; Chotto-Ko Ryu cns file No.1
;===========================================================================
; Var(0) = Ramdom Win Pause
; ---------------------------------------
; Var(2) = (Helper) Denjin Hadouken - Force Level Set
; Var(3) = Denjin Hadouken - Charge Time (MAX 300)
; Var(4) = Denjin Hadouken - Level Set
; Var(5) = Custom AI
; ---------------------------------------
; Var(7) = Super Jump Control
; ---------------------------------------
; Var(9) = Super Jump Key Flag
; ---------------------------------------
; Var(38) = Hidden Technique
; Var(39) = Shouryuken HitCheck
; Var(40) = Custom AI Support
; Var(41) = Weak AI Support
; Var(42) = Projectile HitCheck
; Var(43) = Projectile Dust
; Var(44) = Hold-Push
;===========================================================================
;---------------------------------------------------------------------------
; キャラクター基準値の設定

[Data]
life = 1001               ;スタート時の体力総計
attack = 100              ;攻撃力パーセンテージ （多いほど強くなります Def:100%）
defence = 100             ;防御力パーセンテージ （多いほど強くなります Def:100%）
power = 3001              ;超必殺技ゲージ最大値（デフォルトは 3000 = Lv.3）
fall.defence_up = 100     ;ダウン時に攻撃された時に一時的に上がる防御力のパーセンテージ
liedown.time = 30         ;ダウンしてから起き上がるまでの時間
airjuggle = 15            ;ジャグリングポイント数
sparkno = 2               ;デフォルトのスパーク番号
guard.sparkno = 40        ;ガード時のデフォルトスパーク番号
KO.echo = 0               ;1にするとKOされた時に声にエコーがかかります
volume = 255              ;ボリュームオフセット (negative for softer)
IntPersistIndex = 40        ;Varの次ラウンド持ち越しが可能 (min=0, max=59)
FloatPersistIndex = 40      ;同じくFVarの次ラウンド持ち越しが可能 (min=0, max=39)

;---------------------------------------------------------------------------
; サイズ指定

[Size]
xscale = 1                ;水平方向の縮尺
yscale = 1                ;垂直方向の縮尺
ground.back = 13          ;キャラクターの幅（後方、地上）
ground.front = 19         ;キャラクターの幅（前方、地上）
air.back = 17             ;キャラクターの幅（後方、空中）
air.front = 14            ;キャラクターの幅（前方、空中）
z.width = 3               ;Player width (into and out)（現在使用されていないと思われます）
height = 60	          ;Height of player (for opponent to jump over)（不明）
attack.width = 4,4        ;Default attack width: back, front（現在使用されていないと思われます）
attack.dist = 100         ;攻撃時に相手がガード体勢に入る最低距離（最大320）
proj.attack.dist = 90     ;相手がガード体勢に入る発射物との最低距離（最大320） 
proj.doscale = 0          ;xscale, yscaleの設定が発射物にも有効かどうかの設定（1なら有効です）
head.pos = -5, -90        ;頭の大体の座標（BindToTarget使用時に必要です。）
mid.pos = -5, -60         ;体中心の大体の座標（BindToTarget使用時に必要です。）
shadowoffset = -1         ;影の垂直方向オフセット

;---------------------------------------------------------------------------
; 移動速度の設定

[Velocity]
walk.fwd  = 3.0           ;前に歩く時の速度
walk.back = -3.0          ;後ろに歩く時の速度
run.fwd  = 7.2, 0         ;前に走る時の速度 (x, y) ホップさせる時は y を 0 以下にします
run.back = -4.5,0         ;後ろに走る時の速度 (x, y) 走らせる時は y を 0 にします
jump.neu = 0,-9.5         ;ジャンプ時の垂直移動速度 (x, y)
jump.back = -3            ;後ろにジャンプした時の水平移動速度
jump.fwd = 3              ;前にジャンプした時の水平移動速度
runjump.back = -3,-9.5    ;後ろに走りながらのジャンプ時の速度指定 (オプション)
runjump.fwd = 4,-9.5      ;前に走りながらのジャンプ時の速度指定 (オプション)
;airjump.neu = 0,-8.1        ;空中ジャンプ時の垂直移動速度 (オプション)
;airjump.back = -2.55,-8.1   ;空中で後ろにジャンプした時の水平移動速度
;airjump.fwd = 2.5,-8.1      ;空中で前にジャンプした時の水平移動速度

;---------------------------------------------------------------------------
; 動作の設定

[Movement]
airjump.num = 2           ;空中ジャンプの回数 （オプション）
airjump.height = 20       ;空中ジャンプに必要な最低限の高さ （オプション）
yaccel = .43              ;垂直方向にかかる加速度（重力）
stand.friction = .85      ;立ち状態の摩擦係数
crouch.friction = .82     ;しゃがみ状態の摩擦係数

;---------------------------------------------------------------------------
; [Statedef]の基本的な書き方
;
; [Statedef STATENO]
; type = ?      S/C/A/L  状態の設定（立ち/しゃがみ/空中/ダウン）
; movetype = ?  I/A/H    動作状態（何もしていない/攻撃/攻撃を受けている）
; physics = ?   S/C/A/N  物理的な状態（通常/しゃがみ/空中/特になし）
; juggle = ?             動作が必要とするエアージャッグルポイント
;
; [State STATENO, ?]     ? - 任意の番号
; type = ?
; ...
;===========================================================================
;基本動作
;===========================================================================
;---------------------------------------------------------------------------
; 前ダッシュ
[Statedef 100]
type     = S
physics  = N
anim     = 100
velset   = 0,0

