; これは遠野　志貴のＣＮＳファイルです。
; コメントを参考にしてＣＮＳを理解してください

;Var(0) = コンフィグ
;Var(1) = 音声
;Var(2) = キャンセル
;Var(3) = ハイジャンプ
;Var(4) = ヒット数補正
;Var(5) = クリティカルヒット判定
;Var(6) = 
;Var(7) = 
;Var(8) = 
;Var(9) = 特殊コマンド制限用
;Var(10) = ジャンプキャンセル回数
;Var(11) = 2段ジャンプ、空中ダッシュ回数、ローアルト判定
;Var(12) = リバーサルアタック
;Var(13) = HEAT&BLOODHEAT
;Var(14) = HEAT強制開放
;Var(15) = MAX表示/UNLIMITEDモード/CIRCUITBREAKモード
;Var(16) = ダッシュ慣性付き垂直ジャンプ判定
;Var(17)〜Var(19) = スーパーアーマー
;Var(20) = 弱攻撃コンボ制限
;Var(21) = 中攻撃コンボ制限
;Var(22) = 強攻撃コンボ制限
;Var(23) = 特殊攻撃コンボ制限
;Var(24) = 
;Var(25) = ループコンボ制限
;Var(26) = ゲージ選択
;Var(27) = EX-キャンセル用
;Var(28) = ダメージカウンター
;Var(29) = ダメージカウンター
;Var(30) = インバリッド判定
;Var(31) = 特定攻撃のコンボ補正
;Var(32)〜Var(35) = ヴァイタルソース
;Var(36) = 特殊コマンド制限用
;Var(37) = サーキットブレイク時パワー記憶
;Var(38) = カウンター判定
;Var(39) = HighCounterとLowCounter判別用
;Var(40) = リバースビート/シールドキャンセルカウント
;Var(41) = ヒットポーズ計算用
;Var(42) = 
;Var(43) = ＥＸエッジゲージ補正カウント
;Var(44) = 暗転時間カウント
;Var(45) = ガードキャンセルバンカーキャンセル用
;Var(46) = タイムカウント
;Var(47) = 
;Var(48) = ファーストアタック判定
;Var(49) = パワー増加無効化
;Var(50) = ダウン追い討ち判定
;Var(51) = サーキットブレイク判定
;Var(52) = レデュースダメージ判定
;Var(53) = レデュースダメージ判定
;Var(54) = 
;Var(55) = 
;Var(56) = 開幕行動前用
;Var(57) = AIEnemyNear切り替え用
;Var(58) = AIランダム
;Var(59) = AI

;FVar(0) = コンボ補正
;FVar(1) = 特定攻撃のコンボ補正
;FVar(2) = ヒット数補正
;FVar(3) = クリティカルヒット補正
;FVar(4)&FVar(5) = 状態ダメージ補正
;FVar(6) = 
;FVar(7) = 
;FVar(8)〜FVar(9) = ヴァイタルソース
;FVar(10) = ガード削りKO用
;FVar(11) = リバースビート/シールドキャンセルダメージ補正
;FVar(12) = ＥＸキャンセル補正
;FVar(13) = 根性値補正
;FVar(14) = MBキャラ判定
;FVar(16) = ＥＸエッジゲージ補正
;FVar(20) = レデュースダメージ判定
;FVar(21) = レデュースダメージ判定
;FVar(22) = レデュースダメージヘルパー用
;FVar(23) = レデュースダメージAI用
;FVar(25) = ダウン追い討ちY方向ベクトル
;FVar(26) = アークドライブゲージ補正
;FVar(27) = レデュースダメージエフェクト用
;FVar(39) = やられモーションのアニメ変更用

; これは遠野　志貴の定数と状態のファイルです。
; 絶対記入し、削除はしないでください。
[Data]
  ;体力ゲージの初期値
Life = 1000
  ;攻撃力（これ以上に設定すると強くなる）
Attack = 100
  ;防御力（これ以上に設定すると強くなる）
Defence = 100
  ;コンボをくらっている時にあがる防御力
Fall.Defence_Up = 50
  ;倒れてから起上がるまでのフレーム数
Liedown.Time = 60
  ;空中でどれだけコンボが繋がるか（高くすると無限コンボになるので注意）
AirJuggle = 15
  ;hitdefで設定していない時の基本ヒットスパークナンバー
SparkNo = 2
  ;設定してない時のガードナンバー
Guard.SparkNo = 40
  ;KOした時に声にエコーをかけるか（１でＯＮ）
KO.Echo = 0
 Volume = 100
  IntPersistIndex = 13
FloatPersistIndex = 9

[Size]
xscale = 1           ;水平方向の縮尺（通常１）
yscale = 1           ;垂直方向の縮尺（通常１）
ground.back = 14     ;キャラの幅(後方,地上)
ground.front = 15    ;キャラの幅(前方,地上)
air.back = 15        ;キャラの幅(後方,空中)
air.front = 16       ;キャラの幅(前方,空中)
height = 65          ;キャラの高さ
attack.dist = 160    ;攻撃をした時相手がガード体制に入る最低距離
proj.attack.dist = 90;攻撃をした時相手がガード体制に入る最低距離（飛び道具）
proj.doscale = 0     ;上で設定した縮尺を飛び道具にも適用するか（１でＯＮ）   
head.pos = -5, -95   ;頭の大体の座標
mid.pos = -5, -55    ;体の中心の大体の座標
shadowoffset = 0     ;影の垂直方向のオフセット
draw.offset = 0,0    ;使用しない

[Velocity]
walk.fwd  = 1.2      ;前進の速度
walk.back = -0.8     ;後退の速度
run.fwd  = 6, 0    ;前ダッシュの速度（ホップする時はyを-にする）
run.back = -6,-3 ;後ダッシュの速度（ホップする時はyを-にする）
jump.neu = 0,-9.5    ;垂直ジャンプの速度
jump.back = -1.9    ;後ジャンプの速度
jump.fwd = 1.7       ;前ジャンプの速度
runjump.back = -2.2,-9.5 ;後ダッシュしながらのジャンプ速度(オプション)
runjump.fwd = 2.2,-9.5      ;前ダッシュしながらのジャンプ速度(オプション)
airjump.neu = 0,-8.4      ;２段ジャンプ以降の垂直ジャンプの速度(オプション)
airjump.back = -1.9      ;２段ジャンプ以降の後ジャンプの速度(オプション)
airjump.fwd = 1.7         ;２段ジャンプ以降の前ジャンプの速度

[Movement]
airjump.num = 0      ;空中でジャンプする回数
airjump.height = 35  ;空中でジャンプする最低限の高さ
yaccel = .52         ;重力
stand.friction = .85  ;立ち状態の摩擦係数
crouch.friction = .82 ;屈み状態の摩擦係数

;---------------------------------------------------------------------------
; ステイトの解説
; [Statedef STATENO]
; type = ?      S/C/A/L  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｌ：ダウン
; movetype = ?  I/A/H    Ｉ：通常状態/Ａ：攻撃状態/Ｈ：ダメージをくらってる状態
; physics = ?   S/C/A/N  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｎ：無し
; juggle = ?             その攻撃に使うジャグル数
;
;---------------------------------------------------------------------------
; タイムオーバーで負けた時
[Statedef 170]
Type = S
Ctrl = 0
Anim = 170
VelSet = 0,0

[State 170, 1]
Type = NotHitBy
Trigger1 = 1
Value = SCA
Time = 1

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 2
Value = s5000,4
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
; 勝った動作１
[Statedef 180]
Type = S

[State 180, 1]
Type = ChangeState
Trigger1 = Time = 0
Value = 181

;---------------------------------------------------------------------------
; 勝った動作２
[Statedef 181]
Type = S
Ctrl = 0
Anim = 181
VelSet = 0,0

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

[State -1]
Type = ChangeState
TriggerAll = Time = 0
TriggerAll = Var(1) = 0
Trigger1 = Enemy,Name = "Aozaki_Aoko(CPU)" || Enemy,Name = "Aozaki_Aoko" || Enemy,Name = "Aozaki Aoko" || Enemy,Name = "Aoko Aozaki"
Trigger2 = Enemy,Name = "Hisui"
Trigger3 = Enemy,Name = "Kohaku"
Trigger4 = Enemy,Name = "Hisui&Kohaku"
Trigger5 = Enemy,Name = "Len"
Trigger6 = Enemy,Name = "Arima_Miyako" || Enemy,Name = "Arima Miyako"
Trigger7 = Enemy,Name = "Tohno_Akiha" || Enemy,Name = "Tohno Akiha"
Trigger8 = Enemy,Name = "Tohno_Akiha" || Enemy,Name = "Tohno Akiha" || Enemy,Name = "Akiha" || Enemy,Name = "Akiha Tohno" || Enemy,Name = "Akiha_Tohno"
Trigger9 = Enemy,Name = "Arcueid" || Enemy,Name = "Arcueid Brunestud" || Enemy,Name = "Arcueid_Brunestud"
Trigger10 = Enemy,Name = "Ciel"
Trigger11 = Enemy,Name = "Sion" || Enemy,Name = "Sion_Eltnam_Atlasia" || Enemy,Name = "Sion Eltnam Atlasia"
Trigger12 = Enemy,Name = "Yumiduka_Satsuki" || Enemy,Name = "Yumiduka Satsuki"
Value = 182
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Anim = 181
Trigger1 = AnimElem = 8
Value = s180, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SCA
Time = 1

[State -1]
Type = ChangeAnim
TriggerAll = Anim = 181
Trigger1 = Time = 148
Value = 182

[State -1]
Type = AssertSpecial
Trigger1 = Time <= 208
Flag = RoundNotOver

;---------------------------------------------------------------------------
; 勝った動作３
[Statedef 182]
Type = S
Ctrl = 0
Anim = 181
VelSet = 0,0

[State -1]
Type = PlaySnd
Trigger1 = Anim = 181
Trigger1 = AnimElem = 8
Value = s180, 1
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SCA
Time = 1

[State -1]
Type = ChangeAnim
TriggerAll = Anim = 181
Trigger1 = Time = 112
Value = 182

[State -1]
Type = AssertSpecial
Trigger1 = Time <= 172
Flag = RoundNotOver

;---------------------------------------------------------------------------
; 開始前の動作
[Statedef 191]
Type = S
Ctrl = 0
Anim = 190
VelSet = 0,0

[State -1] 
Type = AssertSpecial
Trigger1 = 1
Flag = Intro

[State -1]
Type = VarRandom
Trigger1 = Anim = 190
Trigger1 = Time = 60
V = 1
Range = 0,1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 0
Trigger1 = Anim = 190
Trigger1 = Time = 60
Value = s190, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 1
Trigger1 = Anim = 190
Trigger1 = Time = 60
Value = s190, 1
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PowerSet
Trigger1 = RoundNo = 1
Trigger1 = Time = 0
Value = 1000
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1] 
Type = ChangeAnim
TriggerAll = Anim = 190
Trigger1 = Var(1) = 0
Trigger1 = Time = 150
Trigger2 = Var(1) = 1
Trigger2 = Time = 114
Value = 191

[State -1] 
Type = ChangeState
Trigger1 = Anim = 191
Trigger1 = AnimTime = 0
Value = 0

;---------------------------------------------------------------------------
; 挑発の動作
[Statedef 195]
Type = S
Ctrl = 0
Anim = 195
MoveType = I
Physics = S
Sprpriority = 2

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

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 4
Value = s195, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 39
Value = s30, IfElse((Var(26)=[2,3]),1,11)
Volume = 125
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = CtrlSet
Trigger1 = Time >= 92
Value = 1

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

;---------------------------------------------------------------------------
; 立ち弱
[Statedef 200]
Type    = S                      
MoveType= A                      
Physics = S                      
Juggle  = 0                      
;Commonly-used controllers:
Ctrl = 0                         ;このステート中に他のコマンドを受け付けるか(1で受け付ける)
Anim = 200                       ;このステートで表示するスプライトステート番号(0で変化無し)
SprPriority = 2                  ;表示した絵の重なり具合(2一番前　0通常　-1奥)
Facep2 = 1

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

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 2
Value = s30, IfElse((Var(26)=[2,3]),0,10)
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = Time = 1
V = 1
Range = 0,2
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 0
Trigger1 = Time = 1
Value = s200, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 1
Trigger1 = Time = 1
Value = s200, 1
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[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 = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

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

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = AnimElem = 3
Attr = S, NA                                             ;立ち状態で、通常の攻撃(ｓは立ち、ｎは通常、aは攻撃を表す)
Damage = Ceil(FVar(0)*(36-Var(4)%2))                     ;ダメージ量（左が当たった時、右はガードした時）
AnimType = Light                                         ;当てた時の相手のポーズ（light/midium/hard/back）から選択
GuardFlag = M                                            ;ガードできる状態（ｍaは全ての状態でガード可能）
HitFlag = MAFD                                           ;当てる事のできる条件
Priority = 1, Hit                                        ;攻撃の優先権（0弱い　4通常　7強い
PauseTime = 6, 6+Var(41)                                 ;攻撃が当たった時の硬直時間（左が自分、右が相手）
Guard.PauseTime = 6, 6
HitSound = s10, IfElse(Var(26)=2,3,IfElse(Var(26)=3,23,13));ヒットした時の音（ｓ*,*にすると自分の音を使う）
GuardSound = s120, IfElse((Var(26)=[2,3]),0,10)          ;ガードした時の音（同上）
SparkXY = -Random%20, -20-Random%20
SparkNo = -1
Guard.SparkNo = s160
Ground.Type = Low                                        ;相手のくらった場所（High：頭、体, Low：足, Trip：足払い）
Ground.SlideTime = 10                                    ;相手が後にすべる時間
Ground.HitTime  = 10                                     ;コンボが繋がる時間（高くしすぎない事）
Ground.Velocity = -5                                   ;地上で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
Air.Type = High                                          ;空中で相手がくらった場所（上と同じ）
Air.Velocity = -1.8*Var(50),IfElse(Var(50)=1,-6.2,FVar(25));空中で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
Down.Velocity = -3.6,-2.5
Ground.CornerPush.VelOff = -5
Air.CornerPush.VelOff = -2.8*Var(50)
Down.CornerPush.VelOff = -5.6
YAccel = .48
Kill = 1
Guard.Kill = 0
Fall = 0
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 20
GetPower = Ceil(FVar(16)*40), Ceil(0.85*FVar(16)*40)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*12), Ceil(IfElse(FVar(16)=0,1,FVar(16))*6)

[State -1]
Type = VarSet
Trigger1 = 1
Trigger1 = Var(20)%10 = 0
V = 20
Value = Var(20)+1

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

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

;---------------------------------------------------------------------------
; 立ち中
[Statedef 210]
Type    = S
MoveType= A
Physics = S
Juggle  = 0
Ctrl = 0
Anim = 210
SprPriority = 1
Facep2 = 1

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

[State -1]
Type = Helper
Trigger1 = Time = 1
StateNo = 9000
ID = 9000
PosType = P1
Ownpal = 1
SprPriority = 5

[State -1]
Type = Helper
Trigger1 = Time = 7
StateNo = 9000
ID = 9001
PosType = P1
Ownpal = 1
SprPriority = 5

[State -1]
Type = VelSet
Trigger1 = AnimElem = 4
X = 14

[State -1]
Type = VelSet
Trigger1 = AnimElem = 5
X = 0

[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 = AnimElem = 2
V = 1
Range = 0,3
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

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

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

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

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

[State -1]
Type = VarSet
Trigger1 = MoveHit = 1
Trigger1 = FVar(1) > 0.90
FV = 1
Value = 0.90
IgnoreHitPause = 1

