;---------------------------------------------------------------------------
[statedef 24640]
movetype = I
ctrl = 1

[State 24640]
type = lifeadd
triggerall = name = "Colonel"
triggerall = palno != 12
trigger1 = life < lifemax/4
value = lifemax/4
kill = 0
ignorehitpause = 1

[State 24640]
type = lifeadd
triggerall = name = "Colonel"
trigger1 = palno = 12
value = lifemax
kill = 0
ignorehitpause = 1

[state 24640]
type = destroyself
trigger1 = ishelper
ignorehitpause = 1

[State 24640]
type = poweradd
trigger1 = name = "Colonel"
value = 1000
ignorehitpause = 1

[state 24640]
type = varset
trigger1 = 1
sysfvar(2) = gametime

[State 24640]
type = NotHitBy
trigger1 = !ishelper
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 120

[state 24640]
type = selfstate
triggerall = !ishelper && palno != 12
trigger1 = time >= 0
trigger1 = pos Y >= 0
value = 0
ctrl = 1

[state 24640]
type = selfstate
triggerall = !ishelper && palno != 12
trigger1 = time >= 0
trigger1 = alive
trigger1 = pos Y < 0
value = 50
ctrl = 1

[state 24640]
type = selfstate
triggerall = !ishelper && palno = 12
trigger1 = time >= 0
trigger1 = pos Y >= 0
value = 155
ctrl = 1

[state 24640]
type = selfstate
triggerall = !ishelper && palno = 12
trigger1 = time >= 0
trigger1 = alive
trigger1 = pos Y < 0
value = 151
ctrl = 1

;---------------------------------------------------------------------------
;立ち
;---------------------------------------------------------------------------

[Statedef 0]
type = S
physics = S
sprpriority = 0

[State 0, アニメ変更]
type = ChangeAnim
trigger1 = (Anim != 0) && (Anim != 5)
trigger2 = (Anim = 5) && (AnimTime = 0)
value = 0

[State 0, 移動速度]
type = VelSet
trigger1 = Time = 0
y = 0

[State 0, 移動速度]
type = VelSet
trigger1 = (abs(Vel X) < 2) ;absは『Absolute（絶対値）』
trigger2 = Time = 4
trigger3 = (PrevStateNo = 20) && (Time = 0)
x = 0

[State 0, ステート変更]
type = ChangeState
trigger1 = (!Alive)
value = 5050

[State 0, ヘルパーを消す];ヘルパー分身バグ対策
type = DestroySelf
trigger1 = (IsHelper) ;このプレイヤーが「ヘルパーオブジェクト」だったら
trigger1 =! IsHelper(0)
trigger1 =! IsHelper(1)
trigger1 =! IsHelper(2)
trigger1 =! IsHelper(3)
trigger1 =! IsHelper(4)
trigger1 =! IsHelper(5)
trigger1 =! IsHelper(6)

;---------------------------------------------------------------------------
;ジャンプ開始
;---------------------------------------------------------------------------

[Statedef 40]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 40, 変数];※システム用
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 変数];※システム用
type = VarSet
trigger1 = (command = "holdfwd")
trigger2 = (Var(36) = 1)
sysvar(1) = 1

[State 40, 変数];※システム用
type = VarSet
trigger1 = (command = "holdback")
trigger2 = (Var(36) = -1)
sysvar(1) = -1

[State 40, 変数];AI用左右入力フラグリセット
type = VarSet
trigger1 = Var(36) != 0
v = 36
value = 0

[State 40, 移動速度]
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 = const(velocity.jump.y)

[State 40, 移動速度]
type = VelSet
trigger1 = (AnimTime = 0)
trigger1 = (PrevStateNo = 100)
trigger1 = (sysvar(1) = 1)
x = const(velocity.runjump.fwd.x)

[State 40, 振り返る]
type = Turn
triggerall = (PrevStateNo = 52)
trigger1 = (Time = 0) && (P2Dist X < 0)
Persistent = 0

[State 40, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = 0,17

[State 40, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;空中下降
;---------------------------------------------------------------------------

[Statedef 51]
type     = A
movetype = I
physics  = A
ctrl     = 1
poweradd = 0

[State 51, アニメ変更]
type = ChangeAnim
trigger1 = (PrevStateNo = [700,701]) && (Time = 0)
trigger2 = (PrevStateNo = 800) && (Time = 0)
value = 41
elem = 5
Persistent = 0

