;=====================================================================
;  CNS File For "Juni"                                  Made By M.M.R.
;                                       Ver. 0.7           2001.Aug.20
;=====================================================================

;---------------------------------------------------------------------
; 変数表
;	Var(1)	: 各種ヒット判定
;	Var(2)	: 地上受け身継続入力フラグ
;	Var(3)	: サイコシールドフラグ
;	Var(4)	: 特殊勝利ポーズ用フラグ
;	Var(25)	: スーパーコンボフィニッシュフラグ
;	Var(26)	: 大ジャンプフラグ
;	Var(27) : 大ジャンプ中のレバー入力管理
;	Var(28) : 大ジャンプフラグ２
;	Var(29) : ＣＰＵ専用乱数
;	Var(30) : ＣＰＵ専用フラグ
;	Var(31) : ＩＳＭ設定
;---------------------------------------------------------------------

;---------------------------------------------------------------------
; 基本設定
[Data]
life = 1000          ; 体力ゲージ、上限値（デフォルト：1000）
power = 3000	     ; パワーゲージ、デフォルト：1000
attack = 100         ; 攻撃力（％）
defence = 100        ; 防御力（％）
fall.defence_up = 50 ; 空中コンボ修正率（％）
liedown.time = 56    ; ダウン時間
airjuggle = 15       ; 空中コンボ
sparkno = 0          ; 初期ヒットスパーク番号
guard.sparkno = 40   ; 初期ガードスパーク番号
KO.echo = 0          ; ＫＯボイスエコー（0:OFF、1:ON）
volume = 255          ; キャラボイスボリューム値

[Size]
xscale = 1           ; 水平サイズ倍率
yscale = 1           ; 垂直サイズ倍率
ground.back = 20     ; キャラ幅（地上、後ろ側）
ground.front = 25    ; キャラ幅（地上、前側）
air.back = 15        ; キャラ幅（空中、後ろ側）
air.front = 15       ; キャラ幅（空中、前側）
z.width = 10         ; キャラ幅（ｚ軸）
height = 60	     ; キャラの高さ（ジャンプで飛び越せる高さ）
attack.width = 4,4   ;Default attack width: back, front
attack.dist = 160    ;Default attack distance
proj.attack.dist = 90;Default attack distance for projectiles
proj.doscale = 0     ;Set to 1 to scale projectiles too   
head.pos = -1,-76    ; 頭部座標
mid.pos = -4,-55     ; 体中心部座標
shadowoffset = 1     ; キャラの影・オフセット値

[Velocity]
walk.fwd  = 3.40      ; 前進速度
walk.back = -2.40     ; 後退速度
run.fwd  = 5.50, 0    ; 前ダッシュ速度（y<0の場合、ホップステップ）
run.back = -4.80, 0   ; バックステップ速度（y=0の場合、走り）
jump.neu = 0,-8.2     ; 垂直ジャンプ速度
jump.back = -4.00    ; 後方ジャンプ速度
jump.fwd = 3.50      ; 前方ジャンプ速度
;runjump.back = -2.55,-8.1 ; 後方ジャンプ速度（ダッシュ中）
;runjump.fwd = 3.6,-9.0      ; 前方ジャンプ速度（ダッシュ中）
;airjump.neu = 0,-9.3      ; 空中垂直ジャンプ速度
;airjump.back = -2.55,-8.1 ; 空中後方ジャンプ速度
;airjump.fwd = 2.5,-8.1    ; 空中前方ジャンプ速度

[Movement]
airjump.num = 0       ; 空中ジャンプ回数
;airjump.height = 35  ; 空中ジャンプ最低高度
yaccel = .43          ; キャラ重力加速度
stand.friction = .85  ; 摩擦係数（立ち状態）
crouch.friction = .82 ; 摩擦係数（しゃがみ状態）

[Quotes]
victory1 = BP increased by 200. Updating the data.
victory2 = COA-002 setup complete.
victory3 = Executing a mission at mode 095.
victory4 = Mission complete. Returning to base after reuniting with Juli.
victory5 = Remaining LP 0.01. Target dying. Damage adjust failed. Disposing.
victory6 = SCA-271 78% success. Retrying.
victory7 = Switching to mode 078. Conserving vitality.
victory8 = Target's fighting spirit down... Calculating BP, SP and DNN.

;===============================================================================
; Definition of the Basic Action
;===============================================================================

;===============================================================================
; Definition of the Win/Lose/Intro Pause
;===============================================================================

;-------------------------------------------------------------------------------
; 時間切れ負け
[Statedef 170]
type = S
ctrl = 0
anim = 175
velset = 0,0

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

[State 170,12]
type = AssertSpecial
trigger1 = Time = [0,240]
flag = RoundNotOver

;-------------------------------------------------------------------------------
; 時間切れ引き分け
[Statedef 175]
type = S
ctrl = 0
velset = 0,0

[State 175,0]
type = ChangeState
trigger1 = Time = 0
value = 170

;-------------------------------------------------------------------------------
; 勝利
;------------------------ スーパーコンボフィニッシュ時の保留
[Statedef 180]
type = S
movetype = I
physics = N
velset = 0, 0
ctrl = 0

[State 180,VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 1,6

[State 180,NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 180,ChangeState]
type = ChangeState
trigger1 = !NumExplod(2600) && !NumExplod(2610) && !NumExplod(2620)
value = IfElse(Var(4) = 0,181,182)

;------------------------ 分岐
[Statedef 181]
type = S
movetype = I
physics = S
velset = 0, 0

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

[State 180,0]
type = ChangeState
triggerall = Time = 0
trigger1 = Command = "xx" || Command = "bb"
value = 4200

[State 180,0]
type = ChangeState
triggerall = Time = 0
trigger1 = Command = "yy" || Command = "cc"
value = 4210

[State 180,0]
type = ChangeState
triggerall = Time = 0
trigger1 = Command = "zz"
value = 4220

[State 180,0]
type = ChangeState
triggerall = Time = 0
trigger1 = Command = "aa"
value = 4230

[State 180,ChangeState]
type = ChangeState
triggerall = Time = 1
trigger1 = Var(1) = 1 || Var(1) = 5
value = 4200

[State 180,ChangeState]
type = ChangeState
triggerall = Time = 1
trigger1 = Var(1) = 2 || Var(1) = 6
value = 4210

[State 180,ChangeState]
type = ChangeState
triggerall = Time = 1
trigger1 = Var(1) = 3
value = 4220

[State 180,ChangeState]
type = ChangeState
triggerall = Time = 1
trigger1 = Var(1) = 4
value = 4230

;------------------------ 分岐（特殊勝利ポーズ）
[Statedef 182]
type = S
movetype = I
physics = S
velset = 0, 0

[State 182,Muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 180,0]
type = ChangeState
triggerall = Time = 0
trigger1 = Command = "xx" || Command = "aa"
value = 4240

[State 180,0]
type = ChangeState
triggerall = Time = 0
trigger1 = Command = "yy" || Command = "bb"
value = 4250

[State 180,0]
type = ChangeState
triggerall = Time = 0
trigger1 = Command = "zz" || Command = "cc"
value = 4260

[State 180,ChangeState]
type = ChangeState
triggerall = Time = 1
trigger1 = Var(1) = [1,2]
value = 4240

[State 180,ChangeState]
type = ChangeState
triggerall = Time = 1
trigger1 = Var(1) = [3,4]
value = 4250

[State 180,ChangeState]
type = ChangeState
triggerall = Time = 1
trigger1 = Var(1) = [5,6]
value = 4260

;------------------------勝利１
[Statedef 4200]
type = S
movetype = I
physics = S
anim = 4200
velset = 0, 0
ctrl = 0

[State 4200,Helper]
type = Helper
trigger1 = Time = 2
helpertype = normal
name = "Vega"
ID = 4200
pos = 100,-40
postype = P1
facing = -1
stateno = 4205
keyctrl = 0
ownpal = 1

[State 4200,AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,200]
flag = RoundNotOver

;------------------- ベガ
[Statedef 4205]
type = A
movetype = I
physics = N
anim = 4205
velset = 0, 0
ctrl = 0

[State 4205,VarSet]
type = VarSet
trigger1 = 1
fv = 1
value = pi / 60 * (Time - 22)

[State 4205,PosSet]
type = PosSet
trigger1 = AnimElem = 6, >= 0
y = -40 - (1 + Sin(FVar(1) - pi / 2)) * 15

;------------------------勝利２
[Statedef 4210]
type = S
movetype = I
physics = S
anim = 4210
velset = 0, 0
ctrl = 0

[State 4210,Helper]
type = Helper
trigger1 = Time = 2
helpertype = normal
name = "Vega"
ID = 4200
pos = 100,-40
postype = P1
facing = -1
stateno = 4205
keyctrl = 0
ownpal = 1

[State 4210,AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,200]
flag = RoundNotOver

;------------------------勝利３
[Statedef 4220]
type = S
movetype = I
physics = S
anim = 4220
velset = 0, 0
ctrl = 0

[State 4220,AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,200]
flag = RoundNotOver

;------------------------勝利４
[Statedef 4230]
type = S
movetype = I
physics = S
anim = 4220
velset = 0, 0
ctrl = 0

[State 4230,Turn]
type = Turn
trigger1 = Facing = 1

[State 4230,AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,200]
flag = RoundNotOver

;------------------------勝利５
[Statedef 4240]
type = S
movetype = I
physics = N
anim = 4240
velset = 0, 0
sprpriority = 2

[State 4240,Width]
type = Width
trigger1 = 1
value = 0, 0

[State 4240,Turn]
type = Turn
trigger1 = AnimElem = 5
trigger1 = Facing != 1

[State 4240,PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 4240,PosSet]
type = PosSet
trigger1 = AnimElem = 5
x = -40

