; Chotto-Ko Ryu cns file No.4
;===========================================================================
; ハイパーコンボ
;===========================================================================
;---------------------------------------------------------------------------
;真空波動拳
[Statedef 2000]
type     = S
movetype = A
physics  = S
juggle   = 1
poweradd = 0
ctrl     = 0
anim     = 2000
velset   = 0,0

[State 2000, Power]
type = PowerAdd
trigger1 = Time = 0
value = -1000

[State 2000, Width]
type = Width
trigger1 = Time = [7,78]
value = 25,-5

;***********************************
[State 2000, Anten]
type = SuperPause
trigger1 = Time = 3
pos = -22,-60
anim = s3000
sound = s2,0
darken = 1

[State 2000, Muteki]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 20

[State 2000, Pos]
type = PosSet
trigger1 = Time >= 0
y = 0

[State 2000, Zanzou]
type = AfterImage
trigger1 = Time = 0
Time = 95
;PalBright   =   0,  0,  0
PalContrast =  50, 10,255 ;255,255,255
;Trans = Add
;TimeGap  = 2
;FrameGap = 1
;length = 8

;***********************************
[State 2000, Ki]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 1003
scale = 1,1
postype = p1
pos = 0,0
sprpriority = 3
bindtime = -1
supermove = 0
ownpal = 1
ID = 999

[State 2000, Erase Effect]
type = RemoveExplod
trigger1 = MoveType = H
ID = 999

[State 2000, Huuatsu]
type = Explod
trigger1 = ((Time = [7,70]) && (TimeMod = 12,0))
anim = 2004
scale = 1,1
postype = p1
pos = 78,-52
sprpriority = 3
bindtime = -1
supermove = 1
ownpal = 1

[State 2000, Shibuki]
type = Explod
trigger1 = time = 4
anim = 4101
scale = 1,1
postype = p1
pos = 30,0
sprpriority = 4
supermove = 1
ownpal = 1

[State 2000, RingShibuki]
type = Explod
trigger1 = time = 4
anim = 4100
scale = 1,1
postype = p1
pos = 0,0
sprpriority = -1
supermove = 1
ownpal = 1

;***********************************
[State 2000, HitSpark]
type = Explod
trigger1 = ((ProjHit = 1) && (Random <= 230))
pos = -10,-65
anim = 4203
scale = 1,1
facing = -1
supermove = 1
postype = p2
sprpriority = -2
Random = 60,40
ownpal = 1

[State 2000, GuardSpark]
type = Explod
trigger1 = var(42) = 1
pos = -10,-65
anim = 2003
scale = 1,1
facing = -1
supermove = 1
postype = p2
sprpriority = 7
Random = 60,40
ownpal = 1

;***********************************
[State 2000, Ryu Voice]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s3,8

[State 2000, Ryu Voice]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = s3,9

[State 2000, SE]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s0,4

[State 2000, HitSE]
type = PlaySnd
trigger1 = ((ProjHit = 1) && (Random <= 230))
value = s1,2

[State 2000, GuardSE]
type = PlaySnd
trigger1 = ((ProjGuarded = 1) && (Random <= 230))
value = s0,6

;***********************************
[State 2000, Beem]
type = Projectile
trigger1 = AnimElem = 4
attr             = S, HP
offset           = 78,-52
velocity         = 0,0
damage           = 10,1
getpower         = 0,0
animtype         = Back
pausetime        = 0,12
;--------------------------
projID           = 2000
projanim         = 2001
projhitanim      = 2002
projremanim      = 2002
projscale        = 1,1
projshadow       = -1,-1,-1
projhits         = 30
projmisstime     = 2
projpriority     = 7
projremovetime   = 65
;--------------------------
guardflag        = MA
priority         = 3
sparkno          = 20000
guard.sparkno    = 20000
hitsound         = -1,-1
guardsound       = -1,-1
ground.type      = Low
ground.slidetime = 10
ground.hittime   = 15
ground.velocity  = -8,-5
air.velocity     = -8,-5
air.animtype     = Back
air.juggle       = 1
fall = 1
fall.recover = 0

;***********************************
[State 2000, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;***********************************
[State 2000, Finish SE]
type = PlaySnd
triggerall = RoundState = 3
trigger1 = p2life <= 0
trigger1 = winko = 1
value = s2,2
ignorehitpause = 1
removeongethit = 1
persistent = 0

[State 2000, HyperCombo Finish]
type = Explod
triggerall = RoundState = 3
trigger1 = p2life <= 0
trigger1 = winko = 1
anim = 3001
pos = 0,0
postype = left
supermove = 1
bindtime = -1
sprpriority = -4
ownpal = 1
ignorehitpause = 1
removeongethit = 1
persistent = 0

;===========================================================================
;---------------------------------------------------------------------------
;空中真空波動拳
[Statedef 2010]
type     = A
movetype = A
physics  = A
juggle   = 1
poweradd = 0
ctrl     = 0
anim     = 2010
velset   = 0,0

[State 2010, Power]
type = PowerAdd
trigger1 = Time = 0
value = -1000

;***********************************
[State 2010, Anten]
type = SuperPause
trigger1 = Time = 3
pos = -22,-60
anim = s3000
sound = s2,0
darken = 1

