;通常技

;A突進
[Statedef 1200]
type     = S
movetype = A
physics  = N
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 1200
poweradd = ifelse(var(36) > 0,0,30)
sprpriority = 2

[State -2, キャンセルフラグOFF]
type = VarSet
trigger1 = Time = 0
var(15) = 0

[State -2, キャンセルフラグON]
type = VarSet
triggerAll = movecontact
trigger1 = AnimElem = 5, >= 0
var(15) = 1

[State 1200, 音]
type = PlaySnd
trigger1 = Animelem = 5
value = 0, 3

[State 1200, 移動速度]
type = VelSet
trigger1 = Animelem = 5
x = 15

[State 1200, 摩擦]
type = VelMul
trigger1 = Animelem = 7, >= 0
x = 0.9

[State 1200, エフェクト]
type = Explod
trigger1 = AnimElem = 4
anim = 10000
pos = 0, 0
postype = p1
scale = 1, 0.5
facing = 1
vfacing = 1
removetime = -2
sprpriority = 5
ontop = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 1200, ヒット定義]
type = HitDef
trigger1 = !Movecontact
attr = S, SA
hitflag = MAF
guardflag = MA
animtype = Light
priority = 4,Hit
damage = ceil(40 * fVar(13)) ,4
pausetime = 10, 11
sparkno = S10501
guard.sparkno = S10580
sparkxy = -20, -60
hitsound = S1, 2
guardsound = S1, 91
ground.type = High
ground.slidetime = 15
guard.slidetime = 11
ground.hittime = 14
air.hittime = 14
guard.ctrltime = 11
yaccel = .3 + fVar(11)
ground.velocity = -4, 0
guard.velocity = -3
air.velocity = -1.5, -3
down.velocity = -3, 0
sprpriority = 1
fall = 0
air.fall = ifelse(P2movetype = H,1,0)
fall.recover = 0
kill = 1
getpower = ifelse(var(36) > 0,0,40), ifelse(var(36) > 0,0,20)
givepower = 25, 0

[State 1200, D突進派生]
type = ChangeState
triggerall = (command = "z")||(command = "y")||(command = "x")
triggerall = (command = "holdfwd")
triggerall = AnimElem = 7, >= 0
trigger1 = movecontact
value = 1280

[State 1200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;D突進
[Statedef 1210]
type     = S
movetype = A
physics  = N
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 1210
poweradd = ifelse(var(36) > 0,0,30)
sprpriority = 2

[State -2, キャンセルフラグOFF]
type = VarSet
trigger1 = Time = 0
var(15) = 0

[State -2, キャンセルフラグON]
type = VarSet
triggerAll = movecontact
trigger1 = AnimElem = 5, >= 0
var(15) = 1

[State -2,燃焼補正増加]
type = VarAdd
trigger1 = MoveHit = 1
fvar(15) = ifelse(var(36) > 0,0.12,0.05)

[State -2, 燃焼エフェクト]
type = Helper
triggerall = NumHelper(20100) = 0
trigger1 = MoveHit = 1
stateno = 20100
ID = 20100
keyctrl = 0
postype = p1
supermovetime = 99999999
pausemovetime = 99999999
ownpal = 1
IgnoreHitPause = 1

[State -2, 燃焼音]
type = PlaySnd
trigger1 = MoveHit = 1
value = 0, 11
freqmul = 1

[State -2, 燃焼音]
type = PlaySnd
trigger1 = MoveHit = 1
value = 0, 11
freqmul = 0.75

[State 1200, 音]
type = PlaySnd
trigger1 = Animelem = 5
value = 0, 3

[State 1210, 音]
type = PlaySnd
trigger1 = Animelem = 4
value = 0, 10
freqmul = 0.75

[State 1210, 移動速度]
type = VelSet
trigger1 = Animelem = 5
x = 15

[State 1210, 摩擦]
type = VelMul
trigger1 = Animelem = 7, >= 0
x = 0.9

[State 1200, エフェクト]
type = Explod
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
anim = 10000
pos = 0, 0
postype = p1
scale = 1, 0.5
facing = 1
vfacing = 1
removetime = -2
sprpriority = 5
ontop = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 1200, エフェクト]
type = Explod
trigger1 = AnimElem = 4
anim = 10100
pos = -18, -58
postype = p1
scale = 1.25, 0.8
facing = 1
vfacing = 1
removetime = -2
bindtime = -1
sprpriority = 5
ontop = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 1210, ヒット定義]
type = HitDef
trigger1 = !Movecontact
attr = S, SA
hitflag = MAF
guardflag = MA
animtype = Light
priority = 4,Hit
damage = ceil(IfElse(Var(36) > 0,96,74) * fVar(13) * fVar(15)) , 24
pausetime = 10, 12
sparkno = S10501
guard.sparkno = S10580
sparkxy = -20, -60
hitsound = S1, 2
guardsound = S1, 91
ground.type = High
ground.slidetime = 21
guard.slidetime = 15
ground.hittime = 21
air.hittime = 21
guard.ctrltime = 15
yaccel = .3 + fVar(11)
ground.velocity = -5, -3
guard.velocity = -3
air.velocity = -1.5, -3
down.velocity = -3, 0
sprpriority = 1
fall = 1
air.fall = ifelse(P2movetype = H,1,0)
fall.recover = 0
kill = 1
getpower = ifelse(var(36) > 0,0,40), ifelse(var(36) > 0,0,20)
givepower = 25, 0
palfx.time = 60
palfx.sinadd = 92,92,92,12
palfx.add = 40,-70,-200
palfx.color = 0
palfx.invertall = 1

