; KFM's constants.
; Format (case insensitive):
;  [groupname]        
;  constname = "value"

[Data]
life = 1000          ;Amount of life to start with
attack = 100         ;100% attack power (more is stronger)
defence = 100        ;100% defensive power (more is stronger)
fall.defence_up = 50 ;Def goes up by 50% everytime player is hit on ground
liedown.time = 60    ;Time player takes before getting up from HIT_LIEDOWN
airjuggle = 15       ;Can do 15 points of juggling
sparkno = 2        ;Default spark number
guard.sparkno = 40 ;Default guard spark number
KO.echo = 1          ;1 to enable echo on KO
volume = 50           ;Volume offset (negative for softer)

[Size]
xscale = 1           ;Horizontal scaling factor.
yscale = 1           ;Vertical scaling factor.
ground.back = 15     ;Player width (back, ground)
ground.front = 13    ;Player width (front, ground)
air.back = 12        ;Player width (back, air)
air.front = 12       ;Player width (front, air)
z.width = 3          ;Player width (into and out)
height = 60	     ;Height of player (for opponent to jump over)
attack.width = 4,4   ;Default attack width: back, front
attack.dist = 160    ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles
proj.doscale = 0     ;Set to 1 to scale projectiles too   
head.pos = -5, -90   ;Approximate position of head
mid.pos = -5, -60    ;Approximate position of midsection
shadowoffset = 0     ;Number of pixels to vertically offset the shadow

[Velocity]
walk.fwd  = 4.3      ;Walk forward
walk.back = -4.2     ;Walk backward
run.fwd  = 7.6, 0    ;Run forward (x, y)  - if y<0, player will hop
run.back = -6,-2.8 ;Run backward (x, y) - if y=0, player will run
jump.neu = 0,-5.1    ;Neutral jumping velocity (x, y)
jump.back = -2.55    ;Jump back Speed (x, y)
jump.fwd = 2.5       ;Jump forward Speed (x, y)
;runjump.back = -2.55,-8.1 ;Running jump speeds (opt)
;runjump.fwd = 4,-8.1      ;.
;airjump.neu = 0,-8.1      ;.
;airjump.back = -2.55,-8.1 ;Air jump speeds (opt)
;airjump.fwd = 2.5,-8.1    ;.

[Movement]
airjump.num = 0      ;Number of air jumps allowed (opt)
;airjump.height = 35  ;Minimum distance from ground before you can air jump (opt)
yaccel = .43         ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching

;---------------------------------------------------------------------------
; Format:
; [Statedef STATENO]
; type = ?      S/C/A/L  stand/crouch/air/liedown
; movetype = ?  I/A/H    idle/attack/gethit
; physics = ?   S/C/A/N  stand/crouch/air/none
; juggle = ?             air juggle points move requires
;
; [State STATENO, ?]     ? - any number you choose
; type = ?
; ...

;---------------------------------------------------------------------------
; LOSE (Time over)
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0,0

[State 170, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

;---------------------------------------------------------------------------
; WIN
[Statedef 180]
type = S

[State 180, 1]
type = ChangeState
trigger1 = Time = 0
value = 181

;---------------------------------------------------------------------------
; WIN1
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0,0

[State 1350, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s5,3

[State 181, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

;---------------------------------------------------------------------------
; INTRO
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0,0

[State 191, 1] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time = [0,70]
flag = Intro

[State 191, 2]
type = PlaySnd
trigger1 = Time = 50
value = 9,0

[State 191, 3]
type = Projectile
trigger1 = Time = 0
projanim = 191
offset = 250, -90
velocity = -4, -7
accel = 0, .3
projremovetime = 48

[State 191, 4]
type = Projectile
trigger1 = Time = 49
projanim = 192
offset = 55, -70
velocity = 2, -4
accel = 0, .3
projremovetime = 35

[State 191, 5]
type = PlaySnd
trigger1 = Time = 49
value = F5,2
volume = -40

[State 191, 6]
type = PlaySnd
trigger1 = Time = 52
value = F5,3
volume = -80
;---------------------------------------------------------------------------
; 挑発
[Statedef 195]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0.0
anim = 195
juggle = 2
poweradd = 0

[State 1350, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s5,3

[State 1010, 2]
type = Projectile
trigger1 = time = 10
trigger2 = time = 20
trigger3 = time = 30
trigger4 = time = 40
trigger5 = time = 50
trigger6 = time = 60
projanim = 196
offset = 28, -36
velocity = 0, 0
attr = S, NA
Hitflag = MAFD
numhits = 0
givepower = -200,-200
getpower = 50,50
priority = 7, hit
sparkno = -1
sprpriority = 3

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
ctrl = 1
value = 0

;---------------------------------------------------------------------------
; STAND_A
[Statedef 200]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 200                       ;Change animation (Def: no change)
poweradd = 20                    ;Power to add (Def: 0)

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage    = 23                   ;Damage that move inflicts
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
getpower = 30,15                 ;Power to get on hit, on guard
                                 ;(Def Hit: 0)  (Def Guard: 1/2 of hit power)
givepower = 15,8                 ;Power to give opponent on hit, on guard
                                 ;(Def Hit: 0)  (Def Guard: 1/2 of hit power)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
                                 ;Hit/Miss/Dodge type (Def: Hit)
pausetime = 5,8                  ;Time attacker pauses, time victim shakes
numhits = 1                      ;Number of hits to count as (Def: 1)
sparkno = 12                   ;Spark image group and no (Def: set above)
sparkxy = -10,-25                ;X-offset for the "hit spark" rel. to p2,
                                 ;Y-offset for the spark rel. to p1
hitsound = s5,1                   ;Sound to play on hit
guardsound = 6,0                 ;Sound to play on guard
; mindist  = 0,0,0                 ;Min distance of p2 from p1 when hit
; maxdist  = 0,0,0                 ;Max distance of p2 from p1 when hit
; snap = 0,0,0                     ;Snaps p2 to position rel to p1
ground.type = High                 ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the victim slides back
ground.hittime  = 11             ;Time victim is in hit state
ground.velocity = -4             ;Velocity at which victim is pushed
; guard.slidetime = 5              ;Values for guarded attack (def: ground.slidetime)
; guard.hittime  = 15              ; (def: ground.hittime)
; guard.velocity = -4              ; (def: ground.velocity)
; guard.ctrltime = 7               ;Time to regain control after guard (def: guard.slidetime)
airguard.velocity = -1.9         ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
; airguard.ctrltime = 7            ;Time to regain control after air guard (def: ground.ctrltime)
; air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.3,-3           ;X-velocity at which victim is pushed,
                                 ;Y-velocity at which victim is pushed
;air.hittime = 20                  ;Time before oppoment regains control in air
; attack.width = 3, 3              ;Override default attack width
; fall = 0                         ;1 to cause opponent to fall (def: 0)
; fall.damage = 0                  ;Damage opponent takes on fall
; fall.velocity = n/a,-4.5         ;X, Y-velocity after bouncing off ground
; fall.animtype = Back             ;Animation type for falling people (def: Back)
; air.fall = 0                     ;1 to cause opponent to fall if in air (def: same as fall)
; down.velocity = ?,?              ;Velocity for opponents lying down (def: same as air.velocity)
; down.hittime = 20                ;Time opponent is stunned on ground (only for down.y-velocity = 0) (def: 20)
; down.bounce = 0                  ;Set to 1 for opponent to bounce on ground (def: 0)

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; STAND_B
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 40
ctrl = 0
velset = 0,0
anim = 210

[State 210, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 40
guardflag = MA
pausetime = 6,10
sparkno = 12
sparkxy = -12,-45
hitsound   = s5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 8
ground.hittime  = 18
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; STAND_C
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0,0,0
anim = 210

[State 220, Super A]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2 ;Play fight sound of super

[State 220, Super B]
type = AfterImage
trigger1 = Time = 2
time = 2

[State 220, Super C]
type = AfterImageTime
trigger1 = Time = [2,68]
time = 2

[State 220, Super D]
type = NotHitBy
trigger1 = Time = 2
value = , NA, SA, AT
time = 12