[State 2010, Muteki]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 20

[State 2010, Vel]
type = VelSet
trigger1 = Time >= 0
x = 0
y = 0

[State 2010, Zanzou]
type = AfterImage
trigger1 = Time = 0
Time = 95
;PalBright   =   0,  0,  0
PalContrast =  50, 10,255 ;255,255,255
;Trans = Add
;TimeGap  = 2
;FrameGap = 1
;length = 8

;***********************************
[State 2010, Ki]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 1003
scale = 1,1
postype = p1
pos = 0,0
sprpriority = 3
bindtime = -1
supermove = 0
ownpal = 1
ID = 999

[State 2010, Erase Effect]
type = RemoveExplod
trigger1 = MoveType = H
ID = 999

[State 2010, Huuatsu]
type = Explod
trigger1 = ((Time = [7,70]) && (TimeMod = 12,0))
anim = 2004
scale = 1,1
postype = p1
pos = 78,-52
sprpriority = 3
bindtime = -1
supermove = 1
ownpal = 1

;***********************************
[State 2010, HitSpark]
type = Explod
trigger1 = ((ProjHit = 1) && (Random <= 230))
pos = -10,-65
anim = 4203
scale = 1,1
facing = -1
supermove = 1
postype = p2
sprpriority = -2
Random = 60,40
ownpal = 1

[State 2010, GuardSpark]
type = Explod
trigger1 = var(42) = 2
pos = -10,-65
anim = 2003
scale = 1,1
facing = -1
supermove = 1
postype = p2
sprpriority = 7
Random = 60,40
ownpal = 1

;***********************************
[State 2010, Ryu Voice]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s3,8

[State 2010, Ryu Voice]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = s3,9

[State 2010, SE]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s0,4

[State 2010, HitSE]
type = PlaySnd
trigger1 = ((ProjHit = 1) && (Random <= 230))
value = s1,2

[State 2010, GuardSE]
type = PlaySnd
trigger1 = ((ProjGuarded = 1) && (Random <= 230))
value = s0,6

;***********************************
[State 2010, Beem]
type = Projectile
trigger1 = AnimElem = 4
attr             = A, HP
offset           = 78,-52
velocity         = 0,0
damage           = 10,1
getpower         = 0,0
animtype         = Back
pausetime        = 0,12
;--------------------------
projID           = 2000
projanim         = 2001
projhitanim      = 2002
projremanim      = 2002
projscale        = 1,1
projshadow       = -1,-1,-1
projhits         = 30
projmisstime     = 2
projpriority     = 7
projremovetime   = 65
;--------------------------
guardflag        = MA
priority         = 3
sparkno          = 20000
guard.sparkno    = 20000
hitsound         = -1,-1
guardsound       = -1,-1
ground.type      = Low
ground.slidetime = 10
ground.hittime   = 15
ground.velocity  = -8,-5
air.velocity     = -8,-5
air.animtype     = Back
air.juggle       = 1
fall = 1
fall.recover = 0

;***********************************
[State 2010, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 10005

;***********************************
[State 2010, Finish SE]
type = PlaySnd
triggerall = RoundState = 3
trigger1 = p2life <= 0
trigger1 = winko = 1
value = s2,2
ignorehitpause = 1
removeongethit = 1
persistent = 0

[State 2010, HyperCombo Finish]
type = Explod
triggerall = RoundState = 3
trigger1 = p2life <= 0
trigger1 = winko = 1
anim = 3001
pos = 0,0
postype = left
supermove = 1
bindtime = -1
sprpriority = -4
ownpal = 1
ignorehitpause = 1
removeongethit = 1
persistent = 0

;===========================================================================
;---------------------------------------------------------------------------
;真空竜巻旋風脚
[Statedef 2100]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
ctrl     = 0
anim     = 2100
velset   = 0,0

[State 2100, Power]
type = PowerAdd
trigger1 = Time = 0
value = -1000

;***********************************
[State 2100, Anten]
type = SuperPause
trigger1 = Time = 3
pos = -35,-50
anim = s3000
sound = s2,0
darken = 1

[State 2100, Muteki]
type = NotHitBy
trigger1 = time >= 0
value = SCA
time = 1

[State 2100, Pos]
type = PosSet
trigger1 = Time >= 0
y = 0

[State 2100, Zanzou]
type = AfterImage
trigger1 = Time = 0
Time = 8
;PalBright   =   0,  0,  0
PalContrast =  50, 10,255 ;255,255,255
;Trans = Add
;TimeGap  = 2
;FrameGap = 1
;length = 8

;***********************************
[State 2100, Shibuki]
type = Explod
trigger1 = time = 6
anim = 4101
scale = 1,1
postype = p1
pos = 30,0
sprpriority = 4
supermove = 1
ownpal = 1

[State 2100, RingShibuki]
type = Explod
trigger1 = time = 6
anim = 4100
scale = 1,1
postype = p1
pos = 0,0
sprpriority = -1
supermove = 1
ownpal = 1

;***********************************
[State 2100, Ryu Voice]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s3,8

;***********************************
[State 2100, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 2101

;--------------------------------------------
;真空竜巻旋風脚：回転
[Statedef 2101]
type     = A
movetype = A
physics  = N
juggle   = 1
poweradd = 0
ctrl     = 0
anim     = 2101

