; Chotto-Ko Ryu cns file No.3
;===========================================================================
; 必殺技
;===========================================================================
;---------------------------------------------------------------------------
;波動拳：弱
[Statedef 1000]
type     = S
movetype = A
physics  = S
juggle   = 1
poweradd = 60
ctrl     = 0
anim     = 1000
velset   = 0,0

;***********************************
[State 1000, Width]
type = Width
trigger1 = ((AnimElemTime(1) > 0) && (AnimElemTime(18) < 0))
value = 15,-5

;***********************************
[State 1000, Helper]
type = Helper
trigger1 = AnimElemTime(4) = 0
name = "Hokori"
stateno = 9000
ID = 9000
pos = 40,0
keyctrl = 0
postype = p1
ownpal = 1
persistent = 0
size.xscale = 1
size.yscale = 1

;***********************************
;[State 1000, Ki]
;type = Explod
;trigger1 = AnimElemTime(1) = 0
;anim = 1003
;scale = 1,1
;postype = p1
;pos = 0,0
;sprpriority = 3
;supermove = 1
;ownpal = 1

[State 1000, Shibuki]
type = Explod
trigger1 = time = 4
anim = 4101
scale = 1,1
postype = p1
pos = 30,0
sprpriority = 4
supermove = 1
ownpal = 1

[State 1000, RingShibuki]
type = Explod
trigger1 = time = 4
anim = 4100
scale = 1,1
postype = p1
pos = 0,0
sprpriority = -1
supermove = 1
ownpal = 1

;***********************************
[State 1000, Ryu Voice]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,9

[State 1000, SE]
type = PlaySnd
trigger1 = AnimElem = 4
value = s0,3

;***********************************
[State 1000, Force]
type = Projectile
trigger1 = AnimElem = 4
attr             = S, SP
offset           = 95,-53
velocity         = 3.5,0
damage           = ceil(90+(GameTime%2*10/2)),9
getpower         = 30,10
animtype         = Hard
pausetime        = 0,9
;-----------------------------------
projID           = 1000
projanim         = 1001
projhitanim      = 1002
projremanim      = 1002
projscale        = 1,1
projshadow       = -1,-1,-1
projhits         = 1
projmisstime     = 1
projpriority     = 4
projremovetime   = -1
;-----------------------------------
guardflag        = MA
priority         = 3
sparkno          = s4202
guard.sparkno    = s4200
hitsound         = s1,2
guardsound       = s0,6
ground.type      = High
ground.slidetime = 14
ground.hittime   = 16
ground.velocity  = -6,0
air.velocity     = -1,-5
air.animtype     = Back
air.juggle       = 1

;***********************************
[State 1000, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;波動拳：中
[Statedef 1010]
type     = S
movetype = A
physics  = S
juggle   = 1
poweradd = 60
ctrl     = 0
anim     = 1000
velset   = 0,0

;***********************************
[State 1010, Width]
type = Width
trigger1 = ((AnimElemTime(1) > 0) && (AnimElemTime(18) < 0))
value = 17,-5

;***********************************
[State 1010, Helper]
type = Helper
trigger1 = AnimElemTime(4) = 0
name = "Hokori"
stateno = 9000
ID = 9000
pos = 40,0
keyctrl = 0
postype = p1
ownpal = 1
persistent = 0
size.xscale = 1
size.yscale = 1

;***********************************
;[State 1010, Ki]
;type = Explod
;trigger1 = AnimElemTime(1) = 0
;anim = 1003
;scale = 1,1
;postype = p1
;pos = 0,0
;sprpriority = 3
;supermove = 1
;ownpal = 1

[State 1010, Shibuki]
type = Explod
trigger1 = time = 4
anim = 4101
scale = 1,1
postype = p1
pos = 30,0
sprpriority = 4
supermove = 1
ownpal = 1

[State 1010, RingShibuki]
type = Explod
trigger1 = time = 4
anim = 4100
scale = 1,1
postype = p1
pos = 0,0
sprpriority = -1
supermove = 1
ownpal = 1

;***********************************
[State 1010, Ryu Voice]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,9

[State 1010, SE]
type = PlaySnd
trigger1 = AnimElem = 4
value = s0,3

;***********************************
[State 1010, Force]
type = Projectile
trigger1 = AnimElem = 4
attr             = S, SP
offset           = 95,-53
velocity         = 5,0
damage           = ceil(95+(GameTime%2*10/2)),9
getpower         = 30,10
animtype         = Hard
pausetime        = 0,9
;-----------------------------------
projID           = 1000
projanim         = 1001
projhitanim      = 1002
projremanim      = 1002
projscale        = 1,1
projshadow       = -1,-1,-1
projhits         = 1
projmisstime     = 1
projpriority     = 4
projremovetime   = -1
;-----------------------------------
guardflag        = MA
priority         = 3
sparkno          = s4202
guard.sparkno    = s4200
hitsound         = s1,2
guardsound       = s0,6
ground.type      = High
ground.slidetime = 14
ground.hittime   = 16
ground.velocity  = -6,0
air.velocity     = -1,-5
air.animtype     = Back
air.juggle       = 1

