;---------------------------------------------------------------------------
[Data]
life              = 1000
power             = 3000
attack            = 100
defence           = 100
fall.defence_up   = 50
liedown.time      = 50
airjuggle         = 15
sparkno           = 6
guard.sparkno     = 1
KO.echo           = 0
volume            = 80
intpersistindex   = 20
floatpersistindex = 40

;---------------------------------------------------------------------------
;サイズ設定
[Size]
xscale           = 1
yscale           = 1
ground.back      = 15
ground.front     = 16
air.back         = 12
air.front        = 12
height           = 60
attack.dist      = 160
proj.attack.dist = 90
proj.doscale     = 0
head.pos         = 0, -115
mid.pos          = 0, -75
shadowoffset     = 0
draw.offset      = 0,0

;---------------------------------------------------------------------------
[Velocity]
walk.fwd     = 2.5
walk.back    = -2.4
run.fwd      = 5.8, 0
run.back     = -6.3,-3.8
jump.neu     = 0,-9.2
jump.back    = -3
jump.fwd     = 3
runjump.back = -2.55,-8.1
runjump.fwd  = 4.2,-8.5
airjump.neu  = 0,-8.1
airjump.back = -2.5
airjump.fwd  = 2.55

;---------------------------------------------------------------------------
[Movement]
airjump.num     = 0
airjump.height  = 35
yaccel          = .58
stand.friction  = .85
crouch.friction = .82
;---------------------------------------------------------------------------
; var(1)  - コマンドファイルのコンボ用
; var(3)  - ハイジャンプ
; var(4)  - 小ジャンプ
; var(5)  - 対戦キャラ判別
; var(6)  - 受身処理用
; var(7)  - カイザーフェニックス用
; var(10) - モード判別用
; var(20) - 行動制限用
; var(21) - Random var用
; var(22) - Lifeの初期値保存用
; var(23) - Random var用
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; TIME OVER (You Lose)

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

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

;---------------------------------------------------------------------------
[Statedef 180]
type = S

[State 190, varrandom]
type = VarRandom
trigger1 = time = 0
v = 8
range = 1,3

[State 180, 2] ;Choose win1
type = VarSet
trigger1 = Command = "holdx"
v = 8
value = 1

[State 180, 3] ;Choose win2
type = VarSet
trigger1 = Command = "holda"
v = 8
value = 2

[State 180, 5] ;Choose win3
type = VarSet
trigger1 = Command = "holdy"
v = 8
value = 3

[State 180, 2]
type = ChangeState
trigger1 = Time = 0
trigger1 = var(55) = 1
trigger1 = matchover
value = 189

[State 180, 2]
type = ChangeState
trigger1 = Time = 0
trigger1 = Var(8) = 1
value = 181

[State 180, 2]
type = ChangeState
trigger1 = Time = 0
trigger1 = Var(8) = 2
value = 182

[State 180, 2]
type = ChangeState
trigger1 = Time = 0
trigger1 = Var(8) = 3
value = 183
;---------------------------------------------------------------------------
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 6
trigger1 = Alive
value = s10,4

[State 181, 特殊効果]
type = AssertSpecial
trigger1 = time = [0,200]
flag = roundnotover

; Winpose Finish
[State 181, 4]
type = AssertSpecial
triggerall = Matchover
trigger1 = time = [119,610]
flag = roundnotover

[State 3800, KillMAX]
type = VarSet
trigger1 = time = 2
v = 17
value = 0

[State 181, 5]
type = EnvColor
trigger1 = MatchOver && time = 120
value = 0,0,0
time = 3

[State 181, 6]
type = EnvColor
trigger1 = MatchOver && time = 124
value = 255,255,255
time = 3

[State 181, 7]
type = AssertSpecial
trigger1 = Matchover && time > 120
flag = NoMusic

[State 181, 17]
type = PlaySnd
triggerall = MatchOver
trigger1 = time = 120
value = 2,6

[State 181, 8]; Box (up)
type = Explod
trigger1 = time = 127 && MatchOver
anim = 9410
pos = 0,0
postype = left
sprpriority = 99990
ownpal = 1
removetime = 999999