[State 2101, Muteki]
type = NotHitBy
trigger1 = time = [0,26]
value = SCA
time = 1

[State 2101, Push] 
type = PlayerPush
trigger1 = 1
value = 0
IgnoreHitPause = 1
Persistent = 1

;[State 2101, Pos]
;type = PosSet
;triggerall = (PrevStateNo != 2110)
;trigger1 = Time = 0
;y = -30

[State 2101, Vel]
type = VelSet
triggerall = (PrevStateNo != 2110)
trigger1 = ((Time = [0,5]) && (Pos Y >= -29))
y = -6

[State 2101, Vel]
type = VelSet
triggerall = (PrevStateNo != 2110)
trigger1 = Time = 6
y = 0

[State 2101, Speed]
type = VelSet
trigger1 = Time > 6
x = 0
y = 0.1

[State 2101, Zanzou]
type = AfterImage
trigger1 = Time = 0
Time = 85
;PalBright   =   0,  0,  0
PalContrast =  50, 10,255 ;255,255,255
;Trans = Add
;TimeGap  = 2
;FrameGap = 1
;length = 8

;***********************************
[State 2101, Helper]
type = Helper
trigger1 = AnimElemTime(1) = 0
name = "S-Tatsumaki-Shibuki"
stateno = 9010
ID = 2100
pos = 0,0
keyctrl = 0
postype = p1
ownpal = 1
persistent = 0

;***********************************
[State 2101, Ryu Voice]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s4,3

[State 2101, SE]
type = PlaySnd
trigger1 = Time = 1
value = s0,5

;***********************************
[State 2101, Hit-1st]
type = HitDef
trigger1 = AnimElemTime(4) = 0
attr             = A, HA
animtype         = Back
damage           = ceil(17+(GameTime%2*10/2)),1
getpower         = 0,0
guardflag        = MA
priority         = 3
pausetime        = 4,3
sparkno          = s4203
sparkxy          = -10,-40
guard.sparkno    = s4200
hitsound         = s1,0
guardsound       = s0,6
ground.type      = High
ground.slidetime = 9
ground.hittime   = 9
ground.velocity  = 18,0
guard.velocity   = -10
air.velocity     = 11,-1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
Kill = 0

[State 2101, Hit-F]
type = HitDef
trigger1 = AnimElemTime(8) = 0
trigger2 = AnimElemTime(12) = 0
trigger3 = AnimElemTime(16) = 0
trigger4 = AnimElemTime(20) = 0
trigger5 = AnimElemTime(24) = 0
trigger6 = AnimElemTime(28) = 0
trigger7 = AnimElemTime(32) = 0
trigger8 = AnimElemTime(36) = 0
attr             = A, HA
animtype         = Back
damage           = ceil(17+(GameTime%2*10/2)),1
getpower         = 0,0
guardflag        = MA
priority         = 3
pausetime        = 4,3
sparkno          = s4203
sparkxy          = -10,-35
guard.sparkno    = s4200
hitsound         = s1,0
guardsound       = s0,6
ground.type      = High
ground.slidetime = 9
ground.hittime   = 9
ground.velocity  = 15,0
guard.velocity   = -10
air.velocity     = 9,-1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
Kill = 0

[State 2101, Hit-B]
type = HitDef
trigger1 = AnimElemTime(6) = 0
trigger2 = AnimElemTime(10) = 0
trigger3 = AnimElemTime(14) = 0
trigger4 = AnimElemTime(18) = 0
trigger5 = AnimElemTime(22) = 0
trigger6 = AnimElemTime(26) = 0
trigger7 = AnimElemTime(30) = 0
trigger8 = AnimElemTime(34) = 0
attr             = A, HA
animtype         = Back
damage           = ceil(17+(GameTime%2*10/2)),1
getpower         = 0,0
guardflag        = MA
priority         = 3
pausetime        = 4,3
sparkno          = s4203
sparkxy          = -10,-35
guard.sparkno    = s4200
hitsound         = s1,0
guardsound       = s0,6
ground.type      = High
ground.slidetime = 9
ground.hittime   = 9
ground.velocity  = -15,0
guard.velocity   = -10
air.velocity     = -9,-1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
Kill = 0

[State 2101, Hit-Finish]
type = HitDef
trigger1 = AnimElemTime(38) = 0
attr             = A, HA
animtype         = Up
damage           = ceil(17+(GameTime%2*10/2)),1
getpower         = 0,0
guardflag        = MA
priority         = 3
pausetime        = 13,16
sparkno          = s4203
sparkxy          = -10,-35
guard.sparkno    = s4200
hitsound         = s1,0
guardsound       = s0,6
ground.type      = High
ground.slidetime = 9
ground.hittime   = 9
ground.velocity  = 15,-7
guard.velocity   = -10
air.velocity     = 15,-7
yaccel = 0.4
fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 7
envshake.freq = 176
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0

;***********************************
[State 2101, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 2102

;***********************************
[State 2101, Finish SE]
type = PlaySnd
triggerall = RoundState = 3
trigger1 = p2life <= 0
trigger1 = winko = 1
value = s2,2
ignorehitpause = 1
removeongethit = 1
persistent = 0

