;===================================================================== 
;  CNS File For "raiden"	                                Made By H"
;=====================================================================

;---------------------------------------------------------------------
; 変数表
;   var(0)  : リバーサルフラグ　その１
;   var(1)  : リバーサルフラグ　その２
;	var(2)  :
;	var(3)  :
;	var(4)  :
;	var(5)  :
;	var(6)  :
;	var(7)  :
;	var(8)  :
;	var(9)  :
;	Var(10) : VSザンギエフイントロ用
;	Var(11) : 強弱判別
;	Var(12) : 掴み技回数カウンタ
;	Var(13) : レバガチャ入力カウンタ
;	Var(14) : レバガチャ入力カウンタ（相手側）
;	Var(15) : 追加入力フラグ
;	Var(16) : ボタン押しフラグ1
;	Var(17) : ボタン押しフラグ2
;	Var(18) : ファイアーブレスヒット確認
;---------------------------------------------------------------------

;---------------------------------------------------------------------
; 基本設定
[Data]
life = 1092           ; 体力ゲージ、上限値（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 = 60     ; ダウン時間
airjuggle = 15        ; 空中コンボ
sparkno = 2           ; 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 = 1           ; ＫＯボイスエコー（0:OFF、1:ON）
volume = -100          ; キャラボイスボリューム値
IntPersistIndex = 30
FloatPersistIndex = 30

[Size]
xscale = 0.5		; 水平サイズ倍率
yscale = 0.5		; 垂直サイズ倍率
ground.back = 21	; キャラ幅（地上、後ろ側）
ground.front = 21	; キャラ幅（地上、前側）
air.back = 16		; キャラ幅（空中、後ろ側）
air.front = 16	; キャラ幅（空中、前側）
z.width = 10		; キャラ幅（ｚ軸）
height = 50		; 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 = 1	;Set to 1 to scale projectiles too
head.pos = 0,-95	; 頭部座標
mid.pos = 0,-65	; 体中心部座標
shadowoffset = 0	; キャラの影・オフセット値

[Velocity]
walk.fwd  = 2.6		; 前進速度
walk.back = -1.8		; 後退速度
run.fwd  = 3.7, 0		; 前ダッシュ速度（y<0の場合、ホップステップ）
run.back = -9,-3		; バックステップ速度（y=0の場合、走り）
jump.neu = 0,-8		; 垂直ジャンプ速度
jump.back = -1.9		; 後方ジャンプ速度
jump.fwd = 	2.5		; 前方ジャンプ速度
runjump.back = -3.7,-9	; 後方ジャンプ速度（ダッシュ中）
runjump.fwd = 3.9,-9		; 前方ジャンプ速度（ダッシュ中）
airjump.neu = 0,0		; 空中垂直ジャンプ速度
airjump.back = 0,0		; 空中後方ジャンプ速度
airjump.fwd = 0,0		; 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 = .47		; 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）

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

;-------------------------------------------------------------------------------
; ダッシュ
[Statedef 100]
type    = S
movetype = I
physics = S
ctrl = 0
VelSet = 0,0

[State 200, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
value = 100

[State 100,0]
type = VelSet
trigger1 = AnimElem = 2,>= 0
x = Const(velocity.run.fwd.x)

[State 100,4]
type = ChangeState
trigger1 = Command != "holdfwd" && Time >= 10
value = 101
ctrl = 1

[State 100,5]
type = ChangeState
trigger1 = Command = "holdupfwd"
value = 40

[State 105,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 3, 2
channel = 5

[State 105,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4,=1
value = 3, 3
channel = 5

[State 105,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7,=1
value = 3, 4
channel = 5

[State 100,6]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

;------------------------ 停止
[Statedef 101]
type = S
movetype = I
physics = S

[State 100,1]
type = PlaySnd
trigger1 = Time = 0
value = 3,5

[State 200, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
value = 101

[State 101,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------
; バックステップ
;------------------------ 開始
[Statedef 105]
type = S
movetype = I
physics = S
anim = 105
ctrl = 0
velset = 0, 0

[State 105,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A
physics = N

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

[State 105,VelAdd]
type = VelAdd
trigger1 = AnimElem = 2, > 0
y = .46

[State 105, VelMul]
type = VelMul
trigger1 = AnimElem = 2, > 0
x = .94

[State 105,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 6

[State 105,VelAdd]
type = VelSet
trigger1 = AnimElem = 2, > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
x = 0

[State 106,PosSet]
type = PosSet
trigger1 = AnimElem = 2, > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
y = 0

[State -2,AfterImageTime]
type = AfterImageTime
trigger1 = PrevStateNo = 4520
trigger1 = AnimElem = 2, > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
time = 0

[State 105,End]
type = ChangeState
trigger1 = AnimElem = 2, > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 106

;------------------------ 停止
[Statedef 106]
type = S
movetype = I
physics = S
anim = 106
velset = 0, 0

[State 106, PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = 3,3

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

;===============================================================================
; 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 170,3]
type = AssertSpecial
trigger1 = Time = [0,360]
flag = RoundNotOver

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

[State 175,2]
type = ChangeState
trigger1 = Time = 0
value = 170

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

[State 180,ChangeState]
type = ChangeState
trigger1 = Time = 0
value = ifelse((Random=[0,333]),181,ifelse((Random=[334,666]),182,183))

;------------------------ 1
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 100,1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,19

[State 181, AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,150]
flag = RoundNotOver

;------------------------ 2
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0

[State 100,1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,20

[State 181, AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,150]
flag = RoundNotOver

;------------------------ 3
[Statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,0

[State 100,1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,21

[State 181, AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,150]
flag = RoundNotOver

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

;---------------------------------------------------------------------------
; イントロ（通常１）
[Statedef 190]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 190,4]
type = ChangeState
trigger1 = Time = 0
trigger1 = (P2Name = "cvszangief" || P4Name = "cvszangief" || P2Name = "cvszangief_normal" || P4Name = "cvszangief_normal") && Enemy,authorname = "Warusaki3"
value = 193

[State 190,4]
type = ChangeState
trigger1 = Time = 0
trigger1 = (P2Name = "Zangief" || P4Name = "Zangief") && Enemy,authorname = "M.M.R."
trigger2 = (P2Name = "cvszangief" || P4Name = "cvszangief")
value = 192

[State 180,ChangeState]
type = ChangeState
trigger1 = Time = 0
trigger1 = Random = [0,499]
value = 191

[State 100,1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 1
channel = 3

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

[State 191,4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;-------------------------------------------------------------------------------
; イントロ（通常２）
[Statedef 191]
type = S
ctrl = 0
anim = 191
velset = 0,0

[State 100,1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 0, 0
channel = 3

[State 192, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro

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

;---------------------------------------------------------------------
; イントロ（対ZERO3ザンギエフ専用）
[Statedef 192]
type = S
physics = N
ctrl = 0
anim = 192
velset = 0, 0
sprpriority = 1

[State 4400,ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0

[State 4400,VarSet]
type = VarSet
trigger1 = time = 0
var(10) = abs(floor(pos x))

[State 4400,PosAdd]
type = PosAdd
trigger1 = time = 0
x = var(10)-50

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

[State 4400,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 1005, Explod]
type = Explod
trigger1 = Time = 0
anim = 193
id = 193
pos =0,0
postype = P1
sprpriority = 3
facing = 1
bindtime = -1
ownpal = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)
[State 100,1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 2
channel = 3
[State 4400, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 24,=1
value = A

[State 4400,VelSet]
type = VelSet
trigger1 = AnimElem = 24,=1
x = -.6
y = -7.5

[State 4400,VelAdd]
type = VelAdd
trigger1 = AnimElem =24,> 1
y = .45

[State 4400,ChangeState]
type = ChangeState
trigger1 = AnimElem =24,> 1
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 194

;------------------------ 着地
[Statedef 194]
type = S
movetype = I
physics = S
anim = 194
velset = 0,0

[State 52, PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = 3,4

[State 194, PosSet]
type = PosSet
trigger1 = Time = 0 && PrevStateNo = 192
x = -(var(10)) * facing
y = 0

[State 194, PosSet]
type = PosSet
trigger1 = Time = 0 && PrevStateNo = 193
y = 0

[State 1000, Spark]
type = Explod
trigger1 = Time = 0
Anim = 8030
pos = 0, 0
postype = p1
ownpal = 1
sprpriority = -3
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 194, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------
; イントロ（対CvS2ザンギエフ専用）
[Statedef 193]
type = S
physics = N
ctrl = 0
anim = 188
velset = 0, 0
sprpriority = 1

[State 4400, screenbound]
type = screenbound
trigger1 = 1
value = 1
movecamera = 0,0

