
[Data]
life = 1000
attack = 100
defence = 100
fall.defence_up = 50
liedown.time = 10
airjuggle = 50
sparkno = 0
guard.sparkno = S8030
KO.echo = 0
volume = 255
  IntPersistIndex = 60
FloatPersistIndex = 40

[Size]
xscale = 1           ;水平方向の縮尺（通常１）
yscale = 1.03        ;垂直方向の縮尺（通常１）
ground.back = 13     ;キャラの幅(後方,地上)
ground.front = 12    ;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 = 120    ;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  = 1.3      ;前進の速度
walk.back = -1.0     ;後退の速度
run.fwd  = 12.9,0    ;前ダッシュの速度（ホップする時はyを-にする）
run.back = -9.9,-2   ;後ダッシュの速度（ホップする時はyを-にする）
jump.neu = 0,-9      ;垂直ジャンプの速度
jump.back = -1.55    ;後ジャンプの速度
jump.fwd = 2.5       ;前ジャンプの速度
runjump.back = 1.55,-10.5 ;後ダッシュしながらのジャンプ速度(オプション)
runjump.fwd = 4.7,-9.9    ;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 = -1.8       ;２段ジャンプ以降の後ジャンプの速度(オプション)
airjump.fwd = 1.8         ;２段ジャンプ以降の前ジャンプの速度

[Movement]
airjump.num = 1      ;空中でジャンプする回数
airjump.height = 25  ;空中でジャンプする最低限の高さ
yaccel = .5          ;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

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

;---------------------------------------------------------------------------
; 勝ち分岐点
[Statedef 180]
type = S

[State 分岐１：通常勝ち]
type = ChangeState
triggerall = Time = 0
trigger1 = anim = [13110,13120]
value = 183

[State 分岐１：通常勝ち]
type = ChangeState
triggerall = Time = 0
triggerall = anim != [13110,13120]
trigger1 = RoundNo = 1
trigger2 = RoundNo >= 3
value = 186

[State 分岐２：２回目勝利]
type = ChangeState
triggerall = anim != [13110,13120]
trigger1 = RoundNo = 2
trigger1 = Time = 0
value = 184


;---------------------------------------------------------------------------
; 勝った動作4：理解したか？
[Statedef 183]
type = S
ctrl = 0
anim = ifelse(anim = 13111,13121,13120)
velset = 0,0

[State Playsnd]
Type = PlaySnd
Trigger1 = AnimElemTime(1) = 0
value = 12,8

[State 181, 0]
type = AssertSpecial
trigger1 = Time = [0,420]
flag = RoundNotOver

[State 181, 0]
type = AssertSpecial
trigger1 = time >= 0
flag = noautoturn
flag2= nomusic

;---------------------------------------------------------------------------
; 勝った動作１：通常勝ち(くっ･･･。)
[Statedef 186]
type = S
ctrl = 0
anim = 186
velset = 0,0

[State Playsnd]
Type = PlaySnd
Trigger1 = AnimElemTime(2) = 3
value = 2020,2

[State Playsnd]
Type = PlaySnd
Trigger1 = AnimElemTime(2) = 0
value = 2000,5

[State Allpal]
Type = AllPalFx
Trigger1 = AnimElemTime(2) = 0
mul = 255,0,0
time = 5

[State round制御]
Type = AssertSpecial
Trigger1 = AnimTime
flag = roundnotover

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

;---------------------------------------------------------------------------
; 勝った動作２：通常勝ち(倒れる)
[Statedef 184]
type = S
ctrl = 0
anim = 184
velset = 0,0

[State Playsnd]
Type = PlaySnd
Trigger1 = AnimElemTime(4) = 3
value = 2020,2

[State Playsnd]
Type = PlaySnd
Trigger1 = AnimElemTime(4) = 0
value = 2000,5

[State Playsnd]
Type = PlaySnd
Trigger1 = AnimElemTime(10) = 0
value = 2020,5

[State Playsnd]
Type = PlaySnd
Trigger1 = AnimElemTime(12) = 0
value = 2,1

[State Allpal]
Type = AllPalFx
Trigger1 = AnimElemTime(4) = 0
mul = 255,0,0
time = 5

[State round制御]
Type = AssertSpecial
Trigger1 = AnimTime
flag = roundnotover

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
;イントロ分岐

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


[State 吸血鬼系統判別]
type = Varset
triggerall = !Ishelper
trigger1 = Enemy,Name = "Yumiduka_Satsuki" && AuthorName = "⑨&kisaragiryuto" 
trigger2 = Enemy,Name = "J_nanaya"
trigger3 = Enemy,Name = "dio"
trigger4 = Enemy,Name = "final dio"
trigger5 = Enemy,Name = "Remilia_Scarlet"
trigger6 = Enemy,Name = "Flandre_Scarlet"
Fv = 2
value = 1

