
;サンプルキャラクター『カンフーマン』のコンスタンツとステートのファイルです
;===========================================================================
; コンスタンツ（定数）
;===========================================================================
;---------------------------------------------------------------------------
; ここがキャラの心臓部とも言うべき場所。
; １キャラ単位のライフや大きさなど、標準のステータスを予め決めておく部分。
; このコーナー自体省略出来ません。
;---------------------------------------------------------------------------
; 基本データ
;---------------------------------------------------------------------------
;基本データ部分
;
;デフォルト状態だと
;life = 1000
;power = 5001
;attack = 85
;defence = 100
;
;
;
[Data]
life = 1000
power = 5001
attack = 85
defence = 100
fall.defence_up = 65
liedown.time = 50
airjuggle = 30
sparkno = 70
guard.sparkno = 215
KO.echo = 0
volume = 255
IntPersistIndex = 6
FloatPersistIndex = 30
;---------------------------------------------------------------------------
; ※１：変数のラウンド持ち越し方法
;
; 　変数を次のラウンドへ持ち越したい場合は、↑の
; 　「IntPersistIndex」と「FloatPersistIndex」を使う。
; 　そのやり方はM.U.G.E.Nの説明書にすら載ってないので、ここで例を元に解説。
;
; 　①IntPersistIndex = 23　（Var(22)～Var(59)までを全て次のラウンドへ持ち越せる）
; 　②FloatPersistIndex = 18（FVar(17)～FVar(39)までを全て次のラウンドへ持ち越せる）
;
; 　つまり「Var(**)（Fvar(**)）以降全ての変数を持ち越す」という命令になる。
; 　（「**」には『PersistIndexで設定した数字から１を引いたアドレス』が該当）
; 　それ以前のアドレスの変数は全て持ち越さなくなる。
;
; 　全ての変数を持ち越さない場合は、
; 　IntPersistIndexは60以上、FloatPersistIndexは40以上にしておこう。
;
;私のレッドラム３
;好評戦闘中
; 　×これはダメ×
; 　　①IntPersistIndex = 10,15,20,25　（15,20,25の部分は意味無し）
; 　　②FloatPersistIndex = 4,16 　　　（16の部分は意味無し）
; 　　これらは最初の数字以外全て無効。
; 
;---------------------------------------------------------------------------
; 改訂前の和訳ＫＦＭではPersistIndexの解釈が無茶苦茶間違ってました。
; 大変失礼致しました。(人・ω・｀)ごめんなさい
; 今回はちゃんと調べて正確な情報を載せてるんで安心してください（苦笑
;---------------------------------------------------------------------------
; サイズ
;---------------------------------------------------------------------------
;サイズ設定
[Size]
xscale = 1
yscale = 1
ground.back = 18
ground.front = 17
air.back = 15
air.front = 15
height = 35
attack.dist = 130
proj.attack.dist = 0
proj.doscale = 0
head.pos = 0, -70
mid.pos = 0, -36
shadowoffset = 0
draw.offset = 0,0

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

;移動速度設定
[Velocity]
walk.fwd = 2.7
walk.back = -3.0
run.fwd = 5.3,-3.0
run.back = -5.3,-3.0
jump.neu = 0,-9.5
jump.back = -3,0
jump.fwd = 3,0
runjump.back = -2.7,-9.5
runjump.fwd = 4,-9.5
airjump.neu = 0,-9.5
airjump.back = -3,0
airjump.fwd = 3,0

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

;動作設定
[Movement]
airjump.num = 0
airjump.height = 30
yaccel = .40
stand.friction = .8
crouch.friction = .8
;===========================================================================
; ステート
;===========================================================================
;---------------------------------------------------------------------------
; ここからはキャラのそれぞれの行動（ステート）を設定する。
; 番号（ステートナンバー）に気を付ければ良いだけで、
; 行動の決め方もステートの数も作りたいキャラによって自由。
;
; 本来ステートは別のファイルとして扱っているものだけど、
; このようにコンスタンツファイルと一緒にまとめる事も可能。
;
; ステートの基本的な設定はおまけフォルダの「テンプレート.txt」を参照。
;===========================================================================
; 基本行動
;===========================================================================
;---------------------------------------------------------------------------

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

[State 0, 1]
type = ChangeAnim
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

[State -2]
type = NotHitBy
trigger1 = ctrl = 0
value = SCA

[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]
type = CtrlSet
trigger1 = name = "Ayu Tukumiya"
trigger1 = time = 200
trigger1 = roundstate = 2
value = 1

[State 0, 4]
type = CtrlSet
trigger1 = name != "Ayu Tukumiya"
value = 0

[State 0, 5]
type = LifeSet
trigger1 = name != "Ayu Tukumiya"
value = 0
absolute = 1


[State 0, 4] 
type = ChangeState
trigger1 = ishelper
value = 4
ctrl = 0

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


;--------------------------------------------------------------------
; Stand
[Statedef 1]
type = S
physics = S
anim = 0
sprpriority = 0
velset = 0,0
Ctrl = 0



;全カラー共通回復
[State -2]
type = lifeset
trigger1 = life < 1
value = lifemax
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State -2]
type = lifeadd
triggerall = !ishelper
trigger1 = time = 0
value = 1
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999


[State -2]
type = NotHitBy
triggerall = palno = [11,12]
trigger1 = 1
value = SCA
time = 60

[State 0, 4]
type = CtrlSet
trigger1 = time = 2
value = 1



[State 1]
type = PosSet
trigger1 = Pos Y != 0
y = 0

[State 1]
type = ChangeState
trigger1 = time > 10
value = 0
ctrl = 1



;--------------------------------------------------------------------------
;ヘルパー隠し
[Statedef 4]
type = A
movetype = I
physics = N
ctrl = 0

[State 4]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 4]
type = LifeSet
trigger1 = 1
value = LifeMax
ignorehitpause = 1

[State 0, 4]
type = ChangeState
trigger1 = !IsHelper
value = 0
ctrl = 1


;帰還
[Statedef 5]
type = A
movetype = I
physics = N
ctrl = 0

[State 4]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 620]
type = SelfState
trigger1 = Pos Y = 0
trigger1 = Vel Y = 0
value = 0
ctrl = 1

[State 620]
type = SelfState
trigger1 = Time = 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, 1]
type = Varadd
trigger1 = Time = 0
v = 46
value = 1

[State 110, 3]
type = PlaySnd
trigger1 = time = 0
trigger1 = Var(46) = 1
value = s0,2

[State 110, 3]
type = PlaySnd
trigger1 = time = 0
trigger1 = Var(46) = 2
value = s148,6

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

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

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

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

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

[State 45, 1]
type = Varset
trigger1 = command != "holdup"
var(47) = 0

[State 45, 1]
type = Varset
trigger1 = command = "holdup"
var(47) = 1

[State -2]
type = NotHitBy
trigger1 = ctrl = 0
value = SCA


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

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

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

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

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

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

[State -2]
type = lifeadd
triggerall = alive
trigger1 = time = 0
value = 1
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999



[State 52, 4]
type = ChangeState
triggerall = ishelper(10000)
trigger1 = Time = 0
value = 10000
ctrl = 0

[State 52, 4]
type = ChangeState
triggerall = ishelper
trigger1 = Time = 0
value = 4
ctrl = 0

; 着地音
[State -2]
type = PlaySnd
trigger1 = Time = 0
value = s3,0




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

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


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

;前ダッシュ_開始
[Statedef 100]
type    = S
physics = S
anim = 100
sprpriority = 1
ctrl = 0
velset = 0,0

[State 100]
type = Turn
triggerall = (PrevStateno = 52) || (PrevStateno = [101,102])
triggerall = Time = 0
trigger1 = p2dist X < -5

[State 100]
type = AfterImage
trigger1 = time = 0
time = 999
TimeGap = 1
FrameGap = 3
Trans = Add1
length = 12
PalBright = 0, 0, 0
PalContrast = 128,128,128
PalAdd = 0, 0, 0
PalMul = 1, 1, 1

[State 100]
type = playerpush
trigger1 = Anim = 100
value = 1

[State 100]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100]
type = ChangeState
trigger1 = Animtime = 0
value = 101
ctrl = 0




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

;前ダッシュ_移動
[Statedef 101]
type    = A
physics = N
anim = 110
sprpriority = 1
ctrl = 0

[State 110, 8]
type = Explod
trigger1 = gametime%5 = 1
anim = 80
ID = 80
sprpriority = 3
postype = p1
pos = -40+Random%10,-80+Random%50
vel = -1,0.5
accel = -0.14,0.08
ownpal = 1
persistent = 3

[State 101]
type = VarAdd
trigger1 = Time = 1
fv = 35
value = -0.050
IgnoreHitPause = 1
Persistent = 1

[State 101]
type = AfterImage
trigger1 = time = 0
time = 999
TimeGap = 1
FrameGap = 3
Trans = Add1
length = 12
PalBright = 0, 0, 0
PalContrast = 128,128,128
PalAdd = 0, 0, 0
PalMul = 1, 1, 1

[State 101]
type = VelSet
trigger1 = Time = 0
x = 7
y = -6.0

[State 101]
type = veladd
trigger1 = Time >= 0
y = 0.1

[State 101]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 101]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 110, 3]
type = PlaySnd
trigger1 = time = 0
value = s0,1

[State 101]
type = ChangeState
trigger1 = command != "holdfwd"
trigger1 = Time >= 7
value = 102
ctrl = 1

[State 101]
type = ChangeState
trigger1 = Anim = 110
trigger1 = Animtime = 0
trigger1 = command = "holdfwd"
value = 102
ctrl = 0

;-------------------------------------------------------------
;前ダッシュ後
[Statedef 102]
type    = A
physics = A
ctrl = 1
anim = 46

[State 102]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 111]
type = Velset
trigger1 = time = 0
x = 3.0

[State 102]
type = PosSet
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
y = 0

[State 102]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

;----------------------------------------------------------
;後ろダッシュ_開始
[Statedef 105]
type    = S
physics = S
anim = 105
sprpriority = 1
ctrl = 0
velset = 0,0

[State 105]
type = Turn
triggerall = (PrevStateno = 52) || (PrevStateno = [101,102])
triggerall = Time = 0
trigger1 = p2dist X < -5

[State 105]
type = AfterImage
trigger1 = time = 0
time = 999
TimeGap = 1
FrameGap = 3
Trans = Add1
length = 12
PalBright = 0, 0, 0
PalContrast = 128,128,128
PalAdd = 0, 0, 0
PalMul = 1, 1, 1

[State 105]
type = playerpush
trigger1 = Anim = 100
value = 1

[State 105]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 105]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn



[State 105]
type = ChangeState
trigger1 = Animtime = 0
value = 106
ctrl = 0

;---------------------------------------------------------------------------
;後ろダッシュ_移動
[Statedef 106]
type    = A
physics = N
anim = 115
sprpriority = 1
ctrl = 0


[State 110, 8]
type = Explod
trigger1 = gametime%5 = 1
anim = 80
ID = 80
sprpriority = 3
postype = p1
pos = -40+Random%10,-80+Random%50
vel = -1,0.5
accel = -0.14,0.08
ownpal = 1
persistent = 3

[State 106]
type = VarAdd
trigger1 = Time = 1
fv = 35
value = -0.050
IgnoreHitPause = 1
Persistent = 1

[State 106]
type = AfterImage
trigger1 = time = 0
time = 999
TimeGap = 1
FrameGap = 3
Trans = Add1
length = 12
PalBright = 0, 0, 0
PalContrast = 128,128,128
PalAdd = 0, 0, 0
PalMul = 1, 1, 1

[State 106]
type = VelSet
trigger1 = Time = 0
x = -(const(velocity.run.fwd.x))
y = -4.0

[State 106]
type = veladd
trigger1 = Time >= 0
y = 0.1

[State 106]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 106]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 115, 3]
type = PlaySnd
trigger1 = time = 0
value = s0,1


[State 106]
type = ChangeState
trigger1 = command != "holdback"
trigger1 = Time >= 7
value = 107
ctrl = 0

[State 106]
type = ChangeState
trigger1 = Anim = 115
trigger1 = Animtime = 0
trigger1 = command = "holdback"
value = 107
ctrl = 0

;---------------------------------------------------------------------------
;後ろダッシュ後
[Statedef 107]
type    = A
physics = A
ctrl = 1
anim = 45

[State 107]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 107]
type = Velset
trigger1 = time = 0
x = -3.0

[State 107]
type = PosSet
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
y = 0

[State 107]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

;---------------------------------------------------------------------------
;空中前ダッシュ
[Statedef 110]
type    = A
physics = N
Velset = 0,0
ctrl = 0
anim = 110

[State 110]
type = varset
trigger1 = Time = 0
v = 2
value = 1

[State 110]
type = velset
triggerall = palno != 12
trigger1 = Time = 0
x = 15.0
y = 0.0

[State 110]
type = velset
triggerall = palno = 12
trigger1 = Time = 0
x = 30.0
y = 0.0



[State 110]
type = veladd
trigger1 = Animelem = 3
x = 7.0

[State 110]
type = veladd
trigger1 = Animelem = 4
x = 7.0

[State 110]
type = veladd
trigger1 = Animelem = 6
x = 10.0


[State 115, 3]
type = PlaySnd
trigger1 = time = 1
value = s0,1

[State 110]
type = ChangeState
trigger1 = command != "holdfwd"
trigger1 = Time = 13
trigger2 = command != "holdfwd"
trigger2 = time >= 13
value = 111

[State 110]
type = ChangeState
trigger1 = command = "holdfwd"
trigger1 = time = 35
value = 111
ctrl = 1



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

;空中前ダッシュ後
[Statedef 111]
type    = A
physics = A
ctrl = 1
anim = 46

[State 111]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 111]
type = Velset
trigger1 = time = 0
x = 3.0

[State 111]
type = Turn
trigger1 = p2dist X < 0

[State 111]
type = PosSet
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
y = 0

[State 111]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 1


;---------------------------------------------------------------
;空中バックダッシュ
[Statedef 115]
type    = A
physics = N
Velset = 0,0
ctrl = 0
anim = 115