[State 4400,VarSet]
type = VarSet
trigger1 = time = 0
var(10) = ceil(Pos X)

[State 4400,PosAdd]
type = PosSet
trigger1 = time = 0
x = 50*ifelse(teamside=1,-1,1)

[State 4400,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 1005, Explod]
type = Explod
trigger1 = Time = 0
anim = 189
id = 189
pos =0,0
postype = P1
sprpriority = 3
facing = 1
bindtime = -1
ownpal = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)
[State 100,1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 2
channel = 3

[State 4400, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 40
value = A

[State 4400,VelSet]
type = VelSet
trigger1 = AnimElem = 40
x = -abs(Pos X - var(10))*.05
y = -5

[State 4400,VelAdd]
type = VelAdd
trigger1 = AnimElem =40,> 0
y = .55

[State 4400,ChangeState]
type = ChangeState
trigger1 = AnimElem =40,> 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 194

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

[State 100,1]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 8
value = 0, 3
channel = 0

[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
velset = 0,0
anim = 200
ctrl = 0
poweradd = 0

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10
ignorehitpause = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -85
ignorehitpause = 1

[State 200,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = P2BodyDist X > 20
trigger1 = AnimElem = 4
attr = S, NA
animtype = Light
damage    = ceil(ifelse((35*fvar(10))<7,7,(35*fvar(10))))
getpower = floor(72*fvar(5)),floor(36*fvar(5))
givepower = 35, 35
guardflag = M
hitflag = MAF
pausetime = Ceil(9*IfElse(var(47),.5,1)),Ceil(9*IfElse(var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 0
guardsound = S6, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 11+var(34)*2
ground.velocity = -5*IfElse(var(47),.7,1)
air.velocity = -3*IfElse(var(47),.7,1),-7.5
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 200,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = P2BodyDist X <= 20
trigger1 = AnimElem = 4
attr = S, NA
animtype = Light
damage    = ceil(ifelse((35*fvar(10))<7,7,(35*fvar(10))))
getpower = floor(72*fvar(5)),floor(36*fvar(5))
givepower = 35, 35
guardflag = M
hitflag = MAF
pausetime = Ceil(9*IfElse(var(47),.5,1)),Ceil(9*IfElse(var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 0
guardsound = S6, 0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11+var(34)*2
ground.velocity = -5*IfElse(var(47),.7,1)
air.velocity = -3*IfElse(var(47),.7,1),-7.5
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 200,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I

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

;-------------------------------------------------------------------------------
; 遠距離・立ち中パンチ
[Statedef 210]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 210
ctrl = 0
poweradd = floor(18*fvar(5))

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10
ignorehitpause = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -85
ignorehitpause = 1

[State 220,HitDef]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype = Medium
damage    = ceil(ifelse((77*fvar(10))<7,7,(77*fvar(10))))
getpower = floor(IfElse(var(41)>1,72,143)*fvar(5)),floor(36*fvar(5))
givepower = 35, 35
guardflag = M
hitflag = MAF
pausetime = Ceil(11*IfElse(var(47),.5,1)),Ceil(11*IfElse(var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 1
guardsound = S6, 0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 15+var(34)*2
ground.velocity = -7*IfElse(var(47),.7,1)
air.velocity = -5.5*IfElse(var(47),.7,1),-6
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 230, ChangeAnim]
type = ChangeAnim
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) < 0
trigger1 = HitPauseTime = [1,7]
value = anim
elem = 5
ignorehitpause = 1

[State 220,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I

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

;-------------------------------------------------------------------------------
; 近距離・立ち中パンチ
[Statedef 215]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 215
ctrl = 0
poweradd = floor(18*fvar(5))

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10
ignorehitpause = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -65
ignorehitpause = 1

[State 225,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = AnimElem = 5
attr = S, NA
animtype = Medium
damage    = ceil(ifelse((77*fvar(10))<7,7,(77*fvar(10))))
getpower = floor(IfElse(var(41)>1,72,143)*fvar(5)),floor(36*fvar(5))
givepower = 35, 35
guardflag = M
hitflag = MAF
pausetime = Ceil(11*IfElse(var(47),.5,1)),Ceil(11*IfElse(var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 1
guardsound = S6, 0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 15+var(34)*2
ground.velocity = -8*IfElse(var(47),.7,1)
air.velocity = -2*IfElse(var(47),.7,1),-8
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 230, ChangeAnim]
type = ChangeAnim
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
trigger1 = HitPauseTime = [1,7]
value = anim
elem = 6
ignorehitpause = 1

[State 225,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = I

[State 225,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 遠距離・立ち強パンチ
[Statedef 220]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 220
ctrl = 0
poweradd = floor(18*fvar(5))

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = 0
ignorehitpause = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -55
ignorehitpause = 1

[State 220,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = AnimElem = 5
attr = S, NA
animtype = Hard
damage    = ceil(ifelse((112*fvar(10))<7,7,(112*fvar(10))))
getpower = floor(IfElse(var(41)>1,72,214)*fvar(5)),floor(36*fvar(5))
givepower = 35, 35
guardflag = M
hitflag = MAF
pausetime = Ceil(13*IfElse(var(47),.5,1)),Ceil(13*IfElse(var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 2
guardsound = S6, 0
ground.type = Low
ground.slidetime = 17
ground.hittime  = 18+var(34)*3
ground.velocity = -11*IfElse(var(47),.7,1)
air.velocity = -5.5*IfElse(var(47),.7,1),-6
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 230, ChangeAnim]
type = ChangeAnim
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
trigger1 = HitPauseTime = [1,7]
value = anim
elem = 6
ignorehitpause = 1

[State 220,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = I

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

;-------------------------------------------------------------------------------
; 近距離・立ち強パンチ
[Statedef 225]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 225
ctrl = 0
poweradd = floor(18*fvar(5))

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -20
ignorehitpause = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -85
ignorehitpause = 1

[State 225,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = Time = 0
attr = S, NA
animtype = Hard
damage    = ceil(ifelse((112*fvar(10))<7,7,(112*fvar(10))))
getpower = floor(IfElse(var(41)>1,72,214)*fvar(5)),floor(36*fvar(5))
givepower = 35, 35
guardflag = M
hitflag = MAF
pausetime = Ceil(13*IfElse(var(47),.5,1)),Ceil(13*IfElse(var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 2
guardsound = S6, 0
ground.type = Low
ground.slidetime = 17
ground.hittime  = 18+var(34)*3
ground.velocity = -11*IfElse(var(47),.7,1)
air.velocity = -2*IfElse(var(47),.7,1),-8
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 230, ChangeAnim]
type = ChangeAnim
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) < 0
trigger1 = HitPauseTime = [1,7]
value = anim
elem = 5
ignorehitpause = 1

[State 225,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = I

[State 225,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 遠距離・立ち弱キック
[Statedef 230]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 230
ctrl = 0
poweradd = 0

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10
ignorehitpause = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -65
ignorehitpause = 1

[State 230,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = AnimElem = 3
attr = S, NA
animtype = Light
damage    = ceil(ifelse((35*fvar(10))<7,7,(35*fvar(10))))
getpower = floor(72*fvar(5)),floor(36*fvar(5))
givepower = 35, 35
guardflag = M
hitflag = MAF
pausetime = Ceil(9*IfElse(var(47),.5,1)),Ceil(9*IfElse(var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 3
guardsound = S6, 0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11+var(34)*2
ground.velocity = -5*IfElse(var(47),.7,1)
air.velocity = -5.5*IfElse(var(47),.7,1),-6
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 230, ChangeAnim]
type = ChangeAnim
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) < 0
trigger1 = HitPauseTime = [1,7]
value = anim
elem = 4
ignorehitpause = 1

[State 230,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

[State 230,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 近距離・立ち弱キック
[Statedef 235]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 235
ctrl = 0
poweradd = 0

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10
ignorehitpause = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -60
ignorehitpause = 1

[State 230,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = AnimElem = 3
attr = S, NA
animtype = Light
damage    = ceil(ifelse((42*fvar(10))<7,7,(42*fvar(10))))
getpower = floor(72*fvar(5)),floor(36*fvar(5))
givepower = 35, 35
guardflag = M
hitflag = MAF
pausetime = Ceil(9*IfElse(var(47),.5,1)),Ceil(9*IfElse(var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 3
guardsound = S6, 0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11+var(34)*2
ground.velocity = -5*IfElse(var(47),.7,1)
air.velocity = -5.5*IfElse(var(47),.7,1),-6
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 230, ChangeAnim]
type = ChangeAnim
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) < 0
trigger1 = HitPauseTime = [1,7]
value = anim
elem = 4
ignorehitpause = 1

[State 230,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

[State 230,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 遠距離立ち中キック
[Statedef 240]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 240
ctrl = 0
poweradd = floor(18*fvar(5))

