; CNSファイルはカンフーマンの定数（基本データ）と
; 状態（各動作）を記述するものです。
; キャラクターの心臓とも言える部分なのでとても重要です。
;---------------------- Integer variable list ----------------------

; var(2):= 40, -3
; var(3):= 40
; var(4):= 100, 40
; var(5):= 300, 650, 200, 205, 210, 215, 230, 235, 240, 245, 400, 410, 430, 440, 600, 610, 615, 630, 640, 645, 310, 1000, 1025, 1030, 1050, 1075, 1080, 1100, 2510, -2
; var(6):= 52000
; var(7):= 3210
; var(8):= 300, 650, 200, 205, 210, 215, 230, 235, 240, 245, 400, 410, 430, 440, 600, 610, 615, 630, 640, 645, 310, 1000, 1025, 1030, 1050, 1075, 1080, 1100, 1150, 1160, 1300, 1350, 1365, 1400, 1450, 1451, 1500, 1550, 1551, 1600, 1650, 1651, 2000, 2050, 2100, 2150, 2500, 2550, 3000, 3100, 3200, 2800, -2
; var(9):= 1000, 1025, 1030, 1050, 1075, 1080
;var(10):= 900, 901, -3
;var(11):= -2
;var(12):= -3
;var(13):= 3200
;var(14):= 300, 650, 200, 205, 210, 215, 230, 235, 240, 245, 400, 410, 430, 440, 600, 610, 615, 630, 640, 645, 310, 1100, 1150, 1160, 1300, 1355, 1366, 1410, 1510, 1610, -2
;var(15):= -2
;var(16):= -2
;var(17):= 1000, 1025, 1030, 1050, 1075, 1080
;var(18):= -3
;var(19):= -3
;var(20):= -2
;var(21):= 180, 190, 191
;var(22):= -2
;var(23):= 7000, -3
;var(24):= 7000
;var(26):= 101
;var(27):= -2
;var(28):= 1500, 1550, 1551, -3
;var(30):= -2
;var(31):= -3
;var(32):= -3
;var(57):= 300, 650, 7000, 200, 205, 210, 215, 230, 235, 240, 245, 400, 410, 430, 440, 600, 610, 615, 630, 640, 645, 310, 810, 830, 1000, 1025, 1030, 1050, 1075, 1080, 1100, 1150, 1160, 1300, 1350, 1355, 1365, 1366, 1400, 1450, 1451, 1410, 1500, 1550, 1551, 1510, 1600, 1650, 1651, 1610, 2000, 2050, 2100, 2150, 2500, 2550, 3000, 3100, 3200, 2800, -2, -3

;---------------------- Float variable list ----------------------

; fvar(2):= -2
; fvar(6):= -3


;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;基本データ部分
[Data]
life              = 1000    ;体力ゲージの最大値を決めます
power             = 5000    ;パワーゲージ最大値（デフォルトは 3000 = Lv.3 になります・オプション）
attack            = 100     ;攻撃力パーセンテージ（デフォルトは 100% になります）
defence           = 100     ;防御力パーセンテージ（デフォルトは 100% になります）
fall.defence_up   = 50      ;一時的に上昇するダウン時の防御力パーセンテージ
liedown.time      = 50      ;倒れてから起き上がるまでの時間
airjuggle         = 15      ;ジャグルポイント限界値　★１
sparkno           = 1       ;デフォルトのヒットスパーク番号（fightfx.airか、キャラのairから呼び出す）
guard.sparkno     = 40      ;デフォルトのガードスパーク番号（fightfx.airか、キャラのairから呼び出す）
KO.echo           = 0       ;ＫＯ時の声にエコーを掛けるかどうか（0=しない・1=する）
volume            = 80      ;キャラの音量　255が最高
intpersistindex   = 20      ;Varを次のラウンドへ持ち越しが可能 (最小=0, 最大=59)  ★２
floatpersistindex = 40      ;FVarを次のラウンドへ持ち越しが可能 (最小=0, 最大=39) ★２

