;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 基本行動のステート
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Stand
[Statedef 0]
type = S
physics = S
sprpriority = 0

[State 0, このヘルパーを消す]
type = DestroySelf
triggerall = IsHelper
trigger1 =! IsHelper(0)
trigger1 =! IsHelper(1)
trigger1 =! IsHelper(2)
trigger1 =! IsHelper(3)
trigger1 =! IsHelper(4)
trigger1 =! IsHelper(5)
trigger1 =! IsHelper(6)

[State 0]
type = Changestate
value = 197
trigger1 = Var(6) = 1
trigger1 = P2stateno = 192

[State 0, 1]
type = ChangeAnim
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

[State 0, 2]
type = VelSet
trigger1 = Time = 0
y = 0

[State 0, 3] ;Stop moving if low velocity or 4 ticks pass
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

[State 0, 4] ;Are you dead?
type = ChangeState
trigger1 = !alive
value = 5050

;---------------------------------------------------------------------------
; Stand to Crouch
[Statedef 10]
type    = C
physics = C
anim = 10

[State 10, 1]
type = VelMul
trigger1 = Time = 0
x = .75

[State 10, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 11

;---------------------------------------------------------------------------
; Crouching
[Statedef 11]
type    = C
physics = C
anim = 11
sprpriority = 0

[State 11, 1] ;Change from turning animation
type = ChangeAnim
trigger1 = Anim = 6 && AnimTime = 0
value = 11

;---------------------------------------------------------------------------
; Crouch to Stand
[Statedef 12]
type    = S
physics = S
anim = 12

[State 12, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; Walk
[Statedef 20]
type    = S
physics = S
sprpriority = 0

[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd"
x = const(velocity.walk.fwd.x)

[State 20, 2]
type = VelSet
trigger1 = command = "holdback"
x = const(velocity.walk.back.x)

[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20

[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21

;---------------------------------------------------------------------------
; Jump Start
[Statedef 40]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 41,0

[State 40,]
Type = ChangeState
TriggerAll = Var(59) >= 7
Triggerall = Time = 0
triggerall = PrevStateNo != 210
triggerall = PrevStateNo != 230
triggerall = PrevStateNo != 240
triggerall = PrevStateNo != 250
triggerall = PrevStateNo != 410
triggerall = PrevStateNo != 430
triggerall = PrevStateNo != 440
Trigger1=TeamMode = single
Trigger2=TeamMode = turns
Trigger3=TeamMode = simul
trigger3 = partner,ALIVE = 0
Value = ifelse(PrevStateNo = 100,100,0)
Ctrl = 1
IgnoreHitPause = 1

[State 40, 2]
type = VarSet
Trigger1 = var(59) = 0
Trigger1 = command = "holdfwd"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType != L || P2BodyDist X >= 30
Trigger2 = EnemyNear,MoveType = H || Random <= 333 || EnemyNear,StateType = L
sysvar(1) = 1

[State 40, 3]
type = VarSet
Trigger1 = var(59) = 0
Trigger1 = command = "holdback"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType != L
Trigger2 = EnemyNear,MoveType != H
Trigger2 = BackEdgeBodyDist>60
Trigger2 = Random <= 500
sysvar(1) = -1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; AirJump Start
[Statedef 45]
type    = A
physics = N
ctrl = 0
velset = 0,0

[State 45, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 41,1

[State 45, 1]
type = ChangeAnim
trigger1 = SelfAnimExist(44)
value = 44

[State 45, 2]
type = ChangeAnim
trigger1 = !SelfAnimExist(44)
value = 41

[State 45,]
type = Varset
trigger1 = 1
v = 7
value = 1

[State 45, 3]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 45, 2]
type = VarSet
Trigger1 = var(59) = 0
Trigger1 = command = "holdfwd"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType != L || P2BodyDist X >= 30
Trigger2 = EnemyNear,MoveType = H || Random <= 333 || EnemyNear,StateType = L
Trigger3 = EnemyNear,MoveType = H
sysvar(1) = 1

[State 45, 3]
type = VarSet
Trigger1 = var(59) = 0
Trigger1 = command = "holdback"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType != L
Trigger2 = EnemyNear,MoveType != H
Trigger2 = BackEdgeBodyDist>60
Trigger2 = Random <= 500
sysvar(1) = -1

[State 45, 6]
type = VelSet
trigger1 = Time = 2
x = ifelse(sysvar(1)=0, const(velocity.airjump.neu.x), ifelse(sysvar(1)=1, const(velocity.airjump.fwd.x), const(velocity.airjump.back.x)))
y = const(velocity.airjump.y)

[State 45, 7]
type = ChangeState
trigger1 = Time = 2
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; Jump Up
[Statedef 50]
type    = A
physics = A

[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3

;---------------------------------------------------------------------------
; Jump Down (empty state for compatibility)
[Statedef 51]
type    = A
physics = A

