
[Data]
Fall.Defence_Up   = 50       ;一時的に上昇するダウン時の防御力パーセンテージ
LieDown.Time      = 60       ;倒れてから起き上がるまでの時間
AirJuggle         = 20010723 ;ジャグルポイント限界値
SparkNo           = 2        ;デフォルトのヒットスパーク番号（fightfx.airか、キャラのairから呼び出す）
Guard.SparkNo     = 40       ;デフォルトのガードスパーク番号（fightfx.airか、キャラのairから呼び出す）
KO.Echo           = 0        ;ＫＯ時の声にエコーを掛けるかどうか（0=しない・1=する）
Volume            = 255      ;キャラの音量　255が最高
IntPersistIndex   = 0        ;Varを次のラウンドへ持ち越しが可能 (最小=0, 最大=59)
FloatPersistIndex = 0        ;FVarを次のラウンドへ持ち越しが可能 (最小=0, 最大=39)

;=================================================================================================
;設定ここから、これより上は触らないで欲しいのさ
;=================================================================================================
;【体力ゲージ最大値】
;デフォルトは1000

Life = 1000;ここの数字を変えるのさ

;=================================================================================================
;【最大パワーゲージ】
;基本は3000や5000だけど、一応デフォルトは9999にしてるのさ
;デフォルトは9999

Power = 9999;ここの数字を変えるのさ

;=================================================================================================
;【攻撃力パーセンテージ】
;殆ど(特に昔)のキャラは変えることができない投げのダメージも変えれるのさ。
;デフォルトは100

Attack = 100;ここの数字を変えるのさ

;=================================================================================================
;【防御力パーセンテージ】
;基本は100だけど、このキャラはかなり防御力が弱いのさ
;デフォルトは84

Defence = 84;ここの数字を変えるのさ

;=================================================================================================
[Statedef -2];これは"絶対に"消さないで欲しいのさ==================================================
;=================================================================================================
;【パワーゲージ位置調整】
;数字が大きい程上に行くのさ。
;240より大きく設定すると非表示になるのさ。
;デフォルトは0

[State -2, Power Gauge Pos Y]
Type           = VarSet
Trigger1       = !IsHelper && Name = "Guppyon" && !var(41)

var(41)        = 0;ここの数字を変えるのさ

IgnoreHitPause = 1

;=================================================================================================
;【AIレベル位置調整】
;数字が大きい程上に行くのさ。
;240より大きく設定すると非表示になるのさ。
;デフォルトは0

[State -2, Power Gauge Pos Y]
Type           = VarSet
Trigger1       = !IsHelper && Name = "Guppyon" && !var(42)

var(42)        = 0;ここの数字を変えるのさ

IgnoreHitPause = 1

;=================================================================================================
;【一撃BGMスイッチ】
;-1 :ランダム。
; 0 :無し。BGMに引っ掛かる等何らかの理由でOFFにしたい人向け。走るシーンもオミットされます。
; 1 :ペルセウス
; 2 :ARMS
; 3 :夢を勝ちとろう
;デフォルトは-1

[State -2, Pro Golfer Guppyon Finish Music Switch]
Type           = VarSet
Trigger1       = !IsHelper && Name = "Guppyon" && (Anim = [3500,3510]) && NumTarget && WinKO && !var(43)

var(43)        = -1;ここの数字を変えるのさ

IgnoreHitPause = 1

;=================================================================================================
;【ストライカースイッチ】
; 0 :ちょっぴ×　シャモ×
; 1 :ちょっぴ○　シャモ×
; 2 :ちょっぴ×　シャモ○
; 3 :ちょっぴ○　シャモ○
;状況によっては無い方が強いかも
;デフォルトは3

[State -2, Striker Switch]
Type           = VarSet
Trigger1       = !IsHelper && Name = "Guppyon" && !var(44)

var(44)        = 3;ここの数字を変えるのさ

IgnoreHitPause = 1

;=================================================================================================
;【バージョン＆設定項目表示】
;ラウンド開始前にバージョンや特殊カラーNo、
;デフォルトから変更した設定項目(パワーゲージ関連、AIレベル除く)が表示されるのさ。
;0にすると非表示になるのさ。メリットは基本的に無いけど。
;デフォルトは1

[State -2, Version Display]
Type           = VarSet
Trigger1       = !IsHelper && Name = "Guppyon" && !var(45)

var(45)        = 1;ここの数字を変えるのさ

IgnoreHitPause = 1

;=================================================================================================
;【試合終了後のBGM】
;試合終了後かチーム戦で負けた時に流すBGM。
;ぐっぴょんの試合結果によってBGMが変わるのさ。
;デフォルトは1

[State -2, Result Music]
Type           = VarSet
Trigger1       = !IsHelper && Name = "Guppyon" && !(TeamSide = 2 && (P2Name = "Guppyon" || P4Name = "Guppyon")) && RoundState < 2 && !var(46)

var(46)        = 1;ここの数字を変えるのさ

IgnoreHitPause = 1

;=================================================================================================
;【チーム戦における先鋒の開幕ゲージ】
;ラウンド開始前に先鋒であればゲージが最初から溜まるのさ。
;デフォルトは1000

[State -2, Round No 1 Power Gauge Add]
Type           = PowerAdd
Triggerall     = !IsHelper && Name = "Guppyon" && RoundNo = 1 && RoundState < 2 && StateNo = 5900
Trigger1       = TeamMode = Turns

Trigger2       = 0;ここを1にするとシングルやタッグでもラウンド１に開幕ゲージが発生するのさ。

Value          = 1000;ここの数字を変えるのさ

IgnoreHitPause = 1

;=================================================================================================
;【カラー設定】
;カラーを固定したいときは1～12のどれかに変えるのさ。
;例えば11にした場合、1Pでも強制的に11P性能になるのさ。見た目は1Pカラーだけど…。
;PalNoにするとカラー固定しないのさ。
;デフォルトはPalNo