[State 100, Zanzou]
type = AfterImage          ;タイプ：残像
trigger1 = Time = 1        ;１フレーム目に発動
Time = 15                  ;残像が出ている時間
PalBright   =   0,  0,  0  ;残像の明るさ。ＲＧＢで記述
PalContrast = 255,255,255  ;残像の色合い。これもＲＧＢで
Trans = Add                ;半透明の効果。Subだと影効果になる
TimeGap  = 2               ;残像が一つずつ表示する間隔。上手くいけば変則的な表示になる
FrameGap = 1               ;残像が一つずつ表示する時間の間隔。数値が多過ぎるとあまり表示せず
length = 8                 ;残像が表示している大きさ（表示数も決まる）

;******************************
[State 100, Pos]
type = PosSet
trigger1 = Time >= 0
y = 0

[State 100, Speed]
type = Velset
trigger1 = Time >= 1
x = 10
y = 0

[State 100, Dust]
type = MakeDust
trigger1 = Time = 1
pos = 0,0
spacing = 1

;******************************
[State 100, No Walk & No Turn]
type = AssertSpecial
trigger1 = 1
flag = NoWalk
flag2= NoAutoTurn
ignorehitpause = 1

[State 100, SE]
type = PlaySnd
trigger1 = Time = 1
value = s1,5

;******************************
[State 100, DashStop]
type = ChangeState
trigger1 = time > 16 ;command != "holdfwd"
value = 101

;---------------------------------------------------------------------------
; ダッシュ終了
[Statedef 101]
type     = S
physics  = S
anim     = 101
ctrl     = 1

[State 101, No Walk & No Turn]
type = AssertSpecial
trigger1 = 1
flag = NoWalk
flag2= NoAutoTurn
ignorehitpause = 1

[State 101, Pos]
type = PosSet
trigger1 = Time >= 0
y = 0

[State 101, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; バックダッシュ
[Statedef 105]
type     = S
physics  = N
anim     = 105
velset   = 0,0

[State 105, Zanzou]
type = AfterImage
trigger1 = Time = 1
Time = 15
PalBright   =   0,  0,  0
PalContrast = 255,255,255
Trans = Add
TimeGap  = 2
FrameGap = 1
length = 8

;******************************
[State 105, Pos]
type = PosSet
trigger1 = Time >= 0
y = 0

[State 105, Speed]
type = Velset
trigger1 = Time >= 1
x = -8
y = 0

[State 105, Dust]
type = MakeDust
trigger1 = Time = 1
pos = 0,0
spacing = 1

;******************************
[State 105, No Walk & No Turn]
type = AssertSpecial
trigger1 = 1
flag = NoWalk
flag2= NoAutoTurn
ignorehitpause = 1

[State 105, SE]
type = PlaySnd
trigger1 = Time = 1
value = s1,5

;******************************
[State 105, BackDashStop]
type = ChangeState
trigger1 = time > 16 ;command != "holdback"
value = 106

;---------------------------------------------------------------------------
; バックダッシュ終了
[Statedef 106]
type     = S
physics  = S
anim     = 106
ctrl     = 1

[State 106, No Walk & No Turn]
type = AssertSpecial
trigger1 = 1
flag = NoWalk
flag2= NoAutoTurn
ignorehitpause = 1

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

[State 106, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 着地
[Statedef 52]
type     = S
movetype = I
physics  = S
ctrl     = 0
anim     = 47
velset   = 0,0

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

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

;***********************************
[State 52, Shibuki]
type = Explod
trigger1 = time = 0
anim = 4100
scale = 1,1
pos = 0,0
postype = p1
sprpriority = -1
ownpal = 1

;***********************************
[State 52, SE]
type = PlaySnd
trigger1 = Time = 0
value = s1,7

[State 52, Control]
type = CtrlSet
trigger1 = AnimElem = 1
value = 1

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

;===========================================================================
;---------------------------------------------------------------------------
; タイムオーバー負け
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0,0

[State 170, 0]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

;===========================================================================
;---------------------------------------------------------------------------
; 勝利ポーズ分岐
[Statedef 180]
type = S

[State 180, 0]
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0,100

[State 180, 1]    ;ガッツポーズ
type = ChangeState
trigger1 = var(0) = [0,35]
value = 181

[State 180, 2]    ;腕を組んで風になびく
type = ChangeState
trigger1 = var(0) = [36,50]
value = 182

[State 180, 3]    ;こっちに背を向ける
type = ChangeState
trigger1 = var(0) = [51,75]
value = 183

[State 180, 4]    ;気張る
type = ChangeState
trigger1 = var(0) = [76,100]
value = 184

;---------------------------------------------------------------------------
; 勝ち（ガッツポーズ）
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 181, begin]
type = AssertSpecial
trigger1 = time = [0, 180]
flag = roundnotover

[State 181, Ryu Voice]
type = PlaySnd
trigger1 = AnimElem = 3
value = s3,7

;---------------------------------------------------------------------------
; 勝ち（腕を組んで風になびく）

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

[State 182, begin]
type = AssertSpecial
trigger1 = time = [0, 180]
flag = roundnotover

[State 182, Ryu Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = s4,4

;---------------------------------------------------------------------------
; 勝ち（こっちに背を向ける）

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

[State 183, begin]
type = AssertSpecial
trigger1 = time = [0, 180]
flag = roundnotover

[State 183, Ryu Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = s4,5

;---------------------------------------------------------------------------
; 勝ち（気張る）

[Statedef 184]
type = S
ctrl = 0
anim = 184
velset = 0,0

[State 184, begin]
type = AssertSpecial
trigger1 = time = [0, 180]
flag = roundnotover

[State 184, Ryu Voice]
type = PlaySnd
trigger1 = AnimElem = 4
value = s3,3

[State 184, SE]
type = PlaySnd
trigger1 = AnimElem = 4
value = s1,8

[State 184, Shake] 
type = EnvShake
trigger1 = AnimElem = 4
time = 12
ampl = 6
freq = 100
phase = 100