[State 1200, D突進派生]
type = ChangeState
triggerall = (command = "z")||(command = "y")||(command = "x")
triggerall = (command = "holdfwd")
triggerall = AnimElem = 7, >= 0
trigger1 = movecontact
value = 1280

[State 1210, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1220]
type     = S
movetype = A
physics  = N
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 1200
poweradd = ifelse(var(36) > 0,0,20)
sprpriority = 2

[State -2, キャンセルフラグOFF]
type = VarSet
trigger1 = Time = 0
var(15) = 0

[State -2, キャンセルフラグON]
type = VarSet
triggerAll = movecontact
trigger1 = AnimElem = 5, >= 0
var(15) = 1

[State 1220, 音]
type = PlaySnd
trigger1 = Animelem = 5
value = 0, 3

[State 1220, 移動速度]
type = VelSet
trigger1 = Animelem = 5
x = 10

[State 1220, 摩擦]
type = VelMul
trigger1 = Animelem = 7, >= 0
x = 0.8

[State 1220, エフェクト]
type = Explod
trigger1 = AnimElem = 4
anim = 10000
pos = 0, 0
postype = p1
scale = 1, 0.5
facing = 1
vfacing = 1
removetime = -2
sprpriority = 5
ontop = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 1220, ヒット定義]
type = HitDef
trigger1 = !Movecontact
attr = S, SA
hitflag = MAF
guardflag = MA
animtype = Light
priority = 4,Hit
damage = ceil(40 * fVar(13)) ,4
pausetime = 10, 11
sparkno = S10501
guard.sparkno = S10580
sparkxy = -20, -60
hitsound = S1, 2
guardsound = S1, 91
ground.type = High
ground.slidetime = 13
guard.slidetime = 11
ground.hittime = 13
air.hittime = 13
guard.ctrltime = 11
yaccel = .3 + fVar(11)
ground.velocity = -4, 0
guard.velocity = -3
air.velocity = -1.5, -3
down.velocity = -3, 0
sprpriority = 1
fall = 0
air.fall = ifelse(P2movetype = H,1,0)
fall.recover = 0
kill = 1
getpower = ifelse(var(36) > 0,0,40), ifelse(var(36) > 0,0,20)
givepower = 25, 0

[State 1220, D突進派生]
type = ChangeState
triggerall = (command = "z")||(command = "y")||(command = "x")
triggerall = (command = "holdfwd")
triggerall = AnimElem = 7, >= 0
trigger1 = movecontact
value = 1280

[State 1220, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;突進派生
[Statedef 1280]
type     = S
movetype = A
physics  = N
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 1280
poweradd = 0
sprpriority = 2

[State -2, キャンセルフラグOFF]
type = VarSet
trigger1 = Time = 0
var(15) = 0

[State -2,燃焼補正増加]
type = VarAdd
trigger1 = MoveHit = 1
fvar(15) = ifelse(var(36) > 0,0.12,0.05)

[State -2, 燃焼エフェクト]
type = Helper
triggerall = NumHelper(20100) = 0
trigger1 = MoveHit = 1
stateno = 20100
ID = 20100
keyctrl = 0
postype = p1
supermovetime = 99999999
pausemovetime = 99999999
ownpal = 1
IgnoreHitPause = 1

[State -2, 燃焼音]
type = PlaySnd
trigger1 = MoveHit = 1
value = 0, 11
freqmul = 1

[State -2, 燃焼音]
type = PlaySnd
trigger1 = MoveHit = 1
value = 0, 11
freqmul = 0.75

[State 1280, 音]
type = PlaySnd
trigger1 = Animelem = 2
value = 0, 10
freqmul = 0.75