[State 5210, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 115]
type = varset
trigger1 = Time = 0
v = 2
value = 1

[State 110]
type = velset
triggerall = palno != 12
trigger1 = Time = 0
x = -15.0
y = 0.0

[State 110]
type = velset
triggerall = palno = 12
trigger1 = Time = 0
x = -30.0
y = 0.0



[State 110]
type = veladd
trigger1 = Animelem = 3
x = -7.0

[State 110]
type = veladd
trigger1 = Animelem = 4
x = -7.0

[State 110]
type = veladd
trigger1 = Animelem = 6
x = -10.0

[State 115, 3]
type = PlaySnd
trigger1 = time = 1
value = s0,1

[State 115]
type = ChangeState
trigger1 = command != "holdback"
trigger1 = Time = 13
trigger2 = command != "holdback"
trigger2 = time >= 13
value = 116

[State 115]
type = ChangeState
trigger1 = command = "holdback"
trigger1 = time = 35
value = 116
ctrl = 1


;-----------------------------------------------------------
;空中バックダッシュ後
[Statedef 116]
type    = A
physics = A
ctrl = 1
anim = 45

[State 116]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 116]
type = Velset
trigger1 = time = 0
x = -3.0

[State 116]
type = Turn
trigger1 = p2dist X < 0

[State 116]
type = PosSet
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
y = 0

[State 116]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

;---------------------------------------------------------------------------
; GUARD (start)
[Statedef 120]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged

;コンボ
[State -2]
type = varset
trigger1 = time = 0
v = 45
value = 0

[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
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 120, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

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

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

;---------------------------------------------------------------------------
; STAND GUARD (guarding)
[Statedef 130]
type    = S
physics = S



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

[State 130, Hi to Lo]
type = ChangeState
trigger1 = command = "holddown"
value = 131

[State 130, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140


;----------------------------------------------------------------
;CPU用しゃがみガード
[Statedef 131]
type    = C
physics = C

[State 131, コモン]
type = ChangeAnim
trigger1 = Anim != 131
value = 131



[State 131, CPU用含む]
type = ChangeState
trigger1 = Var(44) = 0
trigger1 = command != "holddown"
trigger2 = Var(44) >= 1
trigger2 = p2statetype = A 
trigger2 = time = 1        
value = 130

[State 131, コモン]
type = ChangeState
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
sysvar(0) = (pos y >= 0) && (vel y > 0)

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

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

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

[State 132, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52

[State 132, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

;----------------------------------------------------------------
;ガードエンド
[Statedef 140]
type = U
physics = U
ctrl = 1



[State 140, コモン1]
type = ChangeAnim
trigger1 = Time = 0
value = 140 + (statetype = C) + (statetype = A)*2

[State 140, コモン2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 140, コモン3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 140, コモン4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 140, CPU用含むHtoL]
type = StateTypeSet
trigger1 = Var(44) = 0
trigger1 = statetype = S && command = "holddown"
trigger2 = Var(44) >= 1
trigger2 = statetype = S && p2statetype = C
statetype = C
physics = C

[State 140, CPU用含むLtoH]
type = StateTypeSet
trigger1 = Var(44) = 0
trigger1 = statetype = C && command != "holddown"
trigger2 = Var(44) >= 1
trigger2 = statetype = C && p2statetype = A
trigger3 = Var(44) >= 1
trigger3 = statetype = C && p2statetype = S
statetype = S
physics = S







;-------------------------------------------------------------
;立ちガードヒット
[Statedef 150]
type    = S
movetype= H
physics = N
velset = 0,0



[State 150, コモン1]
type = ChangeAnim
trigger1 = 1
value = 150

[State 150, 人間]
type = ChangeState
trigger1 = Var(44) = 0
trigger1 = HitShakeOver
value = 151 + 2*(command = "holddown")

[State 150, CPU]
type = ChangeState
trigger1 = Var(44) >= 1
trigger1 = HitShakeOver
value = 151 + 2*(p2statetype = C)

[State 150, CPU用含むHtoL]
type = StateTypeSet
trigger1 = Var(44) = 0
trigger1 = statetype = S && command = "holddown"
trigger2 = Var(44) >= 1
trigger2 = statetype = S && p2statetype = C
statetype = C
physics = C

[State 150, CPU用含むLtoH]
type = StateTypeSet
trigger1 = Var(44) = 0
trigger1 = statetype = C && command != "holddown"
trigger2 = Var(44) >= 1
trigger2 = statetype = C && p2statetype = A
trigger3 = Var(44) >= 1
trigger3 = statetype = C && p2statetype = S
statetype = S
physics = S

[State 150, コモン2]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 3



;----------------------------------------------------------
[Statedef 151]
type    = S
movetype= H
physics = S
anim = 150



[State 151, コモン1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 151, コモン2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0

[State 151, コモン3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 151, CPU用含むHtoL]
type = StateTypeSet
trigger1 = Var(44) = 0
trigger1 = statetype = S && command = "holddown"
trigger2 = Var(44) >= 1
trigger2 = statetype = S && p2statetype = C
statetype = C
physics = C

[State 151, CPU用含むLtoH]
type = StateTypeSet
trigger1 = Var(44) = 0
trigger1 = statetype = C && command != "holddown"
trigger2 = Var(44) >= 1
trigger2 = statetype = C && p2statetype = A
trigger3 = Var(44) >= 1
trigger3 = statetype = C && p2statetype = S
statetype = S
physics = S

[State 151, コモン4]
type = ChangeState
trigger1 = HitOver
value = 130
ctrl = 1

;---------------------------------------------------------------
;しゃがみガードヒット
[Statedef 152]
type    = C
movetype= H
physics = N
velset = 0,0



[State 152, コモン1]
type = ChangeAnim
trigger1 = 1
value = 151

[State 152, 人間]
type = ChangeState
trigger1 = Var(44) = 0
trigger1 = HitShakeOver
value = 151 + 2*(command = "holddown")

[State 152, CPU]
type = ChangeState
trigger1 = Var(44) >= 1
trigger1 = HitShakeOver
value = 151 + 2*(p2statetype = C)

[State 152, CPU用含むHtoL]
type = StateTypeSet
trigger1 = Var(44) = 0
trigger1 = statetype = S && command = "holddown"
trigger2 = Var(44) >= 1
trigger2 = statetype = S && p2statetype = C
statetype = C
physics = C

[State 152, CPU用含むLtoH]
type = StateTypeSet
trigger1 = Var(44) = 0
trigger1 = statetype = C && command != "holddown"
trigger2 = Var(44) >= 1
trigger2 = statetype = C && p2statetype = A
trigger3 = Var(44) >= 1
trigger3 = statetype = C && p2statetype = S
statetype = S
physics = S

[State 152, コモン2]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4
;--------------------------------------------------------------
[Statedef 153]
type    = C
movetype= H
physics = C
anim = 151



[State 153, コモン1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 153, コモン2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0

[State 153, コモン3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 153, CPU用含むHtoL]
type = StateTypeSet
trigger1 = Var(44) = 0
trigger1 = statetype = S && command = "holddown"
trigger2 = Var(44) >= 1
trigger2 = statetype = S && p2statetype = C
statetype = C
physics = C

[State 153, CPU用含むLtoH]
type = StateTypeSet
trigger1 = Var(44) = 0
trigger1 = statetype = C && command != "holddown"
trigger2 = Var(44) >= 1
trigger2 = statetype = C && p2statetype = A
trigger3 = Var(44) >= 1
trigger3 = statetype = C && p2statetype = S
statetype = S
physics = S

[State 153, コモン4]
type = ChangeState
trigger1 = HitOver
value = 131
ctrl = 1



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



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

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

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

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

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

[State 155, 4]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 155, 5]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command = "holdback"
trigger1 = inguarddist
value = 130

[State 155, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52






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

[State -2]
type = SelfState
triggerall = !ishelper
triggerall = palno = 12
trigger1 = helper(45755),var(40)-life>lifemax*0.2
trigger2 = var(31)-life >= lifemax*0.2
trigger3 = prevstateno = 5000
trigger4 = prevstateno = 5010
trigger5 = prevstateno = 5020
trigger6 = prevstateno = 5030
trigger7 = prevstateno = 5070
trigger8 = prevstateno = 5071
trigger9 = prevstateno = 5080
trigger10 = prevstateno = 5081
trigger11 = prevstateno = 5100
trigger12 = prevstateno = 5101
trigger13 = prevstateno = 5110
trigger14 = prevstateno = 5120
value = 145
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999



;連打無効
[State -3]
type = HitOverride
triggerall = palno = 12
trigger1 = time <= 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 145
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999


[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 = time >= 1
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 5001 ;HITG_SLIDE

[State 5000, 7]
type = ChangeState
trigger1 = time >= 1
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 -2]
type = SelfState
triggerall = palno = 12
trigger1 = GetHitVar(Damage) >= 200
trigger2 = gethitvar(damage) < 0
value = 145
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[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 -2]
type = SelfState
triggerall = !ishelper
triggerall = palno = 12
trigger1 = helper(45755),var(40)-life>lifemax*0.2
trigger2 = var(31)-life >= lifemax*0.2
trigger3 = prevstateno = 5000
trigger4 = prevstateno = 5010
trigger5 = prevstateno = 5020
trigger6 = prevstateno = 5030
trigger7 = prevstateno = 5070
trigger8 = prevstateno = 5071
trigger9 = prevstateno = 5080
trigger10 = prevstateno = 5081
trigger11 = prevstateno = 5100
trigger12 = prevstateno = 5101
trigger13 = prevstateno = 5110
trigger14 = prevstateno = 5120
value = 145
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999



;連打無効
[State -3]
type = HitOverride
triggerall = palno = 12
trigger1 = time <= 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 145
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999



[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 = time >= 1
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 5011 ;HITC_SLIDE

[State 5010, 7]
type = ChangeState
trigger1 = time >= 1
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 -2]
type = SelfState
triggerall = palno = 12
trigger1 = GetHitVar(Damage) >= 200
trigger2 = gethitvar(damage) < 0
value = 145
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[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 -2]
type = SelfState
triggerall = !ishelper
triggerall = palno = 12
trigger1 = helper(45755),var(40)-life>lifemax*0.2
trigger2 = var(31)-life >= lifemax*0.2
trigger3 = prevstateno = 5000
trigger4 = prevstateno = 5010
trigger5 = prevstateno = 5020
trigger6 = prevstateno = 5030
trigger7 = prevstateno = 5070
trigger8 = prevstateno = 5071
trigger9 = prevstateno = 5080
trigger10 = prevstateno = 5081
trigger11 = prevstateno = 5100
trigger12 = prevstateno = 5101
trigger13 = prevstateno = 5110
trigger14 = prevstateno = 5120
value = 145
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999



;連打無効
[State -3]
type = HitOverride
triggerall = palno = 12
trigger1 = time <= 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 145
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999


[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 = time >= 1
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 -2]
type = SelfState
triggerall = palno = 12
trigger1 = GetHitVar(Damage) >= 200
trigger2 = gethitvar(damage) < 0
value = 145
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[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
triggerall = palno = 12
triggerall = alive
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 1 ;HIT_BOUNCE

[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 -2]
type = SelfState
triggerall = !ishelper
triggerall = palno = 12
trigger1 = helper(45755),var(40)-life>lifemax*0.2
trigger2 = var(31)-life >= lifemax*0.2
trigger3 = prevstateno = 5000
trigger4 = prevstateno = 5010
trigger5 = prevstateno = 5020
trigger6 = prevstateno = 5030
trigger7 = prevstateno = 5070
trigger8 = prevstateno = 5071
trigger9 = prevstateno = 5080
trigger10 = prevstateno = 5081
trigger11 = prevstateno = 5100
trigger12 = prevstateno = 5101
trigger13 = prevstateno = 5110
trigger14 = prevstateno = 5120
value = 145
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999



;連打無効
[State -3]
type = HitOverride
triggerall = palno = 12
trigger1 = time <= 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 145
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

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

[State 5070, 2]
type = ChangeState
trigger1 = time >= 1
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 -2]
type = SelfState
triggerall = palno = 12
trigger1 = GetHitVar(Damage) >= 200
trigger2 = gethitvar(damage) < 0
value = 145
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[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
triggerall = palno = 12
triggerall = alive
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 15
type = ChangeState
value = 1

[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 -2]
type = SelfState
triggerall = !ishelper
triggerall = palno = 12
trigger1 = helper(45755),var(40)-life>lifemax*0.2
trigger2 = var(31)-life >= lifemax*0.2
trigger3 = prevstateno = 5000
trigger4 = prevstateno = 5010
trigger5 = prevstateno = 5020
trigger6 = prevstateno = 5030
trigger7 = prevstateno = 5070
trigger8 = prevstateno = 5071
trigger9 = prevstateno = 5080
trigger10 = prevstateno = 5081
trigger11 = prevstateno = 5100
trigger12 = prevstateno = 5101
trigger13 = prevstateno = 5110
trigger14 = prevstateno = 5120
value = 145
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999



;連打無効
[State -3]
type = HitOverride
triggerall = palno = 12
trigger1 = time <= 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 145
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[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 = time >= 1
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 5081 ;HITL_SLIDE

[State 5080, 5]
type = ChangeState
trigger1 = time >= 1
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) != 0
value = 5030 ;HITA_UP


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



[State -2]
type = SelfState
triggerall = palno = 12
trigger1 = GetHitVar(Damage) >= 200
trigger2 = gethitvar(damage) < 0
value = 145
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[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
sysvar(0) = 1

[State 5081, 4]
type = ChangeState
triggerall = palno = 12
triggerall = alive
trigger1 = HitOver
value = 1 ;HIT_LIEDOWN

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



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

[State -2]
type = SelfState
triggerall = alive
triggerall = !ishelper
triggerall = palno = 12
trigger1 = 1
value = 1
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

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

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

[State 5110, Envshake]
type = envshake
Trigger1 = time = 0
time = 10
ampl = -3
freq = 110

[State 5100, Var] ;Save fall velocity
type = VarSet
trigger1 = Time = 0
;trigger1 = GetHitVar(fall.yvel) = 0
sysvar(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