;---------------------------------------------------------------------------
;着地
;---------------------------------------------------------------------------

[Statedef 52]
type    = S
physics = S
ctrl = 0
anim = ifelse(PrevStateNo = 1011,1012,47)

[State 52, 軸位置];地面に軸をリセットする
type = PosSet
trigger1 = 1
y = 0

[State 52, 移動速度];速度をリセットしている
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 52, コントロール]
type = CtrlSet
triggerall = (PrevStateNo = [600,699])
trigger1 = (Time > 0)
value = 1

[State 52, 振り返る]
type = Turn
trigger1 = (AnimTime = 0) && (P2Dist X < 0)
trigger2 = (AnimElemTime(1) = 0) && (P2Dist X < 0)

[State 52, エフェクト]
type = Explod
trigger1 = Time = 0
anim = 4020
postype = p1
pos = 0,0
scale = 0.5,0.5
sprpriority = -1
ownpal = 1
ID = 4020

[State 52, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = 2,4

[State 52]
type = VarSet
trigger1 = (Var(35) != 0)
v = 35
value = 0

[State 52]
type = VarSet
trigger1 = (Var(36) != 0)
v = 36
value = 0

[State 52, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;走る
;---------------------------------------------------------------------------

[Statedef 100]
type     = S
movetype = I
physics  = N
anim     = 100
ctrl     = 1
sprpriority = 1

[State 100, アニメ変更]
type = ChangeAnim
triggerall = (Time > 4)
trigger1 = (command != "holdfwd") && (Var(1) != [7, 10])
value = 47
Persistent = 0

[State 100, 状態変更]
type = StateTypeSet
trigger1 = (Anim = 47)
Physics = S

[State 100, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = NoWalk
flag2= NoAutoTurn

[State 100, 埃]
type = MakeDust
trigger1 = (Anim = 47)
pos = 0,0
spacing = 1
Persistent = 0

[State 100, 音]
type = PlaySnd
trigger1 = Anim != 47
trigger1 = AnimElem = 2
value = s2,1

[State 100, 音]
type = PlaySnd
trigger1 = Anim != 47
trigger1 = AnimElem = 7
value = s2,2

[State 100, 軸位置]
type = PosSet
trigger1 = 1
y = 0

[State 100, 移動速度]
type = VelSet
trigger1 = 1
y = 0

[State 100, 移動速度]
type = VelSet
trigger1 = (Anim != 47)
x = const(velocity.run.fwd.x)

[State 100, ステート変更]
type = ChangeState
triggerall = (Anim = 47)
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;バックダッシュ
;---------------------------------------------------------------------------

[Statedef 105]
type     = S
movetype = I
physics  = N
anim     = 105
ctrl     = 1
sprpriority = 1

[State 105, 移動速度]
type = VelSet
trigger1 = Time = 0
x = const(velocity.run.back.x)

[State 105, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = NoWalk
flag2= NoAutoTurn

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

[State 100, 音]
type = PlaySnd
trigger1 = Anim != 47
trigger1 = AnimElem = 2
value = s2,1

[State 100, 音]
type = PlaySnd
trigger1 = Anim != 47
trigger1 = AnimElem = 7
value = s2,2

[State 105, ステート変更]
type = ChangeState
trigger1 = (command != "holdback") && (Var(1) != [7, 10])
value = 0

;---------------------------------------------------------------------------
; GUARD (start)
;---------------------------------------------------------------------------

[Statedef 120]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged

[State 120, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 120 + (statetype = C) + (statetype = A)*2

[State 120, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 120, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 120, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 120, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && (command = "holddown" || Var(1) = 11) 
statetype = C
physics = C

[State 120, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && (command != "holddown" && Var(1) != 11)
statetype = S
physics = S

[State 120, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 130 + (statetype = C) + (statetype = A)*2

[State 120, Stop Guarding]
type = ChangeState
trigger1 = (command != "holdback" && Var(1) != [11, 12])
trigger2 = !inguarddist
value = 140

;---------------------------------------------------------------------------
; STAND GUARD (guarding)
[Statedef 130]
type    = S
physics = S