[State 220, Super E]
type = NotHitBy
trigger1 = Time = [2,30]
value2 = C, NA
time = 1

[State 220, 1]
type = Posadd
trigger1 = time = 2
x=40

[State 220, 2]
type = hitdef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = hard
damage    = 60
guardflag = MA
pausetime = 11,11
sparkno = 12
sparkxy = -12,-45
hitsound   = s5,2
guardsound = 6,0
ground.type = trip
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;JUMP_A
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 600

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 600, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 12
getpower  = 10
givepower = 10
guardflag = HA
priority = 3
pausetime = 7,8
sparkno = 12
sparkxy = -10,-20
hitsound   = s5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

[State 600, 3]
type = CtrlSet
trigger1 = Time = 17
value = 1

[State 600, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50

;---------------------------------------------------------------------------
;JUMP_B
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 55
ctrl = 0
anim = 610

[State 610, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 610, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 70
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 9,10
sparkno = 12
sparkxy = -12,-35
hitsound   = s5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -1.3,-3

[State 610, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;---------------------------------------------------------------------------
;JUMP_C
[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 55
ctrl = 0
anim = 610

[State 620, Super A]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2 ;Play fight sound of super

[State 620, Super B]
type = AfterImage
trigger1 = Time = 2
time = 2

[State 620, Super C]
type = AfterImageTime
trigger1 = Time = [2,68]
time = 2

[State 620, Super D]
type = NotHitBy
trigger1 = Time = 2
value = , NA, SA, AT
time = 12

[State 620, Super E]
type = NotHitBy
trigger1 = Time = [2,30]
value2 = C, NA
time = 1

[State 620, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 70
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 9,10
sparkno = 12
sparkxy = -12,-35
hitsound   = s5,2
guardsound = 6,0
ground.type = Trip
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -1.3,-3

[State 620, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;---------------------------------------------------------------------------
;バインドアックス
[Statedef 900]
type    = S
movetype= A
physics = S
juggle  = 3
poweradd= 40
ctrl = 0
velset = 0,0
anim = 900

[State 900, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 900, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = C, SA
animtype  = Medium
damage    = 0,0
guardflag = MA
pausetime = 0,100
sparkno = 12
sparkxy = -12,-45
hitsound   = s5,1
guardsound = 6,0
ground.type = Low
;ground.slidetime = 8
ground.hittime  = 150
;ground.velocity = -5
air.velocity = -2.2,-3.2

[State 900, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;ブラッドアックス
[Statedef 901]
type    = S
movetype= A
physics = S
juggle  = 3
poweradd= 40
ctrl = 0
velset = 0,0
anim = 901

[State 901, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 901, 2]
type = lifeadd
trigger1 = time = 0
value = 50

[State 901, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = C, SA
animtype  = Medium
damage    = 50,50
guardflag = MA
pausetime = 6,8
sparkno = 12
sparkxy = -12,-40
sparkno = 12
sparkxy = -10,-38
sparkno = 12
sparkxy = -11,-42
hitsound   = s5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 8
ground.hittime  = 10
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 901, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;[Statedef 902]
;type = S
;movetype = A
;physics = N
;anim = 920 
;velset = 0,0 。

;[State 902, 1]
;type = lifeadd
;trigger1 = time = 0
;value = 50

;[State 902, 2]
;type = Changestate
;trigger1 = animtime = 0 
;value = 0 　　　　　　　　　
;ctrl = 1

;[Statedef 903]
;type = S
;movetype = A
;physics = N 

;[State 903, 1]
;type = lifeadd
;trigger1 = time = 0
;value = -50

;[State 903, 2]
;type = SelfState
;trigger1 = time = 0 
;ctrl = 1
;value = 0 　　　　　　　　　
;---------------------------------------------------------------------------
;アスピルアックス
[Statedef 904]
type    = S
movetype= A
physics = S
juggle  = 3
poweradd= 40
ctrl = 0
velset = 0,0
anim = 904

[State 904, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 904, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = C, SA
animtype  = Medium
damage    = 0,10
guardflag = MA
pausetime = 6,8
getpower = 400,200
givepower = -400,-200
sparkno = 12
sparkxy = -12,-40
hitsound   = s5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 8
ground.hittime  = 10
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 904, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 斧投げA
[Statedef 1000]
type = S ;　　　　　　　　　　　通常
movetype= A ;　　　　　　　　　攻撃
physics = S ;　　　　　　　　　　　通常
poweradd= 100 ;　　　　　　　　パワー に100追加
ctrl = 0
velset = 0
anim = 1000 ;　　　　　　　　　　[Action 1015] を呼び出す（air ファイルの波動拳モーション）

[State 1000, 1]
type = PlaySnd ;　　　　　　　　音を鳴らす
trigger1 = AnimElem = 1 ;　　　アニメーションの1枚目が表示された時に
value = 0,1 ;　　　　　　　　　　　sndファイルの 5,0 に登録されている（「タァッ！」という声）

[State 1000, 2]
type = Projectile ;　　　　　　　　発射物
trigger1 = AnimElem = 2 ;　　　アニメーションの2枚目が表示された時に
projanim = 950 ;　　　　　　　　発射物のアニメーションの指定（[Action 1020]）
projhitanim = 950 ;　　　　　　　発射物が当たった時のアニメーションの指定
offset = 28, -36 ;　　　　　　　　　自分の軸から見た発射物の軸位置の初期位置
velocity = 1.0, 0 ;　　　　　　　　　発射物の速度
;remvelocity = 0, 0
;velmul = 1.01, 1
;accel = 0, 0
; HitDef part of projectile info
attr = S, SP ;　　　　　　　　　　　攻撃の特質「通常、必殺技発射物」
damage = 36,4 ;　　　　　　　　ダメージの設定（ヒット時36、ガード時4）
animtype = Medium ;　　　　　　　ヒット時の相手のやられアニメーションの強さ指定
pausetime = 0,9 ;　　　　　　　　　ヒット時の硬直時間（自分は0、相手は9）
sparkno = 12 ;　　　　　　　　　　ヒット時エフェクト（省略の場合はディフォルト）
sparkxy = 10, 0 ;　　　　　　　　　ヒット時のエフェクト表示位置
hitsound = s5,1 ;　　　　　　　　　ヒット時の効果音
guardflag = MA ;　　　　　　　　　　相手キャラクターのガード状態指定
guardsound = 6,0 ;　　　　　　　　　ガードされた時の効果音
ground.type = Low ;　　　　　　　　相手が攻撃を受けた時の状態（地上にいるとき）
ground.slidetime = 14 ;　　　　　　相手の後ずさり時間
ground.hittime = 16 ;　　　　　　　ヒット状態を維持させる時間
ground.velocity = -8 ;　　　　　　　相手が攻撃を受けた時に与える初速度
air.animtype = Back ;　　　　　　　相手が攻撃を受けた時の状態（空中にいるとき）
air.velocity = -2.5,-5 ;　　　　　　　相手が攻撃を受けた時に与える初速度（空中で）
air.juggle = 3 ;　　　　　　　　　　　　ジャグルポイント

[State 1000, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 斧投げB
[Statedef 1010]
type = S ;　　　　　　　　　　　通常
movetype= A ;　　　　　　　　　攻撃
physics = S ;　　　　　　　　　　　通常
poweradd= 100 ;　　　　　　　　パワー に100追加
ctrl = 0
velset = 0
anim = 1000 ;　　　　　　　　　　[Action 1015] を呼び出す（air ファイルの波動拳モーション）

[State 1010, 1]
type = PlaySnd ;　　　　　　　　音を鳴らす
trigger1 = AnimElem = 1 ;　　　アニメーションの1枚目が表示された時に
value = 0,1 ;　　　　　　　　　　　sndファイルの 5,0 に登録されている（「タァッ！」という声）