[State 七夜系統判別]
type = Varset
triggerall = !Ishelper
trigger1 = Enemy,Name = "Grappler_Shiki"
trigger2 = Enemy,Name != "Yumiduka_Satsuki" && Enemy,AuthorName = "⑨&kisaragiryuto" 
trigger3 = Enemy,AuthorName = "kisaragiryuto"
trigger4 = Enemy,AuthorName = "Bunshi&Rouge Noir&Slayer&ε"
trigger5 = Enemy,AuthorName = "ε"
trigger6 = Enemy,AuthorName = "sunishell"
trigger7 = Enemy,Name = "New_Shiki_Nanaya"
trigger8 = Enemy,Name = "NANAY-857"
trigger9 = Enemy,Name = "New_Shiki_Tohno"
trigger10 = Enemy,Name = "Real_Nanaya"
trigger11 = Enemy,Name = "GoMyungGook"
trigger12 = Enemy,Name = "New_Shiki_Tohno"
trigger13 = Enemy,Name = "hukusyuki"
Fv = 2
value = 2

[State 特殊1]
type = Varset
triggerall = !Ishelper
trigger1 = Enemy,AuthorName = "Sennou-Room"&&Enemy,Name = "Shiki_Nanaya"
Fv = 2
value = 4

[State 悪クェイド]
type = Varset
triggerall = !Ishelper
trigger1 = Enemy,name = "Warcueid"
trigger2 = Enemy,name = "Red Arcueid"
Fv = 2
value = 5

;[State 特殊2]
;type = Varset
;triggerall = !Ishelper
;trigger1 = Enemy,name = "New_Shiki_Nanaya"
;trigger1 = Enemy,AuthorName = "eminanaya&SPS"
;Fv = 2
;value = 6

;[State 特殊3]
;type = Varset
;triggerall = !Ishelper
;trigger1 = Enemy,AuthorName = "Sennou-Room"&&Enemy,Name = "Shiki_Kuroya"
;Fv = 2
;value = 7

[State 神]
type = Varset
triggerall = !Ishelper
trigger1 = var(27) > 0
trigger2 = Enemy,Name = "G Orochi"
trigger3 = Enemy,Name = "G igniz"
Fv = 2
value = 8

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

[State 190, 1]
type = ChangeAnim
trigger1 = SelfAnimExist(190)
value = 190

[State 190, 2] ;Go straight to intro.
type = ChangeState
triggerall = Time = 0
trigger1 = Fvar(2) = 5
value = 194

[State 190, 2] ;Go straight to intro.
type = ChangeState
triggerall = Time = 0
trigger1 = Fvar(2) = 4
value = 191

[State 190, 2] ;Go straight to intro.
type = ChangeState
triggerall = Time = 0
trigger1 = !Fvar(2)
trigger2 = Fvar(2) = 8
trigger3 = Fvar(2) = 1
trigger4 = Fvar(2) = 2
trigger4 = Enemy,PalNo <= 11
value = 193

[State 190, 2] ;Go straight to intro.
type = ChangeState
triggerall = Time = 0
trigger1 = Fvar(2) = 2
trigger1 = Enemy,PalNo = 12
value = 194

;---------------------------------------------------------------------------
; イントロ:七夜志貴SennouRoom氏製

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

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 620]
Type = PlaySnd
Trigger1 = AnimElemTime(2) = 0
value = 17,17

[State 12900]
Type = Explod
Trigger1 = PalNo <= 10
Trigger1 = AnimElemTime(26) = 0
Anim = 16202
ID = 16202
PosType = back
Pos = 0, 0
SprPriority = 3
BindTime = -1
OwnPal = 1

[State 12900]
Type = Explod
Trigger1 = PalNo >= 11
Trigger1 = AnimElemTime(26) = 0
Anim = 16204
ID = 16204
PosType = back
Pos = 0, 0
SprPriority = 3
BindTime = -1
OwnPal = 1

[State Allpal]
Type = AllPalFx
Trigger1 = AnimElemTime(26) = 0
invertall = 1
color = 0
time = 25

[State 191, 3]
type = PlaySnd
trigger1 = AnimElemTime(26) = 0
value = 5,0

[State 191, 3]
type = PlaySnd
trigger1 = AnimElemTime(26) = 0
value = 1000,16

[State 191, 3]
type = PlaySnd
trigger1 = AnimElemTime(26) = 0
value = 5,1

[State 191, 3]
type = PlaySnd
trigger1 = AnimElemTime(26) = 0
value = 5,2

[State 191, 4] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; イントロ:吸血鬼

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

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 17,19
persisent = 0

[State 191, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 6,0
persisent = 0

[State 191, 3]
type = PlaySnd
trigger1 = AnimElem = 3
value = 6,1
persisent = 0

[State 12900]
Type = Explod
Trigger1 = PalNo <= 10
Trigger1 = AnimElemTime(6) = 0
Anim = 16202
ID = 16202
PosType = back
Pos = 0, 0
SprPriority = 3
BindTime = -1
OwnPal = 1

[State 12900]
Type = Explod
Trigger1 = PalNo >= 11
Trigger1 = AnimElemTime(6) = 0
Anim = 16204
ID = 16204
PosType = back
Pos = 0, 0
SprPriority = 3
BindTime = -1
OwnPal = 1

[State Allpal]
Type = AllPalFx
Trigger1 = AnimElemTime(6) = 0
invertall = 1
color = 0
time = 25

