;---------------------------------------------------------------------------
; Rolling Crush
[Statedef 1210]
type    = A
movetype= A
physics = N
juggle  = 5
poweradd= 65
ctrl = 0
velset = 0,0
sprpriority = 2
anim = 1210+random%2

[State 3000, Hyper Portrait]
type = explod
trigger1 = Time = 3 ;animelem = 1 ;2 ;time = 0
anim = 6000
postype = back
sprpriority = -3
supermovetime = -1
removetime = 30 ;40 ;70
pos = 0,0
bindtime = -1
removeongethit = 1

[State 3000, Explod]
type = Explod
trigger1 = Time = 3 ;animelem = 1 ;2 ;time = 0
anim = 4500
ID = 4500
pos = 0,0
postype = left
facing = 1
bindtime = -1
removetime = 30 ;40 ;70
sprpriority = -7
ownpal = 1
supermovetime = 30 ;40 ;70
removeongethit = 1

[State 1210]
type = SuperPause
trigger1 = Time = 3
;anim = -1
anim = s7001 ;100
sound = S20, 1 ;0
unhittable = 1
poweradd = -1000
movetime = 0
time = 30 ;29
darken = 1
pos = -8,-18

[State 1210, Charge up spark]
type = Helper
trigger1 = NumHelper(1211) = 0
trigger1 = Time = 2
helpertype = normal
ID = 1211
stateno = 1211
ownpal = 1
sprpriority = 1
persistent = 0
;scale = 2,2
size.xscale = 2 ;.38 ;0.3 ;1
size.yscale = 2 ;.38

[State 1210, No scroll]
type = ScreenBound
;triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
;movecamera = 0,0

[State 1210]
type = velset
trigger1 = time = 32
x = Ifelse(Vel X = 0,5,-5)
y = 5

[State 1210]
type = velset
trigger1 = time = 32
x = Ifelse(facing,5,-5)
y = ifelse(random < 500,5,-5)


[State 1210]
type = velset
trigger1 = time > 32
trigger1 = pos y >= 50
y = ifelse(vel y > 0,-5, 5)


[State 1210]
type = velset
trigger1 = time > 32
trigger1 = pos y < -150
trigger1 = anim != 44 ;605
y = ifelse(vel y > 0, -5,5)

[State 1210]
type = velset
triggerall = time > 32
trigger1 = BackEdgeBodyDist < 5
trigger2 = FrontEdgeBodyDist < 5
x = ifelse(vel x > 0,-5,5)

[State 1210]
type = HitDef
trigger1 = Time%10 = 0
trigger1 = Time = [32,240]
attr = A, SA
;guardflag = MA
animtype  = Back
damage    = 10,10 ;15,15 ;20,20 ;30,30 ;5 ;50 ;var(30),var(30)/2
;damage    = var(20),var(20)/2
pausetime = 3,10
;sparkno = S7205
sparkno = s8003+random%3 ;S2005+(random%2)
guard.sparkno = S8011 ;2010
sparkxy = -10,0
;hitsound   = S1,2
hitsound   = s5,2 ;9
guardsound = s6,0
;guardsound = S4,0
;guard.sparkno = S7300
ground.slidetime = 12
ground.hittime  = 15
ground.type = High
ground.velocity = -5,-5
air.velocity = -5,-5
fall = 1
air.fall = 1
fall.recover =0
getpower = 55
givepower = 10
;fall.animtype = Hard
p2stateno = 9020

[State 1210]
type = ChangeAnim
trigger1 = Time >= 240
trigger1 = pos y < -140
trigger2 = time >= 300
value = 44 ;605

[State 1210]
type = StateTypeSet
trigger1 = anim = 44 ;605
physics = A
persistent = 0

[State 1210]
type = velset
trigger1 = anim = 44 ;605
x = 0
y = 5
persistent = 0

[State 1210, ]
type = Explod
trigger1 = anim = 44 ;605
anim = 8216
id = 8216
sprpriority = 1
ownpal = 1
pos = 0,-20
ignorehitpause = 1
bindtime = -1
removetime = 30
persistent = 0
scale = 2,2

[State 1210, 5]
type = ChangeState
trigger1 = Pos Y >= -5
trigger1 = Vel Y > 0
trigger1 = Time >= 240
value = 52
ctrl = 0

;------------------------------------------------------------------------------------------------------------
;Rolling crush aura
[Statedef 1211]
type = S
movetype = I
physics =N
anim = 8215
ctrl = 0
sprpriority = 1
velset = 0,0

[State 1211]
type = BindToParent
trigger1 = 1

[State 1211]
type = Varset
trigger1 = Time = 0
var(2) = parent,stateno


[State 1211]
type = DestroySelf
trigger1 = parent,anim = 44 ;605
trigger2 = parent,stateno != var(2)

;---------------------------------------------------------------------
; 禁千弐百拾壱式・八稚女（LV.1）
;------------------------開始動作
[Statedef 3000]
type = S
movetype = A
physics = N
ctrl = 0
velset = 0,0
anim = 3000 ;+ Var(39)*10000
poweradd = -1000
juggle = 15

[State 3001, VarSet]
type = VarSet
trigger1 = Time = 0
var(31) = -25

[State 3100,NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 64

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2,=0
value = 3000,0 ;0,ifelse(Var(39)=1,112,19)
channel = 0

[State 3000, Pause]
type = Pause
trigger1 = AnimElem = 2,=1
time = 39
movetime = 39

[State 3100, AfterImage]
type = AfterImage
trigger1 = AnimElem = 1,=4
time = 999
TimeGap  = 1
FrameGap = 5
lenght = 7
palbright = 40,40,40
palcontrast = 220,220,220
palpostbright = 0,0,0
paladd = 10,10,10
palmul = .65,.65,.65

;Super Start Spark - Normal Mode
[State 3000, Super]
type = Helper
trigger1 = AnimElem = 2,=1
;trigger1 = var(39) = 0
persistent = 0
id = 2300
name = "Super Spark Helper"
pos = 0,-80
postype = P1
stateno = 2300
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[State 1507, velset ]
type = velset
trigger1 = AnimElem = 14
x = 7

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 14,=0
value = 100,1

[State 3010,HitDef]
type = Hitdef
trigger1 = AnimElem = 15
attr = S, HT
animtype = Hard
hitflag = MA
guardflag = M
priority = 3,Miss
damage = 0 ,0
getpower = 0
givepower = 36
;sparkno = S2310+(random%2)
;guard.sparkno = S2010
sparkno = s8006+random%3 ;S2005+(random%2)
guard.sparkno = S8011
sparkxy = 0,-25
hitsound   = S5,2 ;S3, 1
guardsound = S6,1 ;0 ;S4, 1
pausetime = 1,1
ground.slidetime = 15
ground.type = High
ground.velocity = 0
guard.velocity = -5.0
air.velocity = -4,-5
yaccel = .4
p2facing = 1
p1stateno = 3001 ;3101
p2stateno = 3150 ;3002 ;3150
;p2getp1state = 1

[State 1005, Explod]
type = Explod
trigger1 = MoveGuarded
anim = 8011 ;2010
id = 2015
pos =0,-25
postype = P2
sprpriority = 3
facing = -1
bindtime = 1
ownpal = 1
ignorehitpause = 1

[State -2, MoveContact]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 105, VelMul]
type = VelMul
trigger1 = AnimElem = 17,>= 0
x = .75

[State 1507, velset ]
type = velset
trigger1 = AnimElem = 18
x = 0

[State 3000, AfterImageTime]
type = AfterImageTime
Trigger1 = AnimElem = 18
Time = 0

[State 3000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------
; 禁千弐百拾壱式・八稚女（LV.2）
;------------------------開始動作
[Statedef 3010]
type = S
movetype = A
physics = N
ctrl = 0
velset = 0,0
anim = 3010 ;+ Var(39)*10000
poweradd = -2000
juggle = 15

[State 3001, VarSet]
type = VarSet
trigger1 = Time = 0
var(31) = -25

[State 3100,NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 72 ;64

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2,=0
value = 3000,0 ;0,ifelse(Var(39)=1,112,19)
channel = 0

[State 3000, Pause]
type = Pause
trigger1 = AnimElem = 2,=1
time = 43 ;39
movetime = 43 ;39

[State 3100, AfterImage]
type = AfterImage
trigger1 = AnimElem = 1,=4
time = 999
TimeGap  = 1
FrameGap = 5
lenght = 7
palbright = 40,40,40
palcontrast = 220,220,220
palpostbright = 0,0,0
paladd = 10,10,10
palmul = .65,.65,.65

;Super Start Spark - Normal Mode
[State 3000, Super]
type = Helper
trigger1 = AnimElem = 2,=1
;trigger1 = var(39) = 0
persistent = 0
id = 2300
name = "Super Spark Helper"
pos = 0,-80
postype = P1
stateno = 2300
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[State 1507, velset ]
type = velset
trigger1 = AnimElem = 14
x = 7

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 14,=0
value = 100,1

[State 3010,HitDef]
type = Hitdef
trigger1 = AnimElem = 15
attr = S, HT
animtype = Hard
hitflag = MA
guardflag = M
priority = 3,Miss
damage = 0 ,0
getpower = 0
givepower = 36
;sparkno = S2310+(random%2)
;guard.sparkno = S2010
sparkno = s8006+random%3 ;S2005+(random%2)
guard.sparkno = S8011
sparkxy = 0,-25
hitsound   = S5,2 ;S3, 1
guardsound = S6,1 ;0 ;S4, 1
pausetime = 1,1
ground.slidetime = 15
ground.type = High
ground.velocity = 0
guard.velocity = -5.0
air.velocity = -4,-5
yaccel = .4
p2facing = 1
p1stateno = 3001 ;3101
p2stateno = 3150 ;3002 ;3150
;p2getp1state = 1

[State 1005, Explod]
type = Explod
trigger1 = MoveGuarded
anim = 8011 ;2010
id = 2015
pos =0,-25
postype = P2
sprpriority = 3
facing = -1
bindtime = 1
ownpal = 1
ignorehitpause = 1

[State -2, MoveContact]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 105, VelMul]
type = VelMul
trigger1 = AnimElem = 17,>= 0
x = .75

[State 1507, velset ]
type = velset
trigger1 = AnimElem = 18
x = 0

[State 3000, AfterImageTime]
type = AfterImageTime
Trigger1 = AnimElem = 18
Time = 0

[State 3000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------
; 禁千弐百拾壱式・八稚女（LV.2）
;------------------------開始動作
[Statedef 3020]
type = S
movetype = A
physics = N
ctrl = 0
velset = 0,0
anim = 3020 ;+ Var(39)*10000
poweradd = -3000
juggle = 15

[State 3001, VarSet]
type = VarSet
trigger1 = Time = 0
var(31) = -25

[State 3100,NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 84 ;72 ;64

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2,=0
value = 3000,0 ;0,ifelse(Var(39)=1,112,19)
channel = 0

[State 3000, Pause]
type = Pause
trigger1 = AnimElem = 2,=1
time = 46 ;43 ;39
movetime = 46 ;43 ;39

[State 3100, AfterImage]
type = AfterImage
trigger1 = AnimElem = 1,=4
time = 999
TimeGap  = 1
FrameGap = 5
lenght = 7
palbright = 40,40,40
palcontrast = 220,220,220
palpostbright = 0,0,0
paladd = 10,10,10
palmul = .65,.65,.65

;Super Start Spark - Normal Mode
[State 3000, Super]
type = Helper
trigger1 = AnimElem = 2,=1
;trigger1 = var(39) = 0
persistent = 0
id = 2300
name = "Super Spark Helper"
pos = 0,-80
postype = P1
stateno = 2300
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[State 1507, velset ]
type = velset
trigger1 = AnimElem = 14
x = 7

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 14,=0
value = 100,1

[State 3010,HitDef]
type = Hitdef
trigger1 = AnimElem = 15
attr = S, HT
animtype = Hard
hitflag = MA
guardflag = M
priority = 3,Miss
damage = 0 ,0
getpower = 0
givepower = 36
;sparkno = S2310+(random%2)
;guard.sparkno = S2010
sparkno = s8006+random%3 ;S2005+(random%2)
guard.sparkno = S8011
sparkxy = 0,-25
hitsound   = S5,2 ;S3, 1
guardsound = S6,1 ;0 ;S4, 1
pausetime = 1,1
ground.slidetime = 15
ground.type = High
ground.velocity = 0
guard.velocity = -5.0
air.velocity = -4,-5
yaccel = .4
p2facing = 1
p1stateno = 3001 ;3101
p2stateno = 3150 ;3002 ;3150
;p2getp1state = 1

[State 1005, Explod]
type = Explod
trigger1 = MoveGuarded
anim = 8011 ;2010
id = 2015
pos =0,-25
postype = P2
sprpriority = 3
facing = -1
bindtime = 1
ownpal = 1
ignorehitpause = 1

[State -2, MoveContact]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 105, VelMul]
type = VelMul
trigger1 = AnimElem = 17,>= 0
x = .75

[State 1507, velset ]
type = velset
trigger1 = AnimElem = 18
x = 0

[State 3000, AfterImageTime]
type = AfterImageTime
Trigger1 = AnimElem = 18
Time = 0

[State 3000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------ 成功（乱舞）
[Statedef 3001]
type = S
movetype = A
physics = N
anim = 30011 ;3101 + Var(39)*10000
ctrl = 0
velset = 0, 0

[State 200,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 3000, 1 ;0,ifelse(Var(39)=1,113,20)

[State -2, MoveContact]
type = MoveHitReset
trigger1 = Time = 0

[State 1507, Width]
type = Width
trigger1 = AnimElem = 1 && FrontEdgeDist < 45
edge = 45,0

[State 1507, TargetBind]
type = TargetBind
trigger1 = 1
pos = 45,0

[State 1506, TargetState]
type = TargetState
trigger1 = AnimElem = 1,=0 || AnimElem = 6,=0 || AnimElem = 15,=0 || AnimElem = 19,=0 || AnimElem = 27,= 0 ;1
value = 3150

[State 1506, TargetState]
type = TargetState
trigger1 = AnimElem = 3,=7 || AnimElem = 11,=1 || AnimElem = 22,=0 || AnimElem = 33,=3 || AnimElem = 38,=3
value = 3151

[State 3001, Super]
type = Helper
trigger1 = AnimElem =  3,=7 || AnimElem =  6,=0 || AnimElem =  11,=1
trigger2 = AnimElem = 15,=0 || AnimElem = 19,=0 || AnimElem = 22,=0 ;|| AnimElem = 27,=1
trigger3 = AnimElem = 27,=0 || AnimElem = 33,=0 || AnimElem = 38,=3
id = 2006
name = "Super Arts Effect"
pos =0,-56
postype = P2
stateno = 2005
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1


[State 3112, HitAdd]
type = HitAdd
trigger1 = AnimElem =  3,=7 || AnimElem =  6,=0 || AnimElem =  11,=1
trigger2 = AnimElem = 15,=0 || AnimElem = 19,=0 || AnimElem = 22,=0 ;|| AnimElem = 27,=1
trigger3 = AnimElem = 27,=0 || AnimElem = 33,=0 || AnimElem = 38,=3
value = 1

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem =  3,=7 || AnimElem =  6,=0 || AnimElem =  11,=1
trigger2 = AnimElem = 15,=0 || AnimElem = 19,=0 || AnimElem = 22,=0 ;|| AnimElem = 27,=1
trigger3 = AnimElem = 27,=0 || AnimElem = 33,=0 || AnimElem = 38,=3
value = S5,2 ;3,4

[State 3112, Combo]
type = VarAdd
trigger1 = AnimElem =  3,=7 || AnimElem =  6,=0 || AnimElem =  11,=1
trigger2 = AnimElem = 15,=0 || AnimElem = 19,=0 || AnimElem = 22,=0 ;|| AnimElem = 27,=1
trigger3 = AnimElem = 27,=0 || AnimElem = 33,=0 || AnimElem = 38,=3
var(26) = 1