[State -2, PalNo]
Type           = VarSet
Trigger1       = !IsHelper && Name = "Guppyon" && Roundsexisted = 0 && StateNo = 5900 && !var(1)

var(1)         = PalNo;ここの数字を変えるのさ

IgnoreHitPause = 1

;=================================================================================================
;【AIレベル】
; 共通 :Lvを上げるごとに精度と連打速度上昇
; 1    :コンボ無し　2ゲージ以上の超必殺技封印
; 2    :コンボに超必殺技のもの未使用
; 4    :切り替えし＆ダッシュ＆1ラウンド1回までの喰らい抜け解禁
; 6    :一撃技がライフ一定以下で解禁
; 7以上:ぶっぱ率低下
; 10   :精度MAX　喰らい抜け回数制限解除
; 11   :超反応　投げをカスった時切り替えし技に移行　一撃技の体力制限無し
; 12   :連打速度が人間には出来ないレベルの速さ(LV13の半分くらい)　超反応、ブロッキング警戒の為大振り技をほぼ振らなくなる
; 13   :連打速度MAX　連打する行動の演出が変化　これぞ握力1tの大食いぐっぴょんなのさ！
;デフォルトは10。

[State -2, AI Level]
Type           = VarSet
Trigger1       = !IsHelper && Name = "Guppyon" && !var(58)

var(58)        = 10;ここの数字を変えるのさ

IgnoreHitPause = 1

;※AI常時起動スイッチはVer1.10の更新で不要になりました。

;=================================================================================================
;設定ここまで、以下は触らないほしいのさ===========================================================
;=================================================================================================

[State -2, Don't change var(52)!];変数弄りペナルティ１
Type           = VarSet
Triggerall     = !IsHelper && Name = "Guppyon"
Trigger1       = StateNo = 5900
Trigger1       = Roundsexisted = 0
Trigger1       = (var(1) = [1,12])
var(52)        = 20010723
IgnoreHitPause = 1

[State -2, Don't change var(53)!];変数弄りペナルティ２
Type           = VarSet
Triggerall     = !IsHelper && Name = "Guppyon"
Trigger1       = StateNo = 5900
Trigger1       = Roundsexisted = 0
Trigger1       = (var(1) = [1,12])
var(53)        = 32071002
IgnoreHitPause = 1

[State -2, WinMUGEN Version?];WinMUGEN判別
Type           = Null
Triggerall     = !IsHelper && Name = "Guppyon"
Trigger1       = (2**9 = 4096)
Trigger1       = 1 || var(5) := (var(5) | 1)
IgnoreHitPause = 1

[State -2, During Round];試合中判定
Type           = Null
Triggerall     = !IsHelper && Name = "Guppyon"
Trigger1       = RoundState != 2
Trigger1       = 0 && var(5) := (var(5) | 2) - 2
Trigger2       = RoundState = 2 && Ctrl
Trigger2       = 0 && var(5) := (var(5) | 2)
IgnoreHitPause = 1

[State -2, Force AI Startup];CPU判別(var(59) = 1にする)
Type                                                                                                                                                                                                                                                           = Null
Type           = DisplayToClipboard
Triggerall     = !IsHelper && Name = "Guppyon"
Triggerall     = !var(59)
Triggerall     = Alive
Trigger1       = RoundState = 2
Text           = "WX-C333-}UUU-xwwwP_j0X,0P500001E50E:1E`0EeXPYPj0Z3G4=0010s2SYXP)W43G4)G4)G4+O4Xj0Z)W03G0P)G0)G0=0010r7j0X,0P[+_0XP3C01C0X3A01C0UX-3333-$UUU-)wwwP]jmX(E+TX-ABDD-ABDD-rwwwP\\0%.s%.s%%%%852dC6I"
Params         = 3067+817,3067+6705
IgnoreHitPause = 1

[State -2, Player?];プレイヤーに切り替え
Type           = VarSet
Triggerall     = !IsHelper && Name = "Guppyon"
Triggerall     = var(59)
Trigger1       = !(var(5) & 2)
Trigger1       = RoundState < 2
Trigger2                                                                                                                                                                                                                                                       = !AILevel
var(59)        = 0
IgnoreHitPause = 1

[State -2, Display to Clip Board];デバッグ
Type           = DisplaytoClipBoard
Triggerall     = Name = "Guppyon"
Trigger1       = 1
Text           = "sysvar(3): %d| Prev State No: %d| sysvar(4): %d\n"
Params         = sysvar(3),Floor(sysfvar(3)),sysvar(4)
IgnoreHitPause = 1

[State -2, Append to Clip Board];デバッグ
Type           = AppendtoClipBoard
Triggerall     = !IsHelper && Name = "Guppyon"
Trigger1       = 1
Text           = "Win: %d| Lose: %d| PalNo: %d"
Params         = var(13),var(14),var(1)
IgnoreHitPause = 1

[State -2, Append to Clip Board];デバッグ
Type           = AppendtoClipBoard
Triggerall     = !IsHelper && Name = "Guppyon"
Trigger1       = !(var(52) = 20010723 && var(53) = 32071002)
Trigger1       = NumHelper(27000)
Text           = "| Life: %d"
Params         = LifeMax - Helper(27000), sysvar(1)
IgnoreHitPause = 1

[State -2, Ryoiki Kakuho Helper];領域確保ヘルパー
Type           = Null;Helper
Triggerall     = !IsHelper && Name = "Guppyon"
Trigger1       = !NumHelper(8115)
Trigger1       = !NumHelper(8116)
Trigger1       = !(var(52) = 20010723 && var(53) = 32071002)
Name           = "Guppyon's Ryoiki Helper"
HelperType     = Player
OwnPal         = 1
Size.XScale    = 1
Size.YScale    = 1
StateNo        = 8115
ID             = 8115
KeyCtrl        = 0
Pos            = 0,0
PosType        = P1
Facing         = 1
PauseMoveTime  = 2147483647
SuperMoveTime  = 2147483647
IgnoreHitPause = 1

[State -2, Tokidome Kaijo Helper];時止め解除ヘルパー
Type           = Null;Helper
Triggerall     = !IsHelper && Name = "Guppyon"
Trigger1       = !NumHelper(8116)
Trigger1       = !(var(52) = 20010723 && var(53) = 32071002)
HelperType     = Player
Name           = "Guppyon's Kaijo Helper"
OwnPal         = 1
Size.XScale    = 1
Size.YScale    = 1
StateNo        = 8116
ID             = 8116
KeyCtrl        = 0
Pos            = 0,0
PosType        = P1
Facing         = 1
PauseMoveTime  = 2147483647
SuperMoveTime  = 2147483647
IgnoreHitPause = 1

[State -2, Can't Pause];時止め解除１
Type           = Null;Pause
Triggerall     = !IsHelper && Name = "Guppyon"
Trigger1       = !(var(52) = 20010723 && var(53) = 32071002)
Trigger1       = 1
Time           = 2147483647
MoveTime       = 2147483647
IgnoreHitPause = 1