[State 51, 1]
type = Null
trigger1 = 1

;---------------------------------------------------------------------------
; Jump Land
[Statedef 52]
type    = S
physics = S
ctrl = 0
anim = 47

[State 52, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 52, 3]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; RUN_FWD
[Statedef 100]
type    = S
physics = S
anim = 100
sprpriority = 1

[State 100, 1]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[state 100,AI]
type = ctrlset
trigger1 = var(59) != 0
value = 0

[State 100,ﾀﾞｯｼｭｽﾃｯﾌﾟ DashStop]
type = ChangeState
TriggerAll = var(59) != 0
Trigger1 = inguarddist
Trigger2 = EnemyNear,MoveType!=H
Trigger2 = P2BodyDist X<=10
Trigger2 = P2BodyDist Y>=-500
Trigger3 = P2BodyDist X<=10
value = 0
ctrl = 1

[State 100, 4]
type = ChangeState
triggerall = command != "holdfwd"
Trigger1 = var(59) = 0
value = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; RUN_BACK
[Statedef 105]
type    = A
physics = A
ctrl = 0
anim = 105
sprpriority = 1

[State 105, 無敵]
type = NotHitBy
trigger1 = AnimElemTime(1) = 0
value = SCA
time = 6

[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = const(velocity.run.back.x)
y = const(velocity.run.back.y)

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 106

;---------------------------------------------------------------------------
; RUN_BACK2 (land)
[Statedef 106]
type    = S
physics = S
ctrl = 0
anim = 47

[State 106, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 106, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 106, 3]
type = MakeDust
trigger1 = Time = 2
pos = -5,-2
spacing = 1

[State 106, 4]
type = ChangeState
trigger1 = Time = 7
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; RUN_UP
[Statedef 110]
type    = S
physics = N

[State 110, 0]
type = CtrlSet
trigger1 = Time = 0
value = 0

[State 110, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 110

[State 110, 2]
type = HitBy
trigger1 = Time = 0
value = SCA, NT, ST, HT
time = 30

[State 110, 3]
type = VelSet
trigger1 = Time = 0
x = 0
z = -7

[State 110, 4]
type = VelMul
trigger1 = 1
z = 0.8

[State 110, 5]
type = VelSet
trigger1 = AnimTime = -8
z = 0

[State 110, 7]
type = CtrlSet
trigger1 = AnimTime = 0
value = 1

[State 110, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; RUN_DOWN
[Statedef 115]
type    = S
physics = N

[State 115, 0]
type = CtrlSet
trigger1 = Time = 0
value = 0

[State 115, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 110

[State 115, 2]
type = HitBy
trigger1 = Time = 0
value = SCA, NT, ST, HT
time = 30

[State 115, 3]
type = VelSet
trigger1 = Time = 0
x = 0
z = 7

[State 115, 4]
type = VelMul
trigger1 = 1
z = 0.8

[State 115, 5]
type = VelSet
trigger1 = AnimTime = -8
z = 0

[State 115, 7]
type = CtrlSet
trigger1 = AnimTime = 0
value = 1

[State 115, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; GUARD (start)
[Statedef 120]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged

[State 120, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 120 + (statetype = C) + (statetype = A)*2

[State 120, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 120, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 120, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 120, Hi to Lo]
type = StateTypeSet
TriggerAll=Statetype = S
Trigger1 = var(59) = 0
Trigger1 = command = "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType!=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = C
physics = C

[State 120, Lo to Hi]
type = StateTypeSet
TriggerAll=Statetype = C
Trigger1 = var(59) = 0
Trigger1 = command != "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = S
physics = S

[State 120, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 130 + (statetype = C) + (statetype = A)*2

[State 120, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
Trigger1 = var(59) = 0
trigger2 = !inguarddist
Trigger3 = var(59) =[1,9]
Trigger3 = P2BodyDist X<0
Trigger3 = Random <= (10-var(59))*40
value = 140

;---------------------------------------------------------------------------
; STAND GUARD (guarding)
[Statedef 130]
type    = S
physics = S

[State 130, 4]
type = CtrlSet
trigger1 = PalNo = 12
trigger1 = Time = 0
value = 1

[State 130, 1]
type = ChangeAnim
trigger1 = Anim != 130
value = 130

[State 130, Hi to Lo]
type = ChangeState
Trigger1 = var(59) = 0
Trigger1 = command = "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType!=A
Trigger2 = Random <= var(59)*20||var(59)>9
value = 131

[State 130, Stop Guarding]
type = ChangeState
Trigger1 = var(59) = 0
Trigger1 = command != "holdback"
trigger2 = !inguarddist
Trigger3 = var(59) =[1,9]
Trigger3 = P2BodyDist X<0
Trigger3 = Random <= (10-var(59))*40
value = 140


;---------------------------------------------------------------------------
; CROUCH GUARD (guarding)
[Statedef 131]
type    = C
physics = C

[State 131, 4]
type = CtrlSet
trigger1 = PalNo = 12
trigger1 = Time = 0
value = 1