[State -1]
type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = AnimElem = 5
Attr = S, NA
AnimType  = Medium
Damage    = Ceil(FVar(0)*(70-Var(4)%2))
HitFlag = MAFD
GuardFlag = M
Priority = 2, Hit
PauseTime = 8,8+Var(41)
Guard.PauseTime = 8,8
HitSound = s10, IfElse(Var(26)=2,1,IfElse(Var(26)=3,21,11))
GuardSound = s120,IfElse((Var(26)=[2,3]),0,10)
SparkXY = -Random%20, -55-Random%20
SparkNo = -1
Guard.SparkNo = s160
Ground.Type = High
Ground.SlideTime = 13
Ground.HitTime  = 13
Ground.Velocity = -5
Air.Velocity = -2*Var(50),IfElse(Var(50)=1,-7.6,FVar(25))
Down.Velocity = -4,-2.5
Ground.CornerPush.VelOff = -6
Air.CornerPush.VelOff = -3*Var(50)
Down.CornerPush.VelOff = -6
YAccel = .48
Kill = 1
Fall = 0
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 23
GetPower = Ceil(FVar(16)*70), Ceil(0.85*FVar(16)*70)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*21), Ceil(IfElse(FVar(16)=0,1,FVar(16))*10)

[State -1]
Type = VarSet
Trigger1 = 1
Trigger1 = Var(21)%10 = 0
V = 21
Value = Var(21)+1

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

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

[State -1]
Type = ChangeState
Trigger1 = Var(59) = 0
Trigger1 = Time = [8,16]
Trigger1 = Command = "b"
Value = 216

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

;---------------------------------------------------------------------------
; 立ち中追加
[Statedef 215]
Type      = S
Movetype  = A
Physics   = S
Ctrl      = 0
Anim      = 215
SprPriority = 2

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

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 7
Value = 0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PosAdd
Trigger1 = Time = [0,2]
X = 8

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

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

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 0
Trigger1 = AnimElem = 1
Value = s215, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 1
Trigger1 = AnimElem = 1
Value = s215, 1
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[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 = VarSet
Trigger1 = MoveHit = 1
Trigger1 = FVar(1) > 0.63
FV = 1
Value = 0.63
IgnoreHitPause = 1

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = AnimElem = 3
Attr = S, NA
Damage = Ceil(FVar(0)*(100-Var(4)%2))
AnimType = Up
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, -80-Random%20
SparkNo = -1
Guard.SparkNo = s160
Ground.Type = Low
Air.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = IfElse(Var(50)=1,0,-9),IfElse(Var(50)=1,-11,FVar(25))
Guard.Velocity = -11
Air.Velocity = IfElse(Var(50)=1,0,-6),IfElse(Var(50)=1,-10.8,FVar(25))
Down.Velocity = -6,-2.5
Ground.CornerPush.VelOff = IfElse(Var(50)=1,0,-10)
Air.CornerPush.VelOff = IfElse(Var(50)=1,0,-7)
Down.CornerPush.VelOff = -7
YAccel = .48
Kill = 1
Fall = 1
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 43
GetPower = Ceil(FVar(16)*100), Ceil(0.85*FVar(16)*100)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*30), Ceil(IfElse(FVar(16)=0,1,FVar(16))*15)

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

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

;---------------------------------------------------------------------------
; 立ち中追加溜め
[Statedef 216]
Type      = S
Movetype  = A
Physics   = S
Ctrl      = 0
Anim      = 216
Facep2 = 1

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

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 20
Value = 0

[State -1]
Type = VarSet
TriggerAll = Var(59) <= 0
Trigger1 = Command != "B溜め"
Trigger1 = Time = [0,17]
V = 7
Value = 1

[State -1]
Type = VarSet
Trigger1 = Time = 18
V = 7
Value = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Time = 18
Value = s700, IfElse((Var(26)=[2,3]),0,10)

[State -1]
Type = Explod
Trigger1 = Time = 18
Anim = 700
ID = 700
PosType = P1
Pos = -14,-54
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
RemoveTime = -2
RemoveOnGetHit = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Time = 0
StateNo = 9000
ID = 9002
PosType = P1
Ownpal = 1
SprPriority = 5

[State -1]
Type = ChangeState
TriggerAll = Var(7) = 1
Trigger1 = Time = [5,17]
Value = 215

[State -1]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 217

;---------------------------------------------------------------------------
; 立ち中追加溜め
[Statedef 217]
Type      = S
Movetype  = A
Physics   = S
Ctrl      = 0
Anim      = 215
SprPriority = 2

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

[State -1]
Type = PosAdd
Trigger1 = Time = [0,2]
X = 13

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

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

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 0
Trigger1 = AnimElem = 1
Value = s215, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 1
Trigger1 = AnimElem = 1
Value = s215, 1
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[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 = VarSet
Trigger1 = MoveHit = 1
Trigger1 = FVar(1) > 0.65
FV = 1
Value = 0.65
IgnoreHitPause = 1

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = AnimElem = 3
Attr = S, NA
Damage = Ceil(FVar(0)*(100-Var(4)%2))
AnimType = Up
HitFlag = MAFD
GuardFlag = H
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, -80-Random%20
SparkNo = -1
Guard.SparkNo = s160
Ground.Type = Low
Air.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = IfElse(Var(50)=1,0,-9),IfElse(Var(50)=1,-11,FVar(25))
Guard.Velocity = -11
Air.Velocity = IfElse(Var(50)=1,0,-6),IfElse(Var(50)=1,-10.8,FVar(25))
Down.Velocity = -6,-2.5
Ground.CornerPush.VelOff = IfElse(Var(50)=1,0,-10)
Air.CornerPush.VelOff = IfElse(Var(50)=1,0,-7)
Down.CornerPush.VelOff = -7
YAccel = .48
Kill = 1
Fall = 1
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 52
GetPower = Ceil(FVar(16)*100), Ceil(0.85*FVar(16)*100)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*30), Ceil(IfElse(FVar(16)=0,1,FVar(16))*15)

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

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

;---------------------------------------------------------------------------
; 立ち強
[Statedef 220]
Type      = S
Movetype  = A
Physics   = S
Ctrl      = 0
Anim      = 220
SprPriority = 2

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

[State -1]
Type = VarSet
Trigger1 = Time = 0
Trigger2 = AnimElem = 7
V = 7
Value = 0

[State -1]
Type = VarSet
Trigger1 = MoveGuarded = 1
Trigger2 = MoveReversed = 1
V = 7
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ChangeAnim
Trigger1 = MoveHit = 1
Value = 220
Elem = 7
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = PosAdd
Trigger1 = AnimElem = 8, <=2
X = 5

[State -1]
Type = PosAdd
Trigger1 = AnimElem = 9, =0
X = 4

[State -1]
Type = PosAdd
Trigger1 = AnimElem = 9, =1
X = 3

[State -1]
Type = PosAdd
Trigger1 = AnimElem = 9, =2
X = 2

[State -1]
Type = PosAdd
Trigger1 = AnimElem = 10, =0
X = 1

[State -1]
Type = Explod
Trigger1 = AnimElem = 2
ID = 225
PosType = P1
Pos = 0,0
Anim = 225
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 0
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 = VarSet
Trigger1 = NumTarget(220) = 0
Trigger1 = MoveHit = 1
Trigger1 = FVar(1) > 0.01
FV = 1
Value = 0.80*FVar(1)
IgnoreHitPause = 1

[State -1]
Type = VarSet
Trigger1 = NumTarget(220) > 0
Trigger1 = MoveHit = 1
Trigger1 = FVar(1) > 0.01
FV = 1
Value = 0.75*FVar(1)
IgnoreHitPause = 1

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

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

[State -1]
Type = PlaySnd
Trigger1 = Anim = 220
Trigger1 = AnimElem = 1
Value = s30, IfElse((Var(26)=[2,3]),1,11)
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = AnimElem = 2
Attr = S, NA
AnimType  = Hard
Damage    = Ceil(FVar(0)*(120-Var(4)%2))
HitFlag = MAFD
GuardFlag = M
Priority = 3, 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 = s160
Ground.Type = Low
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = -8
Guard.Velocity = -10
Air.Velocity = -1.5*Var(50),IfElse(Var(50)=1,-7.8,FVar(25))
Down.Velocity = -3,-2.5
Ground.CornerPush.VelOff = -9
Air.CornerPush.VelOff = -2.5*Var(50)
Down.CornerPush.VelOff = -6
YAccel = .48
Kill = 1
Fall = 0
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 27+IfElse(P2StateType=A&&Var(50)=1,2,0)
GetPower = Ceil(FVar(16)*150), Ceil(0.85*FVar(16)*150)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*45), Ceil(IfElse(FVar(16)=0,1,FVar(16))*22)

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
TriggerAll = Var(7) = 0
Trigger1 = AnimElem = 3
Attr = S, NA
AnimType  = Hard
Damage    = Ceil(FVar(0)*(150-Var(4)%2))
HitFlag = MAFD
GuardFlag = M
Priority = 3, 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 = s160
Ground.Type = Low
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = -8
Guard.Velocity = -10
Air.Velocity = -1.5*Var(50),IfElse(Var(50)=1,-7.8,FVar(25))
Down.Velocity = -3,-2.5
Ground.CornerPush.VelOff = -9
Air.CornerPush.VelOff = -2.5*Var(50)
Down.CornerPush.VelOff = -6
ID = 220
YAccel = .48
Kill = 1
Fall = 0
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 27+IfElse(P2StateType=A&&Var(50)=1,2,0)
GetPower = Ceil(FVar(16)*150), Ceil(0.85*FVar(16)*150)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*45), Ceil(IfElse(FVar(16)=0,1,FVar(16))*22)

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

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

;---------------------------------------------------------------------------
; 立ち強溜め
[Statedef 221]
Type      = S
Movetype  = A
Physics   = S
Ctrl      = 0
Anim      = 221
Facep2 = 1

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

[State -1]
Type = VarSet
Trigger1 = 1
Trigger1 = Var(22)%10 = 0
V = 22
Value = Var(22)+1

[State -1]
Type = VarSet
TriggerAll = Var(59) <= 0
Trigger1 = Command != "C溜め"
Trigger1 = Time = [0,23]
V = 7
Value = 1

[State -1]
Type = VarSet
Trigger1 = Time = 24
V = 7
Value = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Time = 24
Value = s700, IfElse((Var(26)=[2,3]),0,10)

[State -1]
Type = Explod
Trigger1 = Time = 24
Anim = 700
ID = 700
PosType = P1
Pos = -16,-76
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
RemoveTime = -2
RemoveOnGetHit = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Time = 1
StateNo = 9000
ID = 9003
PosType = P1
Ownpal = 1
SprPriority = 5

[State -1]
Type = ChangeState
TriggerAll = Var(7) = 1
Trigger1 = Time = [7,23]
Value = 220

[State -1]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 230

;---------------------------------------------------------------------------
; 立ち強溜め
[Statedef 230]
Type      = S
Movetype  = A
Physics   = S
Ctrl      = 0
Anim      = 230
SprPriority = 2

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

[State -1]
Type = VarSet
Trigger1 = MoveContact
Trigger2 = MoveReversed
V = 7
Value = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = Time = 0
Trigger2 = AnimElem = 4 , >= 0
V = 7
Value = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PosAdd
Trigger1 = Time = [0,10]
X = 6

[State -1]
Type = Explod
Trigger1 = AnimElem = 2
ID = 225
PosType = P1
Pos = 0,0
Anim = 225
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0
RemoveTime = -2
RemoveOnGetHit = 1

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 1
Value = s230, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

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

[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 = VarSet
Trigger1 = MoveHit = 1
Trigger1 = FVar(1) > 0.50
FV = 1
Value = 0.50
IgnoreHitPause = 1

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = AnimElem = 2
Attr = S, NA
Damage = Ceil(FVar(0)*(220-Var(4)%2))
AnimType = Hard
HitFlag = MAFD
GuardFlag = 
Priority = 2, Miss
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 = s160
Ground.Type = Low
Air.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = -1.5*Var(50),IfElse(Var(50)=1,-8.2,FVar(25))
Air.Velocity = -2*Var(50),IfElse(Var(50)=1,-8,FVar(25))
Down.Velocity = -4,-2.5
Ground.CornerPush.VelOff = -2.5*Var(50)
Air.CornerPush.VelOff = -3*Var(50)
Down.CornerPush.VelOff = -6
YAccel = .48
Kill = 1
Fall = 1
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 27
GetPower = Ceil(FVar(16)*180), Ceil(0.85*FVar(16)*180)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*54), Ceil(IfElse(FVar(16)=0,1,FVar(16))*27)

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
TriggerAll = Var(7)= 0
Trigger1 = AnimElem = 2, = 2
Attr = S, NA
Damage = Ceil(FVar(0)*(220-Var(4)%2))
AnimType = Hard
HitFlag = MAFD
GuardFlag = M
Priority = 2, Miss
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 = s160
Ground.Type = Low
Air.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = -1.5*Var(50),IfElse(Var(50)=1,-8.2,FVar(25))
Guard.Velocity = -11
Air.Velocity = -2*Var(50),IfElse(Var(50)=1,-8,FVar(25))
Down.Velocity = -4,-2.5
Ground.CornerPush.VelOff = -2.5*Var(50)
Air.CornerPush.VelOff = -3*Var(50)
Down.CornerPush.VelOff = -6
YAccel = .48
Kill = 1
Fall = 1
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 27
GetPower = Ceil(FVar(16)*180), Ceil(0.85*FVar(16)*180)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*54), Ceil(IfElse(FVar(16)=0,1,FVar(16))*27)

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

[State -1]
Type = AttackDist
Trigger1 = AnimElem = 2, < 2
Value = 0
Persistent = 1

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

;---------------------------------------------------------------------------
;屈み弱
[Statedef 400]
Type    = C
MoveType= A
Physics = C
Juggle  = 0
Ctrl = 0
Anim = 400
SprPriority = 2
Facep2 = 1

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

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 2
Value = s30, IfElse((Var(26)=[2,3]),0,10)
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = Time = 1
V = 1
Range = 0,2
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 0
Trigger1 = Time = 1
Value = s200, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 1
Trigger1 = Time = 1
Value = s200, 1
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[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 = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = MoveHit = 1
Trigger1 = FVar(1) > 0.68
FV = 1
Value = 0.68
IgnoreHitPause = 1

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = AnimElem = 3
Attr = C, NA
Damage = Ceil(FVar(0)*(30-Var(4)%2))
Priority  = 1, Hit
AnimType  = Light
HitFlag = MAFD
GuardFlag = M
PauseTime = 6,6+Var(41)
Guard.PauseTime = 6,6
HitSound = s10, IfElse(Var(26)=2,0,IfElse(Var(26)=3,20,10))
GuardSound = s120,IfElse((Var(26)=[2,3]),0,10)
SparkXY = -Random%20, -40-Random%20
SparkNo = -1
Guard.SparkNo = s160
Ground.Type = Low
Ground.SlideTime = 10
Ground.HitTime  = 10
Ground.Velocity = -4.5
Air.Velocity = -2*Var(50),IfElse(Var(50)=1,-6,FVar(25))
Down.Velocity = -4,-2.5
Ground.CornerPush.VelOff = -4.5
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 = 20
GetPower = Ceil(FVar(16)*35), Ceil(0.85*FVar(16)*35)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*10), Ceil(IfElse(FVar(16)=0,1,FVar(16))*5)

[State -1]
Type = VarSet
Trigger1 = 1
Trigger1 = Var(20)/10%10 = 0
V = 20
Value = Var(20)+10

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

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

;---------------------------------------------------------------------------
;屈み中
[Statedef 410]
Type    = C
MoveType= A
Physics = C
Juggle  = 0
Ctrl = 0
Anim = 410
SprPriority = 2
Facep2 = 1

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

[State -1]
Type = Helper
Trigger1 = Time = 1
StateNo = 9000
ID = 9004
PosType = P1
Ownpal = 1
SprPriority = 5

