;===========================================================================
; 僐儞僗僞儞僣乮掕悢乯
;===========================================================================

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;婎杮僨乕僞
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[Data]
life		= 1000	;儔僀僼乮懱椡僎乕僕乯嵟戝抣
power		= 3000	;僷儚乕僎乕僕嵟戝抣乮僆僾僔儑儞丒僨僼僅儖僩偼3000=Lv.3乯
attack		= 100	;峌寕椡乮僨僼僅儖僩偼100%乯
defence		= 100	;杊屼椡乮僨僼僅儖僩偼100%乯
fall.defence_up	= 50	;墶偵搢傟偰偄傞帪偵堦帪揑偵壛偊傞杊屼椡乮亾乯
liedown.time	= 50	;墶偵搢傟偰偄傞帪娫乮僼儗乕儉乯
airjuggle	= 17	;僕儍僌儖億僀儞僩尷奅抣
sparkno		= 2	;僨僼僅儖僩偺僸僢僩僗僷乕僋乮fightfx偐傜乯
guard.sparkno	= 40	;僨僼僅儖僩偺僈乕僪僗僷乕僋乮fightfx偐傜乯
KO.echo		= 0	;俲俷帪偺壒惡偵僄僐乕傪妡偗傞偐斲偐乮0=妡偗側偄,1=妡偗傞乯
volume		= 100	;僉儍儔偺昗弨偺壒検乮嵟彫-255丒嵟戝255乯
IntPersistIndex	= 58	;師偺儔僂儞僪傊帩偪墇偣傞乽Var乿偺傾僪儗僗偺斖埻傪寛傔傞
FloatPersistIndex = 40	;師偺儔僂儞僪傊帩偪墇偣傞乽FVar乿偺傾僪儗僗偺斖埻傪寛傔傞

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;僒僀僘愝掕
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[Size]
xscale		= 1	;僉儍儔偺墶偺戝偒偝乮愨懳抣丒float乯
yscale		= 1	;僉儍儔偺廲偺戝偒偝乮愨懳抣丒float乯
ground.back	= 12	;抧忋偵偄傞帪偺乽屻曽偺暔棟揑側暆乿
ground.front	= 9	;抧忋偵偄傞帪偺乽慜曽偺暔棟揑側暆乿
air.back	= 15	;嬻拞偵偄傞帪偺乽屻曽偺暔棟揑側暆乿
air.front	= 17	;嬻拞偵偄傞帪偺乽慜曽偺暔棟揑側暆乿
height		= 45	;僉儍儔偺暔棟揑側崅偝乮崅偄傎偳憡庤偼旘傃墇偟偵偔偔側傞乯
attack.dist	= 140	;憡庤偑僈乕僪懺惃偵擖傞嵟掅偺嫍棧
proj.attack.dist = 90	;帺暘偺乽Projectile乿偵懳偟偰憡庤偑僈乕僪懺惃偵擖傞嵟掅偺嫍棧
proj.doscale	= 1	;xscale偲yscale傪乽Projectile乿偵傕塭嬁偝偣傞偐斲偐乮0=偝偣側偄丒1=偝偣傞乯
head.pos	= -1,-70;僉儍儔偺昗弨偺摢偺嵗昗乮Bind宯偱揔梡偝傟傞乯
mid.pos		= -1,-40;僉儍儔偺昗弨偺懱拞怱偺嵗昗乮Bind宯偱揔梡偝傟傞乯
shadowoffset	= -1	;塭偺倄幉曽岦偺埵抲嵗昗
draw.offset	= 0,0	;僉儍儔偺昞帵嵗昗乮倃幉,倄幉乯

