;state_edition_by_shadaloo666
;===========================================================================
;---------------------------------------------------------------------------
; 夏美ランプー
[Statedef 992000]
type = S
movetype = I
anim = 992000
velset = 0,0
sprpriority = -5
;SprPriority = 1

[State 992000, 2]
type = ChangeState
trigger1 = RoundState = 0
trigger1 = parent, stateno = 191
value = 992100

[State 992000, 2]
type = ChangeState
trigger1 = RoundState = 0
trigger1 = parent, stateno = 8000
value = 998200

[State 992000, 2]
type = ChangeState
triggerall = RoundState = 4
trigger1 = parent, stateno = 5150
value = 992150


[State 992000, 2]
type = ChangeState
triggerall = RoundState = 4
trigger1 = parent, stateno = 170
value = 992070

[State 992000, 2]
type = ChangeState
trigger1 = parent, stateno = 182
value = 992060

[State 992000, 2]
type = ChangeState
trigger1 = parent, stateno = 181
value = 992050

[State 992000, 2]
type = ChangeState
trigger1 = parent, MoveHit = 1
value = 992030

[State 992000, 2]
type = ChangeState
trigger1 = parent, stateno = 5000
trigger2 = parent, stateno = 5100
trigger3 = parent, stateno = 5071
value = 992040


[State 2000, 1]
type = ChangeState
trigger1 = RootDist X > 60
value = 992010

[State 992000, 2]
type = ChangeState
trigger1 = RootDist X < -60
value = 992020

[State 992000, 2]
type = ChangeState
trigger1 = parent, stateno = 2400
value = 992200

[State 992000, 2]
type = ChangeState
trigger1 = parent, stateno = 2401
value = 992300

[State 992000, 2]
type = ChangeState
trigger1 = parent, Facing = -1
trigger1 = Facing = 1
trigger2 = parent, Facing = 1
trigger2 = Facing = -1
value = 992001

;---------------------------------------------------------------------
めくり
[Statedef 992001]
type = S
movetype = I
anim = 992001
velset = 0,0

[State 992001, 1]
type = Turn
trigger1 = Time = 0

[State 992001, 2]
type = ChangeState
trigger1 = animtime = 0
value = 992000

;---------------------------------------------------------------------------
;前進
[Statedef 992010]
type = S
movetype = I
anim = 992010
velset = 2,0

[State 992010, 2]
type = ChangeState
trigger1 = RootDist X < 35
value = 992000

;---------------------------------------------------------------------------
;後退
[Statedef 992020]
type = S
movetype = I
anim = 992020
velset = -2, 0
facep2 = 1

[State 992020, 1]
type = changestate
trigger1 = RootDist X > -35
value = 992000
;---------------------------------------------------------------------------
;当たり
[Statedef 992030]
type = S
movetype = I
anim = 992030
velset = 0, 0
facep2 = 1

[State 992030, 2]
type = ChangeState
trigger1 = animtime = 0
value = 992000

;食らい
[Statedef 992040]
type = S
movetype = I
anim = 992040
velset = 0, 0
facep2 = 1

[State 992040, 2]
type = ChangeState
trigger1 = animtime = 0
value = 992000
;---------------------------------------------------------------------------
;勝ち１
[Statedef 992050]
type = S
movetype = I
anim = 992050
velset = 0, 0
facep2 = 1

[State 992050, 1]
type = PlaySnd
trigger1 = Time = 3
value = 1, 1

[State 992050, 2]
type = ChangeState
trigger1 = parent, stateno = 0
value = 992000

;勝ち２
[Statedef 992060]
type = S
movetype = I
anim = 992060
velset = 0, 0
facep2 = 1

[State 992060, 1]
type = PlaySnd
trigger1 = Time = 1
loop = 5
value = 1, 2

[State 992050, 2]
type = ChangeState
trigger1 = parent, stateno = 0
value = 992000

;---------------------------------------------------------------------------
;負け１
[Statedef 992070]
type = S
movetype = I
anim = 992070
velset = 0, 0
facep2 = 1
sprpriority = -5

[State 992070, 1]
type = PlaySnd
trigger1 = Time = 1
value = 1, 3

[State 992085, 2]
type = ChangeState
trigger1 = parent, stateno = 0
value = 992000


;負け２
[Statedef 992080]
type = S
movetype = I
anim = 992080
velset = 0, 0
facep2 = 1
sprpriority = -5

[State 992080, 1]
type = PlaySnd
trigger1 = Time = 1
value = 1, 4

[State 992080, 2]
type = ChangeState
trigger1 = animtime = 0
value = 992081

[Statedef 992081]
type = S
movetype = I
anim = 992081
velset = -4, 0
facep2 = 1

[State 992081, 2]
type = changestate
;trigger1 = BackEdgeDist <= -15
trigger1 = time = 600
value = 999044


;消
[Statedef 999044]
type    = A
movetype= I
physics = N

[State 999044, 3]
type = DestroySelf
trigger1 = Time = 0

;---------------------------------------------------------------------------
; 夏美ランプー登場
[Statedef 992100]
type = S
movetype = I
anim = 992000
velset = 0,0

