; CNSt@C̓Jt[}̒萔i{f[^j
; ԁiejLq̂łB
; LN^[̐SƂ镔Ȃ̂łƂĂdvłB
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;{f[^
[Data]
life              = 1000    ;̗̓Q[W̍ől߂܂
power             = 3000    ;p[Q[WőliftHg 3000 = Lv.3 ɂȂ܂EIvVj
attack            = 100     ;U̓p[Ze[WiftHg 100% ɂȂ܂j
defence           = 100     ;h̓p[Ze[WiftHg 100% ɂȂ܂j
fall.defence_up   = 50      ;ꎞIɏ㏸_E̖h̓p[Ze[W
liedown.time      = 50      ;|ĂNオ܂ł̎
airjuggle         = 15      ;WO|CgEl@P
sparkno=-1
guard.sparkno=-1
KO.echo           = 0       ;jn̐ɃGR[|邩ǂi0=ȂE1=j
volume            = 100     ;L̉ʁ@255ō
intpersistindex=0
floatpersistindex=0

;---------------------------------------------------------------------------
;TCYݒ
[Size]
xscale           = 1        ;L摜̉̃XP[
yscale           = 1        ;L摜̏c̃XP[
ground.back      = 15       ;L̕inj
ground.front     = 16       ;L̕inOj
air.back         = 12       ;L̕i󒆌j
air.front        = 12       ;L̕i󒆑Oj
height           = 60       ;щẑ߂̃L̍
attack.dist      = 160      ;Uoɑ肪K[h̐ɓŒ̋
proj.attack.dist = 90       ;肪K[h̐ɓ锭˕Ƃ̍Œ̋
proj.doscale     = 0        ;xscaleyscale˕̃XP[ɂe邩ǂi0=ȂE1=j
head.pos         = 0, -130  ;BindToTarget̎ɕKvȓ̍W
mid.pos          = 0, -70  ;BindToTarget̎ɕKvȑ̒S̍W
shadowoffset     = 0        ;e̐̈ʒu
draw.offset      = 0,0      ;L`\ʒuiw,xj

;---------------------------------------------------------------------------
;ړxݒ
[Velocity]
walk.fwd     = 1.2         ;Oisx
walk.back    = -1        ;ޕsx
run.fwd      = 6.6, 0      ;Oɑ鎞̑xiw,xj
run.back     = -5.7,-4   ;ɑ鎞̑xiw,xj
jump.neu     = 0,-9.5      ;Wvxiw,xj
jump.back    = -3.6        ;Wvx
jump.fwd     = 3.6        ;OWvx
runjump.back = -2.55,-8.1  ;ɑȂ̃WvxiIvVj
runjump.fwd  = 4.6,-8.7      ;OɑȂ̃WvxiIvVj
airjump.neu  = 0,-8.1      ;󒆐WvxiIvVj
airjump.back = -2.5        ;󒆌WvxiIvVj
airjump.fwd  = 2.55        ;󒆑OWvxiIvVj

;---------------------------------------------------------------------------
;ݒ
[Movement]
airjump.num     = 0      ;󒆃Wvo񐔁iIvVj
airjump.height  = 35     ;󒆃Wv邽߂ɕKvȍŒ̍iIvVj
yaccel          = .52    ;d́i~xj
stand.friction  = .85    ;Ԃ̖CW
crouch.friction = .82    ;ႪݏԂ̖CW


;---------------------------------------------------------------------------
; Var̎gp
; ɎgvarĂƂ낢ƍDsłB
; var(1)  - R}ht@C̃R{p
; var(3)  - nCWv
; var(4)  - Wv
; var(6)  - gp
; var(21) - Random varp
; var(22) - Lifȅlۑp
; var(30) - ojbV^CJEg
; var(31) - KO{CXĎsh~
; var(32) - playerpush
; var(33) - ̉Β̓`B
; var(52) - XeRƂɎĝ
; var(53) - XeRƂɎĝ
; var(54) - XeRƂɎĝ
; var(55) - XeRƂɎĝ
; var(56) - gK[ƂɎĝ
; var(57) - gK[ƂɎĝ
; var(58) - gK[ƂɎĝ
; var(59) - gK[ƂɎĝ
; fvar(32) - XeRƂɎĝ
; fvar(33) - XeRƂɎĝ
; fvar(34) - XeRƂɎĝ
; fvar(35) - XeRƂɎĝ
; fvar(36) - gK[ƂɎĝ
; fvar(37) - gK[ƂɎĝ
; fvar(38) - gK[ƂɎĝ
; fvar(39) - gK[ƂɎĝ

