; Common state file for M.U.G.E.N beta 2002.04.14
;
; System variables usage
; ----------------------
; Var name    Type   Purpose
; --------    ----   -------
; var(0)   Temp   Set by state 5081 (HITL_SLIDE) to 1 to prevent
;                    showing ground hit frame in state 5110 (HIT_LIEDOWN).
;                    Used by guarding states.
; var(1)   Temp   Used by state 40 (Jump Start) amd 45 (Air Jump Start)
;                    to keep track of which way to jump.
;                    Used by state 5100 and 5110 to remember downward
;                    velocity of player just before hitting the ground.
;                    Used in state 5080 for storing the anim # to display.

; The following states have special handling within MUGEN, and should be
; overridden with caution:
; Jump Start (40): airjumping bookkeeping at time = 0
; All guard states (120-155): guard handling throughout state
; Hit_trip, shaking (5070): defence increases at time = 0
; Hit_bounce (5100): defence increases at time = 0, player becomes
;                    invincible if within 10 ticks of getting up
; Hit_liedown (5110): player changes to get-up state (5120) when ready
; Hit_getup (5120): player's defence is restored to normal at time = 0
; Hitfall_recover (5200): player's defence is restored at time = 0
; Hitfall_airrecover (5210): player's defence is restored at time = 0
;---------------------------------------------------------------------------

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

[State 0, 1]
type = ChangeAnim
triggerall = RoundState > 2
trigger1 = PrevStateNo = 13100
trigger2 = PrevStateNo = 23100
value = 13110
persisent = 0

[State 0, 1]
type = ChangeAnim
triggerall = RoundState > 2
trigger1 = PrevStateNo = 24010
value = 13111
persisent = 0

[State 181, 0]
type = AssertSpecial
triggerall = RoundState > 2
trigger1 = time >= 0
flag = noautoturn

[State 0, 1]
type = ChangeAnim
triggerall = var(14) = 0
trigger1 = Anim != 0
value = 0

[state ]
Type = VarSet
Trigger1 = Time = 0
var(5) = 0

[State 0, 2]
type = VelSet
trigger1 = Time = 0
y = 0

[State 0, 3] ;Stop moving if low velocity or 4 ticks pass
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

[State 0, 4] ;Are you dead?
type = ChangeState
trigger1 = !alive
value = 5050

;---------------------------------------------------------------------------
; 座り動作
[Statedef 10]
type    = C
physics = C
anim = 10

[State 10, 1]
type = VelMul
trigger1 = Time = 0
x = .75

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

;---------------------------------------------------------------------------
; おすわり
[Statedef 11]
type    = C
physics = C
anim = 11
sprpriority = 0

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

;---------------------------------------------------------------------------
; すわり→立ち
[Statedef 12]
type    = S
physics = S
anim = 12

[State 12, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; 前歩き
[Statedef 20]
type    = S
physics = S
sprpriority = 0

[State 20, 3]
Type = VelSet
TriggerAll = Var(59) > 0
TriggerAll = P2StateType = L
Trigger1 = P2BodyDist X < 30-20*(Vel X = Const(Velocity.Walk.Fwd.X)+0.5)
Trigger2 = P2BodyDist X > 90
X = Const(Velocity.Walk.Back.X)

[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd"
x = const(velocity.walk.fwd.x)

[State 20, 2]
type = VelSet
trigger1 = command = "holdback"
x = const(velocity.walk.back.x)

[State 20, 2]
Type = ChangeState
TriggerAll = Var(59) > 0
Trigger1 = P2StateType != L
Trigger1 = P2Dist X < 0
Trigger2 = Vel X = 0
Trigger3 = P2StateType = A && P2MoveType = H
Trigger3 = EnemyNear(Floor(Fvar(1))),GetHitVar(Fall.Recover) = 0
Trigger3 = P2Dist X <= 15
Value = 0
Ctrl = 1
IgnoreHitPause = 1

[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20

[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21

[State 20, ステート変更]
type = Changestate
TriggerAll = Var(59) = 0
triggerall = !ishelper
triggerall = vel x = 0
trigger1 = command != "holdfwd"
trigger2 = command != "holdback"
value = 0
ctrl = 1
ignorehitpause = 1
;---------------------------------------------------------------------------
; ジャンプ始動
[Statedef 40]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

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

[State 40, 2]
type = VarSet
trigger1 = command = "holdfwd"
trigger2 = var(59) = 1
trigger2 = PrevStateNo = 230
trigger2 = HitCount = 3
trigger3 = var(59) = 1
trigger3 = PrevStateNo = 210
trigger3 = HitCount > 0
var(1) = 1

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

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(var(1)=0, const(velocity.jump.neu.x), ifelse(var(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

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

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

;---------------------------------------------------------------------------
; AirJump Start
[Statedef 45]
type    = A
physics = N
ctrl = 0
velset = 0,0

[State 45, 1]
type = ChangeAnim
trigger1 = SelfAnimExist(44)
value = 44

[State 45, 2]
type = ChangeAnim
trigger1 = !SelfAnimExist(44)
value = 41

[State 45, 3]
type = VarSet
trigger1 = Time = 0
var(1) = 0

[State 45, 4]
type = VarSet
trigger1 = command = "holdfwd"
var(1) = 1

[State 45, 5]
type = VarSet
trigger1 = command = "holdback"
var(1) = -1

[State 45, 6]
type = VelSet
trigger1 = Time = 2
x = ifelse(var(1)=0, const(velocity.airjump.neu.x), ifelse(var(1)=1, const(velocity.airjump.fwd.x), const(velocity.airjump.back.x)))
y = const(velocity.airjump.y)