[State -2, Can't Super Pause];時止め解除２
Type           = Null;SuperPause
Triggerall     = !IsHelper && Name = "Guppyon"
Trigger1       = !(var(52) = 20010723 && var(53) = 32071002)
Trigger1       = 1
Time           = 2147483647
Anim           = -1
Sound          = -1
Pos            = 0,0
MoveTime       = 2147483647
Darken         = 0
P2DefMul       = 1
PowerAdd       = 0
UnHitTable     = 0
IgnoreHitPause = 1

[State -2, MUTEKI];フライング防止用
Type           = NotHitBy
Triggerall     = !IsHelper && Name = "Guppyon"
Trigger1       = RoundState != 2
Trigger1       = 0 && var(5) := (var(5) | 2) - 2
Trigger2       = RoundState = 2 && Ctrl
Trigger2       = 0 && var(5) := (var(5) | 2)
Trigger3       = !(var(5) & 2)
Value          = SCA
Time           = 1
IgnoreHitPause = 1

[State -2, Armor Helper];フライング感知用ヘルパー
Type           = Helper
Triggerall     = !IsHelper && Name = "Guppyon"
Triggerall     = !NumHelper(27000)
Trigger1       = RoundState < 2
Trigger2       = RoundState <= 2
Trigger2       = !(var(5) & 2)
HelperType     = Player
Name           = "Guppyon's Armor Helper"
OwnPal         = 1
Size.XScale    = 1
Size.YScale    = 1
StateNo        = 27000
ID             = 27000
KeyCtrl        = 0
Pos            = 0,0
PosType        = P1
Facing         = 1
;PauseMoveTime  = 2147483647
;SuperMoveTime  = 2147483647
IgnoreHitPause = 1

[State -2, System Helper];システムヘルパー
Type           = Helper
Triggerall     = !IsHelper && Name = "Guppyon"
Trigger1       = !NumHelper(10000)
HelperType     = Player
Name           = "Guppyon's System Helper"
OwnPal         = 1
Size.XScale    = 1
Size.YScale    = 1
StateNo        = 10000
ID             = 10000
KeyCtrl        = 0
Pos            = 0,0
PosType        = P1
Facing         = 1
PauseMoveTime  = 2147483647
SuperMoveTime  = 2147483647
IgnoreHitPause = 1

[State -2, Damage Voice];ダメージボイス
Type           = PlaySnd
Triggerall     = !IsHelper && Name = "Guppyon"
Triggerall     = Alive
Trigger1       = !NumHelper(27000)
Trigger1       = GetHitVar(Damage)
Trigger1       = (StateNo != [150,155])
Trigger2       = NumHelper(27000)
Trigger2       = Helper(27000),GetHitVar(Damage)
Value          = S5000, 0
IgnoreHitPause = 1

[State -2, Attack Mul Set 1];攻撃力補正リセット(1倍)
Type           = AttackMulSet
Triggerall     = Name = "Guppyon"
Trigger1       = 1
Value          = 1
IgnoreHitPause = 1

[State -2, Attack Mul Set 1.25];攻撃力補正リセット(1.25倍)
Type           = AttackMulSet
Triggerall     = Name = "Guppyon"
Trigger1       = !IsHelper
Trigger1       = var(1) = 6 || var(1) = 11 || (var(1) != [1,12])
Trigger2       = IsHelper
Trigger2       = Root,var(1) = 6 || Root,var(1) = 11 || (Root,var(1) != [1,12])
Value          = 1.25
IgnoreHitPause = 1

[State -2, Combo Attack Mul Set];本体コンボ補正
Type           = AttackMulSet
Triggerall     = Name = "Guppyon"
Triggerall     = !IsHelper
Triggerall     = sysvar(3) != 800
Triggerall     = (sysvar(3) != [3400,3499])
Triggerall     = sysvar(3) != 3700
Trigger1       = NumTarget
Trigger2       = NumHelper(2000)
Trigger2       = Helper(2000),NumTarget
Trigger3       = NumHelper(2100)
Trigger3       = Helper(2100),NumTarget
Value          = Ifelse(var(1) = 6 || var(1) = 11 || (var(1) != [1,12]), 0.9375, 0.75)
IgnoreHitPause = 1

[State -2, Super Hammer Attack Mul Set];本体コンボ補正
Type           = AttackMulSet
Triggerall     = Name = "Guppyon"
Triggerall     = !IsHelper
Triggerall     = sysvar(3) = 3300
Trigger1       = NumTarget
Trigger2       = NumHelper(2000)
Trigger2       = Helper(2000),NumTarget
Trigger3       = NumHelper(2100)
Trigger3       = Helper(2100),NumTarget
Value          = Ifelse(var(1) = 6 || var(1) = 11 || (var(1) != [1,12]), 0.25, 0.2)
IgnoreHitPause = 1

[State -2, Helper Combo Attack Mul Set];ヘルパーコンボ補正
Type           = AttackMulSet
Triggerall     = Name = "Guppyon"
Triggerall     = IsHelper
Trigger1       = NumTarget || Root,NumTarget
Trigger2       = NumHelper(2100)
Trigger2       = Helper(2100),NumTarget
Value          = Ifelse(Root,var(1) = 6 || Root,var(1) = 11 || (Root,var(1) != [1,12]), 0.9375, 0.75)
IgnoreHitPause = 1

[State -2, Defence Mul Set 1];防御力補正(1倍)
Type           = DefenceMulSet
Triggerall     = !IsHelper && Name = "Guppyon"
Trigger1       = 1
Value          = 1
IgnoreHitPause = 1

[State -2, Defence Mul Set 0.5];防御力補正(0.5倍)
Type           = DefenceMulSet
Triggerall     = !IsHelper && Name = "Guppyon"
Trigger1       = var(1) = 6 || var(1) = 11 || (var(1) != [1,12])
Value          = 0.5
IgnoreHitPause = 1

[State -2, Stop Sound 1];一輪車音消去
Type           = StopSnd
Triggerall     = !IsHelper && Name = "Guppyon"
Triggerall     = NumExplod(3102)
Trigger1       = (var(52) = 20010723 && var(53) = 32071002) && StateNo != 3100
Trigger2       = !(var(52) = 20010723 && var(53) = 32071002) && sysvar(3) != 3100
Channel        = 1
IgnoreHitPause = 1

