;-| Normal Attacks |------------------------------------------------------
;-------------------------------------------------------------------------
;祐hadow Dragon Beam
;-------------------------------------------------------------------------
[Statedef 200]
Type    = S
MoveType= A
Physics = S
Juggle  = 0
VelSet = 0,0
Ctrl = 0
Anim = 200
PowerAdd = 0
SprPriority = 2
FaceP2 = 1

[State 200, Light hit]
Type = Null
TriggerAll = !MoveReversed
TriggerAll = MoveHit
Trigger1 = 1 || FVar(0) := 0.75 ** EnemyNear(Var(57)),GetHitVar(HitCount)
IgNoreHitPause = 1

[State 200, SE : 振り音]
Type = PlaySnd
Trigger1 = AnimElem = 2
Value = 0, 0
Persistent = 0
IgNoreHitPause = 1

[State 200, 攻撃判定の無力化]
Type = StateTypeSet
Trigger1 = AnimElem = 3
MoveType = I

[State 200, ヒット定義]
Type = HitDef
TriggerAll = RoundState <= 2
TriggerAll = !MoveContact && !MoveReversed
Trigger1 = AnimElemNo(0) = 2
Attr = S,NA         ;SCA,NA,NP,NT,SA,SP,ST,HA,HP,HT
HitFlag = MAF       ;HLMAFDP+-
GuardFlag =        ;HLMA
AffectTeam = E      ;EBF
AnimType = Light    ;Light,Medium,Hard,Back,Up,DiagUp,Heavy
Air.AnimType = Back
Fall.AnimType = Back
Priority = 2,Hit    ;Hit,Miss,Dodge
Damage = 75, 0 + 15 * (PalNo = [7,12])
GetPower = 40, 30
GivePower = 20, 15
PauseTime = 10, 10
Guard.PauseTime = 10, 10
SparkNo = S8000
Guard.SparkNo = S8020
SparkXY = -15, -40
HitSound = S1, 10
GuardSound = S1, 100
Ground.Type = High  ;High,Low,Trip,Non
Air.Type = High
Ground.SlideTime = 15
Ground.HitTime = 15
Air.HitTime = 15
Guard.SlideTime = 13
Guard.HitTime = 13
Guard.CtrlTime = 13
AirGuard.HitTime = 13
AirGuard.CtrlTime = 13
Down.HitTime = 15
YAccel = .35
Ground.Velocity = -4.5, 0
Guard.Velocity = -4.5
Air.Velocity = -3.5, -1.5
AirGuard.Velocity = -3.5, -1.5
Down.Velocity = -3.5, -1.5
Ground.CornerPush.VelOff = -0
Guard.CornerPush.VelOff = -0
Air.CornerPush.VelOff = -0
AirGuard.CornerPush.VelOff = -0
Down.CornerPush.VelOff = -0
SprPriority = 1
Fall = 0
Air.Fall = 1
Fall.Recover = (PalNo != [7,12])
Fall.RecoverTime = 12
Fall.Damage = 0
ID = 200
NoChainID = 9999
Kill = 1
Guard.Kill = 0

[State 200, 終了]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;-------------------------------------------------------------------------
;柚edium hit
;-------------------------------------------------------------------------
[Statedef 210]
Type    = S
MoveType= A
Physics = S
Juggle  = 0
VelSet = 0,0
Ctrl = 0
Anim = 210
PowerAdd = 0
SprPriority = 2
FaceP2 = 1

[State 210, 補正値計算]
Type = Null
TriggerAll = !MoveReversed
TriggerAll = MoveHit
Trigger1 = 1 || FVar(0) := 0.80 ** EnemyNear(Var(57)),GetHitVar(HitCount)
IgNoreHitPause = 1

[State 210, SE : 振り音]
Type = PlaySnd
Trigger1 = AnimElem = 4
Value = 0, 1
Persistent = 0
IgNoreHitPause = 1

[State 210, 攻撃判定の無力化]
Type = StateTypeSet
Trigger1 = AnimElem = 5
MoveType = I

[State 210, 前進]
Type = VelSet
Trigger1 = Time = 0
X = 3

[State 210, ヒット定義]
Type = HitDef
TriggerAll = RoundState <= 2
TriggerAll = !MoveContact && !MoveReversed
Trigger1 = AnimElemNo(0) = 4
Attr = S,NA         ;SCA,NA,NP,NT,SA,SP,ST,HA,HP,HT
HitFlag = MAF       ;HLMAFDP+-
GuardFlag =        ;HLMA
AffectTeam = E      ;EBF
AnimType = Medium   ;Light,Medium,Hard,Back,Up,DiagUp,Heavy
Air.AnimType = Back
Fall.AnimType = Back
Priority = 3,Hit    ;Hit,Miss,Dodge
Damage = 90, 0 + 20 * (PalNo = [7,12])
GetPower = 60, 40
GivePower = 30, 20
PauseTime = 10, 10
Guard.PauseTime = 10, 10
SparkNo = S8000
Guard.SparkNo = S8020
SparkXY = -5, -40
HitSound = S1, 14
GuardSound = S1, 100
Ground.Type = High  ;High,Low,Trip,Non
Air.Type = High
Ground.SlideTime = 20
Ground.HitTime = 20
Air.HitTime = 20
Guard.SlideTime = 18
Guard.HitTime = 18
Guard.CtrlTime = 18
AirGuard.HitTime = 18
AirGuard.CtrlTime = 18
Down.HitTime = 20
YAccel = .35
Ground.Velocity = -3.5, 0
Guard.Velocity = -3.5
Air.Velocity = -0.5, -1.5
AirGuard.Velocity = -0.5, -1.5
Down.Velocity = -0.5, -1.5
Ground.CornerPush.VelOff = -4
Guard.CornerPush.VelOff = -4
Air.CornerPush.VelOff = -1
AirGuard.CornerPush.VelOff = -1
Down.CornerPush.VelOff = -1
SprPriority = 1
Fall = 0
Air.Fall = 1
Fall.Recover = (PalNo != [7,12])
Fall.RecoverTime = 24
Fall.Damage = 0
ID = 200
NoChainID = 9999
Kill = 1
Guard.Kill = 0