[State 1010, 2]
type = Projectile ;　　　　　　　　発射物
trigger1 = AnimElem = 2 ;　　　アニメーションの2枚目が表示された時に
projanim = 951 ;　　　　　　　　発射物のアニメーションの指定（[Action 1020]）
projhitanim = 950 ;　　　　　　　発射物が当たった時のアニメーションの指定
offset = 28, -36 ;　　　　　　　　　自分の軸から見た発射物の軸位置の初期位置
velocity = 3.0, 0 ;　　　　　　　　　発射物の速度
;remvelocity = 0, 0
;velmul = 1.01, 1
;accel = 0, 0
; HitDef part of projectile info
attr = S, SP ;　　　　　　　　　　　攻撃の特質「通常、必殺技発射物」
damage = 45,4 ;　　　　　　　　ダメージの設定（ヒット時36、ガード時4）
animtype = Medium ;　　　　　　　ヒット時の相手のやられアニメーションの強さ指定
pausetime = 0,9 ;　　　　　　　　　ヒット時の硬直時間（自分は0、相手は9）
sparkno = 12 ;　　　　　　　　　　ヒット時エフェクト（省略の場合はディフォルト）
sparkxy = 10, 0 ;　　　　　　　　　ヒット時のエフェクト表示位置
hitsound = s5,1 ;　　　　　　　　　ヒット時の効果音
guardflag = MA ;　　　　　　　　　　相手キャラクターのガード状態指定
guardsound = 6,0 ;　　　　　　　　　ガードされた時の効果音
ground.type = Low ;　　　　　　　　相手が攻撃を受けた時の状態（地上にいるとき）
ground.slidetime = 14 ;　　　　　　相手の後ずさり時間
ground.hittime = 16 ;　　　　　　　ヒット状態を維持させる時間
ground.velocity = -8 ;　　　　　　　相手が攻撃を受けた時に与える初速度
air.animtype = Back ;　　　　　　　相手が攻撃を受けた時の状態（空中にいるとき）
air.velocity = -2.5,-5 ;　　　　　　　相手が攻撃を受けた時に与える初速度（空中で）
air.juggle = 3 ;　　　　　　　　　　　　ジャグルポイント

[State 1010, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 斧投げC
[Statedef 1020]
type = S ;　　　　　　　　　　　通常
movetype= A ;　　　　　　　　　攻撃
physics = S ;　　　　　　　　　　　通常
poweradd= 100 ;　　　　　　　　パワー に100追加
ctrl = 0
velset = 0
anim = 1000 ;　　　　　　　　　　[Action 1015] を呼び出す（air ファイルの波動拳モーション）

[State 1020, 1]
type = PlaySnd ;　　　　　　　　音を鳴らす
trigger1 = AnimElem = 1 ;　　　アニメーションの1枚目が表示された時に
value = 0,1 ;　　　　　　　　　　　sndファイルの 5,0 に登録されている（「タァッ！」という声）

[State 1020, 2]
type = Projectile ;　　　　　　　　発射物
trigger1 = AnimElem = 2 ;　　　アニメーションの2枚目が表示された時に
projanim = 952 ;　　　　　　　　発射物のアニメーションの指定（[Action 1020]）
projhitanim = 950 ;　　　　　　　発射物が当たった時のアニメーションの指定
offset = 28, -36 ;　　　　　　　　　自分の軸から見た発射物の軸位置の初期位置
velocity = 4.5, 0 ;　　　　　　　　　発射物の速度
;remvelocity = 0, 0
;velmul = 1.01, 1
;accel = 0, 0
; HitDef part of projectile info
attr = S, SP ;　　　　　　　　　　　攻撃の特質「通常、必殺技発射物」
damage = 60,4 ;　　　　　　　　ダメージの設定（ヒット時36、ガード時4）
animtype = Medium ;　　　　　　　ヒット時の相手のやられアニメーションの強さ指定
pausetime = 0,9 ;　　　　　　　　　ヒット時の硬直時間（自分は0、相手は9）
sparkno = 12 ;　　　　　　　　　　ヒット時エフェクト（省略の場合はディフォルト）
sparkxy = 10, 0 ;　　　　　　　　　ヒット時のエフェクト表示位置
hitsound = s5,1 ;　　　　　　　　　ヒット時の効果音
guardflag = MA ;　　　　　　　　　　相手キャラクターのガード状態指定
guardsound = 6,0 ;　　　　　　　　　ガードされた時の効果音
ground.type = Low ;　　　　　　　　相手が攻撃を受けた時の状態（地上にいるとき）
ground.slidetime = 14 ;　　　　　　相手の後ずさり時間
ground.hittime = 16 ;　　　　　　　ヒット状態を維持させる時間
ground.velocity = -8 ;　　　　　　　相手が攻撃を受けた時に与える初速度
air.animtype = Back ;　　　　　　　相手が攻撃を受けた時の状態（空中にいるとき）
air.velocity = -2.5,-5 ;　　　　　　　相手が攻撃を受けた時に与える初速度（空中で）
air.juggle = 3 ;　　　　　　　　　　　　ジャグルポイント

[State 1020, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; アックスアーマーの盾
[Statedef 1030]
type = S ;　　　　　　　　　　　通常
movetype= A ;　　　　　　　　　攻撃
physics = S ;　　　　　　　　　　　通常
poweradd= 100 ;　　　　　　　　パワー に100追加
ctrl = 0
velset = 0
anim = 1030;　　　　　　　　　　[Action 1015] を呼び出す（air ファイルの波動拳モーション）

[State 1030, Super B]
type = AfterImage
trigger1 = Time = 2
time = 2

[State 1030, Super C]
type = AfterImageTime
trigger1 = Time = [2,68]
time = 2

[State 1030, Super D]
type = NotHitBy
trigger1 = Time = 2
value = , NA, SA, AT
time = 12

[State 1030, Super E]
type = NotHitBy
trigger1 = Time = [2,30]
value2 = C, NA
time = 1

[state 1030, 1]
;type = playsnd
;trigger1 = Time = 2
;value = 0, 1
type = Posadd
trigger1 = time = 40
x = -40

[State 1030, 2]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal
name = "samon"
id = 1050
postype = p1
pos = 25,0
stateno = 1050
keyctrl = 0
ownpal = 1
sprpriority = 2

[State 1020, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; アックスアーマー召喚
[Statedef 1050]
type     = A
physics  = N
movetype = A
VelSet = 0,0
ctrl = 0
anim = 970

[State 1000, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = facing = -1
value = 1055

[State 1030, Super A]
type = PlaySnd
trigger1 = Time = 2
value = s5, 5

[State 1000, 3]
type = sprpriority
trigger1 = Time = 0
value = 2

[State 1000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1060

;---------------------------------------------------------------------------
; サモンアックスアーマー攻撃
[Statedef 1060]
type     = A
physics  = N
movetype = A
VelSet = 3,0
ctrl = 0
anim = 970

[State 1030, Super A]
type = AfterImage
trigger1 = Time = 2
time = 9999

;[State 1030, Super B]
;type = AfterImageTime
;trigger1 = Time = [2,68]
;time = 2

[State 1060, 2]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
attr = S, SA
animtype  = Medium
damage    = 15,1
guardflag = MA
pausetime = 6,10
sparkno = 12
sparkxy = 0,-45
hitsound   = s5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 8
ground.hittime  = 18
ground.velocity = -5
air.velocity = -2.2,-3.2

;type = HitDef
;trigger1 = Time = 0
;attr = S, NA
;animtype  = midium
;damage    = 50,10
;guardflag = MA
;pausetime = 0,11
;sparkxy = -10,-70
;hitsound   = s5,4
;guardsound = 6,0
;ground.type = High
;ground.slidetime = 12
;ground.hittime  = 15
;ground.velocity = -2   
;air.velocity = -2,-8
;fall= 1
;fall.recover = 0

