;-| Super Attacks |-------------------------------------------------------
;-------------------------------------------------------------------------
;Lassorama : A
;-------------------------------------------------------------------------
[Statedef 1000]
Type    = S
MoveType= A
Physics = N
Juggle  = 0
VelSet = 0,0
Ctrl = 0
Anim = 1000
PowerAdd = 0
SprPriority = 2
FaceP2 = 1

[State 1000, SE : 振り音]
Type = PlaySnd
Trigger1 = AnimElem = 1
Value = 1000, 0
Persistent = 0
IgNoreHitPause = 1

[State 1000, 攻撃判定の無力化]
Type = StateTypeSet
Trigger1 = AnimElem = 9
MoveType = I

[State 1000, ヒット定義]
Type = HitDef
TriggerAll = RoundState <= 2
TriggerAll = !MoveContact && !MoveReversed
Trigger1 = EnemyNear(Var(57)),MoveType != H
Trigger1 = AnimElemNo(0) = 8
Attr = S,ST         ;SCA,NA,NP,NT,SA,SP,ST,HA,HP,HT
HitFlag = MA-       ;HLMAFDP+-
GuardFlag =        ;HLMA
AffectTeam = E      ;EBF
AnimType = Hard     ;Light,Medium,Hard,Back,Up,DiagUp,Heavy
Air.AnimType = Back
Fall.AnimType = Back
Priority = 3,Miss   ;Hit,Miss,Dodge
Damage = 0, 40
GetPower = 0, 80
GivePower = 0, 40
Guard.PauseTime = 10, 10
SparkNo = -1
Guard.SparkNo = S8020
SparkXY = -5, -20
GuardSound = S1, 100
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
Guard.Velocity = -3.5
AirGuard.Velocity = -0.5, -1.5
Ground.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
SprPriority = 3
P1Facing = 1
P2Facing = 1
Guard.Dist = 200
Fall = 1
Fall.Recover = 0
Fall.Damage = 0
ID = 1000
NoChainID = 9999
NumHits = 0

[State 1000, ステート奪取]
Type = TargetState
TriggerAll = NumTarget(1000)
TriggerAll = Target(1000),IsHelper = 0
Trigger1 = MoveHit
Value = 1005
ID = 1000
Persistent = 0
IgNoreHitPause = 1

[State 1000, 成立ステートへ]
Type = ChangeState
TriggerAll = NumTarget(1000)
Trigger1 = Target(1000),StateNo = 1005
Trigger1 = MoveHit
Value = 1001
Persistent = 0
IgNoreHitPause = 1

[State 1000, 終了]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = (StateType = A) * 51
Ctrl = 1

;-------------------------------------------------------------------------
;成立
;-------------------------------------------------------------------------
[Statedef 1001]
Type    = S
MoveType= A
Physics = N
Juggle  = 0
VelSet = 0,0
Ctrl = 0
Anim = 1001
PowerAdd = 0

[State 1001, 掴んだ相手の位置]
Type = TargetBind
Trigger1 = AnimElemTime(4) < 0
Time = 1
ID = 1000
Pos = 160, 0

[State 1001, 掴んだ相手の位置]
Type = TargetBind
Trigger1 = AnimElemTime(4) >= 0
Trigger1 = AnimElemTime(5) < 0
Time = 1
ID = 1000
Pos = 120, 0

[State 1001, 相手速度]
Type = TargetVelSet
Trigger1 = AnimElemTime(5) = 0
X = 10
ID = 1000

[State 1001, 余白を作る]
Type = Width
Trigger1 = AnimElemTime(4) < 0
Edge = 160,0

[State 1001, Effect]
Type = Explod
Trigger1 = AnimElemTime(4) = 0
Anim = 8000
ID = 8000
Pos = -10,-10
PosType = P2
BindTime = 1
ReMoveTime = -2
Scale = 1, 1
SprPriority = 5
OwnPal = 1

[State 1001, SE]
Type = PlaySnd
Trigger1 = AnimElemTime(4) = 0
Value = 1, 23

[State 1001, 振動]
Type = EnvShake
Trigger1 = AnimElemTime(4) = 0
Time = 10
Freq = 90
Ampl = -4
Phase = 90

[State 1001, ヒット数を増やす]
Type = HitAdd
Trigger1 = AnimElemTime(4) = 0
Value = 1

[State 1001, ゲージ増加]
Type = PowerAdd
Trigger1 = AnimElemTime(4) = 0
Value = 120

[State 1001, 掴んだ相手のゲージ増加]
Type = TargetPowerAdd
Trigger1 = AnimElemTime(4) = 0
Value = 60
ID = 1000

[State 1001, 掴んだ相手のライフ減少]
Type = TargetLifeAdd
Trigger1 = AnimElemTime(4) = 0
Value = -Floor(150 * Const(Data.Attack) / 100 * IfElse((PalNo = [11,12]),1.5,1.0) * FVar(0))
ID = 1000

[State 1001, 補正値計算]
Type = Null
Trigger1 = AnimElemTime(4) = 0
Trigger1 = 1 || FVar(0) := 0.90 ** EnemyNear(Var(57)),GetHitVar(HitCount)

[State 1001, 終了]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = (StateType = A) * 51
Ctrl = 1

;-------------------------------------------------------------------------
;ENEMY : 掴まれ
;-------------------------------------------------------------------------
[Statedef 1005]
Type    = S
MoveType= H
Physics = N
VelSet = 0,0
Ctrl = 0
PowerAdd = 0

[State 1005, ヘルパーを掴んでしまった場合の対策]
Type = DestroySelf
Trigger1 = IsHelper
IgNoreHitPause = 1

[State 1005, 落下解除]
Type = HitFallSet
Trigger1 = Time = 0
Value = 0

[State 1005, 喰らい中のアニメ指定]
Type = ChangeAnim2
Trigger1 = Time = 0
Value = 1005

[State 1005, 縦スクロール固定]
Type = ScreenBound
Trigger1 = 1
Value = 1
MoveCamera = 1,0
IgNoreHitPause = 1

[State 1005, 失速]
Type = VelMul
Trigger1 = 1
X = 0.90

[State 1005, ステート返還]
Type = SelfState
TriggerAll = Alive = 0
Trigger1 = AnimTime = 0
Value = 5050

[State 1005, ステート返還]
Type = SelfState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;-------------------------------------------------------------------------
;Lassorama : B
;-------------------------------------------------------------------------
[Statedef 1010]
Type    = S
MoveType= A
Physics = N
Juggle  = 0
VelSet = 0,0
Ctrl = 0
Anim = 1010
PowerAdd = 0
SprPriority = 2
FaceP2 = 1

[State 1010, SE : 振り音]
Type = PlaySnd
Trigger1 = AnimElem = 1
Value = 1000, 1
Persistent = 0
IgNoreHitPause = 1

[State 1010, 攻撃判定の無力化]
Type = StateTypeSet
Trigger1 = AnimElem = 9
MoveType = I

[State 1010, ヒット定義]
Type = HitDef
TriggerAll = RoundState <= 2
TriggerAll = !MoveContact && !MoveReversed
Trigger1 = AnimElemNo(0) = 8
Attr = S,ST         ;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 = 3,Miss   ;Hit,Miss,Dodge
Damage = 0, 40
GetPower = 0, 80
GivePower = 0, 40
Guard.PauseTime = 10, 10
SparkNo = -1
Guard.SparkNo = S8020
SparkXY = -5, -20
GuardSound = S1, 100
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
Guard.Velocity = -3.5
AirGuard.Velocity = -0.5, -1.5
Ground.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
SprPriority = 3
P1Facing = 1
P2Facing = 1
Guard.Dist = 200
Fall = 1
Fall.Recover = 0
Fall.Damage = 0
ID = 1000
NoChainID = 9999
NumHits = 0

[State 1010, ステート奪取]
Type = TargetState
TriggerAll = NumTarget(1000)
TriggerAll = Target(1000),IsHelper = 0
Trigger1 = MoveHit
Value = 1015
ID = 1000
Persistent = 0
IgNoreHitPause = 1

[State 1010, 成立ステートへ]
Type = ChangeState
TriggerAll = NumTarget(1000)
Trigger1 = Target(1000),StateNo = 1015
Trigger1 = MoveHit
Value = 1011
Persistent = 0
IgNoreHitPause = 1

[State 1010, 終了]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = (StateType = A) * 51
Ctrl = 1

;-------------------------------------------------------------------------
;成立
;-------------------------------------------------------------------------
[Statedef 1011]
Type    = S
MoveType= A
Physics = N
Juggle  = 0
VelSet = 0,0
Ctrl = 0
Anim = 1011
PowerAdd = 0

[State 1011, 掴んだ相手の位置]
Type = TargetBind
Trigger1 = AnimElemTime(4) < 0
Time = 1
ID = 1000
Pos = 160, 0

[State 1011, 掴んだ相手の位置]
Type = TargetBind
Trigger1 = AnimElemTime(4) >= 0
Trigger1 = AnimElemTime(5) < 0
Time = 1
ID = 1000
Pos = 120, -10

[State 1011, 掴んだ相手の位置]
Type = TargetBind
Trigger1 = AnimElemTime(5) >= 0
Trigger1 = AnimElemTime(6) < 0
Time = 1
ID = 1000
Pos = 70, -30

[State 1011, 掴んだ相手の位置]
Type = TargetBind
Trigger1 = AnimElemTime(6) >= 0
Trigger1 = AnimElemTime(7) < 0
Time = 1
ID = 1000
Pos = 30, -50

[State 1011, 掴んだ相手の位置]
Type = TargetBind
Trigger1 = AnimElemTime(7) >= 0
Trigger1 = AnimElemTime(8) < 0
Time = 1
ID = 1000
Pos = -25, -70

[State 1011, 掴んだ相手の位置]
Type = TargetBind
Trigger1 = AnimElemTime(8) >= 0
Trigger1 = AnimElemTime(9) < 0
Time = 1
ID = 1000
Pos = -55, -30

[State 1011, 掴んだ相手の位置]
Type = TargetBind
Trigger1 = AnimElemTime(9) = 0
Time = 1
ID = 1000
Pos = -65, 0

[State 1011, 余白を作る]
Type = Width
Trigger1 = AnimElemTime(9) < 0
Edge = 160,65

[State 1011, Effect]
Type = Explod
Trigger1 = AnimElemTime(9) = 0
Anim = 8000
ID = 8000
Pos = 10,-10
PosType = P2
BindTime = 1
ReMoveTime = -2
Scale = 1, 1
SprPriority = 5
OwnPal = 1

[State 1011, Effect]
Type = Explod
Trigger1 = AnimElemTime(9) = 0
Anim = 7200
ID = 7200
Pos = -65,0
PosType = P1
BindTime = 1
ReMoveTime = -2
Scale = 0.5, 0.5
SprPriority = -2
OwnPal = 1

[State 1011, SE]
Type = PlaySnd
Trigger1 = AnimElemTime(9) = 0
Value = 1, 23

[State 1011, 振動]
Type = EnvShake
Trigger1 = AnimElemTime(9) = 0
Time = 10
Freq = 90
Ampl = -4
Phase = 90

[State 1011, ヒット数を増やす]
Type = HitAdd
Trigger1 = AnimElemTime(9) = 0
Value = 1

[State 1011, ゲージ増加]
Type = PowerAdd
Trigger1 = AnimElemTime(9) = 0
Value = 120

[State 1011, 掴んだ相手のゲージ増加]
Type = TargetPowerAdd
Trigger1 = AnimElemTime(9) = 0
Value = 60
ID = 1000

