;サガット　基本設定・通常技用ｃｎｓ
;---------------------------------------
;メモ
;Var(10)  勝ちポーズ分岐
;Var(56)  地上受け身フラグ
;Var(57)  アングリーチャージ
;Var(58)  弱タイガーブロゥ
;Var(59)  フェイクキック
;=======================================
;基本能力値
;========================================
[Data]
life = 1000
attack = 100
defence = 100
fall.defence_up = 50
liedown.time = 51
airjuggle = 15
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 255
IntPersistIndex = 60
FloatPersistIndex = 40

[Size]
xscale = 1
yscale = 1
ground.back = 23
ground.front = 23
air.back = 12
air.front = 12
height = 60
attack.dist = 160
proj.attack.dist = 90
proj.doscale = 0
head.pos = -5, -70
mid.pos = -5, -50
shadowoffset = 0
draw.offset = 0,0

[Velocity]
walk.fwd  = 2.5
walk.back = -2.8
jump.neu = 0,-9.3
jump.back = -2.6
jump.fwd = 2.8

[Movement]
airjump.num = 0
airjump.height = 28
yaccel = .45
stand.friction = .85
crouch.friction = .82

[Quotes]
victory1 = Defeat has brought me anger... Anger which leads to victory!
victory2 = Hatred spares no one!
victory3 = How does it feel to have your body torn by my fist?
victory4 = I promised this scar that I would never be defeated again!
victory5 = Man, beast, or god... My punch smashes all into nothingness!
victory6 = Pathetic... Will you know beg me for your worthless existence?
victory7 = Your flesh is soft. My fists are invincible. Realize your agony.
victory8 = Your weakness will not satisfy my vengeful rage!

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

[State 170, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
;---------------------------------------------------------------------------
;勝ちポーズ分岐
[Statedef 180]
type = S

[State 180, 1]
type = VarRandom
trigger1 = Time = 0
v = 10
range = 2

[State 180, 1]
type = ChangeState
trigger1 = 1
trigger1 = var(10) = 0
value = 181

[State 180, 2]
type = ChangeState
trigger1 = 1
trigger1 = var(10) = 1
value = 182

[State 180, 3]
type = ChangeState
trigger1 = 1
trigger1 = var(10) = 2
value = 183

;---------------------------------------------------------------------------
;勝ちポーズ１
[Statedef 181]
type = S
physics = S
ctrl = 0
anim = 181
velset = 0,0

[State 200, 8]
type = PlaySnd
trigger1 = AnimElem = 15
value = s300,0

;---------------------------------------------------------------------------
;勝ちポーズ２
[Statedef 182]
type = S
physics = S
ctrl = 0
anim = 182
velset = 0,0

[State 182, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = s300,10

;---------------------------------------------------------------------------
;勝ちポーズ３
[Statedef 183]
type = S
physics = S
ctrl = 0
anim = 183
velset = 0,0

[State 182, 2]
type = PlaySnd
trigger1 = AnimElem = 10
value = s300,0

;---------------------------------------------------------------------------
;イントロ
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0

[State 191, 0]
type = ChangeState
triggerall = facing = -1
triggerall = Time = 0
trigger1 = P2Name = "Go Hibdiki"
trigger2 = P2Name = "Marvel Ryu Zero"
trigger3 = P2Name = "Ryu Classic"
trigger4 = P2Name = "Evil Ryu"
trigger5 = P2Name = "Ryu-X"
trigger6 = P2Name = "RyuSFA"
value = 192

[State 191, 0]
type = ChangeState
triggerall = Time = 0
trigger1 = P2Name = "Adon"
;trigger2 = P4Name = "Adon"
value = 193 

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

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

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

[State 191, 10]
type = ChangeState
triggerall = facing = 1
triggerall = TeamMode =  single
trigger1 = p2name = "Juni"
value = 10003

[State 191, 10]
type = ChangeState
triggerall = facing = 1
triggerall = TeamMode =  single
trigger1 = p2name = "M.Bison"
value = 10004

