;
;̑Xe[gQB

[statedef 170]
type=s
ctrl=0
anim=170
velset=0,0
[state ]
type=nothitby
trigger1=1
value=sca
time=1
[statedef 180]
type=s
[state ]
type=varrandom
trigger1=1
v=21
range=0,2
[state ]
type=changestate
trigger1=time=1
trigger1=var(5)=[1,2]
value=183
[state ]
type=changestate
trigger1=time=1
trigger1=var(5)=3
value=184
[state ]
type=changestate
trigger1=time=1
trigger1=var(21)=0
value=181
[state ]
type=changestate
trigger1=time=1
trigger1=var(21)=1
value=182
[state ]
type=changestate
trigger1=time=1
trigger1=var(21)=2
value=185
[statedef 181]
type=s
ctrl=0
anim=181
velset=0,0
[state ]
type=posadd
trigger1=animelem=8
x=-10
[state ]
type=playsnd
trigger1=animelem=2
trigger1=alive
value=10,0
[state ]
type=playsnd
trigger1=animelem=9
trigger1=alive
value=10,1
[state ]
type=assertspecial
trigger1=time=[0,200]
flag=roundnotover
[statedef 182]
type=s
ctrl=0
anim=182
velset=0,0
[state ]
type=posadd
trigger1=animelem=3
x=-20
[state ]
type=playsnd
trigger1=animelem=3
trigger1=alive
value=10,2
[state ]
type=assertspecial
trigger1=time=[0,200]
flag=roundnotover
[statedef 185]
type=s
ctrl=0
anim=186
velset=0,0
[state ]
type=playsnd
trigger1=animelem=7
trigger1=alive
value=10,30
[state ]
type=assertspecial
trigger1=time=[0,150]
flag=roundnotover
[statedef 183]
type=s
ctrl=0
anim=183
velset=0,0
[state ]
type=playsnd
trigger1=animelem=2
trigger1=alive
value=10,3
[state ]
type=playsnd
trigger1=animelem=7
trigger1=alive
value=12,8
[state ]
type=explod
trigger1=animelem=7
anim=184
postype=p1
pos=0,0
sprpriority=10
ownpal=0
velset=0,-.5
[state ]
type=assertspecial
trigger1=time=[0,210]
flag=roundnotover
[statedef 184]
type=s
ctrl=0
anim=185
velset=0,0
[state ]
type=playsnd
trigger1=animelem=3
trigger1=alive
value=10,4
[state ]
type=assertspecial
trigger1=time=[0,220]
flag=roundnotover
[statedef 190]
type=s
ctrl=0
anim=0
velset=0,0
[state ]
type=changestate
trigger1=p2name="Elisabeth Branctorche"|p4name="Elisabeth Branctorche"
value=192
[state ]
type=changestate
trigger1=p2name="Kyo"|p4name="Kyo"&&enemy,authorname="jin"
value=193
[state ]
type=null
trigger1=p2name="Iori Yagami"|p4name="Iori Yagami"
trigger2=p2name="Iori"|p4name="Iori"
trigger3=p2name="Yagami"|p4name="Yagami"
trigger4=p2name="Yagami-AKOF"|p4name="Yagami-AKOF"
value=194
[state ]
type=changestate
trigger1=p2name="Magaki"|p4name="Magaki"
value=198
[state ]
type=changestate
trigger1=p2name="Mukai"|p4name="Mukai"
trigger2=p2name="MUKAI"|p4name="MUKAI"
value=199
[state ]
type=varset
trigger1=p2name="Kyo"|p4name="Kyo"
trigger2=p2name="Kyo01"|p4name="Kyo01"
trigger3=p2name="Kyo03"|p4name="Kyo03"
trigger4=p2name="Kyo Kusanagi"|p4name="Kyo Kusanagi"
trigger5=p2name="Kusanagi Kyo"|p4name="Kusanagi Kyo"
trigger6=p2name="kyoAkof"|p4name="kyoAkof"
var(5)=1
[state ]
type=varset
trigger1=p2name="Iori Yagami"|p4name="Iori Yagami"
trigger2=p2name="Iori"|p4name="Iori"
trigger3=p2name="Yagami"|p4name="Yagami"
trigger4=p2name="Yagami-AKOF"|p4name="Yagami-AKOF"
var(5)=2
[state ]
type=changestate
trigger1=time=1
value=191
[statedef 191]
type=s
ctrl=0
anim=190
velset=0,0
[state ]
type=assertspecial
trigger1=1
flag=intro
[state ]
type=playsnd