[State 1011, 掴んだ相手のライフ減少]
Type = TargetLifeAdd
Trigger1 = AnimElemTime(9) = 0
Value = -Floor(150 * Const(Data.Attack) / 100 * IfElse((PalNo = [11,12]),1.5,1.0) * FVar(0))
ID = 1000

[State 1011, 補正値計算]
Type = Null
Trigger1 = AnimElemTime(9) = 0
Trigger1 = 1 || FVar(0) := 0.90 ** EnemyNear(Var(57)),GetHitVar(HitCount)

[State 1011, 掴んだ相手のステート変更]
Type = TargetState
Trigger1 = AnimElemTime(9) = 0
Value = 1016
ID = 1000

[State 1011, 終了]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = (StateType = A) * 51
Ctrl = 1

;-------------------------------------------------------------------------
;ENEMY : 掴まれ
;-------------------------------------------------------------------------
[Statedef 1015]
Type    = A
MoveType= H
Physics = N
VelSet = 0,0
Ctrl = 0
PowerAdd = 0

[State 1015, ヘルパーを掴んでしまった場合の対策]
Type = DestroySelf
Trigger1 = IsHelper
IgNoreHitPause = 1

[State 1015, 無敵]
Type = NotHitBy
Trigger1 = 1
Value = SCA,AA,AP,AT
Time = 1
Persistent = 1
IgNoreHitPause = 1

[State 1015, 喰らい中のアニメ指定]
Type = ChangeAnim2
Trigger1 = Time = 0
Value = 1015
a
[State 1015, 縦スクロール固定]
Type = ScreenBound
Trigger1 = 1
Value = 1
MoveCamera = 1,0
IgNoreHitPause = 1

[State 1015, ステート返還]
Type = SelfState
Trigger1 = !GetHitVar(IsBound)
Value = 5050

;-------------------------------------------------------------------------
;ENEMY : 投げられ
;-------------------------------------------------------------------------
[Statedef 1016]
Type    = A
MoveType= H
Physics = N
VelSet = 0,0
Ctrl = 0
PowerAdd = 0

[State 1016, ヘルパーを掴んでしまった場合の対策]
Type = DestroySelf
Trigger1 = IsHelper
IgNoreHitPause = 1

[State 1016, 無敵]
Type = NotHitBy
Trigger1 = 1
Value = SCA,AA,AP,AT
Time = 1
Persistent = 1
IgNoreHitPause = 1

[State 1016, 接地する]
Type = PosSet
Trigger1 = Time = 0
Y = 0

[State 1016, Hit Ground Anim (Normal)]
Type = ChangeAnim
TriggerAll = Time = 0
TriggerAll = Anim != 5070
Trigger1 = (Anim != [5051,5059]) && (Anim != [5061,5069])
Trigger2 = !SelfAnimExist(5100 + (Anim % 10))
Value = 5100

[State 1016, Hit Ground Anim (for hit up)]
Type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = (Anim = [5051,5059]) || (Anim = [5061,5069])
Trigger1 = SelfAnimExist(5100 + (Anim % 10))
Value = 5100 + (Anim % 10)

[State 1016, 相手バウンドの状態へ]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 1017

;-------------------------------------------------------------------------
;ENEMY : 投げられ
;-------------------------------------------------------------------------
[Statedef 1017]
Type    = A
MoveType= H
Physics = N
VelSet = 0,0
Ctrl = 0
PowerAdd = 0

[State 1017, 無敵]
Type = NotHitBy
Trigger1 = 1
Value = SCA,AA,AP,AT
Time = 1
Persistent = 1
IgNoreHitPause = 1

[State 1017, 3]
Type = HitFallVel
Trigger1 = Time = 0

[State 1017, 重力]
Type = VelAdd
Trigger1 = 1
Y = 0.4

[State 1017, Coming hit Ground Anim (Normal)]
Type = ChangeAnim
TriggerAll = Time = 0
TriggerAll = Anim != 5070
Trigger1 = Anim != [5101,5109]
Trigger2 = !SelfAnimExist(5160 + (Anim % 10))
Value = 5160

[State 1017, Coming hit Ground Anim (for hit up)]
Type = ChangeAnim
TriggerAll = Time = 0
Trigger1 = Anim = [5101,5109]
Trigger1 = SelfAnimExist(5160 + (Anim % 10))
Value = 5160 + (Anim % 10)

[State 1017, 相手のステートを返還]
Type = SelfState
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 0
Value = 5110

;-------------------------------------------------------------------------
;Lassorama : C
;-------------------------------------------------------------------------
[Statedef 1020]
Type    = S
MoveType= A
Physics = N
Juggle  = 0
VelSet = 0,0
Ctrl = 0
Anim = 1020
PowerAdd = 0
SprPriority = 2
FaceP2 = 1

[State 1020, SE : 振り音]
Type = PlaySnd
Trigger1 = AnimElem = 1
Value = 1000, 1
Persistent = 0
IgNoreHitPause = 1

[State 1020, 攻撃判定の無力化]
Type = StateTypeSet
Trigger1 = AnimElem = 9
MoveType = I

[State 1020, ヒット定義]
Type = HitDef
TriggerAll = RoundState <= 2
TriggerAll = !MoveContact && !MoveReversed
Trigger1 = AnimElemNo(0) = 8
Attr = S,ST         ;SCA,NA,NP,NT,SA,SP,ST,HA,HP,HT
HitFlag = AF        ;HLMAFDP+-
GuardFlag =        ;HLMA
AffectTeam = E      ;EBF
AnimType = Hard     ;Light,Medium,Hard,Back,Up,DiagUp,Heavy
Air.AnimType = Back
Fall.AnimType = Back
Priority = 3,Miss   ;Hit,Miss,Dodge
Damage = 0, 40
GetPower = 0, 80
GivePower = 0, 40
Guard.PauseTime = 10, 10
SparkNo = -1
Guard.SparkNo = S8020
SparkXY = -30, -100
GuardSound = S1, 100
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
Guard.Velocity = -3.5
AirGuard.Velocity = -0.5, -1.5
Ground.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
SprPriority = 3
P1Facing = 1
P2Facing = 1
Guard.Dist = 200
Fall = 1
Fall.Recover = 0
Fall.Damage = 0
ID = 1000
NoChainID = 9999
NumHits = 0

[State 1020, ステート奪取]
Type = TargetState
TriggerAll = NumTarget(1000)
TriggerAll = Target(1000),IsHelper = 0
Trigger1 = MoveHit
Value = 1025
ID = 1000
Persistent = 0
IgNoreHitPause = 1

[State 1020, 成立ステートへ]
Type = ChangeState
TriggerAll = NumTarget(1000)
Trigger1 = Target(1000),StateNo = 1025
Trigger1 = MoveHit
Value = 1021
Persistent = 0
IgNoreHitPause = 1

[State 1020, 終了]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = (StateType = A) * 51
Ctrl = 1

;-------------------------------------------------------------------------
;成立
;-------------------------------------------------------------------------
[Statedef 1021]
Type    = S
MoveType= A
Physics = N
Juggle  = 0
VelSet = 0,0
Ctrl = 0
Anim = 1021
PowerAdd = 0

[State 1021, 掴んだ相手の位置]
Type = TargetBind
Trigger1 = AnimElemTime(2) < 0
Time = 1
ID = 1000
Pos = 130, -125

[State 1021, 掴んだ相手の位置]
Type = TargetBind
Trigger1 = AnimElemTime(2) >= 0
Trigger1 = AnimElemTime(4) < 0
Time = 1
ID = 1000
Pos = 135, -125

[State 1021, 掴んだ相手の位置]
Type = TargetBind
Trigger1 = AnimElemTime(4) >= 0
Trigger1 = AnimElemTime(5) < 0
Time = 1
ID = 1000
Pos = 100, -100

[State 1021, 掴んだ相手の位置]
Type = TargetBind
Trigger1 = AnimElemTime(5) >= 0
Trigger1 = AnimElemTime(6) < 0
Time = 1
ID = 1000
Pos = 50, -70

[State 1021, 掴んだ相手の位置]
Type = TargetBind
Trigger1 = AnimElemTime(6) >= 0
Trigger1 = AnimElemTime(7) < 0
Time = 1
ID = 1000
Pos = 5, -45

[State 1021, 掴んだ相手の位置]
Type = TargetBind
Trigger1 = AnimElemTime(7) = 0
Time = 1
ID = 1000
Pos = -60, 0

[State 1021, 余白を作る]
Type = Width
Trigger1 = AnimElemTime(7) < 0
Edge = 160,60

[State 1021, Effect]
Type = Explod
Trigger1 = AnimElemTime(7) = 0
Anim = 8000
ID = 8000
Pos = 10,-10
PosType = P2
BindTime = 1
ReMoveTime = -2
Scale = 1, 1
SprPriority = 5
OwnPal = 1

[State 1021, Effect]
Type = Explod
Trigger1 = AnimElemTime(7) = 0
Anim = 7200
ID = 7200
Pos = -60,0
PosType = P1
BindTime = 1
ReMoveTime = -2
Scale = 0.5, 0.5
SprPriority = -2
OwnPal = 1

[State 1021, SE]
Type = PlaySnd
Trigger1 = AnimElemTime(7) = 0
Value = 1, 23

[State 1021, 振動]
Type = EnvShake
Trigger1 = AnimElemTime(7) = 0
Time = 10
Freq = 90
Ampl = -4
Phase = 90

[State 1021, ヒット数を増やす]
Type = HitAdd
Trigger1 = AnimElemTime(7) = 0
Value = 1

[State 1021, ゲージ増加]
Type = PowerAdd
Trigger1 = AnimElemTime(7) = 0
Value = 120

[State 1021, 掴んだ相手のゲージ増加]
Type = TargetPowerAdd
Trigger1 = AnimElemTime(7) = 0
Value = 60
ID = 1000

[State 1021, 掴んだ相手のライフ減少]
Type = TargetLifeAdd
Trigger1 = AnimElemTime(7) = 0
Value = -Floor(150 * Const(Data.Attack) / 100 * IfElse((PalNo = [11,12]),1.5,1.0) * FVar(0))
ID = 1000

[State 1021, 補正値計算]
Type = Null
Trigger1 = AnimElemTime(7) = 0
Trigger1 = 1 || FVar(0) := 0.90 ** EnemyNear(Var(57)),GetHitVar(HitCount)

[State 1021, 掴んだ相手のステート変更]
Type = TargetState
Trigger1 = AnimElemTime(7) = 0
Value = 1016
ID = 1000

[State 1021, 終了]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = (StateType = A) * 51
Ctrl = 1

;-------------------------------------------------------------------------
;ENEMY : 掴まれ
;-------------------------------------------------------------------------
[Statedef 1025]
Type    = A
MoveType= H
Physics = N
VelSet = 0,0
Ctrl = 0
PowerAdd = 0

[State 1025, ヘルパーを掴んでしまった場合の対策]
Type = DestroySelf
Trigger1 = IsHelper
IgNoreHitPause = 1

[State 1025, 無敵]
Type = NotHitBy
Trigger1 = 1
Value = SCA,AA,AP,AT
Time = 1
Persistent = 1
IgNoreHitPause = 1

[State 1025, 喰らい中のアニメ指定]
Type = ChangeAnim2
Trigger1 = Time = 0
Value = 1025
a
[State 1025, 縦スクロール固定]
Type = ScreenBound
Trigger1 = 1
Value = 1
MoveCamera = 1,0
IgNoreHitPause = 1