[State 190, 10]
type = ChangeState
triggerall = facing = 1
triggerall = TeamMode =  single
trigger1 = p2name = "Sagat"
value = 10005



[State 200, 8]
type = PlaySnd
trigger1 = AnimElem = 2
value = s300,10

[State 191, 1] 
type = AssertSpecial
trigger1 = Time >= 0
flag = Intro

[State 191, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;ＶＳリュウ
[Statedef 192]
anim = 191

[State 191, 1] 
type = AssertSpecial
trigger1 = Time >= 0
flag = Intro

[State 191, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;ＶＳアドン
[Statedef 193]
anim = 192

[State 191, 1] 
type = AssertSpecial
trigger1 = Time >= 0
flag = Intro

[State 191, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

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

[Statedef 10005]
type = S
ctrl = 0
anim = 190
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 = 190
trigger1 = Time = 81
value = 0

[State 10000, 5]
type = PlaySnd
triggerall = Anim = 190
trigger1 = AnimElem = 2
value = s300,10




[State 10005, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time <= 880
flag = Intro

[State 10005, Exlod] ;Textbox background
type = Explod
trigger1 = Time = 100
anim = F9510646
postype = left
pos = 160,50
ownpal = 1
sprpriority = 5

[State 10005, Exlod2] ;Text
type = Explod
trigger1 = Time = 80
anim = F100001123
postype = left
pos = 160,50
ownpal = 1
ontop = 1

[State 10005, 4] ;Change to stand state
type = ChangeState
trigger1 = Time = 880
value = 0

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

[Statedef 10000]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 10000, 5]
type = ChangeAnim
triggerall = Anim = 190
trigger1 = Time = 81
value = 0

[State 10000, 5]
type = PlaySnd
triggerall = Anim = 190
trigger1 = AnimElem = 2
value = s300,10


[State 10000, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time <= 1320
flag = Intro

[State 10000, Exlod] ;Textbox background
type = Explod
trigger1 = Time = 100
anim = F9610
postype = left
pos = 160,50
ownpal = 1
sprpriority = 5

[State 10000, Exlod2] ;Text
type = Explod
trigger1 = Time = 80
anim = F10008
postype = left
pos = 160,50
ownpal = 1
ontop = 1

[State 10000, 4] ;Change to stand state
type = ChangeState
trigger1 = Time = 1320
value = 0

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

[Statedef 10001]
type = S
ctrl = 0
anim = 190
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 = 190
trigger1 = Time = 81
value = 0

[State 10001, 5]
type = PlaySnd
triggerall = Anim = 190
trigger1 = AnimElem = 2
value = s300,10


[State 10001, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time <= 1320
flag = Intro

[State 10001, Exlod] ;Textbox background
type = Explod
trigger1 = Time = 100
anim = F9610
postype = left
pos = 160,50
ownpal = 1
sprpriority = 5

[State 10001, Exlod2] ;Text
type = Explod
trigger1 = Time = 80
anim = F10097
postype = left
pos = 160,50
ownpal = 1
ontop = 1

[State 10001, 4] ;Change to stand state
type = ChangeState
trigger1 = Time = 1320
value = 0

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

[Statedef 10002]
type = S
ctrl = 0
anim = 191
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 = 191
trigger1 = AnimTime = 0
value = 0

;[State 10002, 5]
;type = PlaySnd
;triggerall = Anim = 190
;trigger1 = AnimElem = 2
;value = s300,10


[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 = F10102
postype = left
pos = 160,50
ownpal = 1
ontop = 1

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

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

[Statedef 10003]
type = S
ctrl = 0
anim = 190
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 = 190
trigger1 = AnimTime = 0
value = 0

[State 200, 8]
type = PlaySnd
trigger1 = Time = 1
value = s300,10

;[State 10003, 5]
;type = PlaySnd
;triggerall = Anim = 190
;trigger1 = AnimElem = 2
;value = s300,10


