;---------------------------------------------------------------------------
; ここからは通常攻撃技のステート
;---------------------------------------------------------------------------
; 遠距離立ち弱パンチ
; CNS レベル: 基本
;
; 攻撃用のステートの書き方はこれが基準になります。
; やれる事はいっぱいあるので、ステートコントローラやトリガーを覚えて
; どんどん技などを作っていきましょう。
;
; ※Statedefのmovetypeパラメータが「A」以外になっている場合、
; 　HitDefのステートコントローラを設置しても攻撃判定は無効になります（攻撃が空振る）。
; 　攻撃させたいならば、必ず「movetype = A」にしてください。

[Statedef 200]
type     = S                 ;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 = A                 ;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                 ;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   = 8                 ;攻撃を当てた時に溜まるジャグルポイントの設定
velset   = 0,0               ;移動初速度の設定（このステートでは0,0なので移動せず止まります）
ctrl     = 0                 ;コントロールの可否（0=キー操作不可・1=キー操作可能）
anim     = 200               ;airファイルの[Begin Action 200]のアニメを使っています
poweradd = 0                ;パワーゲージの増加量を設定
sprpriority = 2              ;画像表示優先度　数値が多いと手前に、少ないと奥に優先されます
[State 0, VelSet]
type = VelSet
trigger1 = time=0&&var(10)=0
x = 0
y = 0
;ignorehitpause = 
;persistent = 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = p2stateno=5120
movetype = A        ;I,A,H


[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
persistent=0

[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
persistent=0
[State 200, hitdef]
type = HitDef                ;攻撃hitdef（Hit Definition）のステートコントローラ
trigger1 = time = 0          ;攻撃判定ボックスがあればアニメーション３番目のコマで適用されます
attr = S, NA                 ;攻撃属性: これは Standing, Normal Attack（立ち通常攻撃）、重要項目です
damage = 25, 0               ;相手に与えるダメージ（ヒットした時,ガードされた時）
animtype = Light             ;当たった時の相手のアニメの種類: Light, Medium, Hard, Back, Up, DiagUp
guardflag = MA               ;相手が立ち・しゃがみ・空中どのガードが出来るかを決めます（MiddleAir 全部ガードされます）
hitflag = MAF                ;相手がどの状態の時で攻撃を当てられるかを決めます（MiddleAirFall）
priority = 3, Hit            ;攻撃優先度: 0 (最低) 7 (最高) 4がデフォルト・種類はHit/Miss/Dodge (デフォルト：Hit)
pausetime = 7, 7             ;攻撃を当てた時の自分と相手の硬直時間（自分,相手）
sparkno = s4000              ;ヒットスパーク (デフォルト：[Data]の項目で設定したモノが適用される) ★３
guard.sparkno = s4100        ;ガードスパーク (デフォルト：[Data]の項目で設定したモノが適用される) ★３
sparkxy = -20, -60           ;ヒットスパークの位置（Ｘ軸,Ｙ軸）
hitsound = s400,0               ;ヒットサウンド（Sを付けると自分のSNDファイルから）
guardsound = s2,0            ;ガードサウンド（Sを付けないとMUGENデフォルトから）
getpower=40,40  
ground.type = High           ;当たった時の地上の相手のアニメの属性　High：頭、体, Low：足, Trip：足払い
ground.slidetime = 8         ;当たった時の地上の相手がのけぞる時間
ground.hittime  = 14      
guard.ctrltime=12
ground.velocity = -4.5,0     ;当たった時の地上の相手の初速度（Ｘ軸,Ｙ軸）
airguard.velocity = -1.9,-.8 ;ガードされた時の空中の相手の初速度 (デフォルト：(air.xvel*1.5, air.yvel/2))
air.type = Low               ;当たった時の空中の相手のアニメの属性: High, Low, Trip (デフォルト：ground.typeと同じになる)
air.velocity = -1.4,-3       ;当たった時の空中の相手の初速度（Ｘ軸,Ｙ軸）
air.hittime=99; = 12             ;当たった時の空中の相手のやられ状態の時間
forcenofall=1  
ground.cornerpush.veloff=0
[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = random < 700
value = (10+(var(0)*10)),8
channel = 0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,0
channel = 1
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000&&var(57)<1000
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,30,10)
ignorehitpause=1
persistent=0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=5
movetype = I        ;I,A,H
;ignorehitpause = 
;persistent = 


[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1&& var(14)=1
v = 8   ;v = 570
value = 0
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit &&var(8)=1
v = 14   ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = time=1 &&var(14)=1
v = 14   ;fv = 10
value = 0
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit=1 &&var(14)=0
v = 5   ;fv = 10
value = 1
ignorehitpause =0 
[State 200, changestate]
type = ChangeState
trigger1 = AnimTime = 0 ;アニメーション時間が０、つまりアニメが終了した時に有効になります。
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 近距離立ち弱パンチ
; CNS レベル: 基本

[Statedef 205]
type     = S
movetype = A
physics  = S
juggle   = 8
velset   = 0,0
ctrl     = 0
anim     = 205
poweradd = 0
sprpriority = 2
[State 0, VelSet]
type = VelSet
trigger1 = time=0&&var(10)=0
x = 0
y = 0
;ignorehitpause = 
;persistent = 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = p2stateno=5120
movetype = A        ;I,A,H


[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
persistent=0
[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
persistent=0
[State 200, hitdef]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 25, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 7, 7
sparkno = s4000
guard.sparkno = s4100
sparkxy = -15, -80
hitsound = s400,0 
getpower=40,40 
guardsound = s2,0
ground.type = High
ground.slidetime = 8
ground.hittime  = 14      
guard.ctrltime=12
ground.velocity = -4,0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime=99; = 12
forcenofall=1  
ground.cornerpush.veloff=0
[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = random < 700
value = (10+(var(0)*10)),8
channel = 0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 0
channel = 1
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000&&var(57)<1000
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,30,10)
ignorehitpause=1
persistent=0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=4
movetype = I        ;I,A,H
;ignorehitpause = 
;persistent = 


[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1&& var(14)=1
v = 8   ;v = 570
value = 0
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit &&var(8)=1
v = 14   ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = time=1 &&var(14)=1
v = 14   ;fv = 10
value = 0
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit=1 &&var(14)=0
v = 5   ;fv = 10
value = 1
ignorehitpause =0 
[State 200, changestate]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 遠距離立ち強パンチ

[Statedef 210]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 210
sprpriority = 2
[State 0, VelSet]
type = VelSet
trigger1 = time=0&&var(10)=0
x = 0
y = 0
;ignorehitpause = 
;persistent = 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = p2stateno=5120
movetype = A        ;I,A,H



[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
persistent=0
[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
persistent=0
[State 200,]
type = Posadd
trigger1 = AnimElem = 6 | AnimElem = 7 | AnimElem = 8 | AnimElem = 9
x = 10