[State 210, 終了]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;-------------------------------------------------------------------------
;→Heavy hit
;-------------------------------------------------------------------------
[Statedef 215]
Type    = S
MoveType= A
Physics = S
Juggle  = 0
VelSet = 0,0
Ctrl = 0
Anim = 215
PowerAdd = 0
SprPriority = 2
FaceP2 = 1

[State 215, 補正値計算]
Type = Null
TriggerAll = !MoveReversed
TriggerAll = MoveHit
Trigger1 = 1 || FVar(0) := 0.80 ** EnemyNear(Var(57)),GetHitVar(HitCount)
IgNoreHitPause = 1

[State 215, SE : 振り音]
Type = PlaySnd
Trigger1 = AnimElem = 6
Value = 0, 1
Persistent = 0
IgNoreHitPause = 1

[State 215, 攻撃判定の無力化]
Type = StateTypeSet
Trigger1 = AnimElem = 8
MoveType = I

[State 215, 前進]
Type = PosAdd
Trigger1 = AnimElem = 1
Trigger2 = AnimElem = 2
Trigger3 = AnimElem = 3
Trigger4 = AnimElem = 4
Trigger5 = AnimElem = 5
X = 8

[State 215, ヒット定義]
Type = HitDef
TriggerAll = RoundState <= 2
TriggerAll = !MoveContact && !MoveReversed
Trigger1 = AnimElemNo(0) = 7
Attr = S,NA         ;SCA,NA,NP,NT,SA,SP,ST,HA,HP,HT
HitFlag = MAF       ;HLMAFDP+-
GuardFlag =        ;HLMA
AffectTeam = E      ;EBF
AnimType = Medium   ;Light,Medium,Hard,Back,Up,DiagUp,Heavy
Air.AnimType = Back
Fall.AnimType = Back
Priority = 3,Hit    ;Hit,Miss,Dodge
Damage = 105, 0 + 20 * (PalNo = [7,12])
GetPower = 60, 40
GivePower = 30, 20
PauseTime = 10, 10
Guard.PauseTime = 10, 10
SparkNo = S8000
Guard.SparkNo = S8020
SparkXY = -5, -20
HitSound = S1, 14
GuardSound = S1, 100
Ground.Type = High  ;High,Low,Trip,Non
Air.Type = High
Ground.SlideTime = 15
Ground.HitTime = 15
Air.HitTime = 15
Guard.SlideTime = 13
Guard.HitTime = 13
Guard.CtrlTime = 13
AirGuard.HitTime = 13
AirGuard.CtrlTime = 13
Down.HitTime = 15
YAccel = .35
Ground.Velocity = -3.5, 0
Guard.Velocity = -3.5
Air.Velocity = -0.5, -1.5
AirGuard.Velocity = -0.5, -1.5
Down.Velocity = -0.5, -1.5
Ground.CornerPush.VelOff = -4
Guard.CornerPush.VelOff = -4
Air.CornerPush.VelOff = -1
AirGuard.CornerPush.VelOff = -1
Down.CornerPush.VelOff = -1
SprPriority = 1
Fall = 0
Air.Fall = 1
Fall.Recover = (PalNo != [7,12])
Fall.RecoverTime = 24
Fall.Damage = 0
ID = 200
NoChainID = 9999
Kill = 1
Guard.Kill = 0

[State 215, 終了]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;-------------------------------------------------------------------------
;立ち強攻撃
;-------------------------------------------------------------------------
[Statedef 220]
Type    = S
MoveType= A
Physics = S
Juggle  = 0
VelSet = 0,0
Ctrl = 0
Anim = 220
PowerAdd = 0
SprPriority = 2
FaceP2 = 1

[State 220, 補正値計算]
Type = Null
TriggerAll = !MoveReversed
TriggerAll = MoveHit
Trigger1 = 1 || FVar(0) := 0.85 ** EnemyNear(Var(57)),GetHitVar(HitCount)
IgNoreHitPause = 1

[State 220, SE : 振り音]
Type = PlaySnd
Trigger1 = AnimElem = 5
Value = 0, 2
Persistent = 0
IgNoreHitPause = 1

[State 220, 攻撃判定の無力化]
Type = StateTypeSet
Trigger1 = AnimElem = 6
MoveType = I

[State 220, 前進]
Type = VelSet
Trigger1 = AnimElem = 5
X = 3

[State 220, 前進]
Type = PosAdd
TriggerAll = Time = 0
Trigger1 = PrevStateNo = 210
Trigger2 = PrevStateNo = 220
Trigger3 = PrevStateNo = 410
Trigger4 = PrevStateNo = 420
X = 12