[State 10003, 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 10003, Exlod2] ;Text
type = Explod
trigger1 = Time = 80
anim = F10103
postype = left
pos = 160,50
ownpal = 1
ontop = 1

[State 10003, 4] ;Change to stand state
type = ChangeState
trigger1 = Time = 1100
value = 0

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

[Statedef 10004]
type = S
ctrl = 0
anim = 190
velset = 0,0

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

[State 10004, 5]
type = ChangeAnim
triggerall = Anim = 190
trigger1 = Time = 81
value = 0

[State 10004, 5]
type = PlaySnd
triggerall = Anim = 190
trigger1 = AnimElem = 2
value = s300,10


[State 10004, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time <= 1320
flag = Intro

[State 10004, Exlod] ;Textbox background
type = Explod
trigger1 = Time = 100
anim = F9610
postype = left
pos = 160,50
ownpal = 1
sprpriority = 5

[State 10004, Exlod2] ;Text
type = Explod
trigger1 = Time = 80
anim = F10104
postype = left
pos = 160,50
ownpal = 1
ontop = 1

[State 10004, 4] ;Change to stand state
type = ChangeState
trigger1 = Time = 1320
value = 0

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

[State 195, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = s200,40

[State 195, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;立ち弱パンチ
[Statedef 200]
type = S
movetype = A
physics = S
ctrl = 0
anim = 200
velset = 0,0
poweradd = 0

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage    = 49
animtype = Light
getpower = 21
givepower = 21
guardflag = M
hitflag = MA
hitsound = s7868,0
guardsound = s500,40
pausetime = 11,11
sparkno = 0
guard.sparkno = 40
sparkxy = -20,-75
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -5
air.velocity = -3,-4
air.hittime = 16

[State 200, 8]
type = PlaySnd
trigger1 = AnimElem = 2
value = s500,50

[State 200, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;立ち中パンチ
[Statedef 210]
type = S
movetype = A
physics = S
velset = 0
ctrl = 0
anim = 210
poweradd = 21

[State 210, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage    = 77
animtype = Medium
getpower = 84
givepower = 21
guardflag = M
hitflag = MA
hitsound = s7868,1
guardsound = s500,40
pausetime = 13,13
sparkno = 1
guard.sparkno = 40
sparkxy = -20,-85
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -6
air.velocity = -3,-4
air.hittime = 16

[State 200, 8]
type = PlaySnd
trigger1 = AnimElem = 3
value = s500,50

[State 210, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;近距離中パンチ
[Statedef 220]
type = S
movetype = A
physics = S
velset = 0
ctrl = 0
anim = 220
poweradd = 7

[State 220, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage    = 84
animtype = Heavy
getpower = 84
givepower = 21
guardflag = M
hitflag = MA
hitsound = s7868,1
guardsound = s500,40
pausetime = 13,13
sparkno = 1
guard.sparkno = 40
sparkxy = -20,-70
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -6
air.velocity = -4,-2
guard.velocity = -6
air.hittime = 16

[State 200, 8]
type = PlaySnd
trigger1 = AnimElem = 3
value = s500,50

[State 220, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------
;強パンチ
[Statedef 230]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 230
poweradd = 21

[State 230, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage    = 119
animtype = Heavy
getpower = 126
givepower = 21
guardflag = M
hitflag = MA
hitsound = s7868,2
guardsound = s500,40
pausetime = 16,16
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-90
ground.type = High
ground.slidetime = 12
ground.hittime  = 21
ground.velocity = -8
air.velocity = -3,-4
air.hittime = 16

[State 200, 8]
type = PlaySnd
trigger1 = AnimElem = 4
value = s200,0

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;近距離強パンチ
[Statedef 240]
type = S
movetype = A
physics = S
ctrl = 0
anim = 240
poweradd = 7
velset = 0,0

[State 240, 8]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage    = 119
animtype = Heavy
getpower = 126
givepower = 21
guardflag = M
hitflag = MA
hitsound = s7868,2
guardsound = s500,40
pausetime = 16,16
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-75
ground.type = High
ground.slidetime = 12
ground.hittime  = 21
ground.velocity = -8
air.velocity = -3,-6
air.hittime = 16

