[Data]
  ;体力ゲージの初期値
life = 1000
  ;攻撃力（これ以上に設定すると強くなる）
attack = 100
  ;防御力（これ以上に設定すると強くなる）
defence = 83
  ;コンボをくらっている時にあがる防御力
fall.defence_up = 50
  ;倒れてから起上がるまでのフレーム数
liedown.time = 60
  ;空中でどれだけコンボが繋がるか（高くすると無限コンボになるので注意）
airjuggle = 6001
  ;hitdefで設定していない時の基本ヒットスパークナンバー
sparkno = 6002
  ;設定してない時のガードナンバー
guard.sparkno = 40
  ;KOした時に声にエコーをかけるか（１でＯＮ）
KO.echo = 0
 volume = 255
  IntPersistIndex = 60
FloatPersistIndex = 40

[Size]
xscale = 0.5           ;水平方向の縮尺（通常１）
yscale = 0.5           ;垂直方向の縮尺（通常１）
ground.back = 80     ;キャラの幅(後方,地上)
ground.front = 50    ;キャラの幅(前方,地上)
air.back = 80       ;キャラの幅(後方,空中)
air.front = 50       ;キャラの幅(前方,空中)
height = 60          ;キャラの高さ
attack.dist = 160    ;攻撃をした時相手がガード体制に入る最低距離
proj.attack.dist = 90;攻撃をした時相手がガード体制に入る最低距離（飛び道具）
proj.doscale = 1     ;上で設定した縮尺を飛び道具にも適用するか（１でＯＮ）   
head.pos = -5, -90   ;頭の大体の座標
mid.pos = -5, -60    ;体の中心の大体の座標
shadowoffset = 0     ;影の垂直方向のオフセット
draw.offset = 0,1     ;キャラ描画表示位置（Ｘ軸,Ｙ軸）

[Velocity]
walk.fwd  = 2.4      ;前進の速度
walk.back = -2.2     ;後退の速度
run.fwd  = 4.6, 0    ;前ダッシュの速度（ホップする時はyを-にする）
run.back = -4.5,-3.8 ;後ダッシュの速度（ホップする時はyを-にする）
jump.neu = 0,-8.4    ;垂直ジャンプの速度
jump.back = -2.55    ;後ジャンプの速度
jump.fwd = 2.5       ;前ジャンプの速度
runjump.back = -2.55,-8.1 ;後ダッシュしながらのジャンプ速度(オプション)
runjump.fwd = 4,-8.1      ;前ダッシュしながらのジャンプ速度(オプション)
airjump.neu = 0,-8.1      ;２段ジャンプ以降の垂直ジャンプの速度(オプション)
airjump.back = -2.55      ;２段ジャンプ以降の後ジャンプの速度(オプション)
airjump.fwd = 2.5         ;２段ジャンプ以降の前ジャンプの速度

[Movement]
airjump.num = 1      ;空中でジャンプする回数
airjump.height = 35  ;空中でジャンプする最低限の高さ
yaccel = .44         ;重力
stand.friction = .85  ;立ち状態の摩擦係数
crouch.friction = .82 ;屈み状態の摩擦係数

;---------------------------------------------------------------------------
; ステイトの解説
; [Statedef STATENO]
; type = ?      S/C/A/L  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｌ：ダウン
; movetype = ?  I/A/H    Ｉ：通常状態/Ａ：攻撃状態/Ｈ：ダメージをくらってる状態
; physics = ?   S/C/A/N  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｎ：無し
; juggle = ?             その攻撃に使うジャグル数
;




;var
;20 AI用
;21 イントロをランダム決定
;22 イントロ跳ね飛ばしをランダム決定
;23 イントロ跳ね飛ばし管理
;24 イントロユリ
;25
;50 AI用
;---------------------------------------------------------------------------
; タイムオーバーで負けた時
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0


[State 170]
type = PlaySnd
trigger1 = Time = 3
value = 11, 0


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

;---------------------------------------------------------------------------
; 勝った動作
[Statedef 180]
type = S

[State 180, 1]
type = ChangeState
trigger1 = Time = 0
trigger1 = MatchOver = 0
value = 181

[State 180, 1]
type = ChangeState
trigger1 = Time = 0
trigger1 = MatchOver = 1
value = 182

[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time = [0,240]
flag = roundnotover

