
;---------------------------------------------------------------------------
;サカット・立ち
[Statedef 10000]
type = S
physics = S
ctrl = 0
anim = 10000
sprpriority = -1


[State 4005, push]
type=playerpush
trigger1= 1
value=0
ignorehitpause=1

[State 4300,1]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[State -1]
Type = ParentVarSet
Trigger1 = 1
fV = 28
Value = 0

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

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


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

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

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

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

[State 4300,1]
type = nothitby
trigger1 = 1
value = SCA
time = 1




[State 900, 4]
type = ChangeState
trigger1 = root,stateno=[190,193]
trigger1 = prevstateno != 10190
value = 10190




[State 900, 4]
type = ChangeState
trigger1 = root,stateno=170
value = 10170

[State 900, 4]
type = ChangeState
trigger1 = root,stateno=[180,183]
value = 10180





[State 900, 4]
type = ChangeState
trigger1 = root,stateno=5150
value = 15150

[State 900, 4]
type = ChangeState
trigger1 = root,stateno=5300||parent,anim=5300
value = 15300

[State 6000]
type = Turn
triggerall = p2dist X < -3
trigger1 = 1



[State 6000]
type = ChangeState
trigger1 = rootdist X != [-50,50]
trigger1 = Pos Y = 0
value = 10020

;---------------------------------------------------------------------------
;負け
[Statedef 10170]
type    = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 10170


[State 0, PosSet]
type = velset
trigger1 = 1
y = 0
x = 0

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

[State 4300,1]
type = nothitby
trigger1 = 1
value = SCA
time = 1



[State -1]
Type = ParentVarSet
Trigger1 = time=0
fV = 28
Value = 1


[State 4300,1]
type = nothitby
trigger1 = 1
value = SCA
time = 1
[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 900, 4]
type = ChangeState
trigger1 = root,stateno!=5150 && root,stateno!=170
value = 10000

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

;---------------------------------------------------------------------------
;負け
[Statedef 15150]
type    = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 10170

[State -1]
Type = ParentVarSet
Trigger1 = time=0
fV = 28
Value = 1


[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 4300,1]
type = nothitby
trigger1 = 1
value = SCA
time = 1


[State 900, 4]
type = sprpriority
trigger1 = time = 0
value=-4

[State 900, 4]
type = ChangeState
trigger1 = root,stateno!=5150 && root,stateno!=170
value = 10000

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;イントロ
[Statedef 10190]
type    = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 10190

[State -1]
Type = ParentVarSet
Trigger1 = time=0
fV = 28
Value = 1

[State 191, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 10190



[State 4300,1]
type = nothitby
trigger1 = 1
value = SCA
time = 1


[State 900, 4]
type = ChangeState
trigger1 = animtime = 0
value = 10000

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

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

;気絶
[Statedef 15300]
type    = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
sprpriority = 2
anim = 10170



[State -1]
Type = ParentVarSet
Trigger1 = time=0
fV = 28
Value = 1


[State 4300,1]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1


[State 900, 4]
type = ChangeState
trigger1 = parent,anim!=5300
value = 10000
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
;歩く
[Statedef 10020]
type    = S
physics = S
sprpriority = -1
ctrl = 0


[State 1005, push]
type=playerpush
trigger1= 1
value=0
ignorehitpause=1

[State 4300,1]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[State -1]
Type = ParentVarSet
Trigger1 = 1
fV = 28
Value = 0

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1
;---------------------------------------------------------------------------

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


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












[State 4300,1]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[State 6020]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 10020
value = 10020

[State 6020]
type = ChangeState
trigger1 = rootdist X < -70
trigger1 = Pos Y = 0
value = 10105

[State 6020]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 10021
value = 10021

[State 6020]
type = VelSet
trigger1 = rootdist X > 30
x = 3.06



[State 6020]
type = VelSet
trigger1 = rootdist X < -30
x = -3.08



[State 6020]
type = Turn
trigger1 = time = 0
trigger1 = p2dist X < -3












[State 6020]
type = ChangeState
trigger1 = rootdist X > 70
trigger1 = Pos Y = 0
value = 10100

[State 6020]
type = ChangeState
trigger1 = rootdist X = [-30,30]
trigger1 = Anim != 10000
value = 10000

;---------------------------------------------------------------------------
; RUN_FWD
[Statedef 10100]
type    = S
physics = S
anim = 10100
sprpriority = -1
velset=0,0
ctrl=0

[State 1005, push]
type=playerpush
trigger1= 1
value=0
ignorehitpause=1

[State 4300,1]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[State -1]
Type = ParentVarSet
Trigger1 = 1
fV = 28
Value = 0

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1
;---------------------------------------------------------------------------



[State 4300,1]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[State 100, 1]
type = VelSet
trigger1 = time>=3
x = 9



[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 4]
type = ChangeState
triggerall=Time>=10
trigger1 = rootdist X = [-30,30]
value = 10000



;---------------------------------------------------------------------------
; RUN_BACK
[Statedef 10105]
type    = S
physics = N
ctrl = 0
anim = 10105
sprpriority = -1

[State 1005, push]
type=playerpush
trigger1= 1
value=0
ignorehitpause=1

[State 4300,1]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[State -1]
Type = ParentVarSet
Trigger1 = 1
fV = 28
Value = 0

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1
;---------------------------------------------------------------------------