;---------------------------------------------------------------------------
;サイズ設定
[Size]
xscale           = 1        ;キャラ画像の横のスケール
yscale           = 1        ;キャラ画像の縦のスケール
ground.back      = 15       ;キャラの幅（地上後方）
ground.front     = 22       ;キャラの幅（地上前方）
air.back         = 12       ;キャラの幅（空中後方）
air.front        = 12       ;キャラの幅（空中前方）
height           = 60       ;跳び越す相手のためのキャラの高さ
attack.dist      = 160      ;攻撃を出した時に相手がガード体勢に入る最低の距離
proj.attack.dist = 90       ;相手がガード体勢に入る発射物との最低の距離
proj.doscale     = 0        ;xscaleとyscaleが発射物のスケールにも影響するかどうか（0=しない・1=する）
head.pos         = 0, -115  ;BindToTargetの時に必要な頭の座標
mid.pos          = 0, -75   ;BindToTargetの時に必要な体中心の座標
shadowoffset     = 0        ;影の垂直方向の位置
draw.offset      = 0,0      ;キャラ描画表示位置（Ｘ軸,Ｙ軸）

;---------------------------------------------------------------------------
;移動速度設定
[Velocity]
walk.fwd     = 2.35          ;前進歩行速度
walk.back    = -2.1         ;後退歩行速度
run.fwd      = 5.8, 0       ;前に走る時の速度（Ｘ軸,Ｙ軸）
run.back     = -6.3,-3.8    ;後ろに走る時の速度（Ｘ軸,Ｙ軸）
jump.neu     = 0,-9.7       ;垂直ジャンプ速度（Ｘ軸,Ｙ軸）
jump.back    = -3.4           ;後ジャンプ速度
jump.fwd     = 3            ;前ジャンプ速度
runjump.back = -3.55,-8.1   ;後ろに走りながらのジャンプ速度（オプション）
runjump.fwd  = 4.6,-8.5     ;前に走りながらのジャンプ速度（オプション）
airjump.neu  = 0,-8.1       ;空中垂直ジャンプ速度（オプション）
airjump.back = -2.5         ;空中後ジャンプ速度（オプション）
airjump.fwd  = 2.55         ;空中前ジャンプ速度（オプション）
air.gethit.groundrecover = -.15,-3.5  ;Velocity for ground recovery state (x, y) **MUGEN 1.0**
air.gethit.airrecover.mul = .5,.2     ;Multiplier for air recovery velocity (x, y) **MUGEN 1.0**
air.gethit.airrecover.add = 0,-4.5    ;Velocity offset for air recovery (x, y) **MUGEN 1.0**
air.gethit.airrecover.back = -1       ;Extra x-velocity for holding back during air recovery **MUGEN 1.0**
air.gethit.airrecover.fwd = 0         ;Extra x-velocity for holding forward during air recovery **MUGEN 1.0**
air.gethit.airrecover.up = -2         ;Extra y-velocity for holding up during air recovery **MUGEN 1.0**
air.gethit.airrecover.down = 1.5
;---------------------------------------------------------------------------
;動作設定
[Movement]
airjump.num     = 0      ;空中ジャンプが出来る回数（オプション）
airjump.height  = 35     ;空中ジャンプするために必要な最低限の高さ（オプション）
yaccel          = .62   ;重力（垂直下降加速度）
stand.friction  = .85    ;立ち状態の摩擦係数
crouch.friction = .82    ;しゃがみ状態の摩擦係数
air.gethit.groundlevel = 10          ;Y-position at which a falling player is considered to hit the ground **MUGEN 1.0**
air.gethit.groundrecover.ground.threshold = -20 ;Y-position below which falling player can use the recovery command **MUGEN 1.0**
air.gethit.groundrecover.groundlevel = 10   ;Y-position at which player in the ground recovery state touches the ground **MUGEN 1.0**
air.gethit.airrecover.threshold = -1  ;Y-velocity above which player may use the air recovery command **MUGEN 1.0**
air.gethit.airrecover.yaccel = .35    ;Vertical acceleration for player in the air recovery state **MUGEN 1.0**
air.gethit.trip.groundlevel = 10      ;Y-position at which player in the tripped state touches the ground **MUGEN 1.0**
down.bounce.offset = 0, 20            ;Offset for player bouncing off the ground (x, y) **MUGEN 1.0**
down.bounce.yaccel = .4               ;Vertical acceleration for player bouncing off the ground **MUGEN 1.0**
down.bounce.groundlevel = 12          ;Y-position at which player bouncing off the ground touches the ground again **MUGEN 1.0**
down.friction.threshold = .05
;---------------------------------------------------------------------------
; Varの使用状況
; ここに自分が使ったvarをメモしておくといろいろと好都合です。
; var(1)  - コマンドファイルのコンボ用
; var(3)  - ハイジャンプ
; var(4)  - 小ジャンプ
; var(5)  - 対戦キャラ判別
; var(6)  - 受身処理用
; var(7)  - カイザーフェニックス用
; var(10) - モード判別用
; var(20) - 行動制限用
; var(21) - Random var用
; var(22) - Lifeの初期値保存用
; var(23) - Random var用