;---------------------------------------------------------------------------
; 勝った動作1
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 181]
type = PlaySnd
trigger1 = Time = 3
value = 3, 5

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

[State 181, 2]
type = Helper
trigger1 = time = 1
helpertype = normal
name = "osisan"
ID = 5556
pos = 0, 0
postype = p1
facing = 1
stateno = 5556
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = 0.5
size.yscale = 0.5
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
size.height = 0
size.proj.doscale = 0
size.head.pos = 0, 0
size.mid.pos = 0, 0
size.shadowoffset = 0

[Statedef 5556]
type = S
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 5556
sprpriority=2

[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time = [0,240]
flag = roundnotover

;---------------------------------------------------------------------------
; 勝った動作２
[Statedef 182]
type = S
ctrl = 0
anim = 181
vel = 0,0          

[State 182]
type = PlaySnd
trigger1 = Time = 3
value = 4, random%4

[State 182]
type = PlaySnd
trigger1 = Time = 3
value = 0, 5

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

[State 191, 透明化]
type = AssertSpecial
trigger1 = Time = [3,3000]
flag = Invisible


[State 191, 2] 
type = AssertSpecial
trigger1 = Time = [0,240]
flag = roundnotover

[State 191];----------------------------走り出す
type = Explod
trigger1 = time = 3
anim = 0
ID = 0
facing = 1       
vfacing = 1   
removetime = 240
bindtime = 1  
pos = 0,0
postype = p1
;random = 3,5      
scale = 0.5,0.5    
sprpriority = 0    
vel = 2+(random%8),0          
accel = 1.2,0       
removeongethit = 1 
ownpal = 0  
ignorehitpause = 1
persistent = 0 

;---------------------------------------------------------------------------
; Introduction

;イントロ選択
[Statedef 190]
type = S
ctrl = 0
anim = 0
velset = 0,0

[State 190, 消さないでね]
type = VarAdd
triggerall = Time = 1
trigger1 = (P2name = "eirin") || (P4name = "eirin")
trigger2 = (P2name = "Erin Yagokoro") || (P4name = "Erin Yagokoro")
trigger3 = (P2name = "Eirin Yagokoro") || (P4name = "Eirin Yagokoro")
trigger4 = (P2name = "Eirin_Yagokoro") || (P4name = "Eirin_Yagokoro")
v = 24
value = 3

[State 190, ステート変更]
Type = ChangeState
Trigger1 = enemy,name = "RAOH"
Trigger2 = enemy,name = "Raoh"
Trigger3 = enemy,name = "raoh"
Trigger4 = enemy,name = "KENOH"
Trigger5 = enemy,name = "KeNoh"
Trigger6 = enemy,name = "keNoh"
value = 196

[State 190, ステート変更]
Type = ChangeState
Trigger1 = enemy,name = "KENSHIRO"
Trigger2 = enemy,name = "Kenshiro"
Trigger3 = enemy,name = "kenshiro"
value = 194

[State 190, ステート変更]
Type = ChangeState
Trigger1 = enemy,name = "JAGI"
Trigger2 = enemy,name = "Jagi"
Trigger3 = enemy,name = "jagi"
Trigger4 = enemy,name = "Peter Griffin"
Trigger5 = enemy,name = "Combat Echizen"
Trigger6 = enemy,name = "Kusaregedo"
value = 444

[State 190, ステート変更]
Type = ChangeState
Trigger1 = enemy,name = "TOKI"
Trigger2 = enemy,name = "Toki"
Trigger3 = enemy,name = "toki"
Trigger4 = enemy,name = "TOKI-(NERICYA)"
Trigger5 = enemy,name = "AMIBA"
Trigger6 = enemy,name = "Amiba"
Trigger7 = enemy,name = "amiba"
Trigger8 = enemy,name = "Atomic Dust amiba"
Trigger9 = enemy,name = "Shiori"
value = 197

[State 190, ステート変更]
Type = ChangeState
Trigger1 = enemy,name = "MAMIYA"
Trigger2 = enemy,name = "Mamiya"
Trigger3 = enemy,name = "mamiya"
Trigger4 = enemy,name = "MAMIYA-(NERICYA)"
Trigger5 = enemy,name = "Haruhi Suzumiya"
Trigger6 = enemy,name = "Hinako Shijo"
Trigger7 = enemy,name = "Kanna_Kouryu"
Trigger8 = enemy,name = "Kira"
Trigger9 = enemy,name = "Hinako Shijo"
Trigger10 = enemy,name = "Misuzu"
Trigger11 = enemy,name = "shinnosuke"
Trigger12 = enemy,name = "bartman"
value = 198

