;===================================
;　基本設定・基本動作・通常技 の設定
;  ===================================
[Data]
life = 3000          ;スタート時の体力総計
power = 9000 
attack = 100         ;攻撃力パーセンテージ （多いほど強くなります Def:100%）
defence = 110        ;防御力パーセンテージ （多いほど強くなります Def:100%）
fall.defence_up = 300 ;ダウン時に攻撃された時に一時的に上がる防御力のパーセンテージ
liedown.time = 7    ;ダウンしてから起き上がるまでの時間
airjuggle = 60       ;ジャグルポイント数
sparkno = 2        ;ディフォルトのスパーク番号
guard.sparkno = 40 ;ガード時のディフォルトスパーク番
KO.echo = 0          ;1にするとKOされた時に声にエコーがかかります
volume = 0           ;ボリュームオフセット (negative for softer)
IntPersistIndex = 39

[Size]
xscale = 1           ;水平方向の縮尺
yscale = 1           ;垂直方向の縮尺
ground.back = 15     ;キャラクターの幅（後方、地上）
ground.front = 15     ;キャラクターの幅（前方、地上）
air.back = 15        ;キャラクターの幅（後方、空中）
air.front = 15       ;キャラクターの幅（前方、空中）
z.width = 3          ;Player width (into and out)（現在使用されていないと思われます）
height = 60	     ;キャラクターの高さ
attack.width = 4,4   ;Default attack width: back, front（現在使用されていないと思われます）
attack.dist = 160    ;攻撃時に相手がガード体勢に入る最低距離（最大320）
proj.attack.dist = 90 ;相手がガード体勢に入る発射物との最低距離（最大320）
proj.doscale = 0     ;xscale, yscaleの設定が発射物にも適用するかどうか（1で有効）
head.pos = -5, -90   ;頭の大体の座標（BindToTarget使用時に必要です。）
mid.pos = -5, -60    ;体中心の大体の座標（BindToTarget使用時に必要です。）
shadowoffset = 0     ;影の垂直方向オフセット

[Movement]
airjump.num = 1      ;空中ジャンプの回数 （オプション）
airjump.height = 35  ;空中ジャンプに必要な最低限の高さ （オプション）
yaccel = .43         ;垂直方向にかかる加速度（重力）
stand.friction = .85  ;立ち状態での摩擦係数
crouch.friction = .82 ;しゃがみ状態での摩擦係数

[Velocity]
walk.fwd  = 4.8      ;前に歩く時の速度
walk.back = -3.8     ;後ろに歩く時の速度
run.fwd  =  14,-1 ;前に走る時の速度 (x, y) ホップさせる時はyを0以下にします
run.back = -11,-5 ;後ろに走る時の速度 (x, y) 走らせる時はyを0にします
jump.neu = 0,-8.1    ;ジャンプ時の垂直移動速度 (x, y)
jump.back = -4.0    ;後ろにジャンプした時の水平移動速度
jump.fwd = 4.0       ;前にジャンプした時の水平移動速度
runjump.back = -2.55,-8.1 ;後ろに走りながらのジャンプ時の速度指定 (オプション)
runjump.fwd = 4,-8.1      ;前に走りながらのジャンプ時の速度指定 (オプション)
airjump.neu = 0,-8.1      ;空中ジャンプ時の垂直移動速度  (オプション)
airjump.back = -3.55,-8.1 ;空中で後ろにジャンプした時の水平移動速度
airjump.fwd = 3.5,-8.1    ;空中で前にジャンプした時の水平移動速度



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

[State 170 , 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
;---------------------------------------------------------------------------
; 勝った動作
[Statedef 180]
type = S

[State 180, 0]
type = VarRandom
trigger1 = Time = 0
v = 14
range = 0, 20

[State 190, 2]
type = ChangeState
triggerall = 2998 >= life
trigger1 = Time = 1
value = 181

[State 190, 2]
type = ChangeState
triggerall = 2999 <= life
trigger1 = Time = 1
value = 160181

[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 200, Voice]
type = PlaySnd
triggerall = PalNo != 11
triggerall = time = 2
triggerall = 1000 >= life
trigger1 = P2name = "MUMEI"
trigger2 = P4name = "MUMEI"
trigger3 = P2name = "MUMEI kun"
trigger4 = P4name = "MUMEI kun"
value = s0,25

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

[State PlaySnd]
type =PlaySnd
triggerall = var(13) = [1,33]
trigger1 = AnimElemTime(2) = 0
value =s1,5

[State 191, Intro]
type = AssertSpecial
trigger1 = time = [0,150]
flag = roundnotover
;---------------------------------------------------------------------------
; 勝った動作2

[Statedef 160181]
type = S
ctrl = 0
anim = 160181
velset = 0,0

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

[State 200, Voice]
type = PlaySnd
triggerall = PalNo != 11
triggerall = PalNo != 12
triggerall = time = 2
trigger1 = P2name = "MUMEI"
trigger2 = P4name = "MUMEI"
trigger3 = P2name = "MUMEI kun"
trigger4 = P4name = "MUMEI kun"
value = s0,27