[State 4240,AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,240]
flag = RoundNotOver

;------------------------ユーリ
[Statedef 4245]
type = S
movetype = I
physics = N
anim = 4245
velset = 0, 0
sprpriority = 2

[State 4245,Width]
type = Width
trigger1 = 1
value = 0, 0

[State 4245,Turn]
type = Turn
trigger1 = AnimElem = 5
trigger1 = Facing != -1

[State 4245,PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 4245,PosSet]
type = PosSet
trigger1 = AnimElem = 5
x = 40

;------------------------勝利６
[Statedef 4250]
type = S
movetype = I
physics = N
anim = 4240
velset = 0, 0
sprpriority = 2

[State 4250,Width]
type = Width
trigger1 = 1
value = 0, 0

[State 4250,Turn]
type = Turn
trigger1 = AnimElem = 5
trigger1 = Facing != 1

[State 4250,PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 4250,PosSet]
type = PosSet
trigger1 = AnimElem = 5
x = 30

[State 4250,AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,240]
flag = RoundNotOver

;------------------------ユーリ
[Statedef 4255]
type = S
movetype = I
physics = N
anim = 4245
velset = 0, 0
sprpriority = 2

[State 4255,Width]
type = Width
trigger1 = 1
value = 0, 0

[State 4255,Turn]
type = Turn
trigger1 = AnimElem = 5
trigger1 = Facing != -1

[State 4255,PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 4255,PosSet]
type = PosSet
trigger1 = AnimElem = 5
x = -30

;------------------------勝利７
[Statedef 4260]
type = S
movetype = I
physics = S
anim = 4220
velset = 0, 0

[State 4260,Turn]
type = Turn
trigger1 = Facing = 1

[State 4260,AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,200]
flag = RoundNotOver

;------------------------ユーリ
[Statedef 4265]
type = S
movetype = I
physics = S
anim = 14220
velset = 0, 0

[State 4260,Turn]
type = Turn
trigger1 = Facing = -1

[State 4260,AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,200]
flag = RoundNotOver

;-------------------------------------------------------------------------------
; イントロ１
[Statedef 191]
type = S
ctrl = 0
anim = 191
velset = 0,0,0

[State 191, 10]
type = ChangeState
triggerall = facing = 1
triggerall = TeamMode =  single
trigger1 = p2name = "Akuma"
value = 10000

[State 191, 10]
type = ChangeState
triggerall = facing = 1
triggerall = TeamMode =  single
trigger1 = p2name = "Cammy"
value = 10001

[State 191, 10]
type = ChangeState
triggerall = facing = 1
triggerall = TeamMode =  single
trigger1 = p2name = "M.Bison"
value = 10002

[State 190, 10]
type = ChangeState
triggerall = facing = 1
triggerall = TeamMode =  single
trigger1 = p2name = "Juni"
value = 10003


[State 191,ChangeState]
type = ChangeState
triggerall = Time = 0
triggerall = P2Name != "Juni" && P3Name != "Juni" && P4Name != "Juni"
trigger1 = Random < 400
value = 4600

[State 191,4]
type = AssertSpecial
trigger1 = Time = [0,200]
flag = Intro

[State 191,5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;------------------------------------------------------------
; Introduction Against M. Bison

[Statedef 10003]
type = S
ctrl = 0
anim = 195
velset = 0,0

[State 1500, 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P4Name = "Dan Hibiki"
trigger2 = P3Name = "Dan Hibiki"
value = 0

[State 10000, 5]
type = ChangeAnim
triggerall = Anim = 195
trigger1 = AnimTime = 0
value = 0

[State 195,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 1100, 3


[State 10003, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time <= 880
flag = Intro

[State 10003, Exlod] ;Textbox background
type = Explod
trigger1 = Time = 100
anim = F9510646
postype = left
pos = 160,50
ownpal = 1
sprpriority = 5

[State 10003, Exlod2] ;Text
type = Explod
trigger1 = Time = 80
anim = F100001123
postype = left
pos = 160,50
ownpal = 1
ontop = 1

[State 10003, 4] ;Change to stand state
type = ChangeState
trigger1 = Time = 880
value = 0


;------------------------------------------------------------
; Introduction Against M. Bison

[Statedef 10000]
type = S
ctrl = 0
anim = 195
velset = 0,0

[State 1500, 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P4Name = "Dan Hibiki"
trigger2 = P3Name = "Dan Hibiki"
value = 0

[State 10000, 5]
type = ChangeAnim
triggerall = Anim = 195
trigger1 = AnimTime = 0
value = 0

[State 195,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 1100, 3


[State 10000, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time <= 880
flag = Intro

[State 10000, Exlod] ;Textbox background
type = Explod
trigger1 = Time = 100
anim = F9510646
postype = left
pos = 160,50
ownpal = 1
sprpriority = 5

[State 10000, Exlod2] ;Text
type = Explod
trigger1 = Time = 80
anim = F10020
postype = left
pos = 160,50
ownpal = 1
ontop = 1

[State 10000, 4] ;Change to stand state
type = ChangeState
trigger1 = Time = 880
value = 0

;------------------------------------------------------------
; Introduction Against M. Bison

[Statedef 10001]
type = S
ctrl = 0
anim = 195
velset = 0,0

[State 1500, 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P4Name = "Dan Hibiki"
trigger2 = P3Name = "Dan Hibiki"
value = 0

[State 10001, 5]
type = ChangeAnim
triggerall = Anim = 195
trigger1 = AnimTime = 0
value = 0

[State 195,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 1100, 3


[State 10001, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time <= 880
flag = Intro

[State 10001, Exlod] ;Textbox background
type = Explod
trigger1 = Time = 100
anim = F9510646
postype = left
pos = 160,50
ownpal = 1
sprpriority = 5

[State 10001, Exlod2] ;Text
type = Explod
trigger1 = Time = 80
anim = F10109
postype = left
pos = 160,50
ownpal = 1
ontop = 1

[State 10001, 4] ;Change to stand state
type = ChangeState
trigger1 = Time = 880
value = 0

;------------------------------------------------------------
; Introduction Against M. Bison

[Statedef 10002]
type = S
ctrl = 0
anim = 195
velset = 0,0

[State 1500, 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P4Name = "Dan Hibiki"
trigger2 = P3Name = "Dan Hibiki"
value = 0

[State 10002, 5]
type = ChangeAnim
triggerall = Anim = 195
trigger1 = AnimTime = 0
value = 0

[State 195,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 1100, 3


[State 10002, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time <= 1100
flag = Intro

[State 10002, Exlod] ;Textbox background
type = Explod
trigger1 = Time = 100
anim = F9510
postype = left
pos = 160,50
ownpal = 1
sprpriority = 5

[State 10002, Exlod2] ;Text
type = Explod
trigger1 = Time = 80
anim = F10110
postype = left
pos = 160,50
ownpal = 1
ontop = 1

[State 10002, 4] ;Change to stand state
type = ChangeState
trigger1 = Time = 1100
value = 0


;-------------------------------------------------------------------------------
; イントロ２
[Statedef 4600]
type = A
movetype = I
physics = N
anim = 4600
velset = 0, 0
sprpriority = 1

[State 4600,ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1, 0

[State 4600,PosSet]
type = PosSet
trigger1 = Time = 0
y = -240

[State 4600,Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "November"
ID = 4601
pos = -45, 0
postype = P1
stateno = 4601
keyctrl = 0
ownpal = 1

[State 4600,Helper]
type = Helper
trigger1 = Time = 5
helpertype = normal
name = "May"
ID = 4602
pos = 15, 0
postype = P1
stateno = 4602
keyctrl = 0
ownpal = 1

[State 4600,Helper]
type = Helper
trigger1 = Time = 15
helpertype = normal
name = "January"
ID = 4603
pos = -15, 0
postype = P1
stateno = 4603
keyctrl = 0
ownpal = 1

[State 4600,Helper]
type = Helper
trigger1 = Time = 20
helpertype = normal
name = "December"
ID = 4604
pos = -60, 0
postype = P1
stateno = 4604
keyctrl = 0
ownpal = 1

[State 4600,Helper]
type = Helper
trigger1 = Time = 25
helpertype = normal
name = "September"
ID = 4605
pos = 30, 0
postype = P1
stateno = 4605
keyctrl = 0
ownpal = 1

[State 4600,Helper]
type = Helper
trigger1 = Time = 35
helpertype = normal
name = "April"
ID = 4606
pos = 45, 0
postype = P1
stateno = 4606
keyctrl = 0
ownpal = 1

[State 4600,Helper]
type = Helper
trigger1 = Time = 45
helpertype = normal
name = "August"
ID = 4607
pos = -30, 0
postype = P1
stateno = 4607
keyctrl = 0
ownpal = 1

[State 4600,Helper]
type = Helper
trigger1 = Time = 50
helpertype = normal
name = "February"
ID = 4608
pos = 60, 0
postype = P1
stateno = 4608
keyctrl = 0
ownpal = 1

[State 4600,Gravity]
type = Gravity
trigger1 = Time >= 55

[State 4600,ChangeState]
type = ChangeState
trigger1 = Time > 55
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 4610

[State 4600,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro

;------------------------
[Statedef 4610]
type = S
movetype = I
physics = S
anim = 4610
velset = 0, 0

[State 4610,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 47, 0

[State 4610,PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 4610,Helper]
type = Helper
trigger1 = AnimElem = 5, = 33
helpertype = normal
name = "Juli"
ID = 4620
pos = -50, 0
postype = P1
stateno = 4620
keyctrl = 0
ownpal = 1