[State 2101, HyperCombo Finish]
type = Explod
triggerall = RoundState = 3
trigger1 = p2life <= 0
trigger1 = winko = 1
anim = 3001
pos = 0,0
postype = left
supermove = 1
bindtime = -1
sprpriority = -4
ownpal = 1
ignorehitpause = 1
removeongethit = 1
persistent = 0

;--------------------------------------------
;真空竜巻旋風脚：終了
[Statedef 2102]
type     = A
movetype = A
physics  = N
juggle   = 1
poweradd = 0
ctrl     = 0
anim     = 1032

[State 2102, Push] 
type = PlayerPush
trigger1 = 1
value = 0
IgnoreHitPause = 1
Persistent = 1

[State 2102, SpeedAdd]
type = VelAdd
trigger1 = Time >= 0
y = 0.35

[State 2102, Zanzou]
type = AfterImage
trigger1 = Time = 0
Time = 10
;PalBright   =   0,  0,  0
PalContrast =  50, 10,255 ;255,255,255
;Trans = Add
;TimeGap  = 2
;FrameGap = 1
;length = 8

;***********************************
[State 2102, Change]
type = ChangeState
trigger1 = ((Time > 0) && (Pos Y >= 0))
value = 52

;---------------------------------------------------------------------------
;空中真空竜巻旋風脚
[Statedef 2110]
type     = A
movetype = A
physics  = A
juggle   = 0
poweradd = 0
ctrl     = 0
anim     = 2110

[State 2110, Power]
type = PowerAdd
trigger1 = Time = 0
value = -1000

;***********************************
[State 2110, Anten]
type = SuperPause
trigger1 = Time = 3
pos = -35,-50
anim = s3000
sound = s2,0
darken = 1

[State 2100, Muteki]
type = NotHitBy
trigger1 = time >= 0
value = SCA
time = 1

[State 2100, Vel]
type = VelSet
trigger1 = Time >= 0
y = 0

[State 2110, Zanzou]
type = AfterImage
trigger1 = Time = 0
Time = 8
;PalBright   =   0,  0,  0
PalContrast =  50, 10,255 ;255,255,255
;Trans = Add
;TimeGap  = 2
;FrameGap = 1
;length = 8

;***********************************
[State 2110, Ryu Voice]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s3,8

;***********************************
[State 2110, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 2101

;===========================================================================
;---------------------------------------------------------------------------
;真・昇龍拳
[Statedef 2200]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
ctrl     = 0
anim     = 2200
velset   = 0,0

[State 2200, Power]
type = PowerAdd
trigger1 = Time = 0
value = -3000

;***********************************
[State 2200, Anten]
type = SuperPause
trigger1 = Time = 1
pos = -25,-40
anim = s3000
sound = s2,0
darken = 1

[State 2200, Muteki]
type = NotHitBy
trigger1 = time >= 0
value = SCA
time = 2

[State 2200, Pos]
type = PosSet
trigger1 = Time >= 0
y = 0

[State 2200, Zanzou]
type = AfterImage
trigger1 = Time = 0
Time = 53
;PalBright   =   0,  0,  0
PalContrast =  50, 10,255 ;255,255,255
;Trans = Add
;TimeGap  = 2
;FrameGap = 1
;length = 8

;***********************************
[State 2200, Shibuki]
type = Explod
trigger1 = time = 6
anim = 4101
scale = 1,1
postype = p1
pos = 30,0
sprpriority = 4
supermove = 1
ownpal = 1

[State 2200, RingShibuki]
type = Explod
trigger1 = time = 6
anim = 4100
scale = 1,1
postype = p1
pos = 0,0
sprpriority = -1
supermove = 1
ownpal = 1

;***********************************
[State 2200, Ryu Voice]
type = PlaySnd
trigger1 = Time = 1
value = s3,6

;***********************************
[State 2200, Hit]
type = HitDef
trigger1 = AnimElemTime(4) = 0
attr             = S, HA
animtype         = Back
damage           = ceil(100+(GameTime%2*10/2)),10
getpower         = 0,0
guardflag        = MA
priority         = 7
pausetime        = 18,25
sparkno          = s4204
sparkxy          = -10,-50
guard.sparkno    = s4200
hitsound         = s1,1
guardsound       = s0,6
ground.type      = Low
ground.slidetime = 15
ground.hittime   = 15
ground.velocity  = 1,0
guard.velocity   = -6
air.velocity     = 1,-3
envshake.time = 6
envshake.ampl = 7
envshake.freq = 176
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
Kill = 0

;***********************************
[State 2200, Change]
type = ChangeState
triggerall = AnimElemTime(4) > 0
trigger1 = MoveHit
value = 2201

[State 2200, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 2205

;--------------------------------------------
;真・昇龍拳：成功地上根元
[Statedef 2201]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
ctrl     = 0
anim     = 2201
velset   = 0,0

[State 2201, Muteki]
type = NotHitBy
trigger1 = time >= 0
value = SCA
time = 2

[State 2201, Pos]
type = PosSet
trigger1 = Time >= 0
y = 0

[State 2201, PosFreeze]
type = PosFreeze
trigger1 = AnimTime != 0
value = 1

[State 2201, Zanzou]
type = AfterImage
trigger1 = Time = 0
Time = 22
;PalBright   =   0,  0,  0
PalContrast =  50, 10,255 ;255,255,255
;Trans = Add
;TimeGap  = 2
;FrameGap = 1
;length = 8