[State 1280, 移動速度]
type = VelSet
trigger1 = Animelem = 1
x = 4

[State 1280, 摩擦]
type = VelMul
trigger1 = Animelem = 2, >= 0
x = 0.6

[State 1280, エフェクト]
type = Explod
trigger1 = AnimElem = 2
anim = 10000
pos = 0, 0
postype = p1
scale = 1, 0.5
facing = 1
vfacing = 1
removetime = -2
sprpriority = 5
ontop = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 1280, エフェクト]
type = Explod
trigger1 = AnimElem = 2
anim = 10000
pos = 0, 0
postype = p1
scale = 1, 0.5
facing = -1
vfacing = 1
removetime = -2
sprpriority = 5
ontop = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 1280, エフェクト]
type = Explod
trigger1 = AnimElem = 2
anim = 10101
pos = 18, -65
postype = p1
scale = 0.4, 0.5
facing = 1
vfacing = 1
removetime = -2
bindtime = -1
sprpriority = 5
ontop = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 1280, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
hitflag = MAFD
guardflag = MA
animtype = Light
priority = 4,Hit
damage = ceil(IfElse(Var(36) > 0,104,80) * fVar(13) * fVar(15)) , 24
pausetime = 10, 11
sparkno = S10501
guard.sparkno = S10580
sparkxy = -20, -60
hitsound = S1, 6
guardsound = S1, 91
ground.type = High
ground.slidetime = 11
guard.slidetime = 12
ground.hittime = 11
air.hittime = 12
guard.ctrltime = 12
yaccel = .3 + fVar(11)
ground.velocity = -4, -7
guard.velocity = -2.5
air.velocity = -4, -7
down.velocity = -3, 0
sprpriority = 1
fall = 1
air.fall = 1
fall.recover = 0
kill = 1
getpower = ifelse(var(36) > 0,0,40), ifelse(var(36) > 0,0,20)
givepower = 25, 0
palfx.time = 60
palfx.sinadd = 92,92,92,12
palfx.add = 40,-70,-200
palfx.color = 0
palfx.invertall = 1

[State 1280, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;B昇竜
[Statedef 1300]
type     = S
movetype = A
physics  = N
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 1300
poweradd = ifelse(var(36) > 0,0,20)
sprpriority = 2

[State -2, キャンセルフラグOFF]
type = VarSet
trigger1 = Time = 0
var(15) = 0

[State -2, キャンセルフラグON]
type = VarSet
triggerAll = movecontact
trigger1 = AnimElem = 2, >= 0
var(15) = 1

[State 1300, 音]
type = PlaySnd
trigger1 = Time = 0
value = 0, 3

[State 1300, 速度]
type = VelSet
trigger1 = Time = 0
x = 2

[State 1300, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
hitflag = MAF
guardflag = MA
animtype = Light
priority = 4,Hit
damage = ceil(38 * fVar(13)) ,6
pausetime = 10, 10
sparkno = S10501
guard.sparkno = S10580
sparkxy = -20, -60
hitsound = S1, 2
guardsound = S1, 91
ground.type = High
ground.slidetime = 15
guard.slidetime = 15
ground.hittime = 15
air.hittime = 15
guard.ctrltime = 15
yaccel = .3 + fVar(11)
ground.velocity = -1.2, -4
guard.velocity = -1
air.velocity = -1.2, -4
down.velocity = -1, 0
sprpriority = 1
fall = 1
air.fall = 1
fall.recover = 0
kill = 1
getpower = ifelse(var(36) > 0,0,40), ifelse(var(36) > 0,0,20)
givepower = 25, 0

[State 1301, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 1301

[Statedef 1301]
type     = A
movetype = A
physics  = N
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 1301
poweradd = 0
sprpriority = 2

[State -2, キャンセルフラグOFF]
type = VarSet
trigger1 = Time = 0
var(15) = 0

[State -2, キャンセルフラグON]
type = VarSet
triggerAll = movecontact
trigger1 = AnimElem = 2, >= 0
var(15) = 1

[State 1301, 幅]
type = Width
trigger1 = Time = 0
edge = 15,0
player = 15,0

[State 1301, 速度]
type = VelSet
trigger1 = Time = 0
x = 2
y = -6

[State 1301, 重力]
type = Veladd
trigger1 = Time >= 4
y = 0.5

[State 1301, エフェクト]
type = Explod
trigger1 = AnimElem = 1
anim = 10000
pos = 0, 0
postype = p1
scale = 0.75, 0.75
facing = 1
vfacing = 1
removetime = -2
sprpriority = 5
ontop = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 1301, ヒット定義]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
hitflag = MAF
guardflag = MA
animtype = Light
priority = 4,Hit
damage = ceil(40 * fVar(13)) ,6
pausetime = 10, 12
sparkno = S10501
guard.sparkno = S10580
sparkxy = -20, -60
hitsound = S1, 2
guardsound = S1, 91
ground.type = High
ground.slidetime = 15
guard.slidetime = 15
ground.hittime = 15
air.hittime = 15
guard.ctrltime = 15
yaccel = .3 + fVar(11)
ground.velocity = -1.2, -5
guard.velocity = -1
air.velocity = -1.2, -5
down.velocity = -1, 0
sprpriority = 1
fall = 1
air.fall = 1
fall.recover = 0
kill = 1
getpower = ifelse(var(36) > 0,0,10), ifelse(var(36) > 0,0,5)
givepower = 25, 0

[State 1301, 着地]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 15
value = 1302


;着地
[Statedef 1302]
type     = S
movetype = I
physics  = S
ctrl     = 0
anim     = 1302

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

[State -2, 速度]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State -2, ポジション修正]
type = PosSet
trigger1 = Pos Y >= 0
y = 0

[state -2, 立ちに戻る]
type = Changestate
trigger1 = Animtime = 0
value = 0
ctrl = 1

;D昇竜
[Statedef 1310]
type     = S
movetype = A
physics  = N
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 1310
poweradd = ifelse(var(36) > 0,0,30)
sprpriority = 2