;***********************************
[State 1010, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;波動拳：強
[Statedef 1020]
type     = S
movetype = A
physics  = S
juggle   = 1
poweradd = 60
ctrl     = 0
anim     = 1000
velset   = 0,0

;***********************************
[State 1020, Width]
type = Width
trigger1 = ((AnimElemTime(1) > 0) && (AnimElemTime(18) < 0))
value = 17,-5

;***********************************
[State 1020, Helper]
type = Helper
trigger1 = AnimElemTime(4) = 0
name = "Hokori"
stateno = 9000
ID = 9000
pos = 40,0
keyctrl = 0
postype = p1
ownpal = 1
persistent = 0
size.xscale = 1
size.yscale = 1

;***********************************
;[State 1020, Ki]
;type = Explod
;trigger1 = AnimElemTime(1) = 0
;anim = 1003
;scale = 1,1
;postype = p1
;pos = 0,0
;sprpriority = 3
;supermove = 1
;ownpal = 1

[State 1020, Shibuki]
type = Explod
trigger1 = time = 4
anim = 4101
scale = 1,1
postype = p1
pos = 30,0
sprpriority = 4
supermove = 1
ownpal = 1

[State 1020, RingShibuki]
type = Explod
trigger1 = time = 4
anim = 4100
scale = 1,1
postype = p1
pos = 0,0
sprpriority = -1
supermove = 1
ownpal = 1

;***********************************
[State 1020, Ryu Voice]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,9

[State 1020, SE]
type = PlaySnd
trigger1 = AnimElem = 4
value = s0,3

;***********************************
[State 1020, Force]
type = Projectile
trigger1 = AnimElem = 4
attr             = S, SP
offset           = 95,-53
velocity         = 6.5,0
damage           = ceil(100+(GameTime%2*10/2)),10
getpower         = 30,10
animtype         = Hard
pausetime        = 0,9
;-----------------------------------
projID           = 1000
projanim         = 1001
projhitanim      = 1002
projremanim      = 1002
projscale        = 1,1
projshadow       = -1,-1,-1
projhits         = 1
projmisstime     = 1
projpriority     = 4
projremovetime   = -1
;-----------------------------------
guardflag        = MA
priority         = 3
sparkno          = s4202
guard.sparkno    = s4200
hitsound         = s1,2
guardsound       = s0,6
ground.type      = High
ground.slidetime = 14
ground.hittime   = 16
ground.velocity  = -6,0
air.velocity     = -1,-5
air.animtype     = Back
air.juggle       = 1

;***********************************
[State 1020, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;===========================================================================
;---------------------------------------------------------------------------
;空中波動拳：弱
[Statedef 1030]
type     = A
movetype = A
physics  = A
juggle   = 1
poweradd = 60
ctrl     = 0
anim     = 1010
;velset   = 0,0

;***********************************
[State 1030, Width]
type = Width
trigger1 = ((AnimElemTime(1) > 0) && (AnimElemTime(18) < 0))
value = 15,-5

[State 1030, Speed]
type = VelSet
trigger1 = 1
y = 0.1

[State 1030, Speed]
type = VelMul
trigger1 = 1
x = 0.1

;***********************************
;[State 1030, Ki]
;type = Explod
;trigger1 = AnimElemTime(1) = 0
;anim = 1003
;scale = 1,1
;postype = p1
;pos = 0,0
;sprpriority = 3
;supermove = 1
;ownpal = 1

;***********************************
[State 1030, Ryu Voice]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,9

[State 1030, SE]
type = PlaySnd
trigger1 = AnimElem = 4
value = s0,3

;***********************************
[State 1030, Force]
type = Projectile
trigger1 = AnimElem = 4
attr             = A, SP
offset           = 95,-53
velocity         = 3.5,0
damage           = ceil(90+(GameTime%2*10/2)),9
getpower         = 30,10
animtype         = Hard
pausetime        = 0,9
;-----------------------------------
projID           = 1000
projanim         = 1001
projhitanim      = 1002
projremanim      = 1002
projscale        = 1,1
projshadow       = -1,-1,-1
projhits         = 1
projmisstime     = 1
projpriority     = 4
projremovetime   = -1
;-----------------------------------
guardflag        = MA
priority         = 3
sparkno          = s4202
guard.sparkno    = s4200
hitsound         = s1,2
guardsound       = s0,6
ground.type      = High
ground.slidetime = 14
ground.hittime   = 16
ground.velocity  = -6,0
air.velocity     = -1,-5
air.animtype     = Back
air.juggle       = 1

;***********************************
[State 1030, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 10005

;---------------------------------------------------------------------------
;空中波動拳：中
[Statedef 1040]
type     = A
movetype = A
physics  = A
juggle   = 1
poweradd = 60
ctrl     = 0
anim     = 1010
;velset   = 0,0

;***********************************
[State 1040, Width]
type = Width
trigger1 = ((AnimElemTime(1) > 0) && (AnimElemTime(18) < 0))
value = 15,-5

[State 1040, Speed]
type = VelSet
trigger1 = 1
y = 0.1

[State 1040, Speed]
type = VelMul
trigger1 = 1
x = 0.1

;***********************************
;[State 1040, Ki]
;type = Explod
;trigger1 = AnimElemTime(1) = 0
;anim = 1003
;scale = 1,1
;postype = p1
;pos = 0,0
;sprpriority = 3
;supermove = 1
;ownpal = 1

