;=====================================================================
;--------------------------------------------------------------------
; 基本データ
;--------------------------------------------------------------------
[Data]
life              = 1000
power             = 3000
attack            = 100
defence           = 100
fall.defence_up   = 50     ;横に倒れている時に一時的に加える防御力
liedown.time      = 60     ;横に倒れている時間（フレーム）
airjuggle         = 15     ;ジャグルポイント限界値
sparkno           = 2      ;デフォルトのヒットスパーク（fightfxから）
guard.sparkno     = 40     ;デフォルトのガードスパーク（fightfxから）
KO.echo           = 0      ;ＫＯ時の音声（11,0）にエコーを掛けるか否か
volume            = 0      ;キャラの標準の音量（最小-255・最大255）
IntPersistIndex   = 0      ;次のラウンドへ持ち越せる「Var」のアドレスの範囲を決める（※１）
FloatPersistIndex = 0     ;次のラウンドへ持ち越せる「FVar」のアドレスの範囲を決める（※１）

;--------------------------------------------------------------------
; ※１：変数のラウンド持ち越し方法
;
; 　変数を次のラウンドへ持ち越したい場合は、↑の
; 　「IntPersistIndex」と「FloatPersistIndex」を使う。
; 　そのやり方はM.U.G.E.Nの説明書にすら載ってないので、ここで例を元に解説。
;
; 　①IntPersistIndex = 23　（Var(23)～Var(59)までを全て次のラウンドへ持ち越せる）
; 　②FloatPersistIndex = 18（FVar(18)～FVar(39)までを全て次のラウンドへ持ち越せる）
;
; 　つまり「Var(**)（Fvar(**)）以降全ての変数を持ち越す」という命令になる。
; 　それ以前のアドレスの変数は全て持ち越さなくなる。
;
; 　全ての変数を持ち越さない場合は、
; 　IntPersistIndexは60以上、FloatPersistIndexは40以上にしておこう。
;
; 　×これはダメ×
; 　　①IntPersistIndex = 10,15,20,25　（15,20,25の部分は意味無し）
; 　　②FloatPersistIndex = 4,16 　　　（16の部分は意味無し）
; 　　これらは最初の数字以外全て無効。
; 
; 　なお、現在kfmcはIntPersistIndexを0にしているので、
;　『全ての「Var」を次のラウンドに持ち越せる』ようになってます。
;---------------------------------------------------------------------------
; サイズ
;---------------------------------------------------------------------------
[Size]
xscale           = 0.90     ;キャラ画像の横のスケール
yscale           = 1.05     ;キャラ画像の縦のスケール
ground.back      = 22       ;キャラの幅（地上後方）
ground.front     = 22       ;キャラの幅（地上前方）
air.back         = 18       ;キャラの幅（空中後方）
air.front        = 18       ;キャラの幅（空中前方）
height           = 55       ;跳び越す相手のためのキャラの高さ
attack.dist      = 160     ;相手がガード態勢に入る最低の距離
proj.attack.dist = 90      ;自分の「Projectile」に対して相手がガード態勢に入る最低の距離
proj.doscale     = 0       ;xscaleとyscaleをProjectileにも影響させるか
head.pos         = 5,-120  ;キャラの標準の頭の座標
mid.pos          = 0,-80  ;キャラの標準の体中心の座標
shadowoffset     = -2       ;影のＹ軸方向の位置座標
draw.offset      = 0,0     ;キャラの表示座標（Ｘ軸,Ｙ軸）

;---------------------------------------------------------------------------
; 移動速度
;---------------------------------------------------------------------------
[Velocity]
walk.fwd     = 3.0         ;前進速度
walk.back    = -2.8        ;後退速度
run.fwd      = 6.6,0       ;前方に走る速度
run.back     = -6.5,-1.8   ;後方に走る速度
jump.neu     = 0,-8.5      ;垂直ジャンプの速度
jump.back    = -2.55       ;後方ジャンプの速度
jump.fwd     = 2.5         ;前方ジャンプの速度
runjump.back = -2.55,-8.1  ;後方に走ってからのジャンプ速度
runjump.fwd  = 4,-8.1      ;前方に走ってからのジャンプ速度
airjump.neu  = 0,-8.1      ;空中垂直ジャンプ速度
airjump.back = -2.55       ;空中後方ジャンプ速度
airjump.fwd  = 2.5         ;空中前方ジャンプ速度
;--------------------------------------------------------------------
; 運動関係
;--------------------------------------------------------------------
[Movement]
airjump.num     = 0       ;空中ジャンプが出来る回数
airjump.height  = 35       ;空中ジャンプが出来る最低の高度（Ｙ軸）
yaccel          = .44      ;Ｙ軸加速度（重力）
stand.friction  = .85      ;立っている時の摩擦係数（PhysicsがSの時）
crouch.friction = .82      ;しゃがみ時の摩擦係数（PhysicsがCの時）

;=====================================================================
; 通常攻撃技
;=====================================================================

;立ち弱Ｐ
[Statedef 200]
type     = S
movetype = A
physics  = S
velset   = 0,0
ctrl     = 0
anim     = 200
sprpriority = 1
facep2   = 1

