GuardFlag = M
Priority = 4, Hit
PauseTime = 29, 29+Var(41)
Guard.PauseTime = 29,29
HitSound = s10, IfElse(Var(26)=2,5,IfElse(Var(26)=3,25,15))
GuardSound = s120, IfElse((Var(26)=[2,3]),0,10)
SparkXY = -Random%20, -35-Random%20
SparkNo = -1
Guard.SparkNo = s161
Ground.Type = High
Air.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = 0,IfElse(Var(50)=1,-12,FVar(25))
Guard.Velocity = -4
Air.Velocity = IfElse(Var(50)=1,0,-5),IfElse(Var(50)=1,-11.8,FVar(25))
Down.Velocity = -4,-2.5
Ground.CornerPush.VelOff = -3.5
Guard.CornerPush.VelOff = -5
Air.CornerPush.VelOff = -3.5*Var(50)
Down.CornerPush.VelOff = -6
EnvShake.Time = 25
EnvShake.Ampl = 4
EnvShake.Freq = 90
YAccel = .48
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 70
GetPower = 0, 0
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*11), Ceil(IfElse(FVar(16)=0,1,FVar(16))*5)

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = AnimElem = 7
Attr = S, SA
Damage = Ceil(FVar(0)*(100-Var(4)%2)), Ceil(FVar(1)*10)
AnimType = Up
HitFlag = MAF
GuardFlag = MA
Priority = 4, Hit
PauseTime = 29, 29+Var(41)
Guard.PauseTime = 29,29
HitSound = s10, IfElse(Var(26)=2,5,IfElse(Var(26)=3,25,15))
GuardSound = s120, IfElse((Var(26)=[2,3]),0,10)
SparkXY = -Random%20, -35-Random%20
SparkNo = -1
Guard.SparkNo = s161
Ground.Type = High
Air.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = 0,IfElse(Var(50)=1,-12,FVar(25))
Guard.Velocity = -4
Air.Velocity = IfElse(Var(50)=1,0,-5),IfElse(Var(50)=1,-11.8,FVar(25))
AirGuard.Velocity = -4,-1.4
Down.Velocity = -4,-2.5
Ground.CornerPush.VelOff = -3.5
Guard.CornerPush.VelOff = -5
Air.CornerPush.VelOff = -3.5*Var(50)
Down.CornerPush.VelOff = -6
EnvShake.Time = 25
EnvShake.Ampl = 4
EnvShake.Freq = 90
YAccel = .48
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 70
GetPower = 0, 0
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*11), Ceil(IfElse(FVar(16)=0,1,FVar(16))*5)

[State -1]
Type = VarSet
Trigger1 = MoveHit = 1
V = 7
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = PowerAdd
Trigger1 = Time = 8
Trigger1 = Var(13) >= 0
Value = -1000

[State -1]
Type = PowerAdd
TriggerAll = Time = 8
Trigger1 = Var(13) = -1
Value = -500

[State -1]
Type = VarSet
Trigger1 = 1
V = 43
Value = -1
IgnoreHitPause = 1

[State -1]
Type = ChangeState
TriggerAll = Var(7) = 1
Trigger1 = AnimElem = 10
Value = 1210

[State -1]
Type = ChangeState
Trigger1 = (Vel Y > 0) && (Pos Y >= 0)
Value = 52
Ctrl = 0

;---------------------------------------------------------------------------
;閃鞘・八点衝　EX
[Statedef 2300]
Type    = S
MoveType= A
Physics = N
Juggle  = 0
PowerAdd= 0
Ctrl = 0
VelSet = 0,0
Anim = 2300
SprPriority = 2
Facep2 = 1

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 7
Value = 0

[State -1]
Type = NotHitBy
Trigger1 = Time = 0
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 40

[State -1]
Type = SuperPause
Trigger1 = AnimElem = 4
Anim = -1
Time = 35
MoveTime = 35
P2DefMul = 1
Darken = 0