;***********************************
[State 1040, Ryu Voice]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,9

[State 1040, SE]
type = PlaySnd
trigger1 = AnimElem = 4
value = s0,3

;***********************************
[State 1040, Force]
type = Projectile
trigger1 = AnimElem = 4
attr             = A, SP
offset           = 95,-53
velocity         = 5,0
damage           = ceil(95+(GameTime%2*10/2)),9
getpower         = 30,10
animtype         = Hard
pausetime        = 0,9
;-----------------------------------
projID           = 1000
projanim         = 1001
projhitanim      = 1002
projremanim      = 1002
projscale        = 1,1
projshadow       = -1,-1,-1
projhits         = 1
projmisstime     = 1
projpriority     = 4
projremovetime   = -1
;-----------------------------------
guardflag        = MA
priority         = 3
sparkno          = s4202
guard.sparkno    = s4200
hitsound         = s1,2
guardsound       = s0,6
ground.type      = High
ground.slidetime = 14
ground.hittime   = 16
ground.velocity  = -6,0
air.velocity     = -1,-5
air.animtype     = Back
air.juggle       = 1

;***********************************
[State 1040, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 10005

;---------------------------------------------------------------------------
;空中波動拳：強
[Statedef 1050]
type     = A
movetype = A
physics  = A
juggle   = 1
poweradd = 60
ctrl     = 0
anim     = 1010
;velset   = 0,0

;***********************************
[State 1050, Width]
type = Width
trigger1 = ((AnimElemTime(1) > 0) && (AnimElemTime(18) < 0))
value = 15,-5

[State 1050, Speed]
type = VelSet
trigger1 = 1
y = 0.1

[State 1050, Speed]
type = VelMul
trigger1 = 1
x = 0.1

;***********************************
;[State 1050, Ki]
;type = Explod
;trigger1 = AnimElemTime(1) = 0
;anim = 1003
;scale = 1,1
;postype = p1
;pos = 0,0
;sprpriority = 3
;supermove = 1
;ownpal = 1

;***********************************
[State 1050, Ryu Voice]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,9

[State 1050, SE]
type = PlaySnd
trigger1 = AnimElem = 4
value = s0,3

;***********************************
[State 1050, Force]
type = Projectile
trigger1 = AnimElem = 4
attr             = A, SP
offset           = 95,-53
velocity         = 6.5,0
damage           = ceil(100+(GameTime%2*10/2)),10
getpower         = 30,10
animtype         = Hard
pausetime        = 0,9
;-----------------------------------
projID           = 1000
projanim         = 1001
projhitanim      = 1002
projremanim      = 1002
projscale        = 1,1
projshadow       = -1,-1,-1
projhits         = 1
projmisstime     = 1
projpriority     = 4
projremovetime   = -1
;-----------------------------------
guardflag        = MA
priority         = 3
sparkno          = s4202
guard.sparkno    = s4200
hitsound         = s1,2
guardsound       = s0,6
ground.type      = High
ground.slidetime = 14
ground.hittime   = 16
ground.velocity  = -6,0
air.velocity     = -1,-5
air.animtype     = Back
air.juggle       = 1

;***********************************
[State 1050, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 10005

;===========================================================================
;---------------------------------------------------------------------------
;昇龍拳：弱
[Statedef 1100]
type     = S
movetype = A
physics  = S
juggle   = 1
poweradd = 60
ctrl     = 0
anim     = 1020
velset   = 0,0

[State 1100, Muteki]
type = NotHitBy
trigger1 = time >= 0
value = SCA
time = 1

[State 1100, Stop]
type = PosSet
trigger1 = Time >= 0
y = 0

;***********************************
[State 1100, Shibuki]
type = Explod
trigger1 = time = 4
anim = 4101
scale = 1,1
postype = p1
pos = 20,0
sprpriority = 4
supermove = 1
ownpal = 1

[State 1100, RingShibuki]
type = Explod
trigger1 = time = 4
anim = 4100
scale = 1,1
postype = p1
pos = 0,0
sprpriority = -1
supermove = 1
ownpal = 1

;***********************************
[State 1100, Hit]
type = HitDef
trigger1 = AnimElem = 2
attr             = S, SA
animtype         = Back
damage           = ceil(100+(GameTime%2*10/2)),10
getpower         = 30,10
guardflag        = MA
priority         = 3
pausetime        = 10,14
sparkno          = s4202
sparkxy          = -10,-58
guard.sparkno    = s4200
hitsound         = s1,1
guardsound       = s0,6
ground.type      = Low
ground.slidetime = 15
ground.hittime   = 15
ground.velocity  = -3,-10
air.velocity     = -3,-10
fall.yvelocity = -2.5
fall = 1
yaccel = 0.6
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

;***********************************
[State 1100, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 1101

;--------------------------------------------
;昇龍拳：弱・上昇下降
[Statedef 1101]
type     = A
movetype = A
physics  = N
juggle   = 1
poweradd = 0
ctrl     = 0
anim     = 1021

[State 1101, Shouryuken HitCheck]
type = VarSet
triggerall = var(39) = 1
trigger1 = time >= 0
v = 39
value = 1
ignorehitpause = 1
Persistent = 1