[State 992100, 2]
type = posset
trigger1 = time = 0
trigger1 = parent, Facing = 1
x = -200

[State 992100, 2]
type = posset
trigger1 = time = 0
trigger1 = parent, Facing = -1
x = 200

[State 992100, 1]
type = ChangeState
trigger1 = RootDist X > 60
value = 992110

;前進
[Statedef 992110]
type = S
movetype = I
anim = 992010
velset = 2,0

[State 992110, 2]
type = ChangeState
trigger1 = RootDist X < -25
value = 992130

;当たり
[Statedef 992130]
type = S
movetype = I
anim = 992130
velset = 0, 0
facep2 = 1

[State 992130, 2]
type = posadd
trigger1 = time = 0
x = 14

[State 992130, 1]
type = PlaySnd
trigger1 = Time = 16
value = 1, 0

[State 992130, 2]
type = ChangeState
trigger1 = animtime = 0
value = 992131

[Statedef 992131]
type = S
movetype = I
anim = 992131
velset = 0, 0
facep2 = 1

[State 992131, 2]
type = ChangeState
trigger1 = parent, stateno = 0
value = 992000
;---------------------------------------------------------------------------
[Statedef 992150]
type = S
movetype = I
anim = 992000
velset = 0,0

[State 992000, 2]
type = ChangeState
triggerall = time = 60
trigger1 = RoundState = 4
trigger1 = MatchOver = 1
trigger1 = parent, stateno = 5150
value = 992080

[State 992000, 2]
type = ChangeState
triggerall = time = 60
trigger1 = RoundState = 4
trigger1 = MatchOver = 0
trigger1 = parent, stateno = 5150
value = 992070

;---------------------------------------------------------------------------
;夏美ランプー投げ
[Statedef 992200]
type = S
movetype = I
anim = 992200
velset = 0,0

[State 992130, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 1, 5

[State 992130, 1]
type = PlaySnd
trigger1 = animelem = 8
value = 1, 6

[State 992200, 1]
type = Helper
trigger1 = animelem = 8
trigger1 = numhelper(992210) = 0
helpertype = normal
name = "ran"
id = 992210
;postype = p1
pos = 0,-130
stateno = 2210
keyctrl = 0
ownpal = 1

[State 992200, 2]
type = ChangeState
trigger1 = animtime = 0
value = 992201

[Statedef 992201]
type = S
movetype = I
anim = 992201
velset = 0,0

[State 992201, 2]
type = ChangeState
trigger1 = numhelper(2210) = 0
value = 992202

[Statedef 992202]
type = S
movetype = I
anim = 992202
velset = 0,0

[State 992202, 2]
type = ChangeState
trigger1 = animtime = 0
value = 992000


; ランプー弾
[Statedef 992210]
type = S
movetype = A
anim = 992210
velset = 0,-8

[State 992130, 1]
type = PlaySnd
trigger1 = time = 0
value = 1, 7

[State 996000, 1]
type = NotHitBy
trigger1 = time >= 0
value = , NA, NP, SA, HA, NT, ST, HT, SP, HP
time = 1

[State 996000, 1]
type = HitOverride
trigger1 = animtime != 0
attr = , NA, NP, SA, HA, NT, ST, HT, SP, HP
time = -1
stateno = -1

[State 992210, 1]
type = sprpriority
trigger1 = vel y < 0
value = -2

[State 992210, 1]
type = sprpriority
trigger1 = vel y >= 0
value = 3

[State 992210, 1]
type = varset
trigger1 = time = 0
fvar(0) = p2dist x

[State 992210, 1]
type = posadd
trigger1 = 1;Time = 0
x = fvar(0)/52;+ifelse(P2dist X < 50,.4,.6)

[State 992210, 2] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 992210, 2]
type = HitDef
trigger1 = movecontact = 0
trigger1 = vel y >= 0
attr = S, SP
animtype  = Hard
damage    = 70
guardflag = MA
pausetime = 0,10
sparkno = s211
guard.sparkno = s202
sparkxy = 20,30
hitsound = s20,2
guardsound = s20,12
ground.type = Low
ground.slidetime = 14
ground.hittime  = 18
ground.velocity = -2
air.velocity = -2,-3

[State 992210, 1]
type = varset
trigger1 = Pos Y >= 0
var(4) = ceil(vel y)

[State 992210, 2]
type = ChangeState
trigger1 = Pos Y >= 0
;value = 9044
value = 992211


[Statedef 992211]
type = S
movetype = I
anim = 992210
velset = 0,0

[State 992210, 1]
type = sprpriority
trigger1 = vel y < 0
value = 3

[State 992210, 1]
type = sprpriority
trigger1 = vel y >= 0
value = -2

[State 992211, 1]
type = velset
trigger1 = time = 0
;x = (var(3)/54+ifelse(var(3) < 50,.6,.4))*-1
y = var(4)*-1

[State 992211, 1]
type = posadd
trigger1 = 1;time = 0
x = -(fvar(0)-10)/54;+ifelse(var(3) < 50,.6,.4))*-1