;---------------------------------------------------------------------------
;「ステート」の説明と基本的な使い方
;---------------------------------------------------------------------------
;■ステートとは「状態」を意味しますが、
;　ＭＵＧＥＮでは通常攻撃や必殺技などの枠にはまらない
;「ゲーム中における全ての行動を決めるプログラム」の事を指します。
;「ゲージ消費が必要無く、一撃で相手を倒せる攻撃」なども簡単に作成出来るので注意です。
;　１ステート（一つの行動）ずつに対して必ず番号（アドレス）が割り当てられます。
;　俗に「ステートナンバー」と呼ばれています。
;
;■基本的な設定の例
; [Statedef STATENO]       一つの行動を定義する記述です。「STATENO」に必ず番号を設定してください
; type = ?      S/C/A/L/U  キャラの状態を指定
; S=立ち　C=しゃがみ　A=空中　L=倒れている　U=前のステートの状態を引き継ぐ
;
; movetype = ?  I/A/H      キャラの行動内容を指定
; I=何もしない　A=攻撃している　H=攻撃を食らっている
;
; physics = ?   S/C/A/N/U  キャラの物理的な体勢
; S=立ち　C=しゃがみ　A=空中　N=重力や摩擦の影響を受けない　U=前のステートの体勢を引き継ぐ
;
; juggle = ?               攻撃を当てた時に溜まるジャグルポイントの設定
;
; [State STATENO, ?]      「ステートコントローラ」と呼ばれるステートの色々な操作を定義し、設置や追加をします
; type = ?                 ステートコントローラの種類をこの部分に状況に応じて入れます
; 　                       トリガーで条件を指定し、様々な効果を適用させて行きます
;
;
; ※１ステートには必ず一つはステートコントローラを設置する必要があります。
;
; 後は実際に使われているステートを参照してください。（[Statedef 200]に更に詳しい説明もあります）
;
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 基本行動のステート
;---------------------------------------------------------------------------
; タイムオーバー時
; CNS レベル: 基本

[Statedef 170]
type = S
ctrl = 0     ;ここでCtrlSetを簡略化できます。　1=自由に動かせる
anim = 170
velset = 0,0 ;ここでVelSetを簡略化できます。　x方向,y方向 の順

[State 170, 無敵]
type = NotHitBy
trigger1 = 1 ;1にするといかなる条件でも有効で、0にするといかなる条件でも無効
value = SCA  ;※
time = 1

;---------------------------------------------------------------------------
; 勝利ポーズ分岐
; CNS レベル: 基本
;
;ここで勝利ポーズを選択する。　MatchOverは試合終了を判定するので、
;一回目と二回目勝利を別のポーズにしたい時に便利。

[Statedef 180]
type = S

[State 180,]
type = VarRandom
trigger1 = 1
v = 21
range = 0,2

[State 180,]
type = ChangeState
trigger1 = Time = 1
trigger1 = var(21) = 0
value = 181

[State 180,]
type = ChangeState
trigger1 = Time = 1
trigger1 = var(21) = 1
value = 182

[State 180,]
type = ChangeState
trigger1 = Time = 1
trigger1 = var(21) = 2
value = 183

;---------------------------------------------------------------------------
; 勝利ポーズ1
; CNS レベル: 基本

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

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

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

;---------------------------------------------------------------------------
; 勝利ポーズ2
; CNS レベル: 基本

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

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

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

;---------------------------------------------------------------------------
; 勝利ポーズ3
; CNS レベル: 基本

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

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

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

;---------------------------------------------------------------------------
; イントロ分岐
; CNS レベル: 基本
;
; ここでは変数(var)を使っていますが、詳しい説明は後ほど。
; VarRandomはrangeで指定された範囲からひとつを選ぶので、
; いろいろな分岐に便利です。