[State 130, 1]
type = ChangeAnim
trigger1 = Anim != 130
value = 130

[State 130, Hi to Lo]
type = ChangeState
trigger1 = command = "holddown"
value = 131

[State 130, Stop Guarding]
type = ChangeState
trigger1 = (command != "holdback" && Var(1) != 12)
trigger2 = !inguarddist
value = 140

;---------------------------------------------------------------------------
; CROUCH GUARD (guarding)
[Statedef 131]
type    = C
physics = C

[State 131, 1]
type = ChangeAnim
trigger1 = Anim != 131
value = 131

[State 131, Lo to Hi]
type = ChangeState
trigger1 = (command != "holddown" && Var(1) != 11)
value = 130

[State 131, Stop Guarding]
type = ChangeState
trigger1 = (command != "holdback" && Var(1) != 11)
trigger2 = !inguarddist
value = 140

;---------------------------------------------------------------------------
; AIR GUARD (guarding)
[Statedef 132]
type    = A
physics = N

[State 132, 1]
type = ChangeAnim
trigger1 = Anim != 132
value = 132

[State 132, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 132, 3]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 132, 4]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 132, 5]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 132, 6]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command = "holdback"
trigger1 = inguarddist
value = 130

[State 132, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52

[State 132, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

;---------------------------------------------------------------------------
; GUARD (end)
[Statedef 140]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged
ctrl = 1

[State 140, 1]
type = ChangeState
trigger1 = sysvar(4)
value = 140

[State 140, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 140 + (statetype = C) + (statetype = A)*2

[State 140, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 140, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 140, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 140, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 140, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

;[State 140, 5] ;Implemented within engine
;type = ChangeState
;trigger1 = AnimTime = 0
;value = (statetype = C)*11 + (statetype = A)*51

;---------------------------------------------------------------------------
; SGUARDHIT (shaking)
[Statedef 150]
type    = S
movetype= H
physics = N
velset = 0,0

[State 150, 1]
type = ChangeAnim
trigger1 = 1
value = 150

[State 150, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*(command = "holddown")

[State 150, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 150, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 150, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 3

;---------------------------------------------------------------------------
; SGUARDHIT2 (knocked back)
[Statedef 151]
type    = S
movetype= H
physics = S
anim = 150

[State 151, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 151, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0

[State 151, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 151, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 151, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 151, 4]
type = ChangeState
trigger1 = HitOver
value = 130
ctrl = 1

;---------------------------------------------------------------------------
; CGUARDHIT (shaking)
[Statedef 152]
type    = C
movetype= H
physics = N
velset = 0,0

[State 152, 1]
type = ChangeAnim
trigger1 = 1
value = 151

[State 152, 3]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*((command != "holddown" && Var(1) != 11))

[State 152, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && (command = "holddown" || Var(1) = 11)
statetype = C
physics = C

[State 152, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && (command != "holddown" && Var(1) != 11)
statetype = S
physics = S

[State 152, 4]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; CGUARDHIT2 (knocked back)
[Statedef 153]
type    = C
movetype= H
physics = C
anim = 151

[State 153, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 153, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0

[State 153, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 153, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && (command = "holddown" || Var(1) = 11)
statetype = C
physics = C

[State 153, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && (command != "holddown" && Var(1) != 11)
statetype = S
physics = S

[State 153, 4]
type = ChangeState
trigger1 = HitOver
value = 131
ctrl = 1

;---------------------------------------------------------------------------
; AGUARDHIT (shaking)
[Statedef 154]
type    = A
movetype= H
physics = N
velset = 0,0

[State 154, 1]
type = ChangeAnim
trigger1 = 1
value = 152

[State 154, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 155 ;AGUARDHIT2

[State 154, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; AGUARDHIT2 (knocked away)
[Statedef 155]
type    = A
movetype= H
physics = N
anim = 152

[State 155, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 155, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 155, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 155, 4]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 155, 5]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command = "holdback"
trigger1 = inguarddist
value = 130

[State 155, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52

;---------------------------------------------------------------------------
;時間切れで負けたとき
;---------------------------------------------------------------------------

; LOSE (Time over)
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 170, 7]
type = PlaySnd
trigger1 = animelem = 1
value = 170, 0

[State 3002]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

;---------------------------------------------------------------------------
;時間切れで引き分けたとき
;---------------------------------------------------------------------------