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

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

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

[State 5100, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 5110

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



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

[State -2]
type = SelfState
triggerall = alive
triggerall = !ishelper
triggerall = palno = 12
trigger1 = 1
value = 1
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 5110, Envshake]
type = envshake
Trigger1 = time = 0
time = 10
ampl = -3
freq = 110

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

[State 5110]
type = Explod
trigger1 = Time = 1
anim = 7400
id = 7400
postype = p1
pos = 0, 0
bindtime = 1
ownpal = 1
sprpriority = -1
under = sysvar(1) <= 10
supermove = 1
ignorehitpause = 1
pausemovetime = 20
supermovetime = 20

[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
sysvar(1) = floor(vel y)

[State 5110, 6]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = S3,1

[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 = SysVar(0) ;SysVar(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 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
value = 5110

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

[State 5110, 12]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(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_LIEDEAD
[Statedef 5150]
type    = L
movetype= H
physics = N
sprpriority = -3




[State 5150, 1] ;Normal anim
type = ChangeAnim
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
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
;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
trigger1 = Time = 0
trigger1 = Anim != [5140,5159]
trigger1 = Anim != [5110,5119]
value = 5110

[State 5150, 5] 
type = ChangeAnim
trigger1 = Time = 180
value = 5120

[State 5150, 5] 
type = ChangeAnim
trigger1 = Time = 180
value = 5120

[State 5150, 5] 
type = ChangeAnim
trigger1 = Time >= 181
trigger1 = AnimTime = 0
trigger1 = Anim = 5120
value = 11


[State 5150, 6] ;Friction
type = VelMul
trigger1 = 1
x = 0.85

[State 5150, 7] ;Friction
type = VelSet
trigger1 = Vel x < .05
persistent = 0
x = 0

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

[State 5150, 12]
type = ChangeState
trigger1 = !IsHelper
trigger1 = RoundState = 4
trigger1 = MatchOver = 0
trigger1 = name = "Ayu Tukumiya"
value = 5151

[State 5150, 13]
type = ChangeState
trigger1 = !IsHelper
trigger1 = RoundState = 4
trigger1 = MatchOver = 1
trigger1 = name = "Ayu Tukumiya"
value = 5152

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

[Statedef 5151]
type = L
movetype = H
physics = N
sprpriority = 3


[State 5151, 0]
type = ChangeAnim
trigger1 = time = 0
value = 5151

[State 240, 4]
type = PlaySnd
trigger1 = time = 6
value = s15,2

[State 5151, 1]
type = PosSet
trigger1 = 1
y = 0

[State 5151, 2]
type = VelSet
trigger1 = 1
x = 0
y = 0



[State 5151, 4]
type = Turn
trigger1 = P2BodyDist X < 0
persistent = 0



[State 5151, 8]
type = AssertSpecial
trigger1 = time = [0,180]
flag = roundnotover
;-------------------------------------------------------------------------------

[Statedef 5152]
type = L
movetype = H
physics = N
sprpriority = 3


[State 3200, 4]
type = Explod
trigger1 = time = 0
anim = 31553
ID = 31553
sprpriority = 3
postype = p1
pos = 0,0
ontop = 1
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 240, 4]
type = PlaySnd
trigger1 = time = 0
value = s141,2

[state noshadow]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 5151, 0]
type = ChangeAnim
trigger1 = time = 0
value = 31668

[State 5151, 1]
type = PosSet
trigger1 = 1
y = 0

[State 5151, 2]
type = VelSet
trigger1 = 1
x = 0
y = 0



[State 5151, 4]
type = Turn
trigger1 = P2BodyDist X < 0
persistent = 0






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

; 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 = -2
y = -5.5

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

[State 5201]
type = Explod
trigger1 = time = 1
anim = 7300
scale = 1,1
postype = p1
pos = 0,0
sprpriority = 4
supermove = 0
ownpal = 1

[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

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

[State 0, 1]
type = ChangeAnim
triggerall = palno = [7,12]
trigger1 = Anim != 1 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 1

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

[State 5900, 2] ;Clear all float variables
type = VarRangeSet
trigger1 = roundno = 1
fvalue = 0

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

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

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

[State 170, 無敵]
type = NotHitBy
trigger1 = 1 ;トリガーを何も書かず「1」にする事により、『無条件で常に実行させる命令』になる。
value = SCA
time = 1

[State 170, 3]
type = ChangeState
trigger1 = MatchOver = 0
value = 171

[State 170, 4]
type = ChangeState
trigger1 = MatchOver = 1
value = 172



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

[Statedef 171]
type = L
movetype = H
physics = N
sprpriority = 3

[State 5151, 0]
type = ChangeAnim
trigger1 = time = 0
value = 170

[State 5151, 3]
type = null;PlaySnd
trigger1 = time = 0
value = S11,1

[State 5151, 8]
type = AssertSpecial
trigger1 = time = [0,200]
flag = roundnotover

[Statedef 172]
type = L
movetype = H
physics = N
sprpriority = 3

[State 5152, 0]
type = ChangeAnim
trigger1 = time = 0
value = 170

[State 5152, 1]
type = PosSet
trigger1 = 1
y = 0

[State 5152, 2]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 5152, 3]
type = PlaySnd
trigger1 = time = 0
value = S11,2

[State 5152, 8]
type = AssertSpecial
trigger1 = time = [0,300]
flag = roundnotover

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;勝利ポーズ分岐（common1.cnsには無いけど、これもコモンステート）
[Statedef 180]
type = S

;勝利１回
[State 180]
type = ChangeState
trigger1 = MatchOver = 0
value = 182

;勝ち２回目
[State 180]
type = ChangeState
triggerall = MatchOver = 1
trigger1 = Teammode = Single
trigger2 = Teammode = Turns
value = 181


;味方がいたら
;味方の演出優先
[State 180]
type = ChangeState
triggerall = MatchOver = 1
trigger1 = Teammode = Simul
value = 182

;---------------------------------------------------------------------------
;勝ち２回目
[Statedef 181]
type = S
ctrl = 0
anim = 0
velset = 0,0
sprpriority = 0

[State -3]
type = VarRandom
trigger1 = time = 0
v = 11
range = 1,300

[State -2,RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 31623
ignorehitpause = 1

[State -2,RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 31624
ignorehitpause = 1

[State 182, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 830, 1]
type = assertspecial
trigger1 = time = [0,400]
flag = roundnotover

[State 830, 1]
type = assertspecial
trigger1 = 1
flag = nomusic
flag2 = nobardisplay
flag3 = noFG

[State 181]
type = PlaySnd
trigger1 = Var(49) != 1
trigger1 = Time = 10
value = S6,2
Volume = 99999

[State 2000, 1]
type = helper
Trigger1 = Time = 0
name = "Ayu"
stateno = 184
ID = 184
pos = 400,-220
postype = Left
ownpal = 1
keyctrl = 0
persistent = 0
supermovetime = 99999
pausemovetime = 99999
SprPriority = 9998
ontop = 1
size.xscale = 0.5
size.yscale = 0.5



;台詞枠、普通用
[State 2000, 1]
type = helper
Trigger1 = Time = 15
name = "Ayu-2"
stateno = 185
ID = 185
pos = 35,300
postype = Left
ownpal = 1
keyctrl = 0
persistent = 0
supermovetime = 99999
pausemovetime = 99999
SprPriority = 9998
ontop = 1
size.xscale = 0.52
size.yscale = 0.56



;-----------------------------------------------
;勝利１回目
[Statedef 182]
type = S
ctrl = 0
anim = 181
velset = 0,0
sprpriority = 0


[State 181, 1]
type = PlaySnd
trigger1 = time = 0
value = S10,2
channel = 8

[State 181, 2]
type = AssertSpecial
trigger1 = time = [0,150]
flag = roundnotover

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

;-----------------------------------------
;あゆ　絵
;
;
[Statedef 184]
type = A
physics = N
velset = 0,0
SprPriority = 5


;ノーマル
[State 183]
type = ChangeAnim
Triggerall = Parent,Var(11) = [1,250]
trigger1 = Parent,Var(9) != 1
trigger1 = Parent,Var(9) != 3
trigger1 = Parent,Var(9) != 4
trigger1 = Parent,Var(9) != 11
Trigger1 = Parent,Var(5) = 0
trigger1 = Time = 1
value = 180

;レア2
[State 183]
type = ChangeAnim
Triggerall = Parent,Var(11) = [251,280]
trigger1 = Parent,Var(9) != 1
trigger1 = Parent,Var(9) != 3
trigger1 = Parent,Var(9) != 4
trigger1 = Parent,Var(9) != 11
Trigger1 = Parent,Var(5) = 0
trigger1 = Time = 1
value = 31663

;レア
[State 183]
type = ChangeAnim
Triggerall = Parent,Var(11) = [281,300]
trigger1 = Parent,Var(9) != 1
trigger1 = Parent,Var(9) != 3
trigger1 = Parent,Var(9) != 4
trigger1 = Parent,Var(9) != 11
Trigger1 = Parent,Var(5) = 0
trigger1 = Time = 1
value = 31657



;あゆ、みすず
[State 191, 1] 
type = ChangeAnim
Triggerall = Parent,Var(11) = [1,150]
trigger1 = Parent,Var(9) = 1
trigger1 = time = 1
trigger2 = Parent,Var(9) = 3
trigger2 = time = 1
trigger3 = Parent,Var(9) = 4
trigger3 = time = 1
value = 31631

;あゆ、みすず
[State 191, 1] 
type = ChangeAnim
Triggerall = Parent,Var(11) = [151,300]
trigger1 = Parent,Var(9) = 1
trigger1 = time = 1
trigger2 = Parent,Var(9) = 3
trigger2 = time = 1
trigger3 = Parent,Var(9) = 4
trigger3 = time = 1
value = 31634

;イエロー節制
[State 191, 1] 
type = ChangeAnim
trigger1 = Parent,Var(9) = 11
trigger1 = time = 1
Trigger2 = Parent,Var(5) = 1
trigger2 = time = 1
value = 31646

[State pos]
type = posadd
trigger1 = Screenpos Y > 10 || Screenpos Y < 10
y = -(Screenpos Y -10)
PauseMoveTime = 999

[State 830, 1]
type = assertspecial
trigger1 = time <= 17
flag = invisible

[State 830, 1]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 6036, 1] 
type = Velset
trigger1 = time = 18
x = -20

[State 6036, 1] 
type = Velset
trigger1 = ScreenPos X <= 310
x = -18

[State 6036, 1] 
type = Velset
trigger1 = ScreenPos X <= 290
x = -16

[State 6036, 1] 
type = Velset
trigger1 = ScreenPos X <= 260
x = -15

[State 6036, 1] 
type = Velset
trigger1 = ScreenPos X <= 230
x = -13

[State 6036, 1] 
type = Velset
trigger1 = ScreenPos X <= 190
x = -11

[State 6036, 1] 
type = Velset
trigger1 = ScreenPos X <= 150
x = -9

[State 6036, 1] 
type = Velset
trigger1 = ScreenPos X <= 120
x = -7

[State 6036, 1] 
type = Velset
trigger1 = ScreenPos X <= 90
x = -6

[State 6036, 1] 
type = Velset
trigger1 = ScreenPos X <= 40
x = -0.2

[State 6036, 1] 
type = Velset
trigger1 = ScreenPos X <= 20
x = 0

[State 830, 2]
type = Destroyself
trigger1 = AnimTime = 0

;-------------------------------------------
;台詞枠
[Statedef 185]
type = A
physics = N
velset = 0,0
SprPriority = 6
anim = 15061

;台詞、滅殺
[State 2000, 1]
type = helper
Triggerall = Parent,Var(9) = 0
Triggerall = Parent,Var(11) = [1,100]
Trigger1 = Time = 1
name = "Ayu-3"
stateno = 186
ID = 186
pos = 0,0
postype = p1
ownpal = 1
keyctrl = 0
persistent = 0
supermovetime = 99999
pausemovetime = 99999
SprPriority = 9998
ontop = 1
size.xscale = 0.7
size.yscale = 0.7

;台詞、VSあゆ
[State 2000, 1]
type = helper
Triggerall = Parent,Var(9) = 1
Trigger1 = Time = 1
name = "Ayu-3"
stateno = 60003
ID = 60003
pos = 0,0
postype = p1
ownpal = 1
keyctrl = 0
persistent = 0
supermovetime = 99999
pausemovetime = 99999
SprPriority = 9998
ontop = 1
size.xscale = 0.45
size.yscale = 0.44

;台詞、VSさつき
[State 2000, 1]
type = helper
Triggerall = Parent,Var(9) = 2
Trigger1 = Time = 1
name = "Ayu-3"
stateno = 60002
ID = 60002
pos = 0,0
postype = p1
ownpal = 1
keyctrl = 0
persistent = 0
supermovetime = 99999
pausemovetime = 99999
SprPriority = 9998
ontop = 1
size.xscale = 0.5
size.yscale = 0.5

;台詞、VSみすずとか
[State 2000, 1]
type = helper
Triggerall = Parent,Var(9) = 3
Trigger1 = Time = 1
name = "Ayu-3"
stateno = 60004
ID = 60004
pos = 0,0
postype = p1
ownpal = 1
keyctrl = 0
persistent = 0
supermovetime = 99999
pausemovetime = 99999
SprPriority = 9998
ontop = 1
size.xscale = 0.5
size.yscale = 0.5

;台詞、VS DISRUPTER
[State 2000, 1]
type = helper
Triggerall = Parent,Var(9) = 4
Trigger1 = Time = 1
name = "Ayu-3"
stateno = 60005
ID = 60005
pos = 0,0
postype = p1
ownpal = 1
keyctrl = 0
persistent = 0
supermovetime = 99999
pausemovetime = 99999
SprPriority = 9998
ontop = 1
size.xscale = 0.48
size.yscale = 0.5

;台詞、VS 自分
[State 2000, 1]
type = helper
Triggerall = Parent,Var(9) = 5
Trigger1 = Time = 1
name = "Ayu-3"
stateno = 60006
ID = 60006
pos = 0,0
postype = p1
ownpal = 1
keyctrl = 0
persistent = 0
supermovetime = 99999
pausemovetime = 99999
SprPriority = 9998
ontop = 1
size.xscale = 0.5
size.yscale = 0.5

