; 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 = 0          ;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 = 16, -89   ;Approximate position of head
mid.pos = -11, -47    ;Approximate position of midsection
shadowoffset = -5     ;Number of pixels to vertically offset the shadow

[Velocity]
walk.fwd  = 2.3      ;Walk forward
walk.back = -2.2     ;Walk backward
run.fwd  = 4.6, 0    ;Run forward (x, y)  - if y<0, player will hop
run.back = -4.5,-3.8 ;Run backward (x, y) - if y=0, player will run
jump.neu = 0,-8.1    ;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 = 1      ;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 = 190
velset = 0,0,0

[State 1200, 0]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 1,2

[State 1200, 0]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = Var(1) = 1
value = s2,3
volume = 250

[State 1200, 0]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = Var(1) = 2
value = s2,4
volume = 250

[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] ;Intro not yet over
type = AssertSpecial
trigger1 = Time = [0, 200]
flag = intro

[State -2, Down2]
type = PosSet
trigger1 = 1
y = -80

[State 1200, 0]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 1,3

[State 1200, 0]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = Var(1) = 1
value = s2,0
volume = 250

[State 1200, 0]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = Var(1) = 2
value = s2,1
volume = 250

[State 1200, 0]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = Var(1) = 3
value = s2,2
volume = 250
;------------------------------
;通常状態
[Statedef 150]
type    = S
movetype= I
physics = S
ctrl = 0

;投げ無効化
[State -2,Nonthr]
type = NotHitBy
trigger1 = 1
value = ,NT,ST,HT 

;停止
[State -2, Stop1]
type = Velset
triggerall = command != "holdfwd"
triggerall = command != "holdback"
triggerall = command != "holdup"
triggerall = command != "holddown"
trigger1 = Stateno = 150
x = 0
y = 0

[State -2, Stop2]
type = ChangeAnim
triggerall = command != "holdup"
triggerall = command != "holddown"
triggerall = Anim != 0
trigger1 = Stateno = 150
value = 0

;高さの限界
[State -2, UpBorder]
type = PosSet
triggerall = Pos Y < -200
trigger1 = Stateno = 150
y = -200

;低さの限界
[State -2, DownBorder]
type = PosSet
triggerall = Pos Y > 1
trigger1 = Stateno = 150
y = 0

;前進
[State -2, Fwd]
type = Velset
triggerall = command = "holdfwd"
trigger1 = Stateno = 150
x = 4

;後退
[State -2, Back]
type = Velset
triggerall = command = "holdback"
trigger1 = Stateno = 150
x = -2.4

;下降
[State -2, Down1]
type = Velset
triggerall = command = "holddown"
trigger1 = Stateno = 150
y = 3

;上昇
[State -2, UP1]
type = Velset
triggerall = command = "holdup"
trigger1 = Stateno = 150
y = -3

[State -2, UP2]
type = ChangeAnim
triggerall = command = "holdup"
triggerall = Anim != 1
trigger1 = Stateno = 150
value = 1

[State -2, Down2]
type = ChangeAnim
triggerall = command = "holddown"
triggerall = Anim != 2
trigger1 = Stateno = 150
value = 2

[State 230,1]
type = Turn
trigger1 = P2dist X < 0
trigger1 = Stateno = 150

[State 200,LoopEnd]
type = ChangeState
trigger1 = RoundState = 2
trigger1 = Var(10) = 1
trigger1 = time >= 100
trigger1 = Random <= 20
value = 999

;ループ終わり
[State 200,LoopEnd]
type = ChangeState
trigger1 = Win = 1
trigger2 = LoseTime = 1
value = 0
ctrl = 1
;------------------------------
; STAND_A
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 210
poweradd = 20

[State 1200, 0]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 1,3

[State 1200, 0]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = Var(1) = 1
value = s0,6

[State 1200, 0]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = Var(1) = 2
value = s0,7

[State 1200, 0]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = Var(1) = 3
value = s0,8

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage    = 30
animtype = Light
getpower = 30,15
givepower = -50,-50
guardflag = HA
hitflag = HAFD
priority = 3, Hit
pausetime = 3,8
numhits = 1
sparkno = 12
sparkxy = -10,0
hitsound = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -4
airguard.velocity = -1.9    
air.velocity = -1.3,-3

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; STAND_B
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 5,0
ctrl = 0
anim = 220
poweradd = 40

[State 1200, 0]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 1,3

[State 1200, 0]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = Var(1) = 1
value = s0,6

[State 1200, 0]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = Var(1) = 2
value = s0,7

[State 1200, 0]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = Var(1) = 3
value = s0,8

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage    = 50
animtype = Light
getpower = 30,15
givepower = -50,-50
guardflag = HA
hitflag = HAFD
priority = 3, Hit
pausetime = 3,8
numhits = 1
sparkno = 12
sparkxy = -10,0
hitsound = s0,4
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -4
airguard.velocity = -1.9    
air.velocity = -1.3,-3

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; STAND_C
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 3,0
ctrl = 0
anim = 230
poweradd = 50

[State 1200, 0]
type = PlaySnd
trigger1 = AnimElem = 2
value = s0,9
volume = 200

[State 200, 1]
type = HitDef
trigger1 = Time >= 0
attr = S, NA
damage    = 10,1
animtype = Light
getpower = 30,15
givepower = -50,-50
guardflag = HA
hitflag = HAFD
priority = 3, Hit
pausetime = 3,8
;numhits = 3
sparkno = 12
sparkxy = -10,0
hitsound = s0,5
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -4   
airguard.velocity = -1.9    
air.velocity = -1.3,-3
fall = 1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 挑発
[Statedef 800]
type = S
movetype = I
physics = N
anim = 800 ; 投げ成功のモーション
velset = 0,0 ; 投げ開始直後に加速度を0にしています。キャラクターによっては必要ありません。
poweradd = 0

[State 1200, 0]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 1,2

[State 1200, 0]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = Var(1) = 1
value = s2,5

[State 1200, 0]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = Var(1) = 2
value = s2,6

[State 1200, 0]
type = poweradd
trigger1 = 1
value = 10

[State 1200, 0]
type = LifeAdd
trigger1 = 1
value = 1

[State 900, 1]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; ぽちっとな
[Statedef 900]
type = S
movetype = A
physics = S
ctrl = 0
poweradd = 10
anim = 900 ;　この部分のアクションには、投げ技に入るモーションから、
;　失敗（空振り）するまでのアニメーションを入れておくと後で楽です

[State 1200, 0]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 1,2

[State 900, 0]
type = HitDef
trigger1 = AnimElem = 2
trigger1 = Var(1) = 1
attr = S, NT
Hitflag = M-
damage = 10,0
priority = 2, Miss
sparkno = 2
hitsound = 5,2
sprpriority = 3
p1stateno = 905
p2stateno = 910

[State 900, 0]
type = HitDef
trigger1 = AnimElem = 2
trigger1 = Var(1) = 2
attr = S, NT
Hitflag = M-
damage = 10,0
priority = 2, Miss
sparkno = 2
hitsound = 5,2
sprpriority = 3
p1stateno = 906
p2stateno = 911

[State 900, 1]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 投げ成功（モーション）
[Statedef 905]
type = S
movetype = A
physics = N
anim = 905 ; 投げ成功のモーション
velset = 0,0 ; 投げ開始直後に加速度を0にしています。キャラクターによっては必要ありません。
poweradd = 90