;イントロ選択
[Statedef 190]
type = S
ctrl = 0
anim = 0
velset = 0,0

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

[State 190,対ルガール・カイザーウェイブ合戦]
type = ChangeState
trigger1 = (p2name = "Rugal.B" | p4name = "Rugal.B")&& enemy,authorname = "jin"
trigger2=(p2name = "RugalXIII" | p4name = "RugalXIII")&& enemy,authorname = "Kamekaze"
value = 194

[State 190,対餓狼伝説で一緒だった人]
type = ChangeState
triggerall = Time = 1
trigger1 = p2name = "Terry Bogard" | p4name = "Terry Bogard"
trigger2 = p2name = "Terry" | p4name = "Terry"
trigger3 = p2name = "Andy Bogard" | p4name = "Andy Bogard"
trigger4 = p2name = "Andy" | p4name = "Andy"
trigger5 = p2name = "Shadow Andy" | p4name = "Shadow Andy"
trigger6 = p2name = "Joe Higashi" | p4name = "Joe Higashi"
trigger7 = p2name = "Joe" | p4name = "Joe"
trigger8 = p2name = "Another Unknown" | p4name = "Another Unknown"
trigger9 = p2name = "Mai Shiranui" | p4name = "Mai Shiranui"
trigger10 = p2name = "Mai" | p4name = "Mai"
trigger11 = p2name = "Kim Kaphwan" | p4name = "Kim Kaphwan"
trigger12 = p2name = "Kim" | p4name = "Kim"
trigger13 = p2name = "Big Bear" | p4name = "Big Bear"
trigger14 = p2name = "Cheng Sinzan" | p4name = "Cheng Sinzan"
trigger15 = p2name = "Jubei Yamada" | p4name = "Jubei Yamada"
trigger16 = p2name = "Duck King" | p4name = "Duck King"
trigger17 = p2name = "Duck" | p4name = "Duck"
trigger18 = p2name = "Tung Fu Rue" | p4name = "Tung Fu Rue"
trigger19 = p2name = "Tung" | p4name = "Tung"
trigger20 = p2name = "Billy Kane" | p4name = "Billy Kane"
trigger21 = p2name = "Billy" | p4name = "Billy"
trigger22 = p2name = "Axel Hawk" | p4name = "Axel Hawk"
trigger23 = p2name = "Laurence Blood" | p4name = "Laurence Blood"
trigger24 = p2name = "Laurence" | p4name = "Laurence"
trigger25 = p2name = "Geese Howard" | p4name = "Geese Howard"
trigger26 = p2name = "Geese" | p4name = "Geese"
trigger27 = p2name = "Ryo Sakazaki" | p4name = "Ryo Sakazaki"
trigger28 = p2name = "Ryo" | p4name = "Ryo"
trigger29 = p2name = "Sokaku Mochizuki" | p4name = "Sokaku Mochizuki"
trigger30 = p2name = "Bob Wilson" | p4name = "Bob Wilson"
trigger31 = p2name = "Hon Fu" | p4name = "Hon Fu"
trigger32 = p2name = "Blue-Mary" | p4name = "Blue-Mary"
trigger33 = p2name = "Blue Mary" | p4name = "Blue Mary"
trigger34 = p2name = "Franco Bash" | p4name = "Franco Bash"
trigger35 = p2name = "Franco" | p4name = "Franco"
trigger36 = p2name = "Ryuji Yamazaki" | p4name = "Ryuji Yamazaki"
trigger37 = p2name = "Yamazaki" | p4name = "Yamazaki"
trigger38 = p2name = "Jin Chonshu" | p4name = "Jin Chonshu"
trigger39 = p2name = "Chonshu" | p4name = "Chonshu"
trigger40 = p2name = "Jin Chonrei" | p4name = "Jin Chonrei"
trigger41 = p2name = "Chonrei" | p4name = "Chonrei"
trigger42 = p2name = "Li Xiangfei" | p4name = "Li Xiangfei"
trigger43 = p2name = "Xiangfei" | p4name = "Xiangfei"
trigger44 = p2name = "Rick Strowd" | p4name = "Rick Strowd"
trigger45 = p2name = "Rick" | p4name = "Rick"
trigger46 = p2name = "Alfred" | p4name = "Alfred"
trigger47 = p2name = "White" | p4name = "White"
value = 193