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10
ignorehitpause = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -65
ignorehitpause = 1

[State 250,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = AnimElem = 5
attr = S, NA
animtype = Medium
damage    = ceil(ifelse((70*fvar(10))<7,7,(70*fvar(10))))
getpower = floor(IfElse(var(41)>1,72,143)*fvar(5)),floor(36*fvar(5))
givepower = 35, 35
guardflag = M
hitflag = MAF
pausetime = Ceil(11*IfElse(var(47),.5,1)),Ceil(11*IfElse(var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 4
guardsound = S6, 0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 15+var(34)*2
ground.velocity = -8*IfElse(var(47),.7,1)
air.velocity = -5.5*IfElse(var(47),.7,1),-6
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 230, ChangeAnim]
type = ChangeAnim
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
trigger1 = HitPauseTime = [1,7]
value = anim
elem = 6
ignorehitpause = 1

[State 250,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = I

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

;-------------------------------------------------------------------------------
; 近距離・立ち中キック
[Statedef 245]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 245
ctrl = 0
poweradd = floor(18*fvar(5))

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10
ignorehitpause = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -65
ignorehitpause = 1

[State 250,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = Time = 0
attr = S, NA
animtype = Medium
damage    = ceil(ifelse((77*fvar(10))<7,7,(77*fvar(10))))
getpower = floor(IfElse(var(41)>1,72,143)*fvar(5)),floor(36*fvar(5))
givepower = 35, 35
guardflag = M
hitflag = MAF
pausetime = Ceil(11*IfElse(var(47),.5,1)),Ceil(11*IfElse(var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 4
guardsound = S6, 0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 15+var(34)*2
ground.velocity = -8*IfElse(var(47),.7,1)
air.velocity = -3*IfElse(var(47),.7,1),-7.5
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 230, ChangeAnim]
type = ChangeAnim
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) < 0
trigger1 = HitPauseTime = [1,7]
value = anim
elem = 5
ignorehitpause = 1

[State 250,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = I

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

;-------------------------------------------------------------------------------
; 立ち強キック
[Statedef 250]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 250
ctrl = 0
poweradd = floor(18*fvar(5))

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 9,=1
value = 3, 3

[State 240,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4,>=0 && AnimElem = 9,<0
StateType = A

[State 240,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 9,>=0
StateType = S

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10
ignorehitpause = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -65
ignorehitpause = 1

[State 250,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = Time = 0
attr = S, NA
animtype = Hard
damage    = ceil(ifelse((77*fvar(10))<7,7,(77*fvar(10))))
getpower = floor(IfElse(var(41)>1,72,214)*fvar(5)),floor(36*fvar(5))
givepower = 35, 35
guardflag = M
hitflag = MAF
pausetime = Ceil(13*IfElse(var(47),.5,1)),Ceil(13*IfElse(var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 5
guardsound = S6, 0
ground.type = Low
ground.slidetime = 17
ground.hittime  = 18+var(34)*3
ground.velocity = -10*IfElse(var(47),.7,1)
air.velocity = -3*IfElse(var(47),.7,1),-7.5
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 230, ChangeAnim]
type = ChangeAnim
trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(7) < 0
trigger1 = HitPauseTime = [1,7]
value = anim
elem = 7
ignorehitpause = 1

[State 240,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 8
movetype = I

[State 240,End]
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 = 0,0
anim = 400
ctrl = 0
poweradd = 0

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10
ignorehitpause = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -60
ignorehitpause = 1

[State 400,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = AnimElem = 3
attr = C, NA
animtype = Light
damage    = ceil(ifelse((21*fvar(10))<7,7,(21*fvar(10))))
getpower = floor(72*fvar(5)),floor(36*fvar(5))
givepower = 35, 35
guardflag = M
hitflag = MAF
pausetime = Ceil(9*IfElse(var(47),.5,1)),Ceil(9*IfElse(var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 0
guardsound = S6, 0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11+var(34)*2
ground.velocity = -5*IfElse(var(47),.7,1)
air.velocity = -5.5*IfElse(var(47),.7,1),-6
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 230, ChangeAnim]
type = ChangeAnim
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) < 0
trigger1 = HitPauseTime = [1,7]
value = anim
elem = 4
ignorehitpause = 1

[State 400,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

[State 400,End]
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 = 0,0
anim = 410
ctrl = 0
poweradd = floor(18*fvar(5))

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10
ignorehitpause = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -60
ignorehitpause = 1

[State 420,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = Time = 0
attr = C, NA
animtype = Medium
damage    = ceil(ifelse((70*fvar(10))<7,7,(70*fvar(10))))
getpower = floor(IfElse(var(41)>1,72,143)*fvar(5)),floor(36*fvar(5))
givepower = 35, 35
guardflag = M
hitflag = MAF
pausetime = Ceil(11*IfElse(var(47),.5,1)),Ceil(11*IfElse(var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 1
guardsound = S6, 0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 15+var(34)*2
ground.velocity = -8*IfElse(var(47),.7,1)
air.velocity = -2*IfElse(var(47),.7,1),-8
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 230, ChangeAnim]
type = ChangeAnim
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
trigger1 = HitPauseTime = [1,7]
value = anim
elem = 6
ignorehitpause = 1

[State 420,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 7
movetype = I

[State 420,End]
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 = 0,0
anim = 420
ctrl = 0
poweradd = floor(18*fvar(5))

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -20
ignorehitpause = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -25
ignorehitpause = 1

[State 420,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = AnimElem = 5
attr = C, NA
animtype = Hard
damage    = ceil(ifelse((63*fvar(10))<7,7,(63*fvar(10))))
getpower = floor(IfElse(var(41)>1,72,214)*fvar(5)),floor(36*fvar(5))
givepower = 35, 35
guardflag = M
hitflag = MAF
pausetime = Ceil(13*IfElse(var(47),.5,1)),Ceil(13*IfElse(var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 2
guardsound = S6, 0
ground.type = Low
ground.slidetime = 17
ground.hittime  = 18+var(34)*3
ground.velocity = -10*IfElse(var(47),.7,1)
air.velocity = -2*IfElse(var(47),.7,1),-8
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State -2,VarSet]
type = VarSet
trigger1 = AnimElemTime(6) >= 0
var(20) = -10
ignorehitpause = 1

[State -2,VarSet]
type = VarSet
trigger1 = AnimElemTime(6) >= 0
var(21) = -95
ignorehitpause = 1

[State 420,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = AnimElem = 6
attr = C, NA
animtype = Hard
damage    = ceil(ifelse((42*fvar(10))<7,7,(42*fvar(10))))
getpower = floor(IfElse(var(41)>1,72,214)*fvar(5)),floor(36*fvar(5))
givepower = 35, 35
guardflag = M
hitflag = MAF
pausetime = Ceil(13*IfElse(var(47),.5,1)),Ceil(13*IfElse(var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 2
guardsound = S6, 0
ground.type = High
ground.slidetime = 17
ground.hittime  = 18+var(34)*3
ground.velocity = -10*IfElse(var(47),.7,1)
air.velocity = -2*IfElse(var(47),.7,1),-8
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 420,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 7
movetype = I

[State 420,End]
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 = 0,0
anim = 430
ctrl = 0
poweradd = 0

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10
ignorehitpause = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -15
ignorehitpause = 1

[State 430,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = Time = 0
attr = C, NA
animtype = Light
damage    = ceil(ifelse((28*fvar(10))<7,7,(28*fvar(10))))
getpower = floor(72*fvar(5)),floor(36*fvar(5))
givepower = 35, 35
guardflag = L
hitflag = MAF
pausetime = Ceil(9*IfElse(var(47),.5,1)),Ceil(9*IfElse(var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 3
guardsound = S6, 0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11+var(34)*2
ground.velocity = -5*IfElse(var(47),.7,1)
air.velocity = -5.5*IfElse(var(47),.7,1),-6
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 430,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I

[State 430,End]
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 = 0,0
anim = 440
ctrl = 0
poweradd = floor(18*fvar(5))

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10
ignorehitpause = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -15
ignorehitpause = 1

[State 420,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = Time = 0
attr = C, NA
animtype = Medium
damage    = ceil(ifelse((70*fvar(10))<7,7,(70*fvar(10))))
getpower = floor(IfElse(var(41)>1,72,143)*fvar(5)),floor(36*fvar(5))
givepower = 35, 35
guardflag = L
hitflag = MAF
pausetime = Ceil(11*IfElse(var(47),.5,1)),Ceil(11*IfElse(var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 4
guardsound = S6, 0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 15+var(34)*2
ground.velocity = -8*IfElse(var(47),.7,1)
air.velocity = -5.5*IfElse(var(47),.7,1),-6
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 420,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I