[Statedef 175]
type = S
ctrl = 0
velset = 0,0
anim = 10000

[State 175, コントロール]
type = PlaySnd
trigger1 = AnimElem = 2
value = s3,2

[State 175, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 175]
type = ChangeState
trigger1 = AnimTime = 0
value = 176

[Statedef 176]
type = S
ctrl = 0
velset = 0,0
anim = 0

[State 176, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
;勝利ポーズ分岐
;---------------------------------------------------------------------------

[Statedef 180]
type = S
ctrl = 0

[State 180, ステート変更]
type = ChangeState
triggerall = (NumEnemy)
trigger1 = var(28) = [1,60]
value = 181

[State 180, ステート変更]
type = ChangeState
triggerall = (NumEnemy)
trigger1 = var(28) = [61,120]
value = 182

;---------------------------------------------------------------------------
;勝利ポーズ１

[Statedef 181]
type = S
ctrl = 0
anim = 180
velset = 0,0
sprpriority = -4

[State 181]
type = VelSet
trigger1 = AnimElem = 3
x=0
y=-10

[State 181]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2, 0

[State 181, 残像]
type = AfterImage
trigger1 = AnimElem = 3
Time = -1
PalContrast = 120,120,120
Trans = Add1
TimeGap  = 4
FrameGap = 1
length = 3

[State 181]
type = ScreenBound
trigger1 = 1
value = 0
;---------------------------------------------------------------------------
;勝利ポーズ２

[Statedef 182]
type = S
ctrl = 0
anim = 181
velset = 0,0
sprpriority = -4

[State 182, 特殊効果]
type = AssertSpecial
trigger1 = Time = [0,180]
flag = RoundNotOver

[State 182]
type = PlaySnd
trigger1 = AnimElem = 2
value = s182,0

[Statedef 185]
type = S
ctrl = 0
sprpriority = 2
anim = 501

[state 185]
type = Explod
trigger1 = Time = 0
anim = 4022
postype = p1
pos = 0,0
sprpriority = 5
ownpal = 1
ID = 4020

[state 185]
type = Explod
trigger1 = Time = 100
trigger1 = Anim = 501
anim = 195
postype = p1
pos = 0,10
sprpriority = 1
ownpal = 1
ID = 195

[state 185]
type = Explod
trigger1 = Time = 100
trigger1 = Anim = 501
anim = 195
postype = p1
pos = -7,-7
sprpriority = 1
ownpal = 1
ID = 195

[state 185]
type = Explod
trigger1 = Time = 100
trigger1 = Anim = 501
anim = 195
postype = p1
pos = 7,-7
sprpriority = 1
ownpal = 1
ID = 195

[state 185]
type = PlaySnd
trigger1 = Time = 100
trigger1 = Anim = 501
value = s6,6

[state 185]
type = ChangeAnim
trigger1 = Time = 100
trigger1 = Anim = 501
value = 4300

[state 185]
type = DestroySelf
trigger1 = AnimTime = 0
trigger1 = Anim = 4300
;---------------------------------------------------------------------------
;イントロ分岐
;---------------------------------------------------------------------------

[Statedef 190]
type = S
ctrl = 0

;「Name」はdefファイルで設定した『キャラの名前（Name）』を、
;「AuthorName」は同じくdefファイルで設定した『キャラの作成者（Author）』を判断。

[State 190, ステート変更]
type = ChangeState
trigger1 = (EnemyNear,Name = "Donald")
value = 191

[State 190, ステート変更]
type = ChangeState
trigger1 = (EnemyNear,Name != "Donald")
value = 10980

;---------------------------------------------------------------------------
;イントロ(対ドナルド)

[Statedef 191];相手のイントロ待ち
type = S
ctrl = 0
anim = 192
velset = 0,0

[State 191, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = Intro;イントロの状態

[State 192, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 5;trigger1 = time = 15
value = 190,22;value = 190, 0

[State 191]
type = ChangeState
trigger1 = (Time = 350);(Time = 50)
value = 192

[Statedef 192]
type = S
ctrl = 0
anim = 191
velset = 0,0
sprpriority = 0

[State 192, 特殊効果];試合が開始するまではこのコントローラを使おう
type = AssertSpecial
trigger1 = 1
flag = Intro;イントロの状態