[State 191, 3]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = 5,0

[State 191, 3]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = 1500,20

[State 191, 3]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = 5,1

[State 191, 3]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = 5,2

[State 191, 4] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; イントロ1
[Statedef 193]
type = S
ctrl = 0
anim = 193
velset = 0,0

[State 191, 1]
type = ChangeAnim
trigger1 = RoundState = 0
value = 193

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 12900]
Type = Explod
Trigger1 = Palno <= 10
Trigger1 = AnimElemTime(12) = 0
Anim = 16202
ID = 16202
PosType = back
Pos = 0, 0
SprPriority = 3
BindTime = -1
OwnPal = 1

[State 12900]
Type = Explod
Trigger1 = Palno >= 11
Trigger1 = AnimElemTime(12) = 0
Anim = 16204
ID = 16204
PosType = back
Pos = 0, 0
SprPriority = 3
BindTime = -1
OwnPal = 1


[State Allpal]
Type = AllPalFx
Trigger1 = AnimElemTime(12) = 0
invertall = 1
color = 0
time = 25

[State 191, 3]
type = PlaySnd
triggerall = AnimElemTime(12) = 0
trigger1 = fvar(2) = 0
trigger2 = fvar(2) = 2
value = 1000,16

[State 191, 3]
type = PlaySnd
trigger1 = fvar(2) = 8
trigger1 = AnimElemTime(12) = 0
value = 1500,17

[State 191, 3]
type = PlaySnd
trigger1 = fvar(2) = 1
trigger1 = AnimElemTime(12) = 0
value = 17,14

[State 191, 3]
type = PlaySnd
trigger1 = AnimElemTime(12) = 0
value = 5,0

[State 191, 3]
type = PlaySnd
trigger1 = AnimElemTime(12) = 0
value = 5,1

[State 191, 3]
type = PlaySnd
trigger1 = AnimElemTime(12) = 0
value = 5,2

[State 191, 4] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
;   イントロ2：対殺人貴系統12P専用演出用

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

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 12900]
Type = Explod
Trigger1 = PalNo <= 10
Trigger1 = AnimElemTime(12) = 0
Anim = 16202
ID = 16202
PosType = back
Pos = 0, 0
SprPriority = 3
BindTime = -1
OwnPal = 1

[State 12900]
Type = Explod
Trigger1 = PalNo >= 11
Trigger1 = AnimElemTime(12) = 0
Anim = 16204
ID = 16204
PosType = back
Pos = 0, 0
SprPriority = 3
BindTime = -1
OwnPal = 1

[State Allpal]
Type = AllPalFx
Trigger1 = AnimElemTime(12) = 0
invertall = 1
color = 0
time = 25

[State 191, 3]
type = PlaySnd
trigger1 = AnimElemTime(12) = 0
value = 1000,16

[State 191, 3]
type = PlaySnd
trigger1 = AnimElemTime(12) = 0
value = 5,0

[State 191, 3]
type = PlaySnd
trigger1 = AnimElemTime(12) = 0
value = 5,1

[State 191, 3]
type = PlaySnd
trigger1 = AnimElemTime(12) = 0
value = 5,2

[State 191, 4] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;=================================================================================================
;		5A
;=================================================================================================
[Statedef 200]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 200
poweradd = 20
sprpriority = 2

[State 200, 1]
type = HitDef
triggerall = palno <= 10
trigger1 = AnimElem = 5
trigger2 = AnimElem = 7
attr = S, NA
damage = 5, 0
AnimType = Light
GuardFlag = M
HitFlag = MAF
Priority = 3, Hit
PauseTime = 4,6
GetPower = 5
Guard.SparkNo = S8030
SparkNo = S6040+Random%5
SparkXY = -8, -63
HitSound = s1, 9
GuardSound = S2, 10
Ground.Type = High
Ground.SlideTime = 14
Ground.HitTime = 14
Ground.Velocity = -3.3
Ground.CornerPush.VelOff = -4.0+0.4
Air.CornerPush.VelOff = -2.5
Air.Velocity = -1.5,-3.5
Air.Fall = 1
Fall.RecoverTime = 30

[State 12900]
Type = Explod
Trigger1 = AnimElem = 4
Anim = 16700
ID = 16700
PosType = P1
Pos = 20, 0
SprPriority = 3
BindTime = -1
OwnPal = 1

[State 12900]
Type = Explod
Trigger1 = AnimElem = 6
Anim = 16707
ID = 16707
PosType = P1
Pos = 20, 0
SprPriority = 3
BindTime = -1
OwnPal = 1

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 2

[State -1, CtrlSet]
type = CtrlSet
Trigger1 = AnimElem >= 8
Trigger1 = MoveContact
value = 1

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

;=================================================================================================
;		5B
;=================================================================================================
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0
anim = 210
sprpriority = -1