[State 181, 8]; Box (up)
type = Explod
trigger1 = time = 300 && MatchOver
anim = 9400
pos = 0,0
postype = left
sprpriority = 99991
ownpal = 1
removetime = 999999

[State 181, 8]; Box (up)
type = Explod
trigger1 = time = 320 && MatchOver
anim = 9500+(random%4)
pos = 0,0
postype = left
sprpriority = 99999
ownpal = 1
removetime = 999999

[State 181, 16]
type = AssertSpecial
trigger1 = MatchOver = 1 && time >= 180
flag = nobardisplay
flag2 = noFG
flag3 = invisible
;---------------------------------------------------------------------------
; 勝利ポーズ2
; CNS レベル: 基本

[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = Alive
value = s10,3

[State 181, 特殊効果]
type = AssertSpecial
trigger1 = time = [0,200]
flag = roundnotover

; Winpose Finish
[State 181, 4]
type = AssertSpecial
triggerall = Matchover
trigger1 = time = [119,610]
flag = roundnotover

[State 3800, KillMAX]
type = VarSet
trigger1 = time = 2
v = 17
value = 0

[State 181, 5]
type = EnvColor
trigger1 = MatchOver && time = 120
value = 0,0,0
time = 3

[State 181, 6]
type = EnvColor
trigger1 = MatchOver && time = 124
value = 255,255,255
time = 3

[State 181, 7]
type = AssertSpecial
trigger1 = Matchover && time > 120
flag = NoMusic

[State 181, 17]
type = PlaySnd
triggerall = MatchOver
trigger1 = time = 120
value = 2,6

[State 181, 8]; Box (up)
type = Explod
trigger1 = time = 127 && MatchOver
anim = 9410
pos = 0,0
postype = left
sprpriority = 99990
ownpal = 1
removetime = 999999

[State 181, 8]; Box (up)
type = Explod
trigger1 = time = 300 && MatchOver
anim = 9400
pos = 0,0
postype = left
sprpriority = 99991
ownpal = 1
removetime = 999999

[State 181, 8]; Box (up)
type = Explod
trigger1 = time = 320 && MatchOver
anim = 9500+(random%4)
pos = 0,0
postype = left
sprpriority = 99999
ownpal = 1
removetime = 999999

[State 181, 16]
type = AssertSpecial
trigger1 = MatchOver = 1 && time >= 180
flag = nobardisplay
flag2 = noFG
flag3 = invisible
;---------------------------------------------------------------------------
; 勝利ポーズ3
; CNS レベル: 基本

[Statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,0

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = Alive
value = s10,5

[State 181, 特殊効果]
type = AssertSpecial
trigger1 = time = [0,200]
flag = roundnotover

; Winpose Finish
[State 181, 4]
type = AssertSpecial
triggerall = Matchover
trigger1 = time = [119,610]
flag = roundnotover

[State 3800, KillMAX]
type = VarSet
trigger1 = time = 2
v = 17
value = 0

[State 181, 5]
type = EnvColor
trigger1 = MatchOver && time = 120
value = 0,0,0
time = 3

[State 181, 6]
type = EnvColor
trigger1 = MatchOver && time = 124
value = 255,255,255
time = 3

[State 181, 7]
type = AssertSpecial
trigger1 = Matchover && time > 120
flag = NoMusic

[State 181, 17]
type = PlaySnd
triggerall = MatchOver
trigger1 = time = 120
value = 2,6

[State 181, 8]; Box (up)
type = Explod
trigger1 = time = 127 && MatchOver
anim = 9410
pos = 0,0
postype = left
sprpriority = 99990
ownpal = 1
removetime = 999999

[State 181, 8]; Box (up)
type = Explod
trigger1 = time = 300 && MatchOver
anim = 9400
pos = 0,0
postype = left
sprpriority = 99991
ownpal = 1
removetime = 999999