[State 3110,TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem =  3,=7 || AnimElem =  6,=0 || AnimElem =  11,=1
trigger2 = AnimElem = 15,=0 || AnimElem = 19,=0 || AnimElem = 22,=0 ;|| AnimElem = 27,=1
trigger3 = AnimElem = 27,=0 || AnimElem = 33,=0 || AnimElem = 38,=3
value = ceil(-21 * ifelse(fvar(3),fvar(3),.1))
kill = 0

[State 3005, End]
type = ChangeState
trigger1 = AnimTime = 0
value = ifelse(PrevStateNo = 3020,3023,ifelse(PrevStateNo = 3010,3013,3003)) ;ifelse(PrevStateNo = 3010,3013,3003) ;3003 ;ifelse(PrevStateNo = 3120,3125,ifelse(PrevStateNo = 3110,3115,3105))
ctrl = 0

;---------------------------------------------------------------------
; 禁千弐百拾壱式・八稚女（相手動作）
;------------------------ 1
[Statedef 3150]
type = S
movetype = H
physics = N
ctrl = 0
velset = 0, 0

[State 52, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1509, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1506, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 1506, screenbound]
type = screenbound
Trigger1 = 1
value = 1
movecamera = 0,0

[State 1506, ChangeAnim2]
type = ChangeAnim
trigger1 = Time = 0
value = 5002
persistent = 0

[State 1506, ChangeAnim2]
type = ChangeAnim
trigger1 = anim = 5002 && AnimTime = 0
value = 5007

[State 3005, End]
type = SelfState
trigger1 = Time >= 18
value = 0
ctrl = 1

;------------------------ 2
[Statedef 3151]
type = S
movetype = H
physics = N
ctrl = 0
velset = 0, 0

[State 52, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1509, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1506, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 1506, screenbound]
type = screenbound
Trigger1 = 1
value = 1
movecamera = 0,0

[State 1506, ChangeAnim2]
type = ChangeAnim
trigger1 = Time = 0
value = 5012
persistent = 0

[State 1506, ChangeAnim2]
type = ChangeAnim
trigger1 = anim = 5012 && AnimTime = 0
value = 5017

[State 3005, End]
type = SelfState
trigger1 = Time >= 18
value = 0
ctrl = 1

;------------------------ 3
[Statedef 3152]
type = S
movetype = H
physics = S
velset = -5, 0
ctrl = 0

[State 52, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1509, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1506, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 1506, screenbound]
type = screenbound
Trigger1 = 1
value = 1
movecamera = 0,0

[State 1506, ChangeAnim2]
type = ChangeAnim
trigger1 = Time = 0
value = 5012
persistent = 0

[State 1506, ChangeAnim2]
type = ChangeAnim
trigger1 = anim = 5012 && AnimTime = 0
value = 5017

[State 3005, End]
type = SelfState
trigger1 = Time >= 18
value = 0
ctrl = 1

;------------------------ 6
[Statedef 3170]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0, 0

[State 1509, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1506, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 1506, screenbound]
type = screenbound
Trigger1 = 1
value = 1
movecamera = 0,0

[State 1506, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 3170

;------------------------ 7
[Statedef 3171]
type = A
movetype = H
physics = N
velset = -5.5,-4
ctrl = 0

[State 1509, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

;[State 1509, Palfx]
;type = Palfx
;trigger1 = Time = 0
;time = 20
;add = 39,0,78
;mul = 110,0,220
;color = 100

[State 1506, ChangeAnim2]
type = ChangeAnim
trigger1 = Time = 0
value = 5030
persistent = 0

[State 1506, ChangeAnim2]
type = ChangeAnim
trigger1 = anim = 5030 && AnimTime = 0
value = 5050

[State 1509, veladd]
type = veladd
trigger1 = 1
y = .4

[State 1509, SelfState]
type = SelfState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 5100

;------------------------ 8
[Statedef 3180]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0, 0

[State 1509, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1506, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 1506, screenbound]
type = screenbound
Trigger1 = 1
value = 1
movecamera = 0,0

[State 1506, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 3180

;------------------------ 9
[Statedef 3181]
type = A
movetype = H
physics = N
velset = 6.2,-5
ctrl = 0

[State 1509, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

;[State 1509, Palfx]
;type = Palfx
;trigger1 = Time = 0
;time = 20
;add = 39,0,78
;mul = 110,0,220
;color = 100

[State 1506, ChangeAnim2]
type = ChangeAnim
trigger1 = Time = 0
value = 5030
persistent = 0

[State 1506, ChangeAnim2]
type = ChangeAnim
trigger1 = anim = 5030 && AnimTime = 0
value = 5050

[State 1509, veladd]
type = veladd
trigger1 = 1
y = .45

[State 1509, SelfState]
type = SelfState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 5100

;------------------------ 成功（フィニッシュ）
[Statedef 3003]
type = S
movetype = A
physics = N
anim = 3003 ;+ Var(39)*10000
ctrl = 0
velset = 0, 0

[State 1506, TargetState]
type = TargetState
trigger1 = AnimElem = 2,=0
value = 3160

[State 1507, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3<0
pos = 45,0

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3,=0
value = 1,1 ;5,0

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4,=0
value = 3000, 2 ;0,ifelse(Var(39)=1,114,21)

[State 1507, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3,=0
pos = 30,0

[State 1507, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8,=4
pos = 45,0

[State 3112, HitAdd]
type = HitAdd
trigger1 = AnimElem = 8,=4
value = 1

[State 3112, Combo]
type = VarAdd
trigger1 = AnimElem = 8,=4
var(26) = 1

[State 3110,TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 8,=4
value = ceil(-112 * ifelse(fvar(3),fvar(3),.1))
kill = 1

[State 1507, EnvShake]
type = EnvShake
trigger1 = AnimElem = 8,=4
time = 15

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8,=4
trigger2 = AnimElem = 9,=0
trigger3 = AnimElem = 10,=0
value = 5,14 ;1,12

[State 185, ex10]
type = Explod
trigger1 = AnimElem = 4
trigger2 = AnimElem = 6
anim = 8014 ;F12
pos = 25, -85
sprpriority = 4

[State 1005, Explod]
type = Explod
trigger1 = AnimElem = 8
anim = 8006+random%3 ;2310+(random%2)
id = 2060
pos =32,-64
postype = P1
sprpriority = 5
facing = -1
bindtime = 1
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 1507, TargetState]
type = TargetState
trigger1 = AnimElem = 8,=4
value = 3161

[State 3000, AfterImageTime]
type = AfterImageTime
Trigger1 = AnimElem = 11
Time = 0

[State 3005, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------ 成功（フィニッシュ）
[Statedef 3013]
type = S
movetype = A
physics = N
anim = 3013 ;+ Var(39)*10000
ctrl = 0
velset = 0, 0

[State 1507, Width]
type = Width
trigger1 = AnimElem = 5 && FrontEdgeDist < 80
edge = 80,0

[State 1506, TargetState]
type = TargetState
trigger1 = AnimElem = 3,=0
value = 3152

[State 1506, TargetState]
type = TargetState
trigger1 = AnimElem = 5
value = 3170

[State 1507, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3,<0
pos = 45,0

[State 1507, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5
pos = 70,-90

[State 1507, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6
pos = 80,-50

[State 1507, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7
pos = 70,-10

[State 3001, Super]
type = Helper
trigger1 = AnimElem = 3,=0
id = 2006
name = "Super Arts Effect"
pos =0,-56
postype = P2
stateno = 2005
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 3112, HitAdd]
type = HitAdd
trigger1 = AnimElem = 3,=0 || AnimElem = 8,=4 || AnimElem = 10,=4 || AnimElem = 16,=0
value = 1

[State 3112, Combo]
type = VarAdd
trigger1 = AnimElem = 3,=0 || AnimElem = 8,=4 || AnimElem = 10,=4 || AnimElem = 16,=0
var(26) = 1

[State 3110,TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 3,=0 || AnimElem = 8,=4 || AnimElem = 10,=4 || AnimElem = 16,=0
value = ceil(-IfElse((AnimElem = 16,=0),84,IfElse((AnimElem = 3,=0),21,56)) * ifelse(fvar(3),fvar(3),.1))
kill = IfElse((AnimElem = 16,=0),1,0)

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S5,4 ;3,3

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S1,1 ;5,0

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7
value = S8,0 ;5,1

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 15 ;12,=0
value = S3000, 2 ;0,ifelse(Var(39)=1,114,21)

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8,=4
trigger2 = AnimElem = 10,=4
trigger3 = AnimElem = 16,=0
trigger4 = AnimElem = 17,=0
trigger5 = AnimElem = 18,=0
value = S5,14 ;1,12

[State 1507, EnvShake]
type = EnvShake
trigger1 = AnimElem = 8,=4
trigger2 = AnimElem = 10,=4
trigger3 = AnimElem = 16,=0
time = 15

[State 1005, Explod]
type = Explod
trigger1 = AnimElem = 5,=4
anim = 8006+random%3 ;2310+(random%2)
id = 2060
pos =65,0
postype = P1
sprpriority = 5
facing = -1
bindtime = 1
ownpal = 1

[State 1005, Explod]
type = Explod
trigger1 = AnimElem = 16
anim = 8006+random%3 ;2310+(random%2)
id = 2060
pos =55,-38
postype = P1
sprpriority = 5
facing = -1
bindtime = 1
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 1507, TargetBind]
type = TargetBind
trigger1 = AnimElem = 16,=0
pos = 50,-5

[State 1507, TargetState]
type = TargetState
trigger1 = AnimElem = 16,=0
value = 3171

[State 3000, AfterImageTime]
type = AfterImageTime
Trigger1 = AnimElem = 20 ;17
Time = 0

[State 3005, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------ 成功（フィニッシュ）
[Statedef 3023]
type = S
movetype = A
physics = N
anim = 3023 ;+ Var(39)*10000
ctrl = 0
velset = 0, 0

[State 1507, Width]
type = Width
trigger1 = AnimElem = 5 && FrontEdgeDist < 80
edge = 80,0

[State 1506, TargetState]
type = TargetState
trigger1 = AnimElem = 3,=0
value = 3152

[State 1506, TargetState]
type = TargetState
trigger1 = AnimElem = 5
value = 3180

[State 1507, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3,<0
pos = 45,0

[State 1507, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5
pos = 70,-90

[State 1507, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6
pos = 80,-50

[State 1507, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7
pos = 30,-10 ;70,-10

[State 1507, TargetBind]
type = TargetBind
trigger1 = AnimElem = 10,>=0 && AnimElem = 44,<0
pos = 30,0 ;-10

[State 3001, Super]
type = Helper
trigger1 = AnimElem = 3,=0
id = 2006
name = "Super Arts Effect"
pos =0,-56
postype = P2
stateno = 2005
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 9 ;4
value = 16500,0 ;13500,1

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 10,=0 || AnimElem =  12,=0 || AnimElem = 14,=0
trigger2 = AnimElem = 16,=0 || AnimElem = 18,=0 || AnimElem = 20,=0
trigger3 = AnimElem = 22,=0 || AnimElem = 24,=0 || AnimElem = 26,=0
trigger4 = AnimElem = 28,=0 || AnimElem =  30,=0 || AnimElem = 32,=0
trigger5 = AnimElem = 34,=0 || AnimElem = 36,=0 || AnimElem = 38,=0
trigger6 = AnimElem = 40,=0 || AnimElem = 44,=0
value = s5,15

[State 3104]
type = EnvShake
trigger1 = AnimElem = 10
trigger2 = AnimElem = 12 ;3
trigger3 = AnimElem = 14 ;5
trigger4 = AnimElem = 16 ;7
trigger5 = AnimElem = 18 ;9
trigger6 = AnimElem = 20 ;11
trigger7 = AnimElem = 22 ;13
trigger8 = AnimElem = 24 ;15
trigger9 = AnimElem = 26 ;17
trigger10 = AnimElem = 28 ;19
trigger11 = AnimElem = 30 ;21
trigger12 = AnimElem = 32 ;23
trigger13 = AnimElem = 34 ;25
trigger14 = AnimElem = 36 ;27
trigger15 = AnimElem = 38 ;29
trigger16 = AnimElem = 40 ;31
trigger17 = AnimElem = 44
time = 160
freq = 100
ampl = 5

;[State 193, 1]
;type = Explod
;trigger1 = AnimElem = 10,=0 || AnimElem =  12,=0 || AnimElem = 14,=0
;trigger2 = AnimElem = 16,=0 || AnimElem = 18,=0 || AnimElem = 20,=0
;trigger3 = AnimElem = 22,=0 || AnimElem = 24,=0 || AnimElem = 26,=0
;trigger4 = AnimElem = 28,=0 || AnimElem =  30,=0 || AnimElem = 32,=0
;trigger5 = AnimElem = 34,=0 || AnimElem = 36,=0 || AnimElem = 38,=0
;trigger6 = AnimElem = 40,=0 ;|| AnimElem = 44,=0
;anim = 8014 ;2040
;pos = 50 - ceil(random%100),-38 + ceil(random%30) ;-30,-15
;bindtime = -1
;sprpriority = 1
;ownpal = 1
;facing = ifelse(random<500,1,-1)

[State 1100, ???????]
type = Explod
trigger1 = time%2 = 0
trigger1 = AnimElemtime(10) >= 0  &&AnimElemtime(44) <= 0 
anim = 3337
postype = P2
pos = 50 - ceil(random%100),-38 + ceil(random%30)
sprpriority = 3
scale = 1,1
removetime = 14
facing = ifelse(random<500,1,-1)

[State 3112, HitAdd]
type = HitAdd
trigger1 = AnimElem = 10,=0 || AnimElem =  12,=0 || AnimElem = 14,=0
trigger2 = AnimElem = 16,=0 || AnimElem = 18,=0 || AnimElem = 20,=0
trigger3 = AnimElem = 22,=0 || AnimElem = 24,=0 || AnimElem = 26,=0
trigger4 = AnimElem = 28,=0 || AnimElem =  30,=0 || AnimElem = 32,=0
trigger5 = AnimElem = 34,=0 || AnimElem = 36,=0 || AnimElem = 38,=0
trigger6 = AnimElem = 40,=0 || AnimElem = 44,=0
value = 1

[State 3112, Combo]
type = VarAdd
trigger1 = AnimElem = 10,=0 || AnimElem =  12,=0 || AnimElem = 14,=0
trigger2 = AnimElem = 16,=0 || AnimElem = 18,=0 || AnimElem = 20,=0
trigger3 = AnimElem = 22,=0 || AnimElem = 24,=0 || AnimElem = 26,=0
trigger4 = AnimElem = 28,=0 || AnimElem =  30,=0 || AnimElem = 32,=0
trigger5 = AnimElem = 34,=0 || AnimElem = 36,=0 || AnimElem = 38,=0
trigger6 = AnimElem = 40,=0 || AnimElem = 44,=0
var(26) = 1

[State 3110,TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 10,=0 || AnimElem =  12,=0 || AnimElem = 14,=0
trigger2 = AnimElem = 16,=0 || AnimElem = 18,=0 || AnimElem = 20,=0
trigger3 = AnimElem = 22,=0 || AnimElem = 24,=0 || AnimElem = 26,=0
trigger4 = AnimElem = 28,=0 || AnimElem =  30,=0 || AnimElem = 32,=0
trigger5 = AnimElem = 34,=0 || AnimElem = 36,=0 || AnimElem = 38,=0
trigger6 = AnimElem = 40,=0 || AnimElem = 44,=0
value = ceil(-IfElse((AnimElem = 44,=0),30,10) * ifelse(fvar(3),fvar(3),.1))
kill = IfElse((AnimElem = 44,=0),1,0)