[State 131, 1]
type = ChangeAnim
trigger1 = Anim != 131
value = 131

[State 131, Lo to Hi]
type = ChangeState
Trigger1 = var(59) = 0
Trigger1 = command != "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType=A
Trigger2 = Random <= var(59)*20||var(59)>9
value = 130

[State 131, Stop Guarding]
type = ChangeState
Trigger1 = var(59) = 0
Trigger1 = command != "holdback"
trigger2 = !inguarddist
Trigger3 = var(59) =[1,9]
Trigger3 = P2BodyDist X<0
Trigger3 = Random <= (10-var(59))*40
value = 140

;---------------------------------------------------------------------------
; AIR GUARD (guarding)
[Statedef 132]
type    = A
physics = N

[State 132, 4]
type = CtrlSet
trigger1 = PalNo = 12
trigger1 = Time = 0
value = 1

[State 132, 1]
type = ChangeAnim
trigger1 = Anim != 132
value = 132

[State 132, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 132, 3]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 132, 4]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 132, 5]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 132, 6]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command = "holdback"
trigger1 = inguarddist
value = 130

[State 132, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52

[State 132, Stop Guarding]
type = ChangeState
Trigger1 = var(59) = 0
Trigger1 = command != "holdback"
trigger2 = !inguarddist
Trigger3 = var(59) =[1,9]
Trigger3 = P2BodyDist X<0
Trigger3 = Random <= (10-var(59))*40
value = 140

;---------------------------------------------------------------------------
; GUARD (end)
[Statedef 140]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged
ctrl = 1

[State 140, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 140 + (statetype = C) + (statetype = A)*2

[State 140, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 140, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 140, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 140, Hi to Lo]
type = StateTypeSet
TriggerAll=Statetype = S
Trigger1 = var(59) = 0
Trigger1 = command = "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType!=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = C
physics = C

[State 140, Lo to Hi]
type = StateTypeSet
TriggerAll=Statetype = C
Trigger1 = var(59) = 0
Trigger1 = command != "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = S
physics = S

;[State 140, 5] ;Implemented within engine
;type = ChangeState
;trigger1 = AnimTime = 0
;value = (statetype = C)*11 + (statetype = A)*51

;---------------------------------------------------------------------------
; SGUARDHIT (shaking)
[Statedef 150]
type    = S
movetype= H
physics = N
velset = 0,0

[State 150, 1]
type = ChangeAnim
trigger1 = 1
value = 150

[State 150, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*(command = "holddown")

[State 150, Hi to Lo]
type = StateTypeSet
TriggerAll=Statetype = S
Trigger1 = var(59) = 0
Trigger1 = command = "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType!=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = C
physics = C

[State 150, Lo to Hi]
type = StateTypeSet
TriggerAll=Statetype = C
Trigger1 = var(59) = 0
Trigger1 = command != "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = S
physics = S

[State 150, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 3

;---------------------------------------------------------------------------
; SGUARDHIT2 (knocked back)
[Statedef 151]
type    = S
movetype= H
physics = S
anim = 150

[State 151, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 151, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0

[State 151, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 151, Hi to Lo]
type = StateTypeSet
TriggerAll=Statetype = S
Trigger1 = var(59) = 0
Trigger1 = command = "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType!=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = C
physics = C

[State 151, Lo to Hi]
type = StateTypeSet
TriggerAll=Statetype = C
Trigger1 = var(59) = 0
Trigger1 = command != "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = S
physics = S

[State 151, 4]
type = ChangeState
trigger1 = HitOver
value = 130
ctrl = 1

;---------------------------------------------------------------------------
; CGUARDHIT (shaking)
[Statedef 152]
type    = C
movetype= H
physics = N
velset = 0,0

[State 152, 1]
type = ChangeAnim
trigger1 = 1
value = 151

[State 152, 3]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*ifelse(var(59) = 0,(command = "holddown"),(fvar(38)=1))

[State 152, Hi to Lo]
type = StateTypeSet
TriggerAll=Statetype = S
Trigger1 = var(59) = 0
Trigger1 = command = "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType!=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = C
physics = C

[State 152, Lo to Hi]
type = StateTypeSet
TriggerAll=Statetype = C
Trigger1 = var(59) = 0
Trigger1 = command != "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = S
physics = S

[State 152, 4]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; CGUARDHIT2 (knocked back)
[Statedef 153]
type    = C
movetype= H
physics = C
anim = 151

[State 153, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 153, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0

[State 153, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 153, Hi to Lo]
type = StateTypeSet
TriggerAll=Statetype = S
Trigger1 = var(59) = 0
Trigger1 = command = "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType!=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = C
physics = C

[State 153, Lo to Hi]
type = StateTypeSet
TriggerAll=Statetype = C
Trigger1 = var(59) = 0
Trigger1 = command != "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = S
physics = S