[State 200, hitdef]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 55, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 11, 11
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20, -70
hitsound = s400,2
getpower=110,110
guardsound = s2,0
ground.type = Low
ground.slidetime = 16
ground.hittime  = 20
guard.ctrltime=18
ground.velocity = -7.5
airguard.velocity = -2.5,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime=99; = 12
forcenofall=1  
ground.cornerpush.veloff=0
[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6
trigger1 = random < 700
value = (10+(var(0)*10)),9
channel = 0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6
value = 0, 1
channel = 1
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000&&var(57)<1000
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,83,20)
ignorehitpause=1
persistent=0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=9
movetype = I        ;I,A,H
;ignorehitpause = 
;persistent = 


[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1&& var(14)=1
v = 8   ;v = 570
value = 0
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit &&var(8)=1
v = 14   ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = time=1 &&var(14)=1
v = 14   ;fv = 10
value = 0
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit=1 &&var(14)=0
v = 5   ;fv = 10
value = 1
ignorehitpause =0 
[State 210, changestate]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 近距離立ち強パンチ
; CNS レベル: 基本

[Statedef 215]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 215
sprpriority = 2
[State 0, VelSet]
type = VelSet
trigger1 = time=0&&var(10)=0
x = 0
y = 0
;ignorehitpause = 
;persistent = 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = p2stateno=5120
movetype = A        ;I,A,H


[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
persistent=0
[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
persistent=0
[State 200, hitdef]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 30, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 11, 11
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20, -50
getpower=55,55
hitsound = s400,2
guardsound = s2,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 20
guard.ctrltime=18
ground.velocity = -6.3
airguard.velocity = -2.3,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime=99; = 12
forcenofall=1  
ground.cornerpush.veloff=0
[State 200, hitdef]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage = 26, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 11
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20, -70
hitsound = s400,2
guardsound = s2,0
getpower=55,55
ground.type = High
ground.slidetime = 18
ground.hittime  = 20
guard.ctrltime=18
ground.velocity = -8.3
airguard.velocity = -2.3,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime=99; = 12
forcenofall=1  
ground.cornerpush.veloff=0
[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
trigger1 = random < 700
value = (10+(var(0)*10)),9
channel = 0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 1
channel = 1
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000&&var(57)<1000
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,83,20)
ignorehitpause=1
persistent=0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=6
movetype = I        ;I,A,H
;ignorehitpause = 
;persistent = 


[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1&& var(14)=1
v = 8   ;v = 570
value = 0
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit &&var(8)=1
v = 14   ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = time=1 &&var(14)=1
v = 14   ;fv = 10
value = 0
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit=1 &&var(14)=0
v = 5   ;fv = 10
value = 1
ignorehitpause =0 
[State 210, changestate]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 遠距離立ち弱キック
; CNS レベル: 基本

[Statedef 230]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 230
sprpriority = 2
[State 0, VelSet]
type = VelSet
trigger1 = time=0&&var(10)=0
x = 0
y = 0
;ignorehitpause = 
;persistent = 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = p2stateno=5120
movetype = A        ;I,A,H


[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
persistent=0
[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
persistent=0
[State 230, hitdef]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    =30
guardflag = L
pausetime =7,7
sparkno = s4000
guard.sparkno = s4100
sparkxy = -20, -25
hitsound = s400,1
getpower=40,40  
guardsound = s2,0
ground.type = Low
ground.slidetime = 11
ground.hittime  = 14      
guard.ctrltime=12
ground.velocity = -5
air.velocity = -2.5,-3.5
forcenofall=1  
ground.cornerpush.veloff=0
[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = random < 700
value = (10+(var(0)*10)),8
channel = 0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 2
channel = 1
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,30,10)
ignorehitpause=1
persistent=0
 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=5
trigger2=movecontact 
movetype = I   
       ;I,A,H
;ignorehitpause = 
;persistent = 

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

;---------------------------------------------------------------------------
; 近距離立ち弱キック
; CNS レベル: 基本

[Statedef 235]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 235
sprpriority = 2
[State 0, VelSet]
type = VelSet
trigger1 = time=0&&var(10)=0
x = 0
y = 0
;ignorehitpause = 
;persistent = 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = p2stateno=5120
movetype = A        ;I,A,H


[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
persistent=0
[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
persistent=0
[State 230, hitdef]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    = 30
guardflag = MA
pausetime = 7,7
sparkno = s4000
guard.sparkno = s4100
sparkxy = -20, -65
hitsound = s400,1
getpower=40,40  
guardsound = s2,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 14      
guard.ctrltime=12
ground.velocity = -3.5
air.velocity = -2.5,-3.5
forcenofall=1  
ground.cornerpush.veloff=0
[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = random < 700
value = (10+(var(0)*10)),8
channel = 0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 2
channel = 1
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,30,10)
ignorehitpause=1
persistent=0
 [State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=4
trigger2=movecontact 
movetype = I        ;I,A,H
;ignorehitpause = 
;persistent = 



[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1&& var(14)=1
v = 8   ;v = 570
value = 0
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit &&var(8)=1
v = 14   ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = time=1 &&var(14)=1
v = 14   ;fv = 10
value = 0
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit=1 &&var(14)=0
v = 5   ;fv = 10
value = 1
ignorehitpause =0
[State 230, changestate]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 遠距離立ち強キック
; CNS レベル: 基本

[Statedef 240]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 240
sprpriority = 2
[State 0, VelSet]
type = VelSet
trigger1 = time=0&&var(10)=0
x = 0
y = 0
;ignorehitpause = 
;persistent = 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = p2stateno=5120
movetype = A        ;I,A,H


[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
persistent=0
[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
persistent=0
[State 200,]
type = Posadd
trigger1 = AnimElem = 4 | AnimElem = 5 | AnimElem = 6 
x = 10

[State 200,]
type = Posadd
trigger1 = AnimElem = 7 | AnimElem = 8 | AnimElem = 9 
x = -10

[State 240, hitdef]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Hard
damage    = 65
guardflag = MA
pausetime = 11,11
sparkno = s4010
guard.sparkno = s4110
sparkxy = -25,-100
hitsound   = s400,3
guardsound = s2,0
getpower=90,90
ground.type = High
ground.slidetime = 16
ground.hittime  = 20
guard.ctrltime=18
ground.velocity = -9
air.velocity = -3.2,-3.2
forcenofall=1  
ground.cornerpush.veloff=0
[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
trigger1 = random < 700
value = (10+(var(0)*10)),10
channel = 0
[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 3
channel = 1

[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,96,28)
ignorehitpause=0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=8

movetype = I   
       ;I,A,H
;ignorehitpause = 
;persistent = 

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

;---------------------------------------------------------------------------
; 近距離立ち強キック
; CNS レベル: 基本

[Statedef 245]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 245
sprpriority = 2
[State 0, VelSet]
type = VelSet
trigger1 = time=0&&var(10)=0
x = 0
y = 0
;ignorehitpause = 
;persistent = 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = p2stateno=5120
movetype = A        ;I,A,H


[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
persistent=0
[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
persistent=0
[State 200,]
type = Posadd
trigger1 = AnimElem = 3 | AnimElem = 4
x = 10

[State 200,]
type = Posadd
trigger1 = AnimElem = 14
x = -10

[State 200, hitdef]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 35, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 11, 11
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20, -70
hitsound = s400,3
guardsound = s2,0
ground.type = Low
ground.slidetime = 18
getpower=45,45
ground.hittime  = 20
guard.ctrltime=18
ground.velocity = -0
airguard.velocity = -2.3,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime=99; = 12
forcenofall=1  
ground.cornerpush.veloff=0

