
;勝利ポーズ分岐
[Statedef 180]
type = S

[State 180, ステート変更]
type = ChangeState
trigger1 = Time = 0
value = 181

;---------------------------------------------------------------------------
;勝利ポーズ（相手に近づく）
[Statedef 181]
type = S
ctrl = 0
anim = 10000
velset = 0,0

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

[State 189]
type = VelSet
trigger1 = 1
x = const(velocity.walk.fwd.x)

[State 189]
type = ChangeState
trigger1 = Pos X = [Enemynear,Pos X-30,Enemynear,Pos X+30]
value = 182

;---------------------------------------------------------------------------
;勝利ポーズ（しゃがむ）

[Statedef 182]
type = S
ctrl = 0
anim = 10001
velset = 0,0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3200,1

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

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;イントロ（試合開始前の登場演出アクション）
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 191, アニメ変更];バトル画面に切り替わった瞬間のフェードインの時、アニメを固定している
type = ChangeAnim
trigger1 = RoundState = 0
value = 190

[State 191, 特殊効果];試合が開始するまではこのコントローラを使おう（※２）
type = AssertSpecial
trigger1 = 1
flag = Intro ;イントロの状態

[State 191, ステート変更];アニメーションが終われば「通常立ち」のステートに変更する
type = ChangeState
trigger1 = AnimTime = 0
value = 0     

;挑発
[Statedef 195]
type = S
movetype = I
physics = S
ctrl = 0
anim = 195
velset = 0,0
sprpriority = 2

[State 195, コントロール]
type = CtrlSet
trigger1 = Time = 40 ;このステートが４０フレームになったら
value = 1            ;キーコントロールが可能になる。

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 195,0

[State 195, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;チャージ技
[Statedef 700]
type     = S
movetype = I
physics  = S
ctrl     = 0
velset   = 0,0
anim     = 700
sprpriority = 1

[State 700, パワーゲージ増減]
type = PowerAdd
trigger1 = 1
value = 6

[State 700, 押し判定]
type = PlayerPush
trigger1 = 1
value = 0

[State 1300, 1]
type = PlaySnd
trigger1 = time = 0
value = 10000,0
volume = 255

[State 1300, 2]
type = PlaySnd
trigger1 = time = 10
value = 10000,1
channel = 2
loop = 1
pan = 1
volume = 25

[State 700, エフェクト]
type = Explod
trigger1=NumExplod(10002)=0 
anim=10002
ID=10002
facing = -1
postype = p1
pos = 0,0
sprpriority =-5
ownpal = 1
removetime = -1 

[State 700, ステート変更]
type = ChangeState
trigger1 = command != "hold_c" 
trigger2 = Power >= 3000       
value = 0
ctrl = 1

;――――――――――――――――――――――――――――――――
;やられた時に出てくるキャラ(左)

[Statedef 20501]
type     = S
movetype = I
physics  = N
ctrl     = 0
anim     = 10009
SprPriority = -3
velset = 20

[State 20501,移動速度]
type = VelSet
trigger1 = Time = 15
x = 0

;――――――――――――――――――――――――――――――――
;やられた時に出てくるキャラ(真ん中)

[Statedef 20502]
type     = S
movetype = I
physics  = N
ctrl     = 0
anim     = 10010
SprPriority = -3
velset = 20


[State 20502,移動速度]
type = VelSet
trigger1 = Time = 15
x = 0

;――――――――――――――――――――――――――――――――
;やられた時に出てくるキャラ(右)

[Statedef 20503]
type     = S
movetype = I
physics  = N
ctrl     = 0
anim     = 10008
SprPriority = -3
velset = 20

[State 20503,移動速度]
type = VelSet
trigger1 = Time = 15
x = 0