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;堏摦懍搙愝掕
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[Velocity]
walk.fwd	= 1.2		;慜恑懍搙乮倃幉丒[Statedef 20]偵揔梡偝傟傞乯
walk.back	= -1		;屻戅懍搙乮倃幉丒[Statedef 20]偵揔梡偝傟傞乯
run.fwd		= 3.5, 0	;慜曽偵憱傞懍搙乮倃幉,倄幉丒[Statedef 100]偵揔梡偝傟傞乯
run.back	= -4.8, -2.8	;屻曽偵憱傞懍搙乮倃幉,倄幉丒[Statedef 105]偵揔梡偝傟傞乯
jump.neu	= 0, -8.8	;悅捈僕儍儞僾偺懍搙乮倃幉,倄幉丒[Statedef 40]偵揔梡偝傟傞乯
jump.back	= -1.5		;屻曽僕儍儞僾偺懍搙乮倃幉丒[Statedef 40]偵揔梡偝傟傞乯
jump.fwd	= 2.5		;慜曽僕儍儞僾偺懍搙乮倃幉丒[Statedef 40]偵揔梡偝傟傞乯
runjump.back	= -2.55, -8	;屻曽偵憱偭偰偐傜偺僕儍儞僾懍搙乮倃幉,倄幉丒[Statedef 40]偵揔梡偝傟傞乯
runjump.fwd 	= 3.5, -8	;慜曽偵憱偭偰偐傜偺僕儍儞僾懍搙乮倃幉,倄幉丒[Statedef 40]偵揔梡偝傟傞乯
airjump.neu 	= 0, -5.5	;嬻拞悅捈僕儍儞僾懍搙乮倃幉,倄幉丒[Statedef 45]偵揔梡偝傟傞乯
airjump.back	= -2.55		;嬻拞屻曽僕儍儞僾懍搙乮倃幉丒[Statedef 45]偵揔梡偝傟傞乯
airjump.fwd	= 2.5		;嬻拞慜曽僕儍儞僾懍搙乮倃幉丒[Statedef 45]偵揔梡偝傟傞乯

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;塣摦愝掕
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[Movement]
airjump.num	= 1	;嬻拞僕儍儞僾偑弌棃傞夞悢
airjump.height	= 35	;嬻拞僕儍儞僾偑弌棃傞嵟掅偺崅搙乮倄幉乯
yaccel		= .42	;倄幉壛懍搙乮廳椡乯
stand.friction	= .85	;棫偭偰偄傞帪偺杸嶤學悢乮僗僥乕僩偺Physics偑乽S乿偺帪乯
crouch.friction	= .82	;偟傖偑傫偱偄傞帪偺杸嶤學悢乮僗僥乕僩偺Physics偑乽C乿偺帪乯

;=========================================================================
; 婎杮峴摦偺僗僥乕僩
;=========================================================================

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;	僞僀儉僆乕僶乕乮晧偗偨帪乯
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 170, 摿庩岠壥]
Type = AssertSpecial
trigger1 = time <= 300
flag = roundnotover

[State 170, 柍揋]
Type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 170, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = animelem = 4
value = 170, 0

[State 181, 僄僼僃僋僩昞帵]
Type = Explod
trigger1 = animelem = 4
anim = 12000
id = 12000
scale = .03, .05
pos = 7, -57
postype = p1
sprpriority = 3
bindtime = -1
ownpal = 1

[State 170, 僄僼僃僋僩昞帵]
Type = Explod
trigger1 = time = 150
anim = 22000
id = 22000
scale = 1, .6
pos = -2, -66
postype = p1
sprpriority = 1
bindtime = -1
ownpal = 1

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;	彑棙億乕僘暘婒乮common1.cns偵偼柍偄偗偳丄偙傟傕僐儌儞僗僥乕僩乯
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[Statedef 180]
type	= S

[State 180, 暔棟揑側僉儍儔偺暆]
Type = null;Width
trigger1 = 1
edge	= 0, 10	;夋柺抂傪墴偡暆傪曄偊傞乮僆儗儞僕偺慄乯

[State 180, 僗僥乕僩曄峏]
Type = ChangeState
trigger1 = time = 0
value = 181

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;	彑棙億乕僘
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[Statedef 181]
type	= S
ctrl	= 0
velset	= 0,0
anim	= 180

[State 181, 摿庩岠壥]
Type = AssertSpecial
trigger1 = time <= 300
flag = roundnotover

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

[State 181, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = anim = 180 && animelem = 7
value = 170, 0

[State 181, 僄僼僃僋僩昞帵]
Type = Explod
trigger1 = anim = 180 && animelem = 7
anim = 12000
id = 12000
scale = .03, .05
pos = -14, -64
postype = p1
sprpriority = 3
bindtime = -1
ownpal = 1

[State 181, 僄僼僃僋僩昞帵]
Type = Explod
trigger1 = animelem = 13
anim = 22000
id = 181
scale = 1, .6
pos = -12, -64
postype = p1
sprpriority = 0
bindtime = -1
ownpal = 1
facing = -1

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;	僀儞僩儘摫擖
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[Statedef 190]
type	= S
ctrl	= 0
velset	= 0, 0

[State 190, 儔儞僟儉曄悢]
Type = VarRandom
trigger1 = time = 0
v = 5
range = 0, 1
ignorehitpause = 1
persistent = 0
supermovetime = 9999
pausemovetime = 9999