[State 420,End]
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 = 0,0
anim = 450
ctrl = 0
poweradd = floor(18*fvar(5))

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10
ignorehitpause = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -15
ignorehitpause = 1

[State 440, HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = Time = 0
attr = C, NA
damage    = ceil(ifelse((91*fvar(10))<7,7,(91*fvar(10))))
getpower = floor(IfElse(var(41)>1,72,214)*fvar(5)),floor(36*fvar(5))
givepower = 35, 35
animtype = Hard
hitflag = MAF
guardflag = L
pausetime = Ceil(13*IfElse(var(47),.5,1)),Ceil(13*IfElse(var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 5
guardsound = S6, 0
ground.type = Trip
ground.slidetime = 17
ground.hittime  = 18+var(34)*3
ground.velocity = -1*IfElse(var(47),.7,1),-6
guard.velocity = -10
air.hittime = 13
air.velocity = -1*IfElse(var(47),.7,1),-6
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
fall.recover = 1
yaccel = .5
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 440,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = I

[State 440,End]
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
anim = 600
poweradd= 0
ctrl = 0

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10
ignorehitpause = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -85
ignorehitpause = 1

[State 600,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = AnimElem = 3
attr = A, NA
animtype = Light
damage    = ceil(ifelse((42*fvar(10))<7,7,(42*fvar(10))))
getpower = floor(72*fvar(5)),floor(36*fvar(5))
givepower = 35, 35
guardflag = HA
hitflag = MAF
pausetime = Ceil(9*IfElse(var(47),.5,1)),Ceil(9*IfElse(var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 0
guardsound = S6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 10+var(34)*2
ground.velocity = -5*IfElse(var(47),.7,1)
air.velocity = -3*IfElse(var(47),.7,1),-7.5
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 600,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

;-------------------------------------------------------------------------------
; ジャンプ中パンチ
[Statedef 610]
type    = A
movetype= A
physics = A
anim = 610
poweradd= floor(18*fvar(5))
ctrl = 0

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10
ignorehitpause = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -85
ignorehitpause = 1

[State 605,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = AnimElem = 3
attr = A, NA
animtype = Medium
damage    = ceil(ifelse((84*fvar(10))<7,7,(84*fvar(10))))
getpower = floor(IfElse(var(41)>1,72,143)*fvar(5)),floor(36*fvar(5))
givepower = 35, 35
guardflag = HA
hitflag = MAF
pausetime = Ceil(9*IfElse(var(47),.5,1)),Ceil(9*IfElse(var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 1
guardsound = S6, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 11+var(34)*2
ground.velocity = -5*IfElse(var(47),.7,1)
air.velocity = -3*IfElse(var(47),.7,1),-7.5
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 605,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

;-------------------------------------------------------------------------------
; ジャンプ強パンチ
[Statedef 620]
type    = A
movetype= A
physics = A
anim = 620
poweradd= floor(18*fvar(5))
ctrl = 0

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10
ignorehitpause = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -70
ignorehitpause = 1

[State 620,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = Time = 0
attr = A, NA
animtype = Hard
damage    = ceil(ifelse((98*fvar(10))<7,7,(98*fvar(10))))
getpower = floor(IfElse(var(41)>1,72,214)*fvar(5)),floor(36*fvar(5))
givepower = 35, 35
guardflag = HA
hitflag = MAF
pausetime = Ceil(9*IfElse(var(47),.5,1)),Ceil(9*IfElse(var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 2
guardsound = S6, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 11+var(34)*3
ground.velocity = -5*IfElse(var(47),.7,1)
air.velocity = -5.5*IfElse(var(47),.7,1),-6
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 620,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 7
movetype = I

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

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10
ignorehitpause = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -40
ignorehitpause = 1

[State 630,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = Time = 0
attr = A, NA
animtype = Light
damage    = ceil(ifelse((42*fvar(10))<7,7,(42*fvar(10))))
getpower = floor(72*fvar(5)),floor(36*fvar(5))
givepower = 35, 35
guardflag = HA
hitflag = MAF
pausetime = Ceil(9*IfElse(var(47),.5,1)),Ceil(9*IfElse(var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 3
guardsound = S6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 10+var(34)*2
ground.velocity = -5*IfElse(var(47),.7,1)
air.velocity = -3*IfElse(var(47),.7,1),-7.5
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 630,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I

;-------------------------------------------------------------------------------
; ジャンプ中キック
[Statedef 640]
type    = A
movetype= A
physics = A
anim = 640
poweradd= floor(18*fvar(5))
ctrl = 0

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10
ignorehitpause = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -60
ignorehitpause = 1

[State 605,HitDef]
type = HitDef	
triggerall = var(25) < 1
trigger1 = AnimElem = 4
attr = A, NA
animtype = Medium
damage    = ceil(ifelse((77*fvar(10))<7,7,(77*fvar(10))))
getpower = floor(IfElse(var(41)>1,72,143)*fvar(5)),floor(36*fvar(5))
givepower = 35, 35
guardflag = HA
hitflag = MAF
pausetime = Ceil(9*IfElse(var(47),.5,1)),Ceil(9*IfElse(var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 4
guardsound = S6, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 11+var(34)*2
ground.velocity = -5*IfElse(var(47),.7,1)
air.velocity = -5.5*IfElse(var(47),.7,1),-6
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 605,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = I

;-------------------------------------------------------------------------------
; ジャンプ強キック
[Statedef 650]
type    = A
movetype= A
physics = A
anim = 650
poweradd= floor(18*fvar(5))
ctrl = 0

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10
ignorehitpause = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -65
ignorehitpause = 1

[State 655,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = Time = 0
attr = A, NA
animtype = Hard
damage    = ceil(ifelse((91*fvar(10))<7,7,(91*fvar(10))))
getpower = floor(IfElse(var(41)>1,72,214)*fvar(5)),floor(36*fvar(5))
givepower = 35, 35
guardflag = HA
hitflag = MAF
pausetime = Ceil(9*IfElse(var(47),.5,1)),Ceil(9*IfElse(var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 5
guardsound = S6, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 11+var(34)*3
ground.velocity = -5*IfElse(var(47),.7,1)
air.velocity = -5.5*IfElse(var(47),.7,1),-6
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 655,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = I

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

;-------------------------------------------------------------------------------
; スタンプキック（3＋B）
[Statedef 700]
type    = C
movetype= A
physics = C
ctrl = 0
anim = 700
velset = 0,0
poweradd = floor(18*fvar(5))

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10
ignorehitpause = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -10
ignorehitpause = 1

[State 420,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = Time = 0
attr = C, NA
animtype = Medium
damage    = ceil(ifelse((98*fvar(10))<7,7,(98*fvar(10))))
getpower = floor(IfElse(var(41)>1,72,143)*fvar(5)),floor(36*fvar(5))
givepower = 35, 35
guardflag = M
hitflag = MAF
pausetime = Ceil(11*IfElse(var(47),.5,1)),Ceil(11*IfElse(var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 4
guardsound = S6, 0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 15+var(34)*2
ground.velocity = -10*IfElse(var(47),.7,1)
air.velocity = -3*IfElse(var(47),.7,1),-7.5
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 230, ChangeAnim]
type = ChangeAnim
trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(7) < 0
trigger1 = HitPauseTime = [1,7]
value = anim
elem = 7
ignorehitpause = 1

[State 420,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 8
movetype = I

[State 700,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; フライングボディプレス（斜めジャンプ中↓＋強パンチ）
[Statedef 710]
type    = A
movetype= A
physics = A
anim = 710
ctrl = 0
poweradd = floor(18*fvar(5))

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10
ignorehitpause = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -55
ignorehitpause = 1

[State 710,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = AnimElem = 2
attr = A, NA
animtype = Hard
damage    = ceil(ifelse((91*fvar(10))<7,7,(91*fvar(10))))
getpower = floor(IfElse(var(41)>1,72,143)*fvar(5)),floor(36*fvar(5))
givepower = 35, 35
guardflag = HA
hitflag = MAF
pausetime = Ceil(9*IfElse(var(47),.5,1)),Ceil(9*IfElse(var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 1
guardsound = S6, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 11+var(34)*2
ground.velocity = -5*IfElse(var(47),.7,1)
air.velocity = -5.5*IfElse(var(47),.7,1),-6
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 420,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 3
movetype = I

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

;-------------------------------------------------------------------------------
; クラッシャーボム（Ｐ通常投げ）
[Statedef 800]
type = S
movetype = A
physics = S
ctrl = 0
anim = 800
velset = 0, 0
poweradd = floor(18*fvar(5))

[State 800,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = 100
[State 800,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = 100