trigger1=animelem=2
value=s10,5
[state ]
type=changestate
trigger1=animtime=0
value=0
[statedef 192]
type=s
ctrl=0
anim=191
velset=0,0
[state ]
type=assertspecial
trigger1=1
flag=intro
[state ]
type=playsnd
trigger1=animelem=2
value=s10,6
[state ]
type=changestate
trigger1=animtime=0
value=0
[statedef 193]
type=s
ctrl=0
anim=192
velset=0,0
[state ]
type=assertspecial
trigger1=1
flag=intro
[state ]
type=playsnd
trigger1=animelem=2
value=s10,7
[state ]
type=playsnd
trigger1=animelem=7
value=s10,8
[state ]
type=varset
trigger1=1
var(5)=1
[state ]
type=changestate
trigger1=animtime=0
value=0
[statedef 194]
type=s
ctrl=0
anim=193
velset=0,0
[state ]
type=assertspecial
trigger1=1
flag=intro
[state ]
type=playsnd
trigger1=animelem=2
value=s10,9
[state ]
type=playsnd
trigger1=animelem=7
value=s10,10
[state ]
type=varset
trigger1=1
var(5)=2
[state ]
type=changestate
trigger1=animtime=0
value=0
[statedef 198]
type=s
ctrl=0
anim=194
velset=0,0
[state ]
type=assertspecial
trigger1=1
flag=intro
[state ]
type=playsnd
trigger1=animelem=2
value=s10,11
[state ]
type=varset
trigger1=1
var(5)=3
[state ]
type=changestate
trigger1=animtime=0
value=0
[statedef 199]
type=s
ctrl=0
anim=198
velset=0,0
[state ]
type=assertspecial
trigger1=1
flag=intro
[state ]
type=playsnd
trigger1=animelem=6
value=s12,0
[state ]
type=playsnd
trigger1=animelem=7
value=s10,39
[state ]
type=playsnd
trigger1=animelem=9
value=s12,7
[state ]
type=explod
trigger1=animelem=6
anim=199
postype=p1
pos=0,0
persistent=0
sprpriority=10
ownpal=1
removeongethit=1
[state ]
type=changestate
trigger1=animtime=0
value=0
[statedef 195]
type=s
movetype=i
physics=s
anim=195
velset=0,0
ctrl=0
sprpriority=2
facep2=1
[state ]
type=changestate
trigger1=time=0
trigger1=var(5)=1
value=196
[state ]
type=changestate
trigger1=time=0
trigger1=var(5)=2
value=197
[state ]
type=ctrlset
triggerall=!winko
trigger1=animelem=11
value=1
[state ]
type=playsnd
trigger1=animelem=2
value=s10,33
[state ]
type=changestate
trigger1=animtime=0
value=0
ctrl=1
[statedef 196]
type=s
movetype=i
physics=s
anim=196
velset=0,0
ctrl=0
sprpriority=2
facep2=1
[state ]
type=ctrlset
trigger1=animelem=15
value=1
[state ]
type=playsnd
trigger1=animelem=2
value=s10,35
[state ]
type=changestate
trigger1=animtime=0
value=0
ctrl=1
[statedef 197]
type=s
movetype=i
physics=s
anim=197
velset=0,0
ctrl=0
sprpriority=2
facep2=1
[state ]
type=ctrlset
trigger1=animelem=13
value=1
[state ]
type=posadd
trigger1=animelem=1
trigger2=animelem=2
trigger3=animelem=4
x=-10
[state ]
type=posadd
trigger1=animelem=17
trigger2=animelem=18
x=16
[state ]
type=playsnd
trigger1=animelem=2
value=s10,36
[state ]
type=playsnd
trigger1=animelem=7
value=s10,37
[state ]
type=changestate
trigger1=animtime=0
value=0
ctrl=1
[statedef 10]
type=c
physics=c
anim=10
[state ]
type=velmul
trigger1=time=0
x=0
[state ]
type=changestate
trigger1=animtime=0
value=11
[statedef 11]
type=c
physics=c
anim=11
sprpriority=0
[state ]
type=velset
trigger1=time=0
x=0
[state ]
type=changeanim
trigger1=anim=6&&animtime=0
value=11
[statedef 100]
type=s
physics=s
anim=100
sprpriority=1
ctrl=1
[state ]
type=velset
trigger1=1
x=const(velocity.run.fwd.x)