[State -2, キャンセルフラグOFF]
type = VarSet
trigger1 = Time = 0
var(15) = 0

[State -2, キャンセルフラグON]
type = VarSet
triggerAll = movecontact
trigger1 = AnimElem = 2, >= 0
var(15) = 1

[State -2,燃焼補正増加]
type = VarAdd
trigger1 = MoveHit = 1
fvar(15) = ifelse(var(36) > 0,0.12,0.05)

[State -2, 燃焼エフェクト]
type = Helper
triggerall = NumHelper(20100) = 0
trigger1 = MoveHit = 1
stateno = 20100
ID = 20100
keyctrl = 0
postype = p1
supermovetime = 99999999
pausemovetime = 99999999
ownpal = 1
IgnoreHitPause = 1

[State -2, 燃焼音]
type = PlaySnd
trigger1 = MoveHit = 1
value = 0, 11
freqmul = 1

[State -2, 燃焼音]
type = PlaySnd
trigger1 = MoveHit = 1
value = 0, 11
freqmul = 0.75

[State 1310, 幅]
type = Width
trigger1 = 1
edge = 15,0
player = 15,0

[State 1310, 音]
type = PlaySnd
trigger1 = Animelem = 4
value = 0, 10
freqmul = 0.75

[State 1310, 音]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 3

[State 1310, 速度]
type = VelSet
trigger1 = AnimElem = 2
x = 5

[State 1310, エフェクト]
type = Explod
trigger1 = AnimElem = 2
anim = 10000
pos = 0, 0
postype = p1
scale = 1, 0.5
facing = 1
vfacing = 1
removetime = -2
sprpriority = 5
ontop = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 1310, エフェクト]
type = Explod
trigger1 = AnimElem = 3
anim = 10102
pos = 20, -85
postype = p1
scale = 0.75, 1
facing = 1
vfacing = 1
removetime = -2
bindtime = 30
sprpriority = 5
ontop = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 1310, エフェクト]
type = Explod
trigger1 = AnimElem = 4
anim = 10102
pos = 0, -105
postype = p1
scale = 0.75, 1
facing = 1
vfacing = 1
removetime = -2
bindtime = 30
sprpriority = 5
ontop = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 1310, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
hitflag = MAF
guardflag = MA
animtype = Light
priority = 4,Hit
damage = ceil(IfElse(Var(36) > 0,43,33) * fVar(13) * fVar(15)) , 11
pausetime = 10, 12
sparkno = S10501
guard.sparkno = S10580
sparkxy = -20, -60
hitsound = S1, 2
guardsound = S1, 91
ground.type = High
ground.slidetime = 15
guard.slidetime = 15
ground.hittime = 15
air.hittime = 15
guard.ctrltime = 15
yaccel = .3 + fVar(11)
ground.velocity = -1.2, -4
guard.velocity = -1
air.velocity = -1.2, -4
down.velocity = -1, 0
sprpriority = 1
fall = 1
air.fall = 1
fall.recover = 0
kill = 1
getpower = ifelse(var(36) > 0,0,40), ifelse(var(36) > 0,0,20)
givepower = 25, 0
palfx.time = 60
palfx.sinadd = 92,92,92,12
palfx.add = 40,-70,-200
palfx.color = 0
palfx.invertall = 1

[State 1310, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 1311

[Statedef 1311]
type     = A
movetype = A
physics  = N
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 1311
poweradd = 0
sprpriority = 2

[State -2, キャンセルフラグOFF]
type = VarSet
trigger1 = Time = 0
var(15) = 0

[State -2, キャンセルフラグON]
type = VarSet
triggerAll = movecontact
trigger1 = AnimElem = 2, >= 0
var(15) = 1

[State -2,燃焼補正増加]
type = VarAdd
trigger1 = MoveHit = 1
fvar(15) = ifelse(var(30) > 0,0.12,0.05)

[State -2, 燃焼エフェクト]
type = Helper
triggerall = NumHelper(20100) = 0
trigger1 = MoveHit = 1
stateno = 20100
ID = 20100
keyctrl = 0
postype = p1
supermovetime = 99999999
pausemovetime = 99999999
ownpal = 1
IgnoreHitPause = 1

[State -2, 燃焼音]
type = PlaySnd
trigger1 = MoveHit = 1
value = 0, 11
freqmul = 1

[State -2, 燃焼音]
type = PlaySnd
trigger1 = MoveHit = 1
value = 0, 11
freqmul = 0.75