[State -1]
Type = VarSet
Trigger1 = AnimElem = 4
V = 44
Value = 35

[State -1]
Type = Helper
Trigger1 = AnimElem = 4
StateNo = IfElse(Var(26)=3,6015,6010)
ID = 10001
Name = "EX_Effect"
Pos = 20,-52
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 4
Value = s2000, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = Time = [44,104]
ID = 1305
PosType = P1
Pos = 42,-30
Anim = 1305
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 12
RemoveTime = -2
RemoveOnGetHit = 1

[State -1]
Type = PlaySnd
Trigger1 = Time = [44,110]
Value = s30, IfElse((Var(26)=[2,3]),1,11)
Channel = 4
IgnoreHitPause = 1
Persistent = 3
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarAdd
Trigger1 = Var(59) = 0
Trigger1 = Var(7) < 10
Trigger1 = Command = "holdfwd"
Trigger1 = Time = [45,117]
V = 7
Value = 1

[State -1]
Type = VarAdd
Trigger1 = Var(59) = 0
Trigger1 = Var(7) > -10
Trigger1 = Command = "holdback"
Trigger1 = Time = [45,117]
V = 7
Value = -1

[State -1]
Type = VarSet
Trigger1 = AnimTime = 0
Trigger2 = Time >= 113
Trigger2 = MoveContact
Trigger2 = EnemyNear,BackEdgeBodyDist <= 0
V = 7
Value = 0

[State -1]
Type = VelSet
Trigger1 = Time >= 10
X = 1.00*Var(7)/10

[State -1]
Type = VelSet
Trigger1 = AnimElem = 47 ,>= 0
X = 0

[State -1]
Type = Helper
Trigger1 = Time = 40
StateNo = 9500
ID = 9501
Ownpal = 1
Keyctrl = 0

[State -1]
Type = PosSet
TriggerAll = NumHelper(9501) > 0
TriggerAll = Time = [41,46]
Trigger1 = Facing = 1
Trigger1 = Pos X > Helper(9501),Pos X
Trigger2 = Facing = -1
Trigger2 = Pos X < Helper(9501),Pos X
X = Ceil(Helper(9501),Pos X)

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = MoveHit = 1
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Time = 46
Trigger2 = Time = 70
Trigger3 = Time = 94
Attr = S, SA
Damage = Ceil(FVar(0)*(25-Var(4)%2)), Ceil(FVar(1)*2)
AnimType = Hard
HitFlag = MAFD
GuardFlag = MA
Priority = 1, Hit
PauseTime = 1, 9+Var(41)
Guard.PauseTime = 1,9
HitSound = s20, IfElse((Var(26)=[2,3]),0,10)
GuardSound = s120, IfElse((Var(26)=[2,3]),0,10)
SparkXY = -Random%20, -60-Random%20
SparkNo = -1
Guard.SparkNo = s161
Ground.Type = High
Air.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = -10
Air.Velocity = -2*Var(50),IfElse(Var(50)=1,-7.4,FVar(25))
AirGuard.Velocity = -4,-1.4
Down.Velocity = -4,-2.5
Ground.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
YAccel = .48
Kill = 1
Guard.Kill = 0
Fall = 0
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 24
GetPower = Ceil(FVar(16)*15), Ceil(0.85*FVar(16)*15)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*4), Ceil(IfElse(FVar(16)=0,1,FVar(16))*2)

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Time = 50
Trigger2 = Time = 54
Trigger3 = Time = 58
Trigger4 = Time = 62
Trigger5 = Time = 66
Trigger6 = Time = 74
Trigger7 = Time = 78
Trigger8 = Time = 82
Trigger9 = Time = 86
Trigger10 = Time = 90
Trigger11 = Time = 98
Trigger12 = Time = 102
Trigger13 = Time = 106
Trigger14 = Time = 110
Attr = S, SA
Damage = Ceil(FVar(0)*(25-Var(4)%2)), Ceil(FVar(1)*2)
AnimType = Hard
HitFlag = MAFD
GuardFlag = MA
Priority = 1, Hit
PauseTime = 1, 9+Var(41)
Guard.PauseTime = 1,9
HitSound = s20, IfElse((Var(26)=[2,3]),0,10)
GuardSound = s120, IfElse((Var(26)=[2,3]),0,10)
SparkXY = -Random%20, -60-Random%20
SparkNo = -1
Guard.SparkNo = s161
Ground.Type = High
Air.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = -10
Air.Velocity = -2*Var(50),IfElse(Var(50)=1,-7.4,FVar(25))
AirGuard.Velocity = -4,-1.4
Down.Velocity = -4,-2.5
Ground.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
YAccel = .48
Kill = 1
Guard.Kill = 0
Fall = 0
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 24
GetPower = Ceil(FVar(16)*15), Ceil(0.85*FVar(16)*15)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*4), Ceil(IfElse(FVar(16)=0,1,FVar(16))*2)