;***********************************
[State 2201, Shibuki]
type = Explod
trigger1 = Time = 21
anim = 4100
scale = 1.3,1
pos = 0,0
postype = p1
sprpriority = -1
ownpal = 1

;***********************************
[State 2201, Ryu Voice]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s4,1

[State 2201, SE]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s0,2

;***********************************
[State 2201, Hit]
type = HitDef
trigger1 = AnimElemTime(3) = 0
attr             = S, HA
animtype         = Back
damage           = ceil(200+(GameTime%2*10/2)),20
getpower         = 0,0
guardflag        = 
priority         = 7
pausetime        = 8,10
sparkno          = s4204
sparkxy          = -10,-60
guard.sparkno    = s4200
hitsound         = s1,1
guardsound       = s0,6
ground.type      = Low
ground.slidetime = 15
ground.hittime   = 15
ground.velocity  = 0,-13
guard.velocity   = -1
air.velocity     = 0,-13
envshake.time = 6
envshake.ampl = 7
envshake.freq = 176
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
Kill = 0

[State 2201, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 2202

;--------------------------------------------
;真・昇龍拳：フィニッシュ
[Statedef 2202]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
ctrl     = 0
anim     = 2202

[State 2202, Muteki]
type = NotHitBy
trigger1 = time >= 0
value = SCA
time = 2

[State 2202, Push] 
type = PlayerPush
trigger1 = 1
value = 0
IgnoreHitPause = 1
Persistent = 1

[State 2202, Vel]
type = VelSet
trigger1 = Time = 0
y = -22

[State 2202, Zanzou]
type = AfterImage
trigger1 = Time = 0
Time = 60
;PalBright   =   0,  0,  0
PalContrast =  50, 10,255 ;255,255,255
;Trans = Add
;TimeGap  = 2
;FrameGap = 1
;length = 8

;***********************************
[State 2202, Ryu Voice]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s4,2

;***********************************
[State 2202, Hit]
type = HitDef
trigger1 = AnimElemTime(2) = 0
attr             = A, HA
animtype         = Up
damage           = ceil(400+(GameTime%2*10/2)),40
getpower         = 0,0
guardflag        = 
priority         = 7
pausetime        = 24,26
sparkno          = s4204
sparkxy          = -10,-60
guard.sparkno    = s4200
hitsound         = s1,3
guardsound       = s0,6
ground.type      = High
ground.slidetime = 15
ground.hittime   = 15
ground.velocity  = -1,-30
guard.velocity   = -1
air.velocity     = -1,-30
Yaccel = 0.7
fall = 1
fall.recover = 0
envshake.time = 6
envshake.ampl = 7
envshake.freq = 176
fall.damage = 5
fall.envshake.time = 15
fall.envshake.ampl = 6
fall.envshake.freq = 178
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0

;***********************************
[State 2202, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 2203

;***********************************
[State 2202, Finish SE]
type = PlaySnd
triggerall = RoundState = 3
trigger1 = p2life <= 0
trigger1 = winko = 1
value = s2,2
ignorehitpause = 1
removeongethit = 1
persistent = 0

[State 2202, HyperCombo Finish]
type = Explod
triggerall = RoundState = 3
trigger1 = p2life <= 0
trigger1 = winko = 1
anim = 3001
pos = 0,0
postype = left
supermove = 1
bindtime = -1
sprpriority = -4
ownpal = 1
ignorehitpause = 1
removeongethit = 1
persistent = 0

;--------------------------------------------
;真・昇龍拳：フィニッシュ後空中
[Statedef 2203]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
ctrl     = 0
anim     = 2203

[State 2203, Vel]
type = VelSet
trigger1 = Time = 0
y = 0.2

[State 2203, VelAdd-1]
type = VelAdd
trigger1 = Time = [0,20]
y = 0.1

[State 2203, VelAdd-2]
type = VelAdd
trigger1 = Time = [20,30]
y = 0.5

[State 2203, VelAdd-3]
type = VelAdd
trigger1 = Time >= 31
y = 1

[State 2203, Change]
type = ChangeState
trigger1 = ((Time > 0) && (Pos Y >= 0))
value = 2204

;---------------------------------------------------------------------------
;真・昇龍拳：着地
[Statedef 2204]
type     = S
movetype = I
physics  = N
ctrl     = 0
anim     = 2204
velset   = 0,0

[State 2204, Stop-1]
type = VelSet
trigger1 = Time >= 0
y = 0

[State 2204, Stop-2]
type = PosSet
trigger1 = Time >= 0
y = 0

;***********************************
[State 2204, Shibuki]
type = Explod
trigger1 = time = 0
anim = 4100
scale = 1,1
pos = 0,0
postype = p1
sprpriority = -1
ownpal = 1

;***********************************
[State 2204, SE]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s1,7

;***********************************
[State 2204, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;真・昇龍拳：失敗上昇
[Statedef 2205]
type     = A
movetype = A
physics  = N
juggle   = 1
poweradd = 0
ctrl     = 0
anim     = 1021

[State 2205, Muteki]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 5

[State 2205, Type]
type = StateTypeSet
trigger1 = AnimElemTime(2) > 0
MoveType = I