[State 1101, Muteki]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 11

[State 1101, Type]
type = StateTypeSet
triggerall = var(39) = 1
trigger1 = 1
MoveType = I

;***********************************
[State 1101, Speed]
type = VelSet
trigger1 = Time = 0
;x = 3
y = -6

[State 1101, PosAdd]
type = PosAdd
trigger1 = Time = [0,3]
x = 6

[State 1101, PosAdd]
type = PosAdd
trigger1 = Time = [4,8]
x = 3

[State 1101, Speed]
type = VelSet
trigger1 = Time >= 9
x = 0

[State 1101, SpeedAdd]
type = VelAdd
trigger1 = Time <= 10
y = 0.3

[State 1101, SpeedAdd]
type = VelAdd
trigger1 = Time >= 11
y = 0.7

;***********************************
[State 1101, Ryu Voice]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s4,0

[State 1101, SE]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s0,2

;***********************************
[State 1101, Hit]
type = HitDef
trigger1 = AnimElem = 1
attr             = A, SA
animtype         = Back
damage           = ceil(30+(GameTime%2*10/2)),3
getpower         = 30,10
guardflag        = MA
priority         = 3
pausetime        = 10,14
sparkno          = s4202
sparkxy          = -10,-70
guard.sparkno    = s4200
hitsound         = s1,1
guardsound       = s0,6
ground.type      = Low
ground.slidetime = 15
ground.hittime   = 15
ground.velocity  = -3,-10
air.velocity     = -3,-10
fall.yvelocity = -2.5
fall = 1
yaccel = 0.6
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1101, Change]
type = ChangeState
trigger1 = ((Time > 0) && (Pos Y >= 0))
value = 1102

;--------------------------------------------
;昇龍拳：着地
[Statedef 1102]
type     = S
movetype = I
physics  = N
ctrl     = 0
anim     = 1022
velset   = 0,0

[State 1102, Stop-1]
type = VelSet
trigger1 = Time >= 0
y = 0

[State 1102, Stop-2]
type = PosSet
trigger1 = Time >= 0
y = 0

;***********************************
[State 1102, Shibuki]
type = Explod
trigger1 = time = 0
anim = 4100
scale = 1,1
pos = 0,0
postype = p1
sprpriority = -1
ownpal = 1

;***********************************
[State 1102, SE]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s1,7

;***********************************
[State 1102, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;昇龍拳：中
[Statedef 1110]
type     = S
movetype = A
physics  = S
juggle   = 1
poweradd = 60
ctrl     = 0
anim     = 1020
velset   = 0,0

[State 1110, Muteki]
type = NotHitBy
trigger1 = time >= 0
value = SCA
time = 1

[State 1110, Stop]
type = PosSet
trigger1 = Time >= 0
y = 0

;***********************************
[State 1110, Shibuki]
type = Explod
trigger1 = time = 4
anim = 4101
scale = 1,1
postype = p1
pos = 20,0
sprpriority = 4
supermove = 1
ownpal = 1

[State 1110, RingShibuki]
type = Explod
trigger1 = time = 4
anim = 4100
scale = 1,1
postype = p1
pos = 0,0
sprpriority = -1
supermove = 1
ownpal = 1

;***********************************
[State 1110, Hit]
type = HitDef
trigger1 = AnimElem = 2
attr             = S, SA
animtype         = Back
damage           = ceil(105+(GameTime%2*10/2)),10
getpower         = 30,10
guardflag        = MA
priority         = 3
pausetime        = 10,14
sparkno          = s4202
sparkxy          = -10,-58
guard.sparkno    = s4200
hitsound         = s1,1
guardsound       = s0,6
ground.type      = Low
ground.slidetime = 9
ground.hittime   = 9
ground.velocity  = -4,-10
air.velocity     = -4,-10
fall.yvelocity = -2.5
fall = 1
yaccel = 0.6
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

;***********************************
[State 1110, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 1111

;--------------------------------------------
;昇龍拳：中・上昇下降
[Statedef 1111]
type     = A
movetype = A
physics  = N
juggle   = 1
poweradd = 0
ctrl     = 0
anim     = 1021

[State 1111, Shouryuken HitCheck]
type = VarSet
triggerall = var(39) = 2
trigger1 = time >= 0
v = 39
value = 2
ignorehitpause = 1
Persistent = 1

[State 1111, Muteki]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 11

[State 1111, Type]
type = StateTypeSet
triggerall = var(39) = 2
trigger1 = 1
MoveType = I

;***********************************
[State 1111, Speed]
type = VelSet
trigger1 = Time = 0
;x = 5
y = -9

[State 1111, Speed]
type = VelSet
trigger1 = Time = 5
;x = 1.5
y = -7.5

[State 1111, PosAdd]
type = PosAdd
trigger1 = Time = [0,3]
x = 8

[State 1111, PosAdd]
type = PosAdd
trigger1 = Time = [4,8]
x = 6

[State 1111, Speed]
type = VelSet
trigger1 = Time >= 9
x = 0

[State 1111, SpeedAdd]
type = VelAdd
trigger1 = Time <= 10
y = 0.3

[State 1111, SpeedAdd]
type = VelAdd
trigger1 = Time >= 11
y = 0.7

;***********************************
[State 1111, Ryu Voice]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s4,0