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Time = 114
Attr = S, SA
Damage = Ceil(FVar(0)*(25-Var(4)%2)), Ceil(FVar(1)*2)
AnimType = Hard
HitFlag = MAFD
GuardFlag = MA
Priority = 1, Hit
PauseTime = 1, 9+Var(41)
Guard.PauseTime = 1,9
HitSound = s20, IfElse((Var(26)=[2,3]),0,10)
GuardSound = s120, IfElse((Var(26)=[2,3]),0,10)
SparkXY = -Random%20, -60-Random%20
SparkNo = -1
Guard.SparkNo = s161
Ground.Type = High
Air.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = -10
Air.Velocity = -2*Var(50),IfElse(Var(50)=1,-7.4,FVar(25))
AirGuard.Velocity = -4,-1.4
Down.Velocity = -4,-2.5
Ground.CornerPush.VelOff = -17
Air.CornerPush.VelOff = -3*Var(50)
Down.CornerPush.VelOff = -6
YAccel = .48
Kill = 1
Guard.Kill = 0
Fall = 0
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 24
GetPower = Ceil(FVar(16)*15), Ceil(0.85*FVar(16)*15)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*4), Ceil(IfElse(FVar(16)=0,1,FVar(16))*2)

[State -1]
Type = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = PowerAdd
Trigger1 = Time = 8
Trigger1 = Var(13) >= 0
Value = -1000

[State -1]
Type = PowerAdd
TriggerAll = Time = 8
Trigger1 = Var(13) = -1
Value = -500

[State -1]
Type = VarSet
Trigger1 = 1
V = 43
Value = -1
IgnoreHitPause = 1

[State -1]
Type = AttackDist
Trigger1 = 1
Value = 175
Persistent = 1

[State -1]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
;直死の魔眼
[Statedef 3000]
Type    = S
MoveType= A
Physics = N
Juggle  = 0
Ctrl = 0
VelSet = 0,0
Anim = 3000
SprPriority = 2
Facep2 = 1

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -2]
Type = Width
Trigger1 = 1
Edge = 25,0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = NotHitBy
Trigger1 = Time = [0,82]
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = SuperPause
Trigger1 = AnimElem = 2
Anim = -1
Time = 35
MoveTime = 35
P2DefMul = 1
Darken = 0

[State -1]
Type = Pause
Trigger1 = Time >= 38
Anim = -1
Time = 2
P2DefMul = 1
Darken = 0
Persistent = 1

[State -1]
Type = Helper
Trigger1 = AnimElem = 2
StateNo = 3005
ID = 3005
Ownpal = 1
Keyctrl = 0
SprPriority = -5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 2
Value = s3000, 1
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 2
Value = s3005, 0
Channel = 7
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = AnimElem = 2
StateNo = IfElse(Var(26)=3,6015,6010)
ID = 10002
Name = "EX_Effect"
Pos = 10,-45
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Time >= 38
StateNo = 755
ID = 756
Ownpal = 1
Keyctrl = 0
SprPriority = -5
IgnoreHitPause = 0
Persistent = 8

[State -1]
Type = VelSet
Trigger1 = AnimElem = 3
X = 3+IfElse(Var(16)=1,1,0)