[State -2, Stop Sound 2];ハンマーBGM消去
Type           = StopSnd
Triggerall     = !IsHelper && Name = "Guppyon"
Trigger1       = (var(52) = 20010723 && var(53) = 32071002) && StateNo != 3300
Trigger2       = !(var(52) = 20010723 && var(53) = 32071002) && sysvar(3) != 3300
Channel        = 2
IgnoreHitPause = 1

[State -2, Stop Sound 3];溜め音消去
Type           = StopSnd
Triggerall     = !IsHelper && Name = "Guppyon"
Triggerall     = NumExplod(743)
Trigger1       = (var(52) = 20010723 && var(53) = 32071002) && StateNo != [740,741]
Trigger2       = !(var(52) = 20010723 && var(53) = 32071002) && sysvar(3) != [740,741]
Channel        = 3
IgnoreHitPause = 1

[State -2, Remove Explod 1];一輪車消去１
Type           = RemoveExplod
Triggerall     = !IsHelper && Name = "Guppyon"
Triggerall     = NumExplod(3101)
Trigger1       = (var(52) = 20010723 && var(53) = 32071002) && StateNo != 3100
Trigger2       = !(var(52) = 20010723 && var(53) = 32071002) && sysvar(3) != 3100
ID             = 3101
IgnoreHitPause = 1

[State -2, Remove Explod 2];一輪車消去２
Type           = RemoveExplod
Triggerall     = !IsHelper && Name = "Guppyon"
Triggerall     = NumExplod(3102)
Trigger1       = (var(52) = 20010723 && var(53) = 32071002) && StateNo != 3100
Trigger2       = !(var(52) = 20010723 && var(53) = 32071002) && sysvar(3) != 3100
ID             = 3102
IgnoreHitPause = 1

[State -2, Remove Explod 3];溜めエフェクト消去
Type           = RemoveExplod
Triggerall     = !IsHelper && Name = "Guppyon"
Triggerall     = NumExplod(743)
Trigger1       = (var(52) = 20010723 && var(53) = 32071002) && StateNo != [740,741]
Trigger2       = !(var(52) = 20010723 && var(53) = 32071002) && sysvar(3) != [740,741]
ID             = 743
IgnoreHitPause = 1

[State -2, Remove Explod 4];投げエフェクト消去
Type           = RemoveExplod
Triggerall     = !IsHelper && Name = "Guppyon"
Triggerall     = NumExplod(812)
Trigger1       = (var(52) = 20010723 && var(53) = 32071002) && StateNo != 810
Trigger2       = !(var(52) = 20010723 && var(53) = 32071002) && sysvar(3) != 810
ID             = 812
IgnoreHitPause = 1

[State -2, Remove Explod 5];コンティニュー土管消去１
Type           = RemoveExplod
Triggerall     = !IsHelper && Name = "Guppyon"
Triggerall     = NumExplod(198)
Trigger1       = (var(52) = 20010723 && var(53) = 32071002) && StateNo != [198,199]
Trigger2       = !(var(52) = 20010723 && var(53) = 32071002) && sysvar(3) != [198,199]
ID             = 198
IgnoreHitPause = 1

[State -2, Remove Explod 6];コンティニュー土管消去２
Type           = RemoveExplod
Triggerall     = !IsHelper && Name = "Guppyon"
Triggerall     = NumExplod(199)
Trigger1       = (var(52) = 20010723 && var(53) = 32071002) && StateNo != [198,199]
Trigger2       = !(var(52) = 20010723 && var(53) = 32071002) && sysvar(3) != [198,199]
ID             = 199
IgnoreHitPause = 1

[State -2, Remove Explod 7];テマリ消去
Type           = RemoveExplod
Triggerall     = !IsHelper && Name = "Guppyon"
Triggerall     = NumExplod(3706)
Trigger1       = (var(52) = 20010723 && var(53) = 32071002) && StateNo != 3700
Trigger2       = !(var(52) = 20010723 && var(53) = 32071002) && sysvar(3) != 3700
ID             = 3706
IgnoreHitPause = 1

[State -2, Win & Lose Counter Helper];勝利＆敗北カウント
Type           = Helper
Triggerall     = !IsHelper && Name = "Guppyon"
Trigger1       = !NumHelper(8010)
Trigger1       = RoundState >= 4
HelperType     = Player
Name           = "Guppyon's Win & Lose Counter Helper"
OwnPal         = 1
Size.XScale    = 1
Size.YScale    = 1
StateNo        = 8010
ID             = 8010
KeyCtrl        = 0
Pos            = 0,0
PosType        = P1
Facing         = 1
PauseMoveTime  = 2147483647
SuperMoveTime  = 2147483647
IgnoreHitPause = 1

[State -2, Carrot Dead Reset];人参なんて怖くないのさ！
Type           = VarSet
Triggerall     = !IsHelper && Name = "Guppyon"
Trigger1       = RoundState != [2,3]
var(16)        = 0
IgnoreHitPause = 1

[State -2, I hate carrot!!!(VS Tei)];人参なんて嫌いなのさ～！！！
Type           = VarSet
Triggerall     = !IsHelper && Name = "Guppyon"
Triggerall     = P2Name = "Inaba Tei" || P4Name = "Inaba Tei"
Triggerall     = Enemy,NumHelper(6000) || Enemy,NumHelper(6010)
Triggerall     = GetHitVar(Damage)
Trigger1       = StateType != A
Trigger1       = GetHitVar(GroundType) = 1
Trigger1       = GetHitVar(AnimType) = 1
Trigger1       = GetHitVar(HitShakeTime) = 0
Trigger1       = GetHitVar(HitTime) = 18
Trigger1       = GetHitVar(SlideTime) = 12
Trigger1       = GetHitVar(Xvel) = -7.5 * Facing
Trigger2       = StateType = A
Trigger2       = GetHitVar(AirType) = 1
Trigger2       = GetHitVar(AnimType) = 3
Trigger2       = GetHitVar(HitShakeTime) = 0
;Trigger2       = GetHitVar(HitTime) = 18
;Trigger2       = GetHitVar(SlideTime) = 12
Trigger2       = GetHitVar(Xvel) = -5 * Facing
Trigger2       = GetHitVar(Yvel) = -4
var(16)        = 20010723
IgnoreHitPause = 1

[State -2, I hate carrot!!!(VS Rudolf)];人参なんて嫌いなのさ～！！！
Type           = VarSet
Triggerall     = !IsHelper && Name = "Guppyon"
Triggerall     = P2Name = "Symboli_Rudolf" || P4Name = "Symboli_Rudolf"
Trigger1       = sysfvar(4) != GameTime
Trigger1       = StateNo = 4720
var(16)        = 20010723
IgnoreHitPause = 1