[State 1111, SE]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s0,2

;***********************************
[State 1111, Hit]
type = HitDef
trigger1 = AnimElem = 1
attr             = A, SA
animtype         = Back
damage           = ceil(35+(GameTime%2*10/2)),3
getpower         = 30,10
guardflag        = MA
priority         = 3
pausetime        = 10,14
sparkno          = s4202
sparkxy          = -10,-70
guard.sparkno    = s4200
hitsound         = s1,1
guardsound       = s0,6
ground.type      = Low
ground.slidetime = 9
ground.hittime   = 9
ground.velocity  = -4,-10
air.velocity     = -4,-10
fall.yvelocity = -2.5
fall = 1
yaccel = 0.6
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1111, Change]
type = ChangeState
trigger1 = ((Time > 0) && (Pos Y >= 0))
value = 1102

;---------------------------------------------------------------------------
;昇龍拳：強
[Statedef 1120]
type     = S
movetype = A
physics  = S
juggle   = 1
poweradd = 60
ctrl     = 0
anim     = 1020
velset   = 0,0

[State 1120, Muteki]
type = NotHitBy
trigger1 = time >= 0
value = SCA
time = 1

[State 1120, Stop]
type = PosSet
trigger1 = Time >= 0
y = 0

;***********************************
[State 1120, Shibuki]
type = Explod
trigger1 = time = 4
anim = 4101
scale = 1,1
postype = p1
pos = 20,0
sprpriority = 4
supermove = 1
ownpal = 1

[State 1120, RingShibuki]
type = Explod
trigger1 = time = 4
anim = 4100
scale = 1,1
postype = p1
pos = 0,0
sprpriority = -1
supermove = 1
ownpal = 1

;***********************************
[State 1120, Hit]
type = HitDef
trigger1 = AnimElem = 2
attr             = S, SA
animtype         = Back
damage           = ceil(110+(GameTime%2*10/2)),11
getpower         = 30,10
guardflag        = MA
priority         = 3
pausetime        = 10,14
sparkno          = s4202
sparkxy          = -10,-58
guard.sparkno    = s4200
hitsound         = s1,1
guardsound       = s0,6
ground.type      = Low
ground.slidetime = 9
ground.hittime   = 9
ground.velocity  = -5,-10
air.velocity     = -5,-10
fall.yvelocity = -2.5
fall = 1
yaccel = 0.6
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

;***********************************
[State 1120, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 1121

;--------------------------------------------
;昇龍拳：強・上昇下降
[Statedef 1121]
type     = A
movetype = A
physics  = N
juggle   = 1
poweradd = 0
ctrl     = 0
anim     = 1021

[State 1121, Shouryuken HitCheck]
type = VarSet
triggerall = var(39) = 3
trigger1 = time >= 0
v = 39
value = 3
ignorehitpause = 1
Persistent = 1

[State 1121, Muteki]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 11

[State 1121, Type]
type = StateTypeSet
triggerall = var(39) = 3
trigger1 = 1
MoveType = I

;***********************************
[State 1121, Speed]
type = VelSet
trigger1 = Time = 0
x = 5
y = -0.8

[State 1121, Speed]
type = VelSet
trigger1 = Time = 1
x = 2
y = -15

[State 1121, Speed]
type = VelSet
trigger1 = Time = 5
x = 0.5
y = -10

[State 1121, PosAdd]
type = PosAdd
trigger1 = Time = [0,1]
x = 15

[State 1121, PosAdd]
type = PosAdd
trigger1 = Time = [2,9]
x = 6

[State 1121, Speed]
type = VelSet
trigger1 = Time >= 15
x = 0

[State 1121, SpeedAdd]
type = VelAdd
trigger1 = Time <= 10
y = 0.5

[State 1121, SpeedAdd]
type = VelAdd
trigger1 = Time >= 11
y = 0.7

;***********************************
[State 1121, Ryu Voice]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s4,0

[State 1121, SE]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s0,2

;***********************************
[State 1121, Hit]
type = HitDef
trigger1 = AnimElem = 1
attr             = A, SA
animtype         = Back
damage           = ceil(40+(GameTime%2*10/2)),4
getpower         = 30,10
guardflag        = MA
priority         = 3
pausetime        = 10,14
sparkno          = s4202
sparkxy          = -10,-70
guard.sparkno    = s4200
hitsound         = s1,1
guardsound       = s0,6
ground.type      = Low
ground.slidetime = 9
ground.hittime   = 9
ground.velocity  = -5,-10
air.velocity     = -5,-10
fall.yvelocity = -2.5
fall = 1
yaccel = 0.6
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1121, Change]
type = ChangeState
trigger1 = ((Time > 0) && (Pos Y >= 0))
value = 1102

;===========================================================================
;---------------------------------------------------------------------------
;竜巻旋風脚：弱
[Statedef 1200]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 60
ctrl     = 0
anim     = 1030
velset   = 0,0