[State 1025, ステート返還]
Type = SelfState
Trigger1 = !GetHitVar(IsBound)
Value = 5050

;-------------------------------------------------------------------------
;Lassorama : EX
;-------------------------------------------------------------------------
[Statedef 1050]
Type    = S
MoveType= A
Physics = N
Juggle  = 0
VelSet = 0,0
Ctrl = 0
Anim = 1050
PowerAdd = 0
SprPriority = 2
FaceP2 = 1

[State 1050, ヘルパー呼出]
Type = Helper
Trigger1 = Time = 0
HelperType = Normal
Name = "Effect"
ID = 8200
Pos = 0, -25
PosType = P1
Facing = 1
StateNo = 8200
KeyCtrl = 0
OwnPal = 1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647
Size.XScale = 1
Size.YScale = 1

[State 1050, SE : 振り音]
Type = PlaySnd
Trigger1 = AnimElem = 1
Value = 1000, 0
Persistent = 0
IgNoreHitPause = 1

[State 1050, 攻撃判定の無力化]
Type = StateTypeSet
Trigger1 = AnimElem = 9
MoveType = I

[State 1050, マジックゲージ -1]
Type = VarAdd
TriggerAll = Var(20) > 0
Trigger1 = Time = 0
V = 20
Value = -1
Persistent = 0
IgNoreHitPause = 1

[State 1050, ヒット定義]
Type = HitDef
TriggerAll = RoundState <= 2
TriggerAll = !MoveContact && !MoveReversed
Trigger1 = AnimElemNo(0) = 8
Attr = S,ST         ;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 = 3,Miss   ;Hit,Miss,Dodge
Damage = 0, 40
GetPower = 0, 80
GivePower = 0, 40
Guard.PauseTime = 10, 10
SparkNo = -1
Guard.SparkNo = S8020
SparkXY = -5, -20
GuardSound = S1, 100
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
Guard.Velocity = -3.5
AirGuard.Velocity = -0.5, -1.5
Ground.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
SprPriority = 3
P1Facing = 1
P2Facing = 1
Guard.Dist = 200
Fall = 1
Fall.Recover = 0
Fall.Damage = 0
ID = 1000
NoChainID = 9999
NumHits = 0

[State 1050, ステート奪取]
Type = TargetState
TriggerAll = NumTarget(1000)
TriggerAll = Target(1000),IsHelper = 0
Trigger1 = MoveHit
Value = 1005
ID = 1000
Persistent = 0
IgNoreHitPause = 1

[State 1050, 成立ステートへ]
Type = ChangeState
TriggerAll = NumTarget(1000)
Trigger1 = Target(1000),StateNo = 1005
Trigger1 = MoveHit
Value = 1051
Persistent = 0
IgNoreHitPause = 1

[State 1050, 終了]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = (StateType = A) * 51
Ctrl = 1

;-------------------------------------------------------------------------
;成立
;-------------------------------------------------------------------------
[Statedef 1051]
Type    = S
MoveType= A
Physics = N
Juggle  = 0
VelSet = 0,0
Ctrl = 0
Anim = 1001
PowerAdd = 0

[State 1051, 掴んだ相手の位置]
Type = TargetBind
Trigger1 = AnimElemTime(4) < 0
Time = 1
ID = 1000
Pos = 160, 0

[State 1051, 掴んだ相手の位置]
Type = TargetBind
Trigger1 = AnimElemTime(4) >= 0
Trigger1 = AnimElemTime(5) < 0
Time = 1
ID = 1000
Pos = 120, 0

[State 1051, 相手速度]
Type = TargetVelSet
Trigger1 = AnimElemTime(5) = 0
X = 10
ID = 1000

[State 1051, 余白を作る]
Type = Width
Trigger1 = AnimElemTime(4) < 0
Edge = 160,0

[State 1051, Effect]
Type = Explod
Trigger1 = AnimElemTime(4) = 0
Anim = 8000
ID = 8000
Pos = -10,-10
PosType = P2
BindTime = 1
ReMoveTime = -2
Scale = 1, 1
SprPriority = 5
OwnPal = 1

[State 1051, SE]
Type = PlaySnd
Trigger1 = AnimElemTime(4) = 0
Value = 1, 23

[State 1051, 振動]
Type = EnvShake
Trigger1 = AnimElemTime(4) = 0
Time = 10
Freq = 90
Ampl = -4
Phase = 90

[State 1051, ヒット数を増やす]
Type = HitAdd
Trigger1 = AnimElemTime(4) = 0
Value = 1

[State 1051, ゲージ増加]
Type = PowerAdd
Trigger1 = AnimElemTime(4) = 0
Value = 120

[State 1051, 掴んだ相手のゲージ増加]
Type = TargetPowerAdd
Trigger1 = AnimElemTime(4) = 0
Value = 60
ID = 1000

[State 1051, 掴んだ相手のライフ減少]
Type = TargetLifeAdd
Trigger1 = AnimElemTime(4) = 0
Value = -Floor(150 * Const(Data.Attack) / 100 * IfElse((PalNo = [11,12]),1.5,1.0) * FVar(0))
ID = 1000

[State 1051, 補正値計算]
Type = Null
Trigger1 = AnimElemTime(4) = 0
Trigger1 = 1 || FVar(0) := 0.90 ** EnemyNear(Var(57)),GetHitVar(HitCount)

[State 1051, 終了]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = (StateType = A) * 51
Ctrl = 1

;-------------------------------------------------------------------------
;Applequake : A
;-------------------------------------------------------------------------
[Statedef 1100]
Type    = S
MoveType= A
Physics = N
Juggle  = 0
VelSet = 0,0
Ctrl = 0
Anim = 1100
PowerAdd = 0
SprPriority = 2
FaceP2 = 1

[State 1100, SE : 振り音]
Type = PlaySnd
Trigger1 = AnimElem = 5
Value = 1, 23
Persistent = 0
IgNoreHitPause = 1

[State 1100, 振動]
Type = EnvShake
Trigger1 = AnimElem = 5
Time = 10
Freq = 90
Ampl = -4
Phase = 90

[State 1100, Effect]
Type = Explod
Trigger1 = AnimElem = 5
Anim = 7200
ID = 7200
Pos = 0,0
PosType = P1
BindTime = 1
ReMoveTime = -2
Scale = 0.5, 0.5
SprPriority = -2
OwnPal = 1

[State 1100, ヘルパー呼出]
Type = Helper
Trigger1 = AnimElem = 5
HelperType = Normal
Name = "Hitdef"
ID = 1105
Pos = 0, 0
PosType = P1
Facing = 1
StateNo = 1105
KeyCtrl = 0
OwnPal = 1
SuperMoveTime = 0
PauseMoveTime = 0

[State 1100, 終了]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = (StateType = A) * 51
Ctrl = 1

;-------------------------------------------------------------------------
;Applequake : A(HELPER)
;-------------------------------------------------------------------------
[Statedef 1105]
MoveType= A
Physics = N
Juggle  = 0
VelSet = 0,0
Ctrl = 0
Anim = 1105

[State 1105, コンボ補正]
Type = ParentVarSet
TriggerAll = IsHelper
TriggerAll = !MoveReversed
Trigger1 = MoveHit
FV = 0
Value = 0.90 ** EnemyNear(Root,Var(57)),GetHitVar(HitCount)
Persistent = 0
IgNoreHitPause = 1

[State 1105, 攻撃力補正]
Type = AttackMulSet
Trigger1 = IsHelper
Value = 1.0 * IfElse((Root,PalNo = [11,12]),1.5,1.0) * Root,FVar(0)
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647
IgNoreHitPause = 1

[State 1105, 無敵]
Type = NotHitBy
Trigger1 = IsHelper
Value = SCA,AA,AP,AT
Time = -1
IgNoreHitPause = 1

[State 1105, 消去]
Type = HitOverRide
Trigger1 = IsHelper
Attr = SCA,AA,AP,AT
Slot = 0
StateNo = 10000
Time = 1
ForceAir = 0
IgNoreHitPause = 1

[State 1105, 本体に追従]
Type = BindToRoot
Trigger1 = IsHelper
Time = 1
Facing = 1
Pos = 0, 0

[State 1105, ヒット定義]
Type = HitDef
TriggerAll = IsHelper
TriggerAll = Root,RoundState <= 2
TriggerAll = EnemyNear(Root,Var(57)),StateType != A
Trigger1 = !MoveContact && !MoveReversed
Attr = S,SA         ;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 = 150, 30
GetPower = 7777, 7777
GivePower = -7777, -7777
PauseTime = 10, 10
Guard.PauseTime = 10, 10
SparkNo = S8000
Guard.SparkNo = S8020
SparkXY = -5, -20
HitSound = S1, 5
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, IfElse((EnemyNear(Var(57)),StateNo != [5000,5299]),-8,-1)
Guard.Velocity = 0
Air.Velocity = 0, -1
AirGuard.Velocity = 0, -1.5
Down.Velocity = 0, -1
Ground.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
SprPriority = 1
Fall = 1
Air.Fall = 1
Fall.Recover = (Root,PalNo != [7,12])
Fall.RecoverTime = 48
Fall.Damage = 0
ID = 1000
NoChainID = 9999
Kill = 1
Guard.Kill = 1

[State 1105, ヘルパー呼出]
Type = Helper
TriggerAll = IsHelper
TriggerAll = Root,PalNo = [7,12]
TriggerAll = Root,RoundState <= 2
TriggerAll = AnimTime = 0
Trigger1 = EnemyNear(Root,Var(57)),MoveType != H
Trigger2 = EnemyNear(Root,Var(57)),StateNo = [120,159]
HelperType = Normal
Name = "Apple"
ID = 1106
Pos = 0, 0
PosType = P1
Facing = 1
StateNo = 1126
KeyCtrl = 0
OwnPal = 1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647

[State 1105, ヘルパー消去]
Type = DestroySelf
Trigger1 = IsHelper
Trigger1 = AnimTime = 0

;-------------------------------------------------------------------------
;Applequake : B
;-------------------------------------------------------------------------
[Statedef 1110]
Type    = S
MoveType= A
Physics = N
Juggle  = 0
VelSet = 0,0
Ctrl = 0
Anim = 1110
PowerAdd = 0
SprPriority = 2
FaceP2 = 1

[State 1110, SE : 振り音]
Type = PlaySnd
Trigger1 = AnimElem = 5
Value = 1, 23
Persistent = 0
IgNoreHitPause = 1

[State 1110, 振動]
Type = EnvShake
Trigger1 = AnimElem = 5
Time = 10
Freq = 90
Ampl = -4
Phase = 90

[State 1110, Effect]
Type = Explod
Trigger1 = AnimElem = 5
Anim = 7200
ID = 7200
Pos = 0,0
PosType = P1
BindTime = 1
ReMoveTime = -2
Scale = 0.5, 0.5
SprPriority = -2
OwnPal = 1

[State 1110, ヘルパー呼出]
Type = Helper
Trigger1 = AnimElem = 5
HelperType = Normal
Name = "Hitdef"
ID = 1105
Pos = 0, 0
PosType = P1
Facing = 1
StateNo = 1105
KeyCtrl = 0
OwnPal = 1
SuperMoveTime = 0
PauseMoveTime = 0

[State 1110, 終了]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = (StateType = A) * 51
Ctrl = 1

;-------------------------------------------------------------------------
;Applequake : C
;-------------------------------------------------------------------------
[Statedef 1120]
Type    = S
MoveType= A
Physics = N
Juggle  = 0
VelSet = 0,0
Ctrl = 0
Anim = 1120
PowerAdd = 0
SprPriority = 2
FaceP2 = 1