;---------------------------------------------------------------------------
;uXe[gv̐Ɗ{IȎg
;---------------------------------------------------------------------------
;Xe[gƂ́uԁvӖ܂A
;@ltfdmł͒ʏUKEZȂǂ̘gɂ͂܂Ȃ
;uQ[ɂSĂ̍s߂vOv̎w܂B
;uQ[WKvAꌂő|UvȂǂȒPɍ쐬ôŒӂłB
;@PXe[gi̍sjɑ΂ĕKԍiAhXj蓖Ă܂B
;@ɁuXe[gio[vƌĂ΂Ă܂B
;
;{IȐݒ̗
; [Statedef STATENO]       ̍s`LqłBuSTATENOvɕKԍݒ肵Ă
; type = ?      S/C/A/L/U  L̏Ԃw
; S=@C=Ⴊ݁@A=󒆁@L=|Ă@U=ÕXe[g̏Ԃp
;
; movetype = ?  I/A/H      L̍sew
; I=Ȃ@A=UĂ@H=UHĂ
;
; physics = ?   S/C/A/N/U  L̕Iȑ̐
; S=@C=Ⴊ݁@A=󒆁@N=d͂▀C̉e󂯂Ȃ@U=ÕXe[g̑̐p
;
; juggle = ?               U𓖂Ăɗ܂WO|Cg̐ݒ
;
; [State STATENO, ?]      uXe[gRg[vƌĂ΂Xe[g̐FXȑ`Aݒuǉ܂
; type = ?                 Xe[gRg[̎ނ̕ɏ󋵂ɉē܂
; @                       gK[ŏw肵AlXȌʂKpčs܂
;
;
; PXe[gɂ͕K̓Xe[gRg[ݒuKv܂B
;
; ͎ۂɎgĂXe[gQƂĂBi[Statedef 200]ɍXɏڂ܂j
;
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; {s̃Xe[g
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Stand
[Statedef 0]
type = S
physics = S
sprpriority = 0

[State 1100, ]
type = Trans
trigger1 = var(30) > 0
trans = addalpha
alpha = 50,256

[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

;---------------------------------------------------------------------------
; ^CI[o[
; CNS x: {

[Statedef 170]
type = S
ctrl = 0     ;CtrlSetȗł܂B@1=Rɓ
anim = 170
velset = 0,0 ;VelSetȗł܂B@x,y ̏

[State 170, G]
type = HitBy
trigger1 = 1
value = 

;---------------------------------------------------------------------------
; |[Y
; CNS x: {
;
;ŏ|[YIB@MatchOver͎I𔻒肷̂ŁA
;ڂƓڏʂ̃|[Yɂɕ֗B

[Statedef 180]
type = S

[State 180,]
type = VarRandom
trigger1 = 1
v = 21
range = 0,2

[State 180,]
type = ChangeState
trigger1 = Time = 1
trigger1 = var(21) = 0
value = 181

[State 180,]
type = ChangeState
trigger1 = Time = 1
trigger1 = var(21) = 1
value = 182

[State 180,]
type = ChangeState
trigger1 = Time = 1
trigger1 = var(21) = 2
value = 183

;---------------------------------------------------------------------------
; |[Y1
; CNS x: {

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

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

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 7
trigger1 = Alive
value = 7,11

[State 181, ]
type = AssertSpecial
trigger1 = time = [0,320]
flag = roundnotover

;---------------------------------------------------------------------------
; |[Y2
; CNS x: {

[Statedef 182]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 181, G]
type = HitBy
trigger1 = 1
value = 

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = Alive
value = 7,12

[State 181, ]
type = AssertSpecial
trigger1 = time = [0,250]
flag = roundnotover

;---------------------------------------------------------------------------
; |[Y3
; CNS x: {

[Statedef 183]
type = S
ctrl = 0
anim = 182
velset = 0,0

[State 181, G]
type = HitBy
trigger1 = 1
value = 

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 7
trigger1 = Alive
value = 7,9

[State 181, ]
type = AssertSpecial
trigger1 = time = [0,200]
flag = roundnotover

;---------------------------------------------------------------------------
; Cg
; CNS x: {
;
; ł͕ϐ(var)gĂ܂Aڂ͌قǁB
; VarRandomrangeŎw肳ꂽ͈͂ЂƂIԂ̂ŁA
; 낢ȕɕ֗łB