[State 1200, Stop]
type = PosSet
trigger1 = Time >= 0
y = 0

;***********************************
[State 1200, Shibuki]
type = Explod
trigger1 = time = 1
anim = 4101
scale = 1,1
postype = p1
pos = 30,0
sprpriority = 4
supermove = 1
ownpal = 1

[State 1200, RingShibuki]
type = Explod
trigger1 = time = 1
anim = 4100
scale = 1,1
postype = p1
pos = 0,0
sprpriority = -1
supermove = 1
ownpal = 1

;***********************************
[State 1200, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 1201

;--------------------------------------------
;竜巻旋風脚：弱・移動攻撃
[Statedef 1201]
type     = A
movetype = A
physics  = N
juggle   = 1
poweradd = 0
ctrl     = 0
anim     = 1031

;***********************************
[State 1201, Speed]
type = VelSet
trigger1 = Time = 0
x = 3
y = -3.6

[State 1201, SpeedAdd]
type = VelAdd
trigger1 = Time > 0
y = 0.3

;***********************************
[State 1201, Ryu Voice]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s4,3

[State 1201, SE]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s0,1

;***********************************
[State 1201, Hit]
type = HitDef
trigger1 = AnimElem = 4
attr             = A, SA
animtype         = Back
damage           = ceil(80+(GameTime%2*10/2)),8
getpower         = 30,10
guardflag        = MA
priority         = 3
pausetime        = 10,10
sparkno          = s4202
sparkxy          = -10,-60
guard.sparkno    = s4200
hitsound         = s1,0
guardsound       = s0,6
ground.type      = High
ground.slidetime = 9
ground.hittime   = 15
ground.velocity  = -8,-5
air.velocity     = -8,-5
fall.yvelocity = -2.5
fall = 1
yaccel = 0.6
envshake.time = 4
envshake.ampl = 6
envshake.freq = 100

;***********************************
[State 1201, Change]
type = ChangeState
trigger1 = Time > 13
value = 1202

;--------------------------------------------
;竜巻旋風脚：攻撃終了後移動
[Statedef 1202]
type     = A
movetype = I
physics  = N
juggle   = 1
poweradd = 0
ctrl     = 0
anim     = 1032

[State 1202, Gravity]
type = Gravity
trigger1 = 1
IgnoreHitPause = 1
Persistent = 1

;***********************************
[State 1201, Change]
type = ChangeState
trigger1 = ((Time > 0) && (Pos Y >= 0))
value = 52

;---------------------------------------------------------------------------
;竜巻旋風脚：中
[Statedef 1210]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 60
ctrl     = 0
anim     = 1030
velset   = 0,0

[State 1210, Stop]
type = PosSet
trigger1 = Time >= 0
y = 0

;***********************************
[State 1210, Shibuki]
type = Explod
trigger1 = time = 1
anim = 4101
scale = 1,1
postype = p1
pos = 30,0
sprpriority = 4
supermove = 1
ownpal = 1

[State 1210, RingShibuki]
type = Explod
trigger1 = time = 1
anim = 4100
scale = 1,1
postype = p1
pos = 0,0
sprpriority = -1
supermove = 1
ownpal = 1

;***********************************
[State 1210, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 1211

;--------------------------------------------
;竜巻旋風脚：中・移動攻撃
[Statedef 1211]
type     = A
movetype = A
physics  = N
juggle   = 1
poweradd = 0
ctrl     = 0
anim     = 1031

;***********************************
[State 1211, Speed]
type = VelSet
trigger1 = Time = 0
x = 4
y = -3.3

[State 1211, SpeedAdd]
type = VelAdd
trigger1 = Time > 0
y = 0.2

;***********************************
[State 1211, Ryu Voice]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s4,3

[State 1211, SE]
type = PlaySnd
trigger1 = Time = 7
trigger2 = Time = 15
value = s0,1

;***********************************
[State 1211, Hit]
type = HitDef
trigger1 = AnimElem = 4
attr             = A, SA
animtype         = Back
damage           = ceil(85+(GameTime%2*10/2)),8
getpower         = 30,10
guardflag        = MA
priority         = 3
pausetime        = 10,10
sparkno          = s4202
sparkxy          = -10,-60
guard.sparkno    = s4200
hitsound         = s1,0
guardsound       = s0,6
ground.type      = High
ground.slidetime = 9
ground.hittime   = 15
ground.velocity  = -9,-5
air.velocity     = -9,-5
fall.yvelocity = -2.5
fall = 1
yaccel = 0.6
envshake.time = 4
envshake.ampl = 6
envshake.freq = 100

;***********************************
[State 1211, Change]
type = ChangeState
trigger1 = Time > 21
value = 1202

;---------------------------------------------------------------------------
;竜巻旋風脚：強
[Statedef 1220]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 60
ctrl     = 0
anim     = 1030
velset   = 0,0

[State 1220, Stop]
type = PosSet
trigger1 = Time >= 0
y = 0

;***********************************
[State 1220, Shibuki]
type = Explod
trigger1 = time = 1
anim = 4101
scale = 1,1
postype = p1
pos = 30,0
sprpriority = 4
supermove = 1
ownpal = 1

[State 1220, RingShibuki]
type = Explod
trigger1 = time = 1
anim = 4100
scale = 1,1
postype = p1
pos = 0,0
sprpriority = -1
supermove = 1
ownpal = 1