[State 1000, 3]
type = DestroySelf
trigger1 = Time = 200
trigger2 = FrontEdgeDist <= -30
;---------------------------------------------------------------------------
;アックスゲイザーA
[Statedef 1100]
type = S ;　　　　　　　　　　　通常
movetype= A ;　　　　　　　　　攻撃
physics = S ;　　　　　　　　　　　通常
poweradd= 80 ;　　　　　　　　パワー に100追加
ctrl = 0
velset = 0
anim = 1100;　　　　　　　　　　[Action 1015] を呼び出す（air ファイルの波動拳モーション）

[State 1100, 2]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal
name = "geizara"
id = 1110
postype = p1
pos = 25,0
stateno = 1110
keyctrl = 0
ownpal = 1
sprpriority = 2

[State 1100, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; ゲイザー出現
[Statedef 1110]
type     = A
physics  = N
movetype = A
VelSet = 0,0
ctrl = 0
anim = 960

[State 1110, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = facing = -1
value = 1055

[State 1110, 1]
type = PlaySnd
Trigger1 = Time = 0
value = 2, 7

[State 1110, 3]
type = sprpriority
trigger1 = Time = 0
value = 2

[State 1110, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1120
;---------------------------------------------------------------------------
; ゲイザー本体
[Statedef 1120]
type     = A
physics  = N
movetype = A
VelSet = 3,0
ctrl = 0
anim = 960

[State 1120, Super A]
type = AfterImage
trigger1 = Time = 2
time = 2

[State 1030, Super B]
type = AfterImageTime
trigger1 = Time = [2,68]
time = 2

[State 1030, Super A]
type = PlaySnd
trigger1 = Timemod = 5, 0
value = s5, 4

[State 1120, 2]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
attr = S, SA
animtype  = Medium
damage    = 15,1
guardflag = MA
pausetime = 6,10
sparkno = 2
sparkxy = -12,-45
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 8
ground.hittime  = 18
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 1120, 3]
type = HitDef
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
attr = S, SA
animtype  = Medium
damage    = 15,1
guardflag = MA
pausetime = 6,10
sparkno = 2
sparkxy = -12,-45
hitsound   = 5,3
guardsound = 6,0
ground.type = Trip
ground.slidetime = 8
ground.hittime  = 18
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 1120, 4]
type = DestroySelf
trigger1 = Time = 12
;---------------------------------------------------------------------------
;アックスゲイザーB
[Statedef 1150]
type = S ;　　　　　　　　　　　通常
movetype= A ;　　　　　　　　　攻撃
physics = S ;　　　　　　　　　　　通常
poweradd= 90 ;　　　　　　　　パワー に100追加
ctrl = 0
velset = 0
anim = 1150;　　　　　　　　　　[Action 1015] を呼び出す（air ファイルの波動拳モーション）

[State 1150, 2]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal
name = "geizarb"
id = 1160
postype = p1
pos = 25,0
stateno = 1160
keyctrl = 0
ownpal = 1
sprpriority = 2

[State 1150, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; ゲイザー出現
[Statedef 1160]
type     = A
physics  = N
movetype = A
VelSet = 0,0
ctrl = 0
anim = 960

[State 1160, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = facing = -1
value = 1055

[State 1160, 1]
type = PlaySnd
Trigger1 = Time = 0
value = 2, 7

[State 1160, 3]
type = sprpriority
trigger1 = Time = 0
value = 2

[State 1160, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1170
;---------------------------------------------------------------------------
; ゲイザー本体
[Statedef 1170]
type     = A
physics  = N
movetype = A
VelSet = 3,0
ctrl = 0
anim = 960

[State 1030, Super A]
type = PlaySnd
trigger1 = Timemod = 5, 0
value = s5, 4

[State 1170, Super A]
type = AfterImage
trigger1 = Time = 2
time = 2

[State 1170, Super B]
type = AfterImageTime
trigger1 = Time = [2,68]
time = 2

[State 1170, 2]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
attr = S, SA
animtype  = Medium
damage    = 20,2
guardflag = MA
pausetime = 6,10
sparkno = 2
sparkxy = -12,-45
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 8
ground.hittime  = 18
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 1170, 3]
type = HitDef
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
attr = S, SA
animtype  = Medium
damage    = 20,2
guardflag = MA
pausetime = 6,10
sparkno = 2
sparkxy = -12,-45
hitsound   = 5,3
guardsound = 6,0
ground.type = Trip
ground.slidetime = 8
ground.hittime  = 18
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 1170, 4]
type = DestroySelf
trigger1 = Time = 15
;---------------------------------------------------------------------------
;アックスゲイザーC
[Statedef 1200]
type = S ;　　　　　　　　　　　通常
movetype= A ;　　　　　　　　　攻撃
physics = S ;　　　　　　　　　　　通常
poweradd= 100 ;　　　　　　　　パワー に100追加
ctrl = 0
velset = 0
anim = 1200;　　　　　　　　　　[Action 1015] を呼び出す（air ファイルの波動拳モーション）

[State 1200, 2]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal
name = "geizarc"
id = 1210
postype = p1
pos = 25,0
stateno = 1210
keyctrl = 0
ownpal = 1
sprpriority = 2

[State 1200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; ゲイザー出現
[Statedef 1210]
type     = A
physics  = N
movetype = A
VelSet = 0,0
ctrl = 0
anim = 960

[State 1210, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = facing = -1
value = 1055

[State 1210, 1]
type = PlaySnd
Trigger1 = Time = 0
value = 2, 7

[State 1210, 3]
type = sprpriority
trigger1 = Time = 0
value = 2

[State 1210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1220
;---------------------------------------------------------------------------
; ゲイザー本体
[Statedef 1220]
type     = A
physics  = N
movetype = A
VelSet = 3,0
ctrl = 0
anim = 960

[State 1220, Super A]
type = AfterImage
trigger1 = Time = 2
time = 2

[State 1220, Super B]
type = AfterImageTime
trigger1 = Time = [2,68]
time = 2

[State 1030, Super A]
type = PlaySnd
trigger1 = Timemod = 5, 0
value = s5, 4

[State 1220, 2]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
attr = S, SA
animtype  = Medium
damage    = 25,3
guardflag = MA
pausetime = 6,10
sparkno = 2
sparkxy = -12,-45
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 8
ground.hittime  = 18
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 1220, 3]
type = HitDef
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
attr = S, SA
animtype  = Medium
damage    = 25,3
guardflag = MA
pausetime = 6,10
sparkno = 2
sparkxy = -12,-45
hitsound   = 5,3
guardsound = 6,0
ground.type = Trip
ground.slidetime = 8
ground.hittime  = 18
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 1220, 4]
type = DestroySelf
trigger1 = Time = 15
;---------------------------------------------------------------------------
; 斧放り投げA
[Statedef 1250]
type = S ;　　　　　　　　　　　通常
movetype= A ;　　　　　　　　　攻撃
physics = S ;　　　　　　　　　　　通常
poweradd= 100 ;　　　　　　　　パワー に100追加
ctrl = 0
velset = 0
anim = 1000 ;　　　　　　　　　　[Action 1015] を呼び出す（air ファイルの波動拳モーション）

[State 1250, 1]
type = PlaySnd ;　　　　　　　　音を鳴らす
trigger1 = AnimElem = 1 ;　　　アニメーションの1枚目が表示された時に
value = 0,1 ;　　　　　　　　　　　sndファイルの 5,0 に登録されている（「タァッ！」という声）