[State 181, 8]; Box (up)
type = Explod
trigger1 = time = 320 && MatchOver
anim = 9500+(random%4)
pos = 0,0
postype = left
sprpriority = 99999
ownpal = 1
removetime = 999999

[State 181, 16]
type = AssertSpecial
trigger1 = MatchOver = 1 && time >= 180
flag = nobardisplay
flag2 = noFG
flag3 = invisible

;---------------------------------------------------------------------------
; Win pose extra (En pie, esperando la proxima pelea)
[Statedef 189]
type = S
movetype = I
physics = S
anim = 0

[State 184, 1]
type = AssertSpecial
trigger1 = Time = 0
flag = RoundNotOver
;---------------------------------------------------------------------------
;Intros
[Statedef 190]
type = S
ctrl = 0
anim = 0
velset = 0,0

[State 180,]
type = VarRandom
trigger1 = 1
v = 21
range = 0,1

[State 192, Final Boss intro]
type = ChangeState
triggerall = Time = 0
trigger1 = P2name = "R_Fullpower"
value = 0

[State 190, vs Rugal by Jin]
type = ChangeState
trigger1 = (p2name = "Rugal.B" | p4name = "Rugal.B")&& enemy,authorname = "jin"
value = 194

[State 190, vs fatal Fury Chars]
type = ChangeState
triggerall = Time = 1
trigger1 = p2name = "Terry Bogard" | p4name = "Terry Bogard"
trigger2 = p2name = "Andy Bogard" | p4name = "Andy Bogard"
trigger3 = p2name = "Mai Shiranui" | p4name = "Mai Shiranui"
trigger4 = p2name = "Ryuji Yamazaki" | p4name = "Ryuji Yamazaki"
trigger5 = p2name = "Billy_byEhnyd" | p4name = "Billy_byEhnyd"
trigger6 = p2name = "Blue Mary Ryan" | p4name = "Blue Mary Ryan"
trigger7 = p2name = "Geese Howard" | p4name = "Geese Howard"
trigger8 = p2name = "Ryo Sakazaki" | p4name = "Ryo Sakazaki"
value = 193

[State 190,]
type = ChangeState
trigger1 = var(21) = 0
trigger1 = Time = 1
value = 191

[State 190,]
type = ChangeState
trigger1 = var(21) = 1
trigger1 = Time = 1
value = 192

;---------------------------------------------------------------------------
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0
sprpriority = 1

[State 191, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 180,]
type = VarRandom
trigger1 = 1
v = 21
range = 0,1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = var(21) = 0
trigger1 = AnimElem = 6
value = s10,8

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = var(21) = 1
trigger1 = AnimElem = 6
value = s10,0

[State 191, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
[Statedef 192]
type = S
ctrl = 0
anim = 191
velset = 0,0
sprpriority = 1

[State 191, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6
value = s10,0

[State 191, 鎧]
type = Explod
trigger1 = Time = 0
persistent = 0
anim = 192
postype = P1
pos = 0, 0
sprpriority = 5
bindtime = -1
shadow = -1

[State 191, マント]
type = Explod
trigger1 = AnimElemTime(6) = 3
persistent = 0
anim = 193
postype = P1
pos = 0, 0
velocity = -1, -3
accel = 0, .15
sprpriority = -3
removetime = 58
shadow = -1

[State 191, 胸当て]
type = Explod
trigger1 = AnimElemTime(6) = 3
persistent = 0
anim = 194
postype = P1
pos = 0, 0
velocity = 1.6, -3
accel = 0, .2
sprpriority = 5
removetime = 50
shadow = -1

[State 191, 背中の部分]
type = Explod
trigger1 = AnimElemTime(6) = 3
persistent = 0
anim = 196
postype = P1
pos = 0, 0
velocity = -1.6, -3
accel = 0, .2
sprpriority = -3
removetime = 50
shadow = -1

[State 191, 肩当右]
type = Explod
trigger1 = AnimElemTime(6) = 3
persistent = 0
anim = 197
postype = P1
pos = 0, 0
velocity = -1.6, -3
accel = 0, .18
sprpriority = 2
removetime = 53
shadow = -1