[State 192, ステート変更]
type = ChangeState
trigger1 = (AnimTime = 0)
value = 0

[State 192, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6
value = 190,1

[State 192, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 7
value = 1,4

[State 192, エフェクト]
type = Explod
trigger1 = AnimElem = 7
ID = 192
anim = 4401
postype = p1
pos = 16, -110
sprpriority = 10
ownpal = 1
persistent = 0

[State 192, エフェクト]
type = Explod
trigger1 = AnimElem = 7
ID = 192
anim = 4404
postype = p1
pos = 20, -60
sprpriority = 10
ownpal = 1
persistent = 0

[State 192, ヘルパーを出す];（※２）
type = Helper
trigger1 = Time = 0
name = "Dona"
stateno = 193
pos = 0,0
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = const(size.xscale) ;『const(***)』はコンスタンツファイルの各パラメータを使う命令
size.yscale = const(size.yscale) 
ID = 192
Persistent = 0

;---------------------------------------------------------------------------
石像

[Statedef 193]
type     = A
movetype = I
physics  = N
anim     = 190
ctrl     = 0
velset   = 0,0
sprpriority = -1

[State 193, エフェクト]
type = Explod
trigger1 = RoundState = 2
ID = 193
anim = 4022
postype = p1
pos = 0, -10
sprpriority = 10
ownpal = 1
persistent = 0

[State 193, エフェクト]
type = Explod
trigger1 = RoundState = 2
ID = 193
anim = 4022
postype = p1
pos = -20, -20
sprpriority = 10
ownpal = 1
persistent = 0

[State 193, エフェクト]
type = Explod
trigger1 = RoundState = 2
ID = 193
anim = 4022
postype = p1
pos = 20, -20
sprpriority = 10
ownpal = 1
persistent = 0

[State 193, エフェクト]
type = Explod
trigger1 = RoundState = 2
ID = 193
anim = 4022
postype = p1
pos = 0, -60
sprpriority = 10
ownpal = 1
persistent = 0

[State 193, エフェクト]
type = Explod
trigger1 = RoundState = 2
ID = 193
anim = 4022
postype = p1
pos = -20, -70
sprpriority = 10
ownpal = 1
persistent = 0

[State 193, エフェクト]
type = Explod
trigger1 = RoundState = 2
ID = 193
anim = 4022
postype = p1
pos = 20, -60
sprpriority = 10
ownpal = 1
persistent = 0

[State 193, エフェクト]
type = Explod
trigger1 = RoundState = 2
ID = 193
anim = 4022
postype = p1
pos = 80, -10
sprpriority = 10
ownpal = 1
persistent = 0

[State 193, エフェクト]
type = Explod
trigger1 = RoundState = 2
ID = 193
anim = 4022
postype = p1
pos = 60, -20
sprpriority = 10
ownpal = 1
persistent = 0

[State 193, エフェクト]
type = Explod
trigger1 = RoundState = 2
ID = 193
anim = 4022
postype = p1
pos = 100, -20
sprpriority = 10
ownpal = 1
persistent = 0

[State 193, エフェクト]
type = Explod
trigger1 = RoundState = 2
ID = 193
anim = 4022
postype = p1
pos = 80, -60
sprpriority = 10
ownpal = 1
persistent = 0

[State 193, エフェクト]
type = Explod
trigger1 = RoundState = 2
ID = 193
anim = 4022
postype = p1
pos = 60, -70
sprpriority = 10
ownpal = 1
persistent = 0

[State 193, エフェクト]
type = Explod
trigger1 = RoundState = 2
ID = 193
anim = 4022
postype = p1
pos = 100, -60
sprpriority = 10
ownpal = 1
persistent = 0

;登場エフェクト

[State 193, エフェクト]
type = Explod
trigger1 = Time = 0
ID = 193
anim = 4022
postype = p1
pos = 0, -10
sprpriority = 10
ownpal = 1
persistent = 0

[State 193, エフェクト]
type = Explod
trigger1 = Time = 0
ID = 193
anim = 4022
postype = p1
pos = -20, -20
sprpriority = 10
ownpal = 1
persistent = 0