[State 1250, 2]
type = Projectile ;　　　　　　　　発射物
trigger1 = AnimElem = 2 ;　　　アニメーションの2枚目が表示された時に
projanim = 950 ;　　　　　　　　発射物のアニメーションの指定（[Action 1020]）
projhitanim = 950 ;　　　　　　　発射物が当たった時のアニメーションの指定
offset = 28, -36 ;　　　　　　　　　自分の軸から見た発射物の軸位置の初期位置
velocity = 3, -0.5;　　　　　　　　　発射物の速度
;remvelocity = 0, 0
;velmul = 1.01, 1
;accel = 0, 0
; HitDef part of projectile info
attr = S, SP ;　　　　　　　　　　　攻撃の特質「通常、必殺技発射物」
damage = 36,4 ;　　　　　　　　ダメージの設定（ヒット時36、ガード時4）
animtype = Medium ;　　　　　　　ヒット時の相手のやられアニメーションの強さ指定
pausetime = 0,9 ;　　　　　　　　　ヒット時の硬直時間（自分は0、相手は9）
sparkno = 12 ;　　　　　　　　　　ヒット時エフェクト（省略の場合はディフォルト）
sparkxy = 10, 0 ;　　　　　　　　　ヒット時のエフェクト表示位置
hitsound = s5,1 ;　　　　　　　　　ヒット時の効果音
guardflag = MA ;　　　　　　　　　　相手キャラクターのガード状態指定
guardsound = 6,0 ;　　　　　　　　　ガードされた時の効果音
ground.type = Low ;　　　　　　　　相手が攻撃を受けた時の状態（地上にいるとき）
ground.slidetime = 14 ;　　　　　　相手の後ずさり時間
ground.hittime = 16 ;　　　　　　　ヒット状態を維持させる時間
ground.velocity = -8 ;　　　　　　　相手が攻撃を受けた時に与える初速度
air.animtype = Back ;　　　　　　　相手が攻撃を受けた時の状態（空中にいるとき）
air.velocity = -2.5,-5 ;　　　　　　　相手が攻撃を受けた時に与える初速度（空中で）
air.juggle = 3 ;　　　　　　　　　　　　ジャグルポイント

[State 1250, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 斧放り投げB
[Statedef 1300]
type = S ;　　　　　　　　　　　通常
movetype= A ;　　　　　　　　　攻撃
physics = S ;　　　　　　　　　　　通常
poweradd= 100 ;　　　　　　　　パワー に100追加
ctrl = 0
velset = 0
anim = 1000 ;　　　　　　　　　　[Action 1015] を呼び出す（air ファイルの波動拳モーション）

[State 1300, 1]
type = PlaySnd ;　　　　　　　　音を鳴らす
trigger1 = AnimElem = 1 ;　　　アニメーションの1枚目が表示された時に
value = 0,1 ;　　　　　　　　　　　sndファイルの 5,0 に登録されている（「タァッ！」という声）

[State 1300, 2]
type = Projectile ;　　　　　　　　発射物
trigger1 = AnimElem = 2 ;　　　アニメーションの2枚目が表示された時に
projanim = 951 ;　　　　　　　　発射物のアニメーションの指定（[Action 1020]）
projhitanim = 950 ;　　　　　　　発射物が当たった時のアニメーションの指定
offset = 28, -36 ;　　　　　　　　　自分の軸から見た発射物の軸位置の初期位置
velocity = 3.0, -3 ;　　　　　　　　　発射物の速度
;remvelocity = 0, 0
;velmul = 1.01, 1
;accel = 0, 0
; HitDef part of projectile info
attr = S, SP ;　　　　　　　　　　　攻撃の特質「通常、必殺技発射物」
damage = 45,4 ;　　　　　　　　ダメージの設定（ヒット時36、ガード時4）
animtype = Medium ;　　　　　　　ヒット時の相手のやられアニメーションの強さ指定
pausetime = 0,9 ;　　　　　　　　　ヒット時の硬直時間（自分は0、相手は9）
sparkno = 12 ;　　　　　　　　　　ヒット時エフェクト（省略の場合はディフォルト）
sparkxy = 10, 0 ;　　　　　　　　　ヒット時のエフェクト表示位置
hitsound = s5,1 ;　　　　　　　　　ヒット時の効果音
guardflag = MA ;　　　　　　　　　　相手キャラクターのガード状態指定
guardsound = 6,0 ;　　　　　　　　　ガードされた時の効果音
ground.type = Low ;　　　　　　　　相手が攻撃を受けた時の状態（地上にいるとき）
ground.slidetime = 14 ;　　　　　　相手の後ずさり時間
ground.hittime = 16 ;　　　　　　　ヒット状態を維持させる時間
ground.velocity = -8 ;　　　　　　　相手が攻撃を受けた時に与える初速度
air.animtype = Back ;　　　　　　　相手が攻撃を受けた時の状態（空中にいるとき）
air.velocity = -2.5,-5 ;　　　　　　　相手が攻撃を受けた時に与える初速度（空中で）
air.juggle = 3 ;　　　　　　　　　　　　ジャグルポイント

[State 1300, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; 斧放り投げC
[Statedef 1350]
type = S ;　　　　　　　　　　　通常
movetype= A ;　　　　　　　　　攻撃
physics = S ;　　　　　　　　　　　通常
poweradd= 100 ;　　　　　　　　パワー に100追加
ctrl = 0
velset = 0
anim = 1000 ;　　　　　　　　　　[Action 1015] を呼び出す（air ファイルの波動拳モーション）

[State 1350, 1]
type = PlaySnd ;　　　　　　　　音を鳴らす
trigger1 = AnimElem = 1 ;　　　アニメーションの1枚目が表示された時に
value = 0,1 ;　　　　　　　　　　　sndファイルの 5,0 に登録されている（「タァッ！」という声）

[State 1350, 2]
type = Projectile ;　　　　　　　　発射物
trigger1 = AnimElem = 2 ;　　　アニメーションの2枚目が表示された時に
projanim = 952 ;　　　　　　　　発射物のアニメーションの指定（[Action 1020]）
projhitanim = 950 ;　　　　　　　発射物が当たった時のアニメーションの指定
offset = 28, -36 ;　　　　　　　　　自分の軸から見た発射物の軸位置の初期位置
velocity = 1, -7 ;　　　　　　　　　発射物の速度
;remvelocity = 0, 0
;velmul = 1.01, 1
;accel = 0, 0
; HitDef part of projectile info
attr = S, SP ;　　　　　　　　　　　攻撃の特質「通常、必殺技発射物」
damage = 60,4 ;　　　　　　　　ダメージの設定（ヒット時36、ガード時4）
animtype = Medium ;　　　　　　　ヒット時の相手のやられアニメーションの強さ指定
pausetime = 0,9 ;　　　　　　　　　ヒット時の硬直時間（自分は0、相手は9）
sparkno = 12 ;　　　　　　　　　　ヒット時エフェクト（省略の場合はディフォルト）
sparkxy = 10, 0 ;　　　　　　　　　ヒット時のエフェクト表示位置
hitsound = s5,1 ;　　　　　　　　　ヒット時の効果音
guardflag = MA ;　　　　　　　　　　相手キャラクターのガード状態指定
guardsound = 6,0 ;　　　　　　　　　ガードされた時の効果音
ground.type = Low ;　　　　　　　　相手が攻撃を受けた時の状態（地上にいるとき）
ground.slidetime = 14 ;　　　　　　相手の後ずさり時間
ground.hittime = 16 ;　　　　　　　ヒット状態を維持させる時間
ground.velocity = -8 ;　　　　　　　相手が攻撃を受けた時に与える初速度
air.animtype = Back ;　　　　　　　相手が攻撃を受けた時の状態（空中にいるとき）
air.velocity = -2.5,-5 ;　　　　　　　相手が攻撃を受けた時に与える初速度（空中で）
air.juggle = 3 ;　　　　　　　　　　　　ジャグルポイント

[State 1350, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; ますたーアックス
[Statedef 1400]
type = S ;　　　　　　　　　　　通常
movetype= A ;　　　　　　　　　攻撃
physics = S ;　　　　　　　　　　　通常
poweradd= -200 ;　　　　　　　　パワー に100追加
ctrl = 0
velset = 0
anim = 1000 ;　　　　　　　　　　[Action 1015] を呼び出す（air ファイルの波動拳モーション）