[State -1]
Type = Helper
Trigger1 = Time = 12
StateNo = 9000
ID = 9005
PosType = P1
Ownpal = 1
SprPriority = 5

[State -1]
Type = PosAdd
Trigger1 = AnimElem = 8
X = 6

[State -1]
Type = VarRandom
Trigger1 = AnimElem = 2
V = 1
Range = 0,5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

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

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

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

[State -1]
Type = VarRandom
Trigger1 = AnimElem = 7
V = 1
Range = 0,5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 0
Trigger1 = AnimElem = 7
Value = s210, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 1
Trigger1 = AnimElem = 7
Value = s210, 1
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 2
Trigger1 = AnimElem = 7
Value = s210, 2
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 4
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 = 8
Value = s30, IfElse((Var(26)=[2,3]),1,11)
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = AnimElem = 4
ID = 415
PosType = P1
Pos = 0,0
Anim = 415
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
RemoveTime = -2
RemoveOnGetHit = 1

[State -1]
Type = Explod
Trigger1 = AnimElem = 8
ID = 416
PosType = P1
Pos = 0,0
Anim = 416
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 = 1
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 = VarSet
Trigger1 = NumTarget(410) > 0
Trigger1 = MoveHit = 1
Trigger1 = FVar(1) > 0.85
FV = 1
Value = 0.85
IgnoreHitPause = 1

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = P2StateType != C
Trigger1 = AnimElem = 5
Attr = C, NA
Damage    = Ceil(FVar(0)*(60-Var(4)%2))
AnimType  = Medium
HitFlag = MAFD
GuardFlag = L
Priority  = 1, 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, -60-Random%20
SparkNo = -1
Guard.SparkNo = s160
Ground.Type = Low
Ground.SlideTime = 13
Ground.HitTime  = 13
Ground.Velocity = -3.5
Air.Velocity = -2*Var(50),IfElse(Var(50)=1,-7,FVar(25))
Down.Velocity = -4,-2.5
Ground.CornerPush.VelOff = -4.5
Air.CornerPush.VelOff = -3*Var(50)
Down.CornerPush.VelOff = -6
YAccel = .48
ID = 410
Kill = 1
Guard.Kill = 0
Fall = 0
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 22
GetPower = Ceil(FVar(16)*60), Ceil(0.85*FVar(16)*60)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*18), Ceil(IfElse(FVar(16)=0,1,FVar(16))*9)

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = P2StateType != C
Trigger1 = AnimElem = 9
Attr = C, NA
Damage    = Ceil(FVar(0)*(50-Var(4)%2))
AnimType  = Medium
HitFlag = MAFD
GuardFlag = L
Priority  = 1, 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, -20-Random%20
SparkNo = -1
Guard.SparkNo = s160
Ground.Type = Low
Ground.SlideTime = 13
Ground.HitTime  = 13
Ground.Velocity = -5.5
Air.Velocity = -2*Var(50),IfElse(Var(50)=1,-7,FVar(25))
Down.Velocity = -4,-2.5
Ground.CornerPush.VelOff = -6.5
Air.CornerPush.VelOff = -3*Var(50)
Down.CornerPush.VelOff = -6
YAccel = .48
ID = 411
Kill = 1
Guard.Kill = 0
Fall = 0
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 22
GetPower = Ceil(FVar(16)*60), Ceil(0.85*FVar(16)*60)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*18), Ceil(IfElse(FVar(16)=0,1,FVar(16))*9)

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = P2StateType = C
Trigger1 = AnimElem = 5
Attr = C, NA
Damage    = Ceil(FVar(0)*(60-Var(4)%2))
AnimType  = Medium
HitFlag = MAFD
GuardFlag = L
Priority  = 1, 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, -60-Random%20
SparkNo = -1
Guard.SparkNo = s160
Ground.Type = Trip
Ground.SlideTime = 13
Ground.HitTime  = 13
Ground.Velocity = -0.5,-4.6
Guard.Velocity = -5.5
Air.Velocity = -2*Var(50),IfElse(Var(50)=1,-7,FVar(25))
Down.Velocity = -4,-2.5
Ground.CornerPush.VelOff = -4.5
Air.CornerPush.VelOff = -3*Var(50)
Down.CornerPush.VelOff = -6
YAccel = .48
ID = 410
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 28
GetPower = Ceil(FVar(16)*60), Ceil(0.85*FVar(16)*60)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*18), Ceil(IfElse(FVar(16)=0,1,FVar(16))*9)

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = P2StateType = C
Trigger1 = AnimElem = 9
Attr = C, NA
Damage    = Ceil(FVar(0)*(50-Var(4)%2))
AnimType  = Medium
HitFlag = MAFD
GuardFlag = L
Priority  = 1, 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, -20-Random%20
SparkNo = -1
Guard.SparkNo = s160
Ground.Type = Trip
Ground.SlideTime = 13
Ground.HitTime  = 13
Ground.Velocity = -0.5,-4.6
Guard.Velocity = -5.5
Air.Velocity = -2*Var(50),IfElse(Var(50)=1,-7,FVar(25))
Down.Velocity = -4,-2.5
Ground.CornerPush.VelOff = -6.5
Air.CornerPush.VelOff = -3*Var(50)
Down.CornerPush.VelOff = -6
YAccel = .48
ID = 411
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 28
GetPower = Ceil(FVar(16)*60), Ceil(0.85*FVar(16)*60)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*18), Ceil(IfElse(FVar(16)=0,1,FVar(16))*9)

[State -1]
Type = VarSet
Trigger1 = 1
Trigger1 = Var(21)/10%10 = 0
V = 21
Value = Var(21)+10

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

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


;---------------------------------------------------------------------------
;屈み強
[Statedef 420]
Type    = C
MoveType= A
Physics = C
Juggle  = 0
Ctrl = 0
Anim = 420
SprPriority = 2
Facep2 = 1

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

[State -1]
Type = VarRandom
Trigger1 = AnimElem = 2
V = 1
Range = 0,3
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 0
Trigger1 = AnimElem = 2
Value = s420, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 1
Trigger1 = AnimElem = 2
Value = s420, 1
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 2
Trigger1 = AnimElem = 2
Value = s420, 2
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

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

[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 = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = MoveHit = 1
Trigger1 = FVar(1) > 0.55
FV = 1
Value = 0.55
IgnoreHitPause = 1

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = AnimElem = 5
Attr = C, NA
Damage    = Ceil(FVar(0)*(110-Var(4)%2))
AnimType  = Hard
HitFlag = MAFD
GuardFlag = L
Priority  = 2, Hit
PauseTime = 10,10+Var(41)
Guard.PauseTime = 10,10
HitSound = s10, IfElse(Var(26)=2,5,IfElse(Var(26)=3,25,15))
SparkXY = -Random%20, -Random%20
SparkNo = -1
Guard.SparkNo = s160
GuardSound = s120,IfElse((Var(26)=[2,3]),0,10)
Ground.Type = Trip
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = -0.5,-3.6
Guard.Velocity = -10
Air.Velocity = IfElse(Var(50)=1,-0.5,-5),IfElse(Var(50)=1,-3.2,FVar(25))
Down.Velocity = -4,-2.5
Ground.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = -12
Air.CornerPush.VelOff = IfElse(Var(50)=1,0,-6)
Down.CornerPush.VelOff = -6
YAccel = .48
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = 0
GetPower = Ceil(FVar(16)*120), Ceil(0.85*FVar(16)*120)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*36), Ceil(IfElse(FVar(16)=0,1,FVar(16))*18)

[State -1]
Type = VarSet
Trigger1 = 1
Trigger1 = Var(22)/10%10 = 0
V = 22
Value = Var(22)+10

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

[State -1]
Type = AttackDist
Trigger1 = 1
Value = 180
Persistent = 1

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

;---------------------------------------------------------------------------
;空中弱
[Statedef 600]
Type    = A
MoveType= A
Physics = A
Juggle  = 0
Ctrl = 0
Anim = 600
SprPriority = 2

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

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

[State -1]
Type = VarRandom
Trigger1 = Time = 1
V = 1
Range = 0,2
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 0
Trigger1 = Time = 1
Value = s200, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 1
Trigger1 = Time = 1
Value = s200, 1
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[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 = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = MoveHit = 1
Trigger1 = FVar(1) > 0.78
FV = 1
Value = 0.78
IgnoreHitPause = 1

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = AnimElem = 4
Attr = A, NA
Damage  = Ceil(FVar(0)*(30-Var(4)%2))
GuardFlag = MA
Priority = 2, Hit
PauseTime = 6,6+Var(41)
Guard.PauseTime = 6,6
HitSound = s10, IfElse(Var(26)=2,0,IfElse(Var(26)=3,20,10))
GuardSound = s120,IfElse((Var(26)=[2,3]),0,10)
SparkXY = -Random%20, -55-Random%20
SparkNo = -1
Guard.SparkNo = s160
Ground.Type = High
Ground.SlideTime = 11
Ground.HitTime  = 11
Ground.Velocity = -4
Air.Velocity = -1.5*Var(50),IfElse(Var(50)=1,-5.8,FVar(25))
AirGuard.Velocity = -3,-2
Down.Velocity = -3,-2.5
Ground.CornerPush.VelOff = -5
Air.CornerPush.VelOff = -2.5*Var(50)
Down.CornerPush.VelOff = -5
YAccel = .48
Kill = 1
Guard.Kill = 0
Fall = 0
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 23
GetPower = Ceil(FVar(16)*30), Ceil(0.85*FVar(16)*30)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*9), Ceil(IfElse(FVar(16)=0,1,FVar(16))*4)

[State -1]
Type = VarSet
Trigger1 = 1
Trigger1 = Var(20)/100 = 0
V = 20
Value = Var(20)+100

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

;---------------------------------------------------------------------------
;空中中
[Statedef 610]
Type    = A
MoveType= A
Physics = A
Juggle  = 0
Ctrl = 0
Anim = 610
SprPriority = 2

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

[State -1]
Type = VarRandom
Trigger1 = AnimElem = 2
V = 1
Range = 0,3
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

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

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

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

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

[State -1]
Type = Explod
Trigger1 = AnimElem = 3
ID = 615
PosType = P1
Pos = 0,0
Anim = 615
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 = VarRandom
Trigger1 = MoveHit = 1
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = NumTarget(610) > 0
Trigger1 = MoveHit = 1
Trigger1 = FVar(1) > 0.81
FV = 1
Value = 0.81
IgnoreHitPause = 1

[State -1]
Type = VarSet
Trigger1 = NumTarget(611) > 0
Trigger1 = MoveHit = 1
Trigger1 = FVar(1) > 0.79
FV = 1
Value = 0.79
IgnoreHitPause = 1

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = AnimElem = 3
Attr = A, NA
Damage = Ceil(FVar(0)*(50-Var(4)%2))
HitFlag = MAFD
GuardFlag = HA
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, -35-Random%20
SparkNo = -1
Guard.SparkNo = s160
AnimType = Med
Ground.Type = High
Ground.SlideTime = 11
Ground.HitTime  = 11
Ground.Velocity = -4.5
Guard.Velocity = -6
Air.Velocity = -1.2*Var(50),IfElse(Var(50)=1,-7.4,FVar(25))
AirGuard.Velocity = -3,-1.4
Down.Velocity = -3,-2.5
Ground.CornerPush.VelOff = -5.5
Air.CornerPush.VelOff = -2.2*Var(50)
Down.CornerPush.VelOff = -5
YAccel = .48
ID = 610
Kill = 1
Guard.Kill = 0
Fall = 0
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 25
GetPower = Ceil(FVar(16)*40), Ceil(0.85*FVar(16)*40)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*12), Ceil(IfElse(FVar(16)=0,1,FVar(16))*6)

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = AnimElem = 4
Attr = A, NA
Damage = Ceil(FVar(0)*(50-Var(4)%2))
HitFlag = MAFD
GuardFlag = HA
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, -35-Random%20
SparkNo = -1
Guard.SparkNo = s160
AnimType = Med
Ground.Type = High
Ground.SlideTime = 11
Ground.HitTime  = 11
Ground.Velocity = -4.5
Guard.Velocity = -6
Air.Velocity = -1.2*Var(50),IfElse(Var(50)=1,-7.4,FVar(25))
AirGuard.Velocity = -3,-1.4
Down.Velocity = -3,-2.5
Ground.CornerPush.VelOff = -5.5
Air.CornerPush.VelOff = -2.2*Var(50)
Down.CornerPush.VelOff = -5
YAccel = .48
ID = 611
Kill = 1
Guard.Kill = 0
Fall = 0
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 25
GetPower = Ceil(FVar(16)*40), Ceil(0.85*FVar(16)*40)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*12), Ceil(IfElse(FVar(16)=0,1,FVar(16))*6)

[State -1]
Type = VarSet
Trigger1 = 1
Trigger1 = Var(21)/100 = 0
V = 21
Value = Var(21)+100

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

;---------------------------------------------------------------------------
;空中強
[Statedef 620]
Type    = A
MoveType= A
Physics = A
Juggle  = 0
Ctrl = 0
Anim = 620
SprPriority = 2

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

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 7
Value = 0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = AnimElem = 2
V = 1
Range = 0,3
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

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

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

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 2
Trigger1 = AnimElem = 1
Value = s420, 2
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

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

[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) > 0.90
FV = 1
Value = 0.90
IgnoreHitPause = 1

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = AnimElem = 2
Attr = A, NA
Damage = Ceil(FVar(0)*(95-Var(4)%2))
HitFlag = MAFD
GuardFlag = HA
Priority = 3, Hit
PauseTime = 10,10+Var(41)
Guard.PauseTime = 10,10
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, -30-Random%20
SparkNo = -1
Guard.SparkNo = s160
AnimType = Hard
Ground.Type = High
Ground.SlideTime = 15
Ground.HitTime  = 15
Ground.Velocity = -5
Guard.Velocity = -7
Air.Velocity = -1.5*Var(50),IfElse(Var(50)=1,-7.4,FVar(25))
AirGuard.Velocity = -3,-1.4
Down.Velocity = -3.2,-2.5
Ground.CornerPush.VelOff = -6
Air.CornerPush.VelOff = -2.5*Var(50)
Down.CornerPush.VelOff = -5.2
YAccel = .48
Kill = 1
Guard.Kill = 0
Fall = 0
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 27
GetPower = Ceil(FVar(16)*130), Ceil(0.85*FVar(16)*130)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*39), Ceil(IfElse(FVar(16)=0,1,FVar(16))*19)

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

;---------------------------------------------------------------------------
; 空中強溜め
[Statedef 621]
Type      = A
MoveType  = A
Physics   = A
Ctrl      = 0
Anim      = 621

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

[State -1]
Type = VarSet
Trigger1 = 1
Trigger1 = Var(22)/100 = 0
V = 22
Value = Var(22)+100

[State -1]
Type = VarSet
TriggerAll = Var(59) <= 0
Trigger1 = Command != "C溜め"
Trigger1 = Time = [0,11]
V = 7
Value = 1

[State -1]
Type = VarSet
Trigger1 = Time = 12
V = 7
Value = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Time = 12
Value = s700, IfElse((Var(26)=[2,3]),0,10)

[State -1]
Type = Explod
Trigger1 = Time = 12
Anim = 700
ID = 700
PosType = P1
Pos = -32,-125
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
BindTime = 9
RemoveTime = -2
RemoveOnGetHit = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ChangeState
TriggerAll = Var(7) = 1
Trigger1 = Time = [5,11]
Value = 620

[State -1]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 630

;---------------------------------------------------------------------------
;空中強溜め
[Statedef 630]
Type    = A
MoveType= A
Physics = A
Juggle  = 0
Ctrl = 0
Anim = 630
SprPriority = 2

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

[State -1]
Type = VarRandom
Trigger1 = AnimElem = 2
V = 1
Range = 0,3
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