[State 200, hitdef]
type = HitDef
trigger1 = AnimElem = 10
attr = S, NA
damage = 30, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 11, 11
sparkno = s4010
getpower=45,45
guard.sparkno = s4110
sparkxy = -20, -90
hitsound = s400,3
guardsound = s2,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 20
guard.ctrltime=18
ground.velocity = -8.3
airguard.velocity = -2.3,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime=99; = 12
forcenofall=1  
ground.cornerpush.veloff=0
[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
trigger1 = random < 700
value = (10+(var(0)*10)),10
channel = 0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 9
value = 0, 3
channel = 1
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,47,14)
ignorehitpause=0

;persistent = 


[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, StateTypeSet]
type = StateTypeSet
trigger1= animelem=11
trigger2=movecontact && p2statetype=A
movetype = I   
ignorehitpause=1

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

;----------------------------------------
; double kick
[Statedef 250]
type    = S
movetype= A
physics = S
juggle  =0 ;4
poweradd= 0
ctrl = 0
anim = 250
sprpriority = 2
velset = 0,0
[State 0, VelSet]
type = VelSet
trigger1 = time=0&&var(10)=0
x = 0
y = 0
[State 0, StateTypeSet]
type = StateTypeSet
triggerall =animelemtime(5)<0
trigger1 = p2stateno=5120||p2stateno=52 
movetype = A        ;I,A,H


[State 0, VarSet]
type = VarSet
trigger1 =(prevstateno=[200,650]) && var(8)=1 && time=0
trigger2 = time=0 && var(8)=1 && var(7)=1 
trigger3= movehit=1 && var(8)=1
v = 8   ;fv = 10
value = 0
[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
persistent=0
[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
persistent=0
[State 210, kiai1]
type = PlaySND
trigger1 = time=0
channel = 1
value = 0,1

[State 210, vush]
type = PlaySND
trigger1 = AnimElem = 11
channel = 0
value = s(10+(var(0)*10)),9

;[State 210, pause]
;type = Pause
;trigger1 = MoveHit = 1
;time = 2
;pausebg = 0
[State 0, PosAdd]
type = PosAdd
trigger1 = time=0
x = 12


[State 200, ?????]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage =  30, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 11, 11
getpower=40,40
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20, -75
hitsound = s400,2
getpower=40,40
guardsound = s2,1
ground.type = High
ground.slidetime = 16
ground.hittime  = 22
guard.ctrltime=14
ground.velocity = -3
airguard.velocity = -2.5,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime=99; = 99
forcenofall=1
ground.cornerpush.veloff=0
[State 200, ?????]
type = HitDef
trigger1 = AnimElem = 11
attr = S, NA
damage =  70, 0
animtype = Hard
guardflag = HA
hitflag = MAF
priority = 3, Hit
guard.pausetime = 11, 11
pausetime=2,2
getpower=55,55
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20, -50
hitsound = s400,2
guardsound = s2,1
ground.type = High
ground.slidetime = 22
ground.hittime  = 20
guard.ctrltime=18
ground.velocity = -0,0 
airguard.velocity = -2.5,-1.8
guard.velocity=-7.5
air.type = High
air.velocity = -2.5,-3
air.hittime=99; = 99
fall=1
ground.cornerpush.veloff=0
envshake.time=6
envshake.freq = 60
envshake.ampl = -6
envshake.phase = 90
envshake.time=6
id=1210


[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=1,34,10)
ignorehitpause=1
persistent=0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=12
movetype = I   
[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; しゃがみ弱パンチ
; CNS レベル: 基本
;
; 全ての弱攻撃において、slidetimeとhittimeのパラメータを少ない数にするのは、
; 相手を長い間やられ状態にする事や連打による永久ヒットを防止させるためです。
; 全てのしゃがみ攻撃に関しては、HitDefのattrのパラメータで「しゃがみ攻撃」の認識を
; 忘れずに設定しなければなりません。
; この場合、「attr = C, NA」は「Crouching, Normal Attack（しゃがみ通常攻撃）」を表します。
;
; このステートのHitDefはpriority（攻撃優先度）が3にセットされています。
; やられ判定ボックス(Clsn2)に被っている自分と相手の攻撃判定ボックス(Clsn1)が交差した時、
; 4以上ならば相手に打ち勝ち、3未満ならば相手に打ち負け、相手のpriorityも3ならば相打ちになります。

[Statedef 400]
type     = C
movetype = A
physics  = C
juggle   = 8
poweradd = 0
ctrl     = 0
anim     = 400
sprpriority = 2
[State 0, VelSet]
type = VelSet
trigger1 = time=0&&var(10)=0
x = 0
y = 0
;ignorehitpause = 
;persistent = 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = p2stateno=5120
movetype = A        ;I,A,H


[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
persistent=0
[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
persistent=0
[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = random < 700
value = (10+(var(0)*10)),8
channel = 0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 0
channel = 1

[State 400, hitdef]
type = HitDef
trigger1 = time = 0
attr = C, NA
damage    = 25
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = M
pausetime = 7,7
sparkno = s4000
guard.sparkno = s4100
sparkxy = -10,-50
hitsound   = s400,0 
getpower=40,40  
guardsound = s2,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 14      
guard.ctrltime=12
ground.velocity = -5
air.velocity = -1.5,-3
forcenofall=1  
ground.cornerpush.veloff=0
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,30,10)
ignorehitpause=1
persistent=0
 [State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=3
movetype = I        ;I,A,H
;ignorehitpause = 
;persistent = 


[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1&& var(14)=1
v = 8   ;v = 570
value = 0
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit &&var(8)=1
v = 14   ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = time=1 &&var(14)=1
v = 14   ;fv = 10
value = 0
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit=1 &&var(14)=0
v = 5   ;fv = 10
value = 1
[State 400, changestate]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; しゃがみ強パンチ
; CNS レベル: 基本

[Statedef 410]
type     = C
movetype = A
physics  = C
juggle   = 8
poweradd = 0
ctrl     = 0
anim     = 410
sprpriority = 2
[State 0, VelSet]
type = VelSet
trigger1 = time=0&&var(10)=0
x = 0
y = 0
;ignorehitpause = 
;persistent = 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = p2stateno=5120
movetype = A        ;I,A,H


[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
persistent=0
[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
persistent=0
[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = random < 700
value = (10+(var(0)*10)),9
channel = 0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 1
channel = 1

[State 200, hitdef]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 50, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 11, 11
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20,-60
hitsound = s400,2
guardsound = s2,0
getpower=110,110
ground.type = High
ground.slidetime = 21
ground.hittime  = 20
guard.ctrltime=18
ground.velocity = -7.5
airguard.velocity = -2.3,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime=99; = 12
forcenofall=1  
ground.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=1,83,20)
ignorehitpause=1
persistent=0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=7
movetype = I   