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

[state ]
type = turn
trigger1 = time = 0
trigger1 = p2dist X < 0

[State ]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
damage = 20,0
getpower = 20,20
givepower = 10,10
animtype = light;（light/midium/hard/back)
guardflag = MA
pausetime = 10,10
sparkno = s8000
sparkxy = -10, -75
hitsound = s2,0
guard.sparkno = s8400
guardsound = s3,0
ground.type = high
guard.hittime  = 15+((enemynear,statetype = A)*2)
ground.slidetime = 17+((enemynear,statetype = C)*2)+(var(15)*3)
ground.hittime  = 17+((enemynear,statetype = C)*2)+(var(15)*3)
ground.velocity = -2.8
air.type = high
airguard.velocity = -1.6,-1.5
air.velocity = -1.6,-5
envshake.time    = 5
envshake.ampl    = 2
envshake.freq    = 120
yaccel = 0.4
fall.recovertime = 15+(var(14)*5)
air.hittime = 15+(var(14)*5)

[State 200];補正
type = Varset
triggerall = (EnemyNear,GethitVar(hitcount) < 2)
trigger1 = movecontact
var(11) = 3
persistent = 0
ignorehitpause = 1

[State 200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;*********************************************
;６弱Ｐ
[Statedef 205]
type     = S
movetype = A
physics  = S
velset   = 0,0
ctrl     = 0
anim     = 900
sprpriority = 1
facep2   = 1

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 4
value = 1,0
volume = 200

[state ]
type = turn
trigger1 = time = 0
trigger1 = p2dist X < 0

[State ,無敵]
type = NotHitBy
trigger1 = time < 8
value = A,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1

[State ]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
damage = 24,0
getpower = 22,22
givepower = 11,11
animtype = light;（light/midium/hard/back)
guardflag = MA
pausetime = 10,10
sparkno = s8000
sparkxy = -10, -75
hitsound = s2,0
guard.sparkno = s8400
guardsound = s3,0
ground.type = high
guard.hittime  = 15+((enemynear,statetype = A)*2)
ground.slidetime = 17+((enemynear,statetype = C)*2)
ground.hittime  = 17+((enemynear,statetype = C)*2)
ground.velocity = -1.5,-7
air.type = high
airguard.velocity = -2.0,-1.5
air.velocity = -2.0,-5
envshake.time    = 5
envshake.ampl    = 2
envshake.freq    = 120
yaccel = 0.4
fall.recovertime = 12+(var(15)*5)
air.hittime = 12+(var(15)*5)

[State 200];補正
type = Varset
triggerall = (EnemyNear,GethitVar(hitcount) < 2)
trigger1 = movecontact
var(11) = 3
persistent = 0
ignorehitpause = 1

[State 200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;--------------------------------------------------------------------
;立ち中パンチ
[Statedef 210]
type     = S
movetype = A
physics  = S
velset   = 0,0
ctrl     = 0
anim     = 210
sprpriority = 1

[State 210, 画像表示優先度]
type = SprPriority
trigger1 = 1
value = 0

[State 210, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 4
value = 1,1
volume = 200

[State ]
type = HitDef
trigger1 = animelem = 3
attr = S, NA
animtype  = midium
damage    = 54
getpower = 48,48
givepower = 24,24
guardflag = MA
pausetime = 12,12
sparkno = s8010
sparkxy = 0,-70
hitsound   = s2,2
guardsound = s3,0
guard.sparkno = s8410
ground.type = high
guard.hittime  = 19+((enemynear,statetype = A)*2)
ground.hittime  = 21+((enemynear,statetype = C)*2)+(var(15)*5)
ground.slidetime = 21+((enemynear,statetype = C)*2)+(var(15)*5)
ground.velocity = -6
airguard.velocity = -2.5,-1.5
air.velocity = -2.5,-5
yaccel = 0.4
air.fall = 1
envshake.time    = 10
envshake.ampl    = 2
envshake.freq    = 120
fall.recovertime = 20+(var(15)*12)
air.hittime      = 20+(var(15)*12)
ignorehitpause = 1

[State ];補正
type = Varset
triggerall = (EnemyNear,GethitVar(hitcount) < 2)
trigger1 = movecontact
var(11) = 2
persistent = 0
ignorehitpause = 1

[State 210, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;--------------------------------------------------------------------
;立ち強パンチ
[Statedef 220]
type     = S
movetype = A
physics  = S
velset   = 0,0
ctrl     = 0
anim     = 220
sprpriority = -1

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 10
value = 1,2
volume = 100

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 10
value = 0,2
volume = 100
channel = 3

[State 220, 移動]
type = posadd
trigger1 = animelem = 7
trigger2 = animelem = 4
trigger3 = animelem = 5
x = 8

[State 220, 移動]
type = posadd
trigger1 = animelem = 11
trigger2 = animelem = 12
x = -8

