
[Data]
life              = 1000
power             = 3000
attack            = 100
defence           = 150
fall.defence_up   = 50
liedown.time      = 50
airjuggle         = 15
sparkno           = -1
guard.sparkno     = 40
KO.echo           = 0
volume            = 255
intpersistindex   = 5,20
floatpersistindex = 40

[Size]
xscale           = 1
yscale           = 1
ground.back      = 15
ground.front     = 16
air.back         = 12
air.front        = 12
height           = 60
attack.dist      = 160
proj.attack.dist = 90
proj.doscale     = 0
head.pos         = 0, -90
mid.pos          = 0, -60
shadowoffset     = 0
draw.offset      = 0,0

[Velocity]
walk.fwd     = 2.5
walk.back    = -2.4
run.fwd      = 6.4, 0
run.back     = -5.8,-3.8
jump.neu     = 0,-9
jump.back    = -3.8
jump.fwd     = 4
runjump.back = -2.55,-8.1
runjump.fwd  = 4.2,-8.7
airjump.neu  = 0,-8.1
airjump.back = -2.5
airjump.fwd  = 2.55

[Movement]
airjump.num     = 0
airjump.height  = 35
yaccel          = .54
stand.friction  = .85
crouch.friction = .82

[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

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

[Statedef 180]
type = S
ctrl = 0
anim = 180
velset = 0,0

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

[State ]
type = Playsnd
trigger1 = animelem = 4
value = S12,0
volume = 255

[State ]
type = Playsnd
trigger1 = !time
value = 20000,0
volume = 255

[State ]
type = Explod
trigger1 = animelem = 4
anim = 1305
id = 1305
sprpriority = 999999
postype = p1
pos = 20,-100
bindtime = -1
supermove = 0
under = 0
ownpal = 1
trans = none
removetime = -1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 181, 特殊効果]
type = AssertSpecial
trigger1 = time = [0,300]
flag = roundnotover

[Statedef 190]
type = S
ctrl = 0
anim = 0
velset = 0,0

[State 190,]
type = ChangeState
trigger1 = !Time
value = 0

;---------------------------------------------------------------------------
; Stand to Crouch
[Statedef 10]
type    = C
physics = C
anim = 10

[State 10, 1]
type = VelMul
trigger1 = Time = 0
x = 0

[State 10, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 11

;---------------------------------------------------------------------------
; Crouching
[Statedef 11]
type    = C
physics = C
anim = 11
sprpriority = 0

[State 11, 0]
type = VelSet
trigger1 = Time = 0
x = 0

[State 11, 1] ;Change from turning animation
type = ChangeAnim
trigger1 = Anim = 6 && AnimTime = 0
value = 11

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; RUN_FWD
[Statedef 100]
type    = S
physics = S
anim = 100
sprpriority = 1
ctrl = 1

[State 100, 1]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)

[State 191,]
type = PlaySnd
triggerall = time = 1
trigger1 = Alive
loop = 1
value = s5,0
channel = 6

[State 100,]
type = StopSnd
trigger1 = command != "holdfwd"
trigger2 = Anim != 100
channel = 6

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 4]
type = ChangeState
trigger1 = command != "holdfwd"
value = 0

;---------------------------------------------------------------------------
; RUN_BACK
[Statedef 105]
type    = A
physics = A
ctrl = 0
anim = 105
sprpriority = 1

[State 191,]
type = PlaySnd
triggerall = AnimElem = 2
trigger1 = Alive
value = s5,1

[State 105, 1]
type = VelSet
trigger1 = AnimElem = 2
x = const(velocity.run.back.x)
y = const(velocity.run.back.y)

[State 105, 3]
type = ChangeState
trigger1 = AnimElemtime(2) >= 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 106

;---------------------------------------------------------------------------
; RUN_BACK2 (land)
[Statedef 106]
type    = S
physics = S
ctrl = 0
anim = 106

[State 191,]
type = PlaySnd
triggerall = AnimElem = 1
trigger1 = Alive
value = s4,0

[State 106, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 106, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 106, 3]
type = MakeDust
trigger1 = Time = 0
pos = -5,-2
spacing = 1

[State 106, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Jump Start
[Statedef 40]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 40, 1]
type = VarSet
trigger1 = time = 0
var(4) = 0

[State 40, 1];小ジャンプ
type = VarSet
trigger1 = command != "holdup"
var(4) = 1

[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 2]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 40, 3]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = Var(4) = 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, 4];小ジャンプ
type = VelSet
trigger1 = AnimTime = 0
trigger1 = Var(4) = 1
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 = -6