[State 45, 7]
type = ChangeState
trigger1 = Time = 2
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;キャンセル二段ジャンプ
[Statedef 46]
type    = A
physics = N
ctrl = 0
velset = 0,0

[State 599, Cansel_restrict]
type = varadd
trigger1 = time = 0
var(16) = 1

[State 45, 1]
type = ChangeAnim
trigger1 = SelfAnimExist(44)
value = 44

[State 45, 2]
type = ChangeAnim
trigger1 = !SelfAnimExist(44)
value = 41

[State 45, 3]
type = VarSet
trigger1 = Time = 0
var(1) = 0

[State 40, 2]
Type = VarSet
TriggerAll = Var(59) > 0
TriggerAll = P2Dist X >= 0
Trigger1 = P2StateType = A
Trigger1 = P2MoveType = H
Trigger2 = NumTarget > 0
Trigger2 = Target,StateType = A
Trigger2 = Target,MoveType = H
var(1) = 1

[State 40, 3]
Type = VarSet
TriggerAll = Var(59) > 0
Trigger1 = PrevStateNo = 101
Trigger1 = P2MoveType = I
Trigger2 = P2Dist X < 0
Trigger2 = P2StateType = A
Trigger2 = P2MoveType = H
var(1) = -1

[State 45, 6]
type = VelSet
trigger1 = var(16) < 2
trigger1 = Time = 2
x = ifelse(var(1)=0, const(velocity.airjump.neu.x), ifelse(var(1)=1, const(velocity.airjump.fwd.x), const(velocity.airjump.back.x)))
y = const(velocity.airjump.y)

[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 = PrevStateNo = 410
Value = 1210

[State 45, 7]
type = ChangeState
trigger1 = Time = 2
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; Jump Up
[StateDef 50]
Type = A
Physics = A
Ctrl = 1

[State 50, 2]
Type = ChangeAnim
Trigger1 = !Time
Trigger1 = var(1) = 0
Value = 41

[State 50, 2]
Type = ChangeAnim
Trigger1 = !Time
Trigger1 = var(1) = 1
Value = 42

[State 50, 2]
Type = ChangeAnim
Trigger1 = !Time
Trigger1 = var(1) = -1
Value = 43

[State HighJump]
Type = PlaySnd
Trigger1 = SysVar(1) = 1
Trigger1 = Fvar(4) > 30
Trigger1 = PrevStateNo = 45
Trigger1 = !Time
Value = 0,8

[State -1]
Type = VelSet
Trigger1 = PrevStateNo = 45
Trigger1 = P2Dist X < 0
Trigger1 = !Time
X = -Vel X

[State -1]
Type = Turn
Trigger1 = PrevStateNo = 45
Trigger1 = P2Dist X < 0
Trigger1 = !Time

[State 45, 4]
Type = VelAdd
TriggerAll = Time > 12
TriggerAll = Anim = 41
TriggerAll = Vel X <= 1.8
Trigger1 = Var(59) = 0
Trigger1 = Command = "holdfwd"
X = 0.5

[State 45, 5]
Type = VelAdd
TriggerAll = Time > 12
TriggerAll = Anim = 41
TriggerAll = Vel X >= -1.8
Trigger1 = Var(59) = 0
Trigger1 = Command = "holdback"
X = -0.5

;---------------------------------------------------------------------------
; Jump Down (empty state for compatibility)
[Statedef 51]
type    = A
physics = A

[State 51, 1]
type = Null
trigger1 = 1

;---------------------------------------------------------------------------
; Jump Land

[StateDef 52]
Type = S
Physics = S
Ctrl = 0
Anim = 47

[State 52, Ctrl]
Type = CtrlSet
TriggerAll = PrevStateNo != 24511
Trigger1 = PrevStateNo != 1055
Trigger2 = PrevStateNo = 1055
Trigger2 = Time = 3
Value = 1

[State 52, 1]
Type = VelSet
Trigger1 = !Time
Y = 0

[State explod]
Type = Explod
Trigger1 = !Time
Anim = 6017
ID = 6017
SuperMove = 1
PauseMoveTime = 1
Pos = 0,-1
SprPriority = 2
ReMoveOnGetHit = 1
OwnPal = 1

[State 52, 2]
Type = PosSet
Trigger1 = !Time
Y = 0

[State 101, sound]
Type = PlaySnd
Trigger1 = !Time
Value = 0,0

[State 52, 4]
Type = ChangeState
Trigger1 = !AnimTime
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
; ダッシュ
[StateDef 100]
Type = S
Physics = S
Anim = 100
SprPriority = 1
Ctrl = 0
VelSet = 0,0

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = NoWalk
Flag2 = NoAutoTurn

[State -1]
Type = VelSet
Trigger1 = Time<17
X = IfElse(Time<11,Const(Velocity.Run.Fwd.X),2)

