;---------------------- Integer variable list ----------------------

; var(0):= -2
; var(1):= 1902, 1021, 1023, 1101, 2037
; var(2):= -3, 1001, 1021, 1101, 1155, 1157, 1159, 40
; var(3):= 1021, 40
; var(4):= 40, 100
; var(5):= 300, 650, 200, 205, 210, 215, 230, 235, 240, 245, 400, 410, 430, 440, 600, 605, 610, 630, 635, 640, -2
; var(6):= 52000
; var(7):= 2300, 2305, 3200, 3205, -2
; var(8):= 300, 650, 200, 205, 210, 215, 230, 235, 240, 245, 400, 410, 430, 440, 600, 605, 610, 630, 635, 640, 1000, 1005, 1006, -2
; var(9):= 1000, 1005, 1006
;var(10):= -3
;var(11):= -2
;var(12):= -3
;var(14):= 300, 650, 200, 205, 210, 215, 230, 235, 240, 245, 400, 410, 430, 440, 600, 605, 610, 630, 635, 640, 1100, 1102, 1104, -2, 108
;var(15):= -2
;var(16):= -2
;var(17):= 1000, 1005, 1006, 1151, 1152, 1153, 1154
;var(18):= 1001, 1021, 1101
;var(19):= -3
;var(20):= -2
;var(21):= 180, 190, 191, 194, 2305, 2310, 3205, 3210, 3410, 1415, 1465, -2
;var(22):= -2
;var(23):= 3410, 1415, 1465, -3, 7000
;var(24):= 7000
;var(26):= 101
;var(27):= -2
;var(28):= -3
;var(30):= -2
;var(31):= -3
;var(32):= -3
;var(33) - IS P2 ALREADY IN THE AIR
;var(34)= BG THINGS FOR HYPER
;var(35)= BG THINGS FOR HYPER as well
;var(36):= -2
;var(57):= 300, 650, 200, 205, 210, 215, 230, 235, 240, 245, 400, 410, 430, 440, 600, 605, 610, 630, 635, 640, 810, 830, 1000, 1005, 1006, 1100, 1102, 1104, -2, -3, 1001, 1021, 1101, 1151, 1155, 1157, 1159, 7000

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

; fvar(1):= 1001, 1021, 1101, 1155, 1157, 1159
; fvar(2):= -2, 1021
; fvar(6):= -3




; 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。
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;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            = 50      ;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     = 16       ;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     = 2.5          ;前進歩行速度
walk.back    = -2.4         ;後退歩行速度
run.fwd      = 5.75, 0       ;前に走る時の速度（Ｘ軸,Ｙ軸）
run.back     = -6.2,-4.2    ;後ろに走る時の速度（Ｘ軸,Ｙ軸）
jump.neu     = 0,-10.4        ;垂直ジャンプ速度（Ｘ軸,Ｙ軸）
jump.back    = -3.2         ;後ジャンプ速度
jump.fwd     = 3.2        ;前ジャンプ速度
runjump.back = -2.55,-8.1   ;後ろに走りながらのジャンプ速度（オプション）
runjump.fwd  = 4.2,-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）

;---------------------------------------------------------------------------
;動作設定
[Movement]
airjump.num     = 0      ;????????????(?????)
airjump.height  = 35     ;????????????????????(?????)
yaccel          = .65   ;??(???????)
stand.friction  = .85    ;?????????
crouch.friction = .82    ;???????????
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, nothitby]
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 = 0,4

[State 180,]
type = ChangeState
triggerall=Prevstateno !=188
trigger1 = Time = 1
trigger1 = var(21) = 0
trigger1 = var(0) = 0
value = 181

[State 180,]
type = ChangeState
triggerall=Prevstateno !=188
trigger1 = Time = 1
trigger1 = var(21) = 1
trigger1 = var(0) = 0
value = 182

[State 180,]
type = ChangeState
triggerall=Prevstateno !=188
trigger1 = Time = 1
trigger1 = var(21) = 2
trigger1 = var(0) = 0
value = 183

[State 180,]
type = ChangeState
triggerall=Prevstateno !=188
trigger1 = Time = 1
trigger1 = var(0) = 1
trigger1 = MatchOver = 0
value = 184