[State 1200, 0]
type = PlaySnd
trigger1 = Time = 0
value = s1,12
volume = 200

[State 191, 2]
type = PlaySnd
trigger1 = Time = 330
value = s1,13

[State 925, 9]
type = GameMakeAnim
trigger1 = Time = 330
value = 2
pos = 10, 0

[State 905, 0]
type = Changestate
trigger1 = animtime = 0 ; アニメーションが終了後に通常ステイトに戻ります。
value = 0 ; 　　　　　　　　　注：実際のウルヴァリンのCNSは少し違います。
ctrl = 1 ;　一応コントロールを元に戻しておきます。
;---------------------------------------------------------------------------
; 投げ成功（モーション）
[Statedef 906]
type = S
movetype = A
physics = N
anim = 906 ; 投げ成功のモーション
velset = 0,0 ; 投げ開始直後に加速度を0にしています。キャラクターによっては必要ありません。
poweradd = 90

[State 1200, 0]
type = PlaySnd
trigger1 = Time = 0
value = s1,11
volume = 200

[State 191, 2]
type = PlaySnd
trigger1 = Time = 370
value = s1,13

[State 925, 9]
type = GameMakeAnim
trigger1 = Time = 370
value = 2
pos = 10, 0

[State 905, 0]
type = Changestate
trigger1 = animtime = 0 ; アニメーションが終了後に通常ステイトに戻ります。
value = 0 ; 　　　　　　　　　注：実際のウルヴァリンのCNSは少し違います。
ctrl = 1 ;　一応コントロールを元に戻しておきます。
;---------------------------------------------------------------------------
; 相手側
[Statedef 910]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0, 0 ; 投げる側と同じく、動作に入ったら加速度を殺しています。

[State 910, 0]
type = VelSet ; その後、改めて加速度を指定しています。
trigger1 = time = 335 ; 加速（投げ）が加わるタイミングを指示しています。
x = 6
y = -2


[State 910, 1]
type = VelAdd ; 物理状態を指定しなかったので（physics = N）
trigger1 = Pos Y < 0 ; 自分（投げられている側）が空中にいる時には、
y = .35 ; 　　　　　　　　常に垂直方向に加速度（重力）を加えています。

[State 910, 2]
type = Changeanim2 ; 投げられる側のアニメーションを呼び出します。
trigger1 = Time = 0
value = 910

[State 910, 3]
type = LifeAdd ; ライフポイントを減らします。
trigger1 = Time = 330
value = -300 ; ダメージ量
absolute = 1

[State 910, 4]
type = SelfState ; 自分にコントロールを戻します。
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0 ; 地面にぶつかったら（上と同じですね）
value = 5100 ; バウンドステイト（common1.cns）に戻しています。
;---------------------------------------------------------------------------
; 相手側
[Statedef 911]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0, 0 ; 投げる側と同じく、動作に入ったら加速度を殺しています。

[State 910, 0]
type = VelSet ; その後、改めて加速度を指定しています。
trigger1 = time = 375 ; 加速（投げ）が加わるタイミングを指示しています。
x = 6
y = -2


[State 910, 1]
type = VelAdd ; 物理状態を指定しなかったので（physics = N）
trigger1 = Pos Y < 0 ; 自分（投げられている側）が空中にいる時には、
y = .35 ; 　　　　　　　　常に垂直方向に加速度（重力）を加えています。

[State 910, 2]
type = Changeanim2 ; 投げられる側のアニメーションを呼び出します。
trigger1 = Time = 0
value = 910

[State 910, 3]
type = LifeAdd ; ライフポイントを減らします。
trigger1 = Time = 370
value = -300 ; ダメージ量
absolute = 1

[State 910, 4]
type = SelfState ; 自分にコントロールを戻します。
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0 ; 地面にぶつかったら（上と同じですね）
value = 5100 ; バウンドステイト（common1.cns）に戻しています。
;------------------------------
; 簡易AI
[Statedef 999]
type    = S
movetype= I
physics = S
ctrl = 0

[State 1800, 0]
type = VarRandom
Trigger1 = Time = 0
v = 20
range = 0,41

[State 200, 7]
type = ChangeState
Trigger1 = Time = 0
Trigger1 = Var(20) = [0,1]
value = 210

[State 200, 7]
type = ChangeState
Trigger1 = Time = 0
Trigger1 = Var(20) = [2,3]
value = 220

[State 200, 7]
type = ChangeState
Trigger1 = Time = 0
Trigger1 = Var(20) = [4,5]
value = 230

[State 200, 7]
type = ChangeState
Trigger1 = Time = 0
Trigger1 = Var(20) = [6,7]
value = 800

[State 200, 7]
type = ChangeState
Trigger1 = Time = 0
Trigger1 = Var(20) = [8,9]
value = 900

[State 200, 7]
type = ChangeState
Trigger1 = Time = 0
Trigger1 = Var(20) = [10,11]
value = 1000

[State 200, 7]
type = ChangeState
Trigger1 = Time = 0
Trigger1 = Var(20) = [12,13]
value = 1010

[State 200, 7]
type = ChangeState
Trigger1 = Time = 0
Trigger1 = Var(20) = [14,15]
value = 1020

[State 200, 7]
type = ChangeState
Trigger1 = Time = 0
Trigger1 = Var(20) = [16,17]
value = 1100

[State 200, 7]
type = ChangeState
Trigger1 = Time = 0
Trigger1 = Var(20) = [18,19]
value = 1110

[State 200, 7]
type = ChangeState
Trigger1 = Time = 0
Trigger1 = Var(20) = [20,21]
value = 1120

[State 200, 7]
type = ChangeState
Trigger1 = Time = 0
Trigger1 = Var(20) = [22,23]
value = 1200

[State 200, 7]
type = ChangeState
Trigger1 = Time = 0
Trigger1 = Var(20) = [24,25]
value = 1210

[State 200, 7]
type = ChangeState
Trigger1 = Time = 0
Trigger1 = Var(20) = [26,27]
value = 1220

[State 200, 7]
type = ChangeState
Trigger1 = Time = 0
Trigger1 = Var(20) = [28,29]
value = 1300

[State 200, 7]
type = ChangeState
Trigger1 = Time = 0
Trigger1 = Var(20) = [30,31]
value = 1310

[State 200, 7]
type = ChangeState
Trigger1 = Time = 0
Trigger1 = Var(20) = [32,33]
value = 1320

[State 200, 7]
type = ChangeState
Trigger1 = Time = 0
Trigger1 = Var(20) = [34,35]
value = 1400

[State 200, 7]
type = ChangeState
Trigger1 = Time = 0
Trigger1 = Var(20) = 36
Trigger1 = Power >= 1000
value = 3000

[State 200, 7]
type = ChangeState
Trigger1 = Time = 0
Trigger1 = Var(20) = 37
Trigger1 = Power >= 1000
value = 3100

[State 200, 7]
type = ChangeState
Trigger1 = Time = 0
Trigger1 = Var(20) = 38
Trigger1 = Power >= 1000
value = 3200

[State 200, 7]
type = ChangeState
Trigger1 = Time = 0
Trigger1 = Var(20) = 39
Trigger1 = Power >= 1000
value = 3300