[State 1400, 1]
type = lifeadd
trigger1 = time = 0
value = 50

[State 1350, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,1

[State 1400, 2]
type = Projectile ;　　　　　　　　発射物
trigger1 = AnimElem = 2 ;　　　アニメーションの2枚目が表示された時に
projanim = 952 ;　　　　　　　　発射物のアニメーションの指定（[Action 1020]）
projhitanim = 950 ;　　　　　　　発射物が当たった時のアニメーションの指定
offset = 28, -36 ;　　　　　　　　　自分の軸から見た発射物の軸位置の初期位置
velocity = 2, 0 ;　　　　　　　　　発射物の速度
;remvelocity = 0, 0
;velmul = 1.01, 1
;accel = 0, 0
; HitDef part of projectile info
attr = S, SP ;　　　　　　　　　　　攻撃の特質「通常、必殺技発射物」
damage = 50,50 ;　　　　　　　　ダメージの設定（ヒット時36、ガード時4）
animtype = Medium ;　　　　　　　ヒット時の相手のやられアニメーションの強さ指定
pausetime = 0,2 ;　　　　　　　　　ヒット時の硬直時間（自分は0、相手は9）
getpower = 400,200
givepower = -400,-200
sparkno = 12 ;　　　　　　　　　　ヒット時エフェクト（省略の場合はディフォルト）
sparkxy = 10, 0 ;　　　　　　　　　ヒット時のエフェクト表示位置
hitsound = s5,2 ;　　　　　　　　　ヒット時の効果音
guardflag = MA ;　　　　　　　　　　相手キャラクターのガード状態指定
guardsound = 6,0 ;　　　　　　　　　ガードされた時の効果音
ground.type = Low ;　　　　　　　　相手が攻撃を受けた時の状態（地上にいるとき）
ground.slidetime = 14 ;　　　　　　相手の後ずさり時間
ground.hittime = 2 ;　　　　　　　ヒット状態を維持させる時間
ground.velocity = -8 ;　　　　　　　相手が攻撃を受けた時に与える初速度
air.animtype = Back ;　　　　　　　相手が攻撃を受けた時の状態（空中にいるとき）
air.velocity = -2.5,-5 ;　　　　　　　相手が攻撃を受けた時に与える初速度（空中で）
air.juggle = 3 ;　　　　　　　　　　　　ジャグルポイント

[State 1400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;SUPERWAZA A
[Statedef 3100]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 3100
ctrl = 0

[State 3100, Super A]
type = SuperPause
trigger1 = Time = 2
pos = 25, -57
;anim = 31

[State 3100, Super B]
type = PlaySnd
trigger1 = Time = 2
value = F20, 0 ;Play fight sound of super

[State 3100, Super C]
type = PowerAdd
trigger1 = Time = 2
value = -2000

[State 3100, Super D]
type = AfterImage
trigger1 = Time = 2
time = 2

[State 3100, Super E]
type = AfterImageTime
trigger1 = Time = [2,150]
time = 2

[State 3100, Super F]
type = NotHitBy
trigger1 = Time = 2
value = , NA, SA, AT
time = 12

[State 3100, Super F]
type = NotHitBy
trigger1 = Time = [2,30]
value2 = C, NA
time = 1

[State 1350, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,1

[State 3100, 2]
type = Projectile
trigger1 = AnimElem = 2
projanim = 950
projhitanim = 950
offset = 0, -20
velocity = 2, -8
remvelocity = 2, -1.5
velmul = 1, 1
accel = 0, .3
; HitDef part of projectile info
attr = S, HP
damage = 25,2
animtype = Hard
pausetime = 0,9
sparkno = 10
sparkxy = 10, 0
hitsound = s5,1
guardflag = MA
guardsound = 6,0
ground.type = High
ground.slidetime = 22
ground.hittime = 22
ground.velocity = -3,0
air.animtype = Back
air.velocity = 1,-2
air.juggle = 3
　　　　　　　　　
[State 3100, 3]
type = Projectile
trigger1 = AnimElem = 2
projanim = 950
projhitanim = 950
offset = 0, -20
velocity = 3.5, -3.5
remvelocity = 2, -1.5
velmul = 1, 1
accel = 0, .3
; HitDef part of projectile info
attr = S, HP
damage = 20,2
animtype = Hard
pausetime = 0,6
sparkno = 10
sparkxy = 10, 0
hitsound = s5,1
guardflag = MA
guardsound = 6,0
ground.type = High
ground.slidetime = 22
ground.hittime = 22
ground.velocity = -3,0
air.animtype = Back
air.velocity = 1,-2
air.juggle = 3

[State 3100, 4]
type = Projectile
trigger1 = AnimElem = 2
projanim = 950
projhitanim = 950
offset = 0, -20
velocity = 5, -5
remvelocity = 2, -1.5
velmul = 1, 1
accel = 0, .3
; HitDef part of projectile info
attr = S, HP
damage = 15,1
animtype = Hard
pausetime = 0,3
sparkno = 10
sparkxy = 10, 0
hitsound = s5,1
guardflag = MA
guardsound = 6,0
ground.type = High
ground.slidetime = 22
ground.hittime = 22
ground.velocity = -3,0
air.animtype = Back
air.velocity = 1,-2
air.juggle = 3

[State 3100, 5]
type = ChangeState
trigger1 = Time = 150
value = 0
ctrl = 1 
;------------------------------------------------------------------
;真アックスゲイザー
[Statedef 3400]
type = S ;　　　　　　　　　　　通常
movetype= A ;　　　　　　　　　攻撃
physics = S ;　　　　　　　　　　　通常
ctrl = 0
velset = 0
anim = 3400;　　　　　　　　　　[Action 1015] を呼び出す（air ファイルの波動拳モーション）

[State 3400, Super A]
type = SuperPause
trigger1 = Time = 2
pos = 25, -57
;anim = 31

[State 3400, Super B]
type = PlaySnd
trigger1 = Time = 2
value = F20, 0 ;Play fight sound of super

[State 3400, Super C]
type = PowerAdd
trigger1 = Time = 2
value = -2000

[State 3400, Super D]
type = AfterImage
trigger1 = Time = 2
time = 2

[State 3400, Super E]
type = AfterImageTime
trigger1 = Time = [2,150]
time = 2

[State 3400, Super F]
type = NotHitBy
trigger1 = Time = 2
value = , NA, SA, AT
time = 12

[State 3400, Super F]
type = NotHitBy
trigger1 = Time = [2,30]
value2 = C, NA
time = 1

[State 3400, 2]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal
name = "geizars"
id = 3410
postype = p1
pos = 25,0
stateno = 3410
keyctrl = 0
ownpal = 1
sprpriority = 2

[State 3400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; ゲイザー出現
[Statedef 3410]
type     = A
physics  = N
movetype = A
VelSet = 0,0
ctrl = 0
anim = 960

[State 3410, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = facing = -1
value = 1055

[State 3410, 1]
type = PlaySnd
Trigger1 = Time = 0
value = 2, 7

[State 3410, 3]
type = sprpriority
trigger1 = Time = 0
value = 2

[State 3410, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 3420
;---------------------------------------------------------------------------
; ゲイザー本体
[Statedef 3420]
type     = A
physics  = N
movetype = A
VelSet = 3,0
ctrl = 0
anim = 960

[State 1030, Super A]
type = PlaySnd
trigger1 = Timemod = 5, 0
value = s5, 4

[State 3420, Super A]
type = AfterImage
trigger1 = Time = 2
time = 9999

;[State 3420, Super B]
;type = AfterImageTime
;trigger1 = Time = [2,68]
;time = 2

[State 3420, 2]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
trigger8 = AnimElem = 8
attr = S, HA
animtype  = Medium
damage    = 20,5
guardflag = MA
pausetime = 6,10
sparkno = 2
sparkxy = -12,-45
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 8
ground.hittime  = 18
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 3420, 3]
type = DestroySelf
trigger1 = Time = 200
trigger2 = FrontEdgeDist <= -30
;------------------------------------------------------------------
;波動斧
[Statedef 3500]
type = S ;　　　　　　　　　　　通常
movetype= A ;　　　　　　　　　攻撃
physics = S ;　　　　　　　　　　　通常
ctrl = 0
velset = 0
anim = 3500;　　　　　　　　　　[Action 1015] を呼び出す（air ファイルの波動拳モーション）