[State 220, ヒット定義]
Type = HitDef
TriggerAll = RoundState <= 2
TriggerAll = !MoveContact && !MoveReversed
Trigger1 = AnimElemNo(0) = 5
Attr = S,NA         ;SCA,NA,NP,NT,SA,SP,ST,HA,HP,HT
HitFlag = MAF       ;HLMAFDP+-
GuardFlag =        ;HLMA
AffectTeam = E      ;EBF
AnimType = Hard     ;Light,Medium,Hard,Back,Up,DiagUp,Heavy
Air.AnimType = Back
Fall.AnimType = Back
Priority = 4,Hit    ;Hit,Miss,Dodge
Damage = 110, 0 + 30 * (PalNo = [7,12])
GetPower = 80, 60
GivePower = 40, 30
PauseTime = 10, 10
Guard.PauseTime = 10, 10
SparkNo = S8000
Guard.SparkNo = S8020
SparkXY = -5, -50
HitSound = S1, 15
GuardSound = S1, 100
Ground.Type = High  ;High,Low,Trip,Non
Air.Type = High
Ground.SlideTime = 22
Ground.HitTime = 22
Air.HitTime = 22
Guard.SlideTime = 20
Guard.HitTime = 20
Guard.CtrlTime = 20
AirGuard.HitTime = 20
AirGuard.CtrlTime = 20
Down.HitTime = 22
YAccel = .35
Ground.Velocity = -3.5, 0
Guard.Velocity = -3.5
Air.Velocity = -0.5, -1.5
AirGuard.Velocity = -0.5, -1.5
Down.Velocity = -0.5, -1.5
Ground.CornerPush.VelOff = -4
Guard.CornerPush.VelOff = -4
Air.CornerPush.VelOff = -1
AirGuard.CornerPush.VelOff = -1
Down.CornerPush.VelOff = -1
SprPriority = 1
Fall = 0
Air.Fall = 1
Fall.Recover = (PalNo != [7,12])
Fall.RecoverTime = 24
Fall.Damage = 0
ID = 200
NoChainID = 9999
Kill = 1
Guard.Kill = 0

[State 220, 終了]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;-------------------------------------------------------------------------
;Low Shadow Beam
;-------------------------------------------------------------------------
[Statedef 400]
Type    = C
MoveType= A
Physics = C
Juggle  = 0
VelSet = 0,0
Ctrl = 0
Anim = 400
PowerAdd = 0
SprPriority = 2
FaceP2 = 1

[State 400, 補正値計算]
Type = Null
TriggerAll = !MoveReversed
TriggerAll = MoveHit
Trigger1 = 1 || FVar(0) := 0.75 ** EnemyNear(Var(57)),GetHitVar(HitCount)
IgNoreHitPause = 1

[State 400, SE : 振り音]
Type = PlaySnd
Trigger1 = AnimElem = 2
Value = 0, 0
Persistent = 0
IgNoreHitPause = 1

[State 400, 攻撃判定の無力化]
Type = StateTypeSet
Trigger1 = AnimElem = 3
MoveType = I

[State 400, ヒット定義]
Type = HitDef
TriggerAll = RoundState <= 2
TriggerAll = !MoveContact && !MoveReversed
Trigger1 = AnimElemNo(0) = 2
Attr = C,NA         ;SCA,NA,NP,NT,SA,SP,ST,HA,HP,HT
HitFlag = MAF       ;HLMAFDP+-
GuardFlag =        ;HLMA
AffectTeam = E      ;EBF
AnimType = Light    ;Light,Medium,Hard,Back,Up,DiagUp,Heavy
Air.AnimType = Back
Fall.AnimType = Back
Priority = 2,Hit    ;Hit,Miss,Dodge
Damage = 60, 0 + 10 * (PalNo = [7,12])
GetPower = 200, 200
GivePower = -999, -999
PauseTime = 10, 10
Guard.PauseTime = 10, 10
SparkNo = S8000
Guard.SparkNo = S8020
SparkXY = -15, -20
HitSound = S1, 10
GuardSound = S1, 100
Ground.Type = High  ;High,Low,Trip,Non
Air.Type = High
Ground.SlideTime = 15
Ground.HitTime = 15
Air.HitTime = 15
Guard.SlideTime = 13
Guard.HitTime = 13
Guard.CtrlTime = 13
AirGuard.HitTime = 13
AirGuard.CtrlTime = 13
Down.HitTime = 15
YAccel = .35
Ground.Velocity = -4.5, 0
Guard.Velocity = -4.5
Air.Velocity = -3.5, -1.5
AirGuard.Velocity = -3.5, -1.5
Down.Velocity = -3.5, -1.5
Ground.CornerPush.VelOff = -0
Guard.CornerPush.VelOff = -0
Air.CornerPush.VelOff = -0
AirGuard.CornerPush.VelOff = -0
Down.CornerPush.VelOff = -0
SprPriority = 1
Fall = 0
Air.Fall = 1
Fall.Recover = (PalNo != [7,12])
Fall.RecoverTime = 12
Fall.Damage = 0
ID = 200
NoChainID = 9999
Kill = 1
Guard.Kill = 0

[State 400, 終了]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 11
Ctrl = 1

;-------------------------------------------------------------------------
;Black Star
;-------------------------------------------------------------------------
[Statedef 410]
Type    = C
MoveType= A
Physics = C
Juggle  = 0
VelSet = 0,0
Ctrl = 0
Anim = 410
PowerAdd = 0
SprPriority = 2
FaceP2 = 1

[State 410, 補正値計算]
Type = Null
TriggerAll = !MoveReversed
TriggerAll = MoveHit
Trigger1 = 1 || FVar(0) := 0.80 ** EnemyNear(Var(57)),GetHitVar(HitCount)
IgNoreHitPause = 1

[State 410, SE : 振り音]
Type = PlaySnd
Trigger1 = AnimElem = 4
Value = 0, 1
Persistent = 0
IgNoreHitPause = 1