;台詞、VS ジャギ
[State 2000, 1]
type = helper
Triggerall = Parent,Var(9) = 6
Trigger1 = Time = 1
name = "Ayu-3"
stateno = 60007
ID = 60007
pos = 0,0
postype = p1
ownpal = 1
keyctrl = 0
persistent = 0
supermovetime = 99999
pausemovetime = 99999
SprPriority = 9998
ontop = 1
size.xscale = 0.5
size.yscale = 0.5

;台詞、VS トキ
[State 2000, 1]
type = helper
Triggerall = Parent,Var(9) = 7
Trigger1 = Time = 1
name = "Ayu-3"
stateno = 60008
ID = 60008
pos = 0,0
postype = p1
ownpal = 1
keyctrl = 0
persistent = 0
supermovetime = 99999
pausemovetime = 99999
SprPriority = 9998
ontop = 1
size.xscale = 0.5
size.yscale = 0.5

;台詞、VS 北斗
[State 2000, 1]
type = helper
Triggerall = Parent,Var(9) = 8
Trigger1 = Time = 1
name = "Ayu-3"
stateno = 60009
ID = 60009
pos = 0,0
postype = p1
ownpal = 1
keyctrl = 0
persistent = 0
supermovetime = 99999
pausemovetime = 99999
SprPriority = 9998
ontop = 1
size.xscale = 0.46
size.yscale = 0.5

;台詞、VS 茜、ミリア
[State 2000, 1]
type = helper
Triggerall = Parent,Var(9) = 9
Trigger1 = Time = 1
name = "Ayu-3"
stateno = 60010
ID = 60010
pos = 0,0
postype = p1
ownpal = 1
keyctrl = 0
persistent = 0
supermovetime = 99999
pausemovetime = 99999
SprPriority = 9998
ontop = 1
size.xscale = 0.5
size.yscale = 0.5

;台詞、VS 刃
[State 2000, 1]
type = helper
Triggerall = Parent,Var(9) = 10
Trigger1 = Time = 1
name = "Ayu-3"
stateno = 60011
ID = 60011
pos = 0,0
postype = p1
ownpal = 1
keyctrl = 0
persistent = 0
supermovetime = 99999
pausemovetime = 99999
SprPriority = 9998
ontop = 1
size.xscale = 0.6
size.yscale = 0.6

;台詞、VS 普通
[State 2000, 1]
type = helper
Triggerall = Parent,Var(9) = 0
Triggerall = Parent,Var(11) = [101,200]
Trigger1 = Time = 1
name = "Ayu-3"
stateno = 60012
ID = 60012
pos = 0,0
postype = p1
ownpal = 1
keyctrl = 0
persistent = 0
supermovetime = 99999
pausemovetime = 99999
SprPriority = 9998
ontop = 1
size.xscale = 0.5
size.yscale = 0.4

;台詞、VS 普通2
[State 2000, 1]
type = helper
Triggerall = Parent,Var(9) = 0
Triggerall = Parent,Var(11) = [201,300]
Trigger1 = Time = 1
name = "Ayu-3"
stateno = 60013
ID = 60013
pos = 0,0
postype = p1
ownpal = 1
keyctrl = 0
persistent = 0
supermovetime = 99999
pausemovetime = 99999
SprPriority = 9998
ontop = 1
size.xscale = 0.55
size.yscale = 0.55

;台詞、VS イエロー節制
[State 2000, 1]
type = helper
Triggerall = Parent,Var(9) = 11
Trigger1 = Time = 1
name = "Ayu-3"
stateno = 60014
ID = 60014
pos = 0,0
postype = p1
ownpal = 1
keyctrl = 0
persistent = 0
supermovetime = 99999
pausemovetime = 99999
SprPriority = 9998
ontop = 1
size.xscale = 0.5
size.yscale = 0.5

;台詞、VS DIO
[State 2000, 1]
type = helper
Triggerall = Parent,Var(9) = 12
Trigger1 = Time = 1
name = "Ayu-3"
stateno = 60015
ID = 60015
pos = 0,0
postype = p1
ownpal = 1
keyctrl = 0
persistent = 0
supermovetime = 99999
pausemovetime = 99999
SprPriority = 9998
ontop = 1
size.xscale = 0.5
size.yscale = 0.5


;台詞、VS 栞
[State 2000, 1]
type = helper
Triggerall = Parent,Var(9) = 13
Trigger1 = Time = 1
name = "Ayu-3"
stateno = 60016
ID = 60016
pos = 0,0
postype = p1
ownpal = 1
keyctrl = 0
persistent = 0
supermovetime = 99999
pausemovetime = 99999
SprPriority = 9998
ontop = 1
size.xscale = 0.5
size.yscale = 0.5

;台詞、VS さゆ
[State 2000, 1]
type = helper
Triggerall = Parent,Var(9) = 14
Trigger1 = Time = 1
name = "Ayu-3"
stateno = 60017
ID = 60017
pos = 0,0
postype = p1
ownpal = 1
keyctrl = 0
persistent = 0
supermovetime = 99999
pausemovetime = 99999
SprPriority = 9998
ontop = 1
size.xscale = 0.5
size.yscale = 0.5


;台詞、VS 拳王
[State 2000, 1]
type = helper
Triggerall = Parent,Var(9) = 15
Trigger1 = Time = 1
name = "Ayu-3"
stateno = 60018
ID = 60018
pos = 0,0
postype = p1
ownpal = 1
keyctrl = 0
persistent = 0
supermovetime = 99999
pausemovetime = 99999
SprPriority = 9998
ontop = 1
size.xscale = 0.5
size.yscale = 0.5

;台詞、VS 拳46
[State 2000, 1]
type = helper
Triggerall = Parent,Var(9) = 16
Trigger1 = Time = 1
name = "Ayu-3"
stateno = 60019
ID = 60019
pos = 0,0
postype = p1
ownpal = 1
keyctrl = 0
persistent = 0
supermovetime = 99999
pausemovetime = 99999
SprPriority = 9998
ontop = 1
size.xscale = 0.5
size.yscale = 0.5


;台詞、VS さうざー
[State 2000, 1]
type = helper
Triggerall = Parent,Var(9) = 17
Trigger1 = Time = 1
name = "Ayu-3"
stateno = 60020
ID = 60020
pos = 0,0
postype = p1
ownpal = 1
keyctrl = 0
persistent = 0
supermovetime = 99999
pausemovetime = 99999
SprPriority = 9998
ontop = 1
size.xscale = 0.5
size.yscale = 0.5

;台詞、VS ジョセフ
[State 2000, 1]
type = helper
Triggerall = Parent,Var(9) = 18
Trigger1 = Time = 1
name = "Ayu-3"
stateno = 60021
ID = 60021
pos = 0,0
postype = p1
ownpal = 1
keyctrl = 0
persistent = 0
supermovetime = 99999
pausemovetime = 99999
SprPriority = 9998
ontop = 1
size.xscale = 0.5
size.yscale = 0.5


[State 830, 1]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 6036, 1] 
type = Velset
trigger1 = time = 0
y = -16

[State 6036, 1] 
type = Velset
trigger1 = ScreenPos Y <= 435
y = -15

[State 6036, 1] 
type = Velset
trigger1 = ScreenPos Y <= 430
y = -14.5

[State 6036, 1] 
type = Velset
trigger1 = ScreenPos Y <= 425
y = -14

[State 6036, 1] 
type = Velset
trigger1 = ScreenPos Y <= 420
y = -13.5

[State 6036, 1] 
type = Velset
trigger1 = ScreenPos Y <= 410
y = -12

[State 6036, 1] 
type = Velset
trigger1 = ScreenPos Y <= 380
y = -11

[State 6036, 1] 
type = Velset
trigger1 = ScreenPos Y <= 360
y = -10

[State 6036, 1] 
type = Velset
trigger1 = ScreenPos Y <= 310
y = -9.5

[State 6036, 1] 
type = Velset
trigger1 = ScreenPos Y <= 280
y = -8

[State 6036, 1] 
type = Velset
trigger1 = ScreenPos Y <= 240
y = -6.5

[State 6036, 1] 
type = Velset
trigger1 = ScreenPos Y <= 170
y = 0

[State 830, 1]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 830, 2]
type = Destroyself
trigger1 = AnimTime = 0

;--------------------------------
;台詞、滅殺
[Statedef 186]
Type = A
Physics = N
SprPriority = 7
Anim = 15061

[State 191, 1] 
type = ChangeAnim
trigger1 = time = 1
value = 26529


[State -1, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1000, 3]
type = BindToParent
trigger1 = 1
time = -1
pos = 5,4

[State -1, DestroySelf]
Type = DestroySelf
Trigger1 = Animtime = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;イントロ（試合開始前の登場演出アクション）
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 190, rondom_var]
type = VarRandom
trigger1 = Time = 0
v = 57
range = 0,1

[State 191, ステート変更]
type = ChangeState
trigger1 = Var(57) = 1
value = 192

[State 191, ステート変更]
type = ChangeState
trigger1 = Var(57) = 0
value = 193



[State 191, 特殊効果];試合が開始するまではこのコントローラを使おう（※２）
type = AssertSpecial
trigger1 = 1
flag = Intro ;イントロの状態



[State 191, ステート変更];アニメーションが終われば「通常立ち」のステートに変更する
type = ChangeState
trigger1 = Time >= 2
value = 192

;--------------------------------------
;イントロ1
[Statedef 192]
type = S
ctrl = 0
anim = 31664
velset = 0,0





[State 191, 特殊効果];試合が開始するまではこのコントローラを使おう（※２）
type = AssertSpecial
trigger1 = 1
flag = Intro ;イントロの状態



[State 191, ステート変更];アニメーションが終われば「通常立ち」のステートに変更する
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------
;開始イントロ2
[Statedef 193]
type = S
ctrl = 0
anim = 31665
velset = 0,0



[State 190, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, ]
type = PlaySnd
trigger1 = Animelem = 53
value = s148,0
Volume = 999
channel = 5



[State 192, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0





;---------------------------------------------------------------------------
; ※２：AssertSpecial
;
; 　他のコントローラでは設定出来ない『特殊な効果』を指定する命令。
; 　設定したトリガーが有効になってる間だけ一時的に適用される。
;
; 　適用出来るパラメータはこのコントローラを一つ設置する場合、最大３つまで。
; 　書式としては「flag」「flag2」「flag3」を順に加えていく形。
; 　flag2とflag3はオプション。ではその特殊効果を全て紹介。
;
; 　Intro          = イントロ（試合開始前の登場演出アクション）の状態になる。イントロステート専用。
; 　Invisible      = 自分の姿を消す。しかし残像（AfterImage）は消せない。
; 　RoundNotOver   = 現在のラウンドを過ぎない。勝利ポーズ専用。
; 　NoBarDisplay   = ライフバーを非表示にする。
; 　NoBG           = ステージの奥の画像を非表示にし、「真っ黒の背景」にする。
; 　NoFG           = ステージの手前の画像を非表示にする。
; 　NoStandGuard   = 立ちガードが出来なくなる。
; 　NoCrouchGuard  = しゃがみガードが出来なくなる。
; 　NoAirGuard     = 空中ガードが出来なくなる。
; 　NoAutoTurn     = 自動で振り向かない。
; 　NoJuggleCheck  = ジャグルをチェックしない。（ジャグルポイントが減らなくなる）
; 　NoKOSnd        = ＫＯ時の音声（11,0）を鳴らさないようにする。
; 　NoKOSlow       = ＫＯ時のスローモーションを無効にする。（ＫＯ直前に有効にしないといけない）
; 　NoShadow       = 自分の影を消す。
; 　GlobalNoShadow = 画面中に存在する全てのプレイヤー（ヘルパーとProjectileも含む）の影を消す。
; 　NoMusic        = 演奏しているＢＧＭを止める。（プラグインによってはＢＧＭがバグるので要注意）
; 　NoWalk         = 歩かない。（前か後ろのキーを入力中コントロールが可能の時に勝手に[Statedef 20]にならない）
; 　TimerFreeze    = タイムカウント（制限時間）を停止する。
; 　UnGuardable    = 自分の全ての攻撃が『ガード不可』になる。
;
;---------------------------------------------------------------------------



;===========================================================================
; 通常攻撃技
;===========================================================================
;---------------------------------------------------------------------------
; 通常技はそんなに難しいテクニックは使ってないから、
; テンプレートを見ながら確認すれば覚えやすいと思う。
; 基本忘るべからず。
;
; ステートナンバーは、立ち技が２００～２９９、しゃがみ技が４００～４９９、
; ジャンプ技が６００～６９９の間で決めて作るのが一般的。
; しかし強制じゃないので自由に作っちゃってＯＫ。
;---------------------------------------------------------------------------
;立ち弱攻撃
[Statedef 200]
type    = S                      
movetype= A                      
physics = S                      
;juggle  = 1                      
velset = 0,0 
ctrl = 0
anim = 200
poweradd = 5
sprpriority = 2
hitcountpersist = 1

[State 200, 3]
type = PlaySnd
trigger1 = Animelem = 2
value = s1,0
channel = 2




[State 200]
type = Projectile
trigger1 = Animelem = 3
projid = 200
projanim = 201
projepriority = 3
projremovetime = 1
offset = 0, 0
velocity = 0, 0
Postype = p1
attr = S, NA
damage = 19*enemy,const(data.life)*0.001*enemy,const(data.defence)*0.01,0
animtype = Light
hitflag = MAF
guardflag = M
priority = 3,Hit
pausetime = 6,3
guard.pausetime = 5,3
sparkno = s6000
guard.sparkno = s7100
sparkxy = 30,Const(size.mid.pos.y)
hitsound = s2,0
guardsound = s3,2
ground.type = High
ground.slidetime = 11
ground.hittime = 14
guard.slidetime = 7
guard.hittime = 10
ground.velocity = -2.0,0
guard.velocity = -4.5
air.velocity = -1.8,ifelse(enemy,Vel Y <= 0 ,-3.5,-1.8)
airguard.velocity = 0,0
air.fall = 1
fall.recover = 1
fall.recovertime = 10
getpower = 20,10
ground.cornerpush.veloff = -2.8
guard.cornerpush.veloff = -4.5
air.cornerpush.veloff = 0






