[Data]
  ;体力ゲージの初期値
life = 1500
  ;攻撃力（これ以上に設定すると強くなる）
attack = 120
  ;防御力（これ以上に設定すると強くなる）
defence = 100
  ;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 = 0
  IntPersistIndex = 60
FloatPersistIndex = 40

[Size]
xscale = .5           ;水平方向の縮尺（通常１）
yscale = .5           ;垂直方向の縮尺（通常１）
ground.back = 50     ;キャラの幅(後方,地上)
ground.front = 40    ;キャラの幅(前方,地上)
air.back = 40       ;キャラの幅(後方,空中)
air.front = 30       ;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 = -0, -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  = 4.4      ;前進の速度
walk.back = -4.2     ;後退の速度
run.fwd  = 8.6, 0    ;前ダッシュの速度（ホップする時はyを-にする）
run.back = -8.5,-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,-10.4    ;垂直ジャンプの速度
jump.back = -3.55    ;後ジャンプの速度
jump.fwd = 3.5       ;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 = 0      ;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 = .54         ;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
;5 お覇王ランダム １
;6 お覇王ランダム ２

;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 = 0
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 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 = 0
;vel = 0,0          
;velset = 12+(random%8),0 
sprpriority = 5

;---------------------------
[State 182, 走り1]
type = velset
trigger1 = Time = 0
x = 16

[State 182, 走り1]
type = veladd
trigger1 = Time < 60
trigger1 = vel X > 0
x = -.45

[State 182, 走り2]
type = velset
trigger1 = Time = 61
x = -16

[State 182, 走り2]
type = veladd
trigger1 = time = [60,120]
trigger1 = vel X < 0
x = .45

[State 182, 走り3]
type = velset
trigger1 = Time = 121
x = 12+(random%8)

[State 182, 振り向き]
type = null;Turn
trigger1 = vel X <= 8 && time = [61,70]
trigger2 = vel X >= 8 && time = [121,130]
;---------------------------

[State 191, 透明化]
type = AssertSpecial
trigger1 = Time = [0,3000]
flag = Invisible

[State 191];----------------------------走り出す1
type = Explod
triggerall = numExplod(1821) = 0
trigger1 = time = 0
trigger2 = numExplod(1822) = 0 && time = [60,120]
anim = 182
ID = 1821
removetime = -1
facing = 1       
vfacing = 1   
bindtime = -1  
pos = 0,0
postype = p1
;random = 3,5      
scale = .5,.5    
sprpriority = 0       
removeongethit = 1 
ownpal = 0  
ignorehitpause = 1
persistent = 1 

[State 191];-------
type = removeExplod
trigger1 = vel X <= 14 && time = [0,60]
trigger2 = vel X <= 14 && time = [120,180]
ID = 1821

[State 191];----------------------------走り出す2
type = Explod
triggerall = numExplod(1822) = 0
trigger1 = numExplod(1821) = 0 && time = [0,60]
anim = 182
ID = 1822
removetime = -1
facing = -1       
vfacing = 1   
bindtime = -1  
pos = 0,0
postype = p1
;random = 3,5      
scale = .5,.5    
sprpriority = 0       
removeongethit = 1 
ownpal = 0                                                                                                                
ignorehitpause = 1
persistent = 1 

[State 191];-------
type = removeExplod
trigger1 = vel X >= -14 && time = [62,120]
ID = 1822

[State 191];----------------------------走り出す3
type = Explod
triggerall = numExplod(1823) = 0
trigger1 = numExplod(1821) = 0 && time = [120,180]
anim = 200
ID = 1823
removetime = -1
facing = 1       
vfacing = 1   
bindtime = 1
vel = 1, 0
accel = 3, 0
pos = 0,0
postype = p1
;random = 3,5      
scale = .5,.5    
sprpriority = 0       
removeongethit = 1 
ownpal = 0  
ignorehitpause = 1
persistent = 1 

[State 191];-------
type = removeExplod
trigger1 = time = 300
ID = 1823






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

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

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


[State 600, 2]
type = HitDef
trigger1 = Time >= 0
attr = S, NA
hitflag = MAFD
damage    = 0
guardflag = HA
priority = 3
pausetime = 0,0
sparkno = s6000                      
guard.sparkno = s6002 
sparkxy = -10,-58
hitsound   = s6,0
guardsound = s7,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4,-3
air.velocity = -1.3,-3


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


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

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

[State 190, 変数をセット]
type = VarAdd
triggerall = Time = 1
trigger1 = (P2name = "yuri") || (P4name = "yuri")
trigger2 = (P2name = "cvsyuri") || (P4name = "cvsyuri")
trigger3 = (P2name = "94 Yuri Sakazaki") || (P4name = "94 Yuri Sakazaki")
trigger4 = (P2name = "Yuri_cvs") || (P4name = "Yuri_cvs")
trigger5 = (P2name = "yuri_S") || (P4name = "yuri_S")
trigger6 = (P2name = "xi_yuri") || (P4name = "xi_yuri")
trigger7 = (P2name = "Yuri Sakazaki") || (P4name = "Yuri Sakazaki")
v = 24
value = 3

[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) = [0,1]
value = 191

[State 190, はねる]
type = ChangeState
trigger1 = Time = 1
trigger1 = Var(24) = 0
trigger1 = var(21) = [2,9]
value = 192

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


;---------------------------------------------------------------------------
[Statedef 193];ユリ
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

;---------------------------------------------------------------------------
[Statedef 191];咎人
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, 10

[State 191];ナレーション
type = PlaySnd
trigger1 = AnimTime = 0
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
h
[State 190];----------------------------うちはサスケ
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 = 0.5,0.5    
sprpriority = 4 
vel = 0,0          
accel = 0,1       
removeongethit = 1 
ownpal = 1  
ignorehitpause = 1
persistent = 0 
shadow = 1616,16