[State 1311, 幅]
type = Width
trigger1 = Time = 0
edge = 15,0
player = 15,0

[State 1311, 速度]
type = VelSet
trigger1 = Time = 0
x = 2.6
y = -8

[State 1311, 重力]
type = Veladd
trigger1 = Time >= 4
y = 0.5

[State 1301, エフェクト]
type = Explod
trigger1 = AnimElem = 1
anim = 10000
pos = 0, 0
postype = p1
scale = 0.75, 0.75
facing = 1
vfacing = 1
removetime = -2
sprpriority = 5
ontop = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 1310, エフェクト]
type = Explod
trigger1 = time = 0
anim = 10102
pos = -10, -125
postype = p1
scale = 0.75, 1
facing = 1
vfacing = 1
removetime = -2
bindtime = 30
sprpriority = 5
ontop = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 1311, ヒット定義]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
attr = A, SA
hitflag = MAF
guardflag = MA
animtype = Light
priority = 4,Hit
damage = ceil(IfElse(Var(36) > 0,43,33) * fVar(13) * fVar(15)) , 11
pausetime = 10, 12
sparkno = S10501
guard.sparkno = S10580
sparkxy = -20, -60
hitsound = S1, 2
guardsound = S1, 91
ground.type = High
ground.slidetime = 15
guard.slidetime = 15
ground.hittime = 15
air.hittime = 15
guard.ctrltime = 15
yaccel = .3 + fVar(11)
ground.velocity = -1.2, -6
guard.velocity = -1
air.velocity = -1.2, -6
down.velocity = -1, 0
sprpriority = 1
fall = 1
air.fall = 1
fall.recover = 0
kill = 1
getpower = ifelse(var(30) > 0,0,10), ifelse(var(30) > 0,0,5)
givepower = 25, 0
palfx.time = 60
palfx.sinadd = 92,92,92,12
palfx.add = 40,-70,-200
palfx.color = 0
palfx.invertall = 1

[State 1311, 着地]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 15
value = 1312

;着地
[Statedef 1312]
type     = S
movetype = I
physics  = S
ctrl     = 0
anim     = 1312

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

[State -2, 速度]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State -2, ポジション修正]
type = PosSet
trigger1 = Pos Y >= 0
y = 0

[state -2, 立ちに戻る]
type = Changestate
trigger1 = Animtime = 0
value = 0
ctrl = 1

[Statedef 1320]
type     = S
movetype = A
physics  = N
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 1320
poweradd = ifelse(var(36) > 0,0,30)
sprpriority = 2

[State -2, キャンセルフラグOFF]
type = VarSet
trigger1 = Time = 0
var(15) = 0

[State -2, キャンセルフラグON]
type = VarSet
triggerAll = movecontact
trigger1 = AnimElem = 2, >= 0
var(15) = 1

[State 1320, 音]
type = PlaySnd
trigger1 = Time = 0
value = 0, 3

[State 1320, 速度]
type = VelSet
trigger1 = Time = 0
x = 3

[State 1320, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 1321

[Statedef 1321]
type     = A
movetype = A
physics  = N
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 1321
poweradd = 0
sprpriority = 2

[State -2, キャンセルフラグOFF]
type = VarSet
trigger1 = Time = 0
var(15) = 0

[State -2, キャンセルフラグON]
type = VarSet
triggerAll = movecontact
trigger1 = AnimElem = 2, >= 0
var(15) = 1

[State 1321, VelSet]
type = velset
trigger1 = Time = 0
X = 4
Y = -9

[State 1321, 重力]
type = Veladd
trigger1 = Time >= 4
y = 0.5

[State 1321, エフェクト]
type = Explod
trigger1 = AnimElem = 1
anim = 10000
pos = 0, 0
postype = p1
scale = 0.75, 0.75
facing = 1
vfacing = 1
removetime = -2
sprpriority = 5
ontop = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 1321, Hitdef]
type = HitDef
trigger1 = !Movecontact
attr = A, SA
hitflag	= MAF
guardflag = M
damage = ceil(89 * fVar(13)) ,16
animtype = Hard
air.animtype = Back
ground.type = High
priority = 6, Hit
pausetime = 8, 8
sparkno = S10501
guard.sparkno = S10580
sparkxy = -20, -60
hitsound = S1, 2
guardsound = S1, 91
yaccel = .4 + fVar(11)
ground.slidetime= 19
ground.hittime= 19
guard.hittime = 18
air.hittime = 19
guard.ctrltime = 17
airguard.ctrltime = 17
ground.velocity	= -2,-10
guard.velocity = -5
air.velocity = -2,-10
airguard.velocity = -4,-5
ground.cornerpush.veloff = -7
air.cornerpush.veloff = -7
down.cornerpush.veloff = -7
guard.cornerpush.veloff = -7
airguard.cornerpush.veloff = 0
fall = 1
fall.recover = 1
fall.recovertime = 35
air.fall = 1
getpower = ifelse(var(36) > 0,0,10), ifelse(var(36) > 0,0,5)
givepower = 25, 0

[State 1321, 着地]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 15
value = 1322


;着地
[Statedef 1322]
type     = S
movetype = I
physics  = S
ctrl     = 0
anim     = 1302

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

[State -2, 速度]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State -2, ポジション修正]
type = PosSet
trigger1 = Pos Y >= 0
y = 0

[state -2, 立ちに戻る]
type = Changestate
trigger1 = Animtime = 0
value = 0
ctrl = 1

;D飛び道具
[Statedef 1400]
type     = S
movetype = A
physics  = N
velset   = 0,0
ctrl     = 0
anim     = 1400
poweradd = ifelse(var(36) > 0,0,30)
sprpriority = 2