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

;***********************************
[State 191, Intro] ;戦闘開始前のフラグです。消さないでね。
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, Intro-2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;***********************************
[State 191, Ryu Voice]
type = PlaySnd
trigger1 = AnimElem = 15
value = s3,5

;===========================================================================
;通常攻撃技
;===========================================================================
;---------------------------------------------------------------------------
; 弱パンチ
[Statedef 200]
type     = S
movetype = A
physics  = S
juggle   = 1
ctrl     = 0
anim     = 200
poweradd = 10

[State 200, Sound Effect]
type = PlaySnd
trigger1 = Time = 1
value = s0,0

[State 200, Hit]
type = HitDef
trigger1 = AnimElem = 2
attr              = S, NA
damage            = 10
animtype          = Light
getpower          = 30,3
guardflag         = MA
priority          = 3
pausetime         = 7,8
sparkno           = s4201
sparkxy           = -10,-65
guard.sparkno     = s4200
hitsound          = s0,7
guardsound        = s0,6
ground.type       = High
ground.slidetime  = 5
ground.hittime    = 11
ground.velocity   = -5
airguard.velocity = -1.9
air.velocity      = -1.3,-3

[State 200, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 中パンチ（遠距離）
[Statedef 210]
type     = S
movetype = A
physics  = S
juggle   = 1
poweradd = 60
ctrl     = 0
anim     = 210

[State 210, SE]
type = PlaySnd
trigger1 = Time = 1
value = s0,1

[State 210, Hit]
type = HitDef
trigger1 = AnimElem = 3
attr             = S, NA
animtype         = Medium
damage           = 20
getpower         = 30,10
guardflag        = MA
priority         = 4
pausetime        = 10,10
sparkno          = s4201
sparkxy          = -10,-70
guard.sparkno    = s4200
hitsound         = s0,8
guardsound       = s0,6
ground.type      = High
ground.slidetime = 12
ground.hittime   = 15
ground.velocity  = -5
air.velocity     = -2.2,-3.2

[State 210, Near Change]
type = ChangeState
triggerall = p2bodydist X <= 20
trigger1 = Time = 0
value = 211

[State 210, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------
; 中パンチ（近距離）
[Statedef 211]
type     = S
movetype = A
physics  = S
juggle   = 1
poweradd = 60
ctrl     = 0
anim     = 211

[State 211, SE]
type = PlaySnd
trigger1 = Time = 1
value = s0,1

[State 211, Hit]
type = HitDef
trigger1 = AnimElem = 2
attr             = S, NA
animtype         = Medium
damage           = 20
getpower         = 30,10
guardflag        = MA
priority         = 4
pausetime        = 10,10
sparkno          = s4201
sparkxy          = -10,-50
guard.sparkno    = s4200
hitsound         = s0,8
guardsound       = s0,6
ground.type      = High
ground.slidetime = 12
ground.hittime   = 15
ground.velocity  = -5
air.velocity     = -2.2,-3.2

[State 211, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 強パンチ（遠距離）
[Statedef 220]
type     = S
movetype = A
physics  = S
juggle   = 1
poweradd = 60
ctrl     = 0
anim     = 220

[State 220, SE]
type = PlaySnd
trigger1 = Time = 1
value = s0,2

[State 220, Hit]
type = HitDef
trigger1 = AnimElem = 4
attr             = S, NA
animtype         = Hard
damage           = 30
getpower         = 30,10
guardflag        = MA
priority         = 4
pausetime        = 12,15
sparkno          = s4201
sparkxy          = -10,-65
guard.sparkno    = s4200
hitsound         = s0,9
guardsound       = s0,6
ground.type      = High
ground.slidetime = 12
ground.hittime   = 15
ground.velocity  = -6
air.velocity     = -2.2,-3.2

[State 220, Near Change]
type = ChangeState
triggerall = p2bodydist X <= 20
trigger1 = Time = 0
value = 221

[State 220, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------
; 強パンチ（近距離）
[Statedef 221]
type     = S
movetype = A
physics  = S
juggle   = 1
poweradd = 60
ctrl     = 0
anim     = 221

[State 221, SE]
type = PlaySnd
trigger1 = Time = 1
value = s0,2

[State 221, Hit]
type = HitDef
trigger1 = AnimElem = 2
attr             = S, NA
animtype         = Hard
damage           = 30
getpower         = 30,10
guardflag        = MA
priority         = 4
pausetime        = 12,15
sparkno          = s4201
sparkxy          = -10,-60
guard.sparkno    = s4200
hitsound         = s0,9
guardsound       = s0,6
ground.type      = High
ground.slidetime = 12
ground.hittime   = 15
ground.velocity  = -6
air.velocity     = -2.2,-3.2

[State 221, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 弱キック
[Statedef 230]
type     = S
movetype = A
physics  = S
juggle   = 1
poweradd = 10
ctrl     = 0
anim     = 230

[State 230, SE]
type = PlaySnd
trigger1 = Time = 1
value = s0,0

[State 230, Hit]
type = HitDef
trigger1 = AnimElem = 3
attr             = S, NA
animtype         = Light
damage           = 10
getpower         = 30,10
guardflag        = MA
priority         = 3
pausetime        = 7,8
sparkno          = s4201
sparkxy          = -10,-20
guard.sparkno    = s4200
hitsound         = s0,7
guardsound       = s0,6
ground.type      = High
ground.slidetime = 12
ground.hittime   = 15
ground.velocity  = -5
air.velocity     = -2.2,-3.2

[State 230, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 中キック（遠距離）
[Statedef 240]
type     = S
movetype = A
physics  = S
juggle   = 1
poweradd = 60
ctrl     = 0
anim     = 240