[State 191, 肩当左]
type = Explod
trigger1 = AnimElemTime(6) = 3
persistent = 0
anim = 198
postype = P1
pos = 0, 0
velocity = 1.6, -3
accel = 0, .18
sprpriority = -1
removetime = 53
shadow = -1

[State 191, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
[Statedef 193]
type = S
ctrl = 0
anim = 199
velset = 0,0

[State 191, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,2

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 81
value = s10,8

[State 191, 鎧]
type = Explod
trigger1 = Time = 0
persistent = 0
anim = 19000
postype = P1
pos = 0, 0
sprpriority = 5
bindtime = -1
shadow = -1

[State 191, マント]
type = Explod
trigger1 = AnimElemTime(82) = 3
persistent = 0
anim = 193
postype = P1
pos = 0, 0
velocity = -1, -3
accel = 0, .15
sprpriority = -3
removetime = 58
shadow = -1

[State 191, 胸当て]
type = Explod
trigger1 = AnimElemTime(82) = 3
persistent = 0
anim = 194
postype = P1
pos = 0, 0
velocity = 1.6, -3
accel = 0, .2
sprpriority = 5
removetime = 50
shadow = -1

[State 191, 背中の部分]
type = Explod
trigger1 = AnimElemTime(82) = 3
persistent = 0
anim = 196
postype = P1
pos = 0, 0
velocity = -1.6, -3
accel = 0, .2
sprpriority = -3
removetime = 50
shadow = -1

[State 191, 肩当右]
type = Explod
trigger1 = AnimElemTime(82) = 3
persistent = 0
anim = 197
postype = P1
pos = 0, 0
velocity = -1.6, -3
accel = 0, .18
sprpriority = 2
removetime = 53
shadow = -1

[State 191, 肩当左]
type = Explod
trigger1 = AnimElemTime(82) = 3
persistent = 0
anim = 198
postype = P1
pos = 0, 0
velocity = 1.6, -3
accel = 0, .18
sprpriority = -1
removetime = 53
shadow = -1

[State 191, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
[Statedef 194]
type = S
ctrl = 0
anim = 19100
velset = 0,0

[State 191, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 181,]
type = Posadd
trigger1 = time = 0
x = -30

[State 181,]
type = Posadd
trigger1 = AnimElem = 45
x = 10

[State 181,]
type = Posadd
trigger1 = AnimElem = 46
x = 10

[State 181,]
type = Posadd
trigger1 = AnimElem = 47
x = 10

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,17
channel = 7

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 27
value = s10,18
channel = 7

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 4
value = s12,5
channel = 8

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 27
value = s12,6
channel = 8

[State 191, エフェクト]
type = Explod
trigger1 = AnimElem = 4
persistent = 0
anim = 19101
postype = P1
pos = 0, 0
sprpriority = 5
bindtime = -1

[State 191, 土煙]
type = Explod
trigger1 = AnimElem = 27
persistent = 0
anim = 2110
postype = P1
pos = 0, 0
sprpriority = 5

[State 3000]
type = Projectile
trigger1 = AnimElem = 27
projID = 19000
projanim = 19102
projremove = 1
projpriority = 1
projhitanim = 2035
projremanim = 2035
projsprpriority = 5
projshadow = 0,0,0
getpower = 0
ownpal = 0
offset = 30,0
velocity = 8,0
attr = S, SP
animtype = Hard
damage = 0 ,0
hitflag = MAF
guardflag = M
hitsound = s1,4
guardsound = s2,1
pausetime = 0,9
sparkno = s4020
guard.sparkno = 1
sparkxy = 20,-50
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -8
air.juggle = 7
air.velocity = -5,-5
air.fall = 1
fall.recover = 0

[State 191, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
[Statedef 195]
type     = S
movetype = I
physics  = S
anim     = 195
velset   = 0,0
ctrl     = 0
sprpriority = 2
facep2 = 1

[State 195, コントロール可否]
type = CtrlSet
triggerall = !winko
trigger1 = AnimElem = 17
value = 1