[State 210, 1]
Type = PlaySnd
Trigger1 = AnimElem = 6
Value = 0, 2

[State 210, 2]
Type = HitDef
triggerall = palno <= 10
Trigger1 = !AnimElemTime(6)+!AnimElemTime(7)
Attr = S, NA
AnimType = Medium
Damage = 19
Priority = 3,Hit
GetPower = 10
GuardFlag = M
HitFlag = MAFD
PauseTime = 5,4
Guard.PauseTime = 4,3
Guard.SparkNo = S8030
SparkNo = S6040+Random%5
SparkXY = -10,-70
HitSound = S1,9
GuardSound = S2,10
Ground.Type = High
Ground.SlideTime = 14
Ground.HitTime = 14
Ground.Velocity = -2.5
Ground.CornerPush.VelOff = -4.5
Air.CornerPush.VelOff = -1.5
Air.Velocity = -1.1,-6
Air.Fall = 1
Fall.RecoverTime = 35

[State 1100, wind]
Type = Explod
Trigger1 = (Anim=210)*(AnimElem=6)
Anim = 16000
Scale = 1,1
PosType = P1
Pos = 0,0
BindTime = -1
SprPriority = 4
SuperMove = 0
OwnPal = 1
ReMoveOnGetHit = 1

[State 210, 4]
Type = SprPriority
Trigger1 = AnimElem = 5
Value = 2

[State -1, CtrlSet]
type = CtrlSet
Trigger1 = AnimElem >= 7
Trigger1 = MoveContact
value = 1

[State もうコンボとか面倒だからJBあたったら六鷹でｗ]
Type = ChangeState
TriggerAll = Palno <= 10
TriggerAll = !IsHelper && Var(59) = 1
Trigger1 = MoveHit
Value = 1210

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

;=================================================================================================
;		5C
;=================================================================================================
[StateDef 230]
Type = S
MoveType= A
Physics = S
Juggle = 0
Ctrl = 0
Anim = 230
SprPriority = 2

[State 240, 1]
Type = PlaySnd
Trigger1 = AnimElem = 2
Value = 0, 2

[State -2, H.Attack]
Type = VelSet
Trigger1 = 1
X = 4.4*(AnimElemTime(4)<4)

[State 1100, wind]
Type = Explod
Trigger1 = AnimElem = 2
Anim = 16027
Scale = 1,1
PosType = P1
Pos = 0,0
BindTime = -1
SprPriority = 4
SuperMove = 0
OwnPal = 1
ReMoveOnGetHit = 1

[State 240, 2]
Type = HitDef
triggerall = palno <= 10
Trigger1 = AnimElem = 3
Attr = S, NA
AnimType = Hard
Damage = 19
GetPower = 18
GuardFlag = M
HitFlag = MAFD
Priority = 3,Hit
PauseTime = 12,11
Guard.SparkNo = S8030
SparkNo = S6040+Random%5
SparkXY = 8,-40
HitSound = S1,9
GuardSound = S2,10
Ground.Type = High
Ground.SlideTime = 18
Ground.HitTime = 18
Ground.Velocity = -6.7
Ground.CornerPush.VelOff = -7.0
Air.CornerPush.VelOff = -2.0
Air.Velocity = -1.7,-4.4
Down.Velocity = -0.1,0.1
Air.Fall = 1
Fall.RecoverTime = 40

[State -1, CtrlSet]
type = CtrlSet
Trigger1 = AnimElem >= 4
Trigger1 = MoveContact
value = 1

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

;=================================================================================================
;		2A
;=================================================================================================
[Statedef 300]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 15
ctrl = 0
anim = 300
sprpriority = 2

[State 101, Sound]
Type = PlaySnd
Trigger1 = AnimElem = 5
Value = 0,1

[State 1100, wind]
Type = Explod
Trigger1 = AnimElem = 5
Anim = 16025
ID = 16025
Scale = 1,1
PosType = P1
Pos = 0,0
BindTime = -1
SprPriority = 4
SuperMove = 0
OwnPal = 0
ReMoveOnGetHit = 1

[State 410, 2]
Type = HitDef
triggerall = palno <= 10
Trigger1 = AnimElem = 5
Attr = C, NA
Damage = 9
GetPower = 10
AnimType = Medium
HitFlag = MAF
GuardFlag = L
Priority = 3,Hit
PauseTime = 5,4
Guard.PauseTime = 5,4
Guard.SparkNo = S8030
SparkNo = S6040+Random%5
SparkXY = -10,-22
HitSound = S1,9
GuardSound = S2,10
Ground.Type = Low
Ground.SlideTime = 13
Ground.HitTime = 13
Ground.Velocity = -3.3
Ground.CornerPush.VelOff = -4.4
Air.CornerPush.VelOff = -2.5
Air.Velocity = -1.1,-3
Air.Fall = 1
Fall.RecoverTime = 22

[State -1, CtrlSet]
type = CtrlSet
Trigger1 = AnimElem >= 5
Trigger1 = MoveContact
Trigger2 = Time = 5
value = 1

[State AI分岐：2B]
Type = ChangeState
triggerall = !IsHelper
TriggerAll = Palno <= 10
TriggerAll = !IsHelper && Var(59) = 1
TriggerAll = StateType != A
TriggerAll = MoveHit
Trigger1 = P2StateType != A
Value = 310

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

;=================================================================================================
;		2B
;=================================================================================================

[StateDef 310]
Type = C
MoveType= A
Physics = C
Juggle = 0
Ctrl = 0
Anim = 310
SprPriority = 2