[State , Effect]
type = Explod
triggerall = NumExplod(161181) = 0 
trigger1 = time >= 75
anim = 161181
postype = p1
pos = 0,0
sprpriority = 4
ownpal = 1
bindtime = -1
removeongethit = 1
ID = 161181

[State PlaySnd]
type =PlaySnd
triggerall = var(13) = [1,33]
trigger1 = AnimElemTime(2) = 0
value =s1,5

[State 191, Intro]
type = AssertSpecial
trigger1 = time = [0,200]
flag = roundnotover

;---------------------------------------------------------------------------
;イントロ分岐
[Statedef 190]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State -3]
type = poweradd
trigger1 = Time = 0
value = 3000

[State 200, Voice]
type = PlaySnd
triggerall = PalNo = 6
trigger1 = Time = 10
value = s0,22

[State -3]
type = poweradd
triggerall = PalNo = 6
trigger1 = Time = 1
value = -3000

[State 190, 1]
type = ChangeState
triggerall = PalNo != 8
triggerall = PalNo != 12
triggerall = PalNo != 11
trigger1 = P2name = "MUDAI"
trigger2 = P4name = "MUDAI"
trigger3 = P2name = "MUDAI kun"
trigger4 = P4name = "MUDAI kun"
value = 19099

[State 190, 1]
type = ChangeState
triggerall = PalNo != 8
triggerall = PalNo != 12
triggerall = PalNo != 11
trigger1 = P2name = "MUMEI"
trigger2 = P4name = "MUMEI"
trigger3 = P2name = "MUMEI kun"
trigger4 = P4name = "MUMEI kun"
value = 93000

[State 190, 1]
type = ChangeState
triggerall = PalNo != 8
triggerall = PalNo = 12
trigger1 = P2name = "MUMEI"
trigger2 = P4name = "MUMEI"
trigger3 = P2name = "MUMEI kun"
trigger4 = P4name = "MUMEI kun"
value = 93100

[State 190, 1]
type = ChangeState
triggerall = PalNo != 8
triggerall = PalNo = 11
trigger1 = P2name = "MUMEI"
trigger2 = P4name = "MUMEI"
trigger3 = P2name = "MUMEI kun"
trigger4 = P4name = "MUMEI kun"
value = 93100

[State 190, 2]
type = ChangeState
triggerall = PalNo != 8
trigger1 = PalNo = 12
trigger2 = PalNo = 11
value = 92300

[State 190, 2]
type = ChangeState
trigger1 = Time = 170
trigger1 = PalNo = 8
value = 95939

[State 180, 0]
type = VarRandom
trigger1 = Time = 1
v = 14
range = 0, 30

[State 191 , 1]
type = AssertSpecial
trigger1 = Time = [0, 180]
flag = intro

[State 200, Voice]
type = PlaySnd
trigger1 = Time = 150
value = s1,5

;---------------------------------------------------------------------------
;mudai
[Statedef 19099]
type = S
ctrl = 0
anim = 19099
velset = 0,0

[State 191 , 1]
type = AssertSpecial
trigger1 = Time = [0, 235]
flag = intro

[State 200, Voice]
type = PlaySnd
trigger1 = Time = 150
value = s1,5

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

;mudai mugen
[Statedef 92300]
type = S
ctrl = 0
anim = 92300
velset = 0,0

[State 2567, Effect]
type = Explod
trigger1 = Var(11) != 2
trigger1 = time = 230
anim = 2567
postype = p1
pos =  0,-65
sprpriority = 4
ownpal = 1
bindtime = -1
removeongethit = 1

[State 91700, Effect]
type = Explod
trigger1 = Var(11) != 2
trigger1 = time = 220
anim = 91700
postype = p1
pos =  0,-65
sprpriority = 4
ownpal = 1
bindtime = -1
removeongethit = 1

[State 91700, Effect]
type = Explod
trigger1 = Var(11) != 2
trigger1 = time = 230
anim = 91700
postype = p1
pos =  0,-65
sprpriority = 4
ownpal = 1
bindtime = -1
removeongethit = 1

[State 91700, Effect]
type = Explod
trigger1 = Var(11) != 2
trigger1 = time = 240
anim = 91700
postype = p1
pos =  0,-65
sprpriority = 4
ownpal = 1
bindtime = -1
removeongethit = 1

[State var]
type = varset
trigger1 = 1
v = 41
value = 1

[State 191 , 1]
type = AssertSpecial
trigger1 = Var(11) != 2
trigger1 = Time = [0, 250]
flag = intro

[State 191 , 1]
type = AssertSpecial
trigger1 = Var(11) = 2
trigger1 = Time = [0, 20]
flag = intro

[State 200, Voice]
type = PlaySnd
trigger1 = Time = 150
value = s1,5

;---------------------------------------------------------------------------
;mudai VS mumei
[Statedef 93000]
type = S
ctrl = 0
anim = 93000
velset = 0,0