[State 1120, 相手ガード認識範囲]
Type = AttackDist
Trigger1 = 1
Value = 9999

[State 1120, SE : 振り音]
Type = PlaySnd
Trigger1 = AnimElem = 5
Value = 1, 25
Persistent = 0
IgNoreHitPause = 1

[State 1120, 振動]
Type = EnvShake
Trigger1 = AnimElem = 5
Time = 10
Freq = 90
Ampl = -8
Phase = 90

[State 1120, ヘルパー呼出]
Type = Helper
Trigger1 = AnimElem = 5
HelperType = Normal
Name = "Effect"
ID = 1121
Pos = 0, 0
PosType = P1
Facing = 1
StateNo = 1121
KeyCtrl = 0
OwnPal = 1
SuperMoveTime = 0
PauseMoveTime = 0
Size.XScale = 0.5
Size.YScale = 0.5

[State 1120, ヘルパー呼出]
Type = Helper
Trigger1 = AnimElem = 5
HelperType = Normal
Name = "Hitdef"
ID = 1125
Pos = 0, 0
PosType = P1
Facing = 1
StateNo = 1125
KeyCtrl = 0
OwnPal = 1
SuperMoveTime = 0
PauseMoveTime = 0

[State 1120, 終了]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = (StateType = A) * 51
Ctrl = 1

;-------------------------------------------------------------------------
;Applequake : C(HELPER)
;-------------------------------------------------------------------------
[Statedef 1121]
Physics = N
Ctrl = 0
Anim = 7201
SprPriority = -9

[State 1121, 座標]
Type = PosSet
Trigger1 = Time = 0
X = 0
Y = 0

[State 1121, ヘルパー消去]
Type = DestroySelf
Trigger1 = IsHelper
Trigger1 = AnimTime = 0

;-------------------------------------------------------------------------
;Applequake : C(HELPER)
;-------------------------------------------------------------------------
[Statedef 1125]
MoveType= A
Physics = N
Juggle  = 0
VelSet = 0,0
Ctrl = 0
Anim = 1125

[State 1125, コンボ補正]
Type = ParentVarSet
TriggerAll = IsHelper
TriggerAll = !MoveReversed
Trigger1 = MoveHit
FV = 0
Value = 0.90 ** EnemyNear(Root,Var(57)),GetHitVar(HitCount)
Persistent = 0
IgNoreHitPause = 1

[State 1125, 攻撃力補正]
Type = AttackMulSet
Trigger1 = IsHelper
Value = 1.0 * IfElse((Root,PalNo = [11,12]),1.5,1.0) * Root,FVar(0)
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647
IgNoreHitPause = 1

[State 1125, 無敵]
Type = NotHitBy
Trigger1 = IsHelper
Value = SCA,AA,AP,AT
Time = -1
IgNoreHitPause = 1

[State 1125, 消去]
Type = HitOverRide
Trigger1 = IsHelper
Attr = SCA,AA,AP,AT
Slot = 0
StateNo = 10000
Time = 1
ForceAir = 0
IgNoreHitPause = 1

[State 1125, 本体に追従]
Type = BindToRoot
Trigger1 = IsHelper
Time = 1
Facing = 1
Pos = 0, 0

[State 1125, ヒット定義]
Type = HitDef
TriggerAll = IsHelper
TriggerAll = !IsHelper(1155)
TriggerAll = Root,RoundState <= 2
TriggerAll = EnemyNear(Root,Var(57)),StateType != A
Trigger1 = !MoveContact && !MoveReversed
Attr = S,SA         ;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 = 160, 30
GetPower = 120, 80
GivePower = 60, 40
PauseTime = 10, 10
Guard.PauseTime = 10, 10
SparkNo = S8000
Guard.SparkNo = S8020
SparkXY = -5, -20
HitSound = S1, 5
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, -10
Guard.Velocity = 0
Air.Velocity = 0, -1
AirGuard.Velocity = 0, -1.5
Down.Velocity = 0, -1
Ground.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
SprPriority = 1
Fall = 1
Air.Fall = 1
Fall.Recover = 0
Fall.Damage = 0
ID = 1000
NoChainID = 9999
Kill = 1
Guard.Kill = 1

[State 1125, ヒット定義]
Type = HitDef
TriggerAll = IsHelper
TriggerAll = IsHelper(1155)
TriggerAll = Root,RoundState <= 2
TriggerAll = EnemyNear(Root,Var(57)),StateType != A
Trigger1 = !MoveContact && !MoveReversed
Attr = S,SA         ;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 = 160, 30
GetPower = 120, 80
GivePower = 60, 40
PauseTime = 20, 20
Guard.PauseTime = 10, 10
SparkNo = S8000
Guard.SparkNo = S8020
SparkXY = -5, -20
HitSound = S1, 5
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, -15
Guard.Velocity = 0
Air.Velocity = 0, -1
AirGuard.Velocity = 0, -1.5
Down.Velocity = 0, -1
Ground.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
SprPriority = 1
Fall = 1
Air.Fall = 1
Fall.Recover = 0
Fall.Damage = 0
ID = 1000
NoChainID = 9999
Kill = 1
Guard.Kill = 1

[State 1125, ヘルパー呼出]
Type = Helper
TriggerAll = IsHelper
TriggerAll = Root,PalNo = [7,12]
TriggerAll = Root,RoundState <= 2
TriggerAll = AnimTime = 0
Trigger1 = EnemyNear(Root,Var(57)),MoveType != H
Trigger2 = EnemyNear(Root,Var(57)),StateNo = [120,159]
HelperType = Normal
Name = "Apple"
ID = 1126
Pos = 0, 0
PosType = P1
Facing = 1
StateNo = 1126
KeyCtrl = 0
OwnPal = 1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647

[State 1125, ヘルパー消去]
Type = DestroySelf
TriggerAll = IsHelper
Trigger1 = AnimTime = 0

;-------------------------------------------------------------------------
;HELPER : アップル落とし
;-------------------------------------------------------------------------
[Statedef 1126]
Physics = N
Ctrl = 0
Anim = 10000

[State 1126, ヘルパー呼出]
Type = Helper
Trigger1 = Time % 10 = 0
HelperType = Normal
Name = "Apple"
ID = 1127
Pos = 0, 0
PosType = P1
Facing = 1
StateNo = 1127
KeyCtrl = 0
OwnPal = 1
SuperMoveTime = 0
PauseMoveTime = 0
Size.XScale = 0.75
Size.YScale = 0.75

[State 1126, ヘルパー消去]
Type = DestroySelf
TriggerAll = IsHelper(1106)
Trigger1 = Time = 20

[State 1126, ヘルパー消去]
Type = DestroySelf
TriggerAll = IsHelper
Trigger1 = Time = 50

;-------------------------------------------------------------------------
;Apple(HELPER)
;-------------------------------------------------------------------------
[Statedef 1127]
MoveType= A
Physics = N
Juggle  = 0
VelSet = 0,8
Ctrl = 0
Anim = 1205
SprPriority = 5

[State 1127, コンボ補正]
Type = ParentVarSet
TriggerAll = IsHelper
TriggerAll = !MoveReversed
Trigger1 = MoveHit
FV = 0
Value = 0.90 ** EnemyNear(Root,Var(57)),GetHitVar(HitCount)
Persistent = 0
IgNoreHitPause = 1

[State 1127, 攻撃力補正]
Type = AttackMulSet
Trigger1 = IsHelper
Value = 1.0 * IfElse((Root,PalNo = [11,12]),1.5,1.0) * Root,FVar(0)
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647
IgNoreHitPause = 1

[State 1127, 一部攻撃以外無敵]
Type = HitBy
Trigger1 = IsHelper
Value = SCA,AA,AP
Time = 1
Persistent = 1
IgNoreHitPause = 1

[State 1127, 無敵]
Type = NotHitBy
Trigger1 = IsHelper
Trigger1 = Root,PalNo = [7,12]
Value = SCA,AA,AP,AT
Time = 1
Persistent = 1
IgNoreHitPause = 1

[State 1127, 飛び道具消失へ]
Type = HitOverRide
Trigger1 = IsHelper
Attr = SCA,AA,AP,AT
Slot = 0
StateNo = 1128
Time = 1
ForceAir = 0
IgNoreHitPause = 1

[State 1127, 座標]
Type = PosSet
TriggerAll = IsHelper
Trigger1 = Time = 0
X = EnemyNear(Root,Var(57)),Pos X
Y = Pos Y - ScreenPos Y - 20

[State 1127, 重力]
Type = VelAdd
Trigger1 = 1
Y = 0.35

[State 1127, 回転]
Type = AngleDraw
Trigger1 = 1
Value = -Time * 30 % 360

[State 1127, ヒット定義]
Type = HitDef
TriggerAll = IsHelper
TriggerAll = Root,RoundState <= 2
Trigger1 = !MoveContact && !MoveReversed
Attr = A,SP         ;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
Fall.AnimType = Back
Priority = 4,Hit    ;Hit,Miss,Dodge
Damage = 40, 5
GetPower = 20, 10
GivePower = 15, 5
PauseTime = 1, 1
Guard.PauseTime = 1, 1
SparkNo = S8000
Guard.SparkNo = S8020
SparkXY = -5, -20
HitSound = S1, 2
GuardSound = S1, 111
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, 0
Guard.Velocity = 0
Air.Velocity = 0, -1.5
AirGuard.Velocity = 0, -1.5
Down.Velocity = 0, -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 = 0
Fall.Damage = 0
ID = 1000
NoChainID = 9999
Kill = 1
Guard.Kill = 1

[State 1127, 終了]
Type = ChangeState
Trigger1 = MoveContact || MoveReversed
Value = 1128

[State 1127, SE]
Type = PlaySnd
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 0
Value = 1, 110
Persistent = 0

[State 1127, 終了]
Type = ChangeState
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 0
Value = 1128

[State 1127, ヘルパー消去]
Type = DestroySelf
TriggerAll = IsHelper
Trigger1 = ScreenPos X != [0,319]

;-------------------------------------------------------------------------
[Statedef 1128]
MoveType= I
Physics = N
Juggle  = 0
VelSet = 0,0
Ctrl = 0
Anim = 1205

[State 1128, 無敵]
Type = NotHitBy
Trigger1 = IsHelper
Value = SCA,AA,AP,AT
Time = 1
Persistent = 1
IgNoreHitPause = 1

[State 1128, 飛び道具消失へ]
Type = HitOverRide
Trigger1 = IsHelper
Attr = SCA,AA,AP,AT
Slot = 0
StateNo = 10000
Time = 1
ForceAir = 0
IgNoreHitPause = 1

[State 1128, 振り向く]
Type = Turn
Trigger1 = Random % 2
Trigger1 = Time = 0

[State 1128, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = -1
Y = -7

[State 1128, 重力]
Type = VelAdd
Trigger1 = 1
Y = 0.45

[State 1128, 回転]
Type = AngleDraw
Trigger1 = 1
Value = -Time * 30 % 360

[State 1128, ヘルパー消去]
Type = DestroySelf
TriggerAll = IsHelper
Trigger1 = ScreenPos X != [0,319]
Trigger2 = ScreenPos Y != [0,239]

;-------------------------------------------------------------------------
;Applequake : EX
;-------------------------------------------------------------------------
[Statedef 1150]
Type    = S
MoveType= A
Physics = N
Juggle  = 0
VelSet = 0,0
Ctrl = 0
Anim = 1150
PowerAdd = 0
SprPriority = 2
FaceP2 = 1