[State 200, 7]
type = ChangeState
Trigger1 = Time = 0
Trigger1 = Var(20) = 40
Trigger1 = Power >= 3000
value = 4950

[State 200, 7]
type = ChangeState
Trigger1 = Time = 0
Trigger1 = Var(20) = 41
Trigger1 = Power >= 3000
value = 4500

[State 200, 7]
type = ChangeState
Trigger1 = Time = 0
value = 150
;---------------------------------------------------------------------------
; 燃えろA
[Statedef 1000]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 5,0
ctrl = 0
anim = 1000
poweradd = 40

[State 1200, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = s1,0

[State 1200, 0]
type = PlaySnd
trigger1 = AnimElem = 2
value = s1,2

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
attr = S, SA
damage    = 50
animtype = Light
getpower = 30,15
givepower = -50,-50
guardflag = HA
hitflag = HAFD
priority = 3, Hit
pausetime = 3,8
numhits = 1
sparkno = 12
sparkxy = -10,0
hitsound = s0,5
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -4
airguard.velocity = -1.9    
air.velocity = -1.3,-3
palfx.time = 55
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 32,5,5,8

[State 3001, 2]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal
name = "honoo"
id = 1001
postype = p1
pos = 30,-10
stateno = 1001
keyctrl = 0
ownpal = 1
sprpriority = 2

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 炎A
[Statedef 1001]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1001
poweradd = 20

[State 200, 1]
type = VelSet
trigger1 = Time >= 0
x = 0.5

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
trigger3 = AnimElem = 5
trigger4 = AnimElem = 7
attr = S, SA
damage    = 10,5
animtype = Light
getpower = 30,15
givepower = -1,-2
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 3,8
numhits = 1
sparkno = 1
sparkxy = -10,-5
hitsound = s1,1
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -5   
airguard.velocity = -1.9    
air.velocity = -1.3,-3
palfx.time = 55
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 32,5,5,8

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 9
attr = S, SA
damage    = 10,5
animtype = Light
getpower = 30,15
givepower = -1,-2
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 3,8
numhits = 1
sparkno = 1
sparkxy = -10,-5
hitsound = 5,0
guardsound = 6,0
ground.type = Trip
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -5   
airguard.velocity = -1.9    
air.velocity = -1.3,-3
palfx.time = 55
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 32,5,5,8

[State 200, 7]
type = DestroySelf
trigger1 = AnimTime = 0
;---------------------------------------------------------------------------
; 燃えろB
[Statedef 1010]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 5,0
ctrl = 0
anim = 1010
poweradd = 50

[State 1200, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = s1,0

[State 1200, 0]
type = PlaySnd
trigger1 = AnimElem = 2
value = s1,2

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
attr = S, SA
damage    = 50
animtype = Light
getpower = 30,15
givepower = -50,-50
guardflag = HA
hitflag = HAFD
priority = 3, Hit
pausetime = 3,8
numhits = 1
sparkno = 12
sparkxy = -10,0
hitsound = s0,5
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -4
airguard.velocity = -1.9    
air.velocity = -1.3,-3
palfx.time = 55
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 32,5,5,8

[State 3001, 2]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal
name = "honoo"
id = 1001
postype = p1
pos = 30,-10
stateno = 1011
keyctrl = 0
ownpal = 1
sprpriority = 2

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 炎B
[Statedef 1011]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1001
poweradd = 20

[State 200, 1]
type = VelSet
trigger1 = Time >= 0
x = 0.5

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
trigger3 = AnimElem = 5
trigger4 = AnimElem = 7
attr = S, SA
damage    = 15,7
animtype = Light
getpower = 30,15
givepower = -1,-2
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 3,8
numhits = 1
sparkno = 1
sparkxy = -10,-5
hitsound = s1,1
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -5   
airguard.velocity = -1.9    
air.velocity = -1.3,-3
palfx.time = 55
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 32,5,5,8

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 9
attr = S, SA
damage    = 15,7
animtype = Light
getpower = 30,15
givepower = -1,-2
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 3,8
numhits = 1
sparkno = 1
sparkxy = -10,-5
hitsound = 5,0
guardsound = 6,0
ground.type = Trip
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -5   
airguard.velocity = -1.9    
air.velocity = -1.3,-3
palfx.time = 55
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 32,5,5,8

[State 200, 7]
type = DestroySelf
trigger1 = AnimTime = 0
;---------------------------------------------------------------------------
; 燃えろC
[Statedef 1020]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 5,0
ctrl = 0
anim = 1020
poweradd = 40

[State 1200, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = s1,0

[State 1200, 0]
type = PlaySnd
trigger1 = AnimElem = 2
value = s1,2

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
attr = S, SA
damage    = 50
animtype = Light
getpower = 30,15
givepower = -50,-50
guardflag = HA
hitflag = HAFD
priority = 3, Hit
pausetime = 3,8
numhits = 1
sparkno = 12
sparkxy = -10,0
hitsound = s0,5
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -4
airguard.velocity = -1.9    
air.velocity = -1.3,-3
palfx.time = 55
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 32,5,5,8

[State 3001, 2]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal
name = "honoo"
id = 1001
postype = p1
pos = 30,-10
stateno = 1021
keyctrl = 0
ownpal = 1
sprpriority = 2

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 炎C
[Statedef 1021]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1001
poweradd = 20

[State 200, 1]
type = VelSet
trigger1 = Time >= 0
x = 0.5

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
trigger3 = AnimElem = 5
trigger4 = AnimElem = 7
attr = S, SA
damage    = 20,10
animtype = Light
getpower = 30,15
givepower = -1,-2
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 3,8
numhits = 1
sparkno = 1
sparkxy = -10,-5
hitsound = s1,1
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -5   
airguard.velocity = -1.9    
air.velocity = -1.3,-3
palfx.time = 55
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 32,5,5,8

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 9
attr = S, SA
damage    = 20,10
animtype = Light
getpower = 30,15
givepower = -1,-2
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 3,8
numhits = 1
sparkno = 1
sparkxy = -10,-5
hitsound = 5,0
guardsound = 6,0
ground.type = Trip
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -5   
airguard.velocity = -1.9    
air.velocity = -1.3,-3
palfx.time = 55
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 32,5,5,8

[State 200, 7]
type = DestroySelf
trigger1 = AnimTime = 0
;---------------------------------------------------------------------------
; 凍れA
[Statedef 1100]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 5,0
ctrl = 0
anim = 1000
poweradd = 40

[State 1200, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = s1,3

[State 1200, 0]
type = PlaySnd
trigger1 = AnimElem = 2
value = s1,4

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
attr = S, SA
damage    = 50
animtype = Light
getpower = 30,15
givepower = -50,-50
guardflag = HA
hitflag = HAFD
priority = 3, Hit
pausetime = 3,8
numhits = 1
sparkno = 12
sparkxy = -10,0
hitsound = s0,5
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -4
airguard.velocity = -1.9    
air.velocity = -1.3,-3
palfx.time = 55
palfx.add = 0,0,32
palfx.mul = 192,192,300
palfx.sinadd = 5,5,32,8

[State 3001, 2]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal
name = "koori"
id = 1101
postype = p1
pos = 70,-10
stateno = 1101
keyctrl = 0
ownpal = 1
sprpriority = 2