[State 210, Width]
Type = Width
Trigger1 = 1
Value = 20,0

[State 410, 1]
Type = PlaySnd
Trigger1 = AnimElem = 3
Value = 0, 3

[State 1100, wind]
Type = VelSet
Trigger1 = AnimElemTime(3)>0
X = 5*(AnimElemTime(8)<0)

[State 1100, wind]
Type = Explod
Trigger1 = AnimElem = 3
Anim = 16027
Scale = 1,1
PosType = P1
Pos = 26,15
BindTime = -1
SprPriority = 4
SuperMove = 0
OwnPal = 1
ReMoveOnGetHit = 1

[State 410, 2]
Type = HitDef
triggerall = palno <= 10
Trigger1 = AnimElem = 4
Attr = C, NA
Damage = 15
GetPower = 10
AnimType = Medium
HitFlag = MAFD
GuardFlag = L
Priority = 3,Hit
PauseTime = 7,7
Guard.SparkNo = S8030
SparkNo = S6040+Random%5
SparkXY = -20,-36
HitSound = S1,9
GuardSound = S2,10
Ground.Type = Low
Ground.SlideTime = 16
Ground.HitTime = 16
Ground.Velocity = -3
Ground.CornerPush.VelOff = -4.5
Air.CornerPush.VelOff = -2.5
Air.Velocity = -1.1,-4 
Down.Velocity = -0.1,0.1
Air.Fall = 1
Fall.RecoverTime = 25
Guard.Dist = 180

[State 430, 3]
type = ChangeState
Trigger1 = MoveContact
trigger1 = command = "holdup" && command = "holdfwd"
value = 40
ctrl = 1

[State -1, CtrlSet]
type = CtrlSet
Trigger1 = MoveContact
value = 1

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

;=================================================================================================
;		2C
;=================================================================================================
[StateDef 320]
Type = C
MoveType= A
Physics = C
Juggle = 0
Ctrl = 0
Anim = 320
SprPriority = 2
FaceP2 = 1

[State 210, 3]
Type = PlayerPush
Trigger1 = 1
Value = 0

[State 420]
Type = VelSet
Trigger1 = AnimElem = 1
X = 21

[State 1100, wind]
Type = Explod
Trigger1 = AnimElem = 1
Anim = 16040
Scale = 0.8,0.8
PosType = P1
Pos = -10,-20
BindTime = -1
SprPriority = 4
SuperMove = 0
OwnPal = 1
ReMoveOnGetHit = 1

[State 240, 1]
Type = PlaySnd
Trigger1 = AnimElem = 2
Value = 0, 2

[State 420, 3]
Type = HitDef
triggerall = palno <= 10
Trigger1 = !AnimElemTime(2)
Attr = C, NA
Damage = 16
GetPower = 13
HitFlag = MFD
GuardFlag = L
Priority = 3,Hit
PauseTime = 4,3
Guard.SparkNo = S8030
SparkNo = S6040+Random%5 
SparkXY = -5,-18
HitSound = S1,9
GuardSound = S2,10
Ground.Type = Trip
Ground.SlideTime = 15
Ground.HitTime = 15
Ground.Velocity = -0.5,-6.4
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Air.Velocity = -0.6,-5.4
Yaccel = 0.7
Guard.Velocity = -1
ID = 623
Fall = 1
Fall.Recover = 0

[State 420, 3]
Type = HitDef
triggerall = palno <= 10
Trigger1 = !NumTarget(623)*!AnimElemTime(3)
Attr = S, NA
Damage = 16
GetPower = 13
HitFlag = MAF
GuardFlag = MA
Priority = 3,Hit
PauseTime = 8,7
Guard.SparkNo = S8030
SparkNo = S6040+Random%5 
SparkXY = -35,-48
HitSound = S1,9
GuardSound = S2,10
Ground.Type = Low
Ground.SlideTime = 15
Ground.HitTime = 15
Ground.Velocity = -4.1
Ground.CornerPush.VelOff = 0
Guard.Velocity = -5
Air.CornerPush.VelOff = 0
Air.Velocity = -1.2,-5.4
Air.Fall = 1
Fall.RecoverTime = 35
ID = 420

[State -1, CtrlSet]
type = CtrlSet
Trigger1 = MoveContact
value = 1

[State AI分岐：2B]
Type = ChangeState
triggerall = !IsHelper
TriggerAll = Palno <= 10
TriggerAll = !IsHelper && Var(59) = 1
TriggerAll = StateType != A
TriggerAll = MoveHit
Trigger1 = P2StateType != A
Value = 310

[State 430, 3]
type = ChangeState
Trigger1 = MoveContact
trigger1 = command = "holdup" && command = "holdfwd"
value = 40
ctrl = 1

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

;=================================================================================================
;		JA
;=================================================================================================

[StateDef 400]
Type = A
MoveType= A
Physics = A
Juggle = 0
Ctrl = 0
Anim = 400
SprPriority = 2

[State 600, 1]
Type = PlaySnd
Trigger1 = Time = 5
Value = 0, 1

[State 1100, wind]
Type = Explod
Trigger1 = AnimElem = 3
Anim = 16030
ID = 16030
Scale = 1,1
PosType = P1
Pos = 0,0
BindTime = -1
SprPriority = 4
SuperMove = 0
OwnPal = 1
ReMoveOnGetHit = 1
Persistent = 0