[State 4610,ChangeAnim]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 0

[State 4610,AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,270]
flag = Intro

;------------------------ ノウェンベル
[Statedef 4601]
type = A
movetype = I
physics = N
anim = 4601
velset = 0, 0
sprpriority = 4
ctrl = 0

[State 4601,Gravity]
type = Gravity
trigger1 = 1

[State 4601,ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 4611

[Statedef 4611]
type = S
physics = S
anim = PrevStateNo + 10
velset = 0, 0

[State 4611,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 47, 0

[State 4611,PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 4611,DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;------------------------ サツキ
[Statedef 4602]
type = A
movetype = I
physics = N
anim = 4602
velset = 0, 0
sprpriority = -1
ctrl = 0

[State 4602,Gravity]
type = Gravity
trigger1 = 1

[State 4602,ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 4611

;------------------------ エネーロ
[Statedef 4603]
type = A
movetype = I
physics = N
anim = 4603
velset = 0, 0
sprpriority = 2
ctrl = 0

[State 4603,Gravity]
type = Gravity
trigger1 = 1

[State 4603,ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 4611

;------------------------ ディカープリ
[Statedef 4604]
type = A
movetype = I
physics = N
anim = 4604
velset = 0, 0
sprpriority = 5
ctrl = 0

[State 4604,Gravity]
type = Gravity
trigger1 = 1

[State 4604,ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 4611

;------------------------ ジウユー
[Statedef 4605]
type = A
movetype = I
physics = N
anim = 4605
velset = 0, 0
sprpriority = -2
ctrl = 0

[State 4605,Gravity]
type = Gravity
trigger1 = 1

[State 4605,ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 4611

;------------------------ アプリーレ
[Statedef 4606]
type = A
movetype = I
physics = N
anim = 4606
velset = 0, 0
sprpriority = -3
ctrl = 0

[State 4606,Gravity]
type = Gravity
trigger1 = 1

[State 4606,ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 4611

;------------------------ サンタム
[Statedef 4607]
type = A
movetype = I
physics = N
anim = 4607
velset = 0, 0
sprpriority = 3
ctrl = 0

[State 4607,Gravity]
type = Gravity
trigger1 = 1

[State 4607,ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 4611

;------------------------ フェブリエ
[Statedef 4608]
type = A
movetype = I
physics = N
anim = 4608
velset = 0, 0
sprpriority = -4
ctrl = 0

[State 4608,Gravity]
type = Gravity
trigger1 = 1

[State 4608,ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 4611

;------------------------ ユーリ
[Statedef 4620]
type = S
movetype = I
physics = S
anim = 4620
velset = 0, 0
sprpriority = -1
ctrl = 0

[State 4620,ChangeAnim]
type = ChangeAnim
trigger1 = AnimTime = 0 && Anim = 4620
value = 11500

[State 4620,DestroySelf]
type = DestroySelf
trigger1 = Anim = 11500 && AnimTime = 0

;-------------------------------------------------------------------------------
; 挑発
[Statedef 195]
type = S
movetype = I
physics = S
poweradd = 200
anim = 195
velset = 0, 0
ctrl = 0

[State 195,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 1100, 3

[State 195,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;===============================================================================
; Definition of the Basic Arts
;===============================================================================

;-------------------------------------------------------------------------------
; 立ち弱パンチ
[Statedef 200]
type    = S
movetype= A
physics = S
juggle  = 17
velset = 0,0
ctrl = 0
anim = 200

[State 200,3]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage = 20, 1
getpower = 25,12
givepower = 12,6
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
;numhits = 1
sparkno = 0
guard.sparkno = 40
sparkxy = -20,-76
hitsound = S200, 3
guardsound = S0, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 10
ground.velocity = -4
air.velocity = -2,-2

[State 200,4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 立ち弱パンチ
[Statedef 21012]
type    = S
movetype= A
physics = S
juggle  = 17
velset = 0,0
ctrl = 0
anim = 21012

[State 200,3]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage    = 40,2
getpower = 40,14
givepower = 20,12
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9,9
;numhits = 1
sparkno = 1
guard.sparkno = 40
sparkxy = -20,-76
hitsound = S200, 4
guardsound = S0, 0
ground.type = High
ground.slidetime = 13
ground.hittime  = 15
ground.velocity = -6
air.velocity = -3,-3

[State 200,4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;-------------------------------------------------------------------------------
; 立ち中パンチ
[Statedef 205]
type    = S
movetype= A
physics = S
juggle  = 17
ctrl = 0
velset = 0,0,0
anim = 205

[State 220,3]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 55,3
getpower = 60,16
givepower = 30,22
guardflag = M
hitflag = MAF
pausetime = 9,9
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-90
hitsound   = S200, 5
guardsound = S0, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -3.2, -6.7
air.velocity = -4,-3
fall = 1
fall.recover = 1

[State 220,3]
type = HitDef
triggerall = MoveContact = 0
trigger1 = Time = 5
attr = S, NA
animtype  = Medium
damage    = 55,3
getpower = 60,16
givepower = 30,22
guardflag = M
hitflag = MAF
pausetime = 9,9
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-90
hitsound   = S200, 5
guardsound = S0, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -3.2, -6.7
air.velocity = -4,-3
fall = 1
fall.recover = 1

[State 220,5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 立ち強パンチ
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 17
ctrl = 0
velset = 0,0,0
anim = 210

[State 210,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 1100, 1

[State 220,3]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Heavy
damage    = 60,3
getpower = 60,16
givepower = 30,22
guardflag = MA
hitflag = MAF
pausetime = 9,9
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-65
hitsound   = S200, 5
guardsound = S0, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -8
air.velocity = -3,-4

[State 220,5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 立ち強パンチ
[Statedef 21011]
type    = S
movetype= A
physics = S
juggle  = 17
ctrl = 0
velset = 0,0,0
anim = 21011

;[State 210,PlaySnd]
;type = PlaySnd
;trigger1 = Time = 0
;value = 1100, 1

[State 220,3]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Heavy
damage    = 60,3
getpower = 60,16
givepower = 30,22
guardflag = MA
hitflag = MAF
pausetime = 9,9
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-81
hitsound   = S200, 5
guardsound = S0, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -8
air.velocity = -3,-4

[State 220,5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 立ち弱キック
[Statedef 215]
type    = S
movetype= A
physics = S
juggle  = 17
ctrl = 0
velset = 0,0,0
anim = 215

[State 210,3]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Light
damage = 22, 1
getpower = 25,12
givepower = 12,6
guardflag = MA
hitflag = MAF
pausetime =  9,9
;numhit = 1
sparkno = 0
guard.sparkno = 40
sparkxy = -10,-60
hitsound   = S2123, 0
guardsound = S0, 0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 10
ground.velocity = -4
air.velocity = -2,-2

[State 210,4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 立ち中キック
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 17
ctrl = 0
velset = 0,0,0
anim = 220

[State 210,3]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 42,2
getpower = 40,14
givepower = 20,12
guardflag = MA
hitflag = MAF
pausetime =  9,9
;numhit = 1
sparkno = 1
guard.sparkno = 40
sparkxy = -10,-80
hitsound   = S2123, 1
guardsound = S0, 0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3,-3

[State 210,4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 立ち中キック
[Statedef 22022]
type    = S
movetype= A
physics = S
juggle  = 17
ctrl = 0
velset = 0,0,0
anim = 22022

[State 225,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1100, 0

[State 210,3]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 65,3
getpower = 60,16
givepower = 30,22
guardflag = MA
hitflag = MAF
pausetime =  9,9
;numhit = 1
sparkno = 2
guard.sparkno = 40
sparkxy = -15,-65
hitsound   = S200, 5
guardsound = S0, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -10
air.velocity = -3,-4

[State 210,4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 立ち強キック
[Statedef 225]
type    = S
movetype= A
physics = S
juggle  = 17
ctrl = 0
velset = 0,0,0
anim = 225

;[State 225,PlaySnd]
;type = PlaySnd
;trigger1 = AnimElem = 3
;value = 1100, 2

[State 210,3]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Heavy
damage    = 63,3
getpower = 60,16
givepower = 30,22
guardflag = MA
hitflag = MAF
pausetime =  9,9
;numhit = 1
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-55
hitsound   = S2123, 2
guardsound = S0, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -9
air.velocity = -3,-4

[State 210,3]
type = HitDef
triggerall = MoveContact = 0
trigger1 = AnimElem = 5
attr = S, NA
animtype  = Heavy
damage    = 63,3
getpower = 60,16
givepower = 30,22
guardflag = MA
hitflag = MAF
pausetime =  9,9
;numhit = 1
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-55
hitsound   = S2123, 2
guardsound = S0, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -9
air.velocity = -3,-4

[State 210,4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 立ち強キック
[Statedef 22522]
type    = S
movetype= A
physics = S
juggle  = 17
ctrl = 0
velset = 0,0,0
anim = 22522

[State 225,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1100, 2

[State 210,3]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Heavy
damage    = 63,3
getpower = 60,16
givepower = 30,22
guardflag = M
hitflag = MAF
pausetime =  9,9
numhit = 1
sparkno = 2
guard.sparkno = 40
sparkxy = -17,-105
hitsound   = S2123, 2
guardsound = S0, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -3.2, -6.7
air.velocity = -4,-3
fall = 1
fall.recover = 1