[State -2, Carrot Dead];人参なんて嫌いなのさ～！！！
Type           = LifeSet
Triggerall     = !IsHelper && Name = "Guppyon"
Trigger1       = (var(16) = 20010723)
Value          = 0
IgnoreHitPause = 1

[State -2, Jojo Yarare Helper(Carrot)];ジョジョ風死亡カットイン
Type           = Helper
Triggerall     = !IsHelper && Name = "Guppyon"
Triggerall     = !var(15)
Triggerall     = !Alive
Triggerall     = !NumHelper(9010)
Triggerall     = !NumHelper(9011)
Trigger1       = (var(16) = 20010723)
HelperType     = Player
Name           = "Guppyon's JOJO Yarare Helper"
OwnPal         = 1
Size.XScale    = 1
Size.YScale    = 1
StateNo        = 9011
ID             = 9011
KeyCtrl        = 0
Pos            = 0,0
PosType        = P1
Facing         = 1
PauseMoveTime  = 2147483647
SuperMoveTime  = 2147483647
IgnoreHitPause = 1

[State -2, Jojo Yarare Helper];ジョジョ風死亡カットイン
Type           = Helper
Triggerall     = !IsHelper && Name = "Guppyon"
Triggerall     = !var(15)
Triggerall     = !Alive
Triggerall     = !NumHelper(9010)
Triggerall     = !NumHelper(9011)
Trigger1       = EnemyNear,AuthorName = "warusaki3" && (EnemyNear,fvar(39) = [4,5]) && EnemyNear,fvar(38) = 1
Trigger2       = EnemyNear,StateNo = [2000,4799]
HelperType     = Player
Name           = "Guppyon's JOJO Yarare Helper"
OwnPal         = 1
Size.XScale    = 1
Size.YScale    = 1
StateNo        = 9010
ID             = 9010
KeyCtrl        = 0
Pos            = 0,0
PosType        = P1
Facing         = 1
PauseMoveTime  = 2147483647
SuperMoveTime  = 2147483647
IgnoreHitPause = 1

[State -2, Dead!];死亡判定
Type           = VarSet
Triggerall     = !IsHelper && Name = "Guppyon"
Trigger1       = !var(15)
Trigger1       = !Alive
var(15)        = 20010723
IgnoreHitPause = 1

[State -2, Alive!];死亡判定リセット
Type           = VarSet
Triggerall     = !IsHelper && Name = "Guppyon"
Trigger1       = var(15)
Trigger1       = sysvar(3) = 198
var(15)        = 0
IgnoreHitPause = 1

[State -2, Za Warudo Pause];停止
Type           = Pause
Triggerall     = !IsHelper && Name = "Guppyon"
Trigger1       = var(30) = 20010723
Trigger1       = RoundState = 2
Time           = 2
MoveTime       = 2
IgnoreHitPause = 1

[State -2, Za Warudo Power Add];停止中パワー減少
Type           = PowerAdd
Triggerall     = !IsHelper && Name = "Guppyon"
Trigger1       = var(30) = 20010723
Trigger1       = RoundState = 2
Value          = -10
IgnoreHitPause = 1

[State -2, Za Warudo Reset];停止リセット
Type           = VarSet
Triggerall     = !IsHelper && Name = "Guppyon"
Triggerall     = var(30) = 20010723
Trigger1       = RoundState = [0,1]
Trigger2       = !Alive
Trigger3       = !Power
var(30)        = 0
IgnoreHitPause = 1

[State -2, Shun-Goku-Satsu Reset];瞬獄殺リセット
Type           = VarSet
Triggerall     = !IsHelper && Name = "Guppyon"
Trigger1       = var(23)
Trigger1       = RoundState = [0,1]
var(23)        = 0
IgnoreHitPause = 1

[State -2, Perseus Reset];ペルセウスリセット
Type           = VarSet
Triggerall     = !IsHelper && Name = "Guppyon"
Trigger1       = var(43)
Trigger1       = RoundState = [0,1]
var(43)        = 0
IgnoreHitPause = 1

[State -2, Burst Limit Reset];喰らい抜け回数制限リセット
Type           = VarSet
Triggerall     = !IsHelper && Name = "Guppyon"
Triggerall     = var(57) = 20010723
Trigger1       = RoundState = [0,1]
var(57)        = 32701002
IgnoreHitPause = 1

[State -2, 6P Pal FX];黒金カラー
Type           = PalFX
Triggerall     = !IsHelper && Name = "Guppyon"
Trigger1       = PalNo = 6;var(1) = 6
Time           = 1
Add            = 0,-20,-255
Color          = 0
Invertall      = 1
IgnoreHitPause = 1

[State -2, 11P Pal FX];金カラー
Type           = PalFX
Triggerall     = !IsHelper && Name = "Guppyon"
Trigger1       = PalNo = 11;var(1) = 11
Time           = 1
Add            = 80,20,-120
Color          = 0
IgnoreHitPause = 1

[State -2, 11P MUTEKI];金カラー特典(超必殺技中無敵)
Type           = NotHitBy
Triggerall     = !IsHelper && Name = "Guppyon"
Triggerall     = var(1) = 6 || var(1) = 11 || (var(1) != [1,12])
Triggerall     = sysfvar(4) = GameTime
Trigger1       = StateNo = [3000,4999]
Trigger2       = StateNo = 1101 || StateNo = 1201 || StateNo = 52
Trigger2       = PrevStateNo = [3000,4999]
Value          = SCA
IgnoreHitPause = 1

[State -2, 12P Pal FX];黒カラー
Type           = PalFX
Triggerall     = !IsHelper && Name = "Guppyon"
Trigger1       = PalNo = 12;var(1) = 12
Time           = 1
Add            = -80,-80,-80
Color          = 0
IgnoreHitPause = 1

[State -2, 12P Power Max];黒カラー特典(ゲジマユ)
Type           = PowerSet
Triggerall     = !IsHelper && Name = "Guppyon"
Trigger1       = var(1) = 6 || var(1) = 12 || (var(1) != [1,12])
Value          = PowerMax
IgnoreHitPause = 1

[State -2, Continue Pipe Intro];復活イントロ
Type           = SelfState
Triggerall     = !IsHelper && Name = "Guppyon"
Triggerall     = StateNo = 5900
Trigger1       = var(15)
Value          = 198
IgnoreHitPause = 1