[State 153, 4]
type = ChangeState
trigger1 = HitOver
value = 131
ctrl = 1

;---------------------------------------------------------------------------
; AGUARDHIT (shaking)
[Statedef 154]
type    = A
movetype= H
physics = N
velset = 0,0

[State 154, 1]
type = ChangeAnim
trigger1 = 1
value = 152

[State 154, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 155 ;AGUARDHIT2

[State 154, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; AGUARDHIT2 (knocked away)
[Statedef 155]
type    = A
movetype= H
physics = N
anim = 152

[State 155, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 155, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 155, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 155, 4]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 155, 5]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command = "holdback"
trigger1 = inguarddist
value = 130

[State 155, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52

;---------------------------------------------------------------------------
; タイムオーバー時
; CNS レベル: 基本
[Statedef 170]
type = S
ctrl = 0
anim = 0
velset = 0,0

[State 170, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 170,]
type = ChangeState
trigger1 = Time = 0
trigger1 = var(0) = 0
value = 171

[State 170,]
type = ChangeState
trigger1 = Time = 0
trigger1 = var(0) = 1
value = 179

;---------------------------------------------------------------------------
; 敗北(ドロー)
[Statedef 171]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 171, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; マッチ敗北(マッチドロー)
[Statedef 179]
type = S
ctrl = 0
anim = 179
velset = 0,0

[State 179, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 179,0

[State 179, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 170,0

[State 179, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; 勝利ポーズ分岐
; CNS レベル: 基本
[Statedef 180]
type = S

[State 180, ルー！]
type = ChangeState
trigger1 = Time = 0
trigger1 = var(1) = 0
trigger1 = var(3) = 0
value = 181

[State 180, ]
type = ChangeState
trigger1 = Time = 0
trigger1 = var(3) = 1
value = 185

[State 180, i'm lovin' it]
type = ChangeState
trigger1 = Time = 0
trigger1 = var(1) = 1
trigger1 = var(3) = 0
value = 189

;---------------------------------------------------------------------------
; 勝利
[Statedef 181]
type = S
ctrl = 0
anim = 180
velset = 0,0

[State 181, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 180,0

[State 181, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; 勝利
[Statedef 185]
type = S
ctrl = 0
anim = 185
velset = 0,0

[State 185, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 185,] 
type = AssertSpecial
trigger1 = Time = [0,90]
flag = roundnotover

;---------------------------------------------------------------------------
; 勝利
[Statedef 189]
type = S
ctrl = 0
anim = 189
velset = 0,0

[State 189, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 189,0

[State 189, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 11
value = 170,0

[State 189, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 189,] 
type = AssertSpecial
trigger1 = Time = [0,175]
flag = roundnotover

;---------------------------------------------------------------------------
; イントロ用
; CNS レベル: 基本
[Statedef 190]
type = S
ctrl = 0
anim = 0
velset = 0,0

[State -3,]
type = Varset
trigger1 = EnemyNear,authorname = "kishio&Tiny Endless End"
v = 2
value = 1

[State -3,]
type = Varset
trigger1 = p2name = "Colonel" || p4name = "Colonel"
v = 6
value = 1

[State 190,]
type = ChangeState
triggerall = p2name = "Colonel" || p4name = "Colonel"
trigger1 = Time = 0
value = 0
ctrl = 0

[State 190,イントロ]
type = ChangeState
trigger1 = var(2) != 1
trigger1 = var(6) != 1
trigger1 = Time = 0
value = 191

[State 190]
type = ChangeState
trigger1 = Var(2) = 1
trigger1 = var(6) != 1
trigger1 = Time = 0
value = 198

;---------------------------------------------------------------------------
;イントロ
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 191, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = NoMusic

[State 191, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 190,0
loop = 0
channel = 4

[State 191, ヘルパーを出す]
type = helper
triggerall = !Ishelper
triggerall = NumHelper(1900) = 0
trigger1 = Time = 1
id = 1900
name = "Colonel"
size.xscale = 1
size.yscale = 1
pos = 0,0
postype = P1
stateno = 1900
helpertype = normal
ownpal = 1
ignorehitpause = 1

[State 191, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 170,0

[State 191, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 8
value = 190,1

[State 191, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 9
value = 190,2

[State 191, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 14
value = 3000,1

[State 191, 画面を揺らす]
type = EnvShake
trigger1 = AnimElem = 8
time = 60
freq = 100
ampl = 10

[State 191, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; カーネル
[Statedef 1900]
type    = S
physics = S
anim = 1900

[State 1900]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1900]
type = Explod
trigger1 = Animelem = 4
ID = 19000
anim = 19000
postype = p1
pos = 0, 0
sprpriority = -10
bindtime = -1
ownpal = 1
persistent = 0
ignorehitpause = 1
removeongethit = 1

[State 1900, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 190,3

[State 1900]
type = PlaySnd
trigger1 = AnimElem = 4
value = 190,4

[State 1900]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; イントロ（対カーネル）
[Statedef 197]
type     = S
movetype = I
physics  = N
ctrl = 0
anim = 197
velset = 0,0