[State 240, SE]
type = PlaySnd
trigger1 = Time = 1
value = s0,1

[State 240, Hit]
type = HitDef
trigger1 = AnimElem = 3
attr             = S, NA
animtype         = Medium
damage           = 20
getpower         = 30,10
guardflag        = MA
priority         = 4
pausetime        = 10,10
sparkno          = s4201
sparkxy          = -10,-80
guard.sparkno    = s4200
hitsound         = s0,8
guardsound       = s0,6
ground.type      = High
ground.slidetime = 12
ground.hittime   = 15
ground.velocity  = -5
air.velocity     = -2.2,-3.2

[State 240, Near Change]
type = ChangeState
triggerall = p2bodydist X <= 20
trigger1 = Time = 0
value = 241

[State 240, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------
; 中キック（近距離）
[Statedef 241]
type     = S
movetype = A
physics  = S
juggle   = 1
poweradd = 60
ctrl     = 0
anim     = 241

[State 241, Width]
type = Width
trigger1 = 1
value = 18,-15  
ignorehitpause = 1
persistent = 1

[State 241, SE]
type = PlaySnd
trigger1 = Time = 1
value = s0,1

[State 241, Hit]
type = HitDef
trigger1 = AnimElem = 2
attr             = S, NA
animtype         = Medium
damage           = 20
getpower         = 30,10
guardflag        = MA
priority         = 4
pausetime        = 10,10
sparkno          = s4201
sparkxy          = -10,-55
guard.sparkno    = s4200
hitsound         = s0,8
guardsound       = s0,6
ground.type      = High
ground.slidetime = 12
ground.hittime   = 15
ground.velocity  = -5
air.velocity     = -2.2,-3.2

[State 241, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 強キック（遠距離）
[Statedef 250]
type     = S
movetype = A
physics  = S
juggle   = 1
poweradd = 60
ctrl     = 0
anim     = 250

[State 250, SE]
type = PlaySnd
trigger1 = Time = 1
value = s0,2

[State 250, Hit]
type = HitDef
trigger1 = AnimElem = 3
attr             = S, NA
animtype         = Hard
damage           = 30
getpower         = 30,10
guardflag        = MA
priority         = 4
pausetime        = 12,15
sparkno          = s4201
sparkxy          = -10,-75
guard.sparkno    = s4200
hitsound         = s1,0
guardsound       = s0,6
ground.type      = High
ground.slidetime = 12
ground.hittime   = 15
ground.velocity  = -6
air.velocity     = -2.2,-3.2

[State 250, Near Change]
type = ChangeState
triggerall = p2bodydist X <= 20
trigger1 = Time = 0
value = 251

[State 250, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------
; 強キック（近距離）
[Statedef 251]
type     = S
movetype = A
physics  = S
juggle   = 1
poweradd = 60
ctrl     = 0
anim     = 251

[State 251, Width]
type = Width
trigger1 = 1
value = 18,-15  
ignorehitpause = 1
persistent = 1

[State 251, SE]
type = PlaySnd
trigger1 = Time = 1
value = s0,2

[State 251, Hit]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
attr             = S, NA
animtype         = Hard
damage           = 15
getpower         = 30,10
guardflag        = MA
priority         = 4
pausetime        = 12,15
sparkno          = s4201
sparkxy          = -10,-65
guard.sparkno    = s4200
hitsound         = s1,0
guardsound       = s0,6
ground.type      = High
ground.slidetime = 12
ground.hittime   = 15
ground.velocity  = -6
air.velocity     = -2.2,-3.2

[State 251, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;しゃがみ弱パンチ
[Statedef 400]
type     = C
movetype = A
physics  = C
juggle   = 1
poweradd = 10
ctrl     = 0
anim     = 400

[State 400, SE]
type = PlaySnd
trigger1 = time = 1
value = s0,0

[State 400, Hit]
type = HitDef
trigger1 = AnimElem = 2
attr             = C, NA
damage           = 10
animtype         = Light
getpower         = 30,10
guardflag        = L
priority         = 3
pausetime        = 7,8
sparkno          = s4201
sparkxy          = -2,-40
guard.sparkno    = s4200
hitsound         = s0,7
guardsound       = s0,6
ground.type      = Low
ground.slidetime = 4
ground.hittime   = 15
ground.velocity  = -5
air.velocity     = -1.3,-3
down.velocity    = -4,0
down.hittime     = 20

[State 400, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ中パンチ
[Statedef 410]
type     = C
movetype = A
physics  = C
juggle   = 1
poweradd = 60
ctrl     = 0
anim     = 410

[State 410, SE]
type = PlaySnd
trigger1 = Time = 2
value = s0,1

[State 410, Hit]
type = HitDef
trigger1 = AnimElem = 3
attr             = C, NA
animtype         = Medium
damage           = 20
getpower         = 30,10
guardflag        = L
priority         = 4
pausetime        = 10,10
sparkno          = s4201
sparkxy          = -10,-40
guard.sparkno    = s4200
hitsound         = s0,8
guardsound       = s0,6
ground.type      = Low
ground.slidetime = 12
ground.hittime   = 15
ground.velocity  = -5
air.velocity     = -2,-3

[State 410, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ強パンチ
[Statedef 420]
type     = C
movetype = A
physics  = C
juggle   = 1
poweradd = 60
ctrl     = 0
anim     = 420

[State 420, SE]
type = PlaySnd
trigger1 = Time = 2
value = s0,2

[State 420, Hit]
type = HitDef
trigger1 = AnimElem = 3
attr             = C, NA
animtype         = Up
damage           = 30
getpower         = 30,10
guardflag        = L
priority         = 4
pausetime        = 9,10
sparkno          = s4201
sparkxy          = -10,-60
guard.sparkno    = s4200
hitsound         = s0,9
guardsound       = s0,6
ground.type      = High
ground.slidetime = 12
ground.hittime   = 15
ground.velocity  = 0,-9
air.velocity     = 0,-9
fall = 1

;*********************************
[State 420, Change]
type = ChangeState
triggerall = ((AnimElemTime(3) >= 0) && (MoveHit))
trigger1 = command = "holdup"
value = 10010