[State -1]
Type = VelSet
Trigger1 = Time = 58
Y = -4

[State -1]
Type = VelAdd
Trigger1 = Time = [59,79]
Y = .4

[State -1]
Type = VelSet
Trigger1 = AnimElem = 24
X = 0
Y = 0

[State -1]
Type = PosSet
Trigger1 = AnimElem = 24
Y = 0

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Var(50) = 1
Trigger1 = AnimElem = 12
Attr = S, HT
Damage = Ceil(FVar(0)*(0-Var(4)%2))
AnimType = Hard
HitFlag = MAFD
GuardFlag = 
Priority = 3, Miss
PauseTime = 1, 11+Var(41)
Guard.PauseTime = 1,11
SparkNo = -1
Guard.SparkNo = s160
SparkXY = -Random%20, -50-Random%20
SparkNo = -1
Guard.SparkNo = s160
Ground.Type = High
Air.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = 0
Air.Velocity = 0,-3
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Guard.cornerPush.VelOff = 0
Airguard.CornerPush.VelOff = 0
P2Facing = 1
Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = 0
GetPower = 0
P1StateNo = 3001
P2StateNo = 3002
ID = 3002

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Var(50) = 1
Trigger1 = AnimElem = 13
Attr = S, HA
Damage = Ceil(FVar(0)*(0-Var(4)%2))
AnimType = Hard
HitFlag = MAFD
GuardFlag = MA
Priority = 4, Hit
PauseTime = 1, 11+Var(41)
Guard.PauseTime = 1,11
SparkNo = -1
Guard.SparkNo = s160
SparkXY = -Random%20, -50-Random%20
SparkNo = -1
Guard.SparkNo = s160
Ground.Type = High
Air.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = 0
Air.Velocity = 0,-3
AirGuard.Velocity = -3,-1.4
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Guard.cornerPush.VelOff = 0
Airguard.CornerPush.VelOff = 0
P2Facing = 1
Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = 0
GetPower = 0
P1StateNo = 3001
P2StateNo = 3002
ID = 3002

[State -1]
Type = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = PowerSet
Trigger1 = Time = 8
Trigger1 = Var(14) = 0
Value = 1000

[State -1]
Type = PowerSet
Trigger1 = Time = 8
Trigger1 = Var(14) = 1
Value = 0

[State -1]
Type = VarSet
Trigger1 = Time = 8
V = 14
Value = 0

[State -1]
Type = VarSet
Trigger1 = Time = 8
V = 13
Value = 0

[State -1]
Type = VarSet
Trigger1 = 1
FV = 26
Value = 0.50
IgnoreHitPause = 1

[State -1]
Type = VarSet
Trigger1 = 1
V = 43
Value = -1
IgnoreHitPause = 1

[State -1]
Type = AttackDist
Trigger1 = Time <= 58
Value = 0
Persistent = 1

[State -1] 
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
;直死の魔眼
[Statedef 3001]
Type    = S
MoveType= A
Physics = S
Juggle  = 0
Ctrl = 0
VelSet = 0,0
Anim = 3001
SprPriority = 2

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = Explod
Trigger1 = Time = 5
Anim = 3005
ID = 3005
Pos = -32,222
PosType = Back
Ownpal = 1
SprPriority = 5
BindTime = -1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = Helper
Trigger1 = Time = 5
StateNo = 3006
ID = 3006
Ownpal = 1
Keyctrl = 0
SprPriority = -5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Pause
Trigger1 = Time <= 7
Anim = -1
Time = 1
P2DefMul = 1
Darken = 0
Persistent = 1

[State -1]
Type = PlaySnd
Trigger1 = Time = 4
Value = s1205, 0
Channel = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Time = 4
Value = s3006, 0
Channel = 6
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PosAdd
Trigger1 = Time = [0,7]
X = 25

[State -1]
Type = PosSet
Trigger1 = AnimElem = 1
Y = 0

[State -1]
Type = TargetPowerAdd
Trigger1 = AnimElem = 2, = 0
Value = Ceil(IfElse(FVar(16)=0,1,FVar(16))*11)

[State -1]
Type = TargetLifeAdd
Trigger1 = AnimElem = 2
Value = -Ceil(FVar(0)/(1.00-(0.08*FVar(4)))*(320-Var(4)%2))

[State -1]
Type = VarAdd
Trigger1 = AnimElem = 2
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = TargetState
Trigger1 = Time <= 7
Value = 3002
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = TargetState
Trigger1 = Time = 8
Value = 3003
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = 1
FV = 26
Value = 0.50
IgnoreHitPause = 1