[State 1150, マジックゲージ -1]
Type = VarAdd
TriggerAll = Var(20) > 0
Trigger1 = Time = 0
V = 20
Value = -1
Persistent = 0
IgNoreHitPause = 1

[State 1150, 無敵]
Type = NotHitBy
TriggerAll = Time = 0
Trigger1 = PalNo = [7,12]
Value = SCA,AA,AP,AT
Time = 20

[State 1150, ヘルパー呼出]
Type = Helper
Trigger1 = Time = 0
HelperType = Normal
Name = "Effect"
ID = 8200
Pos = 0, -35
PosType = P1
Facing = 1
StateNo = 8200
KeyCtrl = 0
OwnPal = 1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647
Size.XScale = 1
Size.YScale = 1

[State 1150, 相手ガード認識範囲]
Type = AttackDist
Trigger1 = 1
Value = 9999

[State 1150, SE : 振り音]
Type = PlaySnd
Trigger1 = AnimElem = 5
Value = 1, 25
Persistent = 0
IgNoreHitPause = 1

[State 1150, 振動]
Type = EnvShake
Trigger1 = AnimElem = 5
Time = 10
Freq = 90
Ampl = -8
Phase = 90

[State 1150, ヘルパー呼出]
Type = Helper
Trigger1 = AnimElem = 5
HelperType = Normal
Name = "Effect"
ID = 1121
Pos = 0, 0
PosType = P1
Facing = 1
StateNo = 1121
KeyCtrl = 0
OwnPal = 1
SuperMoveTime = 0
PauseMoveTime = 0
Size.XScale = 0.5
Size.YScale = 0.5

[State 1150, ヘルパー呼出]
Type = Helper
Trigger1 = AnimElem = 5
HelperType = Normal
Name = "Hitdef"
ID = 1155
Pos = 0, 0
PosType = P1
Facing = 1
StateNo = 1125
KeyCtrl = 0
OwnPal = 1
SuperMoveTime = 0
PauseMoveTime = 0

[State 1150, 終了]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = (StateType = A) * 51
Ctrl = 1

;-------------------------------------------------------------------------
;アップル飛ばし : A
;-------------------------------------------------------------------------
[Statedef 1200]
Type    = S
MoveType= A
Physics = N
Juggle  = 0
VelSet = 0,0
Ctrl = 0
Anim = 1200
PowerAdd = 0
SprPriority = 2
FaceP2 = 1

[State 1200, SE : 振り音]
Type = PlaySnd
Trigger1 = AnimElem = 4
Value = 1, 22

[State 1200, 前方に余白]
Type = Width
Trigger1 = 1
Player = 20,0

[State 1200, ヘルパー呼出]
Type = Helper
Trigger1 = AnimElem = 4
HelperType = Normal
Name = "Apple"
ID = 1205
Pos = 40, -35
PosType = P1
Facing = 1
StateNo = 1205
KeyCtrl = 0
OwnPal = 1
SuperMoveTime = 0
PauseMoveTime = 0
Size.XScale = 0.75
Size.YScale = 0.75

[State 1200, 終了]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = (StateType = A) * 51
Ctrl = 1

;-------------------------------------------------------------------------
;Apple(HELPER)
;-------------------------------------------------------------------------
[Statedef 1205]
MoveType= A
Physics = N
Juggle  = 0
VelSet = 0.8,-5.5
Ctrl = 0
Anim = 1205
SprPriority = 5

[State 1205, コンボ補正]
Type = ParentVarSet
TriggerAll = IsHelper
TriggerAll = !MoveReversed
Trigger1 = MoveHit
FV = 0
Value = 0.90 ** EnemyNear(Root,Var(57)),GetHitVar(HitCount)
Persistent = 0
IgNoreHitPause = 1

[State 1205, 攻撃力補正]
Type = AttackMulSet
Trigger1 = IsHelper
Value = 1.0 * IfElse((Root,PalNo = [11,12]),1.5,1.0) * Root,FVar(0)
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647
IgNoreHitPause = 1

[State 1205, 一部攻撃以外無敵]
Type = HitBy
Trigger1 = IsHelper
Value = SCA,AA,AP
Time = 1
Persistent = 1
IgNoreHitPause = 1

[State 1205, 無敵]
Type = NotHitBy
Trigger1 = IsHelper
Trigger1 = Root,PalNo = [7,12]
Value = SCA,AA,AP,AT
Time = 1
Persistent = 1
IgNoreHitPause = 1

[State 1205, 飛び道具消失へ]
Type = HitOverRide
Trigger1 = IsHelper
Attr = SCA,AA,AP,AT
Slot = 0
StateNo = 1207
Time = 1
ForceAir = 0
IgNoreHitPause = 1

[State 1205, 攻撃状態]
Type = StateTypeSet
TriggerAll = IsHelper
TriggerAll = Root,PalNo != [7,12]
Trigger1 = Root,MoveType = H
MoveType = I

[State 1205, VelSet]
Type = VelSet
TriggerAll = IsHelper(1255)
Trigger1 = Time = 0
X = 0.4
Y = -5.6

[State 1205, VelSet]
Type = VelSet
TriggerAll = IsHelper(1256)
Trigger1 = Time = 0
X = 0.2
Y = -6.6

[State 1205, VelSet]
Type = VelSet
TriggerAll = IsHelper(1257)
Trigger1 = Time = 0
X = 0
Y = -7.6

[State 1205, 重力]
Type = VelAdd
Trigger1 = 1
Y = 0.35

[State 1205, 回転]
Type = AngleDraw
Trigger1 = 1
Value = -Time * 30 % 360

[State 1205, ヒット定義]
Type = HitDef
TriggerAll = IsHelper
TriggerAll = !IsHelper(1255) && !IsHelper(1256) && !IsHelper(1257)
TriggerAll = Root,RoundState <= 2
Trigger1 = !MoveContact && !MoveReversed
Attr = S,SP         ;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
Fall.AnimType = Back
Priority = 9,Hit    ;Hit,Miss,Dodge
Damage = 7777777777777, 7777777777777
GetPower = 7777, 7777
GivePower = -7777, -7777
PauseTime = 1, 1
Guard.PauseTime = 1, 1
SparkNo = S8000
Guard.SparkNo = S8020
SparkXY = -5, -20
HitSound = S1, 2
GuardSound = S1, 111
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 = -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 = 0
Fall.Damage = 0
ID = 1000
NoChainID = 9999
Kill = 1
Guard.Kill = 1

[State 1205, ヒット定義]
Type = HitDef
TriggerAll = IsHelper
TriggerAll = IsHelper(1255) || IsHelper(1256) || IsHelper(1257)
TriggerAll = Root,RoundState <= 2
Trigger1 = !MoveContact && !MoveReversed
Attr = S,SP         ;SCA,NA,NP,NT,SA,SP,ST,HA,HP,HT
HitFlag = MAFP      ;HLMAFDP+-
GuardFlag =        ;HLMA
AffectTeam = E      ;EBF
AnimType = Hard     ;Light,Medium,Hard,Back,Up,DiagUp,Heavy
Air.AnimType = Back
Fall.AnimType = Back
Priority = 2,Hit    ;Hit,Miss,Dodge
Damage = 80, 20
GetPower = 60, 40
GivePower = 30, 20
PauseTime = 1, 1
Guard.PauseTime = 1, 1
SparkNo = S8000
Guard.SparkNo = S8020
SparkXY = -5, -20
HitSound = S1, 2
GuardSound = S1, 111
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 = -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 = 0
Fall.Damage = 0
ID = 1000
NoChainID = 9999
Kill = 1
Guard.Kill = 1

[State 1205, 次]
Type = ChangeState
TriggerAll = IsHelper
Trigger1 = Root,StateNo = 1200 || Root,StateNo = 1210 || Root,StateNo = 1220
Trigger1 = Root,AnimElemTime(19) = 0
Trigger2 = IsHelper(1255)
Trigger2 = Root,StateNo = 1250
Trigger2 = Root,AnimElemTime(20) = 0
Trigger3 = IsHelper(1256)
Trigger3 = Root,StateNo = 1250
Trigger3 = Root,AnimElemTime(22) = 0
Trigger4 = IsHelper(1257)
Trigger4 = Root,StateNo = 1250
Trigger4 = Root,AnimElemTime(24) = 0
Value = 1206

[State 1205, ヘルパー消去]
Type = DestroySelf
TriggerAll = IsHelper
Trigger1 = ScreenPos X != [-20,339]
Trigger2 = ScreenPos Y != [0,239]

;-------------------------------------------------------------------------
[Statedef 1206]
MoveType= A
Physics = N
Juggle  = 0
VelSet = 0,0
Ctrl = 0
Anim = 1205
SprPriority = 5

[State 1206, コンボ補正]
Type = ParentVarSet
TriggerAll = IsHelper
TriggerAll = !MoveReversed
Trigger1 = MoveHit
FV = 0
Value = 0.90 ** EnemyNear(Root,Var(57)),GetHitVar(HitCount)
Persistent = 0
IgNoreHitPause = 1

[State 1206, 攻撃力補正]
Type = AttackMulSet
Trigger1 = IsHelper
Value = 1.0 * IfElse((Root,PalNo = [11,12]),1.5,1.0) * Root,FVar(0)
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647
IgNoreHitPause = 1

[State 1206, 一部攻撃以外無敵]
Type = HitBy
Trigger1 = IsHelper
Value = SCA,AA,AP
Time = 1
Persistent = 1
IgNoreHitPause = 1

[State 1206, 無敵]
Type = NotHitBy
Trigger1 = IsHelper
Trigger1 = Root,PalNo = [7,12]
Value = SCA,AA,AP,AT
Time = 1
Persistent = 1
IgNoreHitPause = 1

[State 1206, 飛び道具消失へ]
Type = HitOverRide
Trigger1 = IsHelper
Attr = SCA,AA,AP,AT
Slot = 0
StateNo = 1207
Time = 1
ForceAir = 0
IgNoreHitPause = 1

[State 1206, 発射]
Type = VelSet
TriggerAll = IsHelper
TriggerAll = Time = 0
Trigger1 = Root,StateNo = 1200
Trigger2 = IsHelper(1255)
Trigger2 = Root,StateNo = 1250
X = 10
Y = 0

[State 1206, 発射]
Type = VelSet
TriggerAll = IsHelper
TriggerAll = Time = 0
Trigger1 = Root,StateNo = 1210
Trigger2 = IsHelper(1256)
Trigger2 = Root,StateNo = 1250
X = 10
Y = -5

[State 1206, 発射]
Type = VelSet
TriggerAll = IsHelper
TriggerAll = Time = 0
Trigger1 = Root,StateNo = 1220
Trigger2 = IsHelper(1257)
Trigger2 = Root,StateNo = 1250
X = 10
Y = -10

[State 1206, SE : 振り音]
Type = PlaySnd
TriggerAll = IsHelper
Trigger1 = Time = 0
Value = 1, 23