[State 420, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ弱キック
[Statedef 430]
type     = C
movetype = A
physics  = C
juggle   = 1
poweradd = 10
ctrl     = 0
anim     = 430

[State 430, SE]
type = PlaySnd
trigger1 = time = 1
value = s0,0

[State 430, Hit]
type = HitDef
trigger1 = AnimElem = 2
attr             = C, NA
damage           = 10
animtype         = Light
getpower         = 30,10
guardflag        = L
priority         = 3
pausetime        = 7,8
sparkno          = s4201
sparkxy          = -10,-8
guard.sparkno    = s4200
hitsound         = s0,7
guardsound       = s0,6
ground.type      = Low
ground.slidetime = 4
ground.hittime   = 15
ground.velocity  = -5
air.velocity     = -1.3,-3
down.velocity    = -4,0
down.hittime     = 20

[State 430, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ中キック
[Statedef 440]
type     = C
movetype = A
physics  = C
juggle   = 1
poweradd = 60
ctrl     = 0
anim     = 440

[State 440, SE]
type = PlaySnd
trigger1 = time = 2
value = s0,1

[State 440, Hit]
type = HitDef
trigger1 = AnimElem = 3
attr             = C, NA
animtype         = Medium
damage           = 20
getpower         = 30,10
guardflag        = L
priority         = 4
pausetime        = 11,11
sparkno          = s4201
sparkxy          = -20,-8
guard.sparkno    = s4200
hitsound         = s2,4
guardsound       = s0,6
ground.type      = Low
ground.slidetime = 12
ground.hittime   = 15
ground.velocity  = -5
air.velocity     = -1.3,-3

[State 440, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ強キック
[Statedef 450]
type     = C
movetype = A
physics  = C
juggle   = 1
poweradd = 60
ctrl     = 0
anim     = 450

[State 450, SE]
type = PlaySnd
trigger1 = time = 2
value = s0,2

[State 450, Hit]
type = HitDef
trigger1 = AnimElem = 3
attr             = C, NA
animtype         = Hard
damage           = 30
getpower         = 30,10
guardflag        = L
priority         = 4
pausetime        = 10,15
sparkno          = s4201
sparkxy          = -20,-8
guard.sparkno    = s4200
hitsound         = s1,0
guardsound       = s0,6
ground.type      = Trip
ground.slidetime = 12
ground.hittime   = 15
ground.velocity  = -1,-2
air.velocity     = -1,-2
fall = 1

[State 450, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; ジャンプ弱パンチ
[Statedef 600]
type     = A
movetype = A
physics  = A
juggle   = 1
poweradd = 10
ctrl     = 0
anim     = 600

[State 600, SE]
type = PlaySnd
trigger1 = Time = 1
value = s0,0

[State 600, Hit]
type = HitDef
trigger1 = AnimElem = 2
attr             = A, NA
animtype         = Light
damage           = 10
getpower         = 30,10
guardflag        = HA
priority         = 3
pausetime        = 7,8
sparkno          = s4201
sparkxy          = -10,-50
guard.sparkno    = s4200
hitsound         = s0,7
guardsound       = s0,6
ground.type      = Low
ground.slidetime = 5
ground.hittime   = 5
ground.velocity  = -5
air.velocity     = -1.3,-3

[State 600, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 10005

;---------------------------------------------------------------------------
; ジャンプ中パンチ
[Statedef 610]
type     = A
movetype = A
physics  = A
juggle   = 1
poweradd = 60
ctrl     = 0
anim     = 610

[State 610, SE]
type = PlaySnd
trigger1 = Time = 2
value = s0,1

[State 610, Hit]
type = HitDef
trigger1 = AnimElem = 4
attr             = A, NA
animtype         = Medium
damage           = 10
getpower         = 30,10
guardflag        = HA
priority         = 4
pausetime        = 9,12
sparkno          = s4201
sparkxy          = -10,-40
guard.sparkno    = s4200
hitsound         = s0,8
guardsound       = s0,6
ground.type      = High
ground.slidetime = 9
ground.hittime   = 9
ground.velocity  = -5
air.velocity     = -1.3,-3

[State 610, Hit]
type = HitDef
trigger1 = AnimElem = 5
attr             = A, NA
animtype         = Medium
damage           = 10
getpower         = 30,10
guardflag        = HA
priority         = 4
pausetime        = 9,12
sparkno          = s4201
sparkxy          = -10,-60
guard.sparkno    = s4200
hitsound         = s0,8
guardsound       = s0,6
ground.type      = High
ground.slidetime = 9
ground.hittime   = 9
ground.velocity  = -5
air.velocity     = -1.3,-3

[State 610, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 10005

;---------------------------------------------------------------------------
; ジャンプ強パンチ
[Statedef 620]
type     = A
movetype = A
physics  = A
juggle   = 1
poweradd = 60
ctrl     = 0
anim     = 620

[State 620, SE]
type = PlaySnd
trigger1 = Time = 2
value = s0,2

[State 620, Hit]
type = HitDef
trigger1 = AnimElem = 2
attr             = A, NA
animtype         = Hard
damage           = 30
getpower         = 30,10
guardflag        = HA
priority         = 4
pausetime        = 9,15
sparkno          = s4201
sparkxy          = -10,-45
guard.sparkno    = s4200
hitsound         = s0,9
guardsound       = s0,6
ground.type      = High
ground.slidetime = 9
ground.hittime   = 9
ground.velocity  = -6
air.velocity     = -1.3,-3

[State 620, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 10005

;---------------------------------------------------------------------------
; ジャンプ弱キック
[Statedef 630]
type     = A
movetype = A
physics  = A
juggle   = 1
poweradd = 10
ctrl     = 0
anim     = 630