;***********************************
[State 1220, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 1221

;--------------------------------------------
;竜巻旋風脚：中・移動攻撃
[Statedef 1221]
type     = A
movetype = A
physics  = N
juggle   = 1
poweradd = 0
ctrl     = 0
anim     = 1031

;***********************************
[State 1221, Speed]
type = VelSet
trigger1 = Time = 0
x = 6
y = -3

[State 1221, SpeedAdd]
type = VelAdd
trigger1 = Time > 0
y = 0.15

;***********************************
[State 1221, Ryu Voice]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s4,3

[State 1221, SE]
type = PlaySnd
trigger1 = Time = 7
trigger2 = Time = 15
trigger3 = Time = 23
value = s0,1

;***********************************
[State 1221, Hit]
type = HitDef
trigger1 = AnimElem = 4
attr             = A, SA
animtype         = Back
damage           = ceil(90+(GameTime%2*10/2)),9
getpower         = 30,10
guardflag        = MA
priority         = 3
pausetime        = 10,10
sparkno          = s4202
sparkxy          = -10,-60
guard.sparkno    = s4200
hitsound         = s1,0
guardsound       = s0,6
ground.type      = High
ground.slidetime = 9
ground.hittime   = 15
ground.velocity  = -10,-5
air.velocity     = -10,-5
fall.yvelocity = -2.5
fall = 1
yaccel = 0.6
envshake.time = 4
envshake.ampl = 6
envshake.freq = 100

;***********************************
[State 1221, Change]
type = ChangeState
trigger1 = Time > 29
value = 1202

;---------------------------------------------------------------------------
;空中竜巻旋風脚
[Statedef 1230]
type     = A
movetype = A
physics  = A
juggle   = 0
poweradd = 60
ctrl     = 0
anim     = 1030
;velset   = 0,0

;***********************************
[State 1230, VelAdd]
type = VelAdd
trigger1 = 1
x = ifelse(Vel X>0,0.1,ifelse(Vel X<0,-0.1,0))

[State 1230, VelAdd]
type = VelAdd
trigger1 = 1
y = ifelse(Vel Y>0,-0.5,0.1)

;[State 1230, Gravity]
;type = Gravity
;trigger1 = 1
;IgnoreHitPause = 1
;Persistent = 1

;***********************************
[State 1230, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 1231

;--------------------------------------------
;空中竜巻旋風脚・移動攻撃
[Statedef 1231]
type     = A
movetype = A
physics  = A
juggle   = 1
poweradd = 0
ctrl     = 0
anim     = 1031

;***********************************
[State 1231, VelAdd]
type = VelAdd
trigger1 = 1
x = ifelse(Vel X>0,0.1,ifelse(Vel X<0,-0.1,0))

[State 1231, VelAdd]
type = VelAdd
trigger1 = time = [0,9]
y = ifelse(Vel Y>0,-0.3,0.1)

;[State 1231, Gravity]
;type = Gravity
;trigger1 = 1
;IgnoreHitPause = 1
;Persistent = 1

;***********************************
[State 1231, Ryu Voice]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s4,3

[State 1231, SE]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
trigger1 = AnimElemTime(6) = 0
value = s0,2

;***********************************
[State 1231, Hit]
type = HitDef
trigger1 = AnimElem = 4
attr             = A, SA
animtype         = Back
damage           = ceil(85+(GameTime%2*10/2)),8
getpower         = 30,10
guardflag        = MA
priority         = 3
pausetime        = 10,12
sparkno          = s4202
sparkxy          = -10,-60
guard.sparkno    = s4200
hitsound         = s1,0
guardsound       = s0,6
ground.type      = High
ground.slidetime = 9
ground.hittime   = 15
ground.velocity  = -5,-5
air.velocity     = -5,-5
fall.yvelocity = -2.5
fall = 0
yaccel = 0.5
envshake.time = 4
envshake.ampl = 6
envshake.freq = 100

;***********************************
[State 1231, Change]
type = ChangeState
trigger1 = Time > 29
value = 1202

;===========================================================================
;---------------------------------------------------------------------------
;灼熱波動拳：弱
[Statedef 1300]
type     = S
movetype = A
physics  = S
juggle   = 1
poweradd = 60
ctrl     = 0
anim     = 1040
velset   = 0,0

;***********************************
[State 1300, Width]
type = Width
trigger1 = ((AnimElemTime(1) > 0) && (AnimElemTime(18) < 0))
value = 15,-5

;***********************************
[State 1300, Shibuki]
type = Explod
trigger1 = time = 4
anim = 4101
scale = 1,1
postype = p1
pos = 30,0
sprpriority = 4
supermove = 1
ownpal = 1

[State 1300, RingShibuki]
type = Explod
trigger1 = time = 4
anim = 4100
scale = 1,1
postype = p1
pos = 0,0
sprpriority = -1
supermove = 1
ownpal = 1

;***********************************
[State 1300, Ryu Voice]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,1