[State 40, 5]
type = null;VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; Jump Up
[Statedef 50]
type    = A
physics = A

[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 191,]
type = PlaySnd
triggerall = time = 0
;triggerall = Var(4) = 0
triggerall = Var(3) != 0
trigger1 = Alive
value = s3,2
channel = 4

[State 191,]
type = PlaySnd
triggerall = time = 0
triggerall = Var(4) = 0
triggerall = Var(3) = 0
trigger1 = Alive
value = s3,1
channel = 4

[State 191,]
type = PlaySnd
triggerall = time = 0
triggerall = Var(4) = 1
triggerall = Var(3) = 0
trigger1 = Alive
value = s3,0
channel = 4

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
;trigger1 = Var(4) = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 50, 2];小ジャンプ
type = null;ChangeAnim
trigger1 = Time = 0
trigger1 = Var(4) = 1
value = 49

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3

;---------------------------------------------------------------------------
; Jump Land
[Statedef 52]
type    = S
physics = S
ctrl = 0
anim = 47
veladd = 0,0

[State 191,]
type = PlaySnd
trigger1 = Time = 0
value = s4,0

[State 52, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

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

[State 52, 3]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ふっとばし
[Statedef 300]
type     = S
movetype = A
physics  = S
juggle   = ifelse(numprojID(2000)=1,8,15)
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 300
sprpriority = 3

[State 300,]
type = PowerAdd
trigger1 = prevstateno = [150,151]
trigger1 = time = 0
value = -1000

[State 300,]
type = NotHitBy
trigger1 = prevstateno = [150,151]
trigger1 = 1
value = SCA

[State 300, ステ?ト変更]
type = ChangeAnim
trigger1 = prevstateno = [150,151]
trigger1 = time = 0
value = 245

[state 300,]
type = Posset
trigger1 = time = 0
y = 0

[state 300,]
type = Posadd
triggerall = prevstateno = [150,151]
trigger1 = AnimElem = 1
x = 5

[state 300,]
type = Posadd
triggerall = prevstateno = [150,151]
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
x = 10

[state 300,]
type = Posadd
triggerall = prevstateno = [150,151]
trigger1 = AnimElem = 6
trigger2 = AnimElem = 7
trigger3 = AnimElem = 8
x = -10

[State 300,]
type = palfx
trigger1 = prevstateno = [150,151]
trigger1 = time = 0
time = 5
add = 230,230,230

[State 300,]
type = AfterImage
trigger1 = prevstateno = [150,151]
trigger1 = time = 0
time = 17
trans = add1
timegap = 2
framegap = 2
length = 5
palbright = 12,12,12
palcontrast = 220,220,220
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[State 300, ヒット定?]
type = HitDef
trigger1 = prevstateno = [150,151]
trigger1 = Time = 0
attr = S, NA
animtype  = Diagup
damage    = 10
pausetime = 14,16
sparkno = s4010
sparkxy = -20,-70
hitsound   = s1,4
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -5,-5
air.velocity = -5,-5
fall = 1
fall.recover = 0
kill = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 300 , 1]
type = HitDef
trigger1 = prevstateno != [150,151]
trigger1 = time = 0
attr = S, NA
animtype  = Hard
damage    = 80
priority = 5
pausetime = 11,12
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20,-70
hitsound = s1,4
hitflag = MAF
guardflag = MA
guardsound = s2,0
ground.type = High
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -5,-5
air.velocity = -5,-5
air.animtype = Back
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 300, 音を鳴らす]
type = PlaySnd
trigger1 = prevstateno != [150,151]
trigger1 = AnimElem = 5
trigger2 = prevstateno = [150,151]
trigger2 = AnimElem = 2
value = s0,4

[State 300, ステ?ト変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;空中ふっとばし
[Statedef 650]
type     = A
movetype = A
physics  = A
juggle   = ifelse(numprojID(2000)=1,8,15)
poweradd = 0
ctrl     = 0
anim     = 650
sprpriority = 3

[State 240 , 1]
type = HitDef
trigger1 = time = 0
attr = A, NA
animtype  = Hard
damage    = 80
priority = 5
pausetime = 11,12
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20,-60
hitsound = s1,4
hitflag = MAF
guardflag = MA
guardsound = s2,0
ground.type = High
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -5,-5
air.velocity = -5,-5
air.animtype = Back
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = s0,4

;---------------------------------------------------------------------------
;緊?回避前

[Statedef 700]
type     = S
movetype = I
physics  = S
velset   = 0,0
anim     = 700
ctrl     = 0
sprpriority = -2

[State 700,]
type = Poweradd
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
value = -1000

[State 700,];?滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
time = 5
add = 230,230,230