[State 220]
type = HitDef
trigger1 = animelem = 3
attr = S, NA
animtype  = hard
damage    = 78
getpower = 72,72
givepower = 36,36
hitflag = MAFD
guardflag = MA
pausetime = 15,15
sparkno = s8020
sparkxy = -15,-50
hitsound   = s2,6
guardsound = s3,0
guard.sparkno = s8420
ground.type = low
guard.hittime  = 22+((enemynear,statetype = A)*2)
ground.hittime  = 26+((enemynear,statetype = C)*2)+(var(15)*8)
ground.slidetime = 26+((enemynear,statetype = C)*2)+(var(15)*8)
ground.velocity = -6
air.velocity = -2,-5
airguard.velocity = -2,-1.5
yaccel = 0.4
air.fall = 1
envshake.time    = 10
envshake.ampl    = 3
envshake.freq    = 120
fall.recovertime = 38+(var(15)*9)
air.hittime      = 38+(var(15)*9)
ignorehitpause = 1

[State ];補正
type = Varset
triggerall = (EnemyNear,GethitVar(hitcount) < 2)
trigger1 = movecontact
var(11) = 1
persistent = 0
ignorehitpause = 1

[State 220, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;--------------------------------------------------------------------
;立ち弱Ｋ
[Statedef 230]
type     = S
movetype = A
physics  = S
velset   = 0,0
ctrl     = 0
anim     = 230
sprpriority = 2

[State 230, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 1,0
volume = 200

[State 230]
type = HitDef
trigger1 = animelem = 3
attr = S, NA
damage    = 24
animtype = light
getpower = 26,26
givepower = 13,13
guardflag = MA
pausetime = 10,10
sparkno = s8000
sparkxy = -15,-20
hitsound   = s2,3
guard.sparkno = s8400
guardsound = s3,0
ground.type = low
guard.hittime  = 17+((enemynear,statetype = A)*2)
ground.hittime  = 19+((enemynear,statetype = C)*2)+(var(15)*3)
ground.slidetime = 19+((enemynear,statetype = C)*2)+(var(15)*3)
ground.velocity = -3.1
air.velocity = -1.6,-5
airguard.velocity = -1.6,-1.5
yaccel = 0.4
envshake.time    = 8
envshake.ampl    = 3
envshake.freq    = 120
air.fall = 1
air.hittime      = 15+(var(15)*5)
fall.recovertime = 15+(var(15)*5)
ignorehitpause=1

[State ];補正
type = Varset
triggerall = (EnemyNear,GethitVar(hitcount) < 2)
trigger1 = movecontact
var(11) = 3
persistent = 0
ignorehitpause = 1

[State 230, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------------------------------------
;立ち中Ｋ
[Statedef 240]
type     = S
movetype = A
physics  = S
velset   = 0,0
ctrl     = 0
anim     = 240
sprpriority = 2

[State 210, 移動]
type = posadd
trigger1 = animelem = 2
x = 10

[State 240, 移動]
type = posadd
trigger1 = animelem = 9
trigger2 = animelem = 10
x = -5

[State 240, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 5
value = 1,1
volume = 200

[State 240, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr              = S, NA
damage            = 47,0
animtype          = midium
getpower = 42,42
givepower = 21,21
guardflag         = MA
hitflag           = MAF
pausetime         = 12,12
sparkno           = s8010
sparkxy           = -10,-60
guard.sparkno     = s8400
hitsound          = s2,8
guardsound        = s3,1
ground.type       = Low
guard.hittime  = 23+((enemynear,statetype = A)*2)
ground.hittime  = 24+((enemynear,statetype = C)*2)+(var(15)*5)
ground.slidetime = 24+((enemynear,statetype = C)*2)+(var(15)*5)
ground.velocity = -8
air.velocity = -1.8,-5
airguard.velocity = -1.8,-1.5
yaccel = 0.4
envshake.time    = 10
envshake.ampl    = 3
envshake.freq    = 120
air.fall = 1
air.hittime      = 20+(var(15)*12)
fall.recovertime = 20+(var(15)*12)
ignorehitpause=1

[State ];補正
type = Varset
triggerall = (EnemyNear,GethitVar(hitcount) < 2)
trigger1 = movecontact
var(11) = 2
persistent = 0
ignorehitpause = 1

[State 240, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;--------------------------------------------------------------------
;立ち強Ｋ
[Statedef 250]
type     = S
movetype = A
physics  = S
velset   = 0,0
ctrl     = 0
anim     = 250
sprpriority = 0

[State 210, 移動]
type = posadd
trigger1 = animelem = 2
trigger2 = animelem = 3
x = -6

[State 210, 移動]
type = posadd
trigger1 = animelem = 15
trigger2 = animelem = 16
trigger3 = animelem = 17
trigger4 = animelem = 18
x = 8

[State 250, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 23
value = 1,2
volume = 200

[State 250, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 23
value = 0,0
channel = 3

[State 250, ヒット定義]
type = HitDef
trigger1 = animelem = 8
attr              = S, NA
damage            = 120,0
animtype          = back
getpower = 110,110
givepower = 55,55
guardflag         = HA
hitflag           = MAF
pausetime         = 15,15
sparkno           = s8020
sparkxy           = -10,-60
guard.sparkno     = s8410
hitsound          = s2,7
guardsound        = s3,1
ground.type       = Low
guard.hittime  = 30+((enemynear,statetype = A)*2)
ground.hittime  = 35+((enemynear,statetype = C)*2)+(var(15)*8)
ground.slidetime = 35+((enemynear,statetype = C)*2)+(var(15)*8)
ground.velocity = 5
air.velocity = 1,-5
airguard.velocity = 1,-1.5
yaccel = 0.4
envshake.time    = 10
envshake.ampl    = 3
envshake.freq    = 120
air.fall = 1
air.hittime      = 40+(var(15)*12)
fall.recovertime = 40+(var(15)*12)
ignorehitpause=1

