





;===========================================================================
; イントロ・勝利ステート
;===========================================================================


;イントロ（試合開始前の登場演出アクション分担）
[Statedef 191]
type = S
anim = 999


[State 191, ]
type = powerset
Trigger1   = RoundState = 0
value = 1000



[State 191, ステート変更]
type = ChangeState
trigger1   = time > 60
value = 192




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

[Statedef 192];イントロ
type = S
ctrl = 0
anim = 65000
velset = 0,0





[State 1041, ヘルパー召喚];ノイズ
type = Helper
Trigger1 = AnimElem = 2
Trigger2 = AnimElem = 4
Trigger3 = AnimElem = 6
ID = 16000
pos = 0, 0 
postype = p1
facing = 1
stateno = 16000
size.xscale  = 1
size.yscale  = 1
OwnPal = 1
supermovetime = 99999999
pausemovetime = 99999999
superpausetime  = 9999999




[State -1, AssertSpecial]
type = AssertSpecial
trigger1 = time < 45
flag = UnGuardable
flag2 = NoMusic
flag3 = NoJuggleCheck
SuperMoveTime = 9999
PauseMoveTime = 9999



[State 1041, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 80, 9


[State -1, 時間停止]
type = Pause
trigger1 = time = 0
anim = -1       
pos = 0, 0    
sound = -1
time = 45
movetime = 45
SuperPauseTime  = 9999999
PauseMoveTime  = 99999999
IgnoreHitPause = 1


[State 192, アニメ変更];バトル画面に切り替わった瞬間のフェードインの時、アニメを固定している
type = ChangeAnim
trigger1 = RoundState = 0
value = 65000



[State 192, 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 192, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0







;===========================================================================
; 勝利イントロ
;===========================================================================

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





[State 180, ステート変更]
type = ChangeState
trigger1   =  matchover = 0
value = 181



[State 180, ステート変更]
type = ChangeState
TriggerAll = time > 2
trigger1   =   matchover = 1
Trigger1 = Random = [0,499]
value = 182


[State 180, ステート変更]
type = ChangeState
TriggerAll = time > 2
trigger1   =   matchover = 1
Trigger1 = Random = [500,999]
value = 183



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



;ラウンド途中の勝利ポーズ(決着がついていない)
;勝利ポーズ
[Statedef 181]
type = S
ctrl = 0
anim = 70000
velset = 0,0
sprpriority = -1



[State 181, 特殊効果]
type = AssertSpecial
trigger1 = time < 100
flag = RoundNotOver



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

;ラウンド途中の勝利ポーズ(決着がついた)
;勝利ポーズ2
[Statedef 182]
type = S
ctrl = 0
anim = 70001
velset = 0,0

[State -1, ヘルパー召喚];ノイズ
type = Helper
Trigger1 = AnimElem = 2
Trigger2 = AnimElem = 4
Trigger3 = AnimElem = 6
ID = 16000
pos = 0, 0 
postype = p1
facing = 1
stateno = 16000
size.xscale  = 1
size.yscale  = 1
OwnPal = 1
supermovetime = 99999999
pausemovetime = 99999999
superpausetime  = 9999999





[State -1, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 80, 9





[State 1, 特殊効果]
type = AssertSpecial
trigger1 = time < 100
flag = RoundNotOver




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

;ラウンド途中の勝利ポーズ(決着がついた)
;勝利ポーズ3
[Statedef 183]
type = S
ctrl = 0
anim = 70002
velset = 0,0



[State -1, ]
type = ScreenBound
TriggerAll =! isHelper
trigger1 = 1
value = 0



[State -1, 速度加算]
type = Velset
trigger1 = 1
x = 2

[State 1, 特殊効果]
type = AssertSpecial
trigger1 = time < 100
flag = RoundNotOver