[State -1]
Type = PlaySnd
Trigger1 = !Time
Value = 0,6

[State -1]
Type = Explod
Trigger1 = Time<11&&Time%4=1
Anim = 6018
Scale = 1,1
PosType = P1
Pos = 0,-9
Vel = 0,-3.5
SprPriority = 2
SuperMove = 0
OwnPal = 1

[State -1]
Type = ReversalDef
Trigger1 = !Time
Reversal.Attr = S,NA,SA,HA,NP,SP,HP
PauseTime = 15*(PalNo<=10), 15
HitSound = s4,Random%1
SparkNo = S6015 + Random%2
SparkXY = 35, 0
NumHits = 0

[State -1]
Type = Explod
Trigger1 = Time = [11,13]
Anim = 6018
Scale = 1,1
PosType = P1
Pos = -40*(12-Time),-9
Vel = 0,-3.5
SprPriority = 2
SuperMove = 0
OwnPal = 1

[State -1]
Type = CtrlSet
Trigger1 = Time/17
Value = 1

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = NoWalk
Flag2 = NoAutoTurn

[State -1]
Type = ChangeState
Trigger1 = !AnimTime
Value = 0
Ctrl = 1

;=================================================================================================
;空中ダッシュ

[StateDef 110]
Type = A
MoveType = I
Physics = N
Ctrl = 0
VelSet = 0,0
Anim = 42

[State 100]
Type = CtrlSet
Trigger1 = Time > 5
Value = 1

[State 1100, wind]
Type = Explod
Trigger1 = Time = 2
Anim = 6020
Scale = 1,1
Facing = 1
PosType = P1
Pos = 0,-55
SprPriority = 0
SuperMove = 0
OwnPal = 0

[State 110, Vel]
Type = VelSet
Trigger1 = !Time
X = 4.5
Y = -3.8

[State 40, 1]
Type = Null
Trigger1 = !Time

[State 110, Dash_Snd]
Type = PlaySnd
Trigger1 = Time = 1
Value = 0,6

[State 110, Vel]
Type = VelSet
Trigger1 = Time > 2
X = IfElse(Vel X>4.5,6.5,4.3)
Y = Vel Y+0.45

[State 111, hosei]
Type = PosSet
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 0
Y = 0

[State -3]
Type = ChangeState
Value = 610
TriggerAll = Var(55) > 0
TriggerAll = StateType = A
TriggerAll = Ctrl
TriggerAll = NumTarget(610) > 0
Trigger1 = P2BodyDist X < 30
Trigger2 = P2BodyDist X >= 30
Trigger2 = Time > 7

[State 111, Pos XY = 0]
Type = ChangeState
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 0
Value = 52

;=================================================================================================
;空中バックダッシュ

[StateDef 115]
Type = A
MoveType = I
Physics = N
VelSet = 0,0
Ctrl = 0
Anim = 43

[State 100]
Type = CtrlSet
Trigger1 = Time > 6
Value = 1

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

[State 1100, wind]
Type = Explod
Trigger1 = Time = 2
Anim = 6020
Scale = 1,1
Facing = -1
PosType = p1
Pos = 7,-55
SprPriority = 2
SuperMove = 0
OwnPal = 1

[State 116, Vel]
Type = VelSet
Trigger1 = !Time
Trigger1 = 1
X = -2.7
Y = -3.8

[State 116, Vel]
Type = VelAdd
Trigger1 = 1
Y = 0.45

[State 117, hosei]
Type = PosSet
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 0
Y = 0

[State 117, Pos XY = 0]
Type = ChangeState
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 0
Value = 52
Ctrl = 1

;=================================================================================================
;急降下

[StateDef 119]
Type = A
MoveType = I
Physics = N
Ctrl = 0
VelSet = 0,0
Anim = 118

[State -1]
Type = VelSet
Trigger1 = !Time
X = 0
Y = 15

[State 110, Vel]
Type = VelAdd
Trigger1 = Time > 1
Y = 0.5

[State 111, hosei]
Type = PosSet
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 0
Y = 0

[State 111, Pos XY = 0]
Type = ChangeState
Value = 52
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 0
Ctrl = 1

;---------------------------------------------------------------------------
; バックダッシュ
[StateDef 105]
Type = S
Physics = S
Ctrl = 0
Anim = 105

[State 210, 1]
Type = PlaySnd
Trigger1 = AnimElem = 5
Value = 0, 6

[State 210, 1]
Type = PlaySnd
Trigger1 = AnimElem = 11
Value = 0, 5

[State -1]
Type = NotHitBy
Trigger1 = Time < 5
Value = ,AA,AP,AT
Time = 1

[State -1]
Type = HitBy
trigger1 = palno <= 10
Trigger1 = Time = [5,10]
Value2 = SCA,AT
Time = 1

[State -1]
Type = VelSet
Trigger1 = Time=[5,17]
X = IfElse(Time/17,-3,Const(Velocity.Run.Back.X))

[State -1]
Type = Explod
Trigger1 = Time = 17
Anim = 6017
Scale = 1,1
PosType = p1
Pos = 30,0
SprPriority = 2
SuperMove = 0
OwnPal = 0

[State -1]
Type = ChangeState
Value = 108
Trigger1 = Time = [14,20]
Trigger1 = (Command="BB"||Command="holdback")
Trigger2 = Time = 20
Trigger2 = (Command="BB"||Command="holdback")