[State ];補正
type = Varset
triggerall = (EnemyNear,GethitVar(hitcount) < 2)
trigger1 = movecontact
var(11) = 3
persistent = 0
ignorehitpause = 1

[State 250, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;--------------------------------------------------------------------
;６強Ｋ
[Statedef 255]
type     = S
movetype = A
physics  = S
velset   = 0,0
ctrl     = 0
anim     = 910
sprpriority = 2

[State 210, 移動]
type = posadd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 10
x = 10

[State 210, 移動]
type = posadd
trigger1 = animelem = 8
trigger2 = animelem = 9
trigger3 = animelem = 11
trigger4 = animelem = 12
x = 5

[State 250, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 10
value = 1,2
volume = 200

[State 250, ヒット定義]
type = HitDef
trigger1 = animelem = 5
attr              = S, NA
damage            = 81,0
animtype          = Hard
getpower = 74,74
givepower = 37,37
guardflag         = MA
hitflag           = MAF
pausetime         = 12,12
sparkno           = s8020
sparkxy           = -10,-60
guard.sparkno     = s8410
hitsound          = s2,7
guardsound        = s3,1
ground.type       = Low
guard.hittime  = 20+((enemynear,statetype = A)*2)
ground.hittime  = 25+((enemynear,statetype = C)*2)+(var(15)*8)
ground.slidetime = 25+((enemynear,statetype = C)*2)+(var(15)*8)
ground.velocity = -5
air.velocity = -2,-5
airguard.velocity = -2,-1.5
yaccel = 0.4
envshake.time    = 10
envshake.ampl    = 3
envshake.freq    = 120
air.fall = 1
air.hittime      = 25+(var(15)*10)
fall.recovertime = 25+(var(15)*10)
ignorehitpause=1

[State ];補正
type = Varset
triggerall = (EnemyNear,GethitVar(hitcount) < 2)
trigger1 = movecontact
var(11) = 1
persistent = 0
ignorehitpause = 1

[State 255, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;=====================================================================
;しゃがみ弱Ｐ
[Statedef 400]
type     = C
movetype = A
physics  = C
ctrl     = 0
anim     = 400
velset   = 0,0
sprpriority = 2
facep2   = 1

[State 400, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 3
value = 1,0

[State 400, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr              = C, NA
damage            = 10,0
animtype          = Light
getpower = 18,18
givepower = 9,9
guardflag         = MA
priority          = 3
pausetime         = 10,10
sparkno           = s8000
sparkxy           = -10,-42
guard.sparkno     = s4216
hitsound          = s2,0
guardsound        = s3,0
ground.type       = Low
guard.hittime  = 15+((enemynear,statetype = A)*2)
ground.hittime  = 17+((enemynear,statetype = C)*2)+(var(15)*3)
ground.slidetime = 17+((enemynear,statetype = C)*2)+(var(15)*3)
ground.velocity = -3
air.velocity = -1.5,-5
airguard.velocity = -1.5,-1.5
yaccel = 0.4
envshake.time    = 8
envshake.ampl    = 2
envshake.freq    = 120
air.fall = 1
air.hittime      = 17+(var(15)*5)
fall.recovertime = 17+(var(15)*5)
ignorehitpause=1

[State ];補正
type = Varset
triggerall = (EnemyNear,GethitVar(hitcount) < 2)
trigger1 = movecontact
var(11) = 3
persistent = 0
ignorehitpause = 1

[State 400, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;--------------------------------------------------------------------
;しゃがみ中パンチ
[Statedef 410]
type     = C
movetype = A
physics  = C
ctrl     = 0
anim     = 410
velset   = 0,0
sprpriority = 2

[State 410, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 5
value = 1,1

[State 410, 移動]
type = posadd
trigger1 = animelem = 1
x = 30

[State 410, 一発目のヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr              = C, NA
damage            = 40,0
animtype          = Medium
getpower = 38,38
givepower = 19,19
hitflag           = MAF
guardflag         = M
pausetime         = 10,10
sparkno           = s8010
sparkxy           = -10,-55
guard.sparkno     = s8410
hitsound          = s2,1
guardsound        = s3,0
ground.type       = Low
guard.hittime  = 22+((enemynear,statetype = A)*2)
ground.hittime  = 25+((enemynear,statetype = C)*2)+(var(15)*5)
ground.slidetime = 25+((enemynear,statetype = C)*2)+(var(15)*5)
ground.velocity = -4
air.velocity = -2,-5
airguard.velocity = -2,-1.5
yaccel = 0.4
envshake.time    = 10
envshake.ampl    = 3
envshake.freq    = 120
air.fall = 1
air.hittime      = 25+(var(15)*10)
fall.recovertime = 25+(var(15)*10)
ignorehitpause=1

[State ];補正
type = Varset
triggerall = (EnemyNear,GethitVar(hitcount) < 2)
trigger1 = movecontact
var(11) = 2
persistent = 0
ignorehitpause = 1