[State 610, 3]
Type = HitDef
triggerall = palno <= 10
Trigger1 = AnimElem = 3
Attr = A, NA
Damage = 9
GetPower = 12
HitFlag = MAF
GuardFlag = HA
Priority = 3,Hit
PauseTime = 5,4
Guard.SparkNo = S8030
SparkNo = S6040+Random%5 
SparkXY = -10,-20
HitSound = S1,9
GuardSound = S2,10
AnimType = Med
Ground.Type = High
Ground.SlideTime = 12
Ground.HitTime = 12
Ground.Velocity = -5
Air.CornerPush.VelOff = 0
Air.Velocity = -2,-5
Air.Fall = 1
Fall.RecoverTime = 28
ID = 600

[State Down]
Type = ChangeAnim
Trigger1 = !AnimTime
Value = 55

[State -1, CtrlSet]
type = CtrlSet
Trigger1 = AnimElem >= 5
Trigger1 = MoveContact
trigger2 = anim = 55
value = 1

;=================================================================================================
;		JB
;=================================================================================================

[StateDef 410]
Type = A
MoveType= A
Physics = A
Juggle = 0
Ctrl = 0
Anim = 410
SprPriority = 2

[State 610, 2]
Type = PlaySnd
Trigger1 = AnimElem = 3
Value = 0, 2
Persistent = 0

[State 1100, wind]
Type = Explod
Trigger1 = AnimElem = 3
Anim = 16715
ID = 16715
Scale = 1,1
PosType = P1
Pos = 20,-88
BindTime = -1
SprPriority = 4
SuperMove = 0
OwnPal = 1
ReMoveOnGetHit = 1
Persistent = 0

[State 610, 3]
Type = HitDef
triggerall = palno <= 10
Trigger1 = AnimElem = 3
Attr = A, NA
Damage = 17
GetPower = 12
GuardFlag = HA
Priority = 3,Hit
PauseTime = 12,11
Guard.PauseTime = 10,8
Guard.SparkNo = S8030
SparkNo = S6040+Random%5 
SparkXY = -10,-20
HitSound = S1,9
GuardSound = S2,10
AnimType = Med
Ground.Type = High
Ground.SlideTime = 14
Ground.HitTime = 14
Ground.Velocity = -5
Air.CornerPush.VelOff = 0
Air.Velocity = -2,-5
Air.Fall = 1
Fall.RecoverTime = 36
ID = 610

[State Down]
Type = ChangeAnim
Trigger1 = !AnimTime
Value = 55

[State -1, CtrlSet]
type = CtrlSet
Trigger1 = MoveContact
trigger2 = anim = 55
value = 1

[State もうコンボとか面倒だからJBあたったら六鷹でｗ]
Type = ChangeState
TriggerAll = Palno <= 10
TriggerAll = !IsHelper && Var(59) = 1
Trigger1 = MoveHit
Trigger1 = Var(16) > 1
Value = 1210

[State 430, ちょっとした空中補正]
type = ChangeState
TriggerAll = var(59) = 0
Trigger1 = MoveContact
Trigger1 = PrevStateNo = 1110 || PrevStateNo = 1111
trigger1 = command = "holdup" && command = "holdfwd"
value = 40
ctrl = 1

;=================================================================================================
;		JC
;=================================================================================================

[StateDef 420]
Type = A
MoveType= A
Physics = A
Juggle = 0
Anim = 420
Ctrl = 0

[State 620, 2]
Type = PlaySnd
Trigger1 = Time = 2
Value = 0, 3

[State 1100, wind]
Type = Explod
Trigger1 = (AnimElem=2)*(Anim=420)
Anim = 16716
ID = 16716
Scale = 1,1
PosType = P1
Pos = 40,10
BindTime = -1
SprPriority = 4
SuperMove = 0
OwnPal = 1
ReMoveOnGetHit = 1

[State 攻撃用]
Type = HitDef
triggerall = palno <= 10
Trigger1 = AnimElem = 4
Trigger2 = AnimElem = 5
Trigger3 = AnimElem = 6
Attr = A, NA
Damage = 6
GetPower = 10
HitFlag = MAF
GuardFlag = HA
Priority = 3,Hit
PauseTime = 4,4
Guard.SparkNo = S8030
SparkNo = S6040+Random%5 
SparkXY = -10,-20
HitSound = S1,9
GuardSound = S2,10
AnimType = Med
Ground.Type = High
Ground.SlideTime = 12
Ground.HitTime = 12
Ground.Velocity = -5
Air.CornerPush.VelOff = 0
Air.Velocity = -2,-5
Air.Fall = 1
Fall.RecoverTime = 40
ID = 620