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,6

[State 195, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Stand to Crouch
[Statedef 10]
type    = C
physics = C
anim = 10

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

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

;---------------------------------------------------------------------------
; Crouching
[Statedef 11]
type    = C
physics = C
anim = 11
sprpriority = 0

[State 11, 0]
type = VelSet
trigger1 = Time = 0
x = 0

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

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; RUN_FWD
[Statedef 100]
type    = S
physics = S
anim = 100
sprpriority = 1
ctrl = 1

[State 100, 1]
type = VelSet
trigger1 = AnimElemtime(2) >= 0
x = const(velocity.run.fwd.x)

[State 191,]
type = PlaySnd
triggerall = time = 4
trigger1 = Alive
loop = 1
value = s5,0
channel = 6

[State 100,]
type = StopSnd
trigger1 = command != "holdfwd"
trigger2 = Anim != 100
channel = 6

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 4]
type = ChangeState
trigger1 = command != "holdfwd"
value = 101

;---------------------------------------------------------------------------
; RUN_FWD STOP
[Statedef 101]
type    = S
physics = S
anim = 101
sprpriority = 1

[State 100, 1]
type = VelSet
trigger1 = Animtime = 0
x = 0

[State 100, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; RUN_BACK
[Statedef 105]
type    = A
physics = A
ctrl = 0
anim = 105
sprpriority = 1

[State 191,]
type = PlaySnd
triggerall = AnimElem = 2
trigger1 = Alive
value = s5,1

[State 105, 1]
type = VelSet
trigger1 = AnimElem = 2
x = const(velocity.run.back.x)
y = const(velocity.run.back.y)

[State 105, 3]
type = ChangeState
trigger1 = AnimElemtime(2) >= 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 106

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

[State 191,]
type = PlaySnd
triggerall = AnimElem = 1
trigger1 = Alive
value = s4,0

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

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

[State 106, 3]
type = MakeDust
trigger1 = Time = 0
pos = -5,-2
spacing = 1

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

;---------------------------------------------------------------------------
; Jump Start
[Statedef 40]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 40, 1]
type = VarSet
trigger1 = time = 0
var(4) = 0

[State 40, 1];小ジャンプ
type = VarSet
trigger1 = command != "holdup"
var(4) = 1

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

[State 40, 2]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

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

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

[State 40, 4];小ジャンプ
type = VelSet
trigger1 = AnimTime = 0
trigger1 = Var(4) = 1
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = -6

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

[State 191,]
type = PlaySnd
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
trigger1 = Alive
value = s3,2
channel = 4

[State 191,]
type = PlaySnd
triggerall = time = 0
;triggerall = Var(4) = 0
triggerall = Var(3) != 0
trigger1 = Alive
value = s3,2
channel = 4

[State 191,]
type = PlaySnd
triggerall = time = 0
triggerall = Var(4) = 0
triggerall = Var(3) = 0
trigger1 = Alive
value = s3,1
channel = 4

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

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

[State 191,]
type = PlaySnd
triggerall = time = 0
triggerall = Var(4) = 1
triggerall = Var(3) = 0
trigger1 = Alive
value = s3,1
channel = 4

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

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
;trigger1 = Var(4) = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 50, 2];小ジャンプ
type = null;ChangeAnim
trigger1 = Time = 0
trigger1 = Var(4) = 1
value = 49

[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
veladd = 0,0

[State 191,]
type = PlaySnd
trigger1 = time = 0
value = s4,0

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

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

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

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

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;Knockdown Attack (stand)
[Statedef 300]
type     = S
movetype = A
physics  = S
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 300
sprpriority = 3

[state 300,]
type = Posset
trigger1 = time = 0
y = 0

[State 300, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Diagup
damage    = 10
pausetime = 16,18
sparkno = S4050
guard.sparkno = S4120
sparkxy = -30,-90
hitsound   = s1,4
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -5,-5
air.velocity = -5,-5
fall = 1
fall.recover = 0
kill = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 300 , 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Hard
damage    = 80
priority = 5
pausetime = 13,14
sparkno = S4050
guard.sparkno = S4120
sparkxy = -30,-90
hitsound = s1,4
hitflag = MAF
guardflag = MA
guardsound = s2,0
ground.type = High
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -5,-5
air.velocity = -5,-5
air.animtype = Back
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 300, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s0,4