[State 190, ステート変更]
Type = ChangeState
Trigger1 = enemy,name = "Mr.HEART"
Trigger2 = enemy,name = "Homero J Simpson"
Trigger3 = enemy,name = "Homer J Simpson"
value = 199

[State 190, ステート変更]
Type = ChangeState
Trigger1 = enemy,name = "Sanae"
Trigger2 = enemy,name = "sanae"
Trigger3 = enemy,name = "Kotiya_Sanae"
Trigger4 = enemy,name = "LUIGI"
Trigger5 = enemy,name = "Luigi"
Trigger6 = enemy,name = "luigi"
Trigger7 = enemy,name = "BIKEMAN"
Trigger8 = enemy,name = "TRAINING NODE"
Trigger9 = enemy,name = "cvstodo"
Trigger10 = enemy,name = "Todo"
Trigger11 = enemy,name = "todo"
value = 445

[State 190, ステート変更]
Type = ChangeState
Trigger1 = enemy,name = "Heart_Aino"
Trigger2 = enemy,name = "Heart"
Trigger3 = enemy,name = "heart"
value = 446

[State 190, ステート変更]
Type = ChangeState
Trigger1 = enemy,name = "nakoruru"
Trigger1 = Enemy,AuthorName = "･ｨ･ｹ"
value = 447

[State 190, ランダムに変数を選ぶ]
type = VarRandom
trigger1 = 1
trigger1 = Var(24) = 0
v = 21
range = 0,9  ;範囲を決定

[State 190, ナレ]
type = ChangeState
trigger1 = Time = 1
trigger1 = Var(24) = 0
trigger1 = var(21) = [0,2]
value = 191

[State 190, はねる]
type = ChangeState
trigger1 = Time = 1
trigger1 = Var(24) = 0
trigger1 = var(21) = [3,9]
value = 192

[State 190, ユリ]
type = ChangeState
triggerall = Time = 1
trigger1 = Var(24) = 3
trigger2 = Var(24) = 6
value = 193

;---------------------------------------------------------------------------
[Statedef 193];消さないでね
type = S
ctrl = 0
anim = 190
velset = 0,0


[State 181]
type = PlaySnd
trigger1 = Time = 3
value = 3, 7

[State 191, 1] 
type = ChangeAnim
trigger1 = RoundState = 0
value = 181

[State 191, 2] 
type = AssertSpecial
trigger1 = AnimElemTime(10) < 0
flag = Intro

[State 191, 3] ;Change to stand state when done
type = ChangeState
trigger1 = AnimTime = 0
value = 0

[State 181]
type = LifeSet
trigger1 = time = 3
value = -5000

;---------------------------------------------------------------------------
[Statedef 196];ラオウ
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 181]
type = PlaySnd
trigger1 = Time = 1
value = 3, 15

[State 196, 1] 
type = ChangeAnim
trigger1 = RoundState = 0
value = 181

[State 196, 2] 
type = AssertSpecial
trigger1 = AnimElemTime(10) < 0
flag = Intro

[State 196, 3] ;Change to stand state when done
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;---------------------------------------------------------------------------
[Statedef 194];ケンシロウ
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 181]
type = PlaySnd
trigger1 = Time = 10
value = 3, 14

[State 194, 1] 
type = ChangeAnim
trigger1 = RoundState = 0
value = 181

[State 194, 2] 
type = AssertSpecial
trigger1 = AnimElemTime(10) < 0
flag = Intro

[State 194, 3] ;Change to stand state when done
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
[Statedef 444];ジャギ様
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 181]
type = PlaySnd
trigger1 = Time = 1
value = 3, 17

[State 444, 1] 
type = ChangeAnim
trigger1 = RoundState = 0
value = 181

[State 444, 2] 
type = AssertSpecial
trigger1 = AnimElemTime(10) < 0
flag = Intro

[State 444, 3] ;Change to stand state when done
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
[Statedef 197];病人
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 181]
type = PlaySnd
trigger1 = Time = 1
value = 3, 16