[State 1206, 重力]
Type = VelAdd
Trigger1 = 1
Y = 0.35

[State 1206, 回転]
Type = AngleDraw
Trigger1 = 1
Value = -Time * 30 % 360

[State 1206, ヒット定義]
Type = HitDef
TriggerAll = IsHelper
TriggerAll = !IsHelper(1255) && !IsHelper(1256) && !IsHelper(1257)
TriggerAll = Root,RoundState <= 2
Trigger1 = !MoveContact && !MoveReversed
Attr = S,SP         ;SCA,NA,NP,NT,SA,SP,ST,HA,HP,HT
HitFlag = MAFP      ;HLMAFDP+-
GuardFlag =        ;HLMA
AffectTeam = E      ;EBF
AnimType = Hard     ;Light,Medium,Hard,Back,Up,DiagUp,Heavy
Air.AnimType = Back
Fall.AnimType = Back
Priority = 2,Hit    ;Hit,Miss,Dodge
Damage = 120, 30
GetPower = 120, 80
GivePower = 60, 40
PauseTime = 1, 1
Guard.PauseTime = 1, 1
SparkNo = S8000
Guard.SparkNo = S8020
SparkXY = -5, -20
HitSound = S1, 2
GuardSound = S1, 111
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 = -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 = 0
Fall.Damage = 0
ID = 1000
NoChainID = 9999
Kill = 1
Guard.Kill = 1

[State 1206, ヒット定義]
Type = HitDef
TriggerAll = IsHelper
TriggerAll = IsHelper(1255) || IsHelper(1256) || IsHelper(1257)
TriggerAll = Root,RoundState <= 2
Trigger1 = !MoveContact && !MoveReversed
Attr = S,SP         ;SCA,NA,NP,NT,SA,SP,ST,HA,HP,HT
HitFlag = MAFP      ;HLMAFDP+-
GuardFlag =        ;HLMA
AffectTeam = E      ;EBF
AnimType = Hard     ;Light,Medium,Hard,Back,Up,DiagUp,Heavy
Air.AnimType = Back
Fall.AnimType = Back
Priority = 2,Hit    ;Hit,Miss,Dodge
Damage = 80, 20
GetPower = 60, 40
GivePower = 30, 20
PauseTime = 1, 1
Guard.PauseTime = 1, 1
SparkNo = S8000
Guard.SparkNo = S8020
SparkXY = -5, -20
HitSound = S1, 2
GuardSound = S1, 111
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 = -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 = 0
Fall.Damage = 0
ID = 1000
NoChainID = 9999
Kill = 1
Guard.Kill = 1

[State 1206, 次]
Type = ChangeState
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 0
Value = 1208

[State 1206, 特殊カラー]
Type = ChangeState
TriggerAll = IsHelper
TriggerAll = Root,PalNo = [7,12]
Trigger1 = MoveContact || MoveReversed
Value = 1209

[State 1206, 終了]
Type = ChangeState
TriggerAll = IsHelper
Trigger1 = MoveContact || MoveReversed
Value = 1207

[State 1206, ヘルパー消去]
Type = DestroySelf
TriggerAll = IsHelper
Trigger1 = ScreenPos X != [-20,339]
Trigger2 = ScreenPos Y != [0,239]

;-------------------------------------------------------------------------
[Statedef 1207]
MoveType= I
Physics = N
Juggle  = 0
VelSet = -1,-7
Ctrl = 0
Anim = 1205

[State 1207, 無敵]
Type = NotHitBy
Trigger1 = IsHelper
Value = SCA,AA,AP,AT
Time = 1
Persistent = 1
IgNoreHitPause = 1

[State 1207, 飛び道具消失へ]
Type = HitOverRide
Trigger1 = IsHelper
Attr = SCA,AA,AP,AT
Slot = 0
StateNo = 10000
Time = 1
ForceAir = 0
IgNoreHitPause = 1

[State 1207, VelSet]
Type = VelSet
Trigger1 = PrevStateNo = 1209
Trigger1 = Time = 0
X = 1
Y = -5

[State 1207, 重力]
Type = VelAdd
Trigger1 = 1
Y = 0.45

[State 1207, 回転]
Type = AngleDraw
Trigger1 = 1
Value = Time * 30 % 360

[State 1207, ヘルパー消去]
Type = DestroySelf
TriggerAll = IsHelper
Trigger1 = ScreenPos X != [0,319]
Trigger2 = ScreenPos Y != [0,239]

;-------------------------------------------------------------------------
[Statedef 1208]
MoveType= A
Physics = N
Juggle  = 0
Ctrl = 0
Anim = 1205
SprPriority = 5

[State 1208, コンボ補正]
Type = ParentVarSet
TriggerAll = IsHelper
TriggerAll = !MoveReversed
Trigger1 = MoveHit
FV = 0
Value = 0.90 ** EnemyNear(Root,Var(57)),GetHitVar(HitCount)
Persistent = 0
IgNoreHitPause = 1

[State 1208, 攻撃力補正]
Type = AttackMulSet
Trigger1 = IsHelper
Value = 1.0 * IfElse((Root,PalNo = [11,12]),1.5,1.0) * Root,FVar(0)
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647
IgNoreHitPause = 1

[State 1208, 一部攻撃以外無敵]
Type = HitBy
Trigger1 = IsHelper
Value = SCA,AA,AP
Time = 1
Persistent = 1
IgNoreHitPause = 1

[State 1208, 無敵]
Type = NotHitBy
Trigger1 = IsHelper
Trigger1 = Root,PalNo = [7,12]
Value = SCA,AA,AP,AT
Time = 1
Persistent = 1
IgNoreHitPause = 1

[State 1208, 飛び道具消失へ]
Type = HitOverRide
Trigger1 = IsHelper
Attr = SCA,AA,AP,AT
Slot = 0
StateNo = 1207
Time = 1
ForceAir = 0
IgNoreHitPause = 1

[State 1208, SE]
Type = PlaySnd
Trigger1 = Time = 0
Value = 1, 110

[State 1208, 速度]
Type = VelSet
Trigger1 = Time = 0
Y = -Vel Y

[State 1208, 接地]
Type = PosSet
Trigger1 = Time = 0
Y = 0

[State 1208, 重力]
Type = VelAdd
Trigger1 = 1
Y = 0.35

[State 1208, 回転]
Type = AngleDraw
Trigger1 = 1
Value = -Time * 30 % 360

[State 1208, ヒット定義]
Type = HitDef
TriggerAll = IsHelper
TriggerAll = !IsHelper(1255) && !IsHelper(1256) && !IsHelper(1257)
TriggerAll = Root,RoundState <= 2
Trigger1 = !MoveContact && !MoveReversed
Attr = S,SP         ;SCA,NA,NP,NT,SA,SP,ST,HA,HP,HT
HitFlag = MAFP      ;HLMAFDP+-
GuardFlag =        ;HLMA
AffectTeam = E      ;EBF
AnimType = Hard     ;Light,Medium,Hard,Back,Up,DiagUp,Heavy
Air.AnimType = Back
Fall.AnimType = Back
Priority = 2,Hit    ;Hit,Miss,Dodge
Damage = 120, 30
GetPower = 220, 180
GivePower = 10, 10
PauseTime = 1, 1
Guard.PauseTime = 1, 1
SparkNo = S8000
Guard.SparkNo = S8020
SparkXY = -5, -20
HitSound = S1, 2
GuardSound = S1, 111
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 = -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 = 0
Fall.Damage = 0
ID = 1000
NoChainID = 9999
Kill = 1
Guard.Kill = 1

[State 1208, ヒット定義]
Type = HitDef
TriggerAll = IsHelper
TriggerAll = IsHelper(1255) || IsHelper(1256) || IsHelper(1257)
TriggerAll = Root,RoundState <= 2
Trigger1 = !MoveContact && !MoveReversed
Attr = S,SP         ;SCA,NA,NP,NT,SA,SP,ST,HA,HP,HT
HitFlag = MAFP      ;HLMAFDP+-
GuardFlag =        ;HLMA
AffectTeam = E      ;EBF
AnimType = Hard     ;Light,Medium,Hard,Back,Up,DiagUp,Heavy
Air.AnimType = Back
Fall.AnimType = Back
Priority = 2,Hit    ;Hit,Miss,Dodge
Damage = 80, 20
GetPower = 60, 40
GivePower = 30, 20
PauseTime = 1, 1
Guard.PauseTime = 1, 1
SparkNo = S8000
Guard.SparkNo = S8020
SparkXY = -5, -20
HitSound = S1, 2
GuardSound = S1, 111
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 = -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 = 0
Fall.Damage = 0
ID = 1000
NoChainID = 9999
Kill = 1
Guard.Kill = 1

[State 1208, 特殊カラー]
Type = ChangeState
TriggerAll = IsHelper
TriggerAll = Root,PalNo = [7,12]
Trigger1 = MoveContact || MoveReversed
Value = 1209

[State 1208, 終了]
Type = ChangeState
Trigger1 = MoveContact || MoveReversed
Value = 1207

[State 1208, ヘルパー消去]
Type = DestroySelf
TriggerAll = IsHelper
Trigger1 = ScreenPos X != [-20,339]
Trigger2 = ScreenPos Y != [0,239]

;-------------------------------------------------------------------------
[Statedef 1209]
MoveType= A
Physics = N
Juggle  = 0
Ctrl = 0
Anim = 1205
SprPriority = 5

[State 1209, コンボ補正]
Type = ParentVarSet
TriggerAll = IsHelper
TriggerAll = !MoveReversed
Trigger1 = MoveHit
FV = 0
Value = 0.90 ** EnemyNear(Root,Var(57)),GetHitVar(HitCount)
Persistent = 0
IgNoreHitPause = 1

[State 1209, 攻撃力補正]
Type = AttackMulSet
Trigger1 = IsHelper
Value = 1.0 * IfElse((Root,PalNo = [11,12]),1.5,1.0) * Root,FVar(0)
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647
IgNoreHitPause = 1

[State 1209, 一部攻撃以外無敵]
Type = HitBy
Trigger1 = IsHelper
Value = SCA,AA,AP
Time = 1
Persistent = 1
IgNoreHitPause = 1

[State 1209, 無敵]
Type = NotHitBy
Trigger1 = IsHelper
Trigger1 = Root,PalNo = [7,12]
Value = SCA,AA,AP,AT
Time = 1
Persistent = 1
IgNoreHitPause = 1

[State 1209, 飛び道具消失へ]
Type = HitOverRide
Trigger1 = IsHelper
Attr = SCA,AA,AP,AT
Slot = 0
StateNo = 1207
Time = 1
ForceAir = 0
IgNoreHitPause = 1

[State 1209, 重力]
Type = VelAdd
Trigger1 = 1
Y = 0.45

[State 1209, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = 1
Y = -8

[State 1209, 回転]
Type = AngleDraw
Trigger1 = 1
Value = -Time * 30 % 360

[State 1209, ヒット定義]
Type = HitDef
TriggerAll = IsHelper
TriggerAll = !IsHelper(1255) && !IsHelper(1256) && !IsHelper(1257)
TriggerAll = Root,RoundState <= 2
Trigger1 = !MoveContact && !MoveReversed
Trigger1 = Vel Y > 0
Attr = S,SP         ;SCA,NA,NP,NT,SA,SP,ST,HA,HP,HT
HitFlag = MAFP      ;HLMAFDP+-
GuardFlag =        ;HLMA
AffectTeam = E      ;EBF
AnimType = Hard     ;Light,Medium,Hard,Back,Up,DiagUp,Heavy
Air.AnimType = Back
Fall.AnimType = Back
Priority = 2,Hit    ;Hit,Miss,Dodge
Damage = 110, 30
GetPower = 120, 80
GivePower = 60, 40
PauseTime = 1, 1
Guard.PauseTime = 1, 1
SparkNo = S8000
Guard.SparkNo = S8020
SparkXY = -5, -20
HitSound = S1, 2
GuardSound = S1, 111
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 = -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 = 0
Fall.Damage = 0
ID = 1000
NoChainID = 9999
Kill = 1
Guard.Kill = 1