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

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

;---------------------------------------------------------------------------
; イントロ（試合開始直前のアクション）
; CNS レベル: 基本

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

[State 191, 特殊効果] ;「ROUND1, FIGHT!」のアナウンスが始まるまでは、このコントローラを使ってください
type = AssertSpecial
trigger1 = 1
flag = Intro ;イントロの状態になります

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

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

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

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

;---------------------------------------------------------------------------
; イントロ2
; CNS レベル: 基本

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

[State 191, 特殊効果] ;「ROUND1, FIGHT!」のアナウンスが始まるまでは、このコントローラを使ってください
type = AssertSpecial
trigger1 = 1
flag = Intro ;イントロの状態になります

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

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

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

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

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

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

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

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

;---------------------------------------------------------------------------
; イントロvs餓狼伝説で(ry
; CNS レベル: 基本

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

[State 191, 特殊効果] ;「ROUND1, FIGHT!」のアナウンスが始まるまでは、このコントローラを使ってください
type = AssertSpecial
trigger1 = 1
flag = Intro ;イントロの状態になります

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

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

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

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

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

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

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

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

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

;---------------------------------------------------------------------------
; イントロvsルガール・カイザーウェイブ合戦
; CNS レベル: 基本

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

[State 191, 特殊効果] ;「ROUND1, FIGHT!」のアナウンスが始まるまでは、このコントローラを使ってください
type = AssertSpecial
trigger1 = 1
flag = Intro ;イントロの状態になります

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

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

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

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

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

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

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

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

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

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

[State 3000]
type = Projectile
trigger1 = AnimElem = 27
projID = 19000
projanim = 19102
projremove = 1
projpriority = 1
projhitanim = 2035
projremanim = 2035
projsprpriority = 5
projshadow = 0,0,0
getpower = 0
ownpal = 0
offset = 30,0
velocity = 8,0
attr = S, SP
animtype = Hard
damage = 0 ,0
hitflag = MAF
guardflag = M
hitsound = s1,4
guardsound = s2,1
pausetime = 0,0
sparkno = s4020
guard.sparkno = s4120
sparkxy = 20,-50
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -8
air.juggle = 7
air.velocity = -5,-5
air.fall = 1
fall.recover = 0
[State 181,]
type = PlaySnd
trigger1 = AnimElem = 47 && enemy,var(0)=0
value = s10,6
channel = 0
[State 181,]
type = PlaySnd
trigger1 = AnimElem = 47 && enemy,var(0)=1
value = s10,0
channel = 0
[State 191, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; 挑発
; CNS レベル: 基本
[Statedef 195]
type     = S
movetype = I
physics  = S
anim     = 195
velset   = 0,0
ctrl     = 0
sprpriority = 2 ;ここで表示優先度を決定できます。　範囲は-5〜5、大きいほど手前に表示される
facep2 = 1      ;相手の方を向いてから挑発（結構重要）

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

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

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



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


;---------------------------------------------------------------------------
;ふっとばし
[Statedef 300]
type     = S
movetype = A
physics  = S
juggle   = ifelse(P2movetype=H,8,15)
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 300
sprpriority = 3
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 300,]
type = PowerAdd
trigger1 = prevstateno = [150,153]
trigger1 = time = 0
value = -1000

[State 300,]
type = NotHitBy
trigger1 = prevstateno = [150,153]
trigger1 = 1
value = SCA

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


[State 300, ステート変更]
type = ChangeAnim
trigger1 = prevstateno = [150,153]
trigger1 = time = 0
value = 305