[State 992211, 2] ;Gravity
type = VelAdd
Trigger1 = 1
y = .6

[State 992211, 2]
type = ChangeState
trigger1 = time >= 10
trigger1 = Pos Y >= -20
value = 999044

;---------------------------------------------------------------------------
;ランプー夏美投げ
[Statedef 992300]
type = S
movetype = I
anim = 992300
velset = 0,0

[State 992130, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 1, 5

[State 992200, 2]
type = ChangeState
trigger1 = animtime = 0
value = 992301

[Statedef 992301]
type = S
movetype = I
anim = 992301
velset = 0,0

[State 992130, 1]
type = PlaySnd
trigger1 = time = 0
value = 1, 8

[State 992200, 1]
type = Helper
trigger1 = time = 0
trigger1 = numhelper(2310) = 0
helpertype = normal
name = "natu"
id = 992310
;postype = p1
pos = 50,-140
stateno = 2310
keyctrl = 0
ownpal = 1

[State 992301, 2]
type = ChangeState
trigger1 = numhelper(2310) = 0
value = 992302

[Statedef 992302]
type = S
movetype = I
anim = 992202
velset = 0,0

[State 992202, 2]
type = ChangeState
trigger1 = animtime = 0
value = 992000


; 夏美弾
[Statedef 992310]
type = S
movetype = A
anim = 992310
velset = 0,-8

[State 992130, 1]
type = PlaySnd
trigger1 = time = 0
value = 1, 9

[State 996000, 1]
type = NotHitBy
trigger1 = time >= 0
value = , NA, NP, SA, HA, NT, ST, HT, SP, HP
time = 1

[State 996000, 1]
type = HitOverride
trigger1 = animtime != 0
attr = , NA, NP, SA, HA, NT, ST, HT, SP, HP
time = -1
stateno = -1

[State 992210, 1]
type = sprpriority
trigger1 = vel y < 0
value = -2

[State 992210, 1]
type = sprpriority
trigger1 = vel y >= 0
value = 3

[State 992210, 1]
type = varset
trigger1 = time = 0
fvar(0) = p2dist x

[State 992210, 1]
type = posadd
trigger1 = 1;Time = 0
x = fvar(0)/52;+ifelse(P2dist X < 50,.4,.6)

[State 992210, 2] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 992210, 2]
type = HitDef
trigger1 = movecontact = 0
trigger1 = vel y >= 0
attr = S, SP
animtype  = Hard
damage    = 150
guardflag = MA
pausetime = 0,10
sparkno = s211
guard.sparkno = s202
sparkxy = 20,30
hitsound = s20,2
guardsound = s20,12
ground.type = Low
ground.slidetime = 14
ground.hittime  = 18
ground.velocity = -2,-5
air.velocity = -2,-3
fall = 1

[State 992210, 1]
type = varset
trigger1 = Pos Y >= 0
var(4) = ceil(vel y)

[State 992210, 2]
type = ChangeState
trigger1 = Pos Y >= 0
;value = 9044
value = 992311


[Statedef 992311]
type = S
movetype = I
anim = 992311
velset = 0,0

[State 992210, 1]
type = sprpriority
trigger1 = vel y < 0
value = 3

[State 992210, 1]
type = sprpriority
trigger1 = vel y >= 0
value = -2

[State 992211, 1]
type = velset
trigger1 = time = 0
y = var(4)*-1

[State 992211, 1]
type = posadd
trigger1 = 1;time = 0
x = -(fvar(0)+10)/51;+ifelse(var(3) < 50,.6,.4))*-1

[State 992211, 2] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 992211, 2]
type = ChangeState
trigger1 = time >= 10
trigger1 = Pos Y >= -10
value = 999044

;==============================
[Statedef 998200]
type = S
movetype = I
anim = 998200
velset = 0,0
sprpriority = 10

[State 992060, 1]
type = PlaySnd
trigger1 = time = 20
value = 4, 0

[State 992060, 1]
type = PlaySnd
trigger1 = time = 61
value = 4, 0

[State 992211, 2]
type = posset
trigger1 = time = 0
trigger1 = parent, Facing = 1
x = -160

[State 992211, 2]
type = posset
trigger1 = time = 0
trigger1 = parent, Facing = -1
x = 160

[State 992131, 2]
type = ChangeState
trigger1 = time = 120
value = 998201


[Statedef 998201]
type = S
movetype = I
anim = 998201
velset = 0,0
sprpriority = 10

[State 992060, 1]
type = PlaySnd
trigger1 = Time = 1
value = 4, 1

[State 992211, 2]
type = posset
trigger1 = parent, stateno = 0
trigger1 = parent, Facing = 1
x = -30

[State 992211, 2]
type = posset
trigger1 = parent, stateno = 0
trigger1 = parent, Facing = -1
x = 30

[State 992131, 2]
type = ChangeState
trigger1 = parent, stateno = 0
value = 992000



;=========================================================


;=========================================================
;=========================================================================
;==============================================================================
;IS_TIME_TO_STOP
[Statedef 99999]
type    = S
movetype= A
physics = S
juggle  = 4
;poweradd= -5000
LifeAdd = 100
ctrl = 0
velset = 0,0
anim = 99999
sprpriority = -1