;CgI
[Statedef 190]
type = S
ctrl = 0
anim = 0
velset = 0,0

[State 190,]
type = VarRandom
trigger1 = 1
v = 21
range = 0,2

[State 190,]
type = ChangeState
trigger1 = Time = 1
trigger1 = var(21) = 0
value = 191

[State 190,]
type = ChangeState
trigger1 = Time = 1
trigger1 = var(21) = 1
value = 192

[State 190,]
type = ChangeState
trigger1 = Time = 1
trigger1 = var(21) = 2
value = 193

[State 190,]
type = ChangeState
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 = "d-Yagami" | p4name = "d-Yagami"
trigger7 = p2name = "Yagami-AKOF" | p4name = "Yagami-AKOF"
trigger8 = p2name = "yagami" | p4name = "yagami"
trigger9 = p2name = "Iori Yagami" | p4name = "Iori Yagami"
trigger10 = p2name = "Iori" | p4name = "Iori"
trigger11 = p2name = "Chizuru Kagura" | p4name = "Chizuru Kagura"
trigger12 = p2name = "Chizuru" | p4name = "Chizuru"
trigger13 = p2name = "EX-Kyo" | p4name = "EX-Kyo"
value = 196

[State 190,]
type = ChangeState
trigger1 = p2name = "Ash" | p4name = "Ash"
trigger2 = p2name = "Ash Crimson" | p4name = "Ash Crimson"
trigger3 = p2name = "MUKAI" | p4name = "MUKAI"
trigger4 = p2name = "Tin's Mukai" | p4name = "Tin's Mukai"
value = 197

;---------------------------------------------------------------------------
; Cg1iJnÕANVj
; CNS x: {

[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 191, ] ;uROUND1, FIGHT!ṽAiEXn܂܂ł́ÃRg[gĂ
type = AssertSpecial
trigger1 = 1
flag = Intro ;Cg̏ԂɂȂ܂

[State 191,]
type = PlaySnd
trigger1 = AnimElem = 12
value = s7,13

[State 191,]
type = PlaySnd
trigger1 = AnimElem = 13
trigger2 = AnimElem = 26
trigger3 = AnimElem = 39
value = s8,8

[State 191, GtFNg\]
type = Explod
trigger1 = AnimElem = 14
persistent = 0
anim = 191
postype = P1
pos = 0,0
sprpriority = 10
bindtime = -1

[State 191, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; Cg2
; CNS x: {

[Statedef 192]
type = S
ctrl = 0
anim = 192
velset = 0,0

[State 191, ] ;uROUND1, FIGHT!ṽAiEXn܂܂ł́ÃRg[gĂ
type = AssertSpecial
trigger1 = 1
flag = Intro ;Cg̏ԂɂȂ܂

[State 191,]
type = PlaySnd
trigger1 = AnimElemtime(16) = 20
value = s7,13

[State 191,]
type = PlaySnd
trigger1 = AnimElemtime(16) = 5
trigger2 = AnimElemtime(16) = 40
trigger3 = AnimElemtime(16) = 75
trigger4 = AnimElemtime(16) = 110
value = s8,8

[State 191, GtFNg\]
type = Explod
trigger1 = AnimElem = 14
persistent = 0
anim = 193
postype = P1
pos = 0,0
sprpriority = 10
bindtime = -1

[State 191, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; Cg3
; CNS x: {

[Statedef 193]
type = S
ctrl = 0
anim = 192
velset = 0,0

[State 191, ] ;uROUND1, FIGHT!ṽAiEXn܂܂ł́ÃRg[gĂ
type = AssertSpecial
trigger1 = 1
flag = Intro ;Cg̏ԂɂȂ܂

[State 191,]
type = PlaySnd
trigger1 = AnimElemtime(16) = 20
value = s7,13

[State 191,]
type = PlaySnd
trigger1 = AnimElemtime(16) = 5
trigger2 = AnimElemtime(16) = 40
trigger3 = AnimElemtime(16) = 75
trigger4 = AnimElemtime(16) = 110
value = s8,8

[State 191, GtFNg\]
type = Explod
trigger1 = AnimElem = 14
persistent = 0
anim = 194
postype = P1
pos = 0,0
sprpriority = 10
bindtime = -1

[State 191, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; Cg vs O̐_

[Statedef 196]
type = S
ctrl = 0
anim = 192
velset = 0,0

[State 191, ]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191,]
type = PlaySnd
trigger1 = AnimElemtime(16) = 20
value = s7,15