[State 3500, Super A]
type = SuperPause
trigger1 = Time = 2
pos = 25, -57
;anim = 31

[State 3500, Super B]
type = PlaySnd
trigger1 = Time = 2
value = F20, 0 ;Play fight sound of super

[State 3500, Super C]
type = PowerAdd
trigger1 = Time = 2
value = -1000

[State 3500, Super D]
type = AfterImage
trigger1 = Time = 2
time = 2

[State 3500, Super E]
type = AfterImageTime
trigger1 = Time = [2,150]
time = 2

[State 3500, Super F]
type = NotHitBy
trigger1 = Time = 2
value = , NA, SA, AT
time = 12

[State 3500, Super F]
type = NotHitBy
trigger1 = Time = [2,30]
value2 = C, NA
time = 1

[State 1350, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,1

[State 3500, 2]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal
name = "hadou1"
id = 3520
postype = p1
pos = 28, -36 ;　
stateno = 3520
keyctrl = 0
ownpal = 1
sprpriority = 2

[State 3500, 3]
type = Helper
trigger1 = AnimElem = 4
helpertype = normal
name = "hadou2"
id = 3521
postype = p1
pos = 28, -36 ;　
stateno = 3520
keyctrl = 0
ownpal = 1
sprpriority = 2

[State 3500, 4]
type = Helper
trigger1 = AnimElem = 6
helpertype = normal
name = "hadou3"
id = 3522
postype = p1
pos = 28, -36 ;　
stateno = 3520
keyctrl = 0
ownpal = 1
sprpriority = 2

[State 3500, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; 波動斧本体1
[Statedef 3520]
type     = A
physics  = N
movetype = A
VelSet = 3,0
ctrl = 0
anim = 953

[State 3520, Super A]
type = AfterImage
trigger1 = Time = 2
time = 9999

;[State 3520, Super B]
;type = AfterImageTime
;trigger1 = Time = [2,68]
;time = 2

[State 3520, 2]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
trigger8 = AnimElem = 8
attr = S, HA
animtype  = Medium
damage    = 7,2
guardflag = MA
pausetime = 6,10
sparkno = 12
sparkxy = 10, 0
numhits = 2
hitsound   = s5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 8
ground.hittime  = 18
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 3520, 3]
type = ChangeState
trigger1 = Time = 100
value = 3530

; 波動斧本体2
[Statedef 3530]
type     = S
physics  = S
movetype = A
VelSet = 3,0
ctrl = 0
anim = 953

[State 3530, Super A]
type = AfterImage
trigger1 = Time = 2
time = 9999

;[State 3530, Super B]
;type = AfterImageTime
;trigger1 = Time = [2,68]
;time = 2

[State 3530, 1]
type = Posadd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
trigger8 = AnimElem = 8
x = -5

[State 3530, 2]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
trigger8 = AnimElem = 8
attr = S, HA
animtype  = Medium
damage    = 1,1
guardflag = MA
pausetime = 6,10
sparkno = 12
sparkxy = 10, 0 ;
numhits = 2
hitsound   = s5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 8
ground.hittime  = 18
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 3530, 3]
type = DestroySelf
trigger1 = Time = 200
;---------------------------------------------------------------------------
;反射波動斧
[Statedef 3700]
type = S ;　　　　　　　　　　　通常
movetype= A ;　　　　　　　　　攻撃
physics = S ;　　　　　　　　　　　通常
ctrl = 0
velset = 0
anim = 1000;　　　　　　　　　　[Action 1015] を呼び出す（air ファイルの波動拳モーション）

[State 3700, Super A]
type = SuperPause
trigger1 = Time = 2
pos = 25, -57
;anim = 31

[State 3700, Super B]
type = PlaySnd
trigger1 = Time = 2
value = F20, 0 ;Play fight sound of super

[State 3700, Super C]
type = PowerAdd
trigger1 = Time = 2
value = -500

[State 3700, Super D]
type = AfterImage
trigger1 = Time = 2
time = 2

[State 3700, Super E]
type = AfterImageTime
trigger1 = Time = [2,150]
time = 2

[State 3700, Super F]
type = NotHitBy
trigger1 = Time = 2
value = , NA, SA, AT
time = 12

[State 3700, Super F]
type = NotHitBy
trigger1 = Time = [2,30]
value2 = C, NA
time = 1

[State 1350, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,1

[State 3700, 1]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal
name = "hansya"
id = 3750
postype = p1
pos = 28, -36 ;　
stateno = 3750
keyctrl = 0
ownpal = 1
sprpriority = 2

[State 3700, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 3750]
type     = S
;physics  = S
movetype = A
VelSet = 5,-2
anim = 953

[State 3750, 1]
type = VelSet
trigger1 = time <= 500
trigger1 = BackEdgeDist <= 0
x = 10

[State 3750, 2]
type = VelSet
trigger1 = FrontEdgeDist <= 0
x = -10

[State 3750, 20]
type = Velset
trigger1 = Pos Y <= -220
y = 7

[State 3750, 25]
type = Velset
trigger1 = Pos Y >= 0
y = -7

[State 3750, 30]
type = AfterImage
trigger1 = time = 0
time = 999
TimeGap  = 1
FrameGap = 4
length = 15

[State 3750, 31]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
trigger8 = AnimElem = 8
attr = S, HA
damage    = 20,2
getpower  = 1
givepower = 10
guardflag = MA
priority = 3
pausetime = 7,8
sparkno = 12
sparkxy = -10,-30
hitsound   = s5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = -2.3     
air.velocity = -1.3,-3

[State 3750, 32]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AT, AP, SP, HP, NP, NA
slot = 0
stateno = 3750

[State 3750, 40]
type = DestroySelf
trigger1 = BackEdgeDist <= -20
;---------------------------------------------------------------------------
;瞬斧殺
[Statedef 4950]
type    = S
movetype= A
physics = N
poweradd= -3000
ctrl = 0
anim = 4950
velset = 0

[State 1531, 5]
type = PosFreeze
trigger1 = time <= 30

[State 4120, 1]
type = SuperPause
trigger1 = time = 0
movetime = 21
time = 21
pos = 7, -20

;[State 1531, 5]
;type = PlaySnd
;trigger1 = time = 0
;value = 4900,2

[State 3700, Super B]
type = PlaySnd
trigger1 = Time = 2
value = F20, 0 

[State 4110, 6]
type = AfterImage
trigger1 = time = 0
time = 999
TimeGap  = 1
FrameGap = 4
length = 15
;PalBright   =   0,  0,  0
;PalContrast = 120,120,220
;PalAdd      =  10, 10, 25
;PalMul      = .45,.45,.75

[State 4120, 1]
type = SuperPause
trigger1 = time = 0
movetime = 30
time = 30
pos = 7, -20
;anim = 31

[State 182, 2]
type = NotHitBy
trigger1 = Time <= 31
value = SCA
time = 1

;[State 1531, 5]
;type = PlaySnd
;trigger1 = time = 0
;value = S22,1

;[State 1531, 5]
;type = PlaySnd
;trigger1 = time = 30
;value = S21,6

[State 4120, 1]
type = ChangeAnim
trigger1 = time = 30
value = 4951

[State 4120, 1]
type = Velset
trigger1 = time = 30
x = 10 

[State 610, 3]
type = HitDef
trigger1 = Time >= 30
attr = S, HT
p2facing = 1 
damage    = 0
getpower  = 0
givepower = 0
guardflag =
hitflag = M
priority = 2, hit
pausetime = 0,0
snap = 40
sparkno = -1
hitsound   = S21,5
ground.type = High
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
;snap = 35,0,0
p1stateno = 4951
p2stateno = 4995