[State 210,3]
type = HitDef
triggerall = MoveContact = 0
trigger1 = AnimElem = 6
attr = S, NA
animtype  = Heavy
damage    = 63,3
getpower = 60,16
givepower = 30,22
guardflag = M
hitflag = MAF
pausetime =  9,9
numhit = 1
sparkno = 2
guard.sparkno = 40
sparkxy = -17,-105
hitsound   = S2123, 2
guardsound = S0, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -3.2, -6.7
air.velocity = -4,-3
fall = 1
fall.recover = 1

[State 210,4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 立ち強キック
[Statedef 22511]
type    = S
movetype= A
physics = S
juggle  = 17
ctrl = 0
velset = 0,0,0
anim = 22511

;[State 225,PlaySnd]
;type = PlaySnd
;trigger1 = AnimElem = 3
;value = 1100, 2

[State 210,3]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Heavy
damage    = 63,3
getpower = 60,16
givepower = 30,22
guardflag = MA
hitflag = MAF
pausetime =  9,9
;numhit = 1
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-55
hitsound   = S2123, 2
guardsound = S0, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -8
air.velocity = -3,-4

[State 210,3]
type = HitDef
triggerall = MoveContact = 0
trigger1 = AnimElem = 5
attr = S, NA
animtype  = Heavy
damage    = 63,3
getpower = 60,16
givepower = 30,22
guardflag = MA
hitflag = MAF
pausetime =  9,9
numhit = 1
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-55
hitsound   = S2123, 2
guardsound = S0, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -8
air.velocity = -3,-4

[State 210,4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; しゃがみ弱パンチ
[Statedef 300]
type    = C
movetype= A
physics = C
juggle  = 17
ctrl = 0
anim = 300

[State 300,3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
animtype  = Light
damage = 21, 1
getpower = 25,12
givepower = 12,6
hitflag = MAF
guardflag = MA
pausetime = 9,9
sparkno = 0
guard.sparkno = 40
sparkxy = -10,-28
hitsound   = S200, 3
guardsound = S0, 0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -4
air.velocity = -2,-2

[State 300,4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;-------------------------------------------------------------------------------
; しゃがみ中パンチ
[Statedef 310]
type    = C
movetype= A
physics = C
juggle  = 17
ctrl = 0
anim = 310

[State 310,3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
animtype = Medium
damage    = 41,2
getpower = 40,14
givepower = 20,12
hitflag = MAF
guardflag = MA
pausetime = 9,9
sparkno = 1
guard.sparkno = 40
sparkxy = -10,-34
hitsound   = S200, 4
guardsound = S0, 0
ground.type = Low
ground.slidetime = 13
ground.hittime  = 15
ground.velocity = -6
air.velocity = -3,-3

[State 310,4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;-------------------------------------------------------------------------------
; しゃがみ強パンチ
[Statedef 320]
type    = C
movetype= A
physics = C
juggle  = 17
ctrl = 0
anim = 320

[State 320,3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
animtype  = Heavy
damage    = 61,3
getpower = 60,16
givepower = 30,22
hitflag = MAF
guardflag = MA
pausetime = 9,9
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-68
hitsound   = S200, 5
guardsound = S0, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -8
air.velocity = -3,-4

[State 320,4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;-------------------------------------------------------------------------------
; しゃがみ弱キック
[Statedef 350]
type    = C
movetype= A
physics = C
juggle  = 17
ctrl = 0
anim = 350

[State 300,3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
animtype  = Light
damage = 21, 1
getpower = 25,12
givepower = 12,6
hitflag = MAF
guardflag = L
pausetime = 9,9
sparkno = 0
guard.sparkno = 40
sparkxy = -10,-5
hitsound   = S2123, 0
guardsound = S0, 0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -4
air.velocity = -2,-2

[State 300,4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;-------------------------------------------------------------------------------
; しゃがみ中キック
[Statedef 360]
type    = C
movetype= A
physics = C
juggle  = 17
ctrl = 0
anim = 360

[State 310,3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
animtype = Medium
damage    = 41,2
getpower = 40,14
givepower = 20,12
hitflag = MAF
guardflag = L
pausetime = 9,9
sparkno = 1
guard.sparkno = 40
sparkxy = -10,-5
hitsound   = S2123, 1
guardsound = S0, 0
ground.type = Low
ground.slidetime = 13
ground.hittime  = 15
ground.velocity = -6
air.velocity = -3,-3

[State 310,4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;-------------------------------------------------------------------------------
; しゃがみ強キック
[Statedef 370]
type    = C
movetype= A
physics = C
juggle  = 17
ctrl = 0
anim = 370


[State 320,3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
animtype  = Heavy
damage    = 61,3
getpower = 60,16
givepower = 30,22
hitflag = MAF
guardflag = L
pausetime = 9,9
sparkno = 2
guard.sparkno = 40
sparkxy = -15,-13
hitsound   = S2123, 2
guardsound = S0, 0
ground.type = Trip
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -2.8,-2.2
air.velocity = -3.0,-3.2

[State 320,4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;-------------------------------------------------------------------------------
; ジャンプ弱パンチ
[Statedef 500]
type    = A
movetype= A
physics = A
juggle  = 17
ctrl = 0
anim = 500

[State 500,3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
animtype = Light
damage = 23, 1
getpower = 25,12
givepower = 12,6
guardflag = HA
hitflag = MAF
priority = 3
pausetime = 9,9
sparkno = 0
guard.sparkno = 40
sparkxy = -20,-50
hitsound   = S200, 3
guardsound = S0, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -4
air.velocity = -2,-2

[State 500,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 590

;-------------------------------------------------------------------------------
; ジャンプ中パンチ
[Statedef 510]
type    = A
movetype= A
physics = A
juggle  = 17
ctrl = 0
anim = 510

[State 510,3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
animtype = Medium
damage    = 42,2
getpower = 40,14
givepower = 20,12
guardflag = HA
hitflag = MAF
priority = 3
pausetime = 9,9
sparkno = 1
guard.sparkno = 40
sparkxy = -20,-34
hitsound   = S200, 4
guardsound = S0, 0
ground.type = High
ground.slidetime = 13
ground.hittime  = 15
ground.velocity = -6
air.velocity = -3,-3

[State 510,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 590


;-------------------------------------------------------------------------------
; ジャンプ強パンチ
[Statedef 520123]
type    = A
movetype= A
physics = A
juggle  = 17
ctrl = 0
anim = 520123

[State 520,3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
animtype = Hard
damage    = 57,3
getpower = 60,16
givepower = 30,22
guardflag = HA
hitflag = MAF
priority = 3
pausetime = 9,9
sparkno = 2
guard.sparkno = 40
sparkxy = -10,-62
hitsound   = S200, 5
guardsound = S0, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -8
air.velocity = -3,-4

[State 520,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 590


;-------------------------------------------------------------------------------
; ジャンプ強パンチ
[Statedef 520]
type    = A
movetype= A
physics = A
juggle  = 17
ctrl = 0
anim = 520

[State 520,3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
animtype = Hard
damage    = 63,3
getpower = 60,16
givepower = 30,22
guardflag = HA
hitflag = MAF
priority = 3
pausetime = 9,9
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-32
hitsound   = S200, 5
guardsound = S0, 0
ground.type = High
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -8
air.velocity = -3,-4

[State 520,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 590

;-------------------------------------------------------------------------------
; ジャンプ弱キック
[Statedef 530]
type    = A
movetype= A
physics = A
juggle  = 17
ctrl = 0
anim = 530

[State 530,3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
animtype = Light
damage = 23, 1
getpower = 25,12
givepower = 12,6
guardflag = HA
priority = 3
pausetime = 9,9
sparkno = 0
guard.sparkno = 40
sparkxy = -20,-37
hitsound   = S2123, 0
guardsound = S0, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -4
air.velocity = -3.5,-.2

[State 530,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 590

;-------------------------------------------------------------------------------
; ジャンプ中キック
[Statedef 540]
type    = A
movetype= A
physics = A
juggle  = 17
ctrl = 0
anim = 540

[State 510,3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
animtype = Medium
damage    = 42,2
getpower = 40,14
givepower = 20,12
guardflag = HA
priority = 3
pausetime = 9,9
sparkno = 1
guard.sparkno = 40
sparkxy = -20,-70
hitsound   = S2123, 1
guardsound = S0, 0
ground.type = High
ground.slidetime = 13
ground.hittime  = 15
ground.velocity = -6
air.velocity = -3,-3

[State 540,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 590

;-------------------------------------------------------------------------------
; ジャンプ強キック
[Statedef 550]
type    = A
movetype= A
physics = A
juggle  = 17
ctrl = 0
anim = 550

[State 520,3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
animtype = Hard
damage    = 57,3
getpower = 60,16
givepower = 30,22
guardflag = HA
priority = 3
pausetime = 9,9
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-54
hitsound   = S2123, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -8
air.velocity = -3,-4

[State 550,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 590

;-------------------------------------------------------------------------------
; ジャンプ強キック
[Statedef 551]
type    = A
movetype= A
physics = A
juggle  = 17
ctrl = 0
anim = 551

[State 520,3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
animtype = Hard
damage    = 57,3
getpower = 60,16
givepower = 30,22
guardflag = HA
priority = 3
pausetime = 9,9
sparkno = 2
guard.sparkno = 40
sparkxy = -20,14
hitsound   = S2123, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -8
air.velocity = -3,-4

[State 550,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 590

;-------------------------------------------------------------------------------
; ジャンプ攻撃終了後…
[Statedef 590]
type    = A
movetype= I
physics = A
ctrl = 0
anim = 44

[State 590,Land]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 52

;===============================================================================
; Definition of the (Dir + Button) attack
;===============================================================================

;-------------------------------------------------------------------------------
; フォーリングアーク（→＋中Ｋ）
[Statedef 600]
type = S
movetype = A
physics = S
anim = 600
ctrl = 0
juggle = 10