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

;---------------------------------------------------------------------------
; しゃがみ弱キック
; CNS レベル: 基本
;
; 簡単なしゃがみ攻撃です。HitDefのguardflagが「L(Low)」に設定されています。
; 相手が立ちガードと空中ガードが出来ないようになっています。

[Statedef 430]
type     = C
movetype = A
physics  = C
juggle   = 8
poweradd = 0
ctrl     = 0
anim     = 430
sprpriority = 2
[State 0, VelSet]
type = VelSet
trigger1 = time=0&&var(10)=0
x = 0
y = 0
;ignorehitpause = 
;persistent = 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = p2stateno=5120
movetype = A        ;I,A,H


[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
persistent=0
[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
persistent=0
[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = random < 700
value = (10+(var(0)*10)),8
channel = 0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 2
channel = 1

[State 430, hitdef]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 30
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 7,7
sparkno = s4000
guard.sparkno = s4100
sparkxy = -10,-5
hitsound   = s400,1
getpower=40,40  
guardsound = s2,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 14      
guard.ctrltime=12
ground.velocity = -5.5
air.velocity = -2,-3
forcenofall=1  
ground.cornerpush.veloff=0
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,30,10)
ignorehitpause=1
persistent=0
 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=3
trigger2=movecontact 
movetype = I   
       ;I,A,H
;ignorehitpause = 
;persistent = 

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

;---------------------------------------------------------------------------
; しゃがみ強キック
; CNS レベル: 基本
;
; HitDefのground.typeにTripが設定されています。
; これは特殊なパラメータで「足払い攻撃」になり、ヒットすれば相手を転ばせる事が可能になります。
;
; hitflagがMAFDに変わっています。この「D」の部分は「Down（ダウン）」の意味で、
; 横に倒れている相手にまで攻撃を当てる事が出来ます。
; しかし通常より与えるダメージが少なくなるので注意しましょう。
;
; さらに「fall = 1」の項目が追加されていますが、これは攻撃をヒットさせたら
; 相手を「ダウン効果のある吹っ飛び状態」にする事が出来ます。
; 前述（★１）の通り、ジャグルポイントが溜まります。

[Statedef 440]
type     = C
movetype = A
physics  = C
juggle   = 15
poweradd = 0
ctrl     = 0
anim     = 440
sprpriority = 2
[State 0, VelSet]
type = VelSet
trigger1 = time=0&&var(10)=0
x = 0
y = 0
;ignorehitpause = 
;persistent = 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = p2stateno=5120
movetype = A        ;I,A,H


[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
persistent=0
[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
persistent=0
[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
trigger1 = random < 700
value = (10+(var(0)*10)),10
channel = 0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = 0, 3
channel = 1

[State 440, hitdef]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 65
hitflag = MAF
guardflag = L
pausetime = 11,11
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20,-10
hitsound   = s400,3
guardsound = s2,0
getpower=90,90
ground.type = Trip
ground.slidetime = 13
ground.hittime  = 20
guard.ctrltime=18
ground.velocity = -3,-4.5
air.velocity = -3,-4.5
guard.velocity = -7
fall = 1 
id=440
guard.cornerpush.veloff=0
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,96,28)
ignorehitpause=1
persistent=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, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=7
movetype = I   
[State 440, changestate]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; 垂直ジャンプ弱パンチ
; CNS レベル: 基本
;
; これらの空中の通常攻撃にChangeStateがありません。
; physicsがAなので、地上に着地すれば（キャラのPos Yが０以上の時に）
; 自動で[Statedef 52]にステートが変更されるからです。

[Statedef 600]
type     = A
movetype = A
physics  = A
juggle   = 8
poweradd = 0
ctrl     = 0
anim     = 600
sprpriority = 2

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = p2stateno=5120
movetype = A        ;I,A,H


[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
persistent=0
[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
persistent=0
[State 600, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = (10+(var(0)*10)),8
channel = 0
[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 0
channel = 1

[State 600, hitdef]
type = HitDef
trigger1 = Time = 0
attr = A, NA   ;Air, Normal Attacks（空中通常攻撃）
damage    = ifelse(Var(3) = 2,35,40)
guardflag = HA ;HighAir（相手はしゃがみガードが出来ません）
priority = 3
pausetime = 7,7
sparkno = s4000
getpower=40,40
guard.sparkno = s4100
sparkxy = -15,-60
hitsound   = s400,0 
guardsound = s2,0
ground.type = High
ground.slidetime =6
ground.hittime  = ifelse(Var(3) = 2,12,15)
guard.ctrltime= ifelse(Var(3) = 2,12,15)
ground.velocity = -4
air.velocity = -1.3,-3
forcenofall=1  
ground.cornerpush.veloff=0
air.hittime=99
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1&& var(14)=1
v = 8   ;v = 570
value = 0

[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit &&var(8)=1
v = 14   ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = time=1 &&var(14)=1
v = 14   ;fv = 10
value = 0
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit=1 &&var(14)=0
v = 5   ;fv = 10
value = 1
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 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=4
movetype = I   
;---------------------------------------------------------------------------
; 斜めジャンプ弱パンチ
; CNS レベル: 基本
;
; これらの空中の通常攻撃にChangeStateがありません。
; physicsがAなので、地上に着地すれば（キャラのPos Yが０以上の時に）
; 自動で[Statedef 52]にステートが変更されるからです。

[Statedef 605]
type     = A
movetype = A
physics  = A
juggle   = 8
poweradd = 0
ctrl     = 0
anim     = 605
sprpriority = 2

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = p2stateno=5120
movetype = A        ;I,A,H


[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
persistent=0
[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
persistent=0
[State 600, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = (10+(var(0)*10)),8
channel = 0
[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 0
channel = 1

[State 600, hitdef]
type = HitDef
trigger1 = Time = 0
attr = A, NA   ;Air, Normal Attacks（空中通常攻撃）
damage    = ifelse(Var(3) = 2,35,40)
guardflag = HA ;HighAir（相手はしゃがみガードが出来ません）
priority = 3
pausetime = 7,7
sparkno = s4000
guard.sparkno = s4100
sparkxy = -15,-60
hitsound   = s400,0
getpower=40,40 
guardsound = s2,0
ground.type = High
ground.slidetime =6
ground.hittime  = ifelse(Var(3) = 2,12,15)
guard.ctrltime= ifelse(Var(3) = 2,12,15)
ground.velocity = -4
air.velocity = -1.3,-3
forcenofall=1  
ground.cornerpush.veloff=0
air.hittime=99
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1&& var(14)=1
v = 8   ;v = 570
value = 0

[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit &&var(8)=1
v = 14   ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = time=1 &&var(14)=1
v = 14   ;fv = 10
value = 0
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit=1 &&var(14)=0
v = 5   ;fv = 10
value = 1
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 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=4
movetype = I   
;---------------------------------------------------------------------------
; ジャンプ強パンチ
; CNS レベル: 基本

[Statedef 610]
type     = A
movetype = A
physics  = A
juggle   = 8
poweradd = 0
ctrl     = 0
anim     = 610
sprpriority = 2

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = p2stateno=5120
movetype = A        ;I,A,H


[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
persistent=0
[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
persistent=0
[State 610, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = (10+(var(0)*10)),9
channel = 0
[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 1
channel = 1