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 氷A
[Statedef 1101]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1100
poweradd = 20

[State 200, 1]
type = VelSet
trigger1 = Time >= 0
x = 0.7

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
attr = S, SA
damage    = 10,5
animtype = Light
getpower = 30,15
givepower = -1,-2
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 3,8
numhits = 1
sparkno = 1
sparkxy = -10,-5
hitsound = s1,5
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -5   
airguard.velocity = -1.9    
air.velocity = -1.3,-3
palfx.time = 55
palfx.add = 0,0,32
palfx.mul = 192,192,300
palfx.sinadd = 5,5,32,8

[State 200, 7]
type = DestroySelf
trigger1 = Time = 50
;---------------------------------------------------------------------------
; 凍れB
[Statedef 1110]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 5,0
ctrl = 0
anim = 1010
poweradd = 50

[State 1200, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = s1,3

[State 1200, 0]
type = PlaySnd
trigger1 = AnimElem = 2
value = s1,4

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
attr = S, SA
damage    = 50
animtype = Light
getpower = 30,15
givepower = -50,-50
guardflag = HA
hitflag = HAFD
priority = 3, Hit
pausetime = 3,8
numhits = 1
sparkno = 12
sparkxy = -10,0
hitsound = s0,5
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -4
airguard.velocity = -1.9    
air.velocity = -1.3,-3
palfx.time = 55
palfx.add = 0,0,32
palfx.mul = 192,192,300
palfx.sinadd = 5,5,32,8

[State 3001, 2]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal
name = "koori"
id = 1101
postype = p1
pos = 70,-10
stateno = 1111
keyctrl = 0
ownpal = 1
sprpriority = 2

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 氷B
[Statedef 1111]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1100
poweradd = 20

[State 200, 1]
type = VelSet
trigger1 = Time >= 0
x = 0.7

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
attr = S, SA
damage    = 15,7
animtype = Light
getpower = 30,15
givepower = -1,-2
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 3,8
numhits = 1
sparkno = 1
sparkxy = -10,-5
hitsound = s1,5
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -5   
airguard.velocity = -1.9    
air.velocity = -1.3,-3
palfx.time = 55
palfx.add = 0,0,32
palfx.mul = 192,192,300
palfx.sinadd = 5,5,32,8

[State 200, 7]
type = DestroySelf
trigger1 = Time = 50
;---------------------------------------------------------------------------
; 凍れC
[Statedef 1120]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 5,0
ctrl = 0
anim = 1020
poweradd = 60

[State 1200, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = s1,3

[State 1200, 0]
type = PlaySnd
trigger1 = AnimElem = 2
value = s1,4

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
attr = S, SA
damage    = 50
animtype = Light
getpower = 30,15
givepower = -50,-50
guardflag = HA
hitflag = HAFD
priority = 3, Hit
pausetime = 3,8
numhits = 1
sparkno = 12
sparkxy = -10,0
hitsound = s0,5
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -4
airguard.velocity = -1.9    
air.velocity = -1.3,-3
palfx.time = 55
palfx.add = 0,0,32
palfx.mul = 192,192,300
palfx.sinadd = 5,5,32,8

[State 3001, 2]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal
name = "koori"
id = 1101
postype = p1
pos = 70,-10
stateno = 1121
keyctrl = 0
ownpal = 1
sprpriority = 2

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 氷C
[Statedef 1121]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1100
poweradd = 20

[State 200, 1]
type = VelSet
trigger1 = Time >= 0
x = 0.7

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
attr = S, SA
damage    = 20,10
animtype = Light
getpower = 30,15
givepower = -1,-2
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 3,8
numhits = 1
sparkno = 1
sparkxy = -10,-5
hitsound = s1,5
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -5   
airguard.velocity = -1.9    
air.velocity = -1.3,-3
palfx.time = 55
palfx.add = 0,0,32
palfx.mul = 192,192,300
palfx.sinadd = 5,5,32,8

[State 200, 7]
type = DestroySelf
trigger1 = Time = 50
;---------------------------------------------------------------------------
; 痺れなしゃーいA
[Statedef 1200]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 5,0
ctrl = 0
anim = 1200
poweradd = 40

[State 1200, 0]
type = PlaySnd
trigger1 = time = 0
value = s1,6
volume = 200

[State 1200, 0]
type = PlaySnd
trigger1 = AnimElem = 2
value = s1,7

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
attr = S, SA
damage    = 60,10
animtype = Light
getpower = 30,15
givepower = -50,-50
guardflag = HA
hitflag = HAFD
priority = 3, Hit
pausetime = 3,8
numhits = 1
sparkno = 12
sparkxy = -10,0
hitsound = s0,5
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -4
airguard.velocity = -1.9    
air.velocity = -1.3,-3
palfx.time = 55
palfx.add = 220, 230,220

[State 3001, 2]
type = Helper
trigger1 = Time = 5
helpertype = normal
name = "dengeki"
id = 1201
postype = p1
pos = 40,-30
stateno = 1201
keyctrl = 0
ownpal = 1
sprpriority = 2

[State 3001, 2]
type = Helper
trigger1 = Time = 7
helpertype = normal
name = "dengeki"
id = 1201
postype = p1
pos = 40,-20
stateno = 1201
keyctrl = 0
ownpal = 1
sprpriority = 2

[State 3001, 2]
type = Helper
trigger1 = Time = 9
helpertype = normal
name = "dengeki"
id = 1201
postype = p1
pos = 40,-10
stateno = 1201
keyctrl = 0
ownpal = 1
sprpriority = 2

[State 3001, 2]
type = Helper
trigger1 = Time = 12
helpertype = normal
name = "dengeki"
id = 1201
postype = p1
pos = 40,0
stateno = 1201
keyctrl = 0
ownpal = 1
sprpriority = 2

[State 3001, 2]
type = Helper
trigger1 = Time = 15
helpertype = normal
name = "dengeki"
id = 1201
postype = p1
pos = 40,10
stateno = 1201
keyctrl = 0
ownpal = 1
sprpriority = 2

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 電撃A
[Statedef 1201]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1201
poweradd = 20

[State 200, 1]
type = VelSet
trigger1 = Time >= 0
x = 0.5

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, SA
damage    = 10,5
animtype = Light
getpower = 30,15
givepower = -1,-2
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 3,8
numhits = 1
sparkno = 1
sparkxy = -10,-5
hitsound = s1,8
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -5   
airguard.velocity = -1.9    
air.velocity = -1.3,-3
palfx.time = 55
palfx.add = 220, 230,220

[State 200, 7]
type = DestroySelf
trigger1 = AnimTime = 0
;---------------------------------------------------------------------------
; 痺れなしゃーいB
[Statedef 1210]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 5,0
ctrl = 0
anim = 1210
poweradd = 50

[State 1200, 0]
type = PlaySnd
trigger1 = time = 0
value = s1,6
volume = 200

[State 1200, 0]
type = PlaySnd
trigger1 = AnimElem = 2
value = s1,7

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
attr = S, SA
damage    = 60,10
animtype = Light
getpower = 30,15
givepower = -50,-50
guardflag = HA
hitflag = HAFD
priority = 3, Hit
pausetime = 3,8
numhits = 1
sparkno = 12
sparkxy = -10,0
hitsound = s0,5
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -4
airguard.velocity = -1.9    
air.velocity = -1.3,-3
palfx.time = 55
palfx.add = 220, 230,220

