;# 使用変数 ###############################################################
;
; 0 = 汎用
; 1 = 超必カットインオン・オフ
; 2 = コンボ修正
; 3 = 紋章拡大
; 4 = ＣＰＵ用カットインオフ
; 5 = 1Ｐ側、２Ｐ側判定
; 6 = シュバルツ
;
;#########################################################################

[Data]
life = 1000
attack = 100
defence = 100
fall.defence_up = 50
liedown.time = 60
airjuggle = 15
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 60
IntPersistIndex = 1
FloatPersistIndex = 40

[Size]
xscale = 1           ;水平方向の縮尺（通常１）
yscale = 1           ;垂直方向の縮尺（通常１）
ground.back = 15     ;キャラの幅(後方,地上)
ground.front = 16    ;キャラの幅(前方,地上)
air.back = 12        ;キャラの幅(後方,空中)
air.front = 12       ;キャラの幅(前方,空中)
height = 60          ;キャラの高さ
attack.dist = 160    ;攻撃をした時相手がガード体制に入る最低距離
proj.attack.dist = 90;攻撃をした時相手がガード体制に入る最低距離（飛び道具）
proj.doscale = 0     ;上で設定した縮尺を飛び道具にも適用するか（１でＯＮ）   
head.pos = -5, -90   ;頭の大体の座標
mid.pos = -5, -60    ;体の中心の大体の座標
shadowoffset = 0     ;影の垂直方向のオフセット
draw.offset = 0,0    ;使用しない

[Velocity]
walk.fwd  = 3      ;前進の速度
walk.back = -2.8     ;後退の速度
run.fwd  = 6, 0    ;前ダッシュの速度（ホップする時はyを-にする）
run.back = -5.5,-4.2 ;後ダッシュの速度（ホップする時はyを-にする）
jump.neu = 0,-8.4    ;垂直ジャンプの速度
jump.back = -3    ;後ジャンプの速度
jump.fwd = 3       ;前ジャンプの速度
runjump.back = -2.55,-8.1 ;後ダッシュしながらのジャンプ速度(オプション)
runjump.fwd = 5,-8.1      ;前ダッシュしながらのジャンプ速度(オプション)
airjump.neu = 0,-8.1      ;２段ジャンプ以降の垂直ジャンプの速度(オプション)
airjump.back = -2.55      ;２段ジャンプ以降の後ジャンプの速度(オプション)
airjump.fwd = 2.5         ;２段ジャンプ以降の前ジャンプの速度

[Movement]
airjump.num = 0    ;空中でジャンプする回数
airjump.height = 35  ;空中でジャンプする最低限の高さ
yaccel = .44         ;重力
stand.friction = .85  ;立ち状態の摩擦係数
crouch.friction = .82 ;屈み状態の摩擦係数

;---------------------------------------------------------------------------
; ステイトの解説
; [Statedef STATENO]
; type = ?      S/C/A/L  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｌ：ダウン
; movetype = ?  I/A/H    Ｉ：通常状態/Ａ：攻撃状態/Ｈ：ダメージをくらってる状態
; physics = ?   S/C/A/N  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｎ：無し
; juggle = ?             その攻撃に使うジャグル数
;
;---------------------------------------------------------------------------
; RUN_FWD
[Statedef 100]
type    = S
physics = S
anim = 100
sprpriority = 1

[State 100, 0]
type = PlaySnd
trigger1 = Time = 0
value = 100, 0

[State 100, 3]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)

[State 100, 4] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 5] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 6]
type = ChangeState
trigger1 = command != "holdfwd"
value = 0

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

[State 105, 0]
type=PlaySnd
trigger1 = time = 1
value = S41, 0

[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = const(velocity.run.back.x)
y = const(velocity.run.back.y)

[State 105, 2]
type = CtrlSet
trigger1 = Time = 2
value = 1

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

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

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

;---------------------------------------------------------------------------
; 勝った動作１
[Statedef 180]
type = S

[State 180, 1]
type = ChangeState
trigger1 = Time = 0
value = 181

;---------------------------------------------------------------------------
; 勝った動作２
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 181, 1]
type = PlaySnd
trigger1 = Time = 1
value = 181, 0

[State 181, 2]
type = AssertSpecial
trigger1 = Time = [0,210]
flag = RoundNotOver

[State 181, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; 開始前の動作
[Statedef 191]
type = S
ctrl = 0
anim = 7777
velset =0,0
sprpriority = 0