[State 1300, SE]
type = PlaySnd
trigger1 = AnimElem = 4
value = s0,3

;***********************************
[State 1300, Force]
type = Projectile
trigger1 = AnimElem = 4
attr             = S, SP
offset           = 95,-53
velocity         = 5,0
damage           = ceil(70+(GameTime%2*10/2)),7
getpower         = 30,10
animtype         = Hard
pausetime        = 0,9
;-----------------------------------
projID           = 1300
projanim         = 1041
projhitanim      = 1042
projremanim      = 1042
projscale        = 1,1
projshadow       = -1,-1,-1
projhits         = 1
projmisstime     = 1
projpriority     = 4
projremovetime   = -1
;-----------------------------------
guardflag        = MA
priority         = 3
sparkno          = s4202
guard.sparkno    = s4200
hitsound         = s1,2
guardsound       = s0,6
ground.type      = High
ground.slidetime = 14
ground.hittime   = 16
ground.velocity  = -8,-5
air.velocity     = -8,-5
air.animtype     = Back
air.juggle       = 1
fall = 1
palfx.time = 40
palfx.add =  -60,-100,-255
palfx.mul = 220,110,110
palfx.sinadd = 500,500,500,100

;***********************************
[State 1300, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;灼熱波動拳：中
[Statedef 1310]
type     = S
movetype = A
physics  = S
juggle   = 1
poweradd = 60
ctrl     = 0
anim     = 1040
velset   = 0,0

;***********************************
[State 1310, Width]
type = Width
trigger1 = ((AnimElemTime(1) > 0) && (AnimElemTime(18) < 0))
value = 15,-5

;***********************************
[State 1310, Shibuki]
type = Explod
trigger1 = time = 4
anim = 4101
scale = 1,1
postype = p1
pos = 30,0
sprpriority = 4
supermove = 1
ownpal = 1

[State 1310, RingShibuki]
type = Explod
trigger1 = time = 4
anim = 4100
scale = 1,1
postype = p1
pos = 0,0
sprpriority = -1
supermove = 1
ownpal = 1

;***********************************
[State 1310, Ryu Voice]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,2

[State 1310, SE]
type = PlaySnd
trigger1 = AnimElem = 4
value = s0,3

;***********************************
[State 1310, Force]
type = Projectile
trigger1 = AnimElem = 4
attr             = S, SP
offset           = 95,-53
velocity         = 6.5,0
damage           = ceil(75+(GameTime%2*10/2)),7
getpower         = 30,10
animtype         = Hard
pausetime        = 0,9
;-----------------------------------
projID           = 1300
projanim         = 1041
projhitanim      = 1042
projremanim      = 1042
projscale        = 1,1
projshadow       = -1,-1,-1
projhits         = 1
projmisstime     = 1
projpriority     = 4
projremovetime   = -1
;-----------------------------------
guardflag        = MA
priority         = 3
sparkno          = s4202
guard.sparkno    = s4200
hitsound         = s1,2
guardsound       = s0,6
ground.type      = High
ground.slidetime = 14
ground.hittime   = 16
ground.velocity  = -8,-5
air.velocity     = -8,-5
air.animtype     = Back
air.juggle       = 1
fall = 1
palfx.time = 40
palfx.add =  -60,-100,-255
palfx.mul = 220,110,110
palfx.sinadd = 500,500,500,100

;***********************************
[State 1310, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;灼熱波動拳：強
[Statedef 1320]
type     = S
movetype = A
physics  = S
juggle   = 1
poweradd = 60
ctrl     = 0
anim     = 1040
velset   = 0,0

;***********************************
[State 1320, Width]
type = Width
trigger1 = ((AnimElemTime(1) > 0) && (AnimElemTime(18) < 0))
value = 15,-5

;***********************************
[State 1320, Shibuki]
type = Explod
trigger1 = time = 4
anim = 4101
scale = 1,1
postype = p1
pos = 30,0
sprpriority = 4
supermove = 1
ownpal = 1

[State 1320, RingShibuki]
type = Explod
trigger1 = time = 4
anim = 4100
scale = 1,1
postype = p1
pos = 0,0
sprpriority = -1
supermove = 1
ownpal = 1

;***********************************
[State 1320, Ryu Voice]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,3

[State 1320, SE]
type = PlaySnd
trigger1 = AnimElem = 4
value = s0,3

;***********************************
[State 1320, Force]
type = Projectile
trigger1 = AnimElem = 4
attr             = S, SP
offset           = 95,-53
velocity         = 7.5,0
damage           = ceil(80+(GameTime%2*10/2)),8
getpower         = 30,10
animtype         = Hard
pausetime        = 0,9
;-----------------------------------
projID           = 1300
projanim         = 1041
projhitanim      = 1042
projremanim      = 1042
projscale        = 1,1
projshadow       = -1,-1,-1
projhits         = 1
projmisstime     = 1
projpriority     = 4
projremovetime   = -1
;-----------------------------------
guardflag        = MA
priority         = 3
sparkno          = s4202
guard.sparkno    = s4200
hitsound         = s1,2
guardsound       = s0,6
ground.type      = High
ground.slidetime = 14
ground.hittime   = 16
ground.velocity  = -8,-5
air.velocity     = -8,-5
air.animtype     = Back
air.juggle       = 1
fall = 1
palfx.time = 40
palfx.add =  -60,-100,-255
palfx.mul = 220,110,110
palfx.sinadd = 500,500,500,100

;***********************************
[State 1320, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