;***********************************
[State 2205, Speed]
type = VelSet
trigger1 = Time = 0
x = 5
y = -0.8

[State 2205, Speed]
type = VelSet
trigger1 = Time = 1
x = 2
y = -18

[State 2205, Speed]
type = VelSet
trigger1 = Time = 5
x = 0.5
y = -10

[State 2205, PosAdd]
type = PosAdd
trigger1 = Time = [0,1]
x = 15

[State 2205, PosAdd]
type = PosAdd
trigger1 = Time = [2,9]
x = 6

[State 2205, Speed]
type = VelSet
trigger1 = Time >= 15
x = 0

[State 2205, SpeedAdd]
type = VelAdd
trigger1 = Time <= 10
y = 0.5

[State 2205, SpeedAdd]
type = VelAdd
trigger1 = Time >= 11
y = 0.7

;***********************************
[State 2205, Ryu Voice]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s4,0

[State 2205, SE]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s0,2

;***********************************
[State 2205, Hit]
type = HitDef
trigger1 = ((time >= 0) && (timemod = 1,0))
attr             = A, HA
animtype         = Back
damage           = ceil(10+(GameTime%2*10/2)),1
getpower         = 0,0
guardflag        = MA
priority         = 3
pausetime        = 7,10
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  = -8,-8
air.velocity     = -8,-8
fall = 1
fall.recover = 0

;***********************************
[State 2205, Change]
type = ChangeState
trigger1 = ((Time > 0) && (Pos Y >= 0))
value = 1102

;***********************************
[State 2205, Finish SE]
type = PlaySnd
triggerall = RoundState = 3
trigger1 = p2life <= 0
trigger1 = winko = 1
value = s2,2
ignorehitpause = 1
removeongethit = 1
persistent = 0

[State 2205, HyperCombo Finish]
type = Explod
triggerall = RoundState = 3
trigger1 = p2life <= 0
trigger1 = winko = 1
anim = 3001
pos = 0,0
postype = left
supermove = 1
bindtime = -1
sprpriority = -4
ownpal = 1
ignorehitpause = 1
removeongethit = 1
persistent = 0

;===========================================================================
;---------------------------------------------------------------------------
;電刃波動拳
[Statedef 2300]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
ctrl     = 0
anim     = 2300
velset   = 0,0

[State 2300, VarAdd]
type = VarAdd
trigger1 = time >= 4
v = 3
value = 1
ignorehitpause = 1
Persistent = 1

;***********************************
[State 2300, Power]
type = PowerAdd
trigger1 = Time = 0
value = -3000

[State 2300, Anten]
type = SuperPause
trigger1 = Time = 3
pos = -22,-60
anim = s3000
sound = s2,0
darken = 1

[State 2300, Muteki]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 10

[State 2300, Pos]
type = PosSet
trigger1 = Time >= 0
y = 0

[State 2300, BodyColor]
type = PalFX
triggerall = var(3) > 0
trigger1 = ((time >= 5) && (TimeMod = 2,0))
time = 1
add = 20,70,150

;***********************************
[State 2300, Charge Effect]
type = Explod
triggerall = var(3) > 0
trigger1 = ((time >= 5) && (TimeMod = 7,0))
anim = 2304
facing = ifelse(Random<500,-1,1)
scale = 1,1
postype = p1
pos = -22,-60
sprpriority = 3
bindtime = -1
supermovetime = 99999999
pausemovetime = 99999999
ownpal = 1
ID = 2300

[State 2300, Denryu Effect]
type = Explod
triggerall = var(3) > 0
trigger1 = ((time >= 5) && (TimeMod = 6,0))
anim = ifelse(Random<500,2307,2308)
facing = ifelse(Random<500,-1,1)
scale = 1,1
postype = p1
pos = -22,-60
sprpriority = 4
bindtime = -1
supermovetime = 99999999
pausemovetime = 99999999
Random = 65,50
ownpal = 1
ID = 2300

[State 2300, Shibuki Effect]
type = Explod
triggerall = var(3) > 0
trigger1 = ((time >= 5) && (TimeMod = 12,0))
anim = 4100
scale = 1,1
postype = p1
pos = 0,0
sprpriority = -1
bindtime = -1
supermovetime = 99999999
pausemovetime = 99999999
ownpal = 1
ID = 2300

[State 2300, Erase Effect]
type = RemoveExplod
triggerall = time > 5
trigger1 = var(44) != 1
trigger2 = var(3) >= 300
ID = 2300

;***********************************
[State 2300, Ryu Voice]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s4,6

[State 2300, SE]
type = PlaySnd
triggerall = var(3) > 0
trigger1 = ((time >= 4) && (TimeMod = 11,0))
value = s2,5

;***********************************
[State 2300, Change]
type = ChangeState
triggerall = var(3) > 10
trigger1 = var(44) != 1
trigger2 = var(3) > 300
value = 2301

;---------------------------------------------------------------------------
;電刃波動拳・発射
[Statedef 2301]
type     = S
movetype = A
physics  = S
juggle   = 1
poweradd = 0
ctrl     = 0
anim     = 2301
velset   = 0,0

;***********************************
[State 2301, Shibuki]
type = Explod
trigger1 = time = 3
anim = 4101
scale = 1,1
postype = p1
pos = 30,0
sprpriority = 4
supermove = 1
ownpal = 1