[State 180,]
type = ChangeState
triggerall=Prevstateno !=188
trigger1 = Time = 1
trigger1 = var(21) = 3
value = 185

[State 180,]
type = ChangeState
triggerall=Prevstateno !=188
trigger1 = Time = 1
trigger1 = var(21) = 4
trigger1 = var(0) = 0
value = 186

[State 180,]
type = ChangeState
triggerall=Prevstateno !=188
trigger1 = Time = 1
trigger1 = var(0) = 1
trigger1 = MatchOver = 1
value = 187

;---------------------------------------------------------------------------
; 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 = 1
trigger1 = Alive
value = s10,2
channel=0
[State 181,]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 9
value = s12,0
channel=1
[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 = 3
trigger1 = Alive
value = s10,6
channel=0
[State 181,]
type = PlaySnd
trigger1 = AnimElem = 5
trigger1 = Alive
value = s12,1
channel=1
[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 = time = 28
trigger1 = Alive
value = s10,12
channel=0
[State 181, 特殊効果]
type = AssertSpecial
trigger1 = time = [0,200]
flag = roundnotover

;---------------------------------------------------------------------------
; 勝利ポーズ4
; CNS レベル: 基本

[Statedef 184]
type = S
ctrl = 0
anim = 184
velset = 0,0

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 6
trigger1 = Alive
value = s20,2
channel=0
[State 181, 特殊効果]
type = AssertSpecial
trigger1 = time = [0,200]
flag = roundnotover

;---------------------------------------------------------------------------
; 勝利ポーズ5
; CNS レベル: 基本

[Statedef 185]
type = S
ctrl = 0
anim = 185
velset = 0,0

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 7
trigger1 = Alive
value = s(10+(var(0)*10)),3
channel=0
[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 3
anim = 186
postype = P1
pos = 0, 0
sprpriority = 10
ownpal = 0

[State 181, 特殊効果]
type = AssertSpecial
trigger1 = time = [0,210]
flag = roundnotover

;---------------------------------------------------------------------------
; 勝利ポーズ6
; CNS レベル: 基本

[Statedef 186]
type = S
ctrl = 0
anim = 187
velset = 0,0

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = Alive
value = s10,0
channel=0
[State 181, 特殊効果]
type = AssertSpecial
trigger1 = time = [0,210]
flag = roundnotover

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

[Statedef 187]
type = S
ctrl = 0
anim = 188
velset = 0,0

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = Alive
value = s20,2
channel=0
[State 181,]
type = PlaySnd
trigger1 = AnimElem = 6
trigger1 = Alive
value = s400,17
channel=1
[State 181,]
type = PlaySnd
trigger1 = AnimElem = 7
trigger1 = Alive
value = s12,1
channel=2
[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 9
anim = 189
postype = P1
pos = 0, 0
sprpriority = 10
ownpal = 0
bindtime = -1

[State 181, 特殊効果]
type = AssertSpecial
trigger1 = time = [0,200]
flag = roundnotover
;==========<WIN by S.G.S.>==========
[Statedef 188]
type=S
sprpriority=-4

[State 183, safety]
type=removeexplod
trigger1=1
ID=4000




[State 183, win]
type=changestate
trigger1=prevstateno=3415&&time>85
value=180
;---------------------------------------------------------------------------
; 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,対クラウザー・カイザーウェイブ合戦]
type = ChangeState
trigger1 = (p2name = "Krauser" | p4name = "Krauser")&& enemy,authorname = "jin"
trigger1 = (p2name = "Krauser" | p4name = "Krauser")&& enemy,authorname = "KamekazeXJin"
value = 197