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = NoWalk
Flag2 = NoAutoTurn

[State -1]
Type = CtrlSet
Trigger1 = Time/20
Value = 1

[State -1]
Type = ChangeState
Trigger1 = !AnimTime
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
; RUN_BACK2 (land)
[StateDef 108]
Type = S
Physics = S
Ctrl = 0
Anim = 108

[State 210, 1]
Type = PlaySnd
Trigger1 = AnimElem = 4
Value = 0, 8

[State 210, 1]
Type = PlaySnd
Trigger1 = AnimElem = 11
Value = 0, 5

[State 210, 1]
Type = PlaySnd
Trigger1 = AnimElem = 11
Value = 0, 0

[State -1]
Type = PlayerPush
Trigger1 = 1
Value = !(PrevStateNo=54)

[State -1]
Type = HitBy
trigger1 = palno <= 10
Trigger1 = Time/11<1
Value = SCA,AT
Time = 1

[State -1]
Type = VelSet
Trigger1 = Time/20<1&&Time/2
X = 4*(Time=19)-6

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = NoWalk
Flag2 = NoAutoTurn

[State -1]
Type = Explod
Trigger1 = Time = 12
Anim = 6017
Scale = 1,1
PosType = P1
Pos = 10,0
Vel = 0,0
SprPriority = 2
SuperMove = 0
OwnPal = 1

[State -1]
Type = PosSet
Trigger1 = 1
Y = 0

[State -1]
Type = ChangeState
Trigger1 = !AnimTime
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 = PalNo <= 10
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 = PalNo <= 10
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

;---------------------------------------------------------------------------
; 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
TriggerAll = var(59) = 0
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 120, Lo to Hi]
type = StateTypeSet
TriggerAll = var(59) = 0
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 120, 5]
type = ChangeState
TriggerAll = var(59) = 0
trigger1 = AnimTime = 0
value = 130 + (statetype = C) + (statetype = A)*2


[State 屈み移行ステート]
Type = ChangeState
TriggerAll = var(59) > 0 ;AIフラグON
TriggerAll = StateType != A
TriggerAll = Time > 0
Trigger1 = Enemy,NumProj > 0 || Enemy,NumHelper > 0
Trigger2 = EnemyNear,HitDefAttr = C,AA,AP || EnemyNear,HitDefAttr = SA,AP
Trigger3 = EnemyNear,HitDefAttr = S,AA
Trigger3 = EnemyNear,Time <= 17
Trigger3 = EnemyNear,Vel Y <= 0
Trigger4 = EnemyNear,StateType != S
Trigger4 = EnemyNear,HitDefAttr = S,AA
Trigger4 = EnemyNear,Time > 17
Trigger4 = EnemyNear,Vel Y <= 0
value = 131

[State 立ち移行ステート]
Type = ChangeState
TriggerAll = var(59) > 0 ;AIフラグON
TriggerAll = StateType != A
TriggerAll = Time > 0
Trigger1 = EnemyNear,HitDefAttr = A,AA
Trigger2 = EnemyNear,HitDefAttr = S,AA
Trigger2 = EnemyNear,Time > 17
Trigger2 = EnemyNear,StateType = S
Trigger3 = EnemyNear,HitDefAttr = S,AA
Trigger3 = EnemyNear,Time <= 17
Trigger3 = EnemyNear,Vel Y > 0
Trigger4 = EnemyNear,StateType != S
Trigger4 = EnemyNear,HitDefAttr = S,AA
Trigger4 = EnemyNear,Time > 17
Trigger4 = EnemyNear,Vel Y > 0
value = 120

[State 120, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140


;---------------------------------------------------------------------------
; STAND GUARD (guarding)
[Statedef 130]
type     = U
movetype = U
physics  = U
ctrl = !IsHelper
movehitpersist = 1
hitdefpersist  = 1

[State 120, Lo to Hi]
type = StateTypeSet
trigger1 = !IsHelper
statetype = S
physics = S

[State 130]
type = Null
trigger1 = 1
ignorehitpause = 1

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

[State ガード移行]
Type = ChangeState
Value = 120
TriggerAll = var(59) > 0
TriggerAll = Ctrl
triggerall = !IsHelper
Trigger1 = InGuardDist || P2StateType = A && Abs(P2Dist X) < 40
Trigger1 = EnemyNear,HitDefAttr = SC,AA,AP || EnemyNear,HitDefAttr = A,AA,AP
;Projectile形式飛び道具対策(別にProjectileそのものが防げるようになるわけではない。)
Trigger2 = InGuardDist
Trigger2 = Enemy,NumProj > 0
;突進系対策
Trigger3 = !InGuardDist
Trigger3 = EnemyNear,Vel X > 0
Trigger3 = EnemyNear,HitDefAttr = SC,AA

[State ガード移行]
Type = ChangeState
Value = 120
TriggerAll = var(59) > 0
TriggerAll = Ctrl
triggerall = !IsHelper
Trigger1 = InGuardDist
Trigger2 = !InGuardDist
Trigger2 = Abs(P2Dist X) < 40
Trigger2 = EnemyNear,StateType = A
Trigger2 = EnemyNear,MoveType = A
Trigger3 = !InGuardDist
Trigger3 = EnemyNear,Vel X > 0
Trigger3 = EnemyNear,HitDefAttr = SC,AA