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2,=0
value = S3000,3 ;0,22

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 39,=0
value = S3000,2 ;0,ifelse(Var(39)=1,114,21)

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S5,4 ;3,3

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S1,1 ;5,0

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5 ;7
value = S8,0 ;5,1

[State 1005, Explod]
type = Explod
trigger1 = AnimElem = 44 ;28
anim = 8006+random%3 ;2310+(random%2)
id = 2060
pos =-39,-10
postype = P1
sprpriority = 5
facing = -1
bindtime = 1
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 1507, TargetState]
type = TargetState
trigger1 = AnimElem = 44,=0
value = 3181

[State 210, 3]
type = SprPriority
trigger1 = AnimElem = 44 ;32
value = 2

[State 210, 3]
type = Turn
trigger1 = AnimElem = 48 ;32

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 44,=0 || AnimElem = 46,=0 || AnimElem = 46,=6
value = S5,14

[State 3000, AfterImageTime]
type = AfterImageTime
Trigger1 = AnimElem = 10 ;11
Time = 0

[State 3005, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------ 4
[Statedef 3160]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0, 0

[State 1509, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1506, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 1506, screenbound]
type = screenbound
Trigger1 = 1
value = 1
movecamera = 0,0

[State 1506, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 3160

;------------------------ 5
[Statedef 3161]
type = A
movetype = H
physics = N
velset = -5,-6
ctrl = 0

[State 1509, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

;[State 1509, Palfx]
;type = Palfx
;trigger1 = Time = 0
;time = 20
;add = 39,0,78
;mul = 110,0,220
;color = 100

[State 1506, ChangeAnim2]
type = ChangeAnim
trigger1 = Time = 0
value = 5030
persistent = 0

[State 1506, ChangeAnim2]
type = ChangeAnim
trigger1 = anim = 5030 && AnimTime = 0
value = 5050

[State 1509, veladd]
type = veladd
trigger1 = 1
y = .4

[State 1509, SelfState]
type = SelfState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 5100

;----------------------------------------------------------------------------
; Speed Up
;----------------------------------------------------------------------------
[Statedef 3400]
type = S
physics = N
movetype = A
velset = 0, 0
anim = 3400
sprpriority = 1
ctrl = 0

[State 3400,AfterImage]
type = AfterImage
trigger1 = time = 41 ;44 ;41
time = 50
TimeGap  = 1
FrameGap = 4
length = 15
PalBright   = 0,0,0
PalContrast = 255,255,255
PalMul      = .8,.8,.8

[State 3000, b1]
Type = BGPalfx
Trigger1 = time = [0, 800];BG VANISH IN
Add = -70,-70,-90
IgnoreHitPause = 1
time = 1

[State 3000, b1]
Type = BGPalfx
Trigger1 = time = [0, 800];BG VANISH out
Add = -70,-70,-90
IgnoreHitPause = 1
time = 1

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2 ;Time = 40 ;2 ;1
value = 0, 4

[State 3000, aa]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = noFG
ignorehitpause = 1

[State 3000, Hyper Portrait]
type = explod
trigger1 = animelem = 1 ;2 ;time = 0
anim = 6000
postype = back
sprpriority = -3
supermovetime = -1
removetime = 40 ;70
pos = 0,0
bindtime = -1
removeongethit = 1

[State 3000, Super Pause]
type = SuperPause
trigger1 = !time ;animelem = 1 ;2 ;time = 0 ;AnimElem = 2, 1
time = 40 ;70
movetime = 40
pos = -5, -100 ;-2, -97 ;37, -76
anim = s7001 ;100
sound = S20, 0
poweradd = -1000
darken = 0 ;1
move = 1
unhittable = 1
p2defmul = 2
removeongethit = 1
bindtime = -1
;movetime = 40 ;70

[State 3000, Explod]
type = Explod
trigger1 = animelem = 1 ;2 ;time = 0
anim = 4500
ID = 4500
pos = 0,0
postype = left
facing = 1
bindtime = -1
removetime = 40 ;70
sprpriority = -7
ownpal = 1
supermovetime = 40 ;70
removeongethit = 1

[State 3400,NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA, NT,ST,HT
time = 3

[State 200,HitDef]
type = HitDef
trigger1 = Time = 0 ;AnimElem = 3
attr = S, NA
animtype = Hard
damage    = 63,0 ;ifelse(Var(39)=1,91,84)
;getpower = 144,36
;givepower = 36
guardflag = MA
;hitflag = MAF
pausetime = 13,12
;sparkno = 2 ;S2000+(random%3)
sparkno = s8006+random%3 ;S2005+(random%2)
guard.sparkno = S8011
;guard.sparkno = S2010
sparkxy = -10, -76 ;0,-60
hitsound = S5, 10 ;2
guardsound = S6, 1
ground.type = Low
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -10,-4 ;-5 ;7
air.hittime = 13
air.velocity = -10,-4 ;-4,-5
yaccel = .4
fall = 1
air.fall = 1

[State 3400,VarSet]
type = VarSet
trigger1 = 1
;trigger1 = AnimTime = 0
var(35) = 0

[State 3400,VarSet]
type = VarSet
trigger1 = Time = 55
var(11) = 1

[State 3400,Helper]
type = Helper
triggerall = !var(11)
trigger1 = Time = 54
name = "Josh Speed Up"
postype = p1
id = 1
pos = 0,0
stateno = 3401
ownpal = 1

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

;----------------------------
; Helper de Tiempo
[Statedef 3401]
type = S
movetype = I
physics = N
velset = 0, 0
anim = 3401 ;0123

[State 3401,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 3401,BindToParent]
type = BindToParent
trigger1 = 1
pos = ifelse(parent, facing = 1, 0,0),-7
ignorehitpause = 1

[State 3401,Explod]
type = Explod
trigger1 = 1 && root, TeamSide = 1
trigger1 = time = 0
ID = 56
anim = 6061
postype = left
pos = 5,215
bindtime = -1
removetime = -1
sprpriority = 3
ownpal = 1

[State 3401,Explod]
type = Explod
trigger1 = 1 && root, TeamSide = 2
trigger1 = time = 0
ID = 56
anim = 6061
postype = left
pos = 252,215
facing = 1
bindtime = -1
removetime = -1
sprpriority = 3
ownpal = 1

[State 3401,Explod]
type = Explod
trigger1 = 1 && root, TeamSide = 1
trigger1 = time = 0
ID = 56
anim = 6060
postype = left
pos = 5,220
bindtime = -1
removetime = -1
sprpriority = 2
ownpal = 1

[State 3401,Explod]
type = Explod
trigger1 = 1 && root, TeamSide = 2
trigger1 = time = 0
ID = 56
anim = 6060
postype = left
pos = 315,220
facing = -1
bindtime = -1
removetime = -1
sprpriority = 2
ownpal = 1

[State 3401,Explod]
type = Explod
trigger1 = 1 && root, TeamSide = 1
trigger1 = time = 14
ID = 56
anim = 11120
postype = left
pos = 5,220
bindtime = -1
removetime = 1278 ;678
sprpriority = 1
ownpal = 1

[State 3401,Explod]
type = Explod
trigger1 = 1 && root, TeamSide = 2
trigger1 = time = 14
ID = 56
anim = 11120
postype = left
pos = 315,220
facing = -1
bindtime = -1
removetime = 1278 ;678
sprpriority = 1
ownpal = 1

[State 3401,RemoveExplod]
type = RemoveExplod
trigger1 = parent, var(35) >= 1300 ;700
ID = 56
ignorehitpause = 1

[State 3401,DestroySelf]
type = DestroySelf
triggerall = NumExplod(56) = 0
trigger1 = parent, var(35) >= 1300 ;700
ignorehitpause = 1

;---------------------------------------------------------------------------
; Big Hit
[Statedef 3500]
;TriggerAll=RoundState = 2
type = S;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A;Move-type: A-attack, I-idle, H-gethit
physics = S;Physics: S-stand, C-crouch, A-air
juggle = 1;Number of air juggle points move takes
;Commonly-used controllers:;Number of air juggle points move takes
velset = 0,0;Set velocity (x,y) (Def: no change)
ctrl = 0;Set ctrl (Def: no change)
anim = 3500;Change animation (Def: no change)
poweradd = 20;Power to add (Def: 0)

[State 200, 超ｱﾒ殺技発動の?間停止]
type = SuperPause
;TriggerAll=RoundState = 2
trigger1 = AnimElem = 1
time = 50
pos = -5, -70
;anim = 100
anim = s7004 ;100
sound = S20, 2 ;0
poweradd = -2000
darken = 1
move = 1
unhittable = 1

[State 3000, Hyper Portrait]
type = explod
trigger1 = animelem = 1 ;2 ;time = 0
anim = 6000
postype = back
sprpriority = -3
supermovetime = -1
removetime = 50 ;40 ;70
pos = 0,0
bindtime = -1
removeongethit = 1

[State 3000, Explod]
type = Explod
trigger1 = animelem = 1 ;2 ;time = 0
anim = 4500
ID = 4500
pos = 0,0
postype = left
facing = 1
bindtime = -1
removetime = 50 ;40 ;70
sprpriority = -7
ownpal = 1
supermovetime = 50 ;40 ;70
removeongethit = 1

[State 200, EnvShake]
type = EnvShake
;TriggerAll=RoundState = 2
trigger1 =ANIMELEM=3 ;2
time = 40
freq = 100
ampl = -20
phase = 90

[State 200,2]
type = Hitdef
;TriggerAll=RoundState = 2
trigger1 = animelem=3 ;2
attr = S,HA
damage = 150,
animtype = DiagUp
hitflag = MAF
priority = 4,Hit
pausetime = 0,3
guard.pausetime = 0,3
sparkno = -1 ;s6500
guard.sparkno = -1 ;s7100
sparkxy = -10,Const(size.mid.pos.y)-30
hitsound = s5,13
guardsound = -1 ;6,0
ground.type = High
ground.slidetime = 22
ground.hittime = 27
guard.slidetime = 18
guard.hittime = 21
ground.velocity = 0,-18.6
guard.velocity = -2.2
air.velocity = 0,-19.5
airguard.velocity = -2.8,-7.5
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = ceil(40*Fvar(0))
getpower = 0,0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -2.8
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = -3.4

[State 8000, PlaySnd]
type = PlaySnd
trigger1 = animelem=3 ;time = 0
value = S5,13 ;S8000,0

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

;---------------------------------------------------------------------------
; SGS Start
[Statedef 4100]
;type    = S
;movetype= A
;physics = S
;juggle  = 1
;velset = 0,0
;anim = 3080
;poweradd = 20
;ctrl = 0
;sprpriority = 2
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 4100
poweradd = 20
sprpriority = 2

[State 3130, Hyper Portrait]
type = explod
trigger1 = animelem = 1 ;time = 0
anim = 6000
postype = back
sprpriority = -3
supermovetime = -1
removetime = 50
pos = 0,0
bindtime = -1
removeongethit = 1

[State 3000, Super Pause]
type = SuperPause
trigger1 = animelem = 1 ;time = 0 ;AnimElem = 2, 1
time = 40
movetime = 0
pos = -5, -70 ;1, -87 ;5, -100 ;-2, -97 ;37, -76
anim = s7004 ;s7001 ;100
sound = S20, 2 ;0
poweradd = -4000
darken = 1
move = 1
unhittable = 1
;movetime = 40

[State 3000, Explod]
type = Explod
trigger1 = animelem = 1 ;time = 0
anim = 4500
ID = 4500
pos = 0,0
postype = left
facing = 1
bindtime = -1
removetime = 50
sprpriority = -7
ownpal = 1
supermovetime = 70
removeongethit = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S4000,0

[State 3131, ChangeState]
type = ChangeState
trigger1 = animTime = 0
value = 4101 ;3045 ;3131
ctrl = 0

;---------------------------------------------------------------------------
; Shun Josh Satsu - Glide
[Statedef 4101]
type = S
movetype = A
physics = N
ctrl = 0
velset = 0,0
anim = 4101 ;3131

;[State 13500, RemoveExplod]
;type = RemoveExplod
;trigger1 = WinKO
;;trigger2 = AnimTime = 0 ;elem = 158
;id = 3085

;[State 13500, 1]
;type = Explod
;trigger1 = Time = 1 ;70
;id = 3085 ;8507
;anim = 3085 ;8507
;pos = 0,0 ;0,0
;postype = back
;sprpriority = -3
;removeongethit = 1
;removetime = 450 ;550 ;250 ;105 ;520
;bindtime = -1
;supermove = 1
;ownpal = 1
;removeongethit = 1

;[State 13500, 2]
;type = AssertSpecial
;trigger1=numexplod(3085)
;flag = noBG
;flag2= globalnoshadow
;pausemove=99999
;supermove=99999
;ignorehitpause=1

[State 4001, AfterImage]
type = AfterImage
trigger1 = time = 0
time = -1
framegap = 6

[State 4001, AfterImage]
type = AfterImage
trigger1 = Time = 35
time = 0

[State 4001, VelSet]
type = VelSet
trigger1 = 1
x = 5

[State 4001, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4001, AssertSpecial]
type = AssertSpecial
trigger1 = time > 0
flag = unguardable

[State 4001, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S4000,1

[State 4001, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,HT
hitflag = MAF
guardflag = MA
p1stateno = 4102 ;3132
p2stateno = 4103 ;3047 ;3133
sparkno = s8006+random%3
guard.sparkno = s8011 ;-1
hitsound = S1, 1
guardsound = S6, 0
sparkxy = -5, -65
p2facing = 1
priority = 1,Miss
numhits = 0

[State 4001, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Shun Josh Satsu - Attack
[Statedef 4102]
type = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 4102 ;3132

[State 4002, TargetBind]
type = TargetBind
trigger1 = time = 0
pos = 30,0

[State 4002, AfterImage]
type = AfterImage
trigger1 = Time = 30
time = 1

[State 4002, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S4000,2

[State 4002, Fade to Black]
type=allpalfx
trigger1= AnimElem = 7 ;3
time=25
sinadd=-255,-255,-255,120

[State 4002, Blackout]
type=envcolor
trigger1 = AnimElemTime(8) > 0 && AnimElemTime(34) < 0
time=4
value=0,0,0

[State 4002, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(8) > 0 && AnimElemTime(34) < 0
flag = nobardisplay

[State 4002, Super Sparks]
type = Explod
trigger1 = AnimElem =  8,=0 || AnimElem =  9,=0 || AnimElem =  10,=0
trigger2 = AnimElem =  11,=0 || AnimElem =  12,=0 || AnimElem =  13,=0
trigger3 = AnimElem = 14,=0 || AnimElem = 15,=0 || AnimElem = 16,=0
trigger4 = AnimElem = 17,=0 || AnimElem = 18,=0 || AnimElem = 19,=0
trigger5 = AnimElem = 20,=0 || AnimElem = 21,=0 || AnimElem = 22,=0
trigger6 = AnimElem = 23,=0 || AnimElem = 24,=0 || AnimElem = 25,=0
trigger7 = AnimElem = 26,=0 || AnimElem = 27,=0 || AnimElem = 28,=0
trigger8 = AnimElem = 29,=0 || AnimElem = 30,=0 || AnimElem = 31,=0
trigger9 = AnimElem = 32,=0
ID = 2006
sprpriority = 5
facing = 1
pos =0, -48
random=60,60
postype = P2
anim = 8006+random%3 ;F3
ontop = 1
ignorehitpause = 1