[State 1209, ヒット定義]
Type = HitDef
TriggerAll = IsHelper
TriggerAll = IsHelper(1255) || IsHelper(1256) || IsHelper(1257)
TriggerAll = Root,RoundState <= 2
Trigger1 = !MoveContact && !MoveReversed
Trigger1 = Vel Y > 0
Attr = S,SP         ;SCA,NA,NP,NT,SA,SP,ST,HA,HP,HT
HitFlag = MAFP      ;HLMAFDP+-
GuardFlag =        ;HLMA
AffectTeam = E      ;EBF
AnimType = Hard     ;Light,Medium,Hard,Back,Up,DiagUp,Heavy
Air.AnimType = Back
Fall.AnimType = Back
Priority = 2,Hit    ;Hit,Miss,Dodge
Damage = 80, 20
GetPower = 60, 40
GivePower = 30, 20
PauseTime = 1, 1
Guard.PauseTime = 1, 1
SparkNo = S8000
Guard.SparkNo = S8020
SparkXY = -5, -20
HitSound = S1, 2
GuardSound = S1, 111
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 = -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 = 0
Fall.Damage = 0
ID = 1000
NoChainID = 9999
Kill = 1
Guard.Kill = 1

[State 1209, 終了]
Type = ChangeState
Trigger1 = MoveContact || MoveReversed
Value = 1207

[State 1209, ヘルパー消去]
Type = DestroySelf
TriggerAll = IsHelper
Trigger1 = ScreenPos X != [-20,339]
Trigger2 = ScreenPos Y != [0,239]

;-------------------------------------------------------------------------
;アップル飛ばし : B
;-------------------------------------------------------------------------
[Statedef 1210]
Type    = S
MoveType= A
Physics = N
Juggle  = 0
VelSet = 0,0
Ctrl = 0
Anim = 1210
PowerAdd = 0
SprPriority = 2
FaceP2 = 1

[State 1210, SE : 振り音]
Type = PlaySnd
Trigger1 = AnimElem = 4
Value = 1, 22

[State 1210, 前方に余白]
Type = Width
Trigger1 = 1
Player = 20,0

[State 1210, ヘルパー呼出]
Type = Helper
Trigger1 = AnimElem = 4
HelperType = Normal
Name = "Apple"
ID = 1215
Pos = 40, -35
PosType = P1
Facing = 1
StateNo = 1205
KeyCtrl = 0
OwnPal = 1
SuperMoveTime = 0
PauseMoveTime = 0
Size.XScale = 0.75
Size.YScale = 0.75

[State 1210, 終了]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = (StateType = A) * 51
Ctrl = 1

;-------------------------------------------------------------------------
;アップル飛ばし : C
;-------------------------------------------------------------------------
[Statedef 1220]
Type    = S
MoveType= A
Physics = N
Juggle  = 0
VelSet = 0,0
Ctrl = 0
Anim = 1220
PowerAdd = 0
SprPriority = 2
FaceP2 = 1

[State 1220, SE : 振り音]
Type = PlaySnd
Trigger1 = AnimElem = 4
Value = 1, 22

[State 1220, 前方に余白]
Type = Width
Trigger1 = 1
Player = 20,0

[State 1220, ヘルパー呼出]
Type = Helper
Trigger1 = AnimElem = 4
HelperType = Normal
Name = "Apple"
ID = 1225
Pos = 40, -35
PosType = P1
Facing = 1
StateNo = 1205
KeyCtrl = 0
OwnPal = 1
SuperMoveTime = 0
PauseMoveTime = 0
Size.XScale = 0.75
Size.YScale = 0.75

[State 1220, 終了]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = (StateType = A) * 51
Ctrl = 1

;-------------------------------------------------------------------------
;アップル飛ばし : EX
;-------------------------------------------------------------------------
[Statedef 1250]
Type    = S
MoveType= A
Physics = N
Juggle  = 0
VelSet = 0,0
Ctrl = 0
Anim = 1250
PowerAdd = 0
SprPriority = 2
FaceP2 = 1

[State 1250, マジックゲージ -1]
Type = VarAdd
TriggerAll = Var(20) > 0
Trigger1 = Time = 0
V = 20
Value = -1
Persistent = 0
IgNoreHitPause = 1

[State 1250, ヘルパー呼出]
Type = Helper
Trigger1 = Time = 0
HelperType = Normal
Name = "Effect"
ID = 8200
Pos = 0, -35
PosType = P1
Facing = 1
StateNo = 8200
KeyCtrl = 0
OwnPal = 1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647
Size.XScale = 1
Size.YScale = 1

[State 1250, SE : 振り音]
Type = PlaySnd
Trigger1 = AnimElem = 4
Value = 1, 22

[State 1250, 前方に余白]
Type = Width
Trigger1 = 1
Player = 20,0

[State 1250, ヘルパー呼出]
Type = Helper
Trigger1 = AnimElem = 4
HelperType = Normal
Name = "Apple"
ID = 1255
Pos = 40, -35
PosType = P1
Facing = 1
StateNo = 1205
KeyCtrl = 0
OwnPal = 1
SuperMoveTime = 0
PauseMoveTime = 0
Size.XScale = 0.75
Size.YScale = 0.75

[State 1250, ヘルパー呼出]
Type = Helper
Trigger1 = AnimElem = 4
HelperType = Normal
Name = "Apple"
ID = 1256
Pos = 40, -35
PosType = P1
Facing = 1
StateNo = 1205
KeyCtrl = 0
OwnPal = 1
SuperMoveTime = 0
PauseMoveTime = 0
Size.XScale = 0.75
Size.YScale = 0.75

[State 1250, ヘルパー呼出]
Type = Helper
Trigger1 = AnimElem = 4
HelperType = Normal
Name = "Apple"
ID = 1257
Pos = 40, -35
PosType = P1
Facing = 1
StateNo = 1205
KeyCtrl = 0
OwnPal = 1
SuperMoveTime = 0
PauseMoveTime = 0
Size.XScale = 0.75
Size.YScale = 0.75

[State 1250, 終了]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = (StateType = A) * 51
Ctrl = 1

;-------------------------------------------------------------------------
;アップル体当たり : A
;-------------------------------------------------------------------------
[Statedef 1300]
Type    = S
MoveType= A
Physics = N
Juggle  = 0
VelSet = 0,0
Ctrl = 0
Anim = 1300
PowerAdd = 0
SprPriority = 2

[State 1300, 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 1300, 空中状態]
Type = StateTypeSet
Trigger1 = Pos Y < 0
Trigger1 = Time = 0
Trigger2 = AnimElem = 6
StateType = A

[State 1300, 空中状態]
Type = StateTypeSet
Trigger1 = Anim = 1300
Trigger1 = AnimElem = 14
StateType = S

[State 1300, アニメ切替]
Type = ChangeAnim
Trigger1 = StateType = A
Trigger1 = Time = 0
Value = 1305

[State 1300, 重力]
Type = Gravity
Trigger1 = StateType = A
Trigger1 = Anim = 1305
Trigger1 = AnimElem = 14, > 0

[State 1300, 入力受付開始]
Type = CtrlSet
Trigger1 = PalNo = [7,12]
Trigger1 = StateType = A
Trigger1 = Anim = 1305
Trigger1 = AnimElem = 14, > 0
Value = 1

[State 1300, SE : 振り音]
Type = PlaySnd
Trigger1 = AnimElem = 6
Value = 1300, 0

[State 1300, 速度]
Type = VelSet
Trigger1 = AnimElem = 6
X = 15

[State 1300, 失速]
Type = VelMul
Trigger1 = AnimElem = 10, > 0
X = 0.80

[State 1300, ぶつかり判定の消失]
Type = PlayerPush
Trigger1 = AnimElemNo(0) = [7,13]
Value = 0

[State 1300, ヒット定義]
Type = HitDef
TriggerAll = RoundState <= 2
TriggerAll = AnimElemNo(0) = [6,9]
Trigger1 = !MoveContact && !MoveReversed
Trigger2 = PalNo = [7,12]
Trigger2 = EnemyNear(Var(57)),MoveType != H || EnemyNear(Var(57)),StateNo = [120,159]
Trigger2 = MoveContact = 3 || MoveReversed = 3
Attr = A,SA         ;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 = 185, 30
GetPower = 120, 80
GivePower = 60, 40
PauseTime = 10, 10
Guard.PauseTime = 10, 10
SparkNo = S8000
Guard.SparkNo = S8020
SparkXY = -5, -30
HitSound = S1, 23
GuardSound = S1, 111
Ground.Type = High  ;High,Low,Trip,Non
Air.Type = High
Ground.SlideTime = 28
Ground.HitTime = 28
Air.HitTime = 28
Guard.SlideTime = 26
Guard.HitTime = 26
Guard.CtrlTime = 26
AirGuard.HitTime = 26
AirGuard.CtrlTime = 26
Down.HitTime = 28
YAccel = .35
Ground.Velocity = -8, -4
Guard.Velocity = -1.5
Air.Velocity = -8, -4
AirGuard.Velocity = -1.5, -4
Down.Velocity = -8, -4
Ground.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
SprPriority = 1
Fall = 1
Air.Fall = 1
Fall.Recover = 0
Fall.Damage = 0
ID = 1000
NoChainID = 9999
Kill = 1
Guard.Kill = 1

[State 1300, 着地へ]
Type = ChangeState
TriggerAll = StateType = A
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 0
Value = 52

[State 1300, 終了]
Type = ChangeState
TriggerAll = StateType != A
Trigger1 = AnimTime = 0
Value = (StateType = A) * 51
Ctrl = 1

;-------------------------------------------------------------------------
;アップル体当たり : B
;-------------------------------------------------------------------------
[Statedef 1310]
Type    = S
MoveType= A
Physics = N
Juggle  = 0
VelSet = 0,0
Ctrl = 0
Anim = 1310
PowerAdd = 0
SprPriority = 2

[State 1310, 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 1310, 空中状態]
Type = StateTypeSet
Trigger1 = Pos Y < 0
Trigger1 = Time = 0
Trigger2 = AnimElem = 6
StateType = A

[State 1310, 空中状態]
Type = StateTypeSet
Trigger1 = Anim = 1310
Trigger1 = AnimElem = 14
StateType = S

[State 1310, アニメ切替]
Type = ChangeAnim
Trigger1 = StateType = A
Trigger1 = Time = 0
Value = 1315

[State 1310, 重力]
Type = Gravity
Trigger1 = StateType = A
Trigger1 = Anim = 1315
Trigger1 = AnimElem = 14, > 0

[State 1310, 入力受付開始]
Type = CtrlSet
Trigger1 = PalNo = [7,12]
Trigger1 = StateType = A
Trigger1 = Anim = 1315
Trigger1 = AnimElem = 14, > 0
Value = 1

[State 1310, SE : 振り音]
Type = PlaySnd
Trigger1 = AnimElem = 6
Value = 1300, 0

[State 1310, 速度]
Type = VelSet
Trigger1 = AnimElem = 6
X = 15

[State 1310, 失速]
Type = VelMul
Trigger1 = AnimElem = 10, > 0
X = 0.80

[State 1310, ぶつかり判定の消失]
Type = PlayerPush
Trigger1 = AnimElemNo(0) = [7,13]
Value = 0