;コンボ
[State -2]
type = varset
trigger1 = time = 0
v = 45
value = 0

[State -2]
type = varset
trigger1 = ProjHit = 1
v = 45
value = 1

[State -2]
type = varset
trigger1 = ProjGuarded = 1
v = 45
value = 2

[State 200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 下の「立ち強パンチ」のステートを見てみましょ。
;
;「Width」のコントローラは相手や画面端を押すための『物理的な幅』を
; 一時的に伸ばしたり縮ませたりする命令。
; キャラの幅はバトル中に「Ctrl+C」を押して「判定ボックス」を表示させてる時に
; 一緒に確認出来る。「軸位置から伸びる黄緑色の線」がその幅。
;
; 後は「ChangeAnim」を使って５枚目で攻撃を当てたらすぐに６枚目に
; コマを進ませる命令をしてたり、
;『画像表示優先度』で「振りかぶる時は奥」「振り切った直後から手前」に
; モーション表示の操作をしてるくらいで、難しくない処理。
;
; これは余談だけど、Widthの読み方は「ウィッズ」。
; この解説文書いた時に初めて読み方知ったよ！　｡ﾟ(ﾟつД`ﾟ)ﾟ｡
;---------------------------------------------------------------------------
;立ち中攻撃（近）
[Statedef 210]
type    = S
movetype= A
physics = S
;juggle  = 4
poweradd= 15
ctrl = 0
velset = 0,0
anim = 210
sprpriority = 2

[State 210]
type = ChangeState
trigger1 = var(10) = 1
trigger1 = time = 0
value = 215

[State 210]
type = varset
trigger1 = time = 1
v = 10
value = 1

[State 210]
type = velset
trigger1 = time = 0
x = 3.0

[State 210, 4]
type = PlaySnd
trigger1 = Animelem = 3
value = s1,1
channel = 2

[State 210]
type = Projectile
trigger1 = Animelem = 3
ProjID = 210
Projanim = 211
projepriority = 3
projremovetime = 1
offset = 0, 0
velocity = 0, 0
Postype = p1
attr = S,NA
damage = 33*enemy,const(data.life)*0.001*enemy,const(data.defence)*0.01,0
animtype = Medium
hitflag = MAF
guardflag = M
priority = 4,Hit
pausetime = 9,6
guard.pausetime = 7,6
sparkno = s6100
guard.sparkno = s7100
sparkxy = 45,Const(size.mid.pos.y)
hitsound = s2,1
guardsound = s3,2
ground.type = Low
ground.slidetime = 15
ground.hittime = 14
guard.slidetime = 10
guard.hittime = 12
ground.velocity = -2.7,0
guard.velocity = -5.8
air.velocity = -3.6,ifelse(enemy,Vel Y <= 0 ,-3.8,-1.8)
airguard.velocity = 0,0
air.fall = 1
fall.recover = 1
fall.recovertime = 20
getpower = 40,25
ground.cornerpush.veloff = -6.2
guard.cornerpush.veloff = -5.8
air.cornerpush.veloff = 0

;コンボ
[State -2]
type = varset
trigger1 = time = 0
v = 45
value = 0

[State -2]
type = varset
trigger1 = ProjHit = 1
v = 45
value = 1

[State -2]
type = varset
trigger1 = ProjGuarded = 1
v = 45
value = 2

[State 210, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------
;立ち中攻撃（遠）
[Statedef 215]
type    = S
movetype= A
physics = S
;juggle  = 4
poweradd= 15
ctrl = 0
velset = 0,0
anim = 215
sprpriority = 2

[State 215, 3]
type = PlaySnd
trigger1 = Animelem = 3
value = s1,1
channel = 2

[State 215]
type = Projectile
trigger1 = Animelem = 3
ProjID = 215
Projanim = 216
projepriority = 3
projremovetime = 1
offset = 0, 0
velocity = 0, 0
Postype = p1
attr = S,NA
damage = 35,0
animtype = Medium
hitflag = MAF
guardflag = M
priority = 2,Hit
pausetime = 6,6
guard.pausetime = 4,6
sparkno = s6100
guard.sparkno = s7100
sparkxy = 70,Const(size.mid.pos.y)
hitsound = s2,1
guardsound = s3,2
ground.type = High
ground.slidetime = 8
ground.hittime = 13
guard.slidetime = 8
guard.hittime = 11
ground.velocity = -3.4,0
guard.velocity = -5.8
air.velocity = -2.4,ifelse(enemy,Vel Y <= 0 ,-3.8,-1.8)
airguard.velocity = 0,0
air.fall = 1
fall.recover = 1
fall.recovertime = 20
getpower = 40,25
ground.cornerpush.veloff = -4.7
guard.cornerpush.veloff = -5.8
air.cornerpush.veloff = 0

;コンボ
[State -2]
type = varset
trigger1 = time = 0
v = 45
value = 0

[State -2]
type = varset
trigger1 = ProjHit = 1
v = 45
value = 1

[State -2]
type = varset
trigger1 = ProjGuarded = 1
v = 45
value = 2

[State 215]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


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


;立ち強攻撃
[Statedef 220]
type    = S
movetype= A
physics = S
;juggle  = 5
poweradd= 33
ctrl = 0
velset = 0,0
anim = 220
sprpriority = 2

;コンボ
[State -2]
type = varset
trigger1 = time = 0
v = 45
value = 0

[State -2]
type = varset
trigger1 = MoveHit
v = 45
value = 1

[State -2]
type = varset
trigger1 = MoveGuarded
v = 45
value = 2

[State 220, 1]
type = Hitdef
triggerall = palno != [11,12]
trigger1 = Animelem = 5
attr = S,NA
damage = 55,0
animtype = Hard
hitflag = MAF
guardflag = M
priority = 2,Hit
pausetime = 13,9
guard.pausetime = 11,9
sparkno = s6200
guard.sparkno = s7100
sparkxy = -30,Const(size.mid.pos.y)
hitsound = s2,2
guardsound = s3,2
ground.type = High
ground.slidetime = 14
ground.hittime = 26
guard.slidetime = 12
guard.hittime = 19
ground.velocity = -5.6,0
guard.velocity = -9.6
air.velocity = -2.4,ifelse(enemy,Vel Y <= 0 ,-3.8,-1.6)
airguard.velocity = 0,0
air.fall = 1
fall.recover = 1
fall.recovertime = 30
getpower = 65,21
ground.cornerpush.veloff = -8.6
guard.cornerpush.veloff = -9.6
air.cornerpush.veloff = 0

[State 220, 1]
type = Hitdef
triggerall = palno = [11,12]
trigger1 = 1
;trigger1 = Animelem = 5
trigger1 = Var(45) = 0
attr = ,NA
damage = 55,0
animtype = Hard
hitflag = MAF
guardflag = M
priority = 2,Hit
pausetime = 0,9
guard.pausetime = 11,9
sparkno = s6200
guard.sparkno = s7100
sparkxy = -30,Const(size.mid.pos.y)
hitsound = s2,2
guardsound = s3,2
ground.type = High
ground.slidetime = 14
ground.hittime = 26
guard.slidetime = 12
guard.hittime = 19
ground.velocity = -5.6,0
guard.velocity = -9.6
air.velocity = -2.4,ifelse(enemy,Vel Y <= 0 ,-3.8,-1.6)
airguard.velocity = 0,0
air.fall = 1
fall.recover = 1
fall.recovertime = 30
getpower = 65,21
ground.cornerpush.veloff = -8.6
guard.cornerpush.veloff = -9.6
air.cornerpush.veloff = 0

;限定当身
[State 1]
type = ReversalDef
triggerall = palno = [11,12]
trigger1 = Var(45) = 1
reversal.attr = C,HT
hitflag = M-
priority = 7
pausetime = 0,0
p2facing = 1
p2stateno = 169998



[State 220, 3]
type = Explod
trigger1 = Animelem = 5
anim = 7400
ID = 7400
sprpriority = 1
postype = p1
pos = 60,0
ownpal = 1



[State 220, 4]
type = PlaySnd
trigger1 = Animelem = 2
value = s1,2
channel = 2


[State 220, 6]
type = VelSet
trigger1 = 1
y = 0

[State 220, 7]
type = PosSet
trigger1 = 1
y = 0

[State 220, 8]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

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

;すてっぷきっく
[Statedef 230]
type = A
movetype = A
physics = N
juggle = 1
ctrl = 0

[State 230, 0]
type = ChangeAnim
triggerall = PrevStateno != 5
trigger1 = time = 0
value = 230

[State 230, 1]
type = VelSet
triggerall = PrevStateno != 5
trigger1 = time = 0
x = 0
y = 0

[State 230, 1]
type = VelSet
trigger1 = Animelemtime(2) = 0
x = 5
y = -5

[State 230, 2]
type = VelAdd
trigger1 = Animelemtime(2) >= 0
trigger1 = Animelemtime(5) < 0
y = 0.93

[State 230, 3]
type = VelSet
trigger1 = Pos Y >= 0
trigger1 = Animelemtime(2) > 0
x = 0
y = 0

[State 230, 4]
type = PosSet
trigger1 = Pos Y >= 0
trigger1 = Vel Y >= 0
trigger1 = Animelemtime(2) > 0
y = 0

[State 230]
type = Projectile
trigger1 = Animelemtime(5) = 0
ProjID = 230
Projanim = 231
projepriority = 3
projremovetime = 1
offset = 0, 0
velocity = 0, 0
Postype = p1
attr = S,NA
damage = 45*enemy,const(data.life)*0.001*enemy,const(data.defence)*0.01,0
animtype = Medium
hitflag = MAF
guardflag = M
priority = 4,Hit
pausetime = 8,6
guard.pausetime = 6,6
sparkno = s6100
guard.sparkno = s7100
sparkxy = 20,Const(size.mid.pos.y)
hitsound = s2,1
guardsound = s3,2
ground.type = Low
ground.slidetime = 11
ground.hittime = 18
guard.slidetime = 9
guard.hittime = 14
ground.velocity = -2.4,0
guard.velocity = -6.2
air.velocity = -2.4,ifelse(enemy,Vel Y <= 0 ,-3.8,-1.8)
airguard.velocity = 0,0
air.fall = 1
fall.recover = 1
fall.recovertime = 20
getpower = 40,25
ground.cornerpush.veloff = -4.2
guard.cornerpush.veloff = -6.2
air.cornerpush.veloff = 0



;コンボ
[State -2]
type = varset
trigger1 = time = 0
v = 45
value = 0

[State -2]
type = varset
trigger1 = ProjHit = 1
v = 45
value = 1

[State -2]
type = varset
trigger1 = ProjGuarded = 1
v = 45
value = 2



[State 230, 6]
type = PowerAdd
triggerall = PrevStateno != 5
trigger1 = time = 0
value = 15

[State 230, 7]
type = StatetypeSet
trigger1 = Animelemtime(2) > 0
trigger1 = Pos Y >= 0
statetype = S
physics = S

[State 230, 8]
type = PlaySnd
trigger1 = Animelem = 4
value = s1,1
channel = 2

[State 230, 10]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

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

;はねあっぱー
[Statedef 240]
type = S
movetype = A
physics = S
juggle = 1
ctrl = 0

[State 240, 0]
type = ChangeAnim
trigger1 = time = 0
value = 240


;限定当身
[State 1]
type = ReversalDef
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(3) < 0
reversal.attr = SA, AA
attr = S,SA
pausetime = 10,10
sparkno = s7100
sparkxy = 10,0
hitsound = s3,2
numhits = 0
ignorehitpause = 1



[State 230]
type = Projectile
trigger1 = Animelem = 9
ProjID = 240
Projanim = 241
projepriority = 3
projremovetime = 1
offset = 0, 0
velocity = 0, 0
attr = S,NA
damage = 60,0
animtype = Up
hitflag = MAF
guardflag = M
priority = 4,Hit
pausetime = 9,9
guard.pausetime = 9,9
sparkno = s6300
guard.sparkno = s7100
sparkxy = 35,Const(size.mid.pos.y)-20
hitsound = s2,2
guardsound = s3,2
ground.type = Low
ground.slidetime = 14
ground.hittime = 26
guard.slidetime = 12
guard.hittime = 19
ground.velocity = -0.4,-9.0
guard.velocity = -2.3
air.velocity = -0.4,-9.0
airguard.velocity = 0,0
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = 50
getpower = 65,21
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -2.3
air.cornerpush.veloff = 0

[State 240, 4]
type = PlaySnd
trigger1 = Animelem = 6
value = s1,2
channel = 2

;コンボ
[State -2]
type = varset
trigger1 = time = 0
v = 45
value = 0

[State -2]
type = varset
trigger1 = ProjHit = 1
v = 45
value = 1

[State -2]
type = varset
trigger1 = ProjGuarded = 1
v = 45
value = 2

[State 240, 7]
type = VelSet
trigger1 = 1
y = 0

[State 240, 8]
type = PosSet
trigger1 = 1
y = 0

[State 240, 9]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1


;----------------------------------------
;屈み弱攻撃
[Statedef 400]
type    = C
movetype= A
physics = C
;juggle  = 5
poweradd= 5
ctrl = 0
anim = 400
sprpriority = 2
hitcountpersist = 1

[State 400]
type = Projectile
trigger1 = Animelem = 3
ProjID = 400
Projanim = 401
projepriority = 3
projremovetime = 1
offset = 0, 0
velocity = 0, 0
attr = C,NA
damage = 18,0
animtype = Light
hitflag = MAF
guardflag = L
priority = 3,Hit
pausetime = 6,3
guard.pausetime = 4,3
sparkno = s6000
guard.sparkno = s7100
sparkxy = 20,-20
hitsound = s2,0
guardsound = s3,2
ground.type = Low
ground.slidetime = 6
ground.hittime = 13
guard.slidetime = 6
guard.hittime = 9
ground.velocity = -2.7,0
guard.velocity = -4.8
air.velocity = -2.4,ifelse(enemy,Vel Y <= 0 ,-2.9,-1.5)
airguard.velocity = 0,0
air.fall = 1
fall.recover = 1
fall.recovertime = 18
getpower = 20,10
ground.cornerpush.veloff = -4.7
guard.cornerpush.veloff = -4.8
air.cornerpush.veloff = 0