[State 4002, HitAdd]
type = HitAdd
trigger1 = AnimElem =  8,=0 || AnimElem =  9,=0 || AnimElem =  10,=0
trigger2 = AnimElem =  11,=0 || AnimElem =  12,=0 || AnimElem =  13,=0
trigger3 = AnimElem = 14,=0 || AnimElem = 15,=0 || AnimElem = 16,=0
trigger4 = AnimElem = 17,=0 || AnimElem = 18,=0 || AnimElem = 19,=0
trigger5 = AnimElem = 20,=0 || AnimElem = 21,=0 || AnimElem = 22,=0
trigger6 = AnimElem = 23,=0 || AnimElem = 24,=0 || AnimElem = 25,=0
trigger7 = AnimElem = 26,=0 || AnimElem = 27,=0 || AnimElem = 28,=0
trigger8 = AnimElem = 29,=0 || AnimElem = 30,=0 || AnimElem = 31,=0
trigger9 = AnimElem = 32,=0
value = 1

[State 3132,PlaySnd]
type = PlaySnd
trigger1 = AnimElem =  8,=0 || AnimElem =  9,=0 || AnimElem =  10,=0
trigger2 = AnimElem =  11,=0 || AnimElem =  12,=0 || AnimElem =  13,=0
trigger3 = AnimElem = 14,=0 || AnimElem = 15,=0 || AnimElem = 16,=0
trigger4 = AnimElem = 17,=0 || AnimElem = 18,=0 || AnimElem = 19,=0
trigger5 = AnimElem = 20,=0 || AnimElem = 21,=0 || AnimElem = 22,=0
trigger6 = AnimElem = 23,=0 || AnimElem = 24,=0 || AnimElem = 25,=0
trigger7 = AnimElem = 26,=0 || AnimElem = 27,=0 || AnimElem = 28,=0
trigger8 = AnimElem = 29,=0 || AnimElem = 30,=0 || AnimElem = 31,=0
trigger9 = AnimElem = 32,=0
value = S5,5 ;5,3+random%2 ;5

[State 4002,TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem =  8,=0 || AnimElem =  9,=0 || AnimElem =  10,=0
trigger2 = AnimElem =  11,=0 || AnimElem =  12,=0 || AnimElem =  13,=0
trigger3 = AnimElem = 14,=0 || AnimElem = 15,=0 || AnimElem = 16,=0
trigger4 = AnimElem = 17,=0 || AnimElem = 18,=0 || AnimElem = 19,=0
trigger5 = AnimElem = 20,=0 || AnimElem = 21,=0 || AnimElem = 22,=0
trigger6 = AnimElem = 23,=0 || AnimElem = 24,=0 || AnimElem = 25,=0
trigger7 = AnimElem = 26,=0 || AnimElem = 27,=0 || AnimElem = 28,=0
trigger8 = AnimElem = 29,=0 || AnimElem = 30,=0 || AnimElem = 31,=0
;trigger9 = AnimElem = 32,=0
value = -25 ;35
kill = 0

[State 4002,TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 32,=0
value = -40 ;50
;kill = 1

[State 4002, AssertSpecial]
type = AssertSpecial
trigger1 = time > 0
flag = nokoslow

[State 4002, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 4104 ;3048 ;3134
ctrl = 0

;---------------------------------------------------------------------------
; End
[Statedef 4104]
type = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 4105 ;3135

[State 3134, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S4000,3 ;3110,1+random%2
volume = 255
channel = -1
lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
abspan = 0
ignorehitpause = 0
persistent = 0

[State 3134, PlaySnd]
type = PlaySnd
trigger1 = WinKO
trigger1 = time = 1
value = S9999,3 ;1
volume = 255
channel = -1
lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
abspan = 0
ignorehitpause = 0
persistent = 0

;SHUN Josh SATSU KO HELPER
[State 3000, Super]
type = Helper
trigger1 = Time = 0
triggerall = WinKO ;P2Life = 0
triggerall = RoundState > 2
persistent = 0
id = 30005
name = "Shun Josh Satsu KO"
pos = 0,-48
postype = P1
stateno = 4110 ;3610
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[State 12345, Special Win State]
type = Varset
;;trigger1 = Movehit
trigger1 = WinKO
;trigger1 = WinPerfect
V = 7
Value = 1
persistent = 0

[State 4004, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Custom State
[Statedef 4103]
type = S
movetype = H
physics = N
ctrl = 0
velset = 0,0

[State 4003, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 4103 ;3047 ;3133

[State 4003, PosAdd]
type = PosAdd
trigger1 = pos y < 0
y = 5

[State 4003, PosSet]
type = PosSet
trigger1 = pos y > 0
y = 0

[State 4003, ChangeState]
type = ChangeState
trigger1 = Time = 235 ;210 ;195
trigger1 = Alive
value = 4105 ;3049 ;3135
ctrl = 0

[State 0, SelfState]
type = SelfState
trigger1 = Time = 235 ;210 ;195
trigger1 = !Alive
value = 5150

;---------------------------------------------------------------------------
; Liedown
[Statedef 4105]
type = S
movetype = H
physics = N
ctrl = 0
velset = 0,0

[State 4005, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 4104 ;3048 ;3134

[State 4005, ChangeState]
type = SelfState
trigger1 = AnimTime = 0 && life != 0
value = 5120
ctrl = 0

;=======================================================
; Shun Josh Satsu - KO Background Helper State
;=======================================================

[Statedef 4110]
type = A
movetype = H
physics = N
velset = 0,0
anim = 20000
sprpriority = -2

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = Time < 240
flag = noBG
flag2 = noFG
flag3 = nomusic
flag4 = nobardisplay

[State 3134, Fire]
type = explod
trigger1 = time = 0
anim = 8401 ;2
postype = back
sprpriority = -3
supermovetime = -1
removetime = 270 ;265 ;125 ;195
pos = 0,0
bindtime = -1
removeongethit = 0
scale = 1,1
sprpriority = -2

;Incredible Scaling Cookie
[State 3000, 1]
type = Explod
trigger1 = Time = 0
anim = 33601
id = 33601
postype = left
pos = 160,120
vel = 0,0
facing = 1
removetime = 5
bindtime = -1
sprpriority = -3
pausemovetime = 99999999999999
supermovetime = 99999999999999
scale = 2.6, 2.6
persistent = 0

[State 3000, 1]
type = Explod
trigger1 = Time = 5
anim = 33601
id = 33601
postype = left
pos = 160,120
vel = 0,0
facing = 1
removetime = 5
bindtime = -1
sprpriority = -3
pausemovetime = 99999999999999
supermovetime = 99999999999999
scale = 2.4, 2.4
persistent = 0

[State 3000, 1]
type = Explod
trigger1 = Time = 10
anim = 33601
id = 33601
postype = left
pos = 160,120
vel = 0,0
facing = 1
removetime = 5
bindtime = -1
sprpriority = -3
pausemovetime = 99999999999999
supermovetime = 99999999999999
scale = 2.2, 2.2
persistent = 0

[State 3000, 1]
type = Explod
trigger1 = Time = 15
anim = 33601
id = 33600
postype = left
pos = 160,120
vel = 0,0
facing = 1
removetime = 5
bindtime = -1
sprpriority = -3
pausemovetime = 99999999999999
supermovetime = 99999999999999
scale = 2.0, 2.0
persistent = 0

[State 3000, 1]
type = Explod
trigger1 = Time = 20
anim = 33601
id = 33600
postype = left
pos = 160,120
vel = 0,0
facing = 1
removetime = 5
bindtime = -1
sprpriority = -3
pausemovetime = 99999999999999
supermovetime = 99999999999999
scale = 1.8, 1.8
persistent = 0

[State 3000, 1]
type = Explod
trigger1 = Time = 25
anim = 33601
id = 33600
postype = left
pos = 160,120
vel = 0,0
facing = 1
removetime = 5
bindtime = -1
sprpriority = -3
pausemovetime = 99999999999999
supermovetime = 99999999999999
scale = 1.6, 1.6
persistent = 0

[State 3000, 1]
type = Explod
trigger1 = Time = 30
anim = 33601
id = 33600
postype = left
pos = 160,120
vel = 0,0
facing = 1
removetime = 5
bindtime = -1
sprpriority = -3
pausemovetime = 99999999999999
supermovetime = 99999999999999
scale = 1.4, 1.4
persistent = 0

[State 3000, 1]
type = Explod
trigger1 = Time = 35
anim = 33601
id = 33600
postype = left
pos = 160,120
vel = 0,0
facing = 1
removetime = 5
bindtime = -1
sprpriority = -3
pausemovetime = 99999999999999
supermovetime = 99999999999999
scale = 1.2, 1.2
persistent = 0

[State 3000, 1]
type = Explod
trigger1 = Time = 40
anim = 33601
id = 33600
postype = left
pos = 160,120
vel = 0,0
facing = 1
removetime = 240
bindtime = -1
sprpriority = -3
pausemovetime = 99999999999999
supermovetime = 99999999999999
scale = 1.0, 1.0
persistent = 0

;Fade to black
[State 4001, Fade to Black]
type=palfx
trigger1= Time = 240
time=30
sinadd=-255,-255,-255,120

[State 0, DestroySelf]
type = DestroySelf
trigger1 = Time = 270

;---------------------------------------------------------------------------
;セレスティアルスター

[Statedef 4200]
type    = A
movetype= A
physics = N
juggle  = 4
velset = 0,0
anim = 4200
ctrl = 0
sprpriority = 2
poweradd = -5000

[State 200, 1]
type = nothitby
trigger1 = 1
value=SCA

[State 3100, 移動速度]
type = VelSet
trigger1 = AnimElem = 2
y = -40

[State 3100, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 3100, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(16) < 0
value = 5,0

[State 200, 1]
type = PlaySnd
trigger1 = time=0
value = S300, 7

[State 200, 1]
type = PlaySnd
trigger1 = time=0
value = S50, 0

[State 3100, ステート変更]
type = ChangeState
trigger1 = animtime = 0
value = 42009

[State 3040, 7]
type = BGPalfx
trigger1 = time>=0
trigger1 = time<=15
time = 70
add = -(time-0)*256/15,-(time-0)*256/15,-(time-0)*256/15
under = 2

;------------------

[Statedef 42009]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 199
ctrl = 0

[State 3101, 超必殺技発動の時間停止]
type = Pause
trigger1 = time=0
trigger1=0
time = 50
pos = 25, -57
anim = -1 ;100
sound = -1 ;20, 0
poweradd = 0

[State 192, 3]
type = ScreenBound
trigger1 = 1
value = 0

[state ];ターゲットリロード
type=TargetDrop
trigger1=!ishelper
excludeID = 1000
keepone=0

[State 3100, ステート変更]
type = ChangeState
trigger1 = time = 50
value = 4201

[State 200, 1]
type = PlaySnd
trigger1 = time=0
;trigger1 = PalNo != 9
value = S4, 15

[State 200, 1]
type = PlaySnd
trigger1 = time=0
value = S20, 4

;---------------------

[Statedef 4201]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 199
ctrl = 0

[State 200, 1]
type = Posset
trigger1 = time=0
y=0

[State 640, 1];上方
type = Projectile
;triggerall = PalNo <= 8
trigger1=time=24
trigger2=time=196
ProjID=7199
Projanim=71995
attr = S, HA
Projremove=0
Projremovetime=13
Velocity=0
Projespriority=9999999999999
postype=back
sparkxy = 999, -999
Offset=160,-240
damage = 50,25
hitpausetime=0,1
ground.type = High
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = 0,0.01
air.velocity = 0,0.01
air.juggle = 0
fall = 1
guardflag = M
hitflag=MAFLPD
kill=1
givepower=-21474836

[State 640, 1];上方
type = Projectile
;triggerall = PalNo <= 8
trigger1=time=54
ProjID=7199
Projanim=71995
attr = S, HA
Projremove=0
Projremovetime=13
Velocity=0
Projespriority=9999999999999
postype=back
sparkxy = 999, -999
Offset=65,-240
damage = 50,25
hitpausetime=0,1
ground.type = High
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = 0,0.01
air.velocity = 0,0.01
air.juggle = 0
fall = 1
guardflag = M
hitflag=MAFLPD
kill=1
givepower=-21474836

[State 640, 1];上方
type = Projectile
;triggerall = PalNo <= 8
trigger1=time=68
ProjID=7199
Projanim=71995
attr = S, HA
Projremove=0
Projremovetime=4
Velocity=0
Projespriority=9999999999999
postype=back
sparkxy = 999, -999
Offset=250,-240
damage = 50,25
hitpausetime=0,1
ground.type = High
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = 0,0.01
air.velocity = 0,0.01
air.juggle = 0
fall = 1
guardflag = M
hitflag=MAFLPD
kill=1
givepower=-21474836

[State 640, 1];上方
type = Projectile
;triggerall = PalNo <= 8
trigger1=1
trigger1=time=82
ProjID=7199
Projanim=71995
attr = S, HA
Projremove=0
Projremovetime=4
Velocity=0
Projespriority=9999999999999
postype=back
sparkxy = 999, -999
Offset=22,-240
damage = 50,25
hitpausetime=0,1
ground.type = High
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = 0,0.01
air.velocity = 0,0.01
air.juggle = 0
fall = 1
guardflag = M
hitflag=MAFLPD
kill=1
givepower=-21474836

[State 640, 1];上方
type = Projectile
;triggerall = PalNo <= 8
trigger1=1
trigger1=time=82
ProjID=7199
Projanim=71995
attr = S, HA
Projremove=0
Projremovetime=4
Velocity=0
Projespriority=9999999999999
postype=back
sparkxy = 999, -999
Offset=22,-240
damage = 50,25
hitpausetime=0,1
ground.type = High
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = 0,0.01
air.velocity = 0,0.01
air.juggle = 0
fall = 1
guardflag = M
hitflag=MAFLPD
kill=1
givepower=-21474836

[State 640, 1];上方
type = Projectile
;triggerall = PalNo <= 8
trigger1=1
trigger1=time=88
ProjID=7199
Projanim=71995
attr = S, HA
Projremove=0
Projremovetime=4
Velocity=0
Projespriority=9999999999999
postype=back
sparkxy = 999, -999
Offset=194,-240
damage = 50,25
hitpausetime=0,1
ground.type = High
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = 0,0.01
air.velocity = 0,0.01
air.juggle = 0
fall = 1
guardflag = M
hitflag=MAFLPD
kill=1
givepower=-21474836

[State 640, 1];上方
type = Projectile
;triggerall = PalNo <= 8
trigger1=1
trigger1=time=92
ProjID=7199
Projanim=71995
attr = S, HA
Projremove=0
Projremovetime=4
Velocity=0
Projespriority=9999999999999
postype=back
sparkxy = 999, -999
Offset=89,-240
damage = 50,25
hitpausetime=0,1
ground.type = High
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = 0,0.01
air.velocity = 0,0.01
air.juggle = 0
fall = 1
guardflag = M
hitflag=MAFLPD
kill=1
givepower=-21474836

[State 640, 1];上方
type = Projectile
;triggerall = PalNo <= 8
trigger1=1
trigger1=time=104
ProjID=7199
Projanim=71995
attr = S, HA
Projremove=0
Projremovetime=4
Velocity=0
Projespriority=9999999999999
postype=back
sparkxy = 999, -999
Offset=161,-240
damage = 50,25
hitpausetime=0,1
ground.type = High
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = 0,0.01
air.velocity = 0,0.01
air.juggle = 0
fall = 1
guardflag = M
hitflag=MAFLPD
kill=1
givepower=-21474836

[State 640, 1];上方
type = Projectile
;triggerall = PalNo <= 8
trigger1=1
trigger1=time=106
ProjID=7199
Projanim=71995
attr = S, HA
Projremove=0
Projremovetime=4
Velocity=0
Projespriority=9999999999999
postype=back
sparkxy = 999, -999
Offset=19,-240
damage = 50,25
hitpausetime=0,1
ground.type = High
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = 0,0.01
air.velocity = 0,0.01
air.juggle = 0
fall = 1
guardflag = M
hitflag=MAFLPD
kill=1
givepower=-21474836