[State 610, hitdef]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = ifelse(Var(3) = 2,60,65)
guardflag = HA
priority = 4
pausetime = 11,11
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20,-80
hitsound   = s400,2
guardsound = s2,0
animtype = Medium
getpower=110,110
ground.type = High
ground.slidetime =6
ground.hittime  = ifelse(Var(3) = 2,12,15)
guard.ctrltime= ifelse(Var(3) = 2,12,15)
ground.velocity = -5
air.velocity = -3,-4
forcenofall=1  
ground.cornerpush.veloff=0
air.hittime=99
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1&& var(14)=1
v = 8   ;v = 570
value = 0

[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit &&var(8)=1
v = 14   ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = time=1 &&var(14)=1
v = 14   ;fv = 10
value = 0
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit=1 &&var(14)=0
v = 5   ;fv = 10
value = 1
ignorehitpause =0 
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,83,20)
ignorehitpause=1
persistent=0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=5
movetype = I 
;---------------------------------------------------------------------------
; 垂直ジャンプ弱キック
; CNS レベル: 基本

[Statedef 630]
type     = A
movetype = A
physics  = A
juggle   = 8
poweradd = 0
ctrl     = 0
anim     = 630
sprpriority = 2

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = p2stateno=5120
movetype = A        ;I,A,H


[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
persistent=0
[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
persistent=0
[State 630, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = (10+(var(0)*10)),8
channel = 0
[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 2
channel = 1

[State 630, hitdef]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage =ifelse(Var(3) = 2,30,35)
guardflag = HA
priority = 3
pausetime = 7, 7  
sparkno = s4000
guard.sparkno = s4100
sparkxy = -15,-50
hitsound   = s400,1
guardsound = s2,0
getpower=40,40
ground.type = High
ground.slidetime =6
ground.hittime  = ifelse(Var(3) = 2,12,15)
guard.ctrltime= ifelse(Var(3) = 2,12,15)
ground.velocity = -4
air.velocity = -2,-3
forcenofall=1  
ground.cornerpush.veloff=0
air.hittime=99
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1&& var(14)=1
v = 8   ;v = 570
value = 0

[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit &&var(8)=1
v = 14   ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = time=1 &&var(14)=1
v = 14   ;fv = 10
value = 0
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit=1 &&var(14)=0
v = 5   ;fv = 10
value = 1
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 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=4
movetype = I 
;---------------------------------------------------------------------------
; 斜めジャンプ弱キック
; CNS レベル: 基本

[Statedef 635]
type     = A
movetype = A
physics  = A
juggle   = 8
poweradd = 0
ctrl     = 0
anim     = 635
sprpriority = 2

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = p2stateno=5120
movetype = A        ;I,A,H


[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
persistent=0
[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
persistent=0
[State 630, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = (10+(var(0)*10)),8
channel = 0
[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 2
channel = 1

[State 630, hitdef]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = ifelse(Var(3) = 2,30,35)
guardflag = HA
priority = 5
pausetime =7, 7  
sparkno = s4000
guard.sparkno = s4100
sparkxy = -15,-50
hitsound   = s400,1
guardsound = s2,0
getpower=40,40
ground.type = High
ground.slidetime =6
ground.hittime  = ifelse(Var(3) = 2,12,15)
guard.ctrltime= ifelse(Var(3) = 2,12,15)
ground.velocity = -4
air.velocity = -2,-3
forcenofall=1  
ground.cornerpush.veloff=0
air.hittime=99
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1&& var(14)=1
v = 8   ;v = 570
value = 0

[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit &&var(8)=1
v = 14   ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = time=1 &&var(14)=1
v = 14   ;fv = 10
value = 0
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit=1 &&var(14)=0
v = 5   ;fv = 10
value = 1
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 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=4
movetype = I 
;---------------------------------------------------------------------------
; 垂直ジャンプ強キック
; CNS レベル: 基本

[Statedef 640]
type     = A
movetype = A
physics  = A
juggle   = 8
poweradd = 0
ctrl     = 0
anim     = 640
sprpriority = 2

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = p2stateno=5120
movetype = A        ;I,A,H


[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
persistent=0
[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
persistent=0
[State 640, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = (10+(var(0)*10)),10
channel = 0
[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 3
channel = 1

[State 640, hitdef]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = ifelse(Var(3) = 2,65,70)
guardflag = HA
priority = 4
pausetime = 11,11
sparkno = s4010
guard.sparkno = s4110
sparkxy = -25,-60
hitsound   = s400,3
getpower=90,90
guardsound = s2,0
animtype = Hard
ground.type = High
ground.slidetime =6
ground.hittime  = ifelse(Var(3) = 2,12,15)
guard.ctrltime= ifelse(Var(3) = 2,12,15)
ground.velocity = -5
air.velocity = -3,-4
forcenofall=1  
ground.cornerpush.veloff=0
air.hittime=99

[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1&& var(14)=1
v = 8   ;v = 570
value = 0

[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit &&var(8)=1
v = 14   ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = time=1 &&var(14)=1
v = 14   ;fv = 10
value = 0
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit=1 &&var(14)=0
v = 5   ;fv = 10
value = 1
ignorehitpause =0 
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,96,28)
ignorehitpause=1
persistent=0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=4 
movetype = I   
;---------------------------------------------------------------------------

[Statedef 800]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 800
sprpriority = 2



[State 800, hitdef（投げ用）]
type = HitDef
trigger1 = Time = 0
attr = S, NT          ;攻撃属性: これは Standing, Normal Throw（立ち通常投げ）
hitflag = M-          ;相手がやられ状態ではない地上の時でしか掴む事が出来ません
priority = 1, Miss    ;投げなので優先度を低く、かつmissかdodgeの属性でなければなりません
sparkno = s4030       ;-1にすればヒットスパークが表示しなくなります
sparkxy = -25,-70
p1sprpriority = 1     ;攻撃が当たった時に自分の画像表示優先度を0にします
p2sprpriority = 0     ;攻撃が当たった時に相手の画像表示優先度を1にします
p1facing = 1          ;攻撃が当たった時の自分の向き ★６
p2facing = 1          ;攻撃が当たった時の相手の向き
p1stateno = ifelse(command="b"||(backedgebodydist <100&&AIlevel>0),830,810) ;自分のchangestate
p2stateno = ifelse(command="b"||(backedgebodydist <100&&AIlevel>0),840,820) ;相手を制御するステートに行かせる
guard.dist = 0        ;相手がガード状態に移行出来る距離（現在は0なのでガード不可）
fall = 1              ;1にすれば相手がダウン状態になる
numhits = 0

;★６：「ifelse文」
;「もし■■■だったら●●●、そうでなかったら▲▲▲」という、特殊な分岐を指定する記述です。
;　これもどのステートコントローラでも使える条件式です。
;　↑で実際に使われているパラメータを日本語で表すと、
;『もしholdfwdのコマンドを入力しているなら-1（向きを逆）に、そうでなかったら1（向きをそのまま）にセットする』
;　という事になります。
;　●●●と▲▲▲にはさらにifelseを追加し分岐を細かく増やす事も出来ますが、
;　最終的には数値や数式だけしかセットする事が出来ません。