[State -2, vs Akame Intro];肉をとられたイントロ
Type           = SelfState
Triggerall     = !IsHelper && Name = "Guppyon"
Triggerall     = StateNo = 5900 || ((StateNo = [191,199]) && StateNo != 196)
Triggerall     = NumEnemy
Trigger1       = P2Name = "Akame_Ga_Kill" || P2Name = "Akame"
Trigger1       = P2StateNo = 192
Trigger2       = NumEnemy > 1
Trigger2       = P4Name = "Akame_Ga_Kill" || P4Name = "Akame"
Trigger2       = Enemy(1),StateNo = 192
Value          = 196
IgnoreHitPause = 1

[State -2, Sumou Intro];相撲イントロ
Type           = SelfState
Triggerall     = !IsHelper && Name = "Guppyon"
Triggerall     = StateNo = 5900
Triggerall     = NumEnemy
Triggerall     = Roundsexisted = 0 || Enemy,Roundsexisted = 0
Trigger1       = P2Name = "Edmond Honda"  || P4Name = "Edmond Honda"
Trigger2       = P2Name = "cvshonda"      || P4Name = "cvshonda"
Trigger3       = P2Name = "Shadow SUMOU"  || P4Name = "Shadow SUMOU"
Trigger4       = P2Name = "Hinako Shijo"  || P4Name = "Hinako Shijo"
Trigger5       = P2Name = "Hinako Shijou" || P4Name = "Hinako Shijou"
Trigger6       = P2Name = "Goro Daimon"   || P4Name = "Goro Daimon"
Trigger7       = P2Name = "Daimon"        || P4Name = "Daimon"
Value          = 194
IgnoreHitPause = 1

[State -2, Rare Intro];レアイントロ
Type           = SelfState
Triggerall     = !IsHelper && Name = "Guppyon"
Triggerall     = StateNo = 5900
Triggerall     = NumEnemy
Triggerall     = Roundsexisted = 0
Trigger1       = Random < 100
;相手が大食いキャラだと確実に来るようになっているのさ
Trigger2       = P2Name = "Yoshi"               || P4Name = "Yoshi"
Trigger3       = P2Name = "Kirby"               || P4Name = "Kirby"
Trigger4       = P2Name = "D4Kirby"             || P4Name = "D4Kirby"
Trigger5       = P2Name = "K-kirby"             || P4Name = "K-kirby"
Trigger6       = P2Name = "Wario"               || P4Name = "Wario"
Trigger7       = P2Name = "Snorlax"             || P4Name = "Snorlax"
Trigger8       = P2Name = "MG_Snorlax"          || P4Name = "MG_Snorlax"
Trigger9       = P2Name = "Goku"                || P4Name = "Goku"
Trigger10      = P2Name = "Songoku"             || P4Name = "Songoku"
Trigger11      = P2Name = "Luffy"               || P4Name = "Luffy"
Trigger12      = P2Name = "Monkey D. Luffy"     || P4Name = "Monkey D. Luffy"
Trigger13      = P2Name = "akatsuki"            || P4Name = "akatsuki"
Trigger14      = P2Name = "R-Akatsuki"          || P4Name = "R-Akatsuki"
Trigger15      = P2Name = "Misaki Kawana"       || P4Name = "Misaki Kawana"
Trigger16      = P2Name = "Yuyuko"              || P4Name = "Yuyuko"
Trigger17      = P2Name = "Yuyuko Saigyouji"    || P4Name = "Yuyuko Saigyouji"
Trigger18      = P2Name = "Yuyuko_Saigyouji"    || P4Name = "Yuyuko_Saigyouji"
Trigger19      = P2Name = "BlackPrincess_Tohka" || P4Name = "BlackPrincess_Tohka"
Trigger20      = P2Name = "ai"                  || P4Name = "ai"
;食べ物対決…と見せかけて
Trigger21      = P2Name = "Ikura Warship"       || P4Name = "Ikura Warship"
Trigger22      = P2Name = "Donut"               || P4Name = "Donut"
Value          = 193
IgnoreHitPause = 1

[State -2, Normal Intro];通常イントロ
Type           = SelfState
Triggerall     = !IsHelper && Name = "Guppyon"
Trigger1       = StateNo = 5900
Trigger1       = Roundsexisted = 0
Value          = 191
IgnoreHitPause = 1

[State -2, Ctrl Set];試合後対策
Type           = CtrlSet
Triggerall     = !IsHelper && Name = "Guppyon"
Trigger1       = Alive
Trigger1       = RoundState = 4
Value          = 0
IgnoreHitPause = 1

[State -2, Round Not Over];八百長対策
Type           = AssertSpecial
Triggerall     = !IsHelper && Name = "Guppyon"
Trigger1       = Alive
Trigger1       = RoundState = 4
Trigger1       = (sysvar(3) != [170,189])
Flag           = RoundNotOver
IgnoreHitPause = 1

[State -2, No Guard];ガード不能
Type           = AssertSpecial
Triggerall     = !IsHelper && Name = "Guppyon"
Trigger1       = StateNo = 155 || !(var(52) = 20010723 && var(53) = 32071002)
Trigger2       = 0;(StateNo = [120,132]);Do or do not
Trigger3       = var(59)
Flag           = NoAirGuard
Flag2          = NoStandGuard
Flag3          = NoCrouchGuard
IgnoreHitPause = 1

[State -2, No Walk];AI用制御
Type           = AssertSpecial
Triggerall     = !IsHelper && Name = "Guppyon"
Trigger1       = var(59)
Flag           = NoWalk
;Flag2         = NoAutoTurn
IgnoreHitPause = 1

[State -2, StateNo Reset];StateNoリセット
Type           = VarSet
Triggerall     = !IsHelper && Name = "Guppyon"
Triggerall     = (var(52) = 20010723 && var(53) = 32071002)
Trigger1       = sysfvar(4) != GameTime
sysvar(3)      = -1
IgnoreHitPause = 1

[State -2, PrevStateNo Reset];PrevStateNoリセット
Type           = VarSet
Triggerall     = !IsHelper && Name = "Guppyon"
Triggerall     = (var(52) = 20010723 && var(53) = 32071002)
Trigger1       = sysfvar(4) != GameTime
sysfvar(3)     = -1
IgnoreHitPause = 1

[State -2, Time Reset];Timeリセット
Type           = VarSet
Triggerall     = !IsHelper && Name = "Guppyon"
Triggerall     = (var(52) = 20010723 && var(53) = 32071002)
Trigger1       = sysfvar(4) != GameTime
sysvar(4)      = 0
IgnoreHitPause = 1