[State 630, SE]
type = PlaySnd
trigger1 = Time = 1
value = s0,0

[State 630, Hit]
type = HitDef
trigger1 = AnimElem = 2
attr             = A, NA
animtype         = Light
damage           = 10
getpower         = 30,10
guardflag        = HA
priority         = 3
pausetime        = 7,8
sparkno          = s4201
sparkxy          = -10,-10
guard.sparkno    = s4200
hitsound         = s0,7
guardsound       = s0,6
ground.type      = High
ground.slidetime = 5
ground.hittime   = 5
ground.velocity  = -5
air.velocity     = -1.3,-3

[State 630, Change]
type = ChangeState
trigger1 = ((Time > 0) && (Pos Y >= 0))
value = 52

;---------------------------------------------------------------------------
; ジャンプ中キック
[Statedef 640]
type     = A
movetype = A
physics  = A
juggle   = 1
poweradd = 60
ctrl     = 0
anim     = 640

[State 640, SE]
type = PlaySnd
trigger1 = Time = 2
value = s0,1

[State 640, Hit]
type = HitDef
trigger1 = AnimElem = 3
attr             = A, NA
animtype         = Meduim
damage           = 20
getpower         = 30,10
guardflag        = HA
priority         = 4
pausetime        = 9,12
sparkno          = s4201
sparkxy          = -20,-40
guard.sparkno    = s4200
hitsound         = s2,4
guardsound       = s0,6
ground.type      = High
ground.slidetime = 9
ground.hittime   = 9
ground.velocity  = -5
air.velocity     = -1.3,-3

[State 640, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 10005

;---------------------------------------------------------------------------
; ジャンプ強キック
[Statedef 650]
type     = A
movetype = A
physics  = A
juggle   = 1
poweradd = 60
ctrl     = 0
anim     = 650

[State 650, SE]
type = PlaySnd
trigger1 = Time = 2
value = s0,2

[State 650, Hit]
type = HitDef
trigger1 = AnimElem = 3
attr             = A, NA
animtype         = Hard
damage           = 30
getpower         = 30,10
guardflag        = HA
priority         = 4
pausetime        = 9,15
sparkno          = s4201
sparkxy          = -20,-35
guard.sparkno    = s4200
hitsound         = s1,0
guardsound       = s0,6
ground.type      = High
ground.slidetime = 9
ground.hittime   = 9
ground.velocity  = -6
air.velocity     = -1.3,-3

[State 650, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 10005

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; レバー上入れＪ強キック
[Statedef 651]
type     = A
movetype = A
physics  = A
juggle   = 1
poweradd = 60
ctrl     = 0
anim     = 651
;velset   = 0,0

;[State 651, Scroll]
;type = Screenbound
;trigger1 = ((p2movetype = H) && (MoveHit))
;value = 0

[State 651, SE]
type = PlaySnd
trigger1 = Time = 2
value = s0,2

[State 651, Hit]
type = HitDef
trigger1 = AnimElem = 3
attr             = A, NA
animtype         = Hard
damage           = 30
getpower         = 30,10
guardflag        = HA
priority         = 4
pausetime        = 5,6
sparkno          = s4202
sparkxy          = -20,-50
guard.sparkno    = s4200
hitsound         = s1,0
guardsound       = s0,6
ground.type      = High
ground.slidetime = 9
ground.hittime   = 9
ground.velocity  = -10,5
air.velocity     = -10,5
guard.velocity   = -1
airguard.velocity = -1
fall = 1
fall.recover = 0
air.fall = 1

[State 651, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 10005

;===========================================================================
;その他
;===========================================================================
;---------------------------------------------------------------------------
;挑発
[Statedef 10000]
type     = S
movetype = I
physics  = S
poweradd = 100
anim     = 10000
ctrl     = 0

[State 10000, life]
type = LifeAdd
trigger1 = time = 0
value = 10

[State 10000, Ryu Voice]
type = PlaySnd
trigger1 = AnimElem = 3
value = s3,4

[State 10000, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;===========================================================================
;---------------------------------------------------------------------------
;空中技終了後・空中制御可能状態
[Statedef 10005]
type     = A
movetype = I
physics  = A
ctrl     = 1
anim     = 44

[State 10005, Scroll]
type = Screenbound
trigger1 = ((PrevStateNo = 651) && (p2movetype = H) && (MoveHit))
value = 0

[State 10005, Change]
type = ChangeState
trigger1 = ((Time > 0) && (Pos Y >= 0))
value = 52

;===========================================================================
;---------------------------------------------------------------------------
;エリアルレイヴジャンプスタート
[Statedef 10010]
type    = S
physics = S
anim    = 40
ctrl    = 0
sprpriority = 1

[State 10011, System Var]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 10011, System Var]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 10011, System Var]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 10010, Speed]
type = VelSet
triggerall = var(5) = 1
trigger1 = AnimTime = 0
x = const(velocity.jump.fwd.x)
y = -10

[State 10010, Speed]
type = VelSet
triggerall = var(5) != 1
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 = -10

;***********************************
[State 10010, Shibuki]
type = Explod
trigger1 = time = 1
anim = 4100
scale = 1.5,1
postype = p1
pos = 0,0
sprpriority = -1
supermove = 1
ownpal = 1

;***********************************
[State 10010, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;===========================================================================
;---------------------------------------------------------------------------
;スーパージャンプ：開始
[Statedef 10012]
type    = S
physics = S
anim    = 40
ctrl    = 0
sprpriority = 1

[State 10012, System Var]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 10012, System Var]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 10012, System Var]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 10012, Var]
type = VarSet
trigger1 = 1
v = 9
value = 1
IgnoreHitPause = 1
Persistent = 1

[State 10012, Speed]
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 = -15

;***********************************
[State 10012, Zanzou]
type = AfterImage
trigger1 = Time = 0
Time = 70
PalBright   =   0,  0,  0
PalContrast = 255,255,255
Trans = Add
TimeGap  = 2
FrameGap = 1
length = 8