[State 190,対何か特殊な力持ってる人]
type = ChangeState
triggerall = var(0) = 0
triggerall = palno = [0,6]
trigger1 = p2name = "iori" | p4name = "iori"
trigger2 = p2name = "yagami" | p4name = "yagami"
trigger3 = p2name = "iori yagami" | p4name = "iori yagami"
trigger4 = p2name = "d-Yagami" | p4name = "d-Yagami"
trigger5 = p2name = "Yagami-AKOF" | p4name = "Yagami-AKOF"
trigger6 = p2name = "Vega" | p4name = "Vega"
trigger7 = p2name = "gouki" | p4name = "gouki"
trigger8 = p2name = "SVCVEGA" | p4name = "SVCVEGA"
trigger9 = p2name = "svcgouki" | p4name = "svcgouki"
trigger10 = p2name = "Tin's S_Gouki" | p4name = "Tin's S_Gouki"
trigger11 = p2name = "Akuma" | p4name = "Akuma"
trigger12 = p2name = "RugalXIII" | p4name = "RugalXIII"
value = 193

[State 190,]
type = ChangeState
triggerall = var(0) = 0
triggerall = palno = [0,6]
trigger1 = var(21) = 0
trigger1 = Time = 1
value = 191

[State 190,]
type = ChangeState
triggerall = var(0) = 0
triggerall = palno = [0,6]
trigger1 = var(21) = 1
trigger1 = Time = 1
value = 192

[State 190,]
type = ChangeState
triggerall = var(0) = 1
triggerall = palno = [7,12]
trigger1 = Time = 1
trigger1 = var(21) = 0
trigger2= p2name = "svcgouki" || p4name = "svcgouki"
trigger3= p2name = "Gouki" || p4name = "Gouki"
trigger4= p2name = "Shin Gouki" || p4name = "Shin Gouki"
trigger5= p2name = "Akuma" || p4name = "Akuma"
trigger6= p2name = "Shin Akuma" || p4name = "Shin Akuma"
value = 194
[State 190,]
type = ChangeState
triggerall = var(0) = 1
triggerall = palno = [7,12]
triggerall= p2name != "svcgouki" && p4name != "svcgouki"
triggerall= p2name != "Gouki" && p4name != "Gouki"
triggerall= p2name != "Shin Gouki" && p4name != "Shin Gouki"
triggerall= p2name != "Akuma" && p4name != "Akuma"
triggerall= p2name != "Shin Akuma" && p4name != "Shin Akuma"
trigger1 = Time = 1
trigger1 = var(21) = 1
value = 198


;---------------------------------------------------------------------------
; 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 = 2
value = s10,4
channel=0
[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = var(21) = 1
trigger1 = AnimElem = 2
value = s10,5
channel=0
[State 1200, ヘルパーを出す]
type = Helper
trigger1 = time = 0
name = "Mature"
stateno = 4000
ID = 4000
helpertype = normal
pos = -35,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
size.xscale = 1
size.yscale = 1

[State 1200, ヘルパーを出す]
type = Helper
trigger1 = time = 0
name = "Vice"
stateno = 4010
ID = 4010
helpertype = normal
pos = 35,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
size.xscale = 1
size.yscale = 1

[State 191, changestate]
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 = 2
value = s10,7
channel=0
[State 1200, ヘルパーを出す]
type = Helper
trigger1 = time = 0
name = "Mature"
stateno = 4000
ID = 4000
helpertype = normal
pos = -35,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
size.xscale = 1
size.yscale = 1

[State 1200, ヘルパーを出す]
type = Helper
trigger1 = time = 0
name = "Vice"
stateno = 4010
ID = 4010
helpertype = normal
pos = 35,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
size.xscale = 1
size.yscale = 1

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

;---------------------------------------------------------------------------
; イントロvs有力者
; CNS レベル: 基本

[Statedef 193]
type = S
ctrl = 0
anim = 191
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 = s10,1
channel=0
[State 1200, ヘルパーを出す]
type = Helper
trigger1 = time = 0
name = "Mature"
stateno = 4000
ID = 4000
helpertype = normal
pos = -35,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
size.xscale = 1
size.yscale = 1

[State 1200, ヘルパーを出す]
type = Helper
trigger1 = time = 0
name = "Vice"
stateno = 4010
ID = 4010
helpertype = normal
pos = 35,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
size.xscale = 1
size.yscale = 1