[State 3001, 2]
type = Helper
trigger1 = Time = 10
helpertype = normal
name = "dengeki"
id = 1201
postype = p1
pos = 40,-30
stateno = 1211
keyctrl = 0
ownpal = 1
sprpriority = 2

[State 3001, 2]
type = Helper
trigger1 = Time = 12
helpertype = normal
name = "dengeki"
id = 1201
postype = p1
pos = 40,-20
stateno = 1211
keyctrl = 0
ownpal = 1
sprpriority = 2

[State 3001, 2]
type = Helper
trigger1 = Time = 14
helpertype = normal
name = "dengeki"
id = 1201
postype = p1
pos = 40,-10
stateno = 1211
keyctrl = 0
ownpal = 1
sprpriority = 2

[State 3001, 2]
type = Helper
trigger1 = Time = 17
helpertype = normal
name = "dengeki"
id = 1201
postype = p1
pos = 40,0
stateno = 1211
keyctrl = 0
ownpal = 1
sprpriority = 2

[State 3001, 2]
type = Helper
trigger1 = Time = 20
helpertype = normal
name = "dengeki"
id = 1201
postype = p1
pos = 40,10
stateno = 1211
keyctrl = 0
ownpal = 1
sprpriority = 2

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 電撃B
[Statedef 1211]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1201
poweradd = 20

[State 200, 1]
type = VelSet
trigger1 = Time >= 0
x = 0.5

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, SA
damage    = 15,10
animtype = Light
getpower = 30,15
givepower = -1,-2
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 3,8
numhits = 1
sparkno = 1
sparkxy = -10,-5
hitsound = s1,8
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -5   
airguard.velocity = -1.9    
air.velocity = -1.3,-3
palfx.time = 55
palfx.add = 220, 230,220

[State 200, 7]
type = DestroySelf
trigger1 = AnimTime = 0
;---------------------------------------------------------------------------
; 痺れなしゃーいC
[Statedef 1220]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 5,0
ctrl = 0
anim = 1220
poweradd = 60

[State 1200, 0]
type = PlaySnd
trigger1 = time = 0
value = s1,6
volume = 200

[State 1200, 0]
type = PlaySnd
trigger1 = AnimElem = 2
value = s1,7

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
attr = S, SA
damage    = 60,10
animtype = Light
getpower = 30,15
givepower = -50,-50
guardflag = HA
hitflag = HAFD
priority = 3, Hit
pausetime = 3,8
numhits = 1
sparkno = 12
sparkxy = -10,0
hitsound = s0,5
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -4
airguard.velocity = -1.9    
air.velocity = -1.3,-3
palfx.time = 55
palfx.add = 220, 230,220

[State 3001, 2]
type = Helper
trigger1 = Time = 15
helpertype = normal
name = "dengeki"
id = 1201
postype = p1
pos = 40,-30
stateno = 1221
keyctrl = 0
ownpal = 1
sprpriority = 2

[State 3001, 2]
type = Helper
trigger1 = Time = 17
helpertype = normal
name = "dengeki"
id = 1201
postype = p1
pos = 40,-20
stateno = 1221
keyctrl = 0
ownpal = 1
sprpriority = 2

[State 3001, 2]
type = Helper
trigger1 = Time = 19
helpertype = normal
name = "dengeki"
id = 1201
postype = p1
pos = 40,-10
stateno = 1221
keyctrl = 0
ownpal = 1
sprpriority = 2

[State 3001, 2]
type = Helper
trigger1 = Time = 22
helpertype = normal
name = "dengeki"
id = 1201
postype = p1
pos = 40,0
stateno = 1221
keyctrl = 0
ownpal = 1
sprpriority = 2

[State 3001, 2]
type = Helper
trigger1 = Time = 25
helpertype = normal
name = "dengeki"
id = 1201
postype = p1
pos = 40,10
stateno = 1221
keyctrl = 0
ownpal = 1
sprpriority = 2

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 電撃C
[Statedef 1221]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1201
poweradd = 20

[State 200, 1]
type = VelSet
trigger1 = Time >= 0
x = 0.5

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, SA
damage    = 20,10
animtype = Light
getpower = 30,15
givepower = -1,-2
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 3,8
numhits = 1
sparkno = 1
sparkxy = -10,-5
hitsound = s1,8
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -5   
airguard.velocity = -1.9    
air.velocity = -1.3,-3
palfx.time = 55
palfx.add = 220, 230,220

[State 200, 7]
type = DestroySelf
trigger1 = AnimTime = 0
;---------------------------------------------------------------------------
; 雷神の矢A
[Statedef 1300]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 5,0
ctrl = 0
anim = 1200
poweradd = 40

[State 1200, 0]
type = PlaySnd
trigger1 = time = 0
value = s1,9

[State 1200, 0]
type = PlaySnd
trigger1 = AnimElem = 2
value = s1,10

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
attr = S, SA
damage    = 60,10
animtype = Light
getpower = 30,15
givepower = -50,-50
guardflag = HA
hitflag = HAFD
priority = 3, Hit
pausetime = 3,8
numhits = 1
sparkno = 12
sparkxy = -10,0
hitsound = s0,5
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -4
airguard.velocity = -1.9    
air.velocity = -1.3,-3
palfx.time = 55
palfx.add = 220, 230,220

[State 3001, 2]
type = Helper
trigger1 = Time = 5
helpertype = normal
name = "ya"
id = 1301
postype = p1
pos = 40,-20
stateno = 1301
keyctrl = 0
ownpal = 1
sprpriority = 2

[State 3001, 2]
type = Helper
trigger1 = Time = 10
helpertype = normal
name = "ya"
id = 1301
postype = p1
pos = 20,-10
stateno = 1301
keyctrl = 0
ownpal = 1
sprpriority = 2

[State 3001, 2]
type = Helper
trigger1 = Time = 15
helpertype = normal
name = "ya"
id = 1301
postype = p1
pos = 0,0
stateno = 1301
keyctrl = 0
ownpal = 1
sprpriority = 2

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 矢A
[Statedef 1301]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1300
poweradd = 20

[State 200, 1]
type = VelSet
trigger1 = Time >= 0
x = 7.5

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, SA
damage    = 20,10
animtype = Light
getpower = 30,15
givepower = -1,-2
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 3,8
numhits = 1
sparkno = 1
sparkxy = -10,-5
hitsound = s1,8
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -5   
airguard.velocity = -1.9    
air.velocity = -1.3,-3
palfx.time = 55
palfx.add = 220, 230,220

[State 200, 7]
type = DestroySelf
trigger1 = FrontEdgeDist <= -30
;---------------------------------------------------------------------------
; 雷神の矢B
[Statedef 1310]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 5,0
ctrl = 0
anim = 1210
poweradd = 50

[State 1200, 0]
type = PlaySnd
trigger1 = time = 0
value = s1,9

[State 1200, 0]
type = PlaySnd
trigger1 = AnimElem = 2
value = s1,10

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
attr = S, SA
damage    = 60,10
animtype = Light
getpower = 30,15
givepower = -50,-50
guardflag = HA
hitflag = HAFD
priority = 3, Hit
pausetime = 3,8
numhits = 1
sparkno = 12
sparkxy = -10,0
hitsound = s0,5
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -4
airguard.velocity = -1.9    
air.velocity = -1.3,-3
palfx.time = 55
palfx.add = 220, 230,220