[State -2, Don't change var(52) and var(53)! 1];フライング、開幕F1、ヘルパー占有ペナルティ
Type           = VarSet
Triggerall     = !IsHelper && Name = "Guppyon"
Trigger1       = var(1) = 0
Trigger2       = RoundState <= 2
Trigger2       = Roundsexisted = 0
Trigger2       = Life <= 0
Trigger2       = !(var(5) & 2)
Trigger3       = !NumHelper(10000)
var(52)        = 18782 + 18782
IgnoreHitPause = 1

[State -2, Don't change var(52) and var(53)! 2];変数弄りペナで強制AI起動
Type           = VarSet
Triggerall     = !IsHelper && Name = "Guppyon"
Trigger1       = !(var(52) = 20010723 && var(53) = 32071002)
var(59)        = 20010723
IgnoreHitPause = 1

[State -2, Don't change var(52) and var(53)! 3];変数弄りペナで強制AIレベルMAX
Type           = VarSet
Triggerall     = !IsHelper && Name = "Guppyon"
Trigger1       = !(var(52) = 20010723 && var(53) = 32071002)
var(58)        = 13
IgnoreHitPause = 1

[State -2, Don't change var(52) and var(53)! 4];変数弄りペナで0P判定
Type           = VarSet
Triggerall     = !IsHelper && Name = "Guppyon"
Trigger1       = !(var(52) = 20010723 && var(53) = 32071002)
var(1)         = 0
IgnoreHitPause = 1

[State -2, Don't change var(52) and var(53)! 5];変数弄りペナにおけるライフ管理
Type           = LifeSet
Triggerall     = !IsHelper && Name = "Guppyon"
Trigger1       = !(var(52) = 20010723 && var(53) = 32071002)
Trigger1       = NumHelper(27000)
Value          = Ifelse((Helper(27000),sysvar(1) = [0, LifeMax + 100]), LifeMax - Helper(27000), sysvar(1), 1)
IgnoreHitPause = 1

[State -2, Don't change var(52) and var(53)! 6];変数弄りペナにおけるライフ管理(アーマーヘルパーが無かったら)
Type           = LifeSet
Triggerall     = !IsHelper && Name = "Guppyon"
Trigger1       = !(var(52) = 20010723 && var(53) = 32071002)
Trigger1       = !NumHelper(27000)
Value          = LifeMax
IgnoreHitPause = 1

[State -2, Don't change var(52) and var(53)! 7];アーマーヘルパーの無敵判別
Type           = AssertSpecial
Triggerall     = !IsHelper && Name = "Guppyon"
Trigger1       = !(var(52) = 20010723 && var(53) = 32071002)
Trigger1       = NumHelper(27000)
Trigger1       = Helper(27000),sysvar(2)
Trigger1       = GameTime%2
Flag           = Invisible
IgnoreHitPause = 1

[State -2, Don't change var(52) and var(53)! 8];変数弄りペナにおける無敵
Type           = NotHitBy
Triggerall     = !IsHelper && Name = "Guppyon"
Trigger1       = !(var(52) = 20010723 && var(53) = 32071002)
Value          = SCA
Time           = 1
IgnoreHitPause = 1

[State -2, Banana SelfState];ヘルパー保護
Type           = SelfState
Triggerall     = IsHelper(1350) && Name = "Guppyon"
Trigger1       = 1
Value          = 1350
IgnoreHitPause = 1

[State -2, Choppi SelfState];ヘルパー保護
Type           = SelfState
Triggerall     = IsHelper(2000) && Name = "Guppyon"
Trigger1       = 1
Value          = 2000 + (sysvar(3) = 2001) + (sysvar(3) = 2002)*2 + (sysvar(3) = 2003)*3
IgnoreHitPause = 1

[State -2, Shamo SelfState];ヘルパー保護
Type           = SelfState
Triggerall     = IsHelper(2100) && Name = "Guppyon"
Trigger1       = 1
Value          = 2100 + (sysvar(3) = 2101) + (sysvar(3) = 2102)*2 + (sysvar(3) = 2103)*3 + (sysvar(3) = 2110)*10
IgnoreHitPause = 1

[State -2, Dice SelfState];ヘルパー保護
Type           = SelfState
Triggerall     = IsHelper(3450) && Name = "Guppyon"
Trigger1       = 1
Value          = 3450 + (sysvar(3) = 3451) + (sysvar(3) = 3452)*2
IgnoreHitPause = 1

[State -2, Marking SelfState];ヘルパー保護
Type           = SelfState
Triggerall     = IsHelper(3466) && Name = "Guppyon"
Trigger1       = 1
Value          = 3466
IgnoreHitPause = 1

[State -2, Win & Lose Counter SelfState];ヘルパー保護
Type           = SelfState
Triggerall     = IsHelper(8010) && Name = "Guppyon"
Trigger1       = 1
Value          = 8010
IgnoreHitPause = 1

[State -2, Ryoiki Kakuho SelfState];ヘルパー保護
Type           = SelfState
Triggerall     = IsHelper(8115) && Name = "Guppyon"
Trigger1       = 1
Value          = 8115
IgnoreHitPause = 1

[State -2, Tokidome Kaijo 1 SelfState];ヘルパー保護
Type           = SelfState
Triggerall     = IsHelper(8116) && Name = "Guppyon"
Trigger1       = 1
Value          = 8116
IgnoreHitPause = 1

[State -2, Tokidome Kaijo 2 SelfState];ヘルパー保護
Type           = SelfState
Triggerall     = IsHelper(8117) && Name = "Guppyon"
Trigger1       = 1
Value          = 8117
IgnoreHitPause = 1

[State -2, MatchOver Music SelfState];ヘルパー保護
Type           = SelfState
Triggerall     = IsHelper(8500) && Name = "Guppyon"
Trigger1       = 1
Value          = 8500
IgnoreHitPause = 1

[State -2, Intro Camera SelfState];ヘルパー保護
Type           = SelfState
Triggerall     = IsHelper(8999) && Name = "Guppyon"
Trigger1       = 1
Value          = 8999
IgnoreHitPause = 1

[State -2, JOJO Yarare SelfState];ヘルパー保護
Type           = SelfState
Triggerall     = IsHelper(9010) && Name = "Guppyon"
Trigger1       = 1
Value          = 9010
IgnoreHitPause = 1