[State 191 , 1]
type = AssertSpecial
trigger1 = Time = [0, 590]
flag = intro

[State 200, Voice]
type = PlaySnd
trigger1 = AnimElem = 9
value = s1,5

[State 200, Voice]
type = PlaySnd
trigger1 = Time = 380
value = s0,20

[State 200, Voice]
type = PlaySnd
trigger1 = AnimElem = 12
value = s0,22

;---------------------------------------------------------------------------
;mudai mugen VS mumei
[Statedef 93100]
type = S
ctrl = 0
anim = 93100
velset = 0,0

[State 191 , 1]
type = AssertSpecial
trigger1 = Time = [0, 590]
flag = intro

[State 200, Voice]
type = PlaySnd
trigger1 = AnimElem = 9
value = s1,5

[State 200, Voice]
type = PlaySnd
trigger1 = Time = 380
value = s0,20

[State 200, Voice]
type = PlaySnd
triggerall = PalNo = 12
trigger1 = AnimElem = 12
value = s0,21

[State 200, Voice]
type = PlaySnd
triggerall = PalNo = 11
trigger1 = AnimElem = 12
value = s0,23

[State 2567, Effect]
type = Explod
trigger1 = time = 230
anim = 2567
postype = p1
pos =  0,-65
sprpriority = 4
ownpal = 1
bindtime = -1
removeongethit = 1

[State 91700, Effect]
type = Explod
trigger1 = time = 220
anim = 91700
postype = p1
pos =  0,-65
sprpriority = 4
ownpal = 1
bindtime = -1
removeongethit = 1

[State 91700, Effect]
type = Explod
trigger1 = time = 230
anim = 91700
postype = p1
pos =  0,-65
sprpriority = 4
ownpal = 1
bindtime = -1
removeongethit = 1

[State 91700, Effect]
type = Explod
trigger1 = time = 240
anim = 91700
postype = p1
pos =  0,-65
sprpriority = 4
ownpal = 1
bindtime = -1
removeongethit = 1

[State var]
type = varset
trigger1 = Time = 0
v = 42
value = 5

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




;---------------------------------------------------------------------------
;コモンファイル系ＣＮＳ（フロントステップとバックステップ関係）
;---------------------------------------------------------------------------
; RUN_FWD
[Statedef 100]
type    = A
physics = A
ctrl = 0
anim = 100

[State 100, 1]
type = PlaySnd
trigger1 = Time = 0
value = s1, 2

[State 100, 1]
type = VelSet
trigger1 = Time = 0
x = const(velocity.run.fwd.x)
y = const(velocity.run.fwd.y)


[State 100, 2]
type = CtrlSet
trigger1 = Time = 2
value = 1

[State 100, 2]
type = Afterimage
trigger1 = Time = 0
time = 23
length = 15;6;12
PalBright   =   0,  0,  0
PalContrast = 128,128,256
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
FrameGap = 4
Trans = Add1


[State 100, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 106

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

[State 105, 1]
type = PlaySnd
trigger1 = Time = 0
value = s1, 2

[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 100, 2]
type = Afterimage
trigger1 = Time = 0
time = 23
length = 15;6;12
PalBright   =   0,  0,  0
PalContrast = 128,128,256
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
FrameGap = 4
Trans = Add1

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

;---------------------------------------------------------------------------
; RUN_BACK2 (land)
[Statedef 106]
type    = S
physics = S
ctrl = 0
anim = 47

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

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

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

[State 106, 4]
type = ChangeState
trigger1 = Time = 7
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; RUN_UP
[Statedef 110]
type    = S
physics = N

[State 110, 0]
type = CtrlSet
trigger1 = Time = 0
value = 0

[State 110, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 110

[State 110, 2]
type = HitBy
trigger1 = Time = 0
value = SCA, NT, ST, HT
time = 30

[State 110, 3]
type = VelSet
trigger1 = Time = 0
x = 0
z = -7

[State 110, 4]
type = VelMul
trigger1 = 1
z = 0.8

[State 110, 5]
type = VelSet
trigger1 = AnimTime = -8
z = 0

[State 110, 7]
type = CtrlSet
trigger1 = AnimTime = 0
value = 1

[State 110, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; RUN_DOWN
[Statedef 115]
type    = S
physics = N

[State 115, 0]
type = CtrlSet
trigger1 = Time = 0
value = 0

[State 115, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 110

[State 115, 2]
type = HitBy
trigger1 = Time = 0
value = SCA, NT, ST, HT
time = 30

[State 115, 3]
type = VelSet
trigger1 = Time = 0
x = 0
z = 7

[State 115, 4]
type = VelMul
trigger1 = 1
z = 0.8

[State 115, 5]
type = VelSet
trigger1 = AnimTime = -8
z = 0

[State 115, 7]
type = CtrlSet
trigger1 = AnimTime = 0
value = 1

[State 115, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0