[State 191, 0] 
Type = VarSet
trigger1 = facing = 1
teigger1 = Time = 0
V = 5
Value = 1

[State 191, 0] 
Type = VarSet
trigger1 = facing = -1
teigger1 = Time = 0
V = 5
Value = -1

[State 191, 0] 
Type = VarSet
Trigger1 = palno = [7,8]
teigger1 = Time = 0
V = 4
Value = 1

[State 191, 0] 
type = AssertSpecial
trigger1 = Time = [0,650]
flag = nomusic

[State 191, 1] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 2]
type = PlaySnd
trigger1 = Time = 1
value = 191, 0

[State 191, 2]
type = PlaySnd
trigger1 = Time = 210
value = 191, 1

[State 191, 2]
type = PlaySnd
trigger1 = Time = 484
value = 191, 2

[State 191, 0] 
type = AssertSpecial
trigger1 = Time = [210,590]
flag = noFG

[State 191, 3]
type = Explod
trigger1 = Time = 210
anim = 191
pos = 3,0
postype = back
sprpriority = 0
supermove = 1
bindtime = 1
ownpal = 1

[State 191, 10]
type = Explod
trigger1 = Time = 460
anim = 192
pos = -4,0
postype = back
sprpriority = 0
supermove = 1
bindtime = 1
ownpal = 1

[State 191, 10]
type = Explod
trigger1 = Time = 586
anim = 190
pos = 0,7
postype = p1
sprpriority = 4
supermove = 1
bindtime = 1
ownpal = 1
scale = 1.5,1.5

[State 191, 2]
type = PlaySnd
trigger1 = Time = 586
value = 191, 3

[State 191, 2]
type = PlaySnd
trigger1 = Time = 600
value = 191, 4

[State 191, 5]
type = ChangeAnim
trigger1 = Time = 596
value = 194

[State 195, 2]
type = ChangeState
trigger1 = Time >= 600
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; 挑発の動作
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 195, 0]
type = PlaySnd
trigger1 = Time = 1
value = 195, 0

[State 195, 1]
type = CtrlSet
trigger1 = Time = 40
value = 1

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 立ち・弱・パンチ・の動作
[Statedef 200]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
;Commonly-used controllers:
velset = 0,0                     ;このステートが始まった時に移動するか（0,0で動かない）
ctrl = 0                         ;このステート中に他のコマンドを受け付けるか(1で受け付ける)
anim = 200                       ;このステートで表示するスプライトステート番号(0で変化無し)
poweradd = 20                    ;このステートを使った時のパワー増加量(0で変化無し)
sprpriority = 2                  ;表示した絵の重なり具合(2一番前　0通常　-1奥)

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

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage = 20, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = 0
sparkxy = -5, -85
hitsound = S1,0
guardsound = S6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
air.velocity = -3,-3
air.hittime = 7

[State 200]
Type = VarAdd
Trigger1 = MoveHit != 0
Persistent = 0
IgnoreHitPause = 1
V = 2
Value = 1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 立ち強パンチの動作
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 65
ctrl = 0
velset = 0,0
anim = 210

[State 700, 6]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = PrevStateNo = 800
value = 801

[State 210, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 210, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 35
guardflag = MA
pausetime = 12,12
sparkno = 1
sparkxy = -5,-75
hitsound = S1,1
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = -5.5
air.velocity = -2.5,-4

[State 200]
Type = VarAdd
Trigger1 = MoveHit != 0
Persistent = 0
IgnoreHitPause = 1
V = 2
Value = 1

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 立ち弱キック
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 22
ctrl = 0
velset = 0,0
anim = 230
sprpriority = 2

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

[State 230, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 20
guardflag = MA
pausetime = 12,12
sparkno = 0
sparkxy = -7,-65
hitsound   = S1,2
guardsound = S6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.5,-3.5

[State 200]
Type = VarAdd
Trigger1 = MoveHit != 0
Persistent = 0
IgnoreHitPause = 1
V = 2
Value = 1

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 立ち・強・キック
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 10
poweradd= 65
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 35
guardflag = MA
pausetime = 12,12
sparkno = 1
sparkxy = -15,-80
hitsound   = S1,3
guardsound = S6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = -6
air.velocity = -2.2,-3.2

[State 200]
Type = VarAdd
Trigger1 = MoveHit != 0
Persistent = 0
IgnoreHitPause = 1
V = 2
Value = 1

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;屈み・弱・パンチ
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 1
poweradd= 15
ctrl = 0
anim = 400
sprpriority = 2