[State 410, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


;--------------------------------------------------------------------
;しゃがみ強パンチ
[Statedef 420]
type     = C
movetype = A
physics  = C
ctrl     = 0
anim     = 420
velset   = 0,0
sprpriority = 2

[State 420, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 5
value = 1,2

[State 410, 一発目のヒット定義]
type = HitDef
trigger1 = AnimElem = 5
attr              = C, NA
damage            = 40,0
animtype          = Medium
getpower = 34,34
givepower = 17,17
hitflag           = MAF
guardflag         = M
pausetime         = 10,10
sparkno           = s8020
sparkxy           = -10,-55
guard.sparkno     = s8420
hitsound          = s2,6
guardsound        = s3,1
ground.type       = Low
guard.hittime  = 20+((enemynear,statetype = A)*2)
ground.hittime  = 25+((enemynear,statetype = C)*2)
ground.slidetime = 25+((enemynear,statetype = C)*2)
ground.velocity = 0
air.velocity = 0,-7
airguard.velocity = 0,-1.5
yaccel = 0.4
envshake.time    = 10
envshake.ampl    = 3
envshake.freq    = 120
air.fall = 1
air.hittime      = 25+(var(15)*20)
fall.recovertime = 25+(var(15)*20)

[State 410, ２発目のヒット定義]
type = HitDef
trigger1 =  AnimElem = 6
attr              = C, NA
damage            = 70,0
animtype          = Medium
getpower = 60,60
givepower = 30,30
hitflag           = MAF
guardflag         = M
pausetime         = 10,10
sparkno           = s8020
sparkxy           = -10,-75
guard.sparkno     = s8420
hitsound          = s2,6
guardsound        = s3,1
ground.type       = Low
guard.hittime  = 18+((enemynear,statetype = A)*2)
ground.hittime  = 45+((enemynear,statetype = C)*2)
ground.slidetime = 45+((enemynear,statetype = C)*2)
ground.velocity = -2,-8
air.velocity = -1,-8
airguard.velocity = -1,-1.5
yaccel = 0.4
envshake.time    = 10
envshake.ampl    = 3
envshake.freq    = 120
air.fall = 1
air.hittime      = 45+(var(14)*15)
fall.recovertime = 45+(var(14)*15)
fall = 1

[State ];補正
type = Varset
triggerall = (EnemyNear,GethitVar(hitcount) < 2)
trigger1 = movecontact
var(11) = 1
persistent = 0
ignorehitpause = 1

[State 420, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
;しゃがみ弱キック
[Statedef 430]
type     = C
movetype = A
physics  = C
ctrl     = 0
anim     = 430
velset   = 0,0
sprpriority = 2
facep2   = 1

[State 430, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 3
value = 1,0

[State 430, ヒット定義]
type = HitDef
trigger1 = animelem = 2
attr              = C, NA
damage            = 13,0
animtype          = Light
getpower = 24,24
givepower = 12,12
guardflag         = L
pausetime         = 10,10
sparkno           = s8000
sparkxy           = -10,-8
guard.sparkno     = s8400
hitsound          = s2,3
guardsound        = s3,0
ground.type       = Low
guard.hittime  = 18+((enemynear,statetype = A)*2)
ground.hittime  = 20+((enemynear,statetype = C)*2)+(var(15)*3)
ground.slidetime = 20+((enemynear,statetype = C)*2)+(var(15)*3)
ground.velocity = -2.8
air.velocity = -1.5,-5
airguard.velocity = -1.5,-1.5
yaccel = 0.4
envshake.time    = 8
envshake.ampl    = 3
envshake.freq    = 120
air.fall = 1
air.hittime      = 20+(var(15)*5)
fall.recovertime = 20+(var(15)*5)

[State ];補正
type = Varset
triggerall = (EnemyNear,GethitVar(hitcount) < 2)
trigger1 = movecontact
var(11) = 3
persistent = 0
ignorehitpause = 1

[State 430, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;--------------------------------------------------------------------
;しゃがみ中キック
[Statedef 440]
type     = C
movetype = A
physics  = C
ctrl     = 0
anim     = 440
velset   = 0,0
sprpriority = 2

[State 440, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 4
value = 1,1

[State 440, ヒット定義]
type = HitDef
trigger1 = animelem = 2
attr              = C, NA
damage            = 35,0
getpower = 38,38
givepower = 19,19
guardflag         = L
hitflag           = MAF
pausetime         = 12,12
sparkno           = s8010
sparkxy           = -5,-10
guard.sparkno     = s8410
hitsound          = s2,4
guardsound        = s3,0
ground.type       = low
guard.hittime  = 15+((enemynear,statetype = A)*2)
ground.hittime  = 18+((enemynear,statetype = C)*2)+(var(15)*5)
ground.slidetime = 18+((enemynear,statetype = C)*2)+(var(15)*5)
ground.velocity = -3.5
air.velocity = -2,-5
airguard.velocity = -2,-1.5
yaccel = 0.4
envshake.time    = 10
envshake.ampl    = 3
envshake.freq    = 120
air.fall = 1
air.hittime      = 19+(var(15)*13)
fall.recovertime = 19+(var(15)*13)