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


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

[Statedef 194]
type = S
ctrl = 0
anim = 198
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 180,]
type = VarRandom
trigger1 = 1
v = 21
range = 0,1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = var(21) = 0
trigger1 = time = 40
value = s20,4
channel=0
[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = var(21) = 1
trigger1 = time = 40
value = s20,6
channel=0
[State 181,]
type = PlaySnd
trigger1 = AnimElem = 6
value = s12,2
channel=1
[State 191, changestate]
type = ChangeState
trigger1 = AnimTime = 0
value = 0


;---------------------------------------------------------------------------
; イントロvsクラウザー・カイザーウェイブ合戦
; CNS レベル: 基本

[Statedef 197]
type = S
ctrl = 0
anim = 19000
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 = 30
x = 15

[State 181,]
type = Posadd
trigger1 = AnimElem = 31
x = 15

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,18
channel = 7

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 24
value = s10,19
channel = 7

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 24
value = s12,9

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 34
value = s10,1

[State 3000]
type = explod
trigger1 = AnimElem = 24
anim = 1285
pos = -10,0
postype = p1
sprpriority = 10
ownpal = 1

[State 3000]
type = Projectile
trigger1 = var(0) = 0
trigger1 = AnimElem = 24
projID = 19000
projanim = 19001
projremove = 1
projpriority = 1
projhitanim = 1230
projremanim = 1230
projsprpriority = 5
projshadow = 0,0,0
getpower = 0
ownpal = 0
offset = 80,-73
velocity = 8,0
attr = S, SP
animtype = Hard
damage = 0 ,0
hitflag = MAF
guardflag = M
hitsound = s1,4
guardsound = s2,1
pausetime = 0,9
sparkno = s4020
guard.sparkno = s4120
sparkxy = 20,-50
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -8
air.juggle = 7
projscale=.5,.5
air.velocity = -5,-5
air.fall = 1
fall.recover = 0

[State 3000]
type = Projectile
trigger1 = var(0) = 1
trigger1 = AnimElem = 24
projID = 19000
projanim = 19002
projremove = 1
projpriority = 1
projhitanim = 1280
projremanim = 1280
projsprpriority = 5
projshadow = 0,0,0
getpower = 0
ownpal = 0
offset = 80,-73
velocity = 8,0
attr = S, SP
animtype = Hard
damage = 0 ,0
hitflag = MAF
guardflag = M
hitsound = s1,4
guardsound = s2,1
pausetime = 0,9
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 191, changestate]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;---------------------------------------------------------------------------
; イントロvsクラウザー・カイザーウェイブ合戦
; CNS レベル: 基本

[Statedef 198]
type = S
ctrl = 0
anim=199

[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

[State 0, Turn]
type = Turn
trigger1 = time=0
trigger2= animelem=24
;ignorehitpause = 
;persistent = 


[State 1000,playsnd]
type = PlaySnd
trigger1 = time = 4
value = s12,17
channel=1
[State 1000,playsnd]
type = PlaySnd
trigger1 = time = 4
value = s20,20
channel=0


[State 1000, playsnd]
type = PlaySnd
trigger1 = animelem=13
value = s12,25
channel=1
[State 1000,]
type = RemoveExplod
trigger1 = time = 0
ID = 2000



[State 1100, ?G?t?F?N?g?\??]
type = Explod
trigger1 = animelem=13
anim = 2031
postype = P1
pos = 70,-10
sprpriority = 5
bindtime = 1
ownpal = 1
scale = 1.5,1.5

[State 1100, ?G?t?F?N?g?\??]
type = Explod
trigger1 = animelem=13
anim = 2025
postype = P1
pos = 70,-10
sprpriority = 15
bindtime = 1
ownpal = 1

[State 1000,playsnd]
type = PlaySnd
trigger1 = animelem=15
value = s20,3
channel=0
[State 1000,playsnd]
type = PlaySnd
trigger1 = animelem=15
value = s12,25
channel=1


[State 1200, ヘルパーを出す]
type = Helper
trigger1 = time = 0
name = "Akuba"
stateno = 199
ID = 1991
helpertype = normal
pos = 62,-137
postype = p1
facing = -1
keyctrl = 0
ownpal = 0
size.xscale = 1
size.yscale = 1

[State 191, changestate]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;---------------------------------------------------------------------------
; 挑発
; CNS レベル: 基本
[Statedef 195]
type     = S
movetype = I
physics  = S
anim     = 194
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 = 6
value = 1