[State 197, 1] 
type = ChangeAnim
trigger1 = RoundState = 0
value = 181

[State 197, 2] 
type = AssertSpecial
trigger1 = AnimElemTime(10) < 0
flag = Intro

[State 197, 3] ;Change to stand state when done
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;---------------------------------------------------------------------------
[Statedef 198];女
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 181]
type = PlaySnd
trigger1 = Time = 1
value = 3, 18

[State 198, 1] 
type = ChangeAnim
trigger1 = RoundState = 0
value = 181

[State 198, 2] 
type = AssertSpecial
trigger1 = AnimElemTime(10) < 0
flag = Intro

[State 198, 3] ;Change to stand state when done
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
[Statedef 199];豚
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 181]
type = PlaySnd
trigger1 = Time = 1
value = 3, 19

[State 199, 1] 
type = ChangeAnim
trigger1 = RoundState = 0
value = 181

[State 199, 2] 
type = AssertSpecial
trigger1 = AnimElemTime(10) < 0
flag = Intro

[State 199, 3] ;Change to stand state when done
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
[Statedef 445];････誰?　影が薄い人用
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 181]
type = PlaySnd
trigger1 = Time = 1
value = 3, 20

[State 445, 1] 
type = ChangeAnim
trigger1 = RoundState = 0
value = 181

[State 445, 2] 
type = AssertSpecial
trigger1 = AnimElemTime(10) < 0
flag = Intro

[State 445, 3] ;Change to stand state when done
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
[Statedef 446];はぁと
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 181]
type = PlaySnd
trigger1 = Time = 1
value = 3, 21

[State 446, 1] 
type = ChangeAnim
trigger1 = RoundState = 0
value = 181

[State 446, 2] 
type = AssertSpecial
trigger1 = AnimElemTime(10) < 0
flag = Intro

[State 446, 3] ;Change to stand state when done
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;---------------------------------------------------------------------------
[Statedef 447];大自然の使徒「ナコルル」用のイントロ 
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 181]
type = PlaySnd
trigger1 = Time = 1
value = 3, 22

[State 447, 1] 
type = ChangeAnim
trigger1 = RoundState = 0
value = 181

[State 447, 2] 
type = AssertSpecial
trigger1 = AnimElemTime(10) < 0
flag = Intro

[State 447, 3] ;Change to stand state when done
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;---------------------------------------------------------------------------
[Statedef 191];危険な街
type = S
ctrl = 0
anim = 0
velset = 0,0

[State 192, イントロ用フラグ]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 192, 透明化]
type = AssertSpecial
trigger1 = Time < 60
flag = Invisible  

[State 192, 立ちのまま]
type = ChangeAnim
trigger1 = Time < 60
value = 0

[State 191];ナレーション
type = PlaySnd
trigger1 = Time = 3
value = 3, 0

[State 191]
type = PlaySnd
trigger1 = Time = 60
value = 40, 0

[State 191, ヘルパーを出す]
type = Helper
trigger1 = Time = 0
name = "ohaou191"
stateno = 1910
ID = 1910
pos = -141, 0 ;自分の後方200から出現

[State 191, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
[Statedef 1910];後ろから走ってくるヘルパー
type = S
ctrl = 0
anim = 191
velset = 16,0
sprpriority = 3

[State 1920, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1920, ブレーキ]
type = Veladd
trigger1 = Time = [0,55]
trigger1 = Vel X > 0 
x = -.78

[State 1920, 停止]
type = Velset
trigger1 = Vel X < 0 
;trigger1 = Animelem = 4
x = 0

[State 1920, 消滅]
type = DestroySelf
trigger1 = Time = 60
trigger2 = Parent,stateno != 191 ;本体に変化があっても消えるように
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
[Statedef 192];走ってきてはねる
type = S
ctrl = 0
anim = 0
velset = 0,0

[State 192, ランダムに変数を選ぶ]
type = VarRandom
trigger1 = time = 1
v = 22
range = 1,9  ;範囲を決定