[State 300, ヒット定義]
type = HitDef
trigger1 = prevstateno = [150,153]
trigger1 = time = 0
attr = S, NA
animtype  = Diagup
damage    = 10
pausetime = 16,18
sparkno = s4010
getpower=0
sparkxy = -30,-90
hitsound   = s400,6
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -5.5,-6.5
guard.velocity=-14
air.velocity = -5.5,-6.5
fall = 1
fall.recover=0
yaccel=.4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 300 , 1]
type = HitDef
trigger1 = prevstateno != [150,153]
trigger1 = time = 0
attr = S, NA
animtype  = Hard
damage    = 80
priority = 5
pausetime = 13,14
sparkno = s4010
guard.sparkno = s4110
sparkxy = -30,-90
getpower=90
hitsound = s400,6
hitflag = MAF
guardflag = MA
guardsound = s2,0
ground.type = High
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -5.5,-6.5
guard.velocity=-14
air.velocity = -5.5,-6.5
air.animtype = Back
fall = 1
yaccel=.4
fall.recover=0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1&& var(14)=1
v = 8   ;v = 570
value = 0
ignorehitpause =1
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit &&var(8)=1
v = 14   ;fv = 10
value = 1
ignorehitpause =1
[State 0, VarSet]
type = VarSet
trigger1 = time=1 &&var(14)=1
v = 14   ;fv = 10
value = 0
ignorehitpause =1
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit=1 &&var(14)=0
v = 5   ;fv = 10
value = 1
ignorehitpause =1
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,35,15)
ignorehitpause=1
persistent=0
[State 300, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s0,4

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

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

;---------------------------------------------------------------------------
;空中ふっとばし
[Statedef 650]
type     = A
movetype = A
physics  = A
juggle   = 15
poweradd = 0
ctrl     = 0
anim     = 650
sprpriority = 3
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 240 , 1]
type = HitDef
trigger1 = time = 0
attr = A, NA
animtype  = Hard
damage    = 80
priority = 5
pausetime = 11,12
sparkno = s4010
guard.sparkno = s4110
sparkxy = -30,-70
hitsound =s400,6
getpower=100
hitflag = MAF
guardflag = MA
guardsound = s2,0
ground.type = High
ground.slidetime = 14
ground.hittime  = 15
guard.ctrltime=15
ground.velocity = -5.5,-6.5
guard.velocity=-14
air.velocity = -5.5,-6.5
air.animtype = Back
fall = 1
fall.recover=0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
id=1300
[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = s0,4
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1&& var(14)=1
v = 8   ;v = 570
value = 0
ignorehitpause =1
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit &&var(8)=1
v = 14   ;fv = 10
value = 1
ignorehitpause =1
[State 0, VarSet]
type = VarSet
trigger1 = time=1 &&var(14)=1
v = 14   ;fv = 10
value = 0
ignorehitpause =1
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit=1 &&var(14)=0
v = 5   ;fv = 10
value = 1
ignorehitpause =1
[State 0, TargetState]
type = TargetState
trigger1 =movehit && (p2stateno!=[1360,1361])&&var(8)=1
value =1360
ID = 1300
ignorehitpause =0 
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,35,15)
ignorehitpause=1
persistent=0
[State 300, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = s10,9


;---------------------------------------------------------------------------
; ハイパードライブモード発動
[Statedef 900]
type = S
ctrl = 0
anim = ifelse((prevstateno=[200,440]),102,103)
velset = 0,0
movetype = I
physics = N
sprpriority = 1
poweradd = 0
sprpriority=0
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6210
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = 5
ownpal = 1
scale = .65,.65
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6220
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -1
ownpal = 1
scale = .65,.65

[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6211
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = 4
ownpal = 1
scale = .65,.65
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6221
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -2
ownpal = 1
scale = .65,.65

[State 0, CtrlSet]
type = CtrlSet
trigger1 =time>2 && anim=102 
value = 1

[State 0, ChangeState]
type = ChangeState
trigger1 =AILEvel>0 && p2bodydist x <30 && time>4 && anim=102
value = ifelse(p2statetype=C,410,215) 

;---------------------[]
[state a]
type = varset
trigger1 = time = 0
v = 10
value = 1

;---------------------[効果音]
[State 00];
type = PlaySnd
trigger1 = animelem = 1
value = S3000,1
[State 00];
type = PlaySnd
trigger1 = animelem = 1 && anim=103
value = S10,9
channel=0
[State 0, VelSet]
type = VelSet
trigger1 = time=0 && anim=102
x = 7

[State 0, VelMul]
type = VelMul
trigger1 = time>10 
x = .75

;ignorehitpause = 
;persistent = 

;---------------------[変数]


;---------------------[演出]


[State 1020, 4]
type = EnvShake
trigger1 = animelem = 3 && anim=103
time = 10
ampl = -5
freq = 95
phase = 95

;---------------------[ステート移行]
[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; ハイパードライブモード発動
[Statedef 901]
type = U
ctrl = 0
movetype = I
physics = N
sprpriority = 1
poweradd = 0
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6200
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = 5
ownpal = 1
scale = .65,.65
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6205
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -1
ownpal = 1
scale = .65,.65