[State 410, 攻撃判定の無力化]
Type = StateTypeSet
Trigger1 = AnimElem = 5
MoveType = I

[State 410, ヒット定義]
Type = HitDef
TriggerAll = RoundState <= 2
TriggerAll = !MoveContact && !MoveReversed
Trigger1 = AnimElemNo(0) = 4
Attr = C,NA         ;SCA,NA,NP,NT,SA,SP,ST,HA,HP,HT
HitFlag = MAF       ;HLMAFDP+-
GuardFlag =        ;HLMA
AffectTeam = E      ;EBF
AnimType = Medium   ;Light,Medium,Hard,Back,Up,DiagUp,Heavy
Air.AnimType = Back
Fall.AnimType = Back
Priority = 3,Hit    ;Hit,Miss,Dodge
Damage = 85, 0 + 20 * (PalNo = [7,12])
GetPower = 60, 40
GivePower = 30, 20
PauseTime = 10, 10
Guard.PauseTime = 10, 10
SparkNo = S8000
Guard.SparkNo = S8020
SparkXY = -5, -20
HitSound = S1, 14
GuardSound = S1, 100
Ground.Type = High  ;High,Low,Trip,Non
Air.Type = High
Ground.SlideTime = 16
Ground.HitTime = 16
Air.HitTime = 16
Guard.SlideTime = 14
Guard.HitTime = 14
Guard.CtrlTime = 14
AirGuard.HitTime = 14
AirGuard.CtrlTime = 14
Down.HitTime = 16
YAccel = .35
Ground.Velocity = -3.5, 0
Guard.Velocity = -3.5
Air.Velocity = -0.5, -1.5
AirGuard.Velocity = -0.5, -1.5
Down.Velocity = -0.5, -1.5
Ground.CornerPush.VelOff = -4
Guard.CornerPush.VelOff = -4
Air.CornerPush.VelOff = -1
AirGuard.CornerPush.VelOff = -1
Down.CornerPush.VelOff = -1
SprPriority = 1
Fall = 0
Air.Fall = 1
Fall.Recover = (PalNo != [7,12])
Fall.RecoverTime = 24
Fall.Damage = 0
ID = 200
NoChainID = 9999
Kill = 1
Guard.Kill = 0

[State 410, 終了]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 11
Ctrl = 1

;-------------------------------------------------------------------------
;Fartillery
;-------------------------------------------------------------------------
[Statedef 420]
Type    = C
MoveType= A
Physics = C
Juggle  = 6
VelSet = 0,0
Ctrl = 0
Anim = 420
PowerAdd = 0
SprPriority = 2
FaceP2 = 1

[State 420, 補正値計算]
Type = Null
TriggerAll = !MoveReversed
TriggerAll = MoveHit
Trigger1 = 1 || FVar(0) := 0.85 ** EnemyNear(Var(57)),GetHitVar(HitCount)
IgNoreHitPause = 1

[State 420, SE : 振り音]
Type = PlaySnd
Trigger1 = AnimElem = 6
Value = 0, 2
Persistent = 0
IgNoreHitPause = 1

[State 420, 攻撃判定の無力化]
Type = StateTypeSet
Trigger1 = AnimElem = 6
MoveType = I

[State 420, 前進]
Type = PosAdd
TriggerAll = Time = 0
Trigger1 = PrevStateNo = 210
Trigger2 = PrevStateNo = 220
Trigger3 = PrevStateNo = 410
Trigger4 = PrevStateNo = 420
X = 12

[State 420, 5]
Type = HitDef
TriggerAll = RoundState <= 2
TriggerAll = !MoveContact && !MoveReversed
Trigger1 = AnimElemNo(0) = 5
Attr = C,NA         ;SCA,NA,NP,NT,SA,SP,ST,HA,HP,HT
HitFlag = MAF       ;HLMAFDP+-
GuardFlag =        ;HLMA
AffectTeam = E      ;EBF
AnimType = Hard     ;Light,Medium,Hard,Back,Up,DiagUp,Heavy
Air.AnimType = Back
numhits = 69
Fall.AnimType = Back
Priority = 4,Hit    ;Hit,Miss,Dodge
Damage = 7777777, 0 + 777777 * (PalNo = [7,12])
GetPower = 2000, 2000
GivePower = -9999, -9999
PauseTime = 40, 40
Guard.PauseTime = 10, 10
SparkNo = S8000
Guard.SparkNo = S8020
SparkXY = -5, -20
HitSound = S1, 15
GuardSound = S1, 100
Ground.Type = Low   ;High,Low,Trip,Non
Air.Type = Low
Ground.SlideTime = 22
Ground.HitTime = 22
Air.HitTime = 22
Guard.SlideTime = 20
Guard.HitTime = 20
Guard.CtrlTime = 20
AirGuard.HitTime = 20
AirGuard.CtrlTime = 20
Down.HitTime = 22
YAccel = .35
Ground.Velocity = -0.5, -4
Guard.Velocity = -3.5
Air.Velocity = -0.5, -4
AirGuard.Velocity = -0.5, -1.5
Down.Velocity = -0.5, -4
Ground.CornerPush.VelOff = -1
Guard.CornerPush.VelOff = -1
Air.CornerPush.VelOff = -1
AirGuard.CornerPush.VelOff = -1
Down.CornerPush.VelOff = -1
SprPriority = 1
Fall = 1
Air.Fall = 1
Fall.Recover = 0
Fall.Damage = 0
ID = 200
NoChainID = 9999
Kill = 1
Guard.Kill = 0


[State 420, 6]
Type = HitDef
TriggerAll = RoundState <= 2
TriggerAll = !MoveContact && !MoveReversed
Trigger1 = AnimElemNo(0) = 6
Attr = C,NA         ;SCA,NA,NP,NT,SA,SP,ST,HA,HP,HT
HitFlag = MAFDP       ;HLMAFDP+-
GuardFlag =        ;HLMA
AffectTeam = E      ;EBF
AnimType = Hard     ;Light,Medium,Hard,Back,Up,DiagUp,Heavy
Air.AnimType = Back
hitdef = 999
Fall.AnimType = Back
Priority = 8,Hit    ;Hit,Miss,Dodge
Damage = 445, 0 + 25 * (PalNo = [7,12])
GetPower = 2000, 2000
GivePower = -9999, -9999
PauseTime = 40, 40
Guard.PauseTime = 10, 10
SparkNo = S8000
Guard.SparkNo = S8020
SparkXY = -5, -20
HitSound = S1, 15
GuardSound = S1, 100
Ground.Type = Low   ;High,Low,Trip,Non
Air.Type = Low
Ground.SlideTime = 22
Ground.HitTime = 22
Air.HitTime = 22
Guard.SlideTime = 20
Guard.HitTime = 20
Guard.CtrlTime = 20
AirGuard.HitTime = 20
AirGuard.CtrlTime = 20
Down.HitTime = 22
YAccel = .35
Ground.Velocity = -0.5, -4
Guard.Velocity = -3.5
Air.Velocity = -0.5, -4
AirGuard.Velocity = -0.5, -1.5
Down.Velocity = -0.5, -4
Ground.CornerPush.VelOff = -1
Guard.CornerPush.VelOff = -1
Air.CornerPush.VelOff = -1
AirGuard.CornerPush.VelOff = -1
Down.CornerPush.VelOff = -1
SprPriority = 1
Fall = 1
Air.Fall = 1
Fall.Recover = 0
Fall.Damage = 0
ID = 200
NoChainID = 9999
Kill = 1
Guard.Kill = 0