[State 192, ランダム後のセット]
type = VarSet
trigger1 = var(22) = 0
v = 23
value = 0

[State 192, ランダム後のセット]
type = VarSet
trigger1 = var(22) = 1
v = 23
value = 1

[State 192, ランダム後のセット]
type = VarSet
trigger1 = var(22) = 2
v = 23
value = 2

[State 192, ランダム後のセット]
type = VarSet
trigger1 = var(22) = 3
v = 23
value = 3

[State 192, ランダム後のセット]
type = VarSet
trigger1 = var(22) = 4
v = 23
value = 4

[State 192, ランダム後のセット]
type = VarSet
trigger1 = var(22) = 5
v = 23
value = 5

[State 192, ランダム後のセット]
type = VarSet
trigger1 = var(22) = 6
v = 23
value = 6

[State 192, ランダム後のセット]
type = VarSet
trigger1 = var(22) = 7
v = 23
value = 7

[State 192, ランダム後のセット]
type = VarSet
trigger1 = var(22) = 8
v = 23
value = 8

[State 192, ランダム後のセット]
type = VarSet
trigger1 = var(22) = 9
v = 23
value = 9

[State 190];----------------------------バラモス
type = Explod
trigger1 = time = 1
trigger1 = var(23) = 1
anim = 10191
ID = 10191
facing = 1       
vfacing = 1   
removetime = 93
bindtime = 95  
pos = 0,0
postype = p1
;random = 3,5      
scale = 1,1    
sprpriority = 2  
vel = 0,0          
accel = 0,0       
removeongethit = 1 
ownpal = 1  
ignorehitpause = 1
persistent = 0 
shadow = 1616,16

[State 190];バラモス
type = Explod
trigger1 = time = 94
trigger1 = var(23) = 1
anim = 10291
ID = 10291
facing = 1       
vfacing = 1   
removetime = 93
bindtime = 1  
pos = 0,0
postype = p1
;random = 3,5      
scale = 1,1    
sprpriority = 2  
vel = 30,-10          
accel = 1,1       
removeongethit = 1 
ownpal = 1  
ignorehitpause = 1
persistent = 0 
shadow = 1616,16

[State 190];
type = PlaySnd
trigger1 = time = 1
trigger1 = var(23) = 1
value = 192,1


[State 190];----------------------------エクシア
type = Explod
trigger1 = time = 1
trigger1 = var(23) = 2
anim = 10192
ID = 10192
facing = 1       
vfacing = 1   
removetime = 93
bindtime = 95  
pos = 0,0
postype = p1
;random = 3,5      
scale = 1,1    
sprpriority = 2  
vel = 0,0          
accel = 0,0       
removeongethit = 1 
ownpal = 1  
ignorehitpause = 1
persistent = 0 
shadow = 1616,16

[State 190];エクシア
type = Explod
trigger1 = time = 94
trigger1 = var(23) = 2
anim = 10292
ID = 10292
facing = 1       
vfacing = 1   
removetime = 93
bindtime = 1  
pos = 0,0
postype = p1
;random = 3,5      
scale = 1,1    
sprpriority = 2  
vel = 30,-10          
accel = 0,0       
removeongethit = 1 
ownpal = 1  
ignorehitpause = 1
persistent = 0 
shadow = 1616,16

[State 190];
type = PlaySnd
trigger1 = time = 1
trigger1 = var(23) = 2
value = 192,2


[State 190];----------------------------シーナ
type = Explod
trigger1 = time = 1
trigger1 = var(23) = 3
anim = 10193
ID = 10193
facing = 1       
vfacing = 1   
removetime = 93
bindtime = 95  
pos = 0,0
postype = p1
;random = 3,5      
scale = 0.5,0.5    
sprpriority = 2  
vel = 0,0          
accel = 0,0       
removeongethit = 1 
ownpal = 1  
ignorehitpause = 1
persistent = 0 
shadow = 1616,16

[State 190];シーナ
type = Explod
trigger1 = time = 94
trigger1 = var(23) = 3
anim = 10293
ID = 10293
facing = 1       
vfacing = 1   
removetime = 93
bindtime = 1  
pos = 0,0
postype = p1
;random = 3,5      
scale = 0.5,0.5    
sprpriority = 2  
vel = 30,-10          
accel = 0,0       
removeongethit = 1 
ownpal = 1  
ignorehitpause = 1
persistent = 0 
shadow = 1616,16

[State 190];
type = PlaySnd
trigger1 = time = 1
trigger1 = var(23) = 3
value = 192,3