[State ];補正
type = Varset
triggerall = (EnemyNear,GethitVar(hitcount) < 2)
trigger1 = movecontact
var(11) = 3
persistent = 0
ignorehitpause = 1

[State 440, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;--------------------------------------------------------------------
;しゃがみ強キック（足払い攻撃）
[Statedef 450]
type     = C
movetype = A
physics  = C
ctrl     = 0
anim     = 450
velset   = 0,0
sprpriority = 2

[State 450, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 0,1

[State 450, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 6
value = 1,2

[State 450, ヒット定義]
type = HitDef
trigger1 = animelem = 4
attr              = C, NA
damage            = 115,0
getpower = 106,106
givepower = 53,53
guardflag         = L
pausetime         = 12,12
sparkno           = s8020
sparkxy           = -5,-10
guard.sparkno     = s8420
hitsound          = s2,5
guardsound        = s3,1
ground.type       = Trip
guard.hittime  = 16+((enemynear,statetype = A)*2)
ground.hittime  = 18+((enemynear,statetype = C)*2)
ground.slidetime = 18+((enemynear,statetype = C)*2)
ground.velocity = -1,-2-(var(15)*5)
air.velocity = -1,-2-(var(15)*5)
airguard.velocity = -1,-1.5
yaccel = 0.4
envshake.time    = 10
envshake.ampl    = 3
envshake.freq    = 120
fall              = 1
fall.recover = 0

[State ];補正
type = Varset
triggerall = (EnemyNear,GethitVar(hitcount) < 2)
trigger1 = movecontact
var(11) = 2
persistent = 0
ignorehitpause = 1

[State 450, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;=====================================================================
;ジャンプ弱パンチ
[Statedef 600]
type     = A
movetype = A
physics  = A
ctrl     = 0
anim     = 600
sprpriority = 2

[State 600, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 3
value = 1,0

[State 600, ヒット定義]
type = HitDef
trigger1 = animelem = 4
attr              = A, NA
damage            = 23,0
animtype          = Light
getpower = 23,23
givepower = 11,11
guardflag         = HA
priority          = 3
pausetime         = 10,10
sparkno           = s8000
sparkxy           = -10,-58
guard.sparkno     = s8400
hitsound          = s2,0
guardsound        = s3,0
ground.type       = High
guard.hittime  = 4+((enemynear,statetype = A)*2)
ground.hittime  = 6+((enemynear,statetype = C)*2)+(var(15)*3)
ground.slidetime = 6+((enemynear,statetype = C)*2)+(var(15)*3)
ground.velocity = -3.5
air.velocity = -2,-5
airguard.velocity = -2,-1.5
yaccel = 0.4
envshake.time    = 8
envshake.ampl    = 3
envshake.freq    = 120
air.fall = 1
air.hittime      = 7+(var(15)*5)
fall.recovertime = 7+(var(15)*5)

[State ];補正
type = Varset
triggerall = (EnemyNear,GethitVar(hitcount) < 2)
trigger1 = movecontact
var(11) = 3
persistent = 0
ignorehitpause = 1

;--------------------------------------------------------------------
;ジャンプ中パンチ
[Statedef 610]
type     = A
movetype = A
physics  = A
ctrl     = 0
anim     = 610
sprpriority = 2

[State 610, 速度乗算]
type = VelMul
triggerall = (PrevStateNo = 600) || (PrevStateNo = 630) ;直前のステートが600か630の時のみ、
trigger1 = Time = [0,4]  ;０～４フレームの間だけ、
y = 0.95                 ;Ｙ軸の速度を毎フレーム「0.05ポイントずつ」遅くしていく事になる。

[State 610, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 3
value = 1,1

[State 610, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr              = A, NA
damage            = 50,0
animtype          = Medium
getpower          = 46,46
givepower         = 23,23
guardflag         = HA
priority          = 4
pausetime         = 12,12
sparkno           = s8010
sparkxy           = -10,-55
guard.sparkno     = s8400
hitsound          = s2,1
guardsound        = s3,0
ground.type       = High
guard.hittime  = 5+((enemynear,statetype = A)*2)
ground.hittime  = 8+((enemynear,statetype = C)*2)+(var(15)*5)
ground.slidetime = 8+((enemynear,statetype = C)*2)+(var(15)*5)
ground.velocity = -3.5
air.velocity = -2,-5
airguard.velocity = -2,-1.5
yaccel = 0.4
envshake.time    = 10
envshake.ampl    = 3
envshake.freq    = 120
air.fall = 1
air.hittime      = 10+(var(15)*10)
fall.recovertime = 10+(var(15)*10)

[State 610, コントロール]
type = CtrlSet
trigger1 = (Time > 22)
value = 1

[State ];補正
type = Varset
triggerall = (EnemyNear,GethitVar(hitcount) < 2)
trigger1 = movecontact
var(11) = 2
persistent = 0
ignorehitpause = 1
;--------------------------------------------------------------------
;ジャンプ強パンチ
[Statedef 620]
type     = A
movetype = A
physics  = A
ctrl     = 0
anim     = 620
sprpriority = 2

[State 610, 速度乗算]
type = VelMul
triggerall = (PrevStateNo = 600) || (PrevStateNo = 640) 
trigger1 = Time = [0,4]
y = 0.95