[State 420, 前進]
Type = PosAdd
TriggerAll = Time = 0
Trigger1 = PrevStateNo = 210
Trigger2 = PrevStateNo = 220
Trigger3 = PrevStateNo = 410
Trigger4 = PrevStateNo = 420
X = 12

[State 420, 終了]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 11
Ctrl = 1

;-------------------------------------------------------------------------
;打ち上げ攻撃
;-------------------------------------------------------------------------
[Statedef 430]
Type    = C
MoveType= A
Physics = C
Juggle  = 0
VelSet = 0,0
Ctrl = 0
Anim = 430
PowerAdd = 0
SprPriority = 2
FaceP2 = 1

[State 430, 補正値計算]
Type = Null
TriggerAll = !MoveReversed
TriggerAll = MoveHit
Trigger1 = 1 || FVar(0) := 0.90 ** EnemyNear(Var(57)),GetHitVar(HitCount)
IgNoreHitPause = 1

[State 430, SE : 振り音]
Type = PlaySnd
Trigger1 = AnimElem = 5
Value = 0, 2
Persistent = 0
IgNoreHitPause = 1

[State 430, 攻撃判定の無力化]
Type = StateTypeSet
Trigger1 = AnimElem = 6
MoveType = I

[State 430, 前進]
Type = PosAdd
TriggerAll = Time = 0
Trigger1 = PrevStateNo = 210
Trigger2 = PrevStateNo = 220
Trigger3 = PrevStateNo = 410
Trigger4 = PrevStateNo = 420
X = 12

[State 430, ヒット定義]
Type = HitDef
TriggerAll = Var(8) < 2
TriggerAll = RoundState <= 2
TriggerAll = !MoveContact && !MoveReversed
Trigger1 = AnimElemNo(0) = 5
Attr = C,NA         ;SCA,NA,NP,NT,SA,SP,ST,HA,HP,HT
HitFlag = MAFD      ;HLMAFDP+-
GuardFlag =        ;HLMA
AffectTeam = E      ;EBF
AnimType = Hard     ;Light,Medium,Hard,Back,Up,DiagUp,Heavy
Air.AnimType = Back
Fall.AnimType = Back
Priority = 4,Hit    ;Hit,Miss,Dodge
Damage = 140, 0 + 30 * (PalNo = [7,12])
GetPower = 80, 60
GivePower = 40, 30
PauseTime = 10, 10
Guard.PauseTime = 10, 10
SparkNo = S8000
Guard.SparkNo = S8020
SparkXY = -5, -50
HitSound = S1, 15
GuardSound = S1, 100
Ground.Type = High  ;High,Low,Trip,Non
Air.Type = High
Ground.SlideTime = 15
Ground.HitTime = 15
Air.HitTime = 15
Guard.SlideTime = 13
Guard.HitTime = 13
Guard.CtrlTime = 13
AirGuard.HitTime = 13
AirGuard.CtrlTime = 13
Down.HitTime = 15
YAccel = .35
Ground.Velocity = -0.5, -8
Guard.Velocity = -3.5
Air.Velocity = -0.5, -8
AirGuard.Velocity = -0.5, -1.5
Down.Velocity = -0.5, -8
Ground.CornerPush.VelOff = -1
Guard.CornerPush.VelOff = -1
Air.CornerPush.VelOff = -1
AirGuard.CornerPush.VelOff = -1
Down.CornerPush.VelOff = -1
SprPriority = 1
Fall = 1
Air.Fall = 1
Fall.Recover = (PalNo != [7,12])
Fall.RecoverTime = 48
Fall.Damage = 0
ID = 200
NoChainID = 9999
Kill = 1
Guard.Kill = 0

[State 430, 打ち上げ攻撃当てた回数]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 8
Value = 1
Persistent = 0
IgNoreHitPause = 1

[State 430, 終了]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 11
Ctrl = 1

;-------------------------------------------------------------------------
;ジャンプ弱攻撃
;-------------------------------------------------------------------------
[Statedef 600]
Type    = A
MoveType= A
Physics = A
Juggle  = 0
Ctrl = 0
Anim = 600
PowerAdd = 0
SprPriority = 2

[State 600, 補正値計算]
Type = Null
TriggerAll = !MoveReversed
TriggerAll = MoveHit
Trigger1 = 1 || FVar(0) := 0.75 ** EnemyNear(Var(57)),GetHitVar(HitCount)
IgNoreHitPause = 1

[State 600, SE : 振り音]
Type = PlaySnd
Trigger1 = AnimElem = 4
Value = 0, 0
Persistent = 0
IgNoreHitPause = 1