[State 2301, RingShibuki]
type = Explod
trigger1 = time = 3
anim = 4100
scale = 1,1
postype = p1
pos = 0,0
sprpriority = -1
supermove = 1
ownpal = 1

;***********************************
[State 2301, Ryu Voice]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s3,9

[State 2301, SE]
type = PlaySnd
trigger1 = AnimElem = 2
value = s0,3

;***********************************
[State 2301, Force]
type = Helper
trigger1 = Time = 4
name = "Denjin Hadouken"
stateno = 2350
ID = 2350
pos = 90,-52
keyctrl = 0
postype = p1
ownpal = 1
persistent = 0

;***********************************
[State 2301, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;気弾
[Statedef 2350] 
type     = A
movetype = A
physics  = N
ctrl     = 0
poweradd = 0
anim     = 2302
SprPriority = 5

[State 2350, Flag]
type = VarSet
triggerall = Root,var(4) <= 1
trigger1 = Time = 0
v = 2
value = 1
ignorehitpause = 1
Persistent = 1

[State 2350, Flag]
type = VarSet
triggerall = Root,var(4) = 2
trigger1 = Time = 0
v = 2
value = 2
ignorehitpause = 1
Persistent = 1

[State 2350, Flag]
type = VarSet
triggerall = Root,var(4) = 3
trigger1 = Time = 0
v = 2
value = 3
ignorehitpause = 1
Persistent = 1

[State 2350, Debug Display]
type = DisplayToClipboard
trigger1 = 1
text = "Level=%d"
params = var(2)

;***********************************
[State 2350, No Shadow]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
IgnoreHitPause = 1
Persistent = 1

[State 2350, Muteki]
type = NotHitBy
trigger1 = 1
value = , NA, SA, HA, NT, ST, HT, AA, AT
time = 1

[State 2350, Armor]
type = HitOverride
trigger1 = 1
time = 1
attr = SCA, NP, SP, HP, AP
slot = 0
stateno = 2351
ignorehitpause = 1

;***********************************
[State 2350, Speed]
type = VelSet
triggerall = Root,var(4) <= 1
trigger1 = Time = 0
x = 4
y = 0

[State 2350, Speed]
type = VelSet
triggerall = Root,var(4) = 2
trigger1 = Time = 0
x = 7
y = 0

[State 2350, Speed]
type = VelSet
triggerall = Root,var(4) = 3
trigger1 = Time = 0
x = 10
y = 0

;***********************************
[State 2350, Denryu Effect]
type = Explod
trigger1 = TimeMod = 6,0
anim = ifelse(Random<500,2305,2306)
scale = 1,1
postype = p1
pos = -40,0
sprpriority = 4
;bindtime = -1
Random = 10,50
ownpal = 1

[State 2350, Denryu Effect]
type = Explod
trigger1 = TimeMod = 6,0
anim = ifelse(Random<500,2307,2308)
scale = 1,1
postype = p1
pos = -40,0
sprpriority = 4
;bindtime = -1
Random = 10,50
ownpal = 1

[State 2350, Target Denryu Effect]
type = Explod
trigger1 = MoveContact
anim = 2309
scale = 1,1
facing = ifelse(Random<500,-1,1)
postype = p2
pos = 0,-60
sprpriority = 7
bindtime = -1
Random = 10,60
RemoveTime = 40
ownpal = 1
Persistent = 0

[State 2350, Target Denryu Effect]
type = Explod
trigger1 = MoveContact
anim = 2310
scale = 1,1
facing = ifelse(Random<500,-1,1)
postype = p2
pos = 0,-60
sprpriority = 6
bindtime = -1
Random = 10,60
RemoveTime = 40
ownpal = 1
Persistent = 0

;***********************************
[State 2350, Hit]
type = HitDef
trigger1 = time = 0
attr             = A, HP ;←分身バグ対策
animtype         = Back
damage           = ceil(150*var(2)),ceil(15*var(2))
getpower         = 0,0
guardflag        = 
priority         = 7
pausetime        = 3,3
sparkno          = s4203
sparkxy          = 0,0
guard.sparkno    = s4200
hitsound         = s1,2
guardsound       = s0,6
ground.type      = High
ground.slidetime = 9
ground.hittime   = 20
ground.velocity  = -1,-1
air.velocity     = -1,-1
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
palfx.time = 40
palfx.add = 20,0,100
palfx.mul = 100,100,100
palfx.sinadd = 500,500,500,100
P2StateNo = ifelse(var(2)=1,2360,ifelse(var(2)=2,2370,ifelse(var(2)=3,2380,2360)))
p2facing = 1

;***********************************
[State 2350, Change]
type = ChangeState
trigger1 = ((var(2)=1) && (Time = 70))
trigger2 = ((var(2)=2) && (Time = 40))
trigger3 = ((var(2)=3) && (Time = 25))
trigger4 = MoveContact
value = 2351

;***********************************
[State 2350, Finish SE]
type = PlaySnd
triggerall = RoundState = 3
trigger1 = p2life <= 0
trigger1 = winko = 1
value = s2,2
ignorehitpause = 1
removeongethit = 1
persistent = 0