[State 193, エフェクト]
type = Explod
trigger1 = Time = 0
ID = 193
anim = 4022
postype = p1
pos = 20, -20
sprpriority = 10
ownpal = 1
persistent = 0

[State 193, エフェクト]
type = Explod
trigger1 = Time = 0
ID = 193
anim = 4022
postype = p1
pos = 0, -60
sprpriority = 10
ownpal = 1
persistent = 0

[State 193, エフェクト]
type = Explod
trigger1 = Time = 0
ID = 193
anim = 4022
postype = p1
pos = -20, -70
sprpriority = 10
ownpal = 1
persistent = 0

[State 193, エフェクト]
type = Explod
trigger1 = Time = 0
ID = 193
anim = 4022
postype = p1
pos = 20, -60
sprpriority = 10
ownpal = 1
persistent = 0

[State 193, エフェクト]
type = Explod
trigger1 = Time = 0
ID = 193
anim = 4022
postype = p1
pos = 80, -10
sprpriority = 10
ownpal = 1
persistent = 0

[State 193, エフェクト]
type = Explod
trigger1 = Time = 0
ID = 193
anim = 4022
postype = p1
pos = 60, -20
sprpriority = 10
ownpal = 1
persistent = 0

[State 193, エフェクト]
type = Explod
trigger1 = Time = 0
ID = 193
anim = 4022
postype = p1
pos = 100, -20
sprpriority = 10
ownpal = 1
persistent = 0

[State 193, エフェクト]
type = Explod
trigger1 = Time = 0
ID = 193
anim = 4022
postype = p1
pos = 80, -60
sprpriority = 10
ownpal = 1
persistent = 0

[State 193, エフェクト]
type = Explod
trigger1 = Time = 0
ID = 193
anim = 4022
postype = p1
pos = 60, -70
sprpriority = 10
ownpal = 1
persistent = 0

[State 193, エフェクト]
type = Explod
trigger1 = Time = 0
ID = 193
anim = 4022
postype = p1
pos = 100, -60
sprpriority = 10
ownpal = 1
persistent = 0

[State 193, ヘルパーを消す]
type = DestroySelf
trigger1 = RoundState = 2

;---------------------------------------------------------------------------
イントロ(一般)

[Statedef 194];
type = S
ctrl = 0
anim = 194
velset = 0,0
sprpriority = 0

[State 194]
type = VarRandom
trigger1 = 1
v = 3
range = 1

[State 194]
type = PlaySnd
trigger1 = var(3) = 0
trigger1 = !time
value = 3, 1

[State 194]
type = PlaySnd
trigger1 = var(3) = 1
trigger1 = !time
value = 3, 4

[State 194, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 194]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;-------------------------------------------
;イントロ（チンカス死ね）
[Statedef 10980]
type = S
ctrl = 0
anim = 1
velset = 0,0

[State 192, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Dirty Kung Fu Man"
ID = 10981
stateno = 10981
pos = 25,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
size.xscale = 1
size.yscale = 1

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Gotta help my friend!"
ID = 10985
stateno = 10985
pos = 126,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
size.xscale = 1
size.yscale = 1

[State 191]
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = invisible

[State 193, ステート変更]
type = posadd
trigger1 = time = 2
x = -201

[State 191, 2]
type = ChangeState
trigger1 = time >= 135
value = 10982

;-----------------------------------
[Statedef 10981]
type = S
ctrl = 0
anim = 4443
velset = 0,0
movetype = I
physics = S
sprpriority = 2

;[State 192, 特殊効果] ;「ROUND1, FIGHT!」のアナウンスが始まるまでは、このコントローラを使ってください
;type = AssertSpecial
;trigger1 = 1
;flag = nomusic

[State 192, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 192, 特殊効果] ;「ROUND1, FIGHT!」のアナウンスが始まるまでは、このコントローラを使ってください
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 0, PlaySnd]
type = PlaySnd
trigger1 =animelem=2
value = 9998,0+random%4
volume = 255*255
channel = 4

[State 191, 2]
type = ChangeState
trigger1 = root,anim = 4441
trigger1 = root,animelem = 6
value = 44444
;---------------------------------------------------------------------------
[Statedef 44444]
type     = S
movetype = I
physics  = N
ctrl     = 0
anim     = 4146
SprPriority = 1

