;---------------------------------------------------------------------------
;n
;---------------------------------------------------------------------------
[Statedef XXXX]
type=U
movetype=U
physics=U
hitdefpersist=1
movehitpersist=1
;---------------------------------------------------------------------------
;{
;---------------------------------------------------------------------------
[State wp[N]
type=ChangeState
trigger1=ishelper
value=2147483647
persistent=256
ignorehitpause=1
[State e]
type=StateTypeSet
trigger1=1
statetype=
movetype=
physics=
ignorehitpause=1
[State animw(ȂׂStatenoƓԍɂ)]
type=ChangeAnim
triggerall=name="Kung Fu Man"&&authorname="ZETA"
trigger1=!var(5)
value=XXXX
[State Timep]
type=Null
trigger1=Anim=XXXX&&!hitpausetime
trigger1=var(5):=var(5)+1||1;TimeZ
trigger2=Anim!=XXXX
trigger2=var(5):=0
ignorehitpause=1
[State xNg]
type=VelSet
trigger1=animelemtime(1)=0
x=0
y=0
[State C(ftHsgp)]
type=VelMul
trigger1=0&&!ishelper
x=ifelse(statetype=S,const(movement.stand.friction),const(movement.crouch.friction))
y=ifelse(statetype=A,const(movement.yaccel),0)
[State Q[W]
type=PowerAdd
trigger1=animelemtime(1)=0
value=0
[State s\]
type=CtrlSet
trigger1=!ishelper
value=0
ignorehitpause=1
[State XvCg̗Dx]
type=SprPriority
trigger1=!ishelper
value=2
[State facep2(ftHsgp)]
type=Turn
triggerall=0&&!AnimElemTime(1)&&numenemy
trigger1=enemynear(var(55)),facing=-facing&&frontedgedist<enemynear(var(55)),backedgedist
trigger2=enemynear(var(55)),facing=facing&&frontedgedist<enemynear(var(55)),frontedgedist
[State Zbg]
type=MoveHitReset
trigger1=animelemtime(1)=0
ignorehitpause=1
;---------------------------------------------------------------------------
;o
;---------------------------------------------------------------------------
[State 炷]
type=PlaySnd
trigger1=AnimElem=
value=0,0
[State qbgGtFNgĂяo]
type=Null
trigger1=AnimElem=
trigger1=var(30):=0||1;ŌGtFNgw
trigger1=var(31):=-1||1;⏕GtFNgw
trigger1=var(32):=0||1;K[hGtFNgw
trigger1=var(33):=0||1;WX
trigger1=var(34):=0||1;WY
trigger1=fvar(10):=1.0||1;qbgGtFNggkX
trigger1=fvar(11):=1.0||1;qbgGtFNggkY
trigger1=fvar(12):=1.0||1;⏕GtFNggkX
trigger1=fvar(13):=1.0||1;⏕GtFNggkY
trigger1=fvar(14):=1.0||1;K[hGtFNggkX
trigger1=fvar(15):=1.0||1;K[hGtFNggkY
;---------------------------------------------------------------------------
;\
;---------------------------------------------------------------------------
[State ]
type=StateTypeSet
trigger1=movecontact
movetype=I
ignorehitpause=1
[State qbg`]
type=HitDef
triggerall=!ishelper
triggerall=!movecontact&&!movereversed
trigger1=AnimElem=
attr=S,NA
damage=
animtype=Light
priority=4,Hit
hitflag=MAFD
guardflag=MA
pausetime=12+var(25),12
hitsound=S5,0
guardsound=S6,0
ground.type=High
ground.slidetime=10
ground.hittime=15
ground.velocity=-5
guard.slidetime=5
guard.hittime=10
guard.ctrltime=10
guard.velocity=-3
air.hittime=20
air.velocity=-3,-5
airguard.velocity=-1.5,-3
yaccel=0.5
fall=1
fall.recovertime=32
fall.yvelocity=-4.5
envshake.time=12
envshake.freq=180
envshake.ampl=ifelse(random<500,-4,4)
envshake.phase=90
ground.cornerpush.veloff=0
;---------------------------------------------------------------------------
;eXeRI
;---------------------------------------------------------------------------
[State Xe[gύX]
type=ChangeState
triggerall=var(5)
trigger1=AnimTime=0
trigger1=var(5):=0||1
value=0
ctrl=1
;---------------------------------------------------------------------------
;󒆔
;---------------------------------------------------------------------------
[Statedef YYYY]
type=U
movetype=U
physics=U
hitdefpersist=1
movehitpersist=1
;---------------------------------------------------------------------------
;{
;---------------------------------------------------------------------------
[State wp[N]
type=ChangeState
trigger1=ishelper
value=2147483647
persistent=256
ignorehitpause=1
[State e]
type=StateTypeSet
trigger1=1
statetype=A
movetype=A
physics=N
ignorehitpause=1
[State animw(ȂׂStatenoƓԍɂ)]
type=ChangeAnim
triggerall=name="Kung Fu Man"&&authorname="ZETA"
trigger1=!var(5)
value=YYYY
[State Timep]
type=Null
trigger1=Anim=YYYY&&!hitpausetime
trigger1=var(5):=var(5)+1||1;TimeZ
trigger2=Anim!=YYYY
trigger2=var(5):=0
ignorehitpause=1
[State xNg(ftHsgp)]
type=VelSet
trigger1=0&&animelemtime(1)=0
x=0
y=0
[State C]
type=VelAdd
trigger1=statetype=A
y=const(movement.yaccel)
[State Q[W]
type=PowerAdd
trigger1=animelemtime(1)=0
value=
[State s\]
type=CtrlSet
trigger1=animelemtime(1)=0
value=0
ignorehitpause=1
[State XvCg̗Dx]
type=SprPriority
trigger1=!ishelper
value=2
[State facep2(ftHsgp)]
type=Turn
triggerall=0&&!AnimElemTime(1)&&numenemy
trigger1=enemynear(var(55)),facing=-facing&&frontedgedist<enemynear(var(55)),backedgedist
trigger2=enemynear(var(55)),facing=facing&&frontedgedist<enemynear(var(55)),frontedgedist
[State Zbg]
type=MoveHitReset
trigger1=animelemtime(1)=0
ignorehitpause=1
;---------------------------------------------------------------------------
;o
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\
;---------------------------------------------------------------------------
[State ]
type=StateTypeSet
trigger1=movecontact
movetype=I
ignorehitpause=1
;---------------------------------------------------------------------------
;eXeRI
;---------------------------------------------------------------------------
[State Xe[gύX]
type=ChangeState
triggerall=var(5)
trigger1=(Vel Y+Const(movement.yaccel)>0&&(Pos Y+Vel Y)>=0)
trigger1=var(5):=0||1
value=52