[State 190];----------------------------マッドサンダー
type = Explod
trigger1 = time = 1
trigger1 = var(23) = 4
anim = 10194
ID = 10194
facing = 1       
vfacing = 1   
removetime = 93
bindtime = 95  
pos = 0,0
postype = p1
;random = 3,5      
scale = 0.5,0.5    
sprpriority = 2  
vel = 0,0          
accel = 0,0       
removeongethit = 1 
ownpal = 1  
ignorehitpause = 1
persistent = 0 
shadow = 1616,16

[State 190];マッドサンダー
type = Explod
trigger1 = time = 94
trigger1 = var(23) = 4
anim = 10294
ID = 10294
facing = 1       
vfacing = 1   
removetime = 93
bindtime = 1  
pos = 0,0
postype = p1
;random = 3,5      
scale = 0.5,0.5    
sprpriority = 2  
vel = 30,-10          
accel = 0,0       
removeongethit = 1 
ownpal = 1  
ignorehitpause = 1
persistent = 0 
shadow = 1616,16

[State 190];
type = PlaySnd
trigger1 = time = 1
trigger1 = var(23) = 4
value = 192,4


[State 190];----------------------------絶望
type = Explod
trigger1 = time = 1
trigger1 = var(23) = 5
anim = 10195
ID = 10195
facing = 1       
vfacing = 1   
removetime = 93
bindtime = 95  
pos = 0,0
postype = p1
;random = 3,5      
scale = 0.5,0.5    
sprpriority = 2  
vel = 0,0          
accel = 0,0       
removeongethit = 1 
ownpal = 1  
ignorehitpause = 1
persistent = 0 
shadow = 1616,16

[State 190];絶望
type = Explod
trigger1 = time = 94
trigger1 = var(23) = 5
anim = 10295
ID = 10295
facing = 1       
vfacing = 1   
removetime = 93
bindtime = 1  
pos = 0,0
postype = p1
;random = 3,5      
scale = 0.5,0.5    
sprpriority = 2  
vel = 30,-10       
accel = 0,0       
removeongethit = 1 
ownpal = 1  
ignorehitpause = 1
persistent = 0 
shadow = 1616,16

[State 190];
type = PlaySnd
trigger1 = time = 1
trigger1 = var(23) = 5
value = 192,5


[State 190];----------------------------てつを
type = Explod
trigger1 = time = 1
trigger1 = var(23) = 6
anim = 10196
ID = 10196
facing = 1       
vfacing = 1   
removetime = 93
bindtime = 95  
pos = 0,0
postype = p1
;random = 3,5      
scale = 0.5,0.5    
sprpriority = 2  
vel = 0,0         
accel = 0,0       
removeongethit = 1 
ownpal = 1  
ignorehitpause = 1
persistent = 0 
shadow = 1616,16

[State 190];てつを
type = Explod
trigger1 = time = 94
trigger1 = var(23) = 6
anim = 10296
ID = 10296
facing = 1       
vfacing = 1   
removetime = 93
bindtime = 1  
pos = 0,0
postype = p1
;random = 3,5      
scale = 0.5,0.5    
sprpriority = 2  
vel = 30,-10       
accel = 0,0       
removeongethit = 1 
ownpal = 1  
ignorehitpause = 1
persistent = 0 
shadow = 1616,16

[State 190];
type = PlaySnd
trigger1 = time = 1
trigger1 = var(23) = 6
value = 192,6


[State 190];----------------------------レッドキング
type = Explod
trigger1 = time = 1
trigger1 = var(23) = 7
anim = 10197
ID = 10197
facing = 1       
vfacing = 1   
removetime = 93
bindtime = 95  
pos = 0,0
postype = p1
;random = 3,5      
scale = 0.5,0.5    
sprpriority = 2  
vel = 0,0          
accel = 0,0       
removeongethit = 1 
ownpal = 1  
ignorehitpause = 1
persistent = 0 
shadow = 1616,16

[State 190];レッドキング
type = Explod
trigger1 = time = 94
trigger1 = var(23) = 7
anim = 10297
ID = 10297
facing = 1       
vfacing = 1   
removetime = 93
bindtime = 1  
pos = 0,0
postype = p1
;random = 3,5      
scale = 0.5,0.5    
sprpriority = 2  
vel = 30,-10          
accel = 0,0       
removeongethit = 1 
ownpal = 1  
ignorehitpause = 1
persistent = 0 
shadow = 1616,16