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

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

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 2
Trigger1 = AnimElem = 1
Value = s420, 2
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

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

[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) > 0.60
FV = 1
Value = 0.60
IgnoreHitPause = 1

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = P2StateType = A
Trigger1 = AnimElem = 2
Attr = A, NA
Damage = Ceil(FVar(0)*(120-Var(4)%2))
HitFlag = MAFD
GuardFlag = HA
Priority = 3, Hit
PauseTime = 10,10+Var(41)
Guard.PauseTime = 10,10
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, -30-Random%20
SparkNo = -1
Guard.SparkNo = s160
AnimType = Hard
Ground.Type = High
Ground.SlideTime = 15
Ground.HitTime  = 15
Ground.Velocity = 0,-11
Guard.Velocity = -7
Air.Velocity = IfElse(Var(50)=1,-8,-5),IfElse(Var(50)=1,6,FVar(25))
AirGuard.Velocity = -3,-1.4
Down.Velocity = -3.2,-2.5
Ground.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = -8
Air.CornerPush.VelOff = -2.6*Var(50)
Down.CornerPush.VelOff = -5.2
YAccel = .48
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 27
GetPower = Ceil(FVar(16)*130), Ceil(0.85*FVar(16)*130)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*39), Ceil(IfElse(FVar(16)=0,1,FVar(16))*19)

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = P2StateType != A
Trigger1 = AnimElem = 2
Attr = A, NA
Damage = Ceil(FVar(0)*(120-Var(4)%2))
HitFlag = MAFD
GuardFlag = HA
Priority = 3, Hit
PauseTime = 10,10+Var(41)
Guard.PauseTime = 10,10
HitSound = s10, IfElse((Var(26)=[2,3]),2,12)
GuardSound = s120,IfElse((Var(26)=[2,3]),0,10)
SparkXY = -Random%20, -30-Random%20
SparkNo = -1
Guard.SparkNo = s160
AnimType = Up
Ground.Type = High
Ground.SlideTime = 15
Ground.HitTime  = 15
Ground.Velocity = 0,-11
Guard.Velocity = -7
Air.Velocity = IfElse(Var(50)=1,-8,-5),IfElse(Var(50)=1,6,FVar(25))
AirGuard.Velocity = -3,-1.4
Down.Velocity = -3.2,-2.5
Ground.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = -8
Air.CornerPush.VelOff = -2.6*Var(50)
Down.CornerPush.VelOff = -5.2
YAccel = .48
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = 0
GetPower = Ceil(FVar(16)*130), Ceil(0.85*FVar(16)*130)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*39), Ceil(IfElse(FVar(16)=0,1,FVar(16))*19)

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

;---------------------------------------------------------------------------
;避け
[Statedef 750]
Type    = S
Physics = S
Ctrl = 0
Anim = 750
SprPriority = -1

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

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

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 0
Trigger1 = Time = 1
Value = s105, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PalFX
Trigger1 = Time = [1,20]
Time = 1
Add = 200-Var(8),200-Var(8),200-Var(8)
IgnoreHitPause = 0
Peresistent = 0

[State -1]
Type = VarAdd
Trigger1 = Time = [0,20]
V = 8
Value = 10

[State -1]
Type = VarSet
Trigger1 = Time = 20
V = 8
Value = 0

[State -1]
Type = ReversalDef
Trigger1 = Time = 1
Reversal.Attr = SCA, NA,SA,HA
NumHits = 0
Pausetime = 0,0
SparkNo = -1
SparkXY = 0,0
SprPriority = -1
GetPower = 0,0

[State -1]
Type = Helper
Trigger1 = Time >= 1
StateNo = 755
ID = 755
Ownpal = 1
Keyctrl = 0
SprPriority = -5
IgnoreHitPause = 0
Persistent = 3

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

[State -1]
Type = NotHitBy
Trigger1 = Time = [1,22]
Value = , NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

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

;---------------------------------------------------------------------------
;投げ・発動
;     
;     投げのステートは少し複雑ですが順序良くならべればなんてことありません。
;     800：投げの発生と失敗した時
;     810：投げが成功した時の自分の動き
;     811：投げが成功した瞬間の相手の状態
;     812：投げが成功した時の相手の飛んでいく状態
;     とこんな具合です、投げは自分の他に相手の分も記述しなくてはなりません
;     でもそれだけです。

[Statedef 800]
Type    = S
MoveType= A
Physics = S
Juggle  = 0
Ctrl = 0
Anim = 800
SprPriority = 2
Facep2 = 1

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

[State 800, 1]
Type = HitDef
TriggerAll = Var(59) = 0
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Time = 2
Attr = S, NT          ;ｓ：立ち　ｎ：通常　ｔ：投げ
HitFlag = M-          ;コンボの途中から投げが入らないよう設定してある
Priority = 1, Miss    ;１は優先順位が低いので技がでないかミスするという設定
SparkNo = -1          ;-をつければスパークエフェクトは無い
Guard.SparkNo = s160
SprPriority = 1       ;２Ｐより上にカンフーマンが表示される
P1Facing = ifelse (command = "holdfwd", -1, 1) ;前を押したらターンする設定
P2Facing = 1          ;？
P1StateNo = 810       ;投げが成功した場合の移動する１Ｐのステート
P2StateNo = 811       ;投げが成功した場合の移動する２Ｐのステート
Fall = 1
Fall.Recover = 0

[State 800, 1]
Type = HitDef
TriggerAll = Var(59) != 0
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Time = 2
Attr = S, NT
HitFlag = M-
Priority = 1, Miss
SparkNo = -1
Guard.SparkNo = s160
SprPriority = 1
P1Facing = ifelse (FrontEdgeDist<BackEdgeDist, 1, -1)
P2Facing = 1
P1StateNo = 810
P2StateNo = 811
Fall = 1
Fall.Recover = 0

[State -1]
Type = VarRandom
Trigger1 = AnimElem = 4
V = 1
Range = 0,2
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 0
Trigger1 = AnimElem = 4
Value = s800, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 1
Trigger1 = AnimElem = 4
Value = s800, 1
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

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

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

;---------------------------------------------------------------------------
;投げ・投げている自分
;     このステートでは相手を設定した場所に固定した後、相手を飛ばしています
;     ここで相手の動きを制御しているのはtype = TargetBindというステートです
;     これを一定時間事にやっていくと綺麗に投げ飛ばされているように見えます。
;     そしてここにはHitDefが無いのでダメージはtype = TargetLifeAddで
;     ダメージを減らしています

[Statedef 810]
Type    = S
MoveType= A
Physics = N
VelSet = 0,0
Anim = 810

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

[State -1]
Type = PlaySnd
Trigger1 = Time = 0
Value = s10, IfElse(Var(26)=2,0,IfElse(Var(26)=3,20,10))
Channel = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Time = 1
Value = s10, IfElse(Var(26)=2,2,IfElse(Var(26)=3,22,12))
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 8
Value = s810, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PosAdd
Trigger1 = AnimElem = 6
Trigger2 = AnimElem = 7
Trigger3 = AnimElem = 8
Trigger4 = AnimElem = 9
Trigger5 = AnimElem = 10
X = -8

[State -1]
Type = TargetBind
Trigger1 = AnimElem = 1
Pos = 30, 0

[State -1]
Type = Width
Trigger1 = 1
Edge = 30,5

[State -1]
Type = TargetBind
Trigger1 = AnimElem = 4
Pos = 30, -5

[State -1]
Type = TargetBind
Trigger1 = AnimElem = 5
Pos = 30, -25

[State -1]
Type = TargetBind
Trigger1 = AnimElem = 6
Pos = 15, -40

[State -1]
Type = TargetBind
Trigger1 = AnimElem = 7
Pos = 10, -40

[State -1]
Type = TargetBind
Trigger1 = AnimElem = 7
Pos = 8, -42

[State -1]
Type = TargetBind
Trigger1 = AnimElem = 8
Pos = 10, -105

[State -1]
Type = TargetBind
Trigger1 = AnimElem = 9
Pos = 5, -105

[State -1]
Type = TargetBind
Trigger1 = AnimElem = 10
Pos = 0, -105

[State -1]
Type = TargetBind
Trigger1 = AnimElem = 11
Pos = -5, -105

[State -1]
Type = TargetBind
Trigger1 = AnimElem = 12
Pos = -80, -5

[State -1]
Type = TargetLifeAdd
Trigger1 = AnimElem = 1
Value = -Ceil(FVar(0)/(1.00-(0.08*FVar(4)))*(50-Var(4)%2))

[State -1]
Type = PowerAdd
Trigger1 = AnimElem = 1
Value = Ceil(FVar(16)*50)

[State -1]
Type = TargetPowerAdd
Trigger1 = AnimElem = 1
Value = Ceil(IfElse(FVar(16)=0,1,FVar(16))*15)

[State -1]
Type = TargetLifeAdd
Trigger1 = AnimElem = 12
Value = -Ceil(FVar(0)/(1.00-(0.08*FVar(4)))*(100-Var(4)%2))

[State -1]
Type = VarAdd
Trigger1 = AnimElem = 1
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = VarAdd
Trigger1 = AnimElem = 12
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = HitAdd
Trigger1 = AnimElem = 12
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = VelSet
Trigger1 = Time = 29
X = -1
Y = -3.2

[State -1]
Type = VelAdd
Trigger1 = Time = [30,50]
Y = .3

[State -1]
Type = VelSet
Trigger1 = AnimElem = 25
X = 0
Y = 0

[State -1]
Type = PosSet
Trigger1 = AnimElem = 25
Y = 0

[State -1]
Type = Explod
Trigger1 = AnimElem = 25
Anim = 10042
ID = 10042
PosType = P1
Pos = 0,0
Ownpal = 1
Scale = 0.5,0.5
SprPriority = 0
IgnoreHitPause = 1
RemoveTime = -2
RemoveOnGetHit = 1

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 25
Value = s41, IfElse((Var(26)=[2,3]),1,11)

[State -1]
Type = Helper
Trigger1 = Time = 1
StateNo = 6000
ID = 6002
PosType = P1
Pos = 50,-50
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = TargetState
Trigger1 = Time <= 23
Value = 811
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = TargetState
Trigger1 = Time = [24,28]
Value = 812
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = TargetState
Trigger1 = Time = 29
Value = 813
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Turn
Trigger1 = AnimElem = 18

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

;---------------------------------------------------------------------------
;投げ・投げられている相手
; 
;     ここは投げられた瞬間の相手のステートです
;     たいしたことは書いてありませんがtypeがAになっている事です。
;     相手が投げれて空中にいる事を設定して次の821ステートに移動します

[Statedef 811]
Type    = A
MoveType= H
Physics = N
VelSet = 0,0

[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

;---------------------------------------------------------------------------
;投げ・投げられている相手
; 
;     ここは投げられた瞬間の相手のステートです
;     たいしたことは書いてありませんがtypeがAになっている事です。
;     相手が投げれて空中にいる事を設定して次の821ステートに移動します

[Statedef 812]
Type    = A
MoveType= H
Physics = N
VelSet = 0,0

[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 = AngleDraw
Trigger1 = 1

[State -1]
Type = AngleSet
Trigger1 = 1
Value = -90

[State -1]
Type = ChangeAnim2
Trigger1 = 1
Value = 811

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

;---------------------------------------------------------------------------
;投げ・相手の空中の状態
;     
;     これは投げられている相手の状態ととれる行動を設定しています
;     type = SelfStateは相手のリカバー状態を設定する物でこの状態ならこれ。
;     と言うように地上近く、空中、叩きつけられた時と３つ設定しています。

[Statedef 813]
Type    = A
MoveType= H
Physics = N
VelSet = 0,10

[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(5030)
Trigger1 = Time = 0
Value = 5030

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

[State -1]
Type = ChangeAnim
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 = .5

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

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

;---------------------------------------------------------------------------
;空中投げ
[Statedef 820]
Type    = A
MoveType= A
Physics = A
Juggle  = 0
Ctrl = 0
Anim = 820
SprPriority = 2

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

[State 800, 1]
Type = HitDef
TriggerAll = Var(59) = 0
TriggerAll = Var(25)/10%10 < 3
Trigger1 = AnimElem = 1
Trigger1 = P2StateNo != [154,155]
Attr = A, NT          ;ｓ：立ち　ｎ：通常　ｔ：投げ
HitFlag = AF          ;コンボの途中から投げが入らないよう設定してある
Priority = 1, Miss    ;１は優先順位が低いので技がでないかミスするという設定
SparkNo = -1          ;-をつければスパークエフェクトは無い
Guard.SparkNo = s160
SprPriority = 1       ;２Ｐより上にカンフーマンが表示される
P1Facing = ifelse (command = "holdfwd", 1, -1) ;前を押したらターンする設定
P2Facing = 1          ;？
P1StateNo = 830       ;投げが成功した場合の移動する１Ｐのステート
P2StateNo = 831       ;投げが成功した場合の移動する２Ｐのステート
Fall = 1
Air.Fall = 1

[State 800, 1]
Type = HitDef
TriggerAll = Var(59) != 0
TriggerAll = Var(25)/10%10 < 3
Trigger1 = AnimElem = 1
Trigger1 = P2StateNo != [154,155]
Attr = A, NT
HitFlag = AF
Priority = 1, Miss
SparkNo = -1
Guard.SparkNo = s160
SprPriority = 1
P1Facing = ifelse (FrontEdgeDist<BackEdgeDist, 1, -1)
P2Facing = 1
P1StateNo = 830
P2StateNo = 831
Fall = 1
Air.Fall = 1

[State -1]
Type = ChangeState
TriggerAll = Var(0)/100%10 = 0
TriggerAll = AnimElem = 2
TriggerAll = Var(20)/100 = 0
Trigger1 = Command = "A溜め" || Command = "Z溜め"
Trigger2 = Var(59) > 0
Value = 600

[State -1]
Type = ChangeState
TriggerAll = AnimElem = 2
Trigger1 = Var(0)/100%10 = 0
Trigger1 = Command != "A溜め" && Command != "Z溜め"
Trigger2 = Var(0)/100%10 = 0
Trigger2 = Var(20)/100 != 0
Trigger2 = Command = "A溜め" || Command = "Z溜め"
Trigger3 = Var(0)/100%10 = 0
Trigger3 = Var(20)/100 != 0
Trigger3 = Var(59) > 0
Trigger4 = Var(0)/100%10 = 1
Trigger4 = Var(22)/100 != 0
Value = 920

[State -1]
Type = ChangeState
TriggerAll = Var(0)/100%10 = 1
TriggerAll = Var(22)/100 = 0
Trigger1 = AnimElem = 2
Value = 620

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

;---------------------------------------------------------------------------
;空中投げ
[Statedef 830]
Type    = A
MoveType= A
Physics = N
Anim = 830

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

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 1
Value = s10, IfElse(Var(26)=2,0,IfElse(Var(26)=3,20,10))
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 4
Value = s820, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 5
Value = s10, IfElse(Var(26)=2,2,IfElse(Var(26)=3,22,12))
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

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

[State -1]
Type = Width
Trigger1 = 1
Edge = 40,0

[State -1]
Type = TargetBind
Trigger1 = AnimElem = 1
Pos = 40, 0

[State -1]
Type = TargetBind
Trigger1 = AnimElem = 2
Pos = 35, 0

[State -1]
Type = VelSet
Trigger1 = AnimElem = 8
X = -1.6
Y = -5

[State -1]
Type = VelAdd
Trigger1 = Time >= 21
Y = .32

[State -1]
Type = TargetLifeAdd
Trigger1 = AnimElem = 5
Value = -Ceil(FVar(0)/(1.00-(0.08*FVar(4)))*(120-Var(4)%2))

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

[State -1]
Type = VarAdd
Trigger1 = AnimElem = 5
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = Helper
Trigger1 = AnimElem = 5
StateNo = 6000
ID = 6002
PosType = P1
Pos = 60,-10
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = TargetState
Trigger1 = AnimElem = 5
Value = 832