[State 2100, 残像]
type = AfterImage
trigger1 = AnimElem = 2
time = 20
length = 6      ;残像の?示時間
timegap = 3     ;時間差
framegap = 3    ;フレ??差
palbright = 1, 1, 1
palcontrast = 128, 128, 128
paladd = 0, 0, 0
palmul = 1, 1, 1
trans = Add1

[State 2100, 非無敵] ;地上投げ属性は回避できない
type = HitBy
trigger1 = AnimElem = 5, <= 0
value = SC, NT, ST, HT    ;立S、屈C、空A , 通常N、必殺S、超必H ? 攻撃A、投げT、飛び道具Pで記述

[State 2100, 移動量]
type = VelSet
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(5) < 0
x = 4.5

[State 2100, 移動終了]
type = VelSet
trigger1 = AnimElem = 5
x = 0

[State 2100, 相手と重なった場合]
type = PlayerPush
trigger1 = AnimElemTime(1) > 0
value = 0

[State 2100, 終了]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;緊?回避後

[Statedef 710]
type     = S
movetype = I
physics  = S
velset   = 0,0
anim     = 710
ctrl     = 0
sprpriority = -2

[State 700,]
type = Poweradd
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
value = -1000

[State 700,];?滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
time = 5
add = 230,230,230

[State 2110, 残像]
type = AfterImage
trigger1 = AnimElem = 2
time = 20
length = 6
timeGap = 3
frameGap = 3
palBright = 0, 0, 0
palContrast = 128, 128, 128
palAdd = 0, 0, 0
palMul = 1, 1, 1	
trans = Add1

[State 2110, 非無敵]
type = HitBy
trigger1 = AnimElem = 8, <= 0
value = SC, NT, ST, HT

[State 2110, 移動量]
type = VelSet
trigger1 = AnimElemTime(2) > 0 && AnimElemTime(7) < 0
x = -5

[State 2110, 移動終了]
type = VelSet
trigger1 = AnimElem = 7
x = 0

[State 2110, 相手と重なった時の処理]
type = PlayerPush
trigger1 = AnimElemTime(1) > 0
value = 0

[State 2110, 終了]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;受身

[Statedef 52000]
type     = S
movetype = I
physics  = S
velset   = 0,0
anim     = 5200
ctrl     = 0
sprpriority = 2

[State 5200]
type = Posset
trigger1 = time = 0
y = 0

[State 2110, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2110, ]
type = Varset
trigger1 = time = 0
trigger1 = command = "holdfwd"
var(6) = 1

[State 2110, ]
type = Varset
trigger1 = Animtime = 0
var(6) = 0

[State 2110, 移動量]
type = VelSet
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(5) <= 0
x = -4.5

[state 300,]
type = Veladd
triggerall = var(6) = 0
trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(5) <= 0
x = .021

[State 2110, 移動量]
type = VelSet
triggerall = var(6) = 1
trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(5) <= 0
x = 6

[State 2110, ]
type = ChangeAnim
triggerall = var(6) = 1
trigger1 = time = 0
value = 700

[State 2110, 移動終了]
type = VelSet
trigger1 = AnimElem = 5
x = 0

[State 2110, 相手と重なった時の処理]
type = PlayerPush
trigger1 = AnimElemTime(1) > 0
value = 0

[State 2110, 終了]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 12345]


[State ]
type = Statetypeset
triggerall = Ishelper(12345)
trigger1 = 1
statetype = S
movetype= I
physics = S
ignorehitpause = 1

[State ]
type = Trans
trigger1 = 1
trans = add1

[State ]
type = Palfx
trigger1 = 1
mul = 0,0,0
time = -1

[State ]
type = Ctrlset
trigger1 = ishelper(12345)
value = 0
ignorehitpause = 1

[State ]
type = AssertSpecial
trigger1 = ishelper(12345)
flag = noshadow
flag2 = invisible
ignorehitpause = 1

[State ]
type = Bindtoroot
triggerall = Ishelper(12345)
trigger1 = 1
ignorehitpause = 1

[State ]
type = NotHitby
triggerall = Ishelper(12345)
trigger1 = 1
value = SCA
ignorehitpause = 1

[State ]
type = Changeanim
triggerall = Ishelper(12345)
trigger1 = 1
value = parent,anim
elem = parent,animelemno(0)
ignorehitpause = 1

[State ]
type = Turn
triggerall = Ishelper(12345)
trigger1 = facing != root,facing
ignorehitpause = 1

[State ]
type = Turn
triggerall = Ishelper(12345)
trigger1 = facing != parent,facing
ignorehitpause = 1