[State -2, キャンセルフラグOFF]
type = VarSet
trigger1 = Time = 0
var(15) = 0

[State 1400, 変数初期化]
type = VarRangeSet
trigger1 = Time = 0
value = 0
first = 0
last = 1

[State 1400, ボタン溜め]
type = VarSet
trigger1 = (Anim = 1400)
var(0) = (command = "hold_z")
supermovetime = 99999999
pausemovetime = 99999999
IgnoreHitPause = 1
Persistent = 1

[State 1400, ステート変更]
type = ChangeState
triggerall = (Time >= 6)
trigger1 = (var(0) = 0)
value = 1410
Persistent = 0

[State 1400, ステート変更]
type = Changestate
trigger1 = Animtime = 0
value = 1411
Persistent = 0


;発射
[Statedef 1410]
type     = S
movetype = A
physics  = N
velset   = 0,0
ctrl     = 0
anim     = 1410
poweradd = 0
sprpriority = 2

[State 1410, 音]
type = PlaySnd
trigger1 = Time = 0
value = S0, 25
freqmul = 1

[State 1410, エフェクト]
type = Explod
trigger1 = Time = 0
anim = 1440
pos = 10, -20
postype = p1
scale = 0.5, 0.5
facing = -1
vfacing = 1
removetime = -2
bindtime = -1
sprpriority = 5
ontop = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 1410, 飛び道具ヘルパー]
Type = Helper
trigger1 = Time = 0
postype = p1
pos = 20, 0
id = 1420
stateno = 1420
ownpal = 1
pausemovetime = 0
supermovetime = 0
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[state -2, 立ちに戻る]
type = Changestate
trigger1 = Animtime = 0
value = 0
ctrl = 1

;最大発射
[Statedef 1411]
type     = S
movetype = A
physics  = N
velset   = 0,0
ctrl     = 0
anim     = 1411
poweradd = 0
sprpriority = 2

[State 1411, 音]
type = PlaySnd
trigger1 = Time = 0
value = S0, 25
freqmul = 1

[State 1410, エフェクト]
type = Explod
trigger1 = Time = 0
anim = 1440
pos = 10, -20
postype = p1
scale = 0.5, 0.5
facing = -1
vfacing = 1
removetime = -2
bindtime = -1
sprpriority = 5
ontop = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 1411, 飛び道具ヘルパー]
Type = Helper
trigger1 = Time = 0
postype = p1
pos = 30, -10
id = 1430
stateno = 1430
ownpal = 1
pausemovetime = 0
supermovetime = 0
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[state -2, 立ちに戻る]
type = Changestate
trigger1 = Animtime = 0
value = 0
ctrl = 1

[Statedef 1440]
type     = S
movetype = A
physics  = N
velset   = 0,0
ctrl     = 0
anim     = 1400
poweradd = ifelse(var(36) > 0,0,30)
sprpriority = 2

[State -2, キャンセルフラグOFF]
type = VarSet
trigger1 = Time = 0
var(15) = 0

[State 1440, 変数初期化]
type = VarRangeSet
trigger1 = Time = 0
value = 0
first = 0
last = 1

[State 1440, ボタン溜め]
type = VarSet
trigger1 = (Anim = 1400)
var(0) = (command = "hold_y")
supermovetime = 99999999
pausemovetime = 99999999
IgnoreHitPause = 1
Persistent = 1

[State 1440, ステート変更]
type = ChangeState
triggerall = (Time >= 6)
trigger1 = (var(0) = 0)
value = 1441
Persistent = 0

[State 1440, ステート変更]
type = Changestate
trigger1 = Animtime = 0
value = 1411
Persistent = 0

;発射
[Statedef 1441]
type     = S
movetype = A
physics  = N
velset   = 0,0
ctrl     = 0
anim     = 1410
poweradd = 0
sprpriority = 2

[State 1441, 音]
type = PlaySnd
trigger1 = Time = 0
value = S0, 25
freqmul = 1

[State 1441, エフェクト]
type = Explod
trigger1 = Time = 0
anim = 1440
pos = 10, -20
postype = p1
scale = 0.5, 0.5
facing = -1
vfacing = 1
removetime = -2
bindtime = -1
sprpriority = 5
ontop = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 1441, 飛び道具ヘルパー]
Type = Helper
trigger1 = Time = 0
postype = p1
pos = 20, 0
id = 1421
stateno = 1420
ownpal = 1
pausemovetime = 0
supermovetime = 0
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[state -2, 立ちに戻る]
type = Changestate
trigger1 = Animtime = 0
value = 0
ctrl = 1

[Statedef 1450]
type     = S
movetype = A
physics  = N
velset   = 0,0
ctrl     = 0
anim     = 1400
poweradd = ifelse(var(36) > 0,0,30)
sprpriority = 2

[State -2, キャンセルフラグOFF]
type = VarSet
trigger1 = Time = 0
var(15) = 0

[State 1450, 変数初期化]
type = VarRangeSet
trigger1 = Time = 0
value = 0
first = 0
last = 1

[State 1450, ボタン溜め]
type = VarSet
trigger1 = (Anim = 1400)
var(0) = (command = "hold_x")
supermovetime = 99999999
pausemovetime = 99999999
IgnoreHitPause = 1
Persistent = 1