[State 192, 特殊効果] ;「ROUND1, FIGHT!」のアナウンスが始まるまでは、このコントローラを使ってください
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 810, 画像表示優先度]
type = SprPriority
trigger1 = root,stateno = 10983
trigger1 = root,animelemtime(10) >= 0
value = -1

[State 4008, 移動速度]
type = posSet
trigger1 = time = 2
trigger1 = anim = 4146
y = -8
ignorehitpause = 1

[State 4008, 音を鳴す]
type = PlaySnd
trigger1 = time = 60
value = 9999,7
ignorehitpause = 1
volume = 255*244

[State 4008, 音を鳴す]
type = PlaySnd
trigger1 = Time = 2
value = 25, 11
ignorehitpause = 1
volume = 255
channel = 4

[State 4008, 音を鳴す]
type = PlaySnd
trigger1 = Time = 2
value = 9898, 21
ignorehitpause = 1
volume = 255

[State 4008, 音を鳴す]
type = PlaySnd
trigger1 = Time = 0
value = 999, 0
ignorehitpause = 1

[State 4008, 音を鳴す]
type = PlaySnd
trigger1 = Time = 0
value = 999, 1
ignorehitpause = 1

[State 1820]
type = EnvShake
trigger1 = Time = 0
trigger2 = animelem = 2
time = 50
freq = 100
ampl = 10
ignorehitpause = 1

[State 16500, Explod]
type = Explod
trigger1 = time = 1
anim = 8154
id = 8154
sprpriority = 7
ontop = 1
postype = p1
pos = 30, 115
scale = 1.5,1.5
bindtime = 1
ownpal = 1
ignorehitpause = 1

[State 16500, Explod]
type = Explod
trigger1 = time = 1
anim = 8153
id = 8153
sprpriority = 7
pos = 30, 115
ontop = 1
scale = 1.5,1.5
bindtime = 1
ownpal = 1
ignorehitpause = 1

[State 16500, Explod]
type = Explod
trigger1 = time = 6
anim = 4145
id = 4145
sprpriority = 1
pos = 10,0
scale = 1,1
ownpal = 1
removetime = 200
ignorehitpause = 1
;---------------------------------------------------------------------------
[Statedef 10982]
type = S
ctrl = 0
anim = 20
velset = 2.1,0

[State 192, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 192, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 192, 特殊効果] ;「ROUND1, FIGHT!」のアナウンスが始まるまでは、このコントローラを使ってください
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 1951, ステート変更]
type = ChangeState
trigger1 = time = 60
value = 10983
;---------------------------------------------------------------------------
[Statedef 10983]
type = S
ctrl = 0
anim = 4441
velset = 0,0

;[State 192, 特殊効果] ;「ROUND1, FIGHT!」のアナウンスが始まるまでは、このコントローラを使ってください
;type = AssertSpecial
;trigger1 = 1
;flag = nomusic

[State 810, 画像表示優先度]
type = SprPriority
trigger1 = 1
value = 1

[State 200, 1]
type = PlaySnd
trigger1 = time = 3
value = 3300,1
volume = 255*255

[State 192, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 192, 特殊効果] ;「ROUND1, FIGHT!」のアナウンスが始まるまでは、このコントローラを使ってください
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 1951, ステート変更]
type = ChangeState
trigger1 = animelemtime(15) >= 6
value = 109885

[State 192, 速度加算] ;重力
type = Velset
trigger1 = animelemtime(8) >= 5
x = 2

;---------------------------------------------------------------------------
[Statedef 109885]
type = S
ctrl = 0
anim = 44441
velset = 0,0

;[State 192, 特殊効果] ;「ROUND1, FIGHT!」のアナウンスが始まるまでは、このコントローラを使ってください
;type = AssertSpecial
;trigger1 = 1
;flag = nomusic

[State 810, 画像表示優先度]
type = SprPriority
trigger1 = 1
value = 1

[State 200, 1]
type = PlaySnd
trigger1 = time = 3
value = 9999,0
volume = 255*255

[State 192, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 192, 特殊効果] ;「ROUND1, FIGHT!」のアナウンスが始まるまでは、このコントローラを使ってください
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 1951, ステート変更]
type = ChangeState
trigger1 = animtime=0
value = 0