[State 投げ用]
Type = HitDef
triggerall = palno <= 10
Triggerall = command = "c"
Triggerall = command = "holdfwd" || command = "holdfu" || command = "fwd"
Trigger1 = AnimElem = 1
Trigger2 = AnimElem = 2
Trigger3 = AnimElem = 3
Trigger4 = AnimElem = 7
Attr = A, NT
Damage = 0
GetPower = 15
HitFlag = MAF
GuardFlag = HA
Priority = 3,Hit
PauseTime = 3,3
HitSound = S1,0
SparkNo = S6040+Random%5 
SparkXY = -10,-20
Air.CornerPush.VelOff = 0
Air.Velocity = -2,-5
Air.Fall = 1
p1stateno = 850
p2stateno = 860

[State 430, ちょっとした空中補正]
type = ChangeState
TriggerAll = var(59) = 0
Trigger1 = MoveContact
Trigger1 = PrevStateNo = 1110 || PrevStateNo = 1111
trigger1 = command = "holdup" && command = "holdfwd"
value = 40
ctrl = 1

[State Down]
Type = ChangeAnim
Trigger1 = !AnimTime
Value = 55

[State -1, CtrlSet]
type = CtrlSet
Trigger1 = AnimElem >= 5
Trigger1 = MoveContact
trigger2 = anim = 55
value = 1

;=================================================================================================
;		空中投げ
;=================================================================================================
[StateDef 850]
Type = A
MoveType= A
Physics = N
Anim = 850
VelSet = 0,0

[State 850, NotHitby]
Type = NotHitBy
Trigger1 = 1
Value = SCA

[State 850, Grab Sound]
Type = PosAdd
Trigger1 = AnimElem = 4
X = 40
Y = -40

[State 850, Bind 1]
Type = TargetBind
Trigger1 = AnimElem = 4
Pos = -20, -25
Time = 1

[State 850, Grab Sound]
Type = PlaySnd
Trigger1 = AnimElem = 1
Value = 1, 3

[State -1]
Type = TargetState
Trigger1 = NumTarget(621)*(AnimElemTime(6)<0)
Value = 865
IgnoreHitPause = 1

[State 850, Bind 1]
Type = TargetBind
Trigger1 = AnimElem = 1
Pos = 40, -65
Time = 1

[State 100,Sound]
Type = PlaySnd
Trigger1 = AnimElem = 1
Value = 1, 3

[State 620, 3]
Type = HitDef
Trigger1 = !MoveHit
Trigger1 = PalNo <= 10
Attr = A, NA
Damage = 45
HitFlag = MAFDPL
GetPower = 5
GuardFlag = 
Priority = 7,Hit
HitOnce = 1
PauseTime = 2,1
Guard.SparkNo = S8030
SparkNo = S6040+Random%5 
SparkXY = -19,-34
HitSound = S1,9
GuardSound = S2,10
AnimType = Med
Ground.Type = High
Ground.SlideTime = 15
Ground.HitTime = 15
Ground.Velocity = 0
Air.CornerPush.VelOff = 0
Air.Velocity = 0,0
Fall = 1
Fall.Recover = 0
P2StateNo = 865

[State 810, State End]
Type = Turn
Trigger1 = Time = 17

[State 850, 3]
Type = VelSet
Trigger1 = Time = 15
X = 1
Y = -3

[State 850, 3]
Type = VelAdd
Trigger1 = Time > 18
Y = 0.5

[State 210, 4]
Type = SprPriority
Trigger1 = AnimElem = 5
Value = -2

[State 810,]
Type = ChangeAnim
Trigger1 = Anim != 55
Trigger1 = !AnimTime
Value = 55

[State 810,]
Type = CtrlSet
Trigger1 = Anim = 55
Value = 1

[State 810, State End]
type = ChangeState
trigger1 = time >= 5
trigger1 = pos Y >= 0
trigger1 = vel Y > 0
value = 52
ctrl = 1

[StateDef 860]
Type = A
MoveType= H
Physics = N
VelSet = 0,0
anim = 5030
SprPriority = 3

[State 820, 1]
Type = ChangeAnim2
Trigger1 = !Time
Value = 860
IgnoreHitPause = 1

[State 820, 1]
Type = VelSet
Trigger1 = Time = 12
X = 4
Y = -4

[State 820, 1]
Type = VelAdd
Trigger1 = Time > 11
Y = 0.3

[State 1021]
Type = SelfState
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 0
Value = 5110

[StateDef 865]
Type = A
MoveType= H
Physics = N
VelSet = 0,0
SprPriority = 3

[State 820, 1]
Type = ChangeAnim2
Trigger1 = !Time
Value = 870

[State 820, 1]
Type = VelSet
Trigger1 = Time = 1
X = 4
Y = -4

[State 820, 1]
Type = VelAdd
Trigger1 = Time
Y = 0.4

[State 1021]
Type = SelfState
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 0
Value = 5110


;=================================================================================================
;		地上投げ
;=================================================================================================
;     800：投げの発生と失敗した時
;     810：投げが成功した時の自分の動き
;     820：投げが成功した瞬間の相手の状態
;     821：投げが成功した時の相手の飛んでいく状態