[State 130, Hi to Lo]
type = ChangeState
triggerall = !IsHelper
TriggerAll = var(59) = 0
trigger1 = command = "holddown"
value = 131

[State 130, Stop Guarding]
type = ChangeState
triggerall = !IsHelper
TriggerAll = var(59) = 0
trigger1 = command != "holdback"
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
var(0) = (pos y >= 0) && (vel y > 0)

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

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

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

[State 132, 7]
type = ChangeState
trigger1 = var(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 = 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
triggerAll = !IsHelper
trigger1 = 1
value = 150

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

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

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

[State 150, 3]
type = ForceFeedback
triggerAll = !IsHelper
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
triggerAll = !IsHelper
trigger1 = Time = 0
x = 1

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

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

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

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

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

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

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

[State 152, 3]
type = ChangeState
triggerAll = !IsHelper
trigger1 = HitShakeOver
value = 151 + 2*(command = "holddown")

[State 152, Hi to Lo]
type = StateTypeSet
triggerAll = !IsHelper
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 152, Lo to Hi]
type = StateTypeSet
triggerAll = !IsHelper
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

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

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

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

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

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

[State 153, Hi to Lo]
type = StateTypeSet
triggerAll = !IsHelper
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 153, Lo to Hi]
type = StateTypeSet
triggerAll = !IsHelper
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

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

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

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

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

[State 154, 3]
type = ForceFeedback
triggerAll = !IsHelper
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
triggerAll = !IsHelper
trigger1 = Time = 0
x = 1
y = 1

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

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

[State 155, 4]
type = VarSet
triggerAll = !IsHelper
trigger1 = 1
var(0) = (pos y >= 0) && (vel y > 0)

[State 155, 5]
type = VelSet
triggerAll = !IsHelper
trigger1 = var(0)
y = 0

[State 155, 6]
type = PosSet
triggerAll = !IsHelper
trigger1 = var(0)
y = 0

[State 155, 6]
type = ChangeState
triggerAll = !IsHelper
trigger1 = var(0)
trigger1 = command = "holdback"
trigger1 = inguarddist
value = 130

[State 155, 7]
type = ChangeState
triggerAll = !IsHelper
trigger1 = var(0)
value = 52
;---------------------------------------------------------------------------
; LOSE (Time over)
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

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

;---------------------------------------------------------------------------
; DRAWGAME (Time over)
[Statedef 175]
type = S
ctrl = 0
velset = 0,0

[State 175, 1] ; If no anim, use go to lose state.
type = ChangeState
trigger1 = Time = 0
trigger1 = !SelfAnimExist(175)
value = 170

[State 175, 2]
type = ChangeAnim
trigger1 = Time = 0
value = 175

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

;---------------------------------------------------------------------------
; INTRO (override this state to give character an intro)
[Statedef 191]
type = S
ctrl = 0

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

;---------------------------------------------------------------------------
; HITG_SHAKE
[Statedef 5000]
type    = S
movetype= H
physics = N
velset = 0,0

[State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 5000, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5000, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 5000, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5000, 5] ;State type gets set to aerial if getting hit up
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a

[State 5000, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 5001 ;HITG_SLIDE

[State 5000, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

[State 5000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 5000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HITG_SLIDE
[Statedef 5001]
type    = S
movetype= H
physics = S

[State 5001, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 5001, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10

[State 5001, 3] ;Stop sliding back
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 5001, 4]
type = VelSet
trigger1 = HitOver
x = 0

[State 5001, 5]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 5001, 6]
type = ChangeState
trigger1 = HitOver
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; HITC_SHAKE
[Statedef 5010]
type    = C
movetype= H
physics = N
velset = 0,0

[State 5010, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = 5020 + GetHitVar(animtype)

[State 5010, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5010, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 5010, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5010, 5] ;State type gets set to aerial if getting hit up
type = StateTypeSet
triggerall = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a

[State 5010, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 5011 ;HITC_SLIDE

[State 5010, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

[State 5010, FFB Light]
type = ForceFeedback
trigger1 = anim = 5020
persistent = 0
time = 6
waveform = square

[State 5010, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5021
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5010, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5022
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HITC_SLIDE
[Statedef 5011]
type    = C
movetype= H
physics = C

[State 5011, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 5011, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5025 + GetHitVar(animtype)

[State 5011, 3] ;Stop sliding back
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 5011, 4]
type = VelSet
trigger1 = HitOver
x = 0

[State 5011, 5]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 5011, 6]
type = ChangeState
trigger1 = HitOver
value = 11
ctrl = 1


;---------------------------------------------------------------------------
; HITA_SHAKE
[Statedef 5020]
type    = A
movetype= H
physics = N
velset = 0,0

[State 5020, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 5020, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5020, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 5020, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5020, 5]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

[State 5020, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 5020, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5020, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HITA_UP (initial going up)
[Statedef 5030]
type    = A
movetype= H
physics = N
ctrl = 0

[State 5030, 1]
type = VelAdd;Gravity
trigger1 = 1
y = GetHitVar(yaccel)

[State 5030, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5030, 3]
type = ChangeState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= 10  ;.
value = 5040 ;HITA_RECOV

[State 5030, 4]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= 10  ;.
value = 5050 ;HITA_FALL

[State 5030, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 5035 ;HITA_UP (transition)

;---------------------------------------------------------------------------
; HITA_UP_T (transition)
[Statedef 5035]
type    = A
movetype= H
physics = N