[State 640, 1];上方
type = Projectile
;triggerall = PalNo <= 8
trigger1=1
trigger1=time=112
ProjID=7199
Projanim=71995
attr = S, HA
Projremove=0
Projremovetime=4
Velocity=0
Projespriority=9999999999999
postype=back
sparkxy = 999, -999
Offset=102,-240
damage = 50,25
hitpausetime=0,1
ground.type = High
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = 0,0.01
air.velocity = 0,0.01
air.juggle = 0
fall = 1
guardflag = M
hitflag=MAFLPD
kill=1
givepower=-21474836

[State 640, 1];上方
type = Projectile
;triggerall = PalNo <= 8
trigger1=1
trigger1=time=114
ProjID=7199
Projanim=71995
attr = S, HA
Projremove=0
Projremovetime=4
Velocity=0
Projespriority=9999999999999
postype=back
sparkxy = 999, -999
Offset=60,-240
damage = 50,25
hitpausetime=0,1
ground.type = High
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = 0,0.01
air.velocity = 0,0.01
air.juggle = 0
fall = 1
guardflag = M
hitflag=MAFLPD
kill=1
givepower=-21474836

[State 640, 1];上方
type = Projectile
;triggerall = PalNo <= 8
trigger1=1
trigger1=time=120
ProjID=7199
Projanim=71995
attr = S, HA
Projremove=0
Projremovetime=4
Velocity=0
Projespriority=9999999999999
postype=back
sparkxy = 999, -999
Offset=193,-240
damage = 50,25
hitpausetime=0,1
ground.type = High
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = 0,0.01
air.velocity = 0,0.01
air.juggle = 0
fall = 1
guardflag = M
hitflag=MAFLPD
kill=1
givepower=-21474836

[State 640, 1];上方
type = Projectile
;triggerall = PalNo <= 8
trigger1=1
trigger1=time=126
ProjID=7199
Projanim=71995
attr = S, HA
Projremove=0
Projremovetime=4
Velocity=0
Projespriority=9999999999999
postype=back
sparkxy = 999, -999
Offset=280,-240
damage = 50,25
hitpausetime=0,1
ground.type = High
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = 0,0.01
air.velocity = 0,0.01
air.juggle = 0
fall = 1
guardflag = M
hitflag=MAFLPD
kill=1
givepower=-21474836

[State 640, 1];上方
type = Projectile
;triggerall = PalNo <= 8
trigger1=1
trigger1=time=130
ProjID=7199
Projanim=71995
attr = S, HA
Projremove=0
Projremovetime=4
Velocity=0
Projespriority=9999999999999
postype=back
sparkxy = 999, -999
Offset=307,-240
damage = 50,25
hitpausetime=0,1
ground.type = High
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = 0,0.01
air.velocity = 0,0.01
air.juggle = 0
fall = 1
guardflag = M
hitflag=MAFLPD
kill=1
givepower=-21474836

[State 640, 1];上方
type = Projectile
;triggerall = PalNo <= 8
trigger1=1
trigger1=time=132
ProjID=7199
Projanim=71995
attr = S, HA
Projremove=0
Projremovetime=4
Velocity=0
Projespriority=9999999999999
postype=back
sparkxy = 999, -999
Offset=102,-240
damage = 50,25
hitpausetime=0,1
ground.type = High
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = 0,0.01
air.velocity = 0,0.01
air.juggle = 0
fall = 1
guardflag = M
hitflag=MAFLPD
kill=1
givepower=-21474836

[State 640, 1];上方
type = Projectile
;triggerall = PalNo <= 8
trigger1=1
trigger1=time=150
ProjID=7199
Projanim=71995
attr = S, HA
Projremove=0
Projremovetime=4
Velocity=0
Projespriority=9999999999999
postype=back
sparkxy = 999, -999
Offset=200,-240
damage = 50,25
hitpausetime=0,1
ground.type = High
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = 0,0.01
air.velocity = 0,0.01
air.juggle = 0
fall = 1
guardflag = M
hitflag=MAFLPD
kill=1
givepower=-21474836

[State 640, 1];上方
type = Projectile
;triggerall = PalNo <= 8
trigger1=1
trigger1=time=150
ProjID=7199
Projanim=71995
attr = S, HA
Projremove=0
Projremovetime=4
Velocity=0
Projespriority=9999999999999
postype=back
sparkxy = 999, -999
Offset=255,-240
damage = 50,25
hitpausetime=0,1
ground.type = High
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = 0,0.01
air.velocity = 0,0.01
air.juggle = 0
fall = 1
guardflag = M
hitflag=MAFLPD
kill=1
givepower=-21474836

[State 640, 1];上方
type = Projectile
;triggerall = PalNo <= 8
trigger1=1
trigger1=time=152
ProjID=7199
Projanim=71995
attr = S, HA
Projremove=0
Projremovetime=4
Velocity=0
Projespriority=9999999999999
postype=back
sparkxy = 999, -999
Offset=150,-240
damage = 50,25
hitpausetime=0,1
ground.type = High
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = 0,0.01
air.velocity = 0,0.01
air.juggle = 0
fall = 1
guardflag = M
hitflag=MAFLPD
kill=1
givepower=-21474836

[State 640, 1];上方
type = Projectile
;triggerall = PalNo <= 8
trigger1=1
trigger1=time=158
ProjID=7199
Projanim=71995
attr = S, HA
Projremove=0
Projremovetime=4
Velocity=0
Projespriority=9999999999999
postype=back
sparkxy = 999, -999
Offset=38,-240
damage = 50,25
hitpausetime=0,1
ground.type = High
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = 0,0.01
air.velocity = 0,0.01
air.juggle = 0
fall = 1
guardflag = M
hitflag=MAFLPD
kill=1
givepower=-21474836

[State 640, 1];上方
type = Projectile
;triggerall = PalNo <= 8
trigger1=1
trigger1=time=162
ProjID=7199
Projanim=71995
attr = S, HA
Projremove=0
Projremovetime=4
Velocity=0
Projespriority=9999999999999
postype=back
sparkxy = 999, -999
Offset=61,-240
damage = 50,25
hitpausetime=0,1
ground.type = High
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = 0,0.01
air.velocity = 0,0.01
air.juggle = 0
fall = 1
guardflag = M
hitflag=MAFLPD
kill=1
givepower=-21474836

[State 640, 1];上方
type = Projectile
;triggerall = PalNo <= 8
trigger1=1
trigger1=time=164
ProjID=7199
Projanim=71995
attr = S, HA
Projremove=0
Projremovetime=4
Velocity=0
Projespriority=9999999999999
postype=back
sparkxy = 999, -999
Offset=23,-240
damage = 50,25
hitpausetime=0,1
ground.type = High
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = 0,0.01
air.velocity = 0,0.01
air.juggle = 0
fall = 1
guardflag = M
hitflag=MAFLPD
kill=1
givepower=-21474836

[State 640, 1];上方
type = Projectile
;triggerall = PalNo <= 8
trigger1=1
trigger1=time=166
ProjID=7199
Projanim=71995
attr = S, HA
Projremove=0
Projremovetime=4
Velocity=0
Projespriority=9999999999999
postype=back
sparkxy = 999, -999
Offset=153,-240
damage = 50,25
hitpausetime=0,1
ground.type = High
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = 0,0.01
air.velocity = 0,0.01
air.juggle = 0
fall = 1
guardflag = M
hitflag=MAFLPD
kill=1
givepower=-21474836

[State 640, 1];上方
type = Projectile
;triggerall = PalNo <= 8
trigger1=1
trigger1=time=174
ProjID=7199
Projanim=71995
attr = S, HA
Projremove=0
Projremovetime=4
Velocity=0
Projespriority=9999999999999
postype=back
sparkxy = 999, -999
Offset=273,-240
damage = 50,25
hitpausetime=0,1
ground.type = High
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = 0,0.01
air.velocity = 0,0.01
air.juggle = 0
fall = 1
guardflag = M
hitflag=MAFLPD
kill=1
givepower=-21474836

[State 640, 1];上方
type = Projectile
;triggerall = PalNo <= 8
trigger1 = 0
trigger1 = 1
trigger1=time>=82
trigger1=time<=190
ProjID=7199
Projanim=71995
attr = S, HA
Projremove=0
Projremovetime=13
Velocity=0
Projespriority=9999999999999
sparkxy = 999, -999
Offset=0,-240
damage = 50,25
pausetime=0,1
ground.type = High
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = 0,0.01
air.velocity = 0,0.01
air.juggle = 0
fall = 1
guardflag = M
hitflag=MAFLPD
kill=1
givepower=-21474836

[State 1]
type = AssertSpecial
trigger1 = 1
flag = nofg
flag2 = nobg
ignorehitpause = 1
pausemovetime = 999
supermovetime = 999

[State 1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3040, 7]
type = BGPalfx
trigger1 = 1
ignorehitpause = 1
time = 2
add = -256,-256,-256
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
value = 0,0,0
time = 3
under = 2
superpausetime=80000

[State 3040, 7]
type = BGPalfx
trigger1 = time=0
ignorehitpause = 1
time = 76
add = -256,-256,-256
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time=0
ignorehitpause = 1
value = 0,0,0
time = 76
under = 2
superpausetime=80000

[State 4101]
type = Explod
trigger1 = Time = 0 ;AnimElem = 1
removetime = 232
bindtime = -1
pausemovetime = - 1
postype = Back
pos = IfElse(Facing=1,0,1),0
anim = 350000
sprpriority = 99999
scale = 1,1.08555555555
ontop = 1
OwnPal = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999
under = 99
supermove = 0

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 24 || Time = 54 || Time = 68 || Time = 82 || Time = 90 || Time = 106 || Time = 114 || time = 120 || Time = 124 || Time = 134 || Time = 149 || Time = 164 || Time = 174 || Time = 196
value = S4500,0 ;6000,0
[State 2000, 6]
type = PlaySnd
trigger1 = Time = 196
value = S6000,1
[State 2000, 6]
type = PlaySnd
trigger1 = Time = 196
value = S6000,2
[state ]
type = PlaySnd
trigger1 = Time = [30,196]
trigger1 = GameTime%20 = 1
value = S4500,0 ;6000,0
volume = -100

[State 1020, 4]
type = EnvShake
trigger1 = Time = 24 || Time = 54 || Time = 68 || Time = 82 || Time = 90 || Time = 106 || Time = 114 || time = 120 || Time = 124 || Time = 134 || Time = 149 || Time = 164 || Time = 174 || Time = 196
time = 10
ampl = -10
freq = 95
phase = 95

[state a]
type = changestate
trigger1 = time >= 230+37+37
value = 4202

;-----------------
[Statedef 4202]
type     = A
movetype = I
physics  = N
ctrl = 0
anim = 19550
velset = 0,-4.1

[State 3040, 7]
type = BGPalfx
trigger1 =time<= 30
time = 1
add = (256-(time)*256/30)*(-1), (256-(time)*256/30)*(-1), (256-(time)*256/30)*(-1)
under = 2

[State 192, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 50
value = S4,16 ;1900, 6
;freqmul = ifelse(palno=9,0.5,1.0)

[State 192, 速度加算] ;重力
type = VelAdd
trigger1 = Time >= 50
y = .45

[State 192, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 192]
type = ChangeState
trigger1 = Time >= 90
value = 4203

;---------------------------------------------------------------------------

[Statedef 4203]
type = S
ctrl = 0
anim = 19551
velset = 0,0

[State 1052, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = 40, 1 ;0

[State 191, Dust]
type = Explod
trigger1 = Time = 0 ;AnimElem = 1 ;31
anim = 7104 ;f60
ID = 7104 ;60
sprpriority = -2
postype = p1
scale = 1,1 ;0.5,0.5
ownpal = 1
pausemovetime = -1
supermovetime = -1

[State 1951, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; A Cheap Moment
[Statedef 55000]
;TriggerAll=RoundState = 2
type = S;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A;Move-type: A-attack, I-idle, H-gethit
physics = S;Physics: S-stand, C-crouch, A-air
juggle = 1;Number of air juggle points move takes
;Commonly-used controllers:;Number of air juggle points move takes
velset = 0,0;Set velocity (x,y) (Def: no change)
ctrl = 0;Set ctrl (Def: no change)
anim = 50000;Change animation (Def: no change)
;poweradd = 20;Power to add (Def: 0)
poweradd = -5000

[State 1000, 5]
type = Explod
trigger1 = Time = 0
;triggerall=palno=6
anim = 7399
id=7497
sprpriority = -4
postype = p1
pos = -5, -70 ;9, -103
bindtime = 1
supermove = 1
under = 0
ownpal = 1 ; = 1
pausemovetime = 999
supermovetime = 999
ontop = 1

[State 3101, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim=-1
pos=9999999,0
poweradd = 0
time=50
movetime=50
darken = 1

[State 2601]
type = PlaySnd
trigger1 = Time = 1
value = S20, 4 ;4350,2

[State 2601]
type = PlaySnd
trigger1 = Time = 2
value = S20,5 ;4350,4

[State 2601]
type = PlaySnd
trigger1 = Time = 3 ;8
value = S20,6 ;4350,3

[State 3000, Hyper Portrait]
type = explod
trigger1 = animelem = 1 ;2 ;time = 0
anim = 6000
postype = back
sprpriority = -3
supermovetime = -1
removetime = 50 ;40 ;70
pos = 0,0
bindtime = -1
removeongethit = 1

[State 3000, Explod]
type = Explod
trigger1 = animelem = 1 ;2 ;time = 0
anim = 4500
ID = 4500
pos = 0,0
postype = left
facing = 1
bindtime = -1
removetime = 50 ;40 ;70
sprpriority = -7
ownpal = 1
supermovetime = 50 ;40 ;70
removeongethit = 1

[State -2,本体無敵]
type=NotHitBy
trigger1=1
value=SCA
time=-1
ignorehitpause=1

[State 3104]
type = EnvShake
trigger1 = AnimElem = 3 ;7
time = 200
freq = 100
ampl = 7

[State 16500,00]
type = AllPalFx
trigger1 = AnimElem = 2 ;6
add = 200,200,200
sinadd = 20, 20, 20
time = 10

[State 197, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2 ;6
value = 16500, 0

[State 197, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3 ;7
value = 16500, 1

[State -2, 覚醒スイッチ]
type = VarSet
trigger1 = !IsHelper && PalNo = [1,11] ;2
var(40) = 1 ;0
ignorehitpause = 1

[State -2, 覚醒スイッチ]
type = VarSet
trigger1 = !IsHelper && PalNo = 12
var(41) = 1 ;0
ignorehitpause = 1

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

;---------------------------------------------------------------------------
;Road Roller DA! Start
[Statedef 13500]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
anim = 13500
;poweradd = 20
ctrl = 0
sprpriority = 2
;type = S
;movetype= A
;physics = S
;juggle  = 1
;velset = 0,0
;ctrl = 0
;anim = 3080
;poweradd = 20
;sprpriority = 2

[State 13500, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = 6000
postype = back
sprpriority = -3
supermovetime = -1
removetime = 50
pos = 0,0
bindtime = -1
removeongethit = 1

[State 13500, Super Pause]
type = SuperPause
trigger1 = time = 0 ;AnimElem = 2, 1
time = 60
pos = 5, -45 ;37, -76
anim = s7001 ;102
sound = S20, 0
poweradd = -3000
darken = 1
move = 1
unhittable = 1

[State 13500, Explod]
type = Explod
trigger1 = time = 0
anim = 4500
ID = 4500
pos = 0,0
postype = left
facing = 1
bindtime = -1
removetime = 60
sprpriority = -7
ownpal = 1
supermovetime = 60
removeongethit = 1

[State 13500, Jump] ;Initial Jump
type = PosAdd
trigger1 = Time > 1
trigger1 = Time < 100
Y = -9