;***********************************
[State 10012, Shibuki]
type = Explod
trigger1 = time = 1
anim = 4100
scale = 1.5,1
postype = p1
pos = 0,0
sprpriority = -1
supermove = 1
ownpal = 1

;***********************************
[State 10012, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;===========================================================================
;---------------------------------------------------------------------------
;セルフオフスクリーン
[Statedef 10020] 
type     = S
movetype = I
physics  = S
ctrl     = 0
anim     = 0
velset   = 0,0

[State 10020, Muteki] ;無敵状態
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 10020, Pos] ;位置設定
type = PosSet
trigger1 = Time >= 0
y = 0

[State 10020, Scroll] ;自分画面スクロールＯＮ・ＯＦＦ
type = Screenbound
trigger1 = 1
value = 0

[state 10020, SprPriority] ;画像表示優先度
type = SprPriority
trigger1 = 1
value = 1

[State 10020, Change]
type = ChangeState
triggerall = Time = 50
trigger1 = 1
value = 10021

;----------------------------------------------------------------------------
;画面復帰
[Statedef 10021]
type    = S
physics = N
anim    = 100
ctrl    = 0

[State 10021, Muteki] ;無敵状態
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 10021, Push] 
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 10021, Scroll]
type = Screenbound
triggerall = Prevstateno = 10020
trigger1 = 1
value = 0

[State 10021, Speed]
type = Velset
trigger1 = Time = 0
x = 10
y = 0

[State 10021, Pos]
type = PosSet
trigger1 = Time >= 0
y = 0

[State 10021, Pos]
type = PosSet
triggerall = facing = 1
trigger1 = Time = 0
x = -170

[State 10021, Pos]
type = PosSet
triggerall = facing = -1
trigger1 = Time = 0
x = 170

[State 10021, NoWalk]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 10021, Zanzou]
type = AfterImage
trigger1 = AnimElem = 1
Time = 8
PalBright   =   0,  0,  0
PalContrast = 255,255,255
Trans = Add
TimeGap  = 2
FrameGap = 1
length = 8

[State 10021, SE]
type = PlaySnd
trigger1 = Time = 1
value = s1,5

[State 10021, Change]
type = Changestate
trigger1 = time = 5
value = 101
ctrl = 1

;===========================================================================
;常時ＯＮのステイト
;===========================================================================
;---------------------------------------------------------------------------
[Statedef -2] ;←コレは消しちゃダメよ
;===========================================================================
;---------------------------------------------------------------------------
;デバッグ表示
[State -2, Debug Display (Over)]
type = DisplayToClipboard
triggerall = var(40) = 0
trigger1 = 1
text = "AI-OFF --- Shouryu=%d, HitCheck=%d, ura=%d, Hold=%d \n"
params = var(39),var(42),var(38),var(44)

[State -2, AI Debug Display (Over)]
type = DisplayToClipboard
triggerall = var(40) = 1
trigger1 = 1
text = "AI-ON !! --- Flag=%d, Weak=%d, Distance X=%d,Y=%d \n"
params = var(5), var(41), floor(P2BodyDist X),floor(P2BodyDist Y)

;***********************************
[State -2, Debug Display (Under)]
type = AppendToClipboard
trigger1 = 1
text = "Proj=%d, D-Time=%d, D-Level=%d --- Pos X=%d,Y=%d"
params = var(43),var(3),var(4),floor(Pos X),floor(Pos Y)

;---------------------------------------------------------------------------
;セルフオフスクリーン
[State -2, Self Off Screen]
type = Changestate
triggerall = Roundstate = [2,3]
trigger1 = ((stateno != 100) && (stateno != 10020) && (movetype != H) && (BackEdgeDist < -50))
value = 10020

;---------------------------------------------------------------------------
;攻撃を食らったら動作中の全残像が消えます
[State -2, Zanzou]
type = AfterImageTime
trigger1 = movetype = H
Time = 0

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = var(4) = 0
ID = 2300

;---------------------------------------------------------------------------
;スーパージャンプ用効果
[State -2, S.J. SpeedAdd]
type = VelAdd
triggerall = var(9) = 1
trigger1 = ((StateNo = 50) && (time > 0))
x = ifelse(var(7)=0,0,ifelse(var(7)>=1,0.08,-0.08))
IgnoreHitPause = 1

[State -2, S.J. Turn]
type = Turn
triggerall = var(9) = 1
trigger1 = ((StateNo = 50) && (p2bodydist X <= -30))

[State -2, S.J. SE]
type = PlaySnd
triggerall = var(9) = 1
trigger1 = ((StateNo = 50) && (Time = 1))
value = s1,6

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;灼熱波動拳のヒット時の炎
[State -2, Fire Effect-1]
type = Explod
trigger1 = (ProjHit1300 = 1)
anim = 1043
scale = 1,1
facing = -1
postype = p2
pos = 0,-70
sprpriority = 2
bindtime = -1
supermove = 1
ownpal = 1
removetime = 48
Random = 10,10
IgnoreHitPause = 1
Persistent = 1

[State -2, Fire Effect-2]
type = Explod
trigger1 = (ProjHit1300 = 1)
anim = 1043
scale = 1,1
facing = -1
postype = p2
pos = -10,-20
sprpriority = 3
bindtime = -1
supermove = 1
ownpal = 1
removetime = 36
Random = 10,10
IgnoreHitPause = 1
Persistent = 1