[State 800,HitDef]
type = Hitdef
trigger1 = !var(47)
trigger1 = Time = 0
trigger1 = P2MoveType != H
trigger1 = P2StateNo != [150,155]
attr = S, NT
priority = 3,Miss
getpower = 0
givepower = 35, 35
hitflag = M-
numhits = 1
sparkno = -1
p1facing = ifelse (command = "holdfwd", 1,-1)
p2facing = 1
p1stateno = 810
p2stateno = 820
p2getp1state = 1
hitsound = -1
fall = 1
fall.recover = 0

[State 800,HitDef]
type = Hitdef
trigger1 = var(47)
trigger1 = Time = 0
trigger1 = P2StateNo != [150,155]
attr = S, NT
priority = 3,Miss
getpower = 0
givepower = 35, 35
hitflag = MF
numhits = 1
sparkno = -1
p1facing = ifelse (command = "holdfwd", 1,-1)
p2facing = 1
p1stateno = 810
p2stateno = 820
p2getp1state = 1
hitsound = -1
fall = 1
fall.recover = 0

[State 710,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 3
movetype = I

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,8
channel = 0

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,9
channel = 0

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

;-------------------------------------------------------------------------------
; クラッシャーボム（成功）
[Statedef 810]
type = S
movetype = A
physics = N
anim = 810
velset = 0, 0
poweradd = 0
sprpriority = 3

[State 200,PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = 7,0

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8,=1
value = 0,7

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 10,=1
value = 5,11

[State 810,TargetBind]
type = ChangeState
trigger1 = AnimElem = 3,< 0
triggerall = (Target,Command = "holdfwd" || Target,Command = "holdback") && (Target,Command = "c" || Target,Command = "z")
triggerall = fvar(17) = 1 || (fvar(12) != [100,109]) && (fvar(12) = [0,999])
value = 950

[State 4150,0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 810,Width]
type = Width
triggerall = AnimElem = 1
trigger1 = FrontEdgeDist < 70
trigger2 = BackEdgeDist < 20
edge = 70,20

[State 810,Width]
type = Width
trigger1 = AnimElem = 6 && FrontEdgeDist < 85
edge = 85,0

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

[State 810,TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
pos = 60,0

[State 810,TargetBind]
type = TargetBind
trigger1 = AnimElem = 3
pos = 55,-70

[State 810,TargetBind]
type = TargetBind
trigger1 = AnimElem = 5
pos = 65,-65

[State 810,TargetBind]
type = TargetBind
trigger1 = AnimElem = 6
pos = 70,-90

[State 810,TargetBind]
type = TargetBind
trigger1 = AnimElem = 7
pos = 25,-130

[State 810,TargetBind]
type = TargetBind
trigger1 = AnimElem = 9
pos = 45,-115

[State 810,TargetBind]
type = TargetBind
trigger1 = AnimElem = 10
pos = 75,-15

[State 810,TargetBind]
type = TargetBind
trigger1 = AnimElem = 11
pos = 75,-13

[State 810,TargetBind]
type = TargetBind
trigger1 = AnimElem = 12
pos = 75,-15

[State 810,TargetBind]
type = TargetState
trigger1 = AnimElem = 13
value = 821

[State -2,2]
type = VarSet
trigger1 = AnimElem = 10
var(42) = 1

[State 810,TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 10
value = -Ceil(ifelse((fvar(10)>.1),(144+var(11)*7)*fvar(10),6))

[State 1020,EnvShake]
type = EnvShake
trigger1 = AnimElem = 10
time = 15

[State 1005, Explod]
type = Explod
trigger1 = AnimElem = 10
anim = 8310
id = 8310
pos =75,0
scale = .5,.5
postype = P1
sprpriority = -2
facing = 1
bindtime = 1
ownpal = 1
persistent = 0
ignorehitpause = 1
pausemovetime = -1
Supermovetime = -1

[State 1005, Explod]
type = Explod
trigger1 = AnimElem = 10
anim = 8030
id = 8030
pos = 75,0
scale = .875,.875
postype = P1
sprpriority = -2
facing = 1
bindtime = 1
ownpal = 1
persistent = 0
ignorehitpause = 1
pausemovetime = -1
Supermovetime = -1

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

;-------------------------------------------------------------------------------
; クラッシャーボム（投げられ側）
;------------------------ 1
[Statedef 820]
type = A
movetype = H
physics = N
ctrl = 0

[State 820, screenbound]
type = screenbound
Trigger1 = 1
value = 1
movecamera = 0,0

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

;------------------------ 2
[Statedef 821]
type = A
movetype = H
physics = N
velset = -4.8,-5
ctrl = 0

[State 1509, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1509, veladd]
type = veladd
trigger1 = 1
y = .43

[State 1509, SelfState]
type = SelfState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 5100

;-------------------------------------------------------------------------------
; ネックハンギングツリー（K通常投げ）
;-------------------投げ予備動作
[Statedef 850]
type = S
movetype = A
physics = S
ctrl = 0
anim = 850
velset = 0, 0
poweradd = floor(18*fvar(5))

[State 1300,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = 0
[State 1300,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = 0

[State 800,HitDef]
type = Hitdef
trigger1 = !var(47)
trigger1 = Time = 0
trigger1 = P2MoveType != H
trigger1 = P2StateNo != [150,155]
attr = S, NT
priority = 3,Miss
getpower = 0
givepower = 35,35
hitflag = M-
numhits = 1
sparkno = -1
p1facing = ifelse (command = "holdfwd", 1,-1)
p2facing = 1
p1stateno = 860
p2stateno = 870
p2getp1state = 1
hitsound = -1
fall = 1
fall.recover = 0

[State 800,HitDef]
type = Hitdef
trigger1 = var(47)
trigger1 = Time = 0
trigger1 = P2StateNo != [150,155]
attr = S, NT
priority = 3,Miss
getpower = 0
givepower = 35,35
hitflag = MF
numhits = 1
sparkno = -1
p1facing = ifelse (command = "holdfwd", 1,-1)
p2facing = 1
p1stateno = 860
p2stateno = 870
p2getp1state = 1
hitsound = -1
fall = 1
fall.recover = 0

[State 710,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 3
movetype = I

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,8
channel = 0

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,9
channel = 0

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

;------------------------ 1
[Statedef 860]
type = S
movetype = A
physics = S
anim = 860
velset = 0, 0
ctrl = 0

[State 200,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 7,0

[State 860,VarSet]
type = VarSet
trigger1 = Time = 0
var(12) = 0

[State 860,VarSet]
type = VarSet
trigger1 = Time = 0
var(13) = 0

[State 860,VarSet]
type = VarSet
trigger1 = Time = 0
var(14) = 100

[State 860,PosFreeze]
type = PosFreeze
trigger1 = 1

[State 860,Width]
type = Width
triggerall = Time = 0
trigger1 = FrontEdgeDist < 85
trigger2 = BackEdgeDist < 20
edge = 85,20

[State 860,TargetBind]
type = TargetBind
trigger1 = 1
pos = 75,0

[State 810,TargetBind]
type = ChangeState
trigger1 = AnimElem = 1,< 3
triggerall = (Target,Command = "holdfwd" || Target,Command = "holdback") && (Target,Command = "c" || Target,Command = "z")
triggerall = fvar(17) = 1 || (fvar(12) != [100,109]) && (fvar(12) = [0,999])
value = 950

[State 810,TargetBind]
type = TargetState
trigger1 = AnimTime = 0
value = 871

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimTime = 0
value = 0,10
channel = 0

[State 860,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 861

;------------------------ 2
[Statedef 861]
type = S
movetype = A
physics = S
velset = 0, 0
hitcountpersist = 1

[State 810,TargetBind]
type = TargetState
trigger1 = Time = 0
value = 871

[State 860,VarAdd]
type = VarAdd
trigger1 = Time = 0
var(12) = 1

[State 870,ChangeAnim2]
type = ChangeAnim
trigger1 = Time = 0
value = 861+Var(13)

[State 860,VarSet]
type = VarSet
trigger1 = Time = 0
var(13) = 0

[State 861,VarAdd]
type = VarAdd
trigger1 = Var(13)<2
trigger1 = Command = "random"
var(13) = 1

[State 861,VarAdd]
type = VarAdd
triggerall = var(14) > 0
trigger1 = Target,Command = "random"
var(14) = -3

[State 861,VarAdd]
type = VarAdd
trigger1 = var(14) > 0
var(14) = -1

[State 861,TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
pos = 45+IfElse(Time % 2 = 0,1,-1)*(Target,Command = "random"),-120

[State 861,TargetBind]
type = TargetBind
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
pos = 55+IfElse(Time % 2 = 0,1,-1)*(Target,Command = "random"),-130