;コンボ
[State -2]
type = varset
trigger1 = time = 0
v = 45
value = 0

[State -2]
type = varset
trigger1 = ProjHit = 1
v = 45
value = 1

[State -2]
type = varset
trigger1 = ProjGuarded = 1
v = 45
value = 2

[State 400, 2]
type = PowerAdd
triggerall = PrevStateno != 5
trigger1 = time = 0
value = 5

[State 400, 3]
type = PlaySnd
trigger1 = Animelem = 2
value = s1,0
channel = 2

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

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

;屈み中攻撃
[Statedef 410]
type    = C
movetype= A
physics = C
;juggle  = 6
poweradd= 15
ctrl = 0
anim = 410
sprpriority = 2

[State 410]
type = ChangeState
trigger1 = var(10) = 1
trigger1 = time = 0
value = 215

[State 410]
type = varset
trigger1 = time = 1
v = 10
value = 1

[State 400]
type = Projectile
trigger1 = Animelem = 5
ProjID = 410
Projanim = 411
projepriority = 3
projremovetime = 1
offset = 0, 0
velocity = 0, 0
attr = C,NA
damage = 35,0
animtype = Medium
hitflag = MAF
guardflag = M
priority = 4,Hit
pausetime = 9,6
guard.pausetime = 7,6
sparkno = s6100
guard.sparkno = s7100
sparkxy = 70,-70
hitsound = s2,1
guardsound = s3,2
ground.type = High
ground.slidetime = 8
ground.hittime = 18
guard.slidetime = 8
guard.hittime = 14
ground.velocity = -5.4,0
guard.velocity = -7.5
air.velocity = -2.4,-4.7
airguard.velocity = 0,0
air.fall = 1
fall.recover = 1
fall.recovertime = 20
getpower = 40,25
ground.cornerpush.veloff = -5.2
guard.cornerpush.veloff = -7.5
air.cornerpush.veloff = 0

;コンボ
[State -2]
type = varset
trigger1 = time = 0
v = 45
value = 0

[State -2]
type = varset
trigger1 = ProjHit = 1
v = 45
value = 1

[State -2]
type = varset
trigger1 = ProjGuarded = 1
v = 45
value = 2


[State 410, 2]
type = PowerAdd
triggerall = PrevStateno != 5
trigger1 = time = 0
value = 15

[State 410, 3]
type = PlaySnd
trigger1 = Animelem = 4
value = s1,1
channel = 2

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

;-------------------------------------
;屈み強攻撃
[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 15
poweradd= 33
ctrl = 0
anim = 420
sprpriority = 1


[State 400]
type = Projectile
trigger1 = Animelem = 5
ProjID = 420
Projanim = 421
projepriority = 3
projremovetime = 1
offset = 0, 0
velocity = 0, 0
attr = C,NA
damage = 55,0
animtype = Hard
hitflag = MAF
guardflag = L
priority = 2,Hit
pausetime = 9,9
guard.pausetime = 11,9
sparkno = s6200
guard.sparkno = s7100
sparkxy = 80,-10
hitsound = s2,2
guardsound = s3,2
ground.type = Low
ground.slidetime = 14
ground.hittime = 25
guard.slidetime = 12
guard.hittime = 16
ground.velocity = 0,-2.5
guard.velocity = -7.2
air.velocity = 0,-2.5
airguard.velocity = 0,0
fall = 1
air.fall = 1
fall.recover = 0
fall.recovertime = 40
getpower = 65,21
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -7.2
air.cornerpush.veloff = 0

;コンボ
[State -2]
type = varset
trigger1 = time = 0
v = 45
value = 0

[State -2]
type = varset
trigger1 = ProjHit = 1
v = 45
value = 1

[State -2]
type = varset
trigger1 = ProjGuarded = 1
v = 45
value = 2


[State 420, 3]
type = Explod
trigger1 = Animelem = 5
anim = 6600
ID = 6600
sprpriority = 1
postype = p1
pos = 65,-8
ownpal = 1

[State 420, 4]
type = PlaySnd
trigger1 = Animelem = 5
value = s2,1
channel = 3

[State 420]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;----------------------------------------------
;空中弱攻撃
[Statedef 600]
type    = A
movetype= A
physics = A
;juggle  = 2
poweradd= 5
ctrl = 0
anim = 600
sprpriority = 2

[State 600]
type = Projectile
trigger1 = Animelem = 3
ProjID = 600
Projanim = 601
projepriority = 3
projremovetime = 1
offset = 0, 0
velocity = 0, 0
Postype = p1
attr = A,NA
damage = 18,0
animtype = Light
hitflag = MAF
guardflag = HA
priority = 3,Hit
pausetime = 3,3
guard.pausetime = 3,3
sparkno = s6000
guard.sparkno = s7100
sparkxy = 20,-40
hitsound = s2,0
guardsound = s3,2
ground.type = High
ground.slidetime = 6
ground.hittime = 11
guard.slidetime = 6
guard.hittime = 8
ground.velocity = -2.2,0
guard.velocity = -4.8
air.velocity = -2.4,ifelse(enemy,Vel Y <= 0 ,-4.6,-2.2)
airguard.velocity = -2.8,-4.7
air.fall = 1
fall.recover = 1
fall.recovertime = 20
getpower = 20,10
ground.cornerpush.veloff = -4.7
guard.cornerpush.veloff = -4.8
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

;コンボ
[State -2]
type = varset
trigger1 = time = 0
v = 45
value = 0

[State -2]
type = varset
trigger1 = ProjHit = 1
v = 45
value = 1

[State -2]
type = varset
trigger1 = ProjGuarded = 1
v = 45
value = 2

[State -2]
type = ctrlset
trigger1 = ProjHitTime(600) = 1
value = 1

[State 600, 3]
type = PlaySnd
trigger1 = Animelem = 2
value = s1,0
channel = 2


[State 600, 8]
type = CtrlSet
trigger1 = Animelemtime(5) >= 0
value = 1

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

;空中中攻撃
[Statedef 610]
type    = A
movetype= A
physics = A
;juggle  = 4
poweradd= 15
ctrl = 0
anim = 610
sprpriority = 2



;コンボ
[State -2]
type = varset
trigger1 = time = 0
v = 45
value = 0


[State -2]
type = varset
trigger1 = movehit
v = 45
value = 1

[State -2]
type = varset
trigger1 = moveGuarded
v = 45
value = 2

[State 610, 1]
type = Hitdef
triggerall = palno != [11,12]
trigger1 = Animelem = 5
attr = A,NA
damage = 35,0
animtype = Medium
hitflag = MAF
guardflag = HA
priority = 4,Hit
pausetime = 6,6
guard.pausetime = 6,6
sparkno = s6100
guard.sparkno = s7100
sparkxy = -20,-30
hitsound = s2,1
guardsound = s3,2
ground.type = High
ground.slidetime = 8
ground.hittime = 15
guard.slidetime = 8
guard.hittime = 12
ground.velocity = -4.9,0
guard.velocity = -7.5
air.velocity = -2.4,ifelse(enemy,Vel Y <= 0 ,-5.4,-3.5)
airguard.velocity = -3.0,-6.0
air.fall = 1
fall.recover = 1
fall.recovertime = 40
getpower = 40,25
ground.cornerpush.veloff = -5.8
guard.cornerpush.veloff = -7.5
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 610, 1]
type = Hitdef
triggerall = palno = [11,12]
trigger1 = Animelem = 5
attr = A,NA
damage = 35,0
animtype = Medium
hitflag = MAF
guardflag = HA
priority = 4,Hit
pausetime = 0,6
guard.pausetime = 6,6
sparkno = s6100
guard.sparkno = s7100
sparkxy = -20,-30
hitsound = s2,1
guardsound = s3,2
ground.type = High
ground.slidetime = 8
ground.hittime = 15
guard.slidetime = 8
guard.hittime = 12
ground.velocity = -4.9,0
guard.velocity = -7.5
air.velocity = -2.4,ifelse(enemy,Vel Y <= 0 ,-4,-2)
airguard.velocity = -3.0,-6.0
air.fall = 1
fall.recover = 1
fall.recovertime = 40
getpower = 40,25
ground.cornerpush.veloff = -5.8
guard.cornerpush.veloff = -7.5
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0




[State 610, 3]
type = PlaySnd
trigger1 = Animelem = 4
value = s1,1
channel = 2

[State 610, 4]
type = Turn
triggerall = P2BodyDist X <= -5
triggerall = PrevStateno = [110,115]
trigger1 = time = 0

[State -2]
type = ctrlset
trigger1 = ProjHitTime(610) = 2
value = 1

[State 610]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

[State 610]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1


;----------------------------------------
;空中強攻撃
[Statedef 620]
type    = A
movetype= A
physics = A
;juggle  = 4
poweradd= 33
ctrl = 0
anim = 620
sprpriority = 2


;コンボ
[State -2]
type = varset
trigger1 = time = 0
v = 45
value = 0


[State -2]
type = varset
trigger1 = movehit
v = 45
value = 1

[State -2]
type = varset
trigger1 = moveGuarded
v = 45
value = 2

[State 620, 1]
type = Hitdef
triggerall = palno != [11,12]
trigger1 = Animelem = 5
attr = A,NA
damage = 50*enemy,const(data.life)*0.001*enemy,const(data.defence)*0.01,0
animtype = Hard
hitflag = MAF
guardflag = HA
priority = 2,Hit
pausetime = 9,9
guard.pausetime = 9,9
sparkno = s6200
guard.sparkno = s7100
sparkxy = -30,-50
hitsound = s2,2
guardsound = s3,2
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.slidetime = 12
guard.hittime = 12
ground.velocity = -4.8,0
guard.velocity = -7.2
air.velocity = -2.8,ifelse(enemy,Vel Y <= 0 ,-5.6,-3.7)
airguard.velocity = -3.4,-6.4
fall = 0
air.fall = 1
fall.recover = 1
fall.recovertime = 60
getpower = 65,21
ground.cornerpush.veloff = -5.7
guard.cornerpush.veloff = -7.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 620, 1]
type = Hitdef
triggerall = palno = [11,12]
trigger1 = Animelem = 5
attr = A,NA
damage = 50*enemy,const(data.life)*0.001*enemy,const(data.defence)*0.01,0
animtype = Hard
hitflag = MAF
guardflag = HA
priority = 2,Hit
pausetime = 0,9
guard.pausetime = 9,9
sparkno = s6200
guard.sparkno = s7100
sparkxy = -30,-50
hitsound = s2,2
guardsound = s3,2
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.slidetime = 12
guard.hittime = 12
ground.velocity = -4.8,0
guard.velocity = -7.2
air.velocity = -2.8,ifelse(enemy,Vel Y <= 0 ,-4,-2)
airguard.velocity = -3.4,-6.4
fall = 0
air.fall = 1
fall.recover = 1
fall.recovertime = 60
getpower = 65,21
ground.cornerpush.veloff = -5.7
guard.cornerpush.veloff = -7.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0




[State 620, 3]
type = PlaySnd
trigger1 = Animelem = 4
value = s1,2
channel = 2

[State 620, 4]
type = Turn
triggerall = P2BodyDist X <= -5
triggerall = PrevStateno = [110,115]
trigger1 = time = 0

[State 620]
type = AfterImageTime
trigger1 = AnimTime = 0
time = 0

[State -2]
type = ctrlset
trigger1 = ProjHitTime(620) = 4
value = 1


[State 620]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;--------------------------------------
;うぐぅぷれす
[Statedef 630]
type = A
movetype = A
physics = N
juggle = 1
ctrl = 0

;コンボ
[State -2]
type = varset
trigger1 = time = 0
v = 45
value = 0

[State -2, NotHitby]
type = NotHitBy
triggerall = !ishelper
trigger1 = 1
value = ,SA,NP,SP,HP,NT,ST,HT
time = 1

[State 630, 0]
type = ChangeAnim
trigger1 = time = 0
value = 6

[State 181]
type = AssertSpecial
trigger1 = 1
flag = Invisible


[State 630, 5]
type = VelSet
triggerall = palno != 12
trigger1 = time = 0
x = 0
y = 17

[State 630, 5]
type = VelSet
triggerall = palno = 12
trigger1 = time = 0
x = 0
y = 34

[State 620, 3]
type = PlaySnd
trigger1 = time = 0
value = s126,0

[State 1960, 3]
type = Projectile
triggerall = palno != 12
trigger1 = time = 0
ProjID = 630
Projanim = 630
projepriority = 3       ;優先度  
projremovetime = 120      ;表示する時間
Projremove = 0          ;相殺無し
offset = 0, 0           ;出す場所
velocity = 0, 17         ;初速度
postype = p1
attr = S,SP
damage = 60*enemy,const(data.life)*0.001*enemy,const(data.defence)*0.01,10
animtype = Hard
hitflag = MAF
guardflag = MA
priority = 4,Hit
pausetime = 0,3
guard.pausetime = 0,3
sparkno = s6700
guard.sparkno = s7100
sparkxy = -10,Const(size.mid.pos.y)
hitsound = s4,0
guardsound = -1
ground.type = High
ground.slidetime = 14
ground.hittime = 26
guard.slidetime = 12
guard.hittime = 19
ground.velocity = -7,-7
guard.velocity = -2.6
air.velocity = -7,-7
airguard.velocity = -2.7,-4.6
fall = 1
air.fall = 1
fall.recover = 0
fall.recovertime = ceil(80*Root,Fvar(0))
getpower = 34,34
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
guard.kill = 0
p2facing = 1