[State 400, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 400, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 20
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = 0
sparkxy = -10,-60
hitsound   = S1,0
guardsound = S6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -4
air.velocity = -1.5,-3

[State 200]
Type = VarAdd
Trigger1 = MoveHit != 0
Persistent = 0
IgnoreHitPause = 1
V = 2
Value = 1

[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;屈み・強・パンチ
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 1
poweradd= 50
ctrl = 0
anim = 410
sprpriority = 2

[State 410, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 410, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 35
animtype  = Medium
hitflag = MAF
guardflag = M
pausetime = 12,12
sparkno = 1
sparkxy = -10,-55
hitsound   = S1,1
guardsound = S6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = -4
air.velocity = -3,-4

[State 200]
Type = VarAdd
Trigger1 = MoveHit != 0
Persistent = 0
IgnoreHitPause = 1
V = 2
Value = 1

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;屈み・弱・キック
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 1
poweradd= 22
ctrl = 0
anim = 430
sprpriority = 2

[State 430, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 430, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 20
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 12,12
sparkno = 0
sparkxy = -10,-10
hitsound   = S1,2
guardsound = S6,0
ground.type = Low
ground.slidetime = 6
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0

[State 200]
Type = VarAdd
Trigger1 = MoveHit != 0
Persistent = 0
IgnoreHitPause = 1
V = 2
Value = 1

[State 430, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;屈み・強・キック
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 15
poweradd= 70
ctrl = 0
anim = 440
sprpriority = 2

[State 440, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2

[State 440, 3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 35
hitflag = MAF
guardflag = L
pausetime = 12,12
sparkno = 1
sparkxy = -10,-10
hitsound   = S1,3
guardsound = S6,0
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -2.5,-1.2
air.velocity = -2.2,-1.2
guard.velocity = -5
fall = 1
recover = 0
fall.recover = 0
air.recover = 0

[State 200]
Type = VarAdd
Trigger1 = MoveHit != 0
Persistent = 0
IgnoreHitPause = 1
V = 2
Value = 1

[State 440, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;空中・弱・パンチ
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 600
sprpriority = 2

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

[State 600, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 20
guardflag = HA
priority = 3
pausetime = 7,8
sparkno = 0
sparkxy = -10,-58
hitsound   = S1,0
guardsound = S6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 13
ground.velocity = -4
air.velocity = -1.3,-3

[State 200]
Type = VarAdd
Trigger1 = MoveHit != 0
Persistent = 0
IgnoreHitPause = 1
V = 2
Value = 1

;---------------------------------------------------------------------------
;空中・強・パンチ
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
anim = 610
sprpriority = 2

[State 610, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 610, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 30
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = 1
sparkxy = -10,-65
hitsound   = S1,1
guardsound = S6,0
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime  = 20
ground.velocity = -5
air.velocity = -3,-4

[State 200]
Type = VarAdd
Trigger1 = MoveHit != 0
Persistent = 0
IgnoreHitPause = 1
V = 2
Value = 1

;---------------------------------------------------------------------------
;空中・弱・キック
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 20
ctrl = 0
anim = 630
sprpriority = 2

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

[State 630, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 20
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = 1
sparkxy = -5,-35
hitsound   = S1,2
guardsound = S6,0
ground.type = High
ground.slidetime = 6
ground.hittime  = 13
ground.velocity = -4
air.velocity = -2,-3

[State 200]
Type = VarAdd
Trigger1 = MoveHit != 0
Persistent = 0
IgnoreHitPause = 1
V = 2
Value = 1

;---------------------------------------------------------------------------
;空中・強・キック
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
anim = 640
sprpriority = 2

[State 640, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 640, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 30
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = 1
sparkxy = -10,-40
hitsound   = S1,3
guardsound = S6,0
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime  = 20
ground.velocity = -5
air.velocity = -3,-4

[State 200]
Type = VarAdd
Trigger1 = MoveHit != 0
Persistent = 0
IgnoreHitPause = 1
V = 2
Value = 1

;---------------------------------------------------------------------------
; Initialize (at the start of the round)
[Statedef 5900]
type = S

[State 5900, 0]
Type = VarSet
Trigger1 = Var(1) = 1 
V = 1
Value = 1

[State 5900, 2]
type = VarRangeSet
trigger1 = roundno = 1
fvalue = 0

[State 5900, 3] ;Intro
type = ChangeState
trigger1 = roundno = 1
value = 190

;---------------------------------------------------------------------------
; シュバルツ
[Statedef 9990]
type = A
movetype = I
physics = N
anim = 9990
sprpriority = 5