[State 170, nothitby]
type = NotHitBy
trigger1 = time = 0
value = SCA,NT,ST,HT
time = 1

[State 800, changestate]
type = ChangeState
triggerall = AIlevel=0
Trigger1 = AnimTime = 0
value = ifelse(command="b",ifelse(p2bodydist x <30,245,240),ifelse(p2bodydist x <30,215,210))
[State 800, changestate]
type = ChangeState
triggerall = AIlevel>0
Trigger1 = AnimTime = 0
value = ifelse(random<499,ifelse(p2bodydist x <30,245,240),ifelse(p2bodydist x <30,215,210))
;---------------------------------------------------------------------------
;Kung Fu Throw - Throwing the opponent
[Statedef 801]
type    = S
movetype= A
physics = S
anim = 5945
poweradd = 0
facep2=1
[State 810,NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

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

[State 105, VelMul]
type = VelMul
trigger1 = 1
x = .75

[State 4100,4]
type = PlayerPush
trigger1 = P2BodyDist X < 0
value = 0
[State 200, 1]
type = PlaySnd
trigger1 = animelem=1
value = 5000,2+(var(0)*10)
channel=0

[State 200, 1]
type = PlaySnd
trigger1 = animelem=1
value = 2,2
channel=1
[State 0, Explod]
type = Explod
trigger1=time=0
anim = 4110
ID = 4110
pos =35,-75
postype = p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = 1,1
sprpriority = 4
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = time=0
x = -16
[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Kung Fu Throw - Throwing the opponent
[Statedef 802]
type    = S
movetype= A
physics = S
poweradd = 0
facep2=1
[State 810,NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

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

[State 105, VelMul]
type = VelMul
trigger1 = 1
x = .75

[State 4100,4]
type = PlayerPush
trigger1 = P2BodyDist X < 0
value = 0
[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0 && !selfanimexist(5940)
value = 5941
[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0 && selfanimexist(5940)
value = 5940
[State 0, VelSet]
type = VelSet
trigger1 = time=0
x = -16
[State 810, State End]
type = selfState
trigger1 = AnimTime = 0||time>=20
value = 0
ctrl = 1
;-----------------------------------------------------------------------------
;投げ１・投げている（自分）
[Statedef 810]
type    = S
movetype= A
physics = N
anim = 810

[State 0, ChangeState]
type = ChangeState
trigger1 = (((time=[0,7])&&enemy,command="z")||((time=[0,7])&&enemy,command="y"))
trigger2= (time=0) && random <enemy,AILevel*63
value =801


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

[State 810, width]
type = Width
trigger1 = 1
edge = 70,0

[State 810, 1]
type = PlaySnd
Trigger1 = time = 0
value = s1,5
channel=1
[State 810, 1]
type = PlaySnd
Trigger1 = AnimElem = 7 | AnimElem = 9 | AnimElem = 11 | AnimElem = 13
Trigger2 = AnimElem = 15
value = s12,3
channel=1
[State 810, 1]
type = PlaySnd
Trigger1 = AnimElem = 19
value = s(10+(var(0)*10)),8
channel=0
[State 810, 1]
type = PlaySnd
Trigger1 = AnimElem = 19
value = s40,0
channel=1
[State 700, エフェクト表示]
type = Explod
Trigger1 = AnimElem = 7 | AnimElem = 9 | AnimElem = 11 | AnimElem = 13
Trigger2 = AnimElem = 15
anim = 4040
postype = P1
pos = 60, -120
sprpriority = 15
ownpal = 1

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(2) < 0
pos = 40, 0

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(3) < 0
pos = 60, -70

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(4) < 0
pos = 55, -70

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(5) < 0
pos = 55, -68

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(5) >= 0 && AnimElemtime(6) < 0
pos = 60, -120

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(6) >= 0 && AnimElemtime(7) < 0
Trigger2 = AnimElemtime(8) >= 0 && AnimElemtime(9) < 0
Trigger3 = AnimElemtime(10) >= 0 && AnimElemtime(11) < 0
Trigger4 = AnimElemtime(12) >= 0 && AnimElemtime(13) < 0
Trigger5 = AnimElemtime(14) >= 0 && AnimElemtime(15) < 0
pos = 60, -125

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(7) >= 0 && AnimElemtime(8) < 0
Trigger2 = AnimElemtime(9) >= 0 && AnimElemtime(10) < 0
Trigger3 = AnimElemtime(11) >= 0 && AnimElemtime(12) < 0
Trigger4 = AnimElemtime(13) >= 0 && AnimElemtime(14) < 0
Trigger5 = AnimElemtime(15) >= 0 && AnimElemtime(16) < 0
pos = 58, -123

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(16) >= 0 && AnimElemtime(17) < 0
pos = 45, -120

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(17) >= 0 && AnimElemtime(18) < 0
pos = 25, -120

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(18) >= 0 && AnimElemtime(19) < 0
pos = 52, -120

[State 810, 3]
type = TargetBind
Trigger1 = AnimElem = 19
pos = 110, -10

[State 810, 1]
type = TargetLifeAdd
trigger1 = AnimElem = 7 || AnimElem = 9 || AnimElem = 11 || AnimElem = 13
value = -20
kill = 0

[State 810, 1]
type = TargetLifeAdd
trigger1 = AnimElem = 15
value = -19
kill = 0

[State 810, 1]
type = TargetLifeAdd
trigger1 = AnimElem = 19
value = -1
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000
trigger1 =time=0
v = 57    ;v = 570
value = 80
ignorehitpause=1

[State 0, PowerAdd]
type = PowerAdd
triggerall = var(10)=0&&var(57)<1000
trigger1 =time=0
value =65
[State 810, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;投げ１・投げられている（相手の動作）動作
[Statedef 820]
type    = A
movetype= H
physics = N
velset = 0,0
[State 0, TargetState]
type = changeState
trigger1 =p2stateno=801
value =802
[State 170, nothitby]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 820

[State 1322]
type = velset
trigger1 = AnimElem = 19
x = -5
y = -5

[State 1322]
type = veladd
trigger1 = AnimElemtime(19) > 0
y = .45

[State 1323]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100

;-----------------------------------------------------------------------------
;投げ２・投げている（自分）
[Statedef 830]
type    = S
movetype= A
physics = N
anim = 830
[State 0, ChangeState]
type = ChangeState
trigger1 = (((time=[0,7])&&enemy,command="z")||((time=[0,7])&&enemy,command="y"))
trigger2= (time=0) && random <enemy,AILevel*63
value =801
[State 170, nothitby]
type = NotHitBy
trigger1 = 1
value = SCA
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = 1
movetype =A
[State 810, width]
type = Width
trigger1 = 1
edge = 60,0

[State 810, ]
type = Turn
trigger1 = AnimElem = 5

[State 810, 1]
type = PlaySnd
Trigger1 = time = 0
value = s1,5
channel=1
[State 810, 1]
type = PlaySnd
Trigger1 = AnimElem = 7
value = s(10+(var(0)*10)),11
channel=0
[State 810, 1]
type = PlaySnd
Trigger1 = AnimElem = 13
value = s(10+(var(0)*10)),10
channel=0
[State 810, 1]
type = PlaySnd
Trigger1 = AnimElem = 7
Trigger2 = AnimElem = 13
value = s0,4
channel=1
[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(2) < 0
pos = 40, 0