[State 1310, ヒット定義]
Type = HitDef
TriggerAll = RoundState <= 2
TriggerAll = AnimElemNo(0) = [6,9]
Trigger1 = !MoveContact && !MoveReversed
Trigger2 = PalNo = [7,12]
Trigger2 = EnemyNear(Var(57)),MoveType != H || EnemyNear(Var(57)),StateNo = [120,159]
Trigger2 = MoveContact = 5 || MoveReversed = 5
Attr = A,SA         ;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 = 185, 30
GetPower = 120, 80
GivePower = 60, 40
PauseTime = 10, 10
Guard.PauseTime = 10, 10
SparkNo = S8000
Guard.SparkNo = S8020
SparkXY = -5, -30
HitSound = S1, 23
GuardSound = S1, 111
Ground.Type = High  ;High,Low,Trip,Non
Air.Type = High
Ground.SlideTime = 28
Ground.HitTime = 28
Air.HitTime = 28
Guard.SlideTime = 26
Guard.HitTime = 26
Guard.CtrlTime = 26
AirGuard.HitTime = 26
AirGuard.CtrlTime = 26
Down.HitTime = 28
YAccel = .35
Ground.Velocity = -8, -4
Guard.Velocity = -1.5
Air.Velocity = -8, -4
AirGuard.Velocity = -1.5, -4
Down.Velocity = -8, -4
Ground.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
SprPriority = 1
Fall = 1
Air.Fall = 1
Fall.Recover = 0
Fall.Damage = 0
ID = 1000
NoChainID = 9999
Kill = 1
Guard.Kill = 1

[State 1310, 着地へ]
Type = ChangeState
TriggerAll = StateType = A
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 0
Value = 52

[State 1310, 終了]
Type = ChangeState
TriggerAll = StateType != A
Trigger1 = AnimTime = 0
Value = (StateType = A) * 51
Ctrl = 1

;-------------------------------------------------------------------------
;アップル体当たり : C
;-------------------------------------------------------------------------
[Statedef 1320]
Type    = S
MoveType= A
Physics = N
Juggle  = 0
VelSet = 0,0
Ctrl = 0
Anim = 1320
PowerAdd = 0
SprPriority = 2

[State 1320, 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 1320, 空中状態]
Type = StateTypeSet
Trigger1 = Pos Y < 0
Trigger1 = Time = 0
Trigger2 = AnimElem = 6
StateType = A

[State 1320, 空中状態]
Type = StateTypeSet
Trigger1 = Anim = 1320
Trigger1 = AnimElem = 14
StateType = S

[State 1320, アニメ切替]
Type = ChangeAnim
Trigger1 = StateType = A
Trigger1 = Time = 0
Value = 1325

[State 1320, 重力]
Type = Gravity
Trigger1 = StateType = A
Trigger1 = Anim = 1325
Trigger1 = AnimElem = 14, > 0

[State 1320, 入力受付開始]
Type = CtrlSet
Trigger1 = PalNo = [7,12]
Trigger1 = StateType = A
Trigger1 = Anim = 1325
Trigger1 = AnimElem = 14, > 0
Value = 1

[State 1320, SE : 振り音]
Type = PlaySnd
Trigger1 = AnimElem = 6
Value = 1300, 0

[State 1320, 速度]
Type = VelSet
Trigger1 = AnimElem = 6
X = 15

[State 1320, 失速]
Type = VelMul
Trigger1 = AnimElem = 10, > 0
X = 0.80

[State 1320, ぶつかり判定の消失]
Type = PlayerPush
Trigger1 = AnimElemNo(0) = [7,13]
Value = 0

[State 1320, ヒット定義]
Type = HitDef
TriggerAll = RoundState <= 2
TriggerAll = AnimElemNo(0) = [6,9]
Trigger1 = !MoveContact && !MoveReversed
Trigger2 = PalNo = [7,12]
Trigger2 = EnemyNear(Var(57)),MoveType != H || EnemyNear(Var(57)),StateNo = [120,159]
Trigger2 = MoveContact = 7 || MoveReversed = 7
Attr = A,SA         ;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 = 185, 30
GetPower = 120, 80
GivePower = 60, 40
PauseTime = 10, 10
Guard.PauseTime = 10, 10
SparkNo = S8000
Guard.SparkNo = S8020
SparkXY = -5, -30
HitSound = S1, 23
GuardSound = S1, 111
Ground.Type = High  ;High,Low,Trip,Non
Air.Type = High
Ground.SlideTime = 28
Ground.HitTime = 28
Air.HitTime = 28
Guard.SlideTime = 26
Guard.HitTime = 26
Guard.CtrlTime = 26
AirGuard.HitTime = 26
AirGuard.CtrlTime = 26
Down.HitTime = 28
YAccel = .35
Ground.Velocity = -8, -4
Guard.Velocity = -1.5
Air.Velocity = -8, -4
AirGuard.Velocity = -1.5, -4
Down.Velocity = -8, -4
Ground.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
SprPriority = 1
Fall = 1
Air.Fall = 1
Fall.Recover = 0
Fall.Damage = 0
ID = 1000
NoChainID = 9999
Kill = 1
Guard.Kill = 1

[State 1320, 着地へ]
Type = ChangeState
TriggerAll = StateType = A
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 0
Value = 52

[State 1320, 終了]
Type = ChangeState
TriggerAll = StateType != A
Trigger1 = AnimTime = 0
Value = (StateType = A) * 51
Ctrl = 1

;-------------------------------------------------------------------------
;アップル体当たり : EX
;-------------------------------------------------------------------------
[Statedef 1350]
Type    = S
MoveType= A
Physics = N
Juggle  = 0
VelSet = 0,0
Ctrl = 0
Anim = 1350
PowerAdd = 0
SprPriority = 2

[State 1350, マジックゲージ -1]
Type = VarAdd
TriggerAll = Var(20) > 0
Trigger1 = Time = 0
V = 20
Value = -1
Persistent = 0
IgNoreHitPause = 1

[State 1350, 無敵]
Type = NotHitBy
TriggerAll = Time = 0
Trigger1 = PalNo = [7,12]
Value = SCA,AA,AP,AT
Time = 20

[State 1350, ヘルパー呼出]
Type = Helper
Trigger1 = Time = 0
HelperType = Normal
Name = "Effect"
ID = 8200
Pos = 0, -35
PosType = P1
Facing = 1
StateNo = 8200
KeyCtrl = 0
OwnPal = 1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647
Size.XScale = 1
Size.YScale = 1

[State 1350, 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 1350, 空中状態]
Type = StateTypeSet
Trigger1 = Pos Y < 0
Trigger1 = Time = 0
Trigger2 = AnimElem = 6
StateType = A

[State 1350, 空中状態]
Type = StateTypeSet
Trigger1 = Anim = 1350
Trigger1 = AnimElem = 14
StateType = S

[State 1350, アニメ切替]
Type = ChangeAnim
Trigger1 = StateType = A
Trigger1 = Time = 0
Value = 1355

[State 1350, 重力]
Type = Gravity
Trigger1 = StateType = A
Trigger1 = Anim = 1355
Trigger1 = AnimElem = 14, > 0

[State 1350, 入力受付開始]
Type = CtrlSet
Trigger1 = PalNo = [7,12]
Trigger1 = StateType = A
Trigger1 = Anim = 1355
Trigger1 = AnimElem = 14, > 0
Value = 1

[State 1350, SE : 振り音]
Type = PlaySnd
Trigger1 = AnimElem = 6
Value = 1300, 0

[State 1350, 速度]
Type = VelSet
Trigger1 = AnimElem = 6
X = 15

[State 1350, 失速]
Type = VelMul
Trigger1 = AnimElem = 10, > 0
X = 0.80

[State 1350, ぶつかり判定の消失]
Type = PlayerPush
Trigger1 = AnimElemNo(0) = [7,13]
Value = 0

[State 1350, ヒット定義]
Type = HitDef
TriggerAll = RoundState <= 2
TriggerAll = AnimElemNo(0) = [6,9]
Trigger1 = !MoveContact && !MoveReversed
Trigger2 = PalNo = [7,12]
Trigger2 = EnemyNear(Var(57)),MoveType != H || EnemyNear(Var(57)),StateNo = [120,159]
Trigger2 = MoveContact = 7 || MoveReversed = 7
Attr = A,SA         ;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 = 185, 30
GetPower = 120, 80
GivePower = 60, 40
PauseTime = 20, 20
Guard.PauseTime = 10, 10
SparkNo = S8000
Guard.SparkNo = S8020
SparkXY = -5, -30
HitSound = S1, 23
GuardSound = S1, 111
Ground.Type = High  ;High,Low,Trip,Non
Air.Type = High
Ground.SlideTime = 28
Ground.HitTime = 28
Air.HitTime = 28
Guard.SlideTime = 26
Guard.HitTime = 26
Guard.CtrlTime = 26
AirGuard.HitTime = 26
AirGuard.CtrlTime = 26
Down.HitTime = 28
YAccel = .35
Ground.Velocity = -8, -4
Guard.Velocity = -1.5
Air.Velocity = -8, -4
AirGuard.Velocity = -1.5, -4
Down.Velocity = -8, -4
Ground.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
SprPriority = 1
Fall = 1
Air.Fall = 1
Fall.Recover = 0
Fall.Damage = 0
ID = 1000
NoChainID = 9999
Kill = 1
Guard.Kill = 1

[State 1350, ステート奪取]
Type = TargetState
TriggerAll = NumTarget(1000)
TriggerAll = Target(1000),IsHelper = 0
Trigger1 = MoveHit = 1
Value = 50050
ID = 1000
Persistent = 20
IgNoreHitPause = 1

[State 1350, 相手を振り向かせる]
Type = TargetFacing
TriggerAll = NumTarget(1000)
TriggerAll = Target(1000),IsHelper = 0
Trigger1 = MoveHit = 1
Trigger1 = Facing = Target(1000),Facing
Value = -1
ID = 1000
Persistent = 20
IgNoreHitPause = 1

[State 1350, 着地へ]
Type = ChangeState
TriggerAll = StateType = A
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 0
Value = 52

[State 1350, 終了]
Type = ChangeState
TriggerAll = StateType != A
Trigger1 = AnimTime = 0
Value = (StateType = A) * 51
Ctrl = 1

;-------------------------------------------------------------------------
;Quick Escape
;-------------------------------------------------------------------------
[Statedef 1400]
Type    = S
MoveType= I
Physics = N
Juggle  = 0
VelSet = 0,0
Ctrl = 0
Anim = 1400
PowerAdd = 0
SprPriority = 2
FaceP2 = 1

[State 1400, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = 10

[State 1400, 失速]
Type = VelMul
Trigger1 = AnimElem = 6, >= 0
X = 0.80

[State 1400, 振り向く]
Type = Turn
Trigger1 = P2Dist X < 0
Trigger1 = AnimElem = 4, >= 0
Trigger1 = AnimElem = 7, < 0

[State 1400, SE]
Type = PlaySnd
Trigger1 = Time = 0
Value = 2, 5

[State 1400, 残像]
Type = AfterImage
Trigger1 = Time = 0
Time = 2
Length = 10
PalBright = 0,0,0
PalContrast = 128,128,128
PalPostBright = 0,0,0
PalAdd = 0,0,0
PalMul = 1,1,1
TimeGap = 1
FrameGap = 3
Trans = Add1

[State 1400, AfterImageTime]
Type = AfterImageTime
Trigger1 = AnimElem = 8, < 0
Time = 2

[State 1400, ぶつかり判定の消失]
Type = PlayerPush
Trigger1 = AnimElem = 8, < 0
Value = 0

[State 1400, 投げ以外無敵]
Type = HitBy
Trigger1 = AnimElem = 8, < 0
Value = SCA,AT
Time = 1

[State 1400, 無敵]
Type = NotHitBy
Trigger1 = PalNo = [7,12]
Value = SCA,AA,AP,AT
Time = 1

[State 1400, 終了]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1