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

;---------------------------------------------------------------------------
;投げ・投げられている相手
[Statedef 831]
Type    = A
MoveType= H
Physics = N
VelSet = 0,0

[State -1] 
Type = HitFallSet
Trigger1 = 1
Value = 0

[State -1]
Type = ChangeAnim2
Trigger1 = Time = 0
Value = 831

[State -1] 
Type = SelfState
Trigger1 = Time >= 30
Trigger1 = P2MoveType != A
Value = 5035

;---------------------------------------------------------------------------
;投げ・相手の空中の状態
[Statedef 832]
Type    = A
MoveType= H
Physics = N
VelSet = -7,10

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

[State -1]
Type = NotHitBy
Trigger1 = Time = 0
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 20
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

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

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

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

;---------------------------------------------------------------------------
;大ジャンプ
[Statedef 850]
Type    = U
Physics = U

[State -1] 
Type = VarSet
Trigger1 = Time = 0
V = 3
Value = 1

[State -1, AI] 
Type = ChangeState
TriggerAll = Var(59) > 0
Trigger1 = Var(3) = 1
Trigger1 = StateType != A
Value = 39

[State -1] 
Type = ChangeState
TriggerAll = Var(59) <= 0
Trigger1 = Var(3) = 1
Trigger1 = StateType != A
Value = 40

[State -1] 
Type = ChangeState
Trigger1 = Var(3) = 1
Trigger1 = StateType = A
Value = 45

;---------------------------------------------------------------------------
; 立ち　EX-シールド
[Statedef 900]
Type    = S
Physics = S
Anim    = 900
Ctrl    = 0
Facep2 = 1

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

[State -1]
Type = PlaySnd
Trigger1 = Time = 0
Value = s901,2
Channel = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = PlaySnd
Trigger1 = Time = 0
Value = s900, IfElse((Var(26)=[2,3]),0,10)
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

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

[State -1]
Type = ReversalDef
Trigger1 = P2StateNo != [400,409]
Trigger1 =! MoveContact
Reversal.Attr = SA, NA,SA,HA,NP,SP,HP
NumHits = 0
Pausetime = 13,17
HitSound = S901,IfElse((Var(26)=[2,3]),0,10)+Random%2
SparkNo = -1
Guard.SparkNo = -1
SparkXY = 0,0
GetPower = IfElse(FVar(16)=0,0,50),0

[State -1]
Type = ReversalDef
Trigger1 = P2StateNo = [400,409]
Trigger1 =! MoveContact
Reversal.Attr = C, NA,SA,HA,NP,SP,HP
NumHits = 0
Pausetime = 13,17
HitSound = S901,IfElse((Var(26)=[2,3]),0,10)+Random%2
SparkNo = -1
Guard.SparkNo = -1
SparkXY = 0,0
GetPower = IfElse(FVar(16)=0,0,50),0

[State -1]
Type = Explod
Trigger1 = Time = 0
Anim = 955
ID = 955
Pos = 60,-66
PosType = P1
Facing = IfElse(Random%2=0,1,-1)
Ownpal = 1
Keyctrl = 0
SprPriority = 5
BindTime = -1
IgnoreHitPause = 1

[State -1]
Type = Explod
Trigger1 = Time = 0
Anim = 960
ID = 960
Pos = 60,-66
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 4
BindTime = -1
RemoveTime = -1
IgnoreHitPause = 1

[State -1]
Type = Helper
Trigger1 = Time = 0
StateNo = 901
ID = 901
Name = "Helper"
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = MoveHit
StateNo = 957
ID = 957
PosType = P1
Pos = 60,-66
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = MoveHit = 2
V = 1
Range = 0,3
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 0
Trigger1 = Var(13) > -1
Trigger1 = MoveHit = 2
Value = s901,3
Channel = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 1
Trigger1 = Var(13) > -1
Trigger1 = MoveHit = 2
Value = s901,4
Channel = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 2
Trigger1 = Var(13) > -1
Trigger1 = MoveHit = 2
Value = s901,5
Channel = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 3
Trigger1 = Var(13) > -1
Trigger1 = MoveHit = 2
Value = s901,6
Channel = 1
IgnoreHitPause = 1
Persistent = 0

[State -1] 
Type = ChangeState
TriggerAll = MoveHit = [1,2]
Trigger1 = Command = "236z"
Value = 905

[State -1] 
Type = ChangeState
TriggerAll = Var(59) <= 0
TriggerAll =! MoveHit
Trigger1 = Command != "A溜め"
Trigger1 = Command != "B溜め"
Trigger1 = Command != "C溜め"
Trigger1 = Command = "Z溜め"
Trigger1 = Time = 5
Trigger1 = Power > 0
Value = 902

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

[State -1]
Type = ChangeState
Trigger1 = Var(13) <= -1
Trigger1 = MoveHit = 2
Value = 3100

;---------------------------------------------------------------------------
; 立ち　シールド
[Statedef 902]
Type    = S
Physics = S
Anim    = 902
Ctrl    = 0

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

[State -1]
Type = PowerAdd
Trigger1 = Var(13) = 0
Trigger1 = Var(14) = 0
Trigger1 = Anim = 902
Value = -12

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

[State -1]
Type = ReversalDef
Trigger1 = P2StateNo != [400,409]
Trigger1 = Anim = 902
Trigger1 =! MoveContact
Reversal.Attr = SA, NA,SA,HA,NP,SP,HP
NumHits = 0
Pausetime = 13,13
HitSound = S901,IfElse((Var(26)=[2,3]),0,10)+Random%2
SparkNo = -1
Guard.SparkNo = s160
SparkXY = 0,0
GetPower = IfElse(FVar(16)=0,0,50),0

[State -1]
Type = ReversalDef
Trigger1 = P2StateNo = [400,409]
Trigger1 = Anim = 902
Trigger1 =! MoveContact
Reversal.Attr = C, NA,SA,HA,NP,SP,HP
NumHits = 0
Pausetime = 13,13
HitSound = S901,IfElse((Var(26)=[2,3]),0,10)+Random%2
SparkNo = -1
Guard.SparkNo = s160
SparkXY = 0,0
GetPower = IfElse(FVar(16)=0,0,50),0

[State -1]
Type = Helper
Trigger1 = MoveHit
StateNo = 957
ID = 958
PosType = P1
Pos = 60,-66
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = MoveHit = 2
V = 1
Range = 0,3
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 0
Trigger1 = MoveHit = 2
Value = s901,3
Channel = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 1
Trigger1 = MoveHit = 2
Value = s901,4
Channel = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 2
Trigger1 = MoveHit = 2
Value = s901,5
Channel = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 3
Trigger1 = MoveHit = 2
Value = s901,6
Channel = 1
IgnoreHitPause = 1
Persistent = 0

[State -1] 
Type = ChangeAnim
TriggerAll = Anim = 902
Trigger1 = Command != "Z溜め"
Trigger2 = MoveHit
Trigger3 = Time = 90
Trigger4 = Power = 0 && Var(13) = 0
Trigger5 = Command = "a"
Trigger6 = Command = "b"
Trigger7 = Command = "c"
Value = 903

[State -1] 
Type = ChangeState
Trigger1 = Anim = 903
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
; 立ち　シールド カウンター
[Statedef 905]
Type    = S
MoveType = A
Physics = S
Anim    = 905
Ctrl    = 0
VelSet  = 0,0
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 = 42

[State -1]
Type = SuperPause
Trigger1 = AnimElem = 1
Anim = -1
Time = 42
MoveTime = 42
P2DefMul = 1
Darken = 0

[State -1]
Type = VarSet
Trigger1 = AnimElem = 1
V = 44
Value = 42

[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 = 3
Value = s905, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = Time = [43,155]
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 = [43,149]
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 = [44,158]
V = 7
Value = 1

[State -1]
Type = VarAdd
Trigger1 = Var(59) = 0
Trigger1 = Var(7) > -10
Trigger1 = Command = "holdback"
Trigger1 = Time = [44,158]
V = 7
Value = -1

[State -1]
Type = VarSet
Trigger1 = AnimTime = 0
Trigger2 = Time >= 155
Trigger2 = MoveContact
Trigger2 = EnemyNear,BackEdgeBodyDist <= 0
V = 7
Value = 0

[State -1]
Type = VelSet
Trigger1 = Time >= 14
X = 1.00*Var(7)/10

[State -1]
Type = VelSet
Trigger1 = AnimElem = 67 ,>= 0
X = 0

[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 = 45
Trigger2 = Time = 49
Trigger3 = Time = 53
Trigger4 = Time = 57
Trigger5 = Time = 61
Trigger6 = Time = 65
Trigger7 = Time = 69
Trigger8 = Time = 73
Trigger9 = Time = 77
Trigger10 = Time = 81
Trigger11 = Time = 85
Trigger12 = Time = 89
Trigger13 = Time = 93
Trigger14 = Time = 97
Trigger15 = Time = 101
Trigger16 = Time = 105
Trigger17 = Time = 109
Trigger18 = Time = 113
Trigger19 = Time = 117
Trigger20 = Time = 121
Trigger21 = Time = 125
Trigger22 = Time = 129
Trigger23 = Time = 133
Trigger24 = Time = 137
Attr = S, SA
Damage = Ceil(FVar(0)*(25-Var(4)%2)), Ceil(FVar(1)*2)
AnimType = Hard
HitFlag = MAFD
GuardFlag = MA
Priority = 3, Hit
PauseTime = 1, 3+Var(41)
Guard.PauseTime = 1,3
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 = -8.5
Air.Velocity = -3*Var(50),IfElse(Var(50)=1,-7.4,FVar(25))
AirGuard.Velocity = -4,-1.4
Down.Velocity = -4,-2.5
Ground.CornerPush.VelOff = -4
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 = 22
GetPower = 0, 0
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 = 141
Trigger2 = Time = 149
Trigger3 = Time = 157
Attr = S, SA
Damage = Ceil(FVar(0)*(50-Var(4)%2)), Ceil(FVar(1)*5)
AnimType = Hard
HitFlag = MAFD
GuardFlag = MA
Priority = 3, Hit
PauseTime = 1, 3+Var(41)
Guard.PauseTime = 1,3
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 = -3*Var(50),IfElse(Var(50)=1,-7.4,FVar(25))
Guard.Velocity = -11
Air.Velocity = -3*Var(50),IfElse(Var(50)=1,-7.4,FVar(25))
AirGuard.Velocity = -4,-1.4
Down.Velocity = -4,-2.5
Ground.CornerPush.VelOff = -4*Var(50)
Guard.CornerPush.VelOff = -16
Air.CornerPush.VelOff = -4*Var(50)
Down.CornerPush.VelOff = -6
YAccel = .48
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 22
GetPower = 0, 0
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 = AttackDist
Trigger1 = 1
Value = 175
Persistent = 1

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

;---------------------------------------------------------------------------
; しゃがみ　EX-シールド
[Statedef 910]
Type    = C
Physics = C
Anim    = 910
Ctrl    = 0
Facep2 = 1

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

[State -1]
Type = PlaySnd
Trigger1 = Time = 0
Value = s901,2
Channel = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = PlaySnd
Trigger1 = Time = 0
Value = s900, IfElse((Var(26)=[2,3]),0,10)
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

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

[State -1]
Type = ReversalDef
Trigger1 = (P2StateNo != [200,209]) && (P2StateNo != [600,609])
Trigger1 =! MoveContact
Reversal.Attr = C, NA,SA,HA,NP,SP,HP
Pausetime = 13,17
HitSound = S901,IfElse((Var(26)=[2,3]),0,10)+Random%2
SparkNo = -1
Guard.SparkNo = -1
NumHits = 0
SparkXY = 0,0
GetPower = IfElse(FVar(16)=0,0,50),0

[State -1]
Type = ReversalDef
Trigger1 = (P2StateNo = [200,209]) || (P2StateNo = [600,609])
Trigger1 =! MoveContact
Reversal.Attr = SA, NA,SA,HA,NP,SP,HP
Pausetime = 13,17
HitSound = S901,IfElse((Var(26)=[2,3]),0,10)+Random%2
SparkNo = -1
Guard.SparkNo = -1
NumHits = 0
SparkXY = 0,0
GetPower = IfElse(FVar(16)=0,0,50),0

[State -1]
Type = Explod
Trigger1 = Time = 0
Anim = 955
ID = 955
Pos = 55,-45
PosType = P1
Facing = IfElse(Random%2=0,1,-1)
Ownpal = 1
Keyctrl = 0
SprPriority = 5
BindTime = -1
IgnoreHitPause = 1

[State -1]
Type = Explod
Trigger1 = Time = 0
Anim = 960
ID = 960
Pos = 55,-45
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 4
BindTime = -1
RemoveTime = -1
IgnoreHitPause = 1

[State -1]
Type = Helper
Trigger1 = Time = 0
StateNo = 901
ID = 911
Name = "Helper"
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = MoveHit
StateNo = 957
ID = 957
PosType = P1
Pos = 55,-45
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = MoveHit = 2
V = 1
Range = 0,3
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 0
Trigger1 = Var(13) > -1
Trigger1 = MoveHit = 2
Value = s901,3
Channel = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 1
Trigger1 = Var(13) > -1
Trigger1 = MoveHit = 2
Value = s901,4
Channel = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 2
Trigger1 = Var(13) > -1
Trigger1 = MoveHit = 2
Value = s901,5
Channel = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 3
Trigger1 = Var(13) > -1
Trigger1 = MoveHit = 2
Value = s901,6
Channel = 1
IgnoreHitPause = 1
Persistent = 0

[State -1] 
Type = ChangeState
TriggerAll = Var(59) <= 0
Trigger1 = MoveHit = [1,2]
Trigger1 = Command = "236z"
Value = 915

[State -1] 
Type = ChangeState
TriggerAll = Var(59) <= 0
TriggerAll =! MoveHit
Trigger1 = Command != "A溜め"
Trigger1 = Command != "B溜め"
Trigger1 = Command != "C溜め"
Trigger1 = Command = "Z溜め"
Trigger1 = Time = 5
Trigger1 = Power > 0
Value = 912

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

[State -1]
Type = ChangeState
Trigger1 = Var(13) <= -1
Trigger1 = MoveHit = 2
Value = 3100

;---------------------------------------------------------------------------
; しゃがみ　シールド
[Statedef 912]
Type    = C
Physics = C
Anim    = 912
Ctrl    = 0

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

[State -1]
Type = PowerAdd
Trigger1 = Var(13) = 0
Trigger1 = Var(14) = 0
Trigger1 = Anim = 912
Value = -12

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

[State -1]
Type = ReversalDef
Trigger1 = (P2StateNo != [200,209]) && (P2StateNo != [600,609])
Trigger1 = Anim = 912
Trigger1 =! MoveContact
Reversal.Attr = C, NA,SA,HA,NP,SP,HP
NumHits = 0
Pausetime = 13,13
HitSound = S901,IfElse((Var(26)=[2,3]),0,10)+Random%2
SparkNo = -1
Guard.SparkNo = s160
SparkXY = 0,0
GetPower = IfElse(FVar(16)=0,0,50),0

[State -1]
Type = ReversalDef
Trigger1 = (P2StateNo = [200,209]) || (P2StateNo = [600,609])
Trigger1 = Anim = 912
Trigger1 =! MoveContact
Reversal.Attr = SA, NA,SA,HA,NP,SP,HP
NumHits = 0
Pausetime = 13,13
HitSound = S901,IfElse((Var(26)=[2,3]),0,10)+Random%2
SparkNo = -1
Guard.SparkNo = s160
SparkXY = 0,0
GetPower = IfElse(FVar(16)=0,0,50),0