[State 600, 攻撃判定の無力化]
Type = StateTypeSet
Trigger1 = AnimElem = 5
MoveType = I

[State 600, ヒット定義]
Type = HitDef
TriggerAll = RoundState <= 2
TriggerAll = !MoveContact && !MoveReversed
Trigger1 = AnimElemNo(0) = 4
Attr = A,NA         ;SCA,NA,NP,NT,SA,SP,ST,HA,HP,HT
HitFlag = MAF       ;HLMAFDP+-
GuardFlag =        ;HLMA
AffectTeam = E      ;EBF
AnimType = Light    ;Light,Medium,Hard,Back,Up,DiagUp,Heavy
Air.AnimType = Back
Fall.AnimType = Back
Priority = 2,Hit    ;Hit,Miss,Dodge
Damage = 70, 0 + 15 * (PalNo = [7,12])
GetPower = 6000, 6000
GivePower = -20, -15
PauseTime = 40, 40
Guard.PauseTime = 10, 10
SparkNo = S8000
Guard.SparkNo = S8020
SparkXY = -5, -40
HitSound = S1, 10
GuardSound = S1, 100
Ground.Type = High  ;High,Low,Trip,Non
Air.Type = High
Ground.SlideTime = 15
Ground.HitTime = 15
Air.HitTime = 15
Guard.SlideTime = 13
Guard.HitTime = 13
Guard.CtrlTime = 13
AirGuard.HitTime = 13
AirGuard.CtrlTime = 13
Down.HitTime = 15
YAccel = .35
Ground.Velocity = -3.5, 0
Guard.Velocity = -3.5
Air.Velocity = -0.5, -1
AirGuard.Velocity = -0.5, -1
Down.Velocity = -0.5, -1
Ground.CornerPush.VelOff = -4
Guard.CornerPush.VelOff = -4
Air.CornerPush.VelOff = -1
AirGuard.CornerPush.VelOff = -1
Down.CornerPush.VelOff = -1
SprPriority = 1
Fall = 0
Air.Fall = 1
Fall.Recover = (PalNo != [7,12])
Fall.RecoverTime = 18
Fall.Damage = 0
ID = 200
NoChainID = 9999
Kill = 1
Guard.Kill = 0

[State 600, 終了]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 51
Ctrl = 1

;-------------------------------------------------------------------------
;Apple Bucker ;DeviantArt hates this move, because that website hates buckers.
;-------------------------------------------------------------------------
[Statedef 610]
Type    = A
MoveType= A
Physics = A
Juggle  = 0
Ctrl = 0
Anim = 610
PowerAdd = 0
SprPriority = 2

[State 610, 補正値計算]
Type = Null
TriggerAll = !MoveReversed
TriggerAll = MoveHit
Trigger1 = 1 || FVar(0) := 0.80 ** EnemyNear(Var(57)),GetHitVar(HitCount)
IgNoreHitPause = 1

[State 610, SE : 振り音]
Type = PlaySnd
Trigger1 = AnimElem = 4
Value = 0, 1
Persistent = 0
IgNoreHitPause = 1

[State 610, 攻撃判定の無力化]
Type = StateTypeSet
Trigger1 = AnimElem = 5
MoveType = I

[State 610, ヒット定義]
Type = HitDef
TriggerAll = RoundState <= 2
TriggerAll = !MoveContact && !MoveReversed
Trigger1 = AnimElemNo(0) = 4
Attr = A,NA         ;SCA,NA,NP,NT,SA,SP,ST,HA,HP,HT
HitFlag = MAF       ;HLMAFDP+-
GuardFlag =        ;HLMA
AffectTeam = E      ;EBF
AnimType = Medium   ;Light,Medium,Hard,Back,Up,DiagUp,Heavy
Air.AnimType = Back
Fall.AnimType = Back
Priority = 3,Hit    ;Hit,Miss,Dodge
Damage = 95, 0 + 25 * (PalNo = [7,12])
GetPower = 8000, 8000
GivePower = -9999, -9999
PauseTime = 40, 40
Guard.PauseTime = 999, 999
SparkNo = S8000
Guard.SparkNo = S8020
SparkXY = -5, -40
HitSound = S1, 14
GuardSound = S1, 100
Ground.Type = High  ;High,Low,Trip,Non
Air.Type = High
Ground.SlideTime = 15
Ground.HitTime = 15
Air.HitTime = 15
Guard.SlideTime = 13
Guard.HitTime = 13
Guard.CtrlTime = 13
AirGuard.HitTime = 13
AirGuard.CtrlTime = 13
Down.HitTime = 15
YAccel = .35
Ground.Velocity = -3.5, 0
Guard.Velocity = -3.5
Air.Velocity = -0.5, -1.5
AirGuard.Velocity = -0.5, -1.5
Down.Velocity = -0.5, -1.5
Ground.CornerPush.VelOff = -4
Guard.CornerPush.VelOff = -4
Air.CornerPush.VelOff = -1
AirGuard.CornerPush.VelOff = -1
Down.CornerPush.VelOff = -1
SprPriority = 1
Fall = 0
Air.Fall = 1
Fall.Recover = (PalNo != [7,12])
Fall.RecoverTime = 30
Fall.Damage = 0
ID = 200
NoChainID = 9999
Kill = 1
Guard.Kill = 0

[State 610, 終了]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 51
Ctrl = 1

;-------------------------------------------------------------------------
;ジャンプ強攻撃
;-------------------------------------------------------------------------
[Statedef 620]
Type    = A
MoveType= A
Physics = A
Juggle  = 0
Ctrl = 0
Anim = 620
PowerAdd = 0
SprPriority = 2

[State 620, 補正値計算]
Type = Null
TriggerAll = !MoveReversed
TriggerAll = MoveHit
Trigger1 = 1 || FVar(0) := 0.85 ** EnemyNear(Var(57)),GetHitVar(HitCount)
IgNoreHitPause = 1

[State 620, SE : 振り音]
Type = PlaySnd
Trigger1 = AnimElem = 6
Trigger2 = AnimElem = 8
Value = 0, 2