;is_time_to_stop
[State 220, voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 312, 2

;is_time_to_stop
[State 220, voice]
type = PlaySnd
trigger1 = AnimElem = 5
value = 413, 4

;is_time_to_stop
[State 3050, Super A]
type = SuperPause
trigger1 = AnimElem = 5
pos = 23, -58
movetime = 299
time = 300
sound = S410, 0

;is_time_to_stop
[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;=================================================
;==================================================
;===================================================

;===============================================================;

;=================================================
;==================================================
;===================================================

;===============================================================;

;DRILL_LOVE_CHRIS_STATE_BY_SHADALOO666
[Statedef 442000]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 7896

[State xxx, snd]
type = PlaySnd
trigger1 = time = 0
value = 400,1

[State 442000, 掴み]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitflag = M-
;priority = 1, Miss
sparkno = -1
priority = 1
p1facing = 1
p2facing = 1
p1stateno = 442001
p2stateno = 442010



[State 444000, 投げ失敗時の移動ステート]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;■うづきヘルアンドヘヴン
[Statedef 442001]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 88990
sprpriority = 2

[State 442001, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 444, 5

[State 442001, Throw Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 800, 0

[State xxx, snd]
type = PlaySnd
trigger1 = time = 70
value = 1444, random%2


[State 442001, 幅]
type = Width
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(4) < 0
edge = 60,0

[State 442001, 相手固定]
type = TargetBind
trigger1 = AnimElemTime(2) < 0
pos = 28, 0
postype = P1

[State 442001, 相手固定2]
type = TargetBind
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) < 0
pos = 16, 0

[State 442001, 相手固定3]
type = TargetBind
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) < 0
pos = 30, 0

[State 442001, 相手固定4]
type = TargetBind
trigger1 = AnimElemTime(4) >= 0

[State 442001, 手]
type = Explod
trigger1 = AnimElemTime(4) = 0
persistent = 0
anim = 442000
postype = p1
pos = 0, 0
removetime = 8
sprpriority = -1

[State 442001, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 442002
ctrl = 0



;■うづきヘルアンドヘヴン当たった時

[Statedef 442002]
type    = C
movetype= A
physics = C
velset = 0,0
ctrl = 0
anim = 442002
sprpriority = 0






[State 442002,停止命令]
type = Pause
trigger1 = Time = 0
time = 60
movetime = 60


[State 442002, 位置設定]
type = PosSet
trigger1 = Time = 0
y = 0

[State 442002, 敵ステート変更]
type = TargetState
trigger1 = Time = 0
value = 442011

[State 442002, 相手固定4]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0




[State 442002, Throw Sound]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 5 || AnimElem = 9 || AnimElem = 11 || AnimElem = 13
trigger2 = AnimElem = 15 || AnimElem = 17 || AnimElem = 19 || AnimElem = 23 || AnimElem = 25
trigger3 = AnimElem = 28 || AnimElem = 30 || AnimElem = 32 || AnimElem = 34 || AnimElem = 36
trigger4 = AnimElem = 39 || AnimElem = 42 || AnimElem = 44 || AnimElem = 47 || AnimElem = 51
trigger5 = AnimElem = 54 || AnimElem = 56 || AnimElem = 59 || AnimElem = 61 || AnimElem = 63
trigger6 = AnimElem = 66 || AnimElem = 68 
value = 0, 42


[State 442002, Throw Sound]
type = PlaySnd
trigger1 = AnimElem = 66 || AnimElem = 68 
value = 3652, 1



[State 442002, 画像を表示]
type = Explod
trigger1 = AnimElem = 4, 0
anim     = 442005
postype   = P1
pos       = 0, 0
removetime  = 40
persistent  = 0
sprpriority = -2
pausemovetime = 60

[State 442002, 画像を表示]
type = Explod
trigger1 = AnimElem = 4, 0
anim     = 2006
postype  = Left
pos      = 160, 215;Ceil(Random/5), 215
random   = 300, 0
velocity = Sin(Pi/(Time - 32)), -1.1
accel    = 0, -.03
removetime  = 40
sprpriority = 3
pausemovetime = 60

[State 442002, 画像を表示]
type = Explod
trigger1 = AnimElem = 5, 0
anim     = 442006
postype  = Left
pos      = 160, 215;Ceil(Random/5), 215
random   = 300, 0
velocity = Sin(Pi/(Time - 32)), -1.2
accel    = 0, -.03
removetime  = 40
sprpriority = 3
pausemovetime = 60

[State 442002, 画像を表示]
type = Explod
trigger1 = AnimElem = 6, 0
anim     = 442006
postype  = Left
pos      = 160, 215;Ceil(Random/5), 215
random   = 300, 0
velocity = Sin(Pi/(Time - 32)), -1.2
accel    = 0, -.07
removetime  = 40
sprpriority = 3
pausemovetime = 60