[State 1450, ステート変更]
type = ChangeState
triggerall = (Time >= 6)
trigger1 = (var(0) = 0)
value = 1451
Persistent = 0

[State 1450, ステート変更]
type = Changestate
trigger1 = Animtime = 0
value = 1411
Persistent = 0

;発射
[Statedef 1451]
type     = S
movetype = A
physics  = N
velset   = 0,0
ctrl     = 0
anim     = 1410
poweradd = 0
sprpriority = 2

[State 1451, 音]
type = PlaySnd
trigger1 = Time = 0
value = S0, 25
freqmul = 1

[State 1451, エフェクト]
type = Explod
trigger1 = Time = 0
anim = 1440
pos = 10, -20
postype = p1
scale = 0.5, 0.5
facing = -1
vfacing = 1
removetime = -2
bindtime = -1
sprpriority = 5
ontop = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 1451, 飛び道具ヘルパー]
Type = Helper
trigger1 = Time = 0
postype = p1
pos = 20, 0
id = 1422
stateno = 1420
ownpal = 1
pausemovetime = 0
supermovetime = 0
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[state -2, 立ちに戻る]
type = Changestate
trigger1 = Animtime = 0
value = 0
ctrl = 1

;空D突進
[Statedef 1500]
type     = A
movetype = A
physics  = N
poweradd = ifelse(var(36) > 0,0,30)
ctrl     = 0
anim     = 1500
sprpriority = 2

[State -2, キャンセルフラグOFF]
type = VarSet
trigger1 = Time = 0
var(15) = 0

[State 1500, 速度]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1500, ヒット定義]
type = HitDef
triggerall = Var(20) = 0
trigger1 = AnimElem = 2
attr = A, SA
hitflag = AF
guardflag = MA
priority = 1,Miss
sparkno = S10501
sparkxy = -20, -60
hitsound = 1, 3
sprpriority = 1
damage = IfElse(Var(36) > 0,65,50),10
getpower = ifelse(var(36) > 0,0,40), ifelse(var(36) > 0,0,20)
givepower = 25, 0
p1stateno = 1510
p2stateno = 1520
p2facing = 1
numhits = 0
fall = 1
air.fall = 1
fall.recover = 0
kill = 0

[State 1500, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 1501

[Statedef 1501]
type     = A
movetype = A
physics  = N
poweradd = 0
ctrl     = 0
anim     = 1501
sprpriority = 2

[State -2, キャンセルフラグOFF]
type = VarSet
trigger1 = Time = 0
var(15) = 0

[State -2, キャンセルフラグON]
type = VarSet
triggerAll = movecontact
trigger1 = Time >= 0
var(15) = 1

[State -2,燃焼補正増加]
type = VarAdd
trigger1 = MoveHit = 1
fvar(15) = ifelse(var(36) > 0,0.12,0.05)

[State -2, 燃焼エフェクト]
type = Helper
triggerall = NumHelper(20100) = 0
trigger1 = MoveHit = 1
stateno = 20100
ID = 20100
keyctrl = 0
postype = p1
supermovetime = 99999999
pausemovetime = 99999999
ownpal = 1
IgnoreHitPause = 1

[State -2, 燃焼音]
type = PlaySnd
trigger1 = MoveHit = 1
value = 0, 11
freqmul = 1

[State -2, 燃焼音]
type = PlaySnd
trigger1 = MoveHit = 1
value = 0, 11
freqmul = 0.75

[State 1501, すり抜け]
type = PlayerPush
trigger1 = 1
value = 0

[State 1501, 幅]
type = Width
trigger1 = 1
edge = 25,0
player = 25,0

[State 1501, 速度]
type = VelSet
trigger1 = Time = 0
x = 16
y = 12

[State 1501, 音]
type = PlaySnd
trigger1 = Time = 0
value = 0, 10
freqmul = 2

[State 1501, エフェクト]
type = Explod
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
anim = 10103
pos = -30, -75
postype = p1
scale = 0.75, 0.75
facing = 1
vfacing = 1
removetime = -2
bindtime = 30
sprpriority = 5
ontop = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 1501, ヒット定義]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
attr = A, SA
hitflag = MAF
guardflag = MA
animtype = Light
priority = 4,Hit
damage = ceil(IfElse(Var(36) > 0,59,45) * fVar(13) * fVar(15)) , 15
pausetime = 4, 4
sparkno = S10501
guard.sparkno = S10580
sparkxy = -20, -20
hitsound = S1, 3
guardsound = S1, 91
ground.type = High
ground.slidetime = 12
guard.slidetime = 12
ground.hittime = 12
air.hittime = 12
guard.ctrltime = 12
yaccel = .3 + fVar(11)
ground.velocity = -1.2, 0
guard.velocity = -1
air.velocity = -4, -5
down.velocity = -1, 0
sprpriority = 1
fall = 0
air.fall = ifelse(P2movetype = H,1,0)
fall.recover = 0
kill = 1
getpower = ifelse(var(36) > 0,0,40), ifelse(var(36) > 0,0,20)
givepower = 25, 0
palfx.time = 60
palfx.sinadd = 92,92,92,12
palfx.add = 40,-70,-200
palfx.color = 0
palfx.invertall = 1