;---Josh Geary Hyper Portrait---

[State 13500, PlaySnd]
type = PlaySnd
trigger1 = Time = 30
value = 13500,0

[State 13500, BGPalFX]
type = BGPalFX
trigger1 = Time = 30
time = 30
add = 100,100,100
mul = 256,256,256
sinadd = 0,0,0,10
invertall = 1
color = 256
ignorehitpause =
persistent =


[State 3101, Josh Geary]
type = explod
trigger1 = time = 30
anim = 6001
postype = back
sprpriority = -3
supermovetime = -1
removetime = 21
pos = 0,-20
bindtime = -1
removeongethit = 1
scale = .85,.85 ;1,1

[State 3101, Josh Geary1]
type = explod
trigger1 = time = 51
anim = 6001
postype = back
sprpriority = -3
supermovetime = -1
removetime = 2
pos = -20,-20
bindtime = -1
removeongethit = 1
scale = 1.1,1.1 ;1.2,1.2

[State 3101, Josh Geary2]
type = explod
trigger1 = time = 53
anim = 6001
postype = back
sprpriority = -3
supermovetime = -1
removetime = 2
pos = -40,-80
bindtime = -1
removeongethit = 1
scale = 1.3,1.3

[State 3101, Josh Geary3]
type = explod
trigger1 = time = 56
anim = 6001
postype = back
sprpriority = -3
supermovetime = -1
removetime = 2
pos = -60,-20
bindtime = -1
removeongethit = 1
scale = 1.5,1.5

[State 3101, Josh Geary4]
type = explod
trigger1 = time = 58
anim = 6001
postype = back
sprpriority = -3
supermovetime = -1
removetime = 2
pos = -80,-80
bindtime = -1
removeongethit = 1
scale = 1.7,1.7

[State 3101, Josh Geary5]
type = explod
trigger1 = time = 60
anim = 6001
postype = back
sprpriority = -3
supermovetime = -1
removetime = 2
pos = -100,-110
bindtime = -1
removeongethit = 1
scale = 3,3

;Create Steam Roller Helper
[State 0, Helper]
type = Helper
trigger1 =  Time = 60
helpertype = normal ;player
persistent = 0
id = 13500
name = "Steamroller Helper"
pos = 0,0
postype = P1
stateno = 14500
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
size.xscale  = 0.833
size.yscale  = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = Time = 60
value = 13501

;=======================================================
; Road Roller Da - Drop on opponent
;=======================================================

[Statedef 13501]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
anim = 13501
ctrl = 0
sprpriority = 4

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 52, 1]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State 1100, Velocity]
type = PosAdd
trigger1 = Time = 0
x = (P2dist X) - 16

[State 3500, Drop] ;Drop with Steamroller
type = PosAdd
trigger1 = Pos Y < -104
trigger1 = Anim = 13501
Y = 14

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Pos Y < -104
trigger1 = Anim = 13504
value = 0
;elem = 1
;ignorehitpause =
;persistent =

;Changestate when attack lands
[State 0, ChangeState]
type = ChangeState
trigger1 = Time = 45
value = 13502

;=======================================================
; Road Roller Da - The big laugh
;=======================================================

[Statedef 13502]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
anim = 13502
ctrl = 0
sprpriority = 4

;Changestate when attack fails
[State 0, ChangeState]
type = ChangeState
;trigger1 = Time = 60
trigger1 = numhelper(13500) = 0
value = 5040

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7 ;4
value = 4,7+random%3 ;16500,0 ;13500,1

[State 0, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 13503

;---------------------------------------------------------------------------
[Statedef 13503]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl     = 0
anim = 13503

[State 3104, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
loop = 1
value = 13500, 1 ;2
channel = 5

[State 3104, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
;loop = 1
value = 13500, 3 ;1 ;2
channel = 0 ;5

[State 3104, StopSnd]
type = StopSnd
trigger1 = animelem = 80
channel = 5
ignorehitpause = 0
persistent = 0

;[State 3104]
;type = PlaySnd
;trigger1 = AnimElem = 1
;trigger2 = AnimElem = 3
;trigger3 = AnimElem = 5
;trigger4 = AnimElem = 7
;trigger5 = AnimElem = 9
;trigger6 = AnimElem = 11
;trigger7 = AnimElem = 13
;trigger8 = AnimElem = 15
;trigger9 = AnimElem = 17
;trigger10 = AnimElem = 19
;trigger11 = AnimElem = 21
;trigger12 = AnimElem = 23
;trigger13 = AnimElem = 25
;trigger14 = AnimElem = 27
;trigger15 = AnimElem = 29
;trigger16 = AnimElem = 31
;trigger17 = AnimElem = 33
;trigger18 = AnimElem = 35
;trigger19 = AnimElem = 37
;trigger20 = AnimElem = 39
;trigger21 = AnimElem = 41
;trigger22 = AnimElem = 43
;trigger23 = AnimElem = 45
;trigger24 = AnimElem = 47
;trigger25 = AnimElem = 49
;trigger26 = AnimElem = 51
;trigger27 = AnimElem = 53
;trigger28 = AnimElem = 55
;trigger29 = AnimElem = 57
;trigger30 = AnimElem = 59
;trigger31 = AnimElem = 61
;trigger32 = AnimElem = 63
;trigger33 = AnimElem = 65
;trigger34 = AnimElem = 67
;trigger35 = AnimElem = 69
;trigger36 = AnimElem = 71
;trigger37 = AnimElem = 73
;trigger38 = AnimElem = 75
;trigger39 = AnimElem = 77
;trigger40 = AnimElem = 79
;value = S5,12

[State 3104, 3]
type = ScreenBound
trigger1 = 1
value = 0

;[State 0, ScreenBound]
;type = ScreenBound
;trigger1 = 1
;value = 0
;movecamera = 0,0
;ignorehitpause =
;persistent =

[State 3104]
type = EnvShake
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
trigger3 = AnimElem = 5
trigger4 = AnimElem = 7
trigger5 = AnimElem = 9
trigger6 = AnimElem = 11
trigger7 = AnimElem = 13
trigger8 = AnimElem = 15
trigger9 = AnimElem = 17
trigger10 = AnimElem = 19
trigger11 = AnimElem = 21
trigger12 = AnimElem = 23
trigger13 = AnimElem = 25
trigger14 = AnimElem = 27
trigger15 = AnimElem = 29
trigger16 = AnimElem = 31
trigger17 = AnimElem = 33
trigger18 = AnimElem = 35
trigger19 = AnimElem = 37
trigger20 = AnimElem = 39
trigger21 = AnimElem = 41
trigger22 = AnimElem = 43
trigger23 = AnimElem = 45
trigger24 = AnimElem = 47
trigger25 = AnimElem = 49
trigger26 = AnimElem = 51
trigger27 = AnimElem = 53
trigger28 = AnimElem = 55
trigger29 = AnimElem = 57
trigger30 = AnimElem = 59
trigger31 = AnimElem = 61
trigger32 = AnimElem = 63
trigger33 = AnimElem = 65
trigger34 = AnimElem = 67
trigger35 = AnimElem = 69
trigger36 = AnimElem = 71
trigger37 = AnimElem = 73
trigger38 = AnimElem = 75
trigger39 = AnimElem = 77
trigger40 = AnimElem = 79
time = 160
freq = 100
ampl = 5

[State 3104, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 81
value = 13500, 2 ;3

;Changestate when attack ends without KO
;[State 0, ChangeState]
;type = ChangeState
;trigger1 = P2Life > 0 || RoundState = 2
;trigger1 = AnimTime = 0
;trigger1 = Pos x >= -160 && Pos X <= 160
;value = 5040

;Changestate when attack ends without KO and player is offscreen, right side
;[State 0, ChangeState]
;type = ChangeState
;trigger1 = AnimTime = 0
;trigger1 = Pos x < -160
;value = 13504

;Changestate when attack ends without KO
[State 0, ChangeState]
type = ChangeState
trigger1 = P2Life > 0 || RoundState = 2
trigger1 = AnimTime = 0
trigger1 = Pos x >= -160 && Pos X <= 160
value = 5040

;Changestate when attack ends without KO and player is offscreen, right side
[State 0, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos x < -160
value = 13504

;Changestate when attack ends without KO and player is offscreen, left side
[State 0, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 =  Pos X > 160
value = 13505

;Changestate when attack ends with KO
[State 3500, End]
type = ChangeState
;triggerall = WinKO
triggerall = RoundState > 2
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;=======================================================
; Road Roller Da - Recovery off-screen left side
;=======================================================
[Statedef 13504]
type    = A
movetype= H
physics = N
anim = 100

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 3005, 2] ;Set on Ground
type = PosSet
trigger1 = Time = 0
Y = 0

;Run to the right if off the right side of screen
[State 0, PosAdd]
type = PosAdd
trigger1 =  Pos X < -100
x = 8

[State 0, ChangeState]
type = ChangeState
trigger1 = Pos X >= -100
value = 0
ctrl = 1

;=======================================================
; Road Roller Da - Recovery off-screen right side
;=======================================================
[Statedef 13505]
type    = A
movetype= H
physics = N
anim = 100

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 3005, 2] ;Set on Ground
type = PosSet
trigger1 = Time = 0
Y = 0

;Run to the left if off the left side of screen
[State 0, PosAdd]
type = PosAdd
trigger1 =  Pos X > 100
x = 8


[State 0, ChangeState]
type = ChangeState
trigger1 = Pos X <= 100
value = 0
ctrl = 1

;=====================================
; Road Roller Da - Steam Roller Helper
;=====================================

[Statedef 14500]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
anim = 13507
ctrl = 0
sprpriority = 7

;Always bind Steamroller to parent
[State 14500, PosSet]
type = PosSet
trigger1 = 1
x = (Parent, Pos X)
y = (Parent, Pos Y) + 112
;ignorehitpause =
;persistent =

[State 14500, SprPriority]
type = SprPriority
trigger1 = 1
value = 5
;ignorehitpause =
;persistent =

;HitDef for Steamroller
[State 14500,HitDef]
type = Hitdef
trigger1 = Time = 0
attr = S, HT
animtype = Hard
hitflag = MAFD
guardflag = M
priority = 3,Miss
damage = 30 ,4
getpower = 0
givepower = 36
sparkno = s8006+random%3
guard.sparkno = S8011 ;2
sparkxy = 0,-25
hitsound   = S5,22 ;11 ;S13500, 1
guardsound = S6,0 ;s5,7 ;S4, 1
pausetime = 0,0
ground.slidetime = 15
ground.type = High
ground.velocity = 0
guard.velocity = -5.0
air.velocity = -4,-5
yaccel = .4
p2facing = 1
kill = 0
;p1stateno = 3101
p2stateno = 14510
p4stateno = 14510
envshake.time = 45
envshake.freq = 60
envshake.ampl = -9
envshake.phase = 90
;ignorehitpause =

;Change to idle animation after landing
[State 14500, ChangeAnim]
type = ChangeAnim
trigger1 = parent, stateno = 13501
trigger1 = Pos Y >= 0
value = 13508

;Change to trembling animation during attack
[State 0, ChangeAnim]
type = ChangeAnim
triggerall = parent,  stateno = 13503
trigger1 = Parent, AnimElem = 1,=0 || Parent, AnimElem =  3,=0 || Parent, AnimElem = 5,=0
trigger2 = Parent, AnimElem = 7,=0 || Parent, AnimElem = 9,=0 || Parent, AnimElem = 11,=0
trigger3 = Parent, AnimElem = 13,=0 || Parent, AnimElem = 15,=0 || Parent, AnimElem = 17,=0
trigger4 = Parent, AnimElem = 19,=0 || Parent, AnimElem =  21,=0 || Parent, AnimElem = 23,=0
trigger5 = Parent, AnimElem = 25,=0 || Parent, AnimElem = 27,=0 || Parent, AnimElem = 29,=0
trigger6 = Parent, AnimElem = 31,=0 || Parent, AnimElem = 33,=0 || Parent, AnimElem = 35,=0
trigger7 = Parent, AnimElem = 37,=0 || Parent, AnimElem =  39,=0 || Parent, AnimElem = 41,=0
trigger8 = Parent, AnimElem = 43,=0 || Parent, AnimElem = 45,=0 || Parent, AnimElem = 47,=0
trigger9 = Parent, AnimElem = 49,=0 || Parent, AnimElem = 51,=0 || Parent, AnimElem = 53,=0
trigger10 = Parent, AnimElem = 55,=0 || Parent, AnimElem =  57,=0 || Parent, AnimElem = 59,=0
trigger11 = Parent, AnimElem = 61,=0 || Parent, AnimElem = 63,=0 || Parent, AnimElem = 65,=0
trigger12 = Parent, AnimElem = 67,=0 || Parent, AnimElem = 69,=0 || Parent, AnimElem = 71,=0
trigger13 = Parent, AnimElem = 73,=0 || Parent, AnimElem = 75,=0 || Parent, AnimElem = 77,=0
trigger14 = Parent, AnimElem = 79,=0 ;|| Parent, AnimElem = 83,=0
value = 13509

;Attack Barrage
[State 3001, Super]
type = Helper
triggerall =  parent,  stateno = 13503
trigger1 = Parent, AnimElem = 1,=0 || Parent, AnimElem =  3,=0 || Parent, AnimElem = 5,=0
trigger2 = Parent, AnimElem = 7,=0 || Parent, AnimElem = 9,=0 || Parent, AnimElem = 11,=0
trigger3 = Parent, AnimElem = 13,=0 || Parent, AnimElem = 15,=0 || Parent, AnimElem = 17,=0
trigger4 = Parent, AnimElem = 19,=0 || Parent, AnimElem =  21,=0 || Parent, AnimElem = 23,=0
trigger5 = Parent, AnimElem = 25,=0 || Parent, AnimElem = 27,=0 || Parent, AnimElem = 29,=0
trigger6 = Parent, AnimElem = 31,=0 || Parent, AnimElem = 33,=0 || Parent, AnimElem = 35,=0
trigger7 = Parent, AnimElem = 37,=0 || Parent, AnimElem =  39,=0 || Parent, AnimElem = 41,=0
trigger8 = Parent, AnimElem = 43,=0 || Parent, AnimElem = 45,=0 || Parent, AnimElem = 47,=0
trigger9 = Parent, AnimElem = 49,=0 || Parent, AnimElem = 51,=0 || Parent, AnimElem = 53,=0
trigger10 = Parent, AnimElem = 55,=0 || Parent, AnimElem =  57,=0 || Parent, AnimElem = 59,=0
trigger11 = Parent, AnimElem = 61,=0 || Parent, AnimElem = 63,=0 || Parent, AnimElem = 65,=0
trigger12 = Parent, AnimElem = 67,=0 || Parent, AnimElem = 69,=0 || Parent, AnimElem = 71,=0
trigger13 = Parent, AnimElem = 73,=0 || Parent, AnimElem = 75,=0 || Parent, AnimElem = 77,=0
trigger14 = Parent, AnimElem = 79,=0 ;|| Parent, AnimElem = 83,=0
id = 2006
name = "Super Arts Effect"
pos =0, -112
postype = P1
stateno = 2005
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 3112, HitAdd]
type = HitAdd
triggerall =  parent,  stateno = 13503
trigger1 = Parent, AnimElem = 1,=0 || Parent, AnimElem =  3,=0 || Parent, AnimElem = 5,=0
trigger2 = Parent, AnimElem = 7,=0 || Parent, AnimElem = 9,=0 || Parent, AnimElem = 11,=0
trigger3 = Parent, AnimElem = 13,=0 || Parent, AnimElem = 15,=0 || Parent, AnimElem = 17,=0
trigger4 = Parent, AnimElem = 19,=0 || Parent, AnimElem =  21,=0 || Parent, AnimElem = 23,=0
trigger5 = Parent, AnimElem = 25,=0 || Parent, AnimElem = 27,=0 || Parent, AnimElem = 29,=0
trigger6 = Parent, AnimElem = 31,=0 || Parent, AnimElem = 33,=0 || Parent, AnimElem = 35,=0
trigger7 = Parent, AnimElem = 37,=0 || Parent, AnimElem =  39,=0 || Parent, AnimElem = 41,=0
trigger8 = Parent, AnimElem = 43,=0 || Parent, AnimElem = 45,=0 || Parent, AnimElem = 47,=0
trigger9 = Parent, AnimElem = 49,=0 || Parent, AnimElem = 51,=0 || Parent, AnimElem = 53,=0
trigger10 = Parent, AnimElem = 55,=0 || Parent, AnimElem =  57,=0 || Parent, AnimElem = 59,=0
trigger11 = Parent, AnimElem = 61,=0 || Parent, AnimElem = 63,=0 || Parent, AnimElem = 65,=0
trigger12 = Parent, AnimElem = 67,=0 || Parent, AnimElem = 69,=0 || Parent, AnimElem = 71,=0
trigger13 = Parent, AnimElem = 73,=0 || Parent, AnimElem = 75,=0 || Parent, AnimElem = 77,=0
trigger14 = Parent, AnimElem = 79,=0 ;|| Parent, AnimElem = 83,=0
value = 1