[State 240, 8]
type = HitDef
trigger1 = MoveContact = 0
trigger1 = AnimElem = 4
attr = S, NA
damage    = 112
animtype = Heavy
getpower = 126
givepower = 21
guardflag = M
hitflag = MA
hitsound = s7868,1
guardsound = s500,40
pausetime = 16,16
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-130
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -8
air.velocity = -3,-4
air.hittime = 16

[State 200, 8]
type = PlaySnd
trigger1 = AnimElem = 3
value = s200,10

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

;---------------------------------------------------------------------------
;立ち弱キック
[Statedef 250]
type = S
movetype = A
physics = S
velset = 0
ctrl = 0
anim = 250
poweadd = 0

[State 250, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage    = 21
animtype = Light
getpower = 21
givepower = 21
guardflag = M
hitflag = MA
hitsound = s500,0
guardsound = s500,40
pausetime = 11,11
sparkno = 0
guard.sparkno = 40
sparkxy = -20,-40
ground.type = Low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -5
air.velocity = -3,-4
air.hittime = 16

[State 250, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage    = 14
animtype = Light
getpower = 0
givepower = 21
guardflag = M
hitflag = MA
hitsound = s500,0
guardsound = s500,40
pausetime = 11,11
sparkno = 0
guard.sparkno = 40
sparkxy = -20,-20
ground.type = Low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -5
air.velocity = -3,-4
air.hittime = 16

[State 200, 8]
type = PlaySnd
trigger1 = AnimElem = 3
value = s500,50

[State 250, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------
;立ち中キック
[Statedef 260]
type = S
movetype = A
physics = S
ctrl = 0
anim = 260
poweradd = 21
velset = 0,0

[State 260, 0]
type = VarSet
trigger1 = Time = 0
v = 59
value = 0

[State 260, 1]
type = VarSet
triggerall = Time = [1,8]
trigger1 = Command = "b"
v = 59
value = 1

[State 260, 2]
type = ChangeState
trigger1 = Var(59) = 1
trigger1 = Time = 8
value = 261

[State 260, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage    = 77
animtype = Medium
getpower = 84
givepower = 21
guardflag = M
hitflag = MA
hitsound = s500,10
guardsound = s500,40
pausetime = 13,13
sparkno = 1
guard.sparkno = 40
sparkxy = -20,-68
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -6
air.velocity = -3,-4
air.hittime = 16

[State 200, 8]
type = PlaySnd
trigger1 = AnimElem = 4
value = s500,50

[State 260, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 261]
type = S
movetype = I
physics = S
anim = 261

[State 261, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------
;立ち強キック
[Statedef 270]
type = S
movetype = A
physics = S
ctrl = 0
anim = 270
poweradd = 21
velset = 0,0

[State 270, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage    = 77
animtype = Heavy
getpower = 105
givepower = 21
guardflag = M
hitflag = MA
hitsound = s500,20
guardsound = s500,40
pausetime = 16,16
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-70
ground.type = High
ground.slidetime = 12
ground.hittime  = 21
ground.velocity = -8
air.velocity = -3,-4
air.hittime = 16

[State 270, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage    = 56
animtype = Heavy
getpower = 63
givepower = 21
guardflag = M
hitflag = MA
hitsound = s500,20
guardsound = s500,40
pausetime = 16,16
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-100
ground.type = High
ground.slidetime = 12
ground.hittime  = 21
ground.velocity = -8
air.velocity = -3,-4
air.hittime = 16

[State 270, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = s200,20

[State 270, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;しゃがみ弱パンチ
[Statedef 400]
type = C
movetype = A
physics = C
velset = 0
ctrl = 0
anim = 400
poweradd = 0

[State 400, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 41
animtype = Light
getpower = 21
givepower = 21
guardflag = M
hitflag = MA
hitsound = s7868,0
guardsound = s500,40
pausetime = 11,11
sparkno = 0
guard.sparkno = 40
sparkxy = -20,-50
ground.type = Low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -4
air.velocity = -4,-3
air.hittime = 16