[State 5035, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059] ;Not if in hit up anim
trigger1 = Anim != 5090 ;Not if hit off ground anim
value = 5035

[State 5035, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5035, 3]
type = ChangeState
triggerall = !HitFall
trigger1 = HitOver  ;Hit is over
trigger2 = AnimTime = 0 ;Animation over
trigger3 = Vel Y > 0    ;Hit ground
trigger3 = Pos Y >= 10  ;.
trigger4 = Time = 0     ;No transition anim
trigger4 = Anim != 5035 ;.
value = 5040 ;HITA_RECOV

[State 5035, 4]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver  ;Hit is over
trigger2 = AnimTime = 0 ;Anim is over
trigger3 = Vel Y > 0    ;Hit ground
trigger3 = Pos Y >= 10  ;.
trigger4 = Time = 0     ;No transition anim
trigger4 = Anim != 5035 ;.
value = 5050 ;HITA_FALL

;---------------------------------------------------------------------------
; HITA_RECOV (recovering in air, not falling)
[Statedef 5040]
type    = A
movetype= H
physics = N

[State 5040, 1]
type = ChangeState
trigger1 = !Alive
value = 5050

[State 5040, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim != 5040
trigger2 = Time = 0
trigger2 = Anim != 5035
value = 5040

[State 5040, 3]
type = CtrlSet
trigger1 = HitOver
value = 1

[State 5040, 4]
type = StateTypeSet
trigger1 = HitOver
movetype = I

[State 5040, 5]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5040, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;JUMPLAND

;---------------------------------------------------------------------------
; HITA_FALL (knocked up, falling)
[Statedef 5050]
type    = A
movetype= H
physics = N

[State 5050, 1] ;Change anim when done with transition
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0     ;If no transition anim
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090 ;Not if hit off ground anim
value = 5050

[State 5050, 2] ;Coming down anim
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 5050, 3] ;Gravity
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5050, 4] ;Recover near ground
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 5050, 5]; Recover in mid air
type = ChangeState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 5050, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100 ;HIT_BOUNCE

;---------------------------------------------------------------------------
; HIT_TRIP (shaking)
[Statedef 5070]
type    = A
movetype= H
physics = N
velset = 0,0

[State 5070, 1]
type = ChangeAnim 
trigger1 = 1
value = 5070

[State 5070, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 5071

[State 5070, 3]
type = ForceFeedback
trigger1 = time = 0
time = 12
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HIT_TRIP2 (fall through air)
[Statedef 5071]
type    = A
movetype= H
physics = N

[State 5071, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5071, 2] ;Acceleration
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5071, 3] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 15
type = ChangeState
value = 5110

;---------------------------------------------------------------------------
; HITL_SHAKE
[Statedef 5080]
type    = L
movetype= H
physics = N
velset = 0,0

[State 5080, 1] ;Set default anim
type = VarSet
trigger1 = time = 0
sysvar(2) = ifelse (GetHitVar(yvel) = 0, 5080, 5090)

[State 5080, 2]
type = VarAdd
trigger1 = time = 0
trigger1 = (anim = [5081,5089]) || (anim = [5111,5119])
trigger1 = SelfAnimExist(sysvar(2) + (anim % 10))
sysvar(2) = anim % 10

[State 5080, 3] ;If 5090 doesn't exist, default to 5030
type = VarSet
trigger1 = time = 0
trigger1 = sysvar(2) = 5090
trigger1 = !SelfAnimExist(5090)
sysvar(2) = 5030

[State 5080, 3] ;Freeze
type = ChangeAnim
trigger1 = 1
value = sysvar(2)

[State 5080, 4]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 5081 ;HITL_SLIDE

[State 5080, 5]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) != 0
value = 5030 ;HITA_UP

;---------------------------------------------------------------------------
; HITL_SLIDE
[Statedef 5081]
type    = L
movetype= H
physics = C

[State 5081, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 5081, 2]
type = VelSet
trigger1 = HitOver
x = 0

[State 5081, 3] ;Don't show hit ground frame
type = VarSet
trigger1 = Time = 0
var(0) = 1

[State 5081, 4]
type = ChangeState
trigger1 = HitOver
value = 5110 ;HIT_LIEDOWN

;---------------------------------------------------------------------------
; HIT_BOUNCE (hit ground)
[Statedef 5100]
type    = L
movetype= H
physics = N

[State 5100, 1]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1

[State 5100, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 5100, Var] ;Save fall velocity
type = VarSet
trigger1 = Time = 0
var(1) = floor(vel y)

[State 5100, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 5100, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

[State 5100, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100, 5]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5100, 6] ;Reduce speed
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 5100, 7]
type = ChangeState
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 5110 ;HIT_LIEDOWN

[State 5100, 8]
type = GameMakeAnim
trigger1 = Time = 1
value = 60 + (var(1) > 5) + (var(1) > 14)
pos = 0, 0
under = var(1) <= 14

[State 5100, 9]
type = HitFallDamage
trigger1 = Time = 3

[State 5100, 10]
type = PlaySnd
trigger1 = Time = 1
value = F7, (var(1) > 5) + (var(1) > 14)

[State 5100, 11]
type = PosFreeze
trigger1 = 1

[State 5100, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 5101

[State 5100, 13]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 128,-3,-.2,.005
time = 20