[State 210, 1]
type = AfterImageTime
trigger1 = time = 80
Time = 0

[State 210, 1]
type = AfterImageTime
Trigger1 = frontedgedist = 0
Trigger1 = movecontact = 0
Time = 0

[State 610, 1]
type = ChangeState
Trigger1 = frontedgedist = 0
Trigger1 = movecontact = 0
value = 0
ctrl = 1

[State 610, 4]
type = ChangeState
trigger1 = Time = 80
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;TRUE INSTANT HELL MURDER (Grab)
[Statedef 4951]
type    = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
anim = 4901
velset = 0

[State 210, 1]
type = AfterImageTime
trigger1 = time = 0
Time = 0

[State 1531, 5]
type = EnvColor
trigger1 = time = 15
value = 243,243,243
time = 69

[State 610, 3]
type = PosAdd
trigger1 = Time = 69
persistent = 1
x = 50

[State 1531, 5]
type = GameMakeAnim
trigger1 = time >= 15
trigger1 = TimeMod = 3, 0
trigger1 = time <= 82
value = 12
pos = 30, -50
random = 50

[State 1531, 5]
type = PlaySnd
trigger1 = time >= 15
trigger1 = TimeMod = 3, 0
trigger1 = time <= 82
value = 5,2

[State 1531, 5]
type = HitAdd
trigger1 = time >= 15
trigger1 = TimeMod = 3, 0
trigger1 = time <= 82
value = 1

[State 610, 4]
type = ChangeState
trigger1 = Time = 83
value = 4952

;---------------------------------------------------------------------------
;TRUE INSTANT HELL MURDER (END)
[Statedef 4952]
type    = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
anim = 4952
velset = 0

[State 610, 4]
type = TargetLifeAdd
trigger1 = time = 0
value = -99999

[State 1300, 5]
type = Explod
trigger1 = time = 0
anim = 4998
pos = -5,0
postype = p1
bindtime = 28
sprpriority = 3
turn = 0

[State 1530, 5]
type = Sprpriority
trigger1 = Time = 0
value = 2

[State 191, 3]
type = Projectile
trigger1 = time = 0
trigger1 = facing = 1
projanim = 4999
projremovetime = 140
projremanim = -1
projhitanim = -1
projheightbound = -240, 240
projedgebound = 240
projscreenbound = 240
postype = back
offset = 160,20
velocity = 0.001, 0.001
accel = 0, 0

[State 191, 3]
type = Projectile
trigger1 = time = 0
trigger1 = facing = -1
projanim = 4997
projremovetime = 140
projremanim = -1
projhitanim = -1
projheightbound = -240, 240
projedgebound = 240
projscreenbound = 240
postype = back
offset = 160,20
velocity = 0.001, 0.001
accel = 0, 0

;[State 1531, 5]
;type = PlaySnd
;trigger1 = time = 0
;persistent = 0
;value = 4900,0

;[State 191, 3]
;type = Playsnd
;trigger1 = time = 0
;persistent = 0
;value = 4900,1

[State 610, 3]
type = PlayerPush
trigger1 = Time >= 1
Value = 0

[State 610, 3]
type = TargetDrop
trigger1 = Time = 1

[State 1530, 5]
type = Sprpriority
trigger1 = Time = 140
value = 1

[State 610, 4]
type = ChangeState
trigger1 = time = 140
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;TRUE INSTANT HELL MURDER (Hit By)
[Statedef 4995]
type    = S
movetype= H
physics = N
poweradd= 0
ctrl = 0
velset = 0,0,0

[State 610, 4]
type = Velset
trigger1 = time >= 0
x = 0
y = 0

[State 1531, 5]
type = PosFreeze
trigger1 = time >= 0

[State 610, 4]
type = ChangeAnim2
trigger1 = time = 0
value = 4990

[State 610, 4]
type = posset
trigger1 = time = 0
y = 0

[State 610, 4]
type = ChangeState
trigger1 = Time = 83
value = 4996

;---------------------------------------------------------------------------
;TRUE INSTANT HELL MURDER (Dead)
[Statedef 4996]
type    = S
movetype= H
physics = N
poweradd= 3000
ctrl = 0
velset = 0,0,0

[State 610, 4]
type = Velset
trigger1 = time >= 0
x = 0
y = 0

[State 610, 4]
type = ChangeAnim2
trigger1 = time = 0
value = 4991

[State 610, 4]
type = SelfState
trigger1 = alive = 0
trigger1 = Time = 1
value = 5150

[State 1531, 5]
type = PosFreeze
trigger1 = time >= 0

[State 1530, 5]
type = Sprpriority
trigger1 = Time >= 160
value = -1

[State 610, 4]
type = SelfState
trigger1 = Time = 160
trigger1 = alive = 1
value = 5120
;-----------------------------------------------
;さあ無に還ろう
[Statedef 4500]
type = S
ctrl = 0
physics = S
anim = 3400
velset = 0,0,0
poweradd = -3000

[State 3700, Super B]
type = PlaySnd
trigger1 = Time = 2
value = F20, 0 

[State 4120, 1]
type = SuperPause
trigger1 = time = 0
movetime = 21
time = 21
pos = 7, -20
;anim = 31

[State 4120, 1]
type = changeanim
trigger1 = time = 21
value = 3400

[State 1350, 1]
type = PlaySnd
trigger1 = Time = 42
value = s5,6
           
[State 1000, 4]
type = Projectile
trigger1 = Time = 42
projanim = 4500
projhitanim = -1
projremovetime = 140
projshadow = 0
postype = back
projhits = 20
projmisstime = 5
projremove = 0
projpriority = 1000
delta = 1,1
attr = S, HA
damage    = 36,18
givepower  = 50
hitflag = MAFDP
guardflag = HMCA
pausetime = 0,0
sparkno = 1
sparkxy = 500,500
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = 0   
airguard.velocity = -0   
air.velocity = 0,-1
air.type = High
air.fall = 1
fall = 1
sprpriority = -2
priority = -2
bindtime = 80

[State 4120, 1]
type = changeanim
trigger1 = time = 182
value = 3400

[State 4120, 1]
type = changestate
trigger1 = time = 203
value = 0
ctrl = 1

;[State 1000, 2]
;type = PlaySnd
;trigger1 = time = 42
;value = 2, 0

;[State 1000, 2]
;type = PlaySnd
;trigger1 = time = 100
;value = 2, 1

;[State 1000, 2]
;type = PlaySnd
;trigger1 = time = 0
;value = 2, 4

;[State 1000, 2]
;type = PlaySnd
;trigger1 = time = 42
;value = 2, 3

;[State 1120, 3.1]
;type = Explod
;trigger1 = Time = 42
;anim = 2550
;pos = 0,0
;postype = back
;bindtime = 140
;supermove = 1
;sprpriority = 2

;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------
[Statedef -2]

; ダメージを受けたときランダムで声を出す 弱攻撃
[State -2, HitAttack]
type = PlaySnd
triggerall = Random < 300
triggerall = Time = 1
trigger1 = anim = 5000
trigger2 = anim = 5001
trigger3 = anim = 5010
trigger4 = anim = 5011
trigger5 = anim = 5020
trigger6 = anim = 5021
value = s5, 7

; ダメージを受けたときランダムで声を出す 強攻撃
[State -2, HitAttack]
type = PlaySnd
triggerall = Random < 300
triggerall = Time = 1
trigger1 = anim = 5002
trigger2 = anim = 5012
trigger3 = anim = 5022
value = s5, 7

[State -2, HitAttack]
type = PlaySnd
triggerall = Time = 0
trigger1 = anim = 5090
trigger2 = anim = 5110
value = s5, 7

[State -2, HitAttack]
type = PlaySnd
triggerall = timemod = 8,0
trigger1 = anim = 20
trigger2 = anim = 21
trigger3 = anim = 100
value = s5, 8

[State -2, HitAttack]
type = makedust
triggerall = timemod = 2,0
trigger1 = anim = 20
trigger2 = anim = 21
trigger3 = anim = 100