[State 861,TargetBind]
type = TargetBind
trigger1 = AnimElem = 3
pos = 60+IfElse(Time % 2 = 0,1,-1)*(Target,Command = "random"),-135

[State 861,HitAdd]
type = HitAdd
trigger1 = AnimElem = 3
value = 1

[State -2,2]
type = VarSet
trigger1 = AnimElem = 3
var(42) = 1

[State 810,TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 3
value = -Ceil(ifelse((fvar(10)>.1),ifelse(var(12)<2,70,14)*fvar(10),2))
kill = 0

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 7,1

[State 1005, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 8200+(random%8)
pos =60,-115
postype = P1
sprpriority = 5
facing = -1
bindtime = 1
ownpal = 1
persistent = 0
ignorehitpause = 1
pausemovetime = -1
Supermovetime = -1

[State 861,ChangeState]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = Target,life > 20
trigger1 = Var(14) > 0
value = 861

[State 861,ChangeState]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = Target,life <= 20
trigger2 = Var(14) <= 0
value = 865

;------------------------ 3
[Statedef 865]
type = S
movetype = I
physics = S
anim = 865
velset = 0, 0

[State 861,TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
pos = 45,-120

[State 861,TargetBind]
type = TargetBind
trigger1 = AnimElem = 2
pos = 55,-130

[State 861,TargetBind]
type = TargetBind
trigger1 = AnimElem = 3
pos = 60,ifelse((Target,const(Size.head.pos.y)<-130),-130,(-130-Target,const(Size.head.pos.y)))

[State -2,2]
type = VarSet
trigger1 = AnimElem = 3
var(42) = 1

[State 861,TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 3
value = -21

[State 861,HitAdd]
type = HitAdd
trigger1 = AnimElem = 3
value = 1

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3,=0
value = 7,1

[State 1005, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 8200+(random%8)
pos =60,-115
postype = P1
sprpriority = 5
facing = -1
bindtime = 1
ownpal = 1
persistent = 0
ignorehitpause = 1
pausemovetime = -1
Supermovetime = -1

[State 810,TargetBind]
type = TargetState
trigger1 = AnimElem = 3
value = 872

[State 862,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; ネックハンギングツリー（投げられ側）
;------------------------ 1
[Statedef 870]
type = A
movetype = H
physics = N
velset = 0, 0
ctrl = 0

[State 820, screenbound]
type = screenbound
Trigger1 = 1
value = 1
movecamera = 0,0

[State 870,ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 870

;------------------------ 2
[Statedef 871]
type = A
movetype = H
physics = N
velset = 0, 0
ctrl = 0

[State 870,ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 871

[State 820, screenbound]
type = screenbound
Trigger1 = 1
value = 1
movecamera = 0,0

[State 870,PalFx]
type = PalFx
triggerall = TimeMod = 4, 0
trigger1 = Command = "random"
time = 1
add = 200,200,200
mul = 180,180,180
;color = 0

;------------------------ 3
[Statedef 872]
type = A
movetype = H
physics = N
velset = -3.9,-5.5

[State 870,ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 872

[State 880,VelAdd]
type = VelAdd
trigger1 = Time > 0
y = .40

[State 880,Muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 880,SelfState]
type = SelfState
trigger1 = Time > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100

;=====================================================================
; 特殊動作
;=====================================================================
;
;---------------------------------------------------------------------
; ステップ
;------------------------ 開始
[Statedef 110]
type = S
movetype = I
physics = S
anim = 110
ctrl = 0
velset = 0, 0

[State 105,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A
physics = N

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

[State 105,VelAdd]
type = VelAdd
trigger1 = AnimElem = 2, > 0
y = .45

[State 105, VelMul]
type = VelMul
trigger1 = AnimElem = 2, > 0
x = .95

[State 105,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 2

[State 105,VelAdd]
type = VelSet
trigger1 = AnimElem = 2, > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
x = 0

[State 106,PosSet]
type = PosSet
trigger1 = AnimElem = 2, > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
y = 0

[State 105,End]
type = ChangeState
trigger1 = AnimElem = 2, > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 111

;------------------------ 停止
[Statedef 111]
type = S
movetype = I
physics = S
anim = 111
velset = 0, 0

[State 106, PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = 3,3

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

;---------------------------------------------------------------------
; 回りこみ
[Statedef 4000]
type = S
movetype = I
physics = N
ctrl = 0
anim = 4000
velset = 0, 0

[State 4000,Width]
type = Width
trigger1 = 1
edge = 5,0

[State 200,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 0,ifelse(Random <= 500,5,6)
channel = 0

[State -2,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 0

[State 4000,HitBy]
type = HitBy
trigger1 = Time = 0
value = SC, NT, ST, HT
Time = 18

[State 4050,2]
type = PlayerPush
trigger1 = AnimElem = 7, < 0
value = 0

[State 4050,3]
type = VelSet
trigger1 = AnimElem = 2
x = 6

[State 4050,4]
type = VelSet
trigger1 = AnimElem = 7
x = 0

[State 3100, AfterImage]
type = AfterImage
trigger1 = AnimElem = 2,=1
trigger1 = !var(47)
time = 999999999
length = 9
TimeGap  = 2
FrameGap = 3
palbright = 0,0,0
palcontrast = ifelse(var(47),40,100),ifelse(var(47),160,100),ifelse(var(47),180,100)
palpostbright = 0,0,0
paladd = ifelse(var(47),-90,-30),ifelse(var(47),10,-30),ifelse(var(47),30,-30)
palmul = ifelse(var(47),.25,.75),ifelse(var(47),.45,.75),ifelse(var(47),.55,.75)
trans = add1

[State 4050,7]
type = Turn
trigger1 = AnimTime = 0 && P2BodyDist X < -5

[State 1000, 0]
type = AfterImageTime
trigger1 = AnimElem = 5
trigger1 = !var(47)
time = 0

[State 4050,8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[State 4050,1]
type = HitBy
trigger1 = 1
value = SC, NT, ST, HT

[State -2,PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = 0, 22
channel = 0

[State -2,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2,=1
value = 4, 2

[State 4050,2]
type = PlayerPush
trigger1 = AnimElem = 2,>=0 && AnimElem = 4,<0
value = 0

[State 3100, AfterImage]
type = AfterImage
trigger1 = AnimElem = 2,=1
trigger1 = !Var(47)
time = 999999999
length = 9
TimeGap  = 2
FrameGap = 3
palbright = 0,0,0
palcontrast = ifelse(Var(47),40,100),ifelse(Var(47),160,100),ifelse(Var(47),180,100)
palpostbright = 0,0,0
paladd = ifelse(Var(47),-90,-30),ifelse(Var(47),10,-30),ifelse(Var(47),30,-30)
palmul = ifelse(Var(47),.25,.75),ifelse(Var(47),.45,.75),ifelse(Var(47),.55,.75)
trans = add1

[State 1000, 0]
type = AfterImageTime
trigger1 = AnimElem = 4
time = 0

[State 4000,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; カウンター攻撃（パンチ）
[Statedef 4020]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 210
ctrl = 0
poweradd = 0

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10
ignorehitpause = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -60
ignorehitpause = 1

[State 1000, 0]
type = AfterImageTime
trigger1 = Time = 0
time = 0
ignorehitpause = 1

[State 1321, HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = Time = 0
attr = S, SA
damage    = ceil(ifelse((56*fvar(10))<7,7,(56*fvar(10))))
animtype = UP
getpower = 0
givepower = 35, 35
guardflag = M
hitflag = MAF
hitsound = S5,2
guardsound = S6,0
pausetime = 15,15
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -2.5,-8
air.velocity = -2.5,-8
guard.velocity = -8
yaccel = .5
fall = 1
fall.recover = !Var(47)
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 220,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = I

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

;-------------------------------------------------------------------------------
; カウンター攻撃（キック）
[Statedef 4025]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 245
ctrl = 0
poweradd = 0

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10
ignorehitpause = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -75
ignorehitpause = 1

[State 1000, 0]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 250,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = Time = 0
attr = S, NA
animtype = Medium
damage    = ceil(ifelse((49*fvar(10))<7,7,(49*fvar(10))))
getpower = 0
givepower = 35, 35
guardflag = M
hitflag = MA
pausetime = 11,11
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 5
guardsound = S6, 0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 14+var(34)*2
ground.velocity = -7
air.velocity = -4,-5.5
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 250,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = I

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

;---------------------------------------------------------------------
; ガードキャンセル攻撃
[Statedef 4505]
type    = S
movetype= A
physics = S
anim = 4500
velset = 0,0
ctrl = 0

[State 1200, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value2 = SCA
Time = 3

[State -3,PlaySnd1]
type = PlaySnd
triggerall = Random < 400
trigger1 = AnimElem = 2
value = 0,ifelse(Random < 200,5,6)
channel = 0