;-----------------------------------
[Statedef 10985];Stop
type = S
ctrl = 0
anim = ifelse(random<500,ifelse(random<500,4059,4056),ifelse(random<500,4053,4050))
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 100]
type = PlaySnd
trigger1 = time = 0
trigger1 = anim = 4050
value = 4444, 10
volume = 255

[State 100]
type = PlaySnd
trigger1 = time = 0
trigger1 = anim = 4053
value = 4444, 13
volume = 255

[State 100]
type = PlaySnd
trigger1 = time = 10
trigger1 = anim = 4056
value = 4444, 10

[State 100]
type = PlaySnd
trigger1 = time = 10
trigger1 = anim = 4059
value = 81000, 2

[State 0, AngleDraw]
type = AngleDraw
trigger1 = anim = 4059
scale = 0.8,0.8
ignorehitpause = 1

[State 0, Clone Turn]
type = Turn
trigger1 = Time = 0

[State 2100]
type = Playerpush
trigger1 = time >= 0
value = 0

[State 192, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 192, 特殊効果] ;「ROUND1, FIGHT!」のアナウンスが始まるまでは、このコントローラを使ってください
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 2]
type = ChangeState
trigger1 = root,anim = 4441
trigger1 = root,animelemtime(6) = 50
value = 10986

;-----------------------------------
[Statedef 10986];horay
type = S
ctrl = 0
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 193, ステート変更]
type = Changeanim
trigger1 = anim = 4050
trigger1 = anim != 4051
value = 4051

[State 193, ステート変更]
type = Changeanim
trigger1 = anim = 4053
trigger1 = anim != 4054
value = 4054

[State 193, ステート変更]
type = Changeanim
trigger1 = anim = 4056
trigger1 = anim != 4057
value = 4057

[State 193, ステート変更]
type = Changeanim
trigger1 = anim = 4059
trigger1 = anim != 4060
value = 4060

[State 0, AngleDraw]
type = AngleDraw
trigger1 = anim = 4060
scale = 0.8,0.8
ignorehitpause = 1

[State 2100]
type = Playerpush
trigger1 = time >= 0
value = 0

[State 192, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 192, 特殊効果] ;「ROUND1, FIGHT!」のアナウンスが始まるまでは、このコントローラを使ってください
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 2]
type = ChangeState
trigger1 = animtime = 0
value = 10987

;-----------------------------------
[Statedef 10987];escape
type = S
ctrl = 0
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 193, ステート変更]
type = Changeanim
trigger1 = anim = 4051
trigger1 = anim != 4052
value = 4052

[State 193, ステート変更]
type = Changeanim
trigger1 = anim = 4054
trigger1 = anim != 4055
value = 4055

[State 193, ステート変更]
type = Changeanim
trigger1 = anim = 4057
trigger1 = anim != 4058
value = 4058

[State 193, ステート変更]
type = Changeanim
trigger1 = anim = 4060
trigger1 = anim != 4061
value = 4061

[State 0, AngleDraw]
type = AngleDraw
trigger1 = anim = 4061
scale = 0.8,0.8
ignorehitpause = 1

[State 100]
type = PlaySnd
trigger1 = time = 1
trigger1 = anim = 4052
value = 4444, 11
volume = 255

[State 100]
type = PlaySnd
trigger1 = time = 1
trigger1 = anim = 4061
value = 81000, 1
volume = 255

[State 192, 特殊効果] ;「ROUND1, FIGHT!」のアナウンスが始まるまでは、このコントローラを使ってください
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 2100]
type = Playerpush
trigger1 = time >= 0
value = 0

[State 192, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 5100, 1]
type = VelSet
trigger1 = 1
x = 5

[State 2120, このヘルパーを消す]
type = DestroySelf
trigger1 = Time = 50

; HIT_LIEDEAD
[Statedef 5150]
type    = L
movetype= H
physics = S
sprpriority = -3
anim = ifelse(MatchOver = 1,5150,5140)

[State 3002]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 5150 , 6]
type = Explod
trigger1 = Anim = 5150
trigger1 = animelem = 2
ID = 5151
anim = 5151
postype = p1
pos = 0, 0
sprpriority = -10
bindtime = -1
ownpal = 1
persistent = 0
ignorehitpause = 1
removeongethit = 1

[State 5150, 7]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Anim = 5150
value = 170, 0

[State 5150, 10]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