[state ]
type=playsnd
triggerall=time=1
trigger1=alive
loop=1
value=s5,0
channel=6
[state ]
type=stopsnd
trigger1=command!="holdfwd"
trigger2=anim!=100
channel=6
[state ]
type=assertspecial
trigger1=1
flag=nowalk
[state ]
type=assertspecial
trigger1=1
flag=noautoturn
[state ]
type=changestate
trigger1=command!="holdfwd"
value=0
[statedef 105]
type=a
physics=a
ctrl=0
anim=105
sprpriority=1
[state ]
type=playsnd
triggerall=animelem=2
trigger1=alive
value=s5,1
[state ]
type=velset
trigger1=animelem=2
x=const(velocity.run.back.x)
y=const(velocity.run.back.y)
[state ]
type=changestate
trigger1=animelemtime(2)>=0
trigger1=vel y>0
trigger1=pos y>=0
value=106
[statedef 106]
type=s
physics=s
ctrl=0
anim=106
[state ]
type=playsnd
triggerall=animelem=1
trigger1=alive
value=s4,0
[state ]
type=velset
trigger1=time=0
x=0
y=0
[state ]
type=posset
trigger1=time=0
y=0
[state ]
type=makedust
trigger1=time=0
pos=-5,-2
spacing=1
[state ]
type=changestate
trigger1=animtime=0
value=0
ctrl=1
[statedef 40]
type=s
physics=s
anim=40
ctrl=0
sprpriority=1
[state ]
type=varset
trigger1=time=0
var(4)=0
[state ]
type=varset
trigger1=command!="holdup"
var(4)=1
[state ]
type=varset
trigger1=time=0
sysvar(1)=0
[state ]
type=varset
trigger1=command="holdfwd"
sysvar(1)=1
[state ]
type=varset
trigger1=command="holdback"
sysvar(1)=-1
[state ]
type=velset
trigger1=animtime=0
trigger1=var(4)=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 ]
type=velset
trigger1=animtime=0
trigger1=var(4)=1
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=-6
[state ]
type=null
trigger1=animtime=0
trigger1=prevstateno=100
trigger1=sysvar(1)=1
x=const(velocity.runjump.fwd.x)
[state ]
type=changestate
trigger1=animtime=0
value=50
ctrl=1
[statedef 50]
type=a
physics=a
[state ]
type=varset
trigger1=time=0
sysvar(1)=0
[state ]
type=playsnd
triggerall=time=0
triggerall=var(3)!=0
trigger1=alive
value=s3,2
channel=4
[state ]
type=playsnd
triggerall=time=0
triggerall=var(4)=0
triggerall=var(3)=0
trigger1=alive
value=s3,1
channel=4
[state ]
type=playsnd
triggerall=time=0
triggerall=var(4)=1
triggerall=var(3)=0
trigger1=alive
value=s3,0
channel=4
[state ]
type=changeanim
trigger1=time=0
value=ifelse((vel x)=0,41,ifelse((vel x)>0,42,43))
[state ]
type=null
trigger1=time=0
trigger1=var(4)=1
value=49
[state ]
type=changeanim
trigger1=vel y>-2
trigger1=selfanimexist(anim+3)
persistent=0
value=anim+3
[statedef 52]
type=s
physics=s
ctrl=0
anim=47
veladd=0,0
[state ]
type=playsnd
trigger1=time=0
value=s4,0
[state ]
type=velset
trigger1=time=0
x=0
y=0
[state ]
type=posset
trigger1=time=0
y=0
[state ]
type=ctrlset
trigger1=time=3
value=1
[state ]
type=changestate
trigger1=animtime=0
value=0
ctrl=1
[statedef 300]
type=s
movetype=a
physics=s
juggle=ifelse(numprojid(2000)=1,8,15)
poweradd=0
ctrl=0
velset=0,0
anim=300
sprpriority=3
[state ]
type=poweradd
trigger1=prevstateno=[150,151]
trigger1=time=0
value=-1000
[state ]
type=nothitby
trigger1=prevstateno=[150,151]
trigger1=1
value=sca
[state ]
type=changeanim
trigger1=prevstateno=[150,151]
trigger1=time=0
value=245
[state ]
type=posset
trigger1=time=0
y=0
[state ]
type=posadd