[State 1960, 3]
type = Projectile
triggerall = palno = 12
trigger1 = time = 0
ProjID = 630
Projanim = 630
projepriority = 3       ;優先度  
projremovetime = 120      ;表示する時間
Projremove = 0          ;相殺無し
offset = 0, 0           ;出す場所
velocity = 0, 34         ;初速度
postype = p1
attr = S,SP
damage = 60*enemy,const(data.life)*0.001*enemy,const(data.defence)*0.01,10
animtype = Hard
hitflag = MAF
guardflag = MA
priority = 4,Hit
pausetime = 0,3
guard.pausetime = 0,3
sparkno = s6700
guard.sparkno = s7100
sparkxy = -10,Const(size.mid.pos.y)
hitsound = s4,0
guardsound = -1
ground.type = High
ground.slidetime = 14
ground.hittime = 26
guard.slidetime = 12
guard.hittime = 19
ground.velocity = -7,-7
guard.velocity = -2.6
air.velocity = -7,-7
airguard.velocity = -2.7,-4.6
fall = 1
air.fall = 1
fall.recover = 0
fall.recovertime = ceil(80*Root,Fvar(0))
getpower = 34,34
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
guard.kill = 0
p2facing = 1



[State 630, 5]
type = VelSet
trigger1 = Pos Y >= 0
x = 0
y = 0

[State 630, 5]
type = posSet
trigger1 = Pos Y >= 0
y = 0

[State 630, 12]
type = ChangeState
trigger1 = Pos Y >= 0
value = 0
ctrl = 1

[State 1960, 7]
type = TargetState
trigger1 = projHit = 1
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,stateno != [120,155]
value = 1995


;---------------------------------------------
;
[Statedef 1995]
type = A
movetype = H
physics = N
ctrl = 0

[State 1995, 0]
type = ChangeAnim
triggerall = time = 0
trigger1 = name = "Ayu Tukimiya" && Authorname = "shikkoku"
trigger2 = name = "Kaori Misaka" && Authorname = "rouge noir"
trigger3 = name = "Kaori Misaka" && Authorname = "rouge noir(+Rekku)"
trigger4 = name = "Akiko Minase" && Authorname = "shimon"
trigger5 = name = "Misaki Kawana" && Authorname = "rouge noir"
trigger6 = name = "Misaki Kawana" && Authorname = "GATT"
trigger7 = name = "Kaori Kamisaka" && Authorname = "rouge noir(+Rekku)"
trigger8 = name = "Ayu Tukumiya" && Authorname = "IYO"
trigger9 = name = "Ayu&Misuzu&Mizuka" && Authorname = "Rekku"
trigger10 = name = "Kaori Misaka & Shiori Misaka" && Authorname = "rouge noir(+Rekku)"
value = 5055


[State 1995, 0]
type = ChangeAnim
triggerall = time = 0
trigger1 = name = "Akane Satomura" && Authorname = "586"
trigger2 = name = "Ayu Tukimiya" && Authorname = "586"
trigger3 = name = "Kanna" && Authorname = "586"
trigger4 = name = "Kano Kirishima" && Authorname = "586"
trigger5 = name = "Mai Kawasumi" && Authorname = "586"
trigger6 = name = "Minagi Tohno" && Authorname = "586"
trigger7 = name = "Misaki Kawana" && Authorname = "586"
trigger8 = name = "Misuzu Kamio" && Authorname = "586"
trigger9 = name = "Nayuki Minase" && Authorname = "586"
trigger10 = name = "Sayuri Kurata" && Authorname = "586"
value = 7697




[State 1995, 0]
type = ChangeAnim
triggerall = time = 0
trigger1 = name = "D-Mai_Kawasumi_by_Nachel" && Authorname = "Nachel"
value = 4905

[State 1995, 0]
type = ChangeAnim
triggerall = time = 0
trigger1 = name = "Mayu Shiina" && Authorname = "BF"
trigger2 = name = "Makoto Sawatari" && Authorname = "BF"
trigger3 = name = "Misuzu" && Authorname = "hanma"
trigger4 = name = "Mizuka Nagamori" && Authorname = "hanma"
trigger5 = name = "UNKNOWN" && Authorname = "hanma"
trigger6 = name = "kanna-mvc" && Authorname = "uru"
value = 9015

[State 1990, 0]
type = ChangeAnim
triggerall = time = 0
trigger1 = name = "Nayuki Minase" && authorname = "EL"
trigger2 = name = "Makoto Sawatari" && authorname = "EL"
value = 3595

[State 1995, 0]
type = ChangeAnim2
trigger1 = Anim != 7697
trigger1 = Anim != 3595
trigger1 = Anim != 4905
trigger1 = Anim != 5055
trigger1 = Anim != 9015
trigger1 = Vel Y <= 0
value = 5670

[State 1995, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = -10

[State 1995, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 1995, 3]
type = PalFX
trigger1 = Anim = 5670
time = 1
add = 200,0,0
mul = 256,256,256
sinadd = 200,0,0,1
invertall = 0
color = 256

[State 1995, 4]
type = SelfState
trigger1 = time >= 10
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100


;-----------------------------------------
[Statedef 633]
type = A
movetype = A
physics = N
ctrl = 0

[State 633, 0]
type = ChangeAnim
triggerall = PrevStateno != 5
trigger1 = time = 0
value = 43

[State 633, 1]
type = VelSet
triggerall = PrevStateno != 5
trigger1 = time = 0
x = -3
y = -8

[State 633, 3]
type = ChangeAnim
trigger1 = Anim = 43 && Anim != 46
trigger1 = Animtime = 0
value = 46

[State 633, 4]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 633, 7]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = time > 0
value = 52

[State 633, 6]
type = Ctrlset
trigger1 = Anim = 46
value = 1


;------------------------------------------------
;地上投げ
[Statedef 700]
type = S
movetype = A
physics = S
ctrl = 0

[State 700, 0]
type = ChangeAnim
triggerall = PrevStateno != 5
trigger1 = time = 0
value = 700

[State 620]
type = Projectile
trigger1 = 1
ProjID = 700
Projanim = 702
projepriority = 3
projremovetime = 1
damage = 30,0
offset = 0, 0
velocity = 0, 0
Postype = p1
attr = S,NT
hitflag = M-
priority = 1,Miss
sparkno = s6600
sparkxy = -20,-20
hitsound = s2,3
p1stateno = 710
p2stateno = 712

[State 700, 1]
type = Hitdef
trigger1 = Animelem = 2
attr = S,NT
damage = 0,0
animtype = Medium
hitflag = M-
priority = 1,Miss
pausetime = 1,2
sparkno = s6600
sparkxy = -20,-20
hitsound = s2,3
guardsound = s3,2
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = 0,0
air.velocity = 0,0
p1stateno = 710
p2stateno = 712



[State 620]
type = Projectile
trigger1 = time = 3
ProjID = 700
Projanim = 702
damage = 70,0
projepriority = 3
projremovetime = 1
offset = 0, 0
velocity = 0, 0
Postype = p1
attr = S,NT
hitflag = M-
priority = 1,Miss
sparkno = s6600
sparkxy = -20,-20
hitsound = s2,3


[State 800]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;-------------------------------------
;地上投げ(成功)
[Statedef 710]
type = S
movetype = A
physics = S
ctrl = 0
sprpriority = 1

[State -2, 59]
type = Varadd
trigger1 = time = 0
v = 20
value = -1

[State 710, 0]
type = ChangeAnim
trigger1 = time = 0
value = 710

[State 801]
type = targetbind
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
pos = 30, 0
time = 10
persistent = 0

[State 801]
type = Turn
trigger1 =animelem = 10



[State 710, 6]
type = ChangeState
trigger1 = Animtime = 0
value = 711

;-------------------------------------------------
[Statedef 711]
type = L
movetype = A
physics = N
ctrl = 0

[State 711, 0]
type = ChangeAnim
trigger1 = time = 0
value = 5170

[State 711, 1]
type = ChangeAnim
trigger1 = Anim = 5170
trigger1 = Animtime = 0
value = 631

[State 711, 2]
type = ChangeAnim
trigger1 = Anim = 631
trigger1 = Animtime = 0
value = 5120

[State 711, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 4

[State 711, 4]
type = Turn
trigger1 = time = 0

[State 711, 5]
type = ChangeState
trigger1 = Anim = 5120
trigger1 = Animtime = 0
value = 0
ctrl = 1

;------------------------------------------
;地上投げの相手
[Statedef 712]
type = A
movetype = H
physics = N
ctrl = 0
sprpriority = 0

[State 810]
type = null;lifeadd
trigger1 = time = 38
value = -110



[State 4555]
type = lifeset
trigger1 = time = 38
value = life-lifemax*0.11
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999



[State 712, 0]
type = ChangeAnim2
trigger1 = time < 38
value = 5670

[State 712, 1]
type = NotHitBy
trigger1 = Vel Y = 0
value = SCA
time = 1

[State 712, 2]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 712, 3]
type = VelSet
trigger1 = time = 38
x = 3.5
y = -9.4

[State 712, 4]
type = VelAdd
trigger1 = time >= 38
y = Const(movement.yaccel)

[State 712, 5]
type = PosSet
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger1 = time >= 40
y = 0

[State 712, 6]
type = VelSet
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger1 = time >= 40
y = 0

[State 712, 7]
type = StatetypeSet
trigger1 = Pos Y = 0
trigger1 = Vel Y = 0
trigger1 = time >= 40
physics = S

[State 712, 8]
type = SelfState
trigger1 = Pos Y = 0
trigger1 = Vel Y = 0
trigger1 = time >= 40
value = 5100

;-------------------------------------------------
;飛行
[Statedef 800]
type = A
movetype = I
physics = N
ctrl = 1


[State 800, 0]
type = ChangeAnim
trigger1 = time = 0
value = 800

[State 800, 1]
type = VelSet
trigger1 = time =0
y = -6

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1


[State 800, 2]
type = PlaySnd
trigger1 = 1
value = s0,1
channel = 1
persistent = 20





[State 800, 7]
type = ChangeState
trigger1 = time = 25
value = 50





;----------------------------------------------------
[Statedef 801]
type     = U
movetype = I
physics  = N
ctrl     = 0
anim     = ifelse(StateType=A,805,ifelse(StateType=C,803,801))

[State 801, 状態変更]
type = StateTypeSet
trigger1 = StateType = A 
Physics = A

[State 701, 音]
type = PlaySnd
trigger1 = time = 0
value = s141, 0

[State 701, シールド展開]
type = Explod
trigger1 = time = 0
anim = 810
ID = 801
pos = 30, ifelse(StateType =C,-20, -40)
facing = 1
bindtime = 18
sprpriority = 7
ownpal = 1
shadow = 0, 0, 0


[State 801, 受]
type = ReversalDef
trigger1 =  Time = [0,15]
reversal.attr = SCA,AA,AT,AP
pausetime     = 0,14
numhits       = 0
sparkno       = -1
sparkxy       = 0,0
hitsound      = -1,0
P1StateNo     = 802

[State 801, 食らい]
type = HitOverRide
trigger1 = Time = [0,15]
time = 1
attr = SCA, NA, SA, HA, NP, SP, HP, NT, ST, HT
;forceair = 1                     
stateno = 802                      
;slot = 0                         
IgnoreHitPause = 1

[State 801, 画像の色]
type = PalFX
trigger1 = Time = 0
time = 13
add = 20,50,100


[State 801, 軸位置]
type = PosSet
trigger1 = StateType != A
y = 0

[State 801, 移動速度]
type = VelSet
trigger1 = StateType != A
x = 0
y = 0

[State 701, ステート変更]
type = ChangeState
trigger1 = (StateType != A) && (AnimTime = 0)
trigger2 = (StateType = A) && (Time > 19)
value = ifelse(StateType=A,51,ifelse(StateType=C,11,0))
ctrl = 1

;----------------------------------------------------------
;シールド成功
[Statedef 802]
type     = U
movetype = I
physics  = N
ctrl     = 0
velset   = 0,0
anim     = ifelse(StateType=A,805,ifelse(StateType=C,803,801))

[State 702, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = 141, 1


[State 702, 成功エフェクト]
type = Explod
trigger1 = time = 0
anim = 815
ID = 815
pos = 30, ifelse(StateType =C,-20, -40)
facing = 1
bindtime = 18
sprpriority = 7
ownpal = 1
shadow = 0, 0, 0


[State 702, 状態変更]
type = StateTypeSet
trigger1 = StateType = A
Physics = A
IgnoreHitPause = 1

[State 702, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 4

[State 702, ライフ増減]
type = LifeAdd
trigger1 = Time = 0
value = 10
IgnoreHitPause = 1

[State 702, 時間停止];自分も相手も制限時間も一時的に止める（ポーズ）
type = Pause
trigger1 = Time = 0
time = 13
movetime = 13
IgnoreHitPause = 1

[State 702, コントロール]
type = CtrlSet
trigger1 = Time = 14
value = 1

[State 702, 画面全体の色]
type = EnvColor
trigger1 = Time = 0
value = 255,255,255 ;画面全体を塗り潰す色合い（赤,緑,青）
time = 1

[State 702, 軸位置]
type = PosSet
trigger1 = StateType != A
y = 0

[State 702, 移動速度]
type = VelSet
triggerall = StateType = A
trigger1 = Time = [0,13]
x = 0
y = 0



[State 702, ステート変更]
type = ChangeState
trigger1 = (StateType != A) && (AnimTime = 0)
trigger2 = (StateType = A) && (Time > 19)
value = ifelse(StateType=A,51,ifelse(StateType=C,11,0))
ctrl = 1



;---------------------------------------------------
;高速前
[Statedef 805]
type    = S
physics = N
anim = 110
sprpriority = 1
ctrl = 0


[State 110]
type = velset
triggerall = palno != 12
trigger1 = Time = 0
x = 15.0
y = 0.0

[State 110]
type = velset
triggerall = palno = 12
trigger1 = Time = 0
x = 30.0
y = 0.0

[State 110]
type = veladd
trigger1 = Animelem = 3
x = 7.0

[State 110]
type = veladd
trigger1 = Animelem = 4
x = 7.0

[State 110]
type = veladd
trigger1 = Animelem = 6
x = 10.0

[State 115, 3]
type = PlaySnd
trigger1 = time = 1
value = s0,1

[State -2, 59]
type = VarSet
trigger1 = time = 0
v = 33
value = 1

[State 110]
type = ChangeState
trigger1 = command != "holdfwd"
trigger1 = Time = 13
trigger2 = command != "holdfwd"
trigger2 = time >= 13
value = 0
ctrl = 1