[State 200,PlaySnd]
type = PlaySnd
triggerall =  parent,  stateno = 13503
trigger1 = Parent, AnimElem = 1,=0 || Parent, AnimElem =  3,=0 || Parent, AnimElem = 5,=0
trigger2 = Parent, AnimElem = 7,=0 || Parent, AnimElem = 9,=0 || Parent, AnimElem = 11,=0
trigger3 = Parent, AnimElem = 13,=0 || Parent, AnimElem = 15,=0 || Parent, AnimElem = 17,=0
trigger4 = Parent, AnimElem = 19,=0 || Parent, AnimElem =  21,=0 || Parent, AnimElem = 23,=0
trigger5 = Parent, AnimElem = 25,=0 || Parent, AnimElem = 27,=0 || Parent, AnimElem = 29,=0
trigger6 = Parent, AnimElem = 31,=0 || Parent, AnimElem = 33,=0 || Parent, AnimElem = 35,=0
trigger7 = Parent, AnimElem = 37,=0 || Parent, AnimElem =  39,=0 || Parent, AnimElem = 41,=0
trigger8 = Parent, AnimElem = 43,=0 || Parent, AnimElem = 45,=0 || Parent, AnimElem = 47,=0
trigger9 = Parent, AnimElem = 49,=0 || Parent, AnimElem = 51,=0 || Parent, AnimElem = 53,=0
trigger10 = Parent, AnimElem = 55,=0 || Parent, AnimElem =  57,=0 || Parent, AnimElem = 59,=0
trigger11 = Parent, AnimElem = 61,=0 || Parent, AnimElem = 63,=0 || Parent, AnimElem = 65,=0
trigger12 = Parent, AnimElem = 67,=0 || Parent, AnimElem = 69,=0 || Parent, AnimElem = 71,=0
trigger13 = Parent, AnimElem = 73,=0 || Parent, AnimElem = 75,=0 || Parent, AnimElem = 77,=0
trigger14 = Parent, AnimElem = 79,=0 ;|| Parent, AnimElem = 83,=0
value = s5,23 ;12

[State 3112, Combo]
type = VarAdd
triggerall =  parent,  stateno = 13503
trigger1 = Parent, AnimElem = 1,=0 || Parent, AnimElem =  3,=0 || Parent, AnimElem = 5,=0
trigger2 = Parent, AnimElem = 7,=0 || Parent, AnimElem = 9,=0 || Parent, AnimElem = 11,=0
trigger3 = Parent, AnimElem = 13,=0 || Parent, AnimElem = 15,=0 || Parent, AnimElem = 17,=0
trigger4 = Parent, AnimElem = 19,=0 || Parent, AnimElem =  21,=0 || Parent, AnimElem = 23,=0
trigger5 = Parent, AnimElem = 25,=0 || Parent, AnimElem = 27,=0 || Parent, AnimElem = 29,=0
trigger6 = Parent, AnimElem = 31,=0 || Parent, AnimElem = 33,=0 || Parent, AnimElem = 35,=0
trigger7 = Parent, AnimElem = 37,=0 || Parent, AnimElem =  39,=0 || Parent, AnimElem = 41,=0
trigger8 = Parent, AnimElem = 43,=0 || Parent, AnimElem = 45,=0 || Parent, AnimElem = 47,=0
trigger9 = Parent, AnimElem = 49,=0 || Parent, AnimElem = 51,=0 || Parent, AnimElem = 53,=0
trigger10 = Parent, AnimElem = 55,=0 || Parent, AnimElem =  57,=0 || Parent, AnimElem = 59,=0
trigger11 = Parent, AnimElem = 61,=0 || Parent, AnimElem = 63,=0 || Parent, AnimElem = 65,=0
trigger12 = Parent, AnimElem = 67,=0 || Parent, AnimElem = 69,=0 || Parent, AnimElem = 71,=0
trigger13 = Parent, AnimElem = 73,=0 || Parent, AnimElem = 75,=0 || Parent, AnimElem = 77,=0
trigger14 = Parent, AnimElem = 79,=0 ;|| Parent, AnimElem = 83,=0
var(26) = 1

[State 3110,TargetLifeAdd]
type = TargetLifeAdd
triggerall =  parent,  stateno = 13503
trigger1 = Parent, AnimElem = 1,=0 || Parent, AnimElem =  3,=0 || Parent, AnimElem = 5,=0
trigger2 = Parent, AnimElem = 7,=0 || Parent, AnimElem = 9,=0 || Parent, AnimElem = 11,=0
trigger3 = Parent, AnimElem = 13,=0 || Parent, AnimElem = 15,=0 || Parent, AnimElem = 17,=0
trigger4 = Parent, AnimElem = 19,=0 || Parent, AnimElem =  21,=0 || Parent, AnimElem = 23,=0
trigger5 = Parent, AnimElem = 25,=0 || Parent, AnimElem = 27,=0 || Parent, AnimElem = 29,=0
trigger6 = Parent, AnimElem = 31,=0 || Parent, AnimElem = 33,=0 || Parent, AnimElem = 35,=0
trigger7 = Parent, AnimElem = 37,=0 || Parent, AnimElem =  39,=0 || Parent, AnimElem = 41,=0
trigger8 = Parent, AnimElem = 43,=0 || Parent, AnimElem = 45,=0 || Parent, AnimElem = 47,=0
trigger9 = Parent, AnimElem = 49,=0 || Parent, AnimElem = 51,=0 || Parent, AnimElem = 53,=0
trigger10 = Parent, AnimElem = 55,=0 || Parent, AnimElem =  57,=0 || Parent, AnimElem = 59,=0
trigger11 = Parent, AnimElem = 61,=0 || Parent, AnimElem = 63,=0 || Parent, AnimElem = 65,=0
trigger12 = Parent, AnimElem = 67,=0 || Parent, AnimElem = 69,=0 || Parent, AnimElem = 71,=0
trigger13 = Parent, AnimElem = 73,=0 || Parent, AnimElem = 75,=0 || Parent, AnimElem = 77,=0
trigger14 = Parent, AnimElem = 79,=0 ;|| Parent, AnimElem = 83,=0
value = -10
kill = 0

;Final Hit
[State 3110,TargetLifeAdd]
type = TargetLifeAdd
triggerall =  parent,  stateno = 13503
trigger1 = Parent, AnimElem = 83,=0
value = -30

;Final Hit Earthquake
[State 0, EnvShake]
type = EnvShake
triggerall =  parent,  stateno = 13503
trigger1 = Parent, AnimElem = 83,=0
time = 30
freq = 60
ampl = -8
phase = 90
;ignorehitpause =
;persistent =

;---- End Steam Roller sequence, no KO ---
;Custom state to send opponent flying
[State 0, TargetState]
type = TargetState
triggerall = P2Life > 0 || RoundState = 2
trigger1 = parent,  stateno = 13503
trigger1 = Parent, AnimElem = 83,=1
value = 13511
ID = -1
;ignorehitpause =
;persistent =

;Create helpers for flying steamroller wreckage
;-----------
[State 0, Helper]
type = Helper
triggerall = P2Life > 0 || RoundState = 2
trigger1 = parent, stateno = 13503
trigger1 = Parent, AnimElem = 83,=1
trigger2 = parent, stateno = 13502
trigger2 = Target, stateno != 14510
helpertype = normal ;player
persistent = 0
id = 13550
name = "Steamroller Wreckage I"
pos = -3, -52
postype = P1
stateno = 13550
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
size.xscale  = 0.833
size.yscale  = 1

[State 0, Helper]
type = Helper
triggerall = P2Life > 0 || RoundState = 2
trigger1 = parent, stateno = 13503
trigger1 = Parent, AnimElem = 83,=1
trigger2 = parent, stateno = 13502
trigger2 = Target, stateno != 14510
helpertype = normal ;player
persistent = 0
id = 13551
name = "Steamroller Wreckage II"
pos = 30, -96
postype = P1
stateno = 13551
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
size.xscale  = 0.833
size.yscale  = 1

[State 0, Helper]
type = Helper
triggerall = P2Life > 0 || RoundState = 2
trigger1 = parent, stateno = 13503
trigger1 = Parent, AnimElem = 83,=1
trigger2 = parent, stateno = 13502
trigger2 = Target, stateno != 14510
helpertype = normal ;player
persistent = 0
id = 13552
name = "Steamroller Wreckage III"
pos = -62, -82
postype = P1
stateno = 13552
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
size.xscale  = 0.833
size.yscale  = 1

[State 0, Helper]
type = Helper
triggerall = P2Life > 0 || RoundState = 2
trigger1 = parent, stateno = 13503
trigger1 = Parent, AnimElem = 83,=1
trigger2 = parent, stateno = 13502
trigger2 = Target, stateno != 14510
helpertype = normal ;player
persistent = 0
id = 13553
name = "Steamroller Wreckage IV"
pos = -75, -95
postype = P1
stateno = 13553
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
size.xscale  = 0.833
size.yscale  = 1

[State 0, Helper]
type = Helper
triggerall = P2Life > 0 || RoundState = 2
trigger1 = parent, stateno = 13503
trigger1 = Parent, AnimElem = 83,=1
trigger2 = parent, stateno = 13502
trigger2 = Target, stateno != 14510
helpertype = normal ;player
persistent = 0
id = 13554
name = "Steamroller Wreckage V"
pos = -106, -90
postype = P1
stateno = 13554
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
size.xscale  = 0.833
size.yscale  = 1

[State 0, Helper]
type = Helper
triggerall = P2Life > 0 || RoundState = 2
trigger1 = parent, stateno = 13503
trigger1 = Parent, AnimElem = 83,=1
trigger2 = parent, stateno = 13502
trigger2 = Target, stateno != 14510
helpertype = normal ;player
persistent = 0
id = 13555
name = "Steamroller Wreckage VI"
pos = -101, -66
postype = P1
stateno = 13555
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
size.xscale  = 0.833
size.yscale  = 1

[State 0, Helper]
type = Helper
triggerall = P2Life > 0 || RoundState = 2
trigger1 = parent, stateno = 13503
trigger1 = Parent, AnimElem = 83,=1
trigger2 = parent, stateno = 13502
trigger2 = Target, stateno != 14510
helpertype = normal ;player
persistent = 0
id = 13556
name = "Steamroller Wreckage VII"
pos = -151, -76
postype = P1
stateno = 13556
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
size.xscale  = 0.833
size.yscale  = 1

;-----------
;Play explosion sound
[State 0, PlaySnd]
type = PlaySnd
triggerall = P2Life > 0 || RoundState = 2
trigger1 = parent, stateno = 13503
trigger1 = Parent, AnimElem = 83,=1
trigger2 = parent, stateno = 13502
trigger2 = Target, stateno != 14510
value = 10191,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

;Destroy self when attack phase is over
[State 13500, DestroySelf]
type = DestroySelf
triggerall = P2StateType != L
triggerall = P2Life !=0 || RoundState = 2
trigger1 = parent, stateno = 13503
trigger1 = Parent, AnimElem = 83,=1
trigger2 = parent, stateno = 13502
trigger2 = Target, stateno != 14510

;[State 0, PlaySnd]
;type = PlaySnd
;triggerall = win
;triggerall = RoundState > 2
;triggerall = P2Life = 0
;triggerall =  parent,  stateno = 13503
;trigger1 = Parent, AnimElem = 83,=1
;value = 13515,0

;Shake Screen
;[State 0, EnvShake]
;type = EnvShake
;triggerall = win
;triggerall = RoundState > 2
;triggerall = P2Life = 0
;triggerall =  parent,  stateno = 13503
;trigger1 = Parent, AnimElem = 83,=1
;time = 30
;freq = 45
;ampl = -9
;phase = 9

; ---KO Events for Steam Roller---
;Change to idle animation when opponent is KO'ed.
[State 0, ChangeState]
type = ChangeAnim
trigger1 = RoundState > 2
;trigger1 =  Win
value = 13508

;Place opponent in liedown state
[State 0, TargetState]
type = TargetState
;triggerall = win
triggerall = RoundState > 2
triggerall = P2Life = 0
triggerall =  parent,  stateno = 13503
trigger1 = Parent, AnimElem = 83,=1
value = 13503 ;12
ID = -1

[State 0, PlaySnd]
type = PlaySnd
;triggerall = win
triggerall = RoundState > 2
triggerall = P2Life = 0
triggerall =  parent,  stateno = 13503
trigger1 = Parent, AnimElem = 83,=1
value = 13515,0

;Shake Screen
[State 0, EnvShake]
type = EnvShake
;triggerall = win
triggerall = RoundState > 2
triggerall = P2Life = 0
triggerall =  parent,  stateno = 13503
trigger1 = Parent, AnimElem = 83,=1
time = 30
freq = 45
ampl = -9
phase = 90

;[State 13500, Special Win State]
;type = Varset
;trigger1 = Movehit
;trigger1 = WinKO
;V = 5
;Value = 1
;persistent = 0

;Place opponent in liedown state
[State 0, TargetState]
type = TargetState
;triggerall = win
triggerall = RoundState > 2
triggerall = P2Life = 0
triggerall =  parent,  stateno = 13503
trigger1 = Parent, AnimElem = 83,=1
value = 13512
ID = -1

;Change to idle animation after landing
[State 14500, ChangeAnim]
type = ChangeAnim
trigger1 = parent, stateno = 13501
trigger1 = Pos Y >= 0
value = 13508 ;3
;-----------------------------------------------------
;Steamroller knock away Custom State
[Statedef 13511]
type = A
movetype = H
physics = N
velset = -9,-9
ctrl = 0

[State 1509, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1509, Palfx]
type = Palfx
trigger1 = Time = 0
time = 45
add = 240,50,0
mul = 250,224,120
sinadd = 110,55,85,10
invertall = 0
color = 0

[State 1506, ChangeAnim2]
type = ChangeAnim
trigger1 = Time = 0
value = 5030
persistent = 0

[State 1506, ChangeAnim2]
type = ChangeAnim
trigger1 = anim = 5030 && AnimTime = 0
value = 5050

[State 1509, veladd]
type = veladd
trigger1 = 1
y = .4

[State 1509, SelfState]
type = SelfState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 5100

;-----------------------------------------------------
;Steamroller KO Custom State
[Statedef 13512]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 1509, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1509, Palfx]
type = Palfx
trigger1 = Time = 0
time = 20
add = 240,50,0
mul = 250,224,120
sinadd = 110,55,85,10
invertall = 0
color = 0

[State 1506, ChangeAnim2]
type = ChangeAnim
trigger1 = Time = 0
value = 5030
persistent = 0

[State 1506, ChangeAnim2]
type = ChangeAnim
trigger1 = anim = 5030 && AnimTime = 0
value = 5050