[State 190];うちはサスケ
type = Explod
trigger1 = time = 94
trigger1 = var(23) = 1
anim = 10191
ID = 10191
facing = 1       
vfacing = 1   
removetime = 93
bindtime = 1  
pos = 0,0
postype = p1
;random = 3,5      
scale = 0.5,0.5    
sprpriority = 4 
vel = 10,-10       
accel = 0,1       
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];----------------------------小野沢悠貴
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 = 0.5,0.5    
sprpriority = 4 
vel = 0,0          
accel = 0,1       
removeongethit = 1 
ownpal = 1  
ignorehitpause = 1
persistent = 0 
shadow = 1616,16

[State 190];小野沢悠貴
type = Explod
trigger1 = time = 94
trigger1 = var(23) = 2
anim = 10192
ID = 10192
facing = 1       
vfacing = 1   
removetime = 93
bindtime = 1  
pos = 0,0
postype = p1
;random = 3,5      
scale = 0.5,0.5    
sprpriority = 4 
vel = 10,-10       
accel = 0,1       
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];----------------------------小牧愛佳
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 = 4 
vel = 0,0          
accel = 0,1       
removeongethit = 1 
ownpal = 1  
ignorehitpause = 1
persistent = 0 
shadow = 1616,16

[State 190];小牧愛佳
type = Explod
trigger1 = time = 94
trigger1 = var(23) = 3
anim = 10193
ID = 10193
facing = 1       
vfacing = 1   
removetime = 93
bindtime = 1  
pos = 0,0
postype = p1
;random = 3,5      
scale = 0.5,0.5    
sprpriority = 4 
vel = 10,-10       
accel = 0,1       
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];----------------------------桜玉吉
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 = 4 
vel = 0,0          
accel = 0,1       
removeongethit = 1 
ownpal = 1  
ignorehitpause = 1
persistent = 0 
shadow = 1616,16

[State 190];桜玉吉
type = Explod
trigger1 = time = 94
trigger1 = var(23) = 4
anim = 10194
ID = 10194
facing = 1       
vfacing = 1   
removetime = 93
bindtime = 1  
pos = 0,0
postype = p1
;random = 3,5      
scale = 0.5,0.5    
sprpriority = 4 
vel = 10,-10       
accel = 0,1       
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];----------------------------杉下右京
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 = 4 
vel = 0,0          
accel = 0,1       
removeongethit = 1 
ownpal = 1  
ignorehitpause = 1
persistent = 0 
shadow = 1616,16

[State 190];杉下右京
type = Explod
trigger1 = time = 94
trigger1 = var(23) = 5
anim = 10195
ID = 10195
facing = 1       
vfacing = 1   
removetime = 93
bindtime = 1  
pos = 0,0
postype = p1
;random = 3,5      
scale = 0.5,0.5    
sprpriority = 4 
vel = 10,-10    
accel = 0,1       
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];----------------------------丹下段平
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 = 4 
vel = 0,0         
accel = 0,1       
removeongethit = 1 
ownpal = 1  
ignorehitpause = 1
persistent = 0 
shadow = 1616,16

[State 190];丹下段平
type = Explod
trigger1 = time = 94
trigger1 = var(23) = 6
anim = 10196
ID = 10196
facing = 1       
vfacing = 1   
removetime = 93
bindtime = 1  
pos = 0,0
postype = p1
;random = 3,5      
scale = 0.5,0.5    
sprpriority = 4 
vel = 10,-10    
accel = 0,1       
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];----------------------------ビッグスターブレイン
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 = 4 
vel = 0,0          
accel = 0,1       
removeongethit = 1 
ownpal = 1  
ignorehitpause = 1
persistent = 0 
shadow = 1616,16

[State 190];ビッグスターブレイン
type = Explod
trigger1 = time = 94
trigger1 = var(23) = 7
anim = 10197
ID = 10197
facing = 1       
vfacing = 1   
removetime = 93
bindtime = 1  
pos = 0,0
postype = p1
;random = 3,5      
scale = 0.5,0.5    
sprpriority = 4 
vel = 10,-10       
accel = 0,1       
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];----------------------------ぺヤングソース焼きそば
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 = 4 
vel = 0,0          
accel = 0,1       
removeongethit = 1 
ownpal = 1  
ignorehitpause = 1
persistent = 0 
shadow = 1616,16

[State 190];ぺヤングソース焼きそば
type = Explod
trigger1 = time = 94
trigger1 = var(23) = 8
anim = 10198
ID = 10198
facing = 1       
vfacing = 1   
removetime = 93
bindtime = 1  
pos = 0,0
postype = p1
;random = 3,5      
scale = 0.5,0.5    
sprpriority = 4 
vel = 10,-10       
accel = 0,1       
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];----------------------------レッドインパルス
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 = 4 
vel = 0,0         
accel = 0,1       
removeongethit = 1 
ownpal = 1  
ignorehitpause = 1
persistent = 0 
shadow = 1616,16

[State 190];レッドインパルス
type = Explod
trigger1 = time = 94
trigger1 = var(23) = 9
anim = 10199
ID = 10199
facing = 1       
vfacing = 1   
removetime = 93
bindtime = 1  
pos = 0,0
postype = p1
;random = 3,5      
scale = 0.5,0.5    
sprpriority = 4 
vel = 10,-10       
accel = 0,1       
removeongethit = 1 
ownpal = 1  
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 = 0,0
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, 3

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

[State 195, 2]
type = ChangeState
trigger1 = Time = 57
value = 0
ctrl = 1