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(3) < 0
pos = 60, 0

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(4) < 0
pos = 55, 0

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(5) < 0
pos = 55, 0

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(5) >= 0 && AnimElemtime(6) < 0
pos = 5, 0

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(6) >= 0 && AnimElemtime(7) < 0
pos = 30, 0

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(7) >= 0 && AnimElemtime(8) < 0
pos = 40, 0

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(8) >= 0 && AnimElemtime(9) < 0
pos = 45, 0

[State 200, hitdef]
type = HitDef
trigger1 = AnimElem = 8
attr = S, NA
damage = 0,0
animtype = Hard
guardflag = 
hitflag = MAF
priority = 3, Hit
pausetime = 10, 0
sparkno = s4010
sparkxy = -20, -70
hitsound = s400,3
ground.type = Low
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = 0
p2stateno = 845
p2facing = 1

[State 200, hitdef]
type = HitDef
trigger1 = AnimElem = 13
attr = S, NA
damage = 30,0
animtype = Hard
guardflag = 
hitflag = MAF
priority = 3, Hit
pausetime = 12, 0
sparkno = s4010
sparkxy = -20, -70
hitsound = s400,5
ground.type = Low
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = 0
p2stateno = 1360
envshake.time = 5
envshake.ampl = 2
envshake.freq = 80
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000
trigger1 =time=0
v = 57    ;v = 570
value = 80
ignorehitpause=1

[State 0, PowerAdd]
type = PowerAdd
triggerall = var(10)=0&&var(57)<1000
trigger1 =time=0
value =65
[State 810, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;投げ１・投げられている（相手の動作）動作
[Statedef 840]
type    = A
movetype= H
physics = N
velset = 0,0
[State 0, TargetState]
type = changeState
trigger1 =p2stateno=801
value =802
[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 840

[State 820, 1]
type = SelfState
trigger1 = Enemy,Stateno != 830
trigger2 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 845]
type    = A
movetype= H
physics = N
velset = 0,0

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0
[State 0, TargetState]
type = changeState
trigger1 =p2stateno=811
value =802
[State 810, 1]
type = LifeAdd
trigger1 = time = 0
value = -70
kill = 0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 845

[State 820, 1]
type = SelfState
trigger1 = Enemy,Stateno != 830
trigger2 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; ?????????????
[Statedef 900]
type = S
ctrl = 0
anim = ifelse((prevstateno=[200,450]),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 = .5,.5
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6220
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -1
ownpal = 1
scale = .5,.5

[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6211
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = 4
ownpal = 1
scale = .5,.5
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6221
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -2
ownpal = 1
scale = .5,.5

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

[State 0, ChangeState]
type = ChangeState
trigger1 =AILEvel>0 && p2bodydist x <15 && time>4 && anim=102
value =215

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

;---------------------[???]
[State 00];
type = PlaySnd
trigger1 = animelem = 1
value = S3000,1
[State 00];
type = PlaySnd
triggerall=var(0)=0
trigger1 = animelem = 1 && anim=103
value = S10,29
channel=0
[State 00];
type = PlaySnd
triggerall=var(0)=1
trigger1 = animelem = 1 && anim=103
value = S20,24
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 = 

;---------------------[??]


;---------------------[??]


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

;---------------------[??????]
[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; ?????????????
[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

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



;---------------------[??????]
[State 195, 2]
type = ChangeState
trigger1 = time=1
value = prevstateno
ctrl = 1
;---------------------------------------------------------------------------
;Jump Light Punch
; CNS difficulty: easy
[Statedef 11151]
type    = A
movetype= H
physics = N
juggle  =0; 2
poweradd= 5
ctrl = 0
sprpriority =0
;velset=-8,6
poweradd= 59
ctrl = 0
sprpriority = -2
[State 0, HitVelSet]
type = HitVelSet
trigger1 = time=0
x = 1
y = 1
;ignorehitpause = 
;persistent =
[State 0, Turn]
type = Turn
trigger1 = facing=enemy,facing
;ignorehitpause = 
;persistent = 

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0 && !selfanimexist(5052)
value = 5061
;elem = 1
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0 && selfanimexist(5052)
value = 5052
[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = time=0 && !selfanimexist(5061) && !selfanimexist(5052)
value = 5061

[State 0, VelAdd]
type = VelAdd
trigger1 =( anim!=612 && anim!=614&&anim!=5101&&anim!=5111)
y = .67
[State 807, 0]
type = PlayerPush
trigger1 = (p2stateno=[800,808])||(prevstateno=[800,808])
value = 0
[State 0, NotHitBy]
type = NotHitBy
trigger1 = p2stateno=2115
value = SCA
;value2 = S,NA
time = 99
;ignorehitpause = 
;persistent = 

[State 0, ChangeAnim2]
type = ChangeAnim2
triggerall = !selfanimexist(5111) && !selfanimexist(5161)
triggerall = anim!=614 && anim!=612 && anim!=613
trigger1 =pos y>=ifelse(anim=1221,-20,0) && time>3
value = 614
[State 0, ChangeAnim2]
type = ChangeAnim
triggerall =selfanimexist(5111) && selfanimexist(5161)
triggerall = anim!=5101 && anim!=612 && anim!=613&& anim!=5161&& anim!=5111
trigger1 =pos y>=ifelse(anim=1221,-20,0) && time>3
value = 5101
[State 0, ChangeAnim]
type = ChangeAnim2
triggerall = !selfanimexist(5111) && !selfanimexist(5161)
trigger1 = pos y>=0 && anim=614 && animtime=0
value = 613

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = selfanimexist(5111) && selfanimexist(5161)
trigger1 = pos y>=0 && anim=5101 && animtime=0
value = 5161
[State 0, VelSet]
type = VelSet
trigger1 =animelemtime(1)=2 && (anim=613||anim=5161)
y = -5
x=-3
persistent=0
[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,1
;ignorehitpause =
;persistent =

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =anim=614||anim=5101
statetype = L      ;S,A,C,L



[State 0, ChangeAnim]
type = ChangeAnim2
triggerall =!selfanimexist(5111) && !selfanimexist(5161)
trigger1 = pos y>=0 &&  (anim=613)&& animelemtime(1)>5
value = 612
[State 0, ChangeAnim]
type = ChangeAnim
triggerall = selfanimexist(5111) && selfanimexist(5161)
trigger1 = pos y>=0 &&  (anim=5161)&& animelemtime(1)>4
value = 5111

[State 0, PosSet]
type = PosSet
trigger1 =anim=5111||anim=612 ||anim=614||anim=5101
y = 0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 =  anim=5111 ||anim=612||anim=614||anim=5101
x = 0
y = 0
;ignorehitpause =
;persistent =

[State 0, SelfState]
type = SelfState
trigger1 =animtime=0 &&( anim=612)
trigger2= anim=5111 && enemy,var(37)>5
value =ifelse(alive,5120,5150)