[State 190, 僗僥乕僩曄峏]
Type = ChangeState
trigger1 = time = 0
value = 191 + var(5)

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;	僀儞僩儘1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[Statedef 191]
type	= S
ctrl	= 0
anim	= 190

[State 191, 摿庩岠壥]
Type = AssertSpecial
trigger1 = animtime <= 0
flag = intro

[State 191, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = animelemtime(7) >= 1 && animelemtime(37) <= 1
value = 4, 2
persistent = 10

[State 191, 僗僥乕僩曄峏]
Type = ChangeState
trigger1 = animtime = 0
value = 0

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;	僀儞僩儘2
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[Statedef 192]
type	= S
ctrl	= 0
anim	= 191

[State 191, 摿庩岠壥]
Type = AssertSpecial
trigger1 = animtime <= 0
flag = intro

[State 191, 僄僼僃僋僩昞帵] ;僇僶儞徚嫀
Type = Explod
trigger1 = animelem = 7
anim = 192
ID = 190
pos = 0, 0
postype = p1
sprpriority = 2
bindtime = -1
ownpal = 1

[State 191, 僗僥乕僩曄峏]
Type = ChangeState
trigger1 = animtime = 0
value = 0

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;	僴僀僕儍儞僾奐巒
;	丒捠忢偺僕儍儞僾偲傎傏摨偠偱偡丅堏摦懍搙偺懠拝抧帪偵墘弌傪壛偊偰偄傑偡丅
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[Statedef 60]
type	= S
movetype= I
physics	= S
ctrl	= 0
anim	= 40
sprpriority = 1

[State 60, 曄悢傪愝掕]
Type = VarSet
trigger1 = 1
sysvar(1) = 1

[State 60, 堏摦懍搙]
Type = VelSet
trigger1 = AnimTime = 0
x = const(velocity.runjump.fwd.x)+3
y = const(velocity.jump.y)-1

[State 60, 僗僥乕僩曄峏]
Type = ChangeState
trigger1 = AnimTime = 0
value = 61
ctrl = 1

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒僴僀僕儍儞僾拞

[Statedef 61]
type	= A
movetype= I
physics	= N
anim	= 42

[State 61, 曄悢傪愝掕]
Type = VarSet
trigger1 = time = 0
sysvar(1) = 1

[State 61, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = time = 0
value = 1, 6

[State 61, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = time = 0
value = 110, 0
volume = -100

[State 61, 懍搙憹尭]
Type = VelAdd
trigger1 = 1
y = .5

[State 105, 巆憸]
Type = AfterImage
trigger1 = animelem = 2
trans = add
palcontrast = 180, 20, 20
time = 2

[State 105, 巆憸昞帵帪娫]
Type = AfterImageTime
trigger1 = animelemtime(2) >= 1 && animelemtime(9) <= 2
time = 2

[State 61, 僗僥乕僩曄峏]
Type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 62
ctrl = 0

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒僴僀僕儍儞僾拝抧

[Statedef 62]
type	= S
movetype= I
physics	= S
ctrl	= 0
anim	= 101

[State 62 ,壒傪柭傜偡]
Type = PlaySnd
trigger1 = Time = 0
value = 100, 0

[State 62, 堏摦懍搙] ;Y曽岦偺懍搙傪0偵
Type = VelSet
trigger1 = Time = 0
y = 0

[State 62, 幉埵抲] ;抧忋偵栠偡
Type = PosSet
trigger1 = Time = 0
y = 0

[State 62, 毢]
Type = MakeDust
triggerall = (StateType != A)
trigger1 = time = [0, 2]
pos = 0, 
pos2 = 16, -2
spacing = 1

[State 62, 僐儞僩儘乕儖壜斲]
Type = CtrlSet
trigger1 = Time = 8
value = 1

[State 62, 僗僥乕僩曄峏]
Type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;	僶僢僋僗僥僢僾
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[Statedef 105]
type	= S
movetype= I
physics	= N
ctrl	= 0
velset	= const(velocity.run.back.x), 0
anim	= 106
sprpriority = 1

[State 105, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = animelem = 1
value = 105, 0

[State 105, 巆憸]
Type = AfterImage
trigger1 = animelem = 1
trans = add
palcontrast = 180, 20, 20
time = 2

[State 105, 巆憸昞帵帪娫]
Type = AfterImageTime
trigger1 = animelemtime(6) < 1
time = 2