[State 620, 攻撃判定の無力化]
Type = StateTypeSet
Trigger1 = AnimElem = 9
MoveType = I

[State 620, ヒット定義]
Type = HitDef
TriggerAll = RoundState <= 2
Trigger1 = AnimElem = 6
Trigger2 = AnimElem = 8
Attr = A,NA         ;SCA,NA,NP,NT,SA,SP,ST,HA,HP,HT
HitFlag = MAF       ;HLMAFDP+-
GuardFlag =        ;HLMA
AffectTeam = E      ;EBF
AnimType = Hard     ;Light,Medium,Hard,Back,Up,DiagUp,Heavy
Air.AnimType = Back
Fall.AnimType = Back
Priority = 4,Hit    ;Hit,Miss,Dodge
Damage = 70, 0 + 15 * (PalNo = [7,12])
GetPower = 40, 30
GivePower = 20, 15
PauseTime = 10, 10
Guard.PauseTime = 10, 10
SparkNo = S8000
Guard.SparkNo = S8020
SparkXY = -5, -20
HitSound = S1, 15
GuardSound = S1, 100
Ground.Type = High  ;High,Low,Trip,Non
Air.Type = High
Ground.SlideTime = 15
Ground.HitTime = 15
Air.HitTime = 15
Guard.SlideTime = 13
Guard.HitTime = 13
Guard.CtrlTime = 13
AirGuard.HitTime = 13
AirGuard.CtrlTime = 13
Down.HitTime = 15
YAccel = .35
Ground.Velocity = -3.5, 0
Guard.Velocity = -3.5
Air.Velocity = -0.5, 8
AirGuard.Velocity = -0.5, -1.5
Down.Velocity = -0.5, -1.5
Ground.CornerPush.VelOff = -4
Guard.CornerPush.VelOff = -4
Air.CornerPush.VelOff = -1
AirGuard.CornerPush.VelOff = -1
Down.CornerPush.VelOff = -1
SprPriority = 1
Fall = 0
Air.Fall = 1
Fall.Recover = 0
Fall.Damage = 0
ID = 600
NoChainID = 9999
Kill = 1
Guard.Kill = 0

[State 620, ステート奪取]
Type = TargetState
TriggerAll = NumTarget(600)
TriggerAll = Target(600),IsHelper = 0
TriggerAll = Target(600),StateType = A
Trigger1 = MoveHit = 1
Value = 50300
ID = 600
Persistent = 10
IgNoreHitPause = 1

[State 620, 終了]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 51
Ctrl = 1

;-------------------------------------------------------------------------
;投げ
;-------------------------------------------------------------------------
[Statedef 800]
Type    = S
MoveType= A
Physics = S
Juggle  = 0
VelSet = 0,0
Ctrl = 0
Anim = 800
PowerAdd = 0
SprPriority = 2
FaceP2 = 1

[State 800, ヒット定義]
Type = HitDef
TriggerAll = RoundState <= 2
TriggerAll = !MoveContact && !MoveReversed
TriggerAll = EnemyNear(Var(57)),StateType != A
TriggerAll = EnemyNear(Var(57)),StateNo != [120,159]
TriggerAll = EnemyNear(Var(57)),StateNo != [30,49]
Trigger1 = AnimElemNo(0) = 1
Attr = S,NT         ;SCA,NA,NP,NT,SA,SP,ST,HA,HP,HT
HitFlag = M         ;HLMAFDP+-
GuardFlag =         ;HLMA
AffectTeam = E      ;EBF
Priority = 1,Miss   ;Hit,Miss,Dodge
GetPower = 0, 0
GivePower = 0, 0
SparkNo = -1
YAccel = .35
SprPriority = 3
P1Facing = 1
P2Facing = 1
Guard.Dist = 0
Fall = 1
Fall.Recover = 0
Fall.Damage = 0
ID = 800
NoChainID = 9999
NumHits = 0

[State 800, 前後判定 : 前]
Type = VarSet
Trigger1 = Time = 0
V = 10
Value = (Var(10) | 4) - 4

[State 800, 前後判定 : 後ろ]
Type = VarSet
TriggerAll = Var(59) <= 0
TriggerAll = Time = 0
Trigger1 = Command = "holdback"
V = 10
Value = (Var(10) | 4)

[State 800, ステート奪取]
Type = TargetState
TriggerAll = NumTarget(800)
TriggerAll = Target(800),IsHelper = 0
Trigger1 = MoveHit
Value = 820
ID = 800
Persistent = 0
IgNoreHitPause = 1

[State 800, 成立ステートへ]
Type = ChangeState
TriggerAll = NumTarget(800)
Trigger1 = Target(800),StateNo = 820
Value = 810
Persistent = 0
IgNoreHitPause = 1

[State 800, 終了]
Type = ChangeState
Trigger1 = PalNo = [7,12]
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

[State 800, 終了]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 220

;-------------------------------------------------------------------------
;投げ : 投げ成立
;-------------------------------------------------------------------------
[Statedef 810]
Type    = S
MoveType= A
Physics = N
Juggle  = 0
VelSet = 0,0
Ctrl = 0
Anim = 810
PowerAdd = 0

[State 810, SE]
Type = PlaySnd
Trigger1 = Time = 0
Value = 2, 0

[State 810, 余白を作る]
Type = Width
Trigger1 = Time = 0
Edge = 50,0

[State 810, 掴んだ相手の位置]
Type = TargetBind
Trigger1 = 1
Time = 1
ID = 800
Pos = 0, 0

[State 810, 掴んだ相手の位置]
Type = TargetBind
Trigger1 = AnimElemTime(12) < 0
Time = 1
ID = 800
Pos = 50, 0

[State 810, ターゲットに追従]
Type = BindToTarget
Trigger1 = AnimElemTime(3) >= 0
Trigger1 = AnimElemTime(12) < 0
Time = 1
ID = 800
Pos = 0, 20, Mid