[State 110]
type = ChangeState
trigger1 = command = "holdfwd"
trigger1 = time = 35
value = 0
ctrl = 1


[State 1000, 8]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;--------------------------------------------------
;高速後
[Statedef 806]
type    = S
physics = N
anim = 115
sprpriority = 1
ctrl = 0

[State 5210, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 110]
type = velset
triggerall = palno != 12
trigger1 = Time = 0
x = -15.0
y = 0.0

[State 110]
type = velset
triggerall = palno = 12
trigger1 = Time = 0
x = -30.0
y = 0.0

[State 110]
type = veladd
trigger1 = Animelem = 3
x = -7.0

[State 110]
type = veladd
trigger1 = Animelem = 4
x = -7.0

[State 110]
type = veladd
trigger1 = Animelem = 6
x = -10.0

[State 115, 3]
type = PlaySnd
trigger1 = time = 1
value = s0,1

[State -2, 59]
type = VarSet
trigger1 = time = 0
v = 33
value = 1

[State -2, 59]
type = VarSet
trigger1 = time = 29
v = 33
value = 0

[State 115]
type = ChangeState
trigger1 = command != "holdback"
trigger1 = Time = 13
trigger2 = command != "holdback"
trigger2 = time >= 13
value = 0
ctrl = 1

[State 115]
type = ChangeState
trigger1 = command = "holdback"
trigger1 = time = 35
value = 0
ctrl = 1

[State 1000, 8]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

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


;龍影陣 
[Statedef 850]
type=S
movetype=A
physics=S
juggle=10
velset=0,0
ctrl=0
poweradd=80
sprpriority=2
anim=31588

;コンボ
[State -2]
type = varset
trigger1 = time = 0
v = 45
value = 0

;ネロコース
[State 850]
type = Helper
triggerall = Var(23) = 0
trigger1 = animelem = 3
stateno = 851
id = 851
pos = 0,0
postype = p1
ownpal = 1
sprpriority = 3

;星コース
[State 850]
type = Helper
triggerall = Var(23) = 1
trigger1 = animelem = 3
stateno = 854
id = 854
pos = 0,0
postype = p1
ownpal = 1
sprpriority = 3

[STate 850]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1


;龍影陣セロハン部分
[Statedef 851]
type = A
movetype = A
physics = N
juggle = 10
velset = 0,0
ctrl = 0
sprpriority=3
anim = 31591

[STate 1020]
type=PlaySnd
trigger1=Time=0
value=s130,4

[STate 851]
type=BindtoParent
trigger1=1
pos=0,0

[STate 851]
type = nothitby
trigger1 = 1
value = SAC


[State 1000]
type=Helper
trigger1=Time=0
trigger1=numhelper(852)=0
stateno=852
id=852
pos=0,0
postype=p1
ownpal=1
sprpriority=4



[State 1010, 1]
type = Projectile
trigger1 = time=3
ProjID = 31594
Projanim = 31594
projremovetime = 15
offset = 0, 0
velocity = 0, 0
attr = S, SP
damage = 70,10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 6, Hit
pausetime = 0,10
sparkno = s6100
guard.sparkno = s7100
sparkxy = 25, -30
hitsound = s2,2
guardsound = s1,15
ground.type = high
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = -4,-6
airguard.velocity = -5,-5
air.type = High
air.velocity = -5,-5
air.hittime = 25
fall=1
yaccel = .6
fall.recover=0
sprpriority=3

[STate 1625]
type=DestroySelf
trigger1=parent,Stateno!=850
trigger2=root,movetype=H
trigger3=parent,movetype=H
trigger4=Animtime=0


;龍影陣、壁
[Statedef 852]
type    = A
movetype= I
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 3
anim=31592

[STate 1630]
type=BindtoParent
trigger1=1
pos=20,0

[STate 1625]
type=hitoverride
trigger1=1
attr=SAC,NP,SP,HP
stateno=853

[STate 1390]
type=HitBy
trigger1=1
value=SAC,NP,SP,HP

[STate 1020]
type=DestroySelf
trigger1=Animtime=0

;----------------------------------------
;龍影陣ネロ
[Statedef 853]
type    = S
movetype= I
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 3
anim=31592

[State 885]
type = Projectile
trigger1=time=0
projanim = 31593
hitflag = MAF
projhitanim = 6901
projremovetime = 80
projpriority = 5
offset = 30,15
velocity = 8
attr = A, SP
damage = 90,10
animtype = hard
pausetime = 5,5
sparkno =-1
guard.sparkno=-1
sparkxy = 0,0
hitsound = s130,3
guardsound = s130,3
guardflag = MA
ground.type =high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,-5
air.velocity = -4,-5
sprpriority=5
fall=1




[STate 1852]
type = ChangeState
trigger1 = time = 1
value = 852

;-------------------------------------------------------
;龍影陣星セロハン部分
[Statedef 854]
type = A
movetype = A
physics = N
juggle = 10
velset = 0,0
ctrl = 0
sprpriority=3
anim = 31591

[STate 1020]
type=PlaySnd
trigger1=Time=0
value=s130,4

[STate 851]
type=BindtoParent
trigger1=1
pos=0,0

[STate 851]
type = nothitby
trigger1 = 1
value = SAC


[State 1000]
type=Helper
trigger1=Time=0
trigger1=numhelper(855)=0
stateno=855
id=855
pos=0,0
postype=p1
ownpal=1
sprpriority=4



[State 1010, 1]
type = Projectile
trigger1 = time=3
ProjID = 31594
Projanim = 31594
projremovetime = 15
offset = 0, 0
velocity = 0, 0
attr = S, SP
damage = 70,10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 6, Hit
pausetime = 0,10
sparkno = s6100
guard.sparkno = s7100
sparkxy = 25, -30
hitsound = s2,2
guardsound = s1,15
ground.type = high
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = -4,-6
airguard.velocity = -5,-5
air.type = High
air.velocity = -5,-5
air.hittime = 25
fall=1
yaccel = .6
fall.recover=0
sprpriority=3

[STate 1625]
type=DestroySelf
trigger1=parent,Stateno!=850
trigger2=root,movetype=H
trigger3=parent,movetype=H
trigger4=Animtime=0


;龍影陣、壁
[Statedef 855]
type    = A
movetype= I
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 3
anim=31592

[STate 1630]
type=BindtoParent
trigger1=1
pos=20,0

[STate 1625]
type=hitoverride
trigger1=1
attr=SAC,NP,SP,HP
stateno=856

[STate 1390]
type=HitBy
trigger1=1
value=SAC,NP,SP,HP

[STate 1020]
type=DestroySelf
trigger1=Animtime=0

;----------------------------------------
;龍影陣星
[Statedef 856]
type    = S
movetype= I
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 3
anim=31592



[State 885]
type = Projectile
trigger1=time=0
projanim = 26491
hitflag = MAF
projhitanim = 815
projremovetime = 80
projpriority = 5
offset = 30,-20
velocity = 8
attr = A, SP
damage = 40,5
animtype = hard
pausetime = 5,5
sparkno =-1
guard.sparkno=-1
sparkxy = 0,0
hitsound = s141,1
guardsound = s141,1
guardflag = MA
ground.type =high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,-5
air.velocity = -4,-5
sprpriority=5
fall=1

[State 885]
type = Projectile
trigger1=time=0
projanim = 26491
hitflag = MAF
projhitanim = 815
projremovetime = 80
projpriority = 5
offset = 30,-60
velocity = 8
attr = A, SP
damage = 40,5
animtype = hard
pausetime = 5,5
sparkno =-1
guard.sparkno=-1
sparkxy = 0,0
hitsound = s141,1
guardsound = s141,1
guardflag = MA
ground.type =high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,-5
air.velocity = -4,-5
sprpriority=5
fall=1


[STate 1852]
type = ChangeState
trigger1 = time = 1
value = 855


;----------------------------------------------------------------------
; サイクバースト

[Statedef 857]
type    = A
movetype= I
physics = S
juggle  = 0
velset = 0,0
anim = 31655
ctrl = 0
sprpriority = 2

;コンボ
[State -2]
type = varset
trigger1 = time = 0
v = 45
value = 0

[State 12100, 5]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[State 1846, スピード]
type = VelSet
trigger1 = time = [0,5]
y = -10

[State 1846, スピード]
type = VelSet
trigger1 = time = 8
y = 0

[State 1936, 重力]
type = VelAdd
trigger1 = 1
y = 0.0

[State 1936,]
type = ChangeState
trigger1 = Animtime = 0
value = 858

;----------------------------------------------------------------------
; サイクバースト発射

[Statedef 858]
type    = A
movetype= I
physics = S
juggle  = 0
velset = 0,0
anim = 31656
ctrl = 0
sprpriority = 2



[State 2000]
type = Varset
triggerall = var(7) = 0
trigger1 = palno = [1,11]
trigger1 = ((time = 0) && (Var(6) >= 201))
v = 6
value = 0
ignorehitpause = 1
supermove = 1


[State 2000]
type = Varset
triggerall = var(7) = 1
trigger1 = palno = [1,11]
trigger1 = ((time = 0) && (Var(6) <= 80))
v = 6
value = 0
ignorehitpause = 1
supermove = 1

[State 2000]
type = Varadd
triggerall = var(7) = 1
trigger1 = palno = [1,11]
trigger1 = ((time = 0) && (Var(6) >= 81))
v = 6
value = -80
ignorehitpause = 1
supermove = 1

[State 2000]
type = VarAdd
triggerall = var(7) = 0
trigger1 = palno = 12
trigger1 = time = 0
v = 6
value = -50
ignorehitpause = 1

[State 2000]
type = VarAdd
triggerall = var(8) = 0
triggerall = var(7) = 1
triggerall = var(6) >= 51
trigger1 = palno = 12
trigger1 = time = 0
v = 6
value = -50
ignorehitpause = 1

[State 2000]
type = VarSet
triggerall = var(8) = 1
triggerall = var(7) = 1
triggerall = var(6) <= 50
trigger1 = palno = 12
trigger1 = time = 0
v = 6
value = 0
ignorehitpause = 1

[State 12100, 5]
type = nothitby
trigger1 = 1
value = SCA
time = 6

[State 702, エフェクト]
type = Explod
trigger1 = time = 0
anim = 7500
ID = 7500
sprpriority = 3
postype = p1
pos = 0,Const(size.mid.pos.y)
ontop = 1
ownpal = 1
ignorehitpause = 1

[State 9055, 4]
type = Projectile
trigger1 = time = 9
attr = A, SA
projremovetime = 1
projanim = 26485
projhitanim = -1
projid = 26486
animtype  = back
damage    = 0, 0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0,0        ;飛んでいく強さ   
air.velocity = 0,0
hitonce = 0
fall = 1
fall.recover = 0
getpower = 0,0
p2stateno = 859


[State 2016, 2]
type = PlaySnd
trigger1 = time = 0
value = s2, 8



[State 1936, 重力]
type = VelAdd
trigger1 = 1
y = 0.0

[State 610]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

[State 610]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1


;--------------------------------------------------------------
[Statedef 859]
type = A
movetype = H
physics = N
ctrl = 0


[State 1995, 0]
type = ChangeAnim2
trigger1 = Anim != 3595
trigger1 = Anim != 4905
trigger1 = Anim != 5055
trigger1 = Anim != 9015
trigger1 = Vel Y <= 0
value = 5670

[State 1995, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = -11

[State 1995, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)



[State 1995, 4]
type = SelfState
trigger1 = time >= 10
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100

;----------------------------------------------------------
;飛行2
[Statedef 860]
type = A
movetype = I
physics = N
ctrl = 1

;コンボ
[State -2]
type = varset
trigger1 = time = 0
v = 45
value = 0

[State 800, 0]
type = ChangeAnim
trigger1 = time = 0
value = 800

[State -2, NotHitby]
type = NotHitBy
triggerall = !ishelper
trigger1 = 1
value = ,NP,SP,HP,HT
time = 1


[State 800, 1]
type = Velset
trigger1 = time =0
y = -3


[State 800, 2]
type = PlaySnd
trigger1 = 1
value = s0,1
channel = 1
persistent = 20


[State 800, 1]
type = VelSet
trigger1 = Vel Y >= 2.5
y = 2.5


[State 800, 3]
type = VelAdd
triggerall = Vel X < 2
trigger1 = command = "holdfwd"
x = 0.35

[State 800, 4]
type = VelAdd
triggerall = Vel X > -2
trigger1 = command = "holdback"
x = -0.35

[State 800, 5]
type = VelAdd
trigger1 = Vel Y < 0
y = Const(movement.yaccel)/3

[State 800, 6]
type = VelAdd
trigger1 = Vel Y >= 0
y = Const(movement.yaccel)


[State 800, 7]
type = ChangeState
trigger1 = command = "holddown"
value = 50

[State 800, 8]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y > 0
value = 52


;---------------------------------------------------
;
[Statedef 865]
type    = S
physics = N
anim = 26489
sprpriority = 1
ctrl = 0

[State -2]
type = playerpush
trigger1 = 1
value = 0
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;コンボ
[State -2]
type = varset
trigger1 = time = 0
v = 45
value = 0

[State 800, 2]
type = PlaySnd
trigger1 = time = 0
value = s7,3

[State 3200, 3]
type = BGPalFX
trigger1 = time = [0,22]
time = 1
add = 0,0,0
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 1
color = 256

[State 110]
type = velset
trigger1 = Time = 0
x = 5.0
y = 0.0



[State -2]
type = Pause
triggerall = !ishelper
trigger1 = time = 0
time = 23
movetime = 23
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999



[State AfterImage]
type = AfterImage
trigger1 = time = 1
time = -1
TimeGap = 2
FrameGap = 3
Trans = Add1
length = 12
PalBright = 0, 0, 0
PalContrast = 128,128,128
PalAdd = 0, 0, 0
PalMul = 1, 1, 1
pausemovetime = 99999
supermovetime = 99999


[State 800, 7]
type = ChangeState
trigger1 = time >= 23
value = 0
ctrl = 1