[State -1]
Type = Helper
Trigger1 = MoveHit
StateNo = 957
ID = 958
PosType = P1
Pos = 55,-45
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = MoveHit = 2
V = 1
Range = 0,3
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 0
Trigger1 = MoveHit = 2
Value = s901,3
Channel = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 1
Trigger1 = MoveHit = 2
Value = s901,4
Channel = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 2
Trigger1 = MoveHit = 2
Value = s901,5
Channel = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 3
Trigger1 = MoveHit = 2
Value = s901,6
Channel = 1
IgnoreHitPause = 1
Persistent = 0

[State -1] 
Type = ChangeAnim
TriggerAll = Anim = 912
Trigger1 = Command != "Z溜め"
Trigger2 = MoveHit
Trigger3 = Time = 90
Trigger4 = Power = 0 && Var(13) = 0
Trigger5 = Command = "a"
Trigger6 = Command = "b"
Trigger7 = Command = "c"
Value = 913

[State -1] 
Type = ChangeState
Trigger1 = Anim = 913
Trigger1 = AnimTime = 0
Value = 11
Ctrl = 1

;---------------------------------------------------------------------------
; しゃがみ　シールド カウンター
[Statedef 915]
Type    = S
Physics = S
Anim    = 915
Ctrl    = 0
Facep2 = 1

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

[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 = 26,-62
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

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

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 1
Value = s750, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 2
Value = s110, 1
Channel = 3
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VelSet
Trigger1 = Time >= 37
X = 10

[State -1] 
Type = ChangeState
Trigger1 = Time = 46
Value = 101

;---------------------------------------------------------------------------
; 空中　EX-シールド
[Statedef 920]
Type    = A
Physics = A
Anim    = 920
Ctrl    = 0

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

[State -1]
Type = PlaySnd
Trigger1 = Time = 0
Value = s901,2
Channel = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = PlaySnd
Trigger1 = Time = 0
Value = s900, IfElse((Var(26)=[2,3]),0,10)
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

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

[State -1]
Type = ReversalDef
Trigger1 =! MoveContact
Reversal.Attr = SCA, NA,SA,HA,NP,SP,HP
Pausetime = 13,17
HitSound = S901,IfElse((Var(26)=[2,3]),0,10)+Random%2
SparkNo = -1
Guard.SparkNo = s160
NumHits = 0
SparkXY = 0,0
GetPower = IfElse(FVar(16)=0,0,50),0

[State -1]
Type = Explod
Trigger1 = Time = 0
Anim = 955
ID = 955
Pos = 55,-55
PosType = P1
Facing = IfElse(Random%2=0,1,-1)
Ownpal = 1
Keyctrl = 0
SprPriority = 5
BindTime = -1
IgnoreHitPause = 1

[State -1]
Type = Explod
Trigger1 = Time = 0
Anim = 960
ID = 960
Pos = 55,-55
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 4
BindTime = -1
RemoveTime = -1
IgnoreHitPause = 1

[State -1]
Type = Helper
Trigger1 = Time = 0
StateNo = 901
ID = 921
Name = "Helper"
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = MoveHit
StateNo = 957
ID = 957
PosType = P1
Pos = 55,-55
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
RemoveTime = -2
RemoveOnGetHit = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = MoveHit = 2
V = 1
Range = 0,3
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 0
Trigger1 = MoveHit = 2
Value = s901,3
Channel = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 1
Trigger1 = MoveHit = 2
Value = s901,4
Channel = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 2
Trigger1 = MoveHit = 2
Value = s901,5
Channel = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 3
Trigger1 = MoveHit = 2
Value = s901,6
Channel = 1
IgnoreHitPause = 1
Persistent = 0

[State -1] 
Type = ChangeState
Trigger1 = MoveHit = [1,2]
Trigger1 = Command = "236z"
Value = 925

[State -1] 
Type = ChangeState
TriggerAll = Var(59) <= 0
TriggerAll =! MoveHit
Trigger1 = Command != "A溜め"
Trigger1 = Command != "B溜め"
Trigger1 = Command != "C溜め"
Trigger1 = Command = "Z溜め"
Trigger1 = Time = 5
Trigger1 = Power > 0
Value = 922

;---------------------------------------------------------------------------
; 空中　シールド
[Statedef 922]
Type    = A
Physics = A
Anim    = 922
Ctrl    = 0

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

[State -1]
Type = PowerAdd
Trigger1 = Var(13) = 0
Trigger1 = Var(14) = 0
Trigger1 = Anim = 922
Value = -12

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

[State -1]
Type = ReversalDef
Trigger1 = Anim = 922
Trigger1 =! MoveContact
Reversal.Attr = SCA, NA,SA,HA,NP,SP,HP
NumHits = 0
Pausetime = 13,13
HitSound = S901,IfElse((Var(26)=[2,3]),0,10)+Random%2
SparkNo = -1
Guard.SparkNo = s160
SparkXY = 0,0
GetPower = IfElse(FVar(16)=0,0,50),0

[State -1]
Type = Helper
Trigger1 = MoveHit
StateNo = 957
ID = 958
PosType = P1
Pos = 55,-55
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
RemoveTime = -2
RemoveOnGetHit = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = MoveHit = 2
V = 1
Range = 0,3
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 0
Trigger1 = MoveHit = 2
Value = s901,3
Channel = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 1
Trigger1 = MoveHit = 2
Value = s901,4
Channel = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 2
Trigger1 = MoveHit = 2
Value = s901,5
Channel = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 3
Trigger1 = MoveHit = 2
Value = s901,6
Channel = 1
IgnoreHitPause = 1
Persistent = 0

[State -1] 
Type = ChangeAnim
TriggerAll = Anim = 922
Trigger1 = Command != "Z溜め"
Trigger2 = MoveHit
Trigger3 = Time = 90
Trigger4 = Power = 0 && Var(13) = 0
Trigger5 = Command = "a"
Trigger6 = Command = "b"
Trigger7 = Command = "c"
Value = 923

;---------------------------------------------------------------------------
; 空中　シールド カウンター
[Statedef 925]
Type      = A
Movetype  = A
Physics   = A
Ctrl      = 0
Anim      = 925
VelSet    = 0,0
PowerAdd  = 0

[State -1]
Type = SuperPause
Trigger1 = AnimElem = 3
Anim = -1
Time = 37
MoveTime = 37
P2DefMul = 1
Darken = 0

[State -1]
Type = VarSet
Trigger1 = AnimElem = 3
V = 44
Value = 37

[State -1]
Type = VelSet
Trigger1 = Time <= 39
X = 0
Y = 0

[State -1]
Type = Helper
Trigger1 = AnimElem = 3
StateNo = IfElse(Var(26)=3,6015,6010)
ID = 10001
Name = "EX_Effect"
Pos = -30,-125
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 3
Value = s925, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 6
Value = s220, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 5
Value = s30, IfElse((Var(26)=[2,3]),1,11)
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[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) > 0.90
FV = 1
Value = 0.90
IgnoreHitPause = 1

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Var(50) = 1
Trigger1 = AnimElem = 6
Attr = A, NA
Damage = Ceil(FVar(0)*(120-Var(4)%2))
HitFlag = MAFD
GuardFlag = HA
Priority = 3, Hit
PauseTime = 10,10+Var(41)
Guard.PauseTime = 10,10
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, -30-Random%20
SparkNo = -1
Guard.SparkNo = s160
AnimType = Hard
Ground.Type = High
Ground.SlideTime = 15
Ground.HitTime  = 15
Ground.Velocity = -5
Guard.Velocity = -7
Air.Velocity = -1.6*Var(50),IfElse(Var(50)=1,-7.4,FVar(25))
AirGuard.Velocity = -3,-1.4
Down.Velocity = -3.2,-2.5
Ground.CornerPush.VelOff = -6
Air.CornerPush.VelOff = -2.6*Var(50)
Down.CornerPush.VelOff = -5.2
P2StateNo = 5700
ID = 5700
P2Facing = 1
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
GetPower = Ceil(FVar(16)*130), Ceil(0.85*FVar(16)*130)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*39), Ceil(IfElse(FVar(16)=0,1,FVar(16))*19)

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Var(50) = 2
Trigger1 = AnimElem = 6
Attr = A, NA
Damage = Ceil(FVar(0)*(120-Var(4)%2))
HitFlag = MAFD
GuardFlag = HA
Priority = 3, Hit
PauseTime = 10,10+Var(41)
Guard.PauseTime = 10,10
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, -30-Random%20
SparkNo = -1
Guard.SparkNo = s160
AnimType = Hard
Ground.Type = High
Ground.SlideTime = 15
Ground.HitTime  = 15
Ground.Velocity = -5
Guard.Velocity = -7
Air.Velocity = -1.6*Var(50),IfElse(Var(50)=1,-7.4,FVar(25))
AirGuard.Velocity = -3,-1.4
Down.Velocity = -3.2,-2.5
Ground.CornerPush.VelOff = -6
Air.CornerPush.VelOff = -2.6*Var(50)
Down.CornerPush.VelOff = -5.2
YAccel = .48
Kill = 1
Guard.Kill = 0
Fall = 0
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 30
GetPower = Ceil(FVar(16)*130), Ceil(0.85*FVar(16)*130)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*39), Ceil(IfElse(FVar(16)=0,1,FVar(16))*19)

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

;---------------------------------------------------------------------------
; シールドバンカー
[Statedef 930]
Type      = S
Physics   = S
Ctrl      = 0
Anim      = 930
Facep2 = 1

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

[State -1]
Type = VelSet
Trigger1 = Time = 0
Trigger1 = PrevStateNo = [150,153]
X = 0
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = Width
Trigger1 = 1
Value = 10,0

[State -1]
Type = PowerAdd
Trigger1 = Var(13) = 0
Trigger1 = Var(14) = 0
Trigger1 = Time = 0
Trigger1 = PrevStateNo = [150,153]
Value = -500

[State -1]
Type = VarSet
TriggerAll = Var(59) <= 0
TriggerAll = Var(45) = 0
TriggerAll = Command = "jump"
Trigger1 = Time = 0
Trigger1 = PrevStateNo = 151 || PrevStateNo = 153
V = 45
Value = 850

[State -1]
Type = VarSet
TriggerAll = Var(59) <= 0
TriggerAll = Var(45) = 0
TriggerAll = Command = "FF" || Command = "holdfwd" && Command = "ab" && Command != "holddown" && Command != "holdup"
Trigger1 = Time = 0
Trigger1 = PrevStateNo = 151 || PrevStateNo = 153
V = 45
Value = 100

[State -1]
Type = VarSet
TriggerAll = Var(59) <= 0
TriggerAll = Var(45) = 0
TriggerAll = Command = "BB" || Command = "holdback" && Command = "ab" && Command != "holddown" && Command != "holdup"
Trigger1 = Time = 0
Trigger1 = PrevStateNo = 151 || PrevStateNo = 153
V = 45
Value = 105

[State -1]
Type = VarSet
TriggerAll = Var(59) <= 0
TriggerAll = Var(0)/100%10 = 1
TriggerAll = Command = "222z"
TriggerAll = Var(45) = 0
TriggerAll = Time = 0
TriggerAll = PrevStateNo = 151 || PrevStateNo = 153
Trigger1 = Var(13) = 1
Trigger2 = Power >= 1000
Trigger2 = Var(13) = 0
Trigger2 = Var(14) = 0
V = 45
Value = 990

[State -1]
Type = VarSet
TriggerAll = Var(59) <= 0
TriggerAll = Var(0)/100%10 = 0
TriggerAll = Command = "abc" || Command = "x" && Command != "holddown" && Command != "holdfwd" && Command != "holdback"
TriggerAll = Var(45) = 0
TriggerAll = Time = 0
TriggerAll = PrevStateNo = 151 || PrevStateNo = 153
Trigger1 = Var(13) = 1
Trigger2 = Power >= 1000
Trigger2 = Var(13) = 0
Trigger2 = Var(14) = 0
V = 45
Value = 990

[State -1]
Type = VarSet
TriggerAll = Var(59) <= 0
TriggerAll = Command = "41236c"
TriggerAll = Var(45) = 0
TriggerAll = Time = 0
TriggerAll = PrevStateNo = 151 || PrevStateNo = 153
Trigger1 = Var(13) = 1 || Var(14) = 1
V = 45
Value = 3000

[State -1]
Type = VarSet
TriggerAll = Var(59) <= 0
TriggerAll = Command = "41236c"
TriggerAll = Var(45) = 0
TriggerAll = Time = 0
TriggerAll = PrevStateNo = 151 || PrevStateNo = 153
Trigger1 = Var(13) = -1
V = 45
Value = 3050

[State -1]
Type = VarSet
TriggerAll = Var(59) <= 0
TriggerAll = Command = "623a" || Command = "623b"
TriggerAll = Var(45) = 0
Trigger1 = Time = 0
Trigger1 = PrevStateNo = 151 || PrevStateNo = 153
V = 45
Value = IfElse(Command = "623a",1200,1250)

[State -1]
Type = VarSet
TriggerAll = Var(59) <= 0
TriggerAll = Command = "623c"
TriggerAll = Var(45) = 0
TriggerAll = Time = 0
TriggerAll = PrevStateNo = 151 || PrevStateNo = 153
Trigger1 = Power >= 1000
Trigger1 = Var(13) = 0
Trigger2 = Var(13) = 1 || Var(13) = -1 || Var(14) = 1
V = 45
Value = 2200

[State -1]
Type = VarSet
TriggerAll = Var(59) <= 0
TriggerAll = Command = "236a" || Command = "236b"
TriggerAll = Var(45) = 0
Trigger1 = Time = 0
Trigger1 = PrevStateNo = 151 || PrevStateNo = 153
V = 45
Value = IfElse(Command = "236a",1100,1150)

[State -1]
Type = VarSet
TriggerAll = Var(59) <= 0
TriggerAll = Command = "236c"
TriggerAll = Var(45) = 0
TriggerAll = Time = 0
TriggerAll = PrevStateNo = 151 || PrevStateNo = 153
Trigger1 = Power >= 1000
Trigger1 = Var(13) = 0
Trigger2 = Var(13) = 1 || Var(13) = -1 || Var(14) = 1
V = 45
Value = 2100

[State -1]
Type = VarSet
TriggerAll = Var(59) <= 0
TriggerAll = Command = "421a" || Command = "421b"
TriggerAll = Var(45) = 0
Trigger1 = Time = 0
Trigger1 = PrevStateNo = 151 || PrevStateNo = 153
V = 45
Value = IfElse(Command = "421a",1300,1350)

[State -1]
Type = VarSet
TriggerAll = Var(59) <= 0
TriggerAll = Command = "421c"
TriggerAll = Var(45) = 0
TriggerAll = Time = 0
TriggerAll = PrevStateNo = 151 || PrevStateNo = 153
Trigger1 = Power >= 1000
Trigger1 = Var(13) = 0
Trigger2 = Var(13) = 1 || Var(13) = -1 || Var(14) = 1
V = 45
Value = 2300

[State -1]
Type = VarSet
TriggerAll = Var(59) <= 0
TriggerAll = Command = "214a" || Command = "214b"
TriggerAll = Var(45) = 0
Trigger1 = Time = 0
Trigger1 = PrevStateNo = 151 || PrevStateNo = 153
V = 45
Value = IfElse(Command = "214a",1000,1050)

[State -1]
Type = VarSet
TriggerAll = Var(59) <= 0
TriggerAll = Command = "214c"
TriggerAll = Var(45) = 0
TriggerAll = Time = 0
TriggerAll = PrevStateNo = 151 || PrevStateNo = 153
Trigger1 = Power >= 1000
Trigger1 = Var(13) = 0
Trigger2 = Var(13) = 1 || Var(13) = -1 || Var(14) = 1
V = 45
Value = 2000