[State 600,VelSet]
type = VelSet
trigger1 = AnimElem = 7
x = 3.5

[State 600,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = 200, 2

[State 600,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1100, 3

[State 600,HitDef]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 30,3
getpower = 60,16
givepower = 30,22
guardflag = HA
hitflag = MAF
pausetime =  9,9
numhit = 1
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-67
hitsound   = S2123, 2
guardsound = S0, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -7
air.velocity = -2,-2

[State 600,HitDef]
type = HitDef
trigger1 = AnimElem = 8
attr = S, NA
animtype = Medium
damage    = 35,3
getpower = 60,16
givepower = 30,22
guardflag = HA
hitflag = MAF
pausetime = 9,9
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-33
hitsound   = S2123, 2
guardsound = S0, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -9
air.velocity = -3,-3

[State 600,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;===============================================================================
; Definition of the Basic Throws
;===============================================================================

;-------------------------------------------------------------------------------
; フーリガンスープレックス（Ｐ通常投げ）
;-------------------投げ予備動作
[Statedef 800]
type = S
movetype = A
physics = S
ctrl = 0
anim = 800
velset = 0, 0
poweradd = 21 + (Var(31) != 0) * 42

[State 800,HitDef]
type = Hitdef
trigger1 = Time = 0
trigger1 = P2MoveType != H
trigger1 = P2StateNo != 150
trigger1 = P2StateNo != 152
trigger1 = P2StateNo != 154
attr = S, NT
getpower = 0
givepower = 5 + (Var(31) != 0) * 10
hitflag = M-
sparkno = -1
p1facing = 1 - (Command = "holdback") * 2
p2facing = 1
p1stateno = 810
p2stateno = 820
p2getp1state = 1
hitsound = S800, 0
fall = 1
fall.recover = 0

[State 800,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 800, 2

[State 800,2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------- フーリガンスープレックス（成功）
[Statedef 810]
type = S
movetype = A
physics = S
anim = 810
velset = 0, 0
poweradd = 0

[State 810,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 810,Width]
type = Width
triggerall = Target,BackEdgeBodyDist < 65
trigger1 = Time = 0
trigger2 = AnimElem = 2
edge = Floor(P2Dist X + 65),20

[State 810,PosFreeze]
type = PosFreeze
trigger1 = AnimElem = 2, > 0

[State 810,BindToTarget]
type = BindToTarget
trigger1 = AnimElem = 1
pos = 0, 0,Foot
time = 8

[State 810,BindToTarget]
type = BindToTarget
trigger1 = AnimElem = 2
pos = -50, 0,Foot
time = 11

[State 810,TargetBind]
type = TargetBind
trigger1 = AnimElem = 3
pos = -53, 0
time = 6

[State 810,TargetBind]
type = TargetBind
trigger1 = AnimElem = 4
pos = -33,-50
time = 5

[State 810,TargetBind]
type = TargetBind
trigger1 = AnimElem = 5
pos = -33,-49
time = 3

[State 810,TargetBind]
type = TargetBind
trigger1 = AnimElem = 6
pos = -16,-62
time = 6

[State 810,TargetBind]
type = TargetBind
trigger1 = AnimElem = 7
pos = 54,-47
time = 4

[State 810,TargetBind]
type = TargetBind
trigger1 = AnimElem = 8
pos = 62,-20
time = 13

[State 810,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1100, 3

[State 810,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = 800, 1

[State 810,TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 8
value = -Floor(140 * IfElse(Var(31) = 0,1,IfElse(Var(31) = -1,1.2,0.8)))

[State 810,Explod]
type = Explod
trigger1 = AnimElem = 8
anim = F62
pos = 0,15
postype = P2
sprpriority = 2
bindtime = 1
ownpal = 1

;[State 810,Explod]
;type = Explod
;trigger1 = AnimElem = 8
;anim = 2450
;pos = 0,15
;postype = P2
;sprpriority = -2
;bindtime = 1
;ownpal = 1

[State 810,EnvShake]
type = EnvShake
trigger1 = AnimElem = 8
time = 18

[State 810,10]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------- フーリガンスープレックス（投げられ側）
[Statedef 820]
type = A
movetype = H
physics = N
ctrl = 0

[State 820,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 820,ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 820

[State 820,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 830

;------------------- 投げられ側（吹き飛び）
[Statedef 830]
type = A
movetype = H
physics = N
anim = 5160
velset = -2.4,-5.0

[State 830,PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 830,VelAdd]
type = VelAdd
trigger1 = Time > 0
y = .40

[State 830,SelfState]
type = SelfState
trigger1 = Time > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100

;-------------------------------------------------------------------------------
; フランケンシュタイナー（Ｋ通常投げ）
;-------------------投げ予備動作
[Statedef 850]
type = S
movetype = A
physics = S
ctrl = 0
anim = 800
velset = 0, 0
poweradd = 21 + (Var(31) != 0) * 42

[State 850,HitDef]
type = Hitdef
trigger1 = Time = 0
trigger1 = P2MoveType != H
trigger1 = P2StateNo != 150
trigger1 = P2StateNo != 152
trigger1 = P2StateNo != 154
attr = S, NT
getpower = 0
givepower = 5 + (Var(31) != 0) * 10
hitflag = M-
sparkno = -1
p1facing = -1 + (Command = "holdback") * 2
p2facing = 1
p1stateno = 860
p2stateno = 890
p2getp1state = 1
hitsound = S800, 0
fall = 1
fall.recover = 0

[State 850,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 800, 2

[State 850,2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------- フランケンシュタイナー（成功）
[Statedef 860]
type = A
movetype = A
physics = N
anim = 850
velset = 0, 0
poweradd = 0

[State 810,Width]
type = Width
triggerall = Target,BackEdgeBodyDist < 45
trigger1 = Time = 0
edge = 25,Floor(P2Dist X + 45)

[State 810,Width]
type = Width
triggerall = BackEdgeBodyDist < 45
trigger1 = Time = 0
edge = 25,Floor(P2Dist X + 45)

[State 860,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 860,TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
pos = 30, 0
time = 22

[State 860,TargetBind]
type = TargetBind
trigger1 = AnimElem = 5
pos = 20,-76
time = 3

[State 860,TargetBind]
type = TargetBind
trigger1 = AnimElem = 5, = 3
pos = 14,-65
time = 3

[State 860,TargetBind]
type = TargetBind
trigger1 = AnimElem = 5, >= 6
pos = 25,-62
time = 1

[State 860,VelSet]
type = VelSet
trigger1 = AnimElem = 5
x = -1.2
y = -4.0

[State 860,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1100, 2

[State 860,Gravity]
type = Gravity
trigger1 = AnimElem = 5, > 0

[State 860,ChangeState]
type = ChangeState
trigger1 = AnimElem = 5, > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 870

;-------------------
[Statedef 870]
type = A
movetype = A
physics = N
velset = 0, 0
anim = 860

[State 870,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 800, 1

[State 870,TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 0
value = -Floor(140 * IfElse(Var(31) = 0,1,IfElse(Var(31) = -1,1.2,0.8)))

[State 870,Explod]
type = Explod
trigger1 = Time = 0
anim = F62
pos = 0, 0
postype = P2
sprpriority = 2
bindtime = 1
ownpal = 1


[State 870,EnvShake]
type = EnvShake
trigger1 = Time = 0
time = 18

[State 860,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 870,PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 870,TargetBind]
type = TargetBind
trigger1 = Time = 0
pos = -51, 7
time = 10

[State 870,VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 2.2
y = -4.5

[State 870,Gravity]
type = Gravity
trigger1 = AnimElem = 2, > 0

[State 870,ChangeState]
type = ChangeState
trigger1 = AnimElem = 2, > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 880

;-------------------
[Statedef 880]
type = S
movetype = I
physics = S
velset = 0, 0
anim = 870

[State 880,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 47, 0

[State 880,Turn]
type = Turn
trigger1 = AnimTime = 0

[State 880,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------投げられ側
[Statedef 890]
type = A
movetype = H
physics = N
velset = 0, 0
ctrl = 0

[State 890,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 890,ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 880

[State 890,ChangeAnim2]
type = ChangeAnim2
trigger1 = P2StateNo = 870
trigger1 = Anim = 880
value = 890

[State 890,ChangeState]
type = ChangeState
trigger1 = Anim = 890
trigger1 = AnimTime = 0
value = 895

;------------------- 投げられ側（吹き飛び）
[Statedef 895]
type = A
movetype = H
physics = N
anim = 5160
velset = 2.4,-5.0

[State 895,PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 895,VelAdd]
type = VelAdd
trigger1 = Time > 0
y = .40

[State 895,SelfState]
type = SelfState
trigger1 = Time > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100

;-------------------------------------------------------------------------------
; フライングネックハント（Ｐ空中投げ）
[Statedef 900]
type = A
movetype = A
physics = A
ctrl = 0
anim = 900
poweradd = 21 + (Var(31) != 0) * 42

[State 900,HitDef]
type = Hitdef
trigger1 = Time = 0
;trigger1 = P2MoveType != H
trigger1 = P2StateNo != 150
trigger1 = P2StateNo != 152
trigger1 = P2StateNo != 154
attr = A, NT
getpower = 0
givepower = 5 + (Var(31) != 0) * 10
hitflag = AF
numhits = 1
sparkno = -1
p1facing = 1 - (Command = "holdback") * 2
p2facing = 1
p1stateno = 910
p2stateno = 920
p2getp1state = 1
hitsound = S800, 0
fall = 1
fall.recover = 0