[State -3,]
type = Varset
trigger1 = 1
v = 6
value = 0

[State 197, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 197, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 5000, 3

[State 197, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 8
value = 197, 0

[State 197, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
;イントロ（過去の自分だ…）
[Statedef 198]
type = S
ctrl = 0
anim = 198
velset = 0,0

[State 198, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State -3,]
type = Varset
trigger1 = 1
v = 2
value = 0

[State 198, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 198,0

[State 198, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 198,1

[State 198, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6
value = 198,2

[State 198, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
;イントロ（ラウンド2以降）
[Statedef 199]
type = S
ctrl = 0
anim = 199
velset = 0,0

[State 199, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 199, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 199,0

[State 199, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 140
value = 199,1

[State 199, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 170,0

[State 199, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 8
value = 3000,1

[State 199, エフェクト表示]
type = Explod
trigger1 = Time = 1
ID = 1909
anim = 1909
facing = -1
postype = P1
pos = 0,0
removetime = -1
scale = 1,1
sprpriority = -1
ownpal = 1

[State 199, エフェクト表示]
type = Explod
trigger1 = Time = 140
ID = 19009
anim = 19009
facing = -1
postype = P1
pos = 0,0
removetime = -2
scale = 1,1
sprpriority = 5
ownpal = 1

[State 199, エフェクト表示]
type = Explod
trigger1 = Time = 140
ID = 190009
anim = 190009
facing = -1
postype = P1
pos = 0,0
removetime = -2
scale = 0.5,0.5
sprpriority = 5
ownpal = 1

[State 199, 画面を揺らす]
type = EnvShake
trigger1 = Time = 140
time = 90
freq = 100
ampl = 10

[State 199, Explodを消す]
type = RemoveExplod
ID = 1909
trigger1 = Time = 140

[State 199, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
;空中前ジャンプ

[Statedef 510]
type    = A
movetype= I
physics = A
velset = 2.5,-8
anim = 41
sprpriority = 1
ctrl = 0

[State 510, 4]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 510,]
type = Varadd
trigger1 = Time = 0
v = 7
value = 1

;---------------------------------------------------------------------------
;空中垂直ジャンプ

[Statedef 515]
type    = A
movetype= I
physics = A
velset = 0,-8
anim = 41
sprpriority = 1
ctrl = 0

[State 515, 4]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 515,]
type = Varadd
trigger1 = Time = 0
v = 7
value = 1

;---------------------------------------------------------------------------
;空中後ろジャンプ

[Statedef 520]
type    = A
movetype= I
physics = A
velset = -2,-8
anim = 41
sprpriority = 1
ctrl = 0

[State 520, 4]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 520,]
type = Varadd
trigger1 = Time = 0
v = 7
value = 1

;---------------------------------------------------------------------------
; HITG_SHAKE
[Statedef 5000]
type    = S
movetype= H
physics = N
velset = 0,0

[State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 5000, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5000, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 5000, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5000, 5] ;State type gets set to aerial if getting hit up
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a

[State 5000, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 5001 ;HITG_SLIDE

[State 5000, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

[State 5000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 5000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HITG_SLIDE
[Statedef 5001]
type    = S
movetype= H
physics = S

[State 5001, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 5001, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10

[State 5001, 3] ;Stop sliding back
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 5001, 4]
type = VelSet
trigger1 = HitOver
x = 0

[State 5001, 5]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 5001, 6]
type = ChangeState
trigger1 = HitOver
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; HITC_SHAKE
[Statedef 5010]
type    = C
movetype= H
physics = N
velset = 0,0

[State 5010, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = 5020 + GetHitVar(animtype)

[State 5010, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5010, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 5010, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5010, 5] ;State type gets set to aerial if getting hit up
type = StateTypeSet
triggerall = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a

[State 5010, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 5011 ;HITC_SLIDE

[State 5010, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

[State 5010, FFB Light]
type = ForceFeedback
trigger1 = anim = 5020
persistent = 0
time = 6
waveform = square

[State 5010, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5021
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5010, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5022
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HITC_SLIDE
[Statedef 5011]
type    = C
movetype= H
physics = C

[State 5011, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 5011, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5025 + GetHitVar(animtype)

[State 5011, 3] ;Stop sliding back
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 5011, 4]
type = VelSet
trigger1 = HitOver
x = 0

[State 5011, 5]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 5011, 6]
type = ChangeState
trigger1 = HitOver
value = 11
ctrl = 1


;---------------------------------------------------------------------------
; HITA_SHAKE
[Statedef 5020]
type    = A
movetype= H
physics = N
velset = 0,0

[State 5020, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 5020, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5020, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 5020, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5020, 5]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

[State 5020, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 5020, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5020, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HITA_UP (initial going up)
[Statedef 5030]
type    = A
movetype= H
physics = N
ctrl = 0

[State 5030, 1]
type = VelAdd;Gravity
trigger1 = 1
y = GetHitVar(yaccel)