[State 1112, 2]
type = VelAdd
trigger1 = time >= 0
y = .44

[State 3000, 3]
type = VarRandom
trigger1 = time = 0
v = 6
range = 0,1

[State 1103, 0]
type=PlaySnd
trigger1 = time = 0
value=41,0

[State 1103, 0]
type=PlaySnd
trigger1 = time = 5
trigger1 = Var(6) = 0
value=9999,0

[State 1103, 0]
type=PlaySnd
trigger1 = time = 5
trigger1 = Var(6) = 1
value=9999,1

[State 9990, 1]
type = ChangeState
trigger1 = Time > 0
trigger1 = Pos Y >= 0
value = 9991

[Statedef 9991]
type = S
movetype = I
physics = S
anim = 9990
velset = 0, 0

[State 1103, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1103, 0]
type=PlaySnd
trigger1 = time = 0
value=52,0

;---------------------------------------------------------------------------
; ここは-2のステートを書いてください、ヘルパー関係です
;---------------------------------------------------------------------------
[Statedef -2]

[State -2,]
Type = VarSet
trigger1 = command = "cpu1"
V = 4
Value = 1

[State -2,]
Type = VarSet
trigger1 = command = "cpu2"
V = 4
Value = 1

[State -2,]
Type = VarSet
trigger1 = command = "cpu3"
V = 4
Value = 1

[State -2,]
Type = VarSet
trigger1 = command = "cpu4"
V = 4
Value = 1

[State -2,]
Type = VarSet
trigger1 = command = "cpu5"
V = 4
Value = 1

[State -2,]
Type = VarSet
trigger1 = command = "cpu6"
V = 4
Value = 1

[State -2,]
Type = VarSet
trigger1 = command = "cpu7"
V = 4
Value = 1

[State -2,]
Type = VarSet
trigger1 = command = "cpu8"
V = 4
Value = 1

[State -2,]
Type = VarSet
trigger1 = command = "cpu9"
V = 4
Value = 1

[State -2,]
Type = VarSet
trigger1 = command = "cpu10"
V = 4
Value = 1

[State -2,]
Type = VarSet
trigger1 = command = "cpu11"
V = 4
Value = 1

[State -2,]
Type = VarSet
trigger1 = command = "cpu12"
V = 4
Value = 1

[State -2,]
Type = VarSet
trigger1 = command = "cpu13"
V = 4
Value = 1

[State -2,]
Type = VarSet
trigger1 = command = "cpu14"
V = 4
Value = 1

[State -2,]
Type = VarSet
trigger1 = command = "cpu15"
V = 4
Value = 1

[State -2,]
Type = VarSet
trigger1 = command = "cpu16"
V = 4
Value = 1

[State -2,]
Type = VarSet
trigger1 = command = "cpu17"
V = 4
Value = 1

[State -2,]
Type = VarSet
trigger1 = command = "cpu18"
V = 4
Value = 1

[State -2,]
Type = VarSet
trigger1 = command = "cpu19"
V = 4
Value = 1

[State -2,]
Type = VarSet
trigger1 = command = "cpu20"
V = 4
Value = 1

[State -2,]
Type = VarSet
trigger1 = command = "cpu21"
V = 4
Value = 1

[State -2,]
type = DisplayToClipboard
trigger1 = 1
text = "CutIn = %d,Hit =%d,cpu =%d,Facing =%d"
params = var(1),var(2),var(4),var(5)

;---------------------------------------------------------------------------
; ここから下は-3のステートを書いてください、ここに書いたものはゲーム中
; に条件が成立すればいつでも開始するステートです。
;---------------------------------------------------------------------------
[Statedef -3]

[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 
trigger2 = stateno = 106 
value = 52, 0

[State -3, Walk Sound]
type = PlaySnd
triggerall =  (stateno = 20) || (stateno = 21)
trigger1 = AnimElem = 2 
trigger2 = AnimElem = 4
value = 20, 0
channel = 1

[State -3]
Type = PlaySnd
Triggerall = Time = 1
Trigger1 = stateno = 5100
Trigger2 = stateno = 5110
Value = 52, 0

[State -3,]
type=PlaySnd
triggerall=random < 500
triggerall=time = 1
triggerall=stateno = 5000 || stateno = 5010 || stateno = 5020
trigger1=anim = 5000
trigger2=anim = 5001
trigger3=anim = 5010
trigger4=anim = 5011
value=s2,0
channel = 14