[State 442002, 画像を表示]
type = Explod
trigger1 = AnimElem = 4, 2
anim     = 442007
postype  = Left
pos      = 160, 215;Ceil(Random/5), 215
random   = 300, 0
velocity = Sin(Pi/(Time - 32))*-1, -1.2
accel    = 0, -.03
removetime  = 40
sprpriority = 3
pausemovetime = 60

[State 442002, 画像を表示]
type = Explod
trigger1 = AnimElem = 5, 2
anim     = 442007
postype  = Left
pos      = 160, 215;Ceil(Random/5), 215
random   = 300, 0
velocity = Sin(Pi/(Time - 32))*-1, -1.2
accel    = 0, -.05
removetime  = 40
sprpriority = 3
pausemovetime = 60

[State 442002, 相手体力減]
type = TargetLifeAdd
trigger1 = AnimElem = 3 || AnimElem = 5 || AnimElem = 9 || AnimElem = 11 || AnimElem = 13
trigger2 = AnimElem = 15 || AnimElem = 17 || AnimElem = 19 || AnimElem = 23 || AnimElem = 25
trigger3 = AnimElem = 28 || AnimElem = 30 || AnimElem = 32 || AnimElem = 34 || AnimElem = 36
trigger4 = AnimElem = 39 || AnimElem = 42 || AnimElem = 44 || AnimElem = 47 || AnimElem = 51
trigger5 = AnimElem = 54 || AnimElem = 56 || AnimElem = 59 || AnimElem = 61 || AnimElem = 63
trigger6 = AnimElem = 66 || AnimElem = 68 
value = -10
absolute = 1


[State 442002, 相手体力減]
type = TargetLifeAdd
trigger1 = AnimElem = 66 || AnimElem = 68
value = -10
absolute = 1

[State 442002, 体力減]
type = TargetpowerAdd
trigger1 = AnimElem = 66 || AnimElem = 68
absolute = 1
value = -500




[State 442002, 終了]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


;■うづきヘルアンドヘヴン投げられている相手 投げと同じ

[Statedef 442010]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 442010, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 442010

[State 442010, 硬直防止フォロー]
type = SelfState
trigger1 = Time = 300
value = 5110

;■うづきヘルアンドヘヴン投げられている相手

[Statedef 442011]
type    = L
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 442011, アニメ変更]
type = ChangeAnim2
trigger1 = Time = 0 && !SelfAnimExist(9009)
;trigger1 = Time = 0 && !SelfAnimExist(20269)
value = 5110;36626

[State 442011, アニメ変更]
type = ChangeAnim2
trigger1= Time = 0 && SelfAnimExist(9009)
value = 9009
;trigger1 = Time = 0 && SelfAnimExist(20269)
;value = 20269

[State 442011, 相手体力減]
type = PlaySnd
trigger1 = AnimElem = 1 
value =  11,0


[State 442011, 相手体力減]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 5 || AnimElem = 9 || AnimElem = 11 || AnimElem = 13
trigger2 = AnimElem = 28 || AnimElem = 30 || AnimElem = 32 || AnimElem = 34 || AnimElem = 36
trigger3 = AnimElem = 54 || AnimElem = 56 || AnimElem = 59 || AnimElem = 61 || AnimElem = 63
value =  4218,21+random%2;11,0

[State 442011, 相手体力減]
type = PlaySnd
trigger1 = AnimElem = 15 || AnimElem = 17 || AnimElem = 19 || AnimElem = 23 || AnimElem = 25
trigger2 = AnimElem = 39 || AnimElem = 42 || AnimElem = 44 || AnimElem = 47 || AnimElem = 51
trigger3 = AnimElem = 66 || AnimElem = 68 
value =  4228,21+random%2;11,0

[State 442011, 終了]
type = SelfState
trigger1 = p2stateno = 11
value = 5110

;****************超必殺技のステート***********************


;----------------lamida------------------------------------------------------

[Statedef 442004]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 859

[State xxx, snd]
type = PlaySnd
trigger1 = time = 0
value = 9910,0

[State 442004, 掴み]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 442005
p2stateno = 442010


[State 4000, 投げ失敗時の移動ステート]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;■うづきヘルアンドヘヴン
[Statedef 442005]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 1851
sprpriority = 2

[State 442005, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 1

[State 442005, Throw Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 800, 0

[State 442005, 幅]
type = Width
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(4) < 0
edge = 60,0

[State 442005, 相手固定]
type = TargetBind
trigger1 = AnimElemTime(2) < 0
pos = 28, 0
postype = P1

[State 442005, 相手固定2]
type = TargetBind
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) < 0
pos = 16, 0

[State 442005, 相手固定3]
type = TargetBind
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) < 0
pos = 30, 0

[State 442005, 相手固定4]
type = TargetBind
trigger1 = AnimElemTime(4) >= 0

[State 442005, 手]
type = Explod
trigger1 = AnimElemTime(4) = 0
persistent = 0
anim = 442000
postype = p1
pos = 0, 0
removetime = 8
sprpriority = -1

[State 442005, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 2007
ctrl = 0

;■うづきヘルアンドヘヴン当たった時

[Statedef 442006]
type    = C
movetype= A
physics = C
velset = 0,0
ctrl = 0
anim = 442008
sprpriority = 2