[State 5030, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5030, 3]
type = ChangeState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= 10  ;.
value = 5040 ;HITA_RECOV

[State 5030, 4]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= 10  ;.
value = 5050 ;HITA_FALL

[State 5030, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 5035 ;HITA_UP (transition)

;---------------------------------------------------------------------------
; HITA_UP_T (transition)
[Statedef 5035]
type    = A
movetype= H
physics = N

[State 5035, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059] ;Not if in hit up anim
trigger1 = Anim != 5090 ;Not if hit off ground anim
value = 5035

[State 5035, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5035, 3]
type = ChangeState
triggerall = !HitFall
trigger1 = HitOver  ;Hit is over
trigger2 = AnimTime = 0 ;Animation over
trigger3 = Vel Y > 0    ;Hit ground
trigger3 = Pos Y >= 10  ;.
trigger4 = Time = 0     ;No transition anim
trigger4 = Anim != 5035 ;.
value = 5040 ;HITA_RECOV

[State 5035, 4]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver  ;Hit is over
trigger2 = AnimTime = 0 ;Anim is over
trigger3 = Vel Y > 0    ;Hit ground
trigger3 = Pos Y >= 10  ;.
trigger4 = Time = 0     ;No transition anim
trigger4 = Anim != 5035 ;.
value = 5050 ;HITA_FALL

;---------------------------------------------------------------------------
; HITA_RECOV (recovering in air, not falling)
[Statedef 5040]
type    = A
movetype= H
physics = N

[State 5040, 1]
type = ChangeState
trigger1 = !Alive
value = 5050

[State 5040, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim != 5040
trigger2 = Time = 0
trigger2 = Anim != 5035
value = 5040

[State 5040, 3]
type = CtrlSet
trigger1 = HitOver
value = 1

[State 5040, 4]
type = StateTypeSet
trigger1 = HitOver
movetype = I

[State 5040, 5]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5040, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;JUMPLAND

;---------------------------------------------------------------------------
; HITA_FALL (knocked up, falling)
[Statedef 5050]
type    = A
movetype= H
physics = N

[State 5050, 1] ;Change anim when done with transition
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0     ;If no transition anim
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090 ;Not if hit off ground anim
value = 5050

[State 5050, 2] ;Coming down anim
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 5050, 3] ;Gravity
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5050, 4] ;Recover near ground
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
Trigger1 = Var(59) = 0
Trigger1 = command = "recovery"
Trigger2 = Var(59) != 0
Trigger2 = Random <= Var(59)*100
value = 5200 ;HITFALL_RECOVER

[State 5050, 5]; Recover in mid air
type = ChangeState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
Trigger1 = Var(59) = 0
Trigger1 = command = "recovery"
Trigger2 = Var(59) != 0
Trigger2 = Random <= Var(59)*100
value = 5210 ;HITFALL_AIRRECOVER

[State 5050, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100 ;HIT_BOUNCE

;---------------------------------------------------------------------------
; HIT_TRIP (shaking)
[Statedef 5070]
type    = A
movetype= H
physics = N
velset = 0,0

[State 5070, 1]
type = ChangeAnim 
trigger1 = 1
value = 5070

[State 5070, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 5071

[State 5070, 3]
type = ForceFeedback
trigger1 = time = 0
time = 12
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HIT_TRIP2 (fall through air)
[Statedef 5071]
type    = A
movetype= H
physics = N

[State 5071, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5071, 2] ;Acceleration
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5071, 3] ;Hit ground	☆ ※value = 5110と書いてある記述をこれに変更してください｡
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 15
type = ChangeState
value = 5072

;---------------------------------------------------------------------------
; HIT_BOUNCE (bounce into air)	☆ ※このState Def 5072を全てをコピーしてください
[Statedef 5072]
type    = L
movetype= H
physics = N

[State 5072, 0]
type = velmul
trigger1 = Time = 0
x = 0.5

[State 5072, 1]
type = ScreenBound
trigger1 = Time >= 0
value = 1
movecamera = 1, 0

[State 5072, 2]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5101,5109]
value = 5073

[State 5072, 3]
type = FallEnvShake
trigger1 = Time = 0

[State 5072, 4]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1

[State 5072, 5]
type = GameMakeAnim
trigger1 = Time = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, -15
under = sysvar(1) <= 14

[State 5072, 6]
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)

[State 5072, 7]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5072, 8]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5072, 9]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5072, 10]
type = HitFallDamage
trigger1 = Time = 3

[State 5072, 11]
type = PosSet
trigger1 = AnimElemTime(2) = 0
y = 15

[State 5072, 12]
type = PosFreeze
trigger1 = AnimElemTime(2) < 0

[State 5072, 13]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 128,-3,-.2,.005
time = 20

[State 5072, 14]
type = VelAdd
trigger1 = AnimElemTime(2) >= 0
trigger1 = 1
y = .44