[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 800, 1]
type = HitDef
triggerall = palno <= 10
Trigger1 = anim = 800
attr = S, NT          ;ｓ：立ち　ｎ：通常　ｔ：投げ
hitflag = M-          ;コンボの途中から投げが入らないよう設定してある
priority = 1, Miss    ;１は優先順位が低いので技がでないかミスするという設定
sparkno = -1          ;-をつければスパークエフェクトは無い
sprpriority = 1       ;２Ｐより上にカンフーマンが表示される
p1facing = ifelse (command = "holdfwd", -1, 1) ;前を押したらターンする設定
p2facing = 1          ;？
p1stateno = 810       ;投げが成功した場合の移動する１Ｐのステート
p2stateno = 820       ;投げが成功した場合の移動する２Ｐのステート
fall = 1              ;落ちる力を２Ｐにかけるか

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;=========================
;投げている自分
;=========================

[Statedef 810]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 810
poweradd = 60

[State 1000, 1]
Type = Pause
Trigger1 = AnimElemTime(16) >= 0
Trigger1 = AnimElemTime(22) <= 3
Trigger1 = GameTime % 2 = 0
Time = 2

[State 1100, wind]
Type = Explod
Trigger1 = AnimElem = 11
Anim = 16060
ID = 16060
Scale = 1,1
PosType = P1
Pos = 20*Facing,0
BindTime = -1
SprPriority = 4
SuperMove = 0
OwnPal = 1
ReMoveOnGetHit = 1

[State 1133, wind]
Type = Explod
Trigger1 = AnimElemTime(18) = 1
Anim = 6042
Scale = 1,1
PosType = P2
Pos = 0,-70
SprPriority = 4
SuperMove = 0
OwnPal = 1

[State -2]
Type = NotHitBy
Trigger1 = 1
Value = SCA
IgnoreHitPause = 1

[State 100,Sound]
Type = PlaySnd
Trigger1 = AnimElem = 1
Value = 1, 0

[State 100,Sound]
Type = PlaySnd
Trigger1 = AnimElemTime(18) = 1
Value = 1, 9

[State 810, Bind 1]
Type = TargetBind
Trigger1 = AnimElem = 1
Pos = 62,0

[State 850, Bind 1]
Type = TargetBind
Trigger1 = NumTarget > 0
Trigger1 = Target,Anim = 830
Pos = 43, 0

[State 810, Pos 15]
type = PosAdd
trigger1 = AnimElem = 15
x = -10

[State 210, 1]
Type = TargetLifeAdd
Trigger1 = Time = 29
Value = -55
Absolute = 0

[State 610, 3]
Type = HitDef
trigger1 = palno <= 10
Attr = S, NA
Damage = 0
GetPower = 0
GuardFlag = 
Priority = 7,H
PauseTime = 3,3
Guard.SparkNo = S8030
SparkNo = -1
SparkXY = -10*Facing,-20
HitSound = S0,4
GuardSound = S2,10
AnimType = Med
Ground.Type = High
Ground.SlideTime = 17
Ground.HitTime = 17
Ground.Velocity = -5
Air.CornerPush.VelOff = 0
Air.Velocity = -0.5,-5
P2StateNo = 830
Fall = 1
Fall.Recover = 0

[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;=========================
;相手やられ
;=========================

[StateDef 820]
Type = S
MoveType= H
Physics = N
VelSet = 0,0

[State 820, 1]
Type = ChangeAnim2
Trigger1 = !Time
Value = 820

[State 850, 3]
Type = VelSet
Trigger1 = !AnimTime
X = 0

[State 821, 4] 
Type = SelfState
Trigger1 = Time = 60
Value = 0

[StateDef 830]
Type = A
MoveType= H
Physics = N

[State 5110, 6]
Type = ChangeAnim2
Trigger1 = !Time
Value = 830

[State 5070, 1]
Type = ChangeAnim 
Trigger1 = Time = 20
Trigger1 = SelfAnimExist(5030)
Value = 5030

[State 5070, 1]
Type = ChangeAnim 
Trigger1 = Time = 20
Trigger1 = SelfAnimExist(5060)
Value = 5060

[State 5070, 1]
Type = ChangeAnim 
Trigger1 = Time = 20
Trigger1 = SelfAnimExist(5051)
Value = 5051

[State 5070, 1]
Type = ChangeAnim 
Trigger1 = Time = 20
Trigger1 = SelfAnimExist(5052)
Value = 5052

[State 5070, 1]
Type = ChangeAnim 
Trigger1 = Time = 46
Trigger1 = Anim != 5052
Trigger1 = SelfAnimExist(5061)
Value = 5061

[State 2000]
Type = AllPalFx
Trigger1 = !Time
Add = 255,0,0
Time = 2

[State 2000]
Type = BGPalFx
Trigger1 = Time = 1
Add = -250,-250,-250
Time = 40

[State 1021, Scroll]
Type = ScreenBound
Trigger1 = 1
Value = 1
MoveCamera = 0,0

[State 1021, Speed]
Type = VelSet
Trigger1 = Time = 20
Y = -8

[State 1021, Speed]
Type = VelAdd
Trigger1 = Time > 19
Y = 0.32

[State 1021, Shake]
Type = EnvShake
Trigger1 = Time = 20
Time = 15
Ampl = 6
Freq = 100
Phase = 100

[State 758, Hit Ground]
Type = SelfState
Trigger1 = (Vel Y > 0) && (Pos Y >= 0)
Value = 5110-10*(Alive)