[State -1]
Type = VarSet
Trigger1 = 1
V = 43
Value = -1
IgnoreHitPause = 1

[State -1] 
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
;投げられている相手
[Statedef 3002]
Type    = A
MoveType= H
Physics = N
VelSet = 0,0

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = HitOverRide
Trigger1 = 1
Attr = , NT, ST, HT
Time = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlayerPush
Trigger1 = 1
Value = 0
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ChangeAnim
Trigger1 = 1
Value = 5010

[State -1] 
Type = SelfState
Trigger1 = Time >= 10
Trigger1 = P2MoveType != A
Value = 5035

;---------------------------------------------------------------------------
;相手の空中の状態
[Statedef 3003]
Type    = A
MoveType= H
Physics = N
VelSet = 0,-10.5

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 30
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ChangeAnim
TriggerAll = SelfAnimExist(5061)
Trigger1 = Time = 0
Value = 5061

[State -1]
Type = ChangeAnim
TriggerAll =! SelfAnimExist(5061)
TriggerAll = SelfAnimExist(5030)
Trigger1 = Time = 0
Value = 5030

[State -1]
Type = ChangeAnim
TriggerAll =! SelfAnimExist(5061)
TriggerAll = SelfAnimExist(5035)
Trigger1 =! SelfAnimExist(5030)
Trigger1 = Time = 0
Trigger2 = Anim = 5030
Trigger2 = AnimTime = 0
Value = 5035

[State -1]
Type = ChangeAnim
TriggerAll =! SelfAnimExist(5061)
TriggerAll = SelfAnimExist(5050)
Trigger1 =! SelfAnimExist(5030)
Trigger1 =! SelfAnimExist(5035)
Trigger1 = Time = 0
Trigger2 = Anim = 5030
Trigger2 = AnimTime = 0
Trigger3 = Anim = 5035
Trigger3 = AnimTime = 0
Value = 5050

[State -1]
Type = VelAdd
Trigger1 = 1
Y = .45

[State -1] 
Type = HitFallSet
Trigger1 = 1
Value = 1 

[State -1] 
Type = SelfState
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 0
Value = 5100 

;---------------------------------------------------------------------------
;十七分割
[Statedef 3050]
Type    = S
MoveType= A
Physics = N
Juggle  = 0
Ctrl = 0
VelSet = 0,0
Anim = 3050
SprPriority = 2
Facep2 = 1

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 7
Value = 0

[State -2]
Type = Width
Trigger1 = 1
Edge = 25,0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = NotHitBy
Trigger1 = Time = [0,82]
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = SuperPause
Trigger1 = AnimElem = 2
Anim = -1
Time = 35
MoveTime = 35
P2DefMul = 1
Darken = 0

[State -1]
Type = Pause
Trigger1 = Time >= 38
Anim = -1
Time = 2
P2DefMul = 1
Darken = 0
Persistent = 1

[State -1]
Type = Helper
Trigger1 = AnimElem = 2
StateNo = 3055
ID = 3055
Ownpal = 1
Keyctrl = 0
SprPriority = -5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 2
Value = s3050, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 2
Value = s3005, 0
Channel = 7
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = AnimElem = 2
StateNo = IfElse(Var(26)=3,6025,6020)
ID = 10002
Name = "EX_Effect"
Pos = 10,-45
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Time >= 38
StateNo = 755
ID = 756
Ownpal = 1
Keyctrl = 0
SprPriority = -5
IgnoreHitPause = 0
Persistent = 8

[State -1]
Type = VelSet
Trigger1 = AnimElem = 3
X = 3+IfElse(Var(16)=1,1,0)

[State -1]
Type = VelSet
Trigger1 = Time = 58
Y = -3.2

[State -1]
Type = VelAdd
Trigger1 = Time = [59,73]
Y = .4

[State -1]
Type = VelSet
Trigger1 = AnimElem = 21
X = 0
Y = 0

[State -1]
Type = PosSet
Trigger1 = AnimElem = 21
Y = 0

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Var(50) = 1
Trigger1 = AnimElem = 9
Attr = S, HT
Damage = Ceil(FVar(0)*(0-Var(4)%2))
AnimType = Hard
HitFlag = MAFD
GuardFlag = 
Priority = 3, Miss
PauseTime = 1, 11+Var(41)
Guard.PauseTime = 1,11
SparkNo = -1
Guard.SparkNo = s160
SparkXY = -Random%20, -50-Random%20
SparkNo = -1
Guard.SparkNo = s160
Ground.Type = High
Air.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = 0
Air.Velocity = 0,-3
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Guard.cornerPush.VelOff = 0
Airguard.CornerPush.VelOff = 0
P2Facing = 1
Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = 0
GetPower = 0
P1StateNo = 3051
P2StateNo = 3002
ID = 3052