[State -3,PlaySnd1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4,2

[State 1100,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10
ignorehitpause = 1

[State 1100,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -60
ignorehitpause = 1

[State 1321, HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = Time = 0
attr = S, SA
damage = 56
animtype = UP
getpower = 0
givepower = 35, 35
guardflag = M
hitflag = MAF
hitsound = S5,2
guardsound = S6,0
pausetime = 15,15
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = var(20),var(21)
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -2.5,-8
air.velocity = -2.5,-8
guard.velocity = -8
yaccel = .5
fall = 1
fall.recover = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
kill = 0

[State 220,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = I

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

;---------------------------------------------------------------------------
; ブロッキング
;------------------------ 立ち
[Statedef 4300]
type    = S
movetype= I
physics = S
anim = 4300
velset = 0,0
ctrl = 0

[State 10000, End]
type = VarSet
trigger1 = Time = 0
var(35) = 0

[State 10000, End]
type = VarSet
trigger1 = Time = 0
var(39) = 1

[State 10000, End]
type = VarSet
trigger1 = Time = 0
var(44) = 1

[State 1000, 0]
type = PowerAdd
trigger1 = time = 0
value = 26

[State 10000, End]
type = NotHitBy
trigger1 = 1
value = SCA

[State -2,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 4
channel = 0

[State -2,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 20, 9

[State -2, Explod(P2)]
type = Explod
trigger1 = Time = 0
anim = 8065
pos = 40,-75
postype = P1
sprpriority = 3
scale = .5,.5
bindtime = 1
ownpal = 1
ignorehitpause = 1
pausemovetime = -1
Supermovetime = -1

[State -2, 1]
type = PalFX
trigger1 = AnimElemNo(0) = 2
time = 1
add = 255,255,255
mul = 130,130,200

[State 151, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------ しゃがみ
[Statedef 4301]
type    = C
movetype= I
physics = C
anim = 4301
velset = 0,0
ctrl = 0

[State 10000, End]
type = VarSet
trigger1 = Time = 0
var(35) = 0

[State 10000, End]
type = VarSet
trigger1 = Time = 0
var(39) = 1

[State 10000, End]
type = VarSet
trigger1 = Time = 0
var(44) = 1

[State 1000, 0]
type = PowerAdd
trigger1 = time = 0
value = 26

[State 10000, End]
type = NotHitBy
trigger1 = 1
value = SCA

[State -2,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 4
channel = 0

[State -2,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 20, 9

[State -2, Explod(P2)]
type = Explod
trigger1 = Time = 0
anim = 8065
pos = 40,-45
postype = P1
sprpriority = 3
scale = .5,.5
bindtime = 1
ownpal = 1
ignorehitpause = 1
pausemovetime = -1
Supermovetime = -1

[State -2, 1]
type = PalFX
trigger1 = AnimElemNo(0) = 2
time = 1
add = 255,255,255
mul = 130,130,200

[State 151, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;------------------------ 空中
[Statedef 4302]
type    = A
movetype= I
physics = N
anim = 4302
velset = 0,0
ctrl = 0

[State 10000, End]
type = VarSet
trigger1 = Time = 0
var(35) = 0

[State 10000, End]
type = VarSet
trigger1 = Time = 0
var(39) = 1

[State 10000, End]
type = VarSet
trigger1 = Time = 0
var(44) = 1

[State 1000, 0]
type = PowerAdd
trigger1 = time = 0
value = 26

[State 10000, End]
type = NotHitBy
trigger1 = AnimElem = 4,<0
value = SCA

[State -2,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 4
channel = 0

[State -2,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 20, 9

[State -2, Explod(P2)]
type = Explod
trigger1 = Time = 0
anim = 8065
pos = 40,-95
postype = P1
sprpriority = 3
scale = .5,.5
bindtime = 1
ownpal = 1
ignorehitpause = 1
pausemovetime = -1
Supermovetime = -1

[State -2, 1]
type = PalFX
trigger1 = AnimElemNo(0) = 2
time = 1
add = 255,255,255
mul = 130,130,200

[State 100,0]
type = VelSet
trigger1 = AnimElem = 4
y = -5
persistent = 0

[State 151, 3]
type = CtrlSet
trigger1 = AnimElem = 4,>=0
value = 1

[State 1201,VelAdd]
type = VelAdd
trigger1 = AnimElem = 4,>=0
y = .35

[State 1201,End]
type = ChangeState
trigger1 = AnimElem = 4,>=0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 52

;=====================================================================
; Stuff to do
;=====================================================================
[Statedef -3]
;----------------------------------------------
; 画面端の処理
[state -3]
type = varset
trigger1 = numtarget
trigger1 = movecontact = 1
fvar(15) = target,GetHitVar(slidetime)
ignorehitpause = 1

[state -3]
type = varadd
trigger1 = numtarget
trigger1 = fvar(15)/1000 < target,GetHitVar(slidetime)
fvar(15) = 1000
ignorehitpause = 1

[state -3]
type = varset
trigger1 = numtarget
trigger1 = movecontact = 1
var(27) = target,GetHitVar(slidetime)
ignorehitpause = 1

[state -3]
type = varadd
trigger1 = var(27) > 0
var(27) = -1
ignorehitpause = 1

[state -3]
type = PosAdd
triggerall = NumHelper(8000)=0
triggerall = NumHelper(8001)=0
triggerall = NumHelper(8002)=0
triggerall = Pos Y = 0
triggerall = ProjContact=0
triggerall = movetype!=H
triggerall = numtarget
triggerall = target,statetype!=A
triggerall = (target,stateno=[5000,5099])||(target,stateno=[150,169])
triggerall = target,backedgebodydist < 5 || target,Frontedgebodydist < 5
triggerall = var(27) > 0
trigger1 = (StateNo!= [1200,1599]) && (StateNo!= [1000,1099]) && StateNo!= 4505
trigger2 = MoveGuarded && (StateNo = 1200 || StateNo = 1400 || StateNo = 1501)
x = -1*Abs((target,GetHitVar(xvel))*(ifelse((target,statetype=C),(target,const(movement.crouch.friction)),(target,const(movement.stand.friction)))**(-1+fvar(15)/1000)))

[state -3]
type = Width
trigger1 = StateNo= [1000,1999]
trigger2 = StateNo= [3000,3999]
trigger3 = Var(47)
edge = 5,0

;----------------------------
; ファイアーブレス関連
[State -2,VarSet]
type = VarAdd
trigger1 = ProjContactTime(3051)=1
trigger2 = ProjContactTime(3052)=1
trigger3 = ProjContactTime(3053)=1
var(18) = 1

[State -2,VarSet]
type = VarSet
trigger1 = ProjHitTime(3051)=[1,9]
trigger2 = ProjHitTime(3052)=[1,9]
var(25) = 0

;-----------------------------------------------------------------
; サウンド関連
;----------------------------
;ラウンド開始時音楽消去
[State -3, AssertSpecial]
type = AssertSpecial
triggerall = roundno = 1
trigger1 = roundstate < 2
flag = NoMusic
;---------------------------------------------------------------------
; 掛け声
[State -3,PlaySnd1]
type = PlaySnd
triggerall = Random < 400 && Time = 1
trigger1 = (StateNo = 200 || StateNo = 230)
trigger2 = (StateNo = 400 || StateNo = 430 || StateNo = 600 || StateNo = 630)
value = 0,ifelse(Random < 200,4,5)
channel = 0

[State -3,PlaySnd1]
type = PlaySnd
triggerall = Random < 400 && Time = 1
trigger1 = StateNo = 210 || StateNo = 215 || StateNo = 240 || StateNo = 4025 || StateNo = 245
trigger2 = StateNo = 220 || StateNo = 4020 || StateNo = 225 || StateNo = 255
trigger3 = StateNo = 250 || StateNo = 410 || StateNo = 420 || StateNo = 440
trigger4 = StateNo = 610 || StateNo = 620 && AnimElem = 4 || StateNo = 640
trigger5 = StateNo = 700 || StateNo = 711
value = 0,ifelse(Random < 200,5,6)
channel = 0

[State -3,PlaySnd1]
type = PlaySnd
triggerall = Random < 400 && Time = 1
trigger1 = StateNo = 250 || StateNo = 450 || StateNo = 650 || StateNo = 700 || StateNo = 710 || StateNo = 712
value = 0,ifelse(Random < 200,5,6)
channel = 0

[State -3,PlaySnd]
type = Stopsnd
trigger1 = RoundState = 2
channel = 3

;---------------------------------------------------------------------
; やられ声
[State -2,PlaySnd]
type = PlaySnd
triggerall = Time = 1 && Alive && Random <= 400
triggerall = StateNo = 5000 || StateNo = 5010
trigger1 = Anim = 5000 || Anim = 5010 || Anim = 5020
value = 5000,ifelse(Random <= 200,0,10)
channel = 0