;---------------------------------------------------------------------------
; HIT_BOUNCE (bounce into air)
[Statedef 5101]
type    = L
movetype= H
physics = N

[State 5101, 1] ;Coming hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160

[State 5101, 2] ;Coming hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)

[State 5101, 3]
type = HitFallVel
trigger1 = Time = 0

[State 5101, 4]
type = PosSet
trigger1 = Time = 0
y = 20

[State 5101, 5] ;Acceleration
type = VelAdd
trigger1 = 1
y = .4

[State 5101, 6] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
type = ChangeState
value = 5110

;---------------------------------------------------------------------------
; HIT_LIEDOWN
[Statedef 5110]
type    = L
movetype= H
physics = N

[State 5110, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 5110, 1] ;For hit up/up-diag type (from state 5081)
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)

[State 5110, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170

[State 5110, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5170 + (anim % 10)

[State 5110, 4]
type = HitFallDamage
trigger1 = Time = 0

[State 5110, 5]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5110, Var] ;Get fall velocity
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
var(1) = floor(vel y)

[State 5110, 6]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !var(0)
value = F7, (var(1) > 5) + (var(1) > 14)

[State 5110, 7]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !var(0)
value = 60 + (var(1) > 5) + (var(1) > 14)
pos = 0, 0
under = var(1) <= 14

[State 5110, 8]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5110, 9] ;For hit up type
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = var(0) ;var(0) = 1 avoids hit ground anim
value = 5110 + (anim % 10)

[State 5110, 10] ;For normal
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = var(0) ;var(0) = 1 avoids hit ground frame
value = 5110

[State 5110, 11] ;If just died
type = ChangeState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = var(0) ;var(0) = 1 avoids hit ground frame
trigger3 = Anim = [5110,5119]
value = 5150

[State 5110, 12]
type = VarSet
trigger1 = var(0)
trigger1 = Time = 0
var(0) = 0

[State 5110, 13] ;Friction
type = VelMul
trigger1 = 1
x = 0.85

[State 5110, 14]
type = ForceFeedback
trigger1 = alive
trigger1 = Time = 0
time = 8
ampl = 240
waveform = sine

[State 5110, 15]
type = ForceFeedback
trigger1 = !alive
trigger1 = Time = 0
ampl = 200, 7, -.467
time = 30
waveform = sine

;---------------------------------------------------------------------------
; HIT_GETUP
[Statedef 5120]
type    = L
movetype= I
physics = N

[State 5120, 1a] ;Get up anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5111,5119]
trigger2 = !SelfAnimExist(5120 + (anim % 10))
value = 5120

[State 5120, 1b] ;Get up anim (for hit up/diag-up)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5111,5119]
trigger1 = SelfAnimExist(5120 + (anim % 10))
value = 5120 + (anim % 10)

[State 5120, 2]
type = VelSet
trigger1 = Time = 0
x = 0

[State 5120, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5120, 4]
type = HitFallSet
trigger1 = AnimTime = 0
value = 1

[State 5120, 5] ;Can't be thrown right after getting up
type = NotHitBy
trigger1 = AnimTime = 0
value = , NT,ST,HT
time = 12

[State 5120, 6] ;Can't be hit right after getting up (short time)
type = NotHitBy
trigger1 = AnimTime = 0
value2 = SCA
time = 3

[State 5120, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; HIT_LIEDEAD
[Statedef 5150]
type    = U
movetype= U
physics = N
sprpriority = -3

[State 5150]
Type = StateTypeSEt
Trigger1 = !IsHelper
type    = L
movetype= H
physics = N


[State カメラ見せない]
type = ScreenBound
trigger1 = !IsHelper
trigger1 = Name != "Satsujinki_Tohno"
value = 0
ignorehitpause = 1

[State 5150, 1]
type = ChangeAnim2
triggerall = !IsHelper
trigger1 = Name != "Satsujinki_Tohno"
value = 10000
ignorehitpause = 1

[State 5150, 1]
type = ChangeAnim
triggerall = !IsHelper
triggerall = Name = "Satsujinki_Tohno"
triggerall = Time = 0
triggerall = SelfAnimExist(5140)
trigger1 = (anim != [5111,5119]) && (anim != [5171,5179])
trigger2 = !SelfAnimExist(5140 + (anim % 10))
value = 5140

[State 5150, 3] ;Hit up type anim
type = ChangeAnim
triggerall = !IsHelper
triggerall = Name = "Satsujinki_Tohno"
trigger1 = Time = 0
trigger1 = (anim = [5111,5119]) || (anim = [5171,5179])
trigger1 = SelfAnimExist(5140 + (anim % 10))
value = 5140 + (anim % 10)

[State 5150, 4] ;Match over anim
type = ChangeAnim
persistent = 0
triggerall = !IsHelper
triggerall = Name = "Satsujinki_Tohno"
;trigger1 = Time = 0
trigger1 = MatchOver = 1
trigger1 = Anim = [5140,5149]
trigger1 = SelfAnimExist(anim+10)
value = anim+10

[State 5150, 5] ;Switch to 5110 if liedead anim does not exist
type = ChangeAnim
triggerall = !IsHelper
triggerall = Name = "Satsujinki_Tohno"
trigger1 = Time = 0
trigger1 = Anim != [5140,5159]
trigger1 = Anim != [5110,5119]
value = 5110