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,0

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

;---------------------------------------------------------------------------
; 挑発2

[Statedef 196]
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 = 8
value = 1

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 6
value = s20,29

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




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


;---------------------------------------------------------------------------
;?????
[Statedef 300]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 300
sprpriority = 3
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
triggerall = prevstateno!=[120,155]
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
triggerall = prevstateno!=[120,155]
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, ??????]
type = ChangeAnim
trigger1 = prevstateno = [150,153]
trigger1 = time = 0
value = 305

[State 300, ?????]
type = HitDef
trigger1 = prevstateno = [150,153]
trigger1 = time = 0
attr = S, NA
animtype  = Diagup
damage    = 10
pausetime = 20,20
sparkno = s4010
sparkxy = -30,-55
hitsound   = s400,6
getpower=0
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,-70
hitsound = s400,6
hitflag = MAF
getpower=90
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
fall.recover=0
yaccel=.4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1&& var(14)=1
trigger2 = prevstateno=[120,155]
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
trigger2 = prevstateno=[120,155]
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, ?????]
type = PlaySnd
trigger1 =  time=0
value = s0,4
channel=1
[State 300, ?????]
type = PlaySnd
trigger1 = AnimElem = 2
value = s(10+(var(0)*10)),10
channel=0
[State 300, ??????]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;???????
[Statedef 650]
type     = A
movetype = A
physics  = A
juggle   = 0
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 = -22,-50
hitsound =s400,6
getpower=90
hitflag = MAF
guardflag = MA
guardsound = s2,0
ground.type = High
ground.slidetime = 14
ground.hittime  = 14
guard.ctrltime=14
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
[State 300, ?????]
type = PlaySnd
trigger1 = AnimElem = 2
value = s(10+(var(0)*10)),10
channel=0
[State 200, ?????]
type = PlaySnd
trigger1 = AnimElem = 2
value = s0,4
channel=1
[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
;---------------------------------------------------------------------------
;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 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 = s(10+(var(0)*10)),9
channel = 0

[State 0, Pause]
type = Pause
trigger1 =(prevstateno = 150||prevstateno=152) 
trigger1=time=0 
time = 5

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = (prevstateno = 150||prevstateno=152) 
trigger1=time=0 
value=s2,3
channel = 1


[State 2100, 非nothitby] ;地上投げ属性は回避できない
type = HitBy
triggerall = prevstateno != [150,151]
trigger1 = AnimElem = 5, <= 0
value = SC, NT, ST, HT    

[State 2100, 非nothitby] ;地上投げ属性は回避できない
type = notHitBy
triggerall = prevstateno = [150,151]
trigger1 = 1
value = SCA 
[State 2100, 移動量]
type = VelSet
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(6) < 0
x = 4.7

[State 2100, 移動終了]
type = VelSet
trigger1 = AnimElem = 6
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 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 = s(10+(var(0)*10)),9
channel = 0

[State 0, Pause]
type = Pause
trigger1 =(prevstateno = 150||prevstateno=152) 
trigger1=time=0 
time = 5

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = (prevstateno = 150||prevstateno=152) 
trigger1=time=0 
value=s2,3
channel = 1

[State 2100, 非nothitby] ;地上投げ属性は回避できない
type = HitBy
triggerall = prevstateno != [150,151]
trigger1 = AnimElem = 7, <= 0
value = SC, NT, ST, HT    

[State 2100, 非nothitby] ;地上投げ属性は回避できない
type = notHitBy
triggerall = prevstateno = [150,151]
trigger1 = 1
value = SCA 
[State 2110, 移動量]
type = VelSet
trigger1 = AnimElemTime(2) > 0 && AnimElemTime(7) < 0
x = -4.7

[State 2110, 移動終了]
type = VelSet
trigger1 = AnimElem = 7
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

;---------------------------------------------------------------------------
;受身

[Statedef 52000]
type     = S
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 = s(10+(var(0)*10)),9
channel = 4

[State 2110, nothitby]
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(3) < 0
x = -3.8

[state 300,]
type = 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(6) <= 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 = 3
x = 0

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