[State 300, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s10,9

[State 300, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Knockdown Attack (DM)
[Statedef 301]
type     = S
movetype = A
physics  = S
juggle   = ifelse(P2movetype=H,8,15)
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 300
sprpriority = 3

[State 290, Drain]
type = VarAdd
trigger1 = time = 0
v = 17
value = -1000

[State 300,]
type = NotHitBy
trigger1 = prevstateno = [150,151]
trigger1 = 1
value = SCA

[state 300,]
type = Posset
trigger1 = time = 0
y = 0

[State 300,]
type = AfterImage
trigger1 = prevstateno = [150,151]
trigger1 = time = 0
time = 39
trans = add1
timegap = 2
framegap = 2
length = 5
palbright = 12,12,12
palcontrast = 220,220,220
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[State 300, ステート変更]
type = ChangeAnim
trigger1 = prevstateno = [150,151]
trigger1 = time = 0
value = 305

[State 300, ヒット定義]
type = HitDef
trigger1 = prevstateno = [150,151]
trigger1 = time = 0
attr = S, NA
animtype  = Diagup
damage    = 10
pausetime = 16,18
sparkno = S4050
guard.sparkno = S4120
sparkxy = -30,-90
hitsound   = s1,4
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -5,-5
air.velocity = -5,-5
fall = 1
fall.recover = 0
kill = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 300 , 1]
type = HitDef
trigger1 = prevstateno != [150,151]
trigger1 = time = 0
attr = S, NA
animtype  = Hard
damage    = 80
priority = 5
pausetime = 13,14
sparkno = S4050
guard.sparkno = S4120
sparkxy = -30,-90
hitsound = s1,4
hitflag = MAF
guardflag = MA
guardsound = s2,0
ground.type = High
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -5,-5
air.velocity = -5,-5
air.animtype = Back
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 300, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s0,4

[State 300, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s10,9

[State 300, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;CD attack aereo
[Statedef 650]
type     = A
movetype = A
physics  = A
juggle   = 8
poweradd = 0
ctrl     = 0
anim     = 650
sprpriority = 3

[State 240 , 1]
type = HitDef
trigger1 = time = 0
attr = A, NA
animtype  = Hard
damage    = 80
priority = 5
pausetime = 11,12
sparkno = S4050
guard.sparkno = S4120
sparkxy = -30,-70
hitsound = s1,4
hitflag = MAF
guardflag = MA
guardsound = s2,0
ground.type = High
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -5,-5
air.velocity = -5,-5
air.animtype = Back
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = s0,4

[State 300, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = s10,9

;---------------------------------------------------------------------------
;Roll adelante
[Statedef 700]
type     = S
movetype = I
physics  = S
velset   = 0,0
anim     = 700
ctrl     = 0
velset   = 0,0
sprpriority = -2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,5
channel = 4

[State 2100, 非無敵]
type = HitBy
trigger1 = AnimElem = 7, <= 0
value = SC, NT, ST, HT

[State 2100, 移動量]
type = VelSet
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(8) < 0
x = 3.8

[State 2100, 移動終了]
type = VelSet
trigger1 = AnimElem = 8
x = 0

[State 2100, 相手と重なった場合]
type = PlayerPush
trigger1 = AnimElemTime(1) > 0
value = 0

[State 2100, 終了]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Roll adelante DM
[Statedef 701]
type     = S
movetype = I
physics  = S
velset   = 0,0
anim     = 700
ctrl     = 0
velset   = 0,0
sprpriority = -2

[State 250, Drain]
type = VarAdd
trigger1 = time = 0
v = 17
value = -1000

[State 760, SuperPause]
type = Pause
trigger1 = time = 1
darken = 0
anim = -1
time = 12
movetime = 12