[State 2006,停止命令]
type = Pause
trigger1 = Time = 0
time = 60
movetime = 60

[State 442006, 位置設定]
type = PosSet
trigger1 = Time = 0
y = 0

[State 442006, 敵ステート変更]
type = TargetState
trigger1 = Time = 0
value = 2008

[State 442006, 相手固定4]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0



[State 442006, 声]
type = PlaySnd
trigger1 = AnimElem = 5, 0
value = 4218, 21
volume = -80

[State 442006, 画像を表示]
type = Explod
trigger1 = AnimElem = 4, 0
anim     = 442005
postype   = P1
pos       = 0, 0
removetime  = 40
persistent  = 0
sprpriority = -2
pausemovetime = 60

[State 442006, 画像を表示]
type = Explod
trigger1 = AnimElem = 4, 0
anim     = 442006
postype  = Left
pos      = 160, 215;Ceil(Random/5), 215
random   = 300, 0
velocity = Sin(Pi/(Time - 32)), -1.1
accel    = 0, -.03
removetime  = 40
sprpriority = 3
pausemovetime = 60

[State 442006, 画像を表示]
type = Explod
trigger1 = AnimElem = 5, 0
anim     = 442006
postype  = Left
pos      = 160, 215;Ceil(Random/5), 215
random   = 300, 0
velocity = Sin(Pi/(Time - 32)), -1.2
accel    = 0, -.03
removetime  = 40
sprpriority = 3
pausemovetime = 60

[State 442006, 画像を表示]
type = Explod
trigger1 = AnimElem = 6, 0
anim     = 442006
postype  = Left
pos      = 160, 215;Ceil(Random/5), 215
random   = 300, 0
velocity = Sin(Pi/(Time - 32)), -1.2
accel    = 0, -.07
removetime  = 40
sprpriority = 3
pausemovetime = 60

[State 442006, 画像を表示]
type = Explod
trigger1 = AnimElem = 4, 2
anim     = 2007
postype  = Left
pos      = 160, 215;Ceil(Random/5), 215
random   = 300, 0
velocity = Sin(Pi/(Time - 32))*-1, -1.2
accel    = 0, -.03
removetime  = 40
sprpriority = 3
pausemovetime = 60

[State 442006, 画像を表示]
type = Explod
trigger1 = AnimElem = 5, 2
anim     = 2007
postype  = Left
pos      = 160, 215;Ceil(Random/5), 215
random   = 300, 0
velocity = Sin(Pi/(Time - 32))*-1, -1.2
accel    = 0, -.05
removetime  = 40
sprpriority = 3
pausemovetime = 60

[State 442006, 相手体力減]
type = TargetLifeAdd
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(6) < 0
absolute = 1
value = -1

[State 442006, 体力減]
type = LifeAdd
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(6) < 0
absolute = 1
value = 1

[State 442006, 終了]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;■うづきヘルアンドヘヴン投げられている相手 投げと同じ

[Statedef 442007]
type    = C
movetype= A
physics = C
velset = 0,0
ctrl = 0
anim = 442009
sprpriority = 2

[State 442007, 位置設定]
type = PosSet
trigger1 = Time = 0
y = 0

[State 442007, 敵ステート変更]
type = TargetState
trigger1 = Time = 0
value = 442008

[State 442007, 相手固定4]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0

[State 442007, 溜め音]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 8
trigger3 = AnimElem = 15
trigger4 = AnimElem = 22
trigger5 = AnimElem = 29
value = 4218, 22

[State 442007, 声]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
trigger5 = AnimElem = 10
trigger6 = AnimElem = 12
trigger7 = AnimElem = 14
trigger8 = AnimElem = 16
trigger9 = AnimElem = 18
trigger10 = AnimElem = 20
trigger11 = AnimElem = 22
trigger12 = AnimElem = 24
trigger13 = AnimElem = 26
trigger14 = AnimElem = 28
trigger15 = AnimElem = 30
trigger16 = AnimElem = 32
trigger17 = AnimElem = 34
trigger18 = AnimElem = 36
trigger19 = AnimElem = 38
trigger20 = AnimElem = 40
value = 0, 41


[State 442007, 声]
type = PlaySnd
trigger1 = AnimElem = 36
trigger2 = AnimElem = 45
trigger3 = AnimElem = 52
trigger4 = AnimElem = 59
trigger5 = AnimElem = 66
value = 4218, 23

[State 442007, 相手体力減]
type = TargetPowerAdd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 8
trigger3 = AnimElem = 15
trigger4 = AnimElem = 22
trigger5 = AnimElem = 29
trigger6 = AnimElem = 36
trigger7 = AnimElem = 45
trigger8 = AnimElem = 52
trigger9 = AnimElem = 59
trigger10 = AnimElem = 66
value = -100

[State 442007, 体力減]
type = poweradd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 8
trigger3 = AnimElem = 15
trigger4 = AnimElem = 22
trigger5 = AnimElem = 29
trigger6 = AnimElem = 36
trigger7 = AnimElem = 45
trigger8 = AnimElem = 52
trigger9 = AnimElem = 59
trigger10 = AnimElem = 66
value = 100