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Var(50) = 1
Trigger1 = AnimElem = 10
Attr = S, HA
Damage = Ceil(FVar(0)*(0-Var(4)%2))
AnimType = Hard
HitFlag = MAFD
GuardFlag = MA
Priority = 4, Hit
PauseTime = 1, 11+Var(41)
Guard.PauseTime = 1,11
SparkNo = -1
Guard.SparkNo = s160
SparkXY = -Random%20, -50-Random%20
SparkNo = -1
Guard.SparkNo = s160
Ground.Type = High
Air.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = 0
Air.Velocity = 0,-3
AirGuard.Velocity = -3,-1.4
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Guard.cornerPush.VelOff = 0
Airguard.CornerPush.VelOff = 0
P2Facing = 1
Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = 0
GetPower = 0
P1StateNo = 3051
P2StateNo = 3002
ID = 3052

[State -1]
Type = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = PowerSet
Trigger1 = Time = 8
Trigger1 = Var(13) <= -1
Value = 0

[State -1]
Type = VarSet
Trigger1 = Time = 8
V = 13
Value = 0

[State -1]
Type = VarSet
Trigger1 = 1
FV = 26
Value = 0.50
IgnoreHitPause = 1

[State -1]
Type = VarSet
Trigger1 = 1
V = 43
Value = -1
IgnoreHitPause = 1

[State -1]
Type = AttackDist
Trigger1 = Time <= 51
Value = 0
Persistent = 1

[State -1] 
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
;十七分割
[Statedef 3051]
Type    = S
MoveType= A
Physics = S
Juggle  = 0
Ctrl = 0
VelSet = 0,0
Anim = 3051
SprPriority = 2

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = Explod
Trigger1 = Time = 5
Anim = 3055
ID = 3055
Pos = -12,300
PosType = Back
Ownpal = 1
SprPriority = 5
BindTime = -1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = Helper
Trigger1 = Time = 5
StateNo = 3006
ID = 3006
Ownpal = 1
Keyctrl = 0
SprPriority = -5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Pause
Trigger1 = Time <= 7
Anim = -1
Time = 1
P2DefMul = 1
Darken = 0
Persistent = 1

[State -1]
Type = PlaySnd
Trigger1 = Time = 4
Value = s1205, 0
Channel = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Time = 4
Value = s3006, 0
Channel = 6
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Time = [5,22]
Value = s20, IfElse((Var(26)=[2,3]),0,10)
Channel = 5
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PosAdd
Trigger1 = Time = [0,7]
X = 25

[State -1]
Type = PosSet
Trigger1 = AnimElem = 1
Y = 0

[State -1]
Type = TargetPowerAdd
Trigger1 = Time = 0
Value = Ceil(IfElse(FVar(16)=0,1,FVar(16))*11)
Persistent = 1

[State -1]
Type = TargetPowerAdd
Trigger1 = Time = [5,21]
Value = Ceil(IfElse(FVar(16)=0,1,FVar(16))*11)
Persistent = 1

[State -1]
Type = TargetLifeAdd
Trigger1 = Time = [5,21]
Value = -Ceil(FVar(0)*50-Var(4)%2)
Kill = 0
Persistent = 1

[State -1]
Type = TargetLifeAdd
Trigger1 = Time = 22
Value = -Ceil(FVar(0)*50-Var(4)%2)
Persistent = 1

[State -1]
Type = HitAdd
Trigger1 = Time = [6,21]
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarAdd
Trigger1 = Time = [5,22]
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = Time = [5,22]
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = TargetState
Trigger1 = Time <= 21
Value = 3002
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = TargetState
Trigger1 = Time = 22
Value = 3003
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = 1
FV = 26
Value = 0.50
IgnoreHitPause = 1