[State 610, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 6
value = 1,2

[State 610, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr              = A, NA
damage            = 70,0
animtype          = Medium
getpower          = 66,66
givepower         = 33,33
guardflag         = HA
priority          = 4
pausetime         = 12,12
sparkno           = s8020
sparkxy           = -10,-55
guard.sparkno     = s8420
hitsound          = s2,2
guardsound        = s3,1
ground.type       = High
guard.hittime  = 10+((enemynear,statetype = A)*2)
ground.hittime  = 15+((enemynear,statetype = C)*2)+(var(15)*5)
ground.slidetime = 15+((enemynear,statetype = C)*2)+(var(15)*5)
ground.velocity = -3.5
air.velocity = -2,-5
airguard.velocity = -2,-1.5
yaccel = 0.4
envshake.time    = 10
envshake.ampl    = 3
envshake.freq    = 120
air.fall = 1
air.hittime      = 15+(var(15)*13)
fall.recovertime = 15+(var(15)*13)

[State 610, コントロール]
type = CtrlSet
trigger1 = (Time > 27)
value = 1

[State ];補正
type = Varset
triggerall = (EnemyNear,GethitVar(hitcount) < 2)
trigger1 = movecontact
var(11) = 1
persistent = 0
ignorehitpause = 1
;--------------------------------------------------------------------
;ジャンプ弱キック
[Statedef 630]
type     = A
movetype = A
physics  = A
ctrl     = 0
anim     = 630
sprpriority = 2

[State 630, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 3
value = 1,0

[State 630, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr              = A, NA
damage            = 26,0
animtype          = Light
getpower          = 24,24
givepower         = 12,12
guardflag         = HA
priority          = 3
pausetime         = 10,10
sparkno           = s8000
sparkxy           = -5,-35
guard.sparkno     = s8400
hitsound          = s2,3
guardsound        = s3,0
ground.type       = High
guard.hittime  = 7+((enemynear,statetype = A)*2)
ground.hittime  = 9+((enemynear,statetype = C)*2)+(var(15)*3)
ground.slidetime = 9+((enemynear,statetype = C)*2)+(var(15)*3)
ground.velocity = -3.5
air.velocity = -2,-5
airguard.velocity = -2,-1.5
yaccel = 0.4
envshake.time    = 8
envshake.ampl    = 3
envshake.freq    = 120
air.fall = 1
air.hittime      = 9+(var(15)*5)
fall.recovertime = 9+(var(15)*5)

[State 630, コントロール]
type = CtrlSet
trigger1 = (Time > 14)
value = 1

[State ];補正
type = Varset
triggerall = (EnemyNear,GethitVar(hitcount) < 2)
trigger1 = movecontact
var(11) = 3
persistent = 0
ignorehitpause = 1
;--------------------------------------------------------------------
;ジャンプ中キック
[Statedef 640]
type     = A
movetype = A
physics  = A
ctrl     = 0
anim     = 640
sprpriority = 2

[State 640, 速度乗算]
type = VelMul
triggerall = (PrevStateNo = 600) || (PrevStateNo = 640)
trigger1 = Time = [0,4]
y = 0.95

[State 640, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 5
value = 1,1

[State 640, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr              = A, NA
damage            = 62,0
animtype          = Hard
getpower          = 56,56
givepower         = 28,28
guardflag         = HA
pausetime         = 12,12
sparkno           = s8010
sparkxy           = -10,-40
guard.sparkno     = s8410
hitsound          = s2,4
guardsound        = s3,0
ground.type       = High
guard.hittime  = 5+((enemynear,statetype = A)*2)
ground.hittime  = 8+((enemynear,statetype = C)*2)+(var(15)*5)
ground.slidetime = 8+((enemynear,statetype = C)*2)+(var(15)*5)
ground.velocity = -3.5
air.velocity = -2,-5
airguard.velocity = -2,-1.5
yaccel = 0.4
envshake.time    = 10
envshake.ampl    = 3
envshake.freq    = 120
air.fall = 1
air.hittime      = 10+(var(15)*15)
fall.recovertime = 10+(var(15)*15)

[State 640, コントロール]
type = CtrlSet
triggerall = (var(35) = 1)
trigger1 = (Time > 19)
value = 1

[State ];補正
type = Varset
triggerall = (EnemyNear,GethitVar(hitcount) < 2)
trigger1 = movecontact
var(11) = 2
persistent = 0
ignorehitpause = 1
;--------------------------------------------------------------------
;ジャンプ強キック
[Statedef 650]
type     = A
movetype = A
physics  = A
ctrl     = 0
anim     = 650
sprpriority = 2

[State 640, 速度乗算]
type = VelMul
triggerall = (PrevStateNo = 600) || (PrevStateNo = 640)
trigger1 = Time = [0,4]
y = 0.95