[State 3001, 2]
type = Helper
trigger1 = Time = 10
helpertype = normal
name = "ya"
id = 1301
postype = p1
pos = 40,-20
stateno = 1311
keyctrl = 0
ownpal = 1
sprpriority = 2

[State 3001, 2]
type = Helper
trigger1 = Time = 15
helpertype = normal
name = "ya"
id = 1301
postype = p1
pos = 20,-10
stateno = 1311
keyctrl = 0
ownpal = 1
sprpriority = 2

[State 3001, 2]
type = Helper
trigger1 = Time = 20
helpertype = normal
name = "ya"
id = 1301
postype = p1
pos = 0,0
stateno = 1311
keyctrl = 0
ownpal = 1
sprpriority = 2

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 矢B
[Statedef 1311]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1300
poweradd = 20

[State 200, 1]
type = VelSet
trigger1 = Time >= 0
x = 7.5

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, SA
damage    = 25,12
animtype = Light
getpower = 30,15
givepower = -1,-2
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 3,8
numhits = 1
sparkno = 1
sparkxy = -10,-5
hitsound = s1,8
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -5   
airguard.velocity = -1.9    
air.velocity = -1.3,-3
palfx.time = 55
palfx.add = 220, 230,220

[State 200, 7]
type = DestroySelf
trigger1 = FrontEdgeDist <= -30
;---------------------------------------------------------------------------
; 雷神の矢C
[Statedef 1320]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 5,0
ctrl = 0
anim = 1220
poweradd = 60

[State 1200, 0]
type = PlaySnd
trigger1 = time = 0
value = s1,9

[State 1200, 0]
type = PlaySnd
trigger1 = AnimElem = 2
value = s1,10

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
attr = S, SA
damage    = 60,10
animtype = Light
getpower = 30,15
givepower = -50,-50
guardflag = HA
hitflag = HAFD
priority = 3, Hit
pausetime = 3,8
numhits = 1
sparkno = 12
sparkxy = -10,0
hitsound = s0,5
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -4
airguard.velocity = -1.9    
air.velocity = -1.3,-3
palfx.time = 55
palfx.add = 220, 230,220

[State 3001, 2]
type = Helper
trigger1 = Time = 15
helpertype = normal
name = "ya"
id = 1301
postype = p1
pos = 40,-20
stateno = 1321
keyctrl = 0
ownpal = 1
sprpriority = 2

[State 3001, 2]
type = Helper
trigger1 = Time = 20
helpertype = normal
name = "ya"
id = 1301
postype = p1
pos = 20,-10
stateno = 1321
keyctrl = 0
ownpal = 1
sprpriority = 2

[State 3001, 2]
type = Helper
trigger1 = Time = 25
helpertype = normal
name = "ya"
id = 1301
postype = p1
pos = 0,0
stateno = 1321
keyctrl = 0
ownpal = 1
sprpriority = 2

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 矢C
[Statedef 1321]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1300
poweradd = 20

[State 200, 1]
type = VelSet
trigger1 = Time >= 0
x = 7.5

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, SA
damage    = 30,15
animtype = Light
getpower = 30,15
givepower = -1,-2
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 3,8
numhits = 1
sparkno = 1
sparkxy = -10,-5
hitsound = s1,8
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -5   
airguard.velocity = -1.9    
air.velocity = -1.3,-3
palfx.time = 55
palfx.add = 220, 230,220

[State 200, 7]
type = DestroySelf
trigger1 = FrontEdgeDist <= -30
;---------------------------------------------------------------------------
; ユコバックの炎
[Statedef 1400]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 210
poweradd = 40

[State 1200, 0]
type = PlaySnd
trigger1 = AnimElem = 2
value = s1,14
volume = 200

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage    = 30
animtype = Light
getpower = 30,15
givepower = -50,-50
guardflag = HA
hitflag = HAFD
priority = 3, Hit
pausetime = 3,8
numhits = 1
sparkno = 12
sparkxy = -10,0
hitsound = s0,5
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -4
airguard.velocity = -1.9    
air.velocity = -1.3,-3
palfx.time = 55
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 32,5,5,8

[State 3001, 2]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal
name = "honoo"
id = 1401
postype = p1
pos = 30,0
stateno = 1401
keyctrl = 0
ownpal = 1
sprpriority = 2

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 炎A
[Statedef 1401]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1400
poweradd = 20

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
attr = S, SA
damage    = 50,10
animtype = Light
getpower = 30,15
givepower = -1,-2
guardflag = MA
hitflag = MAFDP
priority = 3, Hit
pausetime = 3,8
numhits = 1
sparkno = 1
sparkxy = -10,-5
hitsound = s1,1
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -5   
airguard.velocity = -1.9    
air.velocity = -1.3,-3
palfx.time = 55
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 32,5,5,8

[State 200, 7]
type = DestroySelf
trigger1 = movecontact = 1
;---------------------------------------------------------------------------
; ＥＸ燃えろ
[Statedef 3000]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 5,0
ctrl = 0
anim = 3000
poweradd = 40

[State 3000, Super A]
type = SuperPause
trigger1 = Time = 2
pos = 20, -10
anim = 101

[State 3000, Super B]
type = PlaySnd
trigger1 = Time = 2
value = F20, 0 ;Play fight sound of super

[State 3000, Super C]
type = PowerAdd
trigger1 = Time = 2
value = -1000

[State 3000, Super D]
type = AfterImage
trigger1 = Time = 2
time = 2

[State 3000, Super E]
type = AfterImageTime
trigger1 = Time = [2,150]
time = 2

[State 3000, Super F]
type = NotHitBy
trigger1 = 1
value = ,NA, SA, AT
time = 2

[State 1200, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = s1,0

[State 1200, 0]
type = PlaySnd
trigger1 = AnimElem = 2
value = s1,2

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
attr = S, HA
damage    = 50
animtype = Light
getpower = 30,15
givepower = -50,-50
guardflag = HA
hitflag = HAFD
priority = 3, Hit
pausetime = 3,8
numhits = 1
sparkno = 12
sparkxy = -10,0
hitsound = s0,5
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -4
airguard.velocity = -1.9    
air.velocity = -1.3,-3
palfx.time = 55
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 32,5,5,8

[State 3001, 2]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal
name = "honoo"
id = 3001
postype = p1
pos = 30,-10
stateno = 3001
keyctrl = 0
ownpal = 1
sprpriority = 2

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; ＥＸ炎
[Statedef 3001]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1001
poweradd = 20

[State 200, 1]
type = VelSet
trigger1 = Time >= 0
x = 0.5

[State 200, 1]
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    = 40,10
animtype = Light
getpower = 30,15
givepower = -1,-2
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 3,8
numhits = 1
sparkno = 1
sparkxy = -10,-5
hitsound = s1,1
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -5   
airguard.velocity = -1.9    
air.velocity = -1.3,-3
palfx.time = 55
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 32,5,5,8