[State -1]
Type = VarSet
TriggerAll = Var(59) <= 0
TriggerAll = Var(45) = 0
TriggerAll = Command = "holddown"
TriggerAll = Command != "holdfwd" && Command != "holdback"
TriggerAll = Command = "ab" || Command = "x"
Trigger1 = Time = 0
Trigger1 = PrevStateNo = 151 || PrevStateNo = 153
V = 45
Value = 750

[State -1]
Type = VarSet
TriggerAll = Var(59) <= 0
TriggerAll = Var(0)/100%10 = 1
TriggerAll = Var(45) = 0
TriggerAll = Command = "c"
TriggerAll = Time = 0
TriggerAll = PrevStateNo = 151 || PrevStateNo = 153
Trigger1 = Command = "holdfwd"
Trigger1 = P2BodyDist X < 4
Trigger1 = (P2StateType = S) || (P2StateType = C)
Trigger1 = P2MoveType != H
Trigger2 = Command = "holdback"
Trigger2 = P2BodyDist X < 5
Trigger2 = (P2StateType = S) || (P2StateType = C)
Trigger2 = P2MoveType != H
V = 45
Value = 800

[State -1]
Type = VarSet
TriggerAll = Var(59) <= 0
TriggerAll = Var(0)/100%10 = 0
TriggerAll = Var(45) = 0
TriggerAll = Command = "az" || Command = "x" && Command != "holddown"
TriggerAll = Time = 0
TriggerAll = PrevStateNo = 151 || PrevStateNo = 153
Trigger1 = Command = "holdfwd"
Trigger2 = Command = "holdback"
V = 45
Value = 800

[State -1]
Type = Helper
TriggerAll = Var(0)%10 = 0
TriggerAll = NumHelper(7640) = 0
TriggerAll = Var(45) >= 1
Trigger1 = Time = 0
StateNo = 7600
PosType = P1
Pos = 0, (Const(Size.Mid.Pos.Y)+Const(Size.Head.Pos.Y))/2
Ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
SprPriority = 5
ID = 7640

[State -1]
Type = Helper
TriggerAll = Var(0)%10 = 0
TriggerAll = NumHelper(7641) = 0
TriggerAll = Var(45) >= 1
Trigger1 = Time = 0
StateNo = 7600
PosType = P1
Pos = 0, (Const(Size.Mid.Pos.Y)+Const(Size.Head.Pos.Y))/2
Ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
SprPriority = 5
ID = 7641

[State -1]
Type = Helper
TriggerAll = Var(0)%10 = 0
TriggerAll = NumHelper(7642) = 0
TriggerAll = Var(45) >= 1
Trigger1 = Time = 0
StateNo = 7600
PosType = P1
Pos = 0, (Const(Size.Mid.Pos.Y)+Const(Size.Head.Pos.Y))/2
Ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
SprPriority = 5
ID = 7642

[State -1]
Type = ChangeState
TriggerAll = Var(45) >= 1
Trigger1 = Time = 0
Value = Var(45)

[State -1]
Type = Helper
TriggerAll = Var(0)%10 = 0
TriggerAll = NumHelper(7610) = 0
Trigger1 = PrevStateNo = [150,153]
Trigger1 = Time = 0
StateNo = 7600
PosType = P1
Pos = 0, (Const(Size.Mid.Pos.Y)+Const(Size.Head.Pos.Y))/2
Ownpal = 1
IgnoreHitPause = 1
SprPriority = 5
ID = 7610

[State -1]
Type = Helper
TriggerAll = Var(0)%10 = 0
TriggerAll = NumHelper(7611) = 0
Trigger1 = PrevStateNo = [150,153]
Trigger1 = Time = 0
StateNo = 7600
PosType = P1
Pos = 0, (Const(Size.Mid.Pos.Y)+Const(Size.Head.Pos.Y))/2
Ownpal = 1
IgnoreHitPause = 1
SprPriority = 5
ID = 7611

[State -1]
Type = Helper
TriggerAll = Var(0)%10 = 0
TriggerAll = NumHelper(7612) = 0
Trigger1 = PrevStateNo = [150,153]
Trigger1 = Time = 0
StateNo = 7600
PosType = P1
Pos = 0, (Const(Size.Mid.Pos.Y)+Const(Size.Head.Pos.Y))/2
Ownpal = 1
IgnoreHitPause = 1
SprPriority = 5
ID = 7612

[State -1]
Type = ReversalDef
Trigger1 = AnimElem = 1
Reversal.Attr = SCA, NA,SA,HA,NP,SP,HP
Pausetime = 10,10
HitSound = S901,IfElse((Var(26)=[2,3]),0,10)+Random%2
SparkNo = -1
Guard.SparkNo = s160
SparkXY = 0,0
GetPower = IfElse(FVar(16)=0,0,20),0

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 1
Value = s900, IfElse((Var(26)=[2,3]),0,10)

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 4
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 = 1
Value = s930,0
Channel = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = Explod
Trigger1 = Time = 0
Anim = 955
ID = 955
Pos = 22,-62
PosType = P1
Facing = IfElse(Random%2=0,1,-1)
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1

[State -1]
Type = Helper
Trigger1 = Time = 0
StateNo = 901
ID = 931
Name = "Helper"
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = MoveHit
StateNo = 956
ID = 957
PosType = P1
Pos = 27,-61
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = MoveHit = 1
V = 1
Range = 0,2
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 0
Trigger1 = MoveHit = 1
Value = s931,0
Channel = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 1
Trigger1 = MoveHit = 1
Value = s931,1
Channel = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 2
Trigger1 = MoveHit = 1
Value = s931,2
Channel = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 932
Ctrl = 0

[State -1]
Type = ChangeState
Trigger1 = MoveHit = 1
Value = 933
Ctrl = 0

;---------------------------------------------------------------------------
;シールドバンカー
[Statedef 932]
Type      = S
Movetype  = A
Physics   = S
Ctrl      = 0
Anim      = 932
PowerAdd  = 0

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

[State -1]
Type = Helper
Trigger1 = AnimElem = 2
ID = 935
PosType = P1
Pos = 42,-12
StateNo = 935
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) > 0.45
FV = 1
Value = 0.45
IgnoreHitPause = 1

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = AnimElem = 3
Attr = S, SA
Damage = Ceil(FVar(0)*(50-Var(4)%2))
AnimType = Up
HitFlag = MAFD
GuardFlag = M
Priority = 3, 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, -80-Random%20
SparkNo = -1
Guard.SparkNo = s160
Ground.Type = High
Air.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = 0,-11
Guard.Velocity = -8
Air.Velocity = IfElse(Var(50)=1,0,-6),IfElse(Var(50)=1,-10.6,FVar(25))
Down.Velocity = -6,-2.5
Ground.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = -10
Air.CornerPush.VelOff = IfElse(Var(50)=1,0,-7)
AirGuard.CornerPush.VelOff = -7
Down.CornerPush.VelOff = -7
YAccel = .48
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 52
GetPower = Ceil(FVar(16)*100), Ceil(0.85*FVar(16)*100)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*30), Ceil(IfElse(FVar(16)=0,1,FVar(16))*15)

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

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

;---------------------------------------------------------------------------
;シールド成立版シールドバンカー
[Statedef 933]
Type      = S
Movetype  = A
Physics   = S
Ctrl      = 0
Anim      = 933
PowerAdd  = 0

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

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 2
Value = s230, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

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

[State -1]
Type = Helper
Trigger1 = AnimElem = 2
ID = 935
PosType = P1
Pos = 30,-15
StateNo = 935
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) > 0.45
FV = 1
Value = 0.45
IgnoreHitPause = 1

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = AnimElem = 3
Attr = S, SA
Damage = Ceil(FVar(0)*(50-Var(4)%2))
AnimType = Up
HitFlag = MAFD
GuardFlag = M
Priority = 3, 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, -80-Random%20
SparkNo = -1
Guard.SparkNo = s160
Ground.Type = High
Air.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = 0,-11
Guard.Velocity = -8
Air.Velocity = IfElse(Var(50)=1,0,-6),IfElse(Var(50)=1,-10.6,FVar(25))
Down.Velocity = -6,-2.5
Ground.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = -10
Air.CornerPush.VelOff = IfElse(Var(50)=1,0,-7)
AirGuard.CornerPush.VelOff = -7
Down.CornerPush.VelOff = -7
YAccel = .48
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 52
GetPower = Ceil(FVar(16)*100), Ceil(0.85*FVar(16)*100)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*30), Ceil(IfElse(FVar(16)=0,1,FVar(16))*15)

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

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

;---------------------------------------------------------------------------
;切り札そのに(下段掬い)弱
[Statedef 1000]
Type      = C
MoveType  = A
Physics   = C
Ctrl      = 0
Anim      = 1000
PowerAdd  = 0
Facep2 = 1

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

[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 = [7,13]
X = 6

[State -1]
Type = PosAdd
Trigger1 = Time = [14,16]
X = 5

[State -1]
Type = PosAdd
Trigger1 = Time = [17,19]
X = 4

[State -1]
Type = PosAdd
Trigger1 = Time = [20,23]
X = 3

[State -1]
Type = PosAdd
Trigger1 = Time = [24,27]
X = 2

[State -1]
Type = PosAdd
Trigger1 = Time = [28,31]
X = 1

[State -1]
Type = Explod
Trigger1 = AnimElem = 5
ID = 1005
PosType = P1
Pos = -15,-2
Anim = 1005
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 0
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))
HitFlag = MAFD
GuardFlag = L
Priority = 2, Hit
PauseTime = 8,8+Var(41)
Guard.PauseTime = 8,8
HitSound = s10, IfElse(Var(26)=2,4,IfElse(Var(26)=3,24,14))
GuardSound = s120,IfElse((Var(26)=[2,3]),0,10)
SparkXY = -Random%20, -Random%20
SparkNo = -1
Guard.SparkNo = s160
AnimType = Hard
Ground.Type = Trip
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = -0.5,-4
Guard.Velocity = -6
Air.Velocity = IfElse(Var(50)=1,-0.5,-3),IfElse(Var(50)=1,-3.8,FVar(25))
Down.Velocity = -3,-2.5
Ground.CornerPush.VelOff = -1.5
Guard.CornerPush.VelOff = -7
Air.CornerPush.VelOff = IfElse(Var(50)=1,-1.5,-4)
Down.CornerPush.VelOff = -4
YAccel = .48
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = 0
GetPower = Ceil(FVar(16)*80), Ceil(0.85*FVar(16)*80)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*24), Ceil(IfElse(FVar(16)=0,1,FVar(16))*12)

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

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

;---------------------------------------------------------------------------
;切り札そのに(下段掬い)中
[Statedef 1050]
Type      = C
MoveType  = A
Physics   = C
Ctrl      = 0
Anim      = 1050
PowerAdd  = 0
Facep2 = 1

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

[State -1]
Type = Helper
Trigger1 = Time = 17
StateNo = 9000
ID = 9006
PosType = P1
Ownpal = 1
SprPriority = 5

[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 = [17,23]
X = 9

[State -1]
Type = PosAdd
Trigger1 = Time = [24,25]
X = 8

[State -1]
Type = PosAdd
Trigger1 = Time = [26,27]
X = 7

[State -1]
Type = PosAdd
Trigger1 = Time = [28,29]
X = 6

[State -1]
Type = PosAdd
Trigger1 = Time = [30,31]
X = 4

[State -1]
Type = PosAdd
Trigger1 = Time = [32,34]
X = 3

[State -1]
Type = PosAdd
Trigger1 = Time = [35,37]
X = 2

[State -1]
Type = PosAdd
Trigger1 = Time = [38,40]
X = 1

[State -1]
Type = Explod
Trigger1 = AnimElem = 5
ID = 1005
PosType = P1
Pos = -15,-2
Anim = 1005
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 0
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))
HitFlag = MAFD
GuardFlag = L
Priority = 2, Hit
PauseTime = 8,8+Var(41)
Guard.PauseTime = 8,8
HitSound = s10, IfElse(Var(26)=2,4,IfElse(Var(26)=3,24,14))
GuardSound = s120,IfElse((Var(26)=[2,3]),0,10)
SparkXY = -Random%20, -Random%20
SparkNo = -1
Guard.SparkNo = s160
AnimType = Hard
Ground.Type = Trip
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = -0.5,-4
Guard.Velocity = -6
Air.Velocity = IfElse(Var(50)=1,-0.5,-3),IfElse(Var(50)=1,-3.8,FVar(25))
Down.Velocity = -3,-2.5
Ground.CornerPush.VelOff = -1.5
Guard.CornerPush.VelOff = -7
Air.CornerPush.VelOff = IfElse(Var(50)=1,-1.5,-4)
Down.CornerPush.VelOff = -4
YAccel = .48
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = 0
GetPower = Ceil(FVar(16)*80), Ceil(0.85*FVar(16)*80)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*24), Ceil(IfElse(FVar(16)=0,1,FVar(16))*12)

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

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

;---------------------------------------------------------------------------
;切り札そのいち(大斬り)弱
[Statedef 1100]
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
Anim      = 1100
PowerAdd  = 0
Facep2 = 1

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

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 3
Value = s420, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

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

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 5
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 = [1,5]
X = 6

[State -1]
Type = PosAdd
Trigger1 = Time = [6,7]
X = 4

[State -1]
Type = PosAdd
Trigger1 = Time = 8
X = 2

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

[State -1]
Type = PosAdd
Trigger1 = Time = [11,12]
X = 12

[State -1]
Type = PosAdd
Trigger1 = Time = 13
X = 4

[State -1]
Type = Explod
Trigger1 = AnimElem = 1
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 = 5
ID = 1105
PosType = P1
Pos = 0,0
Anim = 1105
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 0
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 = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = AnimElem = 5
Attr = S, SA
Damage = Ceil(FVar(0)*(140-Var(4)%2)), Ceil(FVar(1)*14)
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 = -10
Air.Velocity = -2*Var(50),IfElse(Var(50)=1,-7,FVar(25))
Down.Velocity = -3,-2.5
Ground.CornerPush.VelOff = -13
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 = Ceil(FVar(16)*130), Ceil(0.85*FVar(16)*130)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*39), Ceil(IfElse(FVar(16)=0,1,FVar(16))*19)

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

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

;---------------------------------------------------------------------------
;切り札そのいち(大斬り)中
[Statedef 1150]
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
Anim      = 1150
PowerAdd  = 0
Facep2 = 1

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

[State -1]
Type = Helper
Trigger1 = Time = 4
StateNo = 9000
ID = 9007
PosType = P1
Ownpal = 1
SprPriority = 5

[State -1]
Type = Helper
Trigger1 = Time = 7
StateNo = 9000
ID = 9008
PosType = P1
Ownpal = 1
SprPriority = 5

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 3
Value = s420, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 1, = 4
Value = s110, 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 5
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 = [3,7]
X = 6

[State -1]
Type = PosAdd
Trigger1 = Time = 8
X = 5

[State -1]
Type = PosAdd
Trigger1 = Time = 9
X = 4

[State -1]
Type = PosAdd
Trigger1 = Time = 10
X = 3

[State -1]
Type = PosAdd
Trigger1 = Time = 11
X = 2

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

[State -1]
Type = PosAdd
Trigger1 = Time = [15,18]
X = 12

[State -1]
Type = PosAdd
Trigger1 = Time = 19
X = 8

[State -1]
Type = PosAdd
Trigger1 = Time = 20
X = 6

[State -1]
Type = PosAdd
Trigger1 = Time = 21
X = 4

[State -1]
Type = PosAdd
Trigger1 = Time = 22
X = 2

[State -1]
Type = PosAdd
Trigger1 = Time = 23
X = 1

[State -1]
Type = Explod
Trigger1 = Time = 3
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 = 5
ID = 1105
PosType = P1
Pos = 0,0
Anim = 1105
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 0
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 = 19
Trigger2 = Time = 21
Attr = S, SA
Damage = Ceil(FVar(0)*(50-Var(4)%2)), Ceil(FVar(1)*5)
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 = Ceil(FVar(16)*60), Ceil(0.85*FVar(16)*60)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*18), Ceil(IfElse(FVar(16)=0,1,FVar(16))*9)