[State 191,]
type = PlaySnd
trigger1 = AnimElemtime(16) = 5
trigger2 = AnimElemtime(16) = 40
trigger3 = AnimElemtime(16) = 75
trigger4 = AnimElemtime(16) = 110
value = s8,8

[State 191, GtFNg\]
type = Explod
trigger1 = AnimElem = 14
persistent = 0
anim = 193
postype = P1
pos = 0,0
sprpriority = 10
bindtime = -1

[State 191, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; Cg vs AbV

[Statedef 197]
type = S
ctrl = 0
anim = 196
velset = 0,0

[State 191, ]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191,]
type = PlaySnd
trigger1 = AnimElemtime(16) = 5
value = s7,14

[State 191,]
type = PlaySnd
trigger1 = AnimElemtime(16) = 10
value = s8,8

[State 191, GtFNg\]
type = Explod
trigger1 = AnimElem = 16
persistent = 0
anim = 197
postype = P1
pos = 0,0
sprpriority = 10
bindtime = -1

[State 191, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; 
; CNS x: {
[Statedef 195]
type     = S
movetype = I
physics  = S
anim     = 195
velset   = 0,0
ctrl     = 0
sprpriority = 2 ;ŕ\Dxł܂B@͈͂-5`5A傫قǎOɕ\
facep2 = 1      ;̕Ă璧i\dvj

[State 195, Rg[]
type = CtrlSet
triggerall = !winko
trigger1 = Time = 58
value = 1

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 7
value = s7,9

[State 195, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

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

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

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

[State 11, 0]
type = VelSet
trigger1 = Time = 0
x = 0

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

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

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

[State 191,]
type = PlaySnd
triggerall = time = 1
trigger1 = Alive
loop = 1
value = s5,0
channel = 6

[State 100,]
type = StopSnd
trigger1 = command != "holdfwd"
trigger2 = Anim != 100
channel = 6

[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, 4]
type = ChangeState
trigger1 = command != "holdfwd"
value = 0

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

[State 191,]
type = PlaySnd
triggerall = AnimElem = 1
trigger1 = Alive
value = s5,1

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

;[State 105, 2]
;type = CtrlSet
;trigger1 = Time = 2
;value = 1

[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 191,]
type = PlaySnd
triggerall = AnimElem = 1
trigger1 = Alive
value = s4,0

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

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

[State 40, 1]
type = VarSet
trigger1 = time = 0
var(4) = 0

[State 40, 1];Wv
type = VarSet
trigger1 = command != "holdup"
var(4) = 1

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

[State 40, 2]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 40, 3]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 40, 4]
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 40, 4];Wv
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 40, 5]
type = null;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

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

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

[State 191,]
type = PlaySnd
triggerall = time = 0
;triggerall = Var(4) = 0
triggerall = Var(3) != 0
trigger1 = Alive
value = s3,2
channel = 4

[State 191,]
type = PlaySnd
triggerall = time = 0
triggerall = Var(4) = 0
triggerall = Var(3) = 0
trigger1 = Alive
value = s3,1
channel = 4

[State 191,]
type = PlaySnd
triggerall = time = 0
triggerall = Var(4) = 1
triggerall = Var(3) = 0
trigger1 = Alive
value = s3,0
channel = 4

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
;trigger1 = Var(4) = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 50, 2];Wv
type = null;ChangeAnim
trigger1 = Time = 0
trigger1 = Var(4) = 1
value = 49

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

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

[State 191,]
type = PlaySnd
trigger1 = Time = 0
value = s4,0

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

;---------------------------------------------------------------------------
;ӂƂ΂
[Statedef 300]
type     = S
movetype = A
physics  = S
juggle   = 15
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 300
sprpriority = 3

[State 300,]
type = PowerAdd
triggerall=!root,var(1)
trigger1 = prevstateno = [150,151]
trigger1 = time = 0
value = -1000

[State 300,]
type = HitBy
trigger1 = prevstateno = [150,151]
value = 

[state 300,]
type = posset
trigger1 = time = 0
y = 0

[State 300,]
type = palfx
trigger1 = prevstateno = [150,151]
trigger1 = time = 0
time = 5
add = 230,230,230

[State 300,]
type = AfterImage
trigger1 = prevstateno = [150,151]
trigger1 = time = 0
time = 12
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 300, qbg`]
type = HitDef
trigger1 = prevstateno = [150,151]
trigger1 = Time = 0
attr = , NA
animtype  = Diagup
damage    = 10
pausetime = 12,15
sparkno = s4010
sparkxy = -10,-90
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