[State 900,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 800, 2

[State 900,ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 52

;------------------- フライングネックハント（成功）
[Statedef 910]
type = A
movetype = A
physics = N
anim = 910

[State 910,VelAdd]
type = VelAdd
trigger1 = Time >= 23
y = .3

[State 910,NoTurn]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 910,PosFreeze]
type = PosFreeze
trigger1 = Time = (0,22]

[State 910,PlaySnd]
type = PlaySnd
trigger1 = Time = 20
value = 1100, 1

[State 910,Width]
type = Width
triggerall = Time = 0
trigger1 = FrontEdgeBodyDist < 50
trigger2 = BackEdgeBodyDist < 50
edge = 50,20

[State 910,TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
pos = -7,-104
time = 12

[State 910,TargetBind]
type = TargetBind
trigger1 = AnimElem = 2
pos = 33,-99
time = 4

[State 910,TargetBind]
type = TargetBind
trigger1 = AnimElem = 3
pos = 53,-67
time = 1

[State 910,TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 3
value = -Floor(140 * IfElse(Var(31) = 0,1,IfElse(Var(31) = -1,1.2,0.8)))

[State 960,6]
type = ChangeState
trigger1 = Time > 22
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 52

;------------------------投げられ側
[Statedef 920]
type = A
movetype = H
physics = N
velset = 0, 0
ctrl = 0

[State 920,NoTurn]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 920,ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 920

[State 920,VelSet]
type = VelSet
trigger1 = Time = 21
x = -3.4

[State 920,VelAdd]
type = VelAdd
trigger1 = Time >= 21
y = .4

[State 920,EnvShake]
type = EnvShake
trigger1 = Time > 21
trigger1 = Vel Y > 0 && Pos Y >= 0
time = 15

[State 920,SelfState]
type = SelfState
trigger1 = Time > 21
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100

;-------------------------------------------------------------------------------
; エアフランケンシュタイナー（Ｋ空中投げ）
;-------------------投げ予備動作
[Statedef 950]
type = A
movetype = A
physics = A
ctrl = 0
anim = 950
poweradd = 21 + (Var(31) != 0) * 42

[State 950,HitDef]
type = Hitdef
trigger1 = Time = 0
;trigger1 = P2MoveType != H
trigger1 = P2StateNo != 150
trigger1 = P2StateNo != 152
trigger1 = P2StateNo != 154
attr = A, NT
getpower = 0
givepower = 5 + (Var(31) != 0) * 10
hitflag = AF
numhits = 1
sparkno = -1
p1facing = -1 + (Command = "holdback") * 2
p2facing = 1
p1stateno = 960
p2stateno = 990
p2getp1state = 1
hitsound = S800, 0
fall = 1
fall.recover = 0

[State 950,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 800, 2

[State 950,ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 52

;------------------- エアフランケンシュタイナー（成功）
[Statedef 960]
type = A
movetype = A
physics = N
anim = 960
poweradd = 0

[State 960,VelSet]
type = VelSet
trigger1 = Time = 0
x = .8

[State 960,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 960,Width]
type = Width
triggerall = Time = 0
trigger1 = BackEdgeBodyDist < 35
trigger2 = FrontEdgeBodyDist < 35
edge = 25,35

[State 960,PosFreeze]
type = PosFreeze
trigger1 = Time = (0,24]

[State 960,TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
pos = 36,-52
time = 18

[State 960,TargetBind]
type = TargetBind
trigger1 = AnimElem = 3
pos = 20,-76
time = 3

[State 960,TargetBind]
type = TargetBind
trigger1 = AnimElem = 3, = 3
pos = 14,-65
time = 3

[State 960,TargetBind]
type = TargetBind
trigger1 = AnimElem = 3, >= 6
pos = 25,-62
time = 1

[State 960,Gravity]
type = Gravity
trigger1 = Time > 24

[State 960,PlaySnd]
type = PlaySnd
trigger1 = Time = 24
value = 1100, 1

[State 960,Width]
type = Width
triggerall = AnimElem = 3, > 0
trigger1 = FrontEdgeBodyDist < 30
trigger2 = BackEdgeBodyDist < 30
edge = 30,20

[State 960,ChangeState]
type = ChangeState
trigger1 = Time > 24
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 970

;-------------------
[Statedef 970]
type = A
movetype = A
physics = N
velset = 0, 0
anim = 970

[State 970,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 800, 1

[State 970,TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 0
value = -Floor(140 * IfElse(Var(31) = 0,1,IfElse(Var(31) = -1,1.2,0.8)))

[State 970,Explod]
type = Explod
trigger1 = Time = 0
anim = F62
pos = 0, 0
postype = P2
sprpriority = 2
bindtime = 1
ownpal = 1



[State 970,EnvShake]
type = EnvShake
trigger1 = Time = 0
time = 18

[State 970,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 970,PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 970,TargetBind]
type = TargetBind
trigger1 = Time = 0
pos = -51, 7
time = 10

[State 970,VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 2.2
y = -6.0

[State 970,Gravity]
type = Gravity
trigger1 = AnimElem = 2, > 0

[State 970,ChangeState]
type = ChangeState
trigger1 = AnimElem = 2, > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 980

;-------------------
[Statedef 980]
type = S
movetype = I
physics = S
velset = 0, 0
anim = 870

[State 980,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 47, 0

[State 980,Turn]
type = Turn
trigger1 = AnimTime = 0

[State 980,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------投げられ側
[Statedef 990]
type = A
movetype = H
physics = N
velset = 0, 0
ctrl = 0

[State 990,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 990,ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 980

[State 990,ChangeAnim2]
type = ChangeAnim2
trigger1 = P2StateNo = 970
trigger1 = Anim = 980
value = 990

[State 990,ChangeState]
type = ChangeState
trigger1 = Anim = 990
trigger1 = AnimTime = 0
value = 995

;------------------- 投げられ側（吹き飛び）
[Statedef 995]
type = A
movetype = H
physics = N
anim = 5160
velset = 2.4,-5.0

[State 995,PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 995,VelAdd]
type = VelAdd
trigger1 = Time > 0
y = .40

[State 995,SelfState]
type = SelfState
trigger1 = Time > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100

;=====================================================================
; 特殊動作
;=====================================================================
;
;---------------------------------------------------------------------
; 各種ジャンプ
[Statedef 40]
type = S
movetype = I
physics = S
anim = 40
ctrl = 0

[State 40,0]
type = VarSet
trigger1 = Var(28) = 1
v = 26
value = 1

[State 40,1]
type = VarSet
trigger1 = Time = 0
v = 27
value = 0

[State 40,2]
type = VarSet
trigger1 = Command = "holdfwd"
v = 27
value = 1

[State 40,3]
type = VarSet
trigger1 = Command = "holdback"
v = 27
value = -1

[State 40,4]
type = VelSet
triggerall = AnimTime = 0
trigger1 = Var(26) = 0
trigger1 = Var(27) = -1
x = -4.00
y = -8.20

[State 40,5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = Var(27) = 0
x = 0
y = -8.20

[State 40,6]
type = VelSet
triggerall = AnimTime = 0
trigger1 = Var(26) = 0
trigger1 = Var(27) = 1
x = 3.50
y = -8.20

[State 40,7]
type = VelSet
triggerall = AnimTime = 0
trigger1 = Var(26) = 1
trigger1 = Var(27) = -1
x = -4.40
y = -9.40

[State 40,8]
type = VelSet
triggerall = AnimTime = 0
trigger1 = Var(26) = 1
trigger1 = Var(27) = 1
x = 3.900
y = -9.40

[State 40,9]
type = AfterImage
trigger1 = Var(26) = 1
trigger1 = Var(27) != 0
trigger1 = AnimTime = 0
length = 6
palbright = 10,10,10
palcontrast = 255,255,255
palpostbright = 5,5,5
timegap = 2
framegap = 1
trans = add1
time = 13

[State 40,10]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------
; SGUARDHIT (shaking)
[Statedef 150]
type    = S
movetype= H
physics = N
velset = 0,0

[State 150, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 150

[State 150, 2]
type = ChangeState
trigger1 = HitShakeOver && Anim = 150
value = 151

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

[State 150,ChangeAnim]
type = ChangeAnim
trigger1 = Anim = 150 && Var(3) = 0
trigger1 = Command = "holdfwd" && Command = "xyz"
persistent = 0
value = 4400

[State 150,VarSet]
type = VarSet
trigger1 = Anim = 4400
persistent = 0
v = 3
value = 1

[State 150,Explod]
type = Explod
trigger1 = Anim = 4400
persistent = 0
anim = 2500
pos = 44,-53
postype = P1
sprpriority = 2
bindtime = 1
ownpal = 1
ignorehitpause = 1

[State 150,PosFreeze]
type = PosFreeze
trigger1 = Anim = 4400
trigger1 = AnimElem = 3, < 0

[State 150,Helper]
type = Helper
trigger1 = Anim = 4400 && AnimElem = 1
helpertype = normal
name = "Phyco Shield"
ID = 150
pos = 25, 0
postype = P1
facing = 1
stateno = 4400
keyctrl = 0
ownpal = 1

[State 150,ChangeState]
type = ChangeState
triggerall = Anim = 4400
trigger1 = HitShakeOver && AnimElem = 3, >= 3
value = 0
ctrl = 1

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

[State 152, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 151

[State 152, 3]
type = ChangeState
trigger1 = HitShakeOver && Anim = 151
value = 153

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

[State 152,ChangeAnim]
type = ChangeAnim
trigger1 = Anim = 151 && Var(3) = 0
trigger1 = Command = "holdfwd" && Command = "xyz"
persistent = 0
value = 4410