[State 5072, 15]
type = HitFallVel
trigger1 = AnimElemTime(2) = 0

[State 5072, 16] ;Hit ground
trigger1 = AnimElemTime(2) >= 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
type = ChangeState
value = 5110

;---------------------------------------------------------------------------
; HITL_SHAKE
[Statedef 5080]
type    = L
movetype= H
physics = N
velset = 0,0

[State 5080, 1] ;Set default anim
type = VarSet
trigger1 = time = 0
sysvar(2) = ifelse (GetHitVar(yvel) = 0, 5080, 5090)

[State 5080, 2]
type = VarAdd
trigger1 = time = 0
trigger1 = (anim = [5081,5089]) || (anim = [5111,5119])
trigger1 = SelfAnimExist(sysvar(2) + (anim % 10))
sysvar(2) = anim % 10

[State 5080, 3] ;If 5090 doesn't exist, default to 5030
type = VarSet
trigger1 = time = 0
trigger1 = sysvar(2) = 5090
trigger1 = !SelfAnimExist(5090)
sysvar(2) = 5030

[State 5080, 3] ;Freeze
type = ChangeAnim
trigger1 = 1
value = sysvar(2)

[State 5080, 4]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 5081 ;HITL_SLIDE

[State 5080, 5]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) != 0
value = 5030 ;HITA_UP

;---------------------------------------------------------------------------
; HITL_SLIDE
[Statedef 5081]
type    = L
movetype= H
physics = C

[State 5081, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 5081, 2]
type = VelSet
trigger1 = HitOver
x = 0

[State 5081, 3] ;Don't show hit ground frame
type = VarSet
trigger1 = Time = 0
sysvar(0) = 1

[State 5081, 4]
type = ChangeState
trigger1 = HitOver
value = 5110 ;HIT_LIEDOWN

;---------------------------------------------------------------------------
; HIT_BOUNCE (hit ground)
[Statedef 5100]
type    = L
movetype= H
physics = N

[State 5100, 1]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1

[State 5100, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 5100, Var] ;Save fall velocity
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)

[State 5100, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 5100, 3] ;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 5100, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100, 5]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5100, 6] ;Reduce speed
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 5100, 7]
type = ChangeState
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 5110 ;HIT_LIEDOWN

[State 5100, 8]
type = GameMakeAnim
trigger1 = Time = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 5100, 9]
type = HitFallDamage
trigger1 = Time = 3

[State 5100, 10]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5100, 11]
type = PosFreeze
trigger1 = 1

[State 5100, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 5101

[State 5100, 13]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 128,-3,-.2,.005
time = 20

;---------------------------------------------------------------------------
; HIT_BOUNCE (bounce into air)
[Statedef 5101]
type    = L
movetype= H
physics = N

[State 5101, 0]
type = ChangeAnim
triggerall = Anim = 5071
trigger1 = Time = 0
value = 5072

[State 5101, 1] ;Coming hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160

[State 5101, 2] ;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 5101, 3]
type = HitFallVel
trigger1 = Time = 0

[State 5101, 4]
type = PosSet
trigger1 = Time = 0
y = 20

[State 5101, 5] ;Acceleration
type = VelAdd
trigger1 = 1
y = .4

[State 5101, 6] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
type = ChangeState
value = 5110

;---------------------------------------------------------------------------
; HIT_LIEDOWN
[Statedef 5110]
type    = L
movetype= H
physics = N

[State 5110, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 5110, 0] ;☆
type = ChangeAnim
persistent = 0
triggerall = Time = 0 && prevstateno != 5120
trigger1 = anim = [5070,5073]
value = 5111

[State 5110, 1] ;For hit up/up-diag type (from state 5081)
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)

[State 5110, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170

[State 5110, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5170 + (anim % 10)

[State 5110, 4]
type = HitFallDamage
trigger1 = Time = 0

[State 5110, 5]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5110, Var] ;Get fall velocity
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)

[State 5110, 6]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5110, 7]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 5110, 8]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5110, 9] ;For hit up type
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground anim
value = 5110 + (anim % 10)

[State 5110, 10] ;For normal
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
value = 5110

[State 5110, 11] ;If just died
type = ChangeState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
trigger3 = Anim = [5110,5119]
value = 5150

[State 5110, 12]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 5110, 13] ;Friction
type = VelMul
trigger1 = 1
x = 0.85

[State 5110, 14]
type = ForceFeedback
trigger1 = alive
trigger1 = Time = 0
time = 8
ampl = 240
waveform = sine

[State 5110, 15]
type = ForceFeedback
trigger1 = !alive
trigger1 = Time = 0
ampl = 200, 7, -.467
time = 30
waveform = sine

;---------------------------------------------------------------------------
; HIT_GETUP
[Statedef 5120]
type    = L
movetype= I
physics = N

[State 5120, 1a] ;Get up anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5111,5119]
trigger2 = !SelfAnimExist(5120 + (anim % 10))
value = 5120

[State 5120, 1b] ;Get up anim (for hit up/diag-up)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5111,5119]
trigger1 = SelfAnimExist(5120 + (anim % 10))
value = 5120 + (anim % 10)