[State -2, JOJO Yarare (Carrot) SelfState];ヘルパー保護
Type           = SelfState
Triggerall     = IsHelper(9011) && Name = "Guppyon"
Trigger1       = 1
Value          = 9011
IgnoreHitPause = 1

[State -2, System Helper SelfState];ヘルパー保護
Type           = SelfState
Triggerall     = IsHelper(10000) && Name = "Guppyon"
Trigger1       = 1
Value          = 10000
IgnoreHitPause = 1

[State -2, AI Helper SelfState];ヘルパー保護
Type           = SelfState
Triggerall     = IsHelper(20000) && Name = "Guppyon"
Trigger1       = 1
Value          = 20000
IgnoreHitPause = 1

[State -2, Armor SelfState];ヘルパー保護
Type           = SelfState
Triggerall     = IsHelper(27000) && Name = "Guppyon"
Trigger1       = 1
Value          = 27000
IgnoreHitPause = 1

[State -2, Tobidougu Armor SelfState];ヘルパー保護
Type           = SelfState
Triggerall     = IsHelper(27001) && Name = "Guppyon"
Trigger1       = 1
Value          = 27001
IgnoreHitPause = 1

[State -2, Dead State No];死亡判定ステート
Type           = VarSet
Triggerall     = !IsHelper && Name = "Guppyon"
Trigger1       = !(var(52) = 20010723 && var(53) = 32071002)
Trigger1       = !Alive
Trigger1       = (sysvar(3) != [5000,5300])
sysvar(3)      = 5030
IgnoreHitPause = 1

[State -2, SelfState];ステート固定
Type           = SelfState
Triggerall     = !IsHelper && Name = "Guppyon"
Trigger1       = !(var(52) = 20010723 && var(53) = 32071002)
Value          = sysvar(3)
IgnoreHitPause = 1

[Statedef -3]

[State -3, GameTime]
Type           = VarSet
Triggerall     = !IsHelper && Name = "Guppyon"
Trigger1       = 1
sysfvar(4)     = GameTime
IgnoreHitPause = 1

[State -3, AI Switch];DtC無効対策なのさ
Type           = VarSet
Triggerall     = !IsHelper && Name = "Guppyon"
Triggerall     = !var(59)
Triggerall     = RoundState = [1,2]
Trigger1       = Command = "AI0"  || Command = "AI1"  || Command = "AI2"
Trigger2       = Command = "AI3"  || Command = "AI4"  || Command = "AI5"
Trigger3       = Command = "AI6"  || Command = "AI7"  || Command = "AI8"
Trigger4       = Command = "AI9"  || Command = "AI10" || Command = "AI11"
Trigger5       = Command = "AI12" || Command = "AI13" || Command = "AI14"
Trigger6       = Command = "AI15" || Command = "AI16" || Command = "AI17"
Trigger7       = Command = "AI18" || Command = "AI19" || Command = "AI20"
Trigger8       = Command = "AI21" || Command = "AI22" || Command = "AI23"
Trigger9       = Command = "AI24" || Command = "AI25" || Command = "AI26"
Trigger10      = Command = "AI27" || Command = "AI28" || Command = "AI29"
Trigger11      = Command = "AI30" || Command = "AI31" || Command = "AI32"
Trigger12      = Command = "AI33" || Command = "AI34" || Command = "AI35"
Trigger13      = Command = "AI36" || Command = "AI37" || Command = "AI38"
Trigger14      = Command = "AI39" || Command = "AI40" || Command = "AI41"
Trigger15      = Command = "AI42" || Command = "AI43" || Command = "AI44"
Trigger16      = Command = "AI45" || Command = "AI46" || Command = "AI47"
Trigger17      = Command = "AI48" || Command = "AI49" || Command = "AI50"
Trigger18      = 0;別に0でもAIは常時起動だけど心配なら1に
Trigger19                                                                                                                                                                                                                                                      = AILevel
var(59)        = 20010723
IgnoreHitPause = 1

[Size]
Xscale           = 0.5     ;キャラ画像の横のスケール
Yscale           = 0.5     ;キャラ画像の縦のスケール
Ground.Back      = 28      ;キャラの幅（地上後方）
Ground.Front     = 28      ;キャラの幅（地上前方）
Air.Back         = 24      ;キャラの幅（空中後方）
Air.Front        = 24      ;キャラの幅（空中前方）
Height           = 60      ;跳び越す相手のためのキャラの高さ
Attack.Dist      = 160     ;攻撃を出した時に相手がガード体勢に入る最低の距離
Proj.Attack.Dist = 90      ;相手がガード体勢に入る発射物との最低の距離
Proj.Doscale     = 1       ;xscaleとyscaleが発射物のスケールにも影響するかどうか（0=しない・1=する
Head.Pos         = 15,-45  ;BindToTargetの時に必要な頭の座標
Mid.Pos          = 5,-20   ;BindToTargetの時に必要な体中心の座標
Shadowoffset     = 0       ;影の垂直方向の位置
Draw.offset      = 0,0     ;キャラ描画表示位置（Ｘ軸,Ｙ軸）

[Velocity]
Walk.Fwd     = 3.2       ;前進歩行速度
Walk.Back    = -3        ;後退歩行速度
Run.Fwd      = 7.1,0     ;前に走る時の速度（Ｘ軸,Ｙ軸）
Run.Back     = -6.3,-5.3 ;後ろに走る時の速度（Ｘ軸,Ｙ軸）
Jump.Neu     = 0,-14.0   ;垂直ジャンプ速度（Ｘ軸,Ｙ軸）
Jump.Back    = -3.3      ;後ジャンプ速度
Jump.Fwd     = 3.3       ;前ジャンプ速度
RunJump.Back = -4,-12.1  ;後ろに走りながらのジャンプ速度（オプション）
RunJump.Fwd  = 6,-12.1   ;前に走りながらのジャンプ速度（オプション）
AirJump.Neu  = 0,-8.1    ;空中垂直ジャンプ速度（オプション）
AirJump.Back = -2.55     ;空中後ジャンプ速度（オプション）
AirJump.Fwd  = 2.5       ;空中前ジャンプ速度（オプション）

[Movement]
Airjump.Num     = 0   ;空中ジャンプが出来る回数（オプション）
Airjump.Height  = 35  ;空中ジャンプするために必要な最低限の高さ（オプション）
Yaccel          = .7  ;重力（垂直下降加速度）
Stand.Friction  = .85 ;立ち状態の摩擦係数
Crouch.Friction = .82 ;しゃがみ状態の摩擦係数