[State 2350, HyperCombo Finish]
type = Explod
triggerall = RoundState = 3
trigger1 = p2life <= 0
trigger1 = winko = 1
anim = 3001
pos = 0,0
postype = left
supermove = 1
bindtime = -1
sprpriority = -4
ownpal = 1
ignorehitpause = 1
removeongethit = 1
persistent = 0

;---------------------------------------------------------------------------
;気弾消える
[Statedef 2351] 
type     = A
movetype = I
physics  = N
ctrl     = 0
poweradd = 0
anim     = 2303
SprPriority = 5
velset   = 0,0

[State 2351, Change]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;レベル１相手側１
[Statedef 2360]
type     = A
movetype = H
physics  = N

[State 2360, P2Anim]
type = ChangeAnim2
trigger1 = Time = 0
value = 20001

[State 2360, Muteki]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 2360, Speed]
type = VelSet
trigger1 = time = 0
x = -3
y = -7

[State 2360, SpeedAdd]
type = VelAdd
trigger1 = time >= 0
y = 0.45

[State 2360, Change]
type = ChangeState
trigger1 = ((Time > 4) && (Pos Y >= 0))
value = 2361

;------------------------------------------
;レベル１相手側２
[Statedef 2361]
type     = L
movetype = H
physics  = N
velset   = 0,0

[State 2361, P2Anim]
type = ChangeAnim2
trigger1 = Time = 0
value = 20002

[State 2361, Muteki]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 2361, Pos]
type = PosSet
trigger1 = 1
y = 0

[State 2361, Speed]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 2361, SE]
type = PlaySnd
trigger1 = time = 0
value = f7,2

[State 2361, Change]
type = ChangeState
trigger1 = ((Alive = 1) && (Time = 2))
value = 2362

[State 2361, Change Self]
type = SelfState
trigger1 = ((Alive = 0) && (Time = 2))
value = 5100

;------------------------------------------
;レベル１相手側３
[Statedef 2362]
type     = S
movetype = H
physics  = N
velset   = 0,0

[State 2362, P2Anim]
type = ChangeAnim2
trigger1 = Time = 0
value = 20003

[State 2362, Change Self]
type = SelfState
trigger1 = Time = 40
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;レベル２相手側１
[Statedef 2370]
type     = A
movetype = H
physics  = N

[State 2370, P2Anim]
type = ChangeAnim2
trigger1 = Time = 0
value = 20001

[State 2370, Muteki]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 2370, Speed]
type = VelSet
trigger1 = time = 0
x = -3
y = -7

[State 2370, SpeedAdd]
type = VelAdd
trigger1 = time >= 0
y = 0.45

[State 2370, Change]
type = ChangeState
trigger1 = ((Time > 4) && (Pos Y >= 0))
value = 2371

;------------------------------------------
;レベル２相手側２
[Statedef 2371]
type     = L
movetype = H
physics  = N
velset   = 0,0

[State 2371, P2Anim]
type = ChangeAnim2
trigger1 = Time = 0
value = 20002

[State 2371, Muteki]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 2371, Pos]
type = PosSet
trigger1 = 1
y = 0

[State 2371, Speed]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 2371, SE]
type = PlaySnd
trigger1 = time = 0
value = f7,2

[State 2371, Change]
type = ChangeState
trigger1 = ((Alive = 1) && (Time = 2))
value = 2372

[State 2371, Change Self]
type = SelfState
trigger1 = ((Alive = 0) && (Time = 2))
value = 5100

;------------------------------------------
;レベル２相手側３
[Statedef 2372]
type     = S
movetype = H
physics  = N
velset   = 0,0

[State 2372, P2Anim]
type = ChangeAnim2
trigger1 = Time = 0
value = 20003

[State 2372, Change Self]
type = SelfState
trigger1 = Time = 80
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;レベル３相手側１
[Statedef 2380]
type     = A
movetype = H
physics  = N

[State 2380, P2Anim]
type = ChangeAnim2
trigger1 = Time = 0
value = 20001

[State 2380, Muteki]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 2380, Speed]
type = VelSet
trigger1 = time = 0
x = -3
y = -7

[State 2380, SpeedAdd]
type = VelAdd
trigger1 = time >= 0
y = 0.45

[State 2380, Change]
type = ChangeState
trigger1 = ((Time > 4) && (Pos Y >= 0))
value = 2381

;------------------------------------------
;レベル３相手側２
[Statedef 2381]
type     = L
movetype = H
physics  = N
velset   = 0,0

[State 2381, P2Anim]
type = ChangeAnim2
trigger1 = Time = 0
value = 20002

[State 2381, Muteki]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 2381, Pos]
type = PosSet
trigger1 = 1
y = 0

[State 2381, Speed]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 2381, SE]
type = PlaySnd
trigger1 = time = 0
value = f7,2

[State 2381, Change]
type = ChangeState
trigger1 = ((Alive = 1) && (Time = 2))
value = 2382

[State 2381, Change Self]
type = SelfState
trigger1 = ((Alive = 0) && (Time = 2))
value = 5100

;------------------------------------------
;レベル３相手側３
[Statedef 2382]
type     = S
movetype = H
physics  = N
velset   = 0,0

[State 2382, P2Anim]
type = ChangeAnim2
trigger1 = Time = 0
value = 20003

[State 2382, Change Self]
type = SelfState
trigger1 = Time = 120
value = 0
ctrl = 1

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