[State 152,VarSet]
type = VarSet
trigger1 = Anim = 4410
persistent = 0
v = 3
value = 1

[State 152,Explod]
type = Explod
trigger1 = Anim = 4410
persistent = 0
anim = 2500
pos = 29,-38
postype = P1
sprpriority = 2
bindtime = 1
ownpal = 1
ignorehitpause = 1

[State 152,PosFreeze]
type = PosFreeze
trigger1 = Anim = 4410
trigger1 = AnimElem = 3, < 0

[State 152,Helper]
type = Helper
trigger1 = Anim = 4410 && AnimElem = 1
helpertype = normal
name = "Phyco Shield"
ID = 150
pos = 25, 0
postype = P1
facing = 1
stateno = 4400
keyctrl = 0
ownpal = 1

[State 152,ChangeState]
type = ChangeState
triggerall = Anim = 4410
trigger1 = HitShakeOver && AnimElem = 3, >= 3
value = 11
ctrl = 1

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

[State 154, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 152

[State 154, 2]
type = ChangeState
trigger1 = HitShakeOver && Anim = 152
value = 155

[State 154, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

[State 154,ChangeAnim]
type = ChangeAnim
trigger1 = Anim = 152 && Var(3) = 0
trigger1 = Command = "holdfwd" && Command = "xyz"
persistent = 0
value = 4420

[State 154,VarSet]
type = VarSet
trigger1 = Anim = 4420
persistent = 0
v = 3
value = 1

[State 154,Explod]
type = Explod
trigger1 = Anim = 4420
persistent = 0
anim = 2500
pos = 33,-85
postype = P1
sprpriority = 2
bindtime = 1
ownpal = 1
ignorehitpause = 1

[State 154,PosFreeze]
type = PosFreeze
trigger1 = Anim = 4420
trigger1 = AnimElem = 3, < 0

[State 154,Helper]
type = Helper
trigger1 = Anim = 4420 && AnimElem = 1
helpertype = normal
name = "Phyco Shield"
ID = 150
pos = 25, 0
postype = P1
facing = 1
stateno = 4400
keyctrl = 0
ownpal = 1

[State 154,ChangeState]
type = ChangeState
triggerall = Anim = 4420
trigger1 = HitShakeOver && AnimElem = 3, >= 3
value = 155
ctrl = 1

;---------------------------------------------------------------------
; ＺＥＲＯカウンター
;------------------------ Ｚ−ＩＳＭ仕様
[Statedef 4000]
type = S
movetype = A
physics = N
anim = 4000
velset = 0, 0
ctrl = 0

[State 4000,SuperPause]
type = SuperPause
trigger1 = Time = 0
time = 20
anim = S2300
sound = S4000, 0
pos = 0,Floor(-ScreenPos Y)
movetime = 20
darken = 0
poweradd = -1000
unhittable = 1

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1

[State 4000,Explod]
type = Explod
trigger1 = Time = 0
anim = 2310
pos = 0,-55
postype = P1
sprpriority = -1
bindtime = 1
ownpal = 1
supermove = 1

[State 4000,Muteki]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 21

[State 4000,Muteki]
type = NotHitBy
trigger1 = AnimElem = 5, >= 0
value = SCA

[State 4000,PlayerPush]
type = PlayerPush
trigger1 = AnimElem = 5, >= 0
value = 0

[State 4000,VelSet]
type = VelSet
trigger1 = AnimElem = 5
x = 203 / 35

[State 4000,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1100, 1

[State 4000,ChangeState]
type = ChangeState
triggerall = AnimElem = 5, > 0
trigger1 = AnimTime = 0
trigger2 = FrontEdgeDist < 20
value = 4010

;------------------------
[Statedef 4010]
type = S
movetype = I
physics = S
anim = 4010
velset = 0, 0

[State 4010,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------
; サイコシールド
[Statedef 4400]
type = S
movetype = I
physics = N
anim = 4430
velset = 5.0, 0
ctrl = 0

[State 4400,PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1

[State 4400,Muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4400,DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------
; サイコチャージβ
[Statedef 4500]
type = S
movetype = I
physics = S
anim = 4500
velset = 0, 0
ctrl = 0

[State 3000,SuperPause]
type = SuperPause
trigger1 = Time = 3
time = 46
anim = 100
sound = S2000, 1
pos = -10,-63
movetime = 20
darken = 1
poweradd = -1000
unhittable = 1

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1

[State 4500,PlaySnd]
type = PlaySnd
trigger1 = Time = 20
value = 4500, 0

[State 4500,Explod]
type = Explod
trigger1 = Time = 1
anim = 4510
pos = 0, 0
postype = P1
sprpriority = 2
bindtime = -1
ownpal = 1
removeongethit = 1

[State 4500,Explod]
type = Explod
trigger1 = Time = 50
anim = 4520
pos = -10, 0
postype = P1
sprpriority = 2
bindtime = -1
ownpal = 1
removeongethit = 1

[State 4500,LifeAdd]
type = LifeAdd
trigger1 = Time = [52,78]
value = 5

[State 4500,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------
; サイコチャージβ
[Statedef 4500123]
type = S
movetype = I
physics = S
anim = 4500
velset = 0, 0
ctrl = 0

[State 3000,SuperPause]
type = SuperPause
trigger1 = Time = 3
time = 46
anim = 100
sound = S2000, 1
pos = -10,-63
movetime = 20
darken = 1
poweradd = -2000
unhittable = 1

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1

[State 4500,PlaySnd]
type = PlaySnd
trigger1 = Time = 20
value = 4500, 0

[State 4500,Explod]
type = Explod
trigger1 = Time = 1
anim = 4510
pos = 0, 0
postype = P1
sprpriority = 2
bindtime = -1
ownpal = 1
removeongethit = 1

[State 4500,Explod]
type = Explod
trigger1 = Time = 50
anim = 4520
pos = -10, 0
postype = P1
sprpriority = 2
bindtime = -1
ownpal = 1
removeongethit = 1

[State 4500,LifeAdd]
type = LifeAdd
trigger1 = Time = [52,78]
value = 10

[State 4500,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[State 5050, 1]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090
value = 5050

[State 5050, 2]
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]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

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

[State 5050, 5]
type = ChangeState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

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

;---------------------------------------------------------------------
; 地上受け身（ダウン回避）
[Statedef 5201]
type = S
movetype = I
physics = N
anim = 5200
ctrl = 0
velset = 0, 0

[State 5201,VarSet]
type = VarSet
trigger1 = Time = 0
v = 2
value = 0

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

[State 5201,Turn]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < -5

[State 5201,Muteki]
type = NotHitBy
trigger1 = 1
value = SCA, NT, ST, HT

[State 5201,PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 5201,VelSet]
type = VelSet
trigger1 = Time = 8
x = 5.5

[State 5201,VarSet]
type = VarSet
trigger1 = (Time = [23,35]) && Command ="holdfwd"
trigger1 = Var(2) = 0
v = 2
value = 1

[State 5201,Turn]
type = Turn
triggerall = P2BodyDist X < 0
trigger1 = Time = 35 && Var(2) = 0
trigger2 = Time = 47 && Var(2) = 1

[State 5201,VelSet]
type = VelSet
trigger1 = Time = 35 && Var(2) = 0
trigger2 = Time = 47 && Var(2) = 1
x = 0

[State 5201,End]
type = ChangeState
trigger1 = Time = 35 && Var(2) = 0
trigger2 = Time = 47 && Var(2) = 1
value = 11
ctrl = 1

;=====================================================================
; Stuff to do
;=====================================================================

[Statedef -2]



[State -2,After]
type = Null;AfterImage
trigger1 = Command = "a"
time = 99999
length = 31
;timegap = 30
framegap = 30
palcol = 128
palinvertall = 0
palbright = 0, 0, 0
palcontrast = 256,256,256
palpostbright = 0, 0, 0
paladd = 0, 0, 0
palmul = 1, 1, 1
trans = none

;---------------------------------------------------------------------
; サウンド
[State -2,PlaySnd]
type = PlaySnd
triggerall = Time = 1
trigger1 = StateNo = 52
value = 47, 0

[State -2,PlaySnd]
type = Null;PlaySnd
triggerall = Time = 1
trigger1 = StateNo = 50
value = 40, 0

[State -2,PlaySnd]
type = PlaySnd
triggerall = Random < 400
triggerall = Time = 1
triggerall = StateNo = 5000
triggerall = Alive = 1
trigger1 = Anim = 5000
trigger2 = Anim = 5001
trigger3 = Anim = 5002
trigger4 = Anim = 5010
trigger5 = Anim = 5011
trigger6 = Anim = 5012
value = 5000, 0

[State -2,PlaySnd]
type = PlaySnd
triggerall = Random < 333
triggerall = Time = 1
triggerall = StateNo = 5010
triggerall = Alive = 1
trigger1 = Anim = 5020
trigger2 = Anim = 5021
trigger3 = Anim = 5022
value = 5000, 0

[State -2,PlaySnd]
type = PlaySnd
triggerall = Time = 1
trigger1 = Anim = 200 || Anim = 215 || Anim = 300 || Anim = 350
trigger2 = Anim = 500 || Anim = 530 || Anim = 800 || Anim = 900
value = 200, 0

[State -2,PlaySnd]
type = PlaySnd
triggerall = Time = 1
trigger1 = Anim = 220 || Anim = 310 || Anim = 360
trigger2 = Anim = 510 || Anim = 540 || Anim = 21012
value = 200, 1

[State -2,PlaySnd]
type = PlaySnd
triggerall = Time = 1
trigger1 = Anim = 210 || Anim = 225 || Anim = 320 || Anim = 370
trigger2 = Anim = 520 || Anim = 550 || Anim = 21011 ||  Anim = 205 || Anim = 22022 || Anim = 551 || Anim = 520123 || Anim = 22511 || Anim = 22522
value = 200, 2