[State 1509, veladd]
type = veladd
trigger1 = 1
y = .4

[State 1509, SelfState]
type = SelfState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 5100

;======================================
;Steam Roller Wreckage 1
;======================================

[Statedef 13550]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 3,-3
anim = 13550
ctrl = 0

[State 0, No Shadow]
type = AssertSpecial
trigger1 =  1
flag = noshadow

[State 3005, Gravity]
type = VelAdd
trigger1 = 1
y = 0.40

[State 0, DestroySelf]
type = DestroySelf
trigger1 = Time = 280

;======================================
;Steam Roller Wreckage 2
;======================================

[Statedef 13551]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 2,-4
anim = 13551
ctrl = 0

[State 0, No Shadow]
type = AssertSpecial
trigger1 =  1
flag = noshadow

[State 3005, Gravity]
type = VelAdd
trigger1 = 1
y = 0.40

[State 0, DestroySelf]
type = DestroySelf
trigger1 = Time = 280

;======================================
;Steam Roller Wreckage 3
;======================================

[Statedef 13552]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 1,-5
anim = 13552
ctrl = 0

[State 0, No Shadow]
type = AssertSpecial
trigger1 =  1
flag = noshadow

[State 3005, Gravity]
type = VelAdd
trigger1 = 1
y = 0.40

[State 0, DestroySelf]
type = DestroySelf
trigger1 = Time = 280

;======================================
;Steam Roller Wreckage 4
;======================================

[Statedef 13553]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,-6
anim = 13553
ctrl = 0

[State 0, No Shadow]
type = AssertSpecial
trigger1 =  1
flag = noshadow

[State 3005, Gravity]
type = VelAdd
trigger1 = 1
y = 0.40

[State 0, DestroySelf]
type = DestroySelf
trigger1 = Time = 280

;======================================
;Steam Roller Wreckage 5
;======================================

[Statedef 13554]
type    = S
movetype= A
physics = N
juggle  = 1
velset = -1,-5
anim = 13554
ctrl = 0

[State 0, No Shadow]
type = AssertSpecial
trigger1 =  1
flag = noshadow

[State 3005, Gravity]
type = VelAdd
trigger1 = 1
y = 0.40

[State 0, DestroySelf]
type = DestroySelf
trigger1 = Time = 280

;======================================
;Steam Roller Wreckage 6
;======================================

[Statedef 13555]
type    = S
movetype= A
physics = N
juggle  = 1
velset = -3,-4
anim = 13555
ctrl = 0

[State 0, No Shadow]
type = AssertSpecial
trigger1 =  1
flag = noshadow

[State 3005, Gravity]
type = VelAdd
trigger1 = 1
y = 0.40

[State 0, DestroySelf]
type = DestroySelf
trigger1 = Time = 280

;======================================
;Steam Roller Wreckage 7
;======================================

[Statedef 13556]
type    = S
movetype= A
physics = N
juggle  = 1
velset = -2,-3
anim = 13556
ctrl = 0

[State 0, No Shadow]
type = AssertSpecial
trigger1 =  1
flag = noshadow

[State 3005, Gravity]
type = VelAdd
trigger1 = 1
y = 0.40

[State 0, DestroySelf]
type = DestroySelf
trigger1 = Time = 280

;-----------------------------------------------------
;Under Steamroller Custom State
[Statedef 14510]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0
sprpriority = -2

[State 1506, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 3005, 2] ;Airborne opponents fall to ground
type = PosAdd
trigger1 = Pos Y < 0
Y = 14

[State 3668, ChangeAnim]
type = ChangeAnim2
trigger1 = Time = 0
value = 13506 ;17

[State 3668, End]
type = ChangeState
trigger1 = Time = 30
trigger1 = Life = 0
trigger1 = !win
value = 5110
ctrl = 0

[State 3668, End]
type = ChangeState
trigger1 = Time > 1500
value = 0
ctrl = 1
;Triple Kinetic Cookie
[Statedef 3200]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 3200
ctrl = 0

[State 200,Anim]
type = ChangeAnim
trigger1 = time = 0
value = 3200 + var(40)

[State 1065, 1]
type = VarSet
trigger1 = Time = 0
var(31) = -20

[State 13500, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = 6000
postype = back
sprpriority = -3
supermovetime = -1
removetime = 50
pos = 0,0
bindtime = -1
removeongethit = 1

[State 13500, Super Pause]
type = SuperPause
trigger1 = time = 0 ;AnimElem = 2, 1
time = 60
pos = 5, -45 ;37, -76
anim = s7001 ;102
sound = S20, 0
poweradd = -1000
darken = 1
move = 1
unhittable = 1

[State 13500, Explod]
type = Explod
trigger1 = time = 0
anim = 4500
ID = 4500
pos = 0,0
postype = left
facing = 1
bindtime = -1
removetime = 60
sprpriority = -7
ownpal = 1
supermovetime = 60
removeongethit = 1

[State 1002, 2]
type = PlaySnd
trigger1 = AnimElem = 2 ;3
trigger2 = AnimElem = 10 ;11 ;9
trigger3 = AnimElem = 18 ;19 ;15
value = 0, 4

[State 1011, 2]
type = Projectile
trigger1 = AnimElem = 3
trigger2 = AnimElem = 11 ;9
trigger3 = AnimElem = 19 ;15
projanim = 1001 ;1007 ;1012
velocity = 10, 0
attr = S, SP
animtype  = Hard
damage    = 50 ;85
guardflag = MA
pausetime = 1,12
;sparkno = 1
sparkno = s8006+random%3 ;s8003+random%3
guard.sparkno = S8011
sparkxy = 90,-70 ;-10,-70
hitsound   = S5,2
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -5.5
air.velocity = -2.5,-4
projscale = 0.4,0.4
offset = 0,0
;kill = 1 ;0

[State 1011, 3]
type = Projectile
trigger1 = AnimElem = 11 ;51 ;9
projanim = 1001 ;1007 ;1012
velocity = 10, 0
attr = S, SP
animtype  = Hard
damage    = 55 ;85
guardflag = MA
pausetime = 1,12
;sparkno = 1
sparkno = s8006+random%3 ;s8003+random%3
guard.sparkno = S8011
sparkxy = 90,-70 ;-10,-70
hitsound   = S5,2
guardsound = S6,0
ground.type = low
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -5.5
air.velocity = -2.5,-4
projscale = 0.4,0.4
offset = 0,0
;kill = 1 ;0

[State 1011, 4]
type = Projectile
trigger1 = AnimElem = 19 ;59 ;15
projanim = 1001 ;1007 ;1012
velocity = 10, 0
attr = S, SP
animtype  = Hard
damage    = 60 ;85
guardflag = MA
pausetime = 1,12
;sparkno = 1
sparkno = s8006+random%3 ;s8003+random%3
guard.sparkno = S8011
sparkxy = 90,-70 ;-10,-70
hitsound   = S5,2
guardsound = S6,0
ground.type = trip
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -10.15
air.velocity = -6.10,-8
projscale = 0.4,0.4
offset = 0,0
;kill = 1

[State 1011, 5]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3100, 0 ;41, 1

[State 1011, 6]
type = PlaySnd
trigger1 = AnimElem = 11 ;5
value = 3100, 1 ;41, 2

[State 1011, 7]
type = PlaySnd
trigger1 = AnimElem = 19 ;15
value = 3100, 2 ;41, 3

[State 610, 4]
type = CtrlSet
trigger1 = PalNo = 12
trigger1 = Time = 25
value = 1

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

;Josh Bomb (Hyper)
[Statedef 3300]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
poweradd = 0
anim = 3300 ;3030
ctrl = 0
sprpriority = 2

[State 3110, Super Pause]
type = SuperPause
trigger1 = time = 0 ;AnimElem = 2, 1
time = 60
pos = 1, -87 ;2, -57 ;37, -76
anim = s7001 ;100
sound = s20, 0
poweradd = -4000
darken = 1
move = 1

[State 3000, Hyper Portrait]
type = explod
trigger1 = time = 0 ;animelem = 2 ;time = 0
anim = 6000
postype = back
sprpriority = -3
supermovetime = -1
removetime = 60 ;70
pos = 0,0
bindtime = -1
removeongethit = 1

[State 3000, Explod]
type = Explod
trigger1 = time = 0 ;animelem = 1 ;time = 0
anim = 4500
ID = 4500
pos = 0,0
postype = left
facing = 1
bindtime = -1
removetime = 60 ;70
sprpriority = -7
ownpal = 1
supermovetime = 60 ;70
removeongethit = 1

[State 181, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 10 ;27 ;5
value = 6000,2 ;4500,0

[State 1050, エフェクト表示]
type = Explod
trigger1 = Time = 10 ;27 ;5
anim = 3528
postype = P1
pos = 0, 0
scale = 1,1
bindtime = -1
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 3002, 7]
type = ChangeState
trigger1 = AnimTime= 0
value = 3305 ;3035
ctrl = 1

; ============================================================================
; STATE 3305: Josh Bomb state
; ============================================================================
[Statedef 3305]
type = S
movetype = I
physics = S
anim = 3305 ;3035
ctrl = 0

[State 3201: HitOverride to fall down and go boom]
type = HitOverride
trigger1 = 1
attr = SCA, AA, AP	;Override all but throws
stateno = 3306 ;3036

[State 181, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 210 ;120 ;27 ;5
value = 6000,2 ;4500,0

[State 1050, エフェクト表示]
type = Explod
trigger1 = Time = 210 ;120 ;27 ;5
anim = 3528
postype = P1
pos = 0, 0
scale = 1,1
bindtime = -1
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 3202: Can't Touch This]
type = NotHitBy
trigger1 = animelem = 6 ;1
value = SCA

[State 3201: Nothing happened]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; ============================================================================
; STATE 3306: They hit us! Go boom!
; ============================================================================
[Statedef 3306]
type = S
movetype = A
physics = S
anim = 3306

[State 3202: Can't Touch This]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3202: Inviso]
type = AssertSpecial
trigger1 = Time > 1 ;30 ;30
flag = invisible

[State 3202: BOOM!]
type = Helper
trigger1 = Time = 1 ;30 ;30
name = "Gooey Kablooie"
ID = 6100
postype = left
pos = 120, -(ScreenPos Y)
facing = 1
stateno = 3307 ;3037
ownpal = 1

[State 3202: We're Done Here]
type = ChangeState
trigger1 = Time > 1 ;30 ;30
trigger1 = NumHelper(6100) = 0
value = 0
ctrl = 1

; ============================================================================
; STATE 3307: The Nucular (sic) Explosion
; ============================================================================
[Statedef 3307]
type = S
movetype = A
physics = N
anim = 3307 ;3037
sprpriority = 9999

;[State 3005: Sound Thing]
;type = PlaySnd
;trigger1 = Time = 1
;value = 6100, 0

[State 3005: Sound Thing]
type = PlaySnd
trigger1 = Time = 1
value = 5,13 ;6100, 1 ;0

[State 3005: Sound Thing]
type = PlaySnd
trigger1 = Time = 1
value = 800,3 ;5 ;6100, 2 ;0

[State 3005: Sound Thing]
type = PlaySnd
trigger1 = Time = 1
value = 800,4 ;5 ;6100, 2 ;0

[State 3005: Sound Thing]
type = PlaySnd
trigger1 = Time = 1
value = 800,5 ;6100, 1 ;3 ;0

[State 3005: Cancel All]
type = AssertSpecial
trigger1 = Time >= 1
flag = nobardisplay
flag2 = unguardable
flag3 = noFG

[State 3005: Cancel More]
type = AssertSpecial
trigger1 = Time >= 1
flag = NoKOSND
flag2 = NoKOSlow
flag3 = NoMusic

;[State 3005: Glowy Background]
;type = BGPalFX
;trigger1 = Time = 1
;time = -1
;invertall = 1
;add = 64, 64, 64

[State 3002, EnvShake]
type = EnvShake
trigger1 = Time = 1 ;animelem = 7
time = 75 ;150
freq = 100
ampl = -20
phase = 90

;[State 3005: Kaboomie]
;type = Explod
;trigger1 = Time = 1
;anim = 6100
;ID = 6100
;pos = 160, 240
;postype = left
;bindtime = -1
;removetime = -2
;ownpal = 1
;sprpriority = 9999
;scale = 0.6, 0.6

[State 200, AllPalFX]
type = AllPalFX
trigger1 = time = 0
time = 120
add = 255,255,255
sinadd = -255,-255,-255,480

[State 200, Explod]
type = Explod
trigger1 = Time = 1
trigger1 = numexplod(6100)<=0
anim = 6200 ;1
ID = 6100
pos = 0,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
removetime = 160
supermove = 0
pausemove = 0
scale = 0.5,0.5
sprpriority = 9999999
ontop = 1
ownpal = 1

[State 3005: Kill Things]
type = HitDef
trigger1 = Time > 1
trigger1 = Time % 2 = 0
attr = S, HT
hitflag = MAFD-
animtype = up
priority = 7, Hit
;;affectteam = B
; Fixed damage: attack always deals 9999 damage regardless of Attack value
damage = 999900 / const(data.attack), 999900 / const(data.attack)
sparkno = -1
hitsound = -1, -1
guardsound = -1, -1
yaccel = 2
ground.velocity = 0, -200
air.velocity = 0, -200
fall = 1
givepower = 1000, 1000
getpower = 0, 0
fall.envshake.time = 30
fall.envshake.freq = 100
fall.envshake.ampl = 40
fall.envshake.phase = 0

;[State 3005: Fix Background]
;type = BGPalFX
;trigger1 = NumExplod(6100) = 0
;trigger1 = Time > 160 ;10
;time = 0

[State 3005: Done]
type = DestroySelf
trigger1 = NumExplod(6100) = 0
trigger1 = Time > 160 ;10

;---------------------------------------------------------------------
; Ready Aim Fire
;------------------------開始動作

[Statedef 3210]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 3210 ;3400
poweradd = -2000
juggle = 15

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 3400,1
channel = 0

[State 3000, Super]
type = Helper
trigger1 = AnimElem = 3 ;1 ;8
persistent = 0
id = 2310
name = "Super Spark Helper"
pos = 50,-63
postype = P1
stateno = 2300
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[State 3100,NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 8

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6 ;4 ;11
value = 3400,0

[State 3000, Pause]
type = Pause
trigger1 = AnimElem = 4 ;5 ;2 ;9
time = 43

[State 3000, BGPalFX]
type = BGPalFX
trigger1 =  AnimElem = 5 ;10
time = 30
add = 0,0,0
mul = 32,32,32
sinadd = 0,0,0,1
invertall = 0
color = 256

[State 16500,00]
type = AllPalFx
trigger1 = AnimElem = 6 ;6
add = 200,200,200
sinadd = 20, 20, 20
time = 10

[State 3666, 6] ;Gun hit
type = HitDef
trigger1 = AnimElem = 6 ;4 ;11
attr = S, HA
animtype  = Hard
damage    = 275,18
getpower  = 0
priority  = 5
guardflag = MA
pausetime = 1,1
sparkxy = -10,-66
hitsound   = S5,2 ;3,4
guardsound = S6,0
;sparkno = S2310+(random%2)
sparkno = s8006+random%3 ;s8003+random%3
guard.sparkno = S8011
ground.type = Low
ground.slidetime = 1
ground.hittime  = 12
ground.velocity = -5, -14
guard.velocity = -20
air.velocity = -5,-14
airguard.velocity = -3,-3
fall.animtype = Hard
fall = 1
fall.recover = 0
envshake.time = 25           ;Parameters for shaking the screen on hit
envshake.ampl = 7
envshake.freq = 166
palfx.time = 60
palfx.add = 240,50,0
palfx.mul = 250,224,120
palfx.sinadd = 110,55,85,10
palfx.invertall = 0
palfx.color = 0

[State 3005, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1