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 9
attr = S, HA
damage    = 50,10
animtype = Light
getpower = 30,15
givepower = -1,-2
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 3,8
numhits = 1
sparkno = 1
sparkxy = -10,-5
hitsound = 5,0
guardsound = 6,0
ground.type = Trip
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -5   
airguard.velocity = -1.9    
air.velocity = -1.3,-3
palfx.time = 55
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 32,5,5,8

[State 1125, 2]
type = Explod
trigger1 = MoveContact = 1
anim = 3001
id = 3001
pos = -6,-15
facing = 1
postype = p2
sprpriority = 2
bindtime = -1
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 200, 7]
type = DestroySelf
trigger1 = AnimTime = 0
;---------------------------------------------------------------------------
; ＥＸ凍れ
[Statedef 3100]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 5,0
ctrl = 0
anim = 3100
poweradd = 60

[State 3000, Super A]
type = SuperPause
trigger1 = Time = 2
pos = 20, -10
anim = 101

[State 3000, Super B]
type = PlaySnd
trigger1 = Time = 2
value = F20, 0 ;Play fight sound of super

[State 3000, Super C]
type = PowerAdd
trigger1 = Time = 2
value = -1000

[State 3000, Super D]
type = AfterImage
trigger1 = Time = 2
time = 2

[State 3000, Super E]
type = AfterImageTime
trigger1 = Time = [2,150]
time = 2

[State 3000, Super F]
type = NotHitBy
trigger1 = 1
value = ,NA, SA, AT
time = 2

[State 1200, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = s1,3

[State 1200, 0]
type = PlaySnd
trigger1 = AnimElem = 2
value = s1,4

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
attr = S, HA
damage    = 50
animtype = Light
getpower = 30,15
givepower = -50,-50
guardflag = HA
hitflag = HAFD
priority = 3, Hit
pausetime = 3,8
numhits = 1
sparkno = 12
sparkxy = -10,0
hitsound = s0,5
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -4
airguard.velocity = -1.9    
air.velocity = -1.3,-3
palfx.time = 55
palfx.add = 0,0,32
palfx.mul = 192,192,300
palfx.sinadd = 5,5,32,8

[State 3001, 2]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal
name = "koori"
id = 3101
postype = p1
pos = 70,-10
stateno = 3101
keyctrl = 0
ownpal = 1
sprpriority = 2

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; ＥＸ氷
[Statedef 3101]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1100
poweradd = 20

[State 200, 1]
type = VelSet
trigger1 = Time >= 0
x = 0.7

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
attr = S, HA
damage    = 40,10
animtype = Light
getpower = 30,15
givepower = -1,-2
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 3,8
numhits = 1
sparkno = 1
sparkxy = -10,-5
hitsound = s1,5
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -5   
airguard.velocity = -1.9    
air.velocity = -1.3,-3
palfx.time = 55
palfx.add = 0,0,32
palfx.mul = 192,192,300
palfx.sinadd = 5,5,32,8

[State 1125, 2]
type = Explod
trigger1 = MoveContact = 1
anim = 3101
id = 3101
pos = -6,-15
facing = 1
postype = p2
sprpriority = 2
bindtime = -1
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 200, 7]
type = DestroySelf
trigger1 = Time = 50
;---------------------------------------------------------------------------
; ＥＸ痺れなしゃーい
[Statedef 3200]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 5,0
ctrl = 0
anim = 3200
poweradd = 60

[State 3000, Super A]
type = SuperPause
trigger1 = Time = 2
pos = 20, -10
anim = 101

[State 3000, Super B]
type = PlaySnd
trigger1 = Time = 2
value = F20, 0 ;Play fight sound of super

[State 3000, Super C]
type = PowerAdd
trigger1 = Time = 2
value = -1000

[State 3000, Super D]
type = AfterImage
trigger1 = Time = 2
time = 2

[State 3000, Super E]
type = AfterImageTime
trigger1 = Time = [2,150]
time = 2

[State 3000, Super F]
type = NotHitBy
trigger1 = 1
value = ,NA, SA, AT
time = 2

[State 1200, 0]
type = PlaySnd
trigger1 = time = 0
value = s1,6
volume = 200

[State 1200, 0]
type = PlaySnd
trigger1 = AnimElem = 2
value = s1,7

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
attr = S, HA
damage    = 60,10
animtype = Light
getpower = 30,15
givepower = -50,-50
guardflag = HA
hitflag = HAFD
priority = 3, Hit
pausetime = 3,8
numhits = 1
sparkno = 12
sparkxy = -10,0
hitsound = s0,5
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -4
airguard.velocity = -1.9
air.velocity = -1.3,-3
palfx.time = 55
palfx.add = 220, 230,220

[State 3001, 2]
type = Helper
trigger1 = Time = 15
helpertype = normal
name = "dengeki"
id = 3201
postype = p1
pos = 40,-30
stateno = 3201
keyctrl = 0
ownpal = 1
sprpriority = 2

[State 3001, 2]
type = Helper
trigger1 = Time = 17
helpertype = normal
name = "dengeki"
id = 3201
postype = p1
pos = 40,-20
stateno = 3201
keyctrl = 0
ownpal = 1
sprpriority = 2

[State 3001, 2]
type = Helper
trigger1 = Time = 19
helpertype = normal
name = "dengeki"
id = 3201
postype = p1
pos = 40,-10
stateno = 3201
keyctrl = 0
ownpal = 1
sprpriority = 2

[State 3001, 2]
type = Helper
trigger1 = Time = 22
helpertype = normal
name = "dengeki"
id = 3201
postype = p1
pos = 40,0
stateno = 3201
keyctrl = 0
ownpal = 1
sprpriority = 2

[State 3001, 2]
type = Helper
trigger1 = Time = 25
helpertype = normal
name = "dengeki"
id = 3201
postype = p1
pos = 40,10
stateno = 3201
keyctrl = 0
ownpal = 1
sprpriority = 2

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; ＥＸ電撃
[Statedef 3201]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1201
poweradd = 20

[State 200, 1]
type = VelSet
trigger1 = Time >= 0
x = 0.5

[State 200, 1]
type = HitDef
trigger1 = Time >= 0
attr = S, HA
damage    = 7,3
animtype = Light
getpower = 30,15
givepower = -1,-2
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 3,120
numhits = 1
sparkno = 1
sparkxy = -10,-5
hitsound = s1,8
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -5   
airguard.velocity = -1.9    
air.velocity = -1.3,-3
palfx.time = 55
palfx.add = 220, 230,220

[State 3000, 2]
type = Explod
trigger1=movehit = 1
anim = 1030
pos = 0,-30
postype = p2
sprpriority = 2
bindtime = -1

[State 3000, 2]
type = Explod
trigger1 = movehit = 1
anim = 1030
pos = 20,-70
postype = p2
sprpriority = 2
bindtime = -1

[State 3000, 2]
type = Explod
trigger1 = movehit = 1
anim = 1031
pos = 0,-15
postype = p2
sprpriority = 2
bindtime = -1

[State 3000, 2]
type=Explod
trigger1 = movehit = 1
anim = 1031
pos = 10,-50
postype = p2
sprpriority = 2
bindtime = -1

[State 3000, 2]
type = Explod
trigger1 = movehit = 1
anim = 1032
pos = -5,-70
postype = p2
sprpriority = 2
bindtime = -1