[State -2, Fire Effect-3]
type = Explod
trigger1 = (ProjHit1300 = 1)
anim = 1043
scale = 1,1
facing = -1
postype = p2
pos = 0,-90
sprpriority = -1
bindtime = -1
supermove = 1
ownpal = 1
removetime = 40
Random = 10,10
IgnoreHitPause = 1
Persistent = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 変数セットアップ
;---------------------------------------------------------------------------
;スーパージャンプのフラグ
[State -2, Super Jump Reset]
type = VarSet
trigger1 = StateNo != 50
trigger2 = ((StateNo = 50) && (command != "holdfwd")) || ((StateNo = 50) && (command != "holdback"))
v = 7
value = 0
ignorehitpause = 1
Persistent = 1

[State -2, Var]
type = VarSet
triggerall = ((var(9) = 1) && (StateNo = 50))
trigger1 = command = "holdfwd"
v = 7
value = 1
IgnoreHitPause = 1
Persistent = 1

[State -2, Var]
type = VarSet
triggerall = ((var(9) = 1) && (StateNo = 50))
trigger1 = command = "holdback"
v = 7
value = -1
IgnoreHitPause = 1
Persistent = 1

[State -2, S.J. Key Flag]
type = VarSet
trigger1 = StateNo != 50
v = 9
value = 0
IgnoreHitPause = 1
Persistent = 1

;---------------------------------------------------------------------------
;電刃波動拳のフラグ関係
[State -2, VarSet]
type = VarSet
triggerall = StateNo != [2300,2301]
trigger1 = 1
v = 3
value = 0
ignorehitpause = 1
Persistent = 1

[State -2, VarSet]
type = VarSet
triggerall = StateNo != [2300,2301]
trigger1 = 1
v = 4
value = 0
ignorehitpause = 1
Persistent = 1

[State -2, VarSet]
type = VarSet
triggerall = StateNo = [2300,2301]
trigger1 = var(3) = [0,149]
v = 4
value = 1
ignorehitpause = 1
Persistent = 1

[State -2, VarSet]
type = VarSet
triggerall = StateNo = [2300,2301]
trigger1 = var(3) = [150,299]
v = 4
value = 2
ignorehitpause = 1
Persistent = 1

[State -2, VarSet]
type = VarSet
triggerall = StateNo = [2300,2301]
trigger1 = var(3) >= 300
v = 4
value = 3
ignorehitpause = 1
Persistent = 1

;---------------------------------------------------------------------------
;裏テクニック
[State -2, Ura-Waza]
type = VarSet
trigger1 = 1
v = 38
value = 0
ignorehitpause = 1
Persistent = 1

[State -2, Ura-Waza]
type = VarSet
triggerall = StateNo = 700
trigger1 = 1
v = 38
value = 1
ignorehitpause = 1
Persistent = 1

;---------------------------------------------------------------------------
;昇龍拳のヒットチェック
[State -2, Shouryuken HitCheck]
type = VarSet
triggerall = RoundState = 2
trigger1 = ((StateNo != 1100) || (StateNo != 1101))
trigger2 = ((StateNo != 1110) || (StateNo != 1111))
trigger3 = ((StateNo != 1120) || (StateNo != 1121))
v = 39
value = 0
ignorehitpause = 1
Persistent = 1

[State -2, Shouryuken HitCheck]
type = VarSet
triggerall = RoundState = 2
trigger1 = ((StateNo = 1100) && (MoveHit))
v = 39
value = 1
ignorehitpause = 1
Persistent = 1

[State -2, Shouryuken HitCheck]
type = VarSet
triggerall = RoundState = 2
trigger1 = ((StateNo = 1110) && (MoveHit))
v = 39
value = 2
ignorehitpause = 1
Persistent = 1

[State -2, Shouryuken HitCheck]
type = VarSet
triggerall = RoundState = 2
trigger1 = ((StateNo = 1120) && (MoveHit))
v = 39
value = 3
ignorehitpause = 1
Persistent = 1

;---------------------------------------------------------------------------
;飛び道具のヒットチェック
[State -2, Projectile HitCheck-1] ;Projectileを出していない時は、常に０の値になってます。
type = VarSet
triggerall = RoundState = 2
trigger1 = 1
v = 42
value = 0
ignorehitpause = 1
Persistent = 1

[State -2, Projectile HitCheck-2] ;地上でProjectileがヒット（ガード含む）すれば１の値になる。
type = VarSet
triggerall = StateType != A
trigger1 = ProjContact = 1
v = 42
value = 1
ignorehitpause = 1
Persistent = 1

[State -2, Projectile HitCheck-3] ;空中でヒット（ガード含む）したなら２の値になる。
type = VarSet
triggerall = StateType = A
trigger1 = ProjContact = 1
v = 42
value = 2
ignorehitpause = 1
Persistent = 1

;---------------------------------------------------------------------------
;飛び道具の風しぶき用フラグ
[State -2, Projectile Shibuki]
type = VarSet
trigger1 = NumProjID(1000) = 0
v = 43
value = 0
ignorehitpause = 1
Persistent = 1

[State -2, Projectile Shibuki]
type = VarSet
trigger1 = NumProjID(1000) >= 1
v = 43
value = 1
ignorehitpause = 1
Persistent = 1

;---------------------------------------------------------------------------
;押しっぱなしフラグ
[State -2, Hold-Push FlagReset]
type = VarSet
trigger1 = 1
v = 44
value = 0
ignorehitpause = 1
Persistent = 1

[State -2, Denjin-Flag]
type = VarSet
trigger1 = ((StateNo = 2300) && (command = "hold_x"))
trigger2 = ((StateNo = 2300) && (command = "hold_y"))
trigger3 = ((StateNo = 2300) && (command = "hold_z"))
v = 44
value = 1
ignorehitpause = 1
Persistent = 1

;-------------------------------------------------------------------------------------------
; 上記ステイトナンバーがcommon登録されていた場合、commonは無効になります。
; 特殊なキャラでない限り、commonステイトは本体付属の「　common1.cns　」を使用してください。
;===========================================================================================
;===========================================================================================
;===========================================================================================
;===========================================================================================
;===========================================================================================