[State 200, 8]
type = PlaySnd
trigger1 = AnimElem = 2
value = s500,50

[State 400, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ中パンチ
[Statedef 410]
type = C
movetype = A
physics = C
velset = 0
ctrl = 0
anim = 410
poweradd = 21

[State 410, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 76
animtype = Medium
getpower = 84
givepower = 21
guardflag = M
hitflag = MA
hitsound = s7868,1
guardsound = s500,40
pausetime = 13,13
sparkno = 1
guard.sparkno = 40
sparkxy = -20,-40
ground.type = Low
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -6
air.velocity = -3,-4
air.hittime = 16

[State 200, 8]
type = PlaySnd
trigger1 = AnimElem = 2
value = s500,50

[State 410, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ強パンチ
[Statedef 420]
type = C
movetype = A
physics = C
velset = 0
ctrl = 0
anim = 420
poweradd = 21

[State 420, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 111
animtype = Heavy
getpower = 126
givepower = 21
guardflag = M
hitflag = MA
hitsound = s7868,2
guardsound = s500,40
pausetime = 16,16
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-40
ground.type = Low
ground.slidetime = 12
ground.hittime  = 21
ground.velocity = -8
air.velocity = -3,-4
air.hittime = 16

[State 200, 8]
type = PlaySnd
trigger1 = AnimElem = 2
value = s500,50

[State 420, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ弱キック
[Statedef 430]
type = C
movetype = A
physics = C
velset = 0
ctrl = 0
anim = 430
poweradd = 0

[State 430, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 34
animtype = Light
getpower = 21
givepower = 21
guardflag = L
hitflag = MA
hitsound = s500,0
guardsound = s500,40
pausetime = 11,11
sparkno = 0
guard.sparkno = 40
sparkxy = -20,-5
ground.type = Low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -4
air.velocity = -3,-4
air.hittime = 16

[State 200, 8]
type = PlaySnd
trigger1 = AnimElem = 2
value = s500,50

[State 430, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ中キック
[Statedef 440]
type = C
movetype = A
physics = C
velset = 0
ctrl = 0
anim = 440
poweradd = 21

[State 440, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage    = 76
animtype = Medium
getpower = 84
givepower = 21
guardflag = L
hitflag = MAF
hitsound = s500,10
guardsound = s500,40
pausetime = 13,13
sparkno = 1
guard.sparkno = 40
sparkxy = -20,-10
ground.type = Low
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -6
air.velocity = -3,-4
air.hittime = 16

[State 200, 8]
type = PlaySnd
trigger1 = AnimElem = 3
value = s500,50

[State 440, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ強キック
[Statedef 450]
type = C
movetype = A
physics = C
velset = 0
ctrl = 0
anim = 450
poweradd = 21

[State 450, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = C, NA
damage    = 111
animtype = Heavy
getpower = 126
givepower = 21
guardflag = L
hitflag = MA
hitsound = s500,20
guardsound = s500,40
pausetime = 16,16
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-10
ground.type = Trip
ground.slidetime = 12
ground.hittime  = 21
ground.velocity = -2,-7.2
air.velocity = -2,-7.2
guard.velocity = -8
fall = 1
air.fall = 1
fall.recover = 0
yaccel = 0.5

[State 200, 8]
type = PlaySnd
trigger1 = AnimElem = 4
value = s500,50

[State 450, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;ジャンプ弱パンチ
[Statedef 600]
type = A
movetype = A
physics = A
ctrl = 0
anim = 600
poweradd = 0

[State 600, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage    = 48
animtype = Light
getpower = 21
givepower = 21
guardflag = HA
hitflag = MAF
hitsound = s7868,0
guardsound = s500,40
pausetime = 11,11
sparkno = 0
guard.sparkno = 40
sparkxy = -20,-95
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -5
air.velocity = -3,-4