[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6201
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = 4
ownpal = 1
scale = .65,.65
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6206
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -2
ownpal = 1
scale = .65,.65

;---------------------[]
[state a]
type = varset
trigger1 = time = 0
v = 10
value = 1

;---------------------[効果音]
[State 00];
type = PlaySnd
trigger1 = time=0
value = S3000,1



;---------------------[ステート移行]
[State 195, 2]
type = ChangeState
trigger1 = time=1
value = prevstateno
ctrl = 1
;---------------------------------------------------------------------------
;緊急回避前

[Statedef 700]
type     = S
movetype = I
physics  = S
velset   = 0,0
anim     = 700
ctrl     = 0
velset   = 0,0
sprpriority = -2
[State 0, Pause]
type = Pause
trigger1 =(prevstateno = 150||prevstateno=152) 
trigger1=time=0 
time = 5
[State 200, ?????]
type = PlaySnd
trigger1 = (prevstateno = 150||prevstateno=152) 
trigger1=time=0 
value=s2,3
channel = 1
[State 700,]
type = Poweradd
triggerall = time = 0
trigger1 =(prevstateno = 150||prevstateno=152) 
value = -1000

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 =(prevstateno != 150&&prevstateno!=152) 
trigger1 = AnimElem = 2
value = s10,5
channel = 0

[State 2100, ???] ;?????????????
type = HitBy
triggerall= prevstateno != [150,151]
trigger1 = AnimElem = 7, <= 0
value = SC, NT, ST, HT 


[State 2100, ???] ;?????????????
type = notHitBy
triggerall= prevstateno = [150,151]
trigger1 =1
value = SCA 


[State 2100, 移動量]
type = VelSet
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(8) < 0
x = 4.3*ifelse((prevstateno=[100,102]),1.3,1)

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

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

[State 2100, 終了]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;緊急回避後

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


[State 0, Pause]
type = Pause
trigger1 =(prevstateno = 150||prevstateno=152) 
trigger1=time=0 
time = 5
[State 200, ?????]
type = PlaySnd
trigger1 = (prevstateno = 150||prevstateno=152) 
trigger1=time=0 
value=s2,3
channel = 1
[State 700,]
type = Poweradd
triggerall = time = 0
trigger1 =(prevstateno = 150||prevstateno=152) 
value = -1000

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = (prevstateno = 150||prevstateno=152) 
trigger1=time=0 
value=s2,3
channel = 15
channel = 0



[State 2100, ???] ;?????????????
type = HitBy
triggerall= prevstateno != [150,151]
trigger1 = AnimElem = 7, <= 0
value = SC, NT, ST, HT 


[State 2100, ???] ;?????????????
type = notHitBy
triggerall= prevstateno = [150,151]
trigger1 = AnimElem = 8, <= 0
value = SCA 



[State 2110, 移動量]
type = VelSet
trigger1 = AnimElemTime(2) > 0 && AnimElemTime(8) < 0
x = -4.3*ifelse((prevstateno=[100,102]),1.3,1)

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

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

[State 2110, 終了]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;=========================================================================
[StateDef 7000]
type = A
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim =10000
poweradd = 20