triggerall=prevstateno=[150,151]
trigger1=animelem=1
x=5
[state ]
type=posadd
triggerall=prevstateno=[150,151]
trigger1=animelem=2
trigger2=animelem=3
x=10
[state ]
type=posadd
triggerall=prevstateno=[150,151]
trigger1=animelem=6
trigger2=animelem=7
trigger3=animelem=8
x=-10
[state ]
type=palfx
trigger1=prevstateno=[150,151]
trigger1=time=0
time=5
add=230,230,230
[state ]
type=afterimage
trigger1=prevstateno=[150,151]
trigger1=time=0
time=17
trans=add1
timegap=2
framegap=2
length=5
palbright=12,12,12
palcontrast=220,220,220
palpostbright=0,0,0
paladd=0,0,0
palmul=1,1,1
[state ]
type=hitdef
trigger1=prevstateno=[150,151]
trigger1=time=0
attr=s,na
animtype=diagup
damage=10
pausetime=14,16
sparkno=s4010
sparkxy=-20,-70
hitsound=s1,4
ground.type=high
ground.slidetime=16
ground.hittime=18
ground.velocity=-5,-5
air.velocity=-5,-5
fall=1
fall.recover=0
kill=0
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
[state ]
type=hitdef
trigger1=prevstateno!=[150,151]
trigger1=time=0
attr=s,na
animtype=hard
damage=80
priority=5
pausetime=11,12
sparkno=s4010
guard.sparkno=s4110
sparkxy=-20,-70
hitsound=s1,4
hitflag=maf
guardflag=ma
guardsound=s2,0
ground.type=high
ground.slidetime=14
ground.hittime=14
ground.velocity=-5,-5
air.velocity=-5,-5
air.animtype=back
fall=1
fall.recover=0
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
[state ]
type=playsnd
trigger1=prevstateno!=[150,151]
trigger1=animelem=5
trigger2=prevstateno=[150,151]
trigger2=animelem=2
value=s0,4
[state ]
type=playsnd
trigger1=prevstateno!=[150,151]
trigger1=animelem=5
value=s10,12
[state ]
type=changestate
trigger1=animtime=0
value=0
ctrl=1
[statedef 650]
type=a
movetype=a
physics=a
juggle=ifelse(numprojid(2000)=1,8,15)
poweradd=0
ctrl=0
anim=650
sprpriority=3
[state ]
type=hitdef
trigger1=time=0
attr=a,na
animtype=hard
damage=80
priority=5
pausetime=11,12
sparkno=s4010
guard.sparkno=s4110
sparkxy=-20,-60
hitsound=s1,4
hitflag=maf
guardflag=ma
guardsound=s2,0
ground.type=high
ground.slidetime=14
ground.hittime=14
ground.velocity=-5,-5
air.velocity=-5,-5
air.animtype=back
fall=1
fall.recover=0
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
[state ]
type=playsnd
trigger1=animelem=5
value=s0,4
[state ]
type=playsnd
trigger1=animelem=5
value=s10,12
[statedef 700]
type=s
movetype=i
physics=s
velset=0,0
anim=700
ctrl=0
sprpriority=-2
[state ]
type=poweradd
triggerall=time=0
trigger1=prevstateno=150
trigger2=prevstateno=151
value=-1000
[state ]
type=palfx
triggerall=time=0
trigger1=prevstateno=150
trigger2=prevstateno=151
time=5
add=230,230,230
[state ]
type=playsnd
trigger1=animelem=2
value=s10,31
channel=4
[state ]
type=afterimage
trigger1=animelem=2
time=20
length=6
timegap=3
framegap=3
palbright=1,1,1
palcontrast=128,128,128
paladd=0,0,0
palmul=1,1,1
trans=add1
[state ]
type=hitby
trigger1=animelem=5,<=0
value=sc,nt,st,ht
[state ]
type=velset
trigger1=animelemtime(2)>=0&&animelemtime(5)<0
x=4.5
[state ]
type=velset
trigger1=animelem=5
x=0
[state ]
type=playerpush
trigger1=animelemtime(1)>0
value=0
[state ]
type=changestate
trigger1=animtime=0
value=0
ctrl=1
[statedef 710]
type=s
movetype=i
physics=s
velset=0,0
anim=710
ctrl=0