[State -1]
Type = VarSet
Trigger1 = 1
V = 43
Value = -1
IgnoreHitPause = 1

[State -1] 
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
;直死の魔眼・決死の一撃
[Statedef 3100]
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
Anim      = 3100
Facep2 = 1

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = NotHitBy
Trigger1 = Time = 0
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 60

[State -1]
Type = SuperPause
Trigger1 = AnimElem = 3
Anim = -1
Time = 50
MoveTime = 50
P2DefMul = 1
Darken = 0

[State -1]
Type = Helper
Trigger1 = Var(13) <= -1
Trigger1 = AnimElem = 3
StateNo = IfElse(Var(26)=3,6025,6020)
ID = 10001
Name = "EX_Effect"
Pos = -10,-50
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = AnimElem = 12
Anim = 3005
ID = 3005
Pos = -32,222
PosType = Back
Ownpal = 1
SprPriority = 5
BindTime = -1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = Helper
Trigger1 = AnimElem = 3
StateNo = 3105
ID = 3105
Ownpal = 1
Keyctrl = 0
SprPriority = -5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = MoveHit = 1
StateNo = 3006
ID = 3106
Ownpal = 1
Keyctrl = 0
SprPriority = -5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = MoveHit = 1
Anim = 3105
ID = 3105
Pos = 100,-120
PosType = P1
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = Time = 8
V = 13
Value = 0

[State -1]
Type = PowerSet
Trigger1 = Time = 7
Trigger1 = Var(13) = -1
Value = 0

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 1
Value = s3100, 0
Channel = -1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 1
Value = s3105, 0
Channel = 7
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 12
Value = s1205, 0
Channel = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = MoveHit
Value = s3006, 0
Channel = 6
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = MoveHit
Value = s3105, 1
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PosAdd
Trigger1 = Time = [43,53]
X = 10

[State -1]
Type = PosAdd
Trigger1 = Time = [54,55]
X = 8

[State -1]
Type = PosAdd
Trigger1 = Time = [56,57]
X = 6

[State -1]
Type = PosAdd
Trigger1 = Time = [58,59]
X = 5

[State -1]
Type = PosAdd
Trigger1 = Time = [60,62]
X = 4

[State -1]
Type = PosAdd
Trigger1 = Time = [63,65]
X = 3

[State -1]
Type = PosAdd
Trigger1 = Time = [66,68]
X = 2

[State -1]
Type = PosAdd
Trigger1 = Time = [69,71]
X = 1

[State -1]
Type = VarAdd
Trigger1 = MoveHit
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarRandom
Trigger1 = MoveHit
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Var(50) = 1
Trigger1 = AnimElem = 12
Attr = S, HA
Damage = Ceil(FVar(0)*(180-Var(4)%2))
AnimType = Up
HitFlag = MAF
GuardFlag = 
Priority = 4, Hit
PauseTime = 1, 30+Var(41)
Guard.PauseTime = 1,30
HitSound   = s20, IfElse((Var(26)=[2,3]),0,10)
SparkNo = -1
Guard.SparkNo = s160
SparkXY = -Random%20, -50-Random%20
SparkNo = -1
Guard.SparkNo = s160
Ground.Type = High
Air.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = 0,-10.6
Air.Velocity = 0,-10.4
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Guard.cornerPush.VelOff = 0
Airguard.CornerPush.VelOff = 0
EnvShake.Time = 30
EnvShake.Ampl = 4
EnvShake.Freq = 90
YAccel = .48
Kill = 1
Fall = 1
Air.Fall = 1
Fall.Recover = 0
GetPower = 0
GetPower = 0,0
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*11), Ceil(IfElse(FVar(16)=0,1,FVar(16))*5)

[State -1] 
Type = TargetPowerAdd
Trigger1 = MoveHit = 1
Value = -1000
Persistent = 0

[State -1]
Type = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarSet
Trigger1 = Var(7) = 0
Trigger1 = Command = "41236c"
V = 7
Value = 1

[State -1]
Type = ChangeState
Trigger1 = Var(7) = 1
Trigger1 = AnimElem = 20
Value = 3050

[State -1]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1