[State -2,PlaySnd]
type = PlaySnd
triggerall = Time = 1 && Alive && Random <= 400
triggerall = StateNo = 5000 || StateNo = 5010
trigger1 = Anim = 5001 || Anim = 5011 || Anim = 5021
trigger2 = Anim = 5002 || Anim = 5012 || Anim = 5022
value = 5000,ifelse(Random <= 200,10,20)
channel = 0

[State -2,PlaySnd]
type = PlaySND
triggerall = Alive && Random <= 400
trigger1 = StateNo = 5000 && Time = 1
trigger1 = GetHitVar(fall)
trigger2 = StateNo = 5020 && Time = 1
trigger3 = StateNo = 5071 && Time = 1
value = 5000,20
channel = 0

;---------------------------------------------------------------------
; 特殊動作用音声
;----------------------------オリコン発動
[State 200,PlaySnd]
type = PlaySnd
trigger1 = StateNo = 4200 && Time = 1
trigger2 = StateNo = 4210 && Time = 1
value = 0,18
channel = 0
;----------------------------パワーMAX発動
[State 4150,PlaySnd]
type = PlaySnd
trigger1 = StateNo = 4150 && Time = 6
value = 0,7
channel = 0
;----------------------------パワー溜め動作
[State 4100,PlaySnd]
type = PlaySnd
trigger1 = StateNo = 4100 && Time = 1
value = 0,10
channel = 0
;----------------------------ジャストディフェンス
[State 200,PlaySnd]
type = PlaySnd
trigger1 = StateNo = 4400 && Time = 1
trigger2 = StateNo = 4402 && Time = 1
trigger3 = StateNo = 4404 && Time = 1
value = 0,4
channel = 0
;----------------------------ダウン回避
[State 200,PlaySnd]
type = PlaySnd
trigger1 = (StateNo = 5210 || StateNo = 5201) && Time = 1
value = 0,6
channel = 0
;----------------------------投げ抜け（られ）
[State 200,PlaySnd]
type = PlaySnd
trigger1 = StateNo = 950 && Time = 1
value = 0,11
channel = 0

;-------------------------------------------------------------------------------
; 共通効果音
;------------------------ 弱パンチ素振り
[State -3,PlaySnd1]
type = PlaySnd
triggerall = Time = 1
trigger1 = StateNo = 200 || StateNo = 400 || StateNo = 600
value = 4,0
;------------------------ 中パンチ素振り
[State -3,PlaySnd1]
type = PlaySnd
triggerall = Time = 1
trigger1 = StateNo = 210 || StateNo = 215 || StateNo = 410 || StateNo = 610 || StateNo = 710 || StateNo = 4020
value = 4,1
;------------------------ 強パンチ素振り
[State -3,PlaySnd1]
type = PlaySnd
triggerall = Time = 1
trigger1 = StateNo = 220 || StateNo = 225 || StateNo = 420 || StateNo = 620
value = 4,2

;------------------------ 弱キック素振り
[State -3,PlaySnd1]
type = PlaySnd
triggerall = Time = 1
trigger1 = StateNo = 230 || StateNo = 235 || StateNo = 430 || StateNo = 630
value = 4,3
;------------------------ 中キック素振り
[State -3,PlaySnd1]
type = PlaySnd
triggerall = Time = 1
trigger1 = StateNo = 240 || StateNo = 245 || StateNo = 440 || StateNo = 640 || StateNo = 700 || StateNo = 4025
value = 4,4
;------------------------ 強キック素振り
[State -3,PlaySnd1]
type = PlaySnd
triggerall = Time = 1
trigger1 = StateNo = 250 || StateNo = 255 || StateNo = 450 || StateNo = 650
value = 4,5

;-----------------------------------------------------------------
; エフェクト関連
;----------------------------
; 特殊エフェクト処理
[State -2,AfterImageTime]
type = AfterImageTime
trigger1 = MoveType = H && StateNo !=5110 && StateNo !=5120
time = 0

; 特殊エフェクト処理
[state 3000,VarSet]
type = VarSet
trigger1 = MoveType = H && StateNo !=5110 && StateNo !=5120
trigger2 = StateNo != [3000,3999]
var(36) = 0

;---------------------------------------------------------------------
; 共通エフェクト
;------------------------ 着地
[State -2, Common Effect]
type = Explod
trigger1 = stateno = 52 && Time = 1
trigger2 = stateno = 106 && Time = 1
trigger3 = stateno = 111 && Time = 1
anim = 8030
scale = .5,.5
sprpriority = -1
ownpal = 1
pausemovetime = -1
Supermovetime = -1

;------------------------ ダッシュ
[State -2, Common Effect]
type = Explod
trigger1 = stateno = 100 && Time = 1
trigger2 = stateno = 110 && Time = 1
trigger3 = (stateno = 1400 || stateno = 1410 || stateno = 1420) && AnimElem = 7,=1
trigger4 = stateno = 3105 && AnimElem = 6,=1
anim = 8040
pos = 20,0
scale = .5,.5
sprpriority = 5
ownpal = 1
pausemovetime = -1
Supermovetime = -1

;------------------------ バックステップ
[State -2, Common Effect]
type = Explod
trigger1 = stateno = 105 && Time = 1
anim = 8040
facing = -1
pos = -30,0
scale = .5,.5
sprpriority = 5
ownpal = 1
pausemovetime = -1
Supermovetime = -1

;---------------------------------------------------------------------------
; 炎系ヒットエフェクト
[State 3001, Super]
type = Helper
triggerall = !NumHelper(8300) && !NumHelper(8330)
trigger1 = ProjHitTime(1000) = 1
id = 8300
name = "Fire"
pos = 0,0
postype = P2
stateno = 8300
helpertype = normal
keyctrl = 0
ownpal = 1
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)
[State 3001, Super]
type = Helper
triggerall = !NumHelper(8300) && !NumHelper(8330)
trigger1 = ProjHitTime(3051) = 1
trigger2 = ProjHitTime(3052) = 1
trigger3 = ProjHitTime(3053) = 1
id = 8330
name = "Fire"
pos = 0,0
postype = P2
stateno = 8300
helpertype = normal
keyctrl = 0
ownpal = 1
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)
;---------------------------------------------------------------------
; 特殊ジャンプ管理
[State -2,VarSet]
type = VarSet
triggerall = !Var(0)
trigger1 = Command = "holddown"
var(31) = 10

[State -2,VarSet]
type = Varadd
triggerall = !Var(0)
trigger1 = var(31) > 0 && StateNo != 40 && Command != "holddown"
var(31) = -1

[State -2,VarSet]
type = VarSet
trigger1 = MoveType = H || StateNo = 11
var(31) = 0

[State -2,VarSet]
type = VarSet
trigger1 = StateNo != 40 && StateType != A
var(32) = 0

;---------------------------------------------------------------------
; ボタン押しフラグ
;------------------------ ボタン押しフラグ
[State -3,Varset(17)]
type = varset
trigger1 = var(17) = 1
trigger1 = Command != "hold_a" || Command != "hold_b"
trigger2 = var(17) = 2
trigger2 = Command != "hold_a" || Command != "hold_c"
trigger3 = var(17) = 3
trigger3 = Command != "hold_b" || Command != "hold_c"
var(17) = 0
ignorehitpause = 1

;------------------------ ボタン押しフラグ
[State -3,Varset(17)]
type = varset
trigger1 = !var(17) && StateNo != [1500,1599]
trigger1 = Command = "hold_a" && Command = "hold_b"
var(17) = 1

;------------------------ ボタン押しフラグ
[State -3,Varset(17)]
type = varset
trigger1 = !var(17) && StateNo != [1500,1599]
trigger1 = Command = "hold_a" && Command = "hold_c"
var(17) = 2

;------------------------ ボタン押しフラグ
[State -3,Varset(17)]
type = varset
trigger1 = !var(17) && StateNo != [1500,1599]
trigger1 = Command = "hold_b" && Command = "hold_c"
var(17) = 3

;---------------------------------------------------------------------------
; エフェクト消去
[State 1000, 0]
type = RemoveExplod
trigger1 = ProjContact(1000) = 1
id = 1050

;---------------------------------------------------------------------
; 防御値修正
[State -3,K-DefenceMul]
type = LifeAdd
trigger1 = Alive
trigger1 = fvar(8)
trigger1 = Var(30) = 6
trigger1 = var(33) > life
value = Ceil(-(life-var(33))+((life-var(33))/1.225))

[State -3,DefenceMul]
type = VarSet
trigger1 = var(33) != life
var(33) = life
 