;---------------------------------------------------------------------------
;Jump Light Punch
; CNS difficulty: easy
[Statedef 11152]
type    = A
movetype= H
physics = N
juggle  =0; 2
poweradd= 5
ctrl = 0
sprpriority =0
poweradd= 59
ctrl = 0
sprpriority = -2

[State 0, HitVelSet]
type = HitVelSet
trigger1 = time=0
x = 1
y = 1
;ignorehitpause = 
;persistent =
[State 0, Turn]
type = Turn
trigger1 = facing=enemy,facing
;ignorehitpause = 
;persistent = 

[State 0, VelAdd]
type = VelAdd
trigger1 =( anim!=612 && anim!=614&&anim!=5101&&anim!=5111)
y = .67
[State 807, 0]
type = PlayerPush
trigger1 = (p2stateno=[800,808])||(prevstateno=[800,808])
value = 0
[State 0, NotHitBy]
type = NotHitBy
trigger1 = p2stateno=2115
value = SCA
;value2 = S,NA
time = 99
;ignorehitpause = 
;persistent = 

[State 0, ChangeAnim2]
type = ChangeAnim2
triggerall =!selfanimexist(5111)||!selfanimexist(5161)||!selfanimexist(5101)
triggerall = anim!=614 && anim!=612 && anim!=613
trigger1 =pos y>=ifelse(anim=1221,-20,0) && time>3
value = 614
[State 0, ChangeAnim2]
type = ChangeAnim
triggerall = selfanimexist(5111) && selfanimexist(5161)&& selfanimexist(5101)
triggerall = anim!=5101 && anim!=612 && anim!=613&& anim!=5161&& anim!=5111
trigger1 =pos y>=ifelse(anim=1221,-20,0) && time>3
value = 5101
[State 0, ChangeAnim]
type = ChangeAnim2
triggerall = !selfanimexist(5111) ||!selfanimexist(5161)||!selfanimexist(5101)
trigger1 = pos y>=0 && anim=614 && animtime=0
value = 613

[State 0, ChangeAnim]
type = ChangeAnim
triggerall =selfanimexist(5111) && selfanimexist(5161)&& selfanimexist(5101)
trigger1 = pos y>=0 && anim=5101 && animtime=0
value = 5161
[State 0, VelSet]
type = VelSet
trigger1 =animelemtime(1)=2 && (anim=613||anim=5161)
y = -5
x=-3
persistent=0
[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,1
;ignorehitpause =
;persistent =

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =anim=614||anim=5101
statetype = L      ;S,A,C,L



[State 0, ChangeAnim]
type = ChangeAnim2
triggerall = !selfanimexist(5111) ||!selfanimexist(5161)||!selfanimexist(5101)
trigger1 = pos y>=0 &&  (anim=613)&& animelemtime(1)>5
value = 612
[State 0, ChangeAnim]
type = ChangeAnim
triggerall = selfanimexist(5111) &&selfanimexist(5161)&& selfanimexist(5101)
trigger1 = pos y>=0 &&  (anim=5161)&& animelemtime(1)>4
value = 5111

[State 0, PosSet]
type = PosSet
trigger1 =anim=5111||anim=612 ||anim=614||anim=5101
y = 0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 =  anim=5111 ||anim=612||anim=614||anim=5101
x = 0
y = 0
;ignorehitpause =
;persistent =

[State 0, SelfState]
type = SelfState
trigger1 =animtime=0 &&( anim=612)
trigger2= anim=5111 && enemy,var(37)>5
value =ifelse(alive,5120,5150)
;---------------------------------------------------------------------------
;Jump Light Punch
; CNS difficulty: easy
[Statedef 11153]
type    = A
movetype= H
physics = N
juggle  =0; 2
poweradd= 5
ctrl = 0
sprpriority =5
velset=0,6
poweradd= 59
ctrl = 0
sprpriority = -2

;ignorehitpause = 
;persistent = 

;ignorehitpause = 
;persistent = 

[State 0, VelAdd]
type = VelAdd
trigger1 =( anim!=612 && anim!=614)
y = .67

[State 0, NotHitBy]
type = NotHitBy
trigger1 = p2stateno=2115
value = SCA
;value2 = S,NA
time = 99
;ignorehitpause = 
;persistent = 
[State 807, 0]
type = PlayerPush
trigger1 = 1
value = 0
[State 0, ChangeAnim2]
type = ChangeAnim2
triggerall = anim!=614 
trigger1 =time=0 
value = 614

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0
;ignorehitpause =
;persistent =

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =anim=614
statetype = L      ;S,A,C,L



[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = anim=614&& animtime=0
value = 612

[State 0, PosSet]
type = PosSet
trigger1 =anim=612 ||anim=614
y = 0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 =  anim=612||anim=614
x = 0
y = 0
;ignorehitpause =
;persistent =

[State 0, SelfState]
type = SelfState
trigger1 =animtime=0 && anim=612
value =ifelse(alive,5120,5150)

;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw
[Statedef 1360]
type    = A
movetype= H
physics = N
velset = 0,0
facep2=ifelse((enemy,stateno!=[800,899]),1,0)
[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0 && selfanimexist(5061)
value =5061

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0 && !selfanimexist(5061)
value =831

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
;value2 = S,NA
time = 1
;ignorehitpause = 
;persistent = 

[State 0, VelSet]
type = VelSet
trigger1 =time=0 
x = -ifelse((enemy,stateno=[3300,3399]),10,6.5)
y = -5

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = .6
[State 0, ChangeState]
type = ChangeState
triggerall = p2stateno!=[2100,3200]
trigger1 = pos y >=0&& (time >5)
value =1361
[State 0, ChangeState]
type = ChangeState
triggerall = p2stateno=[2100,3200]
trigger1 = pos y >=0&& (time >5)
value =1363
;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw
[Statedef 1361]
type    = L
movetype= H
physics = N

[State 0, VelSet]
type = VelSet
trigger1 =vel x =-6.5
x = -3

[State 0, VelSet]
type = VelSet
trigger1= p2stateno=[2010,2011]
x = -6
;ignorehitpause =
;persistent =

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 855

[State 0, VelSet]
type = VelSet
trigger1 =1
y = 0
[State 0, PosSet]
type = PosSet
trigger1 =1
y = 0

[State 0, VelMul]
type = VelMul
trigger1 =1
x = .95
[State 0, VelSet]
type = VelSet
trigger1 =time>31
x = 0




[State 0, ChangeState]
type = selfState
trigger1 = animtime=0
value =ifelse(alive,5120,5150)
;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw
[Statedef 1363]
type    = L
movetype= H
physics = N

[State 0, VelSet]
type = VelSet
trigger1 =vel x =-5
x = -3
;ignorehitpause =
;persistent =

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 855

[State 0, VelSet]
type = VelSet
trigger1 =1
y = 0
[State 0, PosSet]
type = PosSet
trigger1 =1
y = 0

[State 0, VelMul]
type = VelMul
trigger1 =1
x = .95
[State 0, VelSet]
type = VelSet
trigger1 =time>31
x = 0




[State 0, ChangeState]
type = selfState
trigger1 =  animtime=0
value =ifelse(alive,5120,5150)