[State 190];
type = PlaySnd
trigger1 = time = 1
trigger1 = var(23) = 7
value = 192,7


[State 190];----------------------------サクラ
type = Explod
trigger1 = time = 1
trigger1 = var(23) = 8
anim = 10198
ID = 10198
facing = 1       
vfacing = 1   
removetime = 93
bindtime = 95  
pos = 0,0
postype = p1
;random = 3,5      
scale = 0.5,0.5    
sprpriority = 2  
vel = 0,0          
accel = 0,0       
removeongethit = 1 
ownpal = 1  
ignorehitpause = 1
persistent = 0 
shadow = 1616,16

[State 190];サクラ
type = Explod
trigger1 = time = 94
trigger1 = var(23) = 8
anim = 10298
ID = 10298
facing = 1       
vfacing = 1   
removetime = 93
bindtime = 1  
pos = 0,0
postype = p1
;random = 3,5      
scale = 0.5,0.5    
sprpriority = 2  
vel = 30,-10          
accel = 0,0       
removeongethit = 1 
ownpal = 1  
ignorehitpause = 1
persistent = 0 
shadow = 1616,16

[State 190];
type = PlaySnd
trigger1 = time = 1
trigger1 = var(23) = 8
value = 192,8


[State 190];----------------------------悠二
type = Explod
trigger1 = time = 1
trigger1 = var(23) = 9
anim = 10199
ID = 10199
facing = 1       
vfacing = 1   
removetime = 93
bindtime = 95  
pos = 0,0
postype = p1
;random = 3,5      
scale = 0.5,0.5    
sprpriority = 2  
vel = 0,0         
accel = 0,0       
removeongethit = 1 
ownpal = 1  
ignorehitpause = 1
persistent = 0 
shadow = 1616,16

[State 190];悠二
type = Explod
trigger1 = time = 94
trigger1 = var(23) = 9
anim = 10299
ID = 10299
facing = 1       
vfacing = 1   
removetime = 93
bindtime = 1  
pos = 0,0
postype = p1
;random = 3,5      
scale = 0.5,0.5    
sprpriority = 2  
vel = 30,-10          
accel = 0,0       
removeongethit = 1 
ownpal = 0  
ignorehitpause = 1
persistent = 0 
shadow = 1616,16

[State 190];
type = PlaySnd
trigger1 = time = 1
trigger1 = var(23) = 9
value = 192,9




[State 192, 無敵]
type = NotHitBy
trigger1 = Time < 130
value = SCA

[State 192, イントロ用フラグ]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 192, 透明化]
type = AssertSpecial
trigger1 = Time < 130
flag = Invisible  ;これを使うと自キャラが見えなくなる

[State 192, 立ちのまま]
type = ChangeAnim
trigger1 = Time < 130
value = 0



[State 192, ヘルパーを出す];ヘルパーについては後に詳しい解説があります
type = Helper
trigger1 = Time = 90
name = "kula_new kaishi192"
stateno = 1920
ID = 1920
pos = -200, 0 ;自分の後方200から出現

[State 192, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0


;後ろから走ってくるヘルパー
[Statedef 1920]
type = S
ctrl = 0
anim = 10190
velset = 30,0
sprpriority = 3

[State 1920, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1920, しりもち停止]
type = Velset
trigger1 = time = 5
x = 0

[State 1920];
type = PlaySnd
trigger1 = time = 1
value = 1100,0

[State 1920];
type = PlaySnd
trigger1 = time = 5
value = 1100,1


[State 1920, 消滅]
type = DestroySelf
trigger1 = Time = 40
trigger2 = Parent,stateno != 192 ;本体に変化があっても消えるように

;---------------------------------------------------------------------------
; 挑発の動作
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = -15,0
movetype = I
physics = S
sprpriority = 2

[State 195, 攻撃]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage    = 20, 4
hitflag = MA
guardflag = MA
hitonce = 0
priority = 4
pausetime = 8,8
sparkno = 1
sparkxy = 0,0
hitsound   = s1100, 1
guardsound = s1100, 1
animtype = hard
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -3,0
air.velocity = -1.5,-2
fall = 1
fall.recover = 0

[State 195]
type = PlaySnd
trigger1 = Time = 3
value = 3, 9

[State 195, 1]
type = CtrlSet
trigger1 = Time = 70
value = 1

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