;---------------------------------------------------------------------------
[State 100, 1]
type = VelSet
trigger1 = time>=3
x = -9

[State 4300,1]
type = nothitby
trigger1 = 1
value = SCA
time = 1




[State 105,4]
type=NotHitBy
trigger1=1
value=SAC






[State 100, 4]
type = ChangeState
triggerall=Time>=10
trigger1 = rootdist X = [-30,30]
value = 10000

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


;---------------------------------------------------------------------------
; Win state decider
; CNS difficulty: basic
; CNS ???: ??
[Statedef 10180]
type = S
Anim =10000

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 0, PosSet]
type = velset
trigger1 = 1
y = 0
x = 0

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

[State 180, 1]
type = VarRandom
trigger1 = Time = 1
range = 1, 6
v = 1

[State 180, 2]
type = ChangeState
triggerall = Var(1) = [1,3]
trigger1 = root,stateno=[180,183]
value = 10181

[State 180, 3]
type = ChangeState
triggerall = Var(1) = [3,6]
trigger1 = root,stateno=[180,183]
value = 10182

;---------------------------------------------------------------------------
; Win pose 1
; CNS difficulty: basic
; CNS ???: ??
[Statedef 10181]
type = S
ctrl = 0
anim = 10181
velset = 0,0

[State 105,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3,=9
value = 10000,1

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;--------------------------------------------------------------------------
; Win pose 2
; CNS difficulty: basic
; CNS ???: ??
[Statedef 10182]
type = S
ctrl = 0
anim = 10182
velset = 0,0


[State 105,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4,=-1
value = 10000, 2


[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
[Statedef 10184]
type = S
ctrl = 0
anim = 10184
velset = 0,0
sprpriority = -4



[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------

;キター
[Statedef 12450]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 12450
sprpriority = -2
velset = 0,0

[State 1020, vel]
type = null;posSet
trigger1 = 1
y = Const(root,pos Y)+70


[State 1020, vel]
type = VelSet
trigger1 = 1
x = -12.3

[State 1201,end]
type = Destroyself
trigger1 = time>=26

;-----------------------------------------------
;帰る
[Statedef 12458]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 10020
sprpriority = -2
velset = 0,0





[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1





[State 1300, vel]
type = Velset
trigger1 = time >= 2
x = 3.06





[State 1201,end]
type = Destroyself
trigger1 =  FrontEdgeBodyDist  < -30
trigger2 = backEdgeBodyDist < -30


;タイガーアッパーカット-----------------------------------------------



[Statedef 11005]
type = S
movetype = A
physics = S
anim = 11005
velset = 0,0

ctrl = 0




[State 3300, 1]
type = NotHitBy
trigger1 =1
value = SCA






[State -3,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1,=0
value = 10005, 0

[State -3,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1,=1
value = 10000, 10
channel = 0

[State 1005, 2]
type = StateTypeSet
trigger1 = AnimElem = 6
statetype = A
physics = N

[State 1005, 2]
type = VelSet
trigger1 = AnimElem = 6
x = 5
y = -9

[State 1005, 2]
type = VelAdd
trigger1 = AnimElemNo(0) = 6
x = -.2
y = .45

[State 1005, 2]
type = VelSet
trigger1 = AnimElem = 7
x = 0
y = 0

[State 1005, 2]
type = VelAdd
trigger1 = AnimElem = 12,> 0
y = .63

[State 245,HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
animtype = Back
damage    = 81,8
guardflag = M
hitflag = MAF
pausetime = 8,8
sparkno = S2020
guard.sparkno = S2060
sparkxy = 0,-45
hitsound = S3, 6
guardsound = S4, 1
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,-12
guard.velocity = -11
air.hittime = 13
air.velocity = -2,-12
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11
yaccel = .6
air.juggle = 8
fall = 1

[State -2,Assertspecial]
type = Assertspecial
trigger1 = MoveHit && AnimElem = 6,=-1
flag = Nojugglecheck

[State 245,HitDef]
type = HitDef
trigger1 = AnimElem = 6
trigger2 = AnimElem = 6,= 7
trigger3 = AnimElem = 6,= 12
trigger4 = AnimElem = 6,= 17
attr = A, SA
animtype = Back
damage    = Ceil(81 / (2 * HitCount)),8

guardflag = M
hitflag = MAF
pausetime = 8,8
sparkno = S2020
guard.sparkno = S2060
sparkxy = 0,-70+floor(P2Dist Y)
hitsound = S3, 6
guardsound = S4, 1
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,-12
guard.velocity = -11
air.hittime = 13
air.velocity = -2,-12
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .6
air.juggle = 8
fall = 1

[State 1005, 2]
type = ChangeState
trigger1 = AnimElem = 13,> 0
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 11001

;------------------------ 着地
[Statedef 11001]
type = S
movetype = A
physics = S
anim = anim+1
velset = 0,0
ctrl = 0


[State 3300, 1]
type = NotHitBy
trigger1 =1
value = SCA

[State 1001, 1]
type = PosSet
trigger1 = Time = 0
y = 0

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


[State 1020, vel]
type = ChangeState
triggerall = win
Trigger1 = AnimTime=0
value = 10180

[State 1020, vel]
type = ChangeState
triggerall = lose
Trigger1 = AnimTime=0
value = 10170

[State 1001, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 12458


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