[State 640, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 6
value = 1,2

[State 640, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr              = A, NA
damage            = 80,0
animtype          = Hard
getpower          = 72,72
givepower         = 37,37
guardflag         = HA
pausetime         = 12,12
sparkno           = s8020
sparkxy           = -10,-40
guard.sparkno     = s8420
hitsound          = s2,5
guardsound        = s3,1
ground.type       = High
guard.hittime  = 10+((enemynear,statetype = A)*2)
ground.hittime  = 14+((enemynear,statetype = C)*2)+(var(15)*5)
ground.slidetime = 14+((enemynear,statetype = C)*2)+(var(15)*5)
ground.velocity = -3.5
air.velocity = -2,-5
airguard.velocity = -2,-1.5
yaccel = 0.4
envshake.time    = 10
envshake.ampl    = 3
envshake.freq    = 120
air.fall = 1
air.hittime      = 14+(var(15)*16)
fall.recovertime = 14+(var(15)*16)

[State 640, コントロール]
type = CtrlSet
trigger1 = (Time > 21)
value = 1

[State ];補正
type = Varset
triggerall = (EnemyNear,GethitVar(hitcount) < 2)
trigger1 = movecontact
var(11) = 1
persistent = 0
ignorehitpause = 1
;=====================================================================
; 特殊行動
;=====================================================================
;挑発
[Statedef 10000]
type     = S
movetype = I
physics  = S
ctrl     = 0
anim     = 10000
poweradd = 100
velset   = 0,0

[State 10000, ライフ増減]
type = LifeAdd
trigger1 = Time = 0
value = 5

[State 10000, コントロール]
type = CtrlSet
trigger1 = Time = 80
value = 1

[State 10000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;=====================================================================
;移動起き上がり
[Statedef 10002]
type     = L
movetype = H
physics  = N
ctrl     = 0
anim     = 5110
velset   = 0,0

[State 10002, 変数]
type = VarSet
trigger1 = (Time > 20)
v = 36
value = 0

[State 10002, 変数]
type = VarSet
trigger1 = (Time = [0,20])
var(36) = (command="holdfwd")-(command="holdback") ;（※３）

[State 10002, アニメ変更]
type = ChangeAnim
trigger1 = Time = 20
value = ifelse(var(36)<0,5400,5410)
Persistent = 0

[State 10002, 状態変更]
type = StateTypeSet
trigger1 = (Time > 20)
MoveType = I

[State 10002, 無敵]
type = NotHitBy
trigger1 = time < 39
value = SCA,NA,NT,NP,SA,ST,SP,HA,HT,HP
time = 2

[State 10002, 残像]
type = AfterImage
trigger1 = Time = 20
Time = 36
PalContrast = 120,120,120
Trans = Add1
TimeGap  = 4
FrameGap = 1
length = 3

[State 10002, 押し判定]
type = PlayerPush
trigger1 = (Time > 20)
value = 0
IgnoreHitPause = 1
Persistent = 1

[State 10002, 振り返る]
type = Turn
triggerall = (Anim = [5400,5410])
trigger1 = (AnimElemTime(13) = 0) && (P2Dist X < 0)
Persistent = 0

[State 10002, 軸位置]
type = PosSet
trigger1 = 1
y = 0

[State 10002, 移動速度]
type = VelSet
trigger1 = 1
y = 0

[State 10002, 移動速度]
type = VelSet
triggerall = (Anim = [5400,5410])
trigger1 = Animelem = 10,>=0
x = 0

[State 10002, 移動速度]
type = VelSet
trigger1 = Time = 20
x = ifelse(Anim=5400,-6,6)
persistent = 0

[State 10002, ステート変更]
type = ChangeState
triggerall = (Time = [5,19])
trigger1 = var(36) = 0
value = 5120

[State 10002, ステート変更]
type = ChangeState
triggerall = (Anim = [5400,5410])
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;=====================================================================
;崩れＫＯ
[Statedef 10004]
type     = U
movetype = H
physics  = S
ctrl     = 0

[State 10004, アニメ変更]
type = ChangeAnim
trigger1 = !(HitOver)
value = ifelse(var(37)=1,5020,5000)
IgnoreHitPause = 1

[State 10004, アニメ変更]
type = ChangeAnim
trigger1 = (HitOver) ;「食らい状態」が解除されたら
value = 5190
IgnoreHitPause = 1
Persistent = 0

[State 10004, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA,NA,NT,NP,SA,ST,SP,HA,HT,HP
time = 2

[State 10004, ダウン判定]
type = HitFallSet
trigger1 = 1
value = 0

[State 10004, 押し判定]
type = PlayerPush
trigger1 = 1
value = 0

[State 10004, 軸位置]
type = PosSet
trigger1 = 1
y = 0

[State 10004, 移動速度]
type = VelSet
trigger1 = 1
y = 0

[State 10004, 食らい中の速度]
type = HitVelSet
trigger1 = Time = 0
x = GetHitVar(XVel) ;攻撃を食らった場合、相手のHitDefにあるＸ軸のvelocity系パラメータを適用する
                    ;GetHitVarについてはTech.cnsを見てね

[State 10004, fightfxのエフェクト]
type = GameMakeAnim
triggerall = (Anim = 5190)
trigger1 = (AnimElemTime(13) = 1)
value = 61
pos = 0,0
under = 1
Persistent = 0

[State 10004, ステート変更]
type = ChangeState
triggerall = (Anim = 5190)
trigger1 = (AnimElemTime(13) > 1)
value = ifelse((Lose),5150,5110)

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