[State 200, 8]
type = PlaySnd
trigger1 = AnimElem = 2
value = s500,50

;---------------------------------------------------------------------------
;ジャンプ中パンチ
[Statedef 610]
type = A
movetype = A
physics = A
ctrl = 0
anim = 610
poweradd = 21

[State 610, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage    = 83
animtype = Medium
getpower = 84
givepower = 21
guardflag = HA
hitflag = MAF
hitsound = s7868,1
guardsound = s500,40
pausetime = 13,13
sparkno = 1
guard.sparkno = 40
sparkxy = -20,-100
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -6
air.velocity = -3,-4
air.hittime = 16

[State 200, 8]
type = PlaySnd
trigger1 = AnimElem = 2
value = s500,50

;---------------------------------------------------------------------------
;ジャンプ強パンチ
[Statedef 620]
type = A
movetype = A
physics = A
ctrl = 0
anim = 620
poweradd = 21

[State 620, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage    = 118
animtype = Heavy
getpower = 126
givepower = 21
guardflag = HA
hitflag = MAF
hitsound = s7868,2
guardsound = s500,40
pausetime = 16,16
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-100
ground.type = High
ground.slidetime = 12
ground.hittime  = 21
ground.velocity = -8
air.velocity = -3,-4
air.hittime = 16

[State 200, 8]
type = PlaySnd
trigger1 = AnimElem = 3
value = s500,50

;---------------------------------------------------------------------------
;ジャンプ弱キック
[Statedef 630]
type = A
movetype = A
physics = A
ctrl = 0
anim = 630
poweradd = 0

[State 630, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage    = 41
animtype = Light
getpower = 21
givepower = 21
guardflag = HA
hitflag = MAF
hitsound = s500,0
guardsound = s500,40
pausetime = 11,11
sparkno = 0
guard.sparkno = 40
sparkxy = -20,-40
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -4
air.velocity = -3,-4
air.hittime = 16

[State 200, 8]
type = PlaySnd
trigger1 = AnimElem = 2
value = s500,50

;---------------------------------------------------------------------------
;ジャンプ中キック
[Statedef 640]
type = A
movetype = A
physics = A
ctrl = 0
anim = 640
poweradd = 21

[State 640, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage    = 75
animtype = Medium
getpower = 84
givepower = 21
guardflag = HA
hitflag = MAF
hitsound = s500,10
guardsound = s500,40
pausetime = 13,13
sparkno = 1
guard.sparkno = 40
sparkxy = -20,-50
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -6
air.velocity = -3,-4
air.hittime = 16

[State 200, 8]
type = PlaySnd
trigger1 = AnimElem = 3
value = s500,50

;---------------------------------------------------------------------------
;ジャンプ強キック
[Statedef 650]
type = A
movetype = A
physics = A
ctrl = 0
anim = 650
poweradd = 21

[State 650, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage    = 111
animtype = Heavy
getpower = 126
givepower = 21
guardflag = HA
hitflag = MAF
hitsound = s500,20
guardsound = s500,40
pausetime = 16,16
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-40
ground.type = High
ground.slidetime = 12
ground.hittime  = 21
ground.velocity = -8
air.velocity = -3,-4
air.hittime = 16

[State 200, 8]
type = PlaySnd
trigger1 = AnimElem = 2
value = s500,50

;---------------------------------------------------------------------------
;コモンステート
[Statedef -3]

[State -3, 2];弱タイガーブロゥ・ヒット制限
type = VarSet
trigger1 = Ctrl = 1
trigger2 = MoveType = H
v = 58
value = 0

[State -3, 2];残像の処理
type = AfterImageTime
trigger1 = Ctrl = 1
trigger2 = MoveType = H
value = 0

[State -3, 3]
type = VarSet
trigger1 = Ctrl = 1
v = 56
value = 0

;地上受け身
[Statedef 2500]
type = S
movetype = I
physics = N
anim = 2500
velset = 0,0
ctrl = 0