sprpriority=-2
[state ]
type=poweradd
triggerall=time=0
trigger1=prevstateno=150
trigger2=prevstateno=151
value=-1000
[state ]
type=palfx
triggerall=time=0
trigger1=prevstateno=150
trigger2=prevstateno=151
time=5
add=230,230,230
[state ]
type=playsnd
trigger1=animelem=2
value=s10,31
channel=4
[state ]
type=afterimage
trigger1=animelem=2
time=20
length=6
timegap=3
framegap=3
palbright=0,0,0
palcontrast=128,128,128
paladd=0,0,0
palmul=1,1,1	
trans=add1
[state ]
type=hitby
trigger1=animelem=8,<=0
value=sc,nt,st,ht
[state ]
type=velset
trigger1=animelemtime(2)>0&&animelemtime(7)<0
x=-5
[state ]
type=velset
trigger1=animelem=7
x=0
[state ]
type=playerpush
trigger1=animelemtime(1)>0
value=0
[state ]
type=changestate
trigger1=animtime=0
value=0
ctrl=1
[statedef 52000]
type=s
movetype=i
physics=s
velset=0,0
anim=5200
ctrl=0
sprpriority=2
[state ]
type=posset
trigger1=time=0
y=0
[state ]
type=playsnd
trigger1=animelem=1
value=s10,34
channel=4
[state ]
type=nothitby
trigger1=1
value=sca
[state ]
type=varset
trigger1=time=0
trigger1=command="holdfwd"
var(6)=1
[state ]
type=varset
trigger1=animtime=0
var(6)=0
[state ]
type=velset
trigger1=animelemtime(1)>=0&&animelemtime(5)<=0
x=-4.5
[state ]
type=veladd
triggerall=var(6)=0
trigger1=animelemtime(2)>=0&&animelemtime(5)<=0
x=.021
[state ]
type=velset
triggerall=var(6)=1
trigger1=animelemtime(2)>=0&&animelemtime(5)<=0
x=6
[state ]
type=changeanim
triggerall=var(6)=1
trigger1=time=0
value=700
[state ]
type=velset
trigger1=animelem=5
x=0
[state ]
type=playerpush
trigger1=animelemtime(1)>0
value=0
[state ]
type=changestate
trigger1=animtime=0
value=0
ctrl=1
[statedef 3200]
type=a
movetype=i
physics=n
juggle=0
ctrl=0
anim=3200
sprpriority=5
[state ]
type=changeanim
triggerall=root,var(40)!=0
triggerall=enemy,movetype!=h
triggerall=p2stateno!=[5000,5999]
triggerall=enemy,anim!=[5000,5999]
triggerall=root,movetype!=a
trigger1=p2stateno>=1000
trigger2=p2stateno=0&&enemy,prevstateno=[5000,5999]
trigger2=enemy,anim=0
value=3210
[state ]
type=changeanim
trigger1=anim=3210
trigger1=animtime=0
value=3200
[state ]
type=statetypeset
triggerall=root,var(40)!=0
trigger1=anim=3210
movetype=a
[state ]
type=statetypeset
triggerall=root,var(40)!=0
trigger1=anim=3200
movetype=i
[state ]
type=hitdef
triggerall=anim=3210
triggerall=enemy,movetype!=h
triggerall=p2stateno!=[5000,5999]
trigger1=root,var(40)!=0
attr=a,ha
damage=0,0
numhits=0
hitflag=mafd
priority=5,hit
pausetime=0,0
sparkno=-1
palfx.time=(root,var(40))*2
palfx.add=0,0,80
palfx.color=0
[state ]
type=targetstate
triggerall=enemy,statetype!=a
trigger1=movehit
value=3210
[state ]
type=targetstate
triggerall=enemy,statetype=a
trigger1=movehit
value=3220
[state ]
type=destroyself
trigger1=root,var(40)=0
trigger2=root,winko
[statedef 3210]
type=a
movetype=h
physics=n
ctrl=0
anim=0
[state ]
type=hitby
trigger1=1
value=sca
[state ]
type=posset
trigger1=time=0
y=0
[state ]
type=selfstate
trigger1=1
value=0
ctrl=1
[statedef 3220]
type=a
movetype=h
physics=a
ctrl=0
[state ]
type=hitby
trigger1=1
value=sca
[state ]
type=veladd
trigger1=time>=0
y=.4
[state ]
type=selfstate
trigger1=vel y>0&&pos y>=0
value=47