[State 300 , 1]
type = HitDef
trigger1 = time = 0
attr = , NA
animtype  = Hard
damage    = 80
priority = 5
pausetime = 12,12
sparkno = s4010
guard.sparkno = s4110
sparkxy = -15,-90
hitsound = s1,4
hitflag = MA
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

[State 300, 炷]
type = PlaySnd
trigger1 = AnimElem = 4
value = s0,4

[State 300, 炷]
type = PlaySnd
trigger1 = AnimElem = 2
value = s6,2

[State 300, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;󒆂ӂƂ΂
[Statedef 650]
type     = A
movetype = A
physics  = A
juggle   = 15
poweradd = 0
ctrl     = 0
anim     = 650
sprpriority = 3

[State 240 , 1]
type = HitDef
trigger1 = time = 0
attr = , NA
animtype  = Hard
damage    = 80
priority = 5
pausetime = 12,12
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20,-70
hitsound = s1,4
hitflag = MA
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

[State 200, 炷]
type = PlaySnd
trigger1 = AnimElem = 3
value = s0,4

[State 200, 炷]
type = PlaySnd
trigger1 = AnimElem = 2
value = s6,2

;---------------------------------------------------------------------------
;ً}O

[Statedef 700]
type     = S
movetype = I
physics  = S
velset   = 0,0
anim     = 700
ctrl     = 0
sprpriority = -2

[State 700,]
type = Poweradd
triggerall=!root,var(1)
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
value = -1000

[State 700,];_
type = palfx
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
time = 5
add = 230,230,230

[State 200, 炷]
type = PlaySnd
trigger1 = AnimElem = 1
value = s7,6
channel = 4

[State 2100, c]
type = null;AfterImage
trigger1 = AnimElem = 2
time = 10
length = 6      ;c̕\
timegap = 3     ;ԍ
framegap = 3    ;t[
palbright = 1, 1, 1
palcontrast = 128, 128, 128
paladd = 0, 0, 0
palmul = 1, 1, 1
trans = Add1

[state samsara]
type=hitby
trigger1=1
value=

[State 2100, ړ]
type = VelSet
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(5) < 0
x = 4

[State 2100, ړI]
type = VelSet
trigger1 = AnimElem = 5
x = 0

[State 2100, ƏdȂꍇ]
type = PlayerPush
trigger1 = AnimElemTime(1) > 0
trigger1=var(32):=0||1
value = 0

[State 2100, I]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ً}

[Statedef 710]
type     = S
movetype = I
physics  = S
velset   = 0,0
anim     = 700
ctrl     = 0
sprpriority = -2

[State 700,]
type = Poweradd
triggerall=!root,var(1)
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
value = -1000

[State 700,];_
type = palfx
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
time = 5
add = 230,230,230

[State 200, 炷]
type = PlaySnd
trigger1 = AnimElem = 1
value = s7,6
channel = 4

[State 2110, c]
type = null;AfterImage
trigger1 = AnimElem = 1
time = 12
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 samsara]
type=hitby
trigger1=1
value=

[State 2110, ړ]
type = VelSet
trigger1 = AnimElemTime(1) > 0 && AnimElemTime(5) < 0
x = -4

[State 2110, ړI]
type = VelSet
trigger1 = Animtime = 0
x = 0

[State 2110, ƏdȂ̏]
type = PlayerPush
trigger1 = AnimElemTime(1) > 0
trigger1=var(32):=0||1
value = 0

[State 2110, I]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;g

[Statedef 52000]
type     = S
movetype = I
physics  = S
velset   = 0,0
anim     = 5200
ctrl     = 0
sprpriority = 2

[State 5200]
type = Posset
trigger1 = time = 0
y = 0

[State 200, 炷]
type = PlaySnd
trigger1 = AnimElem = 1
value = s7,5
channel = 4

[State 2110, G]
type = HitBy
trigger1 = 1
value = 

[State 2110, ]
type = Varset
trigger1 = time = 0
trigger1 = command = "holdfwd"
var(6) = 1

[State 2110, ]
type = Varset
trigger1 = Animtime = 0
trigger2 = Anim != 5200
var(6) = 0

[State 2110, ړ]
type = VelSet
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(3) <= 0
x = ifelse(var(6)=1,8,-5)

[State 2110, ړI]
type = VelSet
trigger1 = Animtime = 0
x = 0

[State 2110, ƏdȂ̏]
type = PlayerPush
trigger1 = AnimElemTime(1) > 0
trigger1=var(32):=0||1
value = 0

[State 2110, I]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