[State 1000, Afterimage]
type = Afterimage
triggerall = prevstateno = 100
trigger1 = time = 0
time = 2
length = 7
PalBright = 0,0,0
PalContrast = 255,255,255
PalAdd = 0,0,0
PalMul = 1,1,1
FrameGap = 3

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,5
channel = 4

[State 2100, 非無敵]
type = HitBy
trigger1 = AnimElem = 7, <= 0
value = SC, NT, ST, HT

[State 2100, 移動量]
type = VelSet
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(8) < 0
x = 3.8

[State 2100, 移動終了]
type = VelSet
trigger1 = AnimElem = 8
x = 0

[State 2100, 相手と重なった場合]
type = PlayerPush
trigger1 = AnimElemTime(1) > 0
value = 0

[State 2100, 終了]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Roll Atras
[Statedef 710]
type     = S
movetype = I
physics  = S
velset   = 0,0
anim     = 710
ctrl     = 0
velset   = 0,0
sprpriority = -2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,5
channel = 4

[State 2110, 非無敵]
type = HitBy
trigger1 = AnimElem = 7, <= 0
value = SC, NT, ST, HT

[State 2110, 移動量]
type = VelSet
trigger1 = AnimElemTime(2) > 0 && AnimElemTime(8) < 0
x = -3.8

[State 2110, 移動終了]
type = VelSet
trigger1 = AnimElem = 8
x = 0

[State 2110, 相手と重なった時の処理]
type = PlayerPush
trigger1 = AnimElemTime(1) > 0
value = 0

[State 2110, 終了]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Roll Atras DM
[Statedef 711]
type     = S
movetype = I
physics  = S
velset   = 0,0
anim     = 710
ctrl     = 0
velset   = 0,0
sprpriority = -2

[State 250, Drain]
type = VarAdd
trigger1 = time = 0
v = 17
value = -1000

[State 760, SuperPause]
type = Pause
trigger1 = time = 1
darken = 0
anim = -1
time = 12
movetime = 12

[State 1000, Afterimage]
type = Afterimage
triggerall = prevstateno = 100
trigger1 = time = 0
time = 2
length = 7
PalBright = 0,0,0
PalContrast = 255,255,255
PalAdd = 0,0,0
PalMul = 1,1,1
FrameGap = 3

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,5
channel = 4

[State 2110, 非無敵]
type = HitBy
trigger1 = AnimElem = 7, <= 0
value = SC, NT, ST, HT

[State 2110, 移動量]
type = VelSet
trigger1 = AnimElemTime(2) > 0 && AnimElemTime(8) < 0
x = -3.8

[State 2110, 移動終了]
type = VelSet
trigger1 = AnimElem = 8
x = 0

[State 2110, 相手と重なった時の処理]
type = PlayerPush
trigger1 = AnimElemTime(1) > 0
value = 0

[State 2110, 終了]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Recovery State

[Statedef 52000]
type     = S
movetype = I
physics  = S
velset   = 0,0
anim     = 52000
ctrl     = 0
sprpriority = 2

[State 5200]
type = Posset
trigger1 = time = 0
y = 0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,5
channel = 4

[State 2110, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2110, ]
type = Varset
trigger1 = Animtime = 0
var(6) = 0

[State 2110, 移動量]
type = VelSet
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(7) < 0
x = -3.6

[state 300,]
type = null;Veladd
triggerall = var(6) = 0
trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(3) < 0
x = .021

[State 2110, 移動量]
type = VelSet
triggerall = var(6) = 1
trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(8) <= 0
x = 6

[State 2110, ]
type = ChangeAnim
triggerall = var(6) = 1
trigger1 = time = 0
value = 700

[State 2110, 移動終了]
type = VelSet
triggerall = var(6) = 0
trigger1 = AnimElem = 7
x = 0

[State 2110, 移動終了]
type = VelSet
triggerall = var(6) = 1
trigger1 = AnimElem = 8
x = 0

[State 2110, 相手と重なった時の処理]
type = PlayerPush
trigger1 = AnimElemTime(1) > 0
value = 0

[State 2110, 終了]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1