[State 1501, 着地]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 15
value = 1502


;着地
[Statedef 1502]
type     = S
movetype = I
physics  = S
ctrl     = 0
anim     = 1502

[State 1502, 音]
type = PlaySnd
trigger1 = Time = 0
value = 2, 4

[State 1502, 軸位置]
type = PosSet
trigger1 = 1
y = 0

[state 1502, 摩擦]
type = VelMul
trigger1 = 1
x = 0.85

[state -2, 立ちに戻る]
type = Changestate
trigger1 = Animtime = 0
value = 0
ctrl = 1

[Statedef 1510]
type     = A
movetype = A
physics  = N
poweradd = ifelse(var(36) > 0,0,150)
ctrl     = 0
anim     = 1510
sprpriority = 2

[State -2,燃焼補正増加]
type = VarAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
fvar(13) = ifelse(var(36) > 0,0.12,0.05)

[State -2, 燃焼エフェクト]
type = Helper
triggerall = NumHelper(20100) = 0
trigger1 = AnimElem = 2
stateno = 20100
ID = 20100
keyctrl = 0
postype = p1
supermovetime = 99999999
pausemovetime = 99999999
ownpal = 1
IgnoreHitPause = 1

[State -2, 燃焼音]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
value = 0, 11
freqmul = 1

[State -2, 燃焼音]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
value = 0, 11
freqmul = 0.75

[State 1510,使用フラグ]
type = VarSet
trigger1 = time = 0
v = 20
value = 1

[State 1510, 幅]
type = Width
trigger1 = 1
edge = 25,0
player = 25,0

[State 1510, 相手位置1]
Type = TargetBind
trigger1 = AnimElem = 1
pos = 20,0
ignorehitpause = 1

[State 1510, 速度]
type = VelSet
trigger1 = AnimElem = 2
x = 16
y = 12

[State 1510, 音]
type = PlaySnd
trigger1 = Time = 0
value = 0, 10
freqmul = 2

[State 1510, ダメージ]
Type = TargetLifeAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
value = ceil(-45 * fVar(16) * fVar(13))

[State 1510, ヒット数(変数)]
type = VarAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
var(10) = 1

[State 1510, ヒット数]
type = HitAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
value = 1

[State 1510, 音]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
value = 1, 2

[State 1510, エフェクト]
type = Explod
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
anim = 10501
pos = 30, -75
postype = p1
scale = 0.75, 0.75
facing = 1
vfacing = 1
removetime = -2
bindtime = 2
sprpriority = 5
ontop = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 1510, エフェクト]
type = Explod
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
anim = 10103
pos = -30, -75
postype = p1
scale = 0.75, 0.75
facing = 1
vfacing = 1
removetime = -2
bindtime = 30
sprpriority = 5
ontop = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 1510, 着地]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 15
value = 1502

[Statedef 1520]
type     = A
movetype = H
physics  = N
poweradd = 100
ctrl     = 0
sprpriority = 2

[State 1520, アニメ変更]
Type = ChangeAnim2
trigger1 = time = 0
value = 1520

[State 1520, 速度]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1520, 点滅]
type = palfx
trigger1 = time = 8
time = 90
add = 40,-70,-200
sinadd = 92,92,92,12
color = 0
invertall = 1

[State 1520, 速度]
type = VelSet
trigger1 = Time = 8
x = -16
y = 12

[State 1520, 着地]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 15
value = 1521

[Statedef 1521]
type     = A
movetype = H
physics  = N
poweradd = 0
ctrl     = 0
sprpriority = 2

[State 1521, アニメ変更]
Type = ChangeAnim2
trigger1 = time = 0
value = 1521

[State 1521, 軸位置]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1521, 速度]
type = VelSet
trigger1 = Time = 0
x = -1
y = -6

[State 1521, 重力]
type = VelAdd
trigger1 = Time >= 5
y = 0.3

[State 1521, 着地]
type = SelfState
trigger1 = Vel Y > 0 && Pos Y >= 15
value = 5100

[StateDef 3500]
type = S
movetype = I
physics = S
juggle = 0
anim = 3500
ctrl = 0

[state 3500]
type = VarSet
trigger1 = Time = 0
var(33) = 480

[State 3500, Helper]
type = Helper
trigger1 = time = 0
ID = 3501
pos = -10,-90
postype = back
stateno = 3501
helpertype = normal
name = "Keine"
keyctrl = 0
ownpal = 1
supermovetime = 1

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

[StateDef 3600]
type = S
movetype = I
physics = S
juggle = 0
anim = 3500
ctrl = 0

[state 3600, VarSet]
type = VarSet
trigger1 = Time = 0
var(33) = 600

[State 3600, Helper]
type = Helper
trigger1 = time = 0
ID = 3601
pos = -10,-90
postype = back
stateno = 3601
helpertype = normal
name = "Ex-Keine"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 3600, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