[State -3,]
type=PlaySnd
triggerall=random < 500
triggerall=time = 1
triggerall=stateno = 5000 || stateno = 5010 || stateno = 5020
trigger1=anim = 5002
trigger2=anim = 5012
trigger3=anim = 5030
value=s2,1
channel = 14

[State -3,]
type=PlaySnd
trigger1=random < 500
trigger1=time = 1
triggerall=stateno = 5000 || stateno = 5010 || stateno = 5020
trigger1=anim = 5022
value=s2,1
channel = 14

[State -3,]
type=PlaySnd
trigger1=random < 500
trigger1=time = 1
trigger1=StateNo = 5030
value=s2,1
channel = 14

[State -3,]
type=PlaySnd
triggerall=random < 500
triggerall=time = 1
trigger1=stateno = 5070
trigger2=stateno = 5080
trigger3=stateno = 5090
value=s2,2
channel = 14

[State -3, dust]
type = MakeDust
trigger1 = StateNo = 100
pos2 = -40,0

[State -3,]
type = AfterImageTime
trigger1 = stateno = [5000,5999]
trigger2 = stateno = [0,199]
Time = 0

;---------------------------------------------------------------------------
; 負けた時
[State -3,]
type = Helper
trigger1 = Lose = 1
trigger1 = time = 10
trigger1 = stateno = 5150
persistent = 0
stateno = 9990
postype = p1
pos = 40, -250
name = "Kyoji"
helpertype = normal

;---------------------------------------------------------------------------
[State -3];デモオフ（１ｐ
type = Helper
trigger1 = command = "z"
trigger1 = stateno = [0,50]
trigger1 = Var(1) = 0
trigger1 = Var(4) = 0
trigger1 = Var(5) = 1
ID = 2000
pos = -110, 0
postype = Back
stateno = 2000
name = "DEMO-ON"
helpertype = normal
keyctrl = 1

[State -3];デモオフ（２ｐ
type = Helper
trigger1 = command = "z"
trigger1 = stateno = [0,50]
trigger1 = Var(1) = 0
trigger1 = Var(4) = 0
trigger1 = Var(5) = -1
ID = 2010
pos = -110, 0
postype = Back
stateno = 2010
name = "DEMO-ON"
helpertype = normal
keyctrl = 1

[State -3];デモオン（１ｐ
type = Helper
trigger1 = command = "z"
trigger1 = stateno = [0,50]
trigger1 = Var(1) = 1
trigger1 = Var(4) = 0
trigger1 = Var(5) = 1
ID = 2001
pos = -110, 0
postype = Back
stateno = 2001
name = "DEMO-OFF"
helpertype = normal
keyctrl = 1

[State -3];デモオン（２ｐ
type = Helper
trigger1 = command = "z"
trigger1 = stateno = [0,50]
trigger1 = Var(1) = 1
trigger1 = Var(4) = 0
trigger1 = Var(5) = -1
ID = 2011
pos = -110, 0
postype = Back
stateno = 2011
name = "DEMO-OFF"
helpertype = normal
keyctrl = 1

;---------------------------------------------------------------------------
[State -3]
Type = AttackMulSet
Trigger1 = Var(2) = 0
IgnoreHitPause = 1
Value = 1

[State -3]
Type = AttackMulSet
Trigger1 = Var(2) = [1, 2]
IgnoreHitPause = 1
Value = .9

[State -3]
Type = AttackMulSet
Trigger1 = Var(2) = [3, 4]
IgnoreHitPause = 1
Value = .8

[State -3]
Type = AttackMulSet
Trigger1 = Var(2) = [5, 6]
IgnoreHitPause = 1
Value = .7

[State -3]
Type = AttackMulSet
Trigger1 = Var(2) = [7, 8]
IgnoreHitPause = 1
Value = .6

[State -3]
Type = AttackMulSet
Trigger1 = Var(2) >= 9
IgnoreHitPause = 1
Value = .5

[State 621]
Type = VarSet
Trigger1 = P2MoveType != H
IgnoreHitPause = 1
V = 2
Value = 0

[State -3]
Type = VarAdd
Trigger1 = ProjHit1000 = 1, 1
V = 2
Value = 1

;---------------------------------------------------------------------------
[State -3]
type = AssertSpecial
triggerall = Var(1) = 0
triggerall = Var(4) = 0
trigger1 = StateNo = 3210
trigger2 = StateNo = 3211
trigger3 = StateNo = 3212
flag = nomusic