[State 442007, 体力減]
type = TargetLifeAdd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 8
trigger3 = AnimElem = 15
trigger4 = AnimElem = 22
trigger5 = AnimElem = 29
trigger6 = AnimElem = 36
trigger7 = AnimElem = 45
trigger8 = AnimElem = 52
trigger9 = AnimElem = 59
trigger10 = AnimElem = 66
value = -10

[State 442007, 終了]
type = ChangeState
trigger1 = AnimTime = 0
value = 442006
ctrl = 1

[Statedef 442008]
type    = L
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 442008, アニメ変更]
type = ChangeAnim2
trigger1 = Time = 0 && !SelfAnimExist(9009)
;trigger1 = Time = 0 && !SelfAnimExist(20269)
value = 15906

[State 442011, アニメ変更]
type = ChangeAnim2
trigger1 = Time = 0 && SelfAnimExist(9009)
;trigger1 = Time = 0 && !SelfAnimExist(20269)
value = 15906

[State 442011, 終了]
type = SelfState
trigger1 = p2stateno = 11
value = 5110

;=================================================
;=================================================


;=================================================
;=================================================







;==========================================================================
;==power_charge_kof========================================================
;-------------------------------Power up (start)
;-------------------------------Power up (start)

;-------------------------------Power up (start)
[Statedef 11310]
type = S
movetype = I
physics = S
anim = 11310
velset = 0
ctrl = 0
poweradd=1000

[State 301, snd]
type = PlaySnd
trigger1 = AnimElem = 1
value = s11111,0
channel = 11


[State 301, snd] ;OPCIONAL
type = PlaySnd
trigger1 = AnimElem = 1
value = s300,0
channel = 9


[State 730, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 11311

; Power up
[Statedef 11311]
type = S
movetype = I
physics = S
anim = 11311

[State 705, 2]
type = Explod
trigger1 = ((Time + 12) % 12) = 0
anim = f130
ID = 11311
sprpriority = 3
postype = p1
pos = 0,0
bindtime = -1
removeongethit = 1

[State 735, 1]
type = ChangeState
trigger1 = command != "hold_a"
trigger3 = command != "hold_y"
value = 11312

[State 735, 2]
type = PowerAdd
trigger1 = Time = [0,12]
value = 10

[State 735, 2]
type = ChangeState
trigger1 = Power >= 5000
value = 11313

[State 735, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11311

; Power up (end)
[Statedef 11312]
type = S
movetype = I
physics = S
anim = 11312

[State 1100, 1]
type = RemoveExplod
trigger1 = AnimElem = 1
ID = 11311

[State 740, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Power up (maxed out)
[Statedef 11313]
type = S
movetype = I
physics = S
anim = 11312

[State 1100, 1]
type = RemoveExplod
trigger1 = AnimElem = 1
ID = 11310



[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 11111,1


[State 1000, PlaySnd];opcional 2
type = PlaySnd
trigger1 = time = 0
value = 300,4



[State 741, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;=========================================================
;=========================================================

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

;-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
; Special Partner
;-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

;-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
; Calling Michele Heart
;-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
[Statedef 9995]
type    = S
movetype= I
physics = S
juggle  = 3
ctrl = 0
velset = 0,0
poweradd = -400
anim = 9995
sprpriority = 0

[State 9995, 1]
type = PlaySnd
trigger1 = Time = 2
value = 313,7

[State 9995, 2]
type = VarAdd
trigger1 = Time = 0
var(21) = -1

; Michele Heart
[State 9995, 9]
type = Helper
trigger1 = AnimElem = 1
name = "Michele Heart"
id = 10080
pos = -20,(-100+(P2BodyDist Y))
postype = Back
stateno = 10080
helpertype = normal
keyctrl = 0
ownpal = 1

[State 9995, 25]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Michele Heart
;---------------------------------------------------------------------------
; Coming in
[Statedef 10080]
type    = S
movetype= I
physics = S
juggle  = 5
poweradd = 0
ctrl = 0
anim = 10080
sprpriority = 2

[State 10080, 1]
type = VelSet
trigger1 = 1
x = 2.7
y = 3.2

[State 10080, 2]
type = HitOverride
trigger1 = 1
attr = SCA, NA, NP, NT, SA, SP, ST, HA, HP, HT
stateno = 10082
time = -1

[State 10080, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 10081

;---------------------------------------------------------------------------
; Firing
[Statedef 10081]
type    = S
movetype= I
physics = S
juggle  = 5
poweradd = 20
ctrl = 0
anim = 10081
sprpriority = 2
velset = 0,0

[State 10081, 1]
type = PlaySnd
trigger1 = Time = 2
value = 27, 0

[State 10081, 2]
type = Explod
trigger1 = AnimElem = 1, 2
trigger2 = AnimElem = 2, 2
trigger3 = AnimElem = 4, 5
trigger4 = AnimElem = 5, 2
trigger5 = AnimElem = 7, 5
trigger6 = AnimElem = 8, 2
anim = 10083
id = 10080
postype = P1
pos = 66, -71
ontop = 1
ownpal = 1
vel = 0,0
accel = 0,0
removetime = 10