[State 105, 僸僢僩桳岠] ;柍揋傪愝掕
Type = HitBy
trigger1 = Time <= 16
Value = SCA, ST, HT ;昁嶦搳偘丄挻旈搳偘埲奜傪柍岠壔
Time = 1

[State 105, 懍搙忔嶼]
Type = VelMul
trigger1 = animelemtime(6) >= 1
x = .8

[State 105, 堏摦懍搙]
Type = VelSet
trigger1 = animelem = 9
x = 0

[State 105, 僐儞僩儘乕儖壜斲]
Type = CtrlSet
trigger1 = animelem = 14
value = 1

[State 105, 僗僥乕僩曄峏]
Type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;	僶僢僋僗僥僢僾
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[Statedef 106]
type	= S
movetype= I
physics	= N
ctrl	= 0
anim	= 105
sprpriority = 0

[State 105, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = animelem = 2
value = 105, 0

[State 105, 巆憸]
Type = AfterImage
trigger1 = animelem = 2
trans = add
palcontrast = 180, 20, 20
time = 2

[State 105, 巆憸昞帵帪娫]
Type = AfterImageTime
trigger1 = animelemtime(2) >= 1 && animelemtime(7) < 4
time = 2

[State 105, 僸僢僩桳岠] ;柍揋傪愝掕
Type = HitBy
trigger1 = Time <= 16
Value = SCA, ST, HT ;昁嶦搳偘丄挻旈搳偘埲奜傪柍岠壔
Time = 1

[State 105, 堏摦懍搙]
Type = VelSet
trigger1 = Time = 3
x = const(velocity.run.back.x)

[State 105, 懍搙忔嶼]
Type = Velmul
trigger1 = Time >= 8
x = .95

[State 105, 堏摦懍搙]
Type = VelSet
trigger1 = Time = 27
x = 0

[State 105, 僐儞僩儘乕儖壜斲]
Type = CtrlSet
trigger1 = animelem = 11
value = 1

[State 105, 僗僥乕僩曄峏]
Type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;	嬻拞僟僢僔儏
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[Statedef 110]
type	= A
movetype= I
physics	= N
ctrl	= 0
velset	= 0, 0
anim	= 110
sprpriority = 1

[State 110, 曄悢傪憹尭]
Type = VarAdd
trigger1 = Time = 0
var(6) = -1

[State 110, 曄悢傪愝掕]
Type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 110, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = animelem = 3
value = 1, 6
volume = 0

[State 110, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = animelem = 3
value = 110, 0
volume = -100

[State 110, 巆憸]
Type = AfterImage
trigger1 = animelem = 3
trans = add
palcontrast = 180, 20, 20
time = 2

[State 110, 巆憸昞帵帪娫]
Type = AfterImageTime
trigger1 = animelemtime(3) >= 1 && animelemtime(8) < 2
time = 2

[State 110, 堏摦懍搙]
Type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 110, 堏摦懍搙]
Type = VelSet
trigger1 = animelem = 3
x = 16

[State 110, 懍搙忔嶼]
Type = Velmul
trigger1 = animelemtime(5) >= 1 && animelemtime(8) < 2
x = .8

[state 110, 忬懺曄峏]
Type = statetypeset
trigger1 = animelem = 9
physics = A

[state 110, 僐儞僩儘乕儖壜斲]
Type = ctrlset
trigger1 = time = 12
value = 1

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;	嬻拞僶僢僋僗僥僢僾
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[Statedef 115]
type	= A
movetype= I
physics	= N
ctrl	= 0
velset	= 0,0
anim	= 115
sprpriority = 1


[State 115, 曄悢傪愝掕]
Type = VarSet
trigger1 = Time = 0
sysvar(1) = -1

[State 115, 曄悢傪憹尭]
Type = VarAdd
trigger1 = Time = 0
var(6) = -1

[state 115, 幉埵抲]
Type = posadd
trigger1 = time = 0
y = -4

[State 115, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = time = 2
value = 105, 0

[State 115, 巆憸]
Type = AfterImage
trigger1 = animelem = 1
trans = add
palcontrast = 180, 20, 20
time = 2

[State 115, 巆憸昞帵帪娫]
Type = AfterImageTime
trigger1 = animelemtime(1) >= 1 && animelemtime(7) <= 1
time = 2

[State 115, 堏摦懍搙]
Type = VelSet
trigger1 = time = 0
x = -3.2
y = -2.2

[state 115, 忬懺曄峏]
Type = statetypeset
trigger1 = time = 8
physics = A

[state 115, 僐儞僩儘乕儖壜斲]
Type = ctrlset
trigger1 = time = 14
value = 1