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = P2StateType != A
Trigger1 = Time = 23
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 = -10
Air.Velocity = IfElse(Var(50)=1,0,-4),IfElse(Var(50)=1,-10,FVar(25))
Down.Velocity = -3,-2.5
Ground.CornerPush.VelOff = -13
Air.CornerPush.VelOff = IfElse(Var(50)=1,0,-5)
Down.CornerPush.VelOff = -4
YAccel = .48
Kill = 1
Guard.Kill = 0
Fall = 0
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = 40
GetPower = Ceil(FVar(16)*60), Ceil(0.85*FVar(16)*60)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*18), Ceil(IfElse(FVar(16)=0,1,FVar(16))*9)

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = P2StateType = A
Trigger1 = Time = 23
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 = Up
Ground.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = -10
Air.Velocity = IfElse(Var(50)=1,0,-4),IfElse(Var(50)=1,-10,FVar(25))
Down.Velocity = -3,-2.5
Ground.CornerPush.VelOff = -13
Air.CornerPush.VelOff = IfElse(Var(50)=1,0,-5)
Down.CornerPush.VelOff = -4
YAccel = .48
Kill = 1
Guard.Kill = 0
Fall = 0
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = 40
GetPower = Ceil(FVar(16)*60), Ceil(0.85*FVar(16)*60)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*18), Ceil(IfElse(FVar(16)=0,1,FVar(16))*9)

[State -1]
Type = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1
Persistent = 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)　弱
[Statedef 1200]
Type    = S
MoveType= A
Physics = S
Juggle  = 0
Ctrl = 0
Anim = 1200
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 = 4

[State -1]
Type = VelSet
Trigger1 = Time = [1,6]
X = 2

[State -1]
Type = VelSet
Trigger1 = Time = 7
X = 3.6
Y = -7.2

[State -1]
Type = VelAdd
Trigger1 = Time >= 8
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 = 5
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 = Helper
Trigger1 = Time = 4
StateNo = 9500
ID = 9500
Ownpal = 1
Keyctrl = 0

[State -1]
Type = PosSet
TriggerAll = NumHelper(9500) > 0
TriggerAll = Time = [5,6]
Trigger1 = Facing = 1
Trigger1 = Pos X > Helper(9500),Pos X
Trigger2 = Facing = -1
Trigger2 = Pos X < Helper(9500),Pos X
X = Ceil(Helper(9500),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 = HitDef
TriggerAll = Var(25)/10%10 < 3
TriggerAll = Var(7) = 0
Trigger1 = AnimElem = 5
Attr = S, SA
Damage = Ceil(FVar(0)*(120-Var(4)%2)), Ceil(FVar(1)*12)
AnimType = Up
HitFlag = MAF
GuardFlag = M
Priority = 3, Hit
PauseTime = 10, 10+Var(41)
Guard.PauseTime = 10,10
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,-10.4,FVar(25))
Guard.Velocity = -4
Air.Velocity = IfElse(Var(50)=1,0,-3),IfElse(Var(50)=1,-10.2,FVar(25))
Down.Velocity = -3.6,-2.5
Ground.CornerPush.VelOff = -2.8
Guard.CornerPush.VelOff = -5
Air.CornerPush.VelOff = -2.8*Var(50)
Down.CornerPush.VelOff = -5.6
YAccel = .48
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 48
GetPower = Ceil(FVar(16)*120), Ceil(0.85*FVar(16)*120)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*36), Ceil(IfElse(FVar(16)=0,1,FVar(16))*18)

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
TriggerAll = Var(7) = 0
Trigger1 = AnimElem = 7
Attr = S, SA
Damage = Ceil(FVar(0)*(80-Var(4)%2)), Ceil(FVar(1)*8)
AnimType = Up
HitFlag = MAF
GuardFlag = M
Priority = 3, Hit
PauseTime = 10, 10+Var(41)
Guard.PauseTime = 10,10
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,-10.4,FVar(25))
Guard.Velocity = -4
Air.Velocity = IfElse(Var(50)=1,0,-3),IfElse(Var(50)=1,-10.2,FVar(25))
Down.Velocity = -3.6,-2.5
Ground.CornerPush.VelOff = -2.8
Guard.CornerPush.VelOff = -5
Air.CornerPush.VelOff = -2.8*Var(50)
Down.CornerPush.VelOff = -5.6
YAccel = .48
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 48
GetPower = Ceil(FVar(16)*100), Ceil(0.85*FVar(16)*100)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*30), Ceil(IfElse(FVar(16)=0,1,FVar(16))*15)

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

[State -1]
Type = VarAdd
Trigger1 = MoveGuarded = 1
V = 7
Value = 10
IgnoreHitPause = 1
Persistent = 1

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

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

[State -1]
Type = VarSet
Trigger1 = AnimElem = 10
V = 7
Value = 0

[State -1]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 52
Ctrl = 0

;---------------------------------------------------------------------------
;自分でもよくわからない蹴り(閃走・六魚)　中
[Statedef 1250]
Type    = S
MoveType= A
Physics = S
Juggle  = 0
Ctrl = 0
Anim = 1250
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 = 7

[State -1]
Type = Helper
Trigger1 = Time = 7
StateNo = 9500
ID = 9500
Ownpal = 1
Keyctrl = 0

[State -1]
Type = PosSet
TriggerAll = NumHelper(9500) > 0
TriggerAll = Time = [8,9]
Trigger1 = Facing = 1
Trigger1 = Pos X > Helper(9500),Pos X
Trigger2 = Facing = -1
Trigger2 = Pos X < Helper(9500),Pos X
X = Ceil(Helper(9500),Pos X)

[State -1]
Type = VelSet
Trigger1 = Time = [1,9]
X = 2

[State -1]
Type = VelSet
Trigger1 = Time = 10
X = 4.6
Y = -9

[State -1]
Type = VelAdd
Trigger1 = Time >= 11
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 = 5
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 = HitDef
TriggerAll = Var(25)/10%10 < 3
TriggerAll = Var(7) = 0
Trigger1 = AnimElem = 5
Attr = S, SA
Damage = Ceil(FVar(0)*(150-Var(4)%2)), Ceil(FVar(1)*15)
AnimType = Up
HitFlag = MAF
GuardFlag = M
Priority = 3, Hit
PauseTime = 10, 10+Var(41)
Guard.PauseTime = 10,10
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,-10.4,FVar(25))
Guard.Velocity = -4
Air.Velocity = IfElse(Var(50)=1,0,-3),IfElse(Var(50)=1,-10.2,FVar(25))
Down.Velocity = -4,-2.5
Ground.CornerPush.VelOff = -3
Guard.CornerPush.VelOff = -5
Air.CornerPush.VelOff = -3*Var(50)
Down.CornerPush.VelOff = -6
YAccel = .48
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 48
GetPower = Ceil(FVar(16)*120), Ceil(0.85*FVar(16)*120)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*36), Ceil(IfElse(FVar(16)=0,1,FVar(16))*18)

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
TriggerAll = Var(7) = 0
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 = 3, Hit
PauseTime = 10, 10+Var(41)
Guard.PauseTime = 10,10
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,-10.4,FVar(25))
Guard.Velocity = -4
Air.Velocity = IfElse(Var(50)=1,0,-3),IfElse(Var(50)=1,-10.2,FVar(25))
AirGuard.Velocity = -4,-1.4
Down.Velocity = -4,-2.5
Ground.CornerPush.VelOff = -3
Guard.CornerPush.VelOff = -5
Air.CornerPush.VelOff = -3*Var(50)
Down.CornerPush.VelOff = -6
YAccel = .48
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 48
GetPower = Ceil(FVar(16)*100), Ceil(0.85*FVar(16)*100)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*30), Ceil(IfElse(FVar(16)=0,1,FVar(16))*15)

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

[State -1]
Type = VarAdd
Trigger1 = MoveGuarded = 1
V = 7
Value = 10
IgnoreHitPause = 1
Persistent = 1

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

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

[State -1]
Type = VarSet
Trigger1 = AnimElem = 10
V = 7
Value = 0

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

;---------------------------------------------------------------------------
;自分でもよくわからない蹴り(閃走・六魚)追加
[Statedef 1210]
Type    = A
MoveType= A
Physics = N
Juggle  = 0
Ctrl = 0
Anim = 1210
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 = VarRandom
Trigger1 = PrevStateNo != 2200
Trigger1 = AnimElem = 5
V = 1
Range = 0,3
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 0
Trigger1 = PrevStateNo != 2200
Trigger1 = AnimElem = 5
Value = s420, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 1
Trigger1 = PrevStateNo != 2200
Trigger1 = AnimElem = 5
Value = s420, 1
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Var(1) = 2
Trigger1 = PrevStateNo != 2200
Trigger1 = AnimElem = 5
Value = s420, 2
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = PrevStateNo = 2200
Trigger1 = AnimElem = 5
Value = s2210, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 4
Value = s41, IfElse((Var(26)=[2,3]),0,10)
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

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

[State -1]
Type = VelSet
Trigger1 = AnimElem = 2
X = 0.5

[State -1]
Type = VelSet
Trigger1 = AnimElem = 3
X = 0.5

[State -1]
Type = VelSet
Trigger1 = AnimElem = 4
X = 0

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

[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 = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = PrevStateNo = 1200
Trigger1 = AnimElem = 6
Attr = A, SA
Damage = Ceil(FVar(0)*(80-Var(4)%2)), Ceil(FVar(1)*8)
AnimType = Hard
HitFlag = MAF
GuardFlag = HA
Priority = 3, Hit
PauseTime = 10, 10+Var(41)
Guard.PauseTime = 10,10
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, -30-Random%20
SparkNo = -1
Guard.SparkNo = s161
Ground.Type = High
Air.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = -8,IfElse(Var(50)=1,5,FVar(25))
Guard.Velocity = -4
Air.Velocity = IfElse(Var(50)=1,-8,-5),IfElse(Var(50)=1,5,FVar(25))
AirGuard.Velocity = -3,-1.4
Down.Velocity = -3.6,-2.5
Ground.CornerPush.VelOff = -2.8
Guard.CornerPush.VelOff = -5
Air.CornerPush.VelOff = IfElse(Var(50)=1,-9,-6)
Down.CornerPush.VelOff = -5.6
EnvShake.Time = 10
EnvShake.Ampl = 4
EnvShake.Freq = 90
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 = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = PrevStateNo != 1200
Trigger1 = AnimElem = 6
Attr = A, SA
Damage = Ceil(FVar(0)*(100-Var(4)%2)), Ceil(FVar(1)*10)
AnimType = Hard
HitFlag = MAF
GuardFlag = HA
Priority = 3, Hit
PauseTime = 10, 10+Var(41)
Guard.PauseTime = 10,10
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, -30-Random%20
SparkNo = -1
Guard.SparkNo = s161
Ground.Type = High
Air.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = -8,IfElse(Var(50)=1,5,FVar(25))
Guard.Velocity = -4
Air.Velocity = IfElse(Var(50)=1,-8,-5),IfElse(Var(50)=1,5,FVar(25))
AirGuard.Velocity = -3,-1.4
Down.Velocity = -3.6,-2.5
Ground.CornerPush.VelOff = -2.8
Guard.CornerPush.VelOff = -5
Air.CornerPush.VelOff = IfElse(Var(50)=1,-9,-6)
Down.CornerPush.VelOff = -5.6
EnvShake.Time = 10
EnvShake.Ampl = 4
EnvShake.Freq = 90
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 = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1
Persistent = 1

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

;---------------------------------------------------------------------------
;閃鞘・八点衝　弱
[Statedef 1300]
Type    = S
MoveType= A
Physics = S
Juggle  = 0
Ctrl = 0
Anim = 1300
SprPriority = 2
Facep2 = 1

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

[State -1]
Type = Explod
Trigger1 = Time = [9,21]
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 = [9,30]
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 = [10,34]
V = 7
Value = 1

[State -1]
Type = VarAdd
Trigger1 = Var(59) = 0
Trigger1 = Var(7) > -10
Trigger1 = Command = "holdback"
Trigger1 = Time = [10,34]
V = 7
Value = -1

[State -1]
Type = VarSet
Trigger1 = AnimTime = 0
Trigger2 = Time >= 31
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 = 22 ,>= 0
X = 0

[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 = 11
Trigger2 = Time = 15
Trigger3 = Time = 19
Trigger4 = Time = 23
Trigger5 = Time = 27
Attr = S, SA
Damage = Ceil(FVar(0)*(20-Var(4)%2)), Ceil(FVar(1)*2)
AnimType = Hard
HitFlag = MAFD
GuardFlag = MA
Priority = 1, Hit
PauseTime = 1, 3+Var(41)
Guard.PauseTime = 1,3
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 = -6
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 = -3
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 = 22
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 = 31
Attr = S, SA
Damage = Ceil(FVar(0)*(20-Var(4)%2)), Ceil(FVar(1)*2)
AnimType = Hard
HitFlag = MAFD
GuardFlag = MA
Priority = 1, Hit
PauseTime = 1, 3+Var(41)
Guard.PauseTime = 1,3
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 = -14
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 = 22
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 = AttackDist
Trigger1 = 1
Value = 175
Persistent = 1

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

;---------------------------------------------------------------------------
;閃鞘・八点衝　中
[Statedef 1350]
Type    = S
MoveType= A
Physics = S
Juggle  = 0
Ctrl = 0
Anim = 1350
SprPriority = 2
Facep2 = 1

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

[State -1]
Type = Explod
Trigger1 = Time = [13,49]
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 = [13,55]
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 = [14,62]
V = 7
Value = 1

[State -1]
Type = VarAdd
Trigger1 = Var(59) = 0
Trigger1 = Var(7) > -10
Trigger1 = Command = "holdback"
Trigger1 = Time = [14,62]
V = 7
Value = -1

[State -1]
Type = VarSet
Trigger1 = AnimTime = 0
Trigger2 = Time >= 59
Trigger2 = MoveContact
Trigger2 = EnemyNear,BackEdgeBodyDist <= 0
V = 7
Value = 0

[State -1]
Type = VelSet
Trigger1 = Time >= 14
X = 1.00*Var(7)/10

[State -1]
Type = VelSet
Trigger1 = AnimElem = 34 ,>= 0
X = 0

[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 = 15
Trigger2 = Time = 19
Trigger3 = Time = 23
Trigger4 = Time = 27
Trigger5 = Time = 31
Trigger6 = Time = 35
Trigger7 = Time = 39
Trigger8 = Time = 43
Trigger9 = Time = 47
Trigger10 = Time = 51
Trigger11 = Time = 55
Attr = S, SA
Damage = Ceil(FVar(0)*(20-Var(4)%2)), Ceil(FVar(1)*2)
AnimType = Hard
HitFlag = MAFD
GuardFlag = MA
Priority = 1, Hit
PauseTime = 1, 3+Var(41)
Guard.PauseTime = 1,3
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 = -6
Air.Velocity = -2*Var(50),IfElse(Var(50)=1,-7.4,FVar(25))
AirGuard.Velocity = -4,-2
Down.Velocity = -4,-2.5
Ground.CornerPush.VelOff = -3
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 = 22
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 = 59
Attr = S, SA
Damage = Ceil(FVar(0)*(20-Var(4)%2)), Ceil(FVar(1)*2)
AnimType = Hard
HitFlag = MAFD
GuardFlag = MA
Priority = 1, Hit
PauseTime = 1, 3+Var(41)
Guard.PauseTime = 1,3
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,-2
Down.Velocity = -4,-2.5
Ground.CornerPush.VelOff = -14
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 = 22
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 = AttackDist
Trigger1 = 1
Value = 175
Persistent = 1

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