[State -2,PlaySnd]
type = PlaySnd
triggerall = Time = 1
trigger1 = StateNo = 1010 || StateNo = 1040 || StateNo = 1070
trigger2 = StateNo = 1110 || StateNo = 1160 || StateNo = 1180
trigger3 = StateNo = 1210 || StateNo = 1260 || StateNo = 1280
value = 200, 2

[State -2,PlaySnd]
type = PlaySnd
triggerall = Time = 1
trigger1 = Anim = 5210
value = 1100, 1

;---------------------------------------------------------------------
; ＣＰＵ専用フラグ
;[State -2,12]
;type = VarSet
;trigger1 = Command = "cpu"
;persistent = 0
;v = 30
;value = 1

[State -2,13]
type = VarRandom
trigger1 = Var(30) = 1
trigger1 = Ctrl = 1
persitent = 0
v = 29
range = 0,99

;---------------------------------------------------------------------
; イントロ位置補正
[State -2,ScreenBound]
type = ScreenBound
triggerall = 1
trigger1 = StateNo = 190
trigger2 = StateNo = 191
;trigger3 = StateNo = 4600 || StateNo = 4610
value = 0
movecamera = 1, 0



;---------------------------------------------------------------------
; 無敵・押し合い判定消滅
[State -2,Muteki]
type = NotHitBy
triggerall = 1
triggerall = MoveType != H
trigger1 = StateNo = [810,820]
trigger2 = StateNo = [860,890]
trigger3 = StateNo = 910
trigger4 = StateNo = [960,980]
trigger5 = StateNo = [1340,1350)
trigger6 = StateNo = [1360,1370)
trigger7 = StateNo = [1610,1630]
trigger8 = StateNo = [1660,1680]
trigger9 = StateNo = [1710,1730]
value = SCA

[State -2,PlayerPush]
type = Null;PlayerPush
triggerall = 1
triggerall = MoveType != H
trigger1 = StateNo = [810,820]
trigger2 = StateNo = [860,890]
trigger3 = StateNo = 910
trigger4 = StateNo = [960,980]
trigger5 = StateNo = [1340,1350)
trigger6 = StateNo = [1360,1370)
trigger7 = StateNo = [1610,1630]
trigger8 = StateNo = [1660,1680]
trigger9 = StateNo = [1710,1730]
value = 0

;---------------------------------------------------------------------
; ＩＳＭ判別
[State -2,VarSet]
type = VarSet
;triggerall = StateNo = 191
trigger1 = Time = 0
persistent = 0
v = 31
value = 0

[State -2,AttackMulSet]
type = Null;AttackMulSet
triggerall = Time = 1
trigger1 = StateNo = 191
persistent = 0
value = 1.0 + (Var(31) = -1) * .2 - (Var(31) = 1) * .2

[State -2,DefenceMulSet]
type = DefenceMulSet
trigger1 = Time = 1
;trigger1 = StateNo = 191
persistent = 0
value = 1.0 - (Var(31) = -1) * .1

;---------------------------------------------------------------------
; 各種ヒット判定
[State -2,VarSet]
type = VarSet
triggerall = MoveContact
triggerall = MoveType != H
trigger1 = StateNo = 1000 || StateNo = 1030
trigger2 = StateNo = [1200,1210]
v = 1
value = 1

;---------------------------------------------------------------------
; サイコシールドフラグリセット
[State -2,VarSet]
type = VarSet
triggerall = Var(3) = 1
trigger1 = MoveType != H
v = 3
value = 0

;-----------------------------------------------------------
; サイコチャージβ・パレットエフェクト
[State -2,PalFx]
type = PalFx
triggerall = Time = [16,78]
triggerall = TimeMod = 11, 0
triggerall = MoveType != H
trigger1 = StateNo = 4500
ignorehitpause = 1
time = 1
add = 60,60,200;120,100,220
mul = 150,220,260
;color = 0

[State -2,PalFx]
type = PalFx
triggerall = Time = [16,78]
triggerall = TimeMod = 11, 1 || TimeMod = 11,10
triggerall = MoveType != H
trigger1 = StateNo = 4500
ignorehitpause = 1
time = 1
add = 60,60,200;120,100,220
mul = 140,210,240
;color = 0

[State -2,PalFx]
type = PalFx
triggerall = Time = [16,78]
triggerall = TimeMod = 11, 2 || TimeMod = 11, 9
triggerall = MoveType != H
trigger1 = StateNo = 4500
ignorehitpause = 1
time = 1
add = 60,60,200;120,100,220
mul = 130,200,220
;color = 0

[State -2,PalFx]
type = PalFx
triggerall = Time = [16,78]
triggerall = TimeMod = 11, 3 || TimeMod = 11, 8
triggerall = MoveType != H
trigger1 = StateNo = 4500
ignorehitpause = 1
time = 1
add = 60,60,200;120,100,220
mul = 120,190,200
;color = 0

[State -2,PalFx]
type = PalFx
triggerall = Time = [16,78]
triggerall = TimeMod = 11, 4 || TimeMod = 11, 7
triggerall = MoveType != H
trigger1 = StateNo = 4500
ignorehitpause = 1
time = 1
add = 60,60,200;120,100,220
mul = 110,180,180
;color = 0

[State -2,PalFx]
type = PalFx
triggerall = Time = [16,78]
triggerall = TimeMod = 11, 5
triggerall = MoveType != H
trigger1 = StateNo = 4500
ignorehitpause = 1
time = 1
add = 60,60,200;120,100,220
mul = 100,170,160
;color = 0

;-----------------------------------------------------------
; サイコチャージβ・パレットエフェクト
[State -2,PalFx]
type = PalFx
triggerall = Time = [16,78]
triggerall = TimeMod = 11, 0
triggerall = MoveType != H
trigger1 = StateNo = 4500123
ignorehitpause = 1
time = 1
add = 60,60,200;120,100,220
mul = 150,220,260
;color = 0

[State -2,PalFx]
type = PalFx
triggerall = Time = [16,78]
triggerall = TimeMod = 11, 1 || TimeMod = 11,10
triggerall = MoveType != H
trigger1 = StateNo = 4500123
ignorehitpause = 1
time = 1
add = 60,60,200;120,100,220
mul = 140,210,240
;color = 0

[State -2,PalFx]
type = PalFx
triggerall = Time = [16,78]
triggerall = TimeMod = 11, 2 || TimeMod = 11, 9
triggerall = MoveType != H
trigger1 = StateNo = 4500123
ignorehitpause = 1
time = 1
add = 60,60,200;120,100,220
mul = 130,200,220
;color = 0

[State -2,PalFx]
type = PalFx
triggerall = Time = [16,78]
triggerall = TimeMod = 11, 3 || TimeMod = 11, 8
triggerall = MoveType != H
trigger1 = StateNo = 4500123
ignorehitpause = 1
time = 1
add = 60,60,200;120,100,220
mul = 120,190,200
;color = 0

[State -2,PalFx]
type = PalFx
triggerall = Time = [16,78]
triggerall = TimeMod = 11, 4 || TimeMod = 11, 7
triggerall = MoveType != H
trigger1 = StateNo = 4500123
ignorehitpause = 1
time = 1
add = 60,60,200;120,100,220
mul = 110,180,180
;color = 0

[State -2,PalFx]
type = PalFx
triggerall = Time = [16,78]
triggerall = TimeMod = 11, 5
triggerall = MoveType != H
trigger1 = StateNo = 4500123
ignorehitpause = 1
time = 1
add = 60,60,200;120,100,220
mul = 100,170,160
;color = 0

;---------------------------------------------------------------------
; プレイヤ幅変更
[State -2,Width]
type = Width
triggerall = 1
triggerall = MoveType != H
trigger1 = StateNo = 1010 || StateNo = 1040 || StateNo = 1070
trigger2 = StateNo = 1110 || StateNo = 1160 || StateNo = 1180
player = 45,20

;---------------------------------------------------------------------
; ガードキャンセル判定
[State -2,VarSet]
type = VarSet
triggerall = Time = 0
trigger1 = StateNo = 150
trigger2 = StateNo = 152
v = 24
value = 1

[State -2,VarSet]
type = VarSet
trigger1 = Var(24)  = 1
trigger1 = Time = 15
v = 24
value = 0

;---------------------------------------------------------------------
; 特殊勝利ポーズ用フラグ
[State -2,VarSet]
type = VarSet
triggerall = MoveType != H
triggerall = Win && !WinTime
trigger1 = StateNo = 3920 && MoveContact
trigger2 = (StateNo = [3600,3900)) && MoveContact
v = 4
value = 1

;---------------------------------------------------------------------
; スーパーコンボフィニッシュフラグ
[State -2,VarSet]
type = VarSet
triggerall = MoveType != H
triggerall = Win && !WinTime
triggerall = MoveContact
trigger1 = StateNo = 3920
trigger2 = (StateNo = [3600,3900))
trigger3 = StateNo = 3310 || StateNo = 3410 || StateNo = 3510
trigger4 = (StateNo = [3320,3330]) || (StateNo = [3420,3430]) || (StateNo = [3520,3530])
persistent = 0
v = 25
value = 1

[State -2,VarSet]
type = VarSet
triggerall = MoveType != H
triggerall = Win && !WinTime
triggerall = NumHelper(3000) != 0
trigger1 = (StateNo = [3000,3200]) && Helper(3000), MoveContact
persistent = 0
v = 25
value = 1


;===========================================================