[State 3000, 2]
type = Explod
trigger1 = movehit = 1
anim = 1032
pos = 5,-18
postype = p2
sprpriority = 2
bindtime = -1

[State 3000, 2]
type=Explod
trigger1 = movehit = 1
anim = 1033
pos = -10,-50
postype = p2
sprpriority = 2
bindtime = -1

[State 3000, 2]
type = Explod
trigger1 = movehit = 1
anim = 1033
pos = 0,-72
postype = p2
sprpriority = 2
bindtime = -1

[State 3000, 2]
type=Explod
trigger1 = movehit = 1
anim = 1034
pos = -15,-25
postype = p2
sprpriority = 2
bindtime = -1

[State 3000, 2]
type = Explod
trigger1=movehit = 1
anim = 1034
pos = -20,-40
postype = p2
sprpriority = 2
bindtime = -1

[State 200, 7]
type = DestroySelf
trigger1 = AnimTime = 0
;---------------------------------------------------------------------------
; ＥＸ雷神の矢
[Statedef 3300]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 5,0
ctrl = 0
anim = 1220
poweradd = 60

[State 3000, Super A]
type = SuperPause
trigger1 = Time = 2
pos = 20, -10
anim = 101

[State 3000, Super B]
type = PlaySnd
trigger1 = Time = 2
value = F20, 0 ;Play fight sound of super

[State 3000, Super C]
type = PowerAdd
trigger1 = Time = 2
value = -1000

[State 3000, Super D]
type = AfterImage
trigger1 = Time = 2
time = 2

[State 3000, Super E]
type = AfterImageTime
trigger1 = Time = [2,150]
time = 2

[State 3000, Super F]
type = NotHitBy
trigger1 = 1
value = ,NA, SA, AT
time = 2

[State 1200, 0]
type = PlaySnd
trigger1 = time = 0
value = s1,9

[State 1200, 0]
type = PlaySnd
trigger1 = AnimElem = 2
value = s1,10

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
attr = S, SA
damage    = 60,10
animtype = Light
getpower = 30,15
givepower = -50,-50
guardflag = HA
hitflag = HAFD
priority = 3, Hit
pausetime = 3,8
numhits = 1
sparkno = 12
sparkxy = -10,0
hitsound = s0,5
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -4
airguard.velocity = -1.9    
air.velocity = -1.3,-3
palfx.time = 55
palfx.add = 220, 230,220

[State 3001, 2]
type = Helper
trigger1 = Time >= 15
helpertype = normal
name = "ya"
id = 3301
postype = p1
pos = floor(random / 20),floor(random / 30) - 30
stateno = 3301
keyctrl = 0
ownpal = 1
sprpriority = 2

[State 3001, 2]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "rai"
id = 3302
postype = p1
pos = 10,-80
stateno = 3302
keyctrl = 0
ownpal = 1
sprpriority = 2
supermovetime = 9999

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; ＥＸ矢
[Statedef 3301]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1300
poweradd = 20

[State 200, 1]
type = VelSet
trigger1 = Time >= 0
x = 7.5

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, HA
damage    = 30,15
animtype = Light
getpower = 30,15
givepower = -1,-2
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 3,8
numhits = 1
sparkno = 1
sparkxy = -10,-5
hitsound = s1,8
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -5   
airguard.velocity = -1.9    
air.velocity = -1.3,-3
palfx.time = 55
palfx.add = 220, 230,220

[State 3000, 2]
type = Explod
trigger1=movehit = 1
anim = 1030
pos = 0,-30
postype = p2
sprpriority = 2
bindtime = -1

[State 3000, 2]
type = Explod
trigger1 = movehit = 1
anim = 1030
pos = 20,-70
postype = p2
sprpriority = 2
bindtime = -1

[State 3000, 2]
type = Explod
trigger1 = movehit = 1
anim = 1031
pos = 0,-15
postype = p2
sprpriority = 2
bindtime = -1

[State 3000, 2]
type=Explod
trigger1 = movehit = 1
anim = 1031
pos = 10,-50
postype = p2
sprpriority = 2
bindtime = -1

[State 3000, 2]
type = Explod
trigger1 = movehit = 1
anim = 1032
pos = -5,-70
postype = p2
sprpriority = 2
bindtime = -1

[State 3000, 2]
type = Explod
trigger1 = movehit = 1
anim = 1032
pos = 5,-18
postype = p2
sprpriority = 2
bindtime = -1

[State 3000, 2]
type=Explod
trigger1 = movehit = 1
anim = 1033
pos = -10,-50
postype = p2
sprpriority = 2
bindtime = -1

[State 3000, 2]
type = Explod
trigger1 = movehit = 1
anim = 1033
pos = 0,-72
postype = p2
sprpriority = 2
bindtime = -1

[State 3000, 2]
type=Explod
trigger1 = movehit = 1
anim = 1034
pos = -15,-25
postype = p2
sprpriority = 2
bindtime = -1

[State 3000, 2]
type = Explod
trigger1=movehit = 1
anim = 1034
pos = -20,-40
postype = p2
sprpriority = 2
bindtime = -1

[State 200, 7]
type = DestroySelf
trigger1 = FrontEdgeDist <= -30
;-------------------------------
; 雷
[Statedef 3302]
type = A
movetype = A
velset = 0,0
anim = 3302

[State 1301, 0]
type = PlaySnd
Trigger1 = AnimElem = 1
value = s1,15

[State 1301, 1]
type = Hitdef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
attr = A,HA
damage    = 50,20
animtype  = Hard
getpower =  30
givepower = 15
hitflag = MAFD
guardflag = MA
pausetime = 6,10
sparkno = 2
sparkxy =  0,-24
hitsound   = s1,8
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -4
air.animtype = Back
airguard.velocity = -2
air.velocity = -2,-6
air.juggle = 2
fall = 1
palfx.time = 5
palfx.add = 220, 230,220

[State 1301, 2]
type = HitOverride
trigger1 = time = 4
time = -1
attr = SCA, AA, AT, AP
slot = 0
stateno = 3302

[State 1301, 3]
type = DestroySelf
trigger1 = AnimTime = 0
;---------------------------------------------------------------------------
;瞬鼻殺
[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 3000, Super A]
type = SuperPause
trigger1 = Time = 2
pos = 20, -10
anim = 101

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

[State 4120, 1]
type = Velset
trigger1 = time = 30
x = 10
y = 0

[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 = F5,2

[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 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 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 = 4500
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 = 20, -10
;anim = 31

[State 4120, 1]
type = changeanim
trigger1 = time = 21
value = 4500

[State 1350, 1]
type = PlaySnd
trigger1 = Time = 42
value = s1,16
           
[State 1000, 4]
type = Projectile
trigger1 = Time = 42
projanim = 4501
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 = 4500

[State 4120, 1]
type = changestate
trigger1 = time = 203
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------
[Statedef -2]

;通常状態
[State -2, LoopBegin]
type = ChangeState
trigger1 = ctrl = 1
trigger1 = Alive = 1
trigger1 = Win = 0
value = 150

;投げ無効化
[State -2,Nonthr]
type = NotHitBy
trigger1 = 1
value = ,NT,ST,HT 

;開始位置
[State -2, Down2]
type = PosSet
triggerall = win = 0
trigger1 = stateno = 5900
trigger2 = stateno = 0
y = -80