[State 5150, 6] ;Friction
type = VelMul
triggerall = !IsHelper
triggerall = Name = "Satsujinki_Tohno"
trigger1 = 1
x = 0.85

[State 5150, 7] ;Friction
type = VelSet
triggerall = !IsHelper
triggerall = Name = "Satsujinki_Tohno"
trigger1 = Vel x < .05
persistent = 0
x = 0

[State 5150, 8]
type = NotHitBy
trigger1 = !IsHelper
value = SCA
time = 1

;---------------------------------------------------------------------------
; HIT_FALLRECOVER (still falling)
[Statedef 5200]
type    = A
movetype= H
physics = N

[State 5200, 1] ;Change anim if done with transition
type = ChangeAnim
trigger1 = Anim = 5035
trigger1 = AnimTime = 0
value = 5050

[State 5200, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5200, 3]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 10
value = 5201

;---------------------------------------------------------------------------
; HIT_FALLRECOVER (on the ground)
[Statedef 5201]
type    = A
movetype= H
physics = A
anim = 5200

[State 5201, 1] ;Turn if not facing opponent
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < -5

[State 5201, 2]
type = VelSet
trigger1 = Time = 0
x = -.15
y = -3.5

[State 5201, 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5201, 4]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5201, 5] ;Blink white
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,128,128 ;256,256,256

[State 5201, 6]
type = GameMakeAnim
trigger1 = Time = 1
value = 60
pos = 0, 0
under = 1

;---------------------------------------------------------------------------
; HIT_AIRFALLRECOVER
[Statedef 5210]
type    = A
movetype= I
physics = N
anim = 5210
ctrl = 0

[State 5210, 1] ;Blink white
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,128,128 ;256,256,256

[State 5210, 1]
type = PosFreeze
trigger1 = Time = 0
value = 4

[State 5210, 2] ;Turn if not facing opponent
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < -20

[State 5210, 1] 
type = VelMul
trigger1 = Time = 4
x = .8
y = .8

[State 5210, 1]
type = VelAdd
trigger1 = Time = 4
y = -4.5

[State 5210, 1] 
type = VelMul
trigger1 = Time = 4
trigger1 = Vel Y > 0
y = .5

[State 5210, 1]
type = VelAdd
trigger1 = Time = 4
trigger1 = Vel Y > -3
y = -2

[State 5210, 1]
type = VelAdd
trigger1 = Time = 4
trigger1 = Vel Y > -2
y = -1

[State 5210, 2] ;Go up
type = VelAdd
trigger1 = Time = 4
trigger1 = Command = "holdup"
y = -2

[State 5210, 2] ;Go down
type = VelAdd
trigger1 = Time = 4
trigger1 = Command = "holddown"
y = 1.5

[State 5210, 2] ;Go fwd
type = VelMul
trigger1 = Time = 4
trigger1 = Command = "holdfwd"
x = 1

[State 5210, 2] ;Go back
type = VelAdd
trigger1 = Time = 4
trigger1 = Command = "holdback"
x = -1

[State 5210, 3]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 15

[State 5210, 4]
type = CtrlSet
trigger1 = Time = 20
value = 1

[State 5210, 5]
type = VelAdd;Gravity
trigger1 = Time >= 4
y = .35

[State 5210, 5] ;Land on ground
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;JUMP_LAND
ctrl = 1

;---------------------------------------------------------------------------
; Continue?
[Statedef 5500]
type = S
ctrl = 0
anim = 5300
velset = 0,0

[State 5500, 1] ;Use continue animation if available
type = ChangeAnim
trigger1 = time = 0
trigger1 = SelfAnimExist(5500)
value = 5500

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

[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = roundsexisted = 0
value = 0

[State 5900, 2] ;Clear all float variables
type = VarRangeSet
trigger1 = roundsexisted = 0
fvalue = 0

[State 12900]
Type = Explod
Trigger1 = roundno >= 2
Trigger1 = PalNo >= 11
Anim = 16204
ID = 16204
PosType = back
Pos = 0, 0
SprPriority = 3
BindTime = -1
OwnPal = 1
persisent = 0

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

;---------------------------------------------------------------------------
[Statedef 1]
[State ]
Type = Null
Trigger1 = Name != "Satsujinki_Tohno"
ignorehitpause = 1
[State ]
Type = LifeAdd
Trigger1 = Name = "Satsujinki_Tohno"
value = 500
ignorehitpause = 1
[State ]
type = ChangeAnim2
trigger1 = IsHelper
value = 10000
ignorehitpause = 1
[State ]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1
[State ]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1
[State ]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1
[State ]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1
[State ]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1
[State ]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1
[State ]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1
[State ]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1
[State ]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1
[State Exit1]
Type = SelfState
trigger1 = !Ishelper
trigger1 = !AnimTime
trigger1 = StateType = S
value = 0
ctrl = 1
ignorehitpause = 1
[State Exit1]
Type = SelfState
trigger1 = !Ishelper
trigger1 = !AnimTime
trigger1 = StateType = A
value = 52
ctrl = 1
ignorehitpause = 1
[State Exit1]
Type = SelfState
trigger1 = !Ishelper
trigger1 = !AnimTime
trigger1 = StateType = L
value = 11
ctrl = 1
ignorehitpause = 1