[State 5120, 2]
type = VelSet
trigger1 = Time = 0
x = 0

[State 5120, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5120, 4]
type = HitFallSet
trigger1 = AnimTime = 0
value = 1

[State 5120, 5] ;Can't be thrown right after getting up
type = NotHitBy
trigger1 = AnimTime = 0
value = , NT,ST,HT
time = 12

[State 5120, 6] ;Can't be hit right after getting up (short time)
type = NotHitBy
trigger1 = AnimTime = 0
value2 = SCA
time = 3

[State 5120, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; HIT_LIEDEAD
[Statedef 5150]
type    = L
movetype= H
physics = N
sprpriority = -3

[State 5150, 1] ;Normal anim
type = ChangeAnim
triggerall = Time = 0
triggerall = SelfAnimExist(5140)
trigger1 = (anim != [5111,5119]) && (anim != [5171,5179])
trigger2 = !SelfAnimExist(5140 + (anim % 10))
value = 5140

[State 5150, 3] ;Hit up type anim
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (anim = [5111,5119]) || (anim = [5171,5179])
trigger1 = SelfAnimExist(5140 + (anim % 10))
value = 5140 + (anim % 10)

[State 5150, 4] ;Match over anim
type = ChangeAnim
persistent = 0
;trigger1 = Time = 0
trigger1 = MatchOver = 1
trigger1 = Anim = [5140,5149]
trigger1 = SelfAnimExist(anim+10)
value = anim+10

[State 5150, 5] ;Switch to 5110 if liedead anim does not exist
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Anim != [5140,5159]
trigger1 = Anim != [5110,5119]
value = 5110

[State 5150, 6] ;Friction
type = VelMul
trigger1 = 1
x = 0.85

[State 5150, 7] ;Friction
type = VelSet
trigger1 = Vel x < .05
persistent = 0
x = 0

[State 5150, 8]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; HIT_FALLRECOVER (still falling)
[Statedef 5200]
type    = A
movetype= H
physics = N

[State 5200, 1] ;Change anim if done with transition
type = ChangeAnim
trigger1 = Anim = 5035
trigger1 = AnimTime = 0
value = 5050

[State 5200, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5200, 3]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 10
value = 5201

;---------------------------------------------------------------------------
; HIT_FALLRECOVER (on the ground)
[Statedef 5201]
type    = A
movetype= H
physics = A
anim = 5200

[State 5201, 1] ;Turn if not facing opponent
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < -5

[State 5201, 2]
type = VelSet
trigger1 = Time = 0
x = -.15
y = -3.5

[State 5201, 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5201, 4]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5201, 5] ;Blink white
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,128,128 ;256,256,256

[State 5201, 6]
type = GameMakeAnim
trigger1 = Time = 1
value = 60
pos = 0, 0
under = 1

;---------------------------------------------------------------------------
; HIT_AIRFALLRECOVER
[Statedef 5210]
type    = A
movetype= I
physics = N
anim = 5210
ctrl = 0

[State 5210, 1] ;Blink white
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,128,128 ;256,256,256

[State 5210, 1]
type = PosFreeze
trigger1 = Time = 0
value = 4

[State 5210, 2] ;Turn if not facing opponent
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < -20

[State 5210, 2] ;Go fwd
type = Velset
triggerall = Time = 4
trigger1 = Command = "holdfwd"
Trigger1 = Var(59) = 0
trigger2 = BackEdgeBodyDist <= 20
Trigger2 = Var(59) != 0
x = 3
y = -5

[State 5210, 2] ;Go back
type = Velset
triggerall = Time = 4
trigger1 = Command = "holdback"
Trigger1 = Var(59) = 0
trigger2 = BackEdgeBodyDist >= 20
Trigger2 = Var(59) != 0
x = -3
y = -5

[State 5210, 3]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 15

[State 5210, 4]
type = CtrlSet
trigger1 = Time = 20
value = 1

[State 5210, 5]
type = VelAdd;Gravity
trigger1 = Time >= 4
y = .35

[State 5210, 5] ;Land on ground
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;JUMP_LAND
ctrl = 1

;---------------------------------------------------------------------------
; Continue?
[Statedef 5500]
type = S
ctrl = 0
anim = 5300
velset = 0,0

[State 5500, 1] ;Use continue animation if available
type = ChangeAnim
trigger1 = time = 0
trigger1 = SelfAnimExist(5500)
value = 5500

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Initialize (at the start of the round)
[Statedef 5900]
type = S

[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = roundsexisted = 0
value = 0

[State 5900, 2] ;Clear all float variables
type = VarRangeSet
trigger1 = roundsexisted = 0
fvalue = 0

[State 5900, 3] ;Intro for round 1
type = ChangeState
trigger1 = roundno = 1
value = 190

[State 5900, 3] ;Intro for round 1
type = ChangeState
trigger1 = roundno > 1
value = 199