[State 0, Explod]
type = Explod
triggerall = roundstate=2
trigger1 =time=0
anim =10001
ID = 11011
pos = ifelse(teamside=1,15,178),231
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0 
removetime = -1
scale = 1,1
sprpriority = 9
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =1
;----------
[State 0, Explod]
type = Explod
triggerall = roundstate=2
triggerall =(root,var(57) =[1,499]) && root,var(10)=0
trigger1= numexplod(11000)<1
anim =10002
ID = 11000
pos = ifelse(teamside=1,22,296),232
postype = left  ;p2,front,back,left,right
facing = ifelse(teamside=1,1,-1)
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
scale = 1,1
sprpriority = 7
ontop =1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =1
[State 0, Explod]
type = Explod
triggerall = roundstate=2
triggerall =root,var(57) >=500 || root,var(10)=1
trigger1= numexplod(11003)<1
anim =10003
ID = 11003
pos = ifelse(teamside=1,22,296),232
postype = left  ;p2,front,back,left,right
facing = ifelse(teamside=1,1,-1)
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
scale = 1,1
sprpriority =7
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =1
[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = root,var(57)<=500
ID =11000
scale = .00201*(root,var(57)),1
ignorehitpause =1
[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = root,var(57)<=500
ID =11003
scale = .00201*(root,var(57)),1
ignorehitpause =1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =(root,var(10)=0&&root,var(57)<500)
id = 11003
ignorehitpause = 1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =(root,var(57)>499)
id = 11000
ignorehitpause = 1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =roundstate!=2 
id =11003 
ignorehitpause = 1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =roundstate!=2 
id =11000 
ignorehitpause = 1
[State 0, Explod]
type = Explod
triggerall = roundstate=2
triggerall =root,var(57) >500
trigger1= numexplod(11001)<1
anim =10003
ID = 11001
pos = ifelse(teamside=1,78,240),232
postype = left  ;p2,front,back,left,right
facing = ifelse(teamside=1,1,-1)
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
scale = 1,1
sprpriority = 7
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =1
[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = 1
ID =11001
scale = .002004*(root,var(57)-500),1
ignorehitpause =1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =root,var(57)<500 
id = 11001
ignorehitpause = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =roundstate!=2 
id =11001 
ignorehitpause = 1
;trans = 
;persistent =
;supermove = 0
;pausemove = 0
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =roundstate!=2 
id =11011 
ignorehitpause = 1
;persistent = 

[State 0, VarSet]
type = parentVaradd
trigger1 =root,var(10)=1 
v = 57    ;v = 570
value = -1
ignorehitpause=0
[State 0, Explod]
type = Explod
triggerall = roundstate=2
trigger1 =time=0
anim =9999
ID = 11011
pos = ifelse(teamside=1,15,178),231
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0 
removetime = -1
scale = 1,1
sprpriority = 6
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =1

[State 0, VarSet]
type =Varset
triggerall=var(23)=0&&var(24)=0
trigger1 = root,movetype=H && root,statetype=A && root,time=1
v = 23   ;fv = 10
value = 1
ignorehitpause =1
persistent=1
[State 0, VarSet]
type = VarSet
trigger1 =var(23)=1 && gametime%2=1
v = 24    ;fv = 10
value = 1
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 =root,statetype=A && root,movetype!=H
v = 24    ;fv = 10
value = 0
ignorehitpause = 1
;persistent = 


[State 0, VarSet]
type = parentVaradd
trigger1 =var(23)=1 && time%2=0
v = 23   ;fv = 10
value = 1
ignorehitpause =1 
[State 0, VarSet]
type = VarSet
trigger1 = var(23)=1 
v =23   ;fv = 10
value = 0
ignorehitpause =1 
[State 0, VarSet]
type = parentVarSet
trigger1 =root,var(23)>=3 
v = 24   ;fv = 10
value = 1
ignorehitpause =1 
;ignorehitpause =
;persistent =

[State 192, end]
type = destroyself
trigger1 =roundstate!=2
;---------------------------------------------------------------------------
[Statedef 11009]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 10000
ctrl = 0
sprpriority = -2

[State 11009, PlaySnd]
type = PlaySnd
trigger1 = time =0
value = S400,13

[State 0, AssertSpecial]
type = AssertSpecial
Triggerall = time = [0,60]
trigger1 =1
ignorehitpause = 1
persistent = 1
flag = noBG
flag2 = noFG
flag3 = noshadow

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [0,60]
flag=nomusic


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay

[State 911, Trans]
type = trans
trigger1 = 1
trans = add


[State 0, Explod]
type = Explod
trigger1 =time=0
anim =8100
ID = 9999
pos = 0,0
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0 
scale = .667,ifelse(GameHeight=180,0.5980066445182724,0.7973421926910299)
sprpriority = -8
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =1

[State 0, Explod]
type = Explod
trigger1 =time=0
anim =8101
ID = 9999
pos = 0,0
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0 
scale = .667,ifelse(GameHeight=180,0.5980066445182724,0.7973421926910299)
sprpriority = -9
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =1



[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time >60
flag = invisible


[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 669
;---------------------------------------------------------------------------
;受身

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

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

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

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

[State 2110, ]
type = Varset
trigger1 = time = 0
trigger1 = command = "holdfwd"
var(6) = 1

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

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

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

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

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

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

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

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

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

;この下、一行以上空ける事！