[State 2500, 0]
type = PosSet
trigger1 = Time = 0
Y = 0

[State 2500, 0]
type = VarSet
trigger1 = Time = 0
v = 56
value = 0

[State 2500, 0]
type = PlayerPush
trigger1 = 1
value = 0
[State 2500, 1]
type = VelSet
trigger1 = Time = 13
X = 6

[State 2500, 1]
type = HitBy
trigger1 = Time >= 0
value = SCA, NA, SA, HA, NP, SP, HP

[State 2500, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA, NT, ST, HT

[State 2500, 9]
type = ChangeState
triggerall = Command !="holdfwd"
trigger1 = Time = 35
trigger2 = Time = 47
value = 12
ctrl = 1

[State 2500, 9]
type = ChangeState
trigger1 = Time = 59
value = 12
ctrl = 1

;ゼロカウンター
[Statedef 2600]
type = S
movetype = A
physics = S
anim = 2600
velset = 0,0
ctrl = 0
poweradd = -500


[State 2600, 0]
type = Pause
trigger1 = Time = 0
time = 19
movetime = 19
;ignorpausetime = 1

[State 2600, 0]
type = Explod
trigger1 = Time = 3
anim = 2630
postype = p1
pos = 80,0
pausemovetime = 9
bindtime = 9
removetime = 9
ownpal = 1
sprpriority = -1
;ignorpausetime = 1


[State 2600, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 35

[State 2600, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = s200,30

[State 2600, 3]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage    = 35,3
animtype = Heavy
getpower = 20
givepower = 15
guardflag = MA
hitflag = MAF
hitsound = s500,20
guardsound = s500,40
pausetime = 10,10
sparkno = 2
guard.sparkno = 40
sparkxy = 0,-60
;ground.type = High
;ground.slidetime = 12
;ground.hittime  = 12
;ground.velocity = -3,-8
;air.velocity = -3,-8
;guard.velocity = -6
p2stateno = 2610
fall = 1
air.fall = 1
fall.recover = 0

[State 2600, 4]
type = Explod
trigger1 = MoveHit = 1
trigger1 = NumExplod(2620) = 0
ID = 2620
anim = 2620
postype = p2
pos = 0,0
removetime = 12
bindtime = 12
pausemovetime = 12
ontop = 1
ownpal = 1

[State 2600, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 2610]
type = A
movetype = H
physics = N
velset = -3,-10

[State 2610, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 2610

[State 2610, 2]
type = VelAdd
trigger1 = Time >= 0
Y = 0.4

[State 2610, 9]
type = SelfState
trigger1 = Time > 0
trigger1 = Pos Y >= 0
value = 5100

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

[State 100, 1]
type = PlaySnd
trigger1 = Animelem = 1
value = s4534,0

[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

;---------------------------------------------------------------------------
; AGUARDHIT2 (knocked away)
[Statedef 155]
type    = A
movetype= H
physics = N
anim = 152

[State 155, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

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

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

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

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

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

[State 155, rolling]
type = VarSet
triggerall = Alive
trigger1 = Command = "rolling"
v = 56
value = 1

[State 155, rolling]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Var(56) = 1
trigger1 = Alive = 1
value = 2500

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

[State 155, 8]
type = ChangeState
trigger1 = sysvar(0)
value = 130

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

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

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

[State 5030, rolling]
type = VarSet
triggerall = Alive
;triggerall = CanRecover
trigger1 = Command = "rolling"
v = 56
value = 1

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

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

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

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

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

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

[State 5035, rolling]
type = VarSet
triggerall = Alive
;triggerall = CanRecover
trigger1 = Command = "rolling"
v = 56
value = 1

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

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

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

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

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

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

[State 5050, rolling]
type = VarSet
triggerall = Alive
;triggerall = CanRecover
trigger1 = Command = "rolling"
v = 56
value = 1

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

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

[State 5050, 6]
type = ChangeState
type = ChangeState
trigger1 = Var(56) = 1
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
trigger1 = Alive = 1
value = 2500
 
[State 5050, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100 ;HIT_BOUNCE