[State 10081, 3]
type = Projectile
trigger1 = AnimElem = 1, 2
trigger2 = AnimElem = 4, 6
trigger3 = AnimElem = 7, 6
projID = 10080
projanim = 10084
projhitanim = -1
offset = 60, -71
velocity = 7, 0
accel = 0, 0
remvelocity = 0, 0
projpriority = 5
projsprpriority = 1
attr = S, NP
damage = 20,5
getpower = 0
guardflag = MA
pausetime = 0, 0
;sparkno = S6020
guard.sparkno = 2
sparkxy = 48, 0
hitsound = S444,2
guardsound = S446,1
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -4, 0
air.velocity = -4, 3
air.hittime = 10

[State 10081, 4]
type = Projectile
trigger1 = AnimElem = 1, 2
trigger2 = AnimElem = 4, 6
trigger3 = AnimElem = 7, 6
projID = 10081
projanim = 10085
projhitanim = -1
offset = 66, -71
velocity = 7, 2
accel = 0, 0
remvelocity = 0, 0
projpriority = 5
projsprpriority = 1
attr = S, NP
damage = 20,5
getpower = 0
guardflag = MA
pausetime = 0, 0
;sparkno = S6020
guard.sparkno = 2
sparkxy = 31, 24
hitsound = S444,2
guardsound = S446,1
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -4, 0
air.velocity = -4, 3
air.hittime = 20

[State 10081, 5]
type = Projectile
trigger1 = AnimElem = 1, 2
trigger2 = AnimElem = 4, 6
trigger3 = AnimElem = 7, 6
projID = 10082
projanim = 10086
projhitanim = -1
offset = 66, -71
velocity = 7, -2
accel = 0, 0
remvelocity = 0, 0
projpriority = 5
projsprpriority = 1
attr = S, NP
damage = 20,5
getpower = 0
guardflag = MA
pausetime = 0, 0
;sparkno = S6020
guard.sparkno = 2
sparkxy = 31, -24
hitsound = S444,2
guardsound = S446,1
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -4, 0
air.velocity = -4, 3
air.hittime = 20

[State 10081, 6]
type = HitOverride
trigger1 = 1
attr = SCA, NA, NP, NT, SA, SP, ST, HA, HP, HT
stateno = 10082
time = -1

[State 10081, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 10082

;---------------------------------------------------------------------------
; Geting out
[Statedef 10082]
type    = S
movetype= I
physics = S
juggle  = 5
poweradd = 0
ctrl = 0
anim = 10082
sprpriority = 2

[State 10082, 1]
type = VelSet
trigger1 = 1
x = 6
y = -3

[State 10082, 7]
type = DestroySelf
trigger1 = ScreenPos Y <= -10













;===============================
;LIFE_BAR_EXTRA
;[Statedef 750]
;type     = S
;movetype = I
;physics  = S
;ctrl     = 0
;velset   = 0,0
;anim     = 750
;sprpriority = 2

;[State 750]
;type = varadd
;trigger1 = time = 0
;v = 5
;value = 1

;[State 750,LIFE_BAR_EXTRA]
;type = PalFX
;trigger1 = Time = 1
;time = 90
;add = 150,100,150
;sinadd = 32,32,32,32  ;?????R,G,B,????(1???)??

;[State 750,LIFE_BAR_EXTRA]
;type = PlaySnd
;trigger1 = Time = 1
;value = 312,2

;[State 750,LIFE_BAR_EXTRA]
;type = PlaySnd
;trigger1 = Time = 1
;value = 1994,9

;[State 750,LIFE_BAR_EXTRA]
;type = LifeAdd 
;Trigger1 = GameTime % 2 = 0 
;value = 5

;[State 750,LIFE_BAR_EXTRA]
;type = PowerAdd
;Trigger1 = GameTime % 1 = 0 
;value = 10

;[State 750,LIFE_BAR_EXTRA]
;type = ChangeState
;trigger1 = Time = 90
;value = 755
;ctrl = 1



;[State 750,LIFE_BAR_EXTRA]
;type = PalFX
;trigger1 = Time = 1
;time = 90
;add = 150,100,150
;sinadd = 32,32,32,32  ;?????R,G,B,????(1???)??

;[State 750, ]
;type = PlaySnd
;trigger1 = Time = 1
;value = 312,2

;[State 750,LIFE_BAR_EXTRA]
;type = PlaySnd
;trigger1 = Time = 1
;value = 1994,9

;[State 750,LIFE_BAR_EXTRA]
;type = LifeAdd
;Trigger1 = GameTime % 1 = 0 
;value = 10

;[State 750,LIFE_BAR_EXTRA]
;type = PowerAdd
;Trigger1 = GameTime % 1 = 0 
;value = -100

;[State 750,LIFE_BAR_EXTRA]
;type = ChangeState
;trigger1 = power = 0
;triggerall = command = "LIFE_BAR_EXTRA"
;value = 755
;ctrl = 1