[State 810, 振り向く]
Type = Turn
Trigger1 = (Var(10) & 4)
Trigger1 = AnimElemTime(3) = 0

[State 810, 相手振り向かせる]
Type = TargetFacing
Trigger1 = (Var(10) & 4)
Trigger1 = AnimElemTime(3) = 0
Value = -1

[State 810, SE]
Type = PlaySnd
Trigger1 = AnimElemTime(12) = 0
Value = 1, 25

[State 810, 振動]
Type = EnvShake
Trigger1 = AnimElemTime(12) = 0
Time = 10
Freq = 90
Ampl = -4
Phase = 90

[State 810, 接地]
Type = PosSet
Trigger1 = AnimElemTime(12) = 0
Y = 0

[State 810, Effect]
Type = Explod
Trigger1 = AnimElemTime(12) = 0
Anim = 7200
ID = 7200
Pos = 0,0
PosType = P1
BindTime = 1
ReMoveTime = -2
Scale = 0.5, 0.5
SprPriority = -2
OwnPal = 1

[State 810, Effect]
Type = Explod
Trigger1 = AnimElemTime(12) = 0
Anim = 8000
ID = 8000
Pos = -10,-10
PosType = P2
BindTime = 1
ReMoveTime = -2
Scale = 1, 1
SprPriority = 5
OwnPal = 1

[State 810, ヒット数を増やす]
Type = HitAdd
Trigger1 = AnimElemTime(12) = 0
Value = 1

[State 810, ゲージ増加]
Type = PowerAdd
Trigger1 = AnimElemTime(12) = 0
Value = 80

[State 810, 掴んだ相手のゲージ増加]
Type = TargetPowerAdd
Trigger1 = AnimElemTime(12) = 0
Value = 40
ID = 800

[State 810, 掴んだ相手のライフ減少]
Type = TargetLifeAdd
Trigger1 = AnimElemTime(12) = 0
Value = -Floor(80 * Const(Data.Attack) / 100 * IfElse((PalNo = [11,12]),1.5,1.0) * FVar(0))
ID = 800

[State 810, 掴んだ相手のステート変更]
Type = TargetState
TriggerAll = PalNo != [7,12]
Trigger1 = AnimTime = 0
Value = 821
ID = 800

[State 810, 掴んだ相手のステート変更]
Type = TargetState
TriggerAll = PalNo = [7,12]
Trigger1 = AnimTime = 0
Value = 822
ID = 800

[State 810, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 811

;-------------------------------------------------------------------------
;投げ : 放り
;-------------------------------------------------------------------------
[Statedef 811]
Type    = A
MoveType= I
Physics = N
Juggle  = 0
VelSet = 0,0
Ctrl = 0
Anim = 811
PowerAdd = 0

[State 811, SE]
Type = PlaySnd
Trigger1 = Time = 0
Value = 2, 1

[State 811, 速度]
Type = VelSet
Trigger1 = Time = 0
X = -1
Y = -4

[State 811, 重力]
Type = VelAdd
Trigger1 = 1
Y = 0.42

[State 811, CtrlSet]
Type = CtrlSet
Trigger1 = PalNo = [7,12]
Value = 1

[State 811, 着地]
Type = ChangeState
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 0
Value = 0
Ctrl = 1

;-------------------------------------------------------------------------
;ENEMY : 掴まれ
;-------------------------------------------------------------------------
[Statedef 820]
Type    = A
MoveType= H
Physics = N
VelSet = 0,0
Ctrl = 0
PowerAdd = 0

[State 820, ヘルパーを掴んでしまった場合の対策]
Type = DestroySelf
Trigger1 = IsHelper
IgNoreHitPause = 1

[State 820, 無敵]
Type = NotHitBy
Trigger1 = 1
Value = SCA,AA,AP,AT
Time = 1
Persistent = 1
IgNoreHitPause = 1

[State 820, 喰らい中のアニメ指定]
Type = ChangeAnim2
Trigger1 = Time = 0
Value = 820

[State 820, 縦スクロール固定]
Type = ScreenBound
Trigger1 = 1
Value = 1
MoveCamera = 1,0
IgNoreHitPause = 1

[State 820, ステート返還]
Type = SelfState
Trigger1 = !GetHitVar(IsBound)
Value = 5050

;-------------------------------------------------------------------------
;ENEMY : 投げられ
;-------------------------------------------------------------------------
[Statedef 821]
Type    = A
MoveType= H
Physics = N
VelSet = 0,0
Ctrl = 0
Anim = 5050
PowerAdd = 0

[State 821, ヘルパーを掴んでしまった場合の対策]
Type = DestroySelf
Trigger1 = IsHelper
IgNoreHitPause = 1

[State 821, 速度]
Type = VelSet
Trigger1 = Time = 0
X = -1
Y = -4

[State 821, 重力]
Type = VelAdd
Trigger1 = 1
Y = 0.35

[State 821, 無敵]
Type = NotHitBy
Trigger1 = 1
Value = SCA,AA,AP,AT
Time = 1

[State 821, 相手のステートを返還]
Type = SelfState
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 0
Value = 5100

;-------------------------------------------------------------------------
;ENEMY : 投げられb
;-------------------------------------------------------------------------
[Statedef 822]
Type    = A
MoveType= H
Physics = N
VelSet = 0,0
Ctrl = 0
Anim = 5050
PowerAdd = 0

[State 822, ヘルパーを掴んでしまった場合の対策]
Type = DestroySelf
Trigger1 = IsHelper
IgNoreHitPause = 1

[State 822, 速度]
Type = VelSet
Trigger1 = Time = 0
X = -1
Y = -4

[State 822, 重力]
Type = VelAdd
Trigger1 = 1
Y = 0.35

[State 822, 相手のステートを返還]
Type = SelfState